Triggering a Lottie animation onScroll - fullpage.js

im currently building a website using fullpage js and lottie animations. Now im trying to trigger an animation when the user scrolls to the section with the animation. Here is what i tried:
(please note that im very new to js)
$(document).ready(function($) {'use strict';
$('#fullpage').fullpage({
sectionsColor: ['white', '#004E8A', 'white','#004E8A', 'white', '#004E8A',
'white','#004E8A', 'white'],
anchors:['startseite','pers_vermittler','team','konzept','rechner','mod_portfolio','sicherheit','absatz'],
onLeave: function(index, nextIndex, direction) {
if( index == 3 && direction == 'down' ) {
lottie.play('k2an');
}
(at the end of the body section ->)
<script>
var params = {
container: document.getElementById('k2an'),
renderer: 'svg',
loop: true,
autoplay: false,
path: 'k2an.json',
};
anim = lottie.loadAnimation(params);

You should be using fullPage.js callbacks to fire your JS animations.
See the example:
$('#fullpage').fullpage({
anchors: ['firstPage', 'secondPage', 'thirdPage', 'fourthPage', 'lastPage'],
afterLoad: function(anchorLink, index){
var loadedSection = $(this);
//using index
if(index == 3){
alert("Section 3 ended loading");
}
//using anchorLink
if(anchorLink == 'secondSlide'){
alert("Section 2 ended loading");
}
}
});
Feel free to also check my video tutorial on how to create animations using fullPage.js state classes.

Right now im using this approach on a couple production sites. It plays the animation as the user scrolls.
I basically check how much of the animation objects box is visible in the viewport, calculate the total length of the animation (in frames) and then project the percentage to a frame where i gotoAndStop().
var anim = <YOUR LOTTIE ANIMATION OBJECT>
// play around with these
var speed = 1; // speed of animation
var scrollOffset = 0; // start animation sooner / later
function scrollHandler() {
if (!anim.isLoaded) return;
p = percentageSeen(e) / 100 - (scrollOffset || 0);
if (p <= 0 || p >= 1) return
var length = anim.totalFrames / anim.frameModifier;
var pos = length * p * (speed || 1);
anim.goToAndStop(pos);
}
$(window).on('scroll', scrollHandler);
/**
* returns percentage of scrolling element through viewport
* 0% until element-middle is at bottom of viewport
* 100% if element-middle is at top of viewport
*
* #param id
* #returns {number}
*/
function percentageSeen(idOrElement) {
var $element;
if (typeof idOrElement === 'object') {
$element = idOrElement;
} else {
$element = $('#' + id);
if (!$element[0]) return 0;
}
var $win = $(window), viewportHeight = $(window).height(),
scrollTop = $win.scrollTop(),
elementOffsetTop = $element.offset().top,
elementHeight = $element.height();
if (elementOffsetTop > (scrollTop + viewportHeight)) {
return 0;
} else if ((elementOffsetTop + elementHeight) < scrollTop) {
return 100;
} else {
var distance = (scrollTop + viewportHeight) - elementOffsetTop - (elementHeight / 2);
if (distance < 0) return 0;
var percentage = distance / (viewportHeight / 100);
if (percentage > 100) return 100;
return percentage;
}
}
If you want to only start the animation and let it run (independently of further user-scrolling-behaviour), just use the jquery inview plugin, disable autoplay on your animation and trigger the play() once like this:
$(".animation-container").one("inview", function() {
anim.play()
});

Related

how to avoid multiple p5.js sketches to run all at once

I have a web page which encloses a few sketches, all written in P5.JS
Each sketch uses its own name space, so that it runs independently from the others.
I noticed that, for each sketch, the level of performance is lower than the one I get when it runs alone in a separate web page.
My question : what can I do to prevent all the sketches to run all at once ? Is it possible, for example, to activate a sketch only when the mouse hovers its canvas ? It would probably spare ressources.
Thank you for your help.
You can call noLoop() and loop() to stop and restart a sketch. There aren't any built in p5.js events to help you trigger noLoop() when the mouse leaves the sketch or when the sketch is scrolled off screen, however there are a couple of ways you can do it which rely on using the underlying browser functionality:
The built in mouseenter and mouseleave events
Checking winMouseX and winMouseY against the sketch canvas getBoundingClientRect() in each call to draw()
function makeSketch(...colorArgs) {
return (p) => {
let bgColor;
let black;
let c;
p.setup = () => {
c = p.createCanvas(p.windowWidth, p.windowHeight / 3);
bgColor = p.color(...colorArgs);
black = p.color(0);
c.elt.addEventListener('mouseenter', () => {
p.loop();
});
c.elt.addEventListener('mouseleave', () => {
p.noLoop();
});
let bounds = c.elt.getBoundingClientRect();
// Just in case the mouse is already over the canvas when it is created.
// This is also how you would use getBoundingClientRect from the draw()
// and mouseMoved() functions instead of the mouseenter/mouseleave events.
if (p.winMouseX < bounds.left ||
p.winMouseX > bounds.right ||
p.minMouseY < bounds.top ||
p.winMouseY > bounds.bottom) {
p.noLoop();
}
};
p.draw = () => {
p.background(p.lerpColor(
bgColor,
black,
p.abs((p.frameCount % 240 - 120) / 120)
));
let bounds = c.elt.getBoundingClientRect();
p.fill('white');
p.noStroke();
p.text(`${p.winMouseX}, ${p.winMouseY} :: ${bounds.left}, ${bounds.top}, ${bounds.right}, ${bounds.bottom}`, 10, 10);
}
};
}
let sketch1 = new p5(makeSketch('red'));
let sketch2 = new p5(makeSketch(0, 255, 0));
let sketch3 = new p5(makeSketch('blue'));
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script>
You might also find that it is sufficient to pause sketches that are off screen:
function makeSketch(...colorArgs) {
return (p) => {
let bgColor;
let black;
let c;
let isLooping;
p.setup = () => {
c = p.createCanvas(p.windowWidth, p.windowHeight);
bgColor = p.color(...colorArgs);
black = p.color(0);
let bounds = c.elt.getBoundingClientRect();
isLooping = true;
if (bounds.bottom < 0 ||
bounds.top > p.windowHeight) {
p.noLoop();
isLooping = false;
}
// Might need to check this on resize as well.
document.addEventListener('scroll', () => {
let bounds = c.elt.getBoundingClientRect();
// Note this only checks verticle scrolling, but you could check horizontal as well
if (bounds.bottom > 0 &&
bounds.top <= p.windowHeight) {
if (!isLooping) {
isLooping = true;
console.log(`sketch ${colorArgs.join(',')}: loop`);
p.loop();
}
} else if (isLooping) {
isLooping = false;
console.log(`sketch ${colorArgs.join(',')}: noLoop`);
p.noLoop();
}
});
};
p.draw = () => {
p.background(p.lerpColor(
bgColor,
black,
p.abs((p.frameCount % 240 - 120) / 120)
));
p.fill('white');
p.noStroke();
p.text(`${p.frameCount}`, 10, 10);
}
};
}
let sketch1 = new p5(makeSketch('red'));
let sketch2 = new p5(makeSketch(0, 255, 0));
let sketch3 = new p5(makeSketch('blue'));
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script>

Bug found in scrolling smooth code found in someone else post but don't know how to fix

I search on my friend Google for some code to do smooth scroll and found this : Smooth vertical scrolling on mouse wheel in vanilla javascript?
It works well but if i scroll once and then try to use my mouse to manually move the scrollbar, it's broken...
SmoothScroll(document, 120, 12);
function SmoothScroll(target, speed, smooth) {
if (target === document)
target = (document.scrollingElement ||
document.documentElement ||
document.body.parentNode ||
document.body) // cross browser support for document scrolling
var moving = false
var pos = target.scrollTop
var frame = target === document.body &&
document.documentElement ?
document.documentElement :
target // safari is the new IE
target.addEventListener('scroll', scrolled, {
passive: false
})
target.addEventListener('mousewheel', scrolled, {
passive: false
})
target.addEventListener('DOMMouseScroll', scrolled, {
passive: false
})
function scrolled(e) {
e.preventDefault(); // disable default scrolling
var delta = normalizeWheelDelta(e)
pos += -delta * speed
pos = Math.max(0, Math.min(pos, target.scrollHeight - frame.clientHeight)) // limit scrolling
if (!moving) update()
}
function normalizeWheelDelta(e) {
if (e.detail) {
if (e.wheelDelta)
return e.wheelDelta / e.detail / 40 * (e.detail > 0 ? 1 : -1) // Opera
else
return -e.detail / 3 // Firefox
} else
return e.wheelDelta / 120 // IE,Safari,Chrome
}
function update() {
moving = true
var delta = (pos - target.scrollTop) / smooth
target.scrollTop += delta
if (Math.abs(delta) > 0.5)
requestFrame(update)
else
moving = false
}
var requestFrame = function () { // requestAnimationFrame cross browser
return (
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (func) {
window.setTimeout(func, 1000 / 50);
}
);
}()
}
So... i want it to work properly when i already scroll once but try to use the mouse to move the scrollbar instead of mousewheel.
Thanks for helping!
Looks like you could fix it by re-adjusting the pos variable to the scrollTop before your scrolling calculations.
Additionally theres a bug where your scroll could get stuck in an infinite render loop causing you to never stop animating. This was due to the delta being .5 < delta < 1 making the request frame get called forever. You cant actually move the scrollTop anything less than 1 so I adjusted the conditions for another render loop and rounded the delta
function scrolled(e) {
// if currently not animating make sure our pos is up to date with the current scroll postion
if(!moving) {
pos = target.scrollTop;
}
e.preventDefault(); // disable default scrolling
var delta = normalizeWheelDelta(e)
pos += -delta * speed
pos = Math.max(0, Math.min(pos, target.scrollHeight - frame.clientHeight)) // limit scrolling
if (!moving) update()
}
function update() {
moving = true;
// scrollTop is an integer and moving it by anything less than a whole number wont do anything
// to prevent a noop and an infinite loop we need to round it
var delta = absRound((pos - target.scrollTop) / smooth)
target.scrollTop += delta
if (Math.abs(delta) >= 1) {
requestFrame(update)
} else {
moving = false
}
}
function absRound(num) {
if(num < 0) {
return -1*Math.round(-1*num);
} else {
return Math.round(num);
}
}
That way when manually adjusting the scroll position if the wheel is used it doesnt jump to the position it was once at, but instead adjust itself to the current scroll position.

I want change scrollview rolling speed in react native

Now I use interval make it come true, but it is very incoherence.
If I can just change the method (scroll) speed, it well be nice.
this.interval = setInterval(()=>{
if(!_scroll){
_this.interval && clearInterval(_this.interval);
}
if(totalWide+ScreenWidth >= width ){
_scroll.scrollWithoutAnimationTo();
totalWide=0;
i=0;
}else{
_scroll.scrollTo({x:eachWide*i,animate:true});
totalWide = totalWide + eachWide;
i= i+1;
}
},250)
use decelerationRate property of ScrollView
<ScrollView decelerationRate={0.5}>
</ScrollView>
I got this working by having setInterval call a function(in which you define the logic or the pace at which the scroll should move).
this.interval= setInterval(this.scrollwithSpeed, 100); // Set the function to this timer
scrollwithSpeed() {
position = this.state.currentPosition + x; // x decides the speed and
currentPosition is set to 0 initially.
this.scrollObject.scrollTo(
{ y: position, animated: true }
);
this.setState({ currentPosition: position });
}
Make sure you call clearInterval(this.interval) after it is done.
I would suggest to attach to js requestAnimationFrame (from how far I know it is supported in React Native).
Bellow example will scroll linearly from top to bottom. If You need to scoll to different offset just change distance variable.
startingPoint variable is redundant in scrolling from top to bottom but will stay in example.
scroll() {
if (this.scrollAnimationFrame) {
cancelAnimationFrame(this.scrollAnimationFrame);
}
this.listRef.scrollToOffset({offset: 0, animated: false}); // remove if You don't start scroll from top
const duration = this.scrollTime,
startingPoint = 0, // change if You don't start scroll from top
distance = Scrolling.LINE_HEIGHT * Scrolling.ITEMS_COUNT;
let startTimestamp, progress;
const frameCallback = (timestamp) => {
if (!startTimestamp) {
startTimestamp = timestamp;
}
progress = timestamp - startTimestamp;
this.listRef.scrollToOffset({
offset: distance * (progress / duration) + startingPoint,
animated: false,
});
if (progress < duration) {
this.scrollAnimationFrame = requestAnimationFrame(frameCallback);
}
};
this.scrollAnimationFrame = requestAnimationFrame(frameCallback);
}
You can use reanimated to make it work.
const offsetY = useSharedValue(0);
const animatedProps = useAnimatedProps<FlatListProps<unknown>>(() => {
return {
contentOffset: {
x: 0,
y: offsetY.value,
},
};
});
const handleScroll = () => {
offsetY.value = withTiming(targetIndex * CARD_HEIGHT, {
duration: YOUR_DURATION_HERE,
});
}
return <Animated.FlatList animatedProps={animatedProps} ... />

Reloading labels when scrolling esri map

What I'm trying to do is reload my labels when the user moves or scrolls the map to a different position. Currently when the user zooms in past a certain level the labels load and every thing works correct. When the user starts to move the map to a different state the labels disappear and you have to zoom out and zoom back in to regenerate the labels.
I've changed onZoomEnd to update / update-end / load / onLoad
Here is the code:
function initUI(graphics) {
dojo.connect(globals.map, 'onZoomEnd', function () {
console.log("Initial zoom level is :" + globals.map.getZoom());
var font = new esri.symbol.Font(14, esri.symbol.Font.STYLE_NORMAL, esri.symbol.Font.VARIANT_NORMAL, esri.symbol.Font.WEIGHT_BOLDER, "Arial");
var gl = globals.featureLayers[1].graphics;
globals.map.graphics.clear();
if (globals.map.getZoom() >= 9) {
console.log(codeID);
for (var i = 0; i < gl.length ; i++) {
var g = globals.featureLayers[1].graphics[i];
if (codeID == 1 || codeID == 32 || codeID == 28 || codeID == 33 || codeID == 10) {
var strLabel = g.attributes.NAME + ":" + $.formatNumber(findFips(g), { format: '#,###', locale: "us" });//creates string label formatted
var textSymbol = new esri.symbol.TextSymbol(strLabel, font);//create symbol with attribute name
textSymbol.setColor(new dojo.Color([0, 0, 0]));//set the color
var pt = g.geometry.getExtent().getCenter(); //get center of county
var labelPointGraphic = new esri.Graphic(pt, textSymbol); //create label graphic
//add label to the intended graphic
globals.map.graphics.add(labelPointGraphic);
}
else {
var strLabelPct = g.attributes.NAME + " : " + $.formatNumber(findFips(g), {format: '#,###.0', locale: "us"}) + "%";
var textSymbol = new esri.symbol.TextSymbol(strLabelPct);//create symbol with attribute name
textSymbol.setColor(new dojo.Color([0, 0, 0]));//set the color
var pt = g.geometry.getExtent().getCenter(); //get center of county
var labelPointGraphic = new esri.Graphic(pt, textSymbol); //create label graphic
//add label to the intended graphic
globals.map.graphics.add(labelPointGraphic);
}
}//end for
}//end if
});//end on zoom end
If possible, the new 3.7 Esri ArcGIS JavaScript API has a new LabelLayer that may help deal with your issue. It doesn't have as many features but is a great start for a beta feature.
Label Layer
Here is a block of code that I've used (written in 3.7). It uses the new AMD style require and "dojo/on" to attach the updated event triggers to the map.
map.on('zoom-end', function() {
handleMapPanZoom(); // Turns some complex layers on and off.
maxOffset = calcOffset(map); // Updates the max offset at each zoom level.
for (var i = 0; i < lyrs.length; i++) {
lyrs[i].setMaxAllowableOffset(maxOffset);
}
});
map.on('extent-change', function() {
handleMapPanZoom();
});

Play an animation when touch moved is certain distance from touch began

i am new to unityscript and unity and i am trying to make an animation trigger when the touch moved position is +100 to the right of touch began, so i have also tried +500 and +1000 and it seems that the animation is playing when the touch is past 100,500,or 1000 on the screen, not the touch.began position + (the amount), any help is appreciated, thank you for your time as i am new to unityscript
#pragma strict
var distance : float = 10;
var joystick : GameObject;
private var first : boolean = false;
function Start () {
}
function Update () {
transform.eulerAngles = Vector3(0,Camera.main.transform.eulerAngles.y + 180,0);
var v3Pos : Vector3;
if (Input.touchCount > 0 &&
Input.GetTouch(0).phase == TouchPhase.Began) {
// Get movement of the finger since last frame
var touchDeltaPosition:Vector2 = Input.GetTouch(0).position;
if(!first){
var touchdet : Vector2 = touchDeltaPosition;
first = true;
}
// Move object across XY plane
v3Pos = Vector3(touchDeltaPosition.x, touchDeltaPosition.y, distance);
transform.position = Camera.main.ScreenToWorldPoint(v3Pos);
}
if (Input.touchCount > 0 &&
Input.GetTouch(0).phase == TouchPhase.Moved) {
// Get movement of the finger since last frame
var touchAlphaPosition:Vector2 = Input.GetTouch(0).position;
// Move object across XY plane
v3Pos = Vector3(touchAlphaPosition.x, touchAlphaPosition.y, distance);
transform.position = Camera.main.ScreenToWorldPoint(v3Pos);
}
if (Input.touchCount > 0 &&
(Input.GetTouch(0).phase == TouchPhase.Ended || Input.GetTouch(0).phase == TouchPhase.Canceled )) {
// Get movement of the finger since last frame
var touchBetaPosition:Vector2 = Input.GetTouch(0).position;
first = false;
// Move object across XY plane
v3Pos = Vector3(touchBetaPosition.x, 600, distance);
transform.position = Camera.main.ScreenToWorldPoint(v3Pos);
}
if(first)
{
if(touchAlphaPosition.x > touchdet.x + 100)
{
animation.Play("Right");
}
}
}
The variable touchDet is declared and initialized in the function Update, so the value is not persisted between function calls. touchDet in all but the iteration where TouchPhase.Began event fires will always be equal to Vector2.zero.

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