Isle-Slingers/MODULES.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

4.1 KiB

Isle Slingers — MODULES.md (master module list)

RC-375D84 S-2. Folders = modules, subfolders = submodules. Every module and submodule carries an agents.md describing its surface and invariants. Load contract (order is load-bearing) is in architecture.md and encoded in index.html + test/page.test.mjs.

# Module Submodules Public global Role
1 js/physics/ constants, state, aim, abilities, damage, step, collision, topple, rules, camera ISLE_CORE (via js/physics/index.js) Deterministic DOM-free physics engine (shared scope P)
2 js/levels/ helpers, data (level-1..5) ISLE_LEVELS {LEVELS, SLING} (via js/levels/index.js) Level geometry + enemy/bird layouts (shared scope L)
3 js/audio/ — (single file) ISLE_AUDIO {AudioEngine} Synthesized WebAudio SFX (no assets)
4 js/render/ — (single file) ISLE_RENDERER {Renderer, VIEW_W, VIEW_H} Canvas drawing of the state object
5 js/app/ — (single file) page state on window Input, screens/HUD, fixed-timestep main loop

physics submodules (shared scope P)

Submodule Installs (into P) Consumes from P
constants 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 —
state createGame, makeBird, activeBird WORLD, MATERIALS, BIRD_TYPES, ENEMY_TYPES, makeBird
aim aimVector, trajectory LAUNCH_POWER, GRAVITY, AIR_DRAG, BIRD_BOUNCE, WORLD, BIRD_GROUND_FRICTION
abilities launch, triggerAbility activeBird, aimVector, MATERIALS, BIRD_TYPES
damage damageBlock, damageEnemy MATERIALS, ENEMY_TYPES
step step, stepPhysics, spendBird (nearly all — the physics hub)
collision crushCircleVsBox, collideBirdWorld, collideBirdBlocks, collideBirdEnemies, REST_VEL_CLAMP, resolveBoxPair MATERIALS, WORLD, damageBlock, damageEnemy
topple toppleBlocks, blockSupportSpan, beginTopple, integrateTopple, landTopple, topplePathDamage, settleBack, supportStillAlive WORLD, GRAVITY, MATERIALS, REST_SPEED, damageBlock, damageEnemy, ENEMY_TYPES
rules checkEndStates, birdsRemaining, starsFor —
camera updatePopups, updateCameraTarget, decayCamera WORLD, VIEW

levels submodules (shared scope L)

Submodule Installs (into L) Consumes from L
helpers wood, ice, stone, mogg, grum, king, SLING —
data/level-N one level object each (returns it) wood/ice/stone/mogg/grum/king, SLING

Physics notes (S-3/S-4/S-5, RC-375D84 — landed 2026-09-29)

  • topple (S-3): blocks carry a rotational DOF (ang, angVel, pivoting). A resting block whose COM is past its support span pivots about the support-edge corner (full continuous rotation, Q1) and either lands on the ground (impact damage via topplePathDamage) or, if the pivot is too high to reach the ground, swings back and settles flat (settleBack, anti-livelock).
  • collision (S-4): crush is velocity-direction-aware (boxAlong > 30 — falling boxes crush enemies from above or the side), per-enemy crush cooldown (0.12 s, one landing = one crush), and stacked block contact is mass-weighted so heavy blocks drive light planks (chain-crush).
  • step (S-5): a settled bird with another bird in play becomes landed (a live body under real gravity, no lifetime timer) and is integrated with the blocks; the last bird still spends (win/lose unchanged). rules must not declare lost while a landed bird is in the world.
  • state (S-3/S-5): block records carry ang/angVel/pivoting; bird records gain the landed state (queued | aiming | flying | landed | spent).

Invariants (see architecture.md)

  • ISLE_CORE and ISLE_LEVELS public API surfaces are key-for-key stable.
  • Deterministic core: createGame + step are DOM-free and headless-safe.
  • Fixed timestep 1/120 s. Game is fully offline; no new runtime deps.