- Remove physical ceiling fixture; compartment top is now intentionally open
- Kids eject when passing above the top and re-board when falling back down
- Add KID.ceilingReboardDelayMs to prevent accidental catches from residual
downward drift immediately after ejection
- Introduce a one-shot `ejected` latch to prevent kids who landed outside
the bus from being pulled back in later
- Replace `isSettledRelativeToChassis` with `_isMovingDownwardIntoCompartment`
to verify downward chassis-relative velocity
- Add "kid_reload" sound effect on successful re-boarding
- Update comments across config, Bus, Kid, and KidManager to document the
new position/velocity-based architecture
Add four new section types to the level editor:
- dropOff: instant vertical drop with gentle downward tail
- gap: flat lead-in, x-gap, flat landing at same height
- lip: flat run into a steepening (t²) kicker ramp
- dropGap: like gap but landing is well below takeoff
Fix Terrain physics body generation to extrude straight down from
segment endpoints instead of using rotated rectangles. A previous
perpendicular-offset approach caused near-vertical segments (dropOff
cliffs) to balloon physics bodies sideways under adjacent terrain,
making the bus ride above the drawn ground.
Update level03 ("Mind the Gap") to use editor-generated terrain data.
Generalize levelBuilder smoothing to detect gap-shaped sections
(structurally via takeoffPoints/landingPoints) rather than by type
string, so future gap types work automatically.
- IntroScene: use bg_main.png poster art as full background, layer
logo.png with a breathing tween aligned to the baked wordmark via
fitted similarity transform constants, and add a double-stroke
"Press any key" prompt (replaced auto-advance with input-only trigger).
- MainMenuScene: replace text title with bg_menu.png background and
centered logo.png overlay; add semi-transparent background pill to
instructions text for readability over the treeline.
- LevelSelectScene: add bg_menu.png background and background pill to
back button text for contrast.
- assetManifest: register bg_main, logo, and bg_menu textures.
- New assets: bg_menu.png, ctc.png, paid.png, bg_main.png, logo.png.
Correct the rectangle center offset calculation in Terrain to account
for both X and Y components perpendicular to each segment. Previously,
only the Y offset was applied, causing physics bodies to shift sideways
on sloped terrain. This fix resolves the bus visibly riding above or
through the ground on non-flat segments.
Also adds background and logo assets.
- Fix terrain preview aspect ratio to match in-game rendering by using
consistent X/Y scaling, preventing slopes from appearing distorted
- Calculate timeLimit automatically based on level length and pace
(TIME_LIMIT_PACE) to ensure consistent difficulty scaling across levels
- Add max-height and vertical scrolling to the level preview panel
- Generate level02 (The Big Jump) from the editor with manual tweak
Introduce LevelScoreScene to display a choreographed score breakdown (base score, per-kid results, time bonus) using a frozen snapshot of the win condition.
Replace generic icon_kid in the HUD with individual kid portraits that update based on each kid's specific status (aboard vs. ejected).
Extract _formatTime to a shared utility used by both PlayScene and LevelScoreScene.
Add audio assets for the scoring sequence.
- Add `isSettledRelativeToChassis()` to measure settling speed relative to the bus instead of absolute world velocity, allowing kids resting inside a moving bus to re-board properly
- Gate re-boarding on being within the compartment's horizontal width to prevent false positives from kids resting on the ground at the bus's height
- Use a separate settling timer (`_slowSinceRelative`) to prevent interference between absolute and relative settle checks
- Increase `compartmentWallThickness` to 16 for better physical collision response against fast-moving kids
- Add `timeLimit` configuration to levels 1-4
- Implement countdown timer that starts when throttle is pressed
- Display remaining time in HUD, turning red when under 10s
- Add 'time-up' failure condition and message in LevelFailedScene
- Add checkered finish line entity with rippling flag pole (purely visual)
- Add three kid fall voice clips with random playback on kid ejection
- Add load tolerance for optional voice assets matching voiceLine.js pattern
- Preload kid fall sounds in PreloadScene and wire into KidManager
Replace flat green ground fill with layered subsoil/road/foliage bands
that match the parallax background palette. Add pebble texture on the
road surface and sparse grass tufts along the edge for visual depth.
Use a hash-based PRNG instead of Math.random() so decorative elements
remain consistent across level rebuilds.
- Implement EngineSound system that pitches engine-heavy.mp3 based on rear
wheel angular velocity, with rate smoothing to avoid stair-stepping
- Add continuous menu music across Intro → MainMenu → LevelSelect scenes
- Add per-level voice-over support (level01: "Get the Money!")
- Redesign level01 with hand-crafted terrain sections (Flat, Incline,
Jump, Roller, Descent, Bumps, Flat, Descent, Bumps, Flat)
- Editor: per-section width and vertical scale (vScale) controls
- Editor: smooth entry blending between sections using angle-based
interpolation (avoids slope overshoot from naive height blending)
- Editor: new size-panel UI with range/number inputs and smooth checkbox
- Fix KidManager re-boarding: ejected kids must be settled before
re-boarding to prevent mid-air teleportation
- Load audio assets in PreloadScene; handle missing voice files gracefully
The level now only fails on "all kids lost" once every ejected kid has
settled outside the bus (restSpeed/settleDuration hysteresis) or fallen
past the camera bounds, giving a rescue window after a jump. Also fails
when the bus itself drops below the level, and guards the compartment
clamp with a distance radius so far-away kids aren't yanked toward the
bus.
Ejection used to be g-force-triggered, but the suspension isolates the
chassis from shocks so the old threshold was effectively unreachable -
kids were never actually being ejected. Instead the bus now carries an
invisible three-sided box (floor + left/right walls, deliberately no
ceiling) pinned to the chassis with rigid constraints. The fixtures are
standalone bodies in a dedicated kid collision category, not compounded
into the chassis, because Matter only consults the root body's filter
on compounds, so only standalone bodies can be made to collide with kids
while the chassis part stays exempt.
KidManager now checks each kid's rotation-corrected chassis-local
position every physics tick and flips state in both directions: crossing
above the open top marks the kid ejected (light custom gravity,
kid_ejected texture), and drifting back down through it re-marks the kid
aboard. A per-tick hard clamp keeps kids from tunneling through the
floor/walls on a fast hit. Seat constraints and the settle timer are
gone - containment is purely physical collision. GForceMonitor is
demoted to a debug-only readout for landing diagnosis.
Kid art is now 5-frame spritesheets (one distinct kid per seat), with
the frame picked by seat index in Kid.js, and render order is fixed with
explicit depths (kids 1, bus chassis/wheels 2).
- Ejection: drop GFORCE.ejectThresholdG from 6 to 0.5 - the bouncier
suspension isolates the chassis from shock, so the old threshold was
effectively unreachable and kids were never actually being ejected.
Ejected kids now pop straight up through the roof (ignoring chassis
velocity/tilt) and fly under a lighter gravity (KID.ejectedGravityScale
0.35, applied via KidManager's beforeupdate handler) for a floaty,
Snuggle-Truck-style arc.
- Cut maxLeanAngularVelocity and leanTorqueStep in half for a slower,
more gradual lean that's easier to fine-tune mid-air.
- Parallax: far layer is now screen-fixed, scaled uniformly (no stretch),
and pans exactly once from start to goal by level progress; mid/near
layers are bottom-anchored and tiled at their own uniform scales. Kids
render at depth -1 so the bus always draws over them.
- Level builder: size camera bounds to the level's actual terrain min/max
Y (with padding, 1000px floor) instead of a fixed 1000 height, so long
runs of declines no longer push the bus below the camera's reach.
- Add level 04 "Mega Drop" (5 kids, extended terrain ending in the mega
drop sequence).
- New browser level editor (editor.html + src/editor/): assemble levels
from snap-together section generators (flat/inclines/hills/ditch/jump)
with a live canvas preview, metadata form, and export to ready-to-drop
levelNN.js source; example export registered as level04.js.
- Add parallax background sprites (bg_far/mid/near).
- Bus retune: softer, bouncier suspension (stiffness 0.45->0.35, damping
0.08->0.035, travel 12->30, restitution 0.3->0.45) with wheel rest
point raised 22->34 for a bouncier stance; drive force cut ~60%
(0.011->0.0045) for a much longer runway and lower top speed.
- Gravity 1 -> 0.675 for ~1.5x hang time off jumps; constraintIterations
2 -> 10 so the soft wishbone springs converge within one step.
- Bus: clamp each wheel to the underside of its wishbone anchor line on
every matter afterupdate, fixing wheels punching through to the
mirrored solution and sticking high on the chassis after hard impacts;
add no-op destroy() for the world listener.
- CameraRig: speed-driven horizontal lookahead (bus framed ~10% from the
left edge at rest, out to 1/3 of the screen at speed) via followOffset;
PlayScene scales the g-force grace period to 5.5s for the new gravity
and calls the new update()/destroy() hooks.
- Extend level01's terrain runway by 30x.
Throttle/brake now apply a direct, ground-only force to the chassis on
top of spinning the wheel, since friction-mediated propulsion alone
couldn't reach a satisfying top speed. isGrounded() checks the engine's
live collision pairs instead of tallying start/end events, which left a
counter permanently stuck above zero when crossing segment seams and
turned airborne throttle into a rocket thruster.
Kid.destroy() and GForceMonitor.destroy() no longer call
matter.world.removeConstraint()/off(): by the time a scene's 'shutdown'
handler runs, the Matter World plugin has already torn down and nulled
this.matter.world, throwing 'Cannot read properties of null'. Matter's
World#shutdown() clears all bodies/constraints/listeners itself anyway,
so both removals were redundant, not just unsafe.
"