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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@@ -45,11 +45,19 @@ export default class TransitionScene extends Phaser.Scene {
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wordWrap: { width: 660 }
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}).setOrigin(0.5);
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// Fuel cost display
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this.add.text(400, 500, `Fuel consumed: ${this.fuelCost} units`, {
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fontSize: '16px',
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fill: '#ffff00'
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}).setOrigin(0.5);
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// Fuel cost display (only if there's a cost)
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if (this.fuelCost > 0) {
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this.add.text(400, 500, `Fuel consumed: ${this.fuelCost} units`, {
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fontSize: '16px',
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fill: '#ffff00'
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}).setOrigin(0.5);
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} else {
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this.add.text(400, 500, 'The wind carries your sails...', {
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fontSize: '16px',
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fill: '#cccccc',
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fontStyle: 'italic'
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}).setOrigin(0.5);
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}
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// Continue button
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const continueBtn = this.add.rectangle(400, 540, 200, 50, 0x2d5f8e);
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@@ -72,8 +80,10 @@ export default class TransitionScene extends Phaser.Scene {
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});
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continueBtn.on('pointerdown', () => {
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// Deduct fuel
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this.inventory.fuel -= this.fuelCost;
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// Deduct fuel (if any cost)
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if (this.fuelCost > 0) {
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this.inventory.fuel -= this.fuelCost;
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}
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// Proceed to next scene
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this.scene.start(this.nextScene, { inventory: this.inventory });
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