How can I create a toggle button for Greasemonkey scripts? - javascript

So I'm trying to figure out how to make a toggle button for a greasemonkey extensions that runs and navigates to various pages.
So this is what I have so far
var keepgoing = true
Beginnign of if statement and stuff here
else if keepgoing == true
{ newsearch(); }
Button click:
if keepgoing == true { keepgoing = false }
else if keepgoing == false { keepgoing = true }
So basically I need help have a button put on a webpage.
and it needs to remember the var as it navigates through pages.
Thanks, Ray

If you want a persistent button (or any data), you'll need to use some kind of storage. If multiple domains are involved, use GM_setValue(). If everything's on the same domain, use localStorage.
I add this kind of persistent button myself, here is a pared down-script that shows what I use. It doesn't just add a button, it makes the button UI a little more user-friendly, IMO.
NOTE:
The button state persists across page loads and across sites.
The button stays in the upper left (set by CSS) and fades to near opaque when not moused over.
I use an object, because I sometimes have more than 1 control that I add to page(s).
You can see a demo of how the button appears and behaves at jsFiddle. (Except that values cannot persist across page-loads in the demo. They do in the GM script.)
// ==UserScript==
// #name _Keep going button
// #include http://YOUR_SERVER_1.COM/YOUR_PATH/*
// #include http://YOUR_SERVER_2.COM/YOUR_PATH/*
// #require http://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js
// ==/UserScript==
//--- Add the button.
$("body").append (
'<div class="gmPersistentButton">'
+ '<button id="gmContinueBtn">Init failed!</button></div>'
);
//--- Define and init the matching control object:
var btnControl = new PersistentButton (
"gmContinueBtn", //-- HTML id
"StopContinueBtn", //-- Storage label
["Stop", "Continue"], //-- Text that the button cycles through
[false, true] //-- Matching values for the button's states
);
//--- Activate the button click-handler.
$("#gmContinueBtn").click ( function () {
var btnValue = this.value;
keepgoing = btnValue
btnControl.SetNextValue ();
if (keepgoing == "true") {
// CALL YOUR FUNCTION HERE.
}
} );
//--- The button will fade when we aren't using it.
var zDisplayPanel = $('div.gmPersistentButton');
zDisplayPanel.hover (
function () { $(this).stop (true, false).fadeTo (50, 1 ); },
function () { $(this).stop (true, false).fadeTo (900, 0.1); }
);
zDisplayPanel.fadeTo (2900, 0.1);
//--- CSS styles to make it work and to improve appearance.
GM_addStyle ( (<><![CDATA[
.gmPersistentButton {
background: orange;
color: black;
position: fixed;
top: 1em;
right: 1em;
z-index: 6666;
padding: 1em;
border: 3px double gray;
border-radius: 1ex;
opacity: 0.8;
}
.gmPersistentButton button {
cursor: pointer;
}
.gmPersistentButton button:hover {
color: red;
}
]]></>).toString () );
//--- Button object
function PersistentButton (htmlID, setValName, textArry, valueArry) {
//--- Initialize the button to last stored value or default.
var buttonValue = valueArry[0];
fetchValue ();
storeValue (); //-- Store, in case it wasn't already.
setButtonTextAndVal ();
//--- DONE with init. Set click and keyboard listeners externally.
//***** Public functions:
this.Reset = function () {
buttonValue = valueArry[0];
storeValue ();
setButtonTextAndVal ();
};
this.SetNextValue = function () {
var numValues = valueArry.length;
var valIndex = 0;
for (var J = numValues - 1; J >= 0; --J) {
if (buttonValue == valueArry[J]) {
valIndex = J;
break;
}
}
valIndex++;
if (valIndex >= numValues)
valIndex = 0;
buttonValue = valueArry[valIndex];
storeValue ();
setButtonTextAndVal ();
};
//***** Private functions:
function fetchValue () {
buttonValue = GM_getValue (setValName, buttonValue);
}
function storeValue () {
GM_setValue (setValName, buttonValue);
}
function setButtonTextAndVal () {
var buttonText = "*ERROR!*";
for (var J = valueArry.length - 1; J >= 0; --J) {
if (buttonValue == valueArry[J]) {
buttonText = textArry[J];
break;
}
}
var theBtn = document.getElementById (htmlID);
if (theBtn) {
theBtn.textContent = buttonText;
theBtn.setAttribute ("value", buttonValue);
}
else
alert ('Missing persistent button with ID: ' + htmlID + '!');
}
}

Related

How would you increase a variables value every second using a function?

I am trying to make a variable increase every second. What should I include inside the function autoClicker, so that the variable clicks increase by 1 every second? Also, if there are any more problems in the code, could you point them out to me? Sorry if this question seems basic, I am still quite new to JavaScript.
// The variable we are trying to increase
var clicks = 0;
var upgrade1 = 1;
function getClicks() {
clicks += upgrade1;
document.getElementById("clicks").innerHTML = clicks;
};
function buyAutoClicker() {
if (clicks >= 50) {
clicks -= 50
autoClicker()
} else {
alert = "Sorry, you don't have enough clicks to buy this";
}
}
// The function I will use to increase clicks
function autoClicker() {}
You could create an AutoClicker class that has a start, pause, ad update function. It will be in charge of managing the setInterval id.
Edit: I updated it to include upgrade buttons and the target can now be manually clicked.
const upgrades = [{
cost: 50,
rate: 2
}, {
cost: 100,
rate: 4
}];
const main = () => {
const target = document.querySelector('.auto-clicker');
const span = document.querySelector('.info > span');
const btn = document.querySelector('.btn-toggle');
const clicker = new AutoClicker(target, 1000, (clicks) => {
span.textContent = clicks;
}).start();
initializeUpgrades(clicker, upgrades);
btn.addEventListener('click', (e) => {
e.target.textContent = clicker.isRunning() ? 'Start' : 'Pause';
clicker.toggle();
});
};
const initializeUpgrades = (clicker, upgrades) => {
const upgradeContainer = document.querySelector('.upgrades');
upgrades.forEach(upgrade => {
const btn = document.createElement('button');
btn.textContent = upgrade.cost;
btn.value = upgrade.rate;
btn.addEventListener('click', (e) => {
let cost = parseInt(e.target.textContent, 10);
let value = parseInt(e.target.value, 10);
if (clicker.clicks >= cost) {
clicker.clicks -= cost;
clicker.step = value
} else {
console.log(`Cannot afford the ${value} click upgrade, it costs ${cost} clicks`);
}
});
upgradeContainer.appendChild(btn);
});
};
class AutoClicker {
constructor(target, rate, callback) {
if (typeof target === 'string') {
target = document.querySelector(target);
}
this.target = target;
this.rate = rate;
this.callback = callback;
this.init();
}
init() {
this.step = 1;
this.clicks = 0;
this._loopId = null;
this.target.addEventListener('click', (e) => {
this.update();
});
}
isRunning() {
return this._loopId != null;
}
toggle() {
this.isRunning() ? this.pause() : this.start();
}
update() {
this.clicks += this.step;
if (this.callback) {
this.callback(this.clicks);
}
}
start() {
this.update(); // Update immediately
this._loopId = setInterval(() => this.update(), this.rate);
return this;
}
pause() {
clearInterval(this._loopId);
this._loopId = null;
return this;
}
}
main();
.wrapper {
width: 10em;
text-align: center;
border: thin solid grey;
padding: 0.5em;
}
.auto-clicker {
width: 4em;
height: 4em;
background: #F00;
border: none;
border-radius: 2em;
}
.auto-clicker:focus {
outline: none;
}
.auto-clicker:hover {
background: #F44;
cursor: pointer;
}
.info {
margin: 1em 0;
}
.upgrades {
display: inline-block;
}
.upgrades button {
margin-right: 0.25em;
}
<div class="wrapper">
<button class="auto-clicker"></button>
<div class="info">Clicks: <span class="clicks"></span></div>
<button class="btn-toggle">Pause</button>
<div class="upgrades"></div>
</div>
// The variable we are trying to increase
var clicks = 0;
var upgrade1 = 1;
function getClicks() {
clicks += upgrade1;
document.getElementById("clicks").innerHTML = clicks;
};
function buyAutoClicker() {
if (clicks >= 50) {
clicks -= 50
autoClicker()
} else {
alert = "Sorry, you don't have enough clicks to buy this";
}
}
// The function I will use to increase clicks
setInterval(function(){ clicks++;console.log(clicks); }, 1000);
Use setInterval to run a function at a specified interval. This will run increaseClicks every 1000 milliseconds (every second):
function increaseClicks() {
clicks++;
}
var interval = setInterval(increaseClicks, 1000);
Use clearInterval to stop running it:
clearInterval(interval);
You can omit var interval = if you don't want to use clearInterval:
setInterval(increaseClicks, 1000);
There might be several things to improve this code
the use of textContent is preferable to innerHTML, it checks if there are no html tags in the text
then using inline functions like ()=>{} are more useful but in this program it does'nt make a difference, where you to use it in object oriented context you could use it several ways
you don't need document.getElementById, you could just use id.
And finaly (this is just à random tip which has nothing to do with much of anything) you may consider branchless programming because ifs are expensive.
Stackoverflow Branchless Programming Benefits
But anyways you should have fun :)
var clicks = 0;
var upgrade1 = 1;
function getClicks() {
clk.textContent = (clicks += upgrade1);
};
function buyAutoClicker() {
if (clicks >= 50) {
clicks -= 50
setInterval(()=>{getClicks();},1000);
} else {
alert("Sorry, you don't have enough clicks to buy this");
}
}
clk.onclick=()=>{getClicks();};
b.onclick=()=>{buyAutoClicker();};
html,body{height:100%;width:100%;margin:0;}
p{height:50px;width:50px;background:red;}
<p id="clk"></p>
<p id="b"></p>

Variable tracking user attempts does not update

I am working on a quiz game, and I have been having this issue for a while and I just can't figure out what I am doing wrong. Ask any question if you are confused by my explanation, i will be monitoring this post
How to recreate the problem - Type in the name displayed on the screen until you see "Game over bro!" -
Problem:
when I type in the name in the input field and click "Answer" to check if the input field value matches the name retrieved from the API, there is a variable(var attempts = 5) tracking how many times the user has attempted the question,but this variable(attempts) reduces it's value by one when the answer is correct, it should only do that when the answer is incorrect.
Also, let me know what you think about the JS code, is it bad code?
I am asking because the code in newReq function i wrote it twice, one loads and displays the data retrieved from the API when the page loads, the code inside the newReq function loads a new character when "New character" button is clicked.I was thinking about DRY the whole time, but i'm not sure how to load a new character without re-writing the code
var attemptsPara = document.querySelector("#attempts"),
attempts = 5,
scorePara = document.querySelector("#score"),
score = 0,
feedBackDiv = document.querySelector("#feedBack"),
newCharacterBtn = document.querySelector("#newCharacter"),
answerBtn = document.querySelector("#answer"),
input = document.querySelector("input");
scorePara.textContent = `Score is currently: ${score}`;
attemptsPara.textContent = `${attempts} attempts remaining`;
var feedBackText = document.createElement("p");
var characterPara = document.querySelector("#character");
//click new character button to load new character
// newCharacterBtn.addEventListener("click", () => {
// answerBtn.disabled = false;
// attempts = 5;
// attemptsPara.textContent = `${attempts} attempts remaining`;
// });
//function that displays retrieved data to the DOM
function displayCharacters(info) {
let englishName = info.attributes.name;
characterPara.textContent = `This is the character's name: ${englishName}`;
console.log(englishName, randomNumber);
}
//load new character
var randomNumber = Math.round(Math.random() * 100 + 2);
var request = new XMLHttpRequest();
request.open(
"GET",
"https://kitsu.io/api/edge/characters/" + randomNumber,
true
);
request.send();
request.onload = function() {
var data = JSON.parse(this.response);
var info = data.data;
displayCharacters(info);
//checks if the input value matches name retrieved
answerBtn.addEventListener("click", () => {
let englishName = info.attributes.name;
if (input.value === englishName) {
feedBackText.textContent = `${input.value} is correct`;
feedBackDiv.append(feedBackText);
feedBackDiv.style.backgroundColor = "green";
feedBackDiv.style.display = "block";
setTimeout(() => {
feedBackDiv.style.display = "none";
}, 3000);
score = score + 5;
scorePara.textContent = `Score is currently: ${score}`;
attempts = 5;
attemptsPara.textContent = `${attempts} attempts remaining`;
input.value = "";
newReq(); //call function to load and display new character
} else {
feedBackText.textContent = `${input.value} is wrong`;
feedBackDiv.append(feedBackText);
feedBackDiv.style.backgroundColor = "red";
feedBackDiv.style.display = "block";
input.focus();
setTimeout(() => {
feedBackDiv.style.display = "none";
}, 2000);
attempts = attempts - 1;
attemptsPara.textContent = `${attempts} attempts remaining`;
if (attempts <= 0) {
answerBtn.disabled = true;
attemptsPara.textContent = `Game over bro!`;
}
}
console.log(attempts); //check how many attempts remaining every time answerBtn is clicked
});
};
newCharacterBtn.addEventListener("click", newReq);
//function to make a new request and display it the information on the DOM,when New character button is clicked
function newReq() {
rand = randomNumber = Math.round(Math.random() * 100 + 2);
var request = new XMLHttpRequest();
request.open(
"GET",
"https://kitsu.io/api/edge/characters/" + randomNumber,
true
);
request.send();
request.onload = function() {
var data = JSON.parse(this.response);
var info = data.data;
displayCharacters(info);
answerBtn.addEventListener("click", () => {
let englishName = info.attributes.name;
if (input.value === englishName) {
feedBackText.textContent = `${input.value} is correct`;
feedBackDiv.append(feedBackText);
feedBackDiv.style.backgroundColor = "green";
feedBackDiv.style.display = "block";
//settimeout to hide feedBack div
setTimeout(() => {
feedBackDiv.style.display = "none";
}, 3000);
score = score + 5;
scorePara.textContent = `Score is currently: ${score}`;
attempts = 5;
attemptsPara.textContent = `${attempts} attempts remaining`;
input.value = "";
newReq();
} else if (input.value != englishName) {
feedBackText.textContent = `${input.value} is wrong`;
feedBackDiv.append(feedBackText);
feedBackDiv.style.backgroundColor = "red";
feedBackDiv.style.display = "block";
input.focus();
//settimeout to hide feedBack div
setTimeout(() => {
feedBackDiv.style.display = "none";
}, 2000);
attempts = attempts - 1;
attemptsPara.textContent = `${attempts} attempts remaining`;
if (attempts <= 0) {
answerBtn.disabled = true;
attemptsPara.textContent = `Game over bro!`;
}
}
});
console.log(attempts);
};
}
body {
margin: 0;
padding: 0;
background: black;
}
#imageHolder {
height: 560px;
width: 1100px;
background: #098;
margin: 10px auto;
}
#buttonHolder {
/* background: #453; */
width: 160px;
margin: 0 auto;
}
p,
h3 {
color: yellowgreen;
text-align: center;
}
h3 {
text-decoration: underline;
}
img {
width: 100%;
height: 100%;
}
button,
input {
margin: 10px 10px;
border: none;
background: #098;
display: block;
}
input {
background: white;
}
/* for the question and awnswer game */
#feedBack {
background: #098;
height: 120px;
width: 320px;
margin: 10px auto;
display: none;
}
<p id="score"></p>
<p id="character"></p>
<input type="text"> <button id="answer">Answer</button> <button id="newCharacter">New Character</button>
<p id="attempts"></p>
<div id="feedBack">
</div>
Your problem arises from calling answerBtn.addEventListener every time the answer returns - which adds more and more listeners.
Add a console log at the beginning of the click event and you'll see that after the 2nd answer the click event happens twice, then three times on the 3rd answer, etc'.
This means that on the first click the result is correct, but then on the rest of the clicks it is incorrect and must be causing the bug.
You should only listen to the event once, the variables that the event uses change and that should be sufficient. I can't fix the code for you at this time, apologies.

Checking function for sliding puzzle javascript

I created a sliding puzzle with different formats like: 3x3, 3x4, 4x3 and 4x4. When you run my code you can see on the right side a selection box where you can choose the 4 formats. The slidingpuzzle is almost done. But I need a function which checks after every move if the puzzle is solved and if that is the case it should give out a line like "Congrantulations you solved it!" or "You won!". Any idea how to make that work?
In the javascript code you can see the first function loadFunc() is to replace every piece with the blank one and the functions after that are to select a format and change the format into it. The function Shiftpuzzlepieces makes it so that you can move each piece into the blank space. Function shuffle randomizes every pieces position. If you have any more question or understanding issues just feel free to ask in the comments. Many thanks in advance.
Since I don't have enough reputation I will post a link to the images here: http://imgur.com/a/2nMlt . These images are just placeholders right now.
Here is the jsfiddle:
http://jsfiddle.net/Cuttingtheaces/vkyxgwo6/19/
As always, there is a "hacky", easy way to do this, and then there is more elegant but one that requires significant changes to your code.
Hacky way
To accomplish this as fast and dirty as possible, I would go with parsing id-s of pieces to check if they are in correct order, because they have this handy pattern "position" + it's expected index or "blank":
function isFinished() {
var puzzleEl = document.getElementById('slidingpuzzleContainer').children[0];
// convert a live list of child elements into regular array
var pieces = [].slice.call(puzzleEl.children);
return pieces
.map(function (piece) {
return piece.id.substr(8); // strip "position" prefix
})
.every(function (id, index, arr) {
if (arr.length - 1 == index) {
// last peace, check if it's blank
return id == "blank";
}
// check that every piece has an index that matches its expected position
return index == parseInt(id);
});
}
Now we need to check it somewhere, and naturally the best place would be after each move, so shiftPuzzlepieces() should be updated to call isFinished() function, and show the finishing message if it returns true:
function shiftPuzzlepieces(el) {
// ...
if (isFinished()) {
alert("You won!");
}
}
And voilà: live version.
How would I implement this game
For me, the proper way of implementing this would be to track current positions of pieces in some data structure and check it in similar way, but without traversing DOM or checking node's id-s. Also, it would allow to implement something like React.js application: onclick handler would mutate current game's state and then just render it into the DOM.
Here how I would implement the game:
/**
* Provides an initial state of the game
* with default size 4x4
*/
function initialState() {
return {
x: 4,
y: 4,
started: false,
finished: false
};
}
/**
* Inits a game
*/
function initGame() {
var gameContainer = document.querySelector("#slidingpuzzleContainer");
var gameState = initialState();
initFormatControl(gameContainer, gameState);
initGameControls(gameContainer, gameState);
// kick-off rendering
render(gameContainer, gameState);
}
/**
* Handles clicks on the container element
*/
function initGameControls(gameContainer, gameState) {
gameContainer.addEventListener("click", function hanldeClick(event) {
if (!gameState.started || gameState.finished) {
// game didn't started yet or already finished, ignore clicks
return;
}
if (event.target.className.indexOf("piece") == -1) {
// click somewhere not on the piece (like, margins between them)
return;
}
// try to move piece somewhere
movePiece(gameState, parseInt(event.target.dataset.index));
// check if we're done here
checkFinish(gameState);
// render the state of game
render(gameContainer, gameState);
event.stopPropagation();
return false;
});
}
/**
* Checks whether game is finished
*/
function checkFinish(gameState) {
gameState.finished = gameState.pieces.every(function(id, index, arr) {
if (arr.length - 1 == index) {
// last peace, check if it's blank
return id == "blank";
}
// check that every piece has an index that matches its expected position
return index == id;
});
}
/**
* Moves target piece around if there's blank somewhere near it
*/
function movePiece(gameState, targetIndex) {
if (isBlank(targetIndex)) {
// ignore clicks on the "blank" piece
return;
}
var blankPiece = findBlankAround();
if (blankPiece == null) {
// nowhere to go :(
return;
}
swap(targetIndex, blankPiece);
function findBlankAround() {
var up = targetIndex - gameState.x;
if (targetIndex >= gameState.x && isBlank(up)) {
return up;
}
var down = targetIndex + gameState.x;
if (targetIndex < ((gameState.y - 1) * gameState.x) && isBlank(down)) {
return down;
}
var left = targetIndex - 1;
if ((targetIndex % gameState.x) > 0 && isBlank(left)) {
return left;
}
var right = targetIndex + 1;
if ((targetIndex % gameState.x) < (gameState.x - 1) && isBlank(right)) {
return right;
}
}
function isBlank(index) {
return gameState.pieces[index] == "blank";
}
function swap(i1, i2) {
var t = gameState.pieces[i1];
gameState.pieces[i1] = gameState.pieces[i2];
gameState.pieces[i2] = t;
}
}
/**
* Handles form for selecting and starting the game
*/
function initFormatControl(gameContainer, state) {
var formatContainer = document.querySelector("#formatContainer");
var formatSelect = formatContainer.querySelector("select");
var formatApply = formatContainer.querySelector("button");
formatSelect.addEventListener("change", function(event) {
formatApply.disabled = false;
});
formatContainer.addEventListener("submit", function(event) {
var rawValue = event.target.format.value;
var value = rawValue.split("x");
// update state
state.x = parseInt(value[0], 10);
state.y = parseInt(value[1], 10);
state.started = true;
state.pieces = generatePuzzle(state.x * state.y);
// render game
render(gameContainer, state);
event.preventDefault();
return false;
});
}
/**
* Renders game's state into container element
*/
function render(container, state) {
var numberOfPieces = state.x * state.y;
updateClass(container, state.x, state.y);
clear(container);
var containerHTML = "";
if (!state.started) {
for (var i = 0; i < numberOfPieces; i++) {
containerHTML += renderPiece("", i) + "\n";
}
} else if (state.finished) {
containerHTML = "<div class='congratulation'><h2 >You won!</h2><p>Press 'Play!' to start again.</p></div>";
} else {
containerHTML = state.pieces.map(renderPiece).join("\n");
}
container.innerHTML = containerHTML;
function renderPiece(id, index) {
return "<div class='piece' data-index='" + index + "'>" + id + "</div>";
}
function updateClass(container, x, y) {
container.className = "slidingpuzzleContainer" + x + "x" + y;
}
function clear(container) {
container.innerHTML = "";
}
}
/**
* Generates a shuffled array of id-s ready to be rendered
*/
function generatePuzzle(n) {
var pieces = ["blank"];
for (var i = 0; i < n - 1; i++) {
pieces.push(i);
}
return shuffleArray(pieces);
function shuffleArray(array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
}
}
body {
font-family: "Lucida Grande", "Lucida Sans Unicode", Verdana, Helvetica, Arial, sans-serif;
font-size: 12px;
color: #000;
}
#formatContainer {
position: absolute;
top: 50px;
left: 500px;
}
#formatContainer label {
display: inline-block;
max-width: 100%;
margin-bottom: 5px;
}
#formatContainer select {
display: block;
width: 100%;
margin-top: 10px;
margin-bottom: 10px;
}
#formatContainer button {
display: inline-block;
width: 100%;
}
.piece {
width: 96px;
height: 96px;
margin: 1px;
float: left;
border: 1px solid black;
}
.slidingpuzzleContainer3x3,
.slidingpuzzleContainer3x4,
.slidingpuzzleContainer4x3,
.slidingpuzzleContainer4x4 {
position: absolute;
top: 50px;
left: 50px;
border: 10px solid black;
}
.slidingpuzzleContainer3x3 {
width: 300px;
height: 300px;
}
.slidingpuzzleContainer3x4 {
width: 300px;
height: 400px;
}
.slidingpuzzleContainer4x3 {
width: 400px;
height: 300px;
}
.slidingpuzzleContainer4x4 {
width: 400px;
height: 400px;
}
.congratulation {
margin: 10px;
}
}
<body onload="initGame();">
<div id="slidingpuzzleContainer"></div>
<form id="formatContainer">
<label for="format">select format:</label>
<select name="format" id="format" size="1">
<option value="" selected="true" disabled="true"></option>
<option value="3x3">Format 3 x 3</option>
<option value="3x4">Format 3 x 4</option>
<option value="4x3">Format 4 x 3</option>
<option value="4x4">Format 4 x 4</option>
</select>
<button type="submit" disabled="true">Play!</button>
</form>
</body>
Here we have the initGame() function that starts everything. When called it will create an initial state of the game (we have default size and state properties to care about there), add listeners on the controls and call render() function with the current state.
initGameControls() sets up a listener for clicks on the field that will 1) call movePiece() which will try to move clicked piece on the blank spot if the former is somewhere around, 2) check if after move game is finished with checkFinish(), 3) call render() with updated state.
Now render() is a pretty simple function: it just gets the state and updates the DOM on the page accordingly.
Utility function initFormatControl() handles clicks and updates on the form for field size selection, and when the 'Play!' button is pressed will generate initial order of the pieces on the field and call render() with new state.
The main benefit of this approach is that almost all functions are decoupled from one another: you can tweak logic for finding blank space around target piece, to allow, for example, to swap pieces with adjacent ids, and even then functions for rendering, initialization and click handling will stay the same.
$(document).on('click','.puzzlepiece', function(){
var count = 0;
var imgarray = [];
var test =[0,1,2,3,4,5,6,7,8,'blank']
$('#slidingpuzzleContainer img').each(function(i){
var imgalt = $(this).attr('alt');
imgarray[i] = imgalt;
count++;
});
var is_same = (imgarray.length == test.length) && imgarray.every(function(element, index) {
return element === array2[index];
});
console.log(is_same); ///it will true if two array is same
});
try this... this is for only 3*3.. you pass the parameter and makethe array value as dynamically..

Can't manage to close Coverpop popup

I'm using CoverPop to display a popup to my customers. Everything seems so easy but somehow I'm to dumb to make the popup closeable. I have inserted a "close" link, as described in the setup. However when I click on it, nothing happens.
Only way to close the popup is by pressing the escape key on my keyboard.
I know this must be ridiculous for some of you. I'd really appreciate some help though.
Thanks.
HTML
<script>
CoverPop.start({});
</script>
<div id="CoverPop-cover" class="splash">
<div class="CoverPop-content splash-center">
<h2 class="splash-title">Willkommen bei Exsys <span class="bold">Schweiz</span></h2>
<p class="splash-intro">Kunden aus Deutschland und anderen EU-Ländern wechseln bitte zu unserer <span class="bold">deutschen</span> Seite.</p>
<img src="{$ShopURL}/templates/xt_grid/img/shop-ch.png" title="EXSYS Online-Shop Schweiz" height="60" style="margin: 0 20px 0 0;" alt="Schweizer Exsys-Shop"/>
<img src="{$ShopURL}/templates/xt_grid/img/shop-de.png" height="60" alt="Shop Deutschland"/>
<p class="close-splash"><a class="CoverPop-close" href="#">Close</a></p>
</div><!--end .splash-center -->
</div><!--end .splash -->
CSS
.CoverPop-open,
.CoverPop-open body {
overflow: hidden;
}
#CoverPop-cover {
display: none;
position: fixed;
overflow-y: scroll;
top: 0;
left: 0;
right: 0;
bottom: 0;
z-index: 1000;
-webkit-animation: fade-in .25s ease-in;
-moz-animation-name: fade-in .25s ease-in;
-ms-animation-name: fade-in .25s ease-in;
-o-animation-name: fade-in .25s ease-in;
animation-name: fade-in .25s ease-in;
}
.CoverPop-open #CoverPop-cover {
display: block;
}
.splash {
background-color:rgba(47, 99, 135, 0.9);
}
.splash-center {
background-color: white;
border-right: 8px solid #007ec8;
border-bottom: 8px solid #007ec8;
border-left: 8px solid #007ec8;
margin: 15px;
text-align: center;
top: 7px;
width: 15%;
}
.splash-center p{
margin: 20px 10px;
}
.splash-center h2{
font-size:16px;
width: 100%;
background:#007ec8;
padding: 10px 0;
color:#FFF;
}
JS
(function (CoverPop, undefined) {
'use strict';
// set default settings
var settings = {
// set default cover id
coverId: 'CoverPop-cover',
// duration (in days) before it pops up again
expires: 30,
// close if someone clicks an element with this class and prevent default action
closeClassNoDefault: 'CoverPop-close',
// close if someone clicks an element with this class and continue default action
closeClassDefault: 'CoverPop-close-go',
// change the cookie name
cookieName: '_ExsPop',
// on popup open function callback
onPopUpOpen: null,
// on popup close function callback
onPopUpClose: null,
// hash to append to url to force display of popup
forceHash: 'splash',
// hash to append to url to delay popup for 1 day
delayHash: 'go',
// close if the user clicks escape
closeOnEscape: true,
// set an optional delay (in milliseconds) before showing the popup
delay: 2000,
// automatically close the popup after a set amount of time (in milliseconds)
hideAfter: null
},
// grab the elements to be used
$el = {
html: document.getElementsByTagName('html')[0],
cover: document.getElementById(settings.coverId),
closeClassDefaultEls: document.querySelectorAll('.' + settings.closeClassDefault),
closeClassNoDefaultEls: document.querySelectorAll('.' + settings.closeClassNoDefault)
},
/**
* Helper methods
*/
util = {
hasClass: function(el, name) {
return new RegExp('(\\s|^)' + name + '(\\s|$)').test(el.className);
},
addClass: function(el, name) {
if (!util.hasClass(el, name)) {
el.className += (el.className ? ' ' : '') + name;
}
},
removeClass: function(el, name) {
if (util.hasClass(el, name)) {
el.className = el.className.replace(new RegExp('(\\s|^)' + name + '(\\s|$)'), ' ').replace(/^\s+|\s+$/g, '');
}
},
addListener: function(target, type, handler) {
if (target.addEventListener) {
target.addEventListener(type, handler, false);
} else if (target.attachEvent) {
target.attachEvent('on' + type, handler);
}
},
removeListener: function(target, type, handler) {
if (target.removeEventListener) {
target.removeEventListener(type, handler, false);
} else if (target.detachEvent) {
target.detachEvent('on' + type, handler);
}
},
isFunction: function(functionToCheck) {
var getType = {};
return functionToCheck && getType.toString.call(functionToCheck) === '[object Function]';
},
setCookie: function(name, days) {
var date = new Date();
date.setTime(+ date + (days * 86400000));
document.cookie = name + '=true; expires=' + date.toGMTString() + '; path=/';
},
hasCookie: function(name) {
if (document.cookie.indexOf(name) !== -1) {
return true;
}
return false;
},
// check if there is a hash in the url
hashExists: function(hash) {
if (window.location.hash.indexOf(hash) !== -1) {
return true;
}
return false;
},
preventDefault: function(event) {
if (event.preventDefault) {
event.preventDefault();
} else {
event.returnValue = false;
}
},
mergeObj: function(obj1, obj2) {
for (var attr in obj2) {
obj1[attr] = obj2[attr];
}
}
},
/**
* Private Methods
*/
// close popup when user hits escape button
onDocUp = function(e) {
if (settings.closeOnEscape) {
if (e.keyCode === 27) {
CoverPop.close();
}
}
},
openCallback = function() {
// if not the default setting
if (settings.onPopUpOpen !== null) {
// make sure the callback is a function
if (util.isFunction(settings.onPopUpOpen)) {
settings.onPopUpOpen.call();
} else {
throw new TypeError('CoverPop open callback must be a function.');
}
}
},
closeCallback = function() {
// if not the default setting
if (settings.onPopUpClose !== null) {
// make sure the callback is a function
if (util.isFunction(settings.onPopUpClose)) {
settings.onPopUpClose.call();
} else {
throw new TypeError('CoverPop close callback must be a function.');
}
}
};
/**
* Public methods
*/
CoverPop.open = function() {
var i, len;
if (util.hashExists(settings.delayHash)) {
util.setCookie(settings.cookieName, 1); // expire after 1 day
return;
}
util.addClass($el.html, 'CoverPop-open');
// bind close events and prevent default event
if ($el.closeClassNoDefaultEls.length > 0) {
for (i=0, len = $el.closeClassNoDefaultEls.length; i < len; i++) {
util.addListener($el.closeClassNoDefaultEls[i], 'click', function(e) {
if (e.target === this) {
util.preventDefault(e);
CoverPop.close();
}
});
}
}
// bind close events and continue with default event
if ($el.closeClassDefaultEls.length > 0) {
for (i=0, len = $el.closeClassDefaultEls.length; i < len; i++) {
util.addListener($el.closeClassDefaultEls[i], 'click', function(e) {
if (e.target === this) {
CoverPop.close();
}
});
}
}
// bind escape detection to document
util.addListener(document, 'keyup', onDocUp);
openCallback();
};
CoverPop.close = function(e) {
util.removeClass($el.html, 'CoverPop-open');
util.setCookie(settings.cookieName, settings.expires);
// unbind escape detection to document
util.removeListener(document, 'keyup', onDocUp);
closeCallback();
};
CoverPop.init = function(options) {
if (navigator.cookieEnabled) {
util.mergeObj(settings, options);
// check if there is a cookie or hash before proceeding
if (!util.hasCookie(settings.cookieName) || util.hashExists(settings.forceHash)) {
if (settings.delay === 0) {
CoverPop.open();
} else {
// delay showing the popup
setTimeout(CoverPop.open, settings.delay);
}
if (settings.hideAfter) {
// hide popup after the set amount of time
setTimeout(CoverPop.close, settings.hideAfter + settings.delay);
}
}
}
};
// alias
CoverPop.start = function(options) {
CoverPop.init(options);
};
}(window.CoverPop = window.CoverPop || {}));
Additional information
I quickly checked my site and these are the sections I found where the click event is present. Honestly I have no idea how they do interfere with the popup.
// tabs
$('ul.tabs').each(function(){
var $active, $content, $links = $(this).find('a');
$active = $links.first().addClass('active');
$content = $($active.attr('rel'));
$links.not(':first').each(function () {
$($(this).attr('rel')).hide();
});
$(this).on('click', 'a', function(e){
$active.removeClass('active');
$content.hide();
$active = $(this);
$content = $($(this).attr('rel'));
$active.addClass('active');
$content.show();
e.preventDefault();
});
});
// track box clicks and route them to parent radio button
$('div.box-hover').click( function(e)
{
$(this).find("input[type=radio]").click();
});
$('input[type=radio]').click(function(e){
if (this.checked != true && $(this).hasClass('autosubmit')){
this.checked = true;
this.form.submit();
}
e.stopPropagation();
});
// track box clicks to show/hide some desc (shipping/payment)
$('div.box-hover').click( function(e)
{
// ok. wir wollen clicks auf shipping abfangen
// und - laut tmpl - kann nur EIN passendes kind da sein
// also geht das mit dem length check!
if( $(this).children('p.shipping-name').length > 0)
{
$('div.box-hover').children('p.shipping-desc').css('display','none');
$(this).children('p.shipping-desc').css('display','block');
}
if( $(this).children('p.payment-name').length > 0)
{
$('div.box-hover').children('p.payment-desc').css('display','none');
$(this).children('p.payment-desc').css('display','block');
}
});
// autosize the comment textarea
$('#comments').autosize();
// slide in/out guest account form
$("#guest").click( function(e){
$("#cust_info_customers_password").val('');
$("#cust_info_customers_password_confirm").val('');
$('#guest-account').slideUp(250);
});
$("#account").click( function(e){
$('#guest-account').slideDown(250);
});
});
#santadani, found there is a rule to follow due to the implmentation of CoverPop itself. from your production environment, could you move the <script type="text/javascript" src="http://www.exsys.ch/templates/xt_grid/javascript/CoverPop.js"></script> to the end of document, before the </body> tag and try again?
It is because i saw in the CoverPop source, it grabs the element upon the script is loaded
$el = {
html: document.getElementsByTagName('html')[0],
cover: document.getElementById(settings.coverId),
closeClassDefaultEls: document.querySelectorAll('.' + settings.closeClassDefault),
closeClassNoDefaultEls: document.querySelectorAll('.' + settings.closeClassNoDefault)
},
which then the document.querySelectorAll('.' + settings.closeClassDefault) will retrieve nothing (becasue the script was loaded before the DOM are ready, therefore i suggest to try to move the script tag down)

Clear a non-global timeout launched in jQuery plug-in

I try to set a timeout on an element, fired with a jQuery plugin. This timeout is set again in the function depending on conditions. But, I want to clear this element's timeout before set another (if I relaunch the plug-in), or clear this manually.
<div id="aaa" style="top: 0; width: 100px; height: 100px; background-color: #ff0000;"></div>
Here's my code (now on http://jsfiddle.net/Ppvf9/)
$(function() {
$('#aaa').myPlugin(0);
});
(function($) {
$.fn.myPlugin = function(loops) {
loops = loops === undefined ? 0 : loops;
this.each(function() {
var el = $(this),
loop = loops,
i = 0;
if (loops === false) {
clearTimeout(el.timer);
return;
}
var animate = function() {
var hPos = 0;
hPos = (i * 10) + 'px';
el.css('margin-top', hPos);
if (i < 25) {
i++;
} else {
if (loops === 0) {
i = 0;
} else {
loop--;
if (loop === 0) {
return;
} else {
i = 0;
}
}
}
el.timer = window.setTimeout(function () {
animate();
}, 1000/25);
};
clearTimeout(el.timer);
//$('<img/>').load(function() {
// there's more here but it's not very important
animate();
//});
});
return this;
};
})(jQuery);
If I make $('#element').myPlugin();, it's launched. If I make it a second time, there's two timeout on it (see it by doing $('#aaa').myPlugin(0);
in console). And I want to be able to clear this with $('#element').myPlugin(false);.
What am I doing wrong?
EDIT :
SOLVED by setting two var to access this and $(this) here : http://jsfiddle.net/Ppvf9/2/
try saving the timeout handle as a property of the element. Or maintain a static lookup table that maps elements to their timeout handles.
Something like this:
el.timer = window.setTimeout(...);
I assume you need one timer per element. Not a single timer for all elements.

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