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Brian Fertig c4954b2292 Replace impact-based kid ejection with open-top compartment
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).
2026-08-19 21:05:08 -06:00
assets Replace impact-based kid ejection with open-top compartment 2026-08-19 21:05:08 -06:00
src Replace impact-based kid ejection with open-top compartment 2026-08-19 21:05:08 -06:00
vendor Initial Commit 2026-08-18 20:23:33 -06:00
README.md Initial Commit 2026-08-18 20:23:33 -06:00
editor.html Add level editor and retune physics/camera for bouncier, floatier driving 2026-08-19 20:07:24 -06:00
index.html Initial Commit 2026-08-18 20:23:33 -06:00
sprites.md Initial Commit 2026-08-18 20:23:33 -06:00
start_web.sh Initial Commit 2026-08-18 20:23:33 -06:00

README.md

Monsterplex

A Trials-style physics driving game starring a school bus, crossed with Snuggle Truck: land badly enough and the g-force throws your passengers off. Built with Phaser 4, plain ES6 modules, and no package manager.

Running it

Browsers block ES module imports over file://, so serve the folder with any static file server. No install needed - this ships with Python 3:

python3 -m http.server 8000

Then open http://localhost:8000/.

Controls

  • Arrow Up / W - throttle
  • Arrow Down / S - brake / reverse
  • Arrow Left/Right / A/D - lean the bus left/right

Land smoothly or the g-force throws a kid off the bus. Lose all of them and the level fails.

Project layout

index.html            entry point, import map -> vendor/phaser.esm.js
vendor/phaser.esm.js   vendored local copy of Phaser 4 (see below)
src/main.js            Phaser.Game config + scene list
src/config.js          every tunable constant (physics, g-force threshold, camera, ...)
src/scenes/            Boot -> Preload -> Intro -> MainMenu -> LevelSelect -> Play -> LevelComplete/LevelFailed
src/entities/          Bus, Kid, Terrain
src/systems/           GForceMonitor, KidManager, InputController, CameraRig
src/data/levels/       the 3 hand-authored levels
src/util/              asset manifest, placeholder-texture generator, localStorage progress, small UI helper
assets/                where real art goes (see manifest below) - currently empty

Adding real art

No art assets exist yet - src/util/assetManifest.js lists every image the game expects, and PreloadScene falls back to a synthesized colored placeholder (via src/util/placeholderTextures.js) for anything missing. Drop a real PNG at the exact path below and it's picked up automatically - no code changes needed.

key path size notes
bus_chassis assets/sprites/bus_chassis.png 170x64 scaled to this size regardless of source resolution
bus_wheel assets/sprites/bus_wheel.png 52x52 used for both wheels
kid_idle assets/sprites/kid_idle.png 28x28 passenger while aboard
kid_ejected assets/sprites/kid_ejected.png 28x28 passenger after being thrown off
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_near assets/backgrounds/bg_near.png 256x540 tiled, fastest parallax layer
icon_kid assets/ui/icon_kid.png 24x24 HUD "kids aboard" icon
favicon assets/favicon.png 32x32 browser tab icon

Tuning the feel

Everything worth tweaking lives in src/config.js, notably:

  • GFORCE.ejectThresholdG - how hard a landing has to be before a kid is thrown off. Not physically derived - tune by playtesting.
  • GFORCE.gracePeriodMs / ejectCooldownMs - ignore-window after level start/restart, and minimum time between two ejections so one bad landing doesn't empty the whole bus at once.
  • BUS.* - suspension stiffness/damping, wheel friction, throttle/lean torque and their clamps.

Set DEBUG = true in config.js to show a live g-force readout and Matter's physics debug overlay in PlayScene.

Phaser 4 loading

Phaser is vendored locally at vendor/phaser.esm.js (downloaded once from jsDelivr's CDN build) and wired up via an import map in index.html, so every source file just does import Phaser from 'phaser' like a normal npm project would - the only place that knows about the vendored file is that one import map line. This keeps the project working fully offline with no runtime dependency on a third-party CDN staying up.

To upgrade Phaser later: download a newer phaser.esm.js build over vendor/phaser.esm.js and re-verify Bus.js against the Matter physics Factory API in the new file (grep for class Factory under the Matter section).