I have a somewhat difficult animation to do in JQuery, and I haven't found a good way to handle it. I have a mobile site with a scene on the screen which displays a series of choices. When a choice is made, the choices slide off screen, and simultaneously a new scene of a city is brought in (it's supposed to simulate driving) - and this scene, instead of stopping in the center of the screen, it passes all the way through the opposite end of the screen. The problem is, when it gets to the center, I want to trigger a new div to come in just behind it, matching the speed, etc, so everything appears in synch.
If I set the animation for the city scene to be in two parts, once to the center where it could trigger the new choice scene coming in, and once to go off screen, there is a noticeable jerk. And I haven't found a way to trigger a delay, because at the end of the delay I need to make a call to a custom function, not a jquery function. So this is my code:
Driving Scene (called when choices begin animating out):
$('#interlude').animate({marginLeft: -viewportW + "px"},3000,'linear',function(){
$('#interlude').remove();
displayScene(sceneID); //need to figure out how to call this at the halfway point
});
Use setTimeout() right before your animation to trigger the second animation halfway through the first animation.
var animateTime = 3000;
setTimeout("displayScene(" + sceneId + ")", animateTime / 2);
$('#interlude').animate({marginLeft: -viewportW + "px"},animateTime,'linear',function(){
$('#interlude').remove();
});
Related
I am using Greensock Draggable, to build a draggable slider control. for example, let's say I have a 3 pages slider, when the position is scrolled to 1/3, turns to the second page.
let myDraggable = new Draggable(dragger, {
//trigger:ufo,
type:'x',
bounds:{minX:0, maxX:maxDrag},
throwProps:true,
//cursor:'auto',
/* liveSnap:function(value){
return Math.round(value / step) * step;
}, */
onPress:onPress,
onRelease:onRelease,
onThrowComplete:function(){isDragging = false},
overshootTolerance:0
})
everything works fine so far, by defining onRelease function, I built the functionality completely.
but then I want to build auto-scrolling, not the one mentioned in documentation, but, use setInterval to gradually scroll to 1/3, 2/3... but draggable does not seem to support customise x position dragging, which I failed to look up for a function that takes x position and drag the element there.
is there a draggable api that takes one position and drags the element there? if it doesn't, do I have to build a untrusted drag event? if so how can I do that?
sorry that I did a lot relative research but failed to work out solution. I will be more than glad if you can give me a hand, or just something to read for another direction.
I'm developing a little roulette game like: https://csgofast.com/
My question is, the roulette animation used with transform & transition, works pretty well when I'm in the actual tab.
The problem is, when i move to another tab or miniminize, before the roullete starts, until i dont get back to the tab, it dosnt start scrolling / moving.
Is like the roullete animation is waiting until i get to the tab again, to start moving.
let intervalJackpot = setInterval(() => {
if (something == true) {
$("#slider").css('transform', 'translate3d(-7850px, 0px, 0px)');
$("#slider").css('transition', '15000ms cubic-bezier(0.32, 0.64, 0.45, 1)');
}
}, 500);
The code is in a setInterval, and that's the problem as i know.
The DB.roulleteSpin is just a simple code that comes from the Database.
How I could approach this situation? I will like to know the roulette starts moving and ends in the right place, no matters if I'm in the tab or not.
How i could approach this situation? Can someone show me an example? Thanks a lot.
Hello StackOverflow Community,
what I am trying to achieve is a header that can be moved with the mouse.
You klick into the header and drag the mouse and the elements inside the header will move with different speeds.
I achieved the parallaxing part but the performance is not really good. It is partially a bit laggy while dragging the backgrounds.
My question now is: what can be changed in the code to get a performance boost?
That's the part of the code that takes care of parallaxing. On every mousemove a each loop is executed which I think is the reason for the performance beeing so laggy:
var dragging = false;
var clickMouseX;
//Our object for the layers
//each layer has a different scrolling speed
var movingObjects = {
'#header-l1' : {'speed': 1},
'#header-l2' : {'speed': 1.4},
'#header-l3' : {'speed': 1.85},
'#header-l4' : {'speed': 2.2},
};
$('#header-wrapper').mousedown(function(e){
dragging = true;
//Get initial mouse position when clicked
clickMouseX = e.pageX;
$(this).mousemove(function(mme){
//execute only if mousedown
if(dragging){
//iterate through all layers which have to be parallaxed
$.each(movingObjects, function(el, opt){
var element = $(el);
//get difference of initial mouse position and current mouse position
var diff = clickMouseX - mme.pageX;
//scroll-position left speed 1
if(diff < 0) diff = -1;
//scroll position right speed 1
if(diff >= 0) diff = 1;
//get current position of layer
currLeft = parseInt(element.css('left'));
//get current layer width
elWidth = element.width();
//if right border is reached don't scroll further
if(currLeft < -(elWidth - 810)){
element.css('left', -(elWidth - 810));
}
//so do with left border
if(currLeft > 0){
element.css('left', 0);
}
//parallax it! Subtract the scroll position speed multiplied by the speed of the desired
//layer from the current left property
element.css('left', parseInt(element.css('left')) - diff*opt.speed);
});
}
});
/* Cursor */
$(this).css('cursor', 'pointer');
return false;
});
I also put a fiddle up:
http://jsfiddle.net/yWGDz/
Thanks in advance,
Thomas
P.S. maybe someone even finds out why layer two and three have the same scroll speed while having different speeds defined.
I worked at this a bit, and came up with this: http://jsfiddle.net/amqER/2/
This works a lot faster than the original (especially in firefox, where it performs a whole lot better, chrome it's still pretty slow). I also changed up some of the logic in your code, to make it make more sense.
A list of things that I did:
Minify your pngs
2 of your png files were over 2 megs, so I threw them into a png compressor (tinypng) and that reduced the size a lot. This helps with loading time and overall snappiness.
Re-use values as much as possible
In your original code, you wrote to and then subsequently read from the css left property a couple times in your code. Doing this is going to make it a lot slower. Instead, I kept an left property, and would only touch $.css when I absolutely needed to. Likewise for reading each element's width each update.
Also, like I said, I modified your logic to (I think) make more sense, given what you were trying to accomplish. It calculates a new diff each update, and tries to move according to that. Also, it doesn't try to keep moving once one of the images falls off (which yours does if you move all the way to the right, and it looks really weird). You can also look at this: http://jsfiddle.net/amqER/5/, which maybe is more like the control scheme you wanted.
Just some quick performance tips.
Try not to use $(this).mousemove instead save $(this) into a variable and use that.
var th = $(this);
th.mousemove...
Try to avoid using $.each. This is probably the part that's slowing your code down.
You can replace it with a for loop, but I would suggest, in this case, sending in each element one by one.
var parallax = function(img){
};
parallax(img1);
parallax(img2);
instantly-increase-your-jquery-performance
Whilst Xymostech's answer does greatly improve upon the original poster's original code; the performance is hardly improved for me in Chrome.
Whilst inspecting the page FPS, the solution posted here runs at 15FPS for me on a Retina MacBook Pro.
I made a very simple change to the code, altering it to use translate3d properties instead of left. Now, it runs at 55-60 FPS for me. I'd call that a massive performance boost.
If 'show paint rectangles' are turned on in Chrome, you'll see the previously posted solution is continually painting changes to the dom whilst the parallax is in motion. With the translate3d solution, there's simply zero painting done the whole time the parallax is in motion.
http://jsfiddle.net/LG47e/
I am teaching myself web programming. I'm also working on C++. I am having a problem with Javascript.
I need to know how to create an "if statement" based on the location of an image.
I am making a simple game that has a cannon that is moving back and forth. I want the user to press a button that will cause the cannon to stop and fire launching another image toward the target.
I have already created the images and a gif of the image that will travel from the cannon in an arc toward the target.
If the user fires when the cannon is in the correct position the image will hit the target.
Can someone tell me how to create an if statement based on position? Or can someone tell me how to make the cannon stop and make the gif appear?
To move the cannon, read up on the onkeyup() event - it will wait for when a key is released, and do something.
What will it do? Probably change the left position of the cannon somehow. I'd recommend setting the CSS style position:absolute on your cannon, then changing the .left property with Javascript.
For example, here's some Javascript to get you started (untested):
var cannon = document.getElementById("cannonPic");
var leftlim = 200;
document.body.onkeyup = function() {
// Remove 'px' from left position style
leftPosition = cannon.style.left.substring(0, cannon.style.left - 2);
// Stop the cannon?
if (leftPosition >= leftLim) {
return;
}
// Move cannon to new position
cannon.style.left = cannon.style.left.substr(0, cannon + 10);
}
And its companion HTML would look like...
...
<img id='cannonPic' src='cannon.jpg' />
...
<script type='text/javascript' src='cannon.js' />
The HTML could be styled like this:
#cannonPic {
left:0;
position:absolute;
}
To answer your "appear/reappear" sub-question, you can use the .display property, accessed via Javascript:
var cannon = document.getElementById("cannonPic");
function appear() {
cannon.style.display = '';
}
function hide() {
cannon.style.display = 'none';
}
A small word of warning, things traveling in arcs will require some math to translate them in two dimensions, depending on how accurate you want it. A fun exercise though if you like math :)
To get the very first image on your page's x and y position on the screen, for instance, try:
var xpos = document.getElementsByTagName('img')[0].x;
var ypos = document.getElementsByTagName('img')[0].y;
Just to add a little background, the way this is typically done:
You have a main loop that will "run" the game.
Each iteration of the loop, you a) update the positions of in-game objects (cannon, projectiles, and targets in your case) and b) render the resulting objects to the screen.
When you detect a "fire" keypress, you simply set the "speed" of your moving cannon to 0, causing it to "stop".
You can retrieve the object's position using Steve's or sajawikio's approach but your game logic determines (and should know) the position of all objects at all times. It is your game logic that says "draw the projectile at position (x,y)". Your game logic should NOT say "I have a projectile, not sure exactly where it is, HMM, so let's query it's position using Javascript". At least not in this case where you have simple, predictable movement.
I am trying to re-create website with parallax effect using JavaScript. That means that I have two or more layers, that are moving different speeds while scrolling.
In my case I'm moving only one layer, the other one remains static:
layer 1 = website text;
layer 2 = element background;
for this I'm using simple source code (with jQuery 1.6.4):
var docwindow = $(window);
function newpos(pos, adjust, ratio){
return ((pos - adjust) * ratio) + "px";
}
function move(){
var pos = docwindow.scrollTop();
element.css({'top' : newpos(pos, 0, 0.5)});
}
$(window).scroll(function(){
move();
});
The Problem:
- All calculations are done right and the effect "works" as expected. But there is some performance glitch under some browsers (Chrome MAC/Windows, Opera MAC, IE, paradoxically not Safari).
What do I see during scrolling?
- While scrolling the background moves in one direction together with scroll, but it seems to occasionally jump few pixels back and then forth, which creates very disturbing effect (not fluid).
Solutions that I tried:
- adding a timer to limit scroll events
- using .animate() method with short duration instead of .css() method.
I've also observed, that the animation is smooth when using .scrollTo method (scrollTo jQuery plugin). So I suspect that there is something wrong with firing scroll events (too fast).
Have you observed the same behavior?
Do you know, how to fix it?
Can you post a better solution?
Thanks for all responses
EDIT #1:
Here you can find jsfiddle demonstration (with timer): http://jsfiddle.net/4h9Ye/1/
I think you should be using scrollTop() instead and change the background position to fixed. The problem is that setting it to absolute will make it move by default when you scroll up or down.
The flicker occurs because the position is updated as part of the default browser scroll and updated again as part of your script. This will render both positions instead of just the one you want. With fixed, the background will never move unless you tell it so.
I've created a demo for you at http://jsfiddle.net/4h9Ye/2/ .