Simple question, really. I just don't have the knowledge to do this with JavaScript, and to also make sure it works with (almost) all browsers...
I am going to design a set of images of a person pointing with one hand in several directions. (Up, down, left, right, diagonal, etc.) Basically, this puppet will be pointing at the location of the mouse. To do so, I want to use an animated GIF file to contain all the images and then use JavaScript to bring the right image to the front, based on the position of the mouse in relation with the image.
My knowlegde of Javascript is very limited, though. Before I even start creating the GIF images, I want to know if it's possible and if there's a solution that would work on any web browser. (Unless it doesn't support JavaScript, of course.)I know it's possible to delay an animated GIF from JavaScript but is it also possible to modify the exact image that needs to be displayed?
As far as I know, this is not possible.
Stuff like this is usually done using the "CSS sprites" technique, where the various stages are glued next to each other into one giant image. That image will then be used as background-image in a smaller element. background-position will determine which image is shown.
Whether this works for you will depend on whether your images are all the same size or not. It has the advantage of working reliably in all browsers, even IE6.
Related
I have been working on a new site, and the person who cut it used dreamweaver. It put in mm_preloadimages into the header and uses it on the body. However, it's only loading like 3 of the 30 images on the more complicated pages.
Is preloading a common practice even with more modern html? Or should this be left to the browser to download images.
It depends on your need, according to requirements of the application/project. For example, I did it once for a specific need and it was that, I have used a hover effect on by blog using JavaScript and when I hovered over the element, it just toggles the image but I realized that, at the first hover it used to take more time to alternate the image because, the image used to be loaded only after the hover on the element and that's why I used image pre-loading technique, so, during the page load, I loaded the image that is going to be used for the hover effect.
So, it's not about common practice but it's about your need, if you really need to pre-load some images then you may use it but if not necessary then just leave it, IMO.
Also, remember that, every time you load an image, it makes an individual HTTP request to load the image, so if you load a huge amount of images on the page load, it may slow down the page loading.
The preloading concept mainly serves for menus that have different background images on mouse hover. You can always use image sprites to have all backgrounds you are using in one single image.
I think the common practice nowadays is to use CSS to style menus and avoid using images at all. If CSS rules cannot satisfy the needs of the design, you can put your images in one using sprites, thus eliminating the need to preload images and avoid having many http requests.
I'm attempting to create an animation by moving a sprite image across a div. The sprite image contains each frame of the animation. The size of the "canvas" is 600px by 624px. Each frame on the sprite sheet is positioned every 600px and I'm moving the image 600px at a time.
Here is what I have so far...
voyced.com/crownacre/www/demo/sprite.html
I'm using the following JavaScript to move the image across the screen...
(function myLoop(i) {
setTimeout(function() {
defImg.css({
right: '-=600'
});
if(--i) myLoop(i); // decrement i and call myLoop again if i > 0
}, 60) // delay ms
})(114); // number of frames in the sprite
I've used several sprites all floated left as the total width of sprite sheets in 69000px, which causes even more issues if I use just one image! Hence why I have 4 at the moment.
So... The problem I am having is that the animation pauses briefly several times. It seems fine in Firefox (for me), but you notice it in Chrome and you can't miss it in IE.
It also always stutters every 16200px, making me think this is related to moving 1 sprite into the next on the screen.
Ideas please people?
Thanks in advance!
Have you tried using a sprite animation plugin?
http://www.spritely.net/
Does what you want, seems to run well on their demo.
Let me first say: The huge images you're trying to display as a sprite isn't exactly what sprites/animations are used for. You can better look into a real <canvas> solution (especially when looking at your animation), but that would require some more complex JavaScript skills.
Anyway, the problem with the stutter is because you're using several images that are all floated to the left, and position the slider with the right property. Each time another image needs to be displayed, a stutter can be noticed. This might have something to do with the browser engine, needing to paint the actual image (which is hard, since they're pretty big).
So, instead of using several images, you could also use one (take note, you might want to make this a .JPG or .GIF since they tend to be more compact than .PNG) and use actual CSS sprites with background-position.
Here's an example that uses your code, and one single image. Good luck!
Thanks again for the feedback guys. I used a combination of your tips that have helped me solve the issue I was having.
Spritely has helped immensely. Essentially it is doing the same as what #marcoK suggested, and adjusting the background-position property. This plugin also provides a fool proof way of controlling each frame of the sprite, as well as creating callbacks when it reaches a specified frame - awesome!
The other issue was the huge sprite. Mobile safari won't allow anything larger than 3MP so the max size I could make the image was 4800x624. I have 15 of these each as a separate animation that calls the next when it reaches the last frame. I was very sceptical about this working smoothly, but it does, and in all browsers.
I'm not overly happy with the number of request it makes but after optimising the pngs the file size isn't too bad if I add a pre-loader.
Really pleased with the outcome... http://www.crownacre.voyced.com/ and one more reason not to use Flash!
I need to make a interactive image gallery (or image slider) where some hotspots need be placed on. It has to be possible to click on those hotspots, to update a sidebar with the corresponding info. Some basic animation must also be possible on a slide or scene of the gallery.
Which setup would be the best solution.
I'm currently thinking about the canvas element, but the lack of specific events for drawn hotspots makes me doubt. EaselJS could be a solution though.
An alternative could be just using a regular javascript image gallery and place some fixed positioned hotspots on it.
This is actually a basic mvc-setup, I have the image gallery, hotspots and the sidebar.
Should I use a javascript mvc library like http://javascriptmvc.com/ or backbone.js
So my question actually is, what would be the best setup, with performance and some basic animation in mind?
Thanks.
other interesting links I found:
http://processingjs.org
http://raphaeljs.com
...
If you are displaying large images or expect users to have older browsers or browsers without current GPU acceleration then you should always use standard HTML4 elements to get this done. Using canvas is overkill and will cause you pain later on if you are not overly-experienced with it.
With DOM-based images you already have click events and can even use image maps to do the click-regions. With canvas you need to code your own click detection and map mouse position to a region to check for clicks.
All in all the simplest solution is usually the best one and for performance and ease of dev, canvas is not the way forward in my opinion.
I have a layered div component which displays a successive series of large kb images by slide-animating away the top image to reveal the next image below. I'm trying to understand how best to approach this.
Approach 1:
layer a number of divs on top of each other, each with an image assigned as background, and slide away the divs as needed.
Will the hidden divs load their images on page load, or only when they are revealed? Is this browser/client specific behavior? Do all images (jpegs, pngs) behave the same way in this regard?
Approach 2:
Use only two divs- One that handles sliding, the other that will load and reveal the next image.
In this case, is it possible to pre-load the next image, so that the javascript isn't slowed down when the next image is revealed?
Thanks- and if anyone has other ideas, I'd love to hear them.
Your first approach, even if the images are 'hidden' via CSS, will load all images by all browsers via HTTP requests. Your second approach or some variant of it is probably better.
I'd recommend using AJAX to pull down each image as you go. It's definitely possible to preload the images.
You may want to consider existing slideshow/lightbox type of plugins for jquery or javascript. It's been done so many times you will sort of be recreating the wheel (unless it's more of a learning experience thing)..
Here's an interesting example of preloading with callbacks to alert you when it's ready. Maybe a good one to adapt?
http://binarykitten.me.uk/dev/jq-plugins/107-jquery-image-preloader-plus-callbacks.html
The first approach certainly degrades better. It will leave the images available and visible if viewed on a CSS-challenged browser. But that comes at the cost of having to pull down all the images from the get-go. The second approach is lighter on the initial hit, at the cost increased code complexity swapping images in/out.
You can definitely pre-load images with Javascript. just create an image object and set its source to whatever you want, which will automatically trigger downloading of the image. It doesn't have to be inserted into the DOM or visible to the user to do this.
Hidden divs SHOULD load their content automatically, whether they're visible or not. I can't think of any PC-based browsers that wouldn't do this, but I'd hazard a guess that some browsers intended for resource-limited devices (cell phones for one) might optimize things and delay loading contents until the container's made visible, to save on network traffic.
I want take a section of a picture, for example the middle of a picure, and repeat only that section in the background of a div. Is this even remotely possible? I suppose I could do this in javascript, but that would be messy.
In theory the answer to my question should be able to take a single pixel from a picture and repeat it in a line, or as a solid background.
Does anyone have any idea how I could do this in CSS?
You might be able to achieve this effect using the CSS3 border-image property.
Unfortunately, I am not aware of a way to do this sort of thing in CSS2. Also, I don't think that you can do this via CSS sprites, because sprites don't stretch parts of your image—they just allow you to show certain parts of the image.
Steve
Contrary to what some here have stated, depending on the image, you CAN do this with CSS/Sprites. But that isn't always going to be the case. It comes down to the image you want to repeat, it's height/width in relation to the sprite it exists on, the direction you want to repeat it, and the size of the container you want it to repeat in.
(source: sampsonresume.com)
This sprite could be repeated on the left 100px for use in a sidebar, while the other portions could serve as buttons and roll-over states in a navigation. with a small change, you could make the repeatable portion horizontal.
If you want a cross-browser solution, then currently you're out of luck, especially if you want a CSS-solution.
The only way to do it with JavaScript would be through the canvas element, but that's not supported by IE.
CSS cannot do this. You can however do it server-side or by using SVG graphics or Flash. Note that doing it with a plugin would not technically be a 'background-image", you'd need to position your content over the top of it.