this works on a button click and that is how it is meant to be. The problem lies in the fact that it uses hidden images, instead of images stored in an array. Could you please show me how to do it so that it is images stored in an array.
<!doctype html>
<html>
<body>
<div id="splash">
<img src="TrafficLightRed.gif" alt="" id="mainImg">
</div>
<div id="wrapper">
<div>
<button id="clickme" onclick="changeLight();">Click to change</button>
<img src="TrafficLightRed.gif" hidden>
<img src="TrafficLightYellow.gif" hidden>
<img src="TrafficLightGreen.gif" hidden>
</div>
</div>
<script>
function changeLight() {
var currentImg = document.getElementById("mainImg");
for(var i=1;i<3;i++) {
if(document.images[i].src == currentImg.src) {
currentImg.src = document.images[i + 1].src;
return;
}
}
currentImg.src = document.images[1].src;
}
</script>
</body>
</html>
You would store the image's src in an array:
imagesArray = ["TrafficLightRed.gif","TrafficLightYellow.gif","TrafficLightGreen.gif" ];
And use the array in place of document.images[i + 1].src:
...
for(var i=0;i<imagesArray.length;i++) {
if(imagesArray[i] == currentImg.src) {
currentImg.src = imagesArray[i];
return;
}
}
...
This should do the work:
...
<script>
var images = ["TrafficLightRed.gif", "TrafficLightYellow.gif", "TrafficLightGreen.gif"];
var currentIndex = 0;
function changeLight() {
var currentImg = document.getElementById("mainImg");
currentImg.src = images[(currentIndex++) % images.length];
}
</script>
...
Now you can add more images to array images and it will automatically loop through this array.
Related
I'm working on javascript a bit and have had some problems I do not understand how to solve. In my HTML code, I only have a id="felt" but as soon as I open the page in my browser, it creates two pieces of id="felt" (please see attached image for more understanding: https://imgur.com/7ACU7vt) It seems Do not be wrong with the writing of the html code, there is something that makes id="felt" created twice in the browser and I can't understand why. The second id="felt" is working but the first one is not working.
codepen: https://codepen.io/tommattias/pen/yjYoEQ
Thanks for your help!!
HTML
<html>
<head>
<title>JavaScript Card Game | The Art of Web</title>
<link rel="stylesheet" type="text/css" href="css-animation.css">
</head>
<body>
<div id="stage">
<div id="felt">
<div id="card_0"><img onclick="cardClick(0);" src="back.png"></div>
<div id="card_1"><img onclick="cardClick(1);" src="back.png"></div>
<div id="card_2"><img onclick="cardClick(2);" src="back.png"></div>
<div id="card_3"><img onclick="cardClick(3);" src="back.png"></div>
<div id="card_4"><img onclick="cardClick(4);" src="back.png"></div>
<div id="card_5"><img onclick="cardClick(5);" src="back.png"></div>
<div id="card_6"><img onclick="cardClick(6);" src="back.png"></div>
<div id="card_7"><img onclick="cardClick(7);" src="back.png"></div>
<div id="card_8"><img onclick="cardClick(8);" src="back.png"></div>
<div id="card_9"><img onclick="cardClick(9);" src="back.png"></div>
<div id="card_10"><img onclick="cardClick(10);" src="back.png"></div>
<div id="card_11"><img onclick="cardClick(11);" src="back.png"></div>
<div id="card_12"><img onclick="cardClick(12);" src="back.png"></div>
<div id="card_13"><img onclick="cardClick(13);" src="back.png"></div>
<div id="card_14"><img onclick="cardClick(14);" src="back.png"></div>
<div id="card_15"><img onclick="cardClick(15);" src="back.png"></div>
</div>
</div>
<script type="text/javascript" src="css-animation2.js"></script>
<script type="text/javascript">
var game = new CardGame("stage");
</script>
</body>
</html>
Javascript:
var CardGame = function(targetId)
{
var cards = []
var card_value =
["1C","2C","3C","4C","5C","6C","7C","8C","1H","2H","3H","4H","5H","6H","7H","8H"];
var started = false;
var matches_found = 0;
var card1 = false, card2 = false;
var moveToPlace = function(id) // deal card
{
cards[id].matched = false;
with(cards[id].style) {
zIndex = "1000";
top = cards[id].fromtop + "px";
left = cards[id].fromleft + "px";
WebkitTransform = MozTransform = OTransform = msTransform =
"rotate(60deg)";
zIndex = "0";
}
};
var cardClick = function(id)
{
if(started)
{
showCard(id);
}
else {
// shuffle and deal cards
card_value.sort(function() { return Math.round(Math.random()) - 0.5;
});
for(i=0; i < 16; i++)
{
(function(idx)
{
setTimeout(
function()
{
moveToPlace(idx);
}, idx * 100);
})(i);
}
started = true;
}
};
// initialise
var stage = document.getElementById(targetId);
var felt = document.createElement("div");
felt.id = "felt";
stage.appendChild(felt);
// template for card
var card = document.createElement("div");
card.innerHTML = "<img src=\'back.png\'>";
for(var i=0; i < 16; i++) {
var newCard = card.cloneNode(true);
newCard.fromtop = 15 + 120 * Math.floor(i/4);
newCard.fromleft = 70 + 100 * (i%4);
(function(idx) {
newCard.addEventListener("click", function() { cardClick(idx); },
false);
})(i);
felt.appendChild(newCard);
cards.push(newCard);
}
}
EDIT: When i open my browser, i get like this picture shows
https://imgur.com/7ACU7vt the one who has the text "Not working" should not show up. When i open programmer tool i can se that under id="stage", id="felt" creates two times and thats why I have one working and other one not working. My question is why does i get two id="felt" when my code only say one?
It is already existing in your html, and then within the script you create it again. You cannot have 2 different elements with the same id. Remove it from the html and see my comment
i am pretty new to javascript (a little over 2 months into my studies) and am starting my first project. the end goal is to have a set of baseball team logo images (right now 6 images but eventually i would like to expand this to more) randomized every time a button is clicked. i had researched on how to do this and came across the fisher yates algorithm used in a while loop, and various uses of random number generation. decided to use the fisher yates.
at the moment, my code seems to work. i followed 1 image and i couldn't see a specific pattern. my other concerns are if i can achieve the same functionality using 1 loop and also cleaning up my code so its not so repetitive.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>sports</title>
<link href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.7/css/bootstrap.min.css" rel="stylesheet" integrity="sha384-BVYiiSIFeK1dGmJRAkycuHAHRg32OmUcww7on3RYdg4Va+PmSTsz/K68vbdEjh4u" crossorigin="anonymous">
<link rel="stylesheet" href="css/main.css">
</head>
<body>
<div class="container">
<h1>Sports Random</h1>
<br>
<div class="row">
<div class="col-sm-2"> <img id="team1"src="images\sports\team1.jpg" alt=""></div>
<div class="col-sm-2"> <img id="team2"src="images\sports\team2.jpg" alt=""></div>
<div class="col-sm-2"> <img id="team3"src="images\sports\team3.jpg" alt=""></div>
<div class="col-sm-2"> <img id="team4"src="images\sports\team4.jpg" alt=""></div>
<div class="col-sm-2"> <img id="team5"src="images\sports\team5.jpg" alt=""></div>
<div class="col-sm-2"> <img id="team6"src="images\sports\team6.jpg" alt=""></div>
</div>
<br>
<button id="button">Random</button>
<button id="reset">Reset</button>
</div>
</div>
<script src="js/main.js"></script>
</body>
</html>
var button = document.getElementById("button");
var reset = document.getElementById("reset");
var team1 = document.getElementById("team1");
var team2 = document.getElementById("team2");
var team3 = document.getElementById("team3");
var team4 = document.getElementById("team4");
var team5 = document.getElementById("team5");
var team6 = document.getElementById("team6");
var pics = ["team1.jpg", "team2.jpg", "team3.jpg", "team4.jpg", "team5.jpg", "team6.jpg"];
var teams = [team1, team2, team3, team4, team5, team6];
button.addEventListener("click", function random() {
var i = pics.length,
rNum, temp;
// shuffle pictures using fisher yates
while (--i > 0) {
rNum = Math.floor(Math.random() * (i + 1));
temp = pics[rNum];
pics[rNum] = pics[i];
pics[i] = temp;
}
// display images
for (var i = 0; i < teams.length; i++) {
teams[i].src = "images\\sports\\" + pics[i];
}
});
reset.addEventListener("click", function reset() {
team1.src = "images\\sports\\team1.jpg";
team2.src = "images\\sports\\team2.jpg";
team3.src = "images\\sports\\team3.jpg";
team4.src = "images\\sports\\team4.jpg";
team5.src = "images\\sports\\team5.jpg";
team6.src = "images\\sports\\team6.jpg";
});
Just add an id to the div class="row" id="parent">
and replace the code like this.
var button = document.getElementById("button");
var reset = document.getElementById("reset");
var originalChildren =
Array.from(document.getElementById("parent").children);
button.addEventListener("click", function random() {
var list = document.getElementById("parent");
for (var i = list.children.length; i >= 0; i--) {
list.appendChild(list.children[Math.random() * i | 0]);
}
});
reset.addEventListener("click", function reset() {
document.getElementById("parent").innerHTML = "";
for (var i =0 ; i< originalChildren.length; i++) {
document.getElementById("parent").appendChild(originalChildren[i]);
}
});
Additionally, I would also suggest creating the children dynamically then appending them to parent instead of putting them in HTML. But, this is entirely up to you. Modified the code so you don't have to keep the elements in JS side.
Here is a Fiddle that might help you:
https://jsfiddle.net/yha6r5sy/1/
You can use list.children to add it to main div
I'm trying to build something that would resemble a slide show, where you have an image and when you click on it, it is replaced by another randomly in my series of images. I first tried with simple html, but of course the images don't switch randomly. So I did my research and found that it could be done with an array in Javascript. I just don't really know a lot about javascript…
This is what I could find but it doesn't work, I'm sure there is a stupid mistake in there that I can't see:
this is my javascript
function pickimg2() {
var imagenumber = 2 ;
var randomnumber = Math.random();
var rand1 = Math.round((imagenumber-1) * randomnumber) + 1;
myImages1 = new Array();
myImages1[1] = "img_01.gif";
myImages1[2] = "img_02.gif";
myImages1[3] = "img_03.gif";
myImages1[4] = "img_04.gif";
myImages1[5] = "img_05.gif";
myImages1[6] = "img_06.gif";
myImages1[7] = "img_07.gif";
myImages1[8] = "img_08.gif";
myImages1[9] = "img_09.gif";
var image = images[rand1];
document.randimg.src = "myImages1";
}
there is my html
<!DOCTYPE html>
<html>
<head>
<title>mur</title>
<link rel="stylesheet" href="style.css">
<link rel="JavaScript" href="script.js">
</head>
<body onLoad="pickimg2">
<div class="fenetre">
<img src="img_01.gif" name="randimg" border=0>
</div>
</body>
</html>
If someone has another solution I'm open to it!
Fix your script link like RamenChef mentioned:
<script type="text/javascript" src="script.js"></script>
Here's the updated code, check console.log to see the different image urls getting requested.
var myImages1 = new Array();
myImages1.push("img_01.gif");
myImages1.push("img_02.gif");
myImages1.push("img_03.gif");
myImages1.push("img_04.gif");
myImages1.push("img_05.gif");
myImages1.push("img_06.gif");
myImages1.push("img_07.gif");
myImages1.push("img_08.gif");
myImages1.push("img_09.gif");
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function pickimg2() {
document.randimg.src = myImages1[getRandomInt(0, myImages1.length - 1)];
}
<div class="fenetre">
<a href="#" onClick="pickimg2();return false;">
<img src="img_01.gif" name="randimg" border=0>
</a>
</div>
this code bellow is working. I hope it's what you were asking for
var images = [
"http://img1.science-et-vie.com/var/scienceetvie/storage/images/galerie/deepsea-challenge-le-film-de-james-cameron-livre-des-images-inedites-des-grands-fonds-marins-5165/19818-1-fre-FR/Deepsea-challenge-le-film-de-James-Cameron-livre-des-images-inedites-des-grands-fonds-marins_square500x500.jpg",
"http://static.mensup.fr/photos/145240/carre-premieres-images-officielles-pour-assassin-s-creed-rogue.jpg",
"http://www.pnas.org/site/misc/images/16-01910.500.jpg" ];
init();
function random_image(images) {
var random = randomize(images);
while(images[random] === document.getElementById("image").src){
random = randomize(images)
}
document.getElementById("image").src = images[random].toString();
}
function randomize(array){
return Math.floor((Math.random() * (array.length)));
}
function init() {
document.getElementById("image").addEventListener("click", function(){
random_image(images);
});
random_image(images);
}
<!DOCTYPE html>
<html>
<head>
<title>Bonjour</title>
</head>
<body >
<div class="fenetre">
<img id="image" src="" name="randimg" >
</div>
</body>
</html>
I'm new to HTML, JavaScript, CSS, and am taking a Web Design class. I'm required to make a banner ad that alternates between two different images (banner1.jpg & banner2.jpg). The problem I'm having is when my site loads it displays banner1.jpg above the <h2>, and court.jpg below. Then it changes court.jpg to banner2.jpg then to banner1.jpg, alternating back & forth between the two banners. The banner1.jpg above the <h2> stays static. Here's the relevant code:
<script type="text/javascript">
/* <![CDATA[ */
var curImage="banner1";
function bannerAd() {
if (curImage == "banner2") {
document.images[1].src = "images/banner1.jpg";
curImage = "banner1";
}
else {
document.images[1].src = "images/banner2.jpg";
curImage = "banner2";
}
}
/* ]]> */
</script>
</head>
<body onload="var changeImages=setInterval('bannerAd()', 2000);">
<header>
<h1>Basketball Almanac</h1>
</header>
<section class="main">
<img src="images/banner1.jpg" alt="Banner image" />
<h2>Basketball Analysis</h2>
<p><span class="companyname">Basketball Almanac</span> is your one-stop site for in-depth basketball analysis and statistics.</p>
<img class="main" src="images/court.jpg" alt="NBA Court" />
How do I make it so only banner1.jpg changes? Thanks in advance for any help, and let me know if it would help to include more of the code here.
Simple, in javascript, arrays are 0 based, so the frist object is [0]
So you want
var curImage="banner1";
function bannerAd() {
if (curImage == "banner2") {
document.images[0].src = "images/banner1.jpg";
curImage = "banner1";
}
else {
document.images[0].src = "images/banner2.jpg";
curImage = "banner2";
}
}
or to simplify it a little
var curImage="images/banner2.jpg";
function bannerAd() {
if (curImage == "images/banner1.jpg") {
curImage= "images/banner2.jpg";
}
else {
curImage = "images/banner1.jpg";
}
document.images[0].src = curImage;
}
var curImage="images/banner2.jpg";
function bannerAd() {
if (curImage == "images/banner1.jpg") {
curImage= "images/banner2.jpg";
}
else {
curImage = "images/banner1.jpg";
}
document.images[0].src = curImage;
}
var curImage="banner1";
function bannerAd(n) {
if (curImage == "banner2") {
document.images[n].src = "images/banner1.jpg";
curImage = "banner1";
}
else {
document.images[n].src = "images/banner2.jpg";
curImage = "banner2";
}
}
//bannerAd(1)
<body onload="var changeImages=setInterval('bannerAd(0)', 2000);">
<header>
<h1>Basketball Almanac</h1>
</header>
<section class="main">
<img src="images/banner1.jpg" alt="Banner image" />
<h2>Basketball Analysis</h2>
<p><span class="companyname">Basketball Almanac</span> is your one-stop site for in-depth basketball analysis and statistics.</p>
<img class="main" src="images/court.jpg" alt="NBA Court" />
I am trying to delay the loading of images using plain JS. my method to do this is by giving empty src field for the image and inserting the image url into a temp attribute called "lang" as used in the example below. ie >
<img lang="logo.gif"> instead <img src="logo.gif">. When pressing a button the js below is initiated to insert into src attr the value of the dummy "lang" attr.
function showimagesunderdiv(divid)
{
tr = document.getElementById(divid);
pics=tr.getElementsByTagName('img');
for(i=0;i<pics.length;i++)
{
if(pics[i].lang)
{
pics[i].src=pics[i].lang;
pics[i].style.display='';
}
}
}
While this works is Chrome and FF, IE is doing problems. Any idea?
Maybe this:
<html>
<body>
<p>Images:</p>
<img name=image0>
<img name=image1>
<img name=image2>
<img name=image3>
End of document body.
</body>
<script type="text/javascript">
function LoadImage(imageName,imageFile)
{
if (!document.images) return;
document.images[imageName].src = imageFile';
}
LoadImage('image4','number4.gif');
LoadImage('image5','number5.gif');
LoadImage('image6','number6.gif');
LoadImage('image7','number7.gif');
</script>
</html>
Or this:
<html>
<body>
<p>Images:</p>
<img name=image0 onLoad="LoadImage('image1','number1.gif')">
<img name=image1 onLoad="LoadImage('image2','number2.gif')">
<img name=image2 onLoad="LoadImage('image3','number3.gif')">
<img name=image3>
End of document body.
</body>
<script type="text/javascript">
var loadingImage = false;
function LoadImage(imageName,imageFile)
{
if ((!document.images) || loadingImage) return;
loadingImage = true;
if (document.images[imageName].src.indexOf(imageFile)<0)
{
document.images[imageName].src = imageFile;
}
loadingImage = false;
}
LoadImage('image0','number0.gif');
</script>
</html>
I know it is not a correction of your code but I cant see whats wrong...
This is a very compatible solution!
Hope it helps! resource:
http://www.cryer.co.uk/resources/javascript/script3.htm
Give each image tag an ID, store the IDs and URLs in an array:
imagesToLoad = [["imgId1", "http://..."], ["imgId2", "..."], ...];
And use:
function showimages(imageList)
{
for(var x = 0; x < imageList.length; x++) {
document.getElementById(imageList[x][0]).src = imageList[x][1];
}
}
showImages(imagesToLoad);