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script.js
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190 lines (163 loc) · 4.13 KB
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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 = []
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 mistakeCounter = 0;
var clueHoldTime = 1000; //how long to hold each clue's light/sound
var patternSize;
function easy() {
patternSize = 6;
generatePattern(6);
}
function medium() {
patternSize = 8;
clueHoldTime = clueHoldTime - 200;
generatePattern(8);
}
function hard() {
patternSize = 10;
clueHoldTime = clueHoldTime - 400;
generatePattern(10);
}
function generatePattern(size) {
for(var i = 0; i < size; i++) {
var number = Math.floor(Math.random() * 6) + 1;
pattern.push(number);
console.log(pattern);
}
}
function startGame() {
progress = 0;
gamePlaying = true;
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");
}
// Sound Synthesis Functions
const freqMap = {
1: 261.6,
2: 329.6,
3: 392,
4: 466.2,
5: 550,
6: 630,
7: 700,
8: 800
};
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);
// Functions to light up the buttons when sound is playing
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;
//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;
}
//TO change game speed every round
clueHoldTime = clueHoldTime - 80;
}
function loseGame() {
stopGame();
alert("Game Over. You lost");
document.location.reload();
}
function winGame() {
stopGame();
alert("Game Over. You win");
document.location.reload();
}
function guess(btn) {
console.log("user guessed: " + btn);
if (!gamePlaying) {
return;
}
if (pattern[guessCounter] == btn) {
//Correct Guess
if (guessCounter == progress) {
if (progress == pattern.length - 1) {
//You Win!
winGame();
} else {
//The pattern is correct, go to next segment
progress++;
playClueSequence();
}
} else {
//Check next guess
guessCounter++;
}
} else {
//You lose.
mistakeCounter++;
if(mistakeCounter == 3) {
loseGame();
}
else if(mistakeCounter == 2) {
alert("Last chance");
playClueSequence();
}
else {
alert("Wrong try again")
playClueSequence();
}
}
}