Use via.OnKeyDownMap for snake keybindings, replacing the manual
dataExpr/rawDataAttr workaround. Window-scoped key handling removes
the need for tabindex/focus hacks, and WithPreventDefault on arrow
keys prevents page scrolling during gameplay.
Introduce a 60 FPS tick loop with a separate snake movement speed
(7 cells/s) so direction input is polled every frame but game state
only advances at the configured rate.
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).
Use via's embedded NATS server to notify players of state changes
instead of a 100ms polling ticker. Each player subscribes to
"game.<id>" on page load; via auto-cleans subscriptions on disconnect,
eliminating the need for manual player tracking and RegisterSync.
Use gotailwind (standalone Tailwind v4 via Go tool) with DaisyUI
plugin files — no npm needed. CSS is compiled at build time and
embedded via a Via Plugin that serves it as a static file.
Custom "connect4" theme: light, warm, playful palette with red/yellow
accents matching game pieces and board blue accent.
When unauthenticated users visit a game invite link, show a prompt
with options to log in, register, or continue as guest. After
login/register, redirect back to the original game URL.
When a game finishes (win or draw), players see a "Play again" button.
Clicking it creates a new game and the opponent sees a "Join Rematch"
link to join the same game.
- Add Delete method to GameStore and Persister interface
- Add delete button to game list on home page
- Verify user owns game before allowing deletion
- Use status constants instead of magic numbers
- Remove unused variable in persister
- User registration/login with bcrypt password hashing
- SQLite database with goose migrations and sqlc-generated queries
- Games and players persisted to database, resumable after restart
- Guest play still supported alongside authenticated users
- Auth UI components (login/register forms, auth header, guest banner)
Invitees no longer need to enter a nickname - they automatically
join with a random name like "Swift Tiger" or "Happy Falcon".
Game creators still enter their nickname manually.
- Enter key now triggers createGame action on home page
- Remove redundant setNickname action from home page
- Remove unused code: join channel, Leave(), Stop() methods
- Consolidate ID generation into game.GenerateID()
- Remove unused CreatedAt field from Game struct
Real-time two-player Connect 4 using Via framework with:
- Game creation and invite links
- SSE-based live updates for both players
- Win detection with animated highlighting
- Session-based nickname persistence