How to make amount of likes stay on page when reloaded - javascript

I'm trying to find out how to make the amount of likes stay on the page when it's reloaded. Any pieces of code to help me make that happen?
var count = 0;
function clickFunc() {
count += 1;
var click = document.getElementById('clicks').innerHTML = count;
var btn = document.querySelector('.btn');
if(count >= 1)
btn.disabled = true;
}

You could write a solution using localStorage. Here is an example below. Ensure that the checkStorage() method is called on document ready so that the count is added to the DOM if it isn't there already.
//Run on Document Ready
function checkStorage() {
if(!localStorage.getItem("count")){
localStorage.setItem("count",0);
} else {
let stored = parseInt(localStorage.getItem("count"));
console.log('Storage Exists');
var click = document.getElementById('clicks').innerHTML = stored;
var btn = document.querySelector('.btn');
if(stored >= 1) {
btn.disabled = true;
}
}
}
//Run Button Click
function clickFunc() {
let stored = parseInt(localStorage.getItem("count"));
stored++
localStorage.setItem("count",stored);
var click = document.getElementById('clicks').innerHTML = stored;
var btn = document.querySelector('.btn');
if(stored >= 1) {
btn.disabled = true;
}
}

Related

World's most persistent bouncing

I used the same algorithm for an earlier part of the code, used a basic de-bouncer on the functions, and it worked, like so:
var lastClick = 0;
var delay = 20;
function l_mage_menu(){
if (lastClick >= (Date.now() - delay))
return;
lastClick = Date.now()
But for this it refuses to work and everything is running 3+ times, whether it's the alert window or the function being called. Cannot for the life of me figure out why.
document.addEventListener("DOMContentLoaded", (function(event) {
var buttons = document.querySelectorAll('.btn');//this acts like an array
if (buttons){
buttons.forEach(function getIndex(curVal2, LIndex2){ //current value and index in the list
curVal2.addEventListener('click', function() {
curVal2.classList.toggle("active2");
buttons.forEach(function(x, sL2){
if(LIndex2 !== sL2) { //if list index is NOT equal to the selected list element, aka one has already been picked
x.classList.remove('active2');
};
current_index2 = LIndex2;
switch(current_index2){
case(0): //basic attack.
console.log("test1") //from here, call the menus
break;
case(1): //this one is spells
//use listener to execute the matching spell
let btn1 = document.getElementById("btn_1");
btn1.addEventListener("click", function(){
if(btn1.innerHTML == "Supreme Altar"){
let ultima = document.getElementById('ultima_charge');
if (ultima.value != 100){
window.alert("Ultima not charged!");
}else{
SupremeAltar()
}
}
else if (btn1.innerHTML == "Radiant Supernova"){
let ultima = document.getElementById('ultima_charge');
if (ultima.value != 100){
window.alert("Ultima not charged!");
}else{
RadiantSupernova()
}
}else if (btn1.innerHTML == "Thousand Men"){
let ultima = document.getElementById('ultima_charge');
if (ultima.value != 100){
window.alert("Ultima not charged!");
}else{
ThousandMen()
};
};
})
};
});
});
});
};
}));

Can someone please assist with a JS function for var length

i am trying to display a modal based on a number of matched cards in a memory game.
i have already set var to be
let matchedCards = document.querySelectorAll('.match');
and then checking if matchedCards.length == 4 display a a modal (function) but I am unable to even enter that function for some reason.
// function to intialise game
function initGame() {
//set initial timer value
timer.innerHTML = '0 mins 0 secs';
//set initial star rating
for (var i = 0; i < stars.length; i++) {
stars[i].style.color = "#FFD700";
stars[i].style.visibility = "visible";
}
//deck selection and populating with generated card
let deck = document.querySelector('.deck');
let cardHTML = shuffle(cards).map(function(card) {
return generatedCard(card);
});
deck.innerHTML = cardHTML.join('');
allCards = document.querySelectorAll('.card');
//card function
allCards.forEach(function(card) {
card.addEventListener('click', function(e) {
openCards.push(card);
card.classList.add('open', 'show', 'disabled');
// setting move counter and matched/unmatched cards
if (openCards.length === 2) {
movesCounter();
if (openCards[0].dataset.card === openCards[1].dataset.card) {
matched();
} else {
unmatched();
}
} else {
allMatched();
}
})
});
};
//function for all matched
function allMatched() {
let matchedCards = document.querySelectorAll('.match');
if (matchedCards.length === 4) {
console.log(fourcards);
congratulations();
}
}
// match the 2 cards that are open if they are of the same type
function matched() {
openCards[0].classList.add("match", "disabled");
openCards[1].classList.add("match", "disabled");
openCards = [];
}
expecting to see the congrats modal popup if there are 4 matched cards on the deck.

My tic tac toe game (jquery) is not working properly. Lost Part is not working properly

The 'Win' and 'Draw' parts are showing up on time, but the 'Lost' part doesn't show the message 'you lost'until I click on an empty cell once again. Please check out my code and help me find any errors.
Below is my code:
Marked is a class that changes the opacity of the clicked cell.
1,2,3...are the id's of respective cells in the table(html).
I tried delay() too instead of setTimeout(), but it didn't work as well.
$(document).ready(function() {
var timer;
var x = 0;
$("td").click(function() {
if($(this).text()=='') {
$(this).text("0").addClass("marked");
x = 1;
}
}).click(function() {
if(x==1) {
timer = setTimeout(function() {
var choose = $("td").not(".marked");
var random = choose[Math.floor(Math.random()*choose.length)];
$(random).text("X").addClass("marked");
},1000);
x=0;
showResult();
}
});
function showResult() {
var one = $("#1").text();
var two = $("#2").text();
var three = $("#3").text();
var four = $("#4").text();
var five = $("#5").text();
var six = $("#6").text();
var seven = $("#7").text();
var eight = $("#8").text();
var nine = $("#9").text();
if(one==two && two==three)
result(one)
else if (four==five && five==six)
result(four)
else if(seven==eight && eight==nine)
result(seven)
else if (one==four && four==seven)
result(one)
else if (two==five && five==eight)
result(two)
else if (three==six && six==nine)
result(three)
else if (one==five && five==nine)
result(one)
else if(three==five && five==seven)
result(three);
else {
var z = $("td").not(".marked");
if(z.length == 0) {
$("p").text("Draw!");
$("td").removeClass("marked");
$("td").text("");
$("#demo1").append('<img src="https://media.tenor.com/images/54c63f726505bfdb455eb4c29e626ad8/tenor.gif">');
clearTimeout(timer);
}
}
}
function result(y) {
var result = y;
if(result=="X"){
clearTimeout(timer);
$("p").text("You Lost!");
$("td").removeClass("marked");
$("td").text("");
$("#demo1").append('<img src="https://media.tenor.com/images/08902a85a6107684f8614846f4a54218/tenor.gif">');
}
if(result=="0") {
$("td").text("");
$("p").text("You Won!");
$("#demo1").append('<img src="https://i.gifer.com/4OuC.gif">');
$("td").removeClass("marked");
clearTimeout(timer);
}
}
});
You are calling showResult immeadiately when the user clicked, so it cant't recognize the X put into the table one second later.
Just do:
$("td").click(function() {
[...]
}).click(function() {
if (x == 1) {
timer = setTimeout(function() {
var choose = $("td").not(".marked");
var random = choose[Math.floor(Math.random() * choose.length)];
$(random).text("X").addClass("marked");
/******** ADD ANOTHER CHECK HERE ********/
showResult();
}, 1000);
x = 0;
showResult();
}
});
It might also be a good idea to add a return to showResult that returns false when a result was achieved. This way you could do something like
x = 0;
if (showResult()) {
timer = setTimeout(function() {
[...]
}
}
And the user can't get a loose message right after a win message.
Also: Why do you need the 2 click listeners? You can just use the if statement in the top one and then you don't need the (x == 1)

How do I add a pause function to this pageChange timer?

Below in the code is an array of pages which is shuffled and then each of them is displayed in an iframe for a certain amount of time. I want to be able to start/stop the pageChange function using a button or a mouse click. Can anyone help me with this? Below is the working code, or check this fiddle: http://jsfiddle.net/xaa1qccm/ (Thanks to Nobe4)
var pages=[];
pages[0]="http://example.com/";
pages[1]="http://www.iana.org/domains/reserved";
pages[2]="http://en.wikipedia.org/wiki/Main_Page";
pages[3]="http://en.wikipedia.org/wiki/Randomness";
var shuffle = function(array){
var shuffledPages = [];
while(array.length){
shuffledPages.push(array.splice(Math.floor(array.length*Math.random()),1));
}
return shuffledPages;
}
var time = 3300;
var currentIndex = 0;
function pageChange() {
if(currentIndex == 0){
pages = shuffle(pages);
console.log(pages);
currentIndex = pages.length;
}
currentIndex--;
document.getElementById("frame").src=pages[currentIndex];
console.log(currentIndex);
setTimeout(function() { pageChange(); }, time);
};
pageChange();
A variable which can be set to determine if the rotator is running, and setting that to true or false:
var isRunning = true;
....
<button onclick="isRunning = false">stop</button>
<button onclick="isRunning = true">start</button>
And check that inside your method:
function pageChange() {
if(isRunning){
...
}
setTimeout(function() { pageChange(); }, time);
};
Live example: http://jsfiddle.net/xaa1qccm/1/
You may add a start/stop variable so as to check the status :
[...]
var time = 3300;
var currentIndex = 0;
var stop = 0;
function pageChange() {
if(currentIndex == 0){
pages = shuffle(pages);
console.log(pages);
currentIndex = pages.length;
}
if (stop == 0)
{
currentIndex--;
document.getElementById("frame").src=pages[currentIndex];
console.log(currentIndex);
setTimeout(function() { pageChange(); }, time);
}
};
function startStop()
{
if (stop == 0){
stop = 1;
}
else{
stop = 0;
pageChange();
}
}
[...]
And then you call startStop() on the click event of the button you want
Edit : Here is a jsfiddle

Edit Javascript and affect timer on HTML page in runtime

I am trying to skip timer placed on an HTLM page. Javascript for the TIMER is below:
var t = 60;
var decr = 1;
var handle = null;
var e = null;
function startTimer() {
if(!e) e = document.getElementById("time");
e.innerHTML = t;
handle = setInterval(function() {
if(t == 0) {
clearInterval(handle);
var answer = confirm("Yes/No?")
if (answer){
alert("You Clicked Yes!")
window.location = "https://twitter.com/";
}
else{
alert("You Clicked No!")
}
}
else {
t -= decr;
e.innerHTML = t;
}
}, decr * 1000);
}
window.onload = startTimer;
What I want is to change the TIMER to 10 seconds as soon as the page gets loaded.
I tried to enter the following code in browser location bar:
javascript:document.getElementById('time').innerHTML = "10";
But I'm not getting into it. What'll be the proper way to do it?
Open the console (development tools). If you are using chrome, press F12, then press console and insert the command
document.getElementById('time').innerHTML = "10";
or
document.getElementById('time').value = "10";
and then press enter.

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