A drawn pointer grabs the frame near its top edge, drags it across the screen, lets go, then takes hold of one corner and pulls the frame to a new size. Moves ease in and overshoot slightly before settling, and the paths bow, so the motion reads as a hand rather than a tween. The resize pins the opposite corner and keeps the aspect ratio locked — a stretched video would read as broken, not as someone resizing — and clamps the width to the room left before the corner leaves the screen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Tg15tLAuT6NrCE1ZxKVgDB
52 lines
2.0 KiB
JavaScript
52 lines
2.0 KiB
JavaScript
// Central knobs for the party player.
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export const PORT = Number(process.env.PORT) || 3000;
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// Seconds of overlap between the outgoing and incoming video.
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// Audio and video crossfade over this whole window.
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export const OVERLAP_SECONDS = 5;
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// How fast the player switches when the user jumps around manually.
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export const HARD_CUT_SECONDS = 0.4;
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// The video frame takes up this fraction of the screen. Keep this below 0.5:
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// the corners animation puts a frame-sized image in all four corners, which
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// only stays overlap-free while two frames fit side by side.
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export const FRAME_SCALE = 0.3;
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// Pixels per second the frame drifts across the screen.
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export const BOUNCE_SPEED = 90;
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// The corners animation: seconds between screenshots.
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export const CORNER_INTERVAL_SECONDS = 5;
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// Gap between the frame and the screen edge, as a fraction of the short side.
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export const CORNER_MARGIN = 0.025;
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// The drag animation resizes the frame to somewhere between these multiples of
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// the normal frame size. Above 1 the frame grows past FRAME_SCALE, which is
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// fine — nothing else is on screen while this animation runs.
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export const DRAG_MIN_SCALE = 0.55;
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export const DRAG_MAX_SCALE = 1.6;
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// The frame animations, keyed by the id sent over the socket. The names must
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// match the registry in public/player/motion.js, which supplies the code.
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export const ANIMATIONS = {
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bounce: { label: 'Bounce' },
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corners: { label: 'Corners' },
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drag: { label: 'Drag & resize' },
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};
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// Cycle a fresh random animation on every track change. Anything else pins the
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// player to that one animation, which is what the queue page's buttons are for.
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export const AUTO_ANIMATION = 'auto';
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export const DEFAULT_ANIMATION = AUTO_ANIMATION;
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// Selectable fullscreen backgrounds, keyed by the id sent over the socket.
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export const BACKGROUNDS = {
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pink: { label: 'Pink', src: '/assets/PLAKAT_A2_pink_426x600mm.png' },
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plain: { label: 'Classic', src: '/assets/PLAKAT_A2_426x600mm.png' },
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};
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export const DEFAULT_BACKGROUND = 'pink';
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