diff --git a/src/scenes/floor/FloorDemoScene.ts b/src/scenes/floor/FloorDemoScene.ts index 18880ce..9bca127 100644 --- a/src/scenes/floor/FloorDemoScene.ts +++ b/src/scenes/floor/FloorDemoScene.ts @@ -76,8 +76,11 @@ const WATER_SPOT = tileToWorld(68, 15); const DECKS_SPOT = tileToWorld(55, 22); /** Behind the till (venueMap prop 46..47,4): where you hold the taps. */ const TAPS_SPOT = tileToWorld(47, 3); -/** The customer side of the till — where E offers you the apron. */ -const TAPS_FRONT = tileToWorld(47, 6); +/** + * The customer side of the till — where E offers you the apron. Row 7, not row + * 6: row 6 is the `stool` rect, and `stool` is not in venueMap's WALKABLE set. + */ +const TAPS_FRONT = tileToWorld(47, 7); /** Crowd contact distance while carrying, and its debounce. */ const CARRY_BUMP_PX = 14; const CARRY_BUMP_COOLDOWN_MS = 350; @@ -1241,8 +1244,11 @@ export class FloorDemoScene extends Phaser.Scene { return; } this.barMode = false; - this.player.x = TAPS_FRONT.x; - this.player.y = TAPS_FRONT.y; + // Deliberately NO teleport. The punter side of the till is a `stool` tile, + // which is not walkable — dropping the player there stranded them for the + // rest of the night with every direction blocked, and the bartender roster + // role mounts the taps automatically, so one keypress ended the run. Staff + // leave the rail the way staff do: around the east end of the bar. this.toast(BAR_UI.handback); }