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Ben Burlingham e8d1fec9b6 Memoizing client connections in messenger. 5 years ago
assets Memoizing client connections in messenger. 5 years ago
client Memoizing client connections in messenger. 5 years ago
server Memoizing client connections in messenger. 5 years ago
socket Memoizing client connections in messenger. 5 years ago
.gitignore Initial commit. 5 years ago
README.txt Memoizing client connections in messenger. 5 years ago
controls.css Stack implementation well underway. 5 years ago
grid.css Namespacing socket server architecture. 5 years ago
index.css Countdown timer built. 5 years ago
index.html Memoizing client connections in messenger. 5 years ago
join.css Join screen UI. 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.

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

## TODO
- win declare
- replay stack
- countdown skip
- Extract loader from join.css and kill join.css, join.js
- slide arrows
- chat box
- no cancel from name prompt
- restore state on join

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

- tutorial
- donate link