Hello i am doing a memory game with javascript - javascript

Hello i am doing a memory game with javascript and i can't do the timer,i want to make a timer which start counting when I load the first time and ends when he finds all pairs and i don't know what to do,if someone could help me
here is my code :
var array_cartas = ['A', 'A', 'B', 'B', 'C', 'C', 'D', 'D', 'E', 'E', 'F'
var valores_cartas = [];
var idCartas = [];
var cartas_viradas = 0;
function iniciar_temporizador() {
temporizador = 0;
minutos = Math.floor(temporizador / 60);
segundos = (temporizador - minutos * 60) + '';
}
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 novoJogo() {
cartas_viradas = 0;
var saida = '';
array_cartas.memory_tile_shuffle();
for (var i = 0; i < array_cartas.length; i++) {
saida += '<div id="tile_' + i + 'onclick="virar_carta(this,\'' + array_cartas[i] + ' \')"></div>';
}
document.getElementById('memory_board').innerHTML = saida;
}
function virar_carta(tile, val) {
if (tile.innerHTML === "" && valores_cartas.length < 2) {
tile.style.background = '#FFF';
tile.innerHTML = val;
if (valores_cartas.length == 0) {
valores_cartas.push(val);
idCartas.push(tile.id);
} else if (valores_cartas.length === 1) {
valores_cartas.push(val);
idCartas.push(tile.id);
if (valores_cartas[0] === valores_cartas[1]) {
cartas_viradas += 2;
// limpa ambas as listas
valores_cartas = [];
idCartas = [];
if (cartas_viradas === array_cartas.length) { //
alert("Parabéns acabou o jogo");
document.getElementById('memory_board').innerHTML = "";
novoJogo();
}
} else {
function virar_para_costas() {
var tile_1 = document.getElementById(idCartas[0]);
var tile_2 = document.getElementById(idCartas[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 = "";
valores_cartas = [];
idCartas = [];
}
setTimeout(virar_para_costas, 500);
}
}
}

Use setInterval to make a variable increase every second. Get it's value when finished to show completion time.
$(function(){
var seconds = 0;
setInterval(function(){
seconds++;
$('input').val(seconds);
}, 1000);
});
See my example here on JSFIDDLE
At the same point you game is complete and shows the "Game Over" screen, make a new var called finishTime or something, and get the value of the var seconds which we are using in the above script.
So to put it another way, when the game is finished, do this:
var finishTime = seconds;

Related

How to detect joy-con input/motion controls in HTML5 JavaScript

I am trying to create an HTML5 JavaScript game that uses Nintendo Switch Joy-Cons and motion controls. The problem is, I don't know how to detect motion controls from Joy-Cons when they are connected to my PC.
I've managed to achieve button inputs with Xbox controllers, PS4, and Joy Con using Gamepad API, but is it possible to do so with Joy-Con motion controls?
Here is the code for Gamepad API if you want to see it(Again, I'm aiming for Joy-Con motion controls):
var haveEvents = 'ongamepadconnected' in window;
var controllers = {};
function connecthandler(e) {
addgamepad(e.gamepad);
}
function addgamepad(gamepad) {
controllers[gamepad.index] = gamepad;
var d = document.createElement("div");
d.setAttribute("id", "controller" + gamepad.index);
var t = document.createElement("h1");
t.appendChild(document.createTextNode("gamepad: " + gamepad.id));
d.appendChild(t);
var b = document.createElement("div");
b.className = "buttons";
for (var i = 0; i < gamepad.buttons.length; i++) {
var e = document.createElement("span");
e.className = "button";
//e.id = "b" + i;
e.innerHTML = i;
b.appendChild(e);
}
d.appendChild(b);
var a = document.createElement("div");
a.className = "axes";
for (var i = 0; i < gamepad.axes.length; i++) {
var p = document.createElement("progress");
p.className = "axis";
//p.id = "a" + i;
p.setAttribute("max", "2");
p.setAttribute("value", "1");
p.innerHTML = i;
a.appendChild(p);
}
d.appendChild(a);
var start = document.getElementById("start");
if (start) {
start.style.display = "none";
}
document.body.appendChild(d);
requestAnimationFrame(updateStatus);
}
function disconnecthandler(e) {
removegamepad(e.gamepad);
}
function removegamepad(gamepad) {
var d = document.getElementById("controller" + gamepad.index);
document.body.removeChild(d);
delete controllers[gamepad.index];
}
function updateStatus() {
if (!haveEvents) {
scangamepads();
}
var i = 0;
var j;
for (j in controllers) {
var controller = controllers[j];
var d = document.getElementById("controller" + j);
var buttons = d.getElementsByClassName("button");
for (i = 0; i < controller.buttons.length; i++) {
var b = buttons[i];
var val = controller.buttons[i];
var pressed = val == 1.0;
if (typeof(val) == "object") {
pressed = val.pressed;
val = val.value;
}
var pct = Math.round(val * 100) + "%";
b.style.backgroundSize = pct + " " + pct;
if (pressed) {
b.className = "button pressed";
//Pressed down code here
} else {
b.className = "button";
//Release button code here
}
}
var axes = d.getElementsByClassName("axis");
for (i = 0; i < controller.axes.length; i++) {
var a = axes[i];
a.innerHTML = i + ": " + controller.axes[i].toFixed(4);
a.setAttribute("value", controller.axes[i] + 1);
}
}
requestAnimationFrame(updateStatus);
}
function scangamepads() {
var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
for (var i = 0; i < gamepads.length; i++) {
if (gamepads[i]) {
if (gamepads[i].index in controllers) {
controllers[gamepads[i].index] = gamepads[i];
} else {
addgamepad(gamepads[i]);
}
}
}
}
window.addEventListener("gamepadconnected", connecthandler);
window.addEventListener("gamepaddisconnected", disconnecthandler);
if (!haveEvents) {
setInterval(scangamepads, 500);
}
Using this link for reference
Wei Gao explained this in a React Knowledgeable meetup last week.
You can learn how she did it through her presentation or her slides.
You can visit the talk page for more information.

Javascript: scope effect despite order of execution

Please note: This is not a question about scope, per se. I understand that in order to make the code work, I should make a deep copy of the variable board rather than assigning var tboard = board. However, I am not clear why making a shallow copy has the effect I describe below.
I am experiencing something I find baffling. Basically, a global variable (board) gets altered and I have no clue how. board is initialized in the function NewGame() (which is called from select()) as an empty array. After it is initialized, nothing else is called until the user clicks a square on the board (assuming the user has selected Xs for simplicity). When that happens, the function playerMove() is called. The baffling thing is that console.log(board) at the top of playerMove() prints out an array that has an x is the clicked position and os everywhere else (ie not empty). This is bizarre because the board is empty at the end of select() (which called NewGame()) and nothing else should happen in between. To demonstrate this, I print out the function name at the top of each function and I print out the board variable in the select() function and playerMove() function to show that it changes despite nothing else being called. Please note that to get this behavior, refresh the page (otherwise the board variable starts out full of os). I think this must be somewhat an issue of scope (because I am not making a deep copy of board) but it's strange because I have no clue what is being called that is changing the variable before it gets printed out at the top of playerMove().
Here is the link to my pen and the code: http://codepen.io/joshlevy89/pen/MKjxop?editors=101
$(document).ready(function() {
var pSym; // player's symbol
var cSym; // computer's symbol
var board;
var whosMove; // can be "player" or "computer" or "neither"
var gameOver;
setup();
$("#newgame").on('click', '#X', select);
$("#newgame").on('click', '#O', select);
$("#restart").on('click', setup);
$("table").on('click', 'td', playerMove);
function playerMove()
{
console.log('playerMove');
console.log(board);
if (whosMove === "player")
{
var val = $(this).data('value');
$('#g' + val).text(pSym);
var arr = PositionToCoords(val);
board[arr[0]][arr[1]] = pSym;
var tboard = board;
var gc = gameCheck(tboard);
if (gc>=0)
{
endGame(gc);
setTimeout(function(){setup();}, 1000);
return;
}
whosMove = "computer";
computerMove();
}
}
function computerMove() {
console.log('computerMove');
//var p1 = Math.floor(Math.random() * 3);
//var p2 = Math.floor(Math.random() * 3);
var tboard = board;
var pos = chooseMove(tboard);
var arr = PositionToCoords(pos);
board[arr[0]][arr[1]] = cSym;
DrawPosition(arr[0], arr[1], cSym);
var tboard = board;
var gc = gameCheck(tboard);
if (gc>=0) {
endGame(gc);
setTimeout(function(){setup();}, 1000);
return;
}
whosMove = "player";
}
function chooseMove(inboard) {
console.log('chooseMove');
// get the possible moves
var moves=[];
var scores = [];
for (var i=1;i<10;i++) {
var arr = PositionToCoords(i);
if (inboard[arr[0]][arr[1]] === undefined) {
moves.push(i);
var tboard = inboard;
tboard[arr[0]][arr[1]] = cSym;
var gc = gameCheck(tboard);
scores.push(gc);
}
}
//console.log(moves);
//console.log(scores);
return moves[0]; // TEMPORARY
}
function endGame(gc) {
console.log('endGame');
var str;
if (gc===1) { // somebody won
if (whosMove==="player"){
str = "You Won!"
}
else {
str = "You Lost :(";
}
}
else if (gc === 0){//draw
str = "It's a draw."
}
html = '<div id="closer">' + str + '</div>';
$('#endgame').html(html);
}
function gameCheck(tboard) {
console.log('gameCheck');
// get symbol to check for
var sym;
if (whosMove === "player") {
sym = pSym;
} else {
sym = cSym;
}
// check if in a row
var hrow;
var vrow;
// check for horizonal row
for (var i = 0; i < 3; i++) {
hrow = true;
vrow = true;
for (var j = 0; j < 3; j++) {
if (tboard[i][j] !== sym) {
hrow = false;
}
if (tboard[j][i] !== sym) {
vrow = false;
}
}
if ((hrow) || (vrow)) {
return 1;
}
}
var fdrow = true;
var bdrow = true;
for (var i = 0; i < 3; i++) {
if (tboard[i][i] !== sym) {
fdrow = false;
}
if (tboard[i][2 - i] !== sym) {
bdrow = false;
}
}
if ((fdrow) || (bdrow)) {
return 1;
}
// otherwise, check if board is full
var full = true;
for (var i = 1; i < 10; i++) {
var arr = PositionToCoords(i);
if (tboard[arr[0]][arr[1]] === undefined) {
full = false;
break;
}
}
if (full === true) {
return 0;
}
// if neither 0 (tie) or win (1), return -1 (game not over)
return -1;
}
function select() {
console.log('select');
pSym = $(this).data('value');
$('#newgame').html('');
NewGame();
console.log(board);
}
function setup() {
console.log('select');
$('#endgame').html('');
html = '<div id="opener">Xs or Os? <div id="buttons">';
html += '<div id="X" data-value="X" class="btn btn-default">Xs</div>';
html += '<div id="O" data-value="O" class="btn btn-default">Os</div>';
html += '</div></div>';
$('#newgame').html(html);
}
function NewGame() {
console.log('NewGame');
$('td').empty();
board = new Array(3);
for (i = 0; i < 3; i++) {
board[i] = new Array(3)
};
if (pSym === "X") {
cSym = "O";
whosMove = "player";
} else {
cSym = "X";
whosMove = "computer";
computerMove();
}
}
function DrawPosition(p1, p2, sym) {
console.log('DrawPosition');
var pos = p1 * 3 + (p2 + 1);
$("#g" + pos).text(sym)
}
function PositionToCoords(pos) {
console.log('PositionToCoords');
var p1 = Math.ceil(pos / 3) - 1;
var p2 = ((pos - 1) % 3);
var arr = [p1, p2];
return arr;
}
});
Thanks in advance.
Simply add the break in the for loop fixes the problem. Am I missing anything?
function chooseMove(inboard) {
console.log('chooseMove');
// get the possible moves
var moves = [];
var scores = [];
for (var i = 1; i < 10; i++) {
var arr = PositionToCoords(i);
if (inboard[arr[0]][arr[1]] === undefined) {
moves.push(i);
var tboard = inboard;
tboard[arr[0]][arr[1]] = cSym;
var gc = gameCheck(tboard);
scores.push(gc);
break; // <<<<<<<<<<<< This break guarantees that the computer only makes one move
}
}
//console.log(moves);
//console.log(scores);
return moves[0]; // TEMPORARY
}

Can't validate this! Validation process keeps stopping

I'm having problems validating this piece of javascript code. JSlint keeps stopping after the first for instruction and I can't seem to figure out why. It seems as if the validator is picking on warnings rather than errors (such as "use space instead of tabs" or "expected +=1 instead of ++" which all seem fine to me). Also, I'm not sure if it does what it's supposed to but I can't check that until I get the validation done.
var prompt = document.getElementById("prompt");
var response = document.getElementById("response");
var warning = document.getElementById("warning");
var fixation = 'fixPlus.jpg';
var cueImage = ['fixPlus.jpg', 'midCue.jpg', 'bothCue.jpg', 'topCue.jpg', 'botCue.jpg'];
//images for stimuli were taken from wheedesign.com
var stImage = ['T_L_N.jpg', 'T_L_C.jpg', 'T_L_I.jpg', 'T_R_N.jpg', 'T_R_C.jpg', 'T_R_I.jpg', 'B_L_N.jpg', 'B_L_C.jpg', 'B_L_I.jpg', 'B_R_N.jpg', 'B_R_C.jpg', 'B_R_I.jpg'];
var condIdx[1];
var i;
for (i = 2, i <= 47; i++) {
condIdx.push(i);
}
var cueType = ['0', '1', '2']; //I will use a repetitive instruction instead of writing 000,111, etc
for (i = 0; i < 11; i++) {
cuetype[i] = 0;
}
for (i = 12; i < 23; i++) {
cueType[i] = 1;
}
for (i = 24; i < 35; i++) {
cueType[i] = 2;
}
for (i = 36; i < 41; i++) {
cueType[i] = 3;
}
for (i = 42; i < 47; i++) {
cueType[i] = 4;
}
var stType = ['0', '1', '2', '3', '4', '5', '6', '7'];
var ansKey = ['Z', 'Z', 'Z', 'Z', 'Z', 'Z', 'M', 'M', 'M', 'M', 'M', 'M'];
var promptTxt = 'Press Z for left and M for right';
var invalidTxt = ' -- Invalid key press!!!';
var correctTxt = 'correct answer!';
var incorrectTxt = 'incorrect answer!'
var waitTxt = 'Wait for the prompt!';
var tooSlow = 'Too slow!';
var toa = 400; //trial onset asynchrony in ms
var preCueFixTime[500, 600, 700, 800, 900, 1000, 1100, 1200]; //pre-cue fixation
var cueTime = 100; // cue in ms
var postCueTime = 400; //post-cue fixation
var maxStTime = 1500; //stimulus display (until a key is pressed or 1500ms has lapsed)
var promptTime = 1500; // duration of response prompt in ms
var nTrial = isPractice ? 1 : 24;
var trialCounter = 0; //to keep track of progress
var remainStr = ''; //remaining trials
var doneStr = ''; //trials completed
var indxChar = '='; //character used to indicate a trial
var remainColor = 'LightBlue'; //color to display remainStr
var doneColor = 'Navy';
var progTxt = 'Progress: '.fontcolor(doneColor);
var rspArr = []; //to store responses
var cssFile = '<link rel = "stylesheet" type = "text/css" href = "rngStyle.css">';
var blocks = 0;
function block_initiation() {
if (blocks < 7) {
warning.innerHTML = '';
response.innerHTML = '';
object.onclick = "trialBlock()" + 'Click here to begin a block of trials!';
blocks++;
updateProgress();
} else {
submitData();
}
}
function trialBlock() {
"use strict";
condIdx = shuffle(condIdx);
preCueFixTime = shuffle(preCueFixTime);
cueImage = shuffle(cueImage);
for (i = 0; i < 6; i++) {
var theTask = setInterval(function () {
aTrial();
}, toa);
}
}
function aTrial() {
"use strict";
if (trialCounter < nTrial) {
warning.innerHTML = '';
response.innerHTML = '';
getKeypress();
trialCounter++;
updateProgress();
} else {
submitData();
}
}
function getKeypress() {
"use strict";
rspArr.push(0);
// fixation - cue - fixation - stimulus - key press/too slow
var interval = window.setInterval(function () {
if (fixation.display == 'hidden') {
fixation.style.visibility = 'visible';
} else {
fixation.style.visibility = 'hidden';
}
}, preCueFixTime[trialCounter]); //display initial fixation
if (cueImage[trialCounter].display == 'hidden') {
cueImage[trialCounter].style.visibility = 'visible';
} else {
cueImage[trialCounter].style.visibility = 'hidden';
}
}, 100); //shows cue display for 100ms
prompt.innerHTML = promptTxt; //show the prompt text
setTimeout(function () {
prompt.innerHTML = '';
}, promptTime);
if (stImage[condIdx[trialCounter]].display == 'hidden') {
stImage[condIdx[trialCounter].style.visibility = 'visible';
} else {
stImage[condIdx[trialCounter]].style.visibility = 'hidden';
}
}, 1500);
setTimeout(function () {
tooSlow.innerHTML = '';
}, tooSlow);
var inputRecorded = false;
document.onkeydown = function (e) {
if (inputRecorded) {
warning.innerHTML = waitTxt;
cueImage[trialCounter].style.visibility = 'hidden';
return false; //to cancel the event
}
e = e || window.event;
var key_press = String.fromCharCode(e.keyCode);
var regex = /[MZ]/;
condIdx[trialCounter].innerHTML = '';
//stImage[indeces 1 to 6] should be Z and stImage[7-12] should be M
var stStart = new Date();
fixation + cueImage[trialCounter] + fixation + stImage[condIdx[trialCounter]];
setTimeout(function () {
fixation.innerHTML = '';
}, preCueFixTime[trialCounter]); //this will still show preCueFixTime in ascending order
if (key_press.search(regex) > -1) {
var stEnd = new Date();
var RT = stEnd.getTime() - stStart.getTime();
//something was pressed
if (condIdx[trialCount] < 7 && key_press == 'Z'
OR condIdx[trialCount] >= 7 && key_press == 'M') {
//correct!
var correct = true;
trialCond = [cond Idx, cueType, correct, RT];
rspArr[trialCount] = trialCond.join();
response.innerHTML = key_press;
clearInterval(tooSlow); // cancel Too Slow
clearInterval(stImage[trialCounter]); //cancel stimulus display
warning.innerHTML = correctTxt;
} else {
//incorrect!
var correct = false;
rspArr[rspArr.length - 1] = key_press;
response.innerHTML = key_press;
clearInterval(tooSlow); // cancel Too Slow
clearInterval(stImage[trialCounter]); //cancel stimulus display
warning.innerHTML = incorrectTxt;
}
} else {
warning.innerHTML = key_press + invalidTxt;
}
inputRecorded = true;
}; //document.onkeydown
}
function updateProgress() {
"use strict";
//alert (trialCounter + ' ' + remainStr);
if (trialCounter === 0) {
for (var i = 0; i < nTrial; i++) {
remainStr += indxChar;
}
} else {
doneStr += indxChar;
remainStr = remainStr.slice(0, -1);
}
progress.innerHTML = progTxt + doneStr.fontcolor(doneColor) + remainStr.fontcolor(remainColor);
}
function checkProgress() {
"use strict";
var j, tot = 0,
n = rspArr.length;
//alert(tot + ' ' + n);
for (j = n - 5; j < n; j++) {
if (rspArr[j] > 0) {
tot++;
}
}
var actionAttr, fbkTxtm, valueAttr;
if (tot > 3) {
actionAttr = 'action="rng04Task.php"';
fbkTxt = '<h2>Good! That ends the practice. </h2>';
valueAttr = 'value="Click here to formally begin the task"';
} else {
actionAttr = 'action="rng03Practice.php"';
fbkTxt = '<h2>You are not quite in sync with the prompts </h2>' + '<h2> Please try again </h2>';
valueAttr = 'value="Click here to have some more practice"';
}
document.write(cssFile +
'<form class="center"' + actionAttr + '>' + fbkTxt + '<input class = "myButton" type="submit"' + valueAttr + '>' + '</form>');
//alert(cssFile +
//'<form class="center"' + actionAttr + '>' + fbkTxt + '<input class = "myButton" type="submit"' + valueAttr + '>' + '</form>');
}
function shuffle(arr) {
"use strict";
for (var j, x, i = o.length; i; j = Math.floor(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x);
return arr;
//function taken and adapted from http://jsfromhell.com/array/shuffle
};
function submitData() {
"use strict";
}
I suspect it's failing on:
var condIdx[1];
As I don't think that's valid js syntax. You are attempting to declare a variable name, and provide a size/or access an index, in the same line, without an equality statement?

'Arc is not a constructor' error

I am getting an error saying Arc is not a constructor. I have checked my code and can't understand why.
/*
Exception: Arc is not a constructor
RouteFinder/this.getPairs#Scratchpad/8:72:6
#Scratchpad/8:5:3
*/
The other answers for this error suggest that this because Arc has previously been defined, but I cant find anywhere that it is. This is a big chunk of code, so scroll down for the error - it is commented where it is
var lats = [ 51.445371, 51.45526, 51.426765, 51.441304 ]
var lons = [ -0.077581, -0.113248, -0.13091, -0.060596 ]
var finder = new RouteFinder(lats, lons);
finder.getPairs();
var nodeList = ''
for(var count = 1; count < lats.length; count++) {
nodeList += count;
}
finder.permutation("", nodeList);
finder.removeDuplicateRoutes();
var shortestRoute = finder.getShortestRoute();
var finalRouteOrder = [];
shortestRoute.nodeList.forEach(function(node) {
finalRouteOrder.push(+node);
});
alert(finalRouteOrder);
var Route = function() {
this.totalWeight = 0;
this.nodeList = [];
};
var Node = function() {
this.lat = 0;
this.lon = 0;
this.number = 0;
};
var Arc = function() {
this.startNode = new Node();
this.endNode = new Node();
this.weight = 0;
};
function reverseString(initialString) {
var reversed = '';
for(var count = initialString.length -1; count > -1; count--) {
reversed += initialString.charAt(count);
}
return reversed;
}
function calcDistance(lat1, lng1, lat2, lng2) {
var earthRadius = 6371;
var dLat = (lat2 - lat1)/180*Math.PI;
var dLng = (lng2 - lng1)/180*Math.PI;
var a = Math.sin(dLat/2) * Math.sin(dLat/2) + Math.cos(lat1/180*Math.PI) * Math.cos(lat2/180*Math.PI) * Math.sin(dLng/2) * Math.sin(dLng/2);
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1-a));
var dist = earthRadius * c;
return dist;
}
function RouteFinder(lats, lons) {
this.latArray = lats;
this.lonArray = lons;
this.orders = [];
this.arcArray = [];
this.routes = [];
this.shortestRoute;
this.numOfPoints = lats.length - 1;
this.shortestRouteLength = -1;
this.getPairs = function() {
var timesLooped = 0;
for(var count1 = 0; count1 < this.numOfPoints; count1++) {
for(var count2 = 0; count2 < (this.numOfPoints - count1); count2++) {
//I get an error here for new Arc()
this.arcArray.push(new Arc());
this.arcArray[timesLooped].startNode = {
number: count1,
};
this.arcArray[timesLooped].endNode = {
number: this.numOfPoints - count2,
};
this.arcArray[timesLooped].weight = calcDistance(this.latArray[count1], this.lonArray[count1], this.latArray[this.numOfPoints - count2], this.lonArray[this.numOfPoints - count2]);
timesLooped++;
}
}
};
this.permutation = function(prefix, str) {
var n = str.length;
if(n === 0) this.orders.push('0' + prefix + '0');
else {
for(var i = 0; i <n; i++) {
this.permutation(prefix + str.charAt(i), str.substring(0, i) + str.substring(i + 1, n));
}
}
};
this.removeDuplicateRoutes = function() {
var numberOfPermutations = this.orders.length -1;
var temp;
var size;
var toRemove = [];
for(var count1 = 0; count1 < numberOfPermutations; count1++) {
for(var count2 = 0; count2 < (numberOfPermutations - count1); count2++) {
if(this.orders[count1] == reverseString(this.orders[numberOfPermutations - count2])) {
toRemove.push(count1);
}
}
}
size = toRemove.length;
for(var count3 = 0; count3 < size; count3++) {
temp = toRemove[size - 1- count3];
var index = this.orders.indexOf(temp);
if(index > -1) {
temp.splice(index, 1);
}
}
};
this.getShortestRoute = function() {
var routesMade = 0;
for(var routeNumber = 0; routeNumber < (this.orders.length -1); routeNumber++) {
this.routes.push(new Route());
this.routes[routesMade].totalWeight = 0;
for(var count1 = 0; count1 < this.orders[routeNumber].length; count1++) {
this.routes[routesMade].nodeList.push(+this.orders[routeNumber].charAt(count1));
}
for(var count2 = 1; count2 < this.orders[routeNumber].length; count2++) {
for(var count3 = 0; count3 < this.arcArray.length; count3++) {
if(this.routes[routesMade].nodeList[count2 - 1] === this.arcArray[count3].startNode.number) {
if(this.routes[routesMade].nodeList[count2] === this.arcArray[count3].endNode.number) {
this.routes[routesMade].totalWeight += this.arcArray[count3].weight;
}
} else if (this.routes[routesMade].nodeList[count2 - 1] === this.arcArray[count3].endNode.number) {
if(this.routes[routesMade].nodeList[count2] === this.arcArray[count3].startNode.number) {
this.routes[routesMade].totalWeight += this.arcArray[count3].weight;
}
}
}
}
if(!this.shortestRoute) {
this.shortestRoute = this.routes[routesMade];
} else if(this.routes[routesMade].totalWeight < this.shortestRoute.totalWeight) {
this.shortestRoute = this.routes[routesMade];
}
routesMade++;
}
return this.shortestRoute;
};
}
I'm tearing my hair out trying to work out the problem. Help is greatly appreciated, thanks!
This
var finder = new RouteFinder(lats, lons);
gets executed before Arc variable gets its value (function). Thus at the moment of RouteFinder call that Arc variable is undefined and cannot be used as a constructor.
Update: it is about finder.getPairs(); actually where you try to call that new Arc();
You need to have Route, Node, and Arc like this:
function Route() {
this.totalWeight = 0;
this.nodeList = [];
}
function Node() {
this.lat = 0;
this.lon = 0;
this.number = 0;
}
function Arc() {
this.startNode = new Node();
this.endNode = new Node();
this.weight = 0;
}
The issue is that Arc is not yet defined. Either move your function expression assignment (var Arc = function ...) to the top of your script or convert them to function definition statements like this
function Arc() {
this.startNode = new Node();
this.endNode = new Node();
this.weight = 0;
}
Statements are hoisted and their order does not matter, but assignment to var happens in the order they appear in the file (the declaration is hoisted, but the assignment isn't).
Same goes for your Route and Node functions.
Read more about var hoisting on MDN.

How to access variables within another function

I'm writing code for a blackjack game and have run into some problems. I have written two functions: one for the initial deal and one for each consecutive hit. this is the deal function:
var deck = [1,2,3,4,5,6,7,8,9,10,"Jack","Queen","King","Ace"];
function deal() {
var card1_val = Math.floor(Math.random() * deck.length);
var card2_val = Math.floor(Math.random() * deck.length);
var card1 = deck[card1_val];
var card2 = deck[card2_val];
var hand = card1 + ", " + card2;
{//card1 Conditionals
if (card1 == "Jack") {
card1_val = 10;
}
else if (card1 == "Queen") {
card1_val = 10;
}
else if (card1 == "King") {
card1_val = 10;
}
else if (card1 == "Ace") {
card1_val = 11;
}
}
{//card2 Conditionals
if (card2 == "Jack") {
card2_val = 10;
}
else if (card2 == "Queen") {
card2_val = 10;
}
else if (card2 == "King") {
card2_val = 10;
}
else if (card2 == "Ace") {
card2_val = 11;
}
}
var res = card1_val + card2_val;
document.getElementById("result").innerHTML = hand;
//document.getElementById("test").innerHTML = card1_val + ", " + card2_val;
if (res > 21) {
alert("Blackjack!");
}
}
This is the hit function:
function hit() {
var card_val = Math.floor(Math.random() * deck.length);
var nhand = deck[card_val];
bucket = hand + nhand
}
If you look at hit() I am using the var hand from deal(). I can't make it global because I need the value to be a fresh random each time. How do I access this same variable without rewriting lines of code? Any help would be appreciated.
You can either
Declare hand outside of the function scope with just var hand; and use hand in the deal function without redeclaring it as a var;
Or use window.hand when declaring hand in the deal function
global variables are evil. i would take more object oriented approach, like this
var Hand = function(bjcallback) {
this.cards = [];
this.onblackjack = bjcallback;
this.deck = [1,2,3,4,5,6,7,8,9,10,"Jack","Queen","King","Ace"];
this.values = {
"Jack": 10,
"Queen": 10,
"King": 10,
"Ace": 11
};
this.sum = function() {
var i, x, res = 0;
for (i in this.cards) {
x = this.cards[i];
if (typeof(x) != 'number') { x = this.values[x] };
res += x;
};
return res
};
this.pick = function() {
var pos = Math.floor(Math.random() * this.deck.length);
var card = this.deck[pos];
console.log(card);
return card
};
this.deal = function(n) {
n = n || 2;
for (var i=0; i<n; i++) this.cards.push(this.pick())
};
this.hit = function() {
this.cards.push(this.pick());
if (this.sum() > 21) this.onblackjack();
}
}
var hurray = function() { alert('Blackjack!') };
var hand = new Hand(hurray);
hand.deal();
hand.hit();
note that i'm not much into cards so i might have confused terminology or counting

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