toggleTaps() teleported the player to TAPS_FRONT on exit, and TAPS_FRONT was tile (47,6) — inside venueMap's stool rect, which is not in WALKABLE. Verified in the live build: after handing the taps back the player sat at (760,104) and W/A/S/D each moved them exactly 0px, for the rest of the night. The bartender roster role mounts the taps automatically, so one keypress ended the run. Exit no longer teleports at all: you stay behind the bar and walk out around its east end, which is both walkable (verified end to end) and how staff actually leave a rail. TAPS_FRONT moves to row 7 so the approach probe sits on the punter side rather than inside the furniture. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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|---|---|---|
| .claude | ||
| art_incoming | ||
| docs | ||
| lanes | ||
| public/props | ||
| src | ||
| tests | ||
| tools | ||
| .gitignore | ||
| CLAUDE.md | ||
| eslint.config.js | ||
| index.html | ||
| LANEHANDOVER.md | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
| tsconfig.json | ||
| vite.config.ts | ||
NOT TONIGHT
A hospitality power trip. Papers, Please meets a Saturday night in Fortitude Valley: you're the head of security at a volatile, pretentious nightclub. Protect the Vibe. Watch the queue Aggro. Don't let the Liquor Licensing Inspector catch you slipping.
Browser game — Phaser 3 · TypeScript · Vite. Pixel art, synthesized techno, one very loud DENIED stamp.
Docs
- Game design — what the game is
- Build plan — architecture, phases, milestones
- Contracts — shared types & events (law)
- Fleet asset notes — what existing network assets the art pass can reuse
- Lane handover log — build coordination
- Lane instructions: scaffold · door · floor · juice
Dev (once Phase 0 lands)
npm install
npm run dev # parade / demo scenes
npm test