/* ISLE SLINGERS -- physics/rules/index.js (submodule: rules) * 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: checkEndStates, birdsRemaining, starsFor. */ (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.checkEndStates = function(g) { if (g.status === 'won' || g.status === 'lost') return; var alive = 0; for (var i = 0; i < g.enemies.length; i++) if (!g.enemies[i].dead) alive++; if (g.hadEnemies && alive === 0 && g.launched > 0) { g.status = 'won'; g.wonAt = g.time; g.score += P.BIRD_BONUS * P.birdsRemaining(g); g.events.push({ type: 'level_won', x: g.camera.x, y: 400 }); return; } var b = P.activeBird(g); var inFlight = false; // S-5: a LANDED bird is still a live body (it can fall, smash, and kill // while it exists) -- the level must not be declared lost while one is out // in the world. var landedOut = false; for (var k = 0; k < g.birds.length; k++) { if (g.birds[k].state === 'flying') inFlight = true; if (g.birds[k].state === 'landed') landedOut = true; } if (!inFlight && !landedOut && !b && g.status === 'flying') { // last bird spent, enemies remain g.status = 'lost'; g.lostAt = g.time; g.events.push({ type: 'level_lost', x: g.camera.x, y: 400 }); } } P.birdsRemaining = function(g) { var n = 0; for (var i = 0; i < g.birds.length; i++) if (g.birds[i].state === 'queued') n++; return n; } P.starsFor = function(g) { var th = g.level.stars; if (!th) return 0; if (g.score >= th[2]) return 3; if (g.score >= th[1]) return 2; if (g.score >= th[0] || g.status === 'won') return 1; return 0; } }; });