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