I am new to javaScript and trying to create a simon game in jS and want to increase level everytime nextSequence() is called
var started = false; //toggler
var level = 0;
$(document).on("keydown", function() {
if (!started) {
$("h1").text("Level 0")
nextSequence()
started = true;
}
})
function nextSequence() {
var randomNumber = Math.random() * 4;
randomNumber = Math.floor(randomNumber);
var randomChosenColor = buttonColors[randomNumber] //any one color
gamePattern.push(randomChosenColor);
$("#" + randomChosenColor).fadeOut(100).fadeIn(100).fadeOut(100).fadeIn(100); // animate
level = level + 1
console.log(level)
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
Assuming you have all of the necessary variables set (buttonColors). The variable level should be increased by one every key down, if you want to display the score through the h1 you would need to incorporate the 'score' variable into the text
so change $("h1").text("Level 0") to $("h1").text("Level " + level)
Related
I'm in my first steps of creating an auto aim system for the enemy bot but I can't even seem to get him to shoot properly.
I create a div element, and move it in a direction. This happens every 4 seconds. I delete the div before the next one gets created. This works. But somehow it creates more and more elements over time and soon turns into a massive amount of divs all flying in the same direction.
** make the bullet here **
function makeBullet() {
if (player.enemy) {
if (player.enemyBullet.bulletInterval == true) {
console.log("working");
player.enemyBullet.bullet = document.createElement('div');
player.enemyBullet.bullet.className = 'bullet';
gameArea.appendChild(player.enemyBullet.bullet);
player.enemyBullet.bullet.x = player.enemy.x;
player.enemyBullet.bullet.y = player.enemy.y;
player.enemyBullet.bullet.style.left = player.enemyBullet.bullet.x + 'px';
player.enemyBullet.bullet.style.top = player.enemyBullet.bullet.y + 'px';
player.enemyBullet.bulletInterval = false;
setInterval(function () {
player.enemyBullet.bulletInterval = true;
}, 4000);
}
}
}
** Move Bullet **
function moveBullet() {
let bullets = document.querySelectorAll('.bullet');
bullets.forEach(function (item) {
item.x += 3;
item.y -= 3;
item.style.left = item.x + 'px';
item.style.top = item.y + 'px';
if(item.y < 200){
item.parentElement.removeChild(item);
player.enemyBullet.bullet = null;
}
})
}
** invoked in request Animation function **
function playGame() {
if (player.inplay) {
moveBomb();
moveBullet();
makeBullet();
window.requestAnimationFrame(playGame);
}
}
** Initiate interval boolean here **
let player = {
enemyBullet: {
bulletInterval: true
}
}
** LINK TO JS FIDDLE FULL PROJECT ** (click here to see what's happening)
https://jsfiddle.net/mugs17/j7f12a0n/
You are using setInterval like set timeout. However setInterval does not only execute one time. Once you've called setInterval the first time, calling it again makes a new different interval that also executes every 4 seconds.
So each time your function gets invoked its creating a new Interval which is why your div elements are increasing as time goes on
Instead wrap the entire create bullet code inside setInterval and make it execute only once by setting a boolean conditional and then immediately changing that conditional to false. Like this:
if (player.enemy) {
if (player.enemyBullet.bulletInterval == true) {
player.enemyBullet.bulletInterval = false;
console.log("working");
setInterval(function () {
player.enemyBullet.bullet = document.createElement('div');
player.enemyBullet.bullet.className = 'bullet';
gameArea.appendChild(player.enemyBullet.bullet);
player.enemyBullet.bullet.x = player.enemy.x;
player.enemyBullet.bullet.y = player.enemy.y;
player.enemyBullet.bullet.style.left = player.enemyBullet.bullet.x + 'px';
player.enemyBullet.bullet.style.top = player.enemyBullet.bullet.y + 'px';
}, 4000);
}
}
}
I have a game which involves a dog chasing cats; upon the dog touching the cat div, the class changes so that a "dead" cat appears and is then removed. I would also like to have a smaller version of the dead cat image show up in a div in the upper right corner as a sort of score keeper.
So essentially every time a cat is killed a small image pops up in the score div.
The problem is if I have the prepend for the small image placed where it is now, it continues to add the image indefinitely as opposed to only one for each dead cat. I'm guessing it's because it's within this if statement for the collision detection but I can't figure out a way around it.
I've tried making it a function, moving it outside of the getCollision function, tried to attach a trigger...nothing I've done seems to work to solve what I assume to be a relatively simple problem.
If anyone can help or point me in the right direction I'd greatly appreciate it! Below is the code:
"use strict";
$(document).ready(function() {
console.log("linked");
var $dog = $('.dog'); //global variables
var body = $('body');
var $cat = $('.cat');
function newCat() { //creates a div w/ class cat, appends to body
var cat = $('<div class="cat"></div>');
body.append(cat);
setInterval(function() { //moves cats randomly
cat.css("top", Math.random() * window.innerHeight);
cat.css("left", Math.random() * window.innerWidth);
}, 1500)
}
for(var i=0; i<10; i++) { //create multiple cats
newCat();
}
function getCollision(cat) { //collision detection for elements
$(cat).each(function(index, cat) { //loops through each cat div
var $dogH = $dog.outerHeight(true);
var $dogW = $dog.outerWidth(true);
var $dogX = $dog.position();
var $dogY = $dog.position();
var $catH = parseInt($(cat).css('height').replace('px', ''))
var $catW = parseInt($(cat).css('width').replace('px', ''))
var $catX = parseInt($(cat).css('left').replace('px', ''))
var $catY = parseInt($(cat).css('top').replace('px', ''))
if ($dogX.left < $catX + $catW &&
$dogY.top < $catY + $catH &&
$catX < $dogX.left + $dogW &&
$catY < $dogY.top + $dogW) {
$(cat).addClass('dead');
$('.score').prepend('<img src="images/cat_dead_sm.png" />');
setTimeout(function() {
$('.dead').remove(); //removes dead cat
}, 2500);
console.log('boom');
};
});
};
$(document).mousemove(function(event) { //moves dog div to follow cursor
$('.dog').css({
'top': event.pageY,
'bottom': event.pageX,
'left': event.pageX,
'right': event.pageY
});
$cat = $('.cat')
getCollision($cat); //calls getcollision to check distance
})();
// function keepScore() {
// $('.score').prepend('<img src="images/cat_dead_sm.png" />');
// }
// };
});
I think the problem is that a dead cat can still die - another iteration of the collision detection can occur before the setTImeout that removes the dead cat is triggered. You could check if the current cat is already dead before prepending the score image.
We just need to check if it's already dead to avoid this:
if ($dogX.left < $catX + $catW &&
$dogY.top < $catY + $catH &&
$catX < $dogX.left + $dogW &&
$catY < $dogY.top + $dogW &&
!$(cat).hasClass('dead')
) {
$(cat).addClass('dead');
$('.score').prepend('<img src="images/cat_dead_sm.png" />');
setTimeout(function () {
$('.dead').remove(); //removes dead cat
}, 2500);
console.log('boom');
}
Or even better - you could avoid collision detection on dead cats entirely:
$cat = $('.cat:not(.dead)');
getCollision($cat);
So I'm new to javascript and I am looking for a way to count how many times a function is executed. The code randomly generates a square or circle and displays from the shape is shown to when you click it (reactionTime). That works fine and dandy.
But I'm looking for a way to keep track of the number of times a shape is clicked and then eventually the cumulative time to calculate average time per click. If it helps, I come from a pretty good C++ background.
To count number of clicks, I was thinking of adding a closure function.
From here: How do I find out how many times a function is called with javascript/jquery?
myFunction = (function(){
var count = 0;
return function(){
count++
alert( "I have been called " + count + " times");
}
})();
And from here: Function count calls
var increment = function() {
var i = 0;
return function() { return i += 1; };
};
var ob = increment();
But I tried a global variable and several variations of closure functions to no avail (look for the comments). I tried putting the closure function in other functions. And I also tried something like:
var increment = makeBox();
I'm wondering if anyone can guide me in the right direction. It would be much appreciated!
var clickedTime; var createdTime; var reactionTime;
var clicked; var avg = 0;
avg = (avg + reactionTime) / clicked;
document.getElementById("clicked").innerHTML = clicked;
document.getElementById("avg").innerHTML = avg;
function getRandomColor() {
....
}
function makeBox() { // This is the long function that makes box
createdTime = Date.now();
var time = Math.random();
time = time * 3000;
///////// var increment = function () {
var i = 0;
//return function() { return i += 1; };
i++;
return i;
///////// };
// clicked++; /////////// global variable returns NaN
// console.log(clicked);
// alert("Clicked: "+clicked);
setTimeout(function() {
if (Math.random() > 0.5) {
document.getElementById("box").style.borderRadius="75px"; }
else {
document.getElementById("box").style.borderRadius="0px"; }
var top = Math.random(); top = top * 300;
var left = Math.random(); left = left * 500;
document.getElementById("box").style.top = top+"px";
document.getElementById("box").style.left = left+"px";
document.getElementById("box").style.backgroundColor = getRandomColor();
document.getElementById("box").style.display = "block";
createdTime = Date.now();
}, time);
}
ob = increment(); //////////////////////// I think this gives me 1 every time
alert("Increment: "+ob); //////////////////
document.getElementById("box").onclick = function() {
clickedTime = Date.now();
reactionTime= (clickedTime - createdTime)/1000;
document.getElementById("time").innerHTML = reactionTime;
this.style.display = "none";
makeBox();
}
makeBox();
You have a few problems but to answer your question:
You're not defining clicked as a number (or any other type) so trying to perform an operation on undefined returns NaN...because well, it's not a number.
Your second attempt var i = 0; won't work because i is re-defined on each function call.
You should be able to use your gobal variable clicked as long as you set it to zero.
Here is an example that shows how a closure can count calls to a function:
function add5(y) {
//A totally normal function
return y + 5;
}
var counter = 0, /*a counter scoped outside of the function counter function*/
trackedAdd5 = (function (func) {
/*This anonymous function is incrementing a counter and then calling the function it is passed*/
return function () {
counter++;
/*The trick is this function returns the output of calling the passed in function (not that it is applying it by passing in the arguments)*/
return func.apply(this, arguments);
}
})(add5); /*calling this tracking function by passing the function to track*/
document.getElementById('run').addEventListener('click', function () {
/*Here we are treating this new trackedAdd5 as a normal function*/
var y = document.getElementById('y');
y.value = trackedAdd5(parseInt(y.value, 10));
/*Except the outer counter variable now represents the number of times this function has been called*/
document.getElementById('counter').value = counter;
});
<label> <code>y = </code>
<input id='y' value='0' />
<button id='run'>add5</button>
</label>
<br/>
<label><code>add5()</code> was called
<input readonly id='counter' value='0' />times</label>
makeBox.click = 0; // define the function's counter outside the function
makeBox.click++; // replace the `i` usage with this inside the function
About ob = increment();: it is used erroneously (redefines ob many times);
var ob = increment(); // define it once
ob(); // increments the counter
// another way to define `increment`:
var increment = (function () {
var i = 0;
return function () {
return i += 1;
};
})();
ob = increment(); // ob becomes 1 initially
ob = increment(); // ob becomes 2, etc.
This script generate divs with cloud images that fly from left to right with random height and intervals. It generally works but it keeps incrementing divs "id" infinitely. I can't figure out how to reset the counter being safe that never two identical "id"s will exist in the same time.
function cloudgenerator(){
var nr=1;
var t1 = 20000;
var t2 = 50000;
function cloud(type,time,nr){
$("#sky").append("<div id=\"cloudFL"+nr+"\" class=\"cloud"+type+"\" ></div>");
setTimeout(function() {
$("#cloudFL"+nr).css({top:Math.floor(Math.random() * 400)+'px'}).animate({
left:'100%',
},time,'linear',function(){$(this).remove();
});
}, Math.floor(Math.random() * t1));
};
function wave(){
var tx = 0;
setInterval(function(){
cloud(1,t1,nr);
nr++;
var n = $( "div.cloud1" ).length;
$( "span" ).text( "There are " + n +" n and "+ tx +" tx")
if(tx < n){tx = n}
else(tx = 1)
},500);
};
wave()};
cloudgenerator()
In the bottom, there is an instruction that checks if number of divs is starting to drop and presents those values in span for debugging.
Quick and easy solutionYou could loop through the id's in JQuery, starting from the lowest number, until you find a JQuery selector that yields 0 results...
var newid = 0;
var i = 1;
while(newid == 0) {
if( $('#cloudFL' + i).length == 0 ) { newid = i; }
else { i++; }
}
JSFIDDLE DEMO
Alternative solution (scalable)
Given that you may have many clouds onscreen at one time, you could try this alternative approach.
This approach creates an array of 'used ids' and the wave function then checks if any 'used ids' are available before creating a new id for the cloud function. This will run quite a bit more efficiently that then above 'quick fix solution' in situations where many clouds appear on screen.
function cloudgenerator(){
var nr=1;
var t1 = 20000;
var t2 = 50000;
var spentids = [];
function cloud(type,time,id){
$("body").append('<div id="' + id + '" class="cloud' + type + '" >' + id + '</div>');
setTimeout(function() {
$('#'+id).css({top:Math.floor(Math.random() * 400)+'px'}).animate({
left:'100%',
},time,'linear',function(){
spentids.push( $(this).attr('id') );
$(this).remove();
});
}, Math.floor(Math.random() * t1));
};
function wave(){
setInterval(function(){
if(spentids.length == 0) {
cloud(1,t1,"cloudFL" + nr);
nr++;
} else {
spentids = spentids.sort();
cloud(1,t1,spentids.shift());
}
},500);
};
wave()};
cloudgenerator()
JSFIDDLE DEMO - ALTERNATIVE
Why not get the timestamp and add this to your id?
If you donĀ“t need the ids i would stick to #hon2a and just add the styling to the class and remove the ids.
And another solution:
You could make a check if ID xyz is used. Like this e.g.
var cloudCount = jQuery('.cloud20000').length + jQuery('.cloud50000').length + 10;
for(var i = 0; i <= cloudCount; i++) {
if(jQuery('#cloudFL' + i).length <= 0) {
nr = i;
return false;
}
}
cloud(1,t1,nr);
I am building simple "Spot the difference" game in jQuery/HTML. There are 5 rounds/stages, each with different pictures and user needs to go through all of them starting from round 1.
I am having this issue with increment firing twice when I am in 2nd round, and then triple times when I am in 3rd round and so on. This cause points to jump up double/triple/... instead of just jump up by 1.
The code is on baby level. I did not make any stuff to refactor it and improve.
I think I don't need to provide HTML for this, as simply looking at logic in JS file should be enough.
For those who prefer pastebin version is here (http://pastebin.com/ACqafZ5G). Full code:
(function(){
var round = 1;
var points = 0;
var pointsTotal = 0;
var pointsDisplay = $(".js-calc");
var pointsTotalDisplay = $(".js-calc-total");
var counterDisplay = $(".js-counter");
var entryPage = $(".entry-page");
var mainMenu = $(".main-menu");
var submitNow = $(".js-now");
var submitResultsFinalBtn = $(".js-submit-results-final");
// rounds-categories
var allRounds = $(".round");
var divRound1 = $(".round1"),
divRound2 = $(".round2"),
divRound3 = $(".round3"),
divRound4 = $(".round4"),
divRound5 = $(".round5");
var allPic = $(".js-pic");
var pic1 = $(".js-pic1"),
pic2 = $(".js-pic2"),
pic3 = $(".js-pic3"),
pic4 = $(".js-pic4"),
picFinish = $(".js-finish");
// on the beginning hide all and leave only entry page
mainMenu.hide();
allRounds.hide();
submitResultsFinalBtn.hide();
// countdown (SEE THE FUNCTION ON THE END)
var myCounter = new Countdown({
seconds: 60, // number of seconds to count down
onUpdateStatus: function(sec){
counterDisplay.html(sec); // display seconds in html
}, // callback for each second
onCounterEnd: function(){
console.log('TIME IS OVER!');
// THIS SHOULD NOT BE HERE, I WOULD PREFER TO MOVE IT SOMEWHERE TO GAME ITSELF
pointsTotalDisplay.html(pointsTotal);
round++; // update to next round
allRounds.hide(); // hide window
mainMenu.show(); // show back again main menu
} // final action
});
var initiateRound = $(".js-initiate");
initiateRound.on("click", function(){ // START GAME
console.log("ROUND " + round + " INITIATED");
points = 0; // reset the points for this round to 0 - not sure this is the way to do it...
console.log(points + " points for this round, " + pointsTotal + " in TOTAL"); // say how many points so far
entryPage.hide();
mainMenu.hide();
allPic.hide();
if( round === 1){
divRound1.show();
pic1.show();
}else if( round === 2){
divRound2.show();
pic2.show();
}else if( round === 3){
divRound3.show();
pic3.show();
}else if( round === 4){
divRound4.show();
pic4.show();
}else if( round === 5){
divRound5.show();
picFinish.show();
initiateRound.hide();
submitNow.hide();
submitResultsFinalBtn.show();
}
counterDisplay.html("60"); //display 60sec on the beginning
myCounter.start(); // and start play time (countdown)
// pointsDisplay.html(points); // display in HTML amount of points for particular round
// if user start collecting points, add them
var mapImage = $('.transparent AREA');
mapImage.each(function(index) {
// When clicked, reveal red circle with missing element
$(this).one("click", function(e) { // YOU CAN CLICK ONLY ONCE!! Using .one() to prevent multiple clicks and eventually scoring more points
e.stopPropagation();
console.log("FIRED");
var theDifference = '#'+$(this).attr('id')+'-diff';
$(theDifference).css('display', 'inline');
if ($(theDifference).data('clicked', true)){ // found circle
// points++;
points += 1;
pointsTotal++;
console.log(points + " points for this round, " + pointsTotal + " in TOTAL");
pointsDisplay.html(points); // display in html amount of points
}
if (points === 6){ // if all points collected (max 6) for this round
myCounter.stop(); // stop countdown
console.log("time stopped, you found all");
setTimeout(function(){ // give him 2sec delay to see last circle marked
allRounds.hide(); // hide window
mainMenu.show(); // show back again main menu
console.log("round " + round + " is finished");
round++; // update to next round
console.log("round " + round + " is activated");
pointsTotalDisplay.html(pointsTotal); // display in HTML total amount of pints
}, 2000);
};
});
});
});
})();
function Countdown(options) {
var timer,
instance = this,
seconds = options.seconds || 10,
updateStatus = options.onUpdateStatus || function () {},
counterEnd = options.onCounterEnd || function () {};
function decrementCounter() {
updateStatus(seconds);
if (seconds === 0) {
counterEnd();
instance.stop();
}
seconds--;
}
this.start = function () {
clearInterval(timer);
timer = 0;
seconds = options.seconds;
timer = setInterval(decrementCounter, 1000);
};
this.stop = function () {
clearInterval(timer);
};
}
Are you sure you're not stacking the $('.transparent AREA') from a round to another ?
This would explain why you score multiple times:
var mapImage = $('.transparent AREA');
mapImage.each(function(index) {
// ...
points++;
// ...
});
Solved!
mapImage.each should be outside of initiateRound