Button does nothing when pressed - javascript

I've been working on my own project for a little bit, and I'm currently working on adding another button in. Now I've set it up pretty similar to the other ones, but it isn't working when I press it. For my code, the firstx2, secondx2, and first building buttons all work fine, But when you try and click on the second building button, it doesn't do anything. I probably made a small typo or missed a line, but I can't seem to find it anywhere. To get to the second building button, you have to have already clicked on both multipliers and the first building. Thanks for your help!
<!DOCTYPE html>
<html>
<body>
<p>Click to get started!</p>
<button onclick="addPoints()">Add points</button>
<button id="btn_multiply" onclick="firstx2()" style="display:none;">x2 Multiplier. Cost: 100</button>
<button id="firstbuild" onclick="build1()" style="display:none;">Building 1. Cost x</button>
<button id="multiply2" onclick="secondx2()" style="display:none;">x2 Multiplier. Cost: 1000</button>
<button id="secondbuild" onlcick="build2()" style="display:none;">Building 2. Cost x</button>
<script>
var points = 10099;
var pointMulti = 1;
var buyupgrade = 0;
var b1cost = 200;
var b1count = 0;
var b2cost = 1000;
var b2count = 0;
var currentpoints = setInterval(pointupdate, 500);
function addPoints() {
points += pointMulti;
var pointsArea = document.getElementById("pointdisplay");
pointsArea.innerHTML = "You have " + Math.round(points) + " points!";
if(points >= 100 && buyupgrade == 0) {
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "inline";
}
}
function firstx2() {
if (buyupgrade == 0) {
pointMulti *= 2;
buyupgrade++;
points -= 100;
var multiplierArea = document.getElementById("multidisplay");
multiplierArea.innerHTML = "Your multiplier is: " + pointMulti;
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "none";
if (buyupgrade == 1) {
var firstbuild = document.getElementById("firstbuild");
firstbuild.style.display = "inline";
firstbuild.innerText = "Building 1. Cost " + b1cost;
var show2ndx2 = document.getElementById("secondx2");
multiply2.style.display = "inline";
}
}
}
function pointupdate() {
document.getElementById("pointdisplay").innerHTML = "You have " + Math.round(points) + " points!";
}
function build1() {
if (points >= b1cost) {
points -= b1cost;
b1count++;
b1cost *= 1.10;
document.getElementById("b1").innerHTML = "You have " + b1count + " of building 1!"
firstbuild.innerText = "Building 1. Cost " + Math.round(b1cost);
var build1add = setInterval(build1points, 1000);
var secondbuild = document.getElementById("secondbuild");
secondbuild.style.display = "inline";
secondbuild.innerText = "Building 2. Cost " + b2cost;
}
}
function build2() {
if (points >= b2cost) {
points -= b2cost;
b2count++;
b2cost *= 1.10;
document.getElementById("b2").innerHTML = "You have " + b2count + " of building 2!"
secondbuild.innerText = "Building 2. Cost " + Math.round(b2cost);
var build2add = setInterval(build2points, 1000);
}
}
function build1points() {
points += 1;
}
function build2points() {
points += 4;
}
function secondx2() {
if (buyupgrade == 1 && points >= 1000) {
pointMulti *= 2;
points -= 1000;
document.getElementById("multidisplay").innerHTML = "Your multiplier is: " + pointMulti;
multiply2.style.display = "none";
}
}
</script>
<p id="pointdisplay"></p>
<p id="multidisplay"></p>
<p id="b1"></p>
<p id="b2"></p>
</body>
</html>

it should be onclick not onlcick in <button id="secondbuild" onlcick="build2()" style="display:none;">Building 2. Cost x</button>
<!DOCTYPE html>
<html>
<body>
<p>Click to get started!</p>
<button onclick="addPoints()">Add points</button>
<button id="btn_multiply" onclick="firstx2()" style="display:none;">x2 Multiplier. Cost: 100</button>
<button id="firstbuild" onclick="build1()" style="display:none;">Building 1. Cost x</button>
<button id="multiply2" onclick="secondx2()" style="display:none;">x2 Multiplier. Cost: 1000</button>
<button id="secondbuild" onclick="build2()" style="display:none;">Building 2. Cost x</button>
<script>
var points = 10099;
var pointMulti = 1;
var buyupgrade = 0;
var b1cost = 200;
var b1count = 0;
var b2cost = 1000;
var b2count = 0;
var currentpoints = setInterval(pointupdate, 500);
function addPoints() {
points += pointMulti;
var pointsArea = document.getElementById("pointdisplay");
pointsArea.innerHTML = "You have " + Math.round(points) + " points!";
if(points >= 100 && buyupgrade == 0) {
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "inline";
}
}
function firstx2() {
if (buyupgrade == 0) {
pointMulti *= 2;
buyupgrade++;
points -= 100;
var multiplierArea = document.getElementById("multidisplay");
multiplierArea.innerHTML = "Your multiplier is: " + pointMulti;
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "none";
if (buyupgrade == 1) {
var firstbuild = document.getElementById("firstbuild");
firstbuild.style.display = "inline";
firstbuild.innerText = "Building 1. Cost " + b1cost;
var show2ndx2 = document.getElementById("secondx2");
multiply2.style.display = "inline";
}
}
}
function pointupdate() {
document.getElementById("pointdisplay").innerHTML = "You have " + Math.round(points) + " points!";
}
function build1() {
if (points >= b1cost) {
points -= b1cost;
b1count++;
b1cost *= 1.10;
document.getElementById("b1").innerHTML = "You have " + b1count + " of building 1!"
firstbuild.innerText = "Building 1. Cost " + Math.round(b1cost);
var build1add = setInterval(build1points, 1000);
var secondbuild = document.getElementById("secondbuild");
secondbuild.style.display = "inline";
secondbuild.innerText = "Building 2. Cost " + b2cost;
}
}
function build2() {
if (points >= b2cost) {
points -= b2cost;
b2count++;
b2cost *= 1.10;
document.getElementById("b2").innerHTML = "You have " + b2count + " of building 2!"
secondbuild.innerText = "Building 2. Cost " + Math.round(b2cost);
var build2add = setInterval(build2points, 1000);
}
}
function build1points() {
points += 1;
}
function build2points() {
points += 4;
}
function secondx2() {
if (buyupgrade == 1 && points >= 1000) {
pointMulti *= 2;
points -= 1000;
document.getElementById("multidisplay").innerHTML = "Your multiplier is: " + pointMulti;
multiply2.style.display = "none";
}
}
</script>
<p id="pointdisplay"></p>
<p id="multidisplay"></p>
<p id="b1"></p>
<p id="b2"></p>
</body>
</html>

I think you should check your button(secondbuild)
the keyword onclick is wrong

Spelling Mistake. onclick not oncilck.
<button id="secondbuild" onlcick="build2()" style="display:none;">Building 2. Cost x</button> <script>

Related

How do I display a function using setTimeout in JavaScript?

I have made a quiz with JavaScript and want that when the timer is up, it should not let you attempt the quiz anymore and go to the last page which displays the score. The score is displayed by calling displayResult. I have one HTML file and one JS file. When I use setTimeout, even after the time is up, it doesn’t show the score. I think the function doesn’t get called. I have tried using setInterval instead of setTimeout but still it doesn't work. Can someone tell me what I am doing wrong?
Whole code here.
//timer code in quiz.js
const startingMinutes = 1
let time = startingMinutes * 60
const countdownEl = document.getElementById('countdown')
var vri = setInterval(upd, 1000)
function upd() {
const minutes = Math.floor(time / 60)
let seconds = time % 60
seconds = seconds < 10 ? '0' + seconds : seconds
countdownEl.innerHTML = minutes + ":" + seconds
time--
time = time < 0 ? 0 : time
if (time == 0) {
clearInterval(vri);
}
setTimeout(displayResult, 1000);
}
The function gets called you can easily check this by inserting a console.log() inside the function.
When you would like to display the results on the same page then first clear the body and append your new created element on the body.
There is still a bug that your selected elements will always be empty but I just answer your question here "How you display it."
For debugging purposes I set the timer to 6 seconds instead of 60.
(function() {
var allQuestions = [{
question: "The tree sends downroots from its branches to the soil is know as:",
options: ["Oak", "Pine", "Banyan", "Palm"],
answer: 2
}, {
question: "Electric bulb filament is made of",
options: ["Copper", "Aluminum", "lead", "Tungsten"],
answer: 3
}, {
question: "Non Metal that remains liquid at room temprature is",
options: ["Phophorous", "Bromine", "Clorine", "Helium"],
answer: 1
}, {
question: "Which of the following is used in Pencils ?",
options: ["Graphite", "Silicon", "Charcoal", "Phosphorous"],
answer: 0
}, {
question: "Chemical formula of water ?",
options: ["NaA1O2", "H2O", "Al2O3", "CaSiO3"],
answer: 1
}, {
question: "The gas filled in electric bulb is ?",
options: ["Nitrogen", "Hydrogen", "Carbon Dioxide", "Oxygen"],
answer: 0
}, {
question: "Whashing soda is the comman name for",
options: ["Sodium Carbonate", "Calcium Bicarbonate", "Sodium Bicarbonate", "Calcium Carbonate"],
answer: 0
}, {
question: "Which gas is not known as green house gas ?",
options: ["Methane", "Nitrous oxide", "Carbon Dioxide", "Hydrogen"],
answer: 3
}, {
question: "The hardest substance availabe on earth is",
options: ["Gold", "Iron", "Diamond", "Platinum"],
answer: 2
}, {
question: "Used as a lubricant",
options: ["Graphite", "Silica", "Iron Oxide", "Diamond"],
answer: 0
}];
var quesCounter = 0;
var selectOptions = [];
var quizSpace = $('#quiz');
nextQuestion();
$('#next').click(function() {
chooseOption();
if (isNaN(selectOptions[quesCounter])) {
alert('Please select an option !');
} else {
quesCounter += 5;
nextQuestion();
}
});
$('#prev').click(function() {
chooseOption();
quesCounter -= 5;
nextQuestion();
});
function createElement(index) {
var element = $('<div>', {
id: 'question'
});
var header = $('<h2>Question No. ' + (index + 1) + ' :</h2>');
element.append(header);
var question = $('<p>').append(allQuestions[index].question);
element.append(question);
var radio = radioButtons(index);
element.append(radio);
var question1 = $('<p>').append(allQuestions[index + 1].question);
element.append(question1);
var radio1 = radioButtons1(index + 1);
element.append(radio1);
var question2 = $('<p>').append(allQuestions[index + 2].question);
element.append(question2);
var radio2 = radioButtons2(index + 2);
element.append(radio2);
var question3 = $('<p>').append(allQuestions[index + 3].question);
element.append(question3);
var radio3 = radioButtons3(index + 3);
element.append(radio3);
var question4 = $('<p>').append(allQuestions[index + 4].question);
element.append(question4);
var radio4 = radioButtons4(index + 4);
element.append(radio4);
return element;
}
function radioButtons(index) {
var radioItems = $('<ul>');
var item;
var input = '';
for (var i = 0; i < allQuestions[index].options.length; i++) {
item = $('<li>');
input = '<input type="radio" name="answer" value=' + i + ' />';
input += allQuestions[index].options[i];
item.append(input);
radioItems.append(item);
}
return radioItems;
}
function radioButtons1(index) {
var radioItems1 = $('<ul>');
var item1;
var input1 = '';
for (var i = 0; i < allQuestions[index].options.length; i++) {
item1 = $('<li>');
input1 = '<input type="radio" name="answer1" value=' + i + ' />';
input1 += allQuestions[index].options[i];
item1.append(input1);
radioItems1.append(item1);
}
return radioItems1;
}
function radioButtons2(index) {
var radioItems2 = $('<ul>');
var item2;
var input2 = '';
for (var i = 0; i < allQuestions[index].options.length; i++) {
item2 = $('<li>');
input2 = '<input type="radio" name="answer2" value=' + i + ' />';
input2 += allQuestions[index].options[i];
item2.append(input2);
radioItems2.append(item2);
}
return radioItems2;
}
function radioButtons3(index) {
var radioItems3 = $('<ul>');
var item3;
var input3 = '';
for (var i = 0; i < allQuestions[index].options.length; i++) {
item3 = $('<li>');
input3 = '<input type="radio" name="answer3" value=' + i + ' />';
input3 += allQuestions[index].options[i];
item3.append(input3);
radioItems3.append(item3);
}
return radioItems3;
}
function radioButtons4(index) {
var radioItems4 = $('<ul>');
var item4;
var input4 = '';
for (var i = 0; i < allQuestions[index].options.length; i++) {
item4 = $('<li>');
input4 = '<input type="radio" name="answer4" value=' + i + ' />';
input4 += allQuestions[index].options[i];
item4.append(input4);
radioItems4.append(item4);
}
return radioItems4;
}
function chooseOption() {
selectOptions[quesCounter] = +$('input[name="answer"]:checked').val();
selectOptions[quesCounter + 1] = +$('input[name="answer1"]:checked').val();
selectOptions[quesCounter + 2] = +$('input[name="answer2"]:checked').val();
selectOptions[quesCounter + 3] = +$('input[name="answer3"]:checked').val();
selectOptions[quesCounter + 4] = +$('input[name="answer4"]:checked').val();
}
function nextQuestion() {
quizSpace.fadeOut(function() {
$('#question').remove();
if (quesCounter < allQuestions.length) {
var nextQuestion = createElement(quesCounter);
quizSpace.append(nextQuestion).fadeIn();
if (!(isNaN(selectOptions[quesCounter, quesCounter + 1, quesCounter + 2, quesCounter + 3, quesCounter + 4]))) {
$('input[value=' + selectOptions[quesCounter] + ']').prop('checked', true);
$('input[value=' + selectOptions[quesCounter + 1] + ']').prop('checked', true);
$('input[value=' + selectOptions[quesCounter + 2] + ']').prop('checked', true);
$('input[value=' + selectOptions[quesCounter + 3] + ']').prop('checked', true);
$('input[value=' + selectOptions[quesCounter + 4] + ']').prop('checked', true);
}
if (quesCounter === 1) {
$('#prev').show();
} else if (quesCounter === 0) {
$('#prev').hide();
$('#next').show();
}
} else {
var scoreRslt = displayResult();
quizSpace.append(scoreRslt).fadeIn();
$('#next').hide();
$('#prev').hide();
}
});
}
const startingMinutes = 0.1;
let time = startingMinutes * 60
const countdownEl = document.getElementById('countdown')
var vri = setInterval(upd, 1000)
function upd() {
const minutes = Math.floor(time / 60)
let seconds = time % 60
seconds = seconds < 10 ? '0' + seconds : seconds
countdownEl.innerHTML = minutes + ":" + seconds
time--
time = time < 0 ? 0 : time
console.log(time);
if (time === 0) {
clearInterval(vri);
setTimeout(displayResult, 1000);
}
}
function displayResult() {
console.log(selectOptions);
var correct = 0;
console.log(selectOptions);
for (var i = 0; i < selectOptions.length; i++) {
if (selectOptions[i] === allQuestions[i].answer) {
correct++;
}
}
document.body.innerHTML = "";
let score = document.createElement("p");
score.id = 'question';
if (correct === 0 && correct <= 5) {
let otherText = document.createTextNode("YOUR IQ SCORES LIES IN THE RANGE OF 70 and 79 WHICH IS CLASSIFIED AS BORDERLINE");
let img = document.createElement("img");
img.src = "img9b.png"
score.append(otherText)
score.append(img);
} else {
let tex = document.createTextNode("The Result is: " + correct);
score.appendChild(tex);
}
document.body.appendChild(score);
}
})();
<html>
<head>
<title>Make Quiz Website</title>
<link rel="stylesheet" href="quiz.css">
<link href="https://fonts.googleapis.com/css?family=Josefin+Sans" rel="stylesheet">
</head>
<body>
<div id="container">
<h1>Quiz Website Using JavaScript</h1>
<br/>
<div id="quiz"></div>
<p id="countdown">30:00</p>
</h1>
<div class="button" id="next">Next</div>
<div class="button" id="prev">Prev</div>
</div>
<script src="https://code.jquery.com/jquery-3.4.0.min.js"></script>
<script src="quiz.js"></script>
</body>
</html>

How to decrement each click of the animation

I am trying to create animation game. Animation game must consits of One image alternating with another every half a second. I am intended to count++ on each click of the happy-face fish and count-- on each sad-face fish clicked. But, my code is only incrementing, whatever the image is clicked. Also,my code shows me two different images while It must have to be only one.
I have to count a click while my animation is running ( animation: images should be alternating every half a second. It will look like fish is smiling for half second and then crying for another half second then repeats). If i click on happy face, I will score 1 and if click on sad-face I will lose 1. In the end it must show you win if i achieve 10 and resets again on clicking Start Animation.
[Output should be like this:][1]
var image = "happy";
var totalscore = 0;
var counter = 0;
var Schedule;
function happyFish() {
totalscore++;
var happyclickSpan = document.getElementById("score");
happyclickSpan.innerHTML = totalscore;
counter = counter + 1;
if (counter == 10) {
clearInterval(Schedule);
var finalwords = document.getElementById("d");
finalwords.innerHTML = "Your Score:" + counter + " Game Over. You Win!";
}
}
function sadFish() {
totalscore--;
var sadclickSpan = document.getElementById("score");
sadclickSpan.innerHTML = totalscore;
counter = counter - 1;
if (counter == -10) {
clearInterval(Schedule);
var finalwords = document.getElementById("d");
finalwords.innerHTML = "Your Score:" + counter + " Game Over. You Lose!";
}
}
function StartAnimation() {
counter = 0;
totalscore = 0;
fish_img = document.getElementById("happy_fish");
f_img = document.getElementById("happy_fish");
fish_img.classList.add('on');
Schedule = setInterval(animationfunction, 500);
}
function animationfunction() {
if (image == "happy") {
image = "sad";
fish_img.src = "https://www.uow.edu.au/~dong/w3/assignment/a5/sad_fish.png";
} else {
image = "happy";
fish_img.src =
"https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png";
}
}
<img src="https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png" alt="" id="happy_fish" onClick="happyFish()">
<img src="https://www.uow.edu.au/~dong/w3/assignment/a5/sad_fish.png" alt="" id="sad_fish" onClick="sadFish()">
<br>
<h1 id="d">
Your Score: <span id="score">0</span>
</h1>
I modified your StartAnimation and animationfunction methods to make the fish dissapear with a toggle instead of trying to modify the source of the image.
I made it with a css class off which will make a fish dissapear with display: none;
var totalscore = 0;
var counter = 0;
var Schedule;
function happyFish() {
totalscore++;
var happyclickSpan = document.getElementById("score");
happyclickSpan.innerHTML = totalscore;
counter = counter + 1;
if (counter == 10) {
clearInterval(Schedule);
var finalwords = document.getElementById("d");
finalwords.innerHTML = "Your Score:" + counter + " Game Over. You Win!";
}
}
function sadFish() {
totalscore--;
var sadclickSpan = document.getElementById("score");
sadclickSpan.innerHTML = totalscore;
counter = counter - 1;
if (counter == -10) {
clearInterval(Schedule);
var finalwords = document.getElementById("d");
finalwords.innerHTML = "Your Score:" + counter + " Game Over. You Lose!";
}
}
function StartAnimation() {
counter = 0;
totalscore = 0;
var initialWords = document.getElementById("d");
initialWords.innerHTML = "Your Score: <span id=\"score\">0</span>";
Schedule = setInterval(animationfunction, 500);
}
function animationfunction() {
var fish_img = document.getElementById("happy_fish");
var f_img = document.getElementById("sad_fish");
fish_img.classList.toggle('off');
f_img.classList.toggle('off');
}
.off {
display: none;
}
<button onClick="StartAnimation()">Start Animation</button>
<br>
<img src="https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png" alt="happy" id="happy_fish" onClick="happyFish()">
<img src="https://www.uow.edu.au/~dong/w3/assignment/a5/sad_fish.png" alt="sad" id="sad_fish" class="off" onClick="sadFish()">
<br>
<h1 id="d">
Your Score: <span id="score">0</span>
</h1>
You can make things a lot simpler by having one img element and one click handler.
In the snippet I merged the two click handlers into one and added a check for the state of the fish (being represented now by the boolean isHappy).
I attached this handler to a single img element in your HTML and in the animation function I alternate its src attribute between the happy and sad fish according to the isHappy state.
Additionally, Since the counter and the total score are the same, I use only the total score variable.
var isHappy = true;
var totalscore;
var Schedule;
function clickFish() {
if (isHappy) {
totalscore++;
} else {
totalscore--;
}
var scoreSpan = document.getElementById("score");
scoreSpan.innerHTML = totalscore;
if (totalscore === 10) {
clearInterval(Schedule);
var finalwords = document.getElementById("d");
finalwords.innerHTML = "Your Score:" + totalscore + " Game Over. You Win!";
}
}
function StartAnimation() {
isHappy = true
totalscore = 0;
clearInterval(Schedule);
Schedule = setInterval(animationfunction, 500);
}
function animationfunction() {
fish_img = document.getElementById("fish");
isHappy = !isHappy;
if (isHappy) {
fish_img.src = "https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png";
} else {
fish_img.src = "https://www.uow.edu.au/~dong/w3/assignment/a5/sad_fish.png";
}
}
<button onclick="StartAnimation()">Start animation</button><br />
<img src="https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png" alt="" id="fish" onClick="clickFish()">
<br>
<h1 id="d">
Your Score:
<span id="score">0</span>
</h1>

Limit the amount of times a button is clicked

for my college project im trying to limit the amount of times one of my buttons is being clicked to 3 times, I've been looking everywhere for code to do it and found some yesterday, it does give me alert when I've it the max amount of clicks but the function continues and im not sure why, here is the code I've been using.
var total = 0
var hitnumber = 0
var username = prompt("Enter username", "Player 1")
var compscore = 18
var card_1 = 0
var card_2 = 0
var ClickCount = 0
function NumberGen() {
hitnumber = Math.floor((Math.random() * 2) + 1);
document.getElementById("Random Number").innerHTML = username + " has
drawn " + hitnumber;
}
function Total_Number() {
total = total + hitnumber + card_1 + card_2;
document.getElementById("Total").innerHTML = username + " has a total
of " + total;
if(total >21){
window.location="../End_Game/End_Lose_Bust.html";
}
}
function Random_Number() {
card_1 = Math.floor((Math.random() * 2) + 1);
card_2 = Math.floor((Math.random() * 2) + 1);
document.getElementById("Stcards").innerHTML = username + " has drawn "
+ card_1 + " and " + card_2 + " as their first cards.";
}
function menuButton(button) {
switch(button)
{
case "Stick":
if (total > 21) {
window.location="../End_Game/End_Lose_Bust.html";
} else if (total == 21){
window.location="../End_Game/End_Win_21.html";
} else if (total > compscore) {
window.location="../End_Game/End_Win.html";
} else if (total == compscore) {
window.location="../End_Game/End_Draw.html";
} else {
window.location="../End_Game/End_lose.html";
}
}
}
function Hidebutton() {
document.getElementById("Hit").style.visibility = 'visible';
document.getElementById("Stick").style.visibility = 'visible';
document.getElementById("Deal").style.visibility = 'hidden';
}
function countClicks() {
var clickLimit = 3;
if(ClickCount>=clickLimit) {
alert("You have drawn the max amount of crads");
return false;
}
else
{
ClickCount++;
return true;
}
}
HTML
<!doctype html>
<html>
<head>
<title>Pontoon Game</title>
<link rel="stylesheet" type="text/css" href="Main_Game.css">
</head>
<body>
<h1>Pontoon</h1>
<div id="Control">
<input type="button" id="Hit" onclick="NumberGen(); Total_Number(); countClicks()" value="Hit" style="visibility: hidden" />
<input type="button" id="Stick" onclick="menuButton(value)" style="visibility: hidden" value="Stick" />
<input type="button" id="Deal" onclick="Hidebutton(); Random_Number()" value="Deal" />
</div>
<div class="RNG">
<p id="Stcards"></p>
<p id="Random Number"></p>
<p id="Total"></p>
</div>
<div class="Rules">
<p>
Welcome to Pontoon, the goal of the game is to make your cards reach a combined value of 21 before the dealer (computer). during the game you will have two clickable buttons, these are hit and stick.
</p>
<p>
>Hit - This button allows you to collect another card.
</p>
<p>
>Stick - This buttom allows you to stay at the value of cards you have, you should only use this button at the end of the game when you feel you cannot get any closer to 21 without going bust.
</p>
<p>
Going bust means you have gone over 21, when this happens the game will automaticly end as you have gone bust.
</p>
</div>
</body>
</html>
Cheers in advance.
You are calling countClicks at the end of onclick. Change it to this:
if (countClicks()) { NumberGen(); Total_Number();}
Try this
var count = 0;
function myfns(){
count++;
console.log(count);
if (count>3){
document.getElementById("btn").disabled = true;
alert("You can only click this button 3 times !!!");
}
}
<button id="btn" onclick="myfns()">Click Me</button>
I have edited your code also following is your code
var total = 0
var hitnumber = 0
var username = prompt("Enter username", "Player 1")
var compscore = 18
var card_1 = 0
var card_2 = 0
var ClickCount = 0
function NumberGen() {
hitnumber = Math.floor((Math.random() * 2) + 1);
document.getElementById("Random Number").innerHTML = username + " has drawn " + hitnumber;
}
function Total_Number() {
total = total + hitnumber + card_1 + card_2;
document.getElementById("Total").innerHTML = username + " has a total of " + total;
if (total > 21) {
window.location = "../End_Game/End_Lose_Bust.html";
}
}
function Random_Number() {
card_1 = Math.floor((Math.random() * 2) + 1);
card_2 = Math.floor((Math.random() * 2) + 1);
document.getElementById("Stcards").innerHTML = username + " has drawn " +
card_1 + " and " + card_2 + " as their first cards.";
}
function menuButton(button) {
switch (button)
{
case "Stick":
if (total > 21) {
window.location = "../End_Game/End_Lose_Bust.html";
} else if (total == 21) {
window.location = "../End_Game/End_Win_21.html";
} else if (total > compscore) {
window.location = "../End_Game/End_Win.html";
} else if (total == compscore) {
window.location = "../End_Game/End_Draw.html";
} else {
window.location = "../End_Game/End_lose.html";
}
}
}
function Hidebutton() {
document.getElementById("Hit").style.visibility = 'visible';
document.getElementById("Stick").style.visibility = 'visible';
document.getElementById("Deal").style.visibility = 'hidden';
}
function countClicks() {
var clickLimit = 3;
if (ClickCount >= clickLimit) {
alert("You have drawn the max amount of crads");
return false;
} else {
NumberGen();
Total_Number();
ClickCount++;
return true;
}
}
<html>
<head>
<title>Pontoon Game</title>
<link rel="stylesheet" type="text/css" href="Main_Game.css">
</head>
<body>
<h1>Pontoon</h1>
<div id="Control">
<input type="button" id="Hit" onclick=" countClicks()" value="Hit" style="visibility: hidden" />
<input type="button" id="Stick" onclick="menuButton(value)" style="visibility: hidden" value="Stick" />
<input type="button" id="Deal" onclick="Hidebutton(); Random_Number()" value="Deal" />
</div>
<div class="RNG">
<p id="Stcards"></p>
<p id="Random Number"></p>
<p id="Total"></p>
</div>
<div class="Rules">
<p>
Welcome to Pontoon, the goal of the game is to make your cards reach a combined value of 21 before the dealer (computer). during the game you will have two clickable buttons, these are hit and stick.
</p>
<p>
>Hit - This button allows you to collect another card.
</p>
<p>
>Stick - This buttom allows you to stay at the value of cards you have, you should only use this button at the end of the game when you feel you cannot get any closer to 21 without going bust.
</p>
<p>
Going bust means you have gone over 21, when this happens the game will automaticly end as you have gone bust.
</p>
</div>
</body>
</html>

JS: How would I display a decrementing value through an html header? (and more)

Basically, I'm making a simple javascript/html webpage game where you guess a number and you have three chances to guess correctly. I'm having a problem displaying the number of attempts a player has left (It gets stuck at three). The color change that is supposed to occur also doesn't happen.
It also doesn't reset the page's display after a refresh (it takes 5 playthroughs of the game to get it to reset).
Maybe my for loop/if statement is screwy?
Here's my code.
var guesses = 3;
var random = Math.floor((Math.random() * 10) + 1);
//start the guessing
handleGuess(prompt("Pick a number to win the game!"));
function handleGuess(choice) {
guesses--; //subtract one guess
if (guesses > 0) {
if (choice != random) {
document.body.style.backgroundColor = "#CC0000";
var x = "";
x = x + "You have " + guesses + " chances left" + "<br>";
document.getElementById("demo").innerHTML = x;
} else {
var x = "";
x = x + "You win!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#009000";
//return false;
}
} else {
//running out of turns
var x = "";
x = x + "Game Over!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#FF0000";
//return false;
}
}
The prompt is a blocking event, so you don't see the page update until after the prompts... try the example below, where setTimeout is used to allow a delay...
var guesses = 3;
var random = Math.floor((Math.random() * 10) + 1);
//start the guessing
handleGuess(prompt("Pick a number to win the game!"));
function handleGuess(choice) {
guesses--; //subtract one guess
if (guesses > 0) {
if (choice != random) {
document.body.style.backgroundColor = "#CC0000";
var x = "";
x = x + "You have " + guesses + " chances left" + "<br>";
document.getElementById("demo").innerHTML = x;
setTimeout(function() {
handleGuess(prompt("Try again!"));
},1000);//wait 1 second
} else {
var x = "";
x = x + "You win!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#009000";
//return false;
}
} else {
//running out of turns
var x = "";
x = x + "Game Over!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#FF0000";
//return false;
}
}
<h1 id="demo">You have 3 chances to guess the correct number.</h1>
<br>
Attention. This is a fully workable example, and definitely an "overkill demo" for your "blocking" request.
I've removed the prompt calls with new inputs, and created 2 buttons for the game. One that calls the Start Game, and a second for the "in game try attemps".
I'm assuming you are still learning so this example might be helpful for you,by showing the advantages of separating your code into different elements, based on what they are doing, and also making it easier for you to "upgrade" the features of your game.
I could replace a lot more repeated code to make it look better, but that would not make it so familiar anymore to you.
/*function ChangeDif(Difficulty) {
var i = ""
if (Difficulty == 'easy'){
i = 10;
}
if (Difficulty == 'medium') {
i = 5;
}
if (Difficulty == 'hard') {
i = 3;
}
}
*/
var random = 0;
var start_chances = 3;
var start_attemps = 0;
var x = "";
function startgame() {
document.getElementById("start").hidden = true;
document.getElementById("number").hidden = false;
document.getElementById("again").hidden = false;
document.getElementById("demo").innerHTML = "Pick a number to win the game!";
random = Math.floor((Math.random() * 10) + 1);
//Cheat to see the random number, and make sure the game is working fine
//document.getElementById("cheater").innerHTML= random;
max_chances = start_chances;
step();
}
function lostAchance() {
max_chances--;
if (max_chances > 0) {
step();
} else {
loser();
}
}
function loser() {
//running out of turns
x = "Game Over!" + "<br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#FF0000";
endGame();
}
function step() {
var choice = parseInt(document.getElementById("number").value);
if (choice !== random) {
document.body.style.backgroundColor = "#CC0000";
x = "You have " + max_chances + " chances left" + "<br>";
document.getElementById("demo").innerHTML = x;
document.getElementById("start").hidden = true;
} else {
//win
x = "You win! In " + (start_chances - max_chances) + " attemps <br>";
document.getElementById("demo").innerHTML = x;
document.body.style.backgroundColor = "#009000";
endGame();
}
}
function endGame(){
document.getElementById("start").hidden = false;
document.getElementById("again").hidden = true;
document.getElementById("number").hidden = true;
}
<!DOCTYPE html>
<html>
<body>
<input type="radio" name="difficulty" onclick="ChangeDif(this.Difficulty, 'easy')">Easy
<br>
<input type="radio" name="difficulty" onclick="ChangeDif(this.Difficulty, 'medium')">Medium
<br>
<input type="radio" name="difficulty" onclick="ChangeDif(this.Difficulty, 'hard')">Hard
<br>
<h1 id="demo">You have 3 chances to guess the correct number.</h1>
<input type="number" id="number" hidden />
<button type="submit" id="start" onclick="startgame()">Let's PLAY</button>
<button type="submit" id="again" hidden onclick="lostAchance()">Try Again</button>
<p id ="cheater"></p>
</body>
</html>

Javascript flow control glitch

UPDATE: SOLVED! line 116 (ERROR3) had to be changed from 'parseInst(rom[i]); ' to 'rom[i]; '.
I'm working on an assembly simulator in Javascript. For some reason the JUMP instruction messes up the register contents. The following program (can be copy-pasted) increments register 'A' (0-->1) then jumps to instruction 0. Instead of '1', the register's content becomes a value over 5000. What am I doing wrong? UPDATE: added three errors caught by the debugger ("Uncaught RangeError: Maximum call stack size exceeded").
var regA = 0;
var regB = 0;
var accu = 0;
var rom = [];
var instCount = 0;
var flag1 = 0;
var stopState = 0;
function eval() {
var inst = document.getElementById("text_f").value;
parseInst(inst);
};
function parseInst(instString) {
if (instString.includes("LDA")) { //ERROR1
var strSplitA = instString.split(":");
regA = parseInt(strSplitA[1]);
document.getElementById("regA").innerHTML = regA;
instCount++;
document.getElementById("demo").innerHTML = "load register A: " + strSplitA[1]+"type of: "+typeof regA;
} else if (instString.includes("LDB")) {
var strSplitB = instString.split(":");
document.getElementById("demo").innerHTML = "load register B: " + strSplitB[1];
regB = parseInt(strSplitB[1]);
document.getElementById("regB").innerHTML = regB;
instCount++;
} else if (instString == "ADD") {
accu = regA + regB;
document.getElementById("demo").innerHTML = "add " + regA + "+" + regB + "=" + accu;
document.getElementById("accu").innerHTML = accu;
instCount++;
} else if (instString.includes("JMP")) {
var jumpTo = instString.split(":");
instCount = parseInt(jumpTo[1]);
document.getElementById("demo").innerHTML = "jump to: " + instCount+" typeof: "+typeof instCount;
document.getElementById("count").innerHTML = instCount;
runStop(stopState,parseInt(jumpTo[1])); //ERROR2
} else if (instString == "CMP") {
if (regA === regB) {
flag1 = 1;
instCount++;
document.getElementById("flag1").innerHTML = 1;
document.getElementById("demo").innerHTML = "flag1 set to 1";
} else {
flag1 = 0;
instCount++;
document.getElementById("flag1").innerHTML = 0;
document.getElementById("demo").innerHTML = "flag1 set to 0";
};
} else if (instString.includes("INC")) {
var incRegister = instString.split(":");
switch (incRegister[1]) {
case "A":
regA++;
document.getElementById("demo").innerHTML = "case A";
document.getElementById("regA").innerHTML = regA;
instCount++;
break;
case "B":
regB++;
document.getElementById("demo").innerHTML = "case B";
document.getElementById("regB").innerHTML = regB;
instCount++;
break;
default:
document.getElementById("demo").innerHTML = "error: register name";
break;
}
} else {
document.getElementById("demo").innerHTML = "error: no instruction";
};
};
function saveToRom() {
var romString = document.getElementById("text_f").value;
rom = romString.split(",");
document.getElementById("rom").innerHTML = rom;
document.getElementById("demo").innerHTML = "#debug:save to rom";
reset();
};
function step() {
parseInst(rom[instCount]);
document.getElementById("count").innerHTML = instCount-1;
};
function run() {
stopState = 0;
document.getElementById("demo").innerHTML = "run";
runStop(stopState,instCount);
};
function stop(){
stopState = 1;
document.getElementById("demo").innerHTML = "stop";
runStop(stopState,instCount);
};
function runStop(stopSt,instructionCount){
if(stopSt == 0){
for(var i=instructionCount;i<rom.length;i++){
parseInst(rom[i]); //ERROR3
document.getElementById("demo").innerHTML = "#runStop(): stopState: "+stopState+" for loop length: " + rom.length;
}
} else {
document.getElementById("demo").innerHTML = "#runStop(): stopState: "+stopState;
};
};
function reset() {
document.getElementById("demo").innerHTML = "debug: reset";
regA = 0;
regB = 0;
accu = 0;
flag1 = 0;
instCount = 0;
document.getElementById("regA").innerHTML = regA;
document.getElementById("regB").innerHTML = regB;
document.getElementById("accu").innerHTML = accu;
document.getElementById("count").innerHTML = instCount;
document.getElementById("flag1").innerHTML = flag1;
};
The full source code with HTML on Github.
I appreciate your help in advance! EDIT: The html code
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>COMPU</title>
<script type='text/javascript' src='comp3.1.js'></script>
<link rel="stylesheet" type="text/css" href="stylesheet_comp.css">
</head>
<body>
<input type="text" id="text_f" value=" " autofocus>
<br><br>
<div class="nav">
<button onclick="eval()">EXEC</button>
<button onclick="saveToRom()">SAVE</button>
<button onclick="reset()">RST</button>
<button onclick="step()">STEP</button>
<button onclick="run()">RUN</button>
<button id="stop" value=0 onclick="stop()">STOP</button>
</div>
<br>
<div class="displays">
DEBUG:
<p id="demo">*debugging messages*</p>
REG A:
<p id="regA">0</p>
REG B:
<p id="regB">0</p>
ACCU:
<p id="accu">0</p>
<br> ROM:
<p id="rom"></p>
INS COUNT:
<p id="count">0</p>
FLAG1:
<p id="flag1">0</p>
<!--
DEBUG2:
<p id="dbg2"></p>
-->
</div>
INSTRUCTIONS:
<ol>
<li>ADD</li>
</ol>
</body>
</html>
UPDATE: SOLVED! line 116 (ERROR3) had to be changed from 'parseInst(rom[i]); ' to 'rom[i]; '.

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