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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <div class="app">
  <h1>Sudoku Training</h1>
  <div class="game">
    <div class="message">
      <p>
        Time:
        <span class="time">00:00</span>
      </p>
      <p class="round">1/5</p>
      <p>
        Score:
        <span class="score">100</span>
      </p>
    </div>
    <div class="digits">
      <span>1</span>
      <span>2</span>
      <span>3</span>
      <span>4</span>
      <span>5</span>
      <span>6</span>
      <span>7</span>
      <span>8</span>
      <span>9</span>
    </div>
  </div>
  <div class="select-level">
    <div class="levels">
      <input type="radio" name="level" id="easy" value="easy" checked="checked">
      <label for="easy">Easy</label>

      <input type="radio" name="level" id="normal" value="normal">
      <label for="normal">Normal</label>

      <input type="radio" name="level" id="hard" value="hard">
      <label for="hard">Hard</label>
    </div>
    <div class="play">Play</div>
  </div>
  <div class="game-over">
    <h2>Game Over</h2>
    <p>
      Time:
      <span class="final-time">00:00</span>
    </p>
    <p>
      Score:
      <span class="final-score">3000</span>
    </p>
    <div class="again">Play Again</div>
  </div>
</div>
            
          
!
            
              body {
    margin: 0;
    height: 100vh;
    display: flex;
    align-items: center;
    justify-content: center;
    background: silver;
    overflow: hidden;
}

.app {
    width: 300px;
    display: flex;
    flex-direction: column;
    align-items: center;
    justify-content: space-between;
    user-select: none;
    position: relative;
}

h1 {
    margin: 0;
    color: sienna;
}

.game {
    transition: 0.3s;
}

.game.stop {
    filter: blur(10px);
}

.game .message {
    width: inherit;
    display: flex;
    justify-content: space-between;
    font-size: 1.2em;
    font-family: sans-serif;
}

.game .message span {
    font-weight: bold;
}

.game .digits {
    box-sizing: border-box;
    width: 300px;
    height: 300px;
    padding: 10px;
    border: 10px solid sienna;
    display: grid;
    grid-template-columns: repeat(3, 1fr);
    grid-gap: 10px;
}

.game .digits span {
    box-sizing: border-box;
    width: 80px;
    height: 80px;
    background-color: blanchedalmond;
    font-size: 30px;
    font-family: sans-serif;
    text-align: center;
    line-height: 2.5em;
    color: sienna;
    position: relative;
}

.game .digits span.wrong {
    border: 2px solid crimson;
}

.game .digits span.correct {
    background-color: chocolate;
    color: gold;
}

.select-level,
.game-over {
    box-sizing: border-box;
    width: 240px;
    height: 240px;
    border: 10px solid rgba(160, 82, 45, 0.8);
    border-radius: 50%;
    box-shadow: 
        0 0 0 0.3em rgba(255, 235, 205, 0.8),
        0 0 1em 0.5em rgba(160, 82, 45, 0.8);
    display: flex;
    flex-direction: column;
    align-items: center;
    font-family: sans-serif;
    position: absolute;
    bottom: 40px;
    visibility: hidden;
    z-index: 2;
}

.select-level .levels {
    margin-top: 60px;
    width: 190px;
    display: flex;
    justify-content: space-between;
    position: relative;
}

.select-level input[type=radio] {
    position: absolute;
    visibility: hidden;
}

.select-level label {
    width: 56px;
    height: 56px;
    background-color: rgba(160, 82, 45, 0.8);
    border-radius: 50%;
    color: blanchedalmond;
    text-align: center;
    line-height: 56px;
    cursor: pointer;
}

.select-level input[type=radio]:checked + label {
    background-color: sienna;
}

.select-level .play,
.game-over .again {
    width: 120px;
    height: 30px;
    background-color: sienna;
    color: blanchedalmond;
    text-align: center;
    line-height: 30px;
    border-radius: 30px;
    text-transform: uppercase;
    cursor: pointer;
}

.select-level .play {
    margin-top: 30px;
    font-size: 20px;
    letter-spacing: 2px;
}

.select-level .play:hover,
.game-over .again:hover {
    background-color: saddlebrown;
}

.select-level .play:active,
.game-over .again:active {
    transform: translate(2px, 2px);
}

.game-over h2 {
    margin-top: 40px;
    color: sienna;
}

.game-over p {
    margin: 3px;
    font-size: 20px;
    color: sienna;
}

.game-over .again {
    margin-top: 10px;
}

            
          
!
            
              const ALL_DIGITS = ['1','2','3','4','5','6','7','8','9']
const ANSWER_COUNT = {EASY: 1, NORMAL: 2, HARD: 3}
const ROUND_COUNT = 3
const SCORE_RULE = {CORRECT: 100, WRONG: -10}

const $ = (selector) => document.querySelectorAll(selector)
const dom = {
    game: $('.game')[0],
    digits: Array.from($('.game .digits span')),
    time: $('.game .time')[0],
    round: $('.game .round')[0],
    score: $('.game .score')[0],
    selectLevel: $('.select-level')[0],
    level: () => {return $('input[type=radio]:checked')[0]},
    play: $('.select-level .play')[0],
    gameOver: $('.game-over')[0],
    again: $('.game-over .again')[0],
    finalTime: $('.game-over .final-time')[0],
    finalScore: $('.game-over .final-score')[0],
}

const render = {
    initDigits: (texts) => {
        allTexts = texts.concat(_.fill(Array(ALL_DIGITS.length - texts.length), ''))
        _.shuffle(dom.digits).forEach((digit, i) => {
            digit.innerText = allTexts[i]
            digit.className = ''
        })
    },
    updateDigitStatus: (text, isAnswer) => {
        if (isAnswer) {
            let digit = _.find(dom.digits, x => (x.innerText == ''))
            digit.innerText = text
            digit.className = 'correct'
        }
        else {
            _.find(dom.digits, x => (x.innerText == text)).className = 'wrong'
        }
    },
    updateTime: (value) => {
        dom.time.innerText = value
    },
    updateScore: (value) => {
        dom.score.innerText = value.toString()
    },
    updateRound: (value) => {
        dom.round.innerText = [
            value.toString(),
            '/',
            ROUND_COUNT.toString(),
        ].join('')
    },
    updateFinal: () => {
        dom.finalTime.innerText = dom.time.innerText
        dom.finalScore.innerText = dom.score.innerText
    },
}

const animation = {
    digitsFrameOut: () => {
        return new Promise(resolve => {
            new TimelineMax()
                .staggerTo(dom.digits, 0, {rotation: 0})
                .staggerTo(dom.digits, 1, {rotation: 360, scale: 0, delay: 0.5})
                .timeScale(2)
                .eventCallback('onComplete', resolve)
        })
    },
    digitsFrameIn: () => {
        return new Promise(resolve => {
            new TimelineMax()
                .staggerTo(dom.digits, 0, {rotation: 0})
                .staggerTo(dom.digits, 1, {rotation: 360, scale: 1}, 0.1)
                .timeScale(2)
                .eventCallback('onComplete', resolve)
        })
    },
    showUI: (element) => {
        dom.game.classList.add('stop')
        return new Promise(resolve => {
            new TimelineMax()
                .to(element, 0, {visibility: 'visible', x: 0})
                .from(element, 1, {y: '-300px', ease: Elastic.easeOut.config(1, 0.3)})
                .timeScale(1)
                .eventCallback('onComplete', resolve)
        })
    },
    hideUI: (element) => {
        dom.game.classList.remove('stop')
        return new Promise(resolve => {
            new TimelineMax()
                .to(element, 1, {x: '300px', ease: Power4.easeIn})
                .to(element, 0, {visibility: 'hidden'})
                .timeScale(2)
                .eventCallback('onComplete', resolve)
        })
    },
}

let answerCount, digits, round, score, timer, canPress

window.onload = init

function init() {
    dom.play.addEventListener('click', startGame)
    dom.again.addEventListener('click', playAgain)
    window.addEventListener('keyup', pressKey)

    newGame()
}

async function newGame() {
    round = 0
    score = 0
    timer = new Timer(render.updateTime)
    canPress = false

    await animation.showUI(dom.selectLevel)
}

async function startGame() {
    render.updateRound(1)
    render.updateScore(0)
    render.updateTime('00:00')

    await animation.hideUI(dom.selectLevel)

    answerCount = ANSWER_COUNT[dom.level().value.toUpperCase()]
    newRound()
    timer.start()
    canPress = true
}

async function newRound() {
    await animation.digitsFrameOut()

    digits = _.shuffle(ALL_DIGITS).map((x, i) => {
        return {
            text: x,
            isAnwser: (i < answerCount),
            isPressed: false
        }
    })
    render.initDigits(_.filter(digits, x => !x.isAnwser).map(x => x.text))

    await animation.digitsFrameIn()

    round++
    render.updateRound(round)
}

async function gameOver() {
    canPress = false
    timer.stop()
    render.updateFinal()
    
    await animation.showUI(dom.gameOver)
}

async function playAgain() {
    await animation.hideUI(dom.gameOver)

    newGame()
}

function pressKey(e) {
    if (!canPress) return;
    if (!ALL_DIGITS.includes(e.key)) return;

    let digit = _.find(digits, x => (x.text == e.key))
    if (digit.isPressed) return;

    digit.isPressed = true
    render.updateDigitStatus(digit.text, digit.isAnwser)

    score += digit.isAnwser ? SCORE_RULE.CORRECT : SCORE_RULE.WRONG
    render.updateScore(score)

    let hasPressedAllAnswerDigits = (_.filter(digits, (x) => (x.isAnwser && x.isPressed)).length == answerCount)
    if (!hasPressedAllAnswerDigits) return;
    
    let hasPlayedAllRounds = (round == ROUND_COUNT)
    if (hasPlayedAllRounds) {
        gameOver()
    } else {
        newRound()
    }
}

function Timer(render) {
    this.render = render
    this.t = {}
    this.time = {
        minute: 0,
        second: 0,
    }
    this.tickTock = () => {
        this.time.second++;
        if (this.time.second == 60) {
            this.time.minute++
            this.time.second = 0
        }

        this.render([
            this.time.minute.toString().padStart(2, '0'),
            ':',
            this.time.second.toString().padStart(2, '0'),
        ].join(''))
    }
    this.start = () => {
        this.t = setInterval(this.tickTock, 1000)
    }
    this.stop = () => {
        clearInterval(this.t)
    }
}

            
          
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