JavaScript: change object path if collision detected - javascript

I have to create some falling snowflakes in javascript, but they have change current path if they get collision with other flake. Something like on this image:
Here is my current code: http://codepen.io/wojtek1150/pen/QyaYdY
var flakePositions = [[]];
var temp = 0;
// snowflake proto
function Snowflake() {
this.pos = new Physics();
// snowflake guid
this.id = '';
// inits
this.MAX_X_START_POS = 100;
this.X_START_OFFSET = 0;
this.MAX_Y_START_POS = 50;
this.Y_START_OFFSET = -50;
this.MAX_X_SPEED = 4;
this.MAX_Y_SPEED = 1.2;
// use to get sin && cos
this.animationStepsCounter = 0
this.fallFactor = 100;
// snowflake html
this.getId = function () {
if (this.id == '') {
this.id = 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g,
function (c) {
var r = crypto.getRandomValues(new Uint8Array(1))[0] % 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
return v.toString(16);
});
}
return this.id;
}
this.initalize = function () {
temp++;
//var size = 5 + Math.random() * 20;
var size = 20;
this.flakeDOM.style.width = size + "px";
this.flakeDOM.style.height = size + "px";
this.flakeDOM.style.opacity = Math.random();
this.pos.x = (Math.random() * this.MAX_X_START_POS);
this.pos.y = this.Y_START_OFFSET+(Math.random() * this.MAX_Y_START_POS);
this.pos.xSpeed = Math.random() * this.MAX_X_SPEED* Math.sign(-0.5 + Math.random());
this.pos.ySpeed = Math.random() * this.MAX_Y_SPEED;
//create array
flakePositions[temp] = [];
flakePositions[temp]['id'] = this.id;
flakePositions[temp]['x'] = this.flakeDOM.style.top;
flakePositions[temp]['y'] = this.flakeDOM.style.left;
flakePositions[temp]['width'] = this.flakeDOM.style.width;
flakePositions[temp]['height'] = this.flakeDOM.style.height;
flakePositions[temp]['xspeed'] = this.pos.xSpeed;
flakePositions[temp]['yspeed'] = this.pos.ySpeed
}
this.move = function () {
this.flakeDOM.style.top = (this.pos.y+=this.pos.ySpeed) + "px";
this.flakeDOM.style.left = (this.pos.x += Math.sin(this.animationStepsCounter/this.fallFactor) * this.pos.xSpeed) + "px";
this.animationStepsCounter += this.pos.ySpeed;
//update array
flakePositions[temp]['x'] = this.flakeDOM.style.top;
flakePositions[temp]['y'] = this.flakeDOM.style.left;
//check position with rest
for (var i = 1, len = flakePositions.length; i < len-1; i++) {
var rect1 = flakePositions[i];
var rect1d = rect1['id'];
var rect1sx = rect1['xspeed'];
var rect1sy = rect1['yspeed'];
var rect1x = parseInt(rect1['x']);
var rect1y = parseInt(rect1['y']);
for (var j = 2, len = flakePositions.length; j < len; j++) {
var rect2 = flakePositions[j];
var rect2d = rect2['id'];
var rect2x = parseInt(rect2['x']);
var rect2y = parseInt(rect2['y']);
//if(rect1x == rect2x && rect1y == rect2y)
if(rect1x < rect2x + 10 && rect1x + 10 > rect2x &&
rect1y < rect2y + 10 && 10 + rect1y > rect2y )
{
console.log('collision detected');
var t = document.getElementById(rect1d);
t.style.top = t.style.top+rect1sx+10;
t.style.left = t.style.left+rect1sy-10;
}
}
}
}
}
function Physics() {
// pos
this.x = 0;
this.y = 0;
this.z = 0;
// speed
this.xSpeed = 0;
this.ySpeed = 0;
this.zSpeed = 0;
// acceleration
this.xAccel = 1;
this.yAccel = 1;
this.zAccel = 1;
}
snowflakes = new Array();
var interval = 0;
function makeThisBoom() {
// snowflakes container
snowfield = document.getElementById('snow');
// snowflakes count
snoflakesCount = 20;
for (var i = 0; i < snoflakesCount; i++) {
snowflakes[i] = new Snowflake();
var flake = document.createElement('div');
snowflakes[i].flakeDOM = flake;
flake.id = snowflakes[i].getId();
flake.classList.add('sf');
snow.appendChild(flake);
snowflakes[i].initalize();
snowflakes[i].move();
}
interval = setInterval(anime,50);
}
function anime() {
for (var flake of snowflakes) {
flake.move();
}
}
function setInterface() {
document.getElementById('startstop').onclick = function () {
if (interval != 0) {
clearInterval(interval);
interval = 0;
} else interval = setInterval(anime, 50);
}
}
document.addEventListener("DOMContentLoaded", makeThisBoom);
document.addEventListener("DOMContentLoaded", setInterface);
.sf{
position:absolute;
z-index:9999999;
/*background: -moz-radial-gradient(center, ellipse cover, rgba(255,255,255,1) 0%, rgba(255,255,255,0) 100%);
background: -webkit-radial-gradient(center, ellipse cover, rgba(255,255,255,1) 0%,rgba(255,255,255,0) 100%);
background: radial-gradient(ellipse at center, rgba(255,255,255,1) 0%,rgba(255,255,255,0) 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#ffffff', endColorstr='#00ffffff',GradientType=1 );
*/
border-radius:50%;
display:block;
width:20px; height:20px;
/* FOR DEV ONLY */
background:#FFF;
opacity:1!important;
}
body{
background:#222;
overflow:hidden;
}
#snow {
position: absolute;
width: 100%;
height: 100%;
overflow: hidden;
}
#startstop{
width:100px;
height:30px;
border:0;
background:rgb(61, 95, 123);
color:#FFF;
outline:none;
}
<button id="startstop">Start/stop</button>
<div id="snow"> </div>
I already know how to get positions and I got if statement to check if there is any collision. But I don't know how to change path in proper way, even just bounce it :(
Any suggestions?

One of the key things for you to think about when doing this, are the cost/reward of implementing this kind of feature. I don't think these collisions will help you create the illusion of snowfalling. When the snowflakes in your current iteration miss each other it gives the illusion of 3d. If they were to hit each other and bounce it might give the incorrect illusion of balls falling in a 2d plane.
That being said, to implement what you are asking without using a library would be a huge time sync. I would recommend taking a look at PhysicsJS or matter-js.
Below you can see the function I personally use in a library I was working on. You can adapt most of it for your use. The truth is this a complicated ask.
define( 'detect/detectCircleCircleCollision' , [ 'lib/underscore' ] , function ( _ ) {
return function detectCircleCircleCollision ( circlePositionA,
circleRadiusA,
circleDisplacementA,
circlePositionB,
circleRadiusB,
circleDisplacementB,
boolean,
normalBody ) {
boolean = _.isUndefined( boolean ) || boolean ? true : false;
normalBody = _.isUndefined( normalBody ) || normalBody ? true : false;
var
relativePosition = circlePositionA.subtract.new( circlePositionB ),
combineRadius = circleRadiusA + circleRadiusB,
relativePositionDotProduct = relativePosition.lengthSqr(),
relativeDisplacement = circleDisplacementA.subtract.new( circleDisplacementB ),
a,b,c,r,t,newCircleOnePosition,newCircleTwoPosition,newCirclePositionDifference,collisionPoint;
if ( relativePositionDotProduct < combineRadius * combineRadius ) {
if ( boolean ) return true;
return collision( 0,//Time
circlePositionB.add.new( vector( relativePosition ).magnitude.set( circleRadiusA ) ),//point
relativePosition.normalize(),//Normal
normalBody,//normalbody
vector( relativePosition ).magnitude.set( circleRadiusA + circleRadiusB - relativePosition.magnitude() ) );//intersection
}
a = relativeDisplacement.dotProduct( relativeDisplacement );
b = relativePosition.dotProduct( relativePosition );
c = relativePositionDotProduct - combineRadius * combineRadius;
r = b * b - a * c;
if ( r < 0 ) return false;
t = -b - r * r / a;
if ( t > 1 || t < 0 ) return false;
else if ( boolean ) return true;
newCircleOnePosition = circleDisplacementA.scale.new( t ).add( circlePositionA );
newCircleTwoPosition = circleDisplacementB.scale.new( t ).add( circlePositionB );
newCirclePositionDifference = newCircleTwoPosition.subtract.new( newCircleOnePosition ).normalize();
collisionPoint = newCirclePositionDifference.scale.new( circleRadiusA );
return collision( t,
collisionPoint.add( newCircleOnePosition ),
newCirclePositionDifference,
normalBody,
false );
};
} );

Related

Using nested setTimeout to create an animated selection sort

I am working on a basic sorting visualizer with using only HTML, CSS, and JS, and I've run into a problem with the animation aspect. To initialize the array, I generate random numbers within some specified range and push them on to the array. Then based on the webpage dimensions, I create divs for each element and give each one height and width dimensions accordingly, and append each to my "bar-container" div currently in the dom.
function renderVisualizer() {
var barContainer = document.getElementById("bar-container");
//Empties bar-container div
while (barContainer.hasChildNodes()) {
barContainer.removeChild(barContainer.lastChild);
}
var heightMult = barContainer.offsetHeight / max_element;
var temp = barContainer.offsetWidth / array.length;
var barWidth = temp * 0.9;
var margin = temp * 0.05;
//Creating array element bars
for (var i = 0; i < array.length; i++) {
var arrayBar = document.createElement("div");
arrayBar.className = "array-bar"
if (barWidth > 30)
arrayBar.textContent = array[i];
//Style
arrayBar.style.textAlign = "center";
arrayBar.style.height = array[i] * heightMult + "px";
arrayBar.style.width = barWidth;
arrayBar.style.margin = margin;
barContainer.appendChild(arrayBar);
}
}
I wrote the following animated selection sort and it works well, but the only "animated" portion is in the outer for-loop, and I am not highlighting bars as I traverse through them.
function selectionSortAnimated() {
var barContainer = document.getElementById("bar-container");
var barArr = barContainer.childNodes;
for (let i = 0; i < barArr.length - 1; i++) {
let min_idx = i;
let minNum = parseInt(barArr[i].textContent);
for (let j = i + 1; j < barArr.length; j++) {
let jNum = parseInt(barArr[j].textContent, 10);
if (jNum < minNum) {
min_idx = j;
minNum = jNum;
}
}
//setTimeout(() => {
barContainer.insertBefore(barArr[i], barArr[min_idx])
barContainer.insertBefore(barArr[min_idx], barArr[i]);
//}, i * 500);
}
}
I am trying to use nested setTimeout calls to highlight each bar as I traverse through it, then swap the bars, but I'm running into an issue. I'm using idxContainer object to store my minimum index, but after each run of innerLoopHelper, it ends up being equal to i and thus there is no swap. I have been stuck here for a few hours and am utterly confused.
function selectionSortTest() {
var barContainer = document.getElementById("bar-container");
var barArr = barContainer.childNodes;
outerLoopHelper(0, barArr, barContainer);
console.log(array);
}
function outerLoopHelper(i, barArr, barContainer) {
if (i < array.length - 1) {
setTimeout(() => {
var idxContainer = {
idx: i
};
innerLoopHelper(i + 1, idxContainer, barArr);
console.log(idxContainer);
let minIdx = idxContainer.idx;
let temp = array[minIdx];
array[minIdx] = array[i];
array[i] = temp;
barContainer.insertBefore(barArr[i], barArr[minIdx])
barContainer.insertBefore(barArr[minIdx], barArr[i]);
//console.log("Swapping indices: " + i + " and " + minIdx);
outerLoopHelper(++i, barArr, barContainer);
}, 100);
}
}
function innerLoopHelper(j, idxContainer, barArr) {
if (j < array.length) {
setTimeout(() => {
if (j - 1 >= 0)
barArr[j - 1].style.backgroundColor = "gray";
barArr[j].style.backgroundColor = "red";
if (array[j] < array[idxContainer.idx])
idxContainer.idx = j;
innerLoopHelper(++j, idxContainer, barArr);
}, 100);
}
}
I know this is a long post, but I just wanted to be as specific as possible. Thank you so much for reading, and any guidance will be appreciated!
Convert your sorting function to a generator function*, this way, you can yield it the time you update your rendering:
const sorter = selectionSortAnimated();
const array = Array.from( { length: 100 }, ()=> Math.round(Math.random()*50));
const max_element = 50;
renderVisualizer();
anim();
// The animation loop
// simply calls itself until our generator function is done
function anim() {
if( !sorter.next().done ) {
// schedules callback to before the next screen refresh
// usually 60FPS, it may vary from one monitor to an other
requestAnimationFrame( anim );
// you could also very well use setTimeout( anim, t );
}
}
// Converted to a generator function
function* selectionSortAnimated() {
const barContainer = document.getElementById("bar-container");
const barArr = barContainer.children;
for (let i = 0; i < barArr.length - 1; i++) {
let min_idx = i;
let minNum = parseInt(barArr[i].textContent);
for (let j = i + 1; j < barArr.length; j++) {
let jNum = parseInt(barArr[j].textContent, 10);
if (jNum < minNum) {
barArr[min_idx].classList.remove( 'selected' );
min_idx = j;
minNum = jNum;
barArr[min_idx].classList.add( 'selected' );
}
// highlight
barArr[j].classList.add( 'checking' );
yield; // tell the outer world we are paused
// once we start again
barArr[j].classList.remove( 'checking' );
}
barArr[min_idx].classList.remove( 'selected' );
barContainer.insertBefore(barArr[i], barArr[min_idx])
barContainer.insertBefore(barArr[min_idx], barArr[i]);
// pause here too?
yield;
}
}
// same as OP
function renderVisualizer() {
const barContainer = document.getElementById("bar-container");
//Empties bar-container div
while (barContainer.hasChildNodes()) {
barContainer.removeChild(barContainer.lastChild);
}
var heightMult = barContainer.offsetHeight / max_element;
var temp = barContainer.offsetWidth / array.length;
var barWidth = temp * 0.9;
var margin = temp * 0.05;
//Creating array element bars
for (var i = 0; i < array.length; i++) {
var arrayBar = document.createElement("div");
arrayBar.className = "array-bar"
if (barWidth > 30)
arrayBar.textContent = array[i];
//Style
arrayBar.style.textAlign = "center";
arrayBar.style.height = array[i] * heightMult + "px";
arrayBar.style.width = barWidth;
arrayBar.style.margin = margin;
barContainer.appendChild(arrayBar);
}
}
#bar-container {
height: 250px;
white-space: nowrap;
width: 3500px;
}
.array-bar {
border: 1px solid;
width: 30px;
display: inline-block;
background-color: #00000022;
}
.checking {
background-color: green;
}
.selected, .checking.selected {
background-color: red;
}
<div id="bar-container"></div>
So I thought about this, and it's a little tricky, what I would do is just store the indexes of each swap as you do the sort, and then do all of the animation seperately, something like this:
// how many elements we want to sort
const SIZE = 24;
// helper function to get a random number
function getRandomInt() {
return Math.floor(Math.random() * Math.floor(100));
}
// this will hold all of the swaps of the sort.
let steps = [];
// the data we are going to sort
let data = new Array(SIZE).fill(null).map(getRandomInt);
// and a copy that we'll use for animating, this will simplify
// things since we can just run the sort to get the steps and
// not have to worry about timing yet.
let copy = [...data];
let selectionSort = (arr) => {
let len = arr.length;
for (let i = 0; i < len; i++) {
let min = i;
for (let j = i + 1; j < len; j++) {
if (arr[min] > arr[j]) {
min = j;
}
}
if (min !== i) {
let tmp = arr[i];
// save the indexes to swap
steps.push({i1: i, i2: min});
arr[i] = arr[min];
arr[min] = tmp;
}
}
return arr;
}
// sort the data
selectionSort(data);
const container = document.getElementById('container');
let render = (data) => {
// initial render...
data.forEach((el, index) => {
const div = document.createElement('div');
div.classList.add('item');
div.id=`i${index}`;
div.style.left = `${2 + (index * 4)}%`;
div.style.top = `${(98 - (el * .8))}%`
div.style.height = `${el * .8}%`
container.appendChild(div);
});
}
render(copy);
let el1, el2;
const interval = setInterval(() => {
// get the next step
const {i1, i2} = steps.shift();
if (el1) el1.classList.remove('active');
if (el2) el2.classList.remove('active');
el1 = document.getElementById(`i${i1}`);
el2 = document.getElementById(`i${i2}`);
el1.classList.add('active');
el2.classList.add('active');
[el1.id, el2.id] = [el2.id, el1.id];
[el1.style.left, el2.style.left] = [el2.style.left, el1.style.left]
if (!steps.length) {
clearInterval(interval);
document.querySelectorAll('.item').forEach((el) => el.classList.add('active'));
}
}, 1000);
#container {
border: solid 1px black;
box-sizing: border-box;
padding: 20px;
height: 200px;
width: 100%;
background: #EEE;
position: relative;
}
#container .item {
position: absolute;
display: inline-block;
padding: 0;
margin: 0;
width: 3%;
height: 80%;
background: #cafdac;
border: solid 1px black;
transition: 1s;
}
#container .item.active {
background: green;
}
<div id="container"></div>

Detect collision between two elements

I want to detect a collision between two divs and I've tried to do that using the offsetLeft and offsetTop of each one of the divs and by using getBoundingClientRect(). But none of these work.
Is there a way I can get the exact coordinates in which these two elements touch?
const bigDiv = document.querySelector(".big")
const blue = document.querySelector(".blue")
const startBtn = document.querySelector("button")
const red = document.querySelector(".red")
const bigDivDimensions = bigDiv.getBoundingClientRect();
let speed = 5;
//let counter = 0;
let bigDivLeft = bigDivDimensions.left;
startGame();
function random() {
return Math.floor(Math.random() * (bigDivDimensions.width - 40));
}
function startGame() {
//let randomSnake = Math.floor(Math.random()*(bigDivDimensions.width-40));
//let randomApple = Math.ceil(Math.random()*(bigDivDimensions.width -40));
blue.style.left = random() + "px"
blue.style.top = random() + "px"
red.style.left = random() + "px"
red.style.top = random() + "px"
}
function move(e) {
let blueX = blue.offsetLeft;
let blueY = blue.offsetTop;
let key = e.keyCode;
if (key !== 37 && key !== 38 && key !== 39 && key !== 40) {
return
} else if (key === 37 && blueX > 3) {
blueX -= speed;
} else if (key === 38 && blueY > 3) {
blueY -= speed;
} else if (key === 39 && blueX < (bigDivDimensions.width - 25)) {
blueX += speed;
} else if (key === 40 && blueY < (bigDivDimensions.height - 23)) {
blueY += speed;
}
blue.style.left = blueX + "px";
blue.style.top = blueY + "px";
colision(blueX, blueY)
}
function colision(blueX, blueY) {
/* let redX = red.offsetLeft;
let redY = red.offsetTop;
if(redY === blueY || redX == blueX){console.log("hit")} */
let redRect = red.getBoundingClientRect();
let blueRect = blue.getBoundingClientRect();
if ((redRect.top < blueRect.bottom) || (redRect.bottom < blueRect.top) || (redRect.right > blueRect.left) || (redRect.left < blueRect.right)) {
console.log("hit")
}
}
startBtn.addEventListener("click", startGame)
document.addEventListener("keydown", move)
.big {
width: 400px;
height: 400px;
outline: 1px solid red;
margin: 0 auto;
position: relative;
}
.blue {
width: 20px;
height: 20px;
background: blue;
position: absolute;
}
.red {
width: 20px;
height: 20px;
background: red;
position: absolute;
}
<button type="button">Start Game</button>
<div class="big">
<div class="blue"></div>
<div class="red"></div>
</div>
codepen
Two rectangles do collide when their
horizontal side and vertical side
overlap.
Consider the following answer: Checking for range overlap
// l1 (line 1) --> [x1, x2]
// l2 (line 2) --> [x1, x2]
function checkOverlap(l1, l2) {
return ((l1[1] - l2[0]) > 0 && (l2[1] - l1[0]) > 0) ? true : false;
}
Check collision with range overlap for the x-side and y-side:
// Rectangle a --> [[x1, x2], [y1, y2]]
// Rectangle b --> [[x1, x2], [y1, y2]]
function collide(a, b) {
return (checkOverlap(a[0], b[0]) && checkOverlap(a[1], b[1]));
}
Spoiler
SVG-Example
var svg = document.createElementNS("http://www.w3.org/2000/svg", "svg");
var width = 200;
var height = 200;
svg.setAttribute("width", width);
svg.setAttribute("height", height);
document.body.appendChild(svg);
function createRect(svg, width, height, x, y, style, id) {
var rect = document.createElementNS("http://www.w3.org/2000/svg", "rect");
rect.setAttribute("width", width);
rect.setAttribute("height", height);
rect.setAttribute("x", x);
rect.setAttribute("y", y);
rect.setAttribute("style", style);
rect.setAttribute("id", id);
svg.appendChild(rect);
}
function createSquare(svg, side, x, y, style, id) {
createRect(svg, side, side, x, y, style, id);
}
function getRandomNumber(a, b) {
return Math.round(Math.random() * (b - a)) + a;
}
function createRandomSquare(svg, xRange, yRange, side, style, id) {
var x = getRandomNumber(xRange[0], xRange[1]);
var y = getRandomNumber(yRange[0], yRange[1]);
createSquare(svg, side, x, y, style, id);
return [
[x, x + side],
[y, y + side]
];
}
function checkOverlap(l1, l2) {
return ((l1[1] - l2[0]) > 0 && (l2[1] - l1[0]) > 0) ? true : false;
}
// [[x1, x2], [y1, y2]]
function collide(a, b) {
return (checkOverlap(a[0], b[0]) && checkOverlap(a[1], b[1]));
}
function getCoordinates(arr) {
return {
"top-left": [arr[0][0], arr[1][0]],
"top-right": [arr[0][1], arr[1][0]],
"bottom-left": [arr[0][1], arr[1][1]],
"bottom-right": [arr[0][0], arr[1][1]]
}
}
function run() {
var bs = document.getElementById("blueSquare");
var rs = document.getElementById("redSquare");
var output = document.getElementById("output");
output.innerHTML = "";
if (bs !== null && rs !== null) {
var parent = bs.parentNode;
parent.removeChild(bs);
parent.removeChild(rs);
}
var side = 30;
var blueSquare = createRandomSquare(svg, [0, (width - side)], [0, (height - side)], side, "fill:blue", "blueSquare");
var redSquare = createRandomSquare(svg, [0, (width - side)], [0, (height - side)], side, "fill:red", "redSquare");
var output1 = "Collision? " + collide(blueSquare, redSquare);
var output2 = "Blue square: " +
JSON.stringify(getCoordinates(blueSquare));
var output3 = "Red square: " + JSON.stringify(getCoordinates(redSquare));
output.innerHTML = output1 + "<br>" + output2 + "<br>" + output3 + "<br>";
}
var button = document.createElement("button");
button.setAttribute("id", "button");
button.textContent = "Run";
button.addEventListener("click", run);
document.body.appendChild(button);
svg {
border: 1px solid;
}
<div id="output"></div>

Unable to update image position in css using javascript

There are some runner(animation-image) in my program which move from position x to y when clicked on start button, i want to add a (reverse)button on completion that when clicked on that the image moves from y to x.
Here is the link of my js-fiddle: https://jsfiddle.net/o6egL4qr/
I have added the reverse button but when clicked on that the image doesn't move at all.
class raceManager {
raceCount = 0;
races = [];
addRace() {
var mainContainer = document.getElementById('mainContainer');
mainContainer.appendChild(document.createElement('br'));
var race = new raceClass(this.raceCount);
this.races.push(race);
this.raceCount++;
}
}
class raceClass {
runners = [];
count;
runnerCount = 0;
raceDiv = document.createElement('div');
raceNum = document.createElement('div');
startRaceButton = document.createElement('input');
addRunnerButton = document.createElement('input');
revRaceButton = document.createElement('input');
tableDiv = document.createElement('div');
tableNum = document.createElement('div');
startInterval;
startTime;
revStartTime;
reverseInterval;
constructor(number) {
// store the race no.
this.count = number;
// delcare the race div id
this.raceNum.id = 'raceNum' + this.count;
// delcare the table div id
this.tableNum.id = 'tableNum' + this.count;
// Add raceDiv to the race
document.getElementById('races').appendChild(this.raceDiv);
// Add tableDiv to the race
document.getElementById('tables').appendChild(this.tableDiv);
this.applyDivProperty();
this.initializeButtons();
}
applyDivProperty() {
// apply properties to the tableNum
this.tableNum.style.display = "inline-block";
// apply properties to the raceDiv
this.raceDiv.id = "Race" + this.count;
document.getElementById(this.raceDiv.id).classList.add("raceDivClass");
this.raceDiv.appendChild(this.raceNum);
document.getElementById(this.raceNum.id).innerHTML = '<p>Race: ' + this.count + '</p>';
// append the add race button
this.raceDiv.appendChild(this.addRunnerButton);
// apply properties to the tableDiv
this.tableDiv.id = "Table" + this.count;
document.getElementById(this.tableDiv.id).classList.add("tableClass");
this.tableDiv.appendChild(this.tableNum);
document.getElementById(this.tableNum.id).innerHTML = '<p>Table: ' + this.count + '</p>';
}
initializeButtons() {
// initialize add runner button
this.addRunnerButton.type = 'Button';
this.addRunnerButton.value = 'Add Runner';
this.addRunnerButton.id = 'AddRunner' + this.count;
this.addRunnerButton.onclick = this.addRunner.bind(this);
// initialize start race buttton
this.startRaceButton.type = 'Button';
this.startRaceButton.value = 'Start Race';
this.startRaceButton.id = "startRaceButton" + this.count;
this.startRaceButton.onclick = this.startRace.bind(this);
// initialize reverse race buttton
this.revRaceButton.type = 'Button';
this.revRaceButton.value = 'Reverse Race';
this.revRaceButton.id = "revRaceButton" + this.count;
this.revRaceButton.onclick = this.revRace.bind(this);
}
addRunner() {
var track = new Runner(this); //Initialize the runner object
this.runners.push(track); //Store the runner object in runners array of Race class
if (this.runnerCount > 0) {
// append the start race button
this.raceDiv.appendChild(this.startRaceButton);
}
this.runnerCount++;
}
startRace() {
this.startTime = Date.now();
this.startInterval = setInterval(() => {
this.runners.forEach(function(element) {
element.animate();
});
document.getElementById(this.startRaceButton.id).disabled = "true";
document.getElementById(this.addRunnerButton.id).disabled = "true";
}, 50);
}
stop() {
clearInterval(this.startInterval);
// append the start race button
this.raceDiv.appendChild(this.revRaceButton);
}
revRace() {
this.revStartTime = Date.now();
this.reverseInterval = setInterval(() => {
this.runners.forEach(function(element) {
element.animateReverse();
});
document.getElementById(this.revRaceButton.id).disabled = "true";
}, 50);
}
stopRev() {
clearInterval(this.reverseInterval);
}
}
class Runner {
count = 0;
parent;
track;
sprite;
timeTaken;
trackWidth;
element;
speed;
table;
printCount = 1;
stepCount = 1;
trackNum;
tbl;
lastStep;
constructor(race) {
// initialize the divs
this.parent = race;
this.track = document.createElement('div');
this.sprite = document.createElement('div');
this.table = document.createElement('table');
// assigns #id to table and track corresponding with parent div.
this.table.id = race.tableNum.id + '_Table_' + this.parent.runnerCount;
this.track.id = race.raceNum.id + '_Track_' + this.parent.runnerCount;
this.createUI();
this.timeTaken = ((Math.random() * 5) + 3);
this.speed = this.trackWidth / (this.timeTaken * 1000);
console.log(this.trackWidth, this.timeTaken);
console.log(this.timeTaken * 100);
}
createUI() {
this.count = this.parent.runnerCount;
this.createTable();
this.createTrack();
this.createSprite();
}
createTable() {
var parentDiv1 = document.getElementById(this.parent.tableNum.id);
parentDiv1.appendChild(this.table);
this.table.setAttribute = "border"
this.table.border = "1";
document.getElementById(this.table.id).classList.add("tableClass");
this.tbl = document.getElementById(this.table.id);
this.addRow("Track " + (this.count + 1), "");
this.addRow("Time", "Distance");
}
addCell(tr, val) {
var td = document.createElement('td');
td.innerHTML = val;
tr.appendChild(td)
}
addRow(val_1, val_2) {
var tr = document.createElement('tr');
this.addCell(tr, val_1);
this.addCell(tr, val_2);
this.tbl.appendChild(tr)
}
createTrack() {
var parentDiv = document.getElementById(this.parent.raceNum.id);
parentDiv.appendChild(this.track);
this.track.appendChild(this.sprite);
document.getElementById(this.track.id).classList.add("trackClass");
this.trackWidth = this.track.getBoundingClientRect().width;
}
createSprite() {
this.sprite.id = this.track.id + "_Runner";
document.getElementById(this.sprite.id).classList.add("spriteClass");
this.element = document.getElementById(this.sprite.id);
}
animate() {
// declare time variables
var timeNow = Date.now();
var timespent = timeNow - this.parent.startTime;
var diff = Math.floor(this.timeTaken * 100);
// step is position of sprite.
var step = timespent * this.speed;
// Print table for all tracks with 10 laps.
if ((Math.round(timespent / 50) * 50) == (Math.round(((diff - 25) * this.printCount) / 50) * 50)) {
this.addRow(this.printCount + ": " + timespent, (Math.floor(step)));
this.printCount++;
}
// check condition to stop
if (step > this.trackWidth - 23) {
document.getElementById(this.parent.raceNum.id).innerHTML += 'Winner: Runner' + (this.count + 1);
this.parent.stop();
}
this.element.style.left = step + 'px';
// ------------sprite animation----------------
// start position for the image slicer
var position = (3 - (Math.floor(step / 6.5) % 4)) * 25;
// we use the ES6 template literal to insert the variable "position"
this.element.style.backgroundPosition = `${position}px 0px`;
}
animateReverse() {
// declare time variables
var timeNow = Date.now();
var timespent = timeNow - this.parent.revStartTime;
var diff = Math.floor(this.timeTaken * 100);
console.log(this.count + " position of step " + this.element.style.left);
while (this.stepCount < 2) {
this.lastStep = parseFloat(this.element.style.left);
this.stepCount++;
}
console.log(this.count + " this is lastStep " + this.lastStep);
// step is position of sprite.
var step = this.lastStep - (this.speed * timespent);
// Print table for all tracks with 10 laps.
if ((Math.round(timespent / 50) * 50) == (Math.round(((diff - 25) * this.printCount) / 50) * 50)) {
this.addRow(this.printCount + ": " + timespent, (Math.floor(step)));
this.printCount++;
}
// check condition to stop
if (step < 25) {
document.getElementById(this.parent.raceNum.id).innerHTML += 'Winner: Runner' + (this.count + 1);
this.parent.stopRev();
}
this.element.style.left = step + 'px';
// ------------sprite animation----------------
// start position for the image slicer
//var position = (3 - (Math.floor(step / 6.5) % 4)) * 25;
//this.element.style.backgroundPosition = position + 'px 0px';
}
}
manager = new raceManager();
#tableContainer {
float: left;
}
#addRaces {
text-align: center;
}
.raceDivClass {
margin: 1% auto;
width: 60%;
text-align: center;
border: 1px solid;
}
.tableClass {
text-align: center;
border: 1px solid;
margin: 5px;
float: left;
}
.trackClass {
background-color: black;
height: 30px;
width: 98%;
margin: 1%;
position: relative;
}
.spriteClass {
background-image: url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGgAAAAeCAYAAADAZ1t9AAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAASwSURBVGhD7Zq/axRBFMfv9u4MxATUSgsVm3QWigYbexuxUkiaKIqNoIUiwRSJoJLCxpSCaJoEYimo/4AgQVRIZxdBEIREYwzc5X74vndvlrm5mdnZ3dm9oPnAsDubu52Z93373pvNFQsJOXO9NUKHsU4vZPH90+IXPt/FA2kEmqbDTKcX8pza7K5I/vAtEJghge7zeSrwlDYbtYlmfWuILxWC8uBmUNoz/784wY4WaPRq9SGJcY+7Mt7GEOzUkB0pkGHi4Ci1K53TEK8h7tTE+pPywL6b3JXJQqBcQ7arQwR87AE34ElPUsPE1ZapODsErFHnnD7AfVWb9oylFYjVFcKoQuQC5kD55hB3Qxrbf17RYbHT+/fpCXGSOEmEaYcevofwhkRxXM0/VCi8azXr3+q1Xw8+LRxZ4cte4PneoHaQ2iVck0gVThVbyOhSRM9YOoFMyR9eW6KmLkAGYW6Vmjx47AViUfSkPC5V9p7nS23q1Z9zH+b33+KuF9iAOocUa0lcKFjubQJ2h51D5zbmIAVM9gc1mzgAE0kdFlFaq+JkQYQBV+FYOYoDGy9Tw3dgQ7QxnUBQUHxAtJfUhqllDhbWam4f525mJDCgMynufZFa13d6BILHsOeEjS6PUjMNtsRHFXgExI2V0PN6egiEkTzFMdlJgM/3zMd1H2Tzhjlqa53TLhLFbsvep9Cob70uFsuffbxJoHWZcq1A5CCZyDUZ7gtxotKDCsafdRHIZSFe9j9wBl1xoIJSuxhUVpIK5eB0JiILHo29EouDtVmLBF4IKjIbWOQkfzYVruENn+ESXFe+upBJeDMQVfWiyXQ5fFQV57oQLyLJL0VlsAfi06yJyhMuIOci7Efdqy0ENzxxonVFI22IY0NDHN1mykaX+nHAmKbw1qhtLLVaze8U1o6Jv9OmdaEYlI1lsLQGGVGwmMKbKZ8KXHIQxnUJn062CgVSFmQTRjySpr8n2nlb3lxTztl8W6+u3x0YOlylrpij1Vi0Hl3uxNx/U9MWIYSPtwZxclukSG2B4qreOTV+3skzBBgbuafVrJ0sVYbO8eUe4r5FMAgEbEnbSSC2l/p0grgRB1jHDGKqjt019kkwvoid4okS4D7O+Qji4MmxiQMonI2cGP/qYwMbt6LSAXFEzpCbyYaJcxuKBAwWJQ5EwATCTScLBeUhVGKRTIWBCgQsVYavcdcF8UZEnVveYPwXfIwNBMJCdF/GNeEZCFnahMzX1A0dgEi6MJALigP1SyiMCdu9wZH7sZBzkGpM5zcBljAZGdNPX964UAhKt0vlwbN8SQs2p/Xq2lTSfzU4hvK0OUily4b0PV1etI4Z+SbBFYMBrIPjO1QuT1N+GedLbVC1FYM9Hyk31fgScHYYE5JhD1Dz/r+fKPoqEJAMILAa1VRaU+HwaPnZwBR3vWJwJCDCUSonsKERKHJMrwLFAYbSbUwRyujanawMZfBikPXTEzvCgKhXPZmhe+/W2ZCuTWXpxQbgyWGFmhGILLb8p6V/AmnKa+Qd3783cCDz0JaGvgmEX4jyaRu8W6N8NM/dPGlvvvk8T5ye2r7mIIQ5PEl5/pyXc4FzIeOLZOMWCn8Bh1eBvOSZzIIAAAAASUVORK5CYII=');
position: absolute;
height: 30px;
width: 25px;
}
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<div id="mainContainer">
<div id="addRaces">
<input type="Button" value="Add Race" onclick="manager.addRace()">
</div>
<div id="races">
</div>
<br>
</div>
<div id="tableContainer">
<div id="tables"></div>
</div>
</body>
</html>
I expect it to move from y to x after clicking the reverse button, but it is not moving.
When you run the reverse function the elements are no longer referencing the dom elements.
I am actually not sure why that is, maybe someone else can chime in.
Anyway, this will fix your problem:
Replace this.element.style.left = step + 'px';
With: document.getElementById(this.element.id).style.left = step + 'px';

Why is my sprite speeding up without changing variables?

I have a bug in this code somewhere that cause the ship to fly faster and faster in space after returning from the planet. I cant figure this one out.
I set the speed to 0.1 so that its super slow in space. When you click on the planet, i run a function that will move canvas's off screen and use zindex to brong a div tag to the top of the stack. When you land and return to orbit, the ship will move slightly faster. After doing it about 10-15 times the ship moves far greater than the 0.1 speed that is set. I will include the html, js and css so you can run it to test.
Here is the whole code.
// Canvas Context's
var canvasMS = document.getElementById('MainScreen_cvs');
var ctxMain = canvasMS.getContext('2d');
var canvasShip = document.getElementById('Ship_cvs');
var ctxShip = canvasShip.getContext('2d');
var PlanetDiv = document.getElementById('PlanetDiv');
var OrbitReturn = document.getElementById('OrbitReturn');
var canvasPlanets = document.getElementById('Planets_cvs');
var ctxPlanets = canvasPlanets.getContext('2d');
var canvasHUD = document.getElementById('HUD_cvs');
var ctxHUD = canvasHUD.getContext('2d');
var canvasSurface = document.getElementById('Surface_cvs');
var ctxSurface = canvasSurface.getContext('2d');
// ----------------------------------End Canvas Context
var Player1;
var Planet1;
var planetClicked;
var gameWidth = canvasMS.width;
var gameHeight = canvasMS.height;
var mouseX = 10000;
var mouseY = 10000;
var SpaceMapX = 10;
var SpaceMapY = 10;
var SurfaceMap = 0;
var SurfaceMap2 = -1600;
var inSpace = true;
var onSurface = false;
var requestAnimFrame = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.msRequestAnimationFrame ||
window.oRequestAnimationFrame;
// Load Images
var imgMap = new Image();
imgMap.src = 'images/bg1.png';
var imgButtons = new Image();
imgButtons.src = 'images/button_sprite.png';
var imgBlueWindow = new Image();
imgBlueWindow.src = 'images/blue_window.png';
var imgSprite = new Image();
imgSprite.src = 'images/sprite.png';
var imgPlanets = new Image();
imgPlanets.src = 'images/earthlike_p1.png';
var imgBluesky1 = new Image();
imgBluesky1.src = 'images/bluesky1.png';
var imgBluesky2 = new Image();
imgBluesky2.src = 'images/bluesky2.png';
imgMap.addEventListener('load',init,false);
// ------------- End Loading Images
//-------------------- Create Game Objects ----------------
function CreateGameObjects(){
Player1 = new Ship();
Planet1 = new Planet();
};
//---------------END CREATING GAME OBJECTS------------------
function init(){ //----------------------------------------------- GAME INITIALIZATION
document.addEventListener('keydown',checkKeyDown,false);
document.addEventListener('keyup',checkKeyUp,false);
document.addEventListener("mousedown", checkMouseDown, false);
document.addEventListener("mouseup", checkMouseUp, false);
CreateGameObjects();
Loop();
};
function Loop() { // ---------------- Main Game Loop
clearCtx();
DrawGameObjects();
requestAnimFrame(Loop);
};
function planetSurface(){
if(onSurface){
clearCtx();
HUD();
Player1.draw();
if(mouseY < 21 && mouseX > 693){
ReturntoOrbit();
}
planetClicked.drawSurfaceImg();
var CloseButton = '<button style="float:right;" type="button">Return to Orbit</button>' ;
OrbitReturn.innerHTML = CloseButton;
requestAnimFrame(planetSurface);
}
};
function DrawGameObjects(){
Player1.draw();
Planet1.draw();
HUD();
};
function HUD(){
canvasHUD.style.zIndex = "100";
if (onSurface){
ctxHUD.fillStyle = "#000";
ctxHUD.fillText("locSurface: " + planetClicked.locSurface, 20,30);
}
if (inSpace)
ctxHUD.fillStyle = "#fff";
ctxHUD.fillText("Speed: " + Player1.speed, 60,60);
ctxHUD.fillText("drawX: " + Player1.drawX, 600,40);
ctxHUD.fillText("drawY: " + Player1.drawY, 600,30);
// ctxHUD.fillText("Planet Clicked: " + Planet1.isClicked, 600,50);
}
//----------------------------------------------------------- Objects
/************************************************************************************/
//--------------------------------- SPACE SHIP --------------------------------------
function Ship(){
this.srcX = 0;
this.srcY = 0;
this.srcW = 60;
this.srcH = 60;
this.drawX = 20 ;
this.drawY = 50 ;
this.speed = 0;
this.surfaceSpeed = 10;
this.drift = 0.45;
this.w = 16;
this.h = 16;
this.isUpKey = false;
this.isDownKey = false;
this.isLeftKey = false;
this.isRightKey = false;
this.isSpacebar = false;
this.direction = "n/a";
this.isMoving = false;
this.isClicked = false;
this.surfX = 350;
this.surfY = 200;
};
Ship.prototype.draw = function() {
if(inSpace)
ctxShip.drawImage(imgSprite,this.srcX,this.srcY,this.srcW,this.srcH,this.drawX,this.drawY,this.w,this.h);
if(onSurface)
ctxShip.drawImage(imgSprite,this.srcX,this.srcY,this.srcW,this.srcH,this.surfX,this.surfY,this.w,this.h);
this.checkPos(planetClicked);
};
Ship.prototype.checkPos = function (PlanetX){
if(inSpace){
this.srcY = 0;
this.srcW = 60;
this.w = 16;
this.h = 16;
this.speed = 0.1;
//----------------------------- Move Ship and Map based on the speed of the ship.
if(this.isLeftKey){
this.drawX -= this.speed;
if(SpaceMapX >= 1){
SpaceMapX -= this.speed;
}
}
if(this.isRightKey){
this.drawX += this.speed;
if(SpaceMapX <= 2190)SpaceMapX += this.speed;
}
if(this.isDownKey){
this.drawY += this.speed;
if(SpaceMapY <= 2490)SpaceMapY += this.speed;
}
if (this.isUpKey) {
this.drawY -= this.speed;
if(SpaceMapY >= 1){
SpaceMapY -= this.speed;
}
}
if (SpaceMapY < 0) {SpaceMapY = 0;}
if (SpaceMapX < 0 ) {SpaceMapX = 0}
//--------------------------------------------------------------------END
//-----------------------------------Change Ship Graphic based on direction and map boundaries.
if(this.isUpKey) this.srcX = 360;
if(this.isDownKey) this.srcX = 120;
if(this.isLeftKey) this.srcX = 240;
if(this.isRightKey) this.srcX = 0;
if(this.isUpKey && this.isLeftKey) this.srcX = 300;
if(this.isUpKey && this.isRightKey) this.srcX = 420;
if(this.isDownKey && this.isLeftKey) this.srcX = 180;
if(this.isDownKey && this.isRightKey) this.srcX = 60;
if (this.drawX <= 5) this.drawX = 5;
if (this.drawY <= 5) {this.drawY = 5};
if (this.drawY >= 480) {this.drawY = 480};
if (this.drawX >= 780) {this.drawX = 780};
//----------------------------------------------------------------END
ctxMain.drawImage(imgMap,SpaceMapX,SpaceMapY,gameWidth,gameHeight,0,0,gameWidth,gameHeight);
}
if (onSurface) {
this.srcY = 240;
this.srcW = 92;
this.w = 93;
this.h = 60;
if(this.isLeftKey){
PlanetX.locSurface -= this.surfaceSpeed;
SurfaceMap += this.surfaceSpeed;
SurfaceMap2 += this.surfaceSpeed;
PlanetX.MapDirection = -1;
this.srcX = 93;
}
if(this.isRightKey){
PlanetX.locSurface += this.surfaceSpeed;
SurfaceMap -= this.surfaceSpeed;
SurfaceMap2 -= this.surfaceSpeed;
PlanetX.MapDirection = 1;
this.srcX = 0;
}
}
};
//------------------------------END OF SPACE SHIP ------------------------------------
//----------------------------- PLANET OBJECT INFO ------------------------------------
function Planet(){
this.srcX = 0;
this.srcY = 0;
this.srcW = 100;
this.srcH = 100;
this.w = 50;
this.h = 50;
this.coordX = 100;
this.coordY = 100;
this.planetType = "Small Earthlike Planet."
this.drawX = this.coordX - SpaceMapX;
this.drawY = this.coordY - SpaceMapY;
this.surfaceIMG = imgBluesky1;
this.isClicked = false;
this.locSurface = 0;
};
Planet.prototype.draw = function(){
this.drawX = this.coordX - SpaceMapX;
this.drawY = this.coordY - SpaceMapY;
ifClicked(this);
if(this.isClicked){
PlanetDiv.style.display = "block";
var LandPlanetDivButton = '<button id="LandPlanetDivButton" type="button" onclick="landOnSurface();">Land On Surface</button>';
var ClosePlanetDivButton = '<button id="ClosePlanetDivButton" type="button" onclick="ClosePlanetDiv();">Close (x)</button><br/><p id="PlanetDivText">' ;
PlanetDiv.style.zIndex = "2";
HideCanvas();
planetClicked = this;
PlanetDiv.innerHTML = LandPlanetDivButton + ClosePlanetDivButton + this.planetType; + '</p>';
}
ctxPlanets.drawImage(imgPlanets,this.srcX,this.srcY,this.srcW,this.srcH,this.drawX,this.drawY,this.w,this.h);
};
Planet.prototype.drawSurfaceImg = function(){
if(SurfaceMap2 >= 0) SurfaceMap2 = -1600;
if(SurfaceMap2 < -1600) SurfaceMap2 = -1;
if(SurfaceMap >= 1600) SurfaceMap = 0;
if(SurfaceMap < 0) SurfaceMap = 1599;
ctxSurface.drawImage(this.surfaceIMG, 0, 0, 1600, gameHeight, SurfaceMap, 0, 1600, gameHeight);
ctxSurface.drawImage(this.surfaceIMG, 0, 0, 1600, gameHeight, SurfaceMap2, 0, 1600, gameHeight);
};
//----------------------------- END OF PLANET OBJECT -----------------------------------
//-----end Objects
function randomFromTo(from,to){
return Math.floor(Math.random()*(to-from+1)+from);
};
function closestNum(Num, a){
var num = Num + (gameWidth/2);
var closest = a[0];
var difference = Math.abs (num - closest);
for (var i = 0; i < a.length; i++) {
var difference2 = Math.abs (num - a[i]);
if (difference2 < difference) {
difference = difference2;
closest = a[i];
}
}
return closest;
};
function sortNum(a)
{
var swapped;
do{
swapped = false;
for (var i=0; i < a.length-1; i++) {
if (a[i] > a[i+1]) {
var temp = a[i];
a[i] = a[i+1];
a[i+1] = temp;
swapped = true;
}
}
}while (swapped);
};
function ifClicked(obj){
if(mouseX >= obj.drawX && mouseX <= obj.drawX + obj.w){
if(mouseY >= obj.drawY && mouseY <= obj.drawY + obj.h){
obj.isClicked = true;
}
}
else{
obj.isClicked = false;
}
};
function clearCtx() {
ctxMain.clearRect(0,0,gameWidth,gameHeight);
ctxShip.clearRect(0,0,gameWidth,gameHeight);
ctxPlanets.clearRect(0,0,gameWidth,gameHeight);
ctxHUD.clearRect(0,0,gameWidth,gameHeight);
ctxSurface.clearRect(0,0,gameWidth,gameHeight);
};
function checkKeyDown(e){
var keyID = e.keyCode || e.which;
if(keyID === 38 || keyID === 87){ // up arrow or W key
Player1.isUpKey = true;
Player1.direction = "North";
Player1.isMoving = true;
e.preventDefault();
}
if(keyID === 39|| keyID === 68){ // right arrow or D key
Player1.isRightKey = true;
Player1.direction = "East"
Player1.isMoving = true;
e.preventDefault();
}
if(keyID === 40 || keyID === 83){ // down arrow or S key
Player1.isDownKey = true;
Player1.direction = "South";
Player1.isMoving = true;
e.preventDefault();
}
if(keyID === 37 || keyID === 65){ // left arrow or A key
Player1.isLeftKey = true;
Player1.direction = "West";
Player1.isMoving = true;
e.preventDefault();
}
};
function checkKeyUp(e){
var keyID = e.keyCode || e.which;
if(keyID === 38 || keyID === 87){ // up arrow or W key
Player1.isUpKey = false;
Player1.isMoving = false;
e.preventDefault();
}
if(keyID === 39|| keyID === 68){ // right arrow or D key
Player1.isRightKey = false;
Player1.isMoving = false;
e.preventDefault();
}
if(keyID === 40 || keyID === 83){ // down arrow or S key
Player1.isDownKey = false;
Player1.isMoving = false;
e.preventDefault();
}
if(keyID === 37 || keyID === 65){ // left arrow or A key
Player1.isLeftKey = false;
Player1.isMoving = false;
e.preventDefault();
}
};
function clearMouse(){
mouseX = 10000;
mouseY = 10000;
};
function checkMouseDown(e) {
var mX = (e.clientX - (canvasMS.offsetLeft - canvasMS.scrollLeft));
var mY = (e.clientY - (canvasMS.offsetTop - canvasMS.scrollTop));
if(mX <= gameWidth && mX >= 0) mouseX = mX;
if(mY <= gameHeight && mY >= 0) mouseY = mY;
//mouseIsDown = true;
};
function checkMouseUp(e){
//mouseIsDown = false;
clearMouse();
};
function ClosePlanetDiv (){
PlanetDiv.style.zIndex = "-2";
PlanetDiv.innerHTML = "";
PlanetDiv.style.display = "none";
ShowCanvas();
};
function HideCanvas(){
canvasShip.style.marginTop = "-10000px";
canvasPlanets.style.marginTop = "-10000px";
};
function ShowCanvas(){
canvasShip.style.marginTop = "-500px";
canvasPlanets.style.marginTop = "-500px";
};
function landOnSurface(){
ClosePlanetDiv();
inSpace = false;
onSurface = true;
Player1.srcX = 0;
planetSurface();
canvasSurface.style.display = "block";
OrbitReturn.style.display = "block";
};
function ReturntoOrbit(){
OrbitReturn.style.display = "none";
canvasSurface.style.display = "none";
inSpace = true;
onSurface = false;
Loop();
};
<!doctype html>
<html lang='en'>
<head>
<meta charset="utf-8">
<title>Space Explorer</title>
<link rel="stylesheet" type="text/css" href="style.css">
<script src="Functions.js"></script>
</head>
<body>
<canvas id="MainScreen_cvs" width="800" height="500"></canvas>
<div id="PlanetDiv"></div>
<canvas id="Surface_cvs" width="800" height="500"></canvas>
<canvas id="Ship_cvs" width="800" height="500"></canvas>
<canvas id="Planets_cvs" width="800" height="500"></canvas>
<canvas id="HUD_cvs" width="800" height="500"></canvas>
<div id="OrbitReturn"></div>
<div id="log">
<h1 style="color:blue;">Recent updates will be logged here when made live.</h1>
<hr />
<h3> Wednesday August 3, 2016 </h3>
<ul>
<li> HTML file completed. Working on getting JS files started.</li>
<li> JS files created. </li>
<li>Basic ship & flight functions in place. Basic star map initialized.</li>
</ul>
<hr />
</div>
<script type="text/javascript" src="game.js"></script>
</body>
</html>
body {
background: #303030;
}
#MainScreen_cvs {
position: relative;
display: block;
background: #777777 ;
margin: 30px auto 0px;
z-index: 1;
}
#Surface_cvs{
position: relative;
display: none;
z-index: 1;
margin: -500px auto 0px;
}
#Ship_cvs, #Planets_cvs, #HUD_cvs {
display: block;
position: relative;
margin: -500px auto 0px;
z-index: 1;
}
#log {
display: block;
position: absolute;
top: 560px;
left: 233px;
background: #ffffff;
overflow: scroll;
width: 800px;
height: 300px;
z-index: 3;
}
#OrbitReturn{
display: block;
position: relative;
width: 800px;
height: 500px;
z-index: 3;
margin: -500px auto 0px;
}
#PlanetDiv {
display: block;
position: relative;
width: 800px;
height: 500px;
background-image: url("images/Sky.jpg");
z-index: -2;
margin: -500px auto 0px;
}
#ClosePlanetDivButton{
float: right;
}
#LandPlanetDivButton{
position: absolute;
top: 400px;
left: 325px;
font-size: 20px;
}
#PlanetDivText{
text-indent: 50px;
font-size: 20px;
}
Something is happening with Ship.prototype.checkPos. Each time you land on the planet, it looks like the checking pauses, then starts up when you enter orbit. But this time he checkPos is getting called faster.
I could keep staring at it but you might be able to figure it out from there. I put a console.log('checkPos') at the top of that function and watched it pause and restart.
Ship.prototype.checkPos = function(PlanetX) {
console.log('checkPos');
if (inSpace) {
...
I think it might be here
function ReturntoOrbit() {
OrbitReturn.style.display = "none";
canvasSurface.style.display = "none";
inSpace = true;
onSurface = false;
//Loop(); <--- this little guy. Get rid of him.
};

Javascript Custom Scrollbar Bug

var start_mouse_y = 0;
var scroll_offset = 0;
function SET_SCROLL(e){
document.getElementById("online_list_scroll").draggable = true;
start_mouse_y = e.clientY;
}
function ADJUST_SCROLL(e){
dont_pass = (412 - set_scroll_height);
mouse_y = e.clientY;
scroll_top = parseInt(document.getElementById("online_list_scroll").style.top);
scroll_offset = (mouse_y - scroll_top) + 46;
new_top = scroll_top + (mouse_y - start_mouse_y);
document.getElementById("DEBUG").innerHTML = "my: "+mouse_y+"<br>new_top: "+new_top+"<br>scroll_offset: "+scroll_offset+"<br>scroll_top: "+scroll_top;
if(new_top <= 0){
document.getElementById("online_list_scroll").style.top = 0+"px";
}else if(new_top >= dont_pass){
document.getElementById("online_list_scroll").style.top = dont_pass+"px";
}else{
document.getElementById("online_list_scroll").style.top = new_top+"px";
}
scroll_bottom = set_scroll_height + new_top;
scroll_percent = scroll_bottom / 412;
online_show = (document.getElementById("online_list").scrollHeight - 412) * scroll_percent;
online_show = Math.round(online_show);
document.getElementById("online_list").scrollTop = online_show;
}
var SCROLL_ON = 0;
document.onmouseup = function(){ SCROLL_ON = 0; };
document.onmousemove = function(event){ if(SCROLL_ON == 1){ADJUST_SCROLL(event);} };
javascript ^^
<div style="float: left; width: 13px; position: relative; height: 412px;">
<div id="online_list_scroll" style="width: 5px; position: absolute; top: 0px; left: 4px; border-radius: 4px; background-color: #3f3f3f; height: 15px;" onmousedown="if(SCROLL_ON == 0){ SET_SCROLL(event); SCROLL_ON = 1; }"></div>
</div>
html^^
i dont know why but the scroll bar scrolls at a very fast and unsteady flow rate. it works, but just jerks when scrolls up and down, jerk as in as u move one way it shoots that way quicker and quicker.
Thanks for any help, worked figuring out how to do this all night.
You have a problem with local var the following code works. Not made as a general thing, just repaired the code. Here you have the code with the comments where is the common mistake.
//first make sure you have defined with var the variables you need.
var start_mouse_y = 0;
var mouse_y = 0;
var scroll_offset = 0;
function SET_SCROLL(e) {
document.getElementById("online_list_scroll").draggable = true;
start_mouse_y = e.clientY;
// you need mouse_y to be initialized with start_mouse_y
mouse_y = start_mouse_y;
}
function ADJUST_SCROLL(e) {
var set_scroll_height = 0;
var dont_pass = (412 - set_scroll_height);
// here you set the last mouse_y to be start_mouse_y or else it would be
// a the first position of the mouse ( eg. 8 ) subtracted from the current ( eg. 50 )
// now remembering the last already added position (eg. 49) which is subtracted from
// the current (eg. 50 ) it works just fine
start_mouse_y = mouse_y;
mouse_y = e.clientY;
var scroll_top = parseInt(document.getElementById("online_list_scroll").style.top);
scroll_offset = (scroll_top- mouse_y ) + 46;
var new_top = scroll_top + (mouse_y- start_mouse_y);
console.log("my: " + mouse_y + "<br>new_top: " + new_top + "<br>scroll_offset: " + scroll_offset + "<br>scroll_top: " + scroll_top);
if(new_top <= 0) {
document.getElementById("online_list_scroll").style.top = 0 + "px";
} else if(new_top >= dont_pass) {
document.getElementById("online_list_scroll").style.top = dont_pass + "px";
} else {
document.getElementById("online_list_scroll").style.top = new_top + "px";
}
var scroll_bottom = set_scroll_height + new_top;
var scroll_percent = scroll_bottom / 412;
var online_show = (document.getElementById("online_list").scrollHeight - 412) * scroll_percent;
online_show = Math.round(online_show);
document.getElementById("online_list").scrollTop = online_show;
}
var SCROLL_ON = 0;
document.onmouseup = function() {
SCROLL_ON = 0;
};
document.onmousemove = function(event) {
if(SCROLL_ON == 1) {ADJUST_SCROLL(event);
}
};
Best regards,

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