srdusr
aboutsummaryrefslogtreecommitdiffstats
path: root/crates/wasm/src
diff options
context:
space:
mode:
authorsrdusr <[email protected]>2025-09-11 21:53:00 +0200
committersrdusr <[email protected]>2025-09-11 21:53:00 +0200
commita726d9f5fb56e1fd7983c5ac806d408ad78daa86 (patch)
tree4129a058e2a9e8fa4e0a51e3ed943b746750c3cf /crates/wasm/src
parent8c95e90fa54db565919ec323818f77e7256812c8 (diff)
downloadtyperpunk-a726d9f5fb56e1fd7983c5ac806d408ad78daa86.tar.gz
typerpunk-a726d9f5fb56e1fd7983c5ac806d408ad78daa86.zip
Add multiplayer bots, typing languages, and rework the UI layout
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.
Diffstat (limited to 'crates/wasm/src')
-rw-r--r--crates/wasm/src/lib.rs162
1 files changed, 162 insertions, 0 deletions
diff --git a/crates/wasm/src/lib.rs b/crates/wasm/src/lib.rs
new file mode 100644
index 0000000..abec93b
--- /dev/null
+++ b/crates/wasm/src/lib.rs
@@ -0,0 +1,162 @@
+use wasm_bindgen::prelude::*;
+use typerpunk_core::game::Game;
+
+// Re-export TyperPunkGame as TyperPunk
+pub use typerpunk_core::wasm::TyperPunkGame as TyperPunk;
+
+#[wasm_bindgen]
+pub struct TyperPunkGame {
+ game: Option<Game>,
+}
+
+#[wasm_bindgen]
+impl TyperPunkGame {
+ #[wasm_bindgen(constructor)]
+ pub fn new() -> Self {
+ Self {
+ game: Some(Game::new()),
+ }
+ }
+
+ #[wasm_bindgen]
+ pub fn set_text(&mut self, text: &str) -> Result<(), JsValue> {
+ let game = self.game.as_mut()
+ .ok_or_else(|| JsValue::from_str("Game not initialized"))?;
+
+ // Create a new owned string and validate UTF-8
+ let text_str = match std::str::from_utf8(text.as_bytes()) {
+ Ok(s) => s.to_string(),
+ Err(_) => return Err(JsValue::from_str("Invalid UTF-8 text")),
+ };
+
+ game.set_text(text_str);
+ Ok(())
+ }
+
+ #[wasm_bindgen]
+ pub fn get_text(&self) -> String {
+ self.game.as_ref()
+ .map(|game| game.get_text())
+ .unwrap_or_default()
+ }
+
+ #[wasm_bindgen]
+ pub fn get_input(&self) -> String {
+ self.game.as_ref()
+ .map(|game| game.get_input())
+ .unwrap_or_default()
+ }
+
+ #[wasm_bindgen]
+ pub fn handle_input(&mut self, input: &str) -> Result<(), JsValue> {
+ let game = self.game.as_mut()
+ .ok_or_else(|| JsValue::from_str("Game not initialized"))?;
+
+ // Create a new owned string and validate UTF-8
+ let input_str = match std::str::from_utf8(input.as_bytes()) {
+ Ok(s) => s.to_string(),
+ Err(_) => return Err(JsValue::from_str("Invalid UTF-8 input")),
+ };
+
+ // Process input
+ game.handle_input(&input_str)
+ .map_err(|e| JsValue::from_str(&e.to_string()))
+ }
+
+ #[wasm_bindgen]
+ pub fn handle_backspace(&mut self, ctrl: bool) -> Result<bool, JsValue> {
+ let game = self.game.as_mut()
+ .ok_or_else(|| JsValue::from_str("Game not initialized"))?;
+
+ if !game.can_backspace() {
+ return Ok(false);
+ }
+
+ // Check if ctrl+backspace is allowed
+ if ctrl && !game.can_ctrl_backspace() {
+ return Ok(false);
+ }
+
+ // Perform backspace
+ game.handle_backspace(ctrl)
+ .map_err(|e| JsValue::from_str(&e.to_string()))
+ }
+
+ #[wasm_bindgen]
+ pub fn get_stats(&self) -> Result<JsValue, JsValue> {
+ let game = self.game.as_ref()
+ .ok_or_else(|| JsValue::from_str("Game not initialized"))?;
+
+ let (accuracy, mistakes) = game.get_stats()
+ .map_err(|e| JsValue::from_str(&e.to_string()))?;
+ let array = js_sys::Array::new();
+ array.push(&JsValue::from_f64(accuracy));
+ array.push(&JsValue::from_f64(mistakes as f64));
+ Ok(array.into())
+ }
+
+ #[wasm_bindgen]
+ pub fn get_stats_and_input(&self) -> Result<JsValue, JsValue> {
+ let game = self.game.as_ref()
+ .ok_or_else(|| JsValue::from_str("Game not initialized"))?;
+
+ // Get input first to avoid recursive use
+ let input = game.get_input();
+
+ // Then get stats
+ let (_, accuracy, mistakes) = game.get_stats_and_input()
+ .map_err(|e| JsValue::from_str(&e.to_string()))?;
+
+ let array = js_sys::Array::new();
+ array.push(&JsValue::from_str(&input));
+ array.push(&JsValue::from_f64(accuracy));
+ array.push(&JsValue::from_f64(mistakes as f64));
+ Ok(array.into())
+ }
+
+ #[wasm_bindgen]
+ pub fn is_finished(&self) -> bool {
+ // Delegates to the core Game's own is_finished() instead of a second,
+ // independent copy of the completion check - this used to
+ // re-implement the (then-current) logic by hand, which meant the
+ // exact-match-required bug fixed in core::game::Game had to be fixed
+ // here separately too, and wasn't: this copy kept requiring an exact
+ // match long after the core was fixed to be length-only, silently
+ // freezing every test with an uncorrected mistake anywhere in it.
+ self.game.as_ref()
+ .map(|game| game.is_finished())
+ .unwrap_or(false)
+ }
+
+ #[wasm_bindgen]
+ pub fn start(&mut self) {
+ if let Some(game) = &mut self.game {
+ game.start();
+ }
+ }
+
+ #[wasm_bindgen]
+ pub fn get_wpm(&self) -> f64 {
+ self.game.as_ref()
+ .map(|game| game.get_wpm())
+ .unwrap_or(0.0)
+ }
+
+ #[wasm_bindgen]
+ pub fn get_time_elapsed(&self) -> f64 {
+ self.game.as_ref()
+ .map(|game| game.get_time_elapsed())
+ .unwrap_or(0.0)
+ }
+
+ #[wasm_bindgen]
+ pub fn free(&mut self) {
+ self.game = None;
+ }
+
+}
+
+#[wasm_bindgen]
+pub fn init() {
+ console_error_panic_hook::set_once();
+} \ No newline at end of file