I am trying to have an element move on the left when the mouse if on the left side of the screen, right when on the other side. I want to activate a function that makes the element move when the mouse enter a zone, and stop that function when it exits.
I've been trying to use setInterval and clearInterval but impossible to make it work. The setInterval works, and the function starts, but I can't make it stop.
Here is the code, declared in an init function:
var intervalLeft;
var intervalRight;
var currentMousePos = { x: -1, y: -1 };
$(document).mousemove(function(event) {
currentMousePos.x = event.pageX;
if (currentMousePos.x < 200) {
console.log('LEFT');
intervalLeft = setInterval(goleft, 500);
} else if (currentMousePos.x > $width-200) {
console.log('RIGHT');
intervalRight = setInterval(goright, 500);
} else {
console.log('STOP');
clearInterval(intervalRight);
clearInterval(intervalLeft);
}
});
You are creating a new interval on every mousemove event so you clear only the last started one. You should check if you've already started an interval and only start a new one if you haven't/it's cleared
Related
I have a page that auto scrolls - the function scroll() below worked just fine.
I needed to add an on-hover function - which should pause the scrolling, giving the user control over the scroll.
I added some code to stop scrolling on-hover.
<script>
var theInterval;
function startScroll() {
theInterval = setInterval(scroll, 50);
}
function stopScroll() {
clearInterval(theInterval);
}
$(function () {
scroll();
$('#scrollDiv').hover(function () {
stopScroll();
}, function () {
startScroll();
})
});
function scroll() {
if (document.getElementById('scrollDiv').scrollTop < (document.getElementById('scrollDiv').scrollHeight - document.getElementById('scrollDiv').offsetHeight)) {
-1
document.getElementById('scrollDiv').scrollTop = document.getElementById('scrollDiv').scrollTop + 1
}
else { document.getElementById('scrollDiv').scrollTop = 0; }
}
setInterval(scroll, 50);
</script>
I expected that the extra functions would stop the scrolling when the user hovers over the content.
What happened was that the scrolling simply stopped
You are dropping the interval pointer from your initial call to scroll. setInterval returns an ID to the timer that is running the function at the specified cadence.
Your code is kicking off the scrolling on the last line, but not capturing this timer ID to clear -- so on 1st hover you clear a null pointer in theInterval, then on blur you're starting another timer calling scroll.
You probably notice that it gets faster because 2 logic paths are now adding 1px every 50 ms.
On the last line, you need to also set theInterval to keep track of that call, like:
theInterval = setInterval(scroll, 50)
That should fix it.
I am going crazy here.
I want to show an element on mouse move, and hide it 10 sec after last move of the mouse.
I wrote this:
document.addEventListener("DOMContentLoaded", function(event) {
var time = 0;
document.addEventListener("mousemove", function(event) {
console.log('$');
document.getElementsByClassName("mybar")[0].style.visibility = 'visible';
time = 0;
while (time < 11) {
setTimeout(function() {
time++
}, 1000);
console.log(time, time == 10);
if (time == 10) {
document.getElementsByClassName("mybar")[0].style.visibility = 'hidden';
}
}
});
});
<div class='mybar'>
<h1> TESTING </h1>
</div>
Why does it end up in an endless loop?
Why doesn't it exit on condition? why does the if never gets the 'true' parameter?
Notice : don't run it this way... it will kill your tab.
First, you don't need to wait for DOMContentLoaded to add an event listener to document, since if you did, you couldn't add DOMContentLoaded in the first place.
The infinite loop is because setTimeout doesn't pause the script. It schedules its callback for the time you provide, and irrespective of that time, the callbacks will not run until the current running code in the thread completes, which never happens because you don't increment the time variable.
So the loop never ends, and so the thread is never made available, so your callbacks never can run, so time can never be incremented.
Lastly, starting a setTimeout inside an event handler that shares a local variable and executes very rapidly on an event like mousemove is prone to give unexpected results. For example, in your code, every time the handler runs, it'll reset time to 0, which doesn't seem to be what you'd want.
A solution would be to ditch the loop, schedule the visibility for 10 seconds, and prevent the main part of the code in the handler from running in the meantime by using a boolean variable.
var timer = null;
document.addEventListener("mousemove", function(event) {
var myBar = document.querySelector(".mybar");
if (!myBar) {
return; // there's no mybar element
}
if (timer == null) {
myBar.style.visibility = 'visible';
} else {
clearTimeout(timer); // clear the currently running timer
}
// set to hidden in 10 seconds
timer = setTimeout(function() {
myBar.style.visibility = 'hidden';
timer = null; // clear the timer
}, 10000);
});
I also switched to querySelector instead of getElementsByClassName because it's shorter and cleaner. And I used a variable to make sure the element is found before setting the style.
You need a flag out of the mousemove scope that tells your listener that you've already ran.
if(running) return;
running = true;
In context:
document.addEventListener("DOMContentLoaded", function(event) {
var time = 0;
var running = false;
document.addEventListener("mousemove", function(event) {
console.log('$');
if(running) return;
running = true;
document.getElementsByClassName("mybar")[0].style.visibility = 'visible';
time = 0;
while (time < 11) {
setTimeout(function() {
time++
}, 1000);
console.log(time, time == 10);
if (time == 10) {
document.getElementsByClassName("mybar")[0].style.visibility = 'hidden';
}
}
});
});
Here's a way to do it with regular JavaScript. If your browser isnt ES6 compliant, you can replace the arrow functions with regular function expressions. The example hides the text after 2 seconds instead of 10, just so you can see it work without having to waste 8 extra seconds.
//hide by default
document.getElementById('myBar').style.display = 'none';
var timer = null;
var hideDivTimer = () => {
timer = setTimeout(() => {
document.getElementById('myBar').style.display = 'none';
}, 2000);
};
document.addEventListener('mousemove', () => {
clearTimeout(timer);
document.getElementById('myBar').style.display = 'inline';
hideDivTimer();
});
<body>
<div id='myBar'>
<h1> TESTING </h1>
</div>
</body>
I have this code:
var controller = new Leap.Controller({enableGestures: true});
controller.on('gesture', function (gesture){
console.log(gesture);
if(gesture.type === 'swipe'){
handleSwipe(gesture);
}
});
function handleSwipe (swipe){
var startFrameID;
if(swipe.state === 'stop'){
if (swipe.direction[0] > 0){
//this means that the swipe is to the right direction
slideTimer = setTimeout(function(){
slidePict("sx");
},500);
}else{
//this means that the swipe is to the left direction
slideTimer = setTimeout(function(){
slidePict("dx");
},500);
}
}
}
controller.connect();
It works fine, due recognize swipe gesture, but when the gesture is performed, both to the left and towards the right, the slide seems to receive two successive input, and then taking two / three slide following...
How can I avoid this?
Swipe gestures are generated by the finger tips -- not the hand-- so you could get up to 5 swipe events per hand per frame. Then, the next frame, you will get swipe events updating the properties of each gesture.
You could modify your code as follows, so that it waits for the current swipe action to finish before allowing another action to start:
var isSwiping = false;
var controller = new Leap.Controller({enableGestures: true});
controller.on('gesture', function (gesture){
console.log(gesture);
if(gesture.type === 'swipe' && !isSwiping){
isSwiping = true;
handleSwipe(gesture);
}
});
function handleSwipe (swipe){
var startFrameID;
if (swipe.direction[0] > 0){
//this means that the swipe is to the right direction
slideTimer = setTimeout(function(){
slidePict("sx");
isSwiping = false;
},500);
}else{
//this means that the swipe is to the left direction
slideTimer = setTimeout(function(){
slidePict("dx");
isSwiping = false;
},500);
}
}
controller.connect();
[edit] removed if(swipe.state == "stop"){} clause from handleSwipe() function.
I have setInterval problem. I made something similar to load bar. When I click mouse I fire expanding width of my block called loadBar1
// here preset of interval and loadbar...
var interval = 0;
createLoadBar1 = function() {
loadBar1 = {
// another stuff
width:0,
};
document.onclick = function (mouse) {
interval = setInterval(expandLoadBar1, 60);
}
It's expands by the help of this function:
function expandLoadBar1() {
if(loadBar1.width < 60) {
loadBar1.width++;
}
if (loadBar1.width >= 60) {
loadBar1.width = 0;
clearInterval(interval);
}
}
It's very simple above and works well when I click just once but I start having problems when I click more that one time by mouse clicking, it's logically cause the faster loadBar1.width expanding twice and after second or more mouse click the clearInterval for interval stops working and just continue raising expanding speed when I click more.
You probably need to clear the interval when the user clicks:
document.onclick = function () {
clearInterval(interval);
interval = setInterval(expandLoadBar1, 60);
}
I'd like to set something up on my site where when you scroll within 15% of the bottom of the page an element flyouts from the side... I'm not sure how to get started here... should I add a listener for a scroll function or something?
I'm trying to recreate the effect at the bottom of this page: http://www.nytimes.com/2011/01/25/world/europe/25moscow.html?_r=1
update
I have this code....
console.log(document.body.scrollTop); //shows 0
console.log(document.body.scrollHeight * 0.85); //shows 1038.7
if (document.body.scrollTop > document.body.scrollHeight * 0.85) {
console.log();
$('#flyout').animate({
right: '0'
},
5000,
function() {
});
}
the console.log() values aren't changing when I scroll to the bottom of the page. The page is twice as long as my viewport.
[Working Demo]
$(document).ready(function () {
var ROOT = (function () {
var html = document.documentElement;
var htmlScrollTop = html.scrollTop++;
var root = html.scrollTop == htmlScrollTop + 1 ? html : document.body;
html.scrollTop = htmlScrollTop;
return root;
})();
// may be recalculated on resize
var limit = (document.body.scrollHeight - $(window).height()) * 0.85;
var visible = false;
var last = +new Date;
$(window).scroll(function () {
if (+new Date - last > 30) { // more than 30 ms elapsed
if (visible && ROOT.scrollTop < limit) {
setTimeout(function () { hide(); visible = false; }, 1);
} else if (!visible && ROOT.scrollTop > limit) {
setTimeout(function () { show(); visible = true; }, 1);
}
last = +new Date;
}
});
});
I know this is an old topic, but the above code that received the check mark was also triggering the $(window).scroll() event listener too many times.
I guess twitter had this same issue at one point. John Resig blogged about it here: http://ejohn.org/blog/learning-from-twitter/
$(document).ready(function(){
var ROOT = (function () {
var html = document.documentElement;
var htmlScrollTop = html.scrollTop++;
var root = html.scrollTop == htmlScrollTop + 1 ? html : document.body;
html.scrollTop = htmlScrollTop;
return root;
})();
// may be recalculated on resize
var limit = (document.body.scrollHeight - $(window).height()) * 0.85;
var visible = false;
var last = +new Date;
var didScroll = false;
$(window).scroll(function(){
didScroll = true;
})
setInterval(function(){
if(didScroll){
didScroll = false;
if (visible && ROOT.scrollTop < limit) {
hideCredit();
visible = false;
} else if (!visible && ROOT.scrollTop > limit) {
showCredit();
visible = true;
}
}
}, 30);
function hideCredit(){
console.log('The hideCredit function has been called.');
}
function showCredit(){
console.log('The showCredit function has been called.');
}
});
So the difference between the two blocks of code is when and how the timer is called. In this code the timer is called off the bat. So every 30 millaseconds, it checks to see if the page has been scrolled. if it's been scrolled, then it checks to see if we've passed the point on the page where we want to show the hidden content. Then, if that checks true, the actual function then gets called to show the content. (In my case I've just got a console.log print out in there right now.
This seems to be better to me than the other solution because the final function only gets called once per iteration. With the other solution, the final function was being called between 4 and 5 times. That's got to be saving resources. But maybe I'm missing something.
bad idea to capture the scroll event, best to use a timer and every few milliseconds check the scroll position and if in the range you need then execute the necessary code for what you need
Update: in the past few years the best practice is to subscribe to the event and use a throttle avoiding excessive processing https://lodash.com/docs#throttle
Something like this should work:
$(window).scroll(function() {
if (document.body.scrollTop > document.body.scrollHeight * 0.85) {
// flyout
}
});
document.body.scrollTop may not work equally well on all browsers (it actually depends on browser and doctype); so we need to abstract that in a function.
Also, we need to flyout only one time. So we can unbind the event handler after having flyed out.
And we don't want the flyout effect to slow down scrolling, so we will run our flytout function out of the event loop (by using setTimeout()).
Here is the final code:
// we bind the scroll event, with the 'flyout' namespace
// so we can unbind easily
$(window).bind('scroll.flyout', (function() {
// this function is defined only once
// it is private to our event handler
function getScrollTop() {
// if one of these values evaluates to false, this picks the other
return (document.documentElement.scrollTop||document.body.scrollTop);
}
// this is the actual event handler
// it has the getScrollTop() in its scope
return function() {
if (getScrollTop() > (document.body.scrollHeight-$(window).height()) * 0.85) {
// flyout
// out of the event loop
setTimeout(function() {
alert('flyout!');
}, 1);
// unbind the event handler
// so that it's not call anymore
$(this).unbind('scroll.flyout');
}
};
})());
So in the end, only getScrollTop() > document.body.scrollHeight * 0.85 is executed at each scroll event, which is acceptable.
The flyout effect is ran only one time, and after the event has returned, so it won't affect scrolling.