如何更改javascript事件监听器?

如何解决如何更改javascript事件监听器?

我刚刚切换到新的shopify主题。我遇到了一些问题,这些代码在我的其他主题上效果很好,但由于主题结构的原因,在新主题上效果不佳。 他们的文档说使用以下事件侦听器代替document.onload和$(document).ready():

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

我不擅长javascript,但无法使其与以下2个脚本一起使用。谁能帮忙?

<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>

解决方法

要使此代码与新主题配合使用,您需要侦听特定于此新主题的自定义事件 page:loaded ,而不是标准事件window.onload$(document).ready()

在下面,您将找到适应新事件的旧代码段:

  • 第一个脚本标签:
<script type="text/javascript">
   document.addEventListener('page:loaded',function() {
        $('a[data-rel^=lightcase]').lightcase();
    });
  </script>
  • 第二个:
<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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