CSSQuake
Exploring cssQuake
cssQuake is a high-performance experience powered by the PolyCSS engine. This project blends the aesthetics of web styling with the fast-paced action of a classic arena shooter.
"A seamless integration of CSS-driven rendering and multiplayer combat."
🌐 Multiplayer Configuration
When setting up a match, players can customize the session parameters to suit their competitive needs. The following variables are adjustable:
| Setting | Description |
|---|---|
| Name | The identifier for the game session. |
| Color Map | The visual palette applied to the environment. |
| Fraglimit | The score required to win: . |
| Timelimit | The duration of the match before a winner is declared. |
| Max Players | The total capacity of the server. |
Session Actions:
Createa new lobby.Joinan existing game.Copy Linkto invite others.
🎮 Control Scheme
Navigating the world of cssQuake requires precision. Use the following inputs to dominate the arena:
Movement & Combat
- Movement:
WASD - Looking Around:
Mouse - Attack:
Click - Jump:
Space - Sprinting:
Shift - Crouching:
Ctrl
Menu Navigation
- Navigate:
Arrow Keys - Select:
Enter - Back/Exit:
Esc
🛠️ System Settings & Debugging
The game provides extensive toggles to optimize performance or troubleshoot the engine.
Gameplay Toggles
- Visuals: Crosshair, Dynamic lighting, Show particles, Show enemies.
- Audio: Mute sounds.
- Input: Invert mouse.
Standard DamageDisable damage (Off/On)- Disable movement (Off/On)
- Disable attacks (Off/On)
Debugging Suite
To analyze the underlying PolyCSS architecture, users can toggle the following:
- Outlines:
off/on - Stats Panel:
off/on - FPS Panel:
off/on
/* Example PolyCSS Engine Logic */
.player-entity {
position: absolute;
transform: translate3d(var(--x), var(--y), var(--z));
transition: none;
}
📹 Recording & World Data
The debug menu allows for detailed captures of the game state. Use the RECORD function to capture specific data layers:
- Visible elements
- DOM structure
- Enemies positions
- Pickups locations
- World geometry
Entity Classification
The game world is populated by various objects, categorized as:
- Special Objects/Items: Power-ups and environmental assets.
- Enemies: Hostile AI or opposing players.