Smooth animation CSS and Javascript - javascript

I'm having a problem to keep an animation running "smooth" each time a new line of text is added.
The main problem here is that I want the speed of the animation to be constant, no matter how many lines are added. In order to do so the code is recalculating the speed each time a new line is added.
The problem is that when this happens the whole block of text "Jumps".
I was thinking that maybe the whole method I'm using wont give me the result I'm looking for so the question is.
Is there a fix or better alternative to achieve this?
I have a codepen with the example (Each time you press any key a new line will be added so we can simulate the behavior)
https://codepen.io/MrAmericanMike/pen/GeyZJg
Thanks a lot.
let marqueeContainer = document.getElementById("marqueeContainer");
let marqueeText = document.createElement("p");
marqueeContainer.appendChild(marqueeText);
document.addEventListener("keydown", addText);
let wordCount = 1;
function addText(){
let things = ['Rock', 'Paper', 'Scissor'];
let thing = wordCount + " - " + things[Math.floor(Math.random()*things.length)];
marqueeText.innerHTML += thing + "<br/>";
calcSpeed(50);
wordCount++;
}
function calcSpeed(speed) {
// Time = Distance/Speed
var spanSelector = document.querySelector('#marqueeContainer p');
var spanLength = spanSelector.offsetHeight;
var timeTaken = spanLength / speed;
spanSelector.style.animationDuration = timeTaken + "s";
}
#marqueeContainer {
position: fixed;
top: 0px;
left: 0px;
width: 800px;
height: 200px;
z-index: 999;
background-color: rgba(0, 0, 33, 0.5);
white-space: nowrap;
overflow: hidden;
box-sizing: border-box;
text-align: center;
}
#marqueeContainer p {
display: inline-block;
padding-top: 200px;
animation: marqueeContainer linear infinite;
color: #FFFFFF;
}
#keyframes marqueeContainer {
0% { transform: translate(0, 0); }
100% { transform: translate(0, -105%); }
}
<div id="marqueeContainer"></div>

Related

How to increase width and height on click of a button

I need to increase height actually to increase bottom and top of div each for 25px also left and right side each for 25px.I don't now is that even possible.
So this is just example but it is similar to my code:
function increaseDiv() {
var myDiv = document.querySelector(".box")
var currWidth = myDiv.clientWidth;
myDiv.style.width = currWidth + 100 + "px";
}
.box {
width: 300px;
height: 200px;
position: absolute;
left: 100px;
background: black;
}
<div class="box"></div>
<button onclick="increaseDiv()">Click</button>
Here is demo https://jsfiddle.net/SutonJ/0pdwm39a/14/
The problem is that position of your div are related to left side and this is why it looks like you increase only the right side; try to add positioning with transform by center or make it by flex(align-items + justify-content)
.box {
width: 300px;
height: 200px;
left: 50%;
position: absolute;
top: 50%;
transform: translate(-50%, -50%);
background: black;
}
If I am understanding you correctly, I think if you changed
var currWidth = myDiv.clientWidth;
myDiv.style.width = currWidth + 100 + "px";
to
var currWidth = myDiv.getBoundingClientRect().width;
myDiv.style.width = currWidth + 50 + "px";
and also added
var currHeight = myDiv.getBoundingClientRect().height;
myDiv.style.height = currHeight + 50 + "px";
I also noticed that your div is using absolute positioning, so you may also need to offset the left and top according to the size change. If you are getting an issue with the actual position when the size changes let me know.
What about CSS scale?
That will keep the actual position of the element and expand it in all directions, unless you specify a transform-origin value.
Edited with an ever growing effect...
let myDiv = document.querySelector(".box");
let orgiSize = myDiv.getBoundingClientRect().width;
let increments = 0;
function increaseDiv() {
increments += 50; // That is 25px on both sides...
// Make the math here
var percentage = Math.floor((orgiSize + increments) / orgiSize * 100) / 100
console.log(percentage);
myDiv.style.transform = `scale(${percentage})`; // That is a percentage value
}
.box {
width: 300px;
height: 200px;
position: absolute;
left: 100px;
background: black;
}
/* for the demo */
button {
position: absolute;
z-index: 9999;
}
<div class="box"></div>
<button onclick="increaseDiv()">Click</button>

Use an image as a mask for another image

I'm making a website that I wanted to be a white page that you could stamp to make another image appear under. So when you click, you make a holepunch.
Like this exemple :
So I managed to have a randomized image in the background as I click which is fine for what I want, and to be able to .append() the holepunches.
But I don't know how to do the mask thing I've been digging online for a few things and help, and managed to make it work in certain cases but not that one...
It should be like that (I guess) :
image in the background
white shape in front
the star shape is making a holepunch in the white shape
For now, the only thing I managed to do is to have the picture besides a bigger holepunch (which is my original img) but when I click it doesn't make any holepunch, it justs add the stamp.
Here is the code :
var images = ["https://icatcare.org/app/uploads/2018/07/Thinking-of-getting-a-cat.png", "https://ichef.bbci.co.uk/news/1024/cpsprodpb/151AB/production/_111434468_gettyimages-1143489763.jpg"];
$(document.body).click(function(c) {
var tw = 100 / 2;
var th = 30 / 2;
var x = Math.floor((Math.random() * images.length));
document.getElementById('random').src = images[x];
$("#random").css({
position: 'absolute',
display: "block",
left: 0,
top: 0
});
var tw = 50 / 2;
var th = tw;
$('#holepunch:last').clone().appendTo(this).css({
position: 'absolute',
display: "block",
left: c.pageX - tw - $(this).position().left,
top: c.pageY - th + $(this).scrollTop()
});
});
body{
background: lightgrey;
width: 100vw;
height: 100vh;
z-index: 1;
opacity: 1;
}
.fauxbody{
z-index: 100;
position: fixed;
width: 100vw;
height: 100vh;
background-color: white;
top: 0;
left: 0;
-webkit-mask:
-moz-element(#holepunch) 1vw 1vh no-repeat,
linear-gradient(#fff 0 0);
mask-composite:exclude;
}
#random{
z-index: -100;
width: 100vw;
height: auto;
}
#holepunch{
width: 50px;
height: auto;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<body>
<img id="random">
<div class ="fauxbody">
<img id="holepunch" src="https://oshi.at/iimtXg/Jqtz.png">
</div>
</body>
Here is an idea using multiple mask and CSS variables. The trick is to add an extra layer on each click. I removed the code related to background generation since it's irrelevant and quite easy to be added
var mask = "";
w = 60;
h = 60;
document.documentElement.addEventListener("click", function (c) {
mask+="url(https://i.ibb.co/FzmCjLL/Jqtz.png)"+(c.pageX-w/2)+"px "+(c.pageY-h/2)+"px/"+w+"px "+h+"px no-repeat,";
document.documentElement.style.setProperty("--mask", mask)
});
html {
background:url(https://picsum.photos/800/800) center/cover;
}
html::before {
content:"";
position: fixed;
background-color: #f3f3f3;
inset: 0;
-webkit-mask:
var(--mask)
linear-gradient(#fff 0 0);
-webkit-mask-reepat: no-repeat;
-webkit-mask-composite: destination-out;
mask-composite: exclude;
}
Also like below without mask-composite:
var mask = "";
w = 60;
h = 60;
document.documentElement.addEventListener("click", function(c) {
if (mask != "")
mask += ",";
mask += "url(https://i.ibb.co/FzmCjLL/Jqtz.png)" + (c.pageX - w / 2) + "px " + (c.pageY - h / 2) + "px/" + w + "px " + h + "px no-repeat";
document.documentElement.style.setProperty("--mask", mask)
});
html::before {
content: "";
position: fixed;
background: url(https://picsum.photos/800/800) center/cover;
inset: 0;
-webkit-mask: var(--mask, linear-gradient(#0000 0 0));
}
I would try to use canvas with white background and add a mouseclick event listener, which cuts out the canvas. I found another question on stack overflow what may can help you:
HTML5 Cut out circle from previous drawn strokes

Animating newly created objects with different keyframes values

So I'm trying to make simple animation. When you press somewhere inside blue container, a circle should be created in this place and then go up. After some research I found how to put JS values into keyframes, but it's changing values for every object not just for freshly created. If you run snipped and press somewhere high and then somewhere low you will see what I'm talking about.
I found some AWESOME solution with Raphael library, but I'm a beginner and I'm trying to make something like this in JS. Is it even possible? How?
var bubble = {
posX: 0,
posY: 0,
size: 0
};
var aquarium = document.getElementById("container");
var ss = document.styleSheets;
var keyframesRule = [];
function findAnimation(animName) { //function to find keyframes and insert replace values in them
for (var i = 0; i < ss.length; i++) {
for (var j = 0; j < ss[i].cssRules.length; j++) {
if (window.CSSRule.KEYFRAMES_RULE == ss[i].cssRules[j].type && ss[i].cssRules[j].name == animName) {
keyframesRule.push(ss[i].cssRules[j]);
}
}
}
return keyframesRule;
}
function changeAnimation (nameAnim) { //changing top value to cursor position when clicked
var keyframesArr = findAnimation(nameAnim);
for (var i = 0; i < keyframesArr.length; i++) {
keyframesArr[i].deleteRule("0%");
keyframesArr[i].appendRule("0% {top: " + bubble.posY + "px}");
}
}
function createBubble(e) {
"use strict";
bubble.posX = e.clientX;
bubble.posY = e.clientY;
bubble.size = Math.round(Math.random() * 100);
var bubbleCircle = document.createElement("div");
aquarium.appendChild(bubbleCircle);
bubbleCircle.className = "bubble";
var bubbleStyle = bubbleCircle.style;
bubbleStyle.width = bubble.size + "px";
bubbleStyle.height = bubble.size + "px";
bubbleStyle.borderRadius = (bubble.size / 2) + "px";
//bubbleStyle.top = bubble.posY - (bubble.size / 2) + "px";
bubbleStyle.left = bubble.posX - (bubble.size / 2) + "px";
changeAnimation("moveUp");
bubbleCircle.className += " animate";
}
aquarium.addEventListener("click", createBubble);
//console.log(bubble);
body {
background-color: red;
margin: 0;
padding: 0;
}
#container {
width: 100%;
height: 100%;
position: fixed;
top: 80px;
left: 0;
background-color: rgb(20,255,200);
}
#surface {
width: 100%;
height: 40px;
position: fixed;
top: 40px;
opacity: 0.5;
background-color: rgb(250,250,250);
}
.bubble {
position: fixed;
border: 1px solid blue;
}
.animate {
animation: moveUp 5s linear;//cubic-bezier(1, 0, 1, 1);
-webkit-animation: moveUp 5s linear;//cubic-bezier(1, 0, 1, 1);
}
#keyframes moveUp{
0% {
top: 400px;
}
100% {
top: 80px;
}
}
#-webkit-keyframes moveUp{
0% {
top: 400px;
}
100% {
top: 80px;
}
}
<body>
<div id="container">
</div>
<div id="surface">
</div>
</body>
Here is a possible solution. What I did:
Remove your functions changeAnimation () and findAnimation() - we don't need them
Update the keyframe to look like - only take care for the 100%
#keyframes moveUp { 100% {top: 80px;} }
Assign top of the new bubble with the clientY value
After 5 seconds set top of the bubble to the offset of the #container(80px) - exactly when animation is over to keep the position of the bubble, otherwise it will return to initial position
var bubble = {
posX: 0,
posY: 0,
size: 0
};
var aquarium = document.getElementById("container");
function createBubble(e) {
"use strict";
bubble.posX = e.clientX;
bubble.posY = e.clientY;
bubble.size = Math.round(Math.random() * 100);
var bubbleCircle = document.createElement("div");
aquarium.appendChild(bubbleCircle);
bubbleCircle.className = "bubble";
var bubbleStyle = bubbleCircle.style;
bubbleStyle.width = bubble.size + "px";
bubbleStyle.height = bubble.size + "px";
bubbleStyle.borderRadius = (bubble.size / 2) + "px";
bubbleStyle.top = bubble.posY - (bubble.size / 2) + "px";
bubbleStyle.left = bubble.posX - (bubble.size / 2) + "px";
bubbleCircle.className += " animate";
// The following code will take care to reset top to the top
// offset of #container which is 80px, otherwise circle will return to
// the position of which it was created
(function(style) {
setTimeout(function() {
style.top = '80px';
}, 5000);
})(bubbleStyle);
}
aquarium.addEventListener("click", createBubble);
body {
background-color: red;
margin: 0;
padding: 0;
}
#container {
width: 100%;
height: 100%;
position: fixed;
top: 80px;
left: 0;
background-color: rgb(20, 255, 200);
}
#surface {
width: 100%;
height: 40px;
position: fixed;
top: 40px;
opacity: 0.5;
background-color: rgb(250, 250, 250);
}
.bubble {
position: fixed;
border: 1px solid blue;
}
.animate {
animation: moveUp 5s linear;
/*cubic-bezier(1, 0, 1, 1);*/
-webkit-animation: moveUp 5s linear;
/*cubic-bezier(1, 0, 1, 1);*/
}
#keyframes moveUp {
100% {
top: 80px;
}
}
#-webkit-keyframes moveUp {
100% {
top: 80px;
}
}
<body>
<div id="container"></div>
<div id="surface"></div>
</body>
The problem about your code was that it is globally changing the #keyframes moveUp which is causing all the bubbles to move.
The problem with your code is that you're updating keyframes which are applied to all bubbles. I tried another way of doing it by using transition and changing the top position after the element was added to the DOM (otherwise it wouldn't be animated).
The main problem here is to wait the element to be added to the DOM. I tried using MutationObserver but it seems to be called before the element is actually added to the DOM (or at least rendered). So the only way I found is using a timeout which will simulate this waiting, although there must be a better one (because it may be called too early, causing the bubble to directly stick to the top), which I would be happy to hear about.
var bubble = {
posX: 0,
posY: 0,
size: 0
};
var aquarium = document.getElementById("container");
function createBubble(e) {
"use strict";
bubble.posX = e.clientX;
bubble.posY = e.clientY;
bubble.size = Math.round(Math.random() * 100);
var bubbleCircle = document.createElement("div");
aquarium.appendChild(bubbleCircle);
bubbleCircle.classList.add("bubble");
var bubbleStyle = bubbleCircle.style;
bubbleStyle.width = bubble.size + "px";
bubbleStyle.height = bubble.size + "px";
bubbleStyle.borderRadius = (bubble.size / 2) + "px";
bubbleStyle.top = bubble.posY - (bubble.size / 2) + "px";
bubbleStyle.left = bubble.posX - (bubble.size / 2) + "px";
setTimeout(function() {
bubbleCircle.classList.add("moveUp");
}, 50);
}
aquarium.addEventListener("click", createBubble);
body {
background-color: red;
margin: 0;
padding: 0;
}
#container {
width: 100%;
height: 100%;
position: fixed;
top: 80px;
left: 0;
background-color: rgb(20, 255, 200);
}
#surface {
width: 100%;
height: 40px;
position: fixed;
top: 40px;
opacity: 0.5;
background-color: rgb(250, 250, 250);
}
.bubble {
position: fixed;
border: 1px solid blue;
transition: 5s;
}
.moveUp {
top: 80px !important;
}
<body>
<div id="container">
</div>
<div id="surface">
</div>
</body>
Also, I used the classList object instead of className += ... because it is more reliable.

animated loads in wrong spot

I have a div that animates up and down which works fine. The issue I'm getting is that every time the page loads the div starts at the very top of the page and then jumps down to where it needs to be after the animation starts.
<body id="body">
<div id="square"></div>
</body>
#body {
background: #000;
}
#square {
background-color: #fff;
margin: 0 auto;
position: relative;
width: 100px;
height: 100px;
}
var box = document.getElementById('square');
TOP = (window.innerHeight - box.offsetHeight)/2;
box.style.top = TOP;
var down = setInterval(animateDown, 15);
var up;
function animateDown()
{
TOP += 3;
box.style.top = TOP + 'px';
if(TOP > 900){
clearInterval(down);
up = setInterval(animateUp, 15);
}
}
function animateUp()
{
TOP -= 3;
box.style.top = TOP + 'px';
if(TOP <= (window.innerHeight - box.offsetHeight)/2){
clearInterval(up);
down = setInterval(animateDown, 15);
}
}
Here is a link to the jsfiddle as well >> https://jsfiddle.net/xgilmore/pLbgvc3L/
thanks in advance
This is sort of a work around, but you can start the box off as hidden, and then once you start animating, set it visible. https://jsfiddle.net/pLbgvc3L/1/
function animateDown()
{
box.style.visibility = 'visible';
#square {
background-color: #fff;
//margin: 0 auto;
position: relative;
width: 100px;
height: 100px;
top: 20%;
visibility: hidden;
}
Oh sorry, I actually know what is going on, it just took a second look to figure it out. top: 20% doesn't do anything because percentages only work if the parent element (body) has an explicit height. Like so https://jsfiddle.net/pLbgvc3L/2/

jquery reveal image based on get second clock

I'm struggling to find a solution to this and wonder if anyone can help.
I'd like to make a page where an image would disappear over time revealing another image. I'm hoping to achieve this by using the updatesecond/getseconds function. So essentially it would act as a clock, the more minutes/seconds have passed the more it disappears, and have it cycle. For example at the beginning of the day it would be a full image, at 12 it would be half, and at 24hours it would be gone, and repeat. I figure it would be an if else function about the percentage of the page that's left, I just can't figure out how to word it.
Is this possible at all? Any help would be greatly appreciated. Thanks!
Here is the code I'm working with so far. Thank you in advance.
body
{
background-color: #FFF;
padding: 2%;
color: #ccc;
font-family: "Helvetica Neue", Helvetica, Arial, sans-serif;
font-size: 1em;
}
a
{
color: #FFF;
text-decoration: none;
}
a:hover
{
color: #DCE808;
text-decoration: underline;
}
#mosaic
{
/* background-color: yellow;
font-size: 500px;
color: black;
height: 1310px;
width: 2000px; */
background-image: url('tomorrow4.png');
}
#mosaic span.hover
{
/* background-color: blue;
font-size: 500px;
color: white;
height: 1310px;
width: 2000px;
left: 100px;*/
float: left;
background-image: url('today4.png');
}
and javascript
$(document).ready(function() {
var width = 1400;
var height = 724;
count = 0;
elements = new Array();
var el = $('#mosaic');
el.width(width).height(height);
var horizontal_pieces = 100;
var vertical_pieces = 100;
total_pieces = horizontal_pieces * vertical_pieces;
var box_width = width / horizontal_pieces;
var box_height = height / vertical_pieces;
var vertical_position = 0;
for (i=0; i<total_pieces; i++)
{
var tempEl = $('<span class="hover" id="hover-' + i + '">
</span>');
var horizontal_position = (i % horizontal_pieces) * box_width;
if(i > 0 && i % horizontal_pieces == 0)
{
vertical_position += box_height;
}
tempEl.css('background-position', '-' + horizontal_position + 'px
-' + vertical_position + 'px');
el.append(tempEl);
elements.push(tempEl);
}
elements = shuffleArray(elements);
$('#mosaic .hover').width(box_width).height(box_height);
setInterval(toggleDisplay, 100);
});
function toggleDisplay()
{
var tempEl = elements[count];
var opacity = tempEl.css('opacity');
if(opacity == 0)
{
tempEl.animate({ opacity: 1 })
}
else
{
tempEl.animate({ opacity: 0 })
}
count = (count + 1) % total_pieces;
}
/* shuffleArray source:
http://stackoverflow.com/questions/2450954/how-to-randomize-a-
javascript-array#12646864 */
function shuffleArray(array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor() * (i + 1);
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
}
Do you mean something like this? http://jsfiddle.net/1r5qer56/
I used 4 sectors (as skewY tends to screw up over 90 degrees) and had them set to a size relative to the amount of minutes that have passed since midnight.
If you want to test it, just put a custom number in for time.
My code is below:
HTML
<ul class='pie'>
<li class='slice tr'><div class='slice-contents'></div></li>
<li class='slice br'><div class='slice-contents'></div></li>
<li class='slice bl'><div class='slice-contents'></div></li>
<li class='slice tl'><div class='slice-contents'></div></li>
<ul>
CSS
.pie {
position: relative;
margin: 1em auto;
border: dashed 1px;
padding: 0;
width: 32em; height: 32em;
border-radius: 50%;
list-style: none;
background-image: url('http://lorempixel.com/output/animals-q-c-512-512-4.jpg');
}
.slice {
overflow: hidden;
position: absolute;
top: 0; right: 0;
width: 50%; height: 50%;
transform-origin: 0% 100%;
}
.slice.tr {
transform: rotate(0deg) skewY(-0deg);
}
.slice.br {
transform: rotate(90deg) skewY(0deg);
}
.slice.bl {
transform: rotate(180deg) skewY(0deg);
}
.slice.tl {
transform: rotate(270deg) skewY(0deg);
}
.slice-contents {
position: absolute;
left: -100%;
width: 200%; height: 200%;
border-radius: 50%;
background: lightblue;
}
.slice.tr .slice-contents {
transform: skewY(0deg); /* unskew slice contents */
}
.slice.br .slice-contents {
transform: skewY(0deg); /* unskew slice contents */
}
.slice.bl .slice-contents {
transform: skewY(0deg); /* unskew slice contents */
}
.slice.tl .slice-contents {
transform: skewY(0deg); /* unskew slice contents */
}
JS+jQuery
updateClock();
setInterval(function(){updateClock();}, 60000);//check for updates once per minute
function updateClock(){
var dt = new Date();
var time = (dt.getHours() * 60) + dt.getMinutes();//number of minutes since 00.00
var timeToDegrees = time / 4;//1440 minutes in 24hours, 360 degrees in a circle. 1440 / 4 = 360
if(timeToDegrees < 90){//deal with top right sector
$('.slice.tr').css('transform', 'rotate('+timeToDegrees+'deg) skewY(-'+timeToDegrees+'deg)');
$('.slice.tr .slice-contents').css('transform', 'skewY('+timeToDegrees+'deg)');
}
else if(timeToDegrees < 180){//deal with bottom right sector
var localDeg = timeToDegrees - 90;
$('.slice.tr').eq(0).css('transform', 'rotate(90deg) skewY(-90deg)');
$('.slice.tr .slice-contents').css('transform', 'skewY(90deg)');
$('.slice.br').css('transform', 'rotate('+(90+localDeg)+'deg) skewY(-'+localDeg+'deg)');
$('.slice.br .slice-contents').css('transform', 'skewY('+localDeg+'deg)');
}
else if(timeToDegrees < 270){//deal with bottom left sector
var localDeg = timeToDegrees - 180;
$('.slice.tr').css('transform', 'rotate(90deg) skewY(-90deg)');
$('.slice.tr .slice-contents').css('transform', 'skewY(90deg)');
$('.slice.br').css('transform', 'rotate(180deg) skewY(-90deg)');
$('.slice.br .slice-contents').css('transform', 'skewY(90deg)');
$('.slice.bl').css('transform', 'rotate('+(180+localDeg)+'deg) skewY(-'+localDeg+'deg)');
$('.slice.bl .slice-contents').css('transform', 'skewY('+localDeg+'deg)');
}
else if(timeToDegrees <= 360){//deal with top left sector
var localDeg = timeToDegrees - 270;
$('.slice.tr').css('transform', 'rotate(90deg) skewY(-90deg)');
$('.slice.tr .slice-contents').css('transform', 'skewY(90deg)');
$('.slice.br').css('transform', 'rotate(90deg) skewY(-90deg)');
$('.slice.br .slice-contents').css('transform', 'skewY(90deg)');
$('.slice.bl').css('transform', 'rotate(270deg) skewY(-90deg)');
$('.slice.bl .slice-contents').css('transform', 'skewY(90deg)');
$('.slice.tl').css('transform', 'rotate('+(270+localDeg)+'deg) skewY(-'+localDeg+'deg)');
$('.slice.tl .slice-contents').css('transform', 'skewY('+localDeg+'deg)');
}
}
Taking a look at the code, from what I gather, you're looking for a picture that is covered with another picture, proportional to the length of the day in seconds. Like one picture sliding over another? Like this picture:
Take a look at the jsBin I've created here http://jsbin.com/xevinakihe/edit?html,css,js,output
The meat of the code is the timing and height adjustment:
function setCoverHeight() {
var d = new Date();
var curSecs = d.getHours() * 3600 + d.getMinutes() * 60 + d.getSeconds();
var coverHeight = curSecs * 100 / (24 * 3600);
$('.cover').height(coverHeight + '%');
if (curSecs < 24 * 3600) {
setTimeout(setCoverHeight, 1000);
console.log(coverHeight);
} else {
// reset the cover height to 0%
$('.cover').height(0);
// swap the cover image to the bottom
$('.bottom').css('backround-image', $('.cover').css('background-image'));
// set a new cover image
// ... get from Ajax, array, etc
}
}
setCoverHeight();
That is adjusting the HTML:
<div class="wrapper">
<div class="cover"></div>
<div class="bottom"></div>
</div>
Eventually the day will run out and the cover should be swapped with the bottom image, so that you can cycle through individual daily pictures (ex. 'today.jpg' and 'tomorrow.jpg')
Hope that helps!

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