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2025-09-13Rework the end screen figures, mode picker, corners and race viewsrdusr20-1450/+1632
End screen - Every figure is now a dim label directly over its value, the two centred on each other, grouped by what they qualify: RAW and PB under WPM, ERR and CONSISTENCY under ACC, KEYSTROKES and CHARACTERS either side of TIME. The row is a grid so TIME sits on the graph's exact centre line rather than drifting with its neighbours' widths. - Errors go back onto the wpm line. Their own y axis implied a magnitude a mistake does not have; what matters is when one happened. - Graph hover reads "wpm ... raw ... time" - the figures first, the second they happened in as the qualifier. Mode picker - Opens from the Single Player button itself, and choosing a mode starts it: picking what to type and starting it are one action. The control has now been a chevron notched into that button, a caption between the two buttons, a pill above them and a chip row below them; as the button's own menu it needs no separate real estate at all. Corners - Settings and Store move to the bottom-left. The top-left is the wordmark's alone. - The global racer count is gone from the home screen - it is not something you can act on there. The Friends control carries "N online" instead, which is. - Presence: users gain a last_seen column, touched at most once a minute per active user on any authenticated request, and the friends list reports who has been seen inside a five-minute window. Multiplayer race view - The standings move to the middle of the screen, the space the end screen's graph occupies, and now include your own row rather than opponents only. Pinned to the top-left corner they put what you are racing against in your peripheral vision and left out the one bar you most need to see. Programming mode - Snippets carry an explanation of what the code does. Shown under the passage while you type in single player; in multiplayer that space belongs to the standings, so it waits for the end screen, where it appears either way.
2025-09-12Rework the corner layout and move mode selection out of the button stacksrdusr3-85/+165
- Settings and Store move onto the wordmark's own line. Stacked beneath it they pushed into the space the passage needs and read as a second, unrelated column. - The live player count moves to the bottom-left beside a Multiplayer icon, as readable text ("5 racing") rather than a corner badge. As a badge it was a bare digit with nothing saying what it counted, sharing a corner with two other buttons. - Bottom-right is now just Stats and Leaderboard. - Mode selection becomes a row of chips below both start buttons. It has been three things before this: a chevron notched into the Single Player button, a caption wedged between the two buttons, and a pill sitting on top of them. As its own row it reads as a setting for the run rather than part of the button stack, and every common mode is one click instead of a dropdown away. The eleven topic packs stay behind a "Text" chip. - "Multiplayer" becomes "Multi-Player", so the two buttons read as a pair.
2025-09-11Add multiplayer bots, typing languages, and rework the UI layoutsrdusr141-559/+19524
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.
2025-08-04Add cursor (currently block only)srdusr1-3/+11
2025-07-22Quit the game or go back to the main menu functionality added instead of ↵srdusr1-6/+11
just quitting the game
2025-07-22Improved README with a few added details and improved some of the formattingsrdusr1-18/+18
2025-07-18Fixed not being able to read the sentences.txt file, fixed linter ↵srdusr1-6/+25
diagnostics messages with test file, better handling of exiting the game and going back to terminal by sending ANSI escape sequences to clear terminal
2025-07-09Update licensesrdusr1-0/+21
2025-07-08Update READMEsrdusr1-0/+77
2024-10-29Now using sentences.txt instead of const Paragraphs from main.rssrdusr1-0/+3
2024-10-26Restart project with clean slatesrdusr1-7/+11
2024-10-17Restart project with clean slatesrdusr1-181/+241
2024-10-14Add initial unit tests for App functionalityAdded basic unit tests for App ↵srdusr1-0/+164
struct:- New App creation- Resetting state- Input handling- Timer functionality- Words per minute calculation- Reading sentences from file- Drawing typing game UI
2024-10-04Removed unused imports, simplify code and implemented render_widgetssrdusr1-35/+18
2024-09-26Fixed not showing paragraphs to typesrdusr1-92/+104
2024-09-26Initial commitsrdusr1-0/+0
2024-09-25Add Cargo.locksrdusr1-0/+1
2024-03-18Changed in-game titlesrdusr1-1/+1
2024-03-18First compile without errors, still not working as expected, #TODO: Many fixessrdusr1-83/+197
2024-03-05Add dependenciessrdusr1-0/+9
2024-02-23Pseudo code for typing gamesrdusr1-1/+117
2024-02-20Initial commit of empty README.mdsrdusr1-0/+0
2024-02-14Initial commit of empty filessrdusr3-0/+12