I'm trying to make my countdown timer do the following 4 things
When 'start' is clicked, change button to 'stop'
When 'stop' is clicked, stop the timer
When timer is stopped, show 'start' button
When 'reset' is clicked, reset the timer
$(document).ready(function() {
var counter = 0;
var timeleft = 5;
function nf(num) {
var s = '0' + num;
return s.slice(-2);
}
function convertSeconds(s) {
var min = Math.floor(s / 60);
var sec = s % 60;
return nf(min, 2) + ' ' + nf(sec, 2);
}
function setup() {
var timer = document.getElementById("timer");
timer.innerHTML = (convertSeconds(timeleft - counter));
var interval = setInterval(timeIt, 1000);
function timeIt() {
counter++;
timer.innerHTML = (convertSeconds(timeleft - counter));
if (counter == timeleft) {
clearInterval(interval);
}
}
}
$("#timer-button").click(function() {
setup();
});
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
I recently needed something like this too. I ended up writing an ES6 class for that.
In my solution, I used Events to notify other components about the timer. Here is a fiddle in which I met your needs, but I left my EventManager() calls to show what I actually did.
The used EventManager is this one. The timer counts in 100ms steps by default, but you can adjust this by calling startTimer() with the interval of choice.
class Timer {
constructor(maxTime, startValue = 0) {
// Actual timer value 1/10s (100ms)
this.value = startValue;
// Maximum time of the timer in s
this.maxTime = maxTime * 10;
this.timerRunning = false;
}
/**
* Starts the timer. Increments the timer value every 100ms.
* #param {number} interval in ms
*/
startTimer(interval = 100) {
if (!this.timerRunning) {
let parent = this;
this.timerPointer = setInterval(function() {
if (parent.value < parent.maxTime) {
parent.value++;
//EventManager.fire('timerUpdated');
$("span").text(parent.value / 10 + "/" + parent.maxTime / 10);
} else {
parent.stopTimer();
//EventManager.fire('timeExceeded');
$("button").text("Start");
this.resetTimer();
$("span").text("Countdown over");
}
}, interval);
this.timerRunning = true;
}
}
// Stops the Timer.
stopTimer() {
clearInterval(this.timerPointer);
this.timerRunning = false;
}
// Resets the timer and stops it.
resetTimer() {
this.stopTimer();
this.value = 0;
$("span").text("0/" + this.maxTime/10);
//EventManager.fire('timerUpdated');
}
// Resets the timer and starts from the beginning.
restartTimer() {
this.resetTimer();
this.startTimer();
}
}
let timer = new Timer(6);
$("#start-stop").click(function() {
if (timer.timerRunning) {
timer.stopTimer();
$("#start-stop").text("Start");
} else {
timer.startTimer();
$("#start-stop").text("Stop");
}
});
$("#reset").click(function() {
timer.resetTimer();
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<button id="start-stop">
Start
</button>
<button id="reset">
Reset
</button>
<span>Timer: </span>
const div = document.querySelector('div');
const btn = document.querySelector('#timerBtn');
const resetbtn = document.querySelector('#reset');
let startFlag = 0;
let count = 0;
let intervalId;
const ms = 1000;
div.textContent = count;
btn.addEventListener('click', function() {
startFlag = startFlag + 1;
if(startFlag%2 !== 0) { // Start button clicked;
btn.textContent = 'Stop';
startTimer();
} else {
btn.textContent = 'Start';
stopTimer();
}
});
resetbtn.addEventListener('click', function() {
count = 0;
div.textContent = count;
});
function startTimer() {
intervalId = setInterval(() => {
count = count + 1;
div.textContent = count;
}, 1000);
}
function stopTimer() {
clearInterval(intervalId);
}
<div></div>
<button id="timerBtn">Start</button>
<button id="reset">Reset</button>
Related
Please help me! I make some simple app for bike renting in local storage. How to alert("Expired") when counter reach zero. When i put alert inside setInterval method, i have repeating alert evry second.
var interval = 5000;
function reset() {
localStorage.endTime = +new Date + interval;
}
if (!localStorage.endTime) {
reset();
}
var remaining = localStorage.endTime - new Date;
setInterval(brojanje, 100)
function brojanje() {
if (remaining > 0) {
$('#timer').text(Math.floor(remaining / 1000));
} else {
return;
}
}
<div Time remaining: <span id="timer">
</span>
</div>
<button onclick="reset()">Click me</button>
You need to stop your timer using clearInterval function.
var interval = setInterval(brojanje, 100);
function brojanje() {
if (remaining > 0) {
$('#timer').text(Math.floor(remaining / 1000));
} else {
console.log('Alert and kill timer');
alert('STOP!');
clearInterval(interval);
}
}
Here's a version I worked on. I removed the use of jquery too.
<script>
let duration = 5000
let end_time = 0
let the_interval
function reset () {
end_time = Date.now() + duration
localStorage.endTime = end_time
}
function start_interval () {
clearInterval(the_interval)
let timer = document.querySelector("#timer")
the_interval = setInterval(function () {
let remaining = end_time - Date.now()
if (remaining <= 0) {
clearInterval(the_interval)
return
}
timer.textContent = Math.floor(remaining / 1000)
}, 100)
}
window.onload = function () {
document.querySelector("#reset_button").addEventListener("click", function () {
reset()
start_interval()
})
end_time = parseInt(localStorage.endTime)
start_interval()
}
</script>
<span>Time remaining:</span> <span id="timer"></span></div>
<button id="reset_button">Click me</button>
Codepen
I am trying to simply get my play button to function but I don't know how. I got my pause button to work by adding clearInterval(timer) so I'm guessing I do the opposite of this?
I have tried adding countDown to to playTimer function and tick to the addEventListener but those don't work.
var startButton = document.getElementById("start");
var startSound = document.getElementById("audio");
var timerSound = document.getElementById("timer");
var counter = document.getElementById("counter");
var pausePlay = document.getElementsByClassName("pausePlay");
var pauseButton = document.getElementById("pause");
var playButton = document.getElementById('play');
var middleButtons = document.getElementsByClassName("middleButtons");
var fiveMin = document.getElementById("fiveMin");
var end = document.getElementById("endSess");
var redo = document.getElementById("redo");
function playAudio(){
startSound.play();
}
// Start button will disappear after click and countDown method will begin
function startTimer(){
startButton.style.display="none";
counter.style.display = "";
for (var i = 0; i < pausePlay.length; i++) {
pausePlay[i].style.display = "block";
}
countDown(10);
}
// function play(){
// }
function countDown(minutes){
var seconds = 60;
var mins = minutes;
function tick(){
var current_minutes = mins - 1;
seconds --;
counter.innerHTML = current_minutes.toString() + ":" + (seconds < 10 ? "0" : "") + String(seconds);
if(seconds > 0){
timer = setTimeout(tick, 1);
} else {
if(mins > 1){
countDown(mins - 1);
}
else if (mins && seconds === 0 ){
timerSound.play();
for (var i = 0; i < pausePlay.length; i++){
pausePlay[i].style.display = "none";
}
options();
}
}
}
tick();
}
// Pause timer
function pauseTimer(){
clearInterval(timer);
}
// Continue timer
function playTimer(){
countDown();
}
// Display buttons after timer is finished
function options(){
for(var i = 0; i < middleButtons.length; i++){
middleButtons[i].style.display = "block";
}
}
// Add five minutes to Counter as countdown
function fiveBreak (){
countDown(5);
}
// Restart counter to another 25 minutes
function restartTimer(){
countDown(25);
}
// Start from the beginning with the start timer
function endSess(){
for(var i = 0; i < middleButtons.length; i++){
middleButtons[i].style.display = "none";
counter.style.display = "none";
}
startButton.style.display = "";
}
startButton.addEventListener('click', startTimer, playAudio);
pauseButton.addEventListener('click', pauseTimer, playAudio );
playButton.addEventListener('click', playTimer, playAudio );
fiveMin.addEventListener('click', fiveBreak );
end.addEventListener('click', endSess);
redo.addEventListener('click', restartTimer);
here this is simple code to use for a basic countdown timer, I let you add your unnotified "audio" part
<h3 id="Count-Down">10</h3>
<select id="Count-times" >
<option value="20">20</option>
<option value="10" selected >10</option>
<option value="5">5</option>
</select>
<button id="bt-Start">start</button>
<button id="bt-Pause" disabled >pause</button>
<button id="bt-Clear" disabled >clear</button>
JS:
CountDown = {
CountDown : document.querySelector('#Count-Down'),
CountTime : document.querySelector('#Count-times'),
btStart : document.querySelector('#bt-Start'),
btPause : document.querySelector('#bt-Pause'),
btClear : document.querySelector('#bt-Clear'),
DownTime : 10 * 1000,
interV : 0,
Init()
{
// just for clean start on reload page
this.CountTime.value = 10;
// select time
this.CountTime.onchange =_=>{
this.DownTime = Number(this.CountTime.value) * 1000
this.CountDown.textContent = this.CountTime.value
}
// buttons click event
this.btStart.onclick =_=>{
this.CountDownTime();
this.CountTime.disabled = true;
this.btStart.disabled = true;
this.btPause.disabled = false;
this.btClear.disabled = false;
}
this.btPause.onclick =_=>{
clearInterval( this.interV );
this.btStart.disabled = false;
this.btPause.disabled = true;
}
this.btClear.onclick =_=>{
clearInterval( this.interV );
this.DownTime = 10 * 1000;
this.CountTime.value = 10;
this.CountDown.textContent = 10;
this.CountTime.disabled = false;
this.btStart.disabled = false;
this.btPause.disabled = true;
this.btClear.disabled = true;
}
}, /// Init
CountDownTime()
{
let D_End = new Date(Date.now() + this.DownTime );
this.interV = setInterval(_=>{
this.DownTime = D_End - (new Date(Date.now()));
if (this.DownTime > 0) {
// this.CountDown.textContent = Math.floor(this.DownTime / 1000) + '-' + (this.DownTime % 1000) ;
this.CountDown.textContent = (this.DownTime / 1000).toFixed(2); ;
}
else {
this.btClear.click();
}
}, 100);
}
}
CountDown.Init();
It probably has to do with the 'timer' scope, but I can't get where is the problem. If anyone knows :)
function startTimer() {
let time = 0;
progress.style.width = time + '%';
let timer = function() {
setInterval(function() {
time += 0.5;
progress.style.width = time + '%';
if (time >= 100) {
clearInterval(timer);
}
}, 100);
}
timer();
}
You need to store the instance of setInterval() in order to clear it. You are passing a function into clearInterval()
function startTimer() {
let time = 0;
progress.style.width = time + '%';
// declare instance variable
let intervalTimer;
let timer = function() {
// assign instance
intervalTimer = setInterval(function() {
time += 0.5;
progress.style.width = time + '%';
if (time >= 100) {
// clear instance
clearInterval( intervalTimer);
}
}, 100);
}
timer();
}
const delay = 300 // time in ms
const intervalId = window.setInterval(()=>{ // do stuff here }, delay)
later
window.clearInterval(intervalId)
If I can try to make everyone understand what I am looking for, I am looking for the value of the interval to change to lets say "5000ms" after "1000ms" and then it would go on to the next value such as "2000ms" and repeat all over again! The current code I have is pretty much a stopwatch, It adds the number 1 to a paragraph every 1000ms. Any help is extremely appreciated!
<script>
function myFunction() {
clicks += 1;
}
setInterval(myFunction, 1000);
var clicks = 0;
function myFunction() {
clicks += 1;
document.getElementById("demo").innerHTML = clicks;
// connects to paragraph id
}
</script>
<p id="demo"></p>
<!--connects to getElementById-->
Don't use setInterval - this functions will perform the action in any given interval, which you set once.
Use setTimeout instead. Which performs the action only once after given interval, and then call it again and again with different interval values.
what about this
<script>
var clicks = 0;
myFunction(1000);
function myFunction( currentInterval ) {
clicks ++;
document.getElementById("demo").innerHTML = clicks;
if ( currentInterval == 1000 )
{
currentInterval = 5000;
}
else if ( currentInterval == 5000 )
{
currentInterval = 2000;
}
else
{
currentInterval = 1000;
}
setTimeout( function(){ myFunction( currentInterval ) }, currentInterval );
}
</script>
<p id="demo"></p>
you should try using recursive timeout instead of interval
var timeout = 1000;
var timer;
function startTimer() {
clearTimeout(timer);
timer = setTimeout(function() {
console.log('tick');
startTimer();
}, timeout);
}
startTimer();
// timeout = 2000
// timeout = 500
// clearTimeout(timer); to cancel
<script src="https://getfirebug.com/firebug-lite-debug.js"></script>
This might look a little complicated but you can try something like this:
JSFiddle.
(function() {
var interval = null;
var limit = 5;
function initInterval(callback, index) {
var msToSec = 1000;
if (interval) {
clearInterval();
}
console.log("Delay: ", index)
interval = setInterval(callback, index * msToSec);
}
function clearInterval() {
window.clearInterval(interval);
interval = null;
}
function resetInterval(callback, count) {
clearInterval();
initInterval(callback, count);
}
function main() {
var count = 1;
var notify = function() {
console.log("Hello World: ", count);
var _nextCount = ((count++) % limit) + 1;
if (count < 10) {
resetInterval(notify, _nextCount);
} else {
console.log("Stoping loop...");
clearInterval();
}
}
initInterval(notify, count);
}
main()
})()
I have this countDown, each time I press the buttons I want to add 5 more seconds.
When the time is updated the function count down the new value but the old value as well.
Can someone explain me why?
http://jsfiddle.net/xqdj3uz8/1/
$('button').on('click', function() {
var newtime = parseInt(seconds + 5);
timer(newtime);
});
You could try by using a global variable to track the amount of seconds left. Clicking on the button will increment this variable.
var timeLeft = 10;
function timer() {
var i = setInterval(function () {
$('span').text(timeLeft);
timeLeft--
if (timeLeft === 0) clearInterval(i)
}, 1000)
}
function addSeconds(n) {
timeLeft += n
}
timer()
$('button').on('click', function () {
addSeconds(5)
});
Demo (1): http://jsfiddle.net/xqdj3uz8/21/
please use it
function timer(time) {
var interval = setInterval(countDown, 1000);
function countDown() {
time--;
$('span').text(time);
if(time === 0) {
clearInterval(interval);
}
}
$('button').on('click', function() {
time=parseInt(time + 5);
$('span').text(time);
});
}
var seconds = 5;
timer(seconds);
Try This
Working JSFIDDLE
var gblTime=0;
function timer(time) {
var interval = setInterval(countDown, 1000);
gblTime = time;
function countDown() {
gblTime--;
$('span').text(gblTime);
if(gblTime <= 0) {
clearInterval(interval);
}
}
}
var seconds = 5;
timer(seconds);
$('button').on('click', function() {
gblTime = parseInt(gblTime +1+ 5);
//timer(newtime);
});
You are adding new intervals that are independent form each other, try:
var time = 5;
var seconds = 5;
function timer() {
var interval = setInterval(countDown, 1000);
function countDown() {
$('span').text(time);
if(time === 0) {
clearInterval(interval);
}
time--;
}
}
timer();
$('button').on('click', function() {
if(time==0){
timer();
}
time += seconds;
});