i'm a newbie here. I know there is similar question on this but still i don't get it. Sorry for that. I'm hoping for an answer on this.
I have a 30 seconds countdown timer. How to prevent it from resetting?
Here is the code:
<html>
<body>
<div id="timer"></div>
<script>
var count = 1801; // 30 seconds
var counter = setInterval(timer, 1000); //1000 will run it every 1 second
function timer() {
count = count - 1;
if (count == -1) {
clearInterval(counter);
document.getElementById("submittime").click();
return;
}
var secondcount = count;
var seconds = count % 60;
var minutes = Math.floor(count / 60);
var hours = Math.floor(minutes / 60);
minutes %= 60;
hours %= 60;
document.getElementById("timer").innerHTML = hours + ":" + minutes + ":" + seconds;
}
</script>
</body>
</html>
I want to use the code above and merge it to this.
Currently this code is a timer from 0 to 10 and not being refreshed by the browser. I dont know how to do it with hour, minute, second.
<body>
<div id="divCounter"></div>
<script type="text/javascript">
if(localStorage.getItem("counter")){
if(localStorage.getItem("counter") >= 10){
var value = 0;
}else{
var value = localStorage.getItem("counter");
}
}else{
var value = 0;
}
document.getElementById('divCounter').innerHTML = value;
var counter = function (){
if(value >= 10){
localStorage.setItem("counter", 0);
value = 0;
}else{
value = parseInt(value)+1;
localStorage.setItem("counter", value);
}
document.getElementById('divCounter').innerHTML = value;
};
var interval = setInterval(function (){counter();}, 1000);
</script>
</body>
Usually the client side javascript is reloaded when the page is reloaded. that's how it works. According to my knowledge the best way is to,
Store the countdown value in a Cookie or Local Storage and on page load continue from that value.
This approach uses localStorage and does not Pause or Reset the timer on page refresh.
<p id="demo"></p>
<script>
var time = 30; // This is the time allowed
var saved_countdown = localStorage.getItem('saved_countdown');
if(saved_countdown == null) {
// Set the time we're counting down to using the time allowed
var new_countdown = new Date().getTime() + (time + 2) * 1000;
time = new_countdown;
localStorage.setItem('saved_countdown', new_countdown);
} else {
time = saved_countdown;
}
// Update the count down every 1 second
var x = setInterval(() => {
// Get today's date and time
var now = new Date().getTime();
// Find the distance between now and the allowed time
var distance = time - now;
// Time counter
var counter = Math.floor((distance % (1000 * 60)) / 1000);
// Output the result in an element with id="demo"
document.getElementById("demo").innerHTML = counter + " s";
// If the count down is over, write some text
if (counter <= 0) {
clearInterval(x);
localStorage.removeItem('saved_countdown');
document.getElementById("demo").innerHTML = "EXPIRED";
}
}, 1000);
</script>
Related
I am trying to add a countdown timer to my Shopify checkout using Google Optimize. I got this to work using the following HMTL & JS. Taken from here
However once the timer finishes and I reload the page it starts from 17 seconds instead of 5 minutes.
Is there a way to get this to repeat the timer from 5 minutes once it hits 0?
document.getElementById('timer').innerHTML =
05 + ":" + 00;
startTimer();
function startTimer() {
var presentTime = document.getElementById('timer').innerHTML;
var timeArray = presentTime.split(/[:]+/);
var m = timeArray[0];
var s = checkSecond((timeArray[1] - 1));
if(s==59){m=m-1}
if(m<0){
return
}
document.getElementById('timer').innerHTML =
m + ":" + s;
console.log(m)
setTimeout(startTimer, 1000);
}
function checkSecond(sec) {
if (sec < 10 && sec >= 0) {sec = "0" + sec}; // add zero in front of numbers < 10
if (sec < 0) {sec = "59"};
return sec;
}
<div>Your cart is reserved for <span id="timer"></span></div>
If you could give the answer like you are talking to a complete beginner it would be greatly appreciated.
Looks like I have a lot to learn!
Welcome to StackOverflow. This should help out...
//JAVASCRIPT
startTimer(5); // SPECIFY AMOUNT OF MINUTES OR NO PARAMETER FOR DEFAULT 5
function startTimer(minutes = 5){
var timeout = minutes * 60000;
var ms = timeout;
var interval = setInterval(function(){
ms -= 1000;
if(ms >= 0) {
var d = new Date(1000*Math.round(ms/1000));
document.getElementById('timer').innerHTML = getMS(d);
} else {
startTimer(5); // MAKE TIMER RESTART AGAIN FOR 5 MINS
// clearInterval(interval); // TO MAKE TIMER STOP UPON REACHING 0:00
}
}, 1000);
}
function getMS(d){
return pad(d.getUTCMinutes()) + ':' + pad(d.getUTCSeconds());
}
function pad(i) {
return ('0'+i).slice(-2);
}
<!--HTML -->
<body>
<div>Your cart is reserved for <span id="timer"></span></div>
</body>
In javascript the setInterval function allow you to make anything you want every fixed ms.
interval = setInterval(() => {
console.log('Waited for 5m');
// Do whatever you want
console.log('Waiting for 5m again...');
}, 300000);
// To stop the interval
clearInterval(interval);
Im creating a countdown timer which starts at 3mins and 30secs.
When the timer reaches 0 the initial 3:30 timer will be repeated.
This happens until the user presses a button, which will add 1:45 to the timer and pause the timer until the user decides to resume the timer from the new value. Eg ( 3:30 + 1:45 = 5:15).
Now I have got the first 2 step to work with my current code, but I'm having a lot of issues with the 3rd part. Once the user clicks the add 1.45 button the count works, but only up until a certain point. After this point it will start to display a negative integer.
I'm sure there is an easier way to write this code. I have really overcomplicated this. Any suggestions would be appreciated.
//Define vars to hold time values
let startingMins = 3.5;
let time = startingMins * 60;
//define var to hold stopwatch status
let status = "stopped";
//define var to holds current timer
let storeTime = null;
//define Number of sets
let setNum = 1;
//Stop watch function (logic to determin when to decrement each value)
function stopwatch () {
minutes = Math.floor(time / 60);
let seconds = time % 60;
seconds = seconds < 10 ? '0' + seconds : seconds;
storeTimer = minutes + ":" + seconds; //Store time in var
storeTime = minutes + "." + seconds; //Store time in var
//Display updated time values to user
document.getElementById("display").innerHTML = storeTimer;
time--;
// When timer reachers 0 secs the inital 3:30 countdown will begin again.
if (time <= 0) {
startingMins = 3.5;
time = startingMins * 60;
minutes = Math.floor(time / 60);
seconds = time % 60;
seconds = seconds < 10 ? '0' + seconds : seconds;
setNum++;
//console.log(setNum);
}
}
function StartStop() {
if(status === "stopped") {
//start watch
interval = window.setInterval(stopwatch, 100);
var startButton = document.getElementById("start");
document.getElementById("start").innerHTML = "Pauce";
//startButton.style.display = "none"
status = "start";
//console.log(time);
}
else {
window.clearInterval(interval);
document.getElementById("start").innerHTML = "Start";
status = "stopped";
console.log(storeTime);
}
}
function pauceAdd () {
if(status === "stopped") {
//start watch
interval = window.setInterval(stopwatch, 1000);
var zukButton = document.getElementById("pauceAdd");
status = "start";
}
else {
window.clearInterval(interval);
status = "stopped";
console.log("store time " + storeTime);
let time = +storeTime + +1.45; //store time is 3.30 adding 4.75
console.log("store time2 " + time); // correct result 4.75
minutes = Math.floor(time);/// convert time from Mins (4.75) to seconds (475)
let seconds = time % 60; // 5
if (seconds < 60 ) { // if the Stored time is greater than 60 secs add 1 minute to the timer
minutes++;
seconds = seconds * 100;
console.log("secs updated = " + seconds ); // seconds updated (475)
if (seconds <= 460) {
seconds = Math.floor(seconds - 460);
console.log("seconds 2 == " + seconds)
}
else if (seconds > -60) { // Stuck here
seconds = seconds + 60;// Stuck here
}// Stuck here
else {
seconds = Math.floor(seconds - 460);
console.log("seconds 2 = " + seconds)
}
}
if (seconds < 1) {
seconds = seconds + 60;
minutes = minutes - 1;
}
seconds = seconds < 10 ? + seconds : seconds;
console.log("mins updated = " + minutes + "__________________________-");
//Display updated time values to user
document.getElementById("display").innerHTML = minutes + ":" + seconds;
}
}
function reset () {
//window.clearInterval(storeTime);
window.clearInterval(interval);
startingMins = 3.5;
time = startingMins * 60;
minutes = Math.floor(time / 60);
seconds = time % 60;
seconds = seconds < 10 ? '0' + seconds : seconds;
status = "stopped";
setNum = 1;
var startButton = document.getElementById("start");
startButton.style.display = "inline-block";
document.getElementById("display").innerHTML = "3:30";
document.getElementById("start").innerHTML = "Start";
}
I might have taken the requirements a bit too literally:
Im creating a countdown timer which starts at 3mins and 30secs.
When the timer reaches 0 the initial 3:30 timer will be repeated.
This happens until the user presses a button, which will add 1:45 to the timer and pause the timer until the user decides to resume the
timer from the new value. Eg ( 3:30 + 1:45 = 5:15).
There's a trick to countdown timers. You have to use timestamps to find out how much time ACTUALLY elapsed. You can't trust that your interval will fire exactly every second. In fact, it almost always fires a bit later (in my tests, about 2-3 milliseconds, but I was logging to the console as well, so that might have skewed the test).
let interval, timestamp;
let countdown = 210000;
document.addEventListener("DOMContentLoaded", () => {
document
.querySelector("button")
.addEventListener("click", (event) => toggleState(event.target));
});
function toggleState({ dataset }) {
timestamp = Date.now();
if (dataset.state == "running") {
clearInterval(interval);
countdown += 105000;
updateDisplay(dataset, "paused");
} else {
interval = setInterval(() => updateCountdown(dataset), 100);
updateDisplay(dataset, "running");
}
}
function updateCountdown(dataset) {
const now = Date.now();
countdown -= now - timestamp;
if (countdown <= 0) countdown = 210000;
timestamp = now;
updateDisplay(dataset, "running");
}
function updateDisplay(dataset, label) {
dataset.state = label;
dataset.time = `(${new Date(countdown).toISOString().slice(14, 19)})`;
}
button::before {
content: attr(data-state);
}
button::after {
content: attr(data-time);
padding-left: 0.5em;
}
<link href="https://cdnjs.cloudflare.com/ajax/libs/skeleton/2.0.4/skeleton.min.css" rel="stylesheet" />
<button data-state="stopped" data-time="(03:30)"></button>
I have a countdown in js and I can't add a trick I would like.
When the counting ends, it does not stop. Negative numbers start and instead I would like it to stop at 0 once the time has expired. How can I?
var counter = null;
window.onload = function() {
initCounter();
};
function initCounter() {
// get count from localStorage, or set to initial value of 1000
count = getLocalStorage('count') || 1000;
counter = setInterval(timer, 1000); //1000 will run it every 1 second
}
function setLocalStorage(key, val) {
if (window.localStorage) {
window.localStorage.setItem(key, val);
}
return val;
}
function getLocalStorage(key) {
return window.localStorage ? window.localStorage.getItem(key) : '';
}
function timer() {
count = setLocalStorage('count', count - 1);
if (count == -1) {
clearInterval(counter);
return;
}
var seconds = count % 60;
var minutes = Math.floor(count / 60);
var hours = Math.floor(minutes / 60);
minutes %= 60;
hours %= 60;
document.getElementById("countdown").innerHTML = hours + " ore " + minutes + " min " + seconds + " sec";
}
The problem is that you were putting count with -1 value in LocalStorage.
count = setLocalStorage('count', count - 1);
And after page reload you kept subtracting 1 from -1 and you got -2, which your condition count == -1 couldn't catch. Solution is to put next count value in LocalStorage after you check if need to continue your timer or not.
<script type="text/javascript">
let count = 0;
let counter = null;
window.onload = function() {
initCounter();
};
function initCounter() {
// get count from localStorage, or set to initial value of 1000
count = Number(getLocalStorage('count')) || 5;
counter = setInterval(timer, 1000); //1000 will run it every 1 second
}
function setLocalStorage(key, val) {
if (window.localStorage) {
window.localStorage.setItem(key, val);
}
return val;
}
function getLocalStorage(key) {
return window.localStorage ? window.localStorage.getItem(key) : '';
}
function timer() {
const nextCount = count - 1
if (nextCount < 0) {
clearInterval(counter);
return;
}
count = setLocalStorage('count', nextCount);
const seconds = count % 60;
let minutes = Math.floor(count / 60);
let hours = Math.floor(minutes / 60);
minutes %= 60;
hours %= 60;
document.getElementById("timer").innerHTML = hours + " ore " + minutes + " min " + seconds + " sec";
}
</script>
<div id="timer"></div>
Hope it helps :)
Change this:
if (count == -1) {
clearInterval(counter);
return;
}
To this:
if (count < 0) {
clearInterval(counter);
localStorage.removeItem('count');
return;
}
Always make your conditions as strict as you can, or you will run into trouble. You don't actually care that it's equal to -1. You care that it's below 0.
In your original code, it stops fine when the page is loaded without localStorage. But at the end, you set the localStorage to -1. When you refresh, you set it to -2 (count - 1) and start the counter going into the negatives. Your condition is never checked against that -1 value which was stored.
I want to refresh when countdown reaches zero.
window.location.reload();
So I added a refresh to countdown <= 0.
However, the refresh is infinite.
How can I do a single refresh after the countdown reaches zero?
The refresh script is:
$(document).ready(function() {
endTimeCheck();
window.setInterval(function() {
endTimeCheck();
}, 1000);
});
var timestamp = Math.floor(Date.now() / 1000);
function endTimeCheck() {
$("span[name='betStatus']").each(function() {
var $span = $(this);
var play_timestamp = parseInt($(this).attr("timestamp"));
var countdown = play_timestamp - timestamp - 32700;
if (countdown <= 0) {
if (!$span.hasClass('closed')) {
$span.css("color", "#FF5733").css("font-weight", "bold").text("finish");
var tdObj = $span.parents('.event-list-item').addClass("disable");
window.location.reload();
}
}
// 30분
else if (countdown < 1800) {
var minute = Math.floor(countdown / 60);
var second = countdown % 60;
if (second < 10) {
second = "0" + second;
}
$(this).css("color", "DarkOrange").css("font-weight", "bold").text(minute + ":" + second);
}
// 1시간
else if (countdown <= 3600) {
var minute = Math.floor(countdown / 60);
var second = countdown % 60;
if (second < 10) {
second = "0" + second;
}
$(this).css("font-weight", "bold").text(minute + ":" + second);
}
});
timestamp++;
}
I think the best way to achieve this is using cookies.
When your countdown reach 0, you set a cookie (ie: refreshed, true).
Don't forget to check if the cookie doesn't exists before your countdown function.
document.cookie = 'refreshed=true';
You can also set an expiration time if you want your function to be re-enabled every 2hs.
var now=new Date();
var expireTime=new Date();
expireTime.setHours(now.getHours()+2);
document.cookie = 'refreshed=true; expires='+expireTime.toGMTString();
I need to create a javascript timer that will count down to the next 5 minutes.
For example let's say the time is 00:07:30, the time will say 02:30
if the time is 15:42:00 the timer will say 03:00
I can't really think of any good way to du this.
thank you.
There are many ways to do this. My idea is to find out the reminder of current time divide by five minutes (300 seconds).
Demo : http://jsfiddle.net/txwsj/
setInterval(function () {
var d = new Date(); //get current time
var seconds = d.getMinutes() * 60 + d.getSeconds(); //convet current mm:ss to seconds for easier caculation, we don't care hours.
var fiveMin = 60 * 5; //five minutes is 300 seconds!
var timeleft = fiveMin - seconds % fiveMin; // let's say now is 01:30, then current seconds is 60+30 = 90. And 90%300 = 90, finally 300-90 = 210. That's the time left!
var result = parseInt(timeleft / 60) + ':' + timeleft % 60; //formart seconds back into mm:ss
document.getElementById('test').innerHTML = result;
}, 500) //calling it every 0.5 second to do a count down
Instead you could try using window.setInterval() like this:
window.setInterval(function(){
var time = document.getElementById("secs").innerHTML;
if (time > 0) {
time -= 1;
} else {
alert ("times up!");
//or whatever you want
}
document.getElementById("secs").innerHTML = time;
}, 1000);
const startMinutes = 1
let time = startMinutes * 60
const updateCountDown = () => {
const t = setInterval(() => {
const minutes = Math.floor(time / 60)
const seconds = time % 60
const result = `${parseInt(minutes)}:${parseInt(seconds)}`
document.getElementById('test').innerHTML = result
time--
if (minutes === 0 && seconds === 0) {
clearInterval(t)
}
}, 1000)
}
If you want to do a timer on your webpage, you can try to use something like this:
<html>
<head>
<script type="text/javascript">
var now = new Date().getTime();
var elapsed = new Date().getTime() - now;
document.getElementById("timer").innerHtml = elapsed;
if (elapsed > 300000 /*milliseconds in 5 minutes*/) {
alert ("5 minutes up!");
//take whatever action you want!
}
</script>
</head>
<body>
<div id="timer"></div>
</body>
</html>