Let the queue page pin the frame animation

Waiting for the shuffle bag to land on the animation you are working on makes
testing one of them tedious. The queue page now carries an Animation row next
to Background: Auto keeps the per-track cycle, any other button pins the player
to that animation until the mode changes again.

The animation names live in config.js alongside their labels, so the server can
validate them and the queue page can label its buttons; motion.js keys its
registry by the same names.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Tg15tLAuT6NrCE1ZxKVgDB
This commit is contained in:
simon
2026-08-09 22:12:52 +02:00
co-authored by Claude Opus 5
parent ce1a6d6a47
commit e031ebda1a
9 changed files with 159 additions and 47 deletions
+13 -6
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@@ -7,7 +7,8 @@ A YouTube playlist player for parties. Two browser windows run side by side:
[Animations](#animations)). Consecutive videos overlap in a 5 second
audio/video crossfade, so there is never silence between tracks.
- **Queue** (`http://localhost:3000/queue`) — add videos by URL, drag to
reorder, delete, and see how much playtime is left.
reorder, delete, see how much playtime is left, and pick the background and
animation.
## Run
@@ -32,9 +33,9 @@ autoplay, so the first click is what unlocks audio. One click per session.
whenever a length is still unknown.
- The queue is saved to `queue.json` on every change and restored at startup.
- Settings live in `config.js`: overlap length, frame size, drift speed, corner
screenshot interval and margin, port, and the selectable backgrounds. Anything
the browser needs must also be mirrored in the `/config.js` route in
`server/index.js`.
screenshot interval and margin, port, and the selectable backgrounds and
animations. Anything the browser needs must also be mirrored in the
`/config.js` route in `server/index.js`.
## Animations
@@ -45,6 +46,11 @@ The video frame's movement changes with every track. Two animations ship today:
screenshot of it appears in the next of the three other corners, going
clockwise. The frame never moves, so a screenshot can never cover it.
The queue page's **Animation** buttons pin the player to one of them, which is
how you look at a single animation without waiting for the cycle to reach it.
**Auto** (the default) hands selection back to the shuffle bag. Switching takes
effect immediately; while pinned, track changes leave the animation running.
**The corners animation asks to share your screen.** The decks are cross-origin
YouTube iframes, so nothing on the page can read their pixels — capturing the
tab and cropping out the frame is the only way to photograph what is playing.
@@ -64,8 +70,9 @@ An animation is `start(context) => stop()`, where `context` is
`{ element, capture }` — `capture` may be null, and is read late, so an
animation must cope with it being absent. `stop()` has to undo everything:
timers, listeners, and any DOM it added, because the next animation takes over
the same element immediately. Add it to the `ANIMATIONS` array and it joins the
rotation.
the same element immediately. Register it under a new name in the `ANIMATIONS`
map in `motion.js` **and** in the one in `config.js` (which supplies the label
for the queue page's button), and it joins the rotation.
Selection uses a shuffle bag (`createPicker`): every animation comes up exactly
once per pass, so they stay evenly used, and the same one never runs twice in a
+12
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@@ -23,6 +23,18 @@ export const CORNER_INTERVAL_SECONDS = 5;
// Gap between the frame and the screen edge, as a fraction of the short side.
export const CORNER_MARGIN = 0.025;
// The frame animations, keyed by the id sent over the socket. The names must
// match the registry in public/player/motion.js, which supplies the code.
export const ANIMATIONS = {
bounce: { label: 'Bounce' },
corners: { label: 'Corners' },
};
// Cycle a fresh random animation on every track change. Anything else pins the
// player to that one animation, which is what the queue page's buttons are for.
export const AUTO_ANIMATION = 'auto';
export const DEFAULT_ANIMATION = AUTO_ANIMATION;
// Selectable fullscreen backgrounds, keyed by the id sent over the socket.
export const BACKGROUNDS = {
pink: { label: 'Pink', src: '/assets/PLAKAT_A2_pink_426x600mm.png' },
+36 -14
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@@ -11,6 +11,7 @@ import {
BOUNCE_SPEED,
CORNER_INTERVAL_SECONDS,
CORNER_MARGIN,
AUTO_ANIMATION,
} from '/config.js';
const ASPECT = 9 / 16;
@@ -261,33 +262,54 @@ export function startCorners(context) {
// --- registry -----------------------------------------------------------
export const ANIMATIONS = [
{ name: 'bounce', start: startBounce },
{ name: 'corners', start: startCorners },
];
// Keyed by the names in config.js, which is what travels over the socket.
export const ANIMATIONS = {
bounce: startBounce,
corners: startCorners,
};
const NAMES = Object.keys(ANIMATIONS);
/**
* Run one animation at a time, swapping to a freshly picked one on next().
* Returns the handle the player drives from its track changes.
* Run one animation at a time. In auto mode next() swaps to a freshly picked
* one on every track change; pinned to a name (from the queue page, for
* testing) it stays put until the mode changes again.
*/
export function startAnimationCycle(context) {
const picker = createPicker(ANIMATIONS.length);
export function startAnimationCycle(context, mode = AUTO_ANIMATION) {
const picker = createPicker(NAMES.length);
let stop = null;
let current = null;
function next() {
function run(name) {
stop?.();
current = ANIMATIONS[picker.next()];
stop = current.start(context);
return current.name;
current = name;
stop = ANIMATIONS[name](context);
return current;
}
next();
function next() {
// Pinned: the track changed, but the operator asked for this one.
if (mode !== AUTO_ANIMATION) return current;
return run(NAMES[picker.next()]);
}
function setMode(value) {
mode = ANIMATIONS[value] ? value : AUTO_ANIMATION;
// Always restarts, so switching back to auto takes effect immediately
// rather than waiting out the current track.
return mode === AUTO_ANIMATION ? run(NAMES[picker.next()]) : run(mode);
}
setMode(mode);
return {
next,
setMode,
get mode() {
return mode;
},
get name() {
return current?.name ?? null;
return current;
},
};
}
+5 -3
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@@ -1,12 +1,12 @@
import { connect } from '/shared/socket.js';
import { OVERLAP_SECONDS, HARD_CUT_SECONDS, BACKGROUNDS } from '/config.js';
import { OVERLAP_SECONDS, HARD_CUT_SECONDS, BACKGROUNDS, AUTO_ANIMATION } from '/config.js';
import { createPlayer, loadApi, STATE } from './yt.js';
import { startAnimationCycle } from './motion.js';
import { requestCapture } from './capture.js';
const TICK_MS = 250;
let state = { items: [], currentId: null, background: 'pink' };
let state = { items: [], currentId: null, background: 'pink', animation: AUTO_ANIMATION };
let decks = [];
let active = 0;
let transition = null; // { until, duration, from, to } while crossfading
@@ -74,7 +74,7 @@ async function start() {
animationContext.capture = capture;
});
animations = startAnimationCycle(animationContext);
animations = startAnimationCycle(animationContext, state.animation);
decks = await Promise.all([
makeDeck('deck-a', 0),
@@ -325,8 +325,10 @@ initProbe();
function onMessage(msg) {
if (msg.type !== 'state') return;
const previousAnimation = state.animation;
state = msg.state;
applyBackground(state.background);
if (state.animation !== previousAnimation) animations?.setMode(state.animation);
updateGate();
pumpProbe();
}
+8 -2
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@@ -39,8 +39,14 @@
<p id="empty">Nothing queued yet.</p>
<footer>
<span class="label">Background</span>
<div id="backgrounds"></div>
<div class="switcher">
<span class="label">Background</span>
<div id="backgrounds"></div>
</div>
<div class="switcher">
<span class="label">Animation</span>
<div id="animations"></div>
</div>
</footer>
<script type="module" src="/queue/queue.js"></script>
+11 -3
View File
@@ -241,13 +241,20 @@ footer {
border-top: 1px solid #331630;
}
#backgrounds {
footer .switcher + .switcher {
margin-top: 18px;
}
#backgrounds,
#animations {
display: flex;
flex-wrap: wrap;
gap: 8px;
margin-top: 8px;
}
#backgrounds button {
#backgrounds button,
#animations button {
font: inherit;
padding: 8px 18px;
border-radius: 999px;
@@ -257,7 +264,8 @@ footer {
cursor: pointer;
}
#backgrounds button.active {
#backgrounds button.active,
#animations button.active {
background: var(--accent);
border-color: var(--accent);
color: var(--ink);
+43 -16
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@@ -1,7 +1,7 @@
import { connect, formatDuration } from '/shared/socket.js';
import { BACKGROUNDS } from '/config.js';
import { BACKGROUNDS, ANIMATIONS, AUTO_ANIMATION } from '/config.js';
let state = { items: [], currentId: null, background: 'pink' };
let state = { items: [], currentId: null, background: 'pink', animation: AUTO_ANIMATION };
// Last playhead report, kept with its arrival time so the countdown can be
// extrapolated smoothly between the 1 Hz updates.
let progress = { id: null, currentTime: 0, at: 0 };
@@ -11,6 +11,7 @@ const empty = document.getElementById('empty');
const errorBox = document.getElementById('error');
const statusBox = document.getElementById('status');
const backgroundBox = document.getElementById('backgrounds');
const animationBox = document.getElementById('animations');
const socket = connect({ onMessage, onStatus });
@@ -183,25 +184,50 @@ function clearDropMarkers() {
}
}
// --- background switcher ------------------------------------------------
// --- background / animation switchers -----------------------------------
const backgroundButtons = new Map();
/**
* A row of buttons that sets one field of the shared state. Returns a render
* function that lights up whichever key the server currently reports.
*/
function buildSwitcher(box, options, type, currentKey) {
const buttons = new Map();
for (const [key, { label }] of Object.entries(BACKGROUNDS)) {
const button = document.createElement('button');
button.type = 'button';
button.textContent = label;
button.addEventListener('click', () => socket.send({ type: 'setBackground', key }));
backgroundBox.appendChild(button);
backgroundButtons.set(key, button);
}
function renderBackground() {
for (const [key, button] of backgroundButtons) {
button.classList.toggle('active', key === state.background);
for (const [key, label] of options) {
const button = document.createElement('button');
button.type = 'button';
button.textContent = label;
button.addEventListener('click', () => socket.send({ type, key }));
box.appendChild(button);
buttons.set(key, button);
}
return function render() {
for (const [key, button] of buttons) {
button.classList.toggle('active', key === currentKey());
}
};
}
const renderBackground = buildSwitcher(
backgroundBox,
Object.entries(BACKGROUNDS).map(([key, { label }]) => [key, label]),
'setBackground',
() => state.background,
);
// Auto leads: it is the normal party setting, the named ones are for testing
// a single animation without waiting for the cycle to land on it.
const renderAnimation = buildSwitcher(
animationBox,
[
[AUTO_ANIMATION, 'Auto'],
...Object.entries(ANIMATIONS).map(([key, { label }]) => [key, label]),
],
'setAnimation',
() => state.animation,
);
// --- socket -------------------------------------------------------------
function onMessage(msg) {
@@ -209,6 +235,7 @@ function onMessage(msg) {
state = msg.state;
render();
renderBackground();
renderAnimation();
} else if (msg.type === 'progress') {
progress = { id: msg.id, currentTime: msg.currentTime, at: Date.now() };
renderTotals();
+11 -1
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@@ -16,6 +16,8 @@ import {
CORNER_INTERVAL_SECONDS,
CORNER_MARGIN,
BACKGROUNDS,
ANIMATIONS,
AUTO_ANIMATION,
} from '../config.js';
import { parseVideoId, fetchTitle } from './youtube.js';
import * as store from './state.js';
@@ -43,7 +45,9 @@ app.get('/config.js', (_req, res) => {
`export const BOUNCE_SPEED = ${BOUNCE_SPEED};\n` +
`export const CORNER_INTERVAL_SECONDS = ${CORNER_INTERVAL_SECONDS};\n` +
`export const CORNER_MARGIN = ${CORNER_MARGIN};\n` +
`export const BACKGROUNDS = ${JSON.stringify(BACKGROUNDS)};\n`,
`export const BACKGROUNDS = ${JSON.stringify(BACKGROUNDS)};\n` +
`export const ANIMATIONS = ${JSON.stringify(ANIMATIONS)};\n` +
`export const AUTO_ANIMATION = ${JSON.stringify(AUTO_ANIMATION)};\n`,
);
});
@@ -112,6 +116,12 @@ const handlers = {
commit();
},
setAnimation(_ws, msg) {
if (!store.isAnimation(msg.key)) return;
store.getState().animation = msg.key;
commit();
},
// Relayed straight through: this arrives once a second and must never
// touch the disk.
progress(_ws, msg) {
+20 -2
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@@ -6,7 +6,13 @@ import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
import { randomUUID } from 'node:crypto';
import { DEFAULT_BACKGROUND, BACKGROUNDS } from '../config.js';
import {
DEFAULT_BACKGROUND,
BACKGROUNDS,
DEFAULT_ANIMATION,
ANIMATIONS,
AUTO_ANIMATION,
} from '../config.js';
const ROOT = join(dirname(fileURLToPath(import.meta.url)), '..');
const STORE_PATH = join(ROOT, 'queue.json');
@@ -15,12 +21,18 @@ const state = {
items: [],
currentId: null,
background: DEFAULT_BACKGROUND,
animation: DEFAULT_ANIMATION,
};
export function getState() {
return state;
}
/** Is this a name the player can be pinned to (or the auto cycle)? */
export function isAnimation(key) {
return key === AUTO_ANIMATION || key in ANIMATIONS;
}
export function load() {
try {
const saved = JSON.parse(readFileSync(STORE_PATH, 'utf8'));
@@ -35,6 +47,7 @@ export function load() {
}));
}
if (saved.background in BACKGROUNDS) state.background = saved.background;
if (isAnimation(saved.animation)) state.animation = saved.animation;
// Resume at the item that was playing, otherwise at the top of the list.
state.currentId = state.items.some((i) => i.id === saved.currentId)
? saved.currentId
@@ -52,7 +65,12 @@ export function load() {
*/
export function save() {
const payload = JSON.stringify(
{ items: state.items, currentId: state.currentId, background: state.background },
{
items: state.items,
currentId: state.currentId,
background: state.background,
animation: state.animation,
},
null,
2,
);