425c18dcb66f6649f3d0679114a679124ff212b1
Multiplayer setup moves out of a canvas modal and a prompt() dialog into one menu screen: your name, the two ways to host, and the friend's code. The socket opens from the menu and the game stays parked behind the overlay until the room fills — netHooks.paired takes the court one line before netStart writes to it — so the room code can carry a real SHARE button and a wrong code is a typo you fix rather than a CONNECTION LOST card over a match that never began. The name is the world board's name (stats.saveName), crosses on the existing look message, and the scoreboard finally names the person instead of CPU. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Languages
JavaScript
75.2%
Python
15.8%
HTML
7.3%
Shell
1.4%
Swift
0.2%