Unable to delay execution of funcRemove











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I'm having an issue with delaying the execution of funcRemove till after the alert fires.



I tried using setTimeout but then I keep getting an error stating that the remove property doesn't exist. How do I accomplish delaying the execution of funcRemove till after the alert fires?



const listAddCard = document.querySelectorAll('.card');
const moveElem = document.querySelector('.moves');



let turnCheck = 0;
let cardChecker = '';
let prevCard = '';
let moves = 3;

let matchCheck = function(evtObj){
funcShow(evtObj);
console.log(turnCheck);
if(turnCheck===1){
setTimeout(function(){}, 1000);
if(evtObj.target.innerHTML===cardChecker){
evtObj.target.classList.add('match');
prevCard.classList.add('match');
}
else{

alert('No match');
}
funcRemove(prevCard, evtObj);
turnCheck = 0;
cardChecker = '';
prevCard = '';
moves++;
moveElem.innerHTML = moves;
return;
}
prevCard = evtObj.target;
cardChecker = evtObj.target.innerHTML;
turnCheck++;
}

let funcShow = function(e){
e.target.classList.add('open', 'show');
console.log('funcShow');
}

const cardDeck = document.querySelectorAll('.card');
for(var i=0;i<cardDeck.length;i++){
cardDeck[i].addEventListener('click', matchCheck);
}

let funcRemove = function (p1,p2){

setTimeout(function(){}, 1000);
p1.classList.remove('open', 'show');
p2.target.classList.remove('open', 'show');
}









share|improve this question


























    up vote
    0
    down vote

    favorite












    I'm having an issue with delaying the execution of funcRemove till after the alert fires.



    I tried using setTimeout but then I keep getting an error stating that the remove property doesn't exist. How do I accomplish delaying the execution of funcRemove till after the alert fires?



    const listAddCard = document.querySelectorAll('.card');
    const moveElem = document.querySelector('.moves');



    let turnCheck = 0;
    let cardChecker = '';
    let prevCard = '';
    let moves = 3;

    let matchCheck = function(evtObj){
    funcShow(evtObj);
    console.log(turnCheck);
    if(turnCheck===1){
    setTimeout(function(){}, 1000);
    if(evtObj.target.innerHTML===cardChecker){
    evtObj.target.classList.add('match');
    prevCard.classList.add('match');
    }
    else{

    alert('No match');
    }
    funcRemove(prevCard, evtObj);
    turnCheck = 0;
    cardChecker = '';
    prevCard = '';
    moves++;
    moveElem.innerHTML = moves;
    return;
    }
    prevCard = evtObj.target;
    cardChecker = evtObj.target.innerHTML;
    turnCheck++;
    }

    let funcShow = function(e){
    e.target.classList.add('open', 'show');
    console.log('funcShow');
    }

    const cardDeck = document.querySelectorAll('.card');
    for(var i=0;i<cardDeck.length;i++){
    cardDeck[i].addEventListener('click', matchCheck);
    }

    let funcRemove = function (p1,p2){

    setTimeout(function(){}, 1000);
    p1.classList.remove('open', 'show');
    p2.target.classList.remove('open', 'show');
    }









    share|improve this question
























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      I'm having an issue with delaying the execution of funcRemove till after the alert fires.



      I tried using setTimeout but then I keep getting an error stating that the remove property doesn't exist. How do I accomplish delaying the execution of funcRemove till after the alert fires?



      const listAddCard = document.querySelectorAll('.card');
      const moveElem = document.querySelector('.moves');



      let turnCheck = 0;
      let cardChecker = '';
      let prevCard = '';
      let moves = 3;

      let matchCheck = function(evtObj){
      funcShow(evtObj);
      console.log(turnCheck);
      if(turnCheck===1){
      setTimeout(function(){}, 1000);
      if(evtObj.target.innerHTML===cardChecker){
      evtObj.target.classList.add('match');
      prevCard.classList.add('match');
      }
      else{

      alert('No match');
      }
      funcRemove(prevCard, evtObj);
      turnCheck = 0;
      cardChecker = '';
      prevCard = '';
      moves++;
      moveElem.innerHTML = moves;
      return;
      }
      prevCard = evtObj.target;
      cardChecker = evtObj.target.innerHTML;
      turnCheck++;
      }

      let funcShow = function(e){
      e.target.classList.add('open', 'show');
      console.log('funcShow');
      }

      const cardDeck = document.querySelectorAll('.card');
      for(var i=0;i<cardDeck.length;i++){
      cardDeck[i].addEventListener('click', matchCheck);
      }

      let funcRemove = function (p1,p2){

      setTimeout(function(){}, 1000);
      p1.classList.remove('open', 'show');
      p2.target.classList.remove('open', 'show');
      }









      share|improve this question













      I'm having an issue with delaying the execution of funcRemove till after the alert fires.



      I tried using setTimeout but then I keep getting an error stating that the remove property doesn't exist. How do I accomplish delaying the execution of funcRemove till after the alert fires?



      const listAddCard = document.querySelectorAll('.card');
      const moveElem = document.querySelector('.moves');



      let turnCheck = 0;
      let cardChecker = '';
      let prevCard = '';
      let moves = 3;

      let matchCheck = function(evtObj){
      funcShow(evtObj);
      console.log(turnCheck);
      if(turnCheck===1){
      setTimeout(function(){}, 1000);
      if(evtObj.target.innerHTML===cardChecker){
      evtObj.target.classList.add('match');
      prevCard.classList.add('match');
      }
      else{

      alert('No match');
      }
      funcRemove(prevCard, evtObj);
      turnCheck = 0;
      cardChecker = '';
      prevCard = '';
      moves++;
      moveElem.innerHTML = moves;
      return;
      }
      prevCard = evtObj.target;
      cardChecker = evtObj.target.innerHTML;
      turnCheck++;
      }

      let funcShow = function(e){
      e.target.classList.add('open', 'show');
      console.log('funcShow');
      }

      const cardDeck = document.querySelectorAll('.card');
      for(var i=0;i<cardDeck.length;i++){
      cardDeck[i].addEventListener('click', matchCheck);
      }

      let funcRemove = function (p1,p2){

      setTimeout(function(){}, 1000);
      p1.classList.remove('open', 'show');
      p2.target.classList.remove('open', 'show');
      }






      javascript event-handling alert






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      asked Nov 20 at 23:36









      Aditya Gorti

      287




      287
























          1 Answer
          1






          active

          oldest

          votes

















          up vote
          0
          down vote













          setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



          console.log("Print #1");
          setTimeout(function() {
          console.log("Print me after 1000ms");
          }, 1000);
          console.log("Print #2");


          "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



          Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



          To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



          let funcRemove = function (p1,p2, callback){
          p1.classList.remove('open', 'show');
          p2.target.classList.remove('open', 'show');
          setTimeout(callback, 1000);
          }


          In matchCheck:



          let matchCheck = function(evtObj){
          funcShow(evtObj);
          console.log(turnCheck);
          if(turnCheck===1){
          setTimeout(function(){}, 1000);
          if(evtObj.target.innerHTML===cardChecker){
          evtObj.target.classList.add('match');
          prevCard.classList.add('match');
          }
          else{
          alert('No match');
          }
          funcRemove(prevCard, evtObj, function() {
          // this part is executed 1000ms later
          turnCheck = 0;
          cardChecker = '';
          prevCard = '';
          moves++;
          moveElem.innerHTML = moves;
          })

          return;
          }
          prevCard = evtObj.target;
          cardChecker = evtObj.target.innerHTML;
          turnCheck++;
          }





          share|improve this answer





















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            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes








            up vote
            0
            down vote













            setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



            console.log("Print #1");
            setTimeout(function() {
            console.log("Print me after 1000ms");
            }, 1000);
            console.log("Print #2");


            "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



            Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



            To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



            let funcRemove = function (p1,p2, callback){
            p1.classList.remove('open', 'show');
            p2.target.classList.remove('open', 'show');
            setTimeout(callback, 1000);
            }


            In matchCheck:



            let matchCheck = function(evtObj){
            funcShow(evtObj);
            console.log(turnCheck);
            if(turnCheck===1){
            setTimeout(function(){}, 1000);
            if(evtObj.target.innerHTML===cardChecker){
            evtObj.target.classList.add('match');
            prevCard.classList.add('match');
            }
            else{
            alert('No match');
            }
            funcRemove(prevCard, evtObj, function() {
            // this part is executed 1000ms later
            turnCheck = 0;
            cardChecker = '';
            prevCard = '';
            moves++;
            moveElem.innerHTML = moves;
            })

            return;
            }
            prevCard = evtObj.target;
            cardChecker = evtObj.target.innerHTML;
            turnCheck++;
            }





            share|improve this answer

























              up vote
              0
              down vote













              setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



              console.log("Print #1");
              setTimeout(function() {
              console.log("Print me after 1000ms");
              }, 1000);
              console.log("Print #2");


              "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



              Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



              To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



              let funcRemove = function (p1,p2, callback){
              p1.classList.remove('open', 'show');
              p2.target.classList.remove('open', 'show');
              setTimeout(callback, 1000);
              }


              In matchCheck:



              let matchCheck = function(evtObj){
              funcShow(evtObj);
              console.log(turnCheck);
              if(turnCheck===1){
              setTimeout(function(){}, 1000);
              if(evtObj.target.innerHTML===cardChecker){
              evtObj.target.classList.add('match');
              prevCard.classList.add('match');
              }
              else{
              alert('No match');
              }
              funcRemove(prevCard, evtObj, function() {
              // this part is executed 1000ms later
              turnCheck = 0;
              cardChecker = '';
              prevCard = '';
              moves++;
              moveElem.innerHTML = moves;
              })

              return;
              }
              prevCard = evtObj.target;
              cardChecker = evtObj.target.innerHTML;
              turnCheck++;
              }





              share|improve this answer























                up vote
                0
                down vote










                up vote
                0
                down vote









                setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



                console.log("Print #1");
                setTimeout(function() {
                console.log("Print me after 1000ms");
                }, 1000);
                console.log("Print #2");


                "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



                Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



                To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



                let funcRemove = function (p1,p2, callback){
                p1.classList.remove('open', 'show');
                p2.target.classList.remove('open', 'show');
                setTimeout(callback, 1000);
                }


                In matchCheck:



                let matchCheck = function(evtObj){
                funcShow(evtObj);
                console.log(turnCheck);
                if(turnCheck===1){
                setTimeout(function(){}, 1000);
                if(evtObj.target.innerHTML===cardChecker){
                evtObj.target.classList.add('match');
                prevCard.classList.add('match');
                }
                else{
                alert('No match');
                }
                funcRemove(prevCard, evtObj, function() {
                // this part is executed 1000ms later
                turnCheck = 0;
                cardChecker = '';
                prevCard = '';
                moves++;
                moveElem.innerHTML = moves;
                })

                return;
                }
                prevCard = evtObj.target;
                cardChecker = evtObj.target.innerHTML;
                turnCheck++;
                }





                share|improve this answer












                setTimeout is an asynchronous function which means that it is executed in parallel. You need to put the code that you want to run after the 1000ms delay inside of the function in setTimeout. For example:



                console.log("Print #1");
                setTimeout(function() {
                console.log("Print me after 1000ms");
                }, 1000);
                console.log("Print #2");


                "Print 2" will print right after "Print 1" while the "Print me after 1000ms" will be printed later.



                Furthermore, you can't simply return inside of setTimeout. Whatever you put inside of setTimeout is part of a callback function: https://developer.mozilla.org/en-US/docs/Glossary/Callback_function.



                To make use of callbacks and setTimeout correctly in your case, here's what you want to do:



                let funcRemove = function (p1,p2, callback){
                p1.classList.remove('open', 'show');
                p2.target.classList.remove('open', 'show');
                setTimeout(callback, 1000);
                }


                In matchCheck:



                let matchCheck = function(evtObj){
                funcShow(evtObj);
                console.log(turnCheck);
                if(turnCheck===1){
                setTimeout(function(){}, 1000);
                if(evtObj.target.innerHTML===cardChecker){
                evtObj.target.classList.add('match');
                prevCard.classList.add('match');
                }
                else{
                alert('No match');
                }
                funcRemove(prevCard, evtObj, function() {
                // this part is executed 1000ms later
                turnCheck = 0;
                cardChecker = '';
                prevCard = '';
                moves++;
                moveElem.innerHTML = moves;
                })

                return;
                }
                prevCard = evtObj.target;
                cardChecker = evtObj.target.innerHTML;
                turnCheck++;
                }






                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered 2 days ago









                Kevin Bai

                1437




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