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>
10 lines
546 B
Markdown
10 lines
546 B
Markdown
# js/levels/data/ — agents.md
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RC-375D84 S-2. Module map: `MODULES.md`; runtime model: `architecture.md`.
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Level definitions, one file per level (`level-1.js`..`level-5.js`).
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- Each file installs `L -> levelObject` using the shared helpers (L.wood, L.ice,
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L.stone, L.mogg, L.grum, L.king, L.SLING). Coordinates are block CENTERS.
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- The aggregator collects the returned objects in load order = difficulty order.
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- Balance rule for new levels: star thresholds ascend, enemy HP budget does not
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decrease across the list (level-integrity test).
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