setInterval Firing too Often (Javascript) - javascript

I have been trying to write code for a simple countdown timer that I am making for a website (take a look here: sbtimescore.github.io). Unfortunately, I've run into a logical error my limited knowledge can't solve (I'm a newbie). When one presses the start/pause repeatedly, the timer starts to speed up. I have posted the code for which is run onclick() below:
function spGameClock() {
if (gameClockRunning == false) {
gameClockRunning = true;
} else {
gameClockRunning = false;
return;
}
function timer() {
if (gameCounter == 0) {
clearInterval(interval);
$("#GameClockText").html(secondsToText(gameCounter));
blinkIt("GameClockBox");
} else if (gameCounter > 0 && gameClockRunning == true) {
$("#GameClockText").html(secondsToText(gameCounter));
gameCounter = gameCounter - 1;
} else if (gameCounter > 0 && gameClockRunning == false) {
clearInterval(interval);
} else {}
}
var interval = setInterval(timer, 1000);
}
I know that the interval is being called too many times, but I'm not sure how to fix it. If anyone has a solution, I would be grateful.

You should define interval as a variable outside of the spGameClock function. A good place would be within the jQuery ready callback. You could then also use that variable itself to determine whether the clock is ticking or not.
Here is an implementation using countdownjs:
$(function () {
var interval = null, // define outside of spGameClock scope
gameCounter = 10; // Some initial value
function spGameClock() {
// Use interval as detection:
if (interval == null) {
interval = setInterval(timer, 1000);
$("#GameClockText").text(secondsToText(gameCounter));
} else {
clearInterval(interval);
interval = null; // Always set to null after clearing
$("#GameClockText").text(secondsToText(gameCounter) + " (paused)");
}
function timer() {
gameCounter--;
$("#GameClockText").text(secondsToText(gameCounter));
// No need to test interval for null here, since it certainly is not.
if (gameCounter <= 0) {
clearInterval(interval);
interval = null;
blinkIt("GameClockBox");
}
}
}
// Attach event handler here instead of using onclick attribute
$("#toggle").click(spGameClock);
// Start clock now
spGameClock();
// Utility functions:
function secondsToText(sec) { // Uses countdown library:
return countdown(new Date().getTime() + 1000*sec).toString() || "Game Over!";
}
function blinkIt(id) {
(function loop(times) {
if (times) $('#' + id).fadeToggle(400, loop.bind(null, times-1));
})(6);
}
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/countdown/2.6.0/countdown.min.js"></script>
<button type="button" id="toggle">Pause/Continue</button>
<div id="GameClockBox">
<div id="GameClockText"></div>
</div>

Related

Javascript Countdown Timer w/ Bootstrap Modal Pause

See my code below, I am trying to get the countdown timer to pause when a bs.modal is shown and to resume again once the modal is hidden. This works perfectly if the modal is opened and then closed but if you try to reopen the modal again, the timer just continues. I am probably missing something obvious but am not the best when it comes to JS.
(function countdown(remaining) {
if(remaining === 0) {
location.reload(true);
}
document.getElementById('countdown').innerHTML = remaining;
$(document).on('shown.bs.modal', function(e) {
console.log("modal triggered");
clearTimeout(timeout);
});
$(document).on('hide.bs.modal', function(e) {
console.log("modal closed");
countdown(remaining - 1);
});
timeout = setTimeout(function(){
if(remaining != 0) {
countdown(remaining - 1);
}
}, 1000);
})(300);
It seems the issue with the existing code is a timing problem that results in multiple timeouts getting set simultaneously, some of which can then never be cleared because their id's get lost. It's easy to get into such a situation when you're setting up a new timeout for every iteration. So, as I mentioned, setInterval() is a better choice here. Below is a solution using setInterval(). Also note that it's written so as to ensure that any existing interval is cleared before its id is overwritten (in the function clearAndSetInterval.)
(function (remaining) {
var interval;
var clearAndSetInterval = function () {
clearInterval(interval);
interval = setInterval(function (){
if (remaining <= 0) {
clearInterval(interval);
location.reload(true);
}
document.getElementById('countdown').innerHTML = remaining;
remaining = remaining - 1;
}, 1000);
};
$(document).on('shown.bs.modal', function(e) {
clearInterval(interval);
});
$(document).on('hide.bs.modal', function (e) {
clearAndSetInterval();
});
clearAndSetInterval();
})(300);

Chrome Extensions: Javascript not not running clearInterval();

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;
}
}

Change background images using setTimeout

I have 31 images and I want to display them one after another as the background of a div. I only want it to change when the user hovers over the div. My problem right now is that it just flips through all the images really fast. I am attempting to use setTimeout, but it isn't working. How can I make the delay work?
The name of the div is About_Me_Block and the images are called frame1.gif,frame2.gif ...etc
Here is my code:
function changeImg(counter) {
$('#About_Me_Block').attr("style", "background-image: url(playGif/frame" + counter + ".gif);");
}
$(document).ready(function() {
var hoverAnimate = []
"use strict";
$('#About_Me_Block').mouseenter(function() {
hoverAnimate[0] = true;
var counter = 0;
while (hoverAnimate[0]) {
console.log(counter);
setTimeout(changeImg(counter), 1000);
counter++;
if (counter === 32)
hoverAnimate[0] = false;
}
});
$('#About_Me_Block').mouseleave(function() {
hoverAnimate[0] = false;
$(this).attr("style", "background-image: url(play.jpeg);");
});
});
setTimeout doesn't wait for the function to end, it works lile threading in other languages.
To achieve a what you want, you need to call setTimeout from the changeImg function.
var counter = 0;
$(document).ready(function() {
var hoverAnimate = []
"use strict";
$('#About_Me_Block').mouseenter(function() {
hoverAnimate[0] = true;
counter = 0;
changeImg();
});
$('#About_Me_Block').mouseleave(function() {
hoverAnimate[0] = false;
$(this).attr("style", "background-image: url(play.jpeg);");
});
});
function changeImg() {
$('#About_Me_Block').attr("style", "background-image: url(playGif/frame" + counter + ".gif);");
counter++;
if (counter < 32 && hoverAnimate[0]) {
setTimeout(changeImg, 1000);
} else {
hoverAnimate[0] = false;
}
}
the reason they happen all at once is because while statement doesn't have delay, so all setTimeout will be set up at the same time, thus, calling changeImg all at once.
To solve this problem, you can replace setTimeout with setInterval. Instead of using while, you can just call setInterval like
var counter = 0;
var myTimer = setInterval(changeImg, 1000);
and update counter inside changeImg every time it gets called. After looping, don't forget to
clearInterval(myTimer)
It seems you need to read up on how setTimeout works. It essentially places a reminder to run a function after a given amount of milliseconds have passed. So, when you do setTimeout(changImg(counter), 1000) you are calling changImg(counter) which returns undefined. Therein producing this setTimeout(undefined, 1000) which is why it flips really fast.
So, you can use bind to allow the function to be called later with that parameter built in. Also, make sure you remove the reminders once done with clearTimeout.
function changeImg(counter) {
$('#About_Me_Block').attr("style", "background-image: url(playGif/frame" + counter + ".gif);");
}
$(document).ready(function() {
var hoverAnimate = false, id;
function loop(counter) {
if(hoverAnimate || counter < 32) {
changeImg(counter);
id = setTimeout(loop.bind(this, counter++), 1000);
}
}
$('#About_Me_Block').mouseenter(function() {
hoverAnimate = true;
id = setTimeout(loop.bind(this, 0), 1000);
});
$('#About_Me_Block').mouseleave(function() {
hoverAnimate = false;
// Don't want a reminder for a random counter to wake up.
clearTimeout(id);
$(this).attr("style", "background-image: url(play.jpeg);");
});
});
Two methods for timers - setTimeout and SetInterval (single / repeating)
// setInterval is also in milliseconds
var intervalHandle = setInterval(<yourFuncToChangeImage>,5000);
//this handle loop and make example loop stop
yourelement.yourEvent = function() {
clearInterval(intervalHandle);
};

Javascript Countdown that loads ahref

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.

Set and hold a variable in javascript

I have three javascript functions:
function updateTest() {
if (totalmin == "0") {
coolvar = "start";
} else {
coolvar = "stop";
}
}
setInterval(updateTest, 1000)
var audvar = setInterval(function () {
cooltrigger()
}, 60000);
function cooltrigger() {
updateaudio(coolvar);
}
I need to design another function that checks the state of coolvar for the same interval, but updates html code the once upon coolvar=start. It then should hold and not update this variable for 60 seconds and then returns to the previous state.
function updateaudio(coolvar) {
var a_str;
if (coolvar == "start") {
a_str = '<audio autoplay source src="audio/coolsound.mp3" type="audio/mpeg"></audio>';
}
if (coolvar == "stop") {
a_str = '<!--Coolsound will only go off at 0:00 timer -->';
}
document.getElementById('audio_span').innerHTML = a_str;
}
//setTimeout(updateaudio, 6000);
At the moment using the current code, coolvar will be checked once every 60 seconds then update a_str. I wanted to check coolvar every second but update a_str only once upon first triggering updateaudio.
What am I doing wrong? Is there another way to achieve this?

Categories