diff --git a/.dockerignore b/.dockerignore new file mode 100644 index 0000000..d246d8d --- /dev/null +++ b/.dockerignore @@ -0,0 +1,38 @@ +# Git files +.git +.gitignore + +# Node modules - these are installed within the Docker build context +node_modules + +# Docker specific files (if any, other than Dockerfile itself) +# .dockerignore (to avoid including itself if context changes) + +# Local development environment files +.env +.env*.local + +# Logs and temporary files +logs +*.log +npm-debug.log* +yarn-debug.log* +pnpm-debug.log* + +# OS-specific files +.DS_Store +Thumbs.db + +# IDE configuration +.idea/ +.vscode/ +*.sublime-workspace +*.sublime-project + +# Build output (if you ever build locally before Docker) +dist/ +# If your build output is different, change the line above + +# Coverage reports +coverage/ +.nyc_output/ \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..5613601 --- /dev/null +++ b/.gitignore @@ -0,0 +1,144 @@ +# Logs +logs +*.log +npm-debug.log* +yarn-debug.log* +yarn-error.log* +pnpm-debug.log* +lerna-debug.log* + +# Diagnostic reports (https://nodejs.org/api/report.html) +report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json + +# Runtime data +pids +*.pid +*.seed +*.pid.lock + +# Directory for instrumented libs generated by jscoverage/JSCover +lib-cov + +# Coverage directory used by tools like istanbul +coverage +*.lcov + +# nyc test coverage +.nyc_output + +# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files) +.grunt + +# Bower dependency directory (https://bower.io/) +bower_components + +# node-waf configuration +.lock-wscript + +# Compiled binary addons (https://nodejs.org/api/addons.html) +build/Release + +# Dependency directories +node_modules/ +jspm_packages/ + +# Snowpack dependency directory (https://snowpack.dev/) +web_modules/ + +# TypeScript cache +*.tsbuildinfo + +# Optional npm cache directory +.npm + +# Optional eslint cache +.eslintcache + +# Microbundle cache +.rpt2_cache/ +.rts2_cache_cjs/ +.rts2_cache_es/ +.rts2_cache_umd/ + +# Optional REPL history +.node_repl_history + +# Output of 'npm pack' +*.tgz + +# Yarn Integrity file +.yarnclean + +# dotenv environment variables file +.env +.env*.local +.env.development.local +.env.test.local +.env.production.local + +# parcel-bundler cache files +.cache +.parcel-cache + +# Next.js build output +.next +out + +# Nuxt.js build output +.nuxt +dist + +# Svelte Sapper build output +__sapper__ + +# Gatsby files +.cache/ +# Comment in the public line in if your project uses Gatsby and not Next.js +# https://nextjs.org/blog/next-9-1#public-directory-support +# public + +# vuepress build output +.vuepress/dist + +# Serverless directories +.serverless/ + +# FuseBox cache +.fusebox/ + +# DynamoDB Local files +.dynamodb/ + +# TernJS port file +.tern-port + +# Stores VSCode versions used for testing VSCode extensions +.vscode-test + +# Vite local development server cache +.vite + +# Vite build output directory +/dist +# If your build output is different, change the line above to /your-build-output-dir + +# Mac OS system files +.DS_Store +Thumbs.db + +# IDE specific +.idea/ +*.suo +*.ntvs* +*.njsproj +*.sln +*.sublime-workspace +*.sublime-project + +# Editor directories and files +.vscode/* +!.vscode/settings.json +!.vscode/tasks.json +!.vscode/launch.json +!.vscode/extensions.json +*.code-workspace \ No newline at end of file diff --git a/Dockerfile b/Dockerfile new file mode 100644 index 0000000..b9991c1 --- /dev/null +++ b/Dockerfile @@ -0,0 +1,15 @@ +# Stage 1: Build the Vue.js application +FROM node:18-alpine AS builder +WORKDIR /app +COPY package*.json ./ +RUN npm install +COPY . . +RUN npm run build + +# Stage 2: Serve the application with Nginx +FROM nginx:stable-alpine +COPY --from=builder /app/dist /usr/share/nginx/html +COPY ./nginx.conf /etc/nginx/conf.d/default.conf + +EXPOSE 80 +CMD ["nginx", "-g", "daemon off;"] \ No newline at end of file diff --git a/README.md b/README.md index b282b1c..70d5b37 100644 --- a/README.md +++ b/README.md @@ -50,6 +50,7 @@ For an enhanced tactile experience, Nexus Timer supports Smart Buttons based on * 3-seconds ticking sound when the timer starts to alert players about the "Pass Turn". * Tap Current Player's area or use "Global Stop/Pause All" hotkey to pause/resume their timer without passing the turn. * To pass the turn: **Swipe Up** on the Next Player's area or have the Current Player press their "Pass Turn / My Pause" hotkey. The current timer pauses, the next player becomes Current, and their timer starts. + * If the current player's timer is paused, and then the turn is passed (via swipe up or hotkey), the next player should become the current player, but their timer should not automatically start. It should remain paused. 2. **All Timers Running Mode:** * All active player timers run simultaneously. * Enter by clicking "All Timers Mode" (starts all timers). diff --git a/index.html b/index.html new file mode 100644 index 0000000..8be2b52 --- /dev/null +++ b/index.html @@ -0,0 +1,30 @@ + + + + + + + Nexus Timer + + + + + +
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b/package.json new file mode 100644 index 0000000..23676a9 --- /dev/null +++ b/package.json @@ -0,0 +1,24 @@ +{ + "name": "nexus-timer", + "private": true, + "version": "0.0.1", + "type": "module", + "scripts": { + "dev": "vite", + "build": "vite build", + "preview": "vite preview" + }, + "dependencies": { + "vue": "^3.3.4", + "vue-router": "^4.2.4", + "vuex": "^4.0.2" + }, + "devDependencies": { + "@tailwindcss/typography": "^0.5.16", + "@vitejs/plugin-vue": "^4.2.3", + "autoprefixer": "^10.4.14", + "postcss": "^8.4.27", + "tailwindcss": "^3.3.3", + "vite": "^4.4.5" + } +} diff --git a/postcss.config.js b/postcss.config.js new file mode 100644 index 0000000..70d778e --- /dev/null +++ b/postcss.config.js @@ -0,0 +1,6 @@ +export default { + plugins: { + tailwindcss: {}, + autoprefixer: {}, + }, + } \ No newline at end of file diff --git a/favicon.ico b/public/favicon.ico similarity index 100% rename from favicon.ico rename to public/favicon.ico diff --git a/assets/icon-192x192.png b/public/icons/icon-192x192.png similarity index 100% rename from assets/icon-192x192.png rename to public/icons/icon-192x192.png diff --git a/assets/icon-512x512.png b/public/icons/icon-512x512.png similarity index 100% rename from assets/icon-512x512.png rename to public/icons/icon-512x512.png diff --git a/public/manifest.json b/public/manifest.json new file mode 100644 index 0000000..aacdff3 --- /dev/null +++ b/public/manifest.json @@ -0,0 +1,21 @@ +{ + "name": "Nexus Timer", + "short_name": "NexusTimer", + "description": "A dynamic multi-player timer for games and workshops.", + "start_url": "/", + "display": "standalone", + "background_color": "#1f2937", + "theme_color": "#3b82f6", + "icons": [ + { + "src": "/icons/icon-192x192.png", + "sizes": "192x192", + "type": "image/png" + }, + { + "src": "/icons/icon-512x512.png", + "sizes": "512x512", + "type": "image/png" + } + ] + } \ No newline at end of file diff --git a/public/service-worker.js b/public/service-worker.js new file mode 100644 index 0000000..5b36e80 --- /dev/null +++ b/public/service-worker.js @@ -0,0 +1,49 @@ +const CACHE_NAME = 'nexus-timer-cache-v1'; +const urlsToCache = [ + '/', + '/index.html', + '/manifest.json', + '/favicon.ico', + '/icons/icon-192x192.png', + '/icons/icon-512x512.png', + // Add other static assets here, like JS/CSS bundles if not dynamically named + // Vite typically names bundles with hashes, so caching them directly might be tricky + // For a PWA, focus on caching the app shell and key static assets +]; + +self.addEventListener('install', event => { + event.waitUntil( + caches.open(CACHE_NAME) + .then(cache => { + console.log('Opened cache'); + return cache.addAll(urlsToCache); + }) + ); +}); + +self.addEventListener('fetch', event => { + event.respondWith( + caches.match(event.request) + .then(response => { + if (response) { + return response; // Serve from cache + } + return fetch(event.request); // Fetch from network + }) + ); +}); + +self.addEventListener('activate', event => { + const cacheWhitelist = [CACHE_NAME]; + event.waitUntil( + caches.keys().then(cacheNames => { + return Promise.all( + cacheNames.map(cacheName => { + if (cacheWhitelist.indexOf(cacheName) === -1) { + return caches.delete(cacheName); + } + }) + ); + }) + ); +}); \ No newline at end of file diff --git a/src/App.vue b/src/App.vue new file mode 100644 index 0000000..3661d3a --- /dev/null +++ b/src/App.vue @@ -0,0 +1,98 @@ +// src/App.vue + + + + + \ No newline at end of file diff --git a/src/assets/default-avatar.png b/src/assets/default-avatar.png new file mode 100644 index 0000000..6812f6f Binary files /dev/null and b/src/assets/default-avatar.png differ diff --git a/src/assets/tailwind.css b/src/assets/tailwind.css new file mode 100644 index 0000000..6f7e610 --- /dev/null +++ b/src/assets/tailwind.css @@ -0,0 +1,43 @@ +@tailwind base; +@tailwind components; +@tailwind utilities; + +body { + @apply bg-gray-100 dark:bg-gray-900 text-gray-900 dark:text-gray-100 antialiased select-none; + overscroll-behavior-y: contain; /* Prevents pull-to-refresh on mobile */ +} + +/* Basic button styling */ +.btn { + @apply px-4 py-2 rounded font-semibold focus:outline-none focus:ring-2 focus:ring-opacity-50; +} +.btn-primary { + @apply bg-blue-500 hover:bg-blue-600 text-white focus:ring-blue-400; +} +.btn-secondary { + @apply bg-gray-500 hover:bg-gray-600 text-white focus:ring-gray-400; +} +.btn-danger { + @apply bg-red-500 hover:bg-red-600 text-white focus:ring-red-400; +} +.btn-warning { + @apply bg-yellow-500 hover:bg-yellow-600 text-black focus:ring-yellow-400; +} +.btn-icon { + @apply p-2 rounded-full hover:bg-gray-200 dark:hover:bg-gray-700; +} + +/* Input styling */ +.input-base { + @apply mt-1 block w-full px-3 py-2 bg-white dark:bg-gray-700 border border-gray-300 dark:border-gray-600 rounded-md shadow-sm focus:outline-none focus:ring-indigo-500 focus:border-indigo-500 sm:text-sm; +} + +/* For preventing text selection during swipes/taps */ +.no-select { + -webkit-touch-callout: none; /* iOS Safari */ + -webkit-user-select: none; /* Safari */ + -khtml-user-select: none; /* Konqueror HTML */ + -moz-user-select: none; /* Old versions of Firefox */ + -ms-user-select: none; /* Internet Explorer/Edge */ + user-select: none; /* Non-prefixed version, currently supported by Chrome, Edge, Opera and Firefox */ +} \ No newline at end of file diff --git a/src/components/PlayerDisplay.vue b/src/components/PlayerDisplay.vue new file mode 100644 index 0000000..7b813bb --- /dev/null +++ b/src/components/PlayerDisplay.vue @@ -0,0 +1,100 @@ + + + + + \ No newline at end of file diff --git a/src/components/PlayerForm.vue b/src/components/PlayerForm.vue new file mode 100644 index 0000000..6dd656e --- /dev/null +++ b/src/components/PlayerForm.vue @@ -0,0 +1,177 @@ + + + \ No newline at end of file diff --git a/src/components/PlayerListItem.vue b/src/components/PlayerListItem.vue new file mode 100644 index 0000000..14bdaa2 --- /dev/null +++ b/src/components/PlayerListItem.vue @@ -0,0 +1,66 @@ + + + \ No newline at end of file diff --git a/src/components/TimerDisplay.vue b/src/components/TimerDisplay.vue new file mode 100644 index 0000000..f705405 --- /dev/null +++ b/src/components/TimerDisplay.vue @@ -0,0 +1,27 @@ + + + \ No newline at end of file diff --git a/src/main.js b/src/main.js new file mode 100644 index 0000000..50523cb --- /dev/null +++ b/src/main.js @@ -0,0 +1,26 @@ +// src/main.js +import { createApp } from 'vue' +import App from './App.vue' +import router from './router' // router will be initialized here +import store from './store' // store will be initialized here +import './assets/tailwind.css' + +const app = createApp(App) + +// Dispatch loadState immediately after store is created and before app is mounted +// and before router is fully used by the app. +store.dispatch('loadState').then(() => { + // Now that the state is loaded (or attempted to be loaded), + // we can safely use the router and mount the app. + app.use(router) + app.use(store) // Using store here is fine, it's already created. + app.mount('#app') +}).catch(error => { + console.error("Failed to load initial state for the store:", error); + // Fallback: Mount the app even if state loading fails, guards should handle it. + // Or display an error message to the user. + // For now, let's still try to mount. + app.use(router) + app.use(store) + app.mount('#app') +}); \ No newline at end of file diff --git a/src/router/index.js b/src/router/index.js new file mode 100644 index 0000000..fbf656d --- /dev/null +++ b/src/router/index.js @@ -0,0 +1,37 @@ +import { createRouter, createWebHistory } from 'vue-router' +import SetupView from '../views/SetupView.vue' +import GameView from '../views/GameView.vue' +import InfoView from '../views/InfoView.vue' +import store from '../store' + +const routes = [ + { + path: '/', + name: 'Setup', + component: SetupView + }, + { + path: '/game', + name: 'Game', + component: GameView, + beforeEnter: (to, from, next) => { + if (store.state.players.length < 2) { + next({ name: 'Setup' }); + } else { + next(); + } + } + }, + { + path: '/info', + name: 'Info', + component: InfoView + } +] + +const router = createRouter({ + history: createWebHistory(import.meta.env.BASE_URL), + routes +}) + +export default router \ No newline at end of file diff --git a/src/services/AudioService.js b/src/services/AudioService.js new file mode 100644 index 0000000..ed4ab17 --- /dev/null +++ b/src/services/AudioService.js @@ -0,0 +1,133 @@ +let audioContext; +let tickSoundBuffer; // For short tick +let passTurnSoundBuffer; // For 3s pass turn alert +let isMutedGlobally = false; +let continuousTickInterval = null; // For setInterval based continuous ticking +let passTurnSoundTimeout = null; + +function getAudioContext() { + if (!audioContext && (window.AudioContext || window.webkitAudioContext)) { + audioContext = new (window.AudioContext || window.webkitAudioContext)(); + } + return audioContext; +} + +function createBeepBuffer(frequency = 440, duration = 0.1, type = 'sine') { + const ctx = getAudioContext(); + if (!ctx) return null; + const sampleRate = ctx.sampleRate; + const numFrames = duration * sampleRate; + const buffer = ctx.createBuffer(1, numFrames, sampleRate); + const data = buffer.getChannelData(0); + const gain = 0.1; // Reduce gain to make beeps softer + + for (let i = 0; i < numFrames; i++) { + // Simple fade out + const currentGain = gain * (1 - (i / numFrames)); + if (type === 'square') { + data[i] = (Math.sin(2 * Math.PI * frequency * (i / sampleRate)) >= 0 ? 1 : -1) * currentGain; + } else { // sine + data[i] = Math.sin(2 * Math.PI * frequency * (i / sampleRate)) * currentGain; + } + } + return buffer; +} + +async function initSounds() { + const ctx = getAudioContext(); + if (!ctx) return; + // Tick sound (shorter, slightly different pitch) + if (!tickSoundBuffer) { + // Using a square wave for a more 'digital' tick, short duration + tickSoundBuffer = createBeepBuffer(1000, 0.03, 'square'); + } + // Pass turn alert sound (3 beeps) + if (!passTurnSoundBuffer) { + passTurnSoundBuffer = createBeepBuffer(660, 0.08, 'sine'); + } +} +initSounds(); + +function playSoundBuffer(buffer) { + if (isMutedGlobally || !buffer || !audioContext || audioContext.state === 'suspended') return; + const source = audioContext.createBufferSource(); + source.buffer = buffer; + source.connect(audioContext.destination); + source.start(); +} + +export const AudioService = { + setMuted(muted) { + isMutedGlobally = muted; + if (muted) { + this.stopContinuousTick(); + this.cancelPassTurnSound(); + } + }, + + // This is the single, short tick sound for "All Timers Running" mode. + _playSingleTick() { + playSoundBuffer(tickSoundBuffer); + }, + + playPassTurnAlert() { + if (isMutedGlobally || !audioContext || audioContext.state === 'suspended') return; + this.cancelPassTurnSound(); + + let count = 0; + const playAndSchedule = () => { + if (count < 3 && !isMutedGlobally && audioContext.state !== 'suspended') { + playSoundBuffer(passTurnSoundBuffer); + count++; + passTurnSoundTimeout = setTimeout(playAndSchedule, 1000); // Beep every second for 3s + } else { + passTurnSoundTimeout = null; + } + }; + playAndSchedule(); + }, + + cancelPassTurnSound() { + if (passTurnSoundTimeout) { + clearTimeout(passTurnSoundTimeout); + passTurnSoundTimeout = null; + } + }, + + startContinuousTick() { + this.stopContinuousTick(); // Clear any existing interval + if (isMutedGlobally || !audioContext || audioContext.state === 'suspended') return; + + // Play immediately once, then set interval + this._playSingleTick(); + continuousTickInterval = setInterval(() => { + if (!isMutedGlobally && audioContext.state !== 'suspended') { + this._playSingleTick(); + } else { + this.stopContinuousTick(); // Stop if muted or context suspended during interval + } + }, 1000); // Tick every second + }, + + stopContinuousTick() { + if (continuousTickInterval) { + clearInterval(continuousTickInterval); + continuousTickInterval = null; + } + // Ensure no rogue oscillators are playing. + // If an oscillator was ever used directly and not disconnected, it could persist. + // The current implementation relies on BufferSource which stops automatically. + }, + + resumeContext() { + const ctx = getAudioContext(); + if (ctx && ctx.state === 'suspended') { + ctx.resume().then(() => { + console.log("AudioContext resumed successfully."); + initSounds(); // Re-initialize sounds if context was suspended for long + }).catch(e => console.error("Error resuming AudioContext:", e)); + } else if (ctx && !tickSoundBuffer) { // If context was fine but sounds not loaded + initSounds(); + } + } +}; \ No newline at end of file diff --git a/src/services/CameraService.js b/src/services/CameraService.js new file mode 100644 index 0000000..b15a32a --- /dev/null +++ b/src/services/CameraService.js @@ -0,0 +1,69 @@ +export const CameraService = { + async getPhoto() { + return new Promise(async (resolve, reject) => { + if (!navigator.mediaDevices || !navigator.mediaDevices.getUserMedia) { + reject(new Error('Camera API not available.')); + return; + } + + try { + const stream = await navigator.mediaDevices.getUserMedia({ video: { facingMode: "user" }, audio: false }); + + // Create a modal or an overlay to show the video stream and a capture button + const videoElement = document.createElement('video'); + videoElement.srcObject = stream; + videoElement.setAttribute('playsinline', ''); // Required for iOS + videoElement.style.cssText = "position: fixed; top: 50%; left: 50%; transform: translate(-50%, -50%); max-width: 90%; max-height: 70vh; z-index: 1001; border-radius: 8px; box-shadow: 0 4px 12px rgba(0,0,0,0.2);"; + + const captureButton = document.createElement('button'); + captureButton.textContent = 'Capture'; + captureButton.style.cssText = "position: fixed; bottom: 10%; left: 50%; transform: translateX(-50%); z-index: 1002; padding: 12px 24px; background-color: #3b82f6; color: white; border: none; border-radius: 8px; font-size: 16px; cursor: pointer;"; + + const closeButton = document.createElement('button'); + closeButton.textContent = 'Cancel'; + closeButton.style.cssText = "position: fixed; top: 10px; right: 10px; z-index: 1002; padding: 8px 12px; background-color: #ef4444; color: white; border: none; border-radius: 8px; font-size: 14px; cursor: pointer;"; + + + const overlay = document.createElement('div'); + overlay.style.cssText = "position: fixed; top: 0; left: 0; width: 100%; height: 100%; background-color: rgba(0,0,0,0.7); z-index: 1000;"; + + document.body.appendChild(overlay); + document.body.appendChild(videoElement); + document.body.appendChild(captureButton); + document.body.appendChild(closeButton); + + videoElement.onloadedmetadata = () => { + videoElement.play(); + }; + + const cleanup = () => { + stream.getTracks().forEach(track => track.stop()); + document.body.removeChild(videoElement); + document.body.removeChild(captureButton); + document.body.removeChild(closeButton); + document.body.removeChild(overlay); + }; + + captureButton.onclick = () => { + const canvas = document.createElement('canvas'); + canvas.width = videoElement.videoWidth; + canvas.height = videoElement.videoHeight; + const context = canvas.getContext('2d'); + context.drawImage(videoElement, 0, 0, canvas.width, canvas.height); + const dataUrl = canvas.toDataURL('image/png'); + cleanup(); + resolve(dataUrl); + }; + + closeButton.onclick = () => { + cleanup(); + reject(new Error('User cancelled photo capture.')); + }; + + } catch (err) { + console.error("Error accessing camera: ", err); + reject(err); + } + }); + } + }; \ No newline at end of file diff --git a/src/services/StorageService.js b/src/services/StorageService.js new file mode 100644 index 0000000..7dbf34d --- /dev/null +++ b/src/services/StorageService.js @@ -0,0 +1,23 @@ +const STORAGE_KEY = 'nexusTimerState'; + +export const StorageService = { + getState() { + const savedState = localStorage.getItem(STORAGE_KEY); + if (savedState) { + try { + return JSON.parse(savedState); + } catch (e) { + console.error("Error parsing saved state from localStorage", e); + localStorage.removeItem(STORAGE_KEY); // Clear corrupted data + return null; + } + } + return null; + }, + saveState(state) { + localStorage.setItem(STORAGE_KEY, JSON.stringify(state)); + }, + clearState() { + localStorage.removeItem(STORAGE_KEY); + } +}; \ No newline at end of file diff --git a/src/store/index.js b/src/store/index.js new file mode 100644 index 0000000..078a69b --- /dev/null +++ b/src/store/index.js @@ -0,0 +1,444 @@ +import { createStore } from 'vuex'; +import { StorageService } from '../services/StorageService'; +import { parseTime, formatTime } from '../utils/timeFormatter'; +import defaultAvatar from '../assets/default-avatar.png'; + +const MAX_NEGATIVE_SECONDS = -(59 * 60 + 59); // -59:59 + +// Define predefined players +const predefinedPlayers = [ + { + id: 'predefined-1', // Unique ID for predefined player 1 + name: 'Player 1', + avatar: defaultAvatar, // Or a specific avatar path if you have one + initialTimerSec: 60 * 60, // 60:00 + currentTimerSec: 60 * 60, + hotkey: '1', // Hotkey '1' + isSkipped: false, + isTimerRunning: false, + }, + { + id: 'predefined-2', // Unique ID for predefined player 2 + name: 'Player 2', + avatar: defaultAvatar, // Or a specific avatar path + initialTimerSec: 60 * 60, // 60:00 + currentTimerSec: 60 * 60, + hotkey: '2', // Hotkey '2' + isSkipped: false, + isTimerRunning: false, + } +]; + +const initialState = { + players: JSON.parse(JSON.stringify(predefinedPlayers)), // Start with predefined players (deep copy) + globalHotkeyStopPause: null, + currentPlayerIndex: 0, + gameMode: 'normal', + isMuted: false, + theme: 'light', + gameRunning: false, +}; + +export default createStore({ + state: () => { + const persistedState = StorageService.getState(); + if (persistedState) { + let playersToUse = persistedState.players || JSON.parse(JSON.stringify(predefinedPlayers)); // Use persisted or default + + // Ensure avatar defaults and correct timer parsing if missing or in old format + playersToUse = playersToUse.map(p => ({ + ...p, + id: p.id || Date.now().toString() + Math.random(), // Ensure ID if missing + avatar: p.avatar || defaultAvatar, + initialTimerSec: typeof p.initialTimerSec === 'number' ? p.initialTimerSec : parseTime(p.initialTimer || "60:00"), + currentTimerSec: typeof p.currentTimerSec === 'number' ? p.currentTimerSec : (typeof p.initialTimerSec === 'number' ? p.initialTimerSec : parseTime(p.currentTimer || p.initialTimer || "60:00")), + isSkipped: p.isSkipped || false, + isTimerRunning: false, // Reset running state on load + hotkey: p.hotkey || null, // Ensure hotkey exists + })); + + // If persisted state had no players, but we want predefined, use them. + // This logic could be refined: if the user explicitly deleted all players, + // we might not want to re-add predefined ones. + // For now, if persisted players array is empty, we'll use predefined ones. + if (persistedState.players && persistedState.players.length === 0) { + // User might have deleted all players, respect that if a 'players' key exists and is empty. + // If they want a clean slate without predefined, they delete them from UI. + // If 'players' key itself is missing from persistedState, then use predefined. + } else if (!persistedState.players) { + playersToUse = JSON.parse(JSON.stringify(predefinedPlayers)); + } + + + return { + ...initialState, // Base defaults + ...persistedState, // Persisted values override defaults + players: playersToUse, // Specifically use the processed players + gameRunning: false, // Always start with game not running + currentPlayerIndex: persistedState.currentPlayerIndex !== undefined ? persistedState.currentPlayerIndex : 0, // Ensure valid index + }; + } + // If no persisted state, return a deep copy of the initial state (which includes predefined players) + return JSON.parse(JSON.stringify(initialState)); + }, + mutations: { + SET_PLAYERS(state, players) { + state.players = players.map(p => ({ + ...p, + id: p.id || Date.now().toString() + Math.random(), + avatar: p.avatar || defaultAvatar, + initialTimerSec: typeof p.initialTimerSec === 'number' ? p.initialTimerSec : parseTime(p.initialTimer || "60:00"), + currentTimerSec: typeof p.currentTimerSec === 'number' ? p.currentTimerSec : (typeof p.initialTimerSec === 'number' ? p.initialTimerSec : parseTime(p.currentTimer || p.initialTimer || "60:00")), + isSkipped: p.isSkipped || false, + isTimerRunning: p.isTimerRunning || false, // Retain running state if explicitly set + hotkey: p.hotkey || null, + })); + }, + ADD_PLAYER(state, player) { + const newPlayer = { + id: Date.now().toString() + Math.random(), // More robust unique ID + name: player.name || `Player ${state.players.length + 1}`, + avatar: player.avatar || defaultAvatar, + initialTimerSec: player.initialTimerSec || 3600, + currentTimerSec: player.initialTimerSec || 3600, + hotkey: player.hotkey || null, + isSkipped: false, + isTimerRunning: false, + }; + if (state.players.length < 7) { + state.players.push(newPlayer); + } + }, + UPDATE_PLAYER(state, updatedPlayer) { + const index = state.players.findIndex(p => p.id === updatedPlayer.id); + if (index !== -1) { + state.players[index] = { ...state.players[index], ...updatedPlayer }; + } + }, + DELETE_PLAYER(state, playerId) { + state.players = state.players.filter(p => p.id !== playerId); + if (state.currentPlayerIndex >= state.players.length && state.players.length > 0) { + state.currentPlayerIndex = state.players.length - 1; + } else if (state.players.length === 0) { + state.currentPlayerIndex = 0; + } + }, + REORDER_PLAYERS(state, players) { + state.players = players; + }, + SHUFFLE_PLAYERS(state) { + for (let i = state.players.length - 1; i > 0; i--) { + const j = Math.floor(Math.random() * (i + 1)); + [state.players[i], state.players[j]] = [state.players[j], state.players[i]]; + } + }, + REVERSE_PLAYERS(state) { + state.players.reverse(); + }, + SET_CURRENT_PLAYER_INDEX(state, index) { + state.currentPlayerIndex = index; + }, + SET_GAME_MODE(state, mode) { + state.gameMode = mode; + }, + SET_IS_MUTED(state, muted) { + state.isMuted = muted; + }, + TOGGLE_THEME(state) { + state.theme = state.theme === 'light' ? 'dark' : 'light'; + }, + SET_GLOBAL_HOTKEY_STOP_PAUSE(state, key) { + state.globalHotkeyStopPause = key; + }, + DECREMENT_TIMER(state, { playerIndex }) { + const player = state.players[playerIndex]; + if (player && player.isTimerRunning && !player.isSkipped) { + player.currentTimerSec--; + if (player.currentTimerSec < MAX_NEGATIVE_SECONDS) { + player.currentTimerSec = MAX_NEGATIVE_SECONDS; + player.isSkipped = true; // Auto-skip if max negative time reached + player.isTimerRunning = false; + } + } + }, + RESET_PLAYER_TIMER(state, playerIndex) { + if (state.players[playerIndex]) { + state.players[playerIndex].currentTimerSec = state.players[playerIndex].initialTimerSec; + state.players[playerIndex].isSkipped = false; + state.players[playerIndex].isTimerRunning = false; + } + }, + RESET_ALL_TIMERS(state) { + // When resetting, decide if you want to go back to *only* predefined players + // or reset existing players' timers. The current spec "restores all timers to initial values" + // implies resetting existing players. If it meant reverting to the initial player set, + // this logic would need to change to: + // state.players = JSON.parse(JSON.stringify(predefinedPlayers)); + // For now, sticking to resetting current players' timers: + state.players.forEach(player => { + player.currentTimerSec = player.initialTimerSec; + player.isSkipped = false; + player.isTimerRunning = false; + }); + state.currentPlayerIndex = 0; + state.gameMode = 'normal'; + state.gameRunning = false; + }, + // ... other mutations, actions, getters remain the same + // Make sure PAUSE_ALL_TIMERS, START_PLAYER_TIMER, PAUSE_PLAYER_TIMER update gameRunning + START_PLAYER_TIMER(state, playerIndex) { + if(state.players[playerIndex] && !state.players[playerIndex].isSkipped) { + state.players[playerIndex].isTimerRunning = true; + state.gameRunning = true; + } + }, + PAUSE_PLAYER_TIMER(state, playerIndex) { + if(state.players[playerIndex]) { + state.players[playerIndex].isTimerRunning = false; + } + if (!state.players.some(p => p.isTimerRunning)) { + state.gameRunning = false; + } + }, + PAUSE_ALL_TIMERS(state) { + state.players.forEach(p => p.isTimerRunning = false); + state.gameRunning = false; + }, + SET_GAME_RUNNING(state, isRunning) { + state.gameRunning = isRunning; + }, + }, + actions: { + loadState({ commit }) { + // This action is effectively handled by the state initializer function now. + // We can keep it for explicitness or if we add more complex loading logic later. + // For now, the state initializer is doing the heavy lifting. + // If there are other things to initialize that aren't covered by state(), do them here. + }, + saveState({ state }) { + StorageService.saveState({ + players: state.players.map(p => ({ // Save a clean version of players + id: p.id, + name: p.name, + avatar: p.avatar === defaultAvatar ? null : p.avatar, // Don't save default avatar string if it's the default + initialTimerSec: p.initialTimerSec, + // currentTimerSec: p.currentTimerSec, // Don't save currentTimerSec to always start fresh? Or save it. Spec: "timer states ... are saved" + currentTimerSec: p.currentTimerSec, + hotkey: p.hotkey, + isSkipped: p.isSkipped, + // isTimerRunning is transient, should not be saved as running + })), + globalHotkeyStopPause: state.globalHotkeyStopPause, + currentPlayerIndex: state.currentPlayerIndex, + gameMode: state.gameMode, + isMuted: state.isMuted, + theme: state.theme, + // gameRunning is transient, should not be saved as true + }); + }, + addPlayer({ commit, dispatch }, player) { + commit('ADD_PLAYER', player); + dispatch('saveState'); + }, + updatePlayer({ commit, dispatch }, player) { + commit('UPDATE_PLAYER', player); + dispatch('saveState'); + }, + deletePlayer({ commit, dispatch }, playerId) { + commit('DELETE_PLAYER', playerId); + dispatch('saveState'); + }, + reorderPlayers({commit, dispatch}, players) { + commit('REORDER_PLAYERS', players); + dispatch('saveState'); + }, + shufflePlayers({commit, dispatch}) { + commit('SHUFFLE_PLAYERS'); + dispatch('saveState'); + }, + reversePlayers({commit, dispatch}) { + commit('REVERSE_PLAYERS'); + dispatch('saveState'); + }, + toggleTheme({ commit, dispatch }) { + commit('TOGGLE_THEME'); + dispatch('saveState'); + }, + setGlobalHotkey({ commit, dispatch }, key) { + commit('SET_GLOBAL_HOTKEY_STOP_PAUSE', key); + dispatch('saveState'); + }, + setMuted({ commit, dispatch }, muted) { + commit('SET_IS_MUTED', muted); + dispatch('saveState'); + }, + resetGame({ commit, dispatch }) { // This is for resetting timers during a game session + commit('RESET_ALL_TIMERS'); + dispatch('saveState'); + }, + // This action is for the full reset from SetupView + fullResetApp({ commit, dispatch }) { + StorageService.clearState(); + // Re-initialize state to default, which includes predefined players + // This is tricky because the store is already created. + // Easiest is to rely on a page reload after clearing storage, + // or manually reset each piece of state to initialState. + commit('SET_PLAYERS', JSON.parse(JSON.stringify(predefinedPlayers))); + commit('SET_CURRENT_PLAYER_INDEX', initialState.currentPlayerIndex); + commit('SET_GAME_MODE', initialState.gameMode); + commit('SET_IS_MUTED', initialState.isMuted); + commit('SET_GLOBAL_HOTKEY_STOP_PAUSE', initialState.globalHotkeyStopPause); + // Manually set theme if it needs to be reset from initialState too + if (store.state.theme !== initialState.theme) { + commit('TOGGLE_THEME'); // This assumes toggle flips it, adjust if direct set is better + } + commit('SET_GAME_RUNNING', false); + dispatch('saveState'); // Save this fresh state + }, + tick({ commit, state }) { + if (state.gameMode === 'normal') { + if (state.players[state.currentPlayerIndex]?.isTimerRunning) { + commit('DECREMENT_TIMER', { playerIndex: state.currentPlayerIndex }); + } + } else if (state.gameMode === 'allTimers') { + state.players.forEach((player, index) => { + if (player.isTimerRunning) { + commit('DECREMENT_TIMER', { playerIndex: index }); + } + }); + } + }, + passTurn({ commit, state, dispatch }) { + const numPlayers = state.players.length; + if (numPlayers === 0) return; + + const currentIdx = state.currentPlayerIndex; + const currentPlayerTimerWasRunning = state.players[currentIdx]?.isTimerRunning; + + commit('PAUSE_PLAYER_TIMER', currentIdx); + + let nextPlayerIndex = (currentIdx + 1) % numPlayers; + let skippedCount = 0; + while(state.players[nextPlayerIndex]?.isSkipped && skippedCount < numPlayers) { + nextPlayerIndex = (nextPlayerIndex + 1) % numPlayers; + skippedCount++; + } + + if (skippedCount === numPlayers) { + commit('PAUSE_ALL_TIMERS'); + dispatch('saveState'); + return; + } + + commit('SET_CURRENT_PLAYER_INDEX', nextPlayerIndex); + + if (currentPlayerTimerWasRunning && !state.players[nextPlayerIndex].isSkipped) { + commit('START_PLAYER_TIMER', nextPlayerIndex); + } else { + if (state.players[nextPlayerIndex] && !state.players[nextPlayerIndex].isSkipped) { + commit('PAUSE_PLAYER_TIMER', nextPlayerIndex); + } + } + + dispatch('saveState'); + }, + toggleCurrentPlayerTimerNormalMode({ commit, state, dispatch }) { + const player = state.players[state.currentPlayerIndex]; + if (!player) return; + + if (player.isTimerRunning) { + commit('PAUSE_PLAYER_TIMER', state.currentPlayerIndex); + } else if (!player.isSkipped) { + commit('START_PLAYER_TIMER', state.currentPlayerIndex); + } + dispatch('saveState'); + }, + togglePlayerTimerAllTimersMode({ commit, state, dispatch }, playerIndex) { + const player = state.players[playerIndex]; + if (!player) return; + + if (player.isTimerRunning) { + commit('PAUSE_PLAYER_TIMER', playerIndex); + } else if (!player.isSkipped) { + commit('START_PLAYER_TIMER', playerIndex); + } + + const anyTimerRunning = state.players.some(p => p.isTimerRunning && !p.isSkipped); + if (!anyTimerRunning && state.players.length > 0 && state.gameMode === 'allTimers') { + // This auto-revert logic is now in GameView.vue watcher for better control over timing + } + dispatch('saveState'); + }, + globalStopPauseAll({ commit, state, dispatch }) { + if (state.gameMode === 'normal') { + dispatch('toggleCurrentPlayerTimerNormalMode'); + } else { + const anyTimerRunning = state.players.some(p => p.isTimerRunning && !p.isSkipped); + if (anyTimerRunning) { + commit('PAUSE_ALL_TIMERS'); + } else { + state.players.forEach((player, index) => { + if (!player.isSkipped) { + commit('START_PLAYER_TIMER', index); + } + }); + } + } + dispatch('saveState'); + }, + switchToAllTimersMode({ commit, state, dispatch }) { + commit('SET_GAME_MODE', 'allTimers'); + let anyStarted = false; + state.players.forEach((player, index) => { + if (!player.isSkipped) { + commit('START_PLAYER_TIMER', index); + anyStarted = true; + } + }); + if(anyStarted) commit('SET_GAME_RUNNING', true); + else commit('SET_GAME_RUNNING', false); + dispatch('saveState'); + }, + switchToNormalMode({commit, state, dispatch}) { + commit('PAUSE_ALL_TIMERS'); + commit('SET_GAME_MODE', 'normal'); + // Determine current player for normal mode, respecting skips + let currentIdx = state.currentPlayerIndex; + let skippedCount = 0; + while(state.players[currentIdx]?.isSkipped && skippedCount < state.players.length) { + currentIdx = (currentIdx + 1) % state.players.length; + skippedCount++; + } + if (skippedCount < state.players.length) { + commit('SET_CURRENT_PLAYER_INDEX', currentIdx); + // Timer for this player should remain paused as per PAUSE_ALL_TIMERS + } else { + // All players skipped, game is effectively paused. + commit('SET_GAME_RUNNING', false); + } + dispatch('saveState'); + } + }, + getters: { + players: state => state.players, + currentPlayer: state => state.players[state.currentPlayerIndex], + nextPlayer: state => { + if (!state.players || state.players.length < 1) return null; + let nextIndex = (state.currentPlayerIndex + 1) % state.players.length; + let count = 0; + while(state.players[nextIndex]?.isSkipped && count < state.players.length) { + nextIndex = (nextIndex + 1) % state.players.length; + count++; + } + return state.players[nextIndex]; + }, + getPlayerById: (state) => (id) => state.players.find(p => p.id === id), + gameMode: state => state.gameMode, + isMuted: state => state.isMuted, + theme: state => state.theme, + globalHotkeyStopPause: state => state.globalHotkeyStopPause, + totalPlayers: state => state.players.length, + gameRunning: state => state.gameRunning, + maxNegativeTimeReached: () => MAX_NEGATIVE_SECONDS, + } +}); \ No newline at end of file diff --git a/src/utils/timeFormatter.js b/src/utils/timeFormatter.js new file mode 100644 index 0000000..e6d5300 --- /dev/null +++ b/src/utils/timeFormatter.js @@ -0,0 +1,32 @@ +export function formatTime(totalSeconds) { + const isNegative = totalSeconds < 0; + if (isNegative) { + totalSeconds = -totalSeconds; + } + + const minutes = Math.floor(totalSeconds / 60); + const seconds = totalSeconds % 60; + + const paddedMinutes = String(minutes).padStart(2, '0'); + const paddedSeconds = String(seconds).padStart(2, '0'); + + return `${isNegative ? '-' : ''}${paddedMinutes}:${paddedSeconds}`; + } + + export function parseTime(timeString) { // MM:SS or -MM:SS + if (!timeString || typeof timeString !== 'string') return 0; + const isNegative = timeString.startsWith('-'); + if (isNegative) { + timeString = timeString.substring(1); + } + const parts = timeString.split(':'); + if (parts.length !== 2) return 0; + + const minutes = parseInt(parts[0], 10); + const seconds = parseInt(parts[1], 10); + + if (isNaN(minutes) || isNaN(seconds)) return 0; + + let totalSeconds = (minutes * 60) + seconds; + return isNegative ? -totalSeconds : totalSeconds; + } \ No newline at end of file diff --git a/src/views/GameView.vue b/src/views/GameView.vue new file mode 100644 index 0000000..b6b6bbb --- /dev/null +++ b/src/views/GameView.vue @@ -0,0 +1,257 @@ + + + \ No newline at end of file diff --git a/src/views/InfoView.vue b/src/views/InfoView.vue new file mode 100644 index 0000000..144740b --- /dev/null +++ b/src/views/InfoView.vue @@ -0,0 +1,59 @@ + + + \ No newline at end of file diff --git a/src/views/SetupView.vue b/src/views/SetupView.vue new file mode 100644 index 0000000..2d27b0d --- /dev/null +++ b/src/views/SetupView.vue @@ -0,0 +1,216 @@ + + + \ No newline at end of file diff --git a/tailwind.config.js b/tailwind.config.js new file mode 100644 index 0000000..a7eeb71 --- /dev/null +++ b/tailwind.config.js @@ -0,0 +1,29 @@ +/** @type {import('tailwindcss').Config} */ +export default { + content: [ + "./index.html", + "./src/**/*.{vue,js,ts,jsx,tsx}", + ], + darkMode: 'class', // or 'media' or 'class' + theme: { + extend: { + animation: { + pulsePositive: 'pulsePositive 2s cubic-bezier(0.4, 0, 0.6, 1) infinite', + pulseNegative: 'pulseNegative 2s cubic-bezier(0.4, 0, 0.6, 1) infinite', + }, + keyframes: { + pulsePositive: { + '0%, 100%': { opacity: '1' }, + '50%': { opacity: '.7' }, + }, + pulseNegative: { // For text, maybe a color change or slight scale + '0%, 100%': { opacity: '1', transform: 'scale(1)' }, + '50%': { opacity: '.8', transform: 'scale(1.02)' }, + } + } + }, + }, + plugins: [ + require('@tailwindcss/typography'), // Add this line + ], + } \ No newline at end of file diff --git a/vite.config.js b/vite.config.js new file mode 100644 index 0000000..a263825 --- /dev/null +++ b/vite.config.js @@ -0,0 +1,10 @@ +import { defineConfig } from 'vite' +import vue from '@vitejs/plugin-vue' + +// https://vitejs.dev/config/ +export default defineConfig({ + plugins: [vue()], + server: { + port: 8080 + } +}) \ No newline at end of file