The clock buzzed on every turn change, on a flag and on the confirming
second tap of Reset. Sound and the colour change carry all of it, so the
vibration goes: buzz() and its four call sites, and the iOS README bullet
that explained why the buzz was silent there — a platform difference that
no longer exists now there are no haptics anywhere.
Verified by stubbing navigator.vibrate and driving a turn change, a
timeout and a confirmed reset: zero calls, while the turn still counted
and the flag still fell.
It also means the Android package can declare no permissions at all.
VIBRATE was the only one it would have needed — there is no INTERNET
either, since the whole clock ships inside the APK.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
They sat between Match and Time as three bare buttons, above the two
settings they set. Now they follow Delay, after the numbers they are a
shortcut for, with a "Preset time limits" heading and "Quickly pick a
setting." — the same heading-and-description shape every other row in the
sheet already has.
The row stacks at every width rather than only under the .row--wide
breakpoint: three buttons wide enough to read "3m / 15s" can't share a
line with a label on any phone.
The buttons themselves are untouched, and are still found by class rather
than position, so the highlight logic came along unchanged — checked that
opening the sheet lights the preset matching the current numbers,
stepping the delay off it clears every highlight, and stepping back
relights it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three things, plus the README moves up to the repo root where a README
belongs — it was being served as part of the site.
The clock now runs until the finger lifts. The previous commit registered
a tap on the lift but backdated the turn to the press, which showed up as
the display counting down during a hold and then jumping back. Worse than
cosmetic: the hold was refunded, so a thumb resting on your own half
bought unlimited thinking time for nothing, and holding past zero
couldn't flag you either, because render()'s flag check watches the live
display while tap() charged from an earlier instant. One
performance.now() at the lift now serves both the outgoing charge and the
incoming turnAt, so nothing falls between them and goes to neither
player. With the delay at 0 and a turn 1000ms old, an instant lift costs
1001ms and a 600ms hold costs 1602ms — the inverse of what the last
commit was verified against. Swipe rejection is untouched; it lives in
the pointer handler, not here.
Reset and pause step out when they have nothing to do: pause before each
game's first tap, reset while the match is still pristine. matchPristine()
already meant exactly that, so both toggles sit beside the settings one in
render(), where they can't go stale. Reset and settings turn out to be
exact opposites. btn--vacant like the gear, so the space is kept — a
fresh-match bar differs from the old build only inside those two slots,
every other pixel in the frame identical, gear and speaker unmoved.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>