forked from eros/curltastic
Show modal for all clients when scoreboard grows: end points, next hammer, full table. Auto-dismiss 5s; dismiss button and backdrop. Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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
- Install Rust via rustup (if not already installed).
- Start the backend:
cd backend cargo run --release # listens on 0.0.0.0:3000 - Start the frontend dev server:
cd frontend npm install npm run dev # opens on 0.0.0.0:5173 by default - Open one or more browser tabs to the same room URL, e.g.:
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.http://localhost:5173/?room=DEMO1
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
Languages
TypeScript
43.4%
Rust
32.5%
JavaScript
16%
CSS
7.8%
HTML
0.3%