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bgclock/public_html/index.html
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hansdezwartandClaude Opus 5 998009629b Say "Out of time", and stop the sheets shadowing the clock
Two things Hans spotted playing on the phone.

A blackish gradient sat across the bottom of the screen. Both sheets are
fixed to bottom:0 and pushed off with translateY(101%), but their
box-shadow is thrown 18px *upward* with a 50px blur — so a closed sheet,
sitting 1% below the viewport, blurred darkness back onto the clock and
left it there, twice over, once per sheet. The shadow now only exists on
.sheet.on. Down one column the bottom used to fade 154 to 111 over the
last 70px; it is flat 154 to the edge. An open sheet still casts exactly
what it did.

A flagged clock now reads "Out of time" over two lines in white instead
of showing 0:00, on the red the panel already turned. Sizing it off the
viewport would not work: the score lines above eat into what is left, so
a 5-point match has less room than a 1-point one on the same phone. The
stack is a size container and the words take the smaller of 23vw and
42cqh — two lines at line-height 1.04 need 2.08x the font size, so 42% of
the container leaves a tenth spare. Measured in real viewports it lands
between 52px on a 320x568 at five points and 95px on a 412x915, fitting
every combination; with two lines it is the width that binds first, "Out
of" being the long line. The other half keeps showing its own time.

Checked that normal play still shows clocks and hides the words on both
panels, and that Reset puts the flagged panel back to its clock.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:05:24 +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;
/* there's nothing to pan in a 100dvh frame, and this keeps a slow drag from
being cancelled by the browser — it ends in a lift we can measure instead */
touch-action:none;
}
.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;
align-items:baseline; /* a label and its number share a baseline whatever
the system font does to the two cells' metrics —
the default stretches them instead, which only
lines up while both measure exactly the same */
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 flagged player's clock is replaced by the words, on two lines.
Sized off the space that's actually left rather than the viewport, because
the score lines above eat into it: two lines at line-height 1.04 need 2.08x
the font size, so 42cqh of the stack's content box leaves a tenth of it as
breathing room. On two lines the width binds first — "Out of" is the long
line — which is what the vw term is holding. */
.stack{container-type:size}
.out{
font-size:clamp(24px,min(23vw,42cqh),130px);
line-height:1.04;
font-weight:700;
letter-spacing:-.01em;
text-align:center;
color:#fff;
}
/* ---------- 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 */
/* not [hidden]: that would collapse the slot and shift the whole bar. This
keeps the space, and still drops the button out of the tab order, the
accessibility tree and the path of a stray tap. */
.btn--vacant{visibility:hidden}
.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:92vh;max-height:92dvh;overflow-y:auto; /* the scroll is a safety net for the smallest screens, not the normal case */
overscroll-behavior:contain; /* scrolling the sheet can't rubber-band the app */
}
/* only while it's up: the shadow is thrown 18px upward with a 50px blur, and a
closed sheet sits just 1% below the viewport, so on .sheet it bled back onto
the bottom of the clock and sat there — twice over, once per sheet */
.sheet.on{
transform:translateY(0);
box-shadow:0 -18px 50px rgba(0,0,0,.45);
}
.grab{width:38px;height:4px;border-radius:99px;background:#4A4644;margin:5px auto 11px}
/* the sheet is meant to be read without scrolling, and it grew a row; the
spacing here, on .grab, .done and .hint is set so the whole thing lands
inside a phone screen rather than running off the bottom */
.row{
display:flex;align-items:center;justify-content:space-between;
gap:16px;
padding:14px 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}
}
/* three buttons wide enough to read can't share a line with a label, so the
row stacks at every width rather than only under the .row--wide breakpoint */
.row--presets{flex-direction:column;align-items:stretch;gap:10px}
.presets{display:flex;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:14px;
padding:13px;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:9px;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="out" data-out hidden>Out of<br>time</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="out" data-out hidden>Out of<br>time</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--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 row--presets">
<div>
<h2>Preset time limits</h2>
<p>Quickly pick a setting.</p>
</div>
<div class="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>
<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", 12000),
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]"),
out: p.querySelector("[data-out]"),
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 btnSettings = document.getElementById("settings");
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);
}
/* ============ 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;
// <= so 10000ms renders as "10.0" rather than "0:10": both branches round up,
// so the coarse one reads a second high and 0:10 would flash for 1ms
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));
}
/* Every timer control in the settings resets both clocks, so the sheet is only
safe to reach in exactly the state resetAll() leaves behind. Checking the
phase alone would not do: a score change runs newGame(), which returns to
IDLE waiting for the next game's first tap, with the match still very much
on. The score and reserve checks are what cover that. */
function matchPristine(){
return st.phase === IDLE && st.active === -1 &&
st.moves[0] === 0 && st.moves[1] === 0 &&
st.score[0] === 0 && st.score[1] === 0 &&
st.reserve[0] === matchTime() && st.reserve[1] === matchTime();
}
/* ---- write only on change ----
render() runs 60 times a second but the digits turn over once a second, and
.time is a ~190px glyph run: rewriting its text node every frame forces a
style recalc and relayout for nothing, which is what makes the readout
stutter. The cached marker avoids reading the DOM back, which would flush
style by itself. */
function setText(node, value){
var s = String(value);
if(node.__v !== s){ node.__v = s; node.textContent = s; }
}
function setAttr(node, name, value){
if(node.getAttribute(name) !== value) node.setAttribute(name, value);
}
function setHidden(node, on){
if(node.__h !== on){ node.__h = on; node.hidden = on; }
}
function setStyle(node, prop, value){
var k = "__s_" + prop; // per property, so a second one can't alias
if(node[k] !== value){ node[k] = value; node.style[prop] = value; }
}
/* ============ 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; }
// the flagged player's clock is replaced by the words; the other panel
// keeps showing its own remaining time
var out = (st.phase === FLAG && i === st.active);
setHidden(el[i].time, out);
setHidden(el[i].out, !out);
setText(el[i].time, fmt(main));
setText(el[i].moves, st.moves[i]);
setText(el[i].you, st.score[i]); // each panel is "You" to its own player
setText(el[i].them, st.score[1 - i]);
setText(el[i].target, cfg.points);
var showDelay = live && cfg.delay > 0 && dLeft > 0;
el[i].delay.classList.toggle("on", showDelay); // no-op when already right
if(showDelay){
// the bar really does move every frame, but transform is compositor-only
setStyle(el[i].fill, "transform", "scaleX(" + (dLeft / cfg.delay).toFixed(4) + ")");
setText(el[i].dnum, Math.ceil(dLeft / 1000));
}
setAttr(el[i].root, "data-state",
(st.phase === FLAG && i === st.active) ? "flagged"
: (i === st.active && st.phase !== IDLE) ? "active" : "idle");
}
// here rather than in the mutators, so it can never go stale; the
// two-argument toggle leaves the DOM alone when the state already matches.
// Settings and Reset are exact opposites: before the match you can change
// the setup and have nothing to reset, and once it's running, the reverse.
var pristine = matchPristine();
btnSettings.classList.toggle("btn--vacant", !pristine);
btnReset.classList.toggle("btn--vacant", pristine); // nothing played to reset
btnPlay.classList.toggle("btn--vacant", st.phase === IDLE); // nothing running to pause
}
function loop(){ render(); requestAnimationFrame(loop); }
/* ============ actions ============ */
function flag(side){
st.reserve[side] = 0;
st.phase = FLAG;
paintPlay();
render();
sndFlag();
saveGame();
}
function tap(side){
if(st.phase === FLAG) return;
if(st.phase === PAUSE) return;
// the lift, not the press: your clock runs for as long as your finger is
// down, so a held thumb costs you exactly the time it was seen counting off
var now = performance.now();
if(st.phase === IDLE){
st.active = 1 - side; // you tap your own side to start your opponent
st.turnAt = now;
st.ticked = false;
st.phase = RUN;
paintPlay(); // the bar has to show what the clock is doing
sndSwap();
saveGame();
return;
}
if(side !== st.active) return; // the waiting player can't stop the clock
// the same instant charges the outgoing turn and starts the incoming one,
// so nothing falls between the two and goes to neither player
var e = now - st.turnAt;
st.reserve[side] = Math.max(0, st.reserve[side] - Math.max(0, e - cfg.delay));
st.moves[side]++;
st.active = 1 - side;
st.turnAt = now;
st.ticked = false;
sndSwap();
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(); 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); }
btnSettings.addEventListener("click", function(){
// the CSS only hides the button; the rule itself lives here, so no route in
// can reach the timer controls once the match is under way
if(!matchPristine()) return;
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 ============ */
// A tap is a press and a lift in the same place. Acting on the press alone
// would steal the turn from Android's swipe-up-from-the-bottom gesture: the
// bottom panel owns that edge, and starting a swipe home is a finger landing.
// A swipe travels past SLOP, or the system claims it and we get pointercancel
// instead of a lift. Either way there's no turn change.
var SLOP = 12; // px of travel a press may drift and still count
var wantFullscreen = true;
panels.forEach(function(p){
var down = null;
var side = parseInt(p.dataset.side, 10);
p.addEventListener("pointerdown", function(ev){
ev.preventDefault();
audio(); // unlocking on the press is a valid gesture and earlier is better
down = { id: ev.pointerId, x: ev.clientX, y: ev.clientY };
// so the lift still lands here if the finger drifts onto the other panel
try{ p.setPointerCapture(ev.pointerId); }catch(e){}
});
p.addEventListener("pointerup", function(ev){
var d = down;
// only the pointer we're tracking clears it: with two fingers on one panel
// the second overwrites the first, and the first's lift mustn't wipe it
if(!d || ev.pointerId !== d.id) return;
down = null;
if(Math.abs(ev.clientX - d.x) > SLOP || Math.abs(ev.clientY - d.y) > SLOP) return;
// on the lift, not the press, so a swipe can't force fullscreen either
if(wantFullscreen){
wantFullscreen = false;
if(!window.matchMedia("(display-mode: fullscreen)").matches && document.documentElement.requestFullscreen){
document.documentElement.requestFullscreen().catch(function(){});
}
}
tap(side);
});
// the branch Android's home gesture takes
p.addEventListener("pointercancel", function(ev){
if(down && ev.pointerId === down.id) down = null;
});
});
/* ============ 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>