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Printing Real-Time Game Data to the Screen (part 2)

Now we can access our new text 'div' elements through our JavaScript file, 'tempGame.js'.  First we must create a couple of variables that hold references to the new 'div' text elements back on our webpage.  This is how it's done:  var debugText1 = document.getElementById("debug1"); Using the 'var' keyword, we create a variable called 'debugText1' that will hold the handle or reference to a text element.  But which webpage text element - there could be hundreds?  Well, remember back in part 1 of this post, inside our HTML file 'example01.html' we created a 'div' element and gave it an 'id' named "debug1".  In case you forgot, here is the line taken from 'example01.html' : <div id="debug1" style="position:fixed; left:5%; top:4%; color:grey;"> .... This is our target div that we want.  How do we access it from our 'tempGame.js' file when it's located o...

Printing Real-Time Game Data to the Screen (part 1)

One very useful routine our future games can have is the ability to print real-time game data to the screen.  It often helps to see the raw numbers behind our game's objects to make sure that they are functioning properly.   And, being human, we will make mistakes while coding, which leads to program errors, or 'bugs' as we programmers like to call them.  Therefore to get rid of all the bugs/mistakes, or 'debug', it helps to have game variables' numbers (position, speed, etc.) and flag variables' states (true, false, on, off, etc.) displayed quickly to our screen while the game is running so we can better spot the problem.  Chances are that if we see weird or unexpected raw data being output to the screen, then that is the source of the bug.  We can then quickly locate it inside the code and fix it. In the last post we learned how to add simple instruction text to the top of the browser window to help first-time players know what to do.  Now ...