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>
44 lines
1.7 KiB
JavaScript
44 lines
1.7 KiB
JavaScript
/* ISLE SLINGERS -- levels/index.js (module: levels -- aggregator / public API)
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* RC-375D84 S-2 modularization. The original js/levels.js monolith is now:
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* levels/helpers/ - block/enemy constructors + SLING anchor (shared scope L)
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* levels/data/level-N.js - one level definition each (uses the shared scope)
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* This aggregator loads the parts in order, builds the LEVELS array, and
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* exposes the byte-identical public API: { LEVELS, SLING }.
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*
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* Load contract:
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* browser - levels/helpers/index.js first, then data/level-1..5.js, then this file
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* (parts arrive on globalThis.ISLE_LEVEL_PARTS in <script> order);
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* node - this file requires the parts itself, in the same order.
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*/
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(function (root, factory) {
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var api = factory();
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if (typeof module !== 'undefined' && module.exports) module.exports = api;
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else root.ISLE_LEVELS = api;
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})(typeof globalThis !== 'undefined' ? globalThis : this, function () {
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'use strict';
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var L = {}; // the single shared levels scope
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var parts;
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if (typeof module !== 'undefined' && module.exports) {
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parts = [
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require('./helpers/index.js'),
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require('./data/level-1.js'),
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require('./data/level-2.js'),
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require('./data/level-3.js'),
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require('./data/level-4.js'),
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require('./data/level-5.js')
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];
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} else {
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parts = (typeof globalThis !== 'undefined' && globalThis.ISLE_LEVEL_PARTS) || [];
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}
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var LEVELS = [];
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for (var i = 0; i < parts.length; i++) {
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var part = parts[i](L);
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if (part && part.id) LEVELS.push(part); // level data parts carry an `id`
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}
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if (!LEVELS.length) throw new Error('ISLE_LEVELS: no level parts loaded before the aggregator');
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return { LEVELS: LEVELS, SLING: L.SLING };
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});
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