insecurity's People
insecurity's Issues
Integrate audio into game structure
Files from James need to be integrated into the game components.
Game picker doesn't display in firefox
tacking paths during the game.
Since the defender is the time keeper, the defender must store all the path information. The message the defender sends to the attacker needs to be modified to keep the attacker updated as to what the current paths are. This will be used both for storage of paths and a difficult modification of the game.
Where am I
Attacker button
For all the spaces that the attacker can move to, instead of drawing them as a single color, split them into two colors. The left side of the circle is attack, right side move.
defender can move any where
More information that the opponent is ready or waiting.
Some times it's really clear when you are waiting, or moving. But other times you can't tell.
I think something that says "moving" or "waiting" would help.
We need to be able to have movable targets on the nodes.
These movable targets will move on their own as defenders, and attackers move.
These moving targets increase the value of a circle.
Scoring system and rule change for game end
Attacker will keep attacking until caught. Attacker has to maximize points, while defender has to minimize the attackers points. Successful attacks reveal the attackers location.
If cut one node/path the probabilities could all change.
If cut one node/path the probabilities could all change.
Are you on the same space?
Timer / Waiting clock
When waiting in the waiting for another display a clock of how long you've been waiting (how long the other side has been waiting on you). So both sides know how long they have been waiting (hey hurry up already).
Create Unit Tests
Set up karma.js with mocha unit tests to have automatic unit testing.
Make board redraw on necessary parts.
Currently, each turn clears the board and redraws the entire thing. This is fine for now, but on larger playing fields this could be an issue. Modify the drawing code so that it only redraws the portions that have changed.
Mixed active content error in firefox
Firefox gives an mixed active content error when loading peerjs. This is because the peerjs file is sent over HTTP, but worldmanager is running in HTTPS. The current best workaround is to "disable protection on this page". We need to come up with some way to load peerjs over https or disable https on the site serving the game.
Room values should be variable and can change with time.
legend that explains interface
For the attacker it should tell the attacker what the different sides of the circle mean.
For the defender it should tell them what the color scheme means.
Map editor for building the JSON files
Upload a file. Then drag and drop the nodes, and paths. Save as JSON. New map on file.
map is not laid out in a geometrty that makes sense
Player icon needs to be the color of the attacker/defender
attacker: orange
defender: yellow
modifiy the defender code to inform both players what the current paths selected are
In the current model the defender holds all the path information. If we want to modify the game where we start showing partial paths we'll need to have both players to have to have an upto date list of the path.
Where to go?
Create equal spacing for styles in css
Peer error in Firefox
Error: RTCPeerConnection constructor passed invalid RTCConfiguration - missing username: turn:[email protected]:3478
Connect level JSON with visualization
Connect level JSON with visualization
Add notification for quitting
Add a notification to let the player know if their partner has left the game.
Waiting for player is too small.
Where have you been?
Attacker can move anywhere
Multiple games need multiple lobbies
Robot players. Play against the computer.
Choose to play against a robot.
Each room 3rd attribute, disconnectable
Not all nodes can be disconnected, but other ones can be.
Like a bridge vs a building.
Storing the paths and showing a heat map
The defender is the time keeper and as such knows all the paths. When the game is has ended the defender needs to send the path to the lobby so that he lobby can record it. The lobby will use the list of stored paths to calculate a heat level for each position. It will then return this heat map to each player. When the "you've won, or lost" message is displayed, it will also show the user the path they played in this round in one canvas. Directly below that will be a display of the heat map (color coded) showing the relative frequency of vists to each posotion.
Display A name
Prompt the player for some kind of name (when the choose attacker or defender) and then display it when they are playing. This name is not stored, just displayed so that we can tell whom we are playing with when we are testing. The name should be dropped at the game end, and re-requested when the player starts the game again.
Notify if attack failed
Need to tell the player when the attack fails other wise it seems like my choice didn't register.
Move game data, turn info, user feedback into a compact display
Right now the information is shown in various places it would be nice to compact that information in place. Right now infoArea, and move count are sharing areas. In my test code I created a new div called "moves" which helps.
Difficulty modification (show delayed path)
Add a check box to the opening of the game with a text box that takes an integer. The integer is the number of steps back to begin showing the players the other players path. Once integer number of turns is passed, the player will be shown the other players fist step. At turn integer + 1, the payer will be shown the second stop of the other player. later rinse repeat.
Nodes should not be able to give points if they are already destroyed
If a node is destroyed it should not be able to be destroyed again and generate more points.
Difficult modificartion (random step)
Put another check box with a text box next to it on the game start page that enables random encounters. The text box takes and integer. If the players are within integer steps of each other, in the next turn the have a probability of seeing where the other player was last turn. This information will disappear in 2 turns.
Point values aren't clear, can't tell what space was attacked from attacker POV
Add background images to the play canvas.
This works but overwrites the images:
var canvasBack = document.getElementById("gameArea"),
ctxB = canvasBack.getContext("2d");
var background = new Image();
background.src = "img/BG_Field.png";
// Make sure the image is loaded first otherwise nothing will draw.
background.onload = function(){
ctxB.drawImage(background,0,0);
}
Can move to exploeded nodes
The defender (and possibly attacker) can move to nodes that have been destroyed after they have been destroyed.
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