Simple function call inside module, getting NaN, huh? - javascript

Here is the module i am working on:
var FeatureRotator = (function($,global) {
var self = {},
currentFeature = 0,
images = [],
imagePrefix = "/public/images/features/",
timer = null,
totalImages = 0,
initialFeature,
interval,
blendSpeed,
element = null,
img1 = null,
img2 = null;
function setVisibleImage(iid) {
$("#img1").attr('src',images[iid].src).css('opacity',1);
$("#img2").css('opacity',0);
$(".active").removeClass("active");
$("#f"+iid).addClass("active");
}
function setCurrentImage(id) {
currentFeature = id;
setVisibleImage(id);
}
function doHoverIn(position) {
if (currentFeature === position) {
self.pause();
} else {
setCurrentImage(global.parseInt(position, 10));
self.pause();
}
}
function doHoverOut(position) {
self.unpause();
}
self.init = function(options,callback) {
var i = 0,
tempImg = null;
interval = options.interval || 5000;
blendSpeed = options.blendSpeed || 500;
element = options.element;
initialFeature = options.initialFeature || 0;
img1 = $("<img/>").attr('id','img1');
img2 = $("<img/>").attr('id','img2').css('opacity','0').css('margin-top',-options.height);
$(element).append(img1).append(img2);
totalImages = $(".feature").size();
for (i = 0;i < totalImages; i++) {
tempImg = new global.Image();
tempImg.src = imagePrefix +"feature_" + i + ".png";
images.push(tempImg);
$("#f"+i).css('background-image',
'url("'+imagePrefix+"feature_"+i+"_thumb.png"+'")')
.hover(doHoverIn($(this).attr('position'))
, doHoverOut($(this).attr('position'))
).attr('position',i);
}
setVisibleImage(initialFeature);
if (options.autoStart) {
self.start();
}
if (callback !== null) {
callback();
}
};
function updateImage() {
var active = $("#img1").css('opacity') === 1 ? "#img1" : "#img2";
var nextFeature = (currentFeature === totalImages-1 ? 0 : currentFeature+1);
if (active === "#img1") {
$("#img2").attr('src',images[nextFeature].src);
$("#img2").fadeTo(blendSpeed, 1);
$("#img1").fadeTo(blendSpeed, 0);
} else {
$("#img1").attr('src',images[nextFeature].src);
$("#img1").fadeTo(blendSpeed, 1);
$("#img2").fadeTo(blendSpeed, 0);
}
$("#f"+currentFeature).removeClass("active");
$("#f"+nextFeature).addClass("active");
currentFeature = nextFeature;
}
self.start = function() {
currentFeature = initialFeature;
setVisibleImage(currentFeature);
timer = global.setInterval(function(){
updateImage();
}, interval);
};
self.pause = function() {
global.clearTimeout(timer);
};
self.unpause = function() {
timer = global.setInterval(function(){
updateImage();
}, interval);
};
return self;
}(this.jQuery, this));
And here is how it is used on the page:
<script type="text/javascript">
// ...
$(function() {
FeatureRotator.init({
interval:5000,
element:'#intro',
autoStart:true,
height:177,
blendSpeed:1000,
initialFeature:0
});
});
</script>
The problem is, when setVisibleImage is called from the init method, the value of iid is NaN. I've stepped through the debugger and verified that 'initialFeature' is 0 when the setVisibleImage function is called, but alas, the value doesn't make it over there.
Can anyone help me determine what the problem is? I've run the code through JSLint, and it came back clean.
UPDATE
Ok here is my updated code, which works now except the fading doesnt work, the image just flips to the next one and doesn't fade smoothly anymore:
var FeatureRotator = (function($,global) {
var self = {},
currentFeature = 0,
images = [],
imagePrefix = "/public/images/features/",
timer = null,
totalImages = 0,
initialFeature = 0,
interval,
blendSpeed;
function setVisibleImage(iid) {
$("#img1").attr('src',images[iid].src).css('opacity',1);
$("#img2").css('opacity',0);
$(".active").removeClass("active");
$("#f"+iid).addClass("active");
}
function setCurrentImage(id) {
currentFeature = id;
setVisibleImage(id);
}
function doHoverIn(obj) {
var position = global.parseInt(obj.target.attributes["position"].value,10);
if (currentFeature === position) {
self.pause();
} else {
setCurrentImage(global.parseInt(position, 10));
self.pause();
}
}
function doHoverOut() {
self.unpause();
}
self.init = function(options,callback) {
var i = 0,
tempImg = null,
element = null,
img1 = null,
img2 = null;
interval = options.interval || 5000;
blendSpeed = options.blendSpeed || 500;
element = options.element;
initialFeature = options.initialFeature || 0;
img1 = $("<img/>").attr('id','img1');
img2 = $("<img/>").attr('id','img2').css('opacity','0').css('margin-top',-options.height);
$(element).append(img1).append(img2);
totalImages = $(".feature").size();
for (i = 0;i < totalImages; i++) {
tempImg = new global.Image();
tempImg.src = imagePrefix +"feature_" + i + ".png";
images.push(tempImg);
$("#f"+i).css('background-image','url("'+imagePrefix+"feature_"+i+"_thumb.png"+'")')
.hover(doHoverIn, doHoverOut)
.attr('position',i);
}
setVisibleImage(initialFeature);
if (options.autoStart) {
self.start();
}
if (typeof callback === "function") {
callback();
}
};
function updateImage() {
var active = $("#img1").css('opacity') === 1 ? "#img1" : "#img2";
var nextFeature = (currentFeature === totalImages-1 ? 0 : currentFeature+1);
if (active === "#img1") {
$("#img2").attr('src',images[nextFeature].src);
$("#img2").fadeTo(blendSpeed, 1);
$("#img1").fadeTo(blendSpeed, 0);
} else {
$("#img1").attr('src',images[nextFeature].src);
$("#img1").fadeTo(blendSpeed, 1);
$("#img2").fadeTo(blendSpeed, 0);
}
$("#f"+currentFeature).removeClass("active");
$("#f"+nextFeature).addClass("active");
currentFeature = nextFeature;
}
self.start = function() {
currentFeature = initialFeature;
setVisibleImage(currentFeature);
timer = global.setInterval(function(){
updateImage();
}, interval);
};
self.stop = function() {
global.clearTimeout(timer);
};
self.pause = function() {
global.clearTimeout(timer);
};
self.unpause = function() {
timer = global.setInterval(function(){
updateImage();
}, interval);
};
return self;
}(this.jQuery, this));

Since you're getting NaN, I'm guessing it is actually taking place from this line:
.hover(doHoverIn($(this).attr('position'))
...which calls this:
setCurrentImage(global.parseInt(position, 10)); // note the parseInt()
...which calls this:
setVisibleImage(id);
So the position being passed to parseInt is coming from $(this).attr('position'), which is likely an value that can't be parsed into a Number, so you get NaN.
Check out the value of that attribute in first line of the block for the for statement.
for (i = 0;i < totalImages; i++) {
console.log( $(this).attr('position') ); // verify the value of position
// ...

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player.input.tx = game.input.x+ game.camera.x;
player.input.ty = game.input.y+ game.camera.y;
background.tilePosition.x = -game.camera.x;
background.tilePosition.y = -game.camera.y;
for (var i in squareList)
{
if (!squareList[i]) continue;
var curBlue = squareList[i].blueSquare;
for (var j in squareList)
{
if (!squareList[j]) continue;
if (j!=i)
{
var targetBlue = squareList[j].blueSquare;
}
if (squareList[j].isBlue)
{
squareList[j].update();
}
}
}
}
function test(){
console.log('collsion');
}
function render () {}
Server.js Files
var express = require('express')
, app = express(app)
, server = require('http').createServer(app);
app.use(express.static(__dirname));
var clients = {};
var EurecaServer = require('eureca.io').EurecaServer;
var eurecaServer = new EurecaServer({allow:['setId', 'spawnBlueSquare', 'spawnCoins', 'kill', 'updateState']});
eurecaServer.attach(server);
eurecaServer.onConnect(function (conn) {
console.log('New Client id=%s ', conn.id, conn.remoteAddress);
var remote = eurecaServer.getClient(conn.id);
clients[conn.id] = {id:conn.id, remote:remote}
remote.setId(conn.id);
});
eurecaServer.onConnectionLost(function (conn) {
console.log('connection lost ... will try to reconnect');
});
eurecaServer.onDisconnect(function (conn) {
console.log('Client disconnected ', conn.id);
var removeId = clients[conn.id].id;
delete clients[conn.id];
for (var c in clients)
{
var remote = clients[c].remote;
remote.kill(conn.id);
}
});
eurecaServer.exports.handshake = function()
{
for (var c in clients)
{
var remote = clients[c].remote;
for (var cc in clients)
{
var x = clients[cc].laststate ? clients[cc].laststate.x: 0;
var y = clients[cc].laststate ? clients[cc].laststate.y: 0;
remote.spawnBlueSquare(clients[cc].id, x, y);
}
}
}
eurecaServer.exports.handleKeys = function (keys) {
var conn = this.connection;
var updatedClient = clients[conn.id];
for (var c in clients)
{
var remote = clients[c].remote;
remote.updateState(updatedClient.id, keys);
clients[c].laststate = keys;
}
}
server.listen(8000);
Instead of generating coins randomly positioned on each client, you could generate this random position(x and y) in server side(on conexion event) and then send this position to all clients so they can generate the coin in the same position.

Toggle class on HTML element without jQuery

I have a section on my website which holds all the content, but I want a "sidebar" with hidden content to smoothly appear from the left at the push of an external button.
CSS transitions can handle the smoothness no problem, and jQuery toggle() can switch between classes to move the hidden div in and out of the screen.
How can I get the same effect without using jQuery?
You can toggle classes using the classList.toggle() function:
var element = document.getElementById('sidebar');
var trigger = document.getElementById('js-toggle-sidebar'); // or whatever triggers the toggle
trigger.addEventListener('click', function(e) {
e.preventDefault();
element.classList.toggle('sidebar-active'); // or whatever your active class is
});
That should do everything you need - if you have more than one trigger I'd recommend using document.querySelectorAll(selector) instead.
You can implement it only by CSS3:
<label for="showblock">Show Block</label>
<input type="checkbox" id="showblock" />
<div id="block">
Hello World
</div>
And the CSS part:
#block {
background: yellow;
height: 0;
overflow: hidden;
transition: height 300ms linear;
}
label {
cursor: pointer;
}
#showblock {
display: none;
}
#showblock:checked + #block {
height: 40px;
}
The magic is the hidden checkbox and the :checked selector in CSS.
Working jsFiddle Demo.
HTML ONLY
You can use <summary>. The following code doesn't have any dependency.
No JavaScript, CSS at all, HTML only.
<div class="bd-example">
<details open="">
<summary>Some details</summary>
<p>More info about the details.</p>
</details>
<details>
<summary>Even more details</summary>
<p>Here are even more details about the details.</p>
</details>
</div>
For more detail, go to MDN official docs.
you can get any element by id with javascript (no jquery) and the class is an attribute :
element.className
so have this as a function:
UPDATE:
since this is becoming a somewhat popular I updated the function to make it better.
function toggleClass(element, toggleClass){
var currentClass = element.className || '';
var newClass;
if(currentClass.split(' ').indexOf(toggleClass) > -1){ //has class
newClass = currentClass.replace(new RegExp('\\b'+toggleClass+'\\b','g'), '')
}else{
newClass = currentClass + ' ' + toggleClass;
}
element.className = newClass.trim();
}
function init() {
animateCSS(document.getElementById("slide"), 250, {
left: function (timePercent, frame) {
var endPoint = 128,
startPoint = 0,
pathLength = endPoint - startPoint,
base = 64, //slope of the curve
currentPos = Math.floor(startPoint + (Math.pow(base, timePercent) - 1) / (base - 1) * pathLength);
return currentPos + "px";
}
}, function (element) {
element.style.left = "128px";
});
};
var JobType = function () {
if (!(this instanceof JobType)) {
return new JobType(arguments[0]);
};
var arg = arguments[0];
this.fn = arg["fn"];
this.delay = arg["delay"];
this.startTime = arg["startTime"];
this.comment = arg["comment"];
this.elapsed = 0;
};
function JobManager() {
if (!(this instanceof JobManager)) {
return new JobManager();
};
var instance;
JobManager = function () {
return instance;
};
JobManager.prototype = this;
instance = new JobManager();
instance.constructor = JobManager;
var jobQueue = [];
var startedFlag = false;
var inProcess = false;
var currentJob = null;
var timerID = -1;
var start = function () {
if (jobQueue.length) {
startedFlag = true;
currentJob = jobQueue.shift();
var startOver = currentJob.delay - ((new Date()).getTime() - currentJob.startTime);
timerID = setTimeout(function () {
inProcess = true;
currentJob.fn();
if (jobQueue.length) {
try {
while ((jobQueue[0].delay - ((new Date()).getTime() - currentJob.startTime)) <= 0) {
currentJob = jobQueue.shift();
currentJob.fn();
};
}
catch (e) { };
}
inProcess = false;
start();
}, (startOver > 0 ? startOver : 0));
}
else {
startedFlag = false;
timerID = -1;
};
};
instance.add = function (newJob) {
if (newJob instanceof JobType) {
stopCurrent();
var jobQueueLength = jobQueue.length;
if (!jobQueueLength) {
jobQueue.push(newJob);
}
else {
var currentTime = (new Date()).getTime(),
insertedFlag = false;
for (var i = 0; i < jobQueueLength; i++) {
var tempJob = jobQueue[i],
tempJobElapsed = currentTime - tempJob["startTime"],
tempJobDelay = tempJob["delay"] - tempJobElapsed;
tempJob["elapsed"] = tempJobElapsed;
if (newJob["delay"] <= tempJobDelay) {
if (!insertedFlag) {
jobQueue.splice(i, 0, newJob);
insertedFlag = true;
}
};
if (i === (jobQueueLength - 1)) {
if (!insertedFlag) {
jobQueue.push(newJob);
insertedFlag = true;
}
}
};
};
if ((!startedFlag) && (!inProcess)) {
start();
};
return true;
}
else {
return false;
};
};
var stopCurrent = function () {
if (timerID >= 0) {
if (!inProcess) {
clearTimeout(timerID);
timerID = -1;
if (currentJob) {
jobQueue.unshift(currentJob);
};
};
startedFlag = false;
};
};
return instance;
};
function animateCSS(element, duration, animation, whendone) {
var frame = 0,
elapsedTime = 0,
timePercent = 0,
startTime = new Date().getTime(),
endTime = startTime + duration,
fps = 0,
averageRenderTime = 1000,
normalRenderTime = 1000 / 25,
myJobManager = JobManager();
var inQueue = myJobManager.add(JobType({
"fn": displayNextFrame,
"delay": 0,
"startTime": (new Date).getTime(),
"comment": "start new animation"
}));
function playFrame() {
for (var cssprop in animation) {
try {
element.style[cssprop] = animation[cssprop].call(element, timePercent, frame);
} catch (e) { }
};
};
function displayNextFrame() {
elapsedTime = (new Date().getTime()) - startTime;
timePercent = elapsedTime / duration;
if (elapsedTime >= duration) {
playFrame();
if (whendone) {
whendone(element);
};
return;
};
playFrame();
frame++;
averageRenderTime = elapsedTime / frame;
fps = 1000 / averageRenderTime;
inQueue = myJobManager.add(JobType({
"fn": displayNextFrame,
"delay": (fps < 15 ? 0 : normalRenderTime - averageRenderTime),
"startTime": (new Date).getTime(),
"comment": frame
}));
}
};
(function () {
if (this.addEventListener) {
this.addEventListener("load", init, false)
}
else {
window.onload = init;
}
}());
// By Plain Javascript
// this code will work on most of browsers.
function hasClass(ele, clsName) {
var el = ele.className;
el = el.split(' ');
if(el.indexOf(clsName) > -1){
var cIndex = el.indexOf(clsName);
el.splice(cIndex, 1);
ele.className = " ";
el.forEach(function(item, index){
ele.className += " " + item;
})
}
else {
el.push(clsName);
ele.className = " ";
el.forEach(function(item, index){
ele.className += " " + item;
})
}
}
var btn = document.getElementById('btn');
var ele = document.getElementById('temp');
btn.addEventListener('click', function(){
hasClass(ele, 'active')
})
I did not test but the code below should work.
<script>
function toggleClass(){
var element = document.getElementById("a");
element.classList.toggle("b");
}
document.getElementById("c").addEventListener('click', toggleClass )
</script>

How do I create an animated tile in pixi.js with good performance?

How can I use PIXI js to animate from spritesheets using TiledSprites? I need to animate a tiled sprite background from a sprite sheet.
Currently there is API calls to animate a tiled sprite in the PIXI.js API. I have created the following class to help me load and animate tiled backgrounds.
/////////////////////////////////////////////////////////////////////////////
/// Tiling Sprite Animation
/////////////////////////////////////////////////////////////////////////////
(function() {
PIXI.TilingSpriteAnimation = function(texture, frames, rows, frametime, loop) {
PIXI.TilingSprite.call(
this, texture,
VIEWPORTWIDTH,
this._texture.baseTexture.height);
this._stop = true;
this._texture = new PIXI.Texture(texture);
this.frameTime = frametime;
this.loop = loop || true;
this.curX = 0;
this.curY = 0;
this.fh = this._texture.height / rows;
this.fw = this._texture.width / frames;
this.ticks = 0;
this.maxFrames = frames;
this.maxRows = rows;
this.done = false;
this.calculateFrame();
};
PIXI.TilingSpriteAnimation.prototype = Object.create( PIXI.TilingSprite.prototype );
PIXI.TilingSpriteAnimation.prototype.constructor = PIXI.TilingSpriteAnimation;
Object.defineProperty(PIXI.TilingSpriteAnimation.prototype, 'texture', {
get: function() {
return this._texture;
}
});
PIXI.TilingSpriteAnimation.prototype.update = function() {
console.log(this.ticks);
if(!this._stop) {
this.ticks += 1;
}
if (this.done == false) {
if (this.ticks >= this.frameTime) {
this.curX++;
this.ticks = 0;
if (this.curX == this.maxFrames) {
this.curX = 0;
this.curY++;
if (this.curY == this.maxRows) {
this.curY = 0;
if (!this.loop)
this.done = true;
}
}
this.calculateFrame();
}
}
};
PIXI.TilingSpriteAnimation.prototype.goto = function(frame, row) {
this.curX = frame;
this.curY = row || 0;
};
PIXI.TilingSpriteAnimation.prototype.stop = function() {
this._stop = true;
};
PIXI.TilingSpriteAnimation.prototype.play = function() {
this._stop = false;
};
PIXI.TilingSpriteAnimation.prototype.calculateFrame = function() {
this.texture.frame.x = this.curX * this.fw;
this.texture.frame.y = this.curY * this.fh;
this.texture.frame.width = this.fw;
this.texture.frame.height = this.fh;
this.texture.setFrame(this.texture.frame);
this.generateTilingTexture(this.texture);
};
}).call(this);
This code is however highly inefficient because it calculates a new TiledTexture each time a new frame is entered. How can I optimize this?
I struggeled some time with this but came up with the following. I hope it helps
/////////////////////////////////////////////////////////////////////////////
/// Tiling Sprite Animation
/////////////////////////////////////////////////////////////////////////////
(function() {
PIXI.TilingSpriteAnimation = function(texture, frames, frametime, loop) {
PIXI.TilingSprite.call(
this, texture,
VIEWPORTWIDTH,
VIEWPORTHEIGHT);
this._stop = true;
this._texture = new PIXI.Texture(texture);
this.frameTime = frametime;
this.loop = loop || true;
this.curX = 0;
this.fh = this._texture.height;
this.fw = this._texture.width / frames;
this.ticks = 0;
this.maxFrames = frames;
for (var i=0;i<frames;i++){
this.preLoadFrame(i);
}
this.calculateFrame();
};
PIXI.TilingSpriteAnimation.prototype = Object.create( PIXI.TilingSprite.prototype );
PIXI.TilingSpriteAnimation.prototype.constructor = PIXI.TilingSpriteAnimation;
Object.defineProperty(PIXI.TilingSpriteAnimation.prototype, 'texture', {
get: function() {
return this._texture;
}
});
PIXI.TilingSpriteAnimation.prototype.update = function() {
if (this._stop == false) {
this.ticks += 1;
if (this.ticks >= this.frameTime) {
this.curX++;
this.ticks = 0;
if (this.curX == this.maxFrames) {
this.curX = 0;
if (!this.loop) {
this._stop = true;
}
}
this.calculateFrame();
}
}
};
PIXI.TilingSpriteAnimation.prototype.goto = function(frame) {
this.curX = frame;
};
PIXI.TilingSpriteAnimation.prototype.stop = function() {
this._stop = true;
};
PIXI.TilingSpriteAnimation.prototype.play = function() {
this._stop = false;
};
PIXI.TilingSpriteAnimation.prototype.calculateFrame = function() {
this.tilingTexture = PIXI.Texture.fromFrame("texture" + this.curX);
};
PIXI.TilingSpriteAnimation.prototype.preLoadFrame = function(frame) {
var text = new PIXI.TilingSprite(this.texture);
text.texture.frame.x = frame * this.fw;
text.texture.frame.y = 0;
text.texture.frame.width = this.fw;
text.texture.frame.height = this.fh;
text.texture.setFrame(text.texture.frame);
text.generateTilingTexture(text);
PIXI.Texture.addTextureToCache(text.tilingTexture, "texture" + frame)
};
}).call(this);

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