I need some help with my code. I want to make the str sprite invisible after 10 seconds.
I'm using this link for help: http://phaser.io/examples/v2/time/basic-timed-event
var game = new Phaser.Game(500, 550, Phaser.AUTO);
//var picture;
var Pacman = function (game) {
this.map = null;
this.layer = null;
this.pacman = null;
this.safetile = 14;
this.gridsize = 16;
this.speed = 100;
this.threshold = 3;
this.turnSpeed = 200;
this.marker = new Phaser.Point();
this.turnPoint = new Phaser.Point();
this.directions = [ null, null, null, null, null ];
this.opposites = [ Phaser.NONE, Phaser.RIGHT, Phaser.LEFT, Phaser.DOWN, Phaser.UP ];
this.current = Phaser.NONE;
this.turning = Phaser.NONE;
this.score=0;
this.scoreText='';
this.bonus=0;
this.bonusText='';
};
Pacman.prototype = {
init: function () {
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.scale.pageAlignHorizontally = true;
this.scale.pageAlignVertically = true;
Phaser.Canvas.setImageRenderingCrisp(this.game.canvas);
this.physics.startSystem(Phaser.Physics.ARCADE);
},
preload: function () {
// We need this because the assets are on github pages
// Remove the next 2 lines if running locally
this.load.baseURL = 'https://nikosdaskalos.github.io/pacman/';
this.load.crossOrigin = 'anonymous';
this.load.image('str', 'assets/str.png');
this.load.image('dot', 'assets/dot.jpg');
this.load.image('coin', 'assets/coin.jpg');
this.load.image('tiles', 'assets/pacman-tiles.png');
this.load.spritesheet('pacman', 'assets/pacman.png');
this.load.tilemap('map', 'assets/pacman-map.json', null, Phaser.Tilemap.TILED_JSON);
// Needless to say, graphics (C)opyright Namco
},
create: function () {
this.map = this.add.tilemap('map');
this.map.addTilesetImage('pacman-tiles', 'tiles');
this.layer = this.map.createLayer('Pacman');
//picture = game.add.sprite(game.world.centerX, game.world.centerY, 'str');
//picture.anchor.setTo(0.5, 0.5);
//game.time.events.add(Phaser.Timer.SECOND * 4, fadePicture, this);
this.dots = this.add.physicsGroup();
this.map.createFromTiles(36, this.safetile, 'str', this.layer, this.dots);
this.map.createFromTiles(7, this.safetile, 'dot', this.layer, this.dots);
this.map.createFromTiles(35, this.safetile, 'coin', this.layer, this.dots);
// The dots will need to be offset by 6px to put them back in the middle of the grid
this.dots.setAll('x', 6, false, false, 1);
this.dots.setAll('y', 6, false, false, 1);
// Pacman should collide with everything except the safe tile
this.map.setCollisionByExclusion([this.safetile], true, this.layer);
// Position Pacman at grid location 14x17 (the +8 accounts for his anchor)
this.pacman = this.add.sprite((14 * 16) + 8, (17 * 16) + 8, 'pacman', 0);
this.pacman.anchor.set(0.5);
//this.pacman.animations.add('munch', [0, 1, 2, 1], 20, true);
this.physics.arcade.enable(this.pacman);
this.pacman.body.setSize(16, 16, 0, 0);
this.cursors = this.input.keyboard.createCursorKeys();
//this.pacman.play('munch');
this.move(Phaser.LEFT);
this.scoreText = game.add.text(0, 500, 'Score: 0', { fontSize: '34px Arial', fill: 'white' });
lives = game.add.group();
game.add.text(game.world.width - 340, 500, 'Lives : ', { fontSize: '34px Arial', fill: 'white' });
this.bonusText = game.add.text(360, 500, 'Bonus: 0', { fontSize: '20px Arial', fill: 'white' });
for (var i = 0; i < 3; i++)
{
var pacman = lives.create(game.world.width - 235 + (30 * i), 517, 'pacman');
pacman.anchor.setTo(0.5, 0.5);
pacman.angle = 90;
pacman.alpha = 0.4;
}
},
//function fadePicture() {
//game.add.tween(picture).to( { alpha: 0 }, 2000, Phaser.Easing.Linear.None, true);
//},
checkKeys: function () {
if (this.cursors.left.isDown && this.current !== Phaser.LEFT)
{
this.checkDirection(Phaser.LEFT);
}
else if (this.cursors.right.isDown && this.current !== Phaser.RIGHT)
{
this.checkDirection(Phaser.RIGHT);
}
else if (this.cursors.up.isDown && this.current !== Phaser.UP)
{
this.checkDirection(Phaser.UP);
}
else if (this.cursors.down.isDown && this.current !== Phaser.DOWN)
{
this.checkDirection(Phaser.DOWN);
}
else
{
// This forces them to hold the key down to turn the corner
this.turning = Phaser.NONE;
}
},
checkDirection: function (turnTo) {
if (this.turning === turnTo || this.directions[turnTo] === null || this.directions[turnTo].index !== this.safetile)
{
// Invalid direction if they're already set to turn that way
// Or there is no tile there, or the tile isn't index 1 (a floor tile)
return;
}
// Check if they want to turn around and can
if (this.current === this.opposites[turnTo])
{
this.move(turnTo);
}
else
{
this.turning = turnTo;
this.turnPoint.x = (this.marker.x * this.gridsize) + (this.gridsize / 2);
this.turnPoint.y = (this.marker.y * this.gridsize) + (this.gridsize / 2);
}
},
turn: function () {
var cx = Math.floor(this.pacman.x);
var cy = Math.floor(this.pacman.y);
// This needs a threshold, because at high speeds you can't turn because the coordinates skip past
if (!this.math.fuzzyEqual(cx, this.turnPoint.x, this.threshold) || !this.math.fuzzyEqual(cy, this.turnPoint.y, this.threshold))
{
return false;
}
// Grid align before turning
this.pacman.x = this.turnPoint.x;
this.pacman.y = this.turnPoint.y;
this.pacman.body.reset(this.turnPoint.x, this.turnPoint.y);
this.move(this.turning);
this.turning = Phaser.NONE;
return true;
},
move: function (direction) {
var speed = this.speed;
if (direction === Phaser.LEFT || direction === Phaser.UP)
{
speed = -speed;
}
if (direction === Phaser.LEFT || direction === Phaser.RIGHT)
{
this.pacman.body.velocity.x = speed;
}
else
{
this.pacman.body.velocity.y = speed;
}
// Reset the scale and angle (Pacman is facing to the right in the sprite sheet)
/* this.pacman.scale.x = 1;
this.pacman.angle = 0;
if (direction === Phaser.LEFT)
{
this.pacman.scale.x = -1;
}
else if (direction === Phaser.UP)
{
this.pacman.angle = 270;
}
else if (direction === Phaser.DOWN)
{
this.pacman.angle = 90;
}
this.current = direction;
},*/
this.add.tween(this.pacman).to( { angle: this.getAngle(direction) }, this.turnSpeed, "Linear", true);
this.current = direction;
},
getAngle: function (to) {
// About-face?
if (this.current === this.opposites[to])
{
return "180";
}
if ((this.current === Phaser.UP && to === Phaser.LEFT) ||
(this.current === Phaser.DOWN && to === Phaser.RIGHT) ||
(this.current === Phaser.LEFT && to === Phaser.DOWN) ||
(this.current === Phaser.RIGHT && to === Phaser.UP))
{
return "-90";
}
return "90";
},
eatDot: function (pacman, dot) {
dot.kill();
var audio = new Audio('assets/pacman_chomp.wav');
audio.play()
this.score+=10;
this.scoreText.text= 'Score: ' + this.score;
//setTimeout(audio.play(),2000);
if (this.dots.total === 0)
{
this.dots.callAll('revive');
}
},
/*function muteAudio() {
var audio = document.getElementById('audioPlayer');
if (audio.mute = false) {
document.getElementById('audioPlayer').muted = true;
}
else {
audio.mute = true
document.getElementById('audioPlayer').muted = false;
}
}*/
eatCoin: function(pacman,coin){//pente
coin.kill();
this.score+=20;
this.scoreText.text= 'Score: ' + this.score;
var audio = new Audio('assets/pacman_eatfruit.wav');
audio.play()
if(this.coins.total===0)
{
this.coins.callAll('revive');
}
},
eatStr: function(pacman,str){//pente
str.kill();
this.bonus+=100;
this.bonusText.text= 'Bonus: ' + this.bonus;
var audio = new Audio('assets/pacman_eatfruit.wav');
audio.play()
if(this.strs.total===0)
{
this.strs.callAll('revive');
}
},
update: function () {
this.physics.arcade.collide(this.pacman, this.layer);
this.physics.arcade.overlap(this.pacman, this.dots, this.eatDot, null, this);
this.physics.arcade.overlap(this.pacman, this.dots, this.eatCoin, null, this);
this.physics.arcade.overlap(this.pacman, this.dots, this.eatStr, null, this);
this.marker.x = this.math.snapToFloor(Math.floor(this.pacman.x), this.gridsize) / this.gridsize;
this.marker.y = this.math.snapToFloor(Math.floor(this.pacman.y), this.gridsize) / this.gridsize;
// Update our grid sensors
this.directions[1] = this.map.getTileLeft(this.layer.index, this.marker.x, this.marker.y);
this.directions[2] = this.map.getTileRight(this.layer.index, this.marker.x, this.marker.y);
this.directions[3] = this.map.getTileAbove(this.layer.index, this.marker.x, this.marker.y);
this.directions[4] = this.map.getTileBelow(this.layer.index, this.marker.x, this.marker.y);
this.checkKeys();
if (this.turning !== Phaser.NONE)
{
this.turn();
}
}
};
game.state.add('Game', Pacman, true);
</script>
</body>
</html>
So, can anyone help me with making the str invisible after 10 seconds?
You were pretty close.
I'm going to use pacman as an example, since I'm not 100% sure how you were going to fade out the coins. When Pacman eats them?
First, you want the following fadePicture function:
fadePicture: function() {
game.add.tween(this.pacman).to( { alpha: 0 }, 2000, Phaser.Easing.Linear.None, true);
},
Note how that was changed from function fadePicture().
Next, in your create function you can refer to it:
this.game.time.events.add(Phaser.Timer.SECOND * 4, this.fadePicture, this);
That replaces the following:
//game.time.events.add(Phaser.Timer.SECOND * 4, fadePicture, this);
I've created a JSFiddle with the relevant changes.
If you do want your coins to fade then I would try updating fadePicture to accept a dot/str parameter and then game.add.tween on that.
Related
I am using a directive to show the number count effect for my dashboard when i used the directive for the h3 i am getting the result as NaN. when i remove the directive from the h3 i am getting the correct output.
When i looked into the directive i can the the value is get from element which shows the value as NaN. can anyone tell me what is wrong in the code?
Output with directive:
<h3 animate-numbers="" class="ng-binding">NaN</h3>
Html:
<h3 animate-numbers>{{vm.dashboard.no_of_applications}}</h3>
Controller:
vm.dashboard = {
no_of_users: 0,
no_of_applications: 0,
no_of_departments: 0,
no_of_schemes: 0,
};
Directive:
'use strict';
angular.module('ss')
.directive('animateNumbers', function ($timeout, $log) {
return {
replace: false,
scope: true,
link: function (scope, element) {
var e = element[0];
$log.log('e is', e);
var refreshInterval = 30;
var duration = 1000; //milliseconds
var number = parseInt(e.innerText);
var step = 0;
var num = 0;
var steps = Math.ceil(duration / refreshInterval);
var increment = (number / steps);
var percentCompleted = 0;
var lastNumberSlowCount = 3;
if (number > lastNumberSlowCount) {
number = number - lastNumberSlowCount;
}
scope.timoutId = null;
var slowCounter = function () {
scope.timoutId = $timeout(function () {
lastNumberSlowCount --;
if (lastNumberSlowCount < 0) {
$timeout.cancel(scope.timoutId);
} else {
number++;
e.textContent = number;
slowCounter();
}
}, 500);
};
var counter = function () {
scope.timoutId = $timeout(function () {
num += increment;
percentCompleted = Math.round((num / number) * 100);
if (percentCompleted > 60 && percentCompleted < 80) {
refreshInterval = refreshInterval + 10;
} else if (percentCompleted > 90) {
refreshInterval = 200;
}
step++;
if (step >= steps) {
$timeout.cancel(scope.timoutId);
num = number;
e.textContent = number;
if (number > lastNumberSlowCount) {
slowCounter();
}
} else {
e.textContent = Math.round(num);
counter();
}
}, refreshInterval);
};
counter();
return true;
}
};
});
I have a html canvas that I draw a rect on, when I clear the canvas the screen clears but when you move the mouse the rect reappears. I stretch the rect vertically. Here is a code pen example of what is happening, you have to double click on the canvas for the rect to appear. https://codepen.io/tjquinn/pen/BYZQqo
HTML
<div id="app">
<div class="cv">
<canvas v-on:mousedown="mouseDown" v-on:mousemove="mouseMove" v-on:mouseup="mouseUp" #dblclick="dclick" id="rect" class="rect" width="150" height="700"></canvas>
<button v-on:click="clear">
Clear
</button>
</div>
</div>
JS
methods: {
checkCloseEnough: function (p1, p2) {
return Math.abs(p1 - p2) < this.closeEnough;
},
getVal: function (x) {
this.canvas2 = document.getElementById('rect');
this.ctx2 = this.canvas2.getContext('2d');
this.st = this.canvas2.height;
this.ic = (this.st / x);
},
draw: function () {
this.ctx2.fillStyle = "#222222";
this.ctx2.fillRect(this.ctx2.rect.startX, this.ctx2.rect.startY, this.ctx2.rect.w, this.ctx2.rect.h);
this.drawHandles();
},
drawHandles: function () {
this.drawCircle(this.ctx2.rect.startX + this.ctx2.rect.w/2, this.ctx2.rect.startY, this.closeEnough); //top left corner
//drawCircle(rect.startX + rect.w, rect.startY, closeEnough);
//drawCircle(rect.startX + rect.w, rect.startY + rect.h, closeEnough);
this.drawCircle(this.ctx2.rect.startX + this.ctx2.rect.w/2, this.ctx2.rect.startY + this.ctx2.rect.h, this.closeEnough);
},
drawCircle: function (x, y, radius) {
this.ctx2.fillStyle = "#FF0000";
this.ctx2.beginPath();
this.ctx2.arc(x, y, radius, 0, 2 * Math.PI);
this.ctx2.closePath();
this.ctx2.fill();
},
checkCloseEnough: function (p1, p2) {
return Math.abs(p1 - p2) < this.closeEnough;
},
mouseDown: function (event) {
this.mouseX = event.pageX - this.canvas2.offsetLeft;
this.mouseY = event.pageY - this.canvas2.offsetTop;
// if there isn't a rect yet
if (this.ctx2.rect.w === undefined) {
this.ctx2.rect.startX = this.mouseY;
this.ctx2.rect.startY = this.mouseX;
this.dragBR = true;
}
if (this.checkCloseEnough(this.mouseX, this.ctx2.rect.startX + this.ctx2.rect.w/2) && this.checkCloseEnough(this.mouseY, this.ctx2.rect.startY)) {
this.dragTL = true;
}
else if (this.checkCloseEnough(this.mouseX, this.ctx2.rect.startX + this.ctx2.rect.w/2) && this.checkCloseEnough(this.mouseY, this.ctx2.rect.startY + this.ctx2.rect.h)) {
this.dragBR = true;
}
else {
// handle not resizing
}
this.ctx2.clearRect(0, 0, this.canvas2.width, this.canvas2.height);
this.draw();
},
mouseMove: function (event) {
this.mouseX = event.pageX - this.canvas2.offsetLeft;
this.mouseY = event.pageY - this.canvas2.offsetTop;
if (this.dragTL) {
//rect.w += rect.startX - mouseX;
this.ctx2.rect.h += this.ctx2.rect.startY - this.mouseY;
//rect.startX = mouseX;
this.ctx2.rect.startY = this.mouseY;
}
else if (this.dragBR) {
//rect.w = Math.abs(rect.startX - mouseX);
this.ctx2.rect.h = Math.abs(this.ctx2.rect.startY - this.mouseY);
}
this.ctx2.clearRect(0, 0, this.canvas2.width, this.canvas2.height);
this.draw();
},
mouseUp: function () {
this.dragTL = false;
this.dragTR = false;
this.dragBL = false;
this.dragBR = false;
},
dclick: function (e) {
console.log("Fires");
e.preventDefault();
this.ctx2.rect = {
startX: 25,
startY: 100,
w: (this.canvas2.width - 50),
h: 300,
}
this.draw();
this. ln = this.lines;
this.getVal(10);
},
clear: function () {
this.cv2 = 'rect';
this.canvas2 = document.getElementById(this.cv2);
this.ctx2 = this.canvas2.getContext('2d');
console.log(this.ctx2.clearRect(0, 0, this.canvas2.width, this.canvas2.height));
console.log("Clear should run");
},
}
})
It turns out the error was in my logic that was pointed out by Kamal Singh, I needed to add clear flags to my methods so that they do not run if the screen has been cleared.
<html>
<head>
<title>Test</title>
<script src="vue.min.js"></script>
</head>
<body>
<div id="app">
<div class="cv">
<canvas style='border:1px solid;' v-on:mousedown="mouseDown" v-on:mousemove="mouseMove" v-on:mouseup="mouseUp" #dblclick="dclick" id="rect" class="rect" width="150" height="700"></canvas>
<button v-on:click="clear">
Clear
</button>
</div>
</div>
<script>
new Vue({
el: '#app',
data: function() {
return {
rect : {},
drag : false,
closeEnough : 10,
st : 0,
ic : 0,
mouseX : 0,
mouseY : 0,
dragTL : false,
dragBL : false,
dragTR : false,
dragBR : false,
cv2: '',
ln: 0,
cleared: true
}
},
mounted: function () {
this.getVal(10);
this.draw();
},
methods: {
checkCloseEnough: function (p1, p2) {
return Math.abs(p1 - p2) < this.closeEnough;
},
getVal: function (x) {
this.canvas2 = document.getElementById('rect');
this.ctx2 = this.canvas2.getContext('2d');
this.st = this.canvas2.height;
this.ic = (this.st / x);
},
draw: function () {
this.ctx2.fillStyle = "#222222";
this.ctx2.fillRect(this.ctx2.rect.startX, this.ctx2.rect.startY, this.ctx2.rect.w, this.ctx2.rect.h);
this.drawHandles();
},
drawHandles: function () {
this.drawCircle(this.ctx2.rect.startX + this.ctx2.rect.w/2, this.ctx2.rect.startY, this.closeEnough); //top left corner
//drawCircle(rect.startX + rect.w, rect.startY, closeEnough);
//drawCircle(rect.startX + rect.w, rect.startY + rect.h, closeEnough);
this.drawCircle(this.ctx2.rect.startX + this.ctx2.rect.w/2, this.ctx2.rect.startY + this.ctx2.rect.h, this.closeEnough);
},
drawCircle: function (x, y, radius) {
this.ctx2.fillStyle = "#FF0000";
this.ctx2.beginPath();
this.ctx2.arc(x, y, radius, 0, 2 * Math.PI);
this.ctx2.closePath();
this.ctx2.fill();
},
checkCloseEnough: function (p1, p2) {
return Math.abs(p1 - p2) < this.closeEnough;
},
mouseDown: function (event) {
if(this.cleared) return;
this.mouseX = event.pageX - this.canvas2.offsetLeft;
this.mouseY = event.pageY - this.canvas2.offsetTop;
// if there isn't a rect yet
if (this.ctx2.rect.w === undefined) {
this.ctx2.rect.startX = this.mouseY;
this.ctx2.rect.startY = this.mouseX;
this.dragBR = true;
}
if (this.checkCloseEnough(this.mouseX, this.ctx2.rect.startX + this.ctx2.rect.w/2) && this.checkCloseEnough(this.mouseY, this.ctx2.rect.startY)) {
this.dragTL = true;
}
else if (this.checkCloseEnough(this.mouseX, this.ctx2.rect.startX + this.ctx2.rect.w/2) && this.checkCloseEnough(this.mouseY, this.ctx2.rect.startY + this.ctx2.rect.h)) {
this.dragBR = true;
}
else {
// handle not resizing
}
Problem: I am trying to use ng-bind-html but I am getting the following errors on the console:
The following is the controller where I am calling ngSanitize:
and using the following file:
<script src="https://ajax.googleapis.com/ajax/libs/angularjs/1.6.4/angular-sanitize.js"></script>
In my form, I do the following to use ng-bind-html. So when I try to see my results, it is still rendering the &rather then &:
<div ng-bind-html="e.Specialty"></div>
and the following is what occurs in the Specialty:
Any help would be appreciated.
#lealceldeiro: Here is the controller in which I am trying to implement your suggestion but not sure where I will add it:
(
function(){
var $scope, $location;
var indexApp = angular.module('indexApp',['ui.bootstrap', 'ngSanitize']);
indexApp.controller('IndexController',function($scope,$sce,$http,$location,anchorSmoothScroll){
$scope.Lang = 'initVal';
$scope.ShowResults = false;
$scope.ShowDesc = true;
$scope.NoResults = false;
$scope.currentPage = 1;
$scope.maxPageNumbersToShow = 10;
$scope.formModel = {};
$scope.searchMode = 0;
$scope.miles = [{'value':'5'},{'value':'10'},{'value':'15'},{'value':'20' }];
$scope.Specialties = [{'value':'Family practice'},{'value':'General practice'},{'value':'Internal medicine'},{'value':'Pediatrics'}];
$scope.Gender = [{'value':'Male'},{'value':'Female'}];
$scope.Languages = {};
$scope.Cities = {};
//$scope.lastAction = '';
$scope.searchParam = {};
$("input").removeAttr('disabled');
$scope.searchParam.Distance = $scope.miles[0];
$scope.GetCurrentZip = function (){
try{
var lon, lat;
// console.log('starting geoposition code.');
if("geolocation" in navigator){
window.navigator.geolocation.getCurrentPosition(function(pos){
lat = pos.coords.latitude.toFixed(3);
lon = pos.coords.longitude.toFixed(3);
// console.log(lat + ' ' + lon);
$http.get("/Brokers-en-us/includes/remote/ReturnCurrentZipcode.cfm?Lat=" + lat + "&Lon=" + lon)
.then(function(response){
$scope.searchParam.Zip = response.data;
})
})
}
else{ console.log('No geolocation'); }
}
catch(err) { console.log(err.message); }
}
$scope.GetCityList = function (){
try{
$http.get("/Brokers-en-us/includes/remote/ReturnCityList.cfm")
.then(function(response){
$scope.Cities = response.data.Cities;
})
}
catch(err){}
}
$scope.GetLangList = function (){
try{
$http.get("/Brokers-en-us/includes/remote/ReturnLangList.cfm")
.then(function(response){
$scope.Languages = response.data.Languages;
})
}
catch(err){}
}
$scope.SearchProvider = function(searchParam){
try{
//debugger;
$scope.searchMode = 1;
var queryString='';
if($scope.formModel && $scope.formModel !== searchParam){
$scope.resultsCount = 0;
currentPage = 1;
}
if(searchParam){
//debugger;
$scope.formModel = searchParam;
for(var param in searchParam){
if(searchParam.hasOwnProperty(param)){
var paramValue = searchParam[param].value ? searchParam[param].value : searchParam[param];
if (paramValue.length > 0)
queryString += param + '=' + paramValue + '&';
}
}
}
console.log(queryString);
queryString= '?' + queryString + 'currentpage=' + $scope.currentPage;
$http.get("/Brokers-en-us/includes/remote/ReturnProvidersList.cfm" + queryString)
.then(function(response){
$scope.providers = response.data.provider;
$scope.resultsCount = response.data.rowCount;
if (!$scope.providers){
$scope.NoResults = true;
$scope.ShowResults = false;
$scope.ShowDesc = false;
}
else{
$scope.NoResults = false;
$scope.ShowResults = true;
$scope.ShowDesc = false;
}
})
}
catch(err){ alert('No response.: ' + err.message); }
}
/*Testing purposes*/
$scope.clearTopForm = function(searchParam){
//console.log("I clicked this.")
}
/*Clears the drop downs and input fields*/
$scope.$watch('searchParam.Distance', function(newValue, oldValue) {
//debugger;
if(newValue != ''){
//$scope.lastAction = 'miles';
$scope.searchParam.City = '';
$scope.searchParam.Specialty = '';
$scope.searchParam.Gender = '';
}
});
$scope.$watch('searchParam.Zip', function(newValue, oldValue) {
if(newValue != ''){
//$scope.lastAction = 'miles';
$scope.searchParam.Gender = '';
$scope.searchParam.Specialty = '';
$scope.searchParam.City = '';
}
});
$scope.cityChange = function(){
//debugger;
if($scope.searchParam.City != ''){
//$scope.lastAction = 'city';
$scope.searchParam.Distance = '';
$scope.searchParam.Zip = '';
}
}
$scope.specialtyChange = function(){
//debugger;
if($scope.searchParam.Specialty != ''){
//$scope.lastAction = 'specialty';
$scope.searchParam.Distance = '';
$scope.searchParam.Zip = '';
}
}
$scope.genderChange = function(){
//debugger;
if($scope.searchParam.Gender != ''){
//$scope.lastAction = 'gender';
$scope.searchParam.Distance = '';
$scope.searchParam.Zip = '';
}
}
$scope.$watchGroup(['currentPage'], function(){
try{
if($scope.searchMode == 1){
$scope.SearchProvider($scope.formModel);
}
}
catch(err){}
});
$scope.GetCityList();
$scope.GetLangList();
$scope.GetCurrentZip();
$scope.gotoElement = function (eID){
//http://jsfiddle.net/brettdewoody/y65G5/
// set the location.hash to the id of
// the element you wish to scroll to.
//$location.hash('bottom');
// call $anchorScroll()
var browserWidth = screen.availWidth;
if (browserWidth < 768)
anchorSmoothScroll.scrollTo(eID);
};
});
indexApp.service('anchorSmoothScroll', function(){
this.scrollTo = function(eID) {
// This scrolling function
// is from http://www.itnewb.com/tutorial/Creating-the-Smooth-Scroll-Effect-with-JavaScript
var startY = currentYPosition();
var stopY = elmYPosition(eID);
var distance = stopY > startY ? stopY - startY : startY - stopY;
if (distance < 100) {
scrollTo(0, stopY); return;
}
var speed = Math.round(distance / 100);
if (speed >= 20) speed = 20;
var step = Math.round(distance / 25);
var leapY = stopY > startY ? startY + step : startY - step;
var timer = 0;
if (stopY > startY) {
for ( var i=startY; i<stopY; i+=step ) {
setTimeout("window.scrollTo(0, "+leapY+")", timer * speed);
leapY += step; if (leapY > stopY) leapY = stopY; timer++;
} return;
}
for ( var i=startY; i>stopY; i-=step ) {
setTimeout("window.scrollTo(0, "+leapY+")", timer * speed);
leapY -= step; if (leapY < stopY) leapY = stopY; timer++;
}
function currentYPosition() {
// Firefox, Chrome, Opera, Safari
if (self.pageYOffset) return self.pageYOffset;
// Internet Explorer 6 - standards mode
if (document.documentElement && document.documentElement.scrollTop)
return document.documentElement.scrollTop;
// Internet Explorer 6, 7 and 8
if (document.body.scrollTop) return document.body.scrollTop;
return 0;
}
function elmYPosition(eID) {
var elm = document.getElementById(eID);
var y = elm.offsetTop;
var node = elm;
while (node.offsetParent && node.offsetParent != document.body) {
node = node.offsetParent;
y += node.offsetTop;
} return y;
}
};
});
indexApp.directive('allowPattern',[allowPatternDirective]);
indexApp.directive('popPopup',[describePopup]);
indexApp.directive('pop', function pop ($tooltip, $timeout) {
var tooltip = $tooltip('pop', 'pop', 'event');
var compile = angular.copy(tooltip.compile);
tooltip.compile = function (element, attrs) {
var first = true;
attrs.$observe('popShow', function (val) {
if (JSON.parse(!first || val || false)) {
$timeout(function(){
element.triggerHandler('event');
});
}
first = false;
});
return compile(element, attrs);
};
return tooltip;
});
indexApp.filter('PhoneNumber', function(){
return function(phoneNumber){
var dash = '-';
var openParen = '(';
var closeParen = ') ';
if(phoneNumber){
var pn = phoneNumber;
pn = [pn.slice(0, 6), dash, pn.slice(6)].join('');
pn = openParen + [pn.slice(0, 3), closeParen, pn.slice(3)].join('');
return pn;
}
return phoneNumber;
}
});
indexApp.filter('Zip', function(){
return function(zipcode){
var dash = '-';
if(zipcode && zipcode.length > 5){
var zc = zipcode;
zc = [zc.slice(0, 5), dash, zc.slice(5)].join('');
return zc;
}
return zipcode;
}
});
function allowPatternDirective(){
return{
restrict: "A",
compile: function(tElement, tAttrs){
return function(scope, element, attrs){
element.bind("keypress", function(event){
var keyCode = event.which || event.keyCode;
var keyCodeChar = String.fromCharCode(keyCode);
if(!keyCodeChar.match(new RegExp(attrs.allowPattern, "i"))){
event.preventDefault();
return false;
}
});
}
}
}
}
function describePopup(){
return {
restrict: 'EA',
replace: true,
scope: { title: '#', content: '#', placement: '#', animation: '&', isOpen: '&' },
templateUrl: 'template/popover/popover.html'
};
}
})();
(function($) {
// #todo Document this.
$.extend($,{ placeholder: {
browser_supported: function() {
return this._supported !== undefined ?
this._supported :
( this._supported = !!('placeholder' in $('<input type="text">')[0]) );
},
shim: function(opts) {
var config = {
color: '#888',
cls: 'placeholder',
selector: 'input[placeholder], textarea[placeholder]'
};
$.extend(config,opts);
return !this.browser_supported() && $(config.selector)._placeholder_shim(config);
}
}});
$.extend($.fn,{
_placeholder_shim: function(config) {
function calcPositionCss(target)
{
var op = $(target).offsetParent().offset();
var ot = $(target).offset();
return {
top: ot.top - op.top,
left: ot.left - op.left,
width: $(target).width()
};
}
function adjustToResizing(label) {
var $target = label.data('target');
if(typeof $target !== "undefined") {
label.css(calcPositionCss($target));
$(window).one("resize", function () { adjustToResizing(label); });
}
}
return this.each(function() {
var $this = $(this);
if( $this.is(':visible') ) {
if( $this.data('placeholder') ) {
var $ol = $this.data('placeholder');
$ol.css(calcPositionCss($this));
return true;
}
var possible_line_height = {};
if( !$this.is('textarea') && $this.css('height') != 'auto') {
possible_line_height = { lineHeight: $this.css('height'), whiteSpace: 'nowrap' };
}
var isBorderBox = ($this.css('box-sizing') === 'border-box');
var isTextarea = $this.is('textarea');
var ol = $('<label />')
.text($this.attr('placeholder'))
.addClass(config.cls)
.css($.extend({
position:'absolute',
display: 'inline',
'float':'none',
overflow:'hidden',
textAlign: 'left',
color: config.color,
cursor: 'text',
paddingTop: !isTextarea && isBorderBox ? '0' : $this.css('padding-top'),
paddingRight: $this.css('padding-right'),
paddingBottom: !isTextarea && isBorderBox ? '0' : $this.css('padding-bottom'),
paddingLeft: $this.css('padding-left'),
fontSize: $this.css('font-size'),
fontFamily: $this.css('font-family'),
fontStyle: $this.css('font-style'),
fontWeight: $this.css('font-weight'),
textTransform: $this.css('text-transform'),
backgroundColor: 'transparent',
zIndex: 99,
}, possible_line_height))
.css(calcPositionCss(this))
.attr('for', this.id)
.data('target',$this)
.click(function(){
if (!$(this).data('target').is(':disabled')) {
$(this).data('target').focus();
}
})
.insertBefore(this);
$this
.data('placeholder', ol)
.on('keydown', function () {
ol.hide();
})
.on('blur change', function () {
ol[$this.val().length ? 'hide' : 'show']();
})
.triggerHandler('blur');
$(window).one("resize", function () { adjustToResizing(ol); });
}
});
}
});
})(jQuery);
jQuery(document).add(window).bind('ready load', function() {
if (jQuery.placeholder) {
jQuery.placeholder.shim();
}
});
When you use ng-bind-html, AngularJS sometimes consider some contents as unsafe (as your case), so you need to use the $sce service in order to "mark" this content as safe (to be used) like this:
$sce.trustAsHtml("CLINICAL & SOCIAL"); (See demo below)
From $sanitize
The input is sanitized by parsing the HTML into tokens. All safe
tokens (from a whitelist) are then serialized back to properly escaped
html string. This means that no unsafe input can make it into the
returned string.
In this case the "unsafe" part is &
angular
.module('app', [])
.controller('ctrl', ctrl);
function ctrl($scope, $sce) {
$scope.Specialty = $sce.trustAsHtml("CLINICAL & SOCIAL");
}
<script src="https://ajax.googleapis.com/ajax/libs/angularjs/1.6.4/angular.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/angularjs/1.6.4/angular-sanitize.js"></script>
<div ng-app="app" ng-controller="ctrl">
Specialty: <span ng-bind-html="Specialty"></span>
</div>
I am trying to pause between levels in this game but the pause feature wont work. Any help would be great. Currently the code just keeps getting stuck in a loop and prints out Next Level.
The level system is supposed to work when this.p.levelData.nextLevel is true but it keeps looping.
Any help would be great.
Quintus.ZombiesGameplay = function(Q) {
//game level
Q.Sprite.extend('Level', {
init: function(p) {
this._super(p, {
asset: '/assets/images/background.png',
type: Q.SPRITE_GROUND,
x: 90 + 1024/2,
y: 768/2,
w: 1024,
h: 768,
sunFrequency: {min: 3,max: 10}, //min and max number of seconds for sun to appear
});
this.timeNextSun = this.getTimeNextSun(); //time for the next sun to appear
//level data
this.zombieIndex = 0; //current index from zombies array
this.numZombies = this.p.levelData.zombies.length;
this.levelTime = 0; //keep track of the level duration
//save the position of each plant in a grid
this.plantsGrid = new Array(new Array(7), new Array(7), new Array(7), new Array(7), new Array(7), new Array(7));
this.on('touch');
Q.audio.play('/assets/audio/ZombiesOnYourLawn.mp3');
},
step: function(dt) {
//update level duration
this.levelTime += dt;
//check for level passed
if(this.p.levelData.duration < this.levelTime) {
if(this.p.levelData.nextLevel) {
// Q.stageScene("level", {levelData: Q.assets[this.p.levelData.nextLevel]});
// Q.stage().pause();
// Q.stage().unpause();
// debugger;
nextLevel();
// pauseGame();
// unPauseGame();
}else {
endGame();
// Q.stageScene('level', {levelData: Q.assets['/assets/data/level1.json']});
// Q.stage().pause();
// Q.stage().unpause();
}
}
//create zombies at the defined times
if(this.zombieIndex < this.numZombies) {
var currentZombie = this.p.levelData.zombies[this.zombieIndex];
if(this.levelTime >= currentZombie.time) {
var zombieData = Q.zombieTypes[currentZombie.type];
var newZombie = new Q.Zombie(
Q._extend(zombieData, {y: currentZombie.row * 120 + 60})
);
this.stage.insert(newZombie);
this.zombieIndex++;
}
}
//update sun generation timing
this.timeNextSun -= dt;
if(this.timeNextSun <= 0) {
this.timeNextSun = this.getTimeNextSun();
//create sun in the sun stage
Q.stage(1).insert(new Q.Sun());
}
},
touch: function(touch) {
//if a plant is selected
if(Q.state.get('currentPlant')) {
//get plantsGrid coordinates
var row = Math.floor((touch.y)/120);
var col = Math.floor((touch.x - 240)/120);
if(row >= 0 && row < this.plantsGrid.length && col >= 0 && col < this.plantsGrid[0].length) {
if(!this.plantsGrid[row][col] && Q.state.get('sun') >= Q.state.get('currentPlant').cost) {
Q.state.dec('sun', Q.state.get('currentPlant').cost);
var newPlant = new Q.Plant(Q._extend({x: 240 + 60 + col*120, y: 60 + row*120}, Q.state.get('currentPlant')));
this.stage.insert(newPlant);
this.plantsGrid[row][col] = newPlant;
newPlant.p.gridRow = row;
newPlant.p.gridCol = col;
}
}
}
},
getTimeNextSun: function() {
return this.p.sunFrequency.min + Math.random()*(this.p.sunFrequency.max - this.p.sunFrequency.min);
},
});
}
function nextLevel(){
console.log('NEXT LEVEL');
Q.stageScene("nextLevel",1, { label: "LEVEL COMPLETED!" });
Q.scene('nextLevel',function(stage) {
var container = stage.insert(new Q.UI.Container({
x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)"
}));
var nextLevelButton = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
label: "Next Level" }))
var label = container.insert(new Q.UI.Text({x:10, y: -10 - nextLevelButton.p.h, fill: "#FFFFFF",
label: stage.options.label }));
nextLevelButton.on("click",function() {
alert("test");
Q.stageScene("level", {levelData: Q.assets[this.p.levelData.nextLevel] });
});
container.fit(20);
});
pauseGame();
};
function endGame(){
console.log('YOU WON!');
Q.stageScene("endGame",1, { label: "You Have Won The Game!" });
Q.scene('endGame',function(stage) {
var container = stage.insert(new Q.UI.Container({
x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)"
}));
var button = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
label: "Play Again" }))
var label = container.insert(new Q.UI.Text({x:10, y: -10 - button.p.h, fill: "#FFFFFF",
label: stage.options.label }));
button.on("click",function() {
Q.clearStages();
Q.stageScene('level', {levelData: Q.assets['/assets/data/level1.json']});
});
container.fit(20);
});
// pauseGame();
};
function pauseGame(){
console.log("Game Paused");
Q.stage().pause()
};
function unPauseGame(){
Q.stage().unpause()
};
Impress.js supports a number of attributes:
data-x, data-y, data-z will move the slide on the screen in 3D space;
data-rotate, data-rotate-x, data-rotate-y rotate the element around the specified axis (in degrees);
data-scale – enlarges or shrinks the slide.
div id="intro" class="step" data-x="0" data-y="0">
<h2>Introducing Galaxy Nexus</h2>
<p>Android 4.0<br /> Super Amoled 720p Screen<br />
<img src="assets/img/nexus_1.jpg" width="232" height="458" alt="Galaxy Nexus" />
<!-- We are offsetting the second slide, rotating it and making it 1.8 times larger -->
<div id="simplicity" class="step" data-x="1100" data-y="1200" data-scale="1.8" data-rotate="190">
<h2>Simplicity in Android 4.0</h2>
<p>Android 4.0, Ice Cream Sandwich brings an entirely new look and feel..</p>
<img src="assets/img/nexus_2.jpg" width="289" height="535" alt="Galaxy Nexus" />
Impress.js
(function ( document, window ) {
'use strict';
// HELPER FUNCTIONS
var pfx = (function () {
var style = document.createElement('dummy').style,
prefixes = 'Webkit Moz O ms Khtml'.split(' '),
memory = {};
return function ( prop ) {
if ( typeof memory[ prop ] === "undefined" ) {
var ucProp = prop.charAt(0).toUpperCase() + prop.substr(1),
props = (prop + ' ' + prefixes.join(ucProp + ' ') + ucProp).split(' ');
memory[ prop ] = null;
for ( var i in props ) {
if ( style[ props[i] ] !== undefined ) {
memory[ prop ] = props[i];
break;
}
}
}
return memory[ prop ];
}
})();
var arrayify = function ( a ) {
return [].slice.call( a );
};
var css = function ( el, props ) {
var key, pkey;
for ( key in props ) {
if ( props.hasOwnProperty(key) ) {
pkey = pfx(key);
if ( pkey != null ) {
el.style[pkey] = props[key];
}
}
}
return el;
}
var byId = function ( id ) {
return document.getElementById(id);
}
var $ = function ( selector, context ) {
context = context || document;
return context.querySelector(selector);
};
var $$ = function ( selector, context ) {
context = context || document;
return arrayify( context.querySelectorAll(selector) );
};
var translate = function ( t ) {
return " translate3d(" + t.x + "px," + t.y + "px," + t.z + "px) ";
};
var rotate = function ( r, revert ) {
var rX = " rotateX(" + r.x + "deg) ",
rY = " rotateY(" + r.y + "deg) ",
rZ = " rotateZ(" + r.z + "deg) ";
return revert ? rZ+rY+rX : rX+rY+rZ;
};
var scale = function ( s ) {
return " scale(" + s + ") ";
};
var getElementFromUrl = function () {
// get id from url # by removing `#` or `#/` from the beginning,
// so both "fallback" `#slide-id` and "enhanced" `#/slide-id` will work
return byId( window.location.hash.replace(/^#\/?/,"") );
};
// CHECK SUPPORT
var ua = navigator.userAgent.toLowerCase();
var impressSupported = ( pfx("perspective") != null ) &&
( document.body.classList ) &&
( document.body.dataset ) &&
( ua.search(/(iphone)|(ipod)|(android)/) == -1 );
var roots = {};
var impress = window.impress = function ( rootId ) {
rootId = rootId || "impress";
// if already initialized just return the API
if (roots["impress-root-" + rootId]) {
return roots["impress-root-" + rootId];
}
// DOM ELEMENTS
var root = byId( rootId );
if (!impressSupported) {
root.className = "impress-not-supported";
return;
} else {
root.className = "";
}
// viewport updates for iPad
var meta = $("meta[name='viewport']") || document.createElement("meta");
// hardcoding these values looks pretty bad, as they kind of depend on the content
// so they should be at least configurable
meta.content = "width=1024, minimum-scale=0.75, maximum-scale=0.75, user-scalable=no";
if (meta.parentNode != document.head) {
meta.name = 'viewport';
document.head.appendChild(meta);
}
var canvas = document.createElement("div");
canvas.className = "canvas";
arrayify( root.childNodes ).forEach(function ( el ) {
canvas.appendChild( el );
});
root.appendChild(canvas);
var steps = $$(".step", root);
// SETUP
// set initial values and defaults
document.documentElement.style.height = "100%";
css(document.body, {
height: "100%",
overflow: "hidden"
});
var props = {
position: "absolute",
transformOrigin: "top left",
transition: "all 0s ease-in-out",
transformStyle: "preserve-3d"
}
css(root, props);
css(root, {
top: "50%",
left: "50%",
perspective: "1000px"
});
css(canvas, props);
var current = {
translate: { x: 0, y: 0, z: 0 },
rotate: { x: 0, y: 0, z: 0 },
scale: 1
};
var stepData = {};
var isStep = function ( el ) {
return !!(el && el.id && stepData["impress-" + el.id]);
}
steps.forEach(function ( el, idx ) {
var data = el.dataset,
step = {
translate: {
x: data.x || 0,
y: data.y || 0,
z: data.z || 0
},
rotate: {
x: data.rotateX || 0,
y: data.rotateY || 0,
z: data.rotateZ || data.rotate || 0
},
scale: data.scale || 1,
el: el
};
if ( !el.id ) {
el.id = "step-" + (idx + 1);
}
stepData["impress-" + el.id] = step;
css(el, {
position: "absolute",
transform: "translate(-50%,-50%)" +
translate(step.translate) +
rotate(step.rotate) +
scale(step.scale),
transformStyle: "preserve-3d"
});
});
// making given step active
var active = null;
var hashTimeout = null;
var goto = function ( el ) {
if ( !isStep(el) || el == active) {
// selected element is not defined as step or is already active
return false;
}
// Sometimes it's possible to trigger focus on first link with some keyboard action.
// Browser in such a case tries to scroll the page to make this element visible
// (even that body overflow is set to hidden) and it breaks our careful positioning.
//
// So, as a lousy (and lazy) workaround we will make the page scroll back to the top
// whenever slide is selected
//
// If you are reading this and know any better way to handle it, I'll be glad to hear about it!
window.scrollTo(0, 0);
var step = stepData["impress-" + el.id];
if ( active ) {
active.classList.remove("active");
}
el.classList.add("active");
root.className = "step-" + el.id;
// `#/step-id` is used instead of `#step-id` to prevent default browser
// scrolling to element in hash
//
// and it has to be set after animation finishes, because in chrome it
// causes transtion being laggy
window.clearTimeout( hashTimeout );
hashTimeout = window.setTimeout(function () {
window.location.hash = "#/" + el.id;
}, 1000);
var target = {
rotate: {
x: -parseInt(step.rotate.x, 10),
y: -parseInt(step.rotate.y, 10),
z: -parseInt(step.rotate.z, 10)
},
translate: {
x: -step.translate.x,
y: -step.translate.y,
z: -step.translate.z
},
scale: 1 / parseFloat(step.scale)
};
// check if the transition is zooming in or not
var zoomin = target.scale >= current.scale;
// if presentation starts (nothing is active yet)
// don't animate (set duration to 0)
var duration = (active) ? "1s" : "0";
css(root, {
// to keep the perspective look similar for different scales
// we need to 'scale' the perspective, too
perspective: step.scale * 1000 + "px",
transform: scale(target.scale),
transitionDuration: duration,
transitionDelay: (zoomin ? "500ms" : "0ms")
});
css(canvas, {
transform: rotate(target.rotate, true) + translate(target.translate),
transitionDuration: duration,
transitionDelay: (zoomin ? "0ms" : "500ms")
});
current = target;
active = el;
return el;
};
var prev = function () {
var prev = steps.indexOf( active ) - 1;
prev = prev >= 0 ? steps[ prev ] : steps[ steps.length-1 ];
return goto(prev);
};
var next = function () {
var next = steps.indexOf( active ) + 1;
next = next < steps.length ? steps[ next ] : steps[ 0 ];
return goto(next);
};
window.addEventListener("hashchange", function () {
goto( getElementFromUrl() );
}, false);
window.addEventListener("orientationchange", function () {
window.scrollTo(0, 0);
}, false);
// START
// by selecting step defined in url or first step of the presentation
goto(getElementFromUrl() || steps[0]);
return (roots[ "impress-root-" + rootId ] = {
goto: goto,
next: next,
prev: prev
});
}
})(document, window);
// EVENTS
(function ( document, window ) {
'use strict';
// keyboard navigation handler
document.addEventListener("keydown", function ( event ) {
if ( event.keyCode == 9 || ( event.keyCode >= 32 && event.keyCode <= 34 ) || (event.keyCode >= 37 && event.keyCode <= 40) ) {
switch( event.keyCode ) {
case 33: ; // pg up
case 37: ; // left
case 38: // up
impress().prev();
break;
case 9: ; // tab
case 32: ; // space
case 34: ; // pg down
case 39: ; // right
case 40: // down
impress().next();
break;
}
event.preventDefault();
}
}, false);
// delegated handler for clicking on the links to presentation steps
document.addEventListener("click", function ( event ) {
// event delegation with "bubbling"
// check if event target (or any of its parents is a link)
var target = event.target;
while ( (target.tagName != "A") &&
(target != document.body) ) {
target = target.parentNode;
}
if ( target.tagName == "A" ) {
var href = target.getAttribute("href");
// if it's a link to presentation step, target this step
if ( href && href[0] == '#' ) {
target = document.getElementById( href.slice(1) );
}
}
if ( impress().goto(target) ) {
event.stopImmediatePropagation();
event.preventDefault();
}
}, false);
// delegated handler for clicking on step elements
document.addEventListener("click", function ( event ) {
var target = event.target;
// find closest step element
while ( !target.classList.contains("step") &&
(target != document.body) ) {
target = target.parentNode;
}
if ( impress().goto(target) ) {
event.preventDefault();
}
}, false);
// touch handler to detect taps on the left and right side of the screen
document.addEventListener("touchstart", function ( event ) {
if (event.touches.length === 1) {
var x = event.touches[0].clientX,
width = window.innerWidth * 0.3,
result = null;
if ( x < width ) {
result = impress().prev();
} else if ( x > window.innerWidth - width ) {
result = impress().next();
}
if (result) {
event.preventDefault();
}
}
}, false);
})(document, window);
My question is the Impress.js supposedly to process the data-x, data-y, data-scale attribute of the div tag. But I don't see where the code in Impress.js is doing that. Can someone point it out?
This intro to datasets may help.
First this part checking support for .dataset:
// CHECK SUPPORT
var ua = navigator.userAgent.toLowerCase();
var impressSupported = ( pfx("perspective") != null ) &&
( document.body.classList ) &&
( document.body.dataset ) &&
( ua.search(/(iphone)|(ipod)|(android)/) == -1 );
Then this part of the code, about halfway down:
steps.forEach(function ( el, idx ) {
var data = el.dataset,
step = {
translate: {
x: data.x || 0,
y: data.y || 0,
z: data.z || 0
},
rotate: {
x: data.rotateX || 0,
y: data.rotateY || 0,
z: data.rotateZ || data.rotate || 0
},
scale: data.scale || 1,
el: el
};