npm run dev
- x create basic project
- x send something to a collection on Firebase
- x try saving the day with https://www.firebase.com/docs/security/bolt/quickstart.html
- x (if that doesnt work, well, time to move to own server)
- x setup phaser and one player
- x player shoot on SPACE
- x arrow collide, stop
- x sync spawn
- x sync arrrow shot
- x sync disconnect
- SKIP think/implement arrow colision event
- SKIP ensure real-time actions display well
- x push force github older project
- x tag properly
- SKIP prepare Azure server to run multiple archer versions!
- apply Phaser drag and drop example
- WHY? correct the pId, maybe remove it, should be server side anyway
- WHY? replay events with consistent timing
- WHY? set a persistent pId (think of player dictionary too on server & client)
- render archer doll
- drag drop launcher http://phaser.io/examples/v2/arcade-physics/launcher
- keypress event http://phaser.io/examples/v2/input/keyboard-hotkeys
- plataformer + cursor keys http://phaser.io/sandbox/edit/3
- input & shoot timeout, outOfBounds group http://phaser.io/examples/v2/input/keyboard-justpressed
- bullets example (~old) http://bl.ocks.org/joyrexus/11220109
- some assets for dev http://examples.phaser.io/assets/
- group overlap http://phaser.io/examples/v2/arcade-physics/group-vs-group
- temporary mess with physics http://www.html5gamedevs.com/topic/7193-disable-remove-phusics/
- state managing http://phaser.io/examples/v2/p2-physics/state-reset
- phaser asset http://examples.phaser.io/assets/sprites/longarrow2.png