Second game mode selectable at dog select (host-authoritative online): - js/sim_arena.js: top-down sim, same export surface as sim.js — x/y plane plus a z hop axis (Space / comma); KOs by knocking dogs into abyss pits - js/mapgen_arena.js: mirrored symmetric arenas — walls, pits, center clearing, guaranteed spawn-to-center corridors, crystals/spikes/launch pads, mirrored saw pairs; fallback pit pair since pits are the only KO mechanic - specials re-imagined per dog: zoom dash, ram + hop-slam, zip-leash slingshot, blink, hover (floats over pits/saws/spikes) - render: arena tiles with wall shadows + void pits, top-down dog drawing with z-lift over a ground shadow; new fall event/sfx - B.HOP input bit so 'up' can mean north in top-down (Space also jumps in side view); mode toggle UI + mode carried in start/rematch net messages Tested: arena mapgen determinism/symmetry/connectivity + chaotic matches + pit/hop scenarios headless; local chaos + full P2P arena match (host mode flip syncs to client) in two headless browsers with zero page errors.
3 KiB
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
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
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.