Jason Dekarske 162d6a7e59 feat(frontend): consume trajectories+scoreboard protocol
Mirror team1/team2 StoneId wire, velocity throws, trajectories animation,
scoreboard/stones_remaining state, HUD labels, and team1 red / team2 yellow palette.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-07-10 23:39:19 -07:00

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).

  • Backend — Rust, Axum, WebSocket, Rapier2D physics (server-authoritative, 120 Hz).
  • Frontend — TypeScript, Vite, Canvas2D, portrait-first touch UI.

Run locally

  1. Install Rust via rustup (if not already installed).
  2. Start the backend:
    cd backend
    cargo run --release
    # listens on 0.0.0.0:3000
    
  3. Start the frontend dev server:
    cd frontend
    npm install
    npm run dev
    # opens on 0.0.0.0:5173 by default
    
  4. Open one or more browser tabs to the same room URL, e.g.:
    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.

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

  • 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

  • WebSocket JSON protocol with tagged messages.
  • Server simulates each throw at 120 Hz and sends a subset of (x, y, t) path points at 40 Hz.
  • All game state, scoring, end management, and hammer rules live on the server.
  • Disconnects are tolerated: the room and turn remain in memory.

E2E tests

With the backend and frontend dev server running:

cd e2e
npm install -g ws   # or npm install ws locally in the project
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

  • 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.
  • Stones that pass the back line or leave the sheet are removed from play.
Description
1v1 async multiplayer 2D curling game
Readme 381 KiB
Languages
TypeScript 43.4%
Rust 32.5%
JavaScript 16%
CSS 7.8%
HTML 0.3%