barkour/README.md

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# BARKOUR 🐕💨
**Dogfights × parkour.** A 2-player movement-PvP fighting game: five dogs with
wildly different movement physics brawl across procedurally generated arenas
full of traps and mineable powerups. Last dog standing wins.
Two arena styles, picked at dog select:
- **⛰ Parkour** (side view) — gravity, wall-jumps, one-way platforms, blast-zone KOs.
- **🐾 Dogpit** (top-down) — 8-way movement on a dota-style mirrored arena;
hop (third axis) over saws, spikes and abyss pits; KO by knocking dogs into the void.
No build step, no game server, no asset files — everything (art, sound, maps)
is generated procedurally in the browser.
## Run it
```bash
npm run dev # python http.server on :8137
# → http://localhost:8137
```
Any static file server works (ES modules just need http://, not file://).
## Play
| | Move | Bite | Special | Item | Hop (top-down) |
|---|---|---|---|---|---|
| **P1** | WASD | F | G | H | Space |
| **P2** | arrows | K | L | ; | , |
- Side view: **↑/W** jumps (Space works too for P1), **↓** drops through one-way platforms
- Top-down: **Space/,** hops over pits, saw blades, spikes and bites
- **Bite** is also your mining pick — crack open crystals for powerups
- Damage % makes knockback grow (Smash-style); die by being launched past
the arena edges or into the abyss. 3 stocks each.
- **M** mute, **Esc** pause/leave, **Enter** rematch
### Online play (P2P)
One player clicks **Host online room** and shares the 5-letter key; the other
clicks **Join with room key**. The PeerJS public cloud is used for signaling
only — all game traffic flows directly peer-to-peer over a WebRTC data channel.
No server of ours is involved. (Host is authoritative; the joiner streams
inputs and renders snapshots.)
## The dogs
| Dog | Breed | Parkour (side) | Dogpit (top-down) |
|---|---|---|---|
| **Bolt** | Greyhound | Wall-slide/wall-jump, 8-way air dash | 8-way zoom dash on cooldown |
| **Brick** | Bulldog | Charging ram, ground-pound shockwave | Same ram; slam down from a hop |
| **Lasso** | Lurcher | Pendulum leash-swing, jump-release launch | Zip-leash: latch a wall, reel in, slingshot out |
| **Wisp** | Saluki | Low gravity, double jump, blink through walls | Blink through walls and over pits |
| **Stubbs** | Corgi | Jetpack, butt-bounce off hard landings | Hover — floats over pits, saws and spikes |
All dogs keep their weight class: Brick barely launches, Wisp flies across the map.
## Arenas
Every match generates a fresh seeded arena: stepped terrain, abyss pits,
wall-jump towers, floating islands, one-way platforms, spike patches, bounce
pads, rail saws on patrol routes, and crystal outcrops. Mine crystals (or bomb
them) for: tennis-ball launcher, bomb, shield, speed boost, heal. A care
package also parachutes in periodically.
## Tests
```bash
npm test # headless sim smoke test (node, no browser needed)
```
The sim core (`js/sim.js` + deps) is DOM-free by design: maps are seeded and
deterministic, matches run headlessly. See `MAP.md` for the code layout.