Random image slider set z-index - random

When i use this script it ends up with the red one because that is the last one in line.
So somehow I need to add z-index:+1 ?
jsfiddle.net/fourroses666/MCDw7
Anyone who can help me with this?

This is not an answer to your question, but might be the solution you are seeking. So if you want continous fading of images. You should have two images, the background one having its opacity set to 1, the foreground one fading from 0 to 1. After it reached 1, you place the foreground image to the background, and add a new image into the foreground with opacity 0...
Here is it on JSFiddle
JS Code:
function changeImg(){
var img1 = document.getElementById("1");
var img2 = document.getElementById("2");
img1.src = img2.src;
$("#2").css({ opacity: 0 });
var randomNumber = Math.floor(Math.random()*(16*16*16 - 1));
var randomStr = randomNumber.toString(16);
img2.src = "http://dummyimage.com/50/" + randomStr + "/" + randomStr;
$('#2').delay(200).animate({opacity:1},150, function(){
changeImg();
});
}
$(document).ready(function(){
changeImg();
});​
HTML Code:
<div id="container">
<img id="1" src="http://dummyimage.com/50/000/000" />
<img id="2"/>
</div>​​​​​
CSS Code:
div img{
position:absolute;
width: 50px;
opacity:1;
}

Related

Scrollbar amchart legend

I want a scrollbar for a label when the label more then the chart height. I mentioned in image where I want scrollbar. Actually sometime I have many labels therefore.
As described in the Documentation here:
https://www.amcharts.com/docs/v4/tutorials/chart-legend-in-an-external-container/#Making_legend_scrollable
You need to put the Legend into an external div thats inside a wrapper div.
The Div Structure:
<div id="legendwrapper">
<div id="legenddiv"></div>
</div>
Putting the legend in the external div:
var legendContainer = am4core.create("legenddiv", am4core.Container);
legendContainer.width = am4core.percent(100);
legendContainer.height = am4core.percent(100);
Then you can make it scrollable by styling it like this:
#legenddiv {
width: 150px;
}
#legendwrapper {
max-width: 120px;
overflow-x: none;
overflow-y: auto;
}
A simple way to do this with AMCharts 4
chart.legend = new am4charts.Legend();
chart.legend.position = "right"; // Positionning your legend to the right of the chart
chart.legend.scrollable = true: // Make it scrollable
See a full example as below :
https://codepen.io/team/amcharts/pen/eYmLvoR

Image object color change using kineticjs

I am trying to convert an image to another color using kineticjs, actually my image will be on a layer and also a png one can i change only the image objects color? any help will be very greatful
You can replace non-transparent pixels with a new color using compositing.
In particular source-atop compositing will replace all existing non-transparent pixels with any color you draw.
KineticJS does not currently offer compositing out-of-the-box, but you can easily use an html5 Canvas element to do the compositing and then use that element as an image source for a Kinetic.Image element.
Here's example code and a Demo:
var stage = new Kinetic.Stage({
container: 'container',
width: 350,
height: 350
});
var layer = new Kinetic.Layer();
stage.add(layer);
var canvas=document.createElement('canvas');
var ctx=canvas.getContext('2d');
var kImage;
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/multple/flower.png";
function start(){
cw=canvas.width=img.width;
ch=canvas.height=img.height;
ctx.drawImage(img,0,0);
kImage=new Kinetic.Image({
image:canvas,
width:img.width,
height:img.height,
draggable:true,
});
layer.add(kImage);
layer.draw();
document.getElementById('makeGreen').onclick=function(){
ctx.globalCompositeOperation='source-atop';
ctx.fillStyle='lightgreen';
ctx.fillRect(0,0,cw,ch);
layer.draw();
};
document.getElementById('makeOriginal').onclick=function(){
ctx.globalCompositeOperation='source-over';
ctx.drawImage(img,0,0);
layer.draw();
};
}
body{padding:20px;}
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:350px;
height:350px;
}
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v5.1.0.min.js"></script>
<button id=makeGreen>Green</button>
<button id=makeOriginal>Original</button>
<div id="container"></div>

Center an image while keeping full screen height

I want an image to remain the full height of the browser window even if the window is made smaller. This seems to do the trick. However, at current, the image remains anchored to the left side of the screen with the right side of the image being what is lost as the window resizes. Instead, I'd like the image to chop from both sides leaving a centered image. Is this possible?
Note: I need the image in a div, not set as background.
Thanks!
Here is the CSS I'm currently using:
.div
{
min-height:100%;
min-width:100%;
text-align:center;
overflow: hidden;
margin: 0 auto;
}
.img
{
min-height:100%;
min-width:100%;
margin: 0 auto;
}
something like this ?
var origWidth;
$(document).ready(function() {
origWidth = $(window).width(); //store the window's width when the document loads
origHeight = $(window).height(); //store the window's width when the document loads
});
$(window).resize(function() {
var curWidth = $(window).width(); //store the window's current width
var curHeight = $(window).width(); //store the window's current height
var deltaTop = (curWidth- origWidth);
var deltaLeft = (curHeight- origHeight);
$("#image1").offset({top:($("#image1").offset().top + deltaTop)});
$("#image1").offset({left:($("#image1").offset().top + deltaLeft)});
origWidth = curWidth;
origHeight =curHeight;
});
JsFiddle
(inspired by this question's solution: link)

Make jpeg canvas animation "responsive"

Improve HTML5 Canvas frame by frame JPG animation to fully cache before animating
The above code snippet is great. I'd like to be able to apply new widths with css/media queries to the canvas that holds the jpgs. Is there a way to add that to the above code?
when I tried it my jpg's became wildly oversized.
It appears in the above code that the height and width declared in js for the image and the height and width on the canvas tag need to match or things get wonky.
I want to dynamically call the image width with CSS and media queries.
thanks
<style type="text/css">
/*CSS for full screen animation.You may want to remove this*/
html,body {
height:100%;
width:100%;
padding:0;
margin:0;
}
/*ID for Canvas JPG Animation - Sets size, background image and loader*/
#anim {
background-image:url('images/icon_loading_75x75.gif'),url('images/t5.png');
/*Center=Loading GIF, Left Top= Placeholder Image*/
background-position: center, left top;
background-repeat: no-repeat;
height:500px;
width:660px;
}
</style>
<script type="text/javascript">
function draw() {
var ctx = document.getElementById('anim').getContext("2d");
var start = 1, stop = 121,cur=start,imgArr=[];
//Pre-loads Images
var loadLoop = function() {
var img = document.createElement("img");
img.onload = function() {
imgArr.push(this);
cur++;
if(cur > stop) {
// all images preloaded
animate();
}
else {
loadLoop();
}
}
//img.src = "jpg_80/t5_"+(cur)+".jpg";
img.src = "http://html5canvas.syntheticmedia.net/jpg_80/t5_"+(cur)+".jpg";
//jpg_80/t5_88.jpg
}
loadLoop();
//Canvas JPG Animation
function animate() {
var timer = setInterval(function() {
ctx.drawImage(imgArr.shift(), 0, 0 );
if(imgArr.length == 0) {
// no more frames
clearInterval(timer);
}
//Framerate # 24 Frames per Second
},1000/24);
}
}
</script>
<script src="modernizr-2.6.2.min.js" type="text/javascript">
</script>
<body>
<!-- HTML5 Canvas Animation-->
<canvas id="anim" width="660" height="500"></canvas>
<script>
//call after page loaded
window.onload = draw;
</script>
</body>

Hammer.js Pinch-to-zoom not working

UPDATE: Got a jsfiddle up # http://jsfiddle.net/gacDy/7/ , however, I can't even seem to get this working correctly. I'll keep working on it, but hopefully it'll help.
I'm using Hammer.js for an app I'm working on. For now, I've got a demo that I got on the web somewhere that I'm using to figure out how to make this work. For the demo I have two images (I'll post screenshots below) that I'm trying to get to zoom independently with hammer.js.
As things are right now, both images zoom, but the second one zooms into the region where the first image is. (See screenshots below)
Pre-zoom image:
Post-zoom image:
Code for images:
<div id="zoom2">
<img src="Chrysanthemum.jpg" alt="" width="600" height="377" />
</div>
<div id="zoom">
<img src="waldo.jpg" alt="" width="600" height="377" />
</div>
Functions and such:
<div id="debug"></div>
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script>
<script src="hammer.js"></script>
<script src="jquery.hammer.js"></script>
<script src="jquery.specialevent.hammer.js"></script>
<script>
var debug_el = $("#debug");
// disable the dragging of images on desktop browsers
$("img").bind("dragstart", function() {
return false;
});
$(function(){
var zoom = new ZoomView('#zoom','#zoom :first');
});
function ZoomView(container, element) {
container = $(container).hammer({
prevent_default: true,
scale_treshold: 0,
drag_min_distance: 0
});
element = $(element);
// prefixes
var vendorPrefixes = ["", "-webkit-", "-moz-", "-o-", "-ms-", "-khtml-"];
var displayWidth = container.width();
var displayHeight = container.height();
//These two constants specify the minimum and maximum zoom
var MIN_ZOOM = 1;
var MAX_ZOOM = 5;
var scaleFactor = 1;
var previousScaleFactor = 1;
//These two variables keep track of the X and Y coordinate of the finger when it first
//touches the screen
var startX = 0;
var startY = 0;
//These two variables keep track of the amount we need to translate the canvas along the X
//and the Y coordinate
var translateX = 0;
var translateY = 0;
//These two variables keep track of the amount we translated the X and Y coordinates, the last time we
//panned.
var previousTranslateX = 0;
var previousTranslateY = 0;
//Translate Origin variables
var tch1 = 0,
tch2 = 0,
tcX = 0,
tcY = 0,
toX = 0,
toY = 0,
cssOrigin;
var last_drag_event;
container.bind("transformstart", function(event){
//We save the initial midpoint of the first two touches to say where our transform origin is.
tch1 = [event.touches[0].x, event.touches[0].y];
tch2 = [event.touches[1].x, event.touches[1].y];
tcX = (tch1[0]+tch2[0])/2;
tcY = (tch1[1]+tch2[1])/2;
toX = tcX;
toY = tcY;
cssOrigin = toX +"px "+ toY +"px";
});
container.bind("transform", function(event) {
scaleFactor = previousScaleFactor * event.scale;
scaleFactor = Math.max(MIN_ZOOM, Math.min(scaleFactor, MAX_ZOOM));
transform(event);
});
container.bind("transformend", function(event) {
previousScaleFactor = scaleFactor;
});
container.bind("drag", function(event) {
cssOrigin = (toX + (toX-event.position.x) / scaleFactor) +"px " +
(toY + (toY-event.position.y) / scaleFactor) +"px";
transform(event);
last_drag_event = event;
});
container.bind("dragend", function(event) {
toX += ((toX - last_drag_event.position.x) / scaleFactor);
toY += ((toY - last_drag_event.position.y) / scaleFactor);
cssOrigin = toX +"px "+ toY +"px";
transform(event);
debug_el.text('TX: '+toX+' TY: '+toY);
});
function transform(event) {
//We're going to scale the X and Y coordinates by the same amount
var cssScale = "scale("+ scaleFactor +")";
var props = {};
$(vendorPrefixes).each(function(i, vendor) {
props[vendor +"transform"] = cssScale;
props[vendor +"transform-origin"] = cssOrigin;
});
element.css(props);
debug_el.text('TX: '+translateX+' TY: '+translateY+' '+element.css('-webkit-transform-origin'))
}
}
</script>
-- I duplicated the above code and changed any references to the first image to reference the second image in order to make the second image zoomable. But like I mentioned it's not working correctly. I've tried changing around all my variable names in case I missed a reference to the 1st image that could be causing this overlap but nothing has helped.
EDIT: This may also be pertinent:
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<style>
#zoom {
height: 377px;
width: 600px;
overflow: hidden;
position:relative;
background: #eee;
border: solid 1px #ccc;
}
</style>
<meta name="viewport2" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<style>
#zoom2 {
height: 377px;
width: 600px;
overflow: hidden;
position:static;
background: #eee;
border: solid 1px #ccc;
}
</style>
I just need help figuring out how to keep the second image from disappearing into the 1st image when zooming. I'd appreciate any help I can get. Thanks all.

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