barkour/MAP.md
w1n5t0n 99468cd379 fix: address all 21 confirmed findings from multi-agent review + live P2P testing
Sim: clamp knockback under tile size (wall tunneling), bomb/ball terminal
velocity, grapple constraint no longer drags players into terrain, bite
window ends on getting hit, shield/boost cleared on death, spawn invuln
preserved through countdown, spike/saw events only on real damage.
Mapgen: spawn footprint validation (was embedding dogs in 58% of seeds),
saw paths rejected if they grind terrain or sweep spawns, towers no longer
hang slabs over pits. Net: heartbeat+watchdog for dead peers, broker-error
tolerance once P2P link is up, join/host reentrancy guards. UI: text-field
keystrokes no longer hit game hotkeys, audio unlocks on mouse, textBaseline
leak, snapshot carries onGround/landT so client dogs animate.
2026-06-10 14:47:40 +02:00

2.8 KiB
Raw Blame History

MAP.md — Barkour code index

Vanilla-JS canvas game, no build step. ES modules under js/, served statically.

  • index.html — DOM shell: all screens (menu/host/join/charselect/game/result) as overlay divs; loads PeerJS from CDN (online play only), then js/main.js.
  • style.css — overlay/menu styling; canvas letterboxed to 16:9 via CSS.
  • js/consts.js — grid (TILE=12, 80×45 → 960×540), tile enum T, input bitmask B, item ids, physics constants, snapshot rate.
  • js/rng.js — seeded mulberry32 (makeRng); randomSeed() is UI-side only.
  • js/mapgen.jsgenerateMap(seed): ground heightmap, pits, towers, islands, one-way platforms, crystals (hp 3), pads, spikes, rail saws, spawns; PALETTES; sawPos() polyline eval (ping-pong or loop).
  • js/physics.js — center-based AABB vs tile grid: moveEntity (per-axis, one-way platform aware), raycast, boxFree, standingOnPlat.
  • js/characters.jsCHARS data (stats + visual params) and updateCharacter(): per-dog special movement (air dash / charge+pound / grapple constraint / blink / jetpack).
  • js/sim.jsauthoritative, DOM-free sim: createGame, step(game, inputs) (60 Hz), combat (hurt: damage% → knockback), mining/items/hazards/KO/respawn/match-end, snapshot/applySnapshot for netplay.
  • js/input.js — keyboard → bitmasks; slot 0 = WASD+FGH, slot 1 = arrows+KL;.
  • js/net.js — PeerJS wrapper: hostRoom/joinRoom; room key = host peer id suffix; signaling via PeerJS cloud, game traffic pure P2P. Runs a 2s heartbeat + 8s watchdog (WebRTC close events are unreliable); broker network errors are ignored once the data channel is up.
  • js/render.js — canvas: cached seeded background, tiles, procedural dog drawing, particles/ghosts driven by sim events (fxEvents), HUD, banners.
  • js/audio.js — WebAudio-synthesized sfx; playEvents maps sim events → sounds.
  • js/main.js — app state machine: screens, char select, three match drivers (local / host / client) sharing one rAF fixed-timestep loop.
  • test/smoke.mjsnpm test: headless mapgen determinism + chaotic full matches + targeted mining/stocks scenarios.

Conventions & gotchas

  • Client never simulates. In netplay the joiner only sends input bits and renders applySnapshot state; anything render reads must survive the snapshot round-trip (player st is re-shaped there).
  • Sim events are the only side-channel: fx, audio, and client tile mutations (tile/crack events) ride on them. Host accumulates pendingEvs between snapshots.
  • All sim/mapgen randomness must use the seeded RNG — never Math.random() inside js/sim.js/js/mapgen.js/js/characters.js paths.
  • Velocities must stay < TILE (12 px/tick) or AABB collision tunnels.
  • 7 as an arc end-angle in render means "> 2π" (full circle), a deliberate shorthand.