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Brian Fertig f88b38a49c Fix kid teleportation bug by adding horizontal span guard to compartment clamp
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.
2026-08-22 12:15:52 -06:00
assets
src Fix kid teleportation bug by adding horizontal span guard to compartment clamp 2026-08-22 12:15:52 -06:00
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README.md Expand to 10 levels with 2-lane serpentine map layout 2026-08-22 08:56:41 -06:00
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index.html
sprites.md Show best score under cleared level nodes 2026-08-22 09:17:33 -06:00
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 (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).