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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.dockerignore Normal file
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# 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

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# 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/

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@@ -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

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@@ -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
@@ -65,4 +90,14 @@ 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
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// 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();

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@@ -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": [

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@@ -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));
}

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@@ -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"
}

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@@ -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"
}

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@@ -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('./');
}
})
);

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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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// 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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@@ -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();
}

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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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@@ -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;

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@@ -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

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@@ -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'
});
}
}

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@@ -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.');
}
}

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@@ -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

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@@ -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>';