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cpu
2025-03-22 22:31:00 +01:00
parent 91d2f8bc6e
commit fdb6e5e618
13 changed files with 1369 additions and 0 deletions

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// Import the audio manager
import audioManager from './audio.js';
// Initialize variables
let players = [];
let currentPlayerIndex = 0;
let gameState = 'setup'; // setup, running, paused, over
let carouselPosition = 0;
let startX = 0;
let currentX = 0;
// DOM Elements
const carousel = document.getElementById('carousel');
const gameButton = document.getElementById('gameButton');
const setupButton = document.getElementById('setupButton');
const addPlayerButton = document.getElementById('addPlayerButton');
const resetButton = document.getElementById('resetButton');
const playerModal = document.getElementById('playerModal');
const resetModal = document.getElementById('resetModal');
const playerForm = document.getElementById('playerForm');
const cancelButton = document.getElementById('cancelButton');
const deletePlayerButton = document.getElementById('deletePlayerButton');
const resetCancelButton = document.getElementById('resetCancelButton');
const resetConfirmButton = document.getElementById('resetConfirmButton');
const playerImage = document.getElementById('playerImage');
const imagePreview = document.getElementById('imagePreview');
const playerTimeContainer = document.getElementById('playerTimeContainer');
const remainingTimeContainer = document.getElementById('remainingTimeContainer');
const playerRemainingTime = document.getElementById('playerRemainingTime');
// Add sound toggle button
const createSoundToggleButton = () => {
const headerButtons = document.querySelector('.header-buttons');
const soundButton = document.createElement('button');
soundButton.id = 'soundToggleButton';
soundButton.className = 'header-button';
soundButton.title = 'Toggle Sound';
soundButton.innerHTML = '<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>';
// Play feedback sound if unmuting
if (!isMuted) {
audioManager.play('buttonClick');
}
});
headerButtons.prepend(soundButton);
// Set initial icon state based on mute setting
if (audioManager.muted) {
soundButton.innerHTML = '<i class="fas fa-volume-mute"></i>';
}
};
// Create the sound toggle button when page loads
createSoundToggleButton();
// Load data from localStorage or use defaults
function loadData() {
const savedData = localStorage.getItem('chessTimerData');
if (savedData) {
const parsedData = JSON.parse(savedData);
players = parsedData.players;
gameState = parsedData.gameState || 'setup';
currentPlayerIndex = parsedData.currentPlayerIndex || 0;
} else {
// Default players if no saved data
players = [
{ id: 1, name: 'Player 1', timeInSeconds: 300, remainingTime: 300, image: null },
{ id: 2, name: 'Player 2', timeInSeconds: 300, remainingTime: 300, image: null }
];
saveData();
}
renderPlayers();
updateGameButton();
}
// Save data to localStorage
function saveData() {
const dataToSave = {
players,
gameState,
currentPlayerIndex
};
localStorage.setItem('chessTimerData', JSON.stringify(dataToSave));
}
// Render players to carousel
function renderPlayers() {
carousel.innerHTML = '';
players.forEach((player, index) => {
const card = document.createElement('div');
card.className = `player-card ${index === currentPlayerIndex ? 'active-player' : 'inactive-player'}`;
const minutes = Math.floor(player.remainingTime / 60);
const seconds = player.remainingTime % 60;
const timeString = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
// Create timer element with appropriate classes
const timerClasses = [];
// Add timer-active class if this is current player and game is running
if (index === currentPlayerIndex && gameState === 'running') {
timerClasses.push('timer-active');
}
// Add timer-finished class if player has no time left
if (player.remainingTime <= 0) {
timerClasses.push('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>
`;
carousel.appendChild(card);
});
// Update carousel position
carousel.style.transform = `translateX(${-100 * currentPlayerIndex}%)`;
}
// Update game button text based on game state
function updateGameButton() {
switch (gameState) {
case 'setup':
gameButton.textContent = 'Start Game';
break;
case 'running':
gameButton.textContent = 'Pause Game';
break;
case 'paused':
gameButton.textContent = 'Resume Game';
break;
case 'over':
gameButton.textContent = 'Game Over';
break;
}
}
// Handle game button click
gameButton.addEventListener('click', () => {
// Play button click sound
audioManager.play('buttonClick');
if (players.length < 2) {
alert('You need at least 2 players to start a game.');
return;
}
switch (gameState) {
case 'setup':
gameState = 'running';
audioManager.play('gameStart');
startTimer();
break;
case 'running':
gameState = 'paused';
audioManager.play('gamePause');
stopTimer();
break;
case 'paused':
gameState = 'running';
audioManager.play('gameResume');
startTimer();
break;
case 'over':
// Reset timers and start new game
players.forEach(player => {
player.remainingTime = player.timeInSeconds;
});
gameState = 'setup';
// No specific sound for this state change
break;
}
updateGameButton();
renderPlayers(); // Make sure to re-render after state change
saveData();
});
// Timer variables
let timerInterval = null;
// Check if all timers have reached zero
function areAllTimersFinished() {
return players.every(player => player.remainingTime <= 0);
}
// Find a player who still has time left
function findNextPlayerWithTime() {
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);
return -1; // No player has time left
}
// Start the timer for current player
function startTimer() {
if (timerInterval) clearInterval(timerInterval);
// Stop any ongoing sounds when starting timer
audioManager.stopAllSounds();
// Immediately render to show the active timer effect
renderPlayers();
timerInterval = setInterval(() => {
const currentPlayer = players[currentPlayerIndex];
// Only decrease time if the current player has time left
if (currentPlayer.remainingTime > 0) {
currentPlayer.remainingTime--;
// Play appropriate timer sounds based on remaining time
audioManager.playTimerSound(currentPlayer.remainingTime);
}
// Check if current player's time is up
if (currentPlayer.remainingTime <= 0) {
currentPlayer.remainingTime = 0;
// Play time expired sound
audioManager.playTimerExpired();
// Check if all timers are at zero
if (areAllTimersFinished()) {
gameState = 'over';
audioManager.play('gameOver');
updateGameButton();
stopTimer();
} else {
// Find the next player who still has time
const nextPlayerIndex = findNextPlayerWithTime();
if (nextPlayerIndex !== -1) {
currentPlayerIndex = nextPlayerIndex;
// Play switch player sound
audioManager.play('playerSwitch');
}
}
}
renderPlayers();
saveData();
}, 1000);
}
// Stop the timer
function stopTimer() {
clearInterval(timerInterval);
timerInterval = null;
renderPlayers(); // Make sure to re-render after stopping timer
}
// Carousel touch events
let isDragging = false;
carousel.addEventListener('touchstart', (e) => {
startX = e.touches[0].clientX;
currentX = startX;
isDragging = true;
});
carousel.addEventListener('touchmove', (e) => {
if (!isDragging) return;
currentX = e.touches[0].clientX;
const diff = currentX - startX;
const currentTranslate = -100 * currentPlayerIndex + (diff / carousel.offsetWidth * 100);
carousel.style.transform = `translateX(${currentTranslate}%)`;
});
carousel.addEventListener('touchend', (e) => {
if (!isDragging) return;
isDragging = false;
const diff = currentX - startX;
// If dragged more than 10% of width, change player
if (Math.abs(diff) > carousel.offsetWidth * 0.1) {
const previousIndex = currentPlayerIndex;
// Only change players that have remaining time during a running game
if (gameState === 'running') {
let newIndex;
if (diff < 0) {
// Try to go to next player with time
newIndex = findNextPlayerWithTimeCircular(currentPlayerIndex, 1);
} else {
// Try to go to previous player with time
newIndex = findNextPlayerWithTimeCircular(currentPlayerIndex, -1);
}
if (newIndex !== -1) {
currentPlayerIndex = newIndex;
}
} else {
// Normal navigation when game not running
if (diff < 0) {
currentPlayerIndex = (currentPlayerIndex + 1) % players.length;
} else if (diff > 0) {
currentPlayerIndex = (currentPlayerIndex - 1 + players.length) % players.length;
}
}
// Play player switch sound if player actually changed
if (previousIndex !== currentPlayerIndex) {
audioManager.play('playerSwitch');
}
}
// Reset carousel to proper position
carousel.style.transform = `translateX(${-100 * currentPlayerIndex}%)`;
renderPlayers();
saveData();
});
// Find next player with time in specified direction
function findNextPlayerWithTimeCircular(startIndex, direction) {
let index = startIndex;
for (let i = 0; i < players.length; i++) {
index = (index + direction + players.length) % players.length;
if (players[index].remainingTime > 0) {
return index;
}
}
return -1; // No player has time left
}
// Setup button
setupButton.addEventListener('click', () => {
audioManager.play('buttonClick');
if (gameState === 'running') {
alert('Please pause the game before editing players.');
return;
}
const currentPlayer = players[currentPlayerIndex];
document.getElementById('modalTitle').textContent = 'Edit Player';
document.getElementById('playerName').value = currentPlayer.name;
document.getElementById('playerTime').value = currentPlayer.timeInSeconds / 60;
// Show or hide remaining time edit field based on game state
if (gameState === 'paused' || gameState === 'over') {
remainingTimeContainer.style.display = 'block';
const minutes = Math.floor(currentPlayer.remainingTime / 60);
const seconds = currentPlayer.remainingTime % 60;
playerRemainingTime.value = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
} else {
remainingTimeContainer.style.display = 'none';
}
if (currentPlayer.image) {
imagePreview.innerHTML = `<img src="${currentPlayer.image}" alt="${currentPlayer.name}">`;
} else {
imagePreview.innerHTML = '<i class="fas fa-user"></i>';
}
playerModal.classList.add('active');
deletePlayerButton.style.display = 'block';
// Play modal open sound
audioManager.play('modalOpen');
});
// Add player button
addPlayerButton.addEventListener('click', () => {
audioManager.play('buttonClick');
if (gameState === 'running') {
alert('Please pause the game before adding players.');
return;
}
document.getElementById('modalTitle').textContent = 'Add New Player';
document.getElementById('playerName').value = `Player ${players.length + 1}`;
document.getElementById('playerTime').value = 5;
remainingTimeContainer.style.display = 'none';
imagePreview.innerHTML = '<i class="fas fa-user"></i>';
playerModal.classList.add('active');
deletePlayerButton.style.display = 'none';
// Play modal open sound
audioManager.play('modalOpen');
});
// Reset button
resetButton.addEventListener('click', () => {
audioManager.play('buttonClick');
if (gameState === 'running') {
alert('Please pause the game before resetting.');
return;
}
resetModal.classList.add('active');
audioManager.play('modalOpen');
});
// Cancel reset
resetCancelButton.addEventListener('click', () => {
audioManager.play('buttonClick');
resetModal.classList.remove('active');
audioManager.play('modalClose');
});
// Confirm reset
resetConfirmButton.addEventListener('click', () => {
audioManager.play('buttonClick');
players = [
{ id: 1, name: 'Player 1', timeInSeconds: 300, remainingTime: 300, image: null },
{ id: 2, name: 'Player 2', timeInSeconds: 300, remainingTime: 300, image: null }
];
gameState = 'setup';
currentPlayerIndex = 0;
renderPlayers();
updateGameButton();
saveData();
resetModal.classList.remove('active');
// Play reset sound (use game over as it's a complete reset)
audioManager.play('gameOver');
});
// Player image upload preview
playerImage.addEventListener('change', (e) => {
const file = e.target.files[0];
if (file) {
const reader = new FileReader();
reader.onload = (event) => {
imagePreview.innerHTML = `<img src="${event.target.result}" alt="Player">`;
};
reader.readAsDataURL(file);
}
});
// Parse time string (MM:SS) to seconds
function parseTimeString(timeString) {
const [minutes, seconds] = timeString.split(':').map(part => parseInt(part, 10));
return (minutes * 60) + seconds;
}
// Player form submit
playerForm.addEventListener('submit', (e) => {
e.preventDefault();
const name = document.getElementById('playerName').value;
const timeInMinutes = parseInt(document.getElementById('playerTime').value);
const timeInSeconds = timeInMinutes * 60;
// Get remaining time if it's visible
let remainingTimeValue = timeInSeconds;
if (remainingTimeContainer.style.display === 'block') {
const remainingTimeString = playerRemainingTime.value;
// Validate the time format
if (!/^\d{2}:\d{2}$/.test(remainingTimeString)) {
alert('Please enter time in MM:SS format (e.g., 05:30)');
return;
}
remainingTimeValue = parseTimeString(remainingTimeString);
}
// Get image if uploaded
const imageFile = document.getElementById('playerImage').files[0];
let playerImageData = null;
// Function to proceed with saving player
const savePlayer = () => {
const isNewPlayer = document.getElementById('modalTitle').textContent === 'Add New Player';
if (isNewPlayer) {
// Add new player
const newId = Date.now();
players.push({
id: newId,
name: name,
timeInSeconds: timeInSeconds,
remainingTime: timeInSeconds,
image: playerImageData
});
currentPlayerIndex = players.length - 1;
// Play player added sound
audioManager.play('playerAdded');
} else {
// Update existing player
const player = players[currentPlayerIndex];
player.name = name;
player.timeInSeconds = timeInSeconds;
// Update remaining time based on game state and form input
if (gameState === 'setup') {
player.remainingTime = timeInSeconds;
} else if (gameState === 'paused' || gameState === 'over') {
player.remainingTime = remainingTimeValue;
}
if (playerImageData !== null) {
player.image = playerImageData;
}
// Play player edited sound
audioManager.play('playerEdited');
}
renderPlayers();
saveData();
playerModal.classList.remove('active');
document.getElementById('playerImage').value = '';
// Also play modal close sound
audioManager.play('modalClose');
};
// Process image if there is one
if (imageFile) {
const reader = new FileReader();
reader.onload = (event) => {
playerImageData = event.target.result;
savePlayer();
};
reader.readAsDataURL(imageFile);
} else {
// Current player's existing image or null
if (document.getElementById('modalTitle').textContent !== 'Add New Player') {
playerImageData = players[currentPlayerIndex].image;
}
savePlayer();
}
});
// Cancel button
cancelButton.addEventListener('click', () => {
audioManager.play('buttonClick');
playerModal.classList.remove('active');
document.getElementById('playerImage').value = '';
audioManager.play('modalClose');
});
// Delete player button
deletePlayerButton.addEventListener('click', () => {
audioManager.play('buttonClick');
if (players.length <= 2) {
alert('You need at least 2 players. Add another player before deleting this one.');
return;
}
players.splice(currentPlayerIndex, 1);
if (currentPlayerIndex >= players.length) {
currentPlayerIndex = players.length - 1;
}
renderPlayers();
saveData();
playerModal.classList.remove('active');
// Play player deleted sound
audioManager.play('playerDeleted');
// Also play modal close sound
audioManager.play('modalClose');
});
// Service Worker Registration
if ('serviceWorker' in navigator) {
window.addEventListener('load', () => {
navigator.serviceWorker.register('/sw.js')
.then(registration => {
console.log('ServiceWorker registered: ', registration);
})
.catch(error => {
console.log('ServiceWorker registration failed: ', error);
});
});
}
// Initialize the app
loadData();

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// Audio Manager using Web Audio API
const audioManager = {
audioContext: null,
muted: false,
sounds: {},
lowTimeThreshold: 10, // Seconds threshold for low time warning
lastTickTime: 0, // Track when we started continuous ticking
tickFadeoutTime: 3, // Seconds after which tick sound fades out
// Initialize the audio context
init() {
try {
// Create AudioContext (with fallback for older browsers)
this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
// Check for saved mute preference
const savedMute = localStorage.getItem('chessTimerMuted');
this.muted = savedMute === 'true';
// Create all the sounds
this.createSounds();
console.log('Web Audio API initialized successfully');
return true;
} catch (error) {
console.error('Web Audio API initialization failed:', error);
return false;
}
},
// Create all the sound generators
createSounds() {
// Game sounds
this.sounds.tick = this.createTickSound();
this.sounds.lowTime = this.createLowTimeSound();
this.sounds.timeUp = this.createTimeUpSound();
this.sounds.gameStart = this.createGameStartSound();
this.sounds.gamePause = this.createGamePauseSound();
this.sounds.gameResume = this.createGameResumeSound();
this.sounds.gameOver = this.createGameOverSound();
this.sounds.playerSwitch = this.createPlayerSwitchSound();
// UI sounds
this.sounds.buttonClick = this.createButtonClickSound();
this.sounds.modalOpen = this.createModalOpenSound();
this.sounds.modalClose = this.createModalCloseSound();
this.sounds.playerAdded = this.createPlayerAddedSound();
this.sounds.playerEdited = this.createPlayerEditedSound();
this.sounds.playerDeleted = this.createPlayerDeletedSound();
},
// Helper function to create an oscillator
createOscillator(type, frequency, startTime, duration, gain = 1.0, ramp = false) {
if (this.audioContext === null) this.init();
const oscillator = this.audioContext.createOscillator();
const gainNode = this.audioContext.createGain();
oscillator.type = type;
oscillator.frequency.value = frequency;
gainNode.gain.value = gain;
oscillator.connect(gainNode);
gainNode.connect(this.audioContext.destination);
oscillator.start(startTime);
if (ramp) {
gainNode.gain.exponentialRampToValueAtTime(0.001, startTime + duration);
}
oscillator.stop(startTime + duration);
return { oscillator, gainNode };
},
// Sound creators
createTickSound() {
return () => {
const now = this.audioContext.currentTime;
const currentTime = Date.now() / 1000;
// Initialize lastTickTime if it's not set
if (this.lastTickTime === 0) {
this.lastTickTime = currentTime;
}
// Calculate how long we've been ticking continuously
const tickDuration = currentTime - this.lastTickTime;
// Determine volume based on duration
let volume = 0.1; // Default/initial volume
if (tickDuration <= this.tickFadeoutTime) {
// Linear fade from 0.1 to 0 over tickFadeoutTime seconds
volume = 0.1 * (1 - (tickDuration / this.tickFadeoutTime));
} else {
// After tickFadeoutTime, don't play any sound
return; // Exit without playing sound
}
// Only play if volume is significant
if (volume > 0.001) {
this.createOscillator('sine', 800, now, 0.03, volume);
}
};
},
createLowTimeSound() {
return () => {
const now = this.audioContext.currentTime;
// Low time warning is always audible
this.createOscillator('triangle', 660, now, 0.1, 0.2);
// Reset tick fade timer on low time warning
this.lastTickTime = 0;
};
},
createTimeUpSound() {
return () => {
const now = this.audioContext.currentTime;
// First note
this.createOscillator('sawtooth', 440, now, 0.2, 0.3);
// Second note (lower)
this.createOscillator('sawtooth', 220, now + 0.25, 0.3, 0.4);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGameStartSound() {
return () => {
const now = this.audioContext.currentTime;
// Rising sequence
this.createOscillator('sine', 440, now, 0.1, 0.3);
this.createOscillator('sine', 554, now + 0.1, 0.1, 0.3);
this.createOscillator('sine', 659, now + 0.2, 0.3, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGamePauseSound() {
return () => {
const now = this.audioContext.currentTime;
// Two notes pause sound
this.createOscillator('sine', 659, now, 0.1, 0.3);
this.createOscillator('sine', 523, now + 0.15, 0.2, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGameResumeSound() {
return () => {
const now = this.audioContext.currentTime;
// Rising sequence (opposite of pause)
this.createOscillator('sine', 523, now, 0.1, 0.3);
this.createOscillator('sine', 659, now + 0.15, 0.2, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGameOverSound() {
return () => {
const now = this.audioContext.currentTime;
// Fanfare
this.createOscillator('square', 440, now, 0.1, 0.3);
this.createOscillator('square', 554, now + 0.1, 0.1, 0.3);
this.createOscillator('square', 659, now + 0.2, 0.1, 0.3);
this.createOscillator('square', 880, now + 0.3, 0.4, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createPlayerSwitchSound() {
return () => {
const now = this.audioContext.currentTime;
this.createOscillator('sine', 1200, now, 0.05, 0.2);
// Reset tick fade timer on player switch
this.lastTickTime = 0;
};
},
createButtonClickSound() {
return () => {
const now = this.audioContext.currentTime;
this.createOscillator('sine', 700, now, 0.04, 0.1);
};
},
createModalOpenSound() {
return () => {
const now = this.audioContext.currentTime;
// Ascending sound
this.createOscillator('sine', 400, now, 0.1, 0.2);
this.createOscillator('sine', 600, now + 0.1, 0.1, 0.2);
};
},
createModalCloseSound() {
return () => {
const now = this.audioContext.currentTime;
// Descending sound
this.createOscillator('sine', 600, now, 0.1, 0.2);
this.createOscillator('sine', 400, now + 0.1, 0.1, 0.2);
};
},
createPlayerAddedSound() {
return () => {
const now = this.audioContext.currentTime;
// Positive ascending notes
this.createOscillator('sine', 440, now, 0.1, 0.2);
this.createOscillator('sine', 523, now + 0.1, 0.1, 0.2);
this.createOscillator('sine', 659, now + 0.2, 0.2, 0.2, true);
};
},
createPlayerEditedSound() {
return () => {
const now = this.audioContext.currentTime;
// Two note confirmation
this.createOscillator('sine', 440, now, 0.1, 0.2);
this.createOscillator('sine', 523, now + 0.15, 0.15, 0.2);
};
},
createPlayerDeletedSound() {
return () => {
const now = this.audioContext.currentTime;
// Descending notes
this.createOscillator('sine', 659, now, 0.1, 0.2);
this.createOscillator('sine', 523, now + 0.1, 0.1, 0.2);
this.createOscillator('sine', 392, now + 0.2, 0.2, 0.2, true);
};
},
// Play a sound if not muted
play(soundName) {
if (this.muted || !this.sounds[soundName]) return;
// Resume audio context if it's suspended (needed for newer browsers)
if (this.audioContext.state === 'suspended') {
this.audioContext.resume();
}
this.sounds[soundName]();
},
// Toggle mute state
toggleMute() {
this.muted = !this.muted;
localStorage.setItem('chessTimerMuted', this.muted);
return this.muted;
},
// Play timer sounds based on remaining time
playTimerSound(remainingSeconds) {
if (remainingSeconds <= 0) {
// Reset tick fade timer when timer stops
this.lastTickTime = 0;
return; // Don't play sounds for zero time
}
if (remainingSeconds <= this.lowTimeThreshold) {
// Play low time warning sound (this resets the tick fade timer)
this.play('lowTime');
} else if (remainingSeconds % 1 === 0) {
// Normal tick sound on every second
this.play('tick');
}
},
// Play timer expired sound
playTimerExpired() {
this.play('timeUp');
},
// Stop all sounds and reset the tick fading
stopAllSounds() {
// Reset tick fade timer when stopping sounds
this.lastTickTime = 0;
},
// Reset the tick fading (call this when timer is paused or player changes)
resetTickFade() {
this.lastTickTime = 0;
}
};
// Initialize audio on module load
audioManager.init();
// Export the audio manager
export default audioManager;

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="theme-color" content="#2c3e50">
<title>Multi-Player Chess 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">
</head>
<body>
<div class="app-container">
<header class="header">
<div class="game-controls">
<button id="gameButton" class="game-button">Start Game</button>
</div>
<div class="header-buttons">
<button id="resetButton" class="header-button" title="Reset All Data">
<i class="fas fa-redo-alt"></i>
</button>
<button id="addPlayerButton" class="header-button" title="Add New Player">
<i class="fas fa-user-plus"></i>
</button>
<button id="setupButton" class="header-button" title="Setup Current Player">
<i class="fas fa-cog"></i>
</button>
</div>
</header>
<div class="carousel-container">
<div id="carousel" class="carousel">
<!-- Player cards will be dynamically inserted here -->
</div>
</div>
</div>
<!-- Player Edit Modal -->
<div id="playerModal" class="modal">
<div class="modal-content">
<h2 id="modalTitle">Edit Player</h2>
<form id="playerForm">
<div class="form-group">
<label for="playerName">Name</label>
<input type="text" id="playerName" required>
</div>
<div class="form-group">
<label for="playerImage">Image</label>
<input type="file" id="playerImage" accept="image/*">
<div id="imagePreview" class="player-image" style="margin-top: 0.5rem;">
<i class="fas fa-user"></i>
</div>
</div>
<div id="playerTimeContainer" class="form-group">
<label for="playerTime">Time (minutes)</label>
<input type="number" id="playerTime" min="1" max="180" value="5" required>
</div>
<div id="remainingTimeContainer" class="form-group" style="display: none;">
<label for="playerRemainingTime">Remaining Time (MM:SS)</label>
<input type="text" id="playerRemainingTime" pattern="[0-9]{2}:[0-9]{2}" placeholder="05:00">
<small>Format: Minutes:Seconds (e.g., 05:30)</small>
</div>
<div class="form-buttons">
<button type="button" id="cancelButton" class="cancel-button">Cancel</button>
<button type="submit" class="save-button">Save</button>
</div>
<div class="form-buttons delete-button-container">
<button type="button" id="deletePlayerButton" class="delete-button">Delete Player</button>
</div>
</form>
</div>
</div>
<!-- Reset Confirmation Modal -->
<div id="resetModal" class="modal">
<div class="modal-content">
<h2>Reset All Data</h2>
<p>Are you sure you want to reset all players and timers? This action cannot be undone.</p>
<div class="form-buttons">
<button type="button" id="resetCancelButton" class="cancel-button">Cancel</button>
<button type="button" id="resetConfirmButton" class="save-button">Reset</button>
</div>
</div>
</div>
<script type="module" src="audio.js"></script>
<script type="module" src="apps.js"></script>
</body>
</html>

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{
"name": "Chess Timer PWA",
"short_name": "Chess Timer",
"description": "Multi-player chess timer with carousel navigation",
"start_url": "/",
"display": "standalone",
"background_color": "#f5f5f5",
"theme_color": "#2c3e50",
"icons": [
{
"src": "android-chrome-192x192.png",
"sizes": "192x192",
"type": "image/png",
"purpose": "any maskable"
},
{
"src": "android-chrome-512x512.png",
"sizes": "512x512",
"type": "image/png",
"purpose": "any maskable"
},
{
"src": "apple-touch-icon.png",
"sizes": "180x180",
"type": "image/png"
},
{
"src": "favicon-32x32.png",
"sizes": "32x32",
"type": "image/png"
},
{
"src": "favicon-16x16.png",
"sizes": "16x16",
"type": "image/png"
}
]
}

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{
"name": "Game Timer",
"short_name": "Game Timer",
"icons": [
{
"src": "/android-chrome-192x192.png",
"sizes": "192x192",
"type": "image/png"
},
{
"src": "/android-chrome-512x512.png",
"sizes": "512x512",
"type": "image/png"
}
],
"theme_color": "#ffffff",
"background_color": "#ffffff",
"display": "standalone"
}

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* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: Arial, sans-serif;
}
body {
background-color: #f5f5f5;
color: #333;
overflow-x: hidden;
}
.app-container {
max-width: 100%;
margin: 0 auto;
min-height: 100vh;
display: flex;
flex-direction: column;
}
.header {
background-color: #2c3e50;
color: white;
padding: 1rem;
display: flex;
justify-content: space-between;
align-items: center;
position: fixed;
top: 0;
width: 100%;
z-index: 10;
}
.game-controls {
text-align: center;
flex: 1;
}
.game-button {
background-color: #3498db;
color: white;
border: none;
padding: 0.5rem 1rem;
border-radius: 4px;
font-size: 1rem;
cursor: pointer;
}
.header-buttons {
display: flex;
gap: 0.5rem;
}
.header-button {
background-color: transparent;
color: white;
border: none;
font-size: 1.2rem;
cursor: pointer;
width: 40px;
height: 40px;
display: flex;
align-items: center;
justify-content: center;
border-radius: 50%;
}
.header-button:hover {
background-color: rgba(255, 255, 255, 0.1);
}
.carousel-container {
margin-top: 70px;
width: 100%;
overflow: hidden;
flex: 1;
touch-action: pan-x;
}
.carousel {
display: flex;
transition: transform 0.3s ease;
height: calc(100vh - 70px);
}
.player-card {
min-width: 100%;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 1rem;
transition: all 0.3s ease;
}
.active-player {
opacity: 1;
}
.inactive-player {
opacity: 0.6;
}
/* New styles for timer active state */
.player-timer {
font-size: 4rem;
font-weight: bold;
margin: 1rem 0;
padding: 0.5rem 1.5rem;
border-radius: 12px;
position: relative;
}
/* Timer background effect when game is running */
.timer-active {
background-color: #ffecee; /* Light red base color */
box-shadow: 0 0 15px rgba(231, 76, 60, 0.5);
animation: pulsate 1.5s ease-out infinite;
}
/* Timer of a player that has run out of time */
.timer-finished {
color: #e74c3c;
text-decoration: line-through;
opacity: 0.7;
}
/* Pulsating animation */
@keyframes pulsate {
0% {
box-shadow: 0 0 0 0 rgba(231, 76, 60, 0.7);
background-color: #ffecee;
}
50% {
box-shadow: 0 0 20px 0 rgba(231, 76, 60, 0.5);
background-color: #ffe0e0;
}
100% {
box-shadow: 0 0 0 0 rgba(231, 76, 60, 0.7);
background-color: #ffecee;
}
}
.player-image {
width: 120px;
height: 120px;
border-radius: 50%;
background-color: #ddd;
display: flex;
align-items: center;
justify-content: center;
margin-bottom: 1rem;
overflow: hidden;
}
.player-image img {
width: 100%;
height: 100%;
object-fit: cover;
}
.player-image i {
font-size: 3rem;
color: #888;
}
.player-name {
font-size: 1.5rem;
margin-bottom: 0.5rem;
font-weight: bold;
}
.modal {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
display: flex;
align-items: center;
justify-content: center;
z-index: 20;
opacity: 0;
pointer-events: none;
transition: opacity 0.3s ease;
}
.modal.active {
opacity: 1;
pointer-events: auto;
}
.modal-content {
background-color: white;
padding: 2rem;
border-radius: 8px;
width: 90%;
max-width: 500px;
}
.form-group {
margin-bottom: 1rem;
}
.form-group label {
display: block;
margin-bottom: 0.5rem;
font-weight: bold;
}
.form-group input {
width: 100%;
padding: 0.5rem;
border: 1px solid #ddd;
border-radius: 4px;
}
.form-buttons {
display: flex;
justify-content: space-between;
margin-top: 1rem;
}
.form-buttons button {
padding: 0.5rem 1rem;
border: none;
border-radius: 4px;
cursor: pointer;
flex: 1;
margin: 0 0.5rem;
}
.form-buttons button:first-child {
margin-left: 0;
}
.form-buttons button:last-child {
margin-right: 0;
}
.delete-button-container {
margin-top: 1rem;
}
.save-button {
background-color: #27ae60;
color: white;
}
.cancel-button {
background-color: #e74c3c;
color: white;
}
.delete-button {
background-color: #e74c3c;
color: white;
width: 100%;
}

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// Updated service worker code - sw.js
const CACHE_NAME = 'chess-timer-cache-v1';
const urlsToCache = [
'/',
'/index.html',
'/styles.css',
'/script.js'
// Only include files that you're sure exist
];
self.addEventListener('install', event => {
event.waitUntil(
caches.open(CACHE_NAME)
.then(cache => {
console.log('Opened cache');
// Use individual cache.add calls in a Promise.all to handle failures better
return Promise.all(
urlsToCache.map(url => {
return cache.add(url).catch(err => {
console.log('Failed to cache:', url, err);
// Continue despite individual failures
return Promise.resolve();
});
})
);
})
);
});
self.addEventListener('fetch', event => {
event.respondWith(
caches.match(event.request)
.then(response => {
// Cache hit - return response
if (response) {
return response;
}
return fetch(event.request);
})
.catch(err => {
console.log('Fetch handler failed:', err);
})
);
});