We travel around the city in 4 cardinal directions and can only take 10 steps and must return to the place where we started. My program breaks on tests (didn't come to the place where I started from). Where is the mistake? I know that it can be solved easier, but I would like to know what my mistake is
function isValidWalk(walk) {
let x = 0, y = 0;
let result = 0;
if(walk.length !== 10) {
return false;
}
for (let i = 0; i < 10; i++) {
if(walk[i] === 'n') {
x += 1;
}
else if(walk[i] === 's') {
x += -1
}
else if(walk[i] === 'w') {
y += -1;
}
else if(walk[i] === 'e') {
y += 1;
}
}
result = x + y;
if(result === 0) {
return true;
}
return false;
}
You need ot check x and y directly. Their values should be zero, because you can not go north and west to get a neutral position.
if (x === 0 && y === 0) return true;
return false;
For example look to this walk
NWSSEN
There you have a balanced north and south, as well west and east.
Related
Here is the question.
Find the greatest common divisor of two positive integers. The integers can be large, so you need to find a clever solution.
The inputs x and y are always greater or equal to 1, so the greatest common divisor will always be an integer that is also greater or equal to 1.
Here is my solution.
function mygcd(x, y) {
//your code here
let gcd = [];
let lowestNum;
let bigestNum;
//detect the lowest and bigest numbers
if (x < y) {
lowestNum = x;
bigestNum = y;
} else if (x > y) {
lowestNum = y
bigestNum = x;
} else {
lowestNum = x
}
//check if the bigest num has a modolo == 0
//else loop the lowest num and push in the array
if (bigestNum % lowestNum === 0) {
return gcd += lowestNum;
} else {
let arrNum = []
for (let i = 1; i < lowestNum; i++) {
// console.log(i)
arrNum.push(i)
}
//loop the array backwards
for (i = arrNum.length - 1; i >= 1; i--) {
if (lowestNum % arrNum[i] === 0 && bigestNum % arrNum[i] === 0) {
console.log(arrNum[i])
if (gcd !== 0) {
return
} else {
// gcd += arrNum[i]
let vals = gcd.push(arrNum[i])
console.log(typeof(vals))
}
}
}
}
console.log(gcd)
return gcd[0];
}
console.log(mygcd(30, 12))
The above solution works for the test cases i tried it for, but the issue is that it returns the correct divisor and undefined.
This is what my logs look like
6
undefined
6
undefined
The test cases
test:
Log
6
expected undefined to equal 6
so it gets undefined instead of 6 or the correct divisor.
I also tired a different recursive approach below.
Note: This works well.
function mygcd(x, y) {
if (!x) return y
if (!y) return x
return mygcd(y, x % y)
}
console.log(mygcd(30, 12))
console.log(mygcd(8, 12))
But i am curious to understand why my original solution breaks. Any help would be really appreciated.
Thanks
I am having real trouble finding where my loop is. I run the code and it hangs. I am trying to make a circuits game where there are circuits for the user to connect. But I am getting stuck at square one even setting up the map to make sure it is solvable. There is an infinite loop but I can't find it I looked and looked... here is the code.`
//maxLength of circut board is the board
let theHighestMaxLength = 10;
let board;
let gridX = 10;
let gridY = 10;
let perX = 10;
let perY = 10;
//s is here so we don't have to pass it everywhere the square we are looking at in functions
let s=null;
//length and usedsquares and begin are here to be used across functions
let length=0;
let usedSquares=0;
let begin=null;
class Asquare {
constructor(x, y) {
this.x = x;
this.y = y;
this.isCircut = false;
this.isWire = false;
this.OtherCircut = null;
this.Left = null;
this.Right = null;
this.Top = null;
this.Bottom = null;
this.otherCircut = null;
this.isBlank = false;
}
drawSelf() {
if (this.isCircut) {
rectMode(CENTER)
var xx = max(this.otherCircut.x, this.x);
var yy = max(this.otherCircut.y, this.y);
fill(color(xx * 25, yy * 25, 0));
square((this.x + 0.5) * perX, (this.y + 0.5) * perY, perX);
}
else if (this.isWire) {
fill(color(this.otherCircut.x * 20, this.otherCircut.y * 20, 0));
circle((this.x + 0.5) * perX, (this.y + 0.5) * perY, perX);
}
else if (this.isBlank) {
fill(color(0, 204, 0))
circle((this.x + 0.5) * perX, (this.y + 0.5) * perY, perX);
}
}
}
function handleWireMove(){
s.isWire = true;
//remember the starting circut
s.otherCircut = begin;
informAll(s);
//the length is used
length++;
}
function informAll() {
//tell all the other squares of s
if (s.x - 1 >= 0) {
board[s.x - 1][s.y].Right = s;
}
if (s.x + 1 < gridX) {
board[s.x + 1][s.y].Left = s;
}
if (s.y - 1 >= 0) {
board[s.x][s.y - 1].Bottom = s;
}
if (s.y + 1 < gridY) {
board[s.x][s.y + 1].Top = s;
}
//the used squares is now higher
usedSquares++;
}
function setup() {
createCanvas(gridX * perX, gridY * perY);
noLoop();
//fill the board with squares
board = new Array(gridX).fill(0).map(() => new Array(gridY).fill(0));
for (var x = 0; x < gridX; x++) {
for (var y = 0; y < gridY; y++) {
board[x][y] = new Asquare(x, y);
}
}
//the number of squares in the grid used
usedSquares = 0;
//till the board is full
while (usedSquares < gridX * gridY) {
//get a random x y
var rx = floor(random(gridX));
var ry = floor(random(gridY));
//create an s and begin var s for every nw square and begin for the first
s = board[rx][ry];
//if this square is already in use
if(s.isBlank||s.isCircut||s.isWire){continue;}
//begin at this square
begin = s;
//if there is some way to go
if (s.Left == null || s.Right == null || s.Top == null || s.Bottom == null) {
// get a random length to try and reach
var maxLength = floor(random(1, theHighestMaxLength))
//the starting length
length = 0;
begin.isCircut = true;
//inform all the surounding squares and increase the number of used
informAll();
//while the length isn't full
while (length <= maxLength) {
//add an option count for left right top botoom
var numOption = s.Left == null ? 1 : 0;
numOption = s.Right == null ? numOption + 1 : numOption;
numOption = s.Top == null ? numOption + 1 : numOption;
numOption = s.Bottom == null ? numOption + 1 : numOption;
//if there are no toptions to move we must stop here ot if the maxLength is reached
if (numOption == 0 || length == maxLength) {
//this is a circut the beigin circut is begin the begin other circut is this final one
s.isCircut = true;
s.isWire = false;
s.otherCicut = begin;
begin.otherCircut = s;
//make sure the loop ends
length=9999;
break;
}
//pick a random direction number
var randomChoiseNumber = floor(random(numOption));
//if left is an option
if (s.Left == null) {
//if r is already 0 that means we picked left
if (randomChoiseNumber == 0) {
//while left is an option and the maxlength isn't hit and left isn't off the map
while (s.Left == null && length < maxLength && s.x - 1 >= 0) {
//set s to the left
s = board[s.x - 1][s.y];
//handleWireMove the move
handleWireMove()
}
//continue we used the direction
continue;
} else {
//we passed an option reduce the number
randomChoiseNumber--;
}
}
//if right is an option
if (s.Right == null) {
//if this is the zero choice
if (randomChoiseNumber == 0) {
//if right is not off the map and an option while the length is not hit
while (s.Right == null && length < maxLength && s.x + 1 < gridX) {
//set s to right
s = board[s.x + 1][s.y];
//handleWireMove the move
handleWireMove();
}
continue;
} else {
//reduce the number as we passed an option
randomChoiseNumber--;
}
}
//if top is an option
if (s.Top == null) {
//if this is the zero option
if (randomChoiseNumber == 0) {
//while top is a choise and the length is not reached and top is not off the map
while (s.Top == null && length < maxLength && s.y - 1 >= 0) {
//move to the top
s = board[s.x][s.y - 1];
//handleWireMove the move
handleWireMove();
}
//continue the direction is used up
continue;
} else {
//we passed a number reduce the choise number
randomChoiseNumber--;
}
}
//if bottom is an option
if (s.Bottom == null) {
//if this is the zero option
if (randomChoiseNumber == 0) {
//while bottom is a choise and the length is not reached and it is not off the map
while (s.Bottom == null && length < maxLength && s.y + 1 < gridY) {
//go to the bottom
s = board[s.x][s.y + 1];
//handleWireMove the move
handleWireMove();
}
}
}
}
}
else {
//if there was no way to go the square is blank tell the others and increace usedSquares
s.isBlank = true;
informAll();
}
}
}
function drawAll() {
board.forEach(a => a.forEach(b => b.drawSelf()));
}
function draw() {
background(gridX * perX);
drawAll();
}
The problem is in the setup function but I can't find it. Please help
The problem is that you compute the number of available numOption only based on whether the randomly selected grid square has unconnected slots (Left, Top, Right, or Bottom) without considering whether the value of s.x and s.y make it possible to select one of those directions). As a result your inner loop repeats infinitely because it never calls handleWireMove() and thus never increases length.
The code below is modified with some extra logging and it becomes obvious where the infinite loop is (it eventually prints 'we failed to make a choice. that is not good' forever):
//the number of squares in the grid used
usedSquares = 0;
//till the board is full
while (usedSquares < gridX * gridY) {
console.log(usedSquares);
//get a random x y
var rx = floor(random(gridX));
var ry = floor(random(gridY));
//create an s and begin var s for every nw square and begin for the first
s = board[rx][ry];
//if this square is already in use
if (s.isBlank || s.isCircut || s.isWire) {
continue;
}
//begin at this square
begin = s;
//if there is some way to go
if (
s.Left == null ||
s.Right == null ||
s.Top == null ||
s.Bottom == null
) {
// get a random length to try and reach
var maxLength = floor(random(1, theHighestMaxLength));
//the starting length
length = 0;
begin.isCircut = true;
//inform all the surounding squares and increase the number of used
informAll();
//while the length isn't full
console.log('beggining inner loop');
while (length <= maxLength) {
//add an option count for left right top botoom
var numOption = s.Left == null ? 1 : 0;
numOption = s.Right == null ? numOption + 1 : numOption;
numOption = s.Top == null ? numOption + 1 : numOption;
numOption = s.Bottom == null ? numOption + 1 : numOption;
//if there are no toptions to move we must stop here ot if the maxLength is reached
if (numOption == 0 || length == maxLength) {
//this is a circut the beigin circut is begin the begin other circut is this final one
s.isCircut = true;
s.isWire = false;
s.otherCicut = begin;
begin.otherCircut = s;
//make sure the loop ends
console.log('no options, abort');
length = 9999;
break;
}
//pick a random direction number
var randomChoiseNumber = floor(random(numOption));
//if left is an option
if (s.Left == null) {
//if r is already 0 that means we picked left
if (randomChoiseNumber == 0) {
//while left is an option and the maxlength isn't hit and left isn't off the map
while (s.Left == null && length < maxLength && s.x - 1 >= 0) {
//set s to the left
s = board[s.x - 1][s.y];
//handleWireMove the move
handleWireMove();
}
//continue we used the direction
continue;
} else {
//we passed an option reduce the number
randomChoiseNumber--;
}
}
//if right is an option
if (s.Right == null) {
//if this is the zero choice
if (randomChoiseNumber == 0) {
//if right is not off the map and an option while the length is not hit
while (s.Right == null && length < maxLength && s.x + 1 < gridX) {
//set s to right
s = board[s.x + 1][s.y];
//handleWireMove the move
handleWireMove();
}
continue;
} else {
//reduce the number as we passed an option
randomChoiseNumber--;
}
}
//if top is an option
if (s.Top == null) {
//if this is the zero option
if (randomChoiseNumber == 0) {
//while top is a choise and the length is not reached and top is not off the map
while (s.Top == null && length < maxLength && s.y - 1 >= 0) {
//move to the top
s = board[s.x][s.y - 1];
//handleWireMove the move
handleWireMove();
}
//continue the direction is used up
continue;
} else {
//we passed a number reduce the choise number
randomChoiseNumber--;
}
}
//if bottom is an option
if (s.Bottom == null) {
//if this is the zero option
if (randomChoiseNumber == 0) {
//while bottom is a choise and the length is not reached and it is not off the map
while (s.Bottom == null && length < maxLength && s.y + 1 < gridY) {
//go to the bottom
s = board[s.x][s.y + 1];
//handleWireMove the move
handleWireMove();
}
}
}
console.log('we failed to make a choice. that is not good');
}
console.log('exited inner loop');
} else {
//if there was no way to go the square is blank tell the others and increace usedSquares
s.isBlank = true;
informAll();
}
}
Here is a working version that correctly checks not only if there is an opening to the Left/Top/Right/Bottom, but also if that direction is possible (not off the edge of the grid):
//maxLength of circut board is the board
let theHighestMaxLength = 10;
let board;
let gridX = 10;
let gridY = 10;
let perX = 10;
let perY = 10;
//s is here so we don't have to pass it everywhere the square we are looking at in functions
let s = null;
//length and usedsquares and begin are here to be used across functions
let length = 0;
let usedSquares = 0;
let begin = null;
class Asquare {
constructor(x, y) {
this.x = x;
this.y = y;
this.isCircut = false;
this.isWire = false;
this.OtherCircut = null;
this.Left = null;
this.Right = null;
this.Top = null;
this.Bottom = null;
this.otherCircut = null;
this.isBlank = false;
}
drawSelf() {
if (this.isCircut) {
rectMode(CENTER);
var xx = max(this.otherCircut.x, this.x);
var yy = max(this.otherCircut.y, this.y);
fill(color(xx * 25, yy * 25, 0));
square((this.x + 0.5) * perX, (this.y + 0.5) * perY, perX);
} else if (this.isWire) {
fill(color(this.otherCircut.x * 20, this.otherCircut.y * 20, 0));
circle((this.x + 0.5) * perX, (this.y + 0.5) * perY, perX);
} else if (this.isBlank) {
fill(color(0, 204, 0));
circle((this.x + 0.5) * perX, (this.y + 0.5) * perY, perX);
}
}
}
function handleWireMove() {
s.isWire = true;
//remember the starting circut
s.otherCircut = begin;
informAll(s);
//the length is used
length++;
}
function informAll() {
//tell all the other squares of s
if (s.x - 1 >= 0) {
board[s.x - 1][s.y].Right = s;
}
if (s.x + 1 < gridX) {
board[s.x + 1][s.y].Left = s;
}
if (s.y - 1 >= 0) {
board[s.x][s.y - 1].Bottom = s;
}
if (s.y + 1 < gridY) {
board[s.x][s.y + 1].Top = s;
}
//the used squares is now higher
usedSquares++;
}
function setup() {
createCanvas(gridX * perX, gridY * perY);
noLoop();
//fill the board with squares
board = new Array(gridX).fill(0).map(() => new Array(gridY).fill(0));
for (var x = 0; x < gridX; x++) {
for (var y = 0; y < gridY; y++) {
board[x][y] = new Asquare(x, y);
}
}
//the number of squares in the grid used
usedSquares = 0;
//till the board is full
while (usedSquares < gridX * gridY) {
console.log(usedSquares);
//get a random x y
var rx = floor(random(gridX));
var ry = floor(random(gridY));
//create an s and begin var s for every nw square and begin for the first
s = board[rx][ry];
//if this square is already in use
if (s.isBlank || s.isCircut || s.isWire) {
continue;
}
//begin at this square
begin = s;
//if there is some way to go
if (
s.Left == null ||
s.Right == null ||
s.Top == null ||
s.Bottom == null
) {
// get a random length to try and reach
var maxLength = floor(random(1, theHighestMaxLength));
//the starting length
length = 0;
begin.isCircut = true;
//inform all the surounding squares and increase the number of used
informAll();
//while the length isn't full
console.log('beggining inner loop');
while (length <= maxLength) {
//add an option count for left right top botoom
var numOption = s.Left == null && s.x - 1 >= 0 ? 1 : 0;
numOption = s.Right == null && s.x + 1 < gridX ? numOption + 1 : numOption;
numOption = s.Top == null && s.y - 1 >= 0 ? numOption + 1 : numOption;
numOption = s.Bottom == null && s.y + 1 < gridY ? numOption + 1 : numOption;
//if there are no toptions to move we must stop here ot if the maxLength is reached
if (numOption == 0 || length == maxLength) {
//this is a circut the beigin circut is begin the begin other circut is this final one
s.isCircut = true;
s.isWire = false;
s.otherCicut = begin;
begin.otherCircut = s;
//make sure the loop ends
console.log('no options, abort');
length = 9999;
break;
}
//pick a random direction number
var randomChoiseNumber = floor(random(numOption));
//if left is an option
if (s.Left == null && s.x - 1 >= 0) {
//if r is already 0 that means we picked left
if (randomChoiseNumber == 0) {
//while left is an option and the maxlength isn't hit and left isn't off the map
while (s.Left == null && length < maxLength && s.x - 1 >= 0) {
//set s to the left
s = board[s.x - 1][s.y];
//handleWireMove the move
handleWireMove();
}
//continue we used the direction
continue;
} else {
//we passed an option reduce the number
randomChoiseNumber--;
}
}
//if right is an option
if (s.Right == null && s.x + 1 < gridX) {
//if this is the zero choice
if (randomChoiseNumber == 0) {
//if right is not off the map and an option while the length is not hit
while (s.Right == null && length < maxLength && s.x + 1 < gridX) {
//set s to right
s = board[s.x + 1][s.y];
//handleWireMove the move
handleWireMove();
}
continue;
} else {
//reduce the number as we passed an option
randomChoiseNumber--;
}
}
//if top is an option
if (s.Top == null && s.y - 1 >= 0) {
//if this is the zero option
if (randomChoiseNumber == 0) {
//while top is a choise and the length is not reached and top is not off the map
while (s.Top == null && length < maxLength && s.y - 1 >= 0) {
//move to the top
s = board[s.x][s.y - 1];
//handleWireMove the move
handleWireMove();
}
//continue the direction is used up
continue;
} else {
//we passed a number reduce the choise number
randomChoiseNumber--;
}
}
//if bottom is an option
if (s.Bottom == null && s.y + 1 < gridY) {
//if this is the zero option
if (randomChoiseNumber == 0) {
//while bottom is a choise and the length is not reached and it is not off the map
while (s.Bottom == null && length < maxLength && s.y + 1 < gridY) {
//go to the bottom
s = board[s.x][s.y + 1];
//handleWireMove the move
handleWireMove();
}
}
}
console.log('we failed to make a choice. that is not good');
}
console.log('exited inner loop');
} else {
//if there was no way to go the square is blank tell the others and increace usedSquares
s.isBlank = true;
informAll();
}
}
}
function drawAll() {
board.forEach((a) => a.forEach((b) => b.drawSelf()));
}
function draw() {
background(gridX * perX);
drawAll();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script>
One closing though: this bug is a symptom of this code being horribly complicated and violating fundamental principles of good design such as not having shared global state that is updated as a side effect of function calls.
I've working my way through codewars, and I've come across mazerunner (https://www.codewars.com/kata/maze-runner/train/javascript) I've been stumped for about 2 days!
function mazeRunner(maze, directions) {
//find start value
var x = 0; //x position of the start point
var y = 0; //y position of the start point
for (var j = 0 ; j < maze.length ; j++){
if (maze[j].indexOf(2) != -1){
x = j;
y = maze[j].indexOf(2)
}
} // end of starting position forloop
console.log(x + ', ' + y)
for (var turn = 0 ; turn < directions.length ; turn++){
if (directions[turn] == "N"){
x -= 1;
}
if (directions[turn] == "S"){
x += 1;
}
if (directions[turn] == "E"){
y += 1;
}
if (directions[turn] == "W"){
y -= 1;
}
if (maze[x][y] === 1){
return 'Dead';
}else if (maze[x][y] === 3){
return 'Finish';
}
if (maze[x] === undefined || maze[y] === undefined){
return 'Dead';
}
}
return 'Lost';
}
When I run this, it works on most of the scenarios, however on the last one I get the following error
TypeError: Cannot read property '3' of undefined
at mazeRunner
at /home/codewarrior/index.js:87:19
at /home/codewarrior/index.js:155:5
at Object.handleError
Any help would be appreciated! I'm pulling my hair out over this one!
The problem of your solution is that after the move, you just check the value of maze[x][y]
In the test that fails, maze[x] will be at some point undefined (moves south for a while). I guess at that same point y would be 3, hence the error Cannot read property '3' of undefined
To avoid that, you should move up the code where you test for undefined, before trying to access the coordinates:
// move this as first check
if (maze[x] === undefined || maze[y] === undefined){
return 'Dead';
}
I'm trying to complete an algorithm challenge to find the largest prime factor of 600851475143. I'm not necessarily asking for the answer. Just trying to figure out why this code isn't working. Why does it return 'undefined' instead of a number?
let isPrime = n => {
let div = n - 1;
while (div > 1) {
if (n % div == 0) return false;
div--;
}
return true;
};
let primeFactor = x => {
for (let i = Math.floor(x / 2); i > 1; i--) {
if (x % i == 0 && isPrime(i) == true) {
return i;
}
}
};
console.log(primeFactor(35)); // 7
console.log(primeFactor(13195)); // 29
console.log(primeFactor(600851475143)); // undefined
The problem is not your algorithm it is perfectly valid, check the below slightly modified algorithm, all I've done is replaced your starting point Math.floor(x/2) with a parameter that you can choose:
let isPrime = n => {
let div = n - 1;
while (div > 1) {
if (n % div == 0) return false;
div--;
}
return true;
};
function primeFactor(x, n){
for (let i = n; i > 1; i--) {
if (x % i == 0 && isPrime(i) == true) {
return i;
}
}
}
console.log(primeFactor(35, 35));
console.log(primeFactor(13195, 13195));
console.log(primeFactor(600851475143, 100000))
Using the above you'll get an answer that proves your implementation works, but the loop is too big to do the entire thing(i.e. from Math.floor(600851475143/2)). Say your computer can do 500million loops per second, going through every one from 300,425,737,571 down to 1 would take 167 hours, even at 5 billion loops per second it would take 16 and a half hours. Your method is extremely inefficient but will return the correct answer. The reason you're not getting an answer on JSBin is more likely to do with browser/service limitations.
Spoilers on more efficient solution below
The following implementation uses a prime sieve(Sieve of Eratosthenes) in order to generate any list of primes requested and then checks if they fully factor into the given number, as long as you use a large enough list of primes, this will work exactly as intended. it should be noted that because it generates a large list of primes it can take some time if ran incorrectly, a single list of primes should be generated and used for all calls below, and the cached list of primes will pay off eventually by having to perform less calculations later on:
function genPrimes(n){
primes = new Uint32Array(n+1);
primes.fill(1)
for(var i = 2; i < Math.sqrt(n); i++){
if(primes[i]){
for(var j = 2*i; j < n; j+=i){
primes[j] = 0;
}
}
}
primeVals = []
for(var i = 2; i < primes.length; i++){
if(primes[i]){
primeVals.push(i);
}
}
return primeVals;
}
function primeFactor(x, primes){
var c = x < primes.length ? x : primes.length
for (var i = c; i > 1; i--) {
if(x % primes[i] == 0){
return primes[i];
}
}
}
primes = genPrimes(15487457);
console.log(primeFactor(35, primes));
console.log(primeFactor(13195, primes));
console.log(primeFactor(600851475143, primes));
console.log(primeFactor(30974914,primes));
let primeFactor = x => {
if (x === 1 || x === 2) {
return x;
}
while (x % 2 === 0) {
x /= 2;
}
if (x === 1) {
return 2;
}
let max = 0;
for (let i = 3; i <= Math.sqrt(x); i += 2) {
while (x % i === 0) {
x /= i;
max = Math.max(i, max);
}
}
if (x > 2) {
max = Math.max(x, max);
}
return max;
};
console.log(primeFactor(35));
console.log(primeFactor(13195));
console.log(primeFactor(27));
console.log(primeFactor(1024));
console.log(primeFactor(30974914));
console.log(primeFactor(600851475143));
Optimizations
Dividing the number by 2 until it's odd since no even number is prime.
The iteration increment is 2 rather than 1 to skip all even numbers.
The iteration stops at sqrt(x). The explanation for that is here.
Basically, I have a program that makes a square, and stores the left, right, top and bottoms in an array. When it makes a new square, it cycles through the array. If the AABB collision detection makes the new square overlap with another square, it should make sure that the square is not displayed, and tries again. Here is a snippet of the code I made, where I think the problem is:
var xTopsBotsYTopsBotsSquares = [];
//Makes a randint() function.
function randint(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function checkForOccupiedAlready(left, top, right, bottom) {
if (xTopsBotsYTopsBotsSquares.length == 0) {
return true;
}
for (i in xTopsBotsYTopsBotsSquares) {
if (i[0] <= right || i[1] <= bottom ||
i[2] >= left || i[3] >= top) {/*Do nothing*/}
else {
return false;
}
}
return true;
}
//Makes a new square
function makeNewsquare() {
var checkingIfRepeatCords = true;
//DO loop that checks if there is a repeat.
do {
//Makes the square x/y positions
var squareRandomXPos = randint(50, canvas.width - 50);
var squareRandomYPos = randint(50, canvas.height - 50);
//Tests if that area is already occupied
if (checkForOccupiedAlready(squareRandomXPos,
squareRandomYPos,
squareRandomXPos+50,
squareRandomYPos+50) == true) {
xTopsBotsYTopsBotsSquares.push([squareRandomXPos,
squareRandomYPos,
squareRandomXPos+50,
squareRandomYPos+50]);
checkingIfRepeatCords = false;
}
}
while (checkingIfRepeatCords == true);
}
Any help is much appreciated.
Your loop is incorrect I think, since you use i as a value, whereas it is a key:
for (i in xTopsBotsYTopsBotsSquares) {
if (i[0] <= right || i[1] <= bottom ||
i[2] >= left || i[3] >= top) {/*Do nothing*/}
else {
return false;
}
}
Could become:
for (var i = 0, l < xTopsBotsYTopsBotsSquares.length; i < l; i++) {
var data = xTopsBotsYTopsBotsSquares[i];
if (data[0] <= right || data[1] <= bottom ||
data[2] >= left || data[3] >= top) {/*Do nothing*/}
else {
return false;
}
}