I want to make the 'box' in the code move to the right and then go back to the left. I tried to use 2 setInterval but it didn't works (or maybe i don't know how to use 2 setInterval).
var box = document.getElementById("box");
var pos = 0;
var toRight = setInterval(move, 10);
function move() {
if (pos >= 150) {
clearInterval(toRight);
} else {
pos++;
box.style.left = pos + "px";
}
}
#container {
width: 200px;
height: 200px;
background-color: red;
position: relative;
}
#box {
width: 50px;
height: 50px;
background-color: blue;
position: absolute;
}
<div id="container">
<div id="box"></div>
</div>
<p id="demo"></p>
I tried so many ways and the code still doesn't run, can some one show me the way to make the 'box' move back from the right side. Thank you.
Your code was a good start, and #j08691's comment is the right direction to take it.
Use 1 interval function but keep track of which direction the box is moving and toggle it when desired.
let box = document.getElementById("box");
let pos = 0, right = true;
setInterval(() => {
pos += right * 2 - 1;
if (pos === 0 || pos === 150)
right = !right;
box.style.left = pos + "px";
}, 10);
#container {
width: 200px;
height: 200px;
background-color: red;
position: relative;
}
#box {
width: 50px;
height: 50px;
background-color: blue;
position: absolute;
}
<div id="container">
<div id="box"></div>
</div>
As an alternative you could also use css animations and skip the javascript part entirely:
#keyframes move {
from { left: 0; }
to { left: calc(100% - 50px); }
}
#container {
width: 200px;
height: 200px;
background-color: red;
position: relative;
}
#box {
width: 50px;
height: 50px;
background-color: blue;
position: absolute;
animation: move 2s linear alternate infinite;
}
<div id="container">
<div id="box"></div>
</div>
<p id="demo"></p>
Related
I am working with JavaScript to move an HTML div across the page. Below is the movement that I want the element to follow:
It should be starting and following routes 1, 2, 3 and 4. It should only change the route once the element reaches the max width/height of the page. I am using the below code and I am stuck on how to continue further.
var box = document.getElementById("box");
var height = document.getElementById("container").offsetHeight;
var widht = document.getElementById("container").offsetWidth;
window.setInterval(() => {
let addPosition = (parseInt(box.style.top) + 10);
let subPosition = (parseInt(box.style.top) - 10);
if (addPosition > height)
box.style.top = subPosition + 'px';
else
box.style.top = addPosition + 'px';
}, 100);
#container {
position: absolute;
background: purple;
width: 100%;
height: 100%;
}
#box {
position: absolute;
background: red;
width: 30px;
height: 30px;
}
<div id="container">
<div id="box" style="top: 0px; left: 0px;"></div>
</div>
No JS is needed to make this animation. You can use CSS-Animations for this.
For that, you use keyframes and change the position where the element should move to. You can define the speed with the animation-duration property and repeat it with animation-iteration-count
body {
margin: 0;
height: 100vh;
}
div {
height: 50px;
width: 50px;
background-color: red;
position: fixed;
animation-name: moveBox;
animation-duration: 5s;
animation-iteration-count: infinite;
}
#keyframes moveBox {
0% { top: 0; left: 0; }
20% { top: calc(100% - 50px); left: 0; }
50% { top: 0; left: calc(100% - 50px); }
70% { top: calc(100% - 50px); left: calc(100% - 50px); }
100% { top: 0; left: 0; }
}
<div></div>
As someone else mentioned, this is normally done with CSS animations, but if you have to use javascript you basically want a state system that keeps track of what your current target is.
Here's roughly how you could do it:
let box = document.getElementById("box");
let height = document.getElementById("container").offsetHeight;
let width = document.getElementById("container").offsetWidth;
let getAngle=function(x1,y1,x2,y2)
{
return Math.atan2(y2-y1,x2-x1);
}
let state=0;
let speed=10;//how many pixels to move per interval
let x=0,y=0;
let xTarget=0,yTarget=0;
window.setInterval(() => {
//we do not account for the box's size here, but if we needed to we could add or subtract it to the target as needed
switch(state) {
case 0:
xTarget=0;
yTarget=height;
break;
case 1:
xTarget=width;
yTarget=0;
break;
case 2:
xTarget=width;
yTarget=height;
break;
case 3:
xTarget=0;
yTarget=0;
break;
}
//do we still have more steps left? calculate the angle to the target, then step in that direction
if (state<4)
{
var angle=-getAngle(x,y,xTarget,yTarget)+Math.PI/2;
x+=Math.sin(angle)*speed;
y+=Math.cos(angle)*speed;
}
//are we close enough to the target? snap to the target, then switch to the next state
//note: you may want to calculate the actual distance here instead
if (Math.abs(xTarget-x)<speed && Math.abs(yTarget-y)<speed)
{
x=xTarget;
y=yTarget;
state++;
}
if (state>=4) state=0;//if you want the movement to loop
box.style.left=x+'px';
box.style.top=y+'px';
}, 100);
#container {
position: absolute;
background: purple;
width: 300px;
height: 200px;
}
#box {
position: absolute;
background: red;
width: 30px;
height: 30px;
}
<div id="container">
<div id="box" style="top: 0px; left: 0px;"></div>
</div>
I am creating a little game that should be like a 2d version of "guitar hero" (if you don't know what "guitar hero" is don't worry, it was just to give context). I have a red square creator function called squareCreator that adds each new square created a CSS class of .newMostLeftNote. Afterward, I want each one of those squares to fall down (like gravity) using the function fallingMostLeftNote. The problem is that the margin-top that function adds to the square generated by the squareCreator adds to every single square at the same time (even before the square is created), so a square could be created when the .newMostLeftNote CSS class has a margin-top of 700 and it appears way at the bottom.
How can I make it so that every square that falls, but starts falling after they appear?
Notice that in this image, every margin-top CSS property for every new generated square is exactly the same.
var mostLeftNoteMarginTop = 0;
function squareCreator(){
var newNote = document.createElement("div");
newNote.className = "newMostLeftNote";
document.body.appendChild(newNote);
}
var generationSpeed = setInterval(squareCreator, 300);
function fallingMostLeftNote() {
mostLeftNoteMarginTop += 2;
$(".newMostLeftNote").css({
'margin-top': mostLeftNoteMarginTop + 'px'
});
}
proc = setInterval(fallingMostLeftNote, 5);
.newMostLeftNote {
height: 100px;
width: 100px;
background-color: red;
margin-left: 400px;
position: absolute;
}
.mostLeftNote {
height: 100px;
width: 100px;
background-color: red;
margin-left: 300px;
position: absolute;
}
.middleNote {
height: 100px;
width: 100px;
background-color: blue;
margin-left: 600px;
position: absolute;
}
.mostRightNote {
height: 100px;
width: 100px;
background-color: green;
margin-left: 900px;
position: absolute;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<link rel="stylesheet" href="styles.css">
</head>
<body>
<h1>Score: 0</h1>
<div class="middleNote"></div>
<div class="mostLeftNote"></div>
<div class="mostRightNote"></div>
<div class="scoreLineTop"></div>
<div class="scoreLineButtom"></div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<script src="main.js" charset="utf-8"></script>
</body>
Update
var squareQuantity = [];
function squareCreator(){
var newNote = document.createElement("div");
newNote.className = "newMostLeftNote";
document.body.appendChild(newNote);
squareQuantity.push(this.newNote);
}
var generationSpeed = setInterval(squareCreator, 300);
function fallingMostLeftNote() {
mostLeftNoteMarginTop += 2;
squareQuantity[2].css({
'margin-top': mostLeftNoteMarginTop + 'px'
});
}
Instead of using javascript to update your margin-top, you could use CSS animations. Each new square will animate independently.
Here's an example for your use case:
function addSquare() {
var squaresElement = document.getElementById("squares");
var squareElement = document.createElement("div");
squareElement.className = "square";
squaresElement.append(squareElement);
}
#squares {
display: flex;
}
.square {
height: 100px;
width: 100px;
margin-right: 10px;
background-color: red;
animation-name: fall;
animation-duration: 4s;
animation-timing-function: linear;
}
/* The animation code */
#keyframes fall {
from {margin-top: 0px;}
to {margin-top: 300px;}
}
<button onclick="addSquare()">Add square</button>
<div id="squares"></div>
My approach is giving a css variable while creating divs for transform delay. If you need more complex movements, you can use the same logic for animation instead of transform.
<div class="parent"></div>
.parent {
display: flex;
flex-direction: row;
align-items: flex-start;
}
.lets-try {
flex: 1;
background: #000;
height: 60px;
margin-right: 5px;
margin-left: 5px;
transition: all 0.5s ease-in-out var(--delay);
}
.lets-try.is-falling {
margin-top: 100px;
}
let parent = document.querySelector(".parent");
let numOfSquares = 12;
for (let i = 0; i < numOfSquares ; i++) {
let delay = i * 0.2;
let div = document.createElement('div');
div.setAttribute('class', 'lets-try');
div.setAttribute('style', `--delay:${delay}s`);
parent.appendChild(div);
}
setTimeout(() => {
let items = document.querySelectorAll(".lets-try");
[...items].forEach(item => {
item.classList.add("is-falling")
})
}, 1)
I'm trying to do an animation on page scroll where selected element will animate from left to right on scroll down and if back to top then animate the selected element from right to left (default position), here's what I tried
$(document).ready(function() {
$(window).scroll(function() {
var wS = $(this).scrollTop();
if (wS <= 10) {
$("#test-box").animate({
'left': 100
}, 500);
}
if (wS > 11) {
$("#test-box").animate({
'left': $('#main-container').width() - 100
}, 500);
}
});
});
#main-container {
width: 100%;
overflow: auto;
height: 500px;
}
#test-box {
background: red;
color: #ffffff;
padding: 15px;
font-size: 18px;
position: fixed;
left: 100;
top: 10;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="main-container">
<div id="test-box">test</div>
</div>
As you can see, on scroll down, the test box moves as I instruct but when scroll up, it does not go to the left as default, any ideas, help please?
You can add a global variable to control the animation. See the working snippet below please, where I've commented parts of the code that I added:
$(document).ready(function() {
var animated = false; //added variable to control the animation
$(window).scroll(function() {
var wS = $(this).scrollTop();
if (animated && wS <= 10) {
$("#test-box").animate({
'left': 100
}, 500);
animated = false; //animation ended
}
if (!animated && wS > 11) {
$("#test-box").animate({
'left': $('#main-container').width() - 100
}, 500);
animated = true; //it was animated
}
});
});
#main-container {
width: 100%;
overflow: auto;
height: 500px;
}
#test-box {
background: red;
color: #ffffff;
padding: 15px;
font-size: 18px;
position: fixed;
left: 100px;
top: 10;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="main-container">
<div id="test-box">test</div>
</div>
This should work, it also uses css for the animation.
$(document).ready(function() {
var box = document.querySelector('#test-box');
var stateClass = '-right';
window.addEventListener('scroll', function(event) {
box.classList.toggle(stateClass, document.body.scrollTop > 10);
});
});
#main-container {
width: 100%;
overflow: auto;
height: 2000px;
}
#test-box {
background: red;
color: #ffffff;
padding: 15px;
font-size: 18px;
position: fixed;
left: 100px;
top: 10;
transition: .5s linear;
}
#test-box.-right {
left: 100%;
transform: translateX(-100%) translateX(-100px)
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="main-container">
<div id="test-box">test</div>
</div>
I have been challenged with a website that requires me to make two images race at random across the screen to a finish line. I am required to make this happen using JavaScript. Unfortunately I have ran into some trouble here making this happen.
I have the script that allows a div container and an object "animate" (which is a small square) to move across the screen to the right as I am supposed to do. My question comes into play when trying to do this to two different images.
The goal is to have the animation I have created to apply to the images, I cannot figure out how to apply the functions to the images already placed on the page to make it seem as if they are racing on random intervals across the page to the finish line.
I understand the concept of the animation and the JavaScript behind it, I just dont understand how to make it apply to an image, and more than 1 image at that.
Please advise.
Here is my code that I am using: you can see that I left my demo animation on the page, and the two images I am looking to apply it to.
function myMove()
{
var elem = document.getElementById("animate");
var pos = 0;
var id = setInterval(frame, 5);
function frame()
{
if (pos == 350)
{
clearInterval(id);
}
else
{
pos++;
elem.style.left = pos + 'px';
}
}
}
<div id="traffic-light">
<div id="stopLight" class="bulb"></div>
<div id="yeildLight" class="bulb"></div>
<div id="goLight" class="bulb"></div>
</div>
<style>
body {
overflow: hidden;
}
#bluefish {
position: absolute;
top: 31pc;
width: 17pc;
left: -.5pc;
}
#turtle {
position: absolute;
width: 15pc;
top: 20pc;
}
body {
background-image: url("http://www.hpud.org/wp-content/uploads/2015/08/WaterBackground2.jpg")
}
.finishline {
position: absolute;
right: -12pc;
top: 18pc;
}
#traffic-light {
height: 10pc;
width: 4pc;
background-color: #333;
border-radius: 20pc;
position: absolute;
}
.bulb {
height: 2pc;
width: 2pc;
background-color: #111;
border-radius: 50%;
margin: 15px auto;
transition: background 500ms;
}
#container {
width: 400px;
height: 400px;
position: relative;
background: yellow;
}
#animate {
width: 50px;
height: 50px;
position: absolute;
background: red;
}
</style>
<img id="bluefish" src="http://clipartist.net/openclipart.org/2013/July/Blue_Fish_Goldfish.png">
<img id="turtle" src="http://www.clipartkid.com/images/386/turtle-free-stock-photo-illustration-of-a-green-sea-turtle-uPgZrm-clipart.png">
<img src="https://t1.rbxcdn.com/877010da8ce131dfcb3fa6a9b07fea89" class="finishline">
<p>
<button onclick="myMove()">Click Me</button>
</p>
<div id="container">
<div id="animate"></div>
</div>
Try this one:
function myMove()
{
var elemBluefish = document.getElementById("bluefish");
var elemBluefishWin = document.getElementById("bluefishwin");
var elemTurtle = document.getElementById("turtle");
var elemTurtleWin = document.getElementById("turtlewin");
var posBluefish = 0;
var posTurtle = 0;
var hasWinner = false;
elemBluefishWin.style.display = 'none';
elemTurtleWin.style.display = 'none';
var id = setInterval(frame, 5);
function frame()
{
if(posBluefish >= 350 && posTurtle >= 350)
{
clearInterval(id);
return;
}
if(posBluefish < 350)
{
posBluefish += Math.round(Math.random()*10);
if(posBluefish >= 350)
{
posBluefish = 350;
if(!hasWinner){
hasWinner = true;
elemBluefishWin.style.display = 'unset';
}
}
elemBluefish.style.left = posBluefish + 'px';
}
if(posTurtle < 350)
{
posTurtle += Math.round(Math.random()*10);
if(posTurtle >= 350)
{
posTurtle = 350;
if(!hasWinner){
hasWinner = true;
elemTurtleWin.style.display = 'unset';
}
}
elemTurtle.style.left = posTurtle + 'px';
}
}
}
<div id="traffic-light">
<div id="stopLight" class="bulb"></div>
<div id="yeildLight" class="bulb"></div>
<div id="goLight" class="bulb"></div>
</div>
<style>
body {
overflow: hidden;
}
#bluefish {
position: absolute;
top: 31pc;
width: 17pc;
left: -.5pc;
}
#turtle {
position: absolute;
width: 15pc;
top: 20pc;
}
#bluefishwin {
position: absolute;
right: 1pc;
top: 31pc;
display: none;
}
#turtlewin {
position: absolute;
right: 1pc;
top: 20pc;
display: none;
}
body {
background-image: url("http://www.hpud.org/wp-content/uploads/2015/08/WaterBackground2.jpg")
}
.finishline {
position: absolute;
right: -12pc;
top: 18pc;
}
#traffic-light {
height: 10pc;
width: 4pc;
background-color: #333;
border-radius: 20pc;
position: absolute;
}
.bulb {
height: 2pc;
width: 2pc;
background-color: #111;
border-radius: 50%;
margin: 15px auto;
transition: background 500ms;
}
/*#container {
width: 400px;
height: 400px;
position: relative;
background: yellow;
}
#animate {
width: 50px;
height: 50px;
position: absolute;
background: red;
}*/
</style>
<img id="bluefish" src="http://clipartist.net/openclipart.org/2013/July/Blue_Fish_Goldfish.png">
<img id="turtle" src="http://www.clipartkid.com/images/386/turtle-free-stock-photo-illustration-of-a-green-sea-turtle-uPgZrm-clipart.png">
<img src="https://t1.rbxcdn.com/877010da8ce131dfcb3fa6a9b07fea89" class="finishline">
<img id="bluefishwin" src="http://a.dryicons.com/images/icon_sets/coquette_part_3_icons_set/png/128x128/prize_winner.png">
<img id="turtlewin" src="http://a.dryicons.com/images/icon_sets/coquette_part_3_icons_set/png/128x128/prize_winner.png">
<p>
<button onclick="myMove()">Click Me</button>
</p>
<div id="container">
<div id="animate"></div>
</div>
It gets an element for each image and adds every 5ms a random amount of pixels (between 0 and 9) to each pos of image.
If both "racers" reached the target (350px) the interval is cleared and the race is over.
The winner gets an image displayed at the finish line.
an example:
function startRace() {
animateRacer("player1", true);
animateRacer("player2", true);
}
function animateRacer(playerId, reset) {
var elem = document.getElementById(playerId);
var pos = parseInt(elem.style.left, 10);
if (isNaN(pos) || reset) {
pos = 0;
}
//console.log(playerId + ': ' + pos);
if (pos < 450) {
pos += randStep(3);
elem.style.left = pos + 'px';
setTimeout('animateRacer("' + playerId + '")', randStep(5));
}
}
function randStep(max) {
var min = 1;
return Math.floor(Math.random() * (max - min)) + min;
}
body {
overflow: hidden;
}
#container {
width: 500px;
height: 160px;
position: relative;
background-color: yellow;
}
.player {
width: 50px;
height: 50px;
background-color: gray;
position: relative;
}
#player1 {
background-color: red;
top: 20px;
}
#player2 {
background-color: blue;
top: 40px;
}
<p>
<button onclick="startRace()">Start Race</button>
</p>
<div id="container">
<div id="player1" class="player"></div>
<div id="player2" class="player"></div>
</div>
function mover(obj) {
this.obj=obj;
this.pos = 0;
this.id = setInterval(this.frame, 5);
}
mover.prototype.frame=function() {
if (this.pos == 350) {
clearInterval(this.id);
} else {
this.pos++;
this.obj.style.left = this.pos + 'px';
}
}
}
Simply do:
img1=new mover(document.getElementById("pic1"));
You can repeat this with every image and you could store them into an array:
images=[];
function letsmove(){
images.push(new mover(someid));
...
}
And you can do this with all images on the site:
images=[];
function letsmove(){
domimages=document.getElementsByTagName("img");
domimages.forEach(function(img){
images.push(new mover(img));
});
}
}
See JS OOP and JS Prototyping for more explanation
I have this pure JavaScript carousel that i have found from another question asked from here (Im not taking ownership of this code).
I need to make the carousel show the first image, it is showing the second image currently, (My knowledge of JavaScript isn't that great, so i have tried all that i can).
(This is just for a project at collage.)
var firstval = 0;
function Carousel() {
firstval += 2;
parent = document.getElementById('container');
parent.style.left = "-" + firstval + "%";
if (!(firstval % 100)) {
setTimeout(Carousel, 3000);
firstval = 0;
var firstChild = parent.firstElementChild;
parent.appendChild(firstChild);
parent.style.left= 0;
return;
}
runCarousel = setTimeout(Carousel, 20);
}
Carousel();
#wrapper {
position: relative;
width: 100%;
height: 300px;
margin: 0 auto;
overflow: hidden;
}
#container {
position: absolute;
width: 100%;
height: 300px;
}
.child {
width: 100%;
height: 300px;
padding-top: 35px;
float: left;
text-align: center;
font-size: 60px;
}
#a {
background: #FF0000;
}
#b {
background: #FFFF00;
}
#c {
background: #00FFFF;
}
<div id="wrapper">
<div id="container">
<div id="a" class="child">a</div>
<div id="b" class="child">b</div>
<div id="c" class="child">c</div>
</div>
</div>
JSFIDDLE
Here is a very simple solution
Just add a timeout to your initial call of Carousel():
setTimeout(function(){
Carousel();
}, 3000);
Working fiddle: https://jsfiddle.net/wzkLjh8s/6/