Retro-styled Phaser 3 auto-runner prototype, set up for GitHub Pages deployment. The game autoplays by default so it can serve as a hands-off promo loop, while still allowing players to take control instantly.
- Stable promo experience: autoplay starts immediately and can be overridden by player input without stopping the loop.
- Simple static footprint: Vite + TypeScript only; assets are generated placeholders for now.
- Maintainable architecture: clear scene responsibilities (Boot → Preload → Main + UI) with reusable systems for input, autoplay, level generation, scoring, and audio.
root
├── index.html # Static shell used by Vite and GitHub Pages
├── src/
│ ├── config/ # Game constants (dimensions, tuning, copy)
│ ├── core/ # Systems: input, autoplay, level gen, scoring, audio
│ └── scenes/ # Boot, Preload, Main, and UI scenes
├── package.json # Vite + Phaser + TypeScript toolchain
└── vite.config.ts # Configured with base "/botwhackr/" for Pages
- Install dependencies:
npm install - Start dev server:
npm run dev - Build for production/GitHub Pages:
npm run build
- Autoplay is enabled at startup; pressing space, W, up-arrow, or clicking triggers a jump and hands control to the player.
- If the player does nothing for a while after taking control, autoplay can resume automatically.
- The UI scene shows distance, elapsed time, death count, and the current control mode text.
- Swap placeholder textures for final pixel art and audio assets served from
/public/assets. - Expand level generator with pooled platforms/enemies and more nuanced autoplay heuristics.
- Wire GitHub Actions to build and deploy
dist/to GitHub Pages on eachmainpush.