Get the current position of moving element - on mouse click - javascript

I have an HTML element that is moving from point A to point B.
I want to get the specific position of this element when I click the mouse while the element is moving to point B.
How can I do this?
HTML
<div id="contentContainer">
<div id="thing"></div>
</div>
css
#thing {
border-radius: 50%;
position: absolute;
width: 40px;
height: 40px;
left: 0px;
top: 0px;
background-color: red;
transition: 1s cubic-bezier(.5, .51, .7, .68),
1s cubic-bezier(.5, .51, .7, .68);
}
js
var theThing= document.querySelector("#thing");
var container = document.querySelector("#contentContainer");
//create random position to move the #thing to it
var xPosition = Math.random()*(container.clientWidth-40);
var yPosition = Math.random()*(container.clientHeight-40);
// add the new position
theThing.style.left = xPosition + "px";
theThing.style.top = yPosition + "px";
container.addEventListener("click", function(event) {
//here i want to click to get current specific position of #thing
}

Check this code:
// Code goes here
window.onload = function() {
var theThing = document.querySelector("#thing");
var container = document.querySelector("#contentContainer");
//create random position to move the #thing to it
var xPosition = Math.random() * (container.clientWidth - 40);
var yPosition = Math.random() * (container.clientHeight - 40);
// add the new position
theThing.style.left = xPosition + "px";
theThing.style.top = yPosition + "px";
document.body.addEventListener("click", function(event) {
var pos = getPosition(theThing);
alert(pos.top + "," + pos.left);
});
}
function getPosition(element) {
var x = window.scrollX + element.getBoundingClientRect().left;
var y = window.scrollY + element.getBoundingClientRect().top;
return {
top: x,
left: y
};
}

Related

I have a map that can be zoomed in and out, how can I easily place markers with javascript?

Its basicly an image, but I want to add some points with dropdowns, and its like 15 points, ajusting it with px would be very time consuming, I wonder if there is any other way around it. Thanks
<div id="map">
<div id="slide">
<img id="mapimg" src="https://i.imgur.com/NLS1KX0.jpg">
<div id="point">
<i id="pointIcon" class="fa-solid fa-location-dot"></i>
</div>
</div>
</div>
$(document).ready(function (){
var scroll_zoom = new ScrollZoom($('#map'),5,0.5)
})
//The parameters are:
//
//container: The wrapper of the element to be zoomed. The script will look for the first child of the container and apply the transforms to it.
//max_scale: The maximum scale (4 = 400% zoom)
//factor: The zoom-speed (1 = +100% zoom per mouse wheel tick)
function ScrollZoom(container,max_scale,factor){
var target = container.children().first()
var size = {w:target.width(),h:target.height()}
var pos = {x:0,y:0}
var scale = 1
var zoom_target = {x:0,y:0}
var zoom_point = {x:0,y:0}
var curr_tranform = target.css('transition')
var last_mouse_position = { x:0, y:0 }
var drag_started = 0
target.css('transform-origin','0 0')
target.on("mousewheel DOMMouseScroll",scrolled)
target.on('mousemove', moved)
target.on('mousedown', function() {
drag_started = 1;
target.css({'cursor':'move', 'transition': 'transform 0s'});
/* Save mouse position */
last_mouse_position = { x: event.pageX, y: event.pageY};
});
target.on('mouseup mouseout', function() {
drag_started = 0;
target.css({'cursor':'default', 'transition': curr_tranform});
});
function scrolled(e){
var offset = container.offset()
zoom_point.x = e.pageX - offset.left
zoom_point.y = e.pageY - offset.top
e.preventDefault();
var delta = e.delta || e.originalEvent.wheelDelta;
if (delta === undefined) {
//we are on firefox
delta = e.originalEvent.detail;
}
delta = Math.max(-1,Math.min(1,delta)) // cap the delta to [-1,1] for cross browser consistency
// determine the point on where the slide is zoomed in
zoom_target.x = (zoom_point.x - pos.x)/scale
zoom_target.y = (zoom_point.y - pos.y)/scale
// apply zoom
scale += delta * factor * scale
scale = Math.max(1,Math.min(max_scale,scale))
// calculate x and y based on zoom
pos.x = -zoom_target.x * scale + zoom_point.x
pos.y = -zoom_target.y * scale + zoom_point.y
update()
}
function moved(event){
if(drag_started == 1) {
var current_mouse_position = { x: event.pageX, y: event.pageY};
var change_x = current_mouse_position.x - last_mouse_position.x;
var change_y = current_mouse_position.y - last_mouse_position.y;
/* Save mouse position */
last_mouse_position = current_mouse_position;
//Add the position change
pos.x += change_x;
pos.y += change_y;
update()
}
}
function update(){
// Make sure the slide stays in its container area when zooming out
if(pos.x>0)
pos.x = 0
if(pos.x+size.w*scale<size.w)
pos.x = -size.w*(scale-1)
if(pos.y>0)
pos.y = 0
if(pos.y+size.h*scale<size.h)
pos.y = -size.h*(scale-1)
target.css('transform','translate('+(pos.x)+'px,'+(pos.y)+'px) scale('+scale+','+scale+')')
}
}
I tried using this, but the image is very long, and it would take to much time, I wonder if there is any easy way to do it.
#point {
position: relative;
overflow: hidden;
margin-left: 338px;
margin-top: -243px;
width: 25px;
height: 25px;
}
I tried using this, but the image is very long, and it would take to much time, I wonder if there is any easy way to do it.
#point {
position: relative;
overflow: hidden;
margin-left: 338px;
margin-top: -243px;
width: 25px;
height: 25px;
}

How to recalculate position of marker inside div with vh html,css,js

I trying to create a map framework for some games and i have a problem with recalc position of marker. Look url to test, with wheel you can resize div with image but the dot red not come back to own position. Sorry but im new on this y trying to learn more about js and css. Thanks
$('.map-live').css('width', "928px");
$('.map-live').css('height', "928px");
$('.map-live').css('background-size', "100%");
$('.map-live').bind('mousewheel DOMMouseScroll', function(event) {
var divSize = $('.map-live').css('width');
console.log(divSize);
divSize = divSize.replace('px', '')
divSize = parseInt(divSize);
console.log("oldSize: " + divSize);
var delta_px = event.originalEvent.wheelDelta > 0 ? (divSize + (divSize * 0.15)) : (divSize - (divSize * 0.15));
console.log("NewSize: " + delta_px);
$(this).css('width', delta_px + "px");
$(this).css('height', delta_px + "px");
$(this).css('background-size', "100%");
UpdatePoints();
});
$(function() {
$("#map-live").draggable();
});
document.getElementById('map-live').addEventListener('click', printPosition)
function getPosition(e) {
var rect = e.target.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
return {
x,
y
}
}
function printPosition(e) {
var position = getPosition(e);
console.log('X: ' + position.x + ' Y: ' + position.y);
var divX = parseInt($('.map-live').css('width').replace('px', ''));
var divY = parseInt($('.map-live').css('height').replace('px', ''));
var vhX = (position.x / divX) * 100;
var vhY = (position.y / divY) * 100;
console.log('vhX: ' + vhX + ' vhY: ' + vhY);
}
function UpdatePoints() {
$('.point').css('top', '2.477565353101834vh');
$('.point').css('left', '2.477565353101834vh');
$('.point').css('position', 'absolute');
}
body {
margin: 0;
overflow: hidden;
}
.map-live {
position: absolute;
left: 10px;
z-index: 9;
background-image: url(https://i.ibb.co/d2y5G1y/map.jpg);
width: 222px;
height: 222px;
transition: all 0.2s linear;
}
.point {
position: absolute;
left: 2.477565353101834vh;
top: 2.477565353101834vh;
width: 10px;
height: 10px;
background-color: red;
border-radius: 50%;
}
<script src="https://code.jquery.com/jquery-1.12.4.js"></script>
<script src="https://code.jquery.com/ui/1.12.1/jquery-ui.js"></script>
<div class="map-live ui-widget-content" id="map-live">
<div class="point"></div>
</div>
jsfiddle.net/f84mto52
Someone can correct me, but I believe your use of position: absolute is what is making the <div class="point"></div> stay in place.
Your UpdatePoints is setting always the same position in the div. With 'vh' you are calculating and absolute position proportional to viewport, no to parent container.
So, you are zooming the background image but the position (x, y) will be always be (x, y), positions are not zoomed. You need to recalculate which is the new position.
So you need to calculate new position.
function UpdatePoints(){
var divW = parseInt($('.map-live').css('width').replace('px',''));
var divH = parseInt($('.map-live').css('height').replace('px',''));
var topPosition = (2.477565353101834 / 928) * divH;
var leftPosition = (2.477565353101834 / 928) * divW;
$('.point').css('top', topPosition+'vh');
$('.point').css('left', leftPosition+'vh');
$('.point').css('position', 'absolute');
}
Also, instead using 'vh' I recommend to calculate the px position instead. I have added the already calculated delta_px parameter to UpdatePoints function:
<style>
.point {
position: absolute;
left: 22.99180647678502px;
top: 22.99180647678502px;
width: 10px;
height: 10px;
background-color: red;
border-radius: 50%;
}
</style>
<script>
function UpdatePoints(delta_px){
var position = (delta_px/100)*2.477565353101834;
$('.point').css('top', position+'px');
$('.point').css('left', position+'px');
$('.point').css('position', 'absolute');
}
</script>
Also, here we are calculating the top-left position of the .point element, not the position for the center. As it is a circle, it work fine, but if you use any other shape the position translation should be calculated from its center.
I recommend to do some research about how to translate elements. You can start here:
Calculating relative position of points when zoomed in and enlarged by a rectangle!
Zoom in on a point (using scale and translate)!
How do I effectively calculate zoom scale?!

Make div follow cursor on button click, and stop following cursor and go back to starting position on (another) button click

var bx = document.getElementById("movingbox");
var takeMeBtn = document.getElementById('takeMeBtn');
var letGoBtn = document.getElementById('letGoBtn');
function mouseMov(e) {
bx.style.left = -50 + e.clientX + "px";
bx.style.top = -50 + e.clientY + "px";
bx.style.zIndex = -99;
}
takeMeBtn.clickToggle = function fn(e) {
bx.style.left = -50 + e.clientX + "px";
bx.style.top = -50 + e.clientY + "px";
bx.style.zIndex = -99;
}
letGoBtn.onclick = function() {
bx.style.position = "fixed";
bx.style.top = 50;
bx.style.left = 50;
}
Hey people!
I've been trying to get "movingbox" to move and follow the cursors positions, when I click the button "takeMeBtn".
But, it only places itself in the current position of the cursor, when the "takeMeBtn" is clicked, and then stays there.
I also want to make it go back to its starting position, or anyposition, when I click "letGoBtn", but I think I can manage that one on my own.
I do not want to use jQuery for this.
Superthankful for any help.
Your buttons need to activate a mousemove listener for whatever you want to track the mouse over, probably the document or window. Other than that, you were close. I used inline style, but obviously a separate css document is better outside of this narrow example.
var bx = document.getElementById("movingbox");
var takeMeBtn = document.getElementById('takeMeBtn');
var letGoBtn = document.getElementById('letGoBtn');
function mouseMov(e) {
bx.style.left = -50 + e.clientX + "px";
bx.style.top = -50 + e.clientY + "px";
}
takeMeBtn.onclick = function(e) {
document.addEventListener('mousemove', mouseMov)
}
letGoBtn.onclick = function() {
document.removeEventListener('mousemove', mouseMov)
bx.style.top = "";
bx.style.left = "";
}
<button id="takeMeBtn">click</button>
<button id="letGoBtn">unclick</button>
<div id="movingbox" style="width:30px; height:30px; border: 1px solid black; position:absolute;"></div>
You can do it like this.
HTML:
<button id="takeMeBtn">take me</button>
<button id="letGoBtn">let go</button>
<div id="movingbox"></div>
var bx = document.getElementById("movingbox");
var takeMeBtn = document.getElementById('takeMeBtn');
var letGoBtn = document.getElementById('letGoBtn');
CSS
div {
width: 50px;
height: 50px;
background: red;
position: absolute;
}
JS
// flag: div should/not move
let move = false;
// switch flag
takeMeBtn.addEventListener('click', event => {
move = true;
});
// reset flag and position
letGoBtn.addEventListener('click', event => {
move = false;
bx.style.top = 0;
bx.style.left = 0;
bx.style.zIndex = 0;
});
// change its position on each mousemove event if the flag is set to true
document.addEventListener('mousemove', event => {
if (move === true) {
bx.style.top = event.clientY + 'px';
bx.style.left = event.clientX + 'px';
bx.style.zIndex = -99;
}
});

Modifying CSS position with JS

I'm using document.getElementById("").style.top = var; to randomly change the position of an object every time I click on it, but I can only randomly change the position by pixels and not percentage. How do I randomly generate a number with % ?
document.getElementById("randObject").onclick = function () {
var bColor = "#"+((1<<24)*Math.random()|0).toString(16);
var yAxis = Math.random()*100;
var xAxis = Math.random()*100;
document.getElementById("randObject").style.backgroundColor = bColor;
document.getElementById("randObject").style.top = yAxis;
document.getElementById("randObject").style.left = xAxis;
}
document.getElementById("randObject").style.top = yAxis + "%";
document.getElementById("randObject").style.left = xAxis + "%";
I should point out that your color generator is also not valid 1/16 of the time. You need to left-zero-pad the string:
"#" + ("00000" + ((1<<24) * Math.random() | 0).toString(16)).slice(-6);
Another shortcut you can use to save DOM lookup time is to use the this keyword in your click event. All together it looks like:
Lastly, you might consider using .addEventListener('click', function() { ... }) since that is the current standard, though what you're doing works alright if you reeeally want to support IE6.
Let's check out the demo since this looks like a pretty neat script now:
document.getElementById("randObject").addEventListener('click', function() {
var bColor = "#" + ("00000" + ((1<<24) * Math.random() | 0).toString(16)).slice(-6);
var yAxis = Math.random() * 100;
var xAxis = Math.random() * 100;
this.style.backgroundColor = bColor;
this.style.top = yAxis + "%";
this.style.left = xAxis + "%";
});
:root {
/* change this value to update the size of playing field and #randObject */
--size: 50px;
}
html {
position: absolute;
margin: 0 var(--size) var(--size) 0;
padding: 0;
top: 0;
left: 0;
bottom: 0;
right: 0;
}
body {
margin: 0;
padding: 0;
}
#randObject {
position: absolute;
top: 0;
left: 0;
width: var(--size);
height: var(--size);
background-color: #000000;
border-radius: 50%;
cursor: pointer;
transition-property: top, left, background-color;
transition-duration: 0.4s;
}
<div id="randObject"></div>
I added positioning to your code and I was able to make it to move by percentage.
<img id="randObject" width=100 height=100>
<script>
document.getElementById("randObject").onclick = function () {
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var bColor = "#"+((1<<24)*Math.random()|0).toString(16);
var yAxis = Math.random() + '%';
var xAxis = Math.random() + '%';
document.getElementById("randObject").style.backgroundColor = bColor;
document.getElementById("randObject").style.top = yAxis;
document.getElementById("randObject").style.left = xAxis;
document.getElementById("randObject").style.position = 'absolute';
}
</script>

Background position animation on hover

I have a div1 which animates background position on hover direction of mouse by jquery.
But it's working properly. it's going not right direction and I want it to work on every single mouse hover on the div.
Find jsfiddle
code:
$(function() {
$(".mainCont").hover(function(e) {
// $(this).addClass("hoverOnce");
var edge = closestEdge(e.pageX, e.pageY, $(this).width(), $(this).height());
}, function(){
$(this).removeClass('top right bottom left');
// $(this).removeClass("hoverOnce");
});
});
function closestEdge(x,y,w,h) {
var topEdgeDist = distMetric(x,y,w/2,0);
var bottomEdgeDist = distMetric(x,y,w/2,h);
var leftEdgeDist = distMetric(x,y,0,h/2);
var rightEdgeDist = distMetric(x,y,w,h/2);
var min = Math.min(topEdgeDist,bottomEdgeDist,leftEdgeDist,rightEdgeDist);
switch (min) {
case leftEdgeDist:
$(".hoverOnce").addClass("left");
case rightEdgeDist:
$(".hoverOnce").addClass("right");
case topEdgeDist:
$(".hoverOnce").addClass("top");
case bottomEdgeDist:
$(".hoverOnce").addClass("bottom");
}
}
function distMetric(x,y,x2,y2) {
var xDiff = x - x2;
var yDiff = y - y2;
return (xDiff * xDiff) + (yDiff * yDiff);
}
The size of this image that you use in the background is 700x500:
http://thesis2010.micadesign.org/kropp/images/research/bird_icon.png
I think that if you add these settings to .mainCont that this will get you the desired result:
width: 700px;
height: 500px;
position: absolute;
For example:
.mainCont {
width: 700px;
height: 500px;
background: url(http://thesis2010.micadesign.org/kropp/images/research/bird_icon.png) no-repeat center center;
transition: all 0.5s ease-in-out;
margin: 100px auto;
position: absolute;
}
Fiddle
Finally, It got solved.
find fiddle demo
$('.mainCont').hover(function(e){
var dir = determineDirection($(this), {x: e.pageX, y: e.pageY});
$(this).addClass('direction_'+dir);
}, function() {
$(this).removeClass('direction_3 direction_1 direction_2 direction_0');
});
function determineDirection($el, pos){
var w = $el.width(),
h = $el.height(),
x = (pos.x - $el.offset().left - (w/2)) * (w > h ? (h/w) : 1),
y = (pos.y - $el.offset().top - (h/2)) * (h > w ? (w/h) : 1);
return Math.round((((Math.atan2(y,x) * (180/Math.PI)) + 180)) / 90 + 3) % 4;
}

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