How can I get my messages to show up properly? - javascript

I have two buttons - one that sends two messages with a one-second interval, and the other only sends one message, with the second left as undefined (this will be clearer once you see the code). How do I stop undefined from showing up?
var credits = 0;
var currency = 'Skatter';
function addLog(logBefore, logAfter) {
var par = document.createElement("p");
var node1 = document.createTextNode(logBefore);
var node2 = document.createTextNode(logAfter);
par.appendChild(node1);
var element = document.getElementById("logs");
// Here you can also use element.childNodes.length
const count = document.getElementById("logs").getElementsByTagName("p").length;
if (count >= 18) {
element.removeChild(element.childNodes[0]);
}
element.appendChild(par);
if (node2 !== undefined) {
setTimeout(function() {
console.log(logBefore)
console.log(logAfter)
var par = document.createElement("p");
var node2 = document.createTextNode(logAfter);
par.appendChild(node2);
var element = document.getElementById("logs");
// Here you can also use element.childNodes.length
const count = document.getElementById("logs").getElementsByTagName("p").length;
if (count >= 8) {
element.removeChild(element.childNodes[0]);
}
element.appendChild(par);
}, 1000);
}
};
<button onclick="addLog('Hunt begun', 'Hunt successful! You now have ' + credits + ' ' + currency)">HUNT</button>
<br>
<button onclick="addLog('Resources sold')">SELL</button>
<div id="logs" style="display: flex; flex-direction: column-reverse;"></div>

On the second button you are passing just one argument to the addLog function.

The core problem with your code is that you are asking if node2 variable you have created is falsey (evaluates to false), but a text node will never evaluate to false because it is an object which holds values
// try this in your browser console
>>> if (document.createTextNode(undefined)) {
console.log("not null")
}
>>> "not null" //output
If you want to check if the program gave a value for the second parameter (logAfter), then you should, explicitly do this instead, like:
if (logAfter !== undefined) {
// do stuff
}

You should change the conditional to check if the direct log logAfter is not undefined, not the textNode. This will fix you issue...
var credits = 0;
var currency = 'Skatter';
function addLog(logBefore, logAfter) {
var par = document.createElement("p");
var node1 = document.createTextNode(logBefore);
var node2 = document.createTextNode(logAfter);
par.appendChild(node1);
var element = document.getElementById("logs");
// Here you can also use element.childNodes.length
const count = document.getElementById("logs").getElementsByTagName("p").length;
if (count >= 18) {
element.removeChild(element.childNodes[0]);
}
element.appendChild(par);
if (logAfter !== undefined) {
setTimeout(function() {
var par = document.createElement("p");
var node2 = document.createTextNode(logAfter);
par.appendChild(node2);
var element = document.getElementById("logs");
// Here you can also use element.childNodes.length
const count = document.getElementById("logs").getElementsByTagName("p").length;
if (count >= 8) {
element.removeChild(element.childNodes[0]);
}
element.appendChild(par);
}, 1000);
}
};
<button onclick="addLog('Hunt begun', 'Hunt successful! You now have ' + credits + ' ' + currency)">HUNT</button>
<br>
<button onclick="addLog('Resources sold')">SELL</button>
<div id="logs" style="display: flex; flex-direction: column-reverse;"></div>

Related

.each function () for cloned inputs

Trying to create the Preview form and do not understand why each function () not working in this script. Or works but only for the last cloned row and ignore the zero values ​​in the previously cloned inputs.
$('input[id^=Mult_factor_]').each(function () {
var MultFactor = $(this).val();
var TotPoints = $('#Tot_points').val();
var exp1 = "Overload";
var exp2 = "Load is: ";
if (MultFactor < 1 || TotPoints > 100) {
$('#ExemptionLimitsText').text(exp1).show();
$('#PrwTotPointsText').hide();
} else {
$('#ExemptionLimitsText').text(exp2).show();
$('#PrwTotPointsText').text($('#Tot_points').val()).show();
}
});
JSfiddle
I need: If at least one of cloned MultiFactor value is zero show "Overload"
Based on your comment, you want to display the word "Overload" if either the "Additional" field is over 100 or if any of the multifactor fields is 0.
However, your loop continues to process if either of these conditions are met.
Do not use a loop, instead search specifically for a multifaktor value of 0.
var totalPoints = parseInt($('#Tot_points').val());
if(totalPoints > 100 || $('input[name="MultFaktor"]').filter(function(){return this.value=='0'}).length > 0) {
$('#ExemptionLimitsText').text("Overload").show();
$('#PrwTotPointsText').hide();
} else {
$('#ExemptionLimitsText').text("Load is: ").show();
$('#PrwTotPointsText').text(totalPoints).show();
}
Return false on overload
var valid = true;
var exp1 = "Overload";
var exp2 = "Load is: ";
var TotPoints = $('#Tot_points').val();
$('input[name=MultFaktor]').each(function () {
var $this = $(this);
if ($.trim($(this).val()) == '0' || TotPoints > 100) {
valid = false;
} else {
$('#ExemptionLimitsText').text(exp2).show();
$('#PrwTotPointsText').text($('#Tot_points').val()).show();
}
});
if (valid == false) {
e.preventDefault();
$('#ExemptionLimitsText').text(exp1).show();
$('#PrwTotPointsText').hide();
}

jQuery "keyup" crashing page when checking 'Word Count'

I have a word counter running on a DIV and after typing in a few words, the page crashes. The browser continues to work (par scrolling) and no errors are showing in Chrome's console. Not sure where I'm going wrong...
It all started when I passed "wordCount(q);" in "keyup". I only passed it there as it would split-out "NaN" instead of a number to countdown from.
JS:
wordCount();
$('#group_3_1').click(function(){
var spliced = 200;
wordCount(spliced);
}) ;
$('#group_3_2').click(function(){
var spliced = 600;
wordCount(spliced);
}) ;
function wordCount(q) {
var content_text = $('.message1').text(),
char_count = content_text.length;
if (char_count != 0)
var word_count = q - content_text.replace(/[^\w ]/g, "").split(/\s+/).length;
$('.word_count').html(word_count + " words remaining...");
$('.message1').keyup(function() {
wordCount(q);
});
try
{
if (new Number( word_count ) < 0) {
$(".word_count").attr("id","bad");
}
else {
$(".word_count").attr("id","good");
}
} catch (error)
{
//
}
};
HTML:
<input type="checkbox" name="entry.3.group" value="1/6" class="size1" id="group_3_1">
<input type="checkbox" name="entry.3.group" value="1/4" class="size1" id="group_3_2">
<div id="entry.8.single" class="message1" style="height: 400px; overflow-y:scroll; overflow-x:hidden;" contenteditable="true"> </div>
<span class="word_count" id="good"></span>
Thanks in advanced!
This is causing an infinite loop if (new Number(word_count) < 0) {.
Your code is a mess altogether. Just study and start with more basic concepts and start over. If you want to describe your project to me in a comment, I would be glad to show you a good, clean, readable approach.
Update:
Part of having a good architecture in your code is to keep different parts of your logic separate. No part of your code should know about or use anything that isn't directly relevant to it. Notice in my word counter that anything it does it immediately relevant to its word-counter-ness. Does a word counter care about what happens with the count? Nope. It just counts and sends the result away (wherever you tell it to, via the callback function). This isn't the only approach, but I just wanted to give you an idea of how to approach things more sensefully.
Live demo here (click).
/* what am I creating? A word counter.
* How do I want to use it?
* -Call a function, passing in an element and a callback function
* -Bind the word counter to that element
* -When the word count changes, pass the new count to the callback function
*/
window.onload = function() {
var countDiv = document.getElementById('count');
wordCounter.bind(countDiv, displayCount);
//you can pass in whatever function you want. I made one called displayCount, for example
};
var wordCounter = {
current : 0,
bind : function(elem, callback) {
this.ensureEditable(elem);
this.handleIfChanged(elem, callback);
var that = this;
elem.addEventListener('keyup', function(e) {
that.handleIfChanged(elem, callback);
});
},
handleIfChanged : function(elem, callback) {
var count = this.countWords(elem);
if (count !== this.current) {
this.current = count;
callback(count);
}
},
countWords : function(elem) {
var text = elem.textContent;
var words = text.match(/(\w+\b)/g);
return (words) ? words.length : 0;
},
ensureEditable : function(elem) {
if (
elem.getAttribute('contenteditable') !== 'true' &&
elem.nodeName !== 'TEXTAREA' &&
elem.nodeName !== 'INPUT'
) {
elem.setAttribute('contenteditable', true);
}
}
};
var display = document.getElementById('display');
function displayCount(count) {
//this function is called every time the word count changes
//do whatever you want...the word counter doesn't care.
display.textContent = 'Word count is: '+count;
}
I would do probably something like this
http://jsfiddle.net/6WW7Z/2/
var wordsLimit = 50;
$('#group_3_1').click(function () {
wordsLimit = 200;
wordCount();
});
$('#group_3_2').click(function () {
wordsLimit = 600;
wordCount();
});
$('.message1').keydown(function () {
wordCount();
});
function wordCount() {
var text = $('.message1').text(),
textLength = text.length,
wordsCount = 0,
wordsRemaining = wordsLimit;
if(textLength > 0) {
wordsCount = text.replace(/[^\w ]/g, '').split(/\s+/).length;
wordsRemaining = wordsRemaining - wordsCount;
}
$('.word_count')
.html(wordsRemaining + " words remaining...")
.attr('id', (parseInt(wordsRemaining) < 0 ? 'bad' : 'good'));
};
wordCount();
It's not perfect and complete but it may show you direction how to do this. You should use change event on checkboxes to change wordsLimit if checked/unchecked. For styling valid/invalid words remaining message use classes rather than ids.
I think you should use radio in place of checkboxes because you can limit 200 or 600 only at a time.
Try this like,
wordCount();
$('input[name="entry.3.group"]').click(function () {
wordCount();
$('.word_count').html($(this).data('val') + " words remaining...");
});
$('.message1').keyup(function () {
wordCount();
});
function wordCount() {
var q = $('input[name="entry.3.group"]:checked').data('val');
var content_text = $('.message1').text(),
char_count = content_text.length;
if (char_count != 0) var word_count = q - content_text.replace(/[^\w ]/g, "").split(/\s+/).length;
$('.word_count').html(word_count + " words remaining...");
try {
if (Number(word_count) < 0) {
$(".word_count").attr("id", "bad");
} else {
$(".word_count").attr("id", "good");
}
} catch (error) {
//
}
};
Also you can add if your span has bad id then key up should return false;
See Demo

Taking var with JS prompt - how can I make it through HTML form?

I've been learning HTML/CSS/JavaScript for a couple of weeks now, and I am currently practicing on a mini project, which consists of letting people answer math questions, and validating their answers.
My current progress can be seen at http://dany.faceflow.com
I know I am probably not using the best strategy to develop this mini game, so any advice would be useful on that. However right now, the problem is that I am taking the user answer with a variable through JS prompt, and I want to do it via an HTML form (less annoying).
In my source code you can see this line within the function:
var userInput = prompt(numb1 + symbol + numb2);
Then, still in the same function, I have an if/else structure to compare the user's answer with the right answer. The code works, I just don't know how to make the prompt HTML-based instead. I've tried an html form with an ID and in the JS using getElementById, document.write and some other stuff but I never got it to work for that part.
(Here's all the JS)
var number1 = function() {
var numb1 = Math.floor(Math.random() * 41) + 10;
return numb1;
}
var number2 = function() {
var numb2 = Math.floor(Math.random() * 41) + 10;
return numb2;
}
var userAnswer = function() {
var numb1 = number1();
var numb2 = number2();
var randomSymbol = Math.random();
if (randomSymbol > 0.5) {
var symbol = "+";
} else {
var symbol = "-";
}
// add the math question in the html bubble
document.getElementById('bubble').innerHTML = numb1 + symbol + numb2;
// Prompts the user to give an answer. Change this to HTML.
var userInput = prompt(numb1 + symbol + numb2);
//var userInput = document.getElementById('tw').value;
if (symbol == "+" && userInput == (numb1 + numb2)) {
document.getElementById('feedback').innerHTML = "Congratulations!";
} else if (symbol == "+" && userInput !== (numb1 + numb2)) {
document.getElementById('feedback').innerHTML = "Wrong!";
} else if (symbol == "-" && userInput == (numb1 - numb2)) {
document.getElementById('feedback').innerHTML = "Congratulations!";
} else if (symbol == "-" && userInput !== (numb1 - numb2)) {
document.getElementById('feedback').innerHTML = "Wrong!";
} else {
alert("Something wrong happened. Try again.");
}
return userInput;
}
(The HTML)
<!DOCTYPE html>
<html>
<head>
<link type="text/css" rel="stylesheet" href="css/stylesheet.css" />
<script src="js/script.js"></script>
<title>Improve Your Math Skills!</title>
</head>
<body>
<center>
<button onclick="userAnswer()">PLAY NOW!</button>
<div id="bubble"></div>
<div id="feedback"></div>
<!-- <script src="http://code.jquery.com/jquery-1.9.1.min.js"></script> -->
</center>
</body>
</html>
Thank you
You can use an input tag instead of the prompt. Change the HTML just as in Dinesh's answer;
<div id="bubble"></div>
<div id="inp" style="display: none;">
<input type="text" id="ans"></input> <button id="subBtn">Submit</button>
</div>
<div id="feedback"></div>
Now, for the JavaScript, there a few things to consider. Firstly, you have
var number1 = function() {
var numb1 = Math.floor(Math.random() * 41) + 10;
return numb1;
}
var number2 = function() {
var numb2 = Math.floor(Math.random() * 41) + 10;
return numb2;
}
Both functions do exactly the same thing; you don't need two separate functions to get two separate random numbers. So, only one function will suffice.
var number = function() {
return Math.floor(Math.random() * 41) + 10;
};
Secondly, now we have two functions. userAnswer to post a new question when 'Play Now!' is clicked and, say, evalAnswer to evaluate the answer written in the input field when 'Submit' is clicked.
In userAnswer, you generate two new random numbers and figure out which operation will be conducted on them. At this point, you can simply evaluate the answer yourself and store it in a global variable. This makes things easier when you evaluate the answer, you only need to do a simple comparison.
Other than that, you update innerHTML for bubble and display the div inp.
In evalAnswer, you get the value from ans and compare it with the previously computed value of the current answer, and then accordingly update feedback.innerHTML.
Here's the code;
//variable to maintain the current answer
var curAns = 0;
//Here, I get all the DOMElements I will use
var playBtn = document.getElementById('playBtn');
var bubble = document.getElementById('bubble');
var inp = document.getElementById('inp');
var ans = document.getElementById('ans');
var subBtn = document.getElementById('subBtn');
var feedback = document.getElementById('feedback');
//I add the event listeners
//This is equivalent to using 'onclick'
//in the HTML, and doing it this way is only
//my personal preference
playBtn.addEventListener('click', function() {userAnswer();}, false);
subBtn.addEventListener('click', function() {evalAnswer();}, false);
//Function to get random number
var number = function() {
return Math.floor(Math.random() * 41) + 10;
};
//This function will be executed when 'Play Now!' is clicked.
var userAnswer = function() {
//Get two separate random numbers in
//numb1 and numb2
var numb1 = number();
var numb2 = number();
var symbol = '';
var randomSymbol = Math.random();
//Determine the operation to be used
//and compute the corresponding correct answer for the current
//question
if (randomSymbol > 0.5) {
symbol = "+";
curAns = numb1+numb2;
} else {
symbol = "-";
curAns = numb1-numb2;
}
//Add math question to bubble
bubble.innerHTML = 'What is ' + numb1 + ' ' + symbol + ' ' + numb2 + '?';
feedback.innerHTML = '';
//Make inp div visible
inp.style.display = 'block';
//Reset input value to ''
ans.value = '';
};
//This function will be executed when 'Submit' is clicked
var evalAnswer = function() {
//Simply compare input value with computed
//answer and update feedback
if(parseInt(ans.value) !== curAns) {
feedback.innerHTML = 'Wrong answer, try again!';
}
else {
feedback.innerHTML = 'You got it right, congratulations!';
}
};
Here's a working example.
Hope that helped!
What I understand from your question is that you need the same functionality in HTML itself rather than driven by JS in a prompt box, if so,the below additions to your code should help:
HTML adition:
<div id="bubble"></div>
<div id="check_ans_div" style="display:none;">
<input type="text" id="txt_answer" />
<input type="submit" value="Check Answer" onclick="checkanswer()" />
</div>
<div id="feedback"></div>
JS changes:
var number1 = function() {
var numbx = Math.floor(Math.random() * 41) + 10;
return numbx;
}
var number2 = function() {
var numby = Math.floor(Math.random() * 41) + 10;
return numby;
}
var numb1=0; var numb2=0;
var userAnswer = function() {
numb1 = number1();
numb2 = number2();
var randomSymbol = Math.random();
if (randomSymbol > 0.5) {
var symbol = "+";
} else {
var symbol = "-";
}
// add the math question in the html bubble
document.getElementById('bubble').innerHTML = numb1 + symbol + numb2;
if(document.getElementById('check_ans_div').style.display=='none')
document.getElementById('check_ans_div').style.display='block';
document.getElementById('txt_answer').value='';
}
function checkanswer(){
var userInput= document.getElementById('txt_answer').value;
if (symbol == "+" && userInput == (numb1 + numb2)) {
document.getElementById('feedback').innerHTML = "Congratulations!";
} else if (symbol == "+" && userInput !== (numb1 + numb2)) {
document.getElementById('feedback').innerHTML = "Wrong!";
} else if (symbol == "-" && userInput == (numb1 - numb2)) {
document.getElementById('feedback').innerHTML = "Congratulations!";
} else if (symbol == "-" && userInput !== (numb1 - numb2)) {
document.getElementById('feedback').innerHTML = "Wrong!";
} else {
alert("Something wrong happened. Try again.");
}
}

javascript countdown with showing milliseconds

I want to do a count down and want to show like format as Minutes:Seconds:Milliseconds. I made a count down with jquery plug-in countdown but it shows just Minutes:Seconds format.
Is there any way to make it right?
Many Thanks!
Hi guys I have developed a code for my self use the following code
counter for 20 seconds
var _STOP =0;
var value=1999;
function settimer()
{
var svalue = value.toString();
if(svalue.length == 3)
svalue = '0'+svalue;
else if(svalue.length == 2)
svalue = '00'+svalue;
else if(svalue.length == 1)
svalue = '000'+svalue;
else if(value == 0)
svalue = '0000';
document.getElementById('cn1').innerHTML = svalue[0];
document.getElementById('cn2').innerHTML = svalue[1];
document.getElementById('cn3').innerHTML = svalue[2];
document.getElementById('cn4').innerHTML = svalue[3];
value--;
if (_STOP==0 && value>=0) setTimeout("settimer();", 10);
}
setTimeout("settimer()", 10);
Try this: http://jsfiddle.net/aamir/TaHtz/76/
HTML:
<div id="timer"></div>
​
JS:
var el = document.getElementById('timer');
var milliSecondsTime = 10000;
var timer;
el.innerHTML = milliSecondsTime/1000;
timer = setInterval(function(){
milliSecondsTime = milliSecondsTime - 1000;
if(milliSecondsTime/1000 == 0) {
clearTimeout(timer);
el.innerHTML = 'BOOOOM';
}
else {
el.innerHTML = milliSecondsTime/1000;
}
},1000);
​
If you want to make your own timer.
read this earlier question
How to create a JQuery Clock / Timer
Try setting the format parameter - http://keith-wood.name/countdownRef.html#format
On further reading, this plugin doesn't do milliseconds. At this point, you either have to edit the actual plugin code or find a new plugin.
I completely agree with #Matt Ball's comment.It may also cause the browser to crash.
Why don't you try this solution instead
jQuery 1 minute countdown with milliseconds and callback
I did it like this (generic counter from N to X (X > N)):
var dynamicCounterAddNewValue = 20;
var currentDynamicUpdater;
function dynamicCounterForValueForControlUpdater(_updaterData) {
_updaterData.from += dynamicCounterAddNewValue;
if (_updaterData.from > _updaterData.to) {
_updaterData.from = _updaterData.to;
}
_updaterData.c.html(_updaterData.from.toString());
if (_updaterData.from < _updaterData.to) {
currentDynamicUpdater = setTimeout(
dynamicCounterForValueForControlUpdater,
10,
{
c: _updaterData.c,
from: _updaterData.from,
to: _updaterData.to
}
);
}
else {
clearTimeout(currentDynamicUpdater);
}
return;
}
// _c -> jQuery object (div,span)
// _from -> starting number
// _to -> ending number
function dynamicCounterForValueForControl(_c, _from, _to) {
clearTimeout(currentDynamicUpdater);
dynamicCounterForValueForControlUpdater(
{
c: _c,
from: _from,
to: _to
}
);
return;
}
EDIT: Updated version (more flexible - for N elements one after another):
(input element is Array of elements for making them dynamic-counts)
var dynamicCounterTimeout = 10;
var currentDynamicUpdater;
function odcArray(_odca) {
this.odca = _odca;
return;
}
function odc(_c, _from, _to) {
this.c = _c; // $('#control_id')
this.from = _from; // e.g. N
this.to = _to; // e.g. M => (M >= N)
var di = parseInt(_to / 45, 10);
if (di < 1) {
di = 1;
}
this.dynamicInc = di;
return;
}
function dynamicCounterForValueForControlUpdater(_odca) {
if (
_odca.odca === null
||
!_odca.odca.length
) {
clearTimeout(currentDynamicUpdater);
return;
}
var o = _odca.odca[0];
o.from += o.dynamicInc;
if (o.from > o.to) {
o.from = o.to;
_odca.odca.shift(); // Remove first element
}
o.c.html(o.from.toString());
currentDynamicUpdater = setTimeout(
dynamicCounterForValueForControlUpdater,
dynamicCounterTimeout,
_odca
);
return;
}
function dynamicCounterForValueForControl(_odca) {
clearTimeout(currentDynamicUpdater);
// SETUP all counters to default
for (var i = 0; i < _odca.odca.length; i++) {
_odca.odca[i].c.html(_odca.odca[i].from.toString());
}
dynamicCounterForValueForControlUpdater(
_odca
);
return;
}

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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