monsterplex/README.md

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# 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:
```sh
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 (map) -> Play -> LevelScore -> LevelSelect / LevelFailed
src/entities/ Bus, Kid, Terrain
src/systems/ GForceMonitor, KidManager, InputController, CameraRig
src/data/levels/ the hand-authored levels (10, split across the two campaigns)
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 |
| `smash_items` | `assets/sprites/smash-items.png` | 64x64 x 6 frames | 1x6 spritesheet: intact/smashed TV, chair, cone (see Smashables below) |
| `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.
- `SMASH_ITEM.*` - smashable prop physics (launch speed/angle/spin, density,
etc. - see the block in config.js for the full list). `SMASH_ITEM.launchSpeed`
and `SMASH_ITEM.launchAngle` are the two knobs that matter most for "how far
and how high the item flies when the bus hits it."
Set `DEBUG = true` in `config.js` to show a live g-force readout and Matter's
physics debug overlay in `PlayScene`.
## Smashables (TV / chair / cone)
`assets/sprites/smash-items.png` is a 1x6 spritesheet (TV, smashed TV, chair,
smashed chair, cone, smashed cone), loaded as the `smash_items` texture
(64x64 per frame). Any level can carry an optional `items` array
(see the editor's export for the exact shape):
```js
items: [
{ type: 'tv', mode: 'float', x: 2500, y: 660 },
{ type: 'chair', mode: 'gravity', x: 3500, y: 760 },
]
```
- `mode: 'float'` - the item rests exactly at `(x, y)` (a backdrop prop,
static body, never moves until smashed).
- `mode: 'gravity'` - the item spawns at `(x, y)` but is a dynamic body, so
it drops and settles onto the ground under that X at level start.
The first time the bus (chassis or either wheel) touches an intact item it
swaps to its smashed frame and launches up-and-forward relative to the bus's
travel direction, tumbling, on the world's normal gravity. It lands wherever
it lands and stays. `SMASH_ITEM` in `config.js` holds the launch physics.
Smashed items also tally as +`SCORE.perSmashItem` (50) each on the
end-of-level score screen.
The **level editor** (`editor.html`) has a "Smashables" section: pick a type
+ mode, then click anywhere on the preview map to drop one there; click an
existing item (on the map or in the list) to remove it. Exporting the level
writes the `items` array into the level file automatically.
The editor can also **load an existing level** (the "Load an existing level"
section) - either pick a bundled level from the dropdown (all levels from
`src/data/levels/index.js`) or load a `levelNN.js` file from disk. Its
terrain is preserved exactly: since it wasn't built from sections, the
sections palette / sequence / size controls lock (dimmed and inert) and the
preview + export render the loaded level's own terrain. Details (id / name /
description / kids) and smashables stay editable, so you can tweak them and
re-export. "Start a new level" clears the import and unlocks the section
controls again.
## 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).