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Standings on the end screen
- A race used to end on your own numbers alone. The end screen now shows the
whole field, filling in live as the slower racers come home.
- Two teardown paths were killing the feed it depends on. app.js tears the
race screen down before rendering the end screen, and that ran both the
inner cleanup (unsubscribing progress and finished) and the outer one
(closing the socket). Your own PlayerFinished arrives from the server a
moment after your finish callback runs, so nobody - including you - ever
got a place. The screen now marks the feed as handed off and leaves it to
the end screen, which drops it on its own teardown.
More racers
- Up to four bots per room instead of two, biased towards a fuller lobby.
With four, picking one of two speed tiers put pairs on top of each other,
so a bot now takes a pace at least 9 wpm clear of every other bot in the
room, drawn from the whole slow-to-fast span. Accuracy tracks speed rather
than being rolled independently, which had been pairing 80 wpm with 88% and
35 wpm with 99%.
Lobby
- The countdown is the whole screen for its three seconds, instead of a small
number under a large disabled button. Quick match says "Finding a race"
rather than offering a room code to share that nobody needs.
Controls
- Keyboard focus was invisible almost everywhere: only two inputs and the
theme toggle had a :focus rule, and four other controls set outline:none
outright. A :focus-visible ring now covers every interactive control,
drawn as a box-shadow so it survives those declarations.
- Disabled buttons no longer keep the filled hover state of a live primary
action, placeholders have a defined colour rather than a per-engine
default, inputs gained hover feedback and a consistent width, and pressed
controls acknowledge the press.
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Two separate offsets, both leftovers:
- .end-screen-graph-row carried 4.5rem of right padding against 2rem on the
left, to clear a fixed icon rail that used to run up the right edge. That
rail lives in the bottom corners now, so the clearance only pulled the whole
row 20px left of centre.
- The canvas insets its plot by 52px on the left for the rotated axis title
and tick labels, but only 20px on the right. That centred the plot inside
the canvas element while leaving it visibly off-centre inside
.graph-container's tinted panel - read as a wider empty margin down the
left-hand side, which is exactly what it was.
Graph box and plot area now both land on the viewport centre, with the WPM and
ACC columns symmetric about it.
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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.
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- 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.
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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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just quitting the game
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diagnostics messages with test file, better handling of exiting the game and going back to terminal by sending ANSI escape sequences to clear terminal
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struct:- New App creation- Resetting state- Input handling- Timer functionality- Words per minute calculation- Reading sentences from file- Drawing typing game UI
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