I got a "Making Layers that Move" javascript sample code and modified the functions that move left and right, creating the following code (I commented the modified lines, so you can see how it was):
<html>
<head>
<title>JavaScript Radio Example</title>
<script language=javascript type="text/javascript">
//var x=10;
function moveRight( )
{
var layerElement = document.getElementById("layer2");
//x+=10;
//layerElement.style.left=x;
layerElement.style.left += 10;
}
function moveLeft( )
{
var layerElement = document.getElementById("layer2");
//x-=10;
//layerElement.style.left=x;
layerElement.style.left -= 10;
}
</script>
</head>
<body>
<style type="text/css">
#layer1 {
background-color: yellow;
position: absolute;
height:90px;
width:90px;
left:0px;
top:100px;
}
#layer2 {
background-color: red;
position: absolute;
height:90px;
width:90px;
left:10px;
top:100px;
}
</style>
<p id="layer1">This is layer 1</p>
<p id="layer2">This is layer 2</p>
<form action="" name="orderForm">
<input type="BUTTON" value="Move Left" onClick="moveLeft()" />
<input type="BUTTON" value="Move Right" onClick="moveRight()" />
</form>
</body>
</html>
Now, why isn't it working after the modification?
Try running this in a js debugger, e.g. Firebug. I get:
>>> var layerElement = document.getElementById("layer2")
>>> layerElement
<p id="layer2" style="left: 130px;">
>>> layerElement.style.left
"130px"
>>> layerElement.style.left -= 10
NaN
Notice that the value of layerElement.style.left is a string, "130px". No wonder when we try to subtract 10 from it, we get NaN.
The reason the old code works is that js apparently does some magic when you assign
layerElement.style.left = x
to convert x to a string with dimensional units.
Node's style properties are strings! Basically you're concating two strings (second variable will be cated to first one's) => "100px"+10 = "100px10"
You have to cast this property to integer and than you can do the math.
var step = 10;
function moveRight(){
var myNode = document.getElementById("layer2");
myNode.style.left = parseInt(myNode.style.left)+step;
}
Related
I don't know very much about coding, but I would like to be able to make it so when I click one of the "test" buttons, the image moves. I would like it to be a variable, so that it is constantly checking the variable (I have no idea how to use variables), and at any given moment, when variable = number, it is in a specific position I have designated. And when I click test 1, that variable goes up by one, and when I click test 2, it goes down by one. And at any given variable from 0-10, there is a specific place the image should be for each number. And once the variable reaches 11, the variable will instantly reset to 0 as if in a loop. It can include HTML, CSS and Javascript, sorry if this is confusing I really am a noob at coding :(
This is all the code I have so far, it really isn't helpful but I thought I should add it anyway.
<img id="img01" src="https://cdn.shopify.com/s/files/1/0080/8372/products/tattly_triangle_yoko_sakao_ohama_00_1200x1200.png?v=1575322215" height="300">
<button id="test1" type="button">test 1</button>
<button id="test2" type="button">test 2</button>
Thank you for any help :)
Take a look at the code below. I hope this example will help you to undestand a block move principe.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>moved image</title>
</head>
<body>
<div class="wrapper">
<div>
<img class="image" src="" width="50" style="left: 200px;">
</div>
</div>
<button class="button" type="button" id="left-button" onclick="moveLeft()">Left</button>
<button class="button" type="button" id="right-button" onclick="moveRight()">Right</button>
<style>
.wrapper {
position: relative;
width: 500px;
min-height: 200px;
background-color: yellow;
}
.image {
position: absolute;
top: 40px;
width: 100px;
height: 70px;
background-color: blue;
}
</style>
<script>
'use strict'
const getNumber = function(str) {
return parseInt(str, 10);
}
const transformToString = function(num) {
return num + 'px';
}
const SHIFT = 10;
const MARGIN = 10;
const element = document.querySelector('.image');
const LEFT_MARGIN = getNumber(element.style.left) - SHIFT * MARGIN;
const RIGHT_MARGIN = getNumber(element.style.left) + SHIFT * MARGIN;
const moveLeft = function() {
if (getNumber(element.style.left) > LEFT_MARGIN) {
element.style.left = transformToString(getNumber(element.style.left) - SHIFT);
}
}
const moveRight = function() {
if (getNumber(element.style.left) < RIGHT_MARGIN) {
element.style.left = transformToString(getNumber(element.style.left) + SHIFT);
}
}
</script>
</body>
</html>
I want to create a card game using java script. Being a beginner at java script, I am finding great difficulty finding a suitable tutorial for what I am trying to do. When the 'start game' button is selected, I want the computer to produce a random card. I have tried many ways of doing this and have came to no avail. Here is my code.
<html>
<head>
<title> Christmas Assignment </title>
<link rel="stylesheet" type="text/css" href="xmasass_1.css">
<script type = "text/javascript">
function randomImg(){
var myimages= [];
myimages[1] = "cards/1.gif";
myimages[2] = "cards/2.gif";
myimages[3] = "cards/3.gif";
myimages[4] = "cards/4.gif";
myimages[5] = "cards/5.gif";
myimages[6] = "cards/6.gif";
myimages[7] = "cards/7.gif";
myimages[8] = "cards/8.gif";
myimages[9] = "cards/9.gif";
myimages[10] = "cards/10.gif";
myimages[11] = "cards/11.gif";
myimages[12] = "cards/12.gif";
myimages[13] = "cards/13.gif";
function oddTrivia(){
var randomImg = Math.floor(Math.random()*(oddtrivia.length));
document.getElementById('comp').InnerHTML=myimages[randomImg];
}
ar total = 0;
function randomImg(){
var x = Math.floor(Math.random()*13)+1;
document.getElementById('img1').src = 'die'+x+'.gif';
document.getElementById('img2').src = 'die'+y+'.gif';
document.getElementById('score').innerHTML = total;
}
var card1Image;
var card2Image;
var card3Image;
var card4Image;
var card5Image;
var card6Image;
function start(){
var button = document.getElementById("startButton");
button.addEventListener("click", pickCards, false);
card1Image = document.getElementById("1");
card2Image = document.getElementById("2");
card3Image = document.getElementById("3");
card4Image = document.getElementById("4");
card5Image = document.getElementById("5");
card6Image = document.getElementById("6");
}
function pickCards(){
setImage(card1Image);
setImage(card2Image);
setImage(card3Image);
setImage(card4Image);
setImage(card5Image);
setImage(card6Image);
}
function setImage(cardImg){
var cardValue = Math.floor(1 + Math.random() * 13);
cardImg.setAttribute("src", "C:Xmas Assignment/cards/" + cardValue + ".gif");
}
window.addEventListener("load", start, false);
</script>
</head>
<body>
<div id = "settings">
<img src = "settings_img.png" width = "60" height = "60">
</div>
<div id = "bodydiv">
<h1> Card Game</h1>
<div id = "computer">
<img src = " cards/back.gif">
</div>
<div id = "comp" > Computer </div>
<div id ="arrow">
<img src ="arrow2.png" width = "100" height="100">
</div>
<div id = "player">
<img src = " cards/back.gif">
</div>
<div id = "play"> Player </div>
<div id = "kittens">
<button id = "startButton" onclick ="randomImg" > Start Game </button>
<div id = "buttons_1">
<button id ="higher"> Higher
</button>
<button id = "equal"> Equal
</button>
<button id = "lower"> Lower
</button>
</div>
<button id = "draw"> Draw your Card
</button>
<div id = "resetscore"> Reset Score
</div>
</div>
<div id = "score">
</div>
</div>
</body>
</html>
body {
background:#66ccff;
}
h1 {
text-align:center;
}
#settings {
float:right;
margin-top:10px;
}
#bodydiv {
width: 800px;
height:600px;
margin-left:200px;
margin-top:40px;
margin-bottom:60px;
background:#ffccff;
border-radius: 10px;
}
#computer {
border-radius: 10px;
position: absolute;
left:35%;
top:27%;
}
#player {
border-radius: 10px;
position: absolute;
left:55%;
top:27%;
}
#start_game {
width :120px;
height: 55px;
margin-left: 350px;
margin-top:50px;
background:white;
border:1px solid black;
}
#buttons_1 {
text-align: center;
margin-top:20px;
}
#higher {
width:140px;
height:50px;
font-size: 15px;
border-radius:10px;
font-weight:bold;
}
#equal {
width:140px;
height:50px;
font-size: 15px;
border-radius:10px;
font-weight:bold;
}
#lower {
width:140px;
height:50px;
font-size: 15px;
border-radius:10px;
font-weight:bold;
}
#draw {
width:160px;
height:30px;
margin-left:325px;
margin-top: 30px;
border:1px solid black;
background:#FFFFCC;
}
#resetscore {
text-align: center;
margin-top: 40px;
}
#arrow {
margin-left:370px;
margin-top:-130px;
}
#comp {
margin-top:240px;
margin-left:265px;
}
#play{
margin-top:10px;
margin-left:540px;
}
You code is kind of hard to read.
You forgot to close the "{" of your main function.
You are declaring "randomImg" again in the body of the "randomImg" function(use a different name).
You wrote
ar total = 0;
I think you meant to write:
var total = 0;
oddtrivia in the function "OddTrivia" is not defined.
y in the inner randomImg function is not defined.
Having poked a little bit at the code, here is a few things:
Problem no 1: randomImg()
It's hard to know your intentions, but you should likely begin with removing the start of your first function randomImg(){.
Because 1) It does not have an end and 2) If it actually spans everything then this line window.addEventListener("load", start, false); will not load on startup (since it does not get executed until randomImg() gets executed, and by then the page has already loaded.)
Problem no 2: Cannot set property 'src' of null"
Now when the first problem is out of the way, you should see "Uncaught TypeError: Cannot set property 'src' of null" if you look in your console. Yes, USE YOUR CONSOLE. Click on the error to show what causes it. Here it is:
cardImg.setAttribute("src", "C:Xmas Assignment/cards/" + cardValue + ".gif");
This means that cardImg is null. We backtrack the first call of setImage() and find that the variable card1Image is passed in. So that must mean that card1Image also is null. You can check it yourself by adding a console.log('card1Image', card1Image); in your code. Or you add a breakpoint at that point. (Use the sources-tab in chrome dev tools, click at the line-numbering to add a break point. Refresh the page and it will stop at the break point. Now you can mouse-over variables to see their values.)
Let's look at where 'card1Image' is set.
card1Image = document.getElementById("1");
So why is this returning null? Do we even have a id="1" element in the html? That could be the reason. (It is.)
There are more problems, but I'll stop there, but when you have fixed this part AND have no errors please ask again. Always check your errors and if you ask a question here you should provide errors. And when you can also be more specific with your questions.
What might someone else have done differently?
When it comes to playing cards, why not an array of objects?
var cards = [
{ src : 'cards/1.gif', value: 1 },
{ src : 'cards/2.gif', value: 2 },
{ src : 'cards/3.gif', value: 3 },
{ src : 'cards/4.gif', value: 4 }
]; // (You can of course use code to generate it.)
// Then a function to put cards in the player's hand.
var playerHand = _.sample(cards, 2);
console.log(playerHand);
Here I assume lodash, a lightweight library for when you don't want to re-invent the wheel.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Letter Shadows from User Input
The user inputs their name and it is printed out vertically twice. The second column is supposed to be like a shadow. I am trying to crunch the letters in the second column (id=letters2) or limit the space between them. Does anyone know how to do this. Also, please view the code in MZFirefox because the rotation effect only works in that browser.
<html>
<head>
<script src="raphael-min.js"></script>
<script src="jquery-1.7.2.js"></script>
<script type="text/javascript">
function animate() {
var txt = document.getElementById("words").value;
var area = txt;
var splittxt = txt.split("");
document.getElementById("letters").innerHTML = "";
document.getElementById("letters2").innerHTML = "";
var i;
for (i = 0; i < splittxt.length; i++) {
document.getElementById("letters").innerHTML = document.getElementById("letters").innerHTML + splittxt[i] + "<br>";
document.getElementById("letters2").innerHTML = document.getElementById("letters2").innerHTML + splittxt[i] + "<br>";
}
//displays how many symbols are in text box and what is in text box
document.getElementById("num").innerHTML= txt.length;
document.getElementById("msg").innerHTML = txt;
r.clear();
// Make our pink rectangle
ellipse = r.ellipse(40, 15, 30, 5).attr({"fill": "#969696", "stroke": "none"});
ellipse.glow({width:10});
}
</script>
<style type="text/css">
#letters
{
background-color:yellow;
width:25px;
float:left;
}
#letters2
{
letter-spacing:0px;
display:block;
-moz-transform: rotate(80deg);
margin-left:90px;
margin-top:80px;
width:25px;
color:#DEDEDE;
}
</style>
</head>
<body>
Text: <input type="text" id="words" value="" />
<input type="button" value="Animate" onclick="animate()" />
<div id='msg'></div>
<div id='num'></div>
<div id='letters'></div>
<div id="letters2"></div>
<div id="draw-here-raphael" style="height: 200px; width: 400px; margin-top:0px;">
</div>
<div id="elps" style="margin-left:100px;"/>
<script type="text/javascript"> //all your javascript goes here
var r = new Raphael("draw-here-raphael");
</script>
</body>
</html>
Live Long and Prosper.
You can used the CSS line-height property to change the spacing between the letters.
Here is a jsfiddle I made earlier:
jsfiddle.net/c7uDm
Goal: User types name into user input field, selects Animate button, and name is printed vertically with each letter containing a drop shadow of each letter. The Javascript library Raphael may be desirable.
Problem: So far what I have is the name being printed vertically twice side by side. Obviously the second column should be the letters as drop shadows, but I don't know how to change the style of them to look like shadows.
My manager gave me one hint: "I had to create a 2nd text line placed underneath the text...and I used the .blur() method on it. If I have to give you another hint I'll be hinting you to the door."
I'm in some real trouble here. If anyone has suggestions, solutions, anything it would be very much appreciated.
<html>
<head>
<script src="raphael-min.js"></script>
<script src="jquery-1.7.2.js"></script>
<script type="text/javascript">
function animate() {
var txt = document.getElementById("words").value;
var area = txt;
var splittxt = txt.split("");
document.getElementById("letters").innerHTML = "";
document.getElementById("letters2").innerHTML = "";
var i;
for (i = 0; i < splittxt.length; i++) {
document.getElementById("letters").innerHTML = document.getElementById("letters").innerHTML + splittxt[i] + "<br>";
document.getElementById("letters2").innerHTML = document.getElementById("letters2").innerHTML + splittxt[i] + "<br>";
}
//displays how many symbols are in text box and what is in text box
document.getElementById("num").innerHTML= txt.length;
document.getElementById("msg").innerHTML = txt;
r.clear();
// Make our pink rectangle
ellipse = r.ellipse(40, 15, 30, 5).attr({"fill": "#969696", "stroke": "none"});
ellipse.glow({width:10});
}
</script>
<style type="text/css">
#letters
{
background-color:yellow;
width:25px;
float:left;
}
#letters2
{
letter-spacing:0px;
display:block;
-moz-transform: rotate(80deg);
margin-left:90px;
margin-top:80px;
width:25px;
color:#DEDEDE;
}
</style>
</head>
<body>
Text: <input type="text" id="words" value="" />
<input type="button" value="Animate" onclick="animate()" />
<div id='msg'></div>
<div id='num'></div>
<div id='letters'></div>
<div id="letters2"></div>
<div id="draw-here-raphael" style="height: 200px; width: 400px; margin-top:0px;">
</div>
<div id="elps" style="margin-left:100px;"/>
<script type="text/javascript"> //all your javascript goes here
var r = new Raphael("draw-here-raphael");
</script>
</body>
</html>
Live Long and Prosper.
Do you really need raphael? What I did was simply print out your words onto an element and get the shadow with css's text-shadow. To get the vertical text I added a </br> after each letter.
Take a look at the fiddle: http://jsfiddle.net/joplomacedo/wVGbF/
Here's the code in case you can't see the fiddle:
HTML
Text: <input type="text" id="words" value="" />
<input id="animateBtn" type="button" value="Animate" />
<div class="print"></div>
CSS
.print {
font: 44px/0.8em "Lobster", cursive;
color: gold;
text-shadow: 2px 2px 3px rgba(0, 0, 0, 0.6);
}
JS
var join = Array.prototype.join;
$('#animateBtn').on('click', function() {
var txt = $('#words').val(),
spaced_txt = join.call(txt, "</br>");
$('.print').html(spaced_txt);
});
Here is also the text output function with Raphael:
function draw_text() {
var txt = document.getElementById("words").value;
var posy = txt.length*10;
r.clear();
var attr = {font: "50px Helvetica", opacity: 0.5};
var text = r.text(40, 40+posy, txt).attr(attr).attr({fill: "#0f0"}); // underlayer or "shadow"
text.attr({transform: "r270"}); // rotate 270 degrees
var text2 = r.text(43, 43+posy, txt).attr(attr).attr({fill: "#aa0"}); // text above
text2.attr({transform: "r270"}); // rotate 270 degrees
r.safari();
}
var r = new Raphael("draw-here-raphael");
The full script, based on this example, is here.
I have a nested for loop inside a for loop that is supposed to change the link text to a random number between 1 and 5. The ID of the links are "aX_Y", X and Y being numbers. The links are arranged in a 4x3 square. The problem is that the random numbers for the link text is only displayed for the last row:
<!DOCTYPE html>
<html>
<head>
<title>RISK</title>
<style type="text/css" media="screen">
a:link, a:visited {color: #eee;border:3px solid #ccc;text-decoration:none;padding:20px;}
.one {background: #7B3B3B;}
.two {background: #547980;}
#status {color: #eee;padding:1px;text-align:center}
.current {border:3px solid #000;}
</style>
<script type="text/javascript" charset="utf-8">
var xTurn = true;
var gameOver = false;
var numMoves = 0;
function newgame()
{
var status = document.getElementById('status');
numMoves = 0;
gameOver = false;
xTurn = true;
status.innerHTML = 'Player One\'s turn';
for(var x = 0; x < 4; x++)
{
for(var y = 0; y < 3; y++)
{
document.getElementById('a' + x + '_' + y).innerHTML = Math.floor(Math.random()*5 + 1);
console.log('a' + x + '_' + y);
}
}
}
function current(selected)
{
var status = document.getElementById('status');
var value = selected.value;
}
//document.getElementById("status").setAttribute("class", "two");
</script>
<meta name="viewport" content="user-scalable=no, width=device-width" />
</head>
<body onload='newgame();'>
<p id="status" class="one">Player One's turn</p>
<br />
<br />
<br />
<br /><br />
<p><input type="button" id="newgame" value="New Game" onclick="newgame();" /></p>
</body>
</html>
Here is a direct link to it:
https://dl.dropbox.com/u/750932/iPhone/risk.html
This change to your CSS fixes the issue:
a:link, a:visited
{
color: #eee;
border:3px solid #ccc;
text-decoration:none;
display:inline-block;
padding:20px;
}
(Tested in Firefox)
Your Javascript code is fine; all of the grid squares are getting populated with random numbers. What I am seeing instead is that each row of links is overlapping the previous row, so the numbers in the previous row are being hidden.
Is the overlapping intentional?
All the random numbers are being generated correctly. The top 2 rows are just hidden due to your CSS rules. You can prove this by making the following CSS change:
Change the line that looks like this:
a:link, a:visited {color: #eee;border:3px solid #ccc;text-decoration:none;padding:20px;}
to this:
a:link, a:visited {color: #eee;border:3px solid #ccc;text-decoration:none;}
And voila, it's all working beautifully.
Heh, I'm pretty sure it is working...the other boxes are just overlapped by the ones in front and you can't see them. Firebug shows values inside all the boxes.
a {
display:block;
float:left;
}
br {
clear:both;
}
...though actually those top-level elements shouldn't be restyled like that necessarily, I'd put it all in a <div id="game"></div> and make them .game a and .game br.