Now that we've looked at the fundamental building blocks of JavaScript, we'll test your knowledge of loops, functions, conditionals and events by getting you to build a fairly common item you'll see on a lot of websites â a JavaScript-powered image gallery.
Starting pointTo start this challenge, you should go and grab the ZIP file for the example, unzip it somewhere on your computer, and do the exercise locally to begin with.
Alternatively, you could use an online editor such as CodePen, JSFiddle, or Glitch.
Note: If you get stuck, you can reach out to us in one of our communication channels.
Project briefYou have been provided with some HTML, CSS and image assets and a few lines of JavaScript code; you need to write the necessary JavaScript to turn this into a working program. The HTML body looks like this:
<h1>Image gallery example</h1>
<div class="full-img">
<img
class="displayed-img"
src="images/pic1.jpg"
alt="Closeup of a blue human eye" />
<div class="overlay"></div>
<button class="dark">Darken</button>
</div>
<div class="thumb-bar"></div>
The example looks like this:
The most interesting parts of the example's CSS file:
full-img <div>
â the <img>
in which the full-sized image is displayed, an empty <div>
that is sized to be the same size as the <img>
and put right over the top of it (this is used to apply a darkening effect to the image via a semi-transparent background color), and a <button>
that is used to control the darkening effect.thumb-bar <div>
(so-called "thumbnail" images) to 20%, and floats them to the left so they sit next to one another on a line.Your JavaScript needs to:
const
array listing the filenames of each image, such as 'pic1.jpg'
.const
object listing the alternative text for each image.<img>
element inside the thumb-bar <div>
that embeds that image in the page along with its alternative text.<img>
inside the thumb-bar <div>
so that, when they are clicked, the corresponding image and alternative text are displayed in the displayed-img <img>
element.<button>
so that when it is clicked, a darken effect is applied to the full-size image. When it is clicked again, the darken effect is removed again.To give you more of an idea, have a look at the finished example (no peeking at the source code!)
Steps to completeThe following sections describe what you need to do.
Declare an array of image filenamesYou need to create an array listing the filenames of all the images to include in the gallery. The array should be declared as a constant.
Looping through the imagesWe've already provided you with lines that store a reference to the thumb-bar <div>
inside a constant called thumbBar
, create a new <img>
element, set its src
and alt
attributes to a placeholder value xxx
, and append this new <img>
element inside thumbBar
.
You need to:
xxx
placeholder values with a string that will equal the path to the image and alt attributes in each case. Set the value of the src
and alt
attributes to these values in each case. Remember that the image is inside the images directory, and its name is pic1.jpg
, pic2.jpg
, etc.In each loop iteration, you need to add a click event listener to the current newImage
â this listener should find the value of the src
attribute of the current image. Set the src
attribute value of the displayed-img <img>
to the src
value passed in as a parameter. Then do the same for the alt
attribute.
Alternatively, you can add one event listener to the thumb bar.
Writing a handler that runs the darken/lighten buttonThat just leaves our darken/lighten <button>
â we've already provided a line that stores a reference to the <button>
in a constant called btn
. You need to add a click event listener that:
<button>
â you can again achieve this by using getAttribute()
."dark"
, changes the <button>
class to "light"
(using setAttribute()
), its text content to "Lighten", and the background-color
of the overlay <div>
to "rgb(0 0 0 / 50%)"
."dark"
, changes the <button>
class to "dark"
, its text content back to "Darken", and the background-color
of the overlay <div>
to "rgb(0 0 0 / 0%)"
.The following lines provide a basis for achieving the changes stipulated in points 2 and 3 above.
btn.setAttribute("class", xxx);
btn.textContent = xxx;
overlay.style.backgroundColor = xxx;
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