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). |
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| assets | ||
| src | ||
| vendor | ||
| README.md | ||
| editor.html | ||
| index.html | ||
| sprites.md | ||
| start_web.sh | ||
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).