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How to implement HTML5 timer

Shulou Source: shulou.com Published: 2022-06-03 07:38:13 09月26日 Update

This article mainly explains "how to achieve HTML5 timer". The content in the article is simple and clear, and it is easy to learn and understand. Please follow the editor's train of thought to study and learn how to achieve HTML5 timer.

Html:

The code is as follows:

HTML5 Timer for work-relax balance

CountDownSeconds = 60

Var handle = null

/ / window load

Function onLoadWindow () {

ACanvas = document.getElementById ("countdownCanvas")

Context = aCanvas.getContext ("2d")

Var canvasText = "Press to Start..."

Var xPos = aCanvas.width / 2

Var yPos = aCanvas.height / 2

Context.font = "12pt Century Gothic"

Context.fillStyle = "# 008000;"

Context.textAlign = "center"

Context.textBaseline = "middle"

Context.fillText (canvasText, xPos, yPos)

}

Function updateCanvas (theContext, width, height) {

If (countDownSeconds < 0) {

ClearInterval (handle)

Handle = null

Alert ("hey, time is up!")

Return 0

}

MinStr = Math.floor (countDownSeconds / 60)

SecStr = countDownSeconds 60

If (minStr < 10) {

MinStr = "0" + minStr

}

If (secStr < 10) {

SecStr = "0" + secStr

}

Context.clearRect (0,0, width, height)

Context.font = "24pt Century Gothic"

Context.fillText (minStr + ":" + secStr, width / 2, height / 2)

CountDownSeconds--

}

Function startWorkCountDown () {

If (handle! = null) {

ClearInterval (handle)

}

CountDownSeconds = document.getElementById ("workIntervalInput") .value * 60

TimeDisplayCanvas = document.getElementById ("countdownCanvas")

TimeDisplayContext2D = timeDisplayCanvas.getContext ("2d")

UpdateCanvas (timeDisplayContext2D, timeDisplayCanvas.width, timeDisplayCanvas.height)

Handle = setInterval (function () {

UpdateCanvas (timeDisplayContext2D, timeDisplayCanvas.width, timeDisplayCanvas.height)

}, 1000)

}

Function startRestCountDown () {

If (handle! = null) {

ClearInterval (handle)

}

CountDownSeconds = document.getElementById ("restIntervalInput") .value * 60

TimeDisplayCanvas = document.getElementById ("countdownCanvas")

TimeDisplayContext2D = timeDisplayCanvas.getContext ("2d")

UpdateCanvas (timeDisplayContext2D, timeDisplayCanvas.width, timeDisplayCanvas.height)

Handle = setInterval (function () {

UpdateCanvas (timeDisplayContext2D, timeDisplayCanvas.width, timeDisplayCanvas.height)

}, 1000)

}

Work Hard

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