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/render/ — agents.md
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2026-09-29 09:31:53 -05:00
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Module map: `MODULES.md`; runtime model: `architecture.md`.
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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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Self-contained module. Exports `ISLE_RENDERER = { Renderer, VIEW_W, VIEW_H }`.
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- `new Renderer(canvas, { onEvent })` — pure draw: `draw(ctx, state)` renders
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whatever the physics state contains (blocks, enemies, birds, sling, HUD-ish
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scenery, popups). It never mutates `state`.
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- VIEW_W/VIEW_H (1280x720) mirror physics constants VIEW — keep them in sync;
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the camera lives in state (set by physics/camera), render only applies it.
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- S-3/S-5 (RC-375D84, landed): `drawBlock` rotates about the block COM when
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`bl.ang` is set (no-op at `ang=0`, so un-tipped blocks draw identically to
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the pre-S-3 output), and `drawBird` renders `landed` birds as live bodies
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alongside the `spent` corpses. The DOM-stub test only checks that drawing
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does not throw and that the sling band stops tracking a launched bird
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(bug #14 arm).
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