-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathscript.js
More file actions
136 lines (120 loc) · 2.97 KB
/
script.js
File metadata and controls
136 lines (120 loc) · 2.97 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
// Global vars
var pattern = [3,4,5,4,3,3,3,4,4,4,3,2,2,3,4,5,4,3,3,3,3,4,4,3,4,5,1];
var progress = 0;
var tonePlaying = false;
var volume = 0.5;
var gamePlaying = false;
var guessCounter = 0;
// Global constant
const clueHoldTime = 500;
const cluePauseTime = 333;
const nextClueWaitTime = 500;
function startGame() {
document.getElementById("startBtn").classList.add("hidden");
document.getElementById("endBtn").classList.remove("hidden");
// Initialize game variables
progress = 0;
gamePlaying = true;
playClueSequence();
}
function stopGame() {
gamePlaying = false;
document.getElementById("startBtn").classList.remove("hidden");
document.getElementById("endBtn").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);
}
}
// Sound Synthesis Functions
const freqMap = {
1: 523.251,
2: 391.995,
3: 329.628,
4: 293.665,
5: 261.626
}
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)
function playClueSequence(){
guessCounter = 0;
context.resume()
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;
}
}
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;
}
// Correct guess
if (pattern[guessCounter] == btn) {
if (guessCounter == progress) {
if (progress == pattern.length - 1) {
winGame();
}
else {
progress++;
playClueSequence();
}
}
else {
guessCounter++;
}
}
else {
loseGame();
}
}