Can't get JQuery to append some html and a value - javascript

I'm trying to create a script to keep a history track of three for a random number generator. (this is all for practice to take more advance approach) but I for some reason cannot get jQuery to Append a new html table/row after the code starts executing from a different JS file. however everything seems to go according to plan besides the part when I am trying to add the row into the table. I have a jsfiddle here:
http://jsfiddle.net/e3ey2a3s/2/
Here is my code however:
convert.js (the generator)
var min, max, setDol = false,
pArry = [];
function chooseRandom() {
min = prompt('whats the max value?', 'max');
max = prompt('whats the min value?', 'min');
return convertType(min, max);
}
function convertType(min, max) {
if (typeof min === 'string' || typeof max === 'string') {
document.getElementById('convert').innerHTML = "converting strings to numbers..."
parseInt(min);
parseInt(max);
}
return getRandom(min, max);
}
function getRandom(min, max) {
if (isNaN(min) || isNaN(max)) {
borked();
} else {
return amtFixed(Math.random() * (max - min) + min);
}
}
function amtFixed(amt) {
if (amt >= 0 && amt <= 10) {
document.getElementById('text').innerHTML = "Our number is " + amt + " which is between 0 and 10";
} else if (amt >= 11 && amt <= 20) {
document.getElementById("text").innerHTML = "Our number is " + amt + " which is between 11 and 20";
} else {
document.getElementById("text").innerHTML = "Our number is " + amt + " which is greater than 20. huh.";
}
var fixed = Number(amt).toFixed(2);
return convertFix(fixed);
};
function convertFix(fixed) {
if (typeof fixed === 'string') {
fixed = (fixed / 1);
document.getElementById("fixed").innerHTML = typeof fixed + " " + fixed + " converted down to two decimals.";
setDol = confirm("Convert our amount to a dollar amount?");
} else {
console.log('Failed to convert...');
}
return success(fixed);
};
function borked() {
var broke = false;
alert("You must not of entered a proper number... That sucks :/");
var broke = confirm("Do you want to retry?");
if (broke) {
return chooseRandom();
} else {
return document.getElementById("text").innerHTML = "I r broked :(";
}
}
function success(num) {
var amtHist = [];
if (setDol) {
$("#price").append('$' + num + ' Set fixed to a dollar amount!');
pArry.push(num);
return buildHistory(pArry);
} else {
$("#price").empty().append("Our fixed value is: " + num);
pArry.push(num);
return buildHistory(pArry);
}
}
After this script finishes up success() send the finished array over to my data.js function buildHistory() which looks like this:
buildHistory = function(arr) {
var t, i, _this = this,
numEls = 0,
a = arr;
var objLen = holdObj.History.length;
table = $('table.history');
//Let's do our loops to check and set history data
//We need to get our history data so we can make sure not to re print old data.
for (t = 0; t <= objLen; t++) {
for (i = 0; i < a.length; i++) {
x = objLen[t];
if ($.inArray(x, a) === -1) {
//Alright now we build onto the history table
$('table.history').append('<tr><td>' + a[i] + '</td></tr>');
var cell = table.find('td');
cell.addClass('hist' + numEls);
numEls++;
holdObj.History.push(a[i]);
} else {
break;
}
}
}
// Let's remove the oldest value once the table exceeds 3 or 4.
if (objLen > 3 && numEls > 3) {
var tmp = table.find('hist_3');
table.remove(tmp);
holdObj.History.pop();
}
}
This is all still in the makes so nothing is really finalized here, I am probably just overlooking a simple solution.
Here is my HTML:
<html>
<head>
<script type="text/javascript" src="../source/libs/jQuery-1.8.3.min.js"></script>
<title>Index</title>
</head>
<body>
<p>This is just some filler content lol.</p>
<p>Let's run some scripts! Click the buttons!</p>
<div class="math">
<p id="convert"></p>
<p id="text"></p>
<p id="fixed"></p>
<p id="price"></p>
<table id="history">
<tr>
<th>History</th>
</tr>
<tr>
<td id="hist"> Value #1</td>
</tr>
</table>
</div>
<button class="scrBtn">Click to start Script</button>
<div id="date"></div>
<button class="dateBtn">Get Date</button>
<div class="person">
<div class="pTitle">
<div class="pBody">
<div class="fName">Name: </div>
<div class="age">Age: </div>
<div class="height">Height: </div>
<div class="eyecolor">Eye Color: </div>
<div class="sex">Sex: </div>
This is where our person should go.
</div>
</div>
</div>
<a href="view/Form/personForm.html">
<button class="pBtn">Get Info</button>
</a>
<div class="bRowLeft">test
</div>
<div class="tRowLeft">test
</div>
</body>
<script type="text/javascript" src="../source/model/data.js"></script>
<script type="text/javascript" src="../source/model/convert.js"></script>
<script type="text/javascript" src="../source/model/button.js"></script>
<link rel="stylesheet" type="text/css" href="css/styles.css">
</html>
Sorry for such a long post but I am trying to explore as much as I can.
(The code is activated via jQuery with button.js)
$(document).ready(function() {
$('.scrBtn').click(function() {
chooseRandom();
});
});
Thanks again, let me know if anymore information is needed.

$('table.history') - you dont have a <table class="history"> element.
Try this:
table = $("#history");
and same where you append.

Related

How to display diffrent images using if function after pressing a button

For my collage assignment i need to create a html webpage where if you press the button yes it displays a number and a corresponding image. i have figured out how to create the random number but cannot get the corresponding image to show up when the button in pressed. i am very new to this and any help would be appreciated
This is the java script
function randomNumber() {
var ranNumgen = Math.floor((Math.random() * 6) + 1);
}
console.log("randomNumber");
if ("number" == 1) {
document.getElementById('img1').src = "image/dice1.jpg";
} else if ("number" == 2) {
document.getElementById('img1').src = "image/dice2.jpg";
} else if ("number" == 3) {
document.getElementById("img1").src = "image/dice3.jpg"
} else if ("number" == 4) {
document.getElementById("img1").src = "image/dice4.jpg";
} else if ("number" == 5) {
document.getElementById("img1").src = "image/dice5.jpg";
} else if ("number" == 6) {
document.getElementById("img1").src = "image/dice6.jpg";
}
<head>
<title></title>
<button id="b" onclick="ranNumgen()"> Yes </button>
<button onclick="Num2button()">No</button>
</head>
<body>
<p id="number"> </p>
And this is all my code
<!DOCTYPE html>
<html>
<head>
<title></title>
<button id="b" onclick="ranNumgen()"> Yes </button>
<button onclick="Num2button()">No</button>
</head>
<body>
<p id="number"> </p>
<script type="text/javascript">
function randomNumber() {
var ranNumgen = Math.floor((Math.random() *6) +1);
}
console.log("randomNumber");
if ("number" ==1 ) {
document.getElementById('img1').src ="image/dice1.jpg";
}
else if ("number" ==2) {
document.getElementById('img1').src ="image/dice2.jpg";
}
else if ("number"==3) {
document.getElementById("img1").src="image/dice3.jpg"
}
else if ("number"==4) {
document.getElementById("img1").src="image/dice4.jpg";
}
else if ("number"==5) {
document.getElementById("img1").src="image/dice5.jpg";
}
else if ("number"==6) {
document.getElementById("img1").src="image/dice6.jpg";
}
function Num2button() {
var button2 = "Are you sure"
alert(button2);
}
</script>
</body>
</html>
You can put your logic to assign the picture in your randomNumber function, the best would be to rename it to something like generateRandomPicture.
Then you need an element with the id you have specified and
also I would recommend that you use an eventListener instead of doing the inline scripting.
You can add .addEventListener() to your element.
document.getElementById('b').addEventListener('click', randomNumber);
document.getElementById('b').addEventListener('click', randomNumber);
function randomNumber() {
let number = Math.floor((Math.random() * 6) + 1);
if (number == 1) {
document.getElementById('img1').src = "image/dice1.jpg";
} else if (number == 2) {
document.getElementById('img1').src = "image/dice2.jpg";
} else if (number == 3) {
document.getElementById("img1").src = "image/dice3.jpg"
} else if (number == 4) {
document.getElementById("img1").src = "image/dice4.jpg";
} else if (number == 5) {
document.getElementById("img1").src = "image/dice5.jpg";
} else if (number == 6) {
document.getElementById("img1").src = "image/dice6.jpg";
}
}
<head>
<title></title>
</head>
<body>
<p id="number"> </p>
<img id="img1"></img>
<button id="b"> Yes </button>
<button onclick="Num2button()">No</button>
</body>
I'm aware that the question is already answered and that you are new to this but this is a more scalable approach and looks a bit cleaner.
NOTE: This snippet assumes the images in the array in the correct order, from 1 to N.
let images = [
'https://via.placeholder.com/10',
'https://via.placeholder.com/20',
'https://via.placeholder.com/30',
'https://via.placeholder.com/40',
'https://via.placeholder.com/50',
]
function setRandomImage() {
let index = Math.floor(Math.random() * images.length);
document.getElementById('img').src = images[index];
document.getElementById('num').innerHTML = index + 1;
}
<img id="img"></img>
<p id="num"></p>
<button onclick="setRandomImage()">Yes</button>
<button>No</button>
As per epascarello's comment, this does not rely on the order of the images but they do have to be in the array.
var images = [
'https://via.placeholder.com',
'https://via.placeholder.com',
'https://via.placeholder.com',
'https://via.placeholder.com',
'https://via.placeholder.com',
]
function setRandomImage() {
let index = Math.floor(Math.random() * images.length) + 1;
document.getElementById('img').src = images[index - 1] + '/' + index + '0';
document.getElementById('num').innerHTML = index;
}
<img id="img"></img>
<p id="num"></p>
<button onclick="setRandomImage()">Yes</button>
<button>No</button>
And if you always have a static number of images which are properly named you can even do away with the images array.
function setRandomImage() {
let rand = Math.floor(Math.random() * 6) + 1;
document.getElementById('img').src = 'https://via.placeholder.com/' + rand + '0';
document.getElementById('num').innerHTML = rand;
}
<img id="img"></img>
<p id="num"></p>
<button onclick="setRandomImage()">Yes</button>
<button>No</button>

JS get random value from array and update array

I need your help on this!
I'm generating an array which corresponds to a question number.
var arrayCharge = [];
for (var i = 2; i <= 45; i++) {
arrayCharge.push(i);
}
then I use this number to append the corresponding question, answer then click.
Then I'm getting a new value from the array like this
const randomQ = arrayCharge;
const random = Math.floor(Math.random() * randomQ.length);
It works and a new question is charged but the array is still the same.
I've tried this
var remQ = arrayCharge.indexOf(randomQ[random]);
arrayCharge.splice(remQ,1);
But It doesn't work ;-(
Thanks a lot for your help.
Nicolas
Here is the entire code to help comprehension! sorry for that, I should have done it from the begining.
<!DOCTYPE HTML>
<!--
Hyperspace by HTML5 UP
html5up.net | #ajlkn
Free for personal and commercial use under the CCA 3.0 license (html5up.net/license)
-->
<html>
<head>
<title>Repérez vos messages contraignants - Quiz</title>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no" />
<link rel="stylesheet" href="assets/css/main.css" />
<noscript>
<link rel="stylesheet" href="assets/css/noscript.css" /></noscript>
</head>
<body class="is-preload">
<!-- Sidebar -->
<!-- <section id="sidebar">
</section> -->
<!-- Wrapper -->
<div id="wrapper">
<!-- Intro -->
<section id="intro" class="wrapper style1 fullscreen fade-up">
<div class="inner">
<header>
<button id="start">Commencer</button>
<p> </p>
</header>
<form action="" method="post">
<p id="Qnum"></p>
<p id="Q" data-qnumber="" data-type=""></p>
<section id="answer">
<input type="submit" id="1" name="R1" value="Non">
<input type="submit" id="2" name="R2" value="Parfois">
<input type="submit" id="3" name="R3" value="Souvent">
<input type="submit" id="4" name="R4" value="Oui">
</section>
</form>
</div>
</section>
<!-- Footer -->
<!-- Scripts -->
<script src="assets/js/jquery.min.js"></script>
<script src="assets/js/jquery.scrollex.min.js"></script>
<script src="assets/js/jquery.scrolly.min.js"></script>
<script src="assets/js/browser.min.js"></script>
<script src="assets/js/breakpoints.min.js"></script>
<script src="assets/js/util.js"></script>
<script src="assets/js/main.js"></script>
<script>
$(document).ready(function() {
if (localStorage.getItem("clic") >= 45) {
console.log('45');
sessionStorage.clear();
localStorage.clear();
}
var Q1 = [1, "My first question", "FP"];
var Q2 = [2, "My second question", "SP"];
var Q3 = [3, "My third question", "SE"];
var Q4 = [4, "My foutrh question", "DP"];
var Q5 = [5, "My fifth question", "FP"];
//etc... until Q45
if (sessionStorage.getItem("FP") == null) {
$("form").attr("action", "driversV2.php");
$("#answer").hide();
$("#start").click(function() {
$("#Qnum").append(1+" / 45");
$("#Q").append(Q1[1]).attr("data-qnumber", Q1[0]).attr("data-type", Q1[2]);
$("#answer").show();
$("header").hide();
var pageType = $("#Q").attr("data-type");
$("input").click(function() {
var reponse = this.id;
sessionStorage.setItem(pageType, reponse);
localStorage.setItem("clic", 1);
});
});
} else {
$("header").hide();
var clicNum = parseInt(localStorage.getItem("clic"));
var QNumber = clicNum + 1;
var arrayCharge = [];
for (var i = 2; i <= 45; i++) {
arrayCharge.push(i);
}
const randomQ = arrayChargeNew;
const random = Math.floor(Math.random() * randomQ.length);
console.log('valeur random new = '+randomQ[random]);
var QCharge = "Q" + randomQ[random];
var Charge = eval(QCharge);
localStorage.setItem("random",randomQ[random]);
$("#Qnum").append(QNumber+" / 45");
$("#Q").append(Charge[1]).attr("data-qnumber", Charge[0]).attr("data-type", Charge[2]);
//création de la variable du type de question
var pageType = $("#Q").attr("data-type");
//alert(sessionStorage.getItem(pageType));
if (localStorage.getItem("clic") < 44) {
$("form").attr("action", "driversV2.php");
if (sessionStorage.getItem(pageType) != null) {
var x = parseInt(sessionStorage.getItem(pageType));
$("input").click(function() {
var reponse = parseInt(this.id);
var addition = reponse + x;
sessionStorage.setItem(pageType, addition);
var clic = parseInt(localStorage.getItem("clic"));
localStorage.setItem("clic", clic + 1);
});
} else {
$("input").click(function() {
var reponse = this.id;
sessionStorage.setItem(pageType, reponse);
var clic = parseInt(localStorage.getItem("clic"));
localStorage.setItem("clic", clic + 1);
});
}
} else {
$("form").attr("action", "driversResultat.php");
if (sessionStorage.getItem(pageType) != null) {
var x = parseInt(sessionStorage.getItem(pageType));
$("input").click(function() {
var reponse = parseInt(this.id);
var addition = reponse + x;
sessionStorage.setItem(pageType, addition);
var clic = parseInt(localStorage.getItem("clic"));
localStorage.setItem("clic", clic + 1);
});
} else {
$("input").click(function() {
var reponse = this.id;
sessionStorage.setItem(pageType, reponse);
var clic = parseInt(localStorage.getItem("clic"));
localStorage.setItem("clic", clic + 1);
});
}
}
}
});
</script>
</body>
</html>
Nicolas, this is the sort of thing you should end up with:
// From my library js file
// returns a random number in the given range
function getRandomNumber(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
// Variables for objects that need to be available throughout
let availableQuestions = [];
let rnd = 0;
let counter = 0;
// Populate the question array - how this is done depends on where the question data comes from
function createQuestions() {
availableQuestions.length = 0;
for (let i = 1; i <= 10; i++) {
availableQuestions.push({"questionnumber": i, "question": "Text for question " + i});
}
}
// Pick a random question and display that to the user
function getRandomQuestion() {
let osQuestions = availableQuestions.length;
let qnElement = document.getElementById("questionnumber");
let qElement = document.getElementById("question");
let sButton = document.getElementById("submit");
let rButton = document.getElementById("restart");
// If there are no more questions, stop
if (osQuestions == 0) {
qnElement.innerHTML = "Finished!";
qElement.innerHTML = "";
sButton.style.display = "none";
rButton.style.display = "inline";
} else {
// display a sequential question number rather than the actual question number
counter++;
rnd = getRandomNumber(0, osQuestions - 1);
let thisQuestion = availableQuestions[rnd];
qnElement.innerHTML = "Question: " + counter + " (Actually question: " + thisQuestion.questionnumber + ")";
qElement.innerHTML = thisQuestion.question;
}
}
// Process the user's answer and remove the question from the array
function submitAnswer() {
// ALSO Add in what needs to be done to update backend database etc when the user clicks submit
availableQuestions.splice(rnd, 1);
getRandomQuestion();
}
// Reset everything - for testing purposes only
function restart() {
let qnElement = document.getElementById("questionnumber");
let qElement = document.getElementById("question");
let sButton = document.getElementById("submit");
let rButton = document.getElementById("restart");
qnElement.innerHTML = "";
qElement.innerHTML = "";
sButton.style.display = "inline";
rButton.style.display = "none";
// Reset the displayed question number counter
counter = 0;
createQuestions();
getRandomQuestion();
}
// Needed to populate the array and display the first question
function runsetup() {
createQuestions();
getRandomQuestion();
}
window.onload = runsetup;
<div id="questionnumber"></div>
<hr>
<div id="question"></div>
<button id="submit" onclick="submitAnswer();">Submit</button>
<button id="restart" onclick="restart();" style="display:none;">Restart</button>
I've included a counter variable so that the user does't see the actual question number - just 1, 2, 3 etc but I've shown the actual question number so that you can see it working
Nicolas, this is what I think you should be doing:
// Create the array in whatever way you need to
var arrayCharge = [];
for (var i = 2; i <= 45; i++) {
arrayCharge.push({"questionnumber": i, "question": "Text of question " + i});
}
// Just confirm the length of the array - should be 44
console.log(arrayCharge.length);
// Generate a random number based on the length of the array
var rnd = Math.floor(Math.random() * arrayCharge.length);
// Get the question at the randomly generated index number
let thisQuestion = arrayCharge[rnd];
// Check that we have a random question
console.log(thisQuestion.questionnumber);
console.log(thisQuestion.question)
// Present the question to the user on the page
// The user completes question and clicks "Submit"
// Now remove the question, using the SAME index number
arrayCharge.splice(rnd,1);
// Check that the array has lost an entry - the size should now be 43
console.log(arrayCharge.length);

Limit the amount of times a button is clicked

for my college project im trying to limit the amount of times one of my buttons is being clicked to 3 times, I've been looking everywhere for code to do it and found some yesterday, it does give me alert when I've it the max amount of clicks but the function continues and im not sure why, here is the code I've been using.
var total = 0
var hitnumber = 0
var username = prompt("Enter username", "Player 1")
var compscore = 18
var card_1 = 0
var card_2 = 0
var ClickCount = 0
function NumberGen() {
hitnumber = Math.floor((Math.random() * 2) + 1);
document.getElementById("Random Number").innerHTML = username + " has
drawn " + hitnumber;
}
function Total_Number() {
total = total + hitnumber + card_1 + card_2;
document.getElementById("Total").innerHTML = username + " has a total
of " + total;
if(total >21){
window.location="../End_Game/End_Lose_Bust.html";
}
}
function Random_Number() {
card_1 = Math.floor((Math.random() * 2) + 1);
card_2 = Math.floor((Math.random() * 2) + 1);
document.getElementById("Stcards").innerHTML = username + " has drawn "
+ card_1 + " and " + card_2 + " as their first cards.";
}
function menuButton(button) {
switch(button)
{
case "Stick":
if (total > 21) {
window.location="../End_Game/End_Lose_Bust.html";
} else if (total == 21){
window.location="../End_Game/End_Win_21.html";
} else if (total > compscore) {
window.location="../End_Game/End_Win.html";
} else if (total == compscore) {
window.location="../End_Game/End_Draw.html";
} else {
window.location="../End_Game/End_lose.html";
}
}
}
function Hidebutton() {
document.getElementById("Hit").style.visibility = 'visible';
document.getElementById("Stick").style.visibility = 'visible';
document.getElementById("Deal").style.visibility = 'hidden';
}
function countClicks() {
var clickLimit = 3;
if(ClickCount>=clickLimit) {
alert("You have drawn the max amount of crads");
return false;
}
else
{
ClickCount++;
return true;
}
}
HTML
<!doctype html>
<html>
<head>
<title>Pontoon Game</title>
<link rel="stylesheet" type="text/css" href="Main_Game.css">
</head>
<body>
<h1>Pontoon</h1>
<div id="Control">
<input type="button" id="Hit" onclick="NumberGen(); Total_Number(); countClicks()" value="Hit" style="visibility: hidden" />
<input type="button" id="Stick" onclick="menuButton(value)" style="visibility: hidden" value="Stick" />
<input type="button" id="Deal" onclick="Hidebutton(); Random_Number()" value="Deal" />
</div>
<div class="RNG">
<p id="Stcards"></p>
<p id="Random Number"></p>
<p id="Total"></p>
</div>
<div class="Rules">
<p>
Welcome to Pontoon, the goal of the game is to make your cards reach a combined value of 21 before the dealer (computer). during the game you will have two clickable buttons, these are hit and stick.
</p>
<p>
>Hit - This button allows you to collect another card.
</p>
<p>
>Stick - This buttom allows you to stay at the value of cards you have, you should only use this button at the end of the game when you feel you cannot get any closer to 21 without going bust.
</p>
<p>
Going bust means you have gone over 21, when this happens the game will automaticly end as you have gone bust.
</p>
</div>
</body>
</html>
Cheers in advance.
You are calling countClicks at the end of onclick. Change it to this:
if (countClicks()) { NumberGen(); Total_Number();}
Try this
var count = 0;
function myfns(){
count++;
console.log(count);
if (count>3){
document.getElementById("btn").disabled = true;
alert("You can only click this button 3 times !!!");
}
}
<button id="btn" onclick="myfns()">Click Me</button>
I have edited your code also following is your code
var total = 0
var hitnumber = 0
var username = prompt("Enter username", "Player 1")
var compscore = 18
var card_1 = 0
var card_2 = 0
var ClickCount = 0
function NumberGen() {
hitnumber = Math.floor((Math.random() * 2) + 1);
document.getElementById("Random Number").innerHTML = username + " has drawn " + hitnumber;
}
function Total_Number() {
total = total + hitnumber + card_1 + card_2;
document.getElementById("Total").innerHTML = username + " has a total of " + total;
if (total > 21) {
window.location = "../End_Game/End_Lose_Bust.html";
}
}
function Random_Number() {
card_1 = Math.floor((Math.random() * 2) + 1);
card_2 = Math.floor((Math.random() * 2) + 1);
document.getElementById("Stcards").innerHTML = username + " has drawn " +
card_1 + " and " + card_2 + " as their first cards.";
}
function menuButton(button) {
switch (button)
{
case "Stick":
if (total > 21) {
window.location = "../End_Game/End_Lose_Bust.html";
} else if (total == 21) {
window.location = "../End_Game/End_Win_21.html";
} else if (total > compscore) {
window.location = "../End_Game/End_Win.html";
} else if (total == compscore) {
window.location = "../End_Game/End_Draw.html";
} else {
window.location = "../End_Game/End_lose.html";
}
}
}
function Hidebutton() {
document.getElementById("Hit").style.visibility = 'visible';
document.getElementById("Stick").style.visibility = 'visible';
document.getElementById("Deal").style.visibility = 'hidden';
}
function countClicks() {
var clickLimit = 3;
if (ClickCount >= clickLimit) {
alert("You have drawn the max amount of crads");
return false;
} else {
NumberGen();
Total_Number();
ClickCount++;
return true;
}
}
<html>
<head>
<title>Pontoon Game</title>
<link rel="stylesheet" type="text/css" href="Main_Game.css">
</head>
<body>
<h1>Pontoon</h1>
<div id="Control">
<input type="button" id="Hit" onclick=" countClicks()" value="Hit" style="visibility: hidden" />
<input type="button" id="Stick" onclick="menuButton(value)" style="visibility: hidden" value="Stick" />
<input type="button" id="Deal" onclick="Hidebutton(); Random_Number()" value="Deal" />
</div>
<div class="RNG">
<p id="Stcards"></p>
<p id="Random Number"></p>
<p id="Total"></p>
</div>
<div class="Rules">
<p>
Welcome to Pontoon, the goal of the game is to make your cards reach a combined value of 21 before the dealer (computer). during the game you will have two clickable buttons, these are hit and stick.
</p>
<p>
>Hit - This button allows you to collect another card.
</p>
<p>
>Stick - This buttom allows you to stay at the value of cards you have, you should only use this button at the end of the game when you feel you cannot get any closer to 21 without going bust.
</p>
<p>
Going bust means you have gone over 21, when this happens the game will automaticly end as you have gone bust.
</p>
</div>
</body>
</html>

Why is `pieceOfText` undefined?

I am creating a little guessing game involving decrypting text, but there is a variable inside my JavaScript code that is not working correctly. This variable, called pieceOfText, is supposed to be equal to a random piece of text generated from an array of 3 pieces of encoded text. However, when I retrieve the value of said variable, it outputs undefined.
Here is the code I have now:
function randomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random * (max - min + 1)) + min;
} // defines the function that gets a random number
var text = ['smell', 'cat', 'jump']; // pieces of text to decrypt
var encryptedText = []; // the decrypted pieces of text.
for (var i = 0; i < text.length; i++) {
encryptedText.push(window.btoa(text[i]));
}
var pieceOfText = encryptedText[randomInt(0, 2)];
console.log(pieceOfText);
/* document.getElementById('para').innerHTML += " " + pieceOfText; */
function validateForm() {
var form = document.forms['game']['text'];
var input = form.value;
if (input == "") {
alert("Enter your answer within the input.");
return false;
} else if (!(/^[a-zA-Z0-9-]*$/.test(input))) {
alert("Your input contains illegal characters.");
return false;
} else if (input != window.atob(pieceOfText)) {
alert("Incorrect; try again.");
location.reload();
} else {
alert("Correct!");
location.reload();
}
}
<!DOCTYPE html>
<html>
<HEAD>
<META CHARSET="UTF-8" />
<TITLE>Decryption Guessing Game</TITLE>
</HEAD>
<BODY>
<p id="para">Text:</p>
<form name="game" action="get" onsubmit="return validateForm()">
Decrypt: <input type="text" name="text">
<input type="submit" value="Check!">
</form>
<SCRIPT LANGUAGE="Javascript">
</SCRIPT>
</BODY>
</html>
The line commented out is possibly preventing my guessing game from running properly because pieceOfText is set to undefined. I was currently doing some debugging at the time when I found this out. One question I found with a similar dilemma was more oriented towards ECMAScript 6 (I'm not sure if I'm using that), and others I found weren't even related to JavaScript. So, what caused this and how can I fix it?
You wrote Math.random instead of Math.random() (you forgot to actually call the function):
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<title>Decryption Guessing Game</title>
</head>
<body>
<p id="para">Text:</p>
<form name="game" action="get" onsubmit="return validateForm()">
Decrypt: <input type="text" name="text">
<input type="submit" value="Check!">
</form>
<script>
function randomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
} // defines the function that gets a random number
var text = ['smell', 'cat', 'jump']; // pieces of text to decrypt
var encryptedText = []; // the decrypted pieces of text.
for (var i = 0; i < text.length; i++) {
encryptedText.push(window.btoa(text[i]));
}
var pieceOfText = encryptedText[randomInt(0, 2)];
console.log(pieceOfText);
/* document.getElementById('para').innerHTML += " " + pieceOfText; */
function validateForm() {
var form = document.forms['game']['text'];
var input = form.value;
if (input == "") {
alert("Enter your answer within the input.");
return false;
} else if (!(/^[a-zA-Z0-9-]*$/.test(input))) {
alert("Your input contains illegal characters.");
return false;
} else if (input != window.atob(pieceOfText)) {
alert("Incorrect; try again.");
location.reload();
} else {
alert("Correct!");
location.reload();
}
}
</script>
</body>
</html>

Making a javascript hangman game and I can't get my function to apply to repeated letters

Everything about the script works great right now unless there's a repeated letter in the word. If so, then it will only display the first of the letters. For example, if the random word is "look" it would display like this "lo k".
Unfortunately the only other related javascript hangman question here was for a script that didn't actually have issues on repeated letters. For reference: how to deal with repeated letters in a javascript hangman game. Can anyone help me get through the repeated letter issue? Thanks!
My HTML:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<script src="js/jquery-1.11.2.min.js"></script>
<script src="js/jquery-1.11.2.js"></script>
<link rel="stylesheet" href="css/main.css">
<title>Hang a Blue Devil</title>
</head>
<body>
<div class="wrapper">
<h1 class="title">Hangman</h1>
<h2 class="attempt-title">You have this many attempts left: </h2>
<ul class="hangman-word">
<li class="tester"></li>
<li class="tester"></li>
<li class="tester"></li>
<li class="tester"></li>
<li class="tester"></li>
<li class="tester"></li>
</ul>
<h3 class="hangman-letters"></h3>
<input class="text-value" type="text" maxlength="1" onchange="setGuess(this.value)">
<button class="text-button" onclick="checkGuess()"></button>
<p class="letters-guessed"></p>
</div>
</body>
<script src="js/hangman.js"></script>
</html>
My JS:
var hangmanWords = [
"the","of","and","a","to","in","is","you","that","it","he",
"was","for","on","are","as","with","his","they","I","at","be",
"this","have","from","or","one","had","by","word","but","not",
"what","all","were","we","when","your","can","said","there",
"use","an","each","which","she","do","how","their","if","will",
"up","other","about","out","many","then","them","these","so",
"some","her","would","make","like","him","into","time","has",
"look","two","more","write","go","see","number","no","way",
"could","people","my","than","first","water","been","call",
"who","oil","its","now","find","long","down","day","did","get",
"come","made","may","part"
];
// declared variables
var randomNumber = Math.floor(Math.random() * 100);
var randomWord = hangmanWords[randomNumber];
var underscoreCount = randomWord.length;
var underscoreArr = [];
var counter = randomWord.length +3;
var numberTest = 0;
var lettersGuessedArr = [];
var lettersGuessedClass = document.querySelector('.letters-guessed');
var li = document.getElementsByClassName('tester');
var textValue = document.querySelector('.text-value');
var attemptTitle = document.querySelector('.attempt-title');
var hangmanWordClass = document.querySelector('.hangman-word');
var hangmanLettersClass = document.querySelector('.hangman-letters');
// actions
attemptTitle.innerHTML = "You have this many attempts left: " + counter;
console.log(randomWord);
function setGuess(guess) {
personGuess = guess;
}
for (i=0;i<underscoreCount;i+=1) {
underscoreArr.push("_ ");
underscoreArr.join(" ");
var underscoreArrString = underscoreArr.toString();
var underscoreArrEdited = underscoreArrString.replace(/,/g," ");
hangmanLettersClass.innerHTML = underscoreArrEdited;
}
function pushGuess () {
lettersGuessedArr.push(personGuess);
var lettersGuessedArrString = lettersGuessedArr.toString();
var lettersGuessedArrEdited = lettersGuessedArrString.replace(/,/g," ");
lettersGuessedClass.innerHTML = lettersGuessedArrEdited;
}
function checkGuess() {
for (var i=0;i<randomWord.length;i+=1) {
if (personGuess === randomWord[i]) {
console.log(personGuess);
numberTest = i;
li[i].textContent = randomWord[i];
i += 20;
textValue.value= "";
} else if ((randomWord.length - 1) > i ) {
console.log("works");
} else {
pushGuess();
counter -= 1;
attemptTitle.innerHTML = "You have made this many attempts: " + counter;
textValue.value= "";
}
}
};
My bin:
http://jsbin.com/dawewiyipe/4/edit
You had a stray bit of code that didn't belong:
i += 20;
I took it out, and the problem went away (the loop was intended to check each character, the +=20 broke the process of checking each character)
function checkGuess() {
for (var i=0;i<randomWord.length;i+=1) {
if (personGuess === randomWord[i]) {
console.log(personGuess);
numberTest = i;
li[i].textContent = randomWord[i];
textValue.value= "";
} else if ((randomWord.length - 1) > i ) {
console.log("works");
} else {
pushGuess();
counter -= 1;
attemptTitle.innerHTML = "You have made this many attempts: " + counter;
textValue.value= "";
}
}
}
http://jsbin.com/noxiqefaji/1/edit

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