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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/theme.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 const Theme = { Light: 'light', Dark: 'dark' };
+
+// Full theme catalog for the gallery. Light/Dark stay the two the corner
+// toggle button cycles between; the rest are only reachable from the
+// gallery, matching how most typing sites treat "light vs dark" as the
+// quick switch and everything else as a deliberate pick.
+export const THEMES = [
+ { id: 'dark', label: 'Dark', dark: true, primary: '#00ff9d' },
+ { id: 'light', label: 'Light', dark: false, primary: '#067a4e' },
+ { id: 'dracula', label: 'Dracula', dark: true, primary: '#bd93f9' },
+ { id: 'nord', label: 'Nord', dark: true, primary: '#88c0d0' },
+ { id: 'solarized', label: 'Solarized', dark: true, primary: '#268bd2' },
+ { id: 'gruvbox', label: 'Gruvbox', dark: true, primary: '#fabd2f' },
+ { id: 'monokai', label: 'Monokai', dark: true, primary: '#a6e22e' },
+];
+
+export function isDarkTheme(id) {
+ return THEMES.find(t => t.id === id)?.dark ?? true;
+}
+
+const STORAGE_KEY = 'theme';
+const listeners = new Set();
+
+let theme = localStorage.getItem(STORAGE_KEY) || Theme.Dark;
+
+// The custom cursor is a per-theme accent, not a fixed brand mark - a
+// hardcoded color would sit oddly on Dracula/Nord/etc, so it's regenerated
+// from each theme's own primary color instead. Plus-reticle crosshair, not a
+// circle - the rest of the UI (buttons, icons.js's angular sun/moon) is all
+// sharp corners, and a round cursor read as off-brand next to it. The gap at
+// the center (arms don't meet) is what makes it read as a scope reticle
+// rather than a plain plus sign.
+function cursorDataUri(color) {
+ const svg = `<svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 20 20"><path d="M10 1V8 M10 12V19 M1 10H8 M12 10H19" stroke="${color}" stroke-width="1.6"/><rect x="9.3" y="9.3" width="1.4" height="1.4" fill="${color}"/></svg>`;
+ return `url("data:image/svg+xml;base64,${btoa(svg)}") 10 10, auto`;
+}
+
+function apply(value) {
+ document.documentElement.setAttribute('data-theme', value);
+ if (document.body) {
+ const t = THEMES.find(x => x.id === value);
+ document.body.style.cursor = cursorDataUri(t ? t.primary : '#00ff9d');
+ }
+}
+apply(theme);
+
+export function getTheme() {
+ return theme;
+}
+
+export function setTheme(id) {
+ if (!THEMES.some(t => t.id === id)) return;
+ theme = id;
+ localStorage.setItem(STORAGE_KEY, theme);
+ apply(theme);
+ for (const fn of listeners) fn(theme);
+}
+
+export function toggleTheme() {
+ setTheme(theme === Theme.Light ? Theme.Dark : Theme.Light);
+}
+
+export function onThemeChange(fn) {
+ listeners.add(fn);
+ return () => listeners.delete(fn);
+}