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