Hide play/pause once someone has run out
At a flag the game is over and togglePause is inert anyway — pauseNow needs RUN, resumeNow needs PAUSE — so the button was there without being able to do anything. It joins the other two visibility rules in render(): vacant at IDLE or FLAG. Reset stays, being the way out of a finished game, and the bar comes down to Reset, score and sound. Checked the whole state machine: shown while running and while paused, vacant before a game's first tap and at a flag, and pausing and resuming still work. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -69,8 +69,8 @@ everything works except installation and the service worker.
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included. Opening either sheet pauses automatically. The settings sheet leaves
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it paused — everything in there resets the clocks anyway — while the score
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sheet picks the turn back up when you close it, so glancing at the score
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doesn't cost you a tap on play. It's absent before each game's first tap, with
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no clock running to freeze.
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doesn't cost you a tap on play. It's absent whenever there's no clock running
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to freeze: before each game's first tap, and once someone has run out of time.
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Both buttons keep their space in the bar while they're away, so nothing shifts
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under your thumb — the same as the gear.
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@@ -811,7 +811,9 @@
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var pristine = matchPristine();
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btnSettings.classList.toggle("btn--vacant", !pristine);
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btnReset.classList.toggle("btn--vacant", pristine); // nothing played to reset
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btnPlay.classList.toggle("btn--vacant", st.phase === IDLE); // nothing running to pause
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// nothing running to pause: before a game's first tap, and after a flag,
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// where togglePause is inert anyway — the game is over, Reset is the way out
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btnPlay.classList.toggle("btn--vacant", st.phase === IDLE || st.phase === FLAG);
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}
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function loop(){ render(); requestAnimationFrame(loop); }
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+1
-1
@@ -1,5 +1,5 @@
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/* Cache-first: once installed the clock never touches the network again. */
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const CACHE = "bgclock-v16";
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const CACHE = "bgclock-v17";
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const FILES = [
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"./",
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"./index.html",
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