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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover, user-scalable=no">
<title>Backgammon Clock</title>
<meta name="theme-color" content="#332e2b">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-capable" content="yes">
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<meta name="apple-mobile-web-app-title" content="BG Clock">
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<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
<link rel="manifest" href="manifest.webmanifest">
<link rel="icon" href="icon-192.png">
<link rel="apple-touch-icon" href="icon-192.png">
<style>
:root{
--accent:#7E9A79;
--accent-ink:#FFFFFF;
--accent-mute:rgba(0,0,0,.34);
--idle:#9A9A9A;
--idle-ink:#2E2E2E;
--idle-mute:rgba(0,0,0,.36);
--bar:#332E2B;
--icon:#8E8880;
--icon-hot:#DFD9D1;
--flag:#A6564E;
--sheet:#232120;
--sheet-line:rgba(255,255,255,.09);
--sheet-ink:#EDE9E4;
--sheet-dim:#A29A92;
--ui:-apple-system,BlinkMacSystemFont,"Segoe UI",Roboto,"Helvetica Neue",Arial,sans-serif;
}
*{box-sizing:border-box;margin:0;padding:0}
html,body{height:100%;overflow:hidden;background:var(--bar)}
body{
font-family:var(--ui);
font-variant-numeric:tabular-nums;
font-feature-settings:"tnum" 1;
-webkit-tap-highlight-color:transparent;
-webkit-user-select:none;user-select:none;
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-webkit-touch-callout:none; /* no iOS long-press callout on a panel */
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overscroll-behavior:none;
touch-action:manipulation;
}
/* ---------- frame ---------- */
.app{
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height:100vh;height:100dvh; /* dvh must win — 100vh on iOS Safari is the
large viewport, so the bar and the bottom
panel end up under the toolbar */
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display:grid;
grid-template-rows:1fr auto 1fr;
}
/* ---------- player panels ---------- */
.panel{
position:relative;
background:var(--idle);
color:var(--idle-ink);
overflow:hidden;
transition:background-color .18s ease;
}
.panel[data-state="active"]{background:var(--accent);color:var(--accent-ink)}
.panel[data-state="flagged"]{background:var(--flag);color:#fff}
.inner{
position:absolute;inset:0;
display:flex;flex-direction:column;
padding:max(14px,env(safe-area-inset-top)) 20px 14px;
}
.panel--top .inner{transform:rotate(180deg)}
.panel--top .inner{padding:14px 20px max(14px,env(safe-area-inset-top))}
.panel--bottom .inner{padding:14px 20px max(14px,env(safe-area-inset-bottom))}
.head{
display:flex;flex-direction:column;align-items:flex-start;
gap:3px;
order:-1;
}
.score,.moves{
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font-size:clamp(13px,3.7vw,20px);
font-weight:700;
letter-spacing:.01em;
color:var(--idle-mute);
white-space:nowrap;
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}
.panel[data-state="active"] .score,
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.panel[data-state="active"] .moves,
.panel[data-state="flagged"] .score,
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.panel[data-state="flagged"] .moves{color:var(--accent-mute)}
.panel[data-state="flagged"] .score,
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.panel[data-state="flagged"] .moves{color:rgba(255,255,255,.55)}
.stack{
flex:1;
display:flex;flex-direction:column;
align-items:center;justify-content:center;
padding-bottom:16%;
gap:clamp(10px,2.4vw,18px);
}
.time{
font-size:clamp(58px,24vw,190px);
line-height:.9;
font-weight:700;
letter-spacing:-.02em;
}
/* ---------- the delay readout (the bit chess.com doesn't have) ---------- */
.delay{
display:flex;align-items:center;
gap:clamp(8px,2.2vw,14px);
opacity:0;
transition:opacity .16s ease;
}
.delay.on{opacity:1}
.track{
width:clamp(72px,20vw,140px);
height:clamp(4px,1.1vw,7px);
border-radius:99px;
background:var(--accent-mute);
opacity:.45;
overflow:hidden;
}
.fill{
display:block;height:100%;width:100%;
border-radius:99px;
background:var(--accent-ink);
transform-origin:left center;
}
.dnum{
font-size:clamp(15px,4.4vw,26px);
font-weight:700;
min-width:1.6em;
}
/* ---------- control bar ---------- */
.bar{
background:var(--bar);
height:clamp(58px,8.2vh,86px);
display:flex;align-items:center;
padding:0 clamp(12px,4vw,28px);
}
.bar .gap{flex:.75}
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.btn{
flex:1;
height:100%;
display:grid;place-items:center;
background:none;border:0;
color:var(--icon);
cursor:pointer;
}
.btn:active{color:var(--icon-hot)}
.btn[aria-pressed="false"]{color:#5E5954}
.btn svg{width:clamp(23px,6.4vw,32px);height:auto;display:block}
.btn svg[hidden]{display:none}
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.btn:focus-visible{outline:2px solid var(--icon-hot);outline-offset:-6px;border-radius:8px}
/* reset armed for a second tap — the ring unwinds over the same 2s as the timeout */
#reset{position:relative}
#reset.armed{color:var(--icon-hot)}
#reset .ring{
position:absolute;
top:50%;left:50%;
width:clamp(36px,9.6vw,48px);height:clamp(36px,9.6vw,48px);
transform:translate(-50%,-50%) rotate(-90deg); /* start the arc at 12 o'clock */
display:none;
pointer-events:none;
}
#reset.armed .ring{display:block}
#reset .ring circle{
fill:none;
stroke:currentColor; /* the same flash the buttons use */
stroke-width:2.6;
stroke-linecap:round;
stroke-dasharray:113.1; /* 2πr, r=18 */
animation:unwind 2s linear forwards;
}
@keyframes unwind{
from{stroke-dashoffset:0}
to{stroke-dashoffset:113.1}
}
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/* ---------- settings sheet ---------- */
.scrim{
position:fixed;inset:0;
background:rgba(0,0,0,.55);
opacity:0;pointer-events:none;
transition:opacity .2s ease;
z-index:10;
}
.scrim.on{opacity:1;pointer-events:auto}
.sheet{
position:fixed;left:0;right:0;bottom:0;
z-index:11;
background:var(--sheet);
color:var(--sheet-ink);
border-radius:20px 20px 0 0;
padding:8px 22px max(22px,env(safe-area-inset-bottom));
transform:translateY(101%);
transition:transform .26s cubic-bezier(.32,.72,0,1);
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max-height:88vh;max-height:88dvh;overflow-y:auto;
overscroll-behavior:contain; /* scrolling the sheet can't rubber-band the app */
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box-shadow:0 -18px 50px rgba(0,0,0,.45);
}
.sheet.on{transform:translateY(0)}
.grab{width:38px;height:4px;border-radius:99px;background:#4A4644;margin:6px auto 18px}
.row{
display:flex;align-items:center;justify-content:space-between;
gap:16px;
padding:16px 0;
border-top:1px solid var(--sheet-line);
}
.row:first-of-type{border-top:0}
.row h2{font-size:15px;font-weight:600;letter-spacing:.01em}
.row p{font-size:12.5px;color:var(--sheet-dim);margin-top:3px;line-height:1.35}
/* a minutes+seconds stepper is 302px wide, so it can't share a line with a
label on any phone — stack it under one instead of overflowing the sheet */
@media (max-width:420px){
.row--wide{flex-direction:column;align-items:stretch;gap:10px}
.row--wide .stepper{align-self:flex-end}
.row--wide .val{min-width:46px}
}
.row--presets{gap:11px}
.preset{
flex:1;
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padding:13px 6px;
border-radius:11px;border:1px solid var(--sheet-line);
background:#2C2A28;color:var(--sheet-ink);
font-family:var(--ui);font-size:15px;font-weight:700;
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letter-spacing:.01em;white-space:nowrap;
cursor:pointer;
transition:background-color .16s ease,color .16s ease;
}
.preset:active{background:#3A3735}
.preset[aria-pressed="true"]{
background:var(--accent);color:var(--accent-ink);
border-color:transparent;
}
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.stepper{display:flex;align-items:center;gap:2px}
.step{
width:38px;height:38px;flex:none;
border-radius:11px;border:1px solid var(--sheet-line);
background:#2C2A28;color:var(--sheet-ink);
font-size:19px;font-weight:600;line-height:1;
cursor:pointer;
}
.step:active{background:#3A3735}
.val{
min-width:66px;text-align:center;
font-size:19px;font-weight:700;
}
.unit{font-size:11px;color:var(--sheet-dim);display:block;font-weight:600;letter-spacing:.06em;text-transform:uppercase;margin-top:2px}
.swatches{display:flex;gap:11px}
.sw{
width:36px;height:36px;border-radius:50%;
border:2px solid transparent;
box-shadow:inset 0 0 0 2px var(--sheet);
cursor:pointer;padding:0;
}
.sw[aria-checked="true"]{border-color:var(--sheet-ink)}
.toggle{
width:52px;height:31px;flex:none;
border-radius:99px;border:0;
background:#4A4644;
position:relative;cursor:pointer;
transition:background-color .18s ease;
}
.toggle[aria-checked="true"]{background:var(--accent)}
.toggle::after{
content:"";position:absolute;top:3px;left:3px;
width:25px;height:25px;border-radius:50%;
background:#fff;
transition:transform .18s cubic-bezier(.32,.72,0,1);
}
.toggle[aria-checked="true"]::after{transform:translateX(21px)}
.done{
width:100%;margin-top:20px;
padding:15px;border:0;border-radius:13px;
background:var(--accent);color:var(--accent-ink);
font-family:var(--ui);font-size:15.5px;font-weight:700;
cursor:pointer;
}
.hint{
font-size:12px;color:var(--sheet-dim);
text-align:center;margin-top:13px;line-height:1.45;
}
@media (prefers-reduced-motion:reduce){
*{transition-duration:.01ms!important}
}
</style>
</head>
<body>
<div class="app">
<section class="panel panel--top" data-side="0" data-state="idle">
<div class="inner">
<div class="head">
<div class="score">Score: <span data-score>0 - 0</span>, out of <span data-target>1</span></div>
<div class="moves">Moves: <span data-moves>0</span></div>
</div>
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<div class="stack">
<div class="time" data-time>3:00</div>
<div class="delay" data-delay>
<span class="track"><i class="fill" data-fill></i></span>
<span class="dnum" data-dnum>15</span>
</div>
</div>
</div>
</section>
<div class="bar">
<button class="btn" id="reset" aria-label="Reset clock">
<svg class="ring" viewBox="0 0 40 40" aria-hidden="true"><circle cx="20" cy="20" r="18"/></svg>
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<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.2" stroke-linecap="round" stroke-linejoin="round">
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<path d="M20 6v6h-6"/><path d="M20 12a8 8 0 1 0-2.3 5.3"/>
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</svg>
</button>
<button class="btn" id="playpause" aria-label="Pause clock">
<svg viewBox="0 0 24 24" fill="currentColor" data-icon="pause">
<rect x="6" y="4.5" width="4.4" height="15" rx="1.4"/><rect x="13.6" y="4.5" width="4.4" height="15" rx="1.4"/>
</svg>
<svg viewBox="0 0 24 24" fill="currentColor" data-icon="play" hidden>
<path d="M7.5 4.7a1 1 0 0 1 1.53-.85l9 6.3a1 1 0 0 1 0 1.7l-9 6.3A1 1 0 0 1 7.5 17.3z"/>
</svg>
</button>
<span class="gap"></span>
<button class="btn" id="score" aria-label="Score">
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.1" stroke-linecap="round" stroke-linejoin="round">
<rect x="4" y="3" width="16" height="18" rx="2.6"/>
<path d="M12 7.5v10"/>
<path d="M7.6 10.6h2.6"/><path d="M13.8 10.6h2.6"/>
<path d="M7.6 14.6h2.6"/><path d="M13.8 14.6h2.6"/>
</svg>
</button>
<span class="gap"></span>
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<button class="btn" id="settings" aria-label="Settings">
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.1" stroke-linecap="round" stroke-linejoin="round">
<circle cx="12" cy="12" r="3.3"/>
<path d="M19.6 15a1.7 1.7 0 0 0 .34 1.87l.06.06a2 2 0 1 1-2.83 2.83l-.06-.06a1.7 1.7 0 0 0-1.87-.34 1.7 1.7 0 0 0-1.03 1.56V21a2 2 0 1 1-4 0v-.1A1.7 1.7 0 0 0 9.1 19.3a1.7 1.7 0 0 0-1.87.34l-.06.06a2 2 0 1 1-2.83-2.83l.06-.06A1.7 1.7 0 0 0 4.7 15a1.7 1.7 0 0 0-1.56-1.03H3a2 2 0 1 1 0-4h.1A1.7 1.7 0 0 0 4.7 9.1a1.7 1.7 0 0 0-.34-1.87l-.06-.06a2 2 0 1 1 2.83-2.83l.06.06A1.7 1.7 0 0 0 9 4.7h.08A1.7 1.7 0 0 0 10.1 3.14V3a2 2 0 1 1 4 0v.1a1.7 1.7 0 0 0 1.03 1.56 1.7 1.7 0 0 0 1.87-.34l.06-.06a2 2 0 1 1 2.83 2.83l-.06.06A1.7 1.7 0 0 0 19.3 9v.08a1.7 1.7 0 0 0 1.56 1.03H21a2 2 0 1 1 0 4h-.1a1.7 1.7 0 0 0-1.56 1.03z"/>
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</svg>
</button>
<button class="btn" id="sound" aria-label="Sound" aria-pressed="true">
<svg viewBox="0 0 24 24" fill="currentColor" data-icon="on">
<path d="M4 9.2h3.3L12 5.1a.9.9 0 0 1 1.5.7v12.4a.9.9 0 0 1-1.5.7L7.3 14.8H4a.9.9 0 0 1-.9-.9v-3.8a.9.9 0 0 1 .9-.9z"/>
<path d="M16.4 8.6a.95.95 0 0 1 1.34.06 5.1 5.1 0 0 1 0 6.68.95.95 0 1 1-1.4-1.28 3.2 3.2 0 0 0 0-4.12.95.95 0 0 1 .06-1.34z"/>
<path d="M19.1 5.6a.95.95 0 0 1 1.34.05 9.2 9.2 0 0 1 0 12.7.95.95 0 1 1-1.39-1.3 7.3 7.3 0 0 0 0-10.1.95.95 0 0 1 .05-1.35z"/>
</svg>
<svg viewBox="0 0 24 24" fill="currentColor" data-icon="off" hidden>
<path d="M4 9.2h3.3L12 5.1a.9.9 0 0 1 1.5.7v12.4a.9.9 0 0 1-1.5.7L7.3 14.8H4a.9.9 0 0 1-.9-.9v-3.8a.9.9 0 0 1 .9-.9z"/>
<path d="M16.5 9.3a1 1 0 0 1 1.42 0L19.6 11l1.68-1.7a1 1 0 1 1 1.42 1.42L21 12.4l1.7 1.7a1 1 0 0 1-1.42 1.42L19.6 13.8l-1.68 1.7a1 1 0 0 1-1.42-1.42l1.7-1.68-1.7-1.68a1 1 0 0 1 0-1.42z"/>
</svg>
</button>
</div>
<section class="panel panel--bottom" data-side="1" data-state="idle">
<div class="inner">
<div class="head">
<div class="score">Score: <span data-score>0 - 0</span>, out of <span data-target>1</span></div>
<div class="moves">Moves: <span data-moves>0</span></div>
</div>
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<div class="stack">
<div class="time" data-time>3:00</div>
<div class="delay" data-delay>
<span class="track"><i class="fill" data-fill></i></span>
<span class="dnum" data-dnum>15</span>
</div>
</div>
</div>
</section>
</div>
<div class="scrim" id="scrim"></div>
<div class="sheet" id="sheet" role="dialog" aria-modal="true" aria-label="Settings">
<div class="grab"></div>
<div class="row">
<div>
<h2>Match</h2>
<p>Points to play to.</p>
</div>
<div class="stepper">
<button class="step" data-points-adj="-2"></button>
<span class="val"><span id="v-points">1</span><span class="unit">pts</span></span>
<button class="step" data-points-adj="2">+</button>
</div>
</div>
<div class="row row--presets">
<button class="preset" data-base="120000" data-preset-delay="12000" aria-pressed="false">2m / 12s</button>
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<button class="preset" data-base="180000" data-preset-delay="12000" aria-pressed="false">3m / 12s</button>
<button class="preset" data-base="180000" data-preset-delay="15000" aria-pressed="false">3m / 15s</button>
</div>
<div class="row row--wide">
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<div>
<h2>Time</h2>
<p id="p-time">Reserve time per point.</p>
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</div>
<div class="stepper">
<button class="step" data-time-adj="-60"></button>
<span class="val"><span id="v-min">3</span><span class="unit">min</span></span>
<button class="step" data-time-adj="60">+</button>
<button class="step" data-time-adj="-15" style="margin-left:8px"></button>
<span class="val"><span id="v-sec">00</span><span class="unit">sec</span></span>
<button class="step" data-time-adj="15">+</button>
</div>
</div>
<div class="row">
<div>
<h2>Delay</h2>
<p>Free seconds each turn. Never carries over.</p>
</div>
<div class="stepper">
<button class="step" data-delay-adj="-1"></button>
<span class="val"><span id="v-delay">15</span><span class="unit">sec</span></span>
<button class="step" data-delay-adj="1">+</button>
</div>
</div>
<div class="row">
<div>
<h2>Colour</h2>
<p>Marks the player on turn.</p>
</div>
<div class="swatches" id="swatches" role="radiogroup" aria-label="Colour"></div>
</div>
<div class="row">
<div>
<h2>Sound</h2>
<p>Turn change, delay expiry, time out.</p>
</div>
<button class="toggle" id="t-sound" role="switch" aria-checked="true" aria-label="Sound"></button>
</div>
<button class="done" id="done">Done</button>
<p class="hint">Changing match, time or delay resets the clocks. The score is left alone.</p>
</div>
<div class="sheet" id="scoresheet" role="dialog" aria-modal="true" aria-label="Score">
<div class="grab"></div>
<div class="row">
<div>
<h2>You</h2>
<p>Points won, this end of the phone.</p>
</div>
<div class="stepper">
<button class="step" data-score-adj="-1" data-who="1"></button>
<span class="val"><span id="v-you">0</span><span class="unit">pts</span></span>
<button class="step" data-score-adj="1" data-who="1">+</button>
</div>
</div>
<div class="row">
<div>
<h2>Them</h2>
<p>Points won, far end.</p>
</div>
<div class="stepper">
<button class="step" data-score-adj="-1" data-who="0"></button>
<span class="val"><span id="v-them">0</span><span class="unit">pts</span></span>
<button class="step" data-score-adj="1" data-who="0">+</button>
</div>
</div>
<div class="row row--wide">
<div>
<h2>Your clock</h2>
</div>
<div class="stepper">
<button class="step" data-clock-adj="-60" data-who="1"></button>
<span class="val"><span id="v-you-min">3</span><span class="unit">min</span></span>
<button class="step" data-clock-adj="60" data-who="1">+</button>
<button class="step" data-clock-adj="-1" data-who="1" style="margin-left:8px"></button>
<span class="val"><span id="v-you-sec">00</span><span class="unit">sec</span></span>
<button class="step" data-clock-adj="1" data-who="1">+</button>
</div>
</div>
<div class="row row--wide">
<div>
<h2>Their clock</h2>
</div>
<div class="stepper">
<button class="step" data-clock-adj="-60" data-who="0"></button>
<span class="val"><span id="v-them-min">3</span><span class="unit">min</span></span>
<button class="step" data-clock-adj="60" data-who="0">+</button>
<button class="step" data-clock-adj="-1" data-who="0" style="margin-left:8px"></button>
<span class="val"><span id="v-them-sec">00</span><span class="unit">sec</span></span>
<button class="step" data-clock-adj="1" data-who="0">+</button>
</div>
</div>
<button class="done" id="score-done">Done</button>
<p class="hint">Changing the score starts a new game: moves back to zero, turn back to
the first tap. The clocks keep their times.</p>
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</div>
<script>
(function(){
"use strict";
/* ============ persistence (degrades to memory if blocked) ============ */
var store = {
get: function(k, d){ try{ var v = localStorage.getItem(k); return v === null ? d : v; }catch(e){ return d; } },
set: function(k, v){ try{ localStorage.setItem(k, v); }catch(e){} },
num: function(k, d){ var n = parseInt(store.get(k, ""), 10); return isFinite(n) ? n : d; }
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};
// ask the browser not to evict us when the device is low on space
try{ if(navigator.storage && navigator.storage.persist) navigator.storage.persist(); }catch(e){}
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var THEMES = [
{ id:"sage", accent:"#7E9A79", ink:"#FFFFFF" },
{ id:"brass", accent:"#C3A153", ink:"#FFFFFF" },
{ id:"slate", accent:"#6E8598", ink:"#FFFFFF" },
{ id:"teal", accent:"#5E8D87", ink:"#FFFFFF" },
{ id:"plum", accent:"#8A7396", ink:"#FFFFFF" }
];
var cfg = {
base: store.num("bg.base", 180000), // reserve per point
delay: store.num("bg.delay", 15000),
points: store.num("bg.points", 1), // match length, odd, 1..29
theme: store.get("bg.theme", "sage"),
sound: store.get("bg.sound", "1") === "1"
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};
if(!(cfg.points >= 1 && cfg.points <= 29 && cfg.points % 2 === 1)) cfg.points = 1;
// a match to N points is worth N times the per-point reserve
function matchTime(){ return cfg.base * cfg.points; }
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/* ============ state ============ */
var IDLE = 0, RUN = 1, PAUSE = 2, FLAG = 3;
var st = {
phase: IDLE,
active: -1,
reserve: [matchTime(), matchTime()], // reserve banked at the start of the current turn
score: [0, 0], // match points, by side
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moves: [0, 0],
turnAt: 0, // performance.now() when the turn began
held: 0, // frozen elapsed while paused
ticked: false // subtle sound already played this turn
};
/* ============ dom ============ */
var panels = [].slice.call(document.querySelectorAll(".panel"));
var el = panels.map(function(p){
return {
root: p,
time: p.querySelector("[data-time]"),
moves: p.querySelector("[data-moves]"),
score: p.querySelector("[data-score]"),
target: p.querySelector("[data-target]"),
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delay: p.querySelector("[data-delay]"),
fill: p.querySelector("[data-fill]"),
dnum: p.querySelector("[data-dnum]")
};
});
var btnPlay = document.getElementById("playpause");
var btnSound = document.getElementById("sound");
var btnReset = document.getElementById("reset");
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var sheet = document.getElementById("sheet");
var scoreSheet = document.getElementById("scoresheet");
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var scrim = document.getElementById("scrim");
/* ============ audio (synthesised — no files, works offline) ============ */
var ac = null;
function audio(){
if(!ac){
var C = window.AudioContext || window.webkitAudioContext;
if(!C) return null;
ac = new C();
}
if(ac.state === "suspended") ac.resume();
return ac;
}
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// iOS silences Web Audio through the ringer switch unless the page claims a
// playback session. Trade-off: it also interrupts whatever else is playing,
// so it's only claimed the first time the clock actually makes a sound.
var claimedSession = false;
function claimAudioSession(){
if(claimedSession) return;
claimedSession = true;
try{ if(navigator.audioSession) navigator.audioSession.type = "playback"; }catch(e){}
}
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function tone(freq, at, dur, peak, type, partial){
var c = audio(); if(!c) return;
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claimAudioSession();
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var t0 = c.currentTime + at;
var o = c.createOscillator(), g = c.createGain();
o.type = type || "sine";
o.frequency.setValueAtTime(freq, t0);
g.gain.setValueAtTime(0.0001, t0);
g.gain.exponentialRampToValueAtTime(peak, t0 + 0.012);
g.gain.exponentialRampToValueAtTime(0.0001, t0 + dur);
o.connect(g); g.connect(c.destination);
o.start(t0); o.stop(t0 + dur + 0.05);
if(partial){
var o2 = c.createOscillator(), g2 = c.createGain();
o2.type = "sine";
o2.frequency.setValueAtTime(freq * 2, t0);
g2.gain.setValueAtTime(0.0001, t0);
g2.gain.exponentialRampToValueAtTime(peak * 0.22, t0 + 0.01);
g2.gain.exponentialRampToValueAtTime(0.0001, t0 + dur * 0.5);
o2.connect(g2); g2.connect(c.destination);
o2.start(t0); o2.stop(t0 + dur);
}
}
// warm rising fifth, marimba-ish — the handover
function sndSwap(){ if(!cfg.sound) return; tone(440, 0, 0.34, 0.20, "sine", true); tone(659.25, 0.075, 0.42, 0.17, "sine", true); }
// barely-there wooden tick — delay just ran out, reserve is now moving
function sndTick(){ if(!cfg.sound) return; tone(300, 0, 0.075, 0.035, "sine", false); }
// unmistakable falling triad — flag
function sndFlag(){
if(!cfg.sound) return;
tone(880, 0.00, 0.20, 0.24, "triangle", false);
tone(659.25, 0.16, 0.20, 0.24, "triangle", false);
tone(440, 0.32, 0.55, 0.26, "triangle", true);
}
function buzz(ms){ try{ if(navigator.vibrate) navigator.vibrate(ms); }catch(e){} }
/* ============ helpers ============ */
function elapsed(){
if(st.phase === PAUSE) return st.held;
return performance.now() - st.turnAt;
}
function fmt(ms){
if(ms < 0) ms = 0;
var t = Math.ceil(ms / 100) / 10;
if(ms < 10000) return t.toFixed(1);
var s = Math.ceil(ms / 1000);
var m = Math.floor(s / 60);
s = s % 60;
return m + ":" + (s < 10 ? "0" : "") + s;
}
// is this side's clock the one the turn is on?
function isLive(i){
return i === st.active && (st.phase === RUN || st.phase === PAUSE);
}
// how much of this turn has already come off the reserve (0 while the delay runs)
function consumed(i){
return isLive(i) ? Math.max(0, elapsed() - cfg.delay) : 0;
}
// the number the panel is showing, which is what the score sheet edits
function shownTime(i){
return Math.max(0, st.reserve[i] - consumed(i));
}
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/* ============ render ============ */
function render(){
var e = elapsed();
for(var i = 0; i < 2; i++){
var live = isLive(i);
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var main = st.reserve[i], dLeft = 0;
if(live){
if(e < cfg.delay){
dLeft = cfg.delay - e;
}else{
main = st.reserve[i] - (e - cfg.delay);
if(!st.ticked && st.phase === RUN){ st.ticked = true; sndTick(); }
}
}
if(live && main <= 0 && st.phase === RUN){ flag(i); return; }
el[i].time.textContent = fmt(main);
el[i].moves.textContent = st.moves[i];
el[i].score.textContent = st.score[i] + " - " + st.score[1 - i];
el[i].target.textContent = cfg.points;
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var showDelay = live && cfg.delay > 0 && dLeft > 0;
el[i].delay.classList.toggle("on", showDelay);
if(showDelay){
el[i].fill.style.transform = "scaleX(" + (dLeft / cfg.delay) + ")";
el[i].dnum.textContent = Math.ceil(dLeft / 1000);
}
if(st.phase === FLAG && i === st.active) el[i].root.dataset.state = "flagged";
else el[i].root.dataset.state = (i === st.active && st.phase !== IDLE) ? "active" : "idle";
}
}
function loop(){ render(); requestAnimationFrame(loop); }
/* ============ actions ============ */
function flag(side){
st.reserve[side] = 0;
st.phase = FLAG;
paintPlay();
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render();
sndFlag();
buzz([90, 70, 90]);
saveGame();
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}
function tap(side){
if(st.phase === FLAG) return;
if(st.phase === PAUSE) return;
if(st.phase === IDLE){
st.active = 1 - side; // you tap your own side to start your opponent
st.turnAt = performance.now();
st.ticked = false;
st.phase = RUN;
paintPlay(); // the bar has to show what the clock is doing
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sndSwap(); buzz(14);
saveGame();
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return;
}
if(side !== st.active) return; // the waiting player can't stop the clock
var e = elapsed();
st.reserve[side] = Math.max(0, st.reserve[side] - Math.max(0, e - cfg.delay));
st.moves[side]++;
st.active = 1 - side;
st.turnAt = performance.now();
st.ticked = false;
sndSwap(); buzz(14);
saveGame();
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}
function pauseNow(){
if(st.phase !== RUN) return;
st.held = elapsed();
st.phase = PAUSE;
paintPlay();
saveGame();
}
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function togglePause(){
if(st.phase === RUN){
pauseNow();
return;
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}else if(st.phase === PAUSE){
st.turnAt = performance.now() - st.held;
st.phase = RUN;
}else return;
paintPlay();
saveGame();
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}
/* SVG elements aren't HTMLElements, so they have no .hidden property —
setting it only makes a JS expando. The attribute has to be set by hand. */
function showIcon(btn, name, on){
var svg = btn.querySelector('[data-icon="' + name + '"]');
if(on) svg.removeAttribute("hidden"); else svg.setAttribute("hidden", "");
}
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function paintPlay(){
var showPlay = st.phase !== RUN;
showIcon(btnPlay, "pause", !showPlay);
showIcon(btnPlay, "play", showPlay);
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btnPlay.setAttribute("aria-label", showPlay ? "Start clock" : "Pause clock");
}
// back to the first tap of a game, clocks untouched
function newGame(){
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st.phase = IDLE; st.active = -1;
st.moves = [0, 0];
st.held = 0; st.ticked = false;
paintPlay();
render();
}
// clocks back to full for the match length; the score is not this function's business
function resetClocks(){
disarm();
st.reserve = [matchTime(), matchTime()];
newGame();
saveGame();
}
// the Reset button — a whole new match
function resetAll(){
st.score = [0, 0];
resetClocks();
}
function clampScore(){
st.score = [Math.min(cfg.points, st.score[0]), Math.min(cfg.points, st.score[1])];
}
/* ============ the game survives a force-quit ============ */
// Time that passes while the app is dead can't be charged to anyone, so a
// running clock is stored as paused and comes back on the play button.
function saveGame(){
var mid = (st.phase === RUN || st.phase === PAUSE);
try{
store.set("bg.game", JSON.stringify({
v: 1,
score: st.score, reserve: st.reserve, moves: st.moves,
active: st.active,
held: mid ? elapsed() : 0,
phase: st.phase === RUN ? PAUSE : st.phase
}));
}catch(e){}
}
function loadGame(){
var raw = store.get("bg.game", null), g;
if(!raw) return;
try{ g = JSON.parse(raw); }catch(e){ return; }
// anything malformed is ignored rather than half-applied
function pair(a){
return a && a.length === 2 && isFinite(a[0]) && isFinite(a[1]) && a[0] >= 0 && a[1] >= 0;
}
if(!g || g.v !== 1 || !pair(g.score) || !pair(g.reserve) || !pair(g.moves)) return;
if(!isFinite(g.held) || g.held < 0) return;
if([IDLE, RUN, PAUSE, FLAG].indexOf(g.phase) < 0) return;
if([-1, 0, 1].indexOf(g.active) < 0) return;
st.score = [g.score[0], g.score[1]];
clampScore(); // the match may have been shortened since
st.reserve = [g.reserve[0], g.reserve[1]];
st.moves = [g.moves[0], g.moves[1]];
st.active = g.active;
st.phase = g.phase === RUN ? PAUSE : g.phase;
st.held = st.phase === PAUSE ? g.held : 0;
st.ticked = st.held > cfg.delay; // don't re-tick a delay that already expired
if(st.phase === PAUSE && st.active < 0) st.phase = IDLE; // can't be mid-turn with no turn
}
// the only hooks iOS reliably fires before killing an app
document.addEventListener("visibilitychange", function(){
if(document.visibilityState === "hidden") saveGame();
});
window.addEventListener("pagehide", saveGame);
/* reset needs two taps within 2s — one stray tap can't wipe a live game */
var armT = null;
function disarm(){
if(armT){ clearTimeout(armT); armT = null; }
btnReset.classList.remove("armed");
btnReset.setAttribute("aria-label", "Reset clock");
}
function armReset(){
if(armT){ disarm(); resetAll(); buzz(20); return; } // second tap inside the window
btnReset.classList.remove("armed");
void btnReset.offsetWidth; // restart the drain animation
btnReset.classList.add("armed");
btnReset.setAttribute("aria-label", "Tap again to reset");
armT = setTimeout(disarm, 2000);
}
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/* ============ theme ============ */
function applyTheme(){
var t = THEMES.filter(function(x){ return x.id === cfg.theme; })[0] || THEMES[0];
document.documentElement.style.setProperty("--accent", t.accent);
document.documentElement.style.setProperty("--accent-ink", t.ink);
[].forEach.call(document.querySelectorAll(".sw"), function(s){
s.setAttribute("aria-checked", s.dataset.id === cfg.theme ? "true" : "false");
});
}
/* ============ settings ui ============ */
var swWrap = document.getElementById("swatches");
THEMES.forEach(function(t){
var b = document.createElement("button");
b.className = "sw";
b.dataset.id = t.id;
b.style.background = t.accent;
b.setAttribute("role", "radio");
b.setAttribute("aria-label", t.id);
b.setAttribute("aria-checked", "false");
b.addEventListener("click", function(){
cfg.theme = t.id; store.set("bg.theme", t.id); applyTheme();
});
swWrap.appendChild(b);
});
function clock(ms){ // m:ss, for copy rather than the big readout
var s = Math.round(ms / 1000);
return Math.floor(s / 60) + ":" + ("0" + (s % 60)).slice(-2);
}
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function paintSettings(){
var s = Math.round(cfg.base / 1000);
document.getElementById("v-min").textContent = Math.floor(s / 60);
document.getElementById("v-sec").textContent = ("0" + (s % 60)).slice(-2);
document.getElementById("v-delay").textContent = Math.round(cfg.delay / 1000);
document.getElementById("v-points").textContent = cfg.points;
document.getElementById("p-time").textContent = cfg.points === 1
? "Reserve time per point."
: "Reserve time per point. " + cfg.points + " × " + clock(cfg.base) +
" = " + clock(matchTime()) + " each.";
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document.getElementById("t-sound").setAttribute("aria-checked", cfg.sound ? "true" : "false");
btnSound.setAttribute("aria-pressed", cfg.sound ? "true" : "false");
showIcon(btnSound, "on", cfg.sound);
showIcon(btnSound, "off", !cfg.sound);
paintPresets();
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}
/* highlight is derived from cfg, so it clears when you step away from a
preset and comes back by itself when you step onto one */
function paintPresets(){
[].forEach.call(document.querySelectorAll(".preset"), function(b){
var on = (+b.dataset.base === cfg.base && +b.dataset.presetDelay === cfg.delay);
b.setAttribute("aria-pressed", on ? "true" : "false");
});
}
[].forEach.call(document.querySelectorAll(".preset"), function(b){
b.addEventListener("click", function(){
cfg.base = parseInt(b.dataset.base, 10);
cfg.delay = parseInt(b.dataset.presetDelay, 10);
store.set("bg.base", String(cfg.base));
store.set("bg.delay", String(cfg.delay));
paintSettings(); resetClocks();
});
});
[].forEach.call(document.querySelectorAll("[data-points-adj]"), function(b){
b.addEventListener("click", function(){
// stepping by 2 from 1 keeps it odd without any parity juggling
var next = cfg.points + parseInt(b.dataset.pointsAdj, 10);
cfg.points = Math.min(29, Math.max(1, next));
store.set("bg.points", String(cfg.points));
clampScore(); // a shorter match can't hold a bigger score
paintSettings(); resetClocks();
});
});
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[].forEach.call(document.querySelectorAll("[data-time-adj]"), function(b){
b.addEventListener("click", function(){
var next = cfg.base + parseInt(b.dataset.timeAdj, 10) * 1000;
cfg.base = Math.min(99 * 60000, Math.max(15000, next));
store.set("bg.base", String(cfg.base));
paintSettings(); resetClocks();
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});
});
[].forEach.call(document.querySelectorAll("[data-delay-adj]"), function(b){
b.addEventListener("click", function(){
var next = cfg.delay + parseInt(b.dataset.delayAdj, 10) * 1000;
cfg.delay = Math.min(60000, Math.max(0, next));
store.set("bg.delay", String(cfg.delay));
paintSettings(); resetClocks();
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});
});
function setSound(on){
cfg.sound = on;
store.set("bg.sound", on ? "1" : "0");
paintSettings();
if(on){ audio(); sndTick(); }
}
document.getElementById("t-sound").addEventListener("click", function(){ setSound(!cfg.sound); });
btnSound.addEventListener("click", function(){ setSound(!cfg.sound); });
/* ============ sheets ============ */
var openNode = null;
function openSheet(node){
openNode = node;
sheet.classList.toggle("on", node === sheet);
scoreSheet.classList.toggle("on", node === scoreSheet);
scrim.classList.toggle("on", !!node);
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}
function closeSheet(){ openSheet(null); }
document.getElementById("settings").addEventListener("click", function(){
pauseNow(); // nobody's clock runs while a sheet is open
disarm();
paintSettings();
openSheet(sheet);
});
document.getElementById("done").addEventListener("click", closeSheet);
// tapping outside the score sheet discards the staged edits rather than
// committing them — a stray tap must never restart a game
scrim.addEventListener("click", closeSheet);
/* ============ score sheet ============ */
// Edits are staged here and only reach `st` on Done, so opening the sheet,
// fiddling and tapping away changes nothing.
var edit = null, before = null;
function paintScore(){
document.getElementById("v-you").textContent = edit.score[1];
document.getElementById("v-them").textContent = edit.score[0];
[[1, "you"], [0, "them"]].forEach(function(p){
var s = Math.round(edit.time[p[0]] / 1000);
document.getElementById("v-" + p[1] + "-min").textContent = Math.floor(s / 60);
document.getElementById("v-" + p[1] + "-sec").textContent = ("0" + (s % 60)).slice(-2);
});
}
function openScore(){
pauseNow();
disarm();
// seed from what the panels are showing, not from the banked reserve — for
// the interrupted turn those differ by the delay already spent
edit = { score: st.score.slice(), time: [shownTime(0), shownTime(1)] };
before = { score: edit.score.slice(), time: edit.time.slice() };
paintScore();
openSheet(scoreSheet);
}
function applyScore(){
if(!edit) return;
var scoreChanged = edit.score[0] !== before.score[0] || edit.score[1] !== before.score[1];
var timeChanged = edit.time[0] !== before.time[0] || edit.time[1] !== before.time[1];
if(!scoreChanged && !timeChanged) return; // Done with no edits changes nothing
if(scoreChanged){
// the displayed times become the reserves, which banks the interrupted
// turn's spend — "the clocks keep their value"
st.score = edit.score.slice();
st.reserve = [edit.time[0], edit.time[1]];
newGame();
}else{
// a correction mid-game: put the spent delay back on so the panel shows
// exactly what was typed, and leave the turn and its delay alone
st.reserve = [edit.time[0] + consumed(0), edit.time[1] + consumed(1)];
render(); // every other mutator repaints; don't wait a frame
}
saveGame();
}
[].forEach.call(document.querySelectorAll("[data-score-adj]"), function(b){
b.addEventListener("click", function(){
if(!edit) return;
var who = parseInt(b.dataset.who, 10);
var next = edit.score[who] + parseInt(b.dataset.scoreAdj, 10);
edit.score[who] = Math.min(cfg.points, Math.max(0, next));
paintScore();
});
});
[].forEach.call(document.querySelectorAll("[data-clock-adj]"), function(b){
b.addEventListener("click", function(){
if(!edit) return;
var who = parseInt(b.dataset.who, 10);
var next = edit.time[who] + parseInt(b.dataset.clockAdj, 10) * 1000;
edit.time[who] = Math.min(99 * 60000, Math.max(0, next));
paintScore();
});
});
document.getElementById("score").addEventListener("click", openScore);
document.getElementById("score-done").addEventListener("click", function(){
applyScore();
closeSheet();
});
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btnReset.addEventListener("click", armReset);
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btnPlay.addEventListener("click", togglePause);
/* ============ panel taps ============ */
var wantFullscreen = true;
panels.forEach(function(p){
p.addEventListener("pointerdown", function(ev){
ev.preventDefault();
audio();
if(wantFullscreen){
wantFullscreen = false;
if(!window.matchMedia("(display-mode: fullscreen)").matches && document.documentElement.requestFullscreen){
document.documentElement.requestFullscreen().catch(function(){});
}
}
tap(parseInt(p.dataset.side, 10));
});
});
/* ============ keep the screen awake ============ */
var lock = null;
function keepAwake(){
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if(!navigator.wakeLock || lock) return;
if(document.visibilityState !== "visible") return; // request() rejects when hidden
navigator.wakeLock.request("screen").then(function(l){
lock = l;
// the OS drops the lock whenever the app goes to the background; without
// clearing it here the stale handle blocks every later re-request
l.addEventListener("release", function(){ lock = null; });
}).catch(function(){});
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}
document.addEventListener("visibilitychange", function(){
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if(document.visibilityState !== "visible") return;
keepAwake();
// iOS interrupts the audio context on backgrounding; nudge it back so the
// flag still sounds even if nobody has tapped since returning
// (old webkitAudioContext.resume() returns undefined, so don't chain on it)
if(ac && ac.state === "suspended"){ try{ ac.resume(); }catch(e){} }
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});
keepAwake();
/* ============ go ============ */
applyTheme();
paintSettings();
loadGame(); // restores a match in progress; leaves the fresh state if there's none
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paintPlay();
render();
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loop();
if("serviceWorker" in navigator && location.protocol.indexOf("http") === 0){
navigator.serviceWorker.register("sw.js").catch(function(){});
}
})();
</script>
</body>
</html>