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22 Commits

Author SHA1 Message Date
cpu
08632ee711 button battery level warning 2025-03-28 15:31:28 +01:00
cpu
451a61d357 added auth so subscribe request 2025-03-28 15:06:02 +01:00
cpu
0414bdb217 fix flic handler functions 2025-03-28 06:26:06 +01:00
cpu
e14c12ce66 clean up 2025-03-28 05:58:58 +01:00
cpu
2e47461f34 clean up 2025-03-28 05:50:28 +01:00
cpu
d1ad962ec3 refactoring 2025-03-28 05:04:25 +01:00
cpu
96aeb22210 added more button actions 2025-03-28 03:54:36 +01:00
cpu
75b8dc5d15 labels example 2025-03-27 00:35:51 +01:00
cpu
98ffee7764 handle all button types 2025-03-26 22:53:07 +01:00
cpu
429c1dd557 handle all button types 2025-03-26 22:41:22 +01:00
cpu
80989a248e remote button triggers next player 2025-03-26 21:57:45 +01:00
cpu
bade9c0a15 added unsubscribe 2025-03-26 21:15:47 +01:00
cpu
3561db616c updated public key 2025-03-26 21:01:18 +01:00
cpu
fc278ed256 push notifications 2025-03-26 05:04:50 +01:00
cpu
a0f3489656 externalise deeplinks 2025-03-24 01:52:53 +01:00
cpu
d959f4929d handling deeplinks 2025-03-24 01:21:53 +01:00
cpu
df1e316930 clean up 2025-03-24 01:02:06 +01:00
cpu
2838df5e05 added URL scheme/deep linking 2025-03-24 00:43:55 +01:00
cpu
8a6947f4ea bigger picture, footer 2025-03-23 20:14:50 +01:00
cpu
1cfcd628d4 added dockerfile and updated Readme 2025-03-23 12:32:48 +01:00
cpu
21cb105cd0 added dockerfile and updated Readme 2025-03-22 23:17:40 +01:00
cpu
fdb6e5e618 Initial commit 2025-03-22 22:35:45 +01:00
33 changed files with 713 additions and 2114 deletions

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@@ -1,61 +0,0 @@
# Version control
.git/
.gitignore
# Node.js
node_modules/
npm-debug.log
yarn-debug.log
yarn-error.log
Dockerfile
# Development files
.dockerignore
.editorconfig
.eslintrc
.stylelintrc
.prettierrc
.vscode/
.idea/
*.swp
*.swo
# docs/
README.md
LICENSE
CHANGELOG.md
*.md
# OS generated files
.DS_Store
.DS_Store?
._*
.Spotlight-V100
.Trashes
ehthumbs.db
Thumbs.db
# Test files
__tests__/
test/
tests/
coverage/
# Build artifacts
dist/
build/
# Environment files
# We need .env for our application
#.env
.env.*
# Don't ignore config.env.js
!config.env.js
# Project specific files
dev-start.sh
generate-config.sh
labels.example
virt-game-timer.service
package.json
package-lock.json

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@@ -1,12 +0,0 @@
# Environment Variables Example for Game Timer Application
# Copy this file to .env and fill in your own values
# Public VAPID key for push notifications
# Generate your own VAPID keys for production:
# https://github.com/web-push-libs/web-push#generatevapidkeys
PUBLIC_VAPID_KEY=your_public_vapid_key_here
# Backend URL for your push notification server
BACKEND_URL=https://your-push-server.example.com
# Other environment variables can be added here

40
.gitignore vendored
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@@ -1,40 +0,0 @@
# Dependency directories
node_modules/
jspm_packages/
# Build outputs
dist/
build/
# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
# Environment variables
.env
.env.local
.env.development.local
.env.test.local
.env.production.local
config.env.js
# Editor directories and files
.idea/
.vscode/
*.swp
*.swo
# OS specific files
.DS_Store
.DS_Store?
._*
.Spotlight-V100
.Trashes
ehthumbs.db
Thumbs.db
# Docker
.docker/

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@@ -1,38 +1,11 @@
# Use a lightweight server
# Use the official Nginx image as the base image
FROM nginx:alpine
# Install bash for the script execution
RUN apk add --no-cache bash
# Remove the default Nginx static files
RUN rm -rf /usr/share/nginx/html/*
# Set working directory
WORKDIR /usr/share/nginx/html
# Copy all the application files
COPY . .
# Create a simple script to generate config.env.js
RUN echo '#!/bin/sh' > /usr/share/nginx/html/docker-generate-config.sh && \
echo 'echo "// config.env.js - Generated from .env" > config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo 'echo "// This file contains environment variables for the PWA" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo 'echo "// Generated on $(date)" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo 'echo "" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo 'echo "window.ENV_CONFIG = {" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo 'grep -v "^#" .env | grep "=" | while read line; do' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo ' key=$(echo $line | cut -d= -f1)' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo ' value=$(echo $line | cut -d= -f2-)' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo ' echo " $key: \"$value\"," >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo 'done' >> /usr/share/nginx/html/docker-generate-config.sh && \
echo 'echo "};" >> config.env.js' >> /usr/share/nginx/html/docker-generate-config.sh && \
chmod +x /usr/share/nginx/html/docker-generate-config.sh
# Generate config.env.js from .env
RUN /usr/share/nginx/html/docker-generate-config.sh
# Uninstall bash
RUN apk del bash
# Remove the .env file and the generation script for security
RUN rm .env docker-generate-config.sh
# Copy all your app's files into the Nginx directory
COPY . /usr/share/nginx/html
# Expose port 80
EXPOSE 80

113
README.md
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@@ -1,66 +1,6 @@
# Game Timer
Multi-player game-timer timer with carousel navigation
## Project Structure
```
game-timer/
├── css/ # CSS stylesheets
├── icons/ # App icons
├── images/ # Image assets
├── js/ # Symbolic link to src/js for compatibility
├── index.html # Main HTML entry point
├── manifest.json # PWA manifest
├── sw.js # Service Worker
├── src/ # Source code
│ └── js/ # JavaScript files
│ ├── core/ # Core application logic
│ ├── ui/ # UI-related code
│ └── services/ # External services integration
├── Dockerfile # Docker container definition (nginx)
├── .dockerignore # Files to exclude from Docker build
├── .env # Environment variables for production
├── .env.example # Example environment variables template
└── package.json # Project metadata and deployment scripts
```
## Environment Variables
The application uses environment variables for configuration. These are loaded from a `.env` file and converted to a `config.env.js` file that is served by the web server.
### Setting Up Environment Variables
1. Copy `.env.example` to `.env`:
```bash
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
# Backend URL for push notifications
BACKEND_URL=https://your-push-server.example.com
```
3. Generate the `config.env.js` file using the provided script:
```bash
./generate-config.sh
```
4. For security, never commit your `.env` file to version control. It's already included in `.gitignore`.
### Generating VAPID Keys
For push notifications, you need to generate your own VAPID keys:
```bash
npx web-push generate-vapid-keys
```
Use the public key in your `.env` file and keep the private key secure for your backend server.
Multi-player chess timer with carousel navigation
# PWA Containerized Deployment
@@ -83,7 +23,7 @@ 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:
@@ -91,24 +31,12 @@ From the repository root, run the following command to build your Docker image:
docker build -t 'game-timer:latest' .
```
or use the npm script:
```bash
npm run docker:build
```
### 3. Run the Docker Container
Once the image is built, run the container on port 80 with:
Once the image is built, run the container on port 8080 with:
```bash
docker run -d -p 80:80 --name game-timer game-timer:latest
```
or use the npm script:
```bash
npm run start
docker run -d -p 8080:80 --name game-timer-container game-timer:latest
```
### 4. Verify the Deployment
@@ -122,42 +50,19 @@ docker ps
View logs (if needed):
```bash
docker logs game-timer
docker logs game-timer-container
```
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
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.
docker stop game-timer-container
```

446
app.js Normal file
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@@ -0,0 +1,446 @@
// app.js - Main Application Orchestrator
import * as config from './config.js';
import * as state from './state.js';
import * as ui from './ui.js';
import * as timer from './timer.js';
import camera from './camera.js'; // Default export
import audioManager from './audio.js';
import * as pushFlic from './pushFlicIntegration.js';
// --- Core Game Actions ---
function startGame() {
if (state.getPlayers().length < 2) {
alert('You need at least 2 players to start.');
return;
}
if (state.getGameState() === config.GAME_STATES.SETUP || state.getGameState() === config.GAME_STATES.PAUSED) {
state.setGameState(config.GAME_STATES.RUNNING);
audioManager.play('gameStart');
timer.startTimer();
ui.updateGameButton();
ui.renderPlayers(); // Ensure active timer styling is applied
}
}
function pauseGame() {
if (state.getGameState() === config.GAME_STATES.RUNNING) {
state.setGameState(config.GAME_STATES.PAUSED);
audioManager.play('gamePause');
timer.stopTimer();
ui.updateGameButton();
ui.renderPlayers(); // Ensure active timer styling is removed
}
}
function resumeGame() {
if (state.getGameState() === config.GAME_STATES.PAUSED) {
// Check if there's actually a player with time left
if (state.findNextPlayerWithTime() === -1) {
console.log("Cannot resume, no players have time left.");
// Optionally set state to OVER here
handleGameOver();
return;
}
state.setGameState(config.GAME_STATES.RUNNING);
audioManager.play('gameResume');
timer.startTimer();
ui.updateGameButton();
ui.renderPlayers(); // Ensure active timer styling is applied
}
}
function togglePauseResume() {
const currentGameState = state.getGameState();
if (currentGameState === config.GAME_STATES.RUNNING) {
pauseGame();
} else if (currentGameState === config.GAME_STATES.PAUSED) {
resumeGame();
} else if (currentGameState === config.GAME_STATES.SETUP) {
startGame();
} else if (currentGameState === config.GAME_STATES.OVER) {
resetGame(); // Or just go back to setup? Let's reset.
startGame();
}
}
function switchToPlayer(index) {
if (index >= 0 && index < state.getPlayers().length) {
const previousIndex = state.getCurrentPlayerIndex();
if(index !== previousIndex) {
state.setCurrentPlayerIndex(index);
audioManager.play('playerSwitch');
ui.renderPlayers(); // Update UI immediately
// If the game is running, restart the timer for the new player
// The timer interval callback will handle the decrementing
if (state.getGameState() === config.GAME_STATES.RUNNING) {
timer.startTimer(); // This clears the old interval and starts anew
}
}
}
}
function nextPlayer() {
const currentGameState = state.getGameState();
let newIndex = -1;
if (currentGameState === config.GAME_STATES.RUNNING) {
newIndex = state.findNextPlayerWithTimeCircular(1); // Find next with time
} else {
// Allow cycling through all players if not running
const playerCount = state.getPlayers().length;
if(playerCount > 0) {
newIndex = (state.getCurrentPlayerIndex() + 1) % playerCount;
}
}
if (newIndex !== -1) {
switchToPlayer(newIndex);
} else if (currentGameState === config.GAME_STATES.RUNNING) {
console.log("NextPlayer: No other player has time remaining.");
// Optionally handle game over immediately? Timer logic should catch this too.
}
}
function previousPlayer() {
const currentGameState = state.getGameState();
let newIndex = -1;
if (currentGameState === config.GAME_STATES.RUNNING) {
newIndex = state.findNextPlayerWithTimeCircular(-1); // Find previous with time
} else {
// Allow cycling through all players if not running
const playerCount = state.getPlayers().length;
if (playerCount > 0) {
newIndex = (state.getCurrentPlayerIndex() - 1 + playerCount) % playerCount;
}
}
if (newIndex !== -1) {
switchToPlayer(newIndex);
} else if (currentGameState === config.GAME_STATES.RUNNING) {
console.log("PreviousPlayer: No other player has time remaining.");
}
}
function handleGameOver() {
state.setGameState(config.GAME_STATES.OVER);
audioManager.play('gameOver');
timer.stopTimer(); // Ensure timer is stopped
ui.updateGameButton();
ui.renderPlayers(); // Update to show final state
}
function resetGame() {
timer.stopTimer(); // Stop timer if running/paused
state.resetPlayersTime();
state.setGameState(config.GAME_STATES.SETUP);
state.setCurrentPlayerIndex(0); // Go back to first player
audioManager.play('buttonClick'); // Or a specific reset sound?
ui.updateGameButton();
ui.renderPlayers();
}
function fullResetApp() {
timer.stopTimer();
state.resetToDefaults();
audioManager.play('gameOver'); // Use game over sound for full reset
ui.hideResetModal();
ui.updateGameButton();
ui.renderPlayers();
}
// --- Event Handlers ---
function handleGameButtonClick() {
audioManager.play('buttonClick');
togglePauseResume();
}
function handleSetupButtonClick() {
audioManager.play('buttonClick');
if (state.getGameState() === config.GAME_STATES.RUNNING) {
alert('Please pause the game before editing players.');
return;
}
const currentPlayer = state.getCurrentPlayer();
if (!currentPlayer) {
console.warn("Edit clicked but no current player?");
return; // Or show Add Player modal?
}
camera.stopStream(); // Ensure camera is off before opening modal
ui.showPlayerModal(false, currentPlayer);
}
function handleAddPlayerButtonClick() {
audioManager.play('buttonClick');
if (state.getGameState() === config.GAME_STATES.RUNNING) {
alert('Please pause the game before adding players.');
return;
}
camera.stopStream(); // Ensure camera is off before opening modal
ui.showPlayerModal(true);
}
function handleResetButtonClick() {
audioManager.play('buttonClick');
if (state.getGameState() === config.GAME_STATES.RUNNING) {
alert('Please pause the game before resetting.');
return;
}
ui.showResetModal();
}
function handlePlayerFormSubmit(event) {
event.preventDefault();
audioManager.play('buttonClick');
const name = ui.elements.playerNameInput.value.trim();
const timeInMinutes = parseInt(ui.elements.playerTimeInput.value, 10);
let remainingTimeSeconds = 0; // Default
const isNewPlayer = ui.elements.modalTitle.textContent === 'Add New Player';
const currentGameState = state.getGameState();
if (!name || isNaN(timeInMinutes) || timeInMinutes <= 0) {
alert('Please enter a valid name and positive time.');
return;
}
// Get remaining time ONLY if editing and game is paused/over
if (!isNewPlayer && (currentGameState === config.GAME_STATES.PAUSED || currentGameState === config.GAME_STATES.OVER)) {
const remainingTimeString = ui.elements.playerRemainingTimeInput.value;
const parsedSeconds = ui.parseTimeString(remainingTimeString);
if (parsedSeconds === null) { // Check if parsing failed
alert('Please enter remaining time in MM:SS format (e.g., 05:30).');
return;
}
remainingTimeSeconds = parsedSeconds;
// Validate remaining time against total time? Optional.
if (remainingTimeSeconds > timeInMinutes * 60) {
alert('Remaining time cannot be greater than the total time.');
return;
}
} else {
// For new players or when editing in setup, remaining time matches total time
remainingTimeSeconds = timeInMinutes * 60;
}
let imageDataUrl = ui.elements.playerImageInput.dataset.capturedImage || null;
const imageFile = ui.elements.playerImageInput.files[0];
const saveAction = (finalImageData) => {
if (isNewPlayer) {
state.addPlayer(name, timeInMinutes, finalImageData);
audioManager.play('playerAdded');
} else {
const playerIndex = state.getCurrentPlayerIndex();
// Use 'undefined' for image if no new image is provided, so state.updatePlayer keeps the old one
const imageArg = finalImageData !== null ? finalImageData : (imageFile || ui.elements.playerImageInput.dataset.capturedImage ? finalImageData : undefined);
state.updatePlayer(playerIndex, name, timeInMinutes, remainingTimeSeconds, imageArg);
audioManager.play('playerEdited');
}
ui.hidePlayerModal();
ui.renderPlayers();
ui.updateGameButton(); // Update in case player count changed for setup state
camera.stopStream(); // Ensure camera is stopped
};
if (!imageDataUrl && imageFile) {
// Handle file upload: Read file as Data URL
const reader = new FileReader();
reader.onload = (e) => saveAction(e.target.result);
reader.onerror = (e) => {
console.error("Error reading image file:", e);
alert("Error processing image file.");
};
reader.readAsDataURL(imageFile);
} else {
// Handle captured image or no image change
const currentImage = isNewPlayer ? null : state.getCurrentPlayer()?.image;
// If imageDataUrl has content (from camera), use it.
// If not, and no file was selected, keep the current image (by passing undefined to updatePlayer later).
// If it's a new player and no image, pass null.
saveAction(imageDataUrl ?? (isNewPlayer ? null : currentImage));
}
}
function handlePlayerModalCancel() {
audioManager.play('buttonClick');
ui.hidePlayerModal();
camera.stopStream(); // Make sure camera turns off
}
function handleDeletePlayer() {
audioManager.play('buttonClick');
const success = state.deletePlayer(state.getCurrentPlayerIndex());
if (success) {
audioManager.play('playerDeleted');
ui.hidePlayerModal();
ui.renderPlayers();
ui.updateGameButton(); // Update in case player count dropped below 2
} else {
alert('Cannot delete player. Minimum of 2 players required.');
}
camera.stopStream();
}
function handleResetConfirm() {
audioManager.play('buttonClick');
fullResetApp();
}
function handleResetCancel() {
audioManager.play('buttonClick');
ui.hideResetModal();
}
function handleCameraButtonClick(event) {
event.preventDefault(); // Prevent form submission if inside form
audioManager.play('buttonClick');
camera.open(); // Open the camera interface
}
// --- Timer Callbacks ---
function handleTimerTick() {
// Timer module already updated the state, just need to redraw UI
ui.renderPlayers();
}
function handlePlayerSwitchOnTimer(newPlayerIndex) {
// Timer detected current player ran out, found next player
console.log(`Timer switching to player index: ${newPlayerIndex}`);
switchToPlayer(newPlayerIndex);
// Sound is handled in switchToPlayer
}
// --- Camera Callback ---
function handleCameraCapture(imageDataUrl) {
console.log("Image captured");
ui.updateImagePreviewFromDataUrl(imageDataUrl);
// Camera module already closed the camera UI
}
// --- Service Worker and PWA Setup ---
function setupServiceWorker() {
if ('serviceWorker' in navigator) {
window.addEventListener('load', () => {
navigator.serviceWorker.register('/sw.js')
.then(registration => {
console.log('ServiceWorker registered successfully.');
// Listen for messages FROM the Service Worker (e.g., Flic actions)
navigator.serviceWorker.addEventListener('message', handleServiceWorkerMessage);
// Initialize Flic integration (which will try to subscribe)
initFlic();
})
.catch(error => {
console.error('ServiceWorker registration failed:', error);
});
});
// Listen for SW controller changes
navigator.serviceWorker.addEventListener('controllerchange', () => {
console.log('Service Worker controller changed, potentially updated.');
// window.location.reload(); // Consider prompting user to reload
});
} else {
console.warn('ServiceWorker not supported.');
}
}
function handleServiceWorkerMessage(event) {
console.log('[App] Message received from Service Worker:', event.data);
if (event.data?.type === 'flic-action') {
const { action, button, timestamp, batteryLevel } = event.data;
pushFlic.handleFlicAction(action, button, timestamp, batteryLevel);
}
}
// --- Flic Integration Setup ---
function initFlic() {
// Define what happens for each Flic button action
const flicActionHandlers = {
[config.FLIC_ACTIONS.SINGLE_CLICK]: nextPlayer,
[config.FLIC_ACTIONS.DOUBLE_CLICK]: previousPlayer, // Map double-click to previous player
[config.FLIC_ACTIONS.HOLD]: togglePauseResume,
};
pushFlic.initPushFlic(flicActionHandlers);
}
// --- Initialization ---
function initialize() {
console.log("Initializing Game Timer App...");
// 1. Load saved state or defaults
state.loadData();
// 2. Initialize UI (pass carousel swipe handler)
ui.initUI({
onCarouselSwipe: (direction) => {
if (direction > 0) nextPlayer(); else previousPlayer();
}
});
// 3. Initialize Timer (pass callbacks for UI updates/state changes)
timer.initTimer({
onTimerTick: handleTimerTick,
onPlayerSwitch: handlePlayerSwitchOnTimer,
onGameOver: handleGameOver
});
// 4. Initialize Camera (pass elements and capture callback)
camera.init(
{ // Pass relevant DOM elements
cameraContainer: ui.elements.cameraContainer,
cameraView: ui.elements.cameraView,
cameraCanvas: ui.elements.cameraCanvas,
cameraCaptureButton: ui.elements.cameraCaptureButton,
cameraCancelButton: ui.elements.cameraCancelButton
},
{ // Pass options/callbacks
onCapture: handleCameraCapture
}
);
// 5. Set up UI Event Listeners that trigger actions
ui.elements.gameButton.addEventListener('click', handleGameButtonClick);
ui.elements.setupButton.addEventListener('click', handleSetupButtonClick);
ui.elements.addPlayerButton.addEventListener('click', handleAddPlayerButtonClick);
ui.elements.resetButton.addEventListener('click', handleResetButtonClick);
ui.elements.playerForm.addEventListener('submit', handlePlayerFormSubmit);
ui.elements.cancelButton.addEventListener('click', handlePlayerModalCancel);
ui.elements.deletePlayerButton.addEventListener('click', handleDeletePlayer);
ui.elements.resetConfirmButton.addEventListener('click', handleResetConfirm);
ui.elements.resetCancelButton.addEventListener('click', handleResetCancel);
ui.elements.cameraButton.addEventListener('click', handleCameraButtonClick);
// 6. Setup Service Worker (which also initializes Flic)
setupServiceWorker();
// 7. Initial UI Update based on loaded state
ui.renderPlayers();
ui.updateGameButton();
// 8. Resume timer if state loaded as 'running' (e.g., after refresh)
// Note: This might be undesirable. Usually, a refresh should pause.
// Consider forcing state to 'paused' or 'setup' on load?
// For now, let's reset running state to paused on load.
if (state.getGameState() === config.GAME_STATES.RUNNING) {
console.log("Game was running on load, setting to paused.");
state.setGameState(config.GAME_STATES.PAUSED);
ui.updateGameButton();
ui.renderPlayers();
}
console.log("App Initialized.");
}
// --- Start the application ---
initialize();

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@@ -302,14 +302,6 @@ 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;

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@@ -1,5 +1,5 @@
// camera.js
import { CSS_CLASSES } from '../config.js';
import { CSS_CLASSES } from './config.js';
let stream = null;
let elements = {}; // To store references to DOM elements passed during init

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@@ -1,38 +1,9 @@
// config.js
import { getEnv, waitForEnv } from './env-loader.js';
// Initialize environment variables
let envInitialized = false;
let initPromise = null;
// Function to ensure environment variables are loaded
export async function ensureEnvLoaded() {
if (envInitialized) return;
if (!initPromise) {
initPromise = waitForEnv().then(() => {
envInitialized = true;
console.log('Environment variables loaded in config.js');
});
}
return initPromise;
}
// Initialize immediately
ensureEnvLoaded();
// Direct access to environment variables (synchronous, may return default values if called too early)
export function getPublicVapidKey() {
return getEnv('PUBLIC_VAPID_KEY');
}
export function getBackendUrl() {
return getEnv('BACKEND_URL');
}
export const PUBLIC_VAPID_KEY = 'BKfRJXjSQmAJ452gLwlK_8scGrW6qMU1mBRp39ONtcQHkSsQgmLAaODIyGbgHyRpnDEv3HfXV1oGh3SC0fHxY0E';
export const 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
// Default player settings
export const DEFAULT_PLAYER_TIME_SECONDS = 300; // 5 minutes

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@@ -1,30 +0,0 @@
#!/bin/bash
# Script to start a local development server with environment variables
# Check if .env file exists
if [ ! -f .env ]; then
echo "Error: .env file not found!"
echo "Please create a .env file based on .env.example"
exit 1
fi
# Generate config.env.js from .env
echo "Generating config.env.js from .env..."
./generate-config.sh
# Start a local development server
echo "Starting development server..."
if command -v python3 &> /dev/null; then
echo "Using Python3 HTTP server on port 8000..."
python3 -m http.server 8000
elif command -v python &> /dev/null; then
echo "Using Python HTTP server on port 8000..."
python -m SimpleHTTPServer 8000
elif command -v npx &> /dev/null; then
echo "Using npx serve on port 8000..."
npx serve -l 8000
else
echo "Error: Could not find a suitable static file server."
echo "Please install Python or Node.js, or manually start a server."
exit 1
fi

View File

@@ -1,39 +0,0 @@
#!/bin/bash
# Script to generate config.env.js from .env file
# Usage: ./generate-config.sh
# Check if .env file exists
if [ ! -f .env ]; then
echo "Error: .env file not found!"
echo "Please create a .env file based on .env.example"
exit 1
fi
echo "Generating config.env.js from .env..."
# Create config.env.js file
echo "// config.env.js - Generated from .env" > config.env.js
echo "// This file contains environment variables for the PWA" >> config.env.js
echo "// Generated on $(date)" >> config.env.js
echo "" >> config.env.js
echo "window.ENV_CONFIG = {" >> config.env.js
# Read .env file line by line
while IFS="=" read -r key value || [ -n "$key" ]; do
# Skip comments and empty lines
[[ $key =~ ^#.*$ ]] && continue
[[ -z $key ]] && continue
# Remove quotes if present
value="${value%\"}"
value="${value#\"}"
value="${value%\'}"
value="${value#\'}"
# Add the key-value pair to config.env.js
echo " $key: \"$value\"," >> config.env.js
done < .env
echo "};" >> config.env.js
echo "config.env.js generated successfully!"

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@@ -5,30 +5,14 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="theme-color" content="#2c3e50">
<title>Game Timer</title>
<!-- 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="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="/css/styles.css">
<link rel="stylesheet" href="styles.css">
</head>
<body>
<div class="app-container">
<header class="header">
<div class="push-notification-controls">
<button id="pushSettingsButton" class="header-button" title="Push Notification Settings">
<i class="fas fa-bell"></i>
</button>
</div>
<div class="game-controls">
<button id="gameButton" class="game-button">Start Game</button>
</div>
@@ -116,49 +100,9 @@
<button id="cameraCaptureButton" class="camera-button-large"></button>
</div>
</div>
<!-- Push Notification Settings Modal -->
<div id="pushSettingsModal" class="modal">
<div class="modal-content">
<h2>Push Notification Settings</h2>
<div class="notification-status-container">
<div class="notification-status">
<p><strong>Notification Permission: </strong><span id="notificationPermissionStatus">Unknown</span></p>
<p><strong>Subscription Status: </strong><span id="subscriptionStatus">Unknown</span></p>
</div>
</div>
<div class="form-group">
<label for="pushUsername">Username for Push Service</label>
<input type="text" id="pushUsername" placeholder="Enter username">
</div>
<div class="form-group">
<label for="pushPassword">Password</label>
<input type="password" id="pushPassword" placeholder="Enter password">
</div>
<div class="advanced-options">
<button type="button" id="pushUnsubscribeButton" class="cancel-button">Unsubscribe</button>
<button type="button" id="pushResubscribeButton" class="save-button">Subscribe</button>
</div>
<div class="form-buttons">
<button type="button" id="pushCancelButton" class="cancel-button">Cancel</button>
<button type="button" id="pushSaveButton" class="save-button">Save</button>
</div>
<!-- Message Monitor Section - No visible title -->
<div class="message-monitor-section">
<div class="monitor-controls">
<button type="button" id="simulateClickButton" class="action-button" style="margin-right: 10px;">Simulate Remote Button Click</button>
</div>
<pre id="swMessagesOutput" class="message-output">Monitoring for service worker messages...</pre>
</div>
</div>
</div>
<!-- Load environment configuration first -->
<script src="/config.env.js"></script>
<!-- Main application script -->
<script type="module" src="/js/app.js"></script>
<script type="module" src="app.js"></script>
<script>
if ("serviceWorker" in navigator) {
navigator.serviceWorker.register("/sw.js")
@@ -174,107 +118,13 @@
console.log('Notification permission:', permission);
});
}
// Helper function to get stored credentials
async function getStoredCredentials() {
const storedAuth = localStorage.getItem('basicAuthCredentials');
if (!storedAuth) return null;
try {
const credentials = JSON.parse(storedAuth);
if (!credentials.username || !credentials.password) return null;
return credentials;
} catch (error) {
console.error('Failed to parse stored credentials:', error);
return null;
}
}
// Function to simulate a button click with default values
async function simulateButtonClick() {
const action = 'SingleClick'; // Default action
const buttonName = 'Game-button'; // Default button name
const batteryLevel = 100; // Default battery level
const output = document.getElementById('swMessagesOutput');
// Don't show the simulating text
try {
// Get credentials
const credentials = await getStoredCredentials();
if (!credentials) {
output.textContent = 'No credentials found. Please set up credentials first.\n';
return;
}
// Create basic auth header
const authHeader = 'Basic ' + btoa(`${credentials.username}:${credentials.password}`);
// Create timestamp (current time)
const timestamp = new Date().toISOString();
// Prepare request to backend webhook
let backendUrl;
try {
const configModule = await import('/js/config.js');
backendUrl = configModule.getBackendUrl();
} catch (error) {
output.textContent = 'Failed to load backend URL. Please check configuration.\n';
return;
}
const webhookUrl = `${backendUrl}/webhook/${action}`;
output.textContent = `Sending request to: ${webhookUrl}\n`;
output.textContent += `Authorization: Basic ****\n`;
output.textContent += `Button-Name: ${buttonName}\n`;
output.textContent += `Timestamp: ${timestamp}\n`;
output.textContent += `Button-Battery-Level: ${batteryLevel}\n\n`;
// Headers similar to the curl command
const headers = {
'Authorization': authHeader,
'Button-Name': buttonName,
'Timestamp': timestamp,
'Button-Battery-Level': batteryLevel.toString()
};
// Send GET request to webhook
const response = await fetch(webhookUrl, {
method: 'GET',
headers: headers,
credentials: 'include'
});
if (response.ok) {
let result;
try {
result = await response.json();
output.textContent += `Success! Response: ${JSON.stringify(result, null, 2)}\n`;
} catch (e) {
// Text response
result = await response.text();
output.textContent += `Success! Response: ${result}\n`;
}
} else {
let errorText;
try {
errorText = await response.text();
} catch (e) {
errorText = `Status ${response.status}`;
}
output.textContent += `Error: ${errorText}\n`;
}
} catch (error) {
output.textContent += `Error: ${error.message}\n`;
}
}
// Attach click event to the new button
const simulateClickButton = document.getElementById('simulateClickButton');
if (simulateClickButton) {
simulateClickButton.addEventListener('click', simulateButtonClick);
}
});
</script>
<footer class="app-footer">
<div class="author-info">
<p>Vibe coded by Martin</p>
<p>Version 0.0.1</p>
</div>
</footer>
</body>
</html>

123
js/app.js
View File

@@ -1,123 +0,0 @@
// 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 * as pushSettingsUI from './ui/pushSettingsUI.js'; // Import the new push settings UI module
// 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';
import * as screenLockManager from './services/screenLockManager.js'; // Import the screen lock manager
// --- Initialization ---
async function initialize() {
console.log("Initializing Game Timer App...");
// 0. Wait for environment variables to load
try {
// Use the ensureEnvLoaded function from config.js to make sure environment variables are loaded
await config.ensureEnvLoaded();
console.log("Environment variables loaded and verified");
} catch (error) {
console.warn("Failed to load environment variables, using defaults:", error);
}
// 1. Load saved state or defaults
state.loadData();
// Setup Flic action handlers early in the initialization process
// to ensure they're available when the service worker initializes
const flicActionHandlers = {
[config.FLIC_ACTIONS.SINGLE_CLICK]: playerManager.nextPlayer,
[config.FLIC_ACTIONS.DOUBLE_CLICK]: playerManager.previousPlayer,
[config.FLIC_ACTIONS.HOLD]: gameActions.togglePauseResume,
};
// Log the registered handlers for debugging
console.log("Registering Flic action handlers:", {
"SingleClick": config.FLIC_ACTIONS.SINGLE_CLICK,
"DoubleClick": config.FLIC_ACTIONS.DOUBLE_CLICK,
"Hold": config.FLIC_ACTIONS.HOLD
});
serviceWorkerManager.setFlicActionHandlers(flicActionHandlers);
// 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. Initialize Push Notification Settings UI
pushSettingsUI.initPushSettingsUI();
// 7. Setup Service Worker (which also initializes Flic)
serviceWorkerManager.setupServiceWorker(serviceWorkerManager.flicMessageHandler);
// 8. Initialize Screen Lock Manager (automatically acquires wake lock)
const screenLockSupported = await screenLockManager.initScreenLockManager();
console.log(`Screen Wake Lock API ${screenLockSupported ? 'is' : 'is not'} supported`);
// 9. Initial UI Update based on loaded state
ui.renderPlayers();
ui.updateGameButton();
// 10. 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);
}
})();

View File

@@ -1,92 +0,0 @@
// 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
}

View File

@@ -1,134 +0,0 @@
// 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';
import * as screenLockManager from '../services/screenLockManager.js'; // Import screen lock manager
// --- 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
// Release screen wake lock when game is over
screenLockManager.releaseWakeLock().then(success => {
if (success) {
console.log('Screen wake lock released on game over');
}
});
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();
// Acquire screen wake lock when game starts
screenLockManager.acquireWakeLock().then(success => {
if (success) {
console.log('Screen wake lock acquired for game');
} else {
console.warn('Failed to acquire screen wake lock');
}
});
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();
// Release screen wake lock when game is paused
screenLockManager.releaseWakeLock().then(success => {
if (success) {
console.log('Screen wake lock released on pause');
}
});
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
// Release screen wake lock when game is reset
screenLockManager.releaseWakeLock().then(success => {
if (success) {
console.log('Screen wake lock released on reset');
}
});
audioManager.play('buttonClick'); // Or a specific reset sound?
ui.updateGameButton();
ui.renderPlayers();
}
export function fullResetApp() {
timer.stopTimer();
state.resetToDefaults();
// Release screen wake lock on full reset
screenLockManager.releaseWakeLock().then(success => {
if (success) {
console.log('Screen wake lock released on full reset');
}
});
audioManager.play('gameOver'); // Use game over sound for full reset
ui.hideResetModal();
ui.updateGameButton();
ui.renderPlayers();
}

View File

@@ -1,154 +0,0 @@
// 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();
}

View File

@@ -1,87 +0,0 @@
// env-loader.js
// This module is responsible for loading environment variables for the PWA
// Store environment variables in a global object
window.ENV_CONFIG = {
// Default values that will be overridden when config.env.js loads
PUBLIC_VAPID_KEY: 'your_public_vapid_key_here',
BACKEND_URL: 'https://your-push-server.example.com'
};
// Function to load environment variables from config.env.js
async function loadEnvVariables() {
try {
// Try to fetch the config.env.js file which will be generated at build time or deployment
const response = await fetch('/config.env.js');
if (!response.ok) {
console.warn('Could not load config.env.js file. Using default values.');
return;
}
const configText = await response.text();
// Extract the configuration object from the JavaScript file
// The file should be in format: window.ENV_CONFIG = { key: "value" };
try {
// Create a safe way to evaluate the config file
const configScript = document.createElement('script');
configScript.textContent = configText;
document.head.appendChild(configScript);
document.head.removeChild(configScript);
console.log('Environment variables loaded successfully from config.env.js');
// Dispatch an event to notify that environment variables have been loaded
window.dispatchEvent(new CustomEvent('env-config-loaded', {
detail: { config: window.ENV_CONFIG }
}));
} catch (parseError) {
console.error('Error parsing config.env.js:', parseError);
}
} catch (error) {
console.error('Error loading environment variables:', error);
}
}
// Export function to initialize environment variables
export async function initEnv() {
await loadEnvVariables();
return window.ENV_CONFIG;
}
// Start loading environment variables immediately
initEnv();
// Export access functions for environment variables
export function getEnv(key, defaultValue = '') {
return window.ENV_CONFIG[key] || defaultValue;
}
// Export a function to wait for environment variables to be loaded
export function waitForEnv() {
return new Promise((resolve) => {
// If we already have non-default values, resolve immediately
if (window.ENV_CONFIG.BACKEND_URL !== 'https://your-push-server.example.com') {
resolve(window.ENV_CONFIG);
return;
}
// Otherwise, wait for the env-config-loaded event
window.addEventListener('env-config-loaded', (event) => {
resolve(event.detail.config);
}, { once: true });
// Set a timeout to resolve with current values if loading takes too long
setTimeout(() => {
console.warn('Environment loading timed out, using current values');
resolve(window.ENV_CONFIG);
}, 3000);
});
}
export default {
initEnv,
getEnv,
waitForEnv
};

View File

@@ -1,128 +0,0 @@
// screenLockManager.js - Manages screen wake lock to prevent screen from turning off
// Uses the Screen Wake Lock API: https://developer.mozilla.org/en-US/docs/Web/API/Screen_Wake_Lock_API
let wakeLock = null;
let isLockEnabled = false;
/**
* Requests a screen wake lock to prevent the screen from turning off
* @returns {Promise<boolean>} - True if wake lock was acquired successfully
*/
export async function acquireWakeLock() {
if (!isScreenWakeLockSupported()) {
console.warn('[ScreenLockManager] Screen Wake Lock API not supported in this browser');
return false;
}
try {
// Release any existing wake lock first
await releaseWakeLock();
// Request a new wake lock
wakeLock = await navigator.wakeLock.request('screen');
isLockEnabled = true;
console.log('[ScreenLockManager] Screen Wake Lock acquired');
// Add event listeners to reacquire the lock when needed
setupWakeLockListeners();
return true;
} catch (error) {
console.error('[ScreenLockManager] Error acquiring wake lock:', error);
isLockEnabled = false;
return false;
}
}
/**
* Releases the screen wake lock if one is active
* @returns {Promise<boolean>} - True if wake lock was released successfully
*/
export async function releaseWakeLock() {
if (!wakeLock) {
return true; // No wake lock to release
}
try {
await wakeLock.release();
wakeLock = null;
isLockEnabled = false;
console.log('[ScreenLockManager] Screen Wake Lock released');
return true;
} catch (error) {
console.error('[ScreenLockManager] Error releasing wake lock:', error);
return false;
}
}
/**
* Checks if the Screen Wake Lock API is supported in this browser
* @returns {boolean} - True if supported
*/
export function isScreenWakeLockSupported() {
return 'wakeLock' in navigator && 'request' in navigator.wakeLock;
}
/**
* Returns the current status of the wake lock
* @returns {boolean} - True if wake lock is currently active
*/
export function isWakeLockActive() {
return isLockEnabled && wakeLock !== null;
}
/**
* Sets up event listeners to reacquire the wake lock when needed
* (e.g., when the page becomes visible again after being hidden)
*/
function setupWakeLockListeners() {
// When the page becomes visible again, reacquire the wake lock
document.addEventListener('visibilitychange', handleVisibilityChange);
// When the screen orientation changes, reacquire the wake lock
if ('screen' in window && 'orientation' in window.screen) {
window.screen.orientation.addEventListener('change', handleOrientationChange);
}
}
/**
* Handles visibility change events to reacquire wake lock when page becomes visible
*/
async function handleVisibilityChange() {
if (isLockEnabled && document.visibilityState === 'visible') {
// Only try to reacquire if we previously had a lock
await acquireWakeLock();
}
}
/**
* Handles orientation change events to reacquire wake lock
*/
async function handleOrientationChange() {
if (isLockEnabled) {
// Some devices may release the wake lock on orientation change
await acquireWakeLock();
}
}
/**
* Initializes the screen lock manager
* @param {Object} options - Configuration options
* @param {boolean} options.autoAcquire - Whether to automatically acquire wake lock on init
* @returns {Promise<boolean>} - True if initialization was successful
*/
export async function initScreenLockManager(options = {}) {
const { autoAcquire = true } = options; // Default to true - automatically acquire on init
// Check for support
const isSupported = isScreenWakeLockSupported();
console.log(`[ScreenLockManager] Screen Wake Lock API ${isSupported ? 'is' : 'is not'} supported`);
// Automatically acquire wake lock if supported (now default behavior)
if (autoAcquire && isSupported) {
return await acquireWakeLock();
}
return isSupported;
}

View File

@@ -1,116 +0,0 @@
// serviceWorkerManager.js - Service worker registration and Flic integration
import * as pushFlic from './pushFlicIntegration.js';
// Store the action handlers passed from app.js
let flicActionHandlers = {};
export function setFlicActionHandlers(handlers) {
if (handlers && Object.keys(handlers).length > 0) {
flicActionHandlers = handlers;
console.log('[ServiceWorkerManager] Stored action handlers:', Object.keys(flicActionHandlers));
// Always pass handlers to pushFlic, regardless of service worker state
pushFlic.initPushFlic(flicActionHandlers);
} else {
console.warn('[ServiceWorkerManager] No action handlers provided to setFlicActionHandlers!');
}
}
// --- Flic Integration Setup ---
export function initFlic() {
// Make sure we have handlers before initializing
if (Object.keys(flicActionHandlers).length === 0) {
console.warn('[ServiceWorkerManager] No Flic handlers registered before initFlic! Actions may not work.');
}
// This function is used by setupServiceWorker and relies on
// flicActionHandlers being set before this is called
console.log('[ServiceWorkerManager] Initializing PushFlic with handlers:', Object.keys(flicActionHandlers));
pushFlic.initPushFlic(flicActionHandlers);
}
// Export functions for manually triggering push notifications setup
export function setupPushNotifications() {
pushFlic.setupPushNotifications();
}
// --- Handle Messages from Service Worker ---
export function flicMessageHandler(event) {
// This function is passed to setupServiceWorker and called when a message arrives from the service worker
console.log('[App] Message received from Service Worker:', event.data);
// Check if this is a Flic action message
if (event.data && event.data.type === 'flic-action') {
const { action, button, timestamp, batteryLevel } = event.data;
try {
// Pass to push-flic service to handle
pushFlic.handleFlicAction(action, button, timestamp, batteryLevel);
} catch (error) {
console.error('[App] Error handling flic action:', error);
}
}
}
// Global message handler function to ensure we catch all service worker messages
function handleServiceWorkerMessage(event) {
// Check if the message might be from our service worker
if (event.data && typeof event.data === 'object') {
console.log('[App] Potential window message received:', event.data);
// If it looks like a flic action message, handle it
if (event.data.type === 'flic-action') {
try {
// Process the message with our flicMessageHandler
flicMessageHandler(event);
} catch (error) {
console.error('[App] Error handling window message:', error);
}
}
}
}
// --- Service Worker and PWA Setup ---
export function setupServiceWorker(messageHandler) {
if ('serviceWorker' in navigator) {
console.log('[ServiceWorkerManager] Setting up service worker...');
// Set up global message event listener on window object
window.addEventListener('message', handleServiceWorkerMessage);
// Listen for messages FROM the Service Worker
// This is the main way messages from the service worker are received
navigator.serviceWorker.addEventListener('message', event => {
console.log('[ServiceWorkerManager] Service worker message received:', event.data);
messageHandler(event);
});
window.addEventListener('load', () => {
console.log('[ServiceWorkerManager] Window loaded, registering service worker...');
navigator.serviceWorker.register('/sw.js')
.then(registration => {
console.log('[ServiceWorkerManager] ServiceWorker registered successfully.');
// Add an event listener that will work with service worker controlled clients
if (navigator.serviceWorker.controller) {
console.log('[ServiceWorkerManager] Service worker already controlling the page.');
}
// Initialize Flic integration
initFlic();
})
.catch(error => {
console.error('[ServiceWorkerManager] ServiceWorker registration failed:', error);
});
});
// Listen for SW controller changes
navigator.serviceWorker.addEventListener('controllerchange', () => {
console.log('[ServiceWorkerManager] Service Worker controller changed, potentially updated.');
});
} else {
console.warn('[ServiceWorkerManager] ServiceWorker not supported.');
}
}

View File

@@ -1,435 +0,0 @@
// pushSettingsUI.js - UI handling for push notification settings
import { setupPushNotifications } from '../services/serviceWorkerManager.js';
import { FLIC_BUTTON_ID, getBackendUrl} from '../config.js';
// --- DOM Elements ---
const elements = {
pushSettingsButton: null,
pushSettingsModal: null,
notificationPermissionStatus: null,
subscriptionStatus: null,
pushUsername: null,
pushPassword: null,
pushSaveButton: null,
pushCancelButton: null,
pushUnsubscribeButton: null,
pushResubscribeButton: null,
// Message monitor elements
swMessagesOutput: null,
simulateClickButton: null
};
// --- State ---
let currentSubscription = null;
let messageListener = null;
let isMonitoring = false;
// --- Initialization ---
export function initPushSettingsUI() {
// Cache DOM elements
elements.pushSettingsButton = document.getElementById('pushSettingsButton');
elements.pushSettingsModal = document.getElementById('pushSettingsModal');
elements.notificationPermissionStatus = document.getElementById('notificationPermissionStatus');
elements.subscriptionStatus = document.getElementById('subscriptionStatus');
elements.pushUsername = document.getElementById('pushUsername');
elements.pushPassword = document.getElementById('pushPassword');
elements.pushSaveButton = document.getElementById('pushSaveButton');
elements.pushCancelButton = document.getElementById('pushCancelButton');
elements.pushUnsubscribeButton = document.getElementById('pushUnsubscribeButton');
elements.pushResubscribeButton = document.getElementById('pushResubscribeButton');
// Message Monitor elements
elements.swMessagesOutput = document.getElementById('swMessagesOutput');
elements.simulateClickButton = document.getElementById('simulateClickButton');
// Set up event listeners
elements.pushSettingsButton.addEventListener('click', openPushSettingsModal);
elements.pushCancelButton.addEventListener('click', closePushSettingsModal);
elements.pushSaveButton.addEventListener('click', saveCredentialsAndSubscribe);
elements.pushUnsubscribeButton.addEventListener('click', unsubscribeFromPush);
elements.pushResubscribeButton.addEventListener('click', resubscribeToPush);
// Initial status check
updateNotificationStatus();
}
// --- UI Functions ---
// Open the push settings modal and update statuses
function openPushSettingsModal() {
// Update status displays
updateNotificationStatus();
updateSubscriptionStatus();
// Load saved credentials if available
loadSavedCredentials();
// Start monitoring automatically when modal opens
startMessageMonitoring();
// Show the modal
elements.pushSettingsModal.classList.add('active');
}
// Close the push settings modal
function closePushSettingsModal() {
// Stop monitoring when the modal is closed to avoid unnecessary processing
stopMessageMonitoring();
elements.pushSettingsModal.classList.remove('active');
}
// --- Message Monitor Functions ---
// Start monitoring service worker messages
function startMessageMonitoring() {
// If already monitoring, don't set up a new listener
if (isMonitoring) {
return;
}
if (!('serviceWorker' in navigator)) {
elements.swMessagesOutput.textContent = 'Service Worker not supported in this browser.';
return;
}
// Reset the output area
elements.swMessagesOutput.textContent = 'Monitoring for service worker messages...';
// Create and register the message listener
messageListener = function(event) {
const now = new Date().toISOString();
const formattedMessage = `[${now}] Message received: \n${JSON.stringify(event.data, null, 2)}\n\n`;
elements.swMessagesOutput.textContent += formattedMessage;
// Auto-scroll to the bottom
elements.swMessagesOutput.scrollTop = elements.swMessagesOutput.scrollHeight;
};
// Add the listener
navigator.serviceWorker.addEventListener('message', messageListener);
isMonitoring = true;
}
// Stop monitoring service worker messages
function stopMessageMonitoring() {
if (messageListener) {
navigator.serviceWorker.removeEventListener('message', messageListener);
messageListener = null;
isMonitoring = false;
}
}
// Update the notification permission status display
function updateNotificationStatus() {
if (!('Notification' in window)) {
elements.notificationPermissionStatus.textContent = 'Not Supported';
elements.notificationPermissionStatus.className = 'status-denied';
// Disable subscribe button when notifications are not supported
elements.pushResubscribeButton.disabled = true;
elements.pushResubscribeButton.classList.add('disabled');
return;
}
const permission = Notification.permission;
elements.notificationPermissionStatus.textContent = permission;
switch (permission) {
case 'granted':
elements.notificationPermissionStatus.className = 'status-granted';
// Enable subscribe button when permission is granted
elements.pushResubscribeButton.disabled = false;
elements.pushResubscribeButton.classList.remove('disabled');
break;
case 'denied':
elements.notificationPermissionStatus.className = 'status-denied';
// Disable subscribe button when permission is denied
elements.pushResubscribeButton.disabled = true;
elements.pushResubscribeButton.classList.add('disabled');
break;
default:
elements.notificationPermissionStatus.className = 'status-default';
// Enable subscribe button for default state (prompt)
elements.pushResubscribeButton.disabled = false;
elements.pushResubscribeButton.classList.remove('disabled');
}
}
// Update the subscription status display
async function updateSubscriptionStatus() {
if (!('serviceWorker' in navigator) || !('PushManager' in window)) {
elements.subscriptionStatus.textContent = 'Not Supported';
elements.subscriptionStatus.className = 'status-denied';
// Disable unsubscribe button when not supported
elements.pushUnsubscribeButton.disabled = true;
// Set subscribe button text
elements.pushResubscribeButton.textContent = 'Subscribe';
// Disable simulate button when not supported
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = true;
}
return;
}
try {
const registration = await navigator.serviceWorker.ready;
currentSubscription = await registration.pushManager.getSubscription();
if (currentSubscription) {
elements.subscriptionStatus.textContent = 'active';
elements.subscriptionStatus.className = 'status-active';
// Enable unsubscribe button when subscription is active
elements.pushUnsubscribeButton.disabled = false;
// Change subscribe button text to "Re-subscribe"
elements.pushResubscribeButton.textContent = 'Re-subscribe';
// Enable simulate button when subscription is active
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = false;
}
} else {
elements.subscriptionStatus.textContent = 'Not Subscribed';
elements.subscriptionStatus.className = 'status-inactive';
// Disable unsubscribe button when not subscribed
elements.pushUnsubscribeButton.disabled = true;
// Set subscribe button text
elements.pushResubscribeButton.textContent = 'Subscribe';
// Disable simulate button when not subscribed
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = true;
}
}
} catch (error) {
console.error('Error checking subscription status:', error);
elements.subscriptionStatus.textContent = 'Error';
elements.subscriptionStatus.className = 'status-denied';
// Disable unsubscribe button on error
elements.pushUnsubscribeButton.disabled = true;
// Set subscribe button text
elements.pushResubscribeButton.textContent = 'Subscribe';
// Disable simulate button on error
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = true;
}
}
}
// Load saved credentials from localStorage
function loadSavedCredentials() {
try {
const storedAuth = localStorage.getItem('basicAuthCredentials');
if (storedAuth) {
const credentials = JSON.parse(storedAuth);
if (credentials.username && credentials.password) {
elements.pushUsername.value = credentials.username;
elements.pushPassword.value = credentials.password;
}
}
} catch (error) {
console.error('Error loading saved credentials:', error);
}
}
// --- Action Functions ---
// Save credentials and close the modal
async function saveCredentialsAndSubscribe() {
const username = elements.pushUsername.value.trim();
const password = elements.pushPassword.value.trim();
if (!username || !password) {
alert('Please enter both username and password');
return;
}
// Save credentials to localStorage
const credentials = { username, password };
localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
// Close the modal
closePushSettingsModal();
}
// Unsubscribe from push notifications
async function unsubscribeFromPush() {
if (!currentSubscription) {
alert('No active subscription to unsubscribe from');
return;
}
try {
await currentSubscription.unsubscribe();
await updateSubscriptionStatus();
// No success alert
} catch (error) {
console.error('Error unsubscribing:', error);
alert(`Error unsubscribing: ${error.message}`);
}
}
// Subscribe to push notifications
async function resubscribeToPush() {
try {
let username = elements.pushUsername.value.trim();
let password = elements.pushPassword.value.trim();
// If fields are empty, try to use stored credentials
if (!username || !password) {
try {
const storedAuth = localStorage.getItem('basicAuthCredentials');
if (storedAuth) {
const credentials = JSON.parse(storedAuth);
if (credentials.username && credentials.password) {
username = credentials.username;
password = credentials.password;
// Update the form fields with stored values
elements.pushUsername.value = username;
elements.pushPassword.value = password;
}
}
} catch (error) {
console.error('Error loading stored credentials:', error);
}
}
// Check if we have credentials, show alert if missing
if (!username || !password) {
console.log('No credentials available. Showing alert.');
alert('Please enter your username and password to subscribe.');
return;
}
// Save the credentials to localStorage
const credentials = { username, password };
localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
console.log('Saved credentials to localStorage');
// Use the credentials to subscribe
await setupPushNotifications();
// Wait a moment for the subscription to complete
await new Promise(resolve => setTimeout(resolve, 500));
// Get the updated subscription
const registration = await navigator.serviceWorker.ready;
currentSubscription = await registration.pushManager.getSubscription();
// Update the UI directly
if (currentSubscription && elements.subscriptionStatus) {
elements.subscriptionStatus.textContent = 'active';
elements.subscriptionStatus.className = 'status-active';
// Enable unsubscribe button when subscription is active
elements.pushUnsubscribeButton.disabled = false;
// Change subscribe button text to "Re-subscribe"
elements.pushResubscribeButton.textContent = 'Re-subscribe';
// Enable simulate button when subscription is active
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = false;
}
} else {
// Disable unsubscribe button when not subscribed
elements.pushUnsubscribeButton.disabled = true;
// Set subscribe button text
elements.pushResubscribeButton.textContent = 'Subscribe';
// Disable simulate button when not subscribed
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = true;
}
// Fall back to the standard update function
await updateSubscriptionStatus();
}
} catch (error) {
console.error('Error subscribing:', error);
alert(`Error subscribing: ${error.message}`);
}
}
// Manually trigger sendSubscriptionToServer with the current subscription
export async function sendSubscriptionToServer() {
if (!currentSubscription) {
await updateSubscriptionStatus();
if (!currentSubscription) {
// No alert, just return silently
return;
}
}
// Get stored credentials
let credentials;
try {
const storedAuth = localStorage.getItem('basicAuthCredentials');
if (storedAuth) {
credentials = JSON.parse(storedAuth);
if (!credentials.username || !credentials.password) {
throw new Error('Invalid credentials');
}
} else {
throw new Error('No stored credentials');
}
} catch (error) {
// No alert, just open the modal to let the user set credentials
openPushSettingsModal();
return;
}
// Create Basic Auth header
const createBasicAuthHeader = (creds) => {
return 'Basic ' + btoa(`${creds.username}:${creds.password}`);
};
const headers = {
'Content-Type': 'application/json',
'Authorization': createBasicAuthHeader(credentials)
};
try {
// Make the request to the server
const response = await fetch(`${getBackendUrl()}/subscribe`, {
method: 'POST',
body: JSON.stringify({
button_id: FLIC_BUTTON_ID,
subscription: currentSubscription
}),
headers: headers,
credentials: 'include'
});
if (response.ok) {
const result = await response.json();
// No success alert
// Update the currentSubscription variable
const registration = await navigator.serviceWorker.ready;
currentSubscription = await registration.pushManager.getSubscription();
// Directly update the subscription status element in the DOM
if (currentSubscription && elements.subscriptionStatus) {
elements.subscriptionStatus.textContent = 'active';
elements.subscriptionStatus.className = 'status-active';
// Enable unsubscribe button when subscription is active
elements.pushUnsubscribeButton.disabled = false;
// Change subscribe button text to "Re-subscribe"
elements.pushResubscribeButton.textContent = 'Re-subscribe';
// Enable simulate button when subscription is active
if (elements.simulateClickButton) {
elements.simulateClickButton.disabled = false;
}
}
} else {
let errorMsg = `Server error: ${response.status}`;
if (response.status === 401 || response.status === 403) {
localStorage.removeItem('basicAuthCredentials');
errorMsg = 'Authentication failed. Credentials cleared.';
} else {
try {
const errorData = await response.json();
errorMsg = errorData.message || errorMsg;
} catch (e) { /* use default */ }
}
// No error alert, just log the error
console.error(`Failed to send subscription: ${errorMsg}`);
}
} catch (error) {
// No error alert, just log the error
console.error(`Network error: ${error.message}`);
}
}

View File

@@ -1,16 +1,11 @@
{
"name": "Game Timer",
"short_name": "Timer",
"author": "Martin",
"version": "0.0.1",
"version_name": "0.0.1",
"name": "Game Timer PWA",
"short_name": "Game Timer",
"description": "Multi-player chess-like timer with carousel navigation",
"start_url": "/",
"id": "/index.html",
"start_url": "/index.html",
"display": "standalone",
"display_override": ["window-controls-overlay", "standalone", "minimal-ui"],
"background_color": "#ffffff",
"theme_color": "#000000",
"background_color": "#f5f5f5",
"theme_color": "#2c3e50",
"icons": [
{
"src": "/icons/android-chrome-192x192.png",
@@ -40,15 +35,21 @@
],
"screenshots": [
{
"src": "/images/screenshot1.png",
"sizes": "2212×1614",
"src": "/screenshots/screenshot1.png",
"sizes": "2604x2269",
"type": "image/png",
"form_factor": "wide"
},
{
"src": "/images/screenshot2.png",
"sizes": "828×1912",
"src": "/screenshots/screenshot2.png",
"sizes": "1082x2402",
"type": "image/png"
}
]
],
"url_handlers": [
{
"origin": "https://game-timer.virtonline.eu"
}
],
"gcm_sender_id": "103953800507"
}

View File

@@ -1,15 +1,17 @@
{
"name": "game-timer",
"name": "countdown",
"version": "1.0.0",
"description": "Multi-player chess timer with carousel navigation",
"main": "src/js/app.js",
"main": "app.js",
"scripts": {
"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",
"generate-config": "./generate-config.sh",
"dev": "./dev-start.sh"
"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"
},
"keywords": [
"timer",
@@ -23,4 +25,4 @@
"type": "git",
"url": "https://gitea.virtonline.eu/2HoursProject/game-timer.git"
}
}
}

View File

@@ -1,8 +1,9 @@
// pushFlicIntegration.js
import { getPublicVapidKey, getBackendUrl, FLIC_BUTTON_ID} from '../config.js';
import { PUBLIC_VAPID_KEY, BACKEND_URL, FLIC_BUTTON_ID, FLIC_ACTIONS, FLIC_BATTERY_THRESHOLD } from './config.js';
let pushSubscription = null; // Keep track locally if needed
let actionHandlers = {}; // Store handlers for different Flic actions
let lastBatteryWarningTimestamp = 0; // Track when last battery warning was shown
// --- Helper Functions ---
@@ -28,6 +29,19 @@ function getBasicAuthCredentials() {
return null;
}
// Prompt the user for credentials after permissions are granted
function promptForCredentials() {
console.log('Prompting user for auth credentials.');
const username = prompt('Please enter your username for backend authentication:');
if (!username) return null;
const password = prompt('Please enter your password:');
if (!password) return null;
const credentials = { username, password };
localStorage.setItem('basicAuthCredentials', JSON.stringify(credentials));
return credentials;
}
// Create Basic Auth header string
function createBasicAuthHeader(credentials) {
if (!credentials?.username || !credentials.password) return null;
@@ -54,6 +68,31 @@ function arrayBufferToBase64(buffer) {
return window.btoa(binary).replace(/\+/g, '-').replace(/\//g, '_').replace(/=+$/, '');
}
// Show a popup notification to the user
function showBatteryWarning(batteryLevel) {
// Only show warning once every 4 hours (to avoid annoying users)
const now = Date.now();
const fourHoursInMs = 4 * 60 * 60 * 1000;
if (now - lastBatteryWarningTimestamp < fourHoursInMs) {
console.log(`[PushFlic] Battery warning suppressed (shown recently): ${batteryLevel}%`);
return;
}
lastBatteryWarningTimestamp = now;
// Show the notification
const message = `Flic button battery is low (${batteryLevel}%). Please replace the battery soon.`;
// Show browser notification if permission granted
if (Notification.permission === 'granted') {
new Notification('Flic Button Low Battery', {
body: message,
icon: '/favicon.ico'
});
}
}
// --- Push Subscription Logic ---
async function subscribeToPush() {
@@ -77,27 +116,30 @@ async function subscribeToPush() {
console.log('Notification permission granted.');
// Get stored credentials but don't prompt
// After permission is granted, check for stored credentials or prompt user
let credentials = getBasicAuthCredentials();
const hasExistingCreds = !!credentials;
console.log('Has existing credentials:', hasExistingCreds);
// No prompting for credentials - user must enter them manually in the UI
if (!credentials) {
console.log('No credentials found. User needs to enter them manually.');
// Just return if no credentials are available
return;
const confirmAuth = confirm('Do you want to set up credentials for push notifications now?');
if (!confirmAuth) {
console.log('User declined to provide auth credentials.');
return;
}
credentials = promptForCredentials();
if (!credentials) {
console.log('User canceled credential input.');
alert('Authentication required to set up push notifications.');
return;
}
}
const registration = await navigator.serviceWorker.ready;
let existingSubscription = await registration.pushManager.getSubscription();
let needsResubscribe = !existingSubscription;
console.log('Existing subscription found:', !!existingSubscription);
if (existingSubscription) {
const existingKey = existingSubscription.options?.applicationServerKey;
if (!existingKey || arrayBufferToBase64(existingKey) !== getPublicVapidKey()) {
if (!existingKey || arrayBufferToBase64(existingKey) !== PUBLIC_VAPID_KEY) {
console.log('VAPID key mismatch or missing. Unsubscribing old subscription.');
await existingSubscription.unsubscribe();
existingSubscription = null;
@@ -111,19 +153,13 @@ async function subscribeToPush() {
let finalSubscription = existingSubscription;
if (needsResubscribe) {
console.log('Subscribing for push notifications...');
const applicationServerKey = urlBase64ToUint8Array(getPublicVapidKey());
try {
finalSubscription = await registration.pushManager.subscribe({
userVisibleOnly: true,
applicationServerKey: applicationServerKey
});
console.log('New push subscription obtained:', finalSubscription);
pushSubscription = finalSubscription; // Store it
} catch (subscribeError) {
console.error('Error subscribing to push:', subscribeError);
alert(`Failed to subscribe: ${subscribeError.message}`);
return;
}
const applicationServerKey = urlBase64ToUint8Array(PUBLIC_VAPID_KEY);
finalSubscription = await registration.pushManager.subscribe({
userVisibleOnly: true,
applicationServerKey: applicationServerKey
});
console.log('New push subscription obtained:', finalSubscription);
pushSubscription = finalSubscription; // Store it
}
if (!finalSubscription) {
@@ -144,8 +180,20 @@ async function sendSubscriptionToServer(subscription, buttonId) {
console.log(`Sending subscription for button "${buttonId}" to backend...`);
const credentials = getBasicAuthCredentials();
if (!credentials) {
console.log('No credentials found. User needs to enter them manually.');
return;
// One more chance to enter credentials if needed
const confirmAuth = confirm('Authentication required to complete setup. Provide credentials now?');
if (!confirmAuth) {
alert('Authentication required to save button link.');
return;
}
const newCredentials = promptForCredentials();
if (!newCredentials) {
alert('Authentication required to save button link.');
return;
}
credentials = newCredentials;
}
const headers = { 'Content-Type': 'application/json' };
@@ -154,7 +202,7 @@ async function sendSubscriptionToServer(subscription, buttonId) {
try {
// Add support for handling CORS preflight with credentials
const response = await fetch(`${getBackendUrl()}/subscribe`, {
const response = await fetch(`${BACKEND_URL}/subscribe`, {
method: 'POST',
body: JSON.stringify({ button_id: buttonId, subscription: subscription }),
headers: headers,
@@ -164,27 +212,7 @@ async function sendSubscriptionToServer(subscription, buttonId) {
if (response.ok) {
const result = await response.json();
console.log('Subscription sent successfully:', result.message);
// Update the UI to show subscription status as active
const subscriptionStatusElement = document.getElementById('subscriptionStatus');
if (subscriptionStatusElement) {
subscriptionStatusElement.textContent = 'active';
subscriptionStatusElement.className = 'status-active';
// Enable unsubscribe button when subscription is active
const unsubscribeButton = document.getElementById('pushUnsubscribeButton');
if (unsubscribeButton) unsubscribeButton.disabled = false;
// Change subscribe button text to "Re-subscribe"
const resubscribeButton = document.getElementById('pushResubscribeButton');
if (resubscribeButton) resubscribeButton.textContent = 'Re-subscribe';
// Enable simulate button when subscription is active
const simulateButton = document.getElementById('simulateClickButton');
if (simulateButton) simulateButton.disabled = false;
}
// Success alert removed as requested
alert('Push notification setup completed successfully!');
} else {
let errorMsg = `Server error: ${response.status}`;
if (response.status === 401 || response.status === 403) {
@@ -208,6 +236,11 @@ async function sendSubscriptionToServer(subscription, buttonId) {
export function handleFlicAction(action, buttonId, timestamp, batteryLevel) {
console.log(`[PushFlic] Received Action: ${action} from Button: ${buttonId} battery: ${batteryLevel}% at ${timestamp}`);
// Check if battery is below threshold and show warning if needed
if (batteryLevel < FLIC_BATTERY_THRESHOLD) {
showBatteryWarning(batteryLevel);
}
// Ignore actions from buttons other than the configured one
if (buttonId !== FLIC_BUTTON_ID) {
console.warn(`[PushFlic] Ignoring action from unknown button: ${buttonId}`);
@@ -216,36 +249,35 @@ export function handleFlicAction(action, buttonId, timestamp, batteryLevel) {
// Find the registered handler for this action
const handler = actionHandlers[action];
if (handler && typeof handler === 'function') {
console.log(`[PushFlic] Executing handler for ${action}`);
try {
// Execute the handler registered in app.js
handler();
// Log success
console.log(`[PushFlic] Successfully executed handler for ${action}`);
} catch (error) {
console.error(`[PushFlic] Error executing handler for ${action}:`, error);
}
// Execute the handler registered in app.js
handler(); // Use the handler function directly instead of hardcoded function calls
} else {
console.warn(`[PushFlic] No handler registered for action: ${action}. Available handlers:`, Object.keys(actionHandlers));
console.warn(`[PushFlic] No handler registered for action: ${action}`);
}
}
// --- Initialization ---
// Initialize PushFlic with action handlers
export function initPushFlic(handlers) {
if (handlers && Object.keys(handlers).length > 0) {
actionHandlers = handlers;
console.log('[PushFlic] Stored action handlers:', Object.keys(actionHandlers));
} else {
console.warn('[PushFlic] No action handlers provided to initPushFlic!');
}
}
actionHandlers = handlers; // Store the handlers passed from app.js
// Example: handlers = { SingleClick: handleNextPlayer, Hold: handleTogglePause }
// New function to manually trigger the subscription process
export function setupPushNotifications() {
console.log('[PushFlic] Manually triggering push notification setup');
subscribeToPush();
// Attempt to subscribe immediately if permission might already be granted
// Or trigger subscription on a user action (e.g., a "Link Flic Button" button)
// For simplicity, let's try subscribing if SW is ready and permission allows
if ('serviceWorker' in navigator) {
navigator.serviceWorker.ready.then(registration => {
Notification.requestPermission().then(permission => {
if (permission === 'granted') {
console.log('[PushFlic] Permission granted, attempting subscription.');
subscribeToPush();
} else {
console.log('[PushFlic] Notification permission not granted.');
// Optionally provide a button for the user to trigger subscription later
}
});
});
}
}

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19
site.webmanifest Normal file
View File

@@ -0,0 +1,19 @@
{
"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"
}

View File

@@ -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;

View File

@@ -353,124 +353,18 @@ input[type="file"] {
cursor: pointer;
}
/* Push notification controls */
.push-notification-controls {
margin-right: 10px;
}
.notification-status-container {
margin: 1rem 0;
padding: 1rem;
background-color: #f8f9fa;
border-radius: 4px;
}
.notification-status p {
margin-bottom: 0.5rem;
}
.advanced-options {
margin-top: 1rem;
display: flex;
justify-content: space-between;
border-top: 1px solid #eee;
padding-top: 1rem;
}
.advanced-options button {
padding: 0.5rem 1rem;
border: none;
border-radius: 4px;
cursor: pointer;
flex: 1;
margin: 0 0.5rem;
}
.advanced-options button:first-child {
margin-left: 0;
}
.advanced-options button:last-child {
margin-right: 0;
}
/* Status indicators */
.status-granted {
color: #28a745;
font-weight: bold;
}
.status-denied {
color: #dc3545;
font-weight: bold;
}
.status-default {
color: #ffc107;
font-weight: bold;
}
.status-active {
color: #28a745;
font-weight: bold;
}
.status-inactive {
color: #6c757d;
font-weight: bold;
}
/* Service Worker Message Monitor Styles */
.message-monitor-section {
margin-top: 1.5rem;
padding-top: 1rem;
border-top: 1px solid #eee;
}
.message-monitor-section h3 {
margin-bottom: 0.5rem;
}
.monitor-controls {
display: flex;
justify-content: space-between;
margin: 0.5rem 0;
}
.action-button {
background-color: #3498db;
.app-footer {
background-color: #2c3e50;
color: white;
border: none;
padding: 0.5rem 1rem;
border-radius: 4px;
cursor: pointer;
width: 100%;
padding: 1rem;
text-align: center;
font-size: 0.9rem;
margin-top: auto; /* This pushes the footer to the bottom when possible */
}
.action-button:hover {
background-color: #2980b9;
}
button:disabled {
background-color: #cccccc !important; /* Gray background */
color: #888888 !important; /* Darker gray text */
cursor: not-allowed !important; /* Change cursor */
opacity: 0.7 !important; /* Reduce opacity */
}
.cancel-button:disabled {
background-color: #e0e0e0 !important; /* Light gray */
color: #999999 !important;
border: 1px solid #cccccc !important;
}
.message-output {
background-color: #f8f9fa;
border: 1px solid #dee2e6;
border-radius: 4px;
padding: 0.75rem;
margin-top: 0.5rem;
height: 150px;
overflow-y: auto;
font-size: 0.85rem;
white-space: pre-wrap;
}
.author-info {
display: flex;
flex-direction: column;
align-items: center;
gap: 0.3rem;
}

127
sw.js
View File

@@ -1,38 +1,20 @@
// Service Worker version
const CACHE_VERSION = 'v1.0.2';
const CACHE_VERSION = 'v1.0.0';
const CACHE_NAME = `game-timer-${CACHE_VERSION}`;
// Files to cache
const CACHE_FILES = [
'/',
'/index.html',
'/app.js',
'/audio.js',
'/styles.css',
'/manifest.json',
'/sw.js',
'/favicon.ico',
'/config.env.js',
'/css/styles.css',
'/icons/android-chrome-192x192.png',
'/icons/android-chrome-512x512.png',
'/icons/apple-touch-icon.png',
'/icons/favicon-32x32.png',
'/icons/favicon-16x16.png',
'/images/screenshot1.png',
'/images/screenshot2.png',
'/js/app.js',
'/js/config.js',
'/js/env-loader.js',
'/js/core/eventHandlers.js',
'/js/core/gameActions.js',
'/js/core/playerManager.js',
'/js/core/state.js',
'/js/core/timer.js',
'/js/services/pushFlicIntegration.js',
'/js/services/screenLockManager.js',
'/js/services/serviceWorkerManager.js',
'/js/ui/audio.js',
'/js/ui/camera.js',
'/js/ui/pushSettingsUI.js',
'/js/ui/ui.js'
'/icons/favicon-16x16.png'
];
// Install event - Cache files
@@ -70,15 +52,6 @@ self.addEventListener('activate', event => {
);
});
self.addEventListener('fetch', (event) => {
console.log('[ServiceWorker] Fetch');
event.respondWith(
caches.match(event.request).then((cachedResponse) => {
return cachedResponse || fetch(event.request);
})
);
});
// Helper function to determine if a response should be cached
function shouldCacheResponse(request, response) {
// Only cache GET requests
@@ -105,8 +78,7 @@ self.addEventListener('push', event => {
data: {
action: 'Unknown',
button: 'Unknown',
batteryLevel: undefined,
timestamp: new Date().toISOString()
batteryLevel: undefined
}
};
@@ -120,15 +92,9 @@ self.addEventListener('push', event => {
pushData = {
title: parsedData.title || pushData.title,
body: parsedData.body || pushData.body,
data: parsedData.data || pushData.data
data: parsedData.data || pushData.data // Expecting { action: 'SingleClick', button: 'game-button', batteryLevel: 75 }
};
// Ensure all required fields are present in data
pushData.data = pushData.data || {};
if (!pushData.data.timestamp) {
pushData.data.timestamp = new Date().toISOString();
}
} catch (e) {
console.error('[ServiceWorker] Error parsing push data:', e);
// Use default notification if parsing fails
@@ -141,58 +107,65 @@ self.addEventListener('push', event => {
// --- Send message to client(s) ---
const messagePayload = {
type: 'flic-action', // Custom message type
action: pushData.data.action || 'Unknown', // e.g., 'SingleClick', 'DoubleClick', 'Hold'
button: pushData.data.button || 'Unknown', // e.g., the button name
timestamp: pushData.data.timestamp || new Date().toISOString(), // e.g., the timestamp of the action
action: pushData.data.action, // e.g., 'SingleClick', 'DoubleClick', 'Hold'
button: pushData.data.button, // e.g., the button name
timestamp: pushData.data.timestamp, // e.g., the timestamp of the action
batteryLevel: pushData.data.batteryLevel // e.g., the battery level percentage
};
console.log('[ServiceWorker] Preparing message payload:', messagePayload);
// Send message to all open PWA windows controlled by this SW
event.waitUntil(
self.clients.matchAll({
type: 'window',
includeUncontrolled: true
type: 'window', // Only target window clients
includeUncontrolled: true // Include clients that might not be fully controlled yet
}).then(clientList => {
if (!clientList || clientList.length === 0) {
// No clients available, just resolve
return Promise.resolve();
console.log('[ServiceWorker] No client windows found to send message to.');
// 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
data: pushData.data // Pass data if needed when notification is clicked
});
}
// Post message to each client with improved reliability
// Post message to each client
let messageSent = false;
const sendPromises = clientList.map(client => {
clientList.forEach(client => {
console.log(`[ServiceWorker] Posting message to client: ${client.id}`, messagePayload);
try {
// Try to send the message and mark it as sent
client.postMessage(messagePayload);
messageSent = true;
// Just return true to indicate message was sent
return Promise.resolve(true);
} catch (error) {
console.error('[ServiceWorker] Error posting message to client:', error);
return Promise.resolve(false);
}
client.postMessage(messagePayload);
messageSent = true; // Mark that we at least tried to send a message
});
return Promise.all(sendPromises).then(() => {
// No notifications will be shown for any action, including low battery
return Promise.resolve();
});
// Decide whether to still show a notification even if a window is open.
// Generally good practice unless you are SURE the app will handle it visibly.
// You might choose *not* to show a notification if a client was found and focused.
// For simplicity here, we'll still show one. Adjust as needed.
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',
data: pushData.data
});
}
})
);
});
// Listen for messages from client
self.addEventListener('message', event => {
const message = event.data;
if (!message || typeof message !== 'object') {
return;
}
// No battery-related handling
// --- Show a notification (Important!) ---
// Push notifications generally REQUIRE showing a notification to the user
// unless the PWA is already in the foreground AND handles the event visually.
// It's safer to always show one unless you have complex foreground detection.
/* This part is now handled inside the clients.matchAll promise */
/*
const notificationOptions = {
body: pushData.body,
icon: '/icons/icon-192x192.png', // Optional: path to an icon
data: pushData.data // Attach data if needed when notification is clicked
};
event.waitUntil(
self.registration.showNotification(pushData.title, notificationOptions)
);
*/
});
// This helps with navigation after app is installed

View File

@@ -1,29 +1,24 @@
// timer.js
import * as state from './state.js';
import { GAME_STATES } from '../config.js';
import audioManager from '../ui/audio.js';
import { GAME_STATES } from './config.js';
import audioManager from './audio.js';
let timerInterval = null;
let onTimerTickCallback = null; // Callback for UI updates
let onPlayerSwitchCallback = null; // Callback for when player switches due to time running out
let onGameOverCallback = null; // Callback for when all players run out of time
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();
// Reset the expired sound flags when starting a new timer
timeExpiredFlagsById.clear();
audioManager.stopAllSounds(); // Consider if this is too aggressive
timerInterval = setInterval(() => {
const currentPlayerIndex = state.getCurrentPlayerIndex();
@@ -40,23 +35,31 @@ export function startTimer() {
const newTime = currentPlayer.remainingTime - 1;
state.updatePlayerTime(currentPlayerIndex, newTime); // Update state
// Play timer sounds - ensure we're not leaking audio resources
// Play timer sounds
audioManager.playTimerSound(newTime);
// Notify UI to update
if (onTimerTickCallback) onTimerTickCallback();
} else { // Current player's time just hit 0 or was already 0
// Ensure time is exactly 0 if it somehow went negative
if(currentPlayer.remainingTime < 0) {
// Ensure time is exactly 0 if it somehow went negative (unlikely with check above)
if(currentPlayer.remainingTime < 0) {
state.updatePlayerTime(currentPlayerIndex, 0);
}
// Stop this player's timer tick sound if it was playing
// audioManager.stop('timerTick'); // Or specific low time sound
// Play time expired sound (only once)
// Check if we just hit zero to avoid playing repeatedly
// This logic might be complex, audioManager could handle idempotency
if (currentPlayer.remainingTime === 0 && !currentPlayer.timeExpiredSoundPlayed) {
audioManager.playTimerExpired();
// We need a way to mark that the sound played for this player this turn.
// This might require adding a temporary flag to the player state,
// or handling it within the audioManager. Let's assume audioManager handles it for now.
}
// 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()) {
@@ -66,11 +69,10 @@ 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 and ensure we stop any sounds from current player
audioManager.stopTimerSounds(); // Stop specific timer sounds before switching
// Switch player
if (onPlayerSwitchCallback) onPlayerSwitchCallback(nextPlayerIndex);
// Play switch sound (might be handled in app.js based on state change)
// audioManager.play('playerSwitch'); // Or let app.js handle sounds based on actions
// Immediately update UI after switch
if (onTimerTickCallback) onTimerTickCallback();
} else if (nextPlayerIndex === -1) {
@@ -79,7 +81,7 @@ 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
// If nextPlayerIndex is the same as currentPlayerIndex, means others are out of time, let this timer continue (or rather, stop ticking down as remainingTime is 0)
}
}
}, 1000);
@@ -88,17 +90,10 @@ export function startTimer() {
export function stopTimer() {
clearInterval(timerInterval);
timerInterval = null;
// Stop all timer-related sounds to prevent them from continuing to play
audioManager.stopTimerSounds();
// Optionally stop timer sounds here if needed
// audioManager.stop('timerTick');
}
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();
}

View File

@@ -1,6 +1,6 @@
// ui.js
import * as state from '../core/state.js';
import { GAME_STATES, CSS_CLASSES, DEFAULT_PLAYER_TIME_SECONDS } from '../config.js';
import * as state from './state.js';
import { GAME_STATES, CSS_CLASSES } from './config.js';
import audioManager from './audio.js';
// --- DOM Elements ---
@@ -118,9 +118,8 @@ export function showPlayerModal(isNewPlayer, player = null) {
if (isNewPlayer) {
elements.modalTitle.textContent = 'Add New Player';
elements.playerNameInput.value = `Player ${state.getPlayers().length + 1}`;
elements.playerTimeInput.value = DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time from config
elements.playerTimeInput.value = state.DEFAULT_PLAYER_TIME_SECONDS / 60; // Use default time
elements.remainingTimeContainer.style.display = 'none';
elements.playerTimeContainer.style.display = 'block'; // Ensure Time field is visible for new players
elements.imagePreview.innerHTML = '<i class="fas fa-user"></i>';
elements.deletePlayerButton.style.display = 'none';
} else if (player) {
@@ -130,13 +129,11 @@ export function showPlayerModal(isNewPlayer, player = null) {
if (currentGameState === GAME_STATES.PAUSED || currentGameState === GAME_STATES.OVER) {
elements.remainingTimeContainer.style.display = 'block';
elements.playerTimeContainer.style.display = 'none'; // Hide Time field when Remaining Time is shown
const minutes = Math.floor(player.remainingTime / 60);
const seconds = player.remainingTime % 60;
elements.playerRemainingTimeInput.value = `${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>';