JavaScript - Multiple Random Images Using Javascript
Hi,
I've got a game 99% finished, basically when the game start and the player clicks through to the game panel, there are 30 tiles (80x80px) each, and the object of the game is for the player to press the tile with the letter "X" on, the X can be on any 1 of 5 different coloured tiles at anyone time and of course there can be more than 1 tile having an X on it. The tiles currently are built via .css, and this works 100% perfectly. However now I want to use images, pulled in from my local website instead of tiles built via .css. A demo of what I'm kinda of after is here > Edit fiddle - JSFiddle - if you press "run" the images will keep changing their order. The code I currently have for the game is here.. //CODE// var TheColorArray = ['red', 'yellow', 'green', 'blue', 'orange'], TheScore = 0, TimerLength = 2500, GameTimer, ScoreMap = { 'red': 500, 'yellow': 50, 'green': 30, 'blue': 20, 'orange': 5 }; function DrawRow() { TheColorArray.sort(function () { return .5 - Math.random(); }); var TheHTML = '<div class="row">'; var MagicColumn = Math.floor(Math.random() * 6); for (var i = 0; i < 5; i++) { if (i === MagicColumn) { TheHTML = TheHTML + '<div class="GameTile ' + TheColorArray[i] + '">x</div>'; } else { TheHTML = TheHTML + '<div class="GameTile ' + TheColorArray[i] + '">' + String.fromCharCode(97 + Math.floor(Math.random() * 26)) + '</div>'; } } TheHTML = TheHTML + '</div>'; return TheHTML; } You'll also see that "TheHTML = TheHTML + '<div class="GameTile ' + TheColorArray[i] + '">x</div>';" and "TheHTML = TheHTML + '<div class="GameTile ' + TheColorArray[i] + '">' + String.fromCharCode(97 + Math.floor(Math.random() * 26)) + '</div>';" both state that if X is pressed the game basically carries on. I need this to use a chosen image from my server, i.e. URL/apple.png .... i have also managed to get to this point (with apples) but its just not working.. Edit fiddle - JSFiddle Any help would be great.. Many thanks in advance!!! Similar TutorialsHi All. I am new to all this and I am posting a problem up here that I think is quite rare or has not been looked into for a long time now. I am basically looking to create a background for my website and when you refresh the page the image changes to another picture for the background. I have asked one of my good friends to have a look at it and he gave me some code to work with and so I have changed bits here and there and it worked in firefox and safari but will not work in IE. When I asked him he had no clue what to do. So here I am now! I am hoping it is simple but I also know it wont be to an extent! Any help would be much appreciated here. I have attached the code here for you and also the html file. 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> <style type="text/css"> <!-- #myFlash { position:absolute; width:100%; height:100%; margin:0; padding:0; left:0; right:0; z-index:20; } --> </style> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1" /> <title>Experts Connect</title> <meta name="keywords" content="Experts connect Preston, Experts connect Lancashire, Medical reports, Preston medical and legal agency, Lancashire medical and legal agency, specialist providers of independent medical evidence, diagnostic and rehabilitation services to the personal injury market, Medico Legal, personal injury claims, refferers." /> <meta name="description" content="Experts Connect are an established legal and medical agency providing reports for persobal injury claims. We work to get the best possible examination we can to ensure your claim goes through with no fuss. We are based nationally and work all over the United Kingdom." /> <meta name="robots" content="INDEX,FOLLOW" /> <meta name="revisit-after" content="10 days" /> <link rel="stylesheet" type="text/css" href="/common/basic.css" /> <script type="text/javascript" src="crossfade.js"></script> <script type="text/javascript" src="swfobject.js"></script> <script type="text/javascript"> swfobject.registerObject("myFlashContent", "9.0.0", "expressInstall.swf"); </script> <style type="text/css"> body { width:auto; height:auto; background-color:#CCCCCC;} #bgimage { filter:alpha(opacity=40); -moz-opacity:0.40; -khtml-opacity:0.40; opacity:0.40; width:100%; height:100%; position:absolute; margin:0; padding:0; left:0; right:0; } </style> <title>Untitled Document</title> <SCRIPT LANGUAGE="JavaScript"> <SCRIPT/> <!-- Begin // Set up the image files to be used. var theImages = new Array() // do not change this // To add more image files, continue with the // pattern below, adding to the array. theImages[0] = 'back4.jpg' theImages[1] = 'back2.jpg' theImages[2] = 'back5.jpg' theImages[3] = 'back6.jpg' theImages[4] = 'back8.jpg' // do not edit anything below this line var j = 0 var p = theImages.length; var preBuffer = new Array() for (i = 0; i < p; i++){ preBuffer[i] = new Image() preBuffer[i].src = theImages[i] } var whichImage = Math.round(Math.random()*(p-1)); function showImage(){ document.write('<img id="bgimage" src="'+theImages[whichImage]+'">'); // End --> </script> </head> <div id="myFlash"> <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="100%" height="100%" id="myFlashContent" name="expertsconnect" align="middle"> <param name="movie" value="experts-connectwebsite.swf" /> <param name="quality" value="high" /> <param name="scale" value="exactfit" /> <param name="wmode" value="transparent" /> <param name="allowfullscreen" value="true" /> <param name="allowscriptaccess" value="always" /> <!--[if !IE]>--> <object type="application/x-shockwave-flash" data="experts-connectwebsite.swf" width="100%" height="100%" align="middle"> <param name="quality" value="high" /> <param name="scale" value="exactfit" /> <param name="wmode" value="transparent" /> <param name="allowfullscreen" value="true" /> <param name="allowscriptaccess" value="always" /> <!--<![endif]--> <a href="http://www.adobe.com/go/getflashplayer"> <img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /> </a> <!--[if !IE]>--> </object> <!--<![endif]--> </object> </div> <SCRIPT LANGUAGE="JavaScript"> <!-- Begin showImage(); // End --> </script> <!-- Script Size: 1.49 KB --> </body> </html> There is also a flash file embedded into this document! Any help would be great with this. Thank you, Mark Hi I'm new to this and would like some help. I want to display 4 random images and I would like to get them to NOT repeat themselves. Any suggestions? So if image one is randomly selected as "aceclubs.png" I don't want image two to be the same and so on for the other images. This currently the code I'm using right now. I've been duplicating this function with different names for each of the 4 images. However it sometimes produces two of the same image and I don't want that. Code: function random_ace() { var cardace = new Array(4) cardace[0] = "aceclubs.png"; cardace[1] = "acediamonds.png"; cardace[2] = "acehearts.png"; cardace[3] = "acespades.png"; var randomace = Math.floor(Math.random()*cardace.length); var ace = cardace[randomace]; card1.src=ace } How would I generate a random number between 0 and 470 at multiples of 10 including 0 and 470?
I'm trying to show random images with a timer of 3 seconds. I'm still learning this (starting to :s) Any help will be highly appreciated. The code: Code: <script type="text/javascript"> var imagenRandom; var imagenSrc; var i; function imagenAzar(){ imagenRandom = Math.floor(Math.random()*222); imagenRandom++; imagenSrc = "imagenes/fd/"+imagenRandom+".jpg"; document.getElementById('imagenSlideShow').src=imagenSrc; } function imagenAzarLoop(){ i=0; while (i<=221) { setTimeout("imagenAzar()", 3000); i++; } } </script> </head> <body onload="imagenAzarLoop()"> <img src="imagenes/fd/1.jpg" id="imagenSlideShow" width="300" height="225" alt="Imagen" title="Imagen" /> I basically want a random image to show up on my webpage and start scrolling through more images i've set to that list. Here's what I have thus far. However, It'll always start by bringing up the same image and then change to an error image: Code: <html> <head> <script type="text/javascript" language="javascript"> <!-- Hide script from old browsers adImages = new Array("http://i155.photobucket.com/albums/s298/Connorconway/Office_Season_6_Blu-Ray.jpg","http://i155.photobucket.com/albums/s298/Connorconway/Halloween_Blu_Ray.jpg") imgCt = adImages.length firstTime = true function rotate() { if (document.images) { if (firstTime) { thisAd = Math.floor((Math.random * imgCt)) firstTime = false } else { thisAd++ if (thisAd == imgCt) { thisAd = 0 } } document.myPicture.src=adImages [thisAd] setTimeout("rotate()", 3 * 1000) } } //--> End hiding script from old browsers </script> </head> <body onload="rotate()"> <img src="http://i155.photobucket.com/albums/s298/Connorconway/Office_Season_6_Blu-Ray.jpg" width="400" height="300" name="myPicture" alt="Ad Banner" /> </body> </html> Here's the Website I'm having problems on (So you can visually see what I mean - Under "TV ManiaX Home Page sub-heading): http://tvmaniax.myfastforum.org/index.html Thank you for any help you can give _________________ I am stuck on some javascript homework I realize it is probably really easy but my stupid textbook is not clear on one point. I have to access code in an external javascript page (random.js) which I have done. But then i have to create a second script element to create the function showlmg() and within that I require statements to declare a variable named imgNumber equal to the value returned by the randomInteger() (which is from the external sheet found in data files from the textbook therefore I know they are right). I am supposed to use 9 as the value of the size parameter in the randomInteger() function. The second statement should be command that writes the following text to the document: <img src='imgNumber.jog' alt= ' '/>. So basically the coding I have done is : Code: <script type= "text/javascript" src= random.js"> </script> <script type="text/javascript"> function showlmg() { var imgNumber= randomInteger(9);// Return a random number from 0 to 9. document.write("<img src='imgNumber.jpg' alt=''/>"); } </script> all in the head of the document and then Code: function randomInteger(size) { return Math.floor((size+1)*Math.random());} from the external file. and Code: <tr> <td colspan="2" class="center"> <script type= "text/javascript"> showlmg(); showlmg(); showlmg(); showlmg(); showlmg(); </script> </td> </tr> to post in a table on the page... I believe the issue is in the declaring a variable the is equal to the result of the function random integer which the text book or anywhere that I can find online fails to explain how to do. Thank you. Hi guys! I need your help so much. I have this beautiful script for pocket pc that randomly rotates pictures in the background with fade in/out effect. Now, what I want it to do is to split all the pictures I have in groups so that on every refresh the script randomly chose a GROUP of pictures and THEN rotated only the pictures from this group. I want to do this because if you include say 30 pictures into the script this really hangs the RAM memory, and if there are only 5 pictures to choose from its much more faster. Here's the script from html page: Code: <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <style> body { background-color: white; margin: 0; padding: 0; } img { -webkit-transition-property: opacity; -webkit-transition-duration: 3s; position: absolute; width: 320px; height: auto; } img.fade-out { opacity: 0; } img.fade-in { opacity: 1; } </style> </head> <body style="color: black"> <img src="01.jpg"/> <img src="02.jpg"/> <img src="03.jpg"/> <img src="04.jpg"/> <img src="05.jpg"/> <img src="06.jpg"/> <img src="07.jpg"/> <img src="08.jpg"/> <img src="09.jpg"/> <img src="10.jpg"/> <img src="11.jpg"/> <img src="12.jpg"/> <img src="13.jpg"/> <img src="14.jpg"/> <img src="15.jpg"/> <script> var interval = 4 * 1; // Seconds between change var images = document.getElementsByTagName("img"); var imageArray = []; var imageCount = images.length; var current = 0; var randomize = function(){ return (Math.round(Math.random() * 3 - 1.5)); } for(var i = 0; i < imageCount; i++){ images[i].className = 'fade-out'; imageArray[i] = images[i]; } imageArray.sort(randomize); var fade = function(){ imageArray[current++].className = 'fade-out'; if(current == imageCount){ current = 0; imageArray.sort(randomize); } imageArray[current].className = 'fade-in'; setTimeout(fade, interval * 1000); }; fade(); </script> </body> So here you can see there are 15 pictures, what should I include in this script to split them into say 3 groups of 5 pictures and make the script randomly select a group each time? Thanks for help! Random non-repeating images script. Hope this helps someone... you can see an example at http://www.empireelite.org/. Refresh and you'll see the PS3 boxarts on the top left will show randomly, with no repeats. In your html page in head tag Code: <style> img.boxart{ margin:0; border: none; display:block; float:left}</style> <script type="text/javascript" src="ps3boxart.js"></script> in body tag (place whereever in the body you want the pictures to show) Code: <script type="text/javascript"> randomorder(ps3ba, '') </script> In a seperate .js file in the same folder (this one I have as ps3boxart.js) Code: var ps3ba=new Array() ps3ba[0]='<a href="http://www.amazon.com/God-War-III-Playstation-3/dp/B000ZK9QCS/ref=sr_1_1?ie=UTF8&s=videogames&qid=1261056951&sr=8-1"><img src="http://www.empireelite.org/images/boxart/ps3/mini/gow3.jpg" class="boxart" title="God of War III"></a>' ps3ba[1]='<a href="http://www.amazon.com/Heavy-Rain-Playstation-3/dp/B002CZ38KA/ref=sr_1_1?ie=UTF8&s=videogames&qid=1261059415&sr=1-1"><img src="http://www.empireelite.org/images/boxart/ps3/mini/hr.jpg" class="boxart" title="Heavy Rain"></a>' ps3ba[2]='<a href="http://www.amazon.com/Killzone-2-Playstation-3/dp/B000FQBF1M/ref=sr_1_1?ie=UTF8&s=videogames&qid=1261059510&sr=1-1"><img src="http://www.empireelite.org/images/boxart/ps3/mini/kz2.jpg" class="boxart" title="Killzone 2"></a>' ps3ba[3]='<a href="http://www.amazon.com/LittleBigPlanet-Game-Year-Playstation-3/dp/B002ELCUUG/ref=sr_1_1?ie=UTF8&s=videogames&qid=1261059556&sr=1-1"><img src="http://www.empireelite.org/images/boxart/ps3/mini/lbp.jpg" class="boxart" title="LittleBigPlanet"></a>' ps3ba[4]='<a href="http://www.amazon.com/Metal-Gear-Solid-Patriots-Playstation-3/dp/B000FQ2D5E/ref=sr_1_1?ie=UTF8&s=videogames&qid=1261059605&sr=1-1"><img src="http://www.empireelite.org/images/boxart/ps3/mini/mgs4.jpg" class="boxart" title="Metal Gear Solid 4"></a>' ps3ba[5]='<a href="http://www.amazon.com/Ratchet-Clank-Future-Crack-Playstation-3/dp/B00275A7LI/ref=sr_1_1?ie=UTF8&s=videogames&qid=1261059662&sr=1-1"><img src="http://www.empireelite.org/images/boxart/ps3/mini/rcfacit.jpg" class="boxart" title="Ratchet & Clank Futu A Crack In Time"></a>' ps3ba[6]='<a href="http://www.amazon.com/Resistance-Fall-Man-playstation-3/dp/B000JLIXIG/ref=sr_1_1?ie=UTF8&s=videogames&qid=1261059703&sr=1-1"><img src="http://www.empireelite.org/images/boxart/ps3/mini/rfom.jpg" class="boxart" title="Resistance: Fall of Man"></a>' ps3ba[7]='<a href="http://www.amazon.com/Uncharted-Drakes-Fortune-Playstation-3/dp/B000UW21A0/ref=sr_1_2?ie=UTF8&s=videogames&qid=1261059750&sr=1-2"><img src="http://www.empireelite.org/images/boxart/ps3/mini/uc.jpg" class="boxart" title="Uncharted: Drakes Fortune"></a>' ps3ba[8]='<a href="http://www.amazon.com/Uncharted-2-Among-Thieves-Playstation-3/dp/B001JKTC9A/ref=sr_1_1?ie=UTF8&s=videogames&qid=1261059750&sr=1-1"><img src="http://www.empireelite.org/images/boxart/ps3/mini/uc2.jpg" class="boxart" title="Uncharted 2: Among Thieves"></a>' function randomorder(targetarray) { var randomorder=new Array() var the_one var z=0 for (i=0;i<targetarray.length;i++) randomorder[i]=i while (z<targetarray.length) { the_one=Math.floor(Math.random()*targetarray.length) if (targetarray[the_one]!="_selected!"){ document.write(targetarray[the_one]) targetarray[the_one]="_selected!" z++ } } } Then obviously, you would use this as a baseline and change your .js file name to whatever your pictures are for, like ads.js or whichever. Change the links in ahref to whereever you want each page to link. Change the image locations in img src to whereever your images are saved. Remember, where it says var z=0... this is where you hide extra random images. For example, my 200px cell only fits 9 22px wide images (they equal 198px). I only have 9 in my ps3 boxart image folder. If I want 50 in there... I would upload the pics to the folder with the other ones, add them to the list in the .js file. Such as ps3ba[9]=, ps3ba[10]=, etc. up to [49] (49 + 1 for [0] = 50). Then since I can only fit 9 in my cell, I would have to change the variable to var z=41 (to hide 41 of them and only show 9). Hope this helps somebody. Good luck. I want a certain amount of image spots to show a certain set of images (specifically 8) in a random order every time the page is refreshed. I do not want the images to be repeated, however. The solution I came up with was to create an array and generate a number one to eight and then compare that number to the numbers previously in the array, and if it matched one that was previously generated, to generate a new number and then compare it. This continues until i have an array of the numbers 1-8 in a random order. Code: var imgs=new Array(8); for(i in imgs) { function generate() { return Math.floor(1+Math.random()*8); } var rand=generate(); function compare(i) { for(var n=i-1; n>=0; n--) { if (n<0) { imgs[i]=rand; } else { if (rand==n) { rand=generate(); compare(i); } } } } } This does not strike me as the most efficient way to go about this. If someone has a better solution, that would help a great deal. hi i would like to create gallery of 6 images that will show random images on page reload without repeating them. am not good in js so any help would be great. i found some code on web, just changed path for images and added lightbox code. it looks like this, but it shows same image few times. Code: <script language="JavaScript"> <!-- /* Random Image Script- By JavaScript Kit (http://www.javascriptkit.com) Over 400+ free JavaScripts here! Keep this notice intact please */ var myimages=new Array() //specify random images below. You can have as many as you wish myimages[1]="images/gallery/1.jpg" myimages[2]="images/gallery/2.jpg" myimages[3]="images/gallery/3.jpg" myimages[4]="images/gallery/4.jpg" myimages[5]="images/gallery/5.jpg" myimages[6]="images/gallery/6.jpg" for (i = 0; i < 6; i++) { var ry=Math.floor(Math.random()*myimages.length) if (ry==0) ry=1 document.write('<a href="'+myimages[ry]+'" rel="lightbox"><img src="'+myimages[ry]+'">') } //--> </script> thanks Hi I implemented some coding tor create a random image on the page with a corresponding 'alt' tag and all was fine for a while... Then I got ambitions and modified the script to generate code that would generate two seperate sets of random image and associated 'alt' tag pairs.... and all seemed fine for a while.... ... however after having used the code on my page for a while I notice that occasionally I get a broken file link to the image which then fails to show... and shows the 'alt' text of "undefined". All the code links to images are correct and all images DO show from time to time with the tags.... only occasionally this extra blank/undefined pair is generated. Anyone have any ideas? Here's the code... Code: <SCRIPT LANGUAGE="JavaScript"> <!-- Begin // Set up the image files to be used. var theImages = new Array() // do not change this // To add more image files, continue with the // pattern below, adding to the array. theImages[0] = 'images/240 Images/belmarsh-peat-240.jpg' theImages[1] = 'images/240 Images/98-florence-rd-maidstone240.jpg' theImages[2] = 'images/240 Images/boxgrove-biface-240.jpg' theImages[3] = 'images/240 Images/Fieldwalking2-240.jpg' theImages[4] = 'images/240 Images/Hawkinge-Pot-240.jpg' theImages[5] = 'images/240 Images/Justin_Barton-240.jpg' theImages[6] = 'images/240 Images/StaffPages/Hadrians-Wall.jpg' theImages[7] = 'images/240 Images/Chilley_Farm_Pevensey240.jpg' // do not edit anything below this line var theImages2 = new Array() // do not change this // To add more image files, continue with the // pattern below, adding to the array. theImages2[0] = 'images/LeafletImages/Fronts/Building/Building4.jpg' theImages2[1] = 'images/LeafletImages/Fronts/Fieldwork/Fieldwork4.jpg' theImages2[2] = 'images/LeafletImages/Fronts/Finds/Finds4.jpg' theImages2[3] = 'images/LeafletImages/Fronts/Forensic/Forensic4.jpg' theImages2[4] = 'images/LeafletImages/Fronts/GeoArch/GeoArch4.jpg' theImages2[5] = 'images/LeafletImages/Fronts/Heritage/Heritage4.jpg' theImages2[6] = 'images/LeafletImages/Fronts/Landscape/Landscape4.jpg' // do not edit anything below this line var theAlts = new Array() // do not change this // To add more image files, continue with the // pattern below, adding to the array. theAlts[0] = 'Peat bog excavations at Belmarsh Prison.' theAlts[1] = 'An archaeological watching brief underway in Maidstone, Kent.' theAlts[2] = 'A flint biface hand-axe the from Boxgrove excavations, West Sussex.' theAlts[3] = 'Fieldwalking.' theAlts[4] = 'Excavation of a cremation urn at Hawkinge, Kent.' theAlts[5] = 'An MA Student from University College London a records ceramic vessel.' theAlts[6] = 'The Hadrian’s Wall Management plan was prepared in consultation with Archaeology South-East (Copyright - Image by Simon Warner).' theAlts[7] = 'Historic Building Recording at Chilley Farm, Pevensey.' var theAlts2 = new Array() // do not change this // To add more image files, continue with the // pattern below, adding to the array. theAlts2[0] = 'Building Recording Services.' theAlts2[1] = 'Fieldwork Services.' theAlts2[2] = 'Finds and Environmental Specialist Services.' theAlts2[3] = 'Forensic Archaeology.' theAlts2[4] = 'Geoarchaeological Services.' theAlts2[5] = 'Heritage Management Services.' theAlts2[6] = 'Landscape Research Services.' var j = 0 var p = theImages.length; var preBuffer = new Array() for (i = 0; i < p; i++){ preBuffer[i] = new Image() preBuffer[i].src = theImages[i] } var whichImage = Math.round(Math.random()*(p-1)); function showImage(){ document.write('<img src="'+theImages[whichImage]+'" border="1" alt="'+theAlts[whichImage]+'">'); } function showImage2(){ document.write('<img src="'+theImages2[whichImage]+'" border="0" alt="'+theAlts2[whichImage]+'">'); } // End --> </script> and its called by the code... Code: <SCRIPT LANGUAGE="JavaScript"> <!-- Begin showImage(); // End --> </script> and.. Code: <SCRIPT LANGUAGE="JavaScript"> <!-- Begin showImage2(); // End --> </script> Many thanks in advance. I have a script which allows me to select random users from one select field to another and works like a charm, but... I want to be able to get random users from one select field to multiple (lets say 2) other select fields... So lets say that I have 5 users in the first field (select1): James Bill Jennifer Bob Karen Now when I press a button: <input value="" type="button" onClick="randomusers();" /> 2 users should be moved to select2 and other 2 users moved to select3. My current script is as follows: Code: function randomusers(){ var given = 2, used = {}, randnum, opts = $('#select1 option'), olen = opts.length, hiddiv = $('#hiddendiv'); function ran() { // generate a unique random number randnum = Math.floor(Math.random() * olen); return used['u'+randnum] ? ran() : randnum; } for (var i = 0; i < given; i++) { // get the correct quantity of randoms used['u'+ran()] = true; } var players = opts.filter(function(index) { // remove all options that are not one of the randoms return !!used['u'+index]; }).appendTo('#select2'); } Hoping for help... Thanks in advance :-) Hi could someone please help?... I am a total beginner to javascript... but does anyone know of a code, including links to an image folder, for displaying 6 fullscreen images in random order without repeat for a given user? I've seen specific examples using shuffle on the site, but could anyone write a general code for any given images? Many thanks in advance Another homework assignment that I can't quite seem to get to work... I've been asked to do the following using javascript: -Create a function named randInt() with one parameter of "size". Declare a variable named "rNum" equal to a random integer between 1 and the value of the size variable. Return the value of the "rNum" varialbe from the function. -Create a function named getQuote() with one parameter anemd "qNum". The function should create an array named mtQuotes with five quotes; there should be no quote for the array index "0". Return the value of the mtQuotes array for the qNum index. - In the div element of "quotes" insert a script with the following commands: Declare a variable named "randValue" which is euqal to a random integer between 1 and 5 (use the randInt() function). Declare a variable named "quoteText" containing the quote whose array index value is equal to randValue. Write the value of quoteText to the web page. Here is what I have...it returns undefined. thanks. Code: <html> <head> <script type="text/javascript"> function randInt(size) { var rNum=Math.ceil(Math.random()*5); return(rNum); } </script> <script type="text/javascript"> function getQuote(qNum); var mtQuotes = new Array(); mtQuotes[0] = ""; mtQuotes[1] = "I smoke in moderation, only one cigar at a time."; mtQuotes[2] = "Be careful of reading health books, you might die of a misprint."; mtQuotes[3] = "Man is the only animal that blushes or needs to."; mtQuotes[4] = "Clothes make the man. Naked people have little or no influence on society."; mtQuotes[5] = "One of the most striking differences between a cat and a lie is that a cat has only nine lives."; return mtQuotes[qNum]; </script> </head> <body> <div id="quotes"> <script type="text/javascript"> var randValue=randInt(5); var quoteText=getQuote(randValue); document.write(quoteText); </script> </div> Hi, I'm currently trying to incorporate several random link generators on one page, each with different links to be directed to. However, at the minute all the links just direct me to the URLs of the most recent random link to be created. If someone could point me in the right direction to fixing this that would be great! The code I am currently using is: Code: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title>Untitled Document</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> </head> <body> <script type="text/javascript"> var movie=new Array() movie[0]="http://bringbacktheoc.weebly.com" movie[1]="http://allaboutkarl.weebly.com" movie[2]="http://recipeshareonline.weebly.com" function randomLinks(elem) { var randomLink=Math.floor(Math.random()*2); elem.href=movie[randomLink]; elem.target = "_blank"; } </script> <a href="#" onclick="randomLinks(this)"<p><font size="20" > 1 </font><p> </a> </body> </html> Thanks! hi, I am now building my website as a final project for my year. I am doing graphic design, so the website is actually some kind of portfolio. The idea of this website (which is not yet online) is this : it is some kind of big pasteboard on which i will display all the work i have done in my academy since a couple of years. The pasteboard is at the moment a background image/color field of given dimension (i figure that was the only way to do what i wanted...see further) Every works/image load on a random place and then can be dragged, and dropped (this part i already figured out). At the moment, every image (for every project), is inside a <div>. What i need help for is this: at the moment, my function successfully load 1 element at random position. I now want this function to work separately, for every <div>, so that every image is randomly placed on load, on the background image (and not the browser window, which is smaller). Here is the code i have for the moment (sorry for the mess, i really am just beginning! and truely, i don't get half of this, i just know it is working at the moment): Code: <head> <!--// function random start position--> <script> var aDOM = 0, ieDOM = 0, nsDOM = 0; var stdDOM = document.getElementById; if (stdDOM) aDOM = 1; else {ieDOM = document.all; if (ieDOM) aDOM = 1; else { var nsDOM = ((navigator.appName.indexOf('Netscape') != -1) && (parseInt(navigator.appVersion) ==4)); if (nsDOM) aDOM = 1;}} function xDOM(objectId, wS) { if (stdDOM) return wS ? document.getElementById(objectId).style: document.getElementById(objectId); if (ieDOM) return wS ? document.all[objectId].style: document.all[objectId]; if (nsDOM) return document.layers[objectId]; } // More Object Functions function setObjVis(objectID,vis) {var objs = xDOM(objectID,1); objs.visibility = vis;} function moveObjTo(objectID,x,y) {var objs = xDOM(objectID,1); objs.left = x; objs.top = y;} // Browser Window Size and Position function pageWidth() {return window.innerWidth != null? window.innerWidth: document.body != null? document.body.clientWidth:null;} function pageHeight() {return window.innerHeight != null? window.innerHeight: document.body != null? document.body.clientHeight:null;} function posLeft() {return typeof window.pageXOffset != 'undefined' ? window.pageXOffset:document.documentElement.scrollLeft? document.documentElement.scrollLeft:document.body.scrollLeft? document.body.scrollLeft:0;} function posTop() {return typeof window.pageYOffset != 'undefined' ? window.pageYOffset:document.documentElement.scrollTop? document.documentElement.scrollTop: document.body.scrollTop?document.body.scrollTop:0;} // Random Position Script var xxx = Math.floor(Math.random()* (pageWidth()-230)); var yyy = Math.floor(Math.random()* (pageHeight()-50)); function start() {var x = (posLeft()+xxx) + 'px'; var y = (posTop()+yyy) + 'px'; moveObjTo('myobj',x,y); setObjVis('myobj','visible');} window.onload = start; window.onscroll = start;// JavaScript Document </script> </head> <body bgcolor="#9A9B95" background="../website/background.jpg"> <div id="myobj" style="position:absolute" > <img src="oblique strategies holes.jpg" width="595" height="842" style="position:absolute" class="dragme"/> </div> <div id="div2"> <img src="oblique strategies choices.jpg" width="842" height="595" style="position:absolute" class="dragme" /> </div> </body> now, what i really want is this function to work for every <div> but i know there are also some flaws (that i'm unfortunately unable to fix myself): the integers "230 and 50" in the "random position script" should be replaced byt the width and heigh of the image/div (so i guess i should find a function that can get those numbers, name them "ImgWeidth" and "ImgHeigh" so that those integer can be called in this "random position" function. also, once the div 'myobj' is loaded, randomly, it behaves like if position=fixed (so stays on the spot when i scroll down the window). I think this is because it calculates the position according to the browser window and not my background. this has be fixed, because i don't want all my images to load only in the browser window (but on the whole pasteboard/background image). well, i guess this is already 3 questions in one. so i will let it like that for the moment. Sorry if i'm saying too much/not enough... beginners mistake!:confused: thanks in advance for any help you will give me! Hi all, I having a problem. I am having 10 images, and I three places on a webpage where I want to show 3 out of those 10 images randomly. But when for example image 5 is shown on spot 1, it cannot be shown on spot 2 or 3 and the same for spot 2 and 3. Is this possible with Javascript? Greetz, Bob ***I need to randomise the order of some questions that are in this format. Any ideas? Thank you!*** <CODE> <!---Question4---> <form name="form4" method="post" action=""> <h3><p>First One</p></h3> <p> <label><input type="radio" name="q4" id="w1" value="1" </label> <label><input type="radio" name="q4" id="w2" value="2" </label> <label><input type="radio" name="q4" id="w3" value="2" </label> </p> </form </CODE> i have a table with a couple random numbers, and i want to click a button that will dynamically regenerate the numbers each time the button is clicked without re-generating the entire table., im using DOM and innerhtml for these random numbers. heres the javascript and html code. so far, it just generates the random numbers when the page loads. i posted this problem a while back, and the answers were great, but they coded the xhtml inside the html file. i'm trying to get the numbers to generate in the table that is formed in the javascript file using innerhtml. i tried to incorporate the solutions without putting the html inside the html file to no avail. var random = Math.floor(Math.random()*40 + 1) //sets variables for random numbers to generate var random2 = Math.floor(Math.random()*40 + 1) var random3 = Math.floor(Math.random()*40 + 1) var random4 = Math.floor(Math.random()*40 + 1) var random5 = Math.floor(Math.random()*40 + 1) var random6 = Math.floor(Math.random()*40 + 1) //create table function makeTable(lotto) document.getElementById("tableSpan").innerHTML = '<table border="1" id="lotto">'; var caption=document.getElementById('lotto').createCaption(); caption.innerHTML="JavaScript Random Numbers"; var x=document.getElementById('lotto').insertRow(0); var cell1=x.insertCell(0); var cell2=x.insertCell(1); var cell3=x.insertCell(2); var cell4=x.insertCell(3); var cell5=x.insertCell(4); var cell6=x.insertCell(5); cell1.innerHTML='<td class = "normal">'+ random +'</td>'; cell2.innerHTML='<td class = "normal">'+ random2 +'</td>'; cell3.innerHTML='<td class = "normal">'+ random3 +'</td>'; cell4.innerHTML='<td class = "normal">'+ random4 +'</td>'; cell5.innerHTML='<td class = "normal">'+ random5 +'</td>'; cell6.innerHTML='<td class = "red">'+ random6 +'</td>'; } heres the HTML file: <body onload="makeTable('lotto');"> <div id="container"> <div id="header"> <h1>Welcome</h1> </div> <div id="content"> <span id="tableSpan"></span> <input type="button" value="Re-generate Numbers" onclick="makeTable('lotto');" /> </div> { Hello can anyone help me with modestmaps? I need to add my own map I mean lots of images to it but my JS knowledge is kinda poor. Can anyone help? Feel free to suggest other map frameworks I don't need anything special it should be light-weight, ability to add my own maps and put some markers on it. Thanks in advance. EDIT: Oh I forgot and license should allow modifications and using it in website which is comerecial. I mean I won't take payment for viewing it but it still comercial. |