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>
940 B
940 B
js/app/ — agents.md
RC-375D84 S-2. Module map: MODULES.md; runtime model: architecture.md.
Self-contained module — the page. Owns DOM, input, screens and the main loop.
- Reads
window.ISLE_CORE,ISLE_LEVELS,ISLE_RENDERER,ISLE_AUDIO; writeswindow.ISLE_PAGE = { getState }for tests. - Fixed-timestep loop: rAF accumulator at 1/120 s feeding
ISLE_CORE.step;pumpFramesin the page test drives it. - Pointer model: mousedown near the sling arms aim, mousemove drags, mouseup
calls
ISLE_CORE.launchwithaimVector(...); tap mid-flight =triggerAbility. The direction test (bug #15) asserts pulling back launches TOWARD the fort. - Screens: start / level-select / pause / win / lose; HUD (level, birds, score, pause, mute). Level select unlocks by localStorage progress.
- Keep DOM touches in this file only — physics/levels/audio/render must stay DOM-free so the headless suites keep working.