Subtract an image that is representing a life in a game - javascript

Im try to code a mini game.
The game has two boxes you can click on. The boxes are assigned a random number between 1 and 2.
When the game starts, you have 5 lives. These lives are represented as 5 pictures of a small human.
When the player gets 3,5 and 7 correct points you get a extra life. Which i have achieved.
Now im trying to subtract a life everytime the player clicks on the wrong box.
function setRandomNumber() {
randomNumber = Math.floor(Math.random() * 2 + 1);
if (randomNumber === 1) {
numberOfRightAnswersSpan.innerHTML = `${++correctNumber}`;
outputDiv.innerHTML = `Det er riktig svar.`;
if (correctNumber === 3 || correctNumber === 5 || correctNumber === 7) {
numberOfLivesDiv.innerHTML += `<img src="images/person1.jpg"/>`
}
} else {
numberOfWrongAnswersSpan.innerHTML = `${++wrongNumber}`;
outputDiv.innerHTML = `Det er feil svar.`;
}
}

I made a few changes to your code, but tried to keep it fairly similar to your original. I changed your template literals to strings. I changed your .innerHTML modifications to .innerText modifications. I refactored some whitespace to make your if statement more readable. Instead of adding the img element by appending the html string, I used the .appendChild method and createElement method to make the img elements. I also added a class to the element to make it easier to grab later.
function setRandomNumber() {
randomNumber = Math.floor(Math.random() * 2 + 1);
if (randomNumber === 1) {
numberOfRightAnswersSpan.innerText = ++correctNumber;
outputDiv.innerText = "Det er riktig svar.";
if (
correctNumber === 3 ||
correctNumber === 5 ||
correctNumber === 7
) {
const newLife = document.createElement("img");
newLife.src = "images/person1.jpg";
newLife.classList.add("life");
numberOfLivesDiv.appendChild(newLife);
}
} else {
numberOfWrongAnswersSpan.innerText = ++wrongNumber;
outputDiv.innerText = "Det er feil svar.";
const aLife = document.querySelector(".life");
aLife.remove();
}
}
It is important to note at this point there is not logic to check for how many life exists, or what to do when lives run out. Eventually you may hit an error because there is not element with a class of life.

I would re-render the lives every time the number of lives changes.
let number_of_lives = 5;
const lives_container = document.getElementById("user-lives");
function draw_lives(){
lives_container.innerHTML = "";
for(let i = 0; i < number_of_lives; i++){
const img = document.createElement("img");
img.setAttribute("alt", "life.png");
const new_life = img;
lives_container.appendChild(new_life);
};
if(number_of_lives <= 0) lives_container.innerText = number_of_lives;
};
function remove_life() {
number_of_lives--;
draw_lives();
};
function add_life() {
number_of_lives++;
draw_lives();
};
draw_lives();
#user-lives > * {
margin: 10px;
background: #7f7;
}
<div id="user-lives"></div>
<button onclick="add_life();">Add life</button>
<button onclick="remove_life();">Remove life</button>

Related

Rock Paper Scissors game loop

I'm working on a task to build a Stone,Paper,Scissors Game.
The game is supposed to run in 3 possible modes. best of 3 / best of 5 and endless games.
My code works fine until the point where I reset the game to begin a new game.
For a reason which I can not figure out, it plays multiple instances of my game, each time I call the game() function.
(after the game is over - a reset game button appears and the game mode needs to be reseleted)
I've added the entire project to this https://jsfiddle.net/vydkg3bz/, since I don't manage to pinpoint where the issue is.
I believe, due to all the extra logging I added, that the problem is somewhere in the game() function, as I tried to replace most of the code around it, with the same result.
Maybe someone has a moment to review my code and give me a hint where I should look?
// global variables
var choicesObj = {
Rock: "url('./img/stone.png')",
Paper: "url('./img/paper.png')",
Scissors: "url('./img/scissors.png')",
}
var choices = Object.keys(choicesObj);
var moveAI;
var movePlayer;
var winnerRound;
var winnerGame;
var roundCount = 0;
// actual game
function game(requiredWins) {
console.log("game");
enabler()
var inputs = document.querySelectorAll(".inputButton");
console.log(inputs);
for (var i = 0; i < inputs.length; i++) {
inputs[i].addEventListener("click", function() {
movePlayer = this.id
handleClick(movePlayer)
});
}
// checking choice, display choice IMG, call compareChoices function
function handleClick(buttonID) {
console.log("handleClick");
moveAIfunc()
movePlayer = buttonID;
console.log('movePlayer: ' + movePlayer);
console.log('moveAI: ' + moveAI);
document.getElementById("mainImgPlayer").style.backgroundImage = choicesObj[movePlayer];
document.getElementById("mainImgAI").style.backgroundImage = choicesObj[moveAI];
compareChoices(moveAI,movePlayer);
console.log("requiredWins", requiredWins);
gameEnd();
displays();
}
// AI control
function moveAIfunc() {
moveAI = choices[Math.floor(Math.random() * choices.length)]
}
// compare choices
function compareChoices(a, b) {
console.log("compareChoices");
a = choices.indexOf(a);
b = choices.indexOf(b);
console.log("requiredWins", requiredWins);
roundCount++;
if (a == b) {
winnerNone()
return;
}
if (a == choices.length - 1 && b == 0) {
winnerPlayer()
return;
}
if (b == choices.length - 1 && a == 0) {
winnerAI()
return;
}
if (a > b) {
winnerAI()
return;
}
else {
winnerPlayer()
return;
}
}
// game end
function gameEnd() {
console.log("gameEnd");
console.log(requiredWins,winsPlayer,winsAI);
if (winsPlayer == requiredWins) {
console.log(requiredWins,winsPlayer,winsAI);
winnerGame = "Player";
disabler()
createEndButton()
return;
}
if (winsAI == requiredWins) {
console.log(requiredWins,winsPlayer,winsAI);
winnerGame = "AI";
disabler()
createEndButton()
return;
}
}
}```
Your code seems to be pretty complicated. The state of the wins/required wins etc. is not saved adequately in it. For playing you add event listeners per game (click), which is pretty inefficient imho.
I have created a mockup (a minimal reproducable example) for the handling of games, using data attributes to remember the state of a game and event delegation for the handling. Maybe it's useful for you.
Not related, but here's my take on RPS.
document.addEventListener(`click`, handle);
function handle(evt) {
if (evt.target.id === `play`) {
return play(evt.target);
}
if (evt.target.name === `nWins`) {
return reset(evt.target);
}
}
function reset(radio) {
const value = radio === `none`
? Number.MAX_SAFE_INTEGER : +radio.value;
const bttn = document.querySelector(`#play`);
const result = document.querySelector(`#result`);
result.textContent = `(Re)start initiated, click [Play]`;
result.dataset.wins = bttn.dataset.wins = 0;
bttn.dataset.plays = 0;
return bttn.dataset.winsrequired = value;
}
function play(bttn) {
if (+bttn.dataset.winsrequired < 1) {
return document.querySelector(`#result`)
.textContent = `Select best of to start playing ...`;
}
const result = document.querySelector(`#result`);
bttn.dataset.plays = +bttn.dataset.plays + 1;
const won = Math.floor(Math.random() * 2);
const wins = +result.dataset.wins + won;
result.textContent = `${won ? `You win` : `You loose`} (plays: ${
bttn.dataset.plays}, wins ${wins})`;
result.dataset.wins = wins;
if (+bttn.dataset.plays === +bttn.dataset.winsrequired) {
result.textContent = `You won ${wins} of ${
bttn.dataset.winsrequired} games. Choose 'Best of'
to start another game`;
bttn.dataset.plays = bttn.dataset.winsrequired = 0;
result.dataset.wins = 0;
document.querySelectorAll(`[name="nWins"]`)
.forEach(r => r.checked = false);
}
}
Best of
<input type="radio" name="nWins" value="3"> 3
<input type="radio" name="nWins" value="5"> 5
<input type="radio" name="nWins" value="none"> indefinite
<button id="play" data-winsrequired="0" data-plays="0" >Play</button>
<p id="result" data-wins="0"></p>

How can I create a reset button for this game?

I have my current code posted, I'm trying to create a reset button. A button has already been created in my HTML, and I'm grabbing it at the bottom, and adding an event listener, which isn't working for some reason, also trying to figure out the correct code to add it for my game resets when the button is clicked. However having a difficult time with the syntax.
// Array of words
const words = ['planet', 'stars', 'astroid', 'moon', 'satilite', 'orbit', 'universe', 'umbra', 'lunar', 'space', 'astronomy', 'eclipse', 'nebula', 'mars', 'meteorite']
// guesses Array
let myGuesses = []
//variables
let wordSpace = ' - '
let guess = ' '
let space; //number of spaces in word
//score
let tries = 10
let counter ;
//Get random word
let index = Math.floor(Math.random()* words.length)
//play function
function play() {
let userInput = prompt(`would you like to play spaceman? (Y/N)`, "Y")
console.log(words[index])
for(let i = 0; i < words[index].length; i++){
console.log(words[0][i])
let div = document.createElement('div')
div.classList.add('letters')
div.innerHTML=' - '//words[0][i]
document.querySelector('.word-space').append(div)
}
}
//handle click function, inactivates buttons, and changes color to grey; once clicked
let handleclick = e => {
e.target.removeEventListener('click', handleclick)
e.target.style.backgroundColor= 'grey'
console.log(e.target.innerHTML)
myGuesses.push(e.target.innerHTML)
console.log(myGuesses)
console.log(words[index].includes(e.target.innerHTML))
if(words[index].includes(e.target.innerHTML)){
document.querySelector('.word-space').innerHTML= ' '
// let correct = document.createElement('ul')
for(let i = 0; i < words[index].length; i++){
// correct.setAttribute('id','correctLetters' )
// let guess= document.createElement('li')
// guess.setAttribute('class','guess')
console.log(words[0][i])
let div = document.createElement('div')
div.classList.add('letter')
if (myGuesses.includes(words[index][i])){
div.innerHTML = words[index][i]
} else {
div.innerHTML = ' - '
}
document.querySelector('.word-space').append(div)
}
getNumOfTries()
} else {
tries --
getNumOfTries()
}
}
function ans () {
const buttons = document.querySelectorAll('.letter')
buttons.forEach(letter => letter.addEventListener('click',handleclick))
}
ans()
function getNumOfTries (){
console.log(tries)
const showTries = document.querySelector('#myTries')
showTries.innerHTML = ' You have ' + tries + ' tries'
if(tries < 1){
setTimeout(() =>{prompt(`Would you like to try again? (Y,N)`, 'Y')
showTries.innerHTML = 'You loose!'
},2000)
}
// if(tries > 0 && words[index].length === myGuesses.length) {
if(tries > 0 && Array.from(document.querySelectorAll('.letters')).every(letter => letter.innerHTML !== ' - ')) {
// showTries.innerHTML = 'You Win!'
setTimeout(() =>{alert(`You Win!`)
showTries.innerHTML = 'You Win!'
},1000)
}
}
//reset game
let tryAgain = document.querySelector('.Try-Again')
tryAgain.addEventListener('clcik', play)
prevent
div.innerHTML=' - '//words[0][i]
document.querySelector('.word-space').append(div)
play()
You've got a typo there :)
tryAgain.addEventListener('clcik', play)
some notes to the written code:
you don't need to reference the element, if you're not going to use it elsewhere, just do:
document.querySelector('.Try-Again')?.addEventListener('click', play);
i'm not sure about what the "prevent" should do here
you haven't defined a global reference to a "div" parameter that you want to use at:
div.innerHTML=' - '//words[0][i]
use semicolon ';' by the end of each executed code for better code clarity + checkout some coding standards
use code editors like Visual Studio code or other tools - they usually have some basic code formatter (learn they shortcuts, it will optimize your coding process) + other usefull features like clicking through defined param references etc.

JS random order showing divs delay issue

I got function within JS which is supposed to show random order divs on btn click.
However once the btn is clicked user got to wait for initial 10 seconds ( which is set by: setInterval(showQuotes, 10000) ) for divs to start showing in random order which is not ideal for me.
JS:
var todo = null;
var div_number;
var used_numbers;
function showrandomdivsevery10seconds() {
div_number = 1;
used_numbers = new Array();
if (todo == null) {
todo = setInterval(showQuotes, 10000);
$('#stop-showing-divs').css("display", "block");
}
}
function showQuotes() {
used_numbers.splice(0, used_numbers.length);
$('.container').hide();
for (var inc = 0; inc < div_number; inc++) {
var random = get_random_number();
$('.container:eq(' + random + ')').show();
}
$('.container').delay(9500).fadeOut(2000);
}
function get_random_number() {
var number = randomFromTo(0, 100);
if ($.inArray(number, used_numbers) != -1) {
return get_random_number();
} else {
used_numbers.push(number);
return number;
}
}
function randomFromTo(from, to) {
return Math.floor(Math.random() * (to - from + 1) + from);
}
Question: How to alter the code so upon the btn click divs will start showing right away without initial waiting for 10 seconds? (take in mind I want to keep any further delay of 10 seconds in between of each div being shown)
Thank you.
Call it when you begin the interval
todo = setInterval((showQuotes(),showQuotes), 10000);

Can't Get Variable to Add Properly

I have a variable++; in an if/else statement (it being in the else part). It's supposed to add 1 to a score of how many wrong guesses one has.
For some reason it never adds just one, it will also add numbers ranging from 3 to 7 whenever I submit a 'guess'. Can you guys tell me if I'm looping wrong or something? Please try to explain in detail.
EDIT: I realized part of the problem. The tries++; is actually looping once for each letter [var]choice didn't match or equal. For instance if I enter "a" for "apple" tries++; will loop four times because of the four other characters. So how do I get it to only loop only once instead of adding one for each missed character?
This is my code.
// JavaScript Document
var words = new Array("apple","orange","banana","lime","mango","lemon","avacado","pineapple","kiwi","plum","watermelon","peach");
var randomNum;
var word;
var tries = 0;
$('#guess').prop('disabled', true);
$(function(){
$('#start').click(function(){
$('#guess').prop('disabled', false);
word = "";
randomNum = Math.floor(Math.random() * words.length)
for (var i =0; i < words[randomNum].length; i++) {
word += "*";
}
console.log(words[randomNum]);
$('#word').html(word);
});
$('#guess').click(function guess(){
var choice = $('#letter').val().toLowerCase();
for (var i =0; i < word.length; i++) {
if (words[randomNum].charAt(i) == choice) {
word = word.substr(0, i) + choice + word.substr(i + 1);
}
if (words[randomNum].charAt(i) !== choice) {
tries++;
}
}
if (tries < 7) {
$('#tries').html(tries)
} else if (tries >= 7)
$('#tries').html("YOU LOSE");
$('#word').html(word);
$('#' + choice).css("background-color", "red");
});
});
Got it working!
The issue is related to the tries variable, inside the for loop (per letter). In order to see the odd behavior add a console.log(tries); in your code, inside the loop and you will see. At first time it will increase in 1 then the value will change completely (I will suggest some debugging here to understand what's going on with more accuracy since I did this real quick). The solution is increasing the variable out of the for loop context to make it work (I did this in the provided example from the bottom).
By the way, it seems that you are trying to implement a "Hangman" game and to be honest, when implementing those things you need to be really organized.
I fixed your issue, improved the code a lot and also considered other possible game scenarios like:
Play Again
Game Over
Win
Go Back
Please take a look. Just to know, HTML and CSS are just improvisations made for this example, some improvements are needed so just take them as a reference.
Update: What you had put in the EDIT part from your post is correct.
You can run this script at the bottom.
// Game variables
var GAME_WORDS = [ // List of words available when playing
'apple',
'orange',
'banana',
'lime',
'mango',
'lemon',
'avacado',
'pineapple',
'kiwi',
'plum',
'watermelon',
'peach'
],
GAME_MASKED_WORD = '', // Stores the masked word to be discovered
GAME_SELECTED_WORD = '', // Stores the readable word
GAME_PLAYER_ATTEMPTS = 0, // Stores player attempts when failing
GAME_RANDOM_NUMBER = 0, // Random number to pick a word
GAME_MAX_ATTEMPTS = 7, // Max. player attempts before a game over
GAME_UI_COMPONENTS = { // UI components declaration
start: $('#start'),
reset: $('#reset'),
back: $('#back'),
guess: $('#guess'),
msg: $('#msg'),
word: $('#word'),
letter: $('#letter')
},
GAME_UI_SECTIONS = { // UI sections declaration
menu: $('#menu'),
game: $('#game')
};
$(function() {;
var ui = GAME_UI_COMPONENTS;
// Initialize game
init();
// Start button handler
ui.start.on('click', function(e) {
start();
});
// Guess button handler
ui.guess.on('click', function(e) {
guess();
});
// Play Again button handler
ui.reset.on('click', function(e) {
reset();
start();
});
// Go Back button handler
ui.back.on('click', function(e) {
init();
});
});
/**
* Used to initialize the game for first time
*/
function init() {
var sections = GAME_UI_SECTIONS;
sections.menu.show();
sections.game.hide();
reset();
};
/**
* Used to start the game
*/
function start() {
var ui = GAME_UI_COMPONENTS,
sections = GAME_UI_SECTIONS,
words = GAME_WORDS;
sections.menu.hide();
sections.game.show();
GAME_RANDOM_NUMBER = Math.floor(Math.random() * words.length);
for (var i = 0; i < words[GAME_RANDOM_NUMBER].length; ++i) {
GAME_MASKED_WORD += '*';
}
GAME_SELECTED_WORD = words[GAME_RANDOM_NUMBER];
ui.word.html(GAME_MASKED_WORD);
ui.letter.focus();
};
/**
* Guess button handler
*/
function guess() {
var ui = GAME_UI_COMPONENTS,
words = GAME_WORDS,
matches = false,
choice;
// Clean messages each time player do a guess
showMsg('');
if (ui.letter && ui.letter.val()) {
choice = $.trim(ui.letter.val().toLowerCase());
}
if (choice) {
for (var i = 0; i < GAME_MASKED_WORD.length; ++i) {
if (words[GAME_RANDOM_NUMBER].charAt(i) === choice) {
GAME_MASKED_WORD = GAME_MASKED_WORD.substr(0, i) + choice +
GAME_MASKED_WORD.substr(i + 1);
matches = true;
}
}
if (!matches) {
++GAME_PLAYER_ATTEMPTS;
}
} else {
showMsg('Please type a letter.');
}
// Show attempts left if more than zero
if (GAME_PLAYER_ATTEMPTS > 0) {
showMsg('You have ' +
(GAME_MAX_ATTEMPTS - GAME_PLAYER_ATTEMPTS) +
' attempt(s) left.');
}
// Check game status each time doing a guess
if (isGameOver()) {
lose();
} else if (isGameWin()) {
win();
} else {
ui.word.html(GAME_MASKED_WORD);
}
ui.letter.focus();
};
/**
* Used to set all game variables from the scratch
*/
function reset() {
var ui = GAME_UI_COMPONENTS;
GAME_MASKED_WORD = '';
GAME_PLAYER_ATTEMPTS = 0;
GAME_RANDOM_NUMBER = 0;
showMsg('');
ui.guess.show();
ui.letter.val('');
ui.word.html('');
};
/**
* Handler when player lose the game
*/
function lose() {
var ui = GAME_UI_COMPONENTS;
showMsg('You Lose!');
ui.word.html(GAME_SELECTED_WORD);
ui.guess.hide();
};
/**
* Handler when player win the game
*/
function win() {
var ui = GAME_UI_COMPONENTS;
showMsg('You Win!');
ui.word.html(GAME_SELECTED_WORD);
ui.guess.hide();
};
/**
* Use to print UI messages for the player
*/
function showMsg(msg) {
var ui = GAME_UI_COMPONENTS;
ui.msg.html(msg);
};
/**
* Check game status, if player is going to lose the game
* #returns Boolean
*/
function isGameOver() {
return (GAME_PLAYER_ATTEMPTS >= GAME_MAX_ATTEMPTS);
};
/**
* Check game status, if player is going to win the game
* #returns Boolean
*/
function isGameWin() {
return (GAME_MASKED_WORD === GAME_SELECTED_WORD);
};
.btn {
cursor: pointer;
}
span#msg {
color: red;
font-weight: bold;
}
.text {
font-size: 3em;
}
input#letter {
width: 30px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.0/jquery.min.js"></script>
<div id="wrapper">
<div id="menu">
<span class="text">Hangman!</span>
<br><br>
<img src="http://img3.wikia.nocookie.net/__cb20130207191137/scribblenauts/images/0/01/Hangman.png" height="200" width="120"/>
<br><br>
<input type="button" class="btn" id="start" value="Start Game"/>
</div>
<div id="game">
<span id="msg"></span>
<br><br>
Letter: <input type="text" id="letter" value="" maxlength="1"/>
<br><br>
<input type="button" class="btn" id="guess" value="Guess"/>
<input type="button" class="btn" id="reset" value="Play Again"/>
<input type="button" class="btn" id="back" value="Go Back"/>
<br><br>
Word: <div id="word" class="text"></div>
</div>
</div>
Hope this helps.
try this one:
Modify guess click handler like this:
$('#guess').click(function guess(){
var choice = $('#letter').val().toLowerCase(),
found = false;
for (var i =0; i < word.length; i++) {
if (words[randomNum].charAt(i) == choice) {
word = word.substr(0, i) + choice + word.substr(i + 1);
found = true
}
}
if(!found){
tries++;
}
if (tries < 7) {
$('#tries').html(tries)
} else if (tries >= 7){
$('#tries').html("YOU LOSE");
}
$('#word').html(word);
$('#' + choice).css("background-color", "red");
});
Also on start reset the tries:
$('#start').click(function(){
$('#guess').prop('disabled', false);
word = ""; tries = 0;

Trouble with onclick attribute for img when used in combination with setInterval

I am trying to make images that move around the screen that do something when they are clicked. I am using setInterval to call a function to move the images. Each image has the onclick attribute set. The problem is that the clicks are not registering.
If I take out the setInterval and just keep the images still, then the clicks do register.
My code is here (html, css, JavaScript): https://jsfiddle.net/contini/nLc404x7/4/
The JavaScript is copied here:
var smiley_screen_params = {
smiley_size : 100, // needs to agree with width/height from css file
num_smilies: 20
}
var smiley = {
top_position : 0,
left_position : 0,
jump_speed : 2,
h_direction : 1,
v_direction : 1,
intvl_speed : 10, // advance smiley every x milliseconds
id : "smiley"
}
function randomise_direction(s) {
var hd = parseInt(Math.random()*2);
var vd = parseInt(Math.random()*2);
if (hd === 0)
s.h_direction = -1;
if (vd === 0)
s.v_direction = -1;
}
function plotSmiley(sp /* sp = smiley params */) {
var existing_smiley = document.getElementById(sp.id);
if (existing_smiley !== null)
// delete existing smiley so we can move it
document.getElementById("smileybox").removeChild(existing_smiley);
var smiley_to_plot = document.createElement('img');
smiley_to_plot.setAttribute('src', "http://i.imgur.com/C0BiXJx.png");
smiley_to_plot.setAttribute('id', sp.id);
smiley_to_plot.setAttribute('onclick', "my_click_count()");
smiley_to_plot.style.position = 'absolute';
smiley_to_plot.style.top = sp.top_position + "px";
smiley_to_plot.style.left = sp.left_position + "px";
document.getElementById("smileybox").appendChild(smiley_to_plot);
}
function random_direction_change() {
var r = parseInt(Math.random()*200);
if (r===0)
return true;
else
return false;
}
function moveFace(sp_array /* sp_array = smiley params array */) {
var i;
var sp;
for (i=0; i < sp_array.length; ++i) {
// move ith element
sp = sp_array[i];
if (
(sp.h_direction > 0 && sp.left_position >= smiley_screen_params.width - smiley_screen_params.smiley_size) ||
(sp.h_direction < 0 && sp.left_position <= 0) ||
(random_direction_change())
) {
sp.h_direction = -sp.h_direction; // hit left/right, bounce off (or random direction change)
}
if (
(sp.v_direction > 0 && sp.top_position >= smiley_screen_params.height - smiley_screen_params.smiley_size) ||
(sp.v_direction < 0 && sp.top_position <= 0) ||
(random_direction_change())
) {
sp.v_direction = -sp.v_direction; // hit top/bottom, bounce off (or random direction change)
}
sp.top_position += sp.v_direction * sp.jump_speed;
sp.left_position += sp.h_direction * sp.jump_speed;
plotSmiley(sp);
}
}
if (typeof Object.create !== 'function') {
Object.create = function(o) {
var F = function () {};
F.prototype = o;
return new F();
};
}
function generateFaces() {
var smilies = new Array();
var s;
var i;
var css_smileybox=document.getElementById("smileybox");
var sb_style = getComputedStyle(css_smileybox, null);
// add info to the screen params
smiley_screen_params.width = parseInt(sb_style.width);
smiley_screen_params.height = parseInt(sb_style.height);
// create the smileys
for (i=0; i < smiley_screen_params.num_smilies; ++i) {
s = Object.create(smiley);
s.id = "smiley" + i;
s.top_position = parseInt(Math.random() * (smiley_screen_params.height - smiley_screen_params.smiley_size)),
s.left_position = parseInt(Math.random() * (smiley_screen_params.width - smiley_screen_params.smiley_size)),
randomise_direction(s);
smilies.push(s);
}
setInterval( function(){ moveFace(smilies) }, smiley.intvl_speed );
}
var click_count=0;
function my_click_count() {
++click_count;
document.getElementById("mg").innerHTML = "Number of clicks: " + click_count;
}
generateFaces();
The generateFaces() will generate parameters (for example, coordinates of where they are placed) for a bunch of smiley face images. The setInterval is within this function, and calls the moveFace function to make the smiley faces move at a fixed interval of time. moveFace computes the new coordinates of each smiley face image and then calls plotSmiley to plot each one on the screen in its new location (removing it from the old location). The plotSmiley sets the onclick attribute of each image to call a dummy function just to see if the clicks are registering.
Thanks in advance.
This is not a complete answer but it could give you some perspective to improve your code.
First of all, your idea of deleting the existing img so wrong. If it does exist, all you need is to just change its position so instead of this
if (existing_smiley !== null)
// delete existing smiley so we can move it
document.getElementById("smileybox").removeChild(existing_smiley);
you should do something like this:
if (existing_smiley !== null)
var smiley_to_plot = existing_smiley;
else {
var smiley_to_plot = document.createElement('img');
smiley_to_plot.setAttribute('src', "http://i.imgur.com/C0BiXJx.png");
smiley_to_plot.setAttribute('id', sp.id);
smiley_to_plot.style.position = 'absolute';
document.getElementById("smileybox").appendChild(smiley_to_plot);
smiley_to_plot.addEventListener('click', my_click_count);
}
smiley_to_plot.style.top = sp.top_position + "px";
smiley_to_plot.style.left = sp.left_position + "px";
As you can see new image is only being added if it's not already there. Also notice that adding events by using .setAttribute('onclick', "my_click_count()"); is not a good way to do. You should use .addEventListener('click', my_click_count); like I did.
Like I said this is not a complete answer but at least this way they response to the click events now.
FIDDLE UPDATE
Good luck!

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