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/* =====================================================
Simon Says — app.js
Enhanced game logic with full UI interactions
===================================================== */
// ─── State ────────────────────────────────────────────
let gameSeq = [];
let userSeq = [];
let btns = ['yellow', 'red', 'purple', 'green'];
let level = 0;
let started = false;
let accepting = false; // true only when player can click
let bestScore = JSON.parse(localStorage.getItem('simonBest')) || 0;
// ─── DOM refs ─────────────────────────────────────────
const statusText = document.getElementById('statusText');
const levelIndicator = document.getElementById('levelIndicator');
const levelNum = document.getElementById('levelNum');
const hubIcon = document.getElementById('hubIcon');
const hubLevel = document.getElementById('hubLevel');
const hub = document.querySelector('.hub');
const startBtn = document.getElementById('startBtn');
const scoreStrip = document.getElementById('scoreStrip');
const stripLevel = document.getElementById('stripLevel');
const stripSeq = document.getElementById('stripSeq');
const stripBest = document.getElementById('stripBest');
const bestBadge = document.getElementById('bestBadge');
const bestScoreEl = document.getElementById('bestScore');
// ─── Init ─────────────────────────────────────────────
window.addEventListener('DOMContentLoaded', () => {
updateBestDisplay();
// Keyboard start
document.addEventListener('keypress', () => {
if (!started) beginGame();
});
});
// ─── Begin Game (called by button or keypress) ────────
function beginGame() {
if (started) return;
started = true;
level = 0;
gameSeq = [];
userSeq = [];
accepting = false;
startBtn.style.display = 'none';
scoreStrip.style.display= 'flex';
levelIndicator.style.display = 'flex';
hub.classList.add('active');
setStatus('Watch carefully…', 'active');
updateScoreStrip();
setTimeout(() => levelUp(), 600);
}
// ─── Level Up ─────────────────────────────────────────
function levelUp() {
accepting = false;
userSeq = [];
level++;
// Update all level displays
bumpText(levelNum, level);
stripLevel.textContent = level;
hubLevel.textContent = `LVL ${level}`;
hubIcon.textContent = '👁️';
setStatus('Watch the sequence…', 'active');
updateScoreStrip();
// Pick a new random button and add to sequence
const randColor = btns[Math.floor(Math.random() * btns.length)];
gameSeq.push(randColor);
// Play the full sequence with staggered flashes
playSequence();
}
// ─── Play sequence ────────────────────────────────────
function playSequence() {
const delay = Math.max(300, 650 - level * 25); // speed up over time
const flashMs = Math.max(150, 400 - level * 15);
gameSeq.forEach((color, i) => {
setTimeout(() => {
const btn = document.getElementById(color);
btnFlash(btn, flashMs);
}, i * (delay + 100));
});
// After sequence finishes, let user play
const totalTime = gameSeq.length * (delay + 100) + flashMs + 200;
setTimeout(() => {
accepting = true;
hubIcon.textContent = '✋';
hubLevel.textContent = 'YOUR TURN';
setStatus(`Your turn! Repeat ${gameSeq.length} step${gameSeq.length > 1 ? 's' : ''}.`, 'active');
}, totalTime);
}
// ─── Button Flash (Simon showing) ────────────────────
function btnFlash(btn, duration = 350) {
btn.classList.add('flash');
setTimeout(() => btn.classList.remove('flash'), duration);
}
// ─── User Flash (player tapping) ─────────────────────
function userFlash(btn) {
btn.classList.add('userFlash');
setTimeout(() => btn.classList.remove('userFlash'), 200);
}
// ─── Handle button click ─────────────────────────────
function handleBtnClick(btn) {
if (!started || !accepting) return;
userFlash(btn);
const userColor = btn.getAttribute('id');
userSeq.push(userColor);
// Update sequence counter
bumpStrip(stripSeq, userSeq.length);
checkAns(userSeq.length - 1);
}
// ─── Check Answer ────────────────────────────────────
function checkAns(idx) {
if (userSeq[idx] !== gameSeq[idx]) {
// Wrong!
gameOver();
return;
}
if (userSeq.length === gameSeq.length) {
// Correct full sequence
accepting = false;
setStatus('✅ Correct! Get ready…', 'success');
hubIcon.textContent = '✅';
hubLevel.textContent = 'NICE!';
setTimeout(() => levelUp(), 1000);
}
}
// ─── Game Over ───────────────────────────────────────
function gameOver() {
accepting = false;
// Flash body red
document.body.classList.add('game-over-flash');
setTimeout(() => document.body.classList.remove('game-over-flash'), 400);
// Update best
if (level > bestScore) {
bestScore = level;
localStorage.setItem('simonBest', JSON.stringify(bestScore));
updateBestDisplay();
}
setStatus(`❌ Game Over! You reached Level ${level}. Press any key to restart.`, 'error');
hubIcon.textContent = '❌';
hubLevel.textContent = `Score: ${level}`;
hub.classList.remove('active');
// Show start button again
startBtn.textContent = '';
startBtn.innerHTML = '<span>Play Again 🔄</span><span class="btn-arrow">→</span>';
startBtn.style.display = 'flex';
reset();
}
// ─── Reset ───────────────────────────────────────────
function reset() {
started = false;
accepting = false;
gameSeq = [];
userSeq = [];
level = 0;
}
// ─── Best Score ──────────────────────────────────────
function updateBestDisplay() {
if (bestScore > 0) {
bestBadge.style.display = 'block';
bestScoreEl.textContent = bestScore;
stripBest.textContent = bestScore;
} else {
stripBest.textContent = '—';
}
}
// ─── Score Strip ─────────────────────────────────────
function updateScoreStrip() {
stripLevel.textContent = level;
stripSeq.textContent = gameSeq.length;
stripBest.textContent = bestScore > 0 ? bestScore : '—';
}
// ─── Status helper ───────────────────────────────────
function setStatus(text, type = '') {
statusText.textContent = text;
statusText.className = `status-text ${type}`;
}
// ─── Bump animations ─────────────────────────────────
function bumpText(el, val) {
el.textContent = val;
el.classList.remove('bump');
el.offsetHeight;
el.classList.add('bump');
setTimeout(() => el.classList.remove('bump'), 400);
}
function bumpStrip(el, val) {
el.textContent = val;
el.classList.remove('bump');
el.offsetHeight;
el.classList.add('bump');
setTimeout(() => el.classList.remove('bump'), 350);
}