Currently, this code is auto fade in and fade out div by selecting the div element the way they were arranged (consecutive order). What I want to do now is to make the selector in random, I want to fade in a random div and after fading it out it will pick another random div and infinite loop the process. Since I'm new in jQuery and so confused, I also want to know your opinion on how to put this such process on a If Else statement in the easiest way. Like for example, I will get the value of a number
int num = 1;
If(num == 1){
<!-- Do the process-->
}
Else {
<!-- Do another process by selecting from another set of divs-->
}
Here is the code:
jQuery.fn.nextOrFirst = function (selector) {
var next = this.next(selector);
return (next.length) ? next : this.prevAll(selector).last();
}
$(document).ready(function () {
$('div.mb').fadeOut(500);
var fadeInTime = 1000;
var intervaltime = 3000;
setTimeout(function () {
fadeMe($('div.mb').first());
}, intervaltime);
function fadeMe(div) {
div.fadeIn(fadeInTime, function () {
div.fadeOut(fadeInTime);
setTimeout(function () {
fadeMe(div.nextOrFirst());
}, intervaltime);
});
}
});
Divs:
<div class="boxes">
<div class="mb one">1-------------one</div>
<div class="mb two">2-------------two</div>
<div class="mb three">3-------------three</div>
</div>
Not sure if this is exactly what you want but can be modified:
var mb = $('.mb'),
mbl = mb.length;
mb.hide();
rand();
function rand(){
var r = getRand(0, mbl);
mb.eq(r).fadeIn('slow', function(){
$(this).fadeOut('slow', function(){
setTimeout(rand, 200);
});
});
}
function getRand(min, max) {
return Math.floor(Math.random() * (max - min) + min);
}
Try changing the nextOrFirst function to something like:
jQuery.fn.nextOrFirst = function (selector) {
var xCount = selector.size();
return Math.floor(Math.random() * xCount ) + 1;
}
Instead of getting the next of first div, this gets a count of all of the divs,
and pics a random number between 1 and X(the number of divs with your selector)
Try something like this,Hope it helps
var c=$(".boxes div");
setInterval(function(){
$.each(c,function(a,z){
$("div[class='"+(z.className)+"'").fadeIn();
});
var item = c[Math.floor(Math.random()*c.length)];
var u=item.className;
$("."+u).fadeOut();
$("div[class='"+u+"'").fadeOut(1000);
}, 3000);
EDIT:
var c=$(".boxes div");
setInterval(function(){
$.each(c,function(a,z){
$("div[class='"+(z.className)+"'").hide();
});
var item = c[Math.floor(Math.random()*c.length)];
var u=item.className;
$("."+u).fadeOut();
$("div[class='"+u+"'").show().fadeIn(1000);
}, 2000);
FIDDLE LINK: https://jsfiddle.net/bv0jj4wp/29/
Related
How to change this random result into a sequence starting from lower number? I am new in JS and have tried to make modification with no solution. I hope anybody can help.
function randomFeed() {
var $el = $("#randomFeed");
var random = new Array('news1','news2','news3','news4','news5','news6');
var randomIndex = Math.floor(Math.random() * 4);
var newElement = random[randomIndex];
$el.prepend("<tr><td>" + newElement + "</td></tr>").find("tr").first().hide();
$el.find("tr").first().fadeIn();
if ($el.find("tbody tr").length > 20) {
$el.find("tbody tr").last().fadeOut(400, function() {
$(this).remove();
});
}
slimScrollUpdate($el.parents(".scrollable"));
setTimeout(function() {
randomFeed();
}, 3000);
}
So you need sequential news slide instead of random? Try this (note the global feedIndex variable)
var feedIndex = 0;
function randomFeed() {
var $el = $("#randomFeed"),
news = new Array('news1','news2','news3','news4','news5','news6'),
newElement = news[feedIndex++ % news.length];
//console.log(newElement);
$el.prepend("<tr><td>" + newElement + "</td></tr>").find("tr").first().hide();
$el.find("tr").first().fadeIn();
if ($el.find("tbody tr").length > 20) {
$el.find("tbody tr").last().fadeOut(400, function() {
$(this).remove();
});
}
slimScrollUpdate($el.parents(".scrollable"));
setTimeout(function() {
randomFeed();
}, 3000);
}
BTW, this code in it's state is very bad. It changes the DOM every time to show new feed element. It is better to render all elements whith display:none and only toggle visibility of actual one. It is common pattern
Try this:
news = new Array('news1','news2','news3','news4','news5','news6')
// option 1
news.sort(function() {
return .5 - Math.random();
});
//news = news1,news2,news3,news6,news4,news5
//option 2
len = news.length,
randomNumber = Math.floor((Math.random() * len) + 0);
// randomNumber = 3
part = news.slice(randomNumber, len)
// part = arrnews6,news4,news5
Please be more precise what are you expecting/about what your goal is!
Hey there i got this fiddle :
http://jsfiddle.net/5H5Xq/42/
containing this jquery:
function anim(selector) {
$(".images img", selector).first().appendTo($('.images', selector)).fadeOut(2000);
$(".images img", selector).first().fadeIn(2000);
}
// Untuk delay gambarnya
var i = 0, max = 3;
myFunction = function(event){
$(".subbox1").each(function() {anim(this)});
i += 1;
if(i >= max) { i = 0; }
}
var interval = setInterval(myFunction, 5000);
$(".slider").hover(function() {
clearInterval(interval);
var img = $('<img>');
img.attr('src', $(this).attr('data-url'));
$('#newImage').html(img);
$('.images').hide();
return false;
i += 1;
$(".subbox1").each(function() {anim(this)});
});
$(".slider").mouseout(
function (){
$('.images').show();
// $('#newImage').hide();
interval = setInterval(myFunction, 5000);
}
);
It just means:
Every 5 seconds => automatic image-change.
When i hover throw a link => image-change + automatic image change disabled.
What i wanted to add to the automatic image-change:
Depending on the current picture, the -item gets a new background-color..is this possible?
greetings
Sure you can. Just change the background-color css attribute of the element depending on your criteria.
if (*your criteria here*) {
element.css("background-color", "#ff0000");
}
I have a problem, I have 3 button lets say it's called #pos1, #pos2 and #pos3.
I want to makes it automatically click #pos1 button in 2 seconds, after that click the #pos2 after another 2 seconds, and #pos3 after another 2 seconds,
after that back to the #pos1 in another 2 seconds and so on via jQuery.
HTML
<button id="pos1">Pos1</button>
<button id="pos2">Pos2</button>
<button id="pos3">Pos3</button>
Anyone can help me please?
Try
$(function() {
var timeout;
var count = $('button[id^=pos]').length;
$('button[id^=pos]').click(function() {
var $this = $(this);
var id = $this.attr('id');
var next = parseInt(id.substring(4), 10) + 1;
if( next >= count ){
next = 1
}
if (timeout) {
clearTimeout(timeout);
}
timeout = setTimeout(function() {
$('#pos' + next).trigger('click');
}, 2000);
})
timeout = setTimeout(function() {
$('#pos1').trigger('click');
}, 2000);
})
var posArray = ["#pos1", "#pos2", "#pos3"];
var counter = 0;
setInterval(function() {
$(posArray[counter]).triggerHandler('click');
counter = ((counter<2) ? counter+1 : 0);
}, 2000);
That should do the trick, though you did not mention when you want it to stop running.
Well I don't know what you already have but technically it could be done via triggerHandler()
var currentPos = 1,
posCount = 3;
autoclick = function() {
$('#pos'+currentPos).triggerHandler('click');
currentPos++;
if(currentPos > posCount) { currentPos = 1; }
};
window.setInterval(autoclick,2000);
If I have understood you question right, you need to perform click in a continuous loop in the order pos1>pos2>pos3>pos1>pos2 and so on. If this is what you want, you can use jQuery window.setTimeout for this. Code will be something like this:
window.setTimeout(performClick, 2000);
var nextClick = 1;
function performClick() {
if(nextClick == 1)
{
$("#pos1").trigger("click");
nextClick = 2;
}
else if(nextClick==2)
{
$("#pos2").trigger("click");
nextClick = 3;
}
else if(nextClick == 3)
{
$("#pos3").trigger("click");
nextClick = 1;
}
window.setTimeout(performClick, 2000);
}
This is quite buggy but will solve your problem.
using setInterval()
Calls a function or executes a code snippet repeatedly, with a fixed time delay between each call to that function.
var tempArray = ["pos1", "pos2", "pos3"]; //create an array to loop through
var arrayCounter = 0;
setInterval(function() {
$('#' + tempArray[arrayCounter ]).trigger('click');
arrayCounter = arrayCounter <2 ? arrayCounter +1 : 0;
}, 2000);
fiddle here
check your console for fiddle example
I am creating a new "whack-a-mole" style game where the children have to hit the correct numbers in accordance to the question. So far it is going really well, I have a timer, count the right and wrong answers and when the game is started I have a number of divs called "characters" that appear in the container randomly at set times.
I have taken away the "play" button and have replaced it with "easy", "medium" and "hard". When a mode is clicked I want the speed to change. The three button share the class "game_settings"
Here is the code that makes deals with the animation
function randomFromTo(from, to) {
return Math.floor(Math.random() * (to - from + 1) + from);
}
function scramble() {
var children = $('#container').children();
var randomId = randomFromTo(1, children.length);
moveRandom("char" + randomId);
}
var currentMoving = [];
function moveRandom(id) {
// If this one's already animating, skip it
if ($.inArray(id, currentMoving) !== -1) {
return;
}
// Mark this one as animating
currentMoving.push(id);
var cPos = $('#container').offset();
var cHeight = $('#container').height();
var cWidth = $('#container').width();
var bWidth = $('#' + id).width();
var bHeight = $('#' + id).css('top', '395px').fadeIn(100).animate({
'top': '-55px'
}, 6000).fadeOut(100);
maxWidth = cPos.left + cWidth - bWidth;
minWidth = cPos.left;
newWidth = randomFromTo(minWidth, maxWidth);
$('#' + id).css({
left: newWidth
}).fadeIn(1000, function () {
setTimeout(function () {
$('#' + id).fadeOut(1000);
// Mark this as no longer animating
var ix = $.inArray(id, currentMoving);
if (ix !== -1) {
currentMoving.splice(ix, 1);
}
window.cont++;
}, 1000);
});
}
How would I make it so that these settings change in accordance the the difficulty pressed at the beginning?
Fiddle: http://jsfiddle.net/pUwKb/53/
Your buttons do not share the class 'game_ettings', they are inside the div with a class 'game_settings', so the game starts also in case you click between the buttons. modify it like this:
// remove this line
$(".game_settings").find('input').click(
// replace it with...
var AnimationSpeed = 6000;
$(".game_settings").find('input').click(function () {
// here you could set a different timer value for each variant
// or simply send the classname to startplay and handle the
// settings there.
switch($(this).attr('class')) {
case 'easy':
AnimationSpeed = 6000;
break;
case 'medium':
AnimationSpeed = 3000;
break;
case 'hard':
AnimationSpeed = 1000;
break;
}
startplay();
});
In your timer function remove the line:
$("#btnstart").bind("click", startplay);
And in your function moveRandom you use the AnitmationSpeed:
var bHeight = $('#' + id).css('top', '395px').
fadeIn(100).animate({'top': '-55px'}, AnimationSpeed).
fadeOut(100);
You find a working demo here.
What I think you want to do is set the timeInterval according to the game difficulty. This is how I think you might get it to work.
Changes to be made:
html:
//Change
<div class="game_settings">
<div><input class="easy" type="button" value="Easy"></div>
<div><input class="medium" type="button" value="Medium"></div>
<div><input class="hard" type="button" value="Hard"></div>
</div>
//To
<div class="game_settings">
<div><input class="game-speed" id="easy" type="button" value="Easy"></div>
<div><input class="game-speed" id="medium" type="button" value="Medium"></div>
<div><input class="game-speed" id="hard" type="button" value="Hard"></div>
</div>
Sript:
//Change
$(".game_settings").click(function () {
startplay();
});
//To
$(".game-speed").click(function () {
startplay($(this).attr('id'));
});
//Change in startPlay()
startPlay()
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 500);
//To
startplay(speed_check) // As it is now expecting a variable
if(speed_check == 'easy'){
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 2000);
}
else if(speed_check == 'medium'){
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 1000);
}
else if(speed_check == 'hard'){
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 400);
}
else{
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 1000);
}
Set the time intervals as you like.
Note: This is just an idea what it should be like. You can ofcourse make it more efficient as you know your code better that anyone else.
In DotNet you need to "stop" the storyboard and restart with speed modification.
Dim sb as Storyboard = ctype(Me.FindRessources("Storyboard1"), Storyboard)
sb.Stop
Select Case Level
Case "easy": sb.SpeedRatio = 0.75
Case "medium": sb.SpeedRatio = 1
Case "hard": sb.SpeedRatio = 2.0
End Select
sb.Begin
Perhaps it is the same in JavaScript?
I have a jQuery/JS function that is using setInterval to loop through some image slides I have. It just flips through every 5 seconds...
Now I want it to pause if my mouse is hovered over it. How do I go about doing that on the setInterval function?
var current = 1;
function autoAdvance() {
if (current == -1) return false;
jQuery('#slide_menu ul li a').eq(current % jQuery('#slide_menu ul li a').length).trigger('click', [true]);
current++;
}
// The number of seconds that the slider will auto-advance in:
var changeEvery = jQuery(".interval").val();
if (changeEvery <= 0) {
changeEvery = 10;
}
var itvl = setInterval(function () {
autoAdvance()
}, changeEvery * 1000);
Something like this would work assuming interval is defined in an outer scope:
$('.slideshow img').hover(function() {
interval = clearInterval(interval);
}, function() {
interval = setInterval(flip, 5000);
});
(function () {
var imgs = $('#your_div img'), index = 0, interval,
interval_function = function () {
imgs.eq(index).hide();
index = (index + 1) % imgs.length;
imgs.eq(index).show();
};
imgs.eq(0).show();
interval = setInterval(interval_function, 5000);
$('#your_div').hover(function () {
clearInterval(interval);
}, function () {
interval = setInterval(interval_function, 5000);
});
}());
Example: http://jsfiddle.net/Zq7KB/3/
I reused some old code I wrote for a question the other day, but I figured it didn't matter that much. The trick is to store your interval in a variable that you keep in the background. Then, when you hover over the container, clear the interval. When you hover out of the container, re-set the interval. To get a better feel of how this works, change those 5000s to 1000s so it passes more quickly for testing.
Hope this helps.