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.
3.6 KiB
3.6 KiB
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), thenjs/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 enumT, input bitmaskB, item ids, physics constants, snapshot rate.js/rng.js— seeded mulberry32 (makeRng);randomSeed()is UI-side only.js/mapgen.js— side-viewgenerateMap(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/mapgen_arena.js— top-downgenerateArena(seed): mirrored (left↔right) walls/pits, corner spawns, guaranteed corridors spawn→center, fallback pit pair (pits are the only KO mechanic), mirrored saw pairs.js/physics.js— center-based AABB vs tile grid:moveEntity(per-axis, one-way platform aware),raycast,boxFree,standingOnPlat.js/characters.js—CHARSdata (stats + visual params) andupdateCharacter(): per-dog special movement (air dash / charge+pound / grapple constraint / blink / jetpack).js/sim.js— authoritative, DOM-free side-view sim:createGame,step(game, inputs)(60 Hz), combat (hurt: damage% → knockback), mining/items/hazards/KO/respawn/match-end,snapshot/applySnapshotfor netplay. Setsgame.kind='side'.js/sim_arena.js— top-down "Dogpit" sim, same export surface as sim.js (main.js swaps modules per match). x/y plane + z hop axis; KOs via pit falls; specials re-imagined per dog (dash cooldown, ram/slam, zip-leash, blink, hover). Setsgame.kind='arena'.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); brokernetworkerrors 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. Branches ongame.kind: side view (drawTiles/drawDog) vs top-down (drawTilesArena/drawDogTop, z-height lifts the dog off its shadow).js/audio.js— WebAudio-synthesized sfx;playEventsmaps sim events → sounds.js/main.js— app state machine: screens, char select (incl. mode toggle:gameMode'side'|'arena', host-authoritative over the wire viamode/start/rematchmessages), three match drivers (local / host / client) sharing one rAF fixed-timestep loop;matchSimpoints at the active sim module.test/smoke.mjs—npm 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
applySnapshotstate; anything render reads must survive the snapshot round-trip (playerstis re-shaped there). - Sim events are the only side-channel: fx, audio, and client tile mutations (
tile/crackevents) ride on them. Host accumulatespendingEvsbetween snapshots. - All sim/mapgen randomness must use the seeded RNG — never
Math.random()insidejs/sim.js/js/mapgen.js/js/characters.jspaths. - 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.