Introduces a new "bonus item" system alongside the existing smashables:
- **Gameplay**: Floating collectible prizes (CTC box, guitar, cash) that the bus passes through with zero physical response. On first contact, the item pops (scale-up + fade) and spawns a radial burst of tinted firework particles that arc down under gravity, settle on terrain, and fade out. Each collected item scores 100 points on the end-of-level tally.
- **Config**: `BONUS_ITEM` in `config.js` holds all tuning knobs (particle count, speed range, spin, lifetime, per-type tint palette, pop scale/duration). `SCORE.perBonusItem` added.
- **Entity**: New `BonusItemManager` class owns static sensor bodies for each bonus item, detects bus collisions, and orchestrates the pop + firework burst animation. Particles are real Matter bodies exempted from bus/kid collision so they can land on terrain without affecting gameplay.
- **Editor**: "Smashables" section renamed to "Placeables" with a kind toggle (Smashables vs Bonus items). Bonus items are float-only with no gravity option. Preview map, click-to-place, item list, and export all support both kinds. `splitPlaceables()` in `levelBuilder.js` splits the unified editor list into the two level arrays (`items` / `bonusItems`).
- **Levels**: Levels 2–6 updated with bonus item placements (and some additional smashable items).
- **Assets**: New `bonus-items.png` spritesheet (9 frames: 3 bonus items × [item + 2 firework objects]) registered in the asset manifest.
- **Score screen**: `_revealBonus()` method in `LevelScoreScene` displays collected bonus count and points, skipped when zero.
- 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
- 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
- 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
- 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
- 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.