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/abilities/index.js (submodule: abilities)
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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: launch, triggerAbility.
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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.launch = function(g, dragPos) {
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var b = P.activeBird(g);
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if (!b || b.state !== 'aiming' || g.status !== 'ready') return false;
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var v = P.aimVector(g, { x: g.level.sling.x, y: g.level.sling.y }, dragPos);
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if (!v) return false;
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b.x = g.level.sling.x; b.y = g.level.sling.y;
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b.vx = v.vx; b.vy = v.vy;
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b.state = 'flying';
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b.launchT = g.time;
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g.status = 'flying';
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g.launched++;
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g.events.push({ type: 'P.launch', x: b.x, y: b.y });
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return true;
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}
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P.triggerAbility = function(g) {
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var b = P.activeBird(g);
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if (!b || b.state !== 'flying' || b.abilityUsed) return false;
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if (g.time - b.launchT < P.ABILITY_CD) return false;
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var kind = b.kind;
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if (kind === 'wren') {
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b.vx = b.vx * 0.4 + 980;
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g.events.push({ type: 'ability_fury', x: b.x, y: b.y });
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} else if (kind === 'zippy') {
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b.vy = Math.max(b.vy, 0) + 1050;
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b.vx *= 0.55;
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g.events.push({ type: 'ability_dive', x: b.x, y: b.y });
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} else if (kind === 'boulder') {
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var R = 150;
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var i, d, f, ent;
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for (i = 0; i < g.blocks.length; i++) {
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var bl = g.blocks[i];
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if (bl.hp <= 0) continue;
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d = Math.hypot(bl.x - b.x, bl.y - b.y) - (bl.w + bl.h) / 4;
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if (d < R) { f = 1 - Math.max(0, d) / R; P.damageBlock(g, bl, 120 + 300 * f, 'quake'); }
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}
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for (i = 0; i < g.enemies.length; i++) {
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ent = g.enemies[i];
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if (ent.dead) continue;
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d = Math.hypot(ent.x - b.x, ent.y - b.y) - ent.r;
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if (d < R) { f = 1 - Math.max(0, d) / R; P.damageEnemy(g, ent, 0.7 + 1.6 * f); }
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}
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g.camera.shake = Math.max(g.camera.shake, 14);
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g.events.push({ type: 'ability_quake', x: b.x, y: b.y, r: R });
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}
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b.abilityUsed = true;
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g.stats.abilityUses++;
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return true;
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}
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};
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});
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