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script.js
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script.js
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// default settings before starting game
var game = {
timeout: undefined,
pause: undefined,
interval: undefined,
strictMode: false,
listenerBool: false,
responseCount: 0,
steps: 1,
volume: 0.6
};
window.onload = function main() {
// ================== //
// define game sounds //
// ================== //
var AudioContext = window.AudioContext || window.webkitAudioContext;
game.audioCtx = new AudioContext();
var freqs = [
138.59, // d-flat
174.61, // f
277.81, // d-flat
207.65, // a-flat
];
game.tones = freqs.map(function(freq) {
var osc = game.audioCtx.createOscillator();
osc.frequency.value = freq;
osc.start(0);
return osc;
});
game.gainNodes = game.tones.map(function(tone) {
var gn = game.audioCtx.createGain();
tone.connect(gn);
gn.gain.value = 0;
gn.connect(game.audioCtx.destination);
return gn;
});
// bad tone
game.errTone = game.audioCtx.createOscillator();
game.errTone.frequency.value = 92.50;
game.errTone.type = "triangle";
game.errTone.start();
game.errNode = game.audioCtx.createGain();
game.errTone.connect(game.errNode);
game.errNode.gain.value = 0;
game.errNode.connect(game.audioCtx.destination);
// 'global' vars
var optPnl = document.getElementById("options-panel");
var opt = document.getElementById("options");
var ctPnl = document.getElementById("count-panel");
var ct = document.getElementById("count");
var thmPnl = document.getElementById("themes-panel");
var thm = document.getElementById("themes");
var quads = document.getElementsByClassName("quadrant");
var body = document.getElementById("theme-target");
// click display to start game
ct.addEventListener("click", startGame, false);
// toggle options panel
opt.onclick = function() {
tgglPanels(ctPnl, optPnl);
}
document.getElementById("back-ct").onclick = function() {
tgglPanels(optPnl, ctPnl);
}
// toggle theme panel
thm.onclick = function() {
tgglPanels(optPnl, thmPnl)
}
document.getElementById("back-opt").onclick = function() {
tgglPanels(optPnl, thmPnl);
}
var thmPicker = document.getElementsByClassName("theme-select");
for (let i = 0; i < thmPicker.length; i++) {
thmPicker[i].addEventListener("click", function() {
setTheme(this.id)
}, false);
}
// strict mode toggle
var slider = document.getElementById("mode-switch");
document.getElementById("mode-label").onclick = function switchMode() {
slider.checked = slider.checked === true ? false : true;
game.strictMode = slider.checked ? true : false;
}
slider.onchange = function toggleMode() {
game.strictMode = this.checked ? true : false;
}
function tgglPanels(elem1, elem2) {
elem1.classList.toggle("hidden");
elem2.classList.toggle("hidden");
}
function setTheme(theme) {
for (let i = 0; i < quads.length; i++) {
body.classList.remove("classic");
body.classList.remove("purple");
body.classList.remove("neon");
body.classList.toggle(theme);
}
}
function blink(elem, cb, param) {
var i = 0;
game.interval = setInterval(function blinker() {
elem.classList.toggle("hidden");
i++;
if (i == 6) {
clearInterval(game.interval);
game.interval = undefined;
cb(param);
}
}, 250);
}
function playTone(node) {
node.gain.setTargetAtTime(game.volume, game.audioCtx.currentTime, 0.015);
}
function stopTones() {
for (let i = 0; i < game.gainNodes.length; i++) {
game.gainNodes[i].gain.setTargetAtTime(0, game.audioCtx.currentTime, 0.015);
}
}
function startGame() {
this.textContent = "--";
blink(this, playGame);
this.removeEventListener("click", startGame, false);
}
function playGame() {
var sequence = genSequence();
var subSeq = sequence.slice(0, game.steps);
// restart button
document.getElementById("restart").onclick = function() {
tgglPanels(ctPnl, optPnl);
reset(true);
}
document.getElementById("stop").onclick = function() {
tgglPanels(ctPnl, optPnl);
reset(false);
ct.textContent = "start";
ct.addEventListener("click", startGame, false);
}
showSeq(subSeq);
// restart game, interrupting all processes and resetting defaults
function reset(bool) {
for (let i = 0; i < quads.length; i++) {
quads[i].classList.remove("light-active");
stopTones();
}
clearTimeout(game.pause);
clearTimeout(game.timeout);
clearInterval(game.interval);
game.timeout = undefined;
game.interval = undefined;
game.listenerBool = true;
game.steps = 1;
toggleButts();
if (bool) {
playGame();
} else {
return;
}
}
function setCountDisplay() {
ct.textContent = game.steps < 10 ? "0" + game.steps : game.steps;
}
function genSequence() {
var arr = [];
for (let i = 0; i < 20; i++) {
// random int between 0 and 3 (inclusive)
arr.push(Math.floor(Math.random() * 4));
}
return arr;
}
function increment() {
if (game.steps < 20) {
game.steps++;
subSeq = sequence.slice(0, game.steps);
setCountDisplay();
showSeq(subSeq);
} else {
congrats();
}
}
function congrats() {
ct.textContent = "You win!";
var i = 0;
game.interval = setInterval(function winSeq() {
document.getElementById(i % 4).classList.toggle("light-active");
for (let j = 0; j < game.gainNodes.length; j++) {
game.gainNodes[j].gain.setTargetAtTime(game.gainNodes[j].gain.value == 0 ? game.volume : 0, game.audioCtx.currentTime, 0.005); // unintended, but ok effect?
}
i++;
if (i == 16) {
clearInterval(game.interval);
partTwo();
}
}, 100);
function partTwo() {
i = 0;
game.interval = setInterval(function blinkAll() {
for (let j = 0; j < quads.length; j++) {
quads[j].classList.toggle("light-active");
}
i++;
if (i == 4) {
for (let k = 0; k < game.gainNodes.length; k++) {
stopTones();
}
clearInterval(game.interval);
ct.textContent = "--";
blink(ct, reset, true);
}
}, 300);
}
}
function setDelay(seq) {
var d;
if (seq.length < 5) {
d = 1250;
} else if (seq.length < 10) {
d = 1100;
} else if (seq.length < 15) {
d = 950;
} else {
d = 800;
}
return d;
}
// display each step in sequence, in set intervals
function showSeq(seq) {
setCountDisplay();
var delay = setDelay(seq);
var i = 0;
game.interval = setInterval(function seqHandler() {
document.getElementById(seq[i]).classList.toggle("light-active");
playTone(game.gainNodes[seq[i]]);
game.timeout = setTimeout(function revert() {
stopTones();
document.getElementById(seq[i]).classList.toggle("light-active");
if (i == seq.length - 1) {
clearTimeout(game.pause);
clearTimeout(game.timeout);
clearInterval(game.interval);
collectAnswers(seq);
}
i++;
}, delay / 2);
}, delay);
}
function collectAnswers(seq) {
game.responseCount = 0;
// add event listeners
toggleButts();
timeLmt();
}
// handle good input
function goodHandler() {
stopTones();
let lit = document.getElementsByClassName("light-active");
for (let i=0; i<lit.length; i++){
lit[i].classList.toggle("light-active");
}
if (game.responseCount == subSeq.length - 1) {
upHandle(true);
} else {
game.responseCount++;
timeLmt();
window.removeEventListener("mouseup", goodHandler, false);
}
}
// handle bad input
function badHandler() {
stopTones();
let lit = document.getElementsByClassName("light-active");
for (let i=0; i<lit.length; i++){
lit[i].classList.toggle("light-active");
}
upHandle(false);
}
// run on last user input, bool being true if correct
function upHandle(bool) {
clearTimeout(game.pause);
verdict(bool);
toggleButts();
}
function mousedownHandler() {
clearTimeout(game.pause);
this.classList.toggle("light-active");
playTone(game.gainNodes[this.id]);
// if user input does not match sequence step
if (subSeq[game.responseCount] != this.id) {
console.log("wrong");
window.addEventListener("mouseup", badHandler, false);
} else {
window.addEventListener("mouseup", goodHandler, false);
}
}
// remove/add event listeners as needed
function toggleButts() {
if (game.listenerBool) {
for (let i = 0; i < quads.length; i++) {
quads[i].removeEventListener("mousedown", mousedownHandler, false);
}
window.removeEventListener("mouseup", badHandler, false);
window.removeEventListener("mouseup", goodHandler, false);
game.listenerBool = false;
} else {
for (let i = 0; i < quads.length; i++) {
quads[i].addEventListener("mousedown", mousedownHandler, false);
}
game.listenerBool = true;
}
}
// time out after five seconds of inactivity
function timeLmt() {
game.pause = setTimeout(function() {
toggleButts();
verdict(false);
}, 5000);
}
// true if correct, false if incorrect sequence is input
function verdict(bool) {
if (bool) {
setTimeout(increment, 250);
} else if (!bool && game.strictMode) {
flashErr(true);
} else {
// repeat current steps in sequence
flashErr(false);
}
}
// flash 'incorrect' message to user
function flashErr(bool) {
var i = 0;
ct.textContent = "--";
game.interval = setInterval(function playErr() {
game.errNode.gain.value = game.errNode.gain.value == 0 ? game.volume : 0;
ct.classList.toggle("hidden");
i++;
if (i == 4 && bool) {
clearInterval(game.interval);
setTimeout(function() {
reset(true);
}, 500);
} else if (i == 4 && !bool) {
clearInterval(game.interval);
setTimeout(function wait() {
showSeq(subSeq);
}, 500);
}
}, 100);
}
}
}