Javascript NaN function - javascript

This function receive values for another one (the generation parameter). My objective is return onde array in cloneGene variable, although it appears like NaN and I do not know why.
function SampleWithReposition(generation, newGeneration) {
newGeneration = [];
generation = Starting_generation;
var randomGeneration = Math.floor(Math.random() * pop_size) + 0;
for(i=0;i<pop_size;i++){
newGeneration = generation[i] = generation[randomGeneration];
}
return newGeneration;
GenerationStep(newGeneration);
//document.write(newGeneration + ' <br />' + ' <br />');
}
//Mutation and recombination rate
function GenerationStep (mutation_rate, recombination_rate, generation, cloneGene) {
//var generation = [1, 2, 1, 54, 1, 1, 1];
generation = SampleWithReposition();
mutation_rate = recombination_rate = 0.1;
for(var i=0; i<pop_size; i++){
for(var j=0;j<gene_size; j++){
random_number = random();
var max_individual = Math.max.apply(Math, generation);
//mutation_rate
if(random_number < mutation_rate){
var cloneGene = 1;
cloneGene=generation[i][j]=generation[max_individual][j]+1;
document.write(cloneGene);
}
}
}

Related

Paint by number Illustrator script

I am from supercoloring and we decided to convert our vector illustrations in color to color by number worksheets. Our input files are color and outline images in svg format.
Outline version (like a coloring page) + Color version
outline version and
color version
What we want to get is the following
result
We would like that a color palette is generated under the outline version of the image based on the color data from the color version of the image. Moreover, numbers corresponding to this palette are placed inside each color space of the outlined version.
I understand that no script in the world would do this properly, but at least I am striving to reduce the time spent by the editor (person) to put these numbers manually in the Illustrator. I understand that our color vector images may have too many colors and shades so we need somehow to limit the result colors of the palette ( to fuse them into large groups of basic colors).
I searched all over the stackoverflow solutions and found some ingenious like Paint with numbers with Adobe Illustrator Javascript and
I'm looking to create an automated numbering system for custom paint by number kits in photoshop (Kudos to Yuri Khristich). However, they are not exactly adapted to our needs.
Most of scripts on the web generate outlined images from color version, but the quality is compromised. We have already a proper outline version that we want to use as a base for color by number worksheet.
Here is the script to make a 'color palette' for selected artwork.
And here, as you know, is the script to add color names to all filled areas.
So I took the two script, made a couple of minimal tweaks and get almost the result you want. All you need after the scripts is to copy the layer with numbers and 'palette' from a colored artwork to a outline version.
Script #1
// Modified version
// https://stackoverflow.com/questions/75344674/paint-by-number-illustrator-script
// Original:
// https://productivista.com/make-a-list-of-colors-from-your-selection/
/*
Date: July, 2020
Author: Katja Bjerrum, email: katja#productivista.com, www.productivista.com
============================================================================
NOTICE:
This script is provided "as is" without warranty of any kind.
Free to use, not for sale.
============================================================================
Released under the MIT license.
http://opensource.org/licenses/mit-license.php
============================================================================
*/
//#target illustrator
var doc = app.activeDocument;
var myLayer = doc.activeLayer;
app.coordinateSystem = CoordinateSystem.ARTBOARDCOORDINATESYSTEM;
var swGrps = doc.swatchGroups;
var mainSwGr = doc.swatchGroups[0];
var sel = doc.selection;
var actionSet = 'CreateSwatchGroup';
var actionName = 'ColourGroup';
var actionPath = Folder.myDocuments + '/Adobe Scripts/';
if (!Folder(actionPath).exists) Folder(actionPath).create();
//app.doScript("Colorgroup", "ToSwatchScript"); // Action, that creates swatch group
var actionDoc =
[ '/version 3',
'/name [' + actionSet.length + ' ' + ascii2Hex(actionSet) + ']',
'/isOpen 1',
'/actionCount 1',
'/action-1 {',
'/name [' + actionName.length + ' ' + ascii2Hex(actionName) + ']',
' /keyIndex 0',
' /colorIndex 0',
' /isOpen 1',
' /eventCount 1',
' /event-1 {',
' /useRulersIn1stQuadrant 0',
' /internalName (ai_plugin_swatches)',
' /localizedName [ 8',
' 5377617463686573',
' ]',
' /isOpen 0',
' /isOn 1',
' /hasDialog 1',
' /showDialog 1',
' /parameterCount 1',
' /parameter-1 {',
' /key 1835363957',
' /showInPalette 4294967295',
' /type (enumerated)',
' /name [ 15',
' 4e657720436f6c6f722047726f7570',
' ]',
' /value 17',
' }',
' }',
'}'].join('');
createAction(actionDoc, actionName, actionPath);
app.redraw();
app.doScript (actionName, actionSet);
app.redraw();
app.unloadAction(actionSet, '');
var convMM = 2.8346456692; // initialization of the variable to convert points to mm
var colorgroup = doc.swatchGroups[doc.swatchGroups.length - 1]; // Choose the last swatch group
var stY = -200; //
var stX = 20;
var recW = 25;
var recH = 25;
var offX = recW / 5;
var offY = recH / 4;
var textoffY = recH / 4;
var rows = 4;
var cols = 4;
var black = new GrayColor();
black.gray = 80;
var white = new GrayColor() ;
white.gray = 0;
var noStroke = doc.swatches[0].color;
if (swGrps.length <=1){
alert ("Please create swatch group from your selection");
}
else if (sel <= 0){
//docRef.placedItems[0].selected == false;
alert ("Please make a selection");
delSwatchGr(colorgroup); //delete swatch group
}
else{
swatchGroupList(colorgroup, stY, stX);//create corlor list
// delSwatchGr(colorgroup);//delete swatch group
}
//Function, that creates color list
function swatchGroupList(swatchGroup, stY, stX) {
// Groups everything in the list
var mainGroup = myLayer.groupItems.add();
mainGroup.name = "Colors";
mainGroup.moveToBeginning(myLayer);
//Name of the color list
var nameText = myLayer.textFrames.add();
nameText.contents = swatchGroup.name; // the name of the swatch group
nameText.position = [stX, stY + recH];
var nameStyle = nameText.textRange.characterAttributes;
nameStyle.size = 12;//size in punkt
//nameStyle.textFont = textFonts.getByName("Avenir-Book");//the font
nameStyle.capitalization = FontCapsOption.ALLCAPS;//ALL CAPITALS
var swatches = swatchGroup.getAllSwatches();
var swatchArray = [];
for (i = swatches.length-1; i>=0; i--) {
var mySwatch = swatches[i];
mySwatch.name = i + 1;
var subGroup = createSwatchGroup(mySwatch, textoffY);
swatchArray.push(subGroup);
}
nameText.moveToEnd(mainGroup);
var myGroup = swatchArray;
var maxW = maxWidth(myGroup);
for (var j = 0; j < myGroup.length; j++) {
var mySubGroup = myGroup[j];
mySubGroup.moveToBeginning(mainGroup);
}
for (var i = 0; i < mainGroup.groupItems.length; i++) {
var mySubGroup = mainGroup.groupItems[i];
if (mainGroup.groupItems.length > 7) {
rows = 7;
var c = i%rows;
var r = Math.floor(i/rows);
mySubGroup.position = [stX + r * (maxW + 10), stY - c * (recH + offY)];
}
else {
rows = 7;
var c = i % rows;
var r = Math.floor(i / rows);
mySubGroup.position = [stX, stY - c * (recH + offY)];
}
}
// textSwatch.moveToBeginning(SubGroup);
// path_ref.moveToBeginning(SubGroup);
// SubGroup.position = [stX + c * 140, stY - r * (path_ref.height + offY)];
subGroup.moveToBeginning(mainGroup);
}
function lightColor(c){
if(c.typename)
{
switch(c.typename)
{
case "CMYKColor":
return (c.black>=10 || c.cyan>10 || c.magenta>10 || c.yellow > 10) ? true : false;
case "RGBColor":
return (c.red<230 || c.green<230 || c.blue<230) ? true : false;
case "GrayColor":
return c.gray >= 10 ? true : false;
case "SpotColor":
return lightColor(c.spot.color);
//return false;
}
}
}
function fitItem(item, itemW, itemH, diff) {
var oldWidth = item.width
var oldHeight = item.height
if (item.width > item.height) {
// landscape, scale height using ratio from width
item.width = itemW - diff.deltaX
var ratioW = item.width / oldWidth
item.height = oldHeight * ratioW
} else {
// portrait, scale width using ratio from height
item.height = itemH - diff.deltaY
var ratioH = item.height / oldHeight
item.width = oldWidth * ratioH
}
}
function itemBoundsDiff(item) {
var itemVB = item.visibleBounds
var itemVW = itemVB[2] - itemVB[0] // right - left
var itemVH = itemVB[1] - itemVB[3] // top - bottom
var itemGB = item.geometricBounds
var itemGW = itemGB[2] - itemGB[0] // right - left
var itemGH = itemGB[1] - itemGB[3] // top - bottom
var deltaX = itemVW - itemGW
var deltaY = itemVH - itemGH
var diff = { deltaX: deltaX, deltaY: deltaY }
return diff
}
function delSwatchGr(swGr){
var swGrSws = swGr.getAllSwatches();
for (var j = 0; j < swGrSws.length; j++){
var sw = swGrSws[j];
sw.color = new CMYKColor();
}
swGr.remove();
}
//Function finds the max group width
function maxWidth(myGroup) {
var maxFound = 0;
for (var j = 0; j < myGroup.length; j++) {
var GrWidth = myGroup[j].width;
//var Widthmax = GrWidth.width;
maxFound = Math.max(maxFound, GrWidth);
}
return maxFound;
}
function createSwatchGroup(sw, myOffset) {
//Is "MyForm" path exists?
try{
var path_ref_ori = app.activeDocument.pathItems.getByName("MyForm" || "myform" || "MYFORM");
}
catch(e) {
var path_ref_ori = false;
}
if (path_ref_ori) {
myPath = path_ref_ori.duplicate();
var boundsDiff = itemBoundsDiff(myPath);
fitItem(myPath, recW, recH, boundsDiff);
myPath.name = "NewForm";
myPath.position = [0, 0];
}
else {
var myPath = createMyPath()
}
myPath.fillColor = sw.color;
myPath.stroked = true;
myPath.strokeWidth = 0.3;
myPath.strokeColor = lightColor(myPath.fillColor) ? noStroke : black;
var textSwatch = myLayer.textFrames.add(); //swatch text
textSwatch.contents = sw.name;
textSwatch.position = [myPath.width + 1.3 * convMM, -myOffset];
var textSwStyle = textSwatch.textRange.characterAttributes;
textSwStyle.size = 10; //size in punkt
//textSwStyle.textFont = textFonts.getByName("MyriadPro-Semibold"); //the font
var SubGroup = myLayer.groupItems.add(); //groups path and text
SubGroup.name = sw.name;
SubGroup.position = [0, 0];
textSwatch.moveToBeginning(SubGroup);
myPath.moveToBeginning(SubGroup);
return SubGroup;
}
function createMyPath(){
//Is "MyForm" path exists?
try{
var path_ref_ori = app.activeDocument.pathItems.getByName("MyForm" || "myform" || "MYFORM");
}
catch(e) {
var path_ref_ori = false;
}
if (path_ref_ori) {
path_ref = path_ref_ori.duplicate();
var boundsDiff = itemBoundsDiff(path_ref);
fitItem(path_ref, recW, recH, boundsDiff);
path_ref.name = "NewForm";
path_ref.position = [0, 0];
}
else {
var path_ref = myLayer.pathItems.rectangle(0, 0, recW, recH); //swatch path item
}
return path_ref
};
function createAction(str, set, path) {
var f = new File('' + path + '/' + set + '.aia');
f.open('w');
f.write(str);
f.close();
app.loadAction(f);
f.remove();
};
function ascii2Hex(hex) {
return hex.replace(/./g, function (a) { return a.charCodeAt(0).toString(16) });
};
Input (after select the artwork and run the script):
Result (added the global swatches and the 'color palette' at the bottom):
Script #2
// Based on:
// https://stackoverflow.com/questions/73705368/paint-with-numbers-with-adobe-illustrator-javascript
var doc = app.activeDocument,
lays = doc.layers,
WORK_LAY = lays.add(),
NUM_LAY = lays.add(),
i = lays.length - 1,
lay;
// main working loop
for (; i > 1; i--) {
//process each layer
lay = lays[i];
lay.name = lay.name + " Num:" + (i - 1); // i-1 as 2 layers beed added.
process(lay.pathItems, false);
process(lay.compoundPathItems, true); // if any
}
//clean up
NUM_LAY.name = "Numbers";
WORK_LAY.remove();
function process(items, isCompound) {
var j = 0,
b, xy, s, p, op;
for (; j < items.length; j++) {
// process each pathItem
op = items[j];
try { color = op.fillColor.spot.name } catch(e) { continue } // <-- HERE
// add stroke
if (isCompound) {
// strokeComPath(op);
} else {
// !op.closed && op.closed = true;
// op.filled = false;
// op.stroked = true;
};
b = getCenterBounds(op);
xy = [b[0] + (b[2] - b[0]) / 2, b[1] + (b[3] - b[1]) / 2];
s = (
Math.min(op.height, op.width) < 20 ||
(op.area && Math.abs(op.area) < 150)
) ? 20 : 40; // adjust font size for small area paths.
add_nums(color, xy, s); // <--- HERE
}
}
function getMinVisibleSize(b) {
var s = Math.min(b[2] - b[0], b[1] - b[3]);
return Math.abs(s);
}
function getGeometricCenter(p) {
var b = p.geometricBounds;
return [(b[0] + b[2]) / 2, (b[1] + b[3]) / 2];
}
// returns square of distance between p1 and p2
function getDist2(p1, p2) {
return Math.pow(p1[0] + p2[0], 2) + Math.pow(p1[1] + p2[1], 2);
}
// returns visibleBounds of a path in a compoundPath p
// which is closest to center of the original path op
function findBestBounds(op, p) {
var opc = getGeometricCenter(op);
var idx = 0,
d;
var minD = getDist2(opc, getGeometricCenter(p.pathItems[0]));
for (var i = 0, iEnd = p.pathItems.length; i < iEnd; i++) {
d = getDist2(opc, getGeometricCenter(p.pathItems[i]));
if (d < minD) {
minD = d;
idx = i;
}
}
return p.pathItems[idx].visibleBounds;
}
function applyOffset(op, checkBounds) {
var p = op.duplicate(WORK_LAY, ElementPlacement.PLACEATBEGINNING),
// offset value the small the better, but meantime more slow.
offset = function() {
var minsize = Math.min(p.width, p.height);
if (minsize >= 50) {
return '-1'
} else if (20 < minsize && minsize < 50) {
return '-0.5'
} else {
return '-0.2' // 0.2 * 2 (both side ) * 50 (Times) = 20
}
},
xmlstring = '<LiveEffect name="Adobe Offset Path"><Dict data="I jntp 2 R mlim 4 R ofst #offset"/></LiveEffect>'
.replace('#offset', offset()),
TIMES = 100; // if shapes are too large, should increase the value.
if (checkBounds) {
// check its size only if it needs, because it's too slow
while (TIMES-- && getMinVisibleSize(p.visibleBounds) > 3) p.applyEffect(xmlstring);
} else {
while (TIMES--) p.applyEffect(xmlstring);
}
return p;
}
function getCenterBounds(op) {
var originalMinSize = getMinVisibleSize(op.visibleBounds);
var p = applyOffset(op, false);
if (getMinVisibleSize(p.visibleBounds) > originalMinSize) {
// in some cases, path p becomes larger for some unknown reason
p.remove();
p = applyOffset(op, true);
}
var b = p.visibleBounds;
if (getMinVisibleSize(b) > 10) {
activeDocument.selection = [p];
executeMenuCommand("expandStyle");
p = activeDocument.selection[0];
if (p.typename == "CompoundPathItem") {
b = findBestBounds(op, p);
}
}
p.remove();
return b;
}
function add_nums(n, xy, s) {
var txt = NUM_LAY.textFrames.add();
txt.contents = n;
txt.textRange.justification = Justification.CENTER;
txt.textRange.characterAttributes.size = s;
txt.position = [xy[0] - txt.width / 2, xy[1] + txt.height / 2];
}
function strokeComPath(compoundPath) {
var p = compoundPath.pathItems,
l = p.length,
i = 0;
for (; i < l; i++) {
// !p[i].closed && p[i].closed = true;
// p[i].stroked = true;
// p[i].filled = false;
}
};
Result (added the layer with numbers after run the script):
Final outlined version with numbers and the 'color palette'
Note: you have to ungroup and unmask the color artwork before you run the Script #2.
Here is the results for the rest examples:
As you can see the 'final' artwork still need a quite amount of additional manual work: to move or remove extra numbers.
And it makes sense to reduce the number of colors in original color artworks (perhaps it's possible to do with a script to some extent, as well).

Javascript navigation with array

I'm trying to make a navigation that chagnes the background of a div using the array data.
It isn't working like I would want it.
I'm trying to use if inside addEventListener with 'click' function.
var designNextBg = document.getElementById('js-nextbg');
var designBg = document.getElementById('js-designBg');
var designBgArray = [
'url(images/ipb.png)',
'url(images/ipg.png)',
'url(images/ipr.png)',
'url(images/ipw.png)',
'url(images/ipy.png)'
];
var positionBg = document.getElementById('js-positionBg');
var i = 0;
designNextBg.addEventListener('click', function(e) {
if (i = 0) {
designBg.style.backgroundImage = designBgArray[i];
i = i + 1;
positionBg.innerHTML = "0" + (i + 1) + "/05";
return i;
} else if (i = 4) {
designBg.style.backgroundImage = designBgArray[i];
i = 0;
positionBg.innerHTML = "0" + (i + 1) + "/05";
return i;
} else {
designBg.style.backgroundImage = designBgArray[i];
i = i + 1;
positionBg.innerHTML = "0" + (i + 1) + "/05";
return i;
};
});
<div id="js-designBg" class="design-bg">
<div class="design-navigation">
<span id="js-positionBg">01/05</span>
<p>
<a id="js-prevbg" class="angle-buttons"><i class="fa fa-angle-left"></i></a>
<a id="js-nextbg" class="angle-buttons"><i class="fa fa-angle-right"></i></a>
</p>
</div>
</div>
your code is way to complicated. I've added two ways to deal with i and keep it inside the bounds. For once, you can do this in the click-handler (currently commented out), or you can just continuously increment/decrement there and compute the actual index inside the array with a oneliner.
var designBg = document.getElementById('js-designBg');
var designBgArray = [
'url(images/ipb.png)',
'url(images/ipg.png)',
'url(images/ipr.png)',
'url(images/ipw.png)',
'url(images/ipy.png)'
];
var positionBg = document.getElementById('js-positionBg');
var i = 0;
var nextButton = document.getElementById('js-nextbg');
var prevButton = document.getElementById('js-prevbg');
nextButton.addEventListener('click', function(e) {
//if(++i === designBgArray.length) i=0;
++i;
updateView();
});
prevButton.addEventListener('click', function(e) {
//if(--i < 0) i += designBgArray.length;
--i;
updateView();
});
function lz(nr){//a simple leading zero function
return String(nr).padStart(2, 0);
}
funciton updateView(){
var len = designBgArray.length;
//get i back into the boundaries
//you could also take care of that in the click-handler
//but this way, it's all in one place
var index = i%len + (i<0? len: 0);
designBg.style.backgroundImage = designBgArray[index];
positionBg.textContent = lz(index+1) + "/" + lz(len);
}
<div id="js-designBg" class="design-bg">
<div class="design-navigation">
<span id="js-positionBg">01/05</span>
<p>
<a id="js-prevbg" class="angle-buttons"><i class="fa fa-angle-left"></i></a>
<a id="js-nextbg" class="angle-buttons"><i class="fa fa-angle-right"></i></a>
</p>
</div>
</div>
This code works for 'NEXT' button with changing background colours replace backgroundImage as per requirement
var designNextBg = document.getElementById('js-nextbg');
var designBg = document.getElementById('js-designBg');
var designBgArray = [
'red',
'green',
'blue',
'yellow',
'cyan'
]; var positionBg = document.getElementById('js-positionBg');
var i = 0;
designNextBg.addEventListener('click', function(e) {
if (i == 0) {
designBg.style.background = designBgArray[i];
i = i + 1;
positionBg.innerHTML = "0" + (i + 1) + "/05";
return i;
} else if (i == 4) {
designBg.style.background = designBgArray[i];
i = 0;
positionBg.innerHTML = "0" + (i + 1) + "/05";
return i;
} else {
designBg.style.background = designBgArray[i];
i = i + 1;
positionBg.innerHTML = "0" + (i + 1) + "/05";
return i;
};
});
<div id="js-designBg" class="design-bg">
<div class="design-navigation">
<span id="js-positionBg">01/05</span>
<p>
<input type ='button' value ='NEXT' id="js-nextbg" class="angle-buttons">
</p>
</div>
</div>
designNextBg.addEventListener('click', function(e) {
if (i = 0) {
designBg.style.backgroundImage = designBgArray[i];
i = i + 1;
positionBg.innerHTML = "0" + (i + 1) + "/05";
return i;
} else if (i = 4) {
designBg.style.backgroundImage = designBgArray[i];
i = 0;
positionBg.innerHTML = "0" + (i + 1) + "/05";
return i;
} else {
designBg.style.backgroundImage = designBgArray[i];
i = i + 1;
positionBg.innerHTML = "0" + (i + 1) + "/05";
return i;
};
});
Here, inside if you must give == or === for comparison. = means assignment operator which always returns true. So i=0 returns true and always the first condition gets passed. So it returns 1. So it changes the span to 01/05.
Taking into account your code and answer posted by Thomas I would provide a working example instead of blank screen and nonexistent background.
Introduced minor code improvements for easier reading, service logic isolation and less letters.
/**
* List of random images
* #type {Array}
*/
var designBgArray = [
'https://picsum.photos/200/300',
'https://picsum.photos/201/300',
'https://picsum.photos/202/300',
'https://picsum.photos/203/300',
'https://picsum.photos/204/300'
];
var getEl = function(id) {
return document.getElementById(id);
},
addClick = function(el, fn) {
el.addEventListener('click', fn);
},
lz = function(nr) {
return String(nr).padStart(2, 0);
};
var designBg = getEl('js-designBg'),
positionBg = getEl('js-positionBg'),
nextButton = getEl('js-nextbg'),
prevButton = getEl('js-prevbg');
var render = function() {
var len = designBgArray.length,
index = i % len + (i < 0 ? len : 0);
console.log('Rendering "i"', i);
designBg.style.backgroundImage = 'url('+designBgArray[index]+')';
positionBg.textContent = lz(index+1) + "/" + lz(len);
};
var i = 0;
render(); // Initial background set (if blank bg is not applicable)
addClick(nextButton, function(e) {
i++;
if (i === designBgArray.length + 1) {
i = 0;
}
render();
});
addClick(prevButton, function(e) {
i--;
if (i < 1) {
i = designBgArray.length;
}
render();
});
.angle-buttons, #js-positionBg {
background-color: white;
}
<div id="js-designBg" class="design-bg">
<div class="design-navigation">
<span id="js-positionBg">01/05</span>
<p>
<a id="js-prevbg" class="angle-buttons"><</a>
<a id="js-nextbg" class="angle-buttons">></a>
</p>
</div>
</div>

Reset values Issue

Building a dice game and you get 3 rolls. Once you finish your turn i'm trying to have a "reset" button that will reset the values back to the original spot so the "next person" can play. The values reset as I expected but when I "roll" none of the functions are taking place and i'm pretty new in js so i'm not sure what the problem is.
var playerScore = document.getElementById('firstPlayerScore');
var rollButton = document.getElementById('roll_button');
var dice1 = new dice(1);
var dice2 = new dice(2);
var dice3 = new dice(3);
var dice4 = new dice(4);
var dice5 = new dice(5);
var diceArray = [dice1, dice2, dice3, dice4, dice5];
var cargo = 0;
var numOfRolls = 0;
var cargoButton = document.getElementById('cargo');
var canHaveCargo = false;
function restart(){
dice1 = new dice(1);
dice2 = new dice(2);
dice3 = new dice(3);
dice4 = new dice(4);
dice5 = new dice(5);
diceArray = [dice1, dice2, dice3, dice4, dice5];
cargo = 0;
numOfRolls = 0;
canHaveCargo = false;
addGlow();
updateDiceImageUrl();
document.getElementById("dice1").classList.remove('glowing');
document.getElementById("dice2").classList.remove('glowing');
document.getElementById("dice3").classList.remove('glowing');
document.getElementById("dice4").classList.remove('glowing');
document.getElementById("dice5").classList.remove('glowing');
}
//dice object
function dice(id){
this.id = id;
this.currentRoll = 1;
this.previousRoll = 1;
this.isSelected = false;
this.diceImageUrl = "img/dice/dice1.png";
this.roll = function(){
this.previousRoll = this.currentRoll;
this.currentRoll = getRandomRoll(1, 6);
}
}
//returns an array of all dice that are not currently selected so they can be rolled.
function getRollableDiceList(){
var tempDiceList = [];
for(var i = 0; i < diceArray.length; i++){
if(!diceArray[i].isSelected){
tempDiceList.push(diceArray[i]);
}
}
return tempDiceList;
}
// gets a random number between min and max (including min and max)
function getRandomRoll(min,max){
return Math.floor(Math.random() * (max-min + 1) + min);
}
// calls the roll function on each dice
function rollDice(rollableDiceList){
for(var i = 0; i < rollableDiceList.length; i++){
rollableDiceList[i].roll();
}
}
// updates each dice with the new url for the image that corresponds to what their current roll is
function updateDiceImageUrl(){
for(var i = 0; i < diceArray.length; i++){
var currentDice = diceArray[i];
currentDice.diceImageUrl = "http://boomersplayground.com/img/dice/dice" + currentDice.currentRoll + ".png";
//update div image with img that cooresponds to their current roll
updateDiceDivImage(currentDice);
}
}
//Displays the image that matches the roll on each dice
function updateDiceDivImage(currentDice) {
document.getElementById("dice"+currentDice.id).style.backgroundImage = "url('" + currentDice.diceImageUrl +"')";
}
// returns an array of all
function getNonSelectedDice(){
var tempArray = [];
for(var i = 0; i < diceArray.length; i++){
if(!diceArray[i].isSelected){
tempArray.push(diceArray[i]);
}
tempArray.sort(function(a, b){
return b.currentRoll - a.currentRoll;
});
}
return tempArray;
}
function getSelectedDice(){
var selectedDice = [];
for(var i = 0; i < diceArray.length; i++){
if(diceArray[i].isSelected){
selectedDice.push(diceArray[i]);
}
}
return selectedDice;
}
//boolean variables
var shipExist = false;
var captExist = false;
var crewExist = false;
//checks each dice for ship captain and crew. Auto select the first 6, 5 , 4.
function checkForShipCaptCrew(){
//array of dice that are not marked selected
var nonSelectedDice = getNonSelectedDice();
for(var i = 0; i < nonSelectedDice.length; i++){
//temp variable that represents the current dice in the list
currentDice = nonSelectedDice[i];
if (!shipExist) {
if (currentDice.currentRoll == 6) {
shipExist = true;
currentDice.isSelected = true;
}
}
if (shipExist && !captExist) {
if (currentDice.currentRoll == 5) {
captExist = true;
currentDice.isSelected = true;
}
}
if (shipExist && captExist && !crewExist) {
if (currentDice.currentRoll == 4) {
crewExist = true;
currentDice.isSelected = true;
canHaveCargo = true;
}
}
}
}
function addGlow(){
var selectedDice = getSelectedDice();
for (var i = 0; i < selectedDice.length; i++){
var addGlowDice = selectedDice[i];
var element = document.getElementById('dice' + addGlowDice.id);
element.className = element.className + " glowing";
}
}
function getCargo(){
var cargo = 0;
var moreDice = getNonSelectedDice();
if (canHaveCargo){
for(var i=0; i < moreDice.length; i++){
cargo += moreDice[i].currentRoll;
playerScore.innerHTML = 'You have got ' + cargo + ' in ' + numOfRolls + ' rolls!';
}
} else {
alert("You don't have Ship Captain and the Crew yet!");
}
}
rollButton.addEventListener('click', function(){
//generate rollable dice list
if (numOfRolls < 3) {
var rollableDiceList = getRollableDiceList();
//roll each dice
rollDice(rollableDiceList);
//update dice images
updateDiceImageUrl();
getNonSelectedDice();
// //auto select first 6, 5, 4 (in that order)
checkForShipCaptCrew();
addGlow();
// //adds a red glow to each dice that is selected
numOfRolls++;
}
});
cargoButton.addEventListener('click', getCargo);
var startButton = document.getElementById('restart');
startButton.addEventListener('click', restart);
http://boomer1204.github.io/shipCaptainCrew/
Here is a link to the live game since it's the only way I can describe the problem since I don't know what's not working. If you roll the dice a couple times the dice will get a blue border and be "saved" according to the rules. Now after you hit th restart button that doesn't happen anymore.
Thanks for the help in advance guys
Just add this to your restart()
function restart(){
...
shipExist = false;
capExist = false;
crewExist = false;
...
}
It's hard to replicate without a fiddle, but it seems that you are adding and removing the 'glowing' class using separate processes. Have you tried adding the glowing class the same way you are removing it?
element.classList.add("glowing")
See an example within a fiddle: https://jsfiddle.net/5tstf2f8/

Comparring Arrays with For Loops

Alright so I have been working on this one for a bit. I'm comparing the values of two arrays using a For Loop. Every time the array known as cart hits a number that can be found in the products array, it displays the info of the products array, for each time it is hit. I think my code itself is fine ( though I could be wrong) but it's not displaying the values. So I think there's something wrong with my execution of said process there. The codes as follows
function Fill(){
var txt=""
var products = new Array();
products[0] = {name: "refrigerator" , price:88.99, img:"img/refrigerator.jpg"};
products[1] = {name: "microwave oven" , price: 76.99 , img:"img/microwave.jpg"};
products[2] = {name: "dishwasher" , price:276.67 , img:"img/dishwasher.jpg"};
var carts = new Array ();
carts[0]= 2;
carts[1]= 0;
carts[2]= 1;
carts[3]= 1;
carts[4]= 0;
carts[5]= 1;
carts[6]= 2;
carts[7]= 2;
for(var i=0; i < carts.length; i++){
for(var j = 0; j < products.length; j++){
if(carts[i] == j){
txt +=products[j].name + ' ' + products[j].price +" <img src='"+ products[j].img + "'>"
document.getElementById("answer").innerHTML += txt
}
}
}
}
Update answer with ES6:
const products=[{name:"refrigerator",price:88.99,img:"img/refrigerator.jpg"},{name:"microwave oven",price:76.99,img:"img/microwave.jpg"},{name:"dishwasher",price:276.67,img:"img/dishwasher.jpg"}];
const carts=[2,0,1,1,0,1,2,2];
const productsInCart = [...new Set(carts)]
.reduce((a,c)=>{
a.set(c,products[c])
return a;
}, new Map());
const res = carts.map(c=>{
const {name, price, img} = productsInCart.get(c)
return `${name} ${price} <img src="${img}"/>`;
}).join("");
document.body.innerHTML = res;
You should be comparing carts[i] with j otherwise you won't find anything
var txt = ""
var products = new Array();
products[0] = {
name: "refrigerator",
price: 88.99,
img: "img/refrigerator.jpg"
};
products[1] = {
name: "microwave oven",
price: 76.99,
img: "img/microwave.jpg"
};
products[2] = {
name: "dishwasher",
price: 276.67,
img: "img/dishwasher.jpg"
};
var carts = new Array();
carts[0] = 2;
carts[1] = 0;
carts[2] = 1;
carts[3] = 1;
carts[4] = 0;
carts[5] = 1;
carts[6] = 2;
carts[7] = 2;
for (var i = 0; i < carts.length; i++) {
for (var j = 0; j < products.length; j++) {
if (carts[i] == j) {
txt = products[j].name + ' ' + products[j].price + " <img src='" + products[j].img + "'>"
document.getElementById("answer").innerHTML += txt
}
}
}
<div id="answer"></div>
Your txt variable should be modified with = and not +=
You should optimize your code. document.getElementById("answer") could be initiated globally for example.
"carts" is an array of numbers (as per your source code) while "products" is an array of objects. So your condition "carts[i] == products[j]" will never fire.
What's the value of your appliance variable?
It'll cause the code to error out.
To also steal Alex's answer: "carts" is an array of numbers (as per your source code) while "products" is an array of objects. So your condition "carts[i] == products[j]" will never fire.
Perhaps this is better?..
carts[7]= 2;
for(var i=0; i < carts.length; i++){
txt +=products[carts[i]].name + ' ' + products[carts[i]].price +" <img src='"+ products[carts[i]].img + "'>"
document.getElementById("answer").innerHTML += txt
}
Upvoting Grimbode's answer as it's pretty close to mine, but cleaner.
I'm not sure why you need the second for loop. You're trying to compare a number with a product object by doing this and it will never work. OK, assuming that what you are trying to achieve is that if carts[0]=2 you want the info for products[2] then try something like:
for(i=0; i<carts.length; i++) {
if(i<products.length) {
currProd=products[carts[i]];
//Process the currProd object as you will
}
}

Is it possible to add weight to images in a generator?

I wish to make a random image generator (which is working fine), however, I was wondering is there a way to add weight to certain images which won't appear as much as others?
I have attached the code below:
<script language="JavaScript">
function random_imglink(){
var myimages=new Array()
myimages[1]="Blue_Car.png"
myimages[2]="Red_Car.png"
myimages[3]="White_Car.png"
myimages[4]="Black_Car.png"
var ry=Math.floor(Math.random()*myimages.length)
if (ry==0)
ry=1
document.write('<img src="'+myimages[ry]+'" border=0>')
}
random_imglink()
function confirmRefresh() {
var okToRefresh = confirm("Do you really want to refresh the page?");
if (okToRefresh)
{
setTimeout("location.reload(true);",10);
}
}
</script>
<input type="button" value="Generate a new player" onClick="document.location.reload(true)">
</script>
</a></p>
I do have a SMALL amount of knowledge regarding JavaScript, however, I'm no pro.
var myimages=new Array();
myimages[0]="Blue_Car.png";
myimages[1]="Red_Car.png";
myimages[2]="White_Car.png";
myimages[3]="Black_Car.png";
// myimages[4] = ...
// All values summed up must equal 1
var probabilities=new Array();
probabilities[0]=0.1; // 10%
probabilities[1]=0.1; // 10%
probabilities[2]=0.25; // 25%
probabilities[3]=0.55; // 55%
// probabilities[4] = ... (also need to change the other probability values)
function getImage() {
var rand = Math.random();
var probabilitiy_sum = 0;
for(var i=0; i < probabilities.length; i++) {
probabilitiy_sum += probabilities[i];
if(rand <= probabilitiy_sum ) {
return myimages[i];
}
}
return myimages[myimages.length];
}
// Just for testing:
for(var i=0; i < 10; i++) {
document.getElementById("textbox").innerHTML += getImage() + "<br />";
}
<div id="textbox"></div>
To extend #ByteHamster's response (accept his, not mine), you can do the same thing with an array of objects to easier keep track of the possibilities.
var myimages = [{
image: "Blue_Car.png",
probability: 0.1
}, {
image: "Red_Car.png",
probability: 0.1
}, {
image: "White_Car.png",
probability: 0.25
}, {
image: "Black_Car.png",
probability: 0.55
}];
function getImage() {
var rand = Math.random();
var probabilitiy_sum = 0;
for (var i = 0; i < myimages.length; i++) {
probabilitiy_sum += myimages[i].probability;
if (rand <= probabilitiy_sum) {
return myimages[i].image;
}
}
return myimages[myimages.length].image;
}
// Just for testing:
for (var i = 0; i < 10; i++) {
document.getElementById("textbox").innerHTML += getImage() + "<br />";
}
<div id="textbox"></div>
Easy way would just to be to increase the length of your array, and then add the images with more probability to hit more times, and the images with less probability less times. You can use a for loop for each.
for (i=0;i<15;i++) {
myimages[i] = "Blue_Car.png";
}
for (i=15;i<40;i++) {
myimages[i] = "Red_Car.png";
}
for (i=40;i<80;i++) {
myimages[i] = "White_Car.png";
}
for (i=80;i<100;i++) {
myimages[i] = "Black_Car.png";
}
You already have an answer, but I'll post mine anyway.
<script language="JavaScript">
var counter = 0; // this is just to show that something happens when you randomly get the same car as the previous car.
function random_imglink() {
var myimages = [
{weight: 3, url: "http://insideevs.com/wp-content/uploads/2012/07/bollare-bluecar.jpg"}, // blue
{weight: 10, url: "http://4.bp.blogspot.com/-UKeEILt_8nw/UZOCIEMrMVI/AAAAAAAAAvI/X5i-HaJRnTc/s400/red+car10.jpg"}, // red
{weight: 5, url: "http://i.telegraph.co.uk/multimedia/archive/02661/Audi-A5-Sportback_2661284b.jpg"}, // white
{weight: 2, url: "http://1.bp.blogspot.com/-mojnxHJlWVA/UZ1KShiKMeI/AAAAAAAAHMo/oO7qMo7PJq4/s400/Best-Black-Car-2009_j2bq.gif"} // black
];
// calculate total weigt
// this example: totalWeight = 20
// Then we search a random number from 0 to 19. 0,1,2 belongs to blue; 3 to 12 is red; 13 to 17 is white; 18 to 19 is black
// we add min and max range to the image object, so we can easily return the good one.
var totalWeight = 0;
for (var i=0; i<myimages.length; i++) {
myimages[i].min = totalWeight;
myimages[i].max = totalWeight + myimages[i].weight - 1; // example: if the first weight is 3; the max is 3-1 = 2
totalWeight += myimages[i].weight;
}
var ry = Math.floor(Math.random() * totalWeight);
for (var i=0; i<myimages.length; i++) {
if (ry >= myimages[i].min && ry <= myimages[i].max) {
var index = i; // we've got a winner
break;
}
}
document.getElementById('image').innerHTML = '<img src="' + myimages[index].url + '">';
document.getElementById('counter').innerHTML = counter++;
}
window.onload = function() {
random_imglink();
}
</script>
<input type="button" value="New random car" onClick="random_imglink()">
<div id="counter"></div>
<div id="image"></div>

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