When I tried it, I got a blank. I'm not sure what the reason is.
var obj = document.getElementById( 'Image_12c' ); var posX = parseInt( obj.style.left ); alert(posX);
I think it's just because posX has the value 0 at this stage. Try console.log intead of alert and check in the browser's console.
If you fired obj.style.left = ( posX + 10 ) + 'px'; at it now like advised in the post you cited, your image should jump 10 pixels over to the right as expected.
If you run this script on slide enter, you might have to wrap it in a timeout to give the image time to load.
When I check console.log, it says NaN.
When I use this:
var obj = document.getElementById( 'Image_12c' ); console.log(obj);
I get this:
(unknown) <canvas id="Image_12c" class="cp-shape" width="196" height="156" style="left: 0px; top: 0px; right: 0px; bottom: 0px; width: 100%; height: 100%;">
Will not help with JS, but are yuu busy with a responsive project (Fluid Boxes)?
Yes, it is a responsive project. I want more control over the objects that are unlocked from the fluid box.
I also tried a shape that was unlocked from any fluid box and the left and top were 0 also, which made no sense.
<canvas id="Tri1c" class="cp-autoShape" width="17" height="11" style="left: 0px; top: 0px; right: 0px; bottom: 0px; width: 17px; height: 11px; margin-left: 0px; margin-top: 0px; display: block; visibility: visible; position: absolute;"></canvas>
This is what shows in Captivate while working this object: