Why does adding '1' to a variable in javascript add '3' - javascript

I've just made two simple functions which I linked to the onClick property of two buttons on a HTML page.
One function looks up the width of a div and then it should just add '1', but instead it adds '3'. The other function looks up the width of a div and then it should subtract '1'. Instead of doing that, it adds '1'
Could someone enlighten me why this happens and show me to correct this?
function bigger() {
var div_kubus = document.getElementById('kubus');
var x = div_kubus.offsetWidth;
var y = parseInt(x) + 1;
var tekst = document.getElementById('tekst');
tekst.value = y;
div_kubus.style.width = y + 'px';
/*div_kubus.setAttribute('style','width:'+y+'px');*/
}
function smaller() {
var div_kubus = document.getElementById('kubus');
var x = div_kubus.offsetWidth;
var tekst = document.getElementById('tekst');
x -= 1;
div_kubus.setAttribute("style", "width:" + x + "px");
tekst.value = x;
}

.offsetWidth will return the width including borders and padding:
https://developer.mozilla.org/en-US/docs/Web/API/HTMLElement.offsetWidth
So I'm assuming that you've probably got a 1px border (or padding) that is adding 2 to your expected width (1px for the left, 1px for the right). Therefore, adding 1, adds 3; and subtracting 1, adds 1.

Related

Reducing the number of times a helper function is run

I am trying to create a word cloud. In order to render text to the screen I am generating a random position for each word. This works perfectly, however there are a lot of overlapping words. In order to solve this I am storing the position and size of the elements in an array and then I created a helper function that checks for collisions, generates a new position for the element if it finds one, and then calls it's self again to check again from the start of the array. When I run my code the first 2-3 words render just fine but then I get an error saying Maximum call stack size exceeded. I saw there was already a post on this same issue on stack overflow.
I saw that the other person was using a forEach function and so was I so I converted it into a for loop like the answer suggested but it did not do anything. I think the issue boils down to the fact that there are so many collisions but I am not sure how to best approach the issue. Is there another way that I can generate unique positions for elements while still avoiding collisions?
Code:
function calculatePosition(parent, child) {
return Math.random() * parent - (child / 2)
}
// needed for rendering position of span elements
var ranges = []
var totalWidthOfWords = 0
var totalHeightOfWords = 0
// reposition element if there is a collision
function checkForCollisions(element, height, width, wordCloud, injectedSpan) {
for(var i = 0; i < ranges.length; i++) {
let current = ranges[i]
if(element.left >= current.width[0] && element.left <= current.width[1]) {
injectedSpan.style.left = calculatePosition(wordCloud.clientWidth, width) + "px";
checkForCollisions(element, height, width, wordCloud, injectedSpan)
}
if(element.top >= current.height[0] && element.top <= current.height[1]) {
injectedSpan.style.top = calculatePosition(wordCloud.clientHeight, height) + "px";
checkForCollisions(element, height, width, wordCloud, injectedSpan)
}
}
}
// Create content in DOM
const injectedContent = data.map(line => {
const injectedSpan = document.createElement("span")
const injectedWord = document.createElement("p")
const wordCloud = document.querySelector(".word-cloud")
// mod weight value to get more managable inputs
let weightValue = (line.weight * 100).toFixed(2)
// sets values of words and renders them to the screen
injectedWord.innerText = line.word
injectedSpan.appendChild(injectedWord)
wordCloud.appendChild(injectedSpan)
// sets style attribute based on weight value
injectedWord.setAttribute("style", `--i: ${weightValue}`)
// flips words
if(Math.random() > 0.75) {
injectedWord.style.writingMode = "vertical-rl";
}
// Entrance animation
let left = innerWidth * Math.random()
let top = innerHeight * Math.random()
if(Math.random() < 0.5) {
injectedWord.style.left = "-" + left + "px";
injectedSpan.style.left = calculatePosition(wordCloud.clientWidth, injectedSpan.clientWidth) + "px";
} else {
injectedWord.style.left = left + "px";
injectedSpan.style.left = calculatePosition(wordCloud.clientWidth, injectedSpan.clientWidth) + "px";
}
if(Math.random() < 0.5) {
injectedWord.style.top = "-" + top + "px";
injectedSpan.style.top = calculatePosition(wordCloud.clientHeight, injectedSpan.clientHeight) + "px";
} else {
injectedWord.style.top = top + "px";
injectedSpan.style.top = calculatePosition(wordCloud.clientWidth, injectedSpan.clientWidth) + "px";
}
// Get position of span and change coordinites if there is a collision
let spanPosition = injectedSpan.getBoundingClientRect()
console.log(spanPosition)
if(spanPosition) {
checkForCollisions(spanPosition, spanPosition.height, spanPosition.width, wordCloud, injectedSpan)
}
totalWidthOfWords += spanPosition.width
totalHeightOfWords += spanPosition.height
ranges.push({width: [spanPosition.left, spanPosition.right], height: [spanPosition.top, spanPosition.bottom]})
})
Link: https://jsfiddle.net/amotor/mdg7rzL1/4/
There is still a lot of work to do to make sure that it works properly, especially to make sure that the code does not produce any errors!
The general idea would be to follow IllsuiveBrian's comment to make sure, that checkForCollision only does the work of checking if there is a collision and that another function takes care of recalculating the position if necessary and then reevaluating a potential collision.
function checkForCollisions(element, wordCloud, injectedSpan) {
for(var i = 0; i < ranges.length; i++) {
let current = ranges[i];
// return true if there is a collision (you probably have to update the code you are using here to truly avoid collisions!)
if (collision) { return true; }
}
return false; // return false otherwise
}
Finally this part would take care of recalculating position and and rechecking for collision:
ranges.forEach(function(injectedSpan) {
// Get position of span and change coordinites if there is a collision
let spanPosition = injectedSpan.getBoundingClientRect();
if (spanPosition) {
while (checkForCollisions(spanPosition, wordCloud, injectedSpan)) {
injectedSpan.style.left = calculatePosition(wordCloud.clientWidth, element.width) + "px";
injectedSpan.style.top = calculatePosition(wordCloud.clientHeight, element.height) + "px";
}
}
});
Here is a quick idea on how to go into this direction: https://jsfiddle.net/euvbax1r/4/

javascript check if element rect hitting another with same class

I want to put like 30 of <img class="anger"> elements with random size and random position inside the <div> container, but none of the .anger hitting one another.
Is it possible?
This is my code so far:
function loadAngers() {
var wrp = '#angerContainer'; //the container
var rectAvatar = $('#picAvatar')[0].getBoundingClientRect(); //rect of user avatar
var rectWrapper = $(wrp)[0].getBoundingClientRect(); //rect of container
listCoorditaes = [[
rectAvatar.width,
(rectAvatar.left+rectAvatar.right)/2,
(rectAvatar.top+rectAvatar.bottom)/2
]];
$(wrp).find('.anger').remove();
for (var i=0; i<listAnger.length; i++) {
var verb = listAnger[i].replace('assets/img/verb/','').replace('.png','').replace('-',' ');
var anger = $('<img src="'+listAnger[i]+'" class="anger hvr-'+getRandom(listAnim)+'" data-verb="'+verb+'" style="position:absolute">');
var paddingX = 100;
var paddingY = 200;
var wideX = rectWrapper.width - paddingX;
var wideY = rectWrapper.height - paddingY - rectAvatar.top;
var width = Math.round(30 + Math.random() * 70);
var left;
var top;
var x;
var y;
var tubrukan;
var coba = 0;
do { //find the best coordinate
tubrukan = false;
coba++;
x = Math.round(Math.random() * wideX) + paddingX/2;
y = Math.round(Math.random() * wideY) + paddingY/2 + rectAvatar.top;
left = x - width/2;
top = y - width/2;
for (var j=0; j<=i; j++) {
var cekW = listCoorditaes[j][0];
var cekX = listCoorditaes[j][1];
var cekY = listCoorditaes[j][2];
var difX = Math.abs( x - cekX );
var difY = Math.abs( y - cekY );
if (difX < cekW && difY < cekW) {
tubrukan = true;
break;
}
}
}
while(tubrukan && coba<3); //as I give up for eternal loop, I limit the loop with 3 tries.
listCoorditaes.push([width,x,y]);
anger.css('width',width+'px');
anger.css('left',left);
anger.css('top',top);
anger.appendTo(wrp);
}
}
This is the current result:
As we can see, the elements still overlap the other because I limit the loop. If I remove the limit, browser will endure endless loop and become not responding.
Do you have another better way to achieve it?
UPDATE:
My bad, I set the container height only 800px, that's why it can't contain all those <img> without overlapping, thus eternal loop happen. I made it to 2000px to see if it works. But the problem is still takes uncertain number of loops to find the best coordinate, so I still put limit to the loop thus overlap still happen several times.

move div smoothly with javascript/jquery and an array of pos

I'm looking for a way to move a div from an array of position with javascript/jquery.
I have trying to do it with jquery.animate but he moved the div with a pause at each iteration of my array.
That could be something like move the div from 0,0 to 120px,230px passing by the 23px,35px;45px,50px etc...
That is for moving an game character on a Tile map
So as requested, some bit of code
First you have a global timer that call a function at short interval to see if it have any action to execute.
In this loop a routine look if some mobile tiles are waiting of any mouvement.
Mobiles are declared as Object class and have a sub function that do the deplacement like that
setPos:function(coord){
var pos = jQuery("#"+this.id).position();
var x = (coord[0] - 32 + this.screenOffX + this.xOffset) - pos.left;
var y =(coord[1] + this.yOffset) - pos.top;
//this.stopAnimation();
//this.startAnimation(this.walkingAnimation);
jQuery("#"+this.id).animate({
left: '+='+ x,
top: '+='+ y
}, 33, function() {
// Animation complete.
});
},
That is a bit messy cause i trying a lot of thing to do the smooth movement that i'm looking for.
so setPos is calling in another place like that
stepMobile:function(mobile){
var wp;/*TEST*/
mobile.changeState("idle");
var ind = mobile.getWayPointIndex();
while(ind < (mobile.getWayPoints()).length - 1){
if (ind < (mobile.getWayPoints()).length - 1) {
wp = (mobile.getWayPoints())[ind + 1];
if (getTime() > wp.time) {
mobile.setWayPointIndex(ind + 1);
ind = ind +1;
}
}
wp = (mobile.getWayPoints())[ind];
var x;
var y = 0;
var z;
x = this.tileWidth * (wp.getTile()).getCol();
z = this.tileHeight * (wp.getTile()).getRow();
var elapsed = getTime() - wp.getTime();
console.log(elapsed);
if (ind == (mobile.getWayPoints()).length - 1) {
console.log('checkForOnStopEvent()');
} else {
//x += 1 * mobile.getWalkSpeed() * mobile.getCosAngle();
//z += 1 * mobile.getWalkSpeed() * mobile.getSinAngle();
}
var coord = this.mapToScreen(x, y, -z);
mobile.setPos(coord);
ind = mobile.getWayPointIndex();
}
},
Again lot of junk code here cause i literally burned my brain but i didn't get any good result.
And you have that global function that run this function over all mobiles waiting for deplacement.

background-position change in increments with jQuery

I'm trying to workout an efficient way to cycle though in 25% increments the background image of an element, but when it gets to 100% it would go back to 0% on the next increment.
I can do something like this:
var currentPos = $('.ele1').css('background-position');
var elementPositions = currentPos.split(' ');
var x = Number(elementPositions[0].replace(/[^0-9-]/g, ''));
//var y = Number(elementPositions[1].replace(/[^0-9-]/g, ''));
// only want to do the x axis
x = (x == 100) ? 0 : x += 25;
$('.ele1').css('background-position', x + "%" + " 0");
But I don't like the fact I have to call the element twice. Is there a more efficient way to increment a % with jQuery and have it reset back to 0% after 100%?
I did think to do it with CSS .classes. But I don't really want to be restricted to what's in my style sheet.
You can pass a callback function to jQuery's .css() method:
$('.ele1').css('background-position', function (i, value) {
var x = parseInt(value, 10);
return (x == 100 ? 0 : x + 25) + "%" + " 0";
});
If you're calling this from within a loop/timer/event/whatever, you should cache the $('.ele1') object.

Javascript - dynamically changing width of an element

There are a few similar questions on Stack but I think mine is the result of some syntax error on my part. Anyway, I'm building a lightbox in javascript and want to dynamically set the absolute position (left % css) to be half of the width of the element.
This is a snippet from the code. Full code is here http://jsfiddle.net/Yab3Q/4/
var modal = document.getElementById(btnId+"-modal");
var modalChildren = modal.childNodes;
for (var x = 0; x<modalChildren.length; x++){
if (!(modalChildren[x].className === "lightBox")){
var childWidth = modalChildren[x].offsetWidth;
var halfWidth = childWidth / 2;
modalChildren[x].style.left = halfWidth + "px";
}
}
The line modalChildren[x].css.left = halfWidth + "px"; is returning "Uncaught TypeError: Cannot set property 'left' of undefined". However, modalChildren[x].className and modalChildren[x].offsetWidth; both return the expected values, so I'm unsure why I can view but not update the css here.
You try to alter the style properties of the following elements:
0: <div>
1: #text
2: <img>
3: #text
You can see this list for yourself by typing
console.log(modalChildren)
since a textNode does not have a style property, an error is thrown
text node has no style property:
log and check:
for (var x = 0; x<modalChildren.length; x++){
console.log(modalChildren[x]);
console.log(modalChildren[x].style);
if (!(modalChildren[x].className === "lightBox")){
var childWidth = modalChildren[x].offsetWidth;
var halfWidth = childWidth / 2;
modalChildren[x].style.left = halfWidth + "px";
}
}
Take a look at node types: http://www.javascriptkit.com/domref/nodetype.shtml

Categories

Resources