refactoring
This commit is contained in:
116
camera.js
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116
camera.js
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// camera.js
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import { CSS_CLASSES } from './config.js';
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let stream = null;
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let elements = {}; // To store references to DOM elements passed during init
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let onCaptureCallback = null; // Callback when image is captured
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export function initCamera(cameraElements, options) {
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elements = cameraElements; // Store refs like { cameraContainer, cameraView, etc. }
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onCaptureCallback = options.onCapture;
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// Add internal listeners for capture/cancel buttons
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elements.cameraCaptureButton?.addEventListener('click', handleCapture);
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elements.cameraCancelButton?.addEventListener('click', closeCamera);
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// Handle orientation change to potentially reset stream dimensions
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window.addEventListener('orientationchange', handleOrientationChange);
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}
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async function openCamera() {
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if (!navigator.mediaDevices || !navigator.mediaDevices.getUserMedia) {
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alert('Camera access not supported or available on this device.');
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return false; // Indicate failure
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}
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try {
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stream = await navigator.mediaDevices.getUserMedia({
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video: {
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facingMode: 'user', // Prefer front camera
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width: { ideal: 1280 },
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height: { ideal: 720 }
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}
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});
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elements.cameraContainer?.classList.add(CSS_CLASSES.CAMERA_ACTIVE);
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if (elements.cameraView) {
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elements.cameraView.srcObject = stream;
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// Wait for video metadata to load to get correct dimensions
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elements.cameraView.onloadedmetadata = () => {
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elements.cameraView.play(); // Start playing the video stream
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};
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}
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return true; // Indicate success
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} catch (error) {
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console.error('Error accessing camera:', error);
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alert('Could not access camera: ' + error.message);
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closeCamera(); // Ensure cleanup if opening failed
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return false; // Indicate failure
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}
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}
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function handleCapture() {
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if (!elements.cameraView || !elements.cameraCanvas || !stream) return;
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// Set canvas dimensions to match video's actual dimensions
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elements.cameraCanvas.width = elements.cameraView.videoWidth;
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elements.cameraCanvas.height = elements.cameraView.videoHeight;
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// Draw the current video frame to the canvas
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const context = elements.cameraCanvas.getContext('2d');
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// Flip horizontally for front camera to make it mirror-like
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if (stream.getVideoTracks()[0]?.getSettings()?.facingMode === 'user') {
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context.translate(elements.cameraCanvas.width, 0);
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context.scale(-1, 1);
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}
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context.drawImage(elements.cameraView, 0, 0, elements.cameraCanvas.width, elements.cameraCanvas.height);
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// Convert canvas to data URL (JPEG format)
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const imageDataUrl = elements.cameraCanvas.toDataURL('image/jpeg', 0.9); // Quality 0.9
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// Call the callback provided during init with the image data
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if (onCaptureCallback) {
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onCaptureCallback(imageDataUrl);
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}
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// Stop stream and hide UI after capture
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closeCamera();
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}
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function stopCameraStream() {
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if (stream) {
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stream.getTracks().forEach(track => track.stop());
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stream = null;
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}
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// Also clear the srcObject
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if (elements.cameraView) {
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elements.cameraView.srcObject = null;
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}
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}
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function closeCamera() {
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stopCameraStream();
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elements.cameraContainer?.classList.remove(CSS_CLASSES.CAMERA_ACTIVE);
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}
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function handleOrientationChange() {
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// If camera is active, restart stream to potentially adjust aspect ratio/resolution
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if (elements.cameraContainer?.classList.contains(CSS_CLASSES.CAMERA_ACTIVE) && stream) {
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console.log("Orientation changed, re-evaluating camera stream...");
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// Short delay to allow layout to settle
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setTimeout(async () => {
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// Stop existing stream before requesting new one
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// This might cause a flicker but ensures constraints are re-evaluated
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stopCameraStream();
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await openCamera(); // Attempt to reopen with potentially new constraints
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}, 300);
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}
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}
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// Public API for camera module
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export default {
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init: initCamera,
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open: openCamera,
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close: closeCamera,
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stopStream: stopCameraStream // Expose if needed externally, e.g., when modal closes
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};
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37
config.js
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37
config.js
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// config.js
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export const PUBLIC_VAPID_KEY = 'BKfRJXjSQmAJ452gLwlK_8scGrW6qMU1mBRp39ONtcQHkSsQgmLAaODIyGbgHyRpnDEv3HfXV1oGh3SC0fHxY0E';
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export const BACKEND_URL = 'https://webpush.virtonline.eu';
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export const FLIC_BUTTON_ID = 'game-button'; // Example ID, might need configuration
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export const LOCAL_STORAGE_KEY = 'gameTimerData';
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// Default player settings
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export const DEFAULT_PLAYER_TIME_SECONDS = 300; // 5 minutes
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export const DEFAULT_PLAYERS = [
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{ id: 1, name: 'Player 1', timeInSeconds: DEFAULT_PLAYER_TIME_SECONDS, remainingTime: DEFAULT_PLAYER_TIME_SECONDS, image: null },
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{ id: 2, name: 'Player 2', timeInSeconds: DEFAULT_PLAYER_TIME_SECONDS, remainingTime: DEFAULT_PLAYER_TIME_SECONDS, image: null }
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];
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// CSS Classes (optional, but can help consistency)
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export const CSS_CLASSES = {
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ACTIVE_PLAYER: 'active-player',
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INACTIVE_PLAYER: 'inactive-player',
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TIMER_ACTIVE: 'timer-active',
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TIMER_FINISHED: 'timer-finished',
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MODAL_ACTIVE: 'active',
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CAMERA_ACTIVE: 'active'
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};
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// Game States
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export const GAME_STATES = {
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SETUP: 'setup',
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RUNNING: 'running',
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PAUSED: 'paused',
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OVER: 'over'
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};
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// Flic Actions
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export const FLIC_ACTIONS = {
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SINGLE_CLICK: 'SingleClick',
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DOUBLE_CLICK: 'DoubleClick',
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HOLD: 'Hold'
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};
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197
pushFlicIntegration.js
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197
pushFlicIntegration.js
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@@ -0,0 +1,197 @@
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// pushFlicIntegration.js
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import { PUBLIC_VAPID_KEY, BACKEND_URL, FLIC_BUTTON_ID, FLIC_ACTIONS } from './config.js';
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let pushSubscription = null; // Keep track locally if needed
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let actionHandlers = {}; // Store handlers for different Flic actions
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// --- Helper Functions ---
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// Get stored basic auth credentials or prompt user for them
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function getBasicAuthCredentials() {
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const storedAuth = localStorage.getItem('basicAuthCredentials');
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if (storedAuth) {
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try { return JSON.parse(storedAuth); } catch (error) { console.error('Failed to parse stored credentials:', error); }
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}
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const username = prompt('Please enter your username for backend authentication:');
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if (!username) return null;
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const password = prompt('Please enter your password:');
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if (!password) return null;
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const credentials = { username, password };
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localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
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return credentials;
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}
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// Create Basic Auth header string
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function createBasicAuthHeader(credentials) {
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if (!credentials?.username || !credentials.password) return null;
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return 'Basic ' + btoa(`${credentials.username}:${credentials.password}`);
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}
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// Convert URL-safe base64 string to Uint8Array
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function urlBase64ToUint8Array(base64String) {
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const padding = '='.repeat((4 - base64String.length % 4) % 4);
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const base64 = (base64String + padding).replace(/-/g, '+').replace(/_/g, '/');
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const rawData = window.atob(base64);
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const outputArray = new Uint8Array(rawData.length);
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for (let i = 0; i < rawData.length; ++i) {
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outputArray[i] = rawData.charCodeAt(i);
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}
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return outputArray;
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}
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// Convert ArrayBuffer to URL-safe Base64 string
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function arrayBufferToBase64(buffer) {
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let binary = '';
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const bytes = new Uint8Array(buffer);
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for (let i = 0; i < bytes.byteLength; i++) { binary += String.fromCharCode(bytes[i]); }
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return window.btoa(binary).replace(/\+/g, '-').replace(/\//g, '_').replace(/=+$/, '');
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}
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// --- Push Subscription Logic ---
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async function subscribeToPush() {
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const buttonId = FLIC_BUTTON_ID; // Use configured button ID
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if (!('serviceWorker' in navigator) || !('PushManager' in window)) {
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console.error('Push Messaging is not supported.');
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alert('Push Notifications are not supported by your browser.');
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return;
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}
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try {
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const permission = await Notification.requestPermission();
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if (permission !== 'granted') {
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console.warn('Notification permission denied.');
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alert('Please enable notifications to link the Flic button.');
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return;
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}
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const registration = await navigator.serviceWorker.ready;
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let existingSubscription = await registration.pushManager.getSubscription();
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let needsResubscribe = !existingSubscription;
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if (existingSubscription) {
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const existingKey = existingSubscription.options?.applicationServerKey;
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if (!existingKey || arrayBufferToBase64(existingKey) !== PUBLIC_VAPID_KEY) {
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console.log('VAPID key mismatch or missing. Unsubscribing old subscription.');
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await existingSubscription.unsubscribe();
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existingSubscription = null;
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needsResubscribe = true;
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} else {
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console.log('Existing valid subscription found.');
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pushSubscription = existingSubscription; // Store it
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}
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}
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let finalSubscription = existingSubscription;
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if (needsResubscribe) {
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console.log('Subscribing for push notifications...');
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const applicationServerKey = urlBase64ToUint8Array(PUBLIC_VAPID_KEY);
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finalSubscription = await registration.pushManager.subscribe({
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userVisibleOnly: true,
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applicationServerKey: applicationServerKey
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});
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console.log('New push subscription obtained:', finalSubscription);
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pushSubscription = finalSubscription; // Store it
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}
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if (!finalSubscription) {
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console.error("Failed to obtain a subscription object.");
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alert("Could not get subscription details.");
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return;
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}
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// Send to backend
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await sendSubscriptionToServer(finalSubscription, buttonId);
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} catch (error) {
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console.error('Error during push subscription:', error);
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alert(`Subscription failed: ${error.message}`);
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}
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}
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async function sendSubscriptionToServer(subscription, buttonId) {
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console.log(`Sending subscription for button "${buttonId}" to backend...`);
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const credentials = getBasicAuthCredentials();
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if (!credentials) {
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alert('Authentication required to save button link.');
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return;
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}
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const headers = { 'Content-Type': 'application/json' };
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const authHeader = createBasicAuthHeader(credentials);
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if (authHeader) headers['Authorization'] = authHeader;
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try {
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const response = await fetch(`${BACKEND_URL}/subscribe`, {
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method: 'POST',
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body: JSON.stringify({ button_id: buttonId, subscription: subscription }),
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headers: headers
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});
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if (response.ok) {
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const result = await response.json();
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console.log('Subscription sent successfully:', result.message);
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// Maybe show a success message to the user
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} else {
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let errorMsg = `Server error: ${response.status}`;
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if (response.status === 401 || response.status === 403) {
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localStorage.removeItem('basicAuthCredentials'); // Clear bad creds
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errorMsg = 'Authentication failed. Please try again.';
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} else {
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try { errorMsg = (await response.json()).message || errorMsg; } catch (e) { /* use default */ }
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}
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console.error('Failed to send subscription:', errorMsg);
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alert(`Failed to save link: ${errorMsg}`);
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}
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} catch (error) {
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console.error('Network error sending subscription:', error);
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alert(`Network error: ${error.message}`);
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}
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}
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// --- Flic Action Handling ---
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// Called by app.js when a message is received from the service worker
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export function handleFlicAction(action, buttonId, timestamp) {
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console.log(`[PushFlic] Received Action: ${action} from Button: ${buttonId}`);
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// Ignore actions from buttons other than the configured one
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if (buttonId !== FLIC_BUTTON_ID) {
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console.warn(`[PushFlic] Ignoring action from unknown button: ${buttonId}`);
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return;
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}
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// Find the registered handler for this action
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const handler = actionHandlers[action];
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if (handler && typeof handler === 'function') {
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console.log(`[PushFlic] Executing handler for ${action}`);
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handler(); // Execute the handler registered in app.js
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} else {
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console.warn(`[PushFlic] No handler registered for action: ${action}`);
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}
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}
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// --- Initialization ---
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export function initPushFlic(handlers) {
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actionHandlers = handlers; // Store the handlers passed from app.js
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// Example: handlers = { SingleClick: handleNextPlayer, Hold: handleTogglePause }
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// Attempt to subscribe immediately if permission might already be granted
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// Or trigger subscription on a user action (e.g., a "Link Flic Button" button)
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// For simplicity, let's try subscribing if SW is ready and permission allows
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if ('serviceWorker' in navigator) {
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navigator.serviceWorker.ready.then(registration => {
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Notification.requestPermission().then(permission => {
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if (permission === 'granted') {
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console.log('[PushFlic] Permission granted, attempting subscription.');
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subscribeToPush();
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} else {
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console.log('[PushFlic] Notification permission not granted.');
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// Optionally provide a button for the user to trigger subscription later
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}
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});
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});
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}
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}
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230
state.js
Normal file
230
state.js
Normal file
@@ -0,0 +1,230 @@
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// state.js
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import { LOCAL_STORAGE_KEY, DEFAULT_PLAYERS, GAME_STATES, DEFAULT_PLAYER_TIME_SECONDS } from './config.js';
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let players = [];
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let currentPlayerIndex = 0;
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let gameState = GAME_STATES.SETUP;
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// --- State Accessors ---
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export function getPlayers() {
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return [...players]; // Return a copy to prevent direct mutation
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}
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export function getCurrentPlayer() {
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if (players.length === 0) return null;
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return players[currentPlayerIndex];
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}
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export function getPlayerById(id) {
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return players.find(p => p.id === id);
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}
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export function getCurrentPlayerIndex() {
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return currentPlayerIndex;
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}
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export function getGameState() {
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return gameState;
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}
|
||||||
|
|
||||||
|
// --- State Mutators ---
|
||||||
|
|
||||||
|
export function setPlayers(newPlayers) {
|
||||||
|
players = newPlayers;
|
||||||
|
saveData();
|
||||||
|
}
|
||||||
|
|
||||||
|
export function setCurrentPlayerIndex(index) {
|
||||||
|
if (index >= 0 && index < players.length) {
|
||||||
|
currentPlayerIndex = index;
|
||||||
|
saveData();
|
||||||
|
} else {
|
||||||
|
console.error(`Invalid player index: ${index}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function setGameState(newState) {
|
||||||
|
if (Object.values(GAME_STATES).includes(newState)) {
|
||||||
|
gameState = newState;
|
||||||
|
saveData();
|
||||||
|
} else {
|
||||||
|
console.error(`Invalid game state: ${newState}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function updatePlayerTime(index, remainingTime) {
|
||||||
|
if (index >= 0 && index < players.length) {
|
||||||
|
players[index].remainingTime = Math.max(0, remainingTime); // Ensure time doesn't go below 0
|
||||||
|
saveData(); // Save data whenever time updates
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function addPlayer(name, timeInMinutes, image = null) {
|
||||||
|
const timeInSeconds = timeInMinutes * 60;
|
||||||
|
const newId = Date.now();
|
||||||
|
players.push({
|
||||||
|
id: newId,
|
||||||
|
name: name,
|
||||||
|
timeInSeconds: timeInSeconds,
|
||||||
|
remainingTime: timeInSeconds,
|
||||||
|
image: image
|
||||||
|
});
|
||||||
|
currentPlayerIndex = players.length - 1; // Focus new player
|
||||||
|
saveData();
|
||||||
|
return players[players.length - 1]; // Return the newly added player
|
||||||
|
}
|
||||||
|
|
||||||
|
export function updatePlayer(index, name, timeInMinutes, remainingTimeSeconds, image) {
|
||||||
|
if (index >= 0 && index < players.length) {
|
||||||
|
const player = players[index];
|
||||||
|
const timeInSeconds = timeInMinutes * 60;
|
||||||
|
|
||||||
|
player.name = name;
|
||||||
|
player.timeInSeconds = timeInSeconds;
|
||||||
|
|
||||||
|
// Update remaining time carefully based on game state
|
||||||
|
if (gameState === GAME_STATES.SETUP) {
|
||||||
|
player.remainingTime = timeInSeconds;
|
||||||
|
} else if (gameState === GAME_STATES.PAUSED || gameState === GAME_STATES.OVER) {
|
||||||
|
// Allow direct setting of remaining time only when paused or over
|
||||||
|
player.remainingTime = remainingTimeSeconds;
|
||||||
|
}
|
||||||
|
// If running, remaining time is managed by the timer, don't override here unless intended
|
||||||
|
|
||||||
|
if (image !== undefined) { // Allow updating image (null means remove image)
|
||||||
|
player.image = image;
|
||||||
|
}
|
||||||
|
saveData();
|
||||||
|
return player;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function deletePlayer(index) {
|
||||||
|
if (players.length <= 2) {
|
||||||
|
console.warn('Cannot delete player, minimum 2 players required.');
|
||||||
|
return false; // Indicate deletion failed
|
||||||
|
}
|
||||||
|
if (index >= 0 && index < players.length) {
|
||||||
|
players.splice(index, 1);
|
||||||
|
if (currentPlayerIndex >= players.length) {
|
||||||
|
currentPlayerIndex = players.length - 1;
|
||||||
|
} else if (currentPlayerIndex > index) {
|
||||||
|
// Adjust index if deleting someone before the current player
|
||||||
|
// No adjustment needed if deleting current or after current
|
||||||
|
}
|
||||||
|
saveData();
|
||||||
|
return true; // Indicate success
|
||||||
|
}
|
||||||
|
return false; // Indicate deletion failed
|
||||||
|
}
|
||||||
|
|
||||||
|
export function resetPlayersTime() {
|
||||||
|
players.forEach(player => {
|
||||||
|
player.remainingTime = player.timeInSeconds;
|
||||||
|
});
|
||||||
|
saveData();
|
||||||
|
}
|
||||||
|
|
||||||
|
export function resetToDefaults() {
|
||||||
|
// Deep copy default players to avoid modifying the constant
|
||||||
|
players = JSON.parse(JSON.stringify(DEFAULT_PLAYERS));
|
||||||
|
gameState = GAME_STATES.SETUP;
|
||||||
|
currentPlayerIndex = 0;
|
||||||
|
saveData();
|
||||||
|
}
|
||||||
|
|
||||||
|
export function areAllTimersFinished() {
|
||||||
|
return players.every(player => player.remainingTime <= 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Returns the index of the next player with time > 0, or -1 if none
|
||||||
|
export function findNextPlayerWithTime() {
|
||||||
|
if (players.length === 0) return -1;
|
||||||
|
const startIndex = (currentPlayerIndex + 1) % players.length;
|
||||||
|
let index = startIndex;
|
||||||
|
|
||||||
|
do {
|
||||||
|
if (players[index].remainingTime > 0) {
|
||||||
|
return index;
|
||||||
|
}
|
||||||
|
index = (index + 1) % players.length;
|
||||||
|
} while (index !== startIndex);
|
||||||
|
|
||||||
|
// Check current player last if no others found
|
||||||
|
if(players[currentPlayerIndex].remainingTime > 0) {
|
||||||
|
return currentPlayerIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
return -1; // No player has time left
|
||||||
|
}
|
||||||
|
|
||||||
|
// Find next player with time in specified direction (1 for next, -1 for prev)
|
||||||
|
export function findNextPlayerWithTimeCircular(direction) {
|
||||||
|
if (players.length === 0) return -1;
|
||||||
|
let index = currentPlayerIndex;
|
||||||
|
|
||||||
|
for (let i = 0; i < players.length; i++) {
|
||||||
|
index = (index + direction + players.length) % players.length;
|
||||||
|
if (players[index]?.remainingTime > 0) { // Check if player exists and has time
|
||||||
|
return index;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If no other player found, check if current player has time (only relevant if direction search fails)
|
||||||
|
if (players[currentPlayerIndex]?.remainingTime > 0) {
|
||||||
|
return currentPlayerIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
return -1; // No player has time left
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// --- Persistence ---
|
||||||
|
|
||||||
|
export function saveData() {
|
||||||
|
const dataToSave = {
|
||||||
|
players,
|
||||||
|
gameState,
|
||||||
|
currentPlayerIndex
|
||||||
|
};
|
||||||
|
try {
|
||||||
|
localStorage.setItem(LOCAL_STORAGE_KEY, JSON.stringify(dataToSave));
|
||||||
|
} catch (error) {
|
||||||
|
console.error("Error saving data to localStorage:", error);
|
||||||
|
// Maybe notify the user that settings won't be saved
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function loadData() {
|
||||||
|
const savedData = localStorage.getItem(LOCAL_STORAGE_KEY);
|
||||||
|
if (savedData) {
|
||||||
|
try {
|
||||||
|
const parsedData = JSON.parse(savedData);
|
||||||
|
players = parsedData.players || JSON.parse(JSON.stringify(DEFAULT_PLAYERS));
|
||||||
|
gameState = parsedData.gameState || GAME_STATES.SETUP;
|
||||||
|
currentPlayerIndex = parsedData.currentPlayerIndex || 0;
|
||||||
|
|
||||||
|
// Basic validation/migration if needed
|
||||||
|
if (currentPlayerIndex >= players.length) {
|
||||||
|
currentPlayerIndex = 0;
|
||||||
|
}
|
||||||
|
// Ensure all players have necessary properties
|
||||||
|
players = players.map(p => ({
|
||||||
|
id: p.id || Date.now() + Math.random(), // Ensure ID exists
|
||||||
|
name: p.name || 'Player',
|
||||||
|
timeInSeconds: p.timeInSeconds || DEFAULT_PLAYER_TIME_SECONDS,
|
||||||
|
remainingTime: p.remainingTime !== undefined ? p.remainingTime : (p.timeInSeconds || DEFAULT_PLAYER_TIME_SECONDS),
|
||||||
|
image: p.image || null
|
||||||
|
}));
|
||||||
|
|
||||||
|
} catch (error) {
|
||||||
|
console.error("Error parsing data from localStorage:", error);
|
||||||
|
resetToDefaults(); // Reset to defaults if stored data is corrupt
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
resetToDefaults(); // Use defaults if no saved data
|
||||||
|
}
|
||||||
|
// No saveData() here, loadData just loads the state
|
||||||
|
}
|
||||||
99
timer.js
Normal file
99
timer.js
Normal file
@@ -0,0 +1,99 @@
|
|||||||
|
// timer.js
|
||||||
|
import * as state from './state.js';
|
||||||
|
import { GAME_STATES } from './config.js';
|
||||||
|
import audioManager from './audio.js';
|
||||||
|
|
||||||
|
let timerInterval = null;
|
||||||
|
let onTimerTickCallback = null; // Callback for UI updates
|
||||||
|
let onPlayerSwitchCallback = null; // Callback for when player switches due to time running out
|
||||||
|
let onGameOverCallback = null; // Callback for when all players run out of time
|
||||||
|
|
||||||
|
export function initTimer(options) {
|
||||||
|
onTimerTickCallback = options.onTimerTick;
|
||||||
|
onPlayerSwitchCallback = options.onPlayerSwitch;
|
||||||
|
onGameOverCallback = options.onGameOver;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function startTimer() {
|
||||||
|
if (timerInterval) clearInterval(timerInterval); // Clear existing interval if any
|
||||||
|
|
||||||
|
// Stop any previous sounds (like low time warning) before starting fresh
|
||||||
|
audioManager.stopAllSounds(); // Consider if this is too aggressive
|
||||||
|
|
||||||
|
timerInterval = setInterval(() => {
|
||||||
|
const currentPlayerIndex = state.getCurrentPlayerIndex();
|
||||||
|
const currentPlayer = state.getCurrentPlayer(); // Get player data after index
|
||||||
|
|
||||||
|
if (!currentPlayer) {
|
||||||
|
console.warn("Timer running but no current player found.");
|
||||||
|
stopTimer();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Only decrease time if the current player has time left
|
||||||
|
if (currentPlayer.remainingTime > 0) {
|
||||||
|
const newTime = currentPlayer.remainingTime - 1;
|
||||||
|
state.updatePlayerTime(currentPlayerIndex, newTime); // Update state
|
||||||
|
|
||||||
|
// Play timer sounds
|
||||||
|
audioManager.playTimerSound(newTime);
|
||||||
|
|
||||||
|
// Notify UI to update
|
||||||
|
if (onTimerTickCallback) onTimerTickCallback();
|
||||||
|
|
||||||
|
} else { // Current player's time just hit 0 or was already 0
|
||||||
|
// Ensure time is exactly 0 if it somehow went negative (unlikely with check above)
|
||||||
|
if(currentPlayer.remainingTime < 0) {
|
||||||
|
state.updatePlayerTime(currentPlayerIndex, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Stop this player's timer tick sound if it was playing
|
||||||
|
// audioManager.stop('timerTick'); // Or specific low time sound
|
||||||
|
|
||||||
|
// Play time expired sound (only once)
|
||||||
|
// Check if we just hit zero to avoid playing repeatedly
|
||||||
|
// This logic might be complex, audioManager could handle idempotency
|
||||||
|
if (currentPlayer.remainingTime === 0 && !currentPlayer.timeExpiredSoundPlayed) {
|
||||||
|
audioManager.playTimerExpired();
|
||||||
|
// We need a way to mark that the sound played for this player this turn.
|
||||||
|
// This might require adding a temporary flag to the player state,
|
||||||
|
// or handling it within the audioManager. Let's assume audioManager handles it for now.
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Check if the game should end or switch player
|
||||||
|
if (state.areAllTimersFinished()) {
|
||||||
|
stopTimer();
|
||||||
|
if (onGameOverCallback) onGameOverCallback();
|
||||||
|
} else {
|
||||||
|
// Find the *next* player who still has time
|
||||||
|
const nextPlayerIndex = state.findNextPlayerWithTime(); // This finds ANY player with time
|
||||||
|
if (nextPlayerIndex !== -1 && nextPlayerIndex !== currentPlayerIndex) {
|
||||||
|
// Switch player
|
||||||
|
if (onPlayerSwitchCallback) onPlayerSwitchCallback(nextPlayerIndex);
|
||||||
|
// Play switch sound (might be handled in app.js based on state change)
|
||||||
|
// audioManager.play('playerSwitch'); // Or let app.js handle sounds based on actions
|
||||||
|
// Immediately update UI after switch
|
||||||
|
if (onTimerTickCallback) onTimerTickCallback();
|
||||||
|
} else if (nextPlayerIndex === -1) {
|
||||||
|
// This case shouldn't be reached if areAllTimersFinished is checked first, but as a safeguard:
|
||||||
|
console.warn("Timer tick: Current player out of time, but no next player found, yet not all timers finished?");
|
||||||
|
stopTimer(); // Stop timer if state is inconsistent
|
||||||
|
if (onGameOverCallback) onGameOverCallback(); // Treat as game over
|
||||||
|
}
|
||||||
|
// If nextPlayerIndex is the same as currentPlayerIndex, means others are out of time, let this timer continue (or rather, stop ticking down as remainingTime is 0)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}, 1000);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function stopTimer() {
|
||||||
|
clearInterval(timerInterval);
|
||||||
|
timerInterval = null;
|
||||||
|
// Optionally stop timer sounds here if needed
|
||||||
|
// audioManager.stop('timerTick');
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isTimerRunning() {
|
||||||
|
return timerInterval !== null;
|
||||||
|
}
|
||||||
286
ui.js
Normal file
286
ui.js
Normal file
@@ -0,0 +1,286 @@
|
|||||||
|
// ui.js
|
||||||
|
import * as state from './state.js';
|
||||||
|
import { GAME_STATES, CSS_CLASSES } from './config.js';
|
||||||
|
import audioManager from './audio.js';
|
||||||
|
|
||||||
|
// --- DOM Elements ---
|
||||||
|
export const elements = {
|
||||||
|
carousel: document.getElementById('carousel'),
|
||||||
|
gameButton: document.getElementById('gameButton'),
|
||||||
|
setupButton: document.getElementById('setupButton'),
|
||||||
|
addPlayerButton: document.getElementById('addPlayerButton'),
|
||||||
|
resetButton: document.getElementById('resetButton'),
|
||||||
|
playerModal: document.getElementById('playerModal'),
|
||||||
|
resetModal: document.getElementById('resetModal'),
|
||||||
|
playerForm: document.getElementById('playerForm'),
|
||||||
|
modalTitle: document.getElementById('modalTitle'),
|
||||||
|
playerNameInput: document.getElementById('playerName'),
|
||||||
|
playerTimeInput: document.getElementById('playerTime'),
|
||||||
|
playerImageInput: document.getElementById('playerImage'),
|
||||||
|
imagePreview: document.getElementById('imagePreview'),
|
||||||
|
playerTimeContainer: document.getElementById('playerTimeContainer'), // Parent of playerTimeInput
|
||||||
|
remainingTimeContainer: document.getElementById('remainingTimeContainer'),
|
||||||
|
playerRemainingTimeInput: document.getElementById('playerRemainingTime'),
|
||||||
|
deletePlayerButton: document.getElementById('deletePlayerButton'),
|
||||||
|
cancelButton: document.getElementById('cancelButton'), // Modal cancel
|
||||||
|
resetCancelButton: document.getElementById('resetCancelButton'),
|
||||||
|
resetConfirmButton: document.getElementById('resetConfirmButton'),
|
||||||
|
cameraButton: document.getElementById('cameraButton'),
|
||||||
|
// Camera elements needed by camera.js, but listed here for central management if desired
|
||||||
|
cameraContainer: document.getElementById('cameraContainer'),
|
||||||
|
cameraView: document.getElementById('cameraView'),
|
||||||
|
cameraCanvas: document.getElementById('cameraCanvas'),
|
||||||
|
cameraCaptureButton: document.getElementById('cameraCaptureButton'),
|
||||||
|
cameraCancelButton: document.getElementById('cameraCancelButton'),
|
||||||
|
// Header buttons container for sound toggle
|
||||||
|
headerButtons: document.querySelector('.header-buttons')
|
||||||
|
};
|
||||||
|
|
||||||
|
let isDragging = false;
|
||||||
|
let startX = 0;
|
||||||
|
let currentX = 0;
|
||||||
|
let carouselSwipeHandler = null; // To store the bound function for removal
|
||||||
|
|
||||||
|
// --- Rendering Functions ---
|
||||||
|
|
||||||
|
export function renderPlayers() {
|
||||||
|
const players = state.getPlayers();
|
||||||
|
const currentIndex = state.getCurrentPlayerIndex();
|
||||||
|
const currentGameState = state.getGameState();
|
||||||
|
elements.carousel.innerHTML = '';
|
||||||
|
|
||||||
|
if (players.length === 0) {
|
||||||
|
// Optionally display a message if there are no players
|
||||||
|
elements.carousel.innerHTML = '<p style="text-align: center; width: 100%;">Add players to start</p>';
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
players.forEach((player, index) => {
|
||||||
|
const card = document.createElement('div');
|
||||||
|
const isActive = index === currentIndex;
|
||||||
|
card.className = `player-card ${isActive ? CSS_CLASSES.ACTIVE_PLAYER : CSS_CLASSES.INACTIVE_PLAYER}`;
|
||||||
|
|
||||||
|
const minutes = Math.floor(player.remainingTime / 60);
|
||||||
|
const seconds = player.remainingTime % 60;
|
||||||
|
const timeString = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
|
||||||
|
|
||||||
|
const timerClasses = [];
|
||||||
|
if (isActive && currentGameState === GAME_STATES.RUNNING) {
|
||||||
|
timerClasses.push(CSS_CLASSES.TIMER_ACTIVE);
|
||||||
|
}
|
||||||
|
if (player.remainingTime <= 0) {
|
||||||
|
timerClasses.push(CSS_CLASSES.TIMER_FINISHED);
|
||||||
|
}
|
||||||
|
|
||||||
|
card.innerHTML = `
|
||||||
|
<div class="player-image">
|
||||||
|
${player.image ? `<img src="${player.image}" alt="${player.name}">` : '<i class="fas fa-user"></i>'}
|
||||||
|
</div>
|
||||||
|
<div class="player-name">${player.name}</div>
|
||||||
|
<div class="player-timer ${timerClasses.join(' ')}">${timeString}</div>
|
||||||
|
`;
|
||||||
|
elements.carousel.appendChild(card);
|
||||||
|
});
|
||||||
|
|
||||||
|
updateCarouselPosition();
|
||||||
|
}
|
||||||
|
|
||||||
|
export function updateCarouselPosition() {
|
||||||
|
const currentIndex = state.getCurrentPlayerIndex();
|
||||||
|
elements.carousel.style.transform = `translateX(${-100 * currentIndex}%)`;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function updateGameButton() {
|
||||||
|
const currentGameState = state.getGameState();
|
||||||
|
switch (currentGameState) {
|
||||||
|
case GAME_STATES.SETUP:
|
||||||
|
elements.gameButton.textContent = 'Start Game';
|
||||||
|
break;
|
||||||
|
case GAME_STATES.RUNNING:
|
||||||
|
elements.gameButton.textContent = 'Pause Game';
|
||||||
|
break;
|
||||||
|
case GAME_STATES.PAUSED:
|
||||||
|
elements.gameButton.textContent = 'Resume Game';
|
||||||
|
break;
|
||||||
|
case GAME_STATES.OVER:
|
||||||
|
elements.gameButton.textContent = 'Game Over';
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// Disable button if less than 2 players in setup
|
||||||
|
elements.gameButton.disabled = currentGameState === GAME_STATES.SETUP && state.getPlayers().length < 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// --- Modal Functions ---
|
||||||
|
|
||||||
|
export function showPlayerModal(isNewPlayer, player = null) {
|
||||||
|
const currentGameState = state.getGameState();
|
||||||
|
if (isNewPlayer) {
|
||||||
|
elements.modalTitle.textContent = 'Add New Player';
|
||||||
|
elements.playerNameInput.value = `Player ${state.getPlayers().length + 1}`;
|
||||||
|
elements.playerTimeInput.value = state.DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time
|
||||||
|
elements.remainingTimeContainer.style.display = 'none';
|
||||||
|
elements.imagePreview.innerHTML = '<i class="fas fa-user"></i>';
|
||||||
|
elements.deletePlayerButton.style.display = 'none';
|
||||||
|
} else if (player) {
|
||||||
|
elements.modalTitle.textContent = 'Edit Player';
|
||||||
|
elements.playerNameInput.value = player.name;
|
||||||
|
elements.playerTimeInput.value = player.timeInSeconds / 60;
|
||||||
|
|
||||||
|
if (currentGameState === GAME_STATES.PAUSED || currentGameState === GAME_STATES.OVER) {
|
||||||
|
elements.remainingTimeContainer.style.display = 'block';
|
||||||
|
const minutes = Math.floor(player.remainingTime / 60);
|
||||||
|
const seconds = player.remainingTime % 60;
|
||||||
|
elements.playerRemainingTimeInput.value = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
|
||||||
|
} else {
|
||||||
|
elements.remainingTimeContainer.style.display = 'none';
|
||||||
|
}
|
||||||
|
|
||||||
|
elements.imagePreview.innerHTML = player.image ? `<img src="${player.image}" alt="${player.name}">` : '<i class="fas fa-user"></i>';
|
||||||
|
elements.deletePlayerButton.style.display = 'block';
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reset file input and captured image data
|
||||||
|
elements.playerImageInput.value = '';
|
||||||
|
elements.playerImageInput.dataset.capturedImage = '';
|
||||||
|
|
||||||
|
elements.playerModal.classList.add(CSS_CLASSES.MODAL_ACTIVE);
|
||||||
|
audioManager.play('modalOpen');
|
||||||
|
}
|
||||||
|
|
||||||
|
export function hidePlayerModal() {
|
||||||
|
elements.playerModal.classList.remove(CSS_CLASSES.MODAL_ACTIVE);
|
||||||
|
audioManager.play('modalClose');
|
||||||
|
// Potentially call camera cleanup here if it wasn't done elsewhere
|
||||||
|
}
|
||||||
|
|
||||||
|
export function showResetModal() {
|
||||||
|
elements.resetModal.classList.add(CSS_CLASSES.MODAL_ACTIVE);
|
||||||
|
audioManager.play('modalOpen');
|
||||||
|
}
|
||||||
|
|
||||||
|
export function hideResetModal() {
|
||||||
|
elements.resetModal.classList.remove(CSS_CLASSES.MODAL_ACTIVE);
|
||||||
|
audioManager.play('modalClose');
|
||||||
|
}
|
||||||
|
|
||||||
|
export function updateImagePreviewFromFile(file) {
|
||||||
|
if (file) {
|
||||||
|
const reader = new FileReader();
|
||||||
|
reader.onload = (event) => {
|
||||||
|
elements.imagePreview.innerHTML = `<img src="${event.target.result}" alt="Player Preview">`;
|
||||||
|
// Clear any previously captured image data if a file is selected
|
||||||
|
elements.playerImageInput.dataset.capturedImage = '';
|
||||||
|
};
|
||||||
|
reader.readAsDataURL(file);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function updateImagePreviewFromDataUrl(dataUrl) {
|
||||||
|
elements.imagePreview.innerHTML = `<img src="${dataUrl}" alt="Player Preview">`;
|
||||||
|
// Store data URL and clear file input
|
||||||
|
elements.playerImageInput.dataset.capturedImage = dataUrl;
|
||||||
|
elements.playerImageInput.value = '';
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// --- Carousel Touch Handling ---
|
||||||
|
|
||||||
|
function handleTouchStart(e) {
|
||||||
|
startX = e.touches[0].clientX;
|
||||||
|
currentX = startX;
|
||||||
|
isDragging = true;
|
||||||
|
// Optional: Add a class to the carousel for visual feedback during drag
|
||||||
|
elements.carousel.style.transition = 'none'; // Disable transition during drag
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleTouchMove(e) {
|
||||||
|
if (!isDragging) return;
|
||||||
|
|
||||||
|
currentX = e.touches[0].clientX;
|
||||||
|
const diff = currentX - startX;
|
||||||
|
const currentIndex = state.getCurrentPlayerIndex();
|
||||||
|
const currentTranslate = -100 * currentIndex + (diff / elements.carousel.offsetWidth * 100);
|
||||||
|
|
||||||
|
elements.carousel.style.transform = `translateX(${currentTranslate}%)`;
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleTouchEnd(e) {
|
||||||
|
if (!isDragging) return;
|
||||||
|
|
||||||
|
isDragging = false;
|
||||||
|
elements.carousel.style.transition = ''; // Re-enable transition
|
||||||
|
|
||||||
|
const diff = currentX - startX;
|
||||||
|
const threshold = elements.carousel.offsetWidth * 0.1; // 10% swipe threshold
|
||||||
|
|
||||||
|
if (Math.abs(diff) > threshold) {
|
||||||
|
// Call the handler passed during initialization
|
||||||
|
if (carouselSwipeHandler) {
|
||||||
|
carouselSwipeHandler(diff < 0 ? 1 : -1); // Pass direction: 1 for next, -1 for prev
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Snap back if swipe wasn't enough
|
||||||
|
updateCarouselPosition();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- UI Initialization ---
|
||||||
|
|
||||||
|
// Add sound toggle button
|
||||||
|
function createSoundToggleButton() {
|
||||||
|
const soundButton = document.createElement('button');
|
||||||
|
soundButton.id = 'soundToggleButton';
|
||||||
|
soundButton.className = 'header-button';
|
||||||
|
soundButton.title = 'Toggle Sound';
|
||||||
|
soundButton.innerHTML = audioManager.muted ? '<i class="fas fa-volume-mute"></i>' : '<i class="fas fa-volume-up"></i>';
|
||||||
|
|
||||||
|
soundButton.addEventListener('click', () => {
|
||||||
|
const isMuted = audioManager.toggleMute();
|
||||||
|
soundButton.innerHTML = isMuted ? '<i class="fas fa-volume-mute"></i>' : '<i class="fas fa-volume-up"></i>';
|
||||||
|
if (!isMuted) audioManager.play('buttonClick'); // Feedback only when unmuting
|
||||||
|
});
|
||||||
|
|
||||||
|
elements.headerButtons.prepend(soundButton); // Add to the beginning
|
||||||
|
}
|
||||||
|
|
||||||
|
// Parse time string (MM:SS) to seconds - Helper needed for form processing
|
||||||
|
export function parseTimeString(timeString) {
|
||||||
|
if (!/^\d{1,2}:\d{2}$/.test(timeString)) {
|
||||||
|
console.error('Invalid time format:', timeString);
|
||||||
|
return null; // Indicate error
|
||||||
|
}
|
||||||
|
const parts = timeString.split(':');
|
||||||
|
const minutes = parseInt(parts[0], 10);
|
||||||
|
const seconds = parseInt(parts[1], 10);
|
||||||
|
if (isNaN(minutes) || isNaN(seconds) || seconds > 59) {
|
||||||
|
console.error('Invalid time value:', timeString);
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
return (minutes * 60) + seconds;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sets up basic UI elements and listeners that primarily affect the UI itself
|
||||||
|
export function initUI(options) {
|
||||||
|
// Store the swipe handler provided by app.js
|
||||||
|
carouselSwipeHandler = options.onCarouselSwipe;
|
||||||
|
|
||||||
|
createSoundToggleButton();
|
||||||
|
|
||||||
|
// Carousel touch events
|
||||||
|
elements.carousel.addEventListener('touchstart', handleTouchStart, { passive: true });
|
||||||
|
elements.carousel.addEventListener('touchmove', handleTouchMove, { passive: true });
|
||||||
|
elements.carousel.addEventListener('touchend', handleTouchEnd);
|
||||||
|
|
||||||
|
// Image file input preview
|
||||||
|
elements.playerImageInput.addEventListener('change', (e) => {
|
||||||
|
const file = e.target.files[0];
|
||||||
|
if (file) {
|
||||||
|
updateImagePreviewFromFile(file);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// Initial render
|
||||||
|
renderPlayers();
|
||||||
|
updateGameButton();
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user