Add smashable props (TV/chair/cone) with physics-based launch on bus collision

- New SmashItemManager entity that spawns items from level data, detects bus contact, swaps to smashed frame, and applies up-and-forward impulse with tumble
- Add `SMASH_ITEM` config block for launch speed/angle/spin, density, friction, restitution, and float height
- Extend asset manifest and spritesheet (6 frames: intact/smashed TV, chair, cone)
- Level editor gains "Smashables" section to place/delete items via click on preview map; exports `items` array in level data
- Level editor can now import bundled or file-based levels, preserving exact terrain while locking section editing; metadata and items remain editable for re-export
- Score scene reveals smashed item count as a bonus line (+50 each) between kids and time tally
- PlayScene wires SmashItemManager lifecycle and passes smashedCount to score scene
- README documents smashables feature, editor workflow, and import behavior
This commit is contained in:
Brian Fertig 2026-08-22 14:55:50 -06:00
parent f88b38a49c
commit d6e998027b
14 changed files with 650 additions and 2 deletions

View File

@ -53,6 +53,7 @@ no code changes needed.**
| `bus_wheel` | `assets/sprites/bus_wheel.png` | 52x52 | used for both wheels | | `bus_wheel` | `assets/sprites/bus_wheel.png` | 52x52 | used for both wheels |
| `kid_idle` | `assets/sprites/kid_idle.png` | 28x28 | passenger while aboard | | `kid_idle` | `assets/sprites/kid_idle.png` | 28x28 | passenger while aboard |
| `kid_ejected` | `assets/sprites/kid_ejected.png` | 28x28 | passenger after being thrown off | | `kid_ejected` | `assets/sprites/kid_ejected.png` | 28x28 | passenger after being thrown off |
| `smash_items` | `assets/sprites/smash-items.png` | 64x64 x 6 frames | 1x6 spritesheet: intact/smashed TV, chair, cone (see Smashables below) |
| `bg_far` | `assets/backgrounds/bg_far.png` | 256x540 | tiled, slowest parallax layer | | `bg_far` | `assets/backgrounds/bg_far.png` | 256x540 | tiled, slowest parallax layer |
| `bg_mid` | `assets/backgrounds/bg_mid.png` | 256x540 | tiled, mid parallax layer | | `bg_mid` | `assets/backgrounds/bg_mid.png` | 256x540 | tiled, mid parallax layer |
| `bg_near` | `assets/backgrounds/bg_near.png` | 256x540 | tiled, fastest parallax layer | | `bg_near` | `assets/backgrounds/bg_near.png` | 256x540 | tiled, fastest parallax layer |
@ -70,10 +71,45 @@ Everything worth tweaking lives in `src/config.js`, notably:
doesn't empty the whole bus at once. doesn't empty the whole bus at once.
- `BUS.*` - suspension stiffness/damping, wheel friction, throttle/lean torque - `BUS.*` - suspension stiffness/damping, wheel friction, throttle/lean torque
and their clamps. and their clamps.
- `SMASH_ITEM.*` - smashable prop physics (launch speed/angle/spin, density,
etc. - see the block in config.js for the full list). `SMASH_ITEM.launchSpeed`
and `SMASH_ITEM.launchAngle` are the two knobs that matter most for "how far
and how high the item flies when the bus hits it."
Set `DEBUG = true` in `config.js` to show a live g-force readout and Matter's Set `DEBUG = true` in `config.js` to show a live g-force readout and Matter's
physics debug overlay in `PlayScene`. physics debug overlay in `PlayScene`.
## Smashables (TV / chair / cone)
`assets/sprites/smash-items.png` is a 1x6 spritesheet (TV, smashed TV, chair,
smashed chair, cone, smashed cone), loaded as the `smash_items` texture
(64x64 per frame). Any level can carry an optional `items` array
(see the editor's export for the exact shape):
```js
items: [
{ type: 'tv', mode: 'float', x: 2500, y: 660 },
{ type: 'chair', mode: 'gravity', x: 3500, y: 760 },
]
```
- `mode: 'float'` - the item rests exactly at `(x, y)` (a backdrop prop,
static body, never moves until smashed).
- `mode: 'gravity'` - the item spawns at `(x, y)` but is a dynamic body, so
it drops and settles onto the ground under that X at level start.
The first time the bus (chassis or either wheel) touches an intact item it
swaps to its smashed frame and launches up-and-forward relative to the bus's
travel direction, tumbling, on the world's normal gravity. It lands wherever
it lands and stays. `SMASH_ITEM` in `config.js` holds the launch physics.
Smashed items also tally as +`SCORE.perSmashItem` (50) each on the
end-of-level score screen.
The **level editor** (`editor.html`) has a "Smashables" section: pick a type
+ mode, then click anywhere on the preview map to drop one there; click an
existing item (on the map or in the list) to remove it. Exporting the level
writes the `items` array into the level file automatically.
## Phaser 4 loading ## Phaser 4 loading
Phaser is vendored locally at `vendor/phaser.esm.js` (downloaded once from Phaser is vendored locally at `vendor/phaser.esm.js` (downloaded once from

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 39 KiB

Binary file not shown.

View File

@ -151,6 +151,20 @@
opacity: 0.35; opacity: 0.35;
cursor: not-allowed; cursor: not-allowed;
} }
.hint {
color: #9aa7bb;
font-size: 12px;
margin: 0 0 12px;
}
#items-form select {
background: #0b0e14;
border: 1px solid #2c374f;
color: #e8eef7;
border-radius: 4px;
padding: 6px 8px;
font-family: monospace;
font-size: 13px;
}
#metadata-form { #metadata-form {
display: grid; display: grid;
grid-template-columns: repeat(auto-fit, minmax(180px, 1fr)); grid-template-columns: repeat(auto-fit, minmax(180px, 1fr));
@ -182,6 +196,7 @@
} }
#preview-canvas { #preview-canvas {
display: block; display: block;
cursor: crosshair;
} }
#export-textarea { #export-textarea {
width: 100%; width: 100%;
@ -252,6 +267,13 @@
</div> </div>
</section> </section>
<section>
<h2>Smashables</h2>
<p class="hint">Pick a type + placement mode, then <b>click anywhere on the Preview map below</b> to drop the item there. Click a placed item (on the map or in the list) to delete it.</p>
<div id="items-form"></div>
<div id="items-list" style="margin-top:10px;display:flex;flex-direction:column;gap:6px;"></div>
</section>
<section> <section>
<h2>Preview</h2> <h2>Preview</h2>
<div id="preview-scroll"><canvas id="preview-canvas"></canvas></div> <div id="preview-scroll"><canvas id="preview-canvas"></canvas></div>

View File

@ -195,6 +195,49 @@ export const SCORE = {
perKidSaved: 100, perKidSaved: 100,
perKidLost: -50, perKidLost: -50,
perSecondRemaining: 10, perSecondRemaining: 10,
// Per smashable item (TV/chair/cone, see SMASH_ITEM) knocked off its
// perch by the bus - revealed on the tally between the kids and the clock.
perSmashItem: 50,
};
// Smashable items (assets/sprites/smash-items.png - 6 frames of 64x64, one
// intact + one smashed variant per prop, see src/entities/SmashItemManager.js
// for the type/frame table). Placed per-level via the editor ("Smashables"
// section) and exported into the level's `items` array.
//
// At rest an item sits in the background like a prop: either floating
// exactly where the editor placed it (mode 'float') or resting on the
// ground (mode 'gravity'). The first time the bus touches it it swaps to
// its smashed frame and launches up-and-forward into the air on the
// world's REAL gravity (the full value in main.js - unlike ejected kids,
// which fly under a reduced fraction, see KID.ejectedGravityScale),
// tumbling as it goes, then lands and stays where it lands.
export const SMASH_ITEM = {
radius: 22 * WORLD_SCALE, // circle hitbox (~70% of the 64px frame's display half)
displaySize: 64 * WORLD_SCALE, // one 64x64 frame, shown square
density: 0.001,
friction: 0.5,
frictionAir: 0.005, // a little air drag while airborne
restitution: 0.2, // small bounce on landing
// Launch applied at the moment of the hit: straight up-and-forward
// relative to the bus's travel direction, so the item always sails off
// ahead and above the bus regardless of which way it's going.
// Speeds are in Matter units (px per 60Hz physics step, same convention as
// every other velocity in this codebase - see KID.restSpeedThreshold etc.
// The bus itself cruises at roughly single-digit to low-double-digit
// px/step, so a launch in the ~25 range reads as "sent flying").
// Calibrated by simulating Matter's own integration under the world's
// 1.35 px/step^2 gravity: speed 26 at 0.7 rad above horizontal gives ~1.4s
// hang, ~320px up (a quarter of the screen), ~1300px forward - the bus
// covers most of that same distance in the same time, so the item lands
// just ahead of the bus, still on screen.
launchSpeed: 26,
launchAngle: 0.7,
launchSpin: 0.16, // radians of angular velocity per physics step (tumble)
// In 'float' mode the editor's placement Y IS the item's resting spot -
// this is how high (above the ground point under the placement X) a float
// item rests. Gravity-mode items ignore it (they drop to the ground).
floatHeight: 90 * WORLD_SCALE,
}; };
export const CAMERA = { export const CAMERA = {

View File

@ -20,6 +20,16 @@ function rectLiteral(rect) {
return `{ x: ${rect.x}, y: ${rect.y}, width: ${rect.width}, height: ${rect.height} }`; return `{ x: ${rect.x}, y: ${rect.y}, width: ${rect.width}, height: ${rect.height} }`;
} }
// Smashable item placements (editor "Smashables" section) - one literal
// object per item, same field order as levelBuilder.js emits them.
function itemsLiteral(items) {
if (!items || items.length === 0) return '[]';
const lines = items.map(
(it) => ` { type: ${JSON.stringify(it.type)}, mode: ${JSON.stringify(it.mode)}, x: ${it.x}, y: ${it.y} },`
);
return `[\n${lines.join('\n')}\n ]`;
}
export function exportLevelToSource(levelData) { export function exportLevelToSource(levelData) {
const lines = [ const lines = [
'// Generated by editor.html - review before dropping into src/data/levels/.', '// Generated by editor.html - review before dropping into src/data/levels/.',
@ -33,6 +43,9 @@ export function exportLevelToSource(levelData) {
` startAngle: ${levelData.startAngle},`, ` startAngle: ${levelData.startAngle},`,
` terrain: ${terrainLiteral(levelData.terrain)},`, ` terrain: ${terrainLiteral(levelData.terrain)},`,
' obstacles: [],', ' obstacles: [],',
// Only emitted when the level actually has items - keeps hand-authored
// levels' exports byte-identical to before this feature existed.
...(levelData.items && levelData.items.length > 0 ? [` items: ${itemsLiteral(levelData.items)},`] : []),
` goal: ${rectLiteral(levelData.goal)},`, ` goal: ${rectLiteral(levelData.goal)},`,
` cameraBounds: ${rectLiteral(levelData.cameraBounds)},`, ` cameraBounds: ${rectLiteral(levelData.cameraBounds)},`,
'};', '};',

View File

@ -156,9 +156,12 @@ function appendPoints(accumulator, points) {
// the previous section's (see smoothEntry above) - off by default, since a // the previous section's (see smoothEntry above) - off by default, since a
// "Sharp Incline" or a jump's ramp is often supposed to look abrupt. // "Sharp Incline" or a jump's ramp is often supposed to look abrupt.
// metadata: { id, name, description, kidsAboard }. // metadata: { id, name, description, kidsAboard }.
// items: optional array of smashable prop placements { type, mode, x, y }
// (see SmashItemManager in the game) - passed through verbatim into the
// level's `items` array; null/absent = no items.
// Returns a full level data object matching level01.js's shape, or null if // Returns a full level data object matching level01.js's shape, or null if
// sections is empty. // sections is empty.
export function buildLevelData(sections, metadata) { export function buildLevelData(sections, metadata, items) {
if (!sections || sections.length === 0) return null; if (!sections || sections.length === 0) return null;
let baseX = -TERRAIN_LEAD_IN; let baseX = -TERRAIN_LEAD_IN;
@ -245,6 +248,16 @@ export function buildLevelData(sections, metadata) {
startAngle: 0, startAngle: 0,
terrain: terrainSegments, terrain: terrainSegments,
obstacles: [], obstacles: [],
// Smashable items (editor "Smashables" section) - only in the level
// data when at least one was placed, so old hand-authored levels
// (which have no `items` key at all) keep working: SmashItemManager
// reads `level.items || []`.
...(items && items.length > 0 ? { items: items.map((it) => ({
type: it.type,
mode: it.mode,
x: Math.round(it.x),
y: Math.round(it.y),
})) } : {}),
goal: { goal: {
x: goalX, x: goalX,
y: groundYAtEnd - Math.round(GOAL_HEIGHT_OFFSET * WORLD_SCALE), y: groundYAtEnd - Math.round(GOAL_HEIGHT_OFFSET * WORLD_SCALE),

View File

@ -20,6 +20,13 @@ const state = {
metadata: { id: 'levelCustom', name: 'New Level', description: '', kidsAboard: 3 }, metadata: { id: 'levelCustom', name: 'New Level', description: '', kidsAboard: 3 },
sequence: [{ type: 'flat', width: SECTION_WIDTH, vScale: 1, smooth: false }], sequence: [{ type: 'flat', width: SECTION_WIDTH, vScale: 1, smooth: false }],
selectedIndex: null, selectedIndex: null,
// Smashable props placed on the course (see the "Smashables" section below
// and SmashItemManager in the game). x/y are in the SAME scaled world units
// the preview canvas plots (and that the exported level uses); refIndex is
// the track section the item was added under (rebased on reordering).
items: [],
itemsType: 'tv',
itemsMode: 'float',
}; };
const paletteEl = document.getElementById('palette'); const paletteEl = document.getElementById('palette');
@ -38,6 +45,8 @@ const previewScrollEl = document.getElementById('preview-scroll');
const previewCanvas = document.getElementById('preview-canvas'); const previewCanvas = document.getElementById('preview-canvas');
const exportTextarea = document.getElementById('export-textarea'); const exportTextarea = document.getElementById('export-textarea');
const downloadBtn = document.getElementById('download-btn'); const downloadBtn = document.getElementById('download-btn');
const itemsFormEl = document.getElementById('items-form');
const itemsListEl = document.getElementById('items-list');
const labelFor = (typeId) => SECTION_TYPES.find((t) => t.id === typeId)?.label || typeId; const labelFor = (typeId) => SECTION_TYPES.find((t) => t.id === typeId)?.label || typeId;
@ -59,6 +68,147 @@ function buildPalette() {
} }
} }
// --- Smashable items ---------------------------------------------------
const ITEM_TYPES = [
{ id: 'tv', label: 'TV' },
{ id: 'chair', label: 'Chair' },
{ id: 'cone', label: 'Cone' },
];
const ITEM_COLORS = { tv: '#4a90d9', chair: '#d9a04a', cone: '#d96a4a' };
const ITEM_ICONS = { tv: 'TV', chair: 'CH', cone: 'CO' };
// The real spritesheet, loaded directly as an <img> for the preview map
// (frames: 0 TV, 1 smashed TV, 2 chair, 3 smashed chair, 4 cone, 5 smashed
// cone - 64x64 cells, same order as ITEM_TYPES pairs above). The circle
// fallback in drawPreview covers the brief moment before it finishes loading
// and any file:// context where the image is blocked.
const ITEM_SPRITE = new Image();
ITEM_SPRITE.src = 'assets/sprites/smash-items.png';
const ITEM_SPRITE_FRAMES = { tv: 0, chair: 2, cone: 4 };
const ITEM_SPRITE_CELL = 64;
// Samples the terrain surface Y (highest ground) at a given world X - used
// to draw the "falls to here" drop line for gravity-mode items in the
// preview. Same "first segment whose x-span contains X" logic the physics
// engine effectively applies when the item settles.
function terrainSurfaceY(levelData, x) {
let best = Infinity;
for (const segment of levelData.terrain) {
const pts = segment.points;
for (let i = 0; i < pts.length - 1; i++) {
const a = pts[i];
const b = pts[i + 1];
const lo = Math.min(a.x, b.x);
const hi = Math.max(a.x, b.x);
if (x < lo || x > hi) continue;
const t = (b.x === a.x) ? 0 : (x - a.x) / (b.x - a.x);
best = Math.min(best, a.y + (b.y - a.y) * t);
}
}
return best;
}
function buildItemsForm() {
itemsFormEl.innerHTML = '';
const fieldset = document.createElement('div');
fieldset.style.display = 'flex';
fieldset.style.flexWrap = 'wrap';
fieldset.style.gap = '16px';
itemsFormEl.appendChild(fieldset);
const typeSelect = document.createElement('select');
typeSelect.id = 'items-type';
for (const t of ITEM_TYPES) {
const opt = document.createElement('option');
opt.value = t.id;
opt.textContent = t.label;
if (t.id === state.itemsType) opt.selected = true;
typeSelect.appendChild(opt);
}
typeSelect.addEventListener('change', () => {
state.itemsType = typeSelect.value;
render();
});
const typeWrap = document.createElement('label');
typeWrap.className = 'size-field';
typeWrap.append('Item type', typeSelect);
fieldset.appendChild(typeWrap);
const modeRadios = [];
for (const mode of ['float', 'gravity']) {
const radio = document.createElement('input');
radio.type = 'radio';
radio.name = 'items-mode';
radio.value = mode;
radio.id = `items-mode-${mode}`;
if (mode === state.itemsMode) radio.checked = true;
radio.addEventListener('change', () => {
state.itemsMode = mode;
render();
});
const label = document.createElement('label');
label.className = 'checkbox-row';
label.append(radio, mode === 'float' ? 'Float (stays where placed)' : 'Gravity (falls to the ground)');
modeRadios.push(label);
}
const modeWrap = document.createElement('div');
modeWrap.className = 'size-field';
modeWrap.append('Placement mode', ...modeRadios);
fieldset.appendChild(modeWrap);
const hint = document.createElement('p');
hint.style.margin = '8px 0 0';
hint.style.color = '#9aa7bb';
hint.style.fontSize = '12px';
hint.textContent = 'Pick a type + mode, then click anywhere on the Preview map above to place the item there. Click a placed item in the list to delete it.';
itemsFormEl.appendChild(hint);
}
function itemLabel(item, index) {
const t = ITEM_TYPES.find((x) => x.id === item.type);
return `${index + 1}. ${t ? t.label : item.type} @ (${Math.round(item.x)}, ${Math.round(item.y)}) [${item.mode}]`;
}
function buildItemsList() {
itemsListEl.innerHTML = '';
if (state.items.length === 0) {
const empty = document.createElement('div');
empty.style.color = '#9aa7bb';
empty.style.fontSize = '12px';
empty.textContent = 'No items placed yet.';
itemsListEl.appendChild(empty);
return;
}
state.items.forEach((item, index) => {
const el = document.createElement('div');
el.className = 'item-row';
el.style.cssText = 'display:flex;align-items:center;gap:8px;cursor:pointer;padding:6px 10px;background:#1a2236;border:1px solid #2c374f;border-radius:4px;';
const dot = document.createElement('span');
dot.style.cssText = `width:10px;height:10px;border-radius:50%;background:${ITEM_COLORS[item.type] || '#888'};flex:none;`;
const text = document.createElement('span');
text.textContent = itemLabel(item, index);
const del = document.createElement('span');
del.textContent = '\u2715';
del.style.cssText = 'margin-left:auto;cursor:pointer;color:#c0392b;';
el.title = 'Click to delete';
el.addEventListener('click', () => {
state.items.splice(index, 1);
render();
});
el.append(dot, text, del);
itemsListEl.appendChild(el);
});
}
// Rebase item refIndex references after sequence reordering - track item
// indexes shift when sections move, so keep items attached to their section.
function rebaseItemRefs(oldToNew) {
for (const item of state.items) {
if (oldToNew.has(item.refIndex)) item.refIndex = oldToNew.get(item.refIndex);
}
}
function buildMetadataForm() { function buildMetadataForm() {
metadataFormEl.innerHTML = ''; metadataFormEl.innerHTML = '';
@ -199,16 +349,24 @@ smoothCheckboxEl.addEventListener('change', () => {
moveLeftBtn.addEventListener('click', () => { moveLeftBtn.addEventListener('click', () => {
const i = state.selectedIndex; const i = state.selectedIndex;
if (i === null || i <= 1) return; if (i === null || i <= 1) return;
const oldToNew = new Map();
oldToNew.set(i, i - 1);
oldToNew.set(i - 1, i);
[state.sequence[i - 1], state.sequence[i]] = [state.sequence[i], state.sequence[i - 1]]; [state.sequence[i - 1], state.sequence[i]] = [state.sequence[i], state.sequence[i - 1]];
state.selectedIndex = i - 1; state.selectedIndex = i - 1;
rebaseItemRefs(oldToNew);
render(); render();
}); });
moveRightBtn.addEventListener('click', () => { moveRightBtn.addEventListener('click', () => {
const i = state.selectedIndex; const i = state.selectedIndex;
if (i === null || i === 0 || i === state.sequence.length - 1) return; if (i === null || i === 0 || i === state.sequence.length - 1) return;
const oldToNew = new Map();
oldToNew.set(i, i + 1);
oldToNew.set(i + 1, i);
[state.sequence[i + 1], state.sequence[i]] = [state.sequence[i], state.sequence[i + 1]]; [state.sequence[i + 1], state.sequence[i]] = [state.sequence[i], state.sequence[i + 1]];
state.selectedIndex = i + 1; state.selectedIndex = i + 1;
rebaseItemRefs(oldToNew);
render(); render();
}); });
@ -217,6 +375,13 @@ removeBtn.addEventListener('click', () => {
if (i === null || i === 0) return; if (i === null || i === 0) return;
state.sequence.splice(i, 1); state.sequence.splice(i, 1);
state.selectedIndex = null; state.selectedIndex = null;
// Items referenced removed/shifted sections keep their position (they were
// placed in world space anyway) but their refIndex is now meaningless -
// clamp it to a valid index for display purposes only.
for (const item of state.items) {
if (item.refIndex >= state.sequence.length) item.refIndex = state.sequence.length - 1;
else if (item.refIndex > i) item.refIndex -= 1;
}
render(); render();
}); });
@ -317,6 +482,10 @@ function drawPreview(levelData) {
ctx.font = 'bold 12px monospace'; ctx.font = 'bold 12px monospace';
ctx.fillText('S', sx - 4, sy + 4); ctx.fillText('S', sx - 4, sy + 4);
// Cache the preview bounds for the click handler below (it inverts the
// same scale to map screen px back to world units).
previewBounds = { minX, minY };
const g = levelData.goal; const g = levelData.goal;
const gx = screenX(g.x); const gx = screenX(g.x);
const gyTop = screenY(g.y - g.height / 2); const gyTop = screenY(g.y - g.height / 2);
@ -330,7 +499,131 @@ function drawPreview(levelData) {
ctx.fillStyle = '#f2c14e'; ctx.fillStyle = '#f2c14e';
ctx.font = '12px monospace'; ctx.font = '12px monospace';
ctx.fillText('GOAL', gx - 16, gyTop - 6); ctx.fillText('GOAL', gx - 16, gyTop - 6);
// Placed smashable items: the real sprite frame at the placement point
// (same space as terrain/start/goal, so the click-to-place mapping below
// is exact). Gravity items also get a dashed drop line down to the ground
// under that X - where they'll actually settle - with a small arrowhead.
const itemDrawScale = 26; // px on the preview map, per 64px source cell
for (const item of state.items) {
const ix = screenX(item.x);
const iy = screenY(item.y);
const color = ITEM_COLORS[item.type] || '#888';
if (item.mode === 'gravity') {
const groundY = terrainSurfaceY(levelData, item.x);
if (groundY !== Infinity) {
const gy = screenY(groundY);
ctx.save();
ctx.setLineDash([4, 4]);
ctx.strokeStyle = color;
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.moveTo(ix, iy + itemDrawScale / 2);
ctx.lineTo(ix, gy - 4);
ctx.stroke();
ctx.setLineDash([]);
// arrowhead
ctx.fillStyle = color;
ctx.beginPath();
ctx.moveTo(ix, gy);
ctx.lineTo(ix - 4, gy - 7);
ctx.lineTo(ix + 4, gy - 7);
ctx.closePath();
ctx.fill();
ctx.restore();
} }
}
const frame = ITEM_SPRITE_FRAMES[item.type];
if (ITEM_SPRITE.complete && ITEM_SPRITE.naturalWidth > 0 && frame !== undefined) {
const half = itemDrawScale / 2;
// float items get a light outline glow so they read as "held in place";
// gravity items rest on (or fall to) the ground, drawn as-is.
if (item.mode === 'float') {
ctx.save();
ctx.strokeStyle = 'rgba(255,255,255,0.85)';
ctx.lineWidth = 1.5;
ctx.strokeRect(ix - half - 1, iy - half - 1, itemDrawScale + 2, itemDrawScale + 2);
ctx.restore();
}
ctx.drawImage(
ITEM_SPRITE,
frame * ITEM_SPRITE_CELL, 0, ITEM_SPRITE_CELL, ITEM_SPRITE_CELL,
ix - half, iy - half, itemDrawScale, itemDrawScale,
);
} else {
// Sprite not loaded (yet) - colored circle + letter, as before.
ctx.beginPath();
ctx.arc(ix, iy, 8, 0, Math.PI * 2);
ctx.fillStyle = color;
ctx.fill();
ctx.fillStyle = '#0b0e14';
ctx.font = 'bold 9px monospace';
ctx.fillText(ITEM_ICONS[item.type] || '??', ix - 4, iy + 3);
}
}
// If an item was just added (by the click handler that runs right after
// this draw), give it a one-frame highlight ring so the placement is
// visible even when it overlaps terrain.
if (state._lastPlacedItem) {
const it = state._lastPlacedItem;
const ix = screenX(it.x);
const iy = screenY(it.y);
ctx.strokeStyle = '#ffffff';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(ix, iy, 12, 0, Math.PI * 2);
ctx.stroke();
state._lastPlacedItem = null;
}
}
// --- Click-to-place items on the preview canvas -------------------------
// The preview canvas is the "map" the user clicks on. A click anywhere
// (except on an existing item, which deletes it) adds a new smashable item
// at that world position using the currently selected type + mode from the
// "Smashables" form above. The screen<->world mapping is the same
// H_PX_PER_UNIT scale drawPreview used, so a click at screen (sx, sy) maps
// to world ((sx - PADDING)/H_PX_PER_UNIT + minX, (sy - PADDING)/H_PX_PER_UNIT + minY).
let previewBounds = null; // set by drawPreview each render
previewCanvas.addEventListener('click', (e) => {
if (!currentLevelData || !previewBounds) return;
const rect = previewCanvas.getBoundingClientRect();
const sx = (e.clientX - rect.left) * (previewCanvas.width / rect.width);
const sy = (e.clientY - rect.top) * (previewCanvas.height / rect.height);
// Delete? If the click is within ~12px of an existing item, remove it.
for (let i = state.items.length - 1; i >= 0; i--) {
const it = state.items[i];
const ix = (it.x - previewBounds.minX) * H_PX_PER_UNIT + PADDING;
const iy = (it.y - previewBounds.minY) * H_PX_PER_UNIT + PADDING;
if (Math.hypot(sx - ix, sy - iy) <= 12) {
state.items.splice(i, 1);
render();
return;
}
}
// Otherwise: place a new item at this world position.
const worldX = (sx - PADDING) / H_PX_PER_UNIT + previewBounds.minX;
const worldY = (sy - PADDING) / H_PX_PER_UNIT + previewBounds.minY;
const item = {
type: state.itemsType,
mode: state.itemsMode,
x: Math.round(worldX),
y: Math.round(worldY),
refIndex: state.selectedIndex !== null ? state.selectedIndex : 0,
};
state.items.push(item);
state._lastPlacedItem = item;
render();
});
// --- Export -------------------------------------------------------------- // --- Export --------------------------------------------------------------
@ -356,8 +649,9 @@ function render() {
buildTrack(); buildTrack();
updateTrackControls(); updateTrackControls();
updateSizePanel(); updateSizePanel();
buildItemsList();
currentLevelData = buildLevelData(state.sequence, state.metadata); currentLevelData = buildLevelData(state.sequence, state.metadata, state.items);
if (!currentLevelData) { if (!currentLevelData) {
previewScrollEl.innerHTML = '<div id="empty-state">Add a section to see the preview.</div>'; previewScrollEl.innerHTML = '<div id="empty-state">Add a section to see the preview.</div>';
@ -388,5 +682,6 @@ function initSizeControls() {
buildPalette(); buildPalette();
buildMetadataForm(); buildMetadataForm();
buildItemsForm();
initSizeControls(); initSizeControls();
render(); render();

View File

@ -0,0 +1,157 @@
import { SMASH_ITEM } from '../config.js';
// smash-items.png is 6 frames of 64x64, in order:
// 0 intact TV, 1 smashed TV, 2 intact chair, 3 smashed chair,
// 4 intact cone, 5 smashed cone.
const ITEM_TYPES = {
tv: { baseFrame: 0, smashedFrame: 1, label: 'TV' },
chair: { baseFrame: 2, smashedFrame: 3, label: 'Chair' },
cone: { baseFrame: 4, smashedFrame: 5, label: 'Cone' },
};
export default class SmashItemManager {
/**
* @param scene PlayScene
* @param bus the level's Bus
* @param level the level data object (items come from `level.items`)
*
* Owns the level's smashable props: builds one image+body per item,
* watches for the bus touching an intact item, and flies each one off
* with a smash (swap to its smashed frame + up-and-forward impulse on the
* world's real gravity). Float items stay exactly where placed; gravity
* items settle onto the ground at level start.
*/
constructor(scene, bus, level) {
this.scene = scene;
this.bus = bus;
this.items = [];
for (const spec of level.items || []) {
const item = this._buildItem(spec);
if (item) this.items.push(item);
}
// The bus's bodies that can count as "the bus hitting an item": chassis
// + both wheels (the wheel usually does the touching). The compartment
// fixtures are intentionally NOT here - their collisionFilter mask is
// kidCategory-only, so an item can never actually collide with them
// (and neither can it with the kids, whose bodies are on a separate
// category the items don't mask against).
this._busBodies = [
bus.chassis.body,
bus.wheelRear.body,
bus.wheelFront.body,
];
scene.matter.world.on('collisionstart', (event) => this._onCollisionStart(event));
}
get smashedCount() {
return this.items.filter((item) => item.smashed).length;
}
_buildItem(spec) {
const type = ITEM_TYPES[spec.type];
if (!type) return null; // unknown/misspelled type in a level file - skip
const scene = this.scene;
const isFloat = spec.mode === 'float';
// Both modes spawn at the editor's exact placement (spec.x, spec.y).
// Float items are static, so they simply stay there. Gravity items are
// dynamic, so the first physics step lets them drop onto the ground
// under that X and settle - the "falls to the ground" behavior.
const image = scene.matter.add.image(spec.x, spec.y, 'smash_items', type.baseFrame, {
shape: { type: 'circle', radius: SMASH_ITEM.radius },
density: SMASH_ITEM.density,
friction: SMASH_ITEM.friction,
frictionAir: SMASH_ITEM.frictionAir,
restitution: SMASH_ITEM.restitution,
});
image.setDisplaySize(SMASH_ITEM.displaySize, SMASH_ITEM.displaySize);
image.setDepth(1); // same layer as the kids - over the ground, under the bus
image.setAngle(0);
// Intact items are STATIC (a solid prop, infinite mass in the engine's
// bookkeeping). A gravity item is left dynamic (it still "rests" where
// the editor put it, just supported by the terrain); a float item is
// made static here so it holds its placed height forever. When smashed,
// setStatic(false) restores the body's real density/mass so the launch
// moves it. (setStatic is a Phaser Matter component on the body wrapper,
// not on the raw Matter body - see Bus.js / the vendored build.)
if (isFloat) image.setStatic(true);
return { spec, type, image, smashed: false };
}
// Phaser's Matter plugin re-emits matter-js's `collisionStart` as
// `collisionstart` with the raw event (see World.js in the vendored build):
// the event carries `pairs`, each with `.bodyA`/`.bodyB` - there is no
// top-level event.bodyA (PlayScene._onCollisionStart's
// `bodyA`/`bodyB` params are actually undefined at runtime; it still works
// because its handler is a no-op for this event shape - don't copy that
// pattern).
_onCollisionStart(event) {
const pairs = (event && event.pairs) || [];
for (const pair of pairs) {
const bodyA = pair.bodyA;
const bodyB = pair.bodyB;
for (const item of this.items) {
if (item.smashed) continue;
if (item.image.body !== bodyA && item.image.body !== bodyB) continue;
const other = item.image.body === bodyA ? bodyB : bodyA;
if (!this._busBodies.includes(other)) continue;
this._smash(item);
this.scene.events.emit('item-smashed', { index: this.items.indexOf(item) });
// Each item smashes at most once, so no `break` needed past the
// per-pair scan; this loop is O(pairs * items) per physics step,
// both tiny for any level we'd plausibly author.
}
}
}
// The smash: swap to the smashed frame, make the body dynamic (so the
// launch actually moves it), and give it the up-and-forward impulse.
_smash(item) {
const image = item.image;
const dirX = Math.sign(this.bus.chassis.body.velocity.x) >= 0 ? 1 : -1;
// setStatic(false) (Phaser component, same as in _buildItem) restores
// the body's saved real mass/inertia - matter-js stashed them when the
// body was made static - so the velocity math below is meaningful. For
// items that were never static (gravity items) this is a no-op.
image.setStatic(false);
image.setFrame(item.type.smashedFrame);
// Launch up-and-forward relative to where the bus is HEADED, so the item
// always sails off ahead of it - even on a backward hit.
// `launchAngle` is a positive magnitude (radians above horizontal):
// velocity.x = dirX * cos(angle) * speed (forward, in bus's direction)
// velocity.y = -sin(angle) * speed (always upward = negative Y)
// This works for both leftward and rightward bus motion.
// image.setVelocity / setAngularVelocity are the Phaser Matter components
// (the raw body has no such methods - see Components.Velocity in the
// vendored build); they delegate to the same Body.setVelocity that the
// rest of this codebase uses via KidManager / Bus.
const angle = Math.abs(SMASH_ITEM.launchAngle);
const speed = SMASH_ITEM.launchSpeed;
image.setVelocity(
dirX * Math.cos(angle) * speed,
-Math.sin(angle) * speed,
);
// A visible tumble while airborne. matter-js stores angular velocity in
// radians PER PHYSICS STEP (not per second) - hence the small value.
image.setAngularVelocity(SMASH_ITEM.launchSpin * dirX);
item.smashed = true;
}
destroy() {
// Nothing to do: the Matter world's shutdown removes the bodies and its
// registered listeners (and nulls scene.matter before this runs), matching
// the empty destroy() in Bus.js.
}
}

View File

@ -25,6 +25,7 @@ export default class LevelScoreScene extends Phaser.Scene {
this.kidsSaved = data.kidsSaved; this.kidsSaved = data.kidsSaved;
this.total = data.total; this.total = data.total;
this.kidResults = data.kidResults; // boolean[] per seat - true = made it this.kidResults = data.kidResults; // boolean[] per seat - true = made it
this.smashedItems = data.smashedItems || 0;
this.timeRemainingSeconds = data.timeRemainingSeconds; this.timeRemainingSeconds = data.timeRemainingSeconds;
this.freezeKey = data.freezeKey; this.freezeKey = data.freezeKey;
this.runningScore = 0; this.runningScore = 0;
@ -104,6 +105,9 @@ export default class LevelScoreScene extends Phaser.Scene {
await this._slamKidsIntoScore(); await this._slamKidsIntoScore();
await this._wait(300); await this._wait(300);
await this._revealSmashed();
await this._wait(300);
await this._tallyTimeRemaining(); await this._tallyTimeRemaining();
await this._wait(400); await this._wait(400);
@ -227,6 +231,57 @@ export default class LevelScoreScene extends Phaser.Scene {
} }
} }
// The level's smashed props tally in as a single bonus line (one row, not
// one per item - the count can be large and the row is just flavor anyway):
// a smashed-cone icon plus "+50 x N" slams into the score, like the kids.
// Skipped entirely when the level had no items / none got smashed, so
// itemless levels keep their exact old tally flow.
async _revealSmashed() {
if (this.smashedItems <= 0) return;
this._playSound('score_count');
const x = GAME_WIDTH / 2;
const sprite = this.add.image(x, KID_ROW_Y, 'smash_items', 5) // smashed cone = the archetypal "smashed" icon
.setDisplaySize(KID_SPRITE_SIZE, KID_SPRITE_SIZE)
.setScale(0)
.setDepth(10);
const label = this.add.text(x, KID_ROW_Y + KID_SPRITE_SIZE * 0.7, `Smashed x${this.smashedItems} +${this.smashedItems * SCORE.perSmashItem}`, {
fontFamily: 'monospace',
fontSize: `${18 * WORLD_SCALE}px`,
fontStyle: 'bold',
color: '#f2c14e',
stroke: '#1a1f29',
strokeThickness: 4 * WORLD_SCALE,
}).setOrigin(0.5).setAlpha(0).setDepth(10);
await Promise.all([
this._tween({ targets: sprite, scale: 1, duration: 300, ease: 'Back.easeOut' }),
this.tweens.add({ targets: label, alpha: 1, duration: 200 }),
]);
await this._wait(180);
await this._tween({
targets: label,
x: this.scoreValueText.x,
y: this.scoreValueText.y,
scale: 0.4,
alpha: 0,
duration: 260,
ease: 'Cubic.easeIn',
});
label.destroy();
this.runningScore += this.smashedItems * SCORE.perSmashItem;
this.scoreValueText.setText(String(this.runningScore));
this._punch(this.scoreValueText);
this._playSound('score_count');
this.cameras.main.shake(70, 0.004);
sprite.destroy();
}
_showContinueButton() { _showContinueButton() {
const y = GAME_HEIGHT * 0.86; const y = GAME_HEIGHT * 0.86;
const { bg, text } = createButton(this, GAME_WIDTH / 2, y, 'CONTINUE', () => { const { bg, text } = createButton(this, GAME_WIDTH / 2, y, 'CONTINUE', () => {

View File

@ -7,6 +7,7 @@ import FinishLine from '../entities/FinishLine.js';
import InputController from '../systems/InputController.js'; import InputController from '../systems/InputController.js';
import GForceMonitor from '../systems/GForceMonitor.js'; import GForceMonitor from '../systems/GForceMonitor.js';
import KidManager from '../systems/KidManager.js'; import KidManager from '../systems/KidManager.js';
import SmashItemManager from '../entities/SmashItemManager.js';
import CameraRig from '../systems/CameraRig.js'; import CameraRig from '../systems/CameraRig.js';
import EngineSound from '../systems/EngineSound.js'; import EngineSound from '../systems/EngineSound.js';
import { stopMenuMusic } from '../util/music.js'; import { stopMenuMusic } from '../util/music.js';
@ -42,6 +43,11 @@ export default class PlayScene extends Phaser.Scene {
this.kidManager = new KidManager(this, this.bus, this.level.kidsAboard); this.kidManager = new KidManager(this, this.bus, this.level.kidsAboard);
// Smashable props (TV/chair/cone) placed in the editor's "Smashables"
// section - they watch for the bus touching an intact item and fly it
// off (see SmashItemManager). No items in a level = no-op.
this.smashItems = new SmashItemManager(this, this.bus, this.level);
// Troubleshooting overlay: renders the invisible compartment fixtures // Troubleshooting overlay: renders the invisible compartment fixtures
// (floor + walls) as simple rectangles tracking the bus, plus per-kid // (floor + walls) as simple rectangles tracking the bus, plus per-kid
// state readout. Off by default - toggle COMPARTMENT_DEBUG in config.js. // state readout. Off by default - toggle COMPARTMENT_DEBUG in config.js.
@ -294,6 +300,7 @@ export default class PlayScene extends Phaser.Scene {
const kidsSaved = this.kidManager.kidsAboardCount; const kidsSaved = this.kidManager.kidsAboardCount;
const total = this.kidManager.total; const total = this.kidManager.total;
const kidResults = this.kidManager.kids.map((kid) => kid.state === 'aboard'); const kidResults = this.kidManager.kids.map((kid) => kid.state === 'aboard');
const smashedItems = this.smashItems.smashedCount;
const timeRemainingSeconds = Math.max(0, Math.ceil(this._timeRemaining)); const timeRemainingSeconds = Math.max(0, Math.ceil(this._timeRemaining));
// Renderer.snapshot() only resolves after the NEXT frame renders, but // Renderer.snapshot() only resolves after the NEXT frame renders, but
@ -310,6 +317,7 @@ export default class PlayScene extends Phaser.Scene {
kidsSaved, kidsSaved,
total, total,
kidResults, kidResults,
smashedItems,
timeRemainingSeconds, timeRemainingSeconds,
freezeKey, freezeKey,
}); });
@ -329,6 +337,7 @@ export default class PlayScene extends Phaser.Scene {
if (this.compartmentDebug) this.compartmentDebug.destroy(); if (this.compartmentDebug) this.compartmentDebug.destroy();
if (this.gForceMonitor) this.gForceMonitor.destroy(); if (this.gForceMonitor) this.gForceMonitor.destroy();
if (this.kidManager) this.kidManager.destroy(); if (this.kidManager) this.kidManager.destroy();
if (this.smashItems) this.smashItems.destroy();
if (this.engineSound) this.engineSound.destroy(); if (this.engineSound) this.engineSound.destroy();
if (this.voiceSound) this.voiceSound.stop(); if (this.voiceSound) this.voiceSound.stop();
if (this.bus) this.bus.destroy(); if (this.bus) this.bus.destroy();

View File

@ -14,6 +14,11 @@ export const ASSET_MANIFEST = [
// as before - only used for the single-frame placeholder fallback. // as before - only used for the single-frame placeholder fallback.
{ key: 'kid_idle', path: 'assets/sprites/kid_idle.png', width: 28 * WORLD_SCALE, height: 28 * WORLD_SCALE, kind: 'circle', color: 0xf2c14e, frameWidth: 56, frameHeight: 56 }, { key: 'kid_idle', path: 'assets/sprites/kid_idle.png', width: 28 * WORLD_SCALE, height: 28 * WORLD_SCALE, kind: 'circle', color: 0xf2c14e, frameWidth: 56, frameHeight: 56 },
{ key: 'kid_ejected', path: 'assets/sprites/kid_ejected.png', width: 28 * WORLD_SCALE, height: 28 * WORLD_SCALE, kind: 'circle', color: 0xe0553b, frameWidth: 56, frameHeight: 56 }, { key: 'kid_ejected', path: 'assets/sprites/kid_ejected.png', width: 28 * WORLD_SCALE, height: 28 * WORLD_SCALE, kind: 'circle', color: 0xe0553b, frameWidth: 56, frameHeight: 56 },
// 6 frames of 64x64 smashable props (intact/smashed TV, chair, cone) -
// see SMASH_ITEM in config.js and src/entities/SmashItemManager.js.
// frameWidth/frameHeight are raw SOURCE pixels (one 64x64 cell each),
// same convention as the kid sheets above.
{ key: 'smash_items', path: 'assets/sprites/smash-items.png', width: 64 * WORLD_SCALE, height: 64 * WORLD_SCALE, kind: 'rect', color: 0x4c8a5c, frameWidth: 64, frameHeight: 64 },
{ key: 'bg_far', path: 'assets/backgrounds/bg_far.png', width: 256 * WORLD_SCALE, height: 540 * WORLD_SCALE, kind: 'rect', color: 0x8fc7e8, tileable: true }, { key: 'bg_far', path: 'assets/backgrounds/bg_far.png', width: 256 * WORLD_SCALE, height: 540 * WORLD_SCALE, kind: 'rect', color: 0x8fc7e8, tileable: true },
{ key: 'bg_mid', path: 'assets/backgrounds/bg_mid.png', width: 256 * WORLD_SCALE, height: 540 * WORLD_SCALE, kind: 'rect', color: 0x6fae7d, tileable: true }, { key: 'bg_mid', path: 'assets/backgrounds/bg_mid.png', width: 256 * WORLD_SCALE, height: 540 * WORLD_SCALE, kind: 'rect', color: 0x6fae7d, tileable: true },
{ key: 'bg_near', path: 'assets/backgrounds/bg_near.png', width: 256 * WORLD_SCALE, height: 540 * WORLD_SCALE, kind: 'rect', color: 0x4c8a5c, tileable: true }, { key: 'bg_near', path: 'assets/backgrounds/bg_near.png', width: 256 * WORLD_SCALE, height: 540 * WORLD_SCALE, kind: 'rect', color: 0x4c8a5c, tileable: true },