4a49c76cdc
- Added holdPiece and canHold state to TetrisGame class - Implemented hold() method to swap current piece with held piece - Added player-hold socket event on server - Added HOLD preview canvas showing held piece (grayed when unavailable) - Added C key keyboard shortcut and touch button for hold - Fixed canHold reset on piece spawn for proper swap functionality Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
74 lines
2.8 KiB
Markdown
74 lines
2.8 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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Multiplayer Tetris Battle Royale game with 2-8 player real-time battles via WebSocket. Players clear rows to send garbage to opponents; last player standing wins.
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## Commands
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```bash
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# Install dependencies
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cd server && npm install
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# Start server
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cd server && npm start
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# or
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cd server && node index.js
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# Server runs on http://localhost:3000 (or PORT env variable)
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```
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## Architecture
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### Server-Client Model
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- **Server** (`server/index.js`): Express + Socket.io handles all game logic authoritatively
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- Manages single global lobby with `lobby.players` Map
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- Game tick runs at 50ms intervals via `gameTick()`
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- Broadcasts state updates to all connected clients via `broadcastState()`
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- Tetromino definitions and board constants are duplicated on server
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- **Client** (`public/js/`): Vanilla JavaScript with module pattern
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- `network.js`: Socket.io client wrapper, manages player/game state caching
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- `game.js`: `TetrisGame` class for local game state (mirrors server)
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- `renderer.js`: `TetrisRenderer` class - Canvas rendering for all player boards
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- `ui.js`: `UIManager` class - screen transitions, DOM manipulation
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- `app.js`: Entry point, ties modules together, game loop via `requestAnimationFrame`
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### Game Flow
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1. **Lobby**: Players join global lobby via `join-lobby` socket event
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2. **Ready**: All players click READY; game starts when all ready (2-8 players)
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3. **Game**: Server authoritative - client inputs sent via socket, server broadcasts state
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4. **Elimination**: Player eliminated when piece locks at top or garbage fills board
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5. **Victory**: Game ends when 1 active player remains
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### Key Constants
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- `BOARD_WIDTH = 10`, `BOARD_HEIGHT = 20`, `CELL_SIZE = 24`
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- `LOBBY_ROOM = 'global-lobby'` - Socket.io room for all players
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- Garbage rules: 2 lines cleared -> 1 garbage row, 3 -> 2, 4 (Tetris) -> 4 rows
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### Socket Events
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| Event | Direction | Payload |
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|-------|-----------|---------|
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| `join-lobby` | Client->Server | `{ playerName }` |
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| `ready` | Client->Server | - |
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| `player-move` | Client->Server | `{ playerId, direction }` |
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| `player-rotate` | Client->Server | `{ playerId }` |
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| `player-drop` | Client->Server | `{ playerId, hard }` |
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| `player-joined` | Server->Client | `{ player, players }` |
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| `player-left` | Server->Client | `{ playerId, players }` |
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| `game-started` | Server->Client | `{ players, states }` |
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| `state-update` | Server->Client | `states[]` |
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| `game-over` | Server->Client | `{ states }` |
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### Rendering
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- Each player gets a dynamically created board with canvas + info divs
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- `renderer.setActivePlayer()` marks current player's board as `.main`, others as `.spectator`
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- Battle grid layout classes: `.single-player`, `.two-players`, `.multi-player`
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