How can I cycle through a series of elements, adding a class, pausing then removing the class and moving on to the next element. I have tried setInterval and I have tried setTimeout, but cannot seem to get it to work.
My Javascript
var numpromos = $('.promoteBlock').length;
var promonum = 1;
while (numpromos > promonum){
setInterval(function() {
$('#promoteCont .promoteBlock').fadeOut().removeClass('active');
$('#promoteCont #promo'+promonum).addClass('active');
}
}, 3000);
promonum++;
}
My HTML
<div id="promoteCont">
<div id="promo1" class="promoteBlock">Promotion No.1</div>
<div id="promo2" class="promoteBlock">Second Promo</div>
<div id="promo3" class="promoteBlock">Another one</div>
</div>
function playNext(){
console.log("playNext");
var active = $('#promoteCont').find(".promoteBlock.active");
if( active.length == 0 )
active = $(".promoteBlock:eq(0)");
var fout = active.next();
if( fout.length == 0 )
fout = $(".promoteBlock:eq(0)");
active.fadeOut().removeClass('active');
fout.fadeIn().addClass('active');
setTimeout(function(){
playNext();
},3000);
}
setTimeout(function(){
playNext();
},3000);
http://jsfiddle.net/p1c3kzj7/
Take things out of the while loop. You only need to set the interval once. Perform your state calculation (which item is selected) within the callback method itself. See below, which I believe is what your looking for.
// Global variables to maintain state... I'm sure I'll get some comments about these :p
var numpromos = $('.promoteBlock').length;
var promonum = 1;
$document.ready(function()
{
setInterval(function() {
$('#promoteCont .promoteBlock').fadeOut().removeClass('active');
$('#promoteCont #promo'+promonum).addClass('active');
promonum++;
if(promonums > numpromos)
promonum = 1;
}, 3000);
});
Related
So I have created this javascript that animates a certain place using it's ID.
The problem is that there are many of those on the site and meaning this I'd have to duplicate this function a lot of times just to replace the x in getElementById("x").
So here is the code I fully done by myself:
var popcount = 0;
var opanumber = 1;
var poptimeout;
function pop() {
if (popcount < 10) {
popcount++;
if (opanumber == 1) {
document.getElementById("nav1").style.opacity = 0;
opanumber = 0;
poptimeout = setTimeout("pop()", 50);
}
else {
document.getElementById("nav1").style.opacity = 1;
opanumber = 1;
poptimeout = setTimeout("pop()", 50);
}
}
else {
popcount = 0;
document.getElementById("nav1").style.opacity = 1;
}
}
function stoppop() {
clearTimeout(poptimeout);
popcount = 0;
document.getElementById("nav1").style.opacity = 1;
}
I would gladly appreciate any information on how I could solve this situation and also any tutorials about using classes and "this".
Something like this; rather than hard code a value into a function it is better to pass the value in so you can reuse the function on more than one thing. In this case you can now call startPop and stopPop with the name of a CSS class.
var popTimeout;
function setOpacity(className, value) {
Array.prototype.forEach.call(
document.getElementsByClassName(className),
function(el) {
el.style.opacity = value;
}
);
}
function pop(className, popCount, opaNumber) {
if (popCount < 10) { //Must be even number so you end on opacity = 1
setOpacity(className, opaNumber);
popTimeout = setTimeout(function() {
pop(className, popCount++, 1-opaNumber);
}, 50);
}
}
function startPop(className) {
pop(className, 0, 0);
}
function stopPop(className) {
clearTimeout(popTimeout);
setOpacity(className, 1);
}
In case you are wondering about the 1 - opaNumber; this is a simpler way of switching a value between 1 and 0. As 1-1=0 and 1-0=1.
Well you started out with recognizing where you have the problem and that's already a good thing :)
To make your code a bit more compact, and get as many things as possible out of the local scope, you could check the following implementation.
It is in a sense a small demo, where I tried adding as much comments as possible.
I edited a bit more after realizing you rather want to use classnames instead of id's :) As a result, I am now rather using the document.querySelectorAll that gives you a bit more freedom.
Now you can call the startPop function with any valid selector. If you want to pop purely on ID, you can use:
startPop('#elementId');
or if you want to go for classes
startPop('.className');
The example itself also add's another function, nl trigger, that shows how you can start / stop the functions.
I also opted to rather use the setInterval method instead of the setTimeout method. Both callback a function after a certain amount of milliseconds, however setInterval you only have to call once.
As an extra change, stopPop also now uses the document.querySelectorAll so you have the same freedom in calling it as the startPop function.
I added 2 more optional parameters in the startPop function, namely total and callback.
Total indicates the maximum times you wish to "blink" the element(s), and the callback provides you with a way to get notified when the popping is over (eg: to update potential elements that started the popping)
I changed it a bit more to allow you to use it for hovering over an element by using the this syntax for inline javascript
'use strict';
function getElements( className ) {
// if it is a string, assume it's a selector like #id or .className
// if not, assume it's an element
return typeof className === "string" ? document.querySelectorAll( className ) : [className];
}
function startPop(className, total, callback) {
// get the element once, and asign a value
var elements = getElements( className ),
current = 0;
var interval = setInterval(function() {
var opacity = ++current % 2;
// (increase current and set style to the left over part after dividing by 2)
elements.forEach(function(elem) { elem.style.opacity = opacity } );
// check if the current value is larger than the total or 10 as a fallback
if (current > (total || 10)) {
// stops the current interval
stopPop(interval, className);
// notifies that the popping is finished (if you add a callback function)
callback && callback();
}
}, 50);
// return the interval so it can be saved and removed at a later time
return interval;
}
function stopPop(interval, className) {
// clear the interval
clearInterval(interval);
// set the opacity to 1 just to be sure ;)
getElements( className ).forEach(function(elem) {
elem.style.opacity = 1;
});
}
function trigger(eventSource, className, maximum) {
// get the source of the click event ( the clicked button )
var source = eventSource.target;
// in case the attribute is there
if (!source.getAttribute('current-interval')) {
// start it & save the current interval
source.setAttribute('current-interval', startPop(className, maximum, function() {
// completed popping ( set the text correct and remove the interval )
source.removeAttribute('current-interval');
source.innerText = 'Start ' + source.innerText.split(' ')[1];
}));
// change the text of the button
source.innerText = 'Stop ' + source.innerText.split(' ')[1];
} else {
// stop it
stopPop(source.getAttribute('current-interval'), className);
// remove the current interval
source.removeAttribute('current-interval');
// reset the text of the button
source.innerText = 'Start ' + source.innerText.split(' ')[1];
}
}
<div class="nav1">
test navigation
</div>
<div class="nav2">
Second nav
</div>
<div class="nav1">
second test navigation
</div>
<div class="nav2">
Second second nav
</div>
<a id="navigation-element-1"
onmouseover="this.interval = startPop( this )"
onmouseout="stopPop( this.interval, this )">Hover me to blink</a>
<button type="button" onclick="trigger( event, '.nav1', 100)">
Start nav1
</button>
<button type="button" onclick="trigger( event, '.nav2', 100)">
Start nav2
</button>
If you do want to take it back to using IDs, then you will need to think about popTimeout if you run this on more than one element at a time.
function setOpacity(id, value) {
document.getElementById(id).style.opacity = value;
}
function runPop(id) {
function pop(id, popCount, opaNumber) {
if (popCount < 10) { //Must be even number so you end on opacity = 1
setOpacity(id, opaNumber);
popTimeout = setTimeout(function() {
pop(id, popCount++, 1-opaNumber);
}, 50);
}
}
var popTimeout;
pop(id, 0, 0);
return function() {
clearTimeout(popTimeout);
setOpacity(id, 1);
}
}
var killPop = [];
function startPop(id) {
killPop[id] = runPop(id);
}
function stopPop(id) {
killPop[id]();
}
I have a set of divs:
<div class="alert-container">
<div class="alert">alert 1 text</div>
<div class="alert">alert 2 text</div>
<div class="alert">alert 3 text</div>
</div>
I want to animate them one-by-one as follows:
alert 1 slideInDown > wait 3s > alert 1 slideOutDown >
alert 2 slideInDown > wait 3s > alert 2 slideOutDown >
alert 3 slideInDown > wait 3s > alert 3 slideOutDown >
repeat from [1]
The current state of my JS is as this:
$('.alert-container .alert').each(function(index) {
$(this).addClass('animated slideInDown').show().one(animationEnd, function(){
$(this).removeClass('animated slideInDown').addClass('animated slideOutDown').one(animationEnd, function(){
$(this).removeClass('animated slideOutDown').hide();
});
});
});
I'm using animate.css, as can be seen by the classes being added, and this currently has the result of simultaneously animating all three .alert divs, which is what I expect. Now I just need to modify this to animate one-by-one, and repeat infinitely.
Even after reviewing other SO posts, I'm struggling to wrap my head around where to use setInterval and $.each in order to achieve the results I want, and whether I should be using an initialDelay variable based on index etc.
Please help. Many thanks.
You may try below code:
$(document).ready(function(){
var slideArray = $(".alert-container > .alert");
var slideTime = 3000; //3 seconds
var currentSlideIndex = 0;
setInterval(function(){
if(currentSlideIndex < slideArray.length){
animateSlide(currentSlideIndex);
currentSlideIndex++;
}
else
{
currentSlideIndex = 0;
animateSlide(currentSlideIndex);
}
},slideTime);
function animateSlide(slideIndex){
var slideObject = slideArray[slideIndex]; //get the slide object to animate
$(slideObject).addClass('animated slideInDown').show().one(animationEnd, function(){
$(slideObject).removeClass('animated slideInDown').addClass('animated slideOutDown').one(animationEnd, function(){
$(slideObject).removeClass('animated slideOutDown').hide();
});
});
}
})
Basically you can't directly use setInterval in $.each loop. So to avoid that approach you can animate one slide at a time by its index.
Note - I couldn't able to test above code. But I guess it should work.
If anyone wants to see the exact code implemented using vijayP's answer, here it is:
jQuery(document).ready(function($) {
var alertArr = $(".alert-container .alert");
var alertTime = 6500;
var visibleAlert = 0;
var animationEnd = 'webkitAnimationEnd mozAnimationEnd MSAnimationEnd oanimationend animationend';
// loop through array of alerts
function loopAlerts(){
if(visibleAlert < alertArr.length ) {
animateAlert(visibleAlert);
visibleAlert++
} else {
visibleAlert = 0;
animateAlert(visibleAlert);
visibleAlert++
}
}
// alert slideInDown > wait 3s > slideOutDown
function animateAlert(visibleAlert){
var alert = alertArr[visibleAlert];
$(alert).addClass('slideInDown').removeClass('hide').one(animationEnd, function(){
$('.minor-alerts .marquee .alert').removeClass('slideInDown slideOutDown');
setTimeout(function(){
$(alert).addClass('slideOutDown').one(animationEnd, function(){
$(alert).addClass('hide').removeClass('slideOutDown slideInDown');
});
}, 3000);
});
}
setInterval(loopAlerts, alertTime);
});
You are given an integer called start_num. Write a code that will countdown from start_num to 1, and when the countdown is finished, will print out "Liftoff!".
I am unsure how to do this and keep getting stuck.
This is the code I am provided with at the beginning of the problem:
function liftoff_countdown(start_num) {
// My code goes here!
}
And then they want me to pass in a value such as the 5:
liftoff_countdown(5);
And then this will be my output:
6
5
4
3
2
1
"Liftoff!"
Thanks!
Look at this maybe help you to create your own code
make two file in a same folder (script.js and index.html)
index.html
<!doctype html>
<head>
<title>Countdown</title>
</head>
<body>
<div id="container">
<div id="inputArea">
</div>
<h1 id="time">0</h1>
</div>
<script src="script.js"></script>
</body>
</html>
script.js
var valueRemaining;
var intervalHandle;
function resetPage() {
document.getElementById("inputArea").style.display = "block";
}
function tick() {
var valueDisplay = document.getElementById("time");
valueDisplay.innerHTML = valueRemaining;
if (valueRemaining === 0) {
valueDisplay.innerHTML = "Liftoff!";
clearInterval(intervalHandle);
resetPage();
}
valueRemaining--;
}
function startCountdown() {
var count = document.getElementById("count").value;
if (isNaN(count)) {
alert("Please enter a number!");
return;
}
valueRemaining = count;
intervalHandle = setInterval(tick, 1000);
document.getElementById("inputArea").style.display = "none";
}
// as soon as the page is loaded...
window.onload = function () {
var inputValue = document.createElement("input");
inputValue.setAttribute("id", "count");
inputValue.setAttribute("type", "text");
// create a button
var startButton = document.createElement("input");
startButton.setAttribute("type", "button");
startButton.setAttribute("value", "Start Countdown");
startButton.onclick = function () {
startCountdown();
};
// add to the DOM, to the div called "inputArea"
document.getElementById("inputArea").appendChild(inputValue);
document.getElementById("inputArea").appendChild(startButton);
};
in this example you have many things to understand how javascript works behind scenes.
How about this...
function liftoff_countdown()
{
var span=document.getElementById('num');
var i=document.getElementById('num').innerText;
i=i-1;
span.innerText=i;
if (i==0){
span.innerText='Liftoff!';
clearInterval(count_down)
}
}
var count_down=setInterval(liftoff_countdown,1000);
<span id="num">5</span>
You can achieve this with a simple recursive function and the use of setTimeout to recursively call the function after a time lapse of 1 second.
function lift_off(seconds) {
if(seconds == 0) {
console.log('liftoff');
} else {
console.log(seconds--);
setTimeout(function(){lift_off(seconds);},1000);
}
}
lift_off(10);
Here is a working JSFiddle
Preface
A lot of these answers seem to be focused on doing things with timers and recursion. I do not believe that is your intent. If your only goal is to print those values to the console, you could simply do the following (see the comments for an explanation).
The Answer
function liftoff_countdown(start_num) {
// Loops through all values between 0 and start_num
for(int i = 0; i < start_num; i++) {
// Prints the appropriate value by subtracting from start_num
console.log( start_num - i );
}
// Upon exiting the loop, prints "Liftoff!"
console.log("Liftoff!");
}
Additional Thoughts
You could just as easily loop backwards through the numbers instead of forward like so:
for(int i = start_num; i > 0; i--){
console.log( i );
}
I tend to lean towards iterating forwards just because it's more common, and it's often easy to confuse readers of your code if they gloss over the loop initialization.
Additionally, I am working with the assumption that when you say "print" you mean "console.log()". If this is untrue, you could of course use any other function in its place (e.g. alert( "Liftoff!" );).
Code below (the divs are shaded in my real example, I want to sequentially decrease their opacity to 0 so each disappears, in order.
I tried to doing this without using setTimeout, but all of the divs disappeared simultaneously - its good to know that the part of the code that changes the opacity works, but I cant seem to get them to work sequentially.
When I try to use setTimeout (which I presume I am implementing incorrectly),nothing happens!
Any help would be really appreciated with this, I'm fairly new to JavaScript and haven't touched it in a while and tutorials haven't been able to help me.
<body>
<div id="div1"></div>
<div id="div2"></div>
<div id="div3"></div>
<div id="div4"></div>
<script type="text/javascript">
// the divs that we want to cycle through are named here.
var divs = ["#div1", "#div2", "#div3", "#div4"];
var divsLength = divs.length;
for (var i = 0; i < divsLength; i++) {
setTimeout(function(){
$(divs[i]).fadeTo(1000, 0, function() {
});
},1500);
};
</script>
</body>
Here's a way you should be able to do this without setTimeout:
function doFade(items, index) {
$(items[index]).fadeTo(1000, 0, function() {
doFade(items, index + 1);
});
}
doFade(divs, 0);
If you're targetting browsers that support ES5 (most modern versions do), then you can further simplify doFade:
function doFade(items, index) {
$(items[index]).fadeTo(1000, 0, doFade.bind(this, items, index + 1));
}
working jsfiddle
You can use a recursive function to do that kind of thing, something like that :
function seqFade($el){
$el.first().fadeOut(500, function(){ //Take the first element and fade it out
seqFade($el.slice(1)); //Recall the function when complete with the same set of element minus the first one.
})
}
seqFade($('div')); //Call the function
http://jsfiddle.net/L2fvdfy2/
In your code, it could look like that :
function seqFade($el){
$el.first().fadeOut(500, function(){
seqFade($el.slice(1));
})
}
seqFade($('#div1, #div2, #div3, #div4'));
It's because when the timeout finally fires the variable "i" only has the last index value. Also the loop will start all the timeouts at almost the same time.
There are other ways to accomplish it but this might work with minimal changes to your code.
Try this:
<script type="text/javascript">
var divs = ["#div1", "#div2", "#div3", "#div4"];
var divsLength = divs.length;
for (var i = 0; i < divsLength; i++) {
setTimeout((function(index) {
return function(){
$(divs[index]).fadeTo(1000, 0, function() { });
}
)(i)),1500 + (i * 1500));
};
</script>
</body>
This will create an instance of the function with it's own copy of the index when it was called. Also increasing the timeout of each timeout will have them execute sequentially.
try this:
// the divs that we want to cycle through are named here.
var divs = ["#div1", "#div2", "#div3", "#div4"];
(function fade(i) {
$(divs[i]).fadeTo(1000, 0, function() {
setTimeout(function() {fade(++i);}, 500);
});
})(0);
for (var i = 1; i <= divsLength; i++) {
setTimeout(function(){
$(divs[i]).fadeTo(1000, 0, function() {
});
},1000*i);
lets try this
I have been ripping my hair off a couple of nights now with this problem:
I'm trying to create an expanding div with JavaScript. Here's the part of the HTML file:
<div id="bbc_div" class="bbc_div" style="display:none; height:200px;">
<input type="button" value="Show BBC" id="bbc_button" onclick="onclickBBC('bbc_div')" />
And here's the magical non-working JavaScript file:
var maxHeight = 100;
var curHeight = 1;
var wait = 5;
var timerID = new Array();
function onclickBBC(obj) {
if (document.getElementById(obj).style.display == "none") {
slideDown(obj);
}
else {
document.getElementById(obj).style.display="none"
}
}
function slideDown(obj) {
document.getElementById(obj).style.height="1px";
document.getElementById(obj).style.display="block";
timerID[obj] = setInterval("slideDownExec(\"" + obj + "\")", wait);
return;
}
function slideDownExec(obj) {
if (curHeight <= maxHeight) {
curHeight++;
document.getElementById(obj).style.height=curHeight + "px";
}
else {
endSlide(obj);
}
return;
}
function endSlide(obj) {
clearInterval(timerID[obj]);
return;
}
When I reload the page, div expands once to its right height. But, if I push the button without reloading page again after it has hided again, it doesn't work. display:block; works, but setInterval() isn't starting. So this happens after clearInterval() has executed. Why is clearInterval() killing my setInterval() permanently?
The timer is running, you just need to reset a variable:
function slideDown(obj)
{
document.getElementById(obj).style.height = "1px";
curHeight = 1;
I would use jQuery for this, it's a LOT easier.
You have an issue with curHeight not being set to 1 at the top of slideDown. If this doesn't happen, the if statement at the top of slideDownExec will only work the first time.
Additionally, does JavaScript allow non-integer array indexes?
> a['i'] = 4
4
> a
[]
> a['i']
4
What you're actually doing is adding a property called i to the array object. You might as well use an empty object rather than an array.