BeamNG.Earth
BeamNG.drive용 1:1 비율 실시간 지구, 실제 고도·위성 이미지·부동 원점·보조 서버에서 LOD 스트리밍
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1분 만에 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
A G-rated, smartphone-first (portrait, one-thumb) candy-land flight game.
Simpler than a 3D physics puzzler by design.
You are a glider pilot defending Candy City from the Evil Marshmallow Man,
a giant perched atop a cloud, hurling goo-filled marshmallows at you and the
city. Melt him with jelly beans before his goo cakes your wings or his frost
covers the city. Nothing dies; the finale is dessert.
▶ Play it: https://kevinhegg.github.io/mallow-man-meltdown/ (best on a phone, held upright)README 전문 보기 ↗A G-rated, smartphone-first (portrait, one-thumb) candy-land flight game. Simpler than a 3D physics puzzler by design.
You are a glider pilot defending Candy City from the Evil Marshmallow Man, a giant perched atop a cloud, hurling goo-filled marshmallows at you and the city. Melt him with jelly beans before his goo cakes your wings or his frost covers the city. Nothing dies; the finale is dessert.
▶ Play it: https://kevinhegg.github.io/mallow-man-meltdown/ (best on a phone, held upright)
DESIGN.md — the full game design (mechanics, boss stages, win/lose)claude-code-scaffold-prompt.md — the prompt this playable scaffold was built fromStack: Phaser 3.90 (Matter physics) · Vite · plain JavaScript. All art is procedural (Phaser Graphics → textures) and all sound is a tiny WebAudio synth, so there are no asset files.
npm install
npm run dev
npm run dev opens the game in your browser. The dev server is also exposed on your LAN, so you can open the printed "Network" URL on a phone on the same Wi-Fi.
npm run build writes a static build to dist/npm run preview serves that build locally| URL | Effect |
|---|---|
?scene=boss | Skips the flight: the pilot parachutes straight onto the rooftop fight |
?scene=win / ?scene=lose | Goes straight to the end screen |
?debug | Shows Matter physics bodies |
In dev builds the game instance is available as window.__game.
| Touch / mouse | Keyboard | |
|---|---|---|
| Launch (slingshot) | Drag back anywhere to stretch and aim, let go; or just tap | Space / Enter |
| Steer | Drag anywhere (relative, like a trackpad) | Arrows / WASD |
| Fire jelly beans | Every tap/click (a second finger can tap-fire while the first steers) | Space |
| Bubble Boost | BOOST button | Z |
| Shake | SHAKE button | X |
| Rooftop (finale): run | Drag anywhere | Arrows / A-D |
| Rooftop: spray jelly beans | Keep your finger down | Hold Space |
| Goo comet (flight, while loaded) | Keep pulling down into the floor until SPLAT!, then let go | Hold Down/S, release |
| FLING goo (rooftop, while loaded) | FLING button | F |
src/
main.js game config, portrait sizing, gesture blocking, rotate-pause
config.js palette, collision categories, depth order, all tuning knobs (TUNE)
sfx.js WebAudio synth (no audio files)
art/textures.js every procedural texture
objects/
Glider.js handling model: mass-aware spring, goo splats, CoG list, cleanses, spiral
GooCoat.js pooled slime sprites that show the goo tier on the glider
Controls.js drag-steer / tap-fire / keyboard
Pilot.js the gingerbread pilot on foot (run, blaster, goo, shake, cover) + his controls
Rooftop.js the finale roof: baked roof and facade, chimneys (cover), goo splats
CottonCandy.js the boss's sticky cotton-candy traps (flight: hanging clouds; roof: patches)
Residents.js gingerbread residents on the skyline: freeze with frost, thaw and cheer
Slingshot.js the opening launch: stretch, aim, fling, hand-over
Projectiles.js jelly beans + goo-mallows (Matter sensors)
City.js skyline + frost meter
MarshmallowMan.js boss rig, throw AI (ballistic aim), 4-stage melt
view/
Projector.js tiny pseudo-3D projector (no 3D engine)
Valley.js curving valley walls, ground, arches, two-layer horizon (pooled billboards)
Wind.js pooled wind streaks that scale with speed
Heights.js altitude obstacles (gates to dive under, frosting banks to climb over) + thermals
CloudCover.js the seeded cloud wall the bail-out passes through (rises in Flight, parts on the roof)
Pools.js pooled depth-scaled sprites + reusable Matter props
ui/
Hud.js goo/frost chips, solid Boost/Shake buttons, the rooftop's bean-hopper jar, banners (no bars)
helpers.js text/sky/button helpers, particles, collision router, run state
scenes/ Boot (textures), Flight (slingshot launch → valley → bail-out), Boss (the rooftop fight), End
Gameplay is strictly 2D on the screen plane. Depth is only decorative: in Flight, a tiny projector (screen = horizon + (x, y) / z * focal) draws the valley and scales goo, beans and props by depth, while collisions stay in screen space. Most balance lives in TUNE in src/config.js.
GitHub Pages (live): .github/workflows/deploy-pages.yml builds and publishes to https://kevinhegg.github.io/mallow-man-meltdown/ on every push to main.
Netlify (alternative, free tier): netlify.toml is included (build npm run build, publish dist, Node 22). Connect the repo in Netlify, or drag the dist/ folder onto app.netlify.com/drop.