I have a list of videos, if the user clicks on one video then clicks on a second video before the first one has finished, the timer keeps going and second video changes when it shouldn't. I have tried using clearTimeout to stop the first video timer but it isn't doing anything.
var last_div = 0;
function getVid(div_num, vid_length, count, id)
{
clearTimeout(timer1)
time_limit = vid_length * 1000 + 4000; //plus 4000 is to account for the lagging of the youtube video loading
if(last_div == 0)
{
last_div = div_num;
document.getElementById("vid_div" + div_num).style.background="#DCE4EB";
}
else
{
document.getElementById("vid_div" + last_div).style.background="";
last_div = div_num;
document.getElementById("vid_div" + div_num).style.background="#DCE4EB";
}
player.loadVideoById(id);
player.setVolume(20);
if(div_num != count)
{
div_num++;
var timer1 = setTimeout(function(){
document.getElementById("vid_div" + div_num).onclick();
},
time_limit);
}
else
{
setTimeout(function(){
document.getElementById("vid_div" + div_num).style.background="";
},
time_limit);
}
}
var timer1 is a local variable. That is one of your problems. The other problem is the other setTimeout does not have a variable.
Change it to:
var last_div = 0,timer1;
function getVid(div_num, vid_length, count, id)
{
clearTimeout(timer1)
time_limit = vid_length * 1000 + 4000; //plus 4000 is to account for the lagging of the youtube video loading
if(last_div == 0)
{
last_div = div_num;
document.getElementById("vid_div" + div_num).style.background="#DCE4EB";
}
else
{
document.getElementById("vid_div" + last_div).style.background="";
last_div = div_num;
document.getElementById("vid_div" + div_num).style.background="#DCE4EB";
}
player.loadVideoById(id);
player.setVolume(20);
if(div_num != count)
{
div_num++;
timer1 = setTimeout(function(){
document.getElementById("vid_div" + div_num).onclick();
},
time_limit);
}
else
{
timer1 = setTimeout(function(){
document.getElementById("vid_div" + div_num).style.background="";
},
time_limit);
}
}
Related
Been twisting my head for a long time over this and can't seem to get it to work.
Basically trying to reset the timer when the window goes out of focus for longer than 30 seconds.
I'd be thankful for any solution that works.
Regards, Will.
window.onData = function(data) {
if (data.setDisplay == true) {
$("#container").css('display', 'flex');
$("body").fadeIn(1000);
var counter = 90;
var c = 90;
var i = setInterval(function(){
$(".loading-page .counter h1").html("YOU HAVE " + c + " SECONDS LEFT UNTIL RESPAWN");
$(".loading-page .counter hr").css("width", c + "");
counter--;
c--;
if(counter == 0) {
$(".loading-page .counter h1").html("YOU MAY DO /RESPAWN");
$(".loading-page .counter p").html("DON'T FORGET THE NEW LIFE RULE!");
clearInterval(i);
}
}, 1000);
} else {
$("#container").css('display', 'none');
$("body").css('display', 'none');
}
}
window.onload = function(e) {
window.addEventListener('message', function(event) {
onData(event.data)
});
}
Perhaps you mean this?
Not tested but has enough snippets to be moved around
const onData = function(data) {
if (data.setDisplay == true) {
$("#container").css('display', 'flex');
$("body").fadeIn(1000);
let tId = setInterval(function() {
$(".loading-page .counter h1").html("YOU HAVE " + counter + " SECONDS LEFT UNTIL RESPAWN");
$(".loading-page .counter hr").css("width", counter);
counter--;
if (counter == 0) {
$(".loading-page .counter h1").html("YOU MAY DO /RESPAWN");
$(".loading-page .counter p").html("DON'T FORGET THE NEW LIFE RULE!");
clearInterval(tId);
}
localStorage.setItem("counter",counter);
}, 1000);
} else {
$("#container").hide()
$("body").hide()
}
}
let counter;
const getCounter = function() {
counter = localStorage.getItem("counter");
counter = counter === null ? 90 : +counter; // continue from where it was
const now = new Date().getTime()
const blurred = sessionStorage.getItem("blurred");
blurred = blurred ? +blurred : 0;
if (blurred && (now-blurred)/1000) >30) counter = 0;
};
$(function() {
$(window).on('message', function(event) {
onData(event.data)
});
$(window).on("blur",function() {
sessionStorage.setItem("blurred",new Date().getTime())
})
});
$(window).on("focus",getCounter )
I made a little typing game that reveals some random text and you have to type the same in, so that you can test your typing speed. the users has the ability to play again and again, the issue is that when the user types play again, the stopwatch does not begin as it did the first time.
Can anyone help me with making the stopwatch restart everytime the user clicks on the play again button?
[ full code is here] (https://jsfiddle.net/kisho/ncbxd9o4/#&togetherjs=qD5bT8vLiw)
js portion-
const textDisplay = document.querySelector('#text-display');
const input = document.querySelector('#input');
const btn = document.querySelector('#btn');
const textBox = document.querySelector('#text-box');
const countdown = document.querySelector('#countdown');
const stopwatch = document.querySelector('#stopwatch');
const successMessege = document.querySelector('#success-messege');
const stopwatchTime = document.querySelector('#stopwatch-time');
btn.addEventListener('click', runGame);
function runGame() {
if ((btn.innerText = 'Play again')) {
playAgain();
fetchQuote();
countownTimer();
confirmQuote();
} else {
fetchQuote();
countownTimer();
confirmQuote();
}
}
function fetchQuote() {
fetch('https://api.quotable.io/random')
.then((res) => {
return res.json();
})
.then((data) => {
textDisplay.innerText = data.content;
});
}
function countownTimer() {
if (timer !== undefined) {
clearInterval(timer);
}
var timeleft = 2;
var downloadTimer = setInterval(function() {
if (timeleft <= 0) {
clearInterval(downloadTimer);
document.getElementById('countdown').innerHTML = 'Start Typing!';
input.classList.remove('displayNone');
runningStopwatch.classList.remove('displayNone');
begin();
} else {
document.getElementById('countdown').innerHTML = timeleft + ' seconds remaining';
}
timeleft -= 1;
}, 1000);
}
function confirmQuote() {
if ((countdown.innerHTML = 'Start typing!')) {
input.addEventListener('keyup', function(event) {
if (event.keyCode === 13) {
if (textDisplay.innerText === input.value) {
btn.innerText = 'Play again';
// textBox.classList.add('displayNone');
hold();
} else successMessege.innerText = 'Missed something there, try again!!';
}
});
}
}
function playAgain() {
textBox.classList.remove('displayNone');
input.classList.add('displayNone');
input;
input.value = '';
successMessege.innerText = '';
}
let ms = 0,
s = 0,
m = 0;
let timer;
let runningStopwatch = document.querySelector('.running-stopwatch');
function begin() {
timer = setInterval(run, 10);
}
function run() {
runningStopwatch.textContent =
(m < 10 ? '0' + m : m) + ': ' + (s < 10 ? '0' + s : s) + ': ' + (ms < 10 ? '0' + ms : ms);
ms++;
if (ms == 100) {
ms = 0;
s++;
}
if (s == 60) {
s = 0;
m++;
}
}
function hold() {
clearInterval(timer);
successMessege.innerText = `Nice job! You just typed in x seconds!`;
}
function stop() {
(ms = 0), (s = 0), (m = 0);
runningStopwatch.textContent =
(m < 10 ? '0' + m : m) + ': ' + (s < 10 ? '0' + s : s) + ': ' + (ms < 10 ? '0' + ms : ms);
}
You are not handling the clearInterval correctly.
You are clearing the interval only if one ends the game successfully.
My solution would be:
When calling the countownTimer() function, the first thing you should do, is to check if the interval timer is still running.
function countownTimer() {
if (timer !== undefined) {
clearInterval(timer);
}
// [...]
}
The next thing would be, to start the interval every time begin() gets called.
function begin() {
timer = setInterval(run, 10);
}
I'm trying to make a Timer for a project that record audios and while on the making, I've faced with this problem: setInterval is not stopping, why?
I have the following code:
/** Audio **/
var timerseconds = 0;
$('.audio-recorder-dialog-con').on('click', '#record', function() {
gotrecordval = document.getElementById("record").value;
//Crónometro
var timerseconds = setInterval(function() {
rseconds = parseInt(document.getElementById("r-seconds").value);
if (rseconds == 59) {
document.getElementById("r-seconds").value = "00";
}
rseconds = parseInt(document.getElementById("r-seconds").value);
rseconds += 1;
if (rseconds < 10) {
document.getElementById("r-seconds").value = ("00" + rseconds).substr(-2);
}
if (rseconds >= 10) {
document.getElementById("r-seconds").value = rseconds;
}
}, 1000);
//
if (gotrecordval == "Empezar a Grabar Audio") {
document.getElementById("record").value = "Detener/Subir";
}
if (gotrecordval == "Detener/Subir") {
document.getElementById("record").value = "Empezar a Grabar Audio";
$('.audio-recorder-dialog-con').fadeOut(500);
$(".contenido-dialog-new-d").fadeIn(500);
$("#aviaudio").fadeIn(500);
clearInterval(timerseconds);
}
});
--FIXED--
I've fixed it by adding this inside the setInterval:
//Crónometro
var timerseconds = setInterval(function(){
rseconds = parseInt(document.getElementById("r-seconds").value);
if(rseconds==59){document.getElementById("r-seconds").value = "00";}
rseconds = parseInt(document.getElementById("r-seconds").value);
rseconds+=1;
if(rseconds<10){document.getElementById("r-seconds").value = ("00" + rseconds).substr(-2);}
if(rseconds>=10){document.getElementById("r-seconds").value = rseconds;}
--Code added-
$('html, body').on('click', '.open-audio', function(){
clearInterval(timerseconds);
});
--
}, 1000);
//
".open-audio" is an image that opens the recording dialog for the user, so when you re-open it, the clearInterval works.
The solution you added to your question is not sound: this will create a new event handler at every 'tick' of the setInterval timer. That is not the right way to do it.
Instead, only execute setInterval in the case you need to start it, so put it inside the first if:
if (gotrecordval == "Empezar a Grabar Audio") {
//Crónometro
var timerseconds = setInterval(function() {
rseconds = parseInt(document.getElementById("r-seconds").value);
if (rseconds == 59) {
document.getElementById("r-seconds").value = "00";
}
rseconds = parseInt(document.getElementById("r-seconds").value);
rseconds += 1;
if (rseconds < 10) {
document.getElementById("r-seconds").value = ("00" + rseconds).substr(-2);
}
if (rseconds >= 10) {
document.getElementById("r-seconds").value = rseconds;
}
}, 1000);
//
document.getElementById("record").value = "Detener/Subir";
}
I'm making a shot clock for my school's basketball team. A shot clock is a timer that counts down from 24 seconds. I have the skeleton for the timer right now, but I need to have particular key bindings. The key bindings should allow me to rest, pause, and play the timer.
var count=24;
var counter=setInterval(timer, 1000);
function timer()
{
count=count-1;
if (count <= 0)
{
clearInterval(counter);
return;
}
document.getElementById("timer").innerHTML=count + " secs";
}
I'm not sure what you meant by "rest" the timer, I interpret this as "pause", so:
Space = Pause / Play.
R = Reset.
var
count=24,
counter = setInterval(timer, 1000),
running = true;
function timer() {
count -= 1;
if (count <= 0) {
clearInterval(counter);
}
document.getElementById("timer").innerHTML = count + " secs";
}
window.addEventListener("keydown", function(e) {
switch(e.keyCode) {
case 32: // PLAY
running ? clearInterval(counter) : counter = setInterval(timer, 1000);
running = !running;
break;
case 82: // RESET
clearInterval(counter);
document.getElementById("timer").innerHTML = 24 + " secs";
count = 24;
running = false;
}
});
<div id="timer">24 secs</div>
I am not able to comment yet, but I recommend checking out this post Binding arrow keys in JS/jQuery
The linked post explains how to bind arrow keys using js/jquery. Using http://keycode.info/ you can find out the keycodes of your desired keys and replace the current values then continue to build your code from there.
Here is my code sample: http://codepen.io/anon/pen/vLvWJM
$(document).ready(function() {
var $timer = $('#timer');
var $timerStatus = $('#timerStatus');
var timerValue = 24;
var intervalId = null;
var timerStatus = 'stopped';
if(!$timer.length) {
throw 'This timer is missing a <div> element.';
}
$(document).keydown(function(k) {
if(k.which == 80) {
if(timerStatus === 'playing') {
clearInterval(intervalId);
timerStatus = 'stopped';
updateTimerStatus();
return;
}
intervalId = setInterval(function() {
playTimer();
timerStatus = 'playing';
updateTimerStatus();
}, 1000);
} else if(k.which == 82) {
clearInterval(intervalId);
resetTimer();
updateText();
timerStatus = 'stopped';
updateTimerStatus();
}
});
function playTimer() {
if(timerValue > 0) {
timerValue--;
updateText();
}
}
function resetTimer() {
timerValue = 24;
}
function updateText() {
$timer.html(timerValue);
}
function updateTimerStatus() {
$timerStatus.html(timerStatus);
}
});
<div id="timerStatus">stopped</div>
<div id="timer">24</div>
I am trying to get this script to count up to a specified number and back down to a specified number as follows: 19200, 38400, 57600, 76800, 96000, 76800, 57600, 38400, 19200 — repeatedly. So far this is what I have but I cannot seem to make it count down in the order above, it restarts from 19200 again.
$(function() {
var seconds = 19200;
var timerId = setInterval(function() {
seconds = seconds + 19200;
$("#counter").text(seconds);
if (seconds > "76800") {
clearInterval(seconds);
seconds = seconds - "19200";
}
}, 500);
});
A little issue with the logic, the condition
if (seconds > "76800") {
would always try to keep the seconds above 76800.
Rather you would want a flag to track the direction of the count. Check out below:
UPDATED:
Working demo at
JSFiddle
$(function () {
var increment = 19200;
var seconds = increment;
var countUp = true;
var timerId = setInterval(function () {
$("#counter").text(seconds);
if (countUp) {
seconds += increment;
} else {
seconds -= increment;
}
if (countUp && seconds > increment*4) {
countUp = false;
} else if (!countUp && seconds <= increment) {
countUp = true;
}
}, 500);
});
Check the below function
$(function() {
var seconds = 19200;
action = 'add';
var timerId = setInterval(function() {
$("#counter").text(seconds);
if (seconds == 96000) {
action = 'remove';
} else if (seconds == 19200) {
action = 'add'
}
if (action == 'add')
seconds += 19200;
else if (action == 'remove')
seconds -= 19200;
}, 500);
});
I think this is a little more elegant
var increment = 19200,
seconds = increment;
var timer = setInterval(function() {
console.log(seconds);
seconds += increment;
if (seconds > 76800 || seconds < 19200) {
increment *= -1;
}
}, 500);
jsfiddle