I keep running into several issues when creating a countdown script
- it does not run smoothly
- hard to make it repeat (closure)
- hard to delay the start and to delay the repeat (closure)
Can someone please help me FIX this code which should work in my opinion but doesn't
the processing I need is
a. counter starts delay number of seconds after the page loads,
b. when counter reaches 0, the countdown RE-starts after delay number of seconds
Here is my Fiddle
Issues:
- when it starts, the counter seems to wait an additional second before counting down
- it does not pause
- the repeat starts after the counter has continued
.
// more accurate timer - https://gist.github.com/1185904
function interval(duration, fn){
this.baseline = undefined
this.run = function(){
if(this.baseline === undefined){
this.baseline = new Date().getTime()
}
fn()
var end = new Date().getTime()
this.baseline += duration
var nextTick = duration - (end - this.baseline)
if(nextTick<0){
nextTick = 0
}
(function(i){
i.timer = setTimeout(function(){
i.run(end)
}, nextTick)
}(this))
}
this.stop = function(){
clearTimeout(this.timer)
}
}
window.onload=function() {
var cnt1 = 10;
var delay1 = 5;
var timer1 = new interval(1000, function(){
document.getElementById('out1').innerHTML=cnt1--
if (cnt1 <= 0) { // trying to reset
timer1.stop(); // does not work
cnt1 = 10;
setTimeout(function() { timer1.run()},delay1*1000)
}
})
setTimeout(function() { timer1.run()},delay1*1000)
}
Object exposing start([delay])
and stop()
.
http://jsfiddle.net/RVBDQ/3/
function interval(duration, fn, delay){
this.timer = null;
this.duration = duration;
this.fn = fn;
this.start(delay);
}
interval.prototype.start = function(delay){
if (this.timer) {return;}
var self=this;
this.timer = setTimeout(function(){ self.run(); }, delay||0);
};
interval.prototype.run = function(called){
var self = this,
nextTick = called ? this.duration - (new Date - called) : 0;
this.timer = setTimeout(function(){
self.fn();
self.run(new Date);
}, nextTick<0 ? 0 : nextTick);
};
interval.prototype.stop = function(){
clearTimeout(this.timer);
this.timer = null;
};
window.onload = function() {
var cnt1 = 10;
var delay1 = 5;
window.timer1 = new interval(1000, function(){
document.getElementById('out1').innerHTML=cnt1;
cnt1 = cnt1 === 1 ? 10 : cnt1-1;
}, delay1*1000);
};
I've rewritten your code to produce the desired results. Your previous code was very inefficient. See my script comments for usage.
Fiddle: http://jsfiddle.net/RVBDQ/1/
/*
@name timer
@param number startFrom Starts counting down from this number
@param number delay Seconds to wait before repeating the counter
@param number intervalDelay Milliseconds between countdown
@param number runTimes Optional; Limit of counting. The function stops when it has run <runTimes> times. Default 1 (=one countdown)
@param Boolean noFirstRun Optional; If false, the counter starts off immediately. Default false
*/
function timer(startFrom, delay, intervalDelay, runTimes, notFirstRun){
if(typeof runTimes == "undefined") runTimes = 1;
if(runTimes-- < 0) return;
setTimeout(function(){
var ctn = startFrom;
var timer1 = window.setInterval(function(){
document.getElementById('out1').innerHTML = ctn--;
if(ctn <= 0){
clearInterval(timer1);
timer(startFrom, delay, intervalDelay, runTimes, true);
}
}, intervalDelay);
}, notFirstRun?delay*1000:0);
}
window.onload=function() {
timer(10, 5, 1000, 2);
//Runs two times, starts counting from 10 to 1, delays 5 seconds between counters.
}