javascript function delay or set time out not working - javascript

i am trying to code the typed jquery functinality in javascript.I am almost there.HEre i need to add a delay after loading the word.like a few secons(lest say 4 sec) after each word loaded. How can i do it. In tried delay and set time out.It is not working for me or i am placing in wrong position. How can i set it.
var count = 0,
count2 = 0,
arr = ["SWOO", "EXCITE", "WOW", "AMAZE", "IMPRESS", "EDUICATE"],
dir = true;
setInterval(function() {
var interval = setInterval(function() {
document.getElementById('p1').innerHTML = arr[count].substring(0, count2);
if (dir) {
count2++;
if (count2 >= arr[count].length) {
dir = false;
}
} else {
count2--;
if (count2 < 0) {
dir = true;
clearInterval(interval);
}
}
}, 100);
count++;
if (count == 6) count = 0;
}, 2500);
<div style="width=100%">
<span id="p1" className="p2 hero-text-animate"></span> <span>them with video</span>
</div>

Your implementation will have problems if you add “A very long string” in to the array.
I’ve modified your code, hope it will help.
var count = 0,
count2 = 0,
arr = ["SWOO", "EXCITE", "WOW", "AMAZE", "IMPRESS", "EDUICATE"],
dir = true;
var p1 = document.getElementById("p1");
// Turning the intervals to on or off.
var onOff = function(bool, func, time) {
if (bool === true) {
interval = setInterval(func, time);
} else {
clearInterval(interval);
}
};
var eraseCharacters = function() {
// How long we want to wait before typing.
var wait = 1000;
// How fast we want to erase.
var erasingSpeed = 100;
var erase = function() {
p1.innerHTML = arr[count].substring(0, count2);
count2--;
if (count2 < 0) {
dir = true;
// Stop erasing.
onOff(false);
count++;
if (count === 6) {
count = 0;
}
// Start typing.
setTimeout(startTyping, wait);
}
};
// Start erasing.
onOff(true, erase, erasingSpeed);
};
var startTyping = function() {
// How long we want to wait before erasing.
var wait = 4000;
// How fast we want to type.
var typingSpeed = 100;
var type = function() {
p1.innerHTML = arr[count].substring(0, count2);
if (dir) {
count2++;
if (count2 > arr[count].length) {
dir = false;
// Stop typing.
onOff(false);
// Start erasing.
setTimeout(eraseCharacters, wait);
}
}
};
// Start typing.
onOff(true, type, typingSpeed);
};
// Start typing after 2 seconds.
setTimeout(startTyping, 2000);
<div style="width=100%">
<!-- Maybe it should be class. -->
<span id="p1" className="p2 hero-text-animate"></span> <span>them with video</span>
</div>

Related

For-loop not working till the specified input

The loop in myFunctionlp, is not working to the specified user input through prompt which is round in this case. I want that loop to run until the input of the user which I am getting through prompt. myFunctionlp is being called by a button press.
var round = prompt("Enter number of rounds");
var defaultNumberOfRounds = 1;
var roundno = isNaN(Number(round)) ? defaultNumberOfRounds : round;
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"../img/sisor.png"
];
var size = images_arr.length;
console.log(`round: ${round}, roundno: ${roundno}`);
function myFunctionlp() {
for (var i = 0; i < roundno; i++) { //this loop
console.log(i);
setInterval(function() {
var x = Math.floor(size * Math.random())
$('#random').attr('src', images_arr[x]); // JQuery
}, 1500);
setInterval(function() {
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sound.play();
if (s == 50) {
sound.pause();
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alert("Hello");
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}, 3000);
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for (s = 0; s < 51; s++) {
console.log(s);
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How to stop javascript counter at specific number

I have this javascript code for tampermonkey that works on Amazon. What it does is just counts up your gift card balance and makes it look like I am getting money. I want to know if it is possible to make it stop at a specific number.
var oof = document.getElementById("gc-ui-balance-gc-balance-value");
var lastCount = localStorage.getItem("lastCount");
oof.innerText = '$' + lastCount || "$10000";
function animateValue(id) {
var obj = document.getElementById(id);
var current = parseInt(localStorage.getItem("lastCount")) || 10000;
setInterval(function () {
var nextCount = current++;
localStorage.setItem("lastCount", nextCount);
obj.innerText = '$' + nextCount;
}, 0.1);
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animateValue('gc-ui-balance-gc-balance-value')
Use clearInterval inside your setInterval callback so each time the callback is called, you can check if the new count has reached your threshold and clear the timer if it does.
If you check the value outside of the callback, the logic won't be called at each count increment.
function animateValue(id) {
var obj = document.getElementById(id);
var current = parseInt(localStorage.getItem("lastCount")) || 10000;
var interval = null;
var maxCount = 1000;
var callback = function() {
var nextCount = current++;
if (nextCount === maxCount) {
clearInterval(interval);
}
localStorage.setItem("lastCount", nextCount);
obj.innerText = '$' + nextCount;
}
interval = setInterval(callback, 0.1);
}
Here is a demo:
let current = 0;
let interval = null;
const callback = () => {
let nextCount = current++;
console.log(nextCount);
if (nextCount === 5) {
clearInterval(interval);
}
}
interval = setInterval(callback, 100);
May be by clearing the interval when current reaches to a specific value like this
function animateValue(id) {
// rest of the code
let interval = setInterval(function() {
var nextCount = current++;
localStorage.setItem("lastCount", nextCount);
obj.innerText = '$' + nextCount;
}, 0.1);
if (current === requiredVal) {
clearInterval(interval)
}
return current;
}

How do I add a pause function to this pageChange timer?

Below in the code is an array of pages which is shuffled and then each of them is displayed in an iframe for a certain amount of time. I want to be able to start/stop the pageChange function using a button or a mouse click. Can anyone help me with this? Below is the working code, or check this fiddle: http://jsfiddle.net/xaa1qccm/ (Thanks to Nobe4)
var pages=[];
pages[0]="http://example.com/";
pages[1]="http://www.iana.org/domains/reserved";
pages[2]="http://en.wikipedia.org/wiki/Main_Page";
pages[3]="http://en.wikipedia.org/wiki/Randomness";
var shuffle = function(array){
var shuffledPages = [];
while(array.length){
shuffledPages.push(array.splice(Math.floor(array.length*Math.random()),1));
}
return shuffledPages;
}
var time = 3300;
var currentIndex = 0;
function pageChange() {
if(currentIndex == 0){
pages = shuffle(pages);
console.log(pages);
currentIndex = pages.length;
}
currentIndex--;
document.getElementById("frame").src=pages[currentIndex];
console.log(currentIndex);
setTimeout(function() { pageChange(); }, time);
};
pageChange();
A variable which can be set to determine if the rotator is running, and setting that to true or false:
var isRunning = true;
....
<button onclick="isRunning = false">stop</button>
<button onclick="isRunning = true">start</button>
And check that inside your method:
function pageChange() {
if(isRunning){
...
}
setTimeout(function() { pageChange(); }, time);
};
Live example: http://jsfiddle.net/xaa1qccm/1/
You may add a start/stop variable so as to check the status :
[...]
var time = 3300;
var currentIndex = 0;
var stop = 0;
function pageChange() {
if(currentIndex == 0){
pages = shuffle(pages);
console.log(pages);
currentIndex = pages.length;
}
if (stop == 0)
{
currentIndex--;
document.getElementById("frame").src=pages[currentIndex];
console.log(currentIndex);
setTimeout(function() { pageChange(); }, time);
}
};
function startStop()
{
if (stop == 0){
stop = 1;
}
else{
stop = 0;
pageChange();
}
}
[...]
And then you call startStop() on the click event of the button you want
Edit : Here is a jsfiddle

How to pause and resume a javascript timer [duplicate]

This question already has an answer here:
how to pause timer or freeze it and resume -> javascript
(1 answer)
Closed 9 years ago.
I have this timer which works fine, but i need to be able to pause and resume it after that. i would appreciate it if someone could help me.
<html>
<head>
<script>
function startTimer(m,s)
{
document.getElementById('timer').innerHTML= m+":"+s;
if (s==0)
{
if (m == 0)
{
return;
}
else if (m != 0)
{
m = m-1;
s = 60;
}
}
s = s-1;
t=setTimeout(function(){startTimer(m,s)},1000);
}
</script>
</head>
<body>
<button onClick = "startTimer(5,0)">Start</button>
<p id = "timer">00:00</p>
</body>
</html>
I simply can't stand to see setTimeout(...,1000) and expecting it to be exactly 1,000 milliseconds. Newsflash: it's not. In fact, depending on your system it could be anywhere between 992 and 1008, and that difference will add up.
I'm going to show you a pausable timer with delta timing to ensure accuracy. The only way for this to not be accurate is if you change your computer's clock in the middle of it.
function startTimer(seconds, container, oncomplete) {
var startTime, timer, obj, ms = seconds*1000,
display = document.getElementById(container);
obj = {};
obj.resume = function() {
startTime = new Date().getTime();
timer = setInterval(obj.step,250); // adjust this number to affect granularity
// lower numbers are more accurate, but more CPU-expensive
};
obj.pause = function() {
ms = obj.step();
clearInterval(timer);
};
obj.step = function() {
var now = Math.max(0,ms-(new Date().getTime()-startTime)),
m = Math.floor(now/60000), s = Math.floor(now/1000)%60;
s = (s < 10 ? "0" : "")+s;
display.innerHTML = m+":"+s;
if( now == 0) {
clearInterval(timer);
obj.resume = function() {};
if( oncomplete) oncomplete();
}
return now;
};
obj.resume();
return obj;
}
And use this to start/pause/resume:
// start:
var timer = startTimer(5*60, "timer", function() {alert("Done!");});
// pause:
timer.pause();
// resume:
timer.resume();
<p id="timer">00:00</p>
<button id="start">Start</button>
<button id="pause">Pause</button>
<button id="resume">Resume</button>
var timer = document.getElementById("timer");
var start = document.getElementById("start");
var pause = document.getElementById("pause");
var resume = document.getElementById("resume");
var id;
var value = "00:00";
function startTimer(m, s) {
timer.textContent = m + ":" + s;
if (s == 0) {
if (m == 0) {
return;
} else if (m != 0) {
m = m - 1;
s = 60;
}
}
s = s - 1;
id = setTimeout(function () {
startTimer(m, s)
}, 1000);
}
function pauseTimer() {
value = timer.textContent;
clearTimeout(id);
}
function resumeTimer() {
var t = value.split(":");
startTimer(parseInt(t[0], 10), parseInt(t[1], 10));
}
start.addEventListener("click", function () {
startTimer(5, 0);
}, false);
pause.addEventListener("click", pauseTimer, false);
resume.addEventListener("click", resumeTimer, false);
on jsfiddle
There are a whole load of improvements that could be made but I'm sticking with the code that the OP posted for the OP's comprehension.
Here is an extended version to give you further ideas on jsfiddle

JavaScript countdown timer not starting

I tried using this JavaScript countdown timer on my page but the timer won't start.
What am I doing wrongly?
var CountdownID = null;
var start_msecond = 9;
var start_sec = 120;
window.onload = countDown(start_msecond, start_sec, "timerID");
function countDown(pmsecond, psecond, timerID) {
var msecond = ((pmsecond < 1) ? "" : "") + pmsecond;
var second = ((psecond < 9) ? "0": "") + psecond;
document.getElementById(timerID).innerHTML = second + "." + msecond;
if (pmsecond == 0 && (psecond-1) < 0) { //Recurse timer
clearTimeout(CountdownID);
var command = "countDown("+start_msecond+", "+start_sec+", '"+timerID+"')";
CountdownID = window.setTimeout(command, 100);
alert("Time is Up! Enter your PIN now to subscribe!");
}
else { //Decrease time by one second
--pmsecond;
if (pmsecond == 0) {
pmsecond=start_msecond;
--psecond;
}
if (psecond == 0) {
psecond=start_sec;
}
var command = "countDown("+pmsecond+", "+psecond+", '"+timerID+"')";
CountdownID = window.setTimeout(command, 100);
}
}
<span style="color:red" name="timerID" id="timerID">91.6</span>
here is what you need to do first
window.onload = countDown(start_msecond, start_sec, "timerID");
should be
window.onload = function () {
countDown(start_msecond, start_sec, "timerID");
}
also you should avoid using a string in your setTimeout function:
CountdownID = window.setTimeout(function () {
countDown(pmsecond,psecond,"timerID");
}, 100);
See here http://jsbin.com/ifiyad/2/edit

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