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.
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@@ -1,6 +1,6 @@
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import { useState } from 'react'
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import { WEATHER } from '../game/constants'
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import { dollars } from '../game/engine'
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import { dollars, soldBusyness } from '../game/engine'
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import type { DayConditions, DayResult, Player } from '../game/types'
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import { Btn, Line } from './Crt'
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import { Scene } from './Scene'
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@@ -30,40 +30,14 @@ export function ReportScreen({
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onRetire: () => void
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onBlip: () => void
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}) {
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// App remounts this each day, so these start fresh without a reset effect.
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// App remounts this each day, so this starts fresh without a reset effect.
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const [index, setIndex] = useState(0)
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// The storm gets its own screen before the books are opened.
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const [stormSeen, setStormSeen] = useState(false)
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const r = results[index]
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const player = players.find((p) => p.id === r.playerId)!
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const isLast = index === results.length - 1
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const everyoneBroke = players.every((p) => p.bankrupt)
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if (conditions.storm && !stormSeen) {
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return (
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<div className="stack">
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<Line className="center inv-line">DAY {conditions.day} IN LEMONSVILLE</Line>
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<Scene conditions={conditions} />
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<Line className="warn">A THUNDERSTORM HIT LEMONSVILLE EARLIER</Line>
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<Line className="warn">TODAY, JUST AS THE STANDS WERE BEING</Line>
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<Line className="warn">SET UP. EVERYTHING WAS RUINED!!</Line>
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<Line />
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<div className="row center">
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<Btn
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kind="primary"
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onClick={() => {
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onBlip()
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setStormSeen(true)
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}}
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>
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SEE THE DAMAGE
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</Btn>
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</div>
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</div>
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)
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}
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const events = [
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WEATHER[conditions.weather].label,
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conditions.heatWave ? 'HEAT WAVE' : null,
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@@ -77,7 +51,12 @@ export function ReportScreen({
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<div className="stack">
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<Line className="center inv-line">$$ LEMONSVILLE DAILY FINANCIAL REPORT $$</Line>
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<Line />
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<Scene
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conditions={conditions}
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price={r.decision.price}
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traffic={soldBusyness(r.glassesSold)}
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variant="strip"
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/>
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<Line className="center accent">
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DAY {conditions.day} — {player.name}
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</Line>
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@@ -95,6 +74,7 @@ export function ReportScreen({
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<Row label="PROFIT" value={dollars(r.profit)} strong />
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<Row label="ASSETS" value={dollars(r.assetsAfter)} strong />
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{player.bankrupt && (
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<>
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<Line />
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@@ -103,7 +83,6 @@ export function ReportScreen({
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</>
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)}
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<Line />
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<div className="row center">
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{!isLast && (
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<Btn
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