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Brian Fertig f298dc513c feat(editor): add new terrain section types and fix physics body generation
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.
2026-08-20 16:32:20 -06:00
assets feat: replace text titles with poster art backgrounds and animated logo 2026-08-20 14:35:21 -06:00
src feat(editor): add new terrain section types and fix physics body generation 2026-08-20 16:32:20 -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 feat(editor): improve level preview and auto-calculate time limits 2026-08-20 12:38:21 -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).