how to play a video file when scrolled into view - javascript

So Im trying to activate videos when they scroll into the viewport and just calling their different IDs but its not working, admittedly I am very new to this (js/jquery) and am not 100% about whats going on so any help would be great.
Just to be clear Im trying to get each video to play separately whenever they are scrolled into view, I have the 1st video working but none of the other subsequent videos play when scrolled over.
I created this to help with seeing what Im trying to accomplish http://jsfiddle.net/8TpN5/
Update: Ok so this is how I want it to work http://jsfiddle.net/8TpN5/1/ but how could I get it to work and not repeat the code?
var videoId = document.getElementById("video","videoTwo");
var playVideo = videoId,
fraction = 0.9;
function checkScroll() {
var x = playVideo.offsetLeft,
y = playVideo.offsetTop,
w = playVideo.offsetWidth,
h = playVideo.offsetHeight,
r = x + w, //right
b = y + h, //bottom
visibleX,
visibleY,
visible;
if (window.pageXOffset >= r || window.pageYOffset >= b || window.pageXOffset + window.innerWidth < x || window.pageYOffset + window.innerHeight < y) {
return;
}
visibleX = Math.max(0, Math.min(w, window.pageXOffset + window.innerWidth - x, r - window.pageXOffset));
visibleY = Math.max(0, Math.min(h, window.pageYOffset + window.innerHeight - y, b - window.pageYOffset));
visible = visibleX * visibleY / (w * h);
if (visible > fraction) {
playVideo.play();
} else {
playVideo.pause();
}
}
checkScroll();
window.addEventListener('scroll', checkScroll, false);
window.addEventListener('resize', checkScroll, false);

This line:
var videoId = document.getElementById("video","videoTwo");
Should be:
var videoOne = document.getElementById("video"),
videoTwo = document.getElementById("videoTwo");
getElementById only takes one id as parameter and returns one object.

just change the getElementById to getElementsByTagName.
Hope this helps:
http://jsfiddle.net/jAsDJ/
var videos = document.getElementsByTagName("video"),
fraction = 0.8;
function checkScroll() {
for(var i = 0; i < videos.length; i++) {
var video = videos[i];
var x = video.offsetLeft, y = video.offsetTop, w = video.offsetWidth, h = video.offsetHeight, r = x + w, //right
b = y + h, //bottom
visibleX, visibleY, visible;
visibleX = Math.max(0, Math.min(w, window.pageXOffset + window.innerWidth - x, r - window.pageXOffset));
visibleY = Math.max(0, Math.min(h, window.pageYOffset + window.innerHeight - y, b - window.pageYOffset));
visible = visibleX * visibleY / (w * h);
if (visible > fraction) {
video.play();
} else {
video.pause();
}
}
}
window.addEventListener('scroll', checkScroll, false);
window.addEventListener('resize', checkScroll, false);

Related

Cursor wont align with HTML Canvas on longer and thinner images

I have a canvas that I am trying to draw on whenever I use square images with dimensions like such:
Width:2925
Height:2354
My cursor works correctly. When I use images with dimensions like Width: 585 Height: 2354 My cursor refuses to align correctly. Here is my JS I am using:
var canvas;
var ctx;
var canvasOffset;
var offsetX;
var offsetY;
var isDrawing = false;
var drag = false;
var rect = {};
var background = new Image();
//canvas.height = background.height;
//canvas.width = background.width;
var aspectRatio;
var parentOffsetWidth;
var parentOffsetHeight;
// Make sure the image is loaded first otherwise nothing will draw.
$(background).on("load", function () {
//ctx.drawImage(background,0,0);
//ctx.width = background.width;
//drawImageProp(ctx, background, 0, 0, background.width, background.height);.
//coverImg(background, 'cover');
//coverImg(background, 'contain');
//ctx.drawImage(background, 0, 0, background.width,background.height,0, 0, ctx.width, ctx.height);
console.log("--background img load--");
parentOffsetWidth = document.getElementById("imgGrid").offsetWidth;
parentOffsetHeight = document.getElementById("imgGrid").offsetHeight;
console.log("w:" + parentOffsetWidth);
console.log("h:" + parentOffsetHeight);
if (parentOffsetWidth < 500) {
//if img is to small to render properly
//parentOffsetWidth = 500;
}
if (background != null) {
canvas.height = (background.height / background.width) * parentOffsetWidth;
canvas.width = parentOffsetWidth;
}
//coverImg(background, 'cover');
drawImageProp(ctx, background, 0, 0, canvas.width, canvas.height, offsetX, offsetY);
})
$(document).ready(function () {
//ctx.drawImage(background,0,0);
})
function Load(backgroundImgSrc) {
console.log("--load--");
console.log(backgroundImgSrc);
background.src = backgroundImgSrc;
aspectRatio = background.height / background.width;
canvas = document.getElementById("canvas");
canvasOffset = $("#canvas").offset();
offsetX = canvasOffset.left;
offsetY = canvasOffset.top;
ctx = canvas.getContext("2d");
init();
}
var startX;
var startY;
const coverImg = (img, type) => {
const imgRatio = img.height / img.width
const winRatio = window.innerHeight / window.innerWidth
if ((imgRatio < winRatio && type === 'contain') || (imgRatio > winRatio && type === 'cover')) {
const h = window.innerWidth * imgRatio
ctx.drawImage(img, 0, (window.innerHeight - h) / 2, window.innerWidth, h)
}
if ((imgRatio > winRatio && type === 'contain') || (imgRatio < winRatio && type === 'cover')) {
const w = window.innerWidth * winRatio / imgRatio
ctx.drawImage(img, (window.w - w) / 2, 0, w, window.innerHeight)
}
}
function drawImageProp(ctx, img, x, y, w, h, offsetX, offsetY) {
if (arguments.length === 2) {
x = y = 0;
w = ctx.canvas.width;
h = ctx.canvas.height;
}
// default offset is center
offsetX = typeof offsetX === "number" ? offsetX : 0.5;
offsetY = typeof offsetY === "number" ? offsetY : 0.5;
// keep bounds [0.0, 1.0]
if (offsetX < 0) offsetX = 0;
if (offsetY < 0) offsetY = 0;
if (offsetX > 1) offsetX = 1;
if (offsetY > 1) offsetY = 1;
var iw = img.width,
ih = img.height,
r = Math.min(w / iw, h / ih),
nw = iw * r, // new prop. width
nh = ih * r, // new prop. height
cx, cy, cw, ch, ar = 1;
// decide which gap to fill
if (nw < w) ar = w / nw;
if (Math.abs(ar - 1) < 1e-14 && nh < h) ar = h / nh; // updated
nw *= ar;
nh *= ar;
// calc source rectangle
cw = iw / (nw / w);
ch = ih / (nh / h);
cx = (iw - cw) * offsetX;
cy = (ih - ch) * offsetY;
// make sure source rectangle is valid
if (cx < 0) cx = 0;
if (cy < 0) cy = 0;
if (cw > iw) cw = iw;
if (ch > ih) ch = ih;
// fill image in dest. rectangle
ctx.drawImage(img, cx, cy, cw, ch, x, y, w, h);
}
////////////////////////////////////
function init() {
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
}
function mouseDown(e) {
console.log(e);
rect.Left = e.pageX - offsetX;
rect.Top = e.pageY - offsetY;
rect.Left_Percentage = (rect.Left / canvas.width) * 100;
rect.Top_Percentage = (rect.Top / canvas.height) * 100;
drag = true;
}
function mouseUp() {
drag = false;
//ctx.clearRect(0,0,canvas.width,canvas.height);
canvas.style.cursor = "default";
window.dotnetInstance.invokeMethodAsync("ShowPopup", rect);
}
function mouseMove(e) {
if (drag) {
rect.Width = (e.pageX - offsetX) - rect.Left;
rect.Height = (e.pageY - offsetY) - rect.Top;
rect.Height_Percentage = (rect.Height/canvas.height) * 100;
rect.Width_Percentage = (rect.Width / canvas.width) * 100;
ctx.clearRect(0, 0, canvas.width, canvas.height);
draw();
}
}
function draw() {
ctx.setLineDash([10]);
ctx.strokeRect(rect.Left, rect.Top, rect.Width, rect.Height);
}
window.SetDotNetInstance = (dotnetHelper) => {
console.log(dotnetHelper);
if (window.dotnetInstance == null) {
window.dotnetInstance = dotnetHelper;
}
}
function toggleDisplay(current) {
if ($(current).is(":checked")){
$(".clickRegionBlock").hide();
$(".blockNumberInfo").hide();
$("#imgGrid>.border").removeClass("border")
}
else {
$(".clickRegionBlock").show();
$(".blockNumberInfo").show();
$("#imgGrid>.box-border").addClass("border");
}
}
function Zoom() {
var gridSizes = $("#imgGrid").css("grid-template-columns");
var splitArrPx = gridSizes.split(" ");
var firstpx = parseInt(splitArrPx[0].replace("px", ""));
firstpx += 100;
var zoomedGridSizes = "";
splitArrPx.forEach(function (item, index, arr) {
var replacedItem = item.replace(/\d+/, firstpx);
zoomedGridSizes += replacedItem + " ";
})
console.log(zoomedGridSizes);
$("#imgGrid").css("grid-template-columns", zoomedGridSizes);
Load(background.src);
}
And here is my HTML code I am using .Net Blazor as well to achieve this that is why there are variables in my HTML it should not effect my javascript:
<canvas id="canvas" style="background-image:url('api/contentpreview/blocks/#b.PageId/#b.LocalIndex/#Resolution/#zone'); width:100%; height:auto; background-size:cover;" #onload='() => LoadImg("api/contentpreview/blocks/" + b.PageId + "/" + b.LocalIndex + "/" + Resolution + "/" + zone)' />
initCanvas = true;
canvasImg = "api/contentpreview/blocks/" + b.PageId + "/" + b.LocalIndex + "/" + Resolution + "/" + zone;

Why this pixelation animation is jolty

I have the following multi-step pixelation animation. It animates from low-to-high pixelation very slowly to show you that it jolts in between some of the steps, as if the image is slightly moved between renderings. I can't figure out why this is happening or how to make it appear as if the image is staying in one place.
var c = document.createElement('canvas')
c.style.display = 'flex'
c.style.width = '100vw'
c.style.height = '100vh'
c.style['image-rendering'] = 'pixelated'
document.body.appendChild(c)
var x = c.getContext('2d')
x.webkitImageSmoothingEnabled = false
x.mozImageSmoothingEnabled = false
x.msImageSmoothingEnabled = false
x.imageSmoothingEnabled = false
var src = c.getAttribute('data-draw')
var small = `https://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/M101_hires_STScI-PRC2006-10a.jpg/307px-M101_hires_STScI-PRC2006-10a.jpg`
var large = `https://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/M101_hires_STScI-PRC2006-10a.jpg/1280px-M101_hires_STScI-PRC2006-10a.jpg`
// c.width = c.clientWidth
// c.height = c.clientHeight
var stack = []
var start = false
var place = 0
function queue(image, ratio, width, height) {
stack.push({ image, ratio, width, height })
if (start) return
start = true
setTimeout(proceed, 0)
}
function proceed() {
let point = stack.shift()
let w
let h
if (point.ratio) {
w = c.width = c.clientWidth * point.ratio
h = c.height = c.clientHeight * point.ratio
} else {
w = point.width
h = point.height
}
if (!stack.length) {
x.webkitImageSmoothingEnabled = true
x.mozImageSmoothingEnabled = true
x.msImageSmoothingEnabled = true
x.imageSmoothingEnabled = true
c.classList.remove('px')
}
drawImageProp(x, point.image, 0, 0, w, h)
if (stack.length) {
setTimeout(proceed, 1000)
}
}
var s = new Image()
s.onload = function(){
queue(s, 0.01)
queue(s, 0.03)
var i = new Image()
i.onload = function(){
queue(i, 0.03)
queue(i, 0.11)
queue(i, 1)
}
i.src = large
}
s.src = small
function drawImageProp(ctx, img, x, y, w, h, offsetX, offsetY) {
if (arguments.length === 2) {
x = y = 0;
w = ctx.canvas.width;
h = ctx.canvas.height;
}
// default offset is center
offsetX = typeof offsetX === "number" ? offsetX : 0.5;
offsetY = typeof offsetY === "number" ? offsetY : 0.5;
// keep bounds [0.0, 1.0]
if (offsetX < 0) offsetX = 0;
if (offsetY < 0) offsetY = 0;
if (offsetX > 1) offsetX = 1;
if (offsetY > 1) offsetY = 1;
var iw = img.width,
ih = img.height,
r = Math.min(w / iw, h / ih),
nw = iw * r, // new prop. width
nh = ih * r, // new prop. height
cx, cy, cw, ch, ar = 1;
// decide which gap to fill
if (nw < w) ar = w / nw;
if (Math.abs(ar - 1) < 1e-14 && nh < h) ar = h / nh; // updated
nw *= ar;
nh *= ar;
// calc source rectangle
cw = iw / (nw / w);
ch = ih / (nh / h);
cx = (iw - cw) * offsetX;
cy = (ih - ch) * offsetY;
// make sure source rectangle is valid
if (cx < 0) cx = 0;
if (cy < 0) cy = 0;
if (cw > iw) cw = iw;
if (ch > ih) ch = ih;
// fill image in dest. rectangle
ctx.drawImage(img, cx, cy, cw, ch, x, y, w, h);
}
Even in between the last two steps it shifts slightly. Wondering what's going wrong and how to fix it.
FYI, there are two images, a small one and a big one, both the same thing. It first loads the small image at low resolution, then loads the large one. While the large one is loading, it does a few animation steps using the small image to start the animation. Then once the large one is done, it picks up where the small one left off and does a few more animation steps using the large image.

HTML5 canvas draw a rectangle with gelatine effect

I'm creating a platformer game in javascript in which players are rectangles and they can jump on and off platforms. This is pretty straightforward but now I'm trying to add a 'gelatine effect' to the players so that when they land on a platform they move a bit(like a gelatine). I've been searching for quite some time now but I can't seem to find any good examples on how I can change the shape of a rectangle.
All I've come up with is by using #keyframes in css and i've tried implementing it, which works if I use it on html elements. This is because with the DOM elements I can access the CSSStyleDeclaration with .style but if I create a new player object I can't(as seen in my code below).
I'm not sure how I can convert the css #keyframes to javascript or if what i'm doing isn't possible.. or if there perhaps are other (better) ways to achieve my goal?
var keystate = [];
var players = [];
var jelly = document.getElementById('jelly');
console.log(jelly.style); // shows the CSSStyleDeclarations
document.body.addEventListener("keydown", function(e) {
keystate[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
keystate[e.keyCode] = false;
});
function gelatine(e) {
if (e.style.webkitAnimationName !== 'gelatine') {
e.style.webkitAnimationName = 'gelatine';
e.style.webkitAnimationDuration = '0.5s';
e.style.display = 'inline-block';
setTimeout(function() {
e.style.webkitAnimationName = '';
}, 1000);
}
}
var canvas = document.getElementById("canvas");
var context = canvas.getContext('2d');
canvas.width = 500;
canvas.height = 300;
function Player(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.jumping = false;
this.velocityY = 0;
this.gravity = 0.3;
this.speed = 5;
this.timer = 0;
this.delay = 120;
}
Player.prototype.render = function render() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle = 'blue';
context.fillRect(this.x, this.y, this.width, this.height);
context.fillStyle = 'black';
context.font = '20pt sans-serif';
context.fillText("I'm not jelly:(", this.x - 160, this.y + 30);
};
Player.prototype.update = function update() {
// arrow up key to jump with the player
if (keystate[38]) {
if (!this.jumping) {
this.jumping = true;
this.velocityY = -this.speed * 2;
}
}
this.velocityY += this.gravity;
this.y += this.velocityY;
if (this.y >= canvas.height - this.height) {
this.y = canvas.height - this.height;
this.jumping = false;
}
if (this.timer === 0) {
gelatine(jelly);
this.timer = this.delay;
}
if (this.timer > 0 && this.timer <= this.delay) {
this.timer--;
}
};
players.push(new Player((canvas.width / 2) - 25, (canvas.height / 2), 50, 50));
console.log(players[0].style); // no CSSStyleDeclarations :(
function render() {
for (var i = 0; i < players.length; i++) {
players[i].render();
}
}
function update() {
for (var i = 0; i < players.length; i++) {
players[i].update();
}
}
function tick() {
update();
render();
requestAnimationFrame(tick);
}
tick();
<html>
<head>
<style>
#jelly {
position: absolute;
margin-left: auto;
margin-right: auto;
top: 80px;
bottom: 0;
left: 0;
right: 0;
display: inline-block;
width: 100px;
height: 100px;
background: blue;
}
p {
font-size: 20px;
color: white;
}
canvas {
border: 1px solid #000;
position: absolute;
margin: auto;
top: 20px;
bottom: 0;
left: 0;
right: 0;
}
#keyframes gelatine {
25% {
-webkit-transform: scale(0.9, 1.1);
transform: scale(0.9, 1.1);
}
50% {
-webkit-transform: scale(1.1, 0.9);
transform: scale(1.1, 0.9);
}
75% {
-webkit-transform: scale(0.95, 1.05);
transform: scale(0.95, 1.05);
}
}
</style>
<title>Jelly rectangle</title>
</head>
<body>
<div id="jelly">
<p>&nbsp&nbsp i'm jelly :)</p>
</div>
<canvas id='canvas'></canvas>
</body>
</html>
Jelly.
To create a jelly effect for using in a game we can take advantage of a step based effect that is open ended (ie the effect length is dependent on the environment and has no fixed time)
Jelly and most liquids have a property that they are incompressible. This means that no matter the force applied to them the volume does not change. For a 2D game this mean that for jelly the area does not change. This means we can squash the height and knowing the area calculate the width.
Thus when a object drops and hits the ground we can apply a squashing force to the object in the height direction. Simulating a dampened spring we can produce a very realistic jelly effect.
Defining the jelly
I am being a little silly as it is the season so the variables wobbla and bouncy define the dampened spring with wobbla being the stiffness of the spring from 0 to 1, with 0.1 being very soft to 1 being very stiff. Bouncy being the damping of the spring from 0 to 1, with 0 having 100% damping and 1 having no damping.
I have also added react which is a simple multiplier to the force applied to the spring. As this is a game there is a need to exaggerate effects. react multiplies the force applied to the spring. Values under 1 reduce the effect, values over 1 increase the effect.
hr and hd (yes bad names) are the real height (displayed) and the height delta ( the change in height per frame). These two variable control the spring effect.
There is a flag to indicate that the jelly is on the ground and the sticky flag if true keeps the jelly stuck to the ground.
There are also three functions to control the jelly
function createJellyBox(image,x, y, wobbla, bouncy, react){
return {
img:image,
x : x, // position
y : y,
dx : 0, // movement deltas
dy : 0,
w : image.width, // width
h : image.height, // height
area : image.width * image.height, // area
hr : image.height, // squashed height chaser
hd : 0, // squashed height delta
wobbla : wobbla, // higher values make it wobble more
bouncy : bouncy, // higher values make it react to change in speed
react : react, // additional reaction multiplier. < 1 reduces reaction > 1 increases reaction
onGround : false, // true if on the ground
sticky : true, // true to stick to the ground. false to let it bounce
squashed : 1, // the amount of squashing or stretching along the height
force : 0, // the force applied to the jelly when it hits the ground
draw : drawJelly, // draw function
update : updateJelly, // update function
reset : resetJelly, // reset function
}
}
The functions
There are three functions to control the jelly, reset, update and draw. Sorry the answer is over the 30000 character limit so find the functions in the demo below.
Draw
Draw simply draws the jelly. It uses the squashed value to calculate the height and from that calculates the width, then simply draws the image with the set width and height. The image is drawn at its center to keep calculations simpler.
Reset
Simply resets the jelly at a position defined by x and y you can modify it to remove any wobbles by setting jelly.hr = jelly.h and jelly.hd = 0
Update
This is where the hard work is. It updates the object position by adding gravity to the delta Y. It checks if the jelly has hit the ground, if it has it applies the force to the jelly.hr spring by adding to the jelly.hd (height delta) the force equal to the speed of the inpact times jelly.react
I found that the force applied should be over time so there is a little cludge (marked with comments) to apply a squashing force over time. That can be removed but it just reduces the smoothness of the jelly wobbly effect.
Last thing is to recalculate the height and move the jelly so that it does not cross into the ground.
Clear as mud cake I am sure. So feel free anyone to ask questions if there is a need to clarify.
DEMO
What would any good SO answer be without a demo. So here is a jelly simulation. Click on the canvas to drop the jelly. The three sliders on the top left control the values Wobbla, Bouncy, and React. Play witht the values to change the jelly effect. The check box turn on and off sticky, but you need a long screen to get the impact you need to bounce up. Remove the cludge code to see sticky real purpose.
As I needed a UI there is a lot of extra code that does not apply to the answer. The Answer code is clearly marked so to be easy to find. The main loop is at the bottom. I have not yet tested it on FF but it should work. If not let me know and I will fix it.
var STOP = false; // stops the app
var jellyApp = function(){
/** Compiled by GROOVER Quick run 9:43pm DEC-22-2015 **/
/** fullScreenCanvas.js begin **/
var canvas = (function(){
var canvas = document.getElementById("canv");
if(canvas !== null){
document.body.removeChild(canvas);
}
// creates a blank image with 2d context
canvas = document.createElement("canvas");
canvas.id = "canv";
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.position = "absolute";
canvas.style.top = "0px";
canvas.style.left = "0px";
canvas.style.zIndex = 1000;
canvas.ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
return canvas;
})();
var ctx = canvas.ctx;
/** fullScreenCanvas.js end **/
/** MouseFull.js begin **/
var canvasMouseCallBack = undefined; // if needed
var mouse = (function(){
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false,
interfaceId : 0, buttonLastRaw : 0, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
getInterfaceId : function () { return this.interfaceId++; }, // For UI functions
startMouse:undefined,
};
function mouseMove(e) {
var t = e.type, m = mouse;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === undefined) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey;m.shift = e.shiftKey;m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1];
} else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") { m.buttonRaw = 0; m.over = false;
} else if (t === "mouseover") { m.over = true;
} else if (t === "mousewheel") { m.w = e.wheelDelta;
} else if (t === "DOMMouseScroll") { m.w = -e.detail;}
if (canvasMouseCallBack) { canvasMouseCallBack(m.x, m.y); }
e.preventDefault();
}
function startMouse(element){
if(element === undefined){
element = document;
}
"mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",").forEach(
function(n){element.addEventListener(n, mouseMove);});
}
mouse.mouseStart = startMouse;
return mouse;
})();
if(typeof canvas === "undefined"){
mouse.mouseStart(canvas);
}else{
mouse.mouseStart();
}
/** MouseFull.js end **/
// unit size for rendering scale
var ep = canvas.height / 72;
// font constants
const FONT = "px Arial Black";
const FONT_SIZE = Math.ceil(3 * ep);
const GRAVITY = ep * (1/5);
const GROUND_AT = canvas.height - canvas.height * (1/20);
// Answer code.
//----------------------------------------------------------------------- // draw the jelly
function drawJelly(ctx){
var w,h;
w = this.w,
h = this.h;
h *= this.squashed;
// the width is ajusted so that the area of the rectagle remains constant
w = this.area / h; // to keep the area constant
ctx.drawImage(this.img,this.x - w / 2, this.y - h / 2, w, h);
}
function resetJelly(x,y){ // reset the jelly position
this.x = x;
this.y = y;
this.onGround = false;
this.dx = 0;
this.dy = 0;
}
// do the jelly math
function updateJelly(){
var h; // temp height
var hitG = false; // flag that the ground has just been hit
h = this.h * this.squashed; // get the height from squashed
if(!this.onGround){ // if not on the ground add grav
this.dy += GRAVITY;
}else{ // if on the ground move it so it touches correctly
this.dy = 0;
this.y = GROUND_AT - h / 2;
}
// update the position
this.x += this.dx;
this.y += this.dy;
// check if it has hit the ground
if(this.y + h / 2 >= GROUND_AT && this.dy >= 0){
this.hd += this.dy * this.react; // add the hit speed to the height delta
// multiply with react to inhance or reduce effect
this.force += this.dy * this.react;
hitG = true;
this.onGround = true; // flag that jelly is on the ground
}
if(this.force > 0){
this.hd += this.force;
this.force *= this.wobbla;
}
this.hd += (this.h - this.hr) * this.wobbla; // add wobbla to delta height
this.hd *= this.bouncy; // reduce bounce
this.hr += this.hd; // set the real height
this.squashed = this.h / this.hr; // calculate the new squashed amount
h = this.h * this.squashed; // recalculate hieght to make sure
// the jelly does not overlap the ground
// do the finnal position ajustment to avoid overlapping the ground
if(this.y + h / 2 >= GROUND_AT || hitG || (this.sticky && this.onGround)){
this.y = GROUND_AT - h / 2;
}
}
// create a jelly box
function createJellyBox(image,x, y, wobbla, bouncy, react){
return {
img:image,
x : x, // position
y : y,
dx : 0, // movement deltas
dy : 0,
w : image.width, // width
h : image.height, // height
area : image.width * image.height, // area
hr : image.height, // squashed height chaser
hd : 0, // squashed height delta
wobbla : wobbla, // higher values make it wobble more
bouncy : bouncy, // higher values make it react to change in speed
react : react, // additional reaction multiplier. < 1 reduces reaction > 1 increases reaction
onGround : false, // true if on the ground
sticky : true, // true to stick to the groun. false to let it bounce
squashed : 1, // the amount of squashing or streaching along the height
force : 0,
draw : drawJelly, // draw function
update : updateJelly, // update function
reset : resetJelly, // reset function
}
}
// --------------------------------------------------------------------------------------------
// END OF ANSWER CODE.
// FIND the usage at the bottom inside the main loop function.
// --------------------------------------------------------------------------------------------
// The following code is just helpers and UI stuff and are not related to the answer.
var createImage = function (w, h ){
var image = document.createElement("canvas");
image.width = w;
image.height = h;
image.ctx = image.getContext("2d");
return image;
}
var drawSky = function (img, col1, col2){
var c, w, h;
c = img.ctx;
w = img.width;
h = img.height;
var g = c.createRadialGradient(w * (1 / 2), h * (3 / 2), h * (1 / 2) +w * (1 / 4), w * (1 / 2), h * (3 / 2), h * (3 / 2) + w * ( 1 / 4));
g.addColorStop(0,col1);
g.addColorStop(1,col2);
c.fillStyle = g;
c.fillRect(0, 0, w, h);
return img;
}
var drawGround = function (img, col1, col2,lineColour, lineWidth) {
var c, w, h, lw;
c = img.ctx;
w = img.width;
h = img.height;
lw = lineWidth;
var g = c.createLinearGradient(0, 0, 0, h + lineWidth);
g.addColorStop(0, col1);
g.addColorStop(1, col2);
c.fillStyle = g;
c.lineWidth = lw;
c.strokeStyle = lineColour;
c.strokeRect(-lw * 2, lw / 2, w + lw * 4, h + lw * 4);
c.fillRect(-lw * 2, lw / 2, w + lw * 4, h + lw * 4);
return img;
}
/** CanvasUI.js begin **/
var drawRoundedBox = function (img, colour, rounding, lineColour, lineWidth) {
var c, x, y, w, h, r, p
p = Math.PI/2; // 90 deg
c = img.ctx;
w = img.width;
h = img.height;
lw = lineWidth;
r = rounding ;
c.lineWidth = lineWidth;
c.fillStyle = colour;
c.strokeStyle = lineColour;
c.beginPath();
c.arc(w - r - lw / 2, h - r - lw / 2, r, 0, p);
c.lineTo(r + lw / 2, h - lw / 2);
c.arc(r + lw / 2, h - r - lw / 2, r, p, p * 2);
c.lineTo(lw / 2, h - r - lw / 2);
c.arc(r + lw / 2, r + lw / 2, r, p * 2, p * 3);
c.lineTo(w-r - lw / 2, lw / 2);
c.arc(w - r - lw / 2, r + lw / 2, r, p * 3, p * 4);
c.closePath();
c.stroke();
c.fill();
return img;
}
var drawTick = function (img , col, lineColour, lineWidth){
var c, w, h, lw, m, l;
m = function (x, y) {c.moveTo(lw / 2 + w * x, lw / 2 + h * y);};
l = function (x, y) {c.lineTo(lw / 2 + w * x, lw / 2 + h * y);};
lw = lineWidth;
c = img.ctx;
w = img.width - lw;
h = img.height - lw;
c.fillStyle = col;
c.strokeStyle = lineColour;
c.lineWidth = lw;
c.beginPath();
m(1, 0);
l(5 / 8, 1);
l(0, 3 / 4);
l(1 / 4, 2 / 4);
l(2 / 4, 3 / 4);
l(1, 0);
c.stroke();
c.fill();
return img;
}
var setFont = function(ctx,font,align){
ctx.font = font;
ctx.textAlign = align;
}
var measureText = function(ctx,text){
return ctx.measureText(text).width;
}
var drawText = function(ctx,text,x,y,col,col1){
var of;
of = Math.floor(FONT_SIZE/10);
ctx.fillStyle = col1;
ctx.fillText(text,x+of,y+of);
ctx.fillStyle = col;
ctx.fillText(text,x,y);
}
var drawSlider = function(ctx){
var x,y;
x = this.owner.x;
y = this.owner.y;
ctx.drawImage(this.image, this.x + x, this.y + y);
ctx.drawImage(this.nob, this.nx + x, this.ny + y);
}
var updateSlider = function(mouse){
var mx, my;
mx = mouse.x - this.owner.x;
my = mouse.y - this.owner.y;
this.cursor = "";
if(this.owner.dragging === -1 || this.owner.dragging === this.id ){
if(mx >= this.x && mx < this.x + this.w &&
my >= this.y && my <= this.y + this.h){
this.mouseOver = true;
this.cursor = "pointer"
}else{
this.mouseOver = false;
}
if(mx >= this.nx && mx < this.nx + this.nw &&
my >= this.ny && my <= this.ny + this.nh){
this.mouseOverNob = true;
this.cursor = "ew-resize"
}else{
this.mouseOverNob = false;
}
if((mouse.buttonRaw&1) === 1 && (this.mouseOver||this.mouseOverNob) && !this.dragging){
this.owner.dragging = this.id;
this.dragging = true;
this.cursor = "ew-resize"
}else
if(this.dragging){
this.cursor = "ew-resize"
if((mouse.buttonRaw & 1)=== 0){
this.dragging = false;
this.owner.dragging = -1;
this.cursor = "pointer";
}
var p = mx- (this.x+this.nw/2);
p /= (this.w-this.nw);
p *= this.range;
p += this.min;
this.value = Math.min(this.max, Math.max(this.min, p));
}
if(this.mouseOver || this.mouseOverNob || this.dragging){
this.owner.toolTip = this.toolTip.replace("##",this.value.toFixed(this.decimals));
}
}
this.nx = (this.value - this.min) / this.range * (this.w - this.nw) + this.x;
}
var createSlider = function(image,nobImage, x, y, value, min, max, toolTip) {
var decimals = 0;
if(toolTip.indexOf("#.") > -1){
if(toolTip.indexOf(".DDD") > -1){
decimals = 3;
toolTip = toolTip.replace("#.DDD","##");
}else
if(toolTip.indexOf(".DD") > -1){
decimals = 2;
toolTip = toolTip.replace("#.DD","##");
}else
if(toolTip.indexOf(".D") > -1){
decimals = 1;
toolTip = toolTip.replace("#.D","##");
}else{
toolTip = toolTip.replace("#.","##");
}
}
return {
id : undefined,
image : image,
nob : nobImage,
min : min,
max : max,
x : x,
y : y + (nobImage.height - image.height)/2,
ny : y ,
nx : ((value - min) / (max - min)) * (image.width - nobImage.width) + x,
range : max - min,
w : image.width,
h : image.height,
nw : nobImage.width,
nh : nobImage.height,
value : value,
maxH : Math.max( image.height, nobImage.height),
mouseOver : false,
mouseOverNob : false,
toolTip:toolTip,
decimals:decimals,
dragging : false,
update : updateSlider,
draw : drawSlider,
position : function (x, y){
this.x += x;
this.y += y;
this.nx += x;
this.ny += y;
},
}
}
var drawTickCont = function(ctx){
var x,y, ofx, ofy;
x = this.owner.x;
y = this.owner.y;
ctx.drawImage(this.image, this.x + x, this.y + y);
ofy = this.h / 2 - this.textImage.height / 2;
ofx = this.w / 2;
ctx.drawImage(this.textImage, this.x + x + this.w + ofx, this.y + y + ofy);
if(this.value){
x -= this.tickImage.width * ( 1/ 4);
y -= this.tickImage.height * ( 2/ 5);
ctx.drawImage(this.tickImage, this.x + x, this.y + y);
}
}
var updateTick = function(mouse){
var mx, my;
mx = mouse.x - this.owner.x;
my = mouse.y - this.owner.y;
this.cursor = "";
if(this.owner.dragging === -1 || this.owner.dragging === this.id ){
if(mx >= this.x && mx < this.x + this.w &&
my >= this.y && my <= this.y + this.h){
this.mouseOver = true;
this.cursor = "pointer"
}else{
this.mouseOver = false;
}
if((mouse.buttonRaw&1) === 1 && this.mouseOver && !this.dragging){
this.owner.dragging = this.id;
this.dragging = true;
}else
if(this.dragging){
if((mouse.buttonRaw & 1)=== 0){
if(this.mouseOver){
this.value = ! this.value;
}
this.dragging = false;
this.owner.dragging = -1;
this.cursor = "pointer";
}
}
if(this.mouseOver || this.dragging){
this.owner.toolTip = this.toolTip;
}
}
}
var createTick= function(image,tickImage,textImage, x, y, value, toolTip) {
return {
id : undefined,
image : image,
tickImage : tickImage,
textImage : textImage,
x : x,
y : y,
w : image.width,
h : image.height,
value : value,
maxH : Math.max( image.height, tickImage.height),
mouseOver : false,
mouseOverNob : false,
toolTip:toolTip,
dragging : false,
update : updateTick,
draw : drawTickCont,
position : function (x, y){
this.x += x;
this.y += y;
},
}
}
function UI(ctx, mouse, x, y){
this.dragging = -1;
var ids = 0;
var controls = [];
var length = 0;
this.x = x;
this.y = y;
var posX = 0;
var posY = 0;
this.addControl = function (control, name) {
control.id = ids ++;
control.owner = this;
control.position(posX, posY);
posY += control.maxH + ep;
length = controls.push(control)
this[name] = control;
}
this.update = function(){
var i, cursor, c;
cursor = "";
this.toolTip = "";
for(i = 0; i < length; i ++){
c = controls[i];
c.update(mouse);
if(c.cursor !== ""){
cursor = c.cursor;
}
c.draw(ctx);
}
if(cursor === ""){
ctx.canvas.style.cursor = "default";
}else{
ctx.canvas.style.cursor = cursor;
}
if(this.toolTip !== ""){
if(mouse.y - FONT_SIZE * (5 / 3) < 0){
drawText(ctx, this.toolTip, mouse.x, mouse.y + FONT_SIZE * (4 / 3), "#FD4", "#000");
}else{
drawText(ctx, this.toolTip, mouse.x, mouse.y - FONT_SIZE * (2 / 3), "#FD4", "#000");
}
}
}
}
/** CanvasUI.js end **/
//-----------------------------
// create UI
//-----------------------------
setFont(ctx, FONT_SIZE + FONT, "left");
// images for UI
var tickBox = drawRoundedBox(createImage(4 * ep, 4 * ep), "#666", (3 / 2) * ep, "#000", (1 / 2) * ep);
var tickBoxTick = drawTick(createImage(6 * ep, 6 * ep), "#0D0", "#000", (1 / 2) * ep);
var w = measureText(ctx, "Sticky");
var tickBoxText = createImage(w, FONT_SIZE);
setFont(tickBoxText.ctx, FONT_SIZE + FONT, "left");
drawText(tickBoxText.ctx, "Sticky", 0, FONT_SIZE * (3 / 4), "white", "black");
var sliderBar = drawRoundedBox(createImage(20 * ep, 2 * ep), "#666", ep * 0.9, "#000", (1 / 2) * ep);
var sliderNob = drawRoundedBox(createImage(3 * ep, 4 * ep), "#AAA", ep, "#000", (1 / 2) * ep);
// UI control
var controls = new UI(ctx, mouse, 10, 10);
controls.addControl(createSlider(sliderBar, sliderNob, 0, 0, 0.3, 0, 1, "Wobbla #.DD"), "wobbla");
controls.addControl(createSlider(sliderBar, sliderNob, 0, 0, 0.8, 0, 1, "Bouncy #.DD"), "bouncy");
controls.addControl(createSlider(sliderBar, sliderNob, 0, 0, 1.5, 0, 2, "React #.DD"), "react");
controls.addControl(createTick(tickBox, tickBoxTick, tickBoxText, 0, 0, true, "Activate / Deactivate sticky option."), "sticky");
//-----------------------------
// create playfield
//-----------------------------
var skyImage = drawSky(createImage(32, 32), "#9EF", "#48D");
var groundImage = drawGround(createImage(100, canvas.height - GROUND_AT), "#5F5", "#5A5", "#181", 4);
//-----------------------------
// create jelly
//-----------------------------
var jellyImage = drawRoundedBox(createImage(ep * 20, ep * 20), "#FA4", ep * 2, "black", ep * (3 / 5));
var jelly = createJellyBox(
jellyImage,
canvas.width / 2,
100,
0.1,
0.8,
1.2
);
// some more settings
ctx.imageSmoothingEnabled = true;
setFont(ctx, FONT_SIZE + FONT, "left");
//-----------------------------
// Main animtion loop
//-----------------------------
function updateAnim(){
// draw the background and ground
ctx.drawImage(skyImage, 0, 0, canvas.width, canvas.height)
ctx.drawImage(groundImage, 0, GROUND_AT, canvas.width, canvas.height - GROUND_AT)
// update and draw jelly
jelly.update();
jelly.draw(ctx);
// update and draw controls
controls.update();
// update jelly setting from controls.
jelly.wobbla = controls.wobbla.value;
jelly.bouncy = controls.bouncy.value;
jelly.react = controls.react.value;
jelly.sticky = controls.sticky.value;
// if the mouse is not busy then use left mouse click and drag to position jellu
if(controls.dragging < 0 && mouse.buttonRaw === 1){
controls.dragging = -2;
jelly.reset(mouse.x,mouse.y);
}else
if(controls.dragging === -2){ // release mouse
controls.dragging = -1;
}
if(!STOP){
requestAnimationFrame(updateAnim);
}else{
STOP = false;
}
}
updateAnim();
};
function resizeEvent(){
var waitForStopped = function(){
if(!STOP){ // wait for stop to return to false
jellyApp();
return;
}
setTimeout(waitForStopped,200);
}
STOP = true;
setTimeout(waitForStopped,100);
}
window.addEventListener("resize",resizeEvent);
jellyApp();

Play HTML5 Video when scrolled to

Is there anyway to autoplay a HTML5 video only when the user has the video (or a certain percentage of the video) in the browser viewport?
In brief
Let's say our browser window W currently scrolled to y-position scrollTop and scrollBottom
Our video will NOT be played when its position is at V1 or V2 as below snapshot.
Code details
$(document).ready(function() {
// Get media - with autoplay disabled (audio or video)
var media = $('video').not("[autoplay='autoplay']");
var tolerancePixel = 40;
function checkMedia(){
// Get current browser top and bottom
var scrollTop = $(window).scrollTop() + tolerancePixel;
var scrollBottom = $(window).scrollTop() + $(window).height() - tolerancePixel;
media.each(function(index, el) {
var yTopMedia = $(this).offset().top;
var yBottomMedia = $(this).height() + yTopMedia;
if(scrollTop < yBottomMedia && scrollBottom > yTopMedia){ //view explaination in `In brief` section above
$(this).get(0).play();
} else {
$(this).get(0).pause();
}
});
//}
}
$(document).on('scroll', checkMedia);
});
hope this helps but it has been answered before
http://jsfiddle.net/jAsDJ/
var videos = document.getElementsByTagName("video"),
fraction = 0.8;
function checkScroll() {
for(var i = 0; i < videos.length; i++) {
var video = videos[i];
var x = video.offsetLeft, y = video.offsetTop, w = video.offsetWidth, h = video.offsetHeight, r = x + w, //right
b = y + h, //bottom
visibleX, visibleY, visible;
visibleX = Math.max(0, Math.min(w, window.pageXOffset + window.innerWidth - x, r - window.pageXOffset));
visibleY = Math.max(0, Math.min(h, window.pageYOffset + window.innerHeight - y, b - window.pageYOffset));
visible = visibleX * visibleY / (w * h);
if (visible > fraction) {
video.play();
} else {
video.pause();
}
}
}
window.addEventListener('scroll', checkScroll, false);
window.addEventListener('resize', checkScroll, false);
You can use window.pageXOffset and window.pageYOffset to check how far your browser window is scrolled both vertically and horizontally. Use these with window.innerWidth and innerHeight and some basic geometry math to calculate how much your visible page overlaps with the video itself. Put this all in a function that you can attach to the scroll and resize event on the window object to run the check every time the scrolling changes.
Here is some sample code:
var video = document.getElementById('video'),
info = document.getElementById('info'),
fraction = 0.8;
function checkScroll() {
var x = video.offsetLeft,
y = video.offsetTop,
w = video.offsetWidth,
h = video.offsetHeight,
r = x + w, //right
b = y + h, //bottom
visibleX,
visibleY,
visible;
if (window.pageXOffset >= r ||
window.pageYOffset >= b ||
window.pageXOffset + window.innerWidth < x ||
window.pageYOffset + window.innerHeight < y
) {
info.innerHTML = '0%';
return;
}
visibleX = Math.max(0, Math.min(w, window.pageXOffset + window.innerWidth - x, r - window.pageXOffset));
visibleY = Math.max(0, Math.min(h, window.pageYOffset + window.innerHeight - y, b - window.pageYOffset));
visible = visibleX * visibleY / (w * h);
info.innerHTML = Math.round(visible * 100) + '%';
if (visible > fraction) {
video.play();
} else {
video.pause();
}
}
window.addEventListener('scroll', checkScroll, false);
window.addEventListener('resize', checkScroll, false);
//one time at the beginning, in case it starts in view
checkScroll();
//as soon as we know the video dimensions
video.addEventListener('loadedmetadata', checkScroll, false);
And a working example.
This code assumes a pretty simple page layout. If your video is positioned absolutely inside another element that has "position: relative" set, then you'll need to do a little more work to calculate the correct position of the video. (The same goes if the video has been moved with CSS transforms.)
There is a new API for this scenario, called Intersection_Observer_API, which
Chrome 51+ and Edge 15+ has supported.
var options = {
root: document.querySelector('.scroll-container'),
rootMargin: '0px',
threshold: 1.0 // trigger only when element comes into view completely
};
var ob = new IntersectionObserver((entries, observer) => {
entries[0].target.classList.toggle('red');
}, options);
// observe all targets, when coming into view, change color
document.querySelectorAll('.target').forEach((item) => {
ob.observe(item);
});
Here is a simple demo:
https://codepen.io/hectorguo/pen/ybOKEJ
This pure javascript solution worked for me:
// is visible function
function isVisible(elem) {
if (!(elem instanceof Element)) throw Error('DomUtil: elem is not an element.');
const style = getComputedStyle(elem);
if (style.display === 'none') return false;
if (style.visibility !== 'visible') return false;
if (style.opacity < 0.1) return false;
if (elem.offsetWidth + elem.offsetHeight + elem.getBoundingClientRect().height +
elem.getBoundingClientRect().width === 0) {
return false;
}
const elemCenter = {
x: elem.getBoundingClientRect().left + elem.offsetWidth / 2,
y: elem.getBoundingClientRect().top + elem.offsetHeight / 2
};
if (elemCenter.x < 0) return false;
if (elemCenter.x > (document.documentElement.clientWidth || window.innerWidth)) return false;
if (elemCenter.y < 0) return false;
if (elemCenter.y > (document.documentElement.clientHeight || window.innerHeight)) return false;
let pointContainer = document.elementFromPoint(elemCenter.x, elemCenter.y);
do {
if (pointContainer === elem) return true;
} while (pointContainer = pointContainer.parentNode);
return false;
}
// on window load start checking on scroll
window.onload = function() {
var videos = document.getElementsByTagName("video")
function checkScroll() {
for(var i = 0; i < videos.length; i++) {
var video = videos[i];
if(isVisible(video)){
video.play();
}else{
video.pause()
}
}
}
window.addEventListener('scroll', checkScroll, false);
window.addEventListener('resize', checkScroll, false);
}
isVisible function is from other solution: answer for checking visible elements on stackoverflow

HTML Canvas Full Screen

I'm playing with the following application using the HTML Canvas: http://driz.co.uk/particles/
At the moment it is set to 640x480 pixels, but I would like to make it full screen as it will be shown a projector. However as far as I can tell I cannot set the canvas size to be 100% as the variables only except numbers and not the %. Using CSS just stretches it rather than making it actual full screen.
Any ideas?
EDIT: Tried finding the height and width using jQuery but it breaks the canvas any ideas why?
var $j = jQuery.noConflict();
var canvas;
var ctx;
var canvasDiv;
var outerDiv;
var canvasW = $j('body').width();
var canvasH = $j('body').height();
//var canvasW = 640;
//var canvasH = 480;
var numMovers = 550;
var movers = [];
var friction = .96;
var radCirc = Math.PI * 2;
var mouseX, mouseY, mouseVX, mouseVY, prevMouseX = 0, prevMouseY = 0;
var isMouseDown = true;
function init()
{
canvas = document.getElementById("mainCanvas");
if( canvas.getContext )
{
setup();
setInterval( run , 33 );
}
}
function setup()
{
outerDiv = document.getElementById("outer");
canvasDiv = document.getElementById("canvasContainer");
ctx = canvas.getContext("2d");
var i = numMovers;
while( i-- )
{
var m = new Mover();
m.x = canvasW * .5;
m.y = canvasH * .5;
m.vX = Math.cos(i) * Math.random() * 25;
m.vY = Math.sin(i) * Math.random() * 25;
m.size = 2;
movers[i] = m;
}
document.onmousedown = onDocMouseDown;
document.onmouseup = onDocMouseUp;
document.onmousemove = onDocMouseMove;
}
function run()
{
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = "rgba(8,8,12,.65)";
ctx.fillRect( 0 , 0 , canvasW , canvasH );
ctx.globalCompositeOperation = "lighter";
mouseVX = mouseX - prevMouseX;
mouseVY = mouseY - prevMouseY;
prevMouseX = mouseX;
prevMouseY = mouseY;
var toDist = canvasW / 1.15;
var stirDist = canvasW / 8;
var blowDist = canvasW / 2;
var Mrnd = Math.random;
var Mabs = Math.abs;
var Msqrt = Math.sqrt;
var Mcos = Math.cos;
var Msin = Math.sin;
var Matan2 = Math.atan2;
var Mmax = Math.max;
var Mmin = Math.min;
var i = numMovers;
while( i-- )
{
var m = movers[i];
var x = m.x;
var y = m.y;
var vX = m.vX;
var vY = m.vY;
var dX = x - mouseX;
var dY = y - mouseY;
var d = Msqrt( dX * dX + dY * dY );
var a = Matan2( dY , dX );
var cosA = Mcos( a );
var sinA = Msin( a );
if( isMouseDown )
{
if( d < blowDist )
{
var blowAcc = ( 1 - ( d / blowDist ) ) * 2;
vX += cosA * blowAcc + .5 - Mrnd();
vY += sinA * blowAcc + .5 - Mrnd();
}
}
if( d < toDist )
{
var toAcc = ( 1 - ( d / toDist ) ) * canvasW * .0014;
vX -= cosA * toAcc;
vY -= sinA * toAcc;
}
if( d < stirDist )
{
var mAcc = ( 1 - ( d / stirDist ) ) * canvasW * .00022;
vX += mouseVX * mAcc;
vY += mouseVY * mAcc;
}
vX *= friction;
vY *= friction;
var avgVX = Mabs( vX );
var avgVY = Mabs( vY );
var avgV = ( avgVX + avgVY ) * .5;
if( avgVX < .1 ) vX *= Mrnd() * 3;
if( avgVY < .1 ) vY *= Mrnd() * 3;
var sc = avgV * .45;
sc = Mmax( Mmin( sc , 3.5 ) , .4 );
var nextX = x + vX;
var nextY = y + vY;
if( nextX > canvasW )
{
nextX = canvasW;
vX *= -1;
}
else if( nextX < 0 )
{
nextX = 0;
vX *= -1;
}
if( nextY > canvasH )
{
nextY = canvasH;
vY *= -1;
}
else if( nextY < 0 )
{
nextY = 0;
vY *= -1;
}
m.vX = vX;
m.vY = vY;
m.x = nextX;
m.y = nextY;
ctx.fillStyle = m.color;
ctx.beginPath();
ctx.arc( nextX , nextY , sc , 0 , radCirc , true );
ctx.closePath();
ctx.fill();
}
//rect( ctx , mouseX - 3 , mouseY - 3 , 6 , 6 );
}
function onDocMouseMove( e )
{
var ev = e ? e : window.event;
mouseX = ev.clientX - outerDiv.offsetLeft - canvasDiv.offsetLeft;
mouseY = ev.clientY - outerDiv.offsetTop - canvasDiv.offsetTop;
}
function onDocMouseDown( e )
{
isMouseDown = true;
return false;
}
function onDocMouseUp( e )
{
isMouseDown = true;
return false;
}
// ==========================================================================================
function Mover()
{
this.color = "rgb(" + Math.floor( Math.random()*255 ) + "," + Math.floor( Math.random()*255 ) + "," + Math.floor( Math.random()*255 ) + ")";
this.y = 0;
this.x = 0;
this.vX = 0;
this.vY = 0;
this.size = 0;
}
// ==========================================================================================
function rect( context , x , y , w , h )
{
context.beginPath();
context.rect( x , y , w , h );
context.closePath();
context.fill();
}
// ==========================================================================================
The javascript has
var canvasW = 640;
var canvasH = 480;
in it. Try changing those as well as the css for the canvas.
Or better yet, have the initialize function determine the size of the canvas from the css!
in response to your edits, change your init function:
function init()
{
canvas = document.getElementById("mainCanvas");
canvas.width = document.body.clientWidth; //document.width is obsolete
canvas.height = document.body.clientHeight; //document.height is obsolete
canvasW = canvas.width;
canvasH = canvas.height;
if( canvas.getContext )
{
setup();
setInterval( run , 33 );
}
}
Also remove all the css from the wrappers, that just junks stuff up. You have to edit the js to get rid of them completely though... I was able to get it full screen though.
html, body {
overflow: hidden;
}
Edit: document.width and document.height are obsolete. Replace with document.body.clientWidth and document.body.clientHeight
You can just insert the following in to your main html page, or a function:
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
Then to remove the margins on the page
html, body {
margin: 0 !important;
padding: 0 !important;
}
That should do the job
The newest Chrome and Firefox support a fullscreen API, but setting to fullscreen is like a window resize. Listen to the onresize-Event of the window-object:
$(window).bind("resize", function(){
var w = $(window).width();
var h = $(window).height();
$("#mycanvas").css("width", w + "px");
$("#mycanvas").css("height", h + "px");
});
//using HTML5 for fullscreen (only newest Chrome + FF)
$("#mycanvas")[0].webkitRequestFullScreen(Element.ALLOW_KEYBOARD_INPUT); //Chrome
$("#mycanvas")[0].mozRequestFullScreen(); //Firefox
//...
//now i want to cancel fullscreen
document.webkitCancelFullScreen(); //Chrome
document.mozCancelFullScreen(); //Firefox
This doesn't work in every browser. You should check if the functions exist or it will throw an js-error.
for more info on html5-fullscreen check this:
http://updates.html5rocks.com/2011/10/Let-Your-Content-Do-the-Talking-Fullscreen-API
Because it was not posted yet and is a simple css fix:
#canvas {
position:fixed;
left:0;
top:0;
width:100%;
height:100%;
}
Works great if you want to apply a fullscreen canvas background (for example with Granim.js).
All you need to do is set the width and height attributes to be the size of the canvas, dynamically. So you use CSS to make it stretch over the entire browser window, then you have a little function in javascript which measures the width and height, and assigns them. I'm not terribly familliar with jQuery, so consider this psuedocode:
window.onload = window.onresize = function() {
theCanvas.width = theCanvas.offsetWidth;
theCanvas.height = theCanvas.offsetHeight;
}
The width and height attributes of the element determine how many pixels it uses in it's internal rendering buffer. Changing those to new numbers causes the canvas to reinitialise with a differently sized, blank buffer. Browser will only stretch the graphics if the width and height attributes disagree with the actual real world pixel width and height.
If you want to show it in a presentation then consider using requestFullscreen() method
let canvas = document.getElementById("canvas_id");
canvas.requestFullscreen();
that should make it fullscreen whatever the current circumstances are.
also check the support table https://caniuse.com/?search=requestFullscreen
On document load set the
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
A - How To Calculate Full Screen Width & Height
Here is the functions;
canvas.width = window.innerWidth || document.documentElement.clientWidth || document.body.clientWidth;
canvas.height = window.innerHeight || document.documentElement.clientHeight || document.body.clientHeight;
Check this out
B - How To Make Full Screen Stable With Resize
Here is the resize method for the resize event;
function resizeCanvas() {
canvas.width = window.innerWidth || document.documentElement.clientWidth || document.body.clientWidth;
canvas.height = window.innerHeight || document.documentElement.clientHeight || document.body.clientHeight;
WIDTH = canvas.width;
HEIGHT = canvas.height;
clearScreen();
}
C - How To Get Rid Of Scroll Bars
Simply;
<style>
html, body {
overflow: hidden;
}
</style>
D - Demo Code
<html>
<head>
<title>Full Screen Canvas Example</title>
<style>
html, body {
overflow: hidden;
}
</style>
</head>
<body onresize="resizeCanvas()">
<canvas id="mainCanvas">
</canvas>
<script>
(function () {
canvas = document.getElementById('mainCanvas');
ctx = canvas.getContext("2d");
canvas.width = window.innerWidth || document.documentElement.clientWidth || document.body.clientWidth;
canvas.height = window.innerHeight || document.documentElement.clientHeight || document.body.clientHeight;
WIDTH = canvas.width;
HEIGHT = canvas.height;
clearScreen();
})();
function resizeCanvas() {
canvas.width = window.innerWidth || document.documentElement.clientWidth || document.body.clientWidth;
canvas.height = window.innerHeight || document.documentElement.clientHeight || document.body.clientHeight;
WIDTH = canvas.width;
HEIGHT = canvas.height;
clearScreen();
}
function clearScreen() {
var grd = ctx.createLinearGradient(0,0,0,180);
grd.addColorStop(0,"#6666ff");
grd.addColorStop(1,"#aaaacc");
ctx.fillStyle = grd;
ctx.fillRect( 0, 0, WIDTH, HEIGHT );
}
</script>
</body>
</html>
I hope it will be useful.
// Get the canvas element
var canvas = document.getElementById('canvas');
var isInFullScreen = (document.fullscreenElement && document.fullscreenElement !== null) ||
(document.webkitFullscreenElement && document.webkitFullscreenElement !== null) ||
(document.mozFullScreenElement && document.mozFullScreenElement !== null) ||
(document.msFullscreenElement && document.msFullscreenElement !== null);
// Enter fullscreen
function fullscreen(){
if(canvas.RequestFullScreen){
canvas.RequestFullScreen();
}else if(canvas.webkitRequestFullScreen){
canvas.webkitRequestFullScreen();
}else if(canvas.mozRequestFullScreen){
canvas.mozRequestFullScreen();
}else if(canvas.msRequestFullscreen){
canvas.msRequestFullscreen();
}else{
alert("This browser doesn't supporter fullscreen");
}
}
// Exit fullscreen
function exitfullscreen(){
if (document.exitFullscreen) {
document.exitFullscreen();
} else if (document.webkitExitFullscreen) {
document.webkitExitFullscreen();
} else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
} else if (document.msExitFullscreen) {
document.msExitFullscreen();
}else{
alert("Exit fullscreen doesn't work");
}
}
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
render();
}
window.addEventListener('resize', resize, false); resize();
function render() { // draw to screen here
}
https://jsfiddle.net/jy8k6hfd/2/
it's simple, set canvas width and height to screen.width and screen.height. then press F11! think F11 should make full screen in most browsers does in FFox and IE.
Well, I was looking to make my canvas fullscreen too, This is how i did it. I'll post the entire index.html since I am not a CSS expert yet : (basically just using position:fixed and width and height as 100% and top and left as 0% and i nested this CSS code for every tag. I also have min-height and min-width as 100%. When I tried it with a 1px border the border size was changing as I zoomed in and out but the canvas remained fullscreen.)
<!DOCTYPE html>
<html style="position:fixed;min-height:100%;min-width:100%;height:100%;width:100%;top:0%;left:0%;resize:none;">
<head>
<title>MOUSEOVER</title>
<script "text/javascript" src="main.js"></script>
</head>
<body id="BODY_CONTAINER" style="position:fixed;min-height:100%;min-width:100%;height:100%;width:100%;top:0%;left:0%;resize:none;">
<div id="DIV_GUI_CONTAINER" style="position:fixed;min-height:100%;min-width:100%;height:100%;width:100%;top:0%;left:0%;resize:none;">
<canvas id="myCanvas" style="position:fixed;min-height:100%;min-width:100%;height:100%;width:100%;top:0%;left:0%;resize:none;">
</canvas>
</div>
</body>
</html>
EDIT:
add this to the canvas element:
<canvas id="myCanvas" width="" height="" style="position:fixed;min-height:100%;min-width:100%;height:100%;width:100%;top:0%;left:0%;resize:none;">
</canvas>
add this to the javascript
canvas.width = window.screen.width;
canvas.height = window.screen.height;
I found this made the drawing a lot smoother than my original comment.
Thanks.
AFAIK, HTML5 does not provide an API which supports full screen.
This question has some view points on making html5 video full screen for example using webkitEnterFullscreen in webkit.
Is there a way to make html5 video fullscreen
You could just capture window resize events and set the size of your canvas to be the browser's viewport.
Get the full width and height of the screen and create a new window set to the appropriate width and height, and with everything disabled. Create a canvas inside of that new window, setting the width and height of the canvas to the width - 10px and the height - 20px (to allow for the bar and the edges of the window). Then work your magic on that canvas.

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