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/keySounds.js | 42 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 42 insertions(+) create mode 100644 web/src/keySounds.js (limited to 'web/src/keySounds.js') diff --git a/web/src/keySounds.js b/web/src/keySounds.js new file mode 100644 index 0000000..1a20087 --- /dev/null +++ b/web/src/keySounds.js @@ -0,0 +1,42 @@ +import { getSettings } from './settings.js'; + +// Synthesized rather than sampled - a couple of short tones via the Web +// Audio API instead of shipping/loading actual click-sample audio files, +// so the feature has zero asset dependencies. +const THEMES = { + click: { freq: 1800, duration: 0.03, type: 'square' }, + mech: { freq: 180, duration: 0.05, type: 'triangle' }, +}; + +let audioCtx = null; +function getContext() { + if (!audioCtx) { + const AudioContextClass = window.AudioContext || window.webkitAudioContext; + audioCtx = new AudioContextClass(); + } + return audioCtx; +} + +// Browsers refuse to start an AudioContext before a user gesture - the +// first keystroke that reaches here always follows one (focusing/typing +// into the input), so resuming inline rather than requiring a separate +// "enable sound" click. +export function playKeySound() { + const { soundTheme } = getSettings(); + const theme = THEMES[soundTheme]; + if (!theme) return; + + const ctx = getContext(); + if (ctx.state === 'suspended') ctx.resume(); + + const osc = ctx.createOscillator(); + const gain = ctx.createGain(); + osc.type = theme.type; + osc.frequency.value = theme.freq; + gain.gain.setValueAtTime(0.12, ctx.currentTime); + gain.gain.exponentialRampToValueAtTime(0.0001, ctx.currentTime + theme.duration); + osc.connect(gain); + gain.connect(ctx.destination); + osc.start(); + osc.stop(ctx.currentTime + theme.duration); +} -- cgit v1.2.3