clean up
55
.dockerignore
Normal file
@@ -0,0 +1,55 @@
|
||||
# Version control
|
||||
.git/
|
||||
.gitignore
|
||||
|
||||
# Node.js
|
||||
node_modules/
|
||||
npm-debug.log
|
||||
yarn-debug.log
|
||||
yarn-error.log
|
||||
|
||||
# Development files
|
||||
.editorconfig
|
||||
.eslintrc
|
||||
.stylelintrc
|
||||
.prettierrc
|
||||
.vscode/
|
||||
.idea/
|
||||
*.swp
|
||||
*.swo
|
||||
|
||||
# Documentation
|
||||
docs/
|
||||
README.md
|
||||
LICENSE
|
||||
CHANGELOG.md
|
||||
*.md
|
||||
|
||||
# OS generated files
|
||||
.DS_Store
|
||||
.DS_Store?
|
||||
._*
|
||||
.Spotlight-V100
|
||||
.Trashes
|
||||
ehthumbs.db
|
||||
Thumbs.db
|
||||
|
||||
# Test files
|
||||
__tests__/
|
||||
test/
|
||||
tests/
|
||||
coverage/
|
||||
|
||||
# Build artifacts
|
||||
dist/
|
||||
build/
|
||||
|
||||
# Environment files
|
||||
.env
|
||||
.env.*
|
||||
*.env
|
||||
|
||||
# Project specific files
|
||||
screenshots/
|
||||
labels.example
|
||||
virt-game-timer.service
|
||||
39
.gitignore
vendored
Normal file
@@ -0,0 +1,39 @@
|
||||
# Dependency directories
|
||||
node_modules/
|
||||
jspm_packages/
|
||||
|
||||
# Build outputs
|
||||
dist/
|
||||
build/
|
||||
|
||||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
|
||||
# Environment variables
|
||||
.env
|
||||
.env.local
|
||||
.env.development.local
|
||||
.env.test.local
|
||||
.env.production.local
|
||||
|
||||
# Editor directories and files
|
||||
.idea/
|
||||
.vscode/
|
||||
*.swp
|
||||
*.swo
|
||||
|
||||
# OS specific files
|
||||
.DS_Store
|
||||
.DS_Store?
|
||||
._*
|
||||
.Spotlight-V100
|
||||
.Trashes
|
||||
ehthumbs.db
|
||||
Thumbs.db
|
||||
|
||||
# Docker
|
||||
.docker/
|
||||
@@ -4,8 +4,9 @@ FROM nginx:alpine
|
||||
# Remove the default Nginx static files
|
||||
RUN rm -rf /usr/share/nginx/html/*
|
||||
|
||||
# Copy all your app's files into the Nginx directory
|
||||
COPY . /usr/share/nginx/html
|
||||
# Copy public directory contents into the Nginx directory
|
||||
COPY public/ /usr/share/nginx/html/
|
||||
COPY src/ /usr/share/nginx/html/src/
|
||||
|
||||
# Expose port 80
|
||||
EXPOSE 80
|
||||
|
||||
41
README.md
@@ -1,6 +1,31 @@
|
||||
# Game Timer
|
||||
|
||||
Multi-player chess timer with carousel navigation
|
||||
Multi-player game-timer timer with carousel navigation
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
game-timer/
|
||||
├── docs/ # Documentation and project resources
|
||||
│ └── screenshots/ # Application screenshots
|
||||
├── public/ # Static assets and public-facing resources
|
||||
│ ├── css/ # CSS stylesheets
|
||||
│ ├── images/ # Images used by the application
|
||||
│ ├── icons/ # App icons for PWA
|
||||
│ ├── audio/ # Audio files
|
||||
│ ├── index.html # Main HTML entry point
|
||||
│ ├── manifest.json # PWA manifest
|
||||
│ └── sw.js # Service Worker
|
||||
├── src/ # Source code
|
||||
│ └── js/ # JavaScript files
|
||||
│ ├── core/ # Core application logic
|
||||
│ ├── ui/ # UI-related code
|
||||
│ ├── services/ # External services integration
|
||||
│ └── utils/ # Utility functions
|
||||
├── Dockerfile # Docker container definition
|
||||
├── .dockerignore # Files to exclude from Docker build
|
||||
└── package.json # Project metadata and dependencies
|
||||
```
|
||||
|
||||
# PWA Containerized Deployment
|
||||
|
||||
@@ -23,7 +48,7 @@ git clone https://gitea.virtonline.eu/2HoursProject/game-timer.git
|
||||
cd game-timer
|
||||
```
|
||||
|
||||
### 2. Build the docker image
|
||||
### 2. Build the Docker image
|
||||
|
||||
From the repository root, run the following command to build your Docker image:
|
||||
|
||||
@@ -56,7 +81,7 @@ docker logs game-timer-container
|
||||
After running the container, open your web browser and navigate to:
|
||||
|
||||
```bash
|
||||
http://localhost
|
||||
http://localhost:8080
|
||||
```
|
||||
|
||||
### 5. Terminate
|
||||
@@ -66,3 +91,13 @@ To stop your running game-timer-container, use:
|
||||
```bash
|
||||
docker stop game-timer-container
|
||||
```
|
||||
|
||||
## Development
|
||||
|
||||
For local development without Docker, you can use:
|
||||
|
||||
```bash
|
||||
npm run dev
|
||||
```
|
||||
|
||||
This will start a local development server and open the application in your browser.
|
||||
446
app.js
@@ -1,446 +0,0 @@
|
||||
// app.js - Main Application Orchestrator
|
||||
import * as config from './config.js';
|
||||
import * as state from './state.js';
|
||||
import * as ui from './ui.js';
|
||||
import * as timer from './timer.js';
|
||||
import camera from './camera.js'; // Default export
|
||||
import audioManager from './audio.js';
|
||||
import * as pushFlic from './pushFlicIntegration.js';
|
||||
|
||||
// --- Core Game Actions ---
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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.
|
||||
}
|
||||
}
|
||||
|
||||
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.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
function fullResetApp() {
|
||||
timer.stopTimer();
|
||||
state.resetToDefaults();
|
||||
audioManager.play('gameOver'); // Use game over sound for full reset
|
||||
ui.hideResetModal();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
// --- Event Handlers ---
|
||||
|
||||
function handleGameButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
togglePauseResume();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
function handleResetButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before resetting.');
|
||||
return;
|
||||
}
|
||||
ui.showResetModal();
|
||||
}
|
||||
|
||||
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 : (imageFile || ui.elements.playerImageInput.dataset.capturedImage ? finalImageData : 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));
|
||||
}
|
||||
}
|
||||
|
||||
function handlePlayerModalCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hidePlayerModal();
|
||||
camera.stopStream(); // Make sure camera turns off
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
function handleResetConfirm() {
|
||||
audioManager.play('buttonClick');
|
||||
fullResetApp();
|
||||
}
|
||||
|
||||
function handleResetCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hideResetModal();
|
||||
}
|
||||
|
||||
function handleCameraButtonClick(event) {
|
||||
event.preventDefault(); // Prevent form submission if inside form
|
||||
audioManager.play('buttonClick');
|
||||
camera.open(); // Open the camera interface
|
||||
}
|
||||
|
||||
// --- Timer Callbacks ---
|
||||
|
||||
function handleTimerTick() {
|
||||
// Timer module already updated the state, just need to redraw UI
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
function handlePlayerSwitchOnTimer(newPlayerIndex) {
|
||||
// Timer detected current player ran out, found next player
|
||||
console.log(`Timer switching to player index: ${newPlayerIndex}`);
|
||||
switchToPlayer(newPlayerIndex);
|
||||
// Sound is handled in switchToPlayer
|
||||
}
|
||||
|
||||
// --- Camera Callback ---
|
||||
function handleCameraCapture(imageDataUrl) {
|
||||
console.log("Image captured");
|
||||
ui.updateImagePreviewFromDataUrl(imageDataUrl);
|
||||
// Camera module already closed the camera UI
|
||||
}
|
||||
|
||||
// --- Service Worker and PWA Setup ---
|
||||
|
||||
function setupServiceWorker() {
|
||||
if ('serviceWorker' in navigator) {
|
||||
window.addEventListener('load', () => {
|
||||
navigator.serviceWorker.register('/sw.js')
|
||||
.then(registration => {
|
||||
console.log('ServiceWorker registered successfully.');
|
||||
|
||||
// Listen for messages FROM the Service Worker (e.g., Flic actions)
|
||||
navigator.serviceWorker.addEventListener('message', handleServiceWorkerMessage);
|
||||
|
||||
// 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.');
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
pushFlic.handleFlicAction(action, button, timestamp, batteryLevel);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Flic Integration Setup ---
|
||||
function initFlic() {
|
||||
// Define what happens for each Flic button action
|
||||
const flicActionHandlers = {
|
||||
[config.FLIC_ACTIONS.SINGLE_CLICK]: nextPlayer,
|
||||
[config.FLIC_ACTIONS.DOUBLE_CLICK]: previousPlayer, // Map double-click to previous player
|
||||
[config.FLIC_ACTIONS.HOLD]: togglePauseResume,
|
||||
};
|
||||
pushFlic.initPushFlic(flicActionHandlers);
|
||||
}
|
||||
|
||||
|
||||
// --- 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) nextPlayer(); else previousPlayer();
|
||||
}
|
||||
});
|
||||
|
||||
// 3. Initialize Timer (pass callbacks for UI updates/state changes)
|
||||
timer.initTimer({
|
||||
onTimerTick: handleTimerTick,
|
||||
onPlayerSwitch: handlePlayerSwitchOnTimer,
|
||||
onGameOver: 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: handleCameraCapture
|
||||
}
|
||||
);
|
||||
|
||||
// 5. Set up UI Event Listeners that trigger actions
|
||||
ui.elements.gameButton.addEventListener('click', handleGameButtonClick);
|
||||
ui.elements.setupButton.addEventListener('click', handleSetupButtonClick);
|
||||
ui.elements.addPlayerButton.addEventListener('click', handleAddPlayerButtonClick);
|
||||
ui.elements.resetButton.addEventListener('click', handleResetButtonClick);
|
||||
ui.elements.playerForm.addEventListener('submit', handlePlayerFormSubmit);
|
||||
ui.elements.cancelButton.addEventListener('click', handlePlayerModalCancel);
|
||||
ui.elements.deletePlayerButton.addEventListener('click', handleDeletePlayer);
|
||||
ui.elements.resetConfirmButton.addEventListener('click', handleResetConfirm);
|
||||
ui.elements.resetCancelButton.addEventListener('click', handleResetCancel);
|
||||
ui.elements.cameraButton.addEventListener('click', handleCameraButtonClick);
|
||||
|
||||
// 6. Setup Service Worker (which also initializes Flic)
|
||||
setupServiceWorker();
|
||||
|
||||
// 7. Initial UI Update based on loaded state
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton();
|
||||
|
||||
// 8. Resume timer if state loaded as 'running' (e.g., after refresh)
|
||||
// Note: This might be undesirable. Usually, a refresh should pause.
|
||||
// Consider forcing state to 'paused' or 'setup' on load?
|
||||
// For now, let's 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();
|
||||
|
Before Width: | Height: | Size: 320 KiB After Width: | Height: | Size: 320 KiB |
|
Before Width: | Height: | Size: 416 KiB After Width: | Height: | Size: 416 KiB |
@@ -2,7 +2,7 @@
|
||||
"name": "countdown",
|
||||
"version": "1.0.0",
|
||||
"description": "Multi-player chess timer with carousel navigation",
|
||||
"main": "app.js",
|
||||
"main": "src/js/app.js",
|
||||
"scripts": {
|
||||
"start": "docker run -d -p 8080:80 --name game-timer-container game-timer:latest",
|
||||
"stop": "docker stop game-timer-container && docker rm game-timer-container",
|
||||
@@ -10,7 +10,7 @@
|
||||
"rebuild": "npm run stop || true && npm run build && npm run start",
|
||||
"logs": "docker logs game-timer-container",
|
||||
"status": "docker ps | grep game-timer-container",
|
||||
"dev": "cd /usr/share/nginx/html && python -m http.server 8000",
|
||||
"dev": "npx http-server . -o /public",
|
||||
"clean": "docker system prune -f"
|
||||
},
|
||||
"keywords": [
|
||||
|
||||
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 5.9 KiB After Width: | Height: | Size: 5.9 KiB |
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 5.2 KiB After Width: | Height: | Size: 5.2 KiB |
|
Before Width: | Height: | Size: 398 B After Width: | Height: | Size: 398 B |
|
Before Width: | Height: | Size: 770 B After Width: | Height: | Size: 770 B |
@@ -7,7 +7,7 @@
|
||||
<title>Game Timer</title>
|
||||
<link rel="manifest" href="manifest.json">
|
||||
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.2/css/all.min.css">
|
||||
<link rel="stylesheet" href="styles.css">
|
||||
<link rel="stylesheet" href="css/styles.css">
|
||||
|
||||
</head>
|
||||
<body>
|
||||
@@ -102,10 +102,10 @@
|
||||
</div>
|
||||
|
||||
<!-- Main application script -->
|
||||
<script type="module" src="app.js"></script>
|
||||
<script type="module" src="../src/js/app.js"></script>
|
||||
<script>
|
||||
if ("serviceWorker" in navigator) {
|
||||
navigator.serviceWorker.register("/sw.js")
|
||||
navigator.serviceWorker.register("sw.js")
|
||||
.then(() => console.log("Service Worker Registered"))
|
||||
.catch((err) => console.log("Service Worker Failed", err));
|
||||
}
|
||||
@@ -2,46 +2,46 @@
|
||||
"name": "Game Timer PWA",
|
||||
"short_name": "Game Timer",
|
||||
"description": "Multi-player chess-like timer with carousel navigation",
|
||||
"start_url": "/index.html",
|
||||
"start_url": "./index.html",
|
||||
"display": "standalone",
|
||||
"background_color": "#f5f5f5",
|
||||
"theme_color": "#2c3e50",
|
||||
"icons": [
|
||||
{
|
||||
"src": "/icons/android-chrome-192x192.png",
|
||||
"src": "./icons/android-chrome-192x192.png",
|
||||
"sizes": "192x192",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "/icons/android-chrome-512x512.png",
|
||||
"src": "./icons/android-chrome-512x512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "/icons/apple-touch-icon.png",
|
||||
"src": "./icons/apple-touch-icon.png",
|
||||
"sizes": "180x180",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "/icons/favicon-32x32.png",
|
||||
"src": "./icons/favicon-32x32.png",
|
||||
"sizes": "32x32",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "/icons/favicon-16x16.png",
|
||||
"src": "./icons/favicon-16x16.png",
|
||||
"sizes": "16x16",
|
||||
"type": "image/png"
|
||||
}
|
||||
],
|
||||
"screenshots": [
|
||||
{
|
||||
"src": "/screenshots/screenshot1.png",
|
||||
"src": "../docs/screenshots/screenshot1.png",
|
||||
"sizes": "2604x2269",
|
||||
"type": "image/png",
|
||||
"form_factor": "wide"
|
||||
},
|
||||
{
|
||||
"src": "/screenshots/screenshot2.png",
|
||||
"src": "../docs/screenshots/screenshot2.png",
|
||||
"sizes": "1082x2402",
|
||||
"type": "image/png"
|
||||
}
|
||||
@@ -3,12 +3,12 @@
|
||||
"short_name": "Game Timer",
|
||||
"icons": [
|
||||
{
|
||||
"src": "/icons/android-chrome-192x192.png",
|
||||
"src": "./icons/android-chrome-192x192.png",
|
||||
"sizes": "192x192",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "/icons/android-chrome-512x512.png",
|
||||
"src": "./icons/android-chrome-512x512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png"
|
||||
}
|
||||
@@ -4,17 +4,17 @@ const CACHE_NAME = `game-timer-${CACHE_VERSION}`;
|
||||
|
||||
// Files to cache
|
||||
const CACHE_FILES = [
|
||||
'/',
|
||||
'/index.html',
|
||||
'/app.js',
|
||||
'/audio.js',
|
||||
'/styles.css',
|
||||
'/manifest.json',
|
||||
'/icons/android-chrome-192x192.png',
|
||||
'/icons/android-chrome-512x512.png',
|
||||
'/icons/apple-touch-icon.png',
|
||||
'/icons/favicon-32x32.png',
|
||||
'/icons/favicon-16x16.png'
|
||||
'./',
|
||||
'./index.html',
|
||||
'../src/js/app.js',
|
||||
'../src/js/ui/audio.js',
|
||||
'./css/styles.css',
|
||||
'./manifest.json',
|
||||
'./icons/android-chrome-192x192.png',
|
||||
'./icons/android-chrome-512x512.png',
|
||||
'./icons/apple-touch-icon.png',
|
||||
'./icons/favicon-32x32.png',
|
||||
'./icons/favicon-16x16.png'
|
||||
];
|
||||
|
||||
// Install event - Cache files
|
||||
@@ -124,7 +124,7 @@ self.addEventListener('push', event => {
|
||||
// If no window is open, we MUST show a notification
|
||||
return self.registration.showNotification(pushData.title, {
|
||||
body: pushData.body,
|
||||
icon: '/icons/icon-192x192.png', // Optional: path to an icon
|
||||
icon: './icons/android-chrome-192x192.png', // Optional: path to an icon
|
||||
data: pushData.data // Pass data if needed when notification is clicked
|
||||
});
|
||||
}
|
||||
@@ -144,7 +144,7 @@ self.addEventListener('push', event => {
|
||||
if (!messageSent) { // Only show notification if no message was sent? Or always show?
|
||||
return self.registration.showNotification(pushData.title, {
|
||||
body: pushData.body,
|
||||
icon: '/icons/icon-192x192.png',
|
||||
icon: './icons/android-chrome-192x192.png',
|
||||
data: pushData.data
|
||||
});
|
||||
}
|
||||
@@ -159,7 +159,7 @@ self.addEventListener('push', event => {
|
||||
/*
|
||||
const notificationOptions = {
|
||||
body: pushData.body,
|
||||
icon: '/icons/icon-192x192.png', // Optional: path to an icon
|
||||
icon: './icons/android-chrome-192x192.png', // Optional: path to an icon
|
||||
data: pushData.data // Attach data if needed when notification is clicked
|
||||
};
|
||||
event.waitUntil(
|
||||
@@ -185,7 +185,7 @@ self.addEventListener('notificationclick', event => {
|
||||
}
|
||||
|
||||
if (self.clients.openWindow) {
|
||||
return self.clients.openWindow('/');
|
||||
return self.clients.openWindow('./');
|
||||
}
|
||||
})
|
||||
);
|
||||
91
src/js/app.js
Normal file
@@ -0,0 +1,91 @@
|
||||
// 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();
|
||||
92
src/js/core/eventHandlers.js
Normal file
@@ -0,0 +1,92 @@
|
||||
// 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
|
||||
}
|
||||
91
src/js/core/gameActions.js
Normal file
@@ -0,0 +1,91 @@
|
||||
// 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();
|
||||
}
|
||||
154
src/js/core/playerManager.js
Normal file
@@ -0,0 +1,154 @@
|
||||
// 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();
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
// state.js
|
||||
import { LOCAL_STORAGE_KEY, DEFAULT_PLAYERS, GAME_STATES, DEFAULT_PLAYER_TIME_SECONDS } from './config.js';
|
||||
import { LOCAL_STORAGE_KEY, DEFAULT_PLAYERS, GAME_STATES, DEFAULT_PLAYER_TIME_SECONDS } from '../config.js';
|
||||
|
||||
let players = [];
|
||||
let currentPlayerIndex = 0;
|
||||
@@ -1,7 +1,7 @@
|
||||
// timer.js
|
||||
import * as state from './state.js';
|
||||
import { GAME_STATES } from './config.js';
|
||||
import audioManager from './audio.js';
|
||||
import { GAME_STATES } from '../config.js';
|
||||
import audioManager from '../ui/audio.js';
|
||||
|
||||
let timerInterval = null;
|
||||
let onTimerTickCallback = null; // Callback for UI updates
|
||||
@@ -1,5 +1,5 @@
|
||||
// pushFlicIntegration.js
|
||||
import { PUBLIC_VAPID_KEY, BACKEND_URL, FLIC_BUTTON_ID, FLIC_ACTIONS, FLIC_BATTERY_THRESHOLD } from './config.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
|
||||
@@ -88,7 +88,7 @@ function showBatteryWarning(batteryLevel) {
|
||||
if (Notification.permission === 'granted') {
|
||||
new Notification('Flic Button Low Battery', {
|
||||
body: message,
|
||||
icon: '/favicon.ico'
|
||||
icon: '/public/favicon.ico'
|
||||
});
|
||||
}
|
||||
}
|
||||
58
src/js/services/serviceWorkerManager.js
Normal file
@@ -0,0 +1,58 @@
|
||||
// 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.');
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
// camera.js
|
||||
import { CSS_CLASSES } from './config.js';
|
||||
import { CSS_CLASSES } from '../config.js';
|
||||
|
||||
let stream = null;
|
||||
let elements = {}; // To store references to DOM elements passed during init
|
||||
@@ -1,6 +1,6 @@
|
||||
// ui.js
|
||||
import * as state from './state.js';
|
||||
import { GAME_STATES, CSS_CLASSES } from './config.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 ---
|
||||
@@ -118,8 +118,9 @@ export function showPlayerModal(isNewPlayer, player = null) {
|
||||
if (isNewPlayer) {
|
||||
elements.modalTitle.textContent = 'Add New Player';
|
||||
elements.playerNameInput.value = `Player ${state.getPlayers().length + 1}`;
|
||||
elements.playerTimeInput.value = state.DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time
|
||||
elements.playerTimeInput.value = DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time from config
|
||||
elements.remainingTimeContainer.style.display = 'none';
|
||||
elements.playerTimeContainer.style.display = 'block'; // Ensure Time field is visible for new players
|
||||
elements.imagePreview.innerHTML = '<i class="fas fa-user"></i>';
|
||||
elements.deletePlayerButton.style.display = 'none';
|
||||
} else if (player) {
|
||||
@@ -129,11 +130,13 @@ export function showPlayerModal(isNewPlayer, player = null) {
|
||||
|
||||
if (currentGameState === GAME_STATES.PAUSED || currentGameState === GAME_STATES.OVER) {
|
||||
elements.remainingTimeContainer.style.display = 'block';
|
||||
elements.playerTimeContainer.style.display = 'none'; // Hide Time field when Remaining Time is shown
|
||||
const minutes = Math.floor(player.remainingTime / 60);
|
||||
const seconds = player.remainingTime % 60;
|
||||
elements.playerRemainingTimeInput.value = `${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>';
|
||||