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Ben Burlingham 1cf7e0b756 Countdown management complete. 5 years ago
assets UI overhaul. Centralized game state. 5 years ago
client Countdown management complete. 5 years ago
server Countdown management complete. 5 years ago
socket Countdown management complete. 5 years ago
style Countdown management complete. 5 years ago
.gitignore Initial commit. 5 years ago
README.txt Countdown management complete. 5 years ago
index.html Countdown management complete. 5 years ago
package-lock.json Websocket communication foundation. 5 years ago
package.json Namespacing socket server architecture. 5 years ago

README.txt

## Event Architecture
- Local events are broadcast as custom events prefixed `L-`
- Incoming global messages are broadcast as custom events prefixed with `G`

## Robot Movement
The state of the robots are fully contained in a central stack, allowing undo, reset, shadowing, replays, and move counting.

Any movement, including initial locations, is represented by pushing or popping locations from the stack.

A victory state can be stored by taking a snapshot of the current stack.

## Credit
Icons from [https://game-icons.net](https://game-icons.net)

## TODO
- (n solves) in players list, if > 0
- join mid-countdown
- robot color update
- countdown solution moves value
- countdown solution name value
- better solution
- replay stack
- countdown skip
- slide arrows
- chat box
- no cancel from name prompt
- clear out the trash bins of history
- handle conn interrupt
- donate link heart fill in not underline
- Robots not resizing (shadows do though)
- Robots can gen on top of eachother
- star is black sometimes

- limit concurrent players, make sure connections are closed
- move websocket server to /core
- dynamic socket server resolution
- walls and winstate algorithm
- restore name prompt

- tutorial
- donate link