Firefox has no tab capture, so preferCurrentTab is silently dropped and the operator can only share a window or a screen. Neither maps onto the viewport the way the crop assumes, so screenshots came out offset by the browser chrome — and every failure was swallowed by a bare catch, leaving no way to tell why. Check the shared surface and only crop when the viewport covers it: exact for Chrome's tab capture, true for a screen while the page is fullscreen. Test that by dimensions rather than document.fullscreenElement, which F11 leaves null. Start now requests fullscreen, after getDisplayMedia so the click's transient activation goes to the fragile call. Reasons surface in a corner notice and the console, and the check reruns per grab so leaving fullscreen says so. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01H9v2Xoa6eoeGYpK6gp95k9
141 lines
7.2 KiB
Markdown
141 lines
7.2 KiB
Markdown
# Party Player
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A YouTube playlist player for parties. Two browser windows run side by side:
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- **Player** (`http://localhost:3000/`) — fullscreen poster background with a
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small video frame that moves around. Both the animation (see
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[Animations](#animations)) and the poster behind it (see
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[Backgrounds](#backgrounds)) change on every track. Consecutive videos
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overlap in a 5 second audio/video crossfade, so there is never silence
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between tracks.
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- **Queue** (`http://localhost:3000/queue`) — add videos by URL, drag to
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reorder, delete, see how much playtime is left, and pick the background and
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animation.
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## Run
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```sh
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npm install
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npm start
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```
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Put the player on the projector/TV screen (F11 for fullscreen) and open the
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queue on a laptop or phone. On the same network, other devices reach both pages
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at `http://<this-machine-ip>:3000`.
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**The player page opens behind a "Start" button.** Browsers block unmuted
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autoplay, so the first click is what unlocks audio. One click per session.
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## Notes
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- No YouTube API key is needed. Titles come from YouTube's public oEmbed
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endpoint; durations are measured by a hidden muted player on the player page,
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which is why a freshly added video shows `–:––` for a moment (and keeps
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showing it while the player page is closed). Totals are prefixed with `≥`
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whenever a length is still unknown.
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- The queue is saved to `queue.json` on every change and restored at startup.
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- Settings live in `config.js`: overlap length, frame size, drift speed, corner
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screenshot interval and margin, the drag animation's size range, the
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background zoom range, port, and the animation list. Everything there except
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`PORT` is mirrored to the browser by the generated `/config.js` route in
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`server/index.js`, so a new constant needs no second list.
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## Backgrounds
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Every image file in `assets/` is a background — drop one in, restart, and it
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joins the rotation with a button on the queue page named after the file. There
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is no list to maintain.
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Like the animations, the background changes on every track: a different poster,
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at a random zoom between 1.15× and 1.9×, cropped around a randomly chosen point
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of it, cross-fading over about a second. The posters are portrait prints and
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the screen is wide, so the crop is mostly a question of which band of the
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poster to keep — the zoom never goes below 1.15×, because at 1× a wide screen
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shows the poster's full width, paper margin included.
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Each crop is resized off the main thread and drawn into a screen-sized canvas
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(`public/player/backdrop.js`), so the cross-fade never has to composite a
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17-megapixel layer, and the full-size scans are never held in memory. This is
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why `assets/` can hold 300 dpi print files without the player caring.
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The queue page's **Background** buttons pin one poster the same way the
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animation buttons pin one animation; **Auto** hands selection back to the same
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shuffle bag the animations use.
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## Animations
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The video frame's movement changes with every track. Six animations ship
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today:
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- **bounce** — diagonal drift, reflecting off the screen edges.
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- **corners** — the frame parks in a random corner and every 5 seconds a
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screenshot of it appears in the next of the three other corners, going
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clockwise. The frame never moves, so a screenshot can never cover it.
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- **drag** — a drawn mouse pointer travels to the frame, grabs it near its top
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edge and drags it across the screen, lets go for a beat, then takes hold of
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one corner and pulls the frame to a new size. The aspect ratio stays locked
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and the frame stays on screen, so the resize reads as a window resize rather
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than a stretch.
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- **pong** — the 1972 game with the frame cast as the paddle: it slides along
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the bottom of the screen and nowhere else, a square ball runs the diagonals
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off the walls, and where the ball lands on the frame's face sets the angle it
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leaves at. The frame is solid on all four sides, so a ball that comes at its
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flank or up under it is turned away too. It plays the ball's predicted
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landing spot, but aims a width wide
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once in a while, and every ball that gets past it puts one on the
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seven-segment counter in the top right.
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- **trail** — the frame glides along a curving path, steering from waypoint to
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waypoint, and drops a screenshot of itself every frame-width or so. The stills
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stay where they were taken and fade over a few seconds, leaving a comet tail of
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frozen video behind the live one.
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- **wash** — the frame parks in the middle and the colour changes instead: a
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gradient creeps round the colour wheel behind the poster, taking a minute and
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a half per lap, and the frame's glow travels with it. The one still animation,
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which is what makes it worth having between the moving ones.
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The queue page's **Animation** buttons pin the player to one of them, which is
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how you look at a single animation without waiting for the cycle to reach it.
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**Auto** (the default) hands selection back to the shuffle bag. Switching takes
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effect immediately; while pinned, track changes leave the animation running.
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**The corners and trail animations ask to share your screen.** The decks are
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cross-origin YouTube iframes, so nothing on the page can read their pixels —
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capturing the screen and cropping out the frame is the only way to photograph
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what is playing. The prompt appears once, on the first click of **Start**, which
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also puts the page into fullscreen.
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The crop assumes the captured surface *is* the viewport, so what you pick in the
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picker matters:
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- **Chrome/Chromium** preselects *This tab* — take it, and the mapping is exact.
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- **Firefox** has no tab capture; the picker offers only windows and screens.
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Choose the **entire screen**. Fullscreen is what makes it line up, so if you
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leave fullscreen, press <kbd>F11</kbd> to get screenshots back.
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- **A single window** cannot be used: it includes the tab and URL bars, and
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Wayland gives the page no window coordinates to subtract.
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Declining is fine: the frame still parks in its corner and still glides, just
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without the screenshots. The prompt is skipped entirely on a plain-HTTP origin
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(i.e. when you open the player from another machine over the network), for the
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same reason. Whenever screenshots are off or misaligned, the player says why in
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the bottom-left corner and logs it to the console.
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## Adding animations
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`#frameMover` carries only the motion transform (see `public/player/motion.js`).
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`#frameSkin` inside it is the cosmetic layer, and the two video decks sit inside
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that. New effects should nest a fresh wrapper rather than sharing a transform
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with the bounce loop.
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An animation is `start(context) => stop()`, where `context` is
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`{ element, capture }` — `capture` may be null, and is read late, so an
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animation must cope with it being absent. `stop()` has to undo everything:
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timers, listeners, and any DOM it added, because the next animation takes over
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the same element immediately. Register it under a new name in the `ANIMATIONS`
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map in `motion.js` **and** in the one in `config.js` (which supplies the label
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for the queue page's button), and it joins the rotation.
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Selection uses a shuffle bag (`createPicker`): every animation comes up exactly
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once per pass, so they stay evenly used, and the same one never runs twice in a
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row — including across the seam between two passes.
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