i am trying to dynamically load the image of a bullet and then manipulate it using a looping function( with setTimeout() and clearTimeout() methods).
here's the code>>>> - <html>
-
<head>
-
<script type="text/javascript" language="JavaScript">
-
var timer;
-
function keyPress( )
-
{
-
var bullet=new Image( );
-
var bowser=document.getElementById("Bowser");
-
bullet.setAttribute("style","position:absolute;left:0 px;top:0 px;");
-
bullet.style.top=bowser.style.top;
-
bullet.style.left=bowser.style.left;
-
bullet.setAttribute("src","bullet1.jpg");
-
document.body.appendChild(bullet);
-
fire(bullet);
-
}
-
-
function fire(bullet)
-
{
-
var x=parseInt(bullet.style.left);
-
var y=x+8;
-
bullet.style.left=y+" px";
-
if(x>1024)
-
{
-
clearTimeout(timer);
-
document.body.removeChild(bullet);
-
}
-
timer=setTimeout("fire("+bullet+")",50);
-
}
-
</script>
-
</head>
-
<body onkeypress="javascript:keyPress( )">
-
<img class="other" id="Bowser" src="D:\Documents and Settings\Administrator\My Documents\My Pictures\Images\mario\Bowser.gif" altText="Bowser" style="position:absolute;top:500 px;left:12 px" />
-
</body>
-
</html>
the script loads the image alright but gives an error soon after.
OS: Windows XP Pro and IE 7
lang: JavaScript
error code: code 0
message: 'object' is undefined
line: line 1 char 1
3 2188
Can u please explain ur requirement a little bit more. I worked with ur code & i found the problem, the element "Bullet" u used in the fire function is a problem. I replaced with some other method and find the code was running but the fire function was called infinitely. Can u please tell what do u want to do or what are u trying to do.
The following code was the one i tried.
[HTML]<html>
<head>
<script type="text/javascript">
var timer;
var counter=0;
function keyPress( )
{
var bullet=new Image( );
var bowser=document .getElementById ("Bowser");
bullet.setAttri bute("style","p osition:absolut e;left:0 px;top:0 px;");
bullet.style.to p=bowser.style. top;
bullet.style.le ft=bowser.style .left;
bullet.setAttri bute("src","bul let1.jpg");
var bulletId = "Bullet"+counte r;
counter++;
bullet.setAttri bute("id",bulle tId);
document.body.a ppendChild(bull et);
fire(counter);
}
function fire(count)
{
var objId = "Bullet"+(--count);
alert(objId);
var bulet= document.getEle mentById(objId) ;
var x=parseInt(bule t.style.left);
var y=x+80;
bulet.style.cli entX=y+" px";
if(x>1024)
{
clearTimeout(ti mer);
document.body.r emoveChild(objI d);
}
setTimeout("fir e("+counter+")" ,200);
}
</script>
</head>
<body onkeypress="jav ascript:keyPres s( )">
<img class="other" id="Bowser" src="Bowser.gif " altText="Bowser " style="position :absolute;top:5 00 px;left:12 px" />
</body>
</html>[/HTML]
Regards
Ramanan Kalirajan
Can u please explain ur requirement a little bit more. I worked with ur code & i found the problem, the element "Bullet" u used in the fire function is a problem. I replaced with some other method and find the code was running but the fire function was called infinitely. Can u please tell what do u want to do or what are u trying to do.
The following code was the one i tried.
[HTML]<html>
<head>
<script type="text/javascript">
var timer;
var counter=0;
function keyPress( )
{
var bullet=new Image( );
var bowser=document .getElementById ("Bowser");
bullet.setAttri bute("style","p osition:absolut e;left:0 px;top:0 px;");
bullet.style.to p=bowser.style. top;
bullet.style.le ft=bowser.style .left;
bullet.setAttri bute("src","bul let1.jpg");
var bulletId = "Bullet"+counte r;
counter++;
bullet.setAttri bute("id",bulle tId);
document.body.a ppendChild(bull et);
fire(counter);
}
function fire(count)
{
var objId = "Bullet"+(--count);
alert(objId);
var bulet= document.getEle mentById(objId) ;
var x=parseInt(bule t.style.left);
var y=x+80;
bulet.style.cli entX=y+" px";
if(x>1024)
{
clearTimeout(ti mer);
document.body.r emoveChild(objI d);
}
setTimeout("fir e("+counter+")" ,200);
}
</script>
</head>
<body onkeypress="jav ascript:keyPres s( )">
<img class="other" id="Bowser" src="Bowser.gif " altText="Bowser " style="position :absolute;top:5 00 px;left:12 px" />
</body>
</html>[/HTML]
Regards
Ramanan Kalirajan
what i am trying to do is to make my character "Bowser" fire bullets on pressing a key. the fire function mimics a thread. the bullet image should load dynamically and will be moved horizontally across the screen after loading.
note that i can do this by adding a few html <img/> tags with width and height set to 0. but if i want rapid firing of an unknown number of bullets i must load them dynamically the reason i am calling setTimeout("fir e("+bullet+")", 50)
is that a bullet must continue moving till it reaches the other or right end of the screen. Once there, it will be removed by document.body.r emoveChild() method.
however i realise that i can give each bullet a unique id as you have done. Thanks for the suggestion.
regards
pdeb1234
what i am trying to do is to make my character "Bowser" fire bullets on pressing a key. the fire function mimics a thread. the bullet image should load dynamically and will be moved horizontally across the screen after loading.
note that i can do this by adding a few html <img/> tags with width and height set to 0. but if i want rapid firing of an unknown number of bullets i must load them dynamically the reason i am calling setTimeout("fir e("+bullet+")", 50)
is that a bullet must continue moving till it reaches the other or right end of the screen. Once there, it will be removed by document.body.r emoveChild() method.
however i realise that i can give each bullet a unique id as you have done. Thanks for the suggestion.
regards
pdeb1234
Hi Pdeb1234,
this is my suggestion not the final solution or something. Why dont u use an object with marquee. once the bullet reaches from left to right it can be stopped. The object can be cloned as per the keypress this is a suggestion.
Regards
Ramanan Kalirajan
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