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View Full Version : I Am Having An Issue With The Random Number Operator



justinformed
07-18-2009, 10:51 PM
On my code the javascript isn't working right I want it to choose a random number then when I click on a picture (image button) it will give an alert box saying my score (if it is wrong, if it is right then it will choose a new one) but when I click on the pictures nothing happens. I also want it on a timer so they have to click on the picture in two seconds or less or they lose... also is there any way to have a sound clip play when the random number is chosen based on which number it is? I have thoroughly googled it but could not find an answer. Thanks in advance!



<html>
<head><title>Wipe Out Extreme!</title></head>

<body style="background-color: black;">

<p align="center">

<font color="yellow">

<h1 align="center">Wipe Out Extreme!</h1>

</font>

</p>

<embed src="wipeout.mp3" autostart="false" loop="infinite" type="audio/mpeg" align="center" height="10" width="50">

<table style="width: 400px; height: 400px; text-align: left; margin-left: auto; margin-right: auto;" border="0" cellpadding="2" cellspacing="2">

<tbody>

<tr>

<td style="width: 124px; height: 130px;">


<input type="image" width="100" height="42" onClick="pull = 1" name="pull" id="pull" src="twistit.jpg">
</td>

<td style="width: 124px; height: 130px;">

</td>

<td style="width: 124px; height: 130px;">


<input type="image" width="114" height="42" onClick="flick = 1" name="flick" id="flick" src="flickit.jpg">

</td>

</tr>

<tr>

<td style="width: 124px; height: 130px;">

</td>

<td style="width: 124px; height: 130px;">


<input type="image" width="106" height="100" onClick="wipe = 1" name="wipe" id="wipe" src="wipeout.jpg">

</td>

<td style="width: 124px; height: 130px;">

</td>

</tr>

<tr>

<td style="width: 124px; height: 130px;">

<input type="image" width="119" height="50" onClick="pull = 1" name="pull" id="pull" src="pullit.jpg">

</td>

<td style="width: 124px; height: 130px;">

</td>

<td style="width: 124px; height: 130px;">

<input type="image" width="114" height="50" onClick="spin = 1" name="spin" id="spin" src="spinit.jpg">

</td>

</tr>

</tbody>

</table>

<script type="text/javascript">
var score;
var x = 0;
while (x=x)
{
var randomnum = (Math.round(Math.random()*4));
if (randomnum == 0)
{
var flick;
var pull;
var spin;
var wipe;
var twist;
if (twist == 1)
{
score++;
}
if (pull == 1 || spin == 1 || wipe == 1 || flick == 1)
{
break;
}
}
else if (randomnum == 1)
{
var flick;
var spin;
var wipe;
var twist;
var pull;
if (pull == 1)
{
score++;
}
if (flick == 1 || spin == 1 || wipe == 1 || twist == 1)
{
break;
}
}
else if (randomnum == 2)
{
var flick;
var pull;
var spin;
var wipe;
var twist;
if (wipe == 1)
{
score++;
alert("you scored!");
}
if (pull == 1 || spin == 1 || flick == 1 || twist == 1)
{
break;
}
}
else if (randomnum == 3)
{
var flick;
var pull;
var spin;
var wipe;
var twist;
if (spin == 1)
{
score++;
}
if (pull == 1 || flick == 1 || wipe == 1 || twist == 1)
{
break;
}
}
else
{
var flick;
var pull;
var spin;
var wipe;
var twist;
if (flick == 1)
{
score++;
}
if (pull == 1 || spin == 1 || wipe == 1 || twist == 1)
{
break;
}
}
alert("Your score is " + score + "!");
}
</script>

<noscript>
you do not have javascript!
</noscript>

</body>

</html>

fside
07-18-2009, 11:19 PM
Well, here's a pseudo-random number function:



/* x is upper limit +1, so 100 returns anything 0-99, or 1057 anything 0-1056, eC. */
pub.PRNGx = function TMath110(x){
var nd = new Date();
return Math.ceil( ( (nd.getTime()*9301+49297+(Math.random()*x)) % 233280) / (233280*1.0) *x);
};


So you'd have an array of 'ids', if you want all your photos or vids or whatever hardcoded into the HTML as you've shown. Then call the function as the index - array[PRNGx(5)].style.display = "block" - after you've turned off the display for all blocks.

I'm sure once you get it running, you can find ways to simplify and clean the code.

venegal
07-18-2009, 11:36 PM
Enough with that pseudo-random number function of yours (or of that professor of yours) already. All those people you're feeding it to have much more pressing problems than the quality of their random numbers, and adding another hard to comprehend snippet to their mumbo jumbo code won't help all that much.

Now to the real problem:

This part here

var x = 0;
while (x = x) {

is kind of silly. The condition will always evaluate to 0, so the loop will never even run.

Try

while (true) {

to at least get your code to run and have a chance of finding out where and how it fails.

justinformed
07-19-2009, 03:45 AM
Try

while (true) {

to at least get your code to run and have a chance of finding out where and how it fails.

I did that and it worked I also on the line directly below the alert of your score had it break from the loop otherwise it would go forever... lol.
Ok so I got it to where it will tell me the random number and tell me if I scored (for testing purposes) but the issue is that my onClick operator isn't working.

My HTML remains the same but my javascript now reads as follows:



<script type="text/javascript">
var score = 0;
while (true)
{
var randomnum = (Math.round(Math.random()*4));
alert(randomnum);
if (randomnum == 0)
{
var flick = 0;
var pull = 0;
var spin = 0;
var wipe = 0;
var twist = 0;
if (twist == 1)
{
score++;
alert("you scored");
}
else
{
break;
}
}
else if (randomnum == 1)
{
var flick = 0;
var spin = 0;
var wipe = 0;
var twist = 0;
var pull = 0;
if (pull == 1)
{
score++;
alert("you scored");
}
else
{
break;
}
}
else if (randomnum == 2)
{
var flick = 0;
var pull = 0;
var spin = 0;
var wipe = 0;
var twist = 0;
if (wipe == 1)
{
score++;
alert("you scored!");
}
else
{
break;
}
}
else if (randomnum == 3)
{
var flick = 0;
var pull = 0;
var spin = 0;
var wipe = 0;
var twist = 0;
if (spin == 1)
{
score++;
alert("you scored");
}
else
{
break;
}
}
else
{
var flick = 0;
var pull = 0;
var spin = 0;
var wipe = 0;
var twist = 0;
if (flick == 1)
{
score++;
alert("you scored");
}
else
{
break;
}
}
alert("Your score is " + score + "!");
break;
}
</script>

Philip M
07-19-2009, 06:29 AM
var twist = 0;
if (twist == 1) {

How can twist ever be 1?

var pull = 0;
if (pull == 1)
{

How can pull ever be 1?



"Think about how stupid the average person is, and then realize that half of them are more stupid than that!" - George Carlin

justinformed
07-19-2009, 06:53 AM
var twist = 0;
if (twist == 1) {

How can twist ever be 1?

var pull = 0;
if (pull == 1)
{

How can pull ever be 1?


Look at the html...


<input type="image" width="100" height="42" onClick="twist = 1" name="twist" id="twist" src="twistit.jpg">


check out the "onClick" operator... I suspect that is where the issue is.

fside
07-19-2009, 08:40 AM
Enough with that pseudo-random number function of yours

Are you serious?

venegal
07-19-2009, 01:08 PM
I'm afraid I am indeed quite serious. It's obvious you want to help, so that's a good thing. The last guy though just didn't know about Math.random, and had it not been for Trinithis he'd still think that rolling your own pseudo random number generator full of magic numbers is the only way to do it.

This is bad because one of the main reasons why so much terrible code is written is that many people don't want to learn the possibilities of the language (or don't know how) and start writing horrible implementations of functionality that's already there in the core as soon as they know the absolute basics.

And I think encouraging people to do so instead of pointing them to the built-in stuff is a bad thing.


Now this guy here already got his (built-in) pseudo random numbers generator working, and it's about the only thing that actually is working in his code, so should we really change that?

You could argue that although it's not the help he really needs there's no harm in swapping that function with a better working one (though it does worsen general understandability).

But -- did you ever even have a good look at that snippet? Did you try it, did you test it? Or did you just take "the professor" at his word?

I planned on generating a whole lot of pseudo random numbers with your code and using ENT on them in order to debunk your claim, but I didn't even get to the second step. Here's part of the result of the first one:


9999999999999999999999999999999999999999999999999999991111111111111111111111111111111111111111111111 1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 1111111111111111111111111111111111111111111111111111111111111111111111111111111222222222222222222222 2222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222 2222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222 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8888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888 8888888888888888888899999999999999999999999999999999999999999999999999999999999999999999999999999999 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 9999999999999999911111111111111111111111111111111111111111111111111111111111111111111111111111111111 1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111


Do you see a pattern?

And just so you see that I didn't make that up, here's some quick code:

<html>
<head><title>pseudorandom numbers</title></head>

<body>

fside:<br />
<div id="output_fside"></div>
<br /><br /><br />

Math.random:<br />
<div id="output_rand"></div>


<script type="text/javascript">

var resultFside = "", resultRand = "";

function fside(x){
var nd = new Date();
return Math.ceil( ( (nd.getTime()*9301+49297+(Math.random()*x)) % 233280) / (233280*1.0) *x);
}
function rand(x){
return Math.ceil(Math.random() * x);
}


for (var i = 0; i < 10000; i++){
resultRand += rand(9) + " ";
resultFside += fside(9) + " ";
}
document.getElementById('output_rand').innerHTML = resultRand;
document.getElementById('output_fside').innerHTML = resultFside;

</script>

</body>

</html>

I hope I was able to discourage you from spreading that snippet without being too rude, and I apologize to justinformed that I spent my time on this instead of his problem, but for me those best practices things take precedence over implementation detail stuff. I'll try to get to you soon though.

fside
07-19-2009, 03:18 PM
I'm afraid I am indeed quite serious.


Quite solemn. That's not necessarily being serious.




It's obvious you want to help, so that's a good thing.


I'm cutting and pasting EXACTLY what I wrote - here, in this thread:

----------

So you'd have an array of 'ids', if you want all your photos or vids or whatever hardcoded into the HTML as you've shown. Then call the function as the index - array[PRNGx(5)].style.display = "block" - after you've turned off the display for all blocks.

-----------------



people don't want to learn the possibilities of the language


You're leaving me only to guess what that means to your way of understanding Javascript.




did you ever even have a good look at that snippet?


You're flummoxed and angry with what amounts to a typo. But a typo it is. So . . . it's okay that you're angry. I get that.

Try this:

Math.ceil( ( (nd.getTime()*(9301+49297+(Math.random()*x)) % 233280)) / (233280*1.0) *x);

But remember, now, just because a number shows up twice, that DOESN'T necessarily mean it's less random. It's a better pseudo-random generator. Now, again, random is something else. And if you need to understand the difference, I'll give it my best - because as you say, it's good I wanna hep.

venegal
07-19-2009, 03:31 PM
fside: I'll PM you, I don't want to discuss this further on the expense of the OP.

justinformed:
Ok, in order to speed things along, let's play a little game here: I tell you what your code does, then you tell me what it should do.

My turn:
First a random number is generated. Then a bunch of variables is set to zero. Then, depending on which random number was generated one of them is tested if it equals 1, which of course it does not, since it was just set to 0. Then the code breaks out of the loop, which ends the magic. After that millisecond it takes the code to run the user gets to set different variables to 1 by clicking on images, which except setting those variables does not have any further effect.

fside
07-19-2009, 03:37 PM
First a random number is generated.


You're verging off into Neverland, here. I wasn't being personal. And I thanked you, in fact, for pointing out the typo. That was my mistake, and I missed it.

But whatever you onto now, maybe - just take a breath. Step away. Clear your head. Etc.

Okay?

venegal
07-19-2009, 03:50 PM
Come on now, this isn't even directed at you; there are no hard feelings at all, and I said I would write you a PM.

It's directed at the original poster, justinformed, whom I'm trying to help by showing him that what his code currently does isn't at all what he wants it to do.

fside
07-19-2009, 03:53 PM
It's directed at the original poster, justinformed, whom I'm trying to help by showing him that what his code currently does isn't at all what he wants it to do.

I suggested an approach he ought to use, which seemed quite simple.

At any rate, both wanna help. Who wouldn't like that?

justinformed
07-19-2009, 09:10 PM
So how do I make a variable be set to one when a certain picture is pressed?

venegal
07-19-2009, 09:27 PM
So you don't want to play my game? That's alright; hearing what you actually want your code to do would have helped though.

Please read my last post directed at you -- setting those variables when the pictures are pressed is not your problem, that part of your script is working perfectly. Your problem is that setting those variables to 1 doesn't do anything else.

What you want to do is put some more functionality in the onclick handler, e.g. adding to the score or alerting stuff. Without further explanation I don't fully understand what you are trying to accomplish, so you're on your own on what exactly to put in.

justinformed
07-19-2009, 09:37 PM
I want it to be similair to the game bopit. Where it will have a sound clip that says the button to press... when you press it it will add to your score... if you press the wrong one or wait to long it will show your score and end the game.

justinformed
07-19-2009, 09:40 PM
I want it to be similiar to the game bopit. A sound clip will tell you which button to press. Then once you click the correct button it will add one to your score and repeat the process. If you wait to long or press the wrong button it will show your score and end the game.

Oh, by the way I am a c++ programmer, so I am used to everything being executed in order so js is a bit confusing with onClick changing the variable confuses me.

And just to dispell any doubt that might be there this is recreational, I have never coded in javascript... this is not a homework assignment.

venegal
07-19-2009, 10:52 PM
Here's a quick working example with comments to get you started:


<html>
<head>
<title>click game</title>
<script type="text/javascript">

var score = 0;
var activeButton; //no of button that will increase score if clicked
var timeout; //reference to the countdown ending the game if not cleared by clicking the right button

window.onload = function () { //this will run as soon as the site has fully loaded
setEventHandlers(); //make the buttons clickable
startAction(); //start the game cycle
}

function setEventHandlers() { //make the buttons clickable
var buttons = document.getElementById('buttons').getElementsByTagName('img'); //get all the button DOM elements
for (var i = 0; i < buttons.length; i++) { //then for each one
buttons[i].onclick = buttonClicked; //set the click event handler
}
}

function removeEventHandlers() { //make the buttons non clickable after the game ends
var buttons = document.getElementById('buttons').getElementsByTagName('img');
for (var i = 0; i < buttons.length; i++) {
buttons[i].onclick = null;
}
}

function startAction() { //start the game cycle
activeButton = Math.ceil(Math.random() * 3); //get random number and "activate" corresponding button
playSound(activeButton); //play the sound corresponding to that number
timeout = setTimeout(gameOver, 5000); //end the game if the right button has not been pressed within 5 seconds
}

function playSound(soundNr) { //replace that code with actual sound playing code
document.getElementById('sound').innerHTML = "Currently playing: sound " + soundNr;
}

function buttonClicked(e) { //onclick handler; called when button is clicked; e refers to an event object holding information about which button has been clicked
clearTimeout(timeout); //stop the 5 seconds countdown
if (e.target.id == "button" + activeButton) { //has the right button been pressed?
score++; //then the score increases
updateScore(); //this will give instant feedback about the current score
startAction(); //start a new game cycle
} else { //has the wrong button been pressed?
gameOver(); //then end the game
}
}

function updateScore() { //this will give instant feedback about the current score
document.getElementById('score').innerHTML = "Score: " + score;
}

function gameOver() { //it's all over now!
removeEventHandlers(); //make the buttons non clickable now that the game has ended
document.getElementById('sound').innerHTML = "Game Over"; //give some feedback that it's all over now
}
</script>

</head>


<body>

<div id="buttons">
<img id="button1" src="button1.jpg" alt="button 1" /><br />
<img id="button2" src="button2.jpg" alt="button 2" /><br />
<img id="button3" src="button3.jpg" alt="button 3" /><br />
</div>

<br />

<div id="score">Score: 0</div><br />
<div id="sound"></div>

</body>

</html>

The important thing here is that you understand the program flow. The first thing that happens is the page is loaded. Within the page, the script is loaded and executed, which causes the variables and functions to be defined.

After the page is fully loaded (this is the point where your script was finished doing everything it will ever do, except for some vain setting of variables) window.onload is called.

Within window.onload the real action begins: The buttons are made clickable and a countdown is set.

Now two things can happen: The countdown runs out, which ends the game, or a button is pressed, which calls buttonClicked.

buttonClicked then checks if it has been the right one, and if so, sets a new countdown. If not, the game ends.

justinformed
07-19-2009, 11:23 PM
Okay perfect...
Now instead of having the score come from a text... can it be an alert box?
And also where do I put the sound clip file in the code so it can access it?
Thanks for all your help!

venegal
07-19-2009, 11:40 PM
Sure it can. And I'm also sure you can figure out how.

As for the sound playing -- that's not a trivial task to do in a cross browser manner. You may want to look into flash components making your life easier and giving you extra functionality like callbacks, which for example will enable you to start the countdown only after the sound has finished playing.

justinformed
07-19-2009, 11:53 PM
Okay thank you so much for all your help!



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