Event on margin change - javascript

I have an element with animated top margin. I need to detect if it isn't too close from the border, and if it is, scroll parent div to lower position, to prevent animated element from hiding. Here is an example:
http://jsfiddle.net/zYYBR/5/
This green box shouldn't be below the red line after clicking the "down" button.

Do you mean this?
var new_margin;
var step = 75;
var limit = $("#max")[0].offsetTop;
$('#down').click(function() {
var goStep = step;
var elHeight = $("#animated")[0].offsetTop + $("#animated")[0].offsetHeight;
if((elHeight + step) > limit)
{
goStep = limit - elHeight;
}
new_margin = goStep + parseInt($('#animated').css('margin-top'));
$("#animated").animate({marginTop: new_margin}, 1000);
});
http://jsfiddle.net/zYYBR/8/
EDIT: Or maybe something like that (of course you can improve the calculation, because currently it's very buggy with scroll):
var new_margin;
var step = 75;
$('#down').click(function () {
scroll(1000);
});
var scrollTimer = null;
$("#container").bind("scroll", function () {
clearTimeout(scrollTimer);
scrollTimer = setTimeout(function () { scroll(1); }, 10);
});
function scroll(speed) {
var scrollStep, animationStep = step;
var currentBoxBottom = $("#animated")[0].offsetTop + $("#animated")[0].offsetHeight;
var nextCurrentBoxBottom = currentBoxBottom + step;
var limit = $("#max")[0].offsetTop + $("#container")[0].scrollTop;
if (nextCurrentBoxBottom > limit) {
if (limit >= $("#container")[0].scrollTop) {
scrollStep = $("#container")[0].scrollTop + nextCurrentBoxBottom - limit;
}
else {
scrollStep = $("#container")[0].scrollTop - nextCurrentBoxBottom - limit;
animationStep = nextCurrentBoxBottom - limit;
}
$("#container")[0].scrollTop = scrollStep;
}
new_margin = animationStep + parseInt($('#animated').css('margin-top'));
$("#animated").animate({ marginTop: new_margin }, speed);
}
http://jsfiddle.net/zYYBR/13/

Do you mean something like this?
I have the same visual result as Alex Dn did, but I added a little extra direction to what I think you're talking about. If it's what you're looking for I'll make updates:
var new_margin;
var step = 75;
var limit = $("#max")[0].offsetTop;
$('#down2').click(function() {
var anim = $("#animated");
var hrOff = $("#max").offset();
var thOff = anim.offset();
new_margin = Math.min(hrOff.top - thOff.top - anim.height(), 75);
console.log(new_margin, hrOff.top, thOff.top);
var st = 0;
if (new_margin < 75) {
st = 75 - new_margin;
//have container scroll by this much?
}
anim.animate({
marginTop: "+=" + new_margin
}, 1000);
});​
​
http://jsfiddle.net/zYYBR/10/

Related

javascript, offsetTop, offsetBottom

I have a paragraph tag in my html id is move, I am trying to move the p tag to slowing fall down while on page load. but my code is not working.......
var speed = 12;
var direction = 1;
var getParagraph = document.getElementById("move");
getParagraph.onmouseover = moving;
function moving() {
var bo = getParagraph.offsetHeight;
var boTop = getParagraph.offsetTop;
var boBottom = boTop + bo;
// When right side of the box goes too far - change direction:
if (boBottom > document.body.offsetHeight) {
direction = -1;
}
// When left side of the box goes too far - change direction:
if (boTop < 0) {
direction = 1;
}
// Recalculate position:
getParagraph.style.Top = (boTop + speed * direction)
}
This is your code with minor changes, and it "works":
JS:
var speed = 12;
var direction = 1;
var getParagraph = document.getElementById("move");
document.getElementById("move").addEventListener("mouseover", moving);
//getParagraph.onmouseover = moving;
function moving() {
console.log("Moving??");
var bo = document.getElementById("move").offsetHeight;
var boTop = document.getElementById("move").offsetTop;
var boBottom = boTop + bo;
// When right side of the box goes too far - change direction:
if (boBottom > document.body.offsetHeight) {
direction = -1;
}
// When left side of the box goes too far - change direction:
if (boTop < 0) {
direction = 1;
}
// Recalculate position:
document.getElementById("move").style.marginTop = (boTop + speed * direction) + "px";
speed++;
}
CSS:
#move {
display : block ;
position : absolute ;
}
Hope it helps.

program flow animating in javascript

Hello I am having errors with my code:
https://jsfiddle.net/wzhm2whj/
<script>
//Initial Global variables
var mainloop_frame_time = 34;
var top = 0;
var rootMenu = document.getElementById('menu');
var rootMenuDivs = rootMenu.getElementsByTagName('div')[0];
var rootListDivs = rootMenuDivs.getElementsByTagName('ul')[0];
var childDivs = rootListDivs.getElementsByTagName('div');
var childDiv = childDivs[0];
var childDiv_counter = 0;
var child_change_flag = true;
var child_index_increment = 0;
var child_index_amount = childDivs.length;
//var child_animation_keyframe = 0;
var frame = 0;
var childDiv_tmp1_position = 0;
//finding the web browsers viewport size.
var elem = (document.compatMode === "CSS1Compat") ? document.documentElement : document.body;
var client_height = elem.clientHeight;
var process_array = new Array();
//Initial styling
for (var i = 0; i < childDivs.length; i++) {
var childDiv = childDivs[0];
childDiv.style.backgroundColor = "antiquewhite";
}
var childDiv = childDivs[0];
//rotate function variables
var rotate_div;
var rotate_passed_deg;
var rotate_deg_stop;
var rotate_results;
var rotate_current_deg = 0;
var speed_modifier = 1;
var tmp1_speed = 0;
//case flags
case2_flag = -1;
case3_flag = -1;
//This may not be needed >>> If not, put all code in mainloop.
var processes_logic = function() {
switch (frame) {
case 0:
process_array.push(menu_child0);
break;
//this case is when the previous case is 80% done
case 28:
rootMenu.style.transformOrigin = "top left";
process_array.push(menu_slant);
break;
case 35:
//Added the ability for paramaters, all push paramaters here are: function, menu_index, position, speed, tmp as flag for switching to next menu,
//process_index used to give the process index as refrence to delete..
window.alert(process_array.length);
process_array.push(new Array(menu_div_slide_out, child_index_amount - 1, 0, 0, 0, process_array.length-1));
break;
}
}
var initiate_all_processes = function() {
for (var i = 0; i < process_array.length; i++) {
//Added the ability for paramaters, considerer removing as its not used atm, or revising.
if (process_array[i] != undefined && process_array[i] != null && process_array[i] != "") {
if (process_array[i].length < 6) {
process_array[i]();
} else {
process_array[i][0](process_array[i][5]);
}
}
}
}
function menu_div_slide_out(process_index) {
/*process_array[process_index][
0 = function,
1 = current menu item (index length working backwards)
2 = position,
3 = speed,
4 = tmp,
5 = refrence to this process in array] */
//for debuging purposes to see if a ChildDiv is not devined, what process index is being pointed to.
//window.alert('Process index ' + process_index);
//!!!!!!!! You are probably mixing up how you are setting process index! try +1
process_array[process_index][2] += 3.5 + (process_array[process_index][3] * 1.7);
process_array[process_index][3] += (speed_modifier * .3);
childDivs[process_array[process_index][1]].style.left = process_array[process_index][2] + 'px';
if (process_array[process_index][2] > 100 && process_array[process_index][4] && process_array[process_index][1] > 0) {
// window.alert('CCC');
process_array[process_index][4] = true;
//Add another process at ever 100pxs
process_array.push(new Array(menu_div_slide_out, process_array[process_index][1] - 1, 0, 0, false, process_array.length-1));
//debugger;
} else
if (process_array[process_index][2] >= (900 - (process_array[process_index][2] / 20))) {
childDivs[process_array[process_index][1]].remove();
//process_array.splice(process_array[process_index][5], 1);
}
}
function menu_slant() {
rotate_return = rotate(rootMenu, .1 + (tmp1_speed), 27);
tmp1_speed += (speed_modifier * .5);
if (rotate_return === true) {
/////////////This can be unremoved because there is more animation, perhaps. or can be done in another key frame.
tmp1_speed = 0;
rotate_current_deg = 0;
remove_process(menu_slant);
} else {
if (rotate_return / 27 * 100 >= 60 && case3_flag < 0) {
case2_flag = frame;
}
}
}
var menu_child0 = function() {
childDiv_tmp1_position += 3 + (tmp1_speed * 1.7);
childDiv.style.top = childDiv_tmp1_position + 'px';
rotate(childDiv, .2 + (tmp1_speed), 170);
tmp1_speed += (speed_modifier * .7);
if (childDiv_tmp1_position / client_height * 100 >= 80 && case2_flag < 0) {
case2_flag = frame;
}
if (childDiv_tmp1_position >= client_height) {
childDiv.style.visibility = 'hidden';
tmp1_speed = 0;
childDiv_tmp1_position = 0;
rotate_current_deg = 0;
//may be bloated >>
remove_process(menu_child0);
}
}
function remove_process(index) {
var index_tmp = process_array.indexOf(index);
if (index_tmp >= 0) {
process_array.splice(index_tmp, 1);
}
}
function rotate(rotate_div, rotate_passed_deg, rotate_passed_deg_stop) {
rotate_current_deg += rotate_passed_deg;
rotate_deg = rotate_current_deg < rotate_passed_deg_stop ? rotate_current_deg : rotate_passed_deg_stop;
rotate_div.style.webkitTransform = 'rotate(' + rotate_deg + 'deg)';
rotate_div.style.mozTransform = 'rotate(' + rotate_deg + 'deg)';
rotate_div.style.msTransform = 'rotate(' + rotate_deg + 'deg)';
rotate_div.style.oTransform = 'rotate(' + rotate_deg + 'deg)';
rotate_div.style.transform = 'rotate(' + rotate_deg + 'deg)';
if (rotate_current_deg >= rotate_passed_deg_stop) {
return true;
} else {
return rotate_current_deg;
}
}
//main loop for the animation
var mainloop = function() {
processes_logic();
initiate_all_processes();
frame++;
}
var loop_interval = setInterval(mainloop, mainloop_frame_time);
</script>
I am trying to animate my website falling apart but I am having a hard time articulation this into code. I thought of running the animation in a loop, creating events at specific frames and reusing some codes as functions. I have a rotate function which works to rotate several things.
THE PROBLEM:
The problem I am having is sliding my menu items one at a time to the right. I want one to slide a bit and the next to start sliding after. I wrote a function to slide an item and then in that function it adds another process to an array for the next menu item to be called and run the same function (with passed interval of who is calling). I do not know how many menu items there will be, thats why I am trying to make it dynamic.
I can get it so that the first mwnu item falls, the menu falls by rotating it (some times if there is an error in the code then it wont rotate, but when there are no errors it works better).
The issue is sliding each menu item.
my website is here: http://clearlove.ca/89-404-error
Can any one help me with why this isnt working, and if there is a better way to do what I am trying to do?

Javascript help, Trying to animate two different sprites at same time

I need some javascript help. I am trying to set up two sprite animations with different frame rates in two separate div.
Here is a fiddle I started and i am very much stuck.
How do I combine the two div IDs into one statement? OR Should I be using ClassName in the statement to run on both divs?
http://jsfiddle.net/akwilinski/3t7d6qbL/1/
<div id="animate" class="animation"></div>
<div id="animate2" class="animation2"></div>
onload = function startAnimation() {
var frameHeight = 400;
var frames = 27;
var frame = 0;
var div = document.getElementById("animate");
setInterval(function () {
var frameOffset = (++frame % frames) * -frameHeight;
div.style.backgroundPosition = "0px " + frameOffset + "px";
}, 100);
}
Thank you for any assistance!
Simplest way to do this using the method you have already started using is to define 2 new variables, 1 for the second div and one for the second frame count. Then you can just add the call to your function.
Updated js:
onload = function startAnimation() {
var frameHeight = 400;
var frames = 27;
var frame = 0;
var div = document.getElementById("animate");
var div2 = document.getElementById("animate2");
setInterval(function () {
var frameOffset = (++frame % frames) * -frameHeight;
var frameOffset2 = (++frame % frames) * -frameHeight - 10;
div.style.backgroundPosition = "0px " + frameOffset + "px";
div2.style.backgroundPosition = "0px " + frameOffset + "px";
}, 100);
}
Fiddle
http://jsfiddle.net/f4v1vy7x/5/
I made a Can object to store the configuration for each can (so you can have different frameHeights, frames and frameRates.
I used window.requestAnimationFrame because it's far more efficient than setInterval. On each available frame I check whether it's time to animate based on each Can's set frame rate:
var Can = function( selector, frameHeight, frames, frameRate )
{
this.domCan = document.getElementById( selector );
this.frameHeight = frameHeight;
this.frames = frames;
this.frameRate = frameRate;
this.frame = 0;
};
onload = function startAnimation() {
var can1 = new Can( 'animate', 400, 27, 20 );
var can2 = new Can( 'animate2', 400, 27, 100 );
var cans = [ can1, can2 ];
window.requestAnimationFrame( function() {
can1.start = can2.start = new Date();
animate( cans );
} );
};
var animate = function( cans ) {
for( var i = 0; i < cans.length; i++ ) {
var now = new Date();
var can = cans[i];
if( now - can.start >= 1000 / can.frameRate ) {
can.start = now;
var frameOffset = (++can.frame % can.frames) * -can.frameHeight;
can.domCan.style.backgroundPosition = "0px " + frameOffset + "px";
}
}
window.requestAnimationFrame( function() {
animate( cans );
} );
}
You could do something like this:
var div = document.getElementById("animate");
var div2 = document.getElementById("animate2");
function anim(div) {
setInterval(function () {
var frameOffset = (++frame % frames) * -frameHeight;
div.style.backgroundPosition = "0px " + frameOffset + "px";
}, 100);
}
anim(div);
anim(div2);
You could then pass in additional parameters like frameHeight, frame, and frames to further customize each animation.

how to use setInterval to continue animation while mouse is over div

I am trying to modify a slideshow to continuously animate while the mouse is over the back or next arrow. If the mouse leaves, I would like the animation to stop where it is.
I found this post and this post which are helpful in telling me I need to use setInterval, but because I am a beginner I am not sure how to implement it with the code I have. I tried updating the miliseconds set in the counter variable but that didn't change anything.
Here is the hover code so far. It advances the image on hover but not continuously.
$(document).ready(function(){
var thumbs = $('ul.thumbHolder li');
var bigImgs = $('ul.imgHolder li');
var mask = $('.imgHolder');
var imgW = $('ul.imgHolder li').width();
var speed = 800;
thumbs.removeClass('selected').first().addClass('selected');
thumbs.click(function () {
var target = $(this).index();
mask.animate({
'left': '-' + imgW * target + 'px'
}, speed);
thumbs.removeClass('selected');
$(this).addClass('selected');
});
$('.Bleft').on('mouseover', function () {
var i = $('ul.thumbHolder li.selected').index();
i--;
$('ul.thumbHolder li.selected').removeClass('selected');
thumbs.eq(i).addClass('selected');
if (i === -1) {
mask.animate({
'left': '-' + imgW * $('ul.thumbHolder li').index() + 'px'
}, speed);
} else {
mask.animate({
'left': '-' + imgW * i + 'px'
}, speed);
}
clearInterval(counter);
});
$('.Bright').on('mouseover', function () {
var i = $('ul.thumbHolder li.selected').index();
i = i >= thumbs.length - 1 ? 0 : i + 1;
$('ul.thumbHolder li.selected').removeClass('selected');
thumbs.eq(i).addClass('selected');
mask.animate({
'left': '-' + imgW * i + 'px'
}, speed);
clearInterval(counter);
});
var count = 0;
var counter = window.setInterval(timer, 5000);
function timer() {
count = count + 0;
if (count >= 0) {
count = 0;
return;
}
mask.animate({
'left': '-' + imgW * count + 'px'
}, speed);
thumbs.removeClass('selected');
thumbs.eq(count).addClass('selected');
}
});
This is an example of what I am trying to achieve (I know it is flash but I think it can be done with jQuery too).
This is a fiddle that has all my work so far.
Thank you for any help.
I think I am close to the solution. This is my idea.
Every ul.imgHolder li is divided in many blocks of 20px ( you can change the size of course ), so if a div has a size of 980px you will have 49 blocks for image.
When mouseover event is fired I will slide for a block every speed milliseconds until the mouseout is fired.
I've implemented only the slide right button, I've deleted partially some logic, sorry!
var $ = jQuery.noConflict(true);
$(document).ready(function(){
var thumbs = $('ul.thumbHolder li');
var bigImgs = $('ul.imgHolder li');
var mask = $('.imgHolder');
var imgW = $('ul.imgHolder li').width(); //Assuming imgW % 20 = 0
var blockSize = 20; //20px
var blocksPerThumb = imgW/blockSize;
var numBlocks = (blocksPerThumb)*thumbs.length;
var speed = 400;
var blockPos = 0;
var currentAnim = null;
thumbs.removeClass('selected').first().addClass('selected');
thumbs.click(function () {
var target = $(this).index();
mask.animate({
'left': '-' + imgW * target + 'px'
}, speed,'linear');
thumbs.removeClass('selected');
$(this).addClass('selected');
});
$('.Bleft').on('mouseover', function () {
});
$('.Bright').on('mouseover', function(){
currentAnim = setInterval(goRight,speed);
}).mouseout(function(){
clearInterval(currentAnim);
});
var goRight = function () {
blockPos = (blockPos+1)%numBlocks;
mask.animate({
'left': '-' + blockSize * blockPos + 'px'
}, speed,'linear');
};
});
Good Work!

How to add scroll background effect to multiple elements with different settings?

In this demo http://www.htmldrive.net/items/demo/527/Animated-background-image-with-jQuery
This code is for one background only. I want to add multiple background with different direction and speed.
var scrollSpeed = 70;
var step = 1;
var current = 0;
var imageWidth = 2247;
var headerWidth = 800;
var restartPosition = -(imageWidth - headerWidth);
function scrollBg(){
current -= step;
if (current == restartPosition){
current = 0;
}
$('#header').css("background-position",current+"px 0");
}
var init = setInterval("scrollBg()", scrollSpeed);
Currently it has settings for
$('#header').css("background-position",current+"px 0");
In a website I want to use this effect on #footer or #content background also. but with different speed and direction.
And is there any better and more optimized jquery method to achieve same effect?
And can we get same effect using CSS 3, without javascript?
Just saw the OP's answer, but decided to post anyway:
I've created a jQuery plugin to do this:
(function($) {
$.fn.scrollingBackground = function(options) {
// settings and defaults.
var settings = options || {};
var speed = settings.speed || 1;
var step = settings.step || 1;
var direction = settings.direction || 'rtl';
var animStep;
// build up a string to pass to animate:
if (direction === 'rtl') {
animStep = "-=" + step + "px";
}
else if (direction === 'ltr') {
animStep = '+=' + step + "px";
}
var element = this;
// perform the animation forever:
var animate = function() {
element.animate({
backgroundPosition: animStep + " 0px"
}, speed, animate);
};
animate();
};
})(jQuery);
Usage:
$("#header").scrollingBackground({
speed: 50,
step: 50,
direction: 'ltr'
});
This is pretty basic, and assumes that you're background-repeat is 'repeat-x' on the element you call it on. This way, there's no need to reset the background position every so often.
Working example: http://jsfiddle.net/andrewwhitaker/xmtpr/
I could work out the following solution. Am not sure if it is efficient. Will wait for anyone to comment or provide a better option.
Till then...:
var scrollSpeed = 70;
var step = 1;
var current = 0;
var images =
[
{
imageWidth:2247,
imagePath:"images/image1"
},
{
imageWidth:1200,
imagePath:"images/image2"
}
]
var headerWidth = 800;
var imageRotateCount = 0;
var imagesLength = images.length;
$('#header').css("background-image", images[0].imagePath);
function scrollBg(){
var curIndex = imageRotateCount%imagesLength;
var curImage = images[curIndex];
current -= step;
var restartPosition = -(curImage.imageWidth - headerWidth);
if (current == restartPosition){
current = 0;
imageRotateCount++;
curIndex = imageRotateCount%imagesLength;
curImage = images[curIndex];
$('#header').css("background-image", curImage.imagePath);
}
$('#header').css("background-position",current+"px 0");
}
var init = setInterval("scrollBg()", scrollSpeed);

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