javascript timer keeps reseting too soon (not working) - javascript

// This timer keeps reseting back to 2:00 after it reaches 1 minute. Also i do not get a notification that says times up at the right time. Can someone please correct the code. Also the stop/resume timer button also has to stay functional.
var isRunning = false;
var ticker; //this will hold our setTimeout
var seconds,
minutes;
function countdown(mins, secs) {
//i made these global, so we can restart the timer later
seconds = secs || 60; //if user put in a number of minutes, use that. Otherwise, use 60
minutes = mins;
console.log('time stuff',mins,secs,minutes,seconds)
function tick() {
var counter = document.getElementById("timer");
var current_minutes = mins - 1
seconds--;
counter.innerHTML =
current_minutes.toString() + ":" + (seconds < 10 ? "0" : "") + String(seconds);
if (seconds < 1 && minutes) {
//seconds reached 0, and still minutes left;
seconds=60;
minutes--;
}
if ((seconds > 0 || minutes > 0) && isRunning) {
ticker = setTimeout(tick, 1000);
} else if(isRunning){
console.log(seconds,minutes,isRunning)
alert('Time\'s up, brah!')
}
}
tick();
}
function timeToggle() {
isRunning = !isRunning; //if it's false, set it true. If it's true, set it false.
if (!isRunning) {
clearTimeout(ticker); //or whatever else you set the initial timeOut to.
} else {
//not running! and time is defined;
var sec = seconds||60;
console.log('def!',minutes, sec)
countdown(minutes, sec);
}
}
isRunning = true;
countdown(2);
<div id="timer">2:00</div>
<button onclick="timeToggle()">Stop time</button>

There is a small flaw in your logic.
During the countdown initialization your doing
seconds = secs || 60;
Which effectively add 60 seconds to the time you want if you don't initialize the seconds. see:
function countdownInit(mins, secs) {
seconds = secs || 60;
minutes = mins;
console.log(mins + 'min ' + seconds + 'sec');
}
countdownInit(1, 30) // ok
// 1min 30sec
countdownInit(1) // not ok
// 1min 60sec
// thats 2 minutes
The second issue here is that you use a var current_minutes that equals minutes - 1 to display the time. So you are not showing the real counter.
the fix is as follow:
function countdown(mins, secs) {
seconds = secs;
minutes = mins;
// if secs is 0 or uninitialized we set seconds to 60 and decrement the minutes
if(!secs) {
minutes--;
seconds = 60;
}
function tick() {
var counter = document.getElementById("timer");
seconds--;
// we use minutes instead of current_minutes in order to show what's really in our variables
counter.innerHTML =
minutes.toString() + ":" + (seconds < 10 ? "0" : "") + String(seconds);
// rest of code
}
// rest of code
}
I tried to keep as much as your code as possible.

Related

Adding time on button click to a count down timer

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>

Calls a timer which starts from 00m:00s after certain time

I am trying to make a start a timer clock MM:SS after a certain given interval on page.
I have tried setinterval function but the time it is showing resets after 3 seconds......i wanted it to be call the function only once so the internal function "TIMER CLOCK" keeps going on
setInterval(function timerx(){
var timer = setInterval(clock, 1000);
var msec = 00;
var sec = 00;
var min = 00;
function clock() {
msec += 1;
if (msec == 60) {
sec += 1;
msec = 00;
if (sec == 60) {
sec = 00;
min += 1;
if (sec % 2 == 0) {
alert("Pair");
}
}
}
document.getElementById("timer").innerHTML = min + ":" + sec + ":" + msec;
}
}, 3000); //3000 value could be change
Its like i have a certain amount of time suppose 5 minutes or 300 seconds
i want the timer to be started after 300 seconds and keep on going
Change the outer setInterval() to setTimeout(). The outer timeout only has run one time per your question. That is what setTimeout() is designed to do.

How do I subtract time from a timer in Javascript if a certain condition is true?

I am making a riddle, where the people who try to solve it have 45 minutes to solve the riddle, and when they don't answer correctly, I want the timer to go down five minutes, to prevent them from just guessing the answers. How could I do it, I am very new to using javascript, this is the first time I'm working with it.
function startTimer(duration, display) {
var start = Date.now(),
diff,
minutes,
seconds;
var cat1 = ($("input[#name=Verdachte]:checked").val() != "2");
var cat2 = ($("input[#name=Moordwapen]:checked").val() != "4");
function timer() {
diff = duration - (((Date.now() - start) / 1000) | 0);
minutes = (diff / 60) | 0;
seconds = (diff % 60) | 0;
minutes = minutes < 10 ? "0" + minutes : minutes;
seconds = seconds < 10 ? "0" + seconds : seconds;
display.textContent = minutes + ":" + seconds;
if (diff <= 0) {
start = Date.now() + 1000;
}
};
timer();
setInterval(timer, 1000);
}
window.onload = function () {
var fortyfiveMinutes = 60 * 45,
display = document.querySelector('#time');
startTimer(fortyfiveMinutes,display);}
I want the timer to go down five minutes when cat1 is true, and/or when cat2 is true.
Inside of timer, just check the input, and if it is true, disable the input and increase the time:
var cat1 = $("input[#name=Verdachte]:checked");
if(cat1.val() === "2") {
cat1.val("you are right :)");
cat1.attr("disabled", true);
start -= 1000 * 60 * 5;
}
//...
... that would be even more elegant with event handlers ...

how to change text when coundown zero

Hello my countdown not Stop at zero i need to change my test when countdown going to zero, This countdown start again after zero value i need to replace value after countdown is zero ..... $countdown = 50
function startTimer(duration, display) {
var start = Date.now(),
diff,
minutes,
seconds;
function timer() {
// get the number of seconds that have elapsed since
// startTimer() was called
diff = duration - (((Date.now() - start) / 1000) | 0);
// does the same job as parseInt truncates the float
minutes = (diff / 60) | 0;
seconds = (diff % 60) | 0;
minutes = minutes < 10 ? "0" + minutes : minutes;
seconds = seconds < 10 ? "0" + seconds : seconds;
display.textContent = minutes + ":" + seconds;
if (diff <= 0) {
// add one second so that the count down starts at the full duration
// example 05:00 not 04:59
start = Date.now() + 1000;
}
};
// we don't want to wait a full second before the timer starts
timer();
setInterval(timer, 1000);
}
window.onload = function () {
var fiveMinutes = <?php echo $countdown?>
display = document.querySelector('#time');
startTimer(fiveMinutes, display);
};
PHP In body
if ($countdown>3){
echo "Next Submit: Wait <span id='time'></span>";
}else{
echo "Next Submit: READY....!";
}
You should save the setInterval() call to a variable.
var myTimer = setInterval();
This way you can reference it later. Then, you can have a call within your function to check for a certain condition (in your case when the countdown reaches 0) and then use clearInterval() to end the timer.
Topic covering clearInterval()

javascript count down timer flickering on calling more than once

function countdown(element, minutes, seconds) {
// set time for the particular countdown
var time = minutes*60 + seconds;
var interval = setInterval(function() {
var el = document.getElementById(element);
// if the time is 0 then end the counter
if(time == 0) {
//el.innerHTML = "countdown's over!";
// document.getElementById("timer").style.visibility="hidden";
clearInterval(interval);
return;
}
var hour=Math.floor( time / (60*60) );
if (hour < 10) hour = "0" + hour;
var minutes = 0;
if(time>=60 && hour>0)
minutes=Math.floor( (time / 60 )-60);
else{
minutes=Math.floor( (time / 60 ));
}
if (minutes < 10) minutes = "0" + minutes;
var seconds = time % 60;
if (seconds < 10) seconds = "0" + seconds;
// var text = hour+":"+minutes; //+ ':' + seconds;
var text = minutes; //+ ':' + seconds;
el.innerHTML = text;
time--;
}, 1000);
}
when i am calling the method 2wice, its creating flickering effect.
i.e. countdown(element, 50, 0);
it count downs but if i call it again i.e. countdown(element, 35, 0); it is flicks showing both the countddowns
You need to cancel the interval when the plugin initializes if you are going to call it on the same element. Otherwise you are running two intervals at once.
I'd suggest returning the interval from your function and allowing yourself to pass that interval in as a parameter. That way you can always cancel the interval before starting it (in case there is already one going). If you pass null for the interval var, you can still run clearInterval() without throwing errors.
For example:
function countdown(element, minutes, seconds, interval) {
// set time for the particular countdown
var time = minutes*60 + seconds;
clearInterval(interval);
return setInterval(function() {
...
Your first call could be:
var savedInterval = countdown('some-ele-id', 1, 1, null);
And your second call could be:
var interval = countdown('some-ele-id', 1, 1, savedInterval);
Another solution would be to save the interval as a global variable and cancel it without passing it as a parameter inside your plugin.
An alternative to avoid modify your code is:
var interval;
...
function countdown(element, minutes, seconds) {
// set time for the particular countdown
var time = minutes*60 + seconds;
interval = setInterval(function() {
...
And in your second call:
clearInterval(interval);
countdown(element, 35, 0);

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