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/stats.js | 66 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) create mode 100644 web/src/stats.js (limited to 'web/src/stats.js') diff --git a/web/src/stats.js b/web/src/stats.js new file mode 100644 index 0000000..00d4db6 --- /dev/null +++ b/web/src/stats.js @@ -0,0 +1,66 @@ +export function emptyStats() { + return { + wpm: 0, + rawWpm: 0, + keystrokes: 0, + accuracy: 100, + time: 0, + correctChars: 0, + incorrectChars: 0, + totalChars: 0, + currentStreak: 0, + bestStreak: 0, + }; +} + +// `totalKeystrokes` is a persistent, never-decremented count of every forward +// keystroke made during the test, including ones later backspaced away. It +// must be tracked externally (see typingGame.js) because a backspaced +// mistake is no longer present in `input` by the time this runs - without +// it, raw WPM would silently collapse to equal WPM whenever the final input +// happens to be fully correct, hiding every corrected mistake. Falls back to +// `input.length` (final-state only) when the caller doesn't track it. +export function calculateStats(input, text, elapsedTime, totalKeystrokes) { + let correct = 0; + let totalErrors = 0; + let currentStreak = 0; + let bestStreak = 0; + const hasStartedTyping = input.length > 0; + + for (let i = 0; i < input.length; i++) { + if (i < text.length && input[i] === text[i]) { + correct++; + currentStreak++; + bestStreak = Math.max(bestStreak, currentStreak); + } else { + totalErrors++; + currentStreak = 0; + } + } + + const totalTyped = input.length; + const accuracy = !hasStartedTyping ? 100 : Math.max(0, Math.min(100, (correct / totalTyped) * 100)); + const wpm = elapsedTime === 0 ? 0 : (correct / 5) / (elapsedTime / 60); + // Raw WPM: same formula as WPM, but counting every keystroke ever made + // (right, wrong, or later corrected) instead of only correct ones -- + // this is how MonkeyType/TypeRacer define it: raw speed ignores accuracy + // entirely, including keystrokes you fixed with backspace. + const rawCount = totalKeystrokes ?? totalTyped; + const rawWpm = elapsedTime === 0 ? 0 : (rawCount / 5) / (elapsedTime / 60); + + return { + wpm, + rawWpm, + accuracy, + time: elapsedTime, + correctChars: correct, + incorrectChars: totalErrors, + totalChars: text.length, + // Every forward keystroke of the test, corrected-away ones included -- + // the same figure rawWpm is derived from. Reported on the end screen + // in its own right, the way 10FastFingers does. + keystrokes: rawCount, + currentStreak, + bestStreak, + }; +} -- cgit v1.2.3