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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/theme.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/theme.js')
| -rw-r--r-- | web/src/theme.js | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/web/src/theme.js b/web/src/theme.js new file mode 100644 index 0000000..686572b --- /dev/null +++ b/web/src/theme.js @@ -0,0 +1,66 @@ +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); +} |