JavaScript - Creating New Instances Of An Object In An Array
Hi I need help with spawning in my game.
I have this code: Code: function spawnEnemy() { var shapes = [LeftBlock, RightBlock, middleRightBlock, middleLeftBlock, middleBlock]; var shape = shapes[Math.floor(Math.random() * shapes.length)]; var RandomBlock = new THREE.Object3D(); RandomBlock.add(shape); blocks.push(RandomBlock); for (var i = 0; i < blocks.length; i++) { RandomBlock = blocks[i]; scene.add(RandomBlock); hit = false; } } function startSpawningEnemies() { repeater = setInterval(function() { spawnEnemy(); newBlock = false; }, 1000); } Basically it chooses a random object in the array 'shapes' and it adds the shape to the scene every second. But the problem is that when I have, for example a 'Leftblock' on screen and it randomly gets called again, Leftblock will get reset to the starting position, so basically I cant have 2 of the same type of block on screen at once. So I want want every block in the array to be an entirely new instance of a block, rather than the same. Here is a code pen so you can see what is happening My Codepen Thanks in advance Reply With Quote 01-31-2015, 12:06 PM #2 Lesshardtofind View Profile View Forum Posts Visit Homepage New Coder Join Date Sep 2013 Location Houston Posts 20 Thanks 0 Thanked 4 Times in 4 Posts Hey I apologize in advance this will probably be a long post, but to get to the root of your problem it takes a bit of explaining to show how I fixed it. If you don't want to read about all the changes and why I did them if you scroll to the bottom of this post the last code snippet is the new working code. Firstly I'd like to make a few comments. 1. Try to avoid using so many globals that is what is confusing the whole thing. 2. Even though JavaScript isn't a classical language. Using some OOP approaches can simplify your code quite a bit. Now to what your actual problem was. You only had one instance of meshes for each type of block/paddle or whatever you call it. Even though you created new 3d objects you still were just passing it the values of the current existing Meshes. In order to get around this I simplified your code a lot. I removed around 200 lines of code and created a few objects to make things easier. I don't know that I can explain every single thing I did, but creating objects is very useful for instance instead of making a ton of variables for each box you can make an Object called Box and then create a new instance of it. Since your Box also needs a mesh you can create that inside of the box as well. Code: function Box(w, h, d, q, m){ var CoreInfo = { width: w, height: h, depth: d, quality: q, material: m }; var Mesh = GetNewMesh(CoreInfo); this.setMeshY = function(y){ Mesh.position.y = y; } this.setMeshX = function(x){ Mesh.position.x = x; } this.getCoreInfo = function(key){ return CoreInfo[key]; } this.setCoreInfo = function(key, val){ CoreInfo[key] = val; } this.getAllInfo = function(){ return CoreInfo; } this.getMesh = function(){ return Mesh; } this.setShadows = function(r, c){ Mesh.receiveShadow = r; Mesh.castShadow = c; } } // you will notice that it calls this to get a MESH instead of using 5+ serperate calls you can now wrap it into a function that takes an assoc array. function GetNewMesh(info){ var Q = info["qaulity"]; return new THREE.Mesh( new THREE.BoxGeometry( info["width"], info["height"], info["depth"], Q, Q, Q), info["material"]); } With this object you can create new instances of boxes just by passing all the variables it needs and save it into a new object. example use: Code: var BlockMat = new THREE.MeshLambertMaterial({color: 0x3c00ff}); var Abox = new Box(10, 160, 10, 1, BlockMat); As you can see the Box requires 5 arguments to construct. They are width, height, depth, quality, and material; You will also notice there are functions inside of the Box to call functionality they are setMeshY(y): This sets the Y position of the mesh as the y value passed to it; setMeshX(x): This sets the X position of the mesh as the x value passed to it; getCoreInfo(key): This gets some CoreInfo based on a string or "key" that you pass it. EX use Box.getCoreInfo("width"); setCoreInfo(key, value): This sets some CoreInfo based on a string or "key" that you pass it. EX use Box.setCoreInfo("width", 100); getAllInfo(): Returns ALL CoreInfo in an assoc array that is accessed by a "key." EX use var AllInfo = Box.getAllInfo(); AllInfo["width"]; getMesh: Returns The mesh object setShadows: Allows you to set shadows by passing true or false for the receive and cast arguments. Now some of your enemy boxes needed two boxes so I further created a object called Double Box; These are very much the same as a box. Just all methods need to be passed an index as well. These are identical to your original objects as Paddle1 is now at index 0, and Paddle2 is at index1 for each respective object. With those objects created we can Delete a TON of your global variables and clean some stuff up. As a matter of fact the more I looked at it you didn't even NEED globals for your set enemy paddle types at all. I was able to wrap them all up into a function that will return an object like you wanted by being passed a string. Code: function GetBlock(type){ if(type == "m"){ var temp = new DoubleBox(10, 75, 10, 1, BlockMat, 10, 75, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)) temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, -60); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, 60); return obj; } else if(type == "mr"){ var temp = new DoubleBox(10, 30, 10, 1,BlockMat, 10, 110, 10, 1,BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)); temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, -80); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, 40); return obj; } else if(type == "ml"){ var temp = new DoubleBox(10, 30, 10, 1, BlockMat, 10, 110, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)); temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, 80); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, -40); return obj; } else if(type == "l"){ var temp = new Box(10, 160, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh()); temp.setMeshX(fieldWidth/2); temp.setMeshY(20); return obj; } else if(type == "r"){ var temp = new Box(10, 160, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh()); temp.setMeshX(fieldWidth/2); temp.setMeshY(-20); return obj; } } While this could be cleaned up and do some extra error checking it now does EXACTLY what you need it to. You can call this function and pass it a string for each type of block you want. It will return a NEW instance of that type of block without sharing meshes as you had previously programmed it to. now you can call this function in the spawn enemy function Code: function spawnEnemy() //total enemies starts at 0 and every-time you add to array { var shapes = ["l", "r", "mr", "ml", "m"]; // these are the strings that pass to the GetBlock(type) function as type var shape = shapes[Math.floor(Math.random() * shapes.length)]; blocks.push(new THREE.Object3D().add(GetBlock(shape))); // now you just pass the function to the THREE.Object3d().add() accepting shape as a parameter. for (var i = 0; i < blocks.length; i++) { RandomBlock = blocks[i]; scene.add(RandomBlock); hit = false; } } I know I made a lot of changes and there are still plenty more that could reduce your code even further, but when I finally got to a point where it was working the way you wanted to I figured I'd hand it back over to you. HERE is the final code that works if you want to copy paste it over to test it. Code: //scene object variables var renderer, scene, camera, pointLight, spotLight; var hit; var newBlock = false; //field variables var fieldWidth = 500, fieldHeight = 200; function GetNewMesh(info){ var Q = info["qaulity"]; return new THREE.Mesh( new THREE.BoxGeometry( info["width"], info["height"], info["depth"], Q, Q, Q), info["material"]); } function Box(w, h, d, q, m){ var CoreInfo = { width: w, height: h, depth: d, quality: q, material: m }; var Mesh = GetNewMesh(CoreInfo); this.setMeshY = function(y){ Mesh.position.y = y; } this.setMeshX = function(x){ Mesh.position.x = x; } this.getCoreInfo = function(key){ return CoreInfo[key]; } this.setCoreInfo = function(key, val){ CoreInfo[key] = val; } this.getAllInfo = function(){ return CoreInfo; } this.getMesh = function(){ return Mesh; } this.setShadows = function(r, c){ Mesh.receiveShadow = r; Mesh.castShadow = c; } } function DoubleBox(B1w, B1h, B1d, B1q, B1m, B2w, B2h, B2d, B2q, B2m) { var Boxes = []; Boxes[0] = new Box(B1w, B1h, B1d, B1q, B1m); Boxes[1] = new Box(B2w, B2h, B2d, B2q, B2m); this.setMeshY = function (index, y) { Boxes[index].setMeshY(y); } this.setMeshX = function (index, x) { Boxes[index].setMeshX(x); } this.getCoreInfo = function (index, key) { return Boxes[index].getCoreInfo(key); } this.setCoreInfo = function (index, key, val) { Boxes[index].setCoreInfo(key, val); } this.getAllInfo = function (index) { return Boxes[index].getAllInfo(); } this.getMesh = function (index) { return Boxes[index].getMesh(); } this.setShadows = function (index, r, c) { Boxes[index].setShadows(r, c); } } var BlockMat = new THREE.MeshLambertMaterial({color: 0x3c00ff}); var Player = new Box(10, 30, 10, 1, new THREE.MeshLambertMaterial({color: 0x4AA02C})); function GetBlock(type){ if(type == "m"){ var temp = new DoubleBox(10, 75, 10, 1, BlockMat, 10, 75, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)) temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, -60); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, 60); return obj; } else if(type == "mr"){ var temp = new DoubleBox(10, 30, 10, 1,BlockMat, 10, 110, 10, 1,BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)); temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, -80); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, 40); return obj; } else if(type == "ml"){ var temp = new DoubleBox(10, 30, 10, 1, BlockMat, 10, 110, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh(0)); obj.add(temp.getMesh(1)); temp.setMeshX(0, fieldWidth/2); temp.setMeshY(0, 80); temp.setMeshX(1, fieldWidth/2); temp.setMeshY(1, -40); return obj; } else if(type == "l"){ var temp = new Box(10, 160, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh()); temp.setMeshX(fieldWidth/2); temp.setMeshY(20); return obj; } else if(type == "r"){ var temp = new Box(10, 160, 10, 1, BlockMat); var obj = new THREE.Object3D(); obj.add(temp.getMesh()); temp.setMeshX(fieldWidth/2); temp.setMeshY(-20); return obj; } } //ball variables var reftBlock, lightBlock, middleRightBlock, middleLeftBlock, middleBlock, RandomBlock; //game-related variables var score = 0; var repeater; var blocks = []; var collidableMeshList = []; function setup() { // update the board to reflect the max score for match win document.getElementById("winnerBoard").innerHTML = "Move in the gaps!"; // set up all the 3D objects in the scene createScene(); // and let's get cracking! draw(); } function createScene() { // set the scene size var WIDTH = 640, HEIGHT = 360; // set some camera attributes var VIEW_ANGLE = 50, ASPECT = WIDTH / HEIGHT, NEAR = 0.1, FAR = 10000; var c = document.getElementById("gameCanvas"); // create a WebGL renderer, camera // and a scene renderer = new THREE.WebGLRenderer({antialias:true}); renderer.setClearColorHex(0xffffff); camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR); scene = new THREE.Scene(); // add the camera to the scene scene.add(camera); // set a default position for the camera // not doing this somehow messes up shadow rendering //camera.position.z = 320; // start the renderer renderer.setSize(WIDTH, HEIGHT); // attach the render-supplied DOM element c.appendChild(renderer.domElement); // set up the playing surface plane var planeWidth = fieldWidth, planeHeight = fieldHeight, planeQuality = 10; // create the plane's material var planeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff }); // create the table's material var tableMaterial = new THREE.MeshLambertMaterial( { color: 0x3c00ff }); // create the ground's material var groundMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff }); // create the playing surface plane var plane = new THREE.Mesh( new THREE.PlaneGeometry( planeWidth * 1.25, // 95% of table width, since we want to show where the ball goes out-of-bounds planeHeight, planeQuality, planeQuality), planeMaterial); scene.add(plane); plane.receiveShadow = true; var table = new THREE.Mesh( new THREE.BoxGeometry( planeWidth * 1.15, // this creates the feel of a billiards table, with a lining planeHeight * 1.04, 100, // an arbitrary depth, the camera can't see much of it anyway planeQuality, planeQuality, 1), tableMaterial); table.position.z = -51; // we sink the table into the ground by 50 units. The extra 1 is so the plane can be seen scene.add(table); table.receiveShadow = true; scene.add(Player.getMesh()); startSpawningEnemies(); Player.setShadows(true, true) /*collidableMeshList.push(MiddleBlock.getMesh(0), MiddleBlock.getMesh(1), MiddleLeftBlock.getMesh(0), MiddleLeftBlock.getMesh(1), MiddleRightBlock.getMesh(0), MiddleRightBlock.getMesh(1), RightBlock.getMesh(), LeftBlock.getMesh());*/ // set paddles on each side of the table Player.setMeshX(-fieldWidth/2 + Player.getCoreInfo("width")); //collidableMeshList.push(RandomBlock); // finally we finish by adding a ground plane // to show off pretty shadows var ground = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 3, 1, 1, 1 ), groundMaterial); // set ground to arbitrary z position to best show off shadowing ground.position.z = -132; ground.receiveShadow = true; scene.add(ground); // // create a point light pointLight = new THREE.PointLight(0xffffff); // set its position pointLight.position.x = -1000; pointLight.position.y = 0; pointLight.position.z = 1000; pointLight.intensity = 2.9; pointLight.distance = 10000; // add to the scene scene.add(pointLight); // add a spot light // this is important for casting shadows spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(0, 0, 460); spotLight.intensity = 1.5; spotLight.castShadow = true; scene.add(spotLight); // MAGIC SHADOW CREATOR DELUXE EDITION with Lights PackTM DLC renderer.shadowMapEnabled = true; } function draw() { // draw THREE.JS scene renderer.render(scene, camera); // loop draw function call requestAnimationFrame(draw); cameraPhysics(); playerPaddleMovement(); enemyPaddleMovement(); collision(); //addScore(); } function addScore() { if (RandomBlock.position.x < Pad.getMesh().position.x*2 && newBlock == false) { console.log("pass"); newBlock = true; if (hit == false) { score++; } else { score-- } document.getElementById("scores").innerHTML = score; } } function enemyPaddleMovement() { if(score < 10) { for (var i = 0; i < blocks.length; i++) { blocks[i].position.x -= 3; } } if(score >= 10) { for (var i = 0; i < blocks.length; i++) { blocks[i].position.x -= 5; } } } function playerPaddleMovement() { if (Key.isDown(Key.D)) Player.setMeshY(80); else if (Key.isDown(Key.F)) Player.setMeshY(40); else if (Key.isDown(Key.H)) Player.setMeshY(0); else if (Key.isDown(Key.J)) Player.setMeshY(-40); else if (Key.isDown(Key.K)) Player.setMeshY(-80); } //Handles camera and lighting logic function cameraPhysics() { // move to behind the player's paddle camera.position.x = Player.getMesh().position.x - 100; camera.position.y += (Player.getMesh().position.y - camera.position.y) * 0.05; camera.position.z = Player.getMesh().position.z + 100 + 0.04 * (Player.getMesh().position.x); // rotate to face towards the opponent camera.rotation.y = -60 * Math.PI/180; camera.rotation.z = -90 * Math.PI/180; } //Handles paddle collision logic function collision() { var originPoint = Player.getMesh().position.clone(); for (var vertexIndex = 0; vertexIndex < Player.getMesh().geometry.vertices.length; vertexIndex++) { var ray = new THREE.Raycaster( originPoint, Player.getMesh().geometry.vertices[vertexIndex] ); var collisionResults = ray.intersectObjects( collidableMeshList ); if ( collisionResults.length > 0) { console.log("true"); hit = true; } } } function resetBall() { } //checks if either player or opponent has reached 7 points function matchScoreCheck() { } function spawnEnemy() //total enemies starts at 0 and every-time you add to array { var shapes = ["l", "r", "mr", "ml", "m"]; var shape = shapes[Math.floor(Math.random() * shapes.length)]; blocks.push(new THREE.Object3D().add(GetBlock(shape))); for (var i = 0; i < blocks.length; i++) { RandomBlock = blocks[i]; scene.add(RandomBlock); hit = false; } } function startSpawningEnemies() { repeater = setInterval(function() { spawnEnemy(); newBlock = false; }, 1000); //this calls spawnEnemy every spawnRate /////////spawn 'spawnAmount' enemies every 2 seconds } I also commented out your addScore() function because it references RandomBlock which is not defined in its scope and the error message was annoying for debugging. I also commented out the collision as you will need to think of a new method for doing that. Most likely just build a function that accepts an array and then just pass it your blocks array and let it loop through it. Overall cool game good luck to ya. Don't hesitate to reach out if you have any other questions. Reply With Quote Users who have thanked Lesshardtofind for this post: TeaAnyOne (01-31-2015) 01-31-2015, 02:31 PM #3 TeaAnyOne View Profile View Forum Posts New to the CF scene Join Date Jan 2015 Posts 4 Thanks 2 Thanked 0 Times in 0 Posts Wow! I didn't expect such a huge reply, it seems that my original code has changed a lot and I will have to give it a hard look through it to understand it. I will contact you if I have any questions, I have a lot of work ahead of me. Thanks a lot Reply With Quote 01-31-2015, 04:45 PM #4 TeaAnyOne View Profile View Forum Posts New to the CF scene Join Date Jan 2015 Posts 4 Thanks 2 Thanked 0 Times in 0 Posts I suppose I do have one more question. How do I get the position.x of the Randomblocks. I tried using a for loop like this: for (var i = 0; i < blocks.length; i++) { if (blocks[i].position.x === Player.getMesh().position.x*2 && newBlock === false) { console.log("pass"); newBlock = true; if (hit === false) { score++; } else { score--; } } document.getElementById("scores").innerHTML = score; } } it works but it seems kind of buggy as it stops counting to 10 when it changes speed. Is there another way to retrieve the position? Reply With Quote 01-31-2015, 07:43 PM #5 Lesshardtofind View Profile View Forum Posts Visit Homepage New Coder Join Date Sep 2013 Location Houston Posts 20 Thanks 0 Thanked 4 Times in 4 Posts That should work for getting the position since the Blocks are objects of type THREE.Object3d so any methods they have should work for you. You may be having problems because you never despawn enemies ultimately getting a huge number of 3d objects in your array blocks, or you may find your position requirement doesn't mathematically work with your speed up. Sometimes just using a few extra console.logs to track your numbers inside of functions that don't seem to be working can help you to get an idea of what values it is seeing for the numbers and when. It might make the problem super obvious. This more like shotgun debugging which is discouraged by many, but I found it to help a lot when I was first learning code. Ultimately you want to understand your logic in each function and how it can fail when you program it, and then use error checking to make sure no parameters get outside of your allowed variance. Reply With Quote Users who have thanked Lesshardtofind for this post: TeaAnyOne (01-31-2015) 01-31-2015, 08:27 PM #6 TeaAnyOne View Profile View Forum Posts New to the CF scene Join Date Jan 2015 Posts 4 Thanks 2 Thanked 0 Times in 0 Posts OK ill see if I can get it working. Thanks for all your help! It helped me a lot. Reply With Quote 01-31-2015, 08:31 PM #7 Old Pedant View Profile View Forum Posts Supreme Master coder! Join Date Feb 2009 Posts 28,310 Thanks 82 Thanked 4,754 Times in 4,716 Posts Originally Posted by Lesshardtofind Ultimately you want to understand your logic in each function and how it can fail when you program it, and then use error checking to make sure no parameters get outside of your allowed variance. Very well said! 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Hi, I have an array but I'm not exactly sure how to finish the build using an if statement. I have 6 elements and need the build to load a different top image for each array that loads that matches the specific element. Here is what I have but it only shows the first top image no matter what: PHP Code: <LINK REL=StyleSheet HREF="scrolling_popup/scrolling_popup.css" TYPE="text/css"> <script type="text/javascript" language="javascript" src="scrolling_popup/scrolling_popup.js"></script> <script type="text/javascript" > var array = new Array(); array[0]='<a href="http://www.amateurmatch.com/in/?ainfo=MjI5MjR8Nnw3NDc=&atcc=0&_t=search3&id=489257" rel="nofollow" target="_blank"><img src="http://www.oohya.net/geoip/p/1.jpg" border="0" alt=""></a>'; array[1]='<a href="http://www.amateurmatch.com/in/?ainfo=MjI5MjR8Nnw3NDc=&atcc=0&_t=search3&id=489257" rel="nofollow" target="_blank"><img src="http://www.oohya.net/geoip/p/2.jpg" border="0" alt=""></a>'; array[2]='<a href="http://www.amateurmatch.com/in/?ainfo=MjI5MjR8Nnw3NDc=&atcc=0&_t=search3&id=489257" rel="nofollow" target="_blank"><img src="http://www.oohya.net/geoip/p/3.jpg" border="0" alt=""></a>'; array[3]='<a href="http://www.amateurmatch.com/in/?ainfo=MjI5MjR8Nnw3NDc=&atcc=0&_t=search3&id=489257" rel="nofollow" target="_blank"><img src="http://www.oohya.net/geoip/p/4.jpg" border="0" alt=""></a>'; array[4]='<a href="http://www.amateurmatch.com/in/?ainfo=MjI5MjR8Nnw3NDc=&atcc=0&_t=search3&id=489257" rel="nofollow" target="_blank"><img src="http://www.oohya.net/geoip/p/5.jpg" border="0" alt=""></a>'; array[5]='<a href="http://www.amateurmatch.com/in/?ainfo=MjI5MjR8Nnw3NDc=&atcc=0&_t=search3&id=489257" rel="nofollow" target="_blank"><img src="http://www.oohya.net/geoip/p/6.jpg" border="0" alt=""></a>'; var num=Math.floor(Math.random()*(array.length) ); var html_code = array[num]; if (array[0]) { buildPopup_HtmlCode(390, 329, '<img src="http://www.oohya.net/geoip/images/imtop1.png">', html_code); } else if (array[1]) { buildPopup_HtmlCode(390, 329, '<img src="http://www.oohya.net/geoip/images/imtop2.png">', html_code); } else if (array[2]) { buildPopup_HtmlCode(390, 329, '<img src="http://www.oohya.net/geoip/images/imtop3.png">', html_code); } else if (array[3]) { buildPopup_HtmlCode(390, 329, '<img src="http://www.oohya.net/geoip/images/imtop4.png">', html_code); } else if (array[4]) { buildPopup_HtmlCode(390, 329, '<img src="http://www.oohya.net/geoip/images/imtop5.png">', html_code); } else { buildPopup_HtmlCode(390, 329, '<img src="http://www.oohya.net/geoip/images/imtop6.png">', html_code); } </script> Any ideas? The following code snippet: (this.inputArray is already defined and initialized prior to this code sequence) if(this.inputArray.length >= 0) { this.inputArray[this.inputArray.length] = new Object(); this.inputArray[this.inputArray.length].type = 'pcDisp'; this.inputArray[this.inputArray.length].data = a; } the first line in the code block should create a new array item and initialize it with the various assigments in the next lines. But Firefox complains "this.inputArray[this.inputArray.length] is not defined". This is very disconcerting because the code has to create array items with different data based on conditionals. So I must be able to automatically create new items as necessary. I thought that javascript had 'late binding', but maybe that doesn't apply here. So, does anyone have a clue for me? Hello, I've made a JS code that declare events based on year, month and days. Each date represents an event. The code works well but I'd like to improve the declaration when several days with the same description are following to reduce declaration lines. Here's the actual working code: var events = [ >> {year: '2011', month: '11',day: '1',description: "test description",url: '',newpage: false,mark_as_event: false}, >> {year: '2011', month: '11',day: '2',description: "test description",url: '',newpage: false,mark_as_event: false}, >> {year: '2011', month: '11',day: '3',description: "test description",url: '',newpage: false,mark_as_event: false}, >> {year: '2011', month: '11',day: '4',description: "test description",url: '',newpage: false,mark_as_event: false}, //I would like replace the 4 lines here above by something like this: >>>>> {year: '2011', month: '11',(day: '1','2','3'),description: "test description",url: '',newpage: false,mark_as_event: false}, {year: '2011', month: '11',day: '11',description: "11 november",url: '',newpage: false,mark_as_event: false}, {year: '2012', month: '4',day: '30',description: "easter",url: '',newpage: false,mark_as_event: false}, {year: '2012', month: '5',day: '1',description: "1 mai",url: '',newpage: false,mark_as_event: false}, {year: '', month: '',day: '',description: "",url: '',newpage: true,mark_as_event: true} ]; var temp_date=new Array(); //init current month data var temp_url=new Array(); var temp_newpage=new Array(); var temp_mark_as_event=new Array(); for (var i = 0; i < events.length; i++) { //Current month data are used here if (events[i].year==cal_year && events[i].month==(cal_month + 1)){ temp_date[events[i].day]=events[i].description; temp_url[events[i].day]=events[i].url; temp_newpage[events[i].day]=events[i].newpage; temp_mark_as_event[events[i].day]=events[i].mark_as_event; } } Is it possible and how ? Thank you very much Gino I have an array of objects that I would like to sort through and "join" objects that are the same. And if they are the same, I need to sum up the number value given for those two items. So I guess Im sorting through and maybe even recreating this array to get rid of duplicates while I tally quantities. Please see the screenshot of my array of objects to help understand better. The highlighted 'sPSPN' would indicate that it is a duplicate item and its 'fUnits' need to be totalled. in the end I would have a total of 3 objects, because 'sPSPN'= BT-221-44 would now be only one object with 'fUnits' = 35. Thanks! Hi all, I'm wondering if what I'm trying to do here is even possible but I'd appreciate your thoughts on it. Code: <script type="text/javascript"> function test() { var arrays = { one: ['1', '2', '3'], two: ['a', 'b', 'c'] } var foo = 'one'; alert(arrays.(foo)); } test(); </script> I've tried numerous variations of the alert line with evals, brackets and jQuery syntax but always seem to get the error: Code: XML filter is applied to non-XML value ({one:["1", "2", "3"], two:["a", "b", "c"]}) Which makes me think I'm either attempting something stupid or only missing my target slightly. The code will be running within a jQuery project up if that helps in any way. I am really new to scripting. I found a nice script that copy2clipboard. What I have is the need to create a function array (not sure if that is what it is called) so that i don't need to create a new function everytime i add something to be copied. Anyone have any thoughts on this or a reference i can review to try and figure this out. thanks in advance. Code: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html lang="en"> <head> <script type="text/javascript"> function clipper() { var data = document.getElementById("Data").value; window.clipboardData.setData("Text", data); } function clipper1() { var data1 = document.getElementById("Data1").value; window.clipboardData.setData("Text", data1); } function clipper2() { var data2 = document.getElementById("Data2").value; window.clipboardData.setData("Text", data2); } </script> </head> <body> <span id="Data" value="This is the clipper function."></span><a href="javascript:clipper()">clipper function</a><br> <span id="Data1" value="This is the clipper1 function."></span><a href="javascript:clipper1()">clipper1 function</a><br> <span id="Data2" value="This is the clipper2 function."></span><a href="javascript:clipper2()">clipper2 function</a><br> </body> </html> I have an array "arr" that is an array of objects. Each object has the same 7 properties. I want to find the index of the object with a property that matches a certain value x in the array arr. How can i accomplish this? The array has hash tables associated with it. arr [ obj [ i ] . property1 + "_" + obj [ i ] . property2 ] = arr [ i ] ; so whats the index of the object where .property1 = x ? Thanks, g Hello All, I have a string array in a class file that contains 5 values, which I need to display on the jsp page. but when I send it to the javascript it prints [Ljava.lang.String;@104f8b8 . what do i do about it. I am a new to javascript. Is there a way to get my array data from the response object. Please help. I have a problem. I have created a rotating picture array. The problem I am having is when I view the web page only the right side of my array rotates through the pictures. I have tried several ways to fix this, but have ran out of ideas. Code: <script type="text/javascript"> <!--Hide from old browsers var rotatePicsLeft= Array("candle1.jpg","candle2.jpg","candle3.jpg","candle4.jpg","candle5.jpg","candle6.jpg") var rotatorCntr=5 function RotateIt() { rotatorCntr+=1 if (rotatorCntr==6) rotatorCntr=0 document.picture1.src = rotatePicsLeft[rotatorCntr] setTimeout("RotateIt()",2000) } var rotatePicsRight=new Array("flowers1.jpg","flowers2.jpg","flowers3.jpg","flowers4.jpg","flowers5.jpg","flowers6.jpg","flowers7.jpg","flowers8.jpg") var rotatorCntr=7 function RotateIt() { rotatorCntr+=1 if (rotatorCntr==8) rotatorCntr=0 document.picture2.src = rotatePicsRight[rotatorCntr] setTimeout("RotateIt()",2000) } //--> </script> Any ideas would be greatly appreciated. Thanks Hey all! So there I was newly hired and tasked with pouring through someone else's code to see what could be modified and brought up to date. After successfully finding the errors and correcting them and fulfilling the tasks my new supervisor assigned me, he slaps me on the back and says, "Well done! Now make it dynamic!" By which he meant the chapter buttons I spent hours creating from the existing code. Here's what he wants: the old code has an array, we'll call it someArray, that is assigned its values by the instructional developer as html pages are added to the course. So for example the code might look like this, Code: var someArray = new Array(4); someArray[0] = "video1/video1.html"; someArray[1] = "video2/video2.html"; someArray[2] = "video3/video3.html"; Now, each page has an associated chapter button. So video1/video1.html would have ch1Btn, video2/video2.html would have ch2Btn and so forth. Each button in turn calls a specific function which does only one thing - sets the currentPage variable to page associated with that button/array contents. For example, I have created the following functions to call each page: Code: function doCh1(){currentPage = 0; goToPage();} function doCh2(){currentPage = 1; goToPage();} function doCh3(){currentPage = 2; goToPage();} I should mention that all this is being done from within an html wrapper that calls each page into an iframe. The currentPage variable is assigned the url of one of the elements from the pageArray. My supervisor wants to be able to manually add pages to the pageArray and have the javascript code generate the associated buttons and function calls so when the learner clicks on one of the dynamically created buttons, s/he is taken to the correct page. Currently I'm using static images with the onclick calling the correct function to set my currentPage value and send the learner on his/her merry way. Is there a way to do all of this dynamically? If so, can you help me get my head around this by providing some examples? Sorry for the long post. Thank you, M ok so I am trying to create a function that creates an array comprised of filenames based on a given range. I.E if 2-8 is selected and a foldername of UMCP/ and a common name of college is also given, the function should return and array such as [UMCP/college2.jpg,UMCP/college3.jpg.....UMCP/college8.jpg]. Here is what I've got but the alert that should tell me the filename of the first image says it is undefined, how can i fix this? Code: function getArrayPhotosNames (total,count,first,last) { /*window.alert("get Array Photo Names");*/ var folderName = document.getElementById("photofold").value; var Alias = document.getElementById("commonName").value; for (var i=0; i>=total; i+=1) { var imageNum = i+first; var filename = folderName + Alias + imageNum + ".jpg"; window.alert("image will be stored as"+filename); photosArrayGlobal[i]= filename; } window.alert("the first photo is" +photosArrayGlobal[0]); var countnum = count.value; if (count === 0) { window.alert("randomize time") var randomArray = photosArrayGlobal.sort( randomize() ); var randomPhoto= document.getElementById("myImage"); randomPhoto.setAttribute("src", randomArray[photoIndexGlobal]); } else { var firstPhoto=document.getElementById("myImage"); firstPhoto.setAttribute("src", photosArrayGlobal[photoIndexGlobal]) } } I am using this script that gets messed up when you resize the window. I figured out that I could use this other script to do stuff just after the window gets resized. Code: (function($,sr){ // debouncing function from John Hann // http://unscriptable.com/index.php/2009/03/20/debouncing-javascript-methods/ var debounce = function (func, threshold, execAsap) { var timeout; return function debounced () { var obj = this, args = arguments; function delayed () { if (!execAsap) func.apply(obj, args); timeout = null; }; if (timeout) clearTimeout(timeout); else if (execAsap) func.apply(obj, args); timeout = setTimeout(delayed, threshold || 100); }; } // smartresize jQuery.fn[sr] = function(fn){ return fn ? this.bind('resize', debounce(fn)) : this.trigger(sr); }; })(jQuery,'smartresize'); // usage: $(window).smartresize(function(){ // code that takes it easy... }); So I re-instantiate the misbehaving script in there so it fires whenever the window is resized (I changed it to 500 so it really only fires once after you are done resizing). This fixes it. The new instance doesn't have a problem but the old instance is still there and messed up. so I use. $($.misbehaving-script).remove(); just before instantiating after window resize, which gets rid of broken instance. Problem solved.. Except that messes up a different script! It's driving me crazy. Any advice would of course be very welcome. I'm trying to find a script that will replace all instances of HTML code within a page. I saw the Javascript replace method. How can I leverage this on my page to replace every instance of a certain piece of code? Pretend this is a <div> in my page: <div style="width:340px;">Try this code out.</div> How could I convert all instances of this code to: <div style="width:340px;">Try this testing stuff.</div> Thanks for any help! I'm working on code for my forums that will allow users to post text which can be moused over to display an image that will follow the cursor (provided the cursor is hovering above the specific text). The code works, but it obviously can't be used for more than one picture per page because getElementById finds the first div and always displays it onmouseover of any attempted mouseover text. The Javascript in <head> is Code: <script type="text/javascript"> // Pop up code begin function ShowPopup(hoveritem) { hp = document.getElementById("hoverpopup"); // Set popup to visible hp.style.visibility = "Visible"; } function HidePopup() { hp = document.getElementById("hoverpopup"); hp.style.visibility = "Hidden"; } // Follow mouse script begin var divName = 'hoverpopup'; // div that is to follow the mouse // (must be position:absolute) var offX = 5; // X offset from mouse position var offY = 5; // Y offset from mouse position function mouseX(evt) {if (!evt) evt = window.event; if (evt.pageX) return evt.pageX; else if (evt.clientX)return evt.clientX + (document.documentElement.scrollLeft ? document.documentElement.scrollLeft : document.body.scrollLeft); else return 0;} function mouseY(evt) {if (!evt) evt = window.event; if (evt.pageY) return evt.pageY; else if (evt.clientY)return evt.clientY + (document.documentElement.scrollTop ? document.documentElement.scrollTop : document.body.scrollTop); else return 0;} function follow(evt) {if (document.getElementById) {var obj = document.getElementById(divName).style; obj.left = (parseInt(mouseX(evt))+offX) + 'px'; obj.top = (parseInt(mouseY(evt))+offY) + 'px';}} document.onmousemove = follow; </script> So the display code is Code: <a id="hoverover" style="cursor:default;" onMouseOver="ShowPopup(this);" onMouseOut="HidePopup();">text here</a> <div id="hoverpopup" style="visibility:hidden; position:absolute;"><img src="url here"></div> I just want to be able to have more than one instance on each page and still be able to declare the image url in the body and not within the javascript. Hi, I have written a code below: Code: <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <script type="text/javascript"> function emailRowContent(isSelected, emailAddress, severity) { var emailRowObj = document.getElementById('emailRow'); emailRowObj.childNodes[1].childNodes[0].checked = isSelected; emailRowObj.childNodes[3].childNodes[0].value = emailAddress; emailRowObj.childNodes[5].childNodes[0].checked = severity; } function LoadUp() { var emailAddressListObj = document.getElementById('emailAddressList'); var arrayOfEmails = new Array(5); for (i = 0; i < 5; i++) { arrayOfEmails[i] = new emailRowContent( "checked", "fjkum@unknown.com" + i, i ); //emailAddressListObj.appendChild( arrayOfEmails[i] ); /* Somehow this line breaks */ } } </script> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Insert title here</title> </head> <body onload="javascript:LoadUp();"> <div id="emailRow" class="emailRowClass"> <div><input type="checkbox" class="checkbox1"></div> <div><input type="text" class="textfield"></div> <div><input type="checkbox" class="checkbox2"></div> </div> <div id="emailAddressList" class="emailAddressClass"></div> </body> </html> Basically, what I want to do is to dynamically create 5 instances of "emailRow" onto the web page making use of Javascript DOM. But have no success in getting it to work. Can anyone shed some light? Mike I want to have multiple instances of jcarousellite on the same page, but as you can see, they both scroll together. I am javascript brain dead, so any help would be appreciated, even if it's something obvious. http://goo.gl/vMLPA I found the following guide, but I need my hand held. http://myintarweb.com/dispatch/multiple-jcarouselite |