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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/stats.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.
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+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,
+ };
+}