Removes internal process references so the repo is presentable to an outside audience: dropped the internal build-retrospective doc (process log with internal terms, not useful to an outside reader), and reworded remaining internal references in code comments and module docs (agents.md cards, architecture.md, MODULES.md, index.html, package.json) to generic descriptions of what changed and when, with no behavior change -- full 47/47 suite re-run green after the scrub, every edit verified comment/doc-only via diff. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
85 lines
3.1 KiB
JavaScript
85 lines
3.1 KiB
JavaScript
/* ISLE SLINGERS -- physics/state/index.js (submodule: state)
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* Modularization pass (behavior-neutral split of the original
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* js/core.js monolith). Installs its units into ONE shared physics scope `P`
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* that every physics submodule sees -- the same single-scope semantics the
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* monolith had. Must load before js/physics/index.js (the aggregator that
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* attaches the public ISLE_CORE API). Surface installed: createGame, makeBird, activeBird.
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*/
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(function (root, factory) {
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var part = factory();
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if (typeof module !== 'undefined' && module.exports) module.exports = part;
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else (root.ISLE_PHYSICS_PARTS = root.ISLE_PHYSICS_PARTS || []).push(part);
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})(typeof globalThis !== 'undefined' ? globalThis : this, function () {
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'use strict';
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return function (P) {
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P.createGame = function(levelDef) {
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var g = {
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level: levelDef,
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world: { w: P.WORLD.w, ground: P.WORLD.ground },
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time: 0,
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score: 0,
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birds: [],
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blocks: [],
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enemies: [],
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events: [], // visual/audio events for the renderer
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scorePopups: [], // {x,y,text,age}
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hadEnemies: levelDef.enemies.length > 0,
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camera: { x: levelDef.sling.x + 260, y: 560, zoom: 1, shake: 0, snap: true },
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status: 'ready', // ready | flying | won | lost
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activeBird: -1,
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launched: 0,
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wonAt: null,
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lostAt: null,
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stats: { impacts: 0, destroyedBlocks: 0, destroyedEnemies: 0, abilityUses: 0, distance: 0 }
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};
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g.blocks = levelDef.blocks.map(function (b, i) {
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var m = P.MATERIALS[b.mat];
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return {
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id: i, x: b.x, y: b.y, w: b.w, h: b.h, mat: b.mat,
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hp: m.hp, maxHp: m.hp,
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vx: 0, vy: 0, rest: 1,
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// S-3 rotational degree of freedom (topple). ang/angVel stay 0 for
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// every supported stack, so pre-S-3 motion is preserved exactly.
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ang: 0, angVel: 0, pivoting: false,
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mass: m.density * b.w * b.h / 1400
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};
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});
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g.enemies = levelDef.enemies.map(function (e, i) {
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var t = P.ENEMY_TYPES[e.kind];
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// level data y is the CENTER (the level-integrity test treats it the
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// same way); spawning at e.y - r made every enemy drop 24-38px on
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// load — a visible "objects moving on their own" wobble at start
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return {
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id: i, kind: e.kind, x: e.x, y: e.y, r: t.r,
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hp: t.hp, maxHp: t.hp, vx: 0, vy: 0, rest: 1, dead: false, deathAge: 0
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};
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});
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var i;
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for (i = 0; i < levelDef.birds.length; i++) {
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g.birds.push(P.makeBird(levelDef.birds[i], i));
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}
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g.activeBird = g.birds.length ? 0 : -1;
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if (g.activeBird >= 0) {
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var fb = g.birds[0];
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fb.state = 'aiming';
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fb.x = levelDef.sling.x;
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fb.y = levelDef.sling.y;
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}
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return g;
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}
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P.makeBird = function(kind, idx) {
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var t = P.BIRD_TYPES[kind];
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return {
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id: idx, kind: kind, r: t.r, mass: t.mass,
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x: 0, y: 0, vx: 0, vy: 0,
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state: 'queued', // queued | aiming | flying | spent
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abilityUsed: false,
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settleTimer: 0, age: 0,
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launchT: 0
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};
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}
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P.activeBird = function(g) { return g.activeBird >= 0 ? g.birds[g.activeBird] : null; }
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};
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});
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