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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 */
// global constants
var clueHoldTime = 1000; //how long to hold each clue's light/sound
// prints "hi" in the browser's dev tools console
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 = [] //5, 2, 4, 3, 2, 1, 2, 4];
var progress = 0;
var gamePlaying = false;
var tonePlaying = false;
var volume = 0.5;
var guessCounter = 0;
var guesses = 2;
var audio;
//var timeLeft;
function startGame(){
//initialize game variables
clueHoldTime = 1000;
guesses = 2;
pattern = [];
//timeLeft = 100;
for(var i = 0 ; i < 8 ; i++) {
pattern.push(1 + Math.floor(Math.random() * 5));
}
console.log(pattern);
progress = 0;
gamePlaying = true;
// swap the Start and Stop buttons
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("stopBtn").classList.remove("hidden");
playClueSequence();////
// setInterval(function(){ timeLeft--; document.getElementById('timeLeft').html = timeLeft}, 1000);
}
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: 587.3
}
const audioMap = {
1: "https://cdn.glitch.com/89e7a594-4138-4a35-bff8-d94f53276ce7%2Fbensound-ukulele.mp3?v=1616641717701",
2: "https://cdn.glitch.com/89e7a594-4138-4a35-bff8-d94f53276ce7%2Fbensound-acousticbreeze.mp3?v=1616643324394",
3: "https://cdn.glitch.com/89e7a594-4138-4a35-bff8-d94f53276ce7%2Fbensound-goinghigher.mp3?v=1616643340755",
4: "https://cdn.glitch.com/89e7a594-4138-4a35-bff8-d94f53276ce7%2Fbensound-hey.mp3?v=1616643345626",
5: "https://cdn.glitch.com/89e7a594-4138-4a35-bff8-d94f53276ce7%2Fbensound-littleidea.mp3?v=1616643368851"
}
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){
var link = audioMap[btn];
if(link) {
audio = new Audio(link);
audio.play();
}
else {
o.frequency.value = freqMap[btn]
g.gain.setTargetAtTime(volume,context.currentTime + 0.05,0.025)
tonePlaying = true
}
}
}
function stopTone(){
if(audio) {
audio.pause();
}
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")
stopTone();
}
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 -= 50;
}
function loseGame(){
if(guesses == 0) {
stopGame();
alert("Game Over. You lost.");
}
console.log(guesses + " available")
guesses--;
}
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();
}else{
progress++;
playClueSequence();
}
}else{
guessCounter++;
}
}else{
loseGame();
}
// add game logic here
}