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如何更改 javascript 事件偵聽器?

[英]How to change javascript event listener?

我剛剛切換到一個新的 shopify 主題。 我遇到了一些代碼問題,這些問題在我的其他主題上運行良好,但在這個新主題上卻沒有,因為它們的主題是如何構建的。 他們的文檔說使用以下事件偵聽器而不是 document.onload 和 $(document).ready():

 document.addEventListener('page:loaded', function() { console.log('page:loaded'); });

我不擅長 javascript,並且無法使用以下 2 個腳本。 任何人都可以提供幫助嗎?

 <script type="text/javascript"> jQuery(document).ready(function($) { $('a[data-rel^=lightcase]').lightcase(); }); </script>

 <script> window.addEventListener("load", function () { var curtains = new Curtains({ container: "planes-canvas" }); var planeEls = document.getElementsByClassName("planes"); var vs = `#ifdef GL_ES precision mediump float; #endif // default mandatory attributes attribute vec3 aVertexPosition; attribute vec2 aTextureCoord; // those projection and model view matrices are generated by the library // it will position and size our plane based on its HTML element CSS values uniform mat4 uMVMatrix; uniform mat4 uPMatrix; // texture coord varying that will be passed to our fragment shader varying vec2 vTextureCoord; void main() { // apply our vertex position based on the projection and model view matrices gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); // varying // use texture matrix and original texture coords to generate accurate texture coords vTextureCoord = aTextureCoord; }`; var fs = ` #ifdef GL_ES precision mediump float; #endif // get our varyings varying vec3 vVertexPosition; varying vec2 vTextureCoord; // the uniform we declared inside our javascript uniform float uTime; // our texture sampler (default name, to use a different name please refer to the documentation) uniform sampler2D planeTexture; vec3 hueRotate(vec3 col, float hue) { vec3 k = vec3(0.57735, 0.57735, 0.57735); float cosAngle = cos(hue); return col * cosAngle + cross(k, col) * sin(hue) + k * dot(k, col) * (1.0 - cosAngle); } vec3 saturate(vec3 rgb, float adjustment) { vec3 W = vec3(0.2125, 0.7154, 0.0721); vec3 intensity = vec3(dot(rgb, W)); return mix(intensity, rgb, adjustment); } void main() { // get our texture coords vec2 textureCoord = vTextureCoord; // displace our pixels along both axis based on our time uniform and texture UVs // this will create a kind of water surface effect // try to comment a line or change the constants to see how it changes the effect // reminder : textures coords are ranging from 0.0 to 1.0 on both axis const float PI = 3.141592; textureCoord.x += ( sin(textureCoord.x * 12.0 + ((uTime * (PI / 15.0)) * 0.031)) + sin(textureCoord.y * 12.0 + ((uTime * (PI / 12.489)) * 0.047)) ) * 0.0050; textureCoord.y += ( sin(textureCoord.y * 8.0 + ((uTime * (PI / 12.023)) * 0.023)) + sin(textureCoord.x * 8.0 + ((uTime * (PI / 15.1254)) * 0.067)) ) * 0.0100; vec4 color = texture2D(planeTexture, textureCoord); // hue rotation from 0 to PI in 10 seconds float hueRotation = cos(uTime / 600.0) * PI; color.rgb = hueRotate(color.rgb, hueRotation); // saturate color.rgb = saturate(color.rgb, 2.0); gl_FragColor = color; } `; var planes = []; function handlePlane(index) { var plane = planes[index]; plane .onReady(function () { // our texture has been loaded, resize our plane! plane.planeResize(); }) .onRender(function () { plane.uniforms.time.value++; }); } for (var i = 0; i < planeEls.length; i++) { var params = { vertexShader: vs, fragmentShader: fs, uniforms: { time: { name: "uTime", type: "1f", value: 0 } } }; var plane = curtains.addPlane(planeEls[i], params); if (plane) { planes.push(plane); handlePlane(i); } } }); </script>

要使此代碼與新主題一起使用,您需要偵聽特定於此新主題的自定義事件page:loaded ,而不是標准事件window.onload$(document).ready()

您將在下面找到適用於新事件的舊代碼片段:

  • 第一個腳本標簽:
<script type="text/javascript">
   document.addEventListener('page:loaded', function() {
        $('a[data-rel^=lightcase]').lightcase();
    });
  </script>
  • 第二個 :
<script>
document.addEventListener('page:loaded', function() {
  var curtains = new Curtains({
    container: "planes-canvas"
  });

  var planeEls = document.getElementsByClassName("planes");

  var vs = `#ifdef GL_ES
  precision mediump float;
  #endif

  // default mandatory attributes
  attribute vec3 aVertexPosition;
  attribute vec2 aTextureCoord;

  // those projection and model view matrices are generated by the library
  // it will position and size our plane based on its HTML element CSS values
  uniform mat4 uMVMatrix;
  uniform mat4 uPMatrix;

  // texture coord varying that will be passed to our fragment shader
  varying vec2 vTextureCoord;

  void main() {
    // apply our vertex position based on the projection and model view matrices
    gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);

    // varying
    // use texture matrix and original texture coords to generate accurate texture coords
    vTextureCoord = aTextureCoord;
  }`;

  var fs = `
    #ifdef GL_ES
    precision mediump float;
    #endif

    // get our varyings
    varying vec3 vVertexPosition;
    varying vec2 vTextureCoord;

    // the uniform we declared inside our javascript
    uniform float uTime;

    // our texture sampler (default name, to use a different name please refer to the documentation)
    uniform sampler2D planeTexture;


    vec3 hueRotate(vec3 col, float hue) {
        vec3 k = vec3(0.57735, 0.57735, 0.57735);
        float cosAngle = cos(hue);
        return col * cosAngle + cross(k, col) * sin(hue) + k * dot(k, col) * (1.0 - cosAngle);
    }

    vec3 saturate(vec3 rgb, float adjustment) {
        vec3 W = vec3(0.2125, 0.7154, 0.0721);
        vec3 intensity = vec3(dot(rgb, W));
        return mix(intensity, rgb, adjustment);
    }


    void main() {
        // get our texture coords
        vec2 textureCoord = vTextureCoord;

        // displace our pixels along both axis based on our time uniform and texture UVs
        // this will create a kind of water surface effect
        // try to comment a line or change the constants to see how it changes the effect
        // reminder : textures coords are ranging from 0.0 to 1.0 on both axis
        const float PI = 3.141592;

        textureCoord.x += (
                    sin(textureCoord.x * 12.0 + ((uTime * (PI / 15.0)) * 0.031))
                    + sin(textureCoord.y * 12.0 + ((uTime * (PI / 12.489)) * 0.047))
                    ) * 0.0050;

                textureCoord.y += (
                    sin(textureCoord.y * 8.0 + ((uTime * (PI / 12.023)) * 0.023))
                    + sin(textureCoord.x * 8.0 + ((uTime * (PI / 15.1254)) * 0.067))
                    ) * 0.0100;

        vec4 color = texture2D(planeTexture, textureCoord);

        // hue rotation from 0 to PI in 10 seconds
        float hueRotation = cos(uTime / 600.0) * PI;
        color.rgb = hueRotate(color.rgb, hueRotation);

        // saturate
        color.rgb = saturate(color.rgb, 2.0);

        gl_FragColor = color;
    }
`;

  var planes = [];

  function handlePlane(index) {
    var plane = planes[index];

    plane
      .onReady(function () {
        // our texture has been loaded, resize our plane!
        plane.planeResize();
      })
      .onRender(function () {
        plane.uniforms.time.value++;
      });
  }

  for (var i = 0; i < planeEls.length; i++) {
    var params = {
      vertexShader: vs,
      fragmentShader: fs,
      uniforms: {
        time: {
          name: "uTime",
          type: "1f",
          value: 0
        }
      }
    };

    var plane = curtains.addPlane(planeEls[i], params);

    if (plane) {
      planes.push(plane);

      handlePlane(i);
    }
  }
});
</script>

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