I have a localhost website where I have a "start" button which triggers the follow function:
function startGame(){
startTime = new Date().getTime();
currentTime = new Date().getTime();
while((currentTime-startTime)<2000){
document.getElementById('test').innerHTML = 'test1'
if(allyClicked){
allyTrack += 1;
allyString.append(allyTrack.toString())
allyClicked = false;
} else if(scaleClicked){
scaleTrack += 1;
scaleString.append(scaleTrack.toString())
scaleClicked = false;
} else if(enemyClicked){
enemyTrack += 1;
enemyString.append(enemyTrack.toString())
enemyClicked = false;
} else{
allyString.append(allyTrack.toString())
scaleString.append(scaleTrack.toString())
enemyString.append(enemyTrack.toString())
}
currentTime = new Date().getTime();
}
document.getElementById('test').innerHTML = 'test2';
document.getElementById('list').innerHTML = allyString + '\n' + scaleString + '\n' + enemyString;
}
The issue I seem to be having is that although I set a time limit of 2000 milliseconds, it does not leave the loop. (and change "test1" to "test2") Client-Server communication is confusing to me because this is my first attempt at a website, so I apologize if I'm missing something dumb.
Edited:
function startGame(){
var startTime = new Date().getTime();
//var currentTime = new Date().getTime();
while(true){
document.getElementById('test').innerHTML = 'test1';
if(allyClicked){
allyTrack += 1;
allyString.append(allyTrack.toString())
allyClicked = false;
}
else if(scaleClicked){
scaleTrack += 1;
scaleString.append(scaleTrack.toString())
scaleClicked = false;
}
else if(enemyClicked){
enemyTrack += 1;
enemyString.append(enemyTrack.toString())
enemyClicked = false;
}
else{
allyString.append(allyTrack.toString())
scaleString.append(scaleTrack.toString())
enemyString.append(enemyTrack.toString())
}
//currentTime = new Date().getTime();
if((Math.abs(new Date().getTime() - startTime))>2000){
break;
}
}
document.getElementById('test').innerHTML = 'test2';
document.getElementById('list').innerHTML = allyString + '\n' + scaleString + '\n' + enemyString;
}
Still not printing the "test2". I must still be missing something.