Being able to control the timing of events/methods is a powerful tool for controlling animations, timing game states and reducing code bottlenecks.
In JavaScripts there are two methods we can use to control timed events
setInterval(‘function’, intervalTime) – This will fire the method repeatedly every X milliseconds.
setTimeout(‘function’, intervalTime) – This will fire the method once at X milliseconds.
below are usage examples of each
setInterval
//this will fire the doSomething method over and over every 1000milliseconds (1 second). //pass function in as first parameter and time in milliseconds as 2nd parameter var myInterval = setInterval(function(){ doSomething() }, 1000); function doSomething() { console.log("doSomething fired!"); }
To stop setInterval from firing we can ‘clearInterval()’ and pass in the interval var
clearInterval(myInterval)
setTimeout
//this will fire the doSomething method once at 1000 milliseconds //pass the function in as first parameter and time in milliseconds as 2nd parameter var myTimeout = setTimeout(function(){ doSomething() }, 1000); function doSomething() { console.log("doSomething fired once!"); }
To stop setTimeout before the first time, we call ‘clearTimeout()’ and pass in the timeout var
clearTimeout(myTimeout)
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