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2026-03-05Put the header back in its corners, and give sound a controlsrdusr1-1/+5
The banner. It was a full-width bar with its own background and border, which read as a second layer of chrome stretching past the content on both sides, and because it reserved height at the top of the page it pushed the wordmark out of the top-left corner and the icon rail down out of the top-right. It is just the unit now, centred, sharing that line with both of them. It is also thinner: a 468x60 full banner rather than a 728x90 leaderboard, and 320x50 rather than 320x100 on a phone. Both are standard units. At 90px the banner was deeper than the icon rail beside it, so it decided how far down the whole page began; at 60px it is shorter than the rail and the content offset is the rail's, not the banner's. The page below is unaffected by whether an advert is there at all. Below 980px the wordmark, the unit and the rail no longer fit on one line, so the banner drops beneath them and the content clears both. The mark. It was five shapes in a 32 pixel square: a chevron, an offset ghost copy of that chevron, a full-width baseline, and a large filled block. That is a drawing, not a mark, and the parts crowded each other so none of them read. It is two shapes now, a chevron and the underscore cursor after it, which is a shell prompt and the gesture anyone who has used a terminal recognises. The cursor blink faded to 0.15 opacity over an uneven 45/55 split, so it ghosted rather than blinked. A terminal cursor is a hard square wave: fully on, fully off, 530ms each way. Only the menu's title blinks now, because something blinking in the corner of every screen is a distraction. The menu title sat 16px right of the buttons underneath it. Centring the mark and the name together as one box put the name off-centre, and the absolutely-positioned mark overflowed the menu's padding, which moved the box itself. It is a three column grid now, the third empty and the same width as the first, so the wordmark is in the exact centre by construction with the mark to its left. Measured 0px offset at six widths. The corner wordmark is back on the menu. Leaving it off to avoid showing the name twice made it look like it had gone missing, and it is the way back to the menu from everywhere else, so it should be in the same place on every screen. Sound. The engine worked: one oscillator per keystroke, verified by counting them. It was off by default and its only control was a line inside the settings dialog, so the usual way to find it was to be told it existed. It is a speaker in the top rail now, cycling off, click and mechanical, and it defaults to mechanical. A browser will not start an audio context before a user gesture and the first keystroke is one, so the first tone plays with the first character: confirmed with a fresh profile under the default autoplay policy, context running, six tones for six keystrokes. The copies in the two settings panels are gone. One setting, one control. 3 browser tests pass, all 21 screen and viewport combinations clean, and the margin rails still appear only above 1424px.
2025-09-11Add multiplayer bots, typing languages, and rework the UI layoutsrdusr1-0/+40
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.