JavaScript button not running function or disappearing after clicked - javascript

EDIT: the issue was a typo, this should have been caught and is not a good question. Sorry about that
So I've been working on making one of my own projects in JS, and it involves lots of buttons. I have one button (The one with the ID of "firstbuildmulti1") which should run the function "build1multi1" But I don't think it is doing that. I've looked over it multiple times and I'm not sure why it won't work. Any help is appreciated! (Side note: the button only appears after you click the third building button, this is intentional). EDIT: I ran the code on here and it said:
{
"message": "Uncaught ReferenceError: b1m1cost is not defined",
"filename": "https://stacksnippets.net/js",
"lineno": 183,
"colno": 17
}
My code is:
//declare variables for points, multiplier, buy upgrade, b1 2 and 3 cost and count, make point updater
var points = 9999;
var pointMulti = 1;
var buyupgrade = 0;
var b1cost = 200;
var b1count = 0;
var b2cost = 1000;
var b2count = 0;
var b3cost = 2000;
var b3count = 0;
var b1m1cost = 1500;
var currentpoints = setInterval(pointupdate, 500);
//clicking on main button to add points
function addPoints() {
points += pointMulti;
var pointsArea = document.getElementById("pointdisplay");
pointsArea.innerHTML = "You have " + Math.round(points) + " points!";
if(points >= 100 && buyupgrade == 0) {
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "inline";
console.log();
}
}
//make logic for doubling addpoints
function firstx2() {
if (buyupgrade == 0) {
pointMulti *= 2;
buyupgrade++;
points -= 100;
var multiplierArea = document.getElementById("multidisplay");
multiplierArea.innerHTML = "Your multiplier is: " + pointMulti;
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "none";
//logic for displaying first building upgrade
if (buyupgrade == 1) {
var firstbuild = document.getElementById("firstbuild");
firstbuild.style.display = "inline";
firstbuild.innerText = "Building 1. Cost " + b1cost;
var show2ndx2 = document.getElementById("secondx2");
multiply2.style.display = "inline";
}
}
}
//displays total points
function pointupdate() {
document.getElementById("pointdisplay").innerHTML = "You have " + Math.round(points) + " points!";
}
//what happens when you click first building button
function build1() {
if (points >= b1cost) {
points -= b1cost;
b1count++;
b1cost *= 1.10;
var b1multi = 1;
var b1pps = b1count * b1multi;
document.getElementById("b1").innerHTML = "You have " + b1count + " of building 1! Making " + b1pps + " points per second."
firstbuild.innerText = "Building 1. Cost " + Math.round(b1cost);
var build1add = setInterval(build1points, 1000);
//display second building
var secondbuild = document.getElementById("secondbuild");
secondbuild.style.display = "inline";
secondbuild.innerText = "Building 2. Cost " + b2cost;
}
}
//what happens when you click second building button
function build2() {
if (points >= b2cost) {
points -= b2cost;
b2count++;
b2cost *= 1.10;
var b2multi = 1;
var b2pps = (b2count * 4) * b2multi;
document.getElementById("b2").innerHTML = "You have " + b2count + " of building 2! Making " + b2pps + " points per second."
secondbuild.innerText = "Building 2. Cost " + Math.round(b2cost);
var build2add = setInterval(build2points, 1000);
//display third building
var thirdbuild = document.getElementById("thirdbuild");
thirdbuild.style.display = "inline";
thirdbuild.innerText = "Building 3. Cost " + b3cost;
}
}
//what happens when you click third building button
function build3() {
if (points >= b3cost) {
points -= b3cost;
b3count++;
b3cost *= 1.10;
var b3multi = 1;
var b3pps = (b3count * 10) * b3multi;
document.getElementById("b3").innerHTML = "You have " + b3count + " of building 3! Making " + b3pps + " points per second."
thirdbuild.innerText = "Building 3. Cost " + Math.round(b3cost);
var build3add = setInterval(build3points, 1000);
//first building first multiplier
var firstbuildmulti1 = document.getElementById("firstbuildmulti1");
firstbuildmulti1.style.display = "inline";
firstbuildmulti1.innerText = "Building 1 x2 multiplier. Cost: " + b1m1cost + "."
}
}
//add points for build1
function build1points() {
points += 1;
}
//add points for build2
function build2points() {
points += 4;
}
//add points for build3
function build3points() {
points += 10;
}
//second x2, display multiplier
function secondx2() {
if (buyupgrade == 1 && points >= 1000) {
pointMulti *= 2;
points -= 1000;
document.getElementById("multidisplay").innerHTML = "Your multiplier is: " + pointMulti;
multiply2.style.display = "none";
}
}
function build1multi1() {
if (points >= b1m1cost) {
points -= b1m1cost;
b1multi *= 2;
var build1multi1 = document.getElementById("build1multi1");
build1multi1.style.display = "none";
}
}
<p>Click to get started!</p>
<!--Link to all CSS files -->
<link rel="stylesheet" href="buttons.css">
<link rel="stylesheet" href="displayscores.css">
<link rel="stylesheet" href="layout.css">
<!-- make all buttons -->
<button id="addpoints" onclick="addPoints()" background-color:red>Add points</button>
<button id="firstbuild" onclick="build1()" style="display:none;">Building 1. Cost x</button>
<button id="secondbuild" onclick="build2()" style="display:none;">Building 2. Cost x</button>
<button id="thirdbuild" onclick="build3()" style="display:none;">Building 3. Cost x</button>
<br>
<p><b>Upgrades:</b></p>
<button id="btn_multiply" onclick="firstx2()" style="display:none;">x2 Multiplier. Cost: 100</button>
<button id="multiply2" onclick="secondx2()" style="display:none;">x2 Multiplier. Cost: 1000</button>
<button id="firstbuildmulti1" onclick="build1multi1()" style="display:none;">Building 1 x2 multiplier. Cost x</button>
<!-- make a div around all paragraphs displaying stats and display them -->
<div class="displayscores">
<p id="pointdisplay"></p>
<p id="multidisplay"></p>
<p id="b1"></p>
<p id="b2"></p>
<p id="b3"></p>
</div>

First things first, as discussed in the comments, anytime you're stuck with the code, you can try using console.log() (If you're new to it, research a bit on using the Console for debugging)
function build1multi1() {
console.log("Entered function"); //If this is printed in console, that means the function is called
if (points >= b1m1cost) {
console.log("Entered condition"); //If this is not printed in console, it means condition points >= b1m1cost fails.
// console.log(b1m1cost); // You can check b1m1cost value in the console
// console.log(points); // You can check points value in the console
points -= b1m1cost;
b1multi *= 2;
var build1multi1 = document.getElementById("build1multi1");
build1multi1.style.display = "none";
}
}
Problem 1 : b1m1cost is not defined
b1m1cost is not defined in the global scope. It is only declared in one of the functions. Hence, the condition inside build1multi1() must be failing.
Problem 2 : Can't read property style of null (Doesn't hide the button)
This is happening inside the build1multi1() function.
Which means var build1multi1 inside that function is null.
Which means document.getElementById("build1multi1"); is unable to find any element with id build1multi1.
If you want to hide the button then the id should be firstbuildmulti1 which is the id for the button. So, change it to document.getElementById("firstbuildmulti1");

Related

Functions in javascript are not running, with no error

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Displaying buttons and printing a variable in javascript

I'm fairly new to JavaScript, but I have some experience in other languages. I've been working on making my own small project, and I'm still figuring out how some things work. I have two problems that I need help solving. The first one, is that I have a button that should appear after you get 100 points, and click the button. This is at the if (buyupgrade == 1) and the following parts of that. I want the button to appear after the conditions are met (buy the first upgrade after getting 100 points). I also want to be printing the text part of a button, but in the text, I need it to display a variable, So my button text will display some words and a variable. Thanks for the help!
<!DOCTYPE html>
<html>
<body>
<p>Click to get started!</p>
<button onclick="addPoints()">Add points</button>
<button id="btn_multiply" onclick="firstx2()" style="display:none;">x2 Multiplier. Cost: 100</button>
<button id="firstbuild" onclick="build1()" style="display:none;">Building 1. Cost 200</button>
<script>
var points = 98;
var pointMulti = 1;
var buyupgrade = 0;
var currentpoints = setInterval(pointupdate, 1000);
function addPoints() {
points += pointMulti;
var pointsArea = document.getElementById("pointdisplay");
pointsArea.innerHTML = "You have " + points + " points!";
if(points >= 100 && buyupgrade == 0) {
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "inline";
}
}
function firstx2() {
if (buyupgrade == 0) {
pointMulti *= 2;
buyupgrade++;
points -= 100;
var multiplierArea = document.getElementById("multidisplay");
multiplierArea.innerHTML = "Your multiplier is: " + pointMulti + "!";
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "none";
}
}
if (buyupgrade == 1) {
document.getElementById("firstbuild");
firstbuild.style.display = "inline";
function build1() {
}
}
function pointupdate() {
document.getElementById("pointdisplay").innerHTML = "You have " + points + " points!";
}
</script>
<p id="pointdisplay"></p>
<p id="multidisplay"></p>
</body>
</html>
Your code that is supposed to make the third button visible is by itself outside any function. This seems like a typo:
if (buyupgrade == 1) {
document.getElementById("firstbuild");
firstbuild.style.display = "inline";
function build1() {
}
This only gets called the first time through the program when buyupgrade == 0
I think you meant for this to be inside the function:
function firstx2() {
if (buyupgrade == 0) {
pointMulti *= 2;
buyupgrade++;
points -= 100;
var multiplierArea = document.getElementById("multidisplay");
multiplierArea.innerHTML = "Your multiplier is: " + pointMulti + "!";
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "none";
}
if (buyupgrade == 1) {
var firstbuild = document.getElementById("firstbuild");
firstbuild.style.display = "inline";
// add some text to the button
firstbuild.innerText = "buyupgrade: " + buyupgrade
}
}
Also, there's a typo:
document.getElementById("firstbuild");
should probably be:
var firstbuild = document.getElementById("firstbuild");

JavaScript with if statements and buttons

I'm very new to JavaScript, but I have some knowledge of c, and a good amount of knowledge about HTML.
My issue in this project is that I want the second button (the one that onclick should run the firstx2 function) to become visible only after the points are 100 or more, and I'm not sure how to go about this. Also need the button to disappear after they click it. Thanks!
var points = 0;
var pointMulti = 1;
function addPoints() {
points = points + pointMulti;
document.getElementById("pointdisplay").innerHTML = "You have " + points
+ " points!";
}
function firstx2() {
pointMulti *= 2;
document.getElementById("multidisplay").innerHTML = "Your multiplier is: " +
pointMulti + "!"
}
<!DOCTYPE html>
<html>
<body>
<p>Click to get started!</p>
<button onclick="addPoints()">Add points</button>
<button onclick="firstx2">x2 Multiplier. Cost: 100</button>
<p id="pointdisplay"></p>
<p id="multidisplay"></p>
</body>
</html>
You did not call the function properly.
changed onclick="firstx2" to onclick="firstx2()"
Also Added few edits to the logic where the score reduces by 100 when you purchase x2 Multiplier.
But the main problem was calling the function.
var points = 0;
var pointMulti = 1;
function addPoints() {
points = points + pointMulti;
document.getElementById("pointdisplay").innerHTML = "You have " + points +
" points!";
}
function firstx2() {
if (points >= 10) {
pointMulti = pointMulti * 2;
points = points - 10;
document.getElementById("pointdisplay").innerHTML = "You have " + points +
" points!";
document.getElementById("multidisplay").innerHTML = "Your multiplier is: " +
pointMulti + "!";
}
}
<p>Click to get started!</p>
<button onclick="addPoints()">Add points</button>
<button onclick="firstx2()">x2 Multiplier. Cost: 100</button>
<p id="pointdisplay"></p>
<p id="multidisplay"></p>
Ok, here's how you do it:
correct the onclick part of the second button, like others have mentioned
add an id to the second button and add styles to it: display:none; to hide it
make it appear in addPoints (set display:inline;)
regarding disappearing, you may set display:none; back again
the particular implementation below works like you described: the multiply button will appear after each click on the first button when you have >=100 points (I've set initial points to 98 for quicker testing):
var points = 98;
var pointMulti = 1;
function addPoints() {
points += pointMulti;
var pointsArea = document.getElementById("pointdisplay");
pointsArea.innerHTML = "You have " + points + " points!";
if(points >= 100) {
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "inline";
}
}
function firstx2() {
pointMulti *= 2;
var multiplierArea = document.getElementById("multidisplay");
multiplierArea.innerHTML = "Your multiplier is: " + pointMulti + "!";
var multiply_button = document.getElementById("btn_multiply");
multiply_button.style.display = "none";
}
<!DOCTYPE html>
<html>
<body>
<p>Click to get started!</p>
<button onclick="addPoints()">Add points</button>
<button id="btn_multiply" onclick="firstx2()" style="display:none;">x2 Multiplier. Cost: 100</button>
<p id="pointdisplay"></p>
<p id="multidisplay"></p>
</body>
</html>
If you'd like the second button to be displayed only once, you should make an extra variable, something like multiplier_got_available, set and check it accordingly. Also, it seems that you wanted to add points -= 100 to firstx2.
First, change
<button onclick="firstx2">x2 Multiplier. Cost: 100</button>
to
<button onclick="firstx2()">x2 Multiplier. Cost: 100</button>
You need the parenthesis.
Second, this should work (replace your firstx2 function with this)
function firstx2(){
if(points >= 100){
pointMulti *= 2;
document.getElementById("multidisplay").innerHTML = "Your multiplier is: " + pointMulti + "!";
document.getElementById("pointdisplay").innerHTML = "You have " + points;
points -= 100;
}
}

Javascript - changing widths of images

I'm creating a tug of war website as a small project. My problem is that my javascript doesn't seem to want to work.
<script>
function randomTeam(){
var TeamV = Math.floor((Math.random() *2 ) + 1)
document.getElementById("TeamHeader").innerHTML = "Team: " + TeamV;
return TeamV;
}
function changeWidth(TeamV){
var MetreLeftV = document.getElementById('MetreLeft');
var MetreRightV = document.getElementById('MetreRight');
if(TeamV == 1){
MetreLeftV.style.width += '10px';
MetreRightV.style.width -= '10px';
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else if(TeamV == 2){
MetreRightV.style.width += '10px';
MetreLeftV.style.width -= '10px';
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}
</script>
Basically, when the page is loaded the randomTeam function is called, and when the button is pressed, it increments the size of your teams side, and decrements the side of the enemy's team. The problem is, it doesn't work at all. Could anyone help me see where this is going wrong? Thank you in advance :')
You can not just add 10px to the width. Convert the width to a number, add 10, than add px to it.
MetreLeftV.style.width = (parseFloat(MetreLeftV.style.width) + 10) + "px"
Do the same for the others and you will need a check for negative numbers.
function randomTeam() {
var TeamV = Math.floor((Math.random() * 2) + 1)
document.getElementById("TeamHeader").innerHTML = "Team: " + TeamV;
return TeamV;
}
function changeWidth(TeamV) {
var MetreLeftV = document.getElementById('MetreLeft');
var MetreRightV = document.getElementById('MetreRight');
console.log(parseFloat(MetreLeftV.style.width) + 10 + 'px')
if (TeamV == 1) {
MetreLeftV.style.width = parseFloat(MetreLeftV.style.width) + 10 + 'px';
MetreRightV.style.width = parseFloat(MetreRightV.style.width) - 10 + 'px';
} else if (TeamV == 2) {
MetreLeftV.style.width = parseFloat(MetreLeftV.style.width) - 10 + 'px';
MetreRightV.style.width = parseFloat(MetreRightV.style.width) + 10 + 'px'
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}
window.setInterval( function () {
var move = randomTeam();
changeWidth(move);
}, 1000);
#MetreLeft {
background-color: red
}
#MetreRight {
background-color: yellow
}
<div id="TeamHeader"></div>
<div id="MetreLeft" style="width:200px">Left</div>
<div id="MetreRight" style="width:200px">Right</div>

How to "echo" or show pictures from Javascript

I'm trying to use the below code to reflect different pictures of the moon into an HTML doc. Of course i've added the Jquery and Javascript tags.
I've been looking at this for hours and trying different things but I can't find out what to put into HTML code that will actually show or echo the pictures.
What should I put into the "moonImage.src = "pix/moon" + truncPhase + ".png";" part of the code? I don't understand how to essentially echo the photos. Help please?:
// Image max size
var IMAGE_MAX_SIZE = 196;
// Records whether or not the gadget is expanded
var poppedOut = false;
function onOpen() {
// Check once every 30 minutes
view.setInterval(onTimer, 30 * 60 * 1000);
// Initialize the gadget
onTimer();
}
// Called when the timer goes off
function onTimer() {
// Compute the moon phase each time timer is called
var cal = new Date();
// Base the computation off of UTC time, to the nearest hour
var phase = computeMoonPhase(cal.getUTCFullYear(),
cal.getUTCMonth() + 1,
cal.getUTCDate(),
cal.getUTCHours());
var truncPhase = Math.floor(phase) % 30;
// Find the text description of the current phase
var desc;
if (truncPhase === 0) {
desc = STRING_MOON_DESC_NEW;
} else if (truncPhase == 7) {
desc = STRING_MOON_DESC_FIRST_QUARTER;
} else if (truncPhase == 15) {
desc = STRING_MOON_DESC_FULL;
} else if (truncPhase == 23) {
desc = STRING_MOON_DESC_THIRD_QUARTER;
} else if (truncPhase > 0 && phase < 7) {
desc = STRING_MOON_DESC_WAXING_CRESCENT;
} else if (truncPhase > 7 && phase < 15) {
desc = STRING_MOON_DESC_WAXING_GIBBOUS;
} else if (truncPhase > 15 && phase < 23) {
desc = STRING_MOON_DESC_WANING_GIBBOUS;
} else {
desc = STRING_MOON_DESC_WANING_CRESCENT;
}
// Set the image and text component appropriately
moonImage.src = "pix/moon" + truncPhase + ".png";
moonImage.tooltip = (Math.floor(phase * 100) / 100) + " " + STRING_DAYS_OLD;
phaseAge.innerText = STRING_MOON_AGE_PREFIX + " " + moonImage.tooltip +
"\n" +
desc;
}
// Called when view is resized (recompute constituent basicElement sizes and
// locations)
function resizeView() {
setDimensions(event.width, event.height);
}
// Open the browser whenever a user double clicks (expanded or collapsed)
function onDblClick() {
var obj = new ActiveXObject("Shell.Application");
obj.Open("http://stardate.org/nightsky/moon/");
}
// Show date age in title, when gadget is minimized
function onMinimize() {
view.caption = STRING_MOON_SHORT + " - " + moonImage.tooltip;
}
// Only show the textual part (details) when popped out
function onPopout() {
poppedOut = true;
phaseAge.visible = true;
}
// Hide the textual part in restored mode, show regular title, and reset
// dimensions
function onRestore() {
view.caption = GADGET_NAME;
phaseAge.visible = false;
//moonImage.enabled = true;
poppedOut = false;
setDimensions(view.width, view.height);
}
// Called whenever the sizes and/or locations of basicElements need to change
function setDimensions(width, height) {
// Image is square, constrained by smallest dimension
var sz = Math.min(width, height);
// Make the image almost as large as the sz
moonImage.width = Math.min(IMAGE_MAX_SIZE, sz * 0.9);
moonImage.height = Math.min(IMAGE_MAX_SIZE, sz * 0.9);
if (poppedOut) {
// Align image on left, and set text location
moonImage.x = 0;
phaseAge.x = moonImage.width + 5;
phaseAge.y = (height - phaseAge.height) / 2;
} else {
// Center image horizontally
moonImage.x = (width - moonImage.width) * 0.5;
}
// Always center image vertically
moonImage.y = (height - moonImage.height) * 0.5;
}
// Compute the moon phase.
// Code is based upon Bradley E. Schaefer''s well-known moon phase algorithm.
function computeMoonPhase(year, month, day, hours) {
var MOON_PHASE_LENGTH = 29.530588853;
// Convert the year into the format expected by the algorithm
var transformedYear = year - Math.floor((12 - month) / 10);
// Convert the month into the format expected by the algorithm
var transformedMonth = month + 9;
if (transformedMonth >= 12) {
transformedMonth = transformedMonth - 12;
}
// Logic to compute moon phase as a fraction between 0 and 1
var term1 = Math.floor(365.25 * (transformedYear + 4712));
var term2 = Math.floor(30.6 * transformedMonth + 0.5);
var term3 = Math.floor(Math.floor((transformedYear / 100) + 49) * 0.75) - 38;
var intermediate = term1 + term2 + (day + (hours - 1) / 24) + 59;
if (intermediate > 2299160) {
intermediate = intermediate - term3;
}
var normalizedPhase = (intermediate - 2451550.1) / MOON_PHASE_LENGTH;
normalizedPhase = normalizedPhase - Math.floor(normalizedPhase);
if (normalizedPhase < 0) {
normalizedPhase = normalizedPhase + 1;
}
// Return the result as a value between 0 and MOON_PHASE_LENGTH
return normalizedPhase * MOON_PHASE_LENGTH;
}
HTML:
<html>
<head><title>Kendrick Moon</title>
<script src="ajax.googleapis.com/ajax/libs/jquery/1.8.3/ (etc.)
<script src="code.jquery.com/ui/1.9.2/jquery-ui.js"></script>;
<script src="main.js" type="text/javascript"></script>
<head>
<body>
<div><img src=""/> </div>
</body>
</html>
ok, well thats then easy.
first of all, you might want to check out jquery. with jquery it would be something like this.
<img src="" id="my_image" />
in javascript then (with jquery)
// the `myLinkToImage` is hopefully the variable of your path
$("#my_image").attr("src", myLinkToImage);
as you can see I´m using #. That is a typical jQuery Selector. You might check out more of them here
in javascript without jquery
document.getElementById("my_image").src = myLinkToImage;

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