Create a grid with user input size over an image - javascript

I want to add grid lines over an image, after the user inputs the row and column number. But I am too new to html JS CSS.
for example:
<img src="web-image/preview.jpg">
<input type="number" name="row">
<input type="number" name="column">
if the user inputs row = 2, and column = 3.
there will be one horizontal line across the middle and 2 lines vertically across one third and two third of "preview.jpg".The grid only needs to be drawings, I don't need to divide the image into parts or make them clickable.

You can start with Jquery .on() and use append(), check this quick code:
$('button').on('click', function() {
$('.grid table').html('');
var rows = $('input[name="row"]').val(),
cols = $('input[name="column"]').val();
for (i = 0; i < rows; i++) {
$('.grid table').append('<tr></tr>')
}
for (t = 0; t < cols; t++) {
$('.grid table tr').each(function() {
$(this).append('<td></td>')
})
}
})
.grid {
position: relative;
display: inline-block;
height:300px;
}
.grid table {
border-collapse: collapse;
position: absolute;
left: 0;
top: 0;
width: 100%;
height: 100%;
}
.grid table td {
border:1px solid red;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="grid">
<table></table>
<img src="http://lorempixel.com/300/300">
</div>
<br>
<input type="number" name="row">
<input type="number" name="column">
<button>Create Grid</button>

In your JS you can use blur or keyup to detect when the user is done with the field. I'm not sure exactly what you need in terms of grid lines, but this just adds horizontal bars. You can replace the s with whatever you need.
$('input[name="row"]').blur(function(){
if($(this).val() == 2){
//add your bars
$('body').append('<hr><hr>');
}
});

I'm sure there are better ways to do this but this should be fairly easy to follow. And it was fun!
// Reference used elements
var wrapper = document.getElementById('wrapper');
var btn = document.getElementById('update');
var rows = document.getElementById('rows');
var cols = document.getElementById('cols');
btn.addEventListener("click", drawLines);
function drawLines() {
// Clean up
removeLines();
var rowCount = rows.value;
var colCount = cols.value;
var wrapperHeight = wrapper.clientHeight;
// Create rows
for (var i = 1; i < rowCount; i++) {
var line = document.createElement('div');
line.className = 'line row';
line.style.top = (wrapperHeight / rowCount) * i + 'px';
wrapper.appendChild(line);
}
// Create columns
for (var i = 1; i < colCount; i++) {
var line = document.createElement('div');
line.className = 'line column';
line.style.left = (wrapperHeight / colCount) * i + 'px';
wrapper.appendChild(line);
}
}
function removeLines() {
var lines = document.getElementsByClassName('line');
while (lines.length > 0) {
lines[0].parentNode.removeChild(lines[0]);
}
}
#wrapper {
width: 300px;
height: 300px;
position: relative;
}
.line {
background: white;
position: absolute;
}
.row {
height: 1px;
left: 0;
right: 0;
}
.column {
width: 1px;
top: 0;
bottom: 0;
}
<div id="wrapper">
<img id="img" src="http://placehold.it/300x300">
</div>
<input id="rows" type="number" name="row" placeholder="Rows">
<input id="cols" type="number" name="column" placeholder="Columns">
<button id="update">Update</button>

Related

Creating a colorable, clickable grid (javascript)

I'm working on a school project (the last one in my introduction to programming course). The html and css have been given. We need to allow the user to create a grid and then color boxes to make pixel art.
I've run into two issues.
My table isn't clearing when the user hits submit to create a new table, and
I can't get color into my grids.
I'd really appreciate any help that can be given.
// Select color input
let inputColor = document.getElementById ("colorPicker");
// Select size input
let table = document.getElementById("pixelCanvas");
let iHeight = document.getElementById ("inputHeight");
let iWidth = document.getElementById ("inputWidth");
// Make the grid
let sPicker = document.getElementById("sizePicker");
sPicker.addEventListener("submit", function(event) {
event.preventDefault();
makeGrid()
});
// When size is submitted by the user, call makeGrid()
function makeGrid() {
const height = iHeight.value;
const width = iWidth.value;
for (var w = 0; w < width; w++){
const row = table.insertRow();
for (var h = 0; h < height; h++){
const cell = row.insertCell();
}
}
let cPicker = document.getElementsByClassName("cell");
cPicker.addEventListener("click", function (event) {
event.preventDefault();
cell.style.backgroundColor = inputColor;
document.appendChild("cell");
table.innerHTML = grid;
});
}
The rest of the code is here:
https://github.com/shearda/pixelartmaker/
By your words, I am assuming that you want that
When you Click on Submit it should reset the existing table.
When You change the color and click on any cell that cell be filled with selected color only.
I made little changes to js and html file,
Html file change: replace table with div of same id,
JS change you were attaching event listener incorrectly,
/* you didn't attach any class to your cell so you will get null in this,
and getByClassName returns list of elements so you need to iterate over the list to attach event
*/
let cPicker = document.getElementsByClassName("cell");
cPicker.addEventListener("click", function (event) {
event.preventDefault();
cell.style.backgroundColor = inputColor;
document.appendChild("cell");
table.innerHTML = grid;
});
Give this a try
// Select color input
let inputColor = document.getElementById("colorPicker");
// Select size input
let tableCanvas = document.getElementById("pixelCanvas");
let iHeight = document.getElementById("inputHeight");
let iWidth = document.getElementById("inputWidth");
// Make the grid
let sPicker = document.getElementById("sizePicker");
sPicker.addEventListener("submit", function (event) {
event.preventDefault();
makeGrid()
});
// When size is submitted by the user, call makeGrid()
function makeGrid() {
let table = document.createElement('table')
const height = iHeight.value;
const width = iWidth.value;
for (let w = 0; w < width; w++) {
const row = table.insertRow();
for (let h = 0; h < height; h++) {
const cell = row.insertCell();
cell.addEventListener("click",event=>{
event.preventDefault();
event.target.style.backgroundColor = inputColor.value
})
}
}
let children = tableCanvas.childNodes? tableCanvas.childNodes:[]
if(children && children.length===1){
tableCanvas.replaceChild(table,children[0])
}else{
tableCanvas.append(table)
}
}
body {
text-align: center;
}
h1 {
font-family: Monoton;
font-size: 70px;
margin: 0.2em;
}
h2 {
margin: 1em 0 0.25em;
}
h2:first-of-type {
margin-top: 0.5em;
}
table,
tr,
td {
border: 1px solid black;
}
table {
border-collapse: collapse;
margin: 0 auto;
}
tr {
height: 20px;
}
td {
width: 20px;
}
input[type=number] {
width: 6em;
}
<!DOCTYPE html>
<html>
<head>
<title>Pixel Art Maker!</title>
<link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Monoton">
<link rel="stylesheet" href="styles.css">
</head>
<body>
<h1>Pixel Art Maker</h1>
<h2>Choose Grid Size</h2>
<form id="sizePicker">
Grid Height:
<input type="number" id="inputHeight" name="height" min="1" value="1">
Grid Width:
<input type="number" id="inputWidth" name="width" min="1" value="1">
<input type="submit">
</form>
<h2>Pick A Color</h2>
<input type="color" id="colorPicker">
<h2>Design Canvas</h2>
<div id="pixelCanvas"></div>
<script src="designs.js"></script>
</body>
</html>
Fortunately, I was able to solve your problem.
If you need more explanation, leave a comment below this answer so I can explain...
let table = document.getElementById("pixelCanvas");
let iHeight = document.getElementById ("inputHeight");
let iWidth = document.getElementById ("inputWidth");
let sPicker = document.getElementById("sizePicker");
sPicker.addEventListener("submit", function(event) {
event.preventDefault();
makeGrid()
});
function makeGrid() {
table.innerHTML = '';
const height = iHeight.value;
const width = iWidth.value;
let inputColor = document.getElementById("colorPicker").value;
for (var w = 0; w < width; w++){
const row = table.insertRow();
for (var h = 0; h < height; h++){
row.insertCell().style.backgroundColor = inputColor;
}
}
}
body {
text-align: center;
}
h1 {
font-family: Monoton;
font-size: 70px;
margin: 0.2em;
}
h2 {
margin: 1em 0 0.25em;
}
h2:first-of-type {
margin-top: 0.5em;
}
table,
tr,
td {
border: 1px solid black;
}
table {
border-collapse: collapse;
margin: 0 auto;
}
tr {
height: 20px;
}
td {
width: 20px;
}
input[type=number] {
width: 6em;
}
<!DOCTYPE html>
<html>
<head>
<title>Pixel Art Maker!</title>
<link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Monoton">
<link rel="stylesheet" href="styles.css">
</head>
<body>
<h1>Pixel Art Maker</h1>
<h2>Choose Grid Size</h2>
<form id="sizePicker">
Grid Height:
<input type="number" id="inputHeight" name="height" min="1" value="1">
Grid Width:
<input type="number" id="inputWidth" name="width" min="1" value="1">
<input type="submit">
</form>
<h2>Pick A Color</h2>
<input type="color" id="colorPicker">
<h2>Design Canvas</h2>
<table id="pixelCanvas"></table>
<script src="designs.js"></script>
</body>
</html>

JavaScript itareate over divs and create a new one if doesn't fits

Hello guys I hope you can help me with JavaScript, I'm trying to itarate over some divs, the issue is that when I iterate sometimes a div never change to the other divs, it suppose to be infinite, I will recive thousands of different divs with different height and it should create an other div container in the case it does not fits but I can not achieve it work's, I'm using Vanilla JavaScript because I'm lerning JavaScript Regards.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Document</title>
<style>
.big_container{
height: 600px;
width: 150px;
background-color: #f1f1f1;
float: left;
}
.items{
background-color: gray;
height: 50px;
}
.new_container{
margin-bottom: 10px;
height: 300px;
width: 150px;
background-color: red;
float: left;
margin-left: 5px;
}
</style>
</head>
<body>
<div class="big_container">
<div class="items">1</div>
<div class="items">2</div>
<div class="items">3</div>
<div class="items">4</div>
<div class="items">5</div>
<div class="items">6</div>
<div class="items">7</div>
<div class="items">8</div>
<div class="items">9</div>
<div class="items">10</div>
<div class="items">11</div>
<div class="items">12</div>
<div class="items">13</div>
</div>
<div class="new_container">
</div>
</body>
<script>
number = 0
sum = 0
new_container = document.getElementsByClassName('new_container')[number].offsetHeight
divs = document.getElementsByClassName('items')
for ( var i = 0; i < divs.length; i++ ){
sum += this.document.getElementsByClassName( 'items' )[0].offsetHeight
if ( sum <= new_container ){
console.log(sum, "yes")
document.getElementsByClassName("new_container")[number].appendChild( this.document.getElementsByClassName( 'items' )[0] )
} else {
sum = 0
console.log(sum, "NO entra")
nuevo_contenedor = document.createElement('div'); // Creo un contenedor
nuevo_contenedor.className = "new_container";
nuevo_contenedor.setAttribute("style", "background-color: red;");
document.body.appendChild(nuevo_contenedor)
number += + 1
}
}
</script>
</html>
I really apreciate a hand.
I know that I'm late, but there is my approach how this can be done.
// generate items with different height
function generateItems(count) {
const arr = [];
for (let i = 0; i < count; i++) {
const div = document.createElement("DIV");
const height = Math.floor((Math.random() * 100) + 10);
div.setAttribute("style", `height: ${height}px`);
div.setAttribute("class", "items");
const t = document.createTextNode(i + 1);
div.appendChild(t);
arr.push(div);
}
return arr;
}
function createNewContainer(height) {
const new_container = document.createElement("DIV")
new_container.setAttribute("class", "new_container");
new_container.setAttribute("style", `height: ${height}px`)
document.body.appendChild(new_container);
return new_container;
}
function breakFrom(sourceContainerId, newContainerHeight) {
const srcContainer = document.getElementById(sourceContainerId);
const items = srcContainer.childNodes;
let new_container = createNewContainer(newContainerHeight);
let sumHeight = 0;
for (let i = 0; i < items.length; i++) {
let item = items[i];
if (item.offsetHeight > newContainerHeight) {
// stop!!! this item too big to fill into new container
throw new Error("Item too big.");
}
if (sumHeight + item.offsetHeight < newContainerHeight) {
// add item to new container
sumHeight += item.offsetHeight;
new_container.appendChild(item.cloneNode(true));
} else {
// create new container
new_container = createNewContainer(newContainerHeight);
new_container.appendChild(item.cloneNode(true));
// don't forget to set sumHeight)
sumHeight = item.offsetHeight;
}
}
// if you want to remove items from big_container
// for (let i = items.length - 1; i >= 0; i--) {
// srcContainer.removeChild(items[i]);
// }
}
// create big container with divs
const big_container = document.getElementById("big_container");
const items = generateItems(13);
items.forEach((div, index) => {
big_container.appendChild(div);
});
breakFrom("big_container", 300);
#big_container {
width: 150px;
background-color: #f1f1f1;
float: left;
}
.items {
background-color: gray;
border: 1px solid #000000;
text-align: center;
}
.new_container {
margin-bottom: 10px;
height: 300px;
width: 150px;
background-color: red;
border: 1px solid red;
float: left;
margin-left: 5px;
}
<div id="big_container"></div>
This example gives you the ability to play with divs of random height. Hope, this will help you.

JavaScript: Problems in Snakes and Ladders Game [closed]

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Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 7 years ago.
Improve this question
I am new to JavaScript. I am making Snakes and Ladders game. I am facing some problems on the code.
First I can not store the current position of the player so I can count the next destination.
The dice starts with 1 at the beginning of the game and this causes the player to start from the second cell.
The big snake and ladder divs displayed onto the board are not auto fit to the size of the board.
Here is the code I wrote so far Snakes and Ladder Game
var gameBoard = {
createBoard: function(dimension, mount) {
var mount = document.querySelector(mount);
if (!dimension || isNaN(dimension) || !parseInt(dimension, 10)) {
return false;
} else {
dimension = typeof dimension === 'string' ? parseInt(dimension, 10) : dimension;
var table = document.createElement('table'),
row = document.createElement('tr'),
cell = document.createElement('td'),
rowClone,
cellClone;
var output;
for (var r = 0; r < dimension; r++) {
rowClone = row.cloneNode(true);
table.appendChild(rowClone);
for (var c = 0; c < dimension; c++) {
cellClone = cell.cloneNode(true);
rowClone.appendChild(cellClone);
}
}
mount.appendChild(table);
output = gameBoard.enumerateBoard(table);
}
return output;
},
enumerateBoard: function(board) {
var rows = board.getElementsByTagName('tr'),
text = document.createTextNode(''),
rowCounter = 1,
size = rows.length,
cells,
cellsLength,
cellNumber,
odd = false,
control = 0;
for (var r = size - 1; r >= 0; r--) {
cells = rows[r].getElementsByTagName('td');
cellsLength = cells.length;
rows[r].className = r % 2 == 0 ? 'even' : 'odd';
odd = ++control % 2 == 0 ? true : false;
size = rows.length;
for (var i = 0; i < cellsLength; i++) {
if (odd == true) {
cellNumber = --size + rowCounter - i;
} else {
cellNumber = rowCounter;
}
cells[i].className = i % 2 == 0 ? 'even' : 'odd';
cells[i].id = cellNumber;
cells[i].appendChild(text.cloneNode());
cells[i].firstChild.nodeValue = cellNumber;
rowCounter++;
}
}
var lastRow = rows[0].getElementsByTagName('td');
lastRow[0].id = '100';
var firstRow = rows[9].getElementsByTagName('td');
firstRow[0].id = '1';
return gameBoard;
}
};
gameBoard.createBoard(10, "#grid");
function intialPosition() {
$("#1").append($("#player1"));
$("#1").append($("#player2"));
var currentPosition = parseInt($("#1").attr('id'));
return currentPosition;
}
var w = intialPosition();
var face1 = new Image()
face1.src = "http://s19.postimg.org/fa5etrfy7/image.gif"
var face2 = new Image()
face2.src = "http://s19.postimg.org/qb0jys873/image.gif"
var face3 = new Image()
face3.src = "http://s19.postimg.org/fpgoms1vj/image.gif"
var face4 = new Image()
face4.src = "http://s19.postimg.org/xgsb18ha7/image.gif"
var face5 = new Image()
face5.src = "http://s19.postimg.org/lsy96os5b/image.gif"
var face6 = new Image()
face6.src = "http://s19.postimg.org/4gxwl8ynz/image.gif"
function rollDice() {
var randomdice = Math.floor(Math.random() * 6) + 1;
document.images["mydice"].src = eval("face" + randomdice + ".src")
if (randomdice == 6) {
alert('Congratulations! You got 6! Roll the dice again');
}
return randomdice;
}
var random1 = rollDice();
var destination = w + random1;
function move() {
$('#' + destination).append($("#player1"));
var x = parseInt($('#' + destination).attr('id'));
var random = rollDice();
destination = x + random;
//alert(x);
return destination;
}
$(document).ready(function() {
//$('#' + destination).delay(100).fadeOut().fadeIn('slow');
$('#' + destination).fadeIn(100).fadeOut(100).fadeIn(100).fadeOut(100).fadeIn(100);
});
var next = move();
/*body {
background-image: url('snakesandladder2.png');
background-repeat: no-repeat;
background-size: 100%;
background-color: #4f96cb;
}*/
#game {
width: 80%;
margin-left: auto;
margin-right: auto;
display: table;
}
#gameBoardSection {
border: 3px inset #0FF;
border-radius: 10px;
width: 65%;
display: table-cell;
}
table {
width: 100%;
}
td {
border-radius: 10px;
width: 60px;
height: 60px;
line-height: normal;
vertical-align: bottom;
text-align: left;
border: 0px solid #FFFFFF;
position: relative;
}
table tr:nth-child(odd) td:nth-child(even),
table tr:nth-child(even) td:nth-child(odd) {
background-color: PowderBlue;
}
table tr:nth-child(even) td:nth-child(even),
table tr:nth-child(odd) td:nth-child(odd) {
background-color: SkyBlue;
}
#100 {
background-image: url('http://s19.postimg.org/ceioc1g8v/rotstar2_e0.gif');
background-repeat: no-repeat;
background-size: 100%;
}
#ladder {
position: absolute;
top: 300px;
left: 470px;
-webkit-transform: rotate(30deg);
z-index: 1;
opacity: 0.7;
}
#bigSnake {
position: absolute;
top: 20px;
left: 200px;
opacity: 0.7;
z-index: 1;
}
#diceAndPlayerSection {
background-color: lightpink;
border: 1px;
border-style: solid;
display: table-cell;
border-radius: 10px;
border: 3px inset #0FF;
width: 35%;
}
<body>
<div id="game">
<div id="gameBoardSection">
<div id="grid"></div>
<div id="ladder">
<img src="http://s19.postimg.org/otai9he2n/oie_e_RDOY2iqd5o_Q.gif" />
</div>
<div id="bigSnake">
<img src="http://s19.postimg.org/hrcknaagz/oie_485727s_RN4_KKBG.png" />
</div>
<div id="player1" style="position:absolute; top:10px; left:10px;">
<img src="http://s19.postimg.org/t108l496n/human_Piece.png" />
</div>
<div id="player2" style="position:absolute; top:15px; left:5px;">
<img src="http://s19.postimg.org/l6zmzq1dr/computer_Piece.png" />
</div>
</div>
<div id="diceAndPlayerSection">
<div id="reset">
<button type="button" name="newGame" onClick="gameVM.newGame();">New Game</button>
</div>
<div>
<button type="button" name="reset" onClick="gameVM.defaultSetup()">Reset</button>
</div>
<div>
<button type="button" name="addPlayer">Add Player</button>
</div>
<div id="diceSection">
<img src="d1.gif" name="mydice" onclick="rollDice()" style="background-color: white;">
</div>
</div>
</div>
</body>
Can anyone help me on that? Thanks in advance
To store the user current position , maintain the separate variable for storing the destination of diff player.
To start the play from the 1 , remove intialPosition() and make var w=0 , so once you call the rolldice() , it will start from 0.
In order to auto fit based on the change in screen size , use the bootstrap div which can auto fit the size of the div. Here is the link for it http://getbootstrap.com/css/#grid

Move div to certain table cell according to random number [duplicate]

This question already has answers here:
How to move an element into another element
(16 answers)
Closed 7 years ago.
I am new at JavaScript. I am trying to make Snakes and Ladders game with native JavaScript code as much as possible. My problem is that I can not move players from their initial position according to the random number generated when pressing on dice image. Can anyone help me on how to move players?
var gameBoard = {
createBoard: function(dimension, mount, intialPosition) {
var mount = document.querySelector(mount);
if (!dimension || isNaN(dimension) || !parseInt(dimension, 10)) {
return false;
} else {
dimension = typeof dimension === 'string' ? parseInt(dimension, 10) : dimension;
var table = document.createElement('table'),
row = document.createElement('tr'),
cell = document.createElement('td'),
rowClone,
cellClone;
var output;
for (var r = 0; r < dimension; r++) {
rowClone = row.cloneNode(true);
table.appendChild(rowClone);
for (var c = 0; c < dimension; c++) {
cellClone = cell.cloneNode(true);
rowClone.appendChild(cellClone);
}
}
mount.appendChild(table);
output = gameBoard.enumerateBoard(table, intialPosition);
}
return output;
},
enumerateBoard: function(board) {
var rows = board.getElementsByTagName('tr'),
text = document.createTextNode(''),
rowCounter = 1,
size = rows.length,
cells,
cellsLength,
cellNumber,
odd = false,
control = 0;
for (var r = size - 1; r >= 0; r--) {
cells = rows[r].getElementsByTagName('td');
cellsLength = cells.length;
rows[r].className = r % 2 == 0 ? 'even' : 'odd';
odd = ++control % 2 == 0 ? true : false;
size = rows.length;
for (var i = 0; i < cellsLength; i++) {
if (odd == true) {
cellNumber = --size + rowCounter - i;
} else {
cellNumber = rowCounter;
}
cells[i].className = i % 2 == 0 ? 'even' : 'odd';
cells[i].id = cellNumber;
cells[i].appendChild(text.cloneNode());
cells[i].firstChild.nodeValue = cellNumber;
rowCounter++;
}
}
var lastRow = rows[0].getElementsByTagName('td');
lastRow[0].id = 'lastCell';
var firstRow = rows[9].getElementsByTagName('td');
firstRow[0].id = 'firstCell';
intialPosition();
return gameBoard;
}
};
window.onload = (function(e) {
gameBoard.createBoard(10, "#grid", intialPosition);
});
var face1 = new Image()
face1.src = "d1.gif"
var face2 = new Image()
face2.src = "d2.gif"
var face3 = new Image()
face3.src = "d3.gif"
var face4 = new Image()
face4.src = "d4.gif"
var face5 = new Image()
face5.src = "d5.gif"
var face6 = new Image()
face6.src = "d6.gif"
function rollDice() {
var randomdice = Math.floor(Math.random() * 6) + 1;
document.images["mydice"].src = eval("face" + randomdice + ".src")
if (randomdice == 6) {
alert('Congratulations! You got 6! Roll the dice again');
}
return randomdice;
}
function intialPosition() {
$("#firstCell").append($("#player1"));
$("#firstCell").append($("#player2"));
}
/*body {
background-image: url('snakesandladder2.png');
background-repeat: no-repeat;
background-size: 100%;
background-color: #4f96cb;
}*/
#game {
width: 80%;
margin-left: auto;
margin-right: auto;
display: table;
}
#gameBoardSection {
border: 3px inset #0FF;
border-radius: 10px;
width: 65%;
display: table-cell;
}
table {
width: 100%;
}
td {
border-radius: 10px;
width: 60px;
height: 60px;
line-height: normal;
vertical-align: bottom;
text-align: left;
border: 0px solid #FFFFFF;
position: relative;
}
table tr:nth-child(odd) td:nth-child(even),
table tr:nth-child(even) td:nth-child(odd) {
background-color: PowderBlue;
}
table tr:nth-child(even) td:nth-child(even),
table tr:nth-child(odd) td:nth-child(odd) {
background-color: SkyBlue;
}
#lastCell {
background-image: url('rotstar2_e0.gif');
background-repeat: no-repeat;
background-size: 100%;
}
#ladder {
position: absolute;
top: 300px;
left: 470px;
-webkit-transform: rotate(30deg);
z-index: 1;
opacity: 0.7;
}
#bigSnake {
position: absolute;
top: 20px;
left: 200px;
opacity: 0.7;
z-index: 1;
}
#diceAndPlayerSection {
background-color: lightpink;
border: 1px;
border-style: solid;
display: table-cell;
border-radius: 10px;
border: 3px inset #0FF;
width: 35%;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title></title>
<link href="StyleSheet1.css" rel="stylesheet" />
<script src="jquery-2.1.4.min.js"></script>
</head>
<body>
<div id="game">
<div id="gameBoardSection">
<div id="grid"></div>
<div id="ladder">
<img src="oie_eRDOY2iqd5oQ.gif" />
</div>
<div id="bigSnake">
<img src="oie_485727sRN4KKBG.png" />
</div>
<div id="player1" style="position:absolute; top:10px; left:10px;">
<img src="humanPiece.png" />
</div>
<div id="player2" style="position:absolute; top:15px; left:5px;">
<img src="computerPiece.png" />
</div>
</div>
<div id="diceAndPlayerSection">
<div id="reset">
<button type="button" name="reset">New Game</button>
</div>
<div>
<button type="button" name="reset">Reset</button>
</div>
<div>
<button type="button" name="addPlayer">Add Player</button>
</div>
<div id="diceSection">
<img src="d1.gif" name="mydice" onclick="rollDice()" style="background-color: white;">
<!--<h2 id="status" style="clear:left;"></h2>-->
</div>
</div>
</div>
<script src="JavaScript1.js"></script>
</body>
</html>
I fell miserable about not being able to finish the game. I really need help. Thanks in advance.
Well, first of all this question has been already asked and answered on SO and table cells are just the same as usual elements :)
Since you're using jQuery anyway, you can use .detach()
var element = $('td:eq(0) span').detach();
$('td:eq(1)').append(element);
Here's a jsfiddle.
Or, as proposed in this answer, you can use a native js solution.

How to rollover text on images dynamically using javascript/jquery

I am new to web development but highly fascinated by it. So, basically I am creating a light-box where thumbnails of images will be appear on screen and they will appear bigger in size when user clicks over them. Now, I want when user hovers over the gallery images/thumbnails then some text should appear over the current image with may be some animation or basically mouser-hover should cause some event to happen but I am unable to do it. Text should be added dynamically or may be previously stored in an array or something of that sort. Please have a look at my code and tell me how to modify it in order to achieve such effect and if you know a better and easier way to do so then feel free to share. Thank you so much!!
HTML:
<div class="gallery">
<ul id="images"></ul>
<div class="lightbox">
<div class='limage'>
</div>
<div class='left'>
</div>
<div class='right'>
</div>
<div class='close'>
x
</div>
</div>
</div>
JAVASCRIPT:
var gallery_slider = new Array();
gallery_slider[0] = "im1.jpg";
gallery_slider[1] = "im2.jpg";
gallery_slider[2] = "im3.jpg";
function displayAllImages() {
var i = 0,
len = gallery_slider.length;
for (; i < gallery_slider.length; i++) {
var img = new Image();
img.src = gallery_slider[i];
img.style.width = '200px';
img.style.height = '120px';
img.style.margin = '3px';
img.style.cursor = 'pointer';
document.getElementById('images').appendChild(img);
}
};
$(function() {
displayAllImages();
});
$(function() {
$('img').click(function() {
var hell = (this).src;
display(hell);
});
});
function display(hello) {
$('header').css('display', 'none'); /*for some other purposes*/
$('.limage').html("<img src=" + hello + " >");
$('.lightbox').css("display", "block");
$('.lightbox').fadeIn();
$('.right').click(function() {
var im = new Array();
var x;
var p;
for (x = 0; x < gallery_slider.length; x++) {
im[x] = gallery_slider[x];
}
for (p = 0; p < im.length; p++) {
if (im[p] == hello) {
break;
} else {
continue;
}
}
if (p >= (im.length - 1)) {
p = -1;
}
$('.limage').fadeOut(0);
$('.limage').html("<img src= " + im[p + 1] + ">");
$('.limage').fadeIn(500);
hello = im[p + 1];
});
$('.left').click(function() {
var im = new Array();
var x;
var p;
for (x = 0; x < gallery_slider.length; x++) {
im[x] = gallery_slider[x];
}
for (p = 0; p < im.length; p++) {
if (im[p] == hello) {
break;
} else {
continue;
}
}
if (p == 0) {
p = (im.length);
}
$('.limage').fadeOut(0);
$('.limage').html("<img src= " + im[p - 1] + ">");
$('.limage').fadeIn(500);
hello = im[p - 1];
});
$('.close').click(function() {
$('.lightbox').fadeOut();
$('header').css('display', 'block'); /*for some other purposes*/
});
};
CSS:
.gallery {
width: 100%;
height: 400px;
overflow: hidden;
margin: auto;
}
.gallery ul {
list-style: none;
}
.lightbox {
background-color: rgba(0, 0, 0, 0.3);
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: none;
z-index: 106;
}
.close {
color: #fff;
border: 1px solid #fff;
border-radius: 100px;
background-color: #000;
position: absolute;
top: 10px;
right: 20px;
padding: 10px;
font-family: firstfont;
font-size: 30px;
z-index: 101;
cursor: pointer;
}
.close:hover {
background-color: #ebebeb;
color: #000;
}
.left {
width: 50%;
height: 100%;
position: absolute;
top: 0;
left: 0;
cursor: pointer;
}
.right {
width: 50%;
height: 100%;
position: absolute;
top: 0;
right: 0;
cursor: pointer;
}
.limage {
position: relative;
margin: auto;
top: 17%;
left: 15%;
max-width: 90%;
max-height: 90%;
}
There might be some bugs in coding. Watch out.
This code is working for displaying images as thumbnails as a matrix and as slider in lightbox when clicked upon them. I am not able to figure out how to add hover functionality to initial thumbnails.
Jsfiddle :
http://jsfiddle.net/psd6cbd7/1/
I'd suggest putting a div inside the image div containing the text and then using CSS to hide/show it.
HTML:
<div class="gallery">
<ul id="images"></ul>
<div class="lightbox">
<div class='limage'>
<div class=".caption">Caption here</div>
</div>
<div class='left'>
</div>
<div class='right'>
</div>
<div class='close'>
x
</div>
</div>
</div>
CSS:
.limage { position: relative; }
.caption { display: none; }
.limage:hover .caption { display: block; position: absolute;}
Why you using array to store the images? Anyways, assume that you still using array, below is some example code that you want try:
HTML:
<ul id="images">
</ul>
<!-- assume this is the place that you want to display the caption -->
<div id="caption"></div>
Javascript:
var images = new Array();
images[0] = "p1.png";
images[1] = "p2.png";
images[2] = "p3.png";
images[3] = "p4.png";
var captions = new Array();
captions[0] = "Picture 1";
captions[1] = "Picture 2";
captions[2] = "Picture 3";
captions[3] = "Picture 4";
var x = $("#images");
var y = $("#caption");
const prefix = "image-";
if you are using HTML5:
for (var i = 0; i < images.length; i++) {
x.append("<img class='roll' src='" + images[i] + "' data-caption='" + captions[i] + "'>");
}
$(".roll").mouseover(function(){
//do whatever effect here when mouse over
y.html($(this).attr("data-caption"));
});
If you want to backward compatible:
for (var i = 0; i < images.length; i++) {
x.append("<img id='" + prefix + i + "' class='roll' src='" + images[i] + "'>");
}
$(".roll").mouseover(function(){
//do whatever effect here when mouse over
var index = $(this).attr("id").substring(prefix.length);
y.html(captions[index]);
});
Hope that this will help.

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