I'm trying to use this code to countdown from 10 seconds, then show a link.
x116=30;
FUNCTION countdown()
{
IF ((0 <= 100) || (0 > 0))
{
x116--;
IF(x116 == 0)
{
document.getElementById("dl").innerHTML = 'Download';
}
IF(x116 > 0)
{
document.getElementById("dl").innerHTML = 'Please wait <b>'+x116+'</b> seconds..';
setTimeout('countdown()',1000);
}
}
}
countdown();
I just know some really basic javascript. So could anyone tell me whats wrong with this? Nothing happens basically.
Try this:
var container = document.getElementById('dl');
var seconds = 10;
var timer;
function countdown() {
seconds--;
if(seconds > 0) {
container.innerHTML = 'Please wait <b>'+seconds+'</b> seconds..';
} else {
container.innerHTML = 'Download';
clearInterval(timer);
}
}
timer = setInterval(countdown, 1000);
Related
I'm trying to make a timer and it works fine really.
How am I supposed to put a : between the numbers, is their an easy way to do it?
It currently displays like this 500 and counts down and works fine. I want it to display like this 5:00 is there any easy way just to put that one character quickly in?
I just want it to countdown from five minutes to zero.
Or would I have to format the timer differently to be able to do that.
var timer;
var time = 500;
function startTimer() {
timer = setInterval(countdown, 1000);
}
function countdown() {
time--;
var timeText = document.getElementById('timer');
if (time === 499) {
time = 459;
} else if (time === 399) {
time = 359;
} else if (time === 299) {
time = 259;
} else if (time === 199) {
time = 159;
} else if (time === 99) {
time = 59;
}
if (time > 0) {
timeText.innerHTML = time;
} else {
clearInterval(timer);
timeText.innerHTML = 'end';
}
}
function nextPage() {
clearInterval(timer);
sessionStorage.setItem('timerem', time);
window.open('02page2.html', "_self");
}
function loadTimer() {
var timeText = document.getElementById('timer');
if (sessionStorage.getItem('timerem') === null) {
timeText.innerHTML = 'ERROR';
} else {
time = sessionStorage.getItem('timerem');
timeText.innerHTML = time;
timer = setInterval(countdown, 1000);
}
}
startTimer()
<span id="timer"></span>
How about
const formatTime = num => (num/100).toFixed(2).replace(".",":");
const formatTime = num => (num/100).toFixed(2).replace(".",":");
var timer;
var time = 500;
function startTimer() {
timer = setInterval(countdown, 1000);
}
function countdown() {
time--;
var timeText = document.getElementById('timer');
if (time === 499) {
time = 459;
} else if (time === 399) {
time = 359;
} else if (time === 299) {
time = 259;
} else if (time === 199) {
time = 159;
} else if (time === 99) {
time = 59;
}
if (time > 0) {
timeText.innerHTML = formatTime(time);
} else {
clearInterval(timer);
timeText.innerHTML = 'end';
}
}
function nextPage() {
clearInterval(timer);
sessionStorage.setItem('timerem', time);
window.open('02page2.html', "_self");
}
function loadTimer() {
var timeText = document.getElementById('timer');
if (sessionStorage.getItem('timerem') === null) {
timeText.innerHTML = 'ERROR';
} else {
time = sessionStorage.getItem('timerem');
timeText.innerHTML = formatTime(time)
timer = setInterval(countdown, 1000);
}
}
startTimer()
<span id="timer"></span>
Shorter version of your code without the page change and session storage - the session storage does not run in a stack snippet.
This is using actual time
const timeText = document.getElementById('timer');
let timer;
let time = 5*60*1000; // 5 minutes in millisecs
function startTimer() {
clearInterval(timer); // in case of restart
timer = setInterval(countdown, 1000);
}
function countdown() {
time-=1000;
const mmss = new Date(time).toISOString().substr(14, 5)
if (time > 0) {
timeText.textContent = mmss
} else {
clearInterval(timer);
timeText.innerHTML = 'end';
}
}
startTimer()
<span id="timer"></span>
<!DOCTYPE html>
<html>
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<script>
var timer;
var time = 500;
function startTimer() {
timer = setInterval(countdown, 1000);
}
function countdown() {
time--;
var timeText = document.getElementById('timer');
if (time > 0) {
timeText.innerHTML = (time/100).toFixed(2).replace(".",":");
} else {
clearInterval(timer);
timeText.innerHTML = 'end';
}
}
function nextPage() {
clearInterval(timer);
sessionStorage.setItem('timerem', time);
window.open('02page2.html', "_self");
}
function loadTimer() {
var timeText = document.getElementById('timer');
if (sessionStorage.getItem('timerem') === null) {
timeText.innerHTML = 'ERROR';
} else {
time = sessionStorage.getItem('timerem');
timeText.innerHTML = (time/100).toFixed(2).replace(".",":");
timer = setInterval(countdown, 1000);
}
}
startTimer()
</script>
</head>
<body>
<span id="timer"></span>
</body>
</html>
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>
http://jsfiddle.net/vvccvvcc/mu45bptk/
how do I pause the timer? I want it to stop when it gets to 5 seconds
I tried this as seen in the fiddle
else {
isWaiting = true;
seconds--;
if (seconds == 5) {
seconds=seconds;}
}
does not work
The timer is initialized by setInterval(GameTimer, 1000);
if (seconds == 5) {
clearInterval(countdownTimer);
} else {
seconds--;
}
You will need to clear the interval in order to stop calling the function. Alternatively if you don't want to clear the interval you can say
if (seconds > 5) {
seconds--;
}
The way you've written it, second is decreased regardless of the condition (since it's before the if statement) and therefore, second = second becomes irrelevant.
Is this what you are looking for?
Fiddle: http://jsfiddle.net/mu45bptk/2/
var isWaiting = false;
var isRunning = false;
var seconds = 10;
var countdownTimer;
var finalCountdown = false;
function GameTimer() {
if (isWaiting) {
return;
}
var minutes = Math.round((seconds - 30) / 60);
var remainingSeconds = seconds % 60;
if (remainingSeconds < 10) {
remainingSeconds = "0" + remainingSeconds;
}
document.getElementById('waiting_time').innerHTML = minutes + ":" + remainingSeconds;
if (seconds == 0) {
if (finalCountdown) {
clearInterval(countdownTimer);
} else {
finalCountdown = true;
}
} else {
if (seconds == 5) {
isWaiting = true;
} else {
seconds--;
}
}
}
countdownTimer = setInterval(GameTimer, 1000);
You need to set isWaiting only if seconds == 5 and then check isWaiting on every run of GameTimer()
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
http://jsfiddle.net/Bwdfw/98/
is there a way to start timer only after a button is clicked in the given jsfiddle link
http://jsfiddle.net/Bwdfw/98/
var seconds=0;
var Score=0;
var index=0;
countdown(60);
function countdown(sec) {
seconds = sec;
tick();
}
function tick() {
var counter = document.getElementById("timer");
seconds--;
counter.innerHTML = "Time : " + String(seconds);
if(seconds>60 && Score<30)
{
alert("Not enough Score");
}
if( seconds > 0 ) {
setTimeout(tick, 1000);
}
}
Have a function inside the click handler and a variable which states if the function has started or not.
Also you can club the click events inside a single handler and the index can be stored as part of the data-* attributes which reduces duplicated code.
Javascript
//Timer //
var seconds = 0,
Score = 0,
index = 0,
timerStarted = false;
function countdown(sec) {
seconds = sec;
tick();
}
function tick() {
var counter = document.getElementById("timer");
seconds--;
counter.innerHTML = "Time : " + String(seconds);
if (seconds > 60 && Score < 30) {
alert("Not enough Score");
}
if (seconds > 0) {
setTimeout(tick, 1000);
}
}
$("#one, #two, #three").click(function () {
if(!timerStarted) {
countdown(60);
timerStarted = true;
}
var dataIndex = $(this).data('index');
if (index == dataIndex) {
Score++;
if(dataIndex == 2) {
index = 0;
} else {
index++;
}
}
$("#score").html("Score: " + Score);
});
HTML
<div id="timer"></div>
<div id="score">Score: 0</div>
<button id="one" type="button" data-index="0">Button1</button>
<button id="two" type="button" data-index="2">Button2</button>
<button id="three" type="button" data-index="1">Button3</button>
Check Fiddle
var seconds=0;
var Score=0;
var index=0;
var started = false;
function countdown(sec) {
seconds = sec;
tick();
}
function tick() {
var counter = document.getElementById("timer");
seconds--;
counter.innerHTML = "Time : " + String(seconds);
if(seconds>60 && Score<30)
{
alert("Not enough Score");
}
if( seconds > 0 ) {
setTimeout(tick, 1000);
}
}
$("button").click(function(){
if(!started){
started = true;
countdown(60);
}
});
You could generate custom event after click
$(window).trigger('clicked');
$(window).on('clicked', function() {
setTimeout(tick, 1000);
});
http://jsfiddle.net/Bwdfw/100/
Just remember to check if the countdown has not started yet.
$("button").click(function(){
});
This will add a handler to all the buttons in your DOM, then just check the status of the countdown.
Check this fiddle:
http://jsfiddle.net/eddiarnoldo/Bwdfw/102/