Scroll to top does no work - ajax

Hello I am new to jQuery and I have a problem!
I want to scroll to the top, in a page that is loaded via AJAX call.
This works (test):
$(document).on('click', '#top_icon', function() {
alert('ok');
});
But this is not working (this is what I want to achieve):
$(document).on('click', '#top_icon', function() {
$('html, body').animate({scrollTop: '0px'}, 800);
});

Try this,
$(document).on('click', '#top_icon', function() {
$('html, body').animate({'scrollTop': '0px'}, 800);
return false;
});
scrollTop is undefined in your case.

I am not sure about jQuery, but scrollTop is not a CSS property and therefor might not be part of the properties that can be animated.
But you can create a simple animation for this yourself:
var startValue = 0;
var endValue = 0;
var duration = 800;
var distance = 0;
var velocity = 0;
var step = 0;
var endTime = 0;
var animate = function() {
var elapsedTime = new Date().getTime() - step;
document.body.scrollTop += velocity * elapsedTime;
step = new Date().getTime();
if (step > endTime)
document.body.scrollTop = endValue;
else
setTimeout(animate, 15);
}
yourButton.onclick = function() {
startValue = document.body.scrollTop;
distance = endValue - startValue;
velocity = distance / duration;
step = new Date().getTime();
endTime = step + duration;
animate();
};
​
Here is a fiddle: http://jsfiddle.net/pXvQG/12/, animate by scrolling down and click the body.

Related

Change duration of canvas animation with Request Animation Frame

I'm trying to animate a circle that will draw itself similar to a progress bar. I'm intending to use it on a carousel to track when the next slide is coming up. The problem I'm having is I don't know how to change the duration of the animation. I tried adjusting the framerate, and it works but the animation gets really choppy. setInterval kind of works but it displays the entire circle rather than just a portion of it like I'm intending, so I can't time things properly. I need to be able to control the speed of the animation, slowing it down without it being stuttery. The code I'm working on is below.
<script>
(function() {
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 90;
var endPercent = 85;
var curPerc = 0;
var circ = -Math.PI;
var quart = -(Math.PI * 2) + 1;
function animate(current) {
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(centerX, centerY, radius, -(quart), ((circ) * current) - quart, true);
context.lineWidth = 3;
context.strokeStyle = '#000';
context.stroke();
curPerc++;
if (curPerc < endPercent) {
requestAnimationFrame(function () {
animate(curPerc / 100)
});
}
}
animate();
</script>
requestAnimationFrame does pass an high resolution timestamp in the callback argument. So you could use it to determine where you are in your current animation, and use this delta time to set your positions variables instead of curPerc++.
Here is a naive implementation.
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 90;
var endPercent = 85;
var quart = -(Math.PI * 2) + 1;
var startTime = null;
var duration = null;
function animate(time) {
if (!startTime) {
startTime = time;
}
var delta = Math.min(1, (time - startTime) / duration);
var curPerc = ((-2 * Math.PI) / 100) * (endPercent * delta);
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(centerX, centerY, radius, -quart, curPerc - quart, true);
context.stroke();
if (delta < 1) {
requestAnimationFrame(animate);
} else {
startTime = null;
slider.disabled = false;
}
}
var startAnim = function() {
context.lineWidth = 3;
context.strokeStyle = '#000';
slider.disabled = true;
duration = +slider.value;
l.textContent = duration + 'ms';
requestAnimationFrame(animate);
};
slider.onchange = startAnim;
startAnim();
<p>use the slider to update the animation's duration</p>
<input type="range" min="250" max="9000" value="2000"id="slider" />
<label id="l"></label><br>
<canvas id="myCanvas" height="300"></canvas>

So smooth scrolling like on this website

How to implement smooth scrolling like on this website?
https://boredomdoctors.com/banjo-dog/
I've found on website similar solution:
if (window.addEventListener) window.addEventListener('DOMMouseScroll', wheel, false);
window.onmousewheel = document.onmousewheel = wheel;
function wheel(event) {
var delta = 0;
if (event.wheelDelta) delta = event.wheelDelta / 120;
else if (event.detail) delta = -event.detail / 2;
handle(delta);
if (event.preventDefault) event.preventDefault();
event.returnValue = false;
}
function handle(delta) {
var time = 900; // delay time
var distance = 140; // delta point
// Dom where it will apply
$('html, body').stop().animate({
scrollTop: $(window).scrollTop() - (distance * delta)
}, time, 'easeOutExpo' );
}

FadeIn using TweenJS

I am trying to create a circle, for example, appear using something like FadeIn but in TweenJS library.
This is the code I have written so far:
var stage = new createjs.Stage("demoCanvas");
var circle1 = new createjs.Shape();
var x =circle1.graphics;
x.setStrokeStyle(0.14, 'round', 'round');
x.beginStroke(('#000000'));
circle1.graphics.drawCircle(0, 0,10);
x.endStroke();
x.endFill();
circle1.x = 250;
circle1.y = 250;
stage.addChild(circle1);
circle1.addEventListener("tick", function(){
createjs.Tween.get(circle1).to({alpha: 1,visible:true},1000);
});
You can not put the tweenJs inside de event Tick, because they will fire every tick.
I made an example: https://jsfiddle.net/nywsy1pp/
var stage = new createjs.Stage("canvas");
createjs.Ticker.addEventListener("tick", tick);
var circle = new createjs.Shape(
new createjs.Graphics().f("#f00").dc(0,0,100)
).set({x:100,y:100});
circle.alpha = 0;
stage.addChild(circle);
createjs.Tween.get(circle).to({alpha: 1},5000);
function tick() {
stage.update();
}

Accessing single particles in THREE.js Particle System

I really tried every example, searched the web for hours but I can't seem to get it working!
So I simply tried to implement a little particle system simulating falling snow, just like this: http://www.aerotwist.com/tutorials/creating-particles-with-three-js/
But I only can access it in whole. Meaning I can rotate it as such but as soon as I try to iterate over it's vertices, the whole animation is getting the hiccups! I would really appreciate some help here!
-
Here are the key parts:
-> Setting up the particle system:
var partikelGeo = new THREE.Geometry();
var partikelMaterial = new THREE.ParticleBasicMaterial({
color:0xffffff,
size: 10,
map: THREE.ImageUtils.loadTexture('snowflake2.png'),
blending: THREE.AdditiveBlending,
transparent:true
});
var partikelAnzahl = 3500;
for (var p = 0; p < partikelAnzahl; p++) {
var pX = Math.random() * 1000 -500;
var pY = Math.random() * 1000 -500;
var pZ = Math.random() * 1000 -500;
var partikel = new THREE.Vertex(new THREE.Vector3(pX,pY,pZ));
partikel.velocity = new THREE.Vector3(0,-Math.random(),0);
partikelGeo.vertices.push(partikel);
}
var partikelSystem = new THREE.ParticleSystem(partikelGeo, partikelMaterial);
partikelSystem.sortParticles = true;
scene.add(partikelSystem);
-> Rendering & Animation on mouseclick
var frame = 0;
function animate(){
// request new frame
requestAnimationFrame(function(){
animate();
});
// render
render();
}
animate();
var check = 0;
onmousedown = function(){
if (check) {
check = 0;
}else{
check = 1;
}
}
function render() {
if (check) {
clickDo();
}
camera.lookAt(new THREE.Vector3(0,0,0));
renderer.render(scene,camera);
}
function clickDo() {
frame++;
partikelSystem.rotation.y += 0.01;
var pCount = partikelAnzahl;
while(pCount--) {
// get the particle
var particle =
partikelGeo.vertices[pCount];
// check if we need to reset
if(particle.position.y < -200) {
particle.position.y = 200;
particle.velocity.y = 0;
}
// update the velocity with
// a splat of randomniz
particle.velocity.y -=
Math.random() * .1;
// and the position
particle.position.addSelf(
particle.velocity);
}
// flag to the particle system
// that we've changed its vertices.
partikelSystem.
geometry.
__dirtyVertices = true;
}
Rah
Your code looks good to me. I would just suggest to try not sorting your particles as you use an additive blending:
partikelSystem.sortParticles = false;

HTML5: How can I make my canvas forget old pixels?

I'm trying to make a canvas which can be operated via the mouse (dragging, drawing, clicking...), which would seem to be a simple task. Currently I have it drawing a line from where the mouse was pressed to where ever it is now, until it is released. But all the old versions of the line continue to be drawn regardless of whether I clear the canvas. I've tried using beginPath/closePath and fill instead of stroke; both approaches caused the line to never appear. Is there some... "delimiter" of draw operations that I haven't been able to find?
The source may be viewed and tested here, and I've also included it below.
<!DOCTYPE html>
<html>
<head>
<title>Canvas</title>
</head>
<body>
<canvas id="test" width="640" height="480"></canvas>
<script type="text/javascript">
(function (){
// http://www.html5canvastutorials.com/advanced/html5-canvas-mouse-coordinates/
function getMousePos(obj, evt){
// get canvas position
var top = 0;
var left = 0;
while (obj && obj.tagName != 'BODY') {
top += obj.offsetTop;
left += obj.offsetLeft;
obj = obj.offsetParent;
}
// return relative mouse position
var mouseX = evt.clientX - left + window.pageXOffset;
var mouseY = evt.clientY - top + window.pageYOffset;
return {
x: mouseX,
y: mouseY
};
}
var canvasElement = document.getElementById('test');
if(canvasElement.getContext){
var canvas = canvasElement.getContext('2d');
var start = null;
var end = null;
var drawing = false;
canvasElement.addEventListener('mousedown', function (event){
var mousePos = getMousePos(canvasElement, event);
start = mousePos;
end = mousePos;
drawing = true;
}, false);
canvasElement.addEventListener('mousemove', function (event){
if(drawing){
end = getMousePos(canvasElement, event);
}
}, false);
function release(event){
drawing = false;
}
canvasElement.addEventListener('mouseup', release, true);
var FPS = 30;
setInterval(function() {
canvas.clearRect(0, 0, canvasElement.width, canvasElement.height);
if(drawing && start != null){
canvas.moveTo(start.x, start.y);
canvas.lineTo(end.x, end.y);
canvas.stroke();
}
}, 1000/FPS);
}
})();
</script>
</body>
</html>​
You need to create a path with beginPath and closePath, like so:
canvas.clearRect(0, 0, canvasElement.width, canvasElement.height);
if(drawing && start != null){
canvas.beginPath();
canvas.moveTo(start.x, start.y);
canvas.lineTo(end.x, end.y);
canvas.closePath();
canvas.stroke();
}
Otherwise you'll just keep adding lines to the existing path.

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