New project: Party cathedral
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { updateScreenEffect } from '../scene/magic-mirror.js'
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function updateCamera() {
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const globalTime = Date.now() * 0.0001;
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const lookAtTime = Date.now() * 0.0002;
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const camAmplitude = 4.0;
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const lookAmplitude = 15.4;
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// Base Camera Position in front of the TV
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const baseX = 0;
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const baseY = 1.6;
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const baseZ = 0.0;
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// Base LookAt target (Center of the screen)
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const baseTargetX = 0;
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const baseTargetY = 1.6;
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const baseTargetZ = 5.0;
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// Camera Position Offsets (Drift)
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const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude;
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const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude * 0.1;
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const camOffsetZ = Math.cos(globalTime * 3.2) * camAmplitude * 1.2;
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state.camera.position.x = baseX + camOffsetX;
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state.camera.position.y = baseY + camOffsetY;
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state.camera.position.z = baseZ + camOffsetZ;
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// LookAt Target Offsets (Subtle Gaze Shift)
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const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude * 4;
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const lookOffsetZ = Math.cos(lookAtTime * 2.5) * lookAmplitude * 4;
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const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude;
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// Apply lookAt to the subtly shifted target
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state.camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ + lookOffsetZ);
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}
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function updateScreenLight() {
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if (state.isVideoLoaded && state.screenLight.intensity > 0) {
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const pulseTarget = state.originalScreenIntensity + (Math.random() - 0.5) * state.screenIntensityPulse;
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state.screenLight.intensity = THREE.MathUtils.lerp(state.screenLight.intensity, pulseTarget, 0.1);
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const lightTime = Date.now() * 0.0001;
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const radius = 0.01;
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const centerX = 0;
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const centerY = 1.5;
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state.screenLight.position.x = centerX + Math.cos(lightTime) * radius;
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state.screenLight.position.y = centerY + Math.sin(lightTime * 1.5) * radius * 0.5; // Slightly different freq for Y
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}
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}
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function updateShaderTime() {
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if (state.tvScreen && state.tvScreen.material.uniforms && state.tvScreen.material.uniforms.u_time) {
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state.tvScreen.material.uniforms.u_time.value = state.clock.getElapsedTime();
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}
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}
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function updateVideo() {
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if (state.videoTexture) {
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state.videoTexture.needsUpdate = true;
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}
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}
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// --- Animation Loop ---
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export function animate() {
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requestAnimationFrame(animate);
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state.effectsManager.update();
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updateCamera();
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updateScreenLight();
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updateVideo();
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updateShaderTime();
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updateScreenEffect();
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// RENDER!
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state.renderer.render(state.scene, state.camera);
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}
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// --- Window Resize Handler ---
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export function onWindowResize() {
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state.camera.aspect = window.innerWidth / window.innerHeight;
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state.camera.updateProjectionMatrix();
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state.renderer.setSize(window.innerWidth, window.innerHeight);
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}
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import * as THREE from 'three';
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import { state, initState } from '../state.js';
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import { EffectsManager } from '../effects/EffectsManager.js';
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import { createSceneObjects } from '../scene/root.js';
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import { animate, onWindowResize } from './animate.js';
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import { loadVideoFile, playNextVideo } from './video-player.js';
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// --- Initialization ---
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export function init() {
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initState();
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// 1. Scene Setup (Dark, Ambient)
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state.scene = new THREE.Scene();
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state.scene.background = new THREE.Color(0x000000);
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// 2. Camera Setup
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const FOV = 95;
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state.camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 0.1, 1000);
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state.camera.position.set(0, 1.5, 4);
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// 3. Renderer Setup
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state.renderer = new THREE.WebGLRenderer({ antialias: true });
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state.renderer.setSize(window.innerWidth, window.innerHeight);
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state.renderer.setPixelRatio(window.devicePixelRatio);
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// Enable shadows on the renderer
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state.renderer.shadowMap.enabled = true;
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state.renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows
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state.container.appendChild(state.renderer.domElement);
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// 5. Build the entire scene with TV and surrounding objects
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createSceneObjects();
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// 6. Initialize all visual effects via the manager
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state.effectsManager = new EffectsManager(state.scene);
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// --- 8. Debug Visualization Helpers ---
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// Visual aids for the light source positions
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if (state.debugLight && THREE.PointLightHelper) {
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const screenHelper = new THREE.PointLightHelper(state.screenLight, 0.1, 0xff0000); // Red for screen
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state.scene.add(screenHelper);
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// Lamp Helper will now work since lampLight is added to the scene
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const lampHelperPoint = new THREE.PointLightHelper(state.lampLightPoint, 0.1, 0x00ff00); // Green for lamp
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state.scene.add(lampHelperPoint);
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}
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// 9. Event Listeners
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window.addEventListener('resize', onWindowResize, false);
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state.fileInput.addEventListener('change', loadVideoFile);
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// Button logic
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state.loadTapeButton.addEventListener('click', () => {
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state.fileInput.click();
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});
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// Auto-advance to the next video when the current one finishes.
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state.videoElement.addEventListener('ended', playNextVideo);
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// Start the animation loop
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animate();
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}
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@@ -0,0 +1,107 @@
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { turnTvScreenOff, turnTvScreenOn } from '../scene/magic-mirror.js';
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// --- Play video by index ---
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export function playVideoByIndex(index) {
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state.currentVideoIndex = index;
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const url = state.videoUrls[index];
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// Dispose of previous texture to free resources
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if (state.videoTexture) {
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state.videoTexture.dispose();
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state.videoTexture = null;
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}
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if (index < 0 || index >= state.videoUrls.length) {
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console.info('End of playlist reached. Reload tapes to start again.');
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turnTvScreenOff();
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state.isVideoLoaded = false;
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state.lastUpdateTime = -1; // force VCR to redraw
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return;
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}
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state.videoElement.src = url;
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state.videoElement.muted = true;
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state.videoElement.load();
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// Set loop property: only loop if it's the only video loaded
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state.videoElement.loop = false; //state.videoUrls.length === 1;
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state.videoElement.onloadeddata = () => {
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// 1. Create the Three.js texture
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state.videoTexture = new THREE.VideoTexture(state.videoElement);
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state.videoTexture.minFilter = THREE.LinearFilter;
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state.videoTexture.magFilter = THREE.LinearFilter;
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state.videoTexture.format = THREE.RGBAFormat;
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state.videoTexture.needsUpdate = true;
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// 2. Apply the video texture to the screen mesh
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turnTvScreenOn();
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// 3. Start playback and trigger the warm-up effect simultaneously
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state.videoElement.play().then(() => {
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state.isVideoLoaded = true;
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// Use the defined base intensity for screen glow
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state.screenLight.intensity = state.originalScreenIntensity;
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// Initial status message with tape count
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console.info(`Playing tape ${state.currentVideoIndex + 1} of ${state.videoUrls.length}.`);
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}).catch(error => {
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state.screenLight.intensity = state.originalScreenIntensity * 0.5; // Dim the light if playback fails
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console.error(`Playback blocked for tape ${state.currentVideoIndex + 1}. Click Next Tape to try again.`);
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console.error('Playback Error: Could not start video playback.', error);
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});
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};
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state.videoElement.onerror = (e) => {
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state.screenLight.intensity = 0.1; // Keep minimum intensity for shadow map
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console.error(`Error loading tape ${state.currentVideoIndex + 1}.`);
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console.error('Video Load Error:', e);
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};
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}
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// --- Cycle to the next video ---
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export function playNextVideo() {
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// Determine the next index, cycling back to 0 if we reach the end
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let nextIndex = state.currentVideoIndex + 1;
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if (nextIndex < state.videoUrls.length) {
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state.baseTime += state.videoElement.duration;
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}
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playVideoByIndex(nextIndex);
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}
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// --- Video Loading Logic (handles multiple files) ---
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export function loadVideoFile(event) {
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const files = event.target.files;
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if (files.length === 0) {
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console.info('File selection cancelled.');
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return;
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}
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// 1. Clear previous URLs and revoke object URLs to prevent memory leaks
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state.videoUrls.forEach(url => URL.revokeObjectURL(url));
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state.videoUrls = [];
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// 2. Populate the new videoUrls array
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for (let i = 0; i < files.length; i++) {
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const file = files[i];
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if (file.type.startsWith('video/')) {
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state.videoUrls.push(URL.createObjectURL(file));
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}
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}
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if (state.videoUrls.length === 0) {
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console.info('No valid video files selected.');
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return;
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}
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// 3. Start playback of the first video
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console.info(`Loaded ${state.videoUrls.length} tapes. Starting playback...`);
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state.loadTapeButton.classList.add("hidden");
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const startDelay = 5;
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console.info(`Video will start in ${startDelay} seconds.`);
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setTimeout(() => { playVideoByIndex(0); }, startDelay * 1000);
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}
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