The previous clamp logic only bounded localY (vertical) after a radius check, which couldn't distinguish between: 1. A kid that tunneled through the floor/wall (should be clamped back) 2. A kid resting on nearby ground below the bus chassis (should NOT be clamped) Since the bus floats ~chassis-height above ground, an outside kid sitting on the ground would have localY below the floor line and get yanked up into the bus every tick until it exited compartmentClampRadius. Added a horizontal span check that only clamps kids whose |localX| is within the actual compartment extent (half-width + wall thickness + kid radius). This ensures: - Kids that tunneled through floor/walls are still corrected (they're inside the span when they cross it) - Kids outside the bus's horizontal footprint are left alone, preventing the "ejected kid teleported to bus" bug Also disabled COMPARTMENT_DEBUG mode in config.js. |
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| README.md | ||
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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 (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 |
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).