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script.js
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141 lines (137 loc) · 3.65 KB
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//Global Constants
const clueHoldTime = 1000; //how long to hold each clue's light/sound
const cluePauseTime = 333; //how long to pause in between clues
const nextClueWaitTime = 1000; //how long to wait before starting playback of the clue sequence
const patternLength = 8;
//Global Variables
//var pattern = [2, 2, 4, 3, 2, 1, 2, 4];
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;
function randomButton(min, max){ // generates a random number from 1 - 4, representing a button
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function generatePattern(){ // makes a random pattern every time the game is started
for(let i = 0; i < patternLength; i++){
pattern.push(randomButton(1,4));
}
return pattern;
}
function startGame(){
//initialize game variables
generatePattern();
progress = 0;
gamePlaying = true;
//swap the Start and Stop Buttons
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("stopBtn").classList.remove("hidden");
playClueSequence();
}
function stopGame(){
//Update game variables to stop the game
gamePlaying = false;
pattern = [];
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 playClueSequence(){
guessCounter = 0;
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;
}
}
function guess(btn){
console.log("user guessed: " + btn);
if (!gamePlaying){
return;
}
//game logic
if(pattern[guessCounter] == btn){
//Guess is correct
if(guessCounter == progress){
if(progress == pattern.length - 1){
// Game is Won!
winGame();
}else{
//Pattern correct. Add next segment
progress++;
playClueSequence();
}
}else{
// so far so good, check the next guess
guessCounter++;
}
}else{
//Guess was incorrect and game is lost
loseGame();
}
}
function winGame(){
stopGame();
alert("Game Over. You won!");
}
function loseGame(){
stopGame();
alert("Game Over. You lost.");
}
// Sound Synthesis Functions
const freqMap = {
1: 261.6,
2: 329.6,
3: 392,
4: 466.2
}
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)