[javascript] The simplest possible JavaScript countdown timer?

I have two demos, one with jQuery and one without. Neither use date functions and are about as simple as it gets.

Demo with vanilla JavaScript

_x000D_
_x000D_
function startTimer(duration, display) {_x000D_
    var timer = duration, minutes, seconds;_x000D_
    setInterval(function () {_x000D_
        minutes = parseInt(timer / 60, 10);_x000D_
        seconds = parseInt(timer % 60, 10);_x000D_
_x000D_
        minutes = minutes < 10 ? "0" + minutes : minutes;_x000D_
        seconds = seconds < 10 ? "0" + seconds : seconds;_x000D_
_x000D_
        display.textContent = minutes + ":" + seconds;_x000D_
_x000D_
        if (--timer < 0) {_x000D_
            timer = duration;_x000D_
        }_x000D_
    }, 1000);_x000D_
}_x000D_
_x000D_
window.onload = function () {_x000D_
    var fiveMinutes = 60 * 5,_x000D_
        display = document.querySelector('#time');_x000D_
    startTimer(fiveMinutes, display);_x000D_
};
_x000D_
<body>_x000D_
    <div>Registration closes in <span id="time">05:00</span> minutes!</div>_x000D_
</body>
_x000D_
_x000D_
_x000D_

Demo with jQuery

function startTimer(duration, display) {
    var timer = duration, minutes, seconds;
    setInterval(function () {
        minutes = parseInt(timer / 60, 10);
        seconds = parseInt(timer % 60, 10);

        minutes = minutes < 10 ? "0" + minutes : minutes;
        seconds = seconds < 10 ? "0" + seconds : seconds;

        display.text(minutes + ":" + seconds);

        if (--timer < 0) {
            timer = duration;
        }
    }, 1000);
}

jQuery(function ($) {
    var fiveMinutes = 60 * 5,
        display = $('#time');
    startTimer(fiveMinutes, display);
});

However if you want a more accurate timer that is only slightly more complicated:

_x000D_
_x000D_
function startTimer(duration, display) {_x000D_
    var start = Date.now(),_x000D_
        diff,_x000D_
        minutes,_x000D_
        seconds;_x000D_
    function timer() {_x000D_
        // get the number of seconds that have elapsed since _x000D_
        // startTimer() was called_x000D_
        diff = duration - (((Date.now() - start) / 1000) | 0);_x000D_
_x000D_
        // does the same job as parseInt truncates the float_x000D_
        minutes = (diff / 60) | 0;_x000D_
        seconds = (diff % 60) | 0;_x000D_
_x000D_
        minutes = minutes < 10 ? "0" + minutes : minutes;_x000D_
        seconds = seconds < 10 ? "0" + seconds : seconds;_x000D_
_x000D_
        display.textContent = minutes + ":" + seconds; _x000D_
_x000D_
        if (diff <= 0) {_x000D_
            // add one second so that the count down starts at the full duration_x000D_
            // example 05:00 not 04:59_x000D_
            start = Date.now() + 1000;_x000D_
        }_x000D_
    };_x000D_
    // we don't want to wait a full second before the timer starts_x000D_
    timer();_x000D_
    setInterval(timer, 1000);_x000D_
}_x000D_
_x000D_
window.onload = function () {_x000D_
    var fiveMinutes = 60 * 5,_x000D_
        display = document.querySelector('#time');_x000D_
    startTimer(fiveMinutes, display);_x000D_
};
_x000D_
<body>_x000D_
    <div>Registration closes in <span id="time"></span> minutes!</div>_x000D_
</body>
_x000D_
_x000D_
_x000D_

Now that we have made a few pretty simple timers we can start to think about re-usability and separating concerns. We can do this by asking "what should a count down timer do?"

  • Should a count down timer count down? Yes
  • Should a count down timer know how to display itself on the DOM? No
  • Should a count down timer know to restart itself when it reaches 0? No
  • Should a count down timer provide a way for a client to access how much time is left? Yes

So with these things in mind lets write a better (but still very simple) CountDownTimer

function CountDownTimer(duration, granularity) {
  this.duration = duration;
  this.granularity = granularity || 1000;
  this.tickFtns = [];
  this.running = false;
}

CountDownTimer.prototype.start = function() {
  if (this.running) {
    return;
  }
  this.running = true;
  var start = Date.now(),
      that = this,
      diff, obj;

  (function timer() {
    diff = that.duration - (((Date.now() - start) / 1000) | 0);

    if (diff > 0) {
      setTimeout(timer, that.granularity);
    } else {
      diff = 0;
      that.running = false;
    }

    obj = CountDownTimer.parse(diff);
    that.tickFtns.forEach(function(ftn) {
      ftn.call(this, obj.minutes, obj.seconds);
    }, that);
  }());
};

CountDownTimer.prototype.onTick = function(ftn) {
  if (typeof ftn === 'function') {
    this.tickFtns.push(ftn);
  }
  return this;
};

CountDownTimer.prototype.expired = function() {
  return !this.running;
};

CountDownTimer.parse = function(seconds) {
  return {
    'minutes': (seconds / 60) | 0,
    'seconds': (seconds % 60) | 0
  };
};

So why is this implementation better than the others? Here are some examples of what you can do with it. Note that all but the first example can't be achieved by the startTimer functions.

An example that displays the time in XX:XX format and restarts after reaching 00:00

An example that displays the time in two different formats

An example that has two different timers and only one restarts

An example that starts the count down timer when a button is pressed

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