Can not get value inside loop using pure JavaScript - javascript

Why I cannot get value inside the loop
Can use javascript only
Pause text for 2000ms on hover
reverse work on hover but should pause it first and then reverse the sequence until mouse out.
loop on reading text from textarea "input"
find this line in javascript to control delay
if(document.getElementById('flag2').value == "0"){
/*
1 : center
2 - 4 : center 2
5 - 7 : center 3
8 - 10 : center 4
11 - 13 : center 5
14 - 16 : center 6
17 - 19 : center 7
*/
stopNow= false;
function Loop(txt, wpm) {
txt = txt.replace(/\n/g, ' ');
var a = txt.split(' '),
n = a.length,
i = 0,
b = document.getElementById('bw'),
tw = document.getElementById('tw'),
tx = {
L: document.getElementById('txt_L'),
C: document.getElementById('txt_C'),
R: document.getElementById('txt_R')
}
;
function width(w) {
tw.textContent = w;
return tw.offsetWidth;
}
function middle(w) {
var x = 0;
var n = w.length,
// Center char calculation. 1=1, 2-4=2, 5-7=3, ...
c = ~~((n + 1) / 3) + 1,
z = {};
if (!n)
return;
z.a = width(w.substr(0, c - 1));
z.b = width(w.substr(0, c));
z.c = (z.b - z.a) / 2;
b.style.paddingLeft = ~~(110 - (z.a + z.c)) + 'px';
tx.L.textContent = w.substr(0, c - 1);
tx.C.textContent = w.substr(c - 1, 1);
tx.R.textContent = w.substr(c);
}
function word() {
if(stopNow){
middle(a[i])
if (--i === n)
i = 0;
return 0;
}
else{
middle(a[i])
if (++i === n)
i = 0;
return 0;
}
}
this.whiteout = function(w) {
if (w) {
tx.L.style.color = '#fff';
tx.R.style.color = '#fff';
} else {
tx.L.style.color = '#080';
tx.R.style.color = '#000';
}
};
wpm = wpm || 200;
var __time = 2000;
//can not get changes value here
if(document.getElementById('flag2').value == "0"){
__time = (60/wpm) * 1000;}
document.getElementById('flag1').innerHTML += document.getElementById('flag2').innerHTML ;
var tt = setInterval(function (){
document.getElementById('flag1').innerHTML = word();
}, __time);
}
var txt = document.getElementById('input').value;
var ww = new Loop(txt, 250);
document.getElementById('bw').addEventListener('change', function() {
ww.whiteout(this.checked);
});
document.getElementById('txtHolder').addEventListener('mouseover', function () {
stopNow = true;
document.getElementById('flag2').innerHTML = "1";
});
document.getElementById('txtHolder').addEventListener('mouseout', function () {
stopNow = false;
document.getElementById('flag2').innerHTML = "0";
});
* {
padding: 0;
margin:0;
}
.hide {
display: none;
}
#tw {
position: absolute;
visibility: hidden;
white-space: nowrap;
}
#tw,
#txt_L,
#txt_C,
#txt_R
{
font: bold 18px Arial;
line-height: 1;
}
#txt_L { color: #000; }
#txt_C { color: #f00; }
#txt_R { color: #000; }
#wrap {
position: relative;
width: 220px;
height: 50px;
border-top: 1px solid #000;
border-bottom: 1px solid #000;
}
#b1 {
width: 110px;
height: 50px;
border-right: 1px solid #000;
float:left;
}
#bw {
position: absolute;
width: 220px;
top: 10px;
background: #fff;
padding: 5px 0;
line-height: 1;
vertical-align: middle;
}
<!--
EXTRA POINTS---------
Pause text for 2000ms on hover and reverse the sequence until mouse out.
-->
<div id="flag1">
</div>
<div id="flag2">
</div>
<div id="txtHolder">
<span id="tw"></span>
<div id="wrap">
<div id="b1"></div>
<div id="bw"><span id="txt_L"> </span><span id="txt_C"></span><span id="txt_R"></span></div>
</div>
</div>
<textarea id="input" class="hide">
Oh, hey there, TIDWRTWHUFOO fans. Thinking about going for a little dip this summer? How about you go for a swim with a one-ton crab that will smash you under its massive legs? Sound fun? Definitely!
Crabster is a wild crab-like robot designed to explore the deepest oceans without smashing itself into a squashed tin can. It has massive legs, a large body, and lots of cameras so it can find you even if you’re the dude from The Big Blue and can dive really deep. There’s no escaping our future robotic-aquatic overlords
</textarea>

Related

Why the div is not moving leftwards using "right" ? in third step

Here, I have code a program that revolves the targeted div in a rectangular path using CSS positions properties in setInterval() method.
Firstly, the div indeed moves rightwards (using left CSS property) and then downwards (using top CSS property) but when the thirds step comes it doesn't move leftwards (using CSS right property). Why is that so?
let a = 0;
let node = document.querySelector(".node");
let inter1 = setInterval(function() {
if (a == 260) {
clearInterval(inter1);
a = 0;
let inter2 = setInterval(function() {
if (a == 639) {
clearInterval(inter2);
a = 260;
let inter3 = setInterval(function() {
if (a == 0) {
clearInterval(inter3);
} else {
a -= 1;
node.style.right = a + "px";
}
}, 1)
} else {
a += 1;
node.style.top = a + "px";
}
}, 1)
} else {
a += 1;
node.style.left = a + "px";
}
}, 1)
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: serif;
}
body {
background: black;
color: white;
width: 100vw;
}
.node {
background: dodgerblue;
color: white;
display: inline-block;
width: 100px;
height: 100px;
position: absolute;
}
<div class="node"></div>
Like the user #JavaScript wrote, you should decide for one - left or right.
Therefor you could change right to left in the inter3 statement:
let inter3 = setInterval(function() {
if (a == 0) {
clearInterval(inter3);
} else {
a -= 1;
node.style.left = a + "px";
}
}, 1);
let a = 0;
let node = document.querySelector(".node");
let inter1 = setInterval(function() {
if (a == 260) {
clearInterval(inter1);
a = 0;
let inter2 = setInterval(function() {
if (a == 639) {
clearInterval(inter2);
a = 260;
let inter3 = setInterval(function() {
if (a == 0) {
clearInterval(inter3);
} else {
a -= 1;
node.style.left = a + "px";
}
}, 1)
} else {
a += 1;
node.style.top = a + "px";
}
}, 1)
} else {
a += 1;
node.style.left = a + "px";
}
}, 1)
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: serif;
}
body {
background: black;
color: white;
width: 100vw;
}
.node {
background: dodgerblue;
color: white;
display: inline-block;
width: 100px;
height: 100px;
position: absolute;
}
<div class="node"></div>

Opposing condition for a div

I need to make a ball grow until it reaches 400, which thereafter it would shrink the same way. Would really appreciate feedback what I'm doing wrong in my code:
var
ball1Size = 100
, ball2Size = 100
, ball2SizeStep = 50
;
function onBall2Click()
{
var ball2 = document.querySelector('.ball2');
ball2Size = ball2Size + 50;
if (ball2Size > 400) {
ball2Size = ball2Size - 100;
}
else {
ball2Size - 150;
}
ball2.innerText = ball2Size;
ball2.style.width = ball2Size;
ball2.style.height = ball2Size;
}
body {
background-color : black;
text-align : center;
}
h1 {
color : white;
}
div {
width : 100px;
height : 100px;
margin : auto;
margin-bottom : 10px;
border-radius : 50%;
transition : 0.3s;
line-height : 50px;
}
.ball2 {
background-color : orange;
}
<div class="ball2" onclick="onBall2Click()">
SIZE
</div>
See code fix and syntax fixes
here:
var ball1Size = 100;
var ball2Size = 100;
var ball2SizeStep = 50;
function onBall2Click() {
var ball2 = document.querySelector('.ball2');
ball2Size = ball2Size + ball2SizeStep;
if (ball2Size >= 400) {
ball2SizeStep = -50
} else if (ball2Size <= 50) {
ball2SizeStep = 50
}
ball2.innerText = ball2Size;
ball2.style.width = ball2Size + "px";
ball2.style.height = ball2Size + "px";
}
body {
background-color: black;
text-align: center;
}
h1 {
color: white;
}
div {
width: 100px;
height: 100px;
margin: auto;
margin-bottom: 10px;
border-radius: 50%;
transition: 0.3s;
line-height: 50px;
}
.ball2 {
background-color: orange;
}
<div class="ball2" onclick="onBall2Click()" >
SIZE
</div>
This is what you want to do, increase the balls size for each click that it can be increased for, i.e., is under 400, when it reaches 400, decrease the ball size for each click until it reaches its original size. Rinse and repeat.
var ball1Size = 100;
var ball2Size = 100;
var ball2SizeStep = 50;
let isBallDecreasing = false;
function onBall2Click() {
var ball2 = document.querySelector('.ball2');
if (ball2Size === 100) isBallDecreasing = false;
if (ball2Size >= 400 || isBallDecreasing) {
ball2Size -= 50;
isBallDecreasing = true;
} else {
ball2Size += 50
isBallDecreasing = false;
}
ball2.innerText = ball2Size;
ball2.style.width = ball2Size;
ball2.style.height = ball2Size
}
<div class="ball2" onclick="onBall2Click()">
SIZE
</div>
Using a boolean to track the direction can simplify it
let direction = 1;
const min = 100;
const max = 400;
const step = 50;
let current = 100;
var ball = document.querySelector(".ball2");
ball.addEventListener("click", function() {
current += direction * step;
if (current >= max) {
current = max;
direction = -1;
} else if (current <= min) {
current = min;
direction = 1;
}
updateElem();
});
function updateElem() {
ball.textContent = current;
ball.style.width = current + 'px';
ball.style.height = current + 'px';
}
updateElem();
body {
background-color: black;
text-align: center;
}
h1 {
color: white;
}
.ball {
width: 100px;
height: 100px;
margin: auto;
margin-bottom: 10px;
border-radius: 50%;
transition: 0.3s;
line-height: 50px;
}
.ball2 {
background-color: orange;
}
<div class="ball ball2">
SIZE
</div>
If you are going to have more than one of these you probably want to have some sort of way to keep track. Using data attributes can help out so you do not need more than one copy of the code.
document.querySelectorAll(".ball2").forEach(function (ball) {
ball.addEventListener("click", function () {
let direction = +ball.dataset.direction;
const min = +ball.dataset.min;
const max = +ball.dataset.max;
const step = +ball.dataset.step;
const current = +ball.dataset.current;
let updated = current + direction * step;
if (updated >= max) {
updated = max;
direction = -1;
} else if (updated <=min) {
updated = min;
direction = 1;
}
updateElem();
ball.dataset.direction = direction;
ball.dataset.current = updated;
});
function updateElem() {
const num = ball.dataset.current;
ball.textContent = num;
ball.style.width = num + 'px';
ball.style.height = num + 'px';
}
updateElem();
});
body {
background-color: black;
text-align: center;
}
h1 {
color: white;
}
.ball {
width: 100px;
height: 100px;
margin: auto;
margin-bottom: 10px;
border-radius: 50%;
transition: 0.3s;
line-height: 50px;
}
.ball2 {
background-color: orange;
}
<div
class="ball ball2"
data-direction="1"
data-min="100"
data-max="400"
data-step="50"
data-current="100">
SIZE
</div>
<div
class="ball ball2"
data-direction="-1"
data-min="100"
data-max="400"
data-step="50"
data-current="400">
SIZE
</div>
<div
class="ball ball2"
data-direction="1"
data-min="0"
data-max="1000"
data-step="100"
data-current="200">
SIZE
</div>
you can also Use CSS custom properties for simplifying your code:
const ball2 = document.querySelector('.ball2');
var
ballSz = 100
, ball2SizeStep = 50
;
ball2.onclick =()=>
{
ballSz += ball2SizeStep
ball2.textContent = ballSz
ball2.style.setProperty('--szHW', ballSz + 'px')
if (ballSz >= 400) ball2SizeStep = -50
if (ballSz <= 100) ball2SizeStep = +50
}
body {
background-color : black;
text-align : center;
}
h1 {
color : white;
}
div {
--szHW : 100px; /* <--- CSS custom properties */
width : var(--szHW);
height : var(--szHW);
margin : auto;
margin-bottom : 10px;
border-radius : 50%;
transition : 0.3s;
line-height : 50px;
}
.ball2 {
background-color : orange;
}
<div class="ball2">
SIZE
</div>
the same, for multiples balls
document.querySelectorAll('.ball2').forEach( ball2 =>
{
ball2.style.setProperty('--szHW', ball2.dataset.size + 'px') // init sizes according to data-size value
ball2.onclick =_=>
{
let
min = Number(ball2.dataset.min)
, max = Number(ball2.dataset.max)
, step = Number(ball2.dataset.step)
, size = Number(ball2.dataset.size)
;
if ( size === min && step < 0
|| size === max && step > 0 )
{
step *= -1
ball2.dataset.step = step
}
ball2.dataset.size = size += step
ball2.style.setProperty('--szHW', size + 'px')
}
})
body {
background-color : black;
text-align : center;
}
div.ball2 {
--szHW : 100px; /* <--- CSS custom properties */
width : var(--szHW);
height : var(--szHW);
margin : auto;
margin-bottom : 10px;
border-radius : 50%;
transition : 0.3s;
line-height : 50px;
background : orange;
}
div.ball2::before {
content: attr(data-size)
}
<div class="ball2" data-min="100" data-max="400" data-step="50" data-size="100"></div>
<div class="ball2" data-min="100" data-max="400" data-step="50" data-size="400"></div>
<div class="ball2" data-min="100" data-max="1000" data-step="100" data-size="200"></div>

Need help to limit how many tiles and target spawn in this game

I got some simple bomberman game from code pen.For my study,i need to limit how many tiles and target.For tiles max 32 and target 7 (tiles grey & target red).
Here the source : codepen.io/Digiben/pen/oGYGrx
I dont understand how the script create the target and tiles with random algoritm.
Thanks for anyone who look this thread.
window.onload = function(){
//Map Kelas
class Map {
constructor (nbX, nbY, tileSize){
this.nbX = nbX;
this.nbY = nbY;
this.mapArray = new Array(this.nbX);
this.tileSize = tileSize;
this.map = document.getElementById('map');
}
init() {
console.log('Map size: ' + this.nbX * this.nbY);
let i = 0;
let j = 0;
let bool = null;
this.map.style.width = (this.tileSize * this.nbX) + 'px';
this.map.style.height = this.tileSize * this.nbY + 'px';
for (i = 0; i < this.nbX; i++) {
this.mapArray[i] = new Array(this.nbY);
for (j = 0; j < this.nbY; j++) {
bool = Math.random() >= 0.7 ? true : false;
if (bool) {
for (var z = Things.length - 1; i >= 0; i-) {
Things[i]
}
} else if (!bool) {
this.mapArray[i][j] = 1;
}
}
}
}
appendTile(i, j) {
let tile = document.createElement('div');
this.map.appendChild(tile);
tile.style.width = this.tileSize + 'px';
tile.style.height = this.tileSize + 'px';
tile.classList.add('tile');
tile.style.left = (i * this.tileSize) + 'px';
tile.style.top = (j * this.tileSize) + 'px';
}
getMapArray () {
return this.mapArray;
}
getMapSize () {
return {sizeX: this.nbX, sizeY:this.nbY}
}
}
//Create Target
class Target {
constructor (map, tileSize) {
this.mapArray = map.getMapArray();
this.playerSpace = map.getMapSize();
this.targetsArray = new Array();
this.possiblePositionToStartX = new Array();
this.possiblePositionToStartY = new Array();
this.tileSize = tileSize;
this.map = document.getElementById('map');
this.totalTargets = 0;
}
getTotalTargets(){
return this.totalTargets;
}
//Show Total Target
showTotalTargets () {
let totalDiv = document.querySelector('#score strong');
totalDiv.innerHTML = ' / ' + this.totalTargets;
}
showTargets(i, j) {
let tile = document.createElement('div');
this.map.appendChild(tile);
tile.classList.add('target');
tile.style.width = this.tileSize + 'px';
tile.style.height = this.tileSize + 'px';
// set attribute to identify the target when we need to remove it
tile.setAttribute('data-pos', i + ':' + j );
// positionning and styling
tile.style.left = (i * this.tileSize) + 'px';
tile.style.top = (j * this.tileSize) + 'px';
tile.style.backgroundColor = 'red';
tile.style.opacity = 0.5;
}
createTargets() {
//Target looping
for (var i = 1; i < this.playerSpace.sizeX-1; i++) {
//Maks Target 2D 10x10
this.targetsArray[i] = new Array();
if (i == 1) this.targetsArray[i-1] = new Array();
if (i == 8) this.targetsArray[i+1] = new Array();
for (var j = 1; j < this.playerSpace.sizeY-1; j++) {
this.targetsArray[i][j] = 1;
//Target aLgorithm
//Player dont Looping On red Zone
this.possiblePositionToStartX.push(i+1);
this.possiblePositionToStartY.push(j+1);
//Target Array if 0 to display Win on the End
this.targetsArray[i][j] = 0;
//Total Targets
this.totalTargets++;
//Show Target On map
this.showTargets(i, j);
}
}
}
//Show Total Targets
this.showTotalTargets();
}
// Start Player
getPossiblePosToStart() {
//Random Start PLayer
let xPos = this.possiblePositionToStartX[Math.floor(Math.random() * (this.possiblePositionToStartX.length))];
let yPos = this.possiblePositionToStartY[Math.floor(Math.random() * (this.possiblePositionToStartY.length))];
return {x: xPos, y: yPos}
}
//Player Array
getTargetsArray(){
return this.targetsArray;
}
}
//PLayer CLass
class Player {
constructor (mapArray, map, targets, tileSize) {
this.positionArray = mapArray;
this.position = {x: 0, y: 0}
this.playerDiv = document.getElementById('player');
this.playerDiv.style.left = 0;
this.playerDiv.style.top = 0;
this.playerDiv.style.right = 0;
this.playerDiv.style.bottom = 0;
this.playerDiv.style.width = tileSize + 'px';
this.playerDiv.style.height = tileSize + 'px';
this.playerSpace = map.getMapSize();
this.playerMap = map.getMapArray();
this.score = 0;
this.targetsArray = targets.getTargetsArray();
this.totalTargets = targets.getTotalTargets();
this.tileSize = tileSize;
}
//Record Posisition Player
recordPosition(mapArray){
this.positionArray = mapArray;
}
//Reset Score when Restart The game
static resetScore() {
let scoreSpan = document.querySelector('#score span'); scoreSpan.innerHTML = '0';
}
//Set Palyer
setPosition (position){
this.playerDiv.style.left = (position.x * this.tileSize) + 'px';
this.playerDiv.style.top = (position.y * this.tileSize) + 'px';
this.position.x = position.x;
this.position.y = position.y;
}
getPosition() {
return this.position;
}
//Limt Map
moveRight() {
if(this.position.x > this.playerSpace.sizeX-2) return false;
if(this.positionArray[this.position.x+1][this.position.y] != 0){
this.position.x++;
let nb = this.playerDiv.style.left.split('px');
this.playerDiv.style.left = (parseInt(nb[0]) + this.tileSize) + 'px';
console.log('Droite | X : ' + this.playerDiv.style.left);
console.log(this.position.x + ' : ' + this.position.y);
} else {
console.log('Not OK');
}
}
moveDown() {
if(this.position.y > this.playerSpace.sizeY-2) return false;
if(this.positionArray[this.position.x][this.position.y+1] != 0){
this.position.y++;
let nb = this.playerDiv.style.top.split('px');
this.playerDiv.style.top = (parseInt(nb[0]) + this.tileSize) + 'px';
console.log('Bas | Y : ' + this.playerDiv.style.top);
console.log(this.position.x + ' : ' + this.position.y);
} else {
console.log('Not OK');
}
}
moveLeft() {
if(this.position.x == 0) return false;
if(this.positionArray[this.position.x-1][this.position.y] != 0){
this.position.x--;
let nb = this.playerDiv.style.left.split('px');
this.playerDiv.style.left = (parseInt(nb[0]) - this.tileSize) + 'px';
console.log('Gauche | X : ' + this.playerDiv.style.left);
console.log(this.position.x + ' : ' + this.position.y);
} else {
console.log('Not OK');
}
}
moveUp() {
if(this.position.y <= 0) return false;
if(this.positionArray[this.position.x][this.position.y-1] != 0){
this.position.y--;
let nb = this.playerDiv.style.top.split('px');
this.playerDiv.style.top = (parseInt(nb[0]) - this.tileSize) + 'px';
console.log('Haut | Y : ' + this.playerDiv.style.top);
console.log(this.position.x + ' : ' + this.position.y);
} else {
console.log('Not OK');
}
}
//Update Score
updateScore () {
let scoreDiv = document.querySelector('#score span');
scoreDiv.innerHTML = this.score;
//Winner Message
if(this.score == this.totalTargets) document.querySelector ('#win').classList.add('show');
console.log('Score : ' + this.score);
}
//Update Target Array
updateTargetsArray (posx, posy){
this.targetsArray[posx][posy] = 1;
console.log('Array state : ');
console.log(this.targetsArray);
}
//Remove Target
removeTarget(posx, posy) {
let targetToRemove = document.querySelectorAll('.target');
let coords = posx + ':' + posy;
let attr = '';
//Loop To find Right Target accroding Coordinates Player
for (var i = 0; i< targetToRemove.length; i++) {
attr = targetToRemove[i].getAttribute('data-pos');
if(attr == coords) {
targetToRemove[i].remove();
//Update Score
this.score++;
this.updateScore();
}
}
//Remove Html node (Remove Array Target)
if(this.targetsArray[posx][posy] == 0){
this.targetsArray[posx][posy] == 1;
}
}
//Plant Bomb
plantBomb(){
//Make Child Bomb
let map = document.getElementById('map');
let bomb = document.createElement('div');
map.appendChild(bomb);
bomb.style.width = this.tileSize + 'px';
bomb.style.height = this.tileSize + 'px';
//Posision Bomb
bomb.classList.add('bomb');
bomb.style.left = (this.position.x * this.tileSize) + 'px';
bomb.style.top = (this.position.y * this.tileSize) + 'px';
//Variables
var posx = this.position.x;
var posy = this.position.y;
var that = this;
var timer = setInterval(bombTimer, 500, posx, posy, that);
var iter = 0;
//BombTimer
function bombTimer() {
switch (iter) {
case 1:
bomb.classList.add('waiting');
break;
case 2:
bomb.classList.add('before');
bomb.classList.remove('waiting');
break;
case 3:
bomb.classList.add('explode');
bomb.classList.remove('before');
break;
case 4:
clearInterval(timer);
bomb.remove();
that.updateTargetsArray(posx, posy);
that.removeTarget(posx, posy);
default:
break;
}
iter++;
}
}
}
//Game Class
class Game {
constructor (tileSize, mapX, mapY) {
//Create Map
var map = new Map(mapX,mapY, tileSize);
map.init();
//Create Target
var targets = new Target(map, tileSize);
targets.createTargets();
//Create PLayer
var player = new Player(map.getMapArray(), map, targets, tileSize);
//Place The player
player.setPosition(targets.getPossiblePosToStart());
//Keyboard Events
document.onkeydown = checkKey;
function checkKey(e) {
e = e || window.event;
if (e.keyCode == '38') {
player.moveUp();
}
else if (e.keyCode == '40') {
player.moveDown();
}
else if (e.keyCode == '37') {
player.moveLeft();
}
else if (e.keyCode == '39') {
player.moveRight();
}
else if (e.keyCode == '32') {
player.plantBomb();
}
}
}
//Destroy Game
static destroy () {
let targets = document.querySelectorAll('.target');
let tiles = document.querySelectorAll('.tile');
Player.resetScore();
if(tiles){
targets.forEach(function(element) {
element.remove();
});
tiles.forEach(function(element) {
element.remove();
});
}
}
}
class Session {
constructor () {
this.totalTargets = 0;
this.players = {};
this.restartBtn = document.querySelector('#restart');
this.restartBtn.addEventListener('click', function() {
Session.restart();
});
}
static restart () {
Game.destroy();
var game = new Game(25, 10, 10);
}
}
var session = new Session();
};
#map {
width: 500px;
height: 500px;
background: lightgrey;
position: relative;
margin: auto;
}
#game {
width: 500px;
height: 500px;
position: relative;
margin: auto;
}
#map .tile {
width: 50px;
height: 50px;
background: grey;
position: absolute;
outline: 1px solid #eee;
}
#map .target {
width: 50px;
height: 50px;
background: red;
position: absolute;
outline: 1px solid #eee;
}
#map #player {
border-radius: 25%;
width: 50px;
height: 50px;
position: absolute;
background: #222222;
z-index: 1;
transition: 0.1s;
}
.bomb {
border-radius: 100%;
width: 50px;
height: 50px;
position: absolute;
background: #333;
z-index: 1;
transition: 0.3s ease;
}
.bomb.waiting {
animation: waiting 2s infinite;
}
.bomb.before {
animation: before 1s infinite;
}
.bomb.explode {
animation: explode 1s infinite;
}
#score p, #score span {
font-family: sans-serif;
color: #333;
font-size: 16px;
display: inline;
}
#keyframes waiting {
0% {
transform: scale(0.9);
}
100% {
transform: scale(1.1);
}
}
#keyframes before {
0% {
transform: scale(1.0);
background: orange;
}
100% {
transform: scale(1.2);
background: red;
}
}
#keyframes explode {
0% {
transform: scale(1.0);
background: red;
opacity: 1;
}
100% {
transform: scale(2);
background: yellow;
opacity: 0;
}
}
#keyframes win {
0% {
opacity: 0;
}
10% {
opacity: 1;
}
66% {
opacity: 1;
}
100% {
opacity: 0;
}
}
h4 {
font-family: sans-serif;
color: #333;
text-align: center;
}
p, strong {
font-family: sans-serif;
color: #333;
text-align: left;
font-size: 12px;
}
#win {
position: fixed;
left: 0;
right: 0;
top:0;
bottom: 0;
z-index: 9999999;
background: rgba(181, 181, 195, 0.1);
pointer-events: none;
opacity: 0;
}
#win p {
color: red;
font-size: 130px;
text-align: center;
font-family: sans-serif;
text-transform: uppercase;
height: 100%;
margin: 0;
top: 50%;
position: absolute;
left: 50%;
transform: translate(-50%, -25%);
right: 0;
bottom: 0;
font-weight: bold;
text-shadow: 5px 5px #333;
}
#win.show {
animation: win 4s ease;
}
#restart {
text-align: center;
padding: 10px 20px;
font-family: sans-serif;
color: #333;
outline: #ccc 1px solid;
display: table;
margin: auto;
margin-top: 20px;
cursor: pointer;
transition: 0.1s ease;
}
#restart:hover {
background: #eee;
}
<!DOCTYPE html>
<html>
<head>
<title>Bomberman</title>
<link href="bomber.css" type="text/css" rel="stylesheet">
<script type="text/javascript" src="1.js"></script>
</head>
<body>
<h4>Space bar to plant a bomb / Arrows to move </h4>
<div id="win"><p>WIN !</p></div>
<div id="restart"> RESTART </div>
<div id="score"><p>Score: </p><span>0</span><strong> / 0</strong></div>
<section id="game">
<div id="map">
<div id="player"></div>
</div>
</section>
</body>
</html>
I'm not certain I understand your question, but I think you're trying to debug the createTargets method in the Targets class. The problem there is an extra closing bracket (}) right before the line with //Show Total Targets.

JavaScript - Stop laser once its in its incrementation cycle

To see a working example simply copy code into notepad++ and run in chrome as a .html file, I have had trouble getting a working example in snippet or code pen, I would have given a link to those websites if I could get it working in them.
The QUESTION is; once I fire the laser once it behaves exactly the way I want it to. It increments with lzxR++; until it hits boarder of the game arena BUT if I hit the space bar WHILST the laser is moving the code iterates again and tries to display the laser in two places at once which looks bad and very choppy, so how can I get it to work so the if I hit the space bar a second time even whilst the laser was mid incrementation - it STOPS the incrementing and simply shoots a fresh new laser without trying to increment multiple lasers at once???
below is the Code:
<html>
<head>
<style>
#blueCanvas {
position: absolute;
background-color: black;
width: 932px;
height: 512px;
border: 1px solid black;
top: 20px;
left: 20px;
}
#blueBall {
position: relative;
background-color: white;
border: 1px solid blue;
width: 10px;
height: 10px;
border-radius: 100%;
top: 0px;
left: 0px;
}
#laser {
position: absolute;
background-color: white;
border: 1px solid blue;
width: 10px;
height: 1px;
top: 10px;
left: 10px;
}
#pixelTrackerTop {
position: absolute;
top: 530px;
left: 20px;
}
#pixelTrackerLeft {
position: absolute;
top: 550px;
left: 20px;
}
</style>
<title>Portfolio</title>
<script src="https://ajax.googleapis.com/
ajax/libs/jquery/1.12.4/jquery.min.js">
</script>
<SCRIPT LANGUAGE="JavaScript" type="text/javascript">
document.addEventListener("keydown", keyBoardInput);
var topY = 0;
var leftX = 0;
var lzrY = 0;
var lzrX = 0;
function moveUp() {
var Y = document.getElementById("blueBall");
topY = topY -= 1;
Y.style.top = topY;
masterTrack();
if (topY < 1) {
topY = 0;
Y.style.top = topY;
};
stopUp = setTimeout("moveUp()", 1)
/**allows for progression of speed with additional key strokes**/
topStop();
stopConflictYup();
console.log('moveUp');
};
function moveDown() {
var Y = document.getElementById("blueBall");
topY = topY += 1;
Y.style.top = topY;
masterTrack();
if (topY > 500) {
topY = 500;
Y.style.top = topY;
};
stopDown = setTimeout("moveDown()", 1)
/**allows for progression of speed with additional key strokes**/
topStop();
stopConflictYdown();
console.log('moveDown');
};
function moveLeft() {
var X = document.getElementById("blueBall");
leftX = leftX -= 1;
X.style.left = leftX;
masterTrack();
if (leftX < 1) {
leftX = 0;
Y.style.leftX = leftX;
};
stopLeft = setTimeout("moveLeft()", 1)
/**allows for progression of speed with additional key strokes**/
leftStop();
stopConflictXleft();
console.log('moveLeft');
};
function moveRight() {
var X = document.getElementById("blueBall");
leftX = leftX += 1;
X.style.left = leftX;
masterTrack();
if (leftX > 920) {
leftX = 920;
Y.style.leftX = leftX;
};
stopRight = setTimeout("moveRight()", 1)
/**allows for progression of speed with additional key strokes**/
leftStop();
stopConflictXright();
console.log('moveRight');
};
function masterTrack() {
var pxY = topY;
var pxX = leftX;
document.getElementById('pixelTrackerTop').innerHTML =
'Top position is ' + pxY;
document.getElementById('pixelTrackerLeft').innerHTML =
'Left position is ' + pxX;
};
function topStop() {
if (topY <= 0) {
clearTimeout(stopUp);
console.log('stopUp activated');
};
if (topY >= 500) {
clearTimeout(stopDown);
console.log('stopDown activated');
};
};
function leftStop() {
if (leftX <= 0) {
clearTimeout(stopLeft);
console.log('stopLeft activated');
};
if (leftX >= 920) {
clearTimeout(stopRight);
console.log('stopRight activated');
};
};
function stopConflictYup() {
clearTimeout(stopDown);
};
function stopConflictYdown() {
clearTimeout(stopUp);
};
function stopConflictXleft() {
clearTimeout(stopRight);
};
function stopConflictXright() {
clearTimeout(stopLeft);
};
function shootLaser() {
var l = document.getElementById("laser");
var lzrY = topY;
var lzrX = leftX;
fireLaser();
function fireLaser() {
l.style.left = lzrX; /**initial x pos **/
l.style.top = topY; /**initial y pos **/
var move = setInterval(moveLaser, 1);
/**continue to increment laser unless IF is met**/
function moveLaser() { /**CALL and start the interval**/
var bcrb = document.getElementById("blueCanvas").style.left;
if (lzrX > bcrb + 920) {
/**if the X axis of the laser goes beyond the
blueCanvas 0 point by 920 then stop incrementing the laser on its X
axis**/
clearInterval(move);
/**if statement was found true so stop increment of laser**/
} else {
lzrX++;
l.style.left = lzrX;
};
};
};
};
function keyBoardInput() {
var i = event.keyCode;
if (i == 32) {
shootLaser();
};
if (i == 38) {
if (topY > 0) {
moveUp();
};
};
if (i == 40) {
if (topY < 500) {
moveDown();
};
};
if (i == 37) {
if (leftX > 0) {
moveLeft();
};
};
if (i == 39) {
if (leftX < 920) {
moveRight();
};
};
};
/**
!! gradual progression of opacity is overall
!! being able to speed up element is best done with setTimout
!! setInterval is constant regards to visual speed
!! NEXT STEP IS ARRAYS OR CLASSES
IN ORDER TO SHOOT MULITPLE OF SAME ELEMENT? MAYBEE?
var l = document.getElementById("laser");
lzrX = lzrX += 1;
l.style.left = lzrX;
lzrY = topY += 1;
l.style.top = lzrY;
**/
</SCRIPT>
</head>
<div id="blueCanvas">
<div id="laser"></div>
<div id="blueBall">
</div>
</div>
<p id="pixelTrackerTop">Top position is 0</p>
<br>
<p id="pixelTrackerLeft">Left position is 0</p>
</body>
</html>
Solved the problem with using a variable called "g" and incrementing it once the laser is shot!
var g = 0;
function keyBoardInput() {
var i = event.keyCode;
if (i == 32) {
if (g < 1) {
shootLaser();
g++;
};
};

Where should I need to put replaceChild() so it replace existing div

I am new to programming and recently started learning JavaScript. I made a little program that take HSL color value and show all saturation values of that color. Currently when user enter the input value second or third time it creates a new div (Try to enter a value second or third time in JSFiddle example). What I want is that when user enter the value second or third time instead of creating a new div every time it should replace the existing div. I am familiar with replaceChild() method but not sure where it should be placed.
Here is my code:
var satInput = document.createElement("input");
var satButton = document.createElement("button");
satInput.setAttribute("placeholder", "Write a number between 0 to 360");
satInput.setAttribute("size", "30")
satButton.innerHTML = "Submit";
document.body.appendChild(satInput);
document.body.appendChild(satButton);
var saturation = function() {
if (satInput.value !== "" && satInput.value >= 0 && satInput.value <= 360) {
var background = document.createElement("div");
background.id = "bg";
document.body.appendChild(background);
for (var i = 0; i <= 100; i++) {
var childDiv = document.createElement("div");
childDiv.id = "color";
background.appendChild(childDiv);
childDiv.style.backgroundColor = "hsl(" + satInput.value + "," + i + "%, 50%)";
}
} else {
alert("Please write a number between 0 to 360.");
}
}
satButton.onclick = saturation;
One way is to replace the bg div, if it exists
var satInput = document.createElement("input");
var satButton = document.createElement("button");
satInput.setAttribute("placeholder", "Write a number between 0 to 360");
satInput.setAttribute("size", "30")
satButton.innerHTML = "Submit";
document.body.appendChild(satInput);
document.body.appendChild(satButton);
var saturation = function() {
if (satInput.value !== "" && satInput.value >= 0 && satInput.value <= 360) {
var existing = document.getElementById("bg");
var background = document.createElement("div");
background.id = "bg";
if (existing) {
document.body.replaceChild(background, existing);
} else {
document.body.appendChild(background);
}
for (var i = 0; i <= 100; i++) {
var childDiv = document.createElement("div");
childDiv.id = "color";
background.appendChild(childDiv);
childDiv.style.backgroundColor = "hsl(" + satInput.value + "," + i + "%, 50%)";
}
} else {
alert("Please write a number between 0 to 360.");
}
}
satButton.onclick = saturation;
#bg {
background-color: #eee;
border: 1px solid #000;
text-align: center;
padding: 10px 0;
margin-top: 10px;
}
#color {
display: inline-block;
height: 20px;
width: 15%;
border: 1px solid #000;
margin: 2px;
text-align: center;
font-family: segoe, sans-serif;
font-size: 14px;
line-height: 18px;
}
Another is just to remove the contents of bg and then add the new content
var satInput = document.createElement("input");
var satButton = document.createElement("button");
satInput.setAttribute("placeholder", "Write a number between 0 to 360");
satInput.setAttribute("size", "30")
satButton.innerHTML = "Submit";
document.body.appendChild(satInput);
document.body.appendChild(satButton);
var saturation = function() {
if (satInput.value !== "" && satInput.value >= 0 && satInput.value <= 360) {
var background = document.getElementById("bg");
if (background) {
background.innerHTML = '';
} else {
background = document.createElement("div");
document.body.appendChild(background);
background.id = "bg";
}
for (var i = 0; i <= 100; i++) {
var childDiv = document.createElement("div");
childDiv.id = "color";
background.appendChild(childDiv);
childDiv.style.backgroundColor = "hsl(" + satInput.value + "," + i + "%, 50%)";
}
} else {
alert("Please write a number between 0 to 360.");
}
}
satButton.onclick = saturation;
#bg {
background-color: #eee;
border: 1px solid #000;
text-align: center;
padding: 10px 0;
margin-top: 10px;
}
#color {
display: inline-block;
height: 20px;
width: 15%;
border: 1px solid #000;
margin: 2px;
text-align: center;
font-family: segoe, sans-serif;
font-size: 14px;
line-height: 18px;
}

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