Every speed in config.js is in pixels per second, so the same numbers cross a small screen in less time than a big one: on 1280x800 the frame covers the width in two thirds of the time it takes on 1920x1080, and the player reads as hurried. One factor now sits behind every animation clock — tickSeconds() for the frame loops, `speed` for the corners timer, and a --motion-stretch custom property for the two CSS fades — so the Speed switch on the queue page slows the drift, the glides, the pong rally, the drag beats, the wash lap, the screenshot intervals and the fades together. It is read per frame rather than baked into the constants, so flipping the switch lands on the next frame: no animation restarts, and one part-way through a beat keeps its place. The trail's stills now age on animation time rather than wall-clock time, so a still fades at the rate the frame that dropped it is moving. The audio crossfade is deliberately left out, being tied to the track that is ending. The flag is saved with the queue, unlike `paused`: it describes the screen the player is on, which a restart does not change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011vCaS2whbFjExShoPNnS3A
466 lines
14 KiB
JavaScript
466 lines
14 KiB
JavaScript
import { connect } from '/shared/socket.js';
|
|
import {
|
|
OVERLAP_SECONDS,
|
|
HARD_CUT_SECONDS,
|
|
AUTO_BACKGROUND,
|
|
AUTO_ANIMATION,
|
|
LOW_RES_SPEED,
|
|
DEFAULT_LOW_RES,
|
|
} from '/config.js';
|
|
import { createPlayer, loadApi, STATE } from './yt.js';
|
|
import { startAnimationCycle, setSpeed } from './motion.js';
|
|
import { startBackgroundCycle, showLogo } from './backdrop.js';
|
|
import { requestCapture } from './capture.js';
|
|
|
|
const TICK_MS = 250;
|
|
|
|
let state = {
|
|
items: [],
|
|
currentId: null,
|
|
background: AUTO_BACKGROUND,
|
|
animation: AUTO_ANIMATION,
|
|
lowRes: DEFAULT_LOW_RES,
|
|
paused: false,
|
|
};
|
|
let decks = [];
|
|
let active = 0;
|
|
let transition = null; // { until, duration, from, to } while crossfading
|
|
let started = false;
|
|
let animations = null;
|
|
|
|
const socket = connect({ onMessage, onStatus });
|
|
|
|
// --- speed --------------------------------------------------------------
|
|
|
|
/**
|
|
* Hand the low-res switch to the animations. Only the visuals slow down: the
|
|
* audio crossfade is tied to the track that is ending, and stretching that
|
|
* would leave two songs overlapping past the end of one of them.
|
|
*
|
|
* Applied from page load, before anything moves, so the poster's first
|
|
* crossfade is already at the right speed.
|
|
*/
|
|
function applySpeed(lowRes) {
|
|
setSpeed(lowRes ? LOW_RES_SPEED : 1);
|
|
}
|
|
|
|
applySpeed(state.lowRes);
|
|
|
|
// --- backgrounds --------------------------------------------------------
|
|
|
|
// Runs from page load, not from the start gate: the poster is what is on
|
|
// screen while the party waits for someone to click Start.
|
|
const backgrounds = startBackgroundCycle(
|
|
document.getElementById('backgrounds'),
|
|
state.background,
|
|
);
|
|
|
|
showLogo(document.getElementById('logo'));
|
|
|
|
// --- start gate ---------------------------------------------------------
|
|
|
|
const gate = document.getElementById('gate');
|
|
const startButton = document.getElementById('start');
|
|
const gateHint = document.getElementById('gate-hint');
|
|
|
|
startButton.addEventListener('click', start);
|
|
gate.addEventListener('click', (event) => {
|
|
if (event.target === gate && !startButton.disabled) start();
|
|
});
|
|
|
|
function updateGate() {
|
|
if (started) return;
|
|
const ready = state.items.length > 0;
|
|
startButton.disabled = !ready;
|
|
gateHint.textContent = ready
|
|
? `${state.items.length} video${state.items.length === 1 ? '' : 's'} queued — click to start the music`
|
|
: 'Add videos from the queue page to begin.';
|
|
}
|
|
|
|
async function start() {
|
|
if (started) return;
|
|
started = true;
|
|
|
|
// Before any await: the getDisplayMedia fallback needs the click's transient
|
|
// activation, which is gone the moment this function yields. It goes first for
|
|
// the same reason — it is the call that must not lose the activation to
|
|
// another API. The server-screenshot path needs no gesture, but cannot be
|
|
// chosen without one, so this ordering has to hold either way.
|
|
const capturing = requestCapture({ onIssue: showNotice });
|
|
|
|
// Cosmetic now rather than required: the server path locates the window
|
|
// itself, so screenshots line up windowed too. It is still what you want on a
|
|
// projector, so ask — but say nothing if it is refused, since nothing breaks.
|
|
// (The getDisplayMedia fallback does still need it; that path says so itself.)
|
|
document.documentElement.requestFullscreen?.().catch(() => {});
|
|
|
|
gate.classList.add('hidden');
|
|
|
|
// Mutable context: the animations start now rather than stalling behind the
|
|
// permission prompt, and read `capture` when they actually take a screenshot.
|
|
const animationContext = {
|
|
element: document.getElementById('frameMover'),
|
|
capture: null,
|
|
};
|
|
capturing.then((capture) => {
|
|
animationContext.capture = capture;
|
|
});
|
|
|
|
animations = startAnimationCycle(animationContext, state.animation);
|
|
|
|
decks = await Promise.all([
|
|
makeDeck('deck-a', 0),
|
|
makeDeck('deck-b', 1),
|
|
]);
|
|
|
|
const current = currentItem();
|
|
if (current) playOn(active, current, { volume: 100, opacity: 1 });
|
|
|
|
// Someone may have paused before this page was even opened.
|
|
if (state.paused) applyPaused(true);
|
|
|
|
setInterval(tick, TICK_MS);
|
|
setInterval(reportProgress, 1000);
|
|
}
|
|
|
|
// --- decks --------------------------------------------------------------
|
|
|
|
async function makeDeck(elementId, index) {
|
|
const element = document.querySelector(`.deck[data-deck="${index === 0 ? 'a' : 'b'}"]`);
|
|
const deck = {
|
|
element,
|
|
itemId: null,
|
|
player: null,
|
|
setOpacity(value) {
|
|
element.style.opacity = String(value);
|
|
},
|
|
};
|
|
|
|
deck.player = await createPlayer(elementId, {
|
|
onStateChange: (code) => onDeckState(index, code),
|
|
});
|
|
deck.player.setVolume(0);
|
|
deck.setOpacity(0);
|
|
return deck;
|
|
}
|
|
|
|
function playOn(index, item, { volume, opacity }) {
|
|
const deck = decks[index];
|
|
deck.itemId = item.id;
|
|
deck.player.loadVideoById(item.videoId);
|
|
deck.player.setVolume(volume);
|
|
deck.player.unMute();
|
|
deck.setOpacity(opacity);
|
|
}
|
|
|
|
/**
|
|
* Put the decks down or pick them back up. A crossfade in flight is frozen
|
|
* rather than abandoned: the ramp runs on wall-clock time, so the paused
|
|
* stretch has to be handed back to it on the way out.
|
|
*/
|
|
function applyPaused(paused) {
|
|
if (!decks.length) return;
|
|
|
|
if (paused) {
|
|
if (transition) transition.pausedAt = performance.now();
|
|
for (const deck of decks) deck.player.pauseVideo();
|
|
return;
|
|
}
|
|
|
|
if (transition?.pausedAt) {
|
|
transition.startedAt += performance.now() - transition.pausedAt;
|
|
transition.pausedAt = null;
|
|
}
|
|
|
|
// Only the decks actually in play — the idle one is stopped, not paused.
|
|
if (decks[active].itemId) decks[active].player.playVideo();
|
|
if (transition) {
|
|
decks[transition.to].player.playVideo();
|
|
rampTransition();
|
|
}
|
|
}
|
|
|
|
function onDeckState(index, code) {
|
|
// A load can outrace the pause that arrived just before it, so a deck that
|
|
// starts playing while we are paused has to be put back down.
|
|
if (state.paused && code === STATE.PLAYING) {
|
|
decks[index]?.player.pauseVideo();
|
|
return;
|
|
}
|
|
|
|
if (index !== active || transition) return;
|
|
|
|
// Safety net: a track that ended without our tick catching it (very short
|
|
// clips, or a stalled tab) still has to hand over.
|
|
if (code === STATE.ENDED) {
|
|
const next = nextItem();
|
|
if (!next || next.id === decks[active].itemId) {
|
|
decks[active].player.seekTo(0, true);
|
|
decks[active].player.playVideo();
|
|
} else {
|
|
beginCrossfade(next, HARD_CUT_SECONDS, { advance: true });
|
|
}
|
|
}
|
|
}
|
|
|
|
// --- playback loop ------------------------------------------------------
|
|
|
|
function tick() {
|
|
if (!decks.length) return;
|
|
|
|
// Nothing moves while paused. Above all the crossfade trigger below, which
|
|
// reads a playhead that has stopped advancing and would fire at once if the
|
|
// pause landed inside the last few seconds of a track.
|
|
if (state.paused) return;
|
|
|
|
if (transition) {
|
|
stepTransition();
|
|
return;
|
|
}
|
|
|
|
const deck = decks[active];
|
|
|
|
// Queue emptied out from under us — stop rather than loop the video the
|
|
// user just deleted.
|
|
if (state.items.length === 0) {
|
|
if (deck.itemId) {
|
|
deck.player.stopVideo();
|
|
deck.setOpacity(0);
|
|
deck.itemId = null;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Nothing playing but the queue has items again (all deleted, then re-added).
|
|
if (!deck.itemId) {
|
|
const resume = currentItem();
|
|
if (resume) playOn(active, resume, { volume: 100, opacity: 1 });
|
|
return;
|
|
}
|
|
|
|
// The server pointer moved somewhere we are not playing — a jump, or the
|
|
// current item was deleted. Fade there quickly instead of waiting.
|
|
if (state.currentId && deck.itemId !== state.currentId) {
|
|
const target = state.items.find((item) => item.id === state.currentId);
|
|
if (target) {
|
|
beginCrossfade(target, HARD_CUT_SECONDS, { advance: false });
|
|
return;
|
|
}
|
|
}
|
|
|
|
const duration = deck.player.getDuration?.() ?? 0;
|
|
const currentTime = deck.player.getCurrentTime?.() ?? 0;
|
|
if (!duration) return;
|
|
|
|
if (duration - currentTime <= OVERLAP_SECONDS) {
|
|
const next = nextItem();
|
|
// A single-item queue loops instead of crossfading with itself.
|
|
if (!next || next.id === deck.itemId) return;
|
|
beginCrossfade(next, OVERLAP_SECONDS, { advance: true });
|
|
}
|
|
}
|
|
|
|
function beginCrossfade(item, seconds, { advance }) {
|
|
const from = active;
|
|
const to = 1 - active;
|
|
|
|
playOn(to, item, { volume: 0, opacity: 0 });
|
|
decks[to].player.playVideo();
|
|
|
|
transition = {
|
|
startedAt: performance.now(),
|
|
duration: seconds * 1000,
|
|
from,
|
|
to,
|
|
advance,
|
|
outgoingId: decks[from].itemId,
|
|
};
|
|
|
|
rampTransition();
|
|
}
|
|
|
|
/**
|
|
* Apply the fade for the current point in time. Driven by animation frames for
|
|
* smoothness, and also by the tick — a hidden or throttled tab stops serving
|
|
* rAF entirely, and a half-faded handover would leave two tracks audible.
|
|
*/
|
|
function stepTransition() {
|
|
if (!transition || transition.pausedAt) return false;
|
|
|
|
const progress = Math.min((performance.now() - transition.startedAt) / transition.duration, 1);
|
|
const outgoing = decks[transition.from];
|
|
const incoming = decks[transition.to];
|
|
|
|
// Equal-power curve: the combined loudness stays flat through the middle
|
|
// of the mix instead of dipping.
|
|
outgoing.player.setVolume(Math.round(Math.cos((progress * Math.PI) / 2) * 100));
|
|
incoming.player.setVolume(Math.round(Math.sin((progress * Math.PI) / 2) * 100));
|
|
outgoing.setOpacity(1 - progress);
|
|
incoming.setOpacity(progress);
|
|
|
|
if (progress < 1) return true;
|
|
finishTransition();
|
|
return false;
|
|
}
|
|
|
|
function rampTransition() {
|
|
if (stepTransition()) requestAnimationFrame(rampTransition);
|
|
}
|
|
|
|
function finishTransition() {
|
|
if (!transition) return;
|
|
const { from, to, advance, outgoingId } = transition;
|
|
transition = null;
|
|
|
|
decks[from].player.stopVideo();
|
|
decks[from].player.setVolume(0);
|
|
decks[from].setOpacity(0);
|
|
decks[from].itemId = null;
|
|
|
|
decks[to].player.setVolume(100);
|
|
decks[to].setOpacity(1);
|
|
active = to;
|
|
|
|
// New track, new animation, new poster and crop.
|
|
animations?.next();
|
|
backgrounds.next();
|
|
|
|
if (advance) socket.send({ type: 'trackEnded', id: outgoingId });
|
|
}
|
|
|
|
function reportProgress() {
|
|
const deck = decks[active];
|
|
if (!deck?.itemId || transition) return;
|
|
const currentTime = deck.player.getCurrentTime?.() ?? 0;
|
|
socket.send({ type: 'progress', id: deck.itemId, currentTime });
|
|
}
|
|
|
|
// --- queue helpers ------------------------------------------------------
|
|
|
|
function currentItem() {
|
|
return state.items.find((item) => item.id === state.currentId) || state.items[0] || null;
|
|
}
|
|
|
|
function nextItem() {
|
|
if (state.items.length === 0) return null;
|
|
const index = state.items.findIndex((item) => item.id === decks[active]?.itemId);
|
|
if (index === -1) return currentItem();
|
|
return state.items[(index + 1) % state.items.length];
|
|
}
|
|
|
|
// --- duration probe -----------------------------------------------------
|
|
// Cues (never plays) each unmeasured video in a hidden muted player purely to
|
|
// read getDuration(), which is the only keyless way to learn a video's length.
|
|
|
|
let probe = null;
|
|
let probing = null;
|
|
|
|
async function initProbe() {
|
|
await loadApi();
|
|
probe = await createPlayer('probe-player', { onStateChange: onProbeState });
|
|
probe.mute();
|
|
probe.setVolume(0);
|
|
pumpProbe();
|
|
}
|
|
|
|
function onProbeState(code) {
|
|
if (!probing || (code !== STATE.CUED && code !== STATE.PLAYING)) return;
|
|
|
|
const seconds = probe.getDuration();
|
|
if (seconds > 0) {
|
|
socket.send({ type: 'duration', id: probing, seconds });
|
|
probing = null;
|
|
pumpProbe();
|
|
}
|
|
}
|
|
|
|
function pumpProbe() {
|
|
if (!probe || probing) return;
|
|
const pending = state.items.find((item) => item.duration === null);
|
|
if (!pending) return;
|
|
|
|
probing = pending.id;
|
|
probe.cueVideoById(pending.videoId);
|
|
|
|
// If the video is unavailable the CUED event never carries a length; move on
|
|
// rather than stalling every later item behind it.
|
|
const stuckOn = pending.id;
|
|
setTimeout(() => {
|
|
if (probing === stuckOn) {
|
|
probing = null;
|
|
pumpProbe();
|
|
}
|
|
}, 10000);
|
|
}
|
|
|
|
initProbe();
|
|
|
|
// --- socket -------------------------------------------------------------
|
|
|
|
function onMessage(msg) {
|
|
if (msg.type !== 'state') return;
|
|
|
|
const previousAnimation = state.animation;
|
|
const previousBackground = state.background;
|
|
const previousPaused = state.paused;
|
|
const previousLowRes = state.lowRes;
|
|
state = msg.state;
|
|
if (state.background !== previousBackground) backgrounds.setMode(state.background);
|
|
if (state.animation !== previousAnimation) animations?.setMode(state.animation);
|
|
// No restart: the running animation picks the new speed up on its next frame.
|
|
if (state.lowRes !== previousLowRes) applySpeed(state.lowRes);
|
|
if (state.paused !== previousPaused) applyPaused(state.paused);
|
|
updateGate();
|
|
pumpProbe();
|
|
}
|
|
|
|
function onStatus(status) {
|
|
document.getElementById('status').hidden = status === 'online';
|
|
}
|
|
|
|
// --- notices ------------------------------------------------------------
|
|
|
|
// Capture problems used to be swallowed silently, which left a broken
|
|
// screenshot and no way to tell why. They are advisory, never fatal, so the
|
|
// notice fades itself out rather than sitting over the party all night.
|
|
const NOTICE_MS = 12000;
|
|
let noticeTimer = null;
|
|
|
|
function showNotice(message) {
|
|
console.warn('[player]', message);
|
|
const notice = document.getElementById('notice');
|
|
notice.textContent = message;
|
|
notice.hidden = false;
|
|
clearTimeout(noticeTimer);
|
|
noticeTimer = setTimeout(() => {
|
|
notice.hidden = true;
|
|
}, NOTICE_MS);
|
|
}
|
|
|
|
updateGate();
|
|
|
|
// Debug helper used when verifying the crossfade without waiting out a track.
|
|
window.__player = {
|
|
seekToEnd(secondsBefore = OVERLAP_SECONDS + 2) {
|
|
const deck = decks[active];
|
|
const duration = deck?.player.getDuration?.() ?? 0;
|
|
if (duration) deck.player.seekTo(Math.max(0, duration - secondsBefore), true);
|
|
},
|
|
nextAnimation() {
|
|
return animations?.next() ?? null;
|
|
},
|
|
nextBackground() {
|
|
return backgrounds.next();
|
|
},
|
|
get state() {
|
|
return {
|
|
state,
|
|
active,
|
|
transition,
|
|
decks: decks.map((d) => d.itemId),
|
|
animation: animations?.name ?? null,
|
|
background: backgrounds.key,
|
|
};
|
|
},
|
|
};
|