Easily create typing games functionalty (10fastestfinger, monkeytype, keybr, etc) with this react hook that handles the typing logic
This hook takes care of the states and the little details that goes on when users type in a typing game/test/challenge! Your part is to just capture the inputs from the user!
npm add react-typing-game-hook
Here's a simple example of it (live here)
import React from 'react';
// import it
import useTypingGame from 'react-typing-game-hook';
const TypingGameComponent = () => {
// Call the hook
const {
states: { chars, charsState },
actions: { insertTyping, resetTyping, deleteTyping },
} = useTypingGame('Click on me and start typing away!');
// Capture and display!
return (
<h1
onKeyDown={e => {
const key = e.key;
if (key === 'Escape') {
resetTyping();
} else if (key === 'Backspace') {
deleteTyping(false);
} else if (key.length === 1) {
insertTyping(key);
}
e.preventDefault();
}}
tabIndex={0}
>
{chars.split('').map((char, index) => {
let state = charsState[index];
let color = state === 0 ? 'black' : state === 1 ? 'green' : 'red';
return (
<span key={char + index} style={{ color }}>
{char}
</span>
);
})}
</h1>
);
};
export default TypingGameComponent;
Have a look at the demos on codesandbox above as well as the hooks details below to find out more!
const {
states: {
startTime,
endTime,
chars,
charsState,
length,
currIndex,
currChar,
correctChar,
errorChar,
phase,
},
actions: {
resetTyping,
endTyping,
insertTyping,
deleteTyping,
setCurrIndex,
getDuration,
},
} = useTypingGame(text, {
skipCurrentWordOnSpace: true,
pauseOnError: false,
countErrors: 'everytime',
});
import { PhaseType, CharStateType } from 'react-typing-game-hook';
PhaseType {
NotStarted = 0,
Started = 1,
Ended = 2,
}
CharStateType {
Incomplete = 0,
Correct = 1,
Incorrect = 2,
}
Name | Functionalty | Default value |
---|---|---|
skipCurrentWordOnSpace | When true , moves on to the next word when space is inputted. Otherwise, it moves on to the next character instead |
true |
pauseOnError | When true , stays on the same character until it is correctly inputted. Otherwise, it moves on to the next character instead |
false |
countErrors | When value is 'everytime' , count errors anytime a mistake is made. When value is 'once' , count errors only once for each mistake made at the position where the letter is typed. |
'everytime' |
Name | Functionalty | Data Type | Initial value |
---|---|---|---|
startTime | Time in milliseconds (since the Unix Epoch) when the typing started. | number |
Prior to when the typing starts, it is null |
endTime | Time in milliseconds(since the Unix Epoch) when the typing test ended. | number |
Prior to when the typing ended, it is null |
chars | The inputted text to be used for typing. | string |
- |
length | The lengh of the inputted text | number |
Length of the inputted text chars |
charsState | Array of each character's state of the inputted text. Each item represents the corresponding chararacter of the text inputted. CharStateType.Incomplete - has yet to be determined to be correct or incorrect CharStateType.Correct - is determined to be correct CharStateType.Incorrect - is determined to be incorrect.Use of CharStateType over numeric literal is recommended |
CharStateType[] |
Array length of chars filled with CharStateType.Incomplete |
currIndex | Current character index of the text the user have typed till. | number |
-1 |
currChar | Current character the user have typed till. | string |
'' |
correctChar | Number of correct character the user had typed. | number |
0 |
errorChar | Number of incorrect character the user had typed. | number |
0 |
phase | Represent the current state of the typing test. PhaseType.NotStarted - typing haven't started PhaseType.Started - typing started PhaseType.Ended - typing ended Use of PhaseType over numeric literal is recommended |
PhaseType |
PhaseType.NotStarted |
Name | Functionalty | Signature | Return value |
---|---|---|---|
insertTyping | Insert a character into the current typing sequence. It will start the typing if it hasn't been started as well as end the typing for you when the last character has been entered. | insertTyping(char:string) |
- |
deleteTyping | It only works when the typing has been started. Allows for the current word in the typing sequence to be deleted when passed with a parameter of true , otherwise it deletes only a character from the current typing (default behavior). |
deleteTyping(deleteWord?: boolean) |
- |
resetTyping | Reset to its initial state. | resetTyping() |
- |
endTyping | Ends the current typing sequence if it had started. States persist when ended and endTime is captured. |
endTyping() |
- |
setCurrIndex | Set the current index manually. Only works when phase is PhaseType.NotStarted (haven't started typing) or PhaseType.Started (during typing). |
setCurrIndex(index:number) |
true if successfull, otherwise false |
getDuration | Duration in milliseconds since the typing started. | getDuration() |
0 if the typing has yet to start. |