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tronhub's Introduction

tron_hub

Server to coordinate awesome light-cycle battles between remote clients

How it works

At this point it doesn't.

Here's the basic idea:

  • Players are streams
  • The server connects players to a game
  • With each iteration (of the game loop) the game will send each player a prompt
  • A player will respond to this prompt with an intent to travel

Rules and game-play

  • Game begins with players being placed within the arena
  • Players take turns traveling
  • Players must attempt to travel with each turn
  • Travel is limited to cardinal directions (no diagonal travel)
  • Travel velocity is always 1 cell (primary distance unit) per turn
  • Intent to travel is expressed in egocentric terms (left, forward, right)
  • A player attempting invalid travel is immediately terminated
  • An attempt to travel to a location beyond the arena bounds is invalid
  • An attempt to travel to a location presently occupied by an active player is invalid
  • An attempt to travel to a location presently occupied by an active player's trail is invalid
  • When a player is terminated their trail is removed from the arena

tronhub's People

Contributors

jonkirkman avatar nickstew avatar

Stargazers

 avatar Bill McCord avatar  avatar

Watchers

James Cloos avatar  avatar Amith Ravindar avatar  avatar

Forkers

nickstew

tronhub's Issues

Speed Boost?

Could the player's light stream be turned off to provide a 1 cell boost to your speed?

Would this addition make the game more fun to play?

Use a standard messaging format / protocol

How should messages between the client and server be formatted?
The format should be framework agnostic and well supported across many languages.

Some such formats / protocols:

Game Loop

What actions should we always perform in the game loop?

Game state should affect what we do/don't do in these actions, but the actions should always be called.

Move...Verify...Update...Cleanup?

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