104 lines
4.4 KiB
JavaScript
104 lines
4.4 KiB
JavaScript
// timer.js
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import * as state from './state.js';
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import { GAME_STATES } from '../config.js';
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import audioManager from '../ui/audio.js';
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let timerInterval = null;
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let onTimerTickCallback = null; // Callback for UI updates
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let onPlayerSwitchCallback = null; // Callback for when player switches due to time running out
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let onGameOverCallback = null; // Callback for when all players run out of time
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let timeExpiredFlagsById = new Map(); // Track which players have had their timeout sound played
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export function initTimer(options) {
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onTimerTickCallback = options.onTimerTick;
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onPlayerSwitchCallback = options.onPlayerSwitch;
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onGameOverCallback = options.onGameOver;
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timeExpiredFlagsById.clear(); // Reset flags on init
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}
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export function startTimer() {
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if (timerInterval) clearInterval(timerInterval); // Clear existing interval if any
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// Stop any previous sounds (like low time warning) before starting fresh
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audioManager.stopAllSounds();
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// Reset the expired sound flags when starting a new timer
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timeExpiredFlagsById.clear();
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timerInterval = setInterval(() => {
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const currentPlayerIndex = state.getCurrentPlayerIndex();
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const currentPlayer = state.getCurrentPlayer(); // Get player data after index
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if (!currentPlayer) {
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console.warn("Timer running but no current player found.");
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stopTimer();
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return;
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}
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// Only decrease time if the current player has time left
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if (currentPlayer.remainingTime > 0) {
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const newTime = currentPlayer.remainingTime - 1;
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state.updatePlayerTime(currentPlayerIndex, newTime); // Update state
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// Play timer sounds - ensure we're not leaking audio resources
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audioManager.playTimerSound(newTime);
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// Notify UI to update
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if (onTimerTickCallback) onTimerTickCallback();
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} else { // Current player's time just hit 0 or was already 0
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// Ensure time is exactly 0 if it somehow went negative
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if(currentPlayer.remainingTime < 0) {
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state.updatePlayerTime(currentPlayerIndex, 0);
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}
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// Play time expired sound (only once per player per game)
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if (!timeExpiredFlagsById.has(currentPlayer.id)) {
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audioManager.playTimerExpired();
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timeExpiredFlagsById.set(currentPlayer.id, true);
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}
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// Check if the game should end or switch player
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if (state.areAllTimersFinished()) {
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stopTimer();
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if (onGameOverCallback) onGameOverCallback();
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} else {
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// Find the *next* player who still has time
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const nextPlayerIndex = state.findNextPlayerWithTime(); // This finds ANY player with time
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if (nextPlayerIndex !== -1 && nextPlayerIndex !== currentPlayerIndex) {
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// Switch player and ensure we stop any sounds from current player
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audioManager.stopTimerSounds(); // Stop specific timer sounds before switching
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if (onPlayerSwitchCallback) onPlayerSwitchCallback(nextPlayerIndex);
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// Immediately update UI after switch
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if (onTimerTickCallback) onTimerTickCallback();
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} else if (nextPlayerIndex === -1) {
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// This case shouldn't be reached if areAllTimersFinished is checked first, but as a safeguard:
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console.warn("Timer tick: Current player out of time, but no next player found, yet not all timers finished?");
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stopTimer(); // Stop timer if state is inconsistent
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if (onGameOverCallback) onGameOverCallback(); // Treat as game over
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}
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// If nextPlayerIndex is the same as currentPlayerIndex, means others are out of time, let this timer continue
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}
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}
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}, 1000);
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}
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export function stopTimer() {
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clearInterval(timerInterval);
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timerInterval = null;
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// Stop all timer-related sounds to prevent them from continuing to play
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audioManager.stopTimerSounds();
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}
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export function isTimerRunning() {
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return timerInterval !== null;
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}
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// Clean up resources when the application is closing or component unmounts
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export function cleanup() {
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stopTimer();
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timeExpiredFlagsById.clear();
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audioManager.stopAllSounds();
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} |