adding simple countdown (as numbers) to my php script - javascript

i have php page that i want to run simple countdown 60 seconds in a certain area of my page (in the footer) because i have auto refresh code to refresh the page every 60 seconds so i want to show to users that 60, 59, 58, 57.... just a text rolling countdown until it refreshes so it will start again. easy and simple, no need for complete count down scripts as shown online in many sites...
what i could think is a gif animated small icon, that can work but if possible not add an image is better, i just want normal size text as numbers running from 60 to 0 then looping again (even if no looping is fine... page will be refreshed anyway)
what to do?

You cannot do this with PHP since it is server side . You can create using javascript. Please try this code:
<div id="timer">##</div>
<button id="starter" onclick="start('60');">start</button>
<script>
var tme = document.getElementById("timer");
var bt= document.getElementById("starter");
var counting = false;
function start(count) {
//console.log(counting);
if (!counting) {
counting = true;
tme.innerHTML = count;
var timer = setInterval(function() {
if (count >= 0) {
tme.innerHTML = count;
count--;
} else {
clearInterval(timer);
count = arguments[0];
counting = false;
}
}, 400);
}
}
</script>
Hope this will help

Related

How to reset game score and button text

I'm making a whack a mole game for a school project and I've gotten the actual game to work, however I'm having an issue resetting the game once the 30 second timer runs out. The game is made with javascript and p5.js and as of right now when you load the page, the game div display is set to hidden, but when you click "begin" the display changes to block and the timer starts (the game is on github for reference https://abm96testgithub.github.io/whackamole/). When the 30 seconds are up, the "begin" button changes to "reset" and the game display goes back to "none" (both done using document.getElementByID).
Is there a way to make it so that when the player hits "reset" the entire page will reload or so that the button will read "begin" again and the score will reset?
I know I can make a separate reset button with a function for this, but I feel like it would mess up the aesthetic of the page to have two buttons.
The html for the button when the page first loads is
<button id="startButton" onclick="startGame();startTimer()">Begin!</button>
and the javascript for it is
function startGame() {
document.getElementById('sketch-holder').style.display = "block";
}
function countdown () {
var startCountdown = setInterval(function() {
document.getElementById('timerVar').innerHTML = counter + "s";
counter--;
if (counter < 0) {
clearInterval(startCountdown);
document.getElementById('sketch-holder').style.display = "none";
document.getElementById('startButton').innerHTML = "Reset";
}
}, 1000)
}
function startTimer() {
if (timerOn === false) {
timerOn = true;
countdown();
}
}
It's a little strange to use setInterval() when you're using P5.js. P5.js has its own internal timing mechanisms, which we talked about in your last question.
Instead of using setInterval(), I'd use the millis() function or the frameCount variable to perform timing logic. See my code in my answer to your last question:
function setup() {
createCanvas(200,200);
background(32);
}
function draw(){
// 60 frames is 1 second
if(frameCount % 60 == 0){
ellipse(random(width), random(height), 25, 25);
}
}
This code draws a circle once per second. This is just an example, but you could do something very similar to reset your game after 30 seconds.
Then to reset your game, all you really need to do is set any variables you're using back to their default values. Try writing a reset() function that does exactly that.
If I understood right, Instead of Button You can go witha a tag with void href then on click you can add href="javascript:window.location.href=window.location.href" which will reload the page.
function startGame() {
document.getElementById('sketch-holder').style.display = "block";
}
function countdown () {
var startCountdown = setInterval(function(){
document.getElementById('timerVar').innerHTML = counter + "s";
counter--;
if (counter < 0) {
clearInterval(startCountdown);
document.getElementById('sketch-holder').style.display = "none";
document.getElementById('startButton').innerHTML = "Reset";
document.getElementById('startButton').setAttribute("href", 'javascript:window.location.href=window.location.href"');
}
}, 1000)
}
function startTimer() {
if (timerOn === false) {
timerOn = true;
countdown();
}
}
Begin!

Javascript: Countdown by animation.width()

I am currently trying to make a visual countdown for my user for when the animation is finished. My current attempt looks somewhat like this:
function setClassAndFire(){
timer = setInterval(function () {
t--;
$(this).attr('class', 'timerAnimation');
countdownTimer();
if (t === 0) {
clearInterval(timer);
timer = undefined;
funcForCall();
}
}, 1000);
}
function countdownTimer(){
var timerCurrentWidth = $('.timerAnimation').width(),
timerMaxWidth = $("#awardQueueText").width(),
pxPerSecond = timerMaxWidth / 60,
currentCountdown = timerCurrentWidth / pxPerSecond;
currentCountdown = Math.round(currentCountdown);
document.getElementById("timer").innerHTML = "<span style='white-space : nowrap;'>Animation ends in:</br></span>"+
"<span style='white-space : nowrap;'>" + currentCountdown + " sec.</span>";
}
Important to know is that the animation only displays the time until we may be able to send an API call. So the animation will be re-engaged if we have something in queue.
So as you can see my current attempt works, but is some-what cluncky:
The countdown sometimes fails to subtract a second and "fixes"
that with a 2 seconds subtract in the next attempt.
This is probably caused by the Math.round() for currentCountdown, but is there a work around for that? I mean I have the max possible width of the animation object and can seperate it from the current width.
Is there a way to bring it to work? We need to relate the timer to the animation to achive desired behavior. So when the animation count hits 25, I want that the displayed number is 25 as well!
You got this problem because you got the number from the width andh the width can't have decimals (or better, they can be but they are gonna be truncated sometimes).
So my suggestion is to use a differente variable for the number you will show and the width of the DOM element.
It seems to me that the variable t is what I am talking about, so just try to use it.
function setClassAndFire(){
timer = setInterval(function () {
t--; //What is t?
$(this).attr('class', 'timerAnimation');
countdownTimer(t);
if (t === 0) {
clearInterval(timer);
timer = undefined;
funcForCall();
}
}, 1000);
}
function countdownTimer(t){
document.getElementById("timer").innerHTML = "<span style='white-space : nowrap;'>Animation ends in:</br></span>"+
"<span style='white-space : nowrap;'>" + t+ " sec.</span>";
}

Load popup after 30 seconds of browsing

I have a popup which is loaded after 30 seconds of viewing the homepage. Is it possible to have it load after 30 seconds of browsing the site and not just a particular page?
Thanks.
Update:
Current code still only loads the box after 30 seconds on each page load
var myDaemon = '';
localStorage.setItem('myTimestamp', Date.now());
if(myDaemon) clearInterval(myDaemon);
myDaemon = setInterval(function(){
var TimeDiffinSeconds = (Date.now() - localStorage.myTimestamp) / 1000;
if( TimeDiffinSeconds > 30){
requestcallback();
clearInterval(myDaemon);
localStorage.myTimestamp = Date.now();
}
},1000);
function requestcallback(){
// localStorage.clear();
var popup
if(localStorage["popup"] != null){
var timestamp = new Date().getTime(),
last_here = new Date();
last_here.setTime(localStorage["popup"]);
var current = last_here.getTime() + (7 * 24 * 60 * 60 * 1000);
if(current < timestamp){
popup = setTimeout(showPopup, 1);
}
}
else{
popup = setTimeout(showPopup, 1);
}
function showPopup(){
jQuery('.overlay').fadeIn();
clearTimeout(popup);
}
jQuery('.overlay .close').click(function(){
jQuery('.overlay').fadeOut();
var current = new Date().getTime();
localStorage["popup"] = current;
});
}
You could use Local Storage in order to save a time-stamp the moment the user visits the site , and then code a simple SetInterval to check that timestamp in specific intervals. If the difference between the current timestamp and the one saved is more than 30 seconds , you can launch your popup.
This is tricky with Javascript though. Depending on your Sites Design a different Approach is required. Also if it is for Security reasons , this is best done with AJAX and Validation through a Server. Javascript can be easily manipulated / prevented from a user and your code can be easily avoided.
A simple Example to get you going :
At your index page insert the following code :
<script>
var myDaemon = '';
localStorage.setItem('myTimestamp', Date.now());
</script>
We have declared a "var myDaemon = '';" so that we can hold our Daemons IDs in there and effectively Clearing them from any of our pages later.
Then at the Pages that you want to check for activity insert the following code :
if(myDaemon) clearInterval(myDaemon);
myDaemon = setInterval(function(){
var TimeDiffinSeconds = (Date.now() - localStorage.myTimestamp) / 1000;
if( TimeDiffinSeconds > 30){
alert('You have been browsing for more than 30 Seconds');
clearInterval(myDaemon);
localStorage.myTimestamp = Date.now();
}
},1000);
The if(myDaemon) clearInterval(myDaemon); is there to make sure we do not overlap Daemons and end up with a million of Alerts after visiting a few pages.
The clearInterval(myDaemon); after the alert is there to make sure that we stop the Daemon when we reach our goal.
The localStorage.myTimestamp = Date.now(); is there to make sure we reset our localstorage to a new Timestamp , in order to recalculate the activity of the user (if needed).
1) Define cookie functions (copy from w3school)
function setCookie(cname, cvalue, exdays) {...}
function getCookie(cname) {...}
function checkCookie() {...}
2) Create cookie if user doesn't have one
getCookie('user_first_visited') || setCookie('user_first_visited', Date.now());
3) Loop detecting if user visited over 30 seconds
if (!getCookie('user_popup_triggerred')) {
var loopDetect = setInterval(function(){
var TimePast = (Date.now() - getCookie('user_first_visited')) / 1000;
if( TimePast > 5){
alert('Browsed any page more than 5 Seconds');
clearInterval(loopDetect);
setCookie('user_popup_triggerred', 1);
}
}, 1000);
}
See jsfiddle, you can try it on two pages and you should not get popupBox on page reload after triggered once. Clean your browser cookie to try again.

Keep running a script when changing the page in HTML

So, let's say a I have two pages: "index.html" and "info.html".
In the page index.html, I have a button and a span. When the button is pressed, a countdown timer starts in that span - when the timer gets to zero, something happens. The issue is, if I start the countdown, then I go and check the info.html page, when I return to index.html, the timer resets. Of course this is caused by the script being unloaded when leaving index.html... but how to solve this? If i have something like 50 seconds remaining on the countdown, and I leave index.html, then I stay 30 seconds in the page info.html, when I come back I should have 20 seconds left.
Any ideas?
Just keep the timer information in local storage or session storage (see: Web Storage).
So for instance, on page load:
var countdownEndsAt = localStorage.getItem("countdownEndsAt");
if (countdownEndsAt) {
countdownEndsAt = +countdownEndsAt;
if (countdownEndsAt < Date.now() {
// It's already happened, decide what to do
}
}
if (!countdownEndsAt) { // Separate 'if' in case you decide to clear it in the "it's already happened" above
countdownEndsAt = Date.now() + 60000;
localStorage.setItem("countdownEndsAt", countdownEndsAt); // Gets converted to a string
}
countdownEndsAt now contains the time value at which the timer should go off.
You can save the time remaining in the local storage. When the page is refreshed the script will load the value from the local storage and start the timer with the new value:
function nonStopTimer(cb, seconds) {
var KEY = 'nonStopTimer'
var secsRemaining = localStorage[KEY];
if (!secsRemaining) {
secsRemaining = seconds;
}
setTimeout(function() {
localStorage[KEY] = null;
cb();
}, secsRemaining * 1000);
setInterval(function() {
secsRemaining -= 1;
localStorage[KEY] = secsRemaining;
}, 1000);
}

Javascript - Load a page 4 times then change on the 5th time

I'm making a rolling screen based in PHP, i use javascript to load a page every 10 seconds. Here is what I have so far:
<script>
setInterval(function(){
$('#container').fadeOut('slow').load('screener.php').fadeIn("slow");
},10000);
</script>
so i'm guessing I need a count to load either screener.php or if the count = 5, load alternate.php.
Yes, that is exactly what you need to do.
var counter = 0;
setInterval(function(){
if (counter % 5 === 0) {
$('#container').fadeOut('slow').load('alternate.php').fadeIn("slow");
} else {
$('#container').fadeOut('slow').load('screener.php').fadeIn("slow");
}
counter++;
},10000);

Categories