So I need function like this one, -link- but just to move text up, not left. How to achieve this?
So, this is code that moves text left:
//Text fade
var bgcolor;
var fcolor;
var heading;
//Number of steps to fade
var steps;
var colors;
var color = 0;
var step = 1;
var interval1;
var interval2;
//fade: fader function
// Fade from backcolor to forecolor in specified number of steps
function fade(headingtext,backcolor,forecolor,numsteps) {
if (color == 0) {
steps = numsteps;
heading = "<font color='{COLOR}'>"+headingtext+"</strong></font>";
bgcolor = backcolor;
fcolor = forecolor;
colors = new Array(steps);
getFadeColors(bgcolor,fcolor,colors);
}
// insert fader color into message
var text_out = heading.replace("{COLOR}", colors[color]);
// write the message to the document
document.getElementById("fader").innerHTML = text_out;
// select next fader color
color += step;
if (color >= steps) clearInterval(interval1);
}
//getFadeColors: fills colors, using predefined Array, with color hex strings fading from ColorA to ColorB
//Note: Colors.length equals the number of steps to fade
function getFadeColors(ColorA, ColorB, Colors) {
len = Colors.length;
//Strip '#' from colors if present
if (ColorA.charAt(0)=='#') ColorA = ColorA.substring(1);
if (ColorB.charAt(0)=='#') ColorB = ColorB.substring(1);
//Substract red green and blue components from hex string
var r = HexToInt(ColorA.substring(0,2));
var g = HexToInt(ColorA.substring(2,4));
var b = HexToInt(ColorA.substring(4,6));
var r2 = HexToInt(ColorB.substring(0,2));
var g2 = HexToInt(ColorB.substring(2,4));
var b2 = HexToInt(ColorB.substring(4,6));
// calculate size of step for each color component
var rStep = Math.round((r2 - r) / len);
var gStep = Math.round((g2 - g) / len);
var bStep = Math.round((b2 - b) / len);
// fill Colors array with fader colors
for (i = 0; i < len-1; i++) {
Colors[i] = "#" + IntToHex(r) + IntToHex(g) + IntToHex(b);
r += rStep;
g += gStep;
b += bStep;
}
Colors[len-1] = ColorB; // make sure we finish exactly at ColorB
}
//IntToHex: converts integers between 0 - 255 into a two digit hex string.
function IntToHex(n) {
var result = n.toString(16);
if (result.length==1) result = "0"+result;
return result;
}
//HexToInt: converts two digit hex strings into integer.
function HexToInt(hex) {
return parseInt(hex, 16);
}
var startwidth = 0;
//scroll: Make the text scroll using the marginLeft element of the div container
function scroll(startw) {
if (startwidth == 0) {
startwidth=startw;
}
document.getElementById("fader").style.marginLeft = startwidth + "px";
if (startwidth > 1) {
startwidth -= 1;
} else {
clearInterval(interval2);
}
}
function fadeandscroll(txt,color1,color2,numsteps,fademilli,containerwidth,scrollmilli) {
interval1 = setInterval("fade('"+txt+"','"+color1+"','"+color2+"',"+numsteps+")",fademilli);
interval2 = setInterval("scroll("+containerwidth+")",scrollmilli);
}
Something like this seems to do what you want, but jQuery would have been easier.
Demo: Vertical Marquee Demo
window.document.addEventListener("DOMContentLoaded", function()
{
var elm = window.document.querySelectorAll("#display span")[0], height = elm.parentNode.offsetHeight;
elm.style.position = "relative";
elm.style.top = "0px";
var timer = setInterval(function()
{
var top = Number(elm.style.top.replace(/[^\d\-]/g, ''));
top = top > -height ? top - 1 : height;
elm.style.top = top + "px";
}, 50);
/*
* If you want to stop scrolling, call clearInterval(timer);
*
* Example set to stop when clicked.
*/
elm.addEventListener("click", function()
{
clearInterval(timer);
}, false);
}, false);
Related
I have a function that craeates divs with a circle.
Now they are all created and appear at the beginning of the page and go further in order.
Next, I need each circle to appear in a random place. I did this.
Now I need all of them to move randomly across the entire page, I have difficulties with this.
Here is an example of how everything works for one element that is already on the page.
https://jsfiddle.net/quej8wko/
But when I add this code, all my created circles don't move.
I get an error:
"message": "Uncaught TypeError: Cannot set properties of null (setting 'willChange')",
This is probably due to the fact that initially there are no circles on the page. How can I connect the code so that all created circles move?
//creating circles
var widthHeight = 40; // <-- circle width
var margin = 20; // <-- margin - is it necessary ?
var delta = widthHeight + margin;
function createDiv(id, color) {
let div = document.createElement('div');
var currentTop = 0;
var documentHeight = document.documentElement.clientHeight;
var documentWidth = document.documentElement.clientWidth;
div.setAttribute('class', id);
if (color === undefined) {
let colors = ['#35def2', '#35f242', '#b2f235', '#f2ad35', '#f24735', '#3554f2', '#8535f2', '#eb35f2', '#f2359b', '#f23547'];
div.style.backgroundColor = colors[Math.floor(Math.random() * colors.length)];
}
else {
div.style.backgroundColor = color;
}
div.classList.add("circle");
div.classList.add("animation");
// Get the random positions minus the delta
currentTop = Math.floor(Math.random() * documentHeight) - delta;
currentLeft = Math.floor(Math.random() * documentWidth) - delta;
// Keep the positions between -20px and the current positions
var limitedTop = Math.max(margin * -1, currentTop);
var limitedLeft = Math.max(margin * -1, currentLeft);
div.style.top = limitedTop + "px";
div.style.left = limitedLeft + "px";
document.body.appendChild(div);
}
let i = 0;
const oneSecond = 1000;
setInterval(() => {
i += 1;
createDiv(`circle${i}`)
}, oneSecond);
//move circles
function RandomObjectMover(obj, container) {
this.$object = obj;
this.$container = container;
this.container_is_window = container === window;
this.pixels_per_second = 250;
this.current_position = { x: 0, y: 0 };
this.is_running = false;
}
// Set the speed of movement in Pixels per Second.
RandomObjectMover.prototype.setSpeed = function(pxPerSec) {
this.pixels_per_second = pxPerSec;
}
RandomObjectMover.prototype._getContainerDimensions = function() {
if (this.$container === window) {
return { 'height' : this.$container.innerHeight, 'width' : this.$container.innerWidth };
} else {
return { 'height' : this.$container.clientHeight, 'width' : this.$container.clientWidth };
}
}
RandomObjectMover.prototype._generateNewPosition = function() {
// Get container dimensions minus div size
var containerSize = this._getContainerDimensions();
var availableHeight = containerSize.height - this.$object.clientHeight;
var availableWidth = containerSize.width - this.$object.clientHeight;
// Pick a random place in the space
var y = Math.floor(Math.random() * availableHeight);
var x = Math.floor(Math.random() * availableWidth);
return { x: x, y: y };
}
RandomObjectMover.prototype._calcDelta = function(a, b) {
var dx = a.x - b.x;
var dy = a.y - b.y;
var dist = Math.sqrt( dx*dx + dy*dy );
return dist;
}
RandomObjectMover.prototype._moveOnce = function() {
// Pick a new spot on the page
var next = this._generateNewPosition();
// How far do we have to move?
var delta = this._calcDelta(this.current_position, next);
// Speed of this transition, rounded to 2DP
var speed = Math.round((delta / this.pixels_per_second) * 100) / 100;
//console.log(this.current_position, next, delta, speed);
this.$object.style.transition='transform '+speed+'s linear';
this.$object.style.transform='translate3d('+next.x+'px, '+next.y+'px, 0)';
// Save this new position ready for the next call.
this.current_position = next;
};
RandomObjectMover.prototype.start = function() {
if (this.is_running) {
return;
}
// Make sure our object has the right css set
this.$object.willChange = 'transform';
this.$object.pointerEvents = 'auto';
this.boundEvent = this._moveOnce.bind(this)
// Bind callback to keep things moving
this.$object.addEventListener('transitionend', this.boundEvent);
// Start it moving
this._moveOnce();
this.is_running = true;
}
RandomObjectMover.prototype.stop = function() {
if (!this.is_running) {
return;
}
this.$object.removeEventListener('transitionend', this.boundEvent);
this.is_running = false;
}
// Init it
var x = new RandomObjectMover(document.querySelector(".circle"), window);
// Start it off
x.start();
.circle {
clip-path: circle(50%);
height: 40px;
width: 40px;
margin: 20px;
position: absolute;
}
I have modified the snippet which works as you expected.
There was a mistake where you were initializing and creating the object instance only once and none of the div elements that you created inside the setInterval function never got Instantiated.
I think you are just starting out with JavaScript with this sample project.
Below are few suggestions:
Learn to debug the code. You should be using dev tools by making use of debugger statement where it takes you to the source code to analyze the variable scope and stack during the runtime. console.log also helps in few situations.
I could see a lot of confusing naming convention (You have named the create div parameter as id but creating a div class using that id)
Try using ES6 features (class syntax is really good when writing OOP in JS although it's just a syntactic sugar for prototype)
//creating circles
var widthHeight = 40; // <-- circle width
var margin = 20; // <-- margin - is it necessary ?
var delta = widthHeight + margin;
function createAndInitializeDivObject(id, color) {
let div = document.createElement('div');
var currentTop = 0;
var documentHeight = document.documentElement.clientHeight;
var documentWidth = document.documentElement.clientWidth;
div.setAttribute('class', id);
if (color === undefined) {
let colors = ['#35def2', '#35f242', '#b2f235', '#f2ad35', '#f24735', '#3554f2', '#8535f2', '#eb35f2', '#f2359b', '#f23547'];
div.style.backgroundColor = colors[Math.floor(Math.random() * colors.length)];
}
else {
div.style.backgroundColor = color;
}
div.classList.add("circle");
div.classList.add("animation");
// Get the random positions minus the delta
currentTop = Math.floor(Math.random() * documentHeight) - delta;
currentLeft = Math.floor(Math.random() * documentWidth) - delta;
// Keep the positions between -20px and the current positions
var limitedTop = Math.max(margin * -1, currentTop);
var limitedLeft = Math.max(margin * -1, currentLeft);
div.style.top = limitedTop + "px";
div.style.left = limitedLeft + "px";
document.body.appendChild(div);
var x = new RandomObjectMover(document.querySelector(`.${id}`), window);
x.start();
}
let i = 0;
const oneSecond = 1000;
setInterval(() => {
i += 1;
createAndInitializeDivObject(`circle${i}`)
}, oneSecond);
//move circles
function RandomObjectMover(obj, container) {
this.$object = obj;
this.$container = container;
this.container_is_window = container === window;
this.pixels_per_second = 250;
this.current_position = { x: 0, y: 0 };
this.is_running = false;
}
// Set the speed of movement in Pixels per Second.
RandomObjectMover.prototype.setSpeed = function(pxPerSec) {
this.pixels_per_second = pxPerSec;
}
RandomObjectMover.prototype._getContainerDimensions = function() {
if (this.$container === window) {
return { 'height' : this.$container.innerHeight, 'width' : this.$container.innerWidth };
} else {
return { 'height' : this.$container.clientHeight, 'width' : this.$container.clientWidth };
}
}
RandomObjectMover.prototype._generateNewPosition = function() {
// Get container dimensions minus div size
var containerSize = this._getContainerDimensions();
var availableHeight = containerSize.height - this.$object.clientHeight;
var availableWidth = containerSize.width - this.$object.clientHeight;
// Pick a random place in the space
var y = Math.floor(Math.random() * availableHeight);
var x = Math.floor(Math.random() * availableWidth);
return { x: x, y: y };
}
RandomObjectMover.prototype._calcDelta = function(a, b) {
var dx = a.x - b.x;
var dy = a.y - b.y;
var dist = Math.sqrt( dx*dx + dy*dy );
return dist;
}
RandomObjectMover.prototype._moveOnce = function() {
// Pick a new spot on the page
var next = this._generateNewPosition();
// How far do we have to move?
var delta = this._calcDelta(this.current_position, next);
// Speed of this transition, rounded to 2DP
var speed = Math.round((delta / this.pixels_per_second) * 100) / 100;
//console.log(this.current_position, next, delta, speed);
this.$object.style.transition='transform '+speed+'s linear';
this.$object.style.transform='translate3d('+next.x+'px, '+next.y+'px, 0)';
// Save this new position ready for the next call.
this.current_position = next;
};
RandomObjectMover.prototype.start = function() {
if (this.is_running) {
return;
}
// Make sure our object has the right css set
this.$object.willChange = 'transform';
this.$object.pointerEvents = 'auto';
this.boundEvent = this._moveOnce.bind(this)
// Bind callback to keep things moving
this.$object.addEventListener('transitionend', this.boundEvent);
// Start it moving
this._moveOnce();
this.is_running = true;
}
RandomObjectMover.prototype.stop = function() {
if (!this.is_running) {
return;
}
this.$object.removeEventListener('transitionend', this.boundEvent);
this.is_running = false;
}
// Init it
var x = new RandomObjectMover(document.querySelector(".circle"), window);
// Start it off
x.start();
.circle {
width: 35px;
height: 35px;
border-radius: 35px;
background-color: #ffffff;
border: 3px solid purple;
position: absolute;
}
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
</head>
<body>
<div class="circle"></div>
<script src="app.js"></script>
</body>
</html>
I am setting up a new website and need my text to change colour based on the ever-changing background colours in order to maintain contrast. I have scoured the web for answers that don't involve Sass, but none have worked...
I have tried some JavaScript, but they work only when the background is a fixed colour that you change manually.
My Current File:
https://codepen.io/jonathanlee/pen/wZXvRY
var color = function getRandomColor() {
var letters = '0123456789ABCDEF'.split('');
var color = '#';
for (var i = 0; i < 6; i++) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
setInterval(function() {
document.getElementById("test").style.backgroundColor = color(); //() to execute the function!
}, 3000);
var ww = function isDarkColor(rgb) {
return Math.round((
parseInt(rgb[0], 10) * 299 +
parseInt(rgb[1], 10) * 587 +
parseInt(rgb[2], 10) * 114) / 1000) <= 140
}
if (ww <= 140) {
document.getElementById("test").style.color = '#fff';
} else {
document.getElementById("test").style.color = '#000';
}
One of the other solutions I've tried, but didn't work: http://jsfiddle.net/QkSva/
function isDark(color) {
var match = /rgb\((\d+).*?(\d+).*?(\d+)\)/.exec(color);
return (match[1] & 255) +
(match[2] & 255) +
(match[3] & 255) <
3 * 256 / 2;
}
$('div').each(function() {
console.log($(this).css("background-color"))
$(this).css("color", isDark($(this).css("background-color")) ? 'white' : 'black');
});
The real-life example is an alternate homepage on the website I'm working on, https://nepmelbourne.com/q. I have got a dynamic background, but there are some colours that don't contrast well against my white text.
One way to do it would be to set opposite color of background color to text as follows,
function invertColor(hex, bw) {
if (hex.indexOf('#') === 0) {
hex = hex.slice(1);
}
// convert 3-digit hex to 6-digits.
if (hex.length === 3) {
hex = hex[0] + hex[0] + hex[1] + hex[1] + hex[2] + hex[2];
}
if (hex.length !== 6) {
throw new Error('Invalid HEX color.');
}
var r = parseInt(hex.slice(0, 2), 16),
g = parseInt(hex.slice(2, 4), 16),
b = parseInt(hex.slice(4, 6), 16);
if (bw) {
// http://stackoverflow.com/a/3943023/112731
return (r * 0.299 + g * 0.587 + b * 0.114) > 186 ?
'#000000' :
'#FFFFFF';
}
// invert color components
r = (255 - r).toString(16);
g = (255 - g).toString(16);
b = (255 - b).toString(16);
// pad each with zeros and return
return "#" + padZero(r) + padZero(g) + padZero(b);
}
function padZero(str, len) {
len = len || 2;
var zeros = new Array(len).join('0');
return (zeros + str).slice(-len);
}
var color = function getRandomColor() {
var letters = '0123456789ABCDEF'.split('');
var color = '#';
for (var i = 0; i < 6; i++) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
setInterval(function() {
var bgColor = color();
var textColor = invertColor(bgColor,true);
document.getElementById("test").style.backgroundColor = bgColor; //() to execute the function!
document.getElementById("test").style.color = textColor;
}, 3000);
<div id="test">This is some text</div>
Opposite color code taken from How can I generate the opposite color according to current color?
Added an extra parameter bw to invertColor(), if bw is set to true the text color will be black if background is bright and vice versa.
i am trying to absolute position images at random positions inside a div. i'm not sure how to get the calculations right for 'top' and 'left' but the images on occasions display outside of the div. i want to also prevent the overlapping of the images.
Any ideas would help
(function() {
//array of links to the images
var images = ["http://via.placeholder.com/150/800",
"http://via.placeholder.com/150/080",
"http://via.placeholder.com/150/008",
"http://via.placeholder.com/150/880"
];
//function to calculate a random integer
var getRandomInt = function(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
//function to get a top and left value position for each image
var pos = function() {
var wrapWidth = document.getElementById("wrap");
wrapWidth = $("#wrap").width();
wrapHeight = $("#wrap").height();
// Image Position
var xPos = getRandomInt(0, wrapWidth - 150);
var yPos = getRandomInt(0, wrapHeight - 150);
return {
x: xPos + "px",
y: yPos + "px"
}
}
var displayImages = function(images) {
var elementArray = [];
for (var i = 0; i < images.length; i++) {
var src = images[i];
elementArray[i] = '<img class="imagePos" style="top:' + pos().x + '; left:' + pos().y + ' " src="' + src + ' "/>';
}
console.log(elementArray);
elementArray.forEach(function(element) {
console.log(element);
$("#wrap").append(element);
});
}
displayImages(images);
})();
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="IntTree">
<div id="header">
<h1>Interactive Tree</h1>
</div>
<div id="wrap">
</div>
</div>
I'm assuming that you have some css resembling this:
img {
position: absolute;
width:150;
height:150;
}
Regarding your first issue, you appear to have your x and y assignments backwards in the bit where you're adding the elems to the array. Also, you're making 2 times as many calls to pos() as needed.
That line should be:
let position = pos();
elementArray[i] = '<img class="imagePos" style="top:'+position.y+'; left:'+position.x+' " src="'+src+' "/>';
For the second issue, you need to check for each image whether any of the corners overlap a different image. The easy way to achieve this by adding an array to track the positions you've already used, and comparing against the items in the array for subsequent position calculations.
(function (){
//array of links to the images
var images = ["http://via.placeholder.com/150/800",
"http://via.placeholder.com/150/080",
"http://via.placeholder.com/150/008",
"http://via.placeholder.com/150/880"
];
//function to calculate a random integer
var getRandomInt = function (min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
// array to track previous positions of images
var positions = [];
//function to get a top and left value position for each image
var pos = function (){
var wrapWidth = $("#wrap").width();
var wrapHeight = $("#wrap").height();
// Image Position
var xPos = getRandomInt(0, wrapWidth - 150);
var yPos = getRandomInt(0, wrapHeight - 150);
var overlapX = true;
var overlapY = true;
while(overlapX && overlapY) {
overlapX = false;
overlapY = false;
for(var i = 0; i < positions.length; i++) {
// check if x coord is inside previously placed image
if ( (xPos > positions[i].x && xPos < positions[i].x+150) ||
(xPos+150 > positions[i].x && (xPos+150) < positions[i].x+150) ){
overlapX = true;
}
// check if y coord is inside previously placed image
if( (yPos > positions[i].y && yPos < positions[i].y+150) ||
(yPos+150 > positions[i].y && yPos+150 < positions[i].y+150) ) {
overlapY = true;
}
}
if (overlapX) {
xPos = getRandomInt(0, wrapWidth - 150);
}
if (overlapY) {
yPos = getRandomInt(0, wrapHeight - 150);
}
}
positions.push({x:xPos,y:yPos});
return {
x: xPos + "px",
y: yPos + "px"
}
}
var displayImages = function(images){
var elementArray = [];
for (var i = 0; i < images.length; i++) {
var src = images[i];
let position = pos();
elementArray[i] = '<img class="imagePos" style="top:'+position.y+'; left:'+position.x+' " src="'+src+' "/>';
}
elementArray.forEach(function(element) {
$("#wrap").append(element);
});
}
displayImages(images);
})();
I'm using setInterval to call a function that animates a fractal on a HTML5 canvas. There is also a slider to allow the user to change the quality of the fractal. Everything works fine until I start changing the slider. When I change it, the fractal animation becomes choppy, and eventually the "drawFractal" function stops being called.
Here is the slider HTML:
<input type="range" id="qualitySlider" min="1" max="10"></input>
Here is the javascript (it just generates a fractal):
var count = 0.5;
var slider = document.getElementById("qualitySlider");
var g = document.getElementById("drawingCanvas").getContext("2d");
function drawFractal() {
var cellSize = Math.ceil(slider.value);
//canvas is 700 by 400
g.fillStyle = "black";
g.clearRect(0, 0, 700, 400);
//Eveything from here to the end of this function generates the fractal
var imagC = Math.cos(count)*0.8;
var realC = Math.sin(count)*0.5;
for (x = 0; x < 700; x+=cellSize) {
for (y = 0; y < 400; y+=cellSize) {
var yCoord = (x / 700.0 - 0.5)*3;
var xCoord = (y / 400.0 - 0.5)*3;
var real = xCoord;
var imag = yCoord;
var broken = 0;
for (i = 0; i < 8; i++) {
var temp = real*real - imag*imag + realC;
imag = 2*imag*real + imagC;
real = temp;
if (real*real + imag*imag >= 4) {
broken = true;
break;
}
}
if (!broken) {
g.fillRect(x, y, cellSize, cellSize);
}
}
}
count = count + 0.04;
}
setInterval(drawFractal, 60);
I just need the "drawFractal" function to be called reliably every 60 milliseconds.
This is my improved code. I just used requestAnimationFrame to recursively call the "drawFractal" function. I also restricted the animation to 24 frames/sec with the setTimeout function.
var count = 0.5;
var qualitySlider = document.getElementById("qualitySlider");
var g = document.getElementById("drawingCanvas").getContext("2d");
function drawFractal() {
var cellSize = Math.ceil(qualitySlider.value);
//canvas is 700 by 400
g.fillStyle = "black";
g.clearRect(0, 0, 700, 400);
var imagC = Math.cos(count)*0.8;
var realC = Math.sin(count)*0.5;
for (x = 0; x < 700; x+=cellSize) {
for (y = 0; y < 400; y+=cellSize) {
var yCoord = (x / 700.0 - 0.5)*3;
var xCoord = (y / 400.0 - 0.5)*3;
var real = xCoord;
var imag = yCoord;
var broken = 0;
for (i = 0; i < 8; i++) {
var temp = real*real - imag*imag + realC;
imag = 2*imag*real + imagC;
real = temp;
if (real*real + imag*imag >= 4) {
broken = true;
break;
}
}
if (!broken) {
g.fillRect(x, y, cellSize, cellSize);
}
}
}
count = count + 0.04;
setTimeout(function() {
requestAnimationFrame(drawFractal);
}, 41);
}
drawFractal();
You are using setInterval() to call drawFractal every 60 ms, and then every time drawFractal is executed, you're calling setInterval() again, which is unnecessary. You now have two timers attempting to draw fractals every 60 ms... then you'll have 4, then 8, etc.
You need to either (1) call setInterval() once at the start of program execution and not call it again, or (2) switch to using setTimeout(), and call it at the end of each drawFractal().
I'd use the second option, just in case your fractal ever takes more than 60 ms to draw.
I am currently learning Javascript, and I was able to create a simple game where the shapes and color will change and it will move around. I am stuck on how to input images...please help me!! =( Thank you! =)
This is the site to the game I created http://sites.codeschool.org.uk/?site=imat3ap0t
I want to change the shapes to 3 jpg pictures I have and have it do the same thing. I am so stuck!
function getRandomColor() {
var letters = '0123456789ABCDEF'.split(''); //the numbers&letters are for color codes. split is the string (set of numbers and letters into an array)
var color = '#'; //color codes start with #
for (var i = 0; i < 6; i++) {
color += letters[Math.round(Math.random() * 16)];
}
return color;
}
var clickedTime;
var createdTime;
var reactionTime;
function makeBox() {
var time = Math.random();
time = time * 5000;
setTimeout(function () {
if (Math.random() > 0.5) {
document.getElementById("box").style.borderRadius = "100px";
} else {
document.getElementById("box").style.borderRadius = "0";
}
var top = Math.random();
top = top * 300;
var left = Math.random();
left = left * 500;
document.getElementById("box").style.top = top + "px";
document.getElementById("box").style.left = left + "px";
document.getElementById("box").style.backgroundColor = getRandomColor();
document.getElementById("box").style.display = "block";
createdTime = Date.now();
}, time);
}
document.getElementById("box").onclick = function () {
clickedTime = Date.now();
reactionTime = (clickedTime - createdTime) / 1000;
document.getElementById("time").innerHTML = reactionTime;
document.getElementById("box").style.display = "none";
makeBox();
}
makeBox();
Thank you guys for the response!
Well you will need to modify your function to something like this:
function getRandomImage() {
// All of the image options
// This is very similar to string of characters you have now
var images = ['path/to/image/1', 'path/to/image/2', 'path/to/image/3']
// Randomly select one image path
// By using images.length we don't have to hardcode the length like the "16" you're using, which is good incase the list changes
var imagePath = images[Math.floor(Math.random() * images.length)];
// Return random image path
return imagePath;
}
Then you will probably want an img tag somewhere in your document, instead of the div you are using now:
<img id="changing-image"></img>
Then you can use more javascript to find the image and change its src property:
var image = document.getElementById("changing-image");
image.src = getRandomImage();