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>
10 lines
576 B
Markdown
10 lines
576 B
Markdown
# js/levels/helpers/ — agents.md
|
|
RC-375D84 S-2. Module map: `MODULES.md`; runtime model: `architecture.md`.
|
|
|
|
Installs into `L`: wood, ice, stone (block factories, return center-based
|
|
records), mogg, grum, king (enemy factories) and the SLING anchor {x:260,y:745}.
|
|
|
|
- Must load before every `data/level-N.js`. Leaf submodule — consumes nothing.
|
|
- Material names here ('wood','ice','stone') and enemy kinds ('mogg','grum',
|
|
'king') are the string contract against constants.MATERIALS / ENEMY_TYPES.
|
|
Renaming a kind is a cross-module change (levels + constants + render).
|