JavaScript - Sort Objects By Property
Hello, I have the following object:
Code: var layers = { photo1 : { index : 1, xPos : 63, yPos : 48, angle : 0 }, background : { index : 0, xPos : 278, yPos : 163, angle : 0 } } How can I sort the objects by the index property? Code: for(var layer in layers.sort(???)) { } Thx Very Much! Similar TutorialsHi, Can i sort an array of objects in javascript?. I am having the value as Code: var myVarr = [{"name":"xyz","age":21}, {"name":"cde","age":25}]. The above array has two objects. I need to sort by age using javascript. Please help. Regards, anas I have been working on the code for an alpha sort file and have become stumped. I need to incorporate both an insertion sort & selection sort method into my code before it will run. I attached the file I have been working on and it runs on Bluej with Java JDK. I would apretiate if you could take a look at it. If you would prefer not to download my file I have posted my code that I have been working on below. I am not familiar with the structure of an insertion sort or a selection sort mothod. I also am not clear on the point in which these methods would need to be placed in the file. Code: import java.io.*; import java.util.*; public class Words { ArrayList<String> words; public Words() { words = getData("wordlist.txt"); } public void displayWords() { for(int i=0; i<words.size(); i++) { System.out.println(words.get(i)); } } public ArrayList<String> getData(String filename) { ArrayList<String> list = new ArrayList<String>(); File myFile = new File(filename); if(myFile.exists() && myFile.length()>0) { try { BufferedReader in = new BufferedReader( new FileReader(myFile) ); String word = in.readLine(); while( word != null ) { list.add(word); word = in.readLine(); } } catch( Exception e ) {} } return list; } } function($) { $.fn.superfish = function(op){ var sf = $.fn.superfish, c = sf.c, } So I see the '.superfish' method being added to the object '$.fn'. I find it interesting that the first order of business is to declare 'sf' and stuff in to it some value '$.fn.superfish' which I do not fully understand. Also the statement c=sf.c How can 'c' be set to equal 'sf.c' when no 'sf.c' has been declared yet? Thanks! I am able to do the following; Code: alert(myObject.Income.EESA.Name); However I'm looking at Code: alert(myObject.Income[0].Name); Or even better, not the full name, just "EESA". I need to loop through as you can see at the end of this script what I'm working on. Code: <script type="text/javascript"> var EESARate = 289.3; var DLARate = 111.20; var CARate = 61.35; var SkyCost = 54.75; var PerfectHomeCost = 28.17; var CreditExpertCost = 14.99; var UnitedUtilitiesCost = 8.13; var BTCost = 57.18; var AdobeCCCost = 46.88; var TVLicenceCost = 6.06; var GasCost = 10.00; var ElectricCost = 20.0; var ServerPackageCost = 9.99; var USDValue = 123; //Fetch the value var myObject = { "Income": { "EESA": { "Name": "Enhanced Employment and Support Allowance", "Amount": { "GBP": EESARate, "USD": EESARate * USDValue }, "Frequency": { "When": "14", "Next": "30/10/2014" }, "Description": "", }, "DLA": { "Name": "Disibility Living Allowance", "Amount": { "GBP": DLARate, "USD": DLARate * USDValue }, "Frequency": { "When": "7", "Next": "Wednesday" }, "Description": "", }, "CA": { "Name": "Carers Allowance", "Amount": { "GBP": CARate, "USD": CARate * USDValue }, "Frequency": { "When": "7", "Next": "Saturday" }, "Description": "", }, }, "Bills": { "Sky": { "Name": "Sky", "Amount": { "GBP": SkyCost, "USD": SkyCost * USDValue }, "Frequency": { "When": "30", "Next": "XX/XX/XX" }, "Description": "", }, "PerfectHome": { "Name": "Sky", "Amount": { "GBP": PerfectHomeCost, "USD": PerfectHomeCost * USDValue }, "Frequency": { "When": "7", "Next": "Wednesday" }, "Description": "", }, "CreditExpert": { "Name": "Experian Credit Expert", "Amount": { "GBP": CreditExpertCost, "USD": CreditExpertCost * USDValue }, "Frequency": { "When": "30", "Next": "XX/XX/XX" }, "Description": "", }, "UnitedUtilities": { "Name": "United utilities", "Amount": { "GBP": UnitedUtilitiesCost, "USD": UnitedUtilitiesCost * USDValue }, "Frequency": { "When": "7", "Next": "Wednesday" }, "Description": "", }, "BT": { "Name": "British Telecomunications", "Amount": { "GBP": BTCost, "USD": BTCost * USDValue }, "Frequency": { "When": "30", "Next": "XX/XX/XX" }, "Description": "", }, "AdobeCC": { "Name": "Adobe Creative Cloud Suite", "Amount": { "GBP": AdobeCCCost, "USD": AdobeCCCost * USDValue }, "Frequency": { "When": "30", "Next": "XX/XX/XX" }, "Description": "", }, "TVLicence": { "Name": "Television Licence", "Amount": { "GBP": TVLicenceCost, "USD": TVLicenceCost * USDValue }, "Frequency": { "When": "30", "Next": "XX/XX/XX" }, "Description": "", }, "Gas": { "Name": "Eon Gas", "Amount": { "GBP": GasCost, "USD": GasCost * USDValue }, "Frequency": { "When": "7", "Next": "Wednesday" }, "Description": "", }, "Electric": { "Name": "Eon Electric", "Amount": { "GBP": ElectricCost, "USD": ElectricCost * USDValue }, "Frequency": { "When": "7", "Next": "Wednesday" }, "Description": "", }, "ServerPackage": { "Name": "1&1 Unlimited Plus (12 mo. term)", "Amount": { "GBP": ServerPackageCost, "USD": ServerPackageCost * USDValue }, "Frequency": { "When": "30", "Next": "XX/XX/XX" }, "Description": "", }, }, }; var IncomeTotal = 0; for (var k in myObject.Income) { if (myObject.Income.hasOwnProperty(k)) { ++IncomeTotal; } } alert(myObject.Income.EESA.Name); document.write('<table>') for(i = 0; i < IncomeTotal; i++){ document.write('<tr>') document.write('<td>row ' + (i+1) + ', column 0</td>') document.write('</tr>') } document.write('</table>') var TotalBills = 0; for (var k in myObject.Bills) { if (myObject.Bills.hasOwnProperty(k)) { ++TotalBills; } } //alert(TotalBills); </script> Hi If i was using c# i would use a generic list and add all my people objects to the list collection but how do i do this in jquery/javascript eg //container object var allObj= { }; //people object var people= { name:"fred",: age:00; }; How do I add many people objects to allObj (the amount of people added in not always the same) eg the final result is something like this allObj -person1 -person2 -person3 -person4 thanks Is it possible to create an array of objects? I require a two dimensional array of objects. Thanks! Greetings! This is actually a two part question from the html source I attached as a .txt document (too big for the post). 1) How can I get the name of an object. I took my failed attempt in the function named disableJobStream: Code: function disableJobStream(obj) { if((obj.value == "completed") && (getRadioCheckedValue("shift") == "2")) { if(obj.name == "artprogs") { document.shiftreport.artprogs.disabled = true; } } <select style="100px;" name="artprog_stat" OnChange="disableJobStream(this)"><option style='background-color:white;' value='none'selected='selected'>None</option> <option style='background-color:red;' value='stopped'>Stopped</option> <option style='background-color:yellow;' value='running'>Running</option> <option style='background-color:green;' value='completed'>Completed</option> </select> 2) Once I put my form through validation any of the fields that I disabled become enabled again. How would I go about keeping that from happening? Page is too large to post and too large to put up as an attachment! Thanks for your help! Hi, I am trying to detect a users browsers and output a different code based on browser. I found this code online that uses the object detection method and it works. When I document.write(BrowserDetect.browser) it outputs Chrome, (which is what I am using). The code can be found he http://www.quirksmode.org/js/detect.html So I can't understand why the following code does not work? It ouputs the "not" in the else statement. I believe that BrowserDetect is an object and the .browser at the end is a property of the object. Can one not make an object a variable? or make an object a string? oh and BTW there is a bunch of javascript that creates the browserdetect object that can be found on the site above, but I thought it would be too unwieldy to post here. Thanks. The following script outputs: Chrome Not Working <script type="text/javascript"> document.write(BrowserDetect.browser); var browser="BrowserDetect.browser"; if(browser=="Chrome") { document.write(" Working"); } else { document.write(" Not working"); } </script> Hello there folks, First time poster, so please be gentle I am ok with using objects creating classes if someone else defines, but when it comes to defining my own, I hit a nasty brick wall... I am using an XML/XSLT wrapper called Sarissa to help with programming a utility to transform XML into HTML in different views. For this to happen, I have created a Loader class which loads in XML required. I am aware of prototyping for binding methods to objects (as opposed to replicating the same method every time an instance is created)... The aim being I want to create a progress bar for the essential files that need to be loaded in. Presently I have them load in Synchronous mode just to get the utility working, which I know is poor, so would like to address it. So can someone answer me this: I understand why this works: Code: var SWMU = new Object(); SWMU.stylesheets = new Object; SWMU.joblot = null; SWMU.cache = new Object; SWMU.filtering = new Object; SWMU.locns = null; function Loader(sXml, sTitle) { this.doc = Sarissa.getDomDocument(); this.doc.load(sXml); this.doc.summary = sTitle; this.doc.onreadystatechange = function() {if(this.readyState) {alert(this.summary + " state change to..." + this.readyState);} else {alert(this.summary + " state change to..." + this.doc.readyState);} } } function async() { SWMU.stylesheets[0] = new Loader("swmu_test/swmu_berthing.xsl", "Main SWMU Stylesheet"); SWMU.stylesheets[1] = new Loader("assets/xsl/controls.xsl", "Drop down boxes"); } function _init() { async(); } as it recreates the "this.doc.onreadystatechange" anonymous function everytime an instance is created (which is yuck). However, when I do this (using prototype)... Code: var SWMU = new Object(); SWMU.stylesheets = new Array; SWMU.joblot = null; SWMU.cache = new Object; SWMU.filtering = new Object; // Now define the Loader object // Create the loader method for dealing with items loaded function Loader(sXml, sTitle) { this.doc = Sarissa.getDomDocument(); this.doc.load(sXml); this.doc.summary = sTitle; } function rHandler() {alert(this.summary + " State changed to... "+this.readyState);} // Create the request handler Loader.prototype.doc = {}; Loader.prototype.doc.onreadystatechange = rHandler; function async() { SWMU.stylesheets[0] = new Loader("swmu_test/swmu_berthing.xsl", "Main SWMU Stylesheet"); SWMU.stylesheets[1] = new Loader("assets/xsl/controls.xsl", "Drop down boxes"); } function _init() { async(); } Nothing happens and no errors are thrown, though there should be an alert box everytime there is state change to the progress of a file loading. Can someone help me with this? Apologies if this is on the basic side, but it has been causing me a headache all week, and I can not find any answers on this. Shaun Good day, I have the following code: Code: var img = new Image(); img.myProperty = 'something'; I've tried Image.prototype.myProperty and a few other things. It seems IE just doesn't want me extending the Image object. Is there a known work-around? Thanks I'm having a spot of trouble in making my functions work and my book seems to be pure rubbish. I'm sure that the error is purely syntax, although it may be something more. Code: <script type="text/javascript" src="flowers.js"></script> <script type="text/javascript"> function pageSetup() { var today = new Date(); // this creates a date object with today's date var banner = displayBanner(today); // *should* call the displayBanner function var days = calcDaysToSale(today); // *should* call the function using today's date document.sale.saleMessage.value = days; // *should* set the value to days. // Obviously none of it works. } </script> This is the code working with the script contained in the html file. I'll post the full page at the bottom. The following code is the JavaScript code. The first function isn't made to provide full functionality at the moment, I'm trying to get the rest of it working. Code: function displayBanner(currentDate) { if (currentDate.getMonth() == 2) imgSrc = "winterLogo"; return ("<img src='" + imgSrc + ".gif'>"); } function calcDaysToSale(currentDate) { var saleDay = new Date(); saleDay.setDate(15); // sets the sale date to the 15th of the current month // Subtracts the days remaining until the sale. // If the number is negative, the sale is over. var Days = saleDay.getDate()-currentDate.getDate(); if (Days < 0) { return "The sale has ended."; } else { return Days; } } I have tried to Google the problem and I have also tried to look it up in my book. I simply don't know the right terms to Google, and as I said the book is rubbish. I don't know why the Code: document.sale.saleMessage.value = days; doesn't work for this. Oh well, I'll learn quickly I suppose. Here is the full HTML code: Code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Carol's Flowers</title> <link href="flowers.css" rel="stylesheet" type="text/css" /> <script type="text/javascript" src="flowers.js"></script> <script type="text/javascript"> function pageSetup() { var today = new Date(); // this creates a date object with today's date var banner = displayBanner(today); // *should* call the displayBanner function var days = calcDaysToSale(today); // *should* call the function using today's date document.sale.saleMessage.value = days; // *should* set the value to days. // Obviously none of it works. } </script> </head> <body class="oneColLiqCtrHdr"> <div id="container"> <div id="header"> <p><img name="myBanner" src="banner" id="myBanner" alt="Carol's Flowers" /> <!-- end #header --> </p> <div id="links"><a href="#">Home</a> | <a href="#">General Arrangements</a> | <a href="#">Seasonal Designs</a> | <a href="#">Custom Orders</a> | <a href="#">Location</a></div> </div> <div id="mainContent"> <table id="mainTable"> <tr> <td width="201"><h1><img src="Flowers.JPG" alt="Random Flowers" width="200" height="255" /></h1></td> <td width="687"> <p>Here at Carol's Flowers, we believe that there is a perfect floral arrangment for every occasion! Take a look around and see if there is anything you like. If we don't already have it, then we will create it for you!</p></td> </script> </tr> </table> <!-- end #mainContent --></div> <div id="footer"> <p> <form name="sale" id="sale"> Days Until Mid Month Madness Sale : <input type="text" name="saleMessage" id="saleMessage" /></form></p> <!-- end #footer --></div> <!-- end #container --></div> <!-- I am trying to run the script here --> <script type="text/javascript"> pageSetup(); </script> </body> </html> Hello everybody am a JavaScript beginner. here is a code making rollovers //////////////////////////////////////////////// window.onload=rolloverInit; function rolloverInit() { for(var i=0; i<document.images.length; i++) { if(document.images.parentNode.tagName=="A") { setUpRollover(document.images); } } } function setUpRollover(currentImage) { currentImage.outImage = new Image(); currentImage.outImage.src = currentImage.src; currentImage.onmouseout = rollOut; currentImage.overImage = new Image(); var source = currentImage.src; var sourceText = source.toString(); if(sourceText.indexOf("png")>0) { currentImage.overImage.src ="images/"+currentImage.id+"_on.png"; } else { currentImage.overImage.src ="images/"+currentImage.id+"_on.gif"; } /*currentImage.overImage.src ="images/"+currentImage.id+"_on.gif";*/ /*currentImage.overImage.src ="images/"+currentImage.id+"_on.png";*/ currentImage.onmouseover = rollOver; currentImage.clickImage = new Image(); if(sourceText.indexOf("png")>0) { currentImage.clickImage.src ="images/"+currentImage.id+"_click.png"; } else { currentImage.clickImage.src ="images/"+currentImage.id+"_on.gif"; } /*currentImage.clickImage.src = "images/"+currentImage.id+"_on.gif";*/ /*currentImage.clickImage.src = "images/"+currentImage.id+"_on.png";*/ currentImage.onmousedown = rollClick; currentImage.parentNode.childImage = currentImage; currentImage.parentNode.onblur = rollOutParent; currentImage.parentNode.onfocus = rollOverParent; } function rollOut() { this.src = this.outImage.src; } function rollOver() { this.src = this.overImage.src; } function rollClick() { this.src = this.clickImage.src; } function rollOutParent() { this.childImage.src = this.childImage.outImage.src; } function rollOverParent() { this.childImage.src = this.childImage.overImage.src; } //////////////////////////////////////////////// 1-I do understand "if iam right, lol" that here ///currentImage.outImage = new Image();/// and here ///currentImage.overImage = new Image();/// and here ///currentImage.clickImage = new Image();/// we are creating an image object "overImage" on the fly which still a property of currentImage object, to keep track and store the current image and new image src. but here ///currentImage.parentNode.childImage = currentImage;/// I am unable to see the point behind creating the childImage object -same rule applied here??? is it really a brand new independent object "still a property of the parent" created on the fly like before? and if so -what is is purpose here?? how the cildImage object is interacting here, what is its purpose? and how it is able to modify "actually change" the <a> object child node Image object "currentImage". it seems stupid question but its quiet simple ---///currentImage.parentNode.childImage = currentImage;/// here I have an object on the fly, a new Image object "childImage", that is Fine until now. ---///this.childImage.src = this.childImage.outImage.src;/// now how the childImage became able to change my parent "<A>" child "currentImage" src ??? how it "childImage" became displayable at all is is because of the assignment here ///currentImage.parentNode.childImage = currentImage;/// ??? Yes i assigned currentImage to the childImage, but based on my java programing concepts background each still independent objects refrences representing two different objects ---->and so based on that here is these functions rollOutParent(), rollOverParent() am supposed to say something like ***this.currentImage.src = this.childImage.src*** or ***this.childImage.src = this.childImage.outImage.src;***or whatever "i know thats wrong coding here am just giving example". ------------ am confused, how with this simple line of code currentImage.parentNode.childImage = currentImage; childImage became able to define the currentImage ? and if so, how this was achieved, hoe the Objects is being represented and how they interact in the core memory? Hi All I thought it was about time to actually learn Javascript rather than pretend I know it, so I'm new to Javascript. I've been reading Javascript 'The Good Parts' and have watched a few google videos on Youtube. So I came across prototyping which seems to be quite fundamental to JS but is quite awkward to use. I am trying to avoid the use of the 'new' keyword and limit my application to one Global variable, as this can improve the JS scripts performance, reliability and security. In essence I'm just trying to make a simple MsgBox object that has a method called 'alertMe', which in turn simply shows an alert box with 'Hello' If this is not very clear then say so as trying to explain something you don't fully understand is quite hard. Here's my code, doesn't alert when I called the object. Have a look Code: var MyLib = {}; MyLib.MsgBox = function(){ //Object methods MyLib.MsgBox.prototype.alertMe = function(){ alert('Hello'); }; }; MyLib.MsgBox.alertMe(); Any help and pointers will be very appreciated. Regards, Magnetica I'm trying to reuse some code in a different context to do a different job. The code to be reused contains hundreds of lines similar to a = new b.c.d(e,f) with different value for e and f. I need to create a new user defined object with the structure b.c.d. I've made numerous attempts along the lines of: Code: function d (e, f) { this.e = e; this.f = f; } function c () { this.d = d (e, f); } function b () { this.c = c; } var a = new b.c.d("test", "message"); with various permuations of functional declarations. However I get error message "Object expected" or "b.c.d is null or not an object" at the final line of the example. It works with the test line var a = new d("test", "message") but not when I start to build up the expression. How should I define of b.c.d? Hi there, I have a very strange issue using dynamic scripting and iframe. It looks like when when iframe is loaded (i.e. onload method is triggered) all js objects that were sent to iframe before disappear? To clarify... I set iframe.scr from java script that caused it to connect to the server. After connection is established I start sending JS code to it (including some JS objects). At some point connection to iframe is closed (and onload method is called). Later on I reconnect (i.e. set src property again), and try to issue method calls on the JS objects that were sent in earlier session. None of these methods get triggered. Did anyone experienced similar problems? Is there a workaround? (I.e. is there any way I can send register JS Objects globally when sent through iframe?). Thanks for all your help, Ed Hello, I have an Object, containing an object, containing an object....etc. So, it's an Object of objects. Not an Array of objects. And now I want to sort this Object of objects. Is there a "native" way in JavaScript to sort an object? Or do I understand it correctly, that I first have to convert the Object to an Array, and than perform an array.sort ? This question is just for my understanding of JavaScript, so I don't go into the wrong direction. Tnx in advance for any explanation. Hello, Here is my situation. I have a java array generated from a JSP on the server side, and saved in the session. This array consists of objects (of say class X). How can I load this array into a javascript array so I can search for a this array based on attributes of the object? Thanks Hello. I'm Ansem717 and I've been honestly coding Javascript since August; however, I have learned and coded a few things a couple years ago. I'm not a master at Javascript, but I can follow along what most people say or code. I decided to test my skill in coding, by making a text-based RPG game via Javascript. Now that I've introduced my background information about JS coding, I'd like some of you to help me out with the following code: (It's fairly big, but skip it to see the actual content.) PHP Code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Text Based</title> <link rel="stylesheet" href="ssgame.css" media="screen" /> <script type="text/javascript"> // JavaScript Document var d=document; //Easy shorthand var inventoryWeight=500; //Inventory cannot be heavier than 500 'units' var inventoryMaximum=30; //Inventory cannot have more than 30 items var n='\n'; //Line break for Game screen var nts=n+" "; //Line break for game screen plus three spaces for formating. I'm lazy like that XD var presentRoom=0; var player=null; var objectsInRoom=null; var allOptions="SELF INFO__LOOK AROUND__WALK NORTH__WALK SOUTH__WALK WEST__WALK EAST__ATTACK__TALK__PICKUP__DROP__INVENTORY"; function get(id) { return d.getElementById(id); } function gameSCRN(msg,overwrite,linebreak) { if (linebreak==1) var val = d.tb.gamescreen.value+n; if (linebreak==2) var val = d.tb.gamescreen.value+n+n; else var val = d.tb.gamescreen.value; d.tb.gamescreen.value = (overwrite!=1) ? val+msg : msg; d.tb.mymove.value=""; d.tb.myname.value=""; } //////////////////////////////// //SET ITEMS, NCPS, AND PLAYERS// //////////////////////////////// function Obj(name, health, strength, defense, speed, weight){ this.name = name; this.hp = health; this.str = strength; this.def = defense; this.spd = speed; this.wgh = weight; } var items=new Array(); items[0]=new Array();//ENEMY items[0][0]=new Obj('Kid Goblin', 5, 3, 2, 1) items[0][1]=new Obj('Adult Goblin', 15, 6, 4, 3) items[1]=new Array();//WEAPON items[1][0]=new Obj('Dagger', 0, 2, 0, -1, 5) items[1][1]=new Obj('Ax', 0, 7, 0, -2, 9) items[2]=new Array();//ARMOR items[2][0]=new Obj('Cloth Shirt', 0, 0, 3, 3, 1) items[2][1]=new Obj('Chainmail', 0, 0, 8, -1, 15) ///////////// //SET ROOMS// ///////////// function room(name,actions,objectsInRoom,defaultTxT) { this.name = name this.text = defaultTxT; this.actions = (actions&&actions!=0) ? actions.split("__") : "There are no actions present in this room"; this.objects = (objectsInRoom&&objectsInRoom!=0) ? objectsInRoom.split("__") : "There are no objects present in this room"; } var rooms=new Array(); rooms[0]=new room("clearing","SELF INFO__LOOK AROUND__WALK NORTH__WALK WEST__WALK EAST__WALK SOUTH__DROP",0,player.name+" is stranded in a clearing.") rooms[1]=new room("goblin hideout","SELF INFO__LOOK AROUND__WALK SOUTH__ATTACK__TALK__DROP",items[0][0]+"__"+items[0][1],player.name+" has approched a goblin hideout!") rooms[2]=new room("weaponry","SELF INFO__LOOK AROUND__WALK WEST__PICKUP__DROP",items[1][0]+"__"+items[1][1],player.name+" is inside a weaponry! Weapons increase "+player.name+"\'s strength, but may decrease his speed. Another thing to account for is "+player.name+"\'s inventory and weight. It's not like "+player.name+"\'s inventory has no end.") rooms[3]=new room("armory","SELF INFO__LOOK AROUND__WALK NORTH__PICKUP__DROP",items[2][0]+"__"+items[2][1],player.name+" is in an armory! Armor increases "+player.name+"\'s defence, but may decrease, or even increase, his speed. Another thing to account for is "+player.name+"\'s inventory and weight as well as the Armor's weight. It's not like "+player.name+"\'s inventory has no end.") rooms[4]=new room("empty room","SELF INFO__LOOK AROUND__WALK EAST__DROP",0,player.name+" has noticed a sign that says, \"No one may enter.\" Behind the sign, there is a large barbed fence that "+player.name+" cannot penetrate.") //////Actual Content function gameStart() { d.tb.gamescreen.value=" "; gameSCRN('First thing is first. Name yourself! At the bottom, there should be a small box you can type into. Type your name into that box.',1,1); } function nameSelf() { var name=d.tb.myname.value; player=new Obj(name, 100, 0, 0, 5); gameSCRN(n+"Hello there "+player.name+"!"+n+n+"In a couple of seconds, the game will begin."); get("name").style.display="none"; get("act").style.display="block"; setTimeout(function(){ActualGameStart();},5000) } function ActualGameStart() { presentRoom=0 visualizeRoom(); } function visualizeRoom() { gameSCRN(rooms[presentRoom].text,1,0); if (rooms[presentRoom].actions!="There are no actions present in this room") { for (i=0; i<rooms[presentRoom].actions.length; i++) { gameSCRN(rooms[presentRoom].actions[i],1,0); } } else { gameSCRN(rooms[presentRoom].actions,1,0); } } //The below functions have been commented out because I had an idea. I didn't want these to collide, and since that idea is almost complete, I'm keeping these incase I need to take some of the below and scatter them up top. /*function PreformAction() { var dsmv=d.tb.mymove.value.toUpperCase(); var cnotdsmv="You cannot "+dsmv+" at this moment."; if (dsmv==diffOptions[0]) { if (room==1) {gameSCRN(player.name+" "+dsmv+" but doesn't seem to find anything",0,2);} //Center room if (room==2) {gameSCRN("room==2",0,2);} //Northern Room if (room==3) {gameSCRN("room==3",0,2);} //Eastern if (room==4) {gameSCRN("room==4",0,2);} //Southern if (room==5) {gameSCRN("room==5",0,2);} //Western } else if (dsmv==diffOptions[1]) { if (room==1) {gameSCRN(player.name+" "+dsmv+" into room 2. Add extra functions and karp here.",0,2);} if (room==2) {gameSCRN(cnotdsmv,0,2);} if (room==3) {gameSCRN(cnotdsmv,0,2);} if (room==4) {gameSCRN(player.name+" "+dsmv+" into room 1.",0,2);} if (room==5) {gameSCRN(cnotdsmv,0,2);} } else if (dsmv==diffOptions[2]) { if (room==1) {gameSCRN(player.name+" "+dsmv+" into room 4. Add extra functions and karp here.",0,2);} if (room==2) {gameSCRN(player.name+" "+dsmv+" into room 1.",0,2);} if (room==3) {gameSCRN(cnotdsmv,0,2);} if (room==4) {gameSCRN(cnotdsmv,0,2);} if (room==5) {gameSCRN(cnotdsmv,0,2);} } else if (dsmv==diffOptions[3]) { if (room==1) {gameSCRN(player.name+" "+dsmv+" into room 5. Add extra functions and karp here.",0,2);} if (room==2) {gameSCRN(cnotdsmv,0,2);} if (room==3) {gameSCRN(player.name+" "+dsmv+" into room 1.",0,2);} if (room==4) {gameSCRN(cnotdsmv,0,2);} if (room==5) {gameSCRN(cnotdsmv,0,2);} } else if (dsmv==diffOptions[4]) { if (room==1) {gameSCRN(player.name+" "+dsmv+" into room 3. Add extra functions and karp here.",0,2);} if (room==2) {gameSCRN(cnotdsmv,0,2);} if (room==3) {gameSCRN(cnotdsmv,0,2);} if (room==4) {gameSCRN(cnotdsmv,0,2);} if (room==5) {gameSCRN(player.name+" "+dsmv+" into room 1.",0,2);} } }*/ /*function displayOptions(objects) { if (objects=="none") { gameSCRN(n+n+"OPTIONS:",0,1) gameSCRN(nts+diffOptions[0],0,0) gameSCRN(nts+diffOptions[1],0,0) gameSCRN(nts+diffOptions[2],0,0) gameSCRN(nts+diffOptions[3],0,0) gameSCRN(nts+diffOptions[4],0,0) } }*/ </script> </head> <body> <center> <h1>Text-Based Game Name Coming Soon</h1> <form name="tb" id="tb"> <textarea id="gamescreen" name="gamescreen" cols="67" rows="20" onfocus="blur()"></textarea><br /><br /> <div id="act"> What do you do?<br /> <input type="text" id="mymove" name="mymove" /><br /> <input type="button" id="wdyd" name="wdyd" value="Preform action!" onclick="PreformAction()" /> </div> <div id="name"> What do you do?<br /> <input type="text" id="myname" name="myname" /><br /> <input type="button" id="namebtn" name="namebtn" value="Preform action!" onclick="nameSelf()" /> </div> </form> </center> </body> <script type="text/javascript"> //Initiate functions gameStart(); </script> </html> Sorry It's so large. I'm have a major bug and it's getting in my way. It has to do with the rooms objects. As you can see I set a new array to have the ability to create rooms on the spot and each of the rooms contacted the function of creating an object. PHP Code: function room(name,actions,objectsInRoom,defaultTxT) { this.name = name this.text = defaultTxT; this.actions = (actions&&actions!=0) ? actions.split("__") : "There are no actions present in this room"; this.objects = (objectsInRoom&&objectsInRoom!=0) ? objectsInRoom.split("__") : "There are no objects present in this room"; } var rooms=new Array(); rooms[0]=new room("clearing","SELF INFO__LOOK AROUND__WALK NORTH__WALK WEST__WALK EAST__WALK SOUTH__DROP",0,player.name+" is stranded in a clearing.") rooms[1]=new room("goblin hideout","SELF INFO__LOOK AROUND__WALK SOUTH__ATTACK__TALK__DROP",items[0][0]+"__"+items[0][1],player.name+" has approched a goblin hideout!") rooms[2]=new room("weaponry","SELF INFO__LOOK AROUND__WALK WEST__PICKUP__DROP",items[1][0]+"__"+items[1][1],player.name+" is inside a weaponry! Weapons increase "+player.name+"\'s strength, but may decrease his speed. Another thing to account for is "+player.name+"\'s inventory and weight. It's not like "+player.name+"\'s inventory has no end.") rooms[3]=new room("armory","SELF INFO__LOOK AROUND__WALK NORTH__PICKUP__DROP",items[2][0]+"__"+items[2][1],player.name+" is in an armory! Armor increases "+player.name+"\'s defence, but may decrease, or even increase, his speed. Another thing to account for is "+player.name+"\'s inventory and weight as well as the Armor's weight. It's not like "+player.name+"\'s inventory has no end.") rooms[4]=new room("empty room","SELF INFO__LOOK AROUND__WALK EAST__DROP",0,player.name+" has noticed a sign that says, \"No one may enter.\" Behind the sign, there is a large barbed fence that "+player.name+" cannot penetrate.") In the above code, I'm creating various objects following under the variables rooms[0] to rooms[4], yea?. At the very beggining of the whole RPG game, it brings up some text saying name yourself in the input box below. After you do that, it adds more text to a textarea 'reminding' you of what your name was. The game then is supposed to start right after that, but thats when we run into these functions, on which counteract with the variabled rooms above: PHP Code: function gameStart() { d.tb.gamescreen.value=" "; gameSCRN('First thing is first. Name yourself! At the bottom, there should be a small box you can type into. Type your name into that box.',1,1); } function nameSelf() { var name=d.tb.myname.value; player=new Obj(name, 100, 0, 0, 5); gameSCRN(n+"Hello there "+player.name+"!"+n+n+"In a couple of seconds, the game will begin."); get("name").style.display="none"; get("act").style.display="block"; setTimeout(function(){ActualGameStart();},5000) } function ActualGameStart() { presentRoom=0 visualizeRoom(); } function visualizeRoom() { gameSCRN(rooms[presentRoom].text,1,0); if (rooms[presentRoom].actions!="There are no actions present in this room") { for (i=0; i<rooms[presentRoom].actions.length; i++) { gameSCRN(rooms[presentRoom].actions[i],1,0); } } else { gameSCRN(rooms[presentRoom].actions,1,0); } } As you can see, we have the starting function which is initiated after all of the HTML elements load, then we have the "nameSelf()" function which creates the player as well as sets the timeout for the actual game. The main error code is right he gameSCRN(rooms[presentRoom].text,1,0); and in both IE and Firefox, the script doesn't continue. It doesn't preform the "gameSCRN()" function. In IE, I'm able to click on something that shows me errors within the browser. The Error IE presented: 'rooms[...].text' is null or not an object. What does this mean? I remember setting 'rooms[0].text' to have a string value, and I did do some debugging, 'rooms[0].text' does return with the apropreate value, as well as, 'rooms[presentRoom].text' does too. They just won't work in the above function? I have searched your forums, very good codes out there, but I have not found something concrete that can fix this bug. I'd be really grateful for your help as well as some hints and tips on Javascript coding, since I would also like some help on cleaning up my javascript. And no, I am not taking any programming courses, however much I wish I am. Thanks in advanced! --Regards, --Ansem717 Hello! I have a pretty straight forward question dealing with JQuery/Javascript (I'm pretty new to both, so the syntax is still escaping me). I have a javascript file that holds an array of objects inside of it (addresses to be exact) and I then need to take that array and call it to print into the Title attribute of a <li> after the list has been populated. Below is the Javascript arrray: Code: var banner_data = [ "address1","address2","address3","address4"]; var obj = { one:"address1", two:"address2", three:"address3", four:"address4" } And this is how it is being called in the HTML: Code: $('ul>li').each(function(){ var $this = $(this); // current list item var idx = $this.index(); var thisAddress = banner_data[idx]; $this.attr('title', thisAddress.append[4]) }); any thoughts? I have jQuery 1.7.1 installed, a fully valid html/css and a proper doctype (just to cover our bases haha) I find this strange, basically the alert is displaying the doc_form[i] ID. But i'm getting a JavaScript error come up in a debugger saying: Code: Uncaught TypeError: Cannot read property 'id' of undefined when trying to get the ID for the variable... PHP Code: //Get HTTP object ready var http = getHTTPObject(); var mysql_q; //Count how many fields are in the form var doc_form = document.guess_word_form; for ( var i = 0; doc_form.length; i++ ) { alert(doc_form[i].id); mysql_q += "&" + doc_form[i].id + "=" + document.getElementById(doc_form[i].id).value; } alert(mysql_q); |