Collision check and moving image with mouse isn't combining properly - javascript

I have a code where there is an image following my cursor, with a collision check on divs with a certain class. I also have another code where the mouse follows my cursor, and if my cursor ever gets a little distance away, the image stops following it. Note that I am using jQuery. If I try combining the two codes, the codes both stop properly working. Separately, they work fine. I want to find a way to make it so both codes can be combined and work properly.
From code 1:
function collisionCheck(ax,ay) {
var collide = false;
var aminY = ay;
var aminX = ax;
var amaxX = aminX + $('#image').width();
var amaxY = aminY + $('#image').height();
$('.maze').each(function(){
collide = false;
var bminY = $(this).offset().top - $(window).scrollTop();
var bminX = $(this).offset().left - $(window).scrollLeft();
var bmaxX = bminX + $(this).width();
var bmaxY = bminY + $(this).height();
if (amaxX < bminX) collide = true; // a is left of b
if (aminX > bmaxX) collide = true; // a is right of b
if (amaxY < bminY) collide = true; // a is above b
if (aminY > bmaxY) collide = true; // a is below b
if (!collide) {
return collide;
}
});
return collide;
}
$(document).ready(function(){
$(document).mousemove(function(e) {
startMove = true;
var cursorY = e.pageY;
var cursorX = e.pageX;
if (collisionCheck(cursorX, cursorY)) {
$('html').removeClass('showCursor');
$("#image").css({
left: e.pageX,
top: e.pageY
});
} else {
$('html').addClass('showCursor');
}
});
$("#drop").mouseenter(function(){
alert("Success");
});
});
https://jsfiddle.net/8pc3u7t9/1
From code 2:
var startMove;
$(document).mousemove(function(e) {
var DIFF_SNAP = 10;
var DIFF_UNSNAP = 100;
var difLeft = $('#image').offset().left - e.pageX;
var difTop = $('#image').offset().top - e.pageY;
if (!startMove && Math.abs(difLeft) < DIFF_SNAP && Math.abs(difTop) < DIFF_SNAP) {
startMove = true;
$('html').removeClass('showCursor');
} else if (startMove && !(Math.abs(difLeft) < DIFF_UNSNAP && Math.abs(difTop) < DIFF_UNSNAP)) {
startMove = false;
}
if (startMove) {
$("#image").css({
left: e.pageX,
top: e.pageY
});
} else {
$('html').addClass('showCursor');
}
});
$(document).mouseleave(function() {
startMove = false;
})
https://jsfiddle.net/3x7cgLdr/25/

Related

How can I get rangeslider.js to work on mobile devices?

I have the following problem, you will see I have a web page where I implement the rangeslider plugin on PC it works correctly but on mobile I can't explain myself: when on mobile I select the slider I cannot make it go up or down or change the amount it has, it is only modified while The scroll is used but as you know with the scroll the user moves on mobile, therefore it cannot work so check what I mean on the page
this is the link of the page: http://ucreativa.work/linux/nsite2/product.php
As you can see, it works well on PC, but if they try to use it on mobile, the slider does not work.
What do you think that might be? I append the js code that I use I don't append the css because it is a lot of code that is not relevant
my question is can this plugin work on mobile?
var cpu_cur_val = '2';
var ram_cur_val = '4';
var disk_cur_val = '8';
var backup_cur_val = '30';
var ips_cur_val = '0';
function new_range (wrapper) {
// Variables to use later
var rangeWrapper = document.querySelector('.' + wrapper + '__wrapper');
var rangeInput = document.querySelector('.' + wrapper + '__input');
var rangeValues = document.querySelector('.' + wrapper + '__values');
var rangeValueNumberBottom = document.querySelector('.' + wrapper + '__value__number--bottom');
var rangeValueTextBottom = document.querySelector('.' + wrapper + '__value__text--bottom');
var rangeSliderPaths = document.querySelectorAll('.' + wrapper + '__slider__path');
var mouseX = 0;
var mouseY = 0;
var mouseInitialY = 0;
var mouseDy = 0;
var mouseDyLimit = 25;
var mouseDyFactor = 3;
var max = parseInt(rangeInput.max);
var rangeMin = parseInt(rangeInput.min);
var rangeMax = parseInt(rangeInput.max);
var rangeValue = parseInt(rangeInput.value);
var rangeHeight = 320;
var currentY = rangeHeight * rangeValue / max;
var rangeMinY = rangeHeight * rangeMin / max;
var rangeMaxY = rangeHeight * rangeMax / max;
var scaleMax = 0.32;
var scale, newPath, newY, newSliderY, lastMouseDy, rangeWrapperLeft, pageX, pageY;
// Update slider value, initially using the `input` value
updateValue();
// Function to build the slider `path`, using the given `dy` and `ty` values
function buildPath(dy, ty) {
return 'M 0 ' + ty + ' q ' + mouseX + ' ' + dy + ' 120 0 l 0 320 l -120 0 Z';
}
// Function to update the slider value
function updateValue() {
// Clear animations if are still running
anime.remove([rangeValues, rangeSliderPaths[0], rangeSliderPaths[1]]);
// Calc the `input` value using the current `y`
rangeValue = parseInt(currentY * max / rangeHeight);
// Calc `scale` value for numbers
scale = (rangeValue - rangeMin) / (rangeMax - rangeMin) * scaleMax;
// Update `input` value
rangeInput.value = rangeValue;
// rangeSum.innerText = rangeValue;
rangeValueNumberBottom.innerText = rangeValue;
// Match the javascript value to real input value;
rangeInput.setAttribute('value', rangeValue);
switch (wrapper) {
default:
rangeValueNumberBottom.innerText = rangeValue;
break;
case 'cpu':
cpu_cur_val = rangeValue;
break;
case 'ram':
if (rangeValueNumberBottom.innerText == '0') {
rangeValueTextBottom.innerText = 'זיכרון (MB)';
rangeValueNumberBottom.innerText = '500';
} else {
rangeValueTextBottom.innerText = 'זיכרון (GB)';
}
ram_cur_val = rangeValue;
break;
case 'disk':
rangeValueNumberBottom.innerText = rangeValue + '0';
disk_cur_val = rangeValue;
break;
case 'backup':
if (rangeValueNumberBottom.innerText == '0') {
rangeValueNumberBottom.innerText = '0';
} else {
rangeValueNumberBottom.innerText = rangeValue + '0';
}
backup_cur_val = rangeValue;
break;
case 'ips':
ips_cur_val = rangeValue;
break;
}
// Some maths calc
if (Math.abs(mouseDy) < mouseDyLimit) {
lastMouseDy = mouseDy;
} else {
lastMouseDy = mouseDy < 0 ? -mouseDyLimit : mouseDyLimit;
}
// Calc the `newSliderY` value to build the slider `path`
newSliderY = currentY + lastMouseDy / mouseDyFactor;
if (newSliderY < rangeMinY || newSliderY > rangeMaxY) {
newSliderY = newSliderY < rangeMinY ? rangeMinY : rangeMaxY;
}
// Build `path` string and update `path` elements
newPath = buildPath(lastMouseDy, rangeHeight - newSliderY);
rangeSliderPaths[0].setAttribute('d', newPath);
rangeSliderPaths[1].setAttribute('d', newPath);
}
// Function to simulate the elastic behavior
function elasticRelease() {
// Morph the paths to the opposite direction, to simulate a strong elasticity
anime({
targets: rangeSliderPaths,
d: buildPath(-lastMouseDy * 1.3, rangeHeight - (currentY - lastMouseDy / mouseDyFactor)),
duration: 150,
easing: 'linear',
complete: function () {
// Morph the paths to the normal state, using the `elasticOut` easing function (default)
anime({
targets: rangeSliderPaths,
d: buildPath(0, rangeHeight - currentY),
duration: 4000,
elasticity: 880
});
}
});
}
// Handle `mousedown` and `touchstart` events, saving data about mouse position
function mouseDown(e) {
mouseY = mouseInitialY = e.targetTouches ? e.targetTouches[0].pageY : e.pageY;
rangeWrapperLeft = rangeWrapper.getBoundingClientRect().left;
}
// Handle `mousemove` and `touchmove` events, calculating values to morph the slider `path` and translate values properly
function mouseMove(e) {
if (mouseY) {
pageX = e.targetTouches ? e.targetTouches[0].pageX : e.pageX;
pageY = e.targetTouches ? e.targetTouches[0].pageY : e.pageY;
mouseX = pageX - rangeWrapperLeft;
mouseDy = (pageY - mouseInitialY) * mouseDyFactor;
newY = currentY + mouseY - pageY;
// alert(newY);
if (newY >= rangeMinY && newY <= rangeMaxY) {
currentY = newY;
mouseY = pageY;
} else {
currentY = newY < rangeMinY ? rangeMinY : rangeMaxY;
}
// After doing maths, update the value
updateValue();
}
}
// Handle `mouseup`, `mouseleave` and `touchend` events
function mouseUp() {
// Trigger elastic animation in case `y` value has changed
if (mouseDy) {
elasticRelease();
}
// Reset values
mouseY = mouseDy = 0;
}
// Events listeners
rangeWrapper.addEventListener('mousedown', mouseDown);
rangeWrapper.addEventListener('touchstart', mouseDown);
rangeWrapper.addEventListener('mousemove', mouseMove);
rangeWrapper.addEventListener('touchmove', mouseMove);
rangeWrapper.addEventListener('mouseup', mouseUp);
rangeWrapper.addEventListener('mouseleave', mouseUp);
rangeWrapper.addEventListener('touchend', mouseUp);
}

Top attribute won't update. Function only works when I set if function value = to initial top value in javascript

I was working on collision detection and thought I would start out simple by testing when the object reaches a certain x-position. It works when I set it to 100, the initial top value for 'character, which leads me to believe the problem is with top updating; however, I don't see why the circles would be moving if that were the case.If you could tell me how to keep 'top' updated or better yet, help me with collision detection that would be great!
(ps. I know it's not good to put css, javascript, and html in one page. I have this as part of a website but moved it to one file so I could test it separately without looking through the code of the entire website and I will add it in the appropriate files once I get this figured out.)
<html>
<head>
<style>
#character {
position: absolute;
width: 42px;
height: 42px;
background: black;
border-radius: 50%;
}
#character2 {
position: absolute;
width: 42px;
height: 42px;
background: pink;
border-radius: 50%;
} </style>
</head>
<body>
<div id = 'character'></div>
<div id = 'character2'></div>
<script>
var keys = {};
keys.UP = 38;
keys.LEFT = 37;
keys.RIGHT = 39;
keys.DOWN = 40;
keys.W = 87;
keys.A = 65;
keys.D = 68;
keys.S = 83;
/// store reference to character's position and element
var character = {
x: 1000,
y: 100,
speedMultiplier: 1,
element: document.getElementById("character")
};
var character2 = {
x: 100,
y: 100,
speedMultiplier: 3,
element: document.getElementById("character2")
};
/// key detection (better to use addEventListener, but this will do)
document.body.onkeyup =
document.body.onkeydown = function(e){
/// prevent default browser handling of keypresses
if (e.preventDefault) {
e.preventDefault();
}
else {
e.returnValue = false;
}
var kc = e.keyCode || e.which;
keys[kc] = e.type == 'keydown';
};
/// character movement update
var moveCharacter = function(dx, dy){
character.x += (dx||0) * character.speedMultiplier;
character.y += (dy||0) * character.speedMultiplier;
character.element.style.left = character.x + 'px';
character.element.style.top = character.y + 'px';
};
var moveCharacter2 = function(dx, dy){
character2.x += (dx||0) * character2.speedMultiplier;
character2.y += (dy||0) * character2.speedMultiplier;
character2.element.style.left = character2.x + 'px';
character2.element.style.top = character2.y + 'px';
};
/// character control
var detectCharacterMovement = function(){
if ( keys[keys.LEFT] ) {
moveCharacter(-1, 0);
}
if ( keys[keys.RIGHT] ) {
moveCharacter(1, 0);
}
if ( keys[keys.UP] ) {
moveCharacter(0, -1);
}
if ( keys[keys.DOWN] ) {
moveCharacter(0, 1);
}
if ( keys[keys.A] ) {
moveCharacter2(-1, 0);
}
if ( keys[keys.D] ) {
moveCharacter2(1, 0);
}
if ( keys[keys.W] ) {
moveCharacter2(0, -1);
}
if ( keys[keys.S] ) {
moveCharacter2(0, 1);
}
};
/// update current position on screen
moveCharacter();
moveCharacter2();
/// game loop
setInterval(function(){
detectCharacterMovement();
}, 1000/24);
function getPosition() {
var elem = document.getElementById("character");
var top = getComputedStyle(elem).getPropertyValue("top");
if (top == '200px') {
alert ("hi");
}
getPosition()
}
getPosition()
// var pos1 = document.getElementById('character').style.top
</script>
</body>
</html>
I figured it out! I just added Jquery's .position() to get the coordinates! For the collision detection I added this:
function collision1() {
$(document).ready(function(){
var x = $("#character").position();
var y = $("#character2").position();
var zid = '#' + id
var z = $(zid).position();
var topX = parseInt(x.top);
var topZ = parseInt(z.top);
var leftX = parseInt(x.left);
var leftZ = parseInt(z.left);
var topY = parseInt(y.top);
var leftY = parseInt(y.left);
if (topX > topZ && topX < (topZ + 50) && leftX > leftZ && leftX < (leftZ + 100)) {
alert('Player 1 Won! Click restart to play again.')
document.getElementById("button2").style.display = "block";
document.getElementById("def").style.display = "none";
document.getElementById("def2").style.display = "none";
document.getElementById("def3").style.display = "none";
document.getElementById("def4").style.display = "none";
document.getElementById("term").style.display = "none";
}
else {
collision1()}
});}
I know it is probably not the most effective way to program this but it works!

Is it possible to make an image move with the cursor when it gets near, and have collision?

I am creating a maze game. I got provided with how I would make an image not able to enter a div with jQuery. I also have a code with the image following the cursor. In the second code, I made it so that the image would only go to the mouse if it was a certain distance away. With the collision, the code from the second code got messed up, and now the image teleports to the cursor, instead of how I want it to act. How can I fix this? I am flexible if you need to use pure js or jquery UI. I highly prefer jQuery.
jQuery from first code:
function collisionCheck(ax,ay) {
var collide = false;
var aminY = ay;
var aminX = ax;
var amaxX = aminX + $('#image').width();
var amaxY = aminY + $('#image').height();
$('.maze').each(function(){
collide = false;
var bminY = $(this).offset().top - $(window).scrollTop();
var bminX = $(this).offset().left - $(window).scrollLeft();
var bmaxX = bminX + $(this).width();
var bmaxY = bminY + $(this).height();
if (amaxX < bminX) collide = true; // a is left of b
if (aminX > bmaxX) collide = true; // a is right of b
if (amaxY < bminY) collide = true; // a is above b
if (aminY > bmaxY) collide = true; // a is below b
if (!collide) {
return collide;
}
});
return collide;
}
$(document).ready(function(){
$(document).mousemove(function(e) {
startMove = true;
var cursorY = e.pageY;
var cursorX = e.pageX;
if (collisionCheck(cursorX, cursorY)) {
$('html').removeClass('showCursor');
$("#image").css({
left: e.pageX,
top: e.pageY
});
} else {
$('html').addClass('showCursor');
}
});
$("#drop").mouseenter(function(){
alert("Success");
});
});
jQuery from the second code:
var startMove;
$(document).mousemove(function(e) {
var DIFF_SNAP = 10;
var DIFF_UNSNAP = 100;
var difLeft = $('#image').offset().left - e.pageX;
var difTop = $('#image').offset().top - e.pageY;
if (!startMove && Math.abs(difLeft) < DIFF_SNAP && Math.abs(difTop) < DIFF_SNAP) {
startMove = true;
$('html').removeClass('showCursor');
} else if (startMove && !(Math.abs(difLeft) < DIFF_UNSNAP && Math.abs(difTop) < DIFF_UNSNAP)) {
startMove = false;
}
if (startMove) {
$("#image").css({
left: e.pageX,
top: e.pageY
});
} else {
$('html').addClass('showCursor');
}
});
$(document).mouseleave(function() {
startMove = false;
})
$("#drop").mouseenter(function(){
if(startMove)
alert("Success");
});
1st jsfiddle: https://jsfiddle.net/8pc3u7t9/1/
2nd jsfiddle: https://jsfiddle.net/3x7cgLdr/26/

Scroll then snap to top not unsnapping

I'm trying to create snap to top divs that cover the entire page and I have it working, it's just that after they snap to the top they don't unsnap and stay fixed to the top. I'm using the answer given by mu is too short from this previous question scroll then snap to top but I can't get it to unsnap.
Here's a jsbin of the code.
var h = 0;
var notif;
var notif2;
var init;
var docked = false;
function getSize() {
h = window.innerHeight;
notif = document.getElementById("notif");
notif2 = document.getElementById("notif2");
var fl = document.getElementById("floater");
init = notif.scrollTop;
notif.style.top = "" + h + "px";
var h2 = h / 2;
fl.style.marginTop = "" + h2 + "px";
notif.style.height = "" + h + "px";
var twoh = 3 * h2;
notif2.style.top = "" + h + "px";
notif2.style.height = "" + h + "px";
}
window.onscroll = function() {
if (!docked && (notif.offsetTop - document.body.scrollTop < 0)) {
console.log("in loop");
notif.style.top = 0;
notif.style.position = 'fixed';
notif2.style.marginTop = "" + h + "px";
docked = true;
} else if (docked && document.body.scrollTop <= init) {
notif.style.position = 'block';
while (notif.style.top <= h) {
var ab = Math.abs(notif.offsetTop)
var ab2 = Math.abs(document.body.scrollTop);
notif.style.top = init + 'px';
}
if (notif.style.top == h || notif.style.top == h - 1) {
docked = false;
}
}
};
<body onload="getSize()">
<div class="contain">
<div id="floater">
<h1 class="white">Hello, World</h1>
Link 1 Link 2
</div>
</div>
<div class="announcements" id="notif">
Please cover the previous text on the page. If this works i will be really excited.
</div>
<div class="announcements2" id="notif2">
Cover the white page.
</div>
</body>
Save the values used before you set these, and reset them when you "un-dock". Simply setting "docked" to show that you're un-docked is not enough.
This code is an example of how to do that from your staring point.
Here's how I saved it and got something like the behaviour you mention
var h = 0;
var notif;
var notif2;
var init;
var docked = false;
// holding space for reset values
var holdNotifyStyleTop;
var holdNotifyOffsetTop;
var holdNotif2StyleMarginTop;
function getSize() {
h = window.innerHeight;
notif = document.getElementById("notif");
notif2 = document.getElementById("notif2");
var fl = document.getElementById("floater");
init = notif.offsetTop;
notif.style.top = ""+h+"px";
var h2 = h/2;
fl.style.marginTop = ""+h2+"px";
notif.style.height = ""+h+"px";
var twoh = 3*h2;
notif2.style.top=""+h+"px";
notif2.style.height = ""+h+"px";
}
window.onscroll = function () {
if (!docked && (notif.offsetTop - document.body.scrollTop < 0)) {
console.log("--- DOCKING ---");
// save current values
holdNotifyStyleTop = notif.style.top;
holdNotifyOffsetTop = notif.offsetTop;
holdNotif2StyleMarginTop = notif2.style.marginTop;
notif.style.top = 0;
notif.style.position = 'fixed';
notif2.style.marginTop=""+h+"px";
docked = true;
} else if (docked && document.body.scrollTop <= init) {
console.log("--- Un-DOCKING ---");
notif.style.top = holdNotifyStyleTop;
notif.style.position = 'relative';
notif2.style.marginTop=holdNotif2StyleMarginTop;
notif.offsetTop = holdNotifyOffsetTop;
docked = false;
}
};

Slide header up if you scroll down and vice versa

Update
I made a repo on GitHub:
https://github.com/yckart/Veil.js
Big thanks to Sargo Darya and Edward J Payton.
I've to create a header which slides up if you scroll down and vice versa. The problem is, that it jumps (if you are in the diff-range between 0-128).
I can not figure out where the problem sits. Any idea how to get this to work correctly?
Here's what I've done so far: http://jsfiddle.net/yckart/rKW3f/
// something simple to get the current scroll direction
// false === down | true === up
var scrollDir = (function (oldOffset, lastOffset, oldDir) {
return function (offset) {
var dir = offset < oldOffset;
if (dir !== oldDir) lastOffset = offset;
oldOffset = offset;
oldDir = dir;
return {dir: dir, last: lastOffset};
};
}());
var header = document.querySelector('header');
var height = header.clientHeight;
addEventListener('scroll', function () {
var scrollY = document.documentElement.scrollTop || document.body.scrollTop;
var dir = scrollDir(scrollY);
var diff = dir.last-scrollY;
var max = Math.max(-height, Math.min(height, diff));
header.style.top = (dir.dir ? max-height : max) + 'px';
});
Another problem is, that if the scroll-direction was changed the first time, nothing happens. However, this could be fixed with an interval, or else.
I believe this is exactly what you want:
var header = $('header'),
headerHeight = header.height(),
treshold = 0,
lastScroll = 0;
$(document).on('scroll', function (evt) {
var newScroll = $(document).scrollTop(),
diff = newScroll-lastScroll;
// normalize treshold range
treshold = (treshold+diff>headerHeight) ? headerHeight : treshold+diff;
treshold = (treshold < 0) ? 0 : treshold;
header.css('top', (-treshold)+'px');
lastScroll = newScroll;
});
Demo on: http://jsfiddle.net/yDpeb/
Try this out:- http://jsfiddle.net/adiioo7/rKW3f/7/
JS:-
var scrollDir = (function (oldOffset, lastOffset, oldDir) {
return function (offset) {
var dir = offset < oldOffset;
if (dir !== oldDir) {
lastOffset = offset;
} else {
offset = offset - height;
}
oldOffset = offset;
oldDir = dir;
return {
dir: dir,
last: lastOffset
};
};
}());
var header = document.querySelector('header');
var height = header.clientHeight;
$(window).scroll(function () {
var scrollY = $(window).scrollTop();
var dir = scrollDir(scrollY);
var diff = dir.last - scrollY;
var max = Math.max(-height, Math.min(height, diff));
max = (dir.dir ? max - height : max);
max = scrollY<height?0:max;
$('header').data('size', 'small');
$('header').stop().animate({
top: max
}, 600);
});
Sargo Darya's answer above is exacty what i was looking for but I found a bug with Webkits inertia scrolling so I made a fix:
// Scrolling Header
var header = $('header'),
headerHeight = header.height(),
offset = 0,
lastPos = 0;
$(document).on('scroll', function(e) {
var newPos = $(document).scrollTop(),
pos = newPos-lastPos;
if (offset+pos>headerHeight) {
offset = headerHeight;
} else if (newPos < 0){ // webkit inertia scroll fix
offset = 0;
} else {
offset = offset+pos;
};
if (offset < 0) {
offset = 0;
} else {
offset = offset;
};
header.css('top', (-offset)+'px');
lastPos = newPos;
});
Adding one line fixed it. If - if scroll position is lower than 0, set header offset at 0.
Demo based on Sargo Darya's - http://jsfiddle.net/edwardomni/D58vx/4/

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