Repository files navigation

Pathfinding peril

This is a simple game built using node.js, express.js and Pusher to allow people to write HTTP bots to navigate a maze. Try not to get eaten by the minotaur(s)!

How to join in

To join in the game, you'll need to create a web service at a URL that's accessible from where the game server is running from.

To do this, post to http://<server_url>/players.json with your 'Content-type' header set to 'application/json' with the following JSON:

{
"name":"<Your player name>",
"webhook":"http://192.168.0.2:8080/move"
}

Replace the webhook with your server URL. If you're running on a local laptop, make sure you bind to the main network interface (0.0.0.0), notlocalhost or it won't work! You can use any language that can run a web server and that can parse JSON.

When running, the game will call your webhook every few seconds to find out your next move. It will pass you JSON in the following format:

{
"player": {
"location":1
...
},
"other_players": [
{
"location":1
...
},
...
],
"map": {
"start":1,
"finish":0,
"squares": [
{ "id":0, "passable":"true", "image":"floor.jpg", "x":2, "y":2 },
{ "id":1, "passable":"true", "image":"floor.jpg", "x":3, "y":2 },
...
],
"exits": {
"0": { "E": 1 },
"1": { "W": 0 },
...
}
}
}

From this, you should be able to build up a picture of the map, and implement a pathfinding algorithm to get you to the finish.

Your service has to return one of the following letters in the response: N, S, E or W. No other response will be accepted.

If your character dies they will marked as "DEAD" on the main screen. You'll need to join the game using a new POST to players.json.

You can connect to the root of the server to see a live map of what's going on!

How to run a server

The server is a normal node.js project. To run it:

  • Clone the repository.

  • Run the following commands:

    npm install npm start

NOTE: You will need to ensure the PUSHER_KEY and PUSHER_SECRET environment variables are set for your server process for the realtime updates via Pusher to work. You can create your own project at http://pusher.com).

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

Pathfinding peril

This is a simple game built using node.js, express.js and Pusher to allow people to write HTTP bots to navigate a maze. Try not to get eaten by the minotaur(s)!

How to join in

To join in the game, you'll need to create a web service at a URL that's accessible from where the game server is running from.

To do this, post to http://<server_url>/players.json with your 'Content-type' header set to 'application/json' with the following JSON:

{
"name":"<Your player name>",
"webhook":"http://192.168.0.2:8080/move"
}

Replace the webhook with your server URL. If you're running on a local laptop, make sure you bind to the main network interface (0.0.0.0), notlocalhost or it won't work! You can use any language that can run a web server and that can parse JSON.

When running, the game will call your webhook every few seconds to find out your next move. It will pass you JSON in the following format:

{
"player": {
"location":1
...
},
"other_players": [
{
"location":1
...
},
...
],
"map": {
"start":1,
"finish":0,
"squares": [
{ "id":0, "passable":"true", "image":"floor.jpg", "x":2, "y":2 },
{ "id":1, "passable":"true", "image":"floor.jpg", "x":3, "y":2 },
...
],
"exits": {
"0": { "E": 1 },
"1": { "W": 0 },
...
}
}
}

From this, you should be able to build up a picture of the map, and implement a pathfinding algorithm to get you to the finish.

Your service has to return one of the following letters in the response: N, S, E or W. No other response will be accepted.

If your character dies they will marked as "DEAD" on the main screen. You'll need to join the game using a new POST to players.json.

You can connect to the root of the server to see a live map of what's going on!

How to run a server

The server is a normal node.js project. To run it:

  • Clone the repository.

  • Run the following commands:

    npm install npm start

NOTE: You will need to ensure the PUSHER_KEY and PUSHER_SECRET environment variables are set for your server process for the realtime updates via Pusher to work. You can create your own project at http://pusher.com).

About

The Pathfinding Peril game server

Resources

Stars

1 star

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0 watching

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Pathfinding peril

This is a simple game built using node.js, express.js and Pusher to allow people to write HTTP bots to navigate a maze. Try not to get eaten by the minotaur(s)!

How to join in

To join in the game, you'll need to create a web service at a URL that's accessible from where the game server is running from.

To do this, post to http://<server_url>/players.json with your 'Content-type' header set to 'application/json' with the following JSON:

{
"name":"<Your player name>",
"webhook":"http://192.168.0.2:8080/move"
}

Replace the webhook with your server URL. If you're running on a local laptop, make sure you bind to the main network interface (0.0.0.0), notlocalhost or it won't work! You can use any language that can run a web server and that can parse JSON.

When running, the game will call your webhook every few seconds to find out your next move. It will pass you JSON in the following format:

{
"player": {
"location":1
...
},
"other_players": [
{
"location":1
...
},
...
],
"map": {
"start":1,
"finish":0,
"squares": [
{ "id":0, "passable":"true", "image":"floor.jpg", "x":2, "y":2 },
{ "id":1, "passable":"true", "image":"floor.jpg", "x":3, "y":2 },
...
],
"exits": {
"0": { "E": 1 },
"1": { "W": 0 },
...
}
}
}

From this, you should be able to build up a picture of the map, and implement a pathfinding algorithm to get you to the finish.

Your service has to return one of the following letters in the response: N, S, E or W. No other response will be accepted.

If your character dies they will marked as "DEAD" on the main screen. You'll need to join the game using a new POST to players.json.

You can connect to the root of the server to see a live map of what's going on!

How to run a server

The server is a normal node.js project. To run it:

  • Clone the repository.

  • Run the following commands:

    npm install npm start

NOTE: You will need to ensure the PUSHER_KEY and PUSHER_SECRET environment variables are set for your server process for the realtime updates via Pusher to work. You can create your own project at http://pusher.com).

About

The Pathfinding Peril game server

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Pathfinding peril

This is a simple game built using node.js, express.js and Pusher to allow people to write HTTP bots to navigate a maze. Try not to get eaten by the minotaur(s)!

How to join in

To join in the game, you'll need to create a web service at a URL that's accessible from where the game server is running from.

To do this, post to http://<server_url>/players.json with your 'Content-type' header set to 'application/json' with the following JSON:

{
"name":"<Your player name>",
"webhook":"http://192.168.0.2:8080/move"
}

Replace the webhook with your server URL. If you're running on a local laptop, make sure you bind to the main network interface (0.0.0.0), notlocalhost or it won't work! You can use any language that can run a web server and that can parse JSON.

When running, the game will call your webhook every few seconds to find out your next move. It will pass you JSON in the following format:

{
"player": {
"location":1
...
},
"other_players": [
{
"location":1
...
},
...
],
"map": {
"start":1,
"finish":0,
"squares": [
{ "id":0, "passable":"true", "image":"floor.jpg", "x":2, "y":2 },
{ "id":1, "passable":"true", "image":"floor.jpg", "x":3, "y":2 },
...
],
"exits": {
"0": { "E": 1 },
"1": { "W": 0 },
...
}
}
}

From this, you should be able to build up a picture of the map, and implement a pathfinding algorithm to get you to the finish.

Your service has to return one of the following letters in the response: N, S, E or W. No other response will be accepted.

If your character dies they will marked as "DEAD" on the main screen. You'll need to join the game using a new POST to players.json.

You can connect to the root of the server to see a live map of what's going on!

How to run a server

The server is a normal node.js project. To run it:

  • Clone the repository.

  • Run the following commands:

    npm install npm start

NOTE: You will need to ensure the PUSHER_KEY and PUSHER_SECRET environment variables are set for your server process for the realtime updates via Pusher to work. You can create your own project at http://pusher.com).

About

The Pathfinding Peril game server

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Stars

1 star

Watchers

0 watching

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Releases

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Pathfinding peril

This is a simple game built using node.js, express.js and Pusher to allow people to write HTTP bots to navigate a maze. Try not to get eaten by the minotaur(s)!

How to join in

To join in the game, you'll need to create a web service at a URL that's accessible from where the game server is running from.

To do this, post to http://<server_url>/players.json with your 'Content-type' header set to 'application/json' with the following JSON:

{
"name":"<Your player name>",
"webhook":"http://192.168.0.2:8080/move"
}

Replace the webhook with your server URL. If you're running on a local laptop, make sure you bind to the main network interface (0.0.0.0), notlocalhost or it won't work! You can use any language that can run a web server and that can parse JSON.

When running, the game will call your webhook every few seconds to find out your next move. It will pass you JSON in the following format:

{
"player": {
"location":1
...
},
"other_players": [
{
"location":1
...
},
...
],
"map": {
"start":1,
"finish":0,
"squares": [
{ "id":0, "passable":"true", "image":"floor.jpg", "x":2, "y":2 },
{ "id":1, "passable":"true", "image":"floor.jpg", "x":3, "y":2 },
...
],
"exits": {
"0": { "E": 1 },
"1": { "W": 0 },
...
}
}
}

From this, you should be able to build up a picture of the map, and implement a pathfinding algorithm to get you to the finish.

Your service has to return one of the following letters in the response: N, S, E or W. No other response will be accepted.

If your character dies they will marked as "DEAD" on the main screen. You'll need to join the game using a new POST to players.json.

You can connect to the root of the server to see a live map of what's going on!

How to run a server

The server is a normal node.js project. To run it:

  • Clone the repository.

  • Run the following commands:

    npm install npm start

NOTE: You will need to ensure the PUSHER_KEY and PUSHER_SECRET environment variables are set for your server process for the realtime updates via Pusher to work. You can create your own project at http://pusher.com).

About

The Pathfinding Peril game server

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Stars

1 star

Watchers

0 watching

Forks

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Pathfinding peril

This is a simple game built using node.js, express.js and Pusher to allow people to write HTTP bots to navigate a maze. Try not to get eaten by the minotaur(s)!

How to join in

To join in the game, you'll need to create a web service at a URL that's accessible from where the game server is running from.

To do this, post to http://<server_url>/players.json with your 'Content-type' header set to 'application/json' with the following JSON:

{
"name":"<Your player name>",
"webhook":"http://192.168.0.2:8080/move"
}

Replace the webhook with your server URL. If you're running on a local laptop, make sure you bind to the main network interface (0.0.0.0), notlocalhost or it won't work! You can use any language that can run a web server and that can parse JSON.

When running, the game will call your webhook every few seconds to find out your next move. It will pass you JSON in the following format:

{
"player": {
"location":1
...
},
"other_players": [
{
"location":1
...
},
...
],
"map": {
"start":1,
"finish":0,
"squares": [
{ "id":0, "passable":"true", "image":"floor.jpg", "x":2, "y":2 },
{ "id":1, "passable":"true", "image":"floor.jpg", "x":3, "y":2 },
...
],
"exits": {
"0": { "E": 1 },
"1": { "W": 0 },
...
}
}
}

From this, you should be able to build up a picture of the map, and implement a pathfinding algorithm to get you to the finish.

Your service has to return one of the following letters in the response: N, S, E or W. No other response will be accepted.

If your character dies they will marked as "DEAD" on the main screen. You'll need to join the game using a new POST to players.json.

You can connect to the root of the server to see a live map of what's going on!

How to run a server

The server is a normal node.js project. To run it:

  • Clone the repository.

  • Run the following commands:

    npm install npm start

NOTE: You will need to ensure the PUSHER_KEY and PUSHER_SECRET environment variables are set for your server process for the realtime updates via Pusher to work. You can create your own project at http://pusher.com).

About

The Pathfinding Peril game server

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Pathfinding peril

This is a simple game built using node.js, express.js and Pusher to allow people to write HTTP bots to navigate a maze. Try not to get eaten by the minotaur(s)!

How to join in

To join in the game, you'll need to create a web service at a URL that's accessible from where the game server is running from.

To do this, post to http://<server_url>/players.json with your 'Content-type' header set to 'application/json' with the following JSON:

{
"name":"<Your player name>",
"webhook":"http://192.168.0.2:8080/move"
}

Replace the webhook with your server URL. If you're running on a local laptop, make sure you bind to the main network interface (0.0.0.0), notlocalhost or it won't work! You can use any language that can run a web server and that can parse JSON.

When running, the game will call your webhook every few seconds to find out your next move. It will pass you JSON in the following format:

{
"player": {
"location":1
...
},
"other_players": [
{
"location":1
...
},
...
],
"map": {
"start":1,
"finish":0,
"squares": [
{ "id":0, "passable":"true", "image":"floor.jpg", "x":2, "y":2 },
{ "id":1, "passable":"true", "image":"floor.jpg", "x":3, "y":2 },
...
],
"exits": {
"0": { "E": 1 },
"1": { "W": 0 },
...
}
}
}

From this, you should be able to build up a picture of the map, and implement a pathfinding algorithm to get you to the finish.

Your service has to return one of the following letters in the response: N, S, E or W. No other response will be accepted.

If your character dies they will marked as "DEAD" on the main screen. You'll need to join the game using a new POST to players.json.

You can connect to the root of the server to see a live map of what's going on!

How to run a server

The server is a normal node.js project. To run it:

  • Clone the repository.

  • Run the following commands:

    npm install npm start

NOTE: You will need to ensure the PUSHER_KEY and PUSHER_SECRET environment variables are set for your server process for the realtime updates via Pusher to work. You can create your own project at http://pusher.com).

About

The Pathfinding Peril game server

Resources

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1 star

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Pathfinding peril

This is a simple game built using node.js, express.js and Pusher to allow people to write HTTP bots to navigate a maze. Try not to get eaten by the minotaur(s)!

How to join in

To join in the game, you'll need to create a web service at a URL that's accessible from where the game server is running from.

To do this, post to http://<server_url>/players.json with your 'Content-type' header set to 'application/json' with the following JSON:

{
"name":"<Your player name>",
"webhook":"http://192.168.0.2:8080/move"
}

Replace the webhook with your server URL. If you're running on a local laptop, make sure you bind to the main network interface (0.0.0.0), notlocalhost or it won't work! You can use any language that can run a web server and that can parse JSON.

When running, the game will call your webhook every few seconds to find out your next move. It will pass you JSON in the following format:

{
"player": {
"location":1
...
},
"other_players": [
{
"location":1
...
},
...
],
"map": {
"start":1,
"finish":0,
"squares": [
{ "id":0, "passable":"true", "image":"floor.jpg", "x":2, "y":2 },
{ "id":1, "passable":"true", "image":"floor.jpg", "x":3, "y":2 },
...
],
"exits": {
"0": { "E": 1 },
"1": { "W": 0 },
...
}
}
}

From this, you should be able to build up a picture of the map, and implement a pathfinding algorithm to get you to the finish.

Your service has to return one of the following letters in the response: N, S, E or W. No other response will be accepted.

If your character dies they will marked as "DEAD" on the main screen. You'll need to join the game using a new POST to players.json.

You can connect to the root of the server to see a live map of what's going on!

How to run a server

The server is a normal node.js project. To run it:

  • Clone the repository.

  • Run the following commands:

    npm install npm start

NOTE: You will need to ensure the PUSHER_KEY and PUSHER_SECRET environment variables are set for your server process for the realtime updates via Pusher to work. You can create your own project at http://pusher.com).

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