I've been writing this little script in order to make a "self writing text" animation. The thing is, everytime a word is finished, it jumps straight up to the next one. I can't work my head around it to make so each letter deletes before passing on the next word in the array.
const text = ['design', 'make', 'develop', 'code', 'create']
let count = 0;
let index = 0;
let currentText = "";
let letter = "";
(function type() {
if (count === text.length) {
count = 0;
}
currentText = text[count];
letter = currentText.slice(0, ++index);
document.querySelector(".main__animation").textContent = letter;
if (letter.length === currentText.length) {
count++
index = 0;
}
setTimeout(type, 500);
}())
Thanks beforehand!
const text = [, 'design', 'make', 'develop', 'code', 'create']
let count = 1;
let index = 0;
let currentText = "";
let letter = "";
var deleting = false;
(function type() {
if (count === text.length) {
count = 1;
}
currentText = text[count];
if (deleting) {
letter = currentText.slice(0, --index);
} else {
letter = currentText.slice(0, ++index);
}
document.querySelector(".main-animation").textContent = letter;
if (letter.length === currentText.length) {
deleting = true;
}
if (letter.length === 0) {
count++;
index = 0;
deleting = false;
}
setTimeout(type, 500);
}())
<div class="main-animation"></div>
This is what I came along. Please let me know if there is any doubt.
function createAnimation(words, target, speed) {
let wordIndex = 0;
let i = 0;
let erase = false;
const handler = () => {
const word = words[wordIndex];
if (erase) {
target.innerText = target.innerText.slice(0, -1);
if (!target.innerText.length) {
wordIndex = (wordIndex + 1) % words.length;
i = 0;
erase = false;
}
} else {
target.innerText += word.charAt(i);
i++;
if (i === word.length) {
erase = true;
}
}
};
let interval = null;
return {
start() {
interval = setInterval(handler, 1000 / speed)
},
stop() {
clearInterval(interval);
}
}
}
const animation = createAnimation(
['design', 'make', 'develop', 'code', 'create'],
document.getElementById('target'),
5 // [letters/s]
);
animation.start();
// TO STOP, CALL animation.stop()
<h1 id='target'></h1>
Related
First of all, I hope you can understand my English. I'm not really good at English. I'd like to ask for help on giving 1 point to every unique user(a user that joined, a live stream to be exact) for every correct answer.
The issue I have in the current coding is that instead of giving points to each user respectively, it counts all users as one. What I mean by that is, for example: When user A wins, he gets(displays) 1 point. When user B wins, he gets(displays) 2 points. The points keep adding for every other user.
I'd like it to be like this: When user A wins, he gets(displays) 1 point. When user B wins he also gets(displays) 1 point too. That means each user has their own winning record.
I hope you can understand what I'm trying to explain.
Please ask if you need further explanation on things you don't understand.
I'd like to display the win count under/currently under the 'function addPhoto'.
Following is the current code:
Thanks in advance!
// DATA
let connection = new TikTokIOConnection(undefined);
let gameWords = [];
let gamegameSelectedWord = null;
let gameTimer = null;
let gameStatus = false;
let wins = 0;
// Config
let confComment = false;
let confLike = false;
let confShare = false;
let confJoin = false;
// START
$(document).ready(() => {
// Resize
function resizeContainer() {
let height = window.innerHeight;
let width = Math.round((9 / 16) * height);
$("#gameSize").html(width + 'x' + height);
$(".container").outerWidth(width);
$(".background").outerWidth(width);
$(".printer").outerWidth(width);
$(".animation").outerWidth(width);
// Paper
if (window.innerWidth >= 1366) {
var paperHeight = $("#paperContainer").outerHeight() - 20;
} else {
var paperHeight = $("#paperContainer").outerHeight() + 7;
}
$("#paper").outerHeight(paperHeight);
}
resizeContainer();
$(window).resize(function() {
resizeContainer();
});
// Connect
$("#targetConnect").click(function(e) {
// Check
if (gameStatus) {
let targetLive = $("#targetUsername").val();
connect(targetLive);
} else {
alert("Start game first!");
}
});
// Test
$("#btnPrepare").click(function(e) {
// Check sound
playSound(1);
playSound(2);
playSound(3);
playSound(4);
speakTTS(MSG_TEST);
// Populate dummy
for (let i = 0; i < 30; i++) {
addContent("<div style='text-align:center;'>Welcome ๐ฅณ๐ฅณ๐ฅณ</div>");
}
// Load game
loadGame();
// Setting
loadSetting();
// Set
gameStatus = true;
});
// Save config
$("#btnSave").click(function(e) {
loadSetting();
});
})
/*GAME PLAY
*/
function speakTTS(msg) {
speak(msg, {
amplitude: 100,
pitch: 70,
speed: 150,
wordgap: 5
});
}
/*function scramble( s ) {
return s.replace(
/\b([a-z])([a-z]+)([a-z])\b/gi,
function( t, a, b, c ) {
b = b.split( /\B/ );
for( var i = b.length, j, k; i; j = parseInt( Math.random() * i ),
k = b[--i], b[i] = b[j], b[j] = k ) {}
return a + b.join( '' ) + c;
}
);
}
document.forms.f.onsubmit = function() {
this.elements.t.value = scramble( this.elements.t.value );
return false;
};
document.forms.f.elements.t.value =
scramble( gettext( document.getElementsByTagName( 'p' )[0] ) );
*/
function censor(word) {
let censored = [];
let length = word.length;
let target = Math.ceil(length / 2);
let range_start = 2;
let range_end = target;
for (let i = 0; i < length; i++) {
let c = word.charAt(i);
if (i >= range_start && i <= range_end) {
if (c === " ") {
censored.push(" ");
} else {
censored.push("*");
}
} else {
censored.push(c);
}
}
return censored.join("");
}
function copyArray(a) {
let b = [];
for (i = 0; i < a.length; i++) {
b[i] = a[i];
}
return b;
}
function shuffle(a) {
let j, x, i;
for (i = a.length - 1; i > 0; i--) {
j = Math.floor(Math.random() * (i + 1));
x = a[i];
a[i] = a[j];
a[j] = x;
}
return copyArray(a);
}
function countDown() {
// Counter
let timeleft = 60 * 4; // 4 Mins
// Clear
if (gameTimer != null) {
clearInterval(gameTimer);
}
// Start
gameTimer = setInterval(function() {
// Reset
if (timeleft <= 0){
clearInterval(gameTimer);
loadGame();
}
// Set
$("#gameTimeout").html(timeleft.toLocaleString() + "s");
timeleft -= 1;
}, 1000);
}
function loadGame() {
// Check
if (gameWords.length < 1) {
gameWords = shuffle(WORDS);
}
// Load
gameSelectedWord = gameWords.pop();
// Set remain words
$("#gameWords").html(gameWords.length);
// Check
if (typeof gameSelectedWord === 'string') {
// Normalize
splittedWord = gameSelectedWord.split("|");
gameSelectedWord = splittedWord[1];
// Set
$("#textGuess").html("<div style='font-size:70%;padding-bottom:5px;'>" + splittedWord[0] + "</div>" + censor(gameSelectedWord));
//$("#textGuess").html("<div style='font-size:70%;padding-bottom:5px;'>" + splittedWord[0] + "</div>" + scramble(gameSelectedWord));
// Timeout
countDown()
} else {
loadGame();
}
}
function checkWinner(data, msg) {
// Check type
if (typeof gameSelectedWord === 'string' && typeof msg === 'string') {
// Check answer
if (gameSelectedWord.trim().toLowerCase() == msg.trim().toLowerCase()) {
// Print Photo
addPhoto(data, "winner");
// Sound
playSound(4);
// Play TTS
let tssMsg = MSG_WINNER.replace("|username|", data.uniqueId);
speakTTS(tssMsg);
// Reload game
loadGame();
}
}
}
function loadSetting() {
// Load
confComment = $("#confComment").prop('checked');
confLike = $("#confLike").prop('checked');
confShare = $("#confShare").prop('checked');
confJoin = $("#confJoin").prop('checked');
}
/*LIVE TIKTOK
*/
function connect(targetLive) {
if (targetLive !== '') {
$('#stateText').text('Connecting...');
$("#usernameTarget").html("#"+targetLive);
connection.connect(targetLive, {
enableExtendedGiftInfo: true
}).then(state => {
$('#stateText').text(`Connected ${state.roomId}`);
}).catch(errorMessage => {
$('#stateText').text(errorMessage);
})
} else {
alert('Enter username first!');
}
}
function sanitize(text) {
return text.replace(/</g, '<')
}
function isPendingStreak(data) {
return data.giftType === 1 && !data.repeatEnd;
}
function playSound(mode) {
document.getElementById("sfx"+mode).play();
}
function addContent(payload) {
// Container
let content = $('#paper');
content.append("<div class='item'>" + payload + "</div>");
// Scroll top bottom
content.animate({ scrollTop: content.get(0).scrollHeight}, 333);
}
function addMessage(data, msg) {
// DATA
let userName = data.uniqueId;
let message = sanitize(msg);
// Check for voice
let command = message.split(" ")[0];
if (command == ":=say" || command == ":=cakap") {
// TTS
let cleanText = message.replace("=:say", "").replace("=:cakap", "");
speakTTS(cleanText);
} else {
// Check setting
if (confComment) {
// Add
addContent("<span style='font-weight: bold;'>" + userName + "</span>: " + message);
// Sound
playSound(1);
}
}
}
function addPhoto(data, mode) {
// DATA
let userName = data.uniqueId;
let userAvatar = data.profilePictureUrl;
let word = ['Nice going','Thatโs better than ever','Thatโs first class work','Iโm impressed','Nothing can stop you now','Well done','Good job','You did it','Thatโs the way','You rock','I knew you could do it','Keep up the good work','Thatโs clever','Way to go','Outstanding','Tremendous','Fantastic','You are amazing','No one can beat you','You are the chosen one'];
let words = word[Math.floor(Math.random()*word.length)];
// Add
if (mode == "winner")
{
wins++;
addContent(
`<div style="text-align:center;font-size: 1.25rem;">
<div style='padding-bottom:.25rem;color:#1881FF;'>๐๐ป๐๐ป `+words+`</div>
<div style='padding-bottom:.5rem;font-weight: bold;color:#20B601;'>`+userName+` โ</div>
<div>
<img src="`+userAvatar+`" style="width:135px;height:135px;border-radius: 15px;"/>
Wins: `+wins+`
</div>
</div>`
);
} else {
addContent(
`<div style="text-align:center;font-size: 1.25rem;">
<div style='padding-bottom:.25rem;'>๐๐๐Thanks๐๐๐</div>
<div style='padding-bottom:.5rem;font-weight: bold;color:#EA0C0C;'>`+userName+`</div>
<div>
<img src="`+userAvatar+`" style="width:135px;height:135px;border-radius: 15px;"/>
</div>
</div>`
);
}
// Sound
playSound(3);
}
function addGift(data) {
// DATA
let userName = data.uniqueId;
let giftPictureUrl = data.giftPictureUrl;
let giftName = data.giftName;
let giftRepeat = data.repeatCount;
let giftTotal = (data.diamondCount * data.repeatCount);
let word = ['Appreciate it','Thanks','Thank you very much','It means a lot','Youโre the best','Your gift helps me',];
let words = word[Math.floor(Math.random()*word.length)];
// Check
if (giftTotal >= 10) {
// Print Photo
addPhoto(data);
} else {
// Add
addContent(
`<div style="text-align:center;font-size: 1.25rem;"><div style='padding-bottom:.5rem;'>`+words+` <span style='font-weight: bold;color:#EA0C0C;'>`+userName+`!</span></div>
<div style='font-weight: bold;padding-bottom:.5rem;'><img src="`+giftPictureUrl+`" style="width:35px;height:35px;"/> Sent `+giftName+`</div>
x`+giftRepeat.toLocaleString()+` worth `+giftTotal.toLocaleString()+` coins!</div>`
);
// Sound
playSound(2);
// Play TTS
let tssMsg = MSG_GIFT.replace("|username|", userName);
speakTTS(tssMsg);
}
}
// New chat comment received
connection.on('chat', (data) => {
addMessage(data, data.comment);
checkWinner(data, data.comment);
})
// New gift received
connection.on('gift', (data) => {
if (!isPendingStreak(data) && data.diamondCount > 0) {
addGift(data);
}
})
// Like
connection.on('like', (data) => {
if (typeof data.totalLikeCount === 'number') {
// Check setting
if (confLike) {
// Print like
addMessage(data, data.label.replace('{0:user}', '').replace('likes', `${data.likeCount} likes`));
}
}
})
// Share, Follow
connection.on('social', (data) => {
// Check setting
if (confShare) {
// Print share
addMessage(data, data.label.replace('{0:user}', ''));
}
})
// Member join
let joinMsgDelay = 0;
connection.on('member', (data) => {
let addDelay = 250;
if (joinMsgDelay > 500) addDelay = 100;
if (joinMsgDelay > 1000) addDelay = 0;
joinMsgDelay += addDelay;
setTimeout(() => {
joinMsgDelay -= addDelay;
// Check setting
if (confJoin) {
// Print join
addMessage(data, "has entered");
}
}, joinMsgDelay);
})
// End
connection.on('streamEnd', () => {
$('#stateText').text('Stream ended.');
})
You should have an dictionary (object) of wins with keys the users, and values are the wins for each. Thus you save for each user its own wins.
So declare global:
let wins = {
// name: wins, name2: wins2
}
Then whenever need to increase wins, do so for the wins[playerName] value.
if (mode == "winner") {
wins[userName] = wins[userName] || 0
wins[userName]++
addContent(
`<div style="text-align:center;font-size: 1.25rem;">
<div style='padding-bottom:.25rem;color:#1881FF;'>๐๐ป๐๐ป `+ words + `</div>
<div style='padding-bottom:.5rem;font-weight: bold;color:#20B601;'>`+ userName + ` โ</div>
<div>
<img src="`+ userAvatar + `" style="width:135px;height:135px;border-radius: 15px;"/>
Wins: `+ wins[userName] + `
</div>
</div>`
);
}
I created a type writer effect with JavaScript but I would like when the word change add delay before the function increase index
const texts = ["Front Developer", "Designer", "Human"];
let count = 0;
let index = 0;
let currentText = '';
let letter = '';
(function type(){
if(count === texts.length){
count = 0;
}
currentText = texts[count];
letter = currentText.slice(0, index++);
document.querySelector('.typing').textContent = letter;
if(letter.length === currentText.length){
count++;
index = 0;
}
setTimeout(type, 400);
}());
<span>I'm <span class="typing"></span></span>
Try return with different timeout
const texts = ["Front Developer", "Designer", "Human"];
let count = 0;
let index = 0;
let currentText = '';
let letter = '';
(function type() {
if (count === texts.length) {
count = 0;
}
currentText = texts[count];
letter = currentText.slice(0, index++);
document.querySelector('.typing').textContent = letter;
if (letter.length === currentText.length) {
count++;
index = 0;
setTimeout(type, 2000);
return;
}
setTimeout(type, 200);
}());
<span>I'm <span class="typing"></span></span>
Here a solution with async / await
const texts = ["Front Developer", "Designer", "Human"];
let count = 0;
let index = 0;
let currentText = '';
let letter = '';
(async function type(){
if(count === texts.length){
count = 0;
}
currentText = texts[count];
letter = currentText.slice(0, index++);
document.querySelector('.typing').textContent = letter;
if(letter.length === currentText.length){
count++;
index = 0;
await sleep(4000);
}
await sleep(30);
type();
}());
function sleep(time) { return new Promise(res => setTimeout(res, time))}
<span>I'm <span class="typing"></span></span>
EDIT: Is there no one who can shed some light on this issue? Anything would be appreciated. :)
I have a script that is supposed to check to see if an elements html contains a given string..
When these elements do exist, my code throws this error: Uncaught TypeError: Cannot read property 'outerHTML' of null
This is the line: let check = document.querySelector("#iframe_${globalI}").contentWindow.document.querySelector(".Row"+inc).outerHTML
I then check to see if the string includes a check string.. IE: check.includes("Pre Trip")
If I run this line directly in the console it works and returns true... So what is going on here..?? How can I get this check to pass..?
I have this check executing after a setTimeout of 20 seconds, then wrapped again in another setTimeout for 500ms as I was trying to figure this out..
Also, I need to note that there are no XSS / CORS issues.
Here is my code..
function checkRowCount(x){
console.log("Row count called on "+x);
let rowCount = 0;
for(let i = 0; i < 30; i++){
if(typeof(document.querySelector(`#iframe_${x}`).contentWindow.document.querySelector('.Row'+i)) != 'undefined' && document.querySelector(`#iframe_${x}`).contentWindow.document.querySelector('.Row'+i) != null){
rowCount++;
}
}
console.log(rowCount);
return rowCount;
}
let globalCompiler = []; //globalCompiler[globalI] = {unit: unitNumber[globalI], data: ["X", " ", "NO POST TRIP]}
let unitNumber = [1031,1743,1744,1986,3239,3256,3257,4024,4062,4063,4064,4065,4247,4309,4315,4326,4327,4334,4335,4337,4350,4382,4385,7166,7380,7381,8765,8823,8945,8950,8988,10720,17045,17163,40014,40069,40122,40380,80129,80188,80700,80701,80702,80728,80831,80852,80875,"80876","81027","81038","401288","401306","402409","60099T","CH889","CH890","SR31077","T19","U5509","U6660","U6667","U6675","U8854","US1025T"];
let url = "http://winweb.cleanharbors.com/Vehicle/VehicleTDSearch.aspx?SearchType=DVIR";
function iframeLoaded(selector, unit, setDate, callback){
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#txtStartDate").value = setDate;
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#txtEndDate").value = setDate;
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#txtVhcleNo").value = unit;
document.querySelector(`#iframe_${selector}`).contentWindow.document.querySelector("#btnRetrieve").click();
}
let loadFinished = {};
for(let dec = 0; dec < unitNumber.length; dec++){
loadFinished[unitNumber[dec]] = false;
}
console.log(loadFinished);
for(let globalI = 0; globalI < 3; globalI++){
globalCompiler[globalI] = {unit: unitNumber[globalI], data: []};
let iframeObj = document.createElement('iframe');
iframeObj.id = `iframe_${globalI}`;
iframeObj.hidden = false;
iframeObj.src = url;
iframeObj.onload = () => {
if (loadFinished[unitNumber[globalI]] == false) {
loadFinished[unitNumber[globalI]] = true;
let setDate = "11/01/2019";
iframeLoaded(globalI, unitNumber[globalI], setDate);
console.log("iframeloaded called on " + globalI);
setTimeout(() => {
setTimeout(() => {
let dateCheckObject = {}, rowCount = checkRowCount(globalI), trackingArr = [];
if (rowCount == 0) {
globalCompiler[globalI].data.push(" ");
} else {
for (let inc = 1; inc <= rowCount; inc++) {
//let check = $('#iframe_'+globalI).contents().find(`.Row` + inc).html().includes("Pre Trip");
let check = document.querySelector(`#iframe_${globalI}`).contentWindow.document.querySelector(".Row"+inc).outerHTML
if (check.includes("Pre Trip")) {
dateCheckObject.pre = true;
} else {
dateCheckObject.post = true;
}
}
if(dateCheckObject.pre && dateCheckObject.post) {
console.log("X");
globalCompiler[globalI].data.push("X");
dateCheckObject = {};
} else if (dateCheckObject.pre == 'undefined') {
console.log("NO PRE");
globalCompiler[globalI].data.push("NO PRE TRIP");
dateCheckObject = {};
} else {
console.log("NO POST");
globalCompiler[globalI].data.push("NO POST TRIP");
dateCheckObject = {};
}
}
},500);
}, 20000);
}
};
document.body.appendChild(iframeObj);
console.log("Global Loop called");
}
```
A for loop ran one count too far...
e.g.: for (let inc = 1; inc <= rowCount; inc++)
Should have been for (let inc = 1; inc < rowCount; inc++)
I am trying to code an evolutionary neural network for the game snake. I already coded the neural network part and now I'd like to output the game of the best individual of every generation. For that I'm using the drawing library p5.js (https://p5js.org/).
In my code I am running a loop in where a new generation based on the last generation is created. Each individual of the generation will have to play the game and that is how they are rated. Now I want the best individual to be outputted after I let every individual play once.
Between each outputted turn of the game of the best individual I want the code to wait 500 milliseconds. How do I achieve that?
Here is the code I've already tried but here it only outputed the board after the last turn of each generation:
async function start() {
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
for (let turn = 0; turn < bestGameTurns.length; turn++) {
let board = bestGameTurns[turn];
drawBoard(board);
let p = new Promise(resolve => setTimeout(resolve, 500));
await p;
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
}
}
}
Another version but the waiting didn't work here:
let i = 0;
setInterval(async () => {
population.createNewGeneration();
console.log(i, population.avgFitness);
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
for (let turn = 0; turn < bestGameTurns.length; turn++) {
let board = bestGameTurns[turn];
drawBoard(board);
let p = new Promise(resolve => setTimeout(resolve, 500));
await p;
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
}
i++;
}, 1);
The code you provided should do what you asked for, I could only clean up some parts for you. Explain a bit better what is the problem you are facing.
// The function should be defined only once.
function drawBoard(board) { }
async function start() {
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
const bestGameTurns = population.bestIndividual.game.turns; //Array of boards
for (let turn = 0; turn < bestGameTurns.length; turn++) {
// Don't wait on first iteration
await new Promise(resolve => setTimeout(resolve, 500 * (turn ? 0 : 1 )));
drawBoard(bestGameTurns[turn]);
}
}
}
Original idea (discarded)
You can create a short function like that:
function pause(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
Then in any async function you can call it like that:
async function () {}
// something happening
await pause(500);
// continue
}
The other idea
Now, the code in your question is not complete so this is kind of blind coding but.
So, first of all setInterval will be running the whole function every 1 millisecond (actually 4 ms, as this is the minimum in JS). Which means it will run those loops. I decided to focus on the part that was marked by you.
Instead of loop and trying to pause it, I ask that maybe rewriting the loop into function called each half second until condition is met would do?
Also, I move drawBoard outside
setInterval(async () => {
// ^^^^^^^^ <-- this should probably go
population.createNewGeneration();
console.log(i, population.avgFitness);
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
function tick(turn = 0) {
let board = bestGameTurns[turn];
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
drawBoard(board);
// here is "setTimeouted" loop
if (turn < bestGameTurns.length) {
setTimeout(tick, 500, turn + 1);
}
}
tick();
}, 1);
Thanks to everyone, your suggestions brought me to an idea. I found out that the problem was lying somewhere else. Because javascript only runs on the one thread (I think thats how its called), after we run over one generation, we have to stop that function to let another draw function, which runs every frame, draw the board. After it is drawn, the main function can continue. This is how it looks:
let isDrawn = false;
let currentBoard;
async function setup() {
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
const bestGameTurns = population.bestIndividual.game.turns;
for (let turn = 0; turn < bestGameTurns.length; turn++) {
await step(bestGameTurns[turn], turn);
}
}
}
function step(board, turn) {
currentBoard = board;
isDrawn = false;
return new Promise(resolve => setTimeout(() => {
if (isDrawn) resolve();
}, 500));
}
setTimeout(() => {
if (currentBoard) {
drawBoard(currentBoard);
isDrawn = true;
currentBoard = undefined;
}
}, 1);
const nrOfCols = 10;
const nrOfRows = 10;
const fieldWidth = 20;
const nodeNrs = [24, 8, 8, 4];
const populationSize = 200;
const mutationRate = 0.01;
let population;
let game;
let isDrawn = false;
let currentBoard;
async function setup() {
createCanvas(500, 500);
population = new PopulationManager(populationSize);
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
const bestGameTurns = population.bestIndividual.game.turns;
for (let turn = 0; turn < bestGameTurns.length; turn++) {
await step(bestGameTurns[turn]);
}
}
}
function step(board) {
currentBoard = board;
isDrawn = false;
return new Promise(resolve => setTimeout(() => {
if (isDrawn) resolve();
}, 500));
}
function draw() {
if (currentBoard) {
drawBoard(currentBoard);
isDrawn = true;
currentBoard = undefined;
}
}
function drawBoard(board) {
board.forEach((col, colNr) => {
col.forEach((field, rowNr) => {
fill(field.isSnake ? "green" : field.isFruit ? "red" : "black");
stroke(255);
rect(colNr*fieldWidth, rowNr*fieldWidth, fieldWidth, fieldWidth);
});
});
}
function play(game) {
setInterval(() => {
if (!game.lost) {
game.nextTurn();
drawBoard(game.board);
} else {
clearInterval(1);
}
}, 500);
}
class PopulationManager {
constructor(populationSize) {
this.population = createPopulation();
function createPopulation() {
let population = [];
for (let i = 0; i < populationSize; i++) {
let chromosomes = createRandomChromosomes();
let i = new Individual(chromosomes);
population.push(i);
}
return population;
function createRandomChromosomes() {
let arr = [];
let nrOfChromosomes = calcNrOfChromosomes();
for (let i = 0; i < nrOfChromosomes; i++)
arr.push(Math.random()*2-1);
return arr;
function calcNrOfChromosomes() {
let nr = 0;
for (let i = 0; i < nodeNrs.length - 1; i++)
nr += (nodeNrs[i] + 1)*nodeNrs[i + 1];
return nr;
}
}
};
}
createNewGeneration() {
let that = this;
getFitnessOfPop();
this.calcAvgFitness();
this.findBestIndividual();
let parents = selection();
breed(parents);
function getFitnessOfPop() {
that.population.forEach(iv => {
iv.fitness = iv.playGame();
});
that.population.sort((a, b) => a.fitness - b.fitness);
}
function selection() {
let totalFitness = that.population.map(iv => iv.fitness/* + 1 */).reduce((a,b) => a + b);
let allParents = [];
for (let i = 0; i < that.population.length/2; i++) {
allParents.push(selectRandomParents());
}
return allParents;
function selectRandomParents() {
let p1, p2;
do {
p1 = selectRandomParent();
p2 = selectRandomParent();
} while (p1 == p2);
return [p1, p2];
function selectRandomParent() {
let rdm = Math.random()*totalFitness;
return that.population.find((iv, i) => {
let sum = that.population.filter((iv2, i2) => i2 <= i).map(iv => iv.fitness /* + 1 */).reduce((a,b) => a + b);
return rdm <= sum;
});
}
}
}
function breed(allParents) {
that.population = [];
allParents.forEach(ps => {
let childChromosomes = crossOver(ps[0].chromosome, ps[1].chromosome);
childChromosomes = [mutate(childChromosomes[0]), mutate(childChromosomes[1])];
let child1 = new Individual(childChromosomes[0]);
let child2 = new Individual(childChromosomes[1]);
that.population.push(child1);
that.population.push(child2);
});
function crossOver(parent1Chromosome, parent2Chromosome) {
let crossingPoint = Math.round(Math.random()*parent1Chromosome.length);
let divided1 = divideChromosome(parent1Chromosome);
let divided2 = divideChromosome(parent2Chromosome);
let child1Chromosome = divided1[0].concat(divided2[1]);
let child2Chromosome = divided2[0].concat(divided1[1]);
return [child1Chromosome, child2Chromosome];
function divideChromosome(chromosome) {
let part1 = chromosome.filter((g, i) => i <= crossingPoint);
let part2 = chromosome.filter((g, i) => i > crossingPoint);
return [part1, part2];
}
}
function mutate(chromosome) {
chromosome = chromosome.map(g => {
if (Math.random() < mutationRate)
return Math.random()*2-1;
return g;
});
return chromosome;
}
}
}
calcAvgFitness() {
this.avgFitness = this.population.map(iv => iv.fitness).reduce((a, b) => a + b) / this.population.length;
}
findBestIndividual() {
let bestFitness = -1, bestIndividual;
this.population.forEach(i => {
if (i.fitness > bestFitness) {
bestFitness = i.fitness;
bestIndividual = i;
}
});
this.bestIndividual = bestIndividual;
}
}
class Individual {
constructor(chromosome) {
this.chromosome = chromosome;
this.fitness = 0;
this.game = createGame();
function createGame() {
let weights = convertChromosomeToWeights();
let game = new Game(weights);
return game;
function convertChromosomeToWeights() {
let weights = [];
for (let i = 0; i < nodeNrs.length - 1; i++) {
let lArr = [];
for (let j = 0; j < nodeNrs[i] + 1; j++) {
let nArr = [];
lArr.push(nArr);
}
weights.push(lArr);
}
chromosome.forEach((gene, geneIdx) => {
let lIdx = -1, minIdx, maxIdx = 0;
for (let i = 0; i < nodeNrs.length - 1; i++) {
let nr = 0;
for (let j = 0; j <= i; j++)
nr += (nodeNrs[j] + 1)*nodeNrs[j + 1];
if (geneIdx < nr) {
lIdx = i;
break;
}
maxIdx = nr;
minIdx = maxIdx;
}
minIdx = maxIdx;
let nIdx = -1;
for (let i = 0; i < nodeNrs[lIdx] + 1; i++) {
let nr = minIdx + nodeNrs[lIdx + 1];;
if (geneIdx < nr) {
nIdx = i;
break;
}
maxIdx = nr;
minIdx = maxIdx;
}
minIdx = maxIdx;
let wIdx = -1;
for (let i = 0; i < nodeNrs[lIdx + 1]; i++) {
let nr = minIdx + 1;
if (geneIdx < nr) {
wIdx = i;
break;
}
maxIdx = nr;
minIdx = maxIdx;
}
weights[lIdx][nIdx][wIdx] = gene;
});
return weights;
}
}
}
playGame() {
while (!this.game.lost) {
this.game.nextTurn();
}
return this.game.score;
}
}
class Game {
constructor(weights) {
let that = this;
this.chromosome = flattenArray(weights);
this.nn = new NeuralNetwork(weights);
this.turnNr = 0;
this.score = 0;
this.lost = false;
this.board = createBoard();
this.snake = new Snake();
setupSnake();
this.createFruit();
this.turns = [JSON.parse(JSON.stringify(this.board))];
function createBoard() {
let board = [];
for (let colNr = 0; colNr < nrOfCols; colNr++) {
board[colNr] = [];
for (let rowNr = 0; rowNr < nrOfRows; rowNr++) {
let field = new Field(colNr, rowNr);
board[colNr][rowNr] = field;
}
}
return board;
}
function setupSnake() {
for (let i = 0; i < 4; i++)
that.addToTail([floor(nrOfCols/2) - i, floor(nrOfRows/2)]);
that.length = that.snake.body.length;
}
function flattenArray(arr) {
let flattened = [];
flatten(arr);
return flattened;
function flatten(arr) {
arr.forEach(e => {
if (Array.isArray(e))
flatten(e);
else
flattened.push(e);
});
}
}
}
addToTail(pos) {
this.snake.body.push(pos);
this.board[pos[0]][pos[1]].setSnake(true);
}
nextTurn() {
let that = this;
let direction = findDirection();
this.moveSnake(direction);
this.turns.push(JSON.parse(JSON.stringify(this.board)));
this.turnNr++;
checkEat();
function findDirection() {
let inputValues = [];
for (let i = 0; i < 8; i++) {
let distances = that.snake.look(i, that.board);
inputValues.push(distances.distToFruit);
inputValues.push(distances.distToWall);
inputValues.push(distances.distToBody);
}
let output = that.nn.getOutput(inputValues);
let probability = -1;
let direction = -1;
output.forEach((v, vIdx) => {
if (v > probability) {
probability = v;
direction = vIdx;
}
});
return direction;
}
function checkEat() {
let head = that.snake.body[0];
let headField = that.board[head[0]][head[1]];
if (headField.isFruit) {
that.snake.eat();
that.score++;
headField.setFruit(false);
that.createFruit();
}
}
}
createFruit() {
let field;
do {
let colNr = floor(random()*nrOfCols);
let rowNr = floor(random()*nrOfRows);
field = this.board[colNr][rowNr];
} while(field.isSnake);
field.setFruit(true);
}
moveSnake(newDirection) {
let that = this;
let oldBody = JSON.parse(JSON.stringify(that.snake.body));
moveTail();
makeSnakeLonger();
moveHead();
function moveTail() {
for (let i = oldBody.length - 1; i > 0; i--)
that.snake.body[i] = oldBody[i - 1];
}
function moveHead() {
let newHeadPosition = findNewHeadPos();
if (
newHeadPosition[0] >= nrOfCols || newHeadPosition[0] < 0 ||
newHeadPosition[1] >= nrOfRows || newHeadPosition[1] < 0
) {
that.lose();
return;
}
let newHeadField = that.board[newHeadPosition[0]][newHeadPosition[1]];
if (newHeadField.isSnake) {
that.lose();
return;
}
addNewHeadPos(newHeadPosition);
}
function findNewHeadPos() {
if (newDirection == 0) { //up
return [oldBody[0][0], oldBody[0][1] - 1];
} else if (newDirection == 1) { //right
return [oldBody[0][0] + 1, oldBody[0][1]];
} else if (newDirection == 2) { //down
return [oldBody[0][0], oldBody[0][1] + 1];
} else if (newDirection == 3) { //left
return [oldBody[0][0] - 1, oldBody[0][1]];
}
}
function makeSnakeLonger() {
if (that.snake.length > that.snake.body.length) {
that.addToTail(oldBody[oldBody.length - 1]);
} else {
removeFromTail(oldBody[oldBody.length - 1]);
}
}
function removeFromTail(pos) {
that.board[pos[0]][pos[1]].setSnake(false);
}
function addNewHeadPos(pos) {
that.snake.body[0] = pos;
that.board[pos[0]][pos[1]].setSnake(true);
}
}
lose() {
this.lost = true;
}
}
class Field {
constructor(col, row) {
this.col = col;
this.row = row;
this.isFruit = false;
this.isSnake = false;
}
setFruit(bool) {
this.isFruit = bool;
}
setSnake(bool) {
this.isSnake = bool;
}
}
class Snake {
constructor() {
this.body = [];
this.length = 4;
}
eat() {
this.length++;
}
look(direction, board) {
let distances = {distToFruit: 0, distToWall: 0, distToBody: 0};
let xDiff = getXDiff(direction), yDiff = getYDiff(direction);
let pos = [this.body[0][0] + xDiff, this.body[0][1] + yDiff];
let dist = 1;
while (pos[0] > 0 && pos[0] < nrOfRows && pos[1] > 0 && pos[1] < nrOfCols) {
if (board[pos[0]][pos[1]].isFruit && distances.distToFruit == 0) distances.distToFruit = dist;
if (board[pos[0]][pos[1]].isSnake && distances.distToBody == 0) distances.distToBody = dist;
pos[0] += xDiff, pos[1] += yDiff;
dist++;
}
distances.distToWall = dist;
return distances;
function getXDiff(direction) {
if (direction == 5 || direction == 6 || direction == 7) return -1;
else if (direction == 1 || direction == 2 || direction == 3) return 1;
return 0;
}
function getYDiff(direction) {
if (direction == 7 || direction == 0 || direction == 1) return -1;
else if (direction == 3 || direction == 4 || direction == 5) return 1;
return 0;
}
}
}
class NeuralNetwork {
constructor(weights) {
this.layers = createLayers();
this.layers = addWeights(this.layers, weights);
function createLayers() {
let layers = [];
let nrOfNodesGlobal;
nodeNrs.forEach((nrOfNodes, lNr) => {
nrOfNodesGlobal = nrOfNodes;
layers[lNr] = [];
for (let i = 0; i < nrOfNodes; i++) {
let node = createNode(lNr);
layers[lNr][i] = node;
}
if (lNr != nodeNrs.length - 1)
layers[lNr].push(new Bias());
});
return layers;
function createNode(lNr) {
if (lNr == 0) return new InputLayerNode();
else if (lNr == nrOfNodesGlobal - 1) return new OutputLayerNode();
else return new HiddenLayerNode();
}
}
function addWeights(layers, weights) {
for (let lNr = 0; lNr < layers.length - 1; lNr++) {
let l = layers[lNr];
l.forEach((n1, nNr) => {
for (let n2Nr = 0; n2Nr < layers[lNr+1].length - 1; n2Nr++) { //not including bias of next layer
let n2 = layers[lNr+1][n2Nr];
let weight = weights[lNr][nNr][n2Nr];
let w = new Weight(n1, n2, weight);
n1.addWeight(w);
}
});
}
return layers;
}
}
getOutput(inputValues) {
let output = [];
this.layers[0].forEach((inputNeuron, nNr) => {
if (nNr != this.layers[0].length - 1)
inputNeuron.addToInput(inputValues[nNr]);
});
this.layers.forEach((l, lNr) => {
calcOutputs(l);
if (lNr != this.layers.length - 1) {
l.forEach(n => {
n.feedForward();
});
} else {
output = l.map(n => n.output);
}
});
return output;
function calcOutputs(layer) {
layer.forEach(n => n.output = n.activationFunction(n.summedInput, layer.map(N => N.summedInput)));
}
}
log() {
console.log(this.weights, this.nodes);
}
}
class Node {
constructor() {
this.weights = [];
this.summedInput = 0;
}
addWeight(w) {
this.weights.push(w);
}
addToInput(input) {
if (input == NaN)
console.log("A");
this.summedInput += input;
}
feedForward() {
this.weights.forEach((w, wNr) => {
let input = w.weight*this.output;
w.to.addToInput(input);
});
}
}
class Bias extends Node {
constructor() {
super();
this.output = 1;
}
activationFunction(x, allXs) {
return x;
}
}
class InputLayerNode extends Node {
constructor() {
super();
}
activationFunction(x, allXs) {
return x;
}
}
class HiddenLayerNode extends Node {
constructor() {
super();
}
activationFunction(x, allXs) {
return leakyReLU(x);
}
}
class OutputLayerNode extends Node {
constructor() {
super();
}
activationFunction(x, allXs) {
return softmax(x, allXs);
}
}
class Weight {
constructor(from, to, weight) {
this.from = from;
this.to = to;
this.weight = weight;
}
setWeight(newWeight) {
this.weight = weight;
}
}
function leakyReLU(x) {
if (x >= 0) return x;
else return 0.01*x;
}
function softmax(x, allXs) {
return Math.exp(x) / allXs.map(X => Math.exp(X)).reduce((a, b) => a+b);
}
<!DOCTYPE html>
<html>
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/p5.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/addons/p5.dom.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/addons/p5.sound.min.js"></script>
<link rel="stylesheet" type="text/css" href="style.css">
<meta charset="utf-8" />
</head>
<body>
<script src="sketch.js"></script>
</body>
</html>
It's not working that well but a few improvements should make it better...
If you have any suggestions for improvements of the code, please let me know!
I tried to fix it into steps as I said in comments,I hope I have no mistake :
let i = 0;
async function step(bestGameTurns, turn)
{
if (turn == bestGameTurns.length)
return;
let board = bestGameTurns[turn];
drawBoard(board);
let p = new Promise(resolve => setTimeout(() => step(bestGameTurns, turn+1), 500));
await p;
}
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
setInterval(async () => {
population.createNewGeneration();
console.log(i, population.avgFitness);
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
step(bestGameTurns, 0);
i++;
}, 1);
Please note: This is not a question about scope, per se. I understand that in order to make the code work, I should make a deep copy of the variable board rather than assigning var tboard = board. However, I am not clear why making a shallow copy has the effect I describe below.
I am experiencing something I find baffling. Basically, a global variable (board) gets altered and I have no clue how. board is initialized in the function NewGame() (which is called from select()) as an empty array. After it is initialized, nothing else is called until the user clicks a square on the board (assuming the user has selected Xs for simplicity). When that happens, the function playerMove() is called. The baffling thing is that console.log(board) at the top of playerMove() prints out an array that has an x is the clicked position and os everywhere else (ie not empty). This is bizarre because the board is empty at the end of select() (which called NewGame()) and nothing else should happen in between. To demonstrate this, I print out the function name at the top of each function and I print out the board variable in the select() function and playerMove() function to show that it changes despite nothing else being called. Please note that to get this behavior, refresh the page (otherwise the board variable starts out full of os). I think this must be somewhat an issue of scope (because I am not making a deep copy of board) but it's strange because I have no clue what is being called that is changing the variable before it gets printed out at the top of playerMove().
Here is the link to my pen and the code: http://codepen.io/joshlevy89/pen/MKjxop?editors=101
$(document).ready(function() {
var pSym; // player's symbol
var cSym; // computer's symbol
var board;
var whosMove; // can be "player" or "computer" or "neither"
var gameOver;
setup();
$("#newgame").on('click', '#X', select);
$("#newgame").on('click', '#O', select);
$("#restart").on('click', setup);
$("table").on('click', 'td', playerMove);
function playerMove()
{
console.log('playerMove');
console.log(board);
if (whosMove === "player")
{
var val = $(this).data('value');
$('#g' + val).text(pSym);
var arr = PositionToCoords(val);
board[arr[0]][arr[1]] = pSym;
var tboard = board;
var gc = gameCheck(tboard);
if (gc>=0)
{
endGame(gc);
setTimeout(function(){setup();}, 1000);
return;
}
whosMove = "computer";
computerMove();
}
}
function computerMove() {
console.log('computerMove');
//var p1 = Math.floor(Math.random() * 3);
//var p2 = Math.floor(Math.random() * 3);
var tboard = board;
var pos = chooseMove(tboard);
var arr = PositionToCoords(pos);
board[arr[0]][arr[1]] = cSym;
DrawPosition(arr[0], arr[1], cSym);
var tboard = board;
var gc = gameCheck(tboard);
if (gc>=0) {
endGame(gc);
setTimeout(function(){setup();}, 1000);
return;
}
whosMove = "player";
}
function chooseMove(inboard) {
console.log('chooseMove');
// get the possible moves
var moves=[];
var scores = [];
for (var i=1;i<10;i++) {
var arr = PositionToCoords(i);
if (inboard[arr[0]][arr[1]] === undefined) {
moves.push(i);
var tboard = inboard;
tboard[arr[0]][arr[1]] = cSym;
var gc = gameCheck(tboard);
scores.push(gc);
}
}
//console.log(moves);
//console.log(scores);
return moves[0]; // TEMPORARY
}
function endGame(gc) {
console.log('endGame');
var str;
if (gc===1) { // somebody won
if (whosMove==="player"){
str = "You Won!"
}
else {
str = "You Lost :(";
}
}
else if (gc === 0){//draw
str = "It's a draw."
}
html = '<div id="closer">' + str + '</div>';
$('#endgame').html(html);
}
function gameCheck(tboard) {
console.log('gameCheck');
// get symbol to check for
var sym;
if (whosMove === "player") {
sym = pSym;
} else {
sym = cSym;
}
// check if in a row
var hrow;
var vrow;
// check for horizonal row
for (var i = 0; i < 3; i++) {
hrow = true;
vrow = true;
for (var j = 0; j < 3; j++) {
if (tboard[i][j] !== sym) {
hrow = false;
}
if (tboard[j][i] !== sym) {
vrow = false;
}
}
if ((hrow) || (vrow)) {
return 1;
}
}
var fdrow = true;
var bdrow = true;
for (var i = 0; i < 3; i++) {
if (tboard[i][i] !== sym) {
fdrow = false;
}
if (tboard[i][2 - i] !== sym) {
bdrow = false;
}
}
if ((fdrow) || (bdrow)) {
return 1;
}
// otherwise, check if board is full
var full = true;
for (var i = 1; i < 10; i++) {
var arr = PositionToCoords(i);
if (tboard[arr[0]][arr[1]] === undefined) {
full = false;
break;
}
}
if (full === true) {
return 0;
}
// if neither 0 (tie) or win (1), return -1 (game not over)
return -1;
}
function select() {
console.log('select');
pSym = $(this).data('value');
$('#newgame').html('');
NewGame();
console.log(board);
}
function setup() {
console.log('select');
$('#endgame').html('');
html = '<div id="opener">Xs or Os? <div id="buttons">';
html += '<div id="X" data-value="X" class="btn btn-default">Xs</div>';
html += '<div id="O" data-value="O" class="btn btn-default">Os</div>';
html += '</div></div>';
$('#newgame').html(html);
}
function NewGame() {
console.log('NewGame');
$('td').empty();
board = new Array(3);
for (i = 0; i < 3; i++) {
board[i] = new Array(3)
};
if (pSym === "X") {
cSym = "O";
whosMove = "player";
} else {
cSym = "X";
whosMove = "computer";
computerMove();
}
}
function DrawPosition(p1, p2, sym) {
console.log('DrawPosition');
var pos = p1 * 3 + (p2 + 1);
$("#g" + pos).text(sym)
}
function PositionToCoords(pos) {
console.log('PositionToCoords');
var p1 = Math.ceil(pos / 3) - 1;
var p2 = ((pos - 1) % 3);
var arr = [p1, p2];
return arr;
}
});
Thanks in advance.
Simply add the break in the for loop fixes the problem. Am I missing anything?
function chooseMove(inboard) {
console.log('chooseMove');
// get the possible moves
var moves = [];
var scores = [];
for (var i = 1; i < 10; i++) {
var arr = PositionToCoords(i);
if (inboard[arr[0]][arr[1]] === undefined) {
moves.push(i);
var tboard = inboard;
tboard[arr[0]][arr[1]] = cSym;
var gc = gameCheck(tboard);
scores.push(gc);
break; // <<<<<<<<<<<< This break guarantees that the computer only makes one move
}
}
//console.log(moves);
//console.log(scores);
return moves[0]; // TEMPORARY
}