JIT
Multiplayer 2D Platformer Browser Game
Create a multiplayer 2d platformer game. Make it so that you dont have to download anything to run the game.

Okay, let's create a basic multiplayer 2D platformer game using Node.js, Express, Socket.IO, and HTML5 Canvas. This version will allow multiple players to connect, move around (left, right, jump) on a simple platform, and see each other in real-time.

After installing dependencies (npm install), you can run the game server using npm start. Then, open the preview window. You can open multiple preview windows/tabs to simulate multiple players connecting to the same game instance. Use the arrow keys (Left, Right, Up) or Spacebar to move and jump.

Updated files
v1
Make it so that you dont have to download anything to run the game. Also make the game and make it so that there is a menu to create a server and join a server in the game.

Okay, switching to a peer-to-peer (P2P) approach using WebRTC will allow the game to run entirely in the browser without needing a separate server download or installation. We'll use the simple-peer library (via a CDN) to simplify the WebRTC connection process and add a basic menu for creating or joining a game session.

One player will act as the "host" for the physics simulation, and others will join their session. We'll use manual signal data exchange (copy/paste) for simplicity, avoiding the need for an external signaling server.

This sets up the HTML menu and the core P2P logic:

  1. HTML (index.html): Provides the menu buttons ("Create", "Join"), text areas for exchanging connection codes (WebRTC offers/answers), and the game canvas. It includes simple-peer from a CDN.
  2. CSS (style.css): Basic styling for the menu and game area.
  3. Main JS (main.js): Handles UI logic (showing/hiding menu sections), initializes the Network and Game classes, and orchestrates the connection process using simple-peer based on user actions.
  4. Network JS (network.js): Encapsulates the P2P communication using simple-peer. It handles creating peers, sending/receiving data (like game state or input), and provides callbacks for connection events.
  5. Game JS (game.js): Contains the actual platformer logic (drawing players/platform, handling input, applying physics).
    • If Host: It runs the physics simulation for all players, processes inputs (local and received from clients), and broadcasts the authoritative game state.
    • If Client: It sends local input to the host and receives game state updates to render the game.

Now, open the preview. One person clicks "Create Game", copies the "Offer Code", and shares it (e.g., via chat). The other person clicks "Join Game", pastes the offer code, clicks "Generate Answer", copies their "Answer Code", and shares it back. The host pastes the answer code and clicks "Connect". Once connected, the game should start.

Updated files
v2
Make it so that the person who joins also gets a platformer character. Also make it so that it is a "Join Code" system like most games.

Okay, let's refactor the project to use a "Join Code" system for signaling via Firebase Firestore and ensure the joining client gets their own player character correctly.

This approach uses Firebase Firestore (a cloud NoSQL database) as a temporary meeting point (signaling server). Users won't download anything, but they will need internet access, and you'll need to set up a free Firebase project to get configuration details.

1. Firebase Setup (You need to do this):

  1. Go to the Firebase Console.
  2. Create a new project (or use an existing one).
  3. In your project, go to "Firestore Database" and create a database. Start in test mode for simplicity (allows open read/write for 30 days - do not use test mode for production!). You'll need to configure proper security rules later for a real application.
  4. Go to Project Settings (gear icon) > General tab.
  5. Scroll down to "Your apps".
  6. Click the Web icon (</>) to add a web app.
  7. Register the app (give it a nickname).
  8. Firebase will provide you with a configuration object (firebaseConfig). Copy this object.

2. Code Updates:

We'll update the HTML, CSS, and JavaScript files.

3. How to Use:

  1. Replace Firebase Config: Open index.html and replace the placeholder values in the firebaseConfig object with the actual values from your Firebase project.
  2. Run: Open the preview.
  3. Host: Click "Create Game". A 6-character Join Code will appear. Share this code with the other player.
  4. Client: Enter the 6-character Join Code in the input field and click "Join Game".
  5. Connection: The status message will update as they connect via Firebase and then directly via WebRTC.
  6. Play: Once connected, the game screen will appear, and both players should see their characters and be able to move (Left/Right arrows, Up/Space for jump). The host runs the physics simulation.

This version correctly handles creating player objects for both host and client and uses Firestore for the join code signaling, fulfilling your requirements without needing users to download anything (besides the browser loading the code). Remember the Firestore security rules note for production!

Updated files
v3
It isn't working, use a different system or revert back to the old multiplayer system. Still make sure that all players can see each other, also make it so that each player's character is a different color.

Okay, let's revert to the client-server architecture using Node.js, Express, and Socket.IO. This is generally more straightforward to set up than P2P with manual signaling. Each player will connect to the central server, which will manage the game state and ensure everyone sees each other with distinct colors.

After installing dependencies (npm install), run the server with npm start. Open the preview window. Each new preview window you open will connect as a new player with a unique color, and you should see all connected players on the screen, controllable with Arrow Keys and Spacebar.

Updated files
v4
As previously stated, Make it so that you dont have to download anything to run the game.

You are absolutely right! My apologies. Running the Node.js server requires installation steps (npm install) and running a command (npm start), which violates the "no download/install" requirement.

Let's go back to the Peer-to-Peer (P2P) approach using WebRTC and Firebase for signaling. This method runs entirely in the browser once the initial code is loaded.

Reminder: This P2P version requires you to set up a free Firebase project and paste your configuration details into index.html.

Here is the P2P implementation with the Join Code system using Firebase:

This brings back the P2P version which runs entirely in the browser. Remember to:

  1. Set up Firebase: Create a project, enable Firestore in test mode, and get your firebaseConfig.
  2. Update index.html: Paste your firebaseConfig into the script block near the bottom of index.html.

Now, when you run this, one player creates a game (gets a code), the other joins using the code, and they connect directly using WebRTC, facilitated by Firebase for the initial handshake. No downloads or server commands needed. Each player will have a distinctly colored character.

Updated files
v5
Make it so that I won't have to set up any account or anything for anything, just code in the multiplayer.