Start-Countdown 3-2-1 vor jeder Spielrunde
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@ -17,6 +17,7 @@
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let lastBumpKey = $state(0);
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let lastBumpKey = $state(0);
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let lastCountdownTickAt = $state(0);
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let lastCountdownTickAt = $state(0);
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let lastStartTick = $state(0);
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function handleAnswer(value: number) {
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function handleAnswer(value: number) {
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play('tap');
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play('tap');
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@ -41,6 +42,14 @@
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}
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}
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});
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});
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// Start-Countdown: pro neuer Zahl (3/2/1) ein Tick-Sound.
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$effect(() => {
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if ($game.status === 'countdown' && $game.countdown !== lastStartTick) {
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lastStartTick = $game.countdown;
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play('countdown');
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}
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});
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// Countdown letzte 5 Sekunden
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// Countdown letzte 5 Sekunden
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$effect(() => {
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$effect(() => {
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if ($game.status !== 'running') return;
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if ($game.status !== 'running') return;
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@ -90,16 +99,49 @@
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{/if}
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{/if}
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</main>
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</main>
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</div>
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</div>
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{#if $game.status === 'countdown'}
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<div class="countdown" aria-hidden="true">
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{#key $game.countdown}
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<span class="count">{$game.countdown}</span>
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{/key}
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</div>
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{/if}
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</div>
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</div>
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<style>
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<style>
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.screen {
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.screen {
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position: relative;
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height: 100%;
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height: 100%;
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display: grid;
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display: grid;
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grid-template-rows: auto 1fr;
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grid-template-rows: auto 1fr;
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padding: 12px;
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padding: 12px;
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gap: 8px;
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gap: 8px;
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}
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}
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.countdown {
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position: absolute;
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inset: 0;
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display: grid;
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place-items: center;
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background: rgba(8, 14, 34, 0.55);
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backdrop-filter: blur(2px);
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z-index: 10;
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pointer-events: none;
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}
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.count {
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font-size: clamp(120px, 32vw, 320px);
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font-weight: 900;
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color: white;
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text-shadow: 0 8px 28px rgba(0, 0, 0, 0.4);
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/* Jede Zahl frisch animiert (per {#key}): groß rein, leicht raus. */
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animation: tick 1s ease-out both;
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}
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@keyframes tick {
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0% { transform: scale(0.3); opacity: 0; }
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20% { transform: scale(1.1); opacity: 1; }
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70% { transform: scale(1); opacity: 1; }
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100% { transform: scale(0.85); opacity: 0; }
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}
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.topbar {
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.topbar {
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display: flex;
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display: flex;
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justify-content: flex-end;
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justify-content: flex-end;
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@ -4,7 +4,7 @@ import { isWin, stageFor } from '../game/stages';
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import { settings } from './settings';
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import { settings } from './settings';
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import { recordResult } from './progress';
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import { recordResult } from './progress';
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export type GameStatus = 'idle' | 'running' | 'won' | 'timeout';
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export type GameStatus = 'idle' | 'countdown' | 'running' | 'won' | 'timeout';
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export type GameState = {
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export type GameState = {
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status: GameStatus;
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status: GameStatus;
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@ -17,8 +17,11 @@ export type GameState = {
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lastWasCorrect: boolean | null;
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lastWasCorrect: boolean | null;
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stageBumpKey: number; // monoton wachsend → triggert FX-Animation
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stageBumpKey: number; // monoton wachsend → triggert FX-Animation
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deck: TaskDeck | null; // Ziehbeutel für abwechslungsreiche Aufgabenfolge
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deck: TaskDeck | null; // Ziehbeutel für abwechslungsreiche Aufgabenfolge
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countdown: number; // 3..1 während des Start-Countdowns, sonst 0
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};
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};
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const COUNTDOWN_FROM = 3;
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const initial: GameState = {
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const initial: GameState = {
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status: 'idle',
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status: 'idle',
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target: null,
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target: null,
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@ -30,6 +33,7 @@ const initial: GameState = {
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lastWasCorrect: null,
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lastWasCorrect: null,
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stageBumpKey: 0,
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stageBumpKey: 0,
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deck: null,
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deck: null,
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countdown: 0,
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};
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};
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export const game = writable<GameState>(initial);
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export const game = writable<GameState>(initial);
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@ -38,6 +42,7 @@ export const timeLeftSeconds = derived(game, ($g) => Math.max(0, Math.ceil($g.ti
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let tickHandle: number | null = null;
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let tickHandle: number | null = null;
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let lastTickAt = 0;
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let lastTickAt = 0;
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let countdownHandle: ReturnType<typeof setTimeout> | null = null;
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function clearTick() {
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function clearTick() {
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if (tickHandle !== null) {
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if (tickHandle !== null) {
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@ -46,6 +51,13 @@ function clearTick() {
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}
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}
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}
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}
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function clearCountdown() {
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if (countdownHandle !== null) {
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clearTimeout(countdownHandle);
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countdownHandle = null;
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}
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}
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function tick() {
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function tick() {
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const now = performance.now();
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const now = performance.now();
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const delta = now - lastTickAt;
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const delta = now - lastTickAt;
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@ -78,10 +90,13 @@ function finalize() {
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export function startGame(target: Target): void {
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export function startGame(target: Target): void {
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clearTick();
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clearTick();
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clearCountdown();
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const totalMs = get(settings).roundSeconds * 1000;
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const totalMs = get(settings).roundSeconds * 1000;
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const { task: firstTask, deck } = drawTask(createDeck(target));
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const { task: firstTask, deck } = drawTask(createDeck(target));
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// Erst ein 3-2-1-Countdown, damit das Kind sich auf den Start einstellen kann.
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// Der Rundentimer läuft erst, wenn der Countdown durch ist (status → 'running').
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game.set({
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game.set({
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status: 'running',
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status: 'countdown',
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target,
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target,
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task: firstTask,
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task: firstTask,
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prevTask: null,
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prevTask: null,
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@ -91,9 +106,26 @@ export function startGame(target: Target): void {
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lastWasCorrect: null,
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lastWasCorrect: null,
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stageBumpKey: 0,
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stageBumpKey: 0,
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deck,
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deck,
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countdown: COUNTDOWN_FROM,
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});
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});
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scheduleCountdownStep();
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}
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function scheduleCountdownStep(): void {
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countdownHandle = setTimeout(() => {
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countdownHandle = null;
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const g = get(game);
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if (g.status !== 'countdown') return;
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const next = g.countdown - 1;
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if (next > 0) {
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game.update((s) => ({ ...s, countdown: next }));
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scheduleCountdownStep();
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} else {
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game.update((s) => ({ ...s, status: 'running', countdown: 0 }));
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lastTickAt = performance.now();
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lastTickAt = performance.now();
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tickHandle = requestAnimationFrame(tick);
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tickHandle = requestAnimationFrame(tick);
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}
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}, 1000);
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}
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}
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export function answer(value: number): void {
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export function answer(value: number): void {
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@ -134,5 +166,6 @@ export function answer(value: number): void {
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export function abortGame(): void {
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export function abortGame(): void {
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clearTick();
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clearTick();
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clearCountdown();
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game.set(initial);
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game.set(initial);
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}
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}
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