Cross-browser Supported Image Skew effect using Javascript

Cross-browser Supported Image Skew effect using Javascript

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Crossbrowser image shaking effect

Image shaking effect with javascript. Today’s lesson quite entertaining, we’ll learn how to construct a shaking effect. For clarity, we will apply this effect to the picture. You will need to hold down by mouse a certain area in the image and move it to another location (drag). Now, I sure that better to see our online demonstration. How did it achieve? In principle, simply enough, the entire ‘image’ divided into 4 sectors. Place, where we will begin to drag by mouse – is the boundary separating of our four pictures. And shaking effect itself – will only change the sizes of our sectors and pictures in them. Read more.

Here are samples and downloadable package:

Live Demo

[sociallocker]

download in package

[/sociallocker]


Ok, download the example files and lets start coding !


Step 1. HTML

As usual, we start with the HTML. This is source code of our sample:

index.html

<html>
<head>
    <title>Image shaking effect using pure JavaScript</title>
    <link rel="stylesheet" type="text/css" href="css/main.css" />
    <script type="text/javascript" src="js/main.js"></script>
</head>
 <body>
    <div class="example">
        <div id="main_object">
            <div class="tl"><img alt="" src="image.jpg"></div>
            <div class="tr"><img alt="" src="image.jpg"></div>
            <div class="bl"><img alt="" src="image.jpg"></div>
            <div class="br"><img alt="" src="image.jpg"></div>
        </div>
    </div>
 </body>
</html>

Here are main object with 4 images inside

Step 2. CSS

Here are single CSS file with all necessary styles:

css/main.css

body{background:#eee;margin:0;padding:0}
.example{background:#FFF;width:900px;border:1px #000 solid;margin:20px auto;padding:15px;-moz-border-radius: 3px;-webkit-border-radius: 3px}
#main_object{position:relative;width:900px;height:675px;overflow:hidden;cursor:pointer}
#main_object div{position:absolute;overflow:hidden}
#main_object img{position:absolute;-ms-interpolation-mode:nearest-neighbor}
#main_object .tl,#main_object .tl img{top:0;left:0}
#main_object .tr,#main_object .tr img{top:0;right:0}
#main_object .bl,#main_object .bl img{bottom:0;left:0}
#main_object .br,#main_object .br img{right:0;bottom:0}

Step 3. JS

Here are our main Javascript:

js/main.js

var ishk = {
    // variables
    speedD : .98, // degree of attenuation
    speedX : 50, // speed by X
    speedY : 60, // speed by X
    // inner variables
    xm   : 0,
    ym   : 0,
    sx   : 1,
    sy   : 1,
    svx  : 0,
    svy  : 0,
    xd   : 1,
    yd   : 1,
    drag : false,
    // initialization
    init : function() {
        // firstly we will pass through all inner div`s and its images and collect styles
        this.mobj = document.getElementById('main_object');
        var div = this.mobj.getElementsByTagName('div');
        this.d = [];
        this.i = [];
        for (var i = 0; i<4; i++) {
            this.d[i] = div[i].style;
            this.i[i] = div[i].getElementsByTagName('img')[0].style;
        }
        // set initial params of our generated result
        this.resize();
        // prevent text selection in IE
        document.onselectstart = function() {
            return false;
        }
        // prevent IE from trying to drag an image
        this.mobj.ondrag = function() {
            return false;
        }
        // mouse down event, we will set 'drag flag to true, change cursor and positions
        this.mobj.onmousedown = function() {
            ishk.drag = true;
            ishk.mobj.style.cursor = 'move';
            ishk.xd = ishk.xm - ishk.nx;
            ishk.yd = ishk.ym - ishk.ny;
            return false;
        }
        // on mouse up - release 'drag' flag, change pointer
        document.onmouseup = function() {
            ishk.drag = false;
            ishk.mobj.style.cursor = 'pointer';
            return false;
        }
        // set max sizes to last image
        this.i[3].width =  ishk.nw;
        this.i[3].height = ishk.nh;
        // and initial positions too
        ishk.sx = ishk.nx;
        ishk.sy = ishk.ny;
        // start looping
        this.shake();
    },
    // refreshing mouse positions
    mousemove : function(e) {
        this.xm = e.clientX;
        this.ym = e.clientY;
    },
    // sub init of initial positions, plus, in case of window resizing - repeat too
    resize : function() {
        var o = ishk.mobj;
        for (ishk.nx = 0, ishk.ny = 0; o != null; o = o.offsetParent)
            ishk.nx += o.offsetLeft, ishk.ny += o.offsetTop;
        ishk.nw = ishk.mobj.offsetWidth;
        ishk.nh = ishk.mobj.offsetHeight;
    },
    // main shaking function
    shake : function() {
        // in case of mouse move and dragging - change center position
        if (ishk.drag) {
            ishk.sx = ishk.xm;
            ishk.sy = ishk.ym;
        } else { // otherwise - attenuation
            ishk.svx = ishk.speedD * ishk.svx - (ishk.sx - ishk.xd - ishk.nx) / ishk.speedX;
            ishk.svy = ishk.speedD * ishk.svy - (ishk.sy - ishk.yd - ishk.ny) / ishk.speedY;
            ishk.sx += ishk.svx;
            ishk.sy += ishk.svy;
        }
        // calculation new widths and heights of our div`s and images
        var w0 = Math.max(0, Math.round(ishk.sx) - ishk.nx);
        var h0 = Math.max(0, Math.round(ishk.sy) - ishk.ny);
        var w1 = Math.max(0, ishk.nw - (Math.round(ishk.sx) - ishk.nx));
        var h1 = Math.max(0, ishk.nh - (Math.round(ishk.sy) - ishk.ny));
        var w2 = Math.max(0, Math.round((w0 * ishk.nw) / ishk.xd));
        var h2 = Math.max(0, Math.round((h0 * ishk.nh) / ishk.yd));
        var w3 = Math.max(0, Math.round((w1 * ishk.nw) / (ishk.nw - ishk.xd)));
        var h3 = Math.max(0, Math.round((h1 * ishk.nh) / (ishk.nh - ishk.yd)));
        // apply new widths
        ishk.d[0].width = w0 + 'px';
        ishk.d[1].width = w1 + 'px';
        ishk.d[2].width = w0 + 'px';
        ishk.d[3].width = w1 + 'px';
        ishk.d[0].height = h0 + 'px';
        ishk.d[1].height = h0 + 'px';
        ishk.d[2].height = h1 + 'px';
        ishk.d[3].height = h1 + 'px';
        ishk.i[0].width = w2 + 'px';
        ishk.i[1].width = w3 + 'px';
        ishk.i[2].width = w2 + 'px';
        ishk.i[3].width = w3 + 'px';
        ishk.i[0].height = h2 + 'px';
        ishk.i[1].height = h2 + 'px';
        ishk.i[2].height = h3 + 'px';
        ishk.i[3].height = h3 + 'px';
        // looping current function
        setTimeout(ishk.shake, 20); // 1/50*1000 = 20ms (for 50 fps) :)
    }
};
window.onload = function() {
    ishk.init(); // first initialization
    // binding mouse move event
    document.onmousemove = function(e) {
        if (window.event) e = window.event; // for IE
        ishk.mousemove(e);
    }
    // binding onresize event
    window.onresize = ishk.resize;
}

It is rather simple. When the page loads – I initialize our main object, and link all the necessary events. Then, after initialization, I loop our main ‘shake’ function, which changing sizes of all our 4 images (sectors).

Step 4. Images

For our demo I used only one image:

img_01


Live Demo

Conclusion

Today I told you how to create easy shaking effect to images. Commonly – you can try to play with any another objects too. Hope our javascript lessons still interesting for you. Good luck!

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3 COMMENTS

  1. Hi,
    Thanks for the awesome script.
    What if I want to retain the image once it is skewed by the user? This was the user can perform multiple skew on the image.

    • Hi Murtaza,
      It could be difficult to achieve because of the logic of this script. Pay attention that this is not a single object, but four objects.

Leave a Reply to Murtaza Cancel reply