Initial commit

This commit is contained in:
cpu
2025-03-22 22:31:00 +01:00
parent 91d2f8bc6e
commit 1cd819938f
37 changed files with 4154 additions and 2 deletions

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// app.js - Main Application Orchestrator
import * as config from './config.js';
import * as state from './core/state.js';
import * as ui from './ui/ui.js';
import * as timer from './core/timer.js';
import camera from './ui/camera.js'; // Default export
import * as pushSettingsUI from './ui/pushSettingsUI.js'; // Import the new push settings UI module
// Import externalized modules
import * as gameActions from './core/gameActions.js';
import * as playerManager from './core/playerManager.js';
import * as eventHandlers from './core/eventHandlers.js';
import * as serviceWorkerManager from './services/serviceWorkerManager.js';
import * as screenLockManager from './services/screenLockManager.js'; // Import the screen lock manager
// --- Initialization ---
async function initialize() {
console.log("Initializing Game Timer App...");
// 0. Wait for environment variables to load
try {
// Use the ensureEnvLoaded function from config.js to make sure environment variables are loaded
await config.ensureEnvLoaded();
console.log("Environment variables loaded and verified");
} catch (error) {
console.warn("Failed to load environment variables, using defaults:", error);
}
// 1. Load saved state or defaults
state.loadData();
// Setup Flic action handlers early in the initialization process
// to ensure they're available when the service worker initializes
const flicActionHandlers = {
[config.FLIC_ACTIONS.SINGLE_CLICK]: playerManager.nextPlayer,
[config.FLIC_ACTIONS.DOUBLE_CLICK]: playerManager.previousPlayer,
[config.FLIC_ACTIONS.HOLD]: gameActions.togglePauseResume,
};
// Log the registered handlers for debugging
console.log("Registering Flic action handlers:", {
"SingleClick": config.FLIC_ACTIONS.SINGLE_CLICK,
"DoubleClick": config.FLIC_ACTIONS.DOUBLE_CLICK,
"Hold": config.FLIC_ACTIONS.HOLD
});
serviceWorkerManager.setFlicActionHandlers(flicActionHandlers);
// 2. Initialize UI (pass carousel swipe handler)
ui.initUI({
onCarouselSwipe: (direction) => {
if (direction > 0) playerManager.nextPlayer(); else playerManager.previousPlayer();
}
});
// 3. Initialize Timer (pass callbacks for UI updates/state changes)
timer.initTimer({
onTimerTick: eventHandlers.handleTimerTick,
onPlayerSwitch: eventHandlers.handlePlayerSwitchOnTimer,
onGameOver: gameActions.handleGameOver
});
// 4. Initialize Camera (pass elements and capture callback)
camera.init(
{ // Pass relevant DOM elements
cameraContainer: ui.elements.cameraContainer,
cameraView: ui.elements.cameraView,
cameraCanvas: ui.elements.cameraCanvas,
cameraCaptureButton: ui.elements.cameraCaptureButton,
cameraCancelButton: ui.elements.cameraCancelButton
},
{ // Pass options/callbacks
onCapture: eventHandlers.handleCameraCapture
}
);
// 5. Set up UI Event Listeners that trigger actions
ui.elements.gameButton.addEventListener('click', eventHandlers.handleGameButtonClick);
ui.elements.setupButton.addEventListener('click', eventHandlers.handleSetupButtonClick);
ui.elements.addPlayerButton.addEventListener('click', eventHandlers.handleAddPlayerButtonClick);
ui.elements.resetButton.addEventListener('click', eventHandlers.handleResetButtonClick);
ui.elements.playerForm.addEventListener('submit', playerManager.handlePlayerFormSubmit);
ui.elements.cancelButton.addEventListener('click', eventHandlers.handlePlayerModalCancel);
ui.elements.deletePlayerButton.addEventListener('click', playerManager.handleDeletePlayer);
ui.elements.resetConfirmButton.addEventListener('click', eventHandlers.handleResetConfirm);
ui.elements.resetCancelButton.addEventListener('click', eventHandlers.handleResetCancel);
ui.elements.cameraButton.addEventListener('click', eventHandlers.handleCameraButtonClick);
// 6. Initialize Push Notification Settings UI
pushSettingsUI.initPushSettingsUI();
// 7. Setup Service Worker (which also initializes Flic)
serviceWorkerManager.setupServiceWorker(serviceWorkerManager.flicMessageHandler);
// 8. Initialize Screen Lock Manager (automatically acquires wake lock)
const screenLockSupported = await screenLockManager.initScreenLockManager();
console.log(`Screen Wake Lock API ${screenLockSupported ? 'is' : 'is not'} supported`);
// 9. Initial UI Update based on loaded state
ui.renderPlayers();
ui.updateGameButton();
// 10. Reset running state to paused on load
if (state.getGameState() === config.GAME_STATES.RUNNING) {
console.log("Game was running on load, setting to paused.");
state.setGameState(config.GAME_STATES.PAUSED);
ui.updateGameButton();
ui.renderPlayers();
}
console.log("App Initialized.");
}
// --- Start the application ---
// We need to use an async IIFE to await the async initialize function
(async () => {
try {
await initialize();
} catch (error) {
console.error("Error initializing application:", error);
}
})();

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// config.js
import { getEnv, waitForEnv } from './env-loader.js';
// Initialize environment variables
let envInitialized = false;
let initPromise = null;
// Function to ensure environment variables are loaded
export async function ensureEnvLoaded() {
if (envInitialized) return;
if (!initPromise) {
initPromise = waitForEnv().then(() => {
envInitialized = true;
console.log('Environment variables loaded in config.js');
});
}
return initPromise;
}
// Initialize immediately
ensureEnvLoaded();
// Direct access to environment variables (synchronous, may return default values if called too early)
export function getPublicVapidKey() {
return getEnv('PUBLIC_VAPID_KEY');
}
export function getBackendUrl() {
return getEnv('BACKEND_URL');
}
export const FLIC_BUTTON_ID = 'game-button'; // Example ID, might need configuration
export const LOCAL_STORAGE_KEY = 'gameTimerData';
// Default player settings
export const DEFAULT_PLAYER_TIME_SECONDS = 300; // 5 minutes
export const DEFAULT_PLAYERS = [
{ id: 1, name: 'Player 1', timeInSeconds: DEFAULT_PLAYER_TIME_SECONDS, remainingTime: DEFAULT_PLAYER_TIME_SECONDS, image: null },
{ id: 2, name: 'Player 2', timeInSeconds: DEFAULT_PLAYER_TIME_SECONDS, remainingTime: DEFAULT_PLAYER_TIME_SECONDS, image: null }
];
// CSS Classes (optional, but can help consistency)
export const CSS_CLASSES = {
ACTIVE_PLAYER: 'active-player',
INACTIVE_PLAYER: 'inactive-player',
TIMER_ACTIVE: 'timer-active',
TIMER_FINISHED: 'timer-finished',
MODAL_ACTIVE: 'active',
CAMERA_ACTIVE: 'active'
};
// Game States
export const GAME_STATES = {
SETUP: 'setup',
RUNNING: 'running',
PAUSED: 'paused',
OVER: 'over'
};
// Flic Actions
export const FLIC_ACTIONS = {
SINGLE_CLICK: 'SingleClick',
DOUBLE_CLICK: 'DoubleClick',
HOLD: 'Hold'
};

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// eventHandlers.js - UI event handlers
import * as config from '../config.js';
import * as state from './state.js';
import * as ui from '../ui/ui.js';
import audioManager from '../ui/audio.js';
import camera from '../ui/camera.js';
import { togglePauseResume, fullResetApp } from './gameActions.js';
import { handlePlayerFormSubmit, handleDeletePlayer } from './playerManager.js';
export function handleGameButtonClick() {
audioManager.play('buttonClick');
togglePauseResume();
}
export function handleSetupButtonClick() {
audioManager.play('buttonClick');
if (state.getGameState() === config.GAME_STATES.RUNNING) {
alert('Please pause the game before editing players.');
return;
}
const currentPlayer = state.getCurrentPlayer();
if (!currentPlayer) {
console.warn("Edit clicked but no current player?");
return; // Or show Add Player modal?
}
camera.stopStream(); // Ensure camera is off before opening modal
ui.showPlayerModal(false, currentPlayer);
}
export function handleAddPlayerButtonClick() {
audioManager.play('buttonClick');
if (state.getGameState() === config.GAME_STATES.RUNNING) {
alert('Please pause the game before adding players.');
return;
}
camera.stopStream(); // Ensure camera is off before opening modal
ui.showPlayerModal(true);
}
export function handleResetButtonClick() {
audioManager.play('buttonClick');
if (state.getGameState() === config.GAME_STATES.RUNNING) {
alert('Please pause the game before resetting.');
return;
}
ui.showResetModal();
}
export function handlePlayerModalCancel() {
audioManager.play('buttonClick');
ui.hidePlayerModal();
camera.stopStream(); // Make sure camera turns off
}
export function handleResetConfirm() {
audioManager.play('buttonClick');
fullResetApp();
}
export function handleResetCancel() {
audioManager.play('buttonClick');
ui.hideResetModal();
}
export function handleCameraButtonClick(event) {
event.preventDefault(); // Prevent form submission if inside form
audioManager.play('buttonClick');
camera.open(); // Open the camera interface
}
// --- Timer Callbacks ---
export function handleTimerTick() {
// Timer module already updated the state, just need to redraw UI
ui.renderPlayers();
}
export function handlePlayerSwitchOnTimer(newPlayerIndex) {
// Timer detected current player ran out, found next player
console.log(`Timer switching to player index: ${newPlayerIndex}`);
// Import switchToPlayer dynamically to avoid circular dependency
import('./playerManager.js').then(module => {
module.switchToPlayer(newPlayerIndex);
});
// Sound is handled in switchToPlayer
}
// --- Camera Callback ---
export function handleCameraCapture(imageDataUrl) {
console.log("Image captured");
ui.updateImagePreviewFromDataUrl(imageDataUrl);
// Camera module already closed the camera UI
}

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// gameActions.js - Core game action functions
import * as config from '../config.js';
import * as state from './state.js';
import * as ui from '../ui/ui.js';
import * as timer from './timer.js';
import audioManager from '../ui/audio.js';
import * as screenLockManager from '../services/screenLockManager.js'; // Import screen lock manager
// --- Core Game Actions ---
// Declare handleGameOver at the top level to avoid referencing before definition
export function handleGameOver() {
state.setGameState(config.GAME_STATES.OVER);
audioManager.play('gameOver');
timer.stopTimer(); // Ensure timer is stopped
// Release screen wake lock when game is over
screenLockManager.releaseWakeLock().then(success => {
if (success) {
console.log('Screen wake lock released on game over');
}
});
ui.updateGameButton();
ui.renderPlayers(); // Update to show final state
}
export function startGame() {
if (state.getPlayers().length < 2) {
alert('You need at least 2 players to start.');
return;
}
if (state.getGameState() === config.GAME_STATES.SETUP || state.getGameState() === config.GAME_STATES.PAUSED) {
state.setGameState(config.GAME_STATES.RUNNING);
audioManager.play('gameStart');
timer.startTimer();
// Acquire screen wake lock when game starts
screenLockManager.acquireWakeLock().then(success => {
if (success) {
console.log('Screen wake lock acquired for game');
} else {
console.warn('Failed to acquire screen wake lock');
}
});
ui.updateGameButton();
ui.renderPlayers(); // Ensure active timer styling is applied
}
}
export function pauseGame() {
if (state.getGameState() === config.GAME_STATES.RUNNING) {
state.setGameState(config.GAME_STATES.PAUSED);
audioManager.play('gamePause');
timer.stopTimer();
// Release screen wake lock when game is paused
screenLockManager.releaseWakeLock().then(success => {
if (success) {
console.log('Screen wake lock released on pause');
}
});
ui.updateGameButton();
ui.renderPlayers(); // Ensure active timer styling is removed
}
}
export function resumeGame() {
if (state.getGameState() === config.GAME_STATES.PAUSED) {
// Check if there's actually a player with time left
if (state.findNextPlayerWithTime() === -1) {
console.log("Cannot resume, no players have time left.");
// Optionally set state to OVER here
handleGameOver();
return;
}
state.setGameState(config.GAME_STATES.RUNNING);
audioManager.play('gameResume');
timer.startTimer();
ui.updateGameButton();
ui.renderPlayers(); // Ensure active timer styling is applied
}
}
export function togglePauseResume() {
const currentGameState = state.getGameState();
if (currentGameState === config.GAME_STATES.RUNNING) {
pauseGame();
} else if (currentGameState === config.GAME_STATES.PAUSED) {
resumeGame();
} else if (currentGameState === config.GAME_STATES.SETUP) {
startGame();
} else if (currentGameState === config.GAME_STATES.OVER) {
resetGame(); // Or just go back to setup? Let's reset.
startGame();
}
}
export function resetGame() {
timer.stopTimer(); // Stop timer if running/paused
state.resetPlayersTime();
state.setGameState(config.GAME_STATES.SETUP);
state.setCurrentPlayerIndex(0); // Go back to first player
// Release screen wake lock when game is reset
screenLockManager.releaseWakeLock().then(success => {
if (success) {
console.log('Screen wake lock released on reset');
}
});
audioManager.play('buttonClick'); // Or a specific reset sound?
ui.updateGameButton();
ui.renderPlayers();
}
export function fullResetApp() {
timer.stopTimer();
state.resetToDefaults();
// Release screen wake lock on full reset
screenLockManager.releaseWakeLock().then(success => {
if (success) {
console.log('Screen wake lock released on full reset');
}
});
audioManager.play('gameOver'); // Use game over sound for full reset
ui.hideResetModal();
ui.updateGameButton();
ui.renderPlayers();
}

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// playerManager.js - Player-related operations
import * as config from '../config.js';
import * as state from './state.js';
import * as ui from '../ui/ui.js';
import * as timer from './timer.js';
import audioManager from '../ui/audio.js';
import camera from '../ui/camera.js';
export function switchToPlayer(index) {
if (index >= 0 && index < state.getPlayers().length) {
const previousIndex = state.getCurrentPlayerIndex();
if(index !== previousIndex) {
state.setCurrentPlayerIndex(index);
audioManager.play('playerSwitch');
ui.renderPlayers(); // Update UI immediately
// If the game is running, restart the timer for the new player
// The timer interval callback will handle the decrementing
if (state.getGameState() === config.GAME_STATES.RUNNING) {
timer.startTimer(); // This clears the old interval and starts anew
}
}
}
}
export function nextPlayer() {
const currentGameState = state.getGameState();
let newIndex = -1;
if (currentGameState === config.GAME_STATES.RUNNING) {
newIndex = state.findNextPlayerWithTimeCircular(1); // Find next with time
} else {
// Allow cycling through all players if not running
const playerCount = state.getPlayers().length;
if(playerCount > 0) {
newIndex = (state.getCurrentPlayerIndex() + 1) % playerCount;
}
}
if (newIndex !== -1) {
switchToPlayer(newIndex);
} else if (currentGameState === config.GAME_STATES.RUNNING) {
console.log("NextPlayer: No other player has time remaining.");
// Optionally handle game over immediately? Timer logic should catch this too.
}
}
export function previousPlayer() {
const currentGameState = state.getGameState();
let newIndex = -1;
if (currentGameState === config.GAME_STATES.RUNNING) {
newIndex = state.findNextPlayerWithTimeCircular(-1); // Find previous with time
} else {
// Allow cycling through all players if not running
const playerCount = state.getPlayers().length;
if (playerCount > 0) {
newIndex = (state.getCurrentPlayerIndex() - 1 + playerCount) % playerCount;
}
}
if (newIndex !== -1) {
switchToPlayer(newIndex);
} else if (currentGameState === config.GAME_STATES.RUNNING) {
console.log("PreviousPlayer: No other player has time remaining.");
}
}
export function handlePlayerFormSubmit(event) {
event.preventDefault();
audioManager.play('buttonClick');
const name = ui.elements.playerNameInput.value.trim();
const timeInMinutes = parseInt(ui.elements.playerTimeInput.value, 10);
let remainingTimeSeconds = 0; // Default
const isNewPlayer = ui.elements.modalTitle.textContent === 'Add New Player';
const currentGameState = state.getGameState();
if (!name || isNaN(timeInMinutes) || timeInMinutes <= 0) {
alert('Please enter a valid name and positive time.');
return;
}
// Get remaining time ONLY if editing and game is paused/over
if (!isNewPlayer && (currentGameState === config.GAME_STATES.PAUSED || currentGameState === config.GAME_STATES.OVER)) {
const remainingTimeString = ui.elements.playerRemainingTimeInput.value;
const parsedSeconds = ui.parseTimeString(remainingTimeString);
if (parsedSeconds === null) { // Check if parsing failed
alert('Please enter remaining time in MM:SS format (e.g., 05:30).');
return;
}
remainingTimeSeconds = parsedSeconds;
// Validate remaining time against total time? Optional.
if (remainingTimeSeconds > timeInMinutes * 60) {
alert('Remaining time cannot be greater than the total time.');
return;
}
} else {
// For new players or when editing in setup, remaining time matches total time
remainingTimeSeconds = timeInMinutes * 60;
}
let imageDataUrl = ui.elements.playerImageInput.dataset.capturedImage || null;
const imageFile = ui.elements.playerImageInput.files[0];
const saveAction = (finalImageData) => {
if (isNewPlayer) {
state.addPlayer(name, timeInMinutes, finalImageData);
audioManager.play('playerAdded');
} else {
const playerIndex = state.getCurrentPlayerIndex();
// Use 'undefined' for image if no new image is provided, so state.updatePlayer keeps the old one
const imageArg = finalImageData !== null ? finalImageData : (isNewPlayer ? null : undefined);
state.updatePlayer(playerIndex, name, timeInMinutes, remainingTimeSeconds, imageArg);
audioManager.play('playerEdited');
}
ui.hidePlayerModal();
ui.renderPlayers();
ui.updateGameButton(); // Update in case player count changed for setup state
camera.stopStream(); // Ensure camera is stopped
};
if (!imageDataUrl && imageFile) {
// Handle file upload: Read file as Data URL
const reader = new FileReader();
reader.onload = (e) => saveAction(e.target.result);
reader.onerror = (e) => {
console.error("Error reading image file:", e);
alert("Error processing image file.");
};
reader.readAsDataURL(imageFile);
} else {
// Handle captured image or no image change
const currentImage = isNewPlayer ? null : state.getCurrentPlayer()?.image;
// If imageDataUrl has content (from camera), use it.
// If not, and no file was selected, keep the current image (by passing undefined to updatePlayer later).
// If it's a new player and no image, pass null.
saveAction(imageDataUrl ?? (isNewPlayer ? null : currentImage));
}
}
export function handleDeletePlayer() {
audioManager.play('buttonClick');
const success = state.deletePlayer(state.getCurrentPlayerIndex());
if (success) {
audioManager.play('playerDeleted');
ui.hidePlayerModal();
ui.renderPlayers();
ui.updateGameButton(); // Update in case player count dropped below 2
} else {
alert('Cannot delete player. Minimum of 2 players required.');
}
camera.stopStream();
}

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// state.js
import { LOCAL_STORAGE_KEY, DEFAULT_PLAYERS, GAME_STATES, DEFAULT_PLAYER_TIME_SECONDS } from '../config.js';
let players = [];
let currentPlayerIndex = 0;
let gameState = GAME_STATES.SETUP;
// --- State Accessors ---
export function getPlayers() {
return [...players]; // Return a copy to prevent direct mutation
}
export function getCurrentPlayer() {
if (players.length === 0) return null;
return players[currentPlayerIndex];
}
export function getPlayerById(id) {
return players.find(p => p.id === id);
}
export function getCurrentPlayerIndex() {
return currentPlayerIndex;
}
export function getGameState() {
return gameState;
}
// --- State Mutators ---
export function setPlayers(newPlayers) {
players = newPlayers;
saveData();
}
export function setCurrentPlayerIndex(index) {
if (index >= 0 && index < players.length) {
currentPlayerIndex = index;
saveData();
} else {
console.error(`Invalid player index: ${index}`);
}
}
export function setGameState(newState) {
if (Object.values(GAME_STATES).includes(newState)) {
gameState = newState;
saveData();
} else {
console.error(`Invalid game state: ${newState}`);
}
}
export function updatePlayerTime(index, remainingTime) {
if (index >= 0 && index < players.length) {
players[index].remainingTime = Math.max(0, remainingTime); // Ensure time doesn't go below 0
saveData(); // Save data whenever time updates
}
}
export function addPlayer(name, timeInMinutes, image = null) {
const timeInSeconds = timeInMinutes * 60;
const newId = Date.now();
players.push({
id: newId,
name: name,
timeInSeconds: timeInSeconds,
remainingTime: timeInSeconds,
image: image
});
currentPlayerIndex = players.length - 1; // Focus new player
saveData();
return players[players.length - 1]; // Return the newly added player
}
export function updatePlayer(index, name, timeInMinutes, remainingTimeSeconds, image) {
if (index >= 0 && index < players.length) {
const player = players[index];
const timeInSeconds = timeInMinutes * 60;
player.name = name;
player.timeInSeconds = timeInSeconds;
// Update remaining time carefully based on game state
if (gameState === GAME_STATES.SETUP) {
player.remainingTime = timeInSeconds;
} else if (gameState === GAME_STATES.PAUSED || gameState === GAME_STATES.OVER) {
// Allow direct setting of remaining time only when paused or over
player.remainingTime = remainingTimeSeconds;
}
// If running, remaining time is managed by the timer, don't override here unless intended
if (image !== undefined) { // Allow updating image (null means remove image)
player.image = image;
}
saveData();
return player;
}
return null;
}
export function deletePlayer(index) {
if (players.length <= 2) {
console.warn('Cannot delete player, minimum 2 players required.');
return false; // Indicate deletion failed
}
if (index >= 0 && index < players.length) {
players.splice(index, 1);
if (currentPlayerIndex >= players.length) {
currentPlayerIndex = players.length - 1;
} else if (currentPlayerIndex > index) {
// Adjust index if deleting someone before the current player
// No adjustment needed if deleting current or after current
}
saveData();
return true; // Indicate success
}
return false; // Indicate deletion failed
}
export function resetPlayersTime() {
players.forEach(player => {
player.remainingTime = player.timeInSeconds;
});
saveData();
}
export function resetToDefaults() {
// Deep copy default players to avoid modifying the constant
players = JSON.parse(JSON.stringify(DEFAULT_PLAYERS));
gameState = GAME_STATES.SETUP;
currentPlayerIndex = 0;
saveData();
}
export function areAllTimersFinished() {
return players.every(player => player.remainingTime <= 0);
}
// Returns the index of the next player with time > 0, or -1 if none
export function findNextPlayerWithTime() {
if (players.length === 0) return -1;
const startIndex = (currentPlayerIndex + 1) % players.length;
let index = startIndex;
do {
if (players[index].remainingTime > 0) {
return index;
}
index = (index + 1) % players.length;
} while (index !== startIndex);
// Check current player last if no others found
if(players[currentPlayerIndex].remainingTime > 0) {
return currentPlayerIndex;
}
return -1; // No player has time left
}
// Find next player with time in specified direction (1 for next, -1 for prev)
export function findNextPlayerWithTimeCircular(direction) {
if (players.length === 0) return -1;
let index = currentPlayerIndex;
for (let i = 0; i < players.length; i++) {
index = (index + direction + players.length) % players.length;
if (players[index]?.remainingTime > 0) { // Check if player exists and has time
return index;
}
}
// If no other player found, check if current player has time (only relevant if direction search fails)
if (players[currentPlayerIndex]?.remainingTime > 0) {
return currentPlayerIndex;
}
return -1; // No player has time left
}
// --- Persistence ---
export function saveData() {
const dataToSave = {
players,
gameState,
currentPlayerIndex
};
try {
localStorage.setItem(LOCAL_STORAGE_KEY, JSON.stringify(dataToSave));
} catch (error) {
console.error("Error saving data to localStorage:", error);
// Maybe notify the user that settings won't be saved
}
}
export function loadData() {
const savedData = localStorage.getItem(LOCAL_STORAGE_KEY);
if (savedData) {
try {
const parsedData = JSON.parse(savedData);
players = parsedData.players || JSON.parse(JSON.stringify(DEFAULT_PLAYERS));
gameState = parsedData.gameState || GAME_STATES.SETUP;
currentPlayerIndex = parsedData.currentPlayerIndex || 0;
// Basic validation/migration if needed
if (currentPlayerIndex >= players.length) {
currentPlayerIndex = 0;
}
// Ensure all players have necessary properties
players = players.map(p => ({
id: p.id || Date.now() + Math.random(), // Ensure ID exists
name: p.name || 'Player',
timeInSeconds: p.timeInSeconds || DEFAULT_PLAYER_TIME_SECONDS,
remainingTime: p.remainingTime !== undefined ? p.remainingTime : (p.timeInSeconds || DEFAULT_PLAYER_TIME_SECONDS),
image: p.image || null
}));
} catch (error) {
console.error("Error parsing data from localStorage:", error);
resetToDefaults(); // Reset to defaults if stored data is corrupt
}
} else {
resetToDefaults(); // Use defaults if no saved data
}
// No saveData() here, loadData just loads the state
}

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// timer.js
import * as state from './state.js';
import { GAME_STATES } from '../config.js';
import audioManager from '../ui/audio.js';
let timerInterval = null;
let onTimerTickCallback = null; // Callback for UI updates
let onPlayerSwitchCallback = null; // Callback for when player switches due to time running out
let onGameOverCallback = null; // Callback for when all players run out of time
let timeExpiredFlagsById = new Map(); // Track which players have had their timeout sound played
export function initTimer(options) {
onTimerTickCallback = options.onTimerTick;
onPlayerSwitchCallback = options.onPlayerSwitch;
onGameOverCallback = options.onGameOver;
timeExpiredFlagsById.clear(); // Reset flags on init
}
export function startTimer() {
if (timerInterval) clearInterval(timerInterval); // Clear existing interval if any
// Stop any previous sounds (like low time warning) before starting fresh
audioManager.stopAllSounds();
// Reset the expired sound flags when starting a new timer
timeExpiredFlagsById.clear();
timerInterval = setInterval(() => {
const currentPlayerIndex = state.getCurrentPlayerIndex();
const currentPlayer = state.getCurrentPlayer(); // Get player data after index
if (!currentPlayer) {
console.warn("Timer running but no current player found.");
stopTimer();
return;
}
// Only decrease time if the current player has time left
if (currentPlayer.remainingTime > 0) {
const newTime = currentPlayer.remainingTime - 1;
state.updatePlayerTime(currentPlayerIndex, newTime); // Update state
// Play timer sounds - ensure we're not leaking audio resources
audioManager.playTimerSound(newTime);
// Notify UI to update
if (onTimerTickCallback) onTimerTickCallback();
} else { // Current player's time just hit 0 or was already 0
// Ensure time is exactly 0 if it somehow went negative
if(currentPlayer.remainingTime < 0) {
state.updatePlayerTime(currentPlayerIndex, 0);
}
// Play time expired sound (only once per player per game)
if (!timeExpiredFlagsById.has(currentPlayer.id)) {
audioManager.playTimerExpired();
timeExpiredFlagsById.set(currentPlayer.id, true);
}
// Check if the game should end or switch player
if (state.areAllTimersFinished()) {
stopTimer();
if (onGameOverCallback) onGameOverCallback();
} else {
// Find the *next* player who still has time
const nextPlayerIndex = state.findNextPlayerWithTime(); // This finds ANY player with time
if (nextPlayerIndex !== -1 && nextPlayerIndex !== currentPlayerIndex) {
// Switch player and ensure we stop any sounds from current player
audioManager.stopTimerSounds(); // Stop specific timer sounds before switching
if (onPlayerSwitchCallback) onPlayerSwitchCallback(nextPlayerIndex);
// Immediately update UI after switch
if (onTimerTickCallback) onTimerTickCallback();
} else if (nextPlayerIndex === -1) {
// This case shouldn't be reached if areAllTimersFinished is checked first, but as a safeguard:
console.warn("Timer tick: Current player out of time, but no next player found, yet not all timers finished?");
stopTimer(); // Stop timer if state is inconsistent
if (onGameOverCallback) onGameOverCallback(); // Treat as game over
}
// If nextPlayerIndex is the same as currentPlayerIndex, means others are out of time, let this timer continue
}
}
}, 1000);
}
export function stopTimer() {
clearInterval(timerInterval);
timerInterval = null;
// Stop all timer-related sounds to prevent them from continuing to play
audioManager.stopTimerSounds();
}
export function isTimerRunning() {
return timerInterval !== null;
}
// Clean up resources when the application is closing or component unmounts
export function cleanup() {
stopTimer();
timeExpiredFlagsById.clear();
audioManager.stopAllSounds();
}

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// env-loader.js
// This module is responsible for loading environment variables for the PWA
// Store environment variables in a global object
window.ENV_CONFIG = {
// Default values that will be overridden when config.env.js loads
PUBLIC_VAPID_KEY: 'your_public_vapid_key_here',
BACKEND_URL: 'https://your-push-server.example.com'
};
// Function to load environment variables from config.env.js
async function loadEnvVariables() {
try {
// Try to fetch the config.env.js file which will be generated at build time or deployment
const response = await fetch('/config.env.js');
if (!response.ok) {
console.warn('Could not load config.env.js file. Using default values.');
return;
}
const configText = await response.text();
// Extract the configuration object from the JavaScript file
// The file should be in format: window.ENV_CONFIG = { key: "value" };
try {
// Create a safe way to evaluate the config file
const configScript = document.createElement('script');
configScript.textContent = configText;
document.head.appendChild(configScript);
document.head.removeChild(configScript);
console.log('Environment variables loaded successfully from config.env.js');
// Dispatch an event to notify that environment variables have been loaded
window.dispatchEvent(new CustomEvent('env-config-loaded', {
detail: { config: window.ENV_CONFIG }
}));
} catch (parseError) {
console.error('Error parsing config.env.js:', parseError);
}
} catch (error) {
console.error('Error loading environment variables:', error);
}
}
// Export function to initialize environment variables
export async function initEnv() {
await loadEnvVariables();
return window.ENV_CONFIG;
}
// Start loading environment variables immediately
initEnv();
// Export access functions for environment variables
export function getEnv(key, defaultValue = '') {
return window.ENV_CONFIG[key] || defaultValue;
}
// Export a function to wait for environment variables to be loaded
export function waitForEnv() {
return new Promise((resolve) => {
// If we already have non-default values, resolve immediately
if (window.ENV_CONFIG.BACKEND_URL !== 'https://your-push-server.example.com') {
resolve(window.ENV_CONFIG);
return;
}
// Otherwise, wait for the env-config-loaded event
window.addEventListener('env-config-loaded', (event) => {
resolve(event.detail.config);
}, { once: true });
// Set a timeout to resolve with current values if loading takes too long
setTimeout(() => {
console.warn('Environment loading timed out, using current values');
resolve(window.ENV_CONFIG);
}, 3000);
});
}
export default {
initEnv,
getEnv,
waitForEnv
};

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// pushFlicIntegration.js
import { getPublicVapidKey, getBackendUrl, FLIC_BUTTON_ID} from '../config.js';
let pushSubscription = null; // Keep track locally if needed
let actionHandlers = {}; // Store handlers for different Flic actions
// --- Helper Functions ---
// Get stored basic auth credentials or prompt user for them
function getBasicAuthCredentials() {
const storedAuth = localStorage.getItem('basicAuthCredentials');
if (storedAuth) {
try {
const credentials = JSON.parse(storedAuth);
// Check if the credentials are valid
if (credentials.username && credentials.password) {
console.log('Using stored basic auth credentials.');
return credentials;
}
} catch (error) {
console.error('Failed to parse stored credentials:', error);
}
}
// No valid stored credentials found
// The function will return null and the caller should handle prompting if needed
console.log('No valid stored credentials found.');
return null;
}
// Create Basic Auth header string
function createBasicAuthHeader(credentials) {
if (!credentials?.username || !credentials.password) return null;
return 'Basic ' + btoa(`${credentials.username}:${credentials.password}`);
}
// Convert URL-safe base64 string to Uint8Array
function urlBase64ToUint8Array(base64String) {
const padding = '='.repeat((4 - base64String.length % 4) % 4);
const base64 = (base64String + padding).replace(/-/g, '+').replace(/_/g, '/');
const rawData = window.atob(base64);
const outputArray = new Uint8Array(rawData.length);
for (let i = 0; i < rawData.length; ++i) {
outputArray[i] = rawData.charCodeAt(i);
}
return outputArray;
}
// Convert ArrayBuffer to URL-safe Base64 string
function arrayBufferToBase64(buffer) {
let binary = '';
const bytes = new Uint8Array(buffer);
for (let i = 0; i < bytes.byteLength; i++) { binary += String.fromCharCode(bytes[i]); }
return window.btoa(binary).replace(/\+/g, '-').replace(/\//g, '_').replace(/=+$/, '');
}
// --- Push Subscription Logic ---
async function subscribeToPush() {
const buttonId = FLIC_BUTTON_ID; // Use configured button ID
if (!('serviceWorker' in navigator) || !('PushManager' in window)) {
console.error('Push Messaging is not supported.');
alert('Push Notifications are not supported by your browser.');
return;
}
try {
// First request notification permission
console.log('Requesting notification permission...');
const permission = await Notification.requestPermission();
if (permission !== 'granted') {
console.warn('Notification permission denied.');
alert('Please enable notifications to link the Flic button.');
return;
}
console.log('Notification permission granted.');
// Get stored credentials but don't prompt
let credentials = getBasicAuthCredentials();
const hasExistingCreds = !!credentials;
console.log('Has existing credentials:', hasExistingCreds);
// No prompting for credentials - user must enter them manually in the UI
if (!credentials) {
console.log('No credentials found. User needs to enter them manually.');
// Just return if no credentials are available
return;
}
const registration = await navigator.serviceWorker.ready;
let existingSubscription = await registration.pushManager.getSubscription();
let needsResubscribe = !existingSubscription;
console.log('Existing subscription found:', !!existingSubscription);
if (existingSubscription) {
const existingKey = existingSubscription.options?.applicationServerKey;
if (!existingKey || arrayBufferToBase64(existingKey) !== getPublicVapidKey()) {
console.log('VAPID key mismatch or missing. Unsubscribing old subscription.');
await existingSubscription.unsubscribe();
existingSubscription = null;
needsResubscribe = true;
} else {
console.log('Existing valid subscription found.');
pushSubscription = existingSubscription; // Store it
}
}
let finalSubscription = existingSubscription;
if (needsResubscribe) {
console.log('Subscribing for push notifications...');
const applicationServerKey = urlBase64ToUint8Array(getPublicVapidKey());
try {
finalSubscription = await registration.pushManager.subscribe({
userVisibleOnly: true,
applicationServerKey: applicationServerKey
});
console.log('New push subscription obtained:', finalSubscription);
pushSubscription = finalSubscription; // Store it
} catch (subscribeError) {
console.error('Error subscribing to push:', subscribeError);
alert(`Failed to subscribe: ${subscribeError.message}`);
return;
}
}
if (!finalSubscription) {
console.error("Failed to obtain a subscription object.");
alert("Could not get subscription details.");
return;
}
await sendSubscriptionToServer(finalSubscription, buttonId);
} catch (error) {
console.error('Error during push subscription:', error);
alert(`Subscription failed: ${error.message}`);
}
}
async function sendSubscriptionToServer(subscription, buttonId) {
console.log(`Sending subscription for button "${buttonId}" to backend...`);
const credentials = getBasicAuthCredentials();
if (!credentials) {
console.log('No credentials found. User needs to enter them manually.');
return;
}
const headers = { 'Content-Type': 'application/json' };
const authHeader = createBasicAuthHeader(credentials);
if (authHeader) headers['Authorization'] = authHeader;
try {
// Add support for handling CORS preflight with credentials
const response = await fetch(`${getBackendUrl()}/subscribe`, {
method: 'POST',
body: JSON.stringify({ button_id: buttonId, subscription: subscription }),
headers: headers,
credentials: 'include' // This ensures credentials are sent with OPTIONS requests too
});
if (response.ok) {
const result = await response.json();
console.log('Subscription sent successfully:', result.message);
// Update the UI to show subscription status as active
const subscriptionStatusElement = document.getElementById('subscriptionStatus');
if (subscriptionStatusElement) {
subscriptionStatusElement.textContent = 'active';
subscriptionStatusElement.className = 'status-active';
// Enable unsubscribe button when subscription is active
const unsubscribeButton = document.getElementById('pushUnsubscribeButton');
if (unsubscribeButton) unsubscribeButton.disabled = false;
// Change subscribe button text to "Re-subscribe"
const resubscribeButton = document.getElementById('pushResubscribeButton');
if (resubscribeButton) resubscribeButton.textContent = 'Re-subscribe';
// Enable simulate button when subscription is active
const simulateButton = document.getElementById('simulateClickButton');
if (simulateButton) simulateButton.disabled = false;
}
// Success alert removed as requested
} else {
let errorMsg = `Server error: ${response.status}`;
if (response.status === 401 || response.status === 403) {
localStorage.removeItem('basicAuthCredentials'); // Clear bad creds
errorMsg = 'Authentication failed. Please try again.';
} else {
try { errorMsg = (await response.json()).message || errorMsg; } catch (e) { /* use default */ }
}
console.error('Failed to send subscription:', errorMsg);
alert(`Failed to save link: ${errorMsg}`);
}
} catch (error) {
console.error('Network error sending subscription:', error);
alert(`Network error: ${error.message}`);
}
}
// --- Flic Action Handling ---
// Called by app.js when a message is received from the service worker
export function handleFlicAction(action, buttonId, timestamp, batteryLevel) {
console.log(`[PushFlic] Received Action: ${action} from Button: ${buttonId} battery: ${batteryLevel}% at ${timestamp}`);
// Ignore actions from buttons other than the configured one
if (buttonId !== FLIC_BUTTON_ID) {
console.warn(`[PushFlic] Ignoring action from unknown button: ${buttonId}`);
return;
}
// Find the registered handler for this action
const handler = actionHandlers[action];
if (handler && typeof handler === 'function') {
console.log(`[PushFlic] Executing handler for ${action}`);
try {
// Execute the handler registered in app.js
handler();
// Log success
console.log(`[PushFlic] Successfully executed handler for ${action}`);
} catch (error) {
console.error(`[PushFlic] Error executing handler for ${action}:`, error);
}
} else {
console.warn(`[PushFlic] No handler registered for action: ${action}. Available handlers:`, Object.keys(actionHandlers));
}
}
// --- Initialization ---
// Initialize PushFlic with action handlers
export function initPushFlic(handlers) {
if (handlers && Object.keys(handlers).length > 0) {
actionHandlers = handlers;
console.log('[PushFlic] Stored action handlers:', Object.keys(actionHandlers));
} else {
console.warn('[PushFlic] No action handlers provided to initPushFlic!');
}
}
// New function to manually trigger the subscription process
export function setupPushNotifications() {
console.log('[PushFlic] Manually triggering push notification setup');
subscribeToPush();
}

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// screenLockManager.js - Manages screen wake lock to prevent screen from turning off
// Uses the Screen Wake Lock API: https://developer.mozilla.org/en-US/docs/Web/API/Screen_Wake_Lock_API
let wakeLock = null;
let isLockEnabled = false;
/**
* Requests a screen wake lock to prevent the screen from turning off
* @returns {Promise<boolean>} - True if wake lock was acquired successfully
*/
export async function acquireWakeLock() {
if (!isScreenWakeLockSupported()) {
console.warn('[ScreenLockManager] Screen Wake Lock API not supported in this browser');
return false;
}
try {
// Release any existing wake lock first
await releaseWakeLock();
// Request a new wake lock
wakeLock = await navigator.wakeLock.request('screen');
isLockEnabled = true;
console.log('[ScreenLockManager] Screen Wake Lock acquired');
// Add event listeners to reacquire the lock when needed
setupWakeLockListeners();
return true;
} catch (error) {
console.error('[ScreenLockManager] Error acquiring wake lock:', error);
isLockEnabled = false;
return false;
}
}
/**
* Releases the screen wake lock if one is active
* @returns {Promise<boolean>} - True if wake lock was released successfully
*/
export async function releaseWakeLock() {
if (!wakeLock) {
return true; // No wake lock to release
}
try {
await wakeLock.release();
wakeLock = null;
isLockEnabled = false;
console.log('[ScreenLockManager] Screen Wake Lock released');
return true;
} catch (error) {
console.error('[ScreenLockManager] Error releasing wake lock:', error);
return false;
}
}
/**
* Checks if the Screen Wake Lock API is supported in this browser
* @returns {boolean} - True if supported
*/
export function isScreenWakeLockSupported() {
return 'wakeLock' in navigator && 'request' in navigator.wakeLock;
}
/**
* Returns the current status of the wake lock
* @returns {boolean} - True if wake lock is currently active
*/
export function isWakeLockActive() {
return isLockEnabled && wakeLock !== null;
}
/**
* Sets up event listeners to reacquire the wake lock when needed
* (e.g., when the page becomes visible again after being hidden)
*/
function setupWakeLockListeners() {
// When the page becomes visible again, reacquire the wake lock
document.addEventListener('visibilitychange', handleVisibilityChange);
// When the screen orientation changes, reacquire the wake lock
if ('screen' in window && 'orientation' in window.screen) {
window.screen.orientation.addEventListener('change', handleOrientationChange);
}
}
/**
* Handles visibility change events to reacquire wake lock when page becomes visible
*/
async function handleVisibilityChange() {
if (isLockEnabled && document.visibilityState === 'visible') {
// Only try to reacquire if we previously had a lock
await acquireWakeLock();
}
}
/**
* Handles orientation change events to reacquire wake lock
*/
async function handleOrientationChange() {
if (isLockEnabled) {
// Some devices may release the wake lock on orientation change
await acquireWakeLock();
}
}
/**
* Initializes the screen lock manager
* @param {Object} options - Configuration options
* @param {boolean} options.autoAcquire - Whether to automatically acquire wake lock on init
* @returns {Promise<boolean>} - True if initialization was successful
*/
export async function initScreenLockManager(options = {}) {
const { autoAcquire = true } = options; // Default to true - automatically acquire on init
// Check for support
const isSupported = isScreenWakeLockSupported();
console.log(`[ScreenLockManager] Screen Wake Lock API ${isSupported ? 'is' : 'is not'} supported`);
// Automatically acquire wake lock if supported (now default behavior)
if (autoAcquire && isSupported) {
return await acquireWakeLock();
}
return isSupported;
}

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// serviceWorkerManager.js - Service worker registration and Flic integration
import * as pushFlic from './pushFlicIntegration.js';
// Store the action handlers passed from app.js
let flicActionHandlers = {};
export function setFlicActionHandlers(handlers) {
if (handlers && Object.keys(handlers).length > 0) {
flicActionHandlers = handlers;
console.log('[ServiceWorkerManager] Stored action handlers:', Object.keys(flicActionHandlers));
// Always pass handlers to pushFlic, regardless of service worker state
pushFlic.initPushFlic(flicActionHandlers);
} else {
console.warn('[ServiceWorkerManager] No action handlers provided to setFlicActionHandlers!');
}
}
// --- Flic Integration Setup ---
export function initFlic() {
// Make sure we have handlers before initializing
if (Object.keys(flicActionHandlers).length === 0) {
console.warn('[ServiceWorkerManager] No Flic handlers registered before initFlic! Actions may not work.');
}
// This function is used by setupServiceWorker and relies on
// flicActionHandlers being set before this is called
console.log('[ServiceWorkerManager] Initializing PushFlic with handlers:', Object.keys(flicActionHandlers));
pushFlic.initPushFlic(flicActionHandlers);
}
// Export functions for manually triggering push notifications setup
export function setupPushNotifications() {
pushFlic.setupPushNotifications();
}
// --- Handle Messages from Service Worker ---
export function flicMessageHandler(event) {
// This function is passed to setupServiceWorker and called when a message arrives from the service worker
console.log('[App] Message received from Service Worker:', event.data);
// Check if this is a Flic action message
if (event.data && event.data.type === 'flic-action') {
const { action, button, timestamp, batteryLevel } = event.data;
try {
// Pass to push-flic service to handle
pushFlic.handleFlicAction(action, button, timestamp, batteryLevel);
} catch (error) {
console.error('[App] Error handling flic action:', error);
}
}
}
// Global message handler function to ensure we catch all service worker messages
function handleServiceWorkerMessage(event) {
// Check if the message might be from our service worker
if (event.data && typeof event.data === 'object') {
console.log('[App] Potential window message received:', event.data);
// If it looks like a flic action message, handle it
if (event.data.type === 'flic-action') {
try {
// Process the message with our flicMessageHandler
flicMessageHandler(event);
} catch (error) {
console.error('[App] Error handling window message:', error);
}
}
}
}
// --- Service Worker and PWA Setup ---
export function setupServiceWorker(messageHandler) {
if ('serviceWorker' in navigator) {
console.log('[ServiceWorkerManager] Setting up service worker...');
// Set up global message event listener on window object
window.addEventListener('message', handleServiceWorkerMessage);
// Listen for messages FROM the Service Worker
// This is the main way messages from the service worker are received
navigator.serviceWorker.addEventListener('message', event => {
console.log('[ServiceWorkerManager] Service worker message received:', event.data);
messageHandler(event);
});
window.addEventListener('load', () => {
console.log('[ServiceWorkerManager] Window loaded, registering service worker...');
navigator.serviceWorker.register('/sw.js')
.then(registration => {
console.log('[ServiceWorkerManager] ServiceWorker registered successfully.');
// Add an event listener that will work with service worker controlled clients
if (navigator.serviceWorker.controller) {
console.log('[ServiceWorkerManager] Service worker already controlling the page.');
}
// Initialize Flic integration
initFlic();
})
.catch(error => {
console.error('[ServiceWorkerManager] ServiceWorker registration failed:', error);
});
});
// Listen for SW controller changes
navigator.serviceWorker.addEventListener('controllerchange', () => {
console.log('[ServiceWorkerManager] Service Worker controller changed, potentially updated.');
});
} else {
console.warn('[ServiceWorkerManager] ServiceWorker not supported.');
}
}

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// Audio Manager using Web Audio API
const audioManager = {
audioContext: null,
muted: false,
sounds: {},
lowTimeThreshold: 10, // Seconds threshold for low time warning
lastTickTime: 0, // Track when we started continuous ticking
tickFadeoutTime: 3, // Seconds after which tick sound fades out
// Initialize the audio context
init() {
try {
// Create AudioContext (with fallback for older browsers)
this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
// Check for saved mute preference
const savedMute = localStorage.getItem('gameTimerMuted');
this.muted = savedMute === 'true';
// Create all the sounds
this.createSounds();
console.log('Web Audio API initialized successfully');
return true;
} catch (error) {
console.error('Web Audio API initialization failed:', error);
return false;
}
},
// Create all the sound generators
createSounds() {
// Game sounds
this.sounds.tick = this.createTickSound();
this.sounds.lowTime = this.createLowTimeSound();
this.sounds.timeUp = this.createTimeUpSound();
this.sounds.gameStart = this.createGameStartSound();
this.sounds.gamePause = this.createGamePauseSound();
this.sounds.gameResume = this.createGameResumeSound();
this.sounds.gameOver = this.createGameOverSound();
this.sounds.playerSwitch = this.createPlayerSwitchSound();
// UI sounds
this.sounds.buttonClick = this.createButtonClickSound();
this.sounds.modalOpen = this.createModalOpenSound();
this.sounds.modalClose = this.createModalCloseSound();
this.sounds.playerAdded = this.createPlayerAddedSound();
this.sounds.playerEdited = this.createPlayerEditedSound();
this.sounds.playerDeleted = this.createPlayerDeletedSound();
},
// Helper function to create an oscillator
createOscillator(type, frequency, startTime, duration, gain = 1.0, ramp = false) {
if (this.audioContext === null) this.init();
const oscillator = this.audioContext.createOscillator();
const gainNode = this.audioContext.createGain();
oscillator.type = type;
oscillator.frequency.value = frequency;
gainNode.gain.value = gain;
oscillator.connect(gainNode);
gainNode.connect(this.audioContext.destination);
oscillator.start(startTime);
if (ramp) {
gainNode.gain.exponentialRampToValueAtTime(0.001, startTime + duration);
}
oscillator.stop(startTime + duration);
return { oscillator, gainNode };
},
// Sound creators
createTickSound() {
return () => {
const now = this.audioContext.currentTime;
const currentTime = Date.now() / 1000;
// Initialize lastTickTime if it's not set
if (this.lastTickTime === 0) {
this.lastTickTime = currentTime;
}
// Calculate how long we've been ticking continuously
const tickDuration = currentTime - this.lastTickTime;
// Determine volume based on duration
let volume = 0.1; // Default/initial volume
if (tickDuration <= this.tickFadeoutTime) {
// Linear fade from 0.1 to 0 over tickFadeoutTime seconds
volume = 0.1 * (1 - (tickDuration / this.tickFadeoutTime));
} else {
// After tickFadeoutTime, don't play any sound
return; // Exit without playing sound
}
// Only play if volume is significant
if (volume > 0.001) {
this.createOscillator('sine', 800, now, 0.03, volume);
}
};
},
createLowTimeSound() {
return () => {
const now = this.audioContext.currentTime;
// Low time warning is always audible
this.createOscillator('triangle', 660, now, 0.1, 0.2);
// Reset tick fade timer on low time warning
this.lastTickTime = 0;
};
},
createTimeUpSound() {
return () => {
const now = this.audioContext.currentTime;
// First note
this.createOscillator('sawtooth', 440, now, 0.2, 0.3);
// Second note (lower)
this.createOscillator('sawtooth', 220, now + 0.25, 0.3, 0.4);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGameStartSound() {
return () => {
const now = this.audioContext.currentTime;
// Rising sequence
this.createOscillator('sine', 440, now, 0.1, 0.3);
this.createOscillator('sine', 554, now + 0.1, 0.1, 0.3);
this.createOscillator('sine', 659, now + 0.2, 0.3, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGamePauseSound() {
return () => {
const now = this.audioContext.currentTime;
// Two notes pause sound
this.createOscillator('sine', 659, now, 0.1, 0.3);
this.createOscillator('sine', 523, now + 0.15, 0.2, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGameResumeSound() {
return () => {
const now = this.audioContext.currentTime;
// Rising sequence (opposite of pause)
this.createOscillator('sine', 523, now, 0.1, 0.3);
this.createOscillator('sine', 659, now + 0.15, 0.2, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGameOverSound() {
return () => {
const now = this.audioContext.currentTime;
// Fanfare
this.createOscillator('square', 440, now, 0.1, 0.3);
this.createOscillator('square', 554, now + 0.1, 0.1, 0.3);
this.createOscillator('square', 659, now + 0.2, 0.1, 0.3);
this.createOscillator('square', 880, now + 0.3, 0.4, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createPlayerSwitchSound() {
return () => {
const now = this.audioContext.currentTime;
this.createOscillator('sine', 1200, now, 0.05, 0.2);
// Reset tick fade timer on player switch
this.lastTickTime = 0;
};
},
createButtonClickSound() {
return () => {
const now = this.audioContext.currentTime;
this.createOscillator('sine', 700, now, 0.04, 0.1);
};
},
createModalOpenSound() {
return () => {
const now = this.audioContext.currentTime;
// Ascending sound
this.createOscillator('sine', 400, now, 0.1, 0.2);
this.createOscillator('sine', 600, now + 0.1, 0.1, 0.2);
};
},
createModalCloseSound() {
return () => {
const now = this.audioContext.currentTime;
// Descending sound
this.createOscillator('sine', 600, now, 0.1, 0.2);
this.createOscillator('sine', 400, now + 0.1, 0.1, 0.2);
};
},
createPlayerAddedSound() {
return () => {
const now = this.audioContext.currentTime;
// Positive ascending notes
this.createOscillator('sine', 440, now, 0.1, 0.2);
this.createOscillator('sine', 523, now + 0.1, 0.1, 0.2);
this.createOscillator('sine', 659, now + 0.2, 0.2, 0.2, true);
};
},
createPlayerEditedSound() {
return () => {
const now = this.audioContext.currentTime;
// Two note confirmation
this.createOscillator('sine', 440, now, 0.1, 0.2);
this.createOscillator('sine', 523, now + 0.15, 0.15, 0.2);
};
},
createPlayerDeletedSound() {
return () => {
const now = this.audioContext.currentTime;
// Descending notes
this.createOscillator('sine', 659, now, 0.1, 0.2);
this.createOscillator('sine', 523, now + 0.1, 0.1, 0.2);
this.createOscillator('sine', 392, now + 0.2, 0.2, 0.2, true);
};
},
// Play a sound if not muted
play(soundName) {
if (this.muted || !this.sounds[soundName]) return;
// Resume audio context if it's suspended (needed for newer browsers)
if (this.audioContext.state === 'suspended') {
this.audioContext.resume();
}
this.sounds[soundName]();
},
// Toggle mute state
toggleMute() {
this.muted = !this.muted;
localStorage.setItem('gameTimerMuted', this.muted);
return this.muted;
},
// Play timer sounds based on remaining time
playTimerSound(remainingSeconds) {
if (remainingSeconds <= 0) {
// Reset tick fade timer when timer stops
this.lastTickTime = 0;
return; // Don't play sounds for zero time
}
if (remainingSeconds <= this.lowTimeThreshold) {
// Play low time warning sound (this resets the tick fade timer)
this.play('lowTime');
} else if (remainingSeconds % 1 === 0) {
// Normal tick sound on every second
this.play('tick');
}
},
// Play timer expired sound
playTimerExpired() {
this.play('timeUp');
},
// Stop all sounds and reset the tick fading
stopAllSounds() {
// Reset tick fade timer when stopping sounds
this.lastTickTime = 0;
},
// Stop timer-specific sounds (tick, low time warning)
stopTimerSounds() {
// Reset tick fade timer when stopping timer sounds
this.lastTickTime = 0;
// In this implementation, sounds are so short-lived that
// they don't need to be explicitly stopped, just fade prevention is enough
},
// Reset the tick fading (call this when timer is paused or player changes)
resetTickFade() {
this.lastTickTime = 0;
}
};
// Initialize audio on module load
audioManager.init();
// Export the audio manager
export default audioManager;

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// camera.js
import { CSS_CLASSES } from '../config.js';
let stream = null;
let elements = {}; // To store references to DOM elements passed during init
let onCaptureCallback = null; // Callback when image is captured
export function initCamera(cameraElements, options) {
elements = cameraElements; // Store refs like { cameraContainer, cameraView, etc. }
onCaptureCallback = options.onCapture;
// Add internal listeners for capture/cancel buttons
elements.cameraCaptureButton?.addEventListener('click', handleCapture);
elements.cameraCancelButton?.addEventListener('click', closeCamera);
// Handle orientation change to potentially reset stream dimensions
window.addEventListener('orientationchange', handleOrientationChange);
}
async function openCamera() {
if (!navigator.mediaDevices || !navigator.mediaDevices.getUserMedia) {
alert('Camera access not supported or available on this device.');
return false; // Indicate failure
}
try {
stream = await navigator.mediaDevices.getUserMedia({
video: {
facingMode: 'user', // Prefer front camera
width: { ideal: 1280 },
height: { ideal: 720 }
}
});
elements.cameraContainer?.classList.add(CSS_CLASSES.CAMERA_ACTIVE);
if (elements.cameraView) {
elements.cameraView.srcObject = stream;
// Wait for video metadata to load to get correct dimensions
elements.cameraView.onloadedmetadata = () => {
elements.cameraView.play(); // Start playing the video stream
};
}
return true; // Indicate success
} catch (error) {
console.error('Error accessing camera:', error);
alert('Could not access camera: ' + error.message);
closeCamera(); // Ensure cleanup if opening failed
return false; // Indicate failure
}
}
function handleCapture() {
if (!elements.cameraView || !elements.cameraCanvas || !stream) return;
// Set canvas dimensions to match video's actual dimensions
elements.cameraCanvas.width = elements.cameraView.videoWidth;
elements.cameraCanvas.height = elements.cameraView.videoHeight;
// Draw the current video frame to the canvas
const context = elements.cameraCanvas.getContext('2d');
// Flip horizontally for front camera to make it mirror-like
if (stream.getVideoTracks()[0]?.getSettings()?.facingMode === 'user') {
context.translate(elements.cameraCanvas.width, 0);
context.scale(-1, 1);
}
context.drawImage(elements.cameraView, 0, 0, elements.cameraCanvas.width, elements.cameraCanvas.height);
// Convert canvas to data URL (JPEG format)
const imageDataUrl = elements.cameraCanvas.toDataURL('image/jpeg', 0.9); // Quality 0.9
// Call the callback provided during init with the image data
if (onCaptureCallback) {
onCaptureCallback(imageDataUrl);
}
// Stop stream and hide UI after capture
closeCamera();
}
function stopCameraStream() {
if (stream) {
stream.getTracks().forEach(track => track.stop());
stream = null;
}
// Also clear the srcObject
if (elements.cameraView) {
elements.cameraView.srcObject = null;
}
}
function closeCamera() {
stopCameraStream();
elements.cameraContainer?.classList.remove(CSS_CLASSES.CAMERA_ACTIVE);
}
function handleOrientationChange() {
// If camera is active, restart stream to potentially adjust aspect ratio/resolution
if (elements.cameraContainer?.classList.contains(CSS_CLASSES.CAMERA_ACTIVE) && stream) {
console.log("Orientation changed, re-evaluating camera stream...");
// Short delay to allow layout to settle
setTimeout(async () => {
// Stop existing stream before requesting new one
// This might cause a flicker but ensures constraints are re-evaluated
stopCameraStream();
await openCamera(); // Attempt to reopen with potentially new constraints
}, 300);
}
}
// Public API for camera module
export default {
init: initCamera,
open: openCamera,
close: closeCamera,
stopStream: stopCameraStream // Expose if needed externally, e.g., when modal closes
};

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// pushSettingsUI.js - UI handling for push notification settings
import { setupPushNotifications } from '../services/serviceWorkerManager.js';
import { FLIC_BUTTON_ID, getBackendUrl} from '../config.js';
// --- DOM Elements ---
const elements = {
pushSettingsButton: null,
pushSettingsModal: null,
notificationPermissionStatus: null,
subscriptionStatus: null,
pushUsername: null,
pushPassword: null,
pushSaveButton: null,
pushCancelButton: null,
pushUnsubscribeButton: null,
pushResubscribeButton: null,
// Message monitor elements
swMessagesOutput: null,
simulateClickButton: null
};
// --- State ---
let currentSubscription = null;
let messageListener = null;
let isMonitoring = false;
// --- Initialization ---
export function initPushSettingsUI() {
// Cache DOM elements
elements.pushSettingsButton = document.getElementById('pushSettingsButton');
elements.pushSettingsModal = document.getElementById('pushSettingsModal');
elements.notificationPermissionStatus = document.getElementById('notificationPermissionStatus');
elements.subscriptionStatus = document.getElementById('subscriptionStatus');
elements.pushUsername = document.getElementById('pushUsername');
elements.pushPassword = document.getElementById('pushPassword');
elements.pushSaveButton = document.getElementById('pushSaveButton');
elements.pushCancelButton = document.getElementById('pushCancelButton');
elements.pushUnsubscribeButton = document.getElementById('pushUnsubscribeButton');
elements.pushResubscribeButton = document.getElementById('pushResubscribeButton');
// Message Monitor elements
elements.swMessagesOutput = document.getElementById('swMessagesOutput');
elements.simulateClickButton = document.getElementById('simulateClickButton');
// Set up event listeners
elements.pushSettingsButton.addEventListener('click', openPushSettingsModal);
elements.pushCancelButton.addEventListener('click', closePushSettingsModal);
elements.pushSaveButton.addEventListener('click', saveCredentialsAndSubscribe);
elements.pushUnsubscribeButton.addEventListener('click', unsubscribeFromPush);
elements.pushResubscribeButton.addEventListener('click', resubscribeToPush);
// Initial status check
updateNotificationStatus();
}
// --- UI Functions ---
// Open the push settings modal and update statuses
function openPushSettingsModal() {
// Update status displays
updateNotificationStatus();
updateSubscriptionStatus();
// Load saved credentials if available
loadSavedCredentials();
// Start monitoring automatically when modal opens
startMessageMonitoring();
// Show the modal
elements.pushSettingsModal.classList.add('active');
}
// Close the push settings modal
function closePushSettingsModal() {
// Stop monitoring when the modal is closed to avoid unnecessary processing
stopMessageMonitoring();
elements.pushSettingsModal.classList.remove('active');
}
// --- Message Monitor Functions ---
// Start monitoring service worker messages
function startMessageMonitoring() {
// If already monitoring, don't set up a new listener
if (isMonitoring) {
return;
}
if (!('serviceWorker' in navigator)) {
elements.swMessagesOutput.textContent = 'Service Worker not supported in this browser.';
return;
}
// Reset the output area
elements.swMessagesOutput.textContent = 'Monitoring for service worker messages...';
// Create and register the message listener
messageListener = function(event) {
const now = new Date().toISOString();
const formattedMessage = `[${now}] Message received: \n${JSON.stringify(event.data, null, 2)}\n\n`;
elements.swMessagesOutput.textContent += formattedMessage;
// Auto-scroll to the bottom
elements.swMessagesOutput.scrollTop = elements.swMessagesOutput.scrollHeight;
};
// Add the listener
navigator.serviceWorker.addEventListener('message', messageListener);
isMonitoring = true;
}
// Stop monitoring service worker messages
function stopMessageMonitoring() {
if (messageListener) {
navigator.serviceWorker.removeEventListener('message', messageListener);
messageListener = null;
isMonitoring = false;
}
}
// Update the notification permission status display
function updateNotificationStatus() {
if (!('Notification' in window)) {
elements.notificationPermissionStatus.textContent = 'Not Supported';
elements.notificationPermissionStatus.className = 'status-denied';
// Disable subscribe button when notifications are not supported
elements.pushResubscribeButton.disabled = true;
elements.pushResubscribeButton.classList.add('disabled');
return;
}
const permission = Notification.permission;
elements.notificationPermissionStatus.textContent = permission;
switch (permission) {
case 'granted':
elements.notificationPermissionStatus.className = 'status-granted';
// Enable subscribe button when permission is granted
elements.pushResubscribeButton.disabled = false;
elements.pushResubscribeButton.classList.remove('disabled');
break;
case 'denied':
elements.notificationPermissionStatus.className = 'status-denied';
// Disable subscribe button when permission is denied
elements.pushResubscribeButton.disabled = true;
elements.pushResubscribeButton.classList.add('disabled');
break;
default:
elements.notificationPermissionStatus.className = 'status-default';
// Enable subscribe button for default state (prompt)
elements.pushResubscribeButton.disabled = false;
elements.pushResubscribeButton.classList.remove('disabled');
}
}
// Update the subscription status display
async function updateSubscriptionStatus() {
if (!('serviceWorker' in navigator) || !('PushManager' in window)) {
elements.subscriptionStatus.textContent = 'Not Supported';
elements.subscriptionStatus.className = 'status-denied';
// Disable unsubscribe button when not supported
elements.pushUnsubscribeButton.disabled = true;
// Set subscribe button text
elements.pushResubscribeButton.textContent = 'Subscribe';
// Disable simulate button when not supported
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = true;
}
return;
}
try {
const registration = await navigator.serviceWorker.ready;
currentSubscription = await registration.pushManager.getSubscription();
if (currentSubscription) {
elements.subscriptionStatus.textContent = 'active';
elements.subscriptionStatus.className = 'status-active';
// Enable unsubscribe button when subscription is active
elements.pushUnsubscribeButton.disabled = false;
// Change subscribe button text to "Re-subscribe"
elements.pushResubscribeButton.textContent = 'Re-subscribe';
// Enable simulate button when subscription is active
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = false;
}
} else {
elements.subscriptionStatus.textContent = 'Not Subscribed';
elements.subscriptionStatus.className = 'status-inactive';
// Disable unsubscribe button when not subscribed
elements.pushUnsubscribeButton.disabled = true;
// Set subscribe button text
elements.pushResubscribeButton.textContent = 'Subscribe';
// Disable simulate button when not subscribed
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = true;
}
}
} catch (error) {
console.error('Error checking subscription status:', error);
elements.subscriptionStatus.textContent = 'Error';
elements.subscriptionStatus.className = 'status-denied';
// Disable unsubscribe button on error
elements.pushUnsubscribeButton.disabled = true;
// Set subscribe button text
elements.pushResubscribeButton.textContent = 'Subscribe';
// Disable simulate button on error
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = true;
}
}
}
// Load saved credentials from localStorage
function loadSavedCredentials() {
try {
const storedAuth = localStorage.getItem('basicAuthCredentials');
if (storedAuth) {
const credentials = JSON.parse(storedAuth);
if (credentials.username && credentials.password) {
elements.pushUsername.value = credentials.username;
elements.pushPassword.value = credentials.password;
}
}
} catch (error) {
console.error('Error loading saved credentials:', error);
}
}
// --- Action Functions ---
// Save credentials and close the modal
async function saveCredentialsAndSubscribe() {
const username = elements.pushUsername.value.trim();
const password = elements.pushPassword.value.trim();
if (!username || !password) {
alert('Please enter both username and password');
return;
}
// Save credentials to localStorage
const credentials = { username, password };
localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
// Close the modal
closePushSettingsModal();
}
// Unsubscribe from push notifications
async function unsubscribeFromPush() {
if (!currentSubscription) {
alert('No active subscription to unsubscribe from');
return;
}
try {
await currentSubscription.unsubscribe();
await updateSubscriptionStatus();
// No success alert
} catch (error) {
console.error('Error unsubscribing:', error);
alert(`Error unsubscribing: ${error.message}`);
}
}
// Subscribe to push notifications
async function resubscribeToPush() {
try {
let username = elements.pushUsername.value.trim();
let password = elements.pushPassword.value.trim();
// If fields are empty, try to use stored credentials
if (!username || !password) {
try {
const storedAuth = localStorage.getItem('basicAuthCredentials');
if (storedAuth) {
const credentials = JSON.parse(storedAuth);
if (credentials.username && credentials.password) {
username = credentials.username;
password = credentials.password;
// Update the form fields with stored values
elements.pushUsername.value = username;
elements.pushPassword.value = password;
}
}
} catch (error) {
console.error('Error loading stored credentials:', error);
}
}
// Check if we have credentials, show alert if missing
if (!username || !password) {
console.log('No credentials available. Showing alert.');
alert('Please enter your username and password to subscribe.');
return;
}
// Save the credentials to localStorage
const credentials = { username, password };
localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
console.log('Saved credentials to localStorage');
// Use the credentials to subscribe
await setupPushNotifications();
// Wait a moment for the subscription to complete
await new Promise(resolve => setTimeout(resolve, 500));
// Get the updated subscription
const registration = await navigator.serviceWorker.ready;
currentSubscription = await registration.pushManager.getSubscription();
// Update the UI directly
if (currentSubscription && elements.subscriptionStatus) {
elements.subscriptionStatus.textContent = 'active';
elements.subscriptionStatus.className = 'status-active';
// Enable unsubscribe button when subscription is active
elements.pushUnsubscribeButton.disabled = false;
// Change subscribe button text to "Re-subscribe"
elements.pushResubscribeButton.textContent = 'Re-subscribe';
// Enable simulate button when subscription is active
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = false;
}
} else {
// Disable unsubscribe button when not subscribed
elements.pushUnsubscribeButton.disabled = true;
// Set subscribe button text
elements.pushResubscribeButton.textContent = 'Subscribe';
// Disable simulate button when not subscribed
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = true;
}
// Fall back to the standard update function
await updateSubscriptionStatus();
}
} catch (error) {
console.error('Error subscribing:', error);
alert(`Error subscribing: ${error.message}`);
}
}
// Manually trigger sendSubscriptionToServer with the current subscription
export async function sendSubscriptionToServer() {
if (!currentSubscription) {
await updateSubscriptionStatus();
if (!currentSubscription) {
// No alert, just return silently
return;
}
}
// Get stored credentials
let credentials;
try {
const storedAuth = localStorage.getItem('basicAuthCredentials');
if (storedAuth) {
credentials = JSON.parse(storedAuth);
if (!credentials.username || !credentials.password) {
throw new Error('Invalid credentials');
}
} else {
throw new Error('No stored credentials');
}
} catch (error) {
// No alert, just open the modal to let the user set credentials
openPushSettingsModal();
return;
}
// Create Basic Auth header
const createBasicAuthHeader = (creds) => {
return 'Basic ' + btoa(`${creds.username}:${creds.password}`);
};
const headers = {
'Content-Type': 'application/json',
'Authorization': createBasicAuthHeader(credentials)
};
try {
// Make the request to the server
const response = await fetch(`${getBackendUrl()}/subscribe`, {
method: 'POST',
body: JSON.stringify({
button_id: FLIC_BUTTON_ID,
subscription: currentSubscription
}),
headers: headers,
credentials: 'include'
});
if (response.ok) {
const result = await response.json();
// No success alert
// Update the currentSubscription variable
const registration = await navigator.serviceWorker.ready;
currentSubscription = await registration.pushManager.getSubscription();
// Directly update the subscription status element in the DOM
if (currentSubscription && elements.subscriptionStatus) {
elements.subscriptionStatus.textContent = 'active';
elements.subscriptionStatus.className = 'status-active';
// Enable unsubscribe button when subscription is active
elements.pushUnsubscribeButton.disabled = false;
// Change subscribe button text to "Re-subscribe"
elements.pushResubscribeButton.textContent = 'Re-subscribe';
// Enable simulate button when subscription is active
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = false;
}
}
} else {
let errorMsg = `Server error: ${response.status}`;
if (response.status === 401 || response.status === 403) {
localStorage.removeItem('basicAuthCredentials');
errorMsg = 'Authentication failed. Credentials cleared.';
} else {
try {
const errorData = await response.json();
errorMsg = errorData.message || errorMsg;
} catch (e) { /* use default */ }
}
// No error alert, just log the error
console.error(`Failed to send subscription: ${errorMsg}`);
}
} catch (error) {
// No error alert, just log the error
console.error(`Network error: ${error.message}`);
}
}

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// ui.js
import * as state from '../core/state.js';
import { GAME_STATES, CSS_CLASSES, DEFAULT_PLAYER_TIME_SECONDS } from '../config.js';
import audioManager from './audio.js';
// --- DOM Elements ---
export const elements = {
carousel: document.getElementById('carousel'),
gameButton: document.getElementById('gameButton'),
setupButton: document.getElementById('setupButton'),
addPlayerButton: document.getElementById('addPlayerButton'),
resetButton: document.getElementById('resetButton'),
playerModal: document.getElementById('playerModal'),
resetModal: document.getElementById('resetModal'),
playerForm: document.getElementById('playerForm'),
modalTitle: document.getElementById('modalTitle'),
playerNameInput: document.getElementById('playerName'),
playerTimeInput: document.getElementById('playerTime'),
playerImageInput: document.getElementById('playerImage'),
imagePreview: document.getElementById('imagePreview'),
playerTimeContainer: document.getElementById('playerTimeContainer'), // Parent of playerTimeInput
remainingTimeContainer: document.getElementById('remainingTimeContainer'),
playerRemainingTimeInput: document.getElementById('playerRemainingTime'),
deletePlayerButton: document.getElementById('deletePlayerButton'),
cancelButton: document.getElementById('cancelButton'), // Modal cancel
resetCancelButton: document.getElementById('resetCancelButton'),
resetConfirmButton: document.getElementById('resetConfirmButton'),
cameraButton: document.getElementById('cameraButton'),
// Camera elements needed by camera.js, but listed here for central management if desired
cameraContainer: document.getElementById('cameraContainer'),
cameraView: document.getElementById('cameraView'),
cameraCanvas: document.getElementById('cameraCanvas'),
cameraCaptureButton: document.getElementById('cameraCaptureButton'),
cameraCancelButton: document.getElementById('cameraCancelButton'),
// Header buttons container for sound toggle
headerButtons: document.querySelector('.header-buttons')
};
let isDragging = false;
let startX = 0;
let currentX = 0;
let carouselSwipeHandler = null; // To store the bound function for removal
// --- Rendering Functions ---
export function renderPlayers() {
const players = state.getPlayers();
const currentIndex = state.getCurrentPlayerIndex();
const currentGameState = state.getGameState();
elements.carousel.innerHTML = '';
if (players.length === 0) {
// Optionally display a message if there are no players
elements.carousel.innerHTML = '<p style="text-align: center; width: 100%;">Add players to start</p>';
return;
}
players.forEach((player, index) => {
const card = document.createElement('div');
const isActive = index === currentIndex;
card.className = `player-card ${isActive ? CSS_CLASSES.ACTIVE_PLAYER : CSS_CLASSES.INACTIVE_PLAYER}`;
const minutes = Math.floor(player.remainingTime / 60);
const seconds = player.remainingTime % 60;
const timeString = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
const timerClasses = [];
if (isActive && currentGameState === GAME_STATES.RUNNING) {
timerClasses.push(CSS_CLASSES.TIMER_ACTIVE);
}
if (player.remainingTime <= 0) {
timerClasses.push(CSS_CLASSES.TIMER_FINISHED);
}
card.innerHTML = `
<div class="player-image">
${player.image ? `<img src="${player.image}" alt="${player.name}">` : '<i class="fas fa-user"></i>'}
</div>
<div class="player-name">${player.name}</div>
<div class="player-timer ${timerClasses.join(' ')}">${timeString}</div>
`;
elements.carousel.appendChild(card);
});
updateCarouselPosition();
}
export function updateCarouselPosition() {
const currentIndex = state.getCurrentPlayerIndex();
elements.carousel.style.transform = `translateX(${-100 * currentIndex}%)`;
}
export function updateGameButton() {
const currentGameState = state.getGameState();
switch (currentGameState) {
case GAME_STATES.SETUP:
elements.gameButton.textContent = 'Start Game';
break;
case GAME_STATES.RUNNING:
elements.gameButton.textContent = 'Pause Game';
break;
case GAME_STATES.PAUSED:
elements.gameButton.textContent = 'Resume Game';
break;
case GAME_STATES.OVER:
elements.gameButton.textContent = 'Game Over';
break;
}
// Disable button if less than 2 players in setup
elements.gameButton.disabled = currentGameState === GAME_STATES.SETUP && state.getPlayers().length < 2;
}
// --- Modal Functions ---
export function showPlayerModal(isNewPlayer, player = null) {
const currentGameState = state.getGameState();
if (isNewPlayer) {
elements.modalTitle.textContent = 'Add New Player';
elements.playerNameInput.value = `Player ${state.getPlayers().length + 1}`;
elements.playerTimeInput.value = DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time from config
elements.remainingTimeContainer.style.display = 'none';
elements.playerTimeContainer.style.display = 'block'; // Ensure Time field is visible for new players
elements.imagePreview.innerHTML = '<i class="fas fa-user"></i>';
elements.deletePlayerButton.style.display = 'none';
} else if (player) {
elements.modalTitle.textContent = 'Edit Player';
elements.playerNameInput.value = player.name;
elements.playerTimeInput.value = player.timeInSeconds / 60;
if (currentGameState === GAME_STATES.PAUSED || currentGameState === GAME_STATES.OVER) {
elements.remainingTimeContainer.style.display = 'block';
elements.playerTimeContainer.style.display = 'none'; // Hide Time field when Remaining Time is shown
const minutes = Math.floor(player.remainingTime / 60);
const seconds = player.remainingTime % 60;
elements.playerRemainingTimeInput.value = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
} else {
elements.remainingTimeContainer.style.display = 'none';
elements.playerTimeContainer.style.display = 'block'; // Ensure Time field is visible otherwise
}
elements.imagePreview.innerHTML = player.image ? `<img src="${player.image}" alt="${player.name}">` : '<i class="fas fa-user"></i>';
elements.deletePlayerButton.style.display = 'block';
}
// Reset file input and captured image data
elements.playerImageInput.value = '';
elements.playerImageInput.dataset.capturedImage = '';
elements.playerModal.classList.add(CSS_CLASSES.MODAL_ACTIVE);
audioManager.play('modalOpen');
}
export function hidePlayerModal() {
elements.playerModal.classList.remove(CSS_CLASSES.MODAL_ACTIVE);
audioManager.play('modalClose');
// Potentially call camera cleanup here if it wasn't done elsewhere
}
export function showResetModal() {
elements.resetModal.classList.add(CSS_CLASSES.MODAL_ACTIVE);
audioManager.play('modalOpen');
}
export function hideResetModal() {
elements.resetModal.classList.remove(CSS_CLASSES.MODAL_ACTIVE);
audioManager.play('modalClose');
}
export function updateImagePreviewFromFile(file) {
if (file) {
const reader = new FileReader();
reader.onload = (event) => {
elements.imagePreview.innerHTML = `<img src="${event.target.result}" alt="Player Preview">`;
// Clear any previously captured image data if a file is selected
elements.playerImageInput.dataset.capturedImage = '';
};
reader.readAsDataURL(file);
}
}
export function updateImagePreviewFromDataUrl(dataUrl) {
elements.imagePreview.innerHTML = `<img src="${dataUrl}" alt="Player Preview">`;
// Store data URL and clear file input
elements.playerImageInput.dataset.capturedImage = dataUrl;
elements.playerImageInput.value = '';
}
// --- Carousel Touch Handling ---
function handleTouchStart(e) {
startX = e.touches[0].clientX;
currentX = startX;
isDragging = true;
// Optional: Add a class to the carousel for visual feedback during drag
elements.carousel.style.transition = 'none'; // Disable transition during drag
}
function handleTouchMove(e) {
if (!isDragging) return;
currentX = e.touches[0].clientX;
const diff = currentX - startX;
const currentIndex = state.getCurrentPlayerIndex();
const currentTranslate = -100 * currentIndex + (diff / elements.carousel.offsetWidth * 100);
elements.carousel.style.transform = `translateX(${currentTranslate}%)`;
}
function handleTouchEnd(e) {
if (!isDragging) return;
isDragging = false;
elements.carousel.style.transition = ''; // Re-enable transition
const diff = currentX - startX;
const threshold = elements.carousel.offsetWidth * 0.1; // 10% swipe threshold
if (Math.abs(diff) > threshold) {
// Call the handler passed during initialization
if (carouselSwipeHandler) {
carouselSwipeHandler(diff < 0 ? 1 : -1); // Pass direction: 1 for next, -1 for prev
}
} else {
// Snap back if swipe wasn't enough
updateCarouselPosition();
}
}
// --- UI Initialization ---
// Add sound toggle button
function createSoundToggleButton() {
const soundButton = document.createElement('button');
soundButton.id = 'soundToggleButton';
soundButton.className = 'header-button';
soundButton.title = 'Toggle Sound';
soundButton.innerHTML = audioManager.muted ? '<i class="fas fa-volume-mute"></i>' : '<i class="fas fa-volume-up"></i>';
soundButton.addEventListener('click', () => {
const isMuted = audioManager.toggleMute();
soundButton.innerHTML = isMuted ? '<i class="fas fa-volume-mute"></i>' : '<i class="fas fa-volume-up"></i>';
if (!isMuted) audioManager.play('buttonClick'); // Feedback only when unmuting
});
elements.headerButtons.prepend(soundButton); // Add to the beginning
}
// Parse time string (MM:SS) to seconds - Helper needed for form processing
export function parseTimeString(timeString) {
if (!/^\d{1,2}:\d{2}$/.test(timeString)) {
console.error('Invalid time format:', timeString);
return null; // Indicate error
}
const parts = timeString.split(':');
const minutes = parseInt(parts[0], 10);
const seconds = parseInt(parts[1], 10);
if (isNaN(minutes) || isNaN(seconds) || seconds > 59) {
console.error('Invalid time value:', timeString);
return null;
}
return (minutes * 60) + seconds;
}
// Sets up basic UI elements and listeners that primarily affect the UI itself
export function initUI(options) {
// Store the swipe handler provided by app.js
carouselSwipeHandler = options.onCarouselSwipe;
createSoundToggleButton();
// Carousel touch events
elements.carousel.addEventListener('touchstart', handleTouchStart, { passive: true });
elements.carousel.addEventListener('touchmove', handleTouchMove, { passive: true });
elements.carousel.addEventListener('touchend', handleTouchEnd);
// Image file input preview
elements.playerImageInput.addEventListener('change', (e) => {
const file = e.target.files[0];
if (file) {
updateImagePreviewFromFile(file);
}
});
// Initial render
renderPlayers();
updateGameButton();
}