Highlight area element with jquery - javascript

I am a beginner in javascript.
here is my javascript: Within the map 'demo' the code pushes all area elements into the array elementPositions. When the user mouses over an area element it is pushed into the array hoveredElements. Then for each area element in hoveredElements the overlay id tag shows, and I want the area element (a rectangle) to show as well. I tried '$(this).show()' but this did not work...
Here is a typical area element:
<map name="demo" id="demo">
<area shape="rect" coords="400,400,500,499" href="#" id="r6067" alt="r6067">
</map>
<div class= "cont" style="display:none" id="overlayr6067"> mdtBIL1C09 </div>
I have accepted Nikolay's refactoring of my javascript below, here is my code-in-progress in a jsfiddle: https://jsfiddle.net/sfs1926/wacd5bv5/1/

You can do it with hoveredElements[ih].element.show().
Or item.element.show(); if you follow the code I refactored a bit below.
if ( $('#demo').length >0 ) {
var elementPositions = []; // didn't find it declared in your code
$('#demo area').each(function() {
var offset = this.coords,
coordarray = offset.split(","),
left = coordarray[0],
top = coordarray[1],
right = coordarray[2],
bottom = coordarray[3],
id = this.id,
hoveredElements = [];
elementPositions.push({
element: $(this),
top: top,
bottom: bottom,
left: left,
right: right,
id: id,
});
$("body").mousemove(function(e) {
/*
for (var ih = 0; ih < hoveredElements.length; ih++) { //for loop over all hovered elements
var id = hoveredElements[ih].id;
$('#overlay' + id).hide();
}
*/
hoveredElements.forEach( function(item) {
item.overlay.hide();
});
hoveredElements = [];
var xPosition = e.pageX;
var yPosition = e.pageY;
for (var ie = 0; ie < elementPositions.length; ie++) {
var test = elementPositions[ie].id;
if (xPosition >= elementPositions[ie].left &&
xPosition <= elementPositions[ie].right &&
yPosition >= elementPositions[ie].top &&
yPosition <= elementPositions[ie].bottom) {
// The mouse is within the element's boundaries
hoveredElements.push({
element: elementPositions[ie].element,
overlay: $('#overlay' + test), // store overlay too
id: test
});
}
} //end of for loop over all elements
/*
for (var ih = 0; ih < hoveredElements.length; ih++) { //for loop over all hovered elements
var id = hoveredElements[ih].id;
$('#overlay' + id).show();
$(this).show(); // ???
}
*/
hoveredElements.forEach( function(item) {
item.overlay.show();
item.element.show();
});
});
});
}

Related

Javascript full screen display issues

I have been trying to put a text particle effect on my website. I have tested it on Codepen and works great but does not work on my website.
The text shows but the effect does not work as required. The text stays in a static position on the screen but the hover effect is below the word.
taking the mose through the text does nothing, if I move the mouse to the bottom of the screen the effect works on the text above.
The text stays static, however, when I move scroll down, the position of the text effect stays at the bottom of the screen until it ends up below the div and stops working all together.
I was wondering if someone could help me centre this behind the text.
Also I am keen to change the colour of the text, to a linear gradient from #125eaa to #d52027
The link to the page on my site - https://www.supplementgenie.co.uk/testpage
link to my codepen - https://codepen.io/Paulmcf87/pen/gjpgOB
However, when I run this code on JS Fiddle it gives me a 404 error?
You will see, running code below it works great as on Codepen. It doesnt seem to translate properly to a full screen
Any help would be great
The code I am using
var pixels=new Array();
var canv=$('canv');
var ctx=canv.getContext('2d');
var wordCanv=$('wordCanv');
var wordCtx=wordCanv.getContext('2d');
var mx=-1;
var my=-1;
var words="";
var txt=new Array();
var cw=0;
var ch=0;
var resolution=1;
var n=0;
var timerRunning=false;
var resHalfFloor=0;
var resHalfCeil=0;
function canv_mousemove(evt)
{
mx=evt.clientX-canv.offsetLeft;
my=evt.clientY-canv.offsetTop;
}
function Pixel(homeX,homeY)
{
this.homeX=homeX;
this.homeY=homeY;
this.x=Math.random()*cw;
this.y=Math.random()*ch;
//tmp
this.xVelocity=Math.random()*10-5;
this.yVelocity=Math.random()*10-5;
}
Pixel.prototype.move=function()
{
var homeDX=this.homeX-this.x;
var homeDY=this.homeY-this.y;
var homeDistance=Math.sqrt(Math.pow(homeDX,2) + Math.pow(homeDY,2));
var homeForce=homeDistance*0.01;
var homeAngle=Math.atan2(homeDY,homeDX);
var cursorForce=0;
var cursorAngle=0;
if(mx >= 0)
{
var cursorDX=this.x-mx;
var cursorDY=this.y-my;
var cursorDistanceSquared=Math.pow(cursorDX,2) + Math.pow(cursorDY,2);
cursorForce=Math.min(10000/cursorDistanceSquared,10000);
cursorAngle=Math.atan2(cursorDY,cursorDX);
}
else
{
cursorForce=0;
cursorAngle=0;
}
this.xVelocity+=homeForce*Math.cos(homeAngle) + cursorForce*Math.cos(cursorAngle);
this.yVelocity+=homeForce*Math.sin(homeAngle) + cursorForce*Math.sin(cursorAngle);
this.xVelocity*=0.92;
this.yVelocity*=0.92;
this.x+=this.xVelocity;
this.y+=this.yVelocity;
}
function $(id)
{
return document.getElementById(id);
}
function timer()
{
if(!timerRunning)
{
timerRunning=true;
setTimeout(timer,33);
for(var i=0;i<pixels.length;i++)
{
pixels[i].move();
}
drawPixels();
wordsTxt.focus();
n++;
if(n%10==0 && (cw!=document.body.clientWidth || ch!=document.body.clientHeight)) body_resize();
timerRunning=false;
}
else
{
setTimeout(timer,10);
}
}
function getRandomColor(min, max) {
return Math.random() * (max - min) + min;
}
function drawPixels()
{
var imageData=ctx.createImageData(cw,ch);
var actualData=imageData.data;
var index;
var goodX;
var goodY;
var realX;
var realY;
for(var i=0;i<pixels.length;i++)
{
goodX=Math.floor(pixels[i].x);
goodY=Math.floor(pixels[i].y);
for(realX=goodX-resHalfFloor; realX<=goodX+resHalfCeil && realX>=0 && realX<cw;realX++)
{
for(realY=goodY-resHalfFloor; realY<=goodY+resHalfCeil && realY>=0 && realY<ch;realY++)
{
index=(realY*imageData.width + realX)*4;
actualData[index+3]=realX;
actualData[index+2]=realX;
actualData[index+1]=realY;
}
}
}
imageData.data=actualData;
ctx.putImageData(imageData,0,0);
}
function readWords()
{
words=$('wordsTxt').value;
txt=words.split('\n');
}
function init()
{
readWords();
var fontSize=200;
var wordWidth=0;
do
{
wordWidth=0;
fontSize-=5;
wordCtx.font=fontSize+"px Avenir, sans-serif";
for(var i=0;i<txt.length;i++)
{
var w=wordCtx.measureText(txt[i]).width;
if(w>wordWidth) wordWidth=w;
}
} while(wordWidth>cw-50 || fontSize*txt.length > ch-50)
wordCtx.clearRect(0,0,cw,ch);
wordCtx.textAlign="center";
wordCtx.textBaseline="middle";
for(var i=0;i<txt.length;i++)
{
wordCtx.fillText(txt[i],cw/2,ch/2 - fontSize*(txt.length/2-(i+0.5)));
}
var index=0;
var imageData=wordCtx.getImageData(0,0,cw,ch);
for(var x=0;x<imageData.width;x+=resolution) //var i=0;i<imageData.data.length;i+=4)
{
for(var y=0;y<imageData.height;y+=resolution)
{
i=(y*imageData.width + x)*4;
if(imageData.data[i+3]>128)
{
if(index >= pixels.length)
{
pixels[index]=new Pixel(x,y);
}
else
{
pixels[index].homeX=x;
pixels[index].homeY=y;
}
index++;
}
}
}
pixels.splice(index,pixels.length-index);
}
function body_resize()
{
cw=document.body.clientWidth;
ch=document.body.clientHeight;
canv.width=cw;
canv.height=ch;
wordCanv.width=cw;
wordCanv.height=ch;
init();
}
wordsTxt.focus();
wordsTxt.value="Supplement Genie";
resolution=1;
resHalfFloor=Math.floor(resolution/2);
resHalfCeil=Math.ceil(resolution/2);
body_resize();
timer();
#wordsTxt{
display:none
}
div.pixeltext canvas{
width:98vw;
height:100vh;
}
div.pixeltext{
background-color: #d52027;
<div class="pixeltext">
<canvas id="canv" onmousemove="canv_mousemove(event);" onmouseout="mx=-1;my=-1;">
you need a canvas-enabled browser, such as Google Chrome
</canvas>
<canvas id="wordCanv" width="500px" height="500px" style="border:1px solid black;display:none;">
</canvas>
<textarea id="wordsTxt" style="position:absolute;left:-100;top:-100;" onblur="init();" onkeyup="init();" onclick="init();"></textarea>
<div>
You should define the cw,ch variables based on the canvas dimensions and not on the document.body.clientWidth etc.
Also you should avoid using canv.offsetLeft and canv.offsetTop since your element is inside other positioned elements and the offset properties return the position relative to the closest positioned ancestor.
Using canv.getBoundingClientRect which returns the width/height and top/left/right/bottom properties relative to the viewport will solve the problem.
(your codepen was also using wrong names of the methods you had created)
See https://codepen.io/gpetrioli/pen/rreagp which basically modifies the following methods
function canvMousemove(evt) {
var rect = canv.getBoundingClientRect();
mx = evt.clientX - rect.left;
my = evt.clientY - rect.top;
}
function body_resize() {
var rect = canv.getBoundingClientRect()
cw = rect.width;
ch = rect.height;
console.log(ch);
canv.width = cw;
canv.height = ch;
wordCanv.width = cw;
wordCanv.height = ch;
init();
}
In your site i noticed a timer method which should also be modified to
function timer() {
var rect;
if (!timerRunning) {
timerRunning = true;
setTimeout(timer, 33);
for (var i = 0; i < pixels.length; i++) {
pixels[i].move();
}
drawPixels();
wordsTxt.focus();
n++;
rect = canv.getBoundingClientRect();
if (n % 10 == 0 && (cw != rect.width || ch != rect.height)) body_resize();
timerRunning = false;
} else {
setTimeout(timer, 10);
}
}

Screen following the "character"

I'm trying to achieve the following image,
Then whenever the player moves (he moves by click) I want the visible area to move with him. the visible area should be displayed over the whole screen.
I've currently got the following code but I have no idea how to make it so just the visible area is visible;
Code
<body>
<div class="map">
<div class="screen">
<div class="player">
<img class="ship" src="https://vignette.wikia.nocookie.net/darkorbit/images/a/a9/Neuergoli.jpg/revision/latest?cb=20120819231510">
</div>
</div>
</div>
</body>
$(function(){
$('.map .screen').on('click', function(event){
var clickedPosX = event.pageX,
clickedPosY = event.pageY;
var $player = $('.screen');
$player.animate({left:clickedPosX, top:clickedPosY}, 1000);
});
});
JSFiddle
try this one
$(function(){
var $map = $(".map");
var $player = $('.player');
var centerPlayerX = $player.offset().left + $player.width() / 2;
var centerPlayerY = $player.offset().top + $player.height() / 2;
$('.map').on('click', function(event){
var clickedPosX = event.pageX,
clickedPosY = event.pageY;
var currentMapPositionX = parseFloat($map.css("background-position-x"));
var currentMapPositionY = parseFloat($map.css("background-position-y"));
var moveMapX = currentMapPositionX - clickedPosX + centerPlayerX;
var moveMapY = currentMapPositionY - clickedPosY + centerPlayerY;
$map.animate({ "background-position-x": `${moveMapX}px`, "background-position-y": `${moveMapY}px` }, 1000);
});
});
and add background-repeat: repeat; to .map css

error with arrays in javascript

To fully understand this note this; `when the page loads it gets the area of the image (width * height) and creates all the x,y positions for all the positions in the area.
This works fine.
When I have another area from pos x,y and with also an area (width * height) should pop the positions from the first list so it can separate the two areas.
Little bug I noticed is I get little lines that are horizontal to the selected area and they don't extend far from that. I believe the reason is instead of making a clean square inside the image every line is offseted by a pixel or two.
Here's a video of the behaviour https://youtu.be/v1b6dEmfxQw
so since there's already an all positions list this code created a clone of the array and removes the positions.
var drop_boxes = $('.drop-box');
var area_grid = [];
var image_width = $('.img-class')[0].naturalWidth;
var image_height = $('.img-class')[0].naturalHeight;
drop_boxes.each(function() {
var position = $(this).position();
var width = $(this).width();
var height = $(this).height();
var positions_clone = positions.slice(0);
//console.log(positions_clone.length);
var top_offset = parseInt((position['top'] * image_width)/img_width);
var left_offset = parseInt((position['left'] * image_height)/img_height);
position['top'] = top_offset;
position['left'] = left_offset;
var width_offset = parseInt((width * image_width)/img_width);
var height_offset = parseInt((height * image_height)/img_height);
var width_counter = 0;
var height_counter = 0;
var area = width_offset * height_offset;
console.log(position);
console.log(width_offset);
console.log(height_offset);
if (position['top'] < image_height-1 && position['left'] < image_width) {
for (counter = 0; counter < area; counter++) {
var pos = [parseInt(position['left']+width_counter), parseInt(position['top']+height_counter)];
var index = positions.findIndex(function(item) {
// return result of comparing `data` with `item`
// This simple implementation assumes that all `item`s will be Arrays.
return pos.length === item.length && item.every(function(n, i) { return n === pos[i] });
});
//console.log(pos);
if (index > -1) {
positions_clone.splice(index, 1);
}
//area_grid.push(pos);
if (width_counter == width_offset) {
width_counter = 0;
height_counter += 1;
}
if (counter%100 == 0) {
var percentage = Math.round((counter/area)*100, 2);
console.log("Percentage: "+percentage+"%" + " "+counter);
}
width_counter += 1;
}
console.log(positions_clone.length);
console.log(area_grid.length);
areas[area_counter] = {'area': area_grid, 'positions': positions_clone};
parent.find('.area').text(area_counter);
area_counter += 1;
}
any clues in fixing it will be appreciated. I've showed how it behaves after commenting out certain parts of the code in the video.
Change
var index = positions.findIndex(function(item) {
to
var index = positions_clone.findIndex(function(item) {
Because after each splice, the indices of the original positions doesn't change but you are still using those indices to splice the clone.

Where in the grid the tile belongs

If I created a virtual grid 32x32 as a <div> example:
I want to fill one of the tile with a black box on click I have so far this:
var _proto = {
id:0,
x:0,
y:0
}
var objects = [];
$(".test").on("mousedown", function(e) {
var offset = $(this).offset();
var prex2 = 0, prey2 = 0;
prex2 = _proto.x = e.pageX-offset.left;
prey2 = _proto.y = e.pageY-offset.top;
_proto.id = (_objects.length)?_objects[_objects.length-1].id+1:0;
// Add to grid (not sure how to get proper cordinates)
$("<div style='display:absolute;width:32px;height:32px;background:black'></div>")
.css("top","")
.css("left","")
.appendTo("#maindiv");
});
I have the coordinates as prex2, and prey2 where the user clicked, but how do I know where to put it in the grid? I'm sure there a simple math equation but I can't figure it out.
Here's a snippet from a map editor that I was working on a few months back. It might help you grapple with your own code.
mapBlanket.addEventListener("mousedown", function(e) {
var sideWidth = document.getElementById("mapSide").offsetWidth;
var headHeight = document.getElementById("system").offsetHeight + 32;
var clickX = e.pageX - mapBlanket.offsetLeft - sideWidth + mapBlanket.parentNode.scrollLeft;
var clickY = e.pageY - mapBlanket.offsetTop - headHeight + mapBlanket.parentNode.scrollTop;
var tileX = clickX - (clickX % map.grid);
var tileY = clickY - (clickY % map.grid);
if (paintOn == 5) {
eventThis(tileX, tileY);
} else if (paintOn < 5) {
paintThis(tileX, tileY);
}
...
}
For reference, the map.grid was 32, same as yours. I just had a good bit defined in an object at the top of the file.

Bind events to all elements in class instead of just to one id

I developed this interaction / script that scales whatever element is passed to it and if that element is pinched in on, it scales down / less.
This is how the script is initialised ( passing two arguments the container and the item to be scaled / transformed:
$(function(){
var zoom = new collapse('#zoom','#zoom :first');
var zoom2 = new collapse('#zoom2','#zoom2 :first');
var zoom3 = new collapse('#zoom3','#zoom3 :first');
});
It works fine as above on single IDs, but I need it to work on a class.
I tried this:
$(function(){
var zoom = new collapse('#zoom','.polaroid');
});
But that causes the whole script not to work because all the elements in that class are being passed instead of one as with an id.
This would only select the first item in the class so it won't work:
$(function(){
var zoom = new collapse('#zoom','.polaroid :first');
});
How can I change my script so that it is applied to all members of the .polaroid class in the #main container?
Here is my script:
function collapse(container, element){
container = $(container).hammer({
prevent_default: true,
scale_threshold: 0
});
element = $(element);
var displayWidth = container.width();
var displayHeight = container.height();
var MIN_ZOOM = 0;
var MAX_ZOOM = 1;
var scaleFactor = 1;
var previousScaleFactor = 1;
var startX = 0;
var startY = 0;
var translateX = 0;
var translateY = 0;
var previousTranslateX = 0;
var previousTranslateY = 0;
var time = 1;
var tch1 = 0,
tch2 = 0,
tcX = 0,
tcY = 0,
toX = 0,
toY = 0,
cssOrigin = "";
container.bind("transformstart", function(event){
e = event;
tch1 = [e.touches[0].x, e.touches[0].y],
tch2 = [e.touches[1].x, e.touches[1].y];
tcX = (tch1[0]+tch2[0])/2,
tcY = (tch1[1]+tch2[1])/2;
toX = tcX;
toY = tcY;
var left = $(element).offset().left;
var top = $(element).offset().top;
cssOrigin = (-(left) + toX)/scaleFactor +"px "+ (-(top) + toY)/scaleFactor +"px";
});
container.bind("transform", function(event){
scaleFactor = previousScaleFactor * event.scale;
scaleFactor = Math.max(MIN_ZOOM, Math.min(scaleFactor, MAX_ZOOM));
transform(event);
});
container.bind("transformend", function(event){
previousScaleFactor = scaleFactor;
if(scaleFactor > 0.42){
$(element).css('-webkit-transform', 'scaleY(1.0)').css('transform', 'scaleY(1.0)');
}
});
function transform(e){
var cssScale = "scaleY("+ scaleFactor +")";
element.css({
webkitTransform: cssScale,
webkitTransformOrigin: cssOrigin,
transform: cssScale,
transformOrigin: cssOrigin,
});
if(scaleFactor <= 0.42){
$(element).animate({height:0}, function(){
$(this).remove();
});
}
}
}
Wrap it as a jquery plugin:
$.fn.collapse = function(filter) {
return this.each(function(){
collapse(this,filter);
});
}
$("#zoom,#zoom1,#zoom2").collapse(".polaroid");
or if each of the zoom elements had a common class,
$(".zoomel").collapse(".polaroid");
You have to run collapse for each element.
element = $(element);
element.each(function(){
//each element would be this here
var $this= $(this);
//do whatever you want with $this
})

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