JavaScript Help needed with pop up window and stop counter - javascript

I would love some help with this project. I am creating a small project with Javascript, I am still new with HTML,CSS, and JavaScript. What I would like to do with my program, is that the counter will stop after 1 minute has passed and a pop up window appears that no more clicks are accepted. Below is my code, any help will be appreciated!!
var count = 0;
var countblack = 0;
var countred = 0;
var countButton = document.getElementById("black");
var countButtonC = document.getElementById("red");
var displayCount = document.getElementById("displayCount");
black.onclick = function() {
count++;
countblack++;
displayCount.innerHTML = count;
displayCountblack.innerHTML = countblack;
}
red.onclick = function() {
count++;
countred++;
displayCount.innerHTML = count;
displayCountred.innerHTML = countred;
}
http://jsfiddle.net/wr1ua0db/544/

You can use setTimeout to count 60seconds and then disable the buttons. Below is the solution
var allowClick = true;
var count = 0;
var countblack = 0;
var countred = 0;
var black = document.getElementById("black");
var red = document.getElementById("red");
var displayCount = document.getElementById("displayCount");
var displayBlackCount = document.getElementById("displayBlackCount");
var displayRedCount = document.getElementById("displayRedCount");
black.onclick = function() {
if (!allowClick) return;
count++;
countblack++;
displayCount.innerHTML = count;
displayBlackCount.innerHTML = countblack;
}
red.onclick = function() {
if (!allowClick) return;
count++;
countred++;
displayCount.innerHTML = count;
displayRedCount.innerHTML = countred;
}
startTime(60); // time in seconds
function startTime(time) {
var timer = setTimeout(function() {
black.setAttribute('disabled', 'disabled');
red.setAttribute('disabled', 'disabled');
allowClick = false;
clearTimeout(timer)
}, 1000 * time)
}
<button id="black">Count Black</button>
<button id="red">Count Red</button>
<div>Display Count: <span id="displayCount">0</span></div>
<div>Black Count: <span id="displayBlackCount">0</span></div>
<div>Red Count: <span id="displayRedCount">0</span></div>

Related

How to Create a Random Text Generator with Countdown Timer in Javascript?

So, I'm trying to create a random text generator in Javascript using Math.floor and Math.random which I combine with countdown timers using Javascript as well. However, the result after the countdown value has been <= 0 does not appear random text that I have made in the function.
In fact, it appears undefined. How's the solution? The script I created is below.
<button id="btn" style="background-color:red;width:30px;height:30px;"></button>
<script>
var timer = 5;
var id;
function create_random_string(string_length){
var random_string = 'X-';
var characters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz1234567890'
for (var i, i=0; i < string_length; i++){
random_string += characters.charAt(Math.floor(Math.random() * characters.length))
}
}
function starButton() {
this.style.display = 'none';
id = setInterval(function () {
timer--;
if (timer <= 0) {
clearInterval(id);
document.getElementById("script").innerHTML = create_random_string(5);
} else {
document.getElementById("script").innerHTML = timer + " seconds to get Code";
} }, 1000);
};
var clickbtn = document.getElementById("btn");
clickbtn.onclick = starButton;
</script>
<div id="script"></div>
You were not returning anything from your function. If you don't return function value how it will get it! Check this now.
var timer = 5;
var id;
function create_random_string(string_length){
debugger;
var random_string = 'X-';
var characters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz1234567890'
for (var i, i=0; i < string_length; i++){
random_string += characters.charAt(Math.floor(Math.random() * characters.length))
}
return random_string;
}
function starButton() {
this.style.display = 'none';
id = setInterval(function () {
timer--;
if (timer <= 0) {
clearInterval(id);
document.getElementById("script").innerHTML = create_random_string(5);
} else {
document.getElementById("script").innerHTML = timer + " seconds to get Code";
} }, 1000);
};
var clickbtn = document.getElementById("btn");
clickbtn.onclick = starButton;
<button id="btn" style="background-color:red;width:30px;height:30px;"></button>
<div id="script"></div>

How can I reset my SetInterval when going to next question?

I'm building a quiz and now have the problem when going to the next question that my timer is doing weird.... it jumps for example from 4 to 9 and then to 3 but I want it to go to 10 again and just countdown to 0 and jump to the next question. Could someone explain me this? Or is it better to use SetInterval? It would be appreciated if you could help me out with this!
var currentQuestion = 0;
var currentCount = 0;
var maxCount = 3;
var totalScore = 0;
function displayQuestion() {
var question = allQuestions[currentQuestion].question;
var showQuestion = $(document).find(".question-full");
var showQuestionImage = $(document).find(".questions-img");
var questionImage = allQuestions[currentQuestion].questionImg;
var numAnswers = allQuestions[currentQuestion].responses.length;
var answerList = $(document).find(".answers-buttons");
/// SCORE
var scoreCounter = $(document).find(".scoreCounter");
$(showQuestion).text(question);
$(showQuestionImage).html(questionImage);
$(answerList).find("li").remove();
$(scoreCounter).find("span").remove();
$('.result-container').find("h2").remove();
$('.result-container').find("img").remove();
$('.result-container').find("a").remove();
$('<span>'+ totalScore +'</span>').appendTo(scoreCounter);
var answers;
var score;
for(var i = 0; i < numAnswers; i++) {
answers = allQuestions[currentQuestion].responses[i].text;
score = allQuestions[currentQuestion].responses[i].score;
$('<li><button class="nextButton" data-score="'+ score +'" type="button">'+answers+'</button></li>').appendTo(answerList);
}
nextQuestion();
$(".nextButton").on("click", function () {
var score = $(this).data('score');
IncreaseScore();
currentQuestion++;
totalScore += score;
if (currentQuestion < allQuestions.length) {
displayQuestion();
} else {
$('.after-container').fadeIn('slow');
$('.content').fadeOut('slow');
}
});
}
function nextQuestion() {
var tijd = 10;
var interval = setInterval(function() {
tijd--;
document.getElementById("countdowntimer").textContent = tijd;
if(tijd == 0) {
currentQuestion++;
displayQuestion();
console.log(tijd);
clearInterval(tijd);
}
}, 1000);
}
function IncreaseScore() {
currentCount++;
if (currentCount > maxCount) {
currentCount--;
}
}
Really close! Just your interval is not being cleared, as there is the wrong reference:
function nextQuestion() {
var tijd = 10;
var interval = setInterval(function() {
...
clearInterval(tijd);
...
}, 1000);
}
should be
function nextQuestion() {
var tijd = 10;
var interval = setInterval(function() {
...
clearInterval(interval);
...
}, 1000);
}
Your implementation is all fine, just you would have had all the intervals still running until 0 and updating #countdowntimer with whatever one fired last in the second.

Stop Looping Text but still run the effect

Example
var text = 'ENTER...';
var chars = text.split('');
var enter = document.getElementById("enter")
var i = 0;
setInterval (function(){
if (i < chars.length){
enter.innerHTML += chars[i++];
}else{
i = 0;
enter.innerHTML = "";
}
}, 200);
I'm trying to have this typing "enter" effect and I am wondering how to make it only go once. So it will type out "ENTER..." and then stop.
Example
var text = 'ENTER...';
var enter = document.getElementById("enter")
var i = 0;
(function nextLetter() {
enter.innerHTML = text.substr(0, ++i);
if (i < text.length) {
setTimeout(nextLetter, 200);
}
})();
edit: you either have to use setTimeout (one time "sleep"), or remember return value of setInterval and destroy that timer by clearInterval after you don't need it/want it running.
If you use interval, you have to stop the it with clearInterval. Stop it inside the interval function, which is declared as a variable, in the if-statement:
var text = 'ENTER...';
var enter = document.getElementById("enter")
var i = 0;
var interval = setInterval(function() {
enter.innerHTML += text[i];
i += 1;
if(i === text.length) {
clearInterval(interval);
}
}, 200);
JSFiddle
var text = 'ENTER...';
var chars = text.split('');
var enter = document.getElementById("enter")
var i = 0;
var interval = setInterval (function(){
if(i == chars.length) {
clearInterval(interval);
return;
}
if (i < chars.length){
enter.innerHTML += chars[i++];
}else{
i = 0;
enter.innerHTML = "";
}
}, 200);
<div id="enter"></div>

Pause, Increase & Decrease Interval

I am currently writing a code to create a slideshow. My pause button works one time around but once it starts playing again and then doesn't pause again. & same thing once i press the increase button. decrease button doesn't work. I have tried anything. Can someone point me in the right direction or let me know what is wrong. http://jsfiddle.net/#&togetherjs=7F7KQf0TtS
var pic= new Array();
var pcount= 0;
var pindex = 0;
var ptimer;
var cap= new Array();
var ccount= 0;
var cindex = 0;
var ctimer;
var resetButton = document.getElementbyId('resetButton');
resetButton.onclick= reloadPage;
function getallpics(){
var size = prompt("How many pictures are you uploading?");
for (var i = 0; i<size; i++) {
pic[i] = prompt("Enter picture filename:");
pindex++;
cap[i] = prompt("Enter caption:");
cindex++;
}
}
function getpics() {
pcount++;
if (pcount > pindex) {
pcount = 1;
}
document.getElementById("pictures").innerHTML= "<img src=" +pic[pcount-1]+ ">";
}
function getcaps(){
ccount++;
if(ccount > cindex){
ccount=1;
}
document.getElementById("captions").innerHTML = cap[ccount-1];
}
function displaypics() {
ptimer = setInterval("getpics()", 3000);
ctimer = setInterval("getcaps()", 3000);
}
function pause(){
clearTimeout(ptimer);
clearTimeout(ctimer);
}
function increase() {
ptimer = setInterval("getpics()", 1000);
ctimer = setInterval("getcaps()", 1000);
}
function decrease() {
ptimer = setInterval("getpics()", 6000);
ctimer = setInterval("getcaps()", 6000);
}
function reloadPage(){
window.location.reload();
}

Input Button onclick event not firing

I'm fairly new to JavaScript and trying to build a simple photoviewer, slideshow application. I probably have errors/wrong practices in code that I don't know about yet. The event on slideshow button fires and I can see the output in the console, however the event on the random slide show button does not fire.
HTML5 snippet
<form>
<div id="controls">
<input type="button" id="slideshow" value="Slide Show" />
<input type="button" id="randomSlideshow" value="Random Slide Show" />
</div>
</form>
<script src="js/PhotoViewer.js"></script>
</body>
JS snippet
var photosArrayGlobal = new Array();
var photoIndexGlobal = 0;
var displayGlobal;
window.onload = main;
function main() {
"use strict";
document.getElementById("slideshow").onclick = getArrayPhotosNames;
document.getElementById("randomSlideshow").onclick = randomize(photosArrayGlobal);
displayGlobal = document.getElementById("myImage");
document.getElementById("nextSlide").onclick = function () {
displayGlobal.setAttribute("src", photosArrayGlobal[1]); //Test value, image 2
};
}
function getArrayPhotosNames() {
var folderName = document.getElementById("photoFolder").value;
var commonName = document.getElementById("commonName").value;
var startNum = document.getElementById("startNum").value;
var endNum = document.getElementById("endNum").value;
var j = 0;
if (startNum > endNum) {
alert("Invalid Numbers");
}
var nameArray = new Array();
for (var i = startNum; i <= endNum; i++) {
nameArray[j] = folderName + commonName + i + ".jpg";
j++;
}
photosArrayGlobal = nameArray.slice();
console.log(photosArrayGlobal);
return nameArray;
}
function randomize(dataArray) {
var i = dataArray.length;
var j, tempi, tempj;
if (i === 0) {
return false;
}
while (--i) {
j = Math.floor(Math.random() * (i + 1));
tempi = dataArray[i];
tempj = dataArray[j];
dataArray[i] = tempj;
dataArray[j] = tempi;
}
console.log(dataArray);
}
The onclick handler is expecting a function, but you're passing it the value returned from the randomize() function (which happens to be undefined). Change it to the following:
document.getElementById("randomSlideshow").onclick = function() {
randomize(photosArrayGlobal);
};

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