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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 /web/src/keyStats.js | |
| 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 'web/src/keyStats.js')
| -rw-r--r-- | web/src/keyStats.js | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/web/src/keyStats.js b/web/src/keyStats.js new file mode 100644 index 0000000..9db0106 --- /dev/null +++ b/web/src/keyStats.js @@ -0,0 +1,59 @@ +const STORAGE_KEY = 'typerpunk:keystats'; +// Below this many samples a character's average latency/error rate is too +// noisy to act on - a key typed twice that happened to be wrong once looks +// identical to a genuinely hard key without this floor. +const MIN_SAMPLES = 5; + +function load() { + try { + const raw = JSON.parse(localStorage.getItem(STORAGE_KEY)); + return raw && typeof raw === 'object' ? raw : {}; + } catch { + return {}; + } +} + +function save(data) { + try { localStorage.setItem(STORAGE_KEY, JSON.stringify(data)); } catch {} +} + +// Called once per typed character (correct or not) with how long it took +// since the previous keystroke. Skips whitespace - word gaps have highly +// variable timing for reasons unrelated to how hard a character is to type +// (thinking about the next word, punctuation pauses), and would otherwise +// dominate the latency signal for every character adjacent to a space. +export function recordKeystroke(char, isCorrect, latencyMs) { + if (!char || /\s/.test(char)) return; + const data = load(); + const entry = data[char] || { attempts: 0, errors: 0, totalLatency: 0 }; + entry.attempts += 1; + if (!isCorrect) entry.errors += 1; + if (latencyMs != null && latencyMs >= 0 && latencyMs < 5000) entry.totalLatency += latencyMs; + data[char] = entry; + save(data); +} + +// Ranks every character with enough samples by a weak-ness score (error +// rate weighted heaviest, since a mistake matters more than being merely +// slow) and returns the worst `limit`. Empty until enough real typing has +// happened - callers should fall back to plain random text until then. +export function getWeakChars(limit = 12) { + const data = load(); + const scored = Object.entries(data) + .filter(([, e]) => e.attempts >= MIN_SAMPLES) + .map(([char, e]) => ({ + char, + errorRate: e.errors / e.attempts, + avgLatency: e.totalLatency / e.attempts, + })); + if (scored.length === 0) return []; + + const maxLatency = Math.max(...scored.map(s => s.avgLatency), 1); + scored.forEach(s => { s.score = s.errorRate * 0.7 + (s.avgLatency / maxLatency) * 0.3; }); + scored.sort((a, b) => b.score - a.score); + return scored.slice(0, limit).map(s => s.char); +} + +export function hasEnoughData() { + return getWeakChars(1).length > 0; +} |