This commit is contained in:
cpu
2025-03-28 22:36:08 +01:00
parent 08632ee711
commit 5763407edc
33 changed files with 664 additions and 491 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 audioManager from './ui/audio.js';
import * as pushFlic from './services/pushFlicIntegration.js';
// 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';
// --- Initialization ---
function initialize() {
console.log("Initializing Game Timer App...");
// 1. Load saved state or defaults
state.loadData();
// 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. Setup Flic action handlers
const flicActionHandlers = {
[config.FLIC_ACTIONS.SINGLE_CLICK]: playerManager.nextPlayer,
[config.FLIC_ACTIONS.DOUBLE_CLICK]: playerManager.previousPlayer,
[config.FLIC_ACTIONS.HOLD]: gameActions.togglePauseResume,
};
serviceWorkerManager.setFlicActionHandlers(flicActionHandlers);
// 7. Setup Service Worker (which also initializes Flic)
serviceWorkerManager.setupServiceWorker(serviceWorkerManager.handleServiceWorkerMessage);
// 8. Initial UI Update based on loaded state
ui.renderPlayers();
ui.updateGameButton();
// 9. 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 ---
initialize();

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// config.js
export const PUBLIC_VAPID_KEY = 'BKfRJXjSQmAJ452gLwlK_8scGrW6qMU1mBRp39ONtcQHkSsQgmLAaODIyGbgHyRpnDEv3HfXV1oGh3SC0fHxY0E';
export const BACKEND_URL = 'https://webpush.virtonline.eu';
export const FLIC_BUTTON_ID = 'game-button'; // Example ID, might need configuration
export const LOCAL_STORAGE_KEY = 'gameTimerData';
export const FLIC_BATTERY_THRESHOLD = 50; // Battery percentage threshold for low battery warning
// 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';
// --- 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
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();
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();
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
audioManager.play('buttonClick'); // Or a specific reset sound?
ui.updateGameButton();
ui.renderPlayers();
}
export function fullResetApp() {
timer.stopTimer();
state.resetToDefaults();
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
export function initTimer(options) {
onTimerTickCallback = options.onTimerTick;
onPlayerSwitchCallback = options.onPlayerSwitch;
onGameOverCallback = options.onGameOver;
}
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(); // Consider if this is too aggressive
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
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 (unlikely with check above)
if(currentPlayer.remainingTime < 0) {
state.updatePlayerTime(currentPlayerIndex, 0);
}
// Stop this player's timer tick sound if it was playing
// audioManager.stop('timerTick'); // Or specific low time sound
// Play time expired sound (only once)
// Check if we just hit zero to avoid playing repeatedly
// This logic might be complex, audioManager could handle idempotency
if (currentPlayer.remainingTime === 0 && !currentPlayer.timeExpiredSoundPlayed) {
audioManager.playTimerExpired();
// We need a way to mark that the sound played for this player this turn.
// This might require adding a temporary flag to the player state,
// or handling it within the audioManager. Let's assume audioManager handles it for now.
}
// 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
if (onPlayerSwitchCallback) onPlayerSwitchCallback(nextPlayerIndex);
// Play switch sound (might be handled in app.js based on state change)
// audioManager.play('playerSwitch'); // Or let app.js handle sounds based on actions
// 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 (or rather, stop ticking down as remainingTime is 0)
}
}
}, 1000);
}
export function stopTimer() {
clearInterval(timerInterval);
timerInterval = null;
// Optionally stop timer sounds here if needed
// audioManager.stop('timerTick');
}
export function isTimerRunning() {
return timerInterval !== null;
}

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// pushFlicIntegration.js
import { PUBLIC_VAPID_KEY, BACKEND_URL, FLIC_BUTTON_ID, FLIC_ACTIONS, FLIC_BATTERY_THRESHOLD } from '../config.js';
let pushSubscription = null; // Keep track locally if needed
let actionHandlers = {}; // Store handlers for different Flic actions
let lastBatteryWarningTimestamp = 0; // Track when last battery warning was shown
// --- 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;
}
// Prompt the user for credentials after permissions are granted
function promptForCredentials() {
console.log('Prompting user for auth credentials.');
const username = prompt('Please enter your username for backend authentication:');
if (!username) return null;
const password = prompt('Please enter your password:');
if (!password) return null;
const credentials = { username, password };
localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
return credentials;
}
// 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(/=+$/, '');
}
// Show a popup notification to the user
function showBatteryWarning(batteryLevel) {
// Only show warning once every 4 hours (to avoid annoying users)
const now = Date.now();
const fourHoursInMs = 4 * 60 * 60 * 1000;
if (now - lastBatteryWarningTimestamp < fourHoursInMs) {
console.log(`[PushFlic] Battery warning suppressed (shown recently): ${batteryLevel}%`);
return;
}
lastBatteryWarningTimestamp = now;
// Show the notification
const message = `Flic button battery is low (${batteryLevel}%). Please replace the battery soon.`;
// Show browser notification if permission granted
if (Notification.permission === 'granted') {
new Notification('Flic Button Low Battery', {
body: message,
icon: '/public/favicon.ico'
});
}
}
// --- 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.');
// After permission is granted, check for stored credentials or prompt user
let credentials = getBasicAuthCredentials();
if (!credentials) {
const confirmAuth = confirm('Do you want to set up credentials for push notifications now?');
if (!confirmAuth) {
console.log('User declined to provide auth credentials.');
return;
}
credentials = promptForCredentials();
if (!credentials) {
console.log('User canceled credential input.');
alert('Authentication required to set up push notifications.');
return;
}
}
const registration = await navigator.serviceWorker.ready;
let existingSubscription = await registration.pushManager.getSubscription();
let needsResubscribe = !existingSubscription;
if (existingSubscription) {
const existingKey = existingSubscription.options?.applicationServerKey;
if (!existingKey || arrayBufferToBase64(existingKey) !== PUBLIC_VAPID_KEY) {
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(PUBLIC_VAPID_KEY);
finalSubscription = await registration.pushManager.subscribe({
userVisibleOnly: true,
applicationServerKey: applicationServerKey
});
console.log('New push subscription obtained:', finalSubscription);
pushSubscription = finalSubscription; // Store it
}
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) {
// One more chance to enter credentials if needed
const confirmAuth = confirm('Authentication required to complete setup. Provide credentials now?');
if (!confirmAuth) {
alert('Authentication required to save button link.');
return;
}
const newCredentials = promptForCredentials();
if (!newCredentials) {
alert('Authentication required to save button link.');
return;
}
credentials = newCredentials;
}
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(`${BACKEND_URL}/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);
alert('Push notification setup completed successfully!');
} 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}`);
// Check if battery is below threshold and show warning if needed
if (batteryLevel < FLIC_BATTERY_THRESHOLD) {
showBatteryWarning(batteryLevel);
}
// 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}`);
// Execute the handler registered in app.js
handler(); // Use the handler function directly instead of hardcoded function calls
} else {
console.warn(`[PushFlic] No handler registered for action: ${action}`);
}
}
// --- Initialization ---
export function initPushFlic(handlers) {
actionHandlers = handlers; // Store the handlers passed from app.js
// Example: handlers = { SingleClick: handleNextPlayer, Hold: handleTogglePause }
// Attempt to subscribe immediately if permission might already be granted
// Or trigger subscription on a user action (e.g., a "Link Flic Button" button)
// For simplicity, let's try subscribing if SW is ready and permission allows
if ('serviceWorker' in navigator) {
navigator.serviceWorker.ready.then(registration => {
Notification.requestPermission().then(permission => {
if (permission === 'granted') {
console.log('[PushFlic] Permission granted, attempting subscription.');
subscribeToPush();
} else {
console.log('[PushFlic] Notification permission not granted.');
// Optionally provide a button for the user to trigger subscription later
}
});
});
}
}

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// serviceWorkerManager.js - Service worker registration and Flic integration
import * as config from '../config.js';
import * as pushFlic from './pushFlicIntegration.js';
// Store the action handlers passed from app.js
let flicActionHandlers = {};
export function setFlicActionHandlers(handlers) {
flicActionHandlers = handlers;
}
// --- Flic Integration Setup ---
export function initFlic() {
// This function is used by setupServiceWorker and relies on
// flicActionHandlers being set before this is called
pushFlic.initPushFlic(flicActionHandlers);
}
export function handleServiceWorkerMessage(event) {
console.log('[App] Message received from Service Worker:', event.data);
if (event.data?.type === 'flic-action') {
const { action, button, timestamp, batteryLevel } = event.data;
if (flicActionHandlers[action]) {
flicActionHandlers[action]();
} else {
pushFlic.handleFlicAction(action, button, timestamp, batteryLevel);
}
}
}
// --- Service Worker and PWA Setup ---
export function setupServiceWorker(messageHandler) {
if ('serviceWorker' in navigator) {
window.addEventListener('load', () => {
navigator.serviceWorker.register('/public/sw.js')
.then(registration => {
console.log('ServiceWorker registered successfully.');
// Listen for messages FROM the Service Worker (e.g., Flic actions)
navigator.serviceWorker.addEventListener('message', messageHandler);
// Initialize Flic integration (which will try to subscribe)
initFlic();
})
.catch(error => {
console.error('ServiceWorker registration failed:', error);
});
});
// Listen for SW controller changes
navigator.serviceWorker.addEventListener('controllerchange', () => {
console.log('Service Worker controller changed, potentially updated.');
// window.location.reload(); // Consider prompting user to reload
});
} else {
console.warn('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;
},
// 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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// 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();
}