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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 | export const Time = { // formats time from seconds into hours, minutes and seconds formatTime(time) { const hrs = Math.floor(time / 60 / 60); const mins = Math.floor((time / 60) % 60); const secs = Math.floor(time % 60); let ret = ''; if (hrs > 0) { ret += `${hrs}:${mins < 10 ? '0' : ''}`; } ret += `${mins}:${secs < 10 ? '0' : ''}`; ret += `${secs}`; return ret; }, // starts counting up from the set parameter ingameTime(seconds) { let time = seconds; document.getElementById('ingameTime').innerHTML = this.formatTime(time); time++; setInterval(() => { document.getElementById('ingameTime').innerHTML = this.formatTime(time); time++; }, 1000); }, // creates a timer that counts from parameter to zero setTimer(seconds) { // Checks whether parameter is positive, if not, clears the timer. if (seconds <= 0) { document.getElementById('timer').style.visibility = 'hidden'; document.getElementById('timer').innerHTML = ''; return; } let time = seconds; document.getElementById('timer').innerHTML = this.formatTime(time); document.getElementById('timer').style.visibility = 'visible'; time--; const timer = setInterval(() => { // if timer runs out, this function returns a 1 if (time <= 0) { clearInterval(timer); document.getElementById('timer').style.visibility = 'hidden'; document.getElementById('timer').innerHTML = ''; } else { // if timer didnt run out, decrease time by 1 second document.getElementById('timer').innerHTML = this.formatTime(time); time--; } // the interval in which the time gets updated (1000 = 1 second) }, 1000); }, }; |