Lags on onmousemove and div position - javascript

I'm trying to achieve a Glass Magnifier in JS.But something wrong when I try to set the position of my glass regarding to the cursor position: if I try to set the glass position to the center of the cursor, lags happened and I can't figure out why.
I've tried to set a transform : translation (-50%, -50%) to my glass, but results are the same.
More than my glass position is far from the center of the cursor, less is bugged.
let img = document.querySelector('.longboard');
let glass = document.querySelector('#zoom');
let displayCoor = document.querySelector('.coordonnees');
let a = glass.offsetWidth / 2;
let b = glass.offsetHeight / 2;
img.onmousemove = function(e) {zoomMovement(e)};
function mousemovement(e) {
let x = e.pageX;
let y = e.pageY;
let coor = "Coordinates: (" + x + "," + y + ")";
displayCoor.innerHTML = coor;
return {x : x, y : y};
};
function zoomMovement (e){
var pos = mousemovement(e);
glass.style.top = (pos.y-b) +'px'; //<-- increase b to avoid the lag
glass.style.left = (pos.x-a) +'px';//<-- increase a to avoid the lag
}
/*img.addEventListener('mouseenter', function () {
document.getElementById('zoom').className = "visible";
});
img.addEventListener('mouseleave', function () {
document.getElementById('zoom').className = "invisible";
});*/
.visible{
display: block;
box-shadow: 3px 3px 10px 0px rgba(0,0,0,0.5);
}
.invisible{
display: none;
}
#zoom{
position: absolute;
background-image: url("https://scene7.zumiez.com/is/image/zumiez/Zoom_PDP/Santa-Cruz-Space-Wolf-40%26quot%3B-Drop-Down-Longboard-Complete-_288601-front-US.jpg");
background-repeat: no-repeat;
width: 150px;
height: 150px;
border-radius: 100px;
z-index: 2;
}
<!DOCTYPE html>
<html lang="fr">
<head>
<meta charset="UTF-8">
<title>Loupe</title>
<link rel="stylesheet" href="css/main.css">
</head>
<body>
<div class="container">
<img class="longboard" src="https://scene7.zumiez.com/is/image/zumiez/Zoom_PDP/Santa-Cruz-Space-Wolf-40%26quot%3B-Drop-Down-Longboard-Complete-_288601-front-US.jpg" style="position: relative; display: block;margin: 100px auto; width: 30%;"/>
</div>
<div class="coordonnees" style="display: block;margin: 30px auto"></div>
<div id="zoom" class="visible"> </div>
<script src="js/zoom3.js"></script>
</body>
</html>
I will really appreciate if someone could explain me why.
Thanks for your help!

I'm not sure I understand what you mean by "lag". But one issue I've found is that you're only listening to the mousemove event on your img. So, if you're moving your cursor inside your zoom, the glass manifier is not moving. This is because your glass has a higher z-index than your img. So, the mousemove event is not triggered as long as you don't move your cursor out of the glass.
To solve this, I only attached your event listener to the glass element and it seems smoother.
EDIT : I've found a much better solution using CSS pointer-events:none on your glass element.
Then, you can uncomment your eventListener that are showing and hiding your magnifier when your leave / enter the img
let img = document.querySelector('.longboard');
let glass = document.querySelector('#zoom');
let displayCoor = document.querySelector('.coordonnees');
let a = glass.offsetWidth / 2;
let b = glass.offsetHeight / 2;
img.onmousemove = function(e) {zoomMovement(e)};
// previous solution : listening to mousemove on the magnifier :
// glass.onmousemove = function(e) {zoomMovement(e)};
function mousemovement(e) {
let x = e.pageX;
let y = e.pageY;
let coor = "Coordinates: (" + x + "," + y + ")";
displayCoor.innerHTML = coor;
return {x : x, y : y};
};
function zoomMovement (e){
var pos = mousemovement(e);
glass.style.top = (pos.y-b) +'px'; //<-- increase b to avoid the lag
glass.style.left = (pos.x-a) +'px';//<-- increase a to avoid the lag
}
img.addEventListener('mouseenter', function () {
document.getElementById('zoom').className = "visible";
});
img.addEventListener('mouseleave', function () {
document.getElementById('zoom').className = "invisible";
});
.visible{
display: block;
box-shadow: 3px 3px 10px 0px rgba(0,0,0,0.5);
}
.invisible{
display: none;
}
#zoom{
position: absolute;
background-image: url("https://scene7.zumiez.com/is/image/zumiez/Zoom_PDP/Santa-Cruz-Space-Wolf-40%26quot%3B-Drop-Down-Longboard-Complete-_288601-front-US.jpg");
background-repeat: no-repeat;
width: 150px;
height: 150px;
border-radius: 100px;
z-index: 2;
pointer-events:none;
}
<!DOCTYPE html>
<html lang="fr">
<head>
<meta charset="UTF-8">
<title>Loupe</title>
<link rel="stylesheet" href="css/main.css">
</head>
<body>
<div class="container">
<img class="longboard" src="https://scene7.zumiez.com/is/image/zumiez/Zoom_PDP/Santa-Cruz-Space-Wolf-40%26quot%3B-Drop-Down-Longboard-Complete-_288601-front-US.jpg" style="position: relative; display: block;margin: 100px auto; width: 30%;"/>
</div>
<div class="coordonnees" style="display: block;margin: 30px auto"></div>
<div id="zoom" class="visible"> </div>
<script src="js/zoom3.js"></script>
</body>
</html>

Related

How to auto generate divs with javascript?

I made a basic javascript code so you can poke divs with you mouse.
Unfortunately I have to add them manualy but i wanna add so much of them with a pattern.
First i decided to use grid but i guessed it wont work because divs (which i call them squares from now on :D) can change their position.
So I was about to ask, how can I create a javascript code that i can spawn them until they fill the screen.
Also i have another question which is realted to this project, How can i make these squares just decors. I mean by decors i dont want them to effect the webside at all, when the blocks goes out of the screen the body starts to expend, is there any way to avoid that?
(Also it will be better if you make the snippet full screen!)
EDIT: I put the refresh-button on the top left on the main div so you can draw squares by clicking it!
let mouse = {
speedX: 0,
speedY: 0,
posX: 0,
posY: 0,
movement: 0,
speed: 0
}
//on mousemove update the moouse object
document.onmousemove = function(e) {
mouse.speedX = e.movementX;
mouse.speedY = e.movementY
mouse.posX = e.pageX;
mouse.posY = e.pageY;
}
//refresh the mouse movement and speed every 100ms
setInterval(() => {
mouse.movement =
Math.sqrt(Math.pow(mouse.speedX, 2) + Math.pow(mouse.speedY, 2));
mouse.speed = mouse.movement * 10;
}, 100);
//add a square div in parent element
function addSquare(parent) {
const newDiv = document.createElement("div");
newDiv.classList.add("square")
parent.appendChild(newDiv)
return newDiv;
}
//add squares in the parent element filling the available size
//gap is the space between squares, size is the edge of the square
//if skipbefore is false it will begin to draw the next square also if it won't fit entirely
function addSquares(parent, gap, size, skipbefore = true) {
const squares = [];
let rect = parent.getBoundingClientRect();
const availableWidth = rect.width;
const availableHeight = rect.height;
let top = 100;
while (top < availableHeight) {
let left = 0;
if (skipbefore && top + size > availableHeight)
break;
while (left < availableWidth) {
if (skipbefore && left + size > availableWidth)
break;
const square = addSquare(parent);
square.style.left = `${left}px`;
square.style.top = `${top}px`;
squares.push(square);
left += gap + size;
}
top += gap + size;
}
return squares;
}
//onmoveover event handler
const squareOnMouseOver = (event) => {
const element = event.target;
const y = mouse.speedY;
const x = mouse.speedX;
const rad = Math.atan2(y, x);
yAxis = mouse.movement * Math.sin(rad);
xAxis = mouse.movement * Math.cos(rad);
const rect = element.getBoundingClientRect();
const left = Math.round(rect.x + xAxis * 3);
const top = Math.round(rect.y + yAxis * 3);
element.style.left = `${left}px`;
element.style.top = `${top}px`;
const o = rad * (180 / Math.PI);
element.style.transform = `rotate(${o}deg)`;
}
//resets the .target parent and redraw the squares inside it
function drawSquares() {
const parent = document.querySelector('.target');
parent.innerHTML = '';
const squares = addSquares(parent, 25, 75);
const colors = [
'lightcoral',
'bisque',
'aquamarine',
'cadetblue',
'greenyellow',
'yellowgreen'
];
squares.forEach(square => {
const iColor = Math.floor(Math.random() * (colors.length - 1));
const color = colors[iColor];
square.style.background = color;
square.addEventListener('mouseover', squareOnMouseOver);
});
}
body{
margin: 0;
width: 100vw;
height: 100vh;
display: flex;
justify-content: center;
align-items: center;
background-color: rgb(242, 239, 231);
color: rgb(10, 10, 9);
}
.square{
background-color: lightcoral;
width: 75px;
height: 75px;
position: absolute;
transform: rotate(0deg);
transition: all ease-out 0.5s;
}
.background {
display: flex;
align-items: center;
justify-content: center;
width: 100%;
height: 100%;
}
.container .row .col > * {
display: inline-block;
}
.target {
display: block;
width: 100%;
height: 100%;
}
#draw {
font-size: 20px;
padding: .2em 1em;
cursor: pointer;
}
.name{
font-size: 40px;
}
#main-container{
position: absolute;
padding: 35px 45px;
width: 950px;
height: 285px;
box-shadow: 0px 2px 5px 2px rgb(191, 188, 182);
}
.links{
display: flex;
justify-content: center;
align-items: center;
}
.icons{
width: 55px;
height: auto;
margin: 0px 25px;
padding: 10px;
border-radius: 5px;
transition: all ease-in 0.2s;
}
.icons:hover{
background-color: rgb(144, 144, 144);
}
.refresh{
position: absolute;
}
.refresh-button{
width: 25px;
height: auto;
}
.btn:hover{
background-color: rgb(144, 144, 144);
}
<!DOCTYPE html>
<html lang="en">
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
<script src="https://maxcdn.bootstrapcdn.com/bootstrap/3.4.1/js/bootstrap.min.js"></script>
<link rel="stylesheet" href="https://stackpath.bootstrapcdn.com/bootstrap/4.4.1/css/bootstrap.min.css">
<link rel="stylesheet" href="css.css">
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
</head>
<body>
<div class="background">
<div class="target"></div>
<div class="container text-center" id="main-container">
<div class="">
<div class="refresh">
<button class="btn" id="draw" onclick="drawSquares()"><img class="refresh-button" src="SVG/arrow-clockwise.svg"></button>
</div>
<div class="name">Berk Efe Keskin</div>
<br>
<i>This website is working in progress right now...</i>
<br>
<i>Here is some useful links.</i>
<br>
<br>
<div class="links">
<img class="icons" src="SVG/github.svg">
<img class="icons" src="SVG/linkedin.svg">
<img class="icons" src="SVG/stack-overflow.svg">
</div>
</div>
</div>
</div>
<script type="text/javascript" src = "javascript.js"></script>
</body>
</html>
You may have a function that given a container will be filled with how many squares can fit inside as long as there is still avaiable width and available height in the target.
Here in this demo I better factored your code and added a main function called drawSquares that gets called when the button reDRAW is clicked. Each time the squares are redrawn, the target content is emptied.
I'm using a button to trigger the box drawing because the available space depends on the size of the area when the action is fired. For example you can expand the snippet and decide to redraw the squares to have the whole new area filled again.
You may decide to call the action on document ready or when the window gets resized.
let mouse = {
speedX: 0,
speedY: 0,
posX: 0,
posY: 0,
movement: 0,
speed: 0
}
//on mousemove update the moouse object
document.onmousemove = function(e) {
mouse.speedX = e.movementX;
mouse.speedY = e.movementY
mouse.posX = e.pageX;
mouse.posY = e.pageY;
}
//refresh the mouse movement and speed every 100ms
setInterval(() => {
mouse.movement =
Math.sqrt(Math.pow(mouse.speedX, 2) + Math.pow(mouse.speedY, 2));
mouse.speed = mouse.movement * 10;
}, 100);
//add a square div in parent element
function addSquare(parent) {
const newDiv = document.createElement("div");
newDiv.classList.add("square")
parent.appendChild(newDiv)
return newDiv;
}
//add squares in the parent element filling the available size
//gap is the space between squares, size is the edge of the square
//if skipbefore is false it will begin to draw the next square also if it won't fit entirely
function addSquares(parent, gap, size, skipbefore = true) {
const squares = [];
let rect = parent.getBoundingClientRect();
const availableWidth = rect.width;
const availableHeight = rect.height;
let top = 100;
while (top < availableHeight) {
let left = 0;
if (skipbefore && top + size > availableHeight)
break;
while (left < availableWidth) {
if (skipbefore && left + size > availableWidth)
break;
const square = addSquare(parent);
square.style.left = `${left}px`;
square.style.top = `${top}px`;
squares.push(square);
left += gap + size;
}
top += gap + size;
}
return squares;
}
//onmoveover event handler
const squareOnMouseOver = (event) => {
const element = event.target;
const y = mouse.speedY;
const x = mouse.speedX;
const rad = Math.atan2(y, x);
yAxis = mouse.movement * Math.sin(rad);
xAxis = mouse.movement * Math.cos(rad);
const rect = element.getBoundingClientRect();
const left = Math.round(rect.x + xAxis * 3);
const top = Math.round(rect.y + yAxis * 3);
element.style.left = `${left}px`;
element.style.top = `${top}px`;
const o = rad * (180 / Math.PI);
element.style.transform = `rotate(${o}deg)`;
}
//resets the .target parent and redraw the squares inside it
function drawSquares() {
const parent = document.querySelector('.target');
parent.innerHTML = '';
const squares = addSquares(parent, 25, 75);
const colors = [
'lightcoral',
'bisque',
'aquamarine',
'cadetblue',
'greenyellow',
'yellowgreen'
];
squares.forEach(square => {
const iColor = Math.floor(Math.random() * (colors.length - 1));
const color = colors[iColor];
square.style.background = color;
square.addEventListener('mouseover', squareOnMouseOver);
});
}
body {
margin: 0;
width: 100vw;
height: 100vh;
display: flex;
}
.square {
background-color: lightcoral;
width: 75px;
height: 75px;
position: absolute;
transform: rotate(0deg);
transition: all ease-out 0.5s;
}
#Header {
font-size: italic;
}
.background {
width: 100%;
height: 100%;
}
.target {
position: relative;
display: block;
width: 100%;
height: 100%;
z-index: -1;
}
#draw {
font-size: 20px;
padding: .2em 1em;
cursor: pointer;
}
.container .row .col > * {
display: inline-block;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
<script src="https://maxcdn.bootstrapcdn.com/bootstrap/3.4.1/js/bootstrap.min.js"></script>
<link el="stylesheet" href="https://stackpath.bootstrapcdn.com/bootstrap/4.4.1/css/bootstrap.min.css">
<body>
<div class="background">
<span>Work in progress...</span>
<div class="container text-center">
<div class="row">
<div class="col">
<h1 id="Header">Work in progress...</h1>
<button id="draw" onclick="drawSquares()">reDRAW</button>
</div>
</div>
</div>
<div class="target"></div>
</div>
</body>

JavaScript script that only work on chrome, not working in Firefox. (Script for dragging div)

May be this is small question. But I couldn't found reason for this. I made a script to change a position of div by dragging it. the code is working fine with chrome browser. but when I trying to test it on Firefox it is not working.
var h = window.innerHeight|| document.documentElement.clientHeight || document.body.clientHeight;
window.onload = function () {
// ------------------lock the div with mouse pointer--------------
// variable dragged is for identified that you are click on the button or not
var dragged = false,
y = 0,pointerDis = 0,
boxElement = document.getElementById('drag'),
drgElement = document.getElementById('titl');
if (boxElement) {
// -----------------check whether the title div is holding by the mouse to lock it with mouse-------
drgElement.addEventListener('mousedown', function() {
dragged = true;
pointerDis = event.clientY - parseInt(window.getComputedStyle(boxElement, null).getPropertyValue("top"));
});
//------------------check whether the title div is released to drop the div-------------------------
document.addEventListener('mouseup', function() {
dragged = false;
});
document.addEventListener('mousemove', function () {
y = event.clientY;
if(dragged == true)
{
y = y -pointerDis;
if(y<0)
{
y = 0;
}
else if(y > window.innerHeight - boxElement.offsetHeight)
{
y = window.innerHeight - boxElement.offsetHeight;
}
boxElement.style.top = y + 'px';
}
});
}
};
.drg {
position: absolute;
top:0;
right: 0;
background: red;
border-top-left-radius: 45px;
border-bottom-left-radius: 45px;
}
#titl{
background: blue;
width: 50px;
text-align: center;
color: white;
font-size: 30px;
border-top-left-radius: 10px;
}
#det{
background: #f9c500;
width: 50px;
border-bottom-left-radius: 10px;
text-align: center;
}
<!DOCTYPE html>
<html>
<head>
<title>test 4</title>
</head>
<body>
<div class = "drg" id="drag">
<div id="titl" unselectable="on" onselectstart="return false;">....</div>
<div id="det">this is the details menu</div>
</div>
</body>
</html>
You can drag it through Y axis by click and drag from blue div. I don't know the reason or I couldn't find a way to fix this work on Firefox. Please help me!
You have to catch the (mousemove or mousedown) events as the input of wrapped functions
drgElement.addEventListener('mousedown', function(event)...
var h = window.innerHeight|| document.documentElement.clientHeight || document.body.clientHeight;
window.onload = function () {
// ------------------lock the div with mouse pointer--------------
// variable dragged is for identified that you are click on the button or not
var dragged = false,
y = 0,pointerDis = 0,
boxElement = document.getElementById('drag'),
drgElement = document.getElementById('titl');
if (boxElement) {
// -----------------check whether the title div is holding by the mouse to lock it with mouse-------
drgElement.addEventListener('mousedown', function(event) {
dragged = true;
pointerDis = event.clientY - parseInt(window.getComputedStyle(boxElement, null).getPropertyValue("top"));
});
//------------------check whether the title div is released to drop the div-------------------------
document.addEventListener('mouseup', function() {
dragged = false;
});
document.addEventListener('mousemove', function (event) {
y = event.clientY;
if(dragged == true)
{
y = y -pointerDis;
if(y<0)
{
y = 0;
}
else if(y > window.innerHeight - boxElement.offsetHeight)
{
y = window.innerHeight - boxElement.offsetHeight;
}
boxElement.style.top = y + 'px';
}
});
}
};
.drg {
position: absolute;
top:0;
right: 0;
background: red;
border-top-left-radius: 45px;
border-bottom-left-radius: 45px;
}
#titl{
background: blue;
width: 50px;
text-align: center;
color: white;
font-size: 30px;
border-top-left-radius: 10px;
}
#det{
background: #f9c500;
width: 50px;
border-bottom-left-radius: 10px;
text-align: center;
}
<!DOCTYPE html>
<html>
<head>
<title>test 4</title>
</head>
<body>
<div class = "drg" id="drag">
<div id="titl" unselectable="on" onselectstart="return false;">....</div>
<div id="det">this is the details menu</div>
</div>
</body>
</html>

dragging behaving strangely

i created a red div.Using mouse cursor i can move it anywhere on the screen.it was fine and smooth.then i decided to add an extra orange div inside the red div.i made the positioning "absolute" for the red div and "relative" for the orange div.as soon as i put the orange div inside the red div the position changing is not smooth .if i click on the orange portion an then move it is smooth but if i clip the visible red portion and move my mouse it is not smooth.how to fix this..
JSfiddle
<html>
<head>
<style>
* {
margin: 0px;
padding: 0px;
}
#mydiv {
position: absolute;
width: 100px;
height: 100px;
background-color: red;
top: 300px;
left: 200px;
}
#mid {
position: relative;
width: 40px;
height: 40px;
margin: 30px 30px;
background-color: orange;
}
</style>
</head>
<body>
<div id="mydiv">
<div id="mid"></div>
</div>
<script>
var gotit = false;
var i, p, q;
var divs = document.getElementById("mydiv");
divs.addEventListener('mousedown', clipit, false);
divs.addEventListener('mousemove', function (e) {
moveit(e);
}, false);
divs.addEventListener('mouseup', unclip, false);
divs.addEventListener('mouseout', unclip, false);
function clipit() {
i = divs.offsetLeft;
gotit = true;
p = e.clientX;
q = e.clientY;
}
function moveit(e) {
if (gotit == true) {
if (e.clientX > divs.offsetLeft) {
divs.style.left = divs.offsetLeft + (e.clientX - p) + "px";
p = e.clientX;
}
if (e.clientY > divs.offsetTop) {
divs.style.top = divs.offsetTop + (e.clientY - q) + "px";
q = e.clientY;
}
}
}
function unclip() {
gotit = false;
}
</script>
</body>
</html>
You forgot to put the event in clipit:
function clipit(e) {}
Remember to always check your console log:
Uncaught ReferenceError: e is not defined
fix

Custom scrollable div issue keeping scroller in container

I'm trying to create a custom div scroller.
See DEMO
So close! How can I keep the scroller within the confines of the container?
I am trying to avoid JavaScript libraries like jQuery for this.
<%# Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %>
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head id="Head1" runat="server">
<title></title>
<style type="text/css">
#content {
height: 500px;
width: 500px;
overflow: hidden;
border: solid 1px red;
}
#scr {
height: 100px;
width: 100px;
top: 100px;
left: 50px;
position: absolute;
border: solid 1px black;
background-color: #26a0eb;
z-index: 3;
}
</style>
</head>
<body>
<form id="form1" runat="server">
<div id="content" style="margin-top:100px;">
<div id="scr">
</div>
<div id="container">
see demo above for scrollable content
</div>
</div>
</form>
<script type="text/javascript">
window.onload = function () {
//help from http://stackoverflow.com/a/13152737/139698
draggable('scr');
};
var dragObj = null;
function draggable(id) {
var obj = document.getElementById(id);
obj.style.position = "absolute";
obj.onmousedown = function () {
dragObj = obj;
}
}
document.onmouseup = function (e) {
dragObj = null;
};
document.onmousemove = function (e) {
var y = e.pageY; //scroller
if (dragObj == null)
return;
var c = document.getElementById('content');
//var b = document.getElementById('scrbox');
/*
1. scr.top - scrbox.top = x
2. x / scrbox height = pct
3. scroll top = scroll height * pct
*/
var x = y - c.offsetTop;
var pct = x / c.clientHeight;
c.scrollTop = Math.floor(c.scrollHeight * pct);
dragObj.style.top = (y-50) + 'px'; //50 is an offset
};
</script>
</body>
</html>
it won't work on touchscreen in some browsers, use touchbegin, touchmove, touchend events to improve touch support, also try to use as much static positioning as it's possible, absolute or relative positioning will cause heavy performance drop while scrolling. i'd recommend also wheel support

Check if a div touches another div

I've made margin of 2 divs move (using variable and variable++ or -- with style attribute in js to change margin) Like that:
<!DOCTYPE html>
<html>
<head>
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script>
<meta charset="utf-8" />
<title>Game</title>
<style>
body{
position: absolute;
background: #f00;
}
.point{
position: absolute;
width: 15px;
height: 15px;
background: #fff;
border-radius: 10px;
margin: 0px 0 0;
}
.player{
position: absolute;
text-align: center;
width: 200px;
height: 20px;
background: #0005ff;
margin: 550px 550px 0px;
}
</style>
<script>
var num = 550;
$(document).keydown(function (event) {
switch (event.keyCode) {
// Left Arrow
case 37: num = num-- - 15;
document.getElementById('player').style.margin = '550px ' + num + 'px 0px';
break;
// Right Arrow
case 39: num = 15 + num++;
document.getElementById('player').style.margin = '550px ' + num + 'px 0px';
break;
}
});
var nump = 0;
$(document).load(function () {
nump++;
document.getElementById('point').style.margin = nump + 'px 0px 0px';
});
</script>
</head>
<body>
<div class="point" id="point"></div>
<div class="player" id="player"></div>
</body>
</html>
Now I got problem about moving div named point.The div, point is not moving when I use $(document).load but the other div works. How can I fix that?
My second question is how can i check when div "point" touch div "player" then i'll return div point to the start and make a loop.
try this to move the point
var nump = 0;
var touch = false;
var flagtouch;
$(document).ready(function () {
flagtouch = setInterval(function(){
movePoint(nump);
},1000);
});
function movePoint()
{
document.getElementById('point').style.margin = nump + 'px 0px 0px';
touch = chekTouch(); // check whether the divs touches and return true if touched
if(touch)
{
clearInterval(flagtouch);
}
else
{
nump = nump+5;
}
}
For the second question:
With http://api.jquery.com/position/, you can known the position of both divs, and as you know too the width and height of the elements, you can calculate the region occupied by each element, and then when the elements touch each other.

Categories

Resources