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11 changes: 8 additions & 3 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -9,15 +9,19 @@
</head>
<body>
<main>
<!-- Basic game instructions are always visible. -->
<h1>Guessing Game</h1>
<p>
I'm thinking of a number from 1 to 99! Can you guess it in 5 tries or
less?
</p>
<div>
<!-- The form lets the player submit a guess by button click or Enter key. -->
<form id="guess-form">
<label for="guess">Enter your guess</label>
<input type="number" id="guess" min="1" max="99" />
<button id="submit">Submit Guess</button>
</div>
<button id="submit" type="submit">Submit Guess</button>
</form>
<!-- Feedback messages stay hidden until the player interacts with the game. -->
<div>
<p class="message" id="number-of-guesses"></p>
<p class="message" id="too-high">You guessed too high. Try again.</p>
Expand All @@ -30,6 +34,7 @@ <h1>Guessing Game</h1>
Would you like to play again?
</p>
</div>
<!-- Reset starts a brand-new game after a win or after using all guesses. -->
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Copilot AI Mar 9, 2026

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The comment says reset starts a new game "after a win or after using all guesses", but the current JS shows the reset button after any valid guess. Update this comment or adjust the reset-button visibility logic so the code and instructions stay consistent.

Suggested change
<!-- Reset starts a brand-new game after a win or after using all guesses. -->
<!-- Reset lets the player start a brand-new game at any time. -->

Copilot uses AI. Check for mistakes.
<button id="reset">Reset</button>
</main>
<script src="index.js"></script>
Expand Down
97 changes: 52 additions & 45 deletions index.js
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
// Cache the key elements the game updates after each guess.
const guessForm = document.getElementById('guess-form');
const guessInput = document.getElementById('guess');
const submitButton = document.getElementById('submit');
const resetButton = document.getElementById('reset');
Expand All @@ -22,69 +24,74 @@ function getRandomNumber(min, max) {
return Math.floor(Math.random() * (max - min)) + min;
}

function checkGuess() {
// Get value from guess input element
const guess = parseInt(guessInput.value, 10);
attempts = attempts + 1;
// Hides every feedback message so only the current game state is visible.
function hideAllMessages() {
for (let elementIndex = 0; elementIndex < messages.length; elementIndex += 1) {
messages[elementIndex].style.display = 'none';
}
}

hideAllMessages();
function getGuessWord(remainingAttempts) {
return remainingAttempts === 1 ? 'guess' : 'guesses';
}

if (guess === targetNumber) {
numberOfGuessesMessage.style.display = '';
numberOfGuessesMessage.innerHTML = `You made ${attempts} guesses`;
// Resets the game to the initial state with a new random target number.
function setup() {
targetNumber = getRandomNumber(1, 100);
console.log(`target number: ${targetNumber}`);

correctMessage.style.display = '';
attempts = 0;
guessInput.value = '';
submitButton.disabled = false;
guessInput.disabled = false;

submitButton.disabled = true;
guessInput.disabled = true;
}
hideAllMessages();
resetButton.style.display = 'none';
}

if (guess !== targetNumber) {
if (guess < targetNumber) {
tooLowMessage.style.display = '';
} else {
tooLowMessage.style.display = '';
}
// Checks the player's guess and updates the visible game messages.
function checkGuess(event) {
event.preventDefault();

const remainingAttempts = maxNumberOfAttempts - attempts;
const guess = parseInt(guessInput.value, 10);

if (!Number.isInteger(guess) || guess < 1 || guess > 99) {
hideAllMessages();
numberOfGuessesMessage.style.display = '';
numberOfGuessesMessage.innerHTML = `You guessed ${guess}. <br> ${remainingAttempts} guesses remaining`;
numberOfGuessesMessage.innerHTML = 'Enter a number from 1 to 99.';
resetButton.style.display = attempts > 0 ? '' : 'none';
Comment on lines +56 to +62
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Copilot AI Mar 9, 2026

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parseInt() will truncate decimals (e.g., 1.9 becomes 1) and can accept partially numeric strings, so some invalid inputs may be treated as valid guesses. Consider using Number(guessInput.value) and validating with Number.isInteger() (and range) so non-integers are rejected rather than coerced.

Copilot uses AI. Check for mistakes.
return;
}

if (attempts ==== maxNumberOfAttempts) {
attempts += 1;

hideAllMessages();

const remainingAttempts = maxNumberOfAttempts - attempts;

numberOfGuessesMessage.style.display = '';
numberOfGuessesMessage.innerHTML = `You guessed ${guess}. <br> ${remainingAttempts} ${getGuessWord(remainingAttempts)} remaining`;

if (guess === targetNumber) {
correctMessage.style.display = '';
submitButton.disabled = true;
guessInput.disabled = true;
} else if (attempts === maxNumberOfAttempts) {
maxGuessesMessage.style.display = '';
numberOfGuessesMessage.innerHTML = `You guessed ${guess}. <br> 0 guesses remaining`;
submitButton.disabled = true;
guessInput.disabled = true;
} else if (guess < targetNumber) {
tooLowMessage.style.display = '';
} else {
tooHighMessage.style.display = '';
}

guessInput.value = '';

resetButton.style.display = '';
}
Comment on lines 90 to 92
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Copilot AI Mar 9, 2026

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resetButton.style.display = '' is set after every valid guess, but setup() hides the reset button and the UI copy suggests reset is only intended after win/max guesses. Either only show reset when the game is over (win/lose), or update the behavior/copy to match the intended UX.

Copilot uses AI. Check for mistakes.

function hideAllMessages() {
for (let elementIndex = 0; elementIndex <= messages.length; elementIndex++) {
messages[elementIndex].style.display = 'none';
}
}

funtion setup() {
// Get random number
targetNumber = getRandomNumber(1, 100);
console.log(`target number: ${targetNumber}`);

// Reset number of attempts
maxNumberOfAttempts = 0;

// Enable the input and submit button
submitButton.disabeld = false;
guessInput.disabled = false;

hideAllMessages();
resetButton.style.display = 'none';
}

submitButton.addEventListener('click', checkGuess);
guessForm.addEventListener('submit', checkGuess);
resetButton.addEventListener('click', setup);

setup();
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