Reputation: 13
I'm trying to code the game Simon in HTML/JS and it's all working, except for the part where the game flashes the sequence so you know what the new sequence is. Essentially what I have is:
for(var i in thePattern){
var obj = document.getElementById(thePattern[i]);
window.setTimeout(colorON(obj),500);
window.setTimeout(colorOFF(obj),1000);
}
where colorON and colorOFF are:
function colorON(obj){
if(obj.id == "red"){
obj.style.backgroundColor="#ff5555";
}else if(obj.id == "blue"){
obj.style.backgroundColor="#5555ff";
}else if(obj.id == "green"){
obj.style.backgroundColor="#88ff88";
}else{
obj.style.backgroundColor="#ffffaa";
}
}
function colorOFF(obj){
if(obj.id == "red"){
obj.style.backgroundColor="#ff0000";
}else if(obj.id == "blue"){
obj.style.backgroundColor="#0000ff";
}else if(obj.id == "green"){
obj.style.backgroundColor="#22ff22";
}else{
obj.style.backgroundColor="#ffff00";
}
}
What it seems to be doing is going through the entire for loop and starting all the timers and then then all the timers go off so quickly that the colors don't even seem to flash.
Any ideas? All help is greatly appreciated.
Now it is flashing correctly and the closure is working correctly, but it is flashing all the colors at the same time. I've tried putting the closure within another setTimeout
, however, that just creates other problems.
SOLVED thanks for your help guys.
Upvotes: 1
Views: 5493
Reputation: 207501
You are calling the function, not assigning a reference to it! So the code runs right away and sets the setTimeout with whatever the function returns.
change
window.setTimeout(colorON(obj),500);
window.setTimeout(colorOFF(obj),1000);
to
for(var i in thePattern){
var obj = document.getElementById(thePattern[i]);
(function(obj) {
window.setTimeout(function(){colorON(obj);},500);
window.setTimeout(function(){colorOFF(obj);},1000);
})(obj);
}
and code showing you how to do with with a switch or an object to get rid of the if/else logic
function colorON(obj) {
var color = "";
switch (obj.id) {
case "red":
color = "#ff5555"
break;
case "blue":
color = "#5555ff"
break;
case "green":
color = "#88ff88"
break;
default:
color = "#ffffaa"
}
obj.style.background = color;
}
var colorsOff = {
"red": "#ff0000",
"blue": "#0000ff",
"green": "#22ff22",
"default": "#ffff00"
}
function colorOFF(obj) {
var color = colorsOff[obj.id] || colors["default"];
obj.style.backgroundColor = color;
}
var thePattern = {
"one": "red",
"two": "blue",
"three": "green"
}
for (var i in thePattern) {
var obj = document.getElementById(thePattern[i]);
(function (obj) {
window.setTimeout(function () {
colorON(obj);
}, 500);
window.setTimeout(function () {
colorOFF(obj);
}, 1000);
})(obj);
}
Example: http://jsfiddle.net/brjgc/
Upvotes: 2
Reputation: 298106
You need to pass a function to setTimeout
:
window.setTimeout(function() {
colorON(obj);
},500);
Right now, you're calling colorON(obj)
immediately and passing its output to setTimeout
, which makes it appear like setTimeout
is firing immediately.
obj
is also passed by reference, so by the time all of your functions will run, obj
will refer to the last element in your loop. To get around that, you have to pass obj
by value by shadowing it:
(function(obj) {
window.setTimeout(function() {
colorON(obj);
}, 500);
window.setTimeout(function() {
colorOFF(obj);
}, 1000);
})(obj);
Upvotes: 7