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>
Related
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.
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>
How to ensure i have a dynamic increment of Alphabets in a new cell on left side, next to each cell in a row which is dynamically created based on the option chosen in Select. This newly generated alphabet will be considered as bullet points/serial number for that particular row's text box.
jsfiddle
js code
$(document).ready(function(){
var select = $("#Number_of_position"), table = $("#Positions_names");
for (var i = 1; i <= 100; i++){
select.append('<option value="'+i+'">'+i+'</option>');
}
select.change(function () {
var rows = '';
for (var i = 0; i < $(this).val(); i++) {
rows += "<tr><td><input type='text'></td></tr>";
}
table.html(rows);
});
});
html
<select id="Number_of_position">
</select> <table id="Positions_names">
</table>
This is essentially a base26 question, you can search for an implementation of this in javascript pretty easily - How to create a function that converts a Number to a Bijective Hexavigesimal?
alpha = "abcdefghijklmnopqrstuvwxyz";
function hex(a) {
// First figure out how many digits there are.
a += 1; // This line is funky
var c = 0;
var x = 1;
while (a >= x) {
c++;
a -= x;
x *= 26;
}
// Now you can do normal base conversion.
var s = "";
for (var i = 0; i < c; i++) {
s = alpha.charAt(a % 26) + s;
a = Math.floor(a/26);
}
return s;
}
So you can do
$(document).ready(function(){
var select = $("#Number_of_position"), table = $("#Positions_names");
for (var i = 1; i <= 100; i++){
select.append('<option value="'+i+'">'+i+'</option>');
}
select.change(function () {
var rows = '';
for (var i = 0; i < $(this).val(); i++) {
rows += "<tr><td>" + hex(i) + "</td><td><input type='text'></td></tr>";
}
table.html(rows);
});
});
Heres the example http://jsfiddle.net/v2ksyy7L/6/
And if you want it to be uppercase just do
hex(i).toUpperCase();
Also - this will work up to any number of rows that javascript can handle
if i have understood you correctly, that's maybe what you want:
http://jsfiddle.net/v2ksyy7L/3/
I have added an array for the alphabet:
var alphabet = "abcdefghijklmnopqrstuvwxyz".split("");
and then added the output to your "render" loop:
rows += "<tr><td>" + alphabet[i] + " <input type='text'></td></tr>";
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>
I'm newbie with JavaScript, so I decided to develop a little application which is supposed to show the schedule of the streetcar of the place I live, because of the lack of the information on the official webpage.
I have several arrays with the starting time of the line, and as the time to reach each station it's the same, I only have to add the total minutes to the first hour.
There's a form for the user to set a range of hours. So, my main problem is that the "adder();" function is supposed to iterate and print all the values from an array. Instead of doing that, it takes always the same index, 24, so if the array returned has less than 24 indexes, it does not work.
Here's the HTML:
< input type="button" class="submit" value="Enviar" onclick="caller()"/>
JavaScript:
function cropHours(i){
if (i.substr(0,2) >= hora1user_recortada && i.substr(0,2) <= hora2user_recortada) {
horas.push(i);
}
return horas;
}
function adder() {
minInicio1 = horas[i].substr(0,2);
minInicio2 = horas[i].substr(3,2);
document.getElementById("test4").innerHTML = "---" + minInicio1+"_"+minInicio2;
y = parseInt(total) + parseInt(minInicio2);
document.getElementById("test5").innerHTML = "total vale "+total+"minInicio1 vale "+minInicio1+"... minInicio2 vale "+minInicio2+"...Y vale "+y;
html += "<td>"+y+"</td>";
document.getElementById("horario").innerHTML = html;
}
This is a part of another function:
if (platform == 1) {
for (var j = 0; j <= indexorigen; j++) {
total += mins1[j];
}
for (var j = 0; j <= indexdestino; j++) {
total2 += mins1[j];
}
if (today !== "Sábado" || today !== "Domingo") {
for each (var i in horainiciolaboral1) {
cropHours(i);
//adder(horainiciolaboral1);
}
} else {
for each (var i in horainiciofinde1) {
cropHours(i);
}
}
} else {
for (var x = 0; x <= indexorigen; x++) {
total += mins2[x];
}
for (var x = 0; x <= indexdestino; x++) {
total2 += mins2[x];
}
if (today !== "Sábado" || today !== "Domingo") {
for each (var i in horainiciolaboral2) {
cropHours(i);
}
} else {
for each (var i in horainiciofinde2) {
cropHours(i);
}
}
}
/*for (var i = 0; i <= horainiciolaboral1.length; i++) {
adder(horainiciolaboral1);
}*/
//horario = horas.slice(11);
for each (var i in horas) {
adder();
}
document.getElementById("test6").innerHTML = horas;
document.getElementById("test3").innerHTML = total + "----" + total2;
// ******************************************
// ** FUNCTION WHICH CALLS EVERY FUNCTION **
// ******************************************
// STARTS
function caller() {
cleaner();
retrieve_origen();
retrieve_destino();
getIndex();
sumMinutes();
getHours();
}
This is the problem:
for each (var i in horas) {
adder();
}
Thank you in advance.
Pass i to adder() as an argument:
adder(i);
...and define it as a parameter in the function:
function adder( i ) {
//...