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script.js
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script.js
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/* If you're feeling fancy you can add interactivity
to your site with Javascript */
// prints "hi" in the browser's dev tools console
console.log("hi");
// global constants
var clueHoldTime = 1000; //how long to hold each clue's light/sound
const cluePauseTime = 333; //how long to pause in between clues
const nextClueWaitTime = 1000; //how long to wait before starting playback of the clue sequence
var pattern = [];
var target = 3; //finishes the game at the xth turn
var progress = 0;
var gamePlaying = false;
var tonePlaying = false;
var volume = 0.5;
var guessCounter = 0;
var strike = 0;
function startGame() {
//initialize game variables
progress = 0;
strike = 0;
gamePlaying = true;
clueHoldTime = 1000
// swap the Start and Stop buttons
document.getElementById("demo").innerHTML = "Try to recreate the tone!";
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("stopBtn").classList.remove("hidden");
playClueSequence();
}
function stopGame(btn) {
gamePlaying = false;
clearInterval(x);
document.getElementById("startBtn").classList.remove("hidden");
document.getElementById("stopBtn").classList.add("hidden");
document.getElementById("img" + btn).classList.add("hidden");
}
// loses when countdown reachs 0, so no button clicked
function stopGame1() {
gamePlaying = false;
clearInterval(x);
document.getElementById("startBtn").classList.remove("hidden");
document.getElementById("stopBtn").classList.add("hidden");
document.getElementById("demo").innerHTML = "Game not started";
}
const freqMap = {
1: 200,
2: 250,
3: 300,
4: 350,
5: 400
};
function playTone(btn, len) {
o.frequency.value = freqMap[btn];
g.gain.setTargetAtTime(volume, context.currentTime + 0.05, 0.025);
tonePlaying = true;
setTimeout(function() {
stopTone(btn);
}, len);
}
function startTone(btn) {
if (!tonePlaying) {
o.frequency.value = freqMap[btn];
g.gain.setTargetAtTime(volume, context.currentTime + 0.05, 0.025);
tonePlaying = true;
document.getElementById("img" + btn).classList.remove("hidden");
document.getElementById("button" + btn).classList.add("hidden");
}
}
function stopTone(btn) {
g.gain.setTargetAtTime(0, context.currentTime + 0.05, 0.025);
tonePlaying = false;
document.getElementById("img" + btn).classList.add("hidden");
document.getElementById("button" + btn).classList.remove("hidden");
}
//Page Initialization
// Init Sound Synthesizer
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);
function lightButton(btn) {
document.getElementById("button" + btn).classList.add("hidden");
document.getElementById("img" + btn).classList.remove("hidden");
}
function clearButton(btn) {
document.getElementById("button" + btn).classList.remove("hidden");
document.getElementById("img" + btn).classList.add("hidden");
}
function playSingleClue(btn,i) {
if (gamePlaying) {
lightButton(btn);
playTone(btn, clueHoldTime);
setTimeout(clearButton, clueHoldTime, btn);
if (i==progress){
x=setInterval(f,1000);
}
}
}
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min) + min); //The maximum is exclusive and the minimum is inclusive
}
var x;
var timeleft;
function f(){
if (timeleft < 0) {
clearInterval(x);
document.getElementById("demo").innerHTML = "Game ended";
loseGame1();
} else {
document.getElementById("demo").innerHTML =
"You have: " + timeleft + " seconds remaining";
}
timeleft -= 1;
}
function playClueSequence() {
guessCounter = 0;
pattern = [];
let delay = nextClueWaitTime; //set delay to initial wait time
clueHoldTime *= 0.5; //speeds up every turn
timeleft = (progress + 1) * 3;
for (let i = 0; i <= progress; i++) {
// for each clue that is revealed so far
var gen = getRandomInt(1, 6);
pattern.push(gen);
console.log("play single clue: " + pattern[i] + " in " + delay + "ms");
setTimeout(playSingleClue, delay, pattern[i],i,delay); // set a timeout to play that clue
delay += clueHoldTime;
delay += cluePauseTime;
}
}
function loseGame(btn) {
stopGame(btn);
clearInterval(x);
alert("Game Over. You lost.");
document.getElementById("demo").innerHTML = "Game not started";
}
function loseGame1() {
stopGame1();
clearInterval(x);
alert("Game Over. You lost.");
document.getElementById("demo").innerHTML = "Game not started";
}
function winGame(btn) {
stopGame(btn);
clearInterval(x);
alert("Game Over. You won!");
document.getElementById("demo").innerHTML = "Game not started";
}
function guess(btn) {
console.log("user guessed: " + btn);
if (!gamePlaying) {
return;
}
if (pattern[guessCounter] == btn) {
if (guessCounter == target - 1) {
clearInterval(x);
winGame(btn);
} else if (guessCounter == progress) {
clearInterval(x);
progress += 1;
document.getElementById("demo").innerHTML = "Correct! Next Round";
playClueSequence();
} else if (guessCounter < progress) {
guessCounter += 1;
}
} else {
strike += 1;
// loses on the third strike
if (strike < 3) {
//progress doesn't increase if one gets it wrong
//basically restart at the same level
clearInterval(x);
document.getElementById("demo").innerHTML = "Oops! Try again";
clueHoldTime*=2; //same level same speed
playClueSequence();
} else {
clearInterval(x);
loseGame(btn);
}
}
// add game logic here
}