docs: PR-B physics, scoreboard, team1/2, multi-client UX

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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Jason Dekarske 2026-07-10 23:48:15 -07:00
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## curltastic ## curltastic
A multiplayer 2D curling game for mobile browser. Any number of clients can join a room, pick Red or Yellow freely, and throw when it is that team's turn (solo pass-and-play or remote opponents). A multiplayer 2D curling game for mobile browser. Any number of clients can join a room, pick **Team 1** or **Team 2** freely, and throw when it is that team's turn (solo pass-and-play or remote opponents). Default palette: Team 1 red, Team 2 yellow.
- **Backend** — Rust, Axum, WebSocket, Rapier2D physics (server-authoritative, 120 Hz). - **Backend** — Rust, Axum, WebSocket, Rapier2D physics (server-authoritative, 120 Hz).
- **Frontend** — TypeScript, Vite, Canvas2D, portrait-first touch UI. - **Frontend** — TypeScript, Vite, Canvas2D, portrait-first touch UI.
@ -25,45 +25,59 @@ A multiplayer 2D curling game for mobile browser. Any number of clients can join
``` ```
http://localhost:5173/?room=DEMO1 http://localhost:5173/?room=DEMO1
``` ```
Use the team dropdown in the top-right to switch between Red and Yellow — this enables local pass-and-play on one device. Use the *Copy share link* button to invite an opponent on another device. Use the team dropdown to switch between Team 1 and Team 2 anytime. Use *Copy share link* to invite another device.
### Mobile devices
The frontend binds to `0.0.0.0` via `--host`. Find your machine's LAN IP and open `http://<ip>:5173/?room=CODE` on the phone. Both devices must be on the same Wi-Fi and able to reach the backend on port `3000`. The default view is zoomed in on the house; drag the sheet vertically to scroll up to the hog line.
### Controls ### Controls
- When it is your team's turn, drag on the sheet to place the broom (aim point) — aim is not limited to the house. - On your team's turn, drag on solid ice to place the broom (aim is **not** limited to the house).
- When it is not your turn, drag to pan the ice (default framing shows the house with sidelines; pan up toward the hog line). - Otherwise, drag to pan (default framing shows house + sidelines; pan up toward the hog line).
- Use the team dropdown to choose which team's stone you are throwing; switch any time (including mid-end for solo play). - Team dropdown: free switch mid-game (solo: throw for Team 1, switch, throw for Team 2).
- Use the left/right curl buttons and the weight/friction controls; friction is a local scalar. - Velocity slider (release speed, m/s), curl buttons, friction scalar **0.51.5** (local; multiplies ice µ(v) table).
- Tap **THROW**. Anyone identifying as the turn team may throw. - Tap **THROW**. Anyone joined as the current turn team may throw.
- The server runs physics for every stone and streams multi-stone paths; the client animates them on one clock so collisions move together. - Parallel multi-stone trajectories; rotation θ comes from physics.
- Skeuomorphic 2×8 stones-left HUD; end-of-end modal with scoreboard (auto ~5s + manual dismiss).
### Architecture ### Physics (high level)
- WebSocket JSON protocol with tagged messages. - Pure initial **velocity** (m/s), not discrete weight.
- Server simulates each throw at 120 Hz and sends a subset of `(x, y, t)` path points at 40 Hz. - Ice friction µ(v) table (interpolated) × local scalar; linear and angular damping share the table.
- All game state, scoring, end management, and hammer rules live on the server. - Curl: initial |ω| = 5 rot / 14 s; lateral speed ≈ k / v_forward (clockwise → right).
- Disconnects are tolerated: the room and turn remain in memory. - Back line and sidelines are **not** colliders — touch → out of play after sim.
- Stone ids: `{ team, n }` with n = 1…8 per team per end.
- Foot-derived radii use `FEET_TO_METERS = 0.3048`.
### Architecture / protocol
- WebSocket JSON, snake_case tags.
- `game_state` includes totals, hammer, turn_team, **scoreboard** (per end: hammer, team1 pts, team2 pts), **stones_remaining**, stones.
- `trajectories` message: `{ stones: [{ stone_id, rotation, team, trajectory: [[x,y,theta], ...] }] }` sampled at 40 Hz from 120 Hz sim (`t = index / 40`).
- No room-full limit; no `end_scored` message (scoreboard replaces it).
### E2E tests ### E2E tests
With the backend and frontend dev server running: With the backend running (`cargo run --release` on :3000):
```bash ```bash
cd e2e cd e2e
npm install -g ws # or npm install ws locally in the project npm install -g ws # or npm install ws
node e2e_test.cjs # room lifecycle, throw, trajectory node e2e_test.cjs
node e2e_score.cjs # alternate turns / stones in play node e2e_score.cjs
node e2e_persistence.cjs # multi-throw stone persistence node e2e_persistence.cjs
node e2e_multi_client.cjs # 3 clients share state (no room-full) node e2e_multi_client.cjs
node e2e_end_score.cjs # full end → end_scored + next end node e2e_end_score.cjs # full end → scoreboard entry + next end
node collision_trajectory_qa.cjs # multi-stone trajectory on collision node collision_trajectory_qa.cjs
node load_test.cjs # optional concurrent rooms
``` ```
### Limitations / known simplifications Unit tests: `cd backend && cargo test`, `cd frontend && npm test`.
### Branches (this work)
- **`jasonlooked`** — PR-A refactor: multi-client, multi-path animation, free broom, camera, FEET_TO_METERS.
- **`pr2-features`** — PR-B features: physics rewrite, team1/2 wire, scoreboard, HUD, modal (branched from PR-A tip).
### Limitations
- No accounts, persistence, anti-cheat, replay log, or turn timer. - No accounts, persistence, anti-cheat, replay log, or turn timer.
- Curl is fixed as a function of release speed (more curl at lower speed); sweeping is not implemented. - Sweeping not implemented; friction/curl not shared-room state.
- Stones that pass the back line or leave the sheet are removed from play. - Stones past back/sideline/hog rules are removed from play after simulation.