javascript setInterval function not working for me - javascript

I try to create a slideShow and i need to retry my function by new argument but when i try to use setInterval() function it just run a one time. WHY REALY?
var sIndex = 0;
var slide = document.getElementsByClassName('slide');
function slider(n) {
if (sIndex + n >= 0 && sIndex + n <= slide.length - 1) {
slide[sIndex].style.display = "none";
sIndex += n;
slide[sIndex].style.display = "block";
} else if (sIndex + n < 0) {
slide[sIndex].style.display = "none";
sIndex = slide.length - 1;
slide[sIndex].style.display = "block";
} else if (sIndex + n > slide.length - 1) {
slide[sIndex].style.display = "none";
sIndex = 0;
slide[sIndex].style.display = "block";
}
}
setInterval(function() {
slider(sIndex);
}, 2000);

sIndex stays 0 all the time have a look at your code.
var sIndex = 0;
var slide = document.getElementsByClassName('slide');
function slider(n) {
// first run: n=0 plus sIndex=0, leads to sIndex stays 0 every loop
if (sIndex + n >= 0 && sIndex + n <= slide.length - 1) {
slide[sIndex].style.display = "none";
sIndex += n;
slide[sIndex].style.display = "block";
} else if (sIndex + n < 0) {
slide[sIndex].style.display = "none";
sIndex = slide.length - 1;
slide[sIndex].style.display = "block";
} else if (sIndex + n > slide.length - 1) {
slide[sIndex].style.display = "none";
sIndex = 0;
slide[sIndex].style.display = "block";
}
console.log(new Date(), sIndex)
}
setInterval(function() {
slider(sIndex);
}, 2000);
<div class="slide"></div>
EDIT: My answer gives the reason, but no solution. #Satpal 's code gives one: Remove n and add 1 instead.

You don't need the variable n remove it.
var sIndex = 0;
var slide = document.getElementsByClassName('slide');
function slider() {
if (sIndex >= 0 && sIndex<= slide.length - 1) {
slide[sIndex].style.display = "none";
sIndex += 1;
slide[sIndex].style.display = "block";
} else if (sIndex < 0) {
slide[sIndex].style.display = "none";
sIndex = slide.length - 1;
slide[sIndex].style.display = "block";
} else if (sIndex > slide.length - 1) {
slide[sIndex].style.display = "none";
sIndex = 0;
slide[sIndex].style.display = "block";
}
}
setInterval(slider, 2000);

Related

Not understood weird variable behavior in checkers game JavaScript

I'm programming a checkers game for a high school project. I have a weird variable behaviour and I can't figure out why it's happening. Let me show you the code:
var player = 1;
var lastClicked;
var wasClicked = false;
var isEmpty = new Array(8);
for (var i = 0; i < 8; i++) {
isEmpty[i] = new Array(8);
for (var j = 0; j < 8; j++) {
isEmpty[i][j] = true;
}
}
function CreateBoard() {
var board = document.createElement("table");
board.cellSpacing = 0;
for (var i = 0; i < 8; i++) {
var tr1 = document.createElement("tr");
for (var j = 0; j < 8; j++) {
var td1 = document.createElement("td");
td1.setAttribute("id", "td" + i + j);
td1.addEventListener("click", function () { CheckIandJForLater(i, j); });
if (i % 2 == 0) {
if (j % 2 == 0)
td1.style.backgroundColor = "beige";
else
td1.style.backgroundColor = "black";
}
else {
if (j % 2 == 0)
td1.style.backgroundColor = "black";
else
td1.style.backgroundColor = "beige";
}
tr1.appendChild(td1);
}
board.appendChild(tr1);
}
document.body.appendChild(board);
}
function CheckIandJForLater(i, j) { // A function which is meant to show the weird behavior, which prevents me from using function I want to use in the event listener
alert("Function i: " + i);
alert("Function j: " + j);
}
function DeployPieces() {
CreateBoard();
var pieceIndex = 1;
for (var i = 0; i < 8; i++) {
if (i < 3) {
if (i % 2 == 0) {
for (var j = 1; j < 8; j += 2) {
var td1 = document.getElementById("td" + i + j);
var circle1 = document.createElement("span");
circle1.setAttribute("class", "redCircle");
circle1.setAttribute("id", "circle" + i + j);
wasFilled = true;
circle1.setAttribute("onclick", "AlertToPressOnSquare(); lastClicked = this; wasClicked = true;");
td1.appendChild(circle1);
isEmpty[i][j] = false;
}
}
else {
for (var j = 0; j < 8; j += 2) {
var td2 = document.getElementById("td" + i + j);
var circle2 = document.createElement("span");
circle2.setAttribute("class", "redCircle");
circle2.setAttribute("id", "circle" + i + j);
wasFilled = true;
circle2.setAttribute("onclick", "AlertToPressOnSquare(); lastClicked = this; wasClicked = true;");
td2.appendChild(circle2);
isEmpty[i][j] = false;
}
}
}
else if (i > 4) {
if (i % 2 == 0) {
for (var j = 1; j < 8; j += 2) {
var td3 = document.getElementById("td" + i + j);
var circle3 = document.createElement("span");
circle3.setAttribute("class", "whiteCircle");
circle3.setAttribute("id", "circle" + i + j);
wasFilled = true;
circle3.setAttribute("onclick", "AlertToPressOnSquare(); lastClicked = this; wasClicked = true;");
td3.appendChild(circle3);
isEmpty[i][j] = false;
}
}
else {
for (var j = 0; j < 8; j += 2) {
var td4 = document.getElementById("td" + i + j);
var circle4 = document.createElement("span");
circle4.setAttribute("class", "whiteCircle");
circle4.setAttribute("id", "circle" + i + j);
wasFilled = true;
circle4.setAttribute("onclick", "AlertToPressOnSquare(); lastClicked = this; wasClicked = true;");
td4.appendChild(circle4);
isEmpty[i][j] = false;
}
}
}
}
}
function AlertToPressOnSquare() {
alert("Player " + player + ", please press on the square to which you would like to move the piece");
if (player == 1)
player = 2;
else if (player == 2)
player = 1;
}
function MoveToSquare(i, j) { //The function I want to use in the td1 event listener
if (wasClicked && isEmpty[i][j]) {
var lastClickedId = lastClicked.getAttribute("id");
var lastClickedLocation = lastClickedId[6] + lastClickedId[7];
var v1 = parseInt(lastClickedId[6], 10);
var v2 = parseInt(lastClickedId[7], 10);
var tdFrom = document.getElementById("td" + lastClickedLocation);
var tdTo = document.getElementById("td" + i.toString() + j.toString());
if (lastClicked.getAttribute("class") == "whiteCircle") {
if (v1 == i - 1 && (v2 == j - 1 || v2 == j + 1)) {
tdFrom.removeChild(lastClicked);
tdTo.appendChild(lastClicked);
}
}
else if (lastClicked.getAttribute("class") == "redCircle") {
if (v1 == i + 1 && (v2 == j - 1 || v2 == j + 1)) {
tdFrom.removeChild(lastClicked);
tdTo.appendChild(lastClicked);
}
}
alert("Player " + player + ", please press on the piece you would like to move");
wasClicked = false;
}
}
So, the weird behavior is as follows: Every time I click on a td in the table and run the CheckIandJForLater function, I get the value 8 for both i and j. They should not get these values, as i and j are supposed to be updated in the for loop. Moreover, they should never reach the value of 8, since both the loops run between 0 and 7.
It's also worth noting that if I put alert(i); and alert(j); regularly, without the CheckIAndJForLater function, their values are printed fine.
I really struglle in finding out how to solve this weird behavior. May someone help me? Thank you.
Why is that behavior happening? Is there a solution?

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. :-)

Javascript: Auto Converting numbers to prefixes

I'm creating an idle game(Cookie Clicker etc.), it seems that when my players reach a high amount of clicks, the game starts to slow down.
High numbers doesn't fit well in the game either since it takes up too much space. So is there a script that converts every number to a prefix?
Example:
10 = 10
10000000 becomes 1 million.
1,000,000,000 becomes 1 billion
1,000,000,000,000 becomes 1 trillion
1.4 quadrillion would be 1400000000000000
It's quite similar to this.
Cookie Clicker and swarm simulator has the feature that I'm looking for.
Edit: Thanks, Drew Quick!
For those who's interested:
var count = 1;
function main() {
count += 1000;
var str = count.toString();
var tmpCount = '';
if (count < 1000000) {
tmpCount = "";
} else if (count > 1000000 && count < 1000000000) {
str = "Million";
tmpCount = (count / 1000000).toFixed(2);
} else if (count > 1000000000 && count < 1000000000000) {
str = "Billion";
tmpCount = (count / 1000000000).toFixed(2);
} else if (count > 1000000000000 && count < 1000000000000000) {
str = "Trillion";
tmpCount = (count / 1000000000000).toFixed(2);
} else if (count > 1000000000000000 && count < 1000000000000000000) {
str = "Quadrillion";
tmpCount = (count / 1000000000000000).toFixed(2);
} else if (count > 1000000000000000000 && count < 1000000000000000000000) {
str = "Quintillion";
tmpCount = (count / 1000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000 && count < 1000000000000000000000000) {
str = "Sextillion";
tmpCount = (count / 1000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000 && count < 1000000000000000000000000000) {
str = "Septillion";
tmpCount = (count / 1000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000 && count < 1000000000000000000000000000000) {
str = "Octillion";
tmpCount = (count / 1000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000 && count < 1000000000000000000000000000000000) {
str = "Nonillion";
tmpCount = (count / 1000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000 && count < 1000000000000000000000000000000000000) {
str = "Decillion";
tmpCount = (count / 1000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000 && count < 1000000000000000000000000000000000000000) {
str = "Undecillion";
tmpCount = (count / 1000000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000000 && count < 1000000000000000000000000000000000000000000) {
str = "Duodecillion";
tmpCount = (count / 1000000000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000000000 && count < 1000000000000000000000000000000000000000000000) {
str = "Tredecillion";
tmpCount = (count / 1000000000000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000000000000 && count < 1000000000000000000000000000000000000000000000000) {
str = "Quattuordecillion";
tmpCount = (count / 1000000000000000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000000000000000 && count < 1000000000000000000000000000000000000000000000000000) {
str = "Quindecillion";
tmpCount = (count / 1000000000000000000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000000000000000000 && count < 1000000000000000000000000000000000000000000000000000000) {
str = "Sexdecillion";
tmpCount = (count / 1000000000000000000000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000000000000000000000 && count < 1000000000000000000000000000000000000000000000000000000000) {
str = "Septendecillion";
tmpCount = (count / 1000000000000000000000000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000000000000000000000000 && count < 1000000000000000000000000000000000000000000000000000000000000) {
str = "Octodecillion";
tmpCount = (count / 1000000000000000000000000000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000000000000000000000000000 && count < 1000000000000000000000000000000000000000000000000000000000000000) {
str = "Novemdecillion";
tmpCount = (count / 1000000000000000000000000000000000000000000000000000000000000).toFixed(2);
} else if (count > 1000000000000000000000000000000000000000000000000000000000000000 && count < 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000) {
str = "Vigintillion";
tmpCount = (count / 1000000000000000000000000000000000000000000000000000000000000000).toFixed(2);
} else if (count > 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 && count) {
str = "Googol";
tmpCount = (count / 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000).toFixed(2);
}
document.getElementById("count").innerText = tmpCount + ' ' + str;
setTimeout(function() {
main();
}, 1);
}
main();
<span id="count">test</span>
Hope it helps!!
How can I convert numbers into scientific notation?
var clicks = 100000000000000000000000;
alert(clicks.toExponential());
Edit: What about something simple and straight forward like so? This is rough by the way. Just to get the idea across.
var count = 1;
function main() {
count += 1000;
var str = count.toString();
var tmpCount;
if (count < 1000000) {
tmpCount = "";
} else if (count > 1000000 && count < 1000000000) {
str = "million";
tmpCount = (count / 1000000).toFixed(2);
} else if (count > 1000000000 && count < 1000000000000) {
str = "billion";
tmpCount = (count / 1000000000).toFixed(2);
}
document.getElementById("count").innerText = tmpCount + ' ' + str;
setTimeout(function() {
main();
}, 1);
}
main();
<span id="count">test</span>

Decrements time in javascript

(second.innerHTML) -1 that worked but (num.innerHTML) -1 that not working why?
function doDcrements() {
var hidden = document.getElementById('hidden');
var second = document.getElementById('second'); // the second is 20.
var loopTimer = 0;
if (second.innerHTML != "0") {
second.innerHTML = (second.innerHTML) -1;
second.style.color = "blue";
loopTimer = setTimeout('doDecrements()',1000);
}else {
second.style.color = "grey";
hidden.style.display = "block";
}
}
.....................................................................................................................................................................
function doDcrements() {
var hidden = document.getElementById('hidden');
var second = document.getElementById('second'); // the second is 20.
var loopTimer = 0;
var num = document.getElementById('num'); // the number is 20.
if (second.innerHTML != "0") {
second.innerHTML = (num.innerHTML) -1;
second.style.color = "blue";
loopTimer = setTimeout('doDecrements()',1000);
}else {
second.style.color = "grey";
hidden.style.display = "block";
}
}
when I create it by for loop it not happens :
function doDcrements() {
var hidden = document.getElementById('hidden');
var second = document.getElementById('second');
for (i=20; i<=0; i--) {
if (second.innerHTML != "0") {
second.innerHTML = i;
second.style.color = "blue";
loopTimer = setTimeout('doDecrements()',1000);
}else {
second.style.color = "grey";
hidden.style.display = "block";
}
}
}
html code:
<div id="hidden">started</div>
<p id="second">20</p>
<div onClick="doDcrements();">Download</div>
Please look at your for loop:
for (i=20; i<=0; i--)
i=20 and i<=0. It will never run.
(second.innerHTML) -1 that worked but (num.innerHTML) -1 that not working why?
Without seeing your code, the only guess is that num.innerHTML is not giving you a string that is convertible to number. Examples:
'20' - 1 = 20
'<input name="xyz" val="20"/>' - 1 = NaN
Your HTML does't have any element with id="num". If this is the case, num will be null.
Changes
setTimeout(doDecrements,1000);
for (i=20; i >=0; i--)

Javascript Fade producing unexpected results

I have a HTML page with three sets of images on. I want each image from each set to stay visible for 5 seconds, then fade out together and, when all three are invisible, fade back in together. Then the process begins again. I am trying to do this without using JQuery.
I wrote a JavaScript to do this, and it works, but after a while strange things happen. Images stop fading out, in, or do so too soon.
Here is the relevant HTML:
<body onload="HideAll(fade1Image2, fade1Image3, fade1Image4, fade2Image2,
fade2Image3, fade2Image4, fade3Image2, fade3Image3, fade3Image4);
SetVariables(4,4,4);">
<div id="fade1Image1" style="position:absolute;top:0px;left:312px;">
<img src="Images/Home/Power_Station/PowerStation1.jpg" alt="Power Station 1" />
</div>
<div id="fade1Image2" style="position:absolute;top:0px;left:312px;">
<img src="Images/Home/Power_Station/PowerStation2.jpg" alt="Power Station 2" />
</div>
<div id="fade1Image3" style="position:absolute;top:0px;left:312px;">
<img src="Images/Home/Power_Station/FenceLine1.jpg" alt="Fence Line 1" />
</div>
<div id="fade1Image4" style="position:absolute;top:0px;left:312px;">
<img src="Images/Home/Power_Station/FenceLine2.jpg" alt="Fence Line 2" />
</div>
<div id="fade2Image1" style="position:absolute;top:208px;left:0px;">
<img src="Images/Home/LNG_Terminal_Set/LNGTerminal1.jpg" alt="LNG Terminal 1" />
</div>
<div id="fade2Image2" style="position:absolute;top:208px;left:0px;">
<img src="Images/Home/LNG_Terminal_Set/LNGTerminal2.jpg" alt="LNG Terminal 2" />
</div>
<div id="fade2Image3" style="position:absolute;top:208px;left:0px;">
<img src="Images/Home/LNG_Terminal_Set/LNGTerminal3.jpg" alt="LNG Terminal 3" />
</div>
<div id="fade2Image4" style="position:absolute;top:208px;left:0px;">
<img src="Images/Home/LNG_Terminal_Set/LNGTerminal4.jpg" alt="LNG Terminal 4" />
</div>
<div id="fade3Image1" style="position:absolute;top:416px;left:312px;">
<img src="Images/Home/Airports/AirPort1.jpg" alt="Air Port 1" />
</div>
<div id="fade3Image2" style="position:absolute;top:416px;left:312px;">
<img src="Images/Home/Airports/AirPort2.jpg" alt="Air Port 2" />
</div>
<div id="fade3Image3" style="position:absolute;top:416px;left:312px;">
<img src="Images/Home/Airports/T1_Tracker.jpg" alt="TI Tracker 1" />
</div>
<div id="fade3Image4" style="position:absolute;top:416px;left:312px;">
<img src="Images/Home/Airports/Targets_Tracked_no_alarm.jpg" alt="TI Tracker 2" />
</div>
And Here is the JavaScript:
var TimeToFade = 1000.0;
var maxCount;
var count;
function SetVariables()
{
maxCount = new Array(arguments.length);
count = arguments.length + 1;
for (var x = 0; x < arguments.length; x++)
{
maxCount[x] = arguments[x];
}
}
function fade(counter)
{
var eid, countx;
for (var x = 1; x < count; x++)
{
countx = counter % maxCount[x-1];
if (countx == 0)
countx = maxCount[x-1];
eid = "fade" + x + "Image" + countx;
var element = document.getElementById(eid);
if(element == null)
return;
if(element.FadeState == null)
{
if(element.style.opacity == null
|| element.style.opacity == ''
|| element.style.opacity == '1')
{
element.FadeState = 2;
}
else
{
element.FadeState = -2;
}
}
if(element.FadeState == 1 || element.FadeState == -1)
{
element.FadeState = element.FadeState == 1 ? -1 : 1;
element.FadeTimeLeft = TimeToFade - element.FadeTimeLeft;
}
else
{
element.FadeState = element.FadeState == 2 ? -1 : 1;
element.FadeTimeLeft = TimeToFade;
if (x == 3)
setTimeout("animateFade(" + new Date().getTime() + ",'" + counter + "')", 33);
}
}
}
function animateFade(lastTick, counter)
{
var eid, countx;
for (var x = 1; x < count; x++)
{
countx = counter % maxCount[x-1];
if (countx == 0)
countx = maxCount[x-1];
eid = "fade" + x + "Image" + countx;
var curTick = new Date().getTime();
var elapsedTicks = curTick - lastTick;
var element = document.getElementById(eid);
if(element.FadeTimeLeft <= elapsedTicks)
{
element.style.opacity = element.FadeState == 1 ? '1' : '0';
element.style.filter = 'alpha(opacity = '
+ (element.FadeState == 1 ? '100' : '0') + ')';
element.FadeState = element.FadeState == 1 ? 2 : -2;
if (element.FadeState == 2 && x == count-1)
{
setTimeout(function(){fade(counter)}, 5000);
hidetext(TextBlock1, TextBlock2, Text2Block1, Text2Block2, Text3Block1, Text3Block2);
}
else if (x == count-1)
{
counter++;
fade(counter);
}
if (x == count-1)
return;
}
else if (element.FadeTimeLeft > elapsedTicks)
{
element.FadeTimeLeft -= elapsedTicks;
var newOpVal = element.FadeTimeLeft/TimeToFade;
if(element.FadeState == 1)
newOpVal = 1 - newOpVal;
element.style.opacity = newOpVal;
element.style.filter = 'alpha(opacity = ' + (newOpVal*100) + ')';
}
}
setTimeout("animateFade(" + curTick + ",'" + counter + "')", 33);
}
function HideAll()
{
for (var i = 0; i < arguments.length; i++)
{
arguments[i].style.opacity = 0;
arguments[i].style.filter = 'alpha(opacity = 0)';
arguments[i].FadeState = -2;
}
setTimeout(function(){fade(1)}, 5000);
}
I can't see what I have done to produce this error; any help would be greatly appreciated.
To see the code in action, click here.
This doesn't really answer the question, but I rewrote the javascript from scratch and it seems to work. So, for completeness, here it is:
var Count = new Array(1, 1, 1);
var MaxCount = new Array(8, 6, 5);
var FadeState = "out";
var FadeTime = new Array(100, 100, 100);
function Fade()
{
for (var x = 0; x < 3; x++)
{
var id = "fade" + (x+1) + "Image" + Count[x];
var element = document.getElementById(id)
if (FadeState == "out")
{
if (FadeTime[x] > 0)
{
FadeTime[x]-= 5;
element.style.filter = 'alpha(opacity = ' + FadeTime[x] + ')';
element.style.opacity = FadeTime[x]/100;
}
else
{
Count[x]++;
if (Count[x] > MaxCount[x])
Count[x] = 1;
if (x == 2)
FadeState = "back";
}
}
else
{
if (FadeTime[x] < 100)
{
FadeTime[x]+= 5;
element.style.filter = 'alpha(opacity = ' + FadeTime[x] + ')';
element.style.opacity = FadeTime[x]/100;
}
else
{
if (x == 2)
FadeState = "pause";
}
}
}
switch (FadeState)
{
case "back":
FadeState = "in";
Fade();
break;
case "pause":
FadeState = "out";
setTimeout(function(){Fade()}, 5000);
break;
default:
setTimeout(function(){Fade()}, 20);
}
}
function HideAll()
{
for (var i = 0; i < arguments.length; i++)
{
var element = document.getElementById(arguments[i]);
element.style.opacity = 0;
element.style.filter = 'alpha(opacity = 0)';
}
setTimeout(function(){Fade()}, 5000);
}
You need to put quotes around the ids, when you call the HideAll method
HideAll('fade1Image2', 'fade1Image3', 'fade1Image4', 'fade2Image2',
'fade2Image3', 'fade2Image4', 'fade3Image2', 'fade3Image3', 'fade3Image4')
And you need to actually find the elements before setting their styles..
function HideAll()
{
for (var i = 0; i < arguments.length; i++)
{
var element = document.getElementById( arguments[i] );
element.style.opacity = 0;
element.style.filter = 'alpha(opacity = 0)';
element.FadeState = -2;
}
setTimeout(function(){fade(1)}, 5000);
}

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