Files
party-player/config.js
T
simonandClaude Opus 5 db672b8b32 Rotate the background with every track
The poster behind the frame was one of two, picked by hand and then left
there all night. It now turns over on every track change the way the
animations do, and never as the same picture twice: a shuffle bag over
whatever images sit in assets/, each shown at a random zoom between 1.15
and 1.9 and cropped around a randomly chosen point of the poster.

The list is read from the directory rather than written out in config.js.
The old one named two files that are no longer there, which is the failure
mode a hand-kept list has; now a poster joins the rotation, with its own
button on the queue page, by being dropped in the folder.

Zoom never goes below 1.15. These are portrait prints and the screen is
wide, so cover fits the poster's full width and crops vertically — at 1
the paper margin shows as a grey stripe down both sides. 1.15 cuts at
least 13% off the width of every crop a 1920x1080 screen can produce.

The crop is drawn into a screen-sized canvas rather than handed to CSS as
an object-fit rule on a full-size <img>. The scans are 3508x4950, which is
a 70MB texture per layer and two of them composited for the length of the
fade; instead each pick is fetched, resized off the main thread to roughly
screen resolution, drawn once, and closed. A swap costs about 400ms of
async work, all of it before the fade begins, and no full-size bitmap is
held anywhere. Nothing about the posters' resolution reaches the
compositor, so assets/ can keep the 300 dpi originals.

Backgrounds pin and unpin like animations: DEFAULT_BACKGROUND is now the
auto cycle, the queue page's row leads with Auto, and isBackground()
guards the socket handler and the restored queue.json against a key that
no longer names a file.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01H9v2Xoa6eoeGYpK6gp95k9
2026-08-10 20:54:10 +02:00

164 lines
6.7 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// Central knobs for the party player.
import { readdirSync } from 'node:fs';
import { dirname, extname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
export const PORT = Number(process.env.PORT) || 3000;
// Seconds of overlap between the outgoing and incoming video.
// Audio and video crossfade over this whole window.
export const OVERLAP_SECONDS = 5;
// How fast the player switches when the user jumps around manually.
export const HARD_CUT_SECONDS = 0.4;
// The video frame takes up this fraction of the screen. Keep this below 0.5:
// the corners animation puts a frame-sized image in all four corners, which
// only stays overlap-free while two frames fit side by side.
export const FRAME_SCALE = 0.35;
// Pixels per second the frame drifts across the screen.
export const BOUNCE_SPEED = 120;
// The corners animation: seconds between screenshots.
export const CORNER_INTERVAL_SECONDS = 4;
// Gap between the frame and the screen edge, as a fraction of the short side.
export const CORNER_MARGIN = 0.025;
// The drag animation gets its own, roomier base size: it is the only thing on
// screen while it runs, so it does not have to leave space for a second frame.
export const DRAG_FRAME_SCALE = 0.6;
// The drag animation resizes the frame to somewhere between these multiples of
// its base size. Above 1 the frame grows past DRAG_FRAME_SCALE, which is
// fine — nothing else is on screen while this animation runs.
export const DRAG_MIN_SCALE = 0.55;
export const DRAG_MAX_SCALE = 1.6;
// The trail animation: how fast the frame glides, and how sharply it may turn.
// The turn cap is what bends the path into an arc — without it the frame would
// snap onto each new heading and the tail would read as a dotted line.
export const TRAIL_SPEED = 150;
export const TRAIL_TURN_RATE = 0.7;
// Gap between two dropped stills, in frame widths, and how many the tail holds.
export const TRAIL_SPACING = 0.6;
export const TRAIL_LENGTH = 8;
// A still's life, from the moment it lands to fully faded.
export const TRAIL_FADE_SECONDS = 8;
// The colour wash: seconds for one full trip round the colour wheel. Slow
// enough that the screen never looks like it is flashing — the colour should
// only be obviously different once you look away and back.
export const WASH_CYCLE_SECONDS = 90;
// How far apart the two ends of the wash gradient sit on the wheel, in degrees,
// and how strongly the wash tints the poster underneath it.
export const WASH_SPREAD = 70;
export const WASH_STRENGTH = 0.55;
// The wash animation gets its own, roomier frame: like the drag animation it
// has the screen to itself, so it does not have to leave room for a second one.
export const WASH_FRAME_SCALE = 0.6;
// Pong: the frame is the paddle, so it gets its own size — narrow enough that
// it can miss, wide enough that the video in it is still worth watching.
export const PONG_FRAME_SCALE = 0.3;
// How fast the ball travels, and how fast the paddle may slide, in pixels per
// second. The paddle has to outrun the ball to defend a wide screen, but not by
// so much that it teleports under every shot.
export const PONG_BALL_SPEED = 420;
export const PONG_PADDLE_SPEED = 760;
// The ball is a square this fraction of the screen's short side.
export const PONG_BALL_SIZE = 0.028;
// Gap between the paddle and the bottom edge, as a fraction of the short side.
export const PONG_PADDLE_MARGIN = 0.04;
// Steepest angle off the paddle, in degrees from straight up. Hitting the ball
// with the edge of the paddle sends it out this far.
export const PONG_MAX_ANGLE = 60;
// How often the paddle deliberately comes up short, so the counter in the
// corner actually moves. Without this a paddle that outruns the ball never
// loses a rally.
export const PONG_MISS_CHANCE = 0.25;
// Seconds the ball waits out of play after it gets past the paddle.
export const PONG_SERVE_SECONDS = 1.1;
// 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' },
drag: { label: 'Drag & resize' },
pong: { label: 'Pong' },
trail: { label: 'Comet trail' },
wash: { label: 'Colour wash' },
};
// 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: whatever images sit in assets/, keyed by
// filename. Read from the directory rather than listed here so that dropping a
// poster in is all it takes — the list travels to both frontends over the
// generated /config.js.
const ASSET_DIR = join(dirname(fileURLToPath(import.meta.url)), 'assets');
const IMAGE_TYPES = new Set(['.jpg', '.jpeg', '.png', '.webp', '.avif']);
function readBackgrounds() {
let files;
try {
files = readdirSync(ASSET_DIR);
} catch {
return {};
}
return Object.fromEntries(
files
.filter((file) => IMAGE_TYPES.has(extname(file).toLowerCase()))
.sort()
.map((file) => {
const key = file.slice(0, -extname(file).length);
const label = key.charAt(0).toUpperCase() + key.slice(1);
return [key, { label, src: `/assets/${encodeURIComponent(file)}` }];
}),
);
}
export const BACKGROUNDS = readBackgrounds();
// Cycle a fresh random background — and a fresh crop of it — on every track
// change, the way the animations rotate. Anything else pins the player to that
// one image, which is what the queue page's buttons are for.
export const AUTO_BACKGROUND = 'auto';
export const DEFAULT_BACKGROUND = AUTO_BACKGROUND;
// How far into a background a crop may zoom. The posters are portrait and the
// screen is wide, so a crop is mostly a question of which horizontal band of
// the poster to keep. The minimum sits above 1 because at exactly 1 a wide
// screen shows the poster's full width — paper margin and all, which reads as
// a grey stripe down each side.
export const BACKGROUND_MIN_ZOOM = 1.15;
export const BACKGROUND_MAX_ZOOM = 1.9;
// How much of the image the focal point may sit away from the centre, as a
// fraction of the full 0–100% range. Kept below 1 because a focal point right
// on an edge crops to the poster's margin, which is just empty paper.
export const BACKGROUND_FOCUS_SPREAD = 0.7;
// How many source pixels a crop may carry per screen pixel. The posters are
// 300 dpi print scans — far more detail than any screen shows — and the whole
// point of resizing them before drawing is to keep the crossfade cheap. A
// little above 1:1 keeps a steep zoom from looking soft.
export const BACKGROUND_MAX_OVERSAMPLE = 1.3;