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bgclock/public_html/index.html
T
hansdezwartandClaude Opus 5 0f69c78b74 Resume the clock on leaving the score sheet, and split the readout in three
Closing the score sheet left the clock paused, so glancing at the score or
nudging a clock cost a tap on play. It now picks the turn back up on the way
out. openScore() records whether it was the thing that paused the clock, so a
pause the players set themselves survives. After a score change there is
nothing to resume — newGame() has already moved to IDLE — and resumeNow()
only acts on PAUSE, so that case needs no special handling. The scrim behaves
the same, since dismissing discards the staged edits and leaves the turn live.

togglePause() had the resume arithmetic inline; it splits out as resumeNow()
to match pauseNow(), leaving the play button and the sheet on one path.

The score line becomes three labelled lines:

  You:   2 out of 5
  Them:  1
  Moves: 7

.head is a two-column grid with a max-content label column, so the values
line up whatever the system font renders — no hand-tuned em width to drift
between iOS and Android. Each line is a display:contents wrapper, which keeps
one element per line to hide when a one-point match drops the score. The gap
above Moves rides on that row's two cells, since a display:contents row can't
carry a margin, and a :not([hidden]) guard drops it when there is no score
line above to separate from.

Each half reads from its own side of the board, so both players see their own
score on the You line. st.score is already indexed by side, so the mirroring
costs nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:11:31 +02:00

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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">
<meta name="apple-mobile-web-app-title" content="BG Clock">
<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;
-webkit-touch-callout:none; /* no iOS long-press callout on a panel */
overscroll-behavior:none;
touch-action:manipulation;
}
/* ---------- frame ---------- */
.app{
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 */
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))}
/* the label column sizes itself to the widest label, so the three values
line up whatever the system font turns out to be */
.head{
display:grid;
grid-template-columns:max-content max-content;
justify-content:start;
gap:3px 8px;
order:-1;
font-size:clamp(13px,3.7vw,20px);
font-weight:700;
letter-spacing:.01em;
color:var(--idle-mute);
white-space:nowrap;
}
.line{display:contents}
.line[hidden]{display:none}
/* set the moves line apart from the score — a display:contents row can't take
a margin itself, so both its cells carry it and the row shifts down evenly.
The guard drops the space when there's no score line above to separate from. */
.line:not([hidden]) + .line--moves > *{margin-top:7px}
.panel[data-state="active"] .head,
.panel[data-state="flagged"] .head{color:var(--accent-mute)}
.panel[data-state="flagged"] .head{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}
.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}
.btn[hidden]{display:none} /* .btn's own display would otherwise win */
.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}
}
/* ---------- 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);
max-height:88vh;max-height:88dvh;overflow-y:auto;
overscroll-behavior:contain; /* scrolling the sheet can't rubber-band the app */
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;
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;
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;
}
.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">
<span class="line" hidden><span>You:</span><span><span data-you>0</span> out of <span data-target>1</span></span></span>
<span class="line" hidden><span>Them:</span><span data-them>0</span></span>
<span class="line line--moves"><span>Moves:</span><span data-moves>0</span></span>
</div>
<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>
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.2" stroke-linecap="round" stroke-linejoin="round">
<path d="M20 6v6h-6"/><path d="M20 12a8 8 0 1 0-2.3 5.3"/>
</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" hidden>
<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>
<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"/>
</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">
<span class="line" hidden><span>You:</span><span><span data-you>0</span> out of <span data-target>1</span></span></span>
<span class="line" hidden><span>Them:</span><span data-them>0</span></span>
<span class="line line--moves"><span>Moves:</span><span data-moves>0</span></span>
</div>
<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>
<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">
<div>
<h2>Time</h2>
<p id="p-time">Reserve time per point.</p>
</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>
</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; }
};
// 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){}
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"
};
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; }
/* ============ 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
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]"),
you: p.querySelector("[data-you]"),
them: p.querySelector("[data-them]"),
target: p.querySelector("[data-target]"),
scoreLines: [].slice.call(p.querySelectorAll(".line:not(.line--moves)")),
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");
var btnScore = document.getElementById("score");
var sheet = document.getElementById("sheet");
var scoreSheet = document.getElementById("scoresheet");
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;
}
// 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){}
}
function tone(freq, at, dur, peak, type, partial){
var c = audio(); if(!c) return;
claimAudioSession();
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));
}
/* ============ render ============ */
function render(){
var e = elapsed();
for(var i = 0; i < 2; i++){
var live = isLive(i);
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].you.textContent = st.score[i]; // each panel is "You" to its own player
el[i].them.textContent = st.score[1 - i];
el[i].target.textContent = cfg.points;
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();
render();
sndFlag();
buzz([90, 70, 90]);
saveGame();
}
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
sndSwap(); buzz(14);
saveGame();
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();
}
function pauseNow(){
if(st.phase !== RUN) return;
st.held = elapsed();
st.phase = PAUSE;
paintPlay();
saveGame();
}
function resumeNow(){
if(st.phase !== PAUSE) return;
st.turnAt = performance.now() - st.held; // pick the turn up where it stopped
st.phase = RUN;
paintPlay();
saveGame();
}
function togglePause(){
if(st.phase === RUN) pauseNow();
else resumeNow();
}
/* 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", "");
}
function paintPlay(){
var showPlay = st.phase !== RUN;
showIcon(btnPlay, "pause", !showPlay);
showIcon(btnPlay, "play", showPlay);
btnPlay.setAttribute("aria-label", showPlay ? "Start clock" : "Pause clock");
}
// back to the first tap of a game, clocks untouched
function newGame(){
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);
}
/* ============ 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);
});
// a single game has no match score, so the score line and the sheet that
// edits it are both out of the way until the match is longer than a point
function paintMatchChrome(){
var many = cfg.points > 1;
function show(node){
if(many) node.removeAttribute("hidden"); else node.setAttribute("hidden", "");
}
show(btnScore);
el.forEach(function(e){ e.scoreLines.forEach(show); });
}
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);
}
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.";
paintMatchChrome();
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();
}
/* 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();
});
});
[].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();
});
});
[].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();
});
});
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);
}
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", function(){
if(openNode === scoreSheet) closeScore(); else 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, resumeOnClose = false;
// leaving the sheet with the turn still live carries straight on. After a score
// change there is no turn to resume — newGame() has already moved us to IDLE,
// which the PAUSE check below quietly skips.
function closeScore(){
if(resumeOnClose) resumeNow();
resumeOnClose = false;
closeSheet();
}
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(){
// only the sheet's own pause gets undone on the way out; a pause the players
// set themselves survives
resumeOnClose = (st.phase === RUN);
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();
closeScore();
});
btnReset.addEventListener("click", armReset);
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(){
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(){});
}
document.addEventListener("visibilitychange", function(){
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){} }
});
keepAwake();
/* ============ go ============ */
applyTheme();
paintSettings();
loadGame(); // restores a match in progress; leaves the fresh state if there's none
paintPlay();
render();
loop();
if("serviceWorker" in navigator && location.protocol.indexOf("http") === 0){
navigator.serviceWorker.register("sw.js").catch(function(){});
}
})();
</script>
</body>
</html>