Isle-Slingers/js/levels/helpers/index.js
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

21 lines
1.1 KiB
JavaScript

/* ISLE SLINGERS -- levels/helpers/index.js (submodule: helpers)
* RC-375D84 S-2: block/enemy constructor helpers + SLING anchor, split from
* the original js/levels.js. Installs into the shared levels scope `L`;
* js/levels/index.js loads it first, then the level-N data submodules.
*/
(function (root, factory) {
var part = factory();
if (typeof module !== 'undefined' && module.exports) module.exports = part;
else (root.ISLE_LEVEL_PARTS = root.ISLE_LEVEL_PARTS || []).push(part);
})(typeof globalThis !== 'undefined' ? globalThis : this, function () {
'use strict';
return function (L) {
L.wood = function (x, y, w, h) { return { x: x, y: y, w: w, h: h, mat: 'wood' }; };
L.ice = function (x, y, w, h) { return { x: x, y: y, w: w, h: h, mat: 'ice' }; };
L.stone = function (x, y, w, h) { return { x: x, y: y, w: w, h: h, mat: 'stone' }; };
L.mogg = function (x, y) { return { x: x, y: y, kind: 'mogg' }; };
L.grum = function (x, y) { return { x: x, y: y, kind: 'grum' }; };
L.king = function (x, y) { return { x: x, y: y, kind: 'king' }; };
L.SLING = { x: 260, y: 745 };
};
});