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()"/>
Related
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');
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>
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);
}
http://jsfiddle.net/Bwdfw/98/
is there a way to start timer only after a button is clicked in the given jsfiddle link
http://jsfiddle.net/Bwdfw/98/
var seconds=0;
var Score=0;
var index=0;
countdown(60);
function countdown(sec) {
seconds = sec;
tick();
}
function tick() {
var counter = document.getElementById("timer");
seconds--;
counter.innerHTML = "Time : " + String(seconds);
if(seconds>60 && Score<30)
{
alert("Not enough Score");
}
if( seconds > 0 ) {
setTimeout(tick, 1000);
}
}
Have a function inside the click handler and a variable which states if the function has started or not.
Also you can club the click events inside a single handler and the index can be stored as part of the data-* attributes which reduces duplicated code.
Javascript
//Timer //
var seconds = 0,
Score = 0,
index = 0,
timerStarted = false;
function countdown(sec) {
seconds = sec;
tick();
}
function tick() {
var counter = document.getElementById("timer");
seconds--;
counter.innerHTML = "Time : " + String(seconds);
if (seconds > 60 && Score < 30) {
alert("Not enough Score");
}
if (seconds > 0) {
setTimeout(tick, 1000);
}
}
$("#one, #two, #three").click(function () {
if(!timerStarted) {
countdown(60);
timerStarted = true;
}
var dataIndex = $(this).data('index');
if (index == dataIndex) {
Score++;
if(dataIndex == 2) {
index = 0;
} else {
index++;
}
}
$("#score").html("Score: " + Score);
});
HTML
<div id="timer"></div>
<div id="score">Score: 0</div>
<button id="one" type="button" data-index="0">Button1</button>
<button id="two" type="button" data-index="2">Button2</button>
<button id="three" type="button" data-index="1">Button3</button>
Check Fiddle
var seconds=0;
var Score=0;
var index=0;
var started = false;
function countdown(sec) {
seconds = sec;
tick();
}
function tick() {
var counter = document.getElementById("timer");
seconds--;
counter.innerHTML = "Time : " + String(seconds);
if(seconds>60 && Score<30)
{
alert("Not enough Score");
}
if( seconds > 0 ) {
setTimeout(tick, 1000);
}
}
$("button").click(function(){
if(!started){
started = true;
countdown(60);
}
});
You could generate custom event after click
$(window).trigger('clicked');
$(window).on('clicked', function() {
setTimeout(tick, 1000);
});
http://jsfiddle.net/Bwdfw/100/
Just remember to check if the countdown has not started yet.
$("button").click(function(){
});
This will add a handler to all the buttons in your DOM, then just check the status of the countdown.
Check this fiddle:
http://jsfiddle.net/eddiarnoldo/Bwdfw/102/
In my project i am using timer which runs, when start button is clicked and stop when end is clicked
The problem is by mistake when start button is clicked double or more than once ..time takes +1000 millsec extra and start running faster ..this should no happen
My javascript is..
<script type="text/javascript">
var sec = 0;
var min = 0;
var hour = 0;
function stopwatch(text) {
sec++;
if (sec == 60) {
sec = 0;
min = min + 1;
} else {
min = min;
}
if (min == 60) {
min = 0;
hour += 1;
}
if (sec<=9) { sec = "0" + sec; }
document.getElementById("starttime").innerHTML = ((hour<=9) ? "0"+hour : hour) + " : " + ((min<=9) ? "0" + min : min) + " : " + sec;
SD=window.setTimeout("stopwatch();", 1000);
}
function f3() {
clearTimeout(SD);
}
</script>
<form name="clock">
<div id="starttime" style="font-size:large; "></div>
<input type="button" name="theButton" id="Start" value="Start" onClick="stopwatch(this.value);" />
<input type="button" name="theButton" id="end" value="Stop" onClick="f3();" />
</form>
I have tried something like this..
if (document.clock.theButton.value == "Start") {
window.clearTimeout(SD);
return true; }`
.... but its not working
Don't call stopwatch() directly.
Call something else which checks SDs state, and then calls stopwatch().
<input type="button" name="theButton" id="Start" value="Start" onClick="startStopWatch();" />
var sec = 0;
var min = 0;
var hour = 0;
var SD;
function startStopWatch(){
if (!SD){
stopwatch();
}
}
function stopwatch() {
sec++;
if (sec == 60) {
sec = 0;
min = min + 1; }
else {
min = min; }
if (min == 60) {
min = 0;
hour += 1; }
if (sec<=9) { sec = "0" + sec; }
document.getElementById("starttime").innerHTML = ((hour<=9) ? "0"+hour : hour) + " : " + ((min<=9) ? "0" + min : min) + " : " + sec;
SD=window.setTimeout(stopwatch, 1000);
}
function f3() {
if (SD){
clearTimeout(SD);
}
}
Live Demo: http://jsfiddle.net/uJPff/2
You can do something like this:
var SD;
function stopwatch(text) {
if (SD && text) {
return;
}
....
}
function f3() {
clearTimeout(SD);
SD = false;
sec = 0;
min = 0;
hour = 0;
}
I.e. you can check, if the timeout is already running when the button is clicked and cancel the execution, if needed.
You can test it at updated jsFiddle.