I've encountered an odd situation. I'm building a nice little Tic-Tac-Toe game in JS, and I can't figure out why the count variable will not reset when I init() a second time.
The first game works well; the second game count does not reset to 0 even though the var count resets in init().
Game rules: game starts with X and should always start with X. You'll note that the second game starts with O.
Would anyone care to take a look? Fiddle: http://jsfiddle.net/1ommcdxg/
var board;
var gameBoard;
var winners = [
[0,1,2],
[3,4,5],
[6,7,8],
[0,3,6],
[1,4,7],
[2,5,8],
[0,4,8],
[2,4,6]
];
var count;
var checkWin = function (a) {
for (var i = 0; i < winners.length; i++) {
if (gameBoard[winners[i][0]] === a &&
gameBoard[winners[i][1]] === a &&
gameBoard[winners[i][2]] === a)
{
return a;
};
};
};
var gamePlay = function (ev) {
console.log(ev);
ev = ev || window.event; // browser compatibility
var target = ev.target || ev.srcElement; //browser c...
var choice = target.id; //sets a variable from the id
choice = parseInt(choice.substring(1,2));
// console.log(target);
// console.log(choice);
console.log("in gameplay " + count);
if (count < 9) {
if (count % 2 === 0) {
target.innerHTML = "X";
target.className = target.className + " x";
gameBoard[choice] = "x";
if (checkWin(gameBoard[choice])) {
alert("X wins!");
init();
};
} else {
target.innerHTML = "O";
target.className = target.className + " o";
gameBoard[choice] = "o";
if (checkWin(gameBoard[choice])) {
alert("O wins!");
init();
};
};
} else {
console.log("no more turns!");
};
count++;
};
var init = function () {
gameBoard = new Array();
xPlayer = [];
oPlayer = [];
count = 0;
board = document.getElementById("board");
if (board.hasChildNodes()) {
board.removeChild(board.firstChild);
};
var b = document.createElement("b");
board.appendChild(b);
for (var i = 0; i < 9; i++) {
var el = document.createElement("div");
el.className = "square";
el.id = "t" + i;
b.appendChild(el);
console.log(el);
el.addEventListener('click', gamePlay);
};
console.log(count);
};
init();
Felix Kling is right, it's because of the count++ at the end of gamePlay function, it's called after init().
You may return from gamePlay function right after calling init(), to fix this issue.
var board;
var gameBoard;
var winners = [
[0,1,2],
[3,4,5],
[6,7,8],
[0,3,6],
[1,4,7],
[2,5,8],
[0,4,8],
[2,4,6]
];
var count;
var checkWin = function (a) {
for (var i = 0; i < winners.length; i++) {
if (gameBoard[winners[i][0]] === a &&
gameBoard[winners[i][1]] === a &&
gameBoard[winners[i][2]] === a)
{
return a;
};
};
};
var gamePlay = function (ev) {
console.log(ev);
ev = ev || window.event; // browser compatibility
var target = ev.target || ev.srcElement; //browser c...
var choice = target.id; //sets a variable from the id
choice = parseInt(choice.substring(1,2));
// console.log(target);
// console.log(choice);
console.log("in gameplay " + count);
if (count < 9) {
if (count % 2 === 0) {
target.innerHTML = "X";
target.className = target.className + " x";
gameBoard[choice] = "x";
if (checkWin(gameBoard[choice])) {
alert("X wins!");
init();
return;
};
} else {
target.innerHTML = "O";
target.className = target.className + " o";
gameBoard[choice] = "o";
if (checkWin(gameBoard[choice])) {
alert("O wins!");
init();
return;
};
};
} else {
console.log("no more turns!");
};
count++;
};
var init = function () {
gameBoard = new Array();
xPlayer = [];
oPlayer = [];
count = 0;
board = document.getElementById("board");
if (board.hasChildNodes()) {
board.removeChild(board.firstChild);
};
var b = document.createElement("b");
board.appendChild(b);
for (var i = 0; i < 9; i++) {
var el = document.createElement("div");
el.className = "square";
el.id = "t" + i;
b.appendChild(el);
console.log(el);
el.addEventListener('click', gamePlay);
};
console.log(count);
};
init();
#board {
width: 400px;
}
.square {
width: 100px;
height: 100px;
border: 2px solid #333;
margin: 2px;
float: left;
text-align: center;
}
.x {
background-color: blue;
color: white;
}
.o {
background-color: red;
color: white;
}
<body>
<h1>Tic Tac Toe</h1>
<div id="board"></div>
</body>
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