23 lines
1.4 KiB
Markdown
23 lines
1.4 KiB
Markdown
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# js/physics/step/ — agents.md
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RC-375D84 S-2. Module map: `MODULES.md`; runtime model: `architecture.md`.
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Installs into `P`: step, stepPhysics, spendBird. **The physics hub.**
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- `step(g, dt)` = time advance + stepPhysics + end-state check + camera. `stepPhysics`
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is the integration core: gravity, air drag, bird/bird-block/bird-enemy/
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block-block contacts, crush, settle bookkeeping.
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- Because it reaches into nearly every unit, it is installed AFTER aim/damage and
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BEFORE nothing — but all of its callees must exist in `P` by the time `step`
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runs (they do, because install order is load order). Keep it that way.
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- `spendBird` retires a bird that is GONE (aged out / off the island). S-5
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(RC-375D84, landed 2026-09-29) split the settle branch: a bird that settles
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while ANOTHER bird is in play becomes `landed` — a live body integrated
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every frame in `stepPhysics` (real gravity, no lifetime timer) that falls
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when its support breaks, chain-damages boards, and can kill enemies. The LAST
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bird still spends (win/lose unchanged — keep it that way; the sim win/lose
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test is the gate). Landed birds are cleared when the level ends (inside
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`step`'s won/lost branch). `advanceToNextBird` is the shared "next bird onto
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the sling" path used by both the spent and landed transitions.
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- Determinism invariant: no Math.random, no Date, no DOM. Tests call this
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directly at dt=1/120.
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