I wrote a stopwatch code, but this code is not running - javascript

This is a stopwatch code. But it is not running, I don't know where I made a mistake, I have posting the Html part will have heading, time section and three anchor tags. In JavaScript code I have written simple logic to execute the stopwatch program.
<div class="container">
<h2>Stopwatch</h2>
<p><span id="seconds">00</span>:<span id="tens">00</span></p>
<div class="button">
play
pause
reset
</div>
</div>
<script>
window.onload = function() {
let seconds = 00;
let tens = 00;
let appendSeconds = document.getElementById('seconds');
let appendTens = document.getElementById('tens');
let buttonStart = document.getElementById('play');
let buttonStop = document.getElementById('pause');
let buttonReset = document.getElementById('refresh');
let interval;
buttonStart.onclick = function() {
clearInterval(interval);
interval = setInterval(startTimer, 10);
}
buttonStop.onclick = function() {
clearInterval(interval);
}
buttonReset.onclick = function() {
clearInterval(interval);
tens = "00";
seconds = "00";
appendSeconds.innerHTML = seconds;
appendTens.innerHTML = tens;
}
function startTimer () {
tens++;
if (tens <= 9) {
appendTens.innerHTML = "0" + tens;
}
if (tens > 9) {
appendTens.innerHTML = tens;
}
if (tens > 99) {
console.log("seconds");
seconds++;
appendSeconds.innerHTML = "0" + seconds;
tens = 0;
appendTens.innerHTML = "0" + 0;
}
if (seconds > 9) {
appendSeconds.innerHTML = seconds;
}
}
}
<\script>
This code is just loading for 2 - 3 seconds.

Take a Look. Is that what you are looking for .? See in action
window.addEventListener('load', function () {
let seconds = 00;
let tens = 00;
let appendSeconds = document.getElementById('seconds');
let appendTens = document.getElementById('tens');
let buttonStart = document.getElementById('play');
let buttonStop = document.getElementById('pause');
let buttonReset = document.getElementById('refresh');
let interval;
buttonStart?.onclick = function() {
clearInterval(interval);
interval = setInterval(startTimer, 10);
}
buttonStop?.onclick = function(e) {
e.preventDefault();
clearInterval(interval);
}
buttonReset?.onclick = function(e) {
e.preventDefault();
clearInterval(interval);
tens = "00";
seconds = "00";
appendSeconds.innerHTML = seconds;
appendTens.innerHTML = tens;
}
function startTimer () {
tens++;
if (tens <= 9) {
appendTens.innerHTML = "0" + tens;
}
if (tens > 9) {
appendTens.innerHTML = tens;
}
if (tens > 99) {
console.log("seconds");
seconds++;
appendSeconds.innerHTML = "0" + seconds;
tens = 0;
appendTens.innerHTML = "0" + 0;
}
if (seconds > 9) {
appendSeconds.innerHTML = seconds;
}
}
})
.btn{
padding: 10px;
background-color: red;
border-radius: 2px;
color: #fff;
cursor: pointer;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="container">
<h2>Stopwatch</h2>
<p><span id="seconds">00</span>:<span id="tens">00</span></p>
<div class="button">
<a class="btn" id="play">play</a>
<a class="btn" id="pause">pause</a>
<a class="btn" id="reset">reset</a>
</div>
</div>

You should prevent default for links, either to add in the link itself like:
play
or to add in JS code like:
buttonStart.onclick = function (e) {
e.preventDefault();
clearInterval(interval);
interval = setInterval(startTimer, 10);
}
Also id of reset button was wrong
reset
let buttonReset = document.getElementById('reset');

Related

stopwatch not functioning properly

I'm just starting with javascript, I've been trying to make a simple stopwatch, I found a couple of ways to do it , then I came across this function ... the code doesn't work as a stopwatch unless we return a function , can somebody help me understand why????
for (var i = 1; i <= 5; i++) {
var tick = function(i) {
return ()=>{console.log(i);}
};
setTimeout(tick(i), 500 * i);
}
You should use setInterval and clearInterval for your case.
var i = 10;
var tick = function(i) {
return ()=>{
console.log(i--);
if(i == 0) clearInterval(timer);
}
};
var timer = setInterval(tick(i), 500);
If you want to have stopwatch, you can clearInterval in stop button click event
function stop(){
clearInterval(timer);
}
Update:
I combined Start and Stop in only one button using addEventListener and removeEventListener
var i = 1;
var timer;
var tick = function(i) {
return ()=>{
console.clear();
console.log(i++);
//if(i == 0) clearInterval(timer);
}
};
function start(){
document.getElementById("start").disabled = true;
document.getElementById("stop").disabled = false;
timer = setInterval(tick(i), 500);
}
function stop(){
clearInterval(timer);
document.getElementById("stop").disabled = true;
document.getElementById("start").disabled = false;
}
(function() {
document.getElementById("start2").addEventListener("click", start2);
})();
function start2(){
timer = setInterval(tick(i), 500);
document.getElementById("start2").innerHTML = "Stop";
document.getElementById("start2").removeEventListener("click", start2);
document.getElementById("start2").addEventListener("click", stop2);
}
function stop2(){
clearInterval(timer);
document.getElementById("start2").innerHTML = "Start";
document.getElementById("start2").removeEventListener("click", stop2);
document.getElementById("start2").addEventListener("click", start2);
}
<button id="start" onclick="start()">Start</button>
<button id="stop" onclick="stop()">Stop</button>
<h2>Combine Start and Stop</h2>
<button id="start2" >Start</button>
Because setTimeout first parameter has to be a function.
Your code works because it immediately executes the tick(i) function, which returns a function and that one is used 500ms later as callback.
below code will help you
<h1><time>00:00:00</time></h1>
<button id="start">start</button>
<button id="stop">stop</button>
<button id="clear">clear</button>
</pre>
<script>
var h1 = document.getElementsByTagName('h1')[0],
start = document.getElementById('start'),
stop = document.getElementById('stop'),
clear = document.getElementById('clear'),
seconds = 0, minutes = 0, hours = 0,
t;
function add() {
seconds++;
if (seconds >= 60) {
seconds = 0;
minutes++;
if (minutes >= 60) {
minutes = 0;
hours++;
}
}
h1.textContent = (hours ? (hours > 9 ? hours : "0" + hours) : "00") + ":" + (minutes ? (minutes > 9 ? minutes : "0" + minutes) : "00") + ":" + (seconds > 9 ? seconds : "0" + seconds);
timer();
}
function timer() {
t = setTimeout(add, 1000);
}
start.onclick = function(){
timer();
start.disabled=true;
}
/* Stop button */
stop.onclick = function() {
clearTimeout(t);
start.disabled=false;
}
/* Clear button */
clear.onclick = function() {
h1.textContent = "00:00:00";
seconds = 0; minutes = 0; hours = 0;
}
</script>

Minutes not showing on count-up timer

I'm working with the following script for a count-up timer. It has no problem counting up in seconds but I'm having trouble getting it to display minutes. For example 1:35 (one minute and 35 seconds)
Any suggestions would be appreciated. Thanks in advance.
var clicked = false;
var sec = 00;
var min = 00;
function startClock() {
if (clicked === false) {
clock = setInterval("stopWatch()", 1000);
clicked = true;
} else if (clicked === true) {}
}
function stopWatch() {
sec++;
document.getElementById("timer").innerHTML = sec;
}
function stopClock() {
window.clearInterval(clock);
sec = 0;
document.getElementById("timer").innerHTML = 0;
clicked = false;
}
var min = 0;
var second = 00;
var zeroPlaceholder = 0;
var counterId = setInterval(function() {
countUp();
}, 1000);
function countUp() {
second++;
if (second == 59) {
second = 00;
min = min + 1;
}
if (second == 10) {
zeroPlaceholder = '';
} else
if (second == 00) {
zeroPlaceholder = 0;
}
document.getElementById("count-up").innerText = min + ':' + zeroPlaceholder + second;
}
<div class="timer">
<div id="timer">0:00</div>
<input type="button" id="btnParentButton" value="start timer" onClick="startClock()"/>
Hope this can help you.
The better way is to have your minutes and secs as global variable and simple function for each button
EDIT
Update code using pure JS
var min = 0;
var sec = 0;
var timer = undefined;
var isStarted = false;
function startcount(){
sec++;
if(sec==60)
{
sec=0;
min++;
}
updateClock();
}
function updateClock(){
var displaySec = sec < 10 ? "0" + sec : sec;
var displayMin = min < 10 ? "0" + min : min;
document.getElementById("count").innerHTML = displayMin + " : " + displaySec;
}
function start(){
if(timer == undefined || !isStarted){
timer = setInterval(function(){
startcount();
},1000);
}
isStarted = true;
}
function stop(){
isStarted = false;
clearInterval(timer);
}
function reset(){
stop();
min=sec=0;
timer = undefined;
updateClock();
}
updateClock();
<div id="count"></div>
<button class="start" onClick="start()">Start</button>
<button class="stop" onClick="stop()">Stop</button>
<button class="reset" onClick="reset()">Reset</button>
Put count-up instead id=timer
var clicked = false;
var sec = 00;
var min = 00;
function startClock() {
if (clicked === false) {
clock = setInterval("stopWatch()", 1000);
clicked = true;
} else if (clicked === true) {}
}
function stopWatch() {
sec++;
document.getElementById("timer").innerHTML = sec;
}
function stopClock() {
window.clearInterval(clock);
sec = 0;
document.getElementById("timer").innerHTML = 0;
clicked = false;
}
var min = 0;
var second = 00;
var zeroPlaceholder = 0;
var counterId = setInterval(function() {
countUp();
}, 1000);
function countUp() {
second++;
if (second == 59) {
second = 00;
min = min + 1;
}
if (second == 10) {
zeroPlaceholder = '';
} else
if (second == 00) {
zeroPlaceholder = 0;
}
document.getElementById("count-up").innerText = min + ':' + zeroPlaceholder + second;
}
<div class="timer">
<div id="count-up">0:00</div>
<input type="button" id="btnParentButton" value="start timer" onClick="startClock()"/>

How can I convert a vanilla JS stop watch to a Angular one?

new to JS and will delete if not allowed. I have got some regular JS code which I have been working with trying to switch this into a controller.
For the given example what would be the most optimised way. I have seen cases with directives, counters and so on however I am thinking this is very complicated for what I am doing. I have so far manage to bind seconds and tens to screen however I am having issues with the $interval for updating, do I require .watch, .promises .then? (sorry for newb question any help would be great)
JS Script
window.onload = function() {
var seconds = 00;
var tens = 00;
var appendTens = document.getElementById("tens");
var appendSeconds = document.getElementById("seconds");
var buttonStart = document.getElementById('button-start');
var buttonStop = document.getElementById('button-stop');
var buttonReset = document.getElementById('button-reset');
var Interval;
buttonStart.onclick = function () {
clearInterval(Interval);
Interval = setInterval(startTimer, 10);
};
buttonStop.onclick = function () {
clearInterval(Interval);
};
buttonReset.onclick = function () {
clearInterval(Interval);
tens = "00";
seconds = "00";
appendTens.innerHTML = tens;
appendSeconds.innerHTML = seconds;
console.log("clear()");
};
function startTimer() {
tens++;
if (tens < 9) {
appendTens.innerHTML = "0" + tens;
}
if (tens > 9) {
appendTens.innerHTML = tens;
}
if (tens > 99) {
console.log("seconds");
seconds++;
appendSeconds.innerHTML = "0" + seconds;
tens = 0;
appendTens.innerHTML = "0" + 0;
}
if (seconds > 9) {
appendSeconds.innerHTML = seconds;
}
}
};
This is how I am binding HTML to the screen
<span id="seconds">{{ seconds+":"+tens }}</span>
I have this set up with a simple $interval loop that updates the seconds and minutes:
angular.module('plunker', []).controller('MainCtrl', function($interval) {
var interval_;
this.seconds = 0;
this.minutes = 0;
this.start = function() {
interval_ = $interval(function() {
this.seconds++;
if(this.seconds > 59) {
this.seconds = 0;
this.minutes++;
}
}.bind(this), 1000)
}
this.stop = function() {
$interval.cancel(interval_)
}
})
.filter('adjustTime', function(){
return function(input) {
if(input < 10) {
return '0' + input;
}
return input;
}
});
I'm a fan of delegation, so I made the filter you see to handle adding the extra 0 if it's less than 10; no need to muck up the $interval logic.
Plnkr

How to make an image to blink and overlap in Javascript?

I'm trying to get this to look nice. This countdown is meant to go negative, once it does I'd like the skull and crossbones to be visible, and I'd want it to flash. I'm using this Javascript functionality...
var img = document.getElementById('Image1');
var interval = window.setInterval(function() {
if (img.display == 'hidden'){
img.style.visibility = 'visible';
} else {
img.style.visibility = 'hidden';
}
}, 1000);
Once it's flashing, how do I get it to overlap the countdown span?
http://jsfiddle.net/2Lufxs2t/3/
After var img = document.getElementById('Image1'); add document.getElementById('countdown').style.display='none'; to hide your counter.
Remove your second interval: var interval = window.setInterval(function(){. Just leave the if that toggles the visibility as it is. The problem is that secondPassed() is running every second, and then your second interval is running again every second. So every second your inner interval runs twice and toggles itself.
JSFiddle This worked great for me.
<html>
<head>
<title>Countdown</title>
<script type="text/javascript">
var seconds = 10;
function stopTimer() {
clearTimeout(countdownTimer)
}
function floor(x) {
return x | 0;
}
function pad(n) {
if (n < 0) {
n = -n;
}
if (n < 10) {
return '0' + n.toString();
}
return n.toString();
}
function secondPassed() {
var minutes = pad(floor(seconds / 60));
if (seconds < 0) {
minutes = '-' + minutes;
}
var remainingSeconds = pad(seconds % 60);
document.getElementById('countdown').innerHTML = minutes + ":" + remainingSeconds;
if (seconds > 0) {
seconds--;
if (seconds > 8) {
document.body.style.backgroundColor = "green";
} else if (seconds == 5) {
document.body.style.backgroundColor = "yellow";
} else if (minutes == 0 & seconds == 0) {
document.body.style.backgroundColor = "red";
if (seconds%2 == 0) {
document.getElementById('skull').style.display="none";
}
if (seconds%2 != 0) {
document.getElementById('skull').style.display="block";
}
}
} else {
if (seconds%2 == 0) {
document.getElementById('skull').style.display="block";
}
if (seconds%2 != 0) {
document.getElementById('skull').style.display="none";
}
seconds--;
}
}
</script>
</head>
<body>
<img id="skull" src="http://s15.postimg.org/es5w3xpob/skull.gif"style="position:absolute; z-index: -1;display:none;">
<div style=" z-index:10;">
<p align ="center">
<span id="countdown" style="color:black; font-size: 450px; font-weight: bold;" ></span>
</br>
<button onclick="countdownTimer = setInterval('secondPassed()', 1000)">Start</button>
<button onclick="stopTimer()">Stop</button>
</p>
</div>
</body>
</html>

Game Timer Javascript

I'm creating a countdown timer. If seconds is equal to zero I have set 2 secs to var seconds. Please help. I need to stop the program from looping after getting the 2 seconds
var isWaiting = false;
var isRunning = false;
var seconds = 10;
function GameTimer(){
var minutes = Math.round((seconds - 30)/60);
var remainingSeconds = seconds % 60;
if(remainingSeconds < 10){
remainingSeconds = "0" + remainingSeconds;
}
document.getElementById('waiting_time').innerHTML = minutes + ":" + remainingSeconds;
if(seconds == 0){
isRunning = true;
seconds += 2; //I need to stop the program from looping after getting the 2 seconds
}else{
isWaiting = true;
seconds--;
}
}
var countdownTimer = setInterval(GameTimer(),1000);
Here is your fixed code:
var isWaiting = false;
var isRunning = false;
var seconds = 10;
var countdownTimer;
var finalCountdown = false;
function GameTimer() {
var minutes = Math.round((seconds - 30) / 60);
var remainingSeconds = seconds % 60;
if (remainingSeconds < 10) {
remainingSeconds = "0" + remainingSeconds;
}
document.getElementById('waiting_time').innerHTML = minutes + ":" + remainingSeconds;
if (seconds == 0) {
isRunning = true;
seconds += 2;
if (finalCountdown) {
clearInterval(countdownTimer); // Clear the interval to stop the loop
} else {
finalCountdown = true; // This will allow the 2 additional seconds only once.
}
} else {
isWaiting = true;
seconds--;
}
}
countdownTimer = setInterval(GameTimer, 1000); // Pass function reference, don't invoke it.
WORKING DEMO: http://jsfiddle.net/nEjL4/1/
since i couldn't understand the code that's up in the question i wrote down my own timer. So take a look if it works out for you.
http://jsfiddle.net/9sEGz/
var m=getId('m'), s=getId('s'), btn=getId('btn'), status=getId('status'), inc =getId('inc') , dec =getId('dec'), interval=null, time=0, min=0;
btn.onclick = startCounter;
inc.onclick = incTime;
dec.onclick = decTime;
function startCounter() {
if (time<=0) {
status.textContent='Increase the timer first!';
time=0;
return;
}
status.textContent='Counting!';
btn.textContent = 'Stop';
btn.onclick = stopCounter;
interval = setInterval(function(){
time--;
if (time<=0) {
stopCounter();
status.textContent='Time\'s Up';
}
setTime();
},200);
}
function stopCounter() {
btn.textContent = 'Start';
btn.onclick = startCounter;
status.textContent='Stopped!';
if (interval) clearInterval(interval);
}
function incTime(){
time++;
setTime();
}
function decTime(){
time--;
setTime();
}
function setTime() {
min= time/60;
if (time<10) s.textContent= '0'+Math.floor(time%60);
else s.textContent= Math.floor(time%60);
if (min<0) m.textContent= '00';
else if (min<10) m.textContent= '0'+Math.floor(min);
else m.textContent= Math.floor(min);
}
function getId(x) {
return document.getElementById(x);
}

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