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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/state.js Normal file
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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
}