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timer.js
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timer.js
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let affichageSeconds = document.createElement('span');
let affichageEspace = document.createElement('span');
affichageEspace.innerHTML = ":";
let affichageTens = document.createElement('span');
let clock = document.createElement('p');
clock.classList.add('clock');
clock.classList.add('disabled');
clock.appendChild(affichageSeconds);
clock.appendChild(affichageEspace);
clock.appendChild(affichageTens);
let seconds = 15;
let tens = 0;
affichageSeconds.innerHTML = seconds;
affichageTens.innerHTML = `0${tens}`;
let intervalTimeLevel;
// ------------------------------
// FUNCTIONS
// ------------------------------
function timer() {
if (tens <= 9) {
affichageTens.innerHTML = `0${tens}`;
}
if (tens > 9) {
affichageTens.innerHTML = tens;
}
if (tens == 0) {
seconds--;
affichageSeconds.innerHTML = seconds;
tens = 100;
affichageTens.innerHTML = tens;
}
if (seconds <= 9) {
affichageSeconds.innerHTML = `0${seconds}`;
}
tens--;
// OUT OF TIME : GAME OVER CASE
if (seconds == 0) {
tens = 0;
affichageTens.innerHTML = `0${tens}`;
clearInterval(intervalTimeLevel);
clearInterval(intervalTimeGame);
gamePopUp("GAME OVER",
`you failed level ${levelNumber + 1}`,
`do you try again ?`,
`exit game`,
`try again`,
0,
resetGameTimer());
document.querySelector('.player').remove();
}
}
function startTimerLevel() {
// Reset timming before start new level
seconds = 15;
tens = 0;
affichageSeconds.innerHTML = seconds;
affichageTens.innerHTML = `0${tens}`;
// Start timming (when level start)
intervalTimeLevel = setInterval(timer, 10);
}