Decouple travel and cooking fuel mechanics
- Travel is now free (no fuel cost for sailing between locations) - Fuel is only consumed for cooking whale oil (2 fuel per whale) - Updated TransitionScene to show "The wind carries your sails..." when no fuel cost - Removed fuel checks from MapScene travel methods - Added fuel validation in HuntingScene - can't process whales without fuel - This sets up the penguin burning mechanic for when cooking fuel runs low 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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@@ -155,43 +155,31 @@ export default class MapScene extends Phaser.Scene {
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}
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goToHunting() {
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if (this.inventory.fuel < 20) {
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this.showMessage('Not enough fuel to reach the hunting grounds! You need at least 20 units.');
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return;
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}
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// Go to transition scene, then to hunting scene
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// Sailing is free - fuel is only for cooking
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this.scene.start('TransitionScene', {
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inventory: this.inventory,
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destination: 'hunting',
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fuelCost: 20,
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fuelCost: 0,
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nextScene: 'HuntingScene'
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});
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}
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goToAntarctic() {
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if (this.inventory.fuel < 30) {
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this.showMessage('Not enough fuel to reach Antarctic islands! You need at least 30 units.');
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return;
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}
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// Go to transition scene, then to map (antarctic scene not yet implemented)
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// Sailing is free - fuel is only for cooking
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this.scene.start('TransitionScene', {
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inventory: this.inventory,
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destination: 'antarctic',
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fuelCost: 30,
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fuelCost: 0,
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nextScene: 'MapScene' // Will change to 'AntarcticScene' when implemented
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});
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}
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goToPort() {
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if (this.inventory.fuel < 10) {
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this.showMessage('Not enough fuel to return to port! You need at least 10 units. Consider... alternatives.');
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return;
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}
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// Go to transition scene, then to map (port scene not yet implemented)
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// Sailing is free
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this.scene.start('TransitionScene', {
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inventory: this.inventory,
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destination: 'port',
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fuelCost: 10,
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fuelCost: 0,
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nextScene: 'MapScene' // Will change to 'PortScene' when implemented
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});
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}
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