I wrote some functions involving prime factorization and I noticed that when I identified my test paragraph (for testing the results of functions and such) as document.getElementById("text"), it worked fine. However, when I declared a global variable text as var text = document.getElementById("text"), and then substituted in text for the longer version, it no longer worked. I did, however, notice that it worked when I locally declared text. Why is this and how can I fix it? My JSFiddle is here: https://jsfiddle.net/MCBlastoise/3ehcz214/
And this is my code:
var text = document.getElementById("text");
function isPrime(num) {
var lastDigit = parseInt((num + "").split("").reverse()[0]);
if (typeof num !== "number" || num <= 1 || num % 1 !== 0) {
return undefined;
}
else if (num === 2) {
return true;
}
else if (lastDigit === 0 || lastDigit === 2 || lastDigit === 4 || lastDigit === 5 || lastDigit === 6 || lastDigit === 8) {
return false;
}
else {
for (var i = 2; i < num; i++) {
if (num % i === 0) {
return false;
}
}
return true;
}
}
function factorSplit(dig) {
if (typeof dig !== "number" || dig <= 1 || dig % 1 !== 0) {
return undefined;
}
else if (dig === 2) {
return undefined;
}
else {
var factor;
for (var i = 2; i < dig; i++) {
if (dig % i === 0) {
factor = i;
break;
}
}
if (factor === undefined) {
return undefined;
}
else {
return [factor, (dig / factor)];
}
}
}
function allPrimes(arr) {
if (Array.isArray(arr) === false || arr.length < 1) {
return undefined;
}
else {
for (var i = 0; i < arr.length; i++) {
if (isPrime(arr[i]) !== true) {
return false;
}
}
return true;
}
}
function primeFactors(int) {
if (typeof int !== "number" || int <= 1) {
return undefined;
}
else if (isPrime(int) === true) {
return false;
}
else {
var initFactors = factorSplit(int);
while (allPrimes(initFactors) !== true) {
initFactors = initFactors.concat(factorSplit(initFactors[initFactors.length - 1]));
initFactors.splice((initFactors.length - 3), 1);
}
return initFactors;
}
}
function listPrimes() {
repeat = setInterval(findPrime, 1);
}
var primeInts = [2];
var check;
function findPrime() {
var i = primeInts[primeInts.length - 1] + 1;
if (check === undefined) {
check = true;
text.innerHTML = primeInts[0];
}
else {
while (isPrime(i) !== true) {
i++;
}
primeInts.push(i);
text.innerHTML += ", " + primeInts[primeInts.length - 1];
}
}
//text.innerHTML = isPrime(6);
<div onclick="listPrimes()" style="cursor:pointer; background-color:black; width:30px; height:30px"></div>
<p id="text"></p>
The text is global, you just need to make sure the whole script file is included in the html. Here's an example of what I mean
Here in code snippets stackoverflow does this for us already.
var text = document.getElementById("text");
function isPrime(num) {
var lastDigit = parseInt((num + "").split("").reverse()[0]);
if (typeof num !== "number" || num <= 1 || num % 1 !== 0) {
return undefined;
} else if (num === 2) {
return true;
} else if (lastDigit === 0 || lastDigit === 2 || lastDigit === 4 || lastDigit === 5 || lastDigit === 6 || lastDigit === 8) {
return false;
} else {
for (var i = 2; i < num; i++) {
if (num % i === 0) {
return false;
}
}
return true;
}
}
function factorSplit(dig) {
if (typeof dig !== "number" || dig <= 1 || dig % 1 !== 0) {
return undefined;
} else if (dig === 2) {
return undefined;
} else {
var factor;
for (var i = 2; i < dig; i++) {
if (dig % i === 0) {
factor = i;
break;
}
}
if (factor === undefined) {
return undefined;
} else {
return [factor, (dig / factor)];
}
}
}
function allPrimes(arr) {
if (Array.isArray(arr) === false || arr.length < 1) {
return undefined;
} else {
for (var i = 0; i < arr.length; i++) {
if (isPrime(arr[i]) !== true) {
return false;
}
}
return true;
}
}
function primeFactors(int) {
if (typeof int !== "number" || int <= 1) {
return undefined;
} else if (isPrime(int) === true) {
return false;
} else {
var initFactors = factorSplit(int);
while (allPrimes(initFactors) !== true) {
initFactors = initFactors.concat(factorSplit(initFactors[initFactors.length - 1]));
initFactors.splice((initFactors.length - 3), 1);
}
return initFactors;
}
}
function listPrimes() {
repeat = setInterval(findPrime, 1);
}
var primeInts = [2];
var check;
function findPrime() {
var i = primeInts[primeInts.length - 1] + 1;
if (check === undefined) {
check = true;
text.innerHTML = primeInts[0];
} else {
while (isPrime(i) !== true) {
i++;
}
primeInts.push(i);
text.innerHTML += ", " + primeInts[primeInts.length - 1];
}
}
function test() {
console.log("inside test1")
console.log(text);
text.innerHTML = "testtt"
}
function test2() {
console.log("inside test2")
console.log(text);
text.innerHTML = "testtt2"
}
text.innerHTML = isPrime(6);
<div onclick="test()" style="cursor:pointer; background-color:black; width:30px; height:30px"></div>
<p id="text"></p>
<div onclick="test2()" style="cursor:pointer; background-color:black; width:30px; height:30px"></div>
In the head the script runs/loads first and because you don't have the var's in a function they are never re-used they remain with the original value which is null since the document didn't exist at that time, then when the page loads all it has is access to the functions a call to the global var is null. This is why the code previously only worked when text = document.getElementById('text') was in a function.
Is there a way I can kill / break out of user input on my tic tac toe board after a winner has been declared? I tried using break in the isFull() function after the alert was sent of who won but it still would accept user input in the table afterwords.
Here is a link to show you it running:
https://jsfiddle.net/n1kn1vLh/2/
function TicTacToe() {
this.board = [
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]
];
this.showhtml = toHTML;
this.player2 = "O";
this.player1 = "X";
this.turn = "";
}
function toHTML() {
var player = '';
var displayplayer = document.getElementById("displayMessage");
var htmlStr = '';
var gametable = document.getElementById("tictable");
var cell = '';
for (var i = 0; i < this.board.length; i++) {
htmlStr += '<tr>';
for (var j = 0; j < this.board[i].length; j++) {
if (this.board[i][j] == 0) {
this.board[i][j] = cell;
htmlStr += ("<td data-i=\"" + i + "\" data-j=\"" + j + "\">" + this.board[i][j] + "</td>");
}
gametable.addEventListener("click", clickHandler, false);
}
htmlStr += '</tr>';
}
gametable.innerHTML = htmlStr;
if (this.turn == this.player1 || this.turn == "") {
player += ("<p>It is " + this.player1 + "'s turn.</p>");
displayplayer.innerHTML = player;
return this.turn = "X";
} else {
player += ("<p>It is " + this.player2 + "'s turn.</p>");
displayplayer.innerHTML = player;
return this.turn = "O";
}
function clickHandler(event)
{
if (tic.turn == tic.player1) {
if (event.target.innerHTML == ''){
event.target.innerHTML = tic.turn;
tic.board[event.target.dataset.i][event.target.dataset.j] = tic.turn;
tic.turn = tic.player2;
document.getElementById("displayMessage").innerHTML = "<p>It is " + tic.turn + "'s turn.</p>";
isFull();
return tic.turn;
} else {
alert('Invalid Move! Try again.');
}
} else {
if (event.target.innerHTML == '') {
event.target.innerHTML = tic.turn;
tic.board[event.target.dataset.i][event.target.dataset.j] = tic.turn;
tic.turn = tic.player1;
document.getElementById("displayMessage").innerHTML = "<p>It is " + tic.turn + "'s turn.</p>";
isFull();
return tic.turn;
} else {
alert('Invalid Move! Try again.');
}
}
}
function isFull() {
for (var i = 0; i < tic.board.length; i++) {
if(tic.board[i][0] == tic.board[i][1] && tic.board[i][0]==tic.board[i][2] && tic.board[i][0]!=0){
alert(tic.board[i][0]+" Wins");
return;
}
}
for (var i = 0; i < tic.board.length; i++) {
if(tic.board[0][i] == tic.board[1][i] && tic.board[0][i]==tic.board[2][i] && tic.board[0][i]!=0){
alert(tic.board[0][i]+" Wins");
return;
}
}
if(tic.board[0][0]==tic.board[1][1] && tic.board[0][0] == tic.board[2][2] && tic.board[0][0]!=0){
alert(tic.board[0][0]+" Wins");
return;
}
if(tic.board[0][2]==tic.board[1][1] && tic.board[0][2] == tic.board[2][0] && tic.board[2][0]!=0){
alert(tic.board[1][1]+" Wins");
return;
}
}
}
tic = new TicTacToe();
tic.showhtml();
You can remove the eventListener when someone wins:
function isFull() {
for (var i = 0; i < tic.board.length; i++) {
if(tic.board[i][0] == tic.board[i][1] && tic.board[i][0]==tic.board[i][2] && tic.board[i][0]!=0){
alert(tic.board[i][0]+" Wins");
document.getElementById("tictable").removeEventListener('click', clickHandler);
return;
}
}
for (var i = 0; i < tic.board.length; i++) {
if(tic.board[0][i] == tic.board[1][i] && tic.board[0][i]==tic.board[2][i] && tic.board[0][i]!=0){
alert(tic.board[0][i]+" Wins");
document.getElementById("tictable").removeEventListener('click', clickHandler);
return;
}
}
if(tic.board[0][0]==tic.board[1][1] && tic.board[0][0] == tic.board[2][2] && tic.board[0][0]!=0){
alert(tic.board[0][0]+" Wins");
document.getElementById("tictable").removeEventListener('click', clickHandler);
return;
}
if(tic.board[0][2]==tic.board[1][1] && tic.board[0][2] == tic.board[2][0] && tic.board[2][0]!=0){
alert(tic.board[1][1]+" Wins");
document.getElementById("tictable").removeEventListener('click', clickHandler);
return;
}
}
add the following in you isFull()
document.getElementById('user input').disabled = true;
If the user enters an invalid number, I want to empty the input. Negative numbers and numbers that are decimal are not allowed.
This is my Js Function:
function calcPrice() {
var count = $('#placeCount').val();
if(count%1 == 0 && count > 0) {
if(count == 0) {
var output = "";
} else if(count == 1) {
var output = "€ 2,49";
} else if(count > 1 && count != 0) {
var output = ("€ " + (2*count-0.01));
}
}
else {
$('#placeCount').html("");
}
$('#priceOutput').html(output);
}
But somehow the input is not empty if I enter a count that goes into the else section.
change the value of the input with val() instead of html():
function calcPrice() {
var count = $('#placeCount').val();
if(count%1 == 0 && count > 0) {
if(count == 0) {
var output = "";
} else if(count == 1) {
var output = "€ 2,49";
} else if(count > 1 && count != 0) {
var output = ("€ " + (2*count-0.01));
}
}
else {
$('#placeCount').val("");
}
$('#priceOutput').html(output);
}
In this javascript code I try to solve a quadratic equation, I've been working on it for an hour and this should tell me the value of a, b and c where y is a(x^2). I'm a relative javascript beginner and would love some help. Why are the values of a, b and c not numbers? The variable names are in italian, in english and in something else(Not even I know what), but I commented what they are. That's one of my bad traits as a student that usually works alone, sorry if it's not easy to understand.
<script type="text/javascript">
var equa=prompt("Scrivi l'equazione senza spazi usando x come incognita e y come x^2");
var a = 0.0; b = 0.0; c = 0.0;//ax2+bx+c
var prima = true; //before or after equal?
var ope = 1;//1add 2sub 3mul 4div
var lasto = 0.0;//last number, used for div and mul
var lastos = 3; //1a2b3c
var errore=0;//is something messed up?
for(var i = 0; i < equa.length;i=i){
if(equa.charAt(i)=='='){
prima = false;
i++;
}else if(equa.charAt(i)=='+'){
ope=1;
i++;
}else if(equa.charAt(i)=='-'){
ope=2;
i++;
}else if(equa.charAt(i)=='*'){
ope=3;
i++;
}else if(equa.charAt(i)=='/'){
ope=4;
i++;
}else{
var nume = "";//Current number in string form
while(i<equa.length && equa.charAt(i)>'0' && equa.charAt(i)<'9'){
nume+=equa.charAt(i);
i++;
}
var lasnum = 0.0;//current number in float form
var lasval = 3; //1a2b3c
if(equa.charAt(i) == 'x'){
lasnum=parseFloat(nume);
lasval = 2;
}else if(equa.charAt(i) == 'y'){
lasnum=parseFloat(nume);
lasval = 1;
}else{
lasnum = parseFloat(nume);
lasval=3;
}
i++;
if( (ope == 1 || ope == 2) && !(equa.charAt(i) =='*' || equa.charAt(i) == '/')){
if(lasval == 1){
if(prima) a+=lasnum;
else a-=lasnum;
}
else if(lasval == 2){
if(prima) b+=lasnum;
else b-=lasnum;
}
else {
if(prima) c+=lasnum;
else c-=lasnum;
}
}else if( (ope==1 || ope == 2) && (equa.charAt(i) =='*' || equa.charAt(i) == '/')){
//zitto e fermo
lasto=lasnum;
lastos=lasval;
}else if( (ope==3||ope == 4)){
if(ope==3){
if(lastos==3){
lasnum*=lasto;
}
if(lastos == 2){
if(lastval==3){
lasnum*=lasto;
lastval=2;
}
if(lastval==2){
lasnum*=lasto;
lastval=1;
}
if(lastval==1){
errore=1;
}
}
if(lastos == 1){
if(lastval == 3){
lasnum*=lasto;
lastval=1;
}else{
errore=1;
}
}
}
if(ope == 4){
if(lastos == 1){
if(lastval==3){
lasnum/=lasto;
lastval=1;
}
if(lastval==2){
lasnum/=lasto;
lastval=2;
}
if(lastval==1){
lasnum/=lasto;
lastval=3;
}
}
if(lastos == 2){
if(lastval==1){
errore=1;
}
if(lastval==2){
lasnum/=lasto;
lastval=3;
}
if(lastval==3){
lasnum/=lasto;
lastval=2;
}
}
if(lastos == 3){
if(lastval==3){
lasnum/=lasto;
}else{
errore=1;
}
}
}
if(equa.charAt(i) =='*' || equa.charAt(i) == '/'){
lasto=lasnum;
lasto=lasval;
}else{
if(lasval == 1){
if(prima) a+=lasnum;
else a-=lasnum;
}
else if(lasval == 2){
if(prima) b+=lasnum;
else b-=lasnum;
}
else {
if(prima) c+=lasnum;
else c-=lasnum;
}
lasto=0;
lastos=3;
}
}
}
}
if(errore==0){
alert("a ="+a+" b="+b+" c="+c);
}else{
alert("AOOOOOOo");
}
</script>
Since the expected input should be in the format "15y+3x+5=20" for example, then this is a simple regular expression:
var equa = prompt("Scrivi l'equazione senza spazi usando x come incognita e y come x^2");
var regex = /^([0-9.]+)y\+([0-9.]+)x\+([0-9.]+)=([0-9.]+)$/;
var matches = regex.exec(equa);
if (matches) {
var a = parseFloat(matches[1]);
var b = parseFloat(matches[2]);
var c = parseFloat(matches[3]) - parseFloat(matches[4]);
var discriminant = b*b - 4*a*c;
if (discriminant < 0) {
alert('No real solutions');
}
else {
var root = Math.sqrt(discriminant);
alert('Root: ' + ((-b + root)/(2*a)) + ', ' + ((-b - root)/(2*a)));
}
}
else {
alert("AOOOOOOo");
}
I am writing a labyrinth generator, and I am using a Dijkstra Algorithm to see how many parts my labyrinth is divided into.
What I do is I find a cell that does not have a "mark", and run the function "wave".
Function wave(row,column,marknumber):
1) I give this cell a mark.
2) Then, for every nearby cell that is not separated by a wall, I run the function "wave".
This algorithm should tell me how many parts my labyrinth is divided into, but instead my computer screen turns white, starts flashing, and then the computer turns off.
Here is my HTML:
<!DOCTYPE html>
<html>
<head>
<script src="/mazeGenerator.js"></script>
</head>
<body>
<canvas id="field" width="300" height="300"></canvas>
<script>
var mark = 1;
init();
generateBase();
var arsenalNum = window.prompt("How many arsenals?");
for (var i=0;i<arsenalNum;i++) {
arsenal();
}
var prizeNum = window.prompt("How many prizes?");
for (var i=0;i<prizeNum;i++) {
prize(i+1);
}
draw();
for (var r=0; r<DIM; r++) {
for (var c=0; c<DIM; c++) {
if (maze[r][c].mark === 0) {
draw();
//alert(" ");
wave(r,c,mark);
mark++;
}
}
}
draw();
alert("There are " + numberOfMarks() + " marks in this labyrinth.");
</script>
</body>
</html>
And here is my Javascript:
var DIM = window.prompt("Please choose a dimension.");
var maze = new Array (DIM);
// init();
// generate();
// draw();
function init() {
for (var i=0;i<DIM;i++) {
maze[i] = new Array (DIM);
for (var j=0;j<DIM;j++) {
maze[i][j] = {
"walls":[0,0,0,0],
"mark":0,
"hole":-1,
"arsenal":0,
"prize":0,
"blocks_arsenal_entrance":0
};
}
}
}
function generateBase() {
for (var r=0;r<DIM;r++) {
for (var c=0;c<DIM;c++) {
var ind = Math.floor(Math.random()*4);
addWall(r,c,ind);
if (r === 0) {
maze[r][c].walls[0] = 1;
}
if (c === (DIM-1)) {
maze[r][c].walls[1] = 1;
}
if (r === (DIM-1)) {
maze[r][c].walls[2] = 1;
}
if (c === 0) {
maze[r][c].walls[3] = 1;
}
}
}
}
function draw() {
var canvas=document.getElementById("field");
var ctx=canvas.getContext("2d");
for (var r=0;r<DIM;r++) {
for (var c=0;c<DIM;c++) {
drawCell(r,c,ctx);
}
}
}
function drawCell(r,c,ctx) {
var left = c*10;
var top = r*10;
var w = maze[r][c].walls;
if (w[0] === 1) {
ctx.moveTo(left,top);
ctx.lineTo((left+10),top);
ctx.stroke();
}
if (w[1] === 1) {
ctx.moveTo((left+10),top);
ctx.lineTo((left+10),(top+10));
ctx.stroke();
}
if (w[2] === 1) {
ctx.moveTo(left,(top+10));
ctx.lineTo((left+10),(top+10));
ctx.stroke();
}
if (w[3] === 1) {
ctx.moveTo(left,top);
ctx.lineTo((left),(top+10));
ctx.stroke();
}
if (maze[r][c].arsenal == 1) {
ctx.fillStyle = "#FF0000";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].prize !== 0) {
ctx.fillStyle = "#00FF00";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 1) {
ctx.fillStyle = "#FF00FF";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 2) {
ctx.fillStyle = "#FFFF00";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 3) {
ctx.fillStyle = "#00FFFF";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 4) {
ctx.fillStyle = "#0080FF";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 5) {
ctx.fillStyle = "#FF0080";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 6) {
ctx.fillStyle = "#FFFFFF";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 7) {
ctx.fillStyle = "#000000";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 8) {
ctx.fillStyle = "#80FF80";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 9) {
ctx.fillStyle = "#8080FF";
ctx.fillRect(left,top,10,10);
}
if (maze[r][c].mark === 10) {
ctx.fillStyle = "#FF8080";
ctx.fillRect(left,top,10,10);
}
}
function up(r,c) {
if (r === 0) {
return null;
} else {
return maze[r-1][c];
}
}
function down(r,c) {
if (r == (DIM - 1)) {
return null;
} else {
return maze[r+1][c];
}
}
function left(r,c) {
if (c === 0) {
return null;
} else {
return maze[r][c-1];
}
}
function right(r,c) {
if (c == (DIM - 1)) {
return null;
} else {
return maze[r][c+1];
}
}
function neighbor(r,c,dir) {
if (dir === 0) {
return up(r,c);
}
if (dir === 1) {
return right(r,c);
}
if (dir === 2) {
return down(r,c);
}
if (dir === 3) {
return left(r,c);
}
}
function opposite(dir) {
if (dir === 0) {
return 2;
}
if (dir === 1) {
return 3;
}
if (dir === 2) {
return 0;
}
if (dir === 3) {
return 1;
}
}
function arsenal() {
var done = false;
while (!done) {
var r = Math.floor(Math.random()*DIM);
var c = Math.floor(Math.random()*DIM);
if (maze[r][c].prize !== 0) {
continue;
}
if (maze[r][c].arsenal !== 0) {
continue;
}
if (maze[r][c].blocks_arsenal_entrance !== 0) {
continue;
}
var entrance = Math.floor(Math.random()*4);
if ((r === 0) && (entrance === 0)) {
entrance = opposite(entrance);
}
if ((c === (DIM - 1)) && (entrance === 1)) {
entrance = opposite(entrance);
}
if ((r === (DIM - 1)) && (entrance === 2)) {
entrance = opposite(entrance);
}
if ((c === 0) && (entrance === 3)) {
entrance = opposite(entrance);
}
for (var d=0;d<4;d++) {
removeWall(r,c,d);
}
for (d=0;d<4;d++) {
if (d !== entrance) {
addWall(r,c,d);
}
}
neighbor(r,c,entrance).blocks_arsenal_entrance = 1;
maze[r][c].arsenal = 1;
done = true;
}
}
function prize(n) {
var done = false;
while (!done) {
var r = Math.floor(Math.random()*DIM);
var c = Math.floor(Math.random()*DIM);
if (maze[r][c].prize !== 0) {
continue;
}
if (maze[r][c].arsenal !== 0) {
continue;
}
if (maze[r][c].blocks_arsenal_entrance !== 0) {
continue;
}
for (var d=0;d<4;d++) {
addWall(r,c,d);
}
maze[r][c].prize = n;
done = true;
}
}
function addWall(r,c,ind) {
maze[r][c].walls[ind] = 1;
if (neighbor(r,c,ind) !== null) {
neighbor(r,c,ind).walls[opposite(ind)] = 1;
}
}
function removeWall(r,c,dir) {
maze[r][c].walls[dir] = 0;
var neighborCell = neighbor(r,c,dir);
if (neighborCell !== null) {
neighborCell.walls[opposite(dir)] = 0;
}
}
function wave(r,c,mark) {
//alert("Wave Started with " + r + ", " + c + ".");
if (maze[r][c].mark === 0) {//Make sure the cell doesn't have a mark
// alert(r + ", " + c + " does not have a mark.");
maze[r][c].mark = mark;
// alert("maze["+r+"]["+c+"].mark is now equal to " + maze[r][c].mark);
if ((maze[r][c].walls[0] === 0) && (up(r,c).mark === 0)) {
wave((r-1),c);
}
if ((maze[r][c].walls[1] === 0) && (right(r,c).mark === 0)) {
wave(r,(c+1));
}
if ((maze[r][c].walls[2] === 0) && (down(r,c).mark === 0)) {
wave((r+1),c);
}
if ((maze[r][c].walls[3] === 0) && (left(r,c).mark === 0)) {
wave(r,(c-1));
}
} else {
}
}
function numberOfMarks() {
var maxMark = 0;
for (var r=0;r<DIM;r++) {
for (var c=0;c<DIM;c++) {
if ((maze[r][c].mark) > maxMark) {
maxMark = maze[r][c].mark;
}
}
}
return maxMark;
}
function numberOfPrizes() {
var maxPrize = 0;
for (var r=0;r<DIM;r++) {
for (var c=0;c<DIM;c++) {
if ((maze[r][c].prize) > maxPrize) {
maxPrize = maze[r][c].prize;
}
}
}
return maxPrize;
}
function findMarkBorder() {
for (var r=0;r<DIM;r++) {
for (var c=0;c<DIM;c++) {
if (((maze[r][c].mark) !== up(r,c).mark) && (up(r,c).mark !== null)) {
document.write("<br> The cell above cell "+r+", "+c+" has a different mark.");
}
if (((maze[r][c].mark) !== right(r,c).mark) && (right(r,c).mark !== null)) {
document.write("<br> The cell to the right of cell "+r+", "+c+" has a different mark.");
}
if (((maze[r][c].mark) !== down(r,c).mark) && (down(r,c).mark !== null)) {
document.write("<br> The cell below cell "+r+", "+c+" has a different mark.");
}
if (((maze[r][c].mark) !== left(r,c).mark) && (left(r,c).mark !== null)) {
document.write("<br> The cell to the left of cell "+r+", "+c+" has a different mark.");
}
}
}
}
Please tell me what I am doing wrong! Thanks in advance!
This program is not working, because in the function wave, you are not passing enough arguments -- you are not passing the "mark".
For example,
if ((maze[r][c].walls[3] === 0) && (left(r,c).mark === 0)) {
wave(r,(c-1));
}
should be
if ((maze[r][c].walls[3] === 0) && (left(r,c).mark === 0)) {
wave(r,(c-1),mark);
}