A single game has no match to keep score of, so showing "Score: 0 - 0, out of 1" and a sheet to edit it was just clutter. Both are hidden while the match is one point and come back at three or more. `hidden` alone doesn't do it for the button: .btn sets display:grid, and an author rule beats the UA's [hidden] rule whatever the specificity — the same trap behind the original both-icons-showing bug — so .btn[hidden] has to say it explicitly. The markup carries hidden by default too, so the common one-point case can't flash the score before the script runs. The bar returns to its original spacing when the icon goes: the two .75 gaps either side of it merge back into the 1.5 it had before. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
34 lines
980 B
JavaScript
34 lines
980 B
JavaScript
/* Cache-first: once installed the clock never touches the network again. */
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const CACHE = "bgclock-v5";
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const FILES = [
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"./",
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"./index.html",
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"./manifest.webmanifest",
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"./icon-192.png",
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"./icon-512.png",
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"./icon-maskable-512.png"
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];
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self.addEventListener("install", (e) => {
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e.waitUntil(caches.open(CACHE).then((c) => c.addAll(FILES)).then(() => self.skipWaiting()));
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});
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self.addEventListener("activate", (e) => {
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e.waitUntil(
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caches.keys()
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.then((keys) => Promise.all(keys.filter((k) => k !== CACHE).map((k) => caches.delete(k))))
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.then(() => self.clients.claim())
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);
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});
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self.addEventListener("fetch", (e) => {
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if (e.request.method !== "GET") return;
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e.respondWith(
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caches.match(e.request).then((hit) => hit || fetch(e.request).then((res) => {
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const copy = res.clone();
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caches.open(CACHE).then((c) => c.put(e.request, copy)).catch(() => {});
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return res;
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}).catch(() => caches.match("./index.html")))
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);
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});
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