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2025-12-05Show the passage during the countdown, and fix navigation across screenssrdusr2-0/+10
Countdown - Five seconds instead of three, and shown over the passage on the race screen rather than in an empty lobby. New ServerMessage::RaceText carries the text (and its attribution) just before the countdown starts, so every client can put it on screen and let players read the opening words while the numbers run - what TypeRacer and 10FastFingers both do. Typing is locked until Start lifts the gate. - Two subscriptions had to move with it. Building the race view tears the lobby down, and the lobby owned the only handlers for Countdown and Start, so the count stopped arriving exactly when it was needed and the gate would never have lifted. - The TUI and Steam clients match ServerMessage exhaustively, so both gained an arm for the new variant; whole workspace checks clean. Multiplayer attribution - Race passages now carry who wrote them, so a race shows its source the way single player always has. Previously the server sent bare strings and both the race and its end screen showed nothing. Navigation - Every screen's full-width "Back" button becomes a close control at the top of the content. The wordmark and Escape already went back, so it was a third way to do the same thing and the least reachable of them. - The multiplayer screen had a Back button on top of that; gone. Fixes - The end screen graph is drawn into a canvas, so it cannot inherit a theme change the way the rest of the page does. It now redraws on one - switching theme used to leave the chart in the old palette. - .stats-empty was align-self:flex-start inside a centred column, so "Sign in to add friends" sat on a different axis from its own Sign In button. - The store showed a sign-in prompt instead of its catalogue, so nobody could see what signing in would get them. The catalogue now renders signed out, with prices, behind a sign-in note. - The room code field is sized for the five characters a code actually is, and Join carries the same weight as the field it belongs to.
2025-09-11Add multiplayer bots, typing languages, and rework the UI layoutsrdusr4-0/+649
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.