diff --git a/README.md b/README.md index 37b366d..d45fa28 100644 --- a/README.md +++ b/README.md @@ -21,22 +21,24 @@ A 1v1 async multiplayer 2D curling game for mobile browser. npm run dev # opens on 0.0.0.0:5173 by default ``` -4. Open two browser tabs to the same room URL, e.g.: +4. Open one or more browser tabs to the same room URL, e.g.: ``` http://localhost:5173/?room=DEMO1 ``` - The first tab waits; the second starts the match. Use the *Copy share link* button to invite an opponent. + 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. ### Mobile devices -The frontend binds to `0.0.0.0` via `--host`. Find your machine's LAN IP and open `http://: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 frontend binds to `0.0.0.0` via `--host`. Find your machine's LAN IP and open `http://: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 - Drag inside the house to place the broom (aim point). -- Tap a weight `1`–`10`. +- Use the team dropdown to choose which team's stone you are throwing. +- Use the left/right arrow buttons to select curl; the arrow points the direction the stone will curve. - Tap **THROW**. -- The server runs the physics and streams the trajectory; the frontend interpolates the animation. +- The server runs the physics for every stone and streams their paths; the frontend interpolates the animation, so collisions animate smoothly for all stones. +- Drag anywhere outside the house (or when it's not your turn) to scroll up toward the hog line. ### Architecture @@ -54,6 +56,7 @@ cd e2e npm install -g ws # or npm install ws locally in the project node e2e_test.cjs # room lifecycle, throw, trajectory, out-of-play removal node e2e_score.cjs # stones remain in play and alternate turns +node collision_trajectory_qa.cjs # verifies every stone gets a trajectory during a collision ``` ### Limitations / known simplifications