countdown works. normal mode feels better/faster. game-over buttons
This commit is contained in:
+318
-115
@@ -67,11 +67,21 @@
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font-size: 2rem;
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}
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#title-container {
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justify-self: center;
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justify-content: center;
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display: flex;
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flex-direction: row;
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width: 100%;
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gap: 2rem;
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}
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#text-box {
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display: flex;
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flex-direction: row;
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flex-direction: column;
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align-content: end;
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justify-content: space-evenly;
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gap: 1rem;
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text-align: center;
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color: red;
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width: 100%;
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@@ -104,23 +114,26 @@
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<div id="text-box">
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<!-- intro related -->
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<div style="display: flex; gap: 1rem;">
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<span id="intro1" class="hidden title">QUICK</span>
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<span id="intro2" class="hidden title">DRAW</span>
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<div id="title-container">
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<span id="title1" class="hidden title">QUICK</span>
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<span id="title2" class="hidden title">DRAW</span>
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</div>
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<!-- gamemode menu buttons-->
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<div id="game-modes" class="hidden fade">
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<button id="normal" onclick="handleNormalMode()">normal</button>
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<button id="countdown">countdown</button>
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<button id="countdown" onclick="handleCountdownMode()">countdown</button>
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<!-- <button id="infinite">infinite</button> -->
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</div>
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<!-- pre-round text -->
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<span id="gameText" class="hidden fade"></span>
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<span id="game-text" class="hidden fade"></span>
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<!-- post round text -->
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<span id="round-end" class="hidden fade"></span>
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<!-- post game buttons -->
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<div id="game-over-buttons" class="hidden fade">
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<button id="play-again" onclick="handlePlayAgain()">play again</button>
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<button id="reset-game" onclick="handleReset()">back to main menu</button>
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</div>
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<!-- countdown text -->
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<span id="ready" class="hidden title">READY?</span>
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@@ -132,6 +145,7 @@
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</div>
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<script>
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// SCREEN / SETUP VARIABLES
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let gameBorderWidth = 1;
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let targetWidth = 50;
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let targetHeight = 50;
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@@ -150,38 +164,77 @@
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let xFrameAdjustment;
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let yFrameAdjustment;
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let hovering = false;
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// UX HELPERS
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let drawingCircle = false;
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let needsResizeAdjustment = false;
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let hoverCount = 0; // number of times the cursor has hovered over bullseye. used to cleanly handle round starting / cancelling
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let targetsClickedThisRound = 0;
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// GAME STATE VARIABLES
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let gamemode = ""; // can be: "normal", "countdown", "infinite"
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let roundmode = ""; // if gamemode is "countdown" or "infinite", can be: "rounds" or "frenzy"
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let countingDown = false;
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let hovering = false;
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let hoverCount = 0; // number of times the cursor has hovered over bullseye. used to cleanly handle round starting / cancelling
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let gameIsOver = false;
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let currentRound = 0;
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let countingDown = false;
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// GAMEPLAY VARIABLES
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let targetsClicked = 0;
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let totalTime = 0.0;
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// "NORMAL" MODE ONLY VARIABLES
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let currentRound = 0;
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let totalTime = 0.0;
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let roundSeconds = 0.0;
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let roundTimeStart = 0;
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let roundTimeEnd = 0;
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let roundSeconds = 0.0;
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let roundTimeEnd = 0;
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let bestNormalTime = 0;
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let bestNormalTime = "none";
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// "COUNTDOWN" MODE ONLY VARIABLES
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let countdownTime = 0;
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let bestCountdownScore = 0;
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// menu / text elements
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let titleContainer = document.getElementById("title-container");
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let title1 = document.getElementById("title1");
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let title2 = document.getElementById("title2");
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let gameModes = document.getElementById("game-modes");
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let gameText = document.getElementById("game-text");
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let gameOverButtons = document.getElementById("game-over-buttons");
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// text elements
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let ready = document.getElementById("ready");
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let intro1 = document.getElementById("intro1");
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let intro2 = document.getElementById("intro2");
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let gameText = document.getElementById("gameText");
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let one = document.getElementById("countdown1");
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let two = document.getElementById("countdown2");
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let three = document.getElementById("countdown3");
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let draw = document.getElementById("draw");
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// setup initialization
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window.addEventListener("load", initGame);
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async function initGame() {
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// determine screen parameters + listen for changes
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setParameters();
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window.addEventListener("resize", handlePageResize);
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center = generateTarget(xFrameAdjustment, yFrameAdjustment);
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center.id = "center";
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document.body.insertAdjacentElement("afterbegin", center);
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await drawTargetsInCircle(2);
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if (needsResizeAdjustment) {
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// auto-reset screen if page was resized during animation
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handlePageResize();
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}
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await fadeMainMenuIn();
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if (localStorage.getItem("bestNormalTime") != null) {
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bestNormalTime = Number.parseFloat(localStorage.getItem("bestNormalTime"));
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}
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if (localStorage.getItem("bestCountdownScore") != null) {
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bestCountdownScore = Number.parseInt(localStorage.getItem("bestCountdownScore"));
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}
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}
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// helper function to determine screen-size + ratios for rendering targets
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function setParameters(event) {
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pageHeight = window.innerHeight;
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pageWidth = window.innerWidth;
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@@ -203,45 +256,25 @@
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console.log('frame: ' + frameWidth + ' x ' + frameHeight);
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}
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async function initGame() {
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setParameters();
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async function handlePlayAgain(e) {
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gameIsOver = false;
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center = generateTarget(xFrameAdjustment, yFrameAdjustment);
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center.id = "center";
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document.body.insertAdjacentElement("afterbegin", center);
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// hide game over buttons
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gameOverButtons.style.display = "none";
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gameOverButtons.style.opacity = "0";
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// await drawTargetsInCircle(2);
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await drawTargetsInCircle(false);
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// remove game text from DOM flow
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gameText.style.display = "none";
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gameText.style.opacity = "0";
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// insert intro elements into document flow
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intro1.style.display = "inline";
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intro2.style.display = "inline";
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// reveal intro elements
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intro1.style.opacity = "100";
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await sleep(500);
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intro2.style.opacity = "100";
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await sleep(1500);
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intro1.classList.add("fade");
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intro2.classList.add("fade");
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intro1.style.opacity = "0";
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intro2.style.opacity = "0";
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await sleep(1000);
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intro1.style.display = "none";
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intro2.style.display = "none";
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window.addEventListener("resize", handlePageResize);
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document.getElementById("game-modes").style.display = "inline";
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await sleep(500);
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document.getElementById("game-modes").style.opacity = "100";
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if (localStorage.getItem("bestNormalTime") != null) {
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bestNormalTime = Number.parseFloat(localStorage.getItem("bestNormalTime"));
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if (gamemode == "normal") {
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handleNormalMode(e);
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}
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else if (gamemode == "countdown") {
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handleCountdownMode(e);
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}
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else {
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alert("cannot play again, gamemode does not exit?");
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}
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}
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@@ -249,42 +282,58 @@
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gamemode = "normal";
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console.log("game mode: " + gamemode);
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// setup mode parameters
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currentRound = 1;
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totalTime = 0;
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center.addEventListener("mouseover", handleHoverStart);
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center.addEventListener("mouseleave", handleHoverEnd);
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document.getElementById("game-modes").style.opacity = "0";
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await sleep(500);
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document.getElementById("game-modes").style.display = "none";
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intro1.style.display = "none";
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intro2.style.display = "none";
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await fadeMainMenuOut();
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// set game instruction text + fade it in
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gameText.innerText = "hover on middle circle to start the countdown,\nthen click the targets as fast as possible!";
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gameText.style.opacity = "0";
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gameText.style.display = "inline";
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await sleep(500);
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gameText.style.opacity = "100";
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// enable player to start first round
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center.addEventListener("mouseover", handleHoverStart);
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center.addEventListener("mouseleave", handleHoverEnd);
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}
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async function handleCountdownMode(e) {
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gamemode = "countdown";
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console.log("game mode: " + gamemode);
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await fadeMainMenuOut();
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// set game instruction text + fade it in
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gameText.innerText = "hover on middle circle to start the countdown,\nthen click as many targets as possible!";
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gameText.style.opacity = "0";
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gameText.style.display = "inline";
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await sleep(500);
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gameText.style.opacity = "100";
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// enable player to start game
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center.addEventListener("mouseover", handleHoverStart);
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center.addEventListener("mouseleave", handleHoverEnd);
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}
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async function handleReset(e) {
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gameIsOver = false;
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gamemode = "";
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currentRound = 0;
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center.removeEventListener("mouseover", handleReset);
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// hide buttons
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gameOverButtons.style.display = "none";
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gameOverButtons.style.opacity = "0";
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// remove game text from DOM flow
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gameText.style.display = "none";
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gameText.style.opacity = "0";
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intro1.style.display = "inline";
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intro2.style.display = "inline";
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intro1.style.opacity = "100";
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intro2.style.opacity = "100";
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document.getElementById("game-modes").style.display = "inline";
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await sleep(500);
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document.getElementById("game-modes").style.opacity = "100";
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// reintroduce main menu elements into DOM flow
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await sleep(800);
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await drawTargetsInCircle(2);
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await fadeMainMenuIn();
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}
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async function handleHoverStart(e) {
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@@ -294,27 +343,91 @@
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console.log('hover count: ' + hoverCount);
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console.log('current round: ' + currentRound);
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// remove all targets
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frameElement.replaceChildren();
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// intro1.style.display = "none";
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// intro2.style.display = "none";
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gameText.style.display = "none";
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if (gamemode == "normal") {
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await startNormalRound(currentRound);
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}
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else if (gamemode == "countdown") {
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await startCountdownMode();
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}
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// if (infinityMode)
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}
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async function startCountdownMode() {
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// if user cancels hover countdown, don't start round
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if (!await normalModeRoundCountdown(hoverCount)) {
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console.log("player canceled coundown");
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return;
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}
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// setup mode parameters
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targetsClicked = 0;
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tempTargetsClicked = 0;
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countdownTime = 15.0;
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// clear screen + render countdown / score
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center.remove();
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gameText.innerText = countdownTime.toFixed(3) + "s\ntargets clicked: " + targetsClicked;
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gameText.style.display = "inline";
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gameText.style.opacity = "100";
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// begin actual game loop!
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randomTargetGenerator(1);
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while (countdownTime > 0.0) {
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gameText.innerText = countdownTime.toFixed(3) + "s\ntargets clicked: " + targetsClicked;
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// auto-reset screen if page was resized during animation
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if (needsResizeAdjustment) {
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handlePageResize();
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}
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// generate new target if last one was clicked
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if (targetsClicked != tempTargetsClicked) {
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randomTargetGenerator(1);
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tempTargetsClicked++;
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}
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countdownTime = countdownTime - .01;
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await sleep(10);
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}
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gameIsOver = true;
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// ensure no targets are still on screen after timer ends
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frameElement.replaceChildren();
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// show end of round text. if high score, alert player and save
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if (targetsClicked > bestCountdownScore || bestCountdownScore == 0) {
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if (bestCountdownScore == 0) {
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alert("NEW HIGHEST SCORE!!! congratulations cowboy.");
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}
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else {
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alert("NEW HIGHEST SCORE!!! previous best: " + bestCountdownScore + " targets. congratulations cowboy.");
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}
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bestCountdownScore = targetsClicked;
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localStorage.setItem("bestCountdownScore", bestCountdownScore);
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}
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gameText.innerText = "TARGETS CLICKED: " + targetsClicked +
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"\nHIGH SCORE: " + bestCountdownScore +
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"\nhover on circle to go back to main menu..";
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// bring bullseye back to screen
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center = generateTarget(xFrameAdjustment, yFrameAdjustment);
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center.id = "center";
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document.body.insertAdjacentElement("afterbegin", center);
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gameOverButtons.style.display = "flex";
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gameOverButtons.style.opacity = "100";
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}
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async function startNormalRound(roundNumber) {
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if (roundNumber > 3) {
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handleReset({});
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return;
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}
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if (!await startCountdown(hoverCount)) {
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// if user canceled hover, don't continue round
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// if user cancels hover countdown, don't start round
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if (!await normalModeRoundCountdown(hoverCount)) {
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console.log("player canceled coundown");
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return;
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}
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@@ -332,13 +445,13 @@
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// effectively begin the round
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console.log("starting round " + roundNumber);
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document.getElementById("center").remove();
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targetsClickedThisRound = 0;
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center.remove();
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targetsClicked = 0;
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roundTimeStart = Date.now();
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placeTarget(numTargets);
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while (targetsClickedThisRound < numTargets) {
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randomTargetGenerator(numTargets);
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while (targetsClicked < numTargets) {
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await sleep(10);
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if (targetsClickedThisRound == numTargets) break;
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if (targetsClicked == numTargets) break;
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}
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roundTimeEnd = Date.now();
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roundSeconds = (roundTimeEnd - roundTimeStart) / 1000;
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@@ -351,22 +464,29 @@
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center.id = "center";
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document.body.insertAdjacentElement("afterbegin", center);
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// ensure draw isn't still lingering on screen
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// ensure "DRAW" isn't still lingering on screen after round
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draw.style.display = "none";
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draw.style.opacity = "0";
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if (roundNumber == 3) {
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// GAME OVER STUFF
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if (totalTime < bestNormalTime || bestNormalTime == "none") {
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alert("NEW FASTEST TIME!!! previous best: " + bestNormalTime + "s. congratulations cowboy.");
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gameIsOver = true;
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if (totalTime < bestNormalTime || bestNormalTime == 0) {
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if (bestNormalTime == 0) {
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alert("NEW FASTEST TIME!!! congratulations cowboy.");
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}
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else {
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alert("NEW FASTEST TIME!!! previous best: " + bestNormalTime.toFixed(3) + "s. congratulations cowboy.");
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}
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bestNormalTime = totalTime;
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localStorage.setItem("bestNormalTime", bestNormalTime);
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}
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gameText.innerText = "ROUND: " + roundSeconds.toFixed(3) +
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"s\nTOTAL: " + totalTime.toFixed(3) +
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"s\nBEST SCORE: " + bestNormalTime.toFixed(3) +
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"s\nhover on circle to go back to main menu..";
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center.addEventListener("mouseover", handleReset);
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"s\nBEST SCORE: " + bestNormalTime.toFixed(3);
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gameOverButtons.style.display = "flex";
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gameOverButtons.style.opacity = "100";
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}
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else {
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console.log("ROUND: " + roundSeconds.toFixed(3) + "s\nTOTAL: " + totalTime.toFixed(3) + "\nhover on circle to start round " + currentRound);
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@@ -376,16 +496,16 @@
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center.addEventListener("mouseleave", handleHoverEnd);
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}
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gameText.style.display = "inline";
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gameText.style.opacity = "100";
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return;
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}
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async function startCountdown(hoverNumber) {
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/**
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* HELPER TO KICK-OFF "NORMAL MODE" ROUNDS
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*/
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async function normalModeRoundCountdown(hoverNumber) {
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gameText.style.display = "none";
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countingDown = true;
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@@ -411,15 +531,15 @@
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if (!hovering || hoverNumber != hoverCount) return false;
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three.style.opacity = "100";
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await sleep(1000);
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await sleep(500);
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if (!hovering || hoverNumber != hoverCount) return false;
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two.style.opacity = "100";
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await sleep(1000);
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await sleep(500);
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if (!hovering || hoverNumber != hoverCount) return false;
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one.style.opacity = "100";
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await sleep(1000);
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await sleep(500);
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if (!hovering || hoverNumber != hoverCount) return false;
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one.style.display = "none";
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@@ -434,10 +554,12 @@
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draw.style.opacity = "100";
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countingDown = false;
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// keep "DRAW" on screen for first second of the round
|
||||
setTimeout(() => {draw.style.display = "none"; draw.style.opacity = "0"; }, 1000);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
function handleHoverEnd(e) {
|
||||
hovering = false;
|
||||
|
||||
@@ -455,46 +577,80 @@
|
||||
|
||||
draw.style.opacity = "0";
|
||||
|
||||
if (currentRound <= 1) {
|
||||
drawTargetsInCircle();
|
||||
gameText.innerText = "hover on middle circle to start the countdown,\nthen click the targets as fast as possible!";
|
||||
if (gamemode == "normal") {
|
||||
if (currentRound <= 1) {
|
||||
drawTargetsInCircle(0);
|
||||
gameText.innerText = "hover on middle circle to start the countdown,\nthen click the targets as fast as possible!";
|
||||
}
|
||||
else {
|
||||
gameText.innerText = "ROUND: " + roundSeconds.toFixed(3) + "s\nTOTAL: " + totalTime.toFixed(3) + "s\nhover on circle to start round " + currentRound;
|
||||
}
|
||||
}
|
||||
else {
|
||||
gameText.innerText = "ROUND: " + roundSeconds.toFixed(3) + "s\nTOTAL: " + totalTime.toFixed(3) + "s\nhover on circle to start round " + currentRound;
|
||||
|
||||
else if (gamemode == "countdown") {
|
||||
drawTargetsInCircle(0);
|
||||
gameText.innerText = "hover on middle circle to start the countdown,\nthen click as many targets as possible!";
|
||||
}
|
||||
|
||||
gameText.style.display = "inline";
|
||||
countingDown = false;
|
||||
}
|
||||
}
|
||||
|
||||
function handleTargetClick(e) {
|
||||
targetsClickedThisRound++;
|
||||
targetsClicked++;
|
||||
e.target.remove();
|
||||
}
|
||||
|
||||
function handlePageResize(event) {
|
||||
// take note if page was resized during animation or mid-countdown round to auto-reset at earliest convenience
|
||||
if (!needsResizeAdjustment && (drawingCircle || countdownTime > 0)) {
|
||||
needsResizeAdjustment = true; return;
|
||||
}
|
||||
|
||||
/**
|
||||
* if no game has started yet, re-draw circle
|
||||
*
|
||||
* no matter what, if targets on screen, do not reset, do not redraw middle circle, but do flag for reset
|
||||
*
|
||||
* if adding eventListener, need to redraw center circle!
|
||||
*
|
||||
* if we are playing normal mode:
|
||||
* -- if round 1, redraw cirlce and addEventListener for hover
|
||||
* -- if round 2/3, only addEventListener for hover
|
||||
* -- if round 4, only addEvenListener for reset
|
||||
*
|
||||
* if we are playing countdown mode:
|
||||
* -- if countdownTimer == 0,
|
||||
* ----- need a way to know if this is before or after the game!
|
||||
* ----- if before game, redraw cirlce and addEventListener for hover
|
||||
* ----- if after game, only addEventListener for reset
|
||||
* -- if countdownTimer > 0, flag for reset upon next target clicked, no event listeners
|
||||
**/
|
||||
|
||||
frameElement.replaceChildren();
|
||||
setParameters();
|
||||
|
||||
document.getElementById("center").remove();
|
||||
center.remove();
|
||||
center = generateTarget(xFrameAdjustment, yFrameAdjustment);
|
||||
center.id = "center";
|
||||
document.body.insertAdjacentElement("afterbegin", center);
|
||||
|
||||
if (currentRound == 0 || (gamemode == "normal" && currentRound == 1)) {
|
||||
drawTargetsInCircle();
|
||||
if (gamemode == "") {
|
||||
drawTargetsInCircle(0);
|
||||
}
|
||||
|
||||
if (currentRound >= 1) {
|
||||
else if (gamemode != "") {
|
||||
center.addEventListener("mouseover", handleHoverStart);
|
||||
center.addEventListener("mouseleave", handleHoverEnd);
|
||||
}
|
||||
|
||||
console.log('page: ' + pageWidth + ' x ' + pageHeight);
|
||||
console.log('frame: ' + frameWidth + ' x ' + frameHeight);
|
||||
needsResizeAdjustment = false;
|
||||
}
|
||||
|
||||
async function drawTargetsInCircle(drawDurationSeconds) {
|
||||
drawingCircle = true;
|
||||
let r, x, y;
|
||||
let radians;
|
||||
let target;
|
||||
@@ -507,8 +663,55 @@
|
||||
target = generateTarget(x, y);
|
||||
document.getElementById("frame").insertAdjacentElement("afterbegin", target);
|
||||
|
||||
if (drawDurationSeconds) await sleep((drawDurationSeconds * 1000) / 180);
|
||||
if (drawDurationSeconds) {
|
||||
target.classList.add("fade");
|
||||
await sleep((drawDurationSeconds * 1000) / 180);
|
||||
}
|
||||
}
|
||||
drawingCircle = false;
|
||||
}
|
||||
|
||||
// helpers for rendering main menu stuff
|
||||
async function fadeMainMenuIn() {
|
||||
title1.classList.remove("fade");
|
||||
title2.classList.remove("fade");
|
||||
|
||||
// add main menu elements to DOM flow
|
||||
titleContainer.style.display = "flex";
|
||||
title1.style.display = "inline";
|
||||
title2.style.display = "inline";
|
||||
gameModes.style.display = "inline";
|
||||
|
||||
// make title elements actually visible
|
||||
title1.style.opacity = "100";
|
||||
await sleep(500);
|
||||
title2.style.opacity = "100";
|
||||
await sleep(1500);
|
||||
|
||||
// add fade class for when elements are removed
|
||||
title1.classList.add("fade");
|
||||
title2.classList.add("fade");
|
||||
|
||||
// fade in gamemodes
|
||||
await sleep(500);
|
||||
gameModes.style.opacity = "100";
|
||||
}
|
||||
|
||||
async function fadeMainMenuOut() {
|
||||
let targets = document.getElementsByClassName("target");
|
||||
for (let i = 0; i < targets.length; i++) {
|
||||
console.log(targets[i]);
|
||||
targets[i].style.opacity = 0;
|
||||
};
|
||||
title1.style.opacity = "0";
|
||||
title2.style.opacity = "0";
|
||||
gameModes.style.opacity = "0";
|
||||
await sleep(500);
|
||||
titleContainer.style.display = "none";
|
||||
gameModes.style.display = "none";
|
||||
|
||||
title1.style.display = "none";
|
||||
title2.style.display = "none";
|
||||
}
|
||||
|
||||
|
||||
@@ -517,7 +720,7 @@
|
||||
}
|
||||
|
||||
// function to place a target somewhere random on the circle
|
||||
function placeTarget(numTargets) {
|
||||
function randomTargetGenerator(numTargets) {
|
||||
let radians, radius
|
||||
let x, y;
|
||||
let target;
|
||||
|
||||
Reference in New Issue
Block a user