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script.js
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135 lines (126 loc) · 3.26 KB
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// 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 = 400; //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;
var guessCounter = 0;
var strike = 0;
function startGame() {
//initialize game variables
pattern = Array.from({length: 5}, () => Math.floor(Math.random() * 6)+1);
progress = 0;
gamePlaying = true;
clueHoldTime = 1000;
// swap the Start and Stop buttons
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("stopBtn").classList.remove("hidden");
playClueSequence();
strike = 0;
}
function stopGame() {
gamePlaying = false;
progress = 0;
// swap the Start and Stop buttons
document.getElementById("startBtn").classList.remove("hidden");
document.getElementById("stopBtn").classList.add("hidden");
}
const freqMap = {
1: 280.6,
2: 320.6,
3: 380,
4: 466.2,
5: 500,
6: 123
};
function playTone(btn, len) {
o.frequency.value = freqMap[btn];
g.gain.setTargetAtTime(volume, context.currentTime + 0.05, 0.025);
tonePlaying = true;
setTimeout(function() {
stopTone();
}, len);
}
function startTone(btn) {
if (!tonePlaying) {
o.frequency.value = freqMap[btn];
g.gain.setTargetAtTime(volume, context.currentTime + 0.05, 0.025);
tonePlaying = true;
}
}
function stopTone() {
g.gain.setTargetAtTime(0, context.currentTime + 0.05, 0.025);
tonePlaying = false;
}
//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("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;
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;
clueHoldTime= clueHoldTime -30;
}
}
function loseGame() {
stopGame();
alert("Game Over. You lost.");
}
function winGame() {
stopGame();
alert("Game Over. You won!");
}
function guess(btn) {
console.log("user guessed: " + btn);
if (!gamePlaying) {
return;
}
if (pattern[guessCounter] == btn) {
if (guessCounter == progress) {
if (progress == pattern.length - 1) {
winGame(); //Game won
} else {
progress++;
playClueSequence();
}
} else {
guessCounter++;
}
}
else{
//player lost
strike++;
alert("Wrong! Strike " + strike);
if(strike==3){
loseGame();}
}
// add game logic here
}