In my script to generate a playing card, it's generating a 0, even though my random generator is adding a 1, so it should never be 0. What am I doing wrong?! If you refresh, you'll eventually get a "0 of Hearts/Clubs/Diamonds/Spades":
var theSuit;
var theFace;
var theValue;
var theCard;
// deal a card
function generateCard() {
var randomCard = Math.floor(Math.random()*52+1)+1;
return randomCard;
};
function calculateSuit(card) {
if (card <= 13) {
theSuit = "Hearts";
} else if ((card > 13) && (card <= 26)) {
theSuit = "Clubs";
} else if ((card > 26) && (card <= 39)) {
theSuit = "Diamonds";
} else {
theSuit = "Spades";
};
return theSuit;
};
function calculateFaceAndValue(card) {
if (card%13 === 1) {
theFace = "Ace";
theValue = 11;
} else if (card%13 === 13) {
theFace = "King";
theValue = 10;
} else if (card%13 === 12) {
theFace = "Queen";
theValue = 10;
} else if (card%13 === 11) {
theFace = "Jack";
theValue = 10;
} else {
theFace = card%13;
theValue = card%13;
};
return theFace;
return theValue
};
function getCard() {
var randomCard = generateCard();
var theCard = calculateFaceAndValue(randomCard);
var theSuit = calculateSuit(randomCard);
return theCard + " of " + theSuit + " (this card's value is " + theValue + ")";
};
// begin play
var myCard = getCard();
document.write(myCard);`
This line is problematic:
} else if (card%13 === 13) {
Think about it: how a remainder of division to 13 might be equal to 13? ) It may be equal to zero (and that's what happens when you get '0 of... '), but will never be greater than 12 - by the very defition of remainder operation. )
Btw, +1 in generateCard() is not necessary: the 0..51 still give you the same range of cards as 1..52, I suppose.
card%13 === 13
This will evaluate to 0 if card is 13. a % n will never be n. I think you meant:
card % 13 === 0
return theFace;
return theValue
return exits the function; you'll never get to the second statement.
Related
<div id="counter">100</div>
<script>
function myFunction() {
var person = prompt("Please enter One number (N) where (N) is a positive integer.", "");
if (person != null) {
document.getElementById("demo").innerHTML =
"Hello " + person + "! How are you today?";
}
}
function countdown() {
var i = document.getElementById('counter');
i.innerHTML = parseInt(i.innerHTML) - 1;
if (parseInt(i.innerHTML) == 95) {
clearInterval(timerId);
}
}
var timerId = setInterval(function () { countdown(); }, 1000);
</script>
<p id="demo"></p>
Example Test Cases:
Input: 10
Output:
100 98 96 94 92
99 97 95 93 91
Another one:
Input: 5
Output:
100 98 96
99 97
I have made my own script which counts down from 100-0, and places each number into an Array variable depending on whether it's Odd/Even.
Here it is:
var even = [];
var odd = [];
var number = 100;
changeNumber();
function changeNumber() {
document.getElementById("counter").innerText = number;
if (checkParity(number) == "even") {
console.log("even");
even.push(number);
} else {
console.log("odd");
odd.push(number);
}
if (number == 0) {
console.log("[Finished]");
console.log("Even numbers:");
console.log(even);
console.log("Odd numbers:");
console.log(odd);
} else {
setTimeout(function () {
number--;
changeNumber();
}, 100);
}
}
function checkParity(n) {
if (n % 2 == 0) {
return "even"
} else {
return "odd"
}
}
<div id="counter">100</div>
I hope that can help.
(function () {
const input = prompt("Please enter One number (N) where (N) is a positive integer.", "");
let count = 100;
if (isNaN(input) || input < 1) return;
const inerval = setInterval(() => {
count--;
if (count % 2 == 0) {
console.log('This is even Numbers ' + count);
} else {
console.log('This is odd Numbers ' + count);
}
if (input == count) return clearInterval(inerval);
}, 1000);
})();
I think this is a possible solution, without many changes to your original code:
<div id="counter">100</div>
<p id="results"></p>
<script>
var input = parseInt(prompt("Please enter One number (N) where (N) is a positive integer.", ""));
var half = parseInt(input / 2);
var i = document.getElementById('counter');
var res = document.getElementById('results');
res.innerHTML += "Even: ";
if (parseInt(i.innerHTML) % 2 == 0) {
res.innerHTML += i.innerHTML;
input--;
}
function countdown() {
if (input == 0) {
clearInterval(timerId);
return;
}
if (input == half) {
var newValue;
if (input % 2) {
newValue = parseInt(i.innerHTML) + input * 2 - 3;
}
else {
newValue = parseInt(i.innerHTML) + input * 2 - 1;
}
i.innerHTML = newValue;
res.innerHTML += "</br> Odd: ";
}
else {
i.innerHTML = parseInt(i.innerHTML) - 2;
}
res.innerHTML += " " + i.innerHTML;
input--;
}
var timerId = setInterval(function(){ countdown(); }, 1000);
</script>
<p id="demo"></p>
Basically you decrease it by 2 till you reach the half, then you go back to the start - 1, looping through the odd numbers (or even, if the counter value was odd at first).
Idealy, I would like my little project to have the memory functions M-, M+, MR and MC.
I was thinking of separate functions and variables to hold the M- and M+.
Is this a normal approach or there is a better one ?
Any idea what might be wrong with my script ? if there is something wrong ?
the number-display ID is the actual calculator screen
the code is :
$(document).ready(function(){
var display = "";
var operators = ["/", "*", "-", "+"];
var decimalAdded = false;
$("button").click(function() {
var key = $(this).text();
//update screen by adding display string to screen with maximum 19 numbers viewable
function updateDisplay() {
if (display.length > 19) {
$("#number-display").html(display.substr(display.length - 19, display.length));
} else {
$("#number-display").html(display.substr(0, 19));
}
}
//clear all entries by resetting display and variables
if (key === "AC" || key === "ON" || key === "MC") {
decimalAdded = false;
display = "";
$("#number-display").html("0");
}
else if (key === "OFF") {
decimalAdded = false;
display = "";
$("#number-display").html("");
}
//clear previous character and reset decimal bool if last character is decimal
else if (key === "CE") {
if (display.substr(display.length - 1, display.length) === ".") {
decimalAdded = false;
}
display = display.substr(0, display.length - 1);
updateDisplay();
}
//add key to display if key is a number
else if (!isNaN(key)) {
display += key;
updateDisplay();
}
//check that . is the first in the number before adding and add 0. or just .
else if (key === ".") {
if (!decimalAdded) {
if(display > 0){
display += key;
}
else {
display += "0" + key;
}
decimalAdded = true;
updateDisplay();
}
}
//if key is basic operator, check that the last input was a number before inputting
else if (operators.indexOf(key) > -1) {
decimalAdded = false;
//first input is a number
if (display.length > 0 && !isNaN(display.substr(display.length - 1, display.length))) {
display += key;
updateDisplay();
}
// allow minus sign as first input
else if (display.length === 0 && key === "-") {
display += key;
updateDisplay();
}
}
// calculate square root of number
else if ( $(this).id === "sqrt") {
var tempStore = display.html();
$("#number-display").html(eval(Math.sqrt(tempStore)));
decimalAdded = false;
}
// change sign of number
else if ($(this).id === "plusmn") {
var newNum = display * -1;
$("#number-display").html(newNum);
}
// create memory plus and minus and calculate MR
else if (key === "M-") {
}
else if (key === "M+") {
}
// percentage function
else if (key === "%"){
}
else if (key == "=") {
//if last input is a decimal or operator, remove from display
if (isNaN(display.substr(display.length - 1, display.length))) {
display = display.substr(0, display.length - 1);
}
var calc = display;
calc = eval(calc);
display = String(calc);
if (display.indexOf('.')) {
decimalAdded = true;
} else {
decimalAdded = false;
}
$("#number-display").html(display);
}
});});
One alternative is a switch statement, which would look something like:
switch (key) {
case "M-":
// do stuff
break;
case "M+":
// do stuff
break;
case "%":
// do stuff
break;
case "=":
// do stuff
break;
}
More documentation on MDN: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Statements/switch
Ok, so this is my code:
name: function(gameServer, split) {
// Validation checks
var id = parseInt(split[1]);
if (isNaN(id)) {
console.log("[Console] Please specify a valid player ID!");
return;
}
var name = split.slice(2, split.length).join(' ');
if (typeof name == 'undefined') {
console.log("[Console] Please type a valid name");
return;
}
var premium = "";
if (name.substr(0, 1) == "<") {
// Premium Skin
var n = name.indexOf(">");
if (n != -1) {
premium = '%' + name.substr(1, n - 1);
for (var i in gameServer.skinshortcut) {
if (!gameServer.skinshortcut[i] || !gameServer.skin[i]) {
continue;
}
if (name.substr(1, n - 1) == gameServer.skinshortcut[i]) {
premium = gameServer.skin[i];
break;
}
}
name = name.substr(n + 1);
}
} else if (name.substr(0, 1) == "[") {
// Premium Skin
var n = name.indexOf("]");
if (n != -1) {
premium = ':http://' + name.substr(1, n - 1);
name = name.substr(n + 1);
}
}
and i want to change premium to something like <kraken> and <spy> every second, so that then it changes gameServer.skinshortcut to %kraken and then 1 second later it changes that to %spy... and cycles, How do I do this?
Use setInterval(function, delay in ms)
Try:
Var pre_stat=0;
function tgl_pre()
if (pre_stat=0)
{
pre_stat=1;
//change variable to `kraken`;
}
else
{
pre_stat=0;
//change variable to 'spy';
}
setInterval("tgl_pre()", 1000);
end
Sorry, I wasn't clear enough. I need it to list all the numbers from 0 to the number inputted by the prompt into the HTML. I made some suggested changes but now I only get the result for the specific number inputted, not all the numbers up to that number. I am just starting out so please be gentle. Thanks!
$(function() {
var number = parseInt(prompt("Let me see a number:"));
var result;
for(var i = 0; i <= number; i++) {
if ( i %15 == 0) {
result = "Ping-Pong";
}
else if (i %5 == 0) {
result = "Pong";
}
else if (i %3 == 0) {
result = "Ping";
}
else {
result = number;
}
document.getElementById("show").innerHTML = result;
};
});
You can do either:
for(var i = 0; i <= number; i++) {
var digit = number[i]; // or any other assigment to new digit var
if ( digit % 5 == 0) {
return "Ping-Pong";
}
.... rest of your code here.
or
if ( number % 5 == 0) {
return "Ping-Pong";
}
.... rest of your code here.
Problem is you did nothing after the return keyword. Also you didn't declared variable as digit. I hope this is what you are looking for.
With loop:
$(function() {
var number = parseInt(prompt("Let me see a number:"));
var result;
for (var i = 0; i <= number; i++) {
if (i % 15 == 0) { // replaced `digit` with `i`
result = "Ping-Pong";
} else if (i % 5 == 0) {
result = "Pong";
} else if (i % 3 == 0) {
result = "Ping";
} else {
result = number;
}
alert(result);
}
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
Without loop:
$(function() {
var number = parseInt(prompt("Let me see a number:"));
var result;
if (number % 15 == 0) { // replaced `digit` with `number`
result = "Ping-Pong";
} else if (number % 5 == 0) {
result = "Pong";
} else if (number % 3 == 0) {
result = "Ping";
} else {
result = number;
}
alert(result);
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
Ok, I figured it out. For future reference, this is what I was trying to do:
$(function() {
var number = parseInt(prompt("Let me see a number:"));
var i
var text = "";
for(i = 1; i <= number; i++) {
if ( i %15 == 0) {
text += "<br>" + "Ping Pong" + "<br>";
}
else if (i %5 == 0) {
text += "<br>" + "Pong" + "<br>";
}
else if (i %3 == 0) {
text += "<br>" + "Ping" + "<br>";
}
else {
text += "<br>" + i + "<br>";
}
};
document.getElementById("show").innerHTML = text;
});
I have a problem i want to check a variable.If its 0 then gain ++ after 1.5s.If its 10 then gain ++ after .4s.Its complicated.It doesnt really work.My code so far:
if(road == 1){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1400);}
else if(road == 2){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1300);}
else if(road == 3){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1200);}
else if(road == 4){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1100);}
else if(road == 5){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},1000);}
else if(road == 6){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},900);}
else if(road == 7){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},800);}
else if(road == 8){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},600);}
else if(road == 9){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},400);}
else if(road == 10){setInterval(function(){stamina = stamina+1;document.getElementById("stamina").innerHTML = stamina;},200);}
else{setInterval(function(){stamina++;document.getElementById("stamina").innerHTML = stamina;},1500);}
And the code to build a road is this:
function build_road() {
if ((wood + tavern) >= 29 && stone > 4 && road < 10) {
road++;
document.getElementById("road_count").innerHTML = road;
wood = (wood + tavern) - 20;
stone = stone - 5;
document.getElementById("wood").innerHTML = wood;
document.getElementById("stone").innerHTML = stone;
exp = exp + 20;
var x = document.getElementById("PROGRESS");
x.setAttribute("value", exp);
x.setAttribute("max", max);
if (exp == 100) {
exp = 0;
level++;
document.getElementById("level").innerHTML = level;
}
alert("Congratulations,You've create a Road,Now you gain stamina slightly faster.");
}
else {
alert("You need: 30Wood,5Stone .Maximum 10 Roads.")
}
}
Make reusable functions (it's often a good practice, when you a difficulties with a piece of code, to break it into small functions):
var staminaIncreaseTimer = null;
function configureStaminaIncrease(delay) {
if (staminaIncreaseTimer !== null)
clearInterval(staminaIncreaseTimer);
staminaIncreaseTimer = setInterval(function () {
increaseStamina();
}, delay);
}
function increaseStamina() {
stamina += 1;
document.getElementById("stamina").innerHTML = stamina;
}
Solution with an array (suggested by Jay Harris)
var roadIndex = road-1;
var ROAD_DELAYS = [1400, 1300, 1200, /*...*/];
var DEFAULT_DELAY = 1500;
if (roadIndex < ROAD_DELAYS.length) {
configureStaminaIncrease(ROAD_DELAYS[roadIndex]);
} else {
configureStaminaIncrease(DEFAULT_DELAY);
}
Solution with a switch instead of you if-elseif mess:
switch (road) {
case 1:
configureStaminaIncrease(1400);
break;
case 2:
configureStaminaIncrease(1300);
break;
case 3:
configureStaminaIncrease(1200);
break;
//and so on...
default:
configureStaminaIncrease(1500);
}