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
+57 -10
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@@ -3,9 +3,14 @@
A browser recreation of the Atari 8-bit BASIC classic — the one you typed in, A browser recreation of the Atari 8-bit BASIC classic — the one you typed in,
ran on a TV, and lost two dollars to on a cloudy day. ran on a TV, and lost two dollars to on a cloudy day.
React + TypeScript + Vite. No art assets and no audio files: the weather is It ships in two skins over one game. **1979** is the machine as it was: Atari
drawn as pixel rectangles in SVG, and the music is generated by a small blue, block letters, scanlines, chiptune. **Remaster** is the same rules with
chiptune engine built on the Web Audio API. cel-shaded art, a crowd that turns up in proportion to trade, and a funk band.
The rules never differ between them — only the paint. Switch any time with the
button under the set.
React + TypeScript + Vite, and not one binary asset: every pixel is SVG drawn
in code and every note is generated by a small synth on the Web Audio API.
## Playing ## Playing
@@ -14,6 +19,11 @@ npm install
npm run dev npm run dev
``` ```
It loads from cassette first, because that is how it arrived. Pressing PLAY on
the recorder is also what unlocks the audio — browsers want a gesture before
they will make a sound, and that happens to be exactly the gesture the game
already wanted.
One to four players share the keyboard, hot-seat style. Each morning you see One to four players share the keyboard, hot-seat style. Each morning you see
the weather, then decide three things: how many glasses to make, how many the weather, then decide three things: how many glasses to make, how many
15-cent signs to put up, and what to charge. Then the town votes with its 15-cent signs to put up, and what to charge. Then the town votes with its
@@ -31,6 +41,10 @@ pocket money.
- Signs work, but with sharp diminishing returns — the fourth one barely - Signs work, but with sharp diminishing returns — the fourth one barely
earns its 15 cents. earns its 15 cents.
Once the prices are in, the stand trades for a few seconds before the books
open: the crowd arrives at the rate you actually sold, the tally climbs, and
the till fills. It can be skipped, but the day is worth watching.
You are broke when you cannot afford a single glass. Otherwise the summer runs You are broke when you cannot afford a single glass. Otherwise the summer runs
as long as you like; **RETIRE** closes the books and shows the standings. as long as you like; **RETIRE** closes the books and shows the standings.
@@ -63,9 +77,14 @@ src/
rng.ts seeded mulberry32, so a run can be replayed rng.ts seeded mulberry32, so a run can be replayed
highscores.ts the persisted table, with validation on load highscores.ts the persisted table, with validation on load
audio/ audio/
synth.ts pulse-wave voices, noise percussion, look-ahead sequencer synth.ts pulse voices, a drum kit, filters, look-ahead sequencer
tunes.ts the title, trading and closing themes tunes.ts the 1979 chiptunes
components/ the screens, and the CRT they are drawn on funk.ts the remaster's band
skin.ts which of the two skins is on, and where it is kept
components/
PixelScene the 1979 artwork, in chunky rectangles
CelScene the remaster's artwork, and the people on the street
Scene picks between them, so no screen needs to care
``` ```
The simulation is deliberately kept out of React: `engine.ts` takes a player, a The simulation is deliberately kept out of React: `engine.ts` takes a player, a
@@ -88,9 +107,37 @@ is locked to 4:3 and everything inside it is sized in container units, so the
picture stays in proportion at any size. If a page ever did come out taller picture stays in proportion at any size. If a page ever did come out taller
than the tube, `Fit` scales it down rather than clipping or scrolling it. than the tube, `Fit` scales it down rather than clipping or scrolling it.
### The people on the street
How many figures walk on is driven by trade, not decoration. Before you have
priced anything it comes from the forecast — a hot day fills the pavement, road
works empty it, a downpour leaves one soul hurrying past under an umbrella.
Once the day has traded it comes from the glasses that actually crossed the
counter, so the report shows you the crowd you earned. In a heat wave they fan
themselves.
## Sound ## Sound
Audio starts on the first click or key press, as browsers require. Two pulse Audio starts on the first gesture, as browsers require. The 1979 skin gets the
voices, a triangle bass and filtered white noise for percussion, driven by a chiptune: two pulse voices, a triangle bass and filtered noise, with real
scheduler that queues notes 200 ms ahead so the music does not stutter when Fourier-built duty cycles rather than a plain square.
React re-renders. `MUSIC` and `SOUND` toggle independently.
The remaster gets a band. Same engine, more of it — a sine kick with a pitch
envelope, a snare with body under the crack, sixteenth hats, and a sawtooth
bass through a sweeping resonant lowpass, which is where the funk actually
lives. Patterns are written in sixteenths with a light shuffle, and chords are
just slash-separated notes in a step (`F4/A4/C5`).
Both run off one scheduler that queues notes 200 ms ahead, so the groove does
not stutter when React re-renders. `MUSIC` and `SOUND` toggle independently.
## Two people, two browsers
There is no server and no shared state: the whole game is a static bundle and
lives entirely in the page. Two people on two machines, two browsers, or two
profiles are completely independent — different seeds, different weather,
different books.
The one thing two tabs in the *same* browser profile share is `localStorage`,
which holds the high score table and the skin. They stay in step: each tab
listens for the other's writes and refreshes rather than going stale.
+452 -55
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@@ -1,3 +1,60 @@
/* =====================================================================
Two skins, one game. Layout is shared; every colour and every piece of
chrome comes from a token that the skin swaps.
===================================================================== */
:root {
/* --- 1979 --------------------------------------------------------- */
--ink: var(--atari-text);
--ink-dim: #7f9adf;
--ink-bright: var(--atari-bright);
--accent: var(--atari-yellow);
--warn: var(--atari-red);
--money: var(--atari-green);
--outline: #000;
--screen-bg: var(--atari-screen);
--screen-radius: 14px;
--bar-bg: var(--atari-text);
--bar-fg: var(--atari-screen-dark);
--dots: rgba(185, 207, 255, 0.35);
--glow: 0 0 6px rgba(150, 190, 255, 0.55);
--btn-radius: 0.25em;
--btn-shadow: none;
--field-bg: var(--atari-text);
--field-fg: var(--atari-screen-dark);
--scene-radius: 0;
--scene-border: 2px solid rgba(0, 0, 0, 0.5);
--scene-shadow: none;
}
html[data-skin='modern'] {
/* --- now ---------------------------------------------------------- */
--ink: #fff6e6;
--ink-dim: #b9a9e0;
--ink-bright: #ffffff;
--accent: #ffd93d;
--warn: #ff7a9c;
--money: #7be495;
--outline: #241640;
--screen-bg: linear-gradient(170deg, #4a2d86 0%, #341e63 45%, #24144a 100%);
--screen-radius: 26px;
--bar-bg: #ffd93d;
--bar-fg: #241640;
--dots: rgba(185, 169, 224, 0.4);
--glow: none;
--btn-radius: 999px;
--btn-shadow: 4px 4px 0 var(--outline);
--field-bg: #fff6e6;
--field-fg: #241640;
--scene-radius: 18px;
--scene-border: 4px solid var(--outline);
--scene-shadow: 6px 6px 0 rgba(36, 22, 64, 0.55);
}
/* =====================================================================
Layout
===================================================================== */
.app { .app {
flex: 1; flex: 1;
width: 100%; width: 100%;
@@ -14,8 +71,6 @@
gap: 14px; gap: 14px;
} }
/* ------------------------------------------------------------- the box */
.bezel { .bezel {
background: linear-gradient(180deg, #3a3d47 0%, #23252c 45%, #16171c 100%); background: linear-gradient(180deg, #3a3d47 0%, #23252c 45%, #16171c 100%);
border-radius: 22px; border-radius: 22px;
@@ -24,6 +79,18 @@
0 1px 0 rgba(255, 255, 255, 0.14) inset, 0 1px 0 rgba(255, 255, 255, 0.14) inset,
0 -2px 0 rgba(0, 0, 0, 0.6) inset, 0 -2px 0 rgba(0, 0, 0, 0.6) inset,
0 24px 60px rgba(0, 0, 0, 0.65); 0 24px 60px rgba(0, 0, 0, 0.65);
transition: background 400ms ease, box-shadow 400ms ease;
}
html[data-skin='modern'] .bezel {
background: linear-gradient(165deg, #6d4bb0 0%, #422a7d 55%, #2b1a55 100%);
border-radius: 34px;
box-shadow:
0 1px 0 rgba(255, 255, 255, 0.22) inset,
0 -3px 0 rgba(0, 0, 0, 0.4) inset,
0 0 0 3px var(--outline),
0 30px 70px rgba(10, 4, 26, 0.7),
0 0 90px rgba(255, 93, 143, 0.22);
} }
.screen { .screen {
@@ -34,15 +101,23 @@
/* Everything inside is sized in cqi, so the whole picture stays in /* Everything inside is sized in cqi, so the whole picture stays in
proportion no matter how big the set is. */ proportion no matter how big the set is. */
container-type: inline-size; container-type: inline-size;
background: var(--atari-screen); background: var(--screen-bg);
border: clamp(6px, 1.2vw, 12px) solid var(--atari-border); border: clamp(6px, 1.2vw, 12px) solid var(--atari-border);
border-radius: 14px; border-radius: var(--screen-radius);
overflow: hidden; overflow: hidden;
box-shadow: box-shadow:
0 0 0 2px #000, 0 0 0 2px #000,
0 0 60px rgba(70, 120, 255, 0.35), 0 0 60px rgba(70, 120, 255, 0.35),
0 0 120px rgba(40, 80, 220, 0.25) inset; 0 0 120px rgba(40, 80, 220, 0.25) inset;
animation: power-on 900ms ease-out 1; animation: power-on 900ms ease-out 1;
transition: border-radius 400ms ease;
}
html[data-skin='modern'] .screen {
border-color: var(--outline);
box-shadow:
0 0 0 2px rgba(255, 255, 255, 0.08) inset,
0 20px 50px rgba(10, 4, 26, 0.55);
} }
@keyframes power-on { @keyframes power-on {
@@ -52,24 +127,28 @@
} }
.screen-inner { .screen-inner {
position: relative;
z-index: 2;
--pad: 1.25em; --pad: 1.25em;
position: absolute;
inset: 0;
padding: var(--pad); padding: var(--pad);
font-size: 2.15cqi; font-size: 2.15cqi;
line-height: 1.4; line-height: 1.4;
letter-spacing: 0.04em; letter-spacing: 0.04em;
text-transform: uppercase; text-transform: uppercase;
color: var(--atari-text); color: var(--ink);
text-shadow: 0 0 6px rgba(150, 190, 255, 0.55); text-shadow: var(--glow);
position: absolute;
inset: 0;
display: flex; display: flex;
flex-direction: column; flex-direction: column;
/* No scrollbars, ever - a television has none. */ /* No scrollbars, ever - a television has none. */
overflow: hidden; overflow: hidden;
} }
html[data-skin='modern'] .screen-inner {
letter-spacing: 0.01em;
font-size: 2.2cqi;
font-variant-numeric: tabular-nums;
}
.screen-body { .screen-body {
flex: 1 1 auto; flex: 1 1 auto;
min-height: 0; min-height: 0;
@@ -77,6 +156,22 @@
overflow: hidden; overflow: hidden;
} }
.stack {
display: flex;
flex-direction: column;
max-width: 46ch;
width: 100%;
height: max-content;
margin: auto;
transform: scale(var(--fit, 1));
/* Scale from the top edge: flex auto-margins collapse to zero once the
content overflows, so a centre origin would push the page off the
bottom instead of shrinking it into view. */
transform-origin: center top;
}
html[data-skin='modern'] .stack { max-width: 44ch; }
.scanlines { .scanlines {
position: absolute; position: absolute;
inset: 0; inset: 0;
@@ -100,42 +195,113 @@
background: radial-gradient(120% 100% at 50% 50%, transparent 55%, rgba(0, 0, 0, 0.55) 100%); background: radial-gradient(120% 100% at 50% 50%, transparent 55%, rgba(0, 0, 0, 0.55) 100%);
} }
/* --------------------------------------------------------------- text */ /* The modern set is a flat panel: no phosphor, no glass curvature. */
html[data-skin='modern'] .scanlines { opacity: 0.12; mix-blend-mode: overlay; }
html[data-skin='modern'] .vignette { opacity: 0.35; }
.stack { /* =====================================================================
Cassette boot - always the 1979 machine, whichever skin is loaded
===================================================================== */
.boot {
position: absolute;
inset: 0;
z-index: 5;
background: var(--atari-screen);
color: var(--atari-text);
font-family: ui-monospace, "DejaVu Sans Mono", "Cascadia Mono", "Courier New", monospace;
font-size: 2.4cqi;
line-height: 1.5;
letter-spacing: 0.04em;
text-transform: uppercase;
text-shadow: 0 0 6px rgba(150, 190, 255, 0.55);
display: flex; display: flex;
flex-direction: column; flex-direction: column;
max-width: 46ch; justify-content: center;
width: 100%; padding: 2.2em;
height: max-content; overflow: hidden;
margin: auto;
transform: scale(var(--fit, 1));
transform-origin: center;
} }
.boot-text { position: relative; z-index: 2; }
.boot-cursor { animation: blink 0.55s steps(1, end) infinite; }
/* The bands a tape loader threw up the screen while the data came in. */
.boot-stripes {
position: absolute;
inset: -20%;
z-index: 1;
opacity: 0.55;
background: repeating-linear-gradient(
0deg,
#f7de5a 0px, #f7de5a 7px,
#2b45b8 7px, #2b45b8 12px,
#8ef0a8 12px, #8ef0a8 16px,
#ff8a7a 16px, #ff8a7a 23px,
#b9cfff 23px, #b9cfff 27px
);
animation: boot-stripes 0.28s linear infinite;
}
@keyframes boot-stripes {
from { transform: translateY(0); }
to { transform: translateY(-27px); }
}
.boot-controls {
position: relative;
z-index: 2;
margin-top: 1.6em;
display: flex;
gap: 0.6em;
}
/* =====================================================================
Text
===================================================================== */
.line { .line {
white-space: pre-wrap; white-space: pre-wrap;
min-height: 1.4em; min-height: 1.4em;
} }
.center { text-align: center; } .center { text-align: center; }
.dim { color: #7f9adf; text-shadow: none; }
.accent { color: var(--atari-yellow); text-shadow: 0 0 8px rgba(247, 222, 90, 0.5); }
.warn { color: var(--atari-red); text-shadow: 0 0 8px rgba(255, 138, 122, 0.5); }
.money { color: var(--atari-green); }
.inv-line { /* Reserved space for a message that comes and goes without a jolt. */
background: var(--atari-text); .hint {
color: var(--atari-screen-dark); opacity: 0;
text-shadow: none; transition: opacity 160ms ease;
padding: 0 0.4ch;
} }
.hint.is-on { opacity: 1; }
.dim { color: var(--ink-dim); text-shadow: none; }
.accent { color: var(--accent); text-shadow: 0 0 8px rgba(247, 222, 90, 0.5); }
.warn { color: var(--warn); text-shadow: 0 0 8px rgba(255, 138, 122, 0.5); }
.money { color: var(--money); }
html[data-skin='modern'] .accent,
html[data-skin='modern'] .warn { text-shadow: none; font-weight: 800; }
.inv-line { .inv-line {
display: block; display: block;
background: var(--bar-bg);
color: var(--bar-fg);
text-shadow: none;
padding: 2px 0; padding: 2px 0;
} }
html[data-skin='modern'] .inv-line {
border-radius: 999px;
padding: 0.3em 1.1em;
font-weight: 900;
letter-spacing: 0.02em;
border: 3px solid var(--outline);
box-shadow: 4px 4px 0 var(--outline);
width: fit-content;
/* Clears the drop shadow, so a two-line heading never touches the art. */
margin: 0 auto 0.5em;
}
.blink { animation: blink 1.1s steps(1, end) infinite; } .blink { animation: blink 1.1s steps(1, end) infinite; }
@keyframes blink { 50% { opacity: 0; } } @keyframes blink { 50% { opacity: 0; } }
@@ -146,19 +312,51 @@
line-height: 1.05; line-height: 1.05;
margin-bottom: 0.5em; margin-bottom: 0.5em;
letter-spacing: 0; letter-spacing: 0;
color: var(--atari-yellow); color: var(--accent);
text-shadow: 0 0 10px rgba(247, 222, 90, 0.6); text-shadow: 0 0 10px rgba(247, 222, 90, 0.6);
white-space: pre; white-space: pre;
} }
.banner.small { opacity: 0.35; font-size: 0.38em; } .banner.small { opacity: 0.35; font-size: 0.38em; }
/* The modern wordmark, in place of the block-letter banner. */
.wordmark {
text-align: center;
line-height: 0.92;
margin-bottom: 0.4em;
}
.wordmark b {
display: block;
font-size: 2.6em;
font-weight: 900;
letter-spacing: -0.03em;
color: var(--accent);
-webkit-text-stroke: 3px var(--outline);
paint-order: stroke fill;
text-shadow: 5px 5px 0 var(--outline);
}
.wordmark span {
display: block;
font-size: 0.95em;
font-weight: 800;
letter-spacing: 0.5em;
text-indent: 0.5em;
color: #ff5d8f;
-webkit-text-stroke: 2px var(--outline);
paint-order: stroke fill;
}
.wordmark.small b { font-size: 1.5em; opacity: 0.85; }
.wordmark.small span { font-size: 0.7em; }
.statusbar { .statusbar {
display: flex; display: flex;
justify-content: space-between; justify-content: space-between;
gap: 1ch; gap: 1ch;
background: var(--atari-text); background: var(--bar-bg);
color: var(--atari-screen-dark); color: var(--bar-fg);
text-shadow: none; text-shadow: none;
padding: 0.15em 0.7em; padding: 0.15em 0.7em;
margin: calc(-1 * var(--pad)) calc(-1 * var(--pad)) 0; margin: calc(-1 * var(--pad)) calc(-1 * var(--pad)) 0;
@@ -166,18 +364,49 @@
font-weight: 700; font-weight: 700;
} }
/* -------------------------------------------------------------- scene */ html[data-skin='modern'] .statusbar {
font-weight: 900;
border-bottom: 3px solid var(--outline);
}
.scene { /* =====================================================================
Scenes
===================================================================== */
.scene,
.cel {
display: block; display: block;
width: 100%; width: 100%;
max-width: 32ch; max-width: 32ch;
margin: 0.5em auto; margin: 0.5em auto;
border: 2px solid rgba(0, 0, 0, 0.5); border: var(--scene-border);
border-radius: var(--scene-radius);
box-shadow: var(--scene-shadow);
image-rendering: pixelated; image-rendering: pixelated;
background: #000; background: #000;
} }
.cel {
/* The art is the point of the remaster: let it run the full width, and
bleed a little past the text column. */
max-width: none;
width: calc(100% + 2 * var(--pad));
margin: 0.2em calc(-1 * var(--pad)) 0.5em;
image-rendering: auto;
background: transparent;
border-radius: 0;
margin-top: 0.35em;
border-left: 0;
border-right: 0;
box-shadow: none;
}
/* Cropped to the counter and the pavement, for screens short on room. */
.cel.cel-strip {
aspect-ratio: 640 / 124;
height: auto;
}
.stand-sign, .stand-sign,
.stand-price { .stand-price {
font-family: inherit; font-family: inherit;
@@ -209,7 +438,111 @@
17%, 100% { opacity: 0; } 17%, 100% { opacity: 0; }
} }
/* ------------------------------------------------------------- fields */ /* ---------------------------------------------------------- cel scene */
.cel-sign,
.cel-price {
font-family: inherit;
font-weight: 900;
text-transform: uppercase;
stroke: none;
text-shadow: none;
}
.cel-sign { font-size: 21px; fill: #d1483f; letter-spacing: 0.5px; }
.cel-price { font-size: 12px; fill: #5a3ea8; }
.cel-rays { animation: cel-spin 72s linear infinite; }
@keyframes cel-spin { to { transform: rotate(360deg); } }
.cel-clouds { animation: cel-drift 26s ease-in-out infinite alternate; }
@keyframes cel-drift {
from { transform: translateX(-14px); }
to { transform: translateX(14px); }
}
/* One pair of keyframes serves every figure; --stop places the queue spot. */
.cel-walker {
animation-name: cel-walk-left;
animation-timing-function: linear;
animation-iteration-count: infinite;
}
.cel-walker.from-right { animation-name: cel-walk-right; }
.cel-walker.is-hurrying.from-left { animation-name: cel-hurry-left; }
.cel-walker.is-hurrying.from-right { animation-name: cel-hurry-right; }
/* People come to the stand from their own side and leave the way they came,
so nobody parks in front of the sign. */
@keyframes cel-walk-left {
0% { transform: translateX(-150px); }
24% { transform: translateX(var(--stop)); }
72% { transform: translateX(var(--stop)); }
100% { transform: translateX(-150px); }
}
@keyframes cel-walk-right {
0% { transform: translateX(800px); }
24% { transform: translateX(var(--stop)); }
72% { transform: translateX(var(--stop)); }
100% { transform: translateX(800px); }
}
@keyframes cel-hurry-left {
from { transform: translateX(-150px); }
to { transform: translateX(800px); }
}
@keyframes cel-hurry-right {
from { transform: translateX(800px); }
to { transform: translateX(-150px); }
}
.cel-bob { animation: cel-bob 0.46s ease-in-out infinite alternate; }
@keyframes cel-bob {
from { transform: translateY(0); }
to { transform: translateY(-3px); }
}
.leg-a,
.leg-b { animation: cel-step 0.46s ease-in-out infinite alternate; }
.leg-a { transform-origin: -6px 272px; }
.leg-b { transform-origin: 6px 272px; animation-direction: alternate-reverse; }
@keyframes cel-step {
from { transform: rotate(-20deg); }
to { transform: rotate(20deg); }
}
.cel-fan { transform-origin: 16px 240px; animation: cel-fan 0.3s ease-in-out infinite alternate; }
@keyframes cel-fan {
from { transform: rotate(-24deg); }
to { transform: rotate(24deg); }
}
.cel-rain { animation: cel-rain 0.42s linear infinite; }
@keyframes cel-rain {
from { transform: translate(9px, -30px); }
to { transform: translate(0, 0); }
}
.cel-bolt { opacity: 0; animation: bolt 4.5s steps(1, end) infinite; }
.cel-flash { opacity: 0; animation: cel-flash 4.5s steps(1, end) infinite; }
@keyframes cel-flash {
0%, 6% { opacity: 0; }
7%, 8% { opacity: 0.55; }
9%, 100% { opacity: 0; }
}
.cel-shimmer { animation: cel-heat 3.2s ease-in-out infinite alternate; }
@keyframes cel-heat {
from { transform: translateX(-10px); opacity: 0.32; }
to { transform: translateX(10px); opacity: 0.6; }
}
/* =====================================================================
Fields, reports, buttons
===================================================================== */
.field { .field {
display: grid; display: grid;
@@ -219,21 +552,28 @@
padding: 0.1em 0; padding: 0.1em 0;
} }
.field-label { color: var(--atari-text); } .field-label { color: var(--ink); }
.field-input { .field-input {
width: 7ch; width: 7ch;
font: inherit; font: inherit;
text-transform: uppercase; text-transform: uppercase;
text-align: right; text-align: right;
color: var(--atari-screen-dark); color: var(--field-fg);
background: var(--atari-text); background: var(--field-bg);
border: 0; border: 0;
border-radius: 0.15em; border-radius: 0.15em;
padding: 0.1em 0.3em; padding: 0.1em 0.3em;
outline: 0.13em solid transparent; outline: 0.13em solid transparent;
} }
html[data-skin='modern'] .field-input {
border-radius: 0.5em;
border: 3px solid var(--outline);
font-weight: 800;
box-shadow: 3px 3px 0 var(--outline);
}
.field-input-name { .field-input-name {
width: 14ch; width: 14ch;
text-align: left; text-align: left;
@@ -241,16 +581,14 @@
} }
.field-input::placeholder { color: #5a6ba8; } .field-input::placeholder { color: #5a6ba8; }
.field-input:focus { outline-color: var(--atari-yellow); } .field-input:focus { outline-color: var(--accent); }
.field-note { .field-note {
min-width: 7ch; min-width: 7ch;
text-align: right; text-align: right;
color: var(--atari-yellow); color: var(--accent);
} }
/* ------------------------------------------------------------ reports */
.report-row { .report-row {
display: flex; display: flex;
align-items: baseline; align-items: baseline;
@@ -261,14 +599,12 @@
.report-dots { .report-dots {
flex: 1; flex: 1;
border-bottom: 1px dotted rgba(185, 207, 255, 0.35); border-bottom: 1px dotted var(--dots);
transform: translateY(-0.25em); transform: translateY(-0.25em);
} }
.report-value { white-space: nowrap; } .report-value { white-space: nowrap; }
.report-row.strong { color: var(--atari-bright); font-weight: 700; } .report-row.strong { color: var(--ink-bright); font-weight: 700; }
/* ------------------------------------------------------- high scores */
.score-days { .score-days {
white-space: nowrap; white-space: nowrap;
@@ -276,18 +612,38 @@
padding-right: 0.8ch; padding-right: 0.8ch;
} }
/* Runs added by the summer just finished. */
.score-row.is-new, .score-row.is-new,
.score-row.is-new .report-value, .score-row.is-new .report-value,
.score-row.is-new .score-days { .score-row.is-new .score-days {
color: var(--atari-yellow); color: var(--accent);
text-shadow: 0 0 8px rgba(247, 222, 90, 0.45); text-shadow: 0 0 8px rgba(247, 222, 90, 0.45);
font-weight: 700; font-weight: 700;
} }
.score-row.is-new .report-dots { border-bottom-color: rgba(247, 222, 90, 0.4); } .score-row.is-new .report-dots { border-bottom-color: rgba(247, 222, 90, 0.4); }
/* ------------------------------------------------------------ buttons */ /* The day's takings filling up while the stand trades. */
.till {
height: 0.5em;
margin: 0.35em auto 0.2em;
width: 70%;
border: 2px solid var(--ink);
border-radius: 999px;
overflow: hidden;
opacity: 0.7;
}
.till span {
display: block;
height: 100%;
background: var(--accent);
}
html[data-skin='modern'] .till {
border: 3px solid var(--outline);
opacity: 1;
box-shadow: 3px 3px 0 var(--outline);
}
.row { .row {
display: flex; display: flex;
@@ -297,7 +653,10 @@
padding: 0.3em 0; padding: 0.3em 0;
} }
.row.center { justify-content: center; } .row.center {
justify-content: center;
margin-top: 0.4em;
}
.btn { .btn {
font: inherit; font: inherit;
@@ -305,10 +664,10 @@
letter-spacing: 0.06em; letter-spacing: 0.06em;
cursor: pointer; cursor: pointer;
padding: 0.35em 0.85em; padding: 0.35em 0.85em;
border-radius: 0.25em; border-radius: var(--btn-radius);
border: 0.13em solid var(--atari-text); border: 0.13em solid var(--ink);
background: transparent; background: transparent;
color: var(--atari-text); color: var(--ink);
transition: transform 60ms ease, background 120ms ease, color 120ms ease; transition: transform 60ms ease, background 120ms ease, color 120ms ease;
} }
@@ -316,16 +675,35 @@
.btn:active:not(:disabled) { transform: translateY(1px); } .btn:active:not(:disabled) { transform: translateY(1px); }
.btn-primary { .btn-primary {
background: var(--atari-yellow); background: var(--accent);
border-color: var(--atari-yellow); border-color: var(--accent);
color: #2a2000; color: #2a2000;
font-weight: 700; font-weight: 700;
} }
.btn-primary:hover:not(:disabled) { background: #fff0a0; } .btn-primary:hover:not(:disabled) { background: #fff0a0; }
.btn:disabled { opacity: 0.4; cursor: not-allowed; } .btn:disabled { opacity: 0.4; cursor: not-allowed; }
/* Modern buttons are stickers: flat fill, hard outline, hard offset shadow. */
html[data-skin='modern'] .btn {
border: 3px solid var(--outline);
background: #ffffff;
color: var(--outline);
font-weight: 900;
letter-spacing: 0.02em;
box-shadow: var(--btn-shadow);
}
html[data-skin='modern'] .btn:hover:not(:disabled) { background: #ffe9c9; }
html[data-skin='modern'] .btn:active:not(:disabled) {
transform: translate(3px, 3px);
box-shadow: 1px 1px 0 var(--outline);
}
html[data-skin='modern'] .btn-primary { background: var(--accent); }
html[data-skin='modern'] .btn-primary:hover:not(:disabled) { background: #ffe884; }
.btn-ghost { .btn-ghost {
border-color: #3d4453; border-color: #3d4453;
color: #8fa0c4; color: #8fa0c4;
@@ -336,6 +714,24 @@
.btn-ghost:hover:not(:disabled) { background: #1e222c; color: var(--atari-bright); } .btn-ghost:hover:not(:disabled) { background: #1e222c; color: var(--atari-bright); }
html[data-skin='modern'] .btn-ghost {
background: rgba(255, 246, 230, 0.1);
border: 2px solid rgba(255, 246, 230, 0.28);
color: #e7dcff;
box-shadow: none;
border-radius: 999px;
}
html[data-skin='modern'] .btn-ghost:hover:not(:disabled) {
background: rgba(255, 246, 230, 0.2);
color: #fff;
}
html[data-skin='modern'] .btn-ghost:active:not(:disabled) {
transform: translateY(1px);
box-shadow: none;
}
.controls { .controls {
display: flex; display: flex;
flex-wrap: wrap; flex-wrap: wrap;
@@ -349,6 +745,7 @@
} }
.seed { color: #566079; margin-left: auto; } .seed { color: #566079; margin-left: auto; }
html[data-skin='modern'] .seed { color: #9b8ac4; }
@media (max-width: 560px) { @media (max-width: 560px) {
.seed { margin-left: 0; } .seed { margin-left: 0; }
+68 -13
View File
@@ -1,12 +1,15 @@
import { useCallback, useEffect, useMemo, useReducer, useRef, useState } from 'react' 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 { DAY_TUNE, END_TUNE, TITLE_TUNE } from './audio/tunes'
import { synth } from './audio/synth' import { synth } from './audio/synth'
import { WEATHER } from './game/constants' import { WEATHER } from './game/constants'
import { dollars, randomSeed, rollDay, simulate } from './game/engine' import { dollars, randomSeed, rollDay, simulate } from './game/engine'
import { makeRng, type Rng } from './game/rng' 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 { activePlayers, initialState, reducer } from './game/reducer'
import type { Decision } from './game/types' import type { Decision } from './game/types'
import { useSkin } from './skin'
import { BootScreen } from './components/BootScreen'
import { BriefingScreen } from './components/BriefingScreen' import { BriefingScreen } from './components/BriefingScreen'
import { Btn, Crt, Fit } from './components/Crt' import { Btn, Crt, Fit } from './components/Crt'
import { DecideScreen } from './components/DecideScreen' import { DecideScreen } from './components/DecideScreen'
@@ -14,6 +17,7 @@ import { GameOverScreen } from './components/GameOverScreen'
import { HighScoreScreen } from './components/HighScoreScreen' import { HighScoreScreen } from './components/HighScoreScreen'
import { IntroScreen } from './components/IntroScreen' import { IntroScreen } from './components/IntroScreen'
import { ReportScreen } from './components/ReportScreen' import { ReportScreen } from './components/ReportScreen'
import { TradingScreen } from './components/TradingScreen'
import { SetupScreen } from './components/SetupScreen' import { SetupScreen } from './components/SetupScreen'
import { TitleScreen } from './components/TitleScreen' import { TitleScreen } from './components/TitleScreen'
import './App.css' import './App.css'
@@ -25,6 +29,7 @@ export default function App() {
const [music, setMusic] = useState(true) const [music, setMusic] = useState(true)
const [sfx, setSfx] = useState(true) const [sfx, setSfx] = useState(true)
const started = useRef(false) const started = useRef(false)
const { skin, toggle: toggleSkin } = useSkin()
const [scores, setScores] = useState<Score[]>(loadScores) const [scores, setScores] = useState<Score[]>(loadScores)
const [freshScores, setFreshScores] = useState<string[]>([]) const [freshScores, setFreshScores] = useState<string[]>([])
@@ -41,16 +46,17 @@ export default function App() {
synth.setSfx(sfx) synth.setSfx(sfx)
}, [music, sfx]) }, [music, sfx])
// 1979 gets the chiptune; the remaster gets the band.
useEffect(() => { useEffect(() => {
if (!started.current) return if (!started.current) return
const tune = const front = state.phase === 'title' || state.phase === 'intro' || state.phase === 'setup'
state.phase === 'gameover' const set =
? END_TUNE skin === 'modern'
: state.phase === 'title' || state.phase === 'intro' || state.phase === 'setup' ? { title: FUNK_TITLE, day: FUNK_DAY, end: FUNK_END }
? TITLE_TUNE : { title: TITLE_TUNE, day: DAY_TUNE, end: END_TUNE }
: DAY_TUNE const tune = state.phase === 'gameover' ? set.end : front ? set.title : set.day
synth.playTune(tune, false) synth.playTune(tune, false)
}, [state.phase]) }, [state.phase, skin])
useEffect(() => { useEffect(() => {
synth.setMusic(music) synth.setMusic(music)
@@ -59,8 +65,27 @@ export default function App() {
synth.setSfx(sfx) synth.setSfx(sfx)
}, [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(), []) 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(() => { const goSetup = useCallback(() => {
wake() wake()
synth.select() synth.select()
@@ -102,12 +127,16 @@ export default function App() {
const results = active.map((p) => simulate(p, decisions[p.id], state.conditions!, rng.current)) const results = active.map((p) => simulate(p, decisions[p.id], state.conditions!, rng.current))
dispatch({ type: 'RESOLVE', results }) 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 = () => { const nextDay = () => {
synth.select() synth.select()
dispatch({ type: 'NEXT_DAY' }) 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. // Only the trading screens have a day, a sky and a till to report on.
const status = useMemo(() => { const status = useMemo(() => {
const inPlay = 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 if (!inPlay || !state.conditions) return null
return { return {
day: state.day, day: state.day,
@@ -186,6 +218,17 @@ export default function App() {
> >
SOUND {sfx ? 'ON' : 'OFF'} SOUND {sfx ? 'ON' : 'OFF'}
</Btn> </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"> <Btn kind="ghost" onClick={restart} title="Abandon this run">
NEW GAME NEW GAME
</Btn> </Btn>
@@ -193,6 +236,8 @@ export default function App() {
</div> </div>
} }
> >
{state.phase === 'boot' && <BootScreen onLoaded={booted} />}
{status && ( {status && (
<div className="statusbar"> <div className="statusbar">
<span>DAY {String(status.day).padStart(2, '0')}</span> <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 && ( {state.phase === 'report' && state.conditions && (
<ReportScreen <ReportScreen
key={state.day} key={state.day}
+32
View File
@@ -0,0 +1,32 @@
import { useCallback, useEffect, useMemo, useState, type ReactNode } from 'react'
import { SKIN_KEY, SkinContext, readSkin, writeSkin, type Skin, type SkinApi } from './skin'
export function SkinProvider({ children }: { children: ReactNode }) {
const [skin, setSkinState] = useState<Skin>(readSkin)
const setSkin = useCallback((s: Skin) => {
setSkinState(s)
writeSkin(s)
}, [])
// The attribute lives on <html> so the page background can follow the skin.
useEffect(() => {
document.documentElement.dataset.skin = skin
}, [skin])
// Keep sibling tabs in the same browser in step.
useEffect(() => {
const onStorage = (e: StorageEvent) => {
if (e.key === SKIN_KEY || e.key === null) setSkinState(readSkin())
}
window.addEventListener('storage', onStorage)
return () => window.removeEventListener('storage', onStorage)
}, [])
const value = useMemo<SkinApi>(
() => ({ skin, setSkin, toggle: () => setSkin(skin === 'crt' ? 'modern' : 'crt') }),
[skin, setSkin],
)
return <SkinContext value={value}>{children}</SkinContext>
}
+176
View File
@@ -0,0 +1,176 @@
import type { Track, Tune } from './synth'
/**
* The remaster's band. D dorian, light shuffle, everything syncopated:
* a slap-ish filtered bass, clavinet stabs off the beat, and a kit that
* leaves the downbeat alone more often than it hits it.
*
* Patterns are written in sixteenths, sixteen to a bar.
*/
const bar = (...steps: string[]) => steps
const KIT_GAIN = { kick: 0.5, snare: 0.32, hat: 0.12 }
const kick = (notes: string[]): Track => ({ wave: 'noise', gain: KIT_GAIN.kick, notes })
const snare = (notes: string[]): Track => ({ wave: 'noise', gain: KIT_GAIN.snare, notes })
const hats = (notes: string[]): Track => ({ wave: 'noise', gain: KIT_GAIN.hat, notes })
/** Sixteenth hats with the off-beats ducked, so the groove breathes. */
const HAT_BAR = bar('H', 'h', 'H', 'h', 'H', 'h', 'H', 'h', 'H', 'h', 'H', 'h', 'H', 'h', 'O', 'h')
const hatPattern = HAT_BAR.map((n) => (n === 'h' ? 'H' : n))
export const FUNK_DAY: Tune = {
bpm: 102,
stepsPerBeat: 4,
swing: 0.16,
tracks: [
// Bass: the engine. Short, filtered, and never on every beat.
{
wave: 'saw',
gain: 0.22,
gate: 0.55,
filter: { from: 1600, to: 260, q: 7 },
notes: [
...bar('D2', '.', '.', 'D2', '.', '.', 'D3', '.', 'A2', '.', '.', 'C3', '.', 'D2', '.', '.'),
...bar('D2', '.', '.', 'D2', '.', 'F2', '.', '.', 'G2', '.', 'A2', '.', '.', 'C3', '.', '.'),
...bar('G2', '.', '.', 'G2', '.', '.', 'G3', '.', 'D3', '.', '.', 'F3', '.', 'G2', '.', '.'),
...bar('A2', '.', '.', 'A2', '.', 'C3', '.', '.', 'E3', '.', 'G3', '.', 'A3', '.', 'G3', '.'),
],
},
// Clavinet: stabs in the gaps the bass leaves.
{
wave: 'pulse25',
gain: 0.09,
gate: 0.3,
filter: { from: 3200, to: 900, q: 9 },
notes: [
...bar('.', '.', 'F4/A4/C5', '.', '.', 'F4/A4/C5', '.', '.', '.', '.', 'E4/A4/C5', '.', '.', '.', '.', '.'),
...bar('.', '.', 'F4/A4/C5', '.', '.', '.', '.', 'F4/A4/D5', '.', '.', '.', '.', 'E4/G4/C5', '.', '.', '.'),
...bar('.', '.', 'G4/B4/D5', '.', '.', 'G4/B4/D5', '.', '.', '.', '.', 'F4/B4/D5', '.', '.', '.', '.', '.'),
...bar('.', '.', 'E4/A4/C5', '.', '.', '.', 'E4/G4/C5', '.', '.', 'E4/A4/C5', '.', '.', '.', '.', '.', '.'),
],
},
// A thin lead line that comes and goes.
{
wave: 'pulse12',
gain: 0.07,
gate: 0.7,
notes: [
...bar('.', '.', '.', '.', '.', '.', '.', '.', 'D5', '.', 'F5', '.', 'E5', '=', '.', '.'),
...bar('.', '.', '.', '.', 'C5', '.', 'D5', '=', '=', '.', '.', '.', '.', '.', '.', '.'),
...bar('.', '.', '.', '.', '.', '.', '.', '.', 'G5', '.', 'F5', '.', 'D5', '=', '.', '.'),
...bar('C5', '.', 'D5', '.', 'E5', '=', '=', '.', '.', '.', '.', '.', 'A4', '.', 'C5', '.'),
],
},
kick([
...bar('K', '.', '.', '.', '.', '.', 'K', '.', '.', '.', 'K', '.', '.', '.', '.', '.'),
...bar('K', '.', '.', '.', '.', '.', 'K', '.', '.', '.', 'K', '.', '.', 'K', '.', '.'),
...bar('K', '.', '.', '.', '.', '.', 'K', '.', '.', '.', 'K', '.', '.', '.', '.', '.'),
...bar('K', '.', 'K', '.', '.', '.', 'K', '.', '.', '.', 'K', '.', '.', '.', 'K', '.'),
]),
snare([
...bar('.', '.', '.', '.', 'S', '.', '.', '.', '.', '.', '.', '.', 'S', '.', '.', '.'),
...bar('.', '.', '.', '.', 'S', '.', '.', '.', '.', '.', '.', 'C', 'S', '.', '.', '.'),
...bar('.', '.', '.', '.', 'S', '.', '.', '.', '.', '.', '.', '.', 'S', '.', '.', '.'),
...bar('.', '.', '.', '.', 'S', '.', '.', 'C', '.', '.', '.', '.', 'S', '.', 'S', 'S'),
]),
hats([...hatPattern, ...hatPattern, ...hatPattern, ...hatPattern]),
],
}
/** Title theme: the same band, louder and showing off. */
export const FUNK_TITLE: Tune = {
bpm: 108,
stepsPerBeat: 4,
swing: 0.15,
tracks: [
{
wave: 'saw',
gain: 0.24,
gate: 0.5,
filter: { from: 2200, to: 300, q: 8 },
notes: [
...bar('D2', '.', 'D3', '.', '.', 'D2', '.', '.', 'A2', '.', 'C3', '.', 'D3', '.', 'A2', '.'),
...bar('D2', '.', 'D3', '.', '.', 'D2', '.', 'F2', '.', 'G2', '.', 'A2', '.', 'C3', '.', '.'),
...bar('B2', '.', 'B3', '.', '.', 'B2', '.', '.', 'F3', '.', 'A3', '.', 'B3', '.', 'F3', '.'),
...bar('G2', '.', 'G3', '.', '.', 'G2', '.', 'A2', '.', 'B2', '.', 'C3', '.', 'C3', 'C3', '.'),
],
},
{
wave: 'pulse25',
gain: 0.11,
gate: 0.26,
filter: { from: 4200, to: 1100, q: 10 },
notes: [
...bar('.', 'F4/A4/C5', '.', '.', 'F4/A4/C5', '.', '.', '.', '.', 'E4/A4/C5', '.', '.', '.', 'F4/A4/C5', '.', '.'),
...bar('.', 'F4/A4/C5', '.', '.', '.', '.', 'F4/A4/D5', '.', '.', '.', 'E4/G4/C5', '.', '.', '.', '.', '.'),
...bar('.', 'D4/F4/B4', '.', '.', 'D4/F4/B4', '.', '.', '.', '.', 'D4/F4/A4', '.', '.', '.', 'D4/F4/B4', '.', '.'),
...bar('.', 'D4/G4/B4', '.', '.', '.', 'D4/G4/B4', '.', '.', '.', 'E4/G4/C5', '.', '.', '.', '.', '.', '.'),
],
},
// Horn-ish hook.
{
wave: 'pulse50',
gain: 0.1,
gate: 0.85,
filter: { from: 2600, to: 1400, q: 3 },
notes: [
...bar('D5', '.', 'F5', '.', 'G5', '=', '=', '.', 'F5', '.', 'D5', '.', 'C5', '=', '.', '.'),
...bar('.', '.', 'A4', '.', 'C5', '.', 'D5', '=', '=', '=', '.', '.', '.', '.', '.', '.'),
...bar('B4', '.', 'D5', '.', 'F5', '=', '=', '.', 'A5', '.', 'F5', '.', 'D5', '=', '.', '.'),
...bar('G5', '.', 'F5', '.', 'D5', '.', 'C5', '.', 'D5', '=', '=', '=', '=', '.', '.', '.'),
],
},
kick([
...bar('K', '.', '.', '.', '.', '.', 'K', '.', '.', '.', 'K', '.', '.', '.', '.', '.'),
...bar('K', '.', '.', '.', '.', '.', 'K', '.', '.', '.', 'K', '.', '.', 'K', '.', '.'),
...bar('K', '.', '.', '.', '.', '.', 'K', '.', '.', '.', 'K', '.', '.', '.', '.', '.'),
...bar('K', '.', 'K', '.', '.', '.', 'K', '.', '.', 'K', '.', '.', 'K', '.', 'K', '.'),
]),
snare([
...bar('.', '.', '.', '.', 'S', '.', '.', '.', '.', 'C', '.', '.', 'S', '.', '.', '.'),
...bar('.', '.', '.', '.', 'S', '.', '.', '.', '.', '.', '.', 'C', 'S', '.', '.', 'S'),
...bar('.', '.', '.', '.', 'S', '.', '.', '.', '.', 'C', '.', '.', 'S', '.', '.', '.'),
...bar('.', '.', '.', '.', 'S', '.', 'S', '.', '.', '.', 'S', '.', 'S', 'S', '.', 'S'),
]),
hats([...hatPattern, ...hatPattern, ...hatPattern, ...hatPattern]),
],
}
/** Closing theme: slower, fatter, a little smug. */
export const FUNK_END: Tune = {
bpm: 92,
stepsPerBeat: 4,
swing: 0.18,
tracks: [
{
wave: 'saw',
gain: 0.24,
gate: 0.6,
filter: { from: 1800, to: 240, q: 7 },
notes: [
...bar('D2', '.', '.', 'D2', '.', '.', 'A2', '.', 'D3', '.', '.', 'C3', '.', 'A2', '.', '.'),
...bar('G2', '.', '.', 'G2', '.', '.', 'D3', '.', 'G3', '.', '.', 'F3', '.', 'D3', '.', '.'),
],
},
{
wave: 'pulse25',
gain: 0.12,
gate: 0.9,
filter: { from: 3000, to: 1200, q: 5 },
notes: [
...bar('D5/F5/A5', '=', '=', '=', '.', '.', 'C5/E5/A5', '=', '=', '.', '.', '.', 'A4/D5/F5', '=', '=', '.'),
...bar('D5/G5/B5', '=', '=', '=', '.', '.', 'D5/F5/A5', '=', '=', '.', '.', '.', 'C5/E5/G5', '=', '=', '.'),
],
},
kick([
...bar('K', '.', '.', '.', '.', '.', 'K', '.', '.', '.', 'K', '.', '.', '.', '.', '.'),
...bar('K', '.', '.', '.', '.', '.', 'K', '.', '.', '.', 'K', '.', '.', 'K', 'K', '.'),
]),
snare([
...bar('.', '.', '.', '.', 'S', '.', '.', '.', '.', '.', '.', '.', 'S', '.', '.', '.'),
...bar('.', '.', '.', '.', 'S', '.', '.', '.', '.', '.', '.', '.', 'S', '.', 'S', 'S'),
]),
hats([...hatPattern, ...hatPattern]),
],
}
+142 -23
View File
@@ -22,14 +22,26 @@ export type Wave = 'pulse12' | 'pulse25' | 'pulse50' | 'triangle' | 'saw' | 'noi
export interface Track { export interface Track {
wave: Wave wave: Wave
gain: number gain: number
/** One entry per step. '.' rest, '=' sustain previous, otherwise a note. */ /**
* One entry per step. '.' rest, '=' sustain previous, otherwise a note.
* Slashes stack notes into a chord: "F4/A4/C5". On a noise track the
* letter picks the drum: K kick, S snare, C clap, H closed hat, O open hat.
*/
notes: string[] notes: string[]
/** Sweeping lowpass, the whole point of a funk bass. */
filter?: { from: number; to: number; q?: number }
/** Fraction of the note's length actually sounded; low values are stabs. */
gate?: number
/** Cents, for a fatter unison. */
detune?: number
} }
export interface Tune { export interface Tune {
bpm: number bpm: number
stepsPerBeat: number stepsPerBeat: number
tracks: Track[] tracks: Track[]
/** 0 is straight, ~0.15 is a light funk shuffle. Delays every other step. */
swing?: number
} }
/** Fourier series for a pulse wave of the given duty cycle. */ /** Fourier series for a pulse wave of the given duty cycle. */
@@ -112,6 +124,7 @@ export class Synth {
at: number, at: number,
dur: number, dur: number,
gain: number, gain: number,
opts: { filter?: Track['filter']; detune?: number } = {},
) { ) {
const ctx = this.ensure() const ctx = this.ensure()
const osc = ctx.createOscillator() const osc = ctx.createOscillator()
@@ -119,6 +132,7 @@ export class Synth {
else if (wave === 'saw') osc.type = 'sawtooth' else if (wave === 'saw') osc.type = 'sawtooth'
else osc.setPeriodicWave(this.waves[wave] ?? this.waves.pulse50!) else osc.setPeriodicWave(this.waves[wave] ?? this.waves.pulse50!)
osc.frequency.setValueAtTime(freq, at) osc.frequency.setValueAtTime(freq, at)
if (opts.detune) osc.detune.setValueAtTime(opts.detune, at)
const env = ctx.createGain() const env = ctx.createGain()
const peak = Math.max(0.0001, gain) const peak = Math.max(0.0001, gain)
@@ -127,38 +141,78 @@ export class Synth {
env.gain.setValueAtTime(peak, at + Math.max(0.02, dur * 0.6)) env.gain.setValueAtTime(peak, at + Math.max(0.02, dur * 0.6))
env.gain.exponentialRampToValueAtTime(0.0001, at + dur) env.gain.exponentialRampToValueAtTime(0.0001, at + dur)
osc.connect(env).connect(dest) let node: AudioNode = osc
if (opts.filter) {
const lp = ctx.createBiquadFilter()
lp.type = 'lowpass'
lp.Q.value = opts.filter.q ?? 6
lp.frequency.setValueAtTime(opts.filter.from, at)
lp.frequency.exponentialRampToValueAtTime(
Math.max(60, opts.filter.to),
at + Math.max(0.05, dur),
)
osc.connect(lp)
node = lp
}
node.connect(env).connect(dest)
osc.start(at) osc.start(at)
osc.stop(at + dur + 0.02) osc.stop(at + dur + 0.02)
} }
private percussion(dest: AudioNode, kind: string, at: number, gain: number) { /** A small kit: pitched-sine kick, noise-and-tone snare, clap, two hats. */
private drum(dest: AudioNode, kind: string, at: number, gain: number) {
const ctx = this.ensure() const ctx = this.ensure()
const src = ctx.createBufferSource()
src.buffer = this.noiseBuffer if (kind === 'K') {
const osc = ctx.createOscillator()
osc.type = 'sine'
osc.frequency.setValueAtTime(130, at)
osc.frequency.exponentialRampToValueAtTime(42, at + 0.11)
const env = ctx.createGain()
env.gain.setValueAtTime(gain * 1.5, at)
env.gain.exponentialRampToValueAtTime(0.0001, at + 0.24)
osc.connect(env).connect(dest)
osc.start(at)
osc.stop(at + 0.26)
return
}
const noise = ctx.createBufferSource()
noise.buffer = this.noiseBuffer
const filter = ctx.createBiquadFilter() const filter = ctx.createBiquadFilter()
const env = ctx.createGain() const env = ctx.createGain()
let dur = 0.05
let dur = 0.06 if (kind === 'S' || kind === 'C') {
if (kind === 'K') {
filter.type = 'lowpass'
filter.frequency.value = 220
dur = 0.12
} else if (kind === 'S') {
filter.type = 'bandpass' filter.type = 'bandpass'
filter.frequency.value = 1800 filter.frequency.value = kind === 'S' ? 1900 : 1300
dur = 0.12 filter.Q.value = kind === 'S' ? 0.9 : 2.4
dur = kind === 'S' ? 0.16 : 0.1
if (kind === 'S') {
// A little body under the crack.
const tone = ctx.createOscillator()
tone.type = 'triangle'
tone.frequency.setValueAtTime(210, at)
tone.frequency.exponentialRampToValueAtTime(150, at + 0.09)
const tenv = ctx.createGain()
tenv.gain.setValueAtTime(gain * 0.6, at)
tenv.gain.exponentialRampToValueAtTime(0.0001, at + 0.1)
tone.connect(tenv).connect(dest)
tone.start(at)
tone.stop(at + 0.12)
}
} else { } else {
filter.type = 'highpass' filter.type = 'highpass'
filter.frequency.value = 6000 filter.frequency.value = 7200
dur = 0.04 dur = kind === 'O' ? 0.22 : 0.035
} }
env.gain.setValueAtTime(gain, at) env.gain.setValueAtTime(gain, at)
env.gain.exponentialRampToValueAtTime(0.0001, at + dur) env.gain.exponentialRampToValueAtTime(0.0001, at + dur)
src.connect(filter).connect(env).connect(dest) noise.connect(filter).connect(env).connect(dest)
src.start(at) noise.start(at)
src.stop(at + dur + 0.02) noise.stop(at + dur + 0.02)
} }
// ------------------------------------------------------------- sequencer // ------------------------------------------------------------- sequencer
@@ -189,8 +243,12 @@ export class Synth {
if (!ctx || !tune) return if (!ctx || !tune) return
const stepDur = 60 / tune.bpm / tune.stepsPerBeat const stepDur = 60 / tune.bpm / tune.stepsPerBeat
const length = Math.max(...tune.tracks.map((t) => t.notes.length)) const length = Math.max(...tune.tracks.map((t) => t.notes.length))
const swing = tune.swing ?? 0
while (this.nextStepTime < ctx.currentTime + 0.2) { while (this.nextStepTime < ctx.currentTime + 0.2) {
// A shuffle pushes every other step late without moving the downbeats.
const at = this.nextStepTime + (this.step % 2 === 1 ? swing * stepDur : 0)
for (const track of tune.tracks) { for (const track of tune.tracks) {
const note = track.notes[this.step % track.notes.length] const note = track.notes[this.step % track.notes.length]
if (!note || note === '.' || note === '=') continue if (!note || note === '.' || note === '=') continue
@@ -201,13 +259,20 @@ export class Synth {
if (track.notes[(this.step + i) % track.notes.length] === '=') held++ if (track.notes[(this.step + i) % track.notes.length] === '=') held++
else break else break
} }
const dur = held * stepDur * 0.95 const dur = held * stepDur * (track.gate ?? 0.95)
if (track.wave === 'noise') { if (track.wave === 'noise') {
this.percussion(this.musicBus, note, this.nextStepTime, track.gain) this.drum(this.musicBus, note, at, track.gain)
} else { continue
const f = noteToFreq(note) }
if (f) this.voice(this.musicBus, track.wave, f, this.nextStepTime, dur, track.gain)
for (const part of note.split('/')) {
const f = noteToFreq(part)
if (!f) continue
this.voice(this.musicBus, track.wave, f, at, dur, track.gain, {
filter: track.filter,
detune: track.detune,
})
} }
} }
this.nextStepTime += stepDur this.nextStepTime += stepDur
@@ -230,6 +295,11 @@ export class Synth {
this.seq([['E5', 0.05]], 'pulse12', 0.15) this.seq([['E5', 0.05]], 'pulse12', 0.15)
} }
/** A quiet register blip, played once per few glasses as the day runs. */
tick() {
this.seq([['B5', 0.035]], 'pulse12', 0.09)
}
select() { select() {
this.seq([['C5', 0.05], ['G5', 0.09]], 'pulse25', 0.18) this.seq([['C5', 0.05], ['G5', 0.09]], 'pulse25', 0.18)
} }
@@ -285,6 +355,55 @@ export class Synth {
osc.stop(at + 0.7) osc.stop(at + 0.7)
} }
/** The Atari's key-click beep. */
beep() {
this.seq([['A5', 0.06]], 'pulse50', 0.14)
}
/**
* Cassette load: bandpassed hiss under a square wave flipping between two
* tones, which is roughly what audio FSK sounded like coming off tape.
*/
tape(seconds: number): () => void {
const ctx = this.ensure()
const at = ctx.currentTime + 0.02
const until = at + seconds
const osc = ctx.createOscillator()
osc.type = 'square'
for (let t = at, flip = 0; t < until; t += 0.018, flip++) {
osc.frequency.setValueAtTime(flip % 2 === 0 ? 1300 : 2400, t)
}
const oscGain = ctx.createGain()
oscGain.gain.value = 0.045
const hiss = ctx.createBufferSource()
hiss.buffer = this.noiseBuffer
hiss.loop = true
const band = ctx.createBiquadFilter()
band.type = 'bandpass'
band.frequency.value = 1800
band.Q.value = 0.7
const hissGain = ctx.createGain()
hissGain.gain.value = 0.05
osc.connect(oscGain).connect(this.sfxBus)
hiss.connect(band).connect(hissGain).connect(this.sfxBus)
osc.start(at)
hiss.start(at)
osc.stop(until)
hiss.stop(until)
return () => {
try {
osc.stop()
hiss.stop()
} catch {
// Already stopped; nothing to do.
}
}
}
fanfare() { fanfare() {
this.seq( this.seq(
[['C5', 0.11], ['E5', 0.11], ['G5', 0.11], ['C6', 0.11], ['G5', 0.11], ['C6', 0.4]], [['C5', 0.11], ['E5', 0.11], ['G5', 0.11], ['C6', 0.11], ['G5', 0.11], ['C6', 0.4]],
+102
View File
@@ -0,0 +1,102 @@
import { useEffect, useRef, useState } from 'react'
import { synth } from '../audio/synth'
import { Btn } from './Crt'
const LOAD_SECONDS = 4.2
/**
* Loading from cassette, the way the listing in the magazine arrived. It is
* also where the audio gets unlocked: browsers want a gesture before they
* will make a sound, and pressing PLAY is exactly that gesture.
*/
export function BootScreen({ onLoaded }: { onLoaded: () => void }) {
const [stage, setStage] = useState<'ready' | 'loading' | 'done'>('ready')
const [progress, setProgress] = useState(0)
const stopTape = useRef<(() => void) | null>(null)
useEffect(() => () => stopTape.current?.(), [])
useEffect(() => {
if (stage !== 'loading') return
const startedAt = performance.now()
let raf = 0
const frame = (now: number) => {
const p = Math.min(1, (now - startedAt) / (LOAD_SECONDS * 1000))
setProgress(p)
if (p < 1) raf = requestAnimationFrame(frame)
else {
stopTape.current?.()
setStage('done')
synth.beep()
window.setTimeout(onLoaded, 650)
}
}
raf = requestAnimationFrame(frame)
return () => cancelAnimationFrame(raf)
}, [stage, onLoaded])
const play = () => {
synth.ensure()
synth.beep()
stopTape.current = synth.tape(LOAD_SECONDS)
setStage('loading')
}
const skip = () => {
stopTape.current?.()
onLoaded()
}
return (
<div className="boot">
{/* Loader stripes bleed off both edges, the way tape loaders did. */}
{stage === 'loading' && <div className="boot-stripes" aria-hidden />}
<div className="boot-text">
<div>ATARI 8K BASIC&nbsp;&nbsp;REV. B</div>
<div>&nbsp;</div>
<div>READY</div>
<div>CLOAD</div>
{stage === 'ready' && (
<>
<div>&nbsp;</div>
<div>PRESS PLAY ON RECORDER, THEN RETURN.</div>
<div className="boot-cursor">&#9608;</div>
</>
)}
{stage !== 'ready' && (
<>
<div>&nbsp;</div>
<div>
LOADING &quot;LEMONADE&quot;
{stage === 'loading' ? '.'.repeat(1 + Math.floor(progress * 12)) : ''}
</div>
{stage === 'done' && (
<>
<div>&nbsp;</div>
<div>READY</div>
<div className="boot-cursor">&#9608;</div>
</>
)}
</>
)}
</div>
<div className="boot-controls">
{stage === 'ready' ? (
<Btn kind="primary" onClick={play}>
&#9658; PRESS PLAY
</Btn>
) : (
stage === 'loading' && (
<Btn kind="ghost" onClick={skip}>
SKIP THE LOAD
</Btn>
)
)}
</div>
</div>
)
}
+2 -1
View File
@@ -1,4 +1,5 @@
import { WEATHER, costMessage } from '../game/constants' import { WEATHER, costMessage } from '../game/constants'
import { streetBusyness } from '../game/engine'
import type { DayConditions } from '../game/types' import type { DayConditions } from '../game/types'
import { Btn, Line } from './Crt' import { Btn, Line } from './Crt'
import { Scene } from './Scene' import { Scene } from './Scene'
@@ -15,7 +16,7 @@ export function BriefingScreen({
return ( return (
<div className="stack"> <div className="stack">
<Line className="center inv-line">DAY {conditions.day} IN LEMONSVILLE</Line> <Line className="center inv-line">DAY {conditions.day} IN LEMONSVILLE</Line>
<Scene conditions={{ ...conditions, storm: false }} /> <Scene conditions={{ ...conditions, storm: false }} traffic={streetBusyness(conditions)} />
<Line className="center accent"> <Line className="center accent">
WEATHER REPORT: {WEATHER[conditions.weather].label} WEATHER REPORT: {WEATHER[conditions.weather].label}
</Line> </Line>
+379
View File
@@ -0,0 +1,379 @@
import { useMemo } from 'react'
import type { DayConditions } from '../game/types'
/**
* Cel-shaded lemonade stand: flat colour, one hard shadow per form, one bold
* outline, light coming from the upper right. Everything is plain geometry so
* the whole scene stays legible at any size.
*/
const INK = '#33234f'
interface Mood {
skyTop: string
skyBottom: string
hillFar: string
hillNear: string
ground: string
groundShade: string
/** Painted over the whole scene to tie the palette together. */
wash: string
washOpacity: number
shadow: number
}
const MOODS: Record<string, Mood> = {
sunny: {
skyTop: '#3AA9F5',
skyBottom: '#BFEAFF',
hillFar: '#7FD1A6',
hillNear: '#5CBF83',
ground: '#86DE68',
groundShade: '#4FA83D',
wash: '#FFE9A8',
washOpacity: 0.1,
shadow: 0.28,
},
cloudy: {
skyTop: '#7C93B8',
skyBottom: '#C6D3E2',
hillFar: '#8FB5A2',
hillNear: '#6E9C82',
ground: '#7FC46A',
groundShade: '#4E8B54',
wash: '#9FB3CE',
washOpacity: 0.22,
shadow: 0.12,
},
hot: {
skyTop: '#F2792B',
skyBottom: '#FFD68A',
hillFar: '#D8A25C',
hillNear: '#B77F42',
ground: '#D9C25E',
groundShade: '#A38B36',
wash: '#FF9E3D',
washOpacity: 0.2,
shadow: 0.34,
},
storm: {
skyTop: '#231B3D',
skyBottom: '#4C4370',
hillFar: '#3C4463',
hillNear: '#2E3550',
ground: '#4A6B52',
groundShade: '#2F4838',
wash: '#2A2350',
washOpacity: 0.34,
shadow: 0.08,
},
}
const SHIRTS = ['#FF5D8F', '#2EC4B6', '#FFB627', '#8E7DFF', '#FF7A29', '#4FC3F7']
const SKINS = ['#FFCDA8', '#E0A87C', '#B87A54', '#7C4F32']
const HAIR = ['#5A3B2E', '#1F1B24', '#C97B3C', '#8E6BA8']
const MAX_WALKERS = 6
export function CelScene({
conditions,
price,
traffic = 0,
variant = 'full',
}: {
conditions: DayConditions
price?: number
/** How busy the street is, 0 to 1. Drives how many people walk on. */
traffic?: number
variant?: 'full' | 'strip'
}) {
const { weather, heatWave, streetCrew, storm } = conditions
const key = storm ? 'storm' : weather
const m = MOODS[key] ?? MOODS.sunny
const daylight = !storm && weather !== 'cloudy'
const walkers = useMemo(() => {
const busy = Math.max(0, Math.min(1, traffic))
// In a downpour nobody stops; at most one soul hurries past.
const count = storm ? (busy > 0 ? 1 : 0) : Math.round(busy * MAX_WALKERS)
return Array.from({ length: count }, (_, i) => ({
i,
// Alternating sides, and a queue spot short of the counter.
fromLeft: i % 2 === 0,
stop: i % 2 === 0 ? 168 - (i >> 1) * 36 : 472 + (i >> 1) * 36,
delay: i * (storm ? 1.1 : 2.3),
duration: storm ? 4.5 : 11 + (i % 3),
shirt: SHIRTS[i % SHIRTS.length],
skin: SKINS[(i * 3) % SKINS.length],
hair: HAIR[(i * 5) % HAIR.length],
}))
}, [traffic, storm])
return (
<svg
className={`cel ${variant === 'strip' ? 'cel-strip' : ''} ${storm ? 'is-storm' : ''} ${heatWave ? 'is-heat' : ''}`}
viewBox="0 0 640 300"
role="img"
aria-label={`${weather} day at the lemonade stand`}
preserveAspectRatio={variant === 'strip' ? 'xMidYMax slice' : 'xMidYMid meet'}
>
<defs>
<linearGradient id="cel-sky" x1="0" y1="0" x2="0" y2="1">
<stop offset="0%" stopColor={m.skyTop} />
<stop offset="100%" stopColor={m.skyBottom} />
</linearGradient>
<clipPath id="cel-awning">
<path d="M168 110 H472 V152 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 Z" />
</clipPath>
<clipPath id="cel-jug">
<rect x="286" y="170" width="58" height="50" rx="9" />
</clipPath>
<clipPath id="cel-frame">
<rect x="0" y="0" width="640" height="300" />
</clipPath>
</defs>
<g clipPath="url(#cel-frame)">
<rect width="640" height="300" fill="url(#cel-sky)" />
{/* --- sky --------------------------------------------------- */}
{daylight ? (
<g className="cel-sun">
<g className="cel-rays" style={{ transformOrigin: '536px 68px' }}>
{Array.from({ length: 12 }, (_, i) => (
<rect
key={i}
x="532"
y="8"
width="8"
height="26"
rx="4"
fill={heatWave ? '#FFF3C4' : '#FFE27A'}
opacity="0.9"
transform={`rotate(${i * 30} 536 68)`}
/>
))}
</g>
<circle cx="536" cy="68" r={heatWave ? 46 : 38} fill="#FFD93D" />
<path
d={`M536 ${68 - (heatWave ? 46 : 38)} a${heatWave ? 46 : 38} ${heatWave ? 46 : 38} 0 0 0 0 ${(heatWave ? 46 : 38) * 2} a${heatWave ? 46 : 38} ${heatWave ? 46 : 38} 0 0 0 0 -${(heatWave ? 46 : 38) * 2} Z`}
fill="#F5B62B"
opacity="0.55"
/>
<circle cx="536" cy="68" r={heatWave ? 46 : 38} fill="none" stroke={INK} strokeWidth="4" />
</g>
) : (
<g className="cel-clouds">
{[
{ x: 120, y: 62, s: 1.1 },
{ x: 380, y: 44, s: 0.85 },
{ x: 540, y: 78, s: 1 },
].map((c, i) => (
<g key={i} transform={`translate(${c.x} ${c.y}) scale(${c.s})`}>
<path
d="M-62 18 a26 26 0 0 1 12 -48 a34 34 0 0 1 62 -12 a28 28 0 0 1 46 22 a22 22 0 0 1 -6 38 Z"
fill={storm ? '#5A5480' : '#F3F7FF'}
stroke={INK}
strokeWidth="4"
strokeLinejoin="round"
/>
<path
d="M-62 18 h114 a22 22 0 0 0 6 -18 q-60 14 -120 0 Z"
fill={storm ? '#443E68' : '#D5E2F5'}
/>
</g>
))}
</g>
)}
{/* --- land -------------------------------------------------- */}
<path d="M0 214 q90 -46 190 -14 q120 38 240 -8 q120 -44 210 6 V300 H0 Z" fill={m.hillFar} />
<path d="M0 236 q120 -32 250 -2 q140 32 260 -10 q80 -24 130 4 V300 H0 Z" fill={m.hillNear} />
<g stroke={INK} strokeWidth="4" strokeLinejoin="round">
{[52, 96, 566, 610].map((x, i) => (
<g key={x}>
<rect x={x - 4} y={228 - (i % 2) * 8} width="8" height="26" fill="#8A5A2B" />
<circle cx={x} cy={216 - (i % 2) * 8} r={22 - (i % 2) * 3} fill={m.hillFar} />
<path
d={`M${x} ${194 - (i % 2) * 8} a${22 - (i % 2) * 3} ${22 - (i % 2) * 3} 0 0 1 0 ${(22 - (i % 2) * 3) * 2} Z`}
fill={m.hillNear}
stroke="none"
opacity="0.65"
/>
</g>
))}
</g>
<rect x="0" y="252" width="640" height="48" fill={m.ground} />
<rect x="0" y="252" width="640" height="8" fill={m.groundShade} opacity="0.5" />
<rect x="0" y="248" width="640" height="5" fill={INK} opacity="0.35" />
{/* --- the stand --------------------------------------------- */}
<g stroke={INK} strokeWidth="4" strokeLinejoin="round">
<ellipse cx="320" cy="286" rx="150" ry="13" fill={INK} opacity={m.shadow} stroke="none" />
<rect x="192" y="150" width="16" height="98" fill="#C98A4B" />
<rect x="432" y="150" width="16" height="98" fill="#C98A4B" />
<rect x="192" y="150" width="6" height="98" fill="#9A6435" stroke="none" />
<rect x="432" y="150" width="6" height="98" fill="#9A6435" stroke="none" />
{/* counter */}
<rect x="182" y="214" width="276" height="18" rx="5" fill="#E0A867" />
<rect x="190" y="232" width="260" height="52" fill="#C98A4B" />
<rect x="190" y="232" width="14" height="52" fill="#9A6435" stroke="none" />
{/* hand-painted sign board */}
<rect x="212" y="238" width="216" height="40" rx="5" fill="#FFF6DC" />
<rect x="212" y="266" width="216" height="12" rx="5" fill="#EBDCB4" stroke="none" />
<text className="cel-sign" x="320" y="258" textAnchor="middle">
LEMONADE
</text>
{price !== undefined && (
<text className="cel-price" x="320" y="274" textAnchor="middle">
{price}&#162; A GLASS
</text>
)}
{/* jug of lemonade */}
<g>
<path d="M344 182 q22 6 0 26" fill="none" stroke={INK} strokeWidth="9" />
<path d="M344 182 q22 6 0 26" fill="none" stroke="#DFF6FF" strokeWidth="4" />
<rect x="286" y="170" width="58" height="50" rx="9" fill="#EAF9FF" />
<g clipPath="url(#cel-jug)">
<rect x="286" y="186" width="58" height="34" fill="#FFD93D" stroke="none" />
<rect x="286" y="186" width="58" height="5" fill="#F5B62B" stroke="none" />
<g fill="#FFFFFF" opacity="0.85" stroke="none">
<rect x="296" y="192" width="11" height="11" rx="2" transform="rotate(-14 301 197)" />
<rect x="318" y="200" width="10" height="10" rx="2" transform="rotate(12 323 205)" />
</g>
<rect x="286" y="170" width="12" height="50" fill="#FFFFFF" opacity="0.5" stroke="none" />
</g>
<rect x="286" y="170" width="58" height="50" rx="9" fill="none" />
<rect x="282" y="164" width="66" height="10" rx="5" fill="#DFF6FF" />
</g>
{/* stack of cups and a bowl of lemons */}
<g>
<path d="M226 214 l4 -22 h20 l4 22 Z" fill="#FFF6DC" />
<path d="M226 200 h28" stroke={INK} strokeWidth="3" />
<ellipse cx="392" cy="210" rx="30" ry="9" fill="#DFF6FF" />
<circle cx="380" cy="203" r="10" fill="#FFE45E" />
<circle cx="398" cy="200" r="11" fill="#FFE45E" />
<path d="M390 194 a11 11 0 0 1 15 10" fill="none" stroke="#F5C518" strokeWidth="5" />
</g>
{/* awning */}
<g>
<path
d="M168 110 H472 V152 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 Z"
fill="#FF6B6B"
/>
<g clipPath="url(#cel-awning)" stroke="none">
{Array.from({ length: 8 }, (_, i) => (
<rect key={i} x={168 + i * 38} y="106" width="19" height="70" fill="#FFF6DC" />
))}
<rect x="168" y="106" width="304" height="14" fill={INK} opacity="0.16" />
</g>
<path
d="M168 110 H472 V152 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 q-19 20 -38 0 Z"
fill="none"
/>
<rect x="160" y="100" width="320" height="14" rx="7" fill="#E0A867" />
</g>
</g>
{/* --- the street ------------------------------------------- */}
{walkers.map((w) => (
<g
key={w.i}
className={`cel-walker ${w.fromLeft ? 'from-left' : 'from-right'} ${storm ? 'is-hurrying' : ''}`}
style={{
// Custom properties feed the keyframes, so one animation
// serves every figure on either side of the stand.
['--stop' as string]: `${w.stop}px`,
animationDelay: `${w.delay}s`,
animationDuration: `${w.duration}s`,
}}
>
<g className="cel-bob">
<ellipse cx="0" cy="290" rx="20" ry="6" fill={INK} opacity={m.shadow * 0.7} />
<g stroke={INK} strokeWidth="4" strokeLinejoin="round" strokeLinecap="round">
<g className="cel-legs">
<line className="leg-a" x1="-6" y1="272" x2="-11" y2="288" stroke={INK} />
<line className="leg-b" x1="6" y1="272" x2="11" y2="288" stroke={INK} />
</g>
<rect x="-15" y="232" width="30" height="44" rx="13" fill={w.shirt} />
{heatWave && !storm && (
<g className="cel-fan">
<rect x="16" y="238" width="16" height="5" rx="2" fill="#FFF6DC" />
</g>
)}
<circle cx="0" cy="220" r="16" fill={w.skin} />
<path d="M-16 217 a16 16 0 0 1 32 0 q-16 -10 -32 0 Z" fill={w.hair} />
<g fill={INK} stroke="none">
<circle cx={w.fromLeft ? 3 : -3} cy="222" r="2.2" />
<circle cx={w.fromLeft ? 10 : -10} cy="222" r="2.2" />
</g>
<path
d={`M${w.fromLeft ? 2 : -2} 230 q${w.fromLeft ? 5 : -5} 4 ${w.fromLeft ? 9 : -9} 0`}
fill="none"
stroke={INK}
strokeWidth="2.5"
/>
{storm && (
<g>
<path d="M-26 196 a26 26 0 0 1 52 0 Z" fill="#2EC4B6" />
<line x1="0" y1="196" x2="0" y2="228" />
</g>
)}
</g>
</g>
</g>
))}
{/* --- road works -------------------------------------------- */}
{streetCrew && (
<g stroke={INK} strokeWidth="4" strokeLinejoin="round">
{[68, 572].map((x) => (
<g key={x}>
<path d={`M${x - 18} 288 L${x} 240 L${x + 18} 288 Z`} fill="#FF7A29" />
<path d={`M${x - 11} 270 h22`} stroke="#FFF6DC" strokeWidth="7" />
<rect x={x - 24} y="286" width="48" height="10" rx="3" fill="#FF7A29" />
</g>
))}
</g>
)}
{/* --- weather overlays -------------------------------------- */}
{storm && (
<>
<g className="cel-rain" stroke="#CFE6FF" strokeWidth="3" strokeLinecap="round" opacity="0.75">
{Array.from({ length: 40 }, (_, i) => {
const x = (i * 71) % 660
const y = (i * 53) % 300
return <line key={i} x1={x} y1={y} x2={x - 7} y2={y + 22} />
})}
</g>
<polygon
className="cel-bolt"
points="470,20 424,120 456,120 428,206 512,96 472,96 506,20"
fill="#FFF3A8"
stroke={INK}
strokeWidth="4"
strokeLinejoin="round"
/>
<rect className="cel-flash" width="640" height="300" fill="#FFFFFF" />
</>
)}
{heatWave && (
<g className="cel-shimmer" stroke="#FFE9A8" strokeWidth="4" fill="none" opacity="0.5">
{[262, 274, 286].map((y) => (
<path key={y} d={`M-20 ${y} q22 -9 44 0 t44 0 t44 0 t44 0 t44 0 t44 0 t44 0 t44 0 t44 0 t44 0 t44 0 t44 0 t44 0 t44 0 t44 0`} />
))}
</g>
)}
<rect width="640" height="300" fill={m.wash} opacity={m.washOpacity} />
</g>
</svg>
)
}
+12 -5
View File
@@ -1,6 +1,6 @@
import { useEffect, useMemo, useRef, useState } from 'react' import { useEffect, useMemo, useRef, useState } from 'react'
import { MAX_SIGNS, SIGN_COST } from '../game/constants' import { MAX_SIGNS, SIGN_COST } from '../game/constants'
import { dollars } from '../game/engine' import { dollars, streetBusyness } from '../game/engine'
import type { DayConditions, Decision, Player } from '../game/types' import type { DayConditions, Decision, Player } from '../game/types'
import { Btn, Line } from './Crt' import { Btn, Line } from './Crt'
import { Scene } from './Scene' import { Scene } from './Scene'
@@ -48,8 +48,10 @@ export function DecideScreen({
const left = player.assets - total const left = player.assets - total
const error = useMemo(() => { const error = useMemo(() => {
if (signCost > player.assets) return 'YOU CANNOT AFFORD THAT MANY SIGNS.' // Kept to one line each: the row below is always reserved, so a message
if (total > player.assets) return "YOU DON'T HAVE ENOUGH MONEY TO MAKE THAT MANY GLASSES." // that wrapped would shift the button after all.
if (signCost > player.assets) return 'NOT ENOUGH MONEY FOR THAT MANY SIGNS.'
if (total > player.assets) return 'NOT ENOUGH MONEY FOR THAT MANY GLASSES.'
if (d.glasses === 0) return 'YOU MUST MAKE AT LEAST ONE GLASS.' if (d.glasses === 0) return 'YOU MUST MAKE AT LEAST ONE GLASS.'
return null return null
}, [signCost, total, player.assets, d.glasses]) }, [signCost, total, player.assets, d.glasses])
@@ -77,7 +79,11 @@ export function DecideScreen({
<Line className="center inv-line"> <Line className="center inv-line">
{playerCount > 1 ? `${player.name} - DAY ${conditions.day}` : `DAY ${conditions.day}`} {playerCount > 1 ? `${player.name} - DAY ${conditions.day}` : `DAY ${conditions.day}`}
</Line> </Line>
<Scene conditions={{ ...conditions, storm: false }} price={d.price} /> <Scene
conditions={{ ...conditions, storm: false }}
price={d.price}
traffic={streetBusyness(conditions)}
/>
<Line> <Line>
ASSETS <span className="money">{dollars(player.assets)}</span> &middot; LEMONADE COSTS{' '} ASSETS <span className="money">{dollars(player.assets)}</span> &middot; LEMONADE COSTS{' '}
{conditions.costPerGlass}&#162; A GLASS {conditions.costPerGlass}&#162; A GLASS
@@ -125,7 +131,8 @@ export function DecideScreen({
TODAY&apos;S OUTLAY <span className="money">{dollars(total)}</span> &middot; LEFT IN TIN{' '} TODAY&apos;S OUTLAY <span className="money">{dollars(total)}</span> &middot; LEFT IN TIN{' '}
<span className={left < 0 ? 'warn' : 'money'}>{dollars(left)}</span> <span className={left < 0 ? 'warn' : 'money'}>{dollars(left)}</span>
</Line> </Line>
{error && <Line className="warn">{error}</Line>} {/* Always present, so showing or clearing it never moves the button. */}
<Line className={`warn hint ${error ? 'is-on' : ''}`}>{error ?? '\u00a0'}</Line>
<div className="row center"> <div className="row center">
<Btn kind="primary" onClick={submit} disabled={!!error}> <Btn kind="primary" onClick={submit} disabled={!!error}>
SELL LEMONADE SELL LEMONADE
+2 -6
View File
@@ -2,9 +2,7 @@ import { STARTING_ASSETS } from '../game/constants'
import { dollars } from '../game/engine' import { dollars } from '../game/engine'
import type { DayResult, Player } from '../game/types' import type { DayResult, Player } from '../game/types'
import { Btn, Line } from './Crt' import { Btn, Line } from './Crt'
import { bannerRows } from './logo' import { Wordmark } from './TitleScreen'
const BANNER = bannerRows('LEMONADE')
export function GameOverScreen({ export function GameOverScreen({
players, players,
@@ -29,9 +27,7 @@ export function GameOverScreen({
return ( return (
<div className="stack"> <div className="stack">
<pre className="banner small" aria-hidden> <Wordmark small />
{BANNER.join('\n')}
</pre>
<Line className="center inv-line">THE SUMMER IS OVER</Line> <Line className="center inv-line">THE SUMMER IS OVER</Line>
<Line /> <Line />
<Line className="center"> <Line className="center">
+218
View File
@@ -0,0 +1,218 @@
import { useMemo } from 'react'
import type { DayConditions } from '../game/types'
const PALETTE: Record<string, string> = {
r: '#d24b3e', // awning red
w: '#f2f6ff', // awning white
n: '#8a5a2b', // timber
N: '#5e3c1c', // timber shadow
y: '#e0a92b', // lemon shade
Y: '#f7de5a', // lemon highlight
g: '#9aa6bd', // cloud grey
G: '#5f6b85', // storm grey
k: '#20263a',
c: '#7fd4ff',
o: '#f08a24',
e: '#5fae4a',
}
const CELL = 8
const COLS = 40
const ROWS = 22
/** Body of the stand, 28 cells wide. The awning above it is generated. */
const STAND = [
' N yyyyy N ',
' N yYYYYYy N ',
' N yYYYYYyy N ',
' N yYYYYYy N ',
' N yyyyy N ',
' nnnnnnnnnnnnnnnnnnnnn ',
' nwwwwwwwwwwwwwwwwwwwn ',
' nwwwwwwwwwwwwwwwwwwwn ',
' nwwwwwwwwwwwwwwwwwwwn ',
' nwwwwwwwwwwwwwwwwwwwn ',
' N N ',
' N N ',
]
const STAND_X = 6
const AWNING_Y = 5
const STAND_Y = 8
/** Each awning row is symmetric about the counter, and one wider than the last. */
const AWNING_ROWS: [number, number][] = [
[5, 21],
[4, 22],
[3, 23],
]
interface Rect {
x: number
y: number
w: number
fill: string
}
/** Turn a character grid into horizontal runs so the SVG stays small. */
function runs(rows: string[], ox: number, oy: number): Rect[] {
const out: Rect[] = []
rows.forEach((row, ry) => {
let x = 0
while (x < row.length) {
const ch = row[x]
if (ch === ' ' || !PALETTE[ch]) {
x++
continue
}
let w = 1
while (row[x + w] === ch) w++
out.push({ x: ox + x, y: oy + ry, w, fill: PALETTE[ch] })
x += w
}
})
return out
}
/** A filled circle, quantised to the pixel grid. */
function disc(cx: number, cy: number, r: number, fill: string): Rect[] {
const out: Rect[] = []
for (let y = -r; y <= r; y++) {
const half = Math.floor(Math.sqrt(Math.max(0, r * r - y * y)))
out.push({ x: cx - half, y: cy + y, w: half * 2 + 1, fill })
}
return out
}
/** Red and white stripes that line up vertically from row to row. */
function awning(): Rect[] {
const out: Rect[] = []
AWNING_ROWS.forEach(([from, to], row) => {
for (let col = from; col <= to; col++) {
out.push({
x: STAND_X + col,
y: AWNING_Y + row,
w: 1,
fill: (col >> 1) % 2 === 0 ? PALETTE.r : PALETTE.w,
})
}
})
return out
}
function cloud(cx: number, cy: number, fill: string): Rect[] {
return [
...disc(cx, cy, 2, fill),
...disc(cx - 3, cy + 1, 2, fill),
...disc(cx + 3, cy + 1, 2, fill),
{ x: cx - 6, y: cy + 2, w: 13, fill },
{ x: cx - 5, y: cy + 3, w: 11, fill },
]
}
export function PixelScene({ conditions, price }: { conditions: DayConditions; price?: number }) {
const { weather, heatWave, streetCrew, storm } = conditions
const sky = useMemo(() => {
if (storm) return ['#2b3350', '#3d4468']
if (weather === 'cloudy') return ['#5b6b93', '#8fa0c4']
if (weather === 'hot') return heatWave ? ['#c9541f', '#f0a13a'] : ['#e07a24', '#f5c164']
return ['#2f7fd8', '#8fd0f5']
}, [weather, heatWave, storm])
const rects: Rect[] = []
if (storm) {
rects.push(...cloud(10, 4, PALETTE.G), ...cloud(24, 3, PALETTE.G), ...cloud(33, 5, PALETTE.G))
} else if (weather === 'cloudy') {
rects.push(...cloud(9, 4, PALETTE.g), ...cloud(26, 3, PALETTE.g), ...cloud(34, 6, PALETTE.g))
} else {
const sunX = weather === 'hot' ? 32 : 33
const sunR = weather === 'hot' ? 5 : 3
rects.push(...disc(sunX, 5, sunR, heatWave ? '#fff3b0' : PALETTE.Y))
if (weather === 'sunny') rects.push(...cloud(9, 3, PALETTE.w))
}
rects.push(...awning(), ...runs(STAND, STAND_X, STAND_Y))
// Grass line under the stand.
rects.push({ x: 0, y: ROWS - 1, w: COLS, fill: PALETTE.e })
rects.push({ x: 0, y: ROWS - 2, w: COLS, fill: '#6fc258' })
if (streetCrew) {
// A pair of road cones and a barrier where the customers used to walk.
for (const cx of [2, 36]) {
rects.push(
{ x: cx, y: ROWS - 5, w: 1, fill: PALETTE.o },
{ x: cx - 1, y: ROWS - 4, w: 3, fill: PALETTE.o },
{ x: cx - 1, y: ROWS - 3, w: 3, fill: PALETTE.o },
{ x: cx - 2, y: ROWS - 2, w: 5, fill: '#3a3f52' },
)
}
}
return (
<svg
className={`scene ${storm ? 'is-storm' : ''} ${heatWave ? 'is-heat' : ''}`}
viewBox={`0 0 ${COLS * CELL} ${ROWS * CELL}`}
role="img"
aria-label={`${weather} day at the lemonade stand`}
preserveAspectRatio="xMidYMid meet"
>
<defs>
<linearGradient id="sky" x1="0" y1="0" x2="0" y2="1">
<stop offset="0%" stopColor={sky[0]} />
<stop offset="100%" stopColor={sky[1]} />
</linearGradient>
</defs>
<rect width={COLS * CELL} height={ROWS * CELL} fill="url(#sky)" />
{heatWave && (
<g className="shimmer" opacity="0.35">
{[13, 15, 17].map((y) => (
<rect key={y} x={0} y={y * CELL} width={COLS * CELL} height={CELL / 2} fill="#ffd9a0" />
))}
</g>
)}
{rects.map((r, i) => (
<rect
key={i}
x={r.x * CELL}
y={r.y * CELL}
width={r.w * CELL}
height={CELL}
fill={r.fill}
shapeRendering="crispEdges"
/>
))}
{storm && (
<>
<g className="rain">
{Array.from({ length: 26 }, (_, i) => (
<rect
key={i}
x={((i * 37) % (COLS * CELL))}
y={((i * 53) % 120) + 40}
width={2}
height={10}
fill="#bcd8ff"
opacity="0.75"
/>
))}
</g>
<polygon className="bolt" points="212,40 188,96 208,96 192,148 232,84 210,84 228,40" fill="#fff3a8" />
</>
)}
<text className="stand-sign" x={156} y={price === undefined ? 132 : 125} textAnchor="middle">
LEMONADE
</text>
{price !== undefined && (
<text className="stand-price" x={156} y={137} textAnchor="middle">
{price}&#162; A GLASS
</text>
)}
</svg>
)
}
+9 -30
View File
@@ -1,6 +1,6 @@
import { useState } from 'react' import { useState } from 'react'
import { WEATHER } from '../game/constants' import { WEATHER } from '../game/constants'
import { dollars } from '../game/engine' import { dollars, soldBusyness } from '../game/engine'
import type { DayConditions, DayResult, Player } from '../game/types' import type { DayConditions, DayResult, Player } from '../game/types'
import { Btn, Line } from './Crt' import { Btn, Line } from './Crt'
import { Scene } from './Scene' import { Scene } from './Scene'
@@ -30,40 +30,14 @@ export function ReportScreen({
onRetire: () => void onRetire: () => void
onBlip: () => void onBlip: () => void
}) { }) {
// App remounts this each day, so these start fresh without a reset effect. // App remounts this each day, so this starts fresh without a reset effect.
const [index, setIndex] = useState(0) const [index, setIndex] = useState(0)
// The storm gets its own screen before the books are opened.
const [stormSeen, setStormSeen] = useState(false)
const r = results[index] const r = results[index]
const player = players.find((p) => p.id === r.playerId)! const player = players.find((p) => p.id === r.playerId)!
const isLast = index === results.length - 1 const isLast = index === results.length - 1
const everyoneBroke = players.every((p) => p.bankrupt) const everyoneBroke = players.every((p) => p.bankrupt)
if (conditions.storm && !stormSeen) {
return (
<div className="stack">
<Line className="center inv-line">DAY {conditions.day} IN LEMONSVILLE</Line>
<Scene conditions={conditions} />
<Line className="warn">A THUNDERSTORM HIT LEMONSVILLE EARLIER</Line>
<Line className="warn">TODAY, JUST AS THE STANDS WERE BEING</Line>
<Line className="warn">SET UP. EVERYTHING WAS RUINED!!</Line>
<Line />
<div className="row center">
<Btn
kind="primary"
onClick={() => {
onBlip()
setStormSeen(true)
}}
>
SEE THE DAMAGE
</Btn>
</div>
</div>
)
}
const events = [ const events = [
WEATHER[conditions.weather].label, WEATHER[conditions.weather].label,
conditions.heatWave ? 'HEAT WAVE' : null, conditions.heatWave ? 'HEAT WAVE' : null,
@@ -77,7 +51,12 @@ export function ReportScreen({
<div className="stack"> <div className="stack">
<Line className="center inv-line">$$ LEMONSVILLE DAILY FINANCIAL REPORT $$</Line> <Line className="center inv-line">$$ LEMONSVILLE DAILY FINANCIAL REPORT $$</Line>
<Line /> <Scene
conditions={conditions}
price={r.decision.price}
traffic={soldBusyness(r.glassesSold)}
variant="strip"
/>
<Line className="center accent"> <Line className="center accent">
DAY {conditions.day} &mdash; {player.name} DAY {conditions.day} &mdash; {player.name}
</Line> </Line>
@@ -95,6 +74,7 @@ export function ReportScreen({
<Row label="PROFIT" value={dollars(r.profit)} strong /> <Row label="PROFIT" value={dollars(r.profit)} strong />
<Row label="ASSETS" value={dollars(r.assetsAfter)} strong /> <Row label="ASSETS" value={dollars(r.assetsAfter)} strong />
{player.bankrupt && ( {player.bankrupt && (
<> <>
<Line /> <Line />
@@ -103,7 +83,6 @@ export function ReportScreen({
</> </>
)} )}
<Line />
<div className="row center"> <div className="row center">
{!isLast && ( {!isLast && (
<Btn <Btn
+25 -214
View File
@@ -1,218 +1,29 @@
import { useMemo } from 'react' import { useSkin } from '../skin'
import type { DayConditions } from '../game/types' import type { DayConditions } from '../game/types'
import { CelScene } from './CelScene'
import { PixelScene } from './PixelScene'
const PALETTE: Record<string, string> = { /**
r: '#d24b3e', // awning red * The same day, drawn twice: chunky Atari rectangles for the 1979 skin,
w: '#f2f6ff', // awning white * cel-shaded vector art for the modern one.
n: '#8a5a2b', // timber */
N: '#5e3c1c', // timber shadow export function Scene({
y: '#e0a92b', // lemon shade conditions,
Y: '#f7de5a', // lemon highlight price,
g: '#9aa6bd', // cloud grey traffic,
G: '#5f6b85', // storm grey variant = 'full',
k: '#20263a', }: {
c: '#7fd4ff', conditions: DayConditions
o: '#f08a24', price?: number
e: '#5fae4a', /** How busy the street is, 0 to 1. Only the cel scene shows a crowd. */
} traffic?: number
/** "strip" crops to the counter and the street, for screens short on room. */
const CELL = 8 variant?: 'full' | 'strip'
const COLS = 40 }) {
const ROWS = 22 const { skin } = useSkin()
if (skin !== 'modern') {
/** Body of the stand, 28 cells wide. The awning above it is generated. */ // The 1979 financial report was a page of text, and stays one.
const STAND = [ return variant === 'strip' ? null : <PixelScene conditions={conditions} price={price} />
' N yyyyy N ',
' N yYYYYYy N ',
' N yYYYYYyy N ',
' N yYYYYYy N ',
' N yyyyy N ',
' nnnnnnnnnnnnnnnnnnnnn ',
' nwwwwwwwwwwwwwwwwwwwn ',
' nwwwwwwwwwwwwwwwwwwwn ',
' nwwwwwwwwwwwwwwwwwwwn ',
' nwwwwwwwwwwwwwwwwwwwn ',
' N N ',
' N N ',
]
const STAND_X = 6
const AWNING_Y = 5
const STAND_Y = 8
/** Each awning row is symmetric about the counter, and one wider than the last. */
const AWNING_ROWS: [number, number][] = [
[5, 21],
[4, 22],
[3, 23],
]
interface Rect {
x: number
y: number
w: number
fill: string
}
/** Turn a character grid into horizontal runs so the SVG stays small. */
function runs(rows: string[], ox: number, oy: number): Rect[] {
const out: Rect[] = []
rows.forEach((row, ry) => {
let x = 0
while (x < row.length) {
const ch = row[x]
if (ch === ' ' || !PALETTE[ch]) {
x++
continue
} }
let w = 1 return <CelScene conditions={conditions} price={price} traffic={traffic} variant={variant} />
while (row[x + w] === ch) w++
out.push({ x: ox + x, y: oy + ry, w, fill: PALETTE[ch] })
x += w
}
})
return out
}
/** A filled circle, quantised to the pixel grid. */
function disc(cx: number, cy: number, r: number, fill: string): Rect[] {
const out: Rect[] = []
for (let y = -r; y <= r; y++) {
const half = Math.floor(Math.sqrt(Math.max(0, r * r - y * y)))
out.push({ x: cx - half, y: cy + y, w: half * 2 + 1, fill })
}
return out
}
/** Red and white stripes that line up vertically from row to row. */
function awning(): Rect[] {
const out: Rect[] = []
AWNING_ROWS.forEach(([from, to], row) => {
for (let col = from; col <= to; col++) {
out.push({
x: STAND_X + col,
y: AWNING_Y + row,
w: 1,
fill: (col >> 1) % 2 === 0 ? PALETTE.r : PALETTE.w,
})
}
})
return out
}
function cloud(cx: number, cy: number, fill: string): Rect[] {
return [
...disc(cx, cy, 2, fill),
...disc(cx - 3, cy + 1, 2, fill),
...disc(cx + 3, cy + 1, 2, fill),
{ x: cx - 6, y: cy + 2, w: 13, fill },
{ x: cx - 5, y: cy + 3, w: 11, fill },
]
}
export function Scene({ conditions, price }: { conditions: DayConditions; price?: number }) {
const { weather, heatWave, streetCrew, storm } = conditions
const sky = useMemo(() => {
if (storm) return ['#2b3350', '#3d4468']
if (weather === 'cloudy') return ['#5b6b93', '#8fa0c4']
if (weather === 'hot') return heatWave ? ['#c9541f', '#f0a13a'] : ['#e07a24', '#f5c164']
return ['#2f7fd8', '#8fd0f5']
}, [weather, heatWave, storm])
const rects: Rect[] = []
if (storm) {
rects.push(...cloud(10, 4, PALETTE.G), ...cloud(24, 3, PALETTE.G), ...cloud(33, 5, PALETTE.G))
} else if (weather === 'cloudy') {
rects.push(...cloud(9, 4, PALETTE.g), ...cloud(26, 3, PALETTE.g), ...cloud(34, 6, PALETTE.g))
} else {
const sunX = weather === 'hot' ? 32 : 33
const sunR = weather === 'hot' ? 5 : 3
rects.push(...disc(sunX, 5, sunR, heatWave ? '#fff3b0' : PALETTE.Y))
if (weather === 'sunny') rects.push(...cloud(9, 3, PALETTE.w))
}
rects.push(...awning(), ...runs(STAND, STAND_X, STAND_Y))
// Grass line under the stand.
rects.push({ x: 0, y: ROWS - 1, w: COLS, fill: PALETTE.e })
rects.push({ x: 0, y: ROWS - 2, w: COLS, fill: '#6fc258' })
if (streetCrew) {
// A pair of road cones and a barrier where the customers used to walk.
for (const cx of [2, 36]) {
rects.push(
{ x: cx, y: ROWS - 5, w: 1, fill: PALETTE.o },
{ x: cx - 1, y: ROWS - 4, w: 3, fill: PALETTE.o },
{ x: cx - 1, y: ROWS - 3, w: 3, fill: PALETTE.o },
{ x: cx - 2, y: ROWS - 2, w: 5, fill: '#3a3f52' },
)
}
}
return (
<svg
className={`scene ${storm ? 'is-storm' : ''} ${heatWave ? 'is-heat' : ''}`}
viewBox={`0 0 ${COLS * CELL} ${ROWS * CELL}`}
role="img"
aria-label={`${weather} day at the lemonade stand`}
preserveAspectRatio="xMidYMid meet"
>
<defs>
<linearGradient id="sky" x1="0" y1="0" x2="0" y2="1">
<stop offset="0%" stopColor={sky[0]} />
<stop offset="100%" stopColor={sky[1]} />
</linearGradient>
</defs>
<rect width={COLS * CELL} height={ROWS * CELL} fill="url(#sky)" />
{heatWave && (
<g className="shimmer" opacity="0.35">
{[13, 15, 17].map((y) => (
<rect key={y} x={0} y={y * CELL} width={COLS * CELL} height={CELL / 2} fill="#ffd9a0" />
))}
</g>
)}
{rects.map((r, i) => (
<rect
key={i}
x={r.x * CELL}
y={r.y * CELL}
width={r.w * CELL}
height={CELL}
fill={r.fill}
shapeRendering="crispEdges"
/>
))}
{storm && (
<>
<g className="rain">
{Array.from({ length: 26 }, (_, i) => (
<rect
key={i}
x={((i * 37) % (COLS * CELL))}
y={((i * 53) % 120) + 40}
width={2}
height={10}
fill="#bcd8ff"
opacity="0.75"
/>
))}
</g>
<polygon className="bolt" points="212,40 188,96 208,96 192,148 232,84 210,84 228,40" fill="#fff3a8" />
</>
)}
<text className="stand-sign" x={156} y={price === undefined ? 132 : 125} textAnchor="middle">
LEMONADE
</text>
{price !== undefined && (
<text className="stand-price" x={156} y={137} textAnchor="middle">
{price}&#162; A GLASS
</text>
)}
</svg>
)
} }
+26 -5
View File
@@ -1,8 +1,27 @@
import { useSkin } from '../skin'
import { Btn, Line } from './Crt' import { Btn, Line } from './Crt'
import { bannerRows } from './logo' import { bannerRows } from './logo'
const BANNER = bannerRows('LEMONADE') const BANNER = bannerRows('LEMONADE')
/** The block-letter banner is the 1979 article; modern gets a wordmark. */
export function Wordmark({ small = false }: { small?: boolean }) {
const { skin } = useSkin()
if (skin === 'modern') {
return (
<div className={`wordmark ${small ? 'small' : ''}`}>
<b>LEMONADE</b>
<span>STAND</span>
</div>
)
}
return (
<pre className={`banner ${small ? 'small' : ''}`} aria-label="LEMONADE">
{BANNER.join('\n')}
</pre>
)
}
export function TitleScreen({ export function TitleScreen({
onStart, onStart,
onInstructions, onInstructions,
@@ -14,15 +33,17 @@ export function TitleScreen({
onScores: () => void onScores: () => void
seed: number seed: number
}) { }) {
const { skin } = useSkin()
return ( return (
<div className="stack"> <div className="stack">
<pre className="banner" aria-label="LEMONADE"> <Wordmark />
{BANNER.join('\n')} {skin === 'crt' && <Line className="center accent">S T A N D</Line>}
</pre>
<Line className="center accent">S T A N D</Line>
<Line /> <Line />
<Line className="center">LEMONSVILLE, CALIFORNIA</Line> <Line className="center">LEMONSVILLE, CALIFORNIA</Line>
<Line className="center dim">ATARI 8-BIT EDITION &middot; SEED {seed}</Line> <Line className="center dim">
{skin === 'crt' ? 'ATARI 8-BIT EDITION' : 'REMASTERED'} &middot; SEED {seed}
</Line>
<Line /> <Line />
<Line className="center blink">PRESS START</Line> <Line className="center blink">PRESS START</Line>
<Line /> <Line />
+117
View File
@@ -0,0 +1,117 @@
import { useEffect, useRef, useState } from 'react'
import { soldBusyness } from '../game/engine'
import type { DayConditions, DayResult, Player } from '../game/types'
import { synth } from '../audio/synth'
import { Btn, Line } from './Crt'
import { Scene } from './Scene'
const TRADING_MS = 2900
const STORM_MS = 3400
/** Fast at first, settling at the end, the way a rush tails off. */
const easeOut = (p: number) => 1 - Math.pow(1 - p, 2.2)
export function TradingScreen({
results,
players,
conditions,
onDone,
}: {
results: DayResult[]
players: Player[]
conditions: DayConditions
onDone: () => void
}) {
const [progress, setProgress] = useState(0)
const ticked = useRef(0)
useEffect(() => {
const total = results.reduce((n, r) => n + r.glassesSold, 0)
const span = conditions.storm ? STORM_MS : TRADING_MS
const startedAt = performance.now()
let raf = 0
if (conditions.storm) synth.thunder()
const frame = (now: number) => {
const p = Math.min(1, (now - startedAt) / span)
setProgress(p)
// A blip per few glasses, so a busy day sounds busy.
if (!conditions.storm && total > 0) {
const sold = Math.round(easeOut(p) * total)
const step = Math.max(1, Math.ceil(total / 14))
if (sold >= ticked.current + step) {
ticked.current = sold
synth.tick()
}
}
if (p < 1) raf = requestAnimationFrame(frame)
else onDone()
}
raf = requestAnimationFrame(frame)
return () => cancelAnimationFrame(raf)
}, [results, conditions.storm, onDone])
const eased = easeOut(progress)
const sold = (r: DayResult) => Math.round(eased * r.glassesSold)
const soldTotal = results.reduce((n, r) => n + sold(r), 0)
const madeTotal = results.reduce((n, r) => n + r.decision.glasses, 0)
if (conditions.storm) {
return (
<div className="stack">
<Line className="center inv-line">DAY {conditions.day} IN LEMONSVILLE</Line>
<Scene conditions={conditions} traffic={0.2} />
<Line className="warn">A THUNDERSTORM HIT LEMONSVILLE EARLIER</Line>
<Line className="warn">TODAY, JUST AS THE STANDS WERE BEING</Line>
<Line className="warn">SET UP. EVERYTHING WAS RUINED!!</Line>
<Line />
<div className="row center">
<Btn kind="primary" onClick={onDone}>
SEE THE DAMAGE
</Btn>
</div>
</div>
)
}
return (
<div className="stack">
<Line className="center inv-line">DAY {conditions.day} &mdash; OPEN FOR BUSINESS</Line>
<Scene
conditions={conditions}
price={results[0].decision.price}
traffic={soldBusyness(results[0].glassesSold)}
/>
<Line className="center accent">
{soldTotal} OF {madeTotal} GLASSES SOLD
</Line>
<div className="till" aria-hidden>
<span style={{ width: `${Math.round(progress * 100)}%` }} />
</div>
{results.length > 1 &&
results.map((r) => {
const player = players.find((p) => p.id === r.playerId)!
return (
<div className="report-row" key={r.playerId}>
<span className="report-label">{player.name}</span>
<span className="report-dots" aria-hidden />
<span className="report-value">{sold(r)}</span>
</div>
)
})}
<Line />
<div className="row center">
<Btn kind="ghost" onClick={onDone}>
SKIP TO THE BOOKS
</Btn>
</div>
</div>
)
}
+15
View File
@@ -91,6 +91,21 @@ export function isBankrupt(assets: number, nextDay: number): boolean {
return assets < costPerGlass(nextDay) return assets < costPerGlass(nextDay)
} }
/**
* How busy the street looks before anyone has priced anything - used to
* decide how many people walk on. Not part of the simulation.
*/
export function streetBusyness(cond: DayConditions): number {
if (cond.storm) return 0.18
const base = WEATHER[cond.weather].traffic / 140
const heat = cond.heatWave ? 1.35 : 1
const crew = cond.streetCrew ? 0.2 : 1
return Math.max(0, Math.min(1, base * heat * crew))
}
/** How busy it actually was, from the glasses that crossed the counter. */
export const soldBusyness = (sold: number) => Math.max(0, Math.min(1, sold / 55))
export const dollars = (cents: number): string => { export const dollars = (cents: number): string => {
const sign = cents < 0 ? '-' : '' const sign = cents < 0 ? '-' : ''
const abs = Math.abs(cents) const abs = Math.abs(cents)
+2 -1
View File
@@ -1,4 +1,5 @@
const KEY = 'lemonade.highscores.v1' export const HIGH_SCORE_KEY = 'lemonade.highscores.v1'
const KEY = HIGH_SCORE_KEY
export const MAX_SCORES = 10 export const MAX_SCORES = 10
export interface Score { export interface Score {
+14 -4
View File
@@ -20,8 +20,8 @@ export interface GameState {
scoresReturn: Phase scoresReturn: Phase
} }
export const initialState = (seed: number): GameState => ({ export const initialState = (seed: number, phase: Phase = 'boot'): GameState => ({
phase: 'title', phase,
seed, seed,
day: 0, day: 0,
players: [], players: [],
@@ -36,6 +36,7 @@ export const initialState = (seed: number): GameState => ({
}) })
export type Action = export type Action =
| { type: 'BOOTED' }
| { type: 'SHOW_INTRO' } | { type: 'SHOW_INTRO' }
| { type: 'SHOW_SETUP' } | { type: 'SHOW_SETUP' }
| { type: 'START'; names: string[] } | { type: 'START'; names: string[] }
@@ -43,6 +44,7 @@ export type Action =
| { type: 'OPEN_STAND' } | { type: 'OPEN_STAND' }
| { type: 'SUBMIT'; playerId: number; decision: Decision } | { type: 'SUBMIT'; playerId: number; decision: Decision }
| { type: 'RESOLVE'; results: DayResult[] } | { type: 'RESOLVE'; results: DayResult[] }
| { type: 'SHOW_REPORT' }
| { type: 'NEXT_DAY' } | { type: 'NEXT_DAY' }
| { type: 'RETIRE' } | { type: 'RETIRE' }
| { type: 'SHOW_SCORES' } | { type: 'SHOW_SCORES' }
@@ -54,6 +56,9 @@ export const activePlayers = (s: GameState) => s.players.filter((p) => !p.bankru
export function reducer(state: GameState, action: Action): GameState { export function reducer(state: GameState, action: Action): GameState {
switch (action.type) { switch (action.type) {
case 'BOOTED':
return { ...state, phase: 'title' }
case 'SHOW_INTRO': case 'SHOW_INTRO':
return { ...state, phase: 'intro' } return { ...state, phase: 'intro' }
@@ -108,7 +113,8 @@ export function reducer(state: GameState, action: Action): GameState {
const nextDay = state.day + 1 const nextDay = state.day + 1
return { return {
...state, ...state,
phase: 'report', // The stand trades before the books are opened.
phase: 'trading',
results: action.results, results: action.results,
history: [...state.history, ...action.results], history: [...state.history, ...action.results],
streetCrewYesterday: state.conditions?.streetCrew ?? false, streetCrewYesterday: state.conditions?.streetCrew ?? false,
@@ -127,6 +133,9 @@ export function reducer(state: GameState, action: Action): GameState {
} }
} }
case 'SHOW_REPORT':
return { ...state, phase: 'report' }
case 'NEXT_DAY': { case 'NEXT_DAY': {
if (activePlayers(state).length === 0) return { ...state, phase: 'gameover' } if (activePlayers(state).length === 0) return { ...state, phase: 'gameover' }
return { ...state, phase: 'briefing', day: state.day + 1, turn: 0 } return { ...state, phase: 'briefing', day: state.day + 1, turn: 0 }
@@ -144,7 +153,8 @@ export function reducer(state: GameState, action: Action): GameState {
return { ...state, phase: state.scoresReturn } return { ...state, phase: state.scoresReturn }
case 'RESTART': case 'RESTART':
return initialState(action.seed) // The tape only loads once a session; a new game starts at the title.
return initialState(action.seed, 'title')
default: default:
return state return state
+2
View File
@@ -39,12 +39,14 @@ export interface DayResult {
} }
export type Phase = export type Phase =
| 'boot'
| 'title' | 'title'
| 'intro' | 'intro'
| 'setup' | 'setup'
| 'briefing' | 'briefing'
| 'decide' | 'decide'
| 'resolve' | 'resolve'
| 'trading'
| 'report' | 'report'
| 'gameover' | 'gameover'
| 'scores' | 'scores'
+13 -2
View File
@@ -36,14 +36,25 @@ body,
} }
body { body {
background: background: radial-gradient(120% 80% at 50% 0%, #1a1c26 0%, #0b0c12 55%, #050609 100%);
radial-gradient(120% 80% at 50% 0%, #1a1c26 0%, #0b0c12 55%, #050609 100%);
color: var(--atari-text); color: var(--atari-text);
font-family: ui-monospace, "DejaVu Sans Mono", "Cascadia Mono", "Courier New", monospace; font-family: ui-monospace, "DejaVu Sans Mono", "Cascadia Mono", "Courier New", monospace;
display: flex; display: flex;
align-items: center; align-items: center;
justify-content: center; justify-content: center;
padding: clamp(8px, 2vw, 28px); padding: clamp(8px, 2vw, 28px);
transition: background 400ms ease;
}
/* The room the modern cabinet stands in: warmer, deeper, a little neon. */
html[data-skin='modern'] body {
background:
radial-gradient(90% 60% at 15% 0%, rgba(255, 93, 143, 0.28) 0%, transparent 60%),
radial-gradient(80% 60% at 90% 15%, rgba(46, 196, 182, 0.24) 0%, transparent 55%),
radial-gradient(120% 90% at 50% 100%, #3a2168 0%, #1d1136 55%, #0e0820 100%);
color: #fff6e6;
font-family:
ui-rounded, "Nunito", "Avenir Next", "Segoe UI", system-ui, -apple-system, sans-serif;
} }
@media (prefers-reduced-motion: reduce) { @media (prefers-reduced-motion: reduce) {
+3
View File
@@ -2,9 +2,12 @@ import { StrictMode } from 'react'
import { createRoot } from 'react-dom/client' import { createRoot } from 'react-dom/client'
import './index.css' import './index.css'
import App from './App.tsx' import App from './App.tsx'
import { SkinProvider } from './SkinProvider.tsx'
createRoot(document.getElementById('root')!).render( createRoot(document.getElementById('root')!).render(
<StrictMode> <StrictMode>
<SkinProvider>
<App /> <App />
</SkinProvider>
</StrictMode>, </StrictMode>,
) )
+40
View File
@@ -0,0 +1,40 @@
import { createContext, useContext } from 'react'
/**
* Two skins over one game. "crt" is the 1979 machine, kept honest; "modern"
* is the same logic with cel-shaded art and a funk band. The rules never
* differ between them.
*/
export type Skin = 'crt' | 'modern'
export const SKIN_KEY = 'lemonade.skin.v1'
export function readSkin(): Skin {
try {
return window.localStorage.getItem(SKIN_KEY) === 'crt' ? 'crt' : 'modern'
} catch {
return 'modern'
}
}
export function writeSkin(s: Skin): void {
try {
window.localStorage.setItem(SKIN_KEY, s)
} catch {
// A skin that does not stick is a small loss; carry on.
}
}
export interface SkinApi {
skin: Skin
setSkin: (s: Skin) => void
toggle: () => void
}
export const SkinContext = createContext<SkinApi>({
skin: 'modern',
setSkin: () => {},
toggle: () => {},
})
export const useSkin = () => useContext(SkinContext)