I am trying to create a simple "guess the number game" in a web page where a user is the one thinking of the number and the computer is to guess the number(in range 1-100) that the user is thinking (no user input required). I've created four buttons for user to respond to the computer's guess: Start, Guess Higher, Guess Lower, Bingo. I have a problems with this range. If user click button 'Lover' it should became the biggest number (For example, 60 is too high, then computer guess between 1-60)(same with 'Higher'), but can't connect it together. Here is my code:
let computerGuess = 0,
numberOfGuesses = 0;
function writeMessage(elementId, message, appendMessage) {
let elemToUpdate = document.getElementById(elementId);
if (appendMessage) {
elemToUpdate.innerHTML = elemToUpdate.innerHTML + message;
} else {
elemToUpdate.innerHTML = message;
}
};
function newGame() {
computerGuess = 0;
numberOfGuesses = 1;
writeMessage('historyList', '');
document.getElementById('buttonLover').disabled = true;
document.getElementById('buttonHigher').disabled = true;
document.getElementById('buttonBingo').disabled = true;
}
function randomNumber(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min;
}
function computerGuessed() {
let compGuess = document.getElementById('compGuess'),
butLover = document.getElementById('buttonLover'),
butHigher = document.getElementById('buttonHigher'),
butBingo = document.getElementById('buttonBingo'),
statusArea = document.getElementById('statusArea'),
historyList = document.getElementById('historyList');
document.getElementById('buttonArea').disabled = true;
butLover.disabled = false;
butHigher.disabled = false;
butBingo.disabled = false;
let a = 1, b = 100;
computerGuess = randomNumber(a, b);
writeMessage('compGuess', '<p>' + computerGuess + '</p>', true);
writeMessage('statusArea', '<p>Choose a number between 1-100 and click the button.</p>');
butLover.addEventListener("click", function () {
writeMessage('historyList', '<li>' + computerGuess + ' (too high)</li>', true);
writeMessage('compGuess', '<p>' + '' + '</p>', false);
computerGuess = randomNumber(a, computerGuess);
writeMessage('compGuess', '<p>' + computerGuess + '</p>', true);
numberOfGuesses++;
});
butHigher.addEventListener("click", function () {
writeMessage('historyList', '<li>' + computerGuess + ' (too low)</li>', true);
writeMessage('compGuess', '<p>' + '' + '</p>', false);
computerGuess = randomNumber(computerGuess, b);
writeMessage('compGuess', '<p>' + computerGuess + '</p>', true);
numberOfGuesses++;
});
butBingo.addEventListener("click", function () {
writeMessage('statusArea', '<p>You got me in ' + numberOfGuesses + ' guesses, I was thinking ' + computerGuess + '. Let\'s go again...</p>');
writeMessage('compGuess', '<p>' + '' + '</p>', false);
document.getElementById('buttonArea').disabled = false;
newGame();
});
}
window.onload = function () {
newGame();
document.getElementById('buttonArea').addEventListener('click', computerGuessed);
};
<div id="game">
<h1>Computer Guessing Game</h1>
<div id="statusArea">
<p>Choose a number between 1-100 and click the button.</p>
</div>
<div id="compGuess">
</div>
<div class="buttons">
<input type="button" value="Start" class="button" id="buttonArea"/>
<input type="button" value="Lover" class="button" id="buttonLover"/>
<input type="button" value="Higher" class="button" id="buttonHigher"/>
<input type="button" value="Bingo" class="button" id="buttonBingo"/>
</div>
<div id="historyArea">
<h2>Computer Previous Guesses</h2>
<ol id="historyList">
</ol>
</div>
</div>
Each time you call computerGuessed() you reset a & b to 1 and 100. Try setting them as global vars (since you're already using global vars), and set them to 1 and 100 on the start of each game.
let computerGuess = 0,
numberOfGuesses = 0,
a=0,
b=100;
function writeMessage(elementId, message, appendMessage) {
let elemToUpdate = document.getElementById(elementId);
if (appendMessage) {
elemToUpdate.innerHTML = elemToUpdate.innerHTML + message;
} else {
elemToUpdate.innerHTML = message;
}
};
function newGame() {
computerGuess = 0;
numberOfGuesses = 1;
a = 0;
b = 100;
writeMessage('historyList', '');
document.getElementById('buttonLower').disabled = true;
document.getElementById('buttonHigher').disabled = true;
document.getElementById('buttonBingo').disabled = true;
}
function randomNumber(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min;
}
function computerGuessed() {
let compGuess = document.getElementById('compGuess'),
butLower = document.getElementById('buttonLower'),
butHigher = document.getElementById('buttonHigher'),
butBingo = document.getElementById('buttonBingo'),
statusArea = document.getElementById('statusArea'),
historyList = document.getElementById('historyList');
document.getElementById('buttonArea').disabled = true;
butLower.disabled = false;
butHigher.disabled = false;
butBingo.disabled = false;
computerGuess = randomNumber(a, b);
writeMessage('compGuess', '<p>' + computerGuess + '</p>', true);
writeMessage('statusArea', '<p>Choose a number between 1-100 and click the button.</p>');
}
window.onload = function () {
newGame();
document.getElementById('buttonArea').addEventListener('click', computerGuessed);
let butLower = document.getElementById('buttonLower'),
butHigher = document.getElementById('buttonHigher'),
butBingo = document.getElementById('buttonBingo');
butLower.addEventListener("click", function () {
writeMessage('historyList', '<li>' + computerGuess + ' (too high)</li>', true);
writeMessage('compGuess', '<p>' + '' + '</p>', false);
b = computerGuess;
computerGuessed();
writeMessage('compGuess', '<p>' + computerGuess + '</p>', true);
numberOfGuesses++;
});
butHigher.addEventListener("click", function () {
writeMessage('historyList', '<li>' + computerGuess + ' (too low)</li>', true);
writeMessage('compGuess', '<p>' + '' + '</p>', false);
a = computerGuess;
computerGuessed();
writeMessage('compGuess', '<p>' + computerGuess + '</p>', true);
numberOfGuesses++;
});
butBingo.addEventListener("click", function () {
writeMessage('statusArea', '<p>You got me in ' + numberOfGuesses + ' guesses, I was thinking ' + computerGuess + '. Let\'s go again...</p>');
writeMessage('compGuess', '<p>' + '' + '</p>', false);
document.getElementById('buttonArea').disabled = false;
newGame();
});
};
<div id="game">
<h1>Computer Guessing Game</h1>
<div id="statusArea">
<p>Choose a number between 1-100 and click the button.</p>
</div>
<div id="compGuess">
</div>
<div class="buttons">
<input type="button" value="Start" class="button" id="buttonArea"/>
<input type="button" value="Lower" class="button" id="buttonLower"/>
<input type="button" value="Higher" class="button" id="buttonHigher"/>
<input type="button" value="Bingo" class="button" id="buttonBingo"/>
</div>
<div id="historyArea">
<h2>Computer Previous Guesses</h2>
<ol id="historyList">
</ol>
</div>
</div>
This version disables lower/higher buttons if we've already ruled out those possibilities, and it detects bingo automatically if there is no other option left.
//initialize global variables to keep track of stuff between functions
var min = 1;
var max = 100;
var currentGuess = -1;
function start() {
//reset everything
min = 1;
max = 100;
document.getElementById("historyList").innerHTML = "";
disable("startButton");
enable("lowerButton");
enable("higherButton");
enable("bingoButton");
//and guess
guess();
}
function guess() {
//generate a guess between min and max
currentGuess = rando(min, max);
//disable higher/lower buttons if we've ruled out those possibilities
currentGuess == min ? disable("lowerButton") : enable("lowerButton");
currentGuess == max ? disable("higherButton") : enable("higherButton");
//tell the user the guess
document.getElementById("compGuess").innerHTML = currentGuess;
}
function lower() {
//our guess was too high, so our new max is one lower than that guess
max = currentGuess - 1;
//automatically detect bingo if it's the only possible outcome left and don't bother executing the rest of the lower function
if (max == min) {
currentGuess = min;
return bingo();
}
//record that the guess was too high
document.getElementById("historyList").innerHTML += "<li>" + currentGuess + " (too high)</li>";
guess();
}
function higher() {
//our guess was too low, so our new min is one higher than that guess
min = currentGuess + 1;
//automatically detect bingo if it's the only possible outcome left and don't bother executing the rest of the higher function
if (max == min) {
currentGuess = min;
return bingo();
}
//record that the guess was too low
document.getElementById("historyList").innerHTML += "<li>" + currentGuess + " (too low)</li>";
guess();
}
function bingo() {
//record that the guess was a bingo
document.getElementById("historyList").innerHTML += "<li>" + currentGuess + " (BINGO)</li>";
//only allow start button
enable("startButton");
disable("lowerButton");
disable("higherButton");
disable("bingoButton");
//give the user a breakdown
document.getElementById("compGuess").innerHTML = "You got me in " + document.getElementsByTagName("li").length + " guesses. I was thinking " + currentGuess + ". Let's go again...";
}
//these two functions just make our code easier to read
function disable(id) {
document.getElementById(id).disabled = true;
}
function enable(id) {
document.getElementById(id).disabled = false;
}
<script src="https://randojs.com/1.0.0.js"></script>
<div id="game">
<h1>Computer Guessing Game</h1>
<div id="statusArea">
<p>Choose a number between 1-100 and click the button.</p>
</div>
<div id="compGuess"></div>
<div class="buttons">
<input type="button" value="Start" id="startButton" onclick="start();" />
<input type="button" value="Lower" id="lowerButton" onclick="lower();" disabled/>
<input type="button" value="Higher" id="higherButton" onclick="higher();" disabled/>
<input type="button" value="Bingo" id="bingoButton" onclick="bingo();" disabled/>
</div>
<div id="historyArea">
<h2>Computer Previous Guesses</h2>
<ol id="historyList"></ol>
</div>
</div>
It uses randojs.com to make the randomness easier to read, so if you use this code, make sure you have this in the head tag of your html document:
<script src="https://randojs.com/1.0.0.js"></script>
try the following ...
start.html
<!DOCTYPE html>
<html>
<head>
<script>
function StartGame()
{
aMaxValue = Number(theMaxValueText.value);
window.localStorage.setItem ("theMaxValueToGuess", aMaxValue);
aNumberToGuess = Math.floor ( Math.random() * aMaxValue + 1 );
window.localStorage.setItem ("theNumberToGuess", aNumberToGuess);
aMaxNumberOfTries = Math.floor ( Math.log2 (aMaxValue) + 1 );
window.localStorage.setItem ("theMaxNumberOfTries", aMaxNumberOfTries);
window.localStorage.setItem ("theUserTriesCount", 0);
aPrevGuessesString = "";
window.localStorage.setItem ("thePrevGuessesString", aPrevGuessesString);
document.location.href = "play.html";
}
</script>
</head>
<body>
<h1>Guess a Number</h1>
<div class="form">
<label for="theMaxValueText">Max Value to Guess:</label>
<input type="text" id="theMaxValueText">
<input type="submit" value="Play" id="ExecPlayBtn" onclick="StartGame()">
</div>
</body>
</html>
play.html
<!DOCTYPE html>
<html>
<head>
<script>
var theMaxNumberToGuess = Number ( window.localStorage.getItem ("theMaxValueToGuess") );
// let theMaxNumberOfTries = 0;
// let theNumberToGuess = 0;
// let theUserTriesCount = 0;
function getMaxNumberOfTries() {
return Number ( window.localStorage.getItem ("theMaxNumberOfTries") );
}
function getNumberToGuess() {
return Number ( window.localStorage.getItem ("theNumberToGuess") );
}
function getUserTriesCount() {
return Number ( window.localStorage.getItem ("theUserTriesCount") );
}
function incrUserTriesCount()
{
aUserTriesCount = getUserTriesCount();
++ aUserTriesCount;
window.localStorage.setItem ("theUserTriesCount", aUserTriesCount);
}
function getNumberOfTriesLeft()
{
aMaxNumberOfTries = getMaxNumberOfTries();
aUserTriesCount = getUserTriesCount();
aNumberOfTriesLeft = aMaxNumberOfTries - aUserTriesCount;
return aNumberOfTriesLeft;
}
function getPrevGuessesString() { return window.localStorage.getItem ("thePrevGuessesString"); }
function addToPrevGuessesString (aStr)
{
aPrevGuessesString = getPrevGuessesString();
aPrevGuessesString += (aStr + " ");
window.localStorage.setItem ("thePrevGuessesString", aPrevGuessesString);
}
function PageLoaded()
{
document.getElementById("theMaxNumberToGuessLabel").innerHTML = theMaxNumberToGuess;
// compute values ...
// theNumberToGuess = Math.floor ( Math.random() * theMaxNumberToGuess + 1 );
// theMaxNumberOfTries = Math.floor ( Math.log2 (theMaxNumberToGuess) + 1 );
// theUserTriesCount = 0;
DisplayGameStatus();
}
window.addEventListener ("load", PageLoaded);
function DisplayNumberOfTriesLeft()
{
aNumberOfTriesLeft = getNumberOfTriesLeft();
document.getElementById("theTriesLeftCountLabel").innerHTML = aNumberOfTriesLeft;
}
function DisplayPrevUserGuesses()
{
aPrevGuessesString = getPrevGuessesString();
document.getElementById("theUserPrevGuessesLabel").innerHTML = aPrevGuessesString;
}
function DisplayGameStatus()
{
DisplayNumberOfTriesLeft();
DisplayPrevUserGuesses();
}
function CheckUserGuess()
{
aNumberOfTriesLeft = getNumberOfTriesLeft();
if (aNumberOfTriesLeft <= 0) {
// go to the loose page
}
aNumberToGuess = getNumberToGuess();
aUserGuess = Number(theUserValueText.value);
addToPrevGuessesString ("" + aUserGuess);
if (aUserGuess < aNumberToGuess) {
// retry
document.getElementById("theUserHintMessageLabel").innerHTML =
"retry, the number to guess is > higher"
} else if (aUserGuess > aNumberToGuess) {
// retry
document.getElementById("theUserHintMessageLabel").innerHTML =
"retry, the number to guess is < lower"
} else {
// the user wins !!
document.getElementById("theUserHintMessageLabel").innerHTML =
"you win !! " + aUserGuess + " == " + aNumberToGuess + ""
alert ("you win !! " + aUserGuess + " == " + aNumberToGuess + "");
// go to the win page ...
document.location.href = "youwin.html";
}
// ++ theUserTriesCount;
incrUserTriesCount();
aNumberOfTriesLeft = getNumberOfTriesLeft();
if (aNumberOfTriesLeft <= 0) {
// go to the loose page
document.location.href = "youloose.html";
}
DisplayGameStatus();
}
</script>
</head>
<body>
<div>
<h1>
<label>Guess a Number in the Range ( 0 .. </label>
<label id="theMaxNumberToGuessLabel"></label>
<label>)</label>
</h1>
</div>
<div>
<label>you have </label>
<label id="theTriesLeftCountLabel"></label>
<label> tries left</label>
</div>
<p></p>
<div>
<label for="theUserValueText">Enter your Guess: </label>
<input type="text" id="theUserValueText">
<input type="submit" value="Guess" id="ExecUserGuessBtn" onclick="CheckUserGuess()">
</div>
<p></p>
<div>
<label>Prev Guesses: </label>
<label id="theUserPrevGuessesLabel"></label>
</div>
<p></p>
<div>
<label id="theUserHintMessageLabel"></label>
</div>
</body>
</html>
youloose.html
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<div>
<h1>
<label>Sorry, You Loose !!</label>
<label>go to </label> Start
</h1>
</div>
</body>
</html>
youwin.html
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<div>
<h1>
<label>Congrats, You Win !!</label>
<label>go to </label> Start
</h1>
</div>
</body>
</html>
that's all folks ...
I'm a JS noob trying to make this "hello mr./miss yourname!" clean.
I don't see a way to refactor the alert inside the if/else because then i lose the value of var b.
the JS:
<script>
"use strict";
window.onload = function () {
let form1 = document.getElementById('myForm');
form1.addEventListener('submit', helloYou);
function helloYou() {
let x = document.getElementById("1").value;
let a = document.getElementById('3').value;
if ( a === "M") {
let b = "Mr.";
alert('Hello ' + b + " " + x + "!");
}
else {
let b = "Miss";
alert('Hello ' + b + " " + x + "!");
}
}
}
</script>
the HTML:
<body>
<form id="myForm">
Write your name:
<input type="text" name="yourname" id="1" placeholder="name">
<select name="gender" id="3">
<option value="M">Male</option>
<option value="F">Female</option>
<input type="submit" name="submission" id="2" value="TRY ME">
</form>
</body>
Thanks for any suggestions.
You can use ternary operator
alert('Hello ' + ( a === "M" ? "Mr." : "Miss" ) + " " + x + "!");
i.e.
function helloYou() {
let x = document.getElementById("1").value;
let a = document.getElementById('3').value;
alert('Hello ' + ( a === "M" ? "Mr." : "Miss" ) + " " + x + "!");
}
Assuming you are only needing the value of your gender select for the alert, you could change the value to Mr. and Miss and just alert/print those.
<script>
"use strict";
window.onload = function () {
let form1 = document.getElementById('myForm');
form1.addEventListener('submit', helloYou);
function helloYou() {
let x = document.getElementById("1").value;
let a = document.getElementById('3').value;
alert('Hello ' + a + " " + x + "!");
}
}
</script>
HTML
<body>
<form id="myForm">
Write your name:
<input type="text" name="yourname" id="1" placeholder="name">
<select name="gender" id="3">
<option value="Mr.">Male</option>
<option value="Miss">Female</option>
<input type="submit" name="submission" id="2" value="TRY ME">
</form>
</body>
function helloYou() {
const val = id => document.getElementById(id).value;
alert(`Hello ${val(3) === "M" ? "Mr." : "Miss"} ${val(1)} !`);
}
We can make use of two things 1 tenary to shorten your if logic.
condition ? result : otherResult
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Conditional_Operator
and template literals which let you add javascript to a string `string ${javascript}`` using back tics
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Template_literals
Something like this?
<script>
"use strict";
window.onload = function () {
let form1 = document.getElementById('myForm');
form1.addEventListener('submit', helloYou);
function helloYou() {
let x = document.getElementById("1").value;
let a = document.getElementById('3').value;
let b = "Miss"
if ( a === "M") {
b = "Mr.";
}
alert('Hello ' + b + " " + x + "!");
}
}
</script>
Just adding this as an option, quite clean :)
const helloYou = () => {
let name = document.getElementById('1').value
let gender = document.getElementById('3').value
const prefix = gender === 'M' ? 'Mr.' : 'Miss'
alert(`Hello ${prefix} ${name}!`)
}
I am new to HTML and Javascript. I am trying to make a simple website that counts up yes and no votes. I want to display the number of votes for each. The results should be updated after each vote. When I enter a vote, it gets updated for a split second then reverts back to 0,0,0. How do I resolve this?
var yes = 0;
var no = 0;
function clickYes() {
yes++;
alert("You pressed yes");
refreshResults();
}
function clickNo() {
no++;
alert("You pressed no");
refreshResults();
}
function refreshResults() {
var results = document.getElementById('results');
results.innerHTML = "Total: " + (yes + no);
results.innerHTML += "<br>Yes: " + yes;
results.innerHTML += "<br>No: " + no;
}
<!DOCTYPE html>
<html>
<script src="voteCount.js" type="text/javascript"></script>
<head>
<h1>This Website Counts Up Votes</h1>
</head>
<body>
<div id="userInput">
<h2>Yes or No?</h2>
<form>
<button type="radio" onclick="clickYes()" id="yesbutton">Yes</button>
<button type="radio" onclick="clickNo()" id="nobutton">No</button>
</form>
</div>
<h3 id="results">
<script>
refreshResults();
</script>
</h3>
</html>
Hi Try to remove script tag from your html file.
its working fine for me.
Hope this helps...
var yes = 0;
var no = 0;
function clickYes() {
yes++;
refreshResults();
}
function clickNo() {
no++;
refreshResults();
}
function refreshResults() {
var results = document.getElementById('results');
results.innerHTML = "Total: " + (yes + no);
results.innerHTML += "<br>Yes: " + yes;
results.innerHTML += "<br>No: " + no;
}
<!DOCTYPE html>
<html>
<script src="voteCount.js" type="text/javascript"></script>
<head>
<h1>This Website Counts Up Votes</h1>
</head>
<body>
<div id="userInput">
<h2>Yes or No?</h2>
<form>
<button type="radio" onclick="clickYes()" id="yesbutton">Yes</button>
<button type="radio" onclick="clickNo()" id="nobutton">No</button>
</form>
</div>
<h3 id="results">
</html>
The main problem is button is reloading the page. Either give type="button" or you need to prevent the default event. Also there are few issues:
You haven't closed the </body>.
You cannot have <h1> inside <head>!
Button's type should be either of button, submit or reset, which defaults to submit.
You cannot have a <script> tag, that way how you have used it.
Working Snippet with the alert.
var yes = 0;
var no = 0;
function clickYes() {
yes++;
alert("You pressed yes");
refreshResults();
}
function clickNo() {
no++;
alert("You pressed no");
refreshResults();
}
function refreshResults() {
var results = document.getElementById('results');
results.innerHTML = "Total: " + (yes + no);
results.innerHTML += "<br>Yes: " + yes;
results.innerHTML += "<br>No: " + no;
}
<h1>This Website Counts Up Votes</h1>
<div id="userInput">
<h2>Yes or No?</h2>
<form>
<button type="button" onclick="clickYes()" id="yesbutton">Yes</button>
<button type="button" onclick="clickNo()" id="nobutton">No</button>
</form>
</div>
<h3 id="results"></h3>
try this
function refreshResults() {
var results = document.getElementById('results');
var output = "Total: " + (yes + no);
output += "<br>Yes: " + yes;
output += "<br>No: " + no;
results.innerHTML = output;
}
I am trying to add some functionality to the entered tags in this image searcher using the flickr API. I have it working but it only works when I write the string within the code. For example I have "cats" in the for now. My goal is the pass the entered value from the textbox (id="textbox1") into the tags in the script above. I want to be able to search from the text box and not go into the code. Thanks for any tips/advice!
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<html>
<head>
<script type="text/javascript" src="jquery-1.11.2.js"></script>
</head>
<body>
<script type="text/javascript">
$(document).ready(function() {
$("#button").click(function() {
$("#images").empty();
$.getJSON("http://api.flickr.com/services/feeds/photos_public.gne?jsoncallback=?", {
tags: "cats",
tagmode: "any",
format: "json"
}, function(data) {
console.log(data);
$.each(data.items, function(i, item) {
$(".buttonclick").remove();
$('<img/>').attr("src", item.media.m).appendTo('#images');
if (i == 1) return false;
});
});
});
$('#images').on('click', 'img', function() {
var $imgClone = $(this).clone().attr('src', $(this).attr('src').replace('_m.', '_b.'));
$('#main').html($imgClone);
});
});
$(document).ready(function() {
var counter = 2;
$("#addButton").click(function() {
if (counter > 10) {
alert("Only 10 textboxes allow");
return false;
}
var newTextBoxDiv = $(document.createElement('div')).attr("id", 'TextBoxDiv' + counter);
newTextBoxDiv.after().html('<label></label>' +
'<input type="text" name="textbox' + counter +
'" id="textbox' + counter + '" value="" >');
newTextBoxDiv.appendTo("#TextBoxesGroup");
counter++;
});
$("#removeButton").click(function() {
if (counter == 1) {
alert("No more textbox to remove");
return false;
}
counter--;
$("#TextBoxDiv" + counter).remove();
});
$("#getButtonValue").click(function() {
var msg = '';
for (i = 1; i < counter; i++) {
msg += "\n Textbox #" + i + " : " + $('#textbox' + i).val();
}
alert(msg);
});
});
</script>
<h1>Image Search</h1>
<button type="button" id="button">Search</button>
<input type='button' value='Remove Tag' id='removeButton'>
<div id='TextBoxesGroup'>
<div id="TextBoxDiv1">
<input type='textbox' id='textbox1'>
<input type='button' value='Add tag' id='addButton'>
</div>
</div>
<div id="images" /></div>
</body>
</html>
In $.getJSON you can switch "cats" with
$("#textbox1").val(),
and it will use the value of the input (whatever the user has typed into it) as the value of "tags".
//Stuff before
tags:$("#textbox1").val(),
//Stuff after
I hope this helped!
Edit:
In case you want to learn more about jQuery's .val(), you can read the documentation here.
I am trying to add a submit and a clear button to a quicksearch form in flexigrid. At the moment, when a user searches, they have press the enter key (13). So in conjunction with that, I would also like buttons that search and clear. I know I did this before, but cannot find the code after a restore. Many thanks
//add search button
if (p.searchitems) {
$('.pDiv2', g.pDiv).prepend("<div class='pGroup'> <div class='pSearch pButton'><span></span></div> </div> <div class='btnseparator'></div>");
$('.pSearch', g.pDiv).click(function () {
$(g.sDiv).slideToggle('fast', function () {
$('.sDiv:visible input:first', g.gDiv).trigger('focus');
});
});
//add search box
g.sDiv.className = 'sDiv';
var sitems = p.searchitems;
var sopt = '', sel = '';
for (var s = 0; s < sitems.length; s++) {
if (p.qtype == '' && sitems[s].isdefault == true) {
p.qtype = sitems[s].name;
sel = 'selected="selected"';
} else {
sel = '';
}
sopt += "<option value='" + sitems[s].name + "' " + sel + " >" + sitems[s].display + " </option>";
}
if (p.qtype == '') {
p.qtype = sitems[0].name;
}
$(g.sDiv).append("<div class='sDiv2'>" + p.findtext +
" <input type='text' value='" + p.query +"' size='30' name='q' class='qsbox' /> "+
" <select name='qtype'>" + sopt + "</select></div>");
//Split into separate selectors because of bug in jQuery 1.3.2
$('input[name=q]', g.sDiv).keydown(function (e) {
if (e.keyCode == 13) {
g.doSearch();
}
});
$('select[name=qtype]', g.sDiv).keydown(function (e) {
if (e.keyCode == 13) {
g.doSearch();
}
});
$('input[value=Clear]', g.sDiv).click(function () {
$('input[name=q]', g.sDiv).val('');
p.query = '';
g.doSearch();
});
$(g.bDiv).after(g.sDiv);
}
ok you can try something simple like that :
$('.sDiv2').append("<input type='submit' value='submit' name='submit' /><input type='reset' value='reset' name='reset' />");
After you set listeners like you did for the others input