zunda shiwake
- JavaScript 90.1%
- CSS 8.5%
- HTML 1.4%
| .vscode | ||
| assets/images | ||
| src | ||
| index.html | ||
| README.md | ||
| styles.css | ||
Chick Sorter v14.0 Zunda Tax / Resale
Changes in this build
- Changed Egg Farm build price to
¥250. - Replaced the previous daily Fairies fee with
ZUNDA TAX, paid whenNext Dayis pressed. ZUNDA TAXtaxes only cash above¥500:ceil((cash - 500) × rate), with 5% added per¥500band and a 95% cap.- Removing equipment from a previous Build phase now sells it for 50% of its build price; same-Build removals still refund 100%.
- Removed visible
STOPPEDtext/highlight. Blocked chicks simply stay still. - Removed route-overlay arrows/colored flow arrows. Conveyor movement is now shown by small direction triangles inside belt tiles.
- Moved the starter S1 position lower so the Egg Farm and S1 have more distance.
- Moved the Truck to the bottom side of the grid and connected the starter S2-to-Truck belt to the new receiver.
- Made scanner and facility ports strict: a belt must occupy the exact port cell to count as connected.
- Expanded
Next Dayvalidation to scanner inputs/outputs and planned output routes, not just machine receiver cells. - Build buttons for unaffordable equipment, or already-built unique machines, are disabled and visually faded.
- Removed Close buttons from clicked-equipment/upgrade popovers. Click outside the popover to close it.
- Kept
src/index.htmlandsrc/styles.cssremoved; the project uses the rootindex.htmlandstyles.cssonly. - Continued centralized price/income/fine/facility definitions in
src/core/config.js, shared text insrc/core/text.js, and economy logic insrc/systems/economy.js.
Structure ideas for the next cleanup pass
- Move HTML button content to a data-rendered build panel instead of hard-coded markup.
- Give every equipment object a
defId, so runtime state never duplicates names, prices, sizes, or upgrade rules. - Store routes as cell arrays and convert to pixel paths only at movement/draw time.
- Cache route plans per build session, then invalidate once on build/erase/drag instead of recomputing every draw.
- Split route validation into errors and warnings, so optional/unused equipment can be supported later without blocking the day.
- Remove legacy fallback paths after save compatibility is no longer needed.