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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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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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