// --- PHOTON CONFIGURATION --- const PHOTON_APP_ID = "YOUR_PHOTON_APP_ID_HERE"; // Get this from Photon Dashboard const PHOTON_VERSION = "1.0"; const TARGET_TOTAL_COUNT = 50; // Total snakes (Players + Bots) desired let photonClient; let isConnected = false; // --- UPDATED INIT FUNCTION --- function init() { initLootLocker(); resize(); // Start Photon Connection immediately setupPhoton(); window.addEventListener('resize', resize); window.addEventListener('mousemove', e => { mouseX = e.clientX; mouseY = e.clientY; }); window.addEventListener('mousedown', () => isMouseDown = true); window.addEventListener('mouseup', () => isMouseDown = false); requestAnimationFrame(loop); } function setupPhoton() { // Note: You must include the Photon JS SDK in your : // photonClient = new Photon.LoadBalancing.LoadBalancingClient(Photon.ConnectionProtocol.Wss, PHOTON_APP_ID, PHOTON_VERSION); photonClient.onStateChange = (state) => { console.log("Photon State:", state); if (state === Photon.LoadBalancing.LoadBalancingClient.State.JoinedLobby) { photonClient.joinRandomOrCreateRoom(); } }; photonClient.onJoinedRoom = () => { isConnected = true; console.log("Joined Room!"); resetGameMultiplayer(); }; photonClient.connectToRegionMaster("US"); // Or your preferred region } // --- MULTIPLAYER BOT LOGIC --- function updateBotPopulation() { // Only the Master Client (first player) manages bots to avoid duplicates if (!photonClient.isMasterClient()) return; const playerCount = photonClient.myRoom().playerCount; const currentBotCount = snakes.filter(s => !s.isLocalPlayer && s.isBot).length; // Logic: Keep Total (Players + Bots) = 50 // If players = 1, bots = 49. If players = 10, bots = 40. const desiredBots = Math.max(0, TARGET_TOTAL_COUNT - playerCount); if (currentBotCount < desiredBots) { // Add a bot let p = getSafeSpawnPos(); let newBot = new Snake(false, p.x, p.y); newBot.isBot = true; snakes.push(newBot); } else if (currentBotCount > desiredBots) { // Remove a bot to prevent crowding const botIndex = snakes.findIndex(s => !s.isLocalPlayer && s.isBot); if (botIndex !== -1) { snakes[botIndex].die(); // This triggers the "delete" logic } } } function resetGameMultiplayer() { snakes = []; foods = []; bullets = []; gameActive = true; // Create Local Player localPlayer = new Snake(true, WORLD_SIZE/2, WORLD_SIZE/2); snakes.push(localPlayer); // Initial Food Spawn for(let i=0; i<500; i++) foods.push(new Food()); } // --- UPDATE THE MAIN LOOP --- function update() { if (isConnected) { updateBotPopulation(); } // ... rest of your existing update logic ... }