I am creating a new "whack-a-mole" style game where the children have to hit the correct numbers in accordance to the question. So far it is going really well, I have a timer, count the right and wrong answers and when the game is started I have a number of divs called "characters" that appear in the container randomly at set times.
I have taken away the "play" button and have replaced it with "easy", "medium" and "hard". When a mode is clicked I want the speed to change. The three button share the class "game_settings"
Here is the code that makes deals with the animation
function randomFromTo(from, to) {
return Math.floor(Math.random() * (to - from + 1) + from);
}
function scramble() {
var children = $('#container').children();
var randomId = randomFromTo(1, children.length);
moveRandom("char" + randomId);
}
var currentMoving = [];
function moveRandom(id) {
// If this one's already animating, skip it
if ($.inArray(id, currentMoving) !== -1) {
return;
}
// Mark this one as animating
currentMoving.push(id);
var cPos = $('#container').offset();
var cHeight = $('#container').height();
var cWidth = $('#container').width();
var bWidth = $('#' + id).width();
var bHeight = $('#' + id).css('top', '395px').fadeIn(100).animate({
'top': '-55px'
}, 6000).fadeOut(100);
maxWidth = cPos.left + cWidth - bWidth;
minWidth = cPos.left;
newWidth = randomFromTo(minWidth, maxWidth);
$('#' + id).css({
left: newWidth
}).fadeIn(1000, function () {
setTimeout(function () {
$('#' + id).fadeOut(1000);
// Mark this as no longer animating
var ix = $.inArray(id, currentMoving);
if (ix !== -1) {
currentMoving.splice(ix, 1);
}
window.cont++;
}, 1000);
});
}
How would I make it so that these settings change in accordance the the difficulty pressed at the beginning?
Fiddle: http://jsfiddle.net/pUwKb/53/
Your buttons do not share the class 'game_ettings', they are inside the div with a class 'game_settings', so the game starts also in case you click between the buttons. modify it like this:
// remove this line
$(".game_settings").find('input').click(
// replace it with...
var AnimationSpeed = 6000;
$(".game_settings").find('input').click(function () {
// here you could set a different timer value for each variant
// or simply send the classname to startplay and handle the
// settings there.
switch($(this).attr('class')) {
case 'easy':
AnimationSpeed = 6000;
break;
case 'medium':
AnimationSpeed = 3000;
break;
case 'hard':
AnimationSpeed = 1000;
break;
}
startplay();
});
In your timer function remove the line:
$("#btnstart").bind("click", startplay);
And in your function moveRandom you use the AnitmationSpeed:
var bHeight = $('#' + id).css('top', '395px').
fadeIn(100).animate({'top': '-55px'}, AnimationSpeed).
fadeOut(100);
You find a working demo here.
What I think you want to do is set the timeInterval according to the game difficulty. This is how I think you might get it to work.
Changes to be made:
html:
//Change
<div class="game_settings">
<div><input class="easy" type="button" value="Easy"></div>
<div><input class="medium" type="button" value="Medium"></div>
<div><input class="hard" type="button" value="Hard"></div>
</div>
//To
<div class="game_settings">
<div><input class="game-speed" id="easy" type="button" value="Easy"></div>
<div><input class="game-speed" id="medium" type="button" value="Medium"></div>
<div><input class="game-speed" id="hard" type="button" value="Hard"></div>
</div>
Sript:
//Change
$(".game_settings").click(function () {
startplay();
});
//To
$(".game-speed").click(function () {
startplay($(this).attr('id'));
});
//Change in startPlay()
startPlay()
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 500);
//To
startplay(speed_check) // As it is now expecting a variable
if(speed_check == 'easy'){
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 2000);
}
else if(speed_check == 'medium'){
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 1000);
}
else if(speed_check == 'hard'){
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 400);
}
else{
play = setInterval(function () {
if (window.cont) {
window.cont--;
scramble();
}
}, 1000);
}
Set the time intervals as you like.
Note: This is just an idea what it should be like. You can ofcourse make it more efficient as you know your code better that anyone else.
In DotNet you need to "stop" the storyboard and restart with speed modification.
Dim sb as Storyboard = ctype(Me.FindRessources("Storyboard1"), Storyboard)
sb.Stop
Select Case Level
Case "easy": sb.SpeedRatio = 0.75
Case "medium": sb.SpeedRatio = 1
Case "hard": sb.SpeedRatio = 2.0
End Select
sb.Begin
Perhaps it is the same in JavaScript?
Related
Currently, this code is auto fade in and fade out div by selecting the div element the way they were arranged (consecutive order). What I want to do now is to make the selector in random, I want to fade in a random div and after fading it out it will pick another random div and infinite loop the process. Since I'm new in jQuery and so confused, I also want to know your opinion on how to put this such process on a If Else statement in the easiest way. Like for example, I will get the value of a number
int num = 1;
If(num == 1){
<!-- Do the process-->
}
Else {
<!-- Do another process by selecting from another set of divs-->
}
Here is the code:
jQuery.fn.nextOrFirst = function (selector) {
var next = this.next(selector);
return (next.length) ? next : this.prevAll(selector).last();
}
$(document).ready(function () {
$('div.mb').fadeOut(500);
var fadeInTime = 1000;
var intervaltime = 3000;
setTimeout(function () {
fadeMe($('div.mb').first());
}, intervaltime);
function fadeMe(div) {
div.fadeIn(fadeInTime, function () {
div.fadeOut(fadeInTime);
setTimeout(function () {
fadeMe(div.nextOrFirst());
}, intervaltime);
});
}
});
Divs:
<div class="boxes">
<div class="mb one">1-------------one</div>
<div class="mb two">2-------------two</div>
<div class="mb three">3-------------three</div>
</div>
Not sure if this is exactly what you want but can be modified:
var mb = $('.mb'),
mbl = mb.length;
mb.hide();
rand();
function rand(){
var r = getRand(0, mbl);
mb.eq(r).fadeIn('slow', function(){
$(this).fadeOut('slow', function(){
setTimeout(rand, 200);
});
});
}
function getRand(min, max) {
return Math.floor(Math.random() * (max - min) + min);
}
Try changing the nextOrFirst function to something like:
jQuery.fn.nextOrFirst = function (selector) {
var xCount = selector.size();
return Math.floor(Math.random() * xCount ) + 1;
}
Instead of getting the next of first div, this gets a count of all of the divs,
and pics a random number between 1 and X(the number of divs with your selector)
Try something like this,Hope it helps
var c=$(".boxes div");
setInterval(function(){
$.each(c,function(a,z){
$("div[class='"+(z.className)+"'").fadeIn();
});
var item = c[Math.floor(Math.random()*c.length)];
var u=item.className;
$("."+u).fadeOut();
$("div[class='"+u+"'").fadeOut(1000);
}, 3000);
EDIT:
var c=$(".boxes div");
setInterval(function(){
$.each(c,function(a,z){
$("div[class='"+(z.className)+"'").hide();
});
var item = c[Math.floor(Math.random()*c.length)];
var u=item.className;
$("."+u).fadeOut();
$("div[class='"+u+"'").show().fadeIn(1000);
}, 2000);
FIDDLE LINK: https://jsfiddle.net/bv0jj4wp/29/
Hey there i got this fiddle :
http://jsfiddle.net/5H5Xq/42/
containing this jquery:
function anim(selector) {
$(".images img", selector).first().appendTo($('.images', selector)).fadeOut(2000);
$(".images img", selector).first().fadeIn(2000);
}
// Untuk delay gambarnya
var i = 0, max = 3;
myFunction = function(event){
$(".subbox1").each(function() {anim(this)});
i += 1;
if(i >= max) { i = 0; }
}
var interval = setInterval(myFunction, 5000);
$(".slider").hover(function() {
clearInterval(interval);
var img = $('<img>');
img.attr('src', $(this).attr('data-url'));
$('#newImage').html(img);
$('.images').hide();
return false;
i += 1;
$(".subbox1").each(function() {anim(this)});
});
$(".slider").mouseout(
function (){
$('.images').show();
// $('#newImage').hide();
interval = setInterval(myFunction, 5000);
}
);
It just means:
Every 5 seconds => automatic image-change.
When i hover throw a link => image-change + automatic image change disabled.
What i wanted to add to the automatic image-change:
Depending on the current picture, the -item gets a new background-color..is this possible?
greetings
Sure you can. Just change the background-color css attribute of the element depending on your criteria.
if (*your criteria here*) {
element.css("background-color", "#ff0000");
}
I am using this script to hide and show text however, I want to make the transition smoother but I am not sure how to. Here's a demo of it: http://jsfiddle.net/LnE5U/.
Please help me change it to make it smoother.
hide/show text
<div id="showOrHideDiv" style="display: none">hidden text</div>
<script language="javascript">
function showOrHide()
{
var div = document.getElementById("showOrHideDiv");
if (div.style.display == "block")
{
div.style.display = "none";
}
else
{
div.style.display = "block";
}
}
</script>
Here is an example using jQuery's fadeToggle (a shortcut for a more complicated animate)
// assuming jQuery
$(function () { // on document ready
var div = $('#showOrHideDiv'); // cache <div>
$('#action').click(function () { // on click on the `<a>`
div.fadeToggle(1000); // toggle div visibility over 1 second
});
});
HTML
<a id="action" href="#">hide/show text</a>
<div id="showOrHideDiv" style="display: none;">hidden text</div>
DEMO
An example of a pure JavaScript fader. It looks complicated because I wrote it to support changing direction and duration mid-fade. I'm sure there are still improvements that could be made to it, though.
function generateFader(elem) {
var t = null, goal, current = 0, inProgress = 0;
if (!elem || elem.nodeType !== 1) throw new TypeError('Expecting input of Element');
function visible(e) {
var s = window.getComputedStyle(e);
return +!(s.display === 'none' || s.opacity === '0');
}
function fader(duration) {
var step, aStep, fn, thisID = ++current, vis = visible(elem);
window.clearTimeout(t);
if (inProgress) goal = 1 - goal; // reverse direction if there is one running
else goal = 1 - vis; // else decide direction
if (goal) { // make sure visibility settings correct if hidden
if (!vis) elem.style.opacity = '0';
elem.style.display = 'block';
}
step = goal - +window.getComputedStyle(elem).opacity;
step = 20 * step / duration; // calculate how much to change by every 20ms
if (step >= 0) { // prevent rounding issues
if (step < 0.0001) step = 0.0001;
} else if (step > -0.0001) step = -0.0001;
aStep = Math.abs(step); // cache
fn = function () {
// console.log(step, goal, thisID, current); // debug here
var o = +window.getComputedStyle(elem).opacity;
if (thisID !== current) return;
if (Math.abs(goal - o) < aStep) { // finished
elem.style.opacity = goal;
if (!goal) elem.style.display = 'none';
inProgress = 0;
return;
}
elem.style.opacity = (o + step).toFixed(5);
t = window.setTimeout(fn, 20);
}
inProgress = 1; // mark started
fn(); // start
}
return fader;
}
And using it
window.addEventListener( // this section matches the code above
'load',
function () {
var fader = generateFader(document.getElementById('showOrHideDiv'));
document.getElementById('action').addEventListener(
'click',
function () {
fader(1000);
}
);
}
);
DEMO of this
This is quite simple. I have just made a demo and i used setInterval
Here's how it works
var fadeout = function( element ) { // 1
element.style.opacity = 1; // 2
window.setInterval(function() { // 3
if(element.style.opacity > 0) { // 4
element.style.opacity = parseFloat(element.style.opacity - 0.01).toFixed(2); // 5
} else {
element.style.display = 'none'; // 6
}
}, 50);
};
JSFiddle Demo Link
Steps
Create a function that accepts a DOM element
Set the opacity of the element to 1
Create a function that loops every 50ms
If the opacity is greater than 0 -> continue
Take away 0.01 from the opacity
if it's less than 0 the animation is complete and hide it completely
Note this is a really simple example and will need a bit of work
You can use somthing like this
$('.showOrHideDiv').toggle(function() {
$('showOrHideDiv').fadeIn('slow', function() {
//fadeIn or fadeOut, slow or fast, all the stuffs you want to trigger, "a function to execute every odd time the element is clicked," says the [jquery doc][1]
});
}, function() {
//here comes "additional handlers to cycle through after clicks," says the [jquery doc][1]
});
I used OPACITY to make it show/hide. See this Example, Full code (without jQuery):
Click here
<div id="MyMesage" style="display:none; background-color:pink; margin:0 0 0 100px;width:200px;">
blablabla
</div>
<script>
function ShowDiv(name){
//duration of transition (1000 miliseconds equals 1 second)
var duration = 1000;
// how many times should it should be changed in delay duration
var AmountOfActions=100;
var diiv= document.getElementById(name);
diiv.style.opacity = '0'; diiv.style.display = 'block'; var counte=0;
setInterval(function(){counte ++;
if ( counte<AmountOfActions) { diiv.style.opacity = counte/AmountOfActions;}
},
duration / AmountOfActions);
}
</script>
I followed iConnor solution and works fine but it had a small issue setInterval will not stop after the element be hidden I added stop interval to make it better performance
var fadeout = function( element ) { // 1
element.style.opacity = 1; // 2
let hidden_process = window.setInterval(function() { // 3
if(element.style.opacity > 0) { // 4
element.style.opacity = parseFloat(element.style.opacity - 0.01).toFixed(2); // 5
} else {
element.style.display = 'none'; // 6
console.log('1');
clearInterval(hidden_process);
}
}, 50);
};
I have a problem, I have 3 button lets say it's called #pos1, #pos2 and #pos3.
I want to makes it automatically click #pos1 button in 2 seconds, after that click the #pos2 after another 2 seconds, and #pos3 after another 2 seconds,
after that back to the #pos1 in another 2 seconds and so on via jQuery.
HTML
<button id="pos1">Pos1</button>
<button id="pos2">Pos2</button>
<button id="pos3">Pos3</button>
Anyone can help me please?
Try
$(function() {
var timeout;
var count = $('button[id^=pos]').length;
$('button[id^=pos]').click(function() {
var $this = $(this);
var id = $this.attr('id');
var next = parseInt(id.substring(4), 10) + 1;
if( next >= count ){
next = 1
}
if (timeout) {
clearTimeout(timeout);
}
timeout = setTimeout(function() {
$('#pos' + next).trigger('click');
}, 2000);
})
timeout = setTimeout(function() {
$('#pos1').trigger('click');
}, 2000);
})
var posArray = ["#pos1", "#pos2", "#pos3"];
var counter = 0;
setInterval(function() {
$(posArray[counter]).triggerHandler('click');
counter = ((counter<2) ? counter+1 : 0);
}, 2000);
That should do the trick, though you did not mention when you want it to stop running.
Well I don't know what you already have but technically it could be done via triggerHandler()
var currentPos = 1,
posCount = 3;
autoclick = function() {
$('#pos'+currentPos).triggerHandler('click');
currentPos++;
if(currentPos > posCount) { currentPos = 1; }
};
window.setInterval(autoclick,2000);
If I have understood you question right, you need to perform click in a continuous loop in the order pos1>pos2>pos3>pos1>pos2 and so on. If this is what you want, you can use jQuery window.setTimeout for this. Code will be something like this:
window.setTimeout(performClick, 2000);
var nextClick = 1;
function performClick() {
if(nextClick == 1)
{
$("#pos1").trigger("click");
nextClick = 2;
}
else if(nextClick==2)
{
$("#pos2").trigger("click");
nextClick = 3;
}
else if(nextClick == 3)
{
$("#pos3").trigger("click");
nextClick = 1;
}
window.setTimeout(performClick, 2000);
}
This is quite buggy but will solve your problem.
using setInterval()
Calls a function or executes a code snippet repeatedly, with a fixed time delay between each call to that function.
var tempArray = ["pos1", "pos2", "pos3"]; //create an array to loop through
var arrayCounter = 0;
setInterval(function() {
$('#' + tempArray[arrayCounter ]).trigger('click');
arrayCounter = arrayCounter <2 ? arrayCounter +1 : 0;
}, 2000);
fiddle here
check your console for fiddle example
I have built a jQuery rotator to rotate through 3 divs and loop them. I would like to add the functionality on mouse over to "freeze" the current div and then start again on mouse out.
I've thought about setting a variable to false at the start of the function and setting it true when it's on it's current frame but I've got my self a bit confused.
I've also tried to use the hover function but when using the in and out handlers, I'm confused as to how to stop, restart the animation.
function ImageRotate() {
var CurrentFeature = "#container" + featureNumber;
$(CurrentFeature).stop(false, true).delay(4500).animate({'top' : '330px'}, 3000);
var featureNumber2 = featureNumber+1;
if ( featureNumber == numberOfFeatures) {featureNumber2 = 1}
var NewFeature = "#container" + featureNumber2;
$(NewFeature).stop(false, true).delay(4500).animate({'top' : '0px'}, 3000);
var featureNumber3 = featureNumber-1;
if ( featureNumber == 1) {featureNumber3 = numberOfFeatures};
var OldFeature = "#container" + featureNumber3;
$(OldFeature).stop(false, true).delay(4500).css('top' , '-330px');
setTimeout('if (featureNumber == numberOfFeatures){featureNumber = 1} else {featureNumber++}; ImageRotate2()', 7500)};
Any help would be greatly appreciated!!
Thanks, Matt
If you were to add this code:
var timerId = null;
function startRotation() {
if (timerId) {
return;
}
timerId = setInterval('if (featureNumber == numberOfFeatures){featureNumber = 1} else {featureNumber++}; ImageRotate2()', 7500);
}
function stopRotation() {
if (!timerId) {
return;
}
clearInterval(timerId);
timerId = null;
}
and replace the last line of your code block with a simple call to startRotation();, then you could call stopRotation and startRotation when the mouse hovers over/leaves your element:
$('your-element-selector').hover(stopRotation, startRotation);
It's not clear what you are trying to do with the three divs without seeing the HTML and more code, so I think a basic example might help you better (demo).
HTML
<div class="test">image: <span></span></div>
Script
$(document).ready(function(){
var indx = 0, loop, numberOfFeatures = 5;
function imageRotate(){
indx++;
if (indx > numberOfFeatures) { indx = 1; }
$('.test span').text(indx);
loop = setTimeout( imageRotate , 1000 );
}
imageRotate();
$('.test').hover(function(){
clearTimeout(loop);
}, function(){
imageRotate();
});
})
changed things up a little bit, here is how I ended up doing it. `
var animRun = false;
var rotateHover = false;
function startRotation() {
rotateHover = false;
ImageRotate();
}
function stopRotation() {
rotateHover = true;
clearTimeout();
}
function ImageRotate() {
if (rotateHover == false){
animRun = true;
var CurrentFeature = "#container" + featureNumber;
$(CurrentFeature).stop(false, true).animate({'top' : '330px'}, featureDuration, function(){animRun = false;});
var featureNumber2 = featureNumber+1;
if ( featureNumber == numberOfFeatures) {featureNumber2 = 1}
var NewFeature = "#container" + featureNumber2;
$(NewFeature).stop(false, true).animate({'top' : '0px'}, featureDuration); /* rotate slide 2 into main frame */
var featureNumber3 = featureNumber-1;
if ( featureNumber == 1) {featureNumber3 = numberOfFeatures};
var OldFeature = "#container" + featureNumber3;
$(OldFeature).stop(false, true).css('top' , '-330px'); /*bring slide 3 to the top*/
//startRotation();
setTimeout('if (featureNumber == numberOfFeatures){featureNumber = 1} else {featureNumber++}; if (rotateHover == false){ImageRotate2()};', featureDelay);
};
};