How to flash background image on square after document.querySelectorAll('.square') - javascript

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.

Related

function not working when i click button?

when i click my button, a timer is supposed to display a countdown timer. But the button does not work.
let timerCounter = document.getElementById("timer-counter");
let timer;
let timerCount;
function startTimer() {
timer = setInterval(function() {
timerCount--;
timerElement.textContent = "Time; " + timerCount;
if (timerCount === 0) {
clearInterval(timer);
}
});
}
startButton.addEventListener("click", startTimer);
This is what I found so far:
You are decrementing the timerCount, need to specify the initial value for it to work.
You're using timerElement instead of timerCounter that you've declared.
You must pass the second args to the setInterval which is delay.
const timerCounter = document.getElementById('timer-counter');
const startButton = document.getElementById('start-button');
let timer;
let timerCount = 30;
startButton.addEventListener('click', startTimer);
function startTimer() {
timer = setInterval(function () {
timerCount--;
timerCounter.textContent = 'Time; ' + timerCount;
if (timerCount === 0) {
clearInterval(timer);
}
}, 1000);
}
<div id="timer-counter"></div>
<button id="start-button">Start</button>
Here's a slightly different approach that avoids some of the problems with global variables. The function the listener calls initialises the count, and then returns a new function (a closure) that is called when the button is clicked. It also uses setTimeout which I find more easy to understand.
// Cache your elements
const counter = document.querySelector('#counter');
const startButton = document.querySelector('button');
// Initialise your count variable
function startTimer(count = 30) {
// Return a function that is called from
// the listener
return function loop () {
// Disabled the button once it's been clicked
if(!startButton.disabled) startButton.disabled = true;
counter.textContent = `Time: ${count}`;
if (count > 0) {
setTimeout(loop, 500, --count);
}
}
loop();
}
// Call startTimer to initialise the count, and return
// a new function that is used as the listener
startButton.addEventListener('click', startTimer(), false);
<div id="counter"></div>
<button>Start</button>
I'm sure this could be improved.
In this example we don't go below 0.
We don't allow timeout collisions ( timeouts don't stack causing weird counting speeds ).
We can reset to the original number when on 0.
const c = document.getElementById('timer-counter')
const b = document.getElementById('start-button')
let timer = false
let timerCount = 30
b.addEventListener('click', start)
function decrement() {
if(timerCount < 0) {
timerCount = 30
timer = false
return
}
c.innerText = `Count: ${timerCount}`
timerCount--
timer = setTimeout(decrement, 200)
}
function start() {
if(timer) return
decrement()
}
<div id="timer-counter"></div>
<button id="start-button">Start</button>

pointerEvents = "none" not working as expected

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.

Undefinded variable. Where's mistake?

I'm learning JS by making a simple game Whack-a-mole. I have problem with randomPosition in this script:
//delete mole from every grid
function randomSquare() {
square.forEach((className) => {
className.classList.remove("mole");
})
let randomPosition = square[Math.floor((Math.random) * 9)];
randomPosition.classList.add("mole");
hitPosition = randomPosition.id;
}
square.forEach((id) => {
id.addEventListener("mouseup", () => {
if (id.id === hitPosition) {
result += 1;
score.textContent = result;
}
});
});
//move mole on the grid
function moveMole() {
let timerId = null;
timerId = setInterval(randomSquare, 1000);
}
moveMole();
function countDown() {
currentTime--;
timeLeft.textContent = currentTime;
if (currentTime === 0) {
clearInterval(timerId);
alert("Game over! Your final score is" + result);
}
}
let timerId = setInterval(countDown, 1000);
Error from console: TypeError: randomPosition is undefined app.js:15:3
Math.random function call is missing
let randomPosition = square[Math.floor((Math.random()) * 9)];

Javascript two interval image change

I have an image that I want to stay on screen for 5 seconds and then change to another image for .5 of a second and then change back to the original.
I've set the interval to change every 5 seconds but I can't seem to work out how to make it change for the according times.
Any help or direction would be greatly appeciated!
window.setInterval(function() {
var img = document.getElementById("glitch");
img.src = "2-01.svg";
}, 5000);
Try this:
const images = ["1.svg", "2.svg"]
var element = document.getElementById("glitch");
function showFirst() {
setTimeout(() => {
element.src = images[0];
showSecond()
}, 5000)
}
function showSecond() {
setTimeout(() => {
element.src = images[1];
showFirst()
}, 500)
}
showFirst()
You are always changing the image src to same "2-01.svg" every time. Please use some flag/condition to alternate the image src.
Here is what you can try ::
window.setInterval(function() {
var img = document.getElementById("glitch");
if(img.src == "2-01.svg") {
img.src = "2-00.svg"
}
else {
img.src = "2-01.svg";
}
}, 5000);
I was doing some test watching the thread.
If that can help you (this is not a clean code) :
img_to_change = document.querySelector("#glitch");
imgs = {"a":10, "b":2, "c":3}
keys = Object.keys(imgs)
run = function(i){
img_src = keys[i];
img_next_time = imgs[keys[i]];
img_to_change.src = img_src;
i = (i+1) == keys.length ? -1 : i;
setTimeout(() => {
img_to_change.src = img_src;
run(i+1);
}, img_next_time*1000)
}
run(0);
http://jsfiddle.net/pn3dyb5m/32/

Javascript Memory

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() { ... }

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