I'm creating a memory card game and it works until I try to click on the cards too fast. When I open two cards, I am calling compareCards function which adds document.body.style.pointerEvents = "none"; but obviously I can click on the third card if I am fast enough. How can I fix it? Here is my full JS code, note that class .flip adds pointer-events: none; among other things while .match adds short animation. I guess it probably has something to do with setTimeouts but I need them in order to show animatioins.
const playBtn = document.querySelector(".intro button");
const restartBtn = document.querySelectorAll(".restartBtn");
const introScreen = document.querySelector(".intro");
const game = document.querySelector(".game");
const gameContainer = document.querySelector("#gameContainer");
const timer = document.querySelector(".timer span");
const moves = document.querySelector(".moves span");
let time,
minutes = 0,
seconds = 0;
let numberOfMoves = 0;
moves.innerHTML = numberOfMoves;
let openCards = [];
let matchedCards = [];
function startGame() {
let shuffledDeck = shuffle(deckCards);
for (let i = 0; i < shuffledDeck.length; i++) {
const card = document.createElement("div");
card.classList.add("card");
const image = document.createElement("img");
image.setAttribute("src", "img/" + shuffledDeck[i]);
card.appendChild(image);
gameContainer.appendChild(card);
}
runTimer();
}
const deckCards = [
... images to add to game ...];
gameContainer.addEventListener("click", function (e) {
if (e.target.className === "card") {
flipCard();
}
function flipCard() {
e.target.classList.add("flip");
addCard();
}
function addCard() {
if (openCards.length == 0 || openCards.length == 1) {
openCards.push(e.target.firstElementChild);
}
compareCards();
}
});
function compareCards() {
if (openCards.length == 2) {
document.body.style.pointerEvents = "none";
}
if (openCards[0].src == openCards[1].src && openCards.length == 2) {
cardsMatched();
} else if (openCards[0].src !== openCards[1].src && openCards.length == 2) {
cardsNotMatched();
}
}
function countMoves() {
numberOfMoves++;
moves.innerHTML = numberOfMoves;
}
function cardsMatched() {
setTimeout(function () {
openCards[0].parentElement.classList.add("match");
openCards[1].parentElement.classList.add("match");
matchedCards.push(...openCards);
document.body.style.pointerEvents = "auto";
gameWon();
openCards = [];
}, 500);
countMoves();
}
function cardsNotMatched() {
setTimeout(function () {
openCards[0].parentElement.classList.remove("flip");
openCards[1].parentElement.classList.remove("flip");
document.body.style.pointerEvents = "auto";
openCards = [];
}, 500);
countMoves();
}
function gameWon() {
if (matchedCards.length == 16) {
stopTimer();
showModal();
}
}
const modal = document.querySelector(".modal");
function showModal() {
const closeModal = document.querySelector(".closeBtn");
modal.style.display = "block";
closeModal.addEventListener("click", () => {
modal.style.display = "none";
});
window.onclick = function (event) {
if (event.target == modal) {
modal.style.display = "none";
}
};
}
function resetEverything() {
modal.style.display = "none";
stopTimer();
timer.innerHTML = `00:00`;
numberOfMoves = 0;
moves.innerHTML = numberOfMoves;
matchedCards = [];
openCards = [];
startGame();
}
function shuffle(array) {
let currentIndex = array.length,
randomIndex;
while (currentIndex != 0) {
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex--;
[array[currentIndex], array[randomIndex]] = [
array[randomIndex],
array[currentIndex],
];
}
return array;
}
function runTimer() {
time = setInterval(() => {
seconds++;
if (seconds == 60) {
minutes++;
seconds = 0;
}
timer.innerHTML = `${minutes < 10 ? `0${minutes}` : minutes}:${
seconds < 10 ? `0${seconds}` : seconds
}`;
}, 1000);
}
function stopTimer() {
seconds = 0;
minutes = 0;
clearInterval(time);
}
playBtn.addEventListener("click", () => {
introScreen.classList.remove("fadeIn");
introScreen.classList.add("fadeOut");
game.classList.add("fadeIn");
startGame();
});
What you're running into is a common problem where it takes time for things like CSS to propagate through the website, especially when you have timeouts. What you should do is VERY RARELY rely on CSS classes for your logic and let CSS be what it's meant to be: a purely visual medium.
The solution is simple. Instead of relying on pointer events, set up a flag that toggles whether the user is allowed to click on something or not, and then reference that flag for all your logic. This allows you to decouple what you see from what's happening underneath the hood. Something like this (only the relevant bits):
let canAction = true; // add a flag
function startGame() {
// ... start game logic
canAction = true; // set the flag to allow actions
}
gameContainer.addEventListener("click", function (e) {
if (canAction) {
// ... card click logic
}
});
function compareCards() {
if (openCards.length == 2) {
canAction = false; // stop user from taking further action
}
// ... rest of compare card logic
}
function cardsMatched() {
canAction = true; // re allow the user to click on cards - put this inside the setTimeout or outside depending on what you need
setTimeout(function () {
// ...
}, 500);
countMoves();
}
function cardsNotMatched() {
canAction = true; // re allow the user to click on cards - put this inside the setTimeout or outside depending on what you need
setTimeout(function () {
// ...
}, 500);
countMoves();
}
Of course you are free to keep the pointer-events CSS stuff as well, but don't rely on it for your logic. You'll just be inviting a whole lot of messy situations like this.
Related
I am working on a whac a mole game where the background image should flash when the square is hit. For example an image that says "hit".
The square has been targeted correctly on function showImage(), tested with a console.log, and called in a forEach loop. I don't know the next step. I know I need to grab css class with background image of square and add an image. Maybe a set timer is involved. I have tried this and cannot get it working. See codepen
const squares = document.querySelectorAll('.square')
const mole = document.querySelector('.mole')
const timeLeft = document.querySelector('#time-left')
const score = document.querySelector('#score')
let result = 0
let hitPosition
let currentTime = 60
let timerId = null
function showImage() {
if ((document.onclick = squares)) {
squares.style.backgroundColor = 'green';
//console.log('it is working');
} else {
alert('it is not working');
}
}
function randomSquare() {
squares.forEach(square => {
square.classList.remove('mole')
})
let randomSquare = squares[Math.floor(Math.random() * 9)]
randomSquare.classList.add('mole')
hitPosition = randomSquare.id
}
squares.forEach(square => {
square.addEventListener('mousedown', () => {
if (square.id == hitPosition) {
result++
score.textContent = result
hitPosition = null
showImage();
}
})
})
function moveMole() {
timerId = setInterval(randomSquare, 500)
}
moveMole()
function countDown() {
currentTime--
timeLeft.textContent = currentTime
if (currentTime == 0) {
clearInterval(countDownTimerId)
clearInterval(timerId)
alert('GAME OVER! Your final score is ' + result)
}
}
let countDownTimerId = setInterval(countDown, 1000)
Sounds like this could handled by a class that displays an image in the background.
.bg-img {
background-image: url('');
}
And then in the function showImage() you set the class name bg-img on the element:
function showImage() {
squares.classList.add('bg-img');
setTimeout(function(){
squares.classList.remove('bg-img');
}, 1000);
}
And remove the class name again 1000 ms after.
In order to differentiate between scroll and drag&drop on touch devices I decided to consider that drag event occurred if it follows long press.
Is there a way to make code below cleaner?
const listItem = document.getElementById("listItem");
listItem.addEventListener("touchstart", onTouchstart);
listItem.addEventListener("touchmove", onTouchmove);
listItem.addEventListener("touchend", onTouchend);
const longpress = false;
const longpressStart = 0;
const longpressChecked = false;
const LONGPRESS_DURATION = 100;
function onTouchstart() {
longpress = false;
longpressStart = Date.now();
}
function isLongPress() {
if (longpressChecked) {
return longpress;
}
if (Date.now() - longpressStart >= LONGPRESS_DURATION) {
longpress = true;
}
longpressChecked = true;
return longpress;
}
function onTouchmove() {
if (isLongPress()) {
// drag and drop logic
}
}
function onTouchend() {
longpress = false;
longpressStart = 0;
longpressChecked = false;
}
Thank you for help
You could beautify this through using some curried arrow functions:
const listen = (el, name) => handler => el.addEventListener(name, handler);
const since = (onStart, onEnd) => {
let last = 0;
onStart(() => last = Date.now());
onEnd(() => last = 0);
return time => Date.now() - last < time;
};
So you can just do:
const longPress = since(
listen(listItem, "touchstart"),
listen(listItem, "touchend")
);
listen(listItem, "touchmove")(evt => {
if(longPress(100)) {
//...
}
});
const listItem = document.getElementById("listItem");
listItem.addEventListener("touchstart", onTouchstart);
listItem.addEventListener("touchmove", onTouchmove);
listItem.addEventListener("touchend", onTouchend);
var onlongtouch = false;
function onTouchstart() {
timer = setTimeout(function() {
onlongtouch = true;
}, 100);
}
function onTouchmove() {
if(onlongtouch) {
// do something
}
}
function onTouchend() {
if (timer)
clearTimeout(timer);
onlongtouch = false;
}
showMoves is a function made to show flashing for a simon game.
When the flashing lights are over I clear the interval to stop it and then I set game.playerTurn to true so I can click on colors, but game.playerTurn is changing to true as soon as showMoves is activated.
I want game.playerTurn to stay false until the showMoves function is finished showing flashing.
Here are the functions I'm using game.playerTurn in -
game.playerTurn = false;
//for flashing lights
function showMoves() {
let i = 0;
const start = setInterval(function () {
if (i >= game.computerMoves.length) {
clearInterval(start);
game.playerTurn = true;
return;
}
const move = game.computerMoves[i];
setLight(move, true);
setTimeout(setLight.bind(null, move, false), 1000); //Using bind to preset arguments
i++;
}, 2000);
}
function setLight(color, isOn) {
if (isOn) {
sounds[color.id].play();
}
color.style.backgroundColor = isOn ? colors[0].get(color) : colors[1].get(color);
}
//compareMoves is fired everytime I click on a color
function compareMoves(e) {
if (e === game.computerMoves[game.counter]) {
game.counter++;
//This is if all the moves were chosen correctly
if (game.playerMoves.length === game.computerMoves.length && e === game.computerMoves[game.computerMoves.length - 1]) {
simonHTML.displayScore.textContent = ++game.score;
game.playerTurn = false;
resetMoves();
randomMoves(++game.turn);
showMoves();
game.counter = 0;
}
} else if (game.strict) {
//if your move was wrong do this
} else {
game.playerMoves = [];
game.counter = 0;
game.playerTurn = false;
showMoves();
return false;
}
}
I'd appreciate any help with this. Here is a link to the game and all the code https://codepen.io/icewizard/pen/JLBpNQ
Where are you setting game.playerTurn back to false?
function showMoves() {
game.playerTurn = false;
let i = 0;
const start = setInterval(function() {
if (i >= game.computerMoves.length) {
clearInterval(start);
game.playerTurn = true;
return;
}
const move = game.computerMoves[i];
setLight(move, true);
setTimeout(setLight.bind(null, move, false), 1000); //Using bind to preset arguments
i++;
}, 2000);
}
Seems to work for me in the codepen example you provided
function startGame(diff){
if (diff === 'easy'){
loadEasy();
}
}
function loadEasy(){
difficultyPage.style.display = 'none';
game.style.display = 'block';
medHardTemplate.style.display = 'none';
easyTemplate.style.display = 'block';
newGame.addEventListener('click', function(){
changeDifficulty('easy');
});
colors = randomColorsArray(3);
correctColor = colorToChoose(colors);
colorRGB.innerHTML = correctColor;
for (var i = 0; i < easySquares.length; i++) {
//add colors to squares
easySquares[i].style.backgroundColor = colors[i];
easySquares[i].addEventListener('click', function(){
var clickedColor = this.style.backgroundColor;
if(clickedColor === correctColor) {
changeColorsOnWinEasy(correctColor);
message.innerHTML = "Correct!"
again.textContent = "Play Again?"
again.addEventListener('click', function(){
again.textContent = "NEW COLORS";
header.style.backgroundColor = "#232323";
colorRGB.style.backgroundColor = "#232323";
message.innerHTML = "";
changeDifficulty('easy');
});
}
else {
this.style.backgroundColor = "#232323";
message.innerHTML = "Wrong!"
}
});
}
}
I don't know when to return the function so that I don't have many functions running at the same time if I spam the newGame button causing my app to lag. I added a return; at the end of the loadEasy function but that didn't seem to do anything.
You may set a flag indicating the current gametype, then you dont need to rebind a button handler everytime, you just need to define the button as start the current game:
let gametype = "easy":
function startGame(diff){
gametype = diff || gametype;
if (gametype === 'easy'){
loadEasy();
}
else {
throw Error('unknown gametype: ' + gametype);
}
}
function loadEasy(){
//... Whatever
}
newGame.addEventListener('onclick', function(){
startGame();
});
So to start a game with the current gametype do:
startGame();
To start a different one, pass a parameter:
startGame("medium");
I was wondering why my program crashes after its made its first match....any ideas would be greatly appreciated. Below is the code snippet. Thanks for the input!
var clicks = 0; //counts how may picks have been made in each turn
var firstchoice; //stores index of first card selected
var secondchoice; //stores index of second card selected
var match = 0; //counts matches made
var backcard = "deck.jpg"; //shows back of card when turned over
var faces = []; //array to store card images
faces[0] = 'pic1.jpg';
faces[1] = 'pic2.jpg';
faces[2] = 'pic3.jpg';
faces[3] = 'pic3.jpg';
faces[4] = 'pic2.jpg';
faces[5] = 'pic1.jpg';
function choose(card) {
if (clicks === 2) {
return;
}
if (clicks === 0) {
firstchoice = card;
document.images[card].src = faces[card];
clicks = 1;
} else {
clicks = 2;
secondchoice = card;
document.images[card].src = faces[card];
timer = setInterval("check()", 1000);
}
}
/* Check to see if a match is made */
function check() {
clearInterval(timer); //stop timer
if (faces[secondchoice] === faces[firstchoice]) {
match++;
document.getElementById("matches").innerHTML = match;
} else {
document.images[firstchoice].src = backcard;
document.images[secondchoice].src = backcard;
clicks = 0;
return;
}
}
The first parameter of setInterval needs to be a function not a string pretending to be a function. So you would want this:
timer = setInterval(function() { check(); }, 1000);
Of course, you can simplify:
timer = setInterval(check, 1000);
Not sure why you're using setInterval() here. You could more easily just do:
timer = setTimeout(check, 1000);
The advantage is there is no interval to clear in the check() function.
The other issue is that you are not resetting your 'clicks' counter to 0 when there is a match.
You want this:
function check() {
clearInterval(timer); //stop timer
if (faces[secondchoice] === faces[firstchoice]) {
match++;
document.getElementById("matches").innerHTML = match;
} else {
document.images[firstchoice].src = backcard;
document.images[secondchoice].src = backcard;
}
clicks = 0;
}
I think you have to declare you timer function globally. Its only defined in the scope of the first function, so in the second when you try to clear it nothing happens:
var timer = ''; //Declare timer up here first!
function choose(card) { ... }
function check() { ... }