I am creating a game similar to Pacman. The game board is held in an array called "testLevel." Here, I am trying to code the ghosts and make them move one square per 5 second. What happens is that every 5 seconds the ghost function will be called, but the program runs so fast that the function gets called multiple times within that second when I only want it to run once then not run again until another 5 seconds. How can I fix this problem. Thanks!
var testLevel = [[0,0,0,0,0,0],[0,1,0,1,1,0],[0,0,1,0,1,0],[0,0,1,0,1,0],[0,1,4,1,1,0],[0,0,0,0,0,0]];
function draw() {
background(255);
var sec = second();
if (sec % 5 == 0) {
ghost();
}
}
function ghost(){
for(b=1; b <7 ;b++){// column
for (a=5; a>-1; a--){// row
if (testLevel[a][b] == 4 && testLevel [a-1][b] !== 0){
c = a;
d = b;
printBoard();
}
}
}
testLevel[c][d] =1;
testLevel[c-1][d] = 4;
}
It sounds to me like you want to use some sort of timing function, either
setTimeout(function, milliseconds)
---Executes a function, after waiting a specified number of milliseconds.
or
setInterval(function, milliseconds)
---Same as setTimeout(), but repeats the execution of the function continuously.
(From http://www.w3schools.com/js/js_timing.asp)
In this case, setInterval(ghost, 5000) in draw() should do the trick.
Instead of looping to determine 5 seconds, use setInterval:
var testLevel = [[0,0,0,0,0,0],[0,1,0,1,1,0],[0,0,1,0,1,0],[0,0,1,0,1,0],[0,1,4,1,1,0],[0,0,0,0,0,0]];
function draw() {
background(255);
var interval = setInterval(ghost, 5000)
function ghost(){
for(b=1; b <7 ;b++){// column
for (a=5; a>-1; a--){// row
if (testLevel[a][b] == 4 && testLevel [a-1][b] !== 0){
c = a;
d = b;
printBoard();
}
}
}
testLevel[c][d] =1;
testLevel[c-1][d] = 4;
}
Note: You can use clearInterval(interval) to stop the process.
Related
I am looking to increment the value of "time" with 0.01 each 10 miliseconds until it gets to the desired value. Right now it just increases it instantly to the conditioned value.
var time = 0;
function animate() {
decreaseIncrement = -0.78;
increaseIncrement = 0.78;
if (
(document.getElementById("but5").onclick = function () {
if (time < increaseIncrement) {
do {
time += 0.01;
} while (time < increaseIncrement);
}
})
)
if (
(document.getElementById("but3").onclick = function () {
if (decreaseIncrement < time) {
do {
time -= 0.01;
} while (decreaseIncrement < time);
}
})
)
increaseIncrement = time + increaseIncrement;
decreaseIncrement = time + decreaseIncrement;
}
https://jsfiddle.net/2epqg1wc/1/
You can solve that problem using setInterval which repeatedly runs a task every x milliseconds until you cancel it. Below code reduces the value to 0 in 0.01 steps with a step performed every 10 milliseconds.
var value = 1.0;
var decrement = 0.01;
function decreaseAnimation() {
var interval = setInterval(() => {
value -= decrement;
console.log(value);
if (value <= 0) {
clearInterval(interval);
}
}, 10);
}
decreaseAnimation();
You have 3 options:
requestAnimationFrame (rAF)
setTimeout/setInterval (sTo)
messageChannel
The first 2 options are more straightforward but they will lack the precision, because rAF fires every 17 milliseconds (assuming 60Hz) and sTO will fire at most 4ms after 4 successive recursions. Usually rAF is preferred over sTo because of better reliability in timing of firing these callbacks. Use sTO as a fallback if rAF is not supported.
Here is an implementation from a library for similar purposes:
var rafx = require("rafx");
rafx.async({ //create a ledger object to store values
curr_time:0,
desired:Math.random(),
frames:0
}).animate(function(obj){
//obj is the ledger above
//increment obj.frames here if you want to
return obj;
},).until(function(obj){
obj.frames++;
obj.curr_time = obj.frames * 17 / 10 * 0.01;
return obj.curr_time >= obj.desired;
}).then(function(obj){
console.log("sequence ended with values:" + JSON.stringify(obj));
});
You can copy paste the code above here and test it.
The last option uses MessageChannel to post message between ports, which gives extremely high precision because it is fired at the next event loop. You can combine this with performance.now to determine whether to increment your time or not.
Disclosure: I am the author of the aforementioned lib.
I have a function everyXsecsForYsecs that will accept three arguments: a function, an interval time in seconds, and a total time in seconds.
everyXsecsForYsecs should invoke the given function every X * 1000 milliseconds, yet then stop invoking the function after Y * 1000 milliseconds. Addition to this, here is a simple callback function for everyXsecsForYsecs:
function sayHowdy(){
console.log('Howdy');
}
Then I call everyXsecsForYsecs as such:
everyXsecsForYsecs(sayHowdy, 1, 5);
So what I expect is to see 5 'Howdy' in the console, then function to stop. But what happens is that, function prints 'Howdy' for ever. Here is how I implemented everyXsecsForYsecs,
function everyXsecsForYsecs(callback, X, Y) {
x_mili = X * 1000;
y_mili = Y * 1000;
let id = setTimeout(function run(){
callback();
id = setTimeout(run, x_mili);
}, x_mili);
setTimeout(clearTimeout, y_mili, id);
}
I am suspicious about how I use clearTimeout with nested setTimeout,
What I am missing exactly?
By the time
setTimeout(clearTimeout, y_mili, id);
runs, id contains the timer id of the first outer setTimeout call. Cancelling that won't really help. If you'd replace it with:
setTimeout(() => clearTimeout(id), y_mili);
it'll clear the timeout with the id at that time, as you evaluate id when the timeout is done, and not when it get's started.
I'd write it as:
function everyXsecsForYsecs(callback, X, Y) {
let count = Math.floor(Y / X);
function recurring() {
callback();
if((count -= 1) >= 0)
setTimeout(recurring, X * 1000);
}
setTimeout(recurring, X * 1000);
}
let firstId = setTimeout(sayHowdy, 1000)
will call sayHowdy after 1000ms and store the timeout id within firstId
clearTimeout(firstId)
if this is called, the timeout referenced by the id will be cleared (no matter if it already is over or not)
But the question actually is, why you would want to clear the timeout, it's no interval, so you probably are in the wrong box.
have a look at this snippet, it does not repeat for seconds, but x times with recursion:
function fireAllXSecsYTimes(callback, fireAfterSeconds, counter) {
if (counter === 0) {
return;
}
setTimeout(() => {
callback();
counter--;
fireAllXSecsYTimes(callback, fireAfterSeconds, counter);
}, fireAfterSeconds * 1000)
}
what you asked for:
function fireAllXSecsForYSecs(callback, fireAfterSeconds, remainingSeconds) {
if (remainingSeconds <= 0) {
return;
}
setTimeout(() => {
callback();
fireAllXSecsForYSecs(callback, fireAfterSeconds, remainingSeconds - fireAfterSeconds);
}, fireAfterSeconds * 1000)
}
called with fireAllXSecsForYSecs(() => console.log('howdy'), 2, 5)
it will log 'howdy' 3 times, because on third execution, remainingSeconds still has 1 left. If you want to prevent this, just return if remainingSeconds <= 0 || remainingSeconds < fireAfterSeconds
Pass the reference not the value.
function sayHowdy() {
console.log('Howdy');
}
function everyXsecsForYsecs(callback, X, Y) {
x_mili = X * 1000;
y_mili = Y * 1000;
let id = setTimeout(function run() {
callback();
id = setTimeout(run, x_mili);
}, x_mili);
setTimeout(() => clearTimeout(id), y_mili);
//here you need to pass the reference to the id not the value
//which is constantly changing
}
everyXsecsForYsecs(sayHowdy, 1, 5);
If I have something like this:
var x = 1;
setInterval(function(){
if (x == "1") {x = "2"};
if (x == "2") {x = "3"};
if (x == "3") {x = "1"};
}, 250);
At the moment, the function runs the first if since it is inherintly true, then since the first if alters x to meet the conditions of the second if, it runs that as well, then does the same with the third and sets x all the way back to 1 How do I get each of the if functions to break out of the setInterval funtion so that after it has ran, the other ifs will not run? I've found how to do this with loops but not for functions. I understand that the above function would probably be better suited in a loop, but it's only an example for the sake of keeping the question short.
Use a ternary expression for this simple case:
var x = 1;
var interval = setInterval(function() {
x < 3 ? x++ : x=1
console.log(x)
}, 250);
// clears the interval after 5000 ms
setTimeout(function() {
clearInterval(interval)
}, 5000);
The game is WAR, or Get Your Neighbour, a traditional game utilising a standard deck of 52 cards, no jokers. Currently the code recognises when a card is above 10 and so the rules of the game are being followed, all that is great, I've designed a timer that takes the value of the card 2-14, subtracts 10, then uses that number for the round of turns the other player has to draw above 10 before you win. Still building the cooperative/multiplayer element but for now, I'd just like to get this bloody button working!
When I click it, it does nothing. Before, it would tell me that "'timerf' is not a function". I'm probably doing something very obvious like problems with the order that things are loaded/data is parsed, but I'm still learning so I'd appreciate any help! Any questions, let me know.
var card = null; // setem 160517
var timer = null; //
window.onload = function() {
function draw(min, max) { // draw a card between 2-14
card = document.getElementById("draw").innerHTML = Math.floor(Math.random()*((max - min)+1) + min); // min 2, max 14
if (card > 10) {
timer = card - 10;
timerf(timer);
} else if (card < 11 && timer > 0) {
timer = timerf(timer-1);
}
} // draw
//draw(2,14);
document.getElementById("clickMe").onclick = draw(2,14);
} // window.onload
function timerf(timer) { // print turns to win
if (timer > 0 && timer < 5 && timer != 1) { // print turns to win
console.log("you have " + timer + " turns to win!");
} else if (timer == 1) {
console.log("you have " + timer + " turn to win!");
}
}
<div id="draw"></div>
<button id="clickMe">WAR!</button>
The return value of the draw function is undefined because it has no return statement.
document.getElementById("clickMe").onclick = draw(2,14);
… so you are assigning undefined to the onclick property.
You have to assign the function you want to call.
Please Help! I'm new to Javascript, so there's probably an easier solution to this. Basically, I need it to prompt for a number and then count down from that number to zero. Once it reaches zero, I need it to count-up and stop at the same prompted number.
I got it to count down at first, then I completely butchered it, I have no clue what to do.
<script type="text/javascript">
// get number from user
var startNum = parseInt(prompt("Input a number to start counting down from.",""));
var counter = setInterval(timer, 1000);
console.log(startNum);
function timer() {
startNum--; // reduce number by 1
console.log(startNum);
if (startNum <= 0) {
clearInterval(counter);
}
}
var counter = setInterval(timer2, 1000);
var endNum = 0
function timer2() {
console.log(endNum)
endNum++; // add number by 1
console.log(endNum);
if (endNum >= startNum) {
clearInterval(counter);
}
}
</script>
You've got a couple issues here. the first one was pointed out by Rob in the comments. You're running both functions at the same time.
The other issue you have is that you're never storing the number. You're just subtracting and adding to nothing essentially.
So -
<script type="text/javascript">
// get number from user
var startNum = parseInt(prompt("Input a number to start counting down from.",""));
var currentNum = startNum;
var counter = setInterval(timer, 1000);
function timer() {
console.log(currentNum);
currentNum -= 1; // reduce number by 1
console.log(currentNum);
if (currentNum == 0) {
clearInterval(counter);
counter = setInterval(timer2, 1000);
}
}
function timer2() {
console.log(currentNum)
currentNum += 1; // add number by 1
console.log(currentNum);
if (currentNum == startNum) {
clearInterval(counter);
}
}
</script>
Something like this should do the trick. Basically creating another variable to hold your start number and consider that the current number and the value that is going to change.
here's a fiddle - http://jsfiddle.net/w5FM6/
cheers