everything is working properly only the control is not moving to the if statement
let fnum, snum, operator;
const op = ["+", "-", "*", "/", "%"];
let fnumUi = document.getElementById("fnumUI");
let snumUi = document.getElementById("snumUI");
let opUi = document.getElementById("opUI");
var input = document.getElementById("user_input");
let scoreUi = document.getElementById("score");
input.addEventListener("keypress", myFunction(event));
function myFunction(event) {
let answer = 8;
if (event.keyCode === 13) {
let user_ans = Number(input.value);
input.value = '';
fnum = Number(Math.floor(Math.random() * 20));
snum = Number(Math.floor(Math.random() * 20));
operator = op[Math.floor(Math.random() * op.length)];
fnumUi.innerHTML = fnum;
snumUi.innerHTML = snum;
opUi.innerHTML = operator;
if (operator === "+") {
answer = fnum + snum;
} else if (operator === "-") {
answer = fnum - snum;
} else if (operator === "*") {
answer = fnum * snum;
} else if (operator === "/") {
answer = fnum / snum;
} else {
answer = fnum % snum;
}
if (answer === user_ans) {
scoreUi.innerHTML = Number(scoreUi.innerHTML) + 3;
} else {
scoreUi.innerHTML = scoreUi.innerHTML - 1;
}
}
}
answer is updating but for this part of code
if (answer === user_ans) {
scoreUi.innerHTML = Number(scoreUi.innerHTML) + 3;
} else {
scoreUi.innerHTML = scoreUi.innerHTML - 1;
}
even when i write the correct answer it moves to else statement. not getting into if statement
so instead of adding 3 in score it is deducting 1 from the score.
You need to pass the function itself rather than the results of its call.
input.addEventListener("keypress",myFunction);
Related
The delete button will function properly, as far as delete single digits in a set of numbers, but if the numbers are still on the display screen - after then hitting delete with a couple numbers still on the screen - it won't allow me to add new numbers to the current screen.
let operator = '';
let previousValue = '';
let currentValue = '';
//let deleteBtn = document.getElementById('delete')
document.addEventListener("DOMContentLoaded", function() {
let clear = document.querySelector('.clear');
let equal = document.querySelector(".equal");
let backspace = document.querySelector('.delete');
//let deletes = document.querySelector('.delete');
//let deletebtn = del[0]
let numbers = document.querySelectorAll(".number");
let operators = document.querySelectorAll(".operator");
let previousScreen = document.querySelector('.previous');
let currentScreen = document.querySelector('.current');
numbers.forEach((number) => number.addEventListener("click", function(e) {
handleNumber(e.target.textContent)
currentScreen.textContent = currentValue;
}))
operators.forEach((op) => op.addEventListener("click", function(e) {
handleOperator(e.target.textContent)
previousScreen.textContent = previousValue + "" + operator;
currentScreen.textContent = currentValue;
}))
clear.addEventListener("click", function() {
previousValue = '';
currentValue = '';
operator = '';
previousScreen.textContent = currentValue;
currentScreen.textContent = currentValue;
})
equal.addEventListener("click", function() {
answer();
previousScreen.textContent = '';
currentScreen.textContent = previousValue;
})
backspace.addEventListener("click", function() {
let temp
if (currentValue === 0) {
currentValue = 0;
temp = currentValue;
}
//temp = currentValue.toString().slice(0,-1)
else {
temp = currentValue.toString().slice(0, -1)
}
if (temp === '' || temp === '') {
temp = '';
currentValue = temp;
upDateDisplay();
} else {
currentValue = parseFloat(temp)
upDateDisplay();
}
function upDateDisplay() {
currentScreen.textContent = currentValue;
previousScreen.textContent = previousValue;
}
})
})
function handleNumber(num) {
if (currentValue.length <= 10) {
currentValue += num;
}
}
function handleOperator(op) {
operator = op;
previousValue = currentValue;
currentValue = "";
}
//function back(backspace){
// currentScreen('backspace', -1);
//}
function answer() {
previousValue = Number(previousValue);
currentValue = Number(currentValue);
if (operator === "+") {
previousValue += currentValue;
} else if (operator === "^") {
previousValue **= currentValue;
} else if (operator === "-") {
previousValue -= currentValue;
} else if (operator === "x") {
previousValue *= currentValue;
} else {
previousValue /= currentValue;
}
previousValue = round(previousValue);
previousValue = previousValue.toString();
currentValue = previousValue.toString();
}
function round(num) {
return Math.round(num * 1000) / 1000;
}
I did mess around with some of the javascript code shown but it only lead to other errors without fixing my current problem.
function Scholarship(input){
let income = input.shift();
let avgGrade = input.shift();
let minSalary = input.shift();
let isExcellent = false;
let isSocial = false;
let socialSch = 0 ;
let excellentSch = 0 ;
if (avgGrade >= 5.50) {
isExcellent = true;
excellentSch = avgGrade * 25;
}
if (income <= minSalary && avgGrade >= 4.50) {
isSocial = true;
socialSch = minSalary * 0.35;
}
if ((isSocial == false) && (isExcellent == false)){
console.log("You cannot get a scholarship!");
} else if (excellentSch >= socialSch){
console.log(`You get a scholarship for excellent results ${Math.floor(excellentSch)} BGN`);
} else if (socialSch > excellentSch){
console.log(`You get a Social scholarship ${Math.floor(socialSch)} BGN`);
}
}
Scholarship([number, number, number]);
All input numbers(data) are positive.
There should be a mistake somewhere in my logic!
Maybe i am missing to check for some other cases.
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I'm new to SO and to JS. I want to translate this code to pure JS but I'm really struggling. May someone help me please?
$(document).ready(function(){
var displayFix = function(num) {
if (num.length > 9) {
total.text(num.substr(0,9));
}
};
var number = "";
var newNumber = "";
var operator = "";
var total = $(".display");
total.text("0");
$(".numbers span").not(".clear, .dot").click(function(){
number += $(this).text();
total.text(number);
displayFix(number);
});
$(".dot").click(function() {
if ( number.length == 0)
{ number = "0.";
} else {
number += $(this).text();
total.text(number);
displayFix(number);
};
});
$(".operators span").not(".igual").click(function(){
operator = $(this).text();
newNumber = number;
number = "";
total.text("0");
});
$(".clear").click(function(){
number = "";
total.text("0");
newNumber = "";
});
$(".igual").click(function(){
if (operator === "+"){
number = (parseFloat(newNumber,10) + parseFloat(number,10)).toString(10);
} else if (operator === "-"){
number = (parseFloat(newNumber,10) - parseFloat(number,10)).toString(10);
} else if (operator === "/"){
number = (parseFloat(newNumber,10) / parseFloat(number,10)).toString(10);
} else if (operator === "*"){
number = (parseFloat(newNumber,10) * parseFloat(number,10)).toString(10);
}
total.text(number);
displayFix(number);
number = "";
newNumber = "";
});
$(document).keypress(function(event){
var keycode = (event.keyCode ? event.keyCode : event.which);
if (keycode === 49) {
$("#num1").click();
} else if (keycode === 50) {
$("#num2").click();
} else if (keycode === 51) {
$("#num3").click();
}
});
});
I suppose I can replace the following lines:
var total = $(".display") with var total = document.querySelector(".display")
total.text("0") with total.innerHTML="0"
$(".dot").click(function() { with document.querySelector(".dot").onclick = function() {
Also, the browser I'm using is a updated Chrome and I don't need it to support other browsers.
youmightnotneedjquery is your friend.
You'll see that you can define your own replacement for jQuery.ready():
function ready(fn) {
if (document.readyState != 'loading'){
fn();
} else {
document.addEventListener('DOMContentLoaded', fn);
}
}
Then you'll need to get used to do without jQuery wrapper, which means dealing with array indexes and possibly empty results. So for instance document.querySelector(".dot").onclick = function() { is not going to be enough, you want to do
var dots = document.querySelector(".dot");
for(var i=0; i<dots.length; i++ ){
dots[i].onclick = function() { ... }
}
Finally, you need to discard elements manually since you have no jQuery .not():
var operators = document.querySelector(".operators span");
for(var i=0; i<operators.length; i++ ){
var operator = operators[i];
if(operator.className.indexOf("igual") < 0){
//do stuff
}else{
//don't
}
}
Note: you may want to use document.getElementById() and document.getElementsByClassName when your selector is just an id or a class.
Hope this short guidance is enough for you to start.
The Javascript equivalent will almost look like this for your jquery code,
(function() {
var displayFix = function(num) {
if (num.length > 9) {
total.innerHTML = num.substr(0, 9);
}
};
var number = "";
var newNumber = "";
var operator = "";
var total = document.getElementsByClassName("display");
total.innerHTML = "0";
var sel1 = document.querySelector(".numbers span");
for (var i = sel1.length; i--;) {
if (sel1[i].className != 'clear' && sel1[i].className != 'dot') {
var arg = sel1[i].innerHTML;
sel1[i].onclick = function(arg) {
return function() {
number += arg;
total.innerHTML = number;
displayFix(number);
};
};
}
}
var sel2 = document.querySelector(".dot");
sel2.onclick = function() {
if (number.length == 0) {
number = "0.";
} else {
number += sel2.innerHTML;
total.innerHTML = number;
displayFix(number);
};
};
var sel3 = document.querySelector(".operators span");
for (var i = sel3.length; i--;) {
if (sel3[i].className != 'igual') {
var arg = sel3[i].innerHTML;
sel3[i].onclick = function(arg) {
return function() {
operator = arg;
newNumber = number;
number = "";
total.innerHTML = "0";
};
};
}
}
document.querySelector(".clear").onclick = function() {
number = "";
total.innerHTML = "0";
newNumber = "";
};
document.querySelector(".igual").onclick = function() {
if (operator === "+") {
number = (parseFloat(newNumber, 10) + parseFloat(number, 10)).toString(10);
} else if (operator === "-") {
number = (parseFloat(newNumber, 10) - parseFloat(number, 10)).toString(10);
} else if (operator === "/") {
number = (parseFloat(newNumber, 10) / parseFloat(number, 10)).toString(10);
} else if (operator === "*") {
number = (parseFloat(newNumber, 10) * parseFloat(number, 10)).toString(10);
}
total.innerHTML = number;
displayFix(number);
number = "";
newNumber = "";
};
document.querySelector(".igual").onkeypress = function(event) {
var keycode = (event.keyCode ? event.keyCode : event.which);
var elm = "";
if (keycode === 49) {
elm = document.getElementById("num1");
elm.onclick.apply(elm);
} else if (keycode === 50) {
elm = document.getElementById("num2");
elm.onclick.apply(elm);
} else if (keycode === 51) {
elm = document.getElementById("num3");
elm.onclick.apply(elm);
}
};
})();
Disclaimer: The code is just converted to the JavaScript equivalent, not tested with any values.
I have a problem i want to check a variable.If its 0 then gain ++ after 1.5s.If its 10 then gain ++ after .4s.Its complicated.It doesnt really work.My code so far:
if(road == 1){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1400);}
else if(road == 2){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1300);}
else if(road == 3){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1200);}
else if(road == 4){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1100);}
else if(road == 5){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1000);}
else if(road == 6){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},900);}
else if(road == 7){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},800);}
else if(road == 8){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},600);}
else if(road == 9){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},400);}
else if(road == 10){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},200);}
else{setInterval(function(){stamina++;document.getElementById("stamina").innerHTML = stamina;},1500);}
And the code to build a road is this:
function build_road() {
if ((wood + tavern) >= 29 && stone > 4 && road < 10) {
road++;
document.getElementById("road_count").innerHTML = road;
wood = (wood + tavern) - 20;
stone = stone - 5;
document.getElementById("wood").innerHTML = wood;
document.getElementById("stone").innerHTML = stone;
exp = exp + 20;
var x = document.getElementById("PROGRESS");
x.setAttribute("value", exp);
x.setAttribute("max", max);
if (exp == 100) {
exp = 0;
level++;
document.getElementById("level").innerHTML = level;
}
alert("Congratulations,You've create a Road,Now you gain stamina slightly faster.");
}
else {
alert("You need: 30Wood,5Stone .Maximum 10 Roads.")
}
}
Make reusable functions (it's often a good practice, when you a difficulties with a piece of code, to break it into small functions):
var staminaIncreaseTimer = null;
function configureStaminaIncrease(delay) {
if (staminaIncreaseTimer !== null)
clearInterval(staminaIncreaseTimer);
staminaIncreaseTimer = setInterval(function () {
increaseStamina();
}, delay);
}
function increaseStamina() {
stamina += 1;
document.getElementById("stamina").innerHTML = stamina;
}
Solution with an array (suggested by Jay Harris)
var roadIndex = road-1;
var ROAD_DELAYS = [1400, 1300, 1200, /*...*/];
var DEFAULT_DELAY = 1500;
if (roadIndex < ROAD_DELAYS.length) {
configureStaminaIncrease(ROAD_DELAYS[roadIndex]);
} else {
configureStaminaIncrease(DEFAULT_DELAY);
}
Solution with a switch instead of you if-elseif mess:
switch (road) {
case 1:
configureStaminaIncrease(1400);
break;
case 2:
configureStaminaIncrease(1300);
break;
case 3:
configureStaminaIncrease(1200);
break;
//and so on...
default:
configureStaminaIncrease(1500);
}
In my script to generate a playing card, it's generating a 0, even though my random generator is adding a 1, so it should never be 0. What am I doing wrong?! If you refresh, you'll eventually get a "0 of Hearts/Clubs/Diamonds/Spades":
var theSuit;
var theFace;
var theValue;
var theCard;
// deal a card
function generateCard() {
var randomCard = Math.floor(Math.random()*52+1)+1;
return randomCard;
};
function calculateSuit(card) {
if (card <= 13) {
theSuit = "Hearts";
} else if ((card > 13) && (card <= 26)) {
theSuit = "Clubs";
} else if ((card > 26) && (card <= 39)) {
theSuit = "Diamonds";
} else {
theSuit = "Spades";
};
return theSuit;
};
function calculateFaceAndValue(card) {
if (card%13 === 1) {
theFace = "Ace";
theValue = 11;
} else if (card%13 === 13) {
theFace = "King";
theValue = 10;
} else if (card%13 === 12) {
theFace = "Queen";
theValue = 10;
} else if (card%13 === 11) {
theFace = "Jack";
theValue = 10;
} else {
theFace = card%13;
theValue = card%13;
};
return theFace;
return theValue
};
function getCard() {
var randomCard = generateCard();
var theCard = calculateFaceAndValue(randomCard);
var theSuit = calculateSuit(randomCard);
return theCard + " of " + theSuit + " (this card's value is " + theValue + ")";
};
// begin play
var myCard = getCard();
document.write(myCard);`
This line is problematic:
} else if (card%13 === 13) {
Think about it: how a remainder of division to 13 might be equal to 13? ) It may be equal to zero (and that's what happens when you get '0 of... '), but will never be greater than 12 - by the very defition of remainder operation. )
Btw, +1 in generateCard() is not necessary: the 0..51 still give you the same range of cards as 1..52, I suppose.
card%13 === 13
This will evaluate to 0 if card is 13. a % n will never be n. I think you meant:
card % 13 === 0
return theFace;
return theValue
return exits the function; you'll never get to the second statement.