Build a complete multiplayer game step-by-step with Multisynq - from asteroids to spaceships, shooting, scoring, and persistence
This comprehensive tutorial will guide you through building a complete multiplayer game using Multisynq. You’ll learn how to create a 2D space game with asteroids, spaceships, shooting mechanics, collision detection, scoring, and persistence.
This tutorial is structured as a progressive series of steps, each building upon the previous one. You’ll start with a simple asteroid simulation and end with a fully-featured multiplayer game:
Step 0: Basic asteroids (non-Multisynq)
Step 1: Synchronized asteroids with Multisynq
Step 2: Interactive spaceships with player controls
Step 3: Shooting mechanics with blasters
Step 4: Collision detection and asteroid destruction
Step 5: Ship-asteroid collisions and debris
Step 6: Scoring system
Step 7: View smoothing for 60fps animation
Step 8: Persistent highscore table
Step 9: Mobile support and final polish
Each step includes full source code and a live demo so you can see the progression and test each feature as you build it.
This is a non-Multisynq app showing asteroids floating through space. If you run this in two windows, the asteroids will move differently - they’re not synchronized.
Each asteroid has position (x, y) and angle (a) properties, along with delta values (dx, dy, da) for movement:
class Display extends Multisynq.View { update() { // Drawing code exactly the same as Step 0 for (const asteroid of this.model.asteroids) { const { x, y, a, size } = asteroid; // ... drawing code ... } }}
Critical concept: The computation looks exactly the same! No special data structures are needed. The only change is this.future(50).move() instead of setTimeout().
This schedules the move() method to be called again in 50ms, but synchronously across all clients. This is how you define an object’s behavior over time in Multisynq.
The view publishes input events to control the ship:
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document.onkeydown = (e) => { if (e.repeat) return; switch (e.key) { case "ArrowLeft": this.publish(this.viewId, "left-thruster", true); break; case "ArrowRight": this.publish(this.viewId, "right-thruster", true); break; case "ArrowUp": this.publish(this.viewId, "forward-thruster", true); break; }};
Key insight: Publish/subscribe in Multisynq is used for view-to-model communication, not for synchronization between devices. The synchronization happens automatically!
When hit, asteroids split into two smaller pieces:
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hitBy(blast) { if (this.size > 20) { // Split into two pieces this.size *= 0.7; this.da *= 1.5; this.dx = -blast.dy * 10 / this.size; this.dy = blast.dx * 10 / this.size; // Create the other piece Asteroid.create({ size: this.size, x: this.x, y: this.y, a: this.a, dx: -this.dx, dy: -this.dy, da: this.da }); } else { this.destroy(); // Too small, destroy completely } blast.destroy();}
Performance insight: Even with hundreds of moving objects, there’s no network congestion because positions are computed locally and synchronized automatically!
Ships track their damage state with a wasHit property:
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move() { if (this.wasHit) { // Keep drifting as debris for 3 seconds if (++this.wasHit > 60) this.reset(); } else { // Process thruster controls if (this.forward) this.accelerate(0.5); if (this.left) this.a -= 0.2; if (this.right) this.a += 0.2; } // ... position updates ...}
The view displays each player’s score and highlights their own ship:
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update() { // ... other rendering ... // Display score next to ship this.context.fillText(score, 30 - wasHit * 2, 0); // Fill our own ship to distinguish it if (viewId === this.viewId) { this.context.fill(); } // ... rest of rendering ...}
Players can easily identify their own ship because it’s filled instead of just outlined.
update() { for (const asteroid of this.model.asteroids) { const { x, y, a } = this.smoothPos(asteroid); // ← Smoothed position const { size } = asteroid; // ← Direct from model // ... rendering code uses smoothed x, y, a ... }}
The smoothing factor of 0.3 works well for 20fps simulation with 60fps rendering, but can be adjusted for different scenarios.
Remember: This tutorial shows just one way to structure a multiplayer game. Multisynq is flexible - you can adapt these patterns to fit your specific game design and requirements.
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Responses are generated using AI and may contain mistakes.