Animate window from right to left[Titanium] - animation

I want to animate a window so that it slides to right to open and slides to the left to close. How can i do that ?
I have the following code but ti doesn't work :
var textWin = Ti.UI.createWindow({
width:400,
height:400,
backgroundColor:'white',
borderColor:'blue',
borderRadius:10,
left:0,
right:0,
bottom:600,
});
var slideRightopen = Titanium.UI.createAnimation();
slideRightopen.right = 320;
slideRightopen.duration = 200;
var slideLeftClose = Titanium.UI.createAnimation();
slideLeftClose.right = 0;
slideLeftClose.duration = 300;

setting the bottom to 600 will display the window off screen

Related

Collision Detection - Character not falling of platform correct

I am making a platform game with movement in x and y axis. Im using the collision detction from https://stemkoski.github.io/Three.js/Collision-Detection.html, works great and all. Just that Im having a small problem that I do not understand how to solve. Did the reasearch and found nothing that helped me with the problem (probably because I dont get how it works).
To the problem: When Im moving my character left and right I want the character fall down where the ledge is, works on the left side. But on the right side the character starts to fall before where the ledge is picture.
This is how my code looks like now:
function animate() {
requestAnimationFrame( animate );
var originPoint = user.position.clone();
for (var i = 0; i < user.geometry.vertices.length; i++) {
var localVertex = user.geometry.vertices[i].clone();
var globalVertex = localVertex.applyMatrix4(user.matrixWorld);
var directionVector = globalVertex.sub(user.position);
var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
var collisionResult = ray.intersectObjects(objectArray);
if (collisionResult.length > 0 && collisionResult[0].distance < directionVector.length()){
inAir = false;
}
else inAir = true;
};
var userGeometry = new THREE.PlaneGeometry( 50, 100, 10 );
var userMaterial = new THREE.MeshBasicMaterial( {
color: "red"
} );
var user = new THREE.Mesh( userGeometry, userMaterial );
scene.add(user);

How to remove leftside scales in amcharts

How do I remove the side scale axis in am-charts.
For eg. in this fiddle I want to remove the top scales and left scales.
what are the properties or methods that I need to manipulate.
A demo chart.
http://jsfiddle.net/JSTQW/
Currently, I am using this code for plotting the chart:
chart = new AmCharts.AmSerialChart();
chart.dataProvider = chartData1; //data provider for chart
chart.categoryField = "year"; //this is the side category year field
chart.startDuration = 1; //this is the chart plotting time
chart.plotAreaBorderColor = "#ffffff"; //side div rectangular border
chart.plotAreaBorderAlpha = 15;
// this single line makes the chart a bar chart
chart.rotate = true;
chart.columnWidth=0.2;
// AXES
// Category
var categoryAxis = chart.categoryAxis;
categoryAxis.gridPosition = "start";
categoryAxis.gridAlpha = 0.1;
categoryAxis.axisAlpha = 0;
// Value
var valueAxis = new AmCharts.ValueAxis();
valueAxis.axisAlpha = 0;
valueAxis.gridAlpha = 0.1;
valueAxis.position = "top";
valueAxis.maximum = 100;
chart.addValueAxis(valueAxis);
// GRAPHS
// first graph
var graph1 = new AmCharts.AmGraph();
graph1.type = "column";
graph1.title = "Income";
graph1.valueField = "income";
graph1.balloonText = "Income:[[value]]";
graph1.lineAlpha = 0;
graph1.fillColors = "#7fb5b7";
graph1.fillAlphas = 1;
chart.addGraph(graph1);
// second graph
var graph2 = new AmCharts.AmGraph();
graph2.type = "column";
graph2.title = "Expenses";
graph2.valueField = "expenses";
graph2.balloonText = "Expenses:[[value]]";
graph2.lineAlpha = 0;
graph2.fillColors = "#999999";
graph2.fillAlphas = 1;
chart.addGraph(graph2);
// LEGEND
//var legend = new AmCharts.AmLegend();
// chart.addLegend(legend);
chart.creditsPosition = "top-right";
// WRITE
chart.write("chartdiv1");
The accepted answer is no longer valid for amcharts4, now you can do this with:
valueAxis.renderer.labels.template.disabled = true;
And you might also want to disable the tooltip:
valueAxis.tooltip.disabled = true;
By setting valueAxis.labelsEnabled value you can get this.
Just try :
valueAxis.labelsEnabled = false;

WebGL single frame "screenshot" of webGL

tried searching for something like this, but I've had no luck. I'm trying to open a new tab with a screenshot of the current state of my webgl image. Basically, it's a 3d model, with the ability to change which objects are displayed, the color of those objects, and the background color. Currently, I am using the following:
var screenShot = window.open(renderer.domElement.toDataURL("image/png"), 'DNA_Screen');
This line succeeds in opening a new tab with a current image of my model, but does not display the current background color. It also does not properly display the tab name. Instead, the tab name is always "PNG 1024x768".
Is there a way to change my window.open such that the background color is shown? The proper tab name would be great as well, but the background color is my biggest concern.
If you open the window with no URL you can access it's entire DOM directly from the JavaScript that opened the window.
var w = window.open('', '');
You can then set or add anything you want
w.document.title = "DNA_screen";
w.document.body.style.backgroundColor = "red";
And add the screenshot
var img = new Image();
img.src = someCanvas.toDataURL();
w.document.body.appendChild(img);
Well it is much longer than your one liner but you can change the background color of the rectangle of the context.
printCanvas (renderer.domElement.toDataURL ("image/png"), width, height,
function (url) { window.open (url, '_blank'); });
// from THREEx.screenshot.js
function printCanvas (srcUrl, dstW, dstH, callback)
{
// to compute the width/height while keeping aspect
var cpuScaleAspect = function (maxW, maxH, curW, curH)
{
var ratio = curH / curW;
if (curW >= maxW && ratio <= 1)
{
curW = maxW;
curH = maxW * ratio;
}
else if (curH >= maxH)
{
curH = maxH;
curW = maxH / ratio;
}
return { width: curW, height: curH };
}
// callback once the image is loaded
var onLoad = function ()
{
// init the canvas
var canvas = document.createElement ('canvas');
canvas.width = dstW;
canvas.height = dstH;
var context = canvas.getContext ('2d');
context.fillStyle = "black";
context.fillRect (0, 0, canvas.width, canvas.height);
// scale the image while preserving the aspect
var scaled = cpuScaleAspect (canvas.width, canvas.height, image.width, image.height);
// actually draw the image on canvas
var offsetX = (canvas.width - scaled.width ) / 2;
var offsetY = (canvas.height - scaled.height) / 2;
context.drawImage (image, offsetX, offsetY, scaled.width, scaled.height);
// notify the url to the caller
callback && callback (canvas.toDataURL ("image/png")); // dump the canvas to an URL
}
// Create new Image object
var image = new Image();
image.onload = onLoad;
image.src = srcUrl;
}

How add a background picture for a DIV, Google maps Custom Controls

I am trying to create a image for google's custom controls. When I assign a background picture in a css, it breaks, otherwise it works.
var latlng = new google.maps.LatLng(-34.397, 150.644);
var myOptions = {
zoom: 8,
center: latlng,
mapTypeId: google.maps.MapTypeId.ROADMAP
};
var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions);
var myLocationControlDiv = document.createElement('DIV');
var controlUI = document.createElement('DIV');
//controlUI.style.borderWidth = '20px';
//controlUI.style.backgroundColor = 'black';
//controlUI.style.borderStyle = 'solid';
//controlUI.style.cursor = 'pointer';
//controlUI.style.backgroundImage = "url(/img/icons/pin.png)";
controlUI.title = 'Click to set the map to Home';
myLocationControlDiv.appendChild(controlUI);
map.controls[google.maps.ControlPosition.TOP_LEFT].push(controlUI);
You can also see it here: http://jsfiddle.net/k3Jjw/
Two simple problems:
You need an explicit height and width on your control - background images don't cause the DIV to grow to fit them.
The image URL you used does not exist (I get 404).
If you use the following code, you should see an image control in the top left:
var controlUI = document.createElement('DIV');
controlUI.style.cursor = 'pointer';
controlUI.style.backgroundImage = "url(http://dummyimage.com/100x100)";
controlUI.style.height = '100px';
controlUI.style.width = '100px';
controlUI.title = 'Click to set the map to Home';
myLocationControlDiv.appendChild(controlUI);
Great work posting the JSFiddle link - it made this question easy to answer.

possible to use html images like canvas with getImageData / putImageData?

I'd like to know if there is a way to dynamically modify/access the data contained in html images just as if they were an html5 canvas element. With canvas, you can in javascript access the raw pixel data with getImageData() and putImageData(), but I have thus far been not able to figure out how to do this with images.
// 1) Create a canvas, either on the page or simply in code
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
// 2) Copy your image data into the canvas
var myImgElement = document.getElementById('foo');
ctx.drawImage( myImgElement, 0, 0 );
// 3) Read your image data
var w = myImgElement.width, h=myImgElement.height;
var imgdata = ctx.getImageData(0,0,w,h);
var rgba = imgdata.data;
// 4) Read or manipulate the rgba as you wish
for (var px=0,ct=w*h*4;px<ct;px+=4){
var r = rgba[px ];
var g = rgba[px+1];
var b = rgba[px+2];
var a = rgba[px+3];
}
// 5) Update the context with newly-modified data
ctx.putImageData(imgdata,0,0);
// 6) Draw the image data elsewhere, if you wish
someOtherContext.drawImage( ctx.canvas, 0, 0 );
Note that step 2 can also be brought in from an image loaded directly into script, not on the page:
// 2b) Load an image from which to get data
var img = new Image;
img.onload = function(){
ctx.drawImage( img, 0, 0 );
// ...and then steps 3 and on
};
img.src = "/images/foo.png"; // set this *after* onload
You could draw the image to a canvas element with drawImage(), and then get the pixel data from the canvas.
After having some issues with this code, I want to add one or two things to Phrogz's answer :
// 1) Create a canvas, either on the page or simply in code
var myImgElement = document.getElementById('foo');
var w = myImgElement.width, h=myImgElement.height; // New : you need to set the canvas size if you don't want bug with images that makes more than 300*150
var canvas = document.createElement('canvas');
canvas.height = h;
canvas.width = w;
var ctx = canvas.getContext('2d');
// 2) Copy your image data into the canvas
ctx.drawImage( myImgElement, 0, 0, w, h ); // Just in case...
// 3) Read your image data
var imgdata = ctx.getImageData(0,0,w,h);
var rgba = imgdata.data;
// And then continue as in the other code !
that worked for me (IE10x64,Chromex64 on win7, chromium arm linux, ...seems to bug with firefox 20 arm linux but not sure ... to re-test)
--html--
<canvas id="myCanvas" width="600" height="300"></canvas>
<canvas id="myCanvasOffscreen" width="1" height="1"></canvas>
-- js --
// width & height can be used to scale image !!!
function getImageAsImageData(url, width, height, callack) {
var canvas = document.getElementById('myCanvasOffscreen');
canvas.width = width;
canvas.height = height;
var context = canvas.getContext('2d');
var imageObj = new Image();
imageObj.onload = function() {
context.drawImage(imageObj, 0, 0, width, height);
imgData = context.getImageData(0,0,width, height);
canvas.width = 1;
canvas.height = 1;
callack( imgData );
};
imageObj.src = url;
}
-- then --
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
var imgData;
getImageAsImageData('central_closed.png', IMG_WIDTH, IMG_HEIGHT,
function(imgData) {
// do what you want with imgData.data (rgba array)
// ex. colorize( imgData, 25, 70, 0);
ctx.putImageData(imgData,0,0);
}
);
you first want to draw a pic on the canvas and then get the imageData from the canvas ,it is a wrong way,because the js think it is a "Cross-domain access",but the getIamgeData method don't allow the "Cross-domain access" to an image.you can hava a try by put the in the root place and access it by "localhost" .
Im not sure if it is possible, but you can try requesting pixel information from PHP, if GD library it will be an easy task, but surely will be slower. Since you didnt specified application so I will suggest checking SVG for this task if they can be vector images than you will be able to query or modify the image.
Directly work on IMG element is also valid:
var image = document.createElement('img'),w,h ;
image.src = "img/test.jpg" ;
$(image).one('load',function(){
w = image.naturalWidth ;
h = image.naturalHeight ;
var cnv = document.createElement('canvas') ;
$(cnv).attr("width",w) ;
$(cnv).attr("height",h) ;
var ctx = cnv.getContext('2d') ;
ctx.drawImage(image,0,0) ;
var imgdata = ctx.getImageData(0,0,w,h) ;
var rgba = imgdata.data ;
for (var px=0,ct=w*h*4;px<ct;px+=4){
var r = rgba[px+0] ;
var g = rgba[px+1] ;
var b = rgba[px+2] ;
var a = rgba[px+3] ;
// Do something
rgba[px+0] = r ;
rgba[px+1] = g ;
rgba[px+2] = b ;
rgba[px+3] = a ;
}
ctx.putImageData(imgdata,0,0) ;
$("body").append(cnv) ;
}) ;

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