Theres some wierd behaviour when playing with Paperjs, i was trying to curve a line up with 7 points separately - which works fine once, but when trying to make the link overshoot and return to 3 different points (to create a bounce effect) doesn't seem to play ball. On the second if statement, the 'counter' variable doesnt seem to increase instead of decrease, '+ steps' instead of '- steps'.
Maybe i'm not using if statements properly in this case, or paperjs has some strange behaviour?
Heres the codepen for it in full, click above the blue line to trigger it off. . Following is one setInterval for one of the points of the segment.
var seg6first = true;
var seg6sec = false;
var seg6thir = false;
setInterval(function() {
if (seg6first == true) {
counter = counter - steps;
if (counter >= 230) {
path.segments[6].point.y = counter;
path.smooth(); }
else {
seg6first = false;
seg6sec = true;
}
}
if (seg6sec == true) {
counter = counter + steps;
if (counter <= 260) {
path.segments[6].point.y = counter;
path.smooth();}
else {
seg6sec = false;
seg6thir = true;
}
}
if (seg6sec == true) {
counter = counter - steps;
if (counter >= 250) {
path.segments[6].point.y = counter;
path.smooth(); }
else {
seg6thir = false;
}
}
}, mintiming);
Thanks!
Rather than manually building your bounce effect, you can use an animation library like GSAP.
It has a lot of features that will make your task easier (see easing documentation).
Here is an example of what you are trying to do (click on the canvas to animate the line).
html,
body {
margin: 0;
overflow: hidden;
height: 100%;
}
canvas[resize] {
width: 100%;
height: 100%;
}
<canvas id="canvas" resize></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/2.0.2/TweenMax.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/paper.js/0.11.8/paper-full.min.js"></script>
<script type="text/paperscript" canvas="canvas">
// user defined constants
var SEGMENTS_COUNT = 6;
var CURVE_HEIGHT = 80;
var ANIMATION_DURATION = 2;
// init path
var path = new Path({
fillColor: 'orange',
selected: true
});
// add points
for (var i = 0; i <= SEGMENTS_COUNT; i++) {
path.add([view.bounds.width * i / SEGMENTS_COUNT, view.center.y]);
}
// on mouse down...
function onMouseDown() {
// ...animate points
for (var i = 0, l = path.segments.length; i < l; i++) {
// get a reference to the point
var point = path.segments[i].point;
// calculate offset using sine function to form a curve
var offset = CURVE_HEIGHT * Math.sin(point.x * Math.PI / view.bounds.width);
// register animation
TweenLite.fromTo(
// target
point,
// duration
ANIMATION_DURATION,
// initial value
{ y: view.center.y },
{
// final value
y: view.center.y - offset,
// easing
ease: Elastic.easeOut.config(1, 0.3),
// on update...
onUpdate: function() {
// ...smooth the path
path.smooth();
}
}
);
}
}
</script>
Related
I have a function, to make a div-Box "jump". The function works the first time, but after that I get the error "Uncaught TypeError: jump is not a function" after it gets used once. Can someone please explain why it doesn't work?
already = false;
function jump() {
if (already == false) { //So he can't jump 2 times in a row
try {
clearInterval(t); //<--this is my gravity function, where the div-Box falls down until it hits solid ground
} catch (err) {
console.log("not activated");
}
jump = setInterval("jump2();", 200);
already = true;
}
}
}
anz = 0;
function jump2() {
//Getting coordinates of div-Boy(they work)
var step = 10;
var bottom = getBottom("itBoy");
var right = getRight("itBoy");
var top = getTop("itBoy");
var left = getLeft("itBoy");
//lets see if he hits an object
if (anz <= 100) { //<-- anz = so he cant jump higher than 100 px
if (top - step >= 0) {
var a = hittest("itBoy", "up", 10); //if div wont hit a solid object --> return -1 | else return coordinates of bordes which collide (this function works too)
if (a == -1) {
anz += step;
document.getElementById("itBoy").style.top = (top -= step) + "px";
} else {
document.getElementById(itBoy).style.top = a + "px";
clearInterval(jump); // div stops moving upwards
t = setInterval("move('down');", 50); //gravity gets Activated again
}
}
} else {
clearInterval(jump);
t = setInterval("move('down');", 50);
}
}
It's because, you're overriding the jump:
function jump(){
// ...
jump = setInterval("jump2();",200);
// ^^ give it a different name
Also, a good approach to use function inside setInterval like:
setInterval(jump2, 200); // faster
I am working on a graph editor. I need to highlight a circle, and make that circle in the screen center and the set the zoom scale to 2. If the circle is already higlighted, to set it switch it and set as a normal circle. My need is a least to make the circle blink before to switch it off.
I dont see how to make the circle blink. could someone who knows about "two.js" how to do it. I know that it is in the function two.update();
// Render loop
var temps = 0;
two.bind('update', function(){
if (selectedNodes.length > 0){
if (temps > 0) {
temps -= 0.02;
for(var i = 0; i < selectedNodes.length; i++){
selectedNodes[i].circle.fill = 'yellow';
selectedNodes[i].circle.scale = 1.3;
selectedNodes[i].circle.stroke = "red";
selectedNodes[i].circle.linewidth = 2;
}
} else {
for(var i = 0; i < selectedNodes.length; i++){
selectedNodes[i].circle.fill = '#FF8000';
selectedNodes[i].circle.scale = 1;
selectedNodes[i].circle.noStroke();
}
}
}
});
and to trigger the blink
function Blink(){
temps = 1;
}
is it the best way to have this blink (even if it blinks only one time)
here is a JsFiddle
https://jsfiddle.net/hichem147/uf0b82ry/
To use it : Click on [(+) Node], then create some nodes, then click on [Select] and click on a circle, and click on [Blink] button.
Finally, I used setTimeout and setInterval
function MakeCircleBlink(){
var count = 5;
if (count > 0) {
var x = setInterval(function(){
count--;
console.log(count);
if (count ===0) {clearInterval(x);}
blink();
}, 1000);
}
}
function blink(n){
n--;
circle1.stroke = 'red';
circle1.linewidth = 4;
circle1.scale = 1.0;
setTimeout(function(){ circle1.noStroke(); circle1.scale = 1;}, 500);
}
and here is a codepen showing how it works : https://codepen.io/hichem147/pen/jvjKzP?editors=0010
I would like to fill an element with dots in random order. I have managed to write all the functionality, but I am not satisfied with the execution speed.
If I add all of the points using a while loop, the points just seem to appear all at the same time.
Therefore I add points one by one using a function that I call recursively with a timeout. This, on the other hand, appears too slow. Is there any chance to run a sequence of actions slower than in a loop but faster than setTimeout() can?
var dotCellSize;
var initialOffset;
var slotsHorizontally;
var slotsVertically;
var container;
var redDots;
var dots;
var newDotElement = $('<div class="dot">');
function randomInteger(min,max)
{
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function addDots()
{
if (!dots.length)
return;
var dotIndex = randomInteger(0, dots.length - 1);
var dot = dots[dotIndex];
dots.splice(dotIndex, 1);
var column = dot % slotsHorizontally;
var row = Math.floor(dot/slotsHorizontally);
var position = {
left: initialOffset + column*dotCellSize,
top: initialOffset + row*dotCellSize
};
var dotElement = newDotElement.clone().css(position);
if (-1 != redDots.indexOf(dot))
dotElement.addClass('red');
dotElement.appendTo(container);
setTimeout(function() {
addDots();
}, 1);
}
function generateDots(dotContainer, cellSize, numberOfRedDots)
{
container = dotContainer;
dotCellSize = cellSize;
dots = [];
redDots = [];
container.find('div.dot').remove();
numberOfRedDots = typeof numberOfRedDots !== 'undefined' ? numberOfRedDots : 3;
initialOffset = Math.floor(dotCellSize/2);
slotsHorizontally = Math.ceil(container.width()/dotCellSize);
slotsVertically = Math.ceil(container.height()/dotCellSize);
var numberOfSlots = slotsHorizontally*slotsVertically;
while (dots.length < numberOfSlots)
dots.push(dots.length);
while (redDots.length < numberOfRedDots)
{
var newRedDot = randomInteger(0, numberOfSlots - 1);
if (-1 == redDots.indexOf(newRedDot))
redDots.push(newRedDot);
}
addDots();
}
generateDots($('.dot-container'), 18, 15);
.dot {
width: 4px;
height: 4px;
border-radius: 50%;
background-color: #C0E3EA;
position: absolute;
z-index: 1;
}
.dot.red {
background-color: #EF3D48;
}
.dot-container {
width: 420px;
height: 280px;
background-color: #333;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="dot-container"></div>
Unfortunately, not really, this is because of how the browser engine decides to repaint the screen. Without the timeout, the browser engine recognizes it's going to do a bunch of updates (adding the dots to the DOM). Because repainting the screen is expensive, it waits to do as much as possible at one time, and, in your case, all of the dots show up at once. With the timeout added, each call to your function gets "deferred" for future execution.
This may or may not happen "right away" and is non-trivial to explain in detail so I would recommend watching this video https://www.youtube.com/watch?v=8aGhZQkoFbQ which explains the JS event loop or read some articles on browser reflow:
Minimizing browser reflow
What is Layout Thrashing?
Without changing much of what you've already done, one solution is to batch a few of the dots to be drawn together. I've added a for loop to your function which will make five dots get drawn together. Adjust this to 10, 20, or higher and you'll see the dots get painted even faster. I hope there is a number that you'll find suitable. I understand you may want to just speed up the drawing of every dot individually, but bear in mind that screens have refresh rates, so the faster you want the routine to finish the more they will appear in batches any way.
var dotCellSize;
var initialOffset;
var slotsHorizontally;
var slotsVertically;
var container;
var redDots;
var dots;
var newDotElement = $('<div class="dot">');
function randomInteger(min,max)
{
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function addDots()
{
if (!dots.length)
return;
for (let i = 0; i < 5; i++) {
var dotIndex = randomInteger(0, dots.length - 1);
var dot = dots[dotIndex];
dots.splice(dotIndex, 1);
var column = dot % slotsHorizontally;
var row = Math.floor(dot/slotsHorizontally);
var position = {
left: initialOffset + column*dotCellSize,
top: initialOffset + row*dotCellSize
};
var dotElement = newDotElement.clone().css(position);
if (-1 != redDots.indexOf(dot))
dotElement.addClass('red');
dotElement.appendTo(container);
}
setTimeout(function() {
addDots();
}, 1);
}
function generateDots(dotContainer, cellSize, numberOfRedDots)
{
container = dotContainer;
dotCellSize = cellSize;
dots = [];
redDots = [];
container.find('div.dot').remove();
numberOfRedDots = typeof numberOfRedDots !== 'undefined' ? numberOfRedDots : 3;
initialOffset = Math.floor(dotCellSize/2);
slotsHorizontally = Math.ceil(container.width()/dotCellSize);
slotsVertically = Math.ceil(container.height()/dotCellSize);
var numberOfSlots = slotsHorizontally*slotsVertically;
while (dots.length < numberOfSlots)
dots.push(dots.length);
while (redDots.length < numberOfRedDots)
{
var newRedDot = randomInteger(0, numberOfSlots - 1);
if (-1 == redDots.indexOf(newRedDot))
redDots.push(newRedDot);
}
addDots();
}
generateDots($('.dot-container'), 18, 15);
.dot {
width: 4px;
height: 4px;
border-radius: 50%;
background-color: #C0E3EA;
position: absolute;
z-index: 1;
}
.dot.red {
background-color: #EF3D48;
}
.dot-container {
width: 420px;
height: 280px;
background-color: #333;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="dot-container"></div>
Quickly profiling on my i7 3770k revealed that newDotElement.clone().css(position) took about .1 seconds. If you are running at 30 FPS, your frame time is .03 seconds. So you can see that Jquery clone is somewhat of a bottleneck.
However, your initial approach of drawing all the dots at once is sound, if you flag their styles to be "hidden". Then, when all the dots are added to the DOM, but are not visible, retrieve a list of their nodes (forgive the vanilla JS):
Array.from(document.getElementsByClassName("dot-container")[0].childNodes);
Now you can iterate over them and simply change their visibility style from "hidden" to "visible". As skyline3000 points out, the limit with setTimeout (or even requestAnimationFrame) is in the browser, and looping and setting one dot per iteration will take a little over 1 frame, which is actually a little slow. So you can write yourself a little abraction which per call will set a certain number of elements' visibility styles to "visible". By adjusting the quantity of dots you make visible per call, you will speed up or slow down the animation.
function showDots() {
var list = Array.from(document.getElementsByClassName("dot-container")[0].childNodes);
function draw(q) {
var e;
for (var i = 0; i < q; i++) {
if (list.length == 0) {
return;
}
e = list.shift();
e.style.visibility = "visible";
}
}
function callback() {
if (list.length == 0) {
return;
}
draw(4);
setTimeout(callback);
}
callback();
}
So when I shoot the enemies they get wiped from the screen, this works.
However what I want to happen is I want to place an explosion (4 pngs one after another)
basically where the enemy was. The code for the explosion works on its own but im stuck trying to integrate it with my code.
Here is the explosion class, as you can see I am having some trouble with the interval as I have no experience with them. I think the error or wrong logic lies in this object.
Also for some reason it wipes the other canvas layers :/
Try it here: http://www.taffatech.com/DarkOrbit.html
function Explosion()
{
this.srcX = 0;
this.srcY = 1250;
this.drawX = 0;
this.drawY = 0;
this.width = 70;
this.height = 70;
this.currentFrame =0;
this.totalFrames =5;
this.hasHit = false;
}
Explosion.prototype.draw = function() //makes it last 10 frames using total frames
{
if(this.currentFrame <= this.totalFrames)
{
this.currentFrame++;
Exploder(this.drawX,this.drawY);
}
else
{
this.hasHit = false;
currentFrame =0;
}
}
function Exploder(srcX,srcY)
{
whereX = this.srcX;
whereY = this.srcY;
intervalT = setInterval(BulletExplosionAnimate, 80);
}
var bulletExplosionStart = 0;
var whereX =0;
var whereY =0;
function BulletExplosionAnimate(intervalT)
{
var wide = 70;
var high = 70;
if (bulletExplosionStart > 308)
{
bulletExplosionStart = 0;
clearInterval(intervalT);
}
else
{
ctxExplosion.clearRect(0,0,canvasWidth,canvasHeight)
ctxExplosion.drawImage(spriteImage,bulletExplosionStart,1250,wide,high,whereX,whereY,wide,high);
bulletExplosionStart += 77;
}
}
my Bullet object:
function Bullet() //space weapon uses this
{
this.srcX = 0;
this.srcY = 1240;
this.drawX = -20;
this.drawY = 0;
this.width = 11;
this.height = 4;
this.bulletSpeed = 10;
this.bulletReset = -20;
this.explosion = new Explosion();
}
Bullet.prototype.draw = function()
{
this.drawX += this.bulletSpeed;
ctxPlayer.drawImage(spriteImage,this.srcX,this.srcY,this.width,this.height,this.drawX,this.drawY,this.width,this.height);
this.checkHitEnemy();
if (this.drawX > canvasWidth)
{
this.recycle();
}
}
Bullet.prototype.fire = function(startX, startY)
{
this.drawX = startX;
this.drawY = startY;
}
Bullet.prototype.checkHitEnemy = function()
{
for(var i = 0; i < enemies.length; i++)
{
if( this.drawX >= enemies[i].drawX && this.drawX <= enemies[i].drawX + enemies[i].enemyWidth && this.drawY >= enemies[i].drawY && this.drawY <= enemies[i].drawY + enemies[i].enemyHeight)
{
this.explosion.drawX = enemies[i].drawX - (this.explosion.width/2);
this.explosion.drawY = enemies[i].drawY;
this.explosion.hasHit = true;
this.recycle(); //bullet resets after hit enemy
enemies[i].recycleEnemy(); //change this soon to have if loop if health is down
}
}
}
Bullet.prototype.recycle = function()
{
this.drawX = this.bulletReset;
}
In my player object I have a function that checks if it has hit an enemy, it works:
Player.prototype.drawAllBullets = function()
{
for(var i = 0; i < this.bullets.length; i++)
{
if(this.bullets[i].drawX >= 0)
{
this.bullets[i].draw();
}
if(this.bullets[i].explosion.hasHit)
{
this.bullets[i].explosion.draw();
}
}
}
Currently when I shoot an enemy they disappear but not explosion happens, I know my interval is not great coding, so I need some help with it, thanks!
Playing a spritesheet in canvas
It’s becoming best practice to use requestAnimationFrame to do your animations. It does some nice event grouping and performance enhancing. Here’s a good post on requestAnimationFrame: http://creativejs.com/resources/requestanimationframe/
This is how you can use requestAnimationFrame to play a spritesheet:
In this case, it’s a 4x4 spritesheet that will play over 1 second:
var fps = 16;
function explode() {
// are we done? ... if so, we're outta here
if(spriteIndex>15){return;}
// It's good practice to use requestAnimation frame
// We wrap it in setTimeout because we want timed frames
setTimeout(function() {
// queue up the next frame
requestAnimFrame(explode);
// Draw the current frame
var x=spriteIndex%(cols-1)*width;
var y=parseInt(spriteIndex/(rows-1))*height;
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(sheet,x,y,width,height,0,0,width,height);
// increment the sprite counter
spriteIndex++;
}, 1000 / fps);
}
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/nSGyx/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// This is Paul Irish's great cross browser shim for requestAnimationFrame
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
// define the spritesheet
var spriteIndex=0;
var width=64;
var height=64;
var rows=4;
var cols=4;
// load the sheet image
var sheet=document.createElement("img");
sheet.onload=function(){
canvas.width=width;
canvas.height=height;
// call the animation
explode();
}
sheet.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/explodeSprite.png";
var fps = 16;
function explode() {
// are we done? ... if so, we're outta here
if(spriteIndex>15){return;}
// It's good practice to use requestAnimation frame
// We wrap it in setTimeout because we want timed frames
setTimeout(function() {
// queue up the next frame
requestAnimFrame(explode);
// Draw the current frame
var x=spriteIndex%(cols-1)*width;
var y=parseInt(spriteIndex/(rows-1))*height;
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(sheet,x,y,width,height,0,0,width,height);
// increment the sprite counter
spriteIndex++;
}, 1000 / fps);
}
$("#explode").click(function(){ spriteIndex=0; explode(); });
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=64 height=64></canvas><br>
<button id="explode">Explode</button>
</body>
</html>
.
.
.
[Edited to show more details of how animation fits into your code]
This is a recoding of your explosion functions.
Declare your explosion related variables outside the functions:
var bulletExplosionStart;
var whereX =0;
var whereY =0;
var wide = 70;
var high = 70;
Next, in Exploder(), set where the explosion will occur and reset the sprite index (bulletExplosionStart) to 0
Possible error: Check your Exploder function: you supply srcX,srcY but then do whereX=this.srcX, whereY=this.srcY. I assume you meant to use the srcX,srcY supplied as arguments to Exploder() instead of this.srcX,this.srcY.
function Exploder(srcX,srcY)
{
whereX = srcX;
whereY = srcY;
bulletExplosionStart=0;
BulletExplosionAnimate();
}
This is the recoded bulletExplosionAnimate function that plays the 4 frames of the spritesheet.
After 4 frames this animation automatically stops.
var fps = 2;
function bulletExplosionAnimate() {
// are we done? ... if so, we're outta here
if(bulletExplosionStart>308){return;}
// It's good practice to use requestAnimation frame
// We wrap it in setTimeout because we want timed frames
setTimeout(function() {
// queue up the next frame
requestAnimFrame(bulletExplosionAnimate);
// Draw the current frame
ctxExplosion.clearRect(0,0,canvasWidth,canvasHeight)
ctxExplosion.drawImage(spriteImage,
bulletExplosionStart,1250,wide,high,
whereX,whereY,wide,high);
// increment the sprite position
bulletExplosionStart += 77;
}, 1000 / fps);
}
I have a Javascript file that I am using to try to animate a dropdown menu. I have the "Toggle" function in that file set to run when I click on a certain div. Here's the script I'm using:
var up = true;
function Toggle(x)
{
if (up)
{
for (var i = x.offsetTop; i <= 0; i++)
{
x.style.top = i;
if (i == 0)
{
up = false;
}
}
}
else if (up == false)
{
for (var i = x.offsetTop; i >= -50; i--)
{
x.style.top = i;
if (i == -50)
{
up = true;
}
}
}
}
In the HTML div I want to animate, I have the "onclick" property set to "onclick=Toggle(this)". The first for loop works as it should (it sets the div's top offset to 0). However, the second for loop doesn't set the offsetTop. I know that the for loop is activating because I've tested it and it gives me every integer between 0 and -50. Why isn't it setting the offset position?
1) You must specify a unit to the top ie: x.style.top = i +"px"
2) Your function won't animate instead of you use a setInterval or a setTimeout
Like you asked, an example. I wouldn't do it like this for one of my project, but i kept your function to make you more familiar with the code.
I Used setTimeout instead of setInterval because setInterval must be cleared when not needed and setTimeout is just launched one time :
var Toggle = (function() { // use scope to define up/down
var up = true;
return function(element) {
var top = parseInt(element.style.top, 10); // element.offsetTop ?
if ( !top ) {
top = 0;
}
if (up) {
if (element.offsetTop < 0) { // if we are not at 0 and want to get up
element.style.top = (top+1) + "px";
setTimeout(function() { Toggle(element); }, 10); // recall the function in 10 ms
} else { // we change up value
up = !up;
}
}
else {
if (element.offsetTop > -50) {
element.style.top = (top-1) + "px";
setTimeout(function() { Toggle(element); }, 10); // recall the function in 10 ms
} else {
up=!up;
}
}
}
})();
You'd have to use x.style.top = i + 'px' as top and similar css properties must define the type (px, em, %, etc.) unless they are 0, as this is 0 in any case.
But your script would actually snap the div directly to -50px, as you do not wait between those iteration steps.
I'd recommend to use a library like jQuery to use it's animate() method.
function Toggle(obj) {
$(obj).animate({
top: parseInt($(obj).css('top')) === 0 ? '-50px' : '0px'
})
}