126 lines
5.7 KiB
Markdown
126 lines
5.7 KiB
Markdown
# Monsterplex
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A Trials-style physics driving game starring a school bus, crossed with
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Snuggle Truck: land badly enough and the g-force throws your passengers off.
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Built with **Phaser 4**, plain **ES6 modules**, and **no package manager**.
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## Running it
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Browsers block ES module imports over `file://`, so serve the folder with any
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static file server. No install needed - this ships with Python 3:
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```sh
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python3 -m http.server 8000
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```
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Then open `http://localhost:8000/`.
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## Controls
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- **Arrow Up / W** - throttle
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- **Arrow Down / S** - brake / reverse
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- **Arrow Left/Right / A/D** - lean the bus left/right
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Land smoothly or the g-force throws a kid off the bus. Lose all of them and
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the level fails.
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## Project layout
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```
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index.html entry point, import map -> vendor/phaser.esm.js
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vendor/phaser.esm.js vendored local copy of Phaser 4 (see below)
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src/main.js Phaser.Game config + scene list
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src/config.js every tunable constant (physics, g-force threshold, camera, ...)
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src/scenes/ Boot -> Preload -> Intro -> MainMenu -> LevelSelect (map) -> Play -> LevelScore -> LevelSelect / LevelFailed
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src/entities/ Bus, Kid, Terrain
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src/systems/ GForceMonitor, KidManager, InputController, CameraRig
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src/data/levels/ the hand-authored levels (10, split across the two campaigns)
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src/util/ asset manifest, placeholder-texture generator, localStorage progress, small UI helper
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assets/ where real art goes (see manifest below) - currently empty
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```
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## Adding real art
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No art assets exist yet - `src/util/assetManifest.js` lists every image the
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game expects, and `PreloadScene` falls back to a synthesized colored
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placeholder (via `src/util/placeholderTextures.js`) for anything missing.
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**Drop a real PNG at the exact path below and it's picked up automatically -
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no code changes needed.**
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| key | path | size | notes |
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|---|---|---|---|
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| `bus_chassis` | `assets/sprites/bus_chassis.png` | 170x64 | scaled to this size regardless of source resolution |
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| `bus_wheel` | `assets/sprites/bus_wheel.png` | 52x52 | used for both wheels |
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| `kid_idle` | `assets/sprites/kid_idle.png` | 28x28 | passenger while aboard |
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| `kid_ejected` | `assets/sprites/kid_ejected.png` | 28x28 | passenger after being thrown off |
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| `smash_items` | `assets/sprites/smash-items.png` | 64x64 x 6 frames | 1x6 spritesheet: intact/smashed TV, chair, cone (see Smashables below) |
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| `bg_far` | `assets/backgrounds/bg_far.png` | 256x540 | tiled, slowest parallax layer |
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| `bg_mid` | `assets/backgrounds/bg_mid.png` | 256x540 | tiled, mid parallax layer |
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| `bg_near` | `assets/backgrounds/bg_near.png` | 256x540 | tiled, fastest parallax layer |
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| `icon_kid` | `assets/ui/icon_kid.png` | 24x24 | HUD "kids aboard" icon |
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| `favicon` | `assets/favicon.png` | 32x32 | browser tab icon |
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## Tuning the feel
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Everything worth tweaking lives in `src/config.js`, notably:
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- `GFORCE.ejectThresholdG` - how hard a landing has to be before a kid is
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thrown off. Not physically derived - tune by playtesting.
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- `GFORCE.gracePeriodMs` / `ejectCooldownMs` - ignore-window after level
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start/restart, and minimum time between two ejections so one bad landing
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doesn't empty the whole bus at once.
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- `BUS.*` - suspension stiffness/damping, wheel friction, throttle/lean torque
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and their clamps.
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- `SMASH_ITEM.*` - smashable prop physics (launch speed/angle/spin, density,
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etc. - see the block in config.js for the full list). `SMASH_ITEM.launchSpeed`
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and `SMASH_ITEM.launchAngle` are the two knobs that matter most for "how far
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and how high the item flies when the bus hits it."
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Set `DEBUG = true` in `config.js` to show a live g-force readout and Matter's
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physics debug overlay in `PlayScene`.
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## Smashables (TV / chair / cone)
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`assets/sprites/smash-items.png` is a 1x6 spritesheet (TV, smashed TV, chair,
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smashed chair, cone, smashed cone), loaded as the `smash_items` texture
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(64x64 per frame). Any level can carry an optional `items` array
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(see the editor's export for the exact shape):
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```js
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items: [
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{ type: 'tv', mode: 'float', x: 2500, y: 660 },
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{ type: 'chair', mode: 'gravity', x: 3500, y: 760 },
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]
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```
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- `mode: 'float'` - the item rests exactly at `(x, y)` (a backdrop prop,
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static body, never moves until smashed).
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- `mode: 'gravity'` - the item spawns at `(x, y)` but is a dynamic body, so
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it drops and settles onto the ground under that X at level start.
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The first time the bus (chassis or either wheel) touches an intact item it
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swaps to its smashed frame and launches up-and-forward relative to the bus's
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travel direction, tumbling, on the world's normal gravity. It lands wherever
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it lands and stays. `SMASH_ITEM` in `config.js` holds the launch physics.
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Smashed items also tally as +`SCORE.perSmashItem` (50) each on the
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end-of-level score screen.
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The **level editor** (`editor.html`) has a "Smashables" section: pick a type
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+ mode, then click anywhere on the preview map to drop one there; click an
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existing item (on the map or in the list) to remove it. Exporting the level
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writes the `items` array into the level file automatically.
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## Phaser 4 loading
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Phaser is vendored locally at `vendor/phaser.esm.js` (downloaded once from
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jsDelivr's CDN build) and wired up via an import map in `index.html`, so
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every source file just does `import Phaser from 'phaser'` like a normal npm
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project would - the only place that knows about the vendored file is that one
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import map line. This keeps the project working fully offline with no
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runtime dependency on a third-party CDN staying up.
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To upgrade Phaser later: download a newer `phaser.esm.js` build over
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`vendor/phaser.esm.js` and re-verify `Bus.js` against the Matter physics
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Factory API in the new file (grep for `class Factory` under the Matter
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section).
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