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feat: seat Dexter at the coffee machine with his gifts - #154
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Three boards from the Mensa and lab photos, sized against the 76 px hero: the coffee machine at 80 px fills its 40 x 80 save box, the food pickups are 13-18 px, the pocket computer is a 19 x 10 px case. Awaiting review; not exported yet.
CoffeeVisit seats Dexter beside every coffee machine that has a Dexter spawn. The first save there plays bow, sweat and the pocket computer and muffin gift, which unlocks the map. Pools from defeated enemies wait until the next save, when he absorbs them. Story scenes now share one atlas loader so their preloads no longer collide. Dev: Shift + F4.
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This was referenced Oct 24, 2026
Both branches added a scene to the registry: Flow from the stack and CoffeeVisit here. Fixes found playing it on the merged stage: Preload loads every atlas (story scenes loading the same keys stalled it), the machine uses the approved coffee-machine atlas, and Dexter's first pose follows a save made between frames. Dev builds expose window.game.
This was referenced Oct 24, 2026
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Part of #52 – Dexter waits at the coffee machine with the pocket computer.
What changes
make_boards.py, gpt-image-2.5):coffee-machine(idle 3 · pour 4),mensa-food(muffin, cake, wafer, Leberkäse roll) andpocket-computer(bob 4 · open 3). They aren't exported to the game yet: that happens after your review, as it did for Dexter.CoffeeVisit(game/src/story/): when the stage starts, Dexter already sits next to each coffee machine with a Dexter spawn nearby (Rusty Creek:coffee-1anddexter-1in rc-1-0). On the first save there he bows, sweats, then tosses the pocket computer and a muffin to the hero, and the map unlocks. Eachenemy-defeatedleaves a black-fluid pool where the enemy fell, and he absorbs those at your next save. That way the beat works whether or not you fought.story/atlases.ts), so Ending and CoffeeVisit no longer loaddextertwice, which used to log "Texture key already in use".flowchart LR S["stage starts"] --> W["waiting<br/>Dexter idle, 27 px"] F["enemy-defeated"] -.-> P["pool stays<br/>where it fell"] W -->|"first save"| B["bow"] --> SW["sweat"] --> G["give<br/>pocket computer + muffin"] G --> U["map unlocks"] G --> A{"pools?"} W -->|"later saves"| A P -.-> A A -->|yes| AB["absorb, one per pool"] --> A A -->|no| I["idle"]Comparison (reference fidelity)
The sprites placed at their spots in the Rusty Creek art (rc-1-0, ×3), next to the approved hero (76 px) and Dexter (27 px):
coffee-1collision box; a little taller than the hero, on its base cabinet as in photos 125138/125141Board pages: coffee machine · food · pocket computer.
Things to look at:
How to test
git switch feature/52-coffee-visit python scripts/export_atlas.py coffee-machine mensa-food pocket-computer # local only, until you approve npm --prefix game run devStart, then Shift + F4:
After that, Tab opens the map. Without the export, grey placeholder blocks of the measured sizes stand in for the items. In the real stage the visit starts when lane B's coffee save sends
savewithcheckpoint: 'coffee-1'; that comes with Codex's #144.Checks: typecheck passes, 49 game tests pass (6 new in
coffeeSequence.test.ts), the build passes,check_docs.pypasses, and 92 script tests pass.Still open in #52
CoffeePointsstill drawscoffee-placeholder. After export, it can switch to thecoffee-machineatlas (idle, withpouron save). That code is in lane B's file, so it waits until Codex's stack has landed.