I'm looking to create a simple jquery game.
It starts like this, the user enters a number in a text field.
<form>
<input type="text" id="MyNumber" value="" />
<button id="getit">Play</button>
</form>
<div id="randomnumber"></div>
After the click the play button, a series of numbers will appear in the div id randomnumber.
The objective is to click on the randomly rotating numbers in the div id randomnumber when they see the number they intered in the my number text field. If they click their number, they win.
The jquery script I have requires a button be pushed to generate the number, (I don't want a button pushed each time a new number should be generated.) The script also doesn't identify the number that was clicked, or send it to my checknumber.php page so I can store the number entered and the number picked in a database.
Any help?
this is the jquery script I have.
function IsNumeric(n){
return !isNaN(n);
}
$(function(){
$("#getit").click(function() {
var numLow = $("#lownumber").val();
var numHigh = $("#highnumber").val();
var adjustedHigh = (parseFloat(numHigh) - parseFloat(numLow)) + 1;
var numRand = Math.floor(Math.random()*adjustedHigh) + parseFloat(numLow);
if (IsNumeric(numLow)
&& IsNumeric(numHigh)
&& (parseFloat(numLow) <= parseFloat(numHigh))
&& (numLow != '')
&& (numHigh != ''))
{
$("#randomnumber").text(numRand);
} else {
$("#randomnumber").text("Careful now...");
}
return false;
});
$("input[type=text]").each(function(){
$(this).data("first-click", true);
});
$("input[type=text]").focus(function(){
if ($(this).data("first-click")) {
$(this).val("");
$(this).data("first-click", false);
$(this).css("color", "black");
}
});
});
The "Play" button is good to start the ball rolling (I'm not certain if you were thinking of removing it entirely). To generate numbers periodically, use setInterval.
$(function(){
var initialPeriod=500; // 0.5s
var generateNumIval;
function generateNum() {
var numLow = $("#lownumber").val();
var numHigh = $("#highnumber").val();
var adjustedHigh = (parseFloat(numHigh) - parseFloat(numLow)) + 1;
var numRand = Math.floor(Math.random()*adjustedHigh) + parseFloat(numLow);
if (IsNumeric(numLow)
&& IsNumeric(numHigh)
&& (parseFloat(numLow) <= parseFloat(numHigh))
&& (numLow != '')
&& (numHigh != ''))
{
$("#randomnumber").text(numRand);
} else {
$("#randomnumber").text("Careful now...");
}
}
function run(period) {
clearInterval(generateNumIval);
generateNumIval = setInterval(generateNum, period);
}
$("#getit").click(function() {
run(initialPeriod);
return false;
});
...
You can change the period (such as to increase the difficulty when the user clicks the correct number, or decreasing the difficulty when the user makes too many sequential mistakes) by calling run with a new period. If you want to change the period after generating each number, use setTimeout rather than setInterval.
To check a click on a number, register a click handler on #randomnumber that compares its val() to #MyNumber's val(). From there, take appropriate action as to whether it's a hit or miss. As Dan says, doing this for every click will create quite a bit of network traffic. Though only a small amount of data may be transmitted each time, the number of connections can cause a significant impact. Instead, have a "Stop" button and send the data if the user clicks it, or use an unload handler (one does not exclude the other).
Your server will crash and burn if you have more than a couple people playing this game. People can identify and click very fast (multiple times per second), but unless they live next to your server, you can't receive and respond to HTTP requests that fast, nor can your server handle hundreds or more per second from the multiple users.
Write the game in JavaScript and when they're done, send the totals (# of wrong clicks and # of right clicks, or whatever) to your server to save. Do your best to obfuscate how they're sent so that it's not trivial to make up scores.
There's a couple of things to look out for here. There's no reason why the random numbers can't be generated from the number the player has entered himself, or even better, a number generated by the game itself.
The way which you've done the placeholder text, using data and two event handlers is also somewhat messy. At a minimum you should be using .one to attach a one-time event handler for this, but it would be much better if you use the HTML5 placeholder attribute with a Javascript fallback.
Other than that, you're still missing significant amount of game logic in there. I won't advice you to work on this game for too long though - it's great as an exercise in working with JavaScript and jQuery, but otherwise not very worthwhile.
Oh, and just for fun, I also built my own version of this.
var hitCount = 0,
missCount = 0;
function IsNumeric(n) {
return !isNaN(n);
}
$("#getit").click(function() {
var li = [],
intervals = 0,
n = parseInt($('#MyNumber').val());
if (IsNumeric(n)) {
setInterval(function() {
li[intervals++ % li.length].text(Math.random() > .1 ? Math.floor(Math.random() * (10 + n) + (n / 2)) : n).attr('class', '');
}, 500);
}
$('#randomnumber').empty();
for (var i = 0; i < 5; i++) {
li.push($('<li />').click(function() {
var $this = $(this);
if (!$this.hasClass('clicked')) {
if (parseInt($this.text(), 10) === n) {
$this.addClass('correct');
$('#hitcount').text(++hitCount);
} else {
$this.addClass('wrong');
$('#misscount').text(++missCount);
}
}
$this.addClass('clicked');
}).appendTo('#randomnumber'));
}
return false;
});
Crude yes, but it sort of works. Have a look at it here: http://jsfiddle.net/DHPQT/
For fun..
<html>
<head>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script>
<script type="text/javascript">
var mainLoop;
$(function(){
$("#getit").click(function() {
if ($(this).attr('class') == 'start') {
$(this).attr('class','play');
$(this).html('STOP THE MADNESS!');
mainLoop = window.setInterval(function() {
var output = '';
for (var i = 0; i < 10; i++) {
var numLow = $("#lownumber").val();
var numHigh = $("#highnumber").val();
var adjustedHigh = (parseFloat(numHigh) - parseFloat(numLow)) + 1;
var numRand = Math.floor(Math.random()*adjustedHigh) + parseFloat(numLow);
output += '<div>'+numRand+'</div>';
}
$('#randomnumbers').html(output);
},250);
} else {
window.clearInterval(mainLoop);
var sweetWin = false;
$('#randomnumbers').children().each(function() {
var v = $(this).html();
if (v == $('#MyNumber').val()) {
alert('WIN!');
sweetWin = true;
$.post('127.0.0.1',{outcome:'win'});
}
});
if (!sweetWin) {
alert('FAIL!');
$.post('127.0.0.1',{outcome:'loss'});
}
$(this).attr('class','start');
$(this).html('Play');
}
});
});
</script>
</head>
<body>
Low: <input type="text" id="lownumber" value="0" />
High: <input type="text" id="highnumber" value="100" />
<input type="text" id="MyNumber" value="50" />
<button id="getit" class="start">Play</button>
<div id="randomnumbers"></div>
</body>
</html>
Related
I have a page which is paginated to 100 results per page by php with checkboxes beside each. I have three functions: one to select all, one to save what was checked, and one to restore what was checked.
I don't understand why my toggle function does not work with the other two.
If I click select all (which performs a toggle()) the checked values are not saved;
however, if I click them by hand they do get saved across pagination.
I am assuming that I have to do something along the lines of persistCheckBox(checkboxes[i].checked) to the last line of my toggle function --which I tried and it did not work; Can someone explain why?
function toggle(source) {
checkboxes = document.getElementsByName('multi_mag[]');
for (var i = 0, n = checkboxes.length; i < n; i++) {
checkboxes[i].checked = source.checked;
}
}
function restorePersistedCheckBoxes() {
var aStatus = getPersistedCheckStatus();
for (var i = 0; i < aStatus.length; i++) {
var aPair = aStatus[i].split(':');
var el = document.getElementById(aPair[0]);
if (el) {
el.checked = aPair[1] == '1';
}
}
}
function persistCheckBox(el) {
var found = false;
var currentStateFragment = el.id + ':' + (el.checked ? '1' : '0');
var aStatus = getPersistedCheckStatus();
for (var i = 0; i < aStatus.length; i++) {
var aPair = aStatus[i].split(':');
if (aPair[0] == el.id) {
// State for this checkbox was already present; replace it
aStatus[i] = currentStateFragment;
found = true;
break;
}
}
if (!found) {
// State for this checkbox wasn't present; add it
aStatus.push(currentStateFragment);
}
// Now that the array has our info stored, persist it
setPersistedCheckStatus(aStatus);
}
Neither the click nor the change events are triggered when changing the checked value programmatically.
Since you tagged your question with jQuery, I will demonstrate using some jQuery code.
It is unclear from your code how you do your persistent storage or what is your HTML structure, so the code will show a general approach.
A word of advice, though: I strongly suggest that you remove styling code out of the structure and use CSS and avoid inline event handling. Pretty much everything that you want to accomplished can be done more cleanly from outside the HTML.
I will be suing a form with several checkboxes, the first of which will change the other checkboxes' state.
HTML:
<form id="boxes">
<input type="checkbox" id="all" name="all" />
<input type="checkbox" name="multi_mag[]" class="normal" />
...
<input type="checkbox" name="multi_mag[]" class="normal" />
</form>
Javascript:
In this example, all of the 'normal' checkboxes have some common property (in this case, I decided on a class), that allow event delegation.
$('#boxes').delegate('.normal', 'change', function (e) {
console.log('changed', e.target.checked);
});
This code sets a function to run every time a checkbox changes, corresponding to your persistCheckBox() method.
Next, the equivalent of your toggle() function:
$('#all').change(function (e) {
var checked = e.target.checked;
console.log('changed checkall box: ', checked);
checkboxes = document.getElementsByName('multi_mag[]');
for (var i = 0, n = checkboxes.length; i < n; i++) {
checkboxes[i].checked = checked;
$(checkboxes[i]).change();
}
});
It is executed whenever the "main" checbox changes its state. All of the checkboxes are iterated, their values are changed and the change event is triggered, which causes each to run the aforementioned function.
You can apply this method to your (cleaned) code, and the persistence should be maintained.
Example jsFiddle (check your console for the activity log).
This little piece of code can check / uncheck a checkbox, and will trigger any associated events.
$('input[type=checkbox]').trigger('click');
It could help maybe
I fixed this by adding I fixed this by adding "persistCheckBox(checkboxes[i]);" to the last line of the toggle() function. #MasterAM I appreciate your critiques and will be using them to optimize my code. I also appreciate the JQuery solution you provided.
My question has part solutions on this site but not a complete answer.
On my wordpress homepage I display a counter of the number of questions answered within our webapp. This is displayed using jQuery and AJAX to retrieve the question count from a php file and works fine with this code.
jQuery(document).ready(function() {
function load() {
jQuery.get('/question_count.php', function(data) {jQuery('#p1').html( data ); });
}
load();
setInterval(load,10000);
});
Is there a way to display counting up to the new number retrieved rather than just immediately displaying it?
Something like this?
function countTo(n) {
var p = $("#p1"),
c = parseInt(p.html(), 10) || 0,
dir = (c > n ? -1 : 1); // count up or down?
if (c != n) {
p.html((c + dir) + "");
setTimeout(function() {
countTo(n);
}, 500);
}
}
Call it in your success handler
jQuery.get('/question_count.php', function(data) {
var n = parseInt(data, 10);
countTo(n);
});
Example
You will need to do a setInterval event so that the count up is visable to human eyes.
This may be a problem if you eventually reach enough questions where the count takes a long time to reach the end.
Code will look like this:
function load(){
jQuery.get('/question_count.php', function(data){
var curr = 0;
var max = parseInt(data);
var interval = setInterval(function(){
if(curr==max){
clearInterval(interval);
}
jQuery('#p1').html( curr );
curr+=1; //<-- if the number of questions gets very large, increase this number
},
10 //<-- modify this to change how fast it updates
});
}
}
I have just started out with .php/Java can someone show me how to get my bootstrap progress bar to increment in accordance with a users set time.
Progress Bar:
Code:
<div class="progress progress-striped active">
<div id="progressbar" class="bar" style="width: 0%;"></div>
User Input Example:
Code:
Set Seconds:
<input type="text" id="speed" value="10" />
<input type="submit" value="Start" onclick="doProgress();" />
Java Script {needed}:
Code:
<script type="text/javascript">
function doProgress()
{
Idk :( Please help.
};
</script>
(style="width: 0%;") Is the progress bars value 100% being maximum.
I want the value to increase in accordance to the users set value in seconds using this element I provided:
<input type="text" id="speed" value="10" />
example: the user enters 30 I want it to take 30 seconds for the progress bar to reach 100%
Something like this (untested):
function doIncrement(increment) {
w = parseInt(document.getElementById('progressBar').style.width);
document.getElementById('progressBar').style.width= (w + increment) +'%';
}
var w
var speed = document.getElementById('speed').value;
var increment = (speed/100);
for(var x = 0; x<speed; x++)
{
setTimeout(doIncrement(increment),1000);
}
The setTimeout approach (as per other answers) is the most common approach for animating time-based progress.
But I've had a problem with setTimeout if the speed is fast or when I want to reset the bar from 100% to 0%, as the default Bootstrap css transitions lead to undesirable animation effects (i.e takes 0.6 seconds to return to 0%). So I suggest tweaking the transition styling to match the desired animation effect e.g
pb = $('[role="progressbar"]')
// immediate reset to 0 without animation
pb.css('transition', 'none');
pb.css('width', '0%');
// now animate to 100% with setTimeout and smoothing transitions
pb.css('transition', 'width 0.3s ease 0s');
var counter = 0;
var update_progress = function() {
setTimeout(function() {
pb.attr('aria-valuenow', counter);
pb.css('width', counter + '%');
pb.text(counter + '%');
if(counter<100) {
counter++;
update_progress();
}
}, 5 * 1000 / 100); // 5 seconds for 100 steps
};
update_progress();
But if you're in the jQuery camp, then jQuery.animate is I think a neater approach as you can forget having to mess with css transition styling and counting steps etc e.g.
pb = $('[role="progressbar"]')
pb.css('transition', 'none'); // if not already done in your css
pb.animate({
width: "100%"
}, {
duration: 5 * 1000, // 5 seconds
easing: 'linear',
step: function( now, fx ) {
var current_percent = Math.round(now);
pb.attr('aria-valuenow', current_percent);
pb.text(current_percent+ '%');
},
complete: function() {
// do something when the animation is complete if you want
}
});
I've put a demo and more discussion on GitHub here.
I'm just learning bootstrap myself and came up with this for advancing it. As mentioned in other answers, the width CSS property appears to be what triggers the animation, but I initially didn't notice it and set the related aria attribute. You probably want to ensure setting the width results in other related attributes getting properly updated if a11y is important to you, setting them as necessary if not.
$( function() {
var bar = $('div.progress-bar');
var val = null;
i1 = setInterval(function() {
val = parseInt(bar.attr('aria-valuenow'));
val += 10;
console.log(val);
if( val < 101) {
bar.attr('aria-valuenow', val);
bar.css('width', val + '%');
} else {
clearInterval(i1);
}
}, 1000);
});
Try this:
//Find the div you want to update
var divArray = document.getElementById('progressbar');
//Set the width style
divArray.style.width = '100%';
I incorporate javascript in my PHP program:
Try to check my codes.
It loops depend on the number of records in database.
for instance:
$counter = 0;
foreach($row_value as $data):
echo $this->javascript($counter, $data->exrate, $data->tab);
endforeach;
private function javascript($counter=NULL, $exrate=NULL, $tab=NULL){
$js = "
<script type='text/javascript'>
$(function () {
var textBox0 = $('input:text[id$=quantity{$counter}]').keyup(foo);
var textBox1 = $('input:text[id$=mc{$counter}]').keyup(foo);
var textBox2 = $('input:text[id$=lc{$counter}]').keyup(foo);
function foo() {
var value0 = textBox0.val();
var value1 = textBox1.val();
var value2 = textBox2.val();
var sum = add(value1, value2) * (value0 * {$exrate});
$('input:text[id$=result{$counter}]').val(parseFloat(sum).toFixed(2));
// Compute Total Quantity
var qtotal = 0;
$('.quantity{$tab}').each(function() {
qtotal += Number($(this).val());
});
$('#tquantity{$tab}').text(qtotal);
// Compute MC UNIT
var mctotal = 0;
$('.mc{$tab}').each(function() {
mctotal += Number($(this).val());
});
$('#tmc{$tab}').text(mctotal);
// Compute LC UNIT
var lctotal = 0;
$('.lc{$tab}').each(function() {
lctotal += Number($(this).val());
});
$('#tlc{$tab}').text(lctotal);
// Compute Result
var result = 0;
$('.result{$tab}').each(function() {
result += Number($(this).val());
});
$('#tresult{$tab}').text(result);
}
function add() {
var sum = 0;
for (var i = 0, j = arguments.length; i < j; i++) {
if (IsNumeric(arguments[i])) {
sum += parseFloat(arguments[i]);
}
}
return sum;
}
function IsNumeric(input) {
return (input - 0) == input && input.length > 0;
}
});
</script>
";
return $js;
}
When I running this on IE7 this message is always annoying me
Stop running this script?
A script on this page is causing your web browser to
run slowly. If it continues to run, your computer
might become unresponsive.
but in firefox it's functioning well.
IE displays that message when it decides that a script is taking too long (actually other browsers have a similar warning, but they don't all calculate "too long" the same way and don't all run at the same speed).
You didn't actually ask a question, but I assume you want to know how to make your script more efficient so that it will (we hope) complete before that IE message is triggered?
I like jQuery a lot, but using it does involve a lot of function calls, including nested functions with callbacks, etc., and once you start putting these functions inside loops (in your case multiple loops) it can get quite inefficient. If you're only processing a small number of items this may not be noticeable to the user, but if you're processing a lot the first thing you could change that would definitely speed up your code would be changing the .each() loops to standard for loops:
// CHANGE
var qtotal = 0;
$('.quantity{$tab}').each(function() {
qtotal += Number($(this).val());
});
// TO
var qtotal = 0,
$q = $('#tquantity{$tab}');
for (i = 0; i < $q.length; i++)
qtotal += +$q[i].value;
Note that in the for loop I've used the DOM element's value property directly rather than using jQuery to retrieve it via .val() (which even within .each() you could've done with this.value rather than $(this).val()). I've also used the unary plus operator instead of Number(). This means no function calls at all on loop iterations, whereas your way had a call to Number(), $() and .val() (not even counting the additional processing that jQuery does behind the scenes within $() and .val()).
Make a similar change for all of your .each() loops (declare i at the beginning of your function and re-use it for each loop) and you should see some improvement.
I have a checkbox and i want the user to choose at maximum 3. I can't figure out how to do this.
artificial intelligence <input type = "checkbox" name = "topic[]" value = "29" >
computer graphics <input type = "checkbox" name = "topic[]" value = "30" >
computer animation <input type = "checkbox" name = "topic[]" value = "31" >
software engineering <input type = "checkbox" name = "topic[]" value = "32" >
Have you thought about how the UI would handle this? Here is one approach using jQuery:
// adjust this to be all checkboxes in the group
var theCheckboxes = $("input[type='checkbox']");
theCheckboxes.click(function()
{
if (theCheckboxes.filter(":checked").length > 3)
$(this).removeAttr("checked");
});
http://jsfiddle.net/jyYu5/
This prevents a check after three are marked, but does not visually disable the fields. So that's something additional to consider.
Also, you still have to check on the server side that only three were marked, because the user can obviously submit whatever data he wants.
You can do this with jQuery really easily. Probably a bit harder with straight javascript, but not to much.
Load jQuery, and write a function to execute on click of a checkbox. In that function is an if statement asking two things, it the button currently unchecked and are there more than x number of buttons checked currently. If both are true, then prevent default.
Here's what it should look like:
<input class="checkbox"></input>
$('.checkbox').click(function(){
if ($(this:not(:checked)) && $(".checkbox:checked").length >= 3) {
event.preventDefault()
}
});
That should prevent checking more then 3 check boxes.
well obviously you want some client side validation.... use javascript....
there are several ways to do it...
like plain javascript you can do something like
<script>
var predefined_limit = 3;
document.getElementByTagName('input').onchange = doSomething
function doSomething(){
var counter=0;
var elem = document.getElementByTagName('input');
for(var i=0; i<elem.length; i++)
if(elem.type=='checkbox' && elem.checked == true)
counter ++;
if(counter > predefined_limit){
this.checked = false;
alert('You can check only '+ predefined_limit + 'checkboxes')
}
}
</script>
then you can also use jQuery or other javascript frameworks like the other answer suggests
With jQuery, you can count checked checkboxes like that :
//Count number of checkboxes
$('input[name="type[]"]').on('click', function() {
var nbcheck = $('input[name="type[]"]:checked').length;
if(nbcheck > 2) {
console.log('FORBIDEN!!!!');
//Do stuffs you want -->
}
});