Simple jquery counter - javascript

Hi all i have got this really simple jquery counter
var count = 10;
countdown = setInterval(function(){
$("p.countdown").html(count + " seconds remaining!");
if (count == 0) {
alert('done');
}
count--;
}, 1000);
How can i make it reset after it gets to 0 instead of going into minus???? so it keep iterating.
http://jsfiddle.net/isimpledesign/mSQdp/
any help

To reset and repeat, put count = 11; after the alert('done');.
To stop, put clearInterval(countdown); after the alert('done');.

Try this
var count = 10;
countdown = setInterval(function(){
$("p.countdown").html(count + " seconds remaining!");
count--;
if (count == 0) {
count = 10;
}
}, 1000);

var count = 10,
countdown = setInterval(function () {
$("p.countdown").html(count + " seconds remaining!");
if (count == 0) {
count = 11; //since it will be reduced right after this
//clearInterval(countdown); <-- use this if you want to stop
alert('done');
}
count--;
}, 1000);

Just like this:
if (count == 0)
count = 11
You might also want to look at the jQuery countdown plugin

...
if (count == 0) {
alert('done');
count = 11;
}
...

Related

Making a timer with code that can easily be reset

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>

JS How make that function could not be start earlier than 10 seconds after the previous launch?

function testworking(n){
if(n == 1)
testuser();
else
testconfig();
}
setInterval(function(){testworking(n)}, 1000);
How do I make that function testuser(); could not start earlier than 10 seconds after the previous launch?
P.S.:
an approximate algorithm:
if(n == 1){
if (first run function `testuser()` ||
time after previous run `testuser();` == 10 seound){
testuser();
}
}
Set a flag using a timer:
var is_waiting = false;
function testuser() {
if (!is_waiting) {
//do your stuff here
} else {
alert('You must wait ten seconds before doing this again');
}
is_waiting = true;
setTimeout(function() {is_waiting = false}, 10000);
}
You can do it like this
var i = 0;
function testworking(i){
if(i < 10) {
console.log(i);
} else {
console.log('Here is 10 second');
}
}
setInterval(function(){
i = (i == 10) ? 0 : i;
i++;
testworking(i);
}, 1000);
It's not entirely clear what you're looking for, but here's something that might give you an idea.
var n = 1;
var testUserInterval;
function testworking(n) {
if (n == 1)
testuser();
else
testconfig();
}
function testuser() {
var cnt = 0;
if (testUserInterval == null) {
testUserInterval = setInterval(function() {
document.getElementById("testusercnt").innerHTML = cnt;
cnt += 1;
if (cnt == 10) {
clearInterval(testUserInterval);
testUserInterval = null;
//DO SOMETHING ???
testuser();
}
}, 1000);
}
}
function testconfig() {
document.getElementById("testconfig").innerHTML = n;
}
setInterval(function() {
testworking(n++)
}, 1000);
testuser cnt:<span id="testusercnt"> </span>
<br/>testconfig n: <span id="testconfig"> </span>

Counting up and down to specified number in order in Javascript

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

adding wait for a loop in javaScript

I wanna run a loop in javaScript like this
for (conditions) { do something; wait for a second
}
How to make the portion of the condition typed in bold (delaying the condition for a second) ?
timeTillWarning = 10;
setTimeout(looping, 1000);
function looping() {
if (count > 0) {
count--;
setTimeout(looping, 1000);
}
}
var i = 100;
var interval = setInterval(function () {
// do something
i--;
if (i == 0) clearInterval(interval);
}, 1000);

How do I correctly use setInterval and clearInterval to switch between two different functions?

For practice I am trying to display a number that increments from 0 - 9, then decrements from 9 - 0, and infinitely repeats.The code that I have so far seems to be close, but upon the second iteration the setInterval calls of my 2 respective functions countUp and countDown seem to be conflicting with each other, as the numbers displayed are not counting in the intended order... and then the browser crashes.Here is my code:
<!DOCTYPE html>
<html>
<head>
<title>Algorithm Test</title>
</head>
<body onload = "onloadFunctions();">
<script type = "text/javascript">
function onloadFunctions()
{
countUp();
setInterval(countUp, 200);
}
var count = 0;
function countUp()
{
document.getElementById("here").innerHTML = count;
count++;
if(count == 10)
{
clearInterval(this);
countDown();
setInterval(countDown, 200);
}
}
function countDown()
{
document.getElementById("here").innerHTML = count;
count--;
if(count == 0)
{
clearInterval(this);
countUp();
setInterval(countUp, 200);
}
}
</script>
From 0 - 9, up and down: <div id = "here"></div>
</body>
</html>
You need to capture the return value from setInterval( ... ) into a variable as that is the reference to the timer:
var interval;
var count = 0;
function onloadFunctions()
{
countUp();
interval = setInterval(countUp, 200);
}
/* ... code ... */
function countUp()
{
document.getElementById("here").innerHTML = count;
count++;
if(count === 10)
{
clearInterval(interval);
countUp();
interval = setInterval(countUp, 200);
}
}
#Claude, you are right, the other solution I proposed was too different from original code. This is another possible solution, using setInterval and switching functions:
function onloadFunctions() {
var count = 0;
var refId = null;
var target = document.getElementById("aux");
var countUp = function() {
target.innerHTML = count;
count ++;
if(count >= 9) {
window.clearInterval(refId);
refId = window.setInterval(countDown, 500);
}
}
var countDown = function() {
target.innerHTML = count;
count --;
if(count <= 0) {
window.clearInterval(refId);
refId = window.setInterval(countUp, 500);
}
}
refId = window.setInterval(countUp, 500);
}
clearInterval(this);. You can't do that. You need to save the return value from setInterval.
var interval;
function onloadFunctions()
{
countUp();
interval = setInterval(countUp, 200);
}
var count = 0;
function countUp()
{
document.getElementById("here").innerHTML = count;
count++;
if(count == 10)
{
clearInterval(interval);
countDown();
interval = setInterval(countDown, 200);
}
}
function countDown()
{
document.getElementById("here").innerHTML = count;
count--;
if(count == 0)
{
clearInterval(interval);
countUp();
interval = setInterval(countUp, 200);
}
}
try this:
...
<body onload = "onloadFunctions();">
<script>
var cup, cdown; // intervals
var count = 0,
here = document.getElementById("here");
function onloadFunctions() {
cup = setInterval(countUp, 200);
}
function countUp() {
here.innerHTML = count;
count++;
if(count === 10) {
clearInterval(cup);
cdown = setInterval(countDown, 200);
}
}
function countDown() {
here.innerHTML = count;
count--;
if(count === 0) {
clearInterval(cdown);
cup = setInterval(countUp, 200);
}
}
</script>
From 0 - 9, up and down: <div id = "here"></div>
</body>
you could also create a single reference to #here element. Use always === instead of ==
There are many ways to solve this problem, the following is my suggestion:
function onloadFunctions() {
var count = 0;
var delta = 1;
var target = document.getElementById("here");
var step = function() {
if(count <= 0) delta = 1;
if(count >= 9) delta = -1;
count += delta;
target.innerHTML = count;
window.setTimeout(step, 500);
}
step ();
}
PS: it's safer to use setTimeout than setInteval.
/** Tools */
const log = require('ololog').configure({
locate: false
})
let count = 0
let interval__UP
let interval__DOWN
function countUp () {
count++
log.green('countUp(): ', count)
if (count == 5) {
clearInterval(interval__UP)
interval__DOWN = setInterval(function () {
countDown()
}, 1000)
}
}
function countDown () {
count--
log.red('countDown(): ', count)
if (count == 0) {
clearInterval(interval__DOWN)
interval__UP = setInterval(function () {
countUp()
}, 3000)
}
}
function start () {
countUp()
log.cyan('start()')
interval__UP = setInterval(function () {
countUp()
}, 2000)
}
start()
Console Log shows it's working

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