clearInterval is not stopping time consistenly - javascript
I'm creating a simple game of boggle that limits the user to 30 seconds. After that time, the game ends and the results are displayed. The problem is SOMETIMES everything works fine and the "timer" html shows Times Up. Other times, the countdown starts counting backward. My interval id variable is global and initially set to null. I'm not sure what's going on.
function words(x)
{
switch (x)
{
case 1:
var word = new Array("balte","table","hat","tab","belt","lab","eat","tea","ate","tale","bale","let","bet","teal","late","beat");
break;
case 2:
var word = new Array("atwre","water","wet","wear","tear","war","ret","rate","eat","ate","tea","awe","raw","rat","wart","art","tar");
break;
case 3:
var word = new Array("dclaen","can","cane","and","clan","lane","lean","lend","land","den","dean","dance","lance","clean","deal","ale","dale","candle","clad");
break;
case 4:
var word = new Array("aepinlar","air","airplane","plane","plan","lane","lean","pane","ear","near","nap","nape","lair","pen","pan","ape","leap","ale","peal","nap","rap","par", "pare", "pale", "are", "rail", "ail", "pail", "nail", "air", "pair", "ran", "pin", "pine", "line", "nip", "rip", "ripe", "lip", "earn", "learn", "ire");
break;
case 5:
var word = new Array("redykboa","keyboard","key","board","bored","bore","bark","dark","dork","oar","boar","ark","dare","bare","are","red","rod","road","bode","rode","ode","bread", "read", "bead", "bred", "break", "drey", "day", "boy", "broke", "rake", "bake", "ear", "dear", "bear", "dye", "dyer", "doer", "oak", "boa", "doe", "okay","dab", "bade", "ade", "drake", "bard", "yard", "year", "beak", "beard", "bad", "bed", "bay");
break;
case 6:
var word = new Array("evtsaedri","advertise","side","eat","sad","sat","rat","rate","vet","advise","read","rest","vest","serve","served","aside","east","tread","dear","deer","tear","trade","starve","steer","stare","veer","seat","seed","tree","drives","strive");
break;
case 7:
var word = new Array("rcseanbh","branches","bra","she","ran","bran","car","cab","race","ranch","share","bench","bar","char","can","crane","ban","hear","hare");
break;
case 8:
var word = new Array("vradntseue","adventures","vent","dent","stun","dust","rust","vase","sure","ensure","star","vend","dare","tar","starve","trade","sad","eat veer","tear","seat","seed","sand","tree","rest");
break;
case 9:
var word = new Array("wokcnalgede","acknowledge","and","land","wand","wage","ledge","led","lead","lend","leg","gown","know","now","no","lean","wean","week","wed","lack","leak","deal","deck","knew","kneel");
break;
case 10:
var word = new Array("muprith","triumph","hit","hurt","pit","trim","rum","rump","tip","thump","put","rim","him","hum","hip","rut");
break;
}
return word;
}
<html>
<head>
<title>Greg's Gambits | Greg's Game of Boggle</title>
<link href="greg.css" rel="stylesheet" type="text/css" />
<script type="text/javascript" src="gregBoggle2.js"></script>
<script>
compWords = new Array(); notAword = new Array();
playWords = new Array();
var play = ""; /*var today;*/ var count = 30;
var score = 0; var interval = null;
var quit = false;
function start()
{
/*var start = new Date();
today = start.getTime();*/
timeIt();
boggle();
}
function displayLetters()
{
var num = Math.floor(Math.random()*10) +1;
compWords = words(num);
yourWord = compWords[0];
document.getElementById("letters").innerHTML = yourWord;
}
function timeIt()
{
interval = window.setInterval("countdown()",1000);
}
function countdown()
{
count--;
if (count == 0)
{
window.clearInterval(interval);
interval = null;
document.getElementById("timer").innerHTML = "Time's Up";
var btn =document.getElementById("start");
btn.disabled = true;
quit = true;
checkWin();
return;
}
document.getElementById("timer").innerHTML = count;
}
function boggle()
{
play = document.getElementById("words").value;
if (!quit)
{
playWords.push(play);
displayEntries();
document.getElementById("words").value = "";
document.getElementById("words").focus();
}
else
{
document.getElementById("words").value = "";
document.getElementById("words").focus();
checkWin();
}
}
function displayEntries()
{
document.getElementById("entries").innerHTML = playWords.toString();
}
/*function toMinutesAndSeconds(millis)
{
var minutes = Math.floor(millis/60000);
var seconds = ((millis%60000)/1000).toFixed(0);
return minutes + ":" + ((seconds < 10 ? '0' : "")+ seconds);
}*/
function checkWin()
{
// check winning score and list bad words
var complgth = compWords.length;
var playlgth = (playWords.length);
var flag; var timePlayed;
/*var endTime = new Date().getTime();
var diff = endTime - today;
timePlayed = toMinutesAndSeconds(diff);*/
for (var i = 0; i < playlgth; i++)
{
flag = 0;
for (var k = 0; k < complgth; k++)
{
if (playWords[i] == compWords[k])
{
score= score + 1;
flag = 1;
}
}
if (flag == 0)
notAword.push(playWords[i]);
}
document.getElementById("result").innerHTML = ("Your score is " +
score + ". The following entries " + "are not valid words: <br />" +
notAword.toString());
/*document.getElementById("timer").innerHTML = ("Your time: " + timePlayed);*/
}
</script>
</head>
<body>
<div id="container">
<img src="images/superhero.jpg" width="120" height="120" class="floatleft" />
<h1 align="center"><em>Greg's Game of Boggle</em></h1>
<div style = "clear:both;"></div>
<div id = "nav">
<p>Home
About
Play a Game
Sign In
Contact Us</p>
</div>
<div id="content">
<p>The object of the game is to create as many words as
you can. Please click the Display letters button and your letters will
be shown below. You have 10 possible letter combinations and 30 seconds. When you are ready to begin, enter the word then click the Submit Word button. The timer will start after first entered word.</p>
<p><input type="button" value="Display letters" onclick="displayLetters();" /><br/>
<input type="text" id="words">
<input type="button" id="start" value="Submit Word" onclick="start();" />
</p>
<h2><br /><br />Letters you can use:<br /><div id="letters"> </div><br /></h2>
<h2>Your words so far: <br /><div id="entries"> </div><br /></h2>
<h2>Results:<br /><div id="result"> </div></h2>
<h2>Timer: <br /><div id="timer"> </div></h2>
</div>
<div id="footer">Copyright © 2013 Greg's Gambits<br />
foulksy#gmail.com
</div>
</div>
</body>
</html>
Every time you submit a word, you call your start() function which calls timeIt(). Your solution works if you only submit one word, but if you submit multiple, you'll run into the issue where you see a negative timer.
I believe you have to clear the previous setInterval before creating a new one and storing it on your interval variable:
function timeIt()
{
window.clearInterval(interval);
interval = window.setInterval(countdown, 1000);
}
You should replace this line
interval = window.setInterval("countdown()",1000);
with the following
interval = window.setInterval(countdown, 1000);
You need to pass a function as the first parameter which can be called by the timer. You pass a string, which can't be called.
More information here.
Not sure if this is why it's failing, but setInterval takes a function as its first argument, not a string. It should be setInterval(countdown, 1000) not setInterval("countdown()", 1000).
Related
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My JS timer clock is not stopping when clicked twice on start button [duplicate]
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A possible solution is to prevent the problem before it happens. You can place a check on the running timer (Is there a way to check if a var is using setInterval()?). In this case you could just have a global timer variable var timer = false the with add a check to the start function. Then the stop function will set the timer variable back to false. function startClock() { if(!timer){ timer = true waitTimer = setInterval(displayTime, 1000); } else return } function stopClock() { clearInterval(waitTimer); timer = false }
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Why am I getting 1 number short of my inputted number e.g 10 outputs 9
Building a countdown Timer with rounds, working and resting for training. Issue: My timer seems to start fine (with the user inputted values) after the first round, once rest is done, my working timer doesn't start at the inputted value like it should. It's always one number short. E.g If you input 5: 10: 10. When it comes back around, it will appear one number shorter than it should 4: 09: 00 From the left the Timer is rounds, working, rest. Please help. let rnd = '00'; let wrk = 00; // this will act as my seconds let rst = '00'; let prepare =3; let interval; let rstInterval; let startTimer = '00'; // store the working set in an array let prepIn = document.getElementById('prep'); prepIn.innerHTML = prepare; // buttons document.getElementById('start').addEventListener('click', initTimer); document.getElementById('pause').addEventListener('click', pauseTimer); document.getElementById('reset').addEventListener('click', finishTimer); let span= document.getElementById('app').getElementsByTagName('span'); function initTimer(){ clearInterval(interval) let rounds = document.querySelector('.rounds').value; rnd = rounds; span[0].innerHTML = rnd let work = document.querySelector('.work').value; wrk = work; startTimer = work; span[1].innerHTML =wrk let rest = document.querySelector('.rest').value; rst = rest; span[2].innerHTML = rst console.log(startTimer) interval= setInterval(countDown, 1000); } // Pause the timer function pauseTimer(){ clearInterval(interval); console.log("pauseTimer") } // reset timer function finishTimer(){ clearInterval(interval); span[0].innerHTML = '00' span[1].innerHTML = '00' span[2].innerHTML = '00' rnd = '00'; wrk = '00'; rst = '00'; document.querySelector('.timeNum').style.display = "flex" } function countDown(){ prepare-- if(prepare < 10){ prepIn.innerHTML = '0' + prepare; } if(prepare >=9){ prepIn.innerHTML = prepare; } if(prepare <= 3){ prepIn.style.color = 'green'; } if(prepare < 1){ clearInterval(interval) prepare = 00 prepIn.style.display = 'none' clearInterval(startTimer) startTimer= setInterval(timerActive, 1000); let work = document.querySelector('.work').value; wrk = work; console.log(wrk) } document.querySelector('.timeNum').style.display = "none"; } function timerActive(){ wrk-- if(wrk <=9){ span[1].innerHTML = '0' + wrk; } if(wrk >=10){ span[1].innerHTML = wrk; } if(wrk <= 0){ clearInterval(startTimer) let rest = document.querySelector('.rest').value; rst = rest let rstInterval = setInterval(() => { rst-- if(rst<=9){ span[2].innerHTML = '0' + rst; } if(rst >=10){ span[2].innerHTML = rst; } if(rst < 1){ clearInterval(rstInterval) rstcount(); } },1000) rnd-- if(rnd <10){ span[0].innerHTML = '0'+ rnd; } else{ span[0].innerHTML = rnd; } } }; function rstcount(){ clearInterval(rstInterval); countDown(); } <div class="timer"> <div class="numb"> <h2 id="prep"></h2> <h2 id="app"><span>00</span>:<span>00</span>:<span>00</span></h2> <h1 class="timeNum"><input type='number' min="00" max="99" class="rounds" value='00'>:<input type='number' min="00" max="99" class="work" value="00">:<input type='number' min="00" max="99" class="rest" value="00"></h1> <div class="buttons"> <input type="button" id="start" value="Start"> <input type="button" id="pause" value="Pause"> <input type="button" id="reset" value="Reset"> </div> </div> </div>
How to decrement each click of the animation
I am trying to create animation game. Animation game must consits of One image alternating with another every half a second. I am intended to count++ on each click of the happy-face fish and count-- on each sad-face fish clicked. But, my code is only incrementing, whatever the image is clicked. Also,my code shows me two different images while It must have to be only one. I have to count a click while my animation is running ( animation: images should be alternating every half a second. It will look like fish is smiling for half second and then crying for another half second then repeats). If i click on happy face, I will score 1 and if click on sad-face I will lose 1. In the end it must show you win if i achieve 10 and resets again on clicking Start Animation. [Output should be like this:][1] var image = "happy"; var totalscore = 0; var counter = 0; var Schedule; function happyFish() { totalscore++; var happyclickSpan = document.getElementById("score"); happyclickSpan.innerHTML = totalscore; counter = counter + 1; if (counter == 10) { clearInterval(Schedule); var finalwords = document.getElementById("d"); finalwords.innerHTML = "Your Score:" + counter + " Game Over. You Win!"; } } function sadFish() { totalscore--; var sadclickSpan = document.getElementById("score"); sadclickSpan.innerHTML = totalscore; counter = counter - 1; if (counter == -10) { clearInterval(Schedule); var finalwords = document.getElementById("d"); finalwords.innerHTML = "Your Score:" + counter + " Game Over. You Lose!"; } } function StartAnimation() { counter = 0; totalscore = 0; fish_img = document.getElementById("happy_fish"); f_img = document.getElementById("happy_fish"); fish_img.classList.add('on'); Schedule = setInterval(animationfunction, 500); } function animationfunction() { if (image == "happy") { image = "sad"; fish_img.src = "https://www.uow.edu.au/~dong/w3/assignment/a5/sad_fish.png"; } else { image = "happy"; fish_img.src = "https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png"; } } <img src="https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png" alt="" id="happy_fish" onClick="happyFish()"> <img src="https://www.uow.edu.au/~dong/w3/assignment/a5/sad_fish.png" alt="" id="sad_fish" onClick="sadFish()"> <br> <h1 id="d"> Your Score: <span id="score">0</span> </h1>
I modified your StartAnimation and animationfunction methods to make the fish dissapear with a toggle instead of trying to modify the source of the image. I made it with a css class off which will make a fish dissapear with display: none; var totalscore = 0; var counter = 0; var Schedule; function happyFish() { totalscore++; var happyclickSpan = document.getElementById("score"); happyclickSpan.innerHTML = totalscore; counter = counter + 1; if (counter == 10) { clearInterval(Schedule); var finalwords = document.getElementById("d"); finalwords.innerHTML = "Your Score:" + counter + " Game Over. You Win!"; } } function sadFish() { totalscore--; var sadclickSpan = document.getElementById("score"); sadclickSpan.innerHTML = totalscore; counter = counter - 1; if (counter == -10) { clearInterval(Schedule); var finalwords = document.getElementById("d"); finalwords.innerHTML = "Your Score:" + counter + " Game Over. You Lose!"; } } function StartAnimation() { counter = 0; totalscore = 0; var initialWords = document.getElementById("d"); initialWords.innerHTML = "Your Score: <span id=\"score\">0</span>"; Schedule = setInterval(animationfunction, 500); } function animationfunction() { var fish_img = document.getElementById("happy_fish"); var f_img = document.getElementById("sad_fish"); fish_img.classList.toggle('off'); f_img.classList.toggle('off'); } .off { display: none; } <button onClick="StartAnimation()">Start Animation</button> <br> <img src="https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png" alt="happy" id="happy_fish" onClick="happyFish()"> <img src="https://www.uow.edu.au/~dong/w3/assignment/a5/sad_fish.png" alt="sad" id="sad_fish" class="off" onClick="sadFish()"> <br> <h1 id="d"> Your Score: <span id="score">0</span> </h1>
You can make things a lot simpler by having one img element and one click handler. In the snippet I merged the two click handlers into one and added a check for the state of the fish (being represented now by the boolean isHappy). I attached this handler to a single img element in your HTML and in the animation function I alternate its src attribute between the happy and sad fish according to the isHappy state. Additionally, Since the counter and the total score are the same, I use only the total score variable. var isHappy = true; var totalscore; var Schedule; function clickFish() { if (isHappy) { totalscore++; } else { totalscore--; } var scoreSpan = document.getElementById("score"); scoreSpan.innerHTML = totalscore; if (totalscore === 10) { clearInterval(Schedule); var finalwords = document.getElementById("d"); finalwords.innerHTML = "Your Score:" + totalscore + " Game Over. You Win!"; } } function StartAnimation() { isHappy = true totalscore = 0; clearInterval(Schedule); Schedule = setInterval(animationfunction, 500); } function animationfunction() { fish_img = document.getElementById("fish"); isHappy = !isHappy; if (isHappy) { fish_img.src = "https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png"; } else { fish_img.src = "https://www.uow.edu.au/~dong/w3/assignment/a5/sad_fish.png"; } } <button onclick="StartAnimation()">Start animation</button><br /> <img src="https://www.uow.edu.au/~dong/w3/assignment/a5/happy_fish.png" alt="" id="fish" onClick="clickFish()"> <br> <h1 id="d"> Your Score: <span id="score">0</span> </h1>
How to reset variables to original, vanilla Javascript?
I'm making a simple hangman game in vanilla javascript and would like the game to reset after a player losses. Specifically, I'd like to: 1. reset the "guessRemain" variable 2. clear out the "guess" id, so none of the guessed letters are shown 3. choose another random word from the array. Thanks in advance for your help! <!DOCTYPE html> <html lang="en-us"> <head> <meta charset="UTF-8"> <title>Hangman Game</title> <link rel="stylesheet" type="text/css" href="assets\css\reset.css"/> <link rel="stylesheet" type="text/css" href="assets\css\style.css"> <link href="https://fonts.googleapis.com/css?family=Lato" rel="stylesheet"> <script src="https://use.fontawesome.com/ca6de464ee.js"></script> </head> <body> <div id="white"> <img src="assets\images\turkey.png" alt="turkey" class="turkeyImage"> </div> <div id="orangebox"> <h4>thanksgiving</h4> <h4 class="hangman">hangman</h4> </div> <div class="instructions"> <h1>Instructions:</h1> <br/> <h2>1. Guess a Thanksgiving dish!</h2> <br/> <h3>2. Press any key to begin.</h3> </div> <div class="display"> <p class="greywords">Current Word:</p> <br/> <p id="current"></p> <br/> <br/> <p class ="greywords">Number of Guesses Remaining:</p> <br/> <p id="remain"></p> <br> <br/> <p class="greywords">Letters Already Guessed:</p> <p id="guess"></p> <br> <br/> <p class="greywords">Wins:</p> <p id="win"></p> <br> <br/> <p class="greywords">Losses:</p> <p id="loss"></p> </div> <!-- End of HTML --> <script type="text/javascript"> // Step 2: create variable of the food words var wins = 1; var losses = 1; var guessRemain = 10; var foodWords = [ "pie", "turkey", "bacon", "bread" ]; // Step 1: display remaining gueses document.getElementById("remain").innerHTML = guessRemain; // Step 3: create a variable to pick a random word from that array var randomWord = foodWords[Math.floor(Math.random() * foodWords.length)]; console.log(randomWord); //Step 4: make it count the number of letters in that word that you just picked var count = []; for (var i = 0; i < randomWord.length; i++) { count[i] = "_ "; } //Step 5: write the var on the screen document.getElementById("current").innerHTML = count; //Step 6: have it recognize that there are remaining letters var remainingLetters = randomWord.length; console.log("I HAVE " + remainingLetters + " left"); //Step 7: function for when they click a key document.onkeyup=function(event) { var userGuess = event.key; document.getElementById("guess").innerHTML += userGuess + " "; // console.log(randomWord.length); if (randomWord.includes(userGuess)) { // console.log("test"); // Step 7: if this statment is true, then modify the count variable, replace the dash in count with letter, and it has the correct position, and display the letter var guessIndex = randomWord.indexOf(userGuess); //console.log(randomWord.indexOf(userGuess)); count[guessIndex] = userGuess //console.log(count); document.getElementById("current").innerHTML = count; remainingLetters--; console.log("I HAVE " + remainingLetters + " left"); if (remainingLetters === 0) { document.getElementById("win").innerHTML = wins++; console.log("I have won");} } // Step 8: if not true, then subtract a guess else { document.getElementById("remain").innerHTML = guessRemain--; document.getElementById("remain").innerHTML = guessRemain; if (guessRemain === 0) { document.getElementById("loss").innerHTML = losses++; console.log("I have lost"); } } } // Step 10: if there are no letters remaining in count, then add "1" to the win id and reset the page // if (remainingLetters === 0) { // document.getElementById("#win").innerHTML = winSs++; // console.log("I have won"); //console.log("i win"); // function reset() { // document.getElementById("display").reset(); // } // } // Step 11: if there are no guesses remaining, add a "1" to the loss id and reset the page // if (remainingGuess < 0) { // document.getElementById("#loss").innerHTML = ++1; // function reset() { // document.getElementById("display").reset(); // } // } </script> </body> <div class="footer"> </div> </html>
Simply set the variable, so to "reset" guessRemain you'd just type guessRemain = 10; inside your reset function, The same would go for any other variables. As for the Guesses already displayed on the web page, you'd do something similar to this document.getElementById("guess").innerHTML = ""; Hope that helps :)
First off, clear the guess element somewhere in steps 1-6 by setting its innerHTML to an empty string. Take your steps 1-6 and put them in a function called initialize like so: Edit: declare your variables wins, losses, guessRemain, foodWords, randomWords, count, remainingLetters outside of the function below so that you'll have access to them in your onkeyup handler var wins, losses, guessRemain, foodWords, randomWords, count, remainingLetters; function initialize() { // Step 1: create variable of the food words wins = 1; losses = 1; guessRemain = 10; foodWords = [ "pie", "turkey", "bacon", "bread" ]; // Clear the guess document.getElementById("guess").innerHTML = ""; // Step 2: display remaining gueses document.getElementById("remain").innerHTML = guessRemain; // Step 3: create a variable to pick a random word from that array randomWord = foodWords[Math.floor(Math.random() * foodWords.length)]; console.log(randomWord); //Step 4: make it count the number of letters in that word that you just picked count = []; for (var i = 0; i < randomWord.length; i++) { count[i] = "_ "; } //Step 5: write the var on the screen document.getElementById("current").innerHTML = count; //Step 6: have it recognize that there are remaining letters remainingLetters = randomWord.length; console.log("I HAVE " + remainingLetters + " left"); } Call the function initialize() somewhere in your code (outside of the onkeyup handler) to initialize your game for the first time. Now, you can reuse the initialize function whenever you want to reset your game. For example, you can do something like this when the game is over (place this code inside your onkeyup handler towards the bottom): if (remainingLetters === 0 || remainingGuess === 0) { inititalize(); }