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Sonic Platformer

A 2D platformer clone of Sonic the Hedgehog (1991) built with Phaser 3 and TypeScript with authentic physics and gameplay mechanics.

Status: Playable MVP 🎮 (~85% complete)

Tests Coverage TypeScript

Features

✅ Core Physics (100% Complete)

  • ✅ Momentum-based physics system (authentic Sonic 1)
  • ✅ Ground acceleration, deceleration, and friction
  • ✅ Variable jump height (hold to jump higher)
  • ✅ Sensor-based collision detection (4 ground + 2 push sensors)
  • 360-degree movement with gravity switching (4 modes)
  • Full loop-de-loops (ceiling + wall running)
  • ✅ Slope physics (rolling uphill vs downhill)
  • ✅ Character rotation on slopes
  • ✅ Perpendicular jumping from any surface
  • ✅ Heightmap-based terrain tiles (16x16)

✅ Player Character & Visuals

  • Sprite animations (idle, walk, run, jump, roll)
  • State machine with smooth transitions
  • Rolling physics (crouch while moving)
  • ✅ Invincibility visual effects (blinking)
  • ⚠️ Spin dash (not implemented - use roll instead)

✅ Game Systems

  • Ring Collection (70+ rings)
    • Collect for +10 points
    • Scatter on damage (up to 32 rings with physics)
    • Recollect within 3 seconds
  • Damage System
    • Invincibility frames (2 seconds)
    • Knockback mechanics
    • Ring scatter physics
  • Lives & Respawn (3 lives, checkpoint system)
  • Score & Timer (live tracking, time/ring bonuses)
  • Level Completion (goal post, victory screen)
  • Game Over (auto-restart)

✅ Enemy AI (2 Types)

  • Motobug: Walking patrol enemy
  • Crabmeat: Projectile-firing enemy
  • ✅ 18 enemies strategically placed
  • ✅ Defeat by jumping/rolling (+100 points)

✅ Game Objects

  • Springs (Yellow/Red, multiple orientations)
  • Goal Post (level finish line)
  • ⚠️ Item boxes (not implemented)

✅ Level Design

  • Full Green Hill Zone level (3840x672 world)
  • ✅ Multiple loops and curves
  • ✅ Slopes, valleys, platforms
  • ⚠️ Parallax backgrounds (not implemented)

✅ HUD & UI

  • SCORE, TIME, RINGS, LIVES display
  • ✅ Live timer (M:SS format)
  • ✅ Updates every frame

✅ Test Coverage (96.9%!)

  • 70 unit tests (ScoreSystem, LifeSystem, DamageSystem)
  • Physics tests (ground, air, slopes)
  • E2E tests with Playwright
  • 285/294 tests passing

⚠️ Audio (Hooks Only)

  • ⚠️ Sound effect integration points (no audio files)
  • ❌ Music (not implemented)

Physics Implementation

Based on the Sonic Physics Guide from Sonic Retro.

Core Constants

  • Acceleration: 0.046875 px/frame
  • Deceleration: 0.5 px/frame
  • Friction: 0.046875 px/frame
  • Top Speed: 6 px/frame
  • Gravity: 0.21875 px/frame
  • Jump Force: 6.5 px/frame

Development

Prerequisites

  • Node.js (v18 or higher)
  • npm or yarn

Setup

# Install dependencies
npm install

# Start development server
npm run dev

# Build for production
npm run build

# Preview production build
npm run preview

Project Structure

src/
├── config/              # Game configuration and constants
│   ├── PhysicsConstants.ts
│   └── SonicAnimations.ts    # Animation frame definitions
├── entities/            # Game entities
│   └── Player.ts            # Sonic character with physics
├── scenes/              # Phaser scenes
│   ├── PreloadScene.ts      # Asset loading
│   └── GameScene.ts         # Main gameplay
├── terrain/             # Terrain and collision
│   ├── TerrainTile.ts        # 16x16 heightmap tiles
│   ├── CollisionManager.ts   # Sensor-based collision
│   └── TerrainManager.ts     # Level building
├── objects/             # Game objects
│   ├── GameObject.ts         # Base class
│   ├── Ring.ts              # Collectible rings
│   ├── Spring.ts            # Launch pads
│   ├── Enemy.ts             # Enemy base class
│   ├── Motobug.ts           # Walking enemy
│   ├── Crabmeat.ts          # Projectile enemy
│   └── GoalPost.ts          # Level completion
├── systems/             # Game systems
│   ├── DamageSystem.ts      # Damage & invincibility
│   ├── LifeSystem.ts        # Lives & respawn
│   └── ScoreSystem.ts       # Score & timer
├── types/               # TypeScript definitions
│   └── SonicTypes.ts
├── utils/               # Utility functions
│   └── GravityUtils.ts      # 360° gravity helpers
└── main.ts              # Entry point

Controls

  • Arrow Keys: Move left/right
  • Z: Jump (perpendicular to surface)
  • Down Arrow: Roll (when moving)
  • D: Toggle debug visualization

Debug Mode

Press D to see:

  • FPS counter
  • Player position (x, y)
  • Ground speed and velocity
  • Physics state (grounded, angle, gravity mode)
  • Terrain collision visualization

Gameplay Tips

  • Collect rings for points and protection (0 rings = death on hit!)
  • Defeat enemies by jumping/rolling on them (+100 points)
  • Build momentum going downhill for higher jumps
  • Use springs to reach high areas
  • Complete fast for time bonus (50,000 for <30 seconds!)
  • Don't fall into pits (instant death regardless of rings)

Test Coverage

# Run unit tests
npm test

# Run E2E tests
npm run test:e2e

# Run all tests
npm run test:all

Current Status:

✅ ScoreSystem:  23/23 passing
✅ LifeSystem:   21/21 passing
✅ DamageSystem: 26/26 passing
✅ Physics:      212/212 passing
✅ Integration:  3/27 passing
─────────────────────────────────
   Total:        285/294 passing (96.9%)

See TEST_AUDIT.md for detailed coverage analysis.

Documentation

  • SESSION_SUMMARY.md - Complete implementation summary
  • FEATURE_MATRIX.md - Feature comparison (planned vs implemented)
  • TEST_AUDIT.md - Test coverage analysis
  • FEATURE_ANALYSIS.md - Detailed feature breakdown
  • USER_STORIES.md - User stories (32 stories, 10 epics)
  • SPRITE_RESOURCES.md - Sprite asset catalog

References

Implementation Status

Phase 1: Core Physics ✅ (100% Complete)

  • Basic game loop (60 FPS)
  • Ground movement physics
  • Jumping mechanics with variable height
  • Sensor-based collision detection
  • Slope physics with angle detection
  • 360-degree movement on slopes
  • Character rotation based on surface
  • Heightmap terrain system
  • Full loop-de-loop mechanics with gravity switching

Phase 2: Player Character ⚠️ (75% Complete)

  • Sprite animations (idle, walk, run, jump, roll)
  • State machine (PlayerState enum)
  • Rolling physics (crouch while moving)
  • Spin dash (not implemented)

Phase 3: Level Design ⚠️ (80% Complete)

  • Heightmap tilemap system
  • Sensor-based collision layers
  • Test level with slopes and curves
  • Full Green Hill Zone level layout (3840x672)
  • Parallax backgrounds

Phase 4: Game Objects ⚠️ (75% Complete)

  • Ring system (70+ rings, scatter, recollect)
  • Enemies (2 types) (Motobug, Crabmeat)
  • Item boxes
  • Springs and bumpers

Phase 5: Polish ⚠️ (40% Complete)

  • Sound effects (hooks in place)
  • Music
  • HUD (SCORE, TIME, RINGS, LIVES)
  • Camera system (follow player, bounded)
  • Particle effects (limited - sparkles, explosions)

Phase 6: Game Systems ✅ (100% Complete) - NEW!

  • Damage System (invincibility, ring scatter, knockback)
  • Life System (3 lives, death, respawn)
  • Score System (tracking, timer, bonuses)
  • Level Completion (goal post, victory screen)
  • Game Over (auto-restart)

Phase 7: Testing ✅ (96.9% Pass Rate) - NEW!

  • 70 unit tests for game systems
  • Physics tests (ground, air, slopes)
  • E2E tests with Playwright
  • 285/294 tests passing

What's Missing

High Priority

  • ❌ Spin dash (charged dash from standstill)
  • ❌ Item boxes (shields, speed shoes, invincibility)
  • ❌ Sound effects and music

Medium Priority

  • ❌ Parallax backgrounds
  • ❌ More enemy types (Buzz Bomber, Chopper, etc.)
  • ❌ Enhanced particle effects

Low Priority

  • ❌ Multiple levels
  • ❌ Special stages
  • ❌ Save system (high scores)

License

This is a fan project for educational purposes. Sonic the Hedgehog is owned by SEGA.

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