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>
21 lines
1.1 KiB
JavaScript
21 lines
1.1 KiB
JavaScript
/* ISLE SLINGERS -- levels/helpers/index.js (submodule: helpers)
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* RC-375D84 S-2: block/enemy constructor helpers + SLING anchor, split from
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* the original js/levels.js. Installs into the shared levels scope `L`;
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* js/levels/index.js loads it first, then the level-N data submodules.
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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_LEVEL_PARTS = root.ISLE_LEVEL_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 (L) {
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L.wood = function (x, y, w, h) { return { x: x, y: y, w: w, h: h, mat: 'wood' }; };
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L.ice = function (x, y, w, h) { return { x: x, y: y, w: w, h: h, mat: 'ice' }; };
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L.stone = function (x, y, w, h) { return { x: x, y: y, w: w, h: h, mat: 'stone' }; };
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L.mogg = function (x, y) { return { x: x, y: y, kind: 'mogg' }; };
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L.grum = function (x, y) { return { x: x, y: y, kind: 'grum' }; };
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L.king = function (x, y) { return { x: x, y: y, kind: 'king' }; };
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L.SLING = { x: 260, y: 745 };
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};
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});
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