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>
Fixes applied and verified (Hermies Qwen, RC-0D193E):
- Rubber band no longer tracks the bird after launch (bug #14, renderer.js)
- Launch direction fixed: toWorld divides by camera zoom (bug #15, main.js)
- Balance retune: stone hp 3400->1400, dmgFactor 0.35->0.8, plus an
enemy-hit damage floor so soft lobs still kill (core.js)
- New test/balance.test.mjs: RED on pre-fix constants, GREEN after
Suite: 27/27 headless + 10/10 real-browser (real mouse events, real canvas).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>