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script.js
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194 lines (166 loc) · 4.81 KB
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/*
This is your site JavaScript code - you can add interactivity and carry out processing
- Initially the JS writes a message to the console, and moves a button you can add from the README
*/
// Print a message in the browser's dev tools console each time the page loads
// Use your menus or right-click / control-click and choose "Inspect" > "Console"
//console.log("Hello 🌎");
/*
Make the "Click me!" button move when the visitor clicks it:
- First add the button to the page by following the "Next steps" in the README
*/
/*
const btn = document.querySelector("button"); // Get the button from the page
// Detect clicks on the button
if (btn) {
btn.onclick = function() {
// The JS works in conjunction with the 'dipped' code in style.css
btn.classList.toggle("dipped");
};
}
*/
// global constants, 1000 milliseconds = 1s
const clueHoldTime = 200; //how long to hold each clue's light/sound
const cluePauseTime = 100; //how long to pause in between clues
const nextClueWaitTime = 400; //how long to wait before starting playback of the clue sequence
//Global Variables
var pattern = [randomIntFromInterval(1, 9),randomIntFromInterval(1, 9),randomIntFromInterval(1, 9),randomIntFromInterval(1, 9),randomIntFromInterval(1, 9),randomIntFromInterval(1, 9),randomIntFromInterval(1, 9),randomIntFromInterval(1, 9),randomIntFromInterval(1, 9),randomIntFromInterval(1, 9)]
//var pattern = [5,2,6,9,3,1,3,1,4,2,8,7,8];
var progress = 0;
var gamePlaying = false;
var tonePlaying = false;
var volume = 0.5; //must be between 0.0 and 1.0
var guessCounter = 0;
var numOfMistake = 0;
function randomIntFromInterval(min, max) {
// min and max included
return Math.floor(Math.random() * (max - min + 1) + min)
}
function startGame(){
//initialize game variables
progress = 0;
gamePlaying = true;
numOfMistake = 0;
// swap the Start and Stop buttons
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("stopBtn").classList.remove("hidden");
playClueSequence();
}
function stopGame(){
gamePlaying=false;
document.getElementById("startBtn").classList.remove("hidden");
document.getElementById("stopBtn").classList.add("hidden");
}
function lightButton(btn){
document.getElementById("button"+btn).classList.add("lit")
}
function clearButton(btn){
document.getElementById("button"+btn).classList.remove("lit")
}
function playSingleClue(btn){
if(gamePlaying){
lightButton(btn);
playTone(btn,clueHoldTime);
setTimeout(clearButton,clueHoldTime,btn);
}
}
function playClueSequence(){
guessCounter=0
let delay = nextClueWaitTime; //set delay to initial wait time
for(let i=0;i<=progress;i++){ // for each clue that is revealed so far
console.log("play single clue: " + pattern[i] + " in " + delay + "ms")
setTimeout(playSingleClue,delay,pattern[i]) // set a timeout to play that clue
delay += clueHoldTime
delay += cluePauseTime;
}
}
function loseGame(){
stopGame();
alert("Oops, Game Over 🥺. U Lost 🤡.");
}
function winGame(){
stopGame();
alert("Congratulations 👏! U Win 🥳!");
}
function WrongFirst(){
alert("Oops, u only have 2 strikes left");
}
function WrongSecond(){
alert("Oops, u only have 1 strike left");
}
function guess(btn){
console.log("user guessed: " + btn);
if(!gamePlaying){
return;
}
//game logic
if(pattern[guessCounter]==btn){
//true
if(guessCounter==progress){
if(progress==pattern.length-1){
winGame();
}else{
progress++;
playClueSequence();
}
}else{
guessCounter++;
}
}else{
//false
numOfMistake++;
if(numOfMistake==1){
WrongFirst();
playClueSequence();
}else if(numOfMistake==2){
WrongSecond();
playClueSequence();
}else{
loseGame();
}
}
}
// Sound Synthesis Functions
const freqMap = {
1: 261.626,
2: 349.228,
3: 440.000,
4: 523.251,
5: 293.665,
6: 391.995,
7: 493.883,
8: 311.127,
9: 329.628
}
function playTone(btn,len){
o.frequency.value = freqMap[btn]
g.gain.setTargetAtTime(volume,context.currentTime + 0.05,0.025)
context.resume()
tonePlaying = true
setTimeout(function(){
stopTone()
},len)
}
function startTone(btn){
if(!tonePlaying){
context.resume()
o.frequency.value = freqMap[btn]
g.gain.setTargetAtTime(volume,context.currentTime + 0.05,0.025)
context.resume()
tonePlaying = true
}
}
function stopTone(){
g.gain.setTargetAtTime(0,context.currentTime + 0.05,0.025)
tonePlaying = false
}
// Page Initialization
// Init Sound Synthesizer
var AudioContext = window.AudioContext || window.webkitAudioContext
var context = new AudioContext()
var o = context.createOscillator()
var g = context.createGain()
g.connect(context.destination)
g.gain.setValueAtTime(0,context.currentTime)
o.connect(g)
o.start(0)