While Removing div using javascript, the backgroundimage stayed - javascript

I am having a problem with the background-image inside a div.
I am trying to program a html-webgame, using mainly canvas. So as a result, my index looks like this.
<head>
<title>Cardgame</title>
<link rel="stylesheet" type="text/css" href="resoursces/css/index.css">
</head>
<body>
<div class='game_object' id='game_object'>
<canvas class='main_canvas' id='main_canvas'>Error</canvas>
</div>
<script type="text/javascript" src='main.js'></script>
</body>
The problem comes along like this:
window.onload = (function() {
window.addEventListener('resize', resizeCanvas, false);
function resizeCanvas() {
drawing();
} resizeCanvas();
})();
in the function "drawing()" i am doing 2 things.
The first one is to remove all divs, i have created so far,
and the second is the i am drawing all div's new with new x-coordinate, y-coordinat, hight and width. So it looks like this
function drawing() {
delete_div();
create_div();
}
function delete_div() {
battlefield_div.style.removeAttribute("backgroundImage", false);
battlefield_div.parentNode.removeChild(battlefield_div);
}
funtciont create_div() {
var board_div= document.createElement("div");
board_div.setAttribute("id", "board");
board_div.style.position = 'absolute';
board_div.style.top = board.y1+"px";
board_div.style.left = board.x2+"px";
board_div.style.height = board.y2 - board.y1+"px";
board_div.style.width = board.x1 - board.x2+"px";
board_div.style.zIndex = '2';
board_div.style.backgroundImage="url(resoursces/images/board.png)";
board_div.style.backgroundSize = "100% 100%";
game_object.appendChild(board_div);
}
This game is a cardgame and i wanted to make it to resize when ever you change the height and the width of the browser without loosing its function. The divs i am creating are part of the functionality.
Everything works fine with it, except one thing: Whenever you resice the browser, the divs are getting remove and new ones are calculated but the background-images is still there. So when you resized your browser like 4 times, you are just seeing the background-images.
What am i doing wrong?
Can anyone help me?

Related

Getting the width and height of a div or image after it finished loading

I'm creating an image gallery and I need to know the size of the div containing the image or the image itself after it loads. How can I get that? I've tried everything but it gives me the size of the DIV before it loads, which is 1px X 1px.
Basically everything is hidden, you click a link and the image displays, so the div goes from 1px by 1px to for example, say 419px by 1000px. How do I get that final size after the DIV or Image loads? the size can change depending on the device used and the image loaded. Is there anyway to get this information using just JavaScript?
Here's the function. If possible I would like to get the height of the image or the DIV after the image loads in the same function.
here's the function that i am testing
function ShowArt(nam,imgs,)
{
var currentPosition = parseInt(movingDivObj.style.top);
var scrollPos = window.scrollY || window.scrollTop || document.getElementsByTagName("html")[0].scrollTop;
movingDivObj.style.top = currentPosition + scrollPos + "px";
movingDivObj.style.display = "block";
document.getElementById("close").style.display = "block";
document.getElementById("selectedart").style.display = "block";
document.getElementById("artname").style.display = "block";
document.getElementById("background").style.display = "block";
display.src = imgs;
document.getElementById("artname").textContent= nam;
scrollPosition = window.pageYOffset;
document.body.style.position = "fixed";
document.body.style.top = `-${scrollPosition}px`;
}
Thanks!
Try using this DOM event listener, in the callback function you can write the necessary code to get your value I presume:here
In the same way that the "load" event works for the body, it works for images. So you could attach an "load" event on the image and when it triggers, measure the width/height.
const img = document.querySelector('#img')
img.addEventListener('load', (event) => {
console.log('width', event.target.width)
console.log('height', event.target.height)
})
img.src = 'https://via.placeholder.com/900x1000'
Have you tried:
<script>
var myImg = document.getElementById('image');
var realWidth = myImg.naturalWidth;
var realHeight = myImg.naturalHeight;
console.log(realWidth);
</script>
Solution 1:
Use this Solution in your JS file
JavaScript:
window.onload = () => {};//enter the code that gets the image or divs width and height in the {} brackets`
The window.onload function waits till the DOM is loaded and then executes a function. It is used mostly when you need to get default values from a predefined and static element.
Further Readings: https://www.w3schools.com/jsref/event_onload.asp
Solution 2:
NOTE: Use this only if you are using a 'script' tag to use the JS code in your HTML.
Use the script tag at the end of your HTML document
HTML:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
</head>
<body>
<!--Your code goes here-->
<script src="myScript.js"></script>
</body>
</html>
Thanks guys I appreciate all the help. I finally found an answer that worked though I got some great ideas. The answer was to have the images preload and when I did that it gave me the height of the image I needed for the next steps. Again thanks very much! I appreciate it. The code I used for this is below. After the images are preloaded I am able to get the width / height of the images so they work in the gallery as planned. It worked like a charm.
var images = new Array()
function preload() {
for (i = 0; i < preload.arguments.length; i++) {
images[i] = new Image()
images[i].src = preload.arguments[i]
}
}
preload(
"Photos/AloneInTheStorm.jpg",
"Photos/deepinthought.jpg",
"Photos/68degrees.jpg",
"Photos/forgotten.jpg",
"Photos/babylycan2.jpg",
"Photos/americancoot.jpg"
)

Why does my canvas code produce live results from Chrome's debugging console, but acts inert in regular code?

I am working on a straightforward double buffering application with HTML5 canvas. (I've commented out the IIFE beginning and end to make debugging easier.) So far as I can tell, when I enter commands live from the developer console, it gives textbook appropriate results for e.g. painting a background image, or scaling and then painting a background image.
I was originally trying to do this as one detail of a tabbed page, but then pulled it out to its own page, which is self-sufficient other than CDN pulls and an uninteresting background image. The code, which duplicates the earlier reported behavior, runs:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>A Snowfall of Skills</title>
<style type="text/css">
canvas#display-background
{
display: none;
}
</style>
</head>
<body>
<canvas id="display-background"></canvas>
<canvas id="display-foreground"></canvas>
<script src="//cdnjs.cloudflare.com/ajax/libs/jquery/3.1.0/jquery.js">
</script>
<script
src="//cdnjs.cloudflare.com/ajax/libs/jqueryui/1.12.0/jquery-ui.js">
</script>
<script>
/*
;(jQuery.ready(function()
{
*/
console.log('Reached A');
var original_background_width = jQuery('#display-background'
)[0].width;
var original_background_height =
jQuery('#display-background')[0].height;
var background_width = jQuery(window).width() * .8 - 20;
var background_height = (original_background_height *
background_width / original_background_width);
jQuery('#display-background')[0].width = background_width;
jQuery('#display-background')[0].height = background_height;
jQuery('#display-foreground')[0].width = background_width;
jQuery('#display-foreground')[0].height = background_height;
var raw_background = new Image();
raw_background.src = '/images/skills-snowfall.jpg';
var background_scale = (.8 * jQuery(window).width() /
background_width);
var canvas_height = background_width / background_scale;
var background_canvas = jQuery('#display-background')[0];
var background_context = background_canvas.getContext('2d');
var foreground_canvas = jQuery('#display-foreground')[0];
var foreground_context = foreground_canvas.getContext('2d');
/*
background_context.drawImage(raw_background, 0, 0);
foreground_context.drawImage(raw_background, 0, 0);
*/
background_context.drawImage(raw_background,
0, 0, raw_background.width, raw_background.height,
0, 0, background_canvas.width, background_canvas.height);
foreground_context.drawImage(raw_background,
0, 0, raw_background.width, raw_background.height,
0, 0, foreground_canvas.width, foreground_canvas.height);
console.log('Reached Z');
/*
}()));
*/
</script>
</body>
</html>
The page does appear to be working in one thing; the background canvas is meant not to be directly displayed, although it should be copied to the foreground canvas; and Inspecting HTML elements confirms that there is one displayed canvas, with dimensions making sense.
If I reference raw_background, Chrome shows an IMG element. If I comment out the bracketing, both scaled and unscaled background declarations work correctly when entered manually to the Chrome console. But the context seems to be a noop when it's run live on the page; the Reached A and Reached Z messages are displayed with other diagnostics that are not in my code but appear to me to be innocuous.
What, exactly, am I doing that things basically work dead simple when I enter commands in Chrome's console, but show no visible effect when run as regular JavaScript inlined on a page?

Canvas, disable image download [duplicate]

This question already has answers here:
Disable to download image from canvas
(4 answers)
Closed 8 years ago.
I'm making a game in html5/js, there is a map with a fog of war on it.
When you right click on the canvas you can save the canvas as an image and so, you can have the whole map in a jpg, but that map need to be hidden.
Is there any trick to disable this ?
I tried to create my fog of war in the same canvas than the map, it works but it's harder to move the fog since i need to create for every move the entire map.
Thank you.
Here’s how to moderately obfuscate your image:
It works by scrambling your map so the casual user cannot easily view it.
Slice your image vertically and horizontally into many pieces.
Scramble all those pieces and create a new scrambled image from them.
Serve that scrambled image to the web page (this scrambled image is unrecognizable to the user).
Save the scrambling order in a JSON array so you can later descramble the image.
Obfuscating Demo: http://jsfiddle.net/m1erickson/wWbt5/
When you need the image, unscramble it into an in-memory canvas that the user can’t see, but which you can programatically use in your game.
De-obfuscating Demo: http://jsfiddle.net/m1erickson/UtN6g/
Code for obfuscating
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:20px;}
#obfuscated{border:1px solid blue;}
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
var img=new Image();
img.onload=start;
img.crossOrigin="anonymous";
img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/obfuscated.png";
var verticalSlices=60;
var horizontalSlices=60;
var sliceCount=verticalSlices*horizontalSlices;
var sliceWidth,sliceHeight;
var slices=[];
var json;
function start(){
// vars for slice sizes
sliceWidth=img.width/verticalSlices;
sliceHeight=img.height/horizontalSlices;
// create a slices array to be used to scramble our image
for(var i=0;i<sliceCount;i++){ slices.push(i); }
slices=shuffle(slices);
// scramble the original image
var $obfuscatedImage=document.getElementById("obfuscated");
$obfuscatedImage.src=obfuscate(img,slices);
// create a JSON array used to descramble the image
slices.unshift(verticalSlices,horizontalSlices);
json=JSON.stringify(slices);
}
function obfuscate(img,slices){
var tempCanvas=document.createElement("canvas");
var tempCtx=tempCanvas.getContext('2d');
tempCanvas.width=img.width;
tempCanvas.height=img.height;
for(var i=0;i<slices.length;i++){
var s=slices[i];
var row=parseInt(s/verticalSlices);
var col=s-row*verticalSlices;
var x=col*sliceWidth;
var y=row*sliceHeight;
var canvasRow=parseInt(i/verticalSlices);
var canvasCol=i-canvasRow*verticalSlices;
var canvasX=canvasCol*sliceWidth;
var canvasY=canvasRow*sliceHeight;
tempCtx.drawImage(img,
x,y,sliceWidth,sliceHeight,
canvasX,canvasY,sliceWidth,sliceHeight);
}
return(tempCanvas.toDataURL());
}
function shuffle(array) {
var currentIndex = array.length,temporaryValue,randomIndex;
while (0 !== currentIndex) {
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
}
}); // end $(function(){});
</script>
</head>
<body>
<p>Before scrambling</p>
<img src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/koolaidman.png"><br>
<p>After scrambling</p>
<img id="obfuscated" width=300 height=300>
</body>
</html>
Code for de-obfuscating
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:20px; }
#obfuscated{border:1px solid red;}
#clarify{margin:10px;}
canvas{border:1px solid blue;}
p{margin:10px;}
</style>
<script>
$(function(){
// this json would be downloaded from the server
// first 2 elements are images width,height
// next 2 elements are #vertical,#horizontal slices
var 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540,3173,2424,3212,1340,2732,2640,2329,2718,912,548,2289,2769,2225,3593,3562,2242,641,3251,1774,1507,3561,557,2600,1335,3452,999,2200,1307,722,2385,3573,512,1347,1880,465,3340,1324,480,3397,1947,1489,939,2229,2132,2472,2615,3030,2378,617,1537,2460,2970,484,2227,908,3509,256,3171,2620,1160,2493,2127,315,2428,731,3122,1318,127,3456,3111,242,1191,1095,2751,1899,781,3514,1800,3413,2868,556,2897,1453,3500,1167,2547,2686,2158,417,3100,2124,3126,2057,3067,3095,1544,1634,3589,2963,3475,1456,2341,3247,3244,193,1176,1034,2571,3077,174,2355,1793,1161,3230,1156,2043,3161,1232,2931,3282,1213,119,2858,2479,2971,1093,57,1720,1756,482,2599,2852,337,3278,93,2731,1278,1618,1379,1679,848,497,1327,1166,2402,3245,1235,1637,1331,3118,3301,3390,2009,3519,1152,1838,1563,3449,3478,1183,3349,2961,1341,3467,2448,1439,3277,3352,2888,397,486,2662,2144,1518,751,2604,2690,714,299,3246,172,2172,1945,2302,3545,2778,27,1633,2866,2567,2854,1315,3159,741,1867,118,442,120,2749,2918,3012,2989,352,1124,145,1322,660,618,1225,31,1281,876,943,3341,1949,1001,861,1103,2836,1846,2184,2613,3437,2492,1533,1754,3191,110,3324,2849,2490,3291,3093,3287,2756,3139,1044,1224,2708,2478,1194,1388,3039,3438,364,609,3234,3279,3290,3553,1482,3436,1851,228,3020,2237,1539,2840,1303,1403,2588,1956,2617,3285,1391,2768,2177,1121,1250,971,3001,2083,1958,1402,1837,2831,2910,1473,3394,1826,1487,1237,245,1273,2207,822,49,953,782,399,552,1119,3085,1321,1892,428,1222,1467,2427,2597,1842,3027,3103,1588,1209,3065,2630,3116,1147,783,3087,3584,2160,237,390,3357,1259,2833,1792,1576,3485,2804,2435,538,1948,136,1098,2468,501,1012,3131,3376,168,853,1660,2972,529,202,1629,2376,3284,711,420,3069,866,3,3265,2315,1662,602,1898,2203,438,2031,3259,3386,3539,2192,1558,1433,1438,1173,2683,1074,1375,1122,351,2382,2665,329,2032,16,1575,2674,3591,3298,616,1129,944,2791,1814,555,717,2825,346,545,2023,2618,3057,2287,875,1316,2168,1897,3062,647,1111,392,83,1667,3401,1484,1062,1666,1700,880,2321,1079,3481,2635,1862,3205,2173,89,2387,2072,248,1131,1048,3424,1169,584,2357,3492,2393,3000,3585,3091,836,833,1276,7,966,190,1125,2404,123,2317,1816,369,3314,2805,2137,927,2399,2071,1954,661,1600,1928,3183,1277,2633,2592,1729,1251,2340,1876,628,401,1612,2624,2969,561,872,1661,752,1593,2324,2161,595,693,3273,1463,1180,1579,1529,2186,2726,3271,720,750,2851,933,3023,2601,2982,1411,2288,1933,2692,1941,700,3015,2345,2947,1264,121,141,2556,2120,719,2409,2440,577,448,603,1246,1485,3169,3016,1577,2359,207,1016,2078,2916,2038,291,1513,70,2301,705,1797,2886,2024,2394,1457,2654,2934,2456,2197,3125,2351,646,2865,2039,2658,2373,3090,799,3097,2166,1936,114,3577,678,3572,1767,2553,2923,2827,2500,621,2979,2454,2847,585,2980,937,769,3249,3569,2925,1287,784,2789,893,1096,2367,2102,1407,2086,809,3184,881,2167,330,1971,1778,3359,3346,2275,954,3530,645,2748,1613,1940,1903,2801,2333,910,1367,1953,2187,3123,2299,2414,2214,936,2152,3200,3358,1583,3101,1301,2463,1977,1718,3580,1813,2381,965,3034,877,2055,1603,2709,1416,3576,226,1535,2619,922,1384,3422,2436,3155,1528,1658,3297,1768,3196,1437,78,790,1026,2248,1853,3426,1434,747,2477,3305,2533,2295,3453,2675,1421,1011,2325,1311,3272,1611,2297,1552,1689,461,449,2736,956,2857,3469,3006,787,657,92,3172,3342,527,217,1297,2596,2992,1910,850,15,1,2314,2520,2892,2088,3380,2213,3330,9,287,3276,3326,310,400,1284,1404,178,2819,749,1082,1922,3493,3463,1271,2848,1483,863,2061,3497,942,985,2631,574,1794,1086,204,2331,244,1212,1475,422,573,3441,104,566,634,97,1135,2390,205,1323,3188,1955,423,41,1436,2366,981,273,666,171,3306,1509,3362,2570,1359,2103,1983,2334,2832,845,2006,1522,2712,1866,3209,2703,1332,52,1412,873,1339,1075,1045,22,3147,3058,2266,1815,150,3124,378,3597,1334,191,322,1719,1179,2286,321,258,1090,1454,2891,2627,1181,1203,314,1531,1749,474,1462,311,2130,1877,39,3109,1744,2074,3221,3307,2450,2841,1976,2007,2884,3482,2073,1007,2485,684,2487,185,1638,1690,80,1652,175,2466,2407,1650,957,2081,2720,2612,451,1875,3225,3598,478,948,1937,490,824,868,358,1962,2968,2981,2154,1362,3133,466,2121,945,1994,2779,2557,2611,325,2725,3435,2915,2370,1915,2138,3202,1267,1819,1443,2058,1077,2181,2304,1773,1071,2374,1288,627,2591,715,111,3594,3168,3007,2555,3003,476,1785,1895,260,336,2439,709,766,1210,772,916,671,1675,467,3143,3137,2182,1227,1452,2348,2053,1394,587,1257,1554,101,3329,1376,1609,2641,2911,1357,1441,398,1479,1038,3063,2201,2080,2609,2420,2719,2360,3544,182,2668,925,2,327,271,1258,2224,2937,1480,2559,2437,3484,3132,1178,998,3369,3242,2494,266,96,2772,2252,3049,1219,34,1709,2877,3461,3022,1110,2855,1171,960,403,1964,890,1905,2777,1623,2395,3043,137,1930,3051,2069,3348,2338,1677,1648,3211,1742,1294,1556,746,415,1772,3502,1113,3498,2054,994,3400,1762,1734,441,3236,1076,2430,58,50,1506,1673,36,1469,1559,2117,3073,2452,156,1828,3465,3053,3566,2639,1500,344,1262,1428,1254,1157,1557,1163,1870,3547,431,493,1882,1694,2241,3522,2701,3194,1776,2311,2518,2084,539,1349,3045,452,1298,2389,2626,663,742,2689,955,1831,23,979,1836,642,1581,3323,509,716,429,1426,496,1589,1888,591,3540,348,157,1333,764,802,1963,2476,2733,1269,1283,413,1999,2568,1692,867,1829,559,106,2135,3554,2019,3418,2808,3570,28,2826,2648,1505,454,2047,2632,1647,2417,1481,3059,2107,1330,1138,1491,2679,905,2218,1896,1199,564,2811,1406,1564,450,3153,2270,680,2068,951,601,1054,808,2830,1548,1765,3170,113,3367,2116,565,2326,3160,2497,1730,88,1863,2878,1989,24,375,294,278,2529,2013,1781,232,1733,2742,580,2457,3332,26,1490,3115,1309,1065,598,3351,1770,3466,970,1395,1821,3350,3167,514,735,3046,3255,2905,1348,1172,1747,2920,147,2471,1769,2790,2139,2041,20,1952,891,2300,795,1864,1285,613,2176,638,2388,1196,1622,2473,676,612,2582,623,1811,2416,1670,396,2413,1356,1572,74,2157,3558,2411,3338,2707,2682,2110,2318,1337,918,2561,1519,1705,669,2164,1351,1604,2432,3416,1207,982,1665,2151,1063,3138,1523,2713,3235,1024,3575,972,2642,2879,3448,3495,3328,1982,2530,1627,1959,744,3240,3434,2129,1805,1723,1417,3280,2723,1493,2894,1713,76,900,2975,2433,854,10,760,100,3355,568,2546,1089,2147,2909,789,531,1415,46,307,3480,507,3164,2677,2419,3189,622,895,2488,2704,1174,3471,2465,1975,485,3248,3379,300,279,3474,1688,1192,170,286,2986,903,3303,3263,1128,2220,712,3315,2828,1621,1144,2343,491,2565,1305,578,729,3076,251,2483,1302,2767,818,3574,1164,2919,2946,1640,3267,525,1526,961,1004,857,2576,2917,470,2913,437,2496,723,144,1973,3210,2368,2282,2741,2651,2694,1512,2263,518,1605,381,3008,1201,95,225,2899,761,1699,368,1632,2251,2745,1502,3134,1991,640,1072,349,1511,1102,778,2802,852,388,1338,1051,1740,3450,1325,1114,1162,2153,2276,1845,3439,227,3464,3588,1549,252,2908,2669,2204,3286,1372,2540,2883,2523,3145,2146,946,1047,326,2558,238,724,889,3250,230,823,1154,2140,2199,1450,2575,511,1106,499,1361,1118,1389,3599,270,3538,3010,3256,253,2900,911,1865,102,515,1261,3311,3162,2093,1117,3431,264,3412,361,2230,2817,2403,208,3198,1693,1998,3274,2938,2267,473,3258,1055,842,2581,1541,148,2422,164,2702,379,79,1168,3215,1546,2535,1645,1466,261,855,1591,376,374]";
var keys=JSON.parse(json);
$button=document.getElementById("clarify");
$button.style.display="none";
var img=new Image();
img.onload=function(){
$button.style.display="block";
}
img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/obfuscated.png";
function deobfuscate(obfuscatedImage,keys){
var tempCanvas=document.createElement("canvas");
var tempCtx=tempCanvas.getContext('2d');
tempCanvas.width=obfuscatedImage.width;
tempCanvas.height=obfuscatedImage.height;
var verticalSlices=keys.shift();
var horizontalSlices=keys.shift();
var sliceWidth=tempCanvas.width/verticalSlices;
var sliceHeight=tempCanvas.height/horizontalSlices;
for(var i=0;i<keys.length;i++){
var s=keys[i];
var row=parseInt(s/verticalSlices);
var col=s-row*verticalSlices;
var x=col*sliceWidth;
var y=row*sliceHeight;
var canvasRow=parseInt(i/verticalSlices);
var canvasCol=i-canvasRow*verticalSlices;
var canvasX=canvasCol*sliceWidth;
var canvasY=canvasRow*sliceHeight;
tempCtx.drawImage(obfuscatedImage,
canvasX,canvasY,sliceWidth,sliceHeight,
x,y,sliceWidth,sliceHeight);
}
return(tempCanvas);
}
$("#clarify").click(function(){
var canvas=deobfuscate(img,keys);
document.body.appendChild(canvas);
});
}); // end $(function(){});
</script>
</head>
<body>
<button id="clarify">De-obfuscate</button>
<p>The obfuscated image</p>
<img id="obfuscated" src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/obfuscated.png">
<p>The de-obfuscated canvas</p><br>
</body>
</html>
This code may help:
document.body.addEventListener('contextmenu', function(e) {
e.preventDefault();
});
This will disable context menu on a page. Instead of document.body you can write your canvas element:
document.getElementById('map_element').addEventListener('contextmenu', function(e) {
e.preventDefault();
});
where map_element is ID of the canvas element
UPDATE:
but even this protection might be broken by executing in browser console:
document.getElementById('map_element').toDataURL('image/jpeg');
I think the right decision is to download from server small regions of the map part by part
The first and the very simple way of doing that, would be the usage of HTML5
element {
background-image: url('../link/to_image.png');
}
Which won't be saved if the user right-clicks the image and clicks Save Image as...But still remember that the user can get the image from Inspector!
This way, the image won't be saved through right click atleast! And your map will be saved.
Second method is to use return of JS and stopping the event from occuring.
$('img').mousedown(function (e) { // mouse down on the image
if(e.button == '2') { // if right click
return false; // return nothing! :)
}
}
This is the easy way, since you won't be require to update the background-image everytime! But, use what you like! :)
No, there is no way you can prevent a user from saving what is already been downloaded to the browser.
You can make it "harder" for the user by adding a div on top over your canvas element and set its background to the image (or if possible just apply a css background to the canvas element itself).
You can disable the context menu as mentioned in another answer but the user can override this or use a browser that doesn't care (not sure if Opera has fixed this at the moment..).
You can also generate a bunch of layers and split your map file into many tiles, download those to the browser and draw a tile on separate layers. This is more complicated and makes it a bit more boring for the user to have to download all tiles and stitch them together.
But conclusively, no you can't prevent this - the user only need to go to console and network to find the downloaded image and save it out to the disk.

Add transition to images on my website

I have this code:
<script type="text/javascript">
var aImages = [
"images/gaming/GTAV/GTAVReviewImage1.jpg",
"images/gaming/GTAV/GTAVReviewImage2.jpg",
"images/gaming/GTAV/GTAVReviewImage3.jpg",
"images/gaming/GTAV/GTAVReviewImage4.jpg",
"images/gaming/GTAV/GTAVReviewImage5.jpg",
"images/gaming/GTAV/GTAVReviewImage6.jpg",
"images/gaming/GTAV/GTAVReviewImage7.jpg"];
var oImage = null;
var iIdx = 0;
function play() {
try {
if (oImage===null) { oImage=window.document.getElementById("review-images"); }
oImage.src = aImages[(++iIdx)%(aImages.length)];
setTimeout('play()',5000);
} catch(oEx) {
}
}
</script>
which changes the image on this page: http://chrisbrighton.co.uk/GTAV.php every five seconds.
How can I add image transition to it?
UPDATE: When I add -webkit-transition to the img tag nothing happens.
Thanks.
There are different ways to do it. A lot of people have went to CSS3 now that there is some really cool animating and transition effects... You can control your ccs3 effects using javascript. For a detailed tutorial check - controlling animations with javascript

Easel.js: Browser compatibility when placing an image within a container and adding mouse interactions

I'm going to start this question off by saying that this is 100% working in Firefox (v21.0). For some reason it's not working in Google Chrome (v27.0.1453.94m). It also doesn't work in IE10.
Here is the JavaScript code I'm having issues with:
function canvasDrawBackground(value){
console.log(value);
stage.removeChild(background);
var temp = new createjs.Bitmap("images/bg_" + value +".jpg");
background = new createjs.Container();
background.x = background.y = 0;
background.addChild(temp);
stage.addChild(background);
background.addEventListener("mousedown", function(evt) {
var offset = {x:evt.target.x-evt.stageX, y:evt.target.y-evt.stageY};
evt.addEventListener("mousemove",function(ev) {
ev.target.x = ev.stageX+offset.x;
ev.target.y = ev.stageY+offset.y;
stage.update();
});
});
stage.update();
}
So, in Firefox the above code works, as in the image is added to the canvas and you can drag it around.
In Chrome / IE10 nothing happens - or more simply nothing appears on the canvas. I think the issue is in regards to when I add the image into the container, as I can place other items into the container and it works.
I am using http://code.createjs.com/easeljs-0.6.1.min.js and this code is based off of the "drag" tutorial. Here's the code from the tutorial:
<!DOCTYPE html>
<html>
<head>
<title>EaselJS demo: Dragging</title>
<link href="../../shared/demo.css" rel="stylesheet" type="text/css">
<script src="http://code.createjs.com/easeljs-0.6.0.min.js"></script>
<script>
var stage, output;
function init() {
stage = new createjs.Stage("demoCanvas");
// this lets our drag continue to track the mouse even when it leaves the canvas:
// play with commenting this out to see the difference.
stage.mouseMoveOutside = true;
var circle = new createjs.Shape();
circle.graphics.beginFill("red").drawCircle(0, 0, 50);
var label = new createjs.Text("drag me", "bold 14px Arial", "#FFFFFF");
label.textAlign = "center";
label.y = -7;
var dragger = new createjs.Container();
dragger.x = dragger.y = 100;
dragger.addChild(circle, label);
stage.addChild(dragger);
dragger.addEventListener("mousedown", function(evt) {
var offset = {x:evt.target.x-evt.stageX, y:evt.target.y-evt.stageY};
// add a handler to the event object's onMouseMove callback
// this will be active until the user releases the mouse button:
evt.addEventListener("mousemove",function(ev) {
ev.target.x = ev.stageX+offset.x;
ev.target.y = ev.stageY+offset.y;
stage.update();
});
});
stage.update();
}
</script>
</head>
<body onLoad="init();">
<canvas id="demoCanvas" width="500" height="200">
alternate content
</canvas>
</body>
</html>
To simulate my issue, change "var circle = new createjs.Shape();" into a bitmap / image, createjs.Bitmap("images/bg_" + value +".jpg");. It then doesn't render.
Any help is greatly appreciated! Hopefully I'm just doing it wrong. :P
This is probably because the image is not loaded. If you only update the stage after creating it, the image may not display. I would recommend adding a callback to the image to update the stage after its loaded.
// Simple approach. May not work depending on the scope of the stage.
var temp = new createjs.Bitmap("images/bg_" + value +".jpg");
temp.image.onload = function() { stage.update(); }
It also may make sense to preload the images you intend to use.

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