I'm trying to set up counter logic for a game. The critical point here is that every user who enters this page sees the same second at that moment. I will have a counter that counts down from 25 and everyone will place their bets during this time. When the 25 seconds are over, a 10 second counter will start, during which 10 seconds the winning bet will be announced. How can I set up the database setup so that these counters are repeated continuously?
I am using the following code for javascript, but every time I enter the page it starts from 25
var interval = 25000;
var interval1 = 10000;
var endTime;
function millisToMinutesAndSeconds(millis) {
// Use floor instead of toFixed
var seconds = Math.floor((millis % 60000) / 1000);
return (seconds < 10 ? "0" : "") + seconds;
}
function reset() {
// Use Date.now() instead of +new Date()
// And create a cycle length that covers both intervals
endTime = Date.now() + interval + interval1;
}
reset();
setInterval(function () {
var remaining = endTime - Date.now();
if (remaining >= 0) {
// Adjust the time to display
// depending on where in the total interval we are:
if (remaining >= interval1) remaining -= interval1;
document.getElementById("timer").innerText =
millisToMinutesAndSeconds(remaining);
} else {
reset()
}
}, 100);
You just need to put the end date and time in database. The countdown must be done with javascript.
Get the date from backend (database) with php and pass it to javascript. Then do the countdown with js.
This tutorial seems exactly like what you need.
I have a requirement to make a countdown timer that automatically restarts when the time has elapsed.
For example, I need to countdown from 3pm or 15:00 UK time and reset to start counting again when the time has reached.
I've been trying with some jQuery but that will show browser time and not server time. If anyone is able to share a solution please let me know.
Thanks in advance!
The code below is a working example from which works perfectly: https://gist.github.com/Majestik/3964527
if (document.getElementById('countdownTimer')) {
pad = function(n, len) { // leading 0's
var s = n.toString();
return (new Array( (len - s.length + 1) ).join('0')) + s;
};
function countDown() {
var now = new Date();
if ( (now.getDay() >= 1) && (now.getDay() <= 5) ) { // Monday to Friday only
var target = 15; // 15:00hrs is the cut-off point
if (now.getHours() < target) { // don't do anything if we're past the cut-off point
var hrs = (target - 1) - now.getHours();
if (hrs < 0) hrs = 0;
var mins = 59 - now.getMinutes();
if (mins < 0) mins = 0;
var secs = 59 - now.getSeconds();
if (secs < 0) secs = 0;
var str = pad(hrs, 2) + ':' + pad(mins, 2) + '.<small>' + pad(secs, 2) + '</small>';
document.getElementById('countdownTimer').innerHTML = str;
}
}
}
var timerRunning = setInterval('countDown()', 1000);
}
Time remaining: <span id="countdownTimer"><span>00:00.<small>00</small></span>
In your PHP code when you are writing the HTML that includes this javascript file just set the variables there rather than getting javascript to do it once it has loaded, this way you are using your server time rather than the browser time.
I'm designing a website where there is a little game going on. Each user that participates has 99 minutes to complete it otherwise we display a game over state. Here is what I managed to do so far using jQuery post.
I've been able to display the timer. In the PHP I've set the target time to 99*60 seconds but I cant set the starting time to 0 as I'll do the difference beteen those to values for the countdown.
Furthermore, as each user is able to quit the page I want to be able to store the time when they left. All I am able to do is store the countdown value, let's say 5845, in the DB when they log off. Though I tried updating the table with each call to the jQuery post, it just makes it worse.
Here is my jQuery:
function countdown() {
var i = (new Date().getTime() / 1000) + (99 * 60);
setTimeout(function () {
$.post(\'countdown.php\',{target:i},function(data){
$('#countdown').html(data);
});
countdown();
},1000);
}
countdown();
Here is the PHP:
if (!empty($resm['Countdown']) || $resm['Countdown'] >= 0) {
$target = (99 * 60);
$countdown = ($target - $current);
$_SESSION['currenttime'] = $countdown;
$hours = floor($countdown / 3600);
$min = floor($countdown / 60);
$r_min = floor(($countdown - ($hours * 3600)) / 60);
$sec = floor($countdown - ($min * 60));
if ($min == 0) {
echo $target.' '.$current.' '.$countdown;
echo '<br/>'.$min.' minutes '.$sec.' seconds left';
} else {
echo 'Time Over';
$sql = "UPDATE bs10000099 SET Upgradedlevel='2',Activated='2',Countdown='5940' WHERE MemberID='$memberid'";
mysql_query($sql);
}
}
I cant figure out how to set the starting time or how to prevent countdown() restart on refresh page.
I'm not sure what kind of security you want, but getting time from Javascript is not really secure since JS gets the time from the computer instead of the server.
With your example, I would be able to play the game, wait until there's 10 minute left, and just roll back time on my desktop and it will reset. Or roll back a year and have 100000 minutes left!
I suggest you use server time.
Here is what I would do:
When the test starts, get the UNIX time + 90 minutes. This will give you the final time.
PHP
if (!isset($_SESSION['end'])) {
$_SESSION['end'] = strtotime("+90 minutes");
}
$remaining = $_SESSION['end'] - time();
if ($remaining > 0) {
echo json_encode(array(
"remaining" => $remaining
));
} else {
// finished! write code here.
}
You can then do a simple $.getJSON() to get the remaining seconds and display it.
Since you kept the "end" time, even if the users leave, the timer will continue.
My question is a simple yet I cannot find a way around it. I need a server time countdown script to run for 10 minutes, run a php file and when the countdown ends restart again.
I have read the jQuery scripts but all of them provide me with a countdown to a speciffic date then stop.
Can anyone point me to the right direction to find such a script?
This is what I have
<style style="text/css">
.lcdstyle{ /*Example CSS to create LCD countdown look*/
background-color:black;
color:lime;
font: bold 18px MS Sans Serif;
padding: 3px;
}
.lcdstyle sup{ /*Example CSS to create LCD countdown look*/
font-size: 80%
}
</style>
<script type="text/javascript">
function cdLocalTime(container, servermode, offsetMinutes, targetdate, debugmode){
if (!document.getElementById || !document.getElementById(container)) return
this.container=document.getElementById(container)
var servertimestring=(servermode=="server-php")? '<? print date("F d, Y H:i:s", time())?>' : (servermode=="server-ssi")? '<!--#config timefmt="%B %d, %Y %H:%M:%S"--><!--#echo var="DATE_LOCAL" -->' : '<%= Now() %>'
this.localtime=this.serverdate=new Date(servertimestring)
this.targetdate=new Date(targetdate)
this.debugmode=(typeof debugmode!="undefined")? 1 : 0
this.timesup=false
this.localtime.setTime(this.serverdate.getTime()+offsetMinutes*60*1000) //add user offset to server time
this.updateTime()
}
cdLocalTime.prototype.updateTime=function(){
var thisobj=this
this.localtime.setSeconds(this.localtime.getSeconds()+1)
setTimeout(function(){thisobj.updateTime()}, 1000) //update time every second
}
cdLocalTime.prototype.displaycountdown=function(baseunit, functionref){
this.baseunit=baseunit
this.formatresults=functionref
this.showresults()
}
cdLocalTime.prototype.showresults=function(){
var thisobj=this
var debugstring=(this.debugmode)? "<p style=\"background-color: #FCD6D6; color: black; padding: 5px\"><big>Debug Mode on!</big><br /><b>Current Local time:</b> "+this.localtime.toLocaleString()+"<br />Verify this is the correct current local time, in other words, time zone of count down date.<br /><br /><b>Target Time:</b> "+this.targetdate.toLocaleString()+"<br />Verify this is the date/time you wish to count down to (should be a future date).</p>" : ""
var timediff=(this.targetdate-this.localtime)/1000 //difference btw target date and current date, in seconds
if (timediff<0){ //if time is up
this.timesup=true
this.container.innerHTML=debugstring+this.formatresults()
return
}
var oneMinute=60 //minute unit in seconds
var oneHour=60*60 //hour unit in seconds
var oneDay=60*60*24 //day unit in seconds
var dayfield=Math.floor(timediff/oneDay)
var hourfield=Math.floor((timediff-dayfield*oneDay)/oneHour)
var minutefield=Math.floor((timediff-dayfield*oneDay-hourfield*oneHour)/oneMinute)
var secondfield=Math.floor((timediff-dayfield*oneDay-hourfield*oneHour-minutefield*oneMinute))
if (this.baseunit=="hours"){ //if base unit is hours, set "hourfield" to be topmost level
hourfield=dayfield*24+hourfield
dayfield="n/a"
}
else if (this.baseunit=="minutes"){ //if base unit is minutes, set "minutefield" to be topmost level
minutefield=dayfield*24*60+hourfield*60+minutefield
dayfield=hourfield="n/a"
}
else if (this.baseunit=="seconds"){ //if base unit is seconds, set "secondfield" to be topmost level
var secondfield=timediff
dayfield=hourfield=minutefield="n/a"
}
this.container.innerHTML=debugstring+this.formatresults(dayfield, hourfield, minutefield, secondfield)
setTimeout(function(){thisobj.showresults()}, 1000) //update results every second
}
/////CUSTOM FORMAT OUTPUT FUNCTIONS BELOW//////////////////////////////
//Create your own custom format function to pass into cdLocalTime.displaycountdown()
//Use arguments[0] to access "Days" left
//Use arguments[1] to access "Hours" left
//Use arguments[2] to access "Minutes" left
//Use arguments[3] to access "Seconds" left
//The values of these arguments may change depending on the "baseunit" parameter of cdLocalTime.displaycountdown()
//For example, if "baseunit" is set to "hours", arguments[0] becomes meaningless and contains "n/a"
//For example, if "baseunit" is set to "minutes", arguments[0] and arguments[1] become meaningless etc
//1) Display countdown using plain text
function formatresults(){
if (this.timesup==false){//if target date/time not yet met
var displaystring="<span style='background-color: #CFEAFE'>"+arguments[2]+" minutes "+arguments[3]+" seconds</span> left until launch time"
}
else{ //else if target date/time met
var displaystring="Launch time!"
}
return displaystring
}
//2) Display countdown with a stylish LCD look, and display an alert on target date/time
function formatresults2(){
if (this.timesup==false){ //if target date/time not yet met
var displaystring="<span class='lcdstyle'>"+arguments[2]+" <sup>minutes</sup> "+arguments[3]+" <sup>seconds</sup></span> left until launch time"
}
else{ //else if target date/time met
var displaystring="" //Don't display any text
alert("Launch time!") //Instead, perform a custom alert
}
return displaystring
}
</script>
<div id="cdcontainer"></div>
<script type="text/javascript">
//cdLocalTime("ID_of_DIV_container", "server_mode", LocaltimeoffsetMinutes, "target_date", "opt_debug_mode")
//cdLocalTime.displaycountdown("base_unit", formatfunction_reference)
//Note: "launchdate" should be an arbitrary but unique variable for each instance of a countdown on your page:
var launchdate=new cdLocalTime("cdcontainer", "server-php", 0, "April 28, 5012 00:05:00", "debugmode")
launchdate.displaycountdown("days", formatresults2)
</script>
Any ideas?
It seems like what you want is a cron job; which can execute a script at predefined times or intervals. Setting up a cron depends a little bit on the server environment in which you are executing it.
To update using a countdown script in JavaScript:
var count = 600;
function hitPhpScript() {
var xhr = new XMLHttpRequest();
xhr.open("get", "myscript.php", true);
xhr.send(null);
startCountdown();
}
function startCountdown() {
count = 600;
doCountdown();
}
function doCountdown() {
count--;
if (count > 0) {
document.getElementById("countdown_label").innerHTML = count + " seconds left";
setTimeout("doCountdown()", 1000);
} else {
hitPhpScript();
}
}
This is the chunk that initializes the clock to 30 minutes on page load:
$date = date('i');
$sec = date('s');
$diff = ($date < 30) ? 1800 - (($date * 60) + $sec) : 3600 - (($date * 60) + $sec); //set diff to run split on the half hour.
$hld_diff = $diff;
What's happening here is
$date = date('i') //is taking the minutes portion of the current time
$sec = date('s') //is taking the seconds portion of the current time
The next line is saying if the number of minutes is less than 30, set $diff to 1800 seconds (i.e. 30 minutes) minus the current time minutes and seconds. In other words - set the $diff value to the number of seconds until the current time will hit 00 mins 00 secs. If the number of minutes is greater than or equal to 30, do a similar thing but setting $diff to the number of minutes and seconds until the current time minutes and seconds reaches 30 and 0 respectively.
So if you want to use this same code but want to set it to 10 minutes, first you have to decide what number of minutes on the clock you want the countdown to end. To keep it simple we'll say it will end on 0, 10, 20, 30, 40, and 50.
Therefore you could do something like this:
if($date < 10)
$diff = 600 - (($date * 60) + $sec);
else if($date < 20)
$diff = 1200 - (($date * 60) + $sec);
else if($date < 30)
$diff = 1800 - (($date * 60) + $sec);
else if($date < 40)
$diff = 2400 - (($date * 60) + $sec);
else if($date < 50)
$diff = 3000 - (($date * 60) + $sec);
else
$diff = 3600 - (($date * 60) + $sec);
That should be all you need (unless I've overlooked something)
its a countdown for a game, i need a visual countdown to when the cash or whatever is gonna be added.
You wouldn't usually script this using an "actual" countdown. The logic is simple enough to program in an "non-realtime" fashion. The next time the user logs on/refreshes the page/does something, you can run all the calculations that are necessary to provide the user with as much money as he should have received since the last time he looked at the page. You do not actually have to give the user the money exactly after 10 mins.
For such games, you'd usually have a cron job/daemon running every minute or so that recalculates all amounts of all users in this way. The visual countdown is just a gimmick on the client-side.
function setCountDown ()
{
seconds--;
if (seconds < 0){
minutes--;
seconds = 59
}
if (minutes < 0){
hours--;
minutes = 59
}
if (hours < 0){
days--;
hours = 23
}
document.getElementById("remain").innerHTML = hours+" hours, "+minutes+" minutes, "+seconds+" seconds";
SD=window.setTimeout( "setCountDown()", 1000 );
if (minutes == '00' && seconds == '00') { seconds = "00"; window.clearTimeout(SD);
window.alert("Time is up. Press OK to continue."); // change timeout message as required
//window.location = "http://www.yourpage.com" // Add your redirect url
}
}
function doTimer()
{
if (!timer_is_on){
timer_is_on=1;
setCountDown ();
}
}
function stopCount()
{
clearTimeout(SD);
timer_is_on = 0;
}
the problem is the pause working on one page but when i click the next button the page will reload and the truth is the timer never pause. i was wondering how can i pause the timer?
If I understand you correctly you want to have the state the timer to persist on all the pages so that even if you reload the page the timer is paused or continues counting where it left off ?
If this is the case a solution would be to send a ajax query to the server, wait for that and then submit the form. Then when you load the new page you use PHP (You have it in your tags) to check the session and echo the right value. So you could save how far the timer was and resume where the user left off on the last page.
Have a look at PHP Sessions and Ajax with JQuery.
Hope I understood that correctly.