I'm currently working with an MVC JS framework and I want to be able to get a list of objects that I can take a random entry out of on a loop. So far I've managed to create a function that finds a random ID and pulls out that object so that part is not a problem. It's what is going into the array of objects:
QuestionsSetup: function(gameType) {
// Setup Resources
var c = this.View.children;
var player1qs = [];
var leftQ = 0;
var rightQ = 0;
var maxQValue = 50;
var minQValue = 1;
// Fill array with questions
for (var i = 0; i < 5; i++) {
// Build a random question with numbers between 1 and 50
// Build Question Text to output to user
// Generate correct answers based on generated question
// Generate unsorted, incorrect answers and add them to an array
//Place Questions into object
questions.qId = i;
questions.leftQ = leftQ;
questions.rightQ = rightQ;
questions.correctAnswer = correctAnswer;
questions.allAnswers = sortedAnswers;
questions.questionText = questionText;
//Add to array of questions
player1qs.push(questions);
}
}
This does add them to an array but when adding a new object it also changes the values of the existing objects in the array so they all come out the same no matter which one I pull out later. The questions object is declared in it's own file in a models folder. Is there any way, at the start of each loop, to tell the application I want new empty questions object as opposed to referencing the existing ones? I know that you can in similar back end languguages so I refuse to beleive that something so simple doesn't exist in JavaScript too?
Declaring a variable for each array item is definitely missing.
QuestionsSetup: function(gameType) {
// Setup Resources
var c = this.View.children;
var player1qs = [];
var leftQ = 0;
var rightQ = 0;
var maxQValue = 50;
var minQValue = 1;
// Fill array with questions
for (var i = 0; i < 5; i++) {
var tempQuestion = {
qId: i,
leftQ: leftQ,
rightQ: rightQ,
correctAnswer: correctAnswer,
allAnswers: sortedAnswers,
questionText: questionText
}
// ...
//Add to array of questions
player1qs.push(tempQuestion);
}
}
Using a separate closure inside a loop also might be a good idea.
do this:
for (var i = 0; i < 5; i++) {
let questions = {};
// the rest....
you need to define the object first.
Maybe you should just initialize the questions object before initializing its properties, so the code should look like this:
//Place Questions into object
questions = {};
questions.qId = i;
questions.leftQ = leftQ;
questions.rightQ = rightQ;
questions.correctAnswer = correctAnswer;
questions.allAnswers = sortedAnswers;
questions.questionText = questionText;
//Add to array of questions
player1qs.push(questions);
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