I can't for the life of my figure out how to get this to work bug free.
The button in the code below needs to do three things.
Start a countdown when clicked (works)
End the countdown automatically, and reset itself when it reaches 0(works)
Reset itself prematurely if its clicked in the middle of a countdown(works, sort of)
Bug: when clicked repeatedly it starts multiple countdowns, and more or less breaks. It needs to either reset itself or start a countdown if clicked repeatedly. There should never be more than one countdown.
It works fines as long as people press the button, wait a second, and then press it again to stop it.
The bug I'm running into is if someone spam clicks it, it starts multiple countdowns and generally just breaks the button. I've tried a lot of different methods to fix it, and this is the closest I've gotten.
var i = 29;
let running=false;
$("#startButton").click(function () {
if(running==false){
var countdown = setInterval(function () {
$("#startButton").text("Reset Timer");
running=true;
$("#stopWatch").html(i);
i--;
if (i <0)
{
$("#startButton").text("Start Timer");
running=false;
clearInterval(countdown);
i = 29;
$("#stopWatch").html(i);
}
$("#startButton").click(function () {
$("#startButton").text("Start Timer");
running=false;
clearInterval(countdown);
i = 29;
$("#stopWatch").html(i+1);
});
}, 1000);
}
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div id="stopWatch">30</div>
<button id="startButton">Start Timer</button>
Welcome to Stack Overflow #William!
I'm not sure what this means: Reset itself prematurely if its clicked in the middle of a countdown(works, sort of). But I managed to fix your bug on spamming button click and for item 3, i just do reset the countdown from initial state. See snippets below:
// Get attribute value from div `stopwatch`. This is for resetting from default value.
var initial = $('#stopWatch').attr("value");
// Assigned initial value to var i.
var i = initial;
$("#stopWatch").html(i);
let running = false;
// Created a separate function to call from button click.
function run(timer = true) {
if (timer) {
running = true;
$("#startButton").text("Reset Timer");
$("#stopWatch").html(i);
var countdown = setInterval(function () {
i--;
$("#stopWatch").html(i);
if (i <= 0) {
running = false;
$("#startButton").text("Start Timer");
clearInterval(countdown);
i = initial;
$("#stopWatch").html(i);
}
}, 1000);
} else {
running = false;
clearInterval(countdown);
i = 0;
$("#startButton").text("Start Timer");
}
}
$("#startButton").click(function () {
// Check if its not running and var i is not 0
if(!running && i != 0) {
run();
// Check if its running and var i is not 0 to ensure that if someone spam the button it just reset the countdown.
} else if (running && i != 0) {
// Will return the else{} on function run().
run(false);
}
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div id="stopWatch" value="30"></div>
<button id="startButton">Start Timer</button>
Added some comments on the snippet. Feel free to ask if you have any questions.
Related
When the start button is clicked once, everything works perfectly fine. However, when the start button is clicked multiple times (by accident for example), the speed of the counter increases and the stop button doesn't seem to work any more!
Why is this happening? And what can I do to prevent the start button (if clicked accidentally) from increasing the speed of the timer when it is already running?
<button id="startBtn" onclick="startTimer()">Start</button>
<button id="stopBtn" onclick="stopTimer()">Stop</button>
<h2 id="timer"></h2>
<script>
let myCounter
function startTimer() {
myCounter = setInterval(counter, 200);
}
function stopTimer() {
clearInterval(myCounter);
}
let i = 0;
function counter() {
document.getElementById("timer").innerHTML = i++;
}
</script>
Welcome to StackOverflow.
Within your question, it's unclear if you want the timer to reset if the user clicks the start button again, however with my answer, I came to the conclusion that you didn't.
Here's a modified version of startTimer() which utilizes a guard clause to check if an interval already exists (and if so, don't start again)
function startTimer() {
// Guard clause! If the counter exists, exit the function!
if(myCounter) {
return
}
myCounter = setInterval(counter, 200);
}
A tiny update of the stop function is also needed to set myCounter to null after the counter is stopped:
function stopTimer() {
clearInterval(myCounter);
// Set the counter to Null, because it is still declared even though it has no value! (try removing this line and see what happens when you hit start again)
myCounter = null;
}
Hope this helped :)
I added a variable that can helps you detect if the counter is already clicked or not, with the condition of that variable, you can have what you want, I edited your code.
<button id="startBtn" onclick="startTimer()">Start</button>
<button id="stopBtn" onclick="stopTimer()">Stop</button>
<h2 id="timer"></h2>
<script>
let myCounter
let clicked = false;
function startTimer() {
if(!clicked){
myCounter = setInterval(counter, 200);
}
clicked = true;
}
function stopTimer() {
if(clicked){
clearInterval(myCounter);
}
clicked = false;
}
let i = 0;
function counter() {
document.getElementById("timer").innerHTML = i++;
}
</script>
You could simply disable the start button once clicked, and re-enable it when the stop button is clicked.
let i = 0;
let myCounter;
let startBtn = document.getElementById('startBtn');
let stopBtn = document.getElementById('stopBtn');
let timer = document.getElementById('timer');
function startTimer() {
startBtn.disabled = true;
stopBtn.disabled = false;
myCounter = setInterval(counter, 200);
}
function stopTimer() {
startBtn.disabled = false;
stopBtn.disabled = true;
clearInterval(myCounter);
}
function counter() {
i++; timer.value = i;
}
startBtn.addEventListener('click', startTimer);
stopBtn.addEventListener('click', stopTimer);
<button id="startBtn">Start</button>
<button id="stopBtn" disabled>Stop</button>
<h2><output id="timer">0</output></h2>
As an added measure, you can even hide the disabled button so only the active one is shown.
button:disabled {
display: none;
}
Pretty much what the title says. When the countdown starts, it goes "3", "2", and then executes the function that's supposed to launch when the timer hits zero, skipping the display of the number "1".
The actual timer output is displayed in a separate div element, you'll see in my code below.
I've seen some answers on here about faulty countdown clocks but a lot of them use jQuery whereas I'm just using vanilla JavaScript and the use of libraries is still a bit confusing to me.
var count = 3;
function startTimer() {
var timer = setInterval(function() {startTimer(count);}, 1000);
if(count === 0){
clearInterval(timer);
ranCoord(); //function to run when timer hits zero.
} else {
document.getElementById("target").innerText = count;
count--;
}
}
<div class="start">
<img src="images/start-default.png" onclick="startTimer();" alt="Click Here"/>
</div>
<div id="target"></div>
I noticed that if I include the var count=3 variable inside the startTimer(); function, the countdown doesn't work either, it just stays at number 3. Does anyone know why this is?
Also, if I include the var timer = setInterval(function() {startTimer(count);}, 1000); outside the function then it runs automatically on page load, which is not what I want. I want the countdown to start on the click of a button, and found that this worked when placed inside the function.
Thanks in advance!
If the count variable is declared inside of the startTimer function, then each iteration of the timer will have its count value overwritten and so will not count down.
setInterval repeats its function indefinitely, so only needs to be called once outside of the loop, as opposed to setTimeout which only runs once and needs to be called each iteration.
An alternative approach using setTimeout would be:
function startTimer(count) {
if (count <= 0) {
ranCoord();
} else {
document.getElementById("target").innerText = count;
setTimeout(function() { startTimer(--count); }, 1000);
}
}
This version also avoids the use of a global variable, by passing the remaining count in as a parameter.
You dont need to call startTimer in the setInterval
var count = 3;
function startTimer() {
var timer = setInterval(function() {
if (count === 0) {
clearInterval(timer);
ranCoord(); //function to run when timer hits zero.
} else {
document.getElementById("target").innerText = count;
count--;
}
}, 1000);
}
function ranCoord() {
console.log("Timer hit 0")
}
img {
height: 100px;
width: 100px;
outline: 1px solid blue;
}
<div class="start">
<img src="images/start-default.png" onclick="startTimer();" />
</div>
<div id="target"></div>
I think you not need to add more code you just need to simplify it like that
var count = 3;
function startTimer() {
const timer = setInterval(function () {
document.getElementById("target").innerText = count;
count--;
if (count <= 0) {
clearInterval(timer);
ranCoord();
}
}, 1000)
}
I'm trying the make a chrome extension in javascript. So far, my popup.js looks like this:
let bg;
let clock;
document.addEventListener('DOMContentLoaded', function() {
document.getElementById('button1').addEventListener('click', butClicked);
bg = chrome.extension.getBackgroundPage();
//clock = document.getElementById("label1");
});
let timeStamp;
let isClockRunning = false;
function butClicked() {
let test = bg.getURL();
document.getElementById('test').innerHTML = test;
timeStamp = new Date();
isClockRunning = !isClockRunning;
runCheckTimer();
}
function runCheckTimer() {
var handle;
if(isClockRunning == true) {
handle = setInterval(updateClock, 1000);
}
else if(isClockRunning == false) {
clearInterval(handle);
handle = 0;
}
}
function updateClock() {
let seconds = bg.returnTimeSince(timeStamp);
document.getElementById("label1").innerHTML = "Seconds: " + seconds;
}
The program works just fine when I click the button once; it starts the timer. But when I click the button the second time, timeStamp gets set to 0, but the updateClock keeps running at the same interval; the interval doesn't get cleared even though I'm toggling the isClockRunning boolean. It's almost as if javascript is forgetting to run the else if part in runCheckTimer(). How can I fix this?
EDIT: On a sidenote, am I doing the timer thing the right way? Or is there a better way to do it? I basically want a timer to keep ticking every second since you've pressed the button, and then when you click it again it'll stop and reset to 0.
You have scoped handle to runCheckTimer. When runCheckTimer starts, it will create a new handle every time.
Move handle outside of the function.
var handle;
function runCheckTimer() {
if(isClockRunning == true) {
handle = setInterval(updateClock, 1000);
}
else if(isClockRunning == false) {
clearInterval(handle);
handle = 0;
}
}
I'm totally a beginner with JavaScript and I'm trying to make a Javascript Countdown that loads an
I'm using this code for the countdown
<script language="Javascript">
var countdown;
var countdown_number;
function countdown_init() {
countdown_number = 11;
countdown_trigger();
}
function countdown_trigger() {
if(countdown_number > 0) {
countdown_number--;
document.getElementById('countdown_text').innerHTML = countdown_number;
if(countdown_number > 0) {
countdown = setTimeout('countdown_trigger()', 1000);
}
}
}
function countdown_clear() {
clearTimeout(countdown);
}
</script>
I want to load exactly this after the count reaches 0... I am totally lost... what should I do?
It is basically a countdown that stops a music player after reaching 0. I would like to set up several countdowns with 10 mins, 15 mins, and 30 mins.
var countdown;
var countdown_number;
function countdown_init(time) {
countdown_number = time;
countdown_trigger();
}
function countdown_trigger() {
if (countdown_number > 0) {
countdown_number--;
document.getElementById('countdown_text').innerHTML = countdown_number;
setTimeout('countdown_trigger()', 1000)
} else { // when reach 0sec
stop_music()
}
}
function stop_music(){
window.location.href = "bgplayer-stop://"; //will redirect you automatically
}
Here is a simple example using mostly what you had above. This will need to be expanded a bit in order to have multiple countdowns but the general idea is here.
Fiddle: http://jsfiddle.net/zp6nfc9b/5/
HTML:
<a id="link_to_click" href="bgplayer-stop://">link</a>
<span id="countdown_text"></span>
JS:
var countdown_number;
var countdown_text = document.getElementById('countdown_text');
var link_to_click = document.getElementById('link_to_click');
function countdown_init() {
countdown_number = 11;
countdown_trigger();
}
function countdown_trigger() {
countdown_number--;
countdown_text.innerHTML = countdown_number;
if (countdown_number > 0) {
setTimeout(
function () {
countdown_trigger();
}, 1000
);
}
else {
link_to_click.click();
}
}
link_to_click.addEventListener('click',
function () {
countdown_text.innerHTML = 'link was clicked after countdown';
}
);
countdown_init();
To explain some portions a little I think overall you had the correct idea.
I only added the eventListener so you could see the link was actually being clicked and displays a message in the countdown_text for you.
You didn't need to check countdown_number more than once so I removed that if block.
Also you don't really need to clear the timeout either. It clears itself once it executes. You only really need to clear a timeout if you want to stop it before it completes but since we rely on the timeout completing in order to do the next step its not necessary.
I currently have a timer , that counts down from 2 minutes.
what I would like to happen is when the button is clicked, it is hidden until the timer runs out and when the timer runs out it is visible/clickable again. I would also like the timer to be hidden until the button is clicked, to be visible when the button is clicked and then to be hidden once the timer runs out.
here is my code
js
function startTimer() {
userInput = 120;
if(userInput.length == 0){
alert("Please enter a value");
} else {
var numericExpression = /^[0-9]+$/;
function display( notifier, str ) {
document.getElementById(notifier).innerHTML = str;
}
function toMinuteAndSecond( x ) {
return Math.floor(x/60) + ":" + x%60;
}
function setTimer( remain, actions ) {
(function countdown() {
display("countdown", toMinuteAndSecond(remain));
actions[remain] && actions[remain]();
(remain -= 1) >= 0 && setTimeout(countdown, 1000);
})();
}
setTimer(userInput, {
0: function () { alert( "Time Is Up. Please Sumbit Vote."); }
});
}
}
html
<div id="countdown"></div>
<input type="button" onclick="startTimer()" value="Start Timer">
fiddle
http://jsfiddle.net/grahamwalsh/qur9r3d8/
You can hide and unhide the button using JS
JSFiddle
Add an ID to your button
<input id="btn" type="button" onclick="startTimer()" value="Start Timer"/>
JScode
function startTimer() {
//hide button
document.getElementById("btn").style.display = "none";
//un-hide timer
document.getElementById("countdown").style.display = "inline";
userInput = 10;
if (userInput.length == 0) {
alert("Please enter a value");
} else {
var numericExpression = /^[0-9]+$/;
function display(notifier, str) {
document.getElementById(notifier).innerHTML = str;
}
function toMinuteAndSecond(x) {
return Math.floor(x / 60) + ":" + x % 60;
}
function setTimer(remain, actions) {
(function countdown() {
display("countdown", toMinuteAndSecond(remain));
actions[remain] && actions[remain]();
(remain -= 1) >= 0 && setTimeout(countdown, 1000);
})();
}
setTimer(userInput, {
0: function () {
alert("Time Is Up. Please Sumbit Vote.");
//un-hide button
document.getElementById("btn").style.display = "inline";
//hide timer
document.getElementById("countdown").style.display = "none";
}
});
}
}
Here is a fiddle with the solution:
Use the display property:
document.getElementById("button1").style.display="none";
and to show:
document.getElementById("button1").style.display="block";
fiddle
Make sure to add button1 as an id to your button:
<input id="button1" type="button" onclick="startTimer()"
The fiddle shows where you should put this code...
I went ahead and built it from scratch using JQuery as your friend suggested. I think all the answers here using your setTimeout are taking the wrong approach. This is more of a job for setInterval which will provide slightly less performance overhead and much cleaner code.
Working Example: http://codepen.io/Chevex/pen/RNomGG
First, some simple HTML to work with.
<div id="timerDisplay"></div>
<button id="startTimer">Start Timer</button>
Next, a simple timer script.
// Passing a function to $() is the same as $(document).on('ready', function () { ... });
// It waits for the entire page to be loaded before running the function, which is usually what you want.
$(function () {
// Get reference to our HTML elements and store them as variables.
// I prepend them with dollar signs to signify they represent HTML elements.
var $startTimer = $('#startTimer');
var $timerDisplay = $('#timerDisplay');
// The initial time of the timer.
var time = 120;
// Hide the timer display for now, until the button is clicked.
$timerDisplay.hide();
// Set up a click handler on our $startTimer button.
$startTimer.click(function () {
// When the button is clicked, do the following:
// Set the disabled property to true for our button.
// Effectively the same as <button id="startTimer" disabled>Start Timer</button>
$startTimer.prop('disabled', true);
// Fade in our timer display DIV element.
$timerDisplay.fadeIn();
// Set a timeRemaining variable to the value of the initial time.
var timeRemaining = time;
// Declare an interval function that runs every second.
// Also get reference to the intervalId that it returns so we can kill it later.
var intervalId = setInterval(function () {
// Every time the interval runs (every second), do the following:
// Create a formatted countdown timestamp using the timeRemaining.
var timeStamp = Math.floor(timeRemaining/60) + ':' + timeRemaining%60;
// Set the text of our timer display DIV element to our formatted timestamp.
$timerDisplay.text(timeStamp);
// If the timeRemaining is zero, clean up.
if (timeRemaining === 0) {
// Kill the interval function so it doesn't run again.
clearInterval(intervalId);
// Fade out our timer display DIV element.
$timerDisplay.fadeOut();
// Show the alert informing the user the timer is up.
alert('Time is up, please submit a vote :)');
// Re-enable the startTimer button.
$startTimer.prop('disabled', false);
}
// Otherwise subtract one second from the timeRemaining and allow the interval to continue.
else {
timeRemaining--;
}
}, 1000);
});
});