I’m a beginner at Javascript. I’m trying to make a timer. It works good, but when comes to the Pause and Stop buttons, they don’t function well at all…
-
For
Pausebutton.. let’s say timer is on0:58whenPausebutton is pressed, it stops at0:58but when i press it again to resume the
countdown .. it just become0:57.. And stops afterwards, it
doesn’t continue till 0:00 ! -
And for the
Stopbutton.. When i simply press it, it gives this error
:Uncaught ReferenceError: checkstate is not defined
Here’s the whole code combined so you guys can test it and let me know if there’s something else :
<!DOCTYPE html>
<html>
<head>
<style>
html, body, p, input, button {
margin:0;
padding:0;
}
html , body {
height : 100%;
}
#mainContent {
width : 300px;
height : 200px;
margin: 50px auto;
}
#seconds {
padding : 10px;
font-size : 15px;
font-weight:bold;
}
button {
padding : 10px;
}
#interfereButton {
margin : 0 40px;
}
#timer {
width : 200px;
height: 100px;
margin-top: 20px;
font-weight:bold;
font-size : 60px;
text-align : center;
}
</style>
<title>Timer</title>
</head>
<body>
<div id="mainContent">
<div id="userControl">
<input type="text" name="seconds" id="seconds"/>
<button id="start">Start</button>
</div>
<p id="timer">0:00</p>
<div id="interfereButton">
<button id="pause">Pause</button>
<button id="stop">Stop</button>
</div>
<script>
var timer = document.getElementById("timer");
var start = document.getElementById("start");
var startPoint = document.getElementById("seconds");
var userControl = document.getElementById("userControl");
var userInterfere = document.getElementById("interfereButton");
var pause = document.getElementById("pause");
var stop = document.getElementById("stop");
var timerHandle;
var tempValue;
function checkState(){
if (timer.innerHTML == "0:00"){
userControl.style.display = "block";
userInterfere.style.display = "none";
timer.style.color = "black";
} else {
userControl.style.display = "none";
userInterfere.style.display = "block";
}
}
function activate(x){
var min = x.split(":")[0];
var sec = x.split(":")[1];
if(min >= 0){
sec--;
if(sec < 0){
sec = 59;
min--;
if(min < 0) {
sec = "00" ;
min = 0 ;
clearInterval(timerHandle);
}
} else if(sec < 10) {
sec = "0" + sec;
timer.style.color = "red";
}
timer.innerHTML = min + ":" + sec ;
} else {
clearInterval(timerHandle);
}
checkState();
}
start.onclick = function() {
if(!isNaN(startPoint.value)){
timer.innerHTML= startPoint.value + ":00" ;
userControl.style.display = "none";
userInterfere.style.display = "block";
timerHandle = setInterval("activate(timer.innerHTML)" , 1000);
} else {
alert("Sorry, only numerical values are allowed.");
}
}
pause.onclick = function() {
if(pause.innerHTML == "Pause"){
tempValue = timer.innerHTML;
clearInterval(timerHandle);
pause.innerHTML = "Resume";
} else if(pause.innerHTML == "Resume"){
timerHandle = setInterval("activate(tempValue)" , 1000);
pause.innerHTML = "Pause";
}
}
stop.onclick = function(){
clearInterval(timerHandle);
timer.innerHTML = "0:00";
checkstate();
}
window.onload = function(){
userInterfere.style.display = "none";
}
</script>
</div>
</body>
</html>
Your problem is when you attempt to resume, you’re calling set interval passing
tempValue.tempValueis then not changed. So every time your interval fires, it’s passing the same value to it. You can fix this by just eliminatingtempValueand usingtimer.innerHTMLthe same way you do initially.http://jsfiddle.net/WkuSG/
As for the stop button, check your method name, you’ve typoed, the S should be capitol.
Some other notes. You really shouldn’t use
setIntervalpassing a string. Internally that usesevalwhich is bad. It is better to pass a function. Something like this:And finally, you can’t really count on
setIntervalbeing accurate. If this timer needs to be very accurate you will need to compare timestamps. Since javascript is single-threaded, some other javascript could end up throwing off your time.