Refactor scripts into modules
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@@ -114,39 +114,6 @@
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});
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}
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const lastAngles = {
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handXeno: 0,
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handQuantic: 0,
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handChronon: 0,
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handEonstrip: 0,
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handMegasequence: 0
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};
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function rotateHand(id, angle) {
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const el = document.getElementById(id);
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if (!el) return;
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const prev = lastAngles[id];
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if (angle < prev) {
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// When wrapping around (e.g. 15 → 0), animate to one full turn
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// and then snap back to the new angle to avoid a jump.
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const target = angle + 360;
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const handle = () => {
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el.removeEventListener('transitionend', handle);
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// Snap back without animation
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el.style.transition = 'none';
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el.style.transform = `translateX(-50%) translateZ(0) rotate(${angle}deg)`;
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void el.offsetWidth;
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el.style.transition = '';
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};
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el.addEventListener('transitionend', handle, { once: true });
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el.style.transform = `translateX(-50%) translateZ(0) rotate(${target}deg)`;
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} else {
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el.style.transform = `translateX(-50%) translateZ(0) rotate(${angle}deg)`;
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}
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lastAngles[id] = angle;
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}
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function renderClock(cob) {
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// Use fractional progress within each unit so angles stay small
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@@ -155,11 +122,11 @@
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const cf = (cob % COBIE_UNITS.eonstrip) / COBIE_UNITS.eonstrip;
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const ef = (cob % COBIE_UNITS.megasequence) / COBIE_UNITS.megasequence;
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const mf = (cob % COBIE_UNITS.cosmocycle) / COBIE_UNITS.cosmocycle;
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rotateHand('handXeno', xf * 360);
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rotateHand('handQuantic', qf * 360);
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rotateHand('handChronon', cf * 360);
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rotateHand('handEonstrip', ef * 360);
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rotateHand('handMegasequence', mf * 360);
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Animate.rotateHand('handXeno', xf * 360);
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Animate.rotateHand('handQuantic', qf * 360);
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Animate.rotateHand('handChronon', cf * 360);
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Animate.rotateHand('handEonstrip', ef * 360);
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Animate.rotateHand('handMegasequence', mf * 360);
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}
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function updateClock() {
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