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Stage 3 one level at a time (the other pays by formula), fans no longer sprint, a more useful 🛠 panel - #119
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…ibute, so it never hid), and &gong starts on the gong's pad Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…sprinted up to 58, covering the rest of the way in a frame or two when their queue spot moved); served on the way if late Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… game (stage 3 with N bosses beaten, as won or all bought), and money to add; no seasons or effects Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… drawn, paying what it makes on its own (a copy of it run 5 minutes ahead); down below the world up top holds still, its tills paying the player's share of what they were taking At 4x CPU on an iPhone-sized screen: up top with a busy cellar, High 32 -> 60 fps, Low 42 -> 60; in Fukure's rush, High 40 -> 59, Low 36 -> 60. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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enabled auto-merge (squash)
October 21, 2026 23:50
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From the owner's phone playtest.
ring.ts,fight.ts,levelCull.ts,game.ts,front.ts). Only the level the player's on is drawn and runs; the other holds still as it was left and pays by a formula:userData.belowand anything wholly belowCELLAR_Y + 15, incl. the fans' never-culled meshes) and, with no boss in or called, doesn't run. Its pay:idleRate()runs a copy of the cellar 5 minutes ahead with nobody in it (as the gong's forecast does) and counts what bowls and Mama Moray's take; worked out once as the player climbs up (~11 ms), paid a chip at a time, Harry taking his share; a "+🐡" over the hatch every 3 s when near. Matches the running cellar within 1% with everything bought, 6% elsewhere; 0 before any hands. With a boss in or called it runs as before, undrawn.tillShare) of what customers were paying a second over the last 3 minutes it ran (tillRate): none while it's Mr. Fugu's rent, all once he's bought out.test/stage3Away.test.ts(6); the takeout drivers test now checks they hold still.src/swarm.ts). Each local fan is due at the barREACH(6 s) after they arrive. One who'd be late got a speed of the whole remaining way ÷ time left, so when their queue spot moved and the time left ran short, they covered the rest in a frame or two. Measured in a headless run: up to 58–72 m/s in every local bout's prep. Now they run at most 6 m/s (RUN); one still late is served on the way and turns your colour when they reach the bar, as a fan served early already does. The soup logic (fight.ts, served at queue time + REACH) is unchanged, so balance is too. A boss's crowd was already under 8 m/s and is unchanged.a local fan late for the bar runs there, no faster than a person can(stage3.test.ts) fails at 57 m/s without the cap.src/demo.ts, demo build only). Its.boxrule setsdisplay:grid, which beats thehiddenattribute. Added#demo .box[hidden]{display:none}; it now starts closed and 🛠 toggles it (checked at 375×812).src/demo.ts,src/fuguDemo.ts, demo only). Seasons and effects are gone. Now: the stats line; Low/High; Game: Stage 1, Stage 2, Stage 3; a Stage 3 section with Beaten 0–5 (each boss's face) and Cellar: As won / All bought; Money: +$100k / +$1M (+100 / +1,000 chips in the cellar). The playtest build writes its game from the address on every load, so the buttons reload with?stage=1, nothing (stage 2) or?stage3=on&cellar&beaten=N[&full]; the old Stage 1/2 buttons wrote a save there that the reload threw away. Other demo builds still write the market save directly (marketSave, moved to fuguDemo.ts). "To buy" is gone. Checked every button at 375×812.&gong(src/fuguDemo.ts, demo only) starts a cellar link on the gong's pad:?stage3=on&cellar&beaten=4&full&gongputs you before Fukure (1,250 fans) with everything bought.Merge with "Squash and merge".
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