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/profileStats.js | 62 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 62 insertions(+) create mode 100644 web/src/profileStats.js (limited to 'web/src/profileStats.js') diff --git a/web/src/profileStats.js b/web/src/profileStats.js new file mode 100644 index 0000000..c88da15 --- /dev/null +++ b/web/src/profileStats.js @@ -0,0 +1,62 @@ +const STORAGE_KEY = 'typerpunk:profile'; +// Caps how many past results the progress chart can show - unbounded +// growth would slowly bloat localStorage for a long-lived install with no +// benefit, since the chart only ever renders the most recent entries anyway. +const MAX_HISTORY = 100; + +function defaults() { + return { + testsCompleted: 0, + totalTimeSeconds: 0, + totalWpm: 0, + totalAccuracy: 0, + bestWpm: 0, + lastTestDate: null, + streakDays: 0, + history: [], + }; +} + +function load() { + try { + const raw = JSON.parse(localStorage.getItem(STORAGE_KEY)); + return raw && typeof raw === 'object' ? { ...defaults(), ...raw } : defaults(); + } catch { + return defaults(); + } +} + +export function getProfileStats() { + const s = load(); + return { + ...s, + averageWpm: s.testsCompleted ? Math.round(s.totalWpm / s.testsCompleted) : 0, + averageAccuracy: s.testsCompleted ? Math.round(s.totalAccuracy / s.testsCompleted) : 0, + }; +} + +// Called once per finished test (any mode, including custom text) - these +// are lifetime activity totals, not per-mode bests, so unlike pb.js every +// completed test counts, not just new records. +export function recordTest({ wpm, accuracy, time }) { + const s = load(); + s.testsCompleted += 1; + s.totalTimeSeconds += time; + s.totalWpm += wpm; + s.totalAccuracy += accuracy; + s.bestWpm = Math.max(s.bestWpm, wpm); + + const today = new Date().toDateString(); + const lastDay = s.lastTestDate ? new Date(s.lastTestDate).toDateString() : null; + if (lastDay !== today) { + const yesterday = new Date(Date.now() - 86400000).toDateString(); + s.streakDays = lastDay === yesterday ? s.streakDays + 1 : 1; + } + s.lastTestDate = Date.now(); + + s.history.push({ wpm, accuracy, date: s.lastTestDate }); + if (s.history.length > MAX_HISTORY) s.history = s.history.slice(-MAX_HISTORY); + + try { localStorage.setItem(STORAGE_KEY, JSON.stringify(s)); } catch {} + return s; +} -- cgit v1.2.3