Removes internal process references so the repo is presentable to an outside audience: dropped the internal build-retrospective doc (process log with internal terms, not useful to an outside reader), and reworded remaining internal references in code comments and module docs (agents.md cards, architecture.md, MODULES.md, index.html, package.json) to generic descriptions of what changed and when, with no behavior change -- full 47/47 suite re-run green after the scrub, every edit verified comment/doc-only via diff. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
54 lines
2.7 KiB
JavaScript
54 lines
2.7 KiB
JavaScript
/* ISLE SLINGERS -- physics/constants/index.js (submodule: constants)
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* Modularization pass (behavior-neutral split of the original
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* js/core.js monolith). Installs its units into ONE shared physics scope `P`
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* that every physics submodule sees -- the same single-scope semantics the
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* monolith had. Must load before js/physics/index.js (the aggregator that
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* attaches the public ISLE_CORE API). Surface installed: WORLD, VIEW, MATERIALS, BIRD_TYPES, ENEMY_TYPES, GRAVITY, LAUNCH_POWER, MAX_PULL, MIN_PULL, AIR_DRAG, BIRD_BOUNCE, BIRD_GROUND_FRICTION, REST_SPEED, SETTLE_TIME, BIRD_MAX_AGE, ABILITY_CD, BIRD_BONUS.
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*/
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(function (root, factory) {
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var part = factory();
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if (typeof module !== 'undefined' && module.exports) module.exports = part;
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else (root.ISLE_PHYSICS_PARTS = root.ISLE_PHYSICS_PARTS || []).push(part);
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})(typeof globalThis !== 'undefined' ? globalThis : this, function () {
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'use strict';
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return function (P) {
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P.WORLD = { w: 2400, ground: 900 };
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P.VIEW = { w: 1280, h: 720 }; // base viewport (renderer renders at this size,
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// then CSS-scales; camera math lives in the core)
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P.MATERIALS = {
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wood: { hp: 1300, density: 1.0, restitution: 0.18, dmgFactor: 0.9, score: 500, maxVel: 520 },
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ice: { hp: 480, density: 0.7, restitution: 0.05, dmgFactor: 1.6, score: 800, maxVel: 560 },
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// stone: retuned 2026-09-28 (playtest finding: "blocks and pig
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// bad guys too hard to kill"): at hp 3400 with dmgFactor 0.35 a 70x70
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// cube took ~11 full-power direct hits — stone walls were functionally
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// unbreakable, so every enemy behind one was unkillable. Now ~2-3 hits.
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stone: { hp: 1400, density: 2.2, restitution: 0.04, dmgFactor: 0.8, score: 300, maxVel: 480 }
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};
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P.BIRD_TYPES = {
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wren: { r: 20, mass: 3.0, label: 'Wren', ability: 'fury' }, // tap: horizontal burst
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zippy: { r: 17, mass: 2.2, label: 'Zippy', ability: 'dive' }, // tap: steep dive
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boulder: { r: 26, mass: 6.5, label: 'Boulder', ability: 'quake' } // tap: radial shock
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};
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P.ENEMY_TYPES = {
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mogg: { hp: 1, r: 24, score: 5000, crushVel: 330, crushDmg: 1.2 },
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grum: { hp: 2, r: 32, score: 8000, crushVel: 380, crushDmg: 1.0 },
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king: { hp: 3, r: 38, score: 15000, crushVel: 430, crushDmg: 0.85 }
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};
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P.GRAVITY = 1500;
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P.LAUNCH_POWER = 11.5; // velocity per px of pull
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P.MAX_PULL = 150;
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P.MIN_PULL = 14;
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P.AIR_DRAG = 0.999;
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P.BIRD_BOUNCE = 0.34;
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P.BIRD_GROUND_FRICTION = 0.86;
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P.REST_SPEED = 14; // below this a bird counts as settling
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P.SETTLE_TIME = 0.9; // seconds under P.REST_SPEED before bird is spent
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P.BIRD_MAX_AGE = 12;
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P.ABILITY_CD = 0.35; // min seconds after P.launch before ability usable
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P.BIRD_BONUS = 10000;
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};
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});
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