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/src/api.js | 43 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 43 insertions(+) create mode 100644 web/src/api.js (limited to 'web/src/api.js') diff --git a/web/src/api.js b/web/src/api.js new file mode 100644 index 0000000..3651067 --- /dev/null +++ b/web/src/api.js @@ -0,0 +1,43 @@ +// Thin fetch wrapper for the typerpunk-server backend. Base URL is +// same-origin by default (a reverse proxy is expected to route /api/* to the +// backend in that setup); window.TYPERPUNK_API_URL overrides it for local +// dev or any split frontend/backend hosting, mirroring the existing +// window.TYPERPUNK_TEXTS_URL override pattern already used for the dataset. +const BASE_URL = (typeof window !== 'undefined' && window.TYPERPUNK_API_URL) || ''; + +export class ApiError extends Error { + constructor(status, message) { + super(message); + this.status = status; + } +} + +async function request(method, path, body) { + const res = await fetch(`${BASE_URL}${path}`, { + method, + credentials: 'include', + headers: body !== undefined ? { 'Content-Type': 'application/json' } : undefined, + body: body !== undefined ? JSON.stringify(body) : undefined, + }); + + let data = null; + try { data = await res.json(); } catch { /* empty body, e.g. logout */ } + + if (!res.ok) { + throw new ApiError(res.status, (data && data.error) || `request failed (${res.status})`); + } + return data; +} + +export const api = { + get: path => request('GET', path), + post: (path, body) => request('POST', path, body ?? {}), + delete: path => request('DELETE', path), +}; + +// For the rare case a caller needs a real page navigation instead of a +// fetch - the Spotify OAuth login link has to be an actual top-level +// navigation so the browser can load Spotify's own consent screen. +export function apiUrl(path) { + return `${BASE_URL}${path}`; +} -- cgit v1.2.3