Browser co-op kitchen game: FastAPI + native WebSockets, server-authoritative 20 Hz simulation, in-memory anonymous lobbies, data-driven YAML levels, Canvas 2D vanilla ES-module client with locally authored SVG art and no external CDNs. .agents/PLAN.md records the LOCKED decisions; .agents/user_stories/ holds the 12 flow contracts; .agents/phases/todo/ breaks them into 14 sequential, test-gated phases (71 task files), each leaving the app launchable and the suite green. LLM-Generated: true
1.6 KiB
1.6 KiB
US-06 — Cook cooperatively with 2–4 players
As a member of a group, I want to see the other cooks move in real time and share one kitchen, so that we can divide tasks instead of racing for the same knife.
Acceptance criteria
- Every client sees every other cook at their server-authoritative position with smooth motion (interpolated), a name label, and a distinct color.
- Remote motion at 150 ms RTT looks continuous: no teleporting, ≤ 0.25 tile visible error while moving, and no rubber-banding of the local cook.
- The local cook responds to input before the server confirms it (prediction) and is corrected gently (≤ 150 ms ease) when the server disagrees.
- Players physically block each other with a soft push (no standing on tiles already occupied). Carrying players is out of scope; passing an item hand-to-hand happens by both cooks using the same counter/prep tile.
- A contested pickup/station gives exactly one winner; the loser sees
deniedand can immediately target the next-best option. - Occupancy: a station being actively worked shows who is working it; a second player cannot start a parallel job on it.
- All clients converge on the same score and the same result screen within 1 s of the round end.
- 4 players in one room keeps the mean server tick ≤ 2 ms.
E2E suite
tests/e2e/test_us06_coop_shared_kitchen.py — two contexts cooperatively serve one
order and both observe the same score/result; contested-pickup arbitration test;
4-connection integration test server-side.
Phases
06_realtime_websocket_protocol, 08_client_prediction_and_touch,
09_co_op_two_player_e2e