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5 years ago | |
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client | 5 years ago | |
server | 5 years ago | |
.gitignore | 5 years ago | |
README.txt | 5 years ago | |
content.css | 5 years ago | |
controls.css | 5 years ago | |
index.css | 5 years ago | |
index.html | 5 years ago | |
join.css | 5 years ago | |
package-lock.json | 5 years ago | |
package.json | 5 years ago | |
server.js | 5 years ago | |
sprite-robots.png | 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