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botwhackr

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.

Project goals

  • 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.

Repo layout

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

Running locally

  1. Install dependencies: npm install
  2. Start dev server: npm run dev
  3. Build for production/GitHub Pages: npm run build

Gameplay/UX notes

  • 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.

Next steps

  • 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 each main push.

About

Retro 2D auto-runner starring Python, stomping unattended RPA robots through circuits and conveyor bots.

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