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script.js
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script.js
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// global constants
const cluePauseTime = 333; //how long to pause in between clues
const nextClueWaitTime = 1000; //how long to wait before starting playback of the clue sequence
//Global Variables
var pattern = []; //[2, 9, 1, 3, 6, 8, 5, 4,10,7];
var progress = 0;
var gamePlaying = false;
var tonePlaying = false;
var volume = 0.5;
var guessCounter = 0;
var clueHoldTime = 1000; //how long to hold each clue's light/sound
var mistakes = 0;
function startGame() {
//initialize game variables
progress = 0;
mistakes = 0;
pattern = [];
createPattern();
for (let i = 0; i <= 10; i++) {
//prints out every value of the pattern array to the console
console.log("length of patternarray" + pattern[i]);
}
gamePlaying = true;
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("stopBtn").classList.remove("hidden");
playClueSequence();
}
// swap the Start and Stop buttons
function stopGame() {
//end the current game
gamePlaying = false;
guessCounter = 0;
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 createPattern() {
//creates a random pattern every time the game restarts
var length = 0;
while (length < 11) {
pattern.push(Math.floor(Math.random() * (10 - 1 + 1) + 1));
length++;
}
length = 0;
}
function playSingleClue(btn) {
if (gamePlaying) {
lightButton(btn);
playTone(btn, clueHoldTime);
setTimeout(clearButton, clueHoldTime, btn);
}
}
function playClueSequence() {
var guessCounter = 0;
if (clueHoldTime > 450) {
clueHoldTime = clueHoldTime - 90; //decreases the amount of time a note plays for
}
context.resume();
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("Game Over. You lost.");
}
function winGame() {
stopGame();
alert("You Won! Congratulations.");
}
function guess(btn) {
console.log("user guessed: " + btn);
console.log("guess counter: " + guessCounter);
console.log("progress: " + progress);
console.log("place in pattern array: " + pattern[guessCounter]);
if (!gamePlaying) {
return;
}
if (btn == pattern[guessCounter]) {
//checks if the button is the correct one
if (progress == guessCounter) {
//checks how many times the user has guessed a square
if (progress == pattern.length - 1) {
// checks if we've hit the end of pattern array
winGame();
} else {
//if we haven't hit end of array play next clue
progress++;
guessCounter = 0;
playClueSequence();
}
} else {
guessCounter++;
}
} else if (mistakes < 3) {
//checks how many mistakes user has made
mistakes++;
if (mistakes == 3) {
loseGame();
} else {
//if mistakes are less than 3 it alerts user how many mistakes they've made
if (mistakes == 1) {
alert("Incorrect Move! You have made " + mistakes + " mistake.");
} else {
alert("Incorrect Move! You have made " + mistakes + " mistakes.");
}
}
} else {
loseGame();
}
}
// Sound Synthesis Functions
const freqMap = {
1: 261.6,
2: 329.6,
3: 392,
4: 466.2,
5: 175,
6: 650.4,
7: 200,
8: 800,
9: 225,
10: 523.6,
};
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);