Wondering why I'm getting invalid left hand side assignment. Doesn't my for loop iterate through the array of string characters, get its numeric value (ASCII) and add it to count and re-assign it to the variable?
function getCharNumber(string1, string2) {
let count1 = 0
let count2 = 0
let strArray1 = string1.split('')
let strArray2 = string2.split('')
for (let i = 0; i < strArray1.length; i++) {
strArray1[i].charCodeAt(0) += count1
}
for (let i = 0; i <strArray2.length; i++) {
strArray2[i].charCodeAt(0) += count2
}
console.log(count1, count2)
}
Reverse the order at call to String.prototype.charCodeAt(). Assign the result of the call to count1, count2
for (let i = 0; i < strArray1.length; i++) {
count1 += strArray1[i].charCodeAt(0);
}
for (let i = 0; i <strArray2.length; i++) {
count2 += strArray2[i].charCodeAt(0);
}
You're getting an error, like others have stated, because you're trying to assign a value to a number.
strArray1[i].charCodeAt(0) += count1
is functionally equivalent to
12 += count1
That doesn't work b/c you can't assign anything to the number 12. Instead, you need to increment directly
strArray1[i] = String.fromCharCode(strArray1[i].charCodeAt(0) + count1)
I want to randomize elements on pageload - and just show 4 of them regardless on how many there are.
The closest I come is this:
$(document).ready(function() {
$(".itembox.newcenterbox").hide();
var elements = $(".itembox.newcenterbox");
var elementCount = elements.size();
var elementsToShow = 4;
var alreadyChoosen = ",";
var i = 0;
while (i < elementsToShow) {
var rand = Math.floor(Math.random() * elementCount);
if (alreadyChoosen.indexOf("," + rand + ",") < 0) {
alreadyChoosen += rand + ",";
elements.eq(rand).show();
++i;
}
}
});
It works for me on my local site - but it chrashes my live site.and I can't figure out why.
Is there a better way to do this?
Maybe your elementCount is less than elementsToShow? In this case, you will always get rand value between 0 and 3, and it will lead to an infinite loop.
Try the code below. Also I removed unnecessary loop iterations when you check the rand index.
$(document).ready(function() {
var elements = $(".itembox.newcenterbox");
var elementsToShow = 4;
var i = 0;
if(elements.length < elementsToShow) return;
for (i = 0; i < elementsToShow; i++) {
elements.splice(Math.floor(Math.random() * elements.length), 1);
}
elements.hide();
});
I have this problem, to repeat 30 asterisks for 3 lines. I made this example code but it repeats 30 numbers (1..30) from 1 number for first line, up to 30 numbers for the last line. So, I'd need the code to repeat 30 asterisks, for 3 lines each but not quite like within this code.
Sorry for bad elaboration.
var text = "";
var max = 30;
for(i = 0; i < max; i++)
{
for(j = 0; j <= i; j++)
{
text += (j+1)+" ";
}
text += "<br />";
}
A more re-usable solution will be to make a generic repeatString function that simply makes multiple copies of any string.
function repeatString(s, times) {
for (var i = 0, r = ''; i < times; i++) {
r += s;
}
return r;
}
var line = repeatString('*', 30) + '<br />',
content = repeatString(line, 3);
http://jsfiddle.net/611y2vmz/1/
Repeat the loop three times, like this:
for ( var i = 0; i < 3; i++ ) { // this is the line loop
for ( var j = 0; j < 30; j++ ) { //this is the asterix loop
document.write('*');
}
document.write('<br>');
}
Here's a simple demo
If you are using ES2015 (ES6) syntax you can leverage repeat function and string templating. Using those features your code will look like this
let text = (`${'*'.repeat(30)}<br/>`).repeat(3);
Here is an example of ES2015 (ES6) code
if you are using ES5 then you can do this way:
String.prototype.repeat = function(count) {
return count < 1 ? '' : new Array(count + 1).join(this);
};
var text = ('*'.repeat(30) + '<br/>').repeat(3);
Here is an example of ES5 code
You need your outer loop to iterate 3 times, and your inner loop to iterate 30 times. Each iteration of your inner loop should add an asterisk (instead of adding j+1 like you are doing now). This will produce 3 rows of 30 asterisks.
var TEXT = "*";
var LINE_SEPARATOR = "<br/>";
var TEXT_COUNT = 30;
var LINE_COUNT = 3;
var output = "";
for (line = 1; line <= LINE_COUNT; ++line) {
for (text = 1; text <= TEXT_COUNT; ++text) {
output += TEXT;
}
output += LINE_SEPARATOR;
}
document.write(output);
An alternative would be to use recursion:
function stars(num) {
return num > 0 ? stars(num - 1) + '*' : '';
}
var content = stars(30) + '<br/>' + stars(30) + '<br/>' + stars(30);
DEMO
I'm really sorry if anything like this has been posted here before but I couldn't find anything, I'm kinda new to the site still!
So for a while now I've been learning a bit about game development through html5 and javascript and I stumbled upon making tileset maps, I now have a tileset and an 2D array that I want to put certain tiles in (the number varies between 6 and 10 in this case).
I figured it could be a cool function to make the map choose between a small set of similar tiles so I don't have to specifically number every tile in the array(just define the type)
The method I have currently is probably the best for being able to define types but I want something that looks a bit cleaner and/or information to why my "cleaner" version dosen't work.
var ground = [
[tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile()],
[tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile()],
[tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile()],
[tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile()],
[tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile()],
[tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile()],
[tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile()],
[tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile()],
[tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile(),tile()]];
function tile() {
var y = (Math.random() * 5 | 0) + 6;
return y;
}
This is the code I've been using so far, I have to edit every element of the code with the tile() function to get a random number in each one, what I wanted to have was something like this:
for (var i = 0 ; i < 15; i++) {
for (var j = 0; j < 9; j++) {
ground[[i],[j]] = (Math.random() * 5 | 0) + 6;
}
}
to fill the array without having to add the function to each spot.
I have a feeling that I'm missing a return function or something along those lines but honestly I have no idea.
You were thinking in the right direction but there are some errors in your code ;)
You have to initialize the array first before you can push elements into it.
And you were counting i++ twice
Javascript
var ground = []; // Initialize array
for (var i = 0 ; i < 15; i++) {
ground[i] = []; // Initialize inner array
for (var j = 0; j < 9; j++) { // i++ needs to be j++
ground[i][j] = (Math.random() * 5 | 0) + 6;
}
}
Maybe even better (reusable)
function createGround(width, height){
var result = [];
for (var i = 0 ; i < width; i++) {
result[i] = [];
for (var j = 0; j < height; j++) {
result[i][j] = (Math.random() * 5 | 0) + 6;
}
}
return result;
}
// Create a new ground with width = 15 & height = 9
var ground = createGround(15, 9);
Here's a quick example. I've created a function that will take in a width and height parameter and generate the size requested. Also I placed your tile function inside generate ground to keep it private, preventing other script from invoking it.
var ground = generateGround(10, 10); //Simple usage
function generateGround(height, width)
{
var ground = [];
for (var y = 0 ; y < height; y++)
{
ground[y] = [];
for (var x = 0; x < width; x++)
{
ground[y][x] = tile();
}
}
return ground;
function tile()
{
return (Math.random() * 5 | 0) + 6;
}
}
http://jsbin.com/sukoyute/1/edit
Try removing the comma from...
ground[[i],[j]] = (Math.random() * 5 | 0) + 6;
...in your 'clean' version. Also, your incrementing 'i' in both for loops:
for (var i = 0 ; i < 15; i++) {
for (var j = 0; j < 9; i++) {
Hopefully these changes make it work for you :)
I'm doing "fifteen puzzle" game. I'm only a beginner, so I chose this project to implement. My problem is shuffle algorithm :
function shuffle() {
$('td').empty();
var p = 0;
var f = 0;
do {
var arr = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15];
var rand = arr[Math.floor(Math.random() * arr.length)];
if ($('#' + rand).is(':empty')) {
p = p + 1;
document.getElementById(rand).textContent = p
var f = $('td').not(":empty").length;
} else {}
} while (f < 15)
That works cool, but I've heard that almost 50% of all random shuffle like mine is unsolvable. So I found math formula at wikipedia.org for this game, explaining how you can avoid that.
Here's modified algorithm that doesn't work either. The way I know it is alert stuff: it launches only 2 times instead of 31.
array = [];
function algorithm (){
// alert('works')
for (var c=16; c<17; c++){
document.getElementById(c).textContent = '100';
}
for (var i=1; i<16; i++){
var curId = document.getElementById(i).id;
var curIdNum = Math.floor(curId);
alert('works')
var curIn = document.getElementById(i).textContent;
var curInNum = Math.floor(curIn);
array.push(i);
array[i] = new Array();
for (var j=1; j<15; j++){
var nextId = curIdNum + j; //curIdNum NOT cerIdNum
var nextIn = document.getElementById(nextId).textContent;
//alert('works')
if (nextId < 16){
var nextInNum = Math.floor(nextIn);
if (curInNum > nextInNum){
array[i].push(j)
}
}
}
var sum = 0;
for (var a=0; a<15; a++){
var add = array[a].length;
sum = sum + add;
}
var end = sum + 4;
if (end % 2 == 0){
document.getElementById('16').textContent = "";
}
else {
shuffle();
}
}
}
The question is the same:
What's wrong? Two-dimensional array doesn't work.If you've got any questions - ask.
Just to make it clear: 2 for loops with i and j should make a 2-dimensional array like this [ this is " var i" -->[1,3,4,5,7], this is "var i" too-->[5,7,9,14,15]]. Inside each i there's j. The for loop with var a should count the number of js inside each i. if the number of js is even, the code is finished and shuffle's accomplished, otherwise shuffle should be made once again.
var nextId = cerIdNum + j;
in that fiddle, I don't see this cerIdNum declared & defined neither as local nor as global variable, I suppose that is curIdNum
Please use the below definition of algorithm and let us know if this works. Basically, the alert messages would come only twice, since there were usages of undefined variables. For the purpose of illustration, I have placed comments at where the problem points occured. Due to these problems, your script would stop executing abruptly thereby resulting in the behavior you described.
Oh and by the way - I did not have time to go through the Wiki link provided - hence you will have to verify your logic is correct. However, I have definitely resolved the errors causing the behavior you observed.
As an aside - consider using jQuery, your code will be a lot cleaner...
function algorithm (){
// alert('works')
for (var c=16; c<17; c++){
document.getElementById(c).textContent = '100';
}
for (var i=1; i<16; i++){
var curId = document.getElementById(i).id;
var curIdNum = Math.floor(curId);
alert('works')
var curIn = document.getElementById(i).textContent;
var curInNum = Math.floor(curIn);
array.push(i);
for (var j=1; j<15; j++){
var nextId = curIdNum + j; //curIdNum NOT cerIdNum
var nextIn = document.getElementById(nextId).textContent;
//alert('works')
if (nextId < 16){
var nextInNum = Math.floor(nextIn);
if (curInNum > nextInNum){
array.push(j) //array[i].push does not make sense
}
}
}
var sum = 0;
for (var a=0; a<15; a++){
var add = array.length; //array[1].length does not make sense
sum = sum + add;
}
var end = sum + 4;
if (end % 2 == 0){
document.getElementById('16').textContent = "";
}
else {
shuffle();
}
}
}
I found the solution by totally rewriting the code. Thank everyone for help!
Here's what do work:
function shuffle (){
press = 1;
$('td').empty().removeClass();
p=0;
var f;
do {
var arr=[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15];
var rand=arr[Math.floor(Math.random()*arr.length)];
if ($('#'+ rand).is(':empty')){
p = p + 1;
document.getElementById(rand).textContent = p
var f = $('td').not(":empty").length;
}
else{}
}while(f < 15){
winChance();
}
}
function winChance (){
array = [];
for (i=1;i<16;i++){
array[i]= new Array();
var currentId = $('#' + i).attr('id');
var currentIn = $('#' + i).html()
var currentIdNum = parseInt(currentId, 10);
var currentInNum = parseInt(currentIn, 10);
for (j=1;j<16;j++){
var nextId = currentIdNum + j;
if (nextId < 16){
var nextIn = $('#' + nextId).html();
var nextInNum = parseInt(nextIn, 10);
if (currentInNum > nextInNum){
array[i].push(j);
}
}
}
}
checkSum();
}
function checkSum(){
var sum = 0;
for (var a=1; a<16; a++){
var add = array[a].length;
sum = sum + add;
}
var end = sum + 4;
if (end % 2 == 0){}
else {
shuffle();
}
}