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>
18 lines
1.1 KiB
Markdown
18 lines
1.1 KiB
Markdown
# js/physics/state/ — agents.md
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RC-375D84 S-2. Module map: `MODULES.md`; runtime model: `architecture.md`.
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Installs into `P`: createGame, makeBird, activeBird.
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- `createGame(levelDef)` is the ONLY constructor of a gameplay state object.
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Its shape (keys `level, world, time, score, birds, blocks, enemies, events,
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scorePopups, hadEnemies, camera, status, activeBird, launched, wonAt, lostAt,
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stats`) is consumed by render, app and every test — extending is OK, silently
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dropping a key is not.
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- Block/enemy/bird records are plain objects. S-3/S-5 (RC-375D84, landed)
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extended them additively: blocks carry `ang`, `angVel`, `pivoting`
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(topple DOF) and birds gain the `landed` state (a live body under gravity
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while another bird is in play; see step/topple). Keep further extensions
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additive and keep `createGame` the single place where initial state is minted.
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- `activeBird(g)` is the canonical "whose turn is it" query — input, camera and
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rules all go through it; do not re-derive it elsewhere.
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- Consumes: WORLD, MATERIALS, BIRD_TYPES, ENEMY_TYPES (constants) + makeBird.
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