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>
1.1 KiB
1.1 KiB
js/physics/collision/ — agents.md
RC-375D84 S-2. Module map: MODULES.md; runtime model: architecture.md.
Installs into P: crushCircleVsBox, collideBirdWorld, collideBirdBlocks,
collideBirdEnemies, REST_VEL_CLAMP, resolveBoxPair.
- Contact resolution for circles (birds, enemies) vs axis-aligned blocks and
block-block pairs.
resolveBoxPairis the box-box rest/impulse resolver;crushCircleVsBoxis the fast-falling-onto-structure damage path. - RC-375D84 S-4 (landed 2026-09-29):
crushCircleVsBoxis velocity-direction- aware (the box must be the body plowing into the enemy,boxAlong > 30; a resting box never crushes), carries a per-enemy crush cooldown (0.12 s — one landing = one crush instance) and an inelastic velocity transfer so boxes do not phase through enemies;resolveBoxPairstacked contact is mass-weighted inelastic (heavy blocks drive light planks — chain-crush). S-3 (topple) does NOT live here: pivoting blocks are excluded from box-pair resolution by the step loop and integrate intopple/— keep it that way. - Consumes: MATERIALS, WORLD, damageBlock, damageEnemy.