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How do I add a Countdown Timer to my page

I am currently developing a Simon says type game using jQuery and JavaScript.

I have linked a fully copy of the game on Github

Github download and unzip to see the game fully https://github.com/Jamiex304/Simon_Says_Game_Demo (Disabled Now)

I have reached a problem I want to add a timer that the player can see.

Currently the level will just go on till the user clicks the wrong button in the sequence.

Some Basic info on the game:
The user will see a random sequence each level a new sequence is added with one more extra move. Each time the user enters the right sequence they go to the next level all info can be found in the attached JavaScript with comments

WHAT I WANT HELP ADDING

I just want to add a timer that starts at 10 seconds when the user clicks the start button.
Each time the enter the right sequence the timer starts again when they reach 5 right sequences the timer adds 5 extra seconds.

I have attached the JavaScript that handles the game events and there is a link to the full site.

Any help would be great.

JavaScript

var game={ //game object
    level: 1, //current level
    turn: 0, //current turn
    difficulty: 1, // user difficulty
    score: 0, //current score
    active: false, //whether a turn is active or not
    handler: false, // whether the click and sound handlers are active
    shape: '.shape', // cached string for the pad class
    genSequence: [], //array containing the generated/randomized pads
    plaSequence: [], //array containing the users pad selections
    
    init: function(){                   //initialises the game
        if(this.handler === false){     //checks to see if handlers are already active
            this.initPadHandler();      //if not activate them
        }
        this.newGame();             //reset the game defaults

    },

    initPadHandler: function(){

        that=this;

        $('.pad').on('mouseup',function(){

            if(that.active===true){

                var pad=parseInt($(this).data('pad'),10);
                    
                that.flash($(this),1,300, pad);

                that.logPlayerSequence(pad);

            }
        });

        this.handler=true;

    },

    newGame: function(){            //resets the game and generates a starts a new level

        this.level=1;
        this.score=0;
        this.newLevel();
        this.displayLevel();
        this.displayScore();

    },

    newLevel: function(){
        
        this.genSequence.length=0;
        this.plaSequence.length=0;
        this.pos=0;
        this.turn=0;
        this.active=true;
        
        this.randomizePad(this.level); //randomize pad with the correct amount of numbers for this level
        this.displaySequence(); //show the user the sequence

    },
    
    flash: function(element, times, speed, pad){ //function to make the pads appear to flash

        var that = this;                        //cache this

        if(times > 0){                          //make sure we are supposed to flash
            that.playSound(pad);                //play the corresponding pad sound
            element.stop().animate({opacity: '1'}, {        //animate the element to appear to flash
                duration: 50,
                complete: function(){
                element.stop().animate({opacity: '0.6'}, 200);
                }
            });                                             //end animation

        }

        if (times > 0) {                                    //call the flash function again until done the correct amount of times 
            setTimeout(function () {
                that.flash(element, times, speed, pad);
            }, speed);
            times -= 1;                     //times - 1 for each time it's called
        }
    },

    playSound: function(clip){              //plays the sound that corresponds to the pad chosen


        var sound= $('.sound'+clip)[0];
        console.log(sound);
        console.log($('.sound'+clip));
        sound.currentTime=0;                //resets audio position to the start of the clip
        sound.play();                       //play the sound


    },

    randomizePad: function(passes){         //generate random numbers and push them to the generated number array iterations determined by current level

        for(i=0;i<passes;i++){
            
            this.genSequence.push(Math.floor(Math.random() * 4) + 1);
        }
    },

    logPlayerSequence: function(pad){       //log the player selected pad to user array and call the checker function

        this.plaSequence.push(pad);
        this.checkSequence(pad);
        
    
    },

    checkSequence: function(pad){           //checker function to test if the pad the user pressed was next in the sequence

        that=this;

        if(pad !== this.genSequence[this.turn]){    //if not correct 
                
                this.incorrectSequence();

            }else{                                  //if correct
                this.keepScore();                   //update the score
                this.turn++;                        //incrememnt the turn

            }

        if(this.turn === this.genSequence.length){  //if completed the whole sequence
            
            this.level++;                           //increment level, display it, disable the pads wait 1 second and then reset the game
            this.displayLevel();
            this.active=false;
            setTimeout(function(){
                that.newLevel();
            },1000);
        }
    },

    displaySequence: function(){                    //display the generated sequence to the user
        
        var that=this;

        $.each(this.genSequence, function(index, val) {     //iterate over each value in the generated array
            
            setTimeout(function(){
                
                that.flash($(that.shape+val),1,300,val);
            
            },500*index*that.difficulty);               // multiply timeout by how many items in the array so that they play sequentially and multiply by the difficulty modifier
        });
    },

    displayLevel: function(){                           //just display the current level on screen
        
        $('.level h2').text('Level: '+this.level);

    },

    displayScore: function(){                           //display current score on screen
        $('.score h2').text('Score: '+this.score);
    },

    keepScore: function(){                              //keep the score
        
        var multiplier=0;

        switch(this.difficulty)                         //choose points modifier based on difficulty
        {
            case '2':
                multiplier=1;
                break;
            
            case '1':
                multiplier=2;
                break;

            case '0.5':
                multiplier = 3;
                break;

            case '0.25':
                multiplier = 4;
                break;
        }

        this.score += (1 * multiplier);                 //work out the score

        this.displayScore();                            //display score on screen
    },

    incorrectSequence: function(){                      //if user makes a mistake

        var corPad = this.genSequence[this.turn],       //cache the pad number that should have been pressed
            
            that = this;
            this.active=false;
            this.displayLevel();
            this.displayScore();

        setTimeout(function(){                          //flash the pad 4 times that should have been pressed
            that.flash($(that.shape+corPad),4,300,corPad);
        },500);

        $('.start').show();                             //enable the start button again and allow difficulty selection again
        $('.difficulty').show();

    }

};
$(document).ready(function(){                           //document ready

    $('.start').on('mouseup', function(){               //initialise a game when the start button is clicked
        $(this).hide();
        game.difficulty = $('input[name=difficulty]:checked').val();
        $('.difficulty').hide();
        game.init();


    });

    
});

Ok I think i've managed to do it the way you want it, here is full js:

(I've commented the parts i've added)

var game={ //game object
    level: 1, //current level
    turn: 0, //current turn
    difficulty: 1, // user difficulty
    score: 0, //current score
    active: false, //whether a turn is active or not
    handler: false, // whether the click and sound handlers are active
    shape: '.shape', // cached string for the pad class
    genSequence: [], //array containing the generated/randomized pads
    plaSequence: [], //array containing the users pad selections

    init: function(){                   //initialises the game
        if(this.handler === false){     //checks to see if handlers are already active
            this.initPadHandler();      //if not activate them
        }
        this.newGame();             //reset the game defaults

    },

    initPadHandler: function(){

        that=this;

        $('.pad').on('mouseup',function(){

            if(that.active===true){

                var pad=parseInt($(this).data('pad'),10);

                that.flash($(this),1,300, pad);

                that.logPlayerSequence(pad);

            }
        });

        this.handler=true;

    },

    newGame: function(){            //resets the game and generates a starts a new level

        this.level=1;
        this.score=0;
        this.newLevel();
        this.displayLevel();
        this.displayScore();

        //initialize timer to 10 seconds
        this.timer = 10;  

    },

    newLevel: function(){

        this.genSequence.length=0;
        this.plaSequence.length=0;
        this.pos=0;
        this.turn=0;
        this.active=true;

        this.randomizePad(this.level); //randomize pad with the correct amount of numbers for this level
        this.displaySequence(); //show the user the sequence
    },

    flash: function(element, times, speed, pad){ //function to make the pads appear to flash

        var that = this;                        //cache this

        if(times > 0){                          //make sure we are supposed to flash
            that.playSound(pad);                //play the corresponding pad sound
            element.stop().animate({opacity: '1'}, {        //animate the element to appear to flash
                duration: 50,
                complete: function(){
                element.stop().animate({opacity: '0.6'}, 200);
                }
            });                                             //end animation

        }

        if (times > 0) {                                    //call the flash function again until done the correct amount of times 
            setTimeout(function () {
                that.flash(element, times, speed, pad);
            }, speed);
            times -= 1;                     //times - 1 for each time it's called
        }
    },

    playSound: function(clip){              //plays the sound that corresponds to the pad chosen


        var sound= $('.sound'+clip)[0];
        console.log(sound);
        console.log($('.sound'+clip));
        sound.currentTime=0;                //resets audio position to the start of the clip
        sound.play();                       //play the sound


    },

    randomizePad: function(passes){         //generate random numbers and push them to the generated number array iterations determined by current level

        for(i=0;i<passes;i++){

            this.genSequence.push(Math.floor(Math.random() * 4) + 1);
        }
    },

    logPlayerSequence: function(pad){       //log the player selected pad to user array and call the checker function

        this.plaSequence.push(pad);
        this.checkSequence(pad);


    },

    checkSequence: function(pad){           //checker function to test if the pad the user pressed was next in the sequence

        that=this;

        if(pad !== this.genSequence[this.turn]){    //if not correct 

                this.incorrectSequence();

            }else{                                  //if correct
                this.keepScore();                   //update the score
                this.turn++;                        //incrememnt the turn

            }

        if(this.turn === this.genSequence.length){  //if completed the whole sequence

            this.level++;                           //increment level, display it, disable the pads wait 1 second and then reset the game
            this.displayLevel();
            this.active=false;

            // Stop counting when sequence is correct to avoid time running out before starting next level
            clearInterval(this.timerInterval);

            //Add 5 seconds each 5th level
            this.timer = 10 + 5 * Math.floor(this.level / 5);

            //Update timerdisplay to show fulltime while displaying next level sequence
            $(".Timer p").html(this.timer);

            setTimeout(function(){
                that.newLevel();
            },1000);
        }
    },

    // Countdown and update timer, call incorrectsequence when time's up
    countDown: function(){ 
        this.timer -= 0.1;
        $(".Timer p").html(this.timer.toFixed(1));   // Display 9.0 instad of 9
        if(this.timer < 0.1){
            this.incorrectSequence();
        }
    },

    displaySequence: function(){                    //display the generated sequence to the user

        var that=this;

        var timerCount = 0;

        $.each(this.genSequence, function(index, val) {     //iterate over each value in the generated array
            timerCount = index;
            setTimeout(function(){

                that.flash($(that.shape+val),1,300,val);

            },500*index*that.difficulty);               // multiply timeout by how many items in the array so that they play sequentially and multiply by the difficulty modifier
        });

        // Wait to start timer until full sequence is displayed
        setTimeout(function(){ that.timerInterval = setInterval(function(){that.countDown()}, 100)}, 500*timerCount*that.difficulty);
    },

    displayLevel: function(){                           //just display the current level on screen

        $('.level h2').text('Level: '+this.level);

    },

    displayScore: function(){                           //display current score on screen
        $('.score h2').text('Score: '+this.score);
    },

    keepScore: function(){                              //keep the score

        var multiplier=0;

        switch(this.difficulty)                         //choose points modifier based on difficulty
        {
            case '2':
                multiplier=1;
                break;

            case '1':
                multiplier=2;
                break;

            case '0.5':
                multiplier = 3;
                break;

            case '0.25':
                multiplier = 4;
                break;
        }

        this.score += (1 * multiplier);                 //work out the score

        this.displayScore();                            //display score on screen
    },

    incorrectSequence: function(){                      //if user makes a mistake

        //Stop counting down timer and display start message
        clearInterval(this.timerInterval);
        $(".Timer p").html("Get Ready your time starts when you click start");

        var corPad = this.genSequence[this.turn],       //cache the pad number that should have been pressed

            that = this;
            this.active=false;
            this.displayLevel();
            this.displayScore();

        setTimeout(function(){                          //flash the pad 4 times that should have been pressed
            that.flash($(that.shape+corPad),4,300,corPad);
        },500);

        $('.start').show();                             //enable the start button again and allow difficulty selection again
        $('.difficulty').show();

    }

};
$(document).ready(function(){                           //document ready

    $('.start').on('mouseup', function(){               //initialise a game when the start button is clicked
        $(this).hide();
        game.difficulty = $('input[name=difficulty]:checked').val();
        $('.difficulty').hide();
        game.init();


    });


});

You can check it out here: JSFiddle (sounds disabled in fiddle)

You don't really say specifically what you want other than a timer, but based off your markup is something like this what you're looking for?

Here is your updated fiddle

 var $timer = $('.Timer'), $timerTitle = $('.TimerTitle'), $start = $('.start'), $increment = $('.increment'), maxDuration = 10, defaultDuration = 10, count = 0, $gameCount = $('#gameCount'); $timerTitle.text("Get ready! You have " + maxDuration + " seconds!"); $start.on('click', function() { getDuration(); return false; }); function getDuration() { $start.prop('disabled', true); setTimeout(function() { var duration = $timer.data('duration'); if(duration === undefined || duration < 0) duration = maxDuration; $timer.text(duration); $timer.data('duration', --duration); if(duration > -1) { if(duration < 5) { if(duration % 2 == 0) { $timer.css({'background-color':'blue', 'color':'white'}); } else { $timer.css({'background-color':'transparent', 'color':'black'}); } } getDuration(); } else { count++; $gameCount.text("Current game count: " + count); if(count % 5 == 0) defaultDuration += 5; maxDuration = defaultDuration; $timer.css({'background-color':'transparent', 'color':'black'}); $timer.text(''); $timerTitle.text("Get ready! You have " + maxDuration + " seconds!"); $start.prop('disabled', false); } }, 1000); }
 <script src="https://ajax.googleapis.com/ajax/libs/jquery/2.0.0/jquery.min.js"></script> <div align='center'> <div class="TimerTitle"></div> <div class="Timer"></div> <br /> <button class="start">start</button> <div id='gameCount'>Current game count: 0</div> </div>

It's a little unconventional (it doesn't count down, but up), but how's this:

http://jsfiddle.net/rudiedirkx/nrp3e269/

The magic is tick() which triggers 60/s:

var tickStart = 0;
function tick() {
    var tickSpent = (Date.now() - tickStart) / 1000,
        timeLeft = startTimeLeft - tickSpent;
    tl.textContent = Math.round(timeLeft * 10) / 10;
    if ( timeLeft > 0 ) {
        requestAnimationFrame(tick);
    }
    else {
        document.body.classList.add('gameover');
    }
}

The start button kicks off the count:

tickStart = Date.now();
tick();

The move button adds time to the count:

if ( ++moves % 5 == 0 ) {
    startTimeLeft += 5;
}
else {
    startTimeLeft += 1;
}

It's just a proof of concept. You're gonna have to do the bulk. First thing would be to make it a nice CountDown object with methods and local properties instead of globals.

CountDown.startTimeLeft
CountDown.tickStart
CountDown.tick()
CountDown.start()
CountDown.finish()
CountDown.addTime()

To separate your app logic from the ticker.

Something like this might work?

var n = 100;
setTimeout(countDown,1000);

function countDown(){
   n--;
   if(n > 0){
      setTimeout(countDown,1000);
   }
   $(".timer").html(n);
}

http://jsfiddle.net/gfdq8krd/

If i understand you just want to countdown ? from 10 sec and so on ? than this script will help you i think

<script>

<!-- 
//change below target URL to your own OTHERWISE DELETE
// this link will redirect you to the main page or the page you want
var targetURL="example.com" 
//change the second to start counting down from 
var countdownfrom=10

var currentsecond=document.redirect.redirect2.value=countdownfrom+1 
function countredirect(){ 
if (currentsecond!=1){ 
currentsecond-=1 
document.redirect.redirect2.value=currentsecond 
} 
else{ 
window.location=targetURL 
return 
} 
setTimeout("countredirect()",1000) 
}

countredirect() 
//--> 
</script>

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