Firstly i would like to note this is my first time using this site so if I do something incorrectly, i am sorry. Secondly i am intermediate at JavaScript but have only been truly been coding with for 3 days and am using it in an incremental game (more for myself to learn than others as there are quite a few out there). I've been doing pretty good and learning more as i go.
My problem is that I've gotten stuck using a function with arguments, my code looks like this:
<button onClick="getStorg(gargAmm,'gargAmm')"> Get Garage </button>Ammount: <span id="gargAmm">0<br />
Which is the HTML that launces the Function:
var gargAmm = 0;
function getStorg(buildAmm,buildID)
{
buildAmm = buildAmm + 1;
document.getElementById(buildID).innerHTML = buildAmm;
}
The display will make the "Amount:" go up to one when the button is first clicked, but then stalls. I've tried rearranging all sorts of variables and such but i just don't know why this doesn't work. Can anyone help?
What you're doing is you're using the Global variable value
var gargAmm = 0;
Whenever you call the function it uses the same value as zero and increments it.
So your getting the value as 1 and its not incrementing further.
I have tried an another approach to solve your issue have a look at it.
<button onClick="getStorg('gargAmm')">
Get Garage
</button>Ammount: <span id="gargAmm">0</span><br />
Here is the javascript
function getStorg(buildID)
{
var d= document.getElementById(buildID);
var t= parseInt(d.innerText);
t=t+1;
document.getElementById(buildID).innerHTML = t;
}
Here the text from the span is taken and converted to int and then incremented the value
and inserted back into span.
Here is the Working fiddle http://jsfiddle.net/p8E4G/
Simple:
function myFunc(a,b) {
b = b || 0;
// b will be set either to b or to 0.
}
Related
i was wondering how to make a variable go up over time, ive tried to do this -->
var i = 1;
var c = document.getElementById("click");
function workers() {
if (click >= workers*50000)) {
click += -(workers*50000)
click += i++
c.innerHTML = click;
}
}
but it hasnt worked, how do i fix this?
you could do this
let i = 0;
// instead of 2000 insert the frequency of the wanted update (in milliseconds)
const incrementInterval = setInterval(() => i++, 2000)
// when you want it to stop it
clearInterval(incrementInterval)
anyway, i don't really understand how the code supplied with the question has anything to do with it
You have an element and a variable 'click', which tells me you're really not wanting to grow over time per se, but rather grow with every click.
Another difficulty is finding out what you're trying to do with multiplying by 50000. I am assuming you are trying to reset the count after 50000.
One big thing you're missing is the actual association of the click event to your 'click' HTML element. Below, I'm using addEventListener to do that. From there, I'm resetting the counter to '1' if 'i' goes above '5' (I use 5 just to show the reset in a reasonable number of clicks). Then I take the value of 'i' and put it into the innerHTML label of the element that triggered the event.
var i = 1;
document
.getElementById("click")
.addEventListener('click', function(e) {
if (i > 5)
i = 1;
e.target.innerHTML = `click: ${i++}`;
})
<div id='click'>click<div>
Define your question better. What is your goal? What has your code achieved? What result are you getting and how is it different than your expectations? What is 'i' meant to be used for? How does it interact with the function? Why are you multiplying it with 50000? Is workers a separate variable that's globally defined and not shown? Communication is an important skill in this field, and comments are often helpful tools to document your code for others to understand.
I think an alternative answer could be formatted in this way:
let i = 0;
function increment(){
i++;
document.querySelector('h3').textContent = i
}
document.querySelector('button').addEventListener('click',increment)
<button>Click Me</button>
<h3>0</h3>
I have a code where I draw an object when the mouse is clicked using mouseClicked = function(){} and then I need to have a number to show how many objects have been drawn. the problem is that the number won't increase. what do I do?
Rather than declaring and incrementing a global variable - you could set the count as a HTML 5 data attribute on the button and then on clicking the button, get the data attribute value, increment it and update the display and the new count on the button.
Note that data-attributes are always strings - hence the need for the parseInt() method, though if I was being a purist - I would have put the radix in as well, but that defaults to 10 - so no need in this case.
It is always better to avoid global variable when possible and data attributes offer a very conveniant way of storing local data.
Thanks to #Sven.hig for the skeletn code of the solution - which I then modified to my approach.
var res=document.getElementById("res")
var btn=document.getElementById("btn")
btn.addEventListener("click",()=>{
const newCount = parseInt(btn.getAttribute('data-count'))+1;
res.textContent = newCount;
btn.setAttribute('data-count', newCount)
})
<div id="res"></div>
<button id="btn" data-count="0">Draw</button>
Here is a simple example that will give you an idea about how to increment a counter
var res=document.getElementById("res")
var btn=document.getElementById("btn")
var count=1
btn.addEventListener("click",()=>{
res.textContent=count
count++
})
<div id="res"></div>
<button id="btn">Draw</button>
If the count variable is defined inside the mouseClicked function as the title say, you are recreating it in every mouseClick. In this case, you should define it outter the function with value = 0 and, inside the function, sum 1 to that value. Anyway, like the comments say, it's necessary that you include the code to your question to give a better answer.
this is an easy way to counter the clicks on a html document.
let counter = 0;
document.onclick = () => {
counter++;
console.log(counter);
}
I know the basics of what I need to do here, but my attempt at coding it is riddled with problems so here is what I want to do.
Define a series of strings to be called up into a function that types it onto the screen with a slight delay between each letter.
I've found some examples of people making typewriter title cards, but these are not designed to be used like functions that can be called up on the fly. For this particular project, we need the text to function like a makeshift dialog system that won't be called up until the function is called with a specific string.
Like a button with " onclick="dialogFunction(idOfStringToBeTyped) "
what I have looks like this:
var d1Example = "Hello, I am example dialog";
function dialog(dialogString) {
var i;
for (i = 0; i <= dialogString.length(); i++) {
document.write( dialogString.charAt(i) );
java.lang.Thread.sleep(50);
}}
So my attempts to code the content has been... brute force-y...
EDIT: to include my attempt, should have been there in the first place, sorry about that.
This, in theory, should work, but in practice does nothing. I probably have a syntax error. but really it doesn't make sense to me why this doesn't work.
You should look into the JavaScript functions setTimeout and Math.random().
You can use Math.random() to create a floating point integer between 0 and 1.
var multipule = 5
var rand = Math.random(); // 0.5680401974599227
var randInSeconds = rand * multipule // 2.840200987299614
var waitInSeconds = Math.round(randInSeconds) // 3
Then use the the setTimeout out method to call the code that writes each character. setTimeout takes two parameters, a function and the number of seconds:
var writeCharacter = function(){
...
};
setTimeout(writeCharacter, 300);
I'll leave it to you to work out all the timing.
My Requirement is
I want to display this output when I gave a(0) the output should come 5 and when I gave a(5) the output should come 0.
a(0) = 5
a(5) = 0
like this
Hint:
Using this function
function A(num){}
like this
Please Help me how to do this I'm new in JS
Please give me different kind of solutions its more useful to my career.
function swap (input) {
if( input == 0)
return 5;
return 0;
}
i think there is no description needed
I think I see what you are getting at.
You want to input one variable into a function, and return another variable that is not defined yet. Then you want to define that variable by inputting it into the same function, and get the first input as the output. And so you should end up with 2 outputs.
Now this is technically impossible, because there are undefined variables at play. However, programming is about imagination and I think I have a solution (it's technically a hack but it will work):
var i = 1;
var output1;
var output2;
function swap(input) {
function func1(input) {
output2 = input;
i++;
}
function func2(input) {
output1 = input;
i = 1;
alert(String(output1) + "\n" + String(output2));
}
if (i === 1) {
func1(input);
}
else if (i === 2) {
func2(input);
}
}
while(true) {
swap(prompt("Enter your first input (this will be your second output):"));
swap(prompt("Enter your second input (this will be your first output):"));
}
The swap function goes back and forth between the values 1 and 2 in the variable i. That is how it keeps track of first or second inputs and their exact opposite outputs. The input, or parameter of the swap function is whatever the user types into the prompt boxes. Feel free to make it user-friendly, this is just the dirty code behind it. The reason they are outputted together is because the second input is undefined, and so the machine cannot guess what you were going to input. So first my little program collects all the data and just reverses the order when it is time to output. But to the user who knows nothing about JavaScript and what is going on underneath the hood, this would work perfectly in my opinion.
This should work for any data types inputted, I tested it myself with objects, strings, numbers, and arrays. Hope this helps!!
Shorter alternative to #mtizziani's answer:
let swap = x => !x * 5 // yes this is all
console.log(swap(0));
console.log(swap(5));
We toggle the input, so x is now 1 or 0
We multiple by 5.
Job done.
WHAT I WANT TO HAPPEN
So what I want to happen is function partA() to click button [z] every 2 seconds. The button that is being clicked should change, because the script is a looping script, so for instance. The first loop, it would click button 1, then button 2, then button 3, because var z = 1 + i++. Is this possible? z is supposed to equal the number 1, plus the loop number. This should loop as long as variable i is less than 50.
WHAT IS HAPPENING
It works properly, looping and all, if I test the script without variable z. However, without variable z, I have to manually change the number that would equal z, which is painstaking, and annoying.
var z = 1 + i++
for(i=0;i<50;i++) {
setInterval(partA, 2000);
function partA() {
buttons = document.getElementsByTagName('button');
document.getElementsByTagName('button')[z].click();
}
}
Should i++ be defined another way? The error I'm getting when running the script in console is:
Uncaught ReferenceError: i is not defined (...)
at :2:13
at Object.InjectedScript._evaluateOn (:878:140)
at Object.InjectedScript._evaluateAndWrap (:811:34)
at Object.InjectedScript.evaluate (:667:21)
There's a couple of suggestions I could advise with your code so I'll try and address each one individually.
Firstly define your function outside of your loop. If you would like to know the reasons behind this please read: Don't make functions within a loop
Secondly you should really declare i as a variable to set the scope to which it applies. Some good information on this is at: Declaring variables without var keyword
Thirdly when you run your loop you could run the code inside an IIFE. The reason for this is when you run setInterval, by the time it runs i will actually be 3 (or the last number of your loop). This is due to the asynchronous nature of setInterval, and that the reference to i is bound to the function, not the value of i.
Example
for(var i=0;i<3;i++) {
(function(i) {
setInterval(clickButton(i), 2000);
})(i)
}
function clickButton(idx) {
return function() {
buttons = document.getElementsByTagName('button');
document.getElementsByTagName('button')[idx].click();
}
}
JSBin Demo
http://jsbin.com/harigewuze/edit?html,js,output
Why are you trying to define z outside the loop? Just use i.
for (var i = 0; i < 50; i++) {
...
document.getElementsByTagName('button')[i].click();
}
without changing your code too much I would write it like this...
you know its looping 50 times, you know i is incrementing from 0 to 49, use i to change the button name and you don't need z...
for(i=0;i<50;i++) {
setInterval(partA, 2000);
function partA() {
buttons = document.getElementsByTagName('button');
document.getElementsByTagName('button')[i + 1].click();
}
}
1) This is how you want your code to look like :
var z;
for(i=0;i<50;i++) {
z=i;
setInterval(partA, 2000);
}
function partA() {
buttons = document.getElementsByTagName('button');
document.getElementsByTagName('button')[z].click();
}
2) Unfortunately, in javascript you have a problem with this code due to the fact of scopes. My recommendation is to read this link first http://www.mennovanslooten.nl/blog/post/62 and understand how it works.
If you did understand it, then thumb up..you just promoted yourself to a higher level in javascript ;)
3) If you are still having issues, post it on JSFiddle