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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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js/core/gameActions.js Normal file
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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();
}