/* ISLE SLINGERS -- physics/state/index.js (submodule: state) * Modularization pass (behavior-neutral split of the original * js/core.js monolith). Installs its units into ONE shared physics scope `P` * that every physics submodule sees -- the same single-scope semantics the * monolith had. Must load before js/physics/index.js (the aggregator that * attaches the public ISLE_CORE API). Surface installed: createGame, makeBird, activeBird. */ (function (root, factory) { var part = factory(); if (typeof module !== 'undefined' && module.exports) module.exports = part; else (root.ISLE_PHYSICS_PARTS = root.ISLE_PHYSICS_PARTS || []).push(part); })(typeof globalThis !== 'undefined' ? globalThis : this, function () { 'use strict'; return function (P) { P.createGame = function(levelDef) { var g = { level: levelDef, world: { w: P.WORLD.w, ground: P.WORLD.ground }, time: 0, score: 0, birds: [], blocks: [], enemies: [], events: [], // visual/audio events for the renderer scorePopups: [], // {x,y,text,age} hadEnemies: levelDef.enemies.length > 0, camera: { x: levelDef.sling.x + 260, y: 560, zoom: 1, shake: 0, snap: true }, status: 'ready', // ready | flying | won | lost activeBird: -1, launched: 0, wonAt: null, lostAt: null, stats: { impacts: 0, destroyedBlocks: 0, destroyedEnemies: 0, abilityUses: 0, distance: 0 } }; g.blocks = levelDef.blocks.map(function (b, i) { var m = P.MATERIALS[b.mat]; return { id: i, x: b.x, y: b.y, w: b.w, h: b.h, mat: b.mat, hp: m.hp, maxHp: m.hp, vx: 0, vy: 0, rest: 1, // S-3 rotational degree of freedom (topple). ang/angVel stay 0 for // every supported stack, so pre-S-3 motion is preserved exactly. ang: 0, angVel: 0, pivoting: false, mass: m.density * b.w * b.h / 1400 }; }); g.enemies = levelDef.enemies.map(function (e, i) { var t = P.ENEMY_TYPES[e.kind]; // level data y is the CENTER (the level-integrity test treats it the // same way); spawning at e.y - r made every enemy drop 24-38px on // load — a visible "objects moving on their own" wobble at start return { id: i, kind: e.kind, x: e.x, y: e.y, r: t.r, hp: t.hp, maxHp: t.hp, vx: 0, vy: 0, rest: 1, dead: false, deathAge: 0 }; }); var i; for (i = 0; i < levelDef.birds.length; i++) { g.birds.push(P.makeBird(levelDef.birds[i], i)); } g.activeBird = g.birds.length ? 0 : -1; if (g.activeBird >= 0) { var fb = g.birds[0]; fb.state = 'aiming'; fb.x = levelDef.sling.x; fb.y = levelDef.sling.y; } return g; } P.makeBird = function(kind, idx) { var t = P.BIRD_TYPES[kind]; return { id: idx, kind: kind, r: t.r, mass: t.mass, x: 0, y: 0, vx: 0, vy: 0, state: 'queued', // queued | aiming | flying | spent abilityUsed: false, settleTimer: 0, age: 0, launchT: 0 }; } P.activeBird = function(g) { return g.activeBird >= 0 ? g.birds[g.activeBird] : null; } }; });