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<title>typerpunk/web/src/settings.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>2026-03-05T14:54:00+00:00</updated>
<entry>
<title>Put the header back in its corners, and give sound a control</title>
<updated>2026-03-05T14:54:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2026-03-05T14:54:00+00:00</published>
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<content type='text'>
The banner. It was a full-width bar with its own background and border, which
read as a second layer of chrome stretching past the content on both sides,
and because it reserved height at the top of the page it pushed the wordmark
out of the top-left corner and the icon rail down out of the top-right. It is
just the unit now, centred, sharing that line with both of them.

It is also thinner: a 468x60 full banner rather than a 728x90 leaderboard,
and 320x50 rather than 320x100 on a phone. Both are standard units. At 90px
the banner was deeper than the icon rail beside it, so it decided how far
down the whole page began; at 60px it is shorter than the rail and the
content offset is the rail's, not the banner's. The page below is unaffected
by whether an advert is there at all.

Below 980px the wordmark, the unit and the rail no longer fit on one line, so
the banner drops beneath them and the content clears both.

The mark. It was five shapes in a 32 pixel square: a chevron, an offset ghost
copy of that chevron, a full-width baseline, and a large filled block. That
is a drawing, not a mark, and the parts crowded each other so none of them
read. It is two shapes now, a chevron and the underscore cursor after it,
which is a shell prompt and the gesture anyone who has used a terminal
recognises.

The cursor blink faded to 0.15 opacity over an uneven 45/55 split, so it
ghosted rather than blinked. A terminal cursor is a hard square wave: fully
on, fully off, 530ms each way. Only the menu's title blinks now, because
something blinking in the corner of every screen is a distraction.

The menu title sat 16px right of the buttons underneath it. Centring the mark
and the name together as one box put the name off-centre, and the
absolutely-positioned mark overflowed the menu's padding, which moved the box
itself. It is a three column grid now, the third empty and the same width as
the first, so the wordmark is in the exact centre by construction with the
mark to its left. Measured 0px offset at six widths.

The corner wordmark is back on the menu. Leaving it off to avoid showing the
name twice made it look like it had gone missing, and it is the way back to
the menu from everywhere else, so it should be in the same place on every
screen.

Sound. The engine worked: one oscillator per keystroke, verified by counting
them. It was off by default and its only control was a line inside the
settings dialog, so the usual way to find it was to be told it existed. It is
a speaker in the top rail now, cycling off, click and mechanical, and it
defaults to mechanical. A browser will not start an audio context before a
user gesture and the first keystroke is one, so the first tone plays with the
first character: confirmed with a fresh profile under the default autoplay
policy, context running, six tones for six keystrokes.

The copies in the two settings panels are gone. One setting, one control.

3 browser tests pass, all 21 screen and viewport combinations clean, and the
margin rails still appear only above 1424px.
</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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</entry>
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