leaflet geoJSON filtering - ajax

I am using L.GeoJSON.AJAX to load my json. I have the following to style the markers:
var weakClusterMarkerOptions = {
radius: 5,
fillColor: "#FFFF00",
color: "#000",
weight: 2,
opacity: 1,
fillOpacity: 0.8
},
strongClusterMarkerOptions = {
radius: 7,
fillColor: "#CC0000",
color: "#CC0000",
opacity: 1,
fillOpacity: 0.8
};
function customizeClusterIcon(feature, latlng) {
if (feature.properties.strongCl === 'strong') {
return L.circleMarker(latlng, strongClusterMarkerOptions);
} else {
return L.circleMarker(latlng, weakClusterMarkerOptions);
}
}
I then use the following to filter:
function toggleStrength(strength, showLayer) {
jsonLayer.refilter(function (feature, layer) {
if (strength == 'all') {
return true;
} else {
if (showLayer) {
return feature.properties.strongCl === strength;
}
}
});
}
The issue here is that when I filter the border of the circleMarker disappears but the marker is still visible, specifically the fill colour.

So I ended up creating LayerGroups for each condition (weak and strong) then clearing and adding the respective groups depending on the filter.
toggleStrength = function (layer, showLayer, theMap) {
switch (layer) {
case 'weak':
if (showLayer) {
theMap.addLayer(weakGroup);
} else {
theMap.removeLayer(weakGroup);
}
break;
case 'strong':
if (showLayer) {
theMap.addLayer(strongGroup);
} else {
theMap.removeLayer(strongGroup);
}
break;
default:
clearAll(theMap);
if (showLayer) {
theMap.addLayer(weakGroup);
theMap.addLayer(strongGroup);
}
break;
}
};

Your fillColor and color has same value #CC0000. Probably border is there. It's just has same color as fill.

Related

Nuxt 3 Smooth Scrolling with Hash Links

In my Nuxt.js 3 project, I want to implement single-page navigation. And I followed following articles but it didn't work. any suggestions?
https://dev.to/dimer191996/nuxt-js-smooth-scrolling-with-hash-links-94a
https://levelup.gitconnected.com/nuxt-js-how-to-retain-scroll-position-when-returning-to-page-without-navigation-history-7f0250886d27
The correct way to do it in Nuxt.js 3 is to create the "router.scrollBehaviour.js" file in the plugin directory. Its content should be
import { defineNuxtPlugin } from "#app";
export default defineNuxtPlugin((nuxtApp) => {
nuxtApp.$router.options.scrollBehavior = async (to, from, savedPosition) => {
if (savedPosition) {
return savedPosition;
}
const findEl = async (hash, x = 0) => {
return (
document.querySelector(hash) ||
new Promise((resolve) => {
if (x > 0) {
return resolve(document.querySelector("#app"));
}
setTimeout(() => {
resolve(findEl(hash, 1));
}, 300);
})
);
};
if (to.hash) {
const el = await findEl(to.hash);
if ("scrollBehavior" in document.documentElement.style) {
console.log("hash path hit scroll to");
return window.scrollTo({ top: el.offsetTop, behavior: "smooth" });
} else {
return window.scrollTo(0, el.offsetTop);
}
}
return { left: 0, top: 0, behaviour: "smooth" };
};
})
In Nuxt.js 3 you can do this without a plugin. Simply place a "app/router.options.ts" within the root of your project and add following code to it:
import type { RouterConfig } from "#nuxt/schema";
export default {
scrollBehavior(to, from, savedPosition) {
if(savedPosition)
return savedPosition;
if (to.hash && to.path == from.path) {
const el = document.querySelector(to.hash);
return { top: el.offsetTop, left: 0, behavior: "smooth" };
}
return {
top: 0,
left: 0
}
}
};

Phaser 3.17 doesn't setect collision between tilemap layer and player sprite

No collisions between map layer and player sprite. But collisions between world bounds work. What is wrong?
I tried different workarounds that could find online and none of them worked.
Game config
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: "#f",
physics: {
default: 'arcade',
arcade: {
gravity: { y: gameState.gravity },
debug: true
}
},
scene: {
preload,
create,
update
}
};
Code in create() regarding the tilemap and its layers and the character
gameState.map = this.add.tilemap('map');
gameState.dungeonTileset = gameState.map.addTilesetImage('dungeon', 'dungeonTiles');
gameState.backgroundLayer = gameState.map.createStaticLayer('Background', gameState.dungeonTileset);
gameState.mapLayer = gameState.map.createStaticLayer('Map', gameState.dungeonTileset);
gameState.miscLayer = gameState.map.createStaticLayer('Misc', gameState.dungeonTileset);
gameState.mapLayer.setCollisionByExclusion([-1]);
this.physics.world.bounds.width = gameState.mapLayer.width;
this.physics.world.bounds.height = gameState.mapLayer.height;
gameState.player = this.physics.add.sprite(73, 398, 'player', 0);
gameState.player.setCollideWorldBounds(true);
this.physics.add.collider(gameState.player, gameState.mapLayer);
No warning and no errors are coming up in the console. I don't know what to do anymore.
Thanks in advance!
I have addited a little bit the original example so you can see how it looks, I think the problem in your code is the line concerning gameState.mapLayer.setCollisionByExclusion([-1]); but am not sure because I can't see how the tilemap is created
var config = {
type: Phaser.WEBGL,
width: 800,
height: 576,
backgroundColor: '#2d2d2d',
parent: 'phaser-example',
loader: {
baseURL: 'https://labs.phaser.io',
crossOrigin: 'anonymous'
},
pixelArt: true,
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 } }
},
scene: {
preload: preload,
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var map;
var cursors;
var player;
var groundLayer;
function preload ()
{
this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tile-collision-test.json');
this.load.image('player', 'assets/sprites/phaser-dude.png');
}
function create ()
{
map = this.make.tilemap({ key: 'map' });
var groundTiles = map.addTilesetImage('ground_1x1');
map.createDynamicLayer('Background Layer', groundTiles, 0, 0);
groundLayer = map.createDynamicLayer('Ground Layer', groundTiles, 0, 0);
groundLayer.setCollisionBetween(1, 25);//here
player = this.physics.add.sprite(80, 70, 'player')
.setBounce(0.1);
this.physics.add.collider(player, groundLayer);
cursors = this.input.keyboard.createCursorKeys();
this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
this.cameras.main.startFollow(player);
}
function update ()
{
player.body.setVelocityX(0);
if (cursors.left.isDown)
{
player.body.setVelocityX(-200);
}
else if (cursors.right.isDown)
{
player.body.setVelocityX(200);
}
if (cursors.up.isDown && player.body.onFloor())
{
player.body.setVelocityY(-300);
}
}
<script src="//cdn.jsdelivr.net/npm/phaser#3.17.0/dist/phaser.min.js"></script>

Creating table in canvas / Phaser 3 (Priority)

Can any body help with How to create Tables in Phaser-3(Priority) / Canvas.
Table like this.
Without styling is also ok. Just I want to know how we can create table in Phaser-3(Priority) / Canvas.
You can try to Rex UI Plugin
Here you can find a DEMO
Other demos (scrolling, fix-width-sizer and so on..) available HERE.
HTML
<footer><div id=version></div></footer>
CSS
html, body {
height: 100%;
}
body {
margin: 0;
padding: 0;
background: #222;
color: #eee;
font: caption;
}
#version {
position: absolute;
left: 5px;
top: 605px;
}
JS
const Random = Phaser.Math.Between;
const COLOR_PRIMARY = 0x4e342e;
const COLOR_LIGHT = 0x7b5e57;
const COLOR_DARK = 0x260e04;
class Demo extends Phaser.Scene {
constructor() {
super({
key: 'examples'
})
}
preload() {
this.load.scenePlugin({
key: 'rexuiplugin',
url: 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/plugins/dist/rexuiplugin.min.js',
sceneKey: 'rexUI'
});
}
create() {
this.print = this.add.text(0, 0, '');
var db = createDataBase(400);
var tabs = this.rexUI.add.tabs({
x: 400,
y: 300,
panel: this.rexUI.add.gridTable({
background: this.rexUI.add.roundRectangle(0, 0, 20, 10, 10, COLOR_PRIMARY),
table: {
width: 250,
height: 400,
cellWidth: 120,
cellHeight: 60,
columns: 2,
mask: {
padding: 2,
},
},
slider: {
track: this.rexUI.add.roundRectangle(0, 0, 20, 10, 10, COLOR_DARK),
thumb: this.rexUI.add.roundRectangle(0, 0, 0, 0, 13, COLOR_LIGHT),
},
// scroller: true,
createCellContainerCallback: function (cell) {
var scene = cell.scene,
width = cell.width,
height = cell.height,
item = cell.item,
index = cell.index;
return scene.rexUI.add.label({
width: width,
height: height,
background: scene.rexUI.add.roundRectangle(0, 0, 20, 20, 0).setStrokeStyle(2, COLOR_DARK),
icon: scene.rexUI.add.roundRectangle(0, 0, 20, 20, 10, item.color),
text: scene.add.text(0, 0, item.id),
space: {
icon: 10,
left: 15
}
});
},
}),
leftButtons: [
createButton(this, 2, 'AA'),
createButton(this, 2, 'BB'),
createButton(this, 2, 'CC'),
createButton(this, 2, 'DD'),
],
rightButtons: [
createButton(this, 0, '+'),
createButton(this, 0, '-'),
],
space: {
leftButtonsOffset: 20,
rightButtonsOffset: 30,
leftButton: 1,
},
})
.layout()
//.drawBounds(this.add.graphics(), 0xff0000);
tabs
.on('button.click', function (button, groupName, index) {
switch (groupName) {
case 'left':
// Highlight button
if (this._prevTypeButton) {
this._prevTypeButton.getElement('background').setFillStyle(COLOR_DARK)
}
button.getElement('background').setFillStyle(COLOR_PRIMARY);
this._prevTypeButton = button;
if (this._prevSortButton === undefined) {
return;
}
break;
case 'right':
// Highlight button
if (this._prevSortButton) {
this._prevSortButton.getElement('background').setFillStyle(COLOR_DARK)
}
button.getElement('background').setFillStyle(COLOR_PRIMARY);
this._prevSortButton = button;
if (this._prevTypeButton === undefined) {
return;
}
break;
}
// Load items into grid table
var items = db
.chain()
.find({
type: this._prevTypeButton.text
})
.simplesort('id', {
desc: (this._prevSortButton.text === '-') // sort descending
})
.data();
this.getElement('panel').setItems(items).scrollToTop();
}, tabs);
// Grid table
tabs.getElement('panel')
.on('cell.click', function (cellContainer, cellIndex) {
this.print.text += cellIndex + ': ' + cellContainer.text + '\n';
}, this)
.on('cell.over', function (cellContainer, cellIndex) {
cellContainer.getElement('background')
.setStrokeStyle(2, COLOR_LIGHT)
.setDepth(1);
}, this)
.on('cell.out', function (cellContainer, cellIndex) {
cellContainer.getElement('background')
.setStrokeStyle(2, COLOR_DARK)
.setDepth(0);
}, this);
tabs.emitButtonClick('left', 0).emitButtonClick('right', 0);
}
update() {}
}
var createDataBase = function (count) {
var TYPE = ['AA', 'BB', 'CC', 'DD'];
// Create the database
var db = new loki();
// Create a collection
var items = db.addCollection('items');
// Insert documents
for (var i = 0; i < count; i++) {
items.insert({
type: TYPE[i % 4],
id: i,
color: Random(0, 0xffffff)
});
}
return items;
};
var createButton = function (scene, direction, text) {
var radius;
switch (direction) {
case 0: // Right
radius = {
tr: 20,
br: 20
}
break;
case 2: // Left
radius = {
tl: 20,
bl: 20
}
break;
}
return scene.rexUI.add.label({
width: 50,
height:40,
background: scene.rexUI.add.roundRectangle(0, 0, 50, 50, radius, COLOR_DARK),
text: scene.add.text(0, 0, text, {
fontSize: '18pt'
}),
space: {
left: 10
}
});
}
var config = {
type: Phaser.AUTO,
parent: 'phaser-example',
width: 800,
height: 600,
scene: Demo
};
var game = new Phaser.Game(config);

react native navigation custom animated transition

I'm using react native v0.49 and I'm trying to implement custom transition when navigate to other page.
what I'm trying to do is to make transition only for one scene from scene 2 to scene3. but not for all the app.
this example I found it's for all web so I want to make just for one screen and for all the app because if I do that way it will effect for all the app and it's not what I'm looking for. any idea?
class SceneOne extends Component {
render() {
return (
<View>
<Text>{'Scene One'}</Text>
</View>
)
}
}
class SceneTwo extends Component {
render() {
return (
<View>
<Text>{'Scene Two'}</Text>
</View>
)
}
}
let AppScenes = {
SceneOne: {
screen: SceneOne
},
SceneTwo: {
screen: SceneTwo
},
SceneThree: {
screen: SceneTwo
},
}
let MyTransition = (index, position) => {
const inputRange = [index - 1, index, index + 1];
const opacity = position.interpolate({
inputRange,
outputRange: [.8, 1, 1],
});
const scaleY = position.interpolate({
inputRange,
outputRange: ([0.8, 1, 1]),
});
return {
opacity,
transform: [
{scaleY}
]
};
};
let TransitionConfiguration = () => {
return {
// Define scene interpolation, eq. custom transition
screenInterpolator: (sceneProps) => {
const {position, scene} = sceneProps;
const {index} = scene;
return MyTransition(index, position);
}
}
};
class App extends Component {
return (
<View>
<AppNavigator />
</View>
)
}
Here's an example of how we do it, you can add your own transitions to make it your own. Our goal was simply to expose the baked-in transition configurations to have more control over the animations. Our transition configuration: https://gist.github.com/jasongaare/db0c928673aec0fba7b4c8d1c456efb6
Then, in your StackNavigator, add that config like so:
StackNavigator(
{
LoginScreen: { screen: LoginScreen },
HomeScreen: { screen: HomeScreen },
},
{
stateName: 'MainStack',
initialRouteName: 'HomeScreen',
initialRouteParams: { transition: 'fade' },
transitionConfig: TransitionConfig,
}
);
Finally, when you navigate, just add your params when you navigate:
this.props.navigation.navigate('HomeScreen', { transition: 'vertical' })

JsPlumb Dynamic Endpoints as Connection Overlays

I am trying to create dynamic endpoints as overlays on my connections and running into issues. I am trying to model what this person has here on SO:
jsPlumb connecting custom overlays - endpoint not moved
However, no matter what I try to do when I get to this point:
var overlay_div = $(connection.overlays[0].canvas);
I cannot get the connection to be recognized. I've tried to put this logic in the bind connection but that didn't work either when trying to establish the connection overlay. Any assistance on this would be extremely helpful.
http://jsfiddle.net/nitincool4urchat/c3b514wf/14/
First, Create custom elements as overlays
Second, Make sure that these elements have unique IDs
Third, Bind to the connection event to create endPoints on these custom-overlays.
jsPlumb.ready(function() {
// setup some defaults for jsPlumb.
instance = jsPlumb.getInstance({
Endpoint : ["Dot", {radius:2}],
HoverPaintStyle : {strokeStyle:"#1e8151", lineWidth:4 },
ConnectionOverlays : [
[ "Arrow", {
location:1,
id:"arrow",
length:14,
foldback:0.8
}]
,["Custom", {
create: function(component) {
return connectionNode();
},
location:0.5
}]
//,[ "Label", { label:"Connect To", id:"label", cssClass:"aLabel" }]
],
Container: "flowchart-demo"
});
var relationEndpoint = {
endpoint: ["Dot", { radius: 2 }],
isSource: true,
connector: ["Flowchart", { stub: [40, 60], cornerRadius: 5, alwaysRespectStubs: true }],
connectorStyle: { strokeStyle: "#5c96bc", lineWidth: 4, outlineColor: "transparent", outlineWidth: 4 },
maxConnections: 5,
onMaxConnections: function (info, e) {
alert("Maximum connections (" + info.maxConnections + ") reached");
},
isTarget: true,
dropOptions: {
tolerance: "touch",
hoverClass: "dropHover",
activeClass: "dragActive"
},
beforeDetach: function (conn) {
return confirm("Detach connection?");
}
};
function connectionNode() {
//var overlay_div = $(connection.ConnectionOverlays[0].canvas);
//jsPlumb.addEndpoint({ anchor: ["Perimeter", { shape: "Rectangle" }] }, relationEndpoint);
return $("<div>Custom</div>",{id:Date.now()}).css({border:'1px solid black',background:'green'});
}
var windows = jsPlumb.getSelector(".flowchart-demo .window");
instance.draggable(windows);
instance.bind("connection", function(info) {
console.dir(info.connection);
console.dir(info.connection.getOverlays());
console.dir(info.connection.getOverlays()[1].canvas);
var overlay_div = $(info.connection.getOverlays()[1].canvas);
jsPlumb.addEndpoint(overlay_div,{ anchor: ["Perimeter", { shape: "Rectangle" }] }, relationEndpoint);
});
// suspend drawing and initialise.
instance.doWhileSuspended(function() {
var isFilterSupported = instance.isDragFilterSupported();
// make each ".ep" div a source and give it some parameters to work with. here we tell it
// to use a Continuous anchor and the StateMachine connectors, and also we give it the
// connector's paint style. note that in this demo the strokeStyle is dynamically generated,
// which prevents us from just setting a jsPlumb.Defaults.PaintStyle. but that is what i
// would recommend you do. Note also here that we use the 'filter' option to tell jsPlumb
// which parts of the element should actually respond to a drag start.
// here we test the capabilities of the library, to see if we
// can provide a `filter` (our preference, support by vanilla
// jsPlumb and the jQuery version), or if that is not supported,
// a `parent` (YUI and MooTools). I want to make it perfectly
// clear that `filter` is better. Use filter when you can.
if (isFilterSupported) {
instance.makeSource(windows, {
filter:".ep",
anchor:"Continuous",
connector: ["Flowchart", { stub: [40, 60], cornerRadius: 5, alwaysRespectStubs: true }],
connectorStyle:{ strokeStyle:"#5c96bc", lineWidth:4, outlineColor:"transparent", outlineWidth:4 },
maxConnections:5,
onMaxConnections:function(info, e) {
alert("Maximum connections (" + info.maxConnections + ") reached");
}
});
}
else {
var eps = jsPlumb.getSelector(".ep");
for (var i = 0; i < eps.length; i++) {
var e = eps[i], p = e.parentNode;
instance.makeSource(e, {
parent:p,
anchor:"Continuous",
connector: ["Flowchart", { stub: [40, 60], cornerRadius: 5, alwaysRespectStubs: true }],
connectorStyle:{ strokeStyle:"#5c96bc",lineWidth:4, outlineColor:"transparent", outlineWidth:4 },
maxConnections:5,
onMaxConnections:function(info, e) {
alert("Maximum connections (" + info.maxConnections + ") reached");
}
});
}
}
});
// initialise all '.w' elements as connection targets.
instance.makeTarget(windows, {
dropOptions:{ hoverClass:"dragHover" },
anchor:"Continuous",
allowLoopback:true,
anchor:"Continuous"
});
jsPlumb.fire("jsPlumbDemoLoaded", instance);
});

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