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script.js
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183 lines (172 loc) · 4.9 KB
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const cluePauseTime = 333;
const nextClueWaitTime = 1000;
var mistakes;
var pattern;
var progress = 0;
var gamePlaying = false;
var tonePlaying = false;
var volume = 0.5;
var guessCounter = 0;
var clueHoldTime = 800;
var timer;
var timerTimeout;
function patternGen() {
pattern = [];
// generate a number between 8 and 16, representing the length of pattern
var patternLen = 8 + Math.floor(Math.random() * 8)
console.log("pattern length = " + patternLen)
for (let i = 0; i < patternLen; i++ ) {
pattern.push(Math.floor(Math.random() * 9) + 1)
}
console.log("pattern is " + pattern)
}
function startGame(){
//initialize game variables
patternGen(); // generate pattern
clueHoldTime = 1000; //reset speed
mistakes = 0; //reset mistakes
progress = 0;
gamePlaying = true;
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("stopBtn").classList.remove("hidden");
document.getElementById("stopBtn").style.pointerEvents = "none";
setTimeout(resumePointer, 1000, "stopBtn");
document.getElementById("Timer").innerHTML = "Time leave : 0:04";
document.getElementById("strikes").innerHTML = " Strikes leave : 3";
playClueSequence();
}
function stopGame(){
gamePlaying = false;
endTimer(timer);
clearTimeout(timerTimeout);
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 resumePointer(btn) { // helper method to resume pointerEvents
return document.getElementById(btn).style.pointerEvents = "auto";
}
function playClueSequence() {
endTimer(timer);
document.getElementById("gameButtonArea").style.pointerEvents = "none"; // pause pointerEvents when clue playing
clueHoldTime *= 0.85;
guessCounter = 0;
context.resume();
let delay = nextClueWaitTime;
for (let i=0; i<= progress; i++) {
console.log("play single clue: " + pattern[i] + " in " + delay + "ms");
setTimeout(playSingleClue, delay, pattern[i]);
delay += clueHoldTime;
delay += cluePauseTime;
}
setTimeout(resumePointer, delay, "gameButtonArea"); // resume pointerEvents after playing clues.
timerTimeout = setTimeout(startTimer, delay - 1000, delay + 2000) //start Timer
}
//helper function for calculating millisecond to minutes and seconds
function millisToMinutesAndSeconds(millis) {
if (millis < 0) return 0 + ":" + (0 < 10 ? '0' : '') + 0;
var minutes = Math.floor(millis / 60000);
var seconds = ((millis % 60000) / 1000).toFixed(0);
return minutes + ":" + (seconds < 10 ? '0' : '') + seconds;
}
function startTimer(time) {
timer = setInterval(function() {
document.getElementById("Timer").innerHTML = "Time leave : " + millisToMinutesAndSeconds(time);
time -= 1000;
if (time < -500) return loseGame();
}, 1000)
}
function endTimer(timerToEnd) {
clearInterval(timerToEnd);
}
function loseGame() {
mistakes++;
document.getElementById("strikes").innerHTML = "Strikes leave : " + (3 - mistakes);
if (mistakes < 3) {
playTone(404, 20);
return playClueSequence();
}
stopGame();
alert("Game Over. You lost.")
}
function winGame() {
stopGame();
alert("Game Over. You won!")
}
function guess(btn) {
console.log("user gussed: " + btn);
if (!gamePlaying){
return;
}
if (btn != pattern[guessCounter]){ //guess not correct
return loseGame();
}
// else if guess correct
if (guessCounter == progress) { // turn over
if (progress == pattern.length -1) { // last turn
winGame();
}else { // Not last turn
progress++;
playClueSequence();
}
}else { // turn Not Over
guessCounter++;
}
}
// Sound Synthesis Functions
const freqMap = {
1: 250,
2: 300,
3: 350,
4: 400,
5: 450,
6: 500,
7: 550,
8: 600,
9: 650,
404: 280
}
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)