Isle-Slingers/js/audio/agents.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

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# js/audio/ — agents.md
RC-375D84 S-2. Module map: `MODULES.md`; runtime model: `architecture.md`.
Self-contained module. Exports `ISLE_AUDIO = { AudioEngine }`.
- `new AudioEngine()` + `.init()` + `.resume()` + `.setMuted(m)` + `.play(ev)`
where `ev` is an item from `state.events` ({type, strength, mat, ...}).
- All sound is synthesized (oscillators + noise buffers); no assets, offline.
Must degrade silently when `AudioContext` is undefined (the DOM-stub test
asserts boot with `AudioContext: undefined`).
- Event names are a contract with physics/damage + step ('launch','hit',
'break','crack','pop','crush','bird_ground','ability_*','bird_gone',
'level_won','level_lost','star','ui'). Adding an event type means adding its
synth branch here (unknown types no-op — that is intentional).