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script.js
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script.js
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// global constants
//const clueHoldTime = 1000; //how long to hold each clue's light/sound (in ms)
const nextClueWaitTime = 1000; //how long to wait before starting playback of the clue sequence
const totalMistakes = 3;
// global variables
var pattern = [];
var progress = 0;
var gamePlaying = false;
var tonePlaying = false;
var volume = 0.5;
var guessCounter = 0;
var clueHoldTime = 500;
var cluePauseTime = 333; //how long to pause in between clues
var mistakesLeft = 0;
var playGame = true;
// create timer
var timerFunc;
var secsLeft = 5;
// start game
function startGame() {
// (re)initialize game vars
progress = 0;
gamePlaying = true;
mistakesLeft = totalMistakes;
document.getElementById("incorrectGuessesLeft").innerHTML = mistakesLeft;
secsLeft = 5;
document.getElementById("timeLeftOnGuess").innerHTML = secsLeft + "seconds";
// set random pattern
randomPattern();
// swap start and stop buttons when beginning gameplay
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("stopBtn").classList.remove("hidden");
// play clues
playClueSequence();
}
// stop game
function stopGame() {
// update vars
gamePlaying = false;
// swap stop and start buttons
document.getElementById("startBtn").classList.remove("hidden");
document.getElementById("stopBtn").classList.add("hidden");
}
// Sound Synthesis Functions
const freqMap = {
1: 261.63, // C4
2: 311.13, // D#4
3: 392, // G4
4: 440, // A4
5: 493.88, // B4
6: 587.33 // D5
}
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)
// light up button
function lightButton(btn){
document.getElementById("button"+btn).classList.add("lit")
}
// clear button
function clearButton(btn){
document.getElementById("button"+btn).classList.remove("lit")
}
// play single clue
function playSingleClue(btn){
if(gamePlaying){
lightButton(btn);
playTone(btn,clueHoldTime);
setTimeout(clearButton,clueHoldTime,btn);
}
}
// playing multiple clues at once
function playClueSequence(){
guessCounter = 0;
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;
if (clueHoldTime >= 100) {
clueHoldTime -= 25;
}
}
if (guessCounter == 0 && playGame == true) {
//secsLeft = 5;
console.log("hi 1");
timerFunc = setInterval(function() {
if (secsLeft < 0) {
clearInterval(timerFunc);
document.getElementById("timeLeftOnGuess").innerHTML = "Time's Up!";
// problem: does not work with alerts (loseGame())
} else {
console.log("hi 2");
if (secsLeft == 1) {
document.getElementById("timeLeftOnGuess").innerHTML = secsLeft + " second";
} else {
document.getElementById("timeLeftOnGuess").innerHTML = secsLeft + " seconds";
}
if (secsLeft < 0) {
clearInterval(timerFunc);
document.getElementById("timeLeftOnGuess").innerHTML = "Time's Up!";
guessCounter++;
playGame = false;
console.log("hi 3");
loseGame();
//secsLeft = 0;
} else {
secsLeft--;
}
}
}, 1000);
}
}
// player loses
function loseGame() {
stopGame();
alert("Game Over. You lost.");
console.log("game over");
}
// player wins
function winGame() {
stopGame();
alert("Congrats! You won :)");
}
// guess validation
function guess(btn) {
console.log("user guessed: " + btn);
if(!gamePlaying){
return;
}
//timerFunc;
// validation
if (btn != pattern[guessCounter]) {
// totalMistakes guesses incorrect --> lose
if (mistakesLeft == 1) {
mistakesLeft--;
document.getElementById("incorrectGuessesLeft").innerHTML = mistakesLeft;
loseGame();
} else {
mistakesLeft--;
document.getElementById("incorrectGuessesLeft").innerHTML = mistakesLeft;
progress++;
playClueSequence();
}
} else {
// guess correct
if (guessCounter != progress) {
// turn not over
guessCounter++;
} else {
// turn over
if (guessCounter != pattern.length - 1) {
// not last turn
progress++;
playClueSequence();
} else {
// last turn + turn over + guess correct --> win
winGame();
}
}
}
}
// generate random pattern
function randomPattern() {
pattern.length = 0;
let patternLength = document.getElementById("patternLengthValue").value;
for (let i = 0; i < patternLength; i++) {
pattern.push(Math.floor((Math.random() * Object.keys(freqMap).length) + 1));
}
}
// set easy or hard mode
function setMode() {
let mode = document.getElementById("levelBox").value;
if (mode == "easy") {
clueHoldTime = 500;
} else if (mode == "hard") {
clueHoldTime = 250;
cluePauseTime = 100;
}
}