docs: multi-client free team pick and shared watchers
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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README.md
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README.md
@ -21,22 +21,24 @@ A 1v1 async multiplayer 2D curling game for mobile browser.
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npm run dev
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# opens on 0.0.0.0:5173 by default
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```
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4. Open two browser tabs to the same room URL, e.g.:
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4. Open one or more browser tabs to the same room URL, e.g.:
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```
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http://localhost:5173/?room=DEMO1
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```
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The first tab waits; the second starts the match. Use the *Copy share link* button to invite an opponent.
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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.
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### Mobile devices
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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`.
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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.
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### Controls
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- Drag inside the house to place the broom (aim point).
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- Tap a weight `1`–`10`.
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- Use the team dropdown to choose which team's stone you are throwing.
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- Use the left/right arrow buttons to select curl; the arrow points the direction the stone will curve.
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- Tap **THROW**.
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- The server runs the physics and streams the trajectory; the frontend interpolates the animation.
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- The server runs the physics for every stone and streams their paths; the frontend interpolates the animation, so collisions animate smoothly for all stones.
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- Drag anywhere outside the house (or when it's not your turn) to scroll up toward the hog line.
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### Architecture
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@ -54,6 +56,7 @@ cd e2e
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npm install -g ws # or npm install ws locally in the project
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node e2e_test.cjs # room lifecycle, throw, trajectory, out-of-play removal
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node e2e_score.cjs # stones remain in play and alternate turns
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node collision_trajectory_qa.cjs # verifies every stone gets a trajectory during a collision
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```
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### Limitations / known simplifications
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