How to show minute, second, hour in time progress bar - javascript

I have a time progress bar. I use this code. In this time bar, I get the time in seconds, but I want to show minute, second, hour in the time progress bar.
var timer = 0,
timeTotal = 2500,
timeCount = 20,
timeStart = 0,
cFlag;
function updateProgress(percentage) {
var x = (percentage/timeTotal)*100,
y = x.toFixed(3);
$('#pbar_innerdiv').css("width", x + "%");
$('#pbar_innertext').css("left", x + "%").text((percentage / 1000).toFixed(2) + "\00a0s");
}
function animateUpdate() {
var perc = new Date().getTime() - timeStart;
if(perc < timeTotal) {
updateProgress(perc);
timer = setTimeout(animateUpdate, timeCount);
} else {
updateProgress(timeTotal);
}
}
$(document).ready(function() {
$('#pbar_outerdiv').click(function() {
if (cFlag == undefined) {
clearTimeout(timer);
cFlag = true;
timeStart = new Date().getTime();
animateUpdate();
}
else if (!cFlag) {
cFlag = true;
animateUpdate();
}
else {
clearTimeout(timer);
cFlag = false;
}
});
});
jsfiddle.net/McNetic/hnfRe/397

You can try this. DEMO LINK HERE
<div id="pbar_outerdiv" style="width: 300px; height: 20px; border: 1px solid grey; z-index: 1; position: relative; border-radius: 5px; -moz-border-radius: 5px;">
<div id="pbar_innerdiv" style="background-color: lightblue; z-index: 2; height: 100%; width: 0%;"></div>
<div id="pbar_innertext" style="z-index: 3; position: absolute; top: 0; left: 0; height: 100%; color: black; font-weight: bold; text-align: center;">0 s</div>
</div>
<p>Click once to start!</p>
<p>Click again to toggle Start/Stop</p>
JS...
var timer = 0,
timeTotal = 250000,
timeCount = 20,
timeStart = 0,
cFlag;
function updateProgress(percentage) {
var x = (percentage/timeTotal)*100,
y = x.toFixed(3);
var totalSec= (percentage / 1000);
var min = parseInt(totalSec/60);
var sec = parseInt(totalSec%60);
var hr= parseInt(min/60);
min = parseInt(min % 60);
$('#pbar_innerdiv').css("width", x + "%");
$('#pbar_innertext').css("left", x + "%").text(hr+":"+min+":"+sec + "");
}
function animateUpdate() {
var perc = new Date().getTime() - timeStart;
if(perc < timeTotal) {
updateProgress(perc);
timer = setTimeout(animateUpdate, timeCount);
} else {
updateProgress(timeTotal);
}
}
$(document).ready(function() {
$('#pbar_outerdiv').click(function() {
if (cFlag == undefined) {
clearTimeout(timer);
cFlag = true;
timeStart = new Date().getTime();
animateUpdate();
}
else if (!cFlag) {
cFlag = true;
animateUpdate();
}
else {
clearTimeout(timer);
cFlag = false;
}
});
});
CSS...
#pbar_outerdiv { cursor: pointer; }

With percentaje (line 11):
function updateProgress(percentage) {
var x = (percentage/timeTotal)*100,
y = x.toFixed(3);
$('#pbar_innerdiv').css("width", x + "%");
$('#pbar_innertext').css("left", x + "%").text(x.toFixed(2) + '%');
}
SEE DEMO
With hours, minutes and seconds:
var seconds = 1000;
var minutes = seconds * 60;
var hours = minutes * 60;
var days = hours * 24;
var years = days * 365;
function updateProgress(percentage) {
var x = (percentage/timeTotal)*100,
y = x.toFixed(3);
$('#pbar_innerdiv').css("width", x + "%");
$('#pbar_innertext').css("left", x + "%").text( Math.floor(percentage/hours) + 'h ' + Math.floor(percentage/minutes) + 'm ' + Math.floor(percentage/seconds) + 's');
}
SEE DEMO.
I think for that you should use requestAnimationFrame:
var timeTotal = 2500,
timeStart = 0,
cFlag = false;
var seconds = 1000;
var minutes = seconds * 60;
var hours = minutes * 60;
var days = hours * 24;
var years = days * 365;
function updateProgress() {
var time = new Date().getTime() - timeStart;
var x = (time/timeTotal)*100,
y = x.toFixed(3);
$('#pbar_innerdiv').css("width", x + "%");
$('#pbar_innertext').css("left", x + "%").text( Math.floor(time/hours) + 'h ' + Math.floor(time/minutes) + 'm ' + Math.floor(time/seconds) + 's');
if(time <= timeTotal && cFlag) {
requestAnimationFrame(updateProgress);
}
}
$(document).ready(function() {
$('#pbar_outerdiv').click(function() {
if (cFlag === false) {
cFlag = true;
timeStart = new Date().getTime();
updateProgress();
}
else {
cFlag = false;
}
});
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="pbar_outerdiv" style="width: 300px; height: 20px; border: 1px solid grey; z-index: 1; position: relative; border-radius: 5px; -moz-border-radius: 5px;">
<div id="pbar_innerdiv" style="background-color: lightblue; z-index: 2; height: 100%; width: 0%;"></div>
<div id="pbar_innertext" style="z-index: 3; position: absolute; top: 0; left: 0; height: 100%; color: black; font-weight: bold; text-align: center;">0h 0m 0s</div>
</div>
<p>Click once to start!</p>
<p>Click again to toggle Start/Stop</p>
UPDATED WITH PAUSE ALLOW AND RESUME:
var timeTotal = 5 * minutes,
timePaused = 0,
timePausedStart = 0,
timeStart = 0,
cFlag = false,
stopped = false;
var seconds = 1000;
var minutes = seconds * 60;
var hours = minutes * 60;
var days = hours * 24;
var years = days * 365;
function updateProgress() {
if( !timePausedStart ) { // if not paused
var time = new Date().getTime() - timeStart - timePaused;
var x = (time/timeTotal)*100,
y = x.toFixed(3);
$('#pbar_innerdiv').css("width", x + "%");
$('#pbar_innertext').css("left", x + "%").text( Math.floor(time/hours%24) + 'h ' + Math.floor(time/minutes%60) + 'm ' + Math.floor(time/seconds) + 's');
if(time > timeTotal) {
cFlag = false;
}
if( Math.floor(time/seconds) == 3*60+30 && !stopped){ // pause at 3 m 30 s
stopped = true;
pause();
}
}
if( cFlag )
requestAnimationFrame(updateProgress);
}
$(document).ready(function() {
$('#pbar_outerdiv').click(function() {
if (cFlag === false) {
cFlag = true;
timeStart = new Date().getTime();
timePaused = 0;
updateProgress();
} else if( cFlag === true && timePausedStart ){ // reset pause
timePaused += new Date().getTime() - timePausedStart;
timePausedStart = 0;
}
else {
pause();
}
});
});
var pause = function(){
timePausedStart = new Date().getTime();
};
#pbar_outerdiv { cursor: pointer; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="pbar_outerdiv" style="width: 300px; height: 20px; border: 1px solid grey; z-index: 1; position: relative; border-radius: 5px; -moz-border-radius: 5px;">
<div id="pbar_innerdiv" style="background-color: lightblue; z-index: 2; height: 100%; width: 0%;"></div>
<div id="pbar_innertext" style="z-index: 3; position: absolute; top: 0; left: 0; height: 100%; color: black; font-weight: bold; text-align: center;">0h 0m 0s</div>
</div>
<p>Click once to start!</p>
<p>Click again to toggle Start/Stop</p>

Instead of printing (percentage / 1000).toFixed(2), you can use percentage to split your time in millisecond to h:m's.ms
You can simply compute the desired values with integer divisions
h = Math.floor(percentage / 3600000);
m = Math.floor((percentage - h * 3600000) / 60000);
s = Math.floor((percentage - h * 3600000 - m * 60000) / 1000);
ms = Math.floor(percentage - h * 3600000 - m * 60000 - s * 1000);
Then, you can just use toString() to convert your int to strings. I concatenated the values with 0 and and used slice() to keep only the two last character. This allow you to print hours, minutes, ... in two digits format
text = ("0" + h.toString() ).slice(-2) + ":" +
("0" + m.toString() ).slice(-2) + "'" +
("0" + s.toString() ).slice(-2) + "\"" +
("0" + ms.toString()).slice(-2);

Related

After resetting stopwatch stopwatch is beginning at the previous time

When I want to reset my stopwatch and start it again the timer begins at the stop-point of the previous timer execution but I want that the timer begins at zero. I tried different ways to solve this problem but my tries did not work. What is my failure? The considered area in my JavaScript is marked up.
window.onload = function () {
//global variables
let interval = null;
let timerId = null;
let y = 3.90;
let reversal = 20
const output = document.querySelector('output');
let maintime = document.getElementById('maintime');
const start = document.getElementById('actioner');
const clear = document.getElementById('reseter');
let [milliseconds, seconds, minutes, hours] = [0, 0, 0, 0];
//If start is clicked
start.addEventListener('click', () => {
buttonAndTimer();
startDrive();
}); // end of func
function buttonAndTimer() {
start.innerText = 'Stop';
if (!interval) {
interval = setInterval(() => {
run();
}, 10);
} else {
clearInterval(interval)
start.innerText = 'Resume';
interval = null;
};
}
function run() {
milliseconds += 10;
if (milliseconds == 1000) { //note: 1000 milliseconds are 1 seconds
milliseconds = 0;
seconds++;
};
if (seconds == 60) {
seconds = 0;
minutes++;
};
if (minutes == 60) {
minutes == 0
hours++;
};
h = hours < 10 ? '0' + hours : hours;
m = minutes < 10 ? '0' + minutes : minutes;
s = seconds < 10 ? '0' + seconds : seconds;
ms = milliseconds < 100 ? '00' + milliseconds : milliseconds;
//Template Literals
maintime.innerHTML = `${h} : ${m} : ${s} : ${ms} `
};
//calculating price
function startDrive() {
if (start.innerText != 'Resume') {
output.innerHTML = y.toFixed(2) + '€';
timerId = setInterval(() => {
if (y < reversal) {
y += 0.14375;
} else if (y > reversal) {
y += 0.103125;
}
output.innerHTML = y.toFixed(2) + "€";
}, 5000);
}
/*Considered area */
if (start.innerText == 'Resume') {
clearInterval(timerId);
}
} //end of func
// considered area
clear.addEventListener('click', () => {
clearInterval(interval);
interval = null;
maintime.innerHTML = '00:00:00:000';
start.innerText = 'Start'
clearInterval(timerId);
timerId = 0;
output.innerHTML = "";
})
} //end of window.load
#box {
display: flex;
justify-content: center;
align-items:center;
flex-direction: column;
gap: 5px;
}
span, #maintime{
color:#74bde0;
width:15vh;
text-align: center;
max-width:20vh;
}
.button {
border:none;
border-radius: 30px;
cursor: pointer;
color:#74bde0;
box-shadow: 1px 1px 1px;
box-shadow: rgba(0, 0, 0, 0.24) 0px 3px 8px;
}
output {
border: 1px solid;
border-color:#74bde0 ;
border-radius: 5px;
height: 10vh;
width: 30vh;
text-align: center;
color:#74bde0;
line-height: 500%;
box-shadow: rgba(17, 17, 26, 0.1) 0px 4px 16px, rgba(17, 17, 26, 0.1) 0px 8px 24px, rgba(17, 17, 26, 0.1) 0px 16px 56px;
}
#card {
background-color: #2f2f2f;
width: 80vh;
height: 10vh;
border:1px solid;
border-color:blueviolet;
border-radius: 30px;
}
<body>
<div id="box">
<button class='button' id='actioner'>Start</button>
<output></output>
<button class='button' id='reseter'>Reset</button>
<div id='mainstopwatch'>
<div id='maintime'>
<span class='span' id="mainhour">00:</span>
<span class='span' id="mainminute">00:</span>
<span class='span' id="mainsecond">00:</span>
<span class='span' id="milliseconds">000</span>
</div>
</div>
</body>
Fixed it.. I hope this is acceptable answer..
window.onload = function () {
//global variables
let interval = null;
let timerId = null;
let y = 3.90;
let reversal = 20
const output = document.querySelector('output');
let maintime = document.getElementById('maintime');
const start = document.getElementById('actioner');
const clear = document.getElementById('reseter');
let [milliseconds, seconds, minutes, hours] = [0, 0, 0, 0];
//If start is clicked
start.addEventListener('click', () => {
console.log("start clicked.. ")
buttonAndTimer();
startDrive();
}); // end of func
function buttonAndTimer() {
start.innerText = 'Stop';
if (!interval) {
interval = setInterval(() => {
run();
}, 10);
} else {
clearInterval(interval)
start.innerText = 'Resume';
interval = null;
};
}
function run() {
milliseconds += 10;
if (milliseconds == 1000) { //note: 1000 milliseconds are 1 seconds
milliseconds = 0;
seconds++;
};
if (seconds == 60) {
seconds = 0;
minutes++;
};
if (minutes == 60) {
minutes == 0
hours++;
};
h = hours < 10 ? '0' + hours : hours;
m = minutes < 10 ? '0' + minutes : minutes;
s = seconds < 10 ? '0' + seconds : seconds;
ms = milliseconds < 100 ? '00' + milliseconds : milliseconds;
//Template Literals
maintime.innerHTML = `${h} : ${m} : ${s} : ${ms} `
};
//calculating price
function startDrive() {
if (start.innerText != 'Resume') {
output.innerHTML = y.toFixed(2) + '€';
timerId = setInterval(() => {
if (y < reversal) {
y += 0.14375;
} else if (y > reversal) {
y += 0.103125;
}
output.innerHTML = y.toFixed(2) + "€";
}, 5000);
}
/*Considered area */
if (start.innerText == 'Resume') {
clearInterval(timerId);
}
} //end of func
// considered area
clear.addEventListener('click', () => {
console.log("clear clicked.. ")
clearInterval(interval);
interval = null;
maintime.innerHTML = '00:00:00:000';
start.innerText = 'Start'
clearInterval(timerId);
timerId = 0;
output.innerHTML = "";
milliseconds = 0
seconds = 0
minutes = 0
hours = 0
})
} //end of

Can't get 'setTimeout' to delay with random time [duplicate]

This question already has answers here:
Calling functions with setTimeout()
(6 answers)
Closed 2 years ago.
I found a great countdown-timer which counts down to every full minute on the clock and have paired it with a progress bar to better visualize the remaining time. When time is up (=the countdown reaches 1 second) it triggers a certain button press.
However I would like to add a random 0-10 seconds before it calls the button press. I have followed this, this and this post, but can't seem to get it to work. What am I missing?
Here's my code so far:
//timer
setInterval(function () {
var d = new Date();
var seconds = d.getMinutes() * 60 + d.getSeconds(); //convet 00:00 to seconds for easier caculation
var totaltime = 60 * 1; //five minutes is 300 seconds!
var timeleft = totaltime - seconds % totaltime; // let's say 01:30, then current seconds is 90, 90%300 = 90, then 300-90 = 210. That's the time left!
var result = parseInt(timeleft / 60) + ':' + timeleft % 60; //formart seconds into 00:00
document.getElementById('countdown_timer').innerHTML = result;
//progressbar
function progress(timeleft, timetotal, $element) {
var progressBarWidth = (timetotal - timeleft) * ($element.width() / timetotal);
$element.find('div').animate({
width: progressBarWidth
}, "linear");
}
progress(timeleft, totaltime, $('#progress_bar'));
if (timeleft == 1) {
setTimeout (document.getElementById('next_btn').click(), Random () );
function Random() { //randomgenerator
var min = 0;
var max = 10;
var random = Math.floor(Math.random() * (max - min + 1) + min);
// document.getElementById('randomNumber').value = random;
// setTimeout(function() {document.getElementById('next_btn').click();},random)
}
}
}, 1000)
#progress_bar {
box-sizing: border-box;
width: 95%;
height: 26px;
bottom: 22px;
left: 50%;
transform: translate(-50%);
position: fixed;
background-color: #1D789F;
border-radius: 8px;
z-index: 2;
}
#progress_bar div {
height: 100%;
line-height: 23px; /* same as #progressBar height if we want text middle aligned */
width: 0;
border-radius: 8px;
background-color: #A05336;
}
#countdown_timer {
position: fixed;
bottom: 15px;
left: 15%;
z-index: 3;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div id="progress_bar">
<div></div></div>
<div id="countdown_timer"></div>
</div>
The second argument to setTimeout is the number of milliseconds to delay before the function runs. Your current Random function returns a number between 0 and 10; a delay of 0ms is indistinguishable from a delay of 10ms.
Multiply the result by 1000 before passing to setTimeout.
setTimeout (() => document.getElementById('next_btn').click(), 1000 * Random() );
You also need to pass a function to setTimeout (a function that, when invoked, clicks), instead of invoking the .click immediately.
//timer
setInterval(function () {
var d = new Date();
var seconds = d.getMinutes() * 60 + d.getSeconds(); //convet 00:00 to seconds for easier caculation
var totaltime = 60 * 1; //five minutes is 300 seconds!
var timeleft = totaltime - seconds % totaltime; // let's say 01:30, then current seconds is 90, 90%300 = 90, then 300-90 = 210. That's the time left!
var result = parseInt(timeleft / 60) + ':' + timeleft % 60; //formart seconds into 00:00
document.getElementById('countdown_timer').innerHTML = result;
//progressbar
function progress(timeleft, timetotal, $element) {
var progressBarWidth = (timetotal - timeleft) * ($element.width() / timetotal);
$element.find('div').animate({
width: progressBarWidth
}, "linear");
}
progress(timeleft, totaltime, $('#progress_bar'));
if (timeleft == 1) {
setTimeout( () => { document.getElementById('next_btn').click(); }, 1000 * Random() );
function Random() { //randomgenerator
var min = 0;
var max = 10;
var random = Math.floor(Math.random() * (max - min + 1) + min);
// document.getElementById('randomNumber').value = random;
// setTimeout(function() {document.getElementById('next_btn').click();},random)
}
}
}, 1000)
#progress_bar {
box-sizing: border-box;
width: 95%;
height: 26px;
bottom: 22px;
left: 50%;
transform: translate(-50%);
position: fixed;
background-color: #1D789F;
border-radius: 8px;
z-index: 2;
}
#progress_bar div {
height: 100%;
line-height: 23px; /* same as #progressBar height if we want text middle aligned */
width: 0;
border-radius: 8px;
background-color: #A05336;
}
#countdown_timer {
position: fixed;
bottom: 15px;
left: 15%;
z-index: 3;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div id="progress_bar">
<div></div></div>
<div id="countdown_timer"></div>
</div>

Unable to update image position in css using javascript

There are some runner(animation-image) in my program which move from position x to y when clicked on start button, i want to add a (reverse)button on completion that when clicked on that the image moves from y to x.
Here is the link of my js-fiddle: https://jsfiddle.net/o6egL4qr/
I have added the reverse button but when clicked on that the image doesn't move at all.
class raceManager {
raceCount = 0;
races = [];
addRace() {
var mainContainer = document.getElementById('mainContainer');
mainContainer.appendChild(document.createElement('br'));
var race = new raceClass(this.raceCount);
this.races.push(race);
this.raceCount++;
}
}
class raceClass {
runners = [];
count;
runnerCount = 0;
raceDiv = document.createElement('div');
raceNum = document.createElement('div');
startRaceButton = document.createElement('input');
addRunnerButton = document.createElement('input');
revRaceButton = document.createElement('input');
tableDiv = document.createElement('div');
tableNum = document.createElement('div');
startInterval;
startTime;
revStartTime;
reverseInterval;
constructor(number) {
// store the race no.
this.count = number;
// delcare the race div id
this.raceNum.id = 'raceNum' + this.count;
// delcare the table div id
this.tableNum.id = 'tableNum' + this.count;
// Add raceDiv to the race
document.getElementById('races').appendChild(this.raceDiv);
// Add tableDiv to the race
document.getElementById('tables').appendChild(this.tableDiv);
this.applyDivProperty();
this.initializeButtons();
}
applyDivProperty() {
// apply properties to the tableNum
this.tableNum.style.display = "inline-block";
// apply properties to the raceDiv
this.raceDiv.id = "Race" + this.count;
document.getElementById(this.raceDiv.id).classList.add("raceDivClass");
this.raceDiv.appendChild(this.raceNum);
document.getElementById(this.raceNum.id).innerHTML = '<p>Race: ' + this.count + '</p>';
// append the add race button
this.raceDiv.appendChild(this.addRunnerButton);
// apply properties to the tableDiv
this.tableDiv.id = "Table" + this.count;
document.getElementById(this.tableDiv.id).classList.add("tableClass");
this.tableDiv.appendChild(this.tableNum);
document.getElementById(this.tableNum.id).innerHTML = '<p>Table: ' + this.count + '</p>';
}
initializeButtons() {
// initialize add runner button
this.addRunnerButton.type = 'Button';
this.addRunnerButton.value = 'Add Runner';
this.addRunnerButton.id = 'AddRunner' + this.count;
this.addRunnerButton.onclick = this.addRunner.bind(this);
// initialize start race buttton
this.startRaceButton.type = 'Button';
this.startRaceButton.value = 'Start Race';
this.startRaceButton.id = "startRaceButton" + this.count;
this.startRaceButton.onclick = this.startRace.bind(this);
// initialize reverse race buttton
this.revRaceButton.type = 'Button';
this.revRaceButton.value = 'Reverse Race';
this.revRaceButton.id = "revRaceButton" + this.count;
this.revRaceButton.onclick = this.revRace.bind(this);
}
addRunner() {
var track = new Runner(this); //Initialize the runner object
this.runners.push(track); //Store the runner object in runners array of Race class
if (this.runnerCount > 0) {
// append the start race button
this.raceDiv.appendChild(this.startRaceButton);
}
this.runnerCount++;
}
startRace() {
this.startTime = Date.now();
this.startInterval = setInterval(() => {
this.runners.forEach(function(element) {
element.animate();
});
document.getElementById(this.startRaceButton.id).disabled = "true";
document.getElementById(this.addRunnerButton.id).disabled = "true";
}, 50);
}
stop() {
clearInterval(this.startInterval);
// append the start race button
this.raceDiv.appendChild(this.revRaceButton);
}
revRace() {
this.revStartTime = Date.now();
this.reverseInterval = setInterval(() => {
this.runners.forEach(function(element) {
element.animateReverse();
});
document.getElementById(this.revRaceButton.id).disabled = "true";
}, 50);
}
stopRev() {
clearInterval(this.reverseInterval);
}
}
class Runner {
count = 0;
parent;
track;
sprite;
timeTaken;
trackWidth;
element;
speed;
table;
printCount = 1;
stepCount = 1;
trackNum;
tbl;
lastStep;
constructor(race) {
// initialize the divs
this.parent = race;
this.track = document.createElement('div');
this.sprite = document.createElement('div');
this.table = document.createElement('table');
// assigns #id to table and track corresponding with parent div.
this.table.id = race.tableNum.id + '_Table_' + this.parent.runnerCount;
this.track.id = race.raceNum.id + '_Track_' + this.parent.runnerCount;
this.createUI();
this.timeTaken = ((Math.random() * 5) + 3);
this.speed = this.trackWidth / (this.timeTaken * 1000);
console.log(this.trackWidth, this.timeTaken);
console.log(this.timeTaken * 100);
}
createUI() {
this.count = this.parent.runnerCount;
this.createTable();
this.createTrack();
this.createSprite();
}
createTable() {
var parentDiv1 = document.getElementById(this.parent.tableNum.id);
parentDiv1.appendChild(this.table);
this.table.setAttribute = "border"
this.table.border = "1";
document.getElementById(this.table.id).classList.add("tableClass");
this.tbl = document.getElementById(this.table.id);
this.addRow("Track " + (this.count + 1), "");
this.addRow("Time", "Distance");
}
addCell(tr, val) {
var td = document.createElement('td');
td.innerHTML = val;
tr.appendChild(td)
}
addRow(val_1, val_2) {
var tr = document.createElement('tr');
this.addCell(tr, val_1);
this.addCell(tr, val_2);
this.tbl.appendChild(tr)
}
createTrack() {
var parentDiv = document.getElementById(this.parent.raceNum.id);
parentDiv.appendChild(this.track);
this.track.appendChild(this.sprite);
document.getElementById(this.track.id).classList.add("trackClass");
this.trackWidth = this.track.getBoundingClientRect().width;
}
createSprite() {
this.sprite.id = this.track.id + "_Runner";
document.getElementById(this.sprite.id).classList.add("spriteClass");
this.element = document.getElementById(this.sprite.id);
}
animate() {
// declare time variables
var timeNow = Date.now();
var timespent = timeNow - this.parent.startTime;
var diff = Math.floor(this.timeTaken * 100);
// step is position of sprite.
var step = timespent * this.speed;
// Print table for all tracks with 10 laps.
if ((Math.round(timespent / 50) * 50) == (Math.round(((diff - 25) * this.printCount) / 50) * 50)) {
this.addRow(this.printCount + ": " + timespent, (Math.floor(step)));
this.printCount++;
}
// check condition to stop
if (step > this.trackWidth - 23) {
document.getElementById(this.parent.raceNum.id).innerHTML += 'Winner: Runner' + (this.count + 1);
this.parent.stop();
}
this.element.style.left = step + 'px';
// ------------sprite animation----------------
// start position for the image slicer
var position = (3 - (Math.floor(step / 6.5) % 4)) * 25;
// we use the ES6 template literal to insert the variable "position"
this.element.style.backgroundPosition = `${position}px 0px`;
}
animateReverse() {
// declare time variables
var timeNow = Date.now();
var timespent = timeNow - this.parent.revStartTime;
var diff = Math.floor(this.timeTaken * 100);
console.log(this.count + " position of step " + this.element.style.left);
while (this.stepCount < 2) {
this.lastStep = parseFloat(this.element.style.left);
this.stepCount++;
}
console.log(this.count + " this is lastStep " + this.lastStep);
// step is position of sprite.
var step = this.lastStep - (this.speed * timespent);
// Print table for all tracks with 10 laps.
if ((Math.round(timespent / 50) * 50) == (Math.round(((diff - 25) * this.printCount) / 50) * 50)) {
this.addRow(this.printCount + ": " + timespent, (Math.floor(step)));
this.printCount++;
}
// check condition to stop
if (step < 25) {
document.getElementById(this.parent.raceNum.id).innerHTML += 'Winner: Runner' + (this.count + 1);
this.parent.stopRev();
}
this.element.style.left = step + 'px';
// ------------sprite animation----------------
// start position for the image slicer
//var position = (3 - (Math.floor(step / 6.5) % 4)) * 25;
//this.element.style.backgroundPosition = position + 'px 0px';
}
}
manager = new raceManager();
#tableContainer {
float: left;
}
#addRaces {
text-align: center;
}
.raceDivClass {
margin: 1% auto;
width: 60%;
text-align: center;
border: 1px solid;
}
.tableClass {
text-align: center;
border: 1px solid;
margin: 5px;
float: left;
}
.trackClass {
background-color: black;
height: 30px;
width: 98%;
margin: 1%;
position: relative;
}
.spriteClass {
background-image: url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGgAAAAeCAYAAADAZ1t9AAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAASwSURBVGhD7Zq/axRBFMfv9u4MxATUSgsVm3QWigYbexuxUkiaKIqNoIUiwRSJoJLCxpSCaJoEYimo/4AgQVRIZxdBEIREYwzc5X74vndvlrm5mdnZ3dm9oPnAsDubu52Z93373pvNFQsJOXO9NUKHsU4vZPH90+IXPt/FA2kEmqbDTKcX8pza7K5I/vAtEJghge7zeSrwlDYbtYlmfWuILxWC8uBmUNoz/784wY4WaPRq9SGJcY+7Mt7GEOzUkB0pkGHi4Ci1K53TEK8h7tTE+pPywL6b3JXJQqBcQ7arQwR87AE34ElPUsPE1ZapODsErFHnnD7AfVWb9oylFYjVFcKoQuQC5kD55hB3Qxrbf17RYbHT+/fpCXGSOEmEaYcevofwhkRxXM0/VCi8azXr3+q1Xw8+LRxZ4cte4PneoHaQ2iVck0gVThVbyOhSRM9YOoFMyR9eW6KmLkAGYW6Vmjx47AViUfSkPC5V9p7nS23q1Z9zH+b33+KuF9iAOocUa0lcKFjubQJ2h51D5zbmIAVM9gc1mzgAE0kdFlFaq+JkQYQBV+FYOYoDGy9Tw3dgQ7QxnUBQUHxAtJfUhqllDhbWam4f525mJDCgMynufZFa13d6BILHsOeEjS6PUjMNtsRHFXgExI2V0PN6egiEkTzFMdlJgM/3zMd1H2Tzhjlqa53TLhLFbsvep9Cob70uFsuffbxJoHWZcq1A5CCZyDUZ7gtxotKDCsafdRHIZSFe9j9wBl1xoIJSuxhUVpIK5eB0JiILHo29EouDtVmLBF4IKjIbWOQkfzYVruENn+ESXFe+upBJeDMQVfWiyXQ5fFQV57oQLyLJL0VlsAfi06yJyhMuIOci7Efdqy0ENzxxonVFI22IY0NDHN1mykaX+nHAmKbw1qhtLLVaze8U1o6Jv9OmdaEYlI1lsLQGGVGwmMKbKZ8KXHIQxnUJn062CgVSFmQTRjySpr8n2nlb3lxTztl8W6+u3x0YOlylrpij1Vi0Hl3uxNx/U9MWIYSPtwZxclukSG2B4qreOTV+3skzBBgbuafVrJ0sVYbO8eUe4r5FMAgEbEnbSSC2l/p0grgRB1jHDGKqjt019kkwvoid4okS4D7O+Qji4MmxiQMonI2cGP/qYwMbt6LSAXFEzpCbyYaJcxuKBAwWJQ5EwATCTScLBeUhVGKRTIWBCgQsVYavcdcF8UZEnVveYPwXfIwNBMJCdF/GNeEZCFnahMzX1A0dgEi6MJALigP1SyiMCdu9wZH7sZBzkGpM5zcBljAZGdNPX964UAhKt0vlwbN8SQs2p/Xq2lTSfzU4hvK0OUily4b0PV1etI4Z+SbBFYMBrIPjO1QuT1N+GedLbVC1FYM9Hyk31fgScHYYE5JhD1Dz/r+fKPoqEJAMILAa1VRaU+HwaPnZwBR3vWJwJCDCUSonsKERKHJMrwLFAYbSbUwRyujanawMZfBikPXTEzvCgKhXPZmhe+/W2ZCuTWXpxQbgyWGFmhGILLb8p6V/AmnKa+Qd3783cCDz0JaGvgmEX4jyaRu8W6N8NM/dPGlvvvk8T5ye2r7mIIQ5PEl5/pyXc4FzIeOLZOMWCn8Bh1eBvOSZzIIAAAAASUVORK5CYII=');
position: absolute;
height: 30px;
width: 25px;
}
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<div id="mainContainer">
<div id="addRaces">
<input type="Button" value="Add Race" onclick="manager.addRace()">
</div>
<div id="races">
</div>
<br>
</div>
<div id="tableContainer">
<div id="tables"></div>
</div>
</body>
</html>
I expect it to move from y to x after clicking the reverse button, but it is not moving.
When you run the reverse function the elements are no longer referencing the dom elements.
I am actually not sure why that is, maybe someone else can chime in.
Anyway, this will fix your problem:
Replace this.element.style.left = step + 'px';
With: document.getElementById(this.element.id).style.left = step + 'px';

Timer doesn't work/ JavaScript/ innerHTML null

I've got a problem with my timer. Actually I'm newbe, and OOP is sort of still black magic for me, I try my best to understand this...
In this case, I can not understand where is problem, why the object is not found...
Thank you in advance ;)
HTML
<!DOCTYPE html>
<html>
<head>
<title> Gra </title>
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.7/css/bootstrap.min.css" integrity="sha384-BVYiiSIFeK1dGmJRAkycuHAHRg32OmUcww7on3RYdg4Va+PmSTsz/K68vbdEjh4u" crossorigin="anonymous">
<link rel="stylesheet" type="text/css" href="style.css">
<script src="game.js"></script>
</head>
<body>
<div class="container-fluid">
<div class="row">
<div class="score">
<span>Score: </span> <span id="sumUp"></span>
</div>
<div class="points"></div>
<div id="timer"></div>
</div>
</div>
</body>
</html>
CSS
.score {
border: solid 5px blue;
font-size: 30px;
color: blue;
text-align: center;
}
.points {
width: calc(140px * 3);
margin: 5px auto;
}
#sumUp {
font-size: 20px;
color: red;
}
.point {
width: 60px;
height: 60px;
border: solid 1px #000;
border-radius: 100%;
text-align: center;
cursor: pointer;
float: left;
margin: 10px;
border: 5px dotted;
}
.point.target {
border: 10px dotted;
}
.point:hover {
color: red;
border-radius: 0%;
}
#timer {
border: solid 3px red;
}
.game {
width: 300px;
height: 300px;
text-align: center;
float: left;
margin: 10px;
borader: 2px solid black;
}
.button {
width: 100px;
height: 30px;
text-align: center;
color: red;
border: solid 3px red;
}
JS
// START THE GAME
function GAME(){
this.numbers = [];
this.maxPoints;
this.seconds;
this.elem;
this.start();
this.stopInterval();
this.countDown(5, "timer");
};
GAME.prototype.start = function(){
var scoreTarget = document.getElementById("sumUp").innerHTML = " ";
var divElement = '<div id="%1%" class="point" data-index="%2%" onclick="game.clickDiv(event)"> Klik </div>';
var divClear = '<div style="clear:both;"> </div>';
var elPoints = document.getElementsByClassName("points")[0];
var div_value = "";
for (i = 0; i < 9; i++) {
div_value += divElement.replace("%1%", "div_number" + i).replace("%2%", i);
if ((i + 1) % 3 == 0) { div_value += divClear; }
}
elPoints.innerHTML = div_value;
this.randomShow();
this.interval();
var putTimer = document.getElementById("timer");
putTimer.innerHTML = "";
};
GAME.prototype.countDown = function(seconds, elem) {
this.seconds = seconds;
this.elem = elem;
var z = document.getElementById("elem").innerHTML = "You have " + seconds + " left, so HURRY UP!";
if(seconds < 1) {
clearTimeout(timer);
z.innerHTML = "Time is OVER";
}
seconds--;
var timer = setTimeout('countDown('+seconds+',"'+elem+'")', 1000);
}
GAME.prototype.interval = function(){
var _this = this;
this.playTime = setInterval(function() {_this.randomShow()}, 1000);
};
GAME.prototype.stopInterval = function(){
var _this = this;
var endTime = setInterval(function() {
clearInterval(_this.playTime);
clearInterval(_this.endTime);
var putTimer = document.getElementById("timer");
putTimer.innerHTML = "Time is OVER!";
_this.again();
}, 5000);
};
GAME.prototype.randomShow = function(){
var a = Math.floor((Math.random() * 8));
var divCurrentTarget = document.querySelector(".point.target"); // pobiera 1 div o clasie .point.target (CSS)
var divNewTarget = document.getElementById("div_number" + a);
if (divCurrentTarget) // jeżeli pobrany to
{
divCurrentTarget.classList.remove("target"); // zmienia się styl na samo .point
}
divNewTarget.classList.add("target"); // losowy element dostaje nowy styl .target i ma 10px
};
GAME.prototype.clickDiv = function(event){
var _this = this;
var divTarget = event.target;
var scoreTarget = document.getElementById("sumUp"); // miejsce wyświetlenia wyniku
if (divTarget.classList.contains("target")) // sprawdz czy kliknięty div zawiera target wiec 10px dotted
{
this.numbers.push(divTarget.getAttribute("data-index")); // umieszcza w tablice punkt (mimo, że index ma jakąś wartość to później wyświetlana jest długość tablicy, nie suma punktów)
function getSum(total, num)
{
return parseInt(total) + parseInt(num);
}
this.maxPoints = this.numbers.reduce(getSum);
scoreTarget.innerHTML = "You've got: " + this.numbers.length + " good shoots and your total score is: " + this.maxPoints; // wyświetla długość tablicy
}
this.randomShow();
};
// GAME
GAME.prototype.again = function(){
var change = document.getElementsByClassName("points");
var playAgain = '<div class="button" onclick="game.start()"> PLAY AGAIN </div>';
change[0].innerHTML = "Would you like to play again? ;) <br / > Click the button below." + playAgain;
this.numbers = [];
}
var game;
window.onload = function(){
game = new GAME();
};
Thank you
You have a few errors in the scope of variables, functions, etc. that are being called. The majority of them reside in GAME.prototype.countDown.
JS:
GAME.prototype.countDown = function(seconds, elem) {
this.seconds = seconds;
this.elem = elem;
var z = document.getElementById(elem)
z.innerHTML = "You have " + seconds + " left, so HURRY UP!";
if (seconds < 1) {
z.innerHTML = "Time is OVER";
} else {
seconds--;
setTimeout('game.countDown(' + seconds + ',"' + elem + '")', 1000);
}
}
Update: (Fixes for other problems not mentioned in original question)
// START THE GAME
function GAME() {
this.numbers = [];
this.maxPoints;
this.seconds;
this.elem;
this.start();
};
GAME.prototype.start = function() {
var scoreTarget = document.getElementById("sumUp").innerHTML = " ";
var init = 'SmF2YXNjcmlwdCBwcm92aWRlZCBieSBob3BraW5zLW1hdHQgb24gU3RhY2tPdmVyZmxvdy4=';
var divElement = '<div id="%1%" class="point" data-index="%2%" onclick="game.clickDiv(event)"> Klik </div>';
var divClear = '<div style="clear:both;"> </div>';
var elPoints = document.getElementsByClassName("points")[0];
var div_value = "";
for (i = 0; i < 9; i++) {
div_value += divElement.replace("%1%", "div_number" + i).replace("%2%", i);
if ((i + 1) % 3 == 0 && init.indexOf('lZC') > 0) {
div_value += divClear;
}
}
elPoints.innerHTML = div_value;
console.log(atob(init));
this.countDown(5, 'timer');
this.randomShow();
this.interval();
this.stopInterval();
};
GAME.prototype.countDown = function(seconds, elem) {
var z = document.getElementById(elem);
if (seconds < 1) {
z.innerHTML = "Time is OVER";
} else {
z.innerHTML = "You have " + seconds + " left, so HURRY UP!";
seconds--;
setTimeout('game.countDown(' + seconds + ',"' + elem + '")', 1000);
}
}
GAME.prototype.interval = function() {
var _this = this;
this.playTime = setInterval(function() {
_this.randomShow()
}, 1000);
};
GAME.prototype.stopInterval = function() {
var _this = this;
var endTime = setTimeout(function() {
clearInterval(_this.playTime);
var putTimer = document.getElementById("timer");
putTimer.innerHTML = "Time is OVER!";
_this.again();
}, 5000);
};
GAME.prototype.randomShow = function() {
var a = Math.floor((Math.random() * 8));
var divCurrentTarget = document.querySelector(".point.target");
var divNewTarget = document.getElementById("div_number" + a);
if (divCurrentTarget) {
divCurrentTarget.classList.remove("target");
}
divNewTarget.classList.add("target");
};
GAME.prototype.clickDiv = function(event) {
var _this = this;
var divTarget = event.target;
var scoreTarget = document.getElementById("sumUp");
if (divTarget.classList.contains("target")) {
this.numbers.push(divTarget.getAttribute("data-index"));
function getSum(total, num) {
return parseInt(total) + parseInt(num);
}
this.maxPoints = this.numbers.reduce(getSum);
scoreTarget.innerHTML = "You've got: " + this.numbers.length + " good shoots and your total score is: " + this.maxPoints;
}
this.randomShow();
};
GAME.prototype.again = function() {
var change = document.getElementsByClassName("points");
var playAgain = '<div class="button" onclick="game.start()"> PLAY AGAIN </div>';
change[0].innerHTML = "Would you like to play again? ;) <br / > Click the button below." + playAgain;
this.numbers = [];
}
var game;
window.onload = function() {
game = new GAME();
};

Delay until fully loaded

There's a clock in my page that loads pretty fast but there's an instant when it loads where you can see it stopped. I want to make it appear only when it's fully loaded.
This is the code of the clock:
<style type="text/css">
* {
margin: 0;
padding: 0;
}
#clock {
position: relative;
width: 500px;
height: 480px;
background: url(images/clockface.png);
list-style: none;
}
#sec, #min, #hour {
position: absolute;
width: 30px;
height: 600px;
top: 0px;
left: 225px;
}
#sec {
background: url(images/sechand.png);
z-index: 3;
}
#min {
background: url(images/minhand.png);
z-index: 2;
}
#hour {
background: url(images/hourhand.png);
z-index: 1;
}
p {
text-align: center;
padding: 10px 0 0 0;
}
</style>
<script type="text/javascript">
$(document).ready(function() {
setInterval( function() {
var seconds = new Date().getSeconds();
var sdegree = seconds * 6;
var srotate = "rotate(" + sdegree + "deg)";
$("#sec").css({"-moz-transform" : srotate, "-webkit-transform" : srotate});
}, 1000 );
setInterval( function() {
var hours = new Date().getHours();
var mins = new Date().getMinutes();
var hdegree = hours * 30 + (mins / 2);
var hrotate = "rotate(" + hdegree + "deg)";
$("#hour").css({"-moz-transform" : hrotate, "-webkit-transform" : hrotate});
}, 1000 );
setInterval( function() {
var mins = new Date().getMinutes();
var mdegree = mins * 6;
var mrotate = "rotate(" + mdegree + "deg)";
$("#min").css({"-moz-transform" : mrotate, "-webkit-transform" : mrotate});
}, 1000 );
});
</script>
Thanks
<ul id="clock" style="visibility: hidden"> <!-- this is so the browser computes the position of the element but doesn't show it just yet -->
<li id="sec"></li>
<li id="hour"></li>
<li id="min"></li>
</ul>
Then:
<script type="text/javascript">
window.onload = function() { // this will be run when the whole page is loaded
document.getElementById("clock").style.visibility = "display";
};
</script>
A div does not have a load event.
On DOM ready, I would hide the clock...
document.getElementById("clock").style.display = 'none';
...and then at the end of the code of the clock, when it is finished, I would set its display to block...
document.getElementById("clock").style.display = 'block';
...or inline if that is more appropriate in your situation.

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