From a726d9f5fb56e1fd7983c5ac806d408ad78daa86 Mon Sep 17 00:00:00 2001 From: srdusr <99972264+srdusr@users.noreply.github.com> Date: Thu, 11 Sep 2025 21:53:00 +0200 Subject: Add multiplayer bots, typing languages, and rework the UI layout 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. --- web/launch.sh | 78 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 78 insertions(+) create mode 100755 web/launch.sh (limited to 'web/launch.sh') diff --git a/web/launch.sh b/web/launch.sh new file mode 100755 index 0000000..bcde2d6 --- /dev/null +++ b/web/launch.sh @@ -0,0 +1,78 @@ +#!/bin/bash + +# Colors for output +GREEN='\033[0;32m' +BLUE='\033[0;34m' +RED='\033[0;31m' +NC='\033[0m' # No Color +YELLOW='\033[0;33m' + +echo -e "${BLUE}Starting TyperPunk Web...${NC}" + +# Resolve directories +SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)" +ROOT_DIR="${SCRIPT_DIR}/.." + +# Ensure wasm-pack is available (auto-install if possible) +if ! command -v wasm-pack &> /dev/null; then + echo -e "${YELLOW}wasm-pack not found. Attempting to install via cargo...${NC}" + if command -v cargo &> /dev/null; then + cargo install wasm-pack || { + echo -e "${RED}Failed to install wasm-pack automatically. Please install manually: cargo install wasm-pack${NC}" + exit 1 + } + else + echo -e "${RED}Rust cargo is not installed. Please install Rust and then run: cargo install wasm-pack${NC}" + exit 1 + fi +fi + +# Ensure node is available (used only to run scripts, no npm packages required) +if ! command -v node &> /dev/null; then + echo -e "${RED}Node.js is not installed. Please install Node.js to run the dataset merge and dev server scripts.${NC}" + exit 1 +fi + +# Ensure dataset exists by merging packs at repo root (best-effort, no npm needed) +echo "Ensuring dataset (texts.json) exists by merging packs..." +(cd "$ROOT_DIR" && node scripts/merge_packs.js) \ + && echo "Merged packs into texts.json" \ + || echo -e "${YELLOW}Warning:${NC} Could not merge packs; continuing with existing texts.json" + +# Build the WASM module +echo "Building WASM module..." +cd "$ROOT_DIR/crates/wasm" + +# Clean previous build +rm -rf pkg target + +# Build with wasm-pack +wasm-pack build --target web --release + +# Check if build was successful +if [ $? -ne 0 ]; then + echo -e "${RED}Failed to build WASM module${NC}" + exit 1 +fi + +cd "$SCRIPT_DIR" + +# Copy the built WASM bindings into web/wasm for the browser to import directly +mkdir -p wasm +cp "$ROOT_DIR/crates/wasm/pkg/typerpunk_wasm.js" wasm/ +cp "$ROOT_DIR/crates/wasm/pkg/typerpunk_wasm_bg.wasm" wasm/ +echo "Copied WASM bindings into web/wasm/" + +# Copy shared texts.json into web/src/data if present +mkdir -p src/data +if [ -f "$ROOT_DIR/texts.json" ]; then + cp "$ROOT_DIR/texts.json" src/data/texts.json + echo "Copied shared texts.json into web/src/data/" +else + echo -e "${YELLOW}Warning:${NC} ../texts.json not found. Using fallback web/src/data/texts.json" +fi + +# Start the static file server (no bundler, no npm dependencies) +echo -e "${GREEN}Starting development server...${NC}" +echo -e "${GREEN}Website will be available at: http://localhost:4173${NC}" +node serve.mjs -- cgit v1.2.3