The concept is simliar to a slider. Here is the JsFiddle
Each section is set to:
visibility: hidden;
until assigned the "anim-in" class. The issue is with var $currSection and $nextSection that need the var $rightCounter to correctly evaluate.
var $currSection = $rightCounter;
var $nextSection = $rightCounter + 1;
$rightCounter is updated in the counter function:
function counter (event){
var $counterSelect = $(this).attr('id');
if ( $counterSelect == "right") {
if ( $rightCounter >= 0 && $rightCounter <= 4){
$rightCounter += 1;
console.log($rightCounter);
if ($leftCounter <= 0) {
$leftCounter = 0;
console.log($leftCounter);
}
else {
$leftCounter -= 1;
console.log($leftCounter);
}
}
}
else {
if ($leftCounter >= 0 && $leftCounter <= 4){
$leftCounter += 1;
console.log($leftCounter);
if ($rightCounter <= 0) {
$rightCounter = 0;
console.log($rightCounter);
}
else {
$rightCounter -= 1;
console.log($rightCounter);
}
}
}
animOut();
return $rightCounter;
};
The animOut function uses $currSection and $nextSection to redistribute classes, but they are not updating with the $rightCounter?
Note: the console logs are there to show what the vars are evaluating to
Related
When running this code I currently getting the error "TypeError: Invalid value for y-coordinate. Make sure you are passing finite numbers to setPosition(x, y)." all of my functions do work are are declared properly. When I use a println and print out letYPos it prints out "NaN" but when I call the function again it prints out the correct value. Does anyone know how I can fix this or if there even is a way to fix this?
var count = 0;
var letYPos = 0;
var y = 3;
function testing()
{
var letXPos = 25;
letYPos += 75;
if (count == 6)
{
println("You have ran out of guesses, the correct anwser was: " + secretWord);
return;
}
var input = readLine("Enter your word: ");
if (input == null)
{
println("You have to enter a word! ");
return;
}
if (input.length != 5)
{
println("That is not a five letter word, please try again.");
return;
}
var x = 3;
for (var i = 0; i < input.length; i++)
{
if (input.includes(secretWord.charAt(i)))
{
var index = input.indexOf(secretWord.charAt(i));
}
if (index == 0) { yellow(3, y ) }
if (index == 1) { yellow(83, y ) }
if (index == 2) { yellow(163, y) }
if (index == 3) { yellow(243, y) }
if (index == 4) { yellow(323, y) } index = null;
}
for (var i = 0; i < input.length; i++)
{
if (input.charAt(i) == secretWord.charAt(i))
{
green(x, y);
}
x += 80;
}
y += 80;
for (var i = 0; i < input.length; i++)
{
for (var a = 0; a <= 5; a++)
{
var txt = new Text(input.charAt(a), font);
txt.setPosition(letXPos, letYPos);
add(txt);
letXPos += 80;
}
}
if (input == secretWord)
{
println("That's Correct, Congratulations!");
return;
}
count++;
setTimeout(testing, 100);
}
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. :-)
I get my password spec from an API which then I split the object into the needed fields and check that I have the required number of lower, upper, special and length of my password.
function isStrong(passwordChecker) {
if (!passwordChecker) {
return false;
}
debugger;
var securityOption = JSON.parse(localStorage.getItem("Security"));
var MinLength = securityOption.PasswordMinRequiredLength;
var SpecialChars = securityOption.PasswordMinRequiredNonalphanumericCharacters;
var MinLowercase = securityOption.PasswordMinRequiredLowercase;
var MinUppercase = securityOption.PasswordMinRequiredUppercase;
//LenghtCheck
if (passwordChecker.length < MinLength);
return false;
if (!CountSpecialChars(passwordChecker) > SpecialChars) {
return false;
}
if (MinLowercase > 0) {
if (!CountLowerCase(passwordChecker) > MinLowercase) {
return false;
}
}
if (MinUppercase > 0) {
if (!CountUpperCase(passwordChecker) > MinLowercase) {
return false;
}
}
}
function CountSpecialChars(text) {
var Count = 0;
for (var i = 0; i < text.length; i++) {
var c = text[i];
if (text[i] >= 33 && text[i] <= 63){
Count++;
}
}
}
function MinLowercase(text) {
var Count = 0;
for (var i = 0; i < text.length; i++) {
var c = text[i];
if (text[i] >= 97 && text[i] <= 122) {
Count++;
}
}
}
function MinUppercase(text) {
var Count = 0;
for (var i = 0; i < text.length; i++) {
var c = text[i];
if (text[i] >= 65 && text[i] <= 90) {
Count++;
}
}
}
Now what I want to do is, check the different conditions as a whole and if all of the conditions are true then change the class to green..
$(pageId + ' #password').bind('keyup', function () {
var currentpassword = $(pageId + ' #password').val();
if (isStrong(currentpassword)) {
$(pageId + ' #password').addClass('green');
} else {
$(pageId + ' #password').addClass('red');
}
});
I am not sure how to check the conditions as a whole and return an overall true because as I start trying in my password it instantly changes to green as in my password spec you do not need any UpperCase or LowerCase letters so on any input of a char it returns true..
You should refactor your functions so that they accept both the string and the parameter and return true or false. For example:
function CountSpecialChars(text) {
var Count = 0;
for (var i = 0; i < text.length; i++) {
var c = text[i];
if (text[i] >= 33 && text[i] <= 63){
Count++;
}
}
}
if (!CountSpecialChars(passwordChecker) > SpecialChars) {
return false;
}
Should instead be:
function CountSpecialChars(text, min) {
var count = 0;
for (var i = 0; i < text.length; i++) {
var c = text[i];
if (text[i] >= 33 && text[i] <= 63){
count++;
}
}
return count > min;
}
return CountSpecialChars(passwordChecker, SpecialChars);
Also, as a bonus, you could also avoid that for loop for those functions by using replace, like so:
function MinChars(text, min) {
return text.length > min;
}
function MinUppercase(text, min) {
var non_uppers = /[^A-Z]/g;
var uppers = text.replace(non_uppers, text);
return uppers.length > min;
}
function MinLowercase(text, min) {
var non_lowers = /[^a-z]/g;
var lowers = text.replace(non_lowers, text);
return lowers.length > min;
}
function MinSpecialChars(text, min) {
var non_specials = /[^!-\?]/g;
var specials = text.replace(non_specials, text);
return specials.length > min;
}
Now with those functions, you can have:
if !MinChars(pw, MinLength) return false;
if !MinSpecialChars(pw, SpecialChars) return false;
if !MinLowercase(pw, MinLowercase) return false;
if !MinUppercase(pw, MinUppercase) return false;
return true;
Okay I successfully created a basic slideshow but I wanted to add more effects and such to make it look more realistic. I am doing some coding but I don't know what is wrong. I end up crashing my MOZILLA everytime I run the script. Can anyone help me do this correctly? And not to mention I don't want any kind of jQuery modification to my code
JavaScript
var img = new Array("a.jpg","b.jpg","c.jpg");
var len = img.length - 1;
var pos = 0;
function slid(e){
pos = pos + e;
if(pos < 0)
{
pos = len;
}
if(pos > len)
{
pos = 0;
}
var a = 1;
var i = 1;
while(i<=50)
{
function op(a) {
a -= 0.02;
if(a < 0)
{
a = 1;
}
document.getElementById("slide").style.opacity = a;
}
i++;
}
document.getElementById("slide").src = img[pos];
return false;
};
and yeah it's not fading(in this case changing opacity) help me on that too?
Take a look here:
while(i<=50)
{
function op(a) {
a -= 0.02;
if(a < 0)
{
a = 1;
}
document.getElementById("slide").style.opacity = a;
}
}
You are not incrementing your 'i' counter variable, resulting in an infinite loop, and hence browser crashing. Replace with this:
while(i<=50)
{
function op(a) {
a -= 0.02;
if(a < 0)
{
a = 1;
}
document.getElementById("slide").style.opacity = a;
}
i++; //increment the counter variable to prevent an infinite loop
}
Problem:
Incrementing a variable based on a returned number from a function
The function randomNumber(i) will return the number 1, 2 or 3.
JS code:
var i, counter, aNum, bNum, cNum = 0;
for (i = 1; i <= 30; i++)
{
var counter = randomNumber(i);
if (counter == '1') {
aNum++;
}
else if (counter == '2') {
bNum++;
}
else if (counter == '3') {
cNum++;
}
}
Desired solution:
To allow aNum, bNum, and cNum to increment in value. When I write out an alert(), it only gives me NaN for the different aNum-cNum. What am I missing?
You need to initialise your variables.
var aNum = 0, bNum = 0, cNum = 0, counter = 0;
for (i = 1; i <= 30; i++)
{
counter = randomNumber(i);
if (counter == '1') {
aNum++;
}
else if (counter == '2') {
bNum++;
}
else if (counter == '3') {
cNum++;
}
}