forked from eros/curltastic
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
70 lines
3.1 KiB
Markdown
70 lines
3.1 KiB
Markdown
## curltastic
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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).
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- **Backend** — Rust, Axum, WebSocket, Rapier2D physics (server-authoritative, 120 Hz).
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- **Frontend** — TypeScript, Vite, Canvas2D, portrait-first touch UI.
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### Run locally
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1. Install Rust via [rustup](https://rustup.rs/) (if not already installed).
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2. Start the backend:
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```bash
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cd backend
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cargo run --release
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# listens on 0.0.0.0:3000
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```
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3. Start the frontend dev server:
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```bash
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cd frontend
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npm install
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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 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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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`. 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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- When it is your team's turn, drag on the sheet to place the broom (aim point) — aim is not limited to the house.
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- When it is not your turn, drag to pan the ice (default framing shows the house with sidelines; pan up toward the hog line).
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- Use the team dropdown to choose which team's stone you are throwing; switch any time (including mid-end for solo play).
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- Use the left/right curl buttons and the weight/friction controls; friction is a local scalar.
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- Tap **THROW**. Anyone identifying as the turn team may throw.
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- The server runs physics for every stone and streams multi-stone paths; the client animates them on one clock so collisions move together.
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### Architecture
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- WebSocket JSON protocol with tagged messages.
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- Server simulates each throw at 120 Hz and sends a subset of `(x, y, t)` path points at 40 Hz.
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- All game state, scoring, end management, and hammer rules live on the server.
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- Disconnects are tolerated: the room and turn remain in memory.
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### E2E tests
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With the backend and frontend dev server running:
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```bash
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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
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node e2e_score.cjs # alternate turns / stones in play
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node e2e_persistence.cjs # multi-throw stone persistence
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node e2e_multi_client.cjs # 3 clients share state (no room-full)
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node e2e_end_score.cjs # full end → end_scored + next end
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node collision_trajectory_qa.cjs # multi-stone trajectory on collision
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```
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### Limitations / known simplifications
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- No accounts, persistence, anti-cheat, replay log, or turn timer.
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- Curl is fixed as a function of release speed (more curl at lower speed); sweeping is not implemented.
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- Stones that pass the back line or leave the sheet are removed from play.
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