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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.

HTML

            
              <div id="app"></div>

            
          
!

CSS

            
              .row {
  text-align: center;
  padding: 10px;
}

.pad-btn {
  border-radius: 5%;
  height: 100px;
  width: 100px;
  font-size: 48px;
  margin: 2px;
}

.row-pad {
  text-align: center;
  padding: 1px;
}

.pad {
  border-radius: 5%;
  padding: 4px;
  background: black;
  width: 215px;
  display: inline-block;
  text-align: center;
  white-space: nowrap;
  vertical-align: middle;  
}

.red {
  background-color: #ff3c41 !important;
}

.yellow {
  background-color: yellow !important;
}


.blue {
  background-color: LightBlue !important;
}


.green {
  background-color: #00ff00 !important;
}

.controls {
  height: 30px;
  width: 40px;
  margin-left: 6px;
  margin-right: 6px;
}

.game-controls {
  height: 40px;
  margin-left: 2px;
  margin-right: 2px;
}

.counter {
  width: 40px;
}

.btn:focus,.btn:active {
   outline: none !important;
}



            
          
!

JS

            
              //import React from 'react';
//import ReactDOM from 'react-dom';

const MAXSTEPS = 20;

const PAD = {
  GREEN: '0',
  RED: '1',
  YELLOW: '2',
  BLUE: '3',
}

const GAME = {
  WIN: 'win',
  LOST: 'lost',
  KEEPGOING: 'keepgoing',
  STEPUP: 'stepup'
}

const STATUS = {
  RUNNING: 'running',
  STOP: 'stop'
}

const INITIAL_STATE = {
  game: null,
  status: STATUS.STOP,
  strict: false,
  playerIsNext: false,  
  stepNumber: 1,
  playingStepNumber: 0,
  song: [],
  playerStepNumber: 0,
  playerSong: [],
  pressedPad: null,
  intervalId: null,
  isPlaying: false,
};

const GameControls = (props)=> {
  const { stepNumber, strict, onStrict, onStart, onReset, status } = props;
  let className = "btn btn-warning game-controls";
  if (strict) {
    className = className + " active";
  }

  return (
    <div>
      { status === STATUS.STOP &&      
      <button type="button" onClick={onStart} className="btn btn-success game-controls">Start</button> }
      
      { status === STATUS.RUNNING &&
        <button type="button" className="btn disabled game-controls" title="your steps!">{stepNumber}</button>}
      { status === STATUS.RUNNING &&      
      <button type="button" onClick={onReset} className="btn btn-danger game-controls">Reset</button> }
      
      <button type="button" onClick={onStrict} className={className}>Strict</button>        
    </div>    
  );
}

const GamePad = (props)=> {
  const { 
    strict,
    game,
    status, 
    pressedPad,
    onPressedPad
  } = props;
  
  const greenClassName = " btn btn-success pad-btn" + ((pressedPad === PAD.GREEN) ? " green" : "") + ((status === STATUS.STOP) ? " disabled" : ""); // green
  let yellowClassName = "btn btn-warning pad-btn" + ((pressedPad === PAD.YELLOW) ? " yellow":"") + ((status === STATUS.STOP) ? " disabled" : ""); // yellow
  let redClassName = "btn btn-danger pad-btn" + ((pressedPad === PAD.RED) ? " red":"") + ((status === STATUS.STOP) ? " disabled" : ""); // red
  let blueClassName = "btn btn-primary pad-btn" + ((pressedPad === PAD.BLUE) ? " blue":"") + ((status === STATUS.STOP) ? " disabled" : ""); // blue

  let msg = "";
  if (game === GAME.WIN) {
    msg = ":D";
  } if (game === GAME.LOST) { 
    msg = ":(";
  }
  
  return (
        <div>
          <div className="pad">
          <div className="row row-pad">
              <button type="button" onClick={() => onPressedPad(PAD.GREEN)} className={greenClassName}>{msg}</button>
              <button type="button" onClick={() => onPressedPad(PAD.RED)} className={redClassName}>{msg}</button>
          </div>
          <div className="row row-pad">
              <button type="button" onClick={() => onPressedPad(PAD.YELLOW)} className={yellowClassName}>{msg}</button>
              <button type="button" onClick={() => onPressedPad(PAD.BLUE)} className={blueClassName}>{msg}</button>
          </div>
        </div>
        </div>
  );
}

class SimonsGame extends React.Component {
  constructor(props) {
    super(props);
    const newSong = this.generateRandomSong();
    this.state = { ...INITIAL_STATE, song: newSong };
  }
  
  generateRandomSong() {
    // generate random sequence of 0-3 characters array of specified length

    function randomPads() {
      return String(Math.floor(Math.random() * 4)); // random 0-3
    }
    const newSong = Array.apply(null, Array(MAXSTEPS)).map(randomPads);
    //const newSong = ["2","2","2","2"]; // test
    return newSong;
  }
  
  intervalRun() {    
    
    const { 
      intervalId, 
      pressedPad,
      song,
      stepNumber, 
      playingStepNumber 
    } = this.state;
//|| stepNumber > MAXSTEPS
    if (playingStepNumber >= stepNumber) {
      clearInterval(intervalId); // stop interval
      this.setState({
        isPlaying: false,
        playingStepNumber: 0,
        pressedPad: null,  
        intervalId: null,
        playerIsNext: true, // player's turn
      });      
    } else {
      
      const nextPressedPad = song[playingStepNumber];
      this.playPad(String(nextPressedPad));
      this.setState({
        playingStepNumber: playingStepNumber + 1,
      });
    }    
  }
  
  playAudioClip(audio) {
    audio.pause();
    audio.currentTime = 0;
    audio.play();    
  }
  
  playPad(pad) {
    switch (pad) {        
      case PAD.GREEN:
        this.playAudioClip(this.refs.audio1);
        break;
      case PAD.RED:
        this.playAudioClip(this.refs.audio2);
        break;
      case PAD.YELLOW:
        this.refs.audio3.pause();
        this.refs.audio3.currentTime = 0;
        this.refs.audio3.play();
        break;
      case PAD.BLUE:
        this.refs.audio4.pause();
        this.refs.audio4.currentTime = 0;
        this.refs.audio4.play();
        break;
    }
    this.setState({
      pressedPad: pad,
    });
    setTimeout(() => this.setState({ pressedPad: null }), 100);
  }
  
  playSong() {
    const  { intervalId, playerIsNext } = this.state;
    clearInterval(intervalId); // stop previous interval

    this.setState({
      playerStepNumber: 0,
      playingStepNumber: 0,
      isPlaying: true,
      intervalId: setInterval(() => this.intervalRun(), 500),
    });
  }
  
  onStrict() {
    this.setState({ strict: !this.state.strict });
  }
  
  onStart() {
    this.setState({ status: STATUS.RUNNING });
  }
  
  onReset() {
    const { intervalId } = this.state;
    clearInterval(intervalId);
    
    const newSong = this.generateRandomSong();
    this.setState({ ...INITIAL_STATE, strict: this.state.strict, song: newSong });    
  }  
  
  resetAndRun() {

    const newSong = this.generateRandomSong();
    this.setState({ 
      ...INITIAL_STATE, 
      status: STATUS.RUNNING,
      strict: this.state.strict,
      song: newSong 
    });    
  }  
  
  resetPlayerAndRun() {

    const newSong = this.generateRandomSong();
    this.setState({ 
      game: null,
      playerIsNext: false,
      playerStepNumber: 0,
      playerSong: [],
    });    
  }  
  
  onPressedPad(pad) {
    const { 
      playerStepNumber, 
      playerSong,
      stepNumber,
      song,
      status,
      strict,
      playerIsNext
    } = this.state;
         
    if (status != STATUS.RUNNING || playerIsNext === false) {
      return;
    }
    
    this.playPad(pad);
//    setTimeout(() => this.setState({ pressedPad: null }), 100);
    
    const nextPlayerStepNumber = playerStepNumber + 1;
    const nextPlayerSong = playerSong.concat(pad);
    
    const game = this.calcGameResult(song, nextPlayerSong, stepNumber);
    
    //console.log('song', song);
    //console.log('stepNumber', stepNumber);
    //console.log('playerSong', nextPlayerSong);
    //console.log('playerStepNumber', nextPlayerStepNumber);
    //console.log('game', game);
    
    this.updateGameStatus(game, stepNumber, strict, nextPlayerSong, nextPlayerStepNumber);
  }

  isWinner(song, playerSong) {
    var callback = ( acc, val, idx ) => { 
      if (song[idx] !== val) {
        return false;
      }
      return acc;
    };
    return playerSong.reduce(callback, true);
  }
  
  calcGameResult(song, playerSong, stepNumber) {
    const win = this.isWinner(song, playerSong);
    let game = GAME.KEEPGOING;
    if (win === true) {
      if (song.length === playerSong.length) {
        game = GAME.WIN;
      } else if (playerSong.length === stepNumber ) {
        game = GAME.STEPUP; // step completed
      } 
    } else if (win === false) {
      game = GAME.LOST;
    }
    return game;
  }

  gameStepUp() {
    const { stepNumber } = this.state;
    this.setState({ 
      stepNumber: stepNumber + 1,
      playerStepNumber: 0,
      playerSong: [],
      playerIsNext: false,
    });           
  }
  
  updateGameStatus(game, stepNumber, strict, nextPlayerSong, nextPlayerStepNumber) {
    switch(game) {
      case GAME.WIN:
        //console.log('win');        
        this.setState({ game: GAME.WIN }); // win
        // reset, with new song, play song
        setTimeout(() => { this.resetAndRun() }, 500);
        break;
      case GAME.LOST:        
        this.setState({ game: GAME.LOST }); // lost
        if (strict === true) {
          // reset, with new song
          setTimeout(() => { this.resetAndRun() }, 500);
        } else {
          // remove player's moves, all
          setTimeout(() => { this.resetPlayerAndRun() }, 500);
        }
        break;
      case GAME.KEEPGOING:
        this.setState({ 
          playerStepNumber: nextPlayerStepNumber,
          playerSong: nextPlayerSong,
        });       
        //console.log('keep going');
        break;
      case GAME.STEPUP:
        // everything is fine, increase stepNumber, play song
        setTimeout(() => { this.gameStepUp() }, 500);
        //console.log('step up!');        
        break;
    }    
  } 
  
  render() {
    const  { 
      playerIsNext, 
      stepNumber,
      playerStepNumber,
      strict, 
      game,
      status,
      pressedPad,
      isPlaying,
    } = this.state;

    if (status === STATUS.RUNNING) {
      if (playerIsNext === true) {
        // nothing to do
      } else if (!isPlaying) {
        this.playSong();  
      }
    }
    
    return (
      <div>

<div className="container">

  <div className="row">
    <div className="col-sm-4">
    </div>
    <div className="col-sm-4">
      
      <div className="row">
        <h2>Simon's Game</h2>
      </div>      
      <div className="row">
        <GamePad
          game={game}
          pressedPad={pressedPad}
          onPressedPad={(pad) => this.onPressedPad(pad)}
          status={status}
          />
      </div>        
      <div className="row">
        <GameControls
          stepNumber={stepNumber}
          status={status}
          strict={strict}
          onStrict={() => this.onStrict()}
          onStart={() => this.onStart()}
          onReset={() => this.onReset()}
          />
      </div>
      
      <div className="row">
        <div className="title"><h5>React Simon's Game</h5></div>
        
<audio ref="audio1" preload="auto" src="https://s3.amazonaws.com/freecodecamp/simonSound1.mp3" type="audio/mpeg"></audio>
<audio ref="audio2" preload="auto" src="https://s3.amazonaws.com/freecodecamp/simonSound2.mp3" type="audio/mpeg"></audio>
<audio ref="audio3" preload="auto" src="https://s3.amazonaws.com/freecodecamp/simonSound3.mp3" type="audio/mpeg"></audio>
<audio ref="audio4" preload="auto" src="https://s3.amazonaws.com/freecodecamp/simonSound4.mp3" type="audio/mpeg"></audio>
        
      </div>
      
    </div>
    <div className="col-sm-4">
    </div>
  </div>
  
</div>
        
      </div>
    )
  }
}

ReactDOM.render(
    <SimonsGame />, 
    document.getElementById('app')
);

            
          
!
999px

Console