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<title>typerpunk/web/src/chart.js, branch main</title>
<subtitle>Rust + WASM typing game.
</subtitle>
<id>https://srdusr.com/git/typerpunk/atom?h=main</id>
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<updated>2025-09-14T19:49:00+00:00</updated>
<entry>
<title>Centre the end screen graph</title>
<updated>2025-09-14T19:49:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2025-09-14T19:49:00+00:00</published>
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<content type='text'>
Two separate offsets, both leftovers:

- .end-screen-graph-row carried 4.5rem of right padding against 2rem on the
  left, to clear a fixed icon rail that used to run up the right edge. That
  rail lives in the bottom corners now, so the clearance only pulled the whole
  row 20px left of centre.
- The canvas insets its plot by 52px on the left for the rotated axis title
  and tick labels, but only 20px on the right. That centred the plot inside
  the canvas element while leaving it visibly off-centre inside
  .graph-container's tinted panel - read as a wider empty margin down the
  left-hand side, which is exactly what it was.

Graph box and plot area now both land on the viewport centre, with the WPM and
ACC columns symmetric about it.
</content>
</entry>
<entry>
<title>Rework the end screen figures, mode picker, corners and race view</title>
<updated>2025-09-13T19:11:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2025-09-13T19:11:00+00:00</published>
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<id>urn:sha1:0d3864bcebcdba1b1743367d0f84389fd53e37e1</id>
<content type='text'>
End screen
- Every figure is now a dim label directly over its value, the two centred on
  each other, grouped by what they qualify: RAW and PB under WPM, ERR and
  CONSISTENCY under ACC, KEYSTROKES and CHARACTERS either side of TIME. The
  row is a grid so TIME sits on the graph's exact centre line rather than
  drifting with its neighbours' widths.
- Errors go back onto the wpm line. Their own y axis implied a magnitude a
  mistake does not have; what matters is when one happened.
- Graph hover reads "wpm ... raw ... time" - the figures first, the second
  they happened in as the qualifier.

Mode picker
- Opens from the Single Player button itself, and choosing a mode starts it:
  picking what to type and starting it are one action. The control has now
  been a chevron notched into that button, a caption between the two buttons,
  a pill above them and a chip row below them; as the button's own menu it
  needs no separate real estate at all.

Corners
- Settings and Store move to the bottom-left. The top-left is the wordmark's
  alone.
- The global racer count is gone from the home screen - it is not something
  you can act on there. The Friends control carries "N online" instead, which
  is.
- Presence: users gain a last_seen column, touched at most once a minute per
  active user on any authenticated request, and the friends list reports who
  has been seen inside a five-minute window.

Multiplayer race view
- The standings move to the middle of the screen, the space the end screen's
  graph occupies, and now include your own row rather than opponents only.
  Pinned to the top-left corner they put what you are racing against in your
  peripheral vision and left out the one bar you most need to see.

Programming mode
- Snippets carry an explanation of what the code does. Shown under the passage
  while you type in single player; in multiplayer that space belongs to the
  standings, so it waits for the end screen, where it appears either way.
</content>
</entry>
<entry>
<title>Add multiplayer bots, typing languages, and rework the UI layout</title>
<updated>2025-09-11T19:53:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2025-09-11T19:53:00+00:00</published>
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<id>urn:sha1:a726d9f5fb56e1fd7983c5ac806d408ad78daa86</id>
<content type='text'>
Multiplayer
- Quick match: POST /api/multiplayer/quickmatch returns whichever room is
  still filling, or opens one. Players never see a room code; joining by
  code stays for racing specific people.
- Bots fill quick-match rooms after a short wait so a new game is never an
  empty lobby. They only ever join quick-match rooms, never a room opened
  by code. One or two per room, drawn from separate ~40 and ~80 WPM tiers so
  two bots are never near each other's pace, and they stall to correct
  mistakes rather than typing a clean straight line.
- Live player count via GET /api/multiplayer/online, shown on the
  Multiplayer control and under the main menu's Multiplayer button.
- Per-racer colours: you are the theme accent, opponents take distinct hues
  that stay the same from lobby to race.
- The countdown no longer holds the room lock for its full three seconds,
  which is what reset clients mid-countdown.

Typing languages
- 16 languages for the generated-word modes, each with its own
  high-frequency vocabulary rather than a translation of the English list.
- Picker in the top-right rail; non-English uses its own list at every
  difficulty tier instead of falling back to English words.

Fix UTF-8 accuracy in the game core
- update_game_state mixed byte and character counts: total_characters_typed
  accumulated byte-length deltas while total_correct_characters compared a
  char index against that byte count. Equal on ASCII, so it went unnoticed;
  a correctly typed Spanish passage scored 6%. The old byte slicing would
  also have panicked if an index landed inside a multi-byte character.
  Rewritten char-based, with regression tests.

Programming mode
- Replaced prose about programming with real code: 26 syntax-highlighted
  snippets across JavaScript, Python, Rust, C/Go/Java and shell. Single-line
  by necessity, since the typing input is a single-line field.

Layout and readability
- One icon rail arrangement on every screen: Settings/Store under the
  wordmark, Language/Theme/Friends/Account top-right, Stats/Leaderboard/
  Multiplayer bottom-right.
- Main menu: mode picker moved out of the Single Player button, which it was
  notching a divider through and pushing the label off-centre.
- Escape returns to the menu, closing any open popover first, and confirms
  before abandoning a live race.
- Split --text-color and --sub-color per theme; they shared one value that
  measured 3.65:1 against the background, below the 4.5:1 body-text floor.
- Semantic colours used in exactly one place each: gold for a personal best,
  amber for the race countdown and the mobile-result badge.
- Passage now sits in the same place on the typing and end screens, and its
  column is a whole number of characters wide so wrapping cannot leave a
  permanent gap on the right.
- End screen: keystrokes and a correct/wrong/extra/missed split, attribution
  carried over from the typing screen, and a graph with a separate error
  axis, axis titles including seconds, and smoothed lines.
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