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Use JavaScript to Create a "Code Breaker" Game

You'll build a Code Breaker game using JavaScript. Based off the board game Mastermind, the game will randomly generate a hidden code and the player gets 10 attempts to guess that code based on provided feedback.

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Getting Started

To get started with this project, head over to the Link to Repository project on Code School and begin! It'll walk you through all of the steps below. They're included here in the readme in case you work better locally or want to try working on this project offline.

To get set up locally, run the following commands:

npm install
npm start

Live Demo

[Check out this link] (https://codeschool-projects.github.io/CodeBreakerProject/) to see a working version of this project. Feel free to alter and expand on this project to make your own twist on the Code Breaker game once you've completed the steps.

You'll build a Code Breaker game that you can play and show off to others as an example of your abilities in JavaScript.

Setup Instructions

Once you have cloned the forked repository, go into the directory containing the project and look for the /src directory. This is the directory where you will be making changes when you start the following step-by-step instructions. You can simply open those files in any text editor to get started.

In this project, all of your changes will happen in the /src/assets/main.js file.

Tasks

Complete the following tasks to finish this project.

Create setHiddenFields function

Create a function named setHiddenFields that sets the answer variable equal to a randomly generated whole number between 0 and 9999.

Hint: Math.random() can be used to randomly generate a number between 0 and 1 (up to 18 decimal points) and Math.floor(input) can be used to round down to the nearest whole number.

Make sure the hidden input answer's value is exactly 4 characters long

In our setHiddenFields function we need to make sure the hidden input answer is exactly 4 characters long. (If our random number generates "42", we want to set the value of answer to "0042".)

Hint: In order to add a zero to the front of an answer, it must be a string, not a number. You can convert numbers to strings with .toString(). We can create a while loop that runs while answer.length is less than 4 that puts a 0 before answer's current value.

Set the hidden input attempt's value to zero

In our setHiddenFields function, we should also set the hidden input attempt to 0.

Only set the answer and attempt hidden inputs when they aren't already set

Call the setHiddenFields function in the body of the guess function, but also write some logic so that it's only called when answer and attempt haven't already been set.

Hint: we can use an if condition to only run our code when answer or attempt is empty ('').

Create setMessage function

Create a setMessage function with one parameter. This function should set the message label to whatever is provided to the parameter.

Hint: With a label, you'll want to set its .innerHTML, not its .value.

Create validateInput function

Create a function validateInput with one parameter. If the parameter has a length of 4, return true — otherwise, use the setMessage function to set the message label to "Guesses must be exactly 4 characters long.", then return false.

Call the validateInput function from the guess function

Create an if condition block that uses validateInput with a parameter of input.value as the conditional. If validateInput returns false, then use return false to stop execution of the guess function, otherwise we should increment the attempt hidden input by 1.

Hint: You can negate a value on the if statement by using the exclamation point, like this: if(!someValue).

Create getResults function

Create a getResults function that has one parameter. In this function, we need to add the results of the user's guess to our results div's innerHTML. Each result should begin with <div class="row"><span class="col-md-6">' + input + '</span><div class="col-md-6"> where input is the value the user guessed. Then for each character, you should add <span class="glyphicon glyphicon-ok"></span> if the character is in the correct position in the answer, a <span class="glyphicon glyphicon-transfer"></span> if the character is in the answer but isn't in the right position, and <span class="glyphicon glyphicon-remove"></span> if the number isn't in the answer at all. Don't forget to close your divs!

Hint:* You can create a variable to hold the initial div, then add each character's results to that variable in a for loop, then add the closing div tags after the loop. After which you can just set the results element's innerHTML to that variable.

Check for correct guess

In our getResults function, create a variable that counts how many characters were guessed correctly. If all characters were guessed correctly, the function should return true, otherwise false.

Set up win condition

Add a call to the getResults function at the end of our guess function. If getResults returns true, use the setMessage function to set the message label to "You Win! :)".

Set up lose condition

If getResults returns false and the hidden input attempt value is greater than or equal to 10, use the setMessage function to set the message label to "You Lose! :(".

Continue play condition

If neither a win or lose condition is met, use the setMessage function to set the message label to "Incorrect, try again.".

Create a showAnswer function

Create a function showAnswer that has one parameter. This function should set the innerHTML of the code label to the value of the answer hidden input. In addition to this, it should take the parameter as a true or false (indicating if the player won or lost) if the parameter is true add success to code's className — otherwise, it should add failure. (Note the space before success and failure.)

Create a showReplay function

Create a function showReplay with no parameters. This function will change the style.display of guessing-div div to none and the style.display of the replay-div div to block, making it so the user can start over after they win or lose the game.

Add showAnswer and showReplay to win / lose conditions

When a player wins in addition to setMessage call, they should also call showAnswer passing true for its parameter, and finally make a call to showReplay. When the player loses, they should call showAnswer with false for the parameter and then showReplay.

Next Steps

Now that you've completed this project, you should make it available online so you can share your progress with others! One way to do this is by using GitHub Pages.

To deploy your /src directory to GitHub Pages, be sure to commit all of your changes and make a new branch called gh-pages. Once you are checked in to the gh-pages branch, run the following command:

git subtree push --prefix src origin gh-pages

This will push the src folder up to GitHub on the gh-pages branch. After that, you should be able to open up http://username.github.io/CodeBreakerProject, where username is your GitHub username.

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Code Breaker: Challenge Friends with a Game Written using Javascript

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