<div id="counter">1:00</div>
function countdown() {
var secs = 60;
function tick() {
var counter = document.getElementById("counter");
secs--;
counter.innerHTML = "0:" + (secs < 10 ? "0" : "") + String(secs);
if( secs > 0 ) {
setTimeout(tick, 1000);
} else {
alert("Game Over");
}
}
tick();
}
countdown(60);
I am having a problem with this portion of my game. I'm trying to set a 60 seconds timer for the game that starts at 60 and ends at 0, when it gets to 0 the game stops and an alert shows that the game is over.
I am very new to programming, so please give me as many feedbacks as you can. I found this code on the internet, and I figured out most of it, could you also tell me what does the tick() function do over here?
Here is one way you can do it:
First declare a variable you will use for an interval (should be 'global', attached to window):
var countDownInterval = null;
Then, a function to trigger the tick interval, you should call this whenever the game is ready to start:
function startCountDown()
{
countDownInterval = setInterval(tick,1000); //sets an interval with a pointer to the tick function, called every 1000ms
}
which will call the tick function every second:
function tick()
{
// Check to see if the counter has been initialized
if ( typeof countDownInterval.counter == 'undefined' )
{
// It has not... perform the initialization
countDownInterval.counter = 0; //or 60 and countdown to 0
}
else
{
countDownInterval.counter++; //or --
}
console.log(countDownInterval.counter); //You can always check out your count @ the log console.
//Update your html/css/images/anything you need to do, e.g. show the count.
if(60<= countDownInterval.counter) //if limit has been reached
{
stopGame(); //function which will clear the interval and do whatever else you need to do.
}
}
and then the function where you can do everything you need to do after game has finished:
function stopGame()
{
clearInterval(countDownInterval);//Stops the interval
//Then do anything else you want to do, call game over functions, etc.
}
You can fire up the counter at any time by calling startCountDown();