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832f19235f
| Author | SHA1 | Date | |
|---|---|---|---|
| 832f19235f | |||
| 5763407edc |
58
.dockerignore
Normal file
58
.dockerignore
Normal file
@@ -0,0 +1,58 @@
|
||||
# Version control
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||||
.git/
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.gitignore
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||||
|
||||
# Node.js
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||||
node_modules/
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npm-debug.log
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yarn-debug.log
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||||
yarn-error.log
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||||
Dockerfile
|
||||
|
||||
# Development files
|
||||
.dockerignore
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||||
.editorconfig
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||||
.eslintrc
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||||
.stylelintrc
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||||
.prettierrc
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||||
.vscode/
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||||
.idea/
|
||||
*.swp
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||||
*.swo
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||||
|
||||
# docs/
|
||||
README.md
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||||
LICENSE
|
||||
CHANGELOG.md
|
||||
*.md
|
||||
|
||||
# OS generated files
|
||||
.DS_Store
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||||
.DS_Store?
|
||||
._*
|
||||
.Spotlight-V100
|
||||
.Trashes
|
||||
ehthumbs.db
|
||||
Thumbs.db
|
||||
|
||||
# Test files
|
||||
__tests__/
|
||||
test/
|
||||
tests/
|
||||
coverage/
|
||||
|
||||
# Build artifacts
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||||
dist/
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build/
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||||
|
||||
# Environment files
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||||
# We need .env for our application
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#.env
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.env.*
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||||
|
||||
|
||||
# Project specific files
|
||||
labels.example
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||||
virt-game-timer.service
|
||||
package.json
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||||
package-lock.json
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||||
12
.env.example
Normal file
12
.env.example
Normal file
@@ -0,0 +1,12 @@
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# Environment Variables Example for Game Timer Application
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# Copy this file to .env and fill in your own values
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||||
|
||||
# Public VAPID key for push notifications
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||||
# Generate your own VAPID keys for production:
|
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# https://github.com/web-push-libs/web-push#generatevapidkeys
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PUBLIC_VAPID_KEY=your_public_vapid_key_here
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|
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# Backend URL for your push notification server
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BACKEND_URL=https://your-push-server.example.com
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|
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# Other environment variables can be added here
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39
.gitignore
vendored
Normal file
39
.gitignore
vendored
Normal file
@@ -0,0 +1,39 @@
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# Dependency directories
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node_modules/
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jspm_packages/
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|
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# Build outputs
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dist/
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build/
|
||||
|
||||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
|
||||
# Environment variables
|
||||
.env
|
||||
.env.local
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.env.development.local
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.env.test.local
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.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
|
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.docker/
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||||
13
Dockerfile
13
Dockerfile
@@ -1,11 +1,14 @@
|
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# Use the official Nginx image as the base image
|
||||
# Use a lightweight server
|
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FROM nginx:alpine
|
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|
||||
# Remove the default Nginx static files
|
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RUN rm -rf /usr/share/nginx/html/*
|
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# Set working directory
|
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WORKDIR /usr/share/nginx/html
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|
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# Copy all your app's files into the Nginx directory
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COPY . /usr/share/nginx/html
|
||||
# Copy all the application files
|
||||
COPY . .
|
||||
|
||||
# Copy the .env file
|
||||
COPY .env .
|
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|
||||
# Expose port 80
|
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EXPOSE 80
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|
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110
README.md
110
README.md
@@ -1,6 +1,61 @@
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# Game Timer
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|
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Multi-player chess timer with carousel navigation
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Multi-player game-timer timer with carousel navigation
|
||||
|
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## Project Structure
|
||||
|
||||
```
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||||
game-timer/
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├── css/ # CSS stylesheets
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├── icons/ # App icons
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├── images/ # Image assets
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├── js/ # Symbolic link to src/js for compatibility
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├── index.html # Main HTML entry point
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├── manifest.json # PWA manifest
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├── sw.js # Service Worker
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├── src/ # Source code
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│ └── js/ # JavaScript files
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│ ├── core/ # Core application logic
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│ ├── ui/ # UI-related code
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│ └── services/ # External services integration
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├── Dockerfile # Docker container definition (nginx)
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├── .dockerignore # Files to exclude from Docker build
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├── .env # Environment variables for production
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├── .env.example # Example environment variables template
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└── package.json # Project metadata and deployment scripts
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```
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## Environment Variables
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|
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The application uses environment variables for configuration. These are loaded from a `.env` file at runtime.
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### Setting Up Environment Variables
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1. Copy `.env.example` to `.env`:
|
||||
```bash
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||||
cp .env.example .env
|
||||
```
|
||||
|
||||
2. Edit the `.env` file with your own values:
|
||||
```
|
||||
# Public VAPID key for push notifications
|
||||
PUBLIC_VAPID_KEY=your_public_vapid_key_here
|
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|
||||
# Backend URL for push notifications
|
||||
BACKEND_URL=https://your-push-server.example.com
|
||||
```
|
||||
|
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3. For security, never commit your `.env` file to version control. It's already included in `.gitignore`.
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|
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### Generating VAPID Keys
|
||||
|
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For push notifications, you need to generate your own VAPID keys:
|
||||
|
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```bash
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npx web-push generate-vapid-keys
|
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```
|
||||
|
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Use the public key in your `.env` file and keep the private key secure for your backend server.
|
||||
|
||||
# PWA Containerized Deployment
|
||||
|
||||
@@ -23,7 +78,7 @@ 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:
|
||||
|
||||
@@ -31,12 +86,24 @@ From the repository root, run the following command to build your Docker image:
|
||||
docker build -t 'game-timer:latest' .
|
||||
```
|
||||
|
||||
### 3. Run the Docker Container
|
||||
|
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Once the image is built, run the container on port 8080 with:
|
||||
or use the npm script:
|
||||
|
||||
```bash
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docker run -d -p 8080:80 --name game-timer-container game-timer:latest
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||||
npm run docker:build
|
||||
```
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||||
|
||||
### 3. Run the Docker Container
|
||||
|
||||
Once the image is built, run the container on port 80 with:
|
||||
|
||||
```bash
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||||
docker run -d -p 80:80 --name game-timer game-timer:latest
|
||||
```
|
||||
|
||||
or use the npm script:
|
||||
|
||||
```bash
|
||||
npm run start
|
||||
```
|
||||
|
||||
### 4. Verify the Deployment
|
||||
@@ -50,19 +117,42 @@ docker ps
|
||||
View logs (if needed):
|
||||
|
||||
```bash
|
||||
docker logs game-timer-container
|
||||
docker logs game-timer
|
||||
```
|
||||
|
||||
After running the container, open your web browser and navigate to:
|
||||
|
||||
```bash
|
||||
```
|
||||
http://localhost
|
||||
```
|
||||
|
||||
### 5. Terminate
|
||||
|
||||
To stop your running game-timer-container, use:
|
||||
To stop your running game-timer container, use:
|
||||
|
||||
```bash
|
||||
docker stop game-timer-container
|
||||
docker stop game-timer
|
||||
docker rm game-timer
|
||||
```
|
||||
|
||||
or use the npm script:
|
||||
|
||||
```bash
|
||||
npm run stop
|
||||
```
|
||||
|
||||
## Development
|
||||
|
||||
For local development without Docker, you can use any static file server such as:
|
||||
|
||||
```bash
|
||||
python -m http.server
|
||||
```
|
||||
|
||||
or
|
||||
|
||||
```bash
|
||||
npx serve
|
||||
```
|
||||
|
||||
This will start a local development server and you can access the application in your browser.
|
||||
446
app.js
446
app.js
@@ -1,446 +0,0 @@
|
||||
// app.js - Main Application Orchestrator
|
||||
import * as config from './config.js';
|
||||
import * as state from './state.js';
|
||||
import * as ui from './ui.js';
|
||||
import * as timer from './timer.js';
|
||||
import camera from './camera.js'; // Default export
|
||||
import audioManager from './audio.js';
|
||||
import * as pushFlic from './pushFlicIntegration.js';
|
||||
|
||||
// --- Core Game Actions ---
|
||||
|
||||
function startGame() {
|
||||
if (state.getPlayers().length < 2) {
|
||||
alert('You need at least 2 players to start.');
|
||||
return;
|
||||
}
|
||||
if (state.getGameState() === config.GAME_STATES.SETUP || state.getGameState() === config.GAME_STATES.PAUSED) {
|
||||
state.setGameState(config.GAME_STATES.RUNNING);
|
||||
audioManager.play('gameStart');
|
||||
timer.startTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is applied
|
||||
}
|
||||
}
|
||||
|
||||
function pauseGame() {
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
state.setGameState(config.GAME_STATES.PAUSED);
|
||||
audioManager.play('gamePause');
|
||||
timer.stopTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is removed
|
||||
}
|
||||
}
|
||||
|
||||
function resumeGame() {
|
||||
if (state.getGameState() === config.GAME_STATES.PAUSED) {
|
||||
// Check if there's actually a player with time left
|
||||
if (state.findNextPlayerWithTime() === -1) {
|
||||
console.log("Cannot resume, no players have time left.");
|
||||
// Optionally set state to OVER here
|
||||
handleGameOver();
|
||||
return;
|
||||
}
|
||||
state.setGameState(config.GAME_STATES.RUNNING);
|
||||
audioManager.play('gameResume');
|
||||
timer.startTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is applied
|
||||
}
|
||||
}
|
||||
|
||||
function togglePauseResume() {
|
||||
const currentGameState = state.getGameState();
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
pauseGame();
|
||||
} else if (currentGameState === config.GAME_STATES.PAUSED) {
|
||||
resumeGame();
|
||||
} else if (currentGameState === config.GAME_STATES.SETUP) {
|
||||
startGame();
|
||||
} else if (currentGameState === config.GAME_STATES.OVER) {
|
||||
resetGame(); // Or just go back to setup? Let's reset.
|
||||
startGame();
|
||||
}
|
||||
}
|
||||
|
||||
function switchToPlayer(index) {
|
||||
if (index >= 0 && index < state.getPlayers().length) {
|
||||
const previousIndex = state.getCurrentPlayerIndex();
|
||||
if(index !== previousIndex) {
|
||||
state.setCurrentPlayerIndex(index);
|
||||
audioManager.play('playerSwitch');
|
||||
ui.renderPlayers(); // Update UI immediately
|
||||
|
||||
// If the game is running, restart the timer for the new player
|
||||
// The timer interval callback will handle the decrementing
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
timer.startTimer(); // This clears the old interval and starts anew
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function nextPlayer() {
|
||||
const currentGameState = state.getGameState();
|
||||
let newIndex = -1;
|
||||
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
newIndex = state.findNextPlayerWithTimeCircular(1); // Find next with time
|
||||
} else {
|
||||
// Allow cycling through all players if not running
|
||||
const playerCount = state.getPlayers().length;
|
||||
if(playerCount > 0) {
|
||||
newIndex = (state.getCurrentPlayerIndex() + 1) % playerCount;
|
||||
}
|
||||
}
|
||||
|
||||
if (newIndex !== -1) {
|
||||
switchToPlayer(newIndex);
|
||||
} else if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
console.log("NextPlayer: No other player has time remaining.");
|
||||
// Optionally handle game over immediately? Timer logic should catch this too.
|
||||
}
|
||||
}
|
||||
|
||||
function previousPlayer() {
|
||||
const currentGameState = state.getGameState();
|
||||
let newIndex = -1;
|
||||
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
newIndex = state.findNextPlayerWithTimeCircular(-1); // Find previous with time
|
||||
} else {
|
||||
// Allow cycling through all players if not running
|
||||
const playerCount = state.getPlayers().length;
|
||||
if (playerCount > 0) {
|
||||
newIndex = (state.getCurrentPlayerIndex() - 1 + playerCount) % playerCount;
|
||||
}
|
||||
}
|
||||
|
||||
if (newIndex !== -1) {
|
||||
switchToPlayer(newIndex);
|
||||
} else if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
console.log("PreviousPlayer: No other player has time remaining.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function handleGameOver() {
|
||||
state.setGameState(config.GAME_STATES.OVER);
|
||||
audioManager.play('gameOver');
|
||||
timer.stopTimer(); // Ensure timer is stopped
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Update to show final state
|
||||
}
|
||||
|
||||
function resetGame() {
|
||||
timer.stopTimer(); // Stop timer if running/paused
|
||||
state.resetPlayersTime();
|
||||
state.setGameState(config.GAME_STATES.SETUP);
|
||||
state.setCurrentPlayerIndex(0); // Go back to first player
|
||||
audioManager.play('buttonClick'); // Or a specific reset sound?
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
function fullResetApp() {
|
||||
timer.stopTimer();
|
||||
state.resetToDefaults();
|
||||
audioManager.play('gameOver'); // Use game over sound for full reset
|
||||
ui.hideResetModal();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
// --- Event Handlers ---
|
||||
|
||||
function handleGameButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
togglePauseResume();
|
||||
}
|
||||
|
||||
function handleSetupButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before editing players.');
|
||||
return;
|
||||
}
|
||||
const currentPlayer = state.getCurrentPlayer();
|
||||
if (!currentPlayer) {
|
||||
console.warn("Edit clicked but no current player?");
|
||||
return; // Or show Add Player modal?
|
||||
}
|
||||
camera.stopStream(); // Ensure camera is off before opening modal
|
||||
ui.showPlayerModal(false, currentPlayer);
|
||||
}
|
||||
|
||||
function handleAddPlayerButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before adding players.');
|
||||
return;
|
||||
}
|
||||
camera.stopStream(); // Ensure camera is off before opening modal
|
||||
ui.showPlayerModal(true);
|
||||
}
|
||||
|
||||
function handleResetButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before resetting.');
|
||||
return;
|
||||
}
|
||||
ui.showResetModal();
|
||||
}
|
||||
|
||||
function handlePlayerFormSubmit(event) {
|
||||
event.preventDefault();
|
||||
audioManager.play('buttonClick');
|
||||
|
||||
const name = ui.elements.playerNameInput.value.trim();
|
||||
const timeInMinutes = parseInt(ui.elements.playerTimeInput.value, 10);
|
||||
let remainingTimeSeconds = 0; // Default
|
||||
const isNewPlayer = ui.elements.modalTitle.textContent === 'Add New Player';
|
||||
const currentGameState = state.getGameState();
|
||||
|
||||
if (!name || isNaN(timeInMinutes) || timeInMinutes <= 0) {
|
||||
alert('Please enter a valid name and positive time.');
|
||||
return;
|
||||
}
|
||||
|
||||
// Get remaining time ONLY if editing and game is paused/over
|
||||
if (!isNewPlayer && (currentGameState === config.GAME_STATES.PAUSED || currentGameState === config.GAME_STATES.OVER)) {
|
||||
const remainingTimeString = ui.elements.playerRemainingTimeInput.value;
|
||||
const parsedSeconds = ui.parseTimeString(remainingTimeString);
|
||||
if (parsedSeconds === null) { // Check if parsing failed
|
||||
alert('Please enter remaining time in MM:SS format (e.g., 05:30).');
|
||||
return;
|
||||
}
|
||||
remainingTimeSeconds = parsedSeconds;
|
||||
// Validate remaining time against total time? Optional.
|
||||
if (remainingTimeSeconds > timeInMinutes * 60) {
|
||||
alert('Remaining time cannot be greater than the total time.');
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// For new players or when editing in setup, remaining time matches total time
|
||||
remainingTimeSeconds = timeInMinutes * 60;
|
||||
}
|
||||
|
||||
let imageDataUrl = ui.elements.playerImageInput.dataset.capturedImage || null;
|
||||
const imageFile = ui.elements.playerImageInput.files[0];
|
||||
|
||||
const saveAction = (finalImageData) => {
|
||||
if (isNewPlayer) {
|
||||
state.addPlayer(name, timeInMinutes, finalImageData);
|
||||
audioManager.play('playerAdded');
|
||||
} else {
|
||||
const playerIndex = state.getCurrentPlayerIndex();
|
||||
// Use 'undefined' for image if no new image is provided, so state.updatePlayer keeps the old one
|
||||
const imageArg = finalImageData !== null ? finalImageData : (imageFile || ui.elements.playerImageInput.dataset.capturedImage ? finalImageData : undefined);
|
||||
state.updatePlayer(playerIndex, name, timeInMinutes, remainingTimeSeconds, imageArg);
|
||||
audioManager.play('playerEdited');
|
||||
}
|
||||
ui.hidePlayerModal();
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton(); // Update in case player count changed for setup state
|
||||
camera.stopStream(); // Ensure camera is stopped
|
||||
};
|
||||
|
||||
if (!imageDataUrl && imageFile) {
|
||||
// Handle file upload: Read file as Data URL
|
||||
const reader = new FileReader();
|
||||
reader.onload = (e) => saveAction(e.target.result);
|
||||
reader.onerror = (e) => {
|
||||
console.error("Error reading image file:", e);
|
||||
alert("Error processing image file.");
|
||||
};
|
||||
reader.readAsDataURL(imageFile);
|
||||
} else {
|
||||
// Handle captured image or no image change
|
||||
const currentImage = isNewPlayer ? null : state.getCurrentPlayer()?.image;
|
||||
// If imageDataUrl has content (from camera), use it.
|
||||
// If not, and no file was selected, keep the current image (by passing undefined to updatePlayer later).
|
||||
// If it's a new player and no image, pass null.
|
||||
saveAction(imageDataUrl ?? (isNewPlayer ? null : currentImage));
|
||||
}
|
||||
}
|
||||
|
||||
function handlePlayerModalCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hidePlayerModal();
|
||||
camera.stopStream(); // Make sure camera turns off
|
||||
}
|
||||
|
||||
function handleDeletePlayer() {
|
||||
audioManager.play('buttonClick');
|
||||
const success = state.deletePlayer(state.getCurrentPlayerIndex());
|
||||
if (success) {
|
||||
audioManager.play('playerDeleted');
|
||||
ui.hidePlayerModal();
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton(); // Update in case player count dropped below 2
|
||||
} else {
|
||||
alert('Cannot delete player. Minimum of 2 players required.');
|
||||
}
|
||||
camera.stopStream();
|
||||
}
|
||||
|
||||
function handleResetConfirm() {
|
||||
audioManager.play('buttonClick');
|
||||
fullResetApp();
|
||||
}
|
||||
|
||||
function handleResetCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hideResetModal();
|
||||
}
|
||||
|
||||
function handleCameraButtonClick(event) {
|
||||
event.preventDefault(); // Prevent form submission if inside form
|
||||
audioManager.play('buttonClick');
|
||||
camera.open(); // Open the camera interface
|
||||
}
|
||||
|
||||
// --- Timer Callbacks ---
|
||||
|
||||
function handleTimerTick() {
|
||||
// Timer module already updated the state, just need to redraw UI
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
function handlePlayerSwitchOnTimer(newPlayerIndex) {
|
||||
// Timer detected current player ran out, found next player
|
||||
console.log(`Timer switching to player index: ${newPlayerIndex}`);
|
||||
switchToPlayer(newPlayerIndex);
|
||||
// Sound is handled in switchToPlayer
|
||||
}
|
||||
|
||||
// --- Camera Callback ---
|
||||
function handleCameraCapture(imageDataUrl) {
|
||||
console.log("Image captured");
|
||||
ui.updateImagePreviewFromDataUrl(imageDataUrl);
|
||||
// Camera module already closed the camera UI
|
||||
}
|
||||
|
||||
// --- Service Worker and PWA Setup ---
|
||||
|
||||
function setupServiceWorker() {
|
||||
if ('serviceWorker' in navigator) {
|
||||
window.addEventListener('load', () => {
|
||||
navigator.serviceWorker.register('/sw.js')
|
||||
.then(registration => {
|
||||
console.log('ServiceWorker registered successfully.');
|
||||
|
||||
// Listen for messages FROM the Service Worker (e.g., Flic actions)
|
||||
navigator.serviceWorker.addEventListener('message', handleServiceWorkerMessage);
|
||||
|
||||
// Initialize Flic integration (which will try to subscribe)
|
||||
initFlic();
|
||||
})
|
||||
.catch(error => {
|
||||
console.error('ServiceWorker registration failed:', error);
|
||||
});
|
||||
});
|
||||
// Listen for SW controller changes
|
||||
navigator.serviceWorker.addEventListener('controllerchange', () => {
|
||||
console.log('Service Worker controller changed, potentially updated.');
|
||||
// window.location.reload(); // Consider prompting user to reload
|
||||
});
|
||||
|
||||
} else {
|
||||
console.warn('ServiceWorker not supported.');
|
||||
}
|
||||
}
|
||||
|
||||
function handleServiceWorkerMessage(event) {
|
||||
console.log('[App] Message received from Service Worker:', event.data);
|
||||
if (event.data?.type === 'flic-action') {
|
||||
const { action, button, timestamp, batteryLevel } = event.data;
|
||||
pushFlic.handleFlicAction(action, button, timestamp, batteryLevel);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Flic Integration Setup ---
|
||||
function initFlic() {
|
||||
// Define what happens for each Flic button action
|
||||
const flicActionHandlers = {
|
||||
[config.FLIC_ACTIONS.SINGLE_CLICK]: nextPlayer,
|
||||
[config.FLIC_ACTIONS.DOUBLE_CLICK]: previousPlayer, // Map double-click to previous player
|
||||
[config.FLIC_ACTIONS.HOLD]: togglePauseResume,
|
||||
};
|
||||
pushFlic.initPushFlic(flicActionHandlers);
|
||||
}
|
||||
|
||||
|
||||
// --- Initialization ---
|
||||
|
||||
function initialize() {
|
||||
console.log("Initializing Game Timer App...");
|
||||
|
||||
// 1. Load saved state or defaults
|
||||
state.loadData();
|
||||
|
||||
// 2. Initialize UI (pass carousel swipe handler)
|
||||
ui.initUI({
|
||||
onCarouselSwipe: (direction) => {
|
||||
if (direction > 0) nextPlayer(); else previousPlayer();
|
||||
}
|
||||
});
|
||||
|
||||
// 3. Initialize Timer (pass callbacks for UI updates/state changes)
|
||||
timer.initTimer({
|
||||
onTimerTick: handleTimerTick,
|
||||
onPlayerSwitch: handlePlayerSwitchOnTimer,
|
||||
onGameOver: handleGameOver
|
||||
});
|
||||
|
||||
// 4. Initialize Camera (pass elements and capture callback)
|
||||
camera.init(
|
||||
{ // Pass relevant DOM elements
|
||||
cameraContainer: ui.elements.cameraContainer,
|
||||
cameraView: ui.elements.cameraView,
|
||||
cameraCanvas: ui.elements.cameraCanvas,
|
||||
cameraCaptureButton: ui.elements.cameraCaptureButton,
|
||||
cameraCancelButton: ui.elements.cameraCancelButton
|
||||
},
|
||||
{ // Pass options/callbacks
|
||||
onCapture: handleCameraCapture
|
||||
}
|
||||
);
|
||||
|
||||
// 5. Set up UI Event Listeners that trigger actions
|
||||
ui.elements.gameButton.addEventListener('click', handleGameButtonClick);
|
||||
ui.elements.setupButton.addEventListener('click', handleSetupButtonClick);
|
||||
ui.elements.addPlayerButton.addEventListener('click', handleAddPlayerButtonClick);
|
||||
ui.elements.resetButton.addEventListener('click', handleResetButtonClick);
|
||||
ui.elements.playerForm.addEventListener('submit', handlePlayerFormSubmit);
|
||||
ui.elements.cancelButton.addEventListener('click', handlePlayerModalCancel);
|
||||
ui.elements.deletePlayerButton.addEventListener('click', handleDeletePlayer);
|
||||
ui.elements.resetConfirmButton.addEventListener('click', handleResetConfirm);
|
||||
ui.elements.resetCancelButton.addEventListener('click', handleResetCancel);
|
||||
ui.elements.cameraButton.addEventListener('click', handleCameraButtonClick);
|
||||
|
||||
// 6. Setup Service Worker (which also initializes Flic)
|
||||
setupServiceWorker();
|
||||
|
||||
// 7. Initial UI Update based on loaded state
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton();
|
||||
|
||||
// 8. Resume timer if state loaded as 'running' (e.g., after refresh)
|
||||
// Note: This might be undesirable. Usually, a refresh should pause.
|
||||
// Consider forcing state to 'paused' or 'setup' on load?
|
||||
// For now, let's reset running state to paused on load.
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
console.log("Game was running on load, setting to paused.");
|
||||
state.setGameState(config.GAME_STATES.PAUSED);
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
console.log("App Initialized.");
|
||||
}
|
||||
|
||||
// --- Start the application ---
|
||||
initialize();
|
||||
BIN
images/screenshot1.png
Normal file
BIN
images/screenshot1.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 427 KiB |
BIN
images/screenshot2.png
Normal file
BIN
images/screenshot2.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 340 KiB |
17
index.html
17
index.html
@@ -5,9 +5,20 @@
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<meta name="theme-color" content="#2c3e50">
|
||||
<title>Game Timer</title>
|
||||
<link rel="manifest" href="manifest.json">
|
||||
|
||||
<!-- Favicon links -->
|
||||
<link rel="icon" href="/favicon.ico" type="image/x-icon">
|
||||
<link rel="shortcut icon" href="/favicon.ico" type="image/x-icon">
|
||||
|
||||
<!-- Web app manifest -->
|
||||
<link rel="manifest" href="/manifest.json">
|
||||
|
||||
<!-- App icons for various platforms -->
|
||||
<link rel="apple-touch-icon" href="/icons/apple-touch-icon.png">
|
||||
|
||||
<!-- CSS stylesheets -->
|
||||
<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>
|
||||
@@ -102,7 +113,7 @@
|
||||
</div>
|
||||
|
||||
<!-- Main application script -->
|
||||
<script type="module" src="app.js"></script>
|
||||
<script type="module" src="/js/app.js"></script>
|
||||
<script>
|
||||
if ("serviceWorker" in navigator) {
|
||||
navigator.serviceWorker.register("/sw.js")
|
||||
|
||||
@@ -3,7 +3,9 @@
|
||||
"short_name": "Game Timer",
|
||||
"description": "Multi-player chess-like timer with carousel navigation",
|
||||
"start_url": "/index.html",
|
||||
"id": "/index.html",
|
||||
"display": "standalone",
|
||||
"display_override": ["window-controls-overlay", "standalone", "minimal-ui"],
|
||||
"background_color": "#f5f5f5",
|
||||
"theme_color": "#2c3e50",
|
||||
"icons": [
|
||||
@@ -35,21 +37,15 @@
|
||||
],
|
||||
"screenshots": [
|
||||
{
|
||||
"src": "/screenshots/screenshot1.png",
|
||||
"sizes": "2604x2269",
|
||||
"src": "/images/screenshot1.png",
|
||||
"sizes": "2560x1860",
|
||||
"type": "image/png",
|
||||
"form_factor": "wide"
|
||||
},
|
||||
{
|
||||
"src": "/screenshots/screenshot2.png",
|
||||
"sizes": "1082x2402",
|
||||
"src": "/images/screenshot2.png",
|
||||
"sizes": "750x1594",
|
||||
"type": "image/png"
|
||||
}
|
||||
],
|
||||
"url_handlers": [
|
||||
{
|
||||
"origin": "https://game-timer.virtonline.eu"
|
||||
}
|
||||
],
|
||||
"gcm_sender_id": "103953800507"
|
||||
]
|
||||
}
|
||||
16
package.json
16
package.json
@@ -1,17 +1,13 @@
|
||||
{
|
||||
"name": "countdown",
|
||||
"name": "game-timer",
|
||||
"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",
|
||||
"build": "docker build -t 'game-timer:latest' .",
|
||||
"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",
|
||||
"clean": "docker system prune -f"
|
||||
"docker:build": "docker build -t 'game-timer:latest' .",
|
||||
"start": "docker run -d -p 80:80 --name game-timer game-timer:latest",
|
||||
"stop": "docker stop game-timer && docker rm game-timer",
|
||||
"rebuild": "npm run stop || true && npm run docker:build && npm run start"
|
||||
},
|
||||
"keywords": [
|
||||
"timer",
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 320 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 416 KiB |
@@ -1,19 +0,0 @@
|
||||
{
|
||||
"name": "Game Timer",
|
||||
"short_name": "Game Timer",
|
||||
"icons": [
|
||||
{
|
||||
"src": "/icons/android-chrome-192x192.png",
|
||||
"sizes": "192x192",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "/icons/android-chrome-512x512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png"
|
||||
}
|
||||
],
|
||||
"theme_color": "#ffffff",
|
||||
"background_color": "#ffffff",
|
||||
"display": "standalone"
|
||||
}
|
||||
107
src/js/app.js
Normal file
107
src/js/app.js
Normal file
@@ -0,0 +1,107 @@
|
||||
// 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 { initEnv } from './env-loader.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 ---
|
||||
|
||||
async function initialize() {
|
||||
console.log("Initializing Game Timer App...");
|
||||
|
||||
// 0. Wait for environment variables to load
|
||||
try {
|
||||
await initEnv();
|
||||
console.log("Environment variables loaded");
|
||||
} catch (error) {
|
||||
console.warn("Failed to load environment variables, using defaults:", error);
|
||||
}
|
||||
|
||||
// 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 ---
|
||||
// We need to use an async IIFE to await the async initialize function
|
||||
(async () => {
|
||||
try {
|
||||
await initialize();
|
||||
} catch (error) {
|
||||
console.error("Error initializing application:", error);
|
||||
}
|
||||
})();
|
||||
@@ -1,6 +1,17 @@
|
||||
// config.js
|
||||
export const PUBLIC_VAPID_KEY = 'BKfRJXjSQmAJ452gLwlK_8scGrW6qMU1mBRp39ONtcQHkSsQgmLAaODIyGbgHyRpnDEv3HfXV1oGh3SC0fHxY0E';
|
||||
export const BACKEND_URL = 'https://webpush.virtonline.eu';
|
||||
import { getEnv } from './env-loader.js';
|
||||
|
||||
export function getPublicVapidKey() {
|
||||
// Get the VAPID key from environment variables through the env-loader
|
||||
return getEnv('PUBLIC_VAPID_KEY', 'BKfRJXjSQmAJ452gLwlK_8scGrW6qMU1mBRp39ONtcQHkSsQgmLAaODIyGbgHyRpnDEv3HfXV1oGh3SC0fHxY0E');
|
||||
}
|
||||
|
||||
// The VAPID key should not be exposed directly in the source code
|
||||
// Use the getter function instead: getPublicVapidKey()
|
||||
// export const PUBLIC_VAPID_KEY = 'BKfRJXjSQmAJ452gLwlK_8scGrW6qMU1mBRp39ONtcQHkSsQgmLAaODIyGbgHyRpnDEv3HfXV1oGh3SC0fHxY0E';
|
||||
|
||||
// Get backend URL from environment variables
|
||||
export const BACKEND_URL = getEnv('BACKEND_URL', 'https://webpush.virtonline.eu');
|
||||
export const FLIC_BUTTON_ID = 'game-button'; // Example ID, might need configuration
|
||||
export const LOCAL_STORAGE_KEY = 'gameTimerData';
|
||||
export const FLIC_BATTERY_THRESHOLD = 50; // Battery percentage threshold for low battery warning
|
||||
92
src/js/core/eventHandlers.js
Normal file
92
src/js/core/eventHandlers.js
Normal file
@@ -0,0 +1,92 @@
|
||||
// eventHandlers.js - UI event handlers
|
||||
import * as config from '../config.js';
|
||||
import * as state from './state.js';
|
||||
import * as ui from '../ui/ui.js';
|
||||
import audioManager from '../ui/audio.js';
|
||||
import camera from '../ui/camera.js';
|
||||
import { togglePauseResume, fullResetApp } from './gameActions.js';
|
||||
import { handlePlayerFormSubmit, handleDeletePlayer } from './playerManager.js';
|
||||
|
||||
export function handleGameButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
togglePauseResume();
|
||||
}
|
||||
|
||||
export function handleSetupButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before editing players.');
|
||||
return;
|
||||
}
|
||||
const currentPlayer = state.getCurrentPlayer();
|
||||
if (!currentPlayer) {
|
||||
console.warn("Edit clicked but no current player?");
|
||||
return; // Or show Add Player modal?
|
||||
}
|
||||
camera.stopStream(); // Ensure camera is off before opening modal
|
||||
ui.showPlayerModal(false, currentPlayer);
|
||||
}
|
||||
|
||||
export function handleAddPlayerButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before adding players.');
|
||||
return;
|
||||
}
|
||||
camera.stopStream(); // Ensure camera is off before opening modal
|
||||
ui.showPlayerModal(true);
|
||||
}
|
||||
|
||||
export function handleResetButtonClick() {
|
||||
audioManager.play('buttonClick');
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
alert('Please pause the game before resetting.');
|
||||
return;
|
||||
}
|
||||
ui.showResetModal();
|
||||
}
|
||||
|
||||
export function handlePlayerModalCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hidePlayerModal();
|
||||
camera.stopStream(); // Make sure camera turns off
|
||||
}
|
||||
|
||||
export function handleResetConfirm() {
|
||||
audioManager.play('buttonClick');
|
||||
fullResetApp();
|
||||
}
|
||||
|
||||
export function handleResetCancel() {
|
||||
audioManager.play('buttonClick');
|
||||
ui.hideResetModal();
|
||||
}
|
||||
|
||||
export function handleCameraButtonClick(event) {
|
||||
event.preventDefault(); // Prevent form submission if inside form
|
||||
audioManager.play('buttonClick');
|
||||
camera.open(); // Open the camera interface
|
||||
}
|
||||
|
||||
// --- Timer Callbacks ---
|
||||
export function handleTimerTick() {
|
||||
// Timer module already updated the state, just need to redraw UI
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
export function handlePlayerSwitchOnTimer(newPlayerIndex) {
|
||||
// Timer detected current player ran out, found next player
|
||||
console.log(`Timer switching to player index: ${newPlayerIndex}`);
|
||||
// Import switchToPlayer dynamically to avoid circular dependency
|
||||
import('./playerManager.js').then(module => {
|
||||
module.switchToPlayer(newPlayerIndex);
|
||||
});
|
||||
// Sound is handled in switchToPlayer
|
||||
}
|
||||
|
||||
// --- Camera Callback ---
|
||||
export function handleCameraCapture(imageDataUrl) {
|
||||
console.log("Image captured");
|
||||
ui.updateImagePreviewFromDataUrl(imageDataUrl);
|
||||
// Camera module already closed the camera UI
|
||||
}
|
||||
91
src/js/core/gameActions.js
Normal file
91
src/js/core/gameActions.js
Normal file
@@ -0,0 +1,91 @@
|
||||
// gameActions.js - Core game action functions
|
||||
import * as config from '../config.js';
|
||||
import * as state from './state.js';
|
||||
import * as ui from '../ui/ui.js';
|
||||
import * as timer from './timer.js';
|
||||
import audioManager from '../ui/audio.js';
|
||||
|
||||
// --- Core Game Actions ---
|
||||
|
||||
// Declare handleGameOver at the top level to avoid referencing before definition
|
||||
export function handleGameOver() {
|
||||
state.setGameState(config.GAME_STATES.OVER);
|
||||
audioManager.play('gameOver');
|
||||
timer.stopTimer(); // Ensure timer is stopped
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Update to show final state
|
||||
}
|
||||
|
||||
export function startGame() {
|
||||
if (state.getPlayers().length < 2) {
|
||||
alert('You need at least 2 players to start.');
|
||||
return;
|
||||
}
|
||||
if (state.getGameState() === config.GAME_STATES.SETUP || state.getGameState() === config.GAME_STATES.PAUSED) {
|
||||
state.setGameState(config.GAME_STATES.RUNNING);
|
||||
audioManager.play('gameStart');
|
||||
timer.startTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is applied
|
||||
}
|
||||
}
|
||||
|
||||
export function pauseGame() {
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
state.setGameState(config.GAME_STATES.PAUSED);
|
||||
audioManager.play('gamePause');
|
||||
timer.stopTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is removed
|
||||
}
|
||||
}
|
||||
|
||||
export function resumeGame() {
|
||||
if (state.getGameState() === config.GAME_STATES.PAUSED) {
|
||||
// Check if there's actually a player with time left
|
||||
if (state.findNextPlayerWithTime() === -1) {
|
||||
console.log("Cannot resume, no players have time left.");
|
||||
// Optionally set state to OVER here
|
||||
handleGameOver();
|
||||
return;
|
||||
}
|
||||
state.setGameState(config.GAME_STATES.RUNNING);
|
||||
audioManager.play('gameResume');
|
||||
timer.startTimer();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers(); // Ensure active timer styling is applied
|
||||
}
|
||||
}
|
||||
|
||||
export function togglePauseResume() {
|
||||
const currentGameState = state.getGameState();
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
pauseGame();
|
||||
} else if (currentGameState === config.GAME_STATES.PAUSED) {
|
||||
resumeGame();
|
||||
} else if (currentGameState === config.GAME_STATES.SETUP) {
|
||||
startGame();
|
||||
} else if (currentGameState === config.GAME_STATES.OVER) {
|
||||
resetGame(); // Or just go back to setup? Let's reset.
|
||||
startGame();
|
||||
}
|
||||
}
|
||||
|
||||
export function resetGame() {
|
||||
timer.stopTimer(); // Stop timer if running/paused
|
||||
state.resetPlayersTime();
|
||||
state.setGameState(config.GAME_STATES.SETUP);
|
||||
state.setCurrentPlayerIndex(0); // Go back to first player
|
||||
audioManager.play('buttonClick'); // Or a specific reset sound?
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
|
||||
export function fullResetApp() {
|
||||
timer.stopTimer();
|
||||
state.resetToDefaults();
|
||||
audioManager.play('gameOver'); // Use game over sound for full reset
|
||||
ui.hideResetModal();
|
||||
ui.updateGameButton();
|
||||
ui.renderPlayers();
|
||||
}
|
||||
154
src/js/core/playerManager.js
Normal file
154
src/js/core/playerManager.js
Normal file
@@ -0,0 +1,154 @@
|
||||
// playerManager.js - Player-related operations
|
||||
import * as config from '../config.js';
|
||||
import * as state from './state.js';
|
||||
import * as ui from '../ui/ui.js';
|
||||
import * as timer from './timer.js';
|
||||
import audioManager from '../ui/audio.js';
|
||||
import camera from '../ui/camera.js';
|
||||
|
||||
export function switchToPlayer(index) {
|
||||
if (index >= 0 && index < state.getPlayers().length) {
|
||||
const previousIndex = state.getCurrentPlayerIndex();
|
||||
if(index !== previousIndex) {
|
||||
state.setCurrentPlayerIndex(index);
|
||||
audioManager.play('playerSwitch');
|
||||
ui.renderPlayers(); // Update UI immediately
|
||||
|
||||
// If the game is running, restart the timer for the new player
|
||||
// The timer interval callback will handle the decrementing
|
||||
if (state.getGameState() === config.GAME_STATES.RUNNING) {
|
||||
timer.startTimer(); // This clears the old interval and starts anew
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function nextPlayer() {
|
||||
const currentGameState = state.getGameState();
|
||||
let newIndex = -1;
|
||||
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
newIndex = state.findNextPlayerWithTimeCircular(1); // Find next with time
|
||||
} else {
|
||||
// Allow cycling through all players if not running
|
||||
const playerCount = state.getPlayers().length;
|
||||
if(playerCount > 0) {
|
||||
newIndex = (state.getCurrentPlayerIndex() + 1) % playerCount;
|
||||
}
|
||||
}
|
||||
|
||||
if (newIndex !== -1) {
|
||||
switchToPlayer(newIndex);
|
||||
} else if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
console.log("NextPlayer: No other player has time remaining.");
|
||||
// Optionally handle game over immediately? Timer logic should catch this too.
|
||||
}
|
||||
}
|
||||
|
||||
export function previousPlayer() {
|
||||
const currentGameState = state.getGameState();
|
||||
let newIndex = -1;
|
||||
|
||||
if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
newIndex = state.findNextPlayerWithTimeCircular(-1); // Find previous with time
|
||||
} else {
|
||||
// Allow cycling through all players if not running
|
||||
const playerCount = state.getPlayers().length;
|
||||
if (playerCount > 0) {
|
||||
newIndex = (state.getCurrentPlayerIndex() - 1 + playerCount) % playerCount;
|
||||
}
|
||||
}
|
||||
|
||||
if (newIndex !== -1) {
|
||||
switchToPlayer(newIndex);
|
||||
} else if (currentGameState === config.GAME_STATES.RUNNING) {
|
||||
console.log("PreviousPlayer: No other player has time remaining.");
|
||||
}
|
||||
}
|
||||
|
||||
export function handlePlayerFormSubmit(event) {
|
||||
event.preventDefault();
|
||||
audioManager.play('buttonClick');
|
||||
|
||||
const name = ui.elements.playerNameInput.value.trim();
|
||||
const timeInMinutes = parseInt(ui.elements.playerTimeInput.value, 10);
|
||||
let remainingTimeSeconds = 0; // Default
|
||||
const isNewPlayer = ui.elements.modalTitle.textContent === 'Add New Player';
|
||||
const currentGameState = state.getGameState();
|
||||
|
||||
if (!name || isNaN(timeInMinutes) || timeInMinutes <= 0) {
|
||||
alert('Please enter a valid name and positive time.');
|
||||
return;
|
||||
}
|
||||
|
||||
// Get remaining time ONLY if editing and game is paused/over
|
||||
if (!isNewPlayer && (currentGameState === config.GAME_STATES.PAUSED || currentGameState === config.GAME_STATES.OVER)) {
|
||||
const remainingTimeString = ui.elements.playerRemainingTimeInput.value;
|
||||
const parsedSeconds = ui.parseTimeString(remainingTimeString);
|
||||
if (parsedSeconds === null) { // Check if parsing failed
|
||||
alert('Please enter remaining time in MM:SS format (e.g., 05:30).');
|
||||
return;
|
||||
}
|
||||
remainingTimeSeconds = parsedSeconds;
|
||||
// Validate remaining time against total time? Optional.
|
||||
if (remainingTimeSeconds > timeInMinutes * 60) {
|
||||
alert('Remaining time cannot be greater than the total time.');
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// For new players or when editing in setup, remaining time matches total time
|
||||
remainingTimeSeconds = timeInMinutes * 60;
|
||||
}
|
||||
|
||||
let imageDataUrl = ui.elements.playerImageInput.dataset.capturedImage || null;
|
||||
const imageFile = ui.elements.playerImageInput.files[0];
|
||||
|
||||
const saveAction = (finalImageData) => {
|
||||
if (isNewPlayer) {
|
||||
state.addPlayer(name, timeInMinutes, finalImageData);
|
||||
audioManager.play('playerAdded');
|
||||
} else {
|
||||
const playerIndex = state.getCurrentPlayerIndex();
|
||||
// Use 'undefined' for image if no new image is provided, so state.updatePlayer keeps the old one
|
||||
const imageArg = finalImageData !== null ? finalImageData : (isNewPlayer ? null : undefined);
|
||||
state.updatePlayer(playerIndex, name, timeInMinutes, remainingTimeSeconds, imageArg);
|
||||
audioManager.play('playerEdited');
|
||||
}
|
||||
ui.hidePlayerModal();
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton(); // Update in case player count changed for setup state
|
||||
camera.stopStream(); // Ensure camera is stopped
|
||||
};
|
||||
|
||||
if (!imageDataUrl && imageFile) {
|
||||
// Handle file upload: Read file as Data URL
|
||||
const reader = new FileReader();
|
||||
reader.onload = (e) => saveAction(e.target.result);
|
||||
reader.onerror = (e) => {
|
||||
console.error("Error reading image file:", e);
|
||||
alert("Error processing image file.");
|
||||
};
|
||||
reader.readAsDataURL(imageFile);
|
||||
} else {
|
||||
// Handle captured image or no image change
|
||||
const currentImage = isNewPlayer ? null : state.getCurrentPlayer()?.image;
|
||||
// If imageDataUrl has content (from camera), use it.
|
||||
// If not, and no file was selected, keep the current image (by passing undefined to updatePlayer later).
|
||||
// If it's a new player and no image, pass null.
|
||||
saveAction(imageDataUrl ?? (isNewPlayer ? null : currentImage));
|
||||
}
|
||||
}
|
||||
|
||||
export function handleDeletePlayer() {
|
||||
audioManager.play('buttonClick');
|
||||
const success = state.deletePlayer(state.getCurrentPlayerIndex());
|
||||
if (success) {
|
||||
audioManager.play('playerDeleted');
|
||||
ui.hidePlayerModal();
|
||||
ui.renderPlayers();
|
||||
ui.updateGameButton(); // Update in case player count dropped below 2
|
||||
} else {
|
||||
alert('Cannot delete player. Minimum of 2 players required.');
|
||||
}
|
||||
camera.stopStream();
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
// state.js
|
||||
import { LOCAL_STORAGE_KEY, DEFAULT_PLAYERS, GAME_STATES, DEFAULT_PLAYER_TIME_SECONDS } from './config.js';
|
||||
import { LOCAL_STORAGE_KEY, DEFAULT_PLAYERS, GAME_STATES, DEFAULT_PLAYER_TIME_SECONDS } from '../config.js';
|
||||
|
||||
let players = [];
|
||||
let currentPlayerIndex = 0;
|
||||
@@ -1,24 +1,29 @@
|
||||
// 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
|
||||
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
|
||||
let timeExpiredFlagsById = new Map(); // Track which players have had their timeout sound played
|
||||
|
||||
export function initTimer(options) {
|
||||
onTimerTickCallback = options.onTimerTick;
|
||||
onPlayerSwitchCallback = options.onPlayerSwitch;
|
||||
onGameOverCallback = options.onGameOver;
|
||||
timeExpiredFlagsById.clear(); // Reset flags on init
|
||||
}
|
||||
|
||||
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
|
||||
audioManager.stopAllSounds();
|
||||
|
||||
// Reset the expired sound flags when starting a new timer
|
||||
timeExpiredFlagsById.clear();
|
||||
|
||||
timerInterval = setInterval(() => {
|
||||
const currentPlayerIndex = state.getCurrentPlayerIndex();
|
||||
@@ -35,31 +40,23 @@ export function startTimer() {
|
||||
const newTime = currentPlayer.remainingTime - 1;
|
||||
state.updatePlayerTime(currentPlayerIndex, newTime); // Update state
|
||||
|
||||
// Play timer sounds
|
||||
// Play timer sounds - ensure we're not leaking audio resources
|
||||
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) {
|
||||
// Ensure time is exactly 0 if it somehow went negative
|
||||
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.
|
||||
}
|
||||
|
||||
// Play time expired sound (only once per player per game)
|
||||
if (!timeExpiredFlagsById.has(currentPlayer.id)) {
|
||||
audioManager.playTimerExpired();
|
||||
timeExpiredFlagsById.set(currentPlayer.id, true);
|
||||
}
|
||||
|
||||
// Check if the game should end or switch player
|
||||
if (state.areAllTimersFinished()) {
|
||||
@@ -69,10 +66,11 @@ export function startTimer() {
|
||||
// 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
|
||||
// Switch player and ensure we stop any sounds from current player
|
||||
audioManager.stopTimerSounds(); // Stop specific timer sounds before switching
|
||||
|
||||
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) {
|
||||
@@ -81,7 +79,7 @@ export function startTimer() {
|
||||
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)
|
||||
// If nextPlayerIndex is the same as currentPlayerIndex, means others are out of time, let this timer continue
|
||||
}
|
||||
}
|
||||
}, 1000);
|
||||
@@ -90,10 +88,17 @@ export function startTimer() {
|
||||
export function stopTimer() {
|
||||
clearInterval(timerInterval);
|
||||
timerInterval = null;
|
||||
// Optionally stop timer sounds here if needed
|
||||
// audioManager.stop('timerTick');
|
||||
// Stop all timer-related sounds to prevent them from continuing to play
|
||||
audioManager.stopTimerSounds();
|
||||
}
|
||||
|
||||
export function isTimerRunning() {
|
||||
return timerInterval !== null;
|
||||
}
|
||||
|
||||
// Clean up resources when the application is closing or component unmounts
|
||||
export function cleanup() {
|
||||
stopTimer();
|
||||
timeExpiredFlagsById.clear();
|
||||
audioManager.stopAllSounds();
|
||||
}
|
||||
88
src/js/env-loader.js
Normal file
88
src/js/env-loader.js
Normal file
@@ -0,0 +1,88 @@
|
||||
// env-loader.js
|
||||
// This module is responsible for loading environment variables from .env file
|
||||
|
||||
// Store environment variables in a global object
|
||||
window.ENV_CONFIG = {};
|
||||
|
||||
// Function to load environment variables from .env file
|
||||
async function loadEnvVariables() {
|
||||
try {
|
||||
// Fetch the .env file as text
|
||||
const response = await fetch('/.env');
|
||||
|
||||
if (!response.ok) {
|
||||
console.warn('Could not load .env file. Using default values.');
|
||||
setDefaultEnvValues();
|
||||
return;
|
||||
}
|
||||
|
||||
const envText = await response.text();
|
||||
|
||||
// Parse the .env file content
|
||||
const envVars = parseEnvFile(envText);
|
||||
|
||||
// Store in the global ENV_CONFIG object
|
||||
window.ENV_CONFIG = { ...window.ENV_CONFIG, ...envVars };
|
||||
|
||||
console.log('Environment variables loaded successfully');
|
||||
} catch (error) {
|
||||
console.error('Error loading environment variables:', error);
|
||||
setDefaultEnvValues();
|
||||
}
|
||||
}
|
||||
|
||||
// Parse .env file content into key-value pairs
|
||||
function parseEnvFile(envText) {
|
||||
const envVars = {};
|
||||
|
||||
// Split by lines and process each line
|
||||
envText.split('\n').forEach(line => {
|
||||
// Skip empty lines and comments
|
||||
if (!line || line.trim().startsWith('#')) return;
|
||||
|
||||
// Extract key-value pairs
|
||||
const match = line.match(/^\s*([\w.-]+)\s*=\s*(.*)?\s*$/);
|
||||
if (match) {
|
||||
const key = match[1];
|
||||
let value = match[2] || '';
|
||||
|
||||
// Remove quotes if present
|
||||
if (value.startsWith('"') && value.endsWith('"')) {
|
||||
value = value.slice(1, -1);
|
||||
}
|
||||
|
||||
envVars[key] = value;
|
||||
}
|
||||
});
|
||||
|
||||
return envVars;
|
||||
}
|
||||
|
||||
// Set default values for required environment variables
|
||||
function setDefaultEnvValues() {
|
||||
window.ENV_CONFIG = {
|
||||
...window.ENV_CONFIG,
|
||||
PUBLIC_VAPID_KEY: 'your_public_vapid_key_here',
|
||||
BACKEND_URL: 'https://your-push-server.example.com'
|
||||
};
|
||||
console.log('Using default environment values');
|
||||
}
|
||||
|
||||
// Export function to initialize environment variables
|
||||
export async function initEnv() {
|
||||
await loadEnvVariables();
|
||||
return window.ENV_CONFIG;
|
||||
}
|
||||
|
||||
// Auto-initialize when imported
|
||||
initEnv();
|
||||
|
||||
// Export access functions for environment variables
|
||||
export function getEnv(key, defaultValue = '') {
|
||||
return window.ENV_CONFIG[key] || defaultValue;
|
||||
}
|
||||
|
||||
export default {
|
||||
initEnv,
|
||||
getEnv
|
||||
};
|
||||
@@ -1,5 +1,5 @@
|
||||
// pushFlicIntegration.js
|
||||
import { PUBLIC_VAPID_KEY, BACKEND_URL, FLIC_BUTTON_ID, FLIC_ACTIONS, FLIC_BATTERY_THRESHOLD } from './config.js';
|
||||
import { getPublicVapidKey, 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'
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -139,7 +139,7 @@ async function subscribeToPush() {
|
||||
|
||||
if (existingSubscription) {
|
||||
const existingKey = existingSubscription.options?.applicationServerKey;
|
||||
if (!existingKey || arrayBufferToBase64(existingKey) !== PUBLIC_VAPID_KEY) {
|
||||
if (!existingKey || arrayBufferToBase64(existingKey) !== getPublicVapidKey()) {
|
||||
console.log('VAPID key mismatch or missing. Unsubscribing old subscription.');
|
||||
await existingSubscription.unsubscribe();
|
||||
existingSubscription = null;
|
||||
@@ -153,7 +153,7 @@ async function subscribeToPush() {
|
||||
let finalSubscription = existingSubscription;
|
||||
if (needsResubscribe) {
|
||||
console.log('Subscribing for push notifications...');
|
||||
const applicationServerKey = urlBase64ToUint8Array(PUBLIC_VAPID_KEY);
|
||||
const applicationServerKey = urlBase64ToUint8Array(getPublicVapidKey());
|
||||
finalSubscription = await registration.pushManager.subscribe({
|
||||
userVisibleOnly: true,
|
||||
applicationServerKey: applicationServerKey
|
||||
58
src/js/services/serviceWorkerManager.js
Normal file
58
src/js/services/serviceWorkerManager.js
Normal file
@@ -0,0 +1,58 @@
|
||||
// serviceWorkerManager.js - Service worker registration and Flic integration
|
||||
import * as config from '../config.js';
|
||||
import * as pushFlic from './pushFlicIntegration.js';
|
||||
|
||||
// Store the action handlers passed from app.js
|
||||
let flicActionHandlers = {};
|
||||
|
||||
export function setFlicActionHandlers(handlers) {
|
||||
flicActionHandlers = handlers;
|
||||
}
|
||||
|
||||
// --- Flic Integration Setup ---
|
||||
export function initFlic() {
|
||||
// This function is used by setupServiceWorker and relies on
|
||||
// flicActionHandlers being set before this is called
|
||||
pushFlic.initPushFlic(flicActionHandlers);
|
||||
}
|
||||
|
||||
export function handleServiceWorkerMessage(event) {
|
||||
console.log('[App] Message received from Service Worker:', event.data);
|
||||
if (event.data?.type === 'flic-action') {
|
||||
const { action, button, timestamp, batteryLevel } = event.data;
|
||||
if (flicActionHandlers[action]) {
|
||||
flicActionHandlers[action]();
|
||||
} else {
|
||||
pushFlic.handleFlicAction(action, button, timestamp, batteryLevel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Service Worker and PWA Setup ---
|
||||
export function setupServiceWorker(messageHandler) {
|
||||
if ('serviceWorker' in navigator) {
|
||||
window.addEventListener('load', () => {
|
||||
navigator.serviceWorker.register('/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.');
|
||||
}
|
||||
}
|
||||
@@ -302,6 +302,14 @@ const audioManager = {
|
||||
this.lastTickTime = 0;
|
||||
},
|
||||
|
||||
// Stop timer-specific sounds (tick, low time warning)
|
||||
stopTimerSounds() {
|
||||
// Reset tick fade timer when stopping timer sounds
|
||||
this.lastTickTime = 0;
|
||||
// In this implementation, sounds are so short-lived that
|
||||
// they don't need to be explicitly stopped, just fade prevention is enough
|
||||
},
|
||||
|
||||
// Reset the tick fading (call this when timer is paused or player changes)
|
||||
resetTickFade() {
|
||||
this.lastTickTime = 0;
|
||||
@@ -1,5 +1,5 @@
|
||||
// camera.js
|
||||
import { CSS_CLASSES } from './config.js';
|
||||
import { CSS_CLASSES } from '../config.js';
|
||||
|
||||
let stream = null;
|
||||
let elements = {}; // To store references to DOM elements passed during init
|
||||
@@ -1,6 +1,6 @@
|
||||
// ui.js
|
||||
import * as state from './state.js';
|
||||
import { GAME_STATES, CSS_CLASSES } from './config.js';
|
||||
import * as state from '../core/state.js';
|
||||
import { GAME_STATES, CSS_CLASSES, DEFAULT_PLAYER_TIME_SECONDS } from '../config.js';
|
||||
import audioManager from './audio.js';
|
||||
|
||||
// --- DOM Elements ---
|
||||
@@ -118,8 +118,9 @@ export function showPlayerModal(isNewPlayer, player = null) {
|
||||
if (isNewPlayer) {
|
||||
elements.modalTitle.textContent = 'Add New Player';
|
||||
elements.playerNameInput.value = `Player ${state.getPlayers().length + 1}`;
|
||||
elements.playerTimeInput.value = state.DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time
|
||||
elements.playerTimeInput.value = DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time from config
|
||||
elements.remainingTimeContainer.style.display = 'none';
|
||||
elements.playerTimeContainer.style.display = 'block'; // Ensure Time field is visible for new players
|
||||
elements.imagePreview.innerHTML = '<i class="fas fa-user"></i>';
|
||||
elements.deletePlayerButton.style.display = 'none';
|
||||
} else if (player) {
|
||||
@@ -129,11 +130,13 @@ export function showPlayerModal(isNewPlayer, player = null) {
|
||||
|
||||
if (currentGameState === GAME_STATES.PAUSED || currentGameState === GAME_STATES.OVER) {
|
||||
elements.remainingTimeContainer.style.display = 'block';
|
||||
elements.playerTimeContainer.style.display = 'none'; // Hide Time field when Remaining Time is shown
|
||||
const minutes = Math.floor(player.remainingTime / 60);
|
||||
const seconds = player.remainingTime % 60;
|
||||
elements.playerRemainingTimeInput.value = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
|
||||
} else {
|
||||
elements.remainingTimeContainer.style.display = 'none';
|
||||
elements.playerTimeContainer.style.display = 'block'; // Ensure Time field is visible otherwise
|
||||
}
|
||||
|
||||
elements.imagePreview.innerHTML = player.image ? `<img src="${player.image}" alt="${player.name}">` : '<i class="fas fa-user"></i>';
|
||||
29
sw.js
29
sw.js
@@ -1,20 +1,33 @@
|
||||
// Service Worker version
|
||||
const CACHE_VERSION = 'v1.0.0';
|
||||
const CACHE_VERSION = 'v1.0.2';
|
||||
const CACHE_NAME = `game-timer-${CACHE_VERSION}`;
|
||||
|
||||
// Files to cache
|
||||
const CACHE_FILES = [
|
||||
'/',
|
||||
'/sw.js',
|
||||
'/index.html',
|
||||
'/app.js',
|
||||
'/audio.js',
|
||||
'/styles.css',
|
||||
'/manifest.json',
|
||||
'/css/styles.css',
|
||||
'/favicon.ico',
|
||||
'/icons/android-chrome-192x192.png',
|
||||
'/icons/android-chrome-512x512.png',
|
||||
'/icons/apple-touch-icon.png',
|
||||
'/icons/favicon-32x32.png',
|
||||
'/icons/favicon-16x16.png'
|
||||
'/icons/favicon-16x16.png',
|
||||
'/js/app.js',
|
||||
'/js/config.js',
|
||||
'/js/env-loader.js',
|
||||
'/js/ui/audio.js',
|
||||
'/js/ui/camera.js',
|
||||
'/js/ui/ui.js',
|
||||
'/js/core/state.js',
|
||||
'/js/core/timer.js',
|
||||
'/js/core/gameActions.js',
|
||||
'/js/core/playerManager.js',
|
||||
'/js/core/eventHandlers.js',
|
||||
'/js/services/pushFlicIntegration.js',
|
||||
'/js/services/serviceWorkerManager.js'
|
||||
];
|
||||
|
||||
// Install event - Cache files
|
||||
@@ -124,7 +137,7 @@ 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', // Updated path
|
||||
data: pushData.data // Pass data if needed when notification is clicked
|
||||
});
|
||||
}
|
||||
@@ -144,7 +157,7 @@ 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 +172,7 @@ 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(
|
||||
|
||||
36
test.html
Normal file
36
test.html
Normal file
@@ -0,0 +1,36 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Service Worker Test</title>
|
||||
</head>
|
||||
<body>
|
||||
<h1>Service Worker Test</h1>
|
||||
<p>This page tests if the service worker is registered correctly.</p>
|
||||
<div id="status">Checking service worker registration...</div>
|
||||
|
||||
<script>
|
||||
const statusDiv = document.getElementById('status');
|
||||
|
||||
if ('serviceWorker' in navigator) {
|
||||
navigator.serviceWorker.register('/sw.js')
|
||||
.then(registration => {
|
||||
statusDiv.innerHTML = 'Service worker registered successfully!<br>' +
|
||||
'Scope: ' + registration.scope;
|
||||
console.log('ServiceWorker registration successful with scope: ', registration.scope);
|
||||
})
|
||||
.catch(error => {
|
||||
statusDiv.innerHTML = 'Service worker registration failed: ' + error;
|
||||
console.error('ServiceWorker registration failed: ', error);
|
||||
});
|
||||
|
||||
navigator.serviceWorker.ready.then(registration => {
|
||||
statusDiv.innerHTML += '<br><br>Service worker is ready!';
|
||||
});
|
||||
} else {
|
||||
statusDiv.innerHTML = 'Service workers are not supported in this browser.';
|
||||
}
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user