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>
23 lines
1.4 KiB
Markdown
23 lines
1.4 KiB
Markdown
# js/physics/ — agents.md
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RC-375D84 S-2. Module map: `MODULES.md`; runtime model: `architecture.md`.
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The physics **module** (aggregator). Deterministic, DOM-free.
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- `index.js` is the ONLY public face: it builds the shared scope `P`, runs every
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submodule installer against it, and exports `ISLE_CORE` (20-key API, see the
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return literal — keep it key-for-key stable; adding a key is fine, renaming or
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dropping one is not).
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- Submodules must load BEFORE this file in the browser (index.html order); under
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Node this file requires them in dependency order. Do not add a submodule
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without registering it in BOTH the index.html script list and this file's
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`require` list.
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- The core is the simulation's single source of truth: `step(state, dt)` is the
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only thing that mutates gameplay state. Everything else is either setup
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(`createGame`), input translation (`launch`), or read-only queries
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(`activeBird`, `trajectory`, `aimVector`, `starsFor`, `birdsRemaining`).
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- Invariants: fixed-timestep consumer (tests run 1/120 s); no `Math.random()`
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in gameplay paths (determinism is a test arm); no DOM access.
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- New physics behavior lands in the owning submodule, NOT here. RC-375D84
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S-3..S-5 (landed 2026-09-29): topple/ owns board tip-over (Q1 full continuous
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rotation), collision/ owns velocity-aware crush + mass-weighted stacks (S-4),
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step/ owns the landed-bird state and its integration (S-5).
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