How to remove a class from grandfather div - javascript

I have a code like this. It is here only to show how It works. Problem appears when I want to compare cards. When I click on the first and second card and they are not matched their grandfather div should remove a class which flips a tile. Second thing, I click on the same card twice it will return "win". How to fix this and make this code look clean?
{
let guesses = [];
let tries = 0;
const doubleArrVal = arr => arr.concat(arr);
const addFlipEffect = (e) => {
let target = e.currentTarget;
if (!target.classList.contains("tile--static")) {
target.classList.add("tile--active");
}
return target;
};
const addManyListeners = (collection, e, fn) => {
for (let i = 0; i < collection.length; i++) {
collection[i].addEventListener(e, fn, false);
}
};
const randomize = (arr) => {
for (let i = 0; i < arr.length; i++) {
const j = Math.floor(Math.random() * (i + 1));
const tmp = arr[i];
arr[i] = arr[j];
arr[j] = tmp;
}
return arr;
};
const prepareArray = (ammount) => {
let imgNames = ["angular", "bootstrap", "css", "foundation", "github", "grunt", "html", "ruby", "jquery", "less", "nodejs", "sass"];
imgNames = imgNames.slice(0, ammount);
const doubled = doubleArrVal(imgNames);
return randomize(doubled);
};
const createMarkUp = (id) => {
const markUp = `<div class="tile tile--game">
<div class="tile__side tile__side--front">
</div>
<div class="tile__side tile__side--back">
<img src="img/${id}.svg" alt="${id}" class="tile__img" data-name="${id}">
</div>
</div>`;
return markUp;
};
const createCards = (ammount) => {
const container = document.getElementById("gameContainer");
const preparedCards = prepareArray(ammount);
preparedCards.map(card => {
const cardElement = createMarkUp(card);
container.innerHTML += cardElement;
});
return container;
};
// Problem is here
const compare = (e) => {
const userPick = e.currentTarget;
let image = userPick.querySelector("[data-name]");
guesses.push(image);
tries++;
if (tries === 2) {
if (guesses[0].dataset.name === guesses[1].dataset.name) {
console.log("win");
} else {
setTimeout(() => {
guesses[0].parentNode.parentNode.classList.remove("tile--active");
guesses[1].parentNode.parentNode.classList.remove("tile--active");
}, 500);
}
guesses = [];
tries = 0;
}
}
const startGame = (level) => {
const gameCards = createCards(4);
addManyListeners(gameCards.children, "click", addFlipEffect);
addManyListeners(gameCards.children, "click", compare);
};
startGame();
}
<div id ="gameContainer"></div>

I would use a Set for guesses, to facilitate the unique selection:
let guesses = new Set;
//...
const compare = (e) => {
const userPick = e.currentTarget;
let image = userPick.querySelector("[data-name]");
guesses.add(image);
if (guesses.size === 2) { // guaranteed to be 2 different images
if (new Set(Array.from(guesses, guess => guess.dataset.name)).size == 1) {
console.log("win");
guesses = new Set;
} else {
setTimeout(() => {
for (let guess of guesses) {
guess.parentNode.parentNode.classList.remove("tile--active");
}
guesses = new Set; // only clear here
}, 500);
}
}
}
If your template would put the data-name="${id}" on the grandfather/root div, it would all become a bit simpler: then you only have to work with the div, not the img:
const createMarkUp = (id) => {
const markUp = `<div class="tile tile--game" data-name="${id}">
<div class="tile__side tile__side--front">
</div>
<div class="tile__side tile__side--back">
<img src="img/${id}.svg" alt="${id}" class="tile__img">
</div>
</div>`;
return markUp;
};
//...
const compare = (e) => {
guesses.add(e.currentTarget);
if (guesses.size !== 2) return;
if (new Set(Array.from(guesses, guess => guess.dataset.name)).size == 1) {
console.log("win");
guesses = new Set;
return;
}
setTimeout(() => {
for (let guess of guesses) {
guess.classList.remove("tile--active");
}
guesses = new Set;
}, 500);
}

This is an error of scope. Your timeout uses the variable guesses but it is executed in the global scope, where the variable is undefined. So I have used bind, to bind it to the function.
To make sure you have 2 different elements in guesses, simply test them before testing their value.
{
let guesses = [];
let tries = 0;
const doubleArrVal = arr => arr.concat(arr);
const addFlipEffect = (e) => {
let target = e.currentTarget;
if (!target.classList.contains("tile--static")) {
target.classList.add("tile--active");
}
return target;
};
const addManyListeners = (collection, e, fn) => {
for (let i = 0; i < collection.length; i++) {
collection[i].addEventListener(e, fn, false);
}
};
const randomize = (arr) => {
for (let i = 0; i < arr.length; i++) {
const j = Math.floor(Math.random() * (i + 1));
const tmp = arr[i];
arr[i] = arr[j];
arr[j] = tmp;
}
return arr;
};
const prepareArray = (ammount) => {
let imgNames = ["angular", "bootstrap", "css", "foundation", "github", "grunt", "html", "ruby", "jquery", "less", "nodejs", "sass"];
imgNames = imgNames.slice(0, ammount);
const doubled = doubleArrVal(imgNames);
return randomize(doubled);
};
const createMarkUp = (id) => {
const markUp = `<div class="tile tile--game">
<div class="tile__side tile__side--front">
</div>
<div class="tile__side tile__side--back">
<img src="img/${id}.svg" alt="${id}" class="tile__img" data-name="${id}">
</div>
</div>`;
return markUp;
};
const createCards = (ammount) => {
const container = document.getElementById("gameContainer");
const preparedCards = prepareArray(ammount);
preparedCards.map(card => {
const cardElement = createMarkUp(card);
container.innerHTML += cardElement;
});
return container;
};
const compare = (e) => {
const userPick = e.currentTarget;
let image = userPick.querySelector("[data-name]");
guesses.push(image);
tries++;
if (tries === 2) {
if (guesses[0] !== guesses[1] && guesses[0].dataset.name === guesses[1].dataset.name) {
console.log("win");
} else {
setTimeout(((guesses) => {
guesses[0].parentNode.parentNode.classList.remove("tile--active");
guesses[1].parentNode.parentNode.classList.remove("tile--active");
}).bind(null, guesses), 500);
}
guesses = [];
tries = 0;
}
}
const startGame = (level) => {
const gameCards = createCards(4);
addManyListeners(gameCards.children, "click", addFlipEffect);
addManyListeners(gameCards.children, "click", compare);
};
startGame();
}
<div id="gameContainer"></div>

Related

Swiperjs in web component return duplicated items

I'm creating a custom carousel web component with using Swiperjs as part of the element.
The quantity of items is dynamic, it is depend on the value that get from the web component attribute sliderBgImage and sliderCopyImage.
Then, it will loop thru the array and implementing the items with Swiper.js carousel library.
Hope someone can advise on this, thank you!
index.html
<div style="width:320px;height:480px;">
<verticalsliderBgImage="banner1.png,banner2.png" sliderCopyImage="copy1.png,copy2.png" sliderlanding1="http://www.google.com" sliderlanding2="http://www.test.com" sliderlanding3="http://www.test.com" sliderlanding4="" sliderlanding5="" autoplay="true" speed="2000" pagingColor="3eff8a"></vertical>
</div>
<script src="vertical.js" type="module"></script>
<script src="https://s0.2mdn.net/creatives/assets/4671853/swiper.min.js"></script>
</body>
Vertical.js
template.innerHTML = `
<link rel="stylesheet" href="./swiper.min.css"/><link rel="stylesheet" href="./vertical.css"/><div id="mainContainer"><div class="swiper-container"><div class="swiper-wrapper"></div><div class="swiper-pagination"></div></div></div>`;
class Vertical extends HTMLElement {
constructor() {
super();
this.attachShadow({ mode: "open" });
this.shadowRoot.appendChild(template.content.cloneNode(true));
}
handleSliderClick = () => {
let slides = this.shadowRoot.querySelectorAll(".swiper-slide");
for (let i = 0; i < slides.length; i++) {
const slide = slides[i];
slide.addEventListener("click", () => {
const getslide = slide.getAttribute("data");
const landing = getslide.slice(-1);
Enabler.exitOverride(getslide, this.getAttribute(landing));
});
}
};
setPaginateColor = () => {
const activeBullet = this.shadowRoot.querySelector(
".swiper-pagination-bullet-active"
);
if (activeBullet) {
activeBullet.style.backgroundColor = `#${this.getAttribute(
"pagingColor"
)}`;
}
};
darkNav = () => {
var slides = this.shadowRoot.querySelectorAll(".swiper-slide");
var copies = this.shadowRoot.querySelectorAll(".copies");
for (let i = 0, c = 0; i < slides.length, c < copies.length; i++, c++) {
const slide = slides[i];
const copy = copies[c];
if (
slide.classList.contains("swiper-slide-active") ||
slide.classList.contains("swiper-slide-duplicate-active")
) {
slide.classList.add("bubbleslide");
this.setPaginateColor();
setTimeout(() => {
copy.classList.add("slide-top");
}, 200);
} else {
slide.classList.remove("bubbleslide");
copy.classList.remove("slide-top");
}
}
};
setSwiper = (ele) => {
const setAutoplay = this.getAttribute("autoplay");
const setSpeed = this.getAttribute("speed");
var swiper = new Swiper(ele, {
autoplay: {
delay: setSpeed,
},
direction: "vertical",
pagination: {
el: this.shadowRoot.querySelector(".swiper-pagination"),
clickable: true,
},
loop: true,
on: {
slideChangeTransitionStart: this.darkNav,
},
});
this.setPaginateColor();
if (setAutoplay === "true" || setAutoplay === "TRUE") {
swiper.autoplay.start();
} else {
swiper.autoplay.stop();
}
this.handleSliderClick();
setTimeout(() => {
swiper.autoplay.stop();
}, 30000);
};
static get observedAttributes() {
return [
"brandLogo",
"sliderBgImage",
"sliderCopyImage",
"pagingColor",
"autoplay",
"speed",
];
}
attributeChangedCallback(name, oldValue, newValue) {
var bgImgs = this.getAttribute("sliderBgImage").split(",");
var copyImgs = this.getAttribute("sliderCopyImage").split(",");
var items = [];
// clean up each item
for (let i = 0; i < bgImgs.length; i++) {
let val1 = bgImgs[i];
let val2 = copyImgs[i];
let obj = {
bg: val1,
tag: val2,
};
items.push(obj);
}
}
connectedCallback() {
var bgImgs = this.getAttribute("sliderBgImage").split(",");
var copyImgs = this.getAttribute("sliderCopyImage").split(",");
var items = [];
// clean up each item
for (let i = 0; i < bgImgs.length; i++) {
let val1 = bgImgs[i];
let val2 = copyImgs[i];
let obj = {
bg: val1,
tag: val2,
};
items.push(obj);
}
let checkItem = null;
const swiperContainer = this.shadowRoot.querySelector(".swiper-wrapper");
const swiperMain = this.shadowRoot.querySelector(".swiper-container");
items.map((v, k) => {
let html = `<div class="swiper-slide slide${k + 1}" data="slide${
k + 1
}" style="background-image:url('${v.bg}')"><div class="copies copy${
k + 1
}" style="background-image:url('${v.tag}')"></div></div>`;
checkItem++;
return (swiperContainer.innerHTML += html);
});
let check = setInterval(() => {
if (checkItem === items.length) {
this.setSwiper(swiperMain);
clearInterval(check);
}
}, 500);
}
}
export default Vertical;

Click event listener is being repeatedly triggered without any clicks?

I am developing a "Battleship" game with two grids made up of divs and am currently attempting to add a click event listener to all of the divs.
The issue that I am having is that the event listener is being repeatedly triggered (until every single div has been clicked) when I refresh my page and I can't understand why...
Here's the event listener in question:
let aiGridCells = document.querySelectorAll(".ai-grid__game-cell");
aiGridCells.forEach(cell => {
cell.addEventListener("click", humanPlayer.humanAttack(cell.getAttribute('data-ai'),aiPlayer))
});
Where humanPlayer is an object that has been generated by a factory function:
const humanPlayer = playerFactory('human');
import gameboardFactory from './gameboardFactory';
const playerFactory = (name) => {
const playerBoard = gameboardFactory();
const humanAttack = (cell, player) => { // Where player is opponent
if (player.playerBoard.gameBoard[cell].id !== 'miss') {
player.playerBoard.receiveAttack(cell);
};
};
const aiAttack = (player) => { // Where player is opponent
const availableCells = [];
for (let i = 0; i < player.playerBoard.gameBoard.length; i++) {
if (player.playerBoard.gameBoard[i].id === null) {
availableCells.push(i);
};
};
const attackCell = Math.floor(Math.random() * availableCells.length);
player.playerBoard.receiveAttack(attackCell);
};
return {
name,
playerBoard,
humanAttack,
aiAttack
}
};
export default playerFactory;
and gameboardFactory is:
import shipFactory from './shipFactory';
const gameboardFactory = () => {
const gameBoard = [];
const shipYard = [];
const init = () => {
for (let i = 0; i<100; i++) {
gameBoard.push({id: null})
};
};
const checkValidCoordinates = (direction, start, end) => {
if (direction === 'horizontal') {
if ((start <= 9) && (end <= 9)) {
return true;
} else {
let newStart = (start/10).toString(10);
let newEnd = (end/10).toString(10);
if ((newStart.charAt(0)) === (newEnd.charAt(0))) {
return true;
};
};
} else {
if ((start <= 9) && (end <= 9)) {
return false
} else if (start <= 9) {
let newStart = start.toString(10);
let newEnd = end.toString(10);
if ((newStart.charAt(0)) === (newEnd.charAt(1))) {
return true;
};
} else {
let newStart = start.toString(10);
let newEnd = end.toString(10);
if ((newStart.charAt(1)) === (newEnd.charAt(1))) {
return true;
};
};
};
return false
};
const checkIfShipPresent = (direction, start, end) => {
if (direction === 'horizontal') {
for (let i = start; i <= end; i++) {
if (gameBoard[i].id !== null) {
return true;
}
};
return false;
} else {
for (let i = start; i <= end; i += 10) {
if (gameBoard[i].id !== null) {
return true;
}
};
return false;
};
};
const placeShip = (id, direction, start, end) => {
if (!checkValidCoordinates(direction, start, end)) {
return;
};
if (checkIfShipPresent(direction, start, end)) {
return;
};
const newShip = [];
if (direction === 'horizontal') {
for (let i = start; i <= end; i++) {
gameBoard[i].id = id;
newShip.push(i);
};
} else {
for (let i = start; i <= end; i += 10) {
gameBoard[i].id = id;
newShip.push(i);
};
};
shipYard.push(shipFactory(id, newShip));
};
const receiveAttack = (cell) => {
console.log(cell)
if (gameBoard[cell].id !== null) {
const attackedShip = shipYard.filter((ship) => {
return ship.id === gameBoard[cell].id;
})[0];
if (!attackedShip.hits.includes(cell)) {
attackedShip.hits.push(cell);
};
} else {
gameBoard[cell].id = 'miss';
};
};
const checkIfAllShipsSunk = () => {
let allShipsSunk = true;
shipYard.forEach((ship) => {
if (ship.isSunk() === false) {
allShipsSunk = false;
};
});
return allShipsSunk;
};
if (gameBoard.length === 0) {
init();
};
return {
gameBoard,
placeShip,
receiveAttack,
shipYard,
checkIfAllShipsSunk
};
};
export default gameboardFactory;
I'm completely lost to what the issue could be and have tried countless things to rectify it. Any suggestions would be hugely appreciated.
Thank you!
You trying to add actual function call as listener here:
let aiGridCells = document.querySelectorAll(".ai-grid__game-cell");
aiGridCells.forEach(cell => {
cell.addEventListener("click", humanPlayer.humanAttack(cell.getAttribute('data-ai'),aiPlayer))
});
So on your event listener initialization you actually call your function instead of passing it as a listener.
You can pass it like this instead:
aiGridCells.forEach(cell => {
cell.addEventListener("click", () => humanPlayer.humanAttack(cell.getAttribute('data-ai'),aiPlayer))
});

Very new to Javascript OOP: Passing a value to property through input fails to render single Element

I'm having problems rendering individual "li" elements through OOP approach.
I'm fetching the input from the user and using this info to create an item through a class. I'm then connecting this class to the list class responsible for rendering the list.
Once I fetch the value through a click event listener, the singleTaskRendering class isn't working. I wonder if I'm setting this up incorrectly?
const inputAccess = document.querySelector('.control').querySelector('input');
const addItemBtnAccess = document.getElementById('add-item-btn');
const toDoList = [];
const doneList = [];
//ads a li id to the item
const idGenerator = (array) => {
let n = 1;
let message = '';
for (let i = 0; i < array.length; i++) {
n += 1;
}
message = `li-${n}`;
return message;
}
class ItemTask {
constructor(itemValue, idGen) {
this.title = itemValue;
this.id = idGen;
}
}
const addItemBtnHandler = () => {
const toDoList = [];
const inputValue = inputAccess.value;
const item= new ItemTask(inputValue, idGenerator(toDoList));
toDoList.push(item);
return toDoList;
};
class singleTaskRendering {
constructor(product) {
this.product = product;
}
render() {
const titleElement = document.createElement('div');
titleElement.id = this.product.id;
titleElement.innerHTML = `
<li>
<h2>${this.product.title}</h2>
<button>Done</button>
<button>Delete</button>
</li>`;
titleElement.draggable = true;
}
}
class ItemLists {
constructor(listId, items) {
this.items = items;
this.listId = listId;
console.log(this.items, this.listId);
}
renderList() {
const renderHook = document.getElementById('hook');
const createList = document.createElement('lu');
createList.className = 'card';
createList.id = `${this.listId}-list`;
for(let item of this.items) {
const newItem = new singleTaskRendering(item);
console.log(newItem);
const itemEl = newItem.render();
console.log(itemEl, newItem);
createList.apppend(itemEl);
}
renderHook.append(createList);
}
}
const itemList = new ItemLists('active', toDoList);
itemList.renderList();
addItemBtnAccess.addEventListener('click', addItemBtnHandler);
The problem that you are having is that you call ItemLists on page load, which means it will only be processing an empty toDoList.
My solution is to rename renderList to appendItem.
Declare it at the top
Don't pass the list id and list to the constructor instead pass it to
appendItem in the clickhandler.
const inputAccess = document.querySelector('.control').querySelector('input');
const addItemBtnAccess = document.getElementById('add-item-btn');
const itemList = new ItemLists();
const toDoList = [];
const doneList = [];
//ads a li id to the item
const idGenerator = (array) => {
let n = 1;
let message = '';
for (let i = 0; i < array.length; i++) {
n += 1;
}
message = `li-${n}`;
return message;
}
class ItemTask {
constructor(itemValue, idGen) {
this.title = itemValue;
this.id = idGen;
}
}
const addItemBtnHandler = () => {
const toDoList = [];
const inputValue = inputAccess.value;
const item= new ItemTask(inputValue, idGenerator(toDoList));
itemList.appendItem('active', item);
};
class singleTaskRendering {
constructor(product) {
this.product = product;
}
render() {
const titleElement = document.createElement('div');
titleElement.id = this.product.id;
titleElement.innerHTML = `
<li>
<h2>${this.product.title}</h2>
<button>Done</button>
<button>Delete</button>
</li>`;
titleElement.draggable = true;
}
}
class ItemLists {
appendItem(listId, item) {
const renderHook = document.getElementById('hook');
const createList = document.createElement('lu');
createList.className = 'card';
createList.id = `${listId}-list`;
const newItem = new singleTaskRendering(item);
console.log(newItem);
const itemEl = newItem.render();
console.log(itemEl, newItem);
createList.apppend(itemEl);
renderHook.append(createList);
}
}
addItemBtnAccess.addEventListener('click', addItemBtnHandler);

Send Axios.get() Data to the HTML

I'm trying to make Axios.get() Send its Data to the HTML.
I'm Making To-Do app which as you guessed generates Todo list items on the page after entering value of the item in the input field(Also this items are being saved in the MongoDB)
I want to display every item from mongoDB in the style of Todo List items (With edit and delete button)
Any tips please?
let taskInput = document.getElementById("new-task");
let paginationBlock = document.getElementById("pagination");
let addButton = document.getElementsByTagName("button")[0];
addButton.setAttribute("id", "add");
let incompleteTaskHolder = document.getElementById("incomplete-tasks");
let paginationHolder = document.getElementById("pagination");
let listItem;
let label;
let editButton;
let deleteButton;
let editInput;
let checkBox;
let pageCount = 1;
let currentPage = 1;
let deleteCount = 0;
let storeData = [{}]
const setPageCount = () => {
const items = [...incompleteTaskHolder.children];
pageCount = Math.ceil(items.length / 5);
};
setPageCount();
const renderPagination = () => {
const items = [...incompleteTaskHolder.children]
paginationBlock.innerHTML = "";
for (let i = 1; i <= pageCount; i++) {
let pageBtn = document.createElement("button");
pageBtn.id = "pageBtn";
pageBtn.addEventListener("click", () => {
currentPage = i;
paginationDisplay();
});
pageBtn.innerText = i;
paginationBlock.append(pageBtn);
}
};
const paginationLimit = () => {
const items = [...incompleteTaskHolder.children];
if (items.length % 5 === 0) {
items.style.display = "none";
}
};
const paginationDisplay = () => {
const items = [...incompleteTaskHolder.children];
const start = (currentPage - 1) * 5;
const end = start + 5;
items.forEach((item, index) => {
if (index >= start && index < end) {
item.style.display = "block";
} else {
item.style.display = "none";
}
});
};
const sendData = () => {
let getValue = document.getElementById('new-task').value
axios.post('http://localhost:3000/add',{
todo : getValue
}).then(res => {
storeData.push({id : res.data._id})
console.log('res', res);
}).catch(err => {
console.log('err',err);
})
console.log(storeData)
}
const getAll = (data) => {
axios.get('http://localhost:3000').then(res => {
incompleteTaskHolder.innerHTML +=res.data
console.log('res',res.data);
}).catch(err => {
console.log('err',err);
})
}
getAll();
const deleteData = (id) => {
axios.delete(`http://localhost:3000/delete/${id}`,{
id : storeData
}).then(res => {
console.log('res',res)
}).catch(err => {
console.log('err',err)
})
};
let createNewTaskElement = function (taskString) {
listItem = document.createElement("li");
checkBox = document.createElement("input");
label = document.createElement("label");
editButton = document.createElement("button");
deleteButton = document.createElement("button");
editInput = document.createElement("input");
label.innerText = taskString;
checkBox.type = "checkbox";
editInput.type = "text";
editButton.innerText = "Edit";
editButton.className = "edit";
deleteButton.innerText = "Delete";
deleteButton.className = "delete";
listItem.appendChild(checkBox);
listItem.appendChild(label);
listItem.appendChild(editInput);
listItem.appendChild(editButton);
listItem.appendChild(deleteButton);
return listItem;
};
let addTask = function (showData) {
listItem = createNewTaskElement(taskInput.value);
document.getElementById("incomplete-tasks").appendChild(listItem);
bindTaskEvents(listItem, editButton);
setPageCount();
renderPagination();
paginationDisplay();
sendData();
};
let getInput = document.getElementById("new-task");
getInput.addEventListener("keyup", (event) => {
if (event.keyCode === 13) {
event.preventDefault();
document.getElementById("add").click();
}
});
let editTask = function () {
listItem = this.parentNode;
editInput = listItem.querySelector("input[type=text]");
label = listItem.querySelector("label");
containsClass = listItem.classList.contains("editMode");
if (containsClass) {
label.innerText = editInput.value;
} else {
editInput.value = label.innerText;
updateData();
}
listItem.classList.toggle("editMode");
};
let deleteTask = function () {
listItem = this.parentNode;
ul = listItem.parentNode;
ul.removeChild(listItem);
setPageCount();
renderPagination();
paginationDisplay();
deleteData();
};
addButton.onclick = addTask;
let bindTaskEvents = function (taskListItem) {
editButton = taskListItem.querySelector("button.edit");
deleteButton = taskListItem.querySelector("button.delete");
listItem = taskListItem.querySelector("label");
addButton = taskListItem.querySelector("button.add");
listItem.ondblclick = editTask;
editButton.onclick = editTask;
deleteButton.onclick = deleteTask;
};
for (let i = 0; i < incompleteTaskHolder.children.length; i++) {
bindTaskEvents(incompleteTaskHolder.children[i]);
}
Assuming you are getting a list of items as a response like ['todo1', 'todo2' 'todo3']. Let me know if your response is different in structure.
You can create a function that renders your todo list to HTML.
function createTodoList(todoArr) {
const container = document.createElement('div');
const todoList = document.createElement('ul');
document.getElementsByTagName('body')[0].appendChild(container);
container.appendChild(todoList);
todoArr.forEach(function(todo) {
const listItem = document.createElement('li');
listItem.textContent = todo;
todoList.appendChild(listItem);
});
}
// finally call the function with you response.data
createTodoList(res.data)
If you are getting a different response, you might have to

How to pause the entire code for 1 second in javascript

I am trying to code an evolutionary neural network for the game snake. I already coded the neural network part and now I'd like to output the game of the best individual of every generation. For that I'm using the drawing library p5.js (https://p5js.org/).
In my code I am running a loop in where a new generation based on the last generation is created. Each individual of the generation will have to play the game and that is how they are rated. Now I want the best individual to be outputted after I let every individual play once.
Between each outputted turn of the game of the best individual I want the code to wait 500 milliseconds. How do I achieve that?
Here is the code I've already tried but here it only outputed the board after the last turn of each generation:
async function start() {
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
for (let turn = 0; turn < bestGameTurns.length; turn++) {
let board = bestGameTurns[turn];
drawBoard(board);
let p = new Promise(resolve => setTimeout(resolve, 500));
await p;
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
}
}
}
Another version but the waiting didn't work here:
let i = 0;
setInterval(async () => {
population.createNewGeneration();
console.log(i, population.avgFitness);
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
for (let turn = 0; turn < bestGameTurns.length; turn++) {
let board = bestGameTurns[turn];
drawBoard(board);
let p = new Promise(resolve => setTimeout(resolve, 500));
await p;
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
}
i++;
}, 1);
The code you provided should do what you asked for, I could only clean up some parts for you. Explain a bit better what is the problem you are facing.
// The function should be defined only once.
function drawBoard(board) { }
async function start() {
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
const bestGameTurns = population.bestIndividual.game.turns; //Array of boards
for (let turn = 0; turn < bestGameTurns.length; turn++) {
// Don't wait on first iteration
await new Promise(resolve => setTimeout(resolve, 500 * (turn ? 0 : 1 )));
drawBoard(bestGameTurns[turn]);
}
}
}
Original idea (discarded)
You can create a short function like that:
function pause(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
Then in any async function you can call it like that:
async function () {}
// something happening
await pause(500);
// continue
}
The other idea
Now, the code in your question is not complete so this is kind of blind coding but.
So, first of all setInterval will be running the whole function every 1 millisecond (actually 4 ms, as this is the minimum in JS). Which means it will run those loops. I decided to focus on the part that was marked by you.
Instead of loop and trying to pause it, I ask that maybe rewriting the loop into function called each half second until condition is met would do?
Also, I move drawBoard outside
setInterval(async () => {
// ^^^^^^^^ <-- this should probably go
population.createNewGeneration();
console.log(i, population.avgFitness);
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
function tick(turn = 0) {
let board = bestGameTurns[turn];
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
drawBoard(board);
// here is "setTimeouted" loop
if (turn < bestGameTurns.length) {
setTimeout(tick, 500, turn + 1);
}
}
tick();
}, 1);
Thanks to everyone, your suggestions brought me to an idea. I found out that the problem was lying somewhere else. Because javascript only runs on the one thread (I think thats how its called), after we run over one generation, we have to stop that function to let another draw function, which runs every frame, draw the board. After it is drawn, the main function can continue. This is how it looks:
let isDrawn = false;
let currentBoard;
async function setup() {
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
const bestGameTurns = population.bestIndividual.game.turns;
for (let turn = 0; turn < bestGameTurns.length; turn++) {
await step(bestGameTurns[turn], turn);
}
}
}
function step(board, turn) {
currentBoard = board;
isDrawn = false;
return new Promise(resolve => setTimeout(() => {
if (isDrawn) resolve();
}, 500));
}
setTimeout(() => {
if (currentBoard) {
drawBoard(currentBoard);
isDrawn = true;
currentBoard = undefined;
}
}, 1);
const nrOfCols = 10;
const nrOfRows = 10;
const fieldWidth = 20;
const nodeNrs = [24, 8, 8, 4];
const populationSize = 200;
const mutationRate = 0.01;
let population;
let game;
let isDrawn = false;
let currentBoard;
async function setup() {
createCanvas(500, 500);
population = new PopulationManager(populationSize);
for (let i = 0; i < 50; i++) {
population.createNewGeneration();
const bestGameTurns = population.bestIndividual.game.turns;
for (let turn = 0; turn < bestGameTurns.length; turn++) {
await step(bestGameTurns[turn]);
}
}
}
function step(board) {
currentBoard = board;
isDrawn = false;
return new Promise(resolve => setTimeout(() => {
if (isDrawn) resolve();
}, 500));
}
function draw() {
if (currentBoard) {
drawBoard(currentBoard);
isDrawn = true;
currentBoard = undefined;
}
}
function drawBoard(board) {
board.forEach((col, colNr) => {
col.forEach((field, rowNr) => {
fill(field.isSnake ? "green" : field.isFruit ? "red" : "black");
stroke(255);
rect(colNr*fieldWidth, rowNr*fieldWidth, fieldWidth, fieldWidth);
});
});
}
function play(game) {
setInterval(() => {
if (!game.lost) {
game.nextTurn();
drawBoard(game.board);
} else {
clearInterval(1);
}
}, 500);
}
class PopulationManager {
constructor(populationSize) {
this.population = createPopulation();
function createPopulation() {
let population = [];
for (let i = 0; i < populationSize; i++) {
let chromosomes = createRandomChromosomes();
let i = new Individual(chromosomes);
population.push(i);
}
return population;
function createRandomChromosomes() {
let arr = [];
let nrOfChromosomes = calcNrOfChromosomes();
for (let i = 0; i < nrOfChromosomes; i++)
arr.push(Math.random()*2-1);
return arr;
function calcNrOfChromosomes() {
let nr = 0;
for (let i = 0; i < nodeNrs.length - 1; i++)
nr += (nodeNrs[i] + 1)*nodeNrs[i + 1];
return nr;
}
}
};
}
createNewGeneration() {
let that = this;
getFitnessOfPop();
this.calcAvgFitness();
this.findBestIndividual();
let parents = selection();
breed(parents);
function getFitnessOfPop() {
that.population.forEach(iv => {
iv.fitness = iv.playGame();
});
that.population.sort((a, b) => a.fitness - b.fitness);
}
function selection() {
let totalFitness = that.population.map(iv => iv.fitness/* + 1 */).reduce((a,b) => a + b);
let allParents = [];
for (let i = 0; i < that.population.length/2; i++) {
allParents.push(selectRandomParents());
}
return allParents;
function selectRandomParents() {
let p1, p2;
do {
p1 = selectRandomParent();
p2 = selectRandomParent();
} while (p1 == p2);
return [p1, p2];
function selectRandomParent() {
let rdm = Math.random()*totalFitness;
return that.population.find((iv, i) => {
let sum = that.population.filter((iv2, i2) => i2 <= i).map(iv => iv.fitness /* + 1 */).reduce((a,b) => a + b);
return rdm <= sum;
});
}
}
}
function breed(allParents) {
that.population = [];
allParents.forEach(ps => {
let childChromosomes = crossOver(ps[0].chromosome, ps[1].chromosome);
childChromosomes = [mutate(childChromosomes[0]), mutate(childChromosomes[1])];
let child1 = new Individual(childChromosomes[0]);
let child2 = new Individual(childChromosomes[1]);
that.population.push(child1);
that.population.push(child2);
});
function crossOver(parent1Chromosome, parent2Chromosome) {
let crossingPoint = Math.round(Math.random()*parent1Chromosome.length);
let divided1 = divideChromosome(parent1Chromosome);
let divided2 = divideChromosome(parent2Chromosome);
let child1Chromosome = divided1[0].concat(divided2[1]);
let child2Chromosome = divided2[0].concat(divided1[1]);
return [child1Chromosome, child2Chromosome];
function divideChromosome(chromosome) {
let part1 = chromosome.filter((g, i) => i <= crossingPoint);
let part2 = chromosome.filter((g, i) => i > crossingPoint);
return [part1, part2];
}
}
function mutate(chromosome) {
chromosome = chromosome.map(g => {
if (Math.random() < mutationRate)
return Math.random()*2-1;
return g;
});
return chromosome;
}
}
}
calcAvgFitness() {
this.avgFitness = this.population.map(iv => iv.fitness).reduce((a, b) => a + b) / this.population.length;
}
findBestIndividual() {
let bestFitness = -1, bestIndividual;
this.population.forEach(i => {
if (i.fitness > bestFitness) {
bestFitness = i.fitness;
bestIndividual = i;
}
});
this.bestIndividual = bestIndividual;
}
}
class Individual {
constructor(chromosome) {
this.chromosome = chromosome;
this.fitness = 0;
this.game = createGame();
function createGame() {
let weights = convertChromosomeToWeights();
let game = new Game(weights);
return game;
function convertChromosomeToWeights() {
let weights = [];
for (let i = 0; i < nodeNrs.length - 1; i++) {
let lArr = [];
for (let j = 0; j < nodeNrs[i] + 1; j++) {
let nArr = [];
lArr.push(nArr);
}
weights.push(lArr);
}
chromosome.forEach((gene, geneIdx) => {
let lIdx = -1, minIdx, maxIdx = 0;
for (let i = 0; i < nodeNrs.length - 1; i++) {
let nr = 0;
for (let j = 0; j <= i; j++)
nr += (nodeNrs[j] + 1)*nodeNrs[j + 1];
if (geneIdx < nr) {
lIdx = i;
break;
}
maxIdx = nr;
minIdx = maxIdx;
}
minIdx = maxIdx;
let nIdx = -1;
for (let i = 0; i < nodeNrs[lIdx] + 1; i++) {
let nr = minIdx + nodeNrs[lIdx + 1];;
if (geneIdx < nr) {
nIdx = i;
break;
}
maxIdx = nr;
minIdx = maxIdx;
}
minIdx = maxIdx;
let wIdx = -1;
for (let i = 0; i < nodeNrs[lIdx + 1]; i++) {
let nr = minIdx + 1;
if (geneIdx < nr) {
wIdx = i;
break;
}
maxIdx = nr;
minIdx = maxIdx;
}
weights[lIdx][nIdx][wIdx] = gene;
});
return weights;
}
}
}
playGame() {
while (!this.game.lost) {
this.game.nextTurn();
}
return this.game.score;
}
}
class Game {
constructor(weights) {
let that = this;
this.chromosome = flattenArray(weights);
this.nn = new NeuralNetwork(weights);
this.turnNr = 0;
this.score = 0;
this.lost = false;
this.board = createBoard();
this.snake = new Snake();
setupSnake();
this.createFruit();
this.turns = [JSON.parse(JSON.stringify(this.board))];
function createBoard() {
let board = [];
for (let colNr = 0; colNr < nrOfCols; colNr++) {
board[colNr] = [];
for (let rowNr = 0; rowNr < nrOfRows; rowNr++) {
let field = new Field(colNr, rowNr);
board[colNr][rowNr] = field;
}
}
return board;
}
function setupSnake() {
for (let i = 0; i < 4; i++)
that.addToTail([floor(nrOfCols/2) - i, floor(nrOfRows/2)]);
that.length = that.snake.body.length;
}
function flattenArray(arr) {
let flattened = [];
flatten(arr);
return flattened;
function flatten(arr) {
arr.forEach(e => {
if (Array.isArray(e))
flatten(e);
else
flattened.push(e);
});
}
}
}
addToTail(pos) {
this.snake.body.push(pos);
this.board[pos[0]][pos[1]].setSnake(true);
}
nextTurn() {
let that = this;
let direction = findDirection();
this.moveSnake(direction);
this.turns.push(JSON.parse(JSON.stringify(this.board)));
this.turnNr++;
checkEat();
function findDirection() {
let inputValues = [];
for (let i = 0; i < 8; i++) {
let distances = that.snake.look(i, that.board);
inputValues.push(distances.distToFruit);
inputValues.push(distances.distToWall);
inputValues.push(distances.distToBody);
}
let output = that.nn.getOutput(inputValues);
let probability = -1;
let direction = -1;
output.forEach((v, vIdx) => {
if (v > probability) {
probability = v;
direction = vIdx;
}
});
return direction;
}
function checkEat() {
let head = that.snake.body[0];
let headField = that.board[head[0]][head[1]];
if (headField.isFruit) {
that.snake.eat();
that.score++;
headField.setFruit(false);
that.createFruit();
}
}
}
createFruit() {
let field;
do {
let colNr = floor(random()*nrOfCols);
let rowNr = floor(random()*nrOfRows);
field = this.board[colNr][rowNr];
} while(field.isSnake);
field.setFruit(true);
}
moveSnake(newDirection) {
let that = this;
let oldBody = JSON.parse(JSON.stringify(that.snake.body));
moveTail();
makeSnakeLonger();
moveHead();
function moveTail() {
for (let i = oldBody.length - 1; i > 0; i--)
that.snake.body[i] = oldBody[i - 1];
}
function moveHead() {
let newHeadPosition = findNewHeadPos();
if (
newHeadPosition[0] >= nrOfCols || newHeadPosition[0] < 0 ||
newHeadPosition[1] >= nrOfRows || newHeadPosition[1] < 0
) {
that.lose();
return;
}
let newHeadField = that.board[newHeadPosition[0]][newHeadPosition[1]];
if (newHeadField.isSnake) {
that.lose();
return;
}
addNewHeadPos(newHeadPosition);
}
function findNewHeadPos() {
if (newDirection == 0) { //up
return [oldBody[0][0], oldBody[0][1] - 1];
} else if (newDirection == 1) { //right
return [oldBody[0][0] + 1, oldBody[0][1]];
} else if (newDirection == 2) { //down
return [oldBody[0][0], oldBody[0][1] + 1];
} else if (newDirection == 3) { //left
return [oldBody[0][0] - 1, oldBody[0][1]];
}
}
function makeSnakeLonger() {
if (that.snake.length > that.snake.body.length) {
that.addToTail(oldBody[oldBody.length - 1]);
} else {
removeFromTail(oldBody[oldBody.length - 1]);
}
}
function removeFromTail(pos) {
that.board[pos[0]][pos[1]].setSnake(false);
}
function addNewHeadPos(pos) {
that.snake.body[0] = pos;
that.board[pos[0]][pos[1]].setSnake(true);
}
}
lose() {
this.lost = true;
}
}
class Field {
constructor(col, row) {
this.col = col;
this.row = row;
this.isFruit = false;
this.isSnake = false;
}
setFruit(bool) {
this.isFruit = bool;
}
setSnake(bool) {
this.isSnake = bool;
}
}
class Snake {
constructor() {
this.body = [];
this.length = 4;
}
eat() {
this.length++;
}
look(direction, board) {
let distances = {distToFruit: 0, distToWall: 0, distToBody: 0};
let xDiff = getXDiff(direction), yDiff = getYDiff(direction);
let pos = [this.body[0][0] + xDiff, this.body[0][1] + yDiff];
let dist = 1;
while (pos[0] > 0 && pos[0] < nrOfRows && pos[1] > 0 && pos[1] < nrOfCols) {
if (board[pos[0]][pos[1]].isFruit && distances.distToFruit == 0) distances.distToFruit = dist;
if (board[pos[0]][pos[1]].isSnake && distances.distToBody == 0) distances.distToBody = dist;
pos[0] += xDiff, pos[1] += yDiff;
dist++;
}
distances.distToWall = dist;
return distances;
function getXDiff(direction) {
if (direction == 5 || direction == 6 || direction == 7) return -1;
else if (direction == 1 || direction == 2 || direction == 3) return 1;
return 0;
}
function getYDiff(direction) {
if (direction == 7 || direction == 0 || direction == 1) return -1;
else if (direction == 3 || direction == 4 || direction == 5) return 1;
return 0;
}
}
}
class NeuralNetwork {
constructor(weights) {
this.layers = createLayers();
this.layers = addWeights(this.layers, weights);
function createLayers() {
let layers = [];
let nrOfNodesGlobal;
nodeNrs.forEach((nrOfNodes, lNr) => {
nrOfNodesGlobal = nrOfNodes;
layers[lNr] = [];
for (let i = 0; i < nrOfNodes; i++) {
let node = createNode(lNr);
layers[lNr][i] = node;
}
if (lNr != nodeNrs.length - 1)
layers[lNr].push(new Bias());
});
return layers;
function createNode(lNr) {
if (lNr == 0) return new InputLayerNode();
else if (lNr == nrOfNodesGlobal - 1) return new OutputLayerNode();
else return new HiddenLayerNode();
}
}
function addWeights(layers, weights) {
for (let lNr = 0; lNr < layers.length - 1; lNr++) {
let l = layers[lNr];
l.forEach((n1, nNr) => {
for (let n2Nr = 0; n2Nr < layers[lNr+1].length - 1; n2Nr++) { //not including bias of next layer
let n2 = layers[lNr+1][n2Nr];
let weight = weights[lNr][nNr][n2Nr];
let w = new Weight(n1, n2, weight);
n1.addWeight(w);
}
});
}
return layers;
}
}
getOutput(inputValues) {
let output = [];
this.layers[0].forEach((inputNeuron, nNr) => {
if (nNr != this.layers[0].length - 1)
inputNeuron.addToInput(inputValues[nNr]);
});
this.layers.forEach((l, lNr) => {
calcOutputs(l);
if (lNr != this.layers.length - 1) {
l.forEach(n => {
n.feedForward();
});
} else {
output = l.map(n => n.output);
}
});
return output;
function calcOutputs(layer) {
layer.forEach(n => n.output = n.activationFunction(n.summedInput, layer.map(N => N.summedInput)));
}
}
log() {
console.log(this.weights, this.nodes);
}
}
class Node {
constructor() {
this.weights = [];
this.summedInput = 0;
}
addWeight(w) {
this.weights.push(w);
}
addToInput(input) {
if (input == NaN)
console.log("A");
this.summedInput += input;
}
feedForward() {
this.weights.forEach((w, wNr) => {
let input = w.weight*this.output;
w.to.addToInput(input);
});
}
}
class Bias extends Node {
constructor() {
super();
this.output = 1;
}
activationFunction(x, allXs) {
return x;
}
}
class InputLayerNode extends Node {
constructor() {
super();
}
activationFunction(x, allXs) {
return x;
}
}
class HiddenLayerNode extends Node {
constructor() {
super();
}
activationFunction(x, allXs) {
return leakyReLU(x);
}
}
class OutputLayerNode extends Node {
constructor() {
super();
}
activationFunction(x, allXs) {
return softmax(x, allXs);
}
}
class Weight {
constructor(from, to, weight) {
this.from = from;
this.to = to;
this.weight = weight;
}
setWeight(newWeight) {
this.weight = weight;
}
}
function leakyReLU(x) {
if (x >= 0) return x;
else return 0.01*x;
}
function softmax(x, allXs) {
return Math.exp(x) / allXs.map(X => Math.exp(X)).reduce((a, b) => a+b);
}
<!DOCTYPE html>
<html>
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/p5.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/addons/p5.dom.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/addons/p5.sound.min.js"></script>
<link rel="stylesheet" type="text/css" href="style.css">
<meta charset="utf-8" />
</head>
<body>
<script src="sketch.js"></script>
</body>
</html>
It's not working that well but a few improvements should make it better...
If you have any suggestions for improvements of the code, please let me know!
I tried to fix it into steps as I said in comments,I hope I have no mistake :
let i = 0;
async function step(bestGameTurns, turn)
{
if (turn == bestGameTurns.length)
return;
let board = bestGameTurns[turn];
drawBoard(board);
let p = new Promise(resolve => setTimeout(() => step(bestGameTurns, turn+1), 500));
await p;
}
function drawBoard(board) {
//Draw the board using p5.js rect()'s
}
setInterval(async () => {
population.createNewGeneration();
console.log(i, population.avgFitness);
let bestGameTurns = population.bestIndividual.game.turns; //Array of boards
step(bestGameTurns, 0);
i++;
}, 1);

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