hidding a line of text until game is compleate - javascript

I have a maze game ( making player and end goal later) and im trying to make a span that will show up once the game is completed. so far its doing nothing.
Ive tried this
var mazeComplete = document.getElementById("mazeComplete");
var gameComplete = false;
function checkGameFinished() {
if(gameComplete = false){
mazeComplete.style.visibility = 'hidden'
} else if (gameComplete = true) {
mazeComplete.style.visibility = 'visible'
}
}
but with all my code its not working at all. just wanted to see if i could hide the text.
html:
<head>
<title>Maze</title>
<script src="//ajax.googleapis.com/ajax/libs/jquery/1.10.2/jquery.min.js"></script>
<script src="mazegenerator.js"></script>
<script type="text/javascript" src="Maze.js"></script>
<style type="text/css">
#maze {
border-collapse: collapse;
}
#maze td {
width: 20px;
height: 20px;
}
canvas {
position: absolute;
}
</style>
</head>
<body>
<table id="maze">
<tbody></tbody>
</table>
<script>
var disp = newMaze(20,20);
for (var i = 0; i < disp.length; i++) {
$('#maze > tbody').append("");
for (var j = 0; j < disp[i].length; j++) {
var selector = i+"-"+j;
$('#maze > tbody').append("<td id='"+selector+"'> </td>");
if (disp[i][j][0] == 0) { $('#'+selector).css('border-top', '2px solid black'); }
if (disp[i][j][1] == 0) { $('#'+selector).css('border-right', '2px solid black'); }
if (disp[i][j][2] == 0) { $('#'+selector).css('border-bottom', '2px solid black'); }
if (disp[i][j][3] == 0) { $('#'+selector).css('border-left', '2px solid black'); }
}
$('#maze > tbody').append("");
}
</script>
<br>
<span id="mazeComplete">Maze complete <button id="resetMaze" onclick="mazeReset()">New Maze</button> </span>
Completed <span id="mazeCompletions">0</span>
</body>
</html>
Javascript:
function newMaze(x, y) {
// Establish variables and starting grid
var totalCells = x*y;
var cells = new Array();
var unvis = new Array();
for (var i = 0; i < y; i++) {
cells[i] = new Array();
unvis[i] = new Array();
for (var j = 0; j < x; j++) {
cells[i][j] = [0,0,0,0];
unvis[i][j] = true;
}
}
// Set a random position to start from
var currentCell = [Math.floor(Math.random()*y), Math.floor(Math.random()*x)];
var path = [currentCell];
unvis[currentCell[0]][currentCell[1]] = false;
var visited = 1;
// Loop through all available cell positions
while (visited < totalCells) {
// Determine neighboring cells
var pot = [[currentCell[0]-1, currentCell[1], 0, 2],
[currentCell[0], currentCell[1]+1, 1, 3],
[currentCell[0]+1, currentCell[1], 2, 0],
[currentCell[0], currentCell[1]-1, 3, 1]];
var neighbors = new Array();
// Determine if each neighboring cell is in game grid, and whether it has already been checked
for (var l = 0; l < 4; l++) {
if (pot[l][0] > -1 && pot[l][0] < y && pot[l][1] > -1 && pot[l][1] < x && unvis[pot[l][0]][pot[l][1]]) { neighbors.push(pot[l]); }
}
// If at least one active neighboring cell has been found
if (neighbors.length) {
// Choose one of the neighbors at random
next = neighbors[Math.floor(Math.random()*neighbors.length)];
// Remove the wall between the current cell and the chosen neighboring cell
cells[currentCell[0]][currentCell[1]][next[2]] = 1;
cells[next[0]][next[1]][next[3]] = 1;
// Mark the neighbor as visited, and set it as the current cell
unvis[next[0]][next[1]] = false;
visited++;
currentCell = [next[0], next[1]];
path.push(currentCell);
}
// Otherwise go back up a step and keep going
else {
currentCell = path.pop();
}
}
return cells;
}
function mazeReset(){
document.location.reload()
}
var mazeComplete = document.getElementById("mazeComplete");
var gameComplete = false;
function checkGameFinished() {
if(gameComplete = false){
mazeComplete.style.visibility = 'hidden'
} else if (gameComplete = true) {
mazeComplete.style.visibility = 'visible'
}
}
I expect when game is launched for
<span id="mazeComplete">Maze complete <button id="resetMaze" onclick="mazeReset()">New Maze</button> </span>
to be hidden until gamecomplete becomes true. but at the moment its not hidden at all.
js fiddle:
https://jsfiddle.net/pma17sfq/3/

There are several things wrong with your code:
You are never calling checkGameFinished(), so the check and the hiding are never performed
By the time your script is executed, the element #mazeComplete does not exist yet. Move your script to the end of the body.
In your if conditions, gameComplete = false and gameComplete = true are not comparing the value, but setting it! Change the operator to === to perform a type-safe comparison.
var disp = newMaze(20, 20);
for (var i = 0; i < disp.length; i++) {
$('#maze > tbody').append("<tr>");
for (var j = 0; j < disp[i].length; j++) {
var selector = i + "-" + j;
$('#maze > tbody').append("<td id='" + selector + "'> </td>");
if (disp[i][j][0] == 0) {
$('#' + selector).css('border-top', '2px solid black');
}
if (disp[i][j][1] == 0) {
$('#' + selector).css('border-right', '2px solid black');
}
if (disp[i][j][2] == 0) {
$('#' + selector).css('border-bottom', '2px solid black');
}
if (disp[i][j][3] == 0) {
$('#' + selector).css('border-left', '2px solid black');
}
}
$('#maze > tbody').append("<tr>");
}
function newMaze(x, y) {
// Establish variables and starting grid
var totalCells = x * y;
var cells = new Array();
var unvis = new Array();
for (var i = 0; i < y; i++) {
cells[i] = new Array();
unvis[i] = new Array();
for (var j = 0; j < x; j++) {
cells[i][j] = [0, 0, 0, 0];
unvis[i][j] = true;
}
}
// Set a random position to start from
var currentCell = [Math.floor(Math.random() * y), Math.floor(Math.random() * x)];
var path = [currentCell];
unvis[currentCell[0]][currentCell[1]] = false;
var visited = 1;
// Loop through all available cell positions
while (visited < totalCells) {
// Determine neighboring cells
var pot = [
[currentCell[0] - 1, currentCell[1], 0, 2],
[currentCell[0], currentCell[1] + 1, 1, 3],
[currentCell[0] + 1, currentCell[1], 2, 0],
[currentCell[0], currentCell[1] - 1, 3, 1]
];
var neighbors = new Array();
// Determine if each neighboring cell is in game grid, and whether it has already been checked
for (var l = 0; l < 4; l++) {
if (pot[l][0] > -1 && pot[l][0] < y && pot[l][1] > -1 && pot[l][1] < x && unvis[pot[l][0]][pot[l][1]]) {
neighbors.push(pot[l]);
}
}
// If at least one active neighboring cell has been found
if (neighbors.length) {
// Choose one of the neighbors at random
next = neighbors[Math.floor(Math.random() * neighbors.length)];
// Remove the wall between the current cell and the chosen neighboring cell
cells[currentCell[0]][currentCell[1]][next[2]] = 1;
cells[next[0]][next[1]][next[3]] = 1;
// Mark the neighbor as visited, and set it as the current cell
unvis[next[0]][next[1]] = false;
visited++;
currentCell = [next[0], next[1]];
path.push(currentCell);
}
// Otherwise go back up a step and keep going
else {
currentCell = path.pop();
}
}
return cells;
}
function mazeReset() {
document.location.reload()
}
var gameComplete = false;
var mazeComplete = document.getElementById("mazeComplete");
function checkGameFinished() {
if (gameComplete === false) {
mazeComplete.style.visibility = 'hidden'
} else if (gameComplete === true) {
mazeComplete.style.visibility = 'visible'
}
}
checkGameFinished();
#maze {
border-collapse: collapse;
}
#maze td {
width: 20px;
height: 20px;
}
canvas {
position: absolute;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<table id="maze">
<tbody></tbody>
</table>
<br>
<span id="mazeComplete">Maze complete <button id="resetMaze" onclick="mazeReset()">New Maze</button> </span> Completed <span id="mazeCompletions">0</span>

I agree with #Constantin in general but your most "immediate" problem you have, where "the span is always visible" is because, in your fiddle at least, the <span> is not hidden at start.. you have to make it like:
`<span hidden id="mazeComplete">`
Then later on when the time comes you will set its visibility property like you do.

Related

Creating a Word Find grid

I am attempting to create a grid that contains one letter in each box (like a Word Find puzzle).
I have successfully created a grid that shows w/ the determined number of cols/rows, but when I attempt to put one letter in each box, I get the following ten times in each box instead of a single letter:
[object
Object]
Here is the JavaScript:
$(function() {
var letters = [
'rzeabppssgcddrvddydtjrkei', // 1
'cezcqubhniittonieqerbiuvm', // 2
'jqcjnasionsncvbsrwtabddsu', // 3
'olselesitneagittrjanreinv', // 4
'nqnaisdenmeibvurellsnrioc', // 5
'ydnlevrnyeaidrwifkufmsuis', // 6
'dcccjeeaogsemudbeemefaptn', // 7
'evonsqpdepislsnudnurwjbpo', // 8
'grytiunnafsexattmtclaimoi', // 9
'pnqrhocbiieeinoitacilppat', // 10
];
var letter = [];
function splitRows(arr, arr2) {
for (let i=0; i < arr.length; i++) {
arr[i].split();
for (let j=0; j < arr.length; j++) {
arr2[j] = arr[i][j];
}
}
}
splitRows(letters, letter);
function* gen(arr) {
for(i=0; i < arr.length; i++) {
yield arr[i];
}
}
function generateGrid(rows, cols, arr) {
var grid = "<table>";
for(row = 1; row <= rows; row++) {
grid += "<tr>";
for(col = 1; col <= cols; col++) {
grid += "<td>";
for(let i=0; i < arr.length; i++) {
grid += gen(arr).next(); // not sure if the .next() generator works yet
}
grid += "</td>"; // 'letters' needs to input the next letter in letters each time it is called
}
grid += "</tr>";
}
return grid;
}
$("#tableContainer").append(generateGrid(26, 22, letter));
});
The first function is intended to take rows and split them into singular letters (eventually taking rows as an input, but for testing purposes I have them in an array)
The second function is a generator to insert into the generateGrid() function that is used to generate the next letter in the sequence each time a box is created.
You should convert your string data to a matrix first then you can run the matrix through a table.
The following jQuery plugin clears the table and replaces it with rows and columns based on the data.
Note: I also added in tag name validation, in the case where the element the plugin was being invoked upon was not a <table> element.
var DEBUG_EXPERIMENTAL = false;
initializePlugins(); // Forward Declaration of jQuery plugins
let rawStringData = `
rzeabppssgcddrvddydtjrkei
cezcqubhniittonieqerbiuvm
jqcjnasionsncvbsrwtabddsu
olselesitneagittrjanreinv
nqnaisdenmeibvurellsnrioc
ydnlevrnyeaidrwifkufmsuis
dcccjeeaogsemudbeemefaptn
evonsqpdepislsnudnurwjbpo
grytiunnafsexattmtclaimoi
pnqrhocbiieeinoitacilppat
`;
$('.word-search').buildWordSearch(rawStringData, 'letter');
$('.letter').enableHighliting('highlight');
function initializePlugins() {
(($) => {
$.stringToMatrix = function(str) {
return str.trim().split('\n').map(row => row.trim().split(''));
};
$.fn.buildWordSearch = function(stringData, cellClass) {
this.throwErrorIfNotType('TABLE');
return this.append($('<tbody>')
.append($.stringToMatrix(stringData).map(row => {
return $('<tr>').append(row.map(col => {
return $('<td>').addClass(cellClass).text(col);
}));
})));
};
$.fn.throwErrorIfNotType = function(expectedTagName) {
let actualTagName = this.prop('tagName');
if (actualTagName !== expectedTagName) {
throw Error(`Element '${actualTagName}' is not a '${expectedTagName}'!`);
}
};
$.fn.getCell = function(x, y) {
return this.find(`tr:nth-child(${y + 1}) td:nth-child(${x + 1})`);
};
$.fn.enableHighliting = function(cls) {
return this.each(() => {
this.on({
mouseover: function() {
let $table = $(this).closest('table');
let $row = $(this).closest('tr');
let rowIndex = $row.index();
let colIndex = $(this).index();
let rowCount = $table.find('tbody tr').length;
let colCount = $row.find('td').length;
// Hightlights diagonals.
if (DEBUG_EXPERIMENTAL) {
let limit = rowCount;
let xNeg = colIndex - 1;
let xPos = colIndex + 1;
let yNeg = rowIndex - 1;
let yPos = rowIndex + 1;
while (limit > 0) {
if (xNeg > -1 && yNeg > -1) {
$table.getCell(xNeg, yNeg).addClass(cls);
}
if (xPos < colCount && yNeg > -1) {
$table.getCell(xPos, yNeg).addClass(cls);
}
if (xNeg > -1 && yPos < rowCount) {
$table.getCell(xNeg, yPos).addClass(cls);
}
if (xPos < colCount && yPos < rowCount) {
$table.getCell(xPos, yPos).addClass(cls);
}
xNeg--;
xPos++;
yNeg--;
yPos++;
limit--;
}
}
$row.addClass(cls);
$table.find(`td:nth-child(${colIndex + 1})`).addClass(cls);
},
mouseout: function() {
let $table = $(this).closest('table');
let $row = $(this).closest('tr');
let rowIndex = $row.index();
let colIndex = $(this).index();
let rowCount = $table.find('tbody tr').length;
let colCount = $row.find('td').length;
// Un-hightlights diagonals.
if (DEBUG_EXPERIMENTAL) {
let limit = rowCount;
let xNeg = colIndex - 1;
let xPos = colIndex + 1;
let yNeg = rowIndex - 1;
let yPos = rowIndex + 1;
while (limit > 0) {
if (xNeg > -1 && yNeg > -1) {
$table.getCell(xNeg, yNeg).removeClass(cls);
}
if (xPos < colCount && yNeg > -1) {
$table.getCell(xPos, yNeg).removeClass(cls);
}
if (xNeg > -1 && yPos < rowCount) {
$table.getCell(xNeg, yPos).removeClass(cls);
}
if (xPos < colCount && yPos < rowCount) {
$table.getCell(xPos, yPos).removeClass(cls);
}
xNeg--;
xPos++;
yNeg--;
yPos++;
limit--;
}
}
$row.removeClass(cls);
$table.find(`td:nth-child(${colIndex + 1})`).removeClass(cls);
}
});
});
};
})(jQuery);
}
.word-search {
border: 2px solid #000;
border-collapse: collapse;
}
.word-search td {
width: 1.25em;
height: 1.25em;
line-height: 1.25em;
text-align: center;
}
.highlight {
background: #FFD;
}
.letter.highlight:hover {
background: #FF0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<table class="word-search"></table>

Image will not draw in webpage from Javascript

The images i'm trying to draw will not work. When I run functions in javascript, I get this error:
Uncaught TypeError: context.drawImage is not a function
at Image.drawing.onload (test.js:74)
test.js:82 Uncaught TypeError: context.drawImage is not a function
at Image.drawing.onload (test.js:82)
Here is my code:
HTML:
<html>
<head>
<title>Maze</title>
<script src="//ajax.googleapis.com/ajax/libs/jquery/1.10.2/jquery.min.js">
</script>
<script type="text/javascript" src="js/test.js"></script>
<style type="text/css">
#maze {
border-collapse: collapse;
}
#maze td {
width: 20px;
height: 20px;
}
</style>
</head>
<body>
<table id="maze">
<tbody></tbody>
</table>
<canvas>
<script>
var disp = newMaze(20,20);
for (var i = 0; i < disp.length; i++) {
$('#maze > tbody').append("<tr>");
for (var j = 0; j < disp[i].length; j++) {
var selector = i+"-"+j;
$('#maze > tbody').append("<td id='"+selector+"'> </td>");
if (disp[i][j][0] == 0) { $('#'+selector).css('border-top', '2px
solid black'); }
if (disp[i][j][1] == 0) { $('#'+selector).css('border-right', '2px
solid black'); }
if (disp[i][j][2] == 0) { $('#'+selector).css('border-bottom', '2px
solid black'); }
if (disp[i][j][3] == 0) { $('#'+selector).css('border-left', '2px
solid black'); }
}
$('#maze > tbody').append("</tr>");
}
</script>
</canvas>
</body>
</html>
JS:
function newMaze(x, y) {
// Establish variables and starting grid
var totalCells = x*y;
var cells = new Array();
var unvis = new Array();
for (var i = 0; i < y; i++) {
cells[i] = new Array();
unvis[i] = new Array();
for (var j = 0; j < x; j++) {
cells[i][j] = [0,0,0,0];
unvis[i][j] = true;
}
}
// Set a random position to start from
var currentCell = [Math.floor(Math.random()*y), Math.floor(Math.random()*x)];
var path = [currentCell];
unvis[currentCell[0]][currentCell[1]] = false;
var visited = 1;
// Loop through all available cell positions
while (visited < totalCells) {
// Determine neighboring cells
var pot = [[currentCell[0]-1, currentCell[1], 0, 2],
[currentCell[0], currentCell[1]+1, 1, 3],
[currentCell[0]+1, currentCell[1], 2, 0],
[currentCell[0], currentCell[1]-1, 3, 1]];
var neighbors = new Array();
// Determine if each neighboring cell is in game grid, and whether it has already been checked
for (var l = 0; l < 4; l++) {
if (pot[l][0] > -1 && pot[l][0] < y && pot[l][1] > -1 && pot[l][1] < x && unvis[pot[l][0]][pot[l][1]]) { neighbors.push(pot[l]); }
}
// If at least one active neighboring cell has been found
if (neighbors.length) {
// Choose one of the neighbors at random
next = neighbors[Math.floor(Math.random()*neighbors.length)];
// Remove the wall between the current cell and the chosen neighboring cell
cells[currentCell[0]][currentCell[1]][next[2]] = 1;
cells[next[0]][next[1]][next[3]] = 1;
// Mark the neighbor as visited, and set it as the current cell
unvis[next[0]][next[1]] = false;
visited++;
currentCell = [next[0], next[1]];
path.push(currentCell);
}
// Otherwise go back up a step and keep going
else {
currentCell = path.pop();
}
}
debugger
drawUser(currentCell[0],currentCell[1]);
var first = currentCell[0] + 10;
var second = currentCell[1] + 10;
if(first >= 20){
first = currentCell[0] - 10;
}
if(second >= 20){
second = currentCell[1] - 10;
}
drawJewel(first,second);
return cells;
}
function drawUser(x,y){
var context = document.getElementById("maze");
drawing = new Image();
drawing.src = "img/userpic.png";
drawing.onload = function() {
context.drawImage(drawing,x,y);
};
}
function drawJewel(x,y){
var context = document.getElementById("maze");
drawing = new Image();
drawing.src = "img/diamondpic.png";
drawing.onload = function() {
context.drawImage(drawing,x,y);
};
}
The canvas tags around the script tags in the HTML was one of my attempts at a fix, as well as the debugger in the JS code.
I'm new to jQuery but it needs to be used for generating the maze.
All i'm trying to do is display the images, diamondpic.png and userpic.png, both images 20x20 px drawn in paint, in the maze located in two separate, random cells. I'm not familiar with "canvas" or "context" and I think it is the issue.
Any help appreciated.
A couple of problems here. First, the #maze element is a table, not a canvas. If you want to use a canvas to draw your images, you need to draw on the canvas element, not a table.
Second, you need to define context as a 2d context of your canvas element.
Replace
var context = document.getElementById("maze");
with
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");

Using jQuery to choose two grids randomly in my table

I am trying to append enemy_1 and enemy_2 in the <td> tags on my 6x7 table randomly.
I don't know how to solve this with random method or any other way.
// target -> all <td>
$('table').find('td');
// two individual enemies
var enemy_1 = $('<span>enemy_1</span>');
var enemy_2 = $('<span>enemy_2</span>');
here is my table
for (var i = 0; i < 7; i++) {
$("table").append("<tr></tr>");
}
for (var i = 0; i < 6; i++) {
$("table tr").append("<td style='background:#DDDDDD;height:50px;width:50px;'></td>");
}
$('table').prepend('<div>Start</div');
$('table').append('<div>End</div');
$('table div:last-child').css({
position :'absolute',
right: '0'
});
Here is a logic using Math.random() which will generate a random number, then we multiply it by 100 and round it, then if its a multiple of 2, we will get enemy_1 span else enemy_2.
Random logic taken from the below link.
SO Answer
// target -> all <td>
// $('table').find('td');
// two individual enemies
var enemy_1 = '<span>enemy_1</span>';
var enemy_2 = '<span>enemy_2</span>';
for (var i = 0; i < 7; i++) {
$("table").append("<tr></tr>");
}
for (var i = 0; i < 6; i++) {
$("table tr").append("<td style='background:#DDDDDD;height:50px;width:50px;'></td>");
}
$('table').prepend('<div>Start</div');
$('table').append('<div>End</div');
$('table div:last-child').css({
position: 'absolute',
right: '0'
});
//generate random number 1
var numberOne = 1,
numberTwo = 1;
do {
numberOne = Math.floor(Math.random() * 42) + 1;
} while (numberOne === numberTwo);
do {
numberTwo = Math.floor(Math.random() * 42) + 1;
} while (numberTwo === numberOne);
$('td').each(function(index) {
if (index === numberOne) {
$(this).append(enemy_1);
}
if (index === numberTwo) {
$(this).append(enemy_2);
}
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<table></table>

Set a custom % of 1's into a 2D blank array, where the 1's are randomly shuffled?

I've been a long time lurker on Stack Overflow but I couldn't seem to find a suitable existing solution...
I'm learning JS and HTML, and I've been playing around with 2D arrays to make game board. So far I made a custom # of rows/columns for a game board with all white tiles (represented as 0 for now).
My goal is to use an input field for a % of black tiles (represented as 1) to fill up the board (2D Array), but the black tiles have to be randomly distributed/shuffled among it.
Here's what I've got so far..
https://jsfiddle.net/5pvm4mmy/6/
function generateArray() {
var myNode = document.getElementById("table");
while (myNode.firstChild) {
myNode.removeChild(myNode.firstChild);
}
rows = $("#rows-field").val();
cols = $("#cols-field").val();
concentration = $("#concentration-field").val()
source = $("#source-field").val();
target = $("#target-field").val();
var table = document.getElementById("table");
for (var i = 0; i < rows; i++) {
var tr = document.createElement('tr');
for (var j = 0; j < cols; j++) {
var td = document.createElement('td');
if (i%2 == j%2) {
td.className = "white";
} else {
td.className = "black";
}
tr.appendChild(td);
}
table.appendChild(tr);
}
document.body.appendChild(table);
}
Thanks in advance for any help or advice.
If you need a random selection of a predefined set of values, you can use a stack. Think of it as a deck of cards and you pick a random card each time from the number of card left in the deck. In this case you have only 2 values but you may want to set the number of black and white. For this you can use a pseudo stack.
var black = 29; // 29 blacks the rest white
var white = (rows * cols) - black;
function getRandSquare(){
var select = Math.floor(Math.random() * (black + white));
if(select > black){
white -= 1;
return "white";
}
black -= 1;
return "black";
}
If you have many options like a deck of cards you use an array.
Example of a random stack.
// create a deck
var cards = [];
for(var c = 0; c < 52; c++){
cards[c] = c;
}
function shuffle(cards){
var shuf = []; // to hold the shuffled deck
while(cards.length > 0){ // pick a random item, take it from the stack and
// put on the new stack until there are no items
// left
shuf.push(cards.splice(Math.floor(Math.random() * cards.length),1));
}
return shuf; // return shuffled deck
}
cards = shuffle(cards); // get shuffled deck.
Which will work for anything where you need to pick randomly from a predefined set. It only takes one pass and the set is as random as the random number generator
To show psuedo stack working ... Always has 60 black
var cont;
function draw(){
var rows = 15;
var cols = 15;
var black = 60; // 29 blacks the rest white
var white = (rows * cols) - black;
function getRandSquare(){
var select = Math.floor(Math.random() * (black + white));
if(select > black-1){
white -= 1;
return "white";
}
black -= 1;
return "black";
}
var bCount = 0;
cont = document.createElement("div");
for(var y = 0; y < rows; y++){
for(var x = 0; x < cols; x++){
var s = document.createElement("span");
s.className = getRandSquare();
if(s.className === "black"){
s.textContent = bCount;
bCount += 1;
}
s.style.top = ((y+2) * 20) + "px";
s.style.left = (x * 20) + "px";
s.style.width = "20px";
s.style.height = "20px";
cont.appendChild(s);
}
}
document.body.appendChild(cont);
}
document.body.onclick = function(){
document.body.removeChild(cont);
cont = null;
draw();
}
draw();
span {
position:absolute;
border : 1px solid;
font-size : small;
text-align : center;
}
.black {
background : black;
border-color :white;
color : white;
}
.white {
background : white;
border-color :black;
}
<h3>Click to randomise</h3>
Never mind. I got it done, thanks!
https://jsfiddle.net/5pvm4mmy/8/
function generateArray() {
var myNode = document.getElementById("table");
while (myNode.firstChild) {
myNode.removeChild(myNode.firstChild);
}
rows = $("#rows-field").val();
cols = $("#cols-field").val();
concentration = $("#concentration-field").val();
source = $("#source-field").val();
target = $("#target-field").val();
var table = document.getElementById("table");
for (var i = 0; i < rows; i++) {
var tr = document.createElement('tr');
for (var j = 0; j < cols; j++) {
var td = document.createElement('td');
if (concentration < Math.floor((Math.random() * 100) + 1)) {
td.className = "white";
} else {
td.className = "black";
}
tr.appendChild(td);
}
table.appendChild(tr);
}
document.body.appendChild(table);
}

Detect coherent neighbors / neighborhood in 2d array

Im having an arbitrary 2d array and each field has an id and a teamid (here illustrated as colors 1).
I want for every neighborhood an array with the ids
in it.
A neighborhood consists of fields with neighbors with the same teamid horizontally and vertically (not diagonally)
e.g.:
This is what i have:
array[0][0] = {id:1,teamId:1}
array[1][0] = {id:2,teamId:1}
array[2][0] = {id:3,teamId:0}
array[3][0] = {id:4,teamId:2}
array[4][0] = {id:5,teamId:2}
array[5][0] = {id:6,teamId:0}
array[0][1] = {id:7,teamId:1}
array[1][1] = {id:8,teamId:1}
array[2][1] = {id:9,teamId:1}
array[3][1] = {id:10,teamId:2}
array[4][1] = {id:11,teamId:2}
array[5][1] = {id:12,teamId:0}
//and so on..
This is what i want:
neighborhood[1] = [1,2,7,8,9,13,14]
neighborhood[2] = [4,5,10,11]
neighborhood[3] = [16,22,23,24,29,30]
neighborhood[4] = [25,31,32,37,38]
neighborhood[5] = [35,41]
I am not searching for the images, but for the array
neighborhood
thanks in advance!
You can use the logic from dots and block games. A block belongs to a player if he has surrounded it with the walls. So, you need for each cell also 4 walls except for the outer cells. To test if a cell is closed you can use 4 class variables:
var Block = function() {
this.isclosed=0;
this.left=0;
this.top=0;
this.right=0;
this.bottom=0;
return this;
}
Block.prototype = {
isClosed : function () {
if (this.isclosed==true) {
return false;
} else if (this.left && this.top && this.right && this.bottom) {
this.isclosed=true;
return true;
} else {
return this.left && this.top && this.right && this.bottom;
}
}
}
You can try my implementations of dots and blocks game # https://dotsgame.codeplex.com/.
The method for solving this issue is refered as Connected Component Labelling
A similar question was asked once before from which i have my solution:
// matrix dimensions
var row_count = 20;
var col_count = 20;
var numOfTeams = 2;
// the input matrix
var m = [];
// the labels, 0 means unlabeled
var label = [];
var source = document.getElementById("source");
for (var i = 0; i < row_count; i++) {
var row = source.insertRow(0);
m[i] = [];
label[i] = [];
for (var j = 0; j < col_count; j++) {
//m[i][j] = Math.round(Math.random());
m[i][j] = getRandomInt(0, numOfTeams + 1);
label[i][j] = 0;
var cell1 = row.insertCell(0);
cell1.innerHTML = m[i][j];
}
}
// direction vectors
var dx = [1, 0, -1, 0];
var dy = [0, 1, 0, -1];
function dfs(x, y, current_label, team) {
if (x < 0 || x == row_count) return; // out of bounds
if (y < 0 || y == col_count) return; // out of bounds
if (label[x][y] || team != m[x][y]) return; // already labeled or not marked with 1 in m
// mark the current cell
label[x][y] = current_label;
// recursively mark the neighbors
for (var direction = 0; direction < 4; ++direction) {
dfs(x + dx[direction], y + dy[direction], current_label, team);
}
}
function find_components() {
var component = 0;
for (var i = 0; i < row_count; ++i) {
for (var j = 0; j < col_count; ++j) {
if (!label[i][j] && m[i][j]) dfs(i, j, ++component, m[i][j]);
}
}
}
find_components();
var result = document.getElementById("result");
for (var i in label) {
var string = ""
var row = result.insertRow(0);
for (var j in label[i]) {
string += label[i][j] + " "
var cell1 = row.insertCell(0);
cell1.innerHTML = label[i][j];
}
}
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min)) + min;
}
table tr td {
min-width: 14px
}
<div style="float:left">
<table id="source"></table>
</div>
<div style="float:right">
<table id="result"></table>
</div>

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