FLOT crosshair working, but 'legends' needs to be re-initialized - flot

All,
I am trying to have the crosshair track the three waveforms.
The crosshair does show up, and the tracking does not (oops ... see EDIT) take place. Please note - as specified in the picture - that the legend for the horizontal bar is simply a DIV styled to look like a legend from FLOT.
The CodePen can be found here
As the program is executed, the 'legend' becomes null, and the strings do not update ... the code is:
legends = $(".legendLabel");
legends.each(function () {
// fix the widths so they don't jump around
$(this).css('width', $(this).width());
});
I ended up having to put this code in the updateLegend() function. The question is 'why'? Am I sitting on a time bomb? :-) :-)
On a side note, thank you again to Raidri for getting me started earlier in the day.
-- EDIT -- The tracking DOES take place (I had managed to fix it in the middle of posting the question). The only doubt I have is about having to re-initialize variable 'legend' in function updateLegend()
-- EDIT 2 -- The code works in Chrome and Firefox, but fails in IE: 'Object doesn't support property or method "assign"'. I found the solution here
The code below will fix the problem ...
if (typeof Object.assign != 'function') {
Object.assign = function(target) {
'use strict';
if (target == null) {
throw new TypeError('Cannot convert undefined or null to object');
}
target = Object(target);
for (var index = 1; index < arguments.length; index++) {
var source = arguments[index];
if (source != null) {
for (var key in source) {
if (Object.prototype.hasOwnProperty.call(source, key)) {
target[key] = source[key];
}
}
}
}
return target;
};
}
$.each(data1, function (idx, item) {
Object.assign(item, {
stack: true,
lines: {show: false, steps: false },
bars: {show: true, horizontal:true, width: 1}
});
});

Related

PhaserJS: After Rotation of camera dragging a Sprite gives strange coords

Basically the problem is that after you rotate the camera, the points that are given as arguments in the callback for dragging are not what I expected. I'm guessing I have to Rotate the given points also but I just couldn't.
Can Someone explain what is going on, is this some kind of bug or what should I do in order the sprite to follow the mouse cursor?
Easiest way to explain the problem is to reproduce it:
1) Go to Phaser Example Runner
2) Copy- Paste this code:
var config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
scene: {
preload: preload,
create: create
}
};
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('eye', 'assets/pics/lance-overdose-loader-eye.png');
}
function create ()
{
var image = this.add.sprite(200, 300, 'eye').setInteractive();
this.cameras.main.setRotation(Math.PI);
image.on('pointerover', function () {
this.setTint(0x00ff00);
});
image.on('pointerout', function () {
this.clearTint();
});
this.input.setDraggable(image);
this.input.on('dragstart', function (pointer, gameObject) {
gameObject.setTint(0xff0000);
});
this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
console.log(`x: ${dragX}, y: ${dragY}`);
gameObject.x = dragX;
gameObject.y = dragY;
});
this.input.on('dragend', function (pointer, gameObject) {
gameObject.clearTint();
});
}
3) Open the console, drag around the Eye and look at what coordinates are given.
4) If you remove line 24 (the rotation of the camera) Everything works as expected.
(The example is taken from Phaser 3 Official examples and a bit changed for the bug)
According to Phaser's API Documentation on the setRotation() method, the rotation given in radians applies to everything rendered by the camera. Unfortunately, your pointer isn't rendered by the camera so it doesn't get the same rotated coordinates. Not sure if this is a bug with the library or just a poorly documented exception, but I believe there is a workaround.
Create 2 variables to hold an initial position and a final position:
var image = this.add.sprite(200, 300, 'eye').setInteractive();
var initial = [];
var final = [];
Populate the initial position in your .on('dragstart') method:
this.input.on('dragstart', function (pointer, gameObject) {
initial = [
gameObject.x,
gameObject.y,
pointer.x,
pointer.y
];
gameObject.setTint(0xff0000);
});
Then, populate the final variable in your .on('drag') method:
this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
final = [
gameObject.x, // not necessary but keeping for variable shape consistency
gameObject.y, // not necessary but keeping for variable shape consistency
pointer.x,
pointer.y
];
gameObject.x = initial[0] + (initial[2] - final[2]);
gameObject.y = initial[1] + (initial[3] - final[3]);
});
All we're doing here is keeping track of the change in pointer position and mimicking that change in our gameObject.

Bullet spawn speed or generation speed phaser

Hi all I have a function that generates bullets every time the player touches the screen.
Is there a way that I can limit the amount of bullets generated? Basically if I press the screen very quickly lots of bullets get generated but I would like to limit it to at least i per second instead of 2 or 3 per second.
Below you can find my firing function and my bullet creation function:
createBullets: function(){
//Bullets
this.bullets = this.add.group();
this.bullets.enableBody = true;
this.bullets.physicsBodyType = Phaser.Physics.P2JS;
this.bullets.createMultiple(500, 'bullet', 0, false);
this.bullets.setAll('anchor.x', 0.5);
this.bullets.setAll('anchor.y', 0.5);
this.bullets.setAll('outOfBoundsKill', true);
this.bullets.setAll('checkWorldBounds', true);
},
fireBullet: function(){
this.bullet = this.bullets.getFirstExists(false);
if (this.bullet) {
this.bullet.reset(this.tanque.x, this.tanque.y - 20);
this.bullet.body.velocity.y = -500;
}
},
and my update function:
if(this.input.activePointer.isDown){
if (!this.mouseTouchDown) {
this.touchDown();
}
}else {
if (this.mouseTouchDown) {
this.touchUp();
}
}
Any help I would really appreciate.
One option is to store two values:
nextShotTime: next time a shot can be fired
shotDelay: delay between shots (can be set like Phaser.Timer.SECOND * 2)
I don't see where you're calling fireBullet() in your example code above, but either before you make the call, or within the function, you could then check to see if the nextShotTime is in the past. If it is, fire another bullet and then update the nextShotTime with the current time plus the shotDelay.
For example:
if (this.nextShotTime < this.time.now) {
this.nextShotTime = this.time.now + this.shotDelay;
// add your code that will fire a bullet.
}
I have had similar problems in games before. The solution I used is the same as the one posted above. I found it in this
Phaser tutorial.
The fire function used in the tutorial is:
fire: function() {
if (this.nextShotAt > this.time.now) {
return;
}
this.nextShotAt = this.time.now + this.shotDelay;
You can modify it to suit your purposes.
This is part of a fire function I used in a game I made:
fire: function() {
//Make sure the player can't shoot when dead and that they are able to shoot another bullet
if(!this.player.alive || this.time.now < this.nextFireTime) {
return;
}
this.nextFireTime = this.time.now + this.fireRate;
var bullet;
//If weaponlvl = 0, shoot a normal bullet
if(this.weaponlvl === 0) {
if(this.bullet1.countDead() === 0) {
return;
}
//Properties for the basic weapon
this.fireRate = 500;
bullet = this.bullet1.getFirstExists(false);
bullet.reset(this.player.x, this.player.y-22);
bullet.body.velocity.y = -300;
}
Hope this helps you in some way.

Sequelize.js afterFind argument explanation

I'm trying to implement an afterFind hook on a model and can't quite figure out what the semantics are. I'll pulled the following together from trial and error using the doc and other StackOverflow questions as guidelines.
My goal is to massage the result (by applying get(plain : true)) and pass the transformed value as the result of the promise. For instance, I'd expect/want this to return an empty result set:
hooks: {
afterFind: function(result, options, fn)
{
result = [];
}
},
but it just causes the request to hang. Documentation says the arguments are pass by reference and doesn't include a return. Other samples imply something like:
hooks: {
afterFind: function(result, options, fn)
{
result = [];
return fn(null, result);
}
},
which doesn't hang, but doesn't change my result set. Not to mention, I've no idea what the magical "fn" argument is/does.
I had a similar problem. This is because when you do a findAll the argument passed to the hook is an array of values instead of a single object. I did this as a workaround -
hooks: {
afterFind: function(result) {
if(result.constructor === Array) {
var arrayLength = result.length;
for (var i = 0; i < arrayLength; i++) {
result[i].logo = "works";
}
} else {
result.logo = "works";
}
return result;
}
}
In the above code I change the logo attribute of the record(s) after finding it.

How to get web element (id) from the element position in D3.js force graph

I am working with the D3.js force graph but I am not able to find out the element id from the element position (which I know).
I am using Leap motion. I need to simulate a mouse event (a click, a move, a drag, etc.) without a mouse. And, if I am right, in order to be able to do this, I need to find out what is the the element id from the coordinates x and y (these coordinates I know from the Leap motion pointer). So from what you wrote above, I need to find out the ('.node’).
Here is what I already tried but it did not work:
Is it possible to use non-mouse, non-touch events to interact with a D3.js graph? If so, what is the most efficient way to go about it?
So I used this function (see below), but I need to know the element id to make it work correctly:
//graph.simulate(document.getElementById("r_1"), 'dblclick', {pointerX: posX, pointerY: posY});
//here id r_1 is hardcoded, but I need to find out id from x and y coordinates.
this.simulate = function (element, eventName) {
function extend(destination, source) {
for (var property in source)
destination[property] = source[property];
return destination;
}
var eventMatchers = {
'HTMLEvents': /^(?:load|unload|abort|error|select|change|submit|reset|focus|blur|resize|scroll)$/,
'MouseEvents': /^(?:click|dblclick|mouse(?:down|up|over|move|out))$/
};
var defaultOptions = {
pointerX: 0,
pointerY: 0,
button: 0,
ctrlKey: false,
altKey: false,
shiftKey: false,
metaKey: false,
bubbles: true,
cancelable: true
};
var options = extend(defaultOptions, arguments[2] || {});
var oEvent, eventType = null;
for (var name in eventMatchers) {
if (eventMatchers[name].test(eventName)) {
eventType = name;
break;
}
}
if (!eventType)
throw new SyntaxError('Only HTMLEvents and MouseEvents interfaces are supported');
if (document.createEvent) {
oEvent = document.createEvent(eventType);
if (eventType == 'HTMLEvents') {
oEvent.initEvent(eventName, options.bubbles, options.cancelable);
}
else {
oEvent.initMouseEvent(eventName, options.bubbles, options.cancelable, document.defaultView,
options.button, options.pointerX, options.pointerY, options.pointerX, options.pointerY,
options.ctrlKey, options.altKey, options.shiftKey, options.metaKey, options.button, element);
}
element.dispatchEvent(oEvent);
}
else {
options.clientX = options.pointerX;
options.clientY = options.pointerY;
var evt = document.createEventObject();
oEvent = extend(evt, options);
element.fireEvent('on' + eventName, oEvent);
}
return element;
}
Many thanks for your help and ideas.
If you want access to the element, it's implicit in D3's iterators via this.
d3.selectAll('.node').each(function(d) {
console.log(this); // Logs the element attached to d.
});
If you really need access to the id, you can get it with selection.attr():
d3.selectAll('.node').each(function() {
console.log(d3.select(this).attr('id')); // Logs the id attribute.
});
You don't have to use each. Any of the iterators, such as attr or style, etc., have 'this' as the bound element:
d3.selectAll('.node').style('opacity', function(d) {
console.log(this);// Logs the element attached to d.
});
If you want the x and y coordinates of a node, it's part of the data:
d3.selectAll('.node').each(function(d) {
console.log(d.x, d.y); // Logs the x and y position of the datum.
});
If you really need the node attributes themselves, you can use the attr accessor.
d3.selectAll('.node').each(function(d) {
// Logs the cx and cy attributes of a node.
console.log(d3.select(this).attr('cx'), d3.select(this).attr('cy'));
});
EDIT: It looks like you need an element reference, but the only thing you know about the node in context is its position. One solution is to search through all nodes for a node with matching coordinates.
// Brute force search of all nodes.
function search(root, x, y) {
var found;
function recurse(node) {
if (node.x === x && node.y === y)
found = node;
!found && node.children && node.children.forEach(function(child) {
recurse(child);
});
}
recurse(root);
return found;
}
However this only gives you the node object, not the element itself. You will likely need to store the element references on the nodes:
// Give each node a reference to its dom element.
d3.selectAll('.node').each(function(d) {
d.element = this;
});
With that in place, you should be able to access the element and get its id.
var id, node = search(root, x, y);
if (node) {
id = node.element.getAttribute('id');
}
The brute-force search is fine for a small number of nodes, but if you're pushing a large number of nodes you might want to use D3's quadtree (example) to speed up the search.
Use d3.select('#yourElementId')
For more info check this out: https://github.com/mbostock/d3/wiki/Selections

How to snap a polyline to a road with walking travelmode in Google Maps?

II want an user to draw a route with polylines on GoogleMaps. I've found a way to snap a polyline ( example in the link, code in below ). The code works with the directions service to draw a polyline on a road, the only problem is this only works with G_TRAVELMODE_DRIVING but I want to use G_TRAVELMODE_WALKING and when you use WALKING you have to supply the map and a div in the constructor of the directions object. When I do that it automatically removes the last line and only displays the current line. I've tried several things like supplying the map as null, or leaving out the map in the constructor.. I've also tried to give a second map in the constructor, get the polylines from the directions service and display them on the right map. But nothing works! I'd appreciate it if someone could help me!
http://econym.org.uk/gmap/example_snappath.htm
if (GBrowserIsCompatible()) {
var map = new GMap2(document.getElementById("map"));
map.setCenter(new GLatLng(53.7877, -2.9832),13)
map.addControl(new GLargeMapControl());
map.addControl(new GMapTypeControl());
var dirn = new GDirections();
var firstpoint = true;
var gmarkers = [];
var gpolys = [];
var dist = 0;
GEvent.addListener(map, "click", function(overlay,point) {
// == When the user clicks on a the map, get directiobns from that point to itself ==
if (!overlay) {
if (firstpoint) {
dirn.loadFromWaypoints([point.toUrlValue(6),point.toUrlValue(6)],{getPolyline:true});
} else {
dirn.loadFromWaypoints([gmarkers[gmarkers.length-1].getPoint(),point.toUrlValue(6)],{getPolyline:true});
}
}
});
// == when the load event completes, plot the point on the street ==
GEvent.addListener(dirn,"load", function() {
// snap to last vertex in the polyline
var n = dirn.getPolyline().getVertexCount();
var p=dirn.getPolyline().getVertex(n-1);
var marker=new GMarker(p);
map.addOverlay(marker);
// store the details
gmarkers.push(marker);
if (!firstpoint) {
map.addOverlay(dirn.getPolyline());
gpolys.push(dirn.getPolyline());
dist += dirn.getPolyline().Distance();
document.getElementById("distance").innerHTML="Path length: "+(dist/1000).toFixed(2)+" km. "+(dist/1609.344).toFixed(2)+" miles.";
}
firstpoint = false;
});
GEvent.addListener(dirn,"error", function() {
GLog.write("Failed: "+dirn.getStatus().code);
});
}
else {
alert("Sorry, the Google Maps API is not compatible with this browser");
}
I know it's an old post, but since no answer came forward and I've recently been working on this sort of code (and got it working), try swapping the addListener with this.
GEvent.addListener(map, "click", function(overlay,point) {
// == When the user clicks on a the map, get directiobns from that point to itself ==
if (!overlay) {
if (firstpoint) {
dirn1.loadFromWaypoints([point.toUrlValue(6),point.toUrlValue(6)],{ getPolyline:true,travelMode:G_TRAVEL_MODE_WALKING});
} else {
dirn1.loadFromWaypoints([gmarkers[gmarkers.length-1].getPoint(),point.toUrlValue(6)],{ getPolyline:true,travelMode:G_TRAVEL_MODE_WALKING});
}
}
});

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