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Parallax Engine that reacts to the orientation of a smart device http://wagerfield.github.io/parallax/
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README.md

Parallax.js

Parallax Engine that reacts to the orientation of a smart device. Where no gyroscope or motion detection hardware is available, the position of the cursor is used instead.

Check out this demo to see it in action!

Setup

Create a list of elements giving each item that you want to move within your parallax scene a class of layer and a data-depth attribute specifying its depth within the scene. A depth of 0 will cause the layer to remain stationary, and a depth of 1 will cause the layer to move by the total effect of the calculated motion. Values inbetween 0 and 1 will cause the layer to move by an amount relative to the supplied ratio.

<ul id="scene">
  <li class="layer" data-depth="0.00"><img src="layer1.png"></li>
  <li class="layer" data-depth="0.20"><img src="layer2.png"></li>
  <li class="layer" data-depth="0.40"><img src="layer3.png"></li>
  <li class="layer" data-depth="0.60"><img src="layer4.png"></li>
  <li class="layer" data-depth="0.80"><img src="layer5.png"></li>
  <li class="layer" data-depth="1.00"><img src="layer6.png"></li>
</ul>

To kickoff a Parallax scene, select your parent DOM Element and pass it to the Parallax constructor.

var scene = document.getElementById('scene');
var parallax = new Parallax(scene);

Understanding Layer Motion Calculations

The amount of motion that each layer moves by depends on 3 contributing factors:

  1. The scalarX and scalarY values (see Behaviours below for configuration)
  2. The dimensions of the parent DOM element
  3. The depth of a layer within a parallax scene (specified by it's data-depth attribute)

The calculation for this motion is as follows:

xMotion = parentElement.width  * (scalarX / 100) * layerDepth
yMotion = parentElement.height * (scalarY / 100) * layerDepth

So for a layer with a data-depth value of 0.5 within a scene that has both the scalarX and scalarY values set to 10 ( the default ) where the containing scene element is 1000px x 1000px, the total motion of the layer in both x and y would be:

xMotion = 1000 * (10 / 100) * 0.5 = 50 # 50px of positive and negative motion in x
yMotion = 1000 * (10 / 100) * 0.5 = 50 # 50px of positive and negative motion in y

Behaviours

There are a number of behaviours that you can setup for any given Parallax instance. These behaviours can either be specified in the markup via data attributes or in JavaScript via the constructor and API.

Behaviour Values Description
relativeInput true or false Specifies whether or not to use the coordinate system of the element passed to the parallax constructor. Mouse input only.
clipRelativeInput true or false Specifies whether or not to clip the mouse input to the bounds of the element passed to the parallax constructor. Mouse input only.
calibrate-x true or false Specifies whether or not to cache & calculate the motion relative to the initial x axis value on initialisation.
calibrate-y true or false Specifies whether or not to cache & calculate the motion relative to the initial y axis value on initialisation.
invert-x true or false true moves layers in opposition to the device motion, false slides them away.
invert-y true or false true moves layers in opposition to the device motion, false slides them away.
limit-x number or false A numeric value limits the total range of motion in x, false allows layers to move with complete freedom.
limit-y number or false A numeric value limits the total range of motion in y, false allows layers to move with complete freedom.
scalar-x number Multiplies the input motion by this value, increasing or decreasing the sensitivity of the layer motion.
scalar-y number Multiplies the input motion by this value, increasing or decreasing the sensitivity of the layer motion.
friction-x number 0 - 1 The amount of friction the layers experience. This essentially adds some easing to the layer motion.
friction-y number 0 - 1 The amount of friction the layers experience. This essentially adds some easing to the layer motion.
origin-x number The x origin of the mouse input. Defaults to 0.5 (the center). 0 moves the origin to the left edge, 1 to the right edge. Mouse input only.
origin-y number The y origin of the mouse input. Defaults to 0.5 (the center). 0 moves the origin to the top edge, 1 to the bottom edge. Mouse input only.

In addition to the behaviours described above, there are two methods enable() and disable() that activate and deactivate the Parallax instance respectively.

Behaviours: Data Attributes Example

<ul id="scene"
  data-calibrate-x="false"
  data-calibrate-y="true"
  data-invert-x="false"
  data-invert-y="true"
  data-limit-x="false"
  data-limit-y="10"
  data-scalar-x="2"
  data-scalar-y="8"
  data-friction-x="0.2"
  data-friction-y="0.8"
  data-origin-x="0.0"
  data-origin-y="1.0">
  <li class="layer" data-depth="0.00"><img src="graphics/layer1.png"></li>
  <li class="layer" data-depth="0.20"><img src="graphics/layer2.png"></li>
  <li class="layer" data-depth="0.40"><img src="graphics/layer3.png"></li>
  <li class="layer" data-depth="0.60"><img src="graphics/layer4.png"></li>
  <li class="layer" data-depth="0.80"><img src="graphics/layer5.png"></li>
  <li class="layer" data-depth="1.00"><img src="graphics/layer6.png"></li>
</ul>

Behaviours: Constructor Object Example

var scene = document.getElementById('scene');
var parallax = new Parallax(scene, {
  calibrateX: false,
  calibrateY: true,
  invertX: false,
  invertY: true,
  limitX: false,
  limitY: 10,
  scalarX: 2,
  scalarY: 8,
  frictionX: 0.2,
  frictionY: 0.8,
  originX: 0.0,
  originY: 1.0
});

Behaviours: API Example

var scene = document.getElementById('scene');
var parallax = new Parallax(scene);
parallax.enable();
parallax.disable();
parallax.updateLayers(); // Useful for reparsing the layers in your scene if you change their data-depth value
parallax.calibrate(false, true);
parallax.invert(false, true);
parallax.limit(false, 10);
parallax.scalar(2, 8);
parallax.friction(0.2, 0.8);
parallax.origin(0.0, 1.0);

jQuery

If you're using jQuery or Zepto and would prefer to use Parallax.js as a plugin, you're in luck!

$('#scene').parallax();

jQuery: Passing Options

$('#scene').parallax({
  calibrateX: false,
  calibrateY: true,
  invertX: false,
  invertY: true,
  limitX: false,
  limitY: 10,
  scalarX: 2,
  scalarY: 8,
  frictionX: 0.2,
  frictionY: 0.8,
  originX: 0.0,
  originY: 1.0
});

jQuery: API

var $scene = $('#scene').parallax();
$scene.parallax('enable');
$scene.parallax('disable');
$scene.parallax('updateLayers');
$scene.parallax('calibrate', false, true);
$scene.parallax('invert', false, true);
$scene.parallax('limit', false, 10);
$scene.parallax('scalar', 2, 8);
$scene.parallax('friction', 0.2, 0.8);
$scene.parallax('origin', 0.0, 1.0);

iOS

If you are writing a native iOS application and would like to use parallax.js within a UIWebView, you will need to do a little bit of work to get it running.

UIWebView no longer automatically receives the deviceorientation event, so your native application must intercept the events from the gyroscope and reroute them to the UIWebView:

  1. Include the CoreMotion framework #import <CoreMotion/CoreMotion.h> and create a reference to the UIWebView @property(nonatomic, strong) IBOutlet UIWebView *parallaxWebView;
  2. Add a property to the app delegate (or controller that will own the UIWebView) @property(nonatomic, strong) CMMotionManager *motionManager;
  3. Finally, make the following calls:
self.motionManager = [[CMMotionManager alloc] init];
if (self.motionManager.isGyroAvailable && !self.motionManager.isGyroActive) {
  [self.motionManager setGyroUpdateInterval:0.5f]; // Set the event update frequency (in seconds)
  [self.motionManager startGyroUpdatesToQueue:NSOperationQueue.mainQueue
                                  withHandler:^(CMGyroData *gyroData, NSError *error) {
    NSString *js = [NSString stringWithFormat:@"parallax.onDeviceOrientation({beta:%f, gamma:%f})", gyroData.rotationRate.x, gyroData.rotationRate.y];
    [self.parallaxWebView stringByEvaluatingJavaScriptFromString:js];
  }];
}

Build

As a prerequisite, you will need gulp installed: npm install -g gulp

npm install
gulp

During development you can have gulp watch the source directory for changes and automatically build the deploy files by running:

gulp watch

Author

Matthew Wagerfield: @wagerfield

License

Licensed under MIT. Enjoy.

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