How to display diffrent images using if function after pressing a button - javascript

For my collage assignment i need to create a html webpage where if you press the button yes it displays a number and a corresponding image. i have figured out how to create the random number but cannot get the corresponding image to show up when the button in pressed. i am very new to this and any help would be appreciated
This is the java script
function randomNumber() {
var ranNumgen = Math.floor((Math.random() * 6) + 1);
}
console.log("randomNumber");
if ("number" == 1) {
document.getElementById('img1').src = "image/dice1.jpg";
} else if ("number" == 2) {
document.getElementById('img1').src = "image/dice2.jpg";
} else if ("number" == 3) {
document.getElementById("img1").src = "image/dice3.jpg"
} else if ("number" == 4) {
document.getElementById("img1").src = "image/dice4.jpg";
} else if ("number" == 5) {
document.getElementById("img1").src = "image/dice5.jpg";
} else if ("number" == 6) {
document.getElementById("img1").src = "image/dice6.jpg";
}
<head>
<title></title>
<button id="b" onclick="ranNumgen()"> Yes </button>
<button onclick="Num2button()">No</button>
</head>
<body>
<p id="number"> </p>
And this is all my code
<!DOCTYPE html>
<html>
<head>
<title></title>
<button id="b" onclick="ranNumgen()"> Yes </button>
<button onclick="Num2button()">No</button>
</head>
<body>
<p id="number"> </p>
<script type="text/javascript">
function randomNumber() {
var ranNumgen = Math.floor((Math.random() *6) +1);
}
console.log("randomNumber");
if ("number" ==1 ) {
document.getElementById('img1').src ="image/dice1.jpg";
}
else if ("number" ==2) {
document.getElementById('img1').src ="image/dice2.jpg";
}
else if ("number"==3) {
document.getElementById("img1").src="image/dice3.jpg"
}
else if ("number"==4) {
document.getElementById("img1").src="image/dice4.jpg";
}
else if ("number"==5) {
document.getElementById("img1").src="image/dice5.jpg";
}
else if ("number"==6) {
document.getElementById("img1").src="image/dice6.jpg";
}
function Num2button() {
var button2 = "Are you sure"
alert(button2);
}
</script>
</body>
</html>

You can put your logic to assign the picture in your randomNumber function, the best would be to rename it to something like generateRandomPicture.
Then you need an element with the id you have specified and
also I would recommend that you use an eventListener instead of doing the inline scripting.
You can add .addEventListener() to your element.
document.getElementById('b').addEventListener('click', randomNumber);
document.getElementById('b').addEventListener('click', randomNumber);
function randomNumber() {
let number = Math.floor((Math.random() * 6) + 1);
if (number == 1) {
document.getElementById('img1').src = "image/dice1.jpg";
} else if (number == 2) {
document.getElementById('img1').src = "image/dice2.jpg";
} else if (number == 3) {
document.getElementById("img1").src = "image/dice3.jpg"
} else if (number == 4) {
document.getElementById("img1").src = "image/dice4.jpg";
} else if (number == 5) {
document.getElementById("img1").src = "image/dice5.jpg";
} else if (number == 6) {
document.getElementById("img1").src = "image/dice6.jpg";
}
}
<head>
<title></title>
</head>
<body>
<p id="number"> </p>
<img id="img1"></img>
<button id="b"> Yes </button>
<button onclick="Num2button()">No</button>
</body>

I'm aware that the question is already answered and that you are new to this but this is a more scalable approach and looks a bit cleaner.
NOTE: This snippet assumes the images in the array in the correct order, from 1 to N.
let images = [
'https://via.placeholder.com/10',
'https://via.placeholder.com/20',
'https://via.placeholder.com/30',
'https://via.placeholder.com/40',
'https://via.placeholder.com/50',
]
function setRandomImage() {
let index = Math.floor(Math.random() * images.length);
document.getElementById('img').src = images[index];
document.getElementById('num').innerHTML = index + 1;
}
<img id="img"></img>
<p id="num"></p>
<button onclick="setRandomImage()">Yes</button>
<button>No</button>
As per epascarello's comment, this does not rely on the order of the images but they do have to be in the array.
var images = [
'https://via.placeholder.com',
'https://via.placeholder.com',
'https://via.placeholder.com',
'https://via.placeholder.com',
'https://via.placeholder.com',
]
function setRandomImage() {
let index = Math.floor(Math.random() * images.length) + 1;
document.getElementById('img').src = images[index - 1] + '/' + index + '0';
document.getElementById('num').innerHTML = index;
}
<img id="img"></img>
<p id="num"></p>
<button onclick="setRandomImage()">Yes</button>
<button>No</button>
And if you always have a static number of images which are properly named you can even do away with the images array.
function setRandomImage() {
let rand = Math.floor(Math.random() * 6) + 1;
document.getElementById('img').src = 'https://via.placeholder.com/' + rand + '0';
document.getElementById('num').innerHTML = rand;
}
<img id="img"></img>
<p id="num"></p>
<button onclick="setRandomImage()">Yes</button>
<button>No</button>

Related

How to I get an image to show a certain amount of times for Val in HTML

This question in HTML asks for the user to enter a number 1-5 and then it will show the amount of numbers entered as a picture of a dice with question marks on them. No matter what number I put in I will always get 6 dice to show with question marks. How do I fix this?
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<style>
body {
text-align: center;
}
img {
height: 150px;
}
</style>
</head>
<body>
<h1>Click the button to see the roll of a die randomly selected</h1>
<script>
Val = window.prompt("Enter the number of dice to play with (1-5)");
<!--if user enters a number <= 1 val ==1-->
if(Val == 1 || Val <= 1){
Val = 1;
}
else if(Val == 2){
Val = 2;
}
else if(Val == 3){
Val = 3;
}
else if(Val == 4){
Val = 4;
}
<!--if user enters anything thats not 1-4 val = 5-->
else Val = 5;
function roll() {
var randomDie = Math.floor(Val*Math.random()) + 1;
var RandomNum = Math.floor(6*Math.random()) + 1;
document.getElementById('dieImg' + randomDie).setAttribute("src","dieImages/die" + RandomNum + ".jpg");
document.getElementById('dieImg' + randomDie).style.display="inline";
document.getElementById('display').innerHTML = "Die " + randomDie + " was selected and rolled to show " + RandomNum;
}
</script>
<!--Show question mark die-->
<img id="dieImg1" src="dieImages/question-mark-dice.jpg">
<img id="dieImg2" src="dieImages/question-mark-dice.jpg">
<img id="dieImg3" src="dieImages/question-mark-dice.jpg">
<img id="dieImg4" src="dieImages/question-mark-dice.jpg">
<img id="dieImg5" src="dieImages/question-mark-dice.jpg">
<hr>
<button type="button" onclick="roll()">Click to Roll</button>
<p id="display">--</p>
</body>
</html>
This is what the application shows when I put in 3,
This is what I want the output to be,
First of all you do not need to re-assign every value
if(Val == 1 || Val <= 1){
Val = 1;
}
else if(Val == 2){
Val = 2;
}
else if(Val == 3){
Val = 3;
}
else if(Val == 4){
Val = 4;
}
this works same as above
//if user enters a number <= 1 val ==1
if (Val < 1) {
Val = 1;
}
//if user enters anything thats not 1-4 val = 5
if (Val > 4) {
Val = 5
}
Second,
it's showing the 5 images everytime because you have mentioned that in the HTML, you need to create the img element dynamically using createElement using a loop.
let img = document.createElement('img');
img.src = "dieImages/question-mark-dice.jpg";
img.id = "dieImg" + i;
let dices = document.getElementById("dices");
dices.appendChild(img);
I re-wrote your example, which is working as you are expecting.
Val = window.prompt("Enter the number of dice to play with (1-5)");
//if user enters a number <= 1 val ==1
if (Val < 1) {
Val = 1;
}
//if user enters anything thats not 1-4 val = 5
if (Val > 4) {
Val = 5
}
for (i = 1; i <= Val; i++) {
let img = document.createElement('img');
img.src = "dieImages/question-mark-dice.jpg";
img.id = "dieImg" + i;
let dices = document.getElementById("dices");
dices.appendChild(img);
}
function roll() {
var randomDie = Math.floor(Val * Math.random()) + 1;
var RandomNum = Math.floor(6 * Math.random()) + 1;
var diceElement = document.getElementById('dieImg' + randomDie);
diceElement.setAttribute("src", "dieImages/die" + RandomNum + ".jpg");
diceElement.style.display = "inline";
document.getElementById('display').innerHTML = "Die " + randomDie + " was selected and rolled to show " + RandomNum;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<style>
body {
text-align: center;
}
img {
height: 150px;
}
</style>
</head>
<body>
<h1>Click the button to see the roll of a die randomly selected</h1>
<!--Show question mark die-->
<div id="dices">
</div>
<hr>
<button type="button" onclick="roll()">Click to Roll</button>
<p id="display">--</p>
</body>
</html>

How to add an animation gif to a javascript program

I am very new to the world of coding and I am in a coding bootcamp learning about JavaScript. We created a number guessing game and I am trying to add an animation that will run after the correct answer is entered. I have googled a few times trying to find the answer, but I was looking to see if there is an easier way. I have included a copy of the program below. If I wanted an animation to appear after the correct answer is entered, how could I do that?
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Number Guessing Game</title>
</head>
<body style='background-color:black'>
<h1>Number Guessing Game</h1>
<button type="button" onclick="runGame()">Start Game</button>
<script>
function runGame() {
let guessString ='';
let guessNumber = 0;
let correct = false;
let numTries = 0;
const randomNumber = Math.random() * 100;
const randomInteger = Math.floor(randomNumber);
const target = randomInteger + 1;
do {
guessString = prompt('I am thinking of a number in the range 1 to 100.\n\nWhat is the number?');
guessNumber = +guessString;
numTries += 1;
correct = checkGuess(guessNumber, target, numTries);
} while (!correct);
alert('You got it! The number was ' + target + '.\n\nIt took you ' + numTries + ' tries to guess correctly.');
}
function checkGuess(guessNumber, target, numTries) {
let correct = false;
if (isNaN(guessNumber)) {
alert('Alright smarty pants!\n\nPlease enter a number in the 1-100 range.');
} else if ((guessNumber < 1) || (guessNumber > 100)) {
alert('Please enter an integer in the 1-100 range.');
} else if (guessNumber > target) {
alert('Your number is too large!\n\nGuess Number: ' + numTries + '.');
} else if (guessNumber < target) {
alert('Your number is too small!\n\nGuess Number: ' + numTries + '.');
} else {
correct = true;
}
return correct;
}
</script>
</body>
</html>
To be able do that you need to learn DOM Manipulation.
Here is a simple example :
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Number Guessing Game</title>
</head>
<body style='background-color:black'>
<h1>Number Guessing Game</h1>
<button type="button" onclick="runGame()">Start Game</button>
<script>
function runGame() {
let guessString ='';
let guessNumber = 0;
let correct = false;
let numTries = 0;
const randomNumber = Math.random() * 100;
const randomInteger = Math.floor(randomNumber);
const target = randomInteger + 1;
do {
guessString = prompt('I am thinking of a number in the range 1 to 100.\n\nWhat is the number?');
guessNumber = +guessString;
numTries += 1;
correct = checkGuess(guessNumber, target, numTries);
} while (!correct);
alert('You got it! The number was ' + target + '.\n\nIt took you ' + numTries + ' tries to guess correctly.');
// add your gif to the dom
// create an img element
const img = document.createElement("img")
// set the source of the gif
img.src = "https://i0.wp.com/badbooksgoodtimes.com/wp-content/uploads/2017/12/plankton-correct-gif.gif?fit=400%2C287"
// add the img element to the dom
// in this case we are gonna add it after the 'start game' button, so
// select the button element
const btn = document.querySelector("button")
// insert the img element after the button
btn.parentNode.insertBefore(img, btn.nextSibling);
}
function checkGuess(guessNumber, target, numTries) {
let correct = false;
if (isNaN(guessNumber)) {
alert('Alright smarty pants!\n\nPlease enter a number in the 1-100 range.');
} else if ((guessNumber < 1) || (guessNumber > 100)) {
alert('Please enter an integer in the 1-100 range.');
} else if (guessNumber > target) {
alert('Your number is too large!\n\nGuess Number: ' + numTries + '.');
} else if (guessNumber < target) {
alert('Your number is too small!\n\nGuess Number: ' + numTries + '.');
} else {
correct = true;
}
return correct;
}
</script>
</body>
</html>
keep going and good luck.

Limit the amount of times a button is clicked

for my college project im trying to limit the amount of times one of my buttons is being clicked to 3 times, I've been looking everywhere for code to do it and found some yesterday, it does give me alert when I've it the max amount of clicks but the function continues and im not sure why, here is the code I've been using.
var total = 0
var hitnumber = 0
var username = prompt("Enter username", "Player 1")
var compscore = 18
var card_1 = 0
var card_2 = 0
var ClickCount = 0
function NumberGen() {
hitnumber = Math.floor((Math.random() * 2) + 1);
document.getElementById("Random Number").innerHTML = username + " has
drawn " + hitnumber;
}
function Total_Number() {
total = total + hitnumber + card_1 + card_2;
document.getElementById("Total").innerHTML = username + " has a total
of " + total;
if(total >21){
window.location="../End_Game/End_Lose_Bust.html";
}
}
function Random_Number() {
card_1 = Math.floor((Math.random() * 2) + 1);
card_2 = Math.floor((Math.random() * 2) + 1);
document.getElementById("Stcards").innerHTML = username + " has drawn "
+ card_1 + " and " + card_2 + " as their first cards.";
}
function menuButton(button) {
switch(button)
{
case "Stick":
if (total > 21) {
window.location="../End_Game/End_Lose_Bust.html";
} else if (total == 21){
window.location="../End_Game/End_Win_21.html";
} else if (total > compscore) {
window.location="../End_Game/End_Win.html";
} else if (total == compscore) {
window.location="../End_Game/End_Draw.html";
} else {
window.location="../End_Game/End_lose.html";
}
}
}
function Hidebutton() {
document.getElementById("Hit").style.visibility = 'visible';
document.getElementById("Stick").style.visibility = 'visible';
document.getElementById("Deal").style.visibility = 'hidden';
}
function countClicks() {
var clickLimit = 3;
if(ClickCount>=clickLimit) {
alert("You have drawn the max amount of crads");
return false;
}
else
{
ClickCount++;
return true;
}
}
HTML
<!doctype html>
<html>
<head>
<title>Pontoon Game</title>
<link rel="stylesheet" type="text/css" href="Main_Game.css">
</head>
<body>
<h1>Pontoon</h1>
<div id="Control">
<input type="button" id="Hit" onclick="NumberGen(); Total_Number(); countClicks()" value="Hit" style="visibility: hidden" />
<input type="button" id="Stick" onclick="menuButton(value)" style="visibility: hidden" value="Stick" />
<input type="button" id="Deal" onclick="Hidebutton(); Random_Number()" value="Deal" />
</div>
<div class="RNG">
<p id="Stcards"></p>
<p id="Random Number"></p>
<p id="Total"></p>
</div>
<div class="Rules">
<p>
Welcome to Pontoon, the goal of the game is to make your cards reach a combined value of 21 before the dealer (computer). during the game you will have two clickable buttons, these are hit and stick.
</p>
<p>
>Hit - This button allows you to collect another card.
</p>
<p>
>Stick - This buttom allows you to stay at the value of cards you have, you should only use this button at the end of the game when you feel you cannot get any closer to 21 without going bust.
</p>
<p>
Going bust means you have gone over 21, when this happens the game will automaticly end as you have gone bust.
</p>
</div>
</body>
</html>
Cheers in advance.
You are calling countClicks at the end of onclick. Change it to this:
if (countClicks()) { NumberGen(); Total_Number();}
Try this
var count = 0;
function myfns(){
count++;
console.log(count);
if (count>3){
document.getElementById("btn").disabled = true;
alert("You can only click this button 3 times !!!");
}
}
<button id="btn" onclick="myfns()">Click Me</button>
I have edited your code also following is your code
var total = 0
var hitnumber = 0
var username = prompt("Enter username", "Player 1")
var compscore = 18
var card_1 = 0
var card_2 = 0
var ClickCount = 0
function NumberGen() {
hitnumber = Math.floor((Math.random() * 2) + 1);
document.getElementById("Random Number").innerHTML = username + " has drawn " + hitnumber;
}
function Total_Number() {
total = total + hitnumber + card_1 + card_2;
document.getElementById("Total").innerHTML = username + " has a total of " + total;
if (total > 21) {
window.location = "../End_Game/End_Lose_Bust.html";
}
}
function Random_Number() {
card_1 = Math.floor((Math.random() * 2) + 1);
card_2 = Math.floor((Math.random() * 2) + 1);
document.getElementById("Stcards").innerHTML = username + " has drawn " +
card_1 + " and " + card_2 + " as their first cards.";
}
function menuButton(button) {
switch (button)
{
case "Stick":
if (total > 21) {
window.location = "../End_Game/End_Lose_Bust.html";
} else if (total == 21) {
window.location = "../End_Game/End_Win_21.html";
} else if (total > compscore) {
window.location = "../End_Game/End_Win.html";
} else if (total == compscore) {
window.location = "../End_Game/End_Draw.html";
} else {
window.location = "../End_Game/End_lose.html";
}
}
}
function Hidebutton() {
document.getElementById("Hit").style.visibility = 'visible';
document.getElementById("Stick").style.visibility = 'visible';
document.getElementById("Deal").style.visibility = 'hidden';
}
function countClicks() {
var clickLimit = 3;
if (ClickCount >= clickLimit) {
alert("You have drawn the max amount of crads");
return false;
} else {
NumberGen();
Total_Number();
ClickCount++;
return true;
}
}
<html>
<head>
<title>Pontoon Game</title>
<link rel="stylesheet" type="text/css" href="Main_Game.css">
</head>
<body>
<h1>Pontoon</h1>
<div id="Control">
<input type="button" id="Hit" onclick=" countClicks()" value="Hit" style="visibility: hidden" />
<input type="button" id="Stick" onclick="menuButton(value)" style="visibility: hidden" value="Stick" />
<input type="button" id="Deal" onclick="Hidebutton(); Random_Number()" value="Deal" />
</div>
<div class="RNG">
<p id="Stcards"></p>
<p id="Random Number"></p>
<p id="Total"></p>
</div>
<div class="Rules">
<p>
Welcome to Pontoon, the goal of the game is to make your cards reach a combined value of 21 before the dealer (computer). during the game you will have two clickable buttons, these are hit and stick.
</p>
<p>
>Hit - This button allows you to collect another card.
</p>
<p>
>Stick - This buttom allows you to stay at the value of cards you have, you should only use this button at the end of the game when you feel you cannot get any closer to 21 without going bust.
</p>
<p>
Going bust means you have gone over 21, when this happens the game will automaticly end as you have gone bust.
</p>
</div>
</body>
</html>

How Do I Make My Game Work? ELI5

I'm trying to make a game that displays a sequence of images depending on the number the user puts in a input box. I want it to show a random image from an array of my images for however many times the user set it to show it.
Here's my JavaScript:
var numLeaves = 0;
var numSeq = ["1.jpg","2.png","3.jpg","4.jpg","5.png","6.jpg","7.jpg","8.jpg","9.jpg","0.jpg"];
function startGame() {
while (1 < 10) {
randomNum = Math.floor((Math.random() * numSeq.length));
if (randomNum === 0) {
numLeaves = 1;
} else if (randomNum == 1) {
numLeaves = 2;
} else if (randomNum == 2) {
numLeaves = 3;
} else if (randomNum == 3) {
numLeaves = 4;
} else if (randomNum == 4) {
numLeaves = 5;
} else if (randomNum == 5) {
numLeaves = 6;
} else if (randomNum == 6) {
numLeaves = 7;
} else if (randomNum == 7) {
numLeaves = 8;
} else if (randomNum == 8) {
numLeaves = 9;
} else if (randomNum == 9) {
numLeaves = 0;
}
document.getElementById("picture").src = numSeq[randomNum];
setInterval(function(){document.getElementById("picture").src = ""}, 1500);
i++;
}
}
function submitInput() {
if (document.getElementById("leaveGuess").value == numLeaves) {
document.getElementById("result").innerHTML = "Correct!";
}
else
{
document.getElementById("result").innerHTML = "Incorrect... There were " + numLeaves + " leaves on the shamrock";
}
}
And here's my HTML:
<!DOCTYPE html>
<html>
<head>
<title></title>
<link rel="stylesheet" type="text/css" href="rep.css">
<script type="text/javascript" src="rep.js"></script>
</head>
<body>
<div id="test"></div>
<div id="content">
<div id="title" class="center">
<h1>Repetitive</h1>
<p>Created by Daniel Hancock</p>
<h2>Instructions:</h2>
<p>In under one second memorize the amount of leaves on the shamrock. <br> After one second, you will be asked to enter the number of leaves that you saw on the shamrock.</p>
<label for="numSequence"><strong>Length:</strong></label>
<input id="numSequence"> <br>
<button onclick="startGame()" id="startButton">New</button>
</div>
<div id="display" class="center">
<img src="" id="picture" width="215" height="215">
<div id="guessing" class="center">
<input id="leaveGuess">
<button onclick="submitInput()">Submit</button>
<p id="result"></p>
</div>
</div>
</div>
</body>
</html>
Explain it to me like I'm a five year old.
I didn't understand your problem but i found some problems in the code:
1) you didn't declare the numLeaves as global variable (maybe) and you update him 10 times in the while without use him.
2) set var i = 0; at the start of startGame function or the better solution is using for instead while
3) why you did randomNum === 0 instead randomNum == 0?
tip:
you can write
numLeaves = (randomNum + 1) % 10;
instead of the 10 if commands
I can see one major problem here - you have not declared i anywhere. In your while loop you have the condition set to (1 < 10) which will always be true.
I would recommend changing it to use a for loop like this:
for (int i=0; i<10; i++)
{
randomNum = Math.floor((Math.random() * numSeq.length));
if (randomNum == 9)
{
numLeaves = 0;
}
else
{
numLeaves = randomNum + 1;
}
document.getElementById("picture").src = numSeq[randomNum];
setInterval(function(){document.getElementById("picture").src = ""}, 1500);
}
Hope this helps.

Can't get JQuery to append some html and a value

I'm trying to create a script to keep a history track of three for a random number generator. (this is all for practice to take more advance approach) but I for some reason cannot get jQuery to Append a new html table/row after the code starts executing from a different JS file. however everything seems to go according to plan besides the part when I am trying to add the row into the table. I have a jsfiddle here:
http://jsfiddle.net/e3ey2a3s/2/
Here is my code however:
convert.js (the generator)
var min, max, setDol = false,
pArry = [];
function chooseRandom() {
min = prompt('whats the max value?', 'max');
max = prompt('whats the min value?', 'min');
return convertType(min, max);
}
function convertType(min, max) {
if (typeof min === 'string' || typeof max === 'string') {
document.getElementById('convert').innerHTML = "converting strings to numbers..."
parseInt(min);
parseInt(max);
}
return getRandom(min, max);
}
function getRandom(min, max) {
if (isNaN(min) || isNaN(max)) {
borked();
} else {
return amtFixed(Math.random() * (max - min) + min);
}
}
function amtFixed(amt) {
if (amt >= 0 && amt <= 10) {
document.getElementById('text').innerHTML = "Our number is " + amt + " which is between 0 and 10";
} else if (amt >= 11 && amt <= 20) {
document.getElementById("text").innerHTML = "Our number is " + amt + " which is between 11 and 20";
} else {
document.getElementById("text").innerHTML = "Our number is " + amt + " which is greater than 20. huh.";
}
var fixed = Number(amt).toFixed(2);
return convertFix(fixed);
};
function convertFix(fixed) {
if (typeof fixed === 'string') {
fixed = (fixed / 1);
document.getElementById("fixed").innerHTML = typeof fixed + " " + fixed + " converted down to two decimals.";
setDol = confirm("Convert our amount to a dollar amount?");
} else {
console.log('Failed to convert...');
}
return success(fixed);
};
function borked() {
var broke = false;
alert("You must not of entered a proper number... That sucks :/");
var broke = confirm("Do you want to retry?");
if (broke) {
return chooseRandom();
} else {
return document.getElementById("text").innerHTML = "I r broked :(";
}
}
function success(num) {
var amtHist = [];
if (setDol) {
$("#price").append('$' + num + ' Set fixed to a dollar amount!');
pArry.push(num);
return buildHistory(pArry);
} else {
$("#price").empty().append("Our fixed value is: " + num);
pArry.push(num);
return buildHistory(pArry);
}
}
After this script finishes up success() send the finished array over to my data.js function buildHistory() which looks like this:
buildHistory = function(arr) {
var t, i, _this = this,
numEls = 0,
a = arr;
var objLen = holdObj.History.length;
table = $('table.history');
//Let's do our loops to check and set history data
//We need to get our history data so we can make sure not to re print old data.
for (t = 0; t <= objLen; t++) {
for (i = 0; i < a.length; i++) {
x = objLen[t];
if ($.inArray(x, a) === -1) {
//Alright now we build onto the history table
$('table.history').append('<tr><td>' + a[i] + '</td></tr>');
var cell = table.find('td');
cell.addClass('hist' + numEls);
numEls++;
holdObj.History.push(a[i]);
} else {
break;
}
}
}
// Let's remove the oldest value once the table exceeds 3 or 4.
if (objLen > 3 && numEls > 3) {
var tmp = table.find('hist_3');
table.remove(tmp);
holdObj.History.pop();
}
}
This is all still in the makes so nothing is really finalized here, I am probably just overlooking a simple solution.
Here is my HTML:
<html>
<head>
<script type="text/javascript" src="../source/libs/jQuery-1.8.3.min.js"></script>
<title>Index</title>
</head>
<body>
<p>This is just some filler content lol.</p>
<p>Let's run some scripts! Click the buttons!</p>
<div class="math">
<p id="convert"></p>
<p id="text"></p>
<p id="fixed"></p>
<p id="price"></p>
<table id="history">
<tr>
<th>History</th>
</tr>
<tr>
<td id="hist"> Value #1</td>
</tr>
</table>
</div>
<button class="scrBtn">Click to start Script</button>
<div id="date"></div>
<button class="dateBtn">Get Date</button>
<div class="person">
<div class="pTitle">
<div class="pBody">
<div class="fName">Name: </div>
<div class="age">Age: </div>
<div class="height">Height: </div>
<div class="eyecolor">Eye Color: </div>
<div class="sex">Sex: </div>
This is where our person should go.
</div>
</div>
</div>
<a href="view/Form/personForm.html">
<button class="pBtn">Get Info</button>
</a>
<div class="bRowLeft">test
</div>
<div class="tRowLeft">test
</div>
</body>
<script type="text/javascript" src="../source/model/data.js"></script>
<script type="text/javascript" src="../source/model/convert.js"></script>
<script type="text/javascript" src="../source/model/button.js"></script>
<link rel="stylesheet" type="text/css" href="css/styles.css">
</html>
Sorry for such a long post but I am trying to explore as much as I can.
(The code is activated via jQuery with button.js)
$(document).ready(function() {
$('.scrBtn').click(function() {
chooseRandom();
});
});
Thanks again, let me know if anymore information is needed.
$('table.history') - you dont have a <table class="history"> element.
Try this:
table = $("#history");
and same where you append.

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