So, I've been trying to figure out JS, and what better way to do so than to make a small project. It's a small trivia game, and it has a question timer I've made using setInterval. Unfortunately, after answering multiple questions, the interval's behaviour gets very weird - it runs the command twice every time. I guess it's my faulty implementation of buttonclicks?
By the way, if my code is awful I am sorry, I've been desperate to fix the issue and messed with it a lot.
function startGame(){
if (clicked === true){
return;
}
else{
$("#textPresented").html("Which anthem is this?");
$("#button").css("display", "none");
currentCountry = getRndInteger(0,8);
console.log(currentCountry);
var generatedURL = anthemnflags[currentCountry];
console.log(generatedURL);
audios.setAttribute("src", generatedURL);
audios.play();
$("#button").html("I know!");
$("#button").css("display", "block");
$("#button").click(function () {
continueManager();
});
y=10;
console.log("cleared y" + y);
x = setInterval(function(){
y = y - 1;
console.log("Counting down..." + y)
}, 1000);
console.log("INTERVAL SET");
}
}
Here is the console output:
cleared y10 flaggame.js:59:17
INTERVAL SET flaggame.js:64:17
AbortError: The fetching process for the media resource was aborted by the user agent at the user's request. flaggame.js:49
Counting down...9 flaggame.js:62:20 ---- THESE TWO ARE BEING PRINTED AT THE SAME TIME
Counting down...8 flaggame.js:62:20 ---- THESE TWO ARE BEING PRINTED AT THE SAME TIME
Counting down...7 flaggame.js:62:20
Counting down...6 flaggame.js:62:20
Counting down...5 flaggame.js:62:20
Counting down...4 flaggame.js:62:20
Counting down...3 flaggame.js:62:20
Counting down...2 flaggame.js:62:20
Counting down...1 flaggame.js:62:20
Counting down...0
THE REST OF MY CODE:
function middleGame(){
$("#button").css("display", "none");
var n = document.querySelectorAll(".flagc").length;
correctIMG = getRndInteger(0,n-1);
showFlags();
var taken = new Array();
for (var i = 0; i < n; ++i){
if (i === correctIMG){
images[i].attr("src", "res/" + flagsfiles[currentCountry]);
taken[currentCountry] = true;
}
else{
var randomFlag = getRndInteger(0, flagsfiles.length);
if (randomFlag !== currentCountry && taken[randomFlag] !== true){
images[i].attr("src", "res/" + flagsfiles[randomFlag]);
taken[randomFlag] = true;
}
}
}
$(".flagc").click(function(){
clickregister(this);
});
}
function continueManager(){
if (!clicked){
audios.pause()
clearInterval(x);
x = 0;
clicked = true;
middleGame();
return;
}
}
function clickregister(buttonClicked){
if ($(buttonClicked).attr("id") != correctIMG){
points = points - 1;
flagARR[$(buttonClicked).attr("id")].css("display", "none");
console.log("INCORRECT");
}
else{
if (y >= 0) {
var addedPoints = 1 + y;
points = points + addedPoints;
$("#points").html(points);
}
else{
points = points + 1;
}
hideFlags();
clicked = false;
startGame();
}
}
$(function(){
hideFlags();
$("#textPresented").html("When you're ready, click the button below!");
$("#button").html("I am ready!");
$("#button").click(function () {
if (!gameStarted){
gameStarted = true;
alert("STARTING GAME");
startGame();
}
});
});
Basically this is how it works:
When the "I am ready" button is clicked, startGame() is called. It plays a random tune and counts down, until the player hits the "I know" button. That button SHOULD stop the interval and start the middleGame() function, which shows 4 images, generates a random correct image and awaits input, checks if it's true, then launches startGame() again.
The first and second cycles are perfect - after the third one things get messy.
I also noticed that the "INCORRECT" log gets printed twice, why?
EDIT: here is the minimized code that has the same issue:
var x;
var gameStarted = false;
var y;
var clicked;
$(function(){
$("#button").click(function () {
if (!gameStarted){
gameStarted = true;
startGame();
}
});
});
function startGame(){
console.log("startgame()");
if (clicked === true){
return;
}
else{
console.log("!true");
$("#button").css("display", "block");
$("#button").click(function () {
continueManager();
});
y=10;
x = setInterval(function(){
y = y - 1;
console.log(y);
}, 1000);
}
}
function continueManager(){
if (!clicked){
clearInterval(x);
x = 0;
clicked = true;
middleGame();
return;
}
}
function middleGame(){
$("#button").css("display", "none");
var taken = new Array();
$(".flagc").click(function(){
clickregister(this);
});
}
function clickregister(buttonClicked){
console.log("clickgregister");
//Irrelevant code that checks the answers
clicked = false;
startGame();
}
EDIT2: It appears that my clickregister() function gets called twice, and that function then calls startGame() twice.
EDIT3: I have found the culprit! It's these lines of code:
$(".flagc").click(function(){
console.log("button" + $(this).attr("id") + "is clicked");
clickregister(this);
});
They get called twice, for the same button
I fixed it!
It turns out all I had to do was to add
$(".flagc").unbind('click');
Before the .click() function!
You need to clear the interval first then call it again. You can do that by creating a variable outside of the event listener scope and in the event listener check if the variable contains anything if yes then clear the interval of x. After clearing the interval you can reset it.
Something like this:
<button class="first" type="submit">Button</button>
const btn = document.querySelector('.first');
let x;
btn.addEventListener("click", () => {
x && clearInterval(x)
x = setInterval(() => console.log("yoo"), 500)
})
This is because if you don't clear the interval of x it will create a new one on every button press.
Related
I am looking for a way to play a sound on an if-statement.
To be exact. I want a sound to be automatically played, when the amount of attempts have reached 3.
Is there a way to get this to work?
// guesses
function testbutton() {
attempt++;
document.getElementById("alarm").innerHTML = "guess" + attempt;
}
// guess set to zero
var attempt = 0;
// sound functions
if (attempt == 3) {
var sound20 = new Audio('http://commondatastorage.googleapis.com/codeskulptor-assets/Collision8-Bit.ogg');
var playSound = function() {
sound20.play();
}
};
playSound();
<button onclick="testbutton();">Test</button>
<p id="alarm"></p>
Put the if statement inside the function, after you increment attempt.
// guesses
function testbutton() {
attempt++;
document.getElementById("alarm").innerHTML = "guess" + attempt;
if (attempt == 3) {
playSound();
};
}
// guess set to zero
var attempt = 0;
// sound functions
var playSound = function() {
var sound20 = new Audio('http://commondatastorage.googleapis.com/codeskulptor-assets/Collision8-Bit.ogg');
sound20.play();
}
<button onclick="testbutton();">Test</button>
<p id="alarm"></p>
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);
}
}
}
So I'm trying to get a function to run once every second, and then after four seconds I want it to stop using clearInterval()
function dotdotdot(){
var x = 0;
setInterval(function(){
if (x>=3){
torpWri = torpWri + ".";
document.getElementById("torpTxt").innerHTML = torpWri;
x++;
}
else{
x = 0;
clearInterval();
}
},1000);
}
This is my function and it should stop after four seconds and then reset x to 0 for when I call it again.
function loadButton(){
torpWri = "Torpedo Loading"
if(torpLoadAmount[arNum]<5){
torpLoadAmount[arNum]++;
torpAmount--;
document.getElementById("torpCnt").innerHTML = torpAmount;
document.getElementById("torpTxt").style.visibility = "visible";
document.getElementById("butunload").disabled=true;
document.getElementById("butfire").disabled=true;
document.getElementById("torpTxt").innerHTML = torpWri;
dotdotdot();
}
else{
document.getElementById("torpTxt").style.visibility = "visible";
document.getElementById("torpTxt").innerHTML = "Torpedo Bay Full";
}
timer3();
}
This is how I'm calling it.
I'm just needed to know why it isn't running the function dotdotdot(); every second and then stopping after four. Then when I call it again it should all just reset. But it's not running...
I've been searching for a while and haven't found anything, so I came here.
(Also, please don't comment on my other code, I know there are probably easier ways to do it, but this is what I'm working with right now.)
setInterval returns a timerID, which needs to be passed to clearInterval.
var ticks = 0;
var intervalID = setInterval(function() {
if (++ticks == 4) {
clearInterval(intervalID);
}
}, 1000);
You could also use setTimeout instead, and just not schedule a new tick when the condition is met.
setTimeout(function callback(ticks) {
if (ticks > limit) {
return;
}
setTimeout(callback, 0, ++ticks);
}, 1000, 0)
You need to store the handle / intervalId for the interval when it is set and then use it when you want to clear the interval:
function dotdotdot(){
var x = 0;
var intervalId = -1;
intervalId = setInterval(function(){
if (x>=3){
torpWri = torpWri + ".";
document.getElementById("torpTxt").innerHTML = torpWri;
x++;
} else {
x = 0;
clearInterval(intervalId);
}
},1000);
}
More info: https://developer.mozilla.org/en-US/Add-ons/Code_snippets/Timers
setInterval will return a timerid. So do like
var timer = setInterval(fun......)
Then
clearInterval(timer)
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
So here's the code snippet
$(document).ready(function () {
var dmg = 60;
var curr_hp = 1200;
var tot_hp = 1200;
$('#attk_spd').text('1.2 seconds');
$('#dmg').text('60');
$('#curr_hp').text('1200');
$('#tot_hp').text('1200');
var dps_timer;
var attacking = 0;
$("#btn").click(function () {
if (dps_timer) {
// We're already waiting for the next attack, so do nothing
return;
}
$('#attk').text('You are currently attacking your target.');
$('#btn').val('Retreat');
var attack_once = function () {
// Always attack immediately
curr_hp -= dmg;
$('#curr_hp').text(curr_hp);
if (curr_hp > 0) {
dps_timer = setTimeout(attack_once, 1200);
} else if (attacking == 1) {
clearTimeout(attack_once);
attacking = 0;
alert(attacking);
$('#attk').text('You have retreated from battle.');
$('#btn').val('Attack');
} else {
attacking = 0;
alert(attacking);
$('#attk').text('Your target has been destroyed.');
$('#btn').val('Attack');
}
}
if (attacking == 0) {
attack_once();
attacking = 1;
alert(attacking);
}
});
});
I have alerts set up to check that the values are changing. This is basically a button click function. So when i click the button the first time the attacking starts and the button changes to retreat. However when i click retreat, the function should be executed again checking the conditionals, the attacking variable is set to 0 initially, changes to 1 when you click attack. So that if you click attack again it will run the second 'else if' conditional, but it doesn't. Help!
Code in action right here: http://www.evenstar-online.com/Jquery_snippets/dpsloop.php
attacking can never be 1 when attack_once is called because your if statement requires it to be 0 to run.
if (attacking == 0) {
//attacking is 0 when `attack_once()` is called
attack_once();
attacking = 1;
alert(attacking);
}
var attack_once = function () {
//.....
// this can never be 1
} else if (attacking == 1) {
Solution: Move your attacking = 1 up above the attack_once(); line
if (attacking == 0) {
attacking = 1;
attack_once();
alert(attacking);
}