Can't Implement Javascript Animation Logic - javascript

I want to implement some logic in my Javascript animation, but wherever I try to implement it, it never works. I am trying to make my navigationOpen true when the animation is done. But what happens is when I set it in the renderSlideOutAnimation() the if statement runs before the renderSlideOutAnimation function.
function openSlideNavigation() {
var navigationSlideOut = document.getElementById("navigation-slide");
var naviationTrigger = document.getElementById('menu-dots');
var navigationOpen = true;
function renderSlideOutAnimation() {
var widthValue = 0;
var interval = setInterval(frame, 17.5);
function frame() {
if (widthValue == 100) {
clearInterval(interval);
} else {
widthValue++
navigationSlideOut.style.width = widthValue + "vw"
}
}
}
if (navigationOpen == true){
renderSlideOutAnimation();
}
}

Related

I can't clear interval

I have a problem with the interval, which I can not clear after calling the function with a value.
The interval continues to increase the number and returns the percentage of the width.
Here my code:
function loadingClient(data) {
var loadingClientDiv = document.getElementById('loadingClient');
var percentageLoading = document.getElementsByClassName('percentageLoading');
var charge = 1;
var intervalLoadingClient = setInterval(barCharge, 1000);
function barCharge() {
if (charge >= 76) {
clearInterval(intervalLoadingClient);
} else {
++charge;
$(percentageLoading).css("width", charge + "%");
}
}
if (data === "100") {
clearInterval(intervalLoadingClient);
$(percentageLoading).css("width", "100%");
setTimeout(closeLoadingClient, 5000);
setTimeout(removeLoadingClient, 7000);
function closeLoadingClient() {
$(loadingClientDiv).hide("fade", 1000);
}
function removeLoadingClient() {
$(loadingClientDiv).remove();
}
}
}
loadingClient();
#hudolfhess is correct, you need to be using clearInterval instead of clearTimeout.
Also,
If you are trying to do something like this it wont work.
loadingClient() //Should start the interval.
loadingClient("100") //Should clear the interval, but doesn't.
you are trying to do? If so, you need to delcare intervalLoadingClient outside of the scope and avoid re-declaration of the variable when you call the method with parameters.
var intervalLoadingClient;
function loadingClient(data) {
var loadingClientDiv = document.getElementById('loadingClient');
var percentageLoading = document.getElementsByClassName('percentageLoading');
var charge = 1;
intervalLoadingClient = intervalLoadingClient || setInterval(barCharge, 1000);
function barCharge() {
if (charge >= 76) {
clearInterval(intervalLoadingClient);
} else {
++charge;
$(percentageLoading).css("width", charge + "%");
}
}
if (data === "100") {
clearInterval(intervalLoadingClient);
$(percentageLoading).css("width", "100%");
setTimeout(closeLoadingClient, 5000);
setTimeout(removeLoadingClient, 7000);
function closeLoadingClient() {
$(loadingClientDiv).hide("fade", 1000);
}
function removeLoadingClient() {
$(loadingClientDiv).remove();
}
}
}
loadingClient(); //Starts the interval
loadingClient("100"); //Ends the interval.

jQuery not responding to timed events

Im having trouble getting my second function to react to the changes the first function brings.
var jumbotron = function(){
var jumbotronCounter = 1
var jumbotronSwitch = function(){
var jumbotronTimer = function(){
jumbotronCounter++
}
jumbotronTimer();
if (jumbotronCounter > 3){
jumbotronCounter = 1
}
console.log(jumbotronCounter);
}
setInterval(jumbotronSwitch,7000);
var jumbotronListener = function(){
if(jumbotronCounter = 1){
console.log('first');
}else if(jumbotronCounter = 2){
console.log('second');
}else if(jumbotronCounter = 3){
console.log('third');
}
};
jumbotronListener();
}
jumbotron();
Id like to use "jumbotronListener" to run some code when "jumbotronCounter" changes
jumbotronListener is indeed only running once. You can, instead, run it every time the interval runs:
var jumbotron = function () {
var jumbotronCounter = 1;
var jumbotronSwitch = function () {
var jumbotronTimer = function () {
jumbotronCounter++;
};
jumbotronTimer();
if (jumbotronCounter > 3) {
jumbotronCounter = 1;
}
// Execute the listener every time the interval runs
jumbotronListener();
console.log(jumbotronCounter);
};
setInterval(jumbotronSwitch, 7000);
// Run for the first time if you wish:
jumbotronListener();
// Set this as function so you can 'use it before declaring it'
function jumbotronListener() {
// You had invalid operators. = assigns and === compares (strictly)
if(jumbotronCounter === 1) {
console.log('first');
} else if(jumbotronCounter === 2) {
console.log('second');
} else if(jumbotronCounter === 3) {
console.log('third');
}
}
};
jumbotron();
You also had some missing semicolons in there, sometimes it's not a problem since JavaScript auto-inserts them, but sometimes it is, so it's a good idea to always make sure to manually insert them where they go.

How can I get div to move up and down on hover? Mouseover and Mouseout conflict

I am trying to use run an animation using setInterval which works quiet well. Although I am trying to get the animation to run all the way through and then stop after mouse out.
I can get the div to move up and down but if you move the mouse in and out too fast it get's stuck in a loop of adding and subtracting pixels. Or other times it will stop moving altogether and get stuck at the top of bottom.
You can see the issue here, move the mouse in and out of the small box a few times fast.
https://jsfiddle.net/L16fdbrj/1/
Here is my Javascript:
var blog_folder_index = false;
var blog_folder_pos = 0;
var blog_folder_interval;
var framespeed = 5;
function blog_folder_mouseover()
{
if (blog_folder_index == false)
{
document.getElementById("blog_folder_button").style.cursor = "pointer";
blog_folder_interval = setInterval(function (){ blog_folder_add();}, 35);
}
}
function blog_folder_mouseout()
{
blog_folder_interval = setInterval(function (){ blog_folder_subtract();}, 50);
console.log("mouseout");
}
function blog_folder_add()
{
if (blog_folder_pos <= -30)
{
console.log(blog_folder_pos);
stop_function();
}
else if (blog_folder_pos > -30)
{
blog_folder_pos -= framespeed;
document.getElementById("blog_folder").style.marginTop = blog_folder_pos + 'px ';
}
}
function blog_folder_subtract()
{
if (blog_folder_pos >= 0)
{
console.log(blog_folder_pos);
stop_function();
}
else if (blog_folder_pos < 0)
{
blog_folder_pos += framespeed;
document.getElementById("blog_folder").style.marginTop = blog_folder_pos + 'px ';
}
}
function blog_folder_click()
{
blog_folder_index = true;
portfolio_folder_index = false;
about_folder_index = false;
document.getElementById("blog_folder_button").style.cursor = "default";
document.getElementById("portfolio_folder").style.zIndex = "2";
document.getElementById("blog_folder").style.zIndex = "3";
document.getElementById("about_folder").style.zIndex = "1";
blog_folder_interval = setInterval(function (){ blog_folder_subtract();}, 35);
}
function stop_function()
{
clearInterval(blog_folder_interval);
}
You simply need to clear your previous interval before creating a new one:
https://jsfiddle.net/L16fdbrj/2/
function blog_folder_mouseover() {
if (blog_folder_index == false) {
document.getElementById("blog_folder_button").style.cursor = "pointer";
// clear previous interval
stop_function();
blog_folder_interval = setInterval(function () {
blog_folder_add();
}, 35);
}
}
function blog_folder_mouseout() {
// clear previous interval
stop_function();
blog_folder_interval = setInterval(function () {
blog_folder_subtract();
}, 50);
console.log("mouseout");
}

unbind/turn off a function in jquery

Good day all, I'm trying to make a jquery game where a group of enemy will spawn after a group of enemy gets destroyed. I'm calling alien_cruiser() function & unbinding minion_roulette() function after minion_roulette_counter gets 0. But every time I run, function does not get unbind & after counter gets 0 both type of enemies show. I want to run them one by one. Here are the codes:
var sound = new Audio("sounds//dishoom.ogg");
var score = 0;
var minion_roulette_life = 10;
var cruiser_life = 20;
var minion_roulette_counter = 3;
var cruiser_counter = 3;
function processBullet() {
$(".projectile").each(function() {
var maxTop = $(this).offset().top;
var breakable1 = $(this).collision("#minion-roulette");
var breakable2 = $(this).collision("#cruiser");
$(this).css("top", maxTop - 25);
if (breakable1.length != 0 || breakable2.length != 0) {
$(this).remove();
}
if (maxTop <= 35) {
$(this).remove();
}
if (breakable1.length != 0) {
--minion_roulette_life;
if (minion_roulette_life == 0) {
sound.play();
breakable1.remove();
minion_roulette(true);
minion_roulette_counter--;
$("#score").html(++score);
minion_roulette_life = 10;
}
}
//This is the place where it checks if counter is 0 or not
if (minion_roulette_counter == 0) {
$('#content').unbind(function() {
minion_roulette(false)
});
alien_cruiser(false);
minion_roulette_counter = -1;
}
if (breakable2.length != 0) {
--cruiser_life;
if (cruiser_life == 0) {
sound.play();
breakable2.remove();
alien_cruiser(true);
$("#score").html(++score);
cruiser_life = 20;
}
}
});
}
Am I doing any wrong here? Please I need a solution badly. Tnx.
In this situation, you could use a conditional statement to determine which function to call.
For example:
if (minion_roulette_counter == 0) {
alien_cruiser();
}
else {
minion_roulette();
}
Binding and unbinding doesn't 'turn off' a function, unfortunately. To quote MDN:
The bind() method creates a new function that, when called, has its this keyword set to the provided value, with a given sequence of arguments preceding any provided when the new function is called.
– MDN: 'Bind'

Does Canvas keep going if you leave the page?

Click this link, after around 2 seconds you will see some ships coming at you. Now go to a different window for like 15-20 seconds. then come back, you will see a huge wall of enimes coming at you. Now obviously this is because canvas keeps the loops going but is just not letting the came continue on?
So any help would be great, I know this is not an issue during gameplay but if anyone goes off the window then it kind of messes things up...
I tried to solve this by adding these listeners:
window.onblur = function() {
// Add logic to pause the game here...
stopLoop();
};
window.onfocus = function() {
// Add logic to pause the game here...
startLoop();
};
But it does not solve the issue...
The actual loops:
function init()
{
isPlaying = true;
drawBackground();
drawBars();
setUpListeners();
startLoop();
}
and then...
function Loop()
{
if (isPlaying == true)
{
Player1.draw();
requestAnimFrame(Loop);
drawAllEnemies();
}
}
function startLoop()
{
isPlaying = true;
Loop();
startSpawningEnemies();
}
function stopLoop()
{
isPlaying = false;
stopSpawningEnemies();
}
function spawnEnemy(n) //total enemies starts at 0 and every-time you add to array
{
for (var x = 0; x < n; x++)
{
enemies[totalEnemies] = new Enemy();
totalEnemies++;
}
}
function drawAllEnemies()
{
ClearEnemyCanvas();
for(var i = 0; i < enemies.length; i++)
{
enemies[i].draw();
}
}
function startSpawningEnemies()
{
stopSpawningEnemies();
spawnInterval = setInterval(function() {spawnEnemy(spawnAmount);}, spawnRate); //this calls spawnEnemy every spawnRate
/////////spawn 'spawnAmount' enemies every 2 seconds
}
function stopSpawningEnemies()
{
clearInterval(spawnInterval);
}
Actual methods for the enemy:
function Enemy() //Object
{
//////Your ships values
this.EnemyHullMax = 1000;
this.EnemyHull = 1000;
this.EnemyShieldMax = 1000;
this.EnemyShield = 347;
this.SpaceCrystalReward = 2684;
this.EnemySpeed = 2; //should be around 6 pixels every-time draw is called by interval, directly linked to the fps global variable
////////////
////Pick Ship
this.type = "Hover";
this.srcX = EnemySrcXPicker(this.type);
this.srcY = EnemySrcYPicker(this.type);
this.enemyWidth = EnemyWidthPicker(this.type);
this.enemyHeight = EnemyHeightPicker(this.type);
this.drawX = EnemydrawXPicker(this.type);
this.drawY = EnemydrawYPicker(this.type);
////
}
Enemy.prototype.draw = function()
{
this.drawX -= this.EnemySpeed;
ctxEnemy.globalAlpha=1;
ctxEnemy.drawImage(spriteImage,this.srcX,this.srcY,this.enemyWidth,this.enemyHeight,this.drawX,this.drawY,this.enemyWidth,this.enemyHeight);
}
function EnemySrcXPicker(type)
{
if (type == "Hover")
{
return 906;
}
}
function EnemySrcYPicker(type)
{
if (type == "Hover")
{
return 616;
}
}
function EnemydrawXPicker(type)
{
if (type == "Hover")
{
return Math.floor(Math.random() * 1000) + canvasWidthEnemy;
}
}
function EnemydrawYPicker(type)
{
if (type== "Hover")
{
return Math.floor(Math.random() * (canvasHeightEnemy - 72));
}
}
function EnemyWidthPicker(type)
{
if (type == "Hover")
{
return 90;
}
}
function EnemyHeightPicker(type)
{
if (type == "Hover")
{
return 72;
}
}
Depends on the loop.
If you use setTimeOut or setInterval, then yes. The loop will continue even when the window loses focus.
If you use requestFrameAnimation, then no, the loop will stop when the window loses focus.
requestFrameAnimation was created to solve issues like this. Having you PC burn CPU cycles for something not active is just silly.

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