How can I restart this game using the button at the top? - javascript

I'm trying to make a simple snake game and so far most of it works, except restarting the game after the user has failed. I've added a button to the top and I'm hoping that a user can click the button to restart the game.
Here is the HTML
<head>
<meta charset="UTF-8">
<title>Snake</title>
</head>
<body>
<input type="button" id="restart" value="restart" style="font: normal 30px
monospace; color: white; background-color: blue;">Restart</input>
<h1 id="score" style="font: normal 50px monospace; color: white;">Score:
</h1>
</body>
the CSS
*{
padding: 0;
margin: 0;
}
body{
background-color: black;
}
td{
width: 20px;
height: 20px;
}
.blank{
background-color: blank;
}
.snake{
background-color: white;
border-radius: 50%;
}
.wall{
background-color: #cf1020;
}
.fruit{
background-color: gold;
border-radius: 50%;
}
The javaScript
//settings
var snakeX = 2;
var snakeY = 2;
var height = 28;
var width = 50;
var interval = 100;
var increment = 1;
//game variables
var length = 0;
var tailX = [snakeX];
var tailY = [snakeY];
var fX;
var fY;
var running = false;
var gameOver = false;
var direction = -1; // up = 0, down = -1, left = 1, right = 2
var int;
var score = 0;
//temporary direction (this fixes users pressing keys too quickly and
turning into themselves)
var tempdir = direction;
/**
* entry point of the game
*/
function run(){
init();
int = setInterval(gameLoop, interval);
}
function init(){
createMap();
createSnake();
createFruit();
}
/**
* Generates the map for the snake
*/
function createMap(){
document.write("<table>");
for( var y = 0; y < height; y++){
document.write("<tr>");
for( var x = 0; x < width; x++){
if(x == 0 || x == width -1 || y == 0 || y == height -1){
document.write("<td class='wall' id='"+ x + "-" + y +"'></td>");
}else{
document.write("<td class='blank' id='"+ x + "-" + y +"'>
</td>");
}
}
document.write("</tr>");
}
document.write("</table>");
}
function createSnake(){
set(snakeX, snakeY, "snake");
}
function get(x,y){
return document.getElementById(x+"-"+y);
}
function set(x,y,value){
if(x != null && y != null)
get(x,y).setAttribute("class", value);
}
function rand(min,max){
return Math.floor(Math.random() * (max - min) + min);
}
function getType(x,y){
return get(x,y).getAttribute("class");
}
function createFruit(){
var found = false;
while(!found && (length < (width-2)*(height-2)+1)){
var fruitX = rand(1,width-1);
var fruitY = rand(1,height-1);
if(getType(fruitX, fruitY) == "blank")
found = true;
}
set(fruitX, fruitY, "fruit");
fX = fruitX;
fY = fruitY;
}
/**
* NOTE: notice use of new variable tempdir
*/
window.addEventListener("keypress", function key(event){
//if key is W set direction up
var key = event.keyCode;
if(direction != -1 && (key == 119 || key == 87))
tempdir = 0;
//if key is S set direction down
else if(direction != 0 && (key == 115 || key == 83))
tempdir = -1;
//if key is A set direction left
else if(direction != 2 && (key == 97 || key == 65))
tempdir = 1;
//if key is D set direction right
else if(direction != 1 && (key == 100 || key == 68))
tempdir = 2;
if(!running)
running = true;
else if(key == 32)
running = false;
});
function gameLoop(){
if(running && !gameOver){
update();
}else if(gameOver){
clearInterval(int);
}
}
/**
* NOTE: notice use of new variable tempdir
*/
function update(){
direction = tempdir;
//prevents fruit from not showing up
set(fX, fY, "fruit");
//update the tail
updateTail();
//sets the last segment of the tail to blank before moving the snake
set(tailX[length], tailY[length], "blank");
//updates the position of the snake according to the direction
if(direction == 0)
snakeY--;
else if(direction == -1)
snakeY++;
else if(direction == 1)
snakeX--;
else if(direction == 2)
snakeX++;
//draws the head of the snake on the tail
set(snakeX, snakeY, "snake");
//checks for collisions with self
for(var i = tailX.length-1; i >=0; i--){
if(snakeX == tailX[i] && snakeY == tailY[i]){
gameOver = true;
break;
}
}
//checks for collision with wall
if(snakeX == 0 || snakeX == width-1 || snakeY == 0 || snakeY == height-1)
gameOver = true;
//checks for collisions with fruit
else if(snakeX == fX && snakeY == fY){
//adds 1 to the score
score+=1;
//creates new fruit, which automatically replaces the old one
createFruit();
//adds the set increment to the length of the snake making it longer
length+=increment;
}
//set
document.getElementById("score").innerHTML = "Score: "+ score;
}
function updateTail(){
for(var i = length; i > 0; i--){
tailX[i] = tailX[i-1];
tailY[i] = tailY[i-1];
}
tailX[0] = snakeX;
tailY[0] = snakeY;
}
run();
The Codepen
https://codepen.io/McComb/pen/EoYVRY

Not sure what requirements you have for this project, but i added jQuery to ease my work in it.
i added a new div in the body
<div id="canvas"></div>
i changed your createMap method with this :
/**
* Generates the map for the snake
*/
function createMap(){
var canvas;
canvas = '<table>';
for( var y = 0; y < height; y++){
canvas += "<tr>";
for( var x = 0; x < width; x++){
if(x == 0 || x == width -1 || y == 0 || y == height -1){
canvas += "<td class='wall' id='"+ x + "-" + y +"'></td>";
}else{
canvas += "<td class='blank' id='"+ x + "-" + y +"'></td>";
}
}
canvas += "</tr>" ;
}
$('#canvas').html(canvas);
}
and added a reset method
function reset()
{
//settings
snakeX = 2;
snakeY = 2;
height = 28;
width = 50;
interval = 100;
increment = 1;
//game variables
length = 0;
tailX = [snakeX];
tailY = [snakeY];
running = false;
gameOver = false;
direction = -1; // up = 0, down = -1, left = 1, right = 2
score = 0;
//temporary direction (this fixes users pressing keys too quickly and turning into themselves)
tempdir = direction;
clearInterval(int);
run();
// reset score
$('#score').text('Score: '+score);
}
here is the project with the changes :
https://codepen.io/anon/pen/vpBKyL

Related

Function used for calculating not functioning, and a snake that can't be longer than 2?

I'm making a snake clone, and I've got the head to the second segment working. The rest of the body checks should run through automatically, but it cuts off the body at the second segment without going through the rest of the segments, despite the fact that it should. My code is as follows:
var pixels = document.getElementsByClassName('pixel'); // 0 to 95
var dir = 'right';
var foodEat = true;
var dead = true;
var snakeLong = 1;
var headPos;
var foodPix;
var foodMake = function(){ // Create Food pixel (Not On Snake)
var tempnum = Math.ceil(Math.random() * (95 - 5) + 5);
var pixstate = window.getComputedStyle(pixels[tempnum]).getPropertyValue('--state');
if (pixstate == 'snake' || pixstate == 'snakeHead' || pixstate == 'snakeEnd'){
console.log('Repeating');
foodMake();
} else {
console.log('Food Made!');
$(pixels[tempnum]).css('--state','food');
}
}
var directSend = function(reference,direction){
if (direction == 'left'){
reference -=1;
return reference;
} else if (direction == 'up'){
reference -=12;
return reference;
} else if (direction == 'right'){
reference +=1;
return reference;
} else if (direction == 'down'){
reference +=12;
return reference;
}
}
var snakeMake = function(refer,tsnakel){ // Continue To Form Snake
if (tsnakel > 0){
var tempdir = $(pixels[refer]).css('--goFrom');
console.log(directSend(refer,tempdir));
if (tsnakel = 1){
$(pixels[directSend(refer,tempdir)]).css('--state','empty');
} else {
refer = directSend(refer,tempdir);
}
tsnakel -= 1;
snakeMake(refer,tsnakel);
}
}
var snakeHEF = function(){ // Form First Sections of Snake
var Pheadpos;
var tdir;
if (dir == 'left'){ // Previous Segment Position
Pheadpos = 1;
tdir = 'right';
} else if (dir == 'up'){
Pheadpos = 12;
tdir = 'down';
} else if (dir == 'right'){
Pheadpos = -1;
tdir = 'left';
} else if (dir == 'down'){
Pheadpos = -12;
tdir = 'up';
}
$(pixels[headPos]).css('--state','snakeHead');
$(pixels[headPos]).css('--snakePos','1');
$(pixels[headPos]).css('--goFrom',tdir);
if (snakeLong == 1){ // No Food Eaten
$(pixels[headPos+Pheadpos]).css('--state','empty');
}
if (snakeLong >= 2){ // One Food Eaten
var send;
$(pixels[headPos+Pheadpos]).css('--state','snake');
$(pixels[headPos+Pheadpos]).css('--snakePos','2');
var temppos = $(pixels[headPos+Pheadpos]).css('--goFrom');
if (temppos == 'left'){
$(pixels[headPos+Pheadpos-1]).css('--state','empty');
send = headPos+Pheadpos-1;
} else if (temppos == 'up'){
$(pixels[headPos+Pheadpos-12]).css('--state','empty');
send = headPos+Pheadpos-12;
} else if (temppos == 'right'){
$(pixels[headPos+Pheadpos+1]).css('--state','empty');
send = headPos+Pheadpos+1;
} else if (temppos == 'down'){
$(pixels[headPos+Pheadpos+12]).css('--state','empty');
send = headPos+Pheadpos+12;
}
if (snakeLong > 2){ // More Than 1 Food Eaten
snakeMake(send,snakeLong-2);
}
}
}
var Game = setInterval(function(){
$(document).keydown(function(keyPressed){
if (keyPressed.keyCode == 88){ // Reset Game [x]
for (s = 0; s < 96; s++){
var pixstate = $(pixels[s]).css('--state');
if (pixstate == 'food'){
$(pixels[s]).css('--state','empty');
}
if (pixstate == 'snake' || pixstate == 'snakeHead' || pixstate == 'snakeEnd'){
$(pixels[s]).css('--state','empty');
$(pixels[s]).css('--snakePos','not');
$(pixels[s]).css('--goFrom','none');
}
}
foodEat = true;
$(pixels[0]).css('--state','snakeHead');
$(pixels[0]).css('--snakePos','1');
$(pixels[0]).css('--goFrom','left');
dead = false;
snakeLong = 1;
headPos = 0;
dir = 'right';
} // Movement Set
if (keyPressed.keyCode == 37 && dir !== 'right'){ // [<-]
dir = 'left';
} else if (keyPressed.keyCode == 38 && dir !== 'down'){ // [^^]
dir = 'up';
} else if (keyPressed.keyCode == 39 && dir !== 'left'){ // [->]
dir = 'right';
} else if (keyPressed.keyCode == 40 && dir !== 'up'){ // [vv]
dir = 'down';
}
});
if (dead == false){ //Dead Check Then Do Game Calculations
if (dir == 'left'){ // Move Head
for (s = 0; s < 8; s++){
if (headPos == 0+(12*s)){
dead = true;
}
}
if (dead == false){
headPos -= 1;
if (foodPix == headPos){
snakeLong += 1;
foodEat = true;
}
snakeHEF();
}
} else if (dir == 'up'){
if (headPos < 12){
dead = true;
}
if (dead == false){
headPos -= 12;
if (foodPix == headPos){
snakeLong += 1;
foodEat = true;
}
snakeHEF();
}
} else if (dir == 'right'){
for (s = 0; s < 8; s++){
if (headPos == 11+(12*s)){
dead = true;
}
}
if (dead == false){
headPos += 1;
if (foodPix == headPos){
snakeLong += 1;
foodEat = true;
}
snakeHEF();
}
} else if (dir == 'down'){
if (headPos > 83){
dead = true;
}
if (dead == false){
headPos += 12;
if (foodPix == headPos){
snakeLong += 1;
foodEat = true;
}
snakeHEF();
}
}
if (foodEat == true){ // Food generator
foodMake();
foodEat = false;
}
for (s = 0; s < 96; s++){
var tpixstate = $(pixels[s]).css('--state');
if (tpixstate == 'food'){
foodPix = s;
}
}
}
for (s = 0; s < 96; s++){ // Pixel Update
var pixstate = $(pixels[s]).css('--state');
if (pixstate == 'snake' || pixstate == 'snakeHead' || pixstate == 'snakeEnd'){
$(pixels[s]).css('background-color','rgb(0,170,0)');
} else if (pixstate == 'food'){
$(pixels[s]).css('background-color','rgb(270,0,0)');
} else if (pixstate == 'empty'){
$(pixels[s]).css('background-color','rgb(68,68,68)');
}
}
},750);
Edit: To reduce confusion, I have now given the entire code.
As it turns out, I was calling the code to remove the third body segment every time, (lines 76 thru 88) even when the body was supposed to be longer.(I changed it to one '--state' changer, in an if statement checking for a body length of 2) Additionally, an if statement (line 40) was using = instead of ==, causing it to count as true each time, cutting off the fourth body segment.

How to fix 'ReferenceError: hello is not defined' when it is

I'm trying to code a game and I want to make it so that when you click a button, it increases the number. My game is like a mining game and you click to get ores and at the top right is a box which tells you what you are mining and you can see what you are mining, except when I click the mine button, it comes with the error which says ReferenceError: hello is not defined. The function hello is the function which gives you the ores.
I have tried fixing up some other functions which give you helpers in exchange for help but it didn't change anything, also I checked on stack overflow, but there wasn't anything that could help me. (Keep in mind I am 10 years old)
HTML:
<div class="mwrapper">
<button id="minebutton" onclick="hello()">Mine!</button>
</div>
JavaScript:
//defining the vars.
var stonei = 0;
var deepness = 0;
var stone = 0;
var silveri = 0;
var silver = 0;
var goldi = 0;
var gold = 0;
var platinumi = 0;
var platinum = 0;
var diamondi = 0;
var diamond = 0;
var alexandritei = 0;
var alexandrite = 0;
var amethysti = 0;
var amethyst = 0;
var unobtaniumi = 0;
var unobtanium = 0;
var emeraldi = 0;
var emerald = 0;
var tubi = 0;
var tub = 0;
var blockN;
var block = 0;
var money = 0;
var stoneSold = 0;
var silverSold = 0;
var goldSold = 0;
var clickers = 0;
var moneyEver = 0;
var BpS = 0;
//defining element to shorten code later
var blockEl = document.getElementById("block");
var btxtEL = document.getElementById("btxt");
var moneyEl = document.getElementById("money");
//changing what the 'Block you are mining' says
var findBlock = function(b) {
if (b === 0) {
blockEl.style.backgroundColor = "grey";
btxt.innerHTML = "Stone";
blockN = "stone";
}
else if (b === 1) {
blockEl.style.backgroundColor = "silver";
btxt.innerHTML = "Silver";
blockN = "silver";
}
else if (b === 2) {
blockEl.style.backgroundColor = "gold";
btxt.innerHTML = "Gold";
blockN = "gold";
}
else if (b === 3) {
blockEl.style.backgroundColor = "rgb(90, 89, 89)";
btxt.innerHTML = "Platinum"
blockN = "platinum";
}
else if (b === 4) {
blockEl.style.backgroundColor = "rgb(185, 242, 255)";
btxt.innerHTML = "Diamond"
blockN = "diamond";
}
else if (b <= 10) {
btxt.innerHTML = "Not coded yet";
}
//hehe
else {
btxt.innerHTML = "WHAAAA?????????";
}
}
//adds materials to the left sidebar
var createBlock = function(b) {
if (b === 0) {
stonei += 1;
stone += 1;
document.getElementById("stonei").innerHTML = stonei;
document.getElementById("stone").innerHTML = stone;
}
else if (b === 1) {
silveri += 1;
silver += 1;
document.getElementById("silveri").innerHTML = silveri;
document.getElementById("silver").innerHTML = silver;
}
else if (b === 2) {
goldi += 1;
gold += 1;
document.getElementById("goldi").innerHTML = goldi;
document.getElementById("gold").innerHTML = gold;
}
else if (b === 3) {
platinumi += 1;
platinum += 1;
document.getElementById("platinumi").innerHTML = platinumi;
document.getElementById("platinum").innerHTML = platinum;
}
else if (b === 4) {
diamondi += 1;
diamond += 1;
document.getElementById("diamondi").innerHTML = diamondi;
document.getElementById("diamond").innerHTML = diamond;
}
//not coded rest
}
//From https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random
//for finding the block when you mine
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min; //The maximum is exclusive and the minimum is inclusive
}
//when you click the mine button it does this
var hello = function() {
if (deepness === stone + silver + gold + platinum + diamond && stone >= stonei && silver >= silveri && gold >= goldi && platinum >= platinumi && diamond >= diamondi && stoneSold == stone - stonei && moneyEver == money + clickers &&typeof hsjsahjkd === 'undefined' || hsjsahjkd === null) {
if (deepness <= 50) {
block = 0;
findBlock(block);
deepness += 1;
createBlock(block)
}
else if (deepness >= 50, deepness < 150) {
block = getRandomInt(0, 2);
findBlock(block);
deepness += 1;
createBlock(block)
}
else if (deepness >= 150, deepness < 250) {
block = getRandomInt(0, 3);
findBlock(block);
deepness += 1;
createBlock(block)
}
else if (deepness >= 250, deepness < 350) {
block = getRandomInt(0, 4);
findBlock(block);
deepness += 1;
createBlock(block)
}
else if (deepness >= 350) {
block = getRandomInt(0, 5);
findBlock(block);
deepness += 1;
createBlock(block)
}
}
else {
btxt.innerHTML = "Cheater.";
stonei = 0;
deepness = 0;
stone = 0;
silveri = 0;
silver = 0;
goldi = 0;
gold = 0;
platinumi = 0;
platinum = 0;
diamondi = 0;
diamond = 0;
alexandritei = 0;
alexandrite = 0;
amethysti = 0;
amethyst = 0;
unobtaniumi = 0;
unobtanium = 0;
emeraldi = 0;
emerald = 0;
tubi = 0;
tub = 0;
stoneSold = 0;
silverSold = 0;
goldSold = 0;
clickers = 0;
moneyEver = 0;
BpS = 0;
console.log("You cheated. The game restarted.")
if (typeof hsjsahjkd == 'undefined') {
var hsjsahjkd = 1;
}
else {
hsjsahjkd += 1;
}
document.getElementById("cheat").innerHTML = hsjsahjkd;
}
}
Sorry, but the functions needed are quite long. If you want to see the whole code, go to megagames.me/games/mining.html
I expected the out put of hello() to increment some of the ores, but it gave ReferenceError: hello is not defined.
Make sure your JavaScript is linked in the head tag or above the button. Otherwise you'll be calling a function that doesn't exist yet. An easy way to remember is to think of it as a book, you read from top to bottom the same way JavaScript executes top to bottom.
Also, try using Let and Const instead of Var and try using Switch Cases instead of if else all over. :-)

Checking if two points are touching in a hex grid

Some time ago I wrote this fun grid that is offset to look like a hexagonal grid. I added a feature to check if any two points are touching. I thought it was brilliant until I finally found a bug and am not sure how to correct it.
If you press (1,4) and (2,5) you will see that they are "touching" but they shouldn't be. What logic am I missing in the function isTouchingHex?
Found bugs so far..
(1,4) & (2,5)
(2,2) & (3,3)
(0,0) & (1,1)
CodePen
var $point1 = $('#point1');
var $point2 = $('#point2');
var $dx = $('#dx');
var $dy = $('#dy');
var $isTouching = $('#isTouching');
var $table = $('#hexTable');
var table = [];
var rows = 10;
var cols = 5;
var point1 = null;
var point2 = null;
var clickedCount = 0;
for (let y = 0; y < rows; y++) {
var $tr = $('<div class="hexagonRow"></div>')
var row = [];
for (let x = 0; x < cols; x++) {
var $col = $('<div class="hexagon"><div class="hexagonText">' + x + ',' + y + '</div></div>');
$col.click(function() {
if (clickPoint(x, y))
$(this).toggleClass('clicked');
});
$tr.append($col);
row.push(y);
}
$table.append($tr);
table.push(row);
}
function clickPoint(x, y) {
var clicked = true;
if (point1 && point1[0] === x && point1[1] === y) {
point1 = null;
clickedCount--;
} else if (point2 && point2[0] === x && point2[1] === y) {
point2 = null;
clickedCount--;
} else if (!point1 && clickedCount < 3) {
point1 = [x, y];
clickedCount++;
} else if (!point2 && clickedCount < 3) {
point2 = [x, y];
clickedCount++;
} else {
clicked = false;
}
updateDisplay();
return clicked;
}
function updateDisplay() {
if (point1)
$point1.html(point1[0] + ',' + point1[1])
else
$point1.html('');
if (point2)
$point2.html(point2[0] + ',' + point2[1])
else
$point2.html('');
if (point1 && point2) {
var touching = isTouchingHex(point1[0], point1[1], point2[0], point2[1]) ? 'true' : 'false';
$isTouching.html(touching)
} else {
$isTouching.html('');
}
}
function isTouchingHex(x1, y1, x2, y2) {
var deltaX = x1 - x2;
var deltaY = y1 - y2;
$dx.html(deltaX);
$dy.html(deltaY);
// check same x
if (deltaX === 0) {
switch (deltaY) {
// check bottom left
case -1:
// check bottom
case -2:
// check top right
case 1:
// check above
case 2:
return true;
break;
}
} else if (deltaX === 1) {
switch (deltaY) {
// check bottom left
case -1:
// check top left
case 1:
return true;
break;
}
}else if (deltaX === -1) {
switch (deltaY) {
// check bottom right
case -1:
return true;
break;
}
}
return false;
}

Link the movement of a div to the movement of another div

I'm making an alcohol simulator, so when I press a button, you see an alcohol bottle being drained, but at the same time I should see the stomach filling. I have a code already for 'drinking', but I want to fix that if the water of the bottle moves 2 steps, that the water of the stomach only moves one step. I'll put just the js here, if you want the html as well, let me know.
var top_max = 475,
top_min = 400,
left_max = 200;
function move_img(str) {
var step = 1; // change this to different step value
var el = document.getElementById('i1');
var el2 = document.getElementById('i2');
if (str == 'up' || str == 'down') {
var top = el.offsetTop;
var height = el.offsetHeight;
console.log(height);
if (str == 'up') {
top -= step;
height += step;
} else {
top += step;
height -=step;
}
if (top_max >= top && top >= 110) {
document.getElementById('i1').style.top = top + "px";
document.getElementById('i1').style.height = height;
} else {
clearInterval(myVar)
}
} else if (str == 'left' || str == 'right') {
var left = el.offsetLeft;
if (str == 'left') {
left += step;
} else {
left -= step;
}
if (top_left < left && left >= 0) {
document.getElementById('i1').style.left = top + "px";
} else {
clearInterval(myVar)
}
}
}
function auto(str) {
myVar = setInterval(function () {
move_img(str);
}, 90);
}
function nana() {}
var myVar;
function handler() {
clearInterval(myVar);
auto(this.id);
}
function auto(str) {
myVar = setInterval(function(){ move_img(str); }, 2) ;
}
function stop(){
setTimeout(function( ) { clearInterval( myVar ); }, 1);
}

Moving right immediately pushes div far off screen region

When I attempt to move the div (tank) to the right ONLY in the first "movement command", and only in that direction, I come across in issue whereby my div shoots off a few thousand pixels to the right, way off of the screen region. Was hoping someone would assist me to see why this is.
function animate() {
var tank = document.getElementById("tank");
tank.style.marginLeft="360px";
tank.style.marginTop="440px";
window.xpos = tank.style.marginLeft;
window.ypos = tank.style.marginTop;
window.x = xpos.replace("px","");
window.y = ypos.replace("px","");
document.onkeydown = checkKey;
function checkKey(e) {
e = e || window.event;
if (e.keyCode == '37') {
if (x > 0) {
x = x - 20;
tank.style.marginLeft = x + "px";
}
} else if (e.keyCode == '39') {
if (x < 70) {
x = x + 20;
tank.style.marginLeft = x + "px";
}
} else if (e.keyCode == '38') {
if (y > 0) {
y = y - 20;
tank.style.marginTop = y + "px";
}
} else if (e.keyCode == '40') {
if (y < 440) {
y = y + 20;
tank.style.marginTop = y + "px";
}
}
}
checkKey(e);
}
window.lives = 3;
function destroy() {
if (lives != 0) {
alert("Life Lost!");
lives--;
window.collision == false;
animate();
} else {
alert("Try Again!");
}
}
window.collision = true;
function state() {
if (collision == false) {
window.state = 1;
} else if (collision == true) {
window.state = 0;
}
return state;
}
state();
if (state == 1) {
animate();
} else {
destroy();
}
You think you are doing a math operation but what you really are doing a string concatenation. In Javascript "360"-20 equals 340 because in this case the string is converted to a number and then an arithmetic subtraction is performed with both numeric values, however a different set of rules apply for the plus operator: in this case "360"+20 yields "36020" because the number is converted to a string and then both strings are concatenated.
Do this:
window.x = Number(xpos.replace("px",""));
window.y = Number(ypos.replace("px",""));

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