JavaScript - Html5 Web Sockets Trouble
Similar TutorialsI want to know how to move a character on the path when you click the left or right arrow, but also when the left arrow is clicked it will switch between 4 images, making it look as though the characters is actually walking left arrow = moves character to left on the path(walks to the left) right arrow = moves character to right on the path(walks to the right) up arrow = character jumps This is my original code, it draws a path something like this \____ ........................................................................................\ Code: function drawMap(){ // get the canvas element using the DOM var canvas = document.getElementById('map'); // Make sure we don't execute when canvas isn't supported if (canvas.getContext){ // use getContext to use the canvas for drawing var ctx = canvas.getContext('2d'); // Stroked Path ctx.beginPath(); ctx.moveTo(0,70); ctx.lineTo(45,115); ctx.lineTo(250,115); ctx.lineTo(300,135); ctx.stroke(); ctx.closePath(); } else { alert('Your broswer does not support Canvas, We recommend getting the latest version of google chrome for the best quality'); } } Can anyone point me in the right direction? I want to have an example on web storage. I have an index.html page. On this page, there is a button which will go to another page, that is page1.html. On this page now, there is another button which will go to page2.html if clicked. Index.html > page1.html > page2.html Suppose if a user has already visited page2.html on the first time, how to make him/her goes directly on page2.html after clicking the button on index.html? The user must not again go to page1.html to get page2.html because he/she has already done that. I want to know how to store page sessions with HTML5 so that the user gets on his/her last visited page when he/she clicks the button. Thank. I'm keen to know what you guys think of this. In order to have HTML5 semantics and support for older browsers without Javascript enable I've written a little script that changes classes into node. For example <div class="nav"> would become <nav class="nav"> Code: //Adapt page to HTML5 function changeNodeName(element, newNodeName) { var oldNode = element, newNode = document.createElement(newNodeName), node, nextNode; node = oldNode.firstChild; while (node) { nextNode = node.nextSibling; newNode.appendChild(node); node = nextNode; } for (var i = 0; i < oldNode.attributes.length; i++) { newNode.setAttribute(oldNode.attributes[i].name, oldNode.attributes[i].value); } oldNode.parentNode.replaceChild(newNode, oldNode); } try { var theBody = document.getElementsByTagName("body")[0]; var classNames = ["article", "aside", "command", "details", "summary", "figure", "figcaption", "footer", "header", "mark", "meter", "nav", "progress", "ruby", "rt", "rp", "section", "time", "wbr"]; for (var i = 0; i < classNames.length; i++) { htmlFourElements = document.getElementsByClassName(classNames[i], theBody); for (var ii = 0; ii < htmlFourElements.length; ii++) { changeNodeName(htmlFourElements[ii], classNames[i]); } } } catch(e) { console.error(e.message); } Let me know what you think Hello, I am coding a slider for my portfolio which has divs that slide when you click either the arrow keys or the numbers below the slider's frame. I just can't figure out how to change the javascript/css file so that the current slide number, (the little numbers below the image), becomes a different color when you actively view it, so that it indicates to users number they're currently on. Thanks for help! Here's a draft of what it looks like so far in the front end with my grids still in place: HTML file: Code: <div id="slider" class="span-24 last"> <div id="slide2Left"> ←</div> <div id="slideFrame"> <div id="slideBoard"> <!-- the slides --> <div class="slidePoint"> Slide 1 Goes Here </div> <div class="slidePoint"> Slide 2 Goes Here </div> <div class="slidePoint"> Slide 3 Goes Here </div> <!-- end slideBoard --> </div> <div id="slideReference"></div> <!-- end slideFrame --> </div> <div id="slide2Right" class="last"> →</div> <!-- end slider section --> </div> Javascript code Code: // JavaScript Document $(document).ready(function(){ var slideTime = 700; var currentSlide = 1; var totalSlides = $("#slideBoard > div").size(); var slideWidth = $('#slideFrame').css('width'); var slideAmount = parseInt(slideWidth); function slideLeft(){ if(currentSlide > 1){ $("#slideBoard").animate({ left: ['+='+slideAmount, 'swing'] }, slideTime ); currentSlide += -1; } } function slideRight(){ if(currentSlide < totalSlides){ $("#slideBoard").animate({ left: ['+=-'+slideAmount, 'swing'] }, slideTime ); currentSlide += 1; } } function slideTo(slideNumber){ ///* slideNumber = parseInt(slideNumber); slidePos = slideNumber -1; var p1 = $('#slideBoard'); var position1 = p1.position(); var p2 = $('#slideBoard div:nth-child(' + slideNumber + ')'); //alert(p2.html()); var position2 = p2.position(); var slideFor = (-position1.left) - position2.left; //alert('p1: '+ position1.left + ' p2: '+ position2.left + ' Sliding: '+slideFor); $("#slideBoard").animate({ left: ['+='+slideFor, 'swing'] }, slideTime ); currentSlide = slideNumber; //*/ } $('#slide2Left').click(function(){ slideLeft(); }); $('#slide2Right').click(function(){ slideRight(); }); $(document).keydown(function(e){ if(e.keyCode == 37){ //alert( "left pressed" ); slideLeft(); return false; } if(e.keyCode == 39){ //alert( "rigt pressed" ); slideRight(); return false; } }); //# Slide Reference Tool for(i = 1; i < (totalSlides+1); i++){ $('#slideReference').append('<div class="slideNumber">'+i+'</div>'); } $('.slideNumber').click(function(){ slideTo($(this).html()); }); $(".slidePoint").touchwipe({ wipeLeft: function() { slideRight(); }, wipeRight: function() { slideLeft(); }, min_move_x: 20, preventDefaultEvents: true }); }); CSS Code Code: /* CSS Document */ #slider { position: relative; margin: 79px 0 50px 0; height: 500px; padding-bottom: 50px; border-bottom: 1px solid #9B9B9B; } #slideFrame { width:870px; left: 40px; min-height:460px; height:460px; overflow:hidden; position:relative; border:#CCC solid 0px; } #test { width:30px; min-height:460px; height:460px; overflow:hidden; position:relative; border:#CCC solid 0px; } #slideBoard { position:absolute; top:0px; left:0px; width:3000px; min-height:400px; margin:0px; padding:0px; background: #ccc; opacity: .3; } .slidePoint { width:870px; min-height:400px; height:410px; display:inline-block; margin:0px; padding:0xp; float:left; } .slidePoint p { padding:5px; } #slide2Left, #slide2Right{ position:absolute; top: 200px; bottom: 5px; cursor:pointer; width:20px; height:20px; color:#9B9B9B; border:#9B9B9B solid 1px; border-radius: 5px; padding:3px; text-align:center; display: inline-block; } #slide2Right{ left: 920px; } #slideReference { position:absolute; width: 770px; min-height:10px; bottom:5px; left:50px; text-align:center; } .slideNumber { border-radius: 2px; background:#929292; color:#ffffff; cursor:pointer; display:inline-block; padding:3px; margin:3px; text-align:center; min-height:15px; min-width:15px; } I followed a tutorial on Lynda for a simple HTML5 slideshow and altered it so that it doesn't auto play and has next and previous button controls. I can't quite figure out the previous button. Code: </script> <script type="text/javascript"> var imagePaths = [ "images/Test-1.jpg", "images/Test-2.jpg", "images/Test-3.jpg", "images/Test-4.jpg" ]; var showCanvas = null; var showCanvasCtx = null; var img = document.createElement("img"); var currentImage = 1; window.onload = function () { showCanvas = document.getElementById('showCanvas'); showCanvasCtx = showCanvas.getContext('2d'); img.setAttribute('width','480'); img.setAttribute('height','360'); } function nextImage() { img.setAttribute('src',imagePaths[currentImage++]); img.onload = function() { if (currentImage >= imagePaths.length) currentImage = 0; showCanvasCtx.drawImage(img,0,0,480,360); } } function prevImage() { img.setAttribute('src',imagePaths[currentImage--]); img.onload = function() { if (currentImage > imagePaths.length) currentImage = 0; showCanvasCtx.drawImage(img,0,0,480,360); } } </script> </head> <body > <br /> <div id="slideArea"> <div id="right"><input id="nxtBtn" value="Next" type="button" onclick="nextImage()"></div> <div id="left"> <input id="bkBtn"value="Back" type="button" onclick="prevImage()"></div> <div id="center"> <center> <canvas id="showCanvas" width="480" height="360" > Your browser does not support the canvas tag. <br /> Please upgrade your browser <br /><br /> <a href="#" onMouseOut="MM_swapImgRestore()" onMouseOver="MM_swapImage('Firefox','','../../_images/Logo-FirefoxB.png',1)"><img src="../../_images/Logo-Firefox.png" name="Firefox" width="50" height="50" border="0"></a> <a href="https://www.google.com/chrome" target="_blank" onmouseover="MM_swapImage('Chrome','','../../_images/Logo-ChromeB.png',1)" onmouseout="MM_swapImgRestore()"><img src="../../_images/Logo-Chrome.png" name="Chrome" width="50" height="50" border="0" id="Chrome" /></a> <a href="http://www.apple.com/safari/" onmouseout="MM_swapImgRestore()" onmouseover="MM_swapImage('Safari','','../../_images/Logo-SafariB.png',1)"><img src="../../_images/Logo-Safari.png" name="Safari" width="50" height="50" border="0" id="Safari" /></a> <a href="http://windows.microsoft.com/en-US/internet-explorer/downloads/ie" onmouseout="MM_swapImgRestore()" onmouseover="MM_swapImage('IE','','../../_images/Logo-IEB.png',1)"><img src="../../_images/Logo-IE.png" name="IE" width="50" height="50" border="0" id="IE" /></a> <a href="http://www.opera.com/" onmouseout="MM_swapImgRestore()" onmouseover="MM_swapImage('Opera','','../../_images/Logo-OperaB.png',1)"><img src="../../_images/Logo-Opera.png" name="Opera" width="50" height="50" border="0" id="Opera" /></a> </canvas> </center> This doesn't quite work. If you click on the back button it goes forward one slide then back Then when you click the next button you have to click it several times before it will go forward again. Any help would be greatly appreciated Hi, I worked on this website : http://www.kesslercareers.com/index.html and cannot find out why it does not work in IE while it works in other browsers. The small video does not play while the sound does. As far as I can see it works fine in FF and Chrome. Anybody any idea? Thanks Purmar I run Windows 7 and IE9, and I believe IE9 supports HTML5 Local Storage. But when I run this offline (locally) in IE9 Code: <script type="text/javascript"> function testSupport() { if (localStorage) {return "Local Storage: Supported"} else { return "Local Storage: NOT supported"; } } alert ( testSupport() ); </script> I get "LocalStorage: NOT supported". Chrome returns "Local Storage: Supported" My DOCTYPE is <!DOCTYPE html> Other tests also fail in IE. Example: Code: localStorage.setItem("name", "Hello World!"); alert(localStorage.getItem("name")); Above works in Chrome. Any advice, please? Have I not configured IE9 properly? I have a code that will randomly select a div from a list and inside of that div i want there to be a sound file. How would I use html5 and javascript to make it so that when a user clicks a button it would play whatever sound was associated with that button? Code: <div id="randomdiv1" class="article_example_div"> <embed src="Black Hawk Down - Music Video - Riot.mp3" width=25 height=25 autostart=false repeat=true loop=true></embed> </div> I found a tutorial to create the HTML5 flip book. I combined three Edge "projects" with the HTML5 flip book. http://www.schrene.web44.net/Easter-2012/Book-A.html I tried to adjust the z-index so that the butterfly would fly out of the book but nothing I tried worked.. Also I wanted the animations to start with each flip of the page... I tried but I don't know enough javaScript to figure it out.... So I created a "cheesy" work around... A very large div on the right side of the page that has the animations in a mouse out event. Here is the page flip js: Code: (function() { // Dimensions of the whole book var BOOK_WIDTH = 880; var BOOK_HEIGHT = 460; // Dimensions of one page in the book var PAGE_WIDTH = 428; var PAGE_HEIGHT = 450; // Vertical spacing between the top edge of the book and the papers var PAGE_Y = ( BOOK_HEIGHT - PAGE_HEIGHT ) / 2; // The canvas size equals to the book dimensions + this padding var CANVAS_PADDING = 30; var page = 0; var canvas = document.getElementById( "pageflip-canvas" ); var context = canvas.getContext( "2d" ); var mouse = { x: 0, y: 0 }; var flips = []; var book = document.getElementById( "book" ); // List of all the page elements in the DOM var pages = book.getElementsByTagName( "section" ); // Organize the depth of our pages and create the flip definitions for( var i = 0, len = pages.length; i < len; i++ ) { pages[i].style.zIndex = len - i; flips.push( { // Current progress of the flip (left -1 to right +1) progress: 1, // The target value towards which progress is always moving target: 1, // The page DOM element related to this flip page: pages[i], // True while the page is being dragged dragging: false } ); } // Resize the canvas to match the book size canvas.width = BOOK_WIDTH + ( CANVAS_PADDING * 2 ); canvas.height = BOOK_HEIGHT + ( CANVAS_PADDING * 2 ); // Offset the canvas so that it's padding is evenly spread around the book canvas.style.top = -CANVAS_PADDING + "px"; canvas.style.left = -CANVAS_PADDING + "px"; // Render the page flip 60 times a second setInterval( render, 1000 / 60 ); document.addEventListener( "mousemove", mouseMoveHandler, true ); document.addEventListener( "mousedown", mouseDownHandler, true ); document.addEventListener( "mouseup", mouseUpHandler, false ); function mouseMoveHandler( event ) { // Offset mouse position so that the top of the spine is 0,0 mouse.x = event.clientX - book.offsetLeft - ( BOOK_WIDTH / 2 ); mouse.y = event.clientY - book.offsetTop; } function mouseDownHandler( event ) { // Make sure the mouse pointer is inside of the book if (Math.abs(mouse.x) < PAGE_WIDTH) { if (mouse.x < 0 && (page - 1) >= 0) { // We are on the left side, drag the previous page flips[page - 1].dragging = true; selPage=page-1; } else if (mouse.x > 0 && (page + 1) < flips.length) { // We are on the right side, drag the current page flips[page].dragging = true; selPage=page; } } // Prevents the text selection event.preventDefault(); } function mouseUpHandler( event ) { for( var i = 0; i < flips.length; i++ ) { // If this flip was being dragged, animate to its destination if( flips[i].dragging ) { // Figure out which page we should navigate to if( mouse.x < 0 ) { flips[i].target = -1; if (selPage == page) page = Math.min( page + 1, flips.length ); } else { flips[i].target = 1; if (selPage != page ) page = Math.max( page - 1, 0 ); } } flips[i].dragging = false; } } function render() { context.clearRect( 0, 0, canvas.width, canvas.height ); for (var i = 0; i < flips.length; i++) { var flip = flips[i]; if( flip.dragging ) { flip.target = Math.max( Math.min( mouse.x / PAGE_WIDTH, 1 ), -1 ); } flip.progress += ( flip.target - flip.progress ) * 0.2; // If the flip is being dragged or is somewhere in the middle of the book, render it if( flip.dragging || Math.abs( flip.progress ) < 0.997 ) { drawFlip( flip ); } } } function drawFlip( flip ) { // Strength of the fold is strongest in the middle of the book var strength = 1 - Math.abs( flip.progress ); if (strength < 0.01) strength=0.01; // Width of the folded paper var foldWidth = ( PAGE_WIDTH * 0.5 ) * ( 1 - flip.progress ); // X position of the folded paper var foldX = PAGE_WIDTH * flip.progress + foldWidth; // How far the page should outdent vertically due to perspective var verticalOutdent = 20 * strength; // The maximum width of the left and right side shadows var paperShadowWidth = ( PAGE_WIDTH ) * Math.max( Math.min( 1 - flip.progress, 0.5 ), 0 ); var rightShadowWidth = ( PAGE_WIDTH ) * Math.max( Math.min( strength, 0.5 ), 0 ); var leftShadowWidth = ( PAGE_WIDTH ) * Math.max( Math.min( strength, 0.5 ), 0 ); // Change page element width to match the x position of the fold flip.page.style.width = Math.max(foldX, 0) + "px"; context.save(); context.translate( CANVAS_PADDING + ( BOOK_WIDTH / 2 ), PAGE_Y + CANVAS_PADDING ); // Draw a sharp shadow on the left side of the page context.strokeStyle = 'rgba(0,0,0,'+(0.05 * strength)+')'; context.lineWidth = 30 * strength; context.beginPath(); context.moveTo(foldX - foldWidth, -verticalOutdent * 0.5); context.lineTo(foldX - foldWidth, PAGE_HEIGHT + (verticalOutdent * 0.5)); context.stroke(); // Right side drop shadow var rightShadowGradient = context.createLinearGradient(foldX, 0, foldX + rightShadowWidth, 0); rightShadowGradient.addColorStop(0, 'rgba(0,0,0,'+(strength*0.2)+')'); rightShadowGradient.addColorStop(0.8, 'rgba(0,0,0,0.0)'); context.fillStyle = rightShadowGradient; context.beginPath(); context.moveTo(foldX, 0); context.lineTo(foldX + rightShadowWidth, 0); context.lineTo(foldX + rightShadowWidth, PAGE_HEIGHT); context.lineTo(foldX, PAGE_HEIGHT); context.fill(); // Left side drop shadow var leftShadowGradient = context.createLinearGradient(foldX - foldWidth - leftShadowWidth, 0, foldX - foldWidth, 0); leftShadowGradient.addColorStop(0, 'rgba(0,0,0,0.0)'); leftShadowGradient.addColorStop(1, 'rgba(0,0,0,'+(strength*0.15)+')'); context.fillStyle = leftShadowGradient; context.beginPath(); context.moveTo(foldX - foldWidth - leftShadowWidth, 0); context.lineTo(foldX - foldWidth, 0); context.lineTo(foldX - foldWidth, PAGE_HEIGHT); context.lineTo(foldX - foldWidth - leftShadowWidth, PAGE_HEIGHT); context.fill(); // Gradient applied to the folded paper (highlights & shadows) var foldGradient = context.createLinearGradient(foldX - paperShadowWidth, 0, foldX, 0); foldGradient.addColorStop(0.35, '#fafafa'); foldGradient.addColorStop(0.73, '#eeeeee'); foldGradient.addColorStop(0.9, '#fafafa'); foldGradient.addColorStop(1.0, '#e2e2e2'); context.fillStyle = foldGradient; context.strokeStyle = 'rgba(0,0,0,0.06)'; context.lineWidth = 0.5; // Draw the folded piece of paper context.beginPath(); context.moveTo(foldX, 0); context.lineTo(foldX, PAGE_HEIGHT); context.quadraticCurveTo(foldX, PAGE_HEIGHT + (verticalOutdent * 2), foldX - foldWidth, PAGE_HEIGHT + verticalOutdent); context.lineTo(foldX - foldWidth, -verticalOutdent); context.quadraticCurveTo(foldX, -verticalOutdent * 2, foldX, 0); context.fill(); context.stroke(); context.restore(); } })(); Here is the js for activating the Edge animations: Code: <script> function playAnim1(){ var comp = $.Edge.getComposition("page1"); var stage = comp.getStage(); stage.play("play1"); } $(document).ready(function(){ setTimeout(playAnim1, 1000); }); function playAnim2(){ var comp = $.Edge.getComposition("page2"); var stage = comp.getStage(); stage.play("play2"); } $(document).ready(function(){ setTimeout(playAnim2, 1000); }); function playAnim3(){ var comp = $.Edge.getComposition("page3"); var stage = comp.getStage(); stage.play("play3"); } $(document).ready(function(){ setTimeout(playAnim3, 1000); }); </script> Not sure if the things I want to accomplish with this are even possible??? If anybody has any help or advice I would greatly appreciate it. I am new to javascript (I started learning it today) so please explain it for newbies. I am trying to get the amount of video (in seconds) buffered already by the client and the whole duration of the video. Then, I divide them to get the precentage which was buffered so far. I have no problem storing the durating using: Code: var duration = document.getElementById('vid').duration - returns "12.6" (seconds) I am struggling with getting the buffered time. I tried: Code: var buffered = document.getElementById('vid').buffered This one returns "[object TimeRanges]". From what I understood this is some kind of an object (Like an array?). I tried returning "buffered.length" and I get "1" back. Please explain how I can do this. thanks Hi there! I found this code, in reply to someone's problem, on this forum. I have altered it to my own needs, as it's an excellent piece of code. However, I would like it to run under HTML5. I believe I need to add "canvas" code to do the same?? I have already changed the doctype! HTML heading etc., Can anyone help? Many, many thanks!! Code: <!doctype html> <head> <meta charset=UTF-8" /> <title>Crazy Rally - France</title> <script type="text/javascript"> var frames = new Array(); //load frames into array for(var i = 1; i < 417; i++){ frames[i] = new Image(480,320); frames[i].src = "track" + i + ".png"; } //playback var currentFrameNumber = 1; var fps = 30; // frames / second const speed = 1000 / fps; // milliseconds //var speed = 33; function nextFrame( ) { document.getElementById("display").src = frames[currentFrameNumber].src; currentFrameNumber = ( currentFrameNumber + 1 ) % frames.length; setTimeout( nextFrame, speed ); } window.onload = nextFrame; </script> </head> <body> <img id="display" src="track1.png" width="480" height="320"> </body> </html> Hi there, I am just writing to see if I can receive some help regarding an issue I'm having? I have written this application: http://bit.ly/dOHwhp - It allows the user to make melodies and change the speed of playback. It uses HTML5 and JavaScript. What I'd really like to do is have the ability for the user to save the melody in some respect. At the moment, I am using a parse harsh method. I thought potentially the user could save the #... and then load it from the URL. I have a method of loading it from the URL but no current way of 'saving' it and loading the saved version, as such. I have a feeling it would be far more advanced but, I would love to have a download feature like they have on this site: http://patternsketch.com/ Could anyone help out? This is my JavaScript file as it stands (although all files can be discovered in the source code of the page) Code: // ===== VARIABLES ===== var isPlaying = false; var curNote = 0; var curTempo = 100; // ===== FUNCTIONS ===== // playTune: Play the next note! function playTune() { if (isPlaying !== false) { var nextNote = 60000 / curTempo / 4; // Turn off all lights on the tracker's row $("#tracker li.track").removeClass("active"); // Light up the tracker on the current track $("#tracker li.track.col_" + curNote).addClass("active"); // Find each active note, play it var tmpAudio; $(".playBar[id^=control] li.track.active.col_" + curNote).each(function(i){ tmpAudio = document.getElementById($(this).data('sound_id')); if (!tmpAudio.paused) { // Pause and reset it tmpAudio.pause(); tmpAudio.currentTime = 0.0; } tmpAudio.play(); }); // Move the track forward curNote = (curNote + 1) % 16; } // if (isPlaying) } // playTune // Make a new hash function buildHash() { // Start it var newhash = ''; // For each track, check and add in a 0/1 as appropriate $(".playBar[id^=control] li.track").each(function(i){ newhash += $(this).is('.active') ? '1' : '0'; }); // Separate it newhash += '|'; // Now, toss in the note newhash += $('#temposlider').slider('value'); // Check and see if we really need to update if (location.hash != '#' + newhash) location.hash = newhash; } // buildHash // Read in our hash function parseHash() { if (location.hash.length > 0) { // Split it up, work it out, removing the actual hashmark var pieces = location.hash.substring(1).split('|'); // Set the lights var lights = pieces[0]; $(".playBar[id^=control] li.track").each(function(i){ // Make sure we haven't exceeded if (i >= lights.length) return false; // Check our location, turn on class if need be if (lights.charAt(i) == '1') { $(this).addClass('active'); } }); // Set the tempo if (typeof pieces[1] !== 'undefined') { $('#temposlider').slider('value', parseInt(pieces[1])); $('#tempovalue').innerHTML = pieces[1]; curTempo = parseInt(pieces[1]); } } } // parseHash // Clear it! function clearAll() { $(".playBar[id^=control] li.active").removeClass('active'); } // Run on DOM ready $(document).ready(function(){ // Process each of the audio items, creating a playlist sort of setup $("audio").each(function(i){ // Make a self reference for ease of use in click events var self = this; // Make a sub-list for our control var $ul = $('<ul id="control_' + this.id + '" class="playBar">'); $ul.append('<li class="header">' + this.title + '</li>'); // Add 16 list items! for (j = 0; j < 16; j++) { var $li = $('<li class="track col_'+j+'">'+self.id+'</li>') .click(function(){ $(this).toggleClass('active'); buildHash(); }) .data('sound_id', self.id); $ul.append($li); } // for (i = 0; i < 16; i++) // Append it up $('<li>').append($ul).appendTo('#lights'); }); // Bind up a click for our button $("#soundstart").click(function(){ if (isPlaying === false) { // Start the playing! curNote = 0; isPlaying = setInterval(playTune, 60000 / curTempo / 4); // Change our display this.innerHTML = "Stop"; } else { clearInterval(isPlaying); isPlaying = false; $("#tracker li.track").removeClass("active"); $("audio").each(function(){ this.pause(); this.currentTime = 0.0; }); this.innerHTML = "Play"; } }); $('#clearall').click(clearAll); $('#reload').click(parseHash); // ===== Misc ===== // Build or read the hash if (location.hash == '') { // I was building this at load - but now, no, just to be safe //buildHash(); } else { parseHash(); } // Show our value, now that we've built off of the hash $('#tempovalue').html(curTempo); // Make our tempo slider $('#temposlider').slider({ 'value': curTempo, 'min': 30, 'max': 170, 'step': 2, 'slide': function(e, ui) { curTempo = ui.value; $('#tempovalue').html(curTempo); if (isPlaying !== false) { clearInterval(isPlaying); isPlaying = setInterval(playTune, 60000 / curTempo / 4); } }, 'stop': function(e, ui) { buildHash(); } }); }); I'm trying to finish off a NotePad/SketchPad app using the HTML5 canvas element and i am getting an error when i try to PUT image data to the canvas. also the getImageData() function for CANVAS is also not working. I would like to get this working soon, because i have a really nice Prototype of a 7 inch Touch screen device i would like to install this to. Error: canvas.putImageData is not a function according to all of the HTML5 canvas tutorials i've read (including the one on Mozilla-Dev), it should be correct, but it's still throwing this error. It makes no sense at all. I remember getting a similar error to this before by using the DOM element identifier - getElementByID() where the "D" is a capital letter when it should have been a lower case. However that doesn't seem to be the case here. Can anyone help me out with this? here's my HTML & JS code The main HTML UI file Code: <html><head> <meta http-equiv="content-type" content="text/html; charset=ISO-8859-1"> <title>Sketch Book v1.0</title> <script src="SketchBook.js" type="text/javascript"></script> <script src="JSxpcom.js" language="text/javascript"></script> </head> <body onLoad="Init();"> <div id="SketchPageView"> <canvas id="SketchPage" width="480" height="640" style="background: #C7C1A3; position: absolute; top: 0px; left: 0px;" onmousedown="Draw(this, event);"></canvas> </div> <div id="Options" style="position: absolute; visibility: hidden; top: 100px; left: 50px;"> <table cellwidth="100" border="0" cellpadding="0" cellspacing="0" height="50"> <tbody><tr><td><img src="./Image/TL-black.PNG" height="19" width="19"></td><td bgcolor="#bce0f8"><center><b>Options</b></center><img src="./Image/delete.png" style="position:absolute; top: 2px; left: 150px; height: 18; width: 18;" onClick="HideOptions();"></td><td><img src="./Image/TR-black.PNG" height="19" width="19"></td></tr> <tr><td bgcolor="#bce0f8"></td> <td bgcolor="#bce0f8"> <div style="border: 1px solid black;"> <table> <tbody><tr> <td><center>Pen Size</center></td><td><center>Color</center></td> </tr> <tr> <td> <select id="GetPenSize" onchange="UpdatePenSize();"> <option value="1">1 px</option> <option value="2">2 px</option> <option value="3">3 px</option> <option value="4">4 px</option> <option value="5">5 px</option> </select> </td> <td> <select id="GetPenColor" onchange="UpdatePenColor();"> <option value="Black">Black</option> <option value="White">White</option> <option value="Red">Red</option> <option value="Blue">Blue</option> <option value="Green">Green</option> <option value="Brown">Brown</option> </select> </td> </tr> <tr> <td><input value="Restore" onclick="RestoreData();" type="button"></td><td><input value="Backup" onclick="BackupData();" type="button"></td> </tr> <tr> <td><input value="Encrypt" onclick="EncryptData();" type="button"></td><td><input value="DeCrypt" onclick="DecryptData();" type="button"></td> </tr> </tbody></table> </div> </td> <td bgcolor="#bce0f8"></td></tr> <tr><td><img src="./Image/BL-black.PNG" height="19" width="19"></td> <td bgcolor="#bce0f8"></td><td align="right"><img src="./Image/BR-black.PNG" height="19" width="19"></td></tr> </tbody></table> </div> <table id="UI" style="position: absolute; top: 0px; left: 412px; visibility: visible;" border="0" cellpadding="0" cellspacing="0" width="40"> <tbody><tr><td><img src="./Image/TL-black.PNG" height="19" width="19"></td><td bgcolor="#bce0f8"></td><td><img src="./Image/TR-black.PNG" height="19" width="19"></td></tr> <tr><td bgcolor="#bce0f8"></td> <td bgcolor="#bce0f8" height="600"> <img src="./Image/up.png" style="width: 30px; height: 30px;" onclick="NextNote('up');"><br><br><br><br> <img src="./Image/plus.png" style="width: 30px; height: 30px;" onclick="NewSketch();"><br><br><br><br> <img src="./Image/save.png" style="width: 30px; height: 30px;" onclick="SaveSketch();"><br><br><br><br> <img src="./Image/clear.png" style="width: 30px; height: 30px;" onclick="ClearSketch();"><br><br><br><br> <img src="./Image/delete.png" style="width: 30px; height: 30px;" onclick="DeleteSketch();"><br><br><br><br> <img src="./Image/gear.png" style="width: 30px; height: 30px;" onclick="ShowOptions();"><br><br> <img src="./Image/down.png" style="width: 30px; height: 30px;" onclick="NextNote('down');"> </td> <td bgcolor="#bce0f8"></td> </tr> <tr><td><img src="./Image/BL-black.PNG" height="19" width="19"></td> <td bgcolor="#bce0f8"></td> <td align="right"><img src="./Image/BR-black.PNG" height="19" width="19"></td></tr> </tbody></table> </body></html> The JS file (has the CANVAS manipulation code in it) Code: var SketchDataFolder = "c:\\"; var PenSize = "3"; var PenShape = "Circle"; var PenColor = "Black"; var LoadFile = ""; var UIstatus = "visible"; var CurrentNote = 0; var BGcolor = "#C7C1A3"; var DataPath = "\Data\\"; var FileList = []; var SystemPath; var UIstatus = "visible"; var Server = "localhost"; document.onkeyup = ToggleUI; function Init() { // Get the System Path GetSystemPath("SketchBook.html"); // Load All Filenames of the DataPath directory into an array GetFileList(SystemPath + DataPath, FileList); //Load the first Note onto the canvas // if there are no notes in the directory, don't try to load anything if(FileList.length > 0) { var NxtNote = LoadFromDisk(FileList[CurrentNote]); // Load the image data onto the canvas var canvas = document.getElementById("SketchPage"); var context = canvas.getContext("2d"); canvas.putImageData(NxtNote , 0 , 0 ); } } function HideOptions() { document.getElementById("Options").style.visibility = "hidden"; } function ToggleUI(e) { var KeyID = (window.event) ? event.keyCode : e.keyCode; var KeyValue = 18; // Use a key to hide the toolbars so that most of the screen is used for the UI if(KeyID == KeyValue) { if(UIstatus == "visible") { UIstatus = "hidden"; document.getElementById("UI").style.visibility = "hidden"; return; } if(UIstatus == "hidden") { UIstatus = "visible"; document.getElementById("UI").style.visibility = "visible"; } } } function ShowOptions() { document.getElementById("Options").style.visibility = "visible"; } function UpdatePenSize() { PenSize = document.getElementById('GetPenSize').value; } function UpdatePenShape() { PenShape = document.getElementById('GetPenShape').value; } function UpdatePenColor() { PenColor = document.getElementById('GetPenColor').value; } function Draw(element, event) { document.addEventListener("mousemove", PenHandler, true); document.addEventListener("mouseup", upHandler, true); event.stopPropagation(); event.preventDefault(); function PenHandler(event) { var x = event.clientX; var y = event.clientY; // mouse event goes here var canvas = document.getElementById("SketchPage"); var ctx = canvas.getContext("2d"); if (PenShape ="Circle") { // This draws a circle ctx.fillStyle = PenColor; ctx.beginPath(); ctx.arc(x, y, PenSize, 0, Math.PI*2, true); ctx.closePath(); ctx.fill(); } event.stopPropagation(); } function upHandler(event) { document.removeEventListener("mouseup", upHandler, true); document.removeEventListener("mousemove", PenHandler, true); event.stopPropagation(); } } function SaveSketch() { // Get the current file name var FileName = SystemPath + DataPath + CurrentNote + ".img"; var canvas = document.getElementById("SketchPage"); var context = canvas.getContext("2d"); var ImgData = context.getImageData(0, 0, canvas.width, canvas.height); alert(ImgData); // Write the PNG file to the disk SaveToDisk(FileName, ImageData); } function NextNote(Direction) { if(Direction == "up") { // Display the previoius note CurrentNote--; // Make sure you don't incrimnet to a non-existant note if(CurrentNote <= 0) { CurrentNote = FileList.length; } var NxtNote = LoadFromDisk(SystemPath + DataPath + FileList[CurrentNote]); // Load the image data onto the canvas var canvas = document.getElementById("SketchPage"); var context = canvas.getContext("2d"); canvas.putImageData(NxtNote , 0 , 0 ); return; } if(Direction == "down") { //Display the Next note CurrentNote++; // Make sure you don't incrimnet to a non-existant note if(CurrentNote > FileList.length) { CurrentNote = 0; } var NxtNote = LoadFromDisk(SystemPath + DataPath + FileList[CurrentNote]); // Load the image data onto the canvas var canvas = document.getElementById("SketchPage"); var context = canvas.getContext("2d"); canvas.putImageData(NxtNote , 0 , 0 ); return; } } function DeleteNote() { // Delete The current note DeleteFile(SystemPath + DataPath + FileList[CurrentNote]); // Reload the Directory List // Re-Dim the FileList Array FileList.length = 0; GetFileList(SystemPath + DataPath, FileList); // Load The Previous Note // Display the previoius note CurrentNote--; // Make sure you don't incrimnet to a non-existant note if(CurrentNote <= 0) { CurrentNote = FileList.length; } var NxtNote = LoadFromDisk(FileList[CurrentNote]); // Load the image data onto the canvas var canvas = document.getElementById("SketchPage"); var context = canvas.getContext("2d"); canvas.putImageData(NxtNote , 0 , 0 ); return; } function AddNote() { // Add a note to the notebook and at the end of the File List // **** Later this function should be modified to be an INSERT function rather than just an add // Just incase the user needs to go back an edit and add more things to their notebook } function ClearSketch() { // Clear the contents of the Canvas //Draw a rectangle that covers the canvas var canvas = document.getElementById("SketchPage"); var ctx = canvas.getContext("2d"); ctx.fillStyle = BGcolor; ctx.fillRect (0, 0, canvas.width, canvas.height); } function Crypt(method) { // This function will Encrypt or Decrypt All the NoteData if(method == "encrypt") { return; } if(method == "decrypt") { return; } } function Archive(method) { // This function will Restore or Backup all NoteData to a network resource if(method == "restore") { return; } if(method == "backup") { return; } } // ******************** These are the XPCOM Functions ************************ function GetSystemPath(ApplicationName) { // This function should Detect the system directory of the app // and return that string as the SystemPath variable // You must supply the filename of the HTML file that it is being called from // I suppose later i could add the code to detect the HTML's actual file name // It's on the ToDo List... var GetSysPath = self.location; GetSysPath = GetSysPath + ""; Get = GetSysPath.replace("file:///" , ""); Get = Get.replace(/\//g , "\\"); Get = Get.replace(ApplicationName, ""); SystemPath = Get; return SystemPath; } function DeleteFile(FileName) { // Delete a local file netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect"); var aFile = Components.classes["@mozilla.org/file/local;1"].createInstance(); if (aFile instanceof Components.interfaces.nsILocalFile) { aFile.initWithPath(FileName); aFile.remove(false); } } function GetFileList(Directory, FileList) { netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect"); var _nsILocalFile = Components.classes["@mozilla.org/file/local;1"] .createInstance(Components.interfaces.nsILocalFile); // initialize path to work with _nsILocalFile.initWithPath(Directory); // get file interface implemenation // this means that an XPCOM Class can implement multiple interface var lv_oFile = _nsILocalFile.QueryInterface(Components.interfaces.nsIFile); var lv_oEntries = lv_oFile.directoryEntries; while(lv_oEntries.hasMoreElements()) { var lv_cFile = lv_oEntries.getNext() .QueryInterface(Components.interfaces.nsIFile).path; FileList.push(lv_cFile); } } function SaveToDisk(filepath, content) { try { netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect"); } catch (e) { alert("Permission to save file was denied."); } var file = Components.classes["@mozilla.org/file/local;1"] .createInstance(Components.interfaces.nsILocalFile); file.initWithPath( filepath ); if ( file.exists() == false ) { file.create( Components.interfaces.nsIFile.NORMAL_FILE_TYPE, 420 ); } var outputStream = Components.classes["@mozilla.org/network/file-output-stream;1"] .createInstance( Components.interfaces.nsIFileOutputStream ); outputStream.init( file, 0x04 | 0x08 | 0x20, 420, 0 ); var output = content; var result = outputStream.write( output, output.length ); outputStream.close(); } function LoadFromDisk(filePath) { if(window.Components) try { netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect"); var file = Components.classes["@mozilla.org/file/local;1"].createInstance(Components.interfaces.nsILocalFile); file.initWithPath(filePath); if (!file.exists()) return(null); var inputStream = Components.classes["@mozilla.org/network/file-input-stream;1"].createInstance(Components.interfaces.nsIFileInputStream); inputStream.init(file, 0x01, 00004, null); var sInputStream = Components.classes["@mozilla.org/scriptableinputstream;1"].createInstance(Components.interfaces.nsIScriptableInputStream); sInputStream.init(inputStream); return(sInputStream.read(sInputStream.available())); } catch(e) { //alert("Exception while attempting to load\n\n" + e); return(false); } return(null); } Hello I have a rather complicated issue I need to discuss. Due to the nature of what I specialize in it's pretty difficult to discuss with anyone my thoughts. My work involves making GUI's for IPTV set-top-boxes. I both design and implement the user interfaces, which involves doing heavy JavaScript programming (actually it involves creating a framework). How it works in a nutshell is; a browser runs on the set-top-box. When a user presses buttons on the remote controls the browser receives those events as e.g. "UP", "DOWN", "OK", "PROGRAM_UP", "PROGRAM_DOWN", etc. events. They need to be handled by a custom javascript code. But here's where the problems begin. Ordinary web interfaces can depend on the mouse (or finger on touchscreens) for context, the user can press any button anywhere on the interface without a hassle. In TV interfaces you don't have that touchscreen ability, you have to manage some sorts of state/context of what the user is doing and where the user has it's "selection", and decide what to do next if he presses any other buttons, like "OK". The user can be zapping channels with PROGRAM_UP and PROGRAM_DOWN remote control buttons, or the user can be browsing movies by selecting poster with arrow keys and rent with OK. I have to manage this context in JavaScript, handle the input events and modify model/view accordingly. This feels awkward, or wrong. So, that's why I am here. What would you do, if you were given a set-top-box, with Opera/HTML5 support, and the only input is a stateless remote-control. Ideas? I can play a sound on my local machine using the following code, but when I upload to a server the same code it does not play. I cannot work out why, the link below gives the code. The multi channel code is he http://www.storiesinflight.com/html5/audio.html I installed Firebug and insepcted the Net components and can see that the .wav files are being sought out but returning a 404 error. This would be fine, however the path being sought is correct. Clicking link does'nt play the sound, but removing the file and paring back to the directory brings you to the directory on the server and clicking the file does play the sound. The code works locally, and I simply cannot see what could be causing the issue in the server versions on both Firefox and Chrome. I am trying to create an Asteroids type game using JavaScript along with html5's canvas element for drawing. I have searched around and have looked at examples but I can't figure out what is wrong with my rendering that I do in the game loop that is run every frame. The problem appears to be only that the canvas is not cleared at the beginning of each frame but I feel there might be something wrong also. The code used and shown below only works in Firefox but not Google Chrome or Safari. Here is a picture of what it renders in Chrome: What is is supposed to look like and is in Firefox: Here is my set up for drawing on the canvas: Code: var canvas = null; var c2d = null; //... window.onload = init; function init() { canvas = document.getElementById('canvas'); c2d = canvas.getContext('2d'); setInterval( step, 1000/FPS ); //... //c2d.setTransform(1,0,0,1,0,0); // reset to identity <--Do I need this? } Below is the game loop function. Am I clearing the canvas correctly because it does not clear the screen? Also am I using the save and restore functions correctly? Each asteroid and player drawn is at a different of position and rotation so am I doing it correct to draw them? Code: function step() { //... canvas.width = canvas.width; //clear canvas PROBLEM //Things I have tried: //canvas.height = canvas.height; //clear canvas //c2d.clearRect(0, 0, canvas.width, canvas.height); for (u=0;u<asteroids.length;u++) { c2d.save(); asteroids[u].draw(); c2d.restore(); } c2d.save(); player.draw(); c2d.restore(); c2d.strokeStyle = "#000000"; c2d.stroke(); } Below is the Asteroid and Player drawing functions. The Asteroid is a polygon and the Player is a triangle. Both rotate and are draw correctly but should I be passing a reference to the drawing reference? Code: function Asteroid_draw() { c2d.translate( this.x, this.y ); c2d.rotate(this.angle); for (i=0;i<this.points_x.length-1;i++) { c2d.moveTo(this.points_x[i],this.points_y[i]); c2d.lineTo(this.points_x[i+1],this.points_y[i+1]); } c2d.moveTo(this.points_x[0],this.points_y[0]); c2d.lineTo(this.points_x[this.points_x.length-1],this.points_y[this.points_x.length-1]); } function Player_draw() { c2d.translate( this.x, this.y ); c2d.rotate(this.angle); //Points {0,-12}{7,5}{-7,5} c2d.moveTo(0,-12); c2d.lineTo(7,5); c2d.moveTo(7,5); c2d.lineTo(-7,5); c2d.moveTo(-7,5); c2d.lineTo(0,-12); } Any help is appreciated. On all my html 5 pages of http://www.countyfairgrounds.net I have a drop down javascript menu for selecting a state. The thing has worked for years fine. However in switching to html5 the validator will not validate it. The are saying the option tag is obsolete. First I don't java, I do html5 and css3 currently. Ca anyonepoint me to a script dropdown that I can cut and paste - that will validate?
I want to update the variables in the progress bar HTML5 has to offer. Here is the function I have so far (It has been modified and shortened for the means of this post): Code: function calcProgress() { var num1 = Number(document.form.num1.value); var num2 = Number(document.form.num2.value); Number(document.form.progress.value) = num1 Number(document.form.progress.max) = num2; } This is the form: Code: <form name="form"> <input name="num1" onChange="calcProgress()" type="text" value="0" /> / <input name="num2" type="text" value="0" onChange="calcProgress()" size="1"> <br> <progress name="progress" id="progress" min="0" value="0" max=""></progress> </form> |