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insecurity's Issues

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.

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.

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.

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.

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.

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.

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.

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.

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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