JavaScript returning multiple times when using return - javascript

I am trying to recieve data of multiple JSON files. I have the data I need, but multiple times, even though I use a return statement. I need the data from the getData() function. Which needs to progress to the loadImage() function. I have no clue why the code returns the same multiple times.
Thanks in advance.
My Chrome Developer Console:
My Directory Structure:
My code:
// var defaultHairData = require(['json!../character/hair/data.json'], function(data) {
// console.log("1", data);
// });
// var defaultHeadData = require("../character/head/data.json");
// var defaultLeftArmData = require("../character/leftArm/data.json");
// var defaultLegsData = require("../character/legs/data.json");
// var defaultRightArmData = require("../character/rightArm/data.json");
// var defaultTorsoData = require("../character/torso/data.json");
// var defaultHairImage = require("../character/hair/0/hair.png");
// var defaultHeadImage = require("../character/head/0/head.png");
// var defaultLeftArmImage = require("../character/leftArm/0/leftArm.png");
// var defaultLeftArmJumpImage = require("../character/leftArm_jump/0/leftArm_jump.png"); // Jump!
// var defaultLegsImage = require("../character/legs/0/legs.png");
// var defaultLegsJumpImage = require("../character/legs_jump/0/legs_jump.png"); // Jump!
// var defaultRightArmImage = require("../character/rightArm/0/rightArm.png");
// var defaultRightArmJumpImage = require("../character/rightArm_jump/0/rightArm_jump.png"); // Jump!
// var defaultTorsoImage = require("../character/torso/0/torso.png");
var character = {
name: "Homie",
jumping: false
}
var totalResources = 9;
var loadedResources = 0;
var fps = 30;
var characterXPos = 245;
var characterYPos = 185;
var characterEyesOpenTime = 0;
var characterMaxEyesHeight = 14;
var characterCursiveEyeHeight = characterMaxEyesHeight;
var characterTimeBetweenBlinks = 4000;
var characterBlinkUpdateTime = 200;
var characterBlinkTimer = setInterval(updateBlink, characterBlinkUpdateTime);
var FPSInterval = setInterval(updateFPS, 1000);
var characterCanvas;
var characterCanvasContext;
var breathAmount = 0;
var breathMax = 2;
var breathIncrease = 0.1;
var breathDirection = 1;
var breathInterval = setInterval(updateBreathing, 1000 / fps);
var cursiveFPS = 0;
var framesDrawn = 0;
window.defaultHairData = {};
function updateFPS() {
cursiveFPS = framesDrawn;
framesDrawn = 0;
}
// This is where I need the data from \/
function getData(characterPart) {
var xhr = new XMLHttpRequest();
xhr.open("GET", `./character/${characterPart}/data.json`);
xhr.onreadystatechange = function() {
if (xhr.status === 200) {
console.log("Yoink", window.defaultData);
return window.defaultData = JSON.parse(xhr.response);
} else {
throw new Error(`Could not get file with the name "data.json" in the directory "${characterPart}".`);
}
}
xhr.send();
}
async function prepareCharacterCanvas(canvasContainer, canvasWidth, canvasHeight) {
characterCanvas = document.createElement('canvas');
characterCanvas.setAttribute('width', canvasWidth);
characterCanvas.setAttribute('height', canvasHeight);
characterCanvas.setAttribute('id', 'gameCanvas');
canvasContainer.appendChild(characterCanvas);
if (typeof G_vmlCanvasManager != 'undefined') {
characterCanvas = G_vmlCanvasManager.initElement(characterCanvas);
};
characterCanvasContext = characterCanvas.getContext('2d');
characterCanvas.width = characterCanvas.width;
characterCanvasContext.fillText("Loading...", 40, 140);
// This is where the data needs to come from
await getData("hair");
await getData("head");
await getData("leftArm");
await getData("legs");
await getData("rigthArm");
await getData("torso");
loadImage(`${defaultData.filename}`);
loadImage(`${defaultHeadData.filename}`);
loadImage(`${defaultLeftArmData.filename}`);
loadImage(`${defaultLegsData.filename}`);
loadImage(`${defaultRightArmData.filename}`);
loadImage(`${defaultTorsoData.filename}`);
}
function loadImage(datatags, picture) {
var generateButtons = Boolean;
if (datatags.filename !== picture.name) {
throw new Error("Datatag 'filename' must be the same as the picture name!");
} else {
if (datatags.fileExtension !== "png") {
throw new Error("Datatag 'fileExtension' must be png!");
} else {
if (datatags.customizeable === false) {
generateButtons = false;
} else {
generateButtons = true;
}
if (generateButtons === true) {
// Generate buttons here!
}
if (datatags.changesIfJumping === true) {
// Load normal image first here
var pic = new Image();
pic.onload = function() {
resourceIsLoaded();
}
pic.src = `../character/${datatags.filename}/0/${datatags.filename}.png`;
// Load image if jumping next
var jumpingPic = new Image();
jumpingPic.onload = function() {
resourceIsLoaded();
}
jumpingPic.src = `../character/${datatags.filename}_jump/0/${datatags.filename}_jump.png`;
}
var pic = new Image();
pic.onload = function() {
resourceIsLoaded();
}
pic.src = `../character/${datatags.filename}/0/${datatags.filename}.png`;
}
}
var pic = new Image();
pic.onload = function() {
resourceIsLoaded();
};
pic.src = `${pic}`;
};
function resourceIsLoaded() {
loadedResources += 1;
if (loadedResources === totalResources) {
setInterval(redrawCharacter(), 1000 / userFPS);
};
};
function redrawCharacter() {
var x = characterXPos;
var y = characterYPos;
var jumpHeight = 45;
characterCanvas.width = characterCanvas.width;
if (character.jumping === true) {
drawEyes(x + 40, y + 29, 100 - breathAmount, 4);
y -= jumpHeight;
characterCanvasContext.drawImage("leftArm_jump", x + 40, y - 42 - breathAmount);
characterCanvasContext.drawImage("legs_jump", x, y - 6);
characterCanvasContext.drawImage("rightArm_jump", x - 35, y - 42 - breathAmount);
} else {
drawEyes(x + 40, y + 29, 160 - breathAmount, 6);
characterCanvasContext.drawImage("leftArm", x + 40, y - 42 - breathAmount);
characterCanvasContext.drawImage("legs", x, y);
characterCanvasContext.drawImage("rightArm", x - 15, y - 42 - breathAmount);
};
characterCanvasContext.drawImage("torso", x, y - 50);
characterCanvasContext.drawImage("head", x - 10, y - 125 - breathAmount);
characterCanvasContext.drawImage("hair", x - 37, y - 138 - breathAmount);
characterCanvasContext.drawEyes(x + 47, y - 68 - breathAmount, 8, characterCursiveEyeHeight);
characterCanvasContext.drawEyes(x + 58, y - 68 - breathAmount, 8, characterCursiveEyeHeight);
};
function drawEyes(centerX, centerY, width, height) {
characterCanvasContext.beginPath();
characterCanvasContext.moveTo(centerX, centerY - height / 2);
characterCanvasContext.bezierCurveTo(
centerX + width / 2, centerY - height - 2,
centerX + width / 2, centerY + height / 2,
centerX, centerY + height / 2);
characterCanvasContext.bezierCurveTo(
centerX - width / 2, centerY + height / 2,
centerX - width / 2, centerY - height / 2,
centerX, centerY - height / 2);
characterCanvasContext.fillStyle = "black";
characterCanvasContext.fill();
characterCanvasContext.closePath();
};
function updateBreathing() {
if (breathDirection === 1) {
breathAmount -= breathIncrease;
if (breathAmount < -breathMax) {
breathDirection = -1;
};
} else {
breathAmount += breathIncrease;
if (breathAmount > breathMax) {
breathDirection = 1;
};
};
};
function updateBlink() {
characterEyesOpenTime += characterBlinkUpdateTime;
if (characterEyesOpenTime >= characterTimeBetweenBlinks) {
blink();
};
};
function blink() {
characterCursiveEyeHeight -= 1;
if (characterCursiveEyeHeight <= 0) {
characterEyesOpenTime = 0;
characterCursiveEyeHeight = characterMaxEyesHeight;
} else {
setTimeout(blink, 10);
};
};
function jump() {
if (character.jumping === false) {
character.jumping = true;
setTimeout(land, 500);
};
};
function land() {
character.jumping = false;
}
The JSON file structure:
{
"filename": "legs",
"fileExtension": "png",
"changesIfJumping": true,
"customizeable": true
}

Use more modern way - fetch instead xhr
async function getData(characterPart) {
try {
let response = await fetch(`./character/${characterPart}/data.json`);
return response.json()
} catch (e) {
throw new Error(`Could not get file with the name "data.json" in the directory "${characterPart}".`);
}
}
// TEST
async function start() {
window.defaultData = await getData('xxx');
}
start();

Related

Drag object around a circle on mouse over - Adobe Animate/Create.js/Easel.js

Using Adobe Animate HTML5 Canvas which employs Create.js/Easel.js.
I have the following code which drags an object around a circle.
Works Ok, but the object should only be moveable when the cursor is over the object; object being streakRotatorKnob.
var knob_X = 454;
var knob_Y = 175;
var radius = 80;
root.streakRotatorKnob.addEventListener("pressmove",moveF.bind(this));
function moveF(e){
var rads = Math.atan2(stage.mouseY-knob_Y,stage.mouseX-knob_X);
e.currentTarget.x = knob_X + radius * Math.cos(rads);
e.currentTarget.y = knob_Y + radius * Math.sin(rads);
stage.update();
}
I have tried the following but it's not working at all with the if statement:
var knob_X = 454;
var knob_Y = 175;
var radius = 80;
root.streakRotatorKnob.addEventListener("pressmove",moveF.bind(this));
function moveF(e){
if(stage.mouseY == root.streakRotatorKnob.y && stage.mouseX == root.streakRotatorKnob.x){
var rads = Math.atan2(stage.mouseY-knob_Y,stage.mouseX-knob_X);
e.currentTarget.x = knob_X + radius * Math.cos(rads);
e.currentTarget.y = knob_Y + radius * Math.sin(rads);
stage.update();
}
}
UPDATE
Based on Muhammed Maruf's answer below (the Adobe Animate version), the following works better by removing the line:
root.c.addEventListener("rollout", rollout);
So we just have:
stage.enableMouseOver();
var knob_X = 454;
var knob_Y = 169;
var radius = 90;
var root = this;
root.c.addEventListener("rollover", rollover);
//root.c.addEventListener("rollout", rollout);
function rollover(e)
{
console.log("rollover")
root.c.addEventListener("pressmove", moveF);
}
function rollout(e)
{
console.log("rollout")
root.c.removeEventListener("pressmove", moveF);
}
function moveF(e)
{
var rads = Math.atan2(stage.mouseY - knob_Y, stage.mouseX - knob_X);
e.currentTarget.x = knob_X + radius * Math.cos(rads);
e.currentTarget.y = knob_Y + radius * Math.sin(rads);
stage.update();
}
This is how I edited the code. I think you meant that.
stage.enableMouseOver();
var knob_X = canvas.width/2;
var knob_Y = canvas.height/2;
var radius = 90;
var root = this;
root.streakRotatorKnob.addEventListener("rollover", rollover);
root.streakRotatorKnob.addEventListener("rollout", rollout);
function rollover(e)
{
console.log("rollover")
root.streakRotatorKnob.addEventListener("pressmove", moveF);
}
function rollout(e)
{
console.log("rollout")
root.streakRotatorKnob.removeEventListener("pressmove", moveF);
}
function moveF(e)
{
var rads = Math.atan2(stage.mouseY - knob_Y, stage.mouseX - knob_X);
e.currentTarget.x = knob_X + radius * Math.cos(rads);
e.currentTarget.y = knob_Y + radius * Math.sin(rads);
stage.update();
}
(function (cjs, an) {
var p; // shortcut to reference prototypes
var lib={};var ss={};var img={};
lib.ssMetadata = [];
(lib.AnMovieClip = function(){
this.actionFrames = [];
this.ignorePause = false;
this.gotoAndPlay = function(positionOrLabel){
cjs.MovieClip.prototype.gotoAndPlay.call(this,positionOrLabel);
}
this.play = function(){
cjs.MovieClip.prototype.play.call(this);
}
this.gotoAndStop = function(positionOrLabel){
cjs.MovieClip.prototype.gotoAndStop.call(this,positionOrLabel);
}
this.stop = function(){
cjs.MovieClip.prototype.stop.call(this);
}
}).prototype = p = new cjs.MovieClip();
// symbols:
// helper functions:
function mc_symbol_clone() {
var clone = this._cloneProps(new this.constructor(this.mode, this.startPosition, this.loop, this.reversed));
clone.gotoAndStop(this.currentFrame);
clone.paused = this.paused;
clone.framerate = this.framerate;
return clone;
}
function getMCSymbolPrototype(symbol, nominalBounds, frameBounds) {
var prototype = cjs.extend(symbol, cjs.MovieClip);
prototype.clone = mc_symbol_clone;
prototype.nominalBounds = nominalBounds;
prototype.frameBounds = frameBounds;
return prototype;
}
(lib.Sembol1 = function(mode,startPosition,loop,reversed) {
if (loop == null) { loop = true; }
if (reversed == null) { reversed = false; }
var props = new Object();
props.mode = mode;
props.startPosition = startPosition;
props.labels = {};
props.loop = loop;
props.reversed = reversed;
cjs.MovieClip.apply(this,[props]);
// Katman_1
this.shape = new cjs.Shape();
this.shape.graphics.f("#000000").s().p("AhuBuQgtguAAhAQAAg/AtguQAvguA/AAQBBAAAtAuQAuAuAAA/QAABAguAuQgtAuhBAAQg/AAgvgug");
this.timeline.addTween(cjs.Tween.get(this.shape).wait(1));
this._renderFirstFrame();
}).prototype = getMCSymbolPrototype(lib.Sembol1, new cjs.Rectangle(-15.6,-15.6,31.2,31.2), null);
// stage content:
(lib.index = function(mode,startPosition,loop,reversed) {
if (loop == null) { loop = true; }
if (reversed == null) { reversed = false; }
var props = new Object();
props.mode = mode;
props.startPosition = startPosition;
props.labels = {};
props.loop = loop;
props.reversed = reversed;
cjs.MovieClip.apply(this,[props]);
this.actionFrames = [0];
this.isSingleFrame = false;
// timeline functions:
this.frame_0 = function() {
if(this.isSingleFrame) {
return;
}
if(this.totalFrames == 1) {
this.isSingleFrame = true;
}
stage.enableMouseOver();
var knob_X = canvas.width/2;
var knob_Y = canvas.height/2;
var radius = 90;
var root = this;
root.streakRotatorKnob.addEventListener("rollover", rollover);
root.streakRotatorKnob.addEventListener("rollout", rollout);
function rollover(e)
{
console.log("rollover")
root.streakRotatorKnob.addEventListener("pressmove", moveF);
}
function rollout(e)
{
console.log("rollout")
root.streakRotatorKnob.removeEventListener("pressmove", moveF);
}
function moveF(e)
{
var rads = Math.atan2(stage.mouseY - knob_Y, stage.mouseX - knob_X);
e.currentTarget.x = knob_X + radius * Math.cos(rads);
e.currentTarget.y = knob_Y + radius * Math.sin(rads);
stage.update();
}
}
// actions tween:
this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1));
// Katman_1
this.streakRotatorKnob = new lib.Sembol1();
this.streakRotatorKnob.name = "streakRotatorKnob";
this.streakRotatorKnob.setTransform(207.8,131.8);
this.timeline.addTween(cjs.Tween.get(this.streakRotatorKnob).wait(1));
this._renderFirstFrame();
}).prototype = p = new lib.AnMovieClip();
p.nominalBounds = new cjs.Rectangle(467.2,316.2,-243.79999999999998,-168.79999999999998);
// library properties:
lib.properties = {
id: '214D9CE6C84FD84795816AF703BF00E4',
width: 550,
height: 400,
fps: 24,
color: "#CCCCCC",
opacity: 1.00,
manifest: [],
preloads: []
};
// bootstrap callback support:
(lib.Stage = function(canvas) {
createjs.Stage.call(this, canvas);
}).prototype = p = new createjs.Stage();
p.setAutoPlay = function(autoPlay) {
this.tickEnabled = autoPlay;
}
p.play = function() { this.tickEnabled = true; this.getChildAt(0).gotoAndPlay(this.getTimelinePosition()) }
p.stop = function(ms) { if(ms) this.seek(ms); this.tickEnabled = false; }
p.seek = function(ms) { this.tickEnabled = true; this.getChildAt(0).gotoAndStop(lib.properties.fps * ms / 1000); }
p.getDuration = function() { return this.getChildAt(0).totalFrames / lib.properties.fps * 1000; }
p.getTimelinePosition = function() { return this.getChildAt(0).currentFrame / lib.properties.fps * 1000; }
an.bootcompsLoaded = an.bootcompsLoaded || [];
if(!an.bootstrapListeners) {
an.bootstrapListeners=[];
}
an.bootstrapCallback=function(fnCallback) {
an.bootstrapListeners.push(fnCallback);
if(an.bootcompsLoaded.length > 0) {
for(var i=0; i<an.bootcompsLoaded.length; ++i) {
fnCallback(an.bootcompsLoaded[i]);
}
}
};
an.compositions = an.compositions || {};
an.compositions['214D9CE6C84FD84795816AF703BF00E4'] = {
getStage: function() { return exportRoot.stage; },
getLibrary: function() { return lib; },
getSpriteSheet: function() { return ss; },
getImages: function() { return img; }
};
an.compositionLoaded = function(id) {
an.bootcompsLoaded.push(id);
for(var j=0; j<an.bootstrapListeners.length; j++) {
an.bootstrapListeners[j](id);
}
}
an.getComposition = function(id) {
return an.compositions[id];
}
an.makeResponsive = function(isResp, respDim, isScale, scaleType, domContainers) {
var lastW, lastH, lastS=1;
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
function resizeCanvas() {
var w = lib.properties.width, h = lib.properties.height;
var iw = window.innerWidth, ih=window.innerHeight;
var pRatio = window.devicePixelRatio || 1, xRatio=iw/w, yRatio=ih/h, sRatio=1;
if(isResp) {
if((respDim=='width'&&lastW==iw) || (respDim=='height'&&lastH==ih)) {
sRatio = lastS;
}
else if(!isScale) {
if(iw<w || ih<h)
sRatio = Math.min(xRatio, yRatio);
}
else if(scaleType==1) {
sRatio = Math.min(xRatio, yRatio);
}
else if(scaleType==2) {
sRatio = Math.max(xRatio, yRatio);
}
}
domContainers[0].width = w * pRatio * sRatio;
domContainers[0].height = h * pRatio * sRatio;
domContainers.forEach(function(container) {
container.style.width = w * sRatio + 'px';
container.style.height = h * sRatio + 'px';
});
stage.scaleX = pRatio*sRatio;
stage.scaleY = pRatio*sRatio;
lastW = iw; lastH = ih; lastS = sRatio;
stage.tickOnUpdate = false;
stage.update();
stage.tickOnUpdate = true;
}
}
an.handleSoundStreamOnTick = function(event) {
if(!event.paused){
var stageChild = stage.getChildAt(0);
if(!stageChild.paused || stageChild.ignorePause){
stageChild.syncStreamSounds();
}
}
}
an.handleFilterCache = function(event) {
if(!event.paused){
var target = event.target;
if(target){
if(target.filterCacheList){
for(var index = 0; index < target.filterCacheList.length ; index++){
var cacheInst = target.filterCacheList[index];
if((cacheInst.startFrame <= target.currentFrame) && (target.currentFrame <= cacheInst.endFrame)){
cacheInst.instance.cache(cacheInst.x, cacheInst.y, cacheInst.w, cacheInst.h);
}
}
}
}
}
}
})(createjs = createjs||{}, AdobeAn = AdobeAn||{});
var createjs, AdobeAn;
<!DOCTYPE html>
<!--
NOTES:
1. All tokens are represented by '$' sign in the template.
2. You can write your code only wherever mentioned.
3. All occurrences of existing tokens will be replaced by their appropriate values.
4. Blank lines will be removed automatically.
5. Remove unnecessary comments before creating your template.
-->
<html>
<head>
<meta charset="UTF-8">
<meta name="authoring-tool" content="Adobe_Animate_CC">
<title>index</title>
<!-- write your code here -->
<script src="https://code.createjs.com/1.0.0/createjs.min.js"></script>
<script src="index.js"></script>
<script>
var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;
function init() {
canvas = document.getElementById("canvas");
anim_container = document.getElementById("animation_container");
dom_overlay_container = document.getElementById("dom_overlay_container");
var comp=AdobeAn.getComposition("214D9CE6C84FD84795816AF703BF00E4");
var lib=comp.getLibrary();
handleComplete({},comp);
}
function handleComplete(evt,comp) {
//This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.
var lib=comp.getLibrary();
var ss=comp.getSpriteSheet();
exportRoot = new lib.index();
stage = new lib.Stage(canvas);
//Registers the "tick" event listener.
fnStartAnimation = function() {
stage.addChild(exportRoot);
createjs.Ticker.framerate = lib.properties.fps;
createjs.Ticker.addEventListener("tick", stage);
}
//Code to support hidpi screens and responsive scaling.
AdobeAn.makeResponsive(false,'both',false,1,[canvas,anim_container,dom_overlay_container]);
AdobeAn.compositionLoaded(lib.properties.id);
fnStartAnimation();
}
</script>
<!-- write your code here -->
</head>
<body onload="init();" style="margin:0px;">
<div id="animation_container" style="background-color:rgba(204, 204, 204, 1.00); width:550px; height:400px">
<canvas id="canvas" width="550" height="400" style="position: absolute; display: block; background-color:rgba(204, 204, 204, 1.00);"></canvas>
<div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:550px; height:400px; position: absolute; left: 0px; top: 0px; display: block;">
</div>
</div>
</body>
</html>
I just saw what you wrote because of the time difference.
Let me answer your last comment as follows. In the example I posted, I averaged over the canvas. While you are giving the starting position, you need to enter the initial position information as if you were rotating it. I also solved a problem with Mac devices. The example should be:
stage.enableMouseOver();
var knob_X = canvas.width/2/stage.scaleX;
var knob_Y = canvas.height/2/stage.scaleY;
var radius = 90;
var root = this;
var rads = Math.atan2(1-knob_Y,1-knob_X);
root.streakRotatorKnob.x = knob_X + radius * Math.cos(rads);
root.streakRotatorKnob.y = knob_Y + radius * Math.sin(rads);
root.streakRotatorKnob.addEventListener("rollover", rollover);
root.streakRotatorKnob.addEventListener("rollout", rollout);
function rollover(e)
{
console.log("rollover")
root.streakRotatorKnob.addEventListener("pressmove", moveF);
}
function rollout(e)
{
console.log("rollout")
root.streakRotatorKnob.removeEventListener("pressmove", moveF);
}
function moveF(e)
{
var rads = Math.atan2(stage.mouseY/stage.scaleY - knob_Y, stage.mouseX/stage.scaleX - knob_X);
e.currentTarget.x = knob_X + radius * Math.cos(rads);
e.currentTarget.y = knob_Y + radius * Math.sin(rads);
stage.update();
}

Converting jquery controls to javascript

So i am trying to implement simple touch controls on a javascript game. I have the following answer from a search:
Snake Game with Controller Buttons for Mobile Use **UPDATED**
However I was trying to change this jquery into javascript so that it would work with my game
Jquery:
$(document).on('click', '.button-pad > button', function(e) {
if ($(this).hasClass('left-btn')) {
e = 37;
}
Javascript:
var contoller = document.getElementById("button-pad").on('click',
'.button-pad > button', function(e) {
if ('.button-pad > button'(this).hasClass('btn-left')) {
e = 37;
}
I thought I had it sorted but it is not working at all
Codepen here:
https://codepen.io/MrVincentRyan/pen/VqpMrJ?editors=1010
Your existing code has some problems with it, but it was close enough where I could translate it. However, your current code seems to want to reassign the event argument being passed to the click handler (e) to 37. This makes no sense. Most likely you just want another variable set to 37 and that's what I've done below:
spaceInvader(window, document.getElementById('space-invader'));
window.focus();
let game = null;
let ship = null;
function spaceInvader (window, canvas) {
canvas.focus();
var context = canvas.getContext('2d');
/* GAME */
function Game () {
this.message = '';
this.rebel = [];
this.republic = [];
this.other = [];
this.size = {x: canvas.width, y: canvas.height};
this.wave = 0;
this.refresh = function () {
this.update();
this.draw();
requestAnimationFrame(this.refresh);
}.bind(this);
this.init();
}
Game.MESSAGE_DURATION = 1500;
Game.prototype.init = function () {
this.ship = new Ship(this);
this.addRebel(this.ship);
this.refresh();
};
Game.prototype.update = function () {
this.handleCollisions();
this.computeElements();
this.elements.forEach(Element.update);
if (!this.rebel.length) {
this.showText('Gatwick closed', true);
return;
}
if (!this.republic.length) this.createWave();
};
Game.prototype.draw = function () {
context.clearRect(0, 0, this.size.x, this.size.y);
this.elements.forEach(Element.draw);
Alien.drawLife(this.republic);
if (this.message) {
context.save();
context.font = '30px Arial';
context.textAlign='center';
context.fillStyle = '#FFFFFF';
context.fillText(this.message, canvas.width / 2, canvas.height / 2);
context.restore();
}
};
Game.prototype.computeElements = function () {
this.elements = this.other.concat(this.republic, this.rebel);
};
Game.prototype.addRebel = function (element) {
this.rebel.push(element);
};
Game.prototype.addRepublic = function (element) {
this.republic.push(element);
};
Game.prototype.addOther = function (element) {
this.other.push(element);
};
Game.prototype.handleCollisions = function () {
this.rebel.forEach(function(elementA) {
this.republic.forEach(function (elementB) {
if (!Element.colliding(elementA, elementB)) return;
elementA.life--;
elementB.life--;
var sizeA = elementA.size.x * elementA.size.y;
var sizeB = elementB.size.x * elementB.size.y;
this.addOther(new Explosion(this, sizeA > sizeB ? elementA.pos : elementB.pos));
}, this);
}, this);
this.republic = this.republic.filter(Element.isAlive);
this.rebel = this.rebel.filter(Element.isAlive);
this.other = this.other.filter(Element.isAlive);
this.republic = this.republic.filter(this.elementInGame, this);
this.rebel = this.rebel.filter(this.elementInGame, this);
};
Game.prototype.elementInGame = function (element) {
return !(element instanceof Bullet) || (
element.pos.x + element.halfWidth > 0 &&
element.pos.x - element.halfWidth < this.size.x &&
element.pos.y + element.halfHeight > 0 &&
element.pos.y - element.halfHeight < this.size.x
);
};
Game.prototype.createWave = function () {
this.ship.life = Ship.MAX_LIFE;
this.ship.fireRate = Math.max(50, Ship.FIRE_RATE - 50 * this.wave);
this.wave++;
this.showText('Wave: ' + this.wave);
var waveSpeed = Math.ceil(this.wave / 2);
var waveProb = (999 - this.wave * 2) / 1000;
var margin = {x: Alien.SIZE.x + 10, y: Alien.SIZE.y + 10};
for (var i = 0; i < 2; i++) {
var x = margin.x + (i % 8) * margin.x;
var y = -200 + (i % 3) * margin.y;
this.addRepublic(new Alien(this, {x: x, y: y}, waveSpeed, waveProb));
}
};
Game.prototype.showText = function (message, final) {
this.message = message;
if (!final) setTimeout(this.showText.bind(this, '', true), Game.MESSAGE_DURATION);
};
/* GENERIC ELEMENT */
function Element (game, pos, size) {
this.game = game;
this.pos = pos;
this.size = size;
this.halfWidth = Math.floor(this.size.x / 2);
this.halfHeight = Math.floor(this.size.y / 2);
}
Element.update = function (element) {
element.update();
};
Element.draw = function (element) {
element.draw();
};
Element.isAlive = function (element) {
return element.life > 0;
};
Element.colliding = function (elementA, elementB) {
return !(
elementA === elementB ||
elementA.pos.x + elementA.halfWidth < elementB.pos.x - elementB.halfWidth ||
elementA.pos.y + elementA.halfHeight < elementB.pos.y - elementB.halfHeight ||
elementA.pos.x - elementA.halfWidth > elementB.pos.x + elementB.halfWidth ||
elementA.pos.y - elementA.halfHeight > elementB.pos.y + elementB.halfHeight
);
};
/* SHIP */
function Ship(game) {
var pos = {
x: Math.floor(game.size.x / 2) - Math.floor(Ship.SIZE.x / 2),
y: game.size.y - Math.floor(Ship.SIZE.y / 2)
};
Element.call(this, game, pos, Ship.SIZE);
this.kb = new KeyBoard();
this.speed = Ship.SPEED;
this.allowShooting = true;
this.life = Ship.MAX_LIFE;
this.fireRate = Ship.FIRE_RATE;
}
Ship.SIZE = {x: 67, y: 100};
Ship.SPEED = 8;
Ship.MAX_LIFE = 5;
Ship.FIRE_RATE = 200;
Ship.prototype.update = function () {
if (this.kb.isDown(KeyBoard.KEYS.LEFT) && this.pos.x - this.halfWidth > 0) {
this.pos.x -= this.speed;
} else if (this.kb.isDown(KeyBoard.KEYS.RIGHT) && this.pos.x + this.halfWidth < this.game.size.x) {
this.pos.x += this.speed;
}
if (this.allowShooting && this.kb.isDown(KeyBoard.KEYS.SPACE)) {
var bullet = new Bullet(
this.game,
{x: this.pos.x, y: this.pos.y - this.halfHeight },
{ x: 0, y: -Bullet.SPEED },
true
);
this.game.addRebel(bullet);
this.toogleShooting();
}
};
Ship.prototype.draw = function () {
var img = document.getElementById('ship');
context.save();
context.translate(this.pos.x - this.halfWidth, this.pos.y - this.halfHeight);
context.drawImage(img, 0, 0);
context.restore();
this.drawLife();
};
Ship.prototype.drawLife = function () {
context.save();
context.fillStyle = 'white';
context.fillRect(this.game.size.x -112, 10, 102, 12);
context.fillStyle = 'red';
context.fillRect(this.game.size.x -111, 11, this.life * 100 / Ship.MAX_LIFE, 10);
context.restore();
};
Ship.prototype.toogleShooting = function (final) {
this.allowShooting = !this.allowShooting;
if (!final) setTimeout(this.toogleShooting.bind(this, true), this.fireRate);
};
/* ALIENS */
function Alien(game, pos, speed, shootProb) {
Element.call(this, game, pos, Alien.SIZE);
this.speed = speed;
this.shootProb = shootProb;
this.life = 3;
this.direction = {x: 1, y: 1};
}
Alien.SIZE = {x: 51, y: 60};
Alien.MAX_RANGE = 350;
Alien.CHDIR_PRO = 0.990;
Alien.drawLife = function (array) {
array = array.filter(function (element) {
return element instanceof Alien;
});
context.save();
context.fillStyle = 'white';
context.fillRect(10, 10, 10 * array.length + 2, 12);
array.forEach(function (alien, idx) {
switch (alien.life) {
case 3:
context.fillStyle = 'green';
break;
case 2:
context.fillStyle = 'yellow';
break;
case 1:
context.fillStyle = 'red';
break;
}
context.fillRect(10 * idx + 11, 11, 10, 10);
});
context.restore();
};
Alien.prototype.update = function () {
if (this.pos.x - this.halfWidth <= 0) {
this.direction.x = 1;
} else if (this.pos.x + this.halfWidth >= this.game.size.x) {
this.direction.x = -1;
} else if (Math.random() > Alien.CHDIR_PRO) {
this.direction.x = -this.direction.x;
}
if (this.pos.y - this.halfHeight <= 0) {
this.direction.y = 1;
} else if (this.pos.y + this.halfHeight >= Alien.MAX_RANGE) {
this.direction.y = -1;
} else if (Math.random() > Alien.CHDIR_PRO) {
this.direction.y = -this.direction.y;
}
this.pos.x += this.speed * this.direction.x;
this.pos.y += this.speed * this.direction.y;
if (Math.random() > this.shootProb) {
var bullet = new Bullet(
this.game,
{x: this.pos.x, y: this.pos.y + this.halfHeight },
{ x: Math.random() - 0.5, y: Bullet.SPEED },
false
);
this.game.addRepublic(bullet);
}
};
Alien.prototype.draw = function () {
var img = document.getElementById('fighter');
context.save();
context.translate(this.pos.x + this.halfWidth, this.pos.y + this.halfHeight);
context.rotate(Math.PI);
context.drawImage(img, 0, 0);
context.restore();
};
/* BULLET */
function Bullet(game, pos, direction, isRebel) {
Element.call(this, game, pos, Bullet.SIZE);
this.direction = direction;
this.isRebel = isRebel;
this.life = 1;
try {
var sound = document.getElementById('sound-raygun');
sound.load();
sound.play().then(function () {}, function () {});
}
catch (e) {
// only a sound issue
}
}
Bullet.SIZE = {x: 6, y: 20};
Bullet.SPEED = 3;
Bullet.prototype.update = function () {
this.pos.x += this.direction.x;
this.pos.y += this.direction.y;
};
Bullet.prototype.draw = function () {
context.save();
var img;
if (this.isRebel) {
context.translate(this.pos.x - this.halfWidth, this.pos.y - this.halfHeight);
img = document.getElementById('rebel-bullet');
}
else {
context.translate(this.pos.x + this.halfWidth, this.pos.y + this.halfHeight);
img = document.getElementById('republic-bullet');
context.rotate(Math.PI);
}
context.drawImage(img, 0, 0);
context.restore();
};
/* EXPLOSION */
function Explosion(game, pos) {
Element.call(this, game, pos, Explosion.SIZE);
this.life = 1;
this.date = new Date();
try {
var sound = document.getElementById('sound-explosion');
sound.load();
sound.play().then(function () {}, function () {});
}
catch (e) {
// only a sound issue
}
}
Explosion.SIZE = {x: 115, y: 100};
Explosion.DURATION = 150;
Explosion.prototype.update = function () {
if (new Date() - this.date > Explosion.DURATION) this.life = 0;
};
Explosion.prototype.draw = function () {
var img = document.getElementById('explosion');
context.save();
context.translate(this.pos.x - this.halfWidth, this.pos.y - this.halfHeight);
context.drawImage(img, 0, 0);
context.restore();
};
/* KEYBOARD HANDLING */
function KeyBoard() {
var state = {};
window.addEventListener('keydown', function(e) {
state[e.keyCode] = true;
});
window.addEventListener('keyup', function(e) {
state[e.keyCode] = false;
});
this.isDown = function (key) {
return state[key];
};
}
KeyBoard.KEYS = {
LEFT: 37,
RIGHT: 39,
SPACE: 32
};
window.addEventListener('load', function() {
game = new Game();
});
// Get all the button elements that are children of elements that have
// the .button-pad class and convert the resulting node list into an Array
let elements =
Array.prototype.slice.call(document.querySelectorAll('.button-pad button'));
// Loop over the array
elements.forEach(function(el){
el.textContent = "XXXX";
// Set up a click event handler for the current element being iterated:
el.addEventListener('click', function(e) {
// When the element is clicked, check to see if it uses the left-btn class
if(this.classList.contains('left-btn')) {
// Perform whatever actions you need to:
ship.update();
}
});
});
}
<h1>Gatwick invaders</h1>
<p>Press <b>left arrow</b> to go left, <b>right arrow</b> to go right, and <b>space</b> to shoot...</p>
<canvas id="space-invader" width="640" height="500" tabindex="0"></canvas>
<img id="fighter" src="https://raw.githubusercontent.com/MrVIncentRyan/assets/master/drone1.png" />
<img id="ship" src="https://raw.githubusercontent.com/MrVIncentRyan/assets/master/cop1.png" />
<img id="rebel-bullet" src="https://raw.githubusercontent.com/OlivierB-OB/starwars-invader/master/rebelBullet.png" />
<img id="republic-bullet" src="https://raw.githubusercontent.com/OlivierB-OB/starwars-invader/master/republicBullet.png" />
<img id="explosion" src="https://raw.githubusercontent.com/OlivierB-OB/starwars-invader/master/explosion.png" />
<audio id="sound-explosion" src="https://raw.githubusercontent.com/OlivierB-OB/starwars-invader/master/explosion.mp3"></audio>
<audio id="sound-raygun" src="https://raw.githubusercontent.com/OlivierB-OB/starwars-invader/master/raygun.mp3"></audio>
</div>
<div class="button-pad">
<div class="btn-up">
<button type="submit" class="up">
<img src="http://aaronblomberg.com/sites/ez/images/btn-up.png" />
</button>
</div>
<div class="btn-right">
<button type="submit" class="right">
<img src="http://aaronblomberg.com/sites/ez/images/btn-right.png" />
</button>
</div>
<div class="btn-down">
<button type="submit" class="down">
<img src="http://aaronblomberg.com/sites/ez/images/btn-down.png" />
</button>
</div>
<div class="btn-left">
<button type="submit" class="left">
<img src="http://aaronblomberg.com/sites/ez/images/btn-left.png" />
</button>
</div>
</div>
A custom solution for emulating keypresses on mobile in both vanilla Javascript as well as jQuery!
// jQuery (edge), for use with ES2015-19
/*
$(document).on("click", ".example-btn", e => { // Click event handler
if($(this).hasClass("example-btn")) { // Verifying that element has class
e = 37
jQuery.event.trigger({type: "keypress", which: character.charCodeAt(e)}) // Simulating keystroke
// The following is simply for debugging, remove if needed
alert("Button validation confirmed!")
console.log("E: ", e)
}
})
*/
// Pure Javascript (ECMA Standard)
document.querySelector(".example-btn").addEventListener("click", function(e) { // Click event handler
if(this.classList.contains("example-btn")) { // Verifying that element has class
e = 37
if(document.createEventObject) {
var eventObj = document.createEventObject();
eventObj.keyCode = e;
document.querySelector(".example-btn").fireEvent("onkeydown", eventObj);
} else if(document.createEvent) {
var eventObj2 = document.createEvent("Events");
eventObj2.initEvent("keydown", true, true);
eventObj2.which = e;
document.querySelector(".example-btn").dispatchEvent(eventObj2);
}
// The following is simply for debugging, remove if needed
alert("Button validation confirmed!");
console.log("E: ", e);
}
});
// ---------------------------------------------------------------------------------------------------
/*
You can not use the "this" statement when referring to an embedded element. In your previous code "this" would refer to ".button-container > .example-btn" which the compiler will interpret as only the parent element, being .button-container (.button-pad in your code) not the child element in which you want. Also there is no such thing as returning a character code and expecting it to automatically know what to do with it. I assume you are doing this to emulate a keystroke on a mobile device and I assure you that this design works although it might be flawed. Give it a try and I hope it does something to at least help if not solve your problem.
*/
// ---------------------------------------------------------------------------------------------------
When an event listener is attached to an element, that listener is not unique for the element, but it propagates to its children.
This functionality is enabled in jQuery by adding a parameter on an event listener a parameter that targets the element that we want.
This is not case in vanillaJS, but using e.target we can inspect in which elements the event is executed.
Probably your are looking something like this. However, I would prefer to add an id in the button so you can more easily work with it.
document.addEventListener('click', function(e){
if(e.target.tagName === 'BUTTON' && e.target.classList.value.includes('btn-left')){
// execute your code
}
});

Two signature pads in one form

I want to implement two signature pads in ONE form. One signature is for the applicant and the other one is for the evaluator.
The first pad works but the second pad is unresponsive. I am using JavaScript for the signature pads but it only works for the first pad. The signature will be saved to the database when the submit button is clicked. That is why id="save-signature-btn" is together with the code for the 'Submit' button.
form.blade.php
#extends('layouts.app')
#section('content')
<!doctype html>
<html lang="en">
<head>
</head>
<body>
{!! Form::open(['url' => 'page3/submit']) !!}
<h4 style="text-decoration: underline; font-weight: bold">Approved By:</h4>
<table class="table table-bordered">
<tr>
<th colspan="3">Approved By:</th>
</tr>
<tr>
<th colspan="1">Name</th>
<th colspan="1">Signature</th>
<th colspan="1">Date</th>
</tr>
<tr colspan=4>
<td colspan="1">
<div class="form-group">
{{Form::text('Officer_Name', '', ['class' => 'form-control', 'placeholder' => 'John Smith'])}}
</div>
</td>
<td colspan="1">
<div class="form-group">
<canvas id="signature-canvas" style="width:375px;height:150px;max-width:100%;border:8px #CCC solid;background-color: white;"></canvas>
<div id="signature-message"></div>
<div id="signature-buttons">
<input type="button" id="clear-signature-btn" value="Clear">
</div>
<input type="hidden" name="officer_signature" id="signature-data" value="">
</div>
</td>
<td>
<div class="form-group">
{{Form::date('Approval_Date', '', ['class' => 'form-control'])}}
</div>
</td>
</tr>
</table>
<br/>
<h4 style="text-decoration: underline; font-weight: bold">Applicant Signature:</h4>
<div class="form-group">
<canvas id="signature-canvas2" style="width:375px;height:150px;max-width:100%;border:8px #CCC solid;background-color: white;"></canvas>
<div id="signature-message2"></div>
<div id="signature-buttons2">
<input type="button" id="clear-signature-btn2" value="Clear">
</div>
<input type="hidden" name="applicant_signature" id="signature-data2" value="">
</div>
<br>
<div class="signature_pad_save">
<button type="submit" class="btn btn-primary" id="save-signature-btn">Submit</button>
</div>
<script src="js/signature_pad.js"></script>
<script src="js/signature_data.js"></script>
</body>
</html>
#endsection('content')
signature data.js
var clearButton = document.getElementById('clear-signature-btn'),
saveButton = document.getElementById('save-signature-btn'),
canvas = document.getElementById('signature-canvas'),
signaturePad;
function resizeCanvas() {
var ratio = Math.max(window.devicePixelRatio || 1, 1);
canvas.width = canvas.offsetWidth * ratio;
canvas.height = canvas.offsetHeight * ratio;
canvas.getContext("2d").scale(ratio, ratio);
}
window.onresize = resizeCanvas;
resizeCanvas();
signaturePad = new SignaturePad(canvas);
clearButton.addEventListener('click', function (event) {
signaturePad.clear();
});
saveButton.addEventListener('click', function (event) {
if (signaturePad.isEmpty()) {
alert('Signature pad is blank. Please draw your signature.');
} else {
var sdata = signaturePad.toDataURL();
document.getElementById('signature-data').value = sdata;
document.getElementById('signature-form').submit();
}
});
signature pad.js
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
typeof define === 'function' && define.amd ? define(factory) :
(global.SignaturePad = factory());
}(this, (function () { 'use strict';
function Point(x, y, time) {
this.x = x;
this.y = y;
this.time = time || new Date().getTime();
}
Point.prototype.velocityFrom = function (start) {
return this.time !== start.time ? this.distanceTo(start) / (this.time - start.time) : 1;
};
Point.prototype.distanceTo = function (start) {
return Math.sqrt(Math.pow(this.x - start.x, 2) + Math.pow(this.y - start.y, 2));
};
Point.prototype.equals = function (other) {
return this.x === other.x && this.y === other.y && this.time === other.time;
};
function Bezier(startPoint, control1, control2, endPoint) {
this.startPoint = startPoint;
this.control1 = control1;
this.control2 = control2;
this.endPoint = endPoint;
}
// Returns approximated length.
Bezier.prototype.length = function () {
var steps = 10;
var length = 0;
var px = void 0;
var py = void 0;
for (var i = 0; i <= steps; i += 1) {
var t = i / steps;
var cx = this._point(t, this.startPoint.x, this.control1.x, this.control2.x, this.endPoint.x);
var cy = this._point(t, this.startPoint.y, this.control1.y, this.control2.y, this.endPoint.y);
if (i > 0) {
var xdiff = cx - px;
var ydiff = cy - py;
length += Math.sqrt(xdiff * xdiff + ydiff * ydiff);
}
px = cx;
py = cy;
}
return length;
};
/* eslint-disable no-multi-spaces, space-in-parens */
Bezier.prototype._point = function (t, start, c1, c2, end) {
return start * (1.0 - t) * (1.0 - t) * (1.0 - t) + 3.0 * c1 * (1.0 - t) * (1.0 - t) * t + 3.0 * c2 * (1.0 - t) * t * t + end * t * t * t;
};
/* eslint-disable */
// http://stackoverflow.com/a/27078401/815507
function throttle(func, wait, options) {
var context, args, result;
var timeout = null;
var previous = 0;
if (!options) options = {};
var later = function later() {
previous = options.leading === false ? 0 : Date.now();
timeout = null;
result = func.apply(context, args);
if (!timeout) context = args = null;
};
return function () {
var now = Date.now();
if (!previous && options.leading === false) previous = now;
var remaining = wait - (now - previous);
context = this;
args = arguments;
if (remaining <= 0 || remaining > wait) {
if (timeout) {
clearTimeout(timeout);
timeout = null;
}
previous = now;
result = func.apply(context, args);
if (!timeout) context = args = null;
} else if (!timeout && options.trailing !== false) {
timeout = setTimeout(later, remaining);
}
return result;
};
}
function SignaturePad(canvas, options) {
var self = this;
var opts = options || {};
this.velocityFilterWeight = opts.velocityFilterWeight || 0.7;
this.minWidth = opts.minWidth || 0.5;
this.maxWidth = opts.maxWidth || 2.5;
this.throttle = 'throttle' in opts ? opts.throttle : 16; // in miliseconds
this.minDistance = 'minDistance' in opts ? opts.minDistance : 5;
if (this.throttle) {
this._strokeMoveUpdate = throttle(SignaturePad.prototype._strokeUpdate, this.throttle);
} else {
this._strokeMoveUpdate = SignaturePad.prototype._strokeUpdate;
}
this.dotSize = opts.dotSize || function () {
return (this.minWidth + this.maxWidth) / 2;
};
this.penColor = opts.penColor || 'black';
this.backgroundColor = opts.backgroundColor || 'rgba(0,0,0,0)';
this.onBegin = opts.onBegin;
this.onEnd = opts.onEnd;
this._canvas = canvas;
this._ctx = canvas.getContext('2d');
this.clear();
// We need add these inline so they are available to unbind while still having
// access to 'self' we could use _.bind but it's not worth adding a dependency.
this._handleMouseDown = function (event) {
if (event.which === 1) {
self._mouseButtonDown = true;
self._strokeBegin(event);
}
};
this._handleMouseMove = function (event) {
if (self._mouseButtonDown) {
self._strokeMoveUpdate(event);
}
};
this._handleMouseUp = function (event) {
if (event.which === 1 && self._mouseButtonDown) {
self._mouseButtonDown = false;
self._strokeEnd(event);
}
};
this._handleTouchStart = function (event) {
if (event.targetTouches.length === 1) {
var touch = event.changedTouches[0];
self._strokeBegin(touch);
}
};
this._handleTouchMove = function (event) {
// Prevent scrolling.
event.preventDefault();
var touch = event.targetTouches[0];
self._strokeMoveUpdate(touch);
};
this._handleTouchEnd = function (event) {
var wasCanvasTouched = event.target === self._canvas;
if (wasCanvasTouched) {
event.preventDefault();
self._strokeEnd(event);
}
};
// Enable mouse and touch event handlers
this.on();
}
// Public methods
SignaturePad.prototype.clear = function () {
var ctx = this._ctx;
var canvas = this._canvas;
ctx.fillStyle = this.backgroundColor;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillRect(0, 0, canvas.width, canvas.height);
this._data = [];
this._reset();
this._isEmpty = true;
};
SignaturePad.prototype.fromDataURL = function (dataUrl) {
var _this = this;
var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
var image = new Image();
var ratio = options.ratio || window.devicePixelRatio || 1;
var width = options.width || this._canvas.width / ratio;
var height = options.height || this._canvas.height / ratio;
this._reset();
image.src = dataUrl;
image.onload = function () {
_this._ctx.drawImage(image, 0, 0, width, height);
};
this._isEmpty = false;
};
SignaturePad.prototype.toDataURL = function (type) {
var _canvas;
switch (type) {
case 'image/svg+xml':
return this._toSVG();
default:
for (var _len = arguments.length, options = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
options[_key - 1] = arguments[_key];
}
return (_canvas = this._canvas).toDataURL.apply(_canvas, [type].concat(options));
}
};
SignaturePad.prototype.on = function () {
this._handleMouseEvents();
this._handleTouchEvents();
};
SignaturePad.prototype.off = function () {
this._canvas.removeEventListener('mousedown', this._handleMouseDown);
this._canvas.removeEventListener('mousemove', this._handleMouseMove);
document.removeEventListener('mouseup', this._handleMouseUp);
this._canvas.removeEventListener('touchstart', this._handleTouchStart);
this._canvas.removeEventListener('touchmove', this._handleTouchMove);
this._canvas.removeEventListener('touchend', this._handleTouchEnd);
};
SignaturePad.prototype.isEmpty = function () {
return this._isEmpty;
};
// Private methods
SignaturePad.prototype._strokeBegin = function (event) {
this._data.push([]);
this._reset();
this._strokeUpdate(event);
if (typeof this.onBegin === 'function') {
this.onBegin(event);
}
};
SignaturePad.prototype._strokeUpdate = function (event) {
var x = event.clientX;
var y = event.clientY;
var point = this._createPoint(x, y);
var lastPointGroup = this._data[this._data.length - 1];
var lastPoint = lastPointGroup && lastPointGroup[lastPointGroup.length - 1];
var isLastPointTooClose = lastPoint && point.distanceTo(lastPoint) < this.minDistance;
// Skip this point if it's too close to the previous one
if (!(lastPoint && isLastPointTooClose)) {
var _addPoint = this._addPoint(point),
curve = _addPoint.curve,
widths = _addPoint.widths;
if (curve && widths) {
this._drawCurve(curve, widths.start, widths.end);
}
this._data[this._data.length - 1].push({
x: point.x,
y: point.y,
time: point.time,
color: this.penColor
});
}
};
SignaturePad.prototype._strokeEnd = function (event) {
var canDrawCurve = this.points.length > 2;
var point = this.points[0]; // Point instance
if (!canDrawCurve && point) {
this._drawDot(point);
}
if (point) {
var lastPointGroup = this._data[this._data.length - 1];
var lastPoint = lastPointGroup[lastPointGroup.length - 1]; // plain object
// When drawing a dot, there's only one point in a group, so without this check
// such group would end up with exactly the same 2 points.
if (!point.equals(lastPoint)) {
lastPointGroup.push({
x: point.x,
y: point.y,
time: point.time,
color: this.penColor
});
}
}
if (typeof this.onEnd === 'function') {
this.onEnd(event);
}
};
SignaturePad.prototype._handleMouseEvents = function () {
this._mouseButtonDown = false;
this._canvas.addEventListener('mousedown', this._handleMouseDown);
this._canvas.addEventListener('mousemove', this._handleMouseMove);
document.addEventListener('mouseup', this._handleMouseUp);
};
SignaturePad.prototype._handleTouchEvents = function () {
// Pass touch events to canvas element on mobile IE11 and Edge.
this._canvas.style.msTouchAction = 'none';
this._canvas.style.touchAction = 'none';
this._canvas.addEventListener('touchstart', this._handleTouchStart);
this._canvas.addEventListener('touchmove', this._handleTouchMove);
this._canvas.addEventListener('touchend', this._handleTouchEnd);
};
SignaturePad.prototype._reset = function () {
this.points = [];
this._lastVelocity = 0;
this._lastWidth = (this.minWidth + this.maxWidth) / 2;
this._ctx.fillStyle = this.penColor;
};
SignaturePad.prototype._createPoint = function (x, y, time) {
var rect = this._canvas.getBoundingClientRect();
return new Point(x - rect.left, y - rect.top, time || new Date().getTime());
};
SignaturePad.prototype._addPoint = function (point) {
var points = this.points;
var tmp = void 0;
points.push(point);
if (points.length > 2) {
// To reduce the initial lag make it work with 3 points
// by copying the first point to the beginning.
if (points.length === 3) points.unshift(points[0]);
tmp = this._calculateCurveControlPoints(points[0], points[1], points[2]);
var c2 = tmp.c2;
tmp = this._calculateCurveControlPoints(points[1], points[2], points[3]);
var c3 = tmp.c1;
var curve = new Bezier(points[1], c2, c3, points[2]);
var widths = this._calculateCurveWidths(curve);
// Remove the first element from the list,
// so that we always have no more than 4 points in points array.
points.shift();
return { curve: curve, widths: widths };
}
return {};
};
SignaturePad.prototype._calculateCurveControlPoints = function (s1, s2, s3) {
var dx1 = s1.x - s2.x;
var dy1 = s1.y - s2.y;
var dx2 = s2.x - s3.x;
var dy2 = s2.y - s3.y;
var m1 = { x: (s1.x + s2.x) / 2.0, y: (s1.y + s2.y) / 2.0 };
var m2 = { x: (s2.x + s3.x) / 2.0, y: (s2.y + s3.y) / 2.0 };
var l1 = Math.sqrt(dx1 * dx1 + dy1 * dy1);
var l2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
var dxm = m1.x - m2.x;
var dym = m1.y - m2.y;
var k = l2 / (l1 + l2);
var cm = { x: m2.x + dxm * k, y: m2.y + dym * k };
var tx = s2.x - cm.x;
var ty = s2.y - cm.y;
return {
c1: new Point(m1.x + tx, m1.y + ty),
c2: new Point(m2.x + tx, m2.y + ty)
};
};
SignaturePad.prototype._calculateCurveWidths = function (curve) {
var startPoint = curve.startPoint;
var endPoint = curve.endPoint;
var widths = { start: null, end: null };
var velocity = this.velocityFilterWeight * endPoint.velocityFrom(startPoint) + (1 - this.velocityFilterWeight) * this._lastVelocity;
var newWidth = this._strokeWidth(velocity);
widths.start = this._lastWidth;
widths.end = newWidth;
this._lastVelocity = velocity;
this._lastWidth = newWidth;
return widths;
};
SignaturePad.prototype._strokeWidth = function (velocity) {
return Math.max(this.maxWidth / (velocity + 1), this.minWidth);
};
SignaturePad.prototype._drawPoint = function (x, y, size) {
var ctx = this._ctx;
ctx.moveTo(x, y);
ctx.arc(x, y, size, 0, 2 * Math.PI, false);
this._isEmpty = false;
};
SignaturePad.prototype._drawCurve = function (curve, startWidth, endWidth) {
var ctx = this._ctx;
var widthDelta = endWidth - startWidth;
var drawSteps = Math.floor(curve.length());
ctx.beginPath();
for (var i = 0; i < drawSteps; i += 1) {
// Calculate the Bezier (x, y) coordinate for this step.
var t = i / drawSteps;
var tt = t * t;
var ttt = tt * t;
var u = 1 - t;
var uu = u * u;
var uuu = uu * u;
var x = uuu * curve.startPoint.x;
x += 3 * uu * t * curve.control1.x;
x += 3 * u * tt * curve.control2.x;
x += ttt * curve.endPoint.x;
var y = uuu * curve.startPoint.y;
y += 3 * uu * t * curve.control1.y;
y += 3 * u * tt * curve.control2.y;
y += ttt * curve.endPoint.y;
var width = startWidth + ttt * widthDelta;
this._drawPoint(x, y, width);
}
ctx.closePath();
ctx.fill();
};
SignaturePad.prototype._drawDot = function (point) {
var ctx = this._ctx;
var width = typeof this.dotSize === 'function' ? this.dotSize() : this.dotSize;
ctx.beginPath();
this._drawPoint(point.x, point.y, width);
ctx.closePath();
ctx.fill();
};
SignaturePad.prototype._fromData = function (pointGroups, drawCurve, drawDot) {
for (var i = 0; i < pointGroups.length; i += 1) {
var group = pointGroups[i];
if (group.length > 1) {
for (var j = 0; j < group.length; j += 1) {
var rawPoint = group[j];
var point = new Point(rawPoint.x, rawPoint.y, rawPoint.time);
var color = rawPoint.color;
if (j === 0) {
// First point in a group. Nothing to draw yet.
// All points in the group have the same color, so it's enough to set
// penColor just at the beginning.
this.penColor = color;
this._reset();
this._addPoint(point);
} else if (j !== group.length - 1) {
// Middle point in a group.
var _addPoint2 = this._addPoint(point),
curve = _addPoint2.curve,
widths = _addPoint2.widths;
if (curve && widths) {
drawCurve(curve, widths, color);
}
} else {
// Last point in a group. Do nothing.
}
}
} else {
this._reset();
var _rawPoint = group[0];
drawDot(_rawPoint);
}
}
};
SignaturePad.prototype._toSVG = function () {
var _this2 = this;
var pointGroups = this._data;
var canvas = this._canvas;
var ratio = Math.max(window.devicePixelRatio || 1, 1);
var minX = 0;
var minY = 0;
var maxX = canvas.width / ratio;
var maxY = canvas.height / ratio;
var svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
svg.setAttributeNS(null, 'width', canvas.width);
svg.setAttributeNS(null, 'height', canvas.height);
this._fromData(pointGroups, function (curve, widths, color) {
var path = document.createElement('path');
// Need to check curve for NaN values, these pop up when drawing
// lines on the canvas that are not continuous. E.g. Sharp corners
// or stopping mid-stroke and than continuing without lifting mouse.
if (!isNaN(curve.control1.x) && !isNaN(curve.control1.y) && !isNaN(curve.control2.x) && !isNaN(curve.control2.y)) {
var attr = 'M ' + curve.startPoint.x.toFixed(3) + ',' + curve.startPoint.y.toFixed(3) + ' ' + ('C ' + curve.control1.x.toFixed(3) + ',' + curve.control1.y.toFixed(3) + ' ') + (curve.control2.x.toFixed(3) + ',' + curve.control2.y.toFixed(3) + ' ') + (curve.endPoint.x.toFixed(3) + ',' + curve.endPoint.y.toFixed(3));
path.setAttribute('d', attr);
path.setAttribute('stroke-width', (widths.end * 2.25).toFixed(3));
path.setAttribute('stroke', color);
path.setAttribute('fill', 'none');
path.setAttribute('stroke-linecap', 'round');
svg.appendChild(path);
}
}, function (rawPoint) {
var circle = document.createElement('circle');
var dotSize = typeof _this2.dotSize === 'function' ? _this2.dotSize() : _this2.dotSize;
circle.setAttribute('r', dotSize);
circle.setAttribute('cx', rawPoint.x);
circle.setAttribute('cy', rawPoint.y);
circle.setAttribute('fill', rawPoint.color);
svg.appendChild(circle);
});
var prefix = 'data:image/svg+xml;base64,';
var header = '<svg' + ' xmlns="http://www.w3.org/2000/svg"' + ' xmlns:xlink="http://www.w3.org/1999/xlink"' + (' viewBox="' + minX + ' ' + minY + ' ' + maxX + ' ' + maxY + '"') + (' width="' + maxX + '"') + (' height="' + maxY + '"') + '>';
var body = svg.innerHTML;
// IE hack for missing innerHTML property on SVGElement
if (body === undefined) {
var dummy = document.createElement('dummy');
var nodes = svg.childNodes;
dummy.innerHTML = '';
for (var i = 0; i < nodes.length; i += 1) {
dummy.appendChild(nodes[i].cloneNode(true));
}
body = dummy.innerHTML;
}
var footer = '</svg>';
var data = header + body + footer;
return prefix + btoa(data);
};
SignaturePad.prototype.fromData = function (pointGroups) {
var _this3 = this;
this.clear();
this._fromData(pointGroups, function (curve, widths) {
return _this3._drawCurve(curve, widths.start, widths.end);
}, function (rawPoint) {
return _this3._drawDot(rawPoint);
});
this._data = pointGroups;
};
SignaturePad.prototype.toData = function () {
return this._data;
};
return SignaturePad;
})));
In your javascript code you are working only with
canvas = document.getElementById('signature-canvas')
So that is the problem.
You should add a class on both signature canvases in html code for example signature like this:
<canvas id="signature-canvas" class="signature" style="width:375px;height:150px;max-width:100%;border:8px #CCC solid;background-color: white;"></canvas>
<canvas id="signature-canvas2" class="signature" style="width:375px;height:150px;max-width:100%;border:8px #CCC solid;background-color: white;"></canvas>
And then in javascript add one more pair of commands for second signature pad for control buttons (submit and reset) for second canvas.

Game Collision-detection FIX

I am making a game where it's about clicking on the nearest yellow dot from the green dot.
I got a list named dots.
You can check out my codepen to see the code I'm using.
My problem is that when you're playing the game, sometimes some of the yellow dots are too close to each other. So I am thinking if it's possible to make a collision-detection or something else, to check if the yellow dots collides?
Here is a picture of my game...
I made a red circle around the problem:
The link to my codepen project: /lolkie02/pen/PJVOdy?editors=0010
If you wanna try the game, it only works through iPhone or Android browser since I made the buttons etc. 'touchstart' in the javascript.
function getDistance(obj1, obj2) {
return Math.floor(
Math.sqrt(Math.pow(obj1.cx - obj2.cx, 2) + Math.pow(obj1.cy - obj2.cy, 2))
);
}
function getRandomArbitrary(min, max) {
return Math.floor(Math.random() * (max - min) + min);
}
function comparator(a, b) {
if (a[1] < b[1]) return -1;
if (a[1] > b[1]) return 1;
return 0;
}
function difference(source, toRemove) {
return source.filter(function(value) {
return toRemove.indexOf(value) == -1;
});
}
////////////////
// global vars
////////////////
var svg = document.getElementById("svg");
var dotMatrix = document.createElementNS(
"http://www.w3.org/2000/svg",
"circle"
);
var lineMatrix = document.createElementNS("http://www.w3.org/2000/svg", "line");
var screenW = window.innerWidth;
var screenH = window.innerHeight;
var totalDist = document.getElementById("distance");
////////////////
// line constructor
////////////////
function Line(x1, y1, x2, y2) {
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
this.el = document.createElementNS("http://www.w3.org/2000/svg", "line");
this.class = "line";
this.update = function(x1, y1, x2, y2) {
this.el.setAttribute("x1", x1 || this.x1);
this.el.setAttribute("y1", y1 || this.y1);
this.el.setAttribute("x2", x2 || this.x2);
this.el.setAttribute("y2", y2 || this.y2);
this.setAttr("class", this.class);
};
this.setAttr = function(attr, value) {
this.el.setAttribute(attr, value);
};
this.append = function() {
svg.insertBefore(this.el, svg.firstChild);
};
}
////////////////
// dot constructor
////////////////
function Dot(r, cx, cy) {
this.r = r;
this.cx = cx;
this.cy = cy;
this.el = document.createElementNS("http://www.w3.org/2000/svg", "circle");
this.class = "dot";
this.update = function() {
this.el.setAttribute("r", this.r);
this.el.setAttribute("cx", this.cx);
this.el.setAttribute("cy", this.cy);
this.setAttr("class", this.class);
};
// activates a dot
this.activate = function() {
for (i = 0; i < dots.num; i++) {
dots.list[i].setAttr("data-selected", "false");
}
this.setAttr("data-selected", "true");
};
this.visited = function() {
this.setAttr("data-visited", "true");
};
// sets attribute to element
this.setAttr = function(attr, value) {
this.el.setAttribute(attr, value);
};
// gets attribute to element
this.getAttr = function(attr) {
return this.el.getAttribute(attr);
};
// appends element to svg and attaches event listeners
this.append = function() {
svg.appendChild(this.el);
this.el.addEventListener("touchstart", this.onClick);
};
// on click on element
this.onClick = function(event) {
//gets the id and the coords of the dot
var thisId = Number(event.target.getAttribute("data-id").substr(3, 2));
var thisCx = dots.list[thisId].cx;
var thisCy = dots.list[thisId].cy;
// calculates the distance between dots
var distances = [];
for (i = 0; i < dots.num; i++) {
distances[i] = [i, getDistance(dots.selected, dots.list[i])];
}
distances.sort(comparator);
distances.splice(0, 1);
var distancesLeft = [];
for (i = 0; i < distances.length; i++) {
if (dots.left.includes(distances[i][0])) {
distancesLeft.push(distances[i][0]);
}
}
//if the element is the nearest
if (thisId == distancesLeft[0] && dots.left.includes(thisId)) {
// calculates distances
var newDistance = getDistance(dots.list[thisId], dots.selected);
app.score.update(1); // punteggio x numero di poi
// app.score.update(newDistance); punteggio x distanza
//sets the active class to the selected dot
dots.list[thisId].activate();
dots.list[thisId].visited();
// creates the line
lines.list.push(
new Line(
dots.selected.cx,
dots.selected.cy,
dots.list[thisId].cx,
dots.list[thisId].cy
)
);
lines.list[lines.list.length - 1].update();
lines.list[lines.list.length - 1].append();
// creates the preview line
//TODO: eliminare le vecchie preline che rimangono vive
svg.addEventListener("mousemove", function prelineMove(e) {
mouseX = e.pageX;
mouseY = e.pageY;
app.preline.update(thisCx, thisCy, mouseX, mouseY);
});
//saves the selected dots coordinates
dots.selected.id = thisId;
dots.selected.cx = thisCx;
dots.selected.cy = thisCy;
//removes the dot from the list of remaining dots
for (i = 0; i < dots.left.length; i++) {
if (dots.left[i] === thisId) {
dots.left.splice(i, 1);
}
}
if (dots.left.length == 0) {
app.end(true);
}
} else {
app.end(false);
}
};
}
////////////////
// lines group
////////////////
var lines = {
list: []
};
////////////////
// dots group
////////////////
var dots = {};
dots.num = 20;
dots.list = [];
dots.start = 0;
dots.selected = {};
dots.selected.id = dots.start;
dots.left = [];
dots.preline;
////////////////
// app
////////////////
var app = {};
app.level = 2;
app.score = {};
app.score.number = 0;
app.score.el = document.getElementById("score");
app.score.update = function(score) {
app.score.number += score;
app.score.el.textContent = app.score.number;
};
app.score.reset = function() {
app.score.number = 0;
app.score.update(0);
};
app.results = function(points) {
if (points == "reset") {
sessionStorage.setItem("results", 0);
} else {
if (!sessionStorage.getItem("results")) {
sessionStorage.setItem("results", points);
} else {
var newscore = points;
sessionStorage.setItem("results", newscore);
}
}
};
app.launchScreen = function(lastScore, title, description, btnText) {
app.launchScreen.el = document.getElementById("launch-screen");
app.launchScreen.el.setAttribute("class", "is-visible");
var launchScreenTitle = document.getElementById("launch-screen__title");
launchScreenTitle.textContent = title;
var launchScreenDescription = document.getElementById(
"launch-screen__description"
);
launchScreenDescription.textContent = description;
app.launchScreen.btn = document.getElementById("start-btn");
app.launchScreen.btn.textContent = btnText;
app.launchScreen.btn.addEventListener("touchstart", function lauch() {
app.launchScreen.el.setAttribute("class", "");
app.start(app.level);
document.getElementById("score2").style.display = "block";
app.launchScreen.btn.removeEventListener("touchstart", lauch);
});
};
app.preline = new Line(0, 0, 200, 200);
app.preline.setAttr("id", "preline");
app.start = function(dotsNum) {
dots.num = dotsNum;
for (i = 0; i < dots.num; i++) {
var cx = getRandomArbitrary(45, screenW - 45);
var cy = getRandomArbitrary(45, screenH - 45);
dots.list[i] = new Dot(14, cx, cy);
dots.list[i].setAttr("data-id", "id-" + i);
dots.list[i].setAttr(
"style",
"animation-delay:" + i / 10 + "s; transform-origin: " + cx + 'px ' + cy + 'px;');
dots.list[i].update();
dots.list[i].append();
dots.left.push(i);
if (i == dots.start) {
dots.selected.cx = dots.list[dots.start].cx;
dots.selected.cy = dots.list[dots.start].cy;
dots.list[dots.start].setAttr("class", "dot dot--starting");
dots.left.splice(i, 1);
}
// adds the preline
app.preline.update(
dots.selected.cx,
dots.selected.cy,
dots.selected.cx,
dots.selected.cy
);
app.preline.append();
svg.addEventListener("mousemove", function prelineMove(e) {
mouseX = e.pageX;
mouseY = e.pageY;
app.preline.update(dots.selected.cx, dots.selected.cy, mouseX, mouseY);
});
}
// sets starting point
dots.list[dots.start].setAttr("data-selected", "true");
};
app.end = function(win) {
if (win) {
app.level += 2;
app.results(app.score.number);
} else {
app.level = 2;
}
dots.list = [];
dots.selected = {};
dots.left.length = 0;
svg.innerHTML = "";
if (win) {
app.launchScreen(
app.score.number,
"", //"Sådan!",
"", //"Din score er nu: " + sessionStorage.getItem("results") + ' Det næste level vil blive endnu hårdere.',
"NÆSTE LEVEL"
);
} else {
app.launchScreen(
0,
"", //"ARGH!",
"", //"Din endelige score blev: " + sessionStorage.getItem("results"),
"PRØV IGEN"
);
app.results("reset");
app.score.reset();
var score2 = document.getElementById('score2');
var number = score2.innerHTML;
number = 0;
score2.innerHTML = number;
document.getElementById("score2").style.display = "none";
}
};
app.launchScreen(
0,
"STIFINDER",
"Find den tætteste gule prik",
"SPIL"
);
$('.btn').on('touchstart',function(e,data) {
var score2 = document.getElementById('score2');
var number = score2.innerHTML;
number++;
score2.innerHTML = number;
});
Use Pythagorean theorem to determine whether the distance of the centers of two dots are closer (or equal) to the sum of their radii - in that case you have collision.
My answer to the similar question :https://stackoverflow.com/a/46973584/4154250

How to find the image processed image file from javascript and view in specific loaction?

<script type="text/javascript" src="http://code.jquery.com/jquery-1.7.1.min.js"></script>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.17/jquery-ui.js"></script>
<script type="text/javascript">
var ImageUploader = function(config) {
if (!config || (!config.inputElement) || (!config.inputElement.getAttribute) || config.inputElement.getAttribute('type') !== 'file') {
throw new Error('Config object passed to ImageUploader constructor must include "inputElement" set to be an element of type="file"');
}
this.setConfig(config);
var This = this;
this.config.inputElement.addEventListener('change', function(event) {
var fileArray = [];
var cursor = 0;
for (; cursor < This.config.inputElement.files.length; ++cursor) {
fileArray.push(This.config.inputElement.files[cursor]);
}
This.progressObject = {
total : parseInt(fileArray.length, 10),
done : 0,
currentItemTotal : 0,
currentItemDone : 0
};
if (This.config.onProgress) {
This.config.onProgress(This.progressObject);
}
This.handleFileList(fileArray, This.progressObject);
}, false);
if (This.config.debug) {
console.log('Initialised ImageUploader for ' + This.config.inputElement);
}
};
ImageUploader.prototype.handleFileList = function(fileArray) {
var This = this;
if (fileArray.length > 1) {
var file = fileArray.shift();
this.handleFileSelection(file, function() {
This.handleFileList(fileArray);
});
} else if (fileArray.length === 1) {
this.handleFileSelection(fileArray[0], function() {
if (This.config.onComplete) {
This.config.onComplete(This.progressObject);
}
});
}
};
ImageUploader.prototype.handleFileSelection = function(file, completionCallback) {
var img = document.createElement('img');
this.currentFile = file;
var reader = new FileReader();
var This = this;
reader.onload = function(e) {
img.src = e.target.result;
img.onload = function(){
This.scaleImage(img, completionCallback);
}
};
reader.readAsDataURL(file);
};
ImageUploader.prototype.scaleImage = function(img, completionCallback) {
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
canvas.getContext('2d').drawImage(img, 0, 0, canvas.width, canvas.height);
while (canvas.width >= (2 * this.config.maxWidth)) {
canvas = this.getHalfScaleCanvas(canvas);
}
if (canvas.width > this.config.maxWidth) {
canvas = this.scaleCanvasWithAlgorithm(canvas);
}
var imageData = canvas.toDataURL('image/jpeg', this.config.quality);
this.performUpload(imageData, completionCallback);
/*
img = $.ajax({
type: "POST",
url: "script.php",
data: {
imgBase64: imageData
}
}).done(function(o) {
console.log('saved');
});
*/
};
ImageUploader.prototype.performUpload = function(imageData, completionCallback) {
var xhr = new XMLHttpRequest();
var This = this;
var uploadInProgress = true;
var headers = this.config.requestHeaders;
xhr.onload = function(e) {
uploadInProgress = false;
This.uploadComplete(e, completionCallback);
};
xhr.upload.addEventListener("progress", function(e) {
This.progressUpdate(e.loaded, e.total);
}, false);
xhr.open('POST', this.config.uploadUrl, true);
if(typeof headers === 'object' && headers !== null) {
Object.keys(headers).forEach(function(key,index) {
if(typeof headers[key] !== 'string') {
var headersArray = headers[key];
for(var i = 0, j = headersArray.length; i < j; i++) {
xhr.setRequestHeader(key, headersArray[i]);
}
} else {
xhr.setRequestHeader(key, headers[key]);
}
});
}
xhr.send(imageData.split(',')[1]);
if (this.config.timeout) {
setTimeout(function() {
if (uploadInProgress) {
xhr.abort();
This.uploadComplete({
target: {
status: 'Timed out'
}
}, completionCallback);
}
}, this.config.timeout);
}
if (this.config.debug) {
var resizedImage = document.createElement('img');
this.config.workspace.appendChild(document.createElement('br'));
this.config.workspace.appendChild(resizedImage);
resizedImage.src = imageData;
}
};
ImageUploader.prototype.uploadComplete = function(event, completionCallback) {
this.progressObject.done++;
this.progressUpdate(0, 0);
completionCallback();
if (this.config.onFileComplete) {
this.config.onFileComplete(event, this.currentFile);
}
};
ImageUploader.prototype.progressUpdate = function(itemDone, itemTotal) {
console.log('Uploaded '+itemDone+' of '+itemTotal);
this.progressObject.currentItemDone = itemDone;
this.progressObject.currentItemTotal = itemTotal;
if (this.config.onProgress) {
this.config.onProgress(this.progressObject);
}
};
ImageUploader.prototype.scaleCanvasWithAlgorithm = function(canvas) {
var scaledCanvas = document.createElement('canvas');
var scale = this.config.maxWidth / canvas.width;
scaledCanvas.width = canvas.width * scale;
scaledCanvas.height = canvas.height * scale;
var srcImgData = canvas.getContext('2d').getImageData(0, 0, canvas.width, canvas.height);
var destImgData = scaledCanvas.getContext('2d').createImageData(scaledCanvas.width, scaledCanvas.height);
this.applyBilinearInterpolation(srcImgData, destImgData, scale);
scaledCanvas.getContext('2d').putImageData(destImgData, 0, 0);
return scaledCanvas;
};
ImageUploader.prototype.getHalfScaleCanvas = function(canvas) {
var halfCanvas = document.createElement('canvas');
halfCanvas.width = canvas.width / 2;
halfCanvas.height = canvas.height / 2;
halfCanvas.getContext('2d').drawImage(canvas, 0, 0, halfCanvas.width, halfCanvas.height);
return halfCanvas;
};
ImageUploader.prototype.applyBilinearInterpolation = function(srcCanvasData, destCanvasData, scale) {
function inner(f00, f10, f01, f11, x, y) {
var un_x = 1.0 - x;
var un_y = 1.0 - y;
return (f00 * un_x * un_y + f10 * x * un_y + f01 * un_x * y + f11 * x * y);
}
var i, j;
var iyv, iy0, iy1, ixv, ix0, ix1;
var idxD, idxS00, idxS10, idxS01, idxS11;
var dx, dy;
var r, g, b, a;
for (i = 0; i < destCanvasData.height; ++i) {
iyv = i / scale;
iy0 = Math.floor(iyv);
// Math.ceil can go over bounds
iy1 = (Math.ceil(iyv) > (srcCanvasData.height - 1) ? (srcCanvasData.height - 1) : Math.ceil(iyv));
for (j = 0; j < destCanvasData.width; ++j) {
ixv = j / scale;
ix0 = Math.floor(ixv);
// Math.ceil can go over bounds
ix1 = (Math.ceil(ixv) > (srcCanvasData.width - 1) ? (srcCanvasData.width - 1) : Math.ceil(ixv));
idxD = (j + destCanvasData.width * i) * 4;
// matrix to vector indices
idxS00 = (ix0 + srcCanvasData.width * iy0) * 4;
idxS10 = (ix1 + srcCanvasData.width * iy0) * 4;
idxS01 = (ix0 + srcCanvasData.width * iy1) * 4;
idxS11 = (ix1 + srcCanvasData.width * iy1) * 4;
// overall coordinates to unit square
dx = ixv - ix0;
dy = iyv - iy0;
// I let the r, g, b, a on purpose for debugging
r = inner(srcCanvasData.data[idxS00], srcCanvasData.data[idxS10], srcCanvasData.data[idxS01], srcCanvasData.data[idxS11], dx, dy);
destCanvasData.data[idxD] = r;
g = inner(srcCanvasData.data[idxS00 + 1], srcCanvasData.data[idxS10 + 1], srcCanvasData.data[idxS01 + 1], srcCanvasData.data[idxS11 + 1], dx, dy);
destCanvasData.data[idxD + 1] = g;
b = inner(srcCanvasData.data[idxS00 + 2], srcCanvasData.data[idxS10 + 2], srcCanvasData.data[idxS01 + 2], srcCanvasData.data[idxS11 + 2], dx, dy);
destCanvasData.data[idxD + 2] = b;
a = inner(srcCanvasData.data[idxS00 + 3], srcCanvasData.data[idxS10 + 3], srcCanvasData.data[idxS01 + 3], srcCanvasData.data[idxS11 + 3], dx, dy);
destCanvasData.data[idxD + 3] = a;
}
}
};
ImageUploader.prototype.setConfig = function(customConfig) {
this.config = customConfig;
this.config.debug = this.config.debug || false;
this.config.quality = 1.00;
if (0.00 < customConfig.quality && customConfig.quality <= 1.00) {
this.config.quality = customConfig.quality;
}
if (!this.config.maxWidth) {
this.config.maxWidth = 480;
}
// Create container if none set
if (!this.config.workspace) {
this.config.workspace = document.createElement('div');
document.body.appendChild(this.config.workspace);
}
};
</script>
<h3>The ImageUploader in all its glory!</h3>
<input id="fileInputElement1" type="file" name="a">
<input id="fileInputElement2" type="file" name="b">
<div id="progress"></div>
<div id="fileProgress"></div>
<div id="progressbar"></div>
<script type="text/javascript">
var uploader = new ImageUploader({
inputElement : document.getElementById('fileInputElement1'),
uploadUrl : 'api/image',
onProgress : function(event) {
$('#progress').text('Completed '+event.done+' files of '+event.total+' total.');
$('#progressbar').progressbar({ value: (event.done / event.total) * 100 })
},
onFileComplete : function(event, file) {
$('#fileProgress').append('Finished file '+file.fileName+' with response from server '+event.target.status+'<br />');
},
onComplete : function(event) {
$('#progress').text('Completed all '+event.done+' files!');
$('#progressbar').progressbar({ value: (event.done / event.total) * 100 })
},
maxWidth: 480,
quality: 0.80,
//timeout: 5000,
debug : true
});
</script>
<script type="text/javascript">
var uploader = new ImageUploader({
inputElement : document.getElementById('fileInputElement2'),
uploadUrl : 'api/image',
onProgress : function(event) {
$('#progress').text('Completed '+event.done+' files of '+event.total+' total.');
$('#progressbar').progressbar({ value: (event.done / event.total) * 100 })
},
onFileComplete : function(event, file) {
$('#fileProgress').append('Finished file '+file.fileName+' with response from server '+event.target.status+'<br />');
},
onComplete : function(event) {
$('#progress').text('Completed all '+event.done+' files!');
$('#progressbar').progressbar({ value: (event.done / event.total) * 100 })
},
maxWidth: 480,
quality: 0.80,
//timeout: 5000,
debug : true
});
</script>
I am not well in JavaScript. But i have to used javascript code for this task. The function of the task is upload image to server before resized.
I find a resized without upload. But can't upload and view it properly.
Problem:
When i click in any image it automatically show in unknown .
And can't find the image temp_location to upload the resized image.
I need to to show the image in specific
Find temp location to upload the image.
NB: To upload the use 'php' move_uploaded_file() function.
Thanks in advance.

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