src/game/clock.ts (view raw)
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import type { Color } from "./state";
export interface TimeControl {
id: string;
label: string;
base: number; // seconds; 0 means no clock
inc: number; // seconds added after each move
}
export const TIME_CONTROLS: TimeControl[] = [
{ id: "none", label: "no clock", base: 0, inc: 0 },
{ id: "1+0", label: "1 + 0 bullet", base: 60, inc: 0 },
{ id: "3+2", label: "3 + 2 blitz", base: 180, inc: 2 },
{ id: "5+0", label: "5 + 0 blitz", base: 300, inc: 0 },
{ id: "10+0", label: "10 + 0 rapid", base: 600, inc: 0 },
{ id: "15+10", label: "15 + 10 rapid", base: 900, inc: 10 },
{ id: "30+0", label: "30 + 0 classical", base: 1800, inc: 0 },
];
export function timeControl(id: string, custom?: { base: number; inc: number }): TimeControl {
if (id === "custom" && custom) {
return { id: "custom", label: "custom", base: custom.base, inc: custom.inc };
}
return TIME_CONTROLS.find((t) => t.id === id) ?? TIME_CONTROLS[0];
}
export class Clock {
private remaining: Record<Color, number>;
private incMs: number;
private turn: Color | null = null;
private last = 0;
private frame = 0;
flagged: Color | null = null;
constructor(
private tc: TimeControl,
private onTick: (w: number, b: number) => void,
private onFlag: (side: Color) => void
) {
this.remaining = { w: tc.base * 1000, b: tc.base * 1000 };
this.incMs = tc.inc * 1000;
}
get enabled() {
return this.tc.base > 0;
}
start(side: Color) {
if (!this.enabled) return;
this.turn = side;
this.last = performance.now();
this.tick();
}
// The side that just moved gets the increment; the other side's clock starts running.
press(mover: Color) {
if (!this.enabled || this.flagged) return;
this.remaining[mover] += this.incMs;
this.turn = mover === "w" ? "b" : "w";
this.last = performance.now();
this.onTick(this.remaining.w, this.remaining.b);
}
pause() {
cancelAnimationFrame(this.frame);
this.turn = null;
}
stop() {
cancelAnimationFrame(this.frame);
}
private tick = () => {
if (!this.turn || this.flagged) return;
const now = performance.now();
this.remaining[this.turn] -= now - this.last;
this.last = now;
if (this.remaining[this.turn] <= 0) {
this.remaining[this.turn] = 0;
this.flagged = this.turn;
this.turn = null;
this.onTick(this.remaining.w, this.remaining.b);
this.onFlag(this.flagged);
return;
}
this.onTick(this.remaining.w, this.remaining.b);
this.frame = requestAnimationFrame(this.tick);
};
}
export function formatTime(ms: number): string {
if (ms < 0) ms = 0;
if (ms < 10000) return (Math.floor(ms / 100) / 10).toFixed(1);
const s = Math.ceil(ms / 1000);
const m = Math.floor(s / 60);
return m + ":" + String(s % 60).padStart(2, "0");
}
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