Remaster: cel-shaded skin, a crowd that tracks trade, and a funk band

Two skins over one game. 1979 is the machine as it was; the remaster is
the same rules in cel-shaded vector art with a modern palette. The
simulation is untouched - only the paint differs - and the toggle sits
under the set.

The street is now driven by the game. Before prices are in, the number
of people walking on comes from the forecast; afterwards it comes from
the glasses that actually sold, so the report shows the crowd you
earned. A heat wave has them fanning themselves; a downpour leaves one
figure hurrying past under an umbrella.

Selling no longer snaps straight to the books. The stand trades for a
few seconds first, tally climbing and till filling, which is where that
crowd animation pays off. Skippable.

The synth grew a kit (pitched-sine kick, snare with body, hats), a
sweeping resonant lowpass for the bass, chords and a shuffle - enough
for a funk band. The chiptunes stay for the 1979 skin.

Boot is now a cassette load, which doubles as the gesture browsers
require before audio will play.

Fixes found on the way: the picture scaled about its centre while flex
auto-margins collapsed to zero on overflow, which pushed the report's
buttons off the bottom; and the validation line moved the button when
it appeared, so it is now reserved and faded. Sibling tabs in one
browser also keep their score tables in step.
This commit is contained in:
2026-09-08 15:59:52 -07:00
parent 175589223a
commit 7fcb863771
23 changed files with 1909 additions and 370 deletions
+68 -13
View File
@@ -1,12 +1,15 @@
import { useCallback, useEffect, useMemo, useReducer, useRef, useState } from 'react'
import { FUNK_DAY, FUNK_END, FUNK_TITLE } from './audio/funk'
import { DAY_TUNE, END_TUNE, TITLE_TUNE } from './audio/tunes'
import { synth } from './audio/synth'
import { WEATHER } from './game/constants'
import { dollars, randomSeed, rollDay, simulate } from './game/engine'
import { makeRng, type Rng } from './game/rng'
import { addScores, loadScores, type Score } from './game/highscores'
import { HIGH_SCORE_KEY, addScores, loadScores, type Score } from './game/highscores'
import { activePlayers, initialState, reducer } from './game/reducer'
import type { Decision } from './game/types'
import { useSkin } from './skin'
import { BootScreen } from './components/BootScreen'
import { BriefingScreen } from './components/BriefingScreen'
import { Btn, Crt, Fit } from './components/Crt'
import { DecideScreen } from './components/DecideScreen'
@@ -14,6 +17,7 @@ import { GameOverScreen } from './components/GameOverScreen'
import { HighScoreScreen } from './components/HighScoreScreen'
import { IntroScreen } from './components/IntroScreen'
import { ReportScreen } from './components/ReportScreen'
import { TradingScreen } from './components/TradingScreen'
import { SetupScreen } from './components/SetupScreen'
import { TitleScreen } from './components/TitleScreen'
import './App.css'
@@ -25,6 +29,7 @@ export default function App() {
const [music, setMusic] = useState(true)
const [sfx, setSfx] = useState(true)
const started = useRef(false)
const { skin, toggle: toggleSkin } = useSkin()
const [scores, setScores] = useState<Score[]>(loadScores)
const [freshScores, setFreshScores] = useState<string[]>([])
@@ -41,16 +46,17 @@ export default function App() {
synth.setSfx(sfx)
}, [music, sfx])
// 1979 gets the chiptune; the remaster gets the band.
useEffect(() => {
if (!started.current) return
const tune =
state.phase === 'gameover'
? END_TUNE
: state.phase === 'title' || state.phase === 'intro' || state.phase === 'setup'
? TITLE_TUNE
: DAY_TUNE
const front = state.phase === 'title' || state.phase === 'intro' || state.phase === 'setup'
const set =
skin === 'modern'
? { title: FUNK_TITLE, day: FUNK_DAY, end: FUNK_END }
: { title: TITLE_TUNE, day: DAY_TUNE, end: END_TUNE }
const tune = state.phase === 'gameover' ? set.end : front ? set.title : set.day
synth.playTune(tune, false)
}, [state.phase])
}, [state.phase, skin])
useEffect(() => {
synth.setMusic(music)
@@ -59,8 +65,27 @@ export default function App() {
synth.setSfx(sfx)
}, [sfx])
/**
* Two tabs in one browser share localStorage. Nothing else is shared - the
* game itself lives entirely in the page - but the table should not go
* stale just because the other tab finished a season first.
*/
useEffect(() => {
const onStorage = (e: StorageEvent) => {
if (e.key === HIGH_SCORE_KEY || e.key === null) setScores(loadScores())
}
window.addEventListener('storage', onStorage)
return () => window.removeEventListener('storage', onStorage)
}, [])
const blip = useCallback(() => synth.blip(), [])
// Pressing PLAY was the gesture that unlocked audio, so the band can start.
const booted = useCallback(() => {
wake()
dispatch({ type: 'BOOTED' })
}, [wake])
const goSetup = useCallback(() => {
wake()
synth.select()
@@ -102,12 +127,16 @@ export default function App() {
const results = active.map((p) => simulate(p, decisions[p.id], state.conditions!, rng.current))
dispatch({ type: 'RESOLVE', results })
if (state.conditions.storm) synth.thunder()
else if (results.some((r) => r.profit > 0)) synth.cash()
else synth.sad()
}
/** The day has finished trading; ring up the takings and open the books. */
const closeTill = useCallback(() => {
if (state.conditions?.storm) synth.sad()
else if (state.results.some((r) => r.profit > 0)) synth.cash()
else synth.sad()
dispatch({ type: 'SHOW_REPORT' })
}, [state.conditions, state.results])
const nextDay = () => {
synth.select()
dispatch({ type: 'NEXT_DAY' })
@@ -152,7 +181,10 @@ export default function App() {
// Only the trading screens have a day, a sky and a till to report on.
const status = useMemo(() => {
const inPlay =
state.phase === 'briefing' || state.phase === 'decide' || state.phase === 'report'
state.phase === 'briefing' ||
state.phase === 'decide' ||
state.phase === 'trading' ||
state.phase === 'report'
if (!inPlay || !state.conditions) return null
return {
day: state.day,
@@ -186,6 +218,17 @@ export default function App() {
>
SOUND {sfx ? 'ON' : 'OFF'}
</Btn>
<Btn
kind="ghost"
onClick={() => {
wake()
synth.select()
toggleSkin()
}}
title={skin === 'crt' ? 'Switch to the remaster' : 'Switch to the 1979 machine'}
>
{skin === 'crt' ? 'REMASTER' : '1979'}
</Btn>
<Btn kind="ghost" onClick={restart} title="Abandon this run">
NEW GAME
</Btn>
@@ -193,6 +236,8 @@ export default function App() {
</div>
}
>
{state.phase === 'boot' && <BootScreen onLoaded={booted} />}
{status && (
<div className="statusbar">
<span>DAY {String(status.day).padStart(2, '0')}</span>
@@ -237,6 +282,16 @@ export default function App() {
/>
)}
{state.phase === 'trading' && state.conditions && (
<TradingScreen
key={state.day}
results={state.results}
players={state.players}
conditions={state.conditions}
onDone={closeTill}
/>
)}
{state.phase === 'report' && state.conditions && (
<ReportScreen
key={state.day}