CodeHS JavaScript Timer- Countdown - javascript

I work on CodeHS and need to make a countdown timer for my powerups in the game I'm making, Breakout. I need the timer to be reusable so no for loops, it needs to go down in seconds/milliseconds (it doesn't matter which) and preferably last 30 seconds or 30,000 milliseconds. Remember this is CodeHS I'm working on.

If you want something to happen 30 seconds after you start your timer you could do something like this:
//set the time remaining to 30 outside of a function so it is global
var timeRemaining = 30;
function start(){
//set the timer to run the function countdown once every second(1000 milliseconds)
setTimer(countdown, 1000)
}
function countdown(){
/*every time it is called this function subtracts one from the time if it is
more than 30, when it reaches 0 stops the timer and resets the time*/
if(timeRemaining<=0){
stopTimer(countdown);
timeRemaining = 30;
println("Done");
//30 seconds has passed, do what you need here(call your function)
}else{
timeRemaining--;
println(timeRemaining+" seconds left")
}
}
Add your function or whatever you want to happen after the time is up whereprintln("Done") is.
Because timeRemaining is set back to 30 at the end, you can reuse the timer by calling setTimer(countdown, 1000) again.
You can remove the println statments, they are just to see what is happening.
If CodeHS doesn't want hardcoded numbers (I think they call them "magic numbers"), replace the 30s with a constant set to 30.
Let me know if you need a better explanation.

Tell me if I'm wrong because I have no idea what CodeHS is, but I am quite sure that this can be achieved with a simple setInterval function.
To go by full seconds:
var timer=30;
setInterval(function(){
timer-=1;
document.getElementById(timerId). innerHTML=timer;//shows the remaining time
}, 1000);//subtracts 1 second from timer each second
To go by tenths of a second
var timer=30.0;
setInterval(function(){
timer-=0.1;
document.getElementById(timerId). innerHTML=timer;//shows the remaining time
}, 1000);//subtracts a tenth second from timer every 0.1 seconds

var timeLeft = 60;
var txt = new Text(" ","30pt Arial");
function start(){txt.setPosition(200,200); txt.setColor(Color.black); add(txt); setTimer(countdown,1000);}
function countdown(){drawTimer(); timeLeft--;}
function drawTimer(){txt.setText(timeLeft);}

Related

Javascript increasing a value and the velocity on increasing it

I need to increase a number and I used setInterval(Function, time)
so I put a variable for time: time = 1000 now I need to change it so I put a function that changes it when I click a button:
function changetime() {time = time - 100;}
but it seems that you can't change the time of setInterval while is working...
how can I do that?
I tried with a setTimeout but the number now changes "jumping". is not regular...
I'm not sure but it seems that the "jump" changes when I change the setTimeout time... like if the timeout is now in the setInterval time.
Original code---_>
var time = 1000;
function interval() { setInterval(Function, time);}
function changetime() {setTimeout(interval, 10);tempo = tempo - 200;}
I had the same problem some time ago, and i made a small function that can do this:
https://github.com/Atticweb/smart-interval/blob/master/smart-interval.js
It works like this:
var timer = new timer();
timer.start(function(){
//more magic here
}, 3000, true);
//change the interval
timer.set_interval(4000);
I hope this helps you, good luck!

How can i run 90:00 "min" in 30 seconds?

All i need to do is this:
I have a football game (all written in pure js) which is 90:00 min.
I need to show users 90 (90:00) min and this should be counted down with animation till 00:00 in 30 seconds time...
What is the best way to approach this?
Should i use some animation library?
You can modify an existing countdown clock like this one, to use a smaller interval of time for countdown callback.
In your case you will need to call the function which handles the countdown 180 times in a second (90mins = 5400sec --> 30/5400=0.0055 --> 5.5ms) so you will have to set the callback interval to around 5.5ms. That sounds like too much calls, so you can optimize it in some way, for example you can count down 10sec in each step and in that case you will have just 18 function calls/sec which sounds more acceptable.
A simple code to count down 3min every second which stops at 0.
var minutesLeft = 90,
interval;
interval = setInterval(function () {
minutesLeft-=3;
if(minutesLeft === 0) {
clearInterval(interval);
}
, 1000}

how to calcuate seconds left in the current minute of the time

I want to update a clock in the UI when the time changes from 12:01 to 12:02.
I can do a setInterval every 60 seconds, but the beginning might not be on the first second of a new minute. How can I ensure that it starts at the first second?
I think I need to find out how many seconds are left in the current minute and then do a setTimeout that fires setInterval when the seconds elapse.
var secondsLeft = ?; //calculate seconds left in this minute
setTimeout(function(){
setInterval(function(){
//update clock
}, 1000 * 60);
}, secondsLeft);
If moment.js makes it easier, that's fine with me.
Try this: secondsLeft = 60 - new Date().getSeconds()
I would store old value, use requestAnimationFrame to see if browser is ready to render and at the render check if the minute has changed from previous render.

Trying to display multiple count down timers on same page

I am trying to display several count down timers on same page. now as far as i know there are 2 ways of doing it without using jquery plugins or some other scripts (if you know of a good one please let me know)
starting 1 sec setInterval and a global variable that will contain milliseconds and then just reduce -1000 every interval.
creating a function that reduce 1 sec from a global variable and then at the bottom of that function setting a setTimeout of 1 sec that will run that functions so basically recursion every 1 sec.
My question is which of the 2 options will work better and/or faster?
here is demonstrative code for both:
setInterval:
var amount_of_seconds_left = 46800000;
setInterval(function(){
if(amount_of_seconds_left > 1000){
amount_of_seconds_left -= 1000;
}
},1000);
setTimeout:
var amount_of_seconds_left = 46800000;
function startTime(){
if(amount_of_seconds_left > 1000){
amount_of_seconds_left -= 1000;
t=setTimeout(function(){startTime()},1000);
}
}
Both ways could work but i was wondering performance wise which is better and is performance is even an issue with this ?
setInterval and setTimeout don't start after 1000ms e.g. if another script is running, so both can cause delays. It would be better to use the setIntervall to call the display update only and use the the Date object to calculate the exactly remaining time. E.g. after the browser was busy the timer shows the correct time after the next update.
Here an example:
HTML:
<div id="timer1"></div>
<div id="timer2"></div>
javascript:
// update all timer
function updateTimer() {
for (var i in aTimer) {
var oTimer = document.getElementById(aTimer[i].sId);
var iSeconds = parseInt((aTimer[i].iFinished - Date.now()) / 1000);
oTimer.innerHTML = iSeconds;
}
}
// Init all timers with DOM-id and finish time
var aTimer = [
{ sId: 'timer1', iFinished: Date.now() + 46800000 },
{ sId: 'timer2', iFinished: Date.now() + 780000}
];
// call display update
setInterval(function() {
updateTimer();
}, 333);
I belive that the setInterval code executes every 1000ms exactly, while the setTimeout waits 1000ms, runs the function, which takes some ms, then sets another timeout. So the wait period is actually greater than 1000ms.
From this post:
setTimeout or setInterval?

Add a countdown in my scoring script (javascript/jquery)

I have the following script in a js file:
// Ad score
var score = 0;
//$('#score').text(score);
function foundMatchingBlocks(event, params) {
params.elements.remove();
score += 100;
$('#score').text(score);
};
Now on each matching, 100 points are added to var score. This all works. Now I want to extend this a bit. As soon as the page loads I want to start a countdown to reduce the number of points (starting with 100) with 1 point a second for 60 seconds. So the minimum number of points a user can get is 40. When someone gets the points, the counter should reset and countdown again.
Example:
Page loads (timer starts from 100)
User has a match after 10 seconds (+90 points are added)
Counter resets and countdown from 100 again
User found a match after 35 sec (+65 points are added)
etc etc
Problem is, I have no idea how to do this :( Hope someone can help me with this.
The above is fixed, thanks all for helping!!!
The big picture is, you'll need to become pretty familiar with timeouts and intervals in javascript. This is the reference page I keep going back to when I need to refresh my memory: http://www.elated.com/articles/javascript-timers-with-settimeout-and-setinterval/
For your specific task, you'll probably want to use an Interval that triggers every 1000 milliseconds to calculate the second-by-second point reduction, and a separate Timeout for failure that resets every time the user completes their challenge.
Here are a few tips for working with timeouts and intervals that usually lead to followup questions:
When you set a timeout, always capture the return value (I think it's basically a random integer). Save it to some global var for convenience.
var failureTimer; // global var high up in your scope
failureTimer = setTimeout ( "gameOver()", 100000 ); // 100 seconds * 1000ms
Then in whichever method gets called when the player completes their challenge, you call this:
clearTimeout (failureTimer); // resets the timer and gives them another 100 seconds
failureTimer = setTimeout ( "gameOver()", 100000 ); // yes call this again, to start the 100 sec countdown all over again.
The second pain point you're likely to encounter when working with Timeouts and Intervals is how to pass parameters to the functions like gameOver() in my example above. You have to use anonymous functions, as described here:
Pass parameters in setInterval function
For more on anonymous functions, this is a good overview:
http://helephant.com/2008/08/23/javascript-anonymous-functions/
Good luck with your project! Let me know if you have any questions.
Here's some code without the use of timers. Call startCountdown() every time you want to re-initialize the count-down. Call getAvailableScore() when you want to fetch the current available score. You will have to decide what to do when the available score goes to zero.
var beginCountDownTime;
function startCountdown() {
beginCountDownTime = new Date();
}
function getAvailableScore {
var now = new Date();
var delta = (now.getTime() - beginCountDownTime.getTime()) * 1000; // time elapsed in seconds
var points = 100 - (delta / 60);
return(Math.round(Math.max(points, 0))); // return integer result >= 0
}
Maybe something like:
// Ad score
var score = 0;
var pointsAvailable = 100;
//$('#score').text(score);
function foundMatchingBlocks(event, params) {
params.elements.remove();
score += pointsAvailable;
$('#score').text(score);
pointsAvailable = 100;
};
$(document).ready(function() {doTimer();});
function doTimer() {
setTimeout('reducePoints()',1000);
}
function reducePoints() {
if(pointsAvailable>40) {
pointsAvailable--;
}
doTimer();
}

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