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/index.js (module: physics -- aggregator / public API)
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2026-09-29 09:36:52 -05:00
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* Modularization pass. This is the THIN AGGREGATOR for the physics
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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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* module. The original js/core.js monolith is now split into submodules
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* (physics/constants, -/state, -/aim, -/abilities, -/damage, -/step,
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* -/collision, -/rules, -/camera); each installs its units into ONE shared
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* scope `P`, preserving the monolith's single-closure semantics exactly.
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*
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* Load contract:
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* browser -- every physics/<unit>/index.js <script> must load BEFORE this
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* file (it reads the ordered parts off globalThis.ISLE_PHYSICS_PARTS);
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* node -- this file requires the submodules in dependency order itself.
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*
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* Public API (ISLE_CORE) is key-for-key identical to the pre-modularization
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* core.js return object -- same 20 keys, same values. No DOM, deterministic.
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*/
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(function (root, factory) {
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var api = factory();
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if (typeof module !== 'undefined' && module.exports) module.exports = api;
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else root.ISLE_CORE = api;
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})(typeof globalThis !== 'undefined' ? globalThis : this, function () {
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'use strict';
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var P = {}; // the single shared physics scope (== the old monolith closure)
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var parts;
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if (typeof module !== 'undefined' && module.exports) {
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// Node: load submodules in dependency order (constants first, camera last)
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parts = [
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require('./constants/index.js'),
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require('./state/index.js'),
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require('./aim/index.js'),
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require('./abilities/index.js'),
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require('./damage/index.js'),
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require('./step/index.js'),
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require('./collision/index.js'),
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require('./topple/index.js'),
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require('./rules/index.js'),
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require('./camera/index.js')
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];
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} else {
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// browser: submodules already pushed their installers, in <script> order
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parts = (typeof globalThis !== 'undefined' && globalThis.ISLE_PHYSICS_PARTS) || [];
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}
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for (var i = 0; i < parts.length; i++) parts[i](P);
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// ------------------------------------------------------------------ API
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// (kept key-for-key identical to the pre-S-2 core.js public surface)
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return {
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WORLD: P.WORLD,
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VIEW: P.VIEW,
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MATERIALS: P.MATERIALS,
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BIRD_TYPES: P.BIRD_TYPES,
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ENEMY_TYPES: P.ENEMY_TYPES,
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GRAVITY: P.GRAVITY,
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MAX_PULL: P.MAX_PULL,
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MIN_PULL: P.MIN_PULL,
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LAUNCH_POWER: P.LAUNCH_POWER,
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BIRD_BONUS: P.BIRD_BONUS,
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createGame: P.createGame,
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activeBird: P.activeBird,
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aimVector: P.aimVector,
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trajectory: P.trajectory,
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launch: P.launch,
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triggerAbility: P.triggerAbility,
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step: P.step,
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starsFor: P.starsFor,
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birdsRemaining: P.birdsRemaining,
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AIR_DRAG: P.AIR_DRAG
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};
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});
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