When the start button is pressed, switch to a "connecting" state. This triggers the spawning of the "connecting" UI message and the connection startup. When the connection task finishes, `fn handle_tasks()` collects it and pushes the CommandQueue into the main world just as before. In addition, it will change to the "playing" state, which triggers the despawning of the UI notice. There is no meaningful connection-error handling path. A failed connection will print a warning to stdout, and that is all. There is still no transmitter at all, nor is the receiver hooked up to one of the paddles.
Pong with networked multiplayer
I'm making Pong using Bevy. The multiplayer is to be done over Websockets so that I can eventually make a WASM build and host it entirely on the web.
The repo contains a Cargo Workspace which controls the server and client binaries.
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