Isle-Slingers/MODULES.md
Relay dff5dd5b30 Clean release scrub: remove internal fleet references
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>
2026-09-29 14:36:52 +00:00

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# Isle Slingers — MODULES.md (master module list)
the modularization pass. Folders = modules, subfolders = submodules. Every module and
submodule carries an `agents.md` describing its surface and invariants.
Load contract (order is load-bearing) is in `architecture.md` and encoded in
`index.html` + `test/page.test.mjs`.
| # | Module | Submodules | Public global | Role |
|---|--------|-----------|---------------|------|
| 1 | `js/physics/` | constants, state, aim, abilities, damage, step, collision, topple, rules, camera | `ISLE_CORE` (via `js/physics/index.js`) | Deterministic DOM-free physics engine (shared scope `P`) |
| 2 | `js/levels/` | helpers, data (level-1..5) | `ISLE_LEVELS` `{LEVELS, SLING}` (via `js/levels/index.js`) | Level geometry + enemy/bird layouts (shared scope `L`) |
| 3 | `js/audio/` | — (single file) | `ISLE_AUDIO` `{AudioEngine}` | Synthesized WebAudio SFX (no assets) |
| 4 | `js/render/` | — (single file) | `ISLE_RENDERER` `{Renderer, VIEW_W, VIEW_H}` | Canvas drawing of the state object |
| 5 | `js/app/` | — (single file) | page state on `window` | Input, screens/HUD, fixed-timestep main loop |
## physics submodules (shared scope `P`)
| Submodule | Installs (into `P`) | Consumes from `P` |
|-----------|--------------------|--------------------|
| constants | WORLD, VIEW, MATERIALS, BIRD_TYPES, ENEMY_TYPES, GRAVITY, LAUNCH_POWER, MAX_PULL, MIN_PULL, AIR_DRAG, BIRD_BOUNCE, BIRD_GROUND_FRICTION, REST_SPEED, SETTLE_TIME, BIRD_MAX_AGE, ABILITY_CD, BIRD_BONUS | — |
| state | createGame, makeBird, activeBird | WORLD, MATERIALS, BIRD_TYPES, ENEMY_TYPES, makeBird |
| aim | aimVector, trajectory | LAUNCH_POWER, GRAVITY, AIR_DRAG, BIRD_BOUNCE, WORLD, BIRD_GROUND_FRICTION |
| abilities | launch, triggerAbility | activeBird, aimVector, MATERIALS, BIRD_TYPES |
| damage | damageBlock, damageEnemy | MATERIALS, ENEMY_TYPES |
| step | step, stepPhysics, spendBird | (nearly all — the physics hub) |
| collision | crushCircleVsBox, collideBirdWorld, collideBirdBlocks, collideBirdEnemies, REST_VEL_CLAMP, resolveBoxPair | MATERIALS, WORLD, damageBlock, damageEnemy |
| topple | toppleBlocks, blockSupportSpan, beginTopple, integrateTopple, landTopple, topplePathDamage, settleBack, supportStillAlive | WORLD, GRAVITY, MATERIALS, REST_SPEED, damageBlock, damageEnemy, ENEMY_TYPES |
| rules | checkEndStates, birdsRemaining, starsFor | — |
| camera | updatePopups, updateCameraTarget, decayCamera | WORLD, VIEW |
## levels submodules (shared scope `L`)
| Submodule | Installs (into `L`) | Consumes from `L` |
|-----------|--------------------|--------------------|
| helpers | wood, ice, stone, mogg, grum, king, SLING | — |
| data/level-N | one level object each (returns it) | wood/ice/stone/mogg/grum/king, SLING |
## Physics notes (S-3/S-4/S-5, the physics + modularization update — landed 2026-09-29)
- **topple** (S-3): blocks carry a rotational DOF (`ang`, `angVel`, `pivoting`).
A resting block whose COM is past its support span pivots about the
support-edge corner (full continuous rotation, Q1) and either lands on the
ground (impact damage via `topplePathDamage`) or, if the pivot is too high to
reach the ground, swings back and settles flat (`settleBack`, anti-livelock).
- **collision** (S-4): crush is velocity-direction-aware (`boxAlong > 30` —
falling boxes crush enemies from above or the side), per-enemy crush cooldown
(0.12 s, one landing = one crush), and stacked block contact is mass-weighted
so heavy blocks drive light planks (chain-crush).
- **step** (S-5): a settled bird with another bird in play becomes `landed`
(a live body under real gravity, no lifetime timer) and is integrated with
the blocks; the last bird still spends (win/lose unchanged). `rules` must not
declare `lost` while a landed bird is in the world.
- **state** (S-3/S-5): block records carry `ang`/`angVel`/`pivoting`; bird
records gain the `landed` state (queued | aiming | flying | landed | spent).
## Invariants (see architecture.md)
- `ISLE_CORE` and `ISLE_LEVELS` public API surfaces are key-for-key stable.
- Deterministic core: `createGame` + `step` are DOM-free and headless-safe.
- Fixed timestep 1/120 s. Game is fully offline; no new runtime deps.