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HTML

              
                <body data-step="0">

<svg xmlns="http://www.w3.org/2000/svg" style="display: none;">
	<defs>
		<symbol id="note" viewBox="0 0 121 174">
			<path d="M72.517 141.958c.741 13.022-12.003 26.182-30.168 30.376-19.642 4.534-38.183-3.132-41.414-17.123-3.23-13.992 10.075-29.01 29.716-33.545 7.576-1.749 14.988-1.683 21.42-.139L52 115.424V0c11.37 11.855 20.084 19.909 26.142 24.16 9.087 6.377 21.997 14.68 30.63 25.999 8.633 11.318 12.207 22.805 11.035 33.937-1.172 11.132-3.8 19.104-8.8 26.987-3.333 5.256-5.444 8.71-6.332 10.36 2.344-11.277 3.06-20.35 2.15-27.22-1.364-10.304-3.914-15.369-12.356-21.72-5.628-4.234-12.885-7.564-21.77-9.991v79.493l-.182-.047z" fill-rule="evenodd"/>
		</symbol>
	</defs>
</svg>

<div id="countdown">01:00</div>

<div id="screen-wrapper">	
	<div id="screens">

		<div class="screen step0"></div>

		<div class="screen step1">
			<div class="lock-input">
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
			</div>
			<p class="hint">Hint: "Amazing Grace" in F</p>
		</div>

		<div class="screen step2">
			<div class="lock-input">
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
				<div class="note"><svg><use xlink:href="#note"></use></svg></div>
			</div>
			<p class="hint">Hint: C7 in root position</p>
		</div>

		<div class="screen step3">
			<p>You win!!</p>
		</div>
	</div>
</div>
</body>
              
            
!

CSS

              
                * {
	margin: 0;
	padding: 0;
	box-sizing: border-box;
}
html, body {
    height: 100%;
}
body {
    background: radial-gradient(#111628, #0b0f1d);
    font-family: 'Roboto Mono', Arial, sans-serif;
}
body::before {
    content: "";
    position: fixed;
    top: 0;
    width: 100%;
    height: 100%;
    background: radial-gradient(rgba(24, 56, 24, 0.57), rgba(40, 109, 40, 0.68));
    opacity: 0;
    transition: 150ms ease;
    z-index: -1;
    will-change: opacity;
}
body.success::before {
    animation: success 2.5s;
}
body::after {
    content: "";
    position: fixed;
    top: 0;
    width: 100%;
    height: 100%;
    background: radial-gradient(rgba(244, 67, 54, 0.8), rgba(206, 55, 44, 0.48));
    opacity: 0;
    transition: 500ms ease;
    z-index: -1;
    will-change: opacity;
}
body.gameover::after {
    opacity: 1;
}

#countdown {
    height: 20vh;
    position: absolute;
    top: 0;
    left: 0;
    color: #fff;
    text-align: center;
    font-size: 15vh;
    line-height: 20vh;
    width: 100%;
    border-bottom: 1px solid rgba(255,255,255,0.1);
}
#screen-wrapper {
    overflow: hidden;
    height: 100vh;
}

#screens {
    width: 400%;
    height: 100%;
    color: #ffffff;
    display: flex;
    align-items: center;
    transition: 500ms ease;
    will-change: transform;
}

[data-step="1"] #screens {
    transform: translateX(-100vw);
}
[data-step="2"] #screens {
    transform: translateX(-200vw);
}
[data-step="3"] #screens {
    transform: translateX(-300vw);
}

.screen {
    flex: 1 0 25%;
    text-align: center;
    padding: 2em;
}

.lock-input {
    background: #fff1dc;
    padding: 50px 75px;
    border-radius: 15px;
    box-shadow: 0px 2px 5px #000;
    margin: 20px 0;
    text-align: center;
    overflow: hidden;
    transition: 150ms ease;
    display: inline-block;
}

.lock-input.error {
    background: #ffacba;
    animation: shake 300ms;
}

.note {
    display: inline-block;
}

.note svg {
    width: 55px;
    height: 75px;
    transform: translateY(150px);
    transition: 150ms cubic-bezier(0.18, 0.89, 0.32, 1.28);
}

.note.on svg {
    transform: translateY(0px);
}

.step0, .step3 {
    font-size: 3vw;
}

.hint {
    font-weight: 100;
    font-style: italic;
    font-size: 0.8em;
}


@keyframes success {
    0% {
        opacity: 0;
    }
    10% {
        opacity: 1;
    }
    30% {
        opacity: 1;
    }
    100% {
        opacity: 0;
    }
}

@keyframes shake {
    0% {
        transform: translateX(0px);
    }
    25% {
        transform: translateX(-5px);
    }
    75% {
        transform: translateX(5px);
    }
    100% {
        transform: translateX(0px);
    }
}
              
            
!

JS

              
                // Variable which tell us what step of the game we're on. 
// We'll use this later when we parse noteOn/Off messages
var currentStep = 0;

// Timer length
var timerLength = 1; // in minutes

// Lock 1 variables
var correctNoteSequence = [60, 65, 69, 65, 69, 67, 65, 62, 60]; // Amazing Grace in F
var activeNoteSequence = [];

// Lock 2 variables
var correctChord = [60, 64, 67, 70]; // C7 chord starting on middle C
var activeChord = [];

if (navigator.requestMIDIAccess) {
	console.log('This browser supports WebMIDI!');

	navigator.requestMIDIAccess().then(onMIDISuccess, onMIDIFailure);

} else {
	console.log('WebMIDI is not supported in this browser.');
	document.querySelector('.step0').innerHTML = 'Error: This browser does not support WebMIDI.';
}

function onMIDISuccess(midiAccess) {
	document.querySelector('.step0').innerHTML = 'Press any note to begin...';
	var inputs = midiAccess.inputs;
	var outputs = midiAccess.outputs;

	for (var input of midiAccess.inputs.values()) {
		input.onmidimessage = getMIDIMessage;
	}
}

function onMIDIFailure() {
	document.querySelector('.step0').innerHTML = 'Error: Could not access MIDI devices. Connect a device and refresh to try again.';
}

function getMIDIMessage(message) {
	var command = message.data[0];
	var note = message.data[1];
	var velocity = (message.data.length > 2) ? message.data[2] : 0; // a velocity value might not be included with a noteOff command

	switch (command) {
		case 144: // noteOn
			if (velocity > 0) {
				noteOnListener(note, velocity);
			} else {
				noteOffListener(note);
			}
			break;
		case 128: // noteOff
			noteOffCallback(note);
			break;
		// we could easily expand this switch statement to cover other types of commands such as controllers or sysex
	}
}


function noteOnListener(note, velocity) {

	switch(currentStep) {
		// If the game hasn't started yet.
		// The first noteOn message we get will run the first sequence
		case 0: 
			// Run our start up sequence
			runSequence('gamestart');

			// Increment the currentStep so this is only triggered once
			currentStep++;
			
			break;

		// The first lock - playing a correct sequence
		case 1:
			// add the note to the array
			activeNoteSequence.push(note);

			// show the requisite number of note placeholders
			for (var i = 0; i < activeNoteSequence.length; i++) {
				document.querySelector('.step1 .note:nth-child(' + (i + 1) + ')').classList.add('on');
			}

			// when the array is the same length as the correct sequence, compare the two
			if (activeNoteSequence.length == correctNoteSequence.length) {
				var match = true;
				for (var index = 0; index < activeNoteSequence.length; index++) {
					if (activeNoteSequence[index] != correctNoteSequence[index]) {
						match = false;
						break;
					}
				}

				if (match) {
					// Run the next sequence and increment the current step
					runSequence('lock1');
					currentStep++;
				} else {
					// Clear the array and start over
					activeNoteSequence = [];
					
					var lockInput = document.querySelector('.step1 .lock-input');
					
					lockInput.classList.add('error');
					window.setTimeout(function(){
						lockInput.classList.remove('error');
						for (var note of lockInput.querySelectorAll('.note')) {
							note.classList.remove('on');
						}
					}, 500);
				
				}
			}
			break;

		case 2:
			// add the note to the active chord array
			activeChord.push(note);

			// show the number of active notes
			for (var i = 0; i < activeChord.length; i++) {
				document.querySelector('.step2 .note:nth-child(' + (i + 1) + ')').classList.add('on');
			}

			// If the array is the same length as the correct chord, compare
			if (activeChord.length == correctChord.length) {
				var match = true;
				for (var index = 0; index < activeChord.length; index++) {
					if (correctChord.indexOf(activeChord[index]) < 0) {
						match = false;
						break;
					}
				}

				if (match) {
					runSequence('lock2');
					currentStep++;
				} else {
					var lockInput = document.querySelector('.step2 .lock-input');
					
					lockInput.classList.add('error');
					window.setTimeout(function(){
						lockInput.classList.remove('error');
					}, 500);
				}
			}
			break;
	}
}

function noteOffListener(note) {

	switch(currentStep) {
		case 2:
			// Remove the note value from the active chord array
			activeChord.splice(activeChord.indexOf(note), 1);

			// Hide the last note shown
			document.querySelector('.step2 .note:nth-child(' + (activeChord.length + 1) + ')').classList.remove('on');
			break;
	}
}

function runSequence(sequence) {
	switch(sequence) {
		case 'gamestart':			
			// Now we'll start a countdown timer...
			startTimer();
			
			// code to trigger animations, give a clue for the first lock
			advanceScreen();
			successFlicker();
			break;
		
		case 'lock1':
			// code to trigger animations and give clue for the next lock
			advanceScreen();
			successFlicker();
			break;
		
		case 'lock2':
			// code to trigger animations, stop clock, end game
			advanceScreen();
			successFlicker();
			break;

		case 'gameover':
			currentStep = 3;
			document.querySelector('.step3 p').innerHTML = "You lose...";
			document.querySelector('body').dataset.step = "3";
			document.querySelector('body').classList.add('gameover');
			break;
	}
}

function advanceScreen() {
	document.querySelector('body').dataset.step++;
}
function successFlicker() {
	var b = document.querySelector('body')
	b.classList.add('success');
	window.setTimeout(function(){
		b.classList.remove('success');
	}, 2500);
}

function startTimer(){
  // set timer for 60 minutes from start
  var now = new Date();
  timeEnd = new Date(now.getTime() + (timerLength*60*1000) - 1);

  updateTimer();
}
/**
 * Function to update the time remaining every second
 */
function updateTimer() {
	var now = new Date();
	var distance = timeEnd.getTime() - now.getTime();
	var minutes = Math.floor(distance / (1000 * 60));
	var seconds = Math.floor((distance % (1000 * 60)) / 1000);

	if (minutes < 10) minutes = "0" + minutes;
	if (seconds < 10) seconds = "0" + seconds;

	if (currentStep < 3) {
		document.querySelector('#countdown').innerText = minutes + ":" + seconds;
		
		if (minutes > 0 || seconds > 0) {
			window.setTimeout(function() {
				updateTimer();
			}, 1000);
		} else if (minutes == 0 && seconds == 0) {
			runSequence('gameover');
  		}
	}  
}

var lockInput = document.querySelector('.step2 .lock-input');
lockInput.addEventListener('click', function(){
	lockInput.classList.add('error');
	window.setTimeout(function(){
		lockInput.classList.remove('error');
		for (var note of lockInput.querySelectorAll('.note')) {
			note.classList.remove('on');
		}
	}, 500);
});

var notes = lockInput.querySelectorAll('.note');
for (var note of notes) {
	note.addEventListener('mouseover', function(){
		this.classList.add('on');
	});
}
              
            
!
999px

Console