I need to animate a picture from the top left of the screen to the bottom right of the screen. I can only use javascript. I made some research but everyone using CSS or Jquery for animation so I couldn't find answer for my question. So my questions are how can I determine the bottom right of the screen and how can I animate the picture exactly to that point?
I tried this but this just goes across the screen into infinity.
Here is my code:
var imgObj = null;
var animate;
function init(){
imgObj = document.getElementById('myImage');
imgObj.style.position= 'relative';
imgObj.style.left = '0px';
imgObj.style.top = '0px';
}
function moveRight(){
imgObj.style.left = parseInt(imgObj.style.left) + 1 + 'px';
animate = setTimeout(moveRight,60); // call moveRight in 60msec
imgObj.style.top = parseInt(imgObj.style.top) + 1 + 'px';
}
I made a simple example here:
http://plnkr.co/edit/xnuBO5RRrjjnMJZjkxEu
(function(window){
var imgLeft = 0, imgTop = 0;
var imgObj, screenWidth, screenHeight, finalTop, finalLeft,
slope, imgHeight, imgWidth;
var animateImage = function(){
imgObj.style.left = imgLeft < finalLeft ? imgLeft + 'px' : finalLeft + 'px';
imgObj.style.top = imgTop < finalTop ? imgTop + 'px' : finalTop + 'px';
if(imgLeft !== finalLeft || imgTop !== finalTop){
requestAnimationFrame(animateImage);
}
imgLeft++;
imgTop += slope;
};
window.onload = function(){
imgObj = document.getElementById('image');
screenWidth = window.innerWidth;
screenHeight = window.innerHeight;
imgHeight = imgObj.offsetHeight;
imgWidth = imgObj.offsetWidth;
slope = (screenHeight - imgHeight) / (screenWidth - imgWidth);
finalTop = screenHeight - imgHeight;
finalLeft = screenWidth - imgWidth;
requestAnimationFrame(animateImage);
};
})(window);
Like SeanOlson said, to get it to go to the specific corner no matter what the height you are going to have to decide how to increment your top and left positions. You can use time stamps and requestAnimationFrame to keep things smooth with no jutter.
There is a decent tutorial on requestAnimationFrame here: http://creativejs.com/resources/requestanimationframe/
**Second Edit
I forgot to mention, in case you aren't aware rAF isn't available in older browsers. Paul Irish has a polyfill for it though:
http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/
"How can I determine the bottom right of the screen and how can I animate the picture exactly to that point?"
You get the dimensions of the display through the window object:
var width = window.innerWidth;
var height = window.innerHeight;
Because you're positioning the picture by it's upper-left corner, the final position will be
var final_top = height - img_height;
var final_left = width - img_width;
Then you use a simple loop or perhaps a interval timer to move the image incrementally until it reaches those coordinates.
Related
You can scroll to an element using a url with a hashtag and the elements ID:
window.location.href = "#ID"
This will scrol so that the top of the element is at the top of the browser. How would I scroll to an element so that it's vertically centered?
you can scroll up right after the navigation happens:
addEventListener("hashchange", function(){
setTimeout(function(){
document[
document.documentElement.scrollTop ?
"documentElement":
"body"
].scrollTop-= (innerHeight/2.1);
}, 1);
}, false);
this will cause the focused element to appear half-way up the screen, vertically centered.
the 2.1 causes it to scroll just under half the screen, since there will be some room at the top already. you can adjust the ".1" to match your desired effect (baseline, middle, etc).
obligatory fiddle link: http://jsfiddle.net/ckhafLzq/2/
This is what I have achieved:
function centerScroll(element) {
if (!(element instanceof Element)) {
throw new TypeError("Element expected");
}
var bodyRect = document.body.getBoundingClientRect();
var elementRect = element.getBoundingClientRect();
var left = elementRect.left - bodyRect.left;
var top = elementRect.top - bodyRect.top;
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var elementWidth = element.offsetWidth;
var elementHeight = element.offsetHeight;
var x = left - Math.max(0, (windowWidth - elementWidth) / 2);
var y = top - Math.max(0, (windowHeight - elementHeight) / 2);
window.scrollTo(x, y);
return [x, y];
}
No, there's no built-in way, you'd have to write that yourself:
function center_element_vertically(elt) {
var rect = elt.getBoundingClientRect();
window.scrollTo(0, rect.top + window.pageYOffset -
(window.innerHeight - rect.height)/2);
}
Alternatives without writing your own code: you could scroll so that the element was at the bottom by passing false to scrollIntoView, or scroll only if the element is not already visible by calling scrollIntoViewIfNeeded, available only in Chrome AFAIK.
I am trying to make an image move 360° (not rotate) back it's course, but so far I was able to move only to a specific direction, if I add left & bottom course, then the image going diagonal to left & bottom. Here are the properties:
CSS
#circle{
background:red;
border-radius:100px;
height:100px; width:100px;
position:absolute;
}
JavaSript
(function() {
var speed = 10,
moveBox = function(){
var el = document.getElementById("circle"),
left = el.offsetLeft,
moveBy = 3;
el.style.left = left + moveBy + "px";
if(left > 200){
clearTimeout(timer);
}
};
var timer = setInterval(moveBox, speed);
}());
HTML:
<div id='circle'></div>
JsFiddle Online Demo
The problem is looping back the red circle, I want it to move to left > bottom > right > up
in a circular manner.
thanks for the help.
Using Math.sin and Math.cos to describe the circle: http://jsfiddle.net/E3peq/7/
(function() {
var speed = 10,
moveX = 0.1,
moveY = 0.1,
increment = 0.1,
amp = 10,
moveBox = function(){
var el = document.getElementById("circle"),
left = el.offsetLeft,
top = el.offsetTop;
moveX += increment;
moveY += increment;
var moveXBy = Math.cos(moveX) * amp;
var moveYBy = Math.sin(moveY) * amp;
el.style.left = (left + moveXBy) + "px";
el.style.top = (top + moveYBy) + "px";
if(left > 200){
clearTimeout(timer);
}
};
var timer = setInterval(moveBox, speed);
}());
Edit: Abraham's answer in the comments is actually a lot nicer looking than this...
How can I make the windows scrollbar's Y coordinate be the same as the mouse Y coordinate, how
can I make the scrollbar follow the mouse?
The most compute efficient using way of doing this utilizing DOM-L3:
//HTML BLOCK
<canvas onmousemove="TrackMouse(event)"></canvas>
//JS BLOCK
function TrackMouse(e){
window.scrollBy(e.webkitMovementX, e.webkitMovementY);
}
Here is a jQuery-free solution:
var height = document.documentElement.scrollHeight;
function scroll(event){
var y = event.clientY;
var yPercentage = y/screen.height;
window.scrollTo(0,yPercentage*height);
}
window.onmousemove = scroll;
In action: http://jsfiddle.net/xF2vs/3/
On a real page, if your mouse is at the bottom of the screen, the page will be scrolled entirely to the bottom. For some reason in jsfiddle it doesn't quite make it.
What it is doing is finding how far down your mouse is on the screen and scrolling the document down that same percent.
Sharing my modified version Nile's reply to get a version that scrolls both X and Y.
var height = document.documentElement.scrollHeight;
var width = document.documentElement.scrollWidth;
function scroll(event) {
var y = event.clientY;
var x = event.clientX;
var yPercentage = y / screen.height;
var xPercentage = x / screen.width;
window.scrollTo(xPercentage * width, yPercentage * height);
}
window.onmousemove = scroll;
To scroll just the width, but not the height (as Murplyx requested a year ago) use the following:
var width = document.documentElement.scrollWidth;
function scroll(event) {
var x = event.clientX;
var xPercentage = x / screen.width;
window.scrollTo(xPercentage * width, 0);
}
window.onmousemove = scroll;
Thank you Nile for the start!
I'm trying to implement pinch-to-zoom gestures exactly as in Google Maps. I watched a talk by Stephen Woods - "Creating Responsive HTML5 Touch Interfaces” - about the issue and used the technique mentioned. The idea is to set the transform origin of the target element at (0, 0) and scale at the point of the transform. Then translate the image to keep it centered at the point of transform.
In my test code scaling works fine. The image zooms in and out fine between subsequent translations. The problem is I am not calculating the translation values properly. I am using jQuery and Hammer.js for touch events. How can I adjust my calculation in the transform callback so that the image stays centered at the point of transform?
The CoffeeScript (#test-resize is a div with a background image)
image = $('#test-resize')
hammer = image.hammer ->
prevent_default: true
scale_treshold: 0
width = image.width()
height = image.height()
toX = 0
toY = 0
translateX = 0
translateY = 0
prevScale = 1
scale = 1
hammer.bind 'transformstart', (event) ->
toX = (event.touches[0].x + event.touches[0].x) / 2
toY = (event.touches[1].y + event.touches[1].y) / 2
hammer.bind 'transform', (event) ->
scale = prevScale * event.scale
shiftX = toX * ((image.width() * scale) - width) / (image.width() * scale)
shiftY = toY * ((image.height() * scale) - height) / (image.height() * scale)
width = image.width() * scale
height = image.height() * scale
translateX -= shiftX
translateY -= shiftY
css = 'translateX(' + #translateX + 'px) translateY(' + #translateY + 'px) scale(' + scale + ')'
image.css '-webkit-transform', css
image.css '-webkit-transform-origin', '0 0'
hammer.bind 'transformend', () ->
prevScale = scale
I managed to get it working.
jsFiddle demo
In the jsFiddle demo, clicking on the image represents a pinch gesture centred at the click point. Subsequent clicks increase the scale factor by a constant amount. To make this useful, you would want to make the scale and translate computations much more often on a transform event (hammer.js provides one).
The key to getting it to work was to correctly compute the point of scale coordinates relative to the image. I used event.clientX/Y to get the screen coordinates. The following lines convert from screen to image coordinates:
x -= offset.left + newX
y -= offset.top + newY
Then we compute a new size for the image and find the distances to translate by. The translation equation is taken from Stephen Woods' talk.
newWidth = image.width() * scale
newHeight = image.height() * scale
newX += -x * (newWidth - image.width) / newWidth
newY += -y * (newHeight - image.height) / newHeight
Finally, we scale and translate
image.css '-webkit-transform', "scale3d(#{scale}, #{scale}, 1)"
wrap.css '-webkit-transform', "translate3d(#{newX}px, #{newY}px, 0)"
We do all our translations on a wrapper element to ensure that the translate-origin stays at the top left of our image.
I successfully used that snippet to resize images on phonegap, using hammer and jquery.
If it interests someone, i translated this to JS.
function attachPinch(wrapperID,imgID)
{
var image = $(imgID);
var wrap = $(wrapperID);
var width = image.width();
var height = image.height();
var newX = 0;
var newY = 0;
var offset = wrap.offset();
$(imgID).hammer().on("pinch", function(event) {
var photo = $(this);
newWidth = photo.width() * event.gesture.scale;
newHeight = photo.height() * event.gesture.scale;
// Convert from screen to image coordinates
var x;
var y;
x -= offset.left + newX;
y -= offset.top + newY;
newX += -x * (newWidth - width) / newWidth;
newY += -y * (newHeight - height) / newHeight;
photo.css('-webkit-transform', "scale3d("+event.gesture.scale+", "+event.gesture.scale+", 1)");
wrap.css('-webkit-transform', "translate3d("+newX+"px, "+newY+"px, 0)");
width = newWidth;
height = newHeight;
});
}
I looked all over the internet, and outernet whatever, until I came across the only working plugin/library - http://cubiq.org/iscroll-4
var myScroll;
myScroll = new iScroll('wrapper');
where wrapper is your id as in id="wrapper"
<div id="wrapper">
<img src="smth.jpg" />
</div>
Not a real answer, but a link to a plug=in that does it all for you. Great work!
https://github.com/timmywil/jquery.panzoom
(Thanks 'Timmywil', who-ever you are)
This is something I wrote a few years back in Java and recently converted to JavaScript
function View()
{
this.pos = {x:0,y:0};
this.Z = 0;
this.zoom = 1;
this.scale = 1.1;
this.Zoom = function(delta,x,y)
{
var X = x-this.pos.x;
var Y = y-this.pos.y;
var scale = this.scale;
if(delta>0) this.Z++;
else
{
this.Z--;
scale = 1/scale;
}
this.zoom = Math.pow(this.scale, this.Z);
this.pos.x+=X-scale*X;
this.pos.y+=Y-scale*Y;
}
}
The this.Zoom = function(delta,x,y) takes:
delta = zoom in or out
x = x position of the zoom origin
y = y position of the zoom origin
A small example:
<script>
var view = new View();
var DivStyle = {x:-123,y:-423,w:300,h:200};
function OnMouseWheel(event)
{
event.preventDefault();
view.Zoom(event.wheelDelta,event.clientX,event.clientY);
div.style.left = (DivStyle.x*view.zoom+view.pos.x)+"px";
div.style.top = (DivStyle.y*view.zoom+view.pos.y)+"px";
div.style.width = (DivStyle.w*view.zoom)+"px";
div.style.height = (DivStyle.h*view.zoom)+"px";
}
function OnMouseMove(event)
{
view.pos = {x:event.clientX,y:event.clientY};
div.style.left = (DivStyle.x*view.zoom+view.pos.x)+"px";
div.style.top = (DivStyle.y*view.zoom+view.pos.y)+"px";
div.style.width = (DivStyle.w*view.zoom)+"px";
div.style.height = (DivStyle.h*view.zoom)+"px";
}
</script>
<body onmousewheel="OnMouseWheel(event)" onmousemove="OnMouseMove(event)">
<div id="div" style="position:absolute;left:-123px;top:-423px;width:300px;height:200px;border:1px solid;"></div>
</body>
This was made with the intention of being used with a canvas and graphics, but it should work perfectly for normal HTML layout
I'm trying to get an image that is around 1920x1200px to pan around on a 800x600px browser window.
So if my mouse is on the top-left of the browser window the image is alined so it's top-left margins are on the top-left of the browser window. The same goes for the bottum-right.
So if the mouse is in the centre of the screen the image should be centered too.
Im not sure what calculations are needed as my math is a bit rusty.
Currently I'm using a bit of javascript that just moves the image using CSS's top/left properties but without much success as it's just moving the picture around from it's top/left corner.
I'v also set the image's position to absolute in css.
function updateImgPosition( e )
{
var avatar = document.getElementById("avatar");
// Width
var windowWidth = window.innerWidth;
var mouseWidthLocation = e.x;
var percentOfWidth = (100 / windowWidth) * mouseWidthLocation;
// Height
var windowHeight = window.innerHeight;
var mouseHeightLocation = e.y;
var percentOfHeight = (100 / windowHeight) * mouseHeightLocation;
avatar.style.top = percentOfHeight + "%";
avatar.style.left = percentOfWidth + "%";
}
document.onmousemove = updateImgPosition;
This is a demo of what I have: http://jsfiddle.net/uQAmQ/1/
Fiddle: http://jsfiddle.net/uQAmQ/2/
You should not "pan" on an absolutely positioned element, because the window's width and height keep changing according to the image. A smoother solution involves using a background image. See the middle of my answer for the used logic.
Consider this JavaScript (read comments; HTML + CSS at fiddle):
(function(){ //Anonymous function wrapper for private variables
/* Static variables: Get the true width and height of the image*/
var avatar = document.getElementById("avatar");
var avatarWidth = avatar.width;
var avatarHeight = avatar.height;
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
/* Logic: Move */
var ratioY = (avatarHeight - windowHeight) / windowHeight;
var ratioX = (avatarWidth - windowWidth) / windowWidth;
function updateImgPosition( e ) {
var mouseY = e.pageX; //e.pageX, NOT e.x
var mouseX = e.pageY;
var imgTop = ratioY*(-mouseY);
var imgLeft = ratioX*(-mouseX);
document.body.style.backgroundPosition = imgLeft + "px " + imgTop + "px";
}
/* Add event to WINDOW, NOT "document"! */
window.onmousemove = updateImgPosition;
})();
The logic behind it:
Relative units cannot be used, because the image size is specified in absolute units.
The offsets should change according to a specific ratio, which is similar to: image size divided by window size.However, this ratio is not complete: The image would disappear at the bottom/left corner of the window. To fix this, substract the window's size from the image's size. The result can be found in the code at variable ratioX and ratioY.
The previous code had to be loaded at the window.onload event, because the image's size was dynamically calculated. For this reason, a HTML element was also included in the body.
The same code can be written much smaller and efficient, by specifying the size of the background in the code. See this improved code. Fiddle: http://jsfiddle.net/uQAmQ/3/
(function(){ //Anonymous function wrapper for private variables
/* Static variables: Get the true width and height of the image*/
var avatarWidth = 1690;
var avatarHeight = 1069;
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
/* Logic: Move */
var ratioY = (avatarHeight - windowHeight) / windowHeight;
var ratioX = (avatarWidth - windowWidth) / windowWidth;
function updateImgPosition( e ) {
var mouseX = e.pageX; //e.pageX, NOT e.x
var mouseY = e.pageY;
var imgTop = ratioY*(-mouseY);
var imgLeft = ratioX*(-mouseX);
document.body.style.backgroundPosition = imgLeft + "px " + imgTop + "px";
}
/* Add event to WINDOW, NOT "document"! */
window.onmousemove = updateImgPosition;
})();
If you don't mind a decreased code readability, the following code is the best solution, Fiddle: http://jsfiddle.net/uQAmQ/4/:
(function(){ //Anonymous function wrapper for private variables
/* Static variables: Get the true width and height of the image*/
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var ratioY = (windowHeight - 1069) / windowHeight;
var ratioX = (windowWidth - 1690) / windowWidth;
window.onmousemove = function( e ) {
document.body.style.backgroundPosition = ratioX * e.pageX + "px " + ratioY * e.pageY + "px";
}
})();