Simple arithmetic challenge function with limited attempts - javascript

Recently began studying Javascript, trying to read out of Javascript: The Definitive Guide and Eloquent Javascript, while going off on my own to experiment with things in order to really etch them in my memory. I thought a good way to get my head around arithmetic operations and conditional statements, I'd build a series of little games based around each Math operator, and began with addition.
function beginAdditionChallenge() {
var x = Math.ceiling(Math.random()*100);
alert(x);
for (var i = 0; i < 3; i++) {
var a = Number(prompt("Provide the first addend.", ""));
var b = Number(prompt("Provide the second addend.", ""));
if (a + b === x) {
alert("Well done!");
break;
}
else if (a + b !== x && i < 3) {
alert("Please try again.");
}
else {
alert("Fail.");
}
}
}
function initChallenge() {
var button = document.getElementById("challengeButton");
button.addEventListener("click", beginAdditionChallenge);
}
window.addEventListener("load", initChallenge);
You can see the whole thing thus far on JSFiddle, here. The idea is that clicking the button generates a random number between 1 and 100, displays it to the user, then prompts them to provide two addends, giving them 3 attempts. If the sum of these addends is equal to the RNG number, it congratulates the user and ends the program. If they do not provide suitable addends, the loop prompts them to try again, until they've hit 3 attempts, at which point the program snarks at them and ends.
I know the event listener is not the failure point here, as when I change beginAdditionChallenge to simply display a test alert, it works, but I don't know what exactly is wrong with the loop I've created.

You did it correctly. However, Math.ceiling isn't a function and should be Math.ceil. In addition, your code (in jsfiddle) should be set to wrap in head. Why? Because right now you call initChallenge when the page loads. However, in your jsfiddle example, the code runs onLoad so the load event never gets called. Essentially, you're adding a load event after the page has loaded.
http://jsfiddle.net/rNn32/
Edit: In addition, you have a for loop that goes up to three. Therefore
else if (a + b !== x && i < 3) {
alert("Please try again.");
}
should be
else if (a + b !== x && i < 2) {
alert("Please try again.");
}
because when i === 2, the user's last chance has ended.

Everything is fine. Just change:-
var x = Math.ceiling(Math.random()*100);
to:-
var x = Math.ceil(Math.random()*100);

Related

Should I use an array instead of a random number generator here?

I am making a memory game using Javascript, HTML, and CSS.
Here is a brief description of the game:
The program generates a random number, which is shown on
screen.
After about 5 seconds, the number disappears and a pop-up box appears on the screen, asking for the user to enter the number he or she just saw.
If the number matches the one that was previously on screen, then an alert box with the word "Correct" appears. If not, an alert box with the text "Nope. Nice try" appears.
Here's my problem:
The alert box says "Nope. Nice try" even when I enter the correct number.
Here is what I've coded thus far:
(Keep in mind that I have yet to any implement setInterval/setTimeout functions. I made the "hide" function manual for convenience.)
JS:
/* game level = easy
numbers from 1-9000 are generated */
function random(a){
a = Math.floor(Math.random() * (9000 - 1) + 1);
document.getElementById("screen").innerText = a;
}
function getInput(a){
var input = window.prompt("Enter the number you just saw:");
if(input === a){
alert("Correct!");
}
else{
alert("Nope. Nice try.");
}
}
/* hide toggle */
function hide() {
var x = document.getElementById("screen");
if (x.style.display === "none") {
x.style.display = "none";
} else {
x.style.display = "none";
}
}
My question: Would it be ideal to use an array of numbers from 1-9000 instead?
With an array, I figure I can do something like this:
for(var i = 0; i < arr.length; i++){
if(//){
}
else{
}
}
Thank you for reading.
From what I can tell, you are treating a as a variable with a scope larger than it actually has. a is an argument, and its scope doesn't reach beyond the function it is declared in.
In this case, a in random(a) and a in getInput(a) are two unrelated entities with a scope that doesn't overlap.
A solution could be to make a a global variable and declare it outside of any function, like
var a;
function random(){
a = Math.floor(Math.random() * (9000 - 1) + 1);
document.getElementById("screen").innerText = a;
}
function getInput(){
var input = window.prompt("Enter the number you just saw:");
if(input == a){ // make '===' into '==' instead btw
alert("Correct!");
}
else{
alert("Nope. Nice try.");
}
}
I see that you receive a String from the user, but you try to compare it to an integer. So lets say that a = 1, and input ='1' , which means they will never be equal.
You should onvert the string to an int and after that do the comparison.
Try
input == a
Instead of
input === a
Math.random returns a number and you're comparing it against a string with type match.
console.log(1 === '1');
console.log(1 == '1');

Ng-Options Expression Repeatedly Called

I am having multiple issues with my <select> element in angular and am trying to understand what is going on. My first step is to understand why the multiple console.log() messages I have put in for debugging repeatedly appear in the console, as in, instead of the message appearing once like I would expect, they appear an infinite number of times, as if part of an infinite loop. Is this how a function called from an ng-options is supposed to behave? If so, I don't understand why, if not, then I would like to fix my loop.
My html: <select ng-options="theorderdate as theorderdate for theorderdate in getOtherOrderDates(Bread.text)" ng-model="randomDateRomantic.randomDateRomantic" ng-change="soRomantic(Bread.text)"></select>
The console.log() messages appear from the getOtherOrderDates() function, which is below (with my comments included):
$scope.getOtherOrderDates = function(loaf) {
var istheLoafdaily = false;
var theorderdates = [];
for (var i = 0; i < $scope.theBreadsList.length; i++) {
for (var z = 0; z < $scope.theBreadsList[i].breads.length; z++) {
if ($scope.theBreadsList[i].breads[z].text == loaf && i > 0) //not a daily loaf, goes beyond "Daily Breads"
{
console.log(theorderdates);
theorderdates = theorderdates.concat($scope.theBreadsList[i].breads[z].orderDates); //concat the matched bread's order dates
console.log(theorderdates, $scope.theBreadsList[i].breads[z].orderDates);
theorderdates = _.sortBy(theorderdates, function(m) {
return m.getTime()
});
for (var y = 0; y < theorderdates.length; y++) {
theorderdates[y] = theorderdates[y].toLocaleDateString();
}
theorderdates = _.uniq(theorderdates);
if (theorderdates.length > 0) {
console.log("Something is wrong here"); //problem
$scope.randomDateRomantic.randomDateRomantic = theorderdates[0];
}
console.log(theorderdates);
return theorderdates;
} else if ($scope.theBreadsList[i].breads[z].text == loaf && i == 0) { //a daily loaf, i == 0
console.log("The bread matched is daily", loaf); //***
istheLoafdaily = true;
console.log(theorderdates); //***
theorderdates = theorderdates.concat($scope.theBreadsList[i].breads[z].orderDates); // concat the matched bread's order dates
console.log(theorderdates, $scope.theBreadsList[i].breads[z].orderDates); //***
break; // escape the for loop, should it be two breaks?????? yes...
} else if (istheLoafdaily && i > 0 && $scope.theBreadsList[i].breads[z].orderDates.length > 0) { //not sure what scenario this matches, hence wtf
theorderdates = theorderdates.concat($scope.theBreadsList[i].breads[z].orderDates);
console.log("wtf");
}
}
}
//end of outermost for loop
//not sure what this is doing because this functionality is repeated up there^ (for non-daily breads)
theorderdates = _.sortBy(theorderdates, function(m) {
return m.getTime()
});
for (var y = 0; y < theorderdates.length; y++) {
theorderdates[y] = theorderdates[y].toLocaleDateString();
}
theorderdates = _.uniq(theorderdates);
if (theorderdates.length > 0) {
$scope.randomDateRomantic.randomDateRomantic = theorderdates[0];
console.log("Something is wrong here (daily)"); //problem
}
return theorderdates;
//not sure what this is doing because this functionality is repeated up there^ (for non-daily breads)
//if change to Locale date string then not unique, but if don't change then not a date to sort!!!!!!! >:(
},
I am getting almost all console messages an infinite number of times, without doing anything such as firing the ng-change function. I just add a daily bread to my cart for instance, and then the console gets filled with the following messages, that I have starred in my code.
My theBreadsList is not very long, so there is something going on that it is going repeatedly like this. Even if I broke out of the for loop twice as you will see in my code, it wouldn't explain the fact that it logs to the console all the time, because eventually the loop would not be satisfied, and this wouldn't take to long as has been mentioned.
Please advise, thank you. If you need more information, I am happy to provide.
The getOtherOrderDates will be called in each digest cycle so that angular knows whether to update options in select. That's most likely the reason you're seeing this method being called many times.
If you're worried about performance impact of this loop you can build the options upfront inside your controller store it in $scope like so:
$scope.options = $scope.getOtherOrderDates($scope.Bread.text);
whenever $scope.Bread.text changes and then use $scope.options inside your template.
To avoid triggering your loops in every digest loop you can use one time binding ::value.
<select ng-options="theorderdate as theorderdate for theorderdate in ::getOtherOrderDates(Bread.text)"
ng-model="randomDateRomantic.randomDateRomantic"
ng-change="soRomantic(Bread.text)"></select>
Thanks to that expression inside ng-options will be evaluated only once and the watcher will be removed after first evaluation which will stop your function being triggered in next digest loop iterations.
DOCS

Nested If-else statements being skipped

What I'm building is a game where the computer generates a random number (1-100) and the user must guess the correct number. The goal is for the computer to compare the current guess to the previous guess and spit out a statement: "hot", "cold", "hotter", "colder", etc.
My Code (focus on the JS): CodePen fiddle
//global variables--computer generated guess, and guess log
var answer = Math.floor((Math.random() * 100)+1);
var guessArray = [];
var index = 0;
//user clicks submit button and guess is registered by computer
$("#submit").click( function(){
var guess = $("#guess").val();
guessArray.push(guess);
//prints out the answer and user guesses
$("#answer").text("Answer:" + " "+ answer);
$("#guessArrayPrint").text("You guessed: " + " " + guessArray + " ");
if (answer === guess) {
$("#statement").text("woo hoo right answer");
} else {
var currentDifference = Math.abs(answer-guess);
var currentDiffArray = [];
currentDiffArray.push(currentDifference);
if (index = 0) {
//if-else statement comparing current guess range to answer
if ( currentDifference >=1 && currentDifference <= 10){
$("#statement").text("Ouch! You're hot!");
} else {
$("#statement").text("Brr! You're cold!");
}
} else {
//if-else statement comparing current guess to previous guess
var previousDiff = answer- prevguess;
var prevguess = guessArray [i-1];
if( previousDiff < currentDifference){
$("#statement").text("Ahh! Getting Warmer!");
} else {
$("#statement").text("Brrr...getting colder");
}
}
index++
}
});
My nested if-else statements are not working. When a user inputs a guess, no matter how close to the answer, it always returns the statement "brr.. getting colder", which is in the "else" section.
Ideally when the user inputs their first guess if (index = 0) should run then when the second guess is input, it should move to the "else" statement with the previous guess variables. I tried moving around the variables, changed orders of if/else, and thought maybe it's the placement of index++. Nothing is working. Not sure if something is wrong with my variables , arrays, or the syntax of my if/else statements.
tl;dr: when the program is run only the "else" portion of the nested if-else statement is run. Not sure how to fix… I've gone through my code a number of times. The syntax, the arrays, and variables. Uncertain what's wrong.
You JS has if (index = 0). This should be if (index === 0).
Additionally, you need to cast the value of your input field to a number. You can do this using:
var guess = +$("#guess").val(); // + cast as a number
More syntax errors:
prevguess = guessArray[i - 1] --> prevguess = guessArray[index - 1];
Here is a partial working Fiddle. I ran through some scenarios, and the fiddle really only works if you give the application the right answer. The code has many syntax errors, bad refs and calculations. I would suggest opening the console or a debugger, identifying those issue, and fixing them.
Here is a Fully Functional Demo.

Javascript alert box shows up before executing previous statement

I am having a strange issue, but it is not surprising as I am a bit of a JavaScript newbie. Basically I am creating a simple high-low card game. (Draw two cards, highest card wins). Anyways, the code is below.
The basic flow of the program is pretty simple. I choose 2 random numbers (1-52). These numbers are mapped to a corresponding card. (i.e. number 1 is the ace of spades, number 37 is the jack of clubs, etc.). Anyways, after drawing the cards, the program is to display the corresponding card and determine the winner. At the end of all of this, i have an alert that comes up and and tells the winner of the draw and asks if the user wants to play again.
The problem I am having is this: Even though the program should have already displayed the image of the card and output the results to a text area, the alert box shows up before any of that actually occurs and never displays the cards or the results. Any ideas? I am posting all of the code so far and any help would be appreciated. Thanks in advance.
function drawCards() {
var oppCard = randNumber();
var customerCard = randNumber();
while (oppCard == customerCard) {
customerCard = randNumber();
}
var oppCardName = displayCard(oppCard, "oppImage");
var customerCardName = displayCard(customerCard, "custImage");
var result2 = "Your card was: " + customerCardName;
var result1 = "The opponent's card was: " + oppCardName;
var result3 = determineWinner(oppCard, customerCard);
var result4 = result3 + '\n' + result1 + '\n' + result2;
$("#textareaRes").text(result4);
playAgain(result3);
}
function determineWinner(oppsCard, customersCard) {
var oppValue = oppsCard % 13;
var customerValue = oppsCard % 13;
var winnerString = "";
if (oppValue == 0) {
oppValue = 13;
}
if (customerValue == 0) {
customerValue = 13;
}
if (oppValue == customerValue) {
winnerString = "You Tied.";
}
else if (oppValue > customerValue) {
winnerString = "You Lose.";
}
else if (oppValue < customerValue) {
winnerString = "You Win!!";
}
return winnerString;
}
function randNumber() {
var min = 1;
var max = 52;
var random = Math.floor(Math.random() * (max - min + 1)) + min;
return random;
}
function playAgain(resultString) {
if (resultString == "You Lose." || resultString == "You Win!!") {
alert(resultString);
var conf = confirm("Play Again?");
if (conf == true) {
$("#textareaRes").text("");
document.getElementById("custImage").src="./cardImages/default.png";
document.getElementById("oppImage").src="./cardImages/default.png";
}
else {
window.location = "#mainMenuPage";
}
}
else {
alert(resultString);
alert("Try Again.");
$("#textareaRes").text("");
document.getElementById("custImage").src="./cardImages/default.png";
document.getElementById("oppImage").src="./cardImages/default.png";
}
}
So I did not place the code in here for the display card function, just because for testing it is exceptionally long. It is just a giant switch case for all 52 random numbers. The finished product will actually be pulling from an XML file, but I used this just for testing purposes. (If, for some reason, you need to see the display cards function, let me know and I can post it.) Anyway, to recap, the last call made in the drawCards() function is the playAgain function. Upon running this code the results nor the card images are displayed. It just jumps straight to the alert that is called for by the playAgain function. This is probably a pretty noobish question, but I am a little perplexed by it. So any help you guys can offer would be GREATLY appreciated. Thanks.
EDIT: It actually performs correctly in a computer's browser. However, the problem happens on a mobile device like a phone or tablet. So this is probably something that I am doing incorrectly here. Any help is greatly appreciated.
Changes in the browser doesn't show up as long as your Javascript code is running.
The browser is event driven, so changing an element in the DOM doesn't show the change immediately, instead an event is triggered to redraw the element. When your function has finished running, the browser will handle any pending events and show the changes.
So, when building an application, you have to use the same approach so that the browser has a chance to show the changes.
For anyone who finds this looking for the solution to the problem, the solution can be found in this answer: https://stackoverflow.com/a/13338585/870729
Here is a working fiddle of a simple example:
jQuery(function($) {
$.when($('#empty-me').html('')).done(function() {
alert('I did it!');
});
});
"./cardImages/default.png"
im not sure ... but try "../cardImages/default.png" ... i always use 2 dots for come to a higher level

Javascript, loops infinitely and freezes

So I'm making a simple physics simulation using HTML5 canvas and javascript. I'm trying to make some realistic collisions, but whenever a collision occurs the code begins to loop infinitely and freezes the page.
I am using Google Chrome 24.0.1312.32 beta-m
When looking at the javascript console the line "console.log("I am colliding with something")" goes crazy and is printed thousands of times per second and completely breaks the page.
I'm not really sure why its' happening and I have no idea what to do. Any help and/or input would really be appreciated.
for (i = 0; i <= 3; i++) {
if (collide(i)) {
console.log("I am colliding with something");
if (typeof getCollideIndx === 'undefined') {
console.log("collide index is not undefined");
if (!getCollideIndx(i)) {
console.log("Made it past null check");
//...update object based on collision
the collide() function is:
function collide(b) {
for (i = 0; i <= 3; i++) {
//Distance between each object
var distance = (Math.sqrt(Math.pow((balls[b].x - balls[i].x), 2) + Math.pow(balls[b].y - balls[i].y, 2)));
if (distance < 32) {
//must be less than 2*radius -- all radii are the same
//makes it so that it doesn't return true when checking its own index
if (!(balls[b].mass == balls[i].mass)) {
return true;
} else {
return false;
}
}
}
}
I cannot see an infinite loop in your code , my best guess would be this statement
if (typeof getCollideIndx === 'undefined')
fails every time and whatever function the below code is in is called continuously
for (i = 0; i <= 3; i++) {
if (collide(i)) {
console.log("I am colliding with something");
if (typeof getCollideIndx === 'undefined') {
console.log("collide index is not undefined");
if (!getCollideIndx(i)) {
console.log("Made it past null check");
//...update object based on collision
also in this , I do not see the point of the for loop as the control always goes back to the calling function (in the collide() function)
Well, being trapped in that for loop implies that the index variable i is getting set incorrectly somewhere. Without being able to see the entirety of the code I cannot say for sure, but the loop for(i=0; i<3; i++){... will be assigning i to the window object because you have not explicitly scoped it (i.e. for(var i...).
See for example this jsfiddle where the first function will only run once rather than three times because the same variable i is affected in the second function.
Obviously running once != infinite loop, but if the collide function does something to i (or maybe breaks after it finds a collision?) then the value of i will be reset to 0 at the beginning of its for loop each time it's called.
So yeah without some more code I can't say for sure; but my advice in this case is: always use var in for loops or weird things can happen!

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