Can´t populate table with video frame - javascript

Whenever i insert a video it appears a black frame instead of a frame from the video.
The js function "handleFiles" validates if the file inserted is a video. Then creates a video element that after is loaded takes a snap from the video after 10s using canvas. Then with that snap attach the image to the table along with the name of the file
var Video = ['m4v', 'avi','mpg','mp4', 'webm', 'mov', 'mxf'];
var NameFile = [];
function handleFiles() {
"use strict";
var inputElement = document.getElementById("input");
var fileList = inputElement.files; /* now you can work with the file list */
for(var k = 0; k < fileList.length; k++){
NameFile.push(fileList[k].name);
}
for( var j=0; j<100; j++){
for(var i = 0; i < fileList.length; i++){
// VIDEOS
if(fileList[i].type === "video/"+Video[j]){
var video = document.createElement('video');
var timeupdate = function() {
if (snapImage()) {
video.removeEventListener('timeupdate', timeupdate);
video.pause();
}
};
video.addEventListener('loadeddata', function() {
if (snapImage()) {
video.removeEventListener('timeupdate', timeupdate);
}
});
var snapImage = function() {
var canvas = document.createElement('canvas');
canvas.width = video.videoWidth;
canvas.height = video.videoHeight;
canvas.getContext('2d').drawImage(video, 0, 0, canvas.width, canvas.height);
var image = canvas.toDataURL();
var success = image.length > 100000;
if (success) {
var img = document.createElement('img');
img.src = image;
document.getElementsByTagName('div')[0].appendChild(img);
}
return success;
};
video.addEventListener('timeupdate', timeupdate);
video.preload = 'metadata';
video.src=(window.URL.createObjectURL(fileList[i]).replace('blob:',''));
// Load video in Safari / IE11
video.muted = true;
video.playsInline = true;
video.play();
// Table for Videos
for( var lV=0; lV<100; lV++ ){
// if for name
if(fileList[i].name===NameFile[lV]){
var Vx = document.createElement("Table");
Vx.setAttribute("id", "galeriaV" + (i));
document.body.appendChild(Vx);
// imagens of videos
var VImg = document.createElement("tr");
VImg.setAttribute("id", "VTr" +(i));
document.getElementById("galeriaV" +(i)).appendChild(VImg);
var ImgV = document.createElement("td");
var imagV =document.createElement("img");
imagV.src = snapImage;
imagV.height = 50;
imagV.with = 50;
imagV.setAttribute("id", "imageID" +(i));
imagV.setAttribute("className", "bordered");
imagV.setAttribute("src","http://placehold.it/200/200/pink/black");
imagV.setAttribute("onclick","imgClick(this)");
ImgV.appendChild(imagV);
document.getElementById("VTr" + (i)).appendChild(ImgV);
// files names
var yV = document.createElement("tr");
yV.setAttribute("id", "VNTr" + (i));
document.getElementById("galeriaV" +(i)).appendChild(yV);
var Vz = document.createElement("td");
var Vt = document.createTextNode(NameFile[lV]);
Vz.appendChild(Vt);
document.getElementById("VNTr" + (i)).appendChild(Vz);
}// fim if name
}
}
}
}
}
<!doctype html>
<html><head>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="Content-Type" content="text/html;charset=utf-8" />
<script src="../JS/galeria.js"> </script>
<script src="../JS/XML.js"> </script>
<title>Preview images</title>
<style>
input{
display: inline-block;
float: left;
width:100%;
}
table{
margin-top: 10px;
border: 0px solid #ddd;
padding: 8px;
display: inline-block;
text-align: left;
}
table.tr{
width: 50px;
height: 50px;
}
img.bordered{
border: 3px solid green;
}
</style>
</head>
<body>
<h2>Upload images ...</h2>
<input type="file" id="input" multiple onchange="handleFiles(this.files)">
</body>
</html>
The snippet gives an error at the img Click function is not defined but thats not the problem

Related

How can I fix this photo gallery?

I created or tried to make a Photo Gallery on one of my web pages. It worked perfectly at first, but when the "Show more images" button is clicked, it changes the logo and doesn't show the other added images. (See pictures below). How can I avoid the logo changing and show the rest of the photos?
I really will appreciate if somebody can help me to find the error. Thanks!
Here's the html code:
<h1 class="headings1">ABOUT US</h1>
<article>
<div id="leftarrow">
<p><</p>
</div>
<figure id="fig2">
<img class="about" width="360" height="202" />
</figure>
<figure id="fig3">
<img class="about" width="480" height="270" />
</figure>
<figure id="fig4">
<img class="about" width="360" height="202" />
</figure>
<div id="rightarrow">
<p>></p>
</div>
<div id="fiveButton">
<p>Show more images</p>
</div>
</article>
Here's javascript code:
"use strict"; // interpret document contents in JavaScript strict mode
/* global variables */
var photoOrder = [1,2,3,4,5];
var figureCount = 3;
/* add src values to img elements based on order specified on photoOrder array */
function populateFigures() {
var filename;
var currentFig;
if (figureCount === 3){
for (var i = 1; i < 4; i++) {
filename = "images/about_0" + photoOrder[i] + "sm.jpg";
currentFig = document.getElementsByClassName("about") [i - 1];
currentFig.src = filename;
}
} else {
for (var i = 0; i < 5; i++) {
filename = "image/about_0" + photoOrder[i] + "sm.jpg";
currentFig = document.getElementsByClassName("about")[1];
currentFig.src = filename;
}
}
}
/* shift all images one figure to the left, and change values in photoOrder array to match */
function rightArrow() {
for (var i = 0; i < 5; i++) {
if ((photoOrder[i] + 1) === 6) {
photoOrder[i] = 1;
} else {
photoOrder[i] += 1;
}
populateFigures();
}
}
/* shift all images one figure to the right, and change values in photoOrder array to match */
function leftArrow() {
for (var i = 0; i < 5; i++) {
if ((photoOrder[i] - 1) === 0) {
photoOrder[i] = 5;
} else {
photoOrder[i] -= 1;
}
populateFigures();
}
}
/* switch to 5-images */
function previewFive() {
//create figure and img elements for fifth image
var articleEl = document.getElementsByTagName("article")[0];
var lastFigure = document.createElement("figure");
lastFigure.id = "fig5";
lastFigure.style.zIndex = "5";
lastFigure.style.position = "absolute";
lastFigure.style.right = "45px"
lastFigure.style.top = "67px";
var lastImage = document.createElement("img");
lastImage.classList = "about";
lastImage.width = "240";
lastImage.height = "135"
lastFigure.appendChild(lastImage);
// articleEl.appendChild(lastFigure);
articleEl.insertBefore(lastFigure, document.getElementById("rightarrow"));
//clone figure element for fifth image and edit to be first image
var firstFigure = lastFigure.cloneNode(true);
firstFigure.id = "fig1";
firstFigure.style.right = "";
firstFigure.style.left = "45px";
// articleEl.appendChild(firstFigure);
articleEl.insertBefore(firstFigure, document.getElementById("fig2"));
//add appropiate src values to two img elements
document.getElementsByTagName("img")[0].src = "images/about_0" + photoOrder[0] + "sm.jpg";
document.getElementsByTagName("img")[4].src = "images/about_0" + photoOrder[4] + "sm.jpg";
figureCount = 5;
//change button to hide extra images
var numberButton = document.querySelector("#fiveButton p");
numberButton.innerHTML = "Show fewer images";
if (numberButton.addEventListener) {
numberButton.removeEventListener("click", previewFive, false);
numberButton.addEventListener("click", previewThree, false);
} else if (numberButton.attachEvent) {
numberButton.detachEvent("onclick", previewFive);
numberButton.attachEvent("onclick", previewThree);
}
}
/* switch to 3-image layout */
function previewThree() {
var articleEl = document.getElementsByTagName("article") [0];
var numberButton = document.querySelector("#fiveButton p");
articleEl.removeChild(document.getElementById("fig1"));
articleEl.removeChild(document.getElementById("fig5"));
figureCount = 3;
numberButton.innerHTML = "Show more images";
if (numberButton.addEventListener) {
numberButton.removeEventListener("click", previewThree, false);
numberButton.addEventListener("click", previewFive, false);
} else if (numberButton.attachEvent) {
numberButton.detachEvent("onclick", previewThree);
numberButton.attachEvent("onclick", previewFive);
}
}
/* Create event listener for left arrow, right arrow and center figure element */
function createEventListeners() {
var leftarrow = document.getElementById("leftarrow");
if (leftarrow.addEventListener) {
leftarrow.addEventListener("click", leftArrow, false);
} else if (leftarrow.attachEvent) {
leftarrow.attachEvent("onclick", leftArrow);
}
var rightarrow = document.getElementById("rightarrow");
if (rightarrow.addEventListener) {
rightarrow.addEventListener("click", rightArrow, false);
}else if (rightarrow.attachEvent) {
rightarrow.attachEvent("onclick", rightArrow);
}
var mainFig = document.getElementsByTagName("img")[1];
if (mainFig.addEventListener) {
mainFig.addEventListener("click", zoomFig, false);
} else if (mainFig.attachEvent) {
mainFig.attachEvent("onclick", zoomFig);
}
var showAllButton = document.querySelector("#fiveButton p");
if (showAllButton.addEventListener) {
showAllButton.addEventListener("click", previewFive, false);
}else if (showAllButton.attachEvent) {
showAllButton.attachEvent("onclick", previewFive);
}
}
/* open center figure in separate window */
function zoomFig() {
var propertyWidth = 960;
var propertyHeight = 600;
var winLeft = ((screen.width - propertyWidth) / 2);
var winTop = ((screen.height - propertyHeight) / 2);
var winOptions = "width = 960, height = 600";
winOptions += ",left=" + winLeft;
winOptions += ",top=" + winTop;
var zoomWindow = window.open("zoom.html", "zoomwin", winOptions);
zoomWindow.focus();
}
/* create event listeners and populate image elements */
function setUpPage() {
createEventListeners();
populateFigures();
}
/* run setUpPage() function when page finishes loading */
if (window.addEventListener) {
window.addEventListener("load", setUpPage, false);
} else if (window.attachEvent) {
window.attachEvent("onload", setUpPage);
}
I have included a tiny library with a constructor called ImgViewer. Admittedly, if you resize the screen vertically, it can be a slight issue, but it's all the time I'm willing to take right now. Hopefully you can learn something from this.
//<![CDATA[
/* js/external.js */
let doc, htm, bod, nav, M, I, mobile, S, Q, hC, aC, rC, tC, ImgViewer; // for use on other loads
addEventListener('load', ()=>{
doc = document; htm = doc.documentElement; bod = doc.body; nav = navigator; M = tag=>doc.createElement(tag); I = id=>doc.getElementById(id); mobile = /Mobi/i.test(nav.userAgent);
S = (selector, within)=>{
let w = within || doc;
return w.querySelector(selector);
}
Q = (selector, within)=>{
let w = within || doc;
return w.querySelectorAll(selector);
}
hC = (node, className)=>{
return node.classList.contains(className);
}
aC = (node, ...classNames)=>{
node.classList.add(...classNames);
return aC;
}
rC = (node, ...classNames)=>{
node.classList.remove(...classNames);
return rC;
}
tC = (node, className)=>{
node.classList.toggle(className);
return tC;
}
ImgViewer = function(imgArray, imgsWide = 3){
if(imgsWide % 2 === 0){
throw new Error('imgsWide must be odd number');
}
this.container = M('div'); this.leftArrow = M('div'); this.view = M('div');
this.rightArrow = M('div'); this.container.className = 'imgViewer';
this.view.className = 'view';
this.leftArrow.className = this.rightArrow.className = 'arrow';
this.leftArrow.textContent = '<'; this.rightArrow.textContent = '>';
this.container.appendChild(this.leftArrow); this.container.appendChild(this.view); this.container.appendChild(this.rightArrow);
const center = Math.floor(imgsWide/2), iA = [], imA = imgArray.slice();
this.size = ()=>{
const b = this.view.getBoundingClientRect(), w = b.width/imgsWide-40;
for(let i=0,l=iA.length; i<l; i++){
iA[i].width = i === center ? w+50 : w;
}
return this;
}
this.create = (where = bod)=>{ // default document.body
where.appendChild(this.container);
const v = this.view, b = v.getBoundingClientRect(), w = b.width/imgsWide-40;
for(let i=0,m,l=imgArray.length; i<l; i++){
m = M('img');
m.width = i === center ? w+50 : w;
m.src = imgArray[i]; iA.push(m); // cache all the images
if(i < imgsWide){
if(i === center){
// add a click event to center if you want - I did not
}
else if(i < center){
m.onclick = ()=>{
for(let n=i; n<center; n++){
this.rightArrow.onclick();
}
}
}
else{
m.onclick = ()=>{
for(let n=i; n<imgsWide; n++){
this.leftArrow.onclick();
}
}
}
v.appendChild(m);
}
}
const c = v.children;
const dispImgs = ()=>{
for(let n=0; n<imgsWide; n++){
c[n].src = imA[n];
}
}
this.leftArrow.onclick = ()=>{
imA.push(imA.shift()); dispImgs();
}
this.rightArrow.onclick = ()=>{
imA.unshift(imA.pop()); dispImgs();
}
onresize = this.size;
return this;
}
}
// tiny library above - magic below can be put on another page using a load Event except `}); // end load` line
const imgURLs = [
'https://images.freeimages.com/images/large-previews/afa/black-jaguar-1402097.jpg',
'https://images.freeimages.com/images/large-previews/7e9/ladybird-1367182.jpg',
'https://images.freeimages.com/images/large-previews/535/natural-wonders-1400924.jpg',
'https://images.freeimages.com/images/large-previews/035/young-golden-retriever-1404848.jpg',
'https://images.freeimages.com/images/large-previews/981/cow-1380252.jpg',
'https://images.freeimages.com/images/large-previews/9fc/yet-another-flower-1399208.jpg',
'https://images.freeimages.com/images/large-previews/72c/fox-1522156.jpg',
'https://images.freeimages.com/images/large-previews/e2a/boise-downtown-1387405.jpg',
'https://images.freeimages.com/images/large-previews/f37/cloudy-scotland-1392088.jpg'
];
const imgV = new ImgViewer(imgURLs);
imgV.create();
}); // end load
//]]>
/* css/external.css */
*{ /* size font individually to avoid font whitespace */
box-sizing:border-box; font-size:0; margin:0; padding:0; overflow:hidden;
}
html,body{
width:100%; height:100%;
} /* below is what you need to see - above is set for this example */
.imgViewer{
width:100%; height:100%;
}
.imgViewer,.imgViewer *{
display:flex; justify-content:center; align-items:center;
}
.imgViewer>.arrow{
cursor:pointer; width:32px; height:70px; background:#777; color:#fff; font:bold 14px san-serif;
}
.imgViewer>.view{
width:calc(100% - 32px); height:100%;
}
.imgViewer>.view>img{
cursor:pointer; margin:0 7px; box-shadow:1px 1px 2px;
}
.imgViewer>.view>img:first-child{
margin-left:0;
}
.imgViewer>.view>img:last-child{
margin-right:0;
}
<!DOCTYPE html>
<html lang='en'>
<head>
<meta charset='UTF-8' /><meta name='viewport' content='width=device-width, height=device-height, initial-scale:1, user-scalable=no' />
<title>ImgViewer</title>
<link type='text/css' rel='stylesheet' href='css/external.css' />
<script src='js/external.js'></script>
</head>
<body>
</body>
</html>
Of course, I didn't make the dummy window for zooming, but you can ask another question for that!

Uncaught TypeError: Cannot read property 'lastChild' of null

<!DOCTYPE html>
<html>
<head>
<title>Face Matching Game</title>
<h2>Matching Game</h2>
<p>Click on the EXTRA face on the left side</p>
<style type="text/css">
div { position: absolute; width: 640px; height: 550px; background-color: maroon }
img { position: absolute; width: 100px; height: 100px}
#rightSide { left: 650px; border-left: 2px solid black; }
</style>
<script type="text/javascript">
var NUM_OF_FACES = 0;
var THE_LEFT_SIDE, THE_RIGHT_SIDE;
//Function to generate faces
function generateFaces() {
THE_LEFT_SIDE = document.getElementById("leftSide");
THE_RIGHT_SIDE = document.getElementById("rightSide");
NUM_OF_FACES += 5;
var image;
while(NUM_OF_FACES>0){
image = document.createElement("img");
image.src = "smile.png";
image.style.top = Math.floor(Math.random()* (THE_LEFT_SIDE.offsetHeight - 100)) + "px";
image.style.left = Math.floor(Math.random()* (THE_LEFT_SIDE.offsetWidth - 100)) + "px";
THE_LEFT_SIDE.appendChild(image);
NUM_OF_FACES -= 1;
//console.log(image.style.top, image.style.left )
}
var leftSideImages = THE_LEFT_SIDE.cloneNode(true);
leftSideImages.removeChild(leftSideImages.lastChild);
THE_RIGHT_SIDE.appendChild(leftSideImages);
}//end generatefaces()
function deleteFaces(argument) {
while(THE_LEFT_SIDE.firstChild){
THE_LEFT_SIDE.removeChild(THE_LEFT_SIDE.firstChild);
}
while(THE_RIGHT_SIDE.firstChild){
THE_RIGHT_SIDE.removeChild(THE_RIGHT_SIDE.firstChild);
}
}//end deleteFaces()
var theBody = document.getElementsByTagName("body")[0];
THE_LEFT_SIDE = document.getElementById("leftSide");
THE_RIGHT_SIDE = document.getElementById("rightSide");
//Event handling
THE_LEFT_SIDE.lastChild.onclick = function goToNextLevel() {
alert("You clicked on correct face.");
deleteFaces();
generatefaces();
};
theBody.onclick = function gameOver() {
alert("Game Over!!");
theBody.onclick = null;
THE_LEFT_SIDE.lastChild.onclick = null;
};
</script>
</head>
<body onload="generateFaces()">
<div id="leftSide"></div>
<div id="rightSide"></div>
</body>
</html>
I am beginner in Javascript and ran into a problem while doing an assignment.
It is Fact Matching game and you have to click the extra face on the left side and game continues until you click somewhere else than extra face on left.
Above is the HTML file and JS code is embedded in it.
I am getting an error as: Uncaught TypeError: Cannot read property 'lastChild' of null at line number 48, which is onclick event handler function on lastChild of THE_LEFT_SIDE div. I don't know how it is coming and what is the problem with my code?
Any leads will be appreciated.
You are trying to access the element with id leftSide before it has been added to the DOM.
If you move your script to the end of the page body, you will no longer see this error, but a different, unrelated one instead:
<!DOCTYPE html>
<html>
<head>
<title>Face Matching Game</title>
<h2>Matching Game</h2>
<p>Click on the EXTRA face on the left side</p>
<style type="text/css">
div { position: absolute; width: 640px; height: 550px; background-color: maroon }
img { position: absolute; width: 100px; height: 100px}
#rightSide { left: 650px; border-left: 2px solid black; }
</style>
</head>
<body onload="generateFaces()">
<div id="leftSide"></div>
<div id="rightSide"></div>
<script type="text/javascript">
var NUM_OF_FACES = 0;
var THE_LEFT_SIDE, THE_RIGHT_SIDE;
//Function to generate faces
function generateFaces() {
THE_LEFT_SIDE = document.getElementById("leftSide");
THE_RIGHT_SIDE = document.getElementById("rightSide");
NUM_OF_FACES += 5;
var image;
while(NUM_OF_FACES>0){
image = document.createElement("img");
image.src = "smile.png";
image.style.top = Math.floor(Math.random()* (THE_LEFT_SIDE.offsetHeight - 100)) + "px";
image.style.left = Math.floor(Math.random()* (THE_LEFT_SIDE.offsetWidth - 100)) + "px";
THE_LEFT_SIDE.appendChild(image);
NUM_OF_FACES -= 1;
//console.log(image.style.top, image.style.left )
}
var leftSideImages = THE_LEFT_SIDE.cloneNode(true);
leftSideImages.removeChild(leftSideImages.lastChild);
THE_RIGHT_SIDE.appendChild(leftSideImages);
}//end generatefaces()
function deleteFaces(argument) {
while(THE_LEFT_SIDE.firstChild){
THE_LEFT_SIDE.removeChild(THE_LEFT_SIDE.firstChild);
}
while(THE_RIGHT_SIDE.firstChild){
THE_RIGHT_SIDE.removeChild(THE_RIGHT_SIDE.firstChild);
}
}//end deleteFaces()
var theBody = document.getElementsByTagName("body")[0];
THE_LEFT_SIDE = document.getElementById("leftSide");
THE_RIGHT_SIDE = document.getElementById("rightSide");
//Event handling
THE_LEFT_SIDE.lastChild.onclick = function goToNextLevel() {
alert("You clicked on correct face.");
deleteFaces();
generatefaces();
};
theBody.onclick = function gameOver() {
alert("Game Over!!");
theBody.onclick = null;
THE_LEFT_SIDE.lastChild.onclick = null;
};
</script>
</body>
</html>

Matching Game. Javascript. DOM lastChild

There is a simple game. The left and right sides are identical, except for one thing: the left side has one extra face. The user needs to find out and click on that extra face (lastChild). It will trigger the function to double the face quantity.
The problem is - all the faces in my game are lastChild. Where is the problem?
Thanks!
<!DOCTYPE <!DOCTYPE html>
<html>
<head>
<title>Matching Game. Part 3.</title>
<style>
img {
position: absolute;
}
div {
position: absolute;
width: 500px;
height: 500px;
}
#rightSide {
left: 500px;
border-left: 1px solid black;
}
</style>
<script>
function generateFaces(){
var numberOfFaces = 5;
//var theLeftSide = document.getElementById("leftSide");
for(var i=0; i < numberOfFaces; i++) {
var smileImage = document.createElement("img");
smileImage.src="http://home.cse.ust.hk/~rossiter/mooc/matching_game/smile.png";
var topPosition = Math.floor(Math.random()* 400) + 1;
var leftPosition = Math.floor(Math.random()* 400) + 1;
smileImage.style.top = topPosition + "px";
smileImage.style.left = leftPosition + "px";
leftSide.appendChild(smileImage);
var leftSideImages = leftSide.cloneNode(true);
leftSideImages.removeChild(leftSideImages.lastChild);
rightSide.appendChild(leftSideImages);
leftSide.lastChild.style.background = "red";
var theBody = document.getElementsByTagName("body")[0];
leftSide.lastChild.onclick = function nextLevel(event) {
event.stopPropagation();
numberOfFaces += 5;
generateFaces();
}
}
}
</script>
</head>
<body onload = "generateFaces()">
<h1>Matching Game</h1>
<p>Click on the extra smiling face on the left.</p>
<div id="leftSide"></div>
<div id="rightSide"></div>
</body>
</html>
You are binding your click event to every element in the loop. You first need to over-ride the previous handler and then re-bind it to the last element.
function generateFaces(){
var numberOfFaces = 5;
var leftSide = document.getElementById("leftSide");
var rightSide = document.getElementById("rightSide");
for(var i=0; i < numberOfFaces; i++) {
var smileImage = document.createElement("img");
smileImage.src="http://home.cse.ust.hk/~rossiter/mooc/matching_game/smile.png";
var topPosition = Math.floor(Math.random()* 400) + 1;
var leftPosition = Math.floor(Math.random()* 400) + 1;
smileImage.style.top = topPosition + "px";
smileImage.style.left = leftPosition + "px";
leftSide.appendChild(smileImage);
var leftSideImages = leftSide.cloneNode(true);
leftSideImages.removeChild(leftSideImages.lastChild);
rightSide.appendChild(leftSideImages);
leftSide.lastChild.style.background = "red";
var theBody = document.getElementsByTagName("body")[0];
}
var pics = document.getElementsByTagName("img");
for(i=0;i<pics.length;i++){
pics[i].onclick = function() {
return false;
}
}
leftSide.lastChild.onclick = function nextLevel(event) {
event.stopPropagation();
numberOfFaces += 5;
generateFaces();
}
}
img {
position: absolute;
}
div {
position: absolute;
width: 500px;
height: 500px;
}
#rightSide {
left: 500px;
border-left: 1px solid black;
}
<body onload = "generateFaces()">
<h1>Matching Game</h1>
<p>Click on the extra smiling face on the left.</p>
<div id="leftSide"></div>
<div id="rightSide"></div>
</body>

Using on click vanilla JS, activating on wrong node

Almost finished this sort of game i am working on to learn Dom manipulation. Basically the game spawns 5 images on the left and 4 on the right, you click the odd one out and then 10 spawn on the left and 9 on the right(+5 everytime).
I am wanting my nextlevel function to work every time the last child(of theLeftSide) is clicked on. It works the first time but after that regardless of if i click the correct node or not, my gameOver function is called and im not sure why. I tried removing the game over function and still the 2nd time i want my nextLevel to run(after click), it doesnt. Am i going about this the totally wrong way? Any input is appreciated thank you. Left my gameOver function in so you can see what im trying to do with it.
var theLeftSide = document.getElementById("leftside");
var theRightSide = document.getElementById("rightside");
var facesNeeded = 5;
var totalfFaces = 0;
var theBody = document.getElementsByTagName("body")[0];
function makeFaces() {
while (facesNeeded != totalfFaces) {
smiley = document.createElement("img");
smiley.src = "http://home.cse.ust.hk/~rossiter/mooc/matching_game/smile.png";
smiley.style.top = Math.random() * 401 + "px";
smiley.style.left = Math.random() * 401 + "px";
document.getElementById("leftside").appendChild(smiley);
totalfFaces++;
// alert(totalfFaces); used to debug
}
if (facesNeeded == totalfFaces) {
//alert(facesNeeded);
//alert(totalfFaces);
leftSideImages = theLeftSide.cloneNode(true);
leftSideImages.removeChild(leftSideImages.lastChild);
document.getElementById("rightside").appendChild(leftSideImages);
//alert("hi");
}
}
makeFaces();
function delFaces(side) {
while (side.firstChild) {
side.removeChild(side.firstChild);
}
}
theLeftSide.lastChild.onclick = function nextLevel(event) {
event.stopPropagation();
delFaces(theRightSide);
delFaces(theLeftSide);
totalfFaces = 0;
facesNeeded += 5;
//alert(facesNeeded);
//alert(totalfFaces);
makeFaces();
};
theBody.onclick = function gameOver() {
alert("Game Over!");
theBody.onclick = null;
theLeftSide.lastChild.onclick = null;
};
<!DOCTYPE html>
<html>
<head>
<style>
img {
position: absolute;
}
div {
position: absolute;
width: 500px;
height: 500px;
}
#rightside {
left: 500px;
border-left: 1px solid black;
}
</style>
</head>
<body>
<h1> Matching Game</h1>
<p>Click on the extra smiling face on the left</p>
<div id="leftside"></div>
<div id="rightside"></div>
<script src="script3.js"></script>
</body>
</html>
You just need to move the onclick inside the makeFaces after the while, so its added everytime after it creates them all:-
var theLeftSide = document.getElementById("leftside");
var theRightSide = document.getElementById("rightside");
var facesNeeded = 5;
var totalfFaces = 0;
var theBody = document.getElementsByTagName("body")[0];
function makeFaces() {
while (facesNeeded != totalfFaces) {
smiley = document.createElement("img");
smiley.src = "http://home.cse.ust.hk/~rossiter/mooc/matching_game/smile.png";
smiley.style.top = Math.random() * 401 + "px";
smiley.style.left = Math.random() * 401 + "px";
document.getElementById("leftside").appendChild(smiley);
totalfFaces++;
// alert(totalfFaces); used to debug
}
if (facesNeeded == totalfFaces) {
//alert(facesNeeded);
//alert(totalfFaces);
leftSideImages = theLeftSide.cloneNode(true);
leftSideImages.removeChild(leftSideImages.lastChild);
document.getElementById("rightside").appendChild(leftSideImages);
//alert("hi");
}
theLeftSide.lastChild.onclick = function nextLevel(event) {
event.stopPropagation();
delFaces(theRightSide);
delFaces(theLeftSide);
totalfFaces = 0;
facesNeeded += 5;
//alert(facesNeeded);
//alert(totalfFaces);
makeFaces();
};
}
makeFaces();
function delFaces(side) {
while (side.firstChild) {
side.removeChild(side.firstChild);
}
}
theBody.onclick = function gameOver() {
alert("Game Over!");
theBody.onclick = null;
theLeftSide.lastChild.onclick = null;
};
<!DOCTYPE html>
<html>
<head>
<style>
img {
position: absolute;
}
div {
position: absolute;
width: 500px;
height: 500px;
}
#rightside {
left: 500px;
border-left: 1px solid black;
}
</style>
</head>
<body>
<h1> Matching Game</h1>
<p>Click on the extra smiling face on the left</p>
<div id="leftside"></div>
<div id="rightside"></div>
<script src="script3.js"></script>
</body>
</html>

Javascript Array of images - memory board game

Hi I've got this code which is a memory board game. I would like to know if its possible to change the letters and put images instead. I am completely new to javaScript and I am trying to learn by editing and understanding open source code.. any help would be appreciated thanks!
This is the Javscript code:
var memory_array = ['A','A','B','B','C','C','D','D','E','E','F','F','G','G','H','H','I','I','J','J','K','K','L','L'];
var memory_values = [];
var memory_tile_ids = [];
var tiles_flipped = 0;
Array.prototype.memory_tile_shuffle = function(){
var i = this.length, j, temp;
while(--i > 0){
j = Math.floor(Math.random() * (i+1));
temp = this[j];
this[j] = this[i];
this[i] = temp;
}
}
function newBoard(){
tiles_flipped = 0;
var output = '';
memory_array.memory_tile_shuffle();
for(var i = 0; i < memory_array.length; i++){
output += '<div id="tile_'+i+'" onclick="memoryFlipTile(this,\''+memory_array[i]+'\')"></div>';
}
document.getElementById('memory_board').innerHTML = output;
}
function memoryFlipTile(tile,val){
if(tile.innerHTML == "" && memory_values.length < 2){
tile.style.background = '#FFF';
tile.innerHTML = val;
if(memory_values.length == 0){
memory_values.push(val);
memory_tile_ids.push(tile.id);
} else if(memory_values.length == 1){
memory_values.push(val);
memory_tile_ids.push(tile.id);
if(memory_values[0] == memory_values[1]){
tiles_flipped += 2;
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
// Check to see if the whole board is cleared
if(tiles_flipped == memory_array.length){
alert("Board cleared... generating new board");
document.getElementById('memory_board').innerHTML = "";
newBoard();
}
} else {
function flip2Back(){
// Flip the 2 tiles back over
var tile_1 = document.getElementById(memory_tile_ids[0]);
var tile_2 = document.getElementById(memory_tile_ids[1]);
tile_1.style.background = 'url(images/logo.jpg) no-repeat';
tile_1.innerHTML = "";
tile_2.style.background = 'url(images/logo.jpg) no-repeat';
tile_2.innerHTML = "";
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
}
setTimeout(flip2Back, 700);
}
}
}
}
This is the HTML Code
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>The HTML5 Herald</title>
<link rel="stylesheet" type="text/css" href="style.css">
<script src="script.js"></script>
</head>
<body>
<div id="memory_board"> </div>
<script> newBoard(); </script>
</body>
</html>
And finally this is the CSS code
div#memory_board{
background: #CCC;
border: #999 1px solid;
width: 800px;
height: 540px;
padding: 24px;
margin: 0px auto;
}
div#memory_board > div{
background: url(images/logo.jpg) no-repeat;
border: #000 1px solid;
width: 71px;
height: 71px;
float: left;
margin: 10px;
padding: 20px;
font-size: 64px;
cursor: pointer;
text-align:center;
}
Easy way to change your code to do what you want - instead of
tile.innerHTML = val;
do:
tile.innerHTML = '<img src="' + val + '.png"/>';
which should work if you have A.png, B.png and so on in the same location as index.html.
If you wanted to go more in-depth with it, I wrote a tutorial about doing this with an html5 framework some time ago (apologies for linking to our own website)

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