Show human-readable player names instead of player IDs in both desktop
and web clients. Player names are now stored in the Snake model and
synchronized across all clients.
Changes:
- Added player_name field to Snake model
- Updated create_snake() to accept player_name parameter
- Desktop client shows "YOU:" or "PlayerName:"
- Web client shows "You (Name)" or "Name"
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major gameplay changes:
- Snakes no longer die from collisions
- When blocked, snakes get "stuck" - head stays in place, tail shrinks by 1 per tick
- Snakes auto-unstick when obstacle clears (other snakes move/shrink away)
- Minimum snake length is 1 (head-only)
- Game runs continuously without rounds or game-over state
Color system:
- Each player gets a persistent color for their entire connection
- Colors assigned on join, rotate through available colors
- Color follows player even after disconnect/reconnect
- Works for both desktop and web clients
Display improvements:
- Show snake length instead of score
- Length accurately reflects current snake size
- Updates in real-time as snakes grow/shrink
Server fixes:
- Fixed HTTP server initialization issues
- Changed default host to 0.0.0.0 for network multiplayer
- Improved file serving with proper routing
Testing:
- Updated all collision tests for stuck mechanics
- Added tests for stuck/unstick behavior
- Added tests for color persistence
- All 12 tests passing
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implemented browser-based web client alongside existing pygame desktop client
with dual-protocol server architecture supporting both TCP and WebSocket.
Backend Changes:
- Refactored GameServer for dual-protocol support (TCP + WebSocket)
- Added WebSocketHandler for handling WebSocket connections
- Added HTTPServer using aiohttp for serving web client files
- Updated protocol handling to work with both connection types
- Server tracks clients with protocol metadata (TCP/WebSocket)
- Protocol-agnostic message sending and broadcasting
- Added WebSocket port (8889) and HTTP port (8000) configuration
Web Client:
- Complete HTML5/CSS/JavaScript implementation
- Responsive dark-themed UI
- HTML5 Canvas rendering matching pygame visual style
- WebSocket connection with auto-detected server URL
- Real-time multiplayer gameplay in browser
- Player list with scores and status
- Mobile-friendly responsive design
Deployment Options:
- Development: Built-in HTTP server for local testing
- Production: Disable HTTP server, use nginx/Apache for static files
- Flexible server configuration (--no-http, --no-websocket flags)
- Comprehensive nginx/Apache deployment documentation
New Files:
- src/server/websocket_handler.py - WebSocket connection handler
- src/server/http_server.py - Static file server
- web/index.html - Web client interface
- web/style.css - Responsive styling
- web/protocol.js - Protocol implementation
- web/game.js - Game client with Canvas rendering
- web/README.md - Deployment documentation
Updated Files:
- requirements.txt - Added websockets and aiohttp dependencies
- src/server/game_server.py - Dual-protocol support
- src/shared/constants.py - WebSocket and HTTP port constants
- run_server.py - Server options for web support
- README.md - Web client documentation
- CLAUDE.md - Architecture documentation
Features:
- Web and desktop clients can play together simultaneously
- Same JSON protocol for both client types
- Independent server components (disable what you don't need)
- Production-ready with reverse proxy support
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>