- Warning: soft double-beep - Critical: urgent descending tone - Notify: gentle ping - Recovery: happy ascending chirp Enable with ?sound=on or tap screen to activate. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
332 lines
9.3 KiB
HTML
332 lines
9.3 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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<title>Sentry-Emote</title>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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background: #000000;
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min-height: 100vh;
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display: flex;
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flex-direction: column;
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justify-content: center;
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align-items: center;
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font-family: monospace;
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overflow: hidden;
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}
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#emote {
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font-size: 18vw;
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font-weight: bold;
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text-align: center;
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transition: color 0.3s ease;
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}
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#message {
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font-size: 4vw;
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margin-top: 2vh;
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opacity: 0.7;
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text-align: center;
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}
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/* Breathing animation - slow pulse */
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.breathing {
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animation: breathe 3s ease-in-out infinite;
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}
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@keyframes breathe {
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0%, 100% {
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opacity: 1;
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transform: scale(1);
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}
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50% {
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opacity: 0.7;
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transform: scale(0.98);
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}
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}
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/* Shaking animation - rapid jitter for Critical */
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.shaking {
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animation: shake 0.15s linear infinite;
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}
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@keyframes shake {
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0%, 100% { transform: translateX(0); }
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25% { transform: translateX(-5px); }
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75% { transform: translateX(5px); }
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}
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/* Popping animation - scale up for Notifications */
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.popping {
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animation: pop 1s ease-in-out infinite;
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}
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@keyframes pop {
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0%, 100% {
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transform: scale(1);
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}
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50% {
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transform: scale(1.08);
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}
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}
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/* Celebrating animation - bounce and wiggle */
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.celebrating {
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animation: celebrate 0.5s ease-in-out infinite;
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}
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@keyframes celebrate {
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0%, 100% {
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transform: translateY(0) rotate(0deg);
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}
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25% {
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transform: translateY(-10px) rotate(-5deg);
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}
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75% {
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transform: translateY(-10px) rotate(5deg);
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}
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}
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/* Floating animation - gentle drift */
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.floating {
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animation: float 4s ease-in-out infinite;
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}
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@keyframes float {
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0%, 100% {
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transform: translateY(0);
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}
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50% {
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transform: translateY(-8px);
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}
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}
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/* Bouncing animation - playful hop */
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.bouncing {
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animation: bounce 1s ease-in-out infinite;
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}
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@keyframes bounce {
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0%, 100% {
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transform: translateY(0);
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}
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50% {
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transform: translateY(-12px);
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}
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}
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/* Swaying animation - curious side-to-side */
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.swaying {
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animation: sway 3s ease-in-out infinite;
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}
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@keyframes sway {
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0%, 100% {
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transform: rotate(0deg);
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}
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25% {
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transform: rotate(-3deg);
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}
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75% {
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transform: rotate(3deg);
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}
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}
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/* Blink animation - quick fade for winks */
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.blink {
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animation: blink 0.3s ease-in-out 1;
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}
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@keyframes blink {
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0%, 100% {
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opacity: 1;
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}
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50% {
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opacity: 0.3;
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}
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}
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/* Searching animation - looking around for connection */
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.searching {
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animation: search 2s ease-in-out infinite;
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}
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@keyframes search {
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0%, 100% {
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transform: translateX(0);
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opacity: 0.6;
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}
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25% {
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transform: translateX(-10px);
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opacity: 0.8;
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}
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75% {
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transform: translateX(10px);
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opacity: 0.8;
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}
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}
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/* Sleeping animation - very slow, subtle breathing */
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.sleeping {
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animation: sleep 6s ease-in-out infinite;
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}
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@keyframes sleep {
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0%, 100% {
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opacity: 0.4;
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transform: scale(1);
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}
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50% {
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opacity: 0.2;
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transform: scale(0.98);
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}
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}
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</style>
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</head>
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<body>
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<div id="emote" class="breathing">( ^_^)</div>
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<div id="message">Loading...</div>
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<script>
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const emoteEl = document.getElementById('emote');
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const messageEl = document.getElementById('message');
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const POLL_INTERVAL = 2000;
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// Sound system
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let audioCtx = null;
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let soundEnabled = new URLSearchParams(window.location.search).get('sound') === 'on';
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let lastState = null;
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function initAudio() {
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if (!audioCtx) {
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audioCtx = new (window.AudioContext || window.webkitAudioContext)();
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}
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if (audioCtx.state === 'suspended') {
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audioCtx.resume();
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}
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}
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function playTone(frequency, duration, type = 'sine', volume = 0.1) {
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if (!soundEnabled || !audioCtx) return;
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const osc = audioCtx.createOscillator();
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const gain = audioCtx.createGain();
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osc.type = type;
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osc.frequency.value = frequency;
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gain.gain.value = volume;
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gain.gain.exponentialRampToValueAtTime(0.001, audioCtx.currentTime + duration);
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osc.connect(gain);
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gain.connect(audioCtx.destination);
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osc.start();
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osc.stop(audioCtx.currentTime + duration);
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}
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function playWarningSound() {
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// Soft double-beep
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playTone(440, 0.15);
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setTimeout(() => playTone(440, 0.15), 180);
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}
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function playCriticalSound() {
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// Urgent descending tone
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playTone(600, 0.2);
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setTimeout(() => playTone(400, 0.3), 220);
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}
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function playNotifySound() {
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// Gentle ping
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playTone(880, 0.1, 'sine', 0.08);
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}
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function playRecoverySound() {
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// Happy ascending chirp
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playTone(523, 0.1);
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setTimeout(() => playTone(659, 0.1), 100);
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setTimeout(() => playTone(784, 0.15), 200);
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}
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function handleStateChange(newState, newEmote) {
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if (!lastState) {
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lastState = newState;
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return;
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}
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// State transitions that trigger sounds
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if (newState !== lastState) {
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if (newState === 'critical') {
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playCriticalSound();
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} else if (newState === 'warning') {
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playWarningSound();
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} else if (newState === 'notify') {
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playNotifySound();
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} else if (newState === 'optimal' && lastState !== 'optimal' && lastState !== 'sleeping') {
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// Recovery - also check for celebration emote
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playRecoverySound();
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}
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lastState = newState;
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}
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}
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// Enable sound on first tap (browser autoplay policy)
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document.body.addEventListener('click', () => {
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if (!soundEnabled) {
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soundEnabled = true;
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initAudio();
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// Brief confirmation chirp
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playTone(660, 0.08, 'sine', 0.05);
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}
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}, { once: false });
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// Also init if ?sound=on
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if (soundEnabled) {
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document.addEventListener('DOMContentLoaded', initAudio);
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}
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async function fetchStatus() {
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try {
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const response = await fetch('/status');
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if (!response.ok) throw new Error('Failed to fetch');
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const data = await response.json();
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updateDisplay(data);
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} catch (err) {
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// Connection lost state
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emoteEl.textContent = '( ?.?)';
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emoteEl.style.color = '#888888';
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emoteEl.className = 'searching';
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messageEl.style.color = '#888888';
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messageEl.textContent = '';
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}
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}
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function updateDisplay(data) {
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// Check for state changes and play sounds
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handleStateChange(data.current_state, data.active_emote);
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emoteEl.textContent = data.active_emote;
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emoteEl.style.color = data.color;
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messageEl.style.color = data.color;
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// Only show message when there's something to report
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const topEvent = data.active_events && data.active_events[0];
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messageEl.textContent = (topEvent && topEvent.message) || '';
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// Update animation class
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emoteEl.className = '';
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if (data.animation) {
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emoteEl.classList.add(data.animation);
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}
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}
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// Initial fetch and start polling
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fetchStatus();
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setInterval(fetchStatus, POLL_INTERVAL);
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</script>
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</body>
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</html>
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