I'm creating a minefiled game and I'm trying to put 10 bombs in a random location each time. The problem is that sometimes 2 or more bombs can be placed in the same block, resulting in less than 10 bombs in the game. How can I prevent this?
I've already tried saving all the bombs locations in an array and each time compare the new bomb location to all the past ones, but id didn't work.
Here is my code:
var number_of_blocks = 0;
var number_of_bombs = 10;
var minefield_width = 500;
var minefield_height = 500;
var block_width = 50;
var block_height = 50;
var bombs = [];
number_of_blocks = (minefield_width * minefield_height) / (block_width * block_height);
$("#new_game").click(function() {
create_blocks();
create_bombs();
});
function random(min, max) {
return Math.floor(Math.random() * (max - min)) + min;
}
function create_blocks() {
//Create the "normal blocks".
for (var i = 0; i < number_of_blocks; i++) {
var block = document.createElement("div");
block.style.width = block_width + "px";
block.style.height = block_height + "px";
block.className = "block";
block.id = "b" + i;
block.onclick = function() {
console.log(this.id);
this.style.backgroundColor = "#ddd";
};
document.getElementById("field").appendChild(block);
}
}
function create_bombs() {
//Select a "normal block" and transform it into a "bomb block".
for (var i = 0; i < number_of_bombs; i++) {
var random_block = bombs_do_not_repeat();
var bomb = document.getElementById(random_block);
bomb.style.backgroundColor = "red";
bomb.classList.add("bomb");
bomb.onclick = function() {
alert("GAME OVER");
};
bombs[i] = random_block;
}
}
function bombs_do_not_repeat() {
//Should prevent a 'bomb block' to go inside the same 'block' more than 1 time. Example:
//CORRECT: bombs[] = "b1", "b2", "b3", "b4", "b5";
//INCORRECT: bombs[] = "b1", "b1", "b3", "b4", "b4";
var random_num = "b" + random(1, number_of_blocks);
for (var j = 0; j < bombs.length; j++) {
if (random_num == bombs[j]) {
console.info("random_num = " + random_num + " && bombs[" + j + "] = " + bombs[j]);
bombs_do_not_repeat();
}
}
return random_num;
}
* {
list-style: none;
font-family: sans-serif;
margin: 0px;
}
#field {
width: 500px;
height: 500px;
border: solid 1px black;
margin: 0px auto;
margin-top: 50px;
overflow: auto;
background-color: #ccc;
}
.block {
background-color: #aaa;
border: solid 1px #000;
box-sizing: border-box;
float: left;
cursor: pointer;
}
.block:hover {
background-color: #eee
}
.block:active {
background-color: #ddd
}
#container {
overflow: auto;
}
#menu {
width: 100%;
height: auto;
background-color: #333;
overflow: auto;
}
#menu li {
float: left;
text-align: center;
width: 100px;
color: white;
cursor: pointer;
}
#menu li:hover {
background-color: #555
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
</head>
<body>
<div id="container">
<div id="menu">
<ul>
<li id="new_game">New Game</li>
</ul>
</div>
<div id="field"></div>
</div>
</body>
</html>
SOLVED:
function bombs_do_not_repeat(){
//Should prevent a 'bomb block' to go inside the same 'block' more than 1 time. Example:
//CORRECT: bombs[] = "b1", "b2", "b3", "b4", "b5";
//INCORRECT: bombs[] = "b1", "b1", "b3", "b4", "b4";
var random_num = "b" + random(1,number_of_blocks);
for(var j = 0; j < bombs.length; j++){
if(random_num == bombs[j]){
console.info("random_num = " + random_num + " && bombs[" + j + "] = " + bombs[j]);
return random_num = bombs_do_not_repeat();
}
}
return random_num;
}
You're recursively calling bombs_do_not_repeat(), but always ignoring the recursive result and just going with whatever was selected first whether it's a repeat or not.
I suspect you mean to assign the result of the recursion:
random_num = bombs_do_not_repeat();
I suggest you to change your function to this
function bombs_do_not_repeat() {
var check = false;
var random_num;
do{
random_num = "b" + random(1, number_of_blocks);
for (var j = 0; j < bombs.length && !check; j++) {
if (random_num == bombs[j]) {
console.info("random_num = " + random_num + " && bombs[" + j + "] = " + bombs[j]);
check = true;
}
}
}while(check);
return random_num;
}
Instead of creating each random number prepare a random (shuffled) array. Something like this.
var number_of_blocks = 0;
var number_of_bombs = 10;
var minefield_width = 500;
var minefield_height = 500;
var block_width = 50;
var block_height = 50;
var bombs = [];
var blockArr = []; //helper array
number_of_blocks = (minefield_width * minefield_height) / (block_width * block_height);
$("#new_game").click(function() {
//reset blockArr and bombs
bombs = [];
blockArr = [];
//clean the field
document.getElementById('field').innerHTML = '';
create_blocks();
//blockArr is now fillewd
bombs = blockArr.sort(function() {
return Math.random() < 0.5 ? -1 : 1;
}) //shuffle
.slice(0, number_of_bombs);
//for debug purpose
//console.log(bombs);
create_bombs();
});
//function random(min, max) {//obsolete
// return Math.floor(Math.random() * (max - min)) + min;
//}
function create_blocks() {
//Create the "normal blocks".
for (var i = 0; i < number_of_blocks; i++) {
//fill blockArr in the samee loop
blockArr.push(i);
var block = document.createElement("div");
block.style.width = block_width + "px";
block.style.height = block_height + "px";
block.className = "block";
block.id = "b" + i;
block.onclick = function() {
console.log(this.id);
this.style.backgroundColor = "#ddd";
};
document.getElementById("field").appendChild(block);
}
}
function create_bombs() {
//Select a "normal block" and transform it into a "bomb block".
for (var i = 0; i < number_of_bombs; i++) {
//var random_block = bombs_do_not_repeat(); //no need
var bomb = document.getElementById('b' + bombs[i]); //random_block);
bomb.style.backgroundColor = "red";
bomb.classList.add("bomb");
bomb.onclick = function() {
alert("GAME OVER");
};
//bombs[i] = random_block;
}
}
/*
function bombs_do_not_repeat() { //obsolete
//Should prevent a 'bomb block' to go inside the same 'block' more than 1 time. Example:
//CORRECT: bombs[] = "b1", "b2", "b3", "b4", "b5";
//INCORRECT: bombs[] = "b1", "b1", "b3", "b4", "b4";
var random_num = "b" + random(1, number_of_blocks);
for (var j = 0; j < bombs.length; j++) {
if (random_num == bombs[j]) {
console.info("random_num = " + random_num + " && bombs[" + j + "] = " + bombs[j]);
bombs_do_not_repeat();
}
}
return random_num;
}
*/
* {
list-style: none;
font-family: sans-serif;
margin: 0px;
}
#field {
width: 500px;
height: 500px;
border: solid 1px black;
margin: 0px auto;
margin-top: 50px;
overflow: auto;
background-color: #ccc;
}
.block {
background-color: #aaa;
border: solid 1px #000;
box-sizing: border-box;
float: left;
cursor: pointer;
}
.block:hover {
background-color: #eee
}
.block:active {
background-color: #ddd
}
#container {
overflow: auto;
}
#menu {
width: 100%;
height: auto;
background-color: #333;
overflow: auto;
}
#menu li {
float: left;
text-align: center;
width: 100px;
color: white;
cursor: pointer;
}
#menu li:hover {
background-color: #555
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
</head>
<body>
<div id="container">
<div id="menu">
<ul>
<li id="new_game">New Game</li>
</ul>
</div>
<div id="field"></div>
</div>
</body>
</html>
Related
Recently I've been looking at different projects and trying to modify them to try and understand the JS code much better. Recently I came across this lotto game from code pen. So I thought to try to make it to a game where you had coins as lives, then you get some stars based on how many numbers you got right.
The thing that I am struggling at is trying to loop the code on the click of a button. Currently the code is restarting the game by recalling its own link, in this case I just used my index.html as replacement for the href just to work on it for now. I want to change this because it doesn't let me consume all my coins (lives) without refreshing the page.
I tried putting everything in a function instead of calling it through the DOM being loaded. I then called that function when the dom has loaded, then after each draw I tried calling it again by using another button but it doesn't work. Tried changing the href to the function but that doesn't work as well. I also tried a few other things but I cannot make a work around this. Any help is appreciated! I'm still learning Javascript, so please pardon my question.
The code is not owned by me, I am just playing around with it, here's the original codepen link. https://codepen.io/EwaTrojanowskaGrela/pen/KmJMWb
// Declaration of scores and lives
var stars = 0;
var coins = 5;
// End of comment
// For redeclaration in innerHTML
var starsEarned;
// End of comment
// For displaying current score
document.getElementById("star-count").innerHTML = stars;
document.getElementById("coin-count").innerHTML = coins;
// End of comment
document.addEventListener("DOMContentLoaded", function(e){
var body = document.querySelector("body");
var section = document.querySelector("section");
var articleLotto = document.querySelector(".lotto");
var articleBalls = document.querySelector(".balls");
var numbers = [];
var balls = document.getElementsByClassName("ball");
var drawnNums = [];
var chosenByMachine = [];
function createNumberBoard(number){
console.log("I work");
var board = document.createElement("div");
board.classList.add("board");
articleLotto.appendChild(board);
for( var i = 0; i<number; i ++){
var boardEl = document.createElement("button");
boardEl.classList.add("boardEl");
board.appendChild(boardEl);
}
var boardEls = document.getElementsByClassName("boardEl");
for( var i =0; i<boardEls.length; i++){
boardEls[i].setAttribute("data-number", i+1);
var dataNumber = boardEls[i].getAttribute("data-number");
var number = parseInt(dataNumber, 10);
numbers.push(number);
boardEls[i].textContent = number;
}
}
createNumberBoard(49);
var board = document.querySelector(".board");
var boardEls = document.querySelectorAll(".boardEl");
function drawNumbers(){
//boardEls.forEach(boardEl => boardEl.addEventListener("click", selectNums));
for (var i = 0; i<boardEls.length; i++){
boardEls[i].addEventListener("click", selectNums);
}
function selectNums(){
var number = parseInt(this.dataset.number, 10);
if(this.hasAttribute("data-number")){
drawnNums.push(number);
this.removeAttribute("data-number");
this.classList.add("crossedOut");
}
if(drawnNums.length=== 6){
//boardEls.forEach( boardEl => boardEl.removeAttribute("data-number"));
//boardEls.forEach(boardEl => boardEl.addEventListener("click", makeAlert));
for ( var i = 0; i<boardEls.length; i++){
boardEls[i].removeAttribute("data-number");
boardEls[i].addEventListener("click", makeAlert);
}
var startDraw = document.querySelector(".startDraw");
if(startDraw === null){ // you have to prevent creating the button if it is already there!
createButtonForMachineDraw();
} else {
return;
}
}
}
return drawnNums;
}
drawNumbers();
function makeAlert() {
var alertBox = document.createElement("div");
board.appendChild(alertBox);
alertBox.classList.add("alertBox");
alertBox.textContent = "You can only choose 6!";
setTimeout(function() {
alertBox.parentNode.removeChild(alertBox);
}, 1500);
}
function machineDraw(){
for( var i =0; i<6; i++){
var idx = Math.floor(Math.random() * numbers.length)
chosenByMachine.push(numbers[idx]);
/*a very important line of code which prevents machine from drawing the same number again
*/
numbers.splice(idx,1);
console.log(numbers)
/*this line of code allows to check if numbers are taken out*/
}
var btnToRemove = document.querySelector(".startDraw");
btnToRemove.classList.add("invisible");
/* why not remove it entirely? because it might then be accidentally created if for some reason you happen to try to click on board!!! and you may do that*/
return chosenByMachine;
}
//machineDraw();
function createButtonForMachineDraw(){
var startDraw = document.createElement("button");
startDraw.classList.add("startDraw");
section.appendChild(startDraw);
startDraw.textContent ="Release the balls";
startDraw.addEventListener("click", machineDraw);
startDraw.addEventListener("click", compareArrays);
}
function compareArrays(){
for( var i =0; i<balls.length; i++) {
balls[i].textContent = chosenByMachine[i];
(function() {
var j = i;
var f = function(){
balls[j].classList.remove("invisible");
balls[j].classList.add("ball-align");
}
setTimeout(f, 1000*(j+1));
})();
}
var common =[];
var arr1 = chosenByMachine;
var arr2 = drawnNums;
for(var i = 0; i<arr1.length; i++){
for(var j= 0; j<arr2.length; j++){
if(arr1[i]===arr2[j]){
common.push(arr1[i]);
}
}
}
console.log(arr1, arr2, common); /* you can monitor your arrays in console*/
function generateResult(){
// Deduction of coins once draw started
coins = coins - 1;
// End of comment
var resultsBoard = document.createElement("article");
section.appendChild(resultsBoard);
var paragraph = document.createElement("p");
resultsBoard.appendChild(paragraph);
resultsBoard.classList.add("resultsBoard");
resultsBoard.classList.add("invisible");
if(common.length === 0){
paragraph.textContent ="Oh no! You got " + common.length + " Star!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 1){
paragraph.textContent ="You got " + common.length + " Star!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 2){
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 3) {
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 4){
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return ststarsEarnedars;
} else if(common.length === 5){
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return starsEarned;
}
else if(common.length===6){
paragraph.textContent ="A true winner! You got " + common.length + " Stars!";
stars = stars + common.length;
return starsEarned;
}
// Returning of new coins
return coins;
// End of comment
}
setTimeout(function() {
makeComebackBtn();
document.querySelector(".resultsBoard").classList.remove("invisible"); //well, you cannot acces this outside the code
// Displaying of new scores
stars = stars + starsEarned;
document.getElementById("coin-count").innerHTML = coins;
document.getElementById("star-count").innerHTML = stars;
// End of comment
}, 8000);
generateResult();
}
function makeComebackBtn(){
var comebackBtn = document.createElement("a");
comebackBtn.classList.add("comebackBtn");
section.appendChild(comebackBtn);
comebackBtn.textContent ="Go again"
comebackBtn.setAttribute("href", "index.html");
}
})
body {
padding: 0 15%;
}
.game-container {
height: auto;
background-color:#424B54;
font-family: "Allerta", sans-serif;
margin: 0;
max-width: 425px;
height: 750px;
/* padding: 0 2%; */
box-sizing: border-box;
}
section {
margin: 0 auto;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
height: auto;
padding-bottom: 15px;
}
h1,
p {
width: 100%;
text-align: center;
color: #FF6663;
text-shadow: 3px 3px #A20202;
font-family: "Bungee", cursive;
}
h1 {
font-size: 35px;
margin: 0;
}
p {
font-size: 30px;
margin: 0;
}
h3 {
color: #FF6663;
text-align: center;
text-shadow: 2px 2px #A20202;
font-size: 25px;
margin-bottom: 5px;
}
article {
height: 90%;
width: 250px;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
margin-bottom: 1rem;
}
.scores {
width: 100%;
}
.coins,
.stars{
display: flex;
align-items: center;
gap: .5rem;
}
.score-icons {
color: #F6BD60;
font-size: 3rem;
}
.scores span {
color: white;
}
#star-count,
#coin-count{
font-size: 1.5 rem;
}
.invisible {
display: none;
}
.ball-align {
display: flex;
justify-content: center;
align-items: center;
}
.board {
position: relative;
background-color: #FF6663;
width: 13.125rem;
height: 13.125rem;
border: 1px solid #FF6663;
display: flex;
flex-wrap: wrap;
justify-content: space-around;
align-items: center;
}
.boardEl {
background-color: #E8F7EE;
width: 28px;
height: 28px;
color: #000000;
text-align: center;
font-size: 15px;
border: none;
}
.crossedOut {
background-color: #424B54;
color: #F7EDE2;
}
.startDraw {
background: #FF6663;
border: none;
font-size: 1.3rem;
font-weight: bolder;
color: #ffffff;
padding: 0.5rem 1rem;
margin: 0 auto;
border-radius: .5rem;
padding: .5rem 1rem;
}
.ball {
width: 2rem;
height: 2rem;
border-radius: 50%;
line-height: 2;
color: #efefef;
font-weight: bold;
text-align: center;
}
.ball:nth-of-type(2n) {
align-self: flex-end;
}
.ball:nth-of-type(2n + 1) {
align-self: flex-start;
}
.ball:first-of-type {
background-color: gold;
border: 1px solid #ccac00;
}
.ball:nth-of-type(2) {
background-color: hotpink;
border: 1px solid #ff369b;
}
.ball:nth-of-type(3) {
background-color: teal;
border: 1px solid #004d4d;
}
.ball:nth-of-type(4) {
background-color: #009900;
border: 1px solid #006600;
}
.ball:nth-of-type(5) {
background-color: #339999;
border: 1px solid #267373;
}
.ball:last-of-type {
background-color: #ff6633;
border: 1px solid #ff4000;
}
#ballContainer {
background-color: inherit;
border-bottom: none;
display: flex;
align-items: center;
gap: 0.1rem;
}
.resultsBoard {
margin-top: .5rem;
text-align: center;
width: 100%;
}
.resultsBoard p {
color: #F6BD60;
font-size: 2rem;
font-family: "Allerta", sans-serif;
text-shadow: none;
}
.comebackBtn {
line-height: 2;
margin-top: 2rem;
font-size: 1.3rem;
text-align: center;
background-color: #FF6663;
text-decoration: none;
color: #ffffff;
padding: .3rem 1rem;
border-radius: .3rem;
text-transform: uppercase;
}
.alertBox {
position: absolute;
bottom: 0;
left: 0;
width: 100%;
height: 100%;
z-index: 3;
color: #ffffff;
background-color: #FF6663;
text-align: center;
line-height: 210px;
}
<!DOCTYPE html>
<html lang="eng-ENG">
<head>
<meta charset="UTF-8">
<title>lotto</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" type="text/css" href="style.css">
<link href="https://fonts.googleapis.com/css?family=Allerta|Bungee" rel="stylesheet">
<link href='https://unpkg.com/boxicons#2.1.2/css/boxicons.min.css' rel='stylesheet'>
</head>
<body>
<main>
<div class="game-container">
<section>
<h1>Lottery</h1>
<div class="scores">
<div class="coins">
<i class='score-icons bx bxs-star'></i><span id="star-count"></span>
</div>
<div class="stars">
<i class='score-icons bx bx-coin'></i><span id="coin-count"></span>
</div>
</div>
<article class="lotto">
<h3>Pick 6 numbers:</h3>
</article>
<article class="balls">
<div id="ballContainer">
<div class="ball invisible"></div>
<div class="ball invisible"></div>
<div class="ball invisible"></div>
<div class="ball invisible"></div>
<div class="ball invisible"></div>
<div class="ball invisible"></div>
</div>
</article>
</section>
</div>
</main>
<script type="text/javascript" src="index.js"></script>
<!--<script type="text/javascript" src="js/app2.js"></script>-->
</body>
</html>
[UPDATED]
I've tried and modified the js script code and no need to save values in local storage. And in addition, no need to refresh page to reload game state. I implemented in JSFiddle here
var stars = 0;
var coins = 5;
var starsEarned = 0;
// For displaying current score
document.getElementById("star-count").innerHTML = stars;
document.getElementById("coin-count").innerHTML = coins;
document.addEventListener("DOMContentLoaded", function(e){
var body = document.querySelector("body");
var section = document.querySelector("section");
var articleLotto = document.querySelector(".lotto");
var articleBalls = document.querySelector(".balls");
var numbers = [];
var balls = document.getElementsByClassName("ball");
var drawnNums = [];
var chosenByMachine = [];
var board;
var boardEls;
function createNumberBoard(number){
console.log("I work");
numbers = [];
drawnNums = [];
chosenByMachine = [];
var board = document.createElement("div");
board.classList.add("board");
articleLotto.appendChild(board);
for( var i = 0; i<number; i ++){
var boardEl = document.createElement("button");
boardEl.classList.add("boardEl");
board.appendChild(boardEl);
}
var boardEls = document.getElementsByClassName("boardEl");
for( var i =0; i<boardEls.length; i++){
boardEls[i].setAttribute("data-number", i+1);
var dataNumber = boardEls[i].getAttribute("data-number");
var number = parseInt(dataNumber, 10);
numbers.push(number);
boardEls[i].textContent = number;
}
}
createNumberBoard(49);
board = document.querySelector(".board");
boardEls = document.querySelectorAll(".boardEl");
function drawNumbers(){
//boardEls.forEach(boardEl => boardEl.addEventListener("click", selectNums));
for (var i = 0; i<boardEls.length; i++){
boardEls[i].addEventListener("click", selectNums);
}
function selectNums(){
var number = parseInt(this.dataset.number, 10);
if(this.hasAttribute("data-number")){
drawnNums.push(number);
this.removeAttribute("data-number");
this.classList.add("crossedOut");
}
if(drawnNums.length=== 6){
//boardEls.forEach( boardEl => boardEl.removeAttribute("data-number"));
//boardEls.forEach(boardEl => boardEl.addEventListener("click", makeAlert));
for ( var i = 0; i<boardEls.length; i++){
boardEls[i].removeAttribute("data-number");
boardEls[i].addEventListener("click", makeAlert);
}
var startDraw = document.querySelector(".startDraw");
if(startDraw === null){ // you have to prevent creating the button if it is already there!
createButtonForMachineDraw();
} else {
return;
}
}
}
return drawnNums;
}
drawNumbers();
function makeAlert() {
var alertBox = document.createElement("div");
board.appendChild(alertBox);
alertBox.classList.add("alertBox");
alertBox.textContent = "You can only choose 6!";
setTimeout(function() {
alertBox.parentNode.removeChild(alertBox);
}, 1500);
}
function machineDraw(){
for( var i =0; i<6; i++){
var idx = Math.floor(Math.random() * numbers.length)
chosenByMachine.push(numbers[idx]);
/*a very important line of code which prevents machine from drawing the same number again
*/
numbers.splice(idx,1);
/* console.log(numbers) */
/*this line of code allows to check if numbers are taken out*/
}
var btnToRemove = document.querySelector(".startDraw");
btnToRemove.classList.add("invisible");
/* why not remove it entirely? because it might then be accidentally created if for some reason you happen to try to click on board!!! and you may do that*/
return chosenByMachine;
}
//machineDraw();
function createButtonForMachineDraw(){
var startDraw = document.createElement("button");
startDraw.classList.add("startDraw");
section.appendChild(startDraw);
startDraw.textContent ="Release the balls";
startDraw.addEventListener("click", machineDraw);
startDraw.addEventListener("click", compareArrays);
}
function compareArrays(){
for( var i =0; i<balls.length; i++) {
balls[i].textContent = chosenByMachine[i];
(function() {
var j = i;
var f = function(){
balls[j].classList.remove("invisible");
balls[j].classList.add("ball-align");
}
setTimeout(f, 1000*(j+1));
})();
}
var common =[];
var arr1 = chosenByMachine;
var arr2 = drawnNums;
for(var i = 0; i<arr1.length; i++){
for(var j= 0; j<arr2.length; j++){
if(arr1[i]===arr2[j]){
common.push(arr1[i]);
}
}
}
/* console.log(arr1, arr2, common) */; /* you can monitor your arrays in console*/
function generateResult(){
// Deduction of coins once draw started
coins = coins - 1;
// End of comment
var resultsBoard = document.createElement("article");
section.appendChild(resultsBoard);
var paragraph = document.createElement("p");
resultsBoard.appendChild(paragraph);
resultsBoard.classList.add("resultsBoard");
resultsBoard.classList.add("invisible");
if(common.length === 0){
paragraph.textContent ="Oh no! You got " + common.length + " Star!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 1){
paragraph.textContent ="You got " + common.length + " Star!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 2){
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 3) {
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 4){
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return ststarsEarnedars;
} else if(common.length === 5){
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return starsEarned;
}
else if(common.length===6){
paragraph.textContent ="A true winner! You got " + common.length + " Stars!";
stars = stars + common.length;
return starsEarned;
}
// Returning of new coins
return coins;
// End of comment
}
setTimeout(function() {
makeComebackBtn();
document.querySelector(".resultsBoard").classList.remove("invisible"); //well, you cannot acces this outside the code
// Displaying of new scores
stars = starsEarned;
document.getElementById("coin-count").innerHTML = coins;
document.getElementById("star-count").innerHTML = stars;
// End of comment
}, 8000);
generateResult();
}
function makeComebackBtn(){
var comebackBtn = document.createElement("a");
comebackBtn.classList.add("comebackBtn");
section.appendChild(comebackBtn);
comebackBtn.textContent ="Go again";
if (coins === 0) {
comebackBtn.addEventListener("click", function () {
alert("You ran out of coins");
});
} else {
comebackBtn.addEventListener("click", function () {
const board_ = document.querySelector(".board");
board_.parentNode.removeChild(board_);
const startDraw_ = document.querySelector(".startDraw");
startDraw_.parentNode.removeChild(startDraw_);
for( let i=0; i<balls.length; i++) {
balls[i].classList.add("invisible");
balls[i].classList.remove("ball-align");
}
const resultsBoard_ = document.querySelector(".resultsBoard");
resultsBoard_.parentNode.removeChild(resultsBoard_);
createNumberBoard(49);
board = document.querySelector(".board");
boardEls = document.querySelectorAll(".boardEl");
drawNumbers();
const comebackBtn_ = document.querySelector(".comebackBtn");
comebackBtn_.parentNode.removeChild(comebackBtn_);
});
}
}
})
You need to save the values of stars and coins to localStorage using localStorage.setItem("stars", stars) or sessionStorage and get the values again at beginning of each turn.
Also initialize value of variable starsEarned = 0 and check condition of number of coins when reload the page. If run out of coins, alert player.
You can see following code I modified from your
// Declaration of scores and lives
var stars = Number(localStorage.getItem("stars")) || 0;
var coins = Number(localStorage.getItem("coins")) || 5;
// End of comment
// For redeclaration in innerHTML
var starsEarned = 0;
// End of comment
// For displaying current score
document.getElementById("star-count").innerHTML = stars;
document.getElementById("coin-count").innerHTML = coins;
// End of comment
document.addEventListener("DOMContentLoaded", function(e){
var body = document.querySelector("body");
var section = document.querySelector("section");
var articleLotto = document.querySelector(".lotto");
var articleBalls = document.querySelector(".balls");
var numbers = [];
var balls = document.getElementsByClassName("ball");
var drawnNums = [];
var chosenByMachine = [];
function createNumberBoard(number){
console.log("I work");
var board = document.createElement("div");
board.classList.add("board");
articleLotto.appendChild(board);
for( var i = 0; i<number; i ++){
var boardEl = document.createElement("button");
boardEl.classList.add("boardEl");
board.appendChild(boardEl);
}
var boardEls = document.getElementsByClassName("boardEl");
for( var i =0; i<boardEls.length; i++){
boardEls[i].setAttribute("data-number", i+1);
var dataNumber = boardEls[i].getAttribute("data-number");
var number = parseInt(dataNumber, 10);
numbers.push(number);
boardEls[i].textContent = number;
}
}
createNumberBoard(49);
var board = document.querySelector(".board");
var boardEls = document.querySelectorAll(".boardEl");
function drawNumbers(){
//boardEls.forEach(boardEl => boardEl.addEventListener("click", selectNums));
for (var i = 0; i<boardEls.length; i++){
boardEls[i].addEventListener("click", selectNums);
}
function selectNums(){
var number = parseInt(this.dataset.number, 10);
if(this.hasAttribute("data-number")){
drawnNums.push(number);
this.removeAttribute("data-number");
this.classList.add("crossedOut");
}
if(drawnNums.length=== 6){
//boardEls.forEach( boardEl => boardEl.removeAttribute("data-number"));
//boardEls.forEach(boardEl => boardEl.addEventListener("click", makeAlert));
for ( var i = 0; i<boardEls.length; i++){
boardEls[i].removeAttribute("data-number");
boardEls[i].addEventListener("click", makeAlert);
}
var startDraw = document.querySelector(".startDraw");
if(startDraw === null){ // you have to prevent creating the button if it is already there!
createButtonForMachineDraw();
} else {
return;
}
}
}
return drawnNums;
}
drawNumbers();
function makeAlert() {
var alertBox = document.createElement("div");
board.appendChild(alertBox);
alertBox.classList.add("alertBox");
alertBox.textContent = "You can only choose 6!";
setTimeout(function() {
alertBox.parentNode.removeChild(alertBox);
}, 1500);
}
function machineDraw(){
for( var i =0; i<6; i++){
var idx = Math.floor(Math.random() * numbers.length)
chosenByMachine.push(numbers[idx]);
/*a very important line of code which prevents machine from drawing the same number again
*/
numbers.splice(idx,1);
/* console.log(numbers) */
/*this line of code allows to check if numbers are taken out*/
}
var btnToRemove = document.querySelector(".startDraw");
btnToRemove.classList.add("invisible");
/* why not remove it entirely? because it might then be accidentally created if for some reason you happen to try to click on board!!! and you may do that*/
return chosenByMachine;
}
//machineDraw();
function createButtonForMachineDraw(){
var startDraw = document.createElement("button");
startDraw.classList.add("startDraw");
section.appendChild(startDraw);
startDraw.textContent ="Release the balls";
startDraw.addEventListener("click", machineDraw);
startDraw.addEventListener("click", compareArrays);
}
function compareArrays(){
for( var i =0; i<balls.length; i++) {
balls[i].textContent = chosenByMachine[i];
(function() {
var j = i;
var f = function(){
balls[j].classList.remove("invisible");
balls[j].classList.add("ball-align");
}
setTimeout(f, 1000*(j+1));
})();
}
var common =[];
var arr1 = chosenByMachine;
var arr2 = drawnNums;
for(var i = 0; i<arr1.length; i++){
for(var j= 0; j<arr2.length; j++){
if(arr1[i]===arr2[j]){
common.push(arr1[i]);
}
}
}
/* console.log(arr1, arr2, common) */; /* you can monitor your arrays in console*/
function generateResult(){
// Deduction of coins once draw started
coins = coins - 1;
// End of comment
var resultsBoard = document.createElement("article");
section.appendChild(resultsBoard);
var paragraph = document.createElement("p");
resultsBoard.appendChild(paragraph);
resultsBoard.classList.add("resultsBoard");
resultsBoard.classList.add("invisible");
if(common.length === 0){
paragraph.textContent ="Oh no! You got " + common.length + " Star!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 1){
paragraph.textContent ="You got " + common.length + " Star!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 2){
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 3) {
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return starsEarned;
} else if(common.length === 4){
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return ststarsEarnedars;
} else if(common.length === 5){
paragraph.textContent ="You got " + common.length + " Stars!";
starsEarned = stars + common.length;
return starsEarned;
}
else if(common.length===6){
paragraph.textContent ="A true winner! You got " + common.length + " Stars!";
stars = stars + common.length;
return starsEarned;
}
// Returning of new coins
return coins;
// End of comment
}
setTimeout(function() {
makeComebackBtn();
document.querySelector(".resultsBoard").classList.remove("invisible"); //well, you cannot acces this outside the code
// Displaying of new scores
stars = starsEarned;
document.getElementById("coin-count").innerHTML = coins;
document.getElementById("star-count").innerHTML = stars;
localStorage.setItem("stars", stars);
localStorage.setItem("coins", coins);
// End of comment
}, 8000);
generateResult();
}
function makeComebackBtn(){
var comebackBtn = document.createElement("a");
comebackBtn.classList.add("comebackBtn");
section.appendChild(comebackBtn);
comebackBtn.textContent ="Go again";
if (coins === 0) {
comebackBtn.setAttribute("onClick", "alert('You ran out of coins')");
} else {
comebackBtn.setAttribute("onClick", "window.location.reload();");
}
}
})
I want to add 10 points when blue box goes into brown box.
I tried to set score = 0 and points to add = 10 but it doesn't work.
I alert '+10 points' and it shows me the alert so I guess the problem is the DOM ?!?
Any suggestions ?
Thanks !
let moveCounter = 0;
let score = 0;
let obs = 10;
document.getElementById('score').textContent = '0';
var grid = document.getElementById("grid-box");
for (var i = 1; i <= 49; i++) {
var square = document.createElement("div");
square.className = 'square';
square.id = 'square' + i;
grid.appendChild(square);
}
var obstacles = [];
while (obstacles.length < 10) {
var randomIndex = parseInt(49 * Math.random());
if (obstacles.indexOf(randomIndex) === -1) {
obstacles.push(randomIndex);
var drawObstacle = document.getElementById('square' + randomIndex);
$(drawObstacle).addClass("ob")
}
}
var playerOne = [];
while (playerOne.length < 1) {
var randomIndex = parseInt(49 * Math.random());
if (playerOne.indexOf(randomIndex) === -1) {
playerOne.push(randomIndex);
var drawPone = document.getElementById('square' + randomIndex);
$(drawPone).addClass("p-0")
}
}
var addPoints = $('#score');
$('#button_right').on('click', function() {
if ($(".p-0").hasClass("ob")) {
alert('add +10 points !!!')
addPoints.text( parseInt(addPoints.text()) + obs );
}
moveCounter += 1;
if ($(".p-0").hasClass("ob")) {
}
$pOne = $('.p-0')
$pOneNext = $pOne.next();
$pOne.removeClass('p-0');
$pOneNext.addClass('p-0');
});
#grid-box {
width: 400px;
height: 400px;
margin: 0 auto;
font-size: 0;
position: relative;
}
#grid-box>div.square {
font-size: 1rem;
vertical-align: top;
display: inline-block;
width: 10%;
height: 10%;
box-sizing: border-box;
border: 1px solid #000;
}
.ob {
background-color: brown;
}
.p-0 {
background-color: blue;
}
<script src="https://code.jquery.com/jquery-1.12.4.js"></script>
<div id="grid-box">
</div>
<div class="move">
<button id="button_right">right</button><br>
</div>
<div id="score">
</div>
Thank you very much! I am new to JavaScript/ JQuery
Thank you very much!
You are trying to change the HTML inside of the div with id "score".
Selecting the css element using $("#id") retrieves the DOM element and not its contents so adding the score directly to it has no consequences.
What you want to do is: update the score variable and then set the HTML inside the div to the score value.
So instead of just:
addPoints += obs
you should
score += obs
addPoints.html(score)
I want to randomly assign a class at two boxes.
But even with indexOf(randomIndex) === -1) Math.random is duplicating the numbers.
If you refresh you will see that the boxes are changing classes but sometimes they both have the same class, this should happened.
var grid = document.getElementById("grid-box");
for (var i = 0; i <= 1; i++) {
var square = document.createElement("div");
square.className = 'square';
square.id = 'square' + i;
grid.appendChild(square);
}
var weaponTwo = [];
while (weaponTwo.length < 1) {
var randomIndex = parseInt(2 * Math.random());
if (weaponTwo.indexOf(randomIndex) === -1) {
weaponTwo.push(randomIndex);
var drawWtwo = document.getElementById('square' + randomIndex);
$(drawWtwo).addClass("w2")
}
};
var weapon3 = [];
while (weapon3.length < 1) {
var randomIndex = parseInt(2 * Math.random());
if (weapon3.indexOf(randomIndex) === -1) {
weapon3.push(randomIndex);
var draw3 = document.getElementById('square' + randomIndex);
$(draw3).addClass("w3")
}
};
#grid-box {
width: 420px;
height: 220px;
}
#grid-box>div.square {
font-size: 1rem;
vertical-align: top;
display: inline-block;
width: 10%;
height: 10%;
box-sizing: border-box;
border: 1px solid #000;
}
.w2 {
background-color: red;
}
.w3 {
background-color: blue;
}
<script src="https://code.jquery.com/jquery-1.12.4.js"></script>
<div id="grid-box"></div>
You are using two different arrays for storing the weapons. Use same array so that the number is not repeated.
var grid = document.getElementById("grid-box");
for (var i = 0; i <= 1; i++) {
var square = document.createElement("div");
square.className = 'square';
square.id = 'square' + i;
grid.appendChild(square);
}
var weaponTwo = [];
while (weaponTwo.length < 1) {
var randomIndex = parseInt(2 * Math.random());
if (weaponTwo.indexOf(randomIndex) === -1) {
weaponTwo.push(randomIndex);
var drawWtwo = document.getElementById('square' + randomIndex);
$(drawWtwo).addClass("w2")
}
};
while (weaponTwo.length < 2) {
var randomIndex = parseInt(2 * Math.random());
if (weaponTwo.indexOf(randomIndex) === -1) {
weaponTwo.push(randomIndex);
var draw3 = document.getElementById('square' + randomIndex);
$(draw3).addClass("w3")
}
};
#grid-box {
width: 420px;
height: 220px;
}
#grid-box>div.square {
font-size: 1rem;
vertical-align: top;
display: inline-block;
width: 10%;
height: 10%;
box-sizing: border-box;
border: 1px solid #000;
}
.w2 {
background-color: red;
}
.w3 {
background-color: blue;
}
<script src="https://code.jquery.com/jquery-1.12.4.js"></script>
<div id="grid-box"></div>
Better Approach : You can create an array of classes and then shuffle it using this alogrithm. Then you can pop from the array and add to classes one by one.
I have a yellow box in a grid. When click button 'UP' the yellow box is going one box UP. How can I stop the yellow box when it arrives at the edge? I do not want it to go out of the grid.
let moveCounter = 0;
var grid = document.getElementById("grid-box");
for (var i = 1; i <= 100; i++) {
var square = document.createElement("div");
square.className = 'square';
square.id = 'square' + i;
grid.appendChild(square);
}
var playerTwo = [];
while (playerTwo.length < 1) {
var randomIndex = parseInt(99 * Math.random());
if (playerTwo.indexOf(randomIndex) === -1) {
playerTwo.push(randomIndex);
var drawPtwo = document.getElementById('square' + randomIndex);
$(drawPtwo).addClass("p-1")
}
};
$('#button_up').on('click', function() {
moveCounter += 1;
$pOne = $('.p-1')
var id = $pOne.attr('id')
var idNumber = +id.slice(6);
var idMove = idNumber - 10
var idUpMove = 'square' + idMove;
$pOne.removeClass('p-1');
$('#' + idUpMove).addClass('p-1');
});
#grid-box {
width: 400px;
height: 400px;
margin: 0 auto;
font-size: 0;
position: relative;
}
#grid-box>div.square {
font-size: 1rem;
vertical-align: top;
display: inline-block;
width: 10%;
height: 10%;
box-sizing: border-box;
border: 1px solid #000;
}
.p-1{
background-color: yellow;
}
<div id="grid-box"></div>
<div class="move">
<button id="button_up">UP</button>
<br>
</div>
<script src="https://code.jquery.com/jquery-1.12.4.js"></script>
I am new to Javascript / jQuery. Any help will be much appreciated ! Thank you
let moveCounter = 0;
var grid = document.getElementById("grid-box");
for (var i = 1; i <= 100; i++) {
var square = document.createElement("div");
square.className = 'square';
square.id = 'square' + i;
grid.appendChild(square);
}
var playerTwo = [];
while (playerTwo.length < 1) {
var randomIndex = parseInt(99 * Math.random());
if (playerTwo.indexOf(randomIndex) === -1) {
playerTwo.push(randomIndex);
var drawPtwo = document.getElementById('square' + randomIndex);
$(drawPtwo).addClass("p-1")
}
};
$('#button_up').on('click', function() {
moveCounter += 1;
$pOne = $('.p-1')
var id = $pOne.attr('id')
var idNumber = +id.slice(6);
var idMove = idNumber - 10;
if(idMove < 0){idMove +=10;}
var idUpMove = 'square' + idMove;
$pOne.removeClass('p-1');
$('#' + idUpMove).addClass('p-1');
});
#grid-box {
width: 400px;
height: 400px;
margin: 0 auto;
font-size: 0;
position: relative;
}
#grid-box>div.square {
font-size: 1rem;
vertical-align: top;
display: inline-block;
width: 10%;
height: 10%;
box-sizing: border-box;
border: 1px solid #000;
}
.p-1{
background-color: yellow;
}
<div id="grid-box"></div>
<div class="move">
<button id="button_up">UP</button>
<br>
</div>
<script src="https://code.jquery.com/jquery-1.12.4.js"></script>
Here I have added the condition which restrict box to out of the grid
if(idMove < 0){idMove +=10;}
if movable position is in the minus then it again initialise it existing position.
You can add a check to stop it from moving out of the squares
var idMove = idNumber - 10
if(idMove > 0){
// do all the moving stuffs
}
$('#button_up').on('click', function() {
moveCounter += 1;
$pOne = $('.p-1')
var id = $pOne.attr('id')
var idNumber = +id.slice(6);
var idMove = idNumber - 10;
if(idMove > 0) {
var idUpMove = 'square' + idMove;
$pOne.removeClass('p-1');
$('#' + idUpMove).addClass('p-1');
}
});
You can use an if statement to check idMove > 0) If it is, then you can move your square, if it isn't then you shouldn't move your square. it will be undefined, and so you can run your code only when pOne's id is not undefined.
See example below:
let moveCounter = 0;
var grid = document.getElementById("grid-box");
for (var i = 1; i <= 100; i++) {
var square = document.createElement("div");
square.className = 'square';
square.id = 'square' + i;
grid.appendChild(square);
}
var playerTwo = [];
while (playerTwo.length < 1) {
var randomIndex = parseInt(99 * Math.random());
if (playerTwo.indexOf(randomIndex) === -1) {
playerTwo.push(randomIndex);
var drawPtwo = document.getElementById('square' + randomIndex);
$(drawPtwo).addClass("p-1")
}
};
$('#button_up').on('click', function() {
moveCounter += 1;
$pOne = $('.p-1')
var id = $pOne.attr('id')
var idNumber = +id.slice(6);
var idMove = idNumber - 10
if (idMove > 0) {
var idUpMove = 'square' + idMove;
$pOne.removeClass('p-1');
$('#' + idUpMove).addClass('p-1');
}
});
#grid-box {
width: 400px;
height: 400px;
margin: 0 auto;
font-size: 0;
position: relative;
}
#grid-box>div.square {
font-size: 1rem;
vertical-align: top;
display: inline-block;
width: 10%;
height: 10%;
box-sizing: border-box;
border: 1px solid #000;
}
.p-1 {
background-color: yellow;
}
<div id="grid-box">
</div>
<div class="move">
<button id="button_up">UP</button><br>
</div>
<script src="https://code.jquery.com/jquery-1.12.4.js"></script>
Could anyone give me a hint on how to generate a chess board (8x8) using JavaScript, using a table tags or ?
I've got the following so far:
<DOCTYPE html>
<html>
<head>
<style>
div
{
border:1px solid black;
width:20px;
height:20px;
}
</style>
</head>
<body>
<script type="text/javascript">
// create a chess table 8x8.
var count = 0;
while (count < 64)
{
if (count % 2 == 0)
{
if (count % 8 == 0 && count !=0)
{
document.write('<br/><div style="background-color:#000000;float:left;"> </div>');
}
else
{
document.write('<div style="background-color:#000000;float:left;"> </div>');
}
}
else
{
document.write('<div style="background-color:#FFFFFF;float:left;"> </div>');
}
/*
*/
count++;
}
</script>
</body>
</html>
I tried to assign black and white to each odd and even number respectively, but it doesn't work this way.
Thank you in advance.
I can not test it at this moment but this should work. This code creates a 8x8 table in which black cells are tagged with "black" class and white cells are tagged with "white" class. Use CSS to give them color. I hope it helps.
var table = document.createElement("table");
for (var i = 1; i < 9; i++) {
var tr = document.createElement('tr');
for (var j = 1; j < 9; 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);
At some point for me, this became code golf:
http://jsfiddle.net/4Ap4M/
JS:
for (var i=0; i< 64; i++){
document.getElementById("mainChessBoard").appendChild(document.createElement("div")).style.backgroundColor = parseInt((i / 8) + i) % 2 == 0 ? '#ababab' : 'white';
}
HTML:
<div id="mainChessBoard">
</div>
CSS:
#mainChessBoard
{
width:160px;
height:160px;
border:1px solid black;
}
div
{
width:20px;
height:20px;
float:left;
}
This is the basic foundation to build your chess board.
You can check out the chess board pattern in the console.
var chessBoard = function(size){
var hash = '#'
var space = '_'
for (var i = 0; i < size; i++)
{
hash += '\n'
for (var j = 0; j < size; j++)
{
if((i +j) % 2 == 0)
{
hash += space
}
else
{
hash += "#"
}
};
};
console.log(hash)
}(8)
You can generate boards of any size you want, and this way is pretty easy to change the size of the squares and the colors. you don't need to change anything else.
It is good practice to keep appearance on the stylesheet.
Also don't use document.write
http://jsfiddle.net/YEJ9A/1/
Javascript
var x=8;
var y=8;
var chessBoard = document.getElementById("chessBoard");
for (var i=0; i<y; i++){
var row = chessBoard.appendChild(document.createElement("div"));
for (var j=0; j<x; j++){
row.appendChild(document.createElement("span"));
}
}
CSS
#chessBoard span{
display: inline-block;
width: 32px;
height: 32px;
}
#chessBoard div:nth-child(odd) span:nth-child(even),
#chessBoard div:nth-child(even) span:nth-child(odd){
background-color: black;
}
#chessBoard div:nth-child(even) span:nth-child(even),
#chessBoard div:nth-child(odd) span:nth-child(odd){
background-color: silver;
}
May be you want to do it with divs, not with the table. So here is the solution for it.
$(document).ready(function() {
for (var i = 1; i <= 8; i++) {
var divRow = $("<div>", {
class: "row",
});
for (var j = 1; j <= 8; j++) {
var div = $("<div>", {
class: "square"
});
if (i % 2 == j % 2) {
$(div).addClass("white");
} else {
$(div).addClass("black");
}
divRow.append(div);
}
$("#board").append(divRow);
}
});
#board {
margin: 0;
width: 256px;
height: 256px;
border: solid 1px #333;
}
#board .row {
margin: 0;
}
.square {
height: 32px;
width: 32px;
background: #efefef;
float: left;
}
.square.white {
background: #fff;
}
.square.black {
background: #333;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.0/jquery.min.js"></script>
<div id="board"></div>
A little modernization, using css variables, css attr() and dataset attributes.
This allows to tweak themes, and keep stuffs simple.
const cols = {0:"A", 1:"B", 2:"C", 3:"D", 4:"E", 5:"F", 6:"G", 7:"H"}
const table = document.createElement("table");
table.className = "board";
for (let i = 1; i < 9; i++) {
let tr = document.createElement('tr');
tr.dataset.line = i
for (let j = 1; j < 9; j++) {
let td = document.createElement('td');
td.dataset.col = cols[j-1];
td.dataset.line = i;
td.className = (i%2 === j%2) ? "white square" : "black square";
tr.appendChild(td);
}
table.appendChild(tr);
}
document.querySelector("div").appendChild(table);
:root {
--size: 640px;
--backcolor: darkslategray;
--dark: grey;
--light: white;
--legend: azure;
--hover: lightgreen
}
.board {
width: var(--size);
height: var(--size);
border: 32px solid;
border-color: var(--backcolor);
border-radius: 0.2rem;
}
.square {
border: 1px black solid;
}
.white{
background: var(--light);
}
.black{
background: var(--dark)
}
.board tr::before {
content: attr(data-line);
position: absolute;
margin: 1.8rem 0 0rem -1.5rem;
font-size: larger;
color: var(--legend);
}
.board tr::after {
content: attr(data-line);
position: absolute;
margin: 1.8rem 0 0rem 0.8rem;
font-size: larger;
color: var(--legend);
}
.board tr:first-child > td::before {
content: attr(data-col);
position: absolute;
margin: -4rem 0 0rem 1.6rem;
font-size: larger;
color: var(--legend);
}
.board tr:last-child > td::after {
content: attr(data-col);
position: absolute;
margin: 2.6rem 0 0rem 1.6rem;
font-size: larger;
color: var(--legend);
}
td:hover {
background: var(--hover);
cursor: pointer
}
<div></div>
The following code will print chess board using only HTML and JavaScript.
<script>
document.write("<table border='1' width='200' height='200'>");
for(var i=1; i<=8; i++)
{
document.write("<tr>");
for(var j=1; j<=8; j++)
{
if((i+j)%2!=0)
{
document.write("<td bgcolor='white'></td>");
}
else
{
document.write("<td bgcolor='black'></td>");
}
}
document.write("</tr>");
}
document.write("</table>");
</script>
You should try this one this will really work
<DOCTYPE html>
<html>
<head>
<style>
.chessBoard {
display: inline-block;
border: 2px solid lightGray;
}
.chessBoard div {
line-height: 1px;
}
.chessBoard span {
display: inline-block;
width: 32px;
height: 32px;
background-color: snow;
}
</style>
</head>
<body>
<div class="chessBoard" id="chessBoardNormal"></div>
<div class="chessBoard" id="chessBoardRandom"></div>
<script>
function colorNormal(x, y, color) {
var chessBoard = document.getElementById("chessBoardNormal");
for (var i = 0; i < x; i++) {
var row = chessBoard.appendChild(document.createElement("div"));
for (var j = 0; j < y; j++) {
var span = document.createElement('span');
if (i & 1) { // odd
if (j & 1) { // white
} else { // black
span.style.backgroundColor = color;
}
} else { // even
if (j & 1) { // black
span.style.backgroundColor = color;
}
}
row.appendChild(span);
}
}
}
function colorRandom(x, y) {
colorNormal(8, 8, Math.random() > .5 ? 'black' : '#CFD65C');
}
function getRandomHexColor() {
return '#' + Math.floor(Math.random() * 16777215).toString(16);
}
colorNormal(8, 8, 'black');
</script>
</body>
</html>
My idea is simple, if row is even then start with white piece otherwise start with black piece.
HTML:
<div id="mainChessBoard"></div>
Javascript:
const fragment = document.createDocumentFragment();
const board = document.getElementById("mainChessBoard");
const size = 8;
for (let i = 0; i < size; i++) {
let start = i % 2 === 0 ? 0 : 1; // if row is even then start with white otherwise start with black;
for (let j = 0; j < size; j++) {
const div = document.createElement('div');
div.classList.add(start === 1 ? "black" : "white");
fragment.appendChild(div);
start = start === 1 ? 0 : 1;
}
}
board.appendChild(fragment);
Here's a plain JS copy-paste solution. I know it's not that clean in terms of conditioning but it does the job comprehensibly and it's quite straight forward. Field size is easily adjustable as well.
const fieldSize = 50;
const whiteField = document.createElement("div");
whiteField.style = `height:${fieldSize}px;width:${fieldSize}px;background-color:white;display:inline-block`;
const blackField = document.createElement("div");
blackField.style = `height:${fieldSize}px;width:${fieldSize}px;background-color:black;display:inline-block`;
for (let i = 0; i < 8; i++) {
for (let j = 0; j < 8; j++)
i % 2 === 0 ?
j % 2 === 0 ?
document.body.appendChild(blackField.cloneNode(true)) :
document.body.appendChild(whiteField.cloneNode(true)) :
j % 2 === 0 ?
document.body.appendChild(whiteField.cloneNode(true)) :
document.body.appendChild(blackField.cloneNode(true));
document.body.appendChild(document.createElement("br"));
}
We can always think of a better performance, here's the DOM optimized solution using documentFragments -
// main container
let container = document.querySelector("#main");
// a fragment object to store a 2-D mesh of rows and columns
let fragment = new DocumentFragment();
for (let i = 0; i < 8; i++) {
// a fragment object to store a single row with 8 columns
let rowFragment = new DocumentFragment();
for (let j = 0; j < 8; j++) {
// div element for a column
let col = document.createElement("div");
col.style.border = "1px solid";
if ((i + j) % 2 == 0) col.style.background = "black";
else col.style.background = "white";
// adding column in a document fragment
rowFragment.appendChild(col);
}
// adding row in a main fragment
fragment.appendChild(rowFragment);
}
// adding fragment to a DOM one time - this will update the DOM only once
container.appendChild(fragment);
.container {
display: flex;
width: 416px; /* width + horizontal border of each cell ((50 + 2) * 8) */
height: 416px; /* height + vertical border of each cell ((50 + 2) * 8) */
}
div {
flex-wrap: wrap; /* to fit 8 cells in a row as per the width */
width: 50px;
height: 50px;
}
<div class="container" id="main"></div>
Here, the DocumentFragment creates an object of elements we add, but it isn't a part of the active document tree unless we append it to any other DOM node.
Javascript:
var i, j, clas;
for (i = 0; i < 8; i++) {
for (j = 0; j < 8; j++) {
clas = '';
if (j === 0) clas = 'first ';
else if (j === 7) clas = 'last ';
clas += (i % 2 == j % 2) ? 'white' : 'black';
var field = document.createElement('div');
field.className = clas;
document.body.appendChild(field);
}
}
CSS:
div {
float: left;
width: 20px;
height: 20px;
}
.first {
clear: left;
}
.black {
background: black;
}
.white {
background: red;
}
Sample: http://jsfiddle.net/YJnXG/2/
You mean like this?
.... html.....
<table>
<tr>
<script language='javascript'>
<!--
alternate();
//-->
</script>
</tr>
</table>
....more html.....
function alternate()
{
var numOfCells = 6;
var num = 0;
for (i = 0; i < numOfCells ; i++)
{
txt = "<td bgColor='";
txt += (num % 2 == 0) ? 'red' : 'black';
txt += "'>"
document.write(txt);
num++;
}
}
The % sign is mod; it returns the remainder of a division. the "(...) ? ... : ...;" construction is like an if/else. If the condition is true, the first option -- else the second.