I got a problem with GIFs and Javascript. I got different GIF-animations which are all the same format and I want them to change randomly after they are played one time.
I tried to solve this with Javascript but I only could make it work with an exact time to make the change and not when each GIF-animation is finished (they are all finishing at different times).
<html>
<head>
<script type="text/javascript">
<!--
var ima = [];
ima[0] = 'bilder/bild1.gif';
ima[1] = 'bilder/bild2.gif';
ima[2] = 'bilder/bild3.gif';
ima[3] = 'bilder/bild4.gif';
function BildWechsel()
{
var num = Math.random();
var ran = Math.floor((ima.length - 1) * num);
document.images['wechsel'].src = ima[ran];
}
onload = function ()
{
window.setInterval(function () { BildWechsel(); }, 10000);
}
//-->
</script>
</head>
<body>
<img id="wechsel" src="bilder/bild1.gif" border="0" alt="">
</body>
</html>
Is there any possibility to make this work? And if not in a browser, how else can you maybe make it work?
I would rewrite the Javascript like this:
window.onload = function () {
var images = [
{src:'bilder/bild1.gif',delay:3000},
{src:'bilder/bild2.gif',delay:2000},
{src:'bilder/bild3.gif',delay:1500},
{src:'bilder/bild4.gif',delay:4000}
],
element = document.images['wechsel'],
change_image = function () {
var image = images[ Math.floor( Math.random() * images.length ) ];
// (Math.random()*images.length)>>0 would be a lot faster
element.src = image.src;
setTimeout(change_image, image.delay);
};
setTimeout(change_image, 10000);
};
The delay
would change based on the image you currently have.
This has a few speed improvements and the code is as simple as it can get.
This was untested!
Here is a (slightly) changed version to change the text color:
window.onload = function () {
var colors = [
{name:'red',delay:3000},
{name:'yellow',delay:1000},
{name:'green',delay:2300},
{name:'blue',delay:2600},
{name:'pink',delay:1300},
{name:'purple',delay:500},
],
element = document.getElementById('span'),
change_color = function () {
var color = colors[ ( Math.random() * colors.length )>>0 ];
element.style.color = color.name;
setTimeout(change_color, color.delay);
};
setTimeout(change_color, 2000);
};
<span id="span" style="background:black;font-family:sans-serif;font-size:20px;font-weight:bold;padding:10px;">I change color!</span>
Well, first off, there are many considerations here.
You first need to understand that you can have a multi-dimensional array consisting of a series of objects, instead of plain strings (which is what you have now).
I suggest you do some reading on this here: (take a look at Mozilla's Developer Network, or google for it).
Now, you cannot do that with an interval, because intervals happen at a preset, well, interval. You need a timeout - but timeouts happen only once.
You can see where this is going, right? So you need to call the timeout again once the previous timeout has finished - that goes to a concept of "callback" (google "javascript callbacks").
In any case, I've put up a very simple example for you in JSFiddle - it doesn't solve your problem 100%, because I think it would be cool if you'd put some thinking into how this all works, but this should get you at least something to work with (also on JSFiddle - http://jsfiddle.net/Nitrium/kyvbnxfv/)
imab = [];
imab[0] = {
image: 'bilder/bild1.gif',
time: 1000
}
imab[1] = {
image: 'bilder/bild2.gif',
time: 500
}
imab[2] = {
image: 'bilder/bild3.gif',
time: 2500
}
imab[3] = {
image: 'bilder/bild4.gif',
time: 100
}
function BildWechselB() {
var num = Math.random();
var ran = Math.floor((imab.length - 1) * num);
return imab[ran];
}
var interval;
function callBack (imageSrc) {
printImage(imageSrc);
clearInterval(interval);
var newRandomImage = BildWechselB();
interval = window.setTimeout(callBack, newRandomImage.time, newRandomImage.image)
}
function printImage (src) {
var imageSrc = document.createTextNode(src);
var bodyTag = document.getElementsByTagName('body');
bodyTag[0].appendChild(imageSrc);
}
var firstRandomImage = BildWechselB();
interval = window.setTimeout(callBack, firstRandomImage.time, firstRandomImage.image);
Hope it helps!