The program currently runs with no errors in dev tools. Everything is performing besides the last part of code. After I enter the input in the prompt the container clears but will not let me draw inside of it with the newly set variables?
var row=16;
var sizeofsquare=45;
function gridLife() {
for (var x = 0; x < row; x++){
for (var y = 0; y < row; y++){
$("<div class='square'></div>").appendTo(".container");
}
}
}
$(document).ready(function(){
gridLife();
$('.square').on('mouseenter', function() {
$(this).css('background-color', 'black');
});
});
$(document).ready(function(){
$('.buttons').click(function(){
$('.container').empty();
row = prompt ('How many sqaures would you like?');
sizeofsquare = 720/row;
});
});
The problem is you're removing all the squares by calling $('.container').empty(), but not putting them back afterwards. At the end of your button click handler, you should call gridLife() again to regenerate the grid elements.
However, it will still not work because only the original square elements had the mouseenter events bound. The new squares won't have that event handler anymore. You could fix this by calling $('.square').on again, but that's messy. The best way is to use the optional selector argument to .on(), like this:
$('.container').on('mouseenter', '.square', function () {
$(this).css('background-color', 'black');
});
Now, all .square elements that ever exist within the .container element will automatically trigger that same event.
Related
There is a page and I am trying to attach an onclick event to the button ("SEARCH CRUISES") on the page but the onclick event is not firing correctly. Here is my code:
<script>
debugger;
var x = document.getElementsByClassName("cdc-filters-search-cta")
for (i=0; i< x.length; i++){
if(x[i].text.trim().indexOf("SEARCH") >= 0 && x[i].text.trim().indexOf("CRUISES") >= 0){
x[i].onclick = function(){
console.log("Search button clicked");
};
break;
}
}
Here is the complete html: https://jsfiddle.net/g0tkqrx6/
I have tried attaching the onclick event to the object in many different ways but I am not able to get the click event to fire. I would appreciate if anybody can provide some insight as to what I could be doing wrong here.
Thanks in advance
Seeing your html would be helpful. Make sure you are interacting with the correct names for your js events.
You must use textContent for element text and make it uppercase.
Here is an example:
var x = document.getElementsByClassName("cdc-filters-search-cta")
for (var i=0; i< x.length; i++){
var element = x[i] ;
if((element.textContent ).toUpperCase().indexOf("SEARCH") >= 0 && element.textContent.toUpperCase().indexOf("CARS") >= 0){
element.onclick = function(){
console.log("Search button clicked");
};
break;
}
}
<button class="cdc-filters-search-cta"> SEARCH</button>
<button class="cdc-filters-search-cta"> CARS</button>
<button class="cdc-filters-search-cta">SEARCH CARS</button>
Well to start with I think you should really take a look at this article on why you shouldn't add inline functions or css.
https://www.tomdalling.com/blog/coding-styleconventions/why-inline-comments-are-generally-a-bad-idea/
Secondly I think your issue is that you are trying to add a click event to an angular front end which is controlled by the ngModel and also the site is probably compiled AOT. However you can try this,
let x = document.querySelectorAll('.cdc-filters-search-cta');
let term = /[(SEARCH)(CRUISES)]/
x = Array.from(x);
x.forEach(span => {
if (term.test(span.textContent)) {
return span.addEventListener('click', (e) => {
console.log('span clicked')
});
}
})
I changed your code to querySelectorAll which returns an array and I used a forEach loop to add an eventListener. Not sure how well that will go down with your angular, but maybe.
I'm new to coding and just created a Pixel Art Maker!
I am experimenting with jQuery and am wanting to know if:
• there is a proper event method that I can call to create an effect for:
"If I click and drag my mouse over certain cells, the colors of the cells will change."
Currently I have my table set up to where you click it once, it adds color, if you click it a second time, it removes the color.
I would like a user to just drag their mouse to give it the effect like they are drawing.
I tried implementing using mouseDown() and select() but that didnt work.
Any help on how I can implement this would be appreciated. Even better if you don't give me the exact answer right off the bat, but give me hints on what jQuery event methods and listeners I should be using and where I would put it in the code so that way I can learn.
Thanks all!
Codepen Demo: https://codepen.io/chaycesol/full/Qmmyjq
var height, width, color;
// When size is submitted by the user, call makeGrid()
$('#sizePicker').submit(function (event) {
event.preventDefault();
height = $('#inputHeight').val();
width = $('#inputWeight').val();
makeGrid(height, width);
});
function makeGrid(h,w) {
//Removes grid if one is already present before pressing submit
$('tr').remove();
// Creating each table row
for (var i= 1; i <= h; i++) {
$('#pixelCanvas').append('<tr id=table' + i + '></tr>');
for (var j = 1; j <=w; j++) {
$('#table' + i).append('<td></td>');
}
}
//Draw with color in table cells
$('td').click(function addColor() {
color = $('#colorPicker').val();
if ($(this).attr('style')) {
$(this).removeAttr('style')
} else {
$(this).attr('style', 'background-color:' + color);
}
});
I thought that this onClick event in a For loop would help me but when I tried it, it still didn't work.
I am making a simple Battleship game, and while I'm trying to have the user click on only 4 squares to place on ship, the loop keeps going and doesn't stop after 4 tries. I have my onclick even handler in a for loop, but after 4 tries it doesn't stop. I've tried adding a count variable after the end, and even tried adding a break statement but can't get it to work.
Here's my code:
function placeShips() {
var playerTable = document.getElementById("mainPlayer");
var playerCells = playerTable.getElementsByTagName("td");
var count = 1;
alert("Please place the first ship. Click on 4 squares.");
while (count <= 4) {
for (i = 0; i < playerCells.length; i++) {
playerCells[i].onclick = placeBattleship;
}
count++;
}
}
The placeBattleship function contains the code to change the grid square to a background color of red to mark it. My problem is that once the user clicks 4 squares, you can keep going and click on more and more. I can't get the above for loop that calls the placeBattleship function to stop after the user clicks on 4 squares. I've tried putting it in a while loop, and even the solution in the above link, as well as moving the assignment of count, but can't get it to stop after x amount of times (in this case, 4).
Any ideas on what I'm doing wrong, or a better way to do it?
Wouldn't you consider to use jQuery?
Look your function much shorter:
function placeShips() {
$("td:lt(4)").click(placeBattleship);
}
You can testify on the code below:
<table>
<tr>
<td>1.1</td><td>2.1</td>
</tr>
<tr>
<td>1.2</td><td>2.2</td>
</tr>
<tr>
<td>1.3</td><td>2.3</td>
</tr>
</table>
<div id="console"></div>
<script>
$("td:lt(4)").each(function(){
$("#console").append("Content of "+ $(this).html() + "<br/>");
});
$("td:lt(4)").click(function(){
$("#console").append("Clicking "+ $(this).html() + "<br/>");
});
</script>
...or on my Plunker: https://plnkr.co/edit/yNZw6ZhkNfA9E0NdQg7V
So, now we have a solution that stop for 4th click on the squares:
function placeBattleship() {
var $shipDisplay = $("#shipDisplay");
var counter = $shipDisplay.data("counter");
if(counter++ < 4) {
$(this).css("background-color", "red");
$shipDisplay.data("counter", counter);
}
}
function placeShips() {
$("td").click(placeBattleship);
}
$(document).ready(function(){
placeShips();
});
I use a div with id shipDisplay to store a data-attribute for count the clicks.
Look at the plunker: http://plnkr.co/edit/PEba15PSLv2LK6qjY7AD?p=preview
You should separate priorities in your logic and removeEventListener when counter hits 4 , hopefully this helps you :
//defined outside the function
var counter = 0;
playerCells.addEventListener("click" , placeShips );
Then
function placeShips() {
if(counter <= 4){
//Move ship
placeBattleship();
//add to counter
counter++
}else{
//Remove click event if counter reaches 4 .
playerCells.removeEventListener("click" , doSomethingElse)
}
}
You question needs a bit clarification. To my current understanding, you need to move the checking of count to placeBattleship.
What you are doing is binding click to same tds 4 times, not limiting the number of event triggering to 4 times.
// pseudo code
var count = 4; // this is global
var currentCount = 0;
initFunc() {
// bind click events ONCE
}
startPlacing() {
// accept user click and place ship
// set currentCount to zero
}
placeShip() {
// the callback of user `click`
// check for currentCount == count then move on (no more placement)
// increase currentCount by 1
// place ship
}
Note that after an event is triggered, the listener will not be removed. Until you removeEventListener() from it, it will always be listening.
I've created a script that attaches an event listener to a collection of pictures by default. When the elements are clicked, the listener swaps out for another event that changes the image source and pushes the id of the element to an array, and that reverses if you click on the swapped image (the source changes back and the last element in the array is removed). There is a button to "clear" all of the images by setting the default source and resetting the event listener, but it doesn't fire reliably and sometimes fires with a delay, causing only the last element in a series to be collected.
TL;DR: An event fires very unreliably for no discernible reason, and I'd love to know why this is happening and how I should fix it. The JSFiddle and published version are available below.
I've uploaded the current version here, and you can trip the error by selecting multiple tables, pressing "Cancel", and selecting those buttons again. Normally the error starts on the second or third pass.
I've also got a fiddle.
The layout will be a bit wacky on desktops and laptops since it was designed for phone screens, but you'll be able to see the issue and inspect the code so that shouldn't be a problem.
Code blocks:
Unset all the selected tables:
function tableClear() {
//alert(document.getElementsByClassName('eatPlace')[tableResEnum].src);
//numResTables = document.getElementsByClassName('eatPlace').src.length;
tableArrayLength = tableArray.length - 1;
for (tableResEnum = 0; tableResEnum <= tableArrayLength; tableResEnum += 1) {
tableSrces = tableArray[tableResEnum].src;
//alert(tableSrcTapped);
if (tableSrces === tableSrcTapped) {
tableArray[tableResEnum].removeEventListener('click', tableUntap);
tableArray[tableResEnum].addEventListener('click', tableTap);
tableArray[tableResEnum].src = window.location + 'resources/tableBase.svg';
} /*else if () {
}*/
}
resTableArray.splice(0, resTableArray.length);
}
Set/Unset a particular table:
tableUntap = function () {
$(this).unbind('click', tableUntap);
$(this).bind('click', tableTap);
this.setAttribute('src', 'resources/tableBase.svg');
resTableArray.shift(this);
};
tableTap = function () {
$(this).unbind('click', tableTap);
$(this).bind('click', tableUntap);
this.setAttribute('src', 'resources/tableTapped.svg');
resTableArray.push($(this).attr('id'));
};
Convert the elements within the 'eatPlace' class to an array:
$('.eatPlace').bind('click', tableTap);
tableList = document.getElementsByClassName('eatPlace');
tableArray = Array.prototype.slice.call(tableList);
Table instantiation:
for (tableEnum = 1; tableEnum <= tableNum; tableEnum += 1) {
tableImg = document.createElement('IMG');
tableImg.setAttribute('src', 'resources/tableBase.svg');
tableImg.setAttribute('id', 'table' + tableEnum);
tableImg.setAttribute('class', 'eatPlace');
tableImg.setAttribute('width', '15%');
tableImg.setAttribute('height', '15%');
$('#tableBox').append(tableImg, tableEnum);
if (tableEnum % 4 === 0) {
$('#tableBox').append("\n");
}
if (tableEnum === tableNum) {
$('#tableBox').append("<div id='subbles' class='ajaxButton'>Next</div>");
$('#tableBox').append("<div id='cazzles' class='ajaxButton'>Cancel</div>");
}
}
First mistake is in tapping and untapping tables.
When you push a Table to your array, your pushing its ID.
resTableArray.push($(this).attr('id'));
It will add id's of elements, depending on the order of user clicking the tables.
While untapping its always removing the first table.
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/shift
resTableArray.shift(this);
So, when user clicks tables 1, 2, 3. And unclicks 3, the shift will remove table 1.
Lets fix this by removing untapped table
tableUntap = function () {
$(this).unbind('click', tableUntap);
$(this).bind('click', tableTap);
this.setAttribute('src', 'http://imgur.com/a7J8OJ5.png');
var elementID = $(this).attr('id');
var elementIndex = resTableArray.indexOf(elementID);
resTableArray.splice(elementIndex, 1);
};
So you were missing some tables after untapping.
Well lets fix tableClear,
You have a array with tapped tables, but you are searching in main array.
function tableClear() {
tableLen = resTableArray.length;
for (var i = 0; i < tableLen; i++) {
var idString = "#" + resTableArray[i];
var $element = $(idString);
$element.unbind('click', tableUntap);
$element.bind('click', tableTap);
$element.attr("src", 'http://imgur.com/a7J8OJ5.png');
}
resTableArray = [];
}
Im searching only tapped tables, and then just untap them and remove handlers.
fiddle: http://jsfiddle.net/r9ewnxzs/
Your mistake was to wrongly remove at untapping elements.
This is a simple but intersting issue. Suppose I have two sections of respective class .toggle0 and .toggle1, suppose I want to display .toggle0 and hide .toggle1 when clicking on some tag .footer0, and vice-versa : I want to display .toggle1 and hide .toggle0 when clicking on some tag .footer1. Now this code works correctly
$('.toggle1').hide();
var i=0;
$(".footer"+i+"").click(function(){
$(".toggle"+(i+1) %2+"").hide();
$(".toggle"+i+"").show();
});
var j=1;
$(".footer"+j+"").click(function(){
$(".toggle"+(j+1) %2+"").hide();
$(".toggle"+j+"").show();
});
but this doesn't work in the sense that nothing happens on click event
for(var i=0;i<2;i++){
$(".footer"+i+"").click(function(){
$(".toggle"+(i+1) %2+"").hide();
$(".toggle"+i+"").show();
});
}
if I put this
$('.toggle1').hide();
var i=0;
$(".footer"+i+"").click(function(){
$(".toggle"+(i+1) %2+"").hide();
$(".toggle"+i+"").show();
});
i =1;
$(".footer"+i+"").click(function(){
$(".toggle"+(i+1) %2+"").hide();
$(".toggle"+i+"").show();
});
.toggle1 displays and .toggle0 hides when clicking on some tag .footer1 but .toggle0 does not display and .toggle1 does not hide when clicking on some tag .footer0 . It seems that the second click event takes precedence upon the first
The i within the the click handler isn't evaluated until a click, at which point the value has changed from when the handler was bound. If you want to go this route, you need to create a closure. Here's one method to do so:
for (var i = 0; i < 2; i++) {
$(".footer" + i + "").click(function () {
var idx = i;
return function () {
$(".toggle"+(idx+1) %2+"").hide();
$(".toggle"+idx+"").show();
console.log(idx);
}
}());
}
$('.footer0').click(function(){
$('.toggle0 .toggle1').hide();
$('.toggle0').show();
});
$('.footer1').click(function(){
$('.toggle0 .toggle1').hide();
$('.toggle1').show();
});