How do I create a delay in js akin to sleep() - javascript

I need to create a delay in js. I could use setTimeout but then the code continues to execute. During the delay, I want the script to do nothing. Is there any way to do this??
To be more clear:
Eg. If I am doing two animations.
1)first animation.
2)delay(nothing is done for a second)
3)second animation.
EDIT:
First Animation:
function animateScreen() {
var audio = new Audio("http://www.sounds.beachware.com/2illionzayp3may/illwavul/CLNKBEEP.mp3");
$("body").toggleClass("wrongSeries");
audio.play();
}
function wrongChoice() {
animateScreen();
setTimeout(animateScreen, 100);
}
2) delay
3) Second Animation:
animateYellow(true);
setTimeout(function() {
animateYellow(false);
}, 500);
function animateYellow(lightup) {
if (lightup) {
var audio = new Audio("https://s3.amazonaws.com/freecodecamp/simonSound4.mp3");
audio.play();
}
$("#4").toggleClass("animateYellow");
}
This is the code I am currently using. The second animation exists for four different colors.

Related

How to approach a setInterval triggering a setInterval within the same function

I a rewards site. Users earn points when they watch videos. Users want to skip to the end of the video to quickly earn their points. Therefore, the mechanism of the video being marked as completed is managed by a JS timer.
The Problem: When a user pauses the video, the timer needs to pause. When the user clicks play again, a setInterval is used to reopen the function, where a setInterval within the existing function does the same thing, creating a huge problem...
This is the code that is set every second to update the timer...
var video_percent_count = 0;
function video_percent() {
var prize_video = document.getElementById("prize_video");
total_duration = Math.floor(prize_video.duration) + 1;
video_percent_count++;
percent = video_percent_count / total_duration;
convert_percent = (percent * 100).toFixed(2);
if(convert_percent == 100) {
clearInterval(video_percent_interval);
}
if(prize_video.paused) {
clearInterval(video_percent_interval);
}
if(prize_video.play) {
setInterval("video_percent()", 1000);
}
$(".percent_container").text(convert_percent);
}
function prize_video(count_prize) {
var back_count_prize = count_prize - 1;
$("#prize_video").get(back_count_prize).play();
video_percent_interval = setInterval("video_percent()", 1000);
}
How can I properly manage play and pause and still keep setInterval clean?

Using javascript/jQuery, wait 3 seconds for click, then proceed

I've been trying to figure out how to run an infinite loop while pausing for user click, then allow for a break out.
When the loop starts, the user is presented with an image, and must choose the identical image from one of 4 displayed. If they successfully click the match within 5 seconds, they are presented another image, and the game goes on.
If they either choose an incorrect image, or 5 seconds elapses, the game ends.
I've got all of the functionality worked out, except this pause while waiting for a click or the time to expire.
Ideally, I'd also like the time to be adjustable on each iteration. Say start at 5 seconds, then shorten the time slightly (10ms) on each loop.
I believe it must be solvable using setTimeout() or setInterval(), but just can't wrap my head around it.
Here is a minimal concept of what I'm trying to accomplish.
$('#playnow').on('click',function(){
var speed = 5000;
var speed_reduce = 10;
var game_running = true;
/* create array of images */
var imgs = ['puppy.png','kitten.png','bunny.png','goldfish.png'];
var runnow = setInterval(
function(){
//get random image from loaded theme
rand_img = imgs[Math.floor(Math.random() * imgs.length) ];
//display chosen image
$('#goal_image').html('<img src="'+theme_dir+rand_img+'" />');
// wait up to 5 seconds for user to click or time to expire
if(*clicked and matched*){
//get new random image and reset timer (less 10ms)
}
if(*time expired*){
//bail out and game ends
}
/* reduce time */
speed -= speed_reduce;
},
speed);
});
You'll want something like this I think:
var speed = 5000, // the initial time
currentimage,
timer,
gamerunning;
function newimage(){
var imgs = ['puppy.png','kitten.png','bunny.png','goldfish.png'];
currentimage=Math.floor(Math.random() * imgs.length);
$('#goal_image').html('<img src="'+theme_dir+imgs[currentimage]+'" />');
timer = setTimeout(speed, lost)
}
function answer(id){
if(!gamerunning){return}
clearTimeout(timer)
if(id==currentimage){
speed -= 10; // time decrease every time.
newimage();
}else{
lost()
}
}
function lost(){
gamerunning=0;
speed=5000;
// what to do when lost.
}
$("#puppy").on("click",function(){answer(0)}); // here #puppy is the id of the answer image, and 0 the index in the imgs array.
$("#kitten").on("click",function(){answer(1)});
$("#bunny").on("click",function(){answer(2)});
$("#fish").on("click",function(){answer(3)});
$("#gamestartbutton").on("click",function(){gamerunning=1})
One way to solve this problem is to use setTimeout() and clearTimeout() rather than setInterval. Also, you need some event for the successful button click (I've pretended you have a special "#successfulmatch" button):
var speed = 5000;
var speed_reduce = 10;
var game_running = true;
var imgs = ['puppy.png','kitten.png','bunny.png','goldfish.png'];
var myTimeout;
function runNow(speed){
rand_img = imgs[Math.floor(Math.random() * imgs.length) ];
$('#goal_image').html('<img src="'+theme_dir+rand_img+'" />');
// Keep track of the timeout so we can cancel it later if the user clicks fast enough.
myTimeout = window.setTimeout(function(){
game_running = false;
gameEnds();
},speed);
}
$('#successfulmatch').on('click',function(){
if(game_running){
// Cancel the timeout because the user was fast enough
window.clearTimeout(myTimeout);
// Give the user less time than before
runNow(speed - speed_reduce);
}
else{
// Throw an error: you forgot to hide the clickable buttons when the game ended.
}
}
$('#playnow').on('click',function(){
runNow(speed);
}
Looks like you are mixing the logic for checking "has the user clicked the image? was it correct?" with the one for checking "has time expired?"
You can listen for onclick events on the images
and set a timeout event for the game over
so the user has to cancel that timer, to cancel imminent game over, by clicking on the images
if the right image is clicked the timer is reset
if not, it's game over
you can cancel a timeout event before it runs with cancelTimeout()
see W3C here for a reference.
here is a quick prototype:
$('#playnow').on('click', function() {
var speed = 5000;
var speed_reduce = 10;
var game_running = true;
/* create array of images */
var imgs = ['puppy.png', 'kitten.png', 'bunny.png', 'goldfish.png'];
// function that ends the game if it's called
function gameover() {
alert("GAME OVER");
game_running = false;
}
// in order to use clearTimeout() you must store the timer in a global variable
// setting a timeout that will end the game if it's not cleared before
window.timer = setTimeout(gameover, speed);
// function that is called whenever the user clicks on a image
function onclickimage(event) {
if (!game_running) return;
if ( /*clicked right img*/ ) {
// get random image from loaded theme
var rand_img = imgs[Math.floor(Math.random() * imgs.length)];
// display chosen image
$('#goal_image').html('<img src="' + theme_dir + rand_img + '" />');
// delete timer, user now has one more opportunity
clearTimeout(timer);
// speed is less 10ms
speed -= speed_reduce;
// launch timer again
window.gametimer = setTimeout(loop, speed);
} else { // if click did not match correct image
gameover();
}
}
});
Well, firstly, you need to clearInterval() when they either click or fail in order to stop the current interval. Then, you can restart an interval with the new speed. The interval seems to be working for.
Every 5 seconds a new picture is displayed. So, you want an onclick event for the picture that clears the interval and starts a new one. So, you may want to use setTimeout instead of setInterval since it is only a single iteration at a time.
You could use setInterval, I suppose, but there's no real benefit to it. This way also makes it relatively easy to reduce the speed each time.

Spine multiple animations

So I have 2, or more skeletons for an animation (so, 2 or more json files). I want them to play at the same time and 10 seconds after, to play another animation.
Problem is that there is only one animation playing, and the second isn't displayed.
The way I'm doing it is the following:
<canvas id="animationCanvas" width="240" height="240"></canvas>
<script>
var first = true,
rendererFirst = new spine.SkeletonRenderer('http://someurl.com/images/'),
spineAFirst = /* My JSON Code */,
parsedFirst = JSON.parse(spineAFirst);
rendererFirst.scale = 0.2;
rendererFirst.load(spineAFirst);
rendererFirst.state.data.defaultMix = 1.0;
for (var i in parsedFirst.animations) {
if (first) {
first = false;
rendererFirst.state.setAnimationByName(0, i, true);
} else {
rendererFirst.state.addAnimationByName(0, i, true, 10);
}
}
rendererFirst.skeleton.x = 120;
rendererFirst.skeleton.y = 120;
rendererFirst.animate('animationCanvas');
</script>
And, of course, I'm doing it twice (or more). I tried as well with a single SkeletonRenderer, just loading (and setting or adding) animations as many times as I need, and it didn't worked.
It seems that the renderer is cleaning the canvas each time it is called, the better way to achieve this seems to create a canvas for each animation, and bind a renderer to each one.

Stop the execution of setInterval

I'm building a little fantasy game. In the game, the player has a endurance limit. For each click at the map, the endurance bar is increased:
angular.element('.click').click(function() {
var endurance_click = angular.element('.progressbar').height();
angular.element('.progressbar').css('height', endurance_click-20);
});
The thing I want to accomplish is that if you click around at the map, and stops before you have run out of endurance, and wait for 2sec, I want to fire an function that restores you endurance. When you decide to move on, I want to stop the function.
I have tried setInterval, but the function just keeps running.
Here is my code:
//Call a function that should restore the endurance
d = window.setInterval(restoreEndurance2, 2000);
function restoreEndurance2()
{
var endurance_restore = angular.element('.progressbar').height();
angular.element('.progressbar').css('height', endurance_restore+20);
if(endurance_restore >= 320) //If it's restored
{
alert(endurance_restore);
clearInterval(d);
}
}
How can I make the function stop when I start navigate through the map?

Animate color change of shape for certain number of frames EaselJs

I am using EaselJS and want to create a flashing color rectangle that will flash a certain number of times when a button is pressed, displaying random colors from an array. It should stop after 10 color flashes and then I want to extract the final color.
So far the relevant code I have is:
var colorArray = ["#FE7B62","#CB2DD3","#F1FD66","#004CE8","#FFD068", "#02A97E"];
square = new createjs.Shape();
square.graphics.beginFill("#000").drawRoundRect(850, 50, 100, 100, 20);
function pushButton(event) {
square.graphics.inject(animateColor);
}
function animateColor(event) {
this.fillStyle = colorArray[parseInt(Math.random()*6)];
}
This code successfully triggers the flashing of colors from my color array, but I am not sure what the best method of running the animation for a limited number of frames is. I tried pausing the ticker and restarting it on the onclick of the button but that failed. I also tried using a for loop in the pushButton function but that caused a "too much recursion error" in the browser. Here is my full file link https://github.com/RMehta95/sherman-land/blob/master/main.js.
I would suggest creating an event to trigger your action (xamountOfFrames). Here is a link to some information that might help
http://www.w3schools.com/tags/ref_eventattributes.asp
I ended up not using the inject function and instead redrawing the shape each time, creating a couple counter and timer variables to ensure that it looped through the proper amount of times.
function pushButton() {
if (timer === false) {
animate = setInterval(animateColor, 200);
timer = true;
}
}
function animateColor() {
square.graphics.clear();
displayColor = colorArray[Math.floor(Math.random()*colorArray.length)];
square.graphics.beginFill(displayColor).drawRoundRect(850, 50, 100, 100, 20);
counter++;
if (counter===15) {
clearInterval(animate);
counter=0;
movePlayer(displayColor);
timer = false;
return;
}
}

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