Javascript remove eventListener when another is fired
I am creating a simple ES5 JS application in Blippar, which uses an API that is fairly easy to understand. You can make AR applications with JavaScript. I am creating a calendar with 31 doors and so I have to declare 31 variables (I know, not the most efficient way, but it's working.) In those variables, I've created 'doors' to open, and they all have a background image with some content. Easy enough, the idea is to use Date() to check wether it's possible to open the door or not (it's a Christmas Calendar).
For each door, this looks something like this:
var deur1 = scene.addSprite("d1.jpg").setName("deur1").setTranslation(227,142,doorValueZ).setScale(doorScaleX, doorScaleY);
var deur1text = scene.addSprite("d1text.jpg").setName("deur1text").setTranslation(227, 142, textValueZ).setScale(doorScaleX, doorScaleY).setRotationY(-180);
deur1.onTouchEnd = function() {
if (door1Openable == 1) {
deur1.animate().rotationY(180).rotationX(360).scale(openStateScaleX,360).translation(0,0,doorOpenValueZ).duration(1000);
deur1text.animate().rotationY(0).rotationX(360).scale(openStateScaleX,360).translation(0,0,textOpenValueZ).duration(1000);
setTimeout(function(){
door1State = 1;
}, 1500);
} else {
return false;
}
}
I am using a setTimeout of 1.5s to set the state to 1, because there is also a listener on the whole screen that when the state is 1, and an user clicks anywhere on the screen, the 'door' closes again. Without that setTimeout, it is immediately set to 1 and the door will not open.
So this basically happens 31 times. However, when I click another door while in the animation of a door opening, that door that was clicked second, will also open.
What would be the easiest way to prevent this? Thanks in advance!
javascript
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I am creating a simple ES5 JS application in Blippar, which uses an API that is fairly easy to understand. You can make AR applications with JavaScript. I am creating a calendar with 31 doors and so I have to declare 31 variables (I know, not the most efficient way, but it's working.) In those variables, I've created 'doors' to open, and they all have a background image with some content. Easy enough, the idea is to use Date() to check wether it's possible to open the door or not (it's a Christmas Calendar).
For each door, this looks something like this:
var deur1 = scene.addSprite("d1.jpg").setName("deur1").setTranslation(227,142,doorValueZ).setScale(doorScaleX, doorScaleY);
var deur1text = scene.addSprite("d1text.jpg").setName("deur1text").setTranslation(227, 142, textValueZ).setScale(doorScaleX, doorScaleY).setRotationY(-180);
deur1.onTouchEnd = function() {
if (door1Openable == 1) {
deur1.animate().rotationY(180).rotationX(360).scale(openStateScaleX,360).translation(0,0,doorOpenValueZ).duration(1000);
deur1text.animate().rotationY(0).rotationX(360).scale(openStateScaleX,360).translation(0,0,textOpenValueZ).duration(1000);
setTimeout(function(){
door1State = 1;
}, 1500);
} else {
return false;
}
}
I am using a setTimeout of 1.5s to set the state to 1, because there is also a listener on the whole screen that when the state is 1, and an user clicks anywhere on the screen, the 'door' closes again. Without that setTimeout, it is immediately set to 1 and the door will not open.
So this basically happens 31 times. However, when I click another door while in the animation of a door opening, that door that was clicked second, will also open.
What would be the easiest way to prevent this? Thanks in advance!
javascript
add a comment |
I am creating a simple ES5 JS application in Blippar, which uses an API that is fairly easy to understand. You can make AR applications with JavaScript. I am creating a calendar with 31 doors and so I have to declare 31 variables (I know, not the most efficient way, but it's working.) In those variables, I've created 'doors' to open, and they all have a background image with some content. Easy enough, the idea is to use Date() to check wether it's possible to open the door or not (it's a Christmas Calendar).
For each door, this looks something like this:
var deur1 = scene.addSprite("d1.jpg").setName("deur1").setTranslation(227,142,doorValueZ).setScale(doorScaleX, doorScaleY);
var deur1text = scene.addSprite("d1text.jpg").setName("deur1text").setTranslation(227, 142, textValueZ).setScale(doorScaleX, doorScaleY).setRotationY(-180);
deur1.onTouchEnd = function() {
if (door1Openable == 1) {
deur1.animate().rotationY(180).rotationX(360).scale(openStateScaleX,360).translation(0,0,doorOpenValueZ).duration(1000);
deur1text.animate().rotationY(0).rotationX(360).scale(openStateScaleX,360).translation(0,0,textOpenValueZ).duration(1000);
setTimeout(function(){
door1State = 1;
}, 1500);
} else {
return false;
}
}
I am using a setTimeout of 1.5s to set the state to 1, because there is also a listener on the whole screen that when the state is 1, and an user clicks anywhere on the screen, the 'door' closes again. Without that setTimeout, it is immediately set to 1 and the door will not open.
So this basically happens 31 times. However, when I click another door while in the animation of a door opening, that door that was clicked second, will also open.
What would be the easiest way to prevent this? Thanks in advance!
javascript
I am creating a simple ES5 JS application in Blippar, which uses an API that is fairly easy to understand. You can make AR applications with JavaScript. I am creating a calendar with 31 doors and so I have to declare 31 variables (I know, not the most efficient way, but it's working.) In those variables, I've created 'doors' to open, and they all have a background image with some content. Easy enough, the idea is to use Date() to check wether it's possible to open the door or not (it's a Christmas Calendar).
For each door, this looks something like this:
var deur1 = scene.addSprite("d1.jpg").setName("deur1").setTranslation(227,142,doorValueZ).setScale(doorScaleX, doorScaleY);
var deur1text = scene.addSprite("d1text.jpg").setName("deur1text").setTranslation(227, 142, textValueZ).setScale(doorScaleX, doorScaleY).setRotationY(-180);
deur1.onTouchEnd = function() {
if (door1Openable == 1) {
deur1.animate().rotationY(180).rotationX(360).scale(openStateScaleX,360).translation(0,0,doorOpenValueZ).duration(1000);
deur1text.animate().rotationY(0).rotationX(360).scale(openStateScaleX,360).translation(0,0,textOpenValueZ).duration(1000);
setTimeout(function(){
door1State = 1;
}, 1500);
} else {
return false;
}
}
I am using a setTimeout of 1.5s to set the state to 1, because there is also a listener on the whole screen that when the state is 1, and an user clicks anywhere on the screen, the 'door' closes again. Without that setTimeout, it is immediately set to 1 and the door will not open.
So this basically happens 31 times. However, when I click another door while in the animation of a door opening, that door that was clicked second, will also open.
What would be the easiest way to prevent this? Thanks in advance!
javascript
javascript
asked Nov 28 '18 at 11:08
BasBas
95
95
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