How to make a count down reset - javascript

I'm trying to make a count down so that every 20 sec an alert pops up. I want it to go from 20 to 0 to 20 over and over. I have it working, but it only works once. The rage function dosen't need to be changed, it's the msg function i'm having trouble with. Here's my code.
function rage() {
var i = document.getElementsByName("msg")[6];
var message = document.getElementById("message");
const affichemsg = document.querySelector("msg");
for (i = 0; i < 1; i++) {
message.innerHTML += "Es-tu près ";
}
}
setInterval(rage, 350);
var decompteur = setInterval(msg, 1000);
var temps;
function msg() {
var idTemps = document.getElementById("temps");
temps = parseInt(idTemps.innerHTML);
temps = temps - 1;
idTemps.innerHTML = temps;
if (--temps <= 0) {
alert("!!!!!ES-TU PRÈS!!!!!");
clearInterval(temps);
msg();
idTemps = 20;
var decompteur = setInterval(msg, 1000);
}
}
.titre2 {
width: 650px;
margin: auto;
text-align: center;
border-radius: 35px;
color: #000000;
background-color: #ff0000;
padding: 5px;
margin-bottom: 30px;
}
.bouton {
transition-duration: 0.4s;
border-width: 1px;
cursor: pointer;
}
.boutonOui {
background-color: rgb(234, 234, 234);
}
.boutonOui:hover {
background-color: rgb(177, 177, 177);
}
<div class="header">
<h1 class="titre2">Es-tu près</h1>
</div>
<button
class="bouton boutonOui"
id="boutonOui"
onclick="window.location.href='jeu_educatifs2.html'"
>
Oui
</button>
<div id="temps">20</div>
<div id="message"></div>
<div id="msg" value="6"></div>

the first problem here is that you don't use correctly the method clearInterval. It takes as argument the id of the "timer" created with setInterval. setInterval return directly the id so actually stored it in your variable decompteur and you should use something like that to clear the timer : clearInterval(decompteur).
Also be sure to reset the idTemps with idTemps.innerHTML = 20. Then I don't really understand... Why would you clear the interval then rebuild the same again when you can just set the idTemps.innerHTML so your interval will use the 20 for temps at the next iteration ?
PS: ça fait plaisir de voir un peu de français sur stack :)
You should rewrite your code this way :
function rage() {
var i = document.getElementsByName("msg")[6];
var message = document.getElementById("message");
const affichemsg = document.querySelector("msg");
for (i = 0; i < 1; i++) {
message.innerHTML += "Es-tu près ";
}
}
setInterval(rage, 350);
var decompteur = setInterval(msg, 1000);
function msg() {
var idTemps = document.getElementById("temps");
var temps = parseInt(idTemps.innerHTML) - 1;
idTemps.innerHTML = temps;
if (--temps == 0) {
alert("!!!!!ES-TU PRÈS!!!!!");
idTemps.innerHTML = "20";
}
}
// when you need to, stop decompteur with :
// clearInterval(decompteur);
.titre2 {
width: 650px;
margin: auto;
text-align: center;
border-radius: 35px;
color: #000000;
background-color: #ff0000;
padding: 5px;
margin-bottom: 30px;
}
.bouton {
transition-duration: 0.4s;
border-width: 1px;
cursor: pointer;
}
.boutonOui {
background-color: rgb(234, 234, 234);
}
.boutonOui:hover {
background-color: rgb(177, 177, 177);
}
<div class="header">
<h1 class="titre2">Es-tu près</h1>
</div>
<button class="bouton boutonOui" id="boutonOui" onclick="window.location.href='jeu_educatifs2.html'">
Oui
</button>
<div id="temps">20</div>
<div id="message"></div>
<div id="msg" value="6"></div>
This keep as much of your code as possible, but as Rojo said, your code is very inefficent and there are a lot of things to improve.

Currently, your code is very inefficient. Rather than having your variable temps read from the DOM, you should have the variable update itself:
var temps = 20;
function msg() {
--temps;
}
setInterval(msg, 1000);
Second, you shouldn't be including var inside of that if statement:
if (countdown === 0) {
alert("!!!!!ES-TU PRÈS!!!!!");
clearInterval(decompteur);
// msg(); // You don't need this
temps = 20;
decompteur = setInterval(msg, 1000); // I removed the var
}
Also, you had your variables mixed up (which I fixed)
function rage() {
var i = document.getElementsByName("msg")[6];
var message = document.getElementById("message");
const affichemsg = document.querySelector("msg");
for (i = 0; i < 1; i++) {
message.innerHTML += "Es-tu près ";
}
}
setInterval(rage, 350);
var decompteur = setInterval(msg, 1000);
var temps = 20;
var idTemps = document.getElementById("temps"); // I also moved this outside
function msg() {
--temps;
idTemps.innerHTML = temps;
if (temps === 0) {
alert("!!!!!ES-TU PRÈS!!!!!");
clearInterval(decompteur);
//msg(); //You don't need this
temps = 20;
decompteur = setInterval(msg, 1000);
}
}
.titre2 {
width: 650px;
margin: auto;
text-align: center;
border-radius: 35px;
color: #000000;
background-color: #ff0000;
padding: 5px;
margin-bottom: 30px;
}
.bouton {
transition-duration: 0.4s;
border-width: 1px;
cursor: pointer;
}
.boutonOui {
background-color: rgb(234, 234, 234);
}
.boutonOui:hover {
background-color: rgb(177, 177, 177);
}
<div class="header">
<h1 class="titre2">Es-tu près</h1>
</div>
<button
class="bouton boutonOui"
id="boutonOui"
onclick="window.location.href='jeu_educatifs2.html'"
>
Oui
</button>
<div id="temps">20</div>
<div id="message"></div>
<div id="msg" value="6"></div>

The following code prints the counter value each second and every 20 seconds it prints ALERT. Try to use a similar code for your example because your code is not very clear.
let counter = 0;
setInterval(() => {
counter++;
if (counter % 20 == 0) {
console.log("ALERT! ");
}
console.log("Counter Value: " + (counter % 20));
}, 1000);

Related

setTimeout(function() is not working in javascript

I am currently working to create a custom alert box for any errors and below is the code I am using, the alert box is appearing fine but it's not auto-closing after 600 milliseconds, its only closed after the manual click of the close button. what I am doing wrong here and how to auto-disappear the alert box
I moved the setTimeout outside the click event and set the div value:
function displayError(errorMessage) {
var messageObject = "<div class='alert' id='alertbox'><span class='closebtn' id='closebtn'>×</span><strong><font color='#f44336;'>Error!</font></strong>"+errorMessage+"</div>"
document.getElementById("divMessageContainer").innerHTML += messageObject;
var close = document.getElementsByClassName("closebtn");
var i;
for (i = 0; i < close.length; i++) {
var div = close[i].parentElement;
setTimeout(function(){div.style.display = "none"; }, 600);
close[i].onclick = function(){
div.style.opacity = "0";
}
}
}
div#alertbox{padding: 10px;bottom: 40px;left: 5px; max-width: 800px; margin-left: auto;margin-right: auto;z-index: 99; max-width: 700px; color: #000;background-color: #EEE;border-radius: 10px; padding-right: 5px; padding-left: 10px;}
span#closebtn {margin-left: 15px;color: black;font-weight: bold;float: right;font-size: 22px;line-height: 20px; cursor: pointer; transition: 0.3s;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<html>
<body>
<div id="divMessageContainer"></div>
<button onclick="displayError()">button</button>
</body>
</html>
I have followed the below steps and fixed the issue reported here, The below approach allowed me to show multiple alert box at the same time and auto close them based on the message number instead of close all the alert box at the same time
<!DOCTYPE html>
<html>
<style>
div.alertbox{padding: 10px;bottom: 40px;left: 5px; max-width: 800px; margin-left: auto;margin-right: auto;z-index: 99; max-width: 700px; color: #000;background-color: #EEE;border-radius: 10px; padding-right: 5px; padding-left: 10px;}
span#closebtn {margin-left: 15px;color: black;font-weight: bold;float: right;font-size: 22px;line-height: 20px; cursor: pointer; transition: 0.3s;}
</style>
<body>
<div id="divMessageContainer"></div>
<button onclick="displayError()">button</button>
</body>
<script>
var messageCount = 0;
var messageTimeout = 3000;
function displayError(errorMessage) {
var messageObject = "<div class='alertbox' id='alertbox"+messageCount+"'><span class='closebtn' id='closebtn'>×</span><strong><font color='#f44336;'>Error!</font></strong>"+errorMessage+"</div>"
document.getElementById("divMessageContainer").innerHTML += messageObject;
var messageID = messageCount;
setTimeout(function(){removeElement("alertbox" + messageID); }, messageTimeout);
closeAlertbox();
}
function removeElement(id) {
if (document.getElementById(id)) {
return (elem=document.getElementById(id)).parentNode.removeChild(elem);
}
}
function closeAlertbox() {
var close = document.getElementsByClassName("closebtn");
var i;
for (i = 0; i < close.length; i++) {
close[i].onclick = function(){
var div = this.parentElement;
div.style.opacity = "0";
setTimeout(function()
{ div.style.display = "none";
}, 10);
}
}
}
</script>
</html>
I would recommend using remove() to remove the alertbox, so there won't be any closebuttons left and the for-loop can be removed.
Maybe this would be a possible solution:
function displayError(errorMessage) {
var messageObject = "<div id='moo' class='alert alert-danger alert-dismissible' role='alert' auto-close='2000'><div class='alert' id='alertbox'><span class='closebtn' id='closebtn'>×</span><strong><font color='#f44336;'>Error!</font></strong>"+errorMessage+"</div>";
var container = document.getElementById("divMessageContainer");
container.innerHTML += messageObject;
var box = document.getElementById("alertbox");
var close = document.querySelector(".closebtn");
close.onclick = function(){
box.remove();
};
setTimeout(function(){
box.style.opacity = 0;
setTimeout(function() {
box.remove();
}, 1000);
}, 2000);
}
div#alertbox{padding: 10px;bottom: 40px;left: 5px; max-width: 800px; margin-left: auto;margin-right: auto;z-index: 99; max-width: 700px; color: #000;background-color: #EEE;border-radius: 10px; padding-right: 5px; padding-left: 10px; -webkit-transition: opacity 1s linear;}
span#closebtn {margin-left: 15px;color: black;font-weight: bold;float: right;font-size: 22px;line-height: 20px; cursor: pointer; transition: 0.3s;}
<div id="divMessageContainer"></div>
<button onclick="displayError()">button</button>
I also added a transition to opacity, so if the user doesn't manually close the alertbox, it will fade (in this case after 2 seconds, but you can play with that time).
function displayError(errorMessage) {
var messageObject = "<div id='moo' class='alert alert-danger alert-dismissible' role='alert' auto-close='2000'><div class='alert' id='alertbox'><span class='closebtn' id='closebtn'>×</span><strong><font color='#f44336;'>Error!</font></strong>"+errorMessage+"</div>"
document.getElementById("divMessageContainer").innerHTML += messageObject;
var close = document.getElementsByClassName("closebtn");
var i, index;
for (i = 0; i < close.length; i++) {
setTimeout(function(){
close[index].parentElement.style.display = "none";
index++;
}, 600);
close[i].onclick = function(){
var div = this.parentElement;
div.style.display = "none";
}
}
}
Try this one. Take care about loop when using async.

Update element with ajax don't affect until for loop end

I want to print a lot of numbers ONE-BY-ONE with AJAX.
something like this: (each new line is update of previous line!)
output is:
1
12
123
1234
12345
123456
...
I tried a lot and read a lot of this same problem, but i couldn't find my right Answer.
The real problem is every FOR LOOP in javascript will NO affect the DOM after it will END the loop. I just want update the DOM inside the FOR LOOP while working on a long running job.
Please look at my code.
$("#btn").on("click", dowork);
function dowork() {
document.getElementById("foo").innerHTML = "working";
setTimeout(function() {
var counter = 100; // i want assign counter = 2000000000
for (var i = 0; i < counter; i++) {
document.getElementById("print_here").innerHTML += i;
}
document.getElementById("foo").innerHTML = "done!";
}, 50);
}
#btn {
background: #1f1f1f;
padding: 10px;
font-weight: bolder;
color: #fff;
width: 50%;
margin: auto;
margin-top: 10px;
text-align: center;
cursor: pointer;
}
#print_here {
overflow-wrap: break-word;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="btn">CLICK TO DO WORK</div>
<div id="foo"></div>
<div id="print_here"></div>
Thanks for any answer and help to solve this problem.
Your DOM is "locked" while it is being updated and redrawn ones the loop is done. You can free up the resource to let the DOM update each time wrapping your DOM change in a setTimeout, similar to:
setTimeout(function(){
document.getElementById("print_here").innerHTML += i;
},1);
To ensure setTimeout uses the correct value for i use let i instead of var i
$("#btn").on("click", dowork);
function dowork() {
document.getElementById("foo").innerHTML = "working";
var counter = 3000; // i want assign counter = 2000000000
for (let i = 0; i < counter; i++) {
setTimeout(function() {
document.getElementById("print_here").innerHTML += i;
}, 1);
}
document.getElementById("foo").innerHTML = "done!";
}
#btn {
background: #1f1f1f;
padding: 10px;
font-weight: bolder;
color: #fff;
width: 50%;
margin: auto;
margin-top: 10px;
text-align: center;
cursor: pointer;
}
#print_here {
overflow-wrap: break-word;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="btn">CLICK TO DO WORK</div>
<div id="foo"></div>
<div id="print_here"></div>
I want change the #foo into "done!" after the FOR statement is END
You could check if you are at your last item you process within the setTimeout, similar to:
if (i == counter - 1){
document.getElementById("foo").innerHTML = "done!";
}
$("#btn").on("click", dowork);
function dowork() {
document.getElementById("foo").innerHTML = "working";
var counter = 3000; // i want assign counter = 2000000000
for (let i = 0; i < counter; i++) {
setTimeout(function() {
document.getElementById("print_here").innerHTML += i;
if (i == counter - 1){
document.getElementById("foo").innerHTML = "done!";
}
}, 1);
}
}
#btn {
background: #1f1f1f;
padding: 10px;
font-weight: bolder;
color: #fff;
width: 50%;
margin: auto;
margin-top: 10px;
text-align: center;
cursor: pointer;
}
#print_here {
overflow-wrap: break-word;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="btn">CLICK TO DO WORK</div>
<div id="foo"></div>
<div id="print_here"></div>
You need to let the call stack complete so the browser can do its work on the page. If you bog down the one main thread, page updates aren't going to occur.
One way to do this is use setImmediate or nextTick. This is non-standard, so check this polyfill: https://www.npmjs.com/package/browser-next-tick
Basically, you do an iteration, then tell the browser to do the next iteration as soon as possible... and this occurs on a fresh call stack.
Here is the working code for you:
$("#btn").on("click", dowork);
function dowork() {
document.getElementById("foo").innerHTML = "working";
setTimeout(function() {
var i, j, row = 5;
var html = "";
for (i = 1; i <= row; i++) {
for (j = 1; j <= i; j++) {
html += "<span>" + j + "</span>";
}
html += "</br>";
}
console.log(html);
document.getElementById("print_here").innerHTML = html;
}, 50);
}
#btn {
background: #1f1f1f;
padding: 10px;
font-weight: bolder;
color: #fff;
width: 50%;
margin: auto;
margin-top: 10px;
text-align: center;
cursor: pointer;
}
#print_here {
overflow-wrap: break-word;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="btn">CLICK TO DO WORK</div>
<div id="foo"></div>
<div id="print_here"></div>
Rows is the number of rows you want to print.

Can I insert multiple setTimeouts in a setInterval?

I just started learning JavaScript and right now, I'm making a virtual traffic light that lights up red, green and orange. I would like to make a loop by adding a setInterval to the outside. Is this possible or should i use some other method of making a loop. I tried making a a for(;;){} but this causes an error and the webpage never loads. Here is my current code.
var red = document.getElementById("circleRed");
var orange = document.getElementById('circleOrange')
var green = document.getElementById('circleGreens');
setInterval(
setTimeout( function(){
red.style.backgroundColor = "red";
}, 2000),
setTimeout(function(){
green.style.backgroundColor = "green";
red.style.backgroundColor = "black";
}, 5000),
setTimeout(function(){
orange.style.backgroundColor = "orange";
green.style.backgroundColor = "black";
}, 10000),
5000);
#circleRed, #circleGreens, #circleOrange {
width: 50px;
height: 50px;
-webkit-border-radius: 25px;
-moz-border-radius: 25px;
border-radius: 25px;
margin-bottom: 10px;
background-color: "black";
}
.back {
width: 60px;
margin: 10px 0px 10px 20px;
padding-left: 10px;
padding-top: 10px;
padding-bottom: 10px;
background-color: black;
}
body{
margin: 0;
}
<div class="back">
<div id="circleRed">
</div>
<div id="circleOrange">
</div>
<div id="circleGreens">
</div>
</div>
You can cal your all setTimeout function in a loop function. And call this loop function with setInterval.
Note : I also changed some of the color changing sections in your code .
jsfiddle link : https://jsfiddle.net/zgdx5xan/
var red = document.getElementById("circleRed");
var orange = document.getElementById('circleOrange')
var green = document.getElementById('circleGreens');
loop();
setInterval(loop,11000);
function loop(){
console.log("loop started")
setTimeout( function(){
red.style.backgroundColor = "red";
orange.style.backgroundColor = "black";
green.style.backgroundColor = "black";
console.log("red opened")
}, 2000);
setTimeout(function(){
green.style.backgroundColor = "green";
red.style.backgroundColor = "black";
console.log("green opened")
}, 5000);
setTimeout(function(){
orange.style.backgroundColor = "orange";
green.style.backgroundColor = "black";
red.style.backgroundColor = "black";
console.log("orange opened")
}, 10000);
}
#circleRed, #circleGreens, #circleOrange {
width: 50px;
height: 50px;
-webkit-border-radius: 25px;
-moz-border-radius: 25px;
border-radius: 25px;
margin-bottom: 10px;
background-color: "black";
}
.back{
width: 60px;
margin: 10px 0px 10px 20px;
padding-left: 10px;
padding-top: 10px;
padding-bottom: 10px;
background-color: black;
}
body{
margin: 0;
}
<div class="back">
<div id="circleRed">
</div>
<div id="circleOrange">
</div>
<div id="circleGreens">
</div>
</div>
setInterval, like setTimeout also requires a function to be passed as a first argument, in that function you would then be able to compose your setTimeout's.
var red = document.getElementById("circleRed");
var orange = document.getElementById('circleOrange');
var green = document.getElementById('circleGreens');
setInterval(function () {
red.style.backgroundColor = "black";
orange.style.backgroundColor = "black";
green.style.backgroundColor = "black";
setTimeout(function () {
red.style.backgroundColor = "red";
}, 2000);
setTimeout(function () {
green.style.backgroundColor = "green";
red.style.backgroundColor = "black";
}, 5000);
setTimeout(function () {
orange.style.backgroundColor = "orange";
green.style.backgroundColor = "black";
}, 8000);
}, 10000)
I have adjusted your timings a little as your final timeout was longer than the interval. You can see this working here: codepen example
Think to the traffic lights as an object with 3 states, redOn, greenOn and OrangeOn. You need to loop through states, so starting from redOn pass the next one in the sequence and reset in the last one. I think setInterval here is not required as it cause you to care about the total time that's irrelevant.
var red = document.getElementById("circleRed");
var orange = document.getElementById('circleOrange')
var green = document.getElementById('circleGreens');
var redFor = 200 //2000
var greenFor = 500 //5000
var orangeFor = 1000 //10000
let redOn = function(next) {
red.style.backgroundColor = "red";
orange.style.backgroundColor = "black";
setTimeout(next, redFor);
}
let orangeOn = function(next) {
orange.style.backgroundColor = "orange";
green.style.backgroundColor = "black";
setTimeout(next, orangeFor);
}
let greenOn = function(next) {
green.style.backgroundColor = "green";
red.style.backgroundColor = "black";
setTimeout(next, greenFor);
}
let start = function() {
redOn(function() {
greenOn(function() {
orangeOn(start)
})
})
}
start()
#circleRed,
#circleGreens,
#circleOrange {
width: 50px;
height: 50px;
-webkit-border-radius: 25px;
-moz-border-radius: 25px;
border-radius: 25px;
margin-bottom: 10px;
background-color: "black";
}
.back {
width: 60px;
margin: 10px 0px 10px 20px;
padding-left: 10px;
padding-top: 10px;
padding-bottom: 10px;
background-color: black;
}
body {
margin: 0;
}
<html>
<head>
<link rel="stylesheet" type="text/css" href="object2.css">
<meta charset="utf-8">
<title></title>
</head>
<body>
<div class="back">
<div id="circleRed"></div>
<div id="circleOrange"></div>
<div id="circleGreens"></div>
</div>
<script src="objects1.js"></script>
</body>
</html>
Here's an alternative implementation with equal times for every light.
var red = document.getElementById('circleRed');
var orange = document.getElementById('circleOrange');
var green = document.getElementById('circleGreens');
/* Set an array with the desired order to turn on lights */
var lights = [red, green, orange];
function open(light) {
light.classList.add('opened');
}
function close(light) {
light.classList.remove('opened');
}
function change() {
close(lights[i]);
i = (i + 1) % lights.length;
open(lights[i]);
}
/* Start */
var i = 0;
open(lights[i]);
setInterval(change, 1000);
.circle {
width: 50px;
height: 50px;
border-radius: 25px;
margin: 5px;
opacity: 0.2;
transition: opacity 200ms;
}
.circle.opened {
opacity: 1;
}
#circleRed {
background-color: red;
}
#circleOrange {
background-color: orange;
}
#circleGreens {
background-color: green;
}
.back {
width: 60px;
padding: 5px;
background-color: black;
}
<div class="back">
<div id="circleRed" class="circle"></div>
<div id="circleOrange" class="circle"></div>
<div id="circleGreens" class="circle"></div>
</div>
Explanation:
Instead of changing the background color of every circle from black to its own color to light up the circle or viceversa to switch off, in my example all circles have their respective color (red, green or orange) faded to (almost) transparent with opacity: 0.2 (originally I used 0, but I think it looks better with 0.2) See: opacity.
So, all elements with class .circle have:
.circle {
/* Other properties */
opacity: 0.2;
}
Then, I use a class called opened to turn the opacity to 1 making the circle visible.
.circle.opened {
opacity: 1;
}
Since .circle.opened has higher specificity than just .circle, opacity: 1 prevails on those elements having both classes (circle and opened).
To add or remove the class opened from a light item I use two simple functions open and close that manipulate the element's classList. This is important. In general it's more recommended to define element's properties (styles) in classes and use JS to add or remove this classes to alter the element that to modify element's styles directly with JS.
So, it's cleaner and more recommended to do:
/* CSS */
.red { background-color: red }
/* Javascript */
var element = document.getElementById('#element_ID');
element.classList.add('red');
than:
/* Javascript */
var element = document.getElementById('#element_ID');
element.style.backgroundColor = 'red';
Even though it may seem easier this second way.
To change the lights, I made an array with the elements in the desired order:
var lights = [red, green, orange];
As you can see, every element of the lights Array is one of the circles, we already stored in variables with document.getElementById() (if you're not familiar with arrays, dedicate some time to read and understand what they are and how they work. They're one of the most basic data structures in any programming language, so it's important to master them.)
To start, I initiate a global variable to 0 (var i = 0) and I light up the first light with:
open(lights[i]);
Since i equals 0, lights[i], so lights[0] is red (In JS, as in most languages, arrays start counting their elements from 0). This way, open(lights[i]) is the same as open(red).
Then I do a setInterval(change, 1000) so every second the function change() is called. And what does this change function do?
Basically:
// Turn off the current light
close(lights[i]);
// Increment i, so that lights[i] points to the next element...
i = (i + 1) % lights.length;
// Turn on this next element
open(lights[i]);
The rarest thing here may be the increment. Why do I do i = (i + 1) % lights.length instead of just i++.
If I do i++ after successive calls to change, i will be: 0, 1, 2, 3, 4, 5, 6... so, when I try to access lights[i] I'll get an error, because there is no element in positions 3, 4, 5... of the lights array.
I need my sequence to be: 0, 1, 2, 0, 1, 2, 0, 1, 2...
How do I get this desired sequence instead of 0, 1, 2, 3, 4, 5, 6... ?
Maybe a more understandable way could be:
i++;
if (i > 2) {
i = 0;
}
But I'm using the Remainder operator (%) to achieve the same effect.
I hope this helps!
And another one with easily configurable duration for every light:
var lights = {
red: {
node: document.getElementById('circleRed'),
duration: 4000,
},
green: {
node: document.getElementById('circleGreens'),
duration: 2000,
},
orange: {
node: document.getElementById('circleOrange'),
duration: 800,
}
};
var order = ['red', 'green', 'orange'];
function open(light) {
light.node.classList.add('opened');
}
function close(light) {
light.node.classList.remove('opened');
}
function change() {
close(lights[order[i]]);
i = (i + 1) % order.length;
open(lights[order[i]]);
setTimeout(change, lights[order[i]].duration);
}
/* Start */
var i = 0;
open(lights[order[i]]);
setTimeout(change, lights[order[i]].duration);
.circle {
width: 50px;
height: 50px;
border-radius: 25px;
margin: 5px;
opacity: 0;
transition: opacity 200ms;
}
.circle.opened {
opacity: 1;
}
#circleRed {
background-color: red;
}
#circleOrange {
background-color: orange;
}
#circleGreens {
background-color: green;
}
.back {
width: 60px;
padding: 5px;
background-color: black;
}
<div class="back">
<div id="circleRed" class="circle"></div>
<div id="circleOrange" class="circle"></div>
<div id="circleGreens" class="circle"></div>
</div>
put all setTimeout( function(){}) in one function, then it will work
Note: to make setInterval work properly, the milliseconds must be at least the total of setTimeout functions.
also you forgot to set the orange to black when the red is appearing.
var red = document.getElementById("circleRed");
var orange = document.getElementById('circleOrange')
var green = document.getElementById('circleGreens');
setInterval(function(){ myTimer() }, 17000);
function myTimer() {
setTimeout( function(){
red.style.backgroundColor = "red";
orange.style.backgroundColor = "black";
}, 2000),
setTimeout(function(){
green.style.backgroundColor = "green";
red.style.backgroundColor = "black";
}, 5000),
setTimeout(function(){
orange.style.backgroundColor = "orange";
green.style.backgroundColor = "black";
}, 10000)
}
myTimer();
#circleRed, #circleGreens, #circleOrange {
width: 50px;
height: 50px;
-webkit-border-radius: 25px;
-moz-border-radius: 25px;
border-radius: 25px;
margin-bottom: 10px;
background-color: "black";
}
.back {
width: 60px;
margin: 10px 0px 10px 20px;
padding-left: 10px;
padding-top: 10px;
padding-bottom: 10px;
background-color: black;
}
body{
margin: 0;
}
<div class="back">
<div id="circleRed">
</div>
<div id="circleOrange">
</div>
<div id="circleGreens">
</div>
</div>

Resetting timer and score values to 0 before a new game starts

Im new to this but I've been having some trouble with trying to get my timer and score values back to 0 before a new game of memory starts. The values do reset, but don't show it until that value is affected. For example, the value for the number of matches never goes back to 0, it stays on 10(the max number of pairs) until you find the first match of the next game where it will then turn to 1. Does anybody know how to get the values to show 0 again when a new board is called up instead of just resetting when that value is affected?
I have already set
var turns = 0
var matches = 0
and called in them up as 0 in the function newBoard().
My timer code is:
var c = 0;
var t;
var timer_is_on = 0;
function timedCount() {
document.getElementById('txt').value = c;
c = c+1;
t = setTimeout(timedCount, 1000);
}
function startTimer() {
if (!timer_is_on) {
timer_is_on = 1;
timedCount();
}
}
function stopCount() {
clearTimeout(t);
timer_is_on = 0;
}
function resetTime(){
clearTimeout(t);
timer_is_on = 0;
c = 0
Where I have called up the resetTime() function in the function newBoard().
My full code is:
body{
background:#FFF;
font-family: Cooper Black;
}
h1{
font-family: Cooper Black;
text-align: center;
font-size: 64px;
color: #FF0066;
}
footer{
height: 150px;
background: -webkit-linear-gradient(#99CCFF, #FFF); /* For Safari 5.1 to 6.0 */
background: -o-linear-gradient(#99CCFF, #FFF); /* For Opera 11.1 to 12.0 */
background: -moz-linear-gradient(#99CCFF, #FFF); /* For Firefox 3.6 to 15 */
background: linear-gradient(#99CCFF, #FFF); /* Standard syntax (must be last) */
}
div#memory_board{
background: -webkit-radial-gradient(#FFF, #CC99FF); /* For Safari 5.1 to 6.0 */
background: -o-radial-gradient(#FFF, #CC99FF); /* For Opera 11.1 to 12.0 */
background: -moz-radial-gradient(#FFF, #CC99FF); /* For Firefox 3.6 to 15 */
background: radial-gradient(#FFF, #CC99FF); /* Standard syntax (must be last) */
border:#FF0066 10px ridge;
width:510px;
height:405px;
padding:24px;
}
div#memory_board > div{
background:url(tile_background.png) no-repeat;
border:#000 1px solid;
width:45px;
height:45px;
float:left;
margin:7px;
padding:20px;
cursor:pointer;
}
alert{
background: #FF0066;
}
button{
font-family: Cooper Black;
font-size: 20px;
color: #FF0066;
background: #5CE62E;
border: #C2E0FF 2px outset;
border-radius: 25px;
padding: 10px;
cursor: pointer;
}
input#txt{
background: yellow;
color: #FF0066;
font-family: Times New Roman;
font-size: 84px;
height: 150px;
width: 150px;
border-radius: 100%;
text-align: center;
border: none;
}
input#pause{
font-family: Cooper Black;
font-size: 18px;
color: #FF0066;
background: #C2E0FF;
border: #C2E0FF 2px outset;
border-radius: 25px;
padding: 10px;
cursor: pointer;
margin-top: 10px;
}
div.goes{
text-align: center;
border: #C2E0FF 5px double;
height: 160px;
width: 120px;
margin-top: 48px;
margin-left: 5px;
}
div.matches{
text-align: center;
border: #C2E0FF 5px double;
height: 160px;
width: 120px;
margin-top: 30px;
margin-left: 10px;
}
p{
font-size: 28px;
}
span{
font-family: Times New Roman;
font-size: 84px;
}
.sprite {
width:96px;
height:96px;
position: relative;
margin:15px;
}
.toon{
background: url(explode.png);
}
}
#dialogoverlay{
display: none;
opacity: 0.8;
position: fixed;
top: 0px;
left: 0px;
background: #FFF;
width: 100%;
z-index: 10;
}
#dialogbox{
display: none;
position: fixed;
background: #FF0066;
border-radius:7px;
width:400px;
z-index: 10;
}
#dialogbox > div{ background: #FFF; margin:8px; }
#dialogbox > div > #dialogboxhead{ background: linear-gradient(#99CCFF, #FFF); height: 40px; color: #CCC; }
#dialogbox > div > #dialogboxbody{ background: #FFF; color: #FF0066; font-size: 36px; text-align:center;}
#dialogbox > div > #dialogboxfoot{ background: linear-gradient(#FFF, #99CCFF); padding-bottom: 20px; text-align:center; }
<!DOCTYPE html>
<html>
<head>
<title>Memory Card Game</title>
<meta http-equiv="Content-type" content="text/html; charset=UTF-8" />
<link rel="stylesheet" type="text/css" href="reset.css" />
<link rel="stylesheet" type="text/css" href="text.css" />
<link rel="stylesheet" type="text/css" href="960.css" />
<link rel="stylesheet" type="text/css" href="mystyles.css" />
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.11.2/jquery.min.js"></script>
<script type='text/javascript' src='jquery.animateSprite.js'></script>
<script>
var memory_array = ['A','A','B','B','C','C','D','D','E','E','F','F','G','G','H','H','I','I','J','J'];
var memory_values = [];
var memory_tile_ids = [];
var tiles_flipped = 0;
var turns = 0
var matches = 0
Array.prototype.memory_tile_shuffle = function(){
var i = this.length, j, temp;
while(--i > 0){
j = Math.floor(Math.random() * (i+1));
temp = this[j];
this[j] = this[i];
this[i] = temp;
}
}
function newBoard(){
tiles_flipped = 0;
var output = '';
memory_array.memory_tile_shuffle();
for(var i = 0; i < memory_array.length; i++){
output += '<div id="tile_'+i+'" onclick="memoryFlipTile(this,\''+memory_array[i]+'\')"></div>';
}
document.getElementById('memory_board').innerHTML = output;
//fade in
$(document).ready(function () {
$('#memory_board > div').hide().fadeIn(1500).delay(6000)
});
resetTime();
turns = 0;
matches = 0;
}
function memoryFlipTile(tile,val){
startTimer();
playClick();
if(tile.innerHTML == "" && memory_values.length < 2){
tile.style.background = '#FFF';
tile.innerHTML = '<img src="' + val + '.png"/>';
if(memory_values.length == 0){
memory_values.push(val);
memory_tile_ids.push(tile.id);
} else if(memory_values.length == 1){
memory_values.push(val);
memory_tile_ids.push(tile.id);
if(memory_values[0] == memory_values[1]){
tiles_flipped += 2;
//sound
playMatch();
//animation
//number of clicks
turns = turns + 1;
document.getElementById("Count").innerHTML = turns;
//number of matches
matches = matches + 1;
document.getElementById("matchNumber").innerHTML = matches;
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
// Check to see if the whole board is cleared
if(tiles_flipped == memory_array.length){
playEnd();
Alert.render("Congratulations! Board Cleared");
//resetTime()
//stopCount();
document.getElementById('memory_board').innerHTML = "";
newBoard();
}
} else {
function flipBack(){
// Flip the 2 tiles back over
var tile_1 = document.getElementById(memory_tile_ids[0]);
var tile_2 = document.getElementById(memory_tile_ids[1]);
tile_1.style.background = 'url(tile_background.png) no-repeat';
tile_1.innerHTML = "";
tile_2.style.background = 'url(tile_background.png) no-repeat';
tile_2.innerHTML = "";
//number of clicks
turns = turns + 1;
document.getElementById("Count").innerHTML = turns;
//clickNumber()
// Clear both arrays
memory_values = [];
memory_tile_ids = [];
}
setTimeout(flipBack, 700);
}
}
}
}
//timer
var c = 0;
var t;
var timer_is_on = 0;
function timedCount() {
document.getElementById('txt').value = c;
c = c+1;
t = setTimeout(timedCount, 1000);
}
function startTimer() {
if (!timer_is_on) {
timer_is_on = 1;
timedCount();
}
}
function stopCount() {
clearTimeout(t);
timer_is_on = 0;
}
function resetTime(){
clearTimeout(t);
timer_is_on = 0;
c = 0
}
//sound effects /*sounds from http://www.freesfx.co.uk*/
function playClick(){
var sound=document.getElementById("click");
sound.play();
}
function playMatch(){
var sound=document.getElementById("match_sound");
sound.play();
}
function playEnd(){
var sound=document.getElementById("finished");
sound.play();
}
//custom alert
function CustomAlert(){
this.render = function(dialog){
var winW = window.innerWidth;
var winH = window.innerHeight;
var dialogoverlay = document.getElementById('dialogoverlay');
var dialogbox = document.getElementById('dialogbox');
dialogoverlay.style.display = "block";
dialogoverlay.style.height = winH+"px";
dialogbox.style.left = (winW/2) - (400 * .5)+"px";
dialogbox.style.top = "200px";
dialogbox.style.display = "block";
document.getElementById('dialogboxhead').innerHTML = "";
document.getElementById('dialogboxbody').innerHTML = dialog;
document.getElementById('dialogboxfoot').innerHTML = '<button onclick="Alert.ok()">New Game</button>';
}
this.ok = function(){
document.getElementById('dialogbox').style.display = "none";
document.getElementById('dialogoverlay').style.display = "none";
}
}
var Alert = new CustomAlert();
</script>
<script>//sparkle effect: http://www.rigzsoft.co.uk/how-to-implement-animated-sprite-sheets-on-a-web-page/
$(document).ready(function(){
$("#memory_board").click(function animation(){
$(".toon").animateSprite({
columns: 10,
totalFrames: 50,
duration: 1000,
});
});
});
</script>
</head>
<body>
<audio id = "click" src = "click.mp3" preload = "auto"></audio>
<audio id = "match_sound" src = "match.mp3" preload = "auto"></audio>
<audio id = "finished" src = "finished.wav" preload = "auto"></audio>
<div id = "dialogoverlay"></div>
<div id = "dialogbox">
<div>
<div id = "dialogboxhead"></div>
<div id = "dialogboxbody"></div>
<div id = "dialogboxfoot"></div>
</div>
</div>
<div class = "container_16">
<div id = "banner" class = "grid_16">
<p><br></p>
<h1>Memory</h1>
</div>
<div class = "grid_3">
<input type="text" id="txt" value="0"/>
<p><br></p>
<p><br></p>
<div class = "goes">
<p>Turns <br><span id = "Count">0</span></p>
</div>
</div>
<div class = "grid_10">
<div id="memory_board"></div>
<script>newBoard();</script>
<div style="position: relative; height: 110px;">
<div class="sprite toon"></div>
</div>
</div>
<div class = "grid_3">
<button id = "new_game" onclick="newBoard()">New Game</button>
<input type="button" id="pause" value="Pause Game" onclick="stopCount()">
<p><br></p>
<p><br></p>
<p><br></p>
<div class = "matches">
<p>Matches <br><span id = "matchNumber">0</span></p>
</div>
</div>
</div>
<footer> </footer>
</body>
</html>
Both of the variables you are settings are displayed in HTML span objects.
What seems to be happening is that when you reset the Javascript variable, the value is being changed, but the span object where it is displayed to the user is being left at its previous value until it needs to be updated again.
As far as I can tell, your objects have the ids: matchNumber and Count for the match and turn variables respectively. If this is the case, try changing your code to reset the values to zero in the HTML when the variables are reset to zero.
For example:
// Reset the Javascript Count
var turns = 0
// Reset the HTML object
document.getElementById('Count').innerHTML = 0;
// Reset the Javascript Match Count
var matches = 0
// Reset the HTML object
document.getElementById('matchNumber').innerHTML = 0;
If I failed to explain this well, please comment and I'll try to clarify further.
I am not 100% sure, but you can try replacing your function with this one:
function timedCount() {
if(c>10){
//flipBack();
resetTime();
return;
}
document.getElementById('txt').value = c;
c = c+1;
t = setTimeout(timedCount, 1000);
}

javascript background image change using array

I am not exprienced javascript programmer so I try to play with javascript. I am trying to make a slideshow by clicking on a button. Function I am trying to make a function with array that holds the names of all the images and changing the background-image according to the index of the array. I did only this part of function yet and I cant get what is wrong.
function change(lol){
var img = ["veni1.jpg", "veni2.jpg", "veni3"];
var middle = document.getElementById("vvvmiddle");
var index = img.indexOf(middle.style.backgroundImage);
if(change === "right"){
var current = index + 1;
middle.style.backgroundImage = img[current];
}
}
middle {
width:1262px;
height:550px;
background-color: white;
margin-left: -7px;
}
#vvvmiddle {
width:700;
height:400;
background-image:url('veni1.jpg');
margin: 20px 0px 0px 310px;
float:left;
}
#sipka {
width:40;
height:40;
border-radius: 100px;
background-color: #DCDCDC;
float:right;
margin: 450px 410px 0px 0px;
}
#sipkatext {
font-family: Impact;
color: white;
font-size: 30px;
padding-left: 10px;
padding-top: 1px;
}
#sipkaurl {
text-decoration: none;
}
#sipka:hover {
background-color: #3399FF;
}
#sipka2:hover {
background-color: #3399FF;
}
#sipka2 {
width:40;
height:40;
border-radius: 100px;
background-color: #DCDCDC;
float:right;
margin: 450px -100px 0px 0px;
}
#sipkatext2 {
font-family: Impact;
color: white;
font-size: 30px;
padding-left: 13px;
padding-top: 1px;
}
<div id="middle">
<div id="vvvmiddle">
<div id="sipka" onclick="change('left')">
<div id="sipkatext">
<</div>
</div>
<div id="sipka2" onclick="change('right')">
<div id="sipkatext2">></div>
</div>
</div>
</div>
A possible solution may be this one:
var img = ["img1.png", "img2.png", "img3.png"];
var len = img.length;
var url = 'Some url...';
var current=0;
var middle = document.getElementById("vvvmiddle");
middle.style.backgroundImage = "url(" + url + img[current] + ")";
function change(dir){
if(dir == "right" && current < len-1){
current++;
middle.style.backgroundImage = "url(" + url + img[current] + ")";
} else if(dir == "left" && current > 0){
current--;
middle.style.backgroundImage = "url(" + url + img[current] + ")";
}
}
See it in action, check here jsfiddle.
You can try with that:
function change(lol) {
var img = ["veni1.jpg", "veni2.jpg", "veni3"];
var middle = document.getElementById("vvvmiddle");
var index = img.indexOf(middle.style.backgroundImage);
if(lol === "right"){
index = (index + 1) % img.length;
} else {
index = (index + img.length - 1) % img.length;
}
middle.style.backgroundImage = img[index];
}
You are checking wrong variable in condition, it should be lol, not change:
if(lol === "right"){
var current = index + 1;
middle.style.backgroundImage = img[current];
}
Also you should handle "last image" case like Nicolas suggests.

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