image slider with javascript with next previous button - javascript

The general appearance of the program is as follows:
enter image description here
the details
In this exercise, we complete a simple slider. You must add the previous and next button in this event. The next or previous image should be displayed when the next or previous button is clicked. You can use the functions defined in the initial project.
When the slider is on the last image and the next button is clicked, the first image should be displayed and also when the first image of the previous button is clicked, the last image should be displayed.
Note: When an image is displayed, its opacity must be 1 and the rest of the images must be 0.
Notes
You are only allowed to make changes to the main.js file.
html code :
const sliderImages = [
"./images/image1.jpg",
"./images/image2.jpg",
"./images/image3.jpg",
"./images/image4.jpg",
];
const sliderDom = document.getElementById("slider");
let currentImage = 0;
function renderImages() {
sliderImages.forEach((image) => {
sliderDom.innerHTML += "<img src='" + image + "' />";
});
}
function clearImages() {
const images = document.getElementsByTagName("img");
for (let i = 0; i < images.length; i++) {
images[i].style.opacity = 0;
}
}
function showImage(image) {
clearImages();
document.getElementsByTagName("img")[image].style.opacity = 1;
}
function init() {
renderImages();
showImage(currentImage);
}
init();
let myBtn = document.querySelector("#prevButton");
myBtn.onclick = function() {
const newImage = (currentImage + 1) % sliderImages.length;
showImage(newImage);
}
let myBtn2 = document.querySelector("#nextButton");
myBtn2.onclick = function() {
const newImage = (currentImage + 1) % sliderImages.length;
showImage(newImage);
}
* {
margin: 0;
padding: 0;
}
button {
padding: 8px;
}
.container {
width: 500px;
margin: 20px auto;
}
#slider {
position: relative;
height: 400px;
margin-bottom: 20px;
}
#slider img {
width: 500px;
height: 400px;
position: absolute;
transition: all .5s;
}
.buttons {
display: flex;
justify-content: space-between;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="style.css">
<title>Slider</title>
</head>
<body>
<div class="container">
<div id="slider"></div>
<div class="buttons">
<button id="prevButton"><</button>
<button id="nextButton">></button>
</div>
</div>
<script src="main.js"></script>
</body>
</html>

var photos = ["images/img1.png", "images/img2.png", "images/img3.png", "images/img4.png"]
var imgTag = document.querySelector("img");
var count = 0;
function next(){
count++;
if(count >= photos.length){
count = 0;
imgTag.src = photos[count];
}else{
imgTag.src = photos[count];
}
}
function prev(){
count--;
if(count < 0){
count = photos.length -1;
imgTag.src = photos[count];
}else{
imgTag.src = photos[count];
}
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Image Slider</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<button onclick="prev()">prev</button>
<img src="images/img1.png" alt="" style="width:500px; height: 400px;">
<button onclick="next()">Next</button>
<script src="script.js"></script>
</body>
</html>

Related

Why the transform translate is not working?

I am using this code to simply move a small element(ball here), but the transform translate is only working once, even when the setInterval() function is continuously working?
This is the html file --
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="MoveTheBall.css">
<title>Move the ball</title>
</head>
<body>
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<script src="MoveTheBall.js"></script>
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</html>
and CSS file--
.ball{
height: 5rem;
width: 5rem;
background-color: salmon;
border-radius: 50%;
position: relative;
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left: 45vw;
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and the JavaScript file--
var ball = document.querySelector('.ball');
document.addEventListener('keypress' , function(event) {
console.log('key', event.key);
if(event.key === 'w') {
moveUp();
}
});
function moveUp() {
let ballRect;
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ball.style.transform = 'translateY(-10px)';
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Here I was expecting to move the ball up until it reaches to the top of the screen after pressing w key. But the ball is only moving only once.
function moveUp() {
let ballRect;
let interval = setInterval(function() {
ballRect = ball.getBoundingClientRect();
if(ballRect.top > 0) {
let currentTop = parseFloat(getComputedStyle(ball).getPropertyValue('top'));
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Is there a way to use the html written by js in addEventListener?

I added 5 buttons in js to html and I want them to be defined with a one second delay, and because of this js, when it reaches the addEventListener line, those buttons are not defined and gives an error.
HTML:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="./style.css">
<title>Document</title>
</head>
<body>
<div id="btn-adder"></div>
<script src="./script.js"></script>
</body>
</html>
CSS:
*{
padding: 0;
margin: 0;
box-sizing: border-box;
font-size: 20px;
}
body{
background: rgb(61, 61, 61);
}
#btn-adder{
margin-top: 40px;
text-align: center;
}
#btn-adder button{
padding: 5px;
margin: 5px;
}
JavaScript:
const btnAdder = document.getElementById("btn-adder");
for (let i = 0; i < 5; i++) {
setTimeout(function () {
btnAdder.innerHTML += `<button id="btn${i}">Button ${i}</button>`;
}, 1000);
}
for (let i = 0; i < 5; i++) {
document.getElementById(`btn${i}`).addEventListener("click", function () {
console.log(`Button ${i} clicked`);
});
}
Is there a way to make the addEventListener recognize the new variables?
Yes it's possible and you don't even need the second loop, which is slowing down your code. (even though you probably won't notice it)
Instead of adding the HTML directly to the btn-adder, you can create a new button and directly attach the eventlistener to it.
You can create a new HTML element with document.createElement() and then add all attributes, eventlisteners and everything else you need to the button.
Finally you'll add the newly created button with appendChild() as a new child element to your btn-adder element.
const btnAdder = document.getElementById("btn-adder");
for (let i = 0; i < 5; i++) {
setTimeout(function () {
// create button
const buttonElement = document.createElement('button');
buttonElement.id = `btn${i}`;
buttonElement.textContent = `Button ${i}`
// add eventlistener to the created button
buttonElement.addEventListener("click", function () {
console.log(`Button ${i} clicked`);
});
// add button to their parent
btnAdder.appendChild(buttonElement);
}, 1000);
}
*{
padding: 0;
margin: 0;
box-sizing: border-box;
font-size: 20px;
}
body{
background: rgb(61, 61, 61);
}
#btn-adder{
margin-top: 40px;
text-align: center;
}
#btn-adder button{
padding: 5px;
margin: 5px;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="./style.css">
<title>Document</title>
</head>
<body>
<div id="btn-adder"></div>
<script src="./script.js"></script>
</body>
</html>
An approach close to what billyonecan mentioned but with use of appendChild instead of innerHTML which can lead to unwanted behaviour.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="./style.css">
<style>
*{
padding: 0;
margin: 0;
box-sizing: border-box;
font-size: 20px;
}
body{
background: rgb(61, 61, 61);
}
#btn-adder{
margin-top: 40px;
text-align: center;
}
#btn-adder button{
padding: 5px;
margin: 5px;
}
</style>
<title>Document</title>
</head>
<body>
<div id="btn-adder"></div>
<script>
const btnAdder = document.getElementById("btn-adder");
for (let i = 0; i < 5; i++) {
setTimeout(function () {
let b = document.createElement('button');
b.id = "btn" + i;
b.textContent = "Button " + i;
btnAdder.appendChild(b);
document.getElementById("btn"+i).addEventListener("click", function () {
console.log(`Button ${i} clicked`);
});
},1000 );
}
</script>
</body>
</html>

Set container size width and height with one function argument

I have a container grid, that I'm trying to set the width and height of proportionally by passing that one number as an argument tiles in my createSketchGrid function. I'm using the variable gridSize to take the arguments tiles and multiply it by itself. The result is a container that is quite a bit wider than its height.
I'm not quite sure how to set this evenly and multiplying it doesn't make it proportional, either. Is there a way to set the width and height to be the same if I use this one argument? I also think that setting the container's display property to flex may be part of the problem as well.
const grid = document.querySelector('#grid');
const userInput = document.querySelector('#user-input');
grid.style.fontSize = '1em';
// Set pixel width and height
let wdt = '1.25em';
let hgt = '1.25em';
// Ask the user for the number of tiles for the sketch grid
function getUserInput() {
let input = parseInt(prompt(`Please enter the grid size you'd like`));
input <= 100 || !isNaN(input)
? createSketchGrid(input)
: alert('Please enter a valid number less than or equal to 100.');
}
// Event listener to create tiles in mouseover
function setTiles(e) {
e.target.classList.add('fill');
}
function deleteTiles(e) {
e.target.classList.toggle('fill');
}
// Create the grid
function createSketchGrid(tiles) {
let gridSize = tiles * tiles;
for (let i = 0; i < gridSize; i++) {
let tile = document.createElement('div');
tile.style.width = wdt;
tile.style.height = hgt;
grid.appendChild(tile);
tile.addEventListener('mouseover', setTiles);
}
}
userInput.addEventListener('click', getUserInput);
* {
box-sizing: border-box;
margin: 0;
padding: 0;
}
html {
font-size: 10px;
}
h1 {
font-size: 3rem;
}
.grid {
display: flex;
flex-wrap: wrap;
gap: 0.1em;
background-color: lightgrey;
flex: 0 0 32em;
}
.fill {
flex-wrap: wrap;
background-color: black;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Etch A Sketch</title>
<link rel="stylesheet" type="text/css" href="styles/style.css">
<script type="text/javascript" src="js/main.js" defer></script>
</head>
<body>
<h1 class="title">Etch A Sketch</h1>
<div id="container" class="container">
<button id="user-input" class="btn user-input" value="Grid Size">Grid Size</button>
<div id="grid" class="grid">
</div>
</div>
</body>
</html>
Using CSS grid, we can define how many columns we want (here I have just used the regular repeat(..., ...) method), and we can also change the width of the grid to match.
const grid = document.querySelector('#grid');
const userInput = document.querySelector('#user-input');
grid.style.fontSize = '1em';
// Set pixel width and height
let wdt = '1.25em';
let hgt = '1.25em';
// Ask the user for the number of tiles for the sketch grid
function getUserInput() {
let input = parseInt(prompt(`Please enter the grid size you'd like`));
input <= 100 || !isNaN(input)
? createSketchGrid(input)
: alert('Please enter a valid number less than or equal to 100.');
}
// Event listener to create tiles in mouseover
function setTiles(e) {
e.target.classList.add('fill');
}
function deleteTiles(e) {
e.target.classList.toggle('fill');
}
// Create the grid
function createSketchGrid(tiles) {
let gridSize = tiles * tiles;
for (let i = 0; i < gridSize; i++) {
let tile = document.createElement('div');
tile.style.width = wdt;
tile.style.height = hgt;
grid.appendChild(tile);
tile.addEventListener('mouseover', setTiles);
}
// change style
grid.style.gridTemplateColumns = `repeat(${tiles}, 1fr)`;
// calculate new width
grid.style.width = `calc(${wdt} * ${tiles} + 0.1em * ${tiles - 1})`;
}
userInput.addEventListener('click', getUserInput);
* {
box-sizing: border-box;
margin: 0;
padding: 0;
}
html {
font-size: 10px;
}
h1 {
font-size: 3rem;
}
.grid {
display: grid;
grid-template-columns: repeat(0, 1em);
gap: 0.1em;
background-color: lightgrey;
}
.fill {
flex-wrap: wrap;
background-color: black;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Etch A Sketch</title>
<link rel="stylesheet" type="text/css" href="styles/style.css">
<script type="text/javascript" src="js/main.js" defer></script>
</head>
<body>
<h1 class="title">Etch A Sketch</h1>
<div id="container" class="container">
<button id="user-input" class="btn user-input" value="Grid Size">Grid Size</button>
<div id="grid" class="grid">
</div>
</div>
</body>
</html>

If and Else sentences, on first click

Hi I made this simple animation, when you click on the animate button, the function does not work the first time but it works the second time, how can it be? And what is the solution?
const fadeInOut = () => {
const divElement = document.getElementById('demo');
if (divElement.style.opacity == 0) {
divElement.style.opacity = 1;
} else {
divElement.style.opacity = 0;
}
};
#demo {
width: 300px;
height: 300px;
background: burlywood;
opacity: 1;
display: block;
transition: all 1s;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Document</title>
<script src="function.js" defer></script>
<link rel="stylesheet" href="style.css" />
</head>
<body>
<div id="demo"></div>
<button onclick="fadeInOut()">Animate</button>
</body>
</html>
It is because .style checks for an inline style, not the one you set in an external CSS file. You can go around this by setting an initial inline style to your element:
const fadeInOut = () => {
const divElement = document.getElementById('demo');
if (divElement.style.opacity == 0) {
divElement.style.opacity = 1;
} else {
divElement.style.opacity = 0;
}
};
#demo {
width: 300px;
height: 300px;
background: burlywood;
display: block;
transition: all 1s;
}
<div id="demo" style="opacity: 1"></div>
<button onclick="fadeInOut()">Animate</button>

CSS Absolute Positioning of Images

I was trying to position several images in a so they overlap with each other. I want to use absolute positioning, but for reason all of the images position themselves relative to the and not to each other. If I use s instead of images this works. It appears that, unlike s, images do not position themselves relative to other images but only to a , is that correct?
CSS
#container2 {
width: 340px;
height: 200px;
border: 1px solid black;
position: absolute;
top: 250px;
}
.playingcard {
width: 72px;
height: 100px;
position: absolute;
left: 0px;
}
HTML
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<link rel="stylesheet" href="styles.css">
<title>Document</title>
</head>
<body>
<div id=container2>
</div>
<script src=script.js></script>
</body>
</html>
JavaScript
const imageArray = ['/images/back/purple_back.png', '/images/back/red_back.png', '/images/back/yellow_back.png' ];
const container2 = document.getElementById('container2');
console.log(container2);
for (i = 0; i < imageArray.length; i++) {
const newImage = new Image();
newImage.src = imageArray[i];
newImage.className = 'playingcard';
imgArray = container2.getElementsByTagName('img');
console.log(imgArray.length);
if (imgArray.length == 0) {
container2.appendChild(newImage);
} else {
newImage.style.top = (i * 20) + 'px';
imgArray[imgArray.length - 1].appendChild(newImage);
}
}
Thanks
Denis
2 Observations
Your this code is never going to execute in a the for loop.
if (imgArray.length == 0) {
container2.appendChild(newImage);
}
You are pushing image in imageArray, so your structure will be like this
<container2>
<img src="src1">
<img src="src2">
<img src="src3">
</img>
</img>
</img>
</container2>
Here even if you use position absolute to each image will be absolute to its parent. so you will see overlapping images.
Replace your else condition with this (Remove if also)
else {
newImage.style.top = (i * 20) + 'px';
container2.appendChild(newImage); // ADD THIS
// imgArray[imgArray.length - 1].appendChild(newImage); // REMOVE THIS
}
Your structure now will be as you are expecting. You can play around with the CSS to get a view you want.
Your problem is that all img tags are nested within each other. Due to this, your top rule did not work. Example without condition if.
const imageArray = ['https://avatars.mds.yandex.net/get-pdb/2265897/d83bbab3-4bc4-42cc-8d62-a21b4c77ed72/s1200', 'https://64.img.avito.st/1280x960/4394790064.jpg', 'https://i.mycdn.me/i?r=AyH4iRPQ2q0otWIFepML2LxRUoA1zBVpY6nfGdB73g4vbw' ];
const container2 = document.getElementById('container2');
console.log(container2);
for (i=0; i<imageArray.length; i++) {
const newImage = new Image();
newImage.src = imageArray[i];
newImage.className = 'playingcard';
imgArray = container2.getElementsByTagName('img');
console.log(imgArray.length);
container2.appendChild(newImage);
newImage.style.top = (i * 20) + 'px';
}
#container2 {
width: 340px;
height: 200px;
border: 1px solid black;
position: absolute;
top: 250px;
}
.playingcard {
width: 72px;
height: 100px;
position: absolute;
left: 0px;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<link rel="stylesheet" href="styles.css">
<title>Document</title>
</head>
<body>
<div id=container2>
</div>
<script src=script.js></script>
</body>
</html>

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