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script.js
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240 lines (194 loc) · 6.02 KB
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// global constants
const startingClueHoldTime = 1000
let clueHoldTime = startingClueHoldTime; //how long to hold each clue's light/sound
let cluePauseTime = 500; //how long to pause in between clues
let nextClueWaitTime = 1000; //how long to wait before starting playback of the clue sequence
//Global Variables
let pattern = [];
let progress = 0;
let gamePlaying = false;
let tonePlaying = false;
let volume = 0.5; //must be between 0.0 and 1.0
let guessCounter = 0;
let patternLength = 8;
let buttons = 6;
//Options settings
let mistakesAllowed = false;
let timerEnabled = false;
//Optional variables
let startingSeconds = 16;
let secondsThisTurn = startingSeconds; //game starts off with this many seconds per turn
let timerDecrement = 1;
let secondsPassed = 0;
let allowedMistakes = 3;
let mistakes = 0;
let turnTimer; //actually holds the setInterval
let waitForPattern; // holds a setTimeout
//DOM elements
let timerswitch = document.getElementById('timerswitch');
let multipletryswitch = document.getElementById('multipletryswitch');
let timerCounter = document.getElementById("timerCounter");
let mistakeCounter = document.getElementById("mistakeCounter");
timerswitch.addEventListener('input', function(e){
timerEnabled = e.target.checked;
stopGame();
})
multipletryswitch.addEventListener('input', function(e){
mistakesAllowed = e.target.checked;
stopGame();
})
function generateNewPattern() {
pattern = [];
for (let i=0; i<patternLength; i++) {
pattern[i] = Math.floor(Math.random() * buttons)+1;
}
console.log(pattern);
}
function startGame() {
// Reset everything to default values
clueHoldTime = startingClueHoldTime;
secondsThisTurn = startingSeconds;
mistakes = 0;
progress = 0;
// Random pattern every time user plays a new game
generateNewPattern();
gamePlaying = true;
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("stopBtn").classList.remove("hidden");
playClueSequence();
}
function stopGame() {
gamePlaying = false;
clearTimerIntervals()
timerCounter.innerText = `Time left: ...`;
mistakeCounter.innerText = `Mistakes: 0`;
document.getElementById("stopBtn").classList.add("hidden");
document.getElementById("startBtn").classList.remove("hidden");
}
function loseGame(){
stopGame();
alert("Game Over. You lost.");
}
function winGame(){
stopGame();
alert("Congratulations! You won!");
}
function guess(btn){
if(!gamePlaying){
return;
}
// add game logic here
if (pattern[guessCounter] != btn) {
//Mistake handling
if (mistakesAllowed) {
if (mistakes < allowedMistakes){
mistakes++;
if (mistakes == allowedMistakes) {
alert(`Made a mistake! This is your last chance...`);
}else{
alert(`Made a mistake! You have ${allowedMistakes - mistakes} mistake(s) left!`);
}
mistakeCounter.innerText = `Mistakes: ${mistakes}`;
guessCounter = 0;
return;
}
}
// At this point, either there's no mistakes enabled or user made too much mistakes
loseGame();
}else if (guessCounter < progress) {
// The user has guessed the first few buttons correctly, but not done yet
guessCounter++;
}else if (progress < pattern.length - 1){
// The user has guessed the revealed pattern, on to the next turn
progress++;
playClueSequence();
}else{
// There's nothing else, the user guessed the entire pattern
winGame();
}
}
function lightButton(btn){
document.getElementById("button"+btn).classList.add("lit")
}
function clearButton(btn){
document.getElementById("button"+btn).classList.remove("lit")
}
// used so setintervals and settimeouts don't overlap each other
function clearTimerIntervals() {
clearInterval(turnTimer);
clearTimeout(waitForPattern);
}
function playClueSequence(){
// Reset variables + timers
clearTimerIntervals()
secondsPassed = 0;
guessCounter = 0;
// Speed up the clue playback and timer
clueHoldTime *= 0.8;
cluePauseTime *= 0.8;
secondsThisTurn -= timerDecrement;
// Playback notes
let delay = nextClueWaitTime; //set delay to initial wait time
for(let i=0;i<=progress;i++){ // for each clue that is revealed so far
setTimeout(playSingleClue,delay,pattern[i]) // set a timeout to play that clue
delay += clueHoldTime
delay += cluePauseTime;
}
// indicate that the timer is paused while the solution plays out
timerCounter.innerText = `Time left: ...`;
if (timerEnabled) {
// only start timer after it's all done playing
waitForPattern = setTimeout(function(){
// start the timer
timerCounter.innerText = `Time left: ${secondsThisTurn}`;
turnTimer = setInterval(function(){
secondsPassed += 1;
timerCounter.innerText = `Time left: ${secondsThisTurn-secondsPassed}`;
if (secondsPassed >= secondsThisTurn && gamePlaying) {
loseGame();
clearTimerIntervals()
}
}, 1000)
},delay)
}
}
function playSingleClue(btn){
if(gamePlaying){
lightButton(btn);
playTone(btn,clueHoldTime);
setTimeout(clearButton,clueHoldTime,btn);
}
}
// Sound Synthesis Functions
//just generate the tone based on button's order
function getButtonTone(btn){
return 200 + 66*(btn-1);
}
function playTone(btn,len){
o.frequency.value = getButtonTone(btn);
g.gain.setTargetAtTime(volume,context.currentTime + 0.05,0.025)
tonePlaying = true
setTimeout(function(){
stopTone()
},len)
}
function startTone(btn){
if(!tonePlaying){
o.frequency.value = getButtonTone(btn);
g.gain.setTargetAtTime(volume,context.currentTime + 0.05,0.025)
tonePlaying = true
}
}
function stopTone(){
g.gain.setTargetAtTime(0,context.currentTime + 0.05,0.025)
tonePlaying = false
}
//Page Initialization
// Init Sound Synthesizer
let context = new AudioContext()
let o = context.createOscillator()
let g = context.createGain()
g.connect(context.destination)
g.gain.setValueAtTime(0,context.currentTime)
o.connect(g)
o.start(0)