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| author | srdusr <[email protected]> | 2025-09-11 21:53:00 +0200 |
|---|---|---|
| committer | srdusr <[email protected]> | 2025-09-11 21:53:00 +0200 |
| commit | a726d9f5fb56e1fd7983c5ac806d408ad78daa86 (patch) | |
| tree | 4129a058e2a9e8fa4e0a51e3ed943b746750c3cf /crates/wasm/src | |
| parent | 8c95e90fa54db565919ec323818f77e7256812c8 (diff) | |
| download | typerpunk-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.rs | 162 |
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(); +}
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