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
或$(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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