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authorsrdusr <[email protected]>2025-09-11 21:53:00 +0200
committersrdusr <[email protected]>2025-09-11 21:53:00 +0200
commita726d9f5fb56e1fd7983c5ac806d408ad78daa86 (patch)
tree4129a058e2a9e8fa4e0a51e3ed943b746750c3cf /web/src/counts.js
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 'web/src/counts.js')
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diff --git a/web/src/counts.js b/web/src/counts.js
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+import { api } from './api.js';
+import { getOnlineCount } from './multiplayer.js';
+import { getUser, onAuthChange } from './auth.js';
+
+// Live counts for the badges on the Friends and Multiplayer controls: how
+// many people you can race right now, and how many friends you have.
+//
+// Shared and cached rather than fetched per control. The rail is rebuilt on
+// every screen change, and without this each navigation fired a fresh pair of
+// requests - and the main menu's Multiplayer button would have fired its own
+// on top of that, asking the server the same question twice per screen.
+const REFRESH_MS = 30000;
+
+let cache = { online: 0, friends: 0 };
+const listeners = new Set();
+let timer = null;
+let inFlight = false;
+
+async function refresh() {
+ if (inFlight) return;
+ inFlight = true;
+ try {
+ const online = await getOnlineCount().then(r => r.players).catch(() => cache.online);
+ // Friends only exist for a signed-in user; asking while signed out is
+ // a guaranteed 401, so skip it rather than log noise on every poll.
+ const friends = getUser()
+ ? await api.get('/api/friends').then(r => (r.friends || []).length).catch(() => cache.friends)
+ : 0;
+ cache = { online, friends };
+ for (const fn of listeners) fn(cache);
+ } finally {
+ inFlight = false;
+ }
+}
+
+export function getCounts() {
+ return cache;
+}
+
+// Returns an unsubscribe function. Polling runs only while something is
+// listening, so a screen with no badges costs nothing.
+export function onCountsChange(fn) {
+ listeners.add(fn);
+ if (!timer) {
+ refresh();
+ timer = setInterval(refresh, REFRESH_MS);
+ }
+ return () => {
+ listeners.delete(fn);
+ if (listeners.size === 0 && timer) {
+ clearInterval(timer);
+ timer = null;
+ }
+ };
+}
+
+// Signing in or out changes the friend count immediately - waiting up to the
+// full poll interval would leave a stale badge behind.
+onAuthChange(() => {
+ if (listeners.size > 0) refresh();
+});