Javascript Countdown to stop at 0:00 - javascript

I've found this countdown script and made some basic formatting changes but I can't figure out how to get the timer to stop at 0:00 instead of going into minus figures.
Any help would be appreciated :)
<title>Countdown</title>
<script type="text/javascript">
// set minutes
var mins = 3;
// calculate the seconds (don't change this! unless time progresses at a different speed for you...)
var secs = mins * 60;
function countdown() {
setTimeout('Decrement()', 1000);
}
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
secs--;
setTimeout('Decrement()', 1000);
}
}
function getminutes() {
// minutes is seconds divided by 60, rounded down
mins = Math.floor(secs / 60);
return mins;
}
function getseconds() {
// take mins remaining (as seconds) away from total seconds remaining
return secs - Math.round(mins * 60);
}
</script>
</head>
<body>
<div id="timer"><font size="4"><b>You have</b></font>
<input id="minutes" type="text" style="width: 16px; border: none; background-color:transparent; color: #FF0000; font-size: 24px; font-weight: bold;"><font size="4"><b>:</b></font>
<input id="seconds" type="text" style="width: 30px; border: none; background-color:transparent; color: #FF0000; font-size: 24px; font-weight: bold;"> <font size="4"><b>to claim your free game.</b></font></div>
<script>
countdown();
</script>

You need to check if seconds and mins are both zero and if they are return out of the Decrement function rather than calling setTimeout again.
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds.value < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
console.log(seconds.value);
if (minutes.value == 0 && seconds.value == 0) {
return;
}
secs--;
setTimeout('Decrement()', 1000);
}
}
I am not certain what you are going for with the < 59 condition. Try removing that logic like this:
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
minutes.value = getminutes();
seconds.value = getseconds();
console.log(seconds.value);
if (minutes.value == 0 && seconds.value == 0) {
return;
}
secs--;
setTimeout('Decrement()', 1000);
}
}

This is a bad algorithm to make a countdown. Something like that would be better
var timeout, timer;
startChrono(3*60*1000); //3 min
function startChrono (milisec) {
timeout = (new Date()).getTime() + milisec;
timer = setInterval("tick()", 1000);
}
function tick () {
var now = (new Date()).getTime();
var diff = now - timeout;
if (diff <= 0) {
clearInterval(timer);
diff = 0;
}
render(diff);
}
function render (milisec) {
var sec = Math.floor(milisec / 1000);
var min = Math.floor(milisec / 60);
sec = sec - (min*60);
document.getElementById("minutes").value = sec;
document.getElementById("seconds").value = min;
}

Related

Qualtrics - progress to next block when time is up

I need a survey to auto progress to the next block when a specified time limit has been reached for the previous block. Currently I am using the below script to display the timer but need the script to execute the action when time has elapsed. Any assistance is greatly appreciated.
Javascript in timing question.
Qualtrics.SurveyEngine.addOnload(function()
{
var headerCont = document.createElement("div");
headerCont.className = "header-cont";
headerCont.id = "header_container";
var header = document.createElement("div");
header.className = "header"
header.id = "header_1";
var timer = document.createElement("div");
timer.className = "timer";
timer.id = "timer_1";
timer.innerHTML = "Time Remaining: <span id='time'>00:10</span>";
headerCont.appendChild(header);
header.appendChild(timer);
document.body.insertBefore(headerCont, document.body.firstChild);
function startTimer(duration, display) {
var timer = duration, minutes, seconds;
var myTimer = setInterval(function() {
minutes = parseInt(timer / 60, 10)
seconds = parseInt(timer % 60, 10);
minutes = minutes < 10 ? "0" + minutes : minutes;
seconds = seconds < 10 ? "0" + seconds : seconds;
var text = ('innerText' in display)? 'innerText' : 'textContent';
display[text] = minutes + ":" + seconds;
if (--timer < 0) {
clearInterval(myTimer);
timeOver();
}
}, 1000);
}
var timerSeconds = 10,
display = document.querySelector('#time');
startTimer(timerSeconds, display);
var timeOver = function() {
document.getElementById("timer_1").innerHTML = "Time is up.";}
});
CSS
.header-cont {
width:100%;
position:fixed;
top:0px;
z-index:1000;
}
.header {
height:75px;
background:#FFFFFF;
width:100%;
margin:0px auto;
}
.timer{
margin: auto;
text-align: center;
vertical-align: middle;
font-size: 200%;
font-family: Arial;
}
EDITED ANSWER BASED ON COMMENT:
Initialize an embedded data field in the survey flow before block:
blockTimeFlag = 0
Add the following lines to the timeOver function:
Qualtrics.SurveyEngine.setEmbeddedData("blockTimeFlag", "1");
$('NextButton').click();
However, this means that none of your questions can be forced response.
Add display logic to your questions:
if blockTimeFlag = 0

clear interval not stopping at desired point

I looked at some other similar problems on this site and could not fix this problem. Below is part of a pomodoro clock program that I'm making. The problem is that I'm unable to make this set interval method stop when the clock reaches 00:00.
here is my code:
var break_minutes = 0;
var ses_minutes = 0;
var ses_minutes_sec;
var display = document.querySelector('#time');
function increment_ses (id) {
ses_minutes = ses_minutes + 1;
document.getElementById("ses_value").innerHTML = ses_minutes ;
document.getElementById("timmer_circle").innerHTML = ses_minutes;
}
function decrement_ses (id) {
if (ses_minutes > 0) {
ses_minutes = ses_minutes - 10;
} if (ses_minutes < 0) {
ses_minutes = 0;
}
document.getElementById("ses_value").innerHTML = ses_minutes ;
document.getElementById("timmer_circle").innerHTML = ses_minutes;
}
function runTimer () {
var minutes = ses_minutes-1;
var seconds = 10;
var interval = setInterval(function () {
seconds = seconds -1;
if (seconds == 0) {
minutes --;
seconds = 10 -1;
}
function str_pad_left(string,pad,length) {
return (new Array(length+1).join(pad)+string).slice(-length);
}
var finalTime = str_pad_left(minutes,'0',2)+':'+str_pad_left(seconds,'0',2);
document.getElementById("timmer_circle").innerHTML= finalTime;
if (minutes == 0) {
if (seconds == 0) {
return clearInterval(interval);
}
}
},1000);
}
the HTML
<html>
<head>
<title>Pomodoro</title>
<script src="pomodoro.js"></script>
</head>
<body>
<style>
.timmer_circle
{
width: 300px;
height: 300px;
border-radius: 50%;
font-size: 50px;
color: #fff;
line-height: 300px;
text-align: center;
background: #000;
}
.break_length{width:100%;}
#decrement{float:left;width:100px;}
#break_value{text-align: center;padding-left: 100px;}
#increment{margin:0 auto;width:100px;}
.session_length{width:100%; margin-top: 10px;}
#decrement_ses{float:left;width:100px;}
#ses_value{padding-left: 100px;}
#increment_ses{margin:0 auto;width:100px;}
#start_but{margin-top: 20px;}
#pause_but{margin-top: 20px; margin-left: 2px;}
</style>
<table>
<tr>
<td>
<div class = "timmer_circle" id ="timmer_circle" value = ""> <span id = "time">Session</span> </div>
</td>
</tr>
</table>
<div class="session_length">
<button type="button" id = "decrement_ses" onClick = "decrement_ses(this.id);">ses/dec</button>
<button type="button" id = "ses_value" >0</button>
<button type="button" id = "increment_ses" onClick = "increment_ses(this.id);">ses/inc</button>
</div>
<div class="break_length">
<button type="button" id = "decrement" onClick = "decrement_break(this.id);">brk/dec</button>
<button type="button" id = "break_value" value = "" >0</button>
<button type="button" id = "increment" onClick = "increment_break(this.id);">brk/inc</button>
</div>
<button id ="start_but" onClick="runTimer();">START</button>
<button id ="pause_but">PAUSE</button>
</body>
</html>
So, there's a number of issues with your code, specifically how you're calculating seconds and minutes. Seconds are never zero when you hit your case statement the way you're doing it, because you test for zero at the start of your function and then reset them to 10-1.
I would move that check to the start of the function, as part of your initial conditional. There are still other issues, but this is to answer your specific question about the interval. The below code will exit as expected:
var ses_minutes = 1;
var minutes = ses_minutes-1;
var seconds = 10;
var interval = setInterval(function () {
seconds = seconds -1;
if (seconds == 0) {
if(minutes === 0){
return clearInterval(interval);
}
minutes --;
seconds = 10 - 1;
}
function str_pad_left(string,pad,length) {
return (new Array(length+1).join(pad)+string).slice(-length);
}
var finalTime = str_pad_left(minutes,'0',2)+':'+str_pad_left(seconds,'0',2);
document.getElementById("timmer_circle").innerHTML= finalTime;
},1000);
/* EDIT */
So taking a few minutes to think about how I'd do this if it were me, I'd break things up into functions a little differently, and I'd also use setTimeout. I'd also calculate based on elapsed time rather than assuming the interval or timeout tick will happen at exactly 1000ms, since that's not always reliable. The below is probably still not perfect (I've only done cursory testing) but closer to what I'd do if I were tasked with this:
const display = document.getElementById('timer');
const countDownFrom = 15000; // time in milliseconds to count from
let startTime = new Date().getTime();
function padNumber(num){
let str = num.toString();
return str.length > 1 ? str : '0' + str;
}
function getDisplay(milliseconds){
const seconds = milliseconds / 1000;
const displayMinutes = padNumber(Math.floor(seconds / 60));
const displaySeconds = padNumber(Math.floor(seconds % 60));
return displayMinutes + ':' + displaySeconds;
}
function tick(){
const currentTime = new Date().getTime();
const elapsedTime = currentTime - startTime;
// test to see if the timer has expired
if(countDownFrom - elapsedTime <= 0){
display.innerHTML = '00:00';
return;
}
display.innerHTML = getDisplay(countDownFrom - elapsedTime);
setTimeout(tick,1000);
}
display.innerHTML = getDisplay(countDownFrom);
setTimeout(tick, 1000);

How to show an alert in javascript when the countdown time is over?

This is my code for displaying countdown time for 1 minute on a HTML page:
<html>
<head>
<title>Countdown</title>
<script type="text/javascript">
// set minutes
var mins = 1;
// calculate the seconds (don't change this! unless time progresses at a different speed for you...)
var secs = mins * 60;
function countdown() {
setTimeout('Decrement()',1000);
}
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
secs--;
setTimeout('Decrement()',1000);
}
}
function getminutes() {
// minutes is seconds divided by 60, rounded down
mins = Math.floor(secs / 60);
return mins;
}
function getseconds() {
// take mins remaining (as seconds) away from total seconds remaining
return secs-Math.round(mins *60);
}
</script>
</head>
<body>
<input id="minutes" type="text" style="width: 26px; border: none; background-color:none; font-size: 16px; font-weight:bold;">m
<input id="seconds" type="text" style="width: 26px; border: none; background-color:none; font-size: 16px; font-weight: bold;">s
</body></html>
I want to show an alert message displaying "Time over" when the countdown reached to 0m 0s and when the user click on ok button of the alert box, the page should be redirected to example.html. How can I achieve this?
Edit : I have done this way-
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
if (minutes==0 && seconds==0){
if (window.confirm('Time over'))
{
window.location="http://www.example.com";
}
else
{
window.location="http://www.example.com";
}
}
secs--;
setTimeout('Decrement()',1000);
}
But it is not working. The counter goes negative instead of asking for conformation at 0m 0s. How to make it working?
If your timeout has exceeded you can call the confirm Function like this:
if (window.confirm('The countdown has ended. Redirect?'))
{
// They clicked Yes
}
else
{
// They clicked no
}
The further possibilities with this function are described here:
Confirm
So before you call the setTimeout() again in your Decrement function you can check if the minutes and seconds are zero and then call the confirm action. Otherwise, if this condition is not met you proceed with decrementing.
Edit
You also had some errors in your JavaScript Code. I´ve done some improvements on it and you can look at it at this JsFiddle:
Countdown
First of all you´ve had a problem, because you´ve never set the minutes and the seconds back to the inputs. Next, you hadn´t closed the Tags for the minutes and the seconds. I guess the setTimeout didn´t work either, because of the passed string. Often it´s better to use a full function expression in those cases. You can see the changes in the JsFiddle.
How about using setInterval()? Like the following:
var timeCount = setInterval(Decrement, 1000);
function Decrement() {
if (secs === 0) {
clearInterval(timeCount);
return;
}
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
secs--;
}
<html>
<head>
<title>Countdown</title>
<script type="text/javascript">
// set minutes
var mins = 0;
// calculate the seconds (don't change this! unless time progresses at a different speed for you...)
var secs = 3;
var minutes, seconds;
function countdown() {
setTimeout('Decrement()',1000);
}
function Decrement() {
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
secs--;
console.log(minutes + ', ' + seconds);
if (seconds.value <= 0 && minutes.value <= 0) {
if (window.confirm('timeout')) {
alert('done');
} else {
alert('nothing to do');
}
} else {
setTimeout('Decrement()',1000);
}
}
function getminutes() {
// minutes is seconds divided by 60, rounded down
mins = Math.floor(secs / 60);
return mins;
}
function getseconds() {
// take mins remaining (as seconds) away from total seconds remaining
return secs-Math.round(mins *60);
}
// It's necessary
document.onreadystatechange = function() {
if(document.readyState == "complete") {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
countdown();
}
}
</script>
</head>
<body>
<input id="minutes" type="text" style="width: 26px; border: none; background-color:none; font-size: 16px; font-weight:bold;">m
<input id="seconds" type="text" style="width: 26px; border: none; background-color:none; font-size: 16px; font-weight: bold;">s
</body>
</html>

Anyway possible to make a countdown timer change color at an certain time with javascript? [closed]

Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 7 years ago.
Improve this question
Im trying to make a countdown timer that would change the color when reaches two different points, it supposed to go orange when reaches "00:59" and then change to red when reaches " 00:00 " How do I do that with javascript.
<html>
<head>
<title>Countdown</title>
<script type="text/javascript">
// set minutes
var mins = 1;
// calculate the seconds (don't change this! unless time progresses at a different speed for you...)
var secs = mins * 60;
var timeout;
function countdown() {
timeout = setTimeout('Decrement()', 1000);
}
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
secs--;
if (secs < 0) {
clearTimeout(timeout);
return;
}
countdown();
}
}
function getminutes() {
// minutes is seconds divided by 60, rounded down
mins = Math.floor(secs / 60);
return ("0" + mins).substr(-2);
}
function getseconds() {
// take mins remaining (as seconds) away from total seconds remaining
return ("0" + (secs - Math.round(mins * 60))).substr(-2);
}
</script>
</head>
<body>
<div id="timer">
This is only valid for the next <input id="minutes" type="text" style="width: 60px; border: none; background-color:none; font-size: 50px; font-weight: bold;"> : <input id="seconds" type="text" style="width: 60px; border: none; background-color:none; font-size: 50px; font-weight: bold;">
</div>
<script>
countdown();
</script>
It's very easy, you just need to add a condition before inserting value in both div or minutes/seconds.
<html>
<head>
<title>Countdown</title>
<script type="text/javascript">
// set minutes
var mins = 1;
// calculate the seconds (don't change this! unless time progresses at a different speed for you...)
var secs = mins * 60;
var timeout;
function countdown() {
timeout = setTimeout('Decrement()', 1000);
}
function colorchange(minutes, seconds)
{
if(minutes.value =="00" && seconds.value =="59")
{
minutes.style.color="orange";
seconds.style.color="orange";
}
else if(minutes.value =="00" && seconds.value =="00")
{
minutes.style.color="red";
seconds.style.color="red";
}
}
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
colorchange(minutes,seconds);
secs--;
if (secs < 0) {
clearTimeout(timeout);
return;
}
countdown();
}
}
function getminutes() {
// minutes is seconds divided by 60, rounded down
mins = Math.floor(secs / 60);
return ("0" + mins).substr(-2);
}
function getseconds() {
// take mins remaining (as seconds) away from total seconds remaining
return ("0" + (secs - Math.round(mins * 60))).substr(-2);
}
</script>
</head>
<body>
<div id="timer">
This is only valid for the next <input id="minutes" type="text" style="width: 60px; border: none; background-color:none; font-size: 50px; font-weight: bold;"> :
<input id="seconds" type="text" style="width: 60px; border: none; background-color:none; font-size: 50px; font-weight: bold;">
</div>
<script>
countdown();
</script>
Here you are. I use a colors array, store currentColorIndex, then reset index if it > colors.length. You can improve this by create random number for currentColorIndex, avoid my boring loop.
var mins = 1;
var secs = mins * 60;
var timeout;
function countdown() {
timeout = setTimeout('Decrement()', 1000);
}
// THE MAGIC BEGIN HERE
var colors = ["red", "green", "blue", "cyan", "magenta", "yellow", "black"];
var currentColorIndex = 0;
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.style.color = colors[currentColorIndex];
seconds.style.color = colors[currentColorIndex];
minutes.value = getminutes();
seconds.value = getseconds();
if (++currentColorIndex > colors.length) currentColorIndex = 0;
}
secs--;
if (secs < 0) {
clearTimeout(timeout);
return;
}
countdown();
}
}
function getminutes() {
// minutes is seconds divided by 60, rounded down
mins = Math.floor(secs / 60);
return ("0" + mins).substr(-2);
}
function getseconds() {
// take mins remaining (as seconds) away from total seconds remaining
return ("0" + (secs - Math.round(mins * 60))).substr(-2);
}
countdown();
This is only valid for the next
<input id="minutes" type="text" style="width: 60px; border: none; background-color:none; font-size: 50px; font-weight: bold;">:
<input id="seconds" type="text" style="width: 60px; border: none; background-color:none; font-size: 50px; font-weight: bold;">
Hope this helps.
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
document.getElementById('timer').style.backgroundColor = '#f08000';
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
secs--;
if (secs < 0) {
document.getElementById('timer').style.backgroundColor = '#ff0000';
clearTimeout(timeout);
return;
}
countdown();
When the timer reaches a certain point (as already in the if statements), change the color of the timer div using the DOM.

How to make my countdown timer go up once it reaches 00:00 using javascript

I was trying to make a countdown timer that once it reaches " 00:00 " it should go up again without limit.
I can't figure it out how to make my countdown go up once it reaches " 00:00 " maybe you can help me.
<html>
<head>
<title>Countdown</title>
<script type="text/javascript">
// set minutes
var mins = 1;
// calculate the seconds (don't change this! unless time progresses at a different speed for you...)
var secs = mins * 60;
var timeout;
function countdown() {
timeout = setTimeout('Decrement()', 1000);
}
function colorchange(minutes, seconds)
{
if(minutes.value =="00" && seconds.value =="59")
{
minutes.style.color="orange";
seconds.style.color="orange";
}
else if(minutes.value =="00" && seconds.value =="30")
{
minutes.style.color="red";
seconds.style.color="red";
}
}
function Decrement() {
if (document.getElementById) {
minutes = document.getElementById("minutes");
seconds = document.getElementById("seconds");
// if less than a minute remaining
if (seconds < 59) {
seconds.value = secs;
} else {
minutes.value = getminutes();
seconds.value = getseconds();
}
colorchange(minutes,seconds);
secs--;
if (secs < 0) {
clearTimeout(timeout);
return;
}
countdown();
}
}
function getminutes() {
// minutes is seconds divided by 60, rounded down
mins = Math.floor(secs / 60);
return ("0" + mins).substr(-2);
}
function getseconds() {
// take mins remaining (as seconds) away from total seconds remaining
return ("0" + (secs - Math.round(mins * 60))).substr(-2);
}
</script>
</head>
<body>
<div id="timer">
This is only valid for the next <input id="minutes" type="text" style="width: 110px; border: none; background-color:none; font-size: 100px; font-weight: bold;"> :
<input id="seconds" type="text" style="width: 110px; border: none; background-color:none; font-size: 100px; font-weight: bold;">
</div>
<script>
countdown();
</script>
I think your current solution is a little overcomplicated. You have a function that sets a timeout that calls another function which does the work and then re-calls the function that sets the timeout again.
Instead of doing that, just use the setInterval method instead.
Similarly to what #JoColina suggested, set a direction variable that indicates which direction to count, and then set up different behavior for counting up vs. counting down.
var direction = 'down';
var mins = 1.1;
var secs = mins * 60;
function colorchange() {
var className;
if (direction == 'up') {
className = 'success';
} else if (secs <= 30) {
className = 'danger';
} else if (secs <= 59) {
className = 'warning';
}
document.getElementById('timeText').className = className;
}
function getminutes() {
// minutes is seconds divided by 60, rounded down
mins = Math.floor(secs / 60);
return ("0" + mins).substr(-2);
}
function getseconds() {
// take mins remaining (as seconds) away from total seconds remaining
return ("0" + (secs - Math.round(mins * 60))).substr(-2);
}
function countdown() {
setInterval(function() {
var minutes = document.getElementById('minutes');
var seconds = document.getElementById('seconds');
minutes.value = getminutes();
seconds.value = getseconds();
colorchange();
if (direction == 'down') {
secs--;
if (secs <= 0) {
direction = 'up';
}
} else if (direction == 'up') {
secs++;
}
}, 1000);
}
countdown();
.success,
.success input {
color: green;
}
.warning,
.warning input {
color: orange;
}
.danger,
.danger input {
color: red;
}
<div id="timer">
This is only valid for the next
<span id="timeText">
<input id="minutes" type="text" style="width: 110px; border: none; background-color:none; font-size: 100px; font-weight: bold;">:
<input id="seconds" type="text" style="width: 110px; border: none; background-color:none; font-size: 100px; font-weight: bold;">
</span>
</div>
tl;dr, however you could declare a global boolean like var down = true;, and once your timer reaches 00:00, you just change down = true to down = false.
Then, on the function that changes the counter you add:
if(down){
Decrement();
}else{
Increment():
}
And if, for example, you want to decrement again once it reaches 13:54 you once more add a down = true.
Hope this helps!

Categories

Resources