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Ben Burlingham 51d4f0e44e Undo, reset. 5 years ago
client Undo, reset. 5 years ago
server Stack implementation well underway. 5 years ago
.gitignore Initial commit. 5 years ago
README.txt Undo, reset. 5 years ago
content.css Stack implementation well underway. 5 years ago
controls.css Stack implementation well underway. 5 years ago
index.css Countdown timer built. 5 years ago
index.html Stack implementation well underway. 5 years ago
join.css Join screen UI. 5 years ago
package-lock.json Websocket communication foundation. 5 years ago
package.json Websocket communication foundation. 5 years ago
server.js Stack implementation well underway. 5 years ago
sprite-robots.png Player management. 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.

## TODO
- robot shadow starting spot
- robot icons with personality add credit to readmee
- countdown skip
- restore state on join

- win declare/add/remove
- goal
- no more guesses, send stack and replay
- move guess and move logic out of server (clean up server file)

- no cancel from name prompt
- window resize update board
- walls algorigthm

- restore state on join
- limit concurrent players, make sure connections are closed, clean up empty rooms
- cookie room link, add to all messages, namespace them

- move websocket server to /core
- dynamic socket server resolution
- namespace server to /ricochet

- tutorial
- donate link