Memory in Javascript, but with fractions - javascript

There are a few issues with the code below. The original code was written by a gentleman named Adam Khoury, and I have tried to find him, but I am unable to do so. The code creates a visual memory game with letters 'A' through 'L'. I wanted to modify it to apply to fractions. So '1/4' and 25% would match. Or '33%' and '0.33' etc.
I am in way over my head. I am very rusty in javascript and while I understand most of what is happening, I am quite lost about how to make it work.
My solution was as follows. I added a new array "memory_array2" with corresponding values of fractions/decimals/percentages in pairs. I parse both memory_array and memory_array2 to the memoryFlipTile function. The idea was to "show" the second array, but use the values from the first array to match corresponding pairs.
I tried replacing "val" in line 55 with val2, and while that does replace the values in the board with array2, it a) creates them side by side, and b) even if the corresponding tiles are flipped, they do not stay flipped.
I also don't quite understand what the function of memory_values and memory_values.length is exactly.
I DO fully understand how the code clears arrays once two cards are flipped, checks to see if the board is cleared and creates a new board, and flips cards back if they do not match.
Your help would be greatly appreciated!
<!DOCTYPE html>
<html>
<head>
<style>
div#memory_board{
background:#CCC;
border:#999 1px solid;
width:795px;
height:340px;
padding:10px;
margin:0px auto;
}
div#memory_board > div{
background: url(tile_bg.jpg) no-repeat;
border:#000 1px solid;
width:90px;
height:43px;
float:left;
margin:10px;
padding:10px;
font-size:36px;
cursor:pointer;
text-align:center;
}
</style>
<script>
// Scripted By Adam Khoury in connection with the following video tutorial:
// http://www.youtube.com/watch?v=c_ohDPWmsM0
var memory_array = ['A','A','B','B','C','C','D','D','E','E','F','F','G','G','H','H','I','I','J','J','K','K','L','L'];
var memory_array2 = ['13%','0.13','25%','1/4','1/3','0.33','0.7','70%','.5','1/2','1/8','12.5%','2/5','40%','3/4','75%','3/5','0.60','20%','0.20','1/10','10%','30%','0.30'];
var memory_values = [];
var memory_tile_ids = [];
var tiles_flipped = 0;
Array.prototype.memory_tile_shuffle = function(){
var i = this.length, j, temp;
while(--i > 0){
j = Math.floor(Math.random() * (i+1));
temp = this[j];
this[j] = this[i];
this[i] = temp;
}
}
function newBoard(){
tiles_flipped = 0;
var output = '';
memory_array.memory_tile_shuffle();
for(var i = 0; i < memory_array.length; i++){
output += '<div id="tile_'+i+'" onclick="memoryFlipTile(this,\''+memory_array[i]+'\',\''+memory_array2[i]+'\')"></div>';
}
document.getElementById('memory_board').innerHTML = output;
}
function memoryFlipTile(tile,val,val2){
if(tile.innerHTML == "" && memory_values.length < 2){
tile.style.background = '#FFF';
tile.innerHTML = val;
if(memory_values.length == 0){
memory_values.push(val);
memory_tile_ids.push(tile.id);
} else if(memory_values.length == 1){
memory_values.push(val);
memory_tile_ids.push(tile.id);
if(memory_values[0] == memory_values[1]){
tiles_flipped += 2;
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
// Check to see if the whole board is cleared
if(tiles_flipped == memory_array.length){
alert("Board cleared... generating new board");
document.getElementById('memory_board').innerHTML = "";
newBoard();
}
} else {
function flip2Back(){
// Flip the 2 tiles back over
var tile_1 = document.getElementById(memory_tile_ids[0]);
var tile_2 = document.getElementById(memory_tile_ids[1]);
tile_1.style.background = 'url(tile_bg.jpg) no-repeat';
tile_1.innerHTML = "";
tile_2.style.background = 'url(tile_bg.jpg) no-repeat';
tile_2.innerHTML = "";
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
}
setTimeout(flip2Back, 700);
}
}
}
}
</script>
</head>
<body>
<div id="memory_board"></div>
<script>newBoard();</script>
<p id="test"></p>
</body>
</html>

Alright. What the game is currently doing is comparing string values such as 'E'=='E', however you are dealing with percentages/fractions/decimals.
You need to find a way to convert all these values to one type such that they can be compared with each other. Now that type of preference would be the decimal.
Now, what I am about to do it very dirty, and you should find a better way of doing it. I'm going to use eval[WARNING MAY BE HARMFUL] to covert the string '3/4' to 0.75.
I'm doing this because I'm lazy, but you could split the string by the / and divide the two parts against each other.
eval('3/4') == '0.75' //true
eval('3/4') === '0.75' //false
That solves our fraction issue. Now onto percentages. This code will convert from '50%' to 0.5:
parseFloat(('50%')/100.0; //0.5
I should only do this percentages, therefore I will check if each number is a percentage before doing that. That leaves us with this code:
function endsWith(str, suffix) { return str.slice(-suffix.length) === suffix }
if(endsWith(memory_values[0], '%')) {
memory_values[0] = parseFloat(memory_values[0])/100.0;
}
if(endsWith(memory_values[1], '%')) {
memory_values[1] = parseFloat(memory_values[1])/100.0;
}
Now, both our memory_values[0] and memory_values[1] are in either fraction form or decimal form.
Let us compare them(while evaling the fraction)
if(eval(memory_values[0]) == eval(memory_values[1])){
...
}
Here is the resulting, working code: http://pastebin.com/cwSjrsBD
And here it is as a website: https://dl.dropboxusercontent.com/u/182097009/working.html
Bug note: eval('1/3') != '0.33'
You will need to round your numbers.

I think some logic should be changed.
I see memory_array and memory_array2 as two different sets of memory.
The comparison method should not rely on the content of the memory, just for an example the set can contain some links to pictures, then no comparison can take place.
The order of the sets should be kept.
Only indices are used for shuffeling and for the comparing.
Comparing is done in its own function isCombination().
For better testing, I included an title attribute in every tile with the contained index.
At start, the function newBoard expect an array, which is used later, when called without any parameter.
// Scripted By Adam Khoury in connection with the following video tutorial:
// http://www.youtube.com/watch?v=c_ohDPWmsM0
var memory_array = ['A', 'A', 'B', 'B', 'C', 'C', 'D', 'D', 'E', 'E', 'F', 'F', 'G', 'G', 'H', 'H', 'I', 'I', 'J', 'J', 'K', 'K', 'L', 'L'],
memory_array2 = ['13%', '0.13', '25%', '1/4', '1/3', '0.33', '0.7', '70%', '.5', '1/2', '1/8', '12.5%', '2/5', '40%', '3/4', '75%', '3/5', '0.60', '20%', '0.20', '1/10', '10%', '30%', '0.30'],
memory_values = [],
memory_tile_ids = [],
tiles_flipped = 0,
actualMemory;
Array.prototype.getShuffledIndices = function () {
var indices = Array.apply(Array, { length: this.length }).map(function (_, i) { return i; }),
i = this.length, j, temp;
while (--i) {
j = Math.random() * i | 0;
temp = indices[j];
indices[j] = indices[i];
indices[i] = temp;
}
return indices;
}
function newBoard(memory) {
if (memory) {
actualMemory = memory;
}
tiles_flipped = 0;
document.getElementById('memory_board').innerHTML = actualMemory.getShuffledIndices().map(function (a) {
return '<div title="' + a + '" id="tile_' + a + '" onclick="memoryFlipTile(this, ' + a + ')"></div>';
}).join('');
}
function memoryFlipTile(tile, val) {
function isCombination(a, b) {
if (a + 1 === b || b + 1 === a) {
return (a + b - 1) % 4 === 0;
}
}
function flip2Back() {
// Flip the 2 tiles back over
var tile_1 = document.getElementById(memory_tile_ids[0]);
var tile_2 = document.getElementById(memory_tile_ids[1]);
tile_1.style.background = 'url(tile_bg.jpg) no-repeat';
tile_1.innerHTML = "";
tile_2.style.background = 'url(tile_bg.jpg) no-repeat';
tile_2.innerHTML = "";
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
}
if (tile.innerHTML == "" && memory_values.length < 2) {
tile.style.background = '#FFF';
tile.innerHTML = actualMemory[val];
if (memory_values.length == 0) {
memory_values.push(val);
memory_tile_ids.push(tile.id);
} else if (memory_values.length == 1) {
memory_values.push(val);
memory_tile_ids.push(tile.id);
if (isCombination(memory_values[0], memory_values[1])) {
tiles_flipped += 2;
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
// Check to see if the whole board is cleared
if (tiles_flipped == memory_array.length) {
alert("Board cleared... generating new board");
document.getElementById('memory_board').innerHTML = "";
newBoard();
}
} else {
setTimeout(flip2Back, 700);
}
}
}
}
// call with the wanted memory, in this case it is possible to select
// between memory_array and memory_array2
newBoard(memory_array2);
div#memory_board {
background: #CCC;
border: #999 1px solid;
width: 795px;
height: 340px;
padding: 10px;
margin: 0px auto;
}
div#memory_board > div {
background: url(tile_bg.jpg) no-repeat;
border: #000 1px solid;
width: 90px;
height: 43px;
float: left;
margin: 10px;
padding: 10px;
font-size: 36px;
cursor: pointer;
text-align: center;
}
<div id="memory_board"></div>

Related

Building memory game minigame in JQuery (Javascript)

I am making a set of minigames for my major project, have being following a tutorial on the internet to make a memory game for one of them.
The code works up to where I generate a new board but the rest of the code doesn't seem to work. Have I done something wrong in my scipting? Can anyone tell me where I'm going wrong?
This is my code for the memory minigame.
$(document).ready(function() {
//speech
var progress = 0;
var txt;
$('#complete, #speech').hide();
function eventHandler() {
switch (progress) {
case 0:
txt = "Complete";
break;
case 1:
txt = "Move on the the next game";
$('#speech').click(function() {
window.location.href = "minigame4.html"; //next minigame
});
break;
}
progress++;
$('#speech').html(txt);
}
$('#speech').click(eventHandler);
// Memory Game //
var memory_array = ['A', 'A', 'B', 'B', 'C', 'C', 'D', 'D', 'E', 'E', 'F', 'F', 'G', 'G', 'H', 'H', 'I', 'I', 'J', 'J', 'K', 'K', 'L', 'L'];
var memory_values = [];
var memory_tile_ids = [];
var tiles_flipped = 0;
//shuffle method
Array.prototype.memory_tile_shuffle = function() {
var i = this.length,
j, temp;
while (--i > 0) {
j = Math.floor(Math.random() * (i + 1));
temp = this[j];
this[j] = this[i];
this[i] = temp;
}
}
//generate new board
function newBoard() {
tiles_flipped = 0;
var output = '';
memory_array.memory_tile_shuffle();
for (var i = 0; i < memory_array.length; i++) {
output += '<div id="tile_' + i + '" onclick="memoryFlipTile(this,\'' + memory_array[i] + '\')" class="tiles"></div>';
}
$('#memory_board').html(output);
}
newBoard();
//
// all code works up to here
function memoryFlipTile(tile, val) {
// When tile is clicked, change colour to white along with its letter
if (tile.html == "" && memory_values.length < 2) {
tile.style.background = '#FFF';
tile.html = val;
// If no tiles are flipped
if (memory_values.length == 0) {
memory_values.push(val);
memory_tile_ids.push(tile.id);
// If one tile is already flipped
} else if (memory_values.length == 1) {
memory_values.push(val);
memory_tile_ids.push(tile.id);
// See if both tiles are a match
if (memory_values[0] == memory_values[1]) {
tiles_flipped += 2;
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
// Check to see if the whole board is cleared
// then display complete
if (tiles_flipped == memory_array.length) {
$("#complete").show(0, function() {
eventHandler()
$('#speech').show();
});
}
} else {
function flip2Back() {
// Flip the 2 tiles back over
var tile_1 = document.getElementById(memory_tile_ids[0]);
var tile_2 = document.getElementById(memory_tile_ids[1]);
tile_1.style.background - image = 'url(images/puzzle5/blank.png) no-repeat';
tile_1.html = "";
tile_2.style.background - image = 'url(images/puzzle5/blank.png) no-repeat';
tile_2.html = "";
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
}
setTimeout(flip2Back, 700);
}
}
}
}
});
div#memory_board {
padding: 24px;
margin: 0px auto;
width: 456px;
height: 300px;
}
div#memory_board div {
float: left;
margin: 10px;
padding: 28px;
font-size: 50px;
cursor: pointer;
text-align: center;
background-image: url(images/puzzle5/blank.png);
}
#complete {
position: absolute;
width: 105px;
height: 25px;
top: 240px;
left: 289px;
background-color: black;
color: white;
font-size: 20px;
padding: 10px;
border-style: solid;
border-width: 5px;
border-color: white;
z-index: 5;
}
#speech {
position: absolute;
width: 655px;
height: 100px;
top: 330px;
left: 15px;
background-color: black;
color: white;
font-size: 25px;
padding: 10px;
border-style: solid;
border-width: 5px;
border-color: white;
z-index: 99;
}
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>MAS340</title>
<link href="styles.css" rel="stylesheet" />
<script src="jquery-3.1.1.min.js"></script>
<script>
//javascript goes here
</script>
</head>
<body>
<div id="stage">
<div id="memory_board"></div>
</div>
</body>
</html>
Apart from mentioned changes by some users, there are also other changes required in your script. As you are already using jQuery why don't utilize it fully?
Also have attached the event using jQuery like below as I suspect its able to see the function defined in the script while putting elements in dom. (Not sure about reason though yet)
I have changed your code in below fiddle. please check if its work for you (just corrected the syntax and replace some javascript code with jquery)
$(document).on('click','.tiles',function(){
memoryFlipTile($(this),$(this).data("memchar"))
})
Check Fiddle
There is still a scope to optimize the code.
You have syntax errors in line 93 and 95. In addition, html should be innerHTML
Change
tile_1.style.background - image = 'url(images/puzzle5/blank.png) no-repeat';
tile_1.html = "";
tile_2.style.background - image = 'url(images/puzzle5/blank.png) no-repeat';
tile_2.html = "";
To
tile_1.style.['background-image'] = 'url(images/puzzle5/blank.png) no-repeat';
tile_1.innerHTML = "";
tile_2.style.['background-image'] = 'url(images/puzzle5/blank.png) no-repeat';
tile_2.innerHTML = "";

How to attach an element on the dynamically created div

I am a guitar addict and I try to make a UI for guitar tablature.
In my js code, you can see
var notes = ['s6f1', 's5f5', 's4f7', 's3f6', 's2f5', 's1f3', 's6f8',
's5f1', 's4f6', 's3f1', 's2f3', 's1f3', 's6f9', 's5f17', 's4f19'];
's6f1' means string 6 & fret 1 and I want to show it on tablature. The way I show this is to put a "1" on string 6. Please the picture below. In my code, I basically traverse the notes array and attach each note on tablature . I define each 6 six lines as a group. After a group is filled with 4 notes, a new group is shown. Since In my real application, I do not know how many notes that notes array has(In this examples, I just simplify there are 15 notes), I have to dynamically create each group and assign each line a unique id. My question is that I do not know how to attach the number on the string. For instance, after dynamically create a "six-line", how do I attach the number on the correct line. I think the challenge in my question is that I cannot predefine the location of six-liner in html. The code below is the html, css, js code that I wrote. Hope someone could help me out. Thank you in advance.
html:
<!DOCTYPE html>
<html>
<head>
<link type="text/css" rel="stylesheet" href="code.css">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script>
<link rel="stylesheet" href="https://ajax.googleapis.com/ajax/libs/jqueryui/1.12.1/themes/smoothness/jquery-ui.css">
<script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.12.1/jquery-ui.min.js"></script>
<script type="text/javascript" src="code_js.js"></script>
</head>
<body>
</div>
<div id = "output">
</body>
</html>
css:
.deco {
border-bottom: 1px solid black;
width: 120px;
margin-left:0px;
margin-bottom:10px;
z-index: 2;
position: relative;
display: block;
margin-right: 20px;
}
#output {
width: 300px;
height: 200px;
position:absolute;
float:left;
background-color: yellow;
}
.six_line {
width: 125px;
height: 80px;
float:left;
margin-right: 20px;
}
js:
"use strict"
var count = 0;
var group = -1;
$(document).ready(function() {
var notes = ['s6f1', 's5f5', 's4f7', 's3f6', 's2f5', 's1f3', 's6f8', 's5f1', 's4f6', 's3f1', 's2f3', 's1f3', 's6f9', 's5f17', 's4f19'];
hideNote(notes, 0);
});
function hideNote(notes, i) {
var x = -2;
if(count == 4) {count = 0;}
if(count++ == 0) {
group++;
makeItHappen();
}
var ns4 = notes[i];
// retrive the info of string
var ns2 = ns4.substring(0,2);
x = parseInt(ns4.substring(1,2)) + (group*6);
**/*How to attach fret(#) on the string*
// finds the line with corresponding id
$('#hr' + x).attr('class', '?');
*/**
hide(function(){
if(++i < notes.length) {
hideNote(notes, i);
}
},notes[i]);
}
function hide(callback, note) {
setTimeout(function(){
callback();
}, 1000);
}
function makeItHappen() {
var six = document.createElement('div');
six.className = "six_line";
for (var i = 1; i < 7; i++) {
var hr = document.createElement('hr');
hr.className = "deco";
hr.id = "hr" + (group * 6 + i);
six.append(hr);
}
$('#output').append(six);
}
I suggest some modifications in your code.
Starting with the function that creates your strings:
function makeItHappen(nbGroup) {
for(var g = 1; g <= nbGroup; g++){
var six = document.createElement('div');
six.className = "six_line";
for (var i = 6; i >= 1; i--) {
var string = document.createElement('div');
string.className = "deco";
string.id = "string" + ('G' + g + 'S' + i);
six.append(string);
}
$('#output').append(six);
}
}
That will create all your groups of strings at the same time. It becomes easily to attribute an explicit ID for each of them : strGiSj where i is the group and j the string in the group.
Next, how about the hideNode function:
function hideNote(notes) {
makeItHappen(Math.ceil(notes.length / 4));
notes.forEach(function(n, i){
var values = n.match(/s(\d)f(\d)/); // values[1] = string, values[2] = fret
var parentEl = $("#stringG" + (Math.ceil((i + 0.5) / 4)) + "S" + values[1]);
var child = $("<div></div>")
.addClass("fret")
.css("left", (10+ (i%4) * 25) + "px")
.text(values[2]);
parentEl.append(child)
});
}
We create the amount of groups needed (amount of notes / 4 rounded to next int). For each note in your array, we retrieve the string and the fret with a regular expression /s(\d)f(\d+)/:
\d matches a digit
\d+ matches one or more digits
Parenthesis allow to retrieve values easily
Next, we just have to retrieve the appropriate group, and retrieve the associated div with good id, then create the fret element and place it.
The full code looks like this:
"use strict"
$(document).ready(function() {
var notes = ['s6f1', 's5f5', 's4f7', 's3f6', 's2f5', 's1f3', 's6f8', 's5f1', 's4f6', 's3f1', 's2f3', 's1f3', 's6f9', 's5f17', 's4f19'];
hideNote(notes);
});
function hideNote(notes) {
makeItHappen(Math.ceil(notes.length / 4))
notes.forEach(function(n, i){
var values = n.match(/s(\d)f(\d+)/);
var parentEl = $("#stringG" + (Math.ceil((i + 0.5) / 4)) + "S" + values[1]);
var child = $("<div></div>")
.addClass("fret")
.css("left", (10+ (i%4) * 25) + "px")
.text(values[2]);
parentEl.append(child)
})
}
function makeItHappen(nbGroup) {
for(var g = 1; g <= nbGroup; g++){
var six = document.createElement('div');
six.className = "six_line";
for (var i = 6; i >= 1; i--) {
var string = document.createElement('div');
string.className = "deco";
string.id = "string" + ('G' + g + 'S' + i);
six.append(string);
}
$('#output').append(six);
}
}
Here is a codepen with a working sample.

Meeting Calendar | How to take care of the overlapping meetings to show in the calendar?

Sorry for the long question.
I have tried to create a meetings on a calendar for a day. I need help to take care of the overlapping intervals.
The code I have written in following :
HTML
<body>
<div id="timeline"></div>
<div id="calendar" class="calendar">
</div>
</body>
CSS
.calendar {
border: 1px solid black;
position: absolute;
width: 600px;
height: 1440px;
left: 60px;
}
.event {
position: absolute;
float: left;
width: 100%;
overflow: auto;
border: 0px solid red;
}
#timeline {
position: absolute;
float: left;
}
JS
function getRandomColor() {
var letters = '0123456789ABCDEF'.split('');
var color = '#';
for (var i = 0; i < 6; i++) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
function creatTimeline(tl) {
var i = 0;
while (i < tl.length) {
var divEl = document.createElement('div');
divEl.style.width = '50px';
divEl.style.height = '120px';
divEl.style.border = '0px solid yellow';
divEl.innerHTML = tl[i];
var timeLine = document.getElementById('timeline');
timeLine.appendChild(divEl);
i++;
}
}
function appendEventDivs(eventArr) {
var i = 0;
while (i < eventArr.length) {
var eventEl = document.createElement('div');
eventEl.className = 'event';
eventEl.style.height = eventArr[i].height;
eventEl.style.top = eventArr[i].top;
eventEl.style.background = eventArr[i].color;
eventEl.style.width = eventArr[i].width;
eventEl.style.left = eventArr[i].left;
eventEl.innerHTML = 'Meeting' + eventArr[i].id;
var cl = document.getElementById('calendar');
cl.appendChild(eventEl);
i++;
}
}
function collidesWith(a, b) {
return a.end > b.start && a.start < b.end;
}
function checkCollision(eventArr) {
for (var i = 0; i < eventArr.length; i++) {
eventArr[i].cols = [];
for (var j = 0; j < eventArr.length; j++) {
if (collidesWith(eventArr[i], eventArr[j])) {
eventArr[i].cols.push(i);
}
}
}
return eventArr;
}
function updateEvents(eventArr) {
eventArr = checkCollision(eventArr);
var arr = [];
arr = eventArr.map(function(el) {
//just to differentiate each event with different colours
el.color = getRandomColor();
el.height = (el.end - el.start) * 2 + 'px';
el.top = (el.start) * 2 + 'px';
el.width = (600 / el.cols.length) + 'px';
return el;
});
return arr;
}
var events = [{
id: 123,
start: 60,
end: 150
}, {
id: 124,
start: 540,
end: 570
}, {
id: 125,
start: 555,
end: 600
}, {
id: 126,
start: 585,
end: 660
}];
var timeline = ['9AM', '10AM', '11AM', '12Noon', '1PM', '2PM', '3PM', '4PM', '5PM', '6PM', '7PM', '8PM', '9PM'];
function getEvents (eventArr) {
eventArr.sort(function(a, b) {
return a.start - b.start;
});
eventArr = updateEvents(eventArr);
appendEventDivs(eventArr);
console.log(eventArr);
//PART 1 - function returning the eventArr with all the required attributes
return eventArr;
};
creatTimeline(timeline);
getEvents(events);
Working fiddle here
Can anybody guide me how to take care of the overlapping intervals so that they appear side-by-side and not on top of each other.
Thanks in advance.
You need to figure out in which column each of the events should be before you can determine their width or left-position. To do this, you need to also store which of the colliding events came before each event:
function checkCollision(eventArr) {
for (var i = 0; i < eventArr.length; i++) {
eventArr[i].cols = [];
eventArr[i].colsBefore=[];
for (var j = 0; j < eventArr.length; j++) {
if (collidesWith(eventArr[i], eventArr[j])) {
eventArr[i].cols.push(j);
if(i>j) eventArr[i].colsBefore.push(j); //also list which of the conflicts came before
}
}
}
return eventArr;
}
Now, we can figure out the column of each event. Once we've done that, we can figure out how wide they should be, and with that, the horizontal positioning should be easy. This should be done inside your updateEvents function. I've got more detailed explanation commented in the comments of the code below.
function updateEvents(eventArr) {
eventArr = checkCollision(eventArr);
var arr=eventArr.slice(0); //clone the array
for(var i=0; i<arr.length; i++){
var el=arr[i];
el.color = getRandomColor();
el.height = (el.end - el.start) * 2 + 'px';
el.top = (el.start) * 2 + 'px';
if(i>0 && el.colsBefore.length>0){ //check column if not the first event and the event has collisions with prior events
if(arr[i-1].column>0){ //if previous event wasn't in the first column, there may be space to the left of it
for(var j=0;j<arr[i-1].column;j++){ //look through all the columns to the left of the previous event
if(el.colsBefore.indexOf(i-(j+2))===-1){ //the current event doesn't collide with the event being checked...
el.column=arr[i-(j+2)].column; //...and can be put in the same column as it
}
}
if(typeof el.column==='undefined') el.column=arr[i-1].column+1; //if there wasn't any free space, but it ito the right of the previous event
}else{
var column=0;
for(var j=0;j<el.colsBefore.length;j++){ //go through each column to see where's space...
if(arr[el.colsBefore[el.colsBefore.length-1-j]].column==column) column++;
}
el.column=column;
}
}else el.column=0;
}
//We need the column for every event before we can determine the appropriate width and left-position, so this is in a different for-loop:
for(var i=0; i<arr.length; i++){
arr[i].totalColumns=0;
if(arr[i].cols.length>1){ //if event collides
var conflictGroup=[]; //store here each column in the current event group
var conflictingColumns=[]; //and here the column of each of the events in the group
addConflictsToGroup(arr[i]);
function addConflictsToGroup(a){
for(k=0;k<a.cols.length;k++){
if(conflictGroup.indexOf(a.cols[k])===-1){ //don't add same event twice to avoid infinite loop
conflictGroup.push(a.cols[k]);
conflictingColumns.push(arr[a.cols[k]].column);
addConflictsToGroup(arr[a.cols[k]]); //check also the events this event conflicts with
}
}
}
arr[i].totalColumns=Math.max.apply(null, conflictingColumns); //set the greatest value as number of columns
}
arr[i].width=(600/(arr[i].totalColumns+1))+'px';
arr[i].left=(600/(arr[i].totalColumns+1)*arr[i].column)+'px';
}
return arr;
}
Working Fiddle: https://jsfiddle.net/ilpo/ftbjan06/5/
I added a few other events to test different scenarios.
Oh, and by the way, absolutely positioned elements can't float.
You already know the top and height of every event, so you could map the calendar and check an event already exist within the area it will occupy, then offset the left value by the number of existing events.

.forEach method applying update to all items in array instead of individual item

I'm making a small exercise for some students of mine where I am automating a kind of 10 pin bowling game I have put it into a JsBin here https://jsbin.com/qilizo/edit?html,js,output. I don't know whether I am tired, stupid or it's just because I am working on a national holiday but something has me puzzled. When i start the game I prompt the user to set up a number of desired players. This automatically produces an object array of Players like so:
[{score: Array[10], spareCount: 0, strikeCount: 0, username: "Player 1"}, ...]
Now later I allow the user to play frames where each Player in our array has two throws... I collect the score and add it to the certain player's score array. However when I try to perform this action using a .forEach method the score I generate is applied to all items in my Players array (play the game and see). I have put my code in a jsBin and the problem is on line 109 : a.score[currentFrame - 1] = playFrame();
I have tried to amend my code but I can't work out why the current (or last) frame score is being applied to all Player objects! If you can understand my syntax error and explain why I would be most appreciative. Play the game (just click the button after setting the player numbers) and you will see what I mean...
Snippet:
var players,
currentFrame = 0,
currentThrow = 0;
// helper functions
// Accurate isNumber function... Thank you Crockford (see JavaScript: The Good Parts)
function isNumber(value) {
return typeof(value === 'number') && isFinite(value);
}
function frameStyle(k) {
var returnCssClass,
k = k + 1;
if (k < currentFrame) {
returnCssClass = 'played-frame';
} else if (k === currentFrame) {
returnCssClass = 'current-frame';
} else {
returnCssClass = null;
}
return returnCssClass;
}
function setUpPlayers(num) {
var tempArray = [],
tempName = 'Player ',
emptyScores = Array(10).fill([-1, -1]); // set default to -1 as a rubbish player may hit no pins!
for (var i = 0; i < num; i++) {
tempArray.push({
username: tempName + (i + 1),
score: emptyScores,
strikeCount: 0,
spareCount: 0
}); // the way I have named the tempName is technically an antipattern!
}
return tempArray;
}
function getTotals(scores) {
var totalScore = scores.reduce(function(a, b) {
return a + b.reduce(function(c, d) {
return (c + (c + ((d > 0) ? d : 0)));
}, 0);
}, 0);
return totalScore;
}
function displayScore(score) {
// toDo reformat!
var formatScore = score.map(function(a, b) {
if (a === -1) {
a = '-';
} else if (a === 10) {
a = 'X';
}
return a;
});
return formatScore;
}
function createGrid() {
// If only I was using ES6 I could have multi line support!
var playerLen = players.length,
scoresLen = players[0].score.length;
boards = '<div class="score-board">' +
'<!-- one row for each player -->';
// need to loop this through the players...
for (var i = 0; i < playerLen; i++) {
boards += '<div class="row">' +
'<!-- first cell is the name -->' +
'<div class="name">' + players[i].username + '</div>';
// need to loop this with the users scores
for (var k = 0; k < scoresLen; k++) {
boards += '<div class="game ' + frameStyle(k) + ' ">' + displayScore(players[i].score[k]) + '</div>';
}
// don't forget the total
boards += '<div class="player-total">' + getTotals(players[i].score) + '</div>';
boards += '</div>';
}
boards += '</div>';
boards += '<div>Current Frame: ' + currentFrame + '</div>';
boards += '<button type="button" onclick="startGame()">Start Game</button>';
// fill the holder....
document.getElementById('boardHolder').innerHTML = boards;
}
function startGame() {
if (currentFrame >= 10) {
announceWinner();
} else {
currentFrame++;
// do the throws for Each Player!
players.forEach(function(a, b) {
a.score[currentFrame - 1] = playFrame();
});
// update the grid
createGrid();
// recurrrrrrsion....
//startGame();
}
}
function throwBall(pinsStanding) {
// i know it isn't a ball
return Math.floor(Math.random() * (pinsStanding + 1));
}
function playFrame() {
// here we just create the array and determine if we have a strike or a spare!
var pinsStanding = 10,
frameScore = [],
frameThrows = 2,
pinsDown;
for(var i = 0; i < frameThrows; i++) {
pinsDown = throwBall(pinsStanding);
pinsStanding = pinsStanding - pinsDown;
// if it is the pinsStanding = 0 and it is the first throw - a strike!
if(pinsStanding === 0 && i === 1) {
pinsStanding = 10;
frameThrows = 3;
}
// what if it is a spare?
frameScore.push(pinsDown);
}
return frameScore;
}
function announceWinner() {
}
// kick it all off!!!
window.onload = function() {
// lets get some users....
players = prompt('Please enter the NUMBER of players?', 2);
// check we have a number...
if (isNumber(players)) {
players = setUpPlayers(players);
createGrid();
}
};
body {
font-family: "Helvetica Neue", Helvetica, Arial, sans-serif;
}
/* classes */
.score-board {
border: 1px solid #000;
}
.row {
display: block;
border-bottom: 1px solid #000;
}
.row:last-child {
border-bottom: none;
}
.row > div {
display: inline-block;
padding: 5px;
}
.game {
border-right: 1px solid #000;
}
.name {
background-color: #f5f5f5;
border-right: 1px solid #000;
}
.player-total {
text-align: right;
background-color: #d5eabb;
}
.played-frame {
background-color: #aee1e8;
}
.current-frame {
background-color: #ffc0cb;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
<title>JS Bin</title>
</head>
<body>
<h1>Let's go bowling!</h1>
<div id="boardHolder">
</div>
</body>
</html>
Here is the bin!
https://jsbin.com/qilizo/edit?html,js,output
You need to call Array(10).fill([-1, -1]) inside for loop, because otherwise all objects will share the same score array:
function setUpPlayers(num) {
var tempArray = [],
tempName = 'Player ';
for (var i = 0; i < num; i++) {
tempArray.push({
username: tempName + (i + 1),
score: Array(10).fill([-1, -1]),// set default to -1 as a rubbish player may hit no pins!
strikeCount: 0,
spareCount: 0
}); // the way I have named the tempName is technically an antipattern!
}
return tempArray;
}
https://jsbin.com/yeyupiteyu/1/edit?html,js,output
In JavaScript objects are passed by reference, and since array is an object, if you declare emptyScores outside the loop and then assign it to every element of the array, all elements will share the same score array.
You have make new emptyScores array for each element, so you have to declare it inside the loop:
var tempArray = [],
tempName = 'Player ';
for (var i = 0; i < num; i++) {
var emptyScores = Array(10).fill([-1, -1]);
tempArray.push({
username: tempName + (i + 1),
score: emptyScores,
strikeCount: 0,
spareCount: 0
});
}

Javascript Array of images - memory board game

Hi I've got this code which is a memory board game. I would like to know if its possible to change the letters and put images instead. I am completely new to javaScript and I am trying to learn by editing and understanding open source code.. any help would be appreciated thanks!
This is the Javscript code:
var memory_array = ['A','A','B','B','C','C','D','D','E','E','F','F','G','G','H','H','I','I','J','J','K','K','L','L'];
var memory_values = [];
var memory_tile_ids = [];
var tiles_flipped = 0;
Array.prototype.memory_tile_shuffle = function(){
var i = this.length, j, temp;
while(--i > 0){
j = Math.floor(Math.random() * (i+1));
temp = this[j];
this[j] = this[i];
this[i] = temp;
}
}
function newBoard(){
tiles_flipped = 0;
var output = '';
memory_array.memory_tile_shuffle();
for(var i = 0; i < memory_array.length; i++){
output += '<div id="tile_'+i+'" onclick="memoryFlipTile(this,\''+memory_array[i]+'\')"></div>';
}
document.getElementById('memory_board').innerHTML = output;
}
function memoryFlipTile(tile,val){
if(tile.innerHTML == "" && memory_values.length < 2){
tile.style.background = '#FFF';
tile.innerHTML = val;
if(memory_values.length == 0){
memory_values.push(val);
memory_tile_ids.push(tile.id);
} else if(memory_values.length == 1){
memory_values.push(val);
memory_tile_ids.push(tile.id);
if(memory_values[0] == memory_values[1]){
tiles_flipped += 2;
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
// Check to see if the whole board is cleared
if(tiles_flipped == memory_array.length){
alert("Board cleared... generating new board");
document.getElementById('memory_board').innerHTML = "";
newBoard();
}
} else {
function flip2Back(){
// Flip the 2 tiles back over
var tile_1 = document.getElementById(memory_tile_ids[0]);
var tile_2 = document.getElementById(memory_tile_ids[1]);
tile_1.style.background = 'url(images/logo.jpg) no-repeat';
tile_1.innerHTML = "";
tile_2.style.background = 'url(images/logo.jpg) no-repeat';
tile_2.innerHTML = "";
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
}
setTimeout(flip2Back, 700);
}
}
}
}
This is the HTML Code
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>The HTML5 Herald</title>
<link rel="stylesheet" type="text/css" href="style.css">
<script src="script.js"></script>
</head>
<body>
<div id="memory_board"> </div>
<script> newBoard(); </script>
</body>
</html>
And finally this is the CSS code
div#memory_board{
background: #CCC;
border: #999 1px solid;
width: 800px;
height: 540px;
padding: 24px;
margin: 0px auto;
}
div#memory_board > div{
background: url(images/logo.jpg) no-repeat;
border: #000 1px solid;
width: 71px;
height: 71px;
float: left;
margin: 10px;
padding: 20px;
font-size: 64px;
cursor: pointer;
text-align:center;
}
Easy way to change your code to do what you want - instead of
tile.innerHTML = val;
do:
tile.innerHTML = '<img src="' + val + '.png"/>';
which should work if you have A.png, B.png and so on in the same location as index.html.
If you wanted to go more in-depth with it, I wrote a tutorial about doing this with an html5 framework some time ago (apologies for linking to our own website)

Categories

Resources