Small adjustments to prepare for mining.
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@ -1,7 +1,7 @@
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{
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"_comment": "Sound effects. enabled = master switch (also skips the load). volume is 0..1. construct = text typing in (the dossier, menus decoding in); deconstruct = text UNDECODING (the dossier collapsing) — reserved for the text only, never for closing UI; discovery = a new object coming into view; mining = the mining arm powering up (the 'Extending Mining Arm...' reach); mining_loop = the hum that LOOPS while the mining beam is live (starts when the arm finishes extending, stops when the sequence ends — stopping mining itself plays no sound); scan = the DEEP SCAN pulse going out (the command deck's SCAN button); ui_hover = the tick on HOVER of a clickable item (menu/deck buttons, compass name tags, panel buttons, save slots); ui_click = the tick on CLICK of a clickable item (the SCAN slot plays its own sonar ping instead of ui_click); ui_window = the whoosh when a window OPENS (the mining pop-up, the comms/landing panel); ui_close = the tick when a UI element is CANCELLED/CLOSED (the menu sub-bar, the save vault, the confirm dialog). Convention: the key here IS the play name — playSfx('<key>') plays the asset queued as 'sfx_<key>'.",
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"enabled": true,
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"volume": 0.55,
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"volume": 1,
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"construct": "assets/fx/type-construct.mp3",
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"deconstruct": "assets/fx/type-deconstruct.mp3",
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"discovery": "assets/fx/discovery.mp3",
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@ -17,10 +17,11 @@
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"arriveRadius": 8,
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"arriveSpeed": 50,
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"stats": {
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"_comment": "Base stats — the ship's starting condition, before any upgrades (builds/research layer deltas on top). hullIntegrity = the hull's max health (damage it can take); shields = damage absorbed in front of the hull; cargoHold = goods capacity; mineralStorage = minerals capacity. Exposed as ship.stats (js/entities/Ship.js); combat/trading/mining systems will read these as capacities.",
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"_comment": "Base stats — the ship's starting condition, before any upgrades (builds/research layer deltas on top). hullIntegrity = the hull's max health (damage it can take); shields = damage absorbed in front of the hull; cargoHold = goods capacity; mineralStorage = minerals capacity; miningSpeed = multiplier on mining rate (1 = baseline). Exposed as ship.stats (js/entities/Ship.js); combat/trading/mining systems will read these as capacities.",
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"hullIntegrity": 100,
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"shields": 0,
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"cargoHold": 100,
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"mineralStorage": 250
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"mineralStorage": 250,
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"miningSpeed": 1
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}
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}
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@ -26,6 +26,7 @@ import { toColor } from '../utils/Color.js';
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* - shields → damage absorbed in front of the hull
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* - cargoHold → goods capacity
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* - mineralStorage → minerals capacity
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* - miningSpeed → multiplier on mining rate (1 = baseline)
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*/
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export class Ship extends Phaser.Physics.Arcade.Sprite {
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static TEXTURE_KEY = '__ship';
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@ -100,6 +101,7 @@ export class Ship extends Phaser.Physics.Arcade.Sprite {
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shields: config.get('ship.stats.shields', 0),
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cargoHold: config.get('ship.stats.cargoHold', 100),
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mineralStorage: config.get('ship.stats.mineralStorage', 250),
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miningSpeed: config.get('ship.stats.miningSpeed', 1),
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};
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// World size = size × scale. Sheet frames are frameWidth px wide; the
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