I am making a typing game using just jQuery and javascript. It worked fine as a single player game, feel free to play it at http://typetothestars.bitballoon.com/ However, I am planning to keep ratcheting up its complexity level. So I am trying to add muti player to it now.
here it is in jsfiddle minus images https://jsfiddle.net/u32s4yty/
My problem lies in my runRace functions. I was expecting the race to run for player 1, when the interval ended, it would then start again for player 2. Instead, it runs through all the iterations right away. So apperently setTimeout is not going to work here.
Any suggestions as to how to make it work?
Thanks!
// ** RUNNING GAME FUNCTIONS ** \\
//hides instructions and reveals game
function setupRace(i) {
console.log("In Race Setup")
$("#word").show();
document.getElementById("word").focus();
generateWords();
$(".toType").text(gameWords[0]);
$("#instructions").hide();
$(".wordDisplay").show();
$(".player").show();
var playerAvatar = 'url("images/' + playerInfo[i].avatar + '.png")'
$(".player").css({background: playerAvatar});
}
//game timer - IS NOT STOPPING THE OTHER FUNCTIONS FROM RUNNING
var timeoutID;
function timer(i) {
timeoutID = window.setTimeout(checkEndRace, 3000, i)
console.log("i = " + i);
console.log(playerInfo[i]);
}
function checkEndRace(i) {
console.log("in check end race - num players " + numPlayers);
if (i < numPlayers - 1) {
setupRace(i);
}else {
endRace(i);
}
}
//advances ship on correct typing
function runRace() {
console.log("In run race");
var i = 0;
while (i < playerInfo.length) {
console.log("in run race loop");
setupRace(i);
timer(i);
//timer is skipping ahead to the next iteration, eventhough
//checkEndRace hasn't run yet
var j = 1;
$(document).keyup(function(e){
var targetWord = $(".toType").text();
var typedWord = $("#word").val();
while (j < gameWords.length){
if(typedWord === targetWord){
$(".player").css({left: "+=15px",});
targetWord = $(".toType").text(gameWords[j]);
$("#word").val("");
j++;
}else {
return
};
}
});
i ++;
};
}
I was hoping to use setTimeout to stop all functions the following functions, until the interval is completed.
Calls to setTimeout return immediately and only execute once so one easy/common way to handle ordering them is to make tail calls (tick) to setTimeout and to put all requests in a queue.
// ** RUNNING GAME FUNCTIONS ** \\
var raceHandlers = [];
var raceTimout = 3000;
function tick() {
// Tail call
if (raceHandlers.length > 0) {
var action = raceHandlers.pop();
setTimeout(action[0],raceTimeout,action[1]);
}
}
//hides instructions and reveals game
function setupRace(i) {
console.log("In Race Setup")
$("#word").show();
document.getElementById("word").focus();
generateWords();
$(".toType").text(gameWords[0]);
$("#instructions").hide();
$(".wordDisplay").show();
$(".player").show();
var playerAvatar = 'url("images/' + playerInfo[i].avatar + '.png")'
$(".player").css({background: playerAvatar});
tick();
}
//advances ship on correct typing
function runRace() {
console.log("In run race");
var i = 0;
while (i < playerInfo.length) {
console.log("in run race loop");
//setupRace(i);
raceHandlers.unshift([setupRace,i]);
//timer is skipping ahead to the next iteration, eventhough
//checkEndRace hasn't run yet
var j = 1;
$(document).keyup(function(e){
var targetWord = $(".toType").text();
var typedWord = $("#word").val();
while (j < gameWords.length){
if(typedWord === targetWord){
$(".player").css({left: "+=15px",});
targetWord = $(".toType").text(gameWords[j]);
$("#word").val("");
j++;
}else {
return
};
}
});
i ++;
};
raceHandlers.unshift([endRace,playerInfo.length]);
tick();
}
Related
I want to make a delay inside my for loop, but it won't really work.
I've already tried my ways that are on stackoverflow, but just none of them work for what I want.
This is what I've got right now:
var iframeTimeout;
var _length = $scope.iframes.src.length;
for (var i = 0; i < _length; i++) {
// create a closure to preserve the value of "i"
(function (i) {
$scope.iframeVideo = false;
$scope.iframes.current = $scope.iframes.src[i];
$timeout(function () {
if ((i + 1) == $scope.iframes.src.length) {
$interval.cancel(iframeInterval);
/*Change to the right animation class*/
$rootScope.classess = {
pageClass: 'nextSlide'
}
currentId++;
/*More information about resetLoop at the function itself*/
resetLoop();
} else {
i++;
$scope.iframes.current = $scope.iframes.src[i];
}
}, $scope.iframes.durationValue[i]);
}(i));
}
alert("done");
This is what I want:
First of all I got an object that holds src, duration and durationValue.
I want to play both video's that I have in my object.
I check how many video's I've got
I make iframeVideo visible (ngHide)
I insert the right <iframe> tag into my div container
It starts the $timeout with the right duration value
If that's done, do the same if there is another video. When it was the last video it should fire some code.
I hope it's all clear.
I've also tried this:
var iframeInterval;
var i = 0;
$scope.iframeVideo = false;
$scope.iframes.current = $scope.iframes.src[i];
iframeInterval = $interval(function () {
if ((i + 1) == $scope.iframes.src.length) {
$interval.cancel(iframeInterval);
/*Change to the right animation class*/
$rootScope.classess = {
pageClass: 'nextSlide'
}
currentId++;
/*More information about resetLoop at the function itself*/
resetLoop();
} else {
i++;
$scope.iframes.current = $scope.iframes.src[i];
}
}, $scope.iframes.durationValue[i])
Each $timeout returns a different promise. To properly cancel them, you need to save everyone of them.
This example schedules several subsequent actions starting at time zero.
var vm = $scope;
vm.playList = []
vm.playList.push({name:"video1", duration:1200});
vm.playList.push({name:"video2", duration:1300});
vm.playList.push({name:"video3", duration:1400});
vm.playList.push({name:"video4", duration:1500});
vm.watchingList=[];
var timeoutPromiseList = [];
vm.isPlaying = false;
vm.start = function() {
console.log("start");
//ignore if already playing
if (vm.isPlaying) return;
//otherwise
vm.isPlaying = true;
var time = 0;
for (var i = 0; i < vm.playList.length; i++) {
//IIFE closure
(function (i,time) {
console.log(time);
var item = vm.playList[i];
var p = $timeout(function(){playItem(item)}, time);
//push each promise to list
timeoutPromiseList.push(p);
})(i,time);
time += vm.playList[i].duration;
}
console.log(time);
var lastPromise = $timeout(function(){vm.stop()}, time);
//push last promise
timeoutPromiseList.push(lastPromise);
};
Then to stop, cancel all of the $timeout promises.
vm.stop = function() {
console.log("stop");
for (i=0; i<timeoutPromiseList.length; i++) {
$timeout.cancel(timeoutPromiseList[i]);
}
timeoutPromiseList = [];
vm.isPlaying = false;
};
The DEMO on PLNKR.
$timeout returns promise. You can built a recursive chain of promises like this, so every next video will play after a small amount of time.
I am using google maps and i am trying to put a pause in execution to prevent QUERY_LIMIT usage issue. My function that plots the addresses looks like this.
The code works, however i want to try setTimeout or setInterval to see if its going to look better on UI.
How do i call it, what should be the first argument?
Thanx alot.
vLocations = [];
for (var i = 0; i < vAddresses.length; i++) {
//pause to prevent OVER_QUERY_LIMIT issue
//geocode "free" usage limit is 5 requests per second
//setTimeout(PlotAddressesAsUnAssigned, 1000);
//sleep(500);
//this will resolve the address and store it in vLocations
AddWaypointAndUnassigned(vAddresses[i]);
var z = i % 4;
if (z==0 && i != 0) {
//sleep after every 5th geocode call
//alert('going to sleep...i: ' + i);
//sleep(3000);
}
}
Doing a pause (asynchronous execution) inside a loop (synchronous) will usually result in a lot of trouble.
You can use recursive calls that are done only when a timeout ends.
var vLocations = [];
// Manages the timeout and recursive calls
function AddWaypointAndUnassignedWithPause(index){
setTimeout(function(){
// When the timeout expires, we process the data, and start the next timeout
AddWaypointAndUnassigned(vAddresses[index]);
// Some other code you want to execute
var z = i % 4;
if (z==0 && i != 0) {
//sleep after every 5th geocode call
//alert('going to sleep...i: ' + i);
//sleep(3000);
}
if(index < vAddresses.length-1)
AddWaypointAndUnassignedWithPause(++index);
}, 1000);
}
// Start the loop
AddWaypointAndUnassignedWithPause(0);
JSFiddle example.
Try this, hope this will help
vLocations = [];
for (var i = 0; i < vAddresses.length; i++) {
//pause to prevent OVER_QUERY_LIMIT issue
setTimeout(function(){
//this will resolve the address and store it in vLocations
AddWaypointAndUnassigned(vAddresses[i]);
}, 500);
var z = i % 4;
if (z==0 && i != 0) {
//sleep after every 5th geocode call
//alert('going to sleep...i: ' + i);
//sleep(3000);
}
}
What about a waiting line, thats fired when an item is added and stopped when there are no items left.
With setTimeout:
var INTERVAL = 1000 / 5;
var to = null;
var vLocations = [];
function addAddress(vAddress) {
vLocations.push(vAddress);
startTimeout();
}
function startTimeout() {
if( to === null ) {
to = setTimout(processLocation, INTERVAL);
}
}
function processLocation() {
if( vLocations.length ) {
var vAddress = vLocations.shift();
AddWaypointAndUnassigned(vAddress);
to = setTimout(processLocation, INTERVAL);
} else {
to = null;
}
}
With setInterval:
var INTERVAL = 1000 / 5;
var to = null;
var vLocations = [];
function addAddress(vAddress) {
vLocations.push(vAddress);
startInterval();
}
function startInterval() {
if( to === null ) {
to = setInterval(processLocation, INTERVAL);
}
}
function processLocation(cb) {
if( vLocations.length ) {
var vAddress = vLocations.shift();
AddWaypointAndUnassigned(vAddress);
} else
clearInterval(to);
to = null;
}
}
Background: the code below picks either a word or an image and displays it in my 'abc' div. It measures the reaction time.
Aim: I want to have the function run only 8 times (not 8 keypresses), record the time for each run regardless the keypress event (i.e. a time of 2000 when no key is pressed), and I want this function run first, and after it has finished I want to run a second function.
I researched the $deferred method and seem to have failed to adopt it. Furthermore, my 8 function runs, are not eight at all, but seem more like 8 simultaneous runs.
So basically I want to run my function 8 times, then run a next function, and record the time from appearance of a stimulus to the next if not interrupted by keypress.
I'm stuck with it for some time now and have probably lost the overview.
var reac_arr = [];
var t1;
function firstFunction(){
var def = $.Deferred();
for (var i = 1; i <= 8; i++) {
$(function cit(){
var timeout = 0;
function showNext(){
t1 = (new Date()).getTime();
if (Math.random() < 0.5) {
var new_word = stim.name;
$("#abc").text(new_word);
}
else {
var new_img = stim.path;
$("#abc").empty();
var prox_img = $('<img id="abcimg">');
prox_img.attr('src', new_img);
prox_img.appendTo('#abc');
}
timeout = setTimeout(function(){
showNext()
}, 2000);
}
$(document).keypress(function(e){
if ($(e.target).is('input, textarea')) {
return;
};
clearTimeout(timeout);
if (e.which === 97 || e.which === 108 || e.which === 32) {
setTimeout(function(){
showNext();
}, 300);
var t2 = (new Date()).getTime();
var reac_time = t2 - t1;
reac_arr.push(reac_time);
}
});
});
};
setTimeout(function() {
def.resolve();
}, 1000);
return def.promise();
}
function secondFunction(){
var def = $.Deferred();
alert("It works!")
};
setTimeout(function() {
def.resolve();
}, 1000);
return def.promise();
}
firstFunction().pipe(secondFunction);
Your code seems a bit bloated but if I understood correctly all you need is setInterval().
var counter = 0;
var ticker = setInterval(myFunction,2000);//Setup a function to run every 2000ms
function myFunction()
{
//do your thing
counter++;//
if(counter==8){
//on the 8th time run next function...
}
}
$(document).keypress(function(e){
clearInterval(ticker);//Stop the ticker on keypress
});
I would like to add a small dice-rolling effect to my Javascript code. I think a good way is to use the setInterval() method. My idea was the following code (just for testing):
function roleDice() {
var i = Math.floor((Math.random() * 25) + 5);
var j = i;
var test = setInterval(function() {
i--;
document.getElementById("dice").src = "./images/dice/dice" + Math.floor((Math.random() * 6) + 1) + ".png";
if (i < 1) {
clearInterval(test);
}
}, 50);
}
Now I would like to wait for the setInterval until it is done. So I added a setTimeout.
setTimeout(function(){alert("test")}, (j + 1) * 50);
This code works quite okay.
But in my main code the roleDice() function returns a value. Now I don’t know how I could handle that... I can’t return from the setTimeout(). If I add a return to the end of the function, the return will rise too fast. Does anyone have an idea, of how I could fix that?
Edit
Hmm, okay I understand what the callback does and I think I know how it works but I have still the problem. I think it’s more of an "interface" problem...
Here is my code:
function startAnimation(playername, callback) {
var i = Math.floor((Math.random() * 25) + 5);
var int = setInterval(function() {
i--;
var number = Math.floor((Math.random() * 6) + 1);
document.getElementById("dice").src = "./images/dice/dice" + number + ".png";
if(i < 1) {
clearInterval(int);
number = Math.floor((Math.random() * 6) + 1);
addText(playername + " rolled " + number);
document.getElementById("dice").src = "./images/dice/dice" + number + ".png";
callback(number);
}
}, 50);
}
function rnd(playername) {
var callback = function(value){
return value; // I knew thats pointless...
};
startAnimation(playername, callback);
}
The function rnd() should wait and return the value… I’m a little bit confused. At the moment I have no clue how to going on... The code wait for the var callback... but how I could combine it with the return? I would like to run the animation and return after that the last number with rnd() to another function.
You stumbled into the pitfall most people hit at some point when they get in touch with asynchronous programming.
You cannot "wait" for an timeout/interval to finish - trying to do so would not work or block the whole page/browser. Any code that should run after the delay needs to be called from the callback you passed to setInterval when it's "done".
function rollDice(callback) {
var i = Math.floor((Math.random() * 25) + 5);
var j = i;
var test = setInterval(function() {
i--;
var value = Math.floor((Math.random() * 6) + 1);
document.getElementById("dice").src = "./images/dice/dice" + value + ".png";
if(i < 1) {
clearInterval(test);
callback(value);
}
}, 50);
}
You then use it like this:
rollDice(function(value) {
// code that should run when the dice has been rolled
});
You can now use Promises and async/await
Like callbacks, you can use Promises to pass a function that is called when the program is done running. If you use reject you can also handle errors with Promises.
function rollDice() {
return new Promise((resolve, reject) => {
const dice = document.getElementById('dice');
let numberOfRollsLeft = Math.floor(Math.random() * 25 + 5);
const intervalId = setInterval(() => {
const diceValue = Math.floor(Math.random() * 6 + 1);
// Display the dice's face for the new value
dice.src = `./images/dice/dice${diceValue}.png`;
// If we're done, stop rolling and return the dice's value
if (--numberOfRollsLeft < 1) {
clearInterval(intervalId);
resolve(diceValue);
}
}, 50);
});
}
Then, you can use the .then() method to run a callback when the promise resolves with your diceValue.
rollDice().then((diceValue) => {
// display the dice's value to the user via the DOM
})
Or, if you're in an async function, you can use the await keyword.
async function takeTurn() {
// ...
const diceValue = await rollDice()
// ...
}
Orginally your code was all sequential. Here is a basic dice game where two players roll one and they see who has a bigger number. [If a tie, second person wins!]
function roleDice() {
return Math.floor(Math.random() * 6) + 1;
}
function game(){
var player1 = roleDice(),
player2 = roleDice(),
p1Win = player1 > player2;
alert( "Player " + (p1Win ? "1":"2") + " wins!" );
}
game();
The code above is really simple since it just flows. When you put in a asynchronous method like that rolling the die, you need to break up things into chunks to do processing.
function roleDice(callback) {
var i = Math.floor((Math.random() * 25) + 5);
var j = i;
var test = setInterval(function(){
i--;
var die = Math.floor((Math.random() * 6) + 1);
document.getElementById("dice").src = "./images/dice/dice" + die + ".png";
if(i < 1) {
clearInterval(test);
callback(die); //Return the die value back to a function to process it
}
}, 50);
}
function game(){
var gameInfo = { //defaults
"p1" : null,
"p2" : null
},
playerRolls = function (playerNumber) { //Start off the rolling
var callbackFnc = function(value){ //Create a callback that will
playerFinishes(playerNumber, value);
};
roleDice( callbackFnc );
},
playerFinishes = function (playerNumber, value) { //called via the callback that role dice fires
gameInfo["p" + playerNumber] = value;
if (gameInfo.p1 !== null && gameInfo.p2 !== null ) { //checks to see if both rolls were completed, if so finish game
giveResult();
}
},
giveResult = function(){ //called when both rolls are done
var p1Win = gameInfo.p1 > gameInfo.p2;
alert( "Player " + (p1Win ? "1":"2") + " wins!" );
};
playerRolls("1"); //start player 1
playerRolls("2"); //start player 2
}
game();
The above code could be better in more of an OOP type of way, but it works.
There are a few issues for the above solutions to work. Running the program doesn't (at least not in my preferred browser) show any images, so these has to be loaded before running the game.
Also, by experience I find the best way to initiate the callback method in cases like preloading N images or having N players throw a dice is to let each timeout function do a countdown to zero and at that point execute the callback. This works like a charm and does not rely on how many items needing to be processed.
<html><head><script>
var game = function(images){
var nbPlayers = 2, winnerValue = -1, winnerPlayer = -1;
var rollDice = function(player,callbackFinish){
var playerDice = document.getElementById("dice"+player);
var facesToShow = Math.floor((Math.random() * 25) + 5);
var intervalID = setInterval(function(){
var face = Math.floor(Math.random() * 6);
playerDice.src = images[face].src;
if (--facesToShow<=0) {
clearInterval(intervalID);
if (face>winnerValue){winnerValue=face;winnerPlayer=player}
if (--nbPlayers<=0) finish();
}
}, 50);
}
var finish = function(){
alert("Player "+winnerPlayer+" wins!");
}
setTimeout(function(){rollDice(0)},10);
setTimeout(function(){rollDice(1)},10);
}
var preloadImages = function(images,callback){
var preloads = [], imagesToLoad = images.length;
for (var i=0;i<images.length;++i){
var img=new Image();
preloads.push(img);
img.onload=function(){if(--imagesToLoad<=0)callback(preloads)}
img.src = images[i];
}
}
preloadImages(["dice1.png","dice2.png","dice3.png","dice4.png","dice5.png","dice6.png"],game);
</script></head><body>
<img src="" id="dice0" /><img src="" id="dice1" /></body></html>
To achieve that goal, using vanilla setInterval function is simply impossible. However, there is better alternative to it: setIntervalAsync.
setIntervalAsync offers the same functionality as setInterval, but it guarantees that the function will never executed more than once in a given interval.
npm i set-interval-async
Example:
setIntervalAsync(
() => {
console.log('Hello')
return doSomeWork().then(
() => console.log('Bye')
)
},
1000
)
Example with Promises & setIntervals.. this is how I created a 'flat' chain of functions that wait until the other is completed...
The below snippet uses a library called RobotJS (here it returns a color at a specific pixel on screen) to wait for a button to change color with setInterval, after which it resolves and allows the code in the main loop to continue running.
So we have a mainChain async function, in which we run functions that we declare below. This makes it clean to scale, by just putting all your await someFunctions(); one after each other:
async function mainChain() {
await waitForColorChange('91baf1', 1400, 923)
console.log('this is run after the above finishes')
}
async function waitForColorChange(colorBeforeChange, pixelColorX, pixelColorY) {
return new Promise((resolve, reject) => {
let myInterval = setInterval(() => {
let colorOfNextBtn = robot.getPixelColor(pixelColorX, pixelColorY)
if (colorOfNextBtn == colorBeforeChange) {
console.log('waiting for color change')
} else {
console.log('color has changed')
clearInterval(myInterval);
resolve();
}
}, 1000)
})
}
//Start the main function
mainChain()
JSFiddle: http://jsfiddle.net/KH8Gf/27/
Code:
$(document).ready(function()
{
$('#expand').click(function()
{
var qty= $('#qty').val();
for (var counter = 0; counter < qty; counter++)
{
$('#child').html($('#child').html() + '<br/>new text');
}
});
});
How can I delay each iteration of the loop by a certain time?
I tried the following unsuccessfully:
setTimeout(function(){
$('#child').html($('#child').html() + '<br/>new text');
},500);
and
$('#child').delay(500).html($('#child').html() + '<br/>new text');
These cases all seem to work best by putting the operation into a local function and then calling that local function from setTimeout() to implement your delay. Due to the wonders of closures in javascript, the local function gets access to all the variables at the levels above it so you can keep track of your loop count there like this:
$(document).ready(function() {
$('#expand').click(function() {
var qty = $('#qty').val();
var counter = 0;
var child = $('#child');
function next() {
if (counter++ < qty) {
child.append('<br/>new text');
setTimeout(next, 500);
}
}
next();
});
});