Random array with index - javascript

I have a problem I can not solve probably due to exhaustion. In my page I have two boxes in which pressing the "start" button changes the background color randomly without repetition. At first it worked then I changed some things and it no longer works as before. Sometimes I do not make colors appear in the array equal on the two panes. Here is my code
function go(){
var random = Math.floor((Math.random() * colori.length) + 0);
var t = Math.floor((Math.random() * colori.length) + 0);
var sx = document.getElementById("sx");
var dx = document.getElementById("dx");
var btngo = document.getElementById("go");
document.getElementById("scritta").innerHTML = random;
document.getElementById("scrittaU").innerHTML = t;
dx.style.backgroud = colori[random];
sx.style.backgroud = colori[t];
if(random == t){
alert("random:"+random+" " +"t"+t);
alert(colori.splice(random,1));
random = Math.floor((Math.random() * colori.length) + 0);
dx.style.background = colori[t];
sx.style.background = colori[random];
colori.splice(random,1);
colori.splice(t,1);
}
dx.style.background = colori[t];
sx.style.background = colori[random];
colori.splice(random,1);
colori.splice(random-1,1);
btngo.disabled=true;
}

dx.style.backgroud = colori[random];
sx.style.backgroud = colori[t];
Do you mean .background?

Related

error with arrays in javascript

To fully understand this note this; `when the page loads it gets the area of the image (width * height) and creates all the x,y positions for all the positions in the area.
This works fine.
When I have another area from pos x,y and with also an area (width * height) should pop the positions from the first list so it can separate the two areas.
Little bug I noticed is I get little lines that are horizontal to the selected area and they don't extend far from that. I believe the reason is instead of making a clean square inside the image every line is offseted by a pixel or two.
Here's a video of the behaviour https://youtu.be/v1b6dEmfxQw
so since there's already an all positions list this code created a clone of the array and removes the positions.
var drop_boxes = $('.drop-box');
var area_grid = [];
var image_width = $('.img-class')[0].naturalWidth;
var image_height = $('.img-class')[0].naturalHeight;
drop_boxes.each(function() {
var position = $(this).position();
var width = $(this).width();
var height = $(this).height();
var positions_clone = positions.slice(0);
//console.log(positions_clone.length);
var top_offset = parseInt((position['top'] * image_width)/img_width);
var left_offset = parseInt((position['left'] * image_height)/img_height);
position['top'] = top_offset;
position['left'] = left_offset;
var width_offset = parseInt((width * image_width)/img_width);
var height_offset = parseInt((height * image_height)/img_height);
var width_counter = 0;
var height_counter = 0;
var area = width_offset * height_offset;
console.log(position);
console.log(width_offset);
console.log(height_offset);
if (position['top'] < image_height-1 && position['left'] < image_width) {
for (counter = 0; counter < area; counter++) {
var pos = [parseInt(position['left']+width_counter), parseInt(position['top']+height_counter)];
var index = positions.findIndex(function(item) {
// return result of comparing `data` with `item`
// This simple implementation assumes that all `item`s will be Arrays.
return pos.length === item.length && item.every(function(n, i) { return n === pos[i] });
});
//console.log(pos);
if (index > -1) {
positions_clone.splice(index, 1);
}
//area_grid.push(pos);
if (width_counter == width_offset) {
width_counter = 0;
height_counter += 1;
}
if (counter%100 == 0) {
var percentage = Math.round((counter/area)*100, 2);
console.log("Percentage: "+percentage+"%" + " "+counter);
}
width_counter += 1;
}
console.log(positions_clone.length);
console.log(area_grid.length);
areas[area_counter] = {'area': area_grid, 'positions': positions_clone};
parent.find('.area').text(area_counter);
area_counter += 1;
}
any clues in fixing it will be appreciated. I've showed how it behaves after commenting out certain parts of the code in the video.
Change
var index = positions.findIndex(function(item) {
to
var index = positions_clone.findIndex(function(item) {
Because after each splice, the indices of the original positions doesn't change but you are still using those indices to splice the clone.

Attempting to make a repeat function in java that will repeat a function 'x' times and will then proceed to load another function after 'x' times

I'm working on trying to create a random image generator that will show a random image in Javascript. I've been able to make it show a random image via the Javascript math and using random variables. But sadly I'm still yet to be eligible to make my code repeat itself.
I know its probably very simplistic but as you know, we all start from somewhere. I've tried my best to compact my code and I have looked at other stackoverflow recourses but im still in no luck.
A quick overview of what happens, you are meant to be able to press a button and then, a selected random image is replaced by the current one.
What I want: to be able to press a button and then it will proceed to cycle through the random images 'x' times.
My code:
function imgRandom() {
var myImages1 = new Array();
myImages1[1] = "images/Random/Icon1.png";
myImages1[2] = "images/Random/Icon2.png";
myImages1[3] = "images/Random/Icon3.png";
myImages1[4] = "images/Random/Icon4.png";
myImages1[5] = "images/Random/Icon5.png";
myImages1[6] = "images/Random/Icon6.png";
myImages1[7] = "images/Random/Icon7.png";
myImages1[8] = "images/Random/Icon8.png";
myImages1[9] = "images/Random/Icon9.png";
myImages1[10] = "images/Random/Icon10.png";
myImages1[11] = "images/Random/Icon11.png";
myImages1[12] = "images/Random/Icon12.png";
myImages1[13] = "images/Random/Icon13.png";
myImages1[14] = "images/Random/Icon14.png";
myImages1[15] = "images/Random/Icon15.png";
myImages1[16] = "images/Random/Icon16.png";
myImages1[17] = "images/Random/Icon17.png";
myImages1[18] = "images/Random/Icon18.png";
myImages1[19] = "images/Random/Icon19.png";
myImages1[20] = "images/Random/Icon20.png";
myImages1[21] = "images/Random/Icon21.png";
myImages1[22] = "images/Random/Icon22.png";
myImages1[23] = "images/Random/Icon23.png";
var rnd = Math.floor(Math.random() * myImages1.length);
if (rnd == 0) {
rnd = 1;
}
document.getElementById("gen-img").src = myImages1[rnd];
}
<center>
<p>
<img id="gen-img" class="character-image" src="images/QuestionMark.png" style="width:180px;height:310px;">
</p>
<p>
<input type="button" class="button" value="Choose" onclick="setTimeout(imgRandom, 3000);" />
</p>
</center>
I hope this isn't too confusing, i'll be active for a long time if you're able to help! Thanks,
David.
I refactored your code a bit with an possible approach Here's the fiddle: https://jsfiddle.net/mrlew/d2py2jvb/
I commented with some explanations.
/* some flags you can set */
var timesTocycle = 10;
var totalImagesToCreate = 23;
var timeBetweenCycle = 3000;
/* global variables */
var allMyImages = [];
var timesCycled = 0;
/*
function to create your images path.
Called once when you load your page.
*/
function createMyImages(total) {
for (var i=0; i<total;i++) {
var imageNumber = i+1;
var path = getImagePath(imageNumber);
allMyImages.push(path);
}
}
/* separated your path getter */
function getImagePath(imageNumber) {
return "images/Random/Icon" + imageNumber + ".png";
}
/* this is the function called when you press the button and when one cycle ends */
function triggerRandomImage() {
if (timesCycled >= timesTocycle) return;
setTimeout(displayRandomImage, timeBetweenCycle);
}
/* random integer javascript function */
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
/* function called on setTimeout */
function displayRandomImage() {
var rnd = getRandomInt(0,allMyImages.length-1);
var imageToDisplayPath = allMyImages[rnd];
document.getElementById("gen-img").src = imageToDisplayPath;
timesCycled++;
triggerRandomImage();
/* debug info */
document.getElementById('info').innerText = "(showing: " + imageToDisplayPath + ", cycle: " + timesCycled + ", max: " + timesTocycle + ")";
}
/* call this function to populate the allMyImages array */
createMyImages(totalImagesToCreate);
I believe what you want is for loop. Let me demonstrate with your code:
var count = 10; //number of times to run the for loop
for (i = 0; i < count; i++){
var rnd = Math.floor(Math.random() * myImages1.length);
if (rnd == 0) {
rnd = 1;
}
document.getElementById("gen-img").src = myImages1[rnd];
}
The above code would run the randomizing bit 10 times (= 10 images). Now, I have not tested it yet, but I believe that the images would flash by really quickly. Also, unrelated to the question you may want to read about Javascript arrays.

How to properly use document.getElementById()?

Maybe I am not understanding this right or I am just writing something wrong. I am making an incremental game and am trying to figure out total dps which then I can change how gold is generated
This is the line of HTML I am trying to use the function with.
Total DPS:<span id="dps">0</span>
This is the javascript
function dps(){
dps = aadmg + daggerdmg + sworddmg;
document.getElementById("dps").innerHTML = dps;
};
function damageClick(number){
damage = damage + number;
document.getElementById("damage").innerHTML = damage;
gold =gold +1;
document.getElementById("gold").innerHTML = gold;
xp = damage * 2;
document.getElementById("xp").innerHTML = xp;
};
var aadmg = 0;
function buyAA(){
var aaCost = Math.floor(10 * Math.pow(1.1,aadmg));
if(gold >= aaCost){
aadmg = aadmg + 1;
gold = gold - aaCost;
document.getElementById("aadmg").innerHTML = aadmg;
document.getElementById("gold").innerHTML = gold;
};
var nextCost = Math.floor(10 * Math.pow(1.1,aadmg));
document.getElementById('aaCost').innerHTML = nextCost;
};
function buyDagger(){
var daggerCost = Math.floor(300 * Math.pow(1.1,daggerdmg));
if(gold >= daggerCost){
daggerdmg = daggerdmg + 5;
gold = gold - daggerCost;
document.getElementById("daggerdmg").innerHTML = daggerdmg;
document.getElementById("gold").innerHTML = gold;
};
var nextCost = Math.floor(300 * Math.pow(1.1,daggerdmg));
document.getElementById('daggerCost').innerHTML = nextCost;
};
var sworddmg = 0;
function buySword(){
var swordCost = Math.floor(500 * Math.pow(1.1,sworddmg));
if(gold >= swordCost){
sworddmg = sworddmg + 7;
gold = gold - swordCost;
document.getElementById("sworddmg").innerHTML = sworddmg;
document.getElementById("gold").innerHTML = gold;
};
var nextCost = Math.floor(500 * Math.pow(1.1,sworddmg));
document.getElementById('swordCost').innerHTML = nextCost;
};
My thought was that I have function dps used in the html and then it should equal aadmg + daggerdmg + sworddmg. I am getting the element dps with the document.getElementByID("dps").innerHTML = dps;. I have also tried adding getElement for all the dmg's as well. I am confused on how to obtain those numbers from the HTML and then add them together and display them.
You have a suicide function. When you have called the dps function once, it will have replaced itself with the value that you calculate. The next time that you try to call it, the dps identifier doesn't point to the function any more, so the code will crash.
Use a different variable in the function (and make it local by using the var keyword):
function dps(){
var x = aadmg + daggerdmg + sworddmg;
document.getElementById("dps").innerHTML = x;
};
(It would work just to make it local, but there is no good reason to use a local variable by the same name as the function.)
I think you're missunderstanding how functions are called in javascript. They are not called just because they have the same name/id as an html-element.
You would need something that triggers your calculations. A button for example.
A button could trigger your function like so:
<button id="myButton">clickme to calulate</button>
<script>
document.getElementById('myButton').addEventListener("click", function(){
dps();
});
</script>
Then your function dps() would have to look like that:
function dps(){
var x = aadmg + daggerdmg + sworddmg;
document.getElementById("dps").innerHTML = x;
};
But you should refactor your code to have an object that saves and serves all the data you need, instead of having plain global variables.

For Loop MovieClip Grid not showing on stage

So I'm a newbie and should obviously spend time in the tuts, but I'm looking for a quick answer. Basically, I've created a grid of movie clips with AS3. When I 'preview' the flash (as a flash or HTML) it shows up fine. Success. Yet, the stage remains empty.
Q1) Will the stage remain empty as I have used AS3 to dynamically 'draw' the grid of mc's? Or is there a slit of code I am missing to make this baby show up on the stage?
Q2) I've managed to use alpha to make the MC's 'fade' on hover - but I want to make them change color (to red) when hovered over. I've searched everywhere and can't seem to find the right script.
Here is my code:
var stage = new createjs.Stage("canvas");
var image = new createjs.Bitmap("images/square.png");
stage.addChild(image);
createjs.Ticker.addEventListener("tick", handleTick);
function handleTick(event) {
image.x += 10;
stage.update();
}
var x0:Number = 0;
var y0:Number = 0;
var nt:Number = 72;
var nc = 10;
var vd:Number = 12;
var hd:Number = 12;
for (var i = 1; i <= nt; i++) {
var mc = this.attachMovie("square", "square" + i, i);
var aprox = Math.floor((i - 1) / nc);
mc._x = x0 + hd * ((i - aprox * nc) - 1);
mc._y = y0 + aprox * vd;
mc.useHandCursor = true;
// fade in
mc.onRollOver = function()
{
this.onEnterFrame = function()
{
if (this._alpha > 0) {
this._alpha -= 10;
} else {
this._alpha = 0;
delete this.onEnterFrame;
}
};
};
// fade out
mc.onRollOut = function()
{
this.onEnterFrame = function()
{
if (this._alpha < 100) {
this._alpha += 10;
} else {
this._alpha = 100;
delete this.onEnterFrame;
}
};
};
}
Thanks in advance - sorry I am a noob.
This will never work. 1/3 of your code is in AS3, 2/3 in AS2. Considering you haven't been thrown any error, I assume you exported it as AS2.

slide text (book page) from top to bottom

i am working on a small application (phonegap) that scrolls a page of a book when the users pushed the audio-button to listen to the text at the same time. The general idea :-)
I have looked into the Marquee version, what works so far but it has some strange behaviour:
<marquee behavior="scroll" height="100%" vspace="0%" direction="up" id="mymarquee" scrollamount="3" scolldelay="1000" loop="1"> TEXT HERE </marquee>
with the "id="mymarquee" connected to the audio play button. This works but not recommanded as they say. Better to use a javascript version. So i found a cool version so far on the web, but it goes from the right to the left. Now i am not the best programmer in the world so i was wondering if someone could help adjust the script below so we can add a direction to it. This way the script would be multi-functional (for others as well) since i only need a scroll from top to bottom.
Here is the HTML part:
<script src="js/slideandfade.js" type="text/javascript"></script>
<DIV ID="fader" STYLE="text-align:right;"></DIV>
<SCRIPT TYPE="text/javascript">
fadeandscroll('TEXT HERE', '#676F77', '#DFF5FF', 40, 70, 250, 10);
</SCRIPT>
And this is the slideandfade.js
//Text fade
var bgcolor;
var fcolor;
var heading;
//Number of steps to fade
var steps;
var colors;
var color = 0;
var step = 1;
var interval1;
var interval2;
//fade: fader function
// Fade from backcolor to forecolor in specified number of steps
function fade(headingtext,backcolor,forecolor,numsteps) {
if (color == 0) {
steps = numsteps;
heading = "<font color='{COLOR}'>"+headingtext+"</strong></font>";
bgcolor = backcolor;
fcolor = forecolor;
colors = new Array(steps);
getFadeColors(bgcolor,fcolor,colors);
}
// insert fader color into message
var text_out = heading.replace("{COLOR}", colors[color]);
// write the message to the document
document.getElementById("fader").innerHTML = text_out;
// select next fader color
color += step;
if (color >= steps) clearInterval(interval1);
}
//getFadeColors: fills colors, using predefined Array, with color hex strings fading from ColorA to ColorB
//Note: Colors.length equals the number of steps to fade
function getFadeColors(ColorA, ColorB, Colors) {
len = Colors.length;
//Strip '#' from colors if present
if (ColorA.charAt(0)=='#') ColorA = ColorA.substring(1);
if (ColorB.charAt(0)=='#') ColorB = ColorB.substring(1);
//Substract red green and blue components from hex string
var r = HexToInt(ColorA.substring(0,2));
var g = HexToInt(ColorA.substring(2,4));
var b = HexToInt(ColorA.substring(4,6));
var r2 = HexToInt(ColorB.substring(0,2));
var g2 = HexToInt(ColorB.substring(2,4));
var b2 = HexToInt(ColorB.substring(4,6));
// calculate size of step for each color component
var rStep = Math.round((r2 - r) / len);
var gStep = Math.round((g2 - g) / len);
var bStep = Math.round((b2 - b) / len);
// fill Colors array with fader colors
for (i = 0; i < len-1; i++) {
Colors[i] = "#" + IntToHex(r) + IntToHex(g) + IntToHex(b);
r += rStep;
g += gStep;
b += bStep;
}
Colors[len-1] = ColorB; // make sure we finish exactly at ColorB
}
//IntToHex: converts integers between 0 - 255 into a two digit hex string.
function IntToHex(n) {
var result = n.toString(16);
if (result.length==1) result = "0"+result;
return result;
}
//HexToInt: converts two digit hex strings into integer.
function HexToInt(hex) {
return parseInt(hex, 16);
}
var startwidth = 0;
//scroll: Make the text scroll using the marginLeft element of the div container
function scroll(startw) {
if (startwidth == 0) {
startwidth=startw;
}
document.getElementById("fader").style.marginLeft = startwidth + "px";
if (startwidth > 1) {
startwidth -= 1;
} else {
clearInterval(interval2);
}
}
function fadeandscroll(txt,color1,color2,numsteps,fademilli,containerwidth,scrollmilli) {
interval1 = setInterval("fade('"+txt+"','"+color1+"','"+color2+"',"+numsteps+")",fademilli);
interval2 = setInterval("scroll("+containerwidth+")",scrollmilli);
}

Categories

Resources