Isle-Slingers/js/physics/step/agents.md
Relay dc68c6e3dd 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 13:21:18 +00:00

1.4 KiB

js/physics/step/ — agents.md

RC-375D84 S-2. Module map: MODULES.md; runtime model: architecture.md.

Installs into P: step, stepPhysics, spendBird. The physics hub.

  • step(g, dt) = time advance + stepPhysics + end-state check + camera. stepPhysics is the integration core: gravity, air drag, bird/bird-block/bird-enemy/ block-block contacts, crush, settle bookkeeping.
  • Because it reaches into nearly every unit, it is installed AFTER aim/damage and BEFORE nothing — but all of its callees must exist in P by the time step runs (they do, because install order is load order). Keep it that way.
  • spendBird retires a bird that is GONE (aged out / off the island). S-5 (RC-375D84, landed 2026-09-29) split the settle branch: a bird that settles while ANOTHER bird is in play becomes landed — a live body integrated every frame in stepPhysics (real gravity, no lifetime timer) that falls when its support breaks, chain-damages boards, and can kill enemies. The LAST bird still spends (win/lose unchanged — keep it that way; the sim win/lose test is the gate). Landed birds are cleared when the level ends (inside step's won/lost branch). advanceToNextBird is the shared "next bird onto the sling" path used by both the spent and landed transitions.
  • Determinism invariant: no Math.random, no Date, no DOM. Tests call this directly at dt=1/120.