Logics for store letter in correct place - javascript

** I need new logics to store guessed letters in correct place. A game called hangman. As it is now the previous correct letter is overwritten if a new correct guess applys....**
function guessLetter() {
var letter;
var i;
var letterFound;
var correctLettersCount;
correctLettersCount=0;
letterBoxes = "";
letter = this.value;
for (i = 0; i < selectedWord.length; i++) {
if (selectedWord.charAt(i) == letter) { //if
letterBoxes += "<span>" + letter + "</span >";
}
else{
letterBoxes += "<span>*</span>";
}
document.getElementById("letterBoxes").innerHTML = letterBoxes;
}
}

You can use an array that will store the * and letters found
In the following snippet, this array is called display
const wordToFind = "testing";
const wordDisplay = document.getElementById("word");
let display = Array.from('*'.repeat(wordToFind.length));
wordDisplay.innerHTML = display.join("");
function checkLetter(el){
const letter = el.value.toLowerCase();
for(let i=0,l=wordToFind.length;i<l;i++){
if(wordToFind[i]===letter)
display[i] = letter;
}
el.value = "";
wordDisplay.innerHTML = display.join("");
}
<input oninput="checkLetter(this)" />
<p id="word"></p>

Related

How to have all symbols in a string without breaking the html?

I'm playing around with the password generator, but when the string contains a < or > it breaks the HTML and only outputs some of the characters. I'm using innerHTML instead on textContent because I need to wrap each password in a div. Is there another way I can do this without it breaking?
const alphabetUppercase = "abcdefghijklmnopqrstuvwxyz".toUpperCase().split('');
const alphabetLower = "abcdefghijklmnopqrstuvwxyz".split('');
const symbols = "!##$%^&*(>)_+=-`~,./;'[]\|}\"<{:\?".split('');
const numbers = "123456789".split('');
const masterArray = alphabetUppercase.concat(alphabetLower, symbols, numbers);
const passwordButton = document.querySelector('.generate-passwords');
const outputPasswords = document.querySelector('.output-passwords');
passwordButton.addEventListener('click', function(e){
e.preventDefault();
let passwordArray = [];
// number of passwords
let counter = 4;
// Reset text content
outputPasswords.innerHTML = '';
for (let x = 0; x < counter; x++) {
let randomPassword = "";
for (let i = 0; i < 15; i++) {
let randomOutput = Math.floor(Math.random() * masterArray.length);
randomPassword += masterArray[randomOutput];
}
passwordArray.push(randomPassword);
outputPasswords.innerHTML += '<div>' + passwordArray[x] + '</div>';
}
});
<section class="generator">
Generate passwords
<div class="output-passwords"></div>
</section>
You can do something like this:-
const div = document.createElement('div');
div.append(randomPassword);
outputPasswords.append(div);
Instead of using div as a string, create an element "div" and then append it to the parent "outputPasswords" element

How to use for loop to sum a numbers inserted by the user?

i'm trying to create a simple project where the user is prompted to enter how many numbers he would like to add(sum). then when he click the button, a javascript will create a number of input tags equal to the number he inserted and then he will fill them with a number and click another button to calculate the result of the summation and here is the problem. below is a simplified snippet explain what is the problem:
function CL(){
const items = document.getElementById("items");
for (var i = 1; i < 3; i++) {
const inpt = document.createElement("input");
inpt.setAttribute("type","text");
inpt.setAttribute("style","margin:5px;");
inpt.setAttribute("id","y"+i);
inpt.setAttribute("value","");
const newline = document.createElement("br");
items.appendChild(inpt);
items.appendChild(newline);
}
}
function Add(){
const y = 0;
const sum = 0;
var is;
for (var i = 1; i < 3; i++) {
is = i.toString();
y = Number(document.getElementById('y'+ is).value);
sum = sum + y;
}
document.getElementById("demo").innerHTML = sum;
}
in the for loop how can i use getElementById with variables id like item1,item2,item3,...,itemN??
is there other way to achieve what i want?
You can take all items with ID "y" + consecutive number prefix on this way document.getElementById('y' + i).value;
Do not use "Add" for function name and Functions do not have to start with capital letters!
calckStart();
function calckStart() {
const items = document.getElementById("items");
for (var i = 1; i < 3; i++) {
const inpt = document.createElement("input");
inpt.setAttribute("type", "text");
inpt.setAttribute("style", "margin:5px;");
inpt.setAttribute("id", "y" + i);
inpt.setAttribute("value", "");
const newline = document.createElement("br");
items.appendChild(inpt);
items.appendChild(newline);
}
var button = document.createElement('button');
button.innerHTML = 'ClickMe'
items.appendChild(button);
button.addEventListener('click', calculateVal);
}
function calculateVal() {
var res = 0;
for (var i = 1; i < 3; i++) {
res = res + +document.getElementById('y' + i).value;
}
var items = document.getElementById("items");
var result = document.createElement('div');
result.innerHTML = res;
items.appendChild(result);
}
<div id="items"></div>
A better way is ...
When you create elements, you can assign them a CLASS attribute that is one for all input elements. You can then take the values from all elements with this class.
Example:
calckStart();
function calckStart() {
const items = document.getElementById("items");
for (var i = 1; i < 3; i++) {
const inpt = document.createElement("input");
inpt.setAttribute("type", "text");
inpt.setAttribute("style", "margin:5px;");
// inpt.setAttribute("id", "y" + i);
inpt.setAttribute("value", "");
inpt.setAttribute("class", "numbers"); //<-- Set class
const newline = document.createElement("br");
items.appendChild(inpt);
items.appendChild(newline);
}
var button = document.createElement('button');
button.innerHTML = 'ClickMe'
items.appendChild(button);
button.addEventListener('click', calculateVal);
}
function calculateVal() {
var list = document.getElementsByClassName('numbers'); //<-- Get by class
var res = 0;
for (var i = 0; i < list.length; i++) {
res = res + +list[i].value;
}
var items = document.getElementById("items");
var result = document.createElement('div');
result.innerHTML = res;
items.appendChild(result);
}
<div id="items"></div>
You can use ...args to collect arguments and use .reduce to add the arguments together.
const items = document.getElementById("items");
for (var i = 0; i < 3; i++) {
var inpt = document.createElement("input");
inpt.setAttribute("type","number"); //replaced with number
inpt.setAttribute("style","margin:5px;");
inpt.setAttribute("id","y"+i);
inpt.setAttribute("value","");
var newline = document.createElement("br");
items.appendChild(inpt);
items.appendChild(newline); //added newline appending
}
function sum(...args) {
return args.reduce((a, b) => a+b); //reduce arguments
}
<div id="items"></div><br /><button onclick="document.getElementById('answer').textContent = 'answer: ' + sum(+y0.value, +y1.value, +y2.value)">Add</button><div id="answer"></div>

How do I input a number / time of 01:10 from my code?

I have this working code below to input a number/tme in textbox. This code below is functioning well but I want to set my textbox value into 00:00 and edit my function code like the second jsfiddle however my edited code is not going well as my idea. In my second jsfiddle I want to input a time of 05:30 but the code is replacing any number that input by a user from the textbox 0
function MaskedTextboxDPSDeparture() {
var myMask = "__:__";
var myCorrectionOut2 = document.getElementById("Departure");
var myText = "";
var myNumbers = [];
var myOutPut = ""
var theLastPos = 1;
myText = myCorrectionOut2.value;
//get numbers
for (var i = 0; i < myText.length; i++) {
if (!isNaN(myText.charAt(i)) && myText.charAt(i) != " ") {
myNumbers.push(myText.charAt(i));
}
}
//write over mask
for (var j = 0; j < myMask.length; j++) {
if (myMask.charAt(j) == "_") { //replace "_" by a number
if (myNumbers.length == 0)
myOutPut = myOutPut + myMask.charAt(j);
else {
myOutPut = myOutPut + myNumbers.shift();
theLastPos = j + 1; //set current position
}
} else {
myOutPut = myOutPut + myMask.charAt(j);
}
}
document.getElementById("Departure").value = myOutPut;
document.getElementById("Departure").setSelectionRange(theLastPos, theLastPos);
}
document.getElementById("Departure").onkeyup = MaskedTextboxDPSDeparture;
HTML
< input id="Departure" type="text" style="width: 35px; text-align: center" value="__:__" />
JSFIDDLE
JSFIDDLE 2
Any suggestion will accepted. Thanks.

How to add space with continuous long string

How to add space with continuously long string if there is no space in string after certain characters using JavaScript
For example string is
Helocsdnsajdnsajndjksandjks addwdwdwdnsajkkwfjnwkjqnf
wkjnfkjewnfefewfefewdd
and we want space after 10 characters
Result should be
Helocsdnsa jdnsajndjk sandjks addwdwdwdn sajkkwfjnw kjqnf wkjnfkjewn
fefewfefew dd
You can use /([^ ]{10})/g with .replace() method to add space after every 10 characters. Try this:
var str = "Helocsdnsajdnsajndjksandjks addwdwdwdnsajkkwfjnwkjqnf wkjnfkjewnfefewfefewdd";
str = str.replace(/([^ ]{10})/g, "$1 ");
console.log(str)
This can also do the job. If someone can do more customization to it, this code can help...
function SplitString(str, charLimit) {
var arrData = str.split(" ");
var returnStr = '';
if (arrData.length > 0)
{
for (var i = 0; i < arrData.length; i++)
{
if (arrData[i].length > charLimit)
{
var element = arrData[i];
var element2 = '';
var loopTimes = Math.ceil(arrData[i].length / charLimit);
var pickPlace = 0
for(var j = 0;j<loopTimes;j++)
{
if (j == (loopTimes - 1)) {
element2 = element2 + element.substring(pickPlace, element.length);
}
else
{
element2 = element2 + element.substring(pickPlace, (pickPlace + charLimit)) + ' ';
}
pickPlace = pickPlace + charLimit;
}
arrData[i] = element2;
}
}
for (var i = 0; i < arrData.length; i++)
{
returnStr = returnStr + arrData[i] + ' ';
}
returnStr = returnStr.substring(0,returnStr.length-1);
return returnStr;
}
}

Reset values Issue

Building a dice game and you get 3 rolls. Once you finish your turn i'm trying to have a "reset" button that will reset the values back to the original spot so the "next person" can play. The values reset as I expected but when I "roll" none of the functions are taking place and i'm pretty new in js so i'm not sure what the problem is.
var playerScore = document.getElementById('firstPlayerScore');
var rollButton = document.getElementById('roll_button');
var dice1 = new dice(1);
var dice2 = new dice(2);
var dice3 = new dice(3);
var dice4 = new dice(4);
var dice5 = new dice(5);
var diceArray = [dice1, dice2, dice3, dice4, dice5];
var cargo = 0;
var numOfRolls = 0;
var cargoButton = document.getElementById('cargo');
var canHaveCargo = false;
function restart(){
dice1 = new dice(1);
dice2 = new dice(2);
dice3 = new dice(3);
dice4 = new dice(4);
dice5 = new dice(5);
diceArray = [dice1, dice2, dice3, dice4, dice5];
cargo = 0;
numOfRolls = 0;
canHaveCargo = false;
addGlow();
updateDiceImageUrl();
document.getElementById("dice1").classList.remove('glowing');
document.getElementById("dice2").classList.remove('glowing');
document.getElementById("dice3").classList.remove('glowing');
document.getElementById("dice4").classList.remove('glowing');
document.getElementById("dice5").classList.remove('glowing');
}
//dice object
function dice(id){
this.id = id;
this.currentRoll = 1;
this.previousRoll = 1;
this.isSelected = false;
this.diceImageUrl = "img/dice/dice1.png";
this.roll = function(){
this.previousRoll = this.currentRoll;
this.currentRoll = getRandomRoll(1, 6);
}
}
//returns an array of all dice that are not currently selected so they can be rolled.
function getRollableDiceList(){
var tempDiceList = [];
for(var i = 0; i < diceArray.length; i++){
if(!diceArray[i].isSelected){
tempDiceList.push(diceArray[i]);
}
}
return tempDiceList;
}
// gets a random number between min and max (including min and max)
function getRandomRoll(min,max){
return Math.floor(Math.random() * (max-min + 1) + min);
}
// calls the roll function on each dice
function rollDice(rollableDiceList){
for(var i = 0; i < rollableDiceList.length; i++){
rollableDiceList[i].roll();
}
}
// updates each dice with the new url for the image that corresponds to what their current roll is
function updateDiceImageUrl(){
for(var i = 0; i < diceArray.length; i++){
var currentDice = diceArray[i];
currentDice.diceImageUrl = "http://boomersplayground.com/img/dice/dice" + currentDice.currentRoll + ".png";
//update div image with img that cooresponds to their current roll
updateDiceDivImage(currentDice);
}
}
//Displays the image that matches the roll on each dice
function updateDiceDivImage(currentDice) {
document.getElementById("dice"+currentDice.id).style.backgroundImage = "url('" + currentDice.diceImageUrl +"')";
}
// returns an array of all
function getNonSelectedDice(){
var tempArray = [];
for(var i = 0; i < diceArray.length; i++){
if(!diceArray[i].isSelected){
tempArray.push(diceArray[i]);
}
tempArray.sort(function(a, b){
return b.currentRoll - a.currentRoll;
});
}
return tempArray;
}
function getSelectedDice(){
var selectedDice = [];
for(var i = 0; i < diceArray.length; i++){
if(diceArray[i].isSelected){
selectedDice.push(diceArray[i]);
}
}
return selectedDice;
}
//boolean variables
var shipExist = false;
var captExist = false;
var crewExist = false;
//checks each dice for ship captain and crew. Auto select the first 6, 5 , 4.
function checkForShipCaptCrew(){
//array of dice that are not marked selected
var nonSelectedDice = getNonSelectedDice();
for(var i = 0; i < nonSelectedDice.length; i++){
//temp variable that represents the current dice in the list
currentDice = nonSelectedDice[i];
if (!shipExist) {
if (currentDice.currentRoll == 6) {
shipExist = true;
currentDice.isSelected = true;
}
}
if (shipExist && !captExist) {
if (currentDice.currentRoll == 5) {
captExist = true;
currentDice.isSelected = true;
}
}
if (shipExist && captExist && !crewExist) {
if (currentDice.currentRoll == 4) {
crewExist = true;
currentDice.isSelected = true;
canHaveCargo = true;
}
}
}
}
function addGlow(){
var selectedDice = getSelectedDice();
for (var i = 0; i < selectedDice.length; i++){
var addGlowDice = selectedDice[i];
var element = document.getElementById('dice' + addGlowDice.id);
element.className = element.className + " glowing";
}
}
function getCargo(){
var cargo = 0;
var moreDice = getNonSelectedDice();
if (canHaveCargo){
for(var i=0; i < moreDice.length; i++){
cargo += moreDice[i].currentRoll;
playerScore.innerHTML = 'You have got ' + cargo + ' in ' + numOfRolls + ' rolls!';
}
} else {
alert("You don't have Ship Captain and the Crew yet!");
}
}
rollButton.addEventListener('click', function(){
//generate rollable dice list
if (numOfRolls < 3) {
var rollableDiceList = getRollableDiceList();
//roll each dice
rollDice(rollableDiceList);
//update dice images
updateDiceImageUrl();
getNonSelectedDice();
// //auto select first 6, 5, 4 (in that order)
checkForShipCaptCrew();
addGlow();
// //adds a red glow to each dice that is selected
numOfRolls++;
}
});
cargoButton.addEventListener('click', getCargo);
var startButton = document.getElementById('restart');
startButton.addEventListener('click', restart);
http://boomer1204.github.io/shipCaptainCrew/
Here is a link to the live game since it's the only way I can describe the problem since I don't know what's not working. If you roll the dice a couple times the dice will get a blue border and be "saved" according to the rules. Now after you hit th restart button that doesn't happen anymore.
Thanks for the help in advance guys
Just add this to your restart()
function restart(){
...
shipExist = false;
capExist = false;
crewExist = false;
...
}
It's hard to replicate without a fiddle, but it seems that you are adding and removing the 'glowing' class using separate processes. Have you tried adding the glowing class the same way you are removing it?
element.classList.add("glowing")
See an example within a fiddle: https://jsfiddle.net/5tstf2f8/

Categories

Resources