//Blinking of the letter " X " on the Screen
function blink() {
document.getElementById('blinkText').innerHTML = "";
setTimeout("appear()", Math.random() * 3000);
}
//Re-Appearing of the letter " X " on the Screen
function appear() {
document.getElementById('blinkText').innerHTML = "X";
setTimeout("blink()", Math.random() * 3000);
return true;
}
// Counts the number of times a space bar is hit
var hit = 0;
window.onload = function hitSpace() {
document.body.onkeyup = function(e) {
if (e.keyCode == 32) {
hit = hit + 1;
document.getElementById("count").innerHTML = hit;
}
}
blink();
}
//To run function hitSpace() only when the letter "X" appears, else display
alert
function checkForBlink() {
if (appear() == true) {
hitSpace();
} else {
alert("You are too slow!")
}
}
basically what i cant do is, when the letter X appears on the screen i want to count using the function hitSpace() and if the spacebar is hit when the letter X is not there, display an alert message. Please help to rectify my function checkForBlink()
You don't need to call hitSpace(). Check if the X is there in the onkeyup function.
window.onload = function() {
document.body.onkeyup = function(e) {
if (e.keyCode == 32) {
if (document.getElementById("blinkText").innerHTML == "X") {
hit = hit + 1;
document.getElementById("count").innerHTML = hit;
} else {
alert("Sorry, you're too slow");
}
}
}
blink();
}
Related
I'm trying to make a small game with Javascript where the user has to enter the sum of two random numbers (a and b).When you click on a button or when you press enter, it calls a function which checks if the sum is the same as what you entered. If that's the case, the function play() is called again and a and b change. It works fine the first time, but the second time, unless the second sum is equal to the first one, it doesn't work. What does my answer() function acts as if a and b didn't change ?
let count = 0;
function play() {
if (count < 10) {
// setTimeout(loss, 30000);
count += 1;
document.getElementById("user-answer").value = "";
var a = Math.floor(Math.random() * 20) + 1;
var b = Math.floor(Math.random() * 20) + 1;
var question = document.getElementById("question");
question.textContent = a + " + " + b;
function answer() {
var result = a + b;
var userAnswer = document.getElementById("user-answer").value;
if (userAnswer == result) {
sound.play();
//clearTimeout();
play();
}
if (userAnswer != result) {
document.getElementById("user-answer").classList.add("wrong");
// document.getElementById("user-answer").disabled = true;
console.log(result);
console.log(userAnswer);
// setTimeout(remove, 1000);
}
}
window.addEventListener("keypress", function(event) {
if (event.key == "Enter") {
answer();
}
})
document.getElementById("send-answer").addEventListener("click", answer);
} else {
document.getElementById("win").textContent = "You won!";
}
}
Well, calling play repeatedly will create new local variables a and b and new instances of answer function closing over those a, b and will add new event listeners every time. You could:
move the declaration of answer outside play
share a,b across answer and play
add event listeners only once
Here is somewhat refactored version for a start:
(function () {
let count = 0;
let a = 0, b= 0;
function play() {
if (count < 10){
// setTimeout(loss, 30000);
count += 1;
document.getElementById("user-answer").value = "";
a = Math.floor(Math.random() * 20) + 1;
b = Math.floor(Math.random() * 20) + 1;
var question = document.getElementById("question");
question.textContent = a + " + " + b;
} else {
document.getElementById("win").textContent = "You won!";
}
}
function answer(){
var result = a + b;
var userAnswer = document.getElementById("user-answer").value;
if(userAnswer == result){
//sound.play();
//clearTimeout();
play();
}
if(userAnswer != result) {
document.getElementById("user-answer").classList.add("wrong");
// document.getElementById("user-answer").disabled = true;
console.log(result);
console.log(userAnswer);
// setTimeout(remove, 1000);
}
}
window.addEventListener("keypress", function(event){
if (event.key == "Enter"){
answer();
}
})
document.getElementById("send-answer").addEventListener("click", answer);
play();
})()
<div>
<div id="question">
</div>
<input type="text" id="user-answer"/>
<input type="button" id="send-answer" value="Send answer"></input>
<div id="win">
</div>
</div>
My game has two players that get random numbers, and the person who has the bigger number gets 1 "win". My while loop is for the "auto-roll" button, and instead of clicking "roll dice" each time, auto-roll will do it for you until one player has wins == game limit # (bestof.value). No matter where I put my setInterval it increases by a bunch at a time. If bestof.value = 10 then each interval displays at least 10 wins for one player at a time.
checkBox.checked = input checkmark that enables auto-roll feature. So this setInterval will only be active while the auto-roll loop is active.
Anyways, what am I doing wrong?
button.addEventListener("click", myFunction);
function myFunction() {
let random = Math.floor((Math.random() * 6) + 1);
let random2 = Math.floor((Math.random() * 6) + 1);
screenID.innerHTML = random;
screenIDD.innerHTML = random2;
if (random > random2){
winNumber.innerHTML = ++a;
} else if(random2 > random){
winNumba1.innerHTML = ++b;
} else {
console.log("Draw");
}
if (a > b){
winNumber.style.color = 'white';
winNumba1.style.color = 'black';
} else if(b > a){
winNumba1.style.color = 'white';
winNumber.style.color = 'black';
} else {
winNumber.style.color = 'black';
winNumba1.style.color = 'black';
}
if (checkBox.checked){
setInterval(myFunction, 2000)
while(a < bestof.value && b < bestof.value){
myFunction();
}};
if (winNumba1.innerHTML == bestof.value){
winAlert.style.display = "flex";
console.log('winNumba1 wins!');
} else if (winNumber.innterHTML == bestof.value){
winAlert.style.display = "flex";
console.log('winNumber wins!');
} else {}
};
I wrote a simplified js only version of your game here since I don't have html at hand, but I am sure you can adjust it to your environment.
Main difference: I check if someone won and use return to stop the function
If no one won and autoplay is activated I autoplay after 500ms again.
let playerA = 0
let playerB = 0
let autoPlay = true
let bestOf = 3
function myFunction() {
let random = Math.floor((Math.random() * 6) + 1);
let random2 = Math.floor((Math.random() * 6) + 1);
console.log("New Round " + random + " vs " + random2)
if (random > random2) {
playerA++
} else if (random2 > random) {
playerB++
} else {
console.log("Draw");
}
if (playerA > playerB) {
console.log("a is winning")
} else if (playerB > playerA) {
console.log("b is winning")
} else {
console.log("There has been a draw")
}
if (playerA == bestOf) {
console.log('A won');
return
} else if (playerB == bestOf) {
console.log('B won');
return
}
if (autoPlay) {
setTimeout(myFunction, 500)
};
};
myFunction()
I'm new to web programming, and I'm trying to complete a simple guessing game project.
Right now I'm stuck because I'm trying to update an unordered list with the player's past guesses, but the page does not update.
Here is my jQuery code:
$(document).ready(function() {
game = new Game;
var guessNum
onSubmit = function(event){
event.preventDefault();
var input = $('#player-input');
var guess = +input.val();
input.val('');
var result = game.playersGuessSubmission(guess);
if (result == 'You have already guessed that number.') {
$('#title').text(result);
} else if (result === 'You Win!' || result === 'You lose.') {
$('#title').text(result);
$('#subtitle').text('Press the reset button to play again.')
$('#hint').prop('disabled', true)
$('#submit').prop('disabled', true)
} else { //this is the relevant portion
guessNum = (game.pastGuesses.length - 1).toString();
$('#' + guessNum).text(guessNum);
}
};
$('#submit').on('click', function(e){
onSubmit(e);
});
$('#player-input').on('keypress', function(e) {
if(e.which == 13) {
e.preventDefault();
onSubmit(e);
};
});
});
Here is the unordered list's html:
<div id='guesses'>
<!-- unordered list of guesses -->
<ul id='past-guesses' class="list-inline center">
<li id='0' class="guess list-group-item ">-</li>
<li id='1'class="guess list-group-item">-</li>
<li id='2' class="guess list-group-item">-</li>
<li id='3' class="guess list-group-item">-</li>
<li id='4' class="guess list-group-item">-</li>
</ul>
</div>
I have also tried not using the identifiers in the html, and instead selecting the li elements this way:
var idStr = "#past-guesses:eq(" + guessNum + ")"
$(idStr).text(game.playersGuess.toString());
In either case, the page does not update with the new values in the unordered list displayed. What am I doing wrong?
EDIT
In response to the request in comments, here's my entire JS file (now slightly edited because I was experimenting with changing the list id's to not begin with a number):
function generateWinningNumber() {
num = Math.random()
if (num === 0) {
return 1;
} else {
roundNum = Math.floor(num*100);
return roundNum + 1;
}
}
function shuffle(array) {
var m = array.length, t, i;
// While there remain elements to shuffle…
while (m) {
// Pick a remaining element…
i = Math.floor(Math.random() * m--);
// And swap it with the current element.
t = array[m];
array[m] = array[i];
array[i] = t;
}
return array;
}
function Game(){
this.winningNumber = generateWinningNumber();
this.playersGuess = null;
this.pastGuesses = [];
}
Game.prototype.difference = function() {
return Math.abs(this.playersGuess - this.winningNumber);
}
Game.prototype.isLower = function() {
if (this.playersGuess < this.winningNumber) {
return true;
} else {
return false;
}
}
Game.prototype.checkGuess = function() {
if (this.playersGuess === this.winningNumber) {
return "You Win!";
}
if (this.pastGuesses.indexOf(this.playersGuess) > -1) {
return "You have already guessed that number.";
}
this.pastGuesses.push(this.playersGuess);
if (this.pastGuesses.length >= 5) {
return "You Lose.";
} else if (this.difference() < 10) {
return "You're burning up!";
} else if (this.difference() < 25) {
return "You're lukewarm.";
} else if (this.difference() < 50) {
return "You're a bit chilly.";
} else {
return "You're ice cold!";
}
}
Game.prototype.playersGuessSubmission = function(num) {
if (num < 1 || num > 100 || typeof num != 'number') {
throw "That is an invalid guess."
} else {
this.playersGuess = num;
return this.checkGuess();
}
}
Game.prototype.provideHint = function() {
return shuffle([generateWinningNumber(), generateWinningNumber(), this.winningNumber]);
}
newGame = function() {
game = new Game;
return game;
}
$(document).ready(function() {
var game = new Game;
var guessNum
onSubmit = function(event){
event.preventDefault();
var input = $('#player-input');
var guess = +input.val();
input.val('');
var result = game.playersGuessSubmission(guess);
if (result == 'You have already guessed that number.') {
$('#title').text(result);
} else if (result === 'You Win!' || result === 'You lose.') {
$('#title').text(result);
$('#subtitle').text('Press the reset button to play again.')
$('#hint').prop('disabled', true)
$('#submit').prop('disabled', true)
} else {
guessNum = (game.pastGuesses.length - 1).toString();
$('#l' + guessNum).text(guessNum);
}
};
$('#submit').on('click', function(e){
onSubmit(e);
});
$('#player-input').on('keypress', function(e) {
if(e.which == 13) {
e.preventDefault();
onSubmit(e);
};
});
});
});
You need to escape the CSS selector.
try to replace this line:
$('#' + guessNum).text(guessNum);
with this:
var selector = "#\\" + guessNum.toString().charCodeAt(0).toString(16) + " " + guessNum.toString().substr(1);
$(selector).text(guessNum);
you can read more at:
https://www.w3.org/International/questions/qa-escapes
I am struggling to add the option of taking turns in this program I want to do. I need to add an "X" wherever the player clicks and then for the second click it will add a "O". when I run this code it only does "X" everytime I click it. How do I change this?
function X() {
this.innerHTML = "X";
}
function O() {
this.innerHTML = "O";
}
function XDO() {
for (i = 1; i <= 9; i++) {
document.getElementById("cell" + i).onclick = X;
}
}
function ODO() {
for (i = 1; i <= 9; i++) {
document.getElementById("cell" + i).onclick = O;
}
}
var turn = true;
if (turn == true) {
XDO();
turn == false;
} else if (turn == false) {
ODO();
turn == true;
}
In the below code snippet..
if(turn==true)
{
XDO();
turn==false; // assignment operator should be used turn =false
}
else if(turn ==false)
{
ODO();
turn==true; // assignment operator should be used turn =true
}
comparison operator(==) was used, it should have been assignment operator (=)
I want to check if Enter key was pressed twice within 5 secs and perform some action.
How can I check if the key was pressed once or twice within a given time and perform different actions.
Here is my code:
<h1 id="log">0</h1>
<br/>
<span id="enteredTime">0</span>
<script>
$(document).keypress(function(e) {
if(e.which == 13){
var element = $("#log");
var timeDifference = 0;
//Log the timestamp after pressing Enter
$("#enteredTime").text(new Date().getTime());
//Check if enter was pressed earlier
if ($("#enteredTime").text() !== "0") {
var now = new Date().getTime();
var previous = $("#enteredTime").text();
difference = now - previous;
}
//Check if enter was pressed only once within 5 secs or more
if(){
$("#log").text("Once");
$("#enteredTime").text("0");
//Check if enter was pressed twice in 5 secs
}else{
$("#log").text("Twice in less than 5 secs");
$("#enteredTime").text("0");
}
}
});
</script>
http://jsfiddle.net/Rjr4g/
Thanks!
something like
var start=0;
$(document).keyup(function(e) {
if(e.keyCode == 13) {
elapsed = new Date().getTime();
if(elapsed-start<=5000){
//do something;
}
else{
//do something else;
}
start=elapsed;
}
});
Try a timer based solution like
var flag = false,
timer;
$(document).keypress(function (e) {
var element = $("#log");
var timeDifference = 0;
if (e.which == 13) {
if (flag) {
console.log('second');
clearTimeout(timer);
flag = false;
} else {
console.log('first');
flag = true;
timer = setTimeout(function () {
flag = false;
console.log('timeout')
}, 5000);
}
//Log the timestamp after pressing Enter
$("#enteredTime").text(new Date().getTime());
if ($("#enteredTime").text() !== "0") {
var now = new Date().getTime();
var previous = $("#enteredTime").text();
difference = now - previous;
}
}
});
Demo: Fiddle
Bacon.js seems like a good tool to express this.
$(document).asEventStream('keypress')
.filter(function (x) {
return x.keyCode == 13;
})
.map(function () {
return new Date().getTime();
})
.slidingWindow(2, 1)
.map(function (x) {
return (x.length == 1 || x[1] - x[0] > 5000) ? 1 : 2;
})
.onValue(function (x) {
$("#log").text(x == 1 ? "Once" : "Twice in less than 5 secs");
});
(fiddle)
here is my solutions, please check it if match your idea :)
(function($){
var element = $("#log");
var timeDifference = 0;
var count = 0;
$(document).keypress(function(e) {
if(e.which === 13){
//do what you want when enterpress 1st time
/*blah blah */
//after done 1st click
count++;
if(count === 2) {
//do what you want when enterpress 2nd time in 5 seconds
/* blah blah */
//after done
clearTimeout(watcher);
count = 0;
return;
}
//setTimeout to reset count if more than 5 seconds.
var watcher = setTimeout( function() {
count = 0;
},5000);
}
});
}(jQuery)
Check your Updated Fiddle
var count = 0;
$(document).keypress(function(e) {
var element = $("#log");
var timeDifference = 0;
if(e.which == 13){
count++;
console.log('enter pressed'+count);
if(count == 1){
startTimer();
}
else{
checkCount();
}
//Log the timestamp after pressing Enter
$("#enteredTime").text(new Date().getTime());
if ($("#enteredTime").text() !== "0") {
var now = new Date().getTime();
var previous = $("#enteredTime").text();
difference = now - previous;
}
}
});
function startTimer(){
setTimeout(checkCount,5000);
}
function checkCount(){
if(count == 1){
$("#log").text("Once");
$("#enteredTime").text("0");
//Check if enter was pressed twice in 5 secs
}else{
$("#log").text("Twice in less than 5 secs");
$("#enteredTime").text("0");
}
}
startTimer() starts counting on first enter press. And checkCount() contains your condition after 5secs.
setTimeout() lets you attach an event which occurs after a specific timespan.