Hi I have some js code that do typing effect on my web page it start typing when you scroll down end of page. For first it work normally but when you start scroll faster down to up the typing effect goes crazy how can I fix that
demo page
code
$(window).scroll(function (e) {
var elem = $(".hello-page");
var scrollTop = $(window).scrollTop();
var blockTop = elem.offset().top;
var docHeight = $(document).height();
var windowH = $(window).height();
if (scrollTop >= blockTop) {
var helloPageA = $(".hello-page").find("a");
var text = helloPageA.attr("data-text");
helloPageA.text('');
$.each(text.split(''), function (i, letter) {
setTimeout(function () {
helloPageA.html(helloPageA.html() + letter);
}, 150 * i);
});
} else {
elem.find("a").text('');
}
});
jsfiddle example
Thanks for your help
So, here is the solution - http://jsfiddle.net/u3ojjx8r/1/
I borrowed initial structure of the code from previous answer here and it was removed unfortunately, therefore I can't mention one of the co-authors. Though the code looked quite similar to topic-starter's one.
The idea of the code below is to separate the queuing of characters to render and the actual rendering. Another important improvement is always have control over timeouts, i.e. never schedule more than one timeout. That allows you to cancel them any time without unpredicted/uncontrolled behavior.
var timeoutVar;
var queue = [];
var drawQueueTimeout = -1;
var helloPageA = $(".hello-page").find("a");
function pushQueue (element) {
console.log('pushQUeue', element.char);
queue.push(element);
checkQueue();
}
function flushQueue () {
console.log('flushQueue');
queue = [];
clearTimeout(drawQueueTimeout);
drawQueueTimeout = -1;
}
function checkQueue () {
console.log('checkQueue', queue.length, drawQueueTimeout);
if (queue.length > 0 && drawQueueTimeout < 0) {
console.log('schedule drawQueue');
drawQueueTimeout = setTimeout(drawQueue, 150);
}
}
function drawQueue () {
drawQueueTimeout = -1;
console.log('draw queue');
if (queue.length > 0) {
var element = queue.shift();
console.log('drawQueue', element.char);
helloPageA.html(helloPageA.html() + element.char);
}
checkQueue();
}
$(window).scroll(function (e) {
var elem = $(".hello-page");
var scrollTop = $(window).scrollTop();
var blockTop = elem.offset().top;
var docHeight = $(document).height();
var windowH = $(window).height();
if (scrollTop + windowH == docHeight) {
// Empty anything typed so far
helloPageA.empty();
flushQueue();
var text = helloPageA.attr("data-text");
helloPageA.text('');
$.each(text.split(''), function (i, letter) {
pushQueue({
char: letter,
index: i
});
});
} else {
helloPageA.empty();
flushQueue();
}
});
Related
Struggling to get multiple SVGs to animate on scroll. I followed the CodePen and the first animation works fine, but the second doesn't. I need to be able to run like 4-5 of these on the homepage.
var scrollMorph1 = new TimelineLite({paused:true})
.to("#headerBottomMask",1, {morphSVG:"#headerBottomMask2"},0)
.to("#headerBottom01a",1, {morphSVG:"#headerBottom01b"},0)
.to("#headerBottom02a",1, {morphSVG:"#headerBottom02b"},0)
.to("#headerBottom03a",1, {morphSVG:"#headerBottom03b"},0)
.to("#headerBottom04a",1, {morphSVG:"#headerBottom04b"},0)
$(window).scroll(function() {
var scrolled = $(window).scrollTop();
var diff = 50;
var object1 = $('#header h1');
var topOfRange1 = object1.offset().top + diff;
if (scrolled > topOfRange1 ) {
scrollMorph1.play().timeScale(1);
} else {scrollMorph1.reverse().timeScale(1);}
});
var scrollMorph2 = new TimelineLite({paused:true})
.to("#clientsMask",1, {morphSVG:"#clientsMask2"},0)
$(window).scroll(function() {
var scrolled = $(window).scrollTop();
var diff = 50;
var object2 = $('#weare a');
var topOfRange2 = object2.offset().top + diff;
if (scrolled > topOfRange2 ) {
scrollMorph2.play().timeScale(1);
} else {scrollMorph2.reverse().timeScale(1);}
});
Code works fine. Wasn't targeting the Path, but rather the SVG's ID on the second one. Have to target the path.
After you click Go To Bottom then roll the mouse over it just automatically roll down it? way still uses the setInterval without fail no summer?
link source code
http://jsfiddle.net/trananh/v7gdr4n0/
var process;
var delay = 50;
var scrollPixel = 20;
//Fix Undefine pageofset when using IE 8 below;
function getPapeYOfSet() {
var yOfSet = (typeof (window.pageYOffset) === "number") ? window.pageYOffset : document.documentElement.scrollTop;
return yOfSet;
}
function goToBottom() {
process = setInterval(function () {
var yOfSet = getPapeYOfSet();
if (yOfSet >= document.body.scrollHeight) {
clearInterval(process);
} else {
window.scrollBy(0, scrollPixel);
}
}, delay);
}
JAvascript function goToBottom
I am not a big fan of jQuery because it can cause a bigger load time on the page load(even if it's small), so I refrain from using jQuery as much as possible.
I am trying to convert this jQuery code to plain javascript, could someone lead me in the correct direction?
Non-working non-jquery javascript
window.onload = function()
{
var scrolledElement = document.querySelector('#comment');
var top = scrolledElement.offsetTop;
window.scroll(function()
{
var y = window.pageYOffset;
if (y >= top)
{
scrolledElement.classList.add('fixed');
} else {
scrolledElement.classList.remove('fixed');
}
});
});
and this is the actual code for jQuery.
$(document).ready(function () {
var top = $('#comment').offset().top - parseFloat($('#comment').css('marginTop').replace(/auto/, 0));
$(window).scroll(function (event) {
var y = $(this).scrollTop();
if (y >= top) {
$('#comment').addClass('fixed');
} else {
$('#comment').removeClass('fixed');
}
});
});
Here is what I have so far in jsfiddle. http://jsfiddle.net/knjQh/29/
Update your JS to attach a event on scroll
window.onload = function () {
var scrolledElement = document.querySelector('#comment');
var top = scrolledElement.offsetTop;
var listener = function () {
var y = window.pageYOffset;
if (y >= top) {
scrolledElement.classList.add('fixed');
} else {
scrolledElement.classList.remove('fixed');
}
};
window.addEventListener('scroll', listener, false);
}
Check
http://jsfiddle.net/raunakkathuria/knjQh/33/
This question already has answers here:
Animate counter when in viewport
(4 answers)
Closed 6 years ago.
I'm trying to make a number count up when it's within the viewport, but currently, the script i'm using will interrupt the count on scroll.
How would I make it so that it will ignore the scroll and just count up when it's within the viewport? This needs to work on mobile, so even when a user is scrolling on touch. It cannot interrupt the count.
Please see here:
http://jsfiddle.net/Q37Q6/27/
(function ($) {
$.fn.visible = function (partial, hidden) {
var $t = $(this).eq(0),
t = $t.get(0),
$w = $(window),
viewTop = $w.scrollTop(),
viewBottom = viewTop + $w.height(),
_top = $t.offset().top,
_bottom = _top + $t.height(),
compareTop = partial === true ? _bottom : _top,
compareBottom = partial === true ? _top : _bottom,
clientSize = hidden === true ? t.offsetWidth * t.offsetHeight : true;
return !!clientSize && ((compareBottom <= viewBottom) && (compareTop >= viewTop));
};
})(jQuery);
// Scrolling Functions
$(window).scroll(function (event) {
function padNum(num) {
if (num < 10) {
return "" + num;
}
return num;
}
var first = 25; // Count up to 25x for first
var second = 4; // Count up to 4x for second
function countStuffUp(points, selector, duration) { //Animate count
$({
countNumber: $(selector).text()
}).animate({
countNumber: points
}, {
duration: duration,
easing: 'linear',
step: function () {
$(selector).text(padNum(parseInt(this.countNumber)));
},
complete: function () {
$(selector).text(points);
}
});
}
// Output to div
$(".first-count").each(function (i, el) {
var el = $(el);
if (el.visible(true)) {
countStuffUp(first, '.first-count', 1600);
}
});
// Output to div
$(".second-count").each(function (i, el) {
var el = $(el);
if (el.visible(true)) {
countStuffUp(second, '.second-count', 1000);
}
});
});
Your example is more complicated than you're aware, I think. You're doing things in a pretty unusual way, here, using a jQuery animate method on a custom property as your counter. It's kind of cool, but it also makes things a little more complicated. I've had to add a number of things to straighten up the situation.
I went ahead and rewrote your visible plugin, largely because I had no idea what yours was doing. This one's simple!
When your counters become visible, they get a "counting" class so that the counter isn't re-fired on them when they're already counting.
I save a reference to the object you have your custom counter animation on to the data attribute of the counter. This is vital: without that reference, you can't stop the animation when it goes offscreen.
I do some fanciness inside the step function to keep track of how much time is left so that you can keep your counter running at the same speed even if it stops and starts. If your counter runs for half a second and it's set to use one second for the whole animation, if it gets interrupted and restarted you only want to set it to half a second when you restart the counter.
http://jsfiddle.net/nate/p9wgx/1/
(function ($) {
$.fn.visible = function () {
var $element = $(this).eq(0),
$win = $(window),
elemTop = $element.position().top,
elemBottom = elemTop + $element.height(),
winTop = $win.scrollTop(),
winBottom = winTop + $win.height();
if (elemBottom < winTop) {
return false;
} else if (elemTop > winBottom) {
return false;
} else {
return true;
}
};
})(jQuery);
function padNum(num) {
if (num < 10) {
return " " + num;
}
return num;
}
var $count1 = $('.first-count');
var $count2 = $('.second-count');
// Scrolling Functions
$(window).scroll(function (event) {
var first = 25; // Count up to 25x for first
var second = 4; // Count up to 4x for second
function countStuffUp(points, selector, duration) {
//Animate count
var $selector = $(selector);
$selector.addClass('counting');
var $counter = $({
countNumber: $selector.text()
}).animate({
countNumber: points
}, {
duration: duration,
easing: 'linear',
step: function (now) {
$selector.data('remaining', (points - now) * (duration / points));
$selector.text(padNum(parseInt(this.countNumber)));
},
complete: function () {
$selector.removeClass('counting');
$selector.text(points);
}
});
$selector.data('counter', $counter);
}
// Output to div
$(".first-count").each(function (i, el) {
var el = $(el);
if (el.visible() && !el.hasClass('counting')) {
var duration = el.data('remaining') || 1600;
countStuffUp(first, '.first-count', duration);
} else if (!el.visible() && el.hasClass('counting')) {
el.data('counter').stop();
el.removeClass('counting');
}
});
// Output to div
$(".second-count").each(function (i, el) {
var el = $(el);
if (el.visible() && !el.hasClass('counting')) {
var duration = el.data('remaining') || 1000;
countStuffUp(second, '.second-count', duration);
} else if (!el.visible() && el.hasClass('counting')) {
el.data('counter').stop();
el.removeClass('counting');
}
});
});
There's a lot here. Feel free to ask me questions if anything's not clear.
I am having trouble creating a slider that pauses on hover, because I execute the animation function again on mouse off, if I flick the mouse over it rapidly (thereby calling the function multiple times) it starts to play up, I would like it so that the function is only called if the other function is complete, otherwise it does not call at all (to avoid queue build up and messy animations)
What's the easiest/best way to do this?
$(document).ready(function() {
//get variables
var slide_width = $('.slider_container').width();
var number_of_slides = $('.slider_container .slide').length;
var slider_width = slide_width*number_of_slides;
//set element dimensions
$('.slide').width(slide_width);
$('.slider').width(slider_width);
var n = 1;
$('.slider_container').hover(function() {
//Mouse on
n = 0;
$('.slider').stop(true, false);
}, function() {
//Mouse off
n = 1;
if (fnct == 0) sliderLoop();
});
//Called in Slide Loop
function animateSlider() {
$('.slider').delay(3000).animate({ marginLeft: -(slide_width * i) }, function() {
i++;
sliderLoop();
});
}
var i = 0;
var fnct = 0
//Called in Doc Load
function sliderLoop() {
fnct = 1
if(n == 1) {
if (i < number_of_slides) {
animateSlider();
}
else
{
i = 0;
sliderLoop();
}
}
fnct = 0
}
sliderLoop();
});
The slider works fine normally, but if I quickly move my mouse on and off it, then the slider starts jolting back and forth rapidly...been trying to come up with a solution for this for hours now..
Here's what fixed it, works a charm!
$(document).ready(function() {
//get variables
var slide_width = $('.slider_container').width();
var number_of_slides = $('.slider_container .slide').length;
var slider_width = slide_width*number_of_slides;
//set element dimensions
$('.slide').width(slide_width);
$('.slider').width(slider_width);
var n = 1;
var t = 0;
$('.slider_container').hover(function() {
clearInterval(t);
}, function() {
t = setInterval(sliderLoop,3000);
});
var marginSize = i = 1;
var fnctcmp = 0;
//Called in Doc Load
function sliderLoop() {
if (i < number_of_slides) {
marginSize = -(slide_width * i++);
}
else
{
marginSize = i = 1;
}
$('.slider').animate({ marginLeft: marginSize });
}
t = setInterval(sliderLoop,3000);
});