I came across this link flying twitter bird , was just wondering , how does this work.When we scroll the page it flies and when we stop scrolling it rests somewhere.
It is a peace of javascript. Scroling is an event that triggers an action. The script is searching for block-elements on the screen and gets their top-offset. Then an animated gif is moved from its current position to the new position.
No magic, just simple javascript
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I created a digital Pop It in Google Slides with about 120 slides, which is Published to the Web from the File menu. Each slide has a transparent image overlaying it that is linked to Next Slide. When the user clicks with their mouse on the transparent image, it proceeds to the next slide, and works as it is expected to.
However, when the user has a touch screen, and then presses on the screen to advance it to the next slide, it opens up a new tab and stays on the same slide, and does not advance to the next slide.
Does anyone know of a script that can turn this off so that if a user is pressing on the screen to advance the slide, it will actually work? Or is this a bug?
Thanks for your help!
FYI: the slide may take a little while to load.
You can view the slide here.
I tested it out and apparently it might be a bug. I removed the transparent image with the link to the next slide and the issue is the same.
I recommend you to report it on:
https://issuetracker.google.com/issues/new?component=191598&template=824111
And describe the issue.
As a workaround, if you open the Google Slides app, it works as intended.
I am developing a game in Swift 4 with SpriteKit, where I am facing an issue I have no idea how to fix or workaround it.
- video link -
As you can see from the video, in my game I created a side menu (SKSpriteNode), which is outside the screen. He is placed on (minus) -screen_width. When I tap the menu button from the top corner, the side menu comes it with SKAction.move. First time the menu comes in, the application spikes, making the transition not running smoothly, easy visible to human eye.
My guess is: the first time the menu comes in, the application loads the images, creating the small spike. After I display the menu for the first time, the spikes no longer reproducing. Take into consideration the fact that the menu is created on didMove function, it's not created when the user taps the menu for the first time.
I encounter this problem every time I render a new object outside the screen and move it in. For example, if I create a bomb outside screen areas, for example (x: 0, y: 2 * screen_height), and then I put the bomb fall from the sky to player which is situated in the middle of the screen; when the image reach phone screen areas, it spikes.
Is there a way to force the application load the images before calling the menu in order to avoid the spike?
I've been trying to work this out for a while but I keep coming to a dead end.
Scenario:
I have a youtube video embedded in an iframe on my page.
I am able to play the video just fine on my Mac when using voiceover however on my iPhone 6 and an iPad, when I use VoiceOver and the swipe gestures to move through the page and attempt to play the video, the viewport scrolls to the top of the page when focus reaches VoiceOver.
Here is a gif that is currently happening.
Incidentally, this problem doesn't occur when the youtube video is one of the first items on the page, it only happens when the video is below the fold as it were. The current has JS to make the heigh of all the divs the same.
I should mention I have seen this previous question and indeed attempted to implement it but the issue was still occurring.
Any help or advice would be appreciated.
I have a FPS game and using mouse look. I use Mouse.SetPosition to set the mouse position back to center of the game window at every frame. This works great and the mouse look is working very good. The problem is this takes over mouse position for every windows app. If I alt tab to another app, the mouse constantly tries to goto the center of the game window. This seems like very bad behavior. Any idea how to fix this behavior but still allow my mouse look to still work?
It has to do with User32.dll
I was programing an autoclicker to do my homework (AI) simple
And this website helped me alot...
http://www.codeproject.com/Articles/32556/Auto-Clicker-C
I have a jQuery Mobile app and the first page has a bunch of controls on it as well as blank areas.
I need to detect that the user has touched the screen, anywhere, and move to another page on touch.
Is there a way to do this naturally through jQuery Mobile or do I need to code it all in?
You could check for tap event. ::Triggers after a quick, complete touch event.
Ref: jqueryMobile
Did you mean something like this.