WIP: Add multiplayer Snake game

N-player (2-8) real-time Snake game alongside Connect 4.
Lobby has tabs to switch between games. Players join via
invite link with 10-second countdown. Game loop runs at
tick-based intervals with NATS pub/sub for state sync.

Keyboard input not yet working (Datastar keydown binding
issue still under investigation).
This commit is contained in:
Ryan Hamamura
2026-02-02 07:26:28 -10:00
parent a6b5a46a8a
commit 7e78664534
18 changed files with 2289 additions and 40 deletions

View File

@@ -13,7 +13,7 @@ import (
const createGame = `-- name: CreateGame :one
INSERT INTO games (id, board, current_turn, status)
VALUES (?, ?, ?, ?)
RETURNING id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id
RETURNING id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players
`
type CreateGameParams struct {
@@ -41,6 +41,10 @@ func (q *Queries) CreateGame(ctx context.Context, arg CreateGameParams) (Game, e
&i.CreatedAt,
&i.UpdatedAt,
&i.RematchGameID,
&i.GameType,
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
)
return i, err
}
@@ -81,7 +85,7 @@ func (q *Queries) DeleteGame(ctx context.Context, id string) error {
}
const getActiveGames = `-- name: GetActiveGames :many
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id FROM games WHERE status < 2
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players FROM games WHERE game_type = 'connect4' AND status < 2
`
func (q *Queries) GetActiveGames(ctx context.Context) ([]Game, error) {
@@ -103,6 +107,10 @@ func (q *Queries) GetActiveGames(ctx context.Context) ([]Game, error) {
&i.CreatedAt,
&i.UpdatedAt,
&i.RematchGameID,
&i.GameType,
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
); err != nil {
return nil, err
}
@@ -118,7 +126,7 @@ func (q *Queries) GetActiveGames(ctx context.Context) ([]Game, error) {
}
const getGame = `-- name: GetGame :one
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id FROM games WHERE id = ?
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players FROM games WHERE id = ?
`
func (q *Queries) GetGame(ctx context.Context, id string) (Game, error) {
@@ -134,6 +142,10 @@ func (q *Queries) GetGame(ctx context.Context, id string) (Game, error) {
&i.CreatedAt,
&i.UpdatedAt,
&i.RematchGameID,
&i.GameType,
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
)
return i, err
}
@@ -174,7 +186,7 @@ func (q *Queries) GetGamePlayers(ctx context.Context, gameID string) ([]GamePlay
}
const getGamesByUserID = `-- name: GetGamesByUserID :many
SELECT g.id, g.board, g.current_turn, g.status, g.winner_user_id, g.winning_cells, g.created_at, g.updated_at, g.rematch_game_id FROM games g
SELECT g.id, g.board, g.current_turn, g.status, g.winner_user_id, g.winning_cells, g.created_at, g.updated_at, g.rematch_game_id, g.game_type, g.grid_width, g.grid_height, g.max_players FROM games g
JOIN game_players gp ON g.id = gp.game_id
WHERE gp.user_id = ?
ORDER BY g.updated_at DESC
@@ -199,6 +211,10 @@ func (q *Queries) GetGamesByUserID(ctx context.Context, userID sql.NullString) (
&i.CreatedAt,
&i.UpdatedAt,
&i.RematchGameID,
&i.GameType,
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
); err != nil {
return nil, err
}
@@ -224,7 +240,7 @@ SELECT
FROM games g
JOIN game_players gp_user ON g.id = gp_user.game_id AND gp_user.user_id = ?
LEFT JOIN game_players gp_opponent ON g.id = gp_opponent.game_id AND gp_opponent.slot != gp_user.slot
WHERE g.status < 2
WHERE g.game_type = 'connect4' AND g.status < 2
ORDER BY g.updated_at DESC
`