Adding and Removing Elements (Using Tickers) - javascript

I am having a hard time adding another object with tickers. I am trying to get eqn2 (i.e. 3+2=some input) to move down with the response() function. You can see in the response() function that the alert "New Question" is being called onto the screen correctly. The goal here is to have m=2 (it was at 1 before) so that the drop(2) gets called moving eqn2 down. I think the issue is that the ticker doesn't go back far enough to recognize obj[m].x = Math.random()*can.width that obj[m].y = 0.5. I don't know how to get it to work here, and any help would be much appreciated.
<html>
<meta name="viewport" content="width=device-width, initial-scale=1">
<script type="text/javascript" src="//code.createjs.com/createjs-2013.09.25.combined.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.1/MathJax.js?config=TeX-AMS-MML_HTMLorMML"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<!----------------------------- Start Game ------------------->
<style>
#gameCanvas {
background-color: lightyellow;
}
</style>
<div class="canvasHolder1">
<div id="eqn1"> 3+3=<input type="text" id="q1j" />
</div>
<div id="eqn2"> 3+2=<input type="text" id="q2j" />
</div>
<button id="myBtn" onclick="response()">New Question</button>
<canvas id="gameCanvas" width="600" height="600">Not supported</canvas>
<script type="text/javascript">
var m=1;
function response(){
alert("New Question");
document.getElementById(`eqn${m}`).remove();
m=m+1;
stage.update();
}
const quest=[];
quest[m]= document.getElementById(`q${m}j`);
quest[m].addEventListener("keyup", function(event) {
if (event.keyCode === 13 ) {
document.getElementById("myBtn").click();
event.preventDefault();
}
});
const values = [];
values[m] = document.getElementById(`q${m}j`);
var stage = new createjs.Stage("gameCanvas");
var obj=[];
obj[m] = new createjs.DOMElement(document.getElementById(`eqn${m}`));
can = document.getElementById("gameCanvas");
obj[m].x = Math.random()*can.width;
obj[m].y = 0.5;
function startGame() {
stage.addChild(obj[m]);
createjs.Ticker.addEventListener("tick", handleTick);
createjs.Ticker.setFPS(1);
function handleTick(event){
drop(m);
stage.update();
}
}
function drop(i){
obj[i].x += 1;
obj[i].y +=3;
}
</script>
<body onload="startGame();">
<div >
<canvas>This browser or document mode doesn't support canvas object.</canvas>
</div>
</body>
</html>

This isn't really a ticker question. You have to redefine the variables you need in the response function before the ticker.
<html>
<meta name="viewport" content="width=device-width, initial-scale=1">
<script type="text/javascript" src="//code.createjs.com/createjs-2013.09.25.combined.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.1/MathJax.js?config=TeX-AMS-MML_HTMLorMML"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<!----------------------------- Start Game ------------------->
<style>
#gameCanvas {
background-color: lightyellow;
}
</style>
<div class="canvasHolder1">
<div id="eqn1"> 3+3=<input type="text" id="q1j" />
</div>
<div id="eqn2"> 3+2=<input type="text" id="q2j" />
</div>
<div id="eqn3"> 5+2=<input type="text" id="q3j" />
</div>
<canvas id="gameCanvas" width="600" height="600">Not supported</canvas>
<script type="text/javascript">
var m=1;
var quest=[];
quest[m]= document.getElementById(`q${m}j`);
var values = [];
var stage = new createjs.Stage("gameCanvas");
var obj=[];
can = document.getElementById("gameCanvas");
function response(){
alert("New Question");
document.getElementById(`eqn${m}`).remove();
m=m+1;
quest[m] = document.getElementById(`q${m}j`);
quest[m].addEventListener("keyup", enterFunction);
values[m] = document.getElementById(`q${m}j`);
obj[m] = new createjs.DOMElement(document.getElementById(`eqn${m}`));
obj[m].x = Math.random()*can.width;
obj[m].y = 0.5;
stage.addChild(obj[m]);
}
function startGame() {
quest[m].addEventListener("keyup", enterFunction);
values[m] = document.getElementById(`q${m}j`);
obj[m] = new createjs.DOMElement(document.getElementById(`eqn${m}`));
obj[m].x = Math.random()*can.width;
obj[m].y = 0.5;
stage.addChild(obj[m]);
createjs.Ticker.addEventListener("tick", handleTick);
createjs.Ticker.setFPS(2);
function handleTick(event){
drop(m);
stage.update();
}
}
function drop(i){
obj[i].x += 1;
obj[i].y +=3;
}
function enterFunction(){
if (event.keyCode === 13 ) {
document.getElementById("myBtn").click();
}
}
</script>
<body onload="startGame();">
<div >
<canvas>This browser or document mode doesn't support canvas object.</canvas>
</div>
</body>
<button id="myBtn" onclick="response()">New Question</button>
</html>

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What am I doing wrong? I am learning to code. Also, side question, does anyone know of a good mentorship program?
Greetings!
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Here is an example:
var i = 0;
var myEl = document.querySelector('#test');
var initialHeight = myEl.offsetHeight;
function buttonClick() {
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myEl.style.height = initialHeight + i + 'px';
}
<script>
var i = 0;
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function buttonClick() {
document.getElementById('incrementValue').value = i++;
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heightOfBorder.setProperty('height', currHgt + i + 'px');
}
</script>
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to
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Javascript/html, can't write twice in a input

I'm doing a schoolproject, trying to do an list of things you need to buy.
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vara.innerText = namnVara;
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javascrpit 2:
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HOPEFULLY YOU KNOW WHAT I MEAN! (my pictures are not here)
Because
var button = document.getElementById("knapp");
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overrides the inline event handler. You need to attach events with addEventListener
button.addEventListener("click", function(){...}, false);
Your example works for me on fiddle: http://jsfiddle.net/7zjb86ab/
So this looks like there is something wrong with your imported scripts
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Are those the two files with your javascript snippets inside?
You could also try to replace
var button = document.getElementById("knapp");
button.onclick = function() {
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