I'm trying to recreate the matrix in Qualtrics from this image:
The Javascript I found uses text entry but I think profile multiple answer would be better suited for this question. I need a way to allow users to select multiple items and display their current total. My sincere thanks to anyone that can point me in the right direction.
Qualtrics.SurveyEngine.addOnload(function() {
var qid = this.questionId;
$(qid).select('td.c4').last().down().hide();
$(qid).select('td.c5').last().down().hide();
var totalInput = $(qid).select('td.c6').last().down();
totalInput.setAttribute("readonly", "readonly");
totalInput.style.fontWeight = "bold";
var c6 = $(qid).select('td.c6');
for(var i=0; i < (c6.length - 1); i++) {
c6[i].down().observe("keyup", function(event) {
sumCol();
});
}
sumCol();
function sumCol() {
var total = 0;
for(var i=0; i < (c6.length - 1); i++) {
var inputValue = parseInt(c6[i].down().value);
if(isNaN(inputValue)) inputValue = 0;
c6[i].down().value = inputValue;
total = total + inputValue;
}
totalInput.value = total;
if(total == 100) totalInput.style.color = "";
else totalInput.style.color = "red";
}
});
Related
i'm bulding a simon game as a student work project in school. i bulit the "card game "Dynamically by entering cell's to a table in pure js now i would want to make the "card game " to flash in a Random Sequence so i had created a random var and add a classList to evry random but here is the problem
1) i would want to creat a random array to compare between the users array when playing and it seems that i cant do a classLiss.add() to it
2)i would want to "flash" the "cards game" that evry time it will flash once and NOT at the same time (and also at the first turn it will flashh once and at the second turn it will flash Twice {not on the same time.exc}) i did use a setTimeout function to remove classList
Here is the code for "card display" and random function:
function cards(user) {
userchioce = parseInt(user.value);
if (userchioce == 4) {
var table = document.getElementById("mytable");
document.getElementById("mytable").innerHTML = "";
for (var i = 0; i < 2; i++) {
var row = table.insertRow(0);
for (var j = 0; j < 2; j++) {
var cell = row.insertCell(-1);
}
}
var t = document.getElementById("mytable");
var idnum = 0;
counter = 0;
for (var r = 0; r < t.rows.length; r++) { //luop at length of rows
for (var c = 0; c < t.rows[r].cells.length; c++) { //luop at length of rows and cells
t.rows[r].cells[c].style.backgroundColor = colorarry[counter];
t.rows[r].cells[c].innerHTML = colorarry1[counter];
t.rows[r].cells[c].setAttribute("class", "td1");
t.rows[r].cells[c].setAttribute("id", "tdd" + idnum++);
counter++;
}
}
}
counter = 0;//end of if 4
function getrandom(rnd) {
rnd = Math.floor(Math.random() * userchioce);
var id = "tdd";
var fullid = id + rnd;
var dispaly = document.getElementById(fullid);
dispaly.classList.add("flash");
{
setTimeout(function () {
dispaly.classList.remove("flash");
}, 850);
}
}
Alright, let's clean up a little first. You are creating looping to create the cells, then looping again to modify them, you should just modify them right away.
if (userchioce == 4) {
var table = document.getElementById("mytable");
document.getElementById("mytable").innerHTML = "";
var idnum = 0;
for (var i = 0; i < 2; i++) {
var row = table.insertRow(0);
for (var j = 0; j < 2; j++) {
var cell = row.insertCell(-1);
cell.style.backgroundColor = colorarry[idnum];
cell.innerHTML = colorarry1[idnum];
cell.setAttribute("class", "td1");
cell.setAttribute("id", "tdd" + idnum++);
}
}
}
I've also removed the counter variable in favour to the idnum variable. They were both defined at 0 at the same place, and also incremented at the same pace...
You do not get to display the lights one after the other because you only do it once. There should be a place where you keep track of the previous randoms.
var moves = [];
function newTurn() {
var rnd = Math.floor(Math.random() * userchioce);
// Add the new random to the moves history.
moves.push(rnd);
//create a copy, we'll be playing with it.
var movesToShow = moves.slice();
showMove();
}
function showMove(moveList){
//Remove first value of the list of moves and use it to show.
var move = moveList.shift();
var id = "tdd";
var fullid = id + move;
var display= document.getElementById(fullid);
display.classList.add("flash");
//Wait a little before removing the hightlight.
setTimeout(function () {
display.classList.remove("flash");
if(moveList.length>0){
//There are more moves, wait just a little
setTimeout(function(){
//Display a new move.
showMove(moveList);
},100);
}
}, 850);
}
// call this to start a new turn.
newTurn();
Also, I would like to urge you to correct all the typos in your script. "dispaly","userchioce" this will make things very hard for you to follow.
I have this working code below to input a number/tme in textbox. This code below is functioning well but I want to set my textbox value into 00:00 and edit my function code like the second jsfiddle however my edited code is not going well as my idea. In my second jsfiddle I want to input a time of 05:30 but the code is replacing any number that input by a user from the textbox 0
function MaskedTextboxDPSDeparture() {
var myMask = "__:__";
var myCorrectionOut2 = document.getElementById("Departure");
var myText = "";
var myNumbers = [];
var myOutPut = ""
var theLastPos = 1;
myText = myCorrectionOut2.value;
//get numbers
for (var i = 0; i < myText.length; i++) {
if (!isNaN(myText.charAt(i)) && myText.charAt(i) != " ") {
myNumbers.push(myText.charAt(i));
}
}
//write over mask
for (var j = 0; j < myMask.length; j++) {
if (myMask.charAt(j) == "_") { //replace "_" by a number
if (myNumbers.length == 0)
myOutPut = myOutPut + myMask.charAt(j);
else {
myOutPut = myOutPut + myNumbers.shift();
theLastPos = j + 1; //set current position
}
} else {
myOutPut = myOutPut + myMask.charAt(j);
}
}
document.getElementById("Departure").value = myOutPut;
document.getElementById("Departure").setSelectionRange(theLastPos, theLastPos);
}
document.getElementById("Departure").onkeyup = MaskedTextboxDPSDeparture;
HTML
< input id="Departure" type="text" style="width: 35px; text-align: center" value="__:__" />
JSFIDDLE
JSFIDDLE 2
Any suggestion will accepted. Thanks.
Building a dice game and you get 3 rolls. Once you finish your turn i'm trying to have a "reset" button that will reset the values back to the original spot so the "next person" can play. The values reset as I expected but when I "roll" none of the functions are taking place and i'm pretty new in js so i'm not sure what the problem is.
var playerScore = document.getElementById('firstPlayerScore');
var rollButton = document.getElementById('roll_button');
var dice1 = new dice(1);
var dice2 = new dice(2);
var dice3 = new dice(3);
var dice4 = new dice(4);
var dice5 = new dice(5);
var diceArray = [dice1, dice2, dice3, dice4, dice5];
var cargo = 0;
var numOfRolls = 0;
var cargoButton = document.getElementById('cargo');
var canHaveCargo = false;
function restart(){
dice1 = new dice(1);
dice2 = new dice(2);
dice3 = new dice(3);
dice4 = new dice(4);
dice5 = new dice(5);
diceArray = [dice1, dice2, dice3, dice4, dice5];
cargo = 0;
numOfRolls = 0;
canHaveCargo = false;
addGlow();
updateDiceImageUrl();
document.getElementById("dice1").classList.remove('glowing');
document.getElementById("dice2").classList.remove('glowing');
document.getElementById("dice3").classList.remove('glowing');
document.getElementById("dice4").classList.remove('glowing');
document.getElementById("dice5").classList.remove('glowing');
}
//dice object
function dice(id){
this.id = id;
this.currentRoll = 1;
this.previousRoll = 1;
this.isSelected = false;
this.diceImageUrl = "img/dice/dice1.png";
this.roll = function(){
this.previousRoll = this.currentRoll;
this.currentRoll = getRandomRoll(1, 6);
}
}
//returns an array of all dice that are not currently selected so they can be rolled.
function getRollableDiceList(){
var tempDiceList = [];
for(var i = 0; i < diceArray.length; i++){
if(!diceArray[i].isSelected){
tempDiceList.push(diceArray[i]);
}
}
return tempDiceList;
}
// gets a random number between min and max (including min and max)
function getRandomRoll(min,max){
return Math.floor(Math.random() * (max-min + 1) + min);
}
// calls the roll function on each dice
function rollDice(rollableDiceList){
for(var i = 0; i < rollableDiceList.length; i++){
rollableDiceList[i].roll();
}
}
// updates each dice with the new url for the image that corresponds to what their current roll is
function updateDiceImageUrl(){
for(var i = 0; i < diceArray.length; i++){
var currentDice = diceArray[i];
currentDice.diceImageUrl = "http://boomersplayground.com/img/dice/dice" + currentDice.currentRoll + ".png";
//update div image with img that cooresponds to their current roll
updateDiceDivImage(currentDice);
}
}
//Displays the image that matches the roll on each dice
function updateDiceDivImage(currentDice) {
document.getElementById("dice"+currentDice.id).style.backgroundImage = "url('" + currentDice.diceImageUrl +"')";
}
// returns an array of all
function getNonSelectedDice(){
var tempArray = [];
for(var i = 0; i < diceArray.length; i++){
if(!diceArray[i].isSelected){
tempArray.push(diceArray[i]);
}
tempArray.sort(function(a, b){
return b.currentRoll - a.currentRoll;
});
}
return tempArray;
}
function getSelectedDice(){
var selectedDice = [];
for(var i = 0; i < diceArray.length; i++){
if(diceArray[i].isSelected){
selectedDice.push(diceArray[i]);
}
}
return selectedDice;
}
//boolean variables
var shipExist = false;
var captExist = false;
var crewExist = false;
//checks each dice for ship captain and crew. Auto select the first 6, 5 , 4.
function checkForShipCaptCrew(){
//array of dice that are not marked selected
var nonSelectedDice = getNonSelectedDice();
for(var i = 0; i < nonSelectedDice.length; i++){
//temp variable that represents the current dice in the list
currentDice = nonSelectedDice[i];
if (!shipExist) {
if (currentDice.currentRoll == 6) {
shipExist = true;
currentDice.isSelected = true;
}
}
if (shipExist && !captExist) {
if (currentDice.currentRoll == 5) {
captExist = true;
currentDice.isSelected = true;
}
}
if (shipExist && captExist && !crewExist) {
if (currentDice.currentRoll == 4) {
crewExist = true;
currentDice.isSelected = true;
canHaveCargo = true;
}
}
}
}
function addGlow(){
var selectedDice = getSelectedDice();
for (var i = 0; i < selectedDice.length; i++){
var addGlowDice = selectedDice[i];
var element = document.getElementById('dice' + addGlowDice.id);
element.className = element.className + " glowing";
}
}
function getCargo(){
var cargo = 0;
var moreDice = getNonSelectedDice();
if (canHaveCargo){
for(var i=0; i < moreDice.length; i++){
cargo += moreDice[i].currentRoll;
playerScore.innerHTML = 'You have got ' + cargo + ' in ' + numOfRolls + ' rolls!';
}
} else {
alert("You don't have Ship Captain and the Crew yet!");
}
}
rollButton.addEventListener('click', function(){
//generate rollable dice list
if (numOfRolls < 3) {
var rollableDiceList = getRollableDiceList();
//roll each dice
rollDice(rollableDiceList);
//update dice images
updateDiceImageUrl();
getNonSelectedDice();
// //auto select first 6, 5, 4 (in that order)
checkForShipCaptCrew();
addGlow();
// //adds a red glow to each dice that is selected
numOfRolls++;
}
});
cargoButton.addEventListener('click', getCargo);
var startButton = document.getElementById('restart');
startButton.addEventListener('click', restart);
http://boomer1204.github.io/shipCaptainCrew/
Here is a link to the live game since it's the only way I can describe the problem since I don't know what's not working. If you roll the dice a couple times the dice will get a blue border and be "saved" according to the rules. Now after you hit th restart button that doesn't happen anymore.
Thanks for the help in advance guys
Just add this to your restart()
function restart(){
...
shipExist = false;
capExist = false;
crewExist = false;
...
}
It's hard to replicate without a fiddle, but it seems that you are adding and removing the 'glowing' class using separate processes. Have you tried adding the glowing class the same way you are removing it?
element.classList.add("glowing")
See an example within a fiddle: https://jsfiddle.net/5tstf2f8/
I'm writing a script to parse a Google Sheet and format the cells nicely on a Doc. I'd like the cell data from column 1 to always be bold and the cell data from column 6 to always be Italic. The problem is, after appending a paragraph to the document body, the attribute changes are applied to the entire document. Is there a way to bold/italicize the cell data before appending it to the doc body?
function readRows() {
var sheet = SpreadsheetApp.getActiveSheet();
var rows = sheet.getDataRange();
var numRows = rows.getNumRows();
var numCols = rows.getNumColumns();
var values = rows.getValues();
var doc = DocumentApp.create("Smogon Formatted");
var docBody = doc.getBody();
for (var i = 2; i <= numRows; i++) {
for (var j = 1; j <= numCols; j++){
var cellData = rows.getCell(i, j).getValue()
// Format data based on column
if (j == 1) {
docBody.appendParagraph(cellData).editAsText().setBold(true);
} else if (j == 2 || j == 3) {
var imgFormula = rows.getCell(i, j).getFormula();
var imgUrl = getImageUrl(imgFormula);
docBody.appendParagraph("[img]" + imgUrl + "[/img]");
} else if (j == 6) {
docBody.appendParagraph(cellData).editAsText().setItalic(true);
} else {
docBody.appendParagraph(cellData);
}
}
}
};
EDIT: Try #2, using the setAttributes method
function readRows() {
var sheet = SpreadsheetApp.getActiveSheet();
var rows = sheet.getDataRange();
var numRows = rows.getNumRows();
var numCols = rows.getNumColumns();
var values = rows.getValues();
var doc = DocumentApp.create("Smogon Formatted");
var docBody = doc.getBody();
for (var i = 2; i <= numRows; i++) {
for (var j = 1; j <= numCols; j++){
var cellData = rows.getCell(i, j).getValue()
// Format data based on column
if (j == 1) {
docBody.appendParagraph(cellData).setAttributes(style1);
} else if (j == 2 || j == 3) {
var imgFormula = rows.getCell(i, j).getFormula();
var imgUrl = getImageUrl(imgFormula);
docBody.appendParagraph("[img]" + imgUrl + "[/img]");
} else if (j == 6) {
docBody.appendParagraph(cellData).setAttributes(style2);
} else {
docBody.appendParagraph(cellData);
}
}
}
};
// Style definitions as global variables
var style1= {};
style1[DocumentApp.Attribute.BOLD] = true;
var style2= {};
style2[DocumentApp.Attribute.ITALIC] = true;
If you use style attributes you can assign a style to every paragraph very easily, you can actually do it for any document element...
Here is a basic example code to show how it works :
(doc here)
function exportToDoc(){
var doc = DocumentApp.openById('16i----L53WTDpzuLyhqQQ_E');// or create a new doc (but not while you test it :-)
var body = doc.getBody();
var sheet = SpreadsheetApp.getActiveSheet();
var values = sheet.getDataRange().getValues();
for (var i in values){
var rowData = values[i].join(' + ');
if (i == 1) {
body.appendParagraph(rowData).setAttributes(style2);
} else if (i == 2 ) {
body.appendParagraph(rowData).setAttributes(style1)
}
}
doc.saveAndClose();
}
// Style definitions as global variables
var style1 = {};// style example 1
style1[DocumentApp.Attribute.FONT_SIZE] = 10;
style1[DocumentApp.Attribute.FONT_FAMILY] = DocumentApp.FontFamily.CONSOLAS;
style1[DocumentApp.Attribute.FOREGROUND_COLOR] = "#444400";
var style2 = {};// style example 2
style2[DocumentApp.Attribute.FONT_SIZE] = 16;
style2[DocumentApp.Attribute.FONT_FAMILY] =DocumentApp.FontFamily.ARIAL_NARROW;
style2[DocumentApp.Attribute.FOREGROUND_COLOR] = "#005500";
//
example random data result :
I am trying to find the sum of checkbox values (23.75 and 142.75)
Poaten
Checkbox1: 2012-01-17, Porti, 1.760, 23.75
Checkbox2: 2012-01-17, Kopien, 10.560, 142.55
Checkbox3: 2012-01-17, Honorar, 33.600, 453.60
Checkbox4: 2012-01-17, Telefon, 0.640, 8.65
The output is in "Restbetrag". I used the following function but I receive the sum of primary key's value of selected checkbox items in "Posten".
In posten I see four values for each checkbox which are separated by comma. Where should I start to have the 4th value of each clicked checkbox (23.75, 142.55...)? Could you please advice where to find a similar solutions?
Thanks
mpol
function showTotal() {
document.frechnungenadd.x_Restbetrag.value = '';
//document.write("test");
var sum = 0;
var elements = document.getElementsByName("x_Posten[]");
for (i=0;i < elements.length;i++) {
if (elements[i].checked) {
sum = sum + +elements[i].value;
}
}
document.frechnungenadd.x_Restbetrag.value = sum;
}
Not sure if this is what you are looking for...
if (elements[i].checked) {
var myarr = elements[i].value.split(",");
sum += parseFloat(myarr[3]);
}
I solved my problem. Thanks for your support. Here your the code for solution.
Regards
mpol_ch
function showTotal() {
document.frechnungenadd.x_Summe.value = '';
document.frechnungenadd.x_MwSt.value = '';
//document.write("test");
var Summe = 0;
var MwSt = 0
var splitted
var elements = document.getElementsByName("x_Posten[]");
for (i=0;i < elements.length;i++) {
if (elements[i].checked) {
splitted = elements[i].nextSibling.nodeValue.split(",");
MwSt = MwSt+ + parseFloat(splitted[2]);
Summe = Summe+ + parseFloat(splitted[3]);
}
}
document.frechnungenadd.x_MwSt.value = MwSt.toFixed(2);
document.frechnungenadd.x_Summe.value = Summe.toFixed(2);
}
setInterval('showTotal()',1000);