Physics upgrade + repo modularization (RC-375D84)
Delivered by Hermies Qwen, gated and deployed by Relay.
- Board tip/topple: full continuous rotation when a board's center of
mass passes its support edge (Q1: smooth pivot swing, no discrete
snap). Falling boards deal impact damage and can kill enemies in
their fall path.
- Falling-object impact damage: blocks and birds can now kill enemies
from vertical drops and side plows (velocity-aware crush gate),
chain momentum transfers correctly through stacks (mass-weighted
contact), repeated impacts finish tougher enemies.
- Landed-bird physics: a bird resting on a board remains a real
physical body under continuous gravity (Q2: no lifetime timer). If
its platform is destroyed it falls, damages what it lands on
(chain reaction), and can kill enemies.
- Repo modularized: folders = modules, subfolders = submodules,
architecture.md + MODULES.md at root, an agents.md card in every
module and submodule (17 total).
- Test suite grown from 27 to 47 (20 new RED-watched tests for the
above behaviors), all green. Golden differential against the
original core confirmed the only behavioral changes are the
intended ones.
Live at http://10.244.136.121:8093/, independently re-verified by
Relay (full suite re-run, module structure check, headless Chromium
smoke) before this push.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 08:21:18 -05:00
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/* ISLE SLINGERS -- physics/rules/index.js (submodule: rules)
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2026-09-29 09:36:52 -05:00
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* Modularization pass (behavior-neutral split of the original
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Physics upgrade + repo modularization (RC-375D84)
Delivered by Hermies Qwen, gated and deployed by Relay.
- Board tip/topple: full continuous rotation when a board's center of
mass passes its support edge (Q1: smooth pivot swing, no discrete
snap). Falling boards deal impact damage and can kill enemies in
their fall path.
- Falling-object impact damage: blocks and birds can now kill enemies
from vertical drops and side plows (velocity-aware crush gate),
chain momentum transfers correctly through stacks (mass-weighted
contact), repeated impacts finish tougher enemies.
- Landed-bird physics: a bird resting on a board remains a real
physical body under continuous gravity (Q2: no lifetime timer). If
its platform is destroyed it falls, damages what it lands on
(chain reaction), and can kill enemies.
- Repo modularized: folders = modules, subfolders = submodules,
architecture.md + MODULES.md at root, an agents.md card in every
module and submodule (17 total).
- Test suite grown from 27 to 47 (20 new RED-watched tests for the
above behaviors), all green. Golden differential against the
original core confirmed the only behavioral changes are the
intended ones.
Live at http://10.244.136.121:8093/, independently re-verified by
Relay (full suite re-run, module structure check, headless Chromium
smoke) before this push.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 08:21:18 -05:00
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* js/core.js monolith). Installs its units into ONE shared physics scope `P`
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* that every physics submodule sees -- the same single-scope semantics the
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* monolith had. Must load before js/physics/index.js (the aggregator that
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* attaches the public ISLE_CORE API). Surface installed: checkEndStates, birdsRemaining, starsFor.
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*/
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(function (root, factory) {
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var part = factory();
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if (typeof module !== 'undefined' && module.exports) module.exports = part;
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else (root.ISLE_PHYSICS_PARTS = root.ISLE_PHYSICS_PARTS || []).push(part);
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})(typeof globalThis !== 'undefined' ? globalThis : this, function () {
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'use strict';
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return function (P) {
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P.checkEndStates = function(g) {
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if (g.status === 'won' || g.status === 'lost') return;
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var alive = 0;
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for (var i = 0; i < g.enemies.length; i++) if (!g.enemies[i].dead) alive++;
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if (g.hadEnemies && alive === 0 && g.launched > 0) {
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g.status = 'won';
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g.wonAt = g.time;
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g.score += P.BIRD_BONUS * P.birdsRemaining(g);
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g.events.push({ type: 'level_won', x: g.camera.x, y: 400 });
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return;
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}
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var b = P.activeBird(g);
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var inFlight = false;
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// S-5: a LANDED bird is still a live body (it can fall, smash, and kill
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// while it exists) -- the level must not be declared lost while one is out
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// in the world.
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var landedOut = false;
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for (var k = 0; k < g.birds.length; k++) {
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if (g.birds[k].state === 'flying') inFlight = true;
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if (g.birds[k].state === 'landed') landedOut = true;
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}
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if (!inFlight && !landedOut && !b && g.status === 'flying') {
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// last bird spent, enemies remain
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g.status = 'lost';
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g.lostAt = g.time;
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g.events.push({ type: 'level_lost', x: g.camera.x, y: 400 });
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}
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}
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P.birdsRemaining = function(g) {
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var n = 0;
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for (var i = 0; i < g.birds.length; i++) if (g.birds[i].state === 'queued') n++;
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return n;
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}
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P.starsFor = function(g) {
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var th = g.level.stars;
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if (!th) return 0;
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if (g.score >= th[2]) return 3;
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if (g.score >= th[1]) return 2;
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if (g.score >= th[0] || g.status === 'won') return 1;
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return 0;
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}
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};
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});
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