diff --git a/README.md b/README.md index d45fa28..0e13e05 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ ## curltastic -A 1v1 async multiplayer 2D curling game for mobile browser. +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). - **Backend** — Rust, Axum, WebSocket, Rapier2D physics (server-authoritative, 120 Hz). - **Frontend** — TypeScript, Vite, Canvas2D, portrait-first touch UI. @@ -33,12 +33,12 @@ The frontend binds to `0.0.0.0` via `--host`. Find your machine's LAN IP and ope ### Controls -- Drag inside the house to place the broom (aim point). -- 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 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. +- When it is your team's turn, drag on the sheet to place the broom (aim point) — 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). +- Use the team dropdown to choose which team's stone you are throwing; switch any time (including mid-end for solo play). +- Use the left/right curl buttons and the weight/friction controls; friction is a local scalar. +- Tap **THROW**. Anyone identifying as the 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. ### Architecture @@ -54,9 +54,12 @@ With the backend and frontend dev server running: ```bash 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 +node e2e_test.cjs # room lifecycle, throw, trajectory +node e2e_score.cjs # alternate turns / stones in play +node e2e_persistence.cjs # multi-throw stone persistence +node e2e_multi_client.cjs # 3 clients share state (no room-full) +node e2e_end_score.cjs # full end → end_scored + next end +node collision_trajectory_qa.cjs # multi-stone trajectory on collision ``` ### Limitations / known simplifications