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Home/ Questions/Q 8605801
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Editorial Team
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Editorial Team
Asked: June 12, 20262026-06-12T02:55:45+00:00 2026-06-12T02:55:45+00:00

I have a timer that counts down every second. The timer is used for

  • 0

I have a timer that counts down every second. The timer is used for a game: the user has up to 15 seconds
to answer to a question. Let’s say the game has 10 questions. The timer works great for the first question
, but then, speeds up more and more with every question. Any suggestion is more then welcome. Thank you!

Code is here:

var timeInSecs;
var ticker;
function startTimer(secs) {
    timeInSecs = secs;
    ticker = setInterval("tick()", 1000); // every second
}
function tick() {
    var seconds = timeInSecs;
    if (seconds > 0) {
        timeInSecs--;
    }
    else if (seconds == 0) {
        document.getElementById("timeExpired").innerHTML = "Time expired!";
    }
    document.getElementById("countDown").innerHTML = seconds;
}
function myStopFunction() {
    clearInterval(ticker);
}​
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-12T02:55:46+00:00Added an answer on June 12, 2026 at 2:55 am
    else if(seconds==0)
            {
                // you should stop the timer here, and clear the interval
                myStopFunction();
                document.getElementById("timeExpired").innerHTML = "Time expired!";
            }
    

    Edit: A side note

    It is better to pass the function tick to the interval, rather than a string to evaluate. Using eval is generally a dangerous thing to do, and less efficient.

    setInterval(tick, 1000)
    

    Edit: Another side note

    You can write the tick function a lot less verbosely (and without the extra variable seconds)

        function tick(){
            document.getElementById("countDown").innerHTML = timeInSecs;
            if(! timeInSecs--){
                myStopFunction()                
                document.getElementById("timeExpired").innerHTML = "Time expired!";
            }
        }
    
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