Slider range not going to correct position - javascript

I'm trying to create a custom range slider. Everything works well besides for when you zoom in on the webpage, then reload. When I do that, the range slider (green background) doesn't drag to its correct position.
Here's the relevant code: (In function sliderMove line 30)
cursorPosition = ((e.touches && e.touches[0].clientX) || e.clientX) - startPoint.left;
rangePosition = clamp(cursorPosition, _sliderPositions.rangeStart, _sliderPositions.rangeEnd);
cursorPosition = clamp(cursorPosition - cursorRadius, _sliderPositions.cursorStart, _sliderPositions.cursorEnd);
What am I doing wrong, and how can I fix it?
JSFiddle
console.clear();
function RangeSlider( /** DOM Elem */ parentElem) {
var wrapperElem = document.getElementsByClassName('wrapperElem')[0],
slider = document.getElementsByClassName('slider')[0],
sliderRange = document.getElementsByClassName('sliderRange')[0],
sliderCursor = document.getElementsByClassName('sliderCursor')[0],
output = document.getElementById('output'),
myButton = document.getElementById('myButton');
var sliderDimention = slider.offsetWidth,
cursorRadius = sliderCursor.offsetHeight / 2,
startPoint,
currentTarget,
value = 0,
_sliderPositions = {},
borderWidth = 1;
startPoint = getOrigin(wrapperElem.children[0]);
sliderDimention = slider.offsetWidth;
function sliderDown(e) {
e.preventDefault();
window.addEventListener('mousemove', sliderMove);
sliderMove(e);
}
function sliderMove(e) {
var rangePosition = 0;
var cursorPosition = 0;
reconfigVars();
if (typeof e === 'object') {
cursorPosition = ((e.touches && e.touches[0].clientX) || e.clientX) - startPoint.left;
} else {
cursorPosition = pixelToPercent(value, 0, 500) / 100 * sliderDimention;
}
//console.log(cursorPosition);
rangePosition = clamp(cursorPosition, _sliderPositions.rangeStart, _sliderPositions.rangeEnd);
cursorPosition = clamp(cursorPosition - cursorRadius, _sliderPositions.cursorStart, _sliderPositions.cursorEnd);
sliderCursor.style.transform = 'translateX(' + cursorPosition + 'px)';
sliderRange.style.transform = 'scaleX(' + rangePosition + ')';
if (typeof e === 'object') {
value = percentToPixel((
(cursorPosition - _sliderPositions.cursorStart) / (_sliderPositions.currentValue - borderWidth * 2)
) * 100, 0, 500);
}
output.innerHTML = value;
}
function reconfigVars() {
_sliderPositions.rangeStart = borderWidth * 2;
_sliderPositions.rangeEnd = sliderDimention - borderWidth * 2
_sliderPositions.cursorStart = startPoint.left - cursorRadius + borderWidth * 2;
_sliderPositions.cursorEnd = sliderDimention - borderWidth * 2 - cursorRadius * 2;
_sliderPositions.currentValue = sliderDimention - borderWidth * 2 - startPoint.left - cursorRadius;
}
myButton.addEventListener('click', function() {
sliderMove(500);
value = 500;
});
function mouseUpEvents() {
window.removeEventListener('mousemove', sliderMove);
}
wrapperElem.addEventListener('mousedown', sliderDown);
window.addEventListener('mouseup', mouseUpEvents);
}
var sliderTest = document.getElementById('sliderTest');
var test = new RangeSlider(sliderTest);
function getOrigin(elm) {
var box = (elm.getBoundingClientRect) ? elm.getBoundingClientRect() : {
top: 0,
left: 0
},
doc = elm && elm.ownerDocument,
body = doc.body,
win = doc.defaultView || doc.parentWindow || window,
docElem = doc.documentElement || body.parentNode,
clientTop = docElem.clientTop || body.clientTop || 0, // border on html or body or both
clientLeft = docElem.clientLeft || body.clientLeft || 0;
return {
left: box.left + (win.pageXOffset || docElem.scrollLeft) - clientLeft,
top: box.top + (win.pageYOffset || docElem.scrollTop) - clientTop
};
}
function clamp(val, moreThan, lessThan) {
if (typeof lessThan === 'undefined') lessThan = 1;
if (typeof moreThan === 'undefined') moreThan = 0;
return Math.min(lessThan, Math.max(moreThan, val));
}
function pixelToPercent(pixel, min, max) {
if (typeof max === 'undefined') return;
return ((pixel - min) / (max - min)) * 100;
}
function percentToPixel(percent, min, max) {
if (typeof max === 'undefined') return;
return ((percent / 100) * (max - min)) + min;
}
.wrapperElem {
height: 18px;
width: 100%;
cursor: pointer;
display: flex;
}
.slider {
height: 100%;
width: calc(100% - 62px);
border: 1px solid black;
position: relative;
}
.sliderCursor {
width: 14px;
height: 14px;
border-radius: 50%;
border: 2px solid black;
}
.sliderRange {
background-color: green;
position: absolute;
width: 1px;
height: 100%;
transform-origin: left;
}
#output {
background-color: orange;
}
<div class="wrapperElem">
<div class="slider">
<div class="sliderRange"></div>
<div class="sliderCursor"></div>
</div>
</div>
<br />
<div id="output"></div>
<button id="myButton">Click Me</button>

Related

Why JS animation is stuck?

I want the box to traverse the inside of the container from left to right, then down, then right to left and finally back up to the original position. The examples I found all include extra array pos = [180,180]. I don't understand why do I need it when my IF conditions seem to cover all positions.
window.onload = function() {
var t = setInterval(slide, 5);
pos1 = [0, 0];
var box = document.getElementById('sqr');
function slide() {
if (pos1[0] < 180 && pos1[1] < 180) {
pos1[0]++;
box.style.left = pos1[0] + "px";
} else if (pos1[0] >= 180 && pos1[1] < 180) {
pos1[1]++;
box.style.top = pos1[1] + "px";
} else if (pos1[0] >= 180 && pos1[1] >= 180) {
pos1[0]--;
box.style.left = pos1[0] + "px";
} else if (pos1[0] <= 0 && pos1[1] >= 180) {
pos1[1]--;
box.style.top = pos1[1] + "px";
}
}
}
#contain {
position: relative;
width: 200px;
height: 200px;
background-color: pink;
}
#sqr {
position: absolute;
width: 20px;
height: 20px;
background-color: blue;
}
<div id="contain">
<div id="sqr"></div>
</div>
Once the box gets to the maximum X and Y positions, the program is still checking to make sure the box hasn't reached the maximum yet, which causes the all IF conditions to fail. You could do it by checking for Y=0 for the first "leg", X=MAX for the next, Y=MAX for the next, and then X=0 for the last, but instead of that, you can set a "state" which has 4 values to determine which "leg" of the animation is being run, and then just run it for 180 iterations each.
window.onload = function() {
var t = setInterval(slide, 5);
pos1 = [0, 0];
var box = document.getElementById('sqr');
state = 0;
iterations = 0;
function slide() {
if (iterations >= 180) {state = (state + 1) % 4; iterations = 0;}
if (state === 0) pos1[0]++;
else if (state == 1) pos1[1]++;
else if (state == 2) pos1[0]--;
else if (state == 3) pos1[1]--;
iterations++;
box.style.left = pos1[0] + "px";
box.style.top = pos1[1] + "px";
}
}
#contain {
position: relative;
width: 200px;
height: 200px;
background-color: pink;
}
#sqr {
position: absolute;
width: 20px;
height: 20px;
background-color: blue;
}
<div id="contain">
<div id="sqr"></div>
</div>
window.onload = function() {
var t = setInterval(slide, 5);
var box = document.getElementById('sqr');
var left = 0,
top = 0;
function slide() {
var pos1 = [parseInt(box.style.left || 0), parseInt(box.style.top || 0)]
console.log(pos1);
if (pos1[0] == 0 && pos1[1] == 0) { //Top left, go right
left = 1;
top = 0;
} else if (pos1[0] == 180 && pos1[1] == 0) { //Top right, go down
left = 0;
top = 1;
} else if (pos1[0] == 180 && pos1[1] == 180) { //Bottom right, go left
left = -1;
top = 0;
} else if (pos1[0] == 0 && pos1[1] == 180) { //Bottom left, go up
left = 0;
top = -1;
}
box.style.left = (parseInt(box.style.left || 0) + left) + "px";
box.style.top = (parseInt(box.style.top || 0) + top) + "px";
}
}
#contain {
position: relative;
width: 200px;
height: 200px;
background-color: pink;
}
#sqr {
position: absolute;
width: 20px;
height: 20px;
background-color: blue;
}
<div id="contain">
<div id="sqr"></div>
</div>
Here's my take on it. React according to the position of the element, when it reaches a corner, change directions. This makes things easier, since we do not rely on actual positions to know where to go next step...
It is because, when animation gets to pos1 = [180, 180], it executes:
else if (pos1[0] >= 180 && pos1[1] >= 180) {
pos1[0]--;
box.style.left = pos1[0] + "px";
}
And then pos1 = [179, 180], which is not covered by the code.
I suggest using something like that:
var direction = 0; //0 - right, 1 - down, 2 - left, 3 - up
function slide() {
if (pos1[0] < 180 && pos1[1] = 0) {
direction = 0;
} else if (pos1[0] = 180 && pos1[1] < 180) {
direction = 1;
} else if (pos1[0] > 0 && pos1[1] = 180) {
direction = 2;
} else if (pos1[0] = 0 && pos1[1] > 0) {
direction = 3;
}
switch(direction){
case 0:
pos1[0]++;
break;
case 1:
pos1[1]++;
break;
case 2:
pos1[0]--;
break;
case 3:
pos1[1]--;
break;
}
box.style.left = pos1[0] + "px";
box.style.top = pos1[1] + "px";
}
I'm not usually a fan of doing someone's homework for them, but I got intrigued as to what would make it work and couldn't help myself. shrugs
The if statements have been tailored to be more explicit with what they need. This of course was achieved by following the methods suggested to you by #j08691, by just adding a console.log(pos1); at the top of each if section.
This is just for reference, in fact, #Salketer has managed to post before me and it looks a lot cleaner than this. The real answer is in the comments by #j08691
window.onload = function() {
var t = setInterval(slide, 5),
pos1 = [0, 0],
box = document.getElementById('sqr');
function slide() {
if (pos1[0] < 180 && pos1[1] === 0) {
console.log(pos1);
pos1[0]++;
box.style.left = pos1[0] + "px";
} else if (pos1[0] === 180 && pos1[1] < 180) {
console.log(pos1);
pos1[1]++;
box.style.top = pos1[1] + "px";
} else if ((pos1[0] <= 180 && pos1[0] >= 1) && pos1[1] === 180) {
console.log(pos1);
pos1[0]--;
box.style.left = pos1[0] + "px";
} else if (pos1[0] === 0 && pos1[1] <= 180) {
console.log(pos1);
pos1[1]--;
box.style.top = pos1[1] + "px";
}
}
}
#contain {
position: relative;
width: 200px;
height: 200px;
background-color: pink;
}
#sqr {
position: absolute;
width: 20px;
height: 20px;
background-color: blue;
}
<div id="contain">
<div id="sqr"></div>
</div>

Can't draw canvas

I have a few problem with html5. I created a new webpage and add canvas at the middle of that page.Then created new js file that have a script for canvas and import it to webpage but webpage's canvas still nothing happen.
This is my code. index.html in root folder, style.css in css/ , script.js in js/
function startnewgame(){
score =0;
player.hp =10;
timewhenlasthit = Date.now();
timewhengamestart = Date.now();
frameCount =0;
enemylist ={} ;
bulletlist ={};
upgradelist ={};
randomspwanenemy();
}
function update(){
ctx.clearRect(0,0,WIDTH,HEIGHT);
ctx.fillText("Score = "+score,200,30);
score ++;
frameCount++;
if(frameCount % 100 === 0)random
spwanenemy();
if(frameCount % 75 === 0)randomspwanupgrade();
player.attackcounter += player.atkspd;
updateplayerposition();
drawplayer(player);
for(var i in bulletlist){
updateplayer(bulletlist[i]);
bulletlist[i].timer++;
var toRemove = false ;
if (bulletlist[i].timer > 100) {
toRemove = true;
}
for (var j in enemylist) {
var cod = getdistant(bulletlist[i],enemylist[j]);
if(cod){
toRemove = true;
delete enemylist[j];
score+=1000;
break;
}
}
if(toRemove)delete bulletlist[i];
}
for(var i in upgradelist){
updateplayer(upgradelist[i]);
var temp = getdistant(player,upgradelist[i]);
if(temp){
if(upgradelist[i].type === 'score'){
score += 100;
}
if(upgradelist[i].type ==='atkspd'){
player.atkspd +=5;
}
delete upgradelist[i];
}
}
for(var i in enemylist){
updateplayer(enemylist[i]);
var temp = getdistant(player,enemylist[i]);
death(temp);
}
}
function drawplayer(x){
ctx.save();
ctx.fillStyle = x.color;
ctx.fillRect(x.x-x.width/2,x.y-x.height/2,x.width,x.height);
ctx.restore();
ctx.fillText("HP = "+player.hp,20,30);
ctx.fillText("bullet = "+player.attackcounter,20,80);
}
function drawenemy(x){
ctx.save();
ctx.fillStyle = x.color;
ctx.fillRect(x.x-x.width/2,x.y-x.height/2,x.width,x.height);
ctx.restore();
}
function updateplayer(x){
if(x.x+x.width/2>=WIDTH){
x.x=WIDTH-x.width/2;
x.spdX=-x.spdX;
}
if(x.x-x.width/2<=0){
x.x = x.width/2;
x.spdX=-x.spdX;
}
if(x.y+x.height/2>=HEIGHT){
x.y = HEIGHT-x.height/2;
x.spdY=-x.spdY;
}
if(x.y-x.height/2<=0){
x.y = x.height/2;
x.spdY=-x.spdY;
}
x.x+=x.spdX;
x.y+=x.spdY;
drawenemy(x);
}
function adde(id,x,y,spdX,spdY,width,height){
var earth ={
name:'A',
x : x,
spdX :spdX,
y : y,
spdY : spdY,
id : id,
width : width,
height : height,
color : 'red'
};
enemylist[id]= earth;
}
function addupgrade(id,x,y,spdX,spdY,width,height,color,type){
var earth ={
name:'A',
x : x,
spdX :spdX,
y : y,
spdY : spdY,
id : id,
width : width,
height : height,
color : color,
type : type
};
upgradelist[id]= earth;
}
function addbullet(id,x,y,spdX,spdY,width,height){
var earth ={
name:'A',
x : x,
spdX :spdX,
y : y,
spdY : spdY,
id : id,
width : width,
height : height,
color : 'black',
timer: 0
};
bulletlist[id]= earth;
}
function getdistant(earth1,earth2){
var rect1 ={
x:earth1.x-earth1.width/2,
y:earth1.y-earth1.height/2,
width:earth1.width,
height:earth1.height
};
var rect2 ={
x:earth2.x-earth2.width/2,
y:earth2.y-earth2.height/2,
width:earth2.width,
height:earth2.height
};
return testcol(rect1,rect2);
}
function death(x){
if(x){
player.hp -= 1;
if(player.hp == 0){
var ttime = Date.now() - timewhengamestart;
timewhengamestart = Date.now();
console.log("DEAD!! you score "+ score );
startnewgame();
}
}
}
function randomspwanenemy(){
var x = Math.random()*WIDTH;
var y = Math.random()*HEIGHT;
var height = 10 +Math.random()*30;
var width= 10 + Math.random()*30;
var spdY = Math.random()*5 +5;
var spdX = Math.random()*5 +5;
var id = Math.random();
//console.log(x,y,height,width,spdX,spdY);
adde(id,x,y,spdX,spdY,width,height);
}
function randomspwanupgrade(){
var x = Math.random()*WIDTH;
var y = Math.random()*HEIGHT;
var height = 10 ;
var width= 10 ;
var spdY = 0;
var spdX = 0;
var id = Math.random();
var sample = Math.random();
if(sample >0.5){
var type = 'score';
var color ='lightblue';
}
else {
var type = 'atkspd';
var color = 'purple';
}
addupgrade(id,x,y,spdX,spdY,width,height,color,type);
}
function randomspwanbullet(earth,overangle){
var x = player.x;
var y = player.y;
var height = 10 ;
var width= 10 ;
//var tid = pp(Math.random());
var angle = earth.aimAngle;
if (overangle !== undefined) {
angle = overangle;
}
var spdY = (Math.sin(angle)*10 );
var spdX = (Math.cos(angle)*10 );
var id = Math.random();
addbullet(id,x,y,spdX,spdY,width,height);
}
function testcol(earth1,earth2){
var lasthit = Date.now()-timewhenlasthit;
if( earth1.x <= earth2.x+earth2.width
&& earth2.x <= earth1.x+earth1.width
&& earth1.y <= earth2.y+earth2.height
&& earth2.y <= earth1.y+earth1.height
&& lasthit >= 1000)
{
timewhenlasthit=Date.now();
return 1;
}
}
function pp(x){
if(x>0.5)return 1;
else return -1;
}
var canvas = document.getElementById("ctx")
var ctx = canvas.getContext('2d');
var frameCount =0;
ctx.font = '30 px Arial';
var score =0
var HEIGHT = 500;
var WIDTH = 500;
var timewhengamestart = Date.now();
var timewhenlasthit = Date.now();
document.onmousemove = function(mouse){
var mouseX = mouse.clientX- document.getElementById('ctx').getBoundingClientRect().left;
var mouseY = mouse.clientY-document.getElementById('ctx').getBoundingClientRect().top;;
mouseX -= player.x;
mouseY -= player.y;
player.aimAngle = Math.atan2(mouseY,mouseX) ;
/* if(mouseX <player.width/2)mouseX=player.width/2;
if(mouseX>WIDTH-player.width/2)mouseX = WIDTH-player.width/2;
if(mouseY<player.height/2)mouseY=player.height/2;
if(mouseY>HEIGHT-player.height/2)mouseY = HEIGHT-player.height/2;
player.x = mouseX;
player.y = mouseY;*/
}
document.onclick = function(mouse){
if (player.attackcounter > 25) {
randomspwanbullet(player,player.aimAngle);
player.attackcounter = 0;
}
}
document.oncontextmenu = function(mouse){
if (player.attackcounter > 1000) {
for (var i = 1; i < 361; i++) {
randomspwanbullet(player,i);
}
player.attackcounter = 0;
}
mouse.preventDefault();
}
document.onkeydown = function(event){
if (event.keyCode===68) {
player.pressingRight = true;
}
else if (event.keyCode===83) {
player.pressingDown = true ;
}
else if (event.keyCode===65) {
player.pressingLeft = true ;
}
else if (event.keyCode===87) {
player.pressingUp = true ;
}
}
document.onkeyup = function(event){
if (event.keyCode===68) {
player.pressingRight = false;
}
else if (event.keyCode===83) {
player.pressingDown = false ;
}
else if (event.keyCode===65) {
player.pressingLeft = false ;
}
else if (event.keyCode===87) {
player.pressingUp = false ;
}
}
function updateplayerposition() {
if(player.pressingRight)player.x+=10
if(player.pressingLeft)player.x-=10
if(player.pressingUp)player.y-=10
if(player.pressingDown)player.y+=10
if(player.x <player.width/2)player.x=player.width/2;
if(player.x>WIDTH-player.width/2)player.x = WIDTH-player.width/2;
if(player.y<player.height/2)player.y=player.height/2;
if(player.y>HEIGHT-player.height/2)player.y = HEIGHT-player.height/2;
}
var player = {
name :'E' ,
x : 40 ,
spdX : 30 ,
y : 40 ,
spdY : 5 ,
hp : 10 ,
width : 20 ,
height : 20,
atkspd : 1,
color : 'green',
attackcounter : 0,
pressingDown : false,
pressingUp : false,
pressingLeft : false,
pressingRight : false,
aimAngle : 0
};
var enemylist ={};
var upgradelist = {};
var bulletlist = {};
function drawCanvas() {
startnewgame();
setInterval(update,40);
}
#header{
background: #202020 ;
font-size: 36px;
text-align: center;
padding:0;
margin: 0;
font-style: italic;
color: #FFFFFF;
}
#ctx{
border: 2px solid #000000;
margin-left: auto;
margin-right: auto;
left: 0;
right: 0;
margin-top: 20px;
position: absolute;
background: #ffffff;
}
#leftmenu{
margin-top: 20px;
margin-bottom: 65px;
padding-right: 10px;
float: left;
width: 300px;
height: 580px;
background: #C8C8C8;
border-radius: 10px;
border: 10px solid #002699;
}
nav#leftmenu h2{
text-align: center;
font-size: 30px;
}
nav#leftmenu ul{
list-style: none;
padding: 0;
}
nav#leftmenu li{
list-style: none;
font-size: 24px;
margin-top: 20px;
border-bottom: 2px dashed #000;
margin-left: 0px;
text-align: center;
}
nav#leftmenu a{
text-decoration: none;
font-weight: bold;
color: #1c478e;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>A Awesome Game</title>
<link href="css/style.css" rel="stylesheet">
<script src="js/script.js" type="text/javascript"></script>
</head>
<body onload="drawCanvas();" style="background: linear-gradient(to bottom left, #0000ff -10%, #33ccff 100%);">
<h1 id="header">Welcome to my GAME!!</h1>
<!--Canvas-->
<canvas id ="ctx" width ="800" height="600" style = "border:1px solid #000000;"></canvas>
<!--leftMenu-->
<section>
<nav id="leftmenu">
<h2>Menu</h2>
<ul>
<li>New Game</li>
<li>Pause Game</li>
<li>Option</li>
<li>End it now</li>
</ul>
</nav>
</section>
</body>
</html>
Ps. this ti my first post,Sorry if I did something wrong.
Edit: canvas id from canvas to ctx
Here's a snippet that's working and drawing correctly. It was just a little typo in the update function, writing it like:
if (frameCount % 100 === 0) random
spwanenemy();
instead of:
if (frameCount % 100 === 0) randomspwanenemy();
So, yea, just a little typo! Understanding errors from the developer console (F12) and spotting what's wrong is a vital skill. Keep practicing!
function startnewgame() {
score = 0;
player.hp = 10;
timewhenlasthit = Date.now();
timewhengamestart = Date.now();
frameCount = 0;
enemylist = {};
bulletlist = {};
upgradelist = {};
randomspwanenemy();
}
function update() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
ctx.fillText("Score = " + score, 200, 30);
score++;
frameCount++;
if (frameCount % 100 === 0) randomspwanenemy();
if (frameCount % 75 === 0) randomspwanupgrade();
player.attackcounter += player.atkspd;
updateplayerposition();
drawplayer(player);
for (var i in bulletlist) {
updateplayer(bulletlist[i]);
bulletlist[i].timer++;
var toRemove = false;
if (bulletlist[i].timer > 100) {
toRemove = true;
}
for (var j in enemylist) {
var cod = getdistant(bulletlist[i], enemylist[j]);
if (cod) {
toRemove = true;
delete enemylist[j];
score += 1000;
break;
}
}
if (toRemove) delete bulletlist[i];
}
for (var i in upgradelist) {
updateplayer(upgradelist[i]);
var temp = getdistant(player, upgradelist[i]);
if (temp) {
if (upgradelist[i].type === 'score') {
score += 100;
}
if (upgradelist[i].type === 'atkspd') {
player.atkspd += 5;
}
delete upgradelist[i];
}
}
for (var i in enemylist) {
updateplayer(enemylist[i]);
var temp = getdistant(player, enemylist[i]);
death(temp);
}
}
function drawplayer(x) {
ctx.save();
ctx.fillStyle = x.color;
ctx.fillRect(x.x - x.width / 2, x.y - x.height / 2, x.width, x.height);
ctx.restore();
ctx.fillText("HP = " + player.hp, 20, 30);
ctx.fillText("bullet = " + player.attackcounter, 20, 80);
}
function drawenemy(x) {
ctx.save();
ctx.fillStyle = x.color;
ctx.fillRect(x.x - x.width / 2, x.y - x.height / 2, x.width, x.height);
ctx.restore();
}
function updateplayer(x) {
if (x.x + x.width / 2 >= WIDTH) {
x.x = WIDTH - x.width / 2;
x.spdX = -x.spdX;
}
if (x.x - x.width / 2 <= 0) {
x.x = x.width / 2;
x.spdX = -x.spdX;
}
if (x.y + x.height / 2 >= HEIGHT) {
x.y = HEIGHT - x.height / 2;
x.spdY = -x.spdY;
}
if (x.y - x.height / 2 <= 0) {
x.y = x.height / 2;
x.spdY = -x.spdY;
}
x.x += x.spdX;
x.y += x.spdY;
drawenemy(x);
}
function adde(id, x, y, spdX, spdY, width, height) {
var earth = {
name: 'A',
x: x,
spdX: spdX,
y: y,
spdY: spdY,
id: id,
width: width,
height: height,
color: 'red'
};
enemylist[id] = earth;
}
function addupgrade(id, x, y, spdX, spdY, width, height, color, type) {
var earth = {
name: 'A',
x: x,
spdX: spdX,
y: y,
spdY: spdY,
id: id,
width: width,
height: height,
color: color,
type: type
};
upgradelist[id] = earth;
}
function addbullet(id, x, y, spdX, spdY, width, height) {
var earth = {
name: 'A',
x: x,
spdX: spdX,
y: y,
spdY: spdY,
id: id,
width: width,
height: height,
color: 'black',
timer: 0
};
bulletlist[id] = earth;
}
function getdistant(earth1, earth2) {
var rect1 = {
x: earth1.x - earth1.width / 2,
y: earth1.y - earth1.height / 2,
width: earth1.width,
height: earth1.height
};
var rect2 = {
x: earth2.x - earth2.width / 2,
y: earth2.y - earth2.height / 2,
width: earth2.width,
height: earth2.height
};
return testcol(rect1, rect2);
}
function death(x) {
if (x) {
player.hp -= 1;
if (player.hp == 0) {
var ttime = Date.now() - timewhengamestart;
timewhengamestart = Date.now();
console.log("DEAD!! you score " + score);
startnewgame();
}
}
}
function randomspwanenemy() {
var x = Math.random() * WIDTH;
var y = Math.random() * HEIGHT;
var height = 10 + Math.random() * 30;
var width = 10 + Math.random() * 30;
var spdY = Math.random() * 5 + 5;
var spdX = Math.random() * 5 + 5;
var id = Math.random();
//console.log(x,y,height,width,spdX,spdY);
adde(id, x, y, spdX, spdY, width, height);
}
function randomspwanupgrade() {
var x = Math.random() * WIDTH;
var y = Math.random() * HEIGHT;
var height = 10;
var width = 10;
var spdY = 0;
var spdX = 0;
var id = Math.random();
var sample = Math.random();
if (sample > 0.5) {
var type = 'score';
var color = 'lightblue';
} else {
var type = 'atkspd';
var color = 'purple';
}
addupgrade(id, x, y, spdX, spdY, width, height, color, type);
}
function randomspwanbullet(earth, overangle) {
var x = player.x;
var y = player.y;
var height = 10;
var width = 10;
//var tid = pp(Math.random());
var angle = earth.aimAngle;
if (overangle !== undefined) {
angle = overangle;
}
var spdY = (Math.sin(angle) * 10);
var spdX = (Math.cos(angle) * 10);
var id = Math.random();
addbullet(id, x, y, spdX, spdY, width, height);
}
function testcol(earth1, earth2) {
var lasthit = Date.now() - timewhenlasthit;
if (earth1.x <= earth2.x + earth2.width && earth2.x <= earth1.x + earth1.width && earth1.y <= earth2.y + earth2.height && earth2.y <= earth1.y + earth1.height && lasthit >= 1000) {
timewhenlasthit = Date.now();
return 1;
}
}
function pp(x) {
if (x > 0.5) return 1;
else return -1;
}
var canvas = document.getElementById("ctx")
var ctx = canvas.getContext('2d');
var frameCount = 0;
ctx.font = '30 px Arial';
var score = 0
var HEIGHT = 500;
var WIDTH = 500;
var timewhengamestart = Date.now();
var timewhenlasthit = Date.now();
document.onmousemove = function(mouse) {
var mouseX = mouse.clientX - document.getElementById('ctx').getBoundingClientRect().left;
var mouseY = mouse.clientY - document.getElementById('ctx').getBoundingClientRect().top;;
mouseX -= player.x;
mouseY -= player.y;
player.aimAngle = Math.atan2(mouseY, mouseX);
/* if(mouseX <player.width/2)mouseX=player.width/2;
if(mouseX>WIDTH-player.width/2)mouseX = WIDTH-player.width/2;
if(mouseY<player.height/2)mouseY=player.height/2;
if(mouseY>HEIGHT-player.height/2)mouseY = HEIGHT-player.height/2;
player.x = mouseX;
player.y = mouseY;*/
}
document.onclick = function(mouse) {
if (player.attackcounter > 25) {
randomspwanbullet(player, player.aimAngle);
player.attackcounter = 0;
}
}
document.oncontextmenu = function(mouse) {
if (player.attackcounter > 1000) {
for (var i = 1; i < 361; i++) {
randomspwanbullet(player, i);
}
player.attackcounter = 0;
}
mouse.preventDefault();
}
document.onkeydown = function(event) {
if (event.keyCode === 68) {
player.pressingRight = true;
} else if (event.keyCode === 83) {
player.pressingDown = true;
} else if (event.keyCode === 65) {
player.pressingLeft = true;
} else if (event.keyCode === 87) {
player.pressingUp = true;
}
}
document.onkeyup = function(event) {
if (event.keyCode === 68) {
player.pressingRight = false;
} else if (event.keyCode === 83) {
player.pressingDown = false;
} else if (event.keyCode === 65) {
player.pressingLeft = false;
} else if (event.keyCode === 87) {
player.pressingUp = false;
}
}
function updateplayerposition() {
if (player.pressingRight) player.x += 10
if (player.pressingLeft) player.x -= 10
if (player.pressingUp) player.y -= 10
if (player.pressingDown) player.y += 10
if (player.x < player.width / 2) player.x = player.width / 2;
if (player.x > WIDTH - player.width / 2) player.x = WIDTH - player.width / 2;
if (player.y < player.height / 2) player.y = player.height / 2;
if (player.y > HEIGHT - player.height / 2) player.y = HEIGHT - player.height / 2;
}
var player = {
name: 'E',
x: 40,
spdX: 30,
y: 40,
spdY: 5,
hp: 10,
width: 20,
height: 20,
atkspd: 1,
color: 'green',
attackcounter: 0,
pressingDown: false,
pressingUp: false,
pressingLeft: false,
pressingRight: false,
aimAngle: 0
};
var enemylist = {};
var upgradelist = {};
var bulletlist = {};
function drawCanvas() {
startnewgame();
setInterval(update, 40);
}
#header {
background: #202020;
font-size: 36px;
text-align: center;
padding: 0;
margin: 0;
font-style: italic;
color: #FFFFFF;
}
#ctx {
border: 2px solid #000000;
margin-left: auto;
margin-right: auto;
left: 0;
right: 0;
margin-top: 20px;
position: absolute;
background: #ffffff;
}
#leftmenu {
margin-top: 20px;
margin-bottom: 65px;
padding-right: 10px;
float: left;
width: 300px;
height: 580px;
background: #C8C8C8;
border-radius: 10px;
border: 10px solid #002699;
}
nav#leftmenu h2 {
text-align: center;
font-size: 30px;
}
nav#leftmenu ul {
list-style: none;
padding: 0;
}
nav#leftmenu li {
list-style: none;
font-size: 24px;
margin-top: 20px;
border-bottom: 2px dashed #000;
margin-left: 0px;
text-align: center;
}
nav#leftmenu a {
text-decoration: none;
font-weight: bold;
color: #1c478e;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>A Awesome Game</title>
<link href="css/style.css" rel="stylesheet">
<script src="js/script.js" type="text/javascript"></script>
</head>
<body onload="drawCanvas();" style="background: linear-gradient(to bottom left, #0000ff -10%, #33ccff 100%);">
<h1 id="header">Welcome to my GAME!!</h1>
<!--Canvas-->
<canvas id="ctx" width="800" height="600" style="border:1px solid #000000;"></canvas>
<!--leftMenu-->
<section>
<nav id="leftmenu">
<h2>Menu</h2>
<ul>
<li>New Game
</li>
<li>Pause Game
</li>
<li>Option
</li>
<li>End it now
</li>
</ul>
</nav>
</section>
</body>
</html>

sliderCursor not staying in slider

I'm trying to create a custom range slider. I'm having trouble keeping the slidersCursor in the slider.
Here's the relevant code:
var cursorPosition = 1 - clamp01((sliderDimention - (e.clientX - startPoint.left)) / sliderDimention);
sliderCursor.style.transform = 'translateX(' + (cursorPosition * sliderDimention - cursorRadius) + 'px)';
With the code above, when you drag the slider to the far right or left, the cursor goes halfway out of the slider on either side.
When I remove - cursorRadius, it goes too much to the right side. It stays in the slider when you drag to the left, but when you drag it to the right, it goes out of the slider.
When cursorRadius is equal to cursor.offsetWidth, it goes too much to the left side.
How can I make the sliderCursor stay in the slider when you drag to the far sides?
(Please don't post any JQuery or other "you can use 'this' plugin" answers. I'm doing this for learning purposes, and I want to create my own. Thanks!)
JSFiddle
function RangeSlider( /** DOM Elem */ parentElem) {
var wrapperElem = document.getElementsByClassName('wrapperElem')[0],
slider = document.getElementsByClassName('slider')[0],
sliderCursor = document.getElementsByClassName('sliderCursor')[0];
var sliderDimention = slider.offsetWidth,
cursorRadius = sliderCursor.offsetHeight / 2,
startPoint,
currentTarget;
function sliderDown(e) {
e.preventDefault();
currentTarget = null;
var sliderWithDescendents = wrapperElem.querySelectorAll('*');
for (var i = 0; i < sliderWithDescendents.length; i++) {
sliderWithDescendents[i]
if (sliderWithDescendents[i] === e.target || wrapperElem === e.target) {
currentTarget = wrapperElem.children[0];
break;
}
}
if (currentTarget === null) return;
startPoint = getOrigin(currentTarget);
sliderDimention = slider.offsetWidth;
window.addEventListener('mousemove', sliderMove);
sliderMove(e);
}
function sliderMove(e) {
var cursorPosition = 1 - clamp01((sliderDimention - (e.clientX - startPoint.left)) / sliderDimention);
sliderCursor.style.transform = 'translateX(' + (cursorPosition * sliderDimention - cursorRadius) + 'px)';
}
function mouseUpEvents() {
window.removeEventListener('mousemove', sliderMove);
}
wrapperElem.addEventListener('mousedown', sliderDown);
window.addEventListener('mouseup', mouseUpEvents);
}
var sliderTest = document.getElementById('sliderTest');
var test = new RangeSlider(sliderTest);
function clamp01(val) {
return Math.min(1, Math.max(0, val));
}
function getOrigin(elm) {
var box = (elm.getBoundingClientRect) ? elm.getBoundingClientRect() : {
top: 0,
left: 0
},
doc = elm && elm.ownerDocument,
body = doc.body,
win = doc.defaultView || doc.parentWindow || window,
docElem = doc.documentElement || body.parentNode,
clientTop = docElem.clientTop || body.clientTop || 0, // border on html or body or both
clientLeft = docElem.clientLeft || body.clientLeft || 0;
return {
left: box.left + (win.pageXOffset || docElem.scrollLeft) - clientLeft,
top: box.top + (win.pageYOffset || docElem.scrollTop) - clientTop
};
}
.wrapperElem {
height: 18px;
width: 100%;
cursor: pointer;
display: flex;
}
.slider {
height: 100%;
width: calc(100% - 62px);
border: 1px solid black;
}
.sliderCursor {
width: 14px;
height: 14px;
border-radius: 50%;
border: 2px solid black;
}
<div class="wrapperElem">
<div class="slider">
<div class="sliderCursor"></div>
</div>
</div>
It should be sliderCursor.style.transform = 'translateX(' + (cursorPosition * (sliderDimention - cursorRadius*2)) + 'px)';
You need the radius times x2 then the brackets are to perform the operations first then multiply by cursorPostions (which is from 0 to 1);
Although it works, I'd try clamp the final value (from [0 + radius] to [dimension - radius]). That way you won't get this weird drag where the mouse is in the left or right of the scroll_cursor. You want the mouse to be in the center of it at all times.
If you are doing it for learning, dissect rangeslider.js? It's very well coded.
function RangeSlider( /** DOM Elem */ parentElem) {
var wrapperElem = document.getElementsByClassName('wrapperElem')[0],
slider = document.getElementsByClassName('slider')[0],
sliderCursor = document.getElementsByClassName('sliderCursor')[0];
var sliderDimention = slider.offsetWidth,
cursorRadius = sliderCursor.offsetHeight / 2,
startPoint,
currentTarget;
function sliderDown(e) {
e.preventDefault();
currentTarget = null;
var sliderWithDescendents = wrapperElem.querySelectorAll('*');
for (var i = 0; i < sliderWithDescendents.length; i++) {
sliderWithDescendents[i]
if (sliderWithDescendents[i] === e.target || wrapperElem === e.target) {
currentTarget = wrapperElem.children[0];
break;
}
}
if (currentTarget === null) return;
startPoint = getOrigin(currentTarget);
sliderDimention = slider.offsetWidth;
window.addEventListener('mousemove', sliderMove);
sliderMove(e);
}
function sliderMove(e) {
var cursorPosition = 1 - clamp01((sliderDimention - (e.clientX - startPoint.left)) / sliderDimention);
sliderCursor.style.transform = 'translateX(' + (cursorPosition * (sliderDimention - cursorRadius*2)) + 'px)';;
}
function mouseUpEvents() {
window.removeEventListener('mousemove', sliderMove);
}
wrapperElem.addEventListener('mousedown', sliderDown);
window.addEventListener('mouseup', mouseUpEvents);
}
var sliderTest = document.getElementById('sliderTest');
var test = new RangeSlider(sliderTest);
function clamp01(val) {
return Math.min(1, Math.max(0, val));
}
function getOrigin(elm) {
var box = (elm.getBoundingClientRect) ? elm.getBoundingClientRect() : {
top: 0,
left: 0
},
doc = elm && elm.ownerDocument,
body = doc.body,
win = doc.defaultView || doc.parentWindow || window,
docElem = doc.documentElement || body.parentNode,
clientTop = docElem.clientTop || body.clientTop || 0, // border on html or body or both
clientLeft = docElem.clientLeft || body.clientLeft || 0;
return {
left: box.left + (win.pageXOffset || docElem.scrollLeft) - clientLeft,
top: box.top + (win.pageYOffset || docElem.scrollTop) - clientTop
};
}
.wrapperElem {
height: 18px;
width: 100%;
cursor: pointer;
display: flex;
}
.slider {
height: 100%;
width: calc(100% - 62px);
border: 1px solid black;
}
.sliderCursor {
width: 14px;
height: 14px;
border-radius: 50%;
border: 2px solid black;
}
<div class="wrapperElem">
<div class="slider">
<div class="sliderCursor"></div>
</div>
</div>

How to snap elements to other draggable elements using interact.js

I'm making a draggable elements using interactjs.io
I need implement exactly the same behaviour that jQuery UI snap. You can see an example here in the official documentation:
The behaviour is: snaps to all other draggable elements
In interactjs.io, in the documentation, you have "Snapping" (link documentation), but I don't find the way of coding it.
I have created a fiddle here: Fiddle Link
This is my JS Code:
interact('.draggable')
.draggable({
onmove: dragMoveListener,
snap: {},
});
function dragMoveListener (event) {
var target = event.target,
// keep the dragged position in the data-x/data-y attributes
x = (parseFloat(target.getAttribute('data-x')) || 0) + event.dx,
y = (parseFloat(target.getAttribute('data-y')) || 0) + event.dy;
// translate the element
target.style.webkitTransform =
target.style.transform =
'translate(' + x + 'px, ' + y + 'px)';
// update the position attributes
target.setAttribute('data-x', x);
target.setAttribute('data-y', y);
}
I need modify the snap section code, to make the draggable items snapping with others.
snap: {}
Thanks!!
The following code can give you some ideas to get the result that you want. It works with draggable elements of different sizes. Function targets are used to set the target points and lines.
You can test it in this jsfiddle.
var AXIS_RANGE = 12;
var CORNER_RANGE = 14;
var CORNER_EXCLUDE_AXIS = 8;
var AXIS_EXTRA_RANGE = -6;
var myItems = [];
var currentElement = null;
var offX1, offY1, offX2, offY2;
function getPosition(element) {
return {
x: parseFloat(element.getAttribute('data-x')) || 0,
y: parseFloat(element.getAttribute('data-y')) || 0
};
}
function isBetween(value, min, length) {
return min - AXIS_EXTRA_RANGE < value && value < (min + length) + AXIS_EXTRA_RANGE;
}
function getDistance(value1, value2) {
return Math.abs(value1 - value2);
}
function getSnapCoords(element, axis) {
var result = {
isOK: false
};
if (currentElement && currentElement !== element) {
var pos = getPosition(element);
var cur = getPosition(currentElement);
var distX1a = getDistance(pos.x, cur.x);
var distX1b = getDistance(pos.x, cur.x + currentElement.offsetWidth);
var distX2a = getDistance(pos.x + element.offsetWidth, cur.x);
var distX2b = getDistance(pos.x + element.offsetWidth, cur.x + currentElement.offsetWidth);
var distY1a = getDistance(pos.y, cur.y);
var distY1b = getDistance(pos.y, cur.y + currentElement.offsetHeight);
var distY2a = getDistance(pos.y + element.offsetHeight, cur.y);
var distY2b = getDistance(pos.y + element.offsetHeight, cur.y + currentElement.offsetHeight);
var distXa = Math.min(distX1a, distX2a);
var distXb = Math.min(distX1b, distX2b);
var distYa = Math.min(distY1a, distY2a);
var distYb = Math.min(distY1b, distY2b);
if (distXa < distXb) {
result.offX = offX1;
} else {
result.offX = offX2
}
if (distYa < distYb) {
result.offY = offY1;
} else {
result.offY = offY2
}
var distX1 = Math.min(distX1a, distX1b);
var distX2 = Math.min(distX2a, distX2b);
var distY1 = Math.min(distY1a, distY1b);
var distY2 = Math.min(distY2a, distY2b);
var distX = Math.min(distX1, distX2);
var distY = Math.min(distY1, distY2);
var dist = Math.max(distX, distY);
var acceptAxis = dist > CORNER_EXCLUDE_AXIS;
result.x = distX1 < distX2 ? pos.x : pos.x + element.offsetWidth;
result.y = distY1 < distY2 ? pos.y : pos.y + element.offsetHeight;
var inRangeX1 = isBetween(pos.x, cur.x, currentElement.offsetWidth);
var inRangeX2 = isBetween(cur.x, pos.x, element.offsetWidth);
var inRangeY1 = isBetween(pos.y, cur.y, currentElement.offsetHeight);
var inRangeY2 = isBetween(cur.y, pos.y, element.offsetHeight);
switch (axis) {
case "x":
result.isOK = acceptAxis && (inRangeY1 || inRangeY2);
break;
case "y":
result.isOK = acceptAxis && (inRangeX1 || inRangeX2);
break;
default:
result.isOK = true;
break;
}
}
return result;
}
$('.draggable').each(function() {
var pos = getPosition(this);
this.style.transform = 'translate(' + pos.x + 'px, ' + pos.y + 'px)';
myItems.push(getPosition(this));
});
interact('.draggable').draggable({
onstart: function(event) {
currentElement = event.target;
var pos = getPosition(currentElement);
offX1 = event.clientX - pos.x;
offY1 = event.clientY - pos.y;
offX2 = event.clientX - currentElement.offsetWidth - pos.x;
offY2 = event.clientY - currentElement.offsetHeight - pos.y;
},
onmove: dragMoveListener,
snap: {
targets:
(function() {
var snapPoints = [];
$('.draggable').each(function() {
(function(element) {
// Slide along the X axis
snapPoints.push(
function(x, y) {
var data = getSnapCoords(element, "x");
if (data.isOK) {
return {
x: data.x + data.offX,
range: AXIS_RANGE
};
}
});
// Slide along the Y axis
snapPoints.push(
function(x, y) {
var data = getSnapCoords(element, "y");
if (data.isOK) {
return {
y: data.y + data.offY,
range: AXIS_RANGE
};
}
});
// Snap to corner
snapPoints.push(
function(x, y) {
var data = getSnapCoords(element);
if (data.isOK) {
return {
x: data.x + data.offX,
y: data.y + data.offY,
range: CORNER_RANGE
};
}
});
})(this);
});
return snapPoints;
})()
},
onend: function(event) {
$('.draggable').each(function() {
currentElement = null;
myItems.push(getPosition(this));
});
}
});
function dragMoveListener(event) {
var target = event.target;
var oldPos = getPosition(target);
var x = oldPos.x + event.dx;
var y = oldPos.y + event.dy;
// keep the dragged position in the data-x/data-y attributes
target.setAttribute('data-x', x);
target.setAttribute('data-y', y);
// translate the element
target.style.webkitTransform =
target.style.transform =
'translate(' + x + 'px, ' + y + 'px)';
$('#position').text('x: ' + x + ' - y: ' + y);
var result = $.grep(myItems, function(e) {
if (e.x == parseInt(target.getAttribute('data-x')) || e.y == parseInt(target.getAttribute('data-y')))
return 1;
});
if (result.length >= 1)
target.style.backgroundColor = '#CCC';
else
target.style.backgroundColor = '#FFF';
}
I made a JSFiddle without using interact.js. I only used jQuery. I did not use interactjs.io as you implied that you only prefer it but don't require it.
The code works with elements of different sizes.
jQuery.fn.reverse = [].reverse;
/* Handle add button clicks*/
$(".add-draggable").click(function() {
var newDraggable = jQuery("<div class='draggable'></div>");
newDraggable.css({
position: 'absolute',
left: 150,
top: 150
})
newDraggable.attr({
'data-x': 150,
'data-y': 150
}).addClass("large");
jQuery(".draggable-wapper").append(newDraggable)
});
// initiate blocks
// This is done in revers as when the element is absolutly positioned .poisition() will retrun differnt values for the next element (mostly x will be 0 for all elements)
$(".draggable").reverse().each(function(i, e) {
_this = jQuery(this);
position = _this.position();
_this.css({
position: 'absolute',
left: position.left,
top: position.top
}).attr("data-y", position.top).attr("data-x", position.left);
});
// Set some variabkles
// Used to differentiate clicks on elements from dragging
var isDragging = false;
// Store coordiators of all elements
var coord;
// The moving element
var element = null;
// The offset to which the moving element snaps to the target element
// in percentage
var snappingYOffset = 20;
var snappingXOffset = 20;
$(".draggable-wapper").on("mousedown", ".draggable", function() {
_this = element = jQuery(this);
coord = [];
isDragging = true;
// Update coord
jQuery(".draggable").each(function(i, e) {
if (i == element.index())
return true;
ele = jQuery(e);
var position = ele.position();
var elementData = getData(ele);
coord[i] = {
leftX: position.left,
rightX: position.left + ele.outerWidth(),
topY: position.top,
bottomY: position.top + ele.outerHeight()
}
jQuery.extend(coord[i], elementData);
});
_this.removeData("last-position");
});
jQuery(document).on("mousemove", function(e) {
if (!isDragging)
return;
var lastPosition = _this.data("last-position");
element.addClass("moving");
if (typeof lastPosition != 'undefined') {
// get difference to detemine new position
var xDelta = e.clientX - lastPosition.x;
var yDelta = e.clientY - lastPosition.y;
var elementX = parseInt(element.attr("data-x"));
var elementY = parseInt(element.attr("data-y"));
element.attr({
"data-x": elementX + xDelta,
"data-y": elementY + yDelta
}).css({
"left": elementX + xDelta,
"top": elementY + yDelta
});
// find which element is closer to moving elements and within offset limits
filterArray(coord, _this);
}
// Save values for next itertation
var position = {
x: e.clientX,
y: e.clientY
};
element.data("last-position", position);
})
.on("mouseup", function() {
if (isDragging) {
isDragging = false;
element.removeClass("moving");
}
});
function filterArray(array, element) {
// Set coord for moving element
// x1: left, x2: right, y1: top, y2: bottom
var elementX1 = parseInt(element.attr("data-x"));
var elementX2 = elementX1 + element.outerWidth();
var elementY1 = parseInt(element.attr("data-y"));
var elementY2 = elementY1 + element.outerHeight();
// Show value inside element
element.html('y:' + elementY1 + '<br> x: ' + elementX1);
var result = {};
// Loop through other elements and match the closeset
array.forEach(function(value, index, originalArray) {
// Get coordinators of each element
// x1: left, x2: right, y1: top, y2: bottom
var x1 = value['leftX'];
var x2 = value['rightX'];
var y1 = value['topY'];
var y2 = value['bottomY'];
// Get which element is bigger; the moving or the target element
var biggerDim = bigger(element, {
height: value['height'],
width: value['width']
});
// Show values inside element
jQuery(".draggable").eq(index).html('y:' + y1 + '<br> x: ' + x1);
// Get offset for partiuclar element
var xOffset = value['xOffset'];
var yOffset = value['yOffset'];
// yRange checks if moving element is moving within the Y range of target element
// This requried to snap if true
var yRange = (biggerDim.height == 'moving') ? y1 >= (elementY1 - yOffset) && y2 <= (elementY2 + yOffset) : elementY1 > (y1 - yOffset) && elementY2 < (y2 + yOffset);
// xRange checks if moving element is moving within the X range of target element
// This requried to snap if true
var xRange = (biggerDim.width == 'moving') ? x1 > (elementX1 - xOffset) && x2 < (elementX2 + xOffset) : elementX1 > (x1 - xOffset) && elementX2 < (x2 + xOffset);
// Is source element (moving) within the Y range
if (yRange) {
// Is source element within right range of target
if (elementX1 >= (x2 - xOffset) && elementX1 <= (x2 + xOffset)) {
// Left side of the moving element
element.css({
"left": x2
});
// Is source element within left range of target
} else if (elementX2 >= (x1 - xOffset) && elementX2 <= (x1 + xOffset)) {
// right side of the moving element
element.css({
"left": x1 - element.outerWidth()
});
}
}
// Is source element (moving) within the X range of target
if (xRange) {
if (elementY1 >= (y2 - yOffset) && elementY1 <= (y2 + yOffset)) {
// Top side of the moving element
element.css({
"top": y2
});
} else if (elementY2 >= (y1 - yOffset) && elementY2 <= (y1 + yOffset)) {
// bottom side of the moving element
element.css({
"top": y1 - element.outerHeight()
});
}
}
});
}
/* Find which element is bigger */
function bigger(moving, target) {
var width1 = moving.outerWidth();
var height1 = moving.outerHeight();
var width2 = target.width;
var height2 = target.height;
var result = {
width: 'target',
height: 'target'
};
if (width1 > width2)
result.width = 'moving';
if (height1 > height2)
result.height = 'moving';
return result;
}
/* Get data releted to a certain element */
function getData(ele) {
var height = ele.outerHeight();
var width = ele.outerWidth();
var xOffset = (width * snappingXOffset) / 100;
var yOffset = (height * snappingYOffset) / 100;
return {
height: height,
width: width,
xOffset: xOffset,
yOffset: yOffset
}
}
.draggable {
background-color: green;
border: 1px solid white;
box-sizing: border-box;
cursor: move;
float: left;
padding: 5px;
position: relative;
color: white;
font-family: "calibri", -webkit-touch-callout: none;
/* iOS Safari */
-webkit-user-select: none;
/* Chrome/Safari/Opera */
-khtml-user-select: none;
/* Konqueror */
-moz-user-select: none;
/* Firefox */
-ms-user-select: none;
/* Internet Explorer/Edge */
user-select: none;
/* Non-prefixed version, currently
not supported by any browser */
}
.draggable.large {
height: 300px;
width: 100px;
font-size: 16px;
}
.draggable.small {
height: 50px;
width: 50px;
font-size: 12px;
}
.draggable.medium {
height: 100px;
width: 80px;
font-size: 12px;
}
.draggable-wapper {
float: left;
position: relative;
}
.moving {
z-index: 2;
background-color: purple;
}
.add-draggable {
background-color: green;
border: 1px solid #0a5e1d;
border-radius: 5px;
color: white;
cursor: pointer;
font-size: 19px;
padding: 10px 20px;
position: absolute;
right: 15px;
top: 15px;
transition: all 0.5s ease 0s;
font-family: "calibri",
}
.add-draggable:hover {
opacity: 0.9;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class='draggable-wapper'>
<div class='draggable small'></div>
<div class='draggable large'></div>
<div class='draggable large'></div>
<div class='draggable large'></div>
<div class='draggable small'></div>
<div class='draggable medium'></div>
<div class='draggable medium'></div>
</div>
<div class='add-draggable'>
Add
</div>

Drag an HTML box and make another box follow it with JavaScript

I am trying to create something like drag a box (Hello World) to any location, and the second box (Follow World) will follow slowly.
In the code below, the drag box is fine, but the follow box will not follow properly. Also, the drag box cannot drop.
function startDrag(e) {
// determine event object
if (!e) {
var e = window.event;
}
// IE uses srcElement, others use target
var targ = e.target ? e.target : e.srcElement;
if (targ.className != 'dragme') {
return
};
// calculate event X, Y coordinates
offsetX = e.clientX;
offsetY = e.clientY;
// assign default values for top and left properties
if (!targ.style.left) {
targ.style.left = '0px'
};
if (!targ.style.top) {
targ.style.top = '0px'
};
// calculate integer values for top and left
// properties
coordX = parseInt(targ.style.left);
coordY = parseInt(targ.style.top);
drag = true;
// move div element
document.onmousemove = dragDiv;
return false;
}
function dragDiv(e) {
if (!drag) {
return
};
if (!e) {
var e = window.event
};
var targ = e.target ? e.target : e.srcElement;
// move div element
targ.style.left = coordX + e.clientX - offsetX + 'px';
targ.style.top = coordY + e.clientY - offsetY + 'px';
return false;
}
function stopDrag() {
timer();
drag = false;
}
window.onload = function() {
document.onmousedown = startDrag;
document.onmouseup = stopDrag;
}
function disp() {
var step = 1;
var y = document.getElementById('followme').offsetTop;
var x = document.getElementById('followme').offsetLeft;
var ty = document.getElementById('draggable').offsetTop;
var ty = document.getElementById('draggable').offsetLeft;
if (y < ty) {
y = y + step;
document.getElementById('followme').style.top = y + "px"; // vertical movment
} else {
if (x < tx) {
x = x + step;
document.getElementById('followme').style.left = x + "px"; // horizontal movment
}
}
}
function timer() {
disp();
var y = document.getElementById('followme').offsetTop;
var x = document.getElementById('followme').offsetLeft;
document.getElementById("msg").innerHTML = "X: " + tx + " Y : " + ty
my_time = setTimeout('timer()', 10);
}
.dragme {
position: relative;
width: 60px;
height: 80px;
cursor: move;
}
.followme {
position: relative;
width: 60px;
height: 80px;
}
#draggable {
background-color: #ccc;
border: 1px solid #000;
}
#followme {
background-color: #ccc;
border: 1px solid #000;
}
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Drag and drop</title>
</head>
<body>
<div id='msg'></div>
<div id="draggable" class="dragme">"Hello World!"</div>
<div id="followme" class="followme">"Follow World!"</div>
Fix yours disp and timer functions to this:
function disp()
{
var step = 1;
// in dragDiv() you modifying style.left/style.top properties, not offsetTop/offsetLeft
var x = parseInt(document.getElementById('followme').style.left) || 0;
var y = parseInt(document.getElementById('followme').style.top) || 0;
var tx = parseInt(document.getElementById('draggable').style.left) || 0;
var ty = parseInt(document.getElementById('draggable').style.top) || 0;
// properly calculate offset
var dx = ((dx = tx - x) == 0) ? 0 : Math.abs(dx) / dx;
var dy = ((dy = ty - y) == 0) ? 0 : Math.abs(dy) / dy;
document.getElementById('followme').style.left = (x + dx * step) + "px"; // horisontal movment
document.getElementById('followme').style.top = (y + dy * step) + "px"; // vertical movment
}
function timer()
{
disp();
var y=document.getElementById('followme').offsetTop;
var x=document.getElementById('followme').offsetLeft;
document.getElementById("msg").innerHTML="X: " + x + " Y : " + y; // typo was here
my_time = setTimeout(function () {
clearTimeout(my_time); // need to clear timeout or it'll be adding each time 'Hello world' clicked
timer();
},10);
}
In the following snippet, the pink box is draggable and the blue box follows it around. You can change pixelsPerSecond to adjust the speed of movement.
function message(s) {
document.getElementById('messageContainer').innerHTML = s;
}
window.onload = function () {
var pixelsPerSecond = 80,
drag = document.getElementById('drag'),
follow = document.getElementById('follow'),
wrapper = document.getElementById('wrapper'),
messageContainer = document.getElementById('messageContainer'),
leftMax,
topMax;
function setBoundaries() {
leftMax = wrapper.offsetWidth - drag.offsetWidth;
topMax = wrapper.offsetHeight - drag.offsetHeight;
drag.style.left = Math.min(drag.offsetLeft, leftMax) + 'px';
drag.style.top = Math.min(drag.offsetTop, topMax) + 'px';
}
setBoundaries();
window.onresize = setBoundaries;
[drag, follow, messageContainer].forEach(function (element) {
element.className += ' unselectable';
element.ondragstart = element.onselectstart = function (event) {
event.preventDefault();
};
});
var start = Date.now();
drag.onmousedown = function (event) {
event = event || window.event;
var x0 = event.pageX || event.clientX,
y0 = event.pageY || event.clientY,
left0 = drag.offsetLeft,
top0 = drag.offsetTop;
window.onmousemove = function (event) {
var x = event.pageX || event.clientX,
y = event.pageY || event.clientY;
drag.style.left = Math.max(0, Math.min(left0 + x - x0, leftMax)) + 'px';
drag.style.top = Math.max(0, Math.min(top0 + y - y0, topMax)) + 'px';
};
window.onmouseup = function () {
window.onmousemove = window.onmouseup = undefined;
};
};
follow.x = follow.offsetLeft;
follow.y = follow.offsetTop;
function update() {
var elapsed = Date.now() - start;
if (elapsed === 0) {
window.requestAnimationFrame(update);
return;
}
var x1 = drag.offsetLeft,
y1 = drag.offsetTop + (drag.offsetTop + drag.offsetHeight <= topMax ?
drag.offsetHeight : -drag.offsetHeight),
x0 = follow.x,
y0 = follow.y,
dx = x1 - x0,
dy = y1 - y0,
distance = Math.sqrt(dx*dx + dy*dy),
angle = Math.atan2(dy, dx),
dd = Math.min(distance, pixelsPerSecond * elapsed / 1000);
message('x: ' + x1 + ', y: ' + y1);
follow.x += Math.cos(angle) * dd;
follow.style.left = follow.x + 'px';
follow.y += Math.sin(angle) * dd;
follow.style.top = follow.y + 'px';
start = Date.now();
window.requestAnimationFrame(update);
}
window.requestAnimationFrame(update);
};
#wrapper {
position: absolute;
left: 0;
top: 0;
width: 100%;
height: 100%;
background: #eee;
font-family: sans-serif;
text-align: center;
}
.unselectable {
-webkit-user-select: none;
-khtml-user-drag: none;
-khtml-user-select: none;
-moz-user-select: none;
-moz-user-select: -moz-none;
-ms-user-select: none;
user-select: none;
}
#messageContainer {
position: absolute;
left: 80px;
top: 50px;
font-size: 36px;
color: #aaa;
cursor: default;
}
.box {
position: absolute;
width: 60px;
height: 80px;
}
.label {
margin: 30px auto;
font-size: 14px;
}
#drag {
left: 100px;
top: 120px;
background: #f0dddb;
border: 2px solid #deb7bb;
cursor: move;
}
#follow {
left: 0;
top: 0;
background-color: #ddebf3;
border: 2px solid #bfd5e1;
cursor: default;
}
<div id="wrapper">
<div id="messageContainer"></div>
<div class="box" id="follow"> <div class="label">it follows</div> </div>
<div class="box" id="drag"> <div class="label">drag me</div> </div>

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