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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/stats.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/stats.js')
| -rw-r--r-- | web/src/stats.js | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/web/src/stats.js b/web/src/stats.js new file mode 100644 index 0000000..00d4db6 --- /dev/null +++ b/web/src/stats.js @@ -0,0 +1,66 @@ +export function emptyStats() { + return { + wpm: 0, + rawWpm: 0, + keystrokes: 0, + accuracy: 100, + time: 0, + correctChars: 0, + incorrectChars: 0, + totalChars: 0, + currentStreak: 0, + bestStreak: 0, + }; +} + +// `totalKeystrokes` is a persistent, never-decremented count of every forward +// keystroke made during the test, including ones later backspaced away. It +// must be tracked externally (see typingGame.js) because a backspaced +// mistake is no longer present in `input` by the time this runs - without +// it, raw WPM would silently collapse to equal WPM whenever the final input +// happens to be fully correct, hiding every corrected mistake. Falls back to +// `input.length` (final-state only) when the caller doesn't track it. +export function calculateStats(input, text, elapsedTime, totalKeystrokes) { + let correct = 0; + let totalErrors = 0; + let currentStreak = 0; + let bestStreak = 0; + const hasStartedTyping = input.length > 0; + + for (let i = 0; i < input.length; i++) { + if (i < text.length && input[i] === text[i]) { + correct++; + currentStreak++; + bestStreak = Math.max(bestStreak, currentStreak); + } else { + totalErrors++; + currentStreak = 0; + } + } + + const totalTyped = input.length; + const accuracy = !hasStartedTyping ? 100 : Math.max(0, Math.min(100, (correct / totalTyped) * 100)); + const wpm = elapsedTime === 0 ? 0 : (correct / 5) / (elapsedTime / 60); + // Raw WPM: same formula as WPM, but counting every keystroke ever made + // (right, wrong, or later corrected) instead of only correct ones -- + // this is how MonkeyType/TypeRacer define it: raw speed ignores accuracy + // entirely, including keystrokes you fixed with backspace. + const rawCount = totalKeystrokes ?? totalTyped; + const rawWpm = elapsedTime === 0 ? 0 : (rawCount / 5) / (elapsedTime / 60); + + return { + wpm, + rawWpm, + accuracy, + time: elapsedTime, + correctChars: correct, + incorrectChars: totalErrors, + totalChars: text.length, + // Every forward keystroke of the test, corrected-away ones included -- + // the same figure rawWpm is derived from. Reported on the end screen + // in its own right, the way 10FastFingers does. + keystrokes: rawCount, + currentStreak, + bestStreak, + }; +} |