Compare commits
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e207478e79 | ||
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3f6fe5abf1 |
@@ -70,7 +70,10 @@ everything works except installation and the service worker.
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stray thumb can't wipe a live match. It's absent on a fresh match, where there
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is nothing yet to wipe.
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- **Pause** freezes mid-turn and resumes exactly where it stopped, delay
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included. Opening either sheet pauses automatically. The settings sheet leaves
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included. Both halves read **Paused** underneath the delay bar while it is, in
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the same ink as the clock above it, and the play button lights up — so a
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stopped clock can't be mistaken for a running one from either side of the
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board. 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 whenever there's no clock running
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@@ -12,8 +12,8 @@ android {
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applicationId = "nl.hansdezwart.bgclock"
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minSdk = 26
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targetSdk = 36
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versionCode = 5
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versionName = "1.4"
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versionCode = 6
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versionName = "1.5"
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}
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compileOptions {
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@@ -0,0 +1 @@
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Added a 'Paused' indicator when the clock is paused.
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Binary file not shown.
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Before Width: | Height: | Size: 117 KiB After Width: | Height: | Size: 123 KiB |
+60
-1
@@ -182,6 +182,49 @@
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text-align:right;
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}
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/* ---------- paused ----------
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A stopped clock used to look exactly like a running one: the panel keeps its
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accent, and the delay bar simply freezes mid-drain. The only tell was the
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play glyph in the bar — small, grey, and upside down for one of the two
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players. So both halves say it in words.
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Hung off the delay row rather than added to .stack, so the big clock does
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not move a pixel when the clock stops — the same promise .btn--vacant makes
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in the bar, and the reason .delay fades rather than hides. It also cannot
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live *inside* .delay: that is opacity:0 whenever no delay is running, and a
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child can never be more opaque than its parent, which would lose the word on
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the waiting half, on a spent delay, and at a delay of 0. */
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.foot{position:relative}
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.paused{
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position:absolute;
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top:100%;
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left:50%;
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/* the bar and its number sit dead centre of the panel (see .dnum), so
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centring on that row centres on the panel, whatever the count reads */
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transform:translateX(-50%);
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/* a clear step below the bar rather than .stack's gap: near enough to belong
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to the delay row, far enough not to crowd it */
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margin-top:clamp(21px,5.8vw,41px);
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white-space:nowrap;
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line-height:1;
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/* Wider than the delay bar, narrower than the clock — the band is tighter
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than it sounds, since "3:00" is only about 2.2x the bar. The crossovers
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are .track's own (20vw between 360 and 700px wide), so the word holds its
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proportion to the bar at every size instead of drifting at the ends.
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Part of the width comes from the tracking rather than the glyph size:
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spaced letters carry "held" without shouting over the clock. */
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font-size:clamp(34px,9.4vw,66px);
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font-weight:700;
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letter-spacing:.08em;
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/* no colour of its own: it inherits the panel's, which is what the clock and
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the delay count are already wearing. Each theme picks its own --accent-ink
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(white on most of them), so the word follows the palette without a rule
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per theme, and the paused half never has two different inks on it. */
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opacity:0;
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transition:opacity .16s ease;
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}
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.paused.on{opacity:1}
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/* ---------- control bar ---------- */
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.bar{
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background:var(--bar);
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@@ -199,6 +242,9 @@
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cursor:pointer;
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}
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.btn:active{color:var(--icon-hot)}
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/* the way back from a paused clock, lit like a held Reset: the bar is the only
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thing either player can act on while the clocks are stopped */
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#playpause.lit{color:var(--icon-hot)}
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.btn[aria-pressed="false"]{color:#5E5954}
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.btn svg{width:clamp(23px,6.4vw,32px);height:auto;display:block}
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.btn svg[hidden]{display:none}
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@@ -432,10 +478,13 @@
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<div class="stack">
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<div class="time" data-time>3:00</div>
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<div class="out" data-out hidden>Out of<br>time</div>
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<div class="foot">
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<div class="delay" data-delay>
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<span class="track"><i class="fill" data-fill></i></span>
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<span class="dnum" data-dnum>15</span>
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</div>
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<div class="paused" data-paused>Paused</div>
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</div>
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</div>
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</div>
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</section>
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@@ -498,10 +547,13 @@
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<div class="stack">
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<div class="time" data-time>3:00</div>
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<div class="out" data-out hidden>Out of<br>time</div>
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<div class="foot">
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<div class="delay" data-delay>
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<span class="track"><i class="fill" data-fill></i></span>
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<span class="dnum" data-dnum>15</span>
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</div>
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<div class="paused" data-paused>Paused</div>
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</div>
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</div>
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</div>
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</section>
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@@ -709,7 +761,8 @@
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scoreLines: [].slice.call(p.querySelectorAll(".line:not(.line--moves)")),
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delay: p.querySelector("[data-delay]"),
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fill: p.querySelector("[data-fill]"),
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dnum: p.querySelector("[data-dnum]")
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dnum: p.querySelector("[data-dnum]"),
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paused: p.querySelector("[data-paused]")
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};
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});
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var btnPlay = document.getElementById("playpause");
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@@ -886,6 +939,11 @@
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setText(el[i].dnum, Math.ceil(dLeft / 1000));
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}
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// both halves, not just the one whose turn it is: the waiting player's
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// clock is stopped too, and they are the one who can't read the bar's
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// play glyph the right way up
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el[i].paused.classList.toggle("on", st.phase === PAUSE);
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setAttr(el[i].root, "data-state",
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(st.phase === FLAG && i === st.active) ? "flagged"
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: (i === st.active && st.phase !== IDLE) ? "active" : "idle");
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@@ -901,6 +959,7 @@
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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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btnPlay.classList.toggle("lit", st.phase === PAUSE);
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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-v20";
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const CACHE = "bgclock-v21";
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const FILES = [
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"./",
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"./index.html",
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Reference in New Issue
Block a user