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nertz

The rules for nertz are simple.

This repository is a Go implementation of nertz using websockets for client connections. All data is communicated with JSON over the socket is in JSON and the /move HTTP POST requests so there is no reason the client of the server couldn't be rewritten in another language.

###current picture

####Server

  • nertz-server takes a <port> to start the service on
  • accepts websocket connections at :<port>/ until the game has started (at most 6 players)
    • asks for client credentials, sending JSON { "Message" : "Credentials" }
    • client must provide Credentials as JSON (password does nothing at the moment)
type Credentials struct {  
  Username string  
  Password string  
}
  • Not sure the best way to start a game at the moment
  • Set nertz.Game.Started := true
  • another handler listening at :<port>/move" takes POST requests with JSON bodies that gets parsed to a move struct
type Card struct {  
  Value int
  Suit int
  Player string  
}

type Move struct {  
  Card *Card  
  Pile int  
}
  • When a user is finished they should send JSON similar to {"Value" : 4 , "Nertz" : true }
    • "Value" here is determined by the size of their Nertz pile
  • Determine if this was a quit or a game over according to "Nertz
    • Sends the user their score if it was a quit
    • Broadcasts a game over if nertz
  • When the game is over
    • A { "Message" : "Nertz" } is broadcast
    • Users are expected to send in their hands
    • Calculate their scores and update the tallied up scoreboard
    • Send the users the scoreboard which will be a JSON encoded map[string]int
    • Close the websocket connections

####Client

  • nertz-client takes a <host> and <port> to connect to
  • Wait for other clients to connect to the server
  • Once you're friends are connected type ready to block new clients from joining but wait for connected clients to ready as well
  • a sample client specification in the terminal in shown in the accompaning README.md
  • the client can pickup linked lists of cards and move them to the other piles
    • this implementation was chosen specifically to be extended easily to a GUI or browser
  • wait for a "Game over" message from the sever and then count the nertz pile and send it back as a response

###to do

There is a lot to do on the server side still, making it safe, printing error messages, closing connections and better engineering stuff.

Server

  • Game Begin Interaction
  • Game Over Interaction
  • Quiting
  • Accept clients and broadcast messages
  • HTTP and Websocket Handlers
  • Handling Multiple Games
  • Handling variable numbers of clients
  • Handling variable numbers of clients over 6
  • Handling clients quitting before they are ready
  • Database for Credentials/ High scores tracking

Client

  • Display the Arena
  • Display the Hand
  • Display the Messages
  • Client Nertz Code
  • Terminal display code (a nice implementation might resemble a progress bar
  • Credentials handling/Logging in
  • Browser client which contacts Server
  • Browser display/Gui display

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