remove Angry Birds game; enhance Goo Tower visuals

Remove the entire Angry Birds implementation including physics solver,
game logic, Phaser scene, level data, verification tool, and registry
wiring. Also delete the build-plan documentation.

Meanwhile, upgrade Goo Tower rendering: spikes now have faceted steel
teeth with dynamic lighting, rust speckling, and twinkling glints;
lava features layered heat gradients, animated flow streaks, and
rising bubbles. Update gootower levels 6-7 and zuma level 6.
This commit is contained in:
Brian Fertig 2026-07-31 16:29:49 -06:00
parent 78c61c1cd5
commit 94e2152918
21 changed files with 847 additions and 3963 deletions

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@ -1,31 +0,0 @@
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{
"version": 1,
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"blurb": "They took the eggs. Get them back.",
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"to": 6
}
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{
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"name": "Powder Keg",
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"file": "level-006.json"
}
]
}

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@ -1,159 +0,0 @@
# Angry Birds — build plan
Living plan doc. Survives context clears: **read this file first**, pick the next unchecked item, update the checkboxes and the Status line as work lands.
## Status
**Waves 0 and 1 complete 2026-07-30. Playable end to end, never browser-tested.** `node tools/verifyAngryBirds.js`**114 checks green**.
The solver holds: a 10-box tower settles in 0.68s, sleeps, drifts <1px sideways and tilts 0.35°; a 15-box pyramid settles too; a 6-second 41-body shot runs in 254ms headless. The rules layer is in: 3 materials + TNT, health-model damage with crack stages, all 8 birds, scoring/stars/win/lose, and a 6-level starter bank that a greedy aim sweep clears.
Registered and wired (slug `angrybirds`, iconFrame **92**) — it appears under **Video Games** and is reachable from the menu.
Next: Wave 2 is largely done inside Wave 1 (all 8 birds and TNT landed early). The real remaining work is **Wave 3** (editor + generator + `AngryBirdsAuto`), **Wave 4** (grow 6 levels → 63), and **Wave 5** (artwork JSON, tutorial, icon art).
## Decisions taken up front
| Question | Answer |
|---|---|
| Slug / category / iconFrame | `angrybirds` / `arcade-console-pc` ("Video Games") / **92** (next free after Excitebike's 91) |
| Physics | **Bespoke deterministic rigid-body solver.** Matter.js ships inside the CDN Phaser build and would work in-browser, but it is not importable in bare Node and not reproducible — that forfeits the verifier, the generator's measured star thresholds, and the editor's winnability gate. |
| Visual treatment | **No CRT overlay, no scanlines, no pixel font.** It's a 2009 touch game, not an arcade cabinet. Clean cartoon look, app's normal fonts. |
| Campaign scale | **63 levels, 3 episodes of 21** — Poached Eggs / Mighty Hoax / Danger Above. |
| Art | Procedural, with a `data/angrybirds-artwork.json` drop-in hook so real sprites can replace the fallbacks later with no code change. Procedural fallbacks must always work standalone. |
| Bird roster | All 8 — Red, Chuck, Blue, Bomb, Matilda, Terence, Hal, Bubbles. |
| Modes | Single-player campaign only. `maxOpponents: 0`, so it skips `OpponentSelect` entirely. |
## Files
| File | Role | State |
|---|---|---|
| `src/games/angrybirds/AngryBirdsPhysics.js` | Rigid-body solver. Zero imports. | ✅ Wave 0 |
| `src/games/angrybirds/AngryBirdsLogic.js` | Materials, damage, birds, scoring, `stepSim`. Only imports Physics. | ✅ Wave 1 |
| `src/games/angrybirds/AngryBirdsGame.js` | Phaser scene, key `AngryBirdsGame`. | ✅ Wave 1 |
| `src/games/angrybirds/AngryBirdsArt.js` | Procedural textures + artwork-JSON resolution. | ⬜ Wave 5 |
| `src/games/angrybirds/AngryBirdsEditor.js` | Level editor, key `AngryBirdsEditor`. | ⬜ Wave 3 |
| `src/games/angrybirds/AngryBirdsAuto.js` | Reference bot / winnability gate. In `src/` so the editor button and the verifier run the same gate. | ⬜ Wave 3 |
| `src/games/angrybirds/tutorial.md` | Tutorial copy. | ⬜ Wave 5 |
| `tools/genAngryBirds.js` | Level-bank generator; **measures** star thresholds. | ⬜ Wave 3 |
| `tools/verifyAngryBirds.js` | Node harness. | ✅ 114 checks |
| `assets/gamedata/angrybirds/` | `levels.json` manifest + level files. | 🔨 6 of 63 |
| `data/angrybirds-artwork.json` | Drop-in sprite map. | ⬜ Wave 5 |
Wiring touchpoints: `src/data/gamesRegistry.js`, `src/main.js` (import + scene array, both scenes), `src/scenes/GameRoomScene.js:26` (`slugDispatch`), `src/data/assetManifest.js`, `src/scenes/PreloadScene.js` (manifest JSON + `?angrybirds-editor=1` entrance).
---
## Wave 0 — the rigid-body solver — ✅ DONE 2026-07-30
- [x] Convex polygon + circle bodies, mass/inertia derived from geometry
- [x] Uniform-grid AABB broadphase
- [x] SAT narrowphase with reference-face clipping → 2-point manifolds
- [x] Sequential-impulse solver with warm starting
- [x] Coulomb friction clamped against the accumulated normal impulse
- [x] **Split-impulse** position correction with penetration slop (not plain Baumgarte — see finding 1)
- [x] Island-based sleeping
- [x] `cloneWorld` / `hashWorld` for determinism tests
- [x] Verifier green — all four gate conditions pass
### The gate — all four passed
1. ✅ 10-box tower settles in 0.68s, every body asleep, drift 0.00px, tilt 6.1e-3 rad. A 15-box pyramid also settles.
2. ✅ Box on a 15° slope with µ=0.9 does not creep; a µ=0.2 box on 40° does slide.
3. ✅ Bit-identical replay; 1/60 frame == 4 substeps exactly; ragged frame pacing matches even pacing.
4. ✅ 12 monkey seeds × 900 substeps: no NaN, no overspeed, nothing sinks.
### Wave 0 findings
1. **Plain Baumgarte is not good enough for a 10-high stack, and the failure looks like a bug when it isn't.** Feeding position error back as bias velocity makes a contact behave like a stiff spring, so penetration is proportional to load — the bottom contact of a 10-box tower carries 9 boxes and sinks ~9× deeper than the top one. Measured sag was 12.85px. Switching to **split impulse** (a separate pseudo-velocity accumulator, added into the position integration then discarded) removes a fixed fraction of the excess per substep *regardless of load*, and never leaks the correction back as bounce energy. Sag dropped to 0.46px per contact, which is exactly `SLOP` — i.e. the remaining sag is the slop band we deliberately allow, not solver error. **Do not "simplify" this back to a single bias term.**
2. **Total stack sag is bounded by `SLOP × contactCount`, by design.** The verifier asserts against that budget rather than a flat pixel value. Shrinking `SLOP` tightens stacks but reintroduces resting-contact jitter — 0.5px on a 40px block is the sweet spot.
3. **Warm starting must key on a stable feature id, not array position.** Contact points are matched across substeps by `(refFace << 8) | incidentVert`, with a flip bit. Matching by index scrambles impulses the moment the clip order changes and the stack sags visibly.
4. **The reference-face choice needs hysteresis.** Preferring A unless B is deeper by a relative margin (`0.1 × |sepA| + 0.01`) keeps the choice stable frame to frame, which is what keeps feature ids — and therefore warm starting — stable for a resting contact.
5. **Sequential impulses are Gauss-Seidel, so solve order genuinely changes the answer.** Bit-identical results across different body *creation* orders are not achievable and were never the goal; the verifier asserts the dependence stays sub-pixel (measured 0.4px). What must be exact — and is — is that a *given* scene replays identically.
6. **Island sleeping, not per-body sleeping.** Union-find over contacts; an island sleeps only when its slowest member has been slow for `SLEEP_TIME`. Per-body sleeping freezes half a tower while the rest still moves. Sleeping is also how the rules layer knows a shot is over, so it is not just an optimization.
7. **Anti-tunnelling is a design constraint, not a runtime check.** `MAX_SPEED × SUBSTEP_DT < MIN_HALF_EXTENT` (10px < 12px) is asserted by the verifier, which is what forced `SUBSTEP_DT` to 1/240 and `MAX_SPEED` to 2400. No block may be thinner than 24px.
8. **String keys dominated the profile.** Numeric composite keys for the grid and contact maps, plus building the contact list in already-sorted pair order instead of re-sorting it four times per substep, took a 6-second shot from 368ms to 254ms with bit-identical output.
9. **Contacts cache direct body references, so `cloneWorld` must rewire them.** A shallow spread leaves the clone's contacts pointing at the original's bodies — the clone then drives the world it was supposed to leave alone. The winnability bot and shot preview both depend on this; the verifier now asserts it explicitly.
### Baselines
```
node tools/verifyAngryBirds.js -> 114 checks green
node tools/verifyAngryBirds.js --seeds=40 -> slower monkey soak, still green
```
---
## Wave 1 — playable core — ✅ DONE 2026-07-30
- [x] Materials: wood / stone / ice with distinct density, friction, restitution, hp, damage threshold
- [x] Damage as a **health model** — impact above threshold subtracts hp; 2/3 and 1/3 crossings emit crack stages
- [x] Pigs take damage from debris, not just direct hits
- [x] Slingshot: drag, clamp to max draw, release
- [x] Win/lose evaluated only once the world is settled or `MAX_SHOT_TIME` expires
- [x] `stepSim(state, dt) → events[]` contract
- [x] Phaser scene with sim-space→screen-space mapping
- [x] Trajectory memory (dotted trail of previous shots)
- [x] Level select, progress persistence, win/lose panel
- [x] 6-level starter bank, all stable and sweep-clearable
- [ ] Camera pan/zoom — deliberately deferred, see finding 4
### Wave 1 findings
1. **The damage signal must be approach velocity, not the solver's accumulated normal impulse — and this one is a trap.** The accumulated impulse includes the static load a contact carries, which grows with stack height. Measured: the base contact of a 10-block stone tower sits at **3.4e5**, which is *above* the threshold that should shatter wood (1.5e5) and level with stone's (3.2e5). Wiring damage to it makes tall towers quietly crush themselves while nothing is happening — and it looks like a level-design bug, not a physics one. `Physics.prestep` now also publishes `contact.impactImpulse` = the momentum needed to stop the approach, which is zero at rest by construction. Resting dropped to **2.4e4**, real hits run 1.9e5 (feeble) to 2.7e6 (full draw). `verifyAngryBirds.js` pins both ends.
2. **Calibrate thresholds by measuring, never by guessing.** The whole material table was set from a one-off script that fired birds at 400/800/1200/1600/2000 px/s and printed peak impact impulses. Re-run it after any change to density, gravity or `SUBSTEP_DT` — all three move the impulse scale.
3. **Levels must be authored already at rest.** `createState` drops blocks exactly where the file says; if the author's structure was mid-collapse when exported, the player sees a different level. The verifier asserts every level stands unaided for 4s with zero self-damage. Wave 3's editor gets a **Settle** button for this.
4. **No camera pan/zoom yet, on purpose.** The scene maps the 2400×1080 logical level to the canvas through fixed `sx()`/`sy()` helpers at scale 0.78 (the PeggleGame idiom) rather than zooming the camera, which keeps HUD text in plain screen coordinates. The whole level is visible at once. A follow-camera is the more faithful feel but is pure presentation and cannot be validated headlessly — it belongs in Wave 5 alongside a real browser pass.
5. **Bubbles has to be rebuilt, not resized.** The solver derives mass and inertia at creation and assumes they never change, so inflating means swapping in a new, larger, lower-density body and transferring velocity. Mutating `radius` in place would leave mass properties describing the old bird.
6. **Spent birds are removed when a shot resolves.** Left in, a dead bird props structures up forever and the next shot plays against a level the author never built.
---
## Wave 2 — the full roster, TNT, scoring — ✅ DONE 2026-07-30 (landed inside Wave 1)
- [x] 8 birds, abilities fire on tap mid-flight, one use per shot
- [x] TNT blocks detonate when damaged (removed before detonating, so they can't recurse into themselves)
- [x] Scoring: 5,000/pig + material destruction points + 10,000 per unused bird
---
## Wave 3 — editor and generator — ⬜
- [ ] `?angrybirds-editor=1` entrance, authoring in play coordinates
- [ ] **Settle** button so levels export already at rest
- [ ] **Test Winnable** button running the same gate as the verifier
- [ ] `AngryBirdsAuto` beam search over (angle, power, ability timing)
- [ ] Blob export of `level-NNN.json` + regenerated `levels.json`
Gate is **one-directional**: if the bot wins, a human can. A bot failure is *not* proof a level is impossible.
---
## Wave 4 — the 63-level campaign — ⬜
- [ ] Poached Eggs (1-21) — wood then stone; Red, Chuck, Blue
- [ ] Mighty Hoax (22-42) — ice, TNT, taller structures; adds Bomb, Matilda
- [ ] Danger Above (43-63) — mixed materials, elevated structures; adds Terence, Hal, Bubbles
Every level needs a **load-bearing** support whose removal collapses the structure. That, not bird variety, is what makes a shot feel clever.
---
## Wave 5 — art, audio, progress, polish — ⬜
- [ ] Procedural art + artwork-JSON drop-in
- [ ] Progress via `/puzzles/angrybirds/{progress,complete}`, per-level best/stars in `ab-best-N` / `ab-stars-N`
- [ ] Match history — use `{ slug, score, opponentScores, result }`. ⚠️ Goo Tower gets this **wrong** (`GooTowerGame.js:879-881`); copy `RushHourGame.js:513-516` instead.
- [ ] `tutorial.md` + `hasTutorial: true`
- [ ] Paint `game-icons.png` frame 92 (row 6, col 2 → 44×44 at x=88, y=264)
---
## How difficulty is decided
`TUNING` in `AngryBirdsLogic.js` owns damage thresholds and material hp — tune there, not in level files. Star thresholds are **measured** by `tools/genAngryBirds.js` from the bot's achieved score, never hand-authored (same discipline as Excitebike's `qualifyMs`).
## Sources for original-game behaviour
- Rovio *Angry Birds* (2009) — material behaviour, bird abilities, 5,000/pig and 10,000/unused-bird scoring.
- Episode structure: Poached Eggs, Mighty Hoax, Danger Above — 21 levels each.

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@ -71,11 +71,6 @@ export const MANIFEST = {
excitebike: [
(scene) => musicFrom(scene, 'nintendo-music'),
],
// Angry Birds draws every block, pig and bird procedurally (see the MAT_COLORS
// and BIRD_COLORS tables in AngryBirdsGame.js), so there is nothing to fetch
// yet. Wave 5 adds data/angrybirds-artwork.json here as a drop-in sprite map.
angrybirds: [],
forbiddenisland: [
// Tiles: 2 cols (dry, flooded) × 24 rows. Row i → dry frame 2i, flooded
// frame 2i+1 (see IslandData.TILE_FRAME_ROW).

View File

@ -119,4 +119,3 @@ registerGame({ slug: 'totalannihilation', name: 'Total Annihilation', category:
registerGame({ slug: 'bloxorz', name: 'Bloxorz', category: 'logic', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, hasTutorial: true, iconFrame: 89 });
registerGame({ slug: 'gootower', name: 'Goo Tower', category: 'logic', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, hasTutorial: true, iconFrame: 90 });
registerGame({ slug: 'excitebike', name: 'Excitebike', category: 'arcade-console-pc', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 91 });
registerGame({ slug: 'angrybirds', name: 'Angry Birds', category: 'arcade-console-pc', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 92 });

View File

@ -1,599 +0,0 @@
import * as Phaser from 'phaser';
import { GAME_HEIGHT, GAME_WIDTH } from '../../config.js';
import { Button } from '../../ui/Button.js';
import { Tooltip } from '../../ui/Tooltip.js';
import { SFX, playSound } from '../../ui/Sounds.js';
import { api } from '../../services/api.js';
import {
TUNING, MATERIALS, BIRDS,
createState, stepSim, launch, useAbility, clampDraw, slingAnchor,
currentBird, birdsRemaining, starsFor,
} from './AngryBirdsLogic.js';
// Logical level space is 2400x1080; the canvas is 1920x1080. Everything is
// drawn through sx()/sy() at a fixed scale rather than by zooming the camera,
// exactly as PeggleGame maps its 1200x900 board — that keeps HUD text in plain
// screen coordinates instead of fighting camera zoom. Sim space is never
// screen space.
const SCALE = 0.78;
const OFF_X = 24;
const OFF_Y = 158;
const GAMEDATA = 'assets/gamedata/angrybirds';
const SIM_STEP = 1 / 60;
const MAT_COLORS = {
wood: { fill: 0xc8873c, line: 0x8b5a22 },
stone: { fill: 0x9ba3a8, line: 0x656d72 },
ice: { fill: 0x9bd8f0, line: 0x59a6cc },
tnt: { fill: 0xd03a2a, line: 0x8c1d12 },
};
const BIRD_COLORS = {
red: 0xd6332b, chuck: 0xf5c518, blue: 0x35a7dd, bomb: 0x3b3b42,
matilda: 0xf2f0e6, terence: 0x8f2b23, hal: 0x4aa64a, bubbles: 0xf07f22,
};
export default class AngryBirdsGame extends Phaser.Scene {
constructor() { super('AngryBirdsGame'); }
init(data) {
this.gameDef = data?.game ?? { slug: 'angrybirds', name: 'Angry Birds' };
this.testLevel = data?.testLevel ?? null;
this.returnToEditor = !!data?.returnToEditor;
this.state = null;
this.manifest = null;
this.levelCache = new Map();
this.levelsCompleted = 0;
this.canPersist = true;
this.accum = 0;
}
sx(x) { return x * SCALE + OFF_X; }
sy(y) { return y * SCALE + OFF_Y; }
wx(x) { return (x - OFF_X) / SCALE; }
wy(y) { return (y - OFF_Y) / SCALE; }
async create() {
this.cameras.main.setBackgroundColor('#7ec8e8');
if (this.testLevel) {
this.startLevel(this.testLevel);
return;
}
const cached = this.cache.json.get('angrybirds-levels');
this.manifest = cached ?? await fetch(`${GAMEDATA}/levels.json`).then((r) => r.json()).catch(() => null);
try {
const res = await api.get('/puzzles/angrybirds/progress');
this.levelsCompleted = res?.levelsCompleted ?? 0;
} catch (_) {
// Offline or unavailable — play in-session without persisting.
this.canPersist = false;
this.levelsCompleted = 0;
}
this.showSelect();
}
// ── Level select ──────────────────────────────────────────────────────────
clearScreen() {
if (this.tooltip) { this.tooltip.destroy?.(); this.tooltip = null; }
this.children.removeAll();
this.input.removeAllListeners();
}
showSelect() {
this.clearScreen();
this.state = null;
this.screen = 'select';
this.add.rectangle(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, 0x7ec8e8);
this.drawHills(this.add.graphics());
this.add.text(GAME_WIDTH / 2, 70, 'ANGRY BIRDS', {
fontFamily: '"Righteous", sans-serif', fontSize: '58px', color: '#ffffff',
stroke: '#1d2a33', strokeThickness: 8,
}).setOrigin(0.5);
if (!this.manifest) {
this.add.text(GAME_WIDTH / 2, GAME_HEIGHT / 2, 'Could not load levels.', {
fontFamily: 'sans-serif', fontSize: '28px', color: '#ffffff',
}).setOrigin(0.5);
new Button(this, 120, GAME_HEIGHT - 60, 'Back', () => this.scene.start('GameMenu'), { width: 160 });
return;
}
this.tooltip = new Tooltip(this);
for (const ep of this.manifest.episodes ?? []) {
this.add.text(GAME_WIDTH / 2, 150, ep.name, {
fontFamily: '"Righteous", sans-serif', fontSize: '34px', color: '#ffe9a8',
stroke: '#1d2a33', strokeThickness: 5,
}).setOrigin(0.5);
this.add.text(GAME_WIDTH / 2, 190, ep.blurb ?? '', {
fontFamily: 'sans-serif', fontSize: '20px', color: '#ffffff',
}).setOrigin(0.5);
}
const levels = this.manifest.levels ?? [];
const COLS = 6;
const TW = 190;
const TH = 150;
const startX = GAME_WIDTH / 2 - ((Math.min(COLS, levels.length) - 1) * (TW + 20)) / 2;
levels.forEach((m, i) => {
const col = i % COLS;
const row = Math.floor(i / COLS);
const x = startX + col * (TW + 20);
const y = 320 + row * (TH + 24);
const unlocked = m.level <= this.levelsCompleted + 1;
this.makeLevelTile(x, y, m, unlocked, TW, TH);
});
new Button(this, 120, GAME_HEIGHT - 60, 'Back', () => this.scene.start('GameMenu'), { width: 160 });
if (this.levelsCompleted > 0) {
new Button(this, GAME_WIDTH - 140, GAME_HEIGHT - 60, 'Reset', () => this.resetProgress(),
{ width: 160, variant: 'ghost' });
}
}
makeLevelTile(x, y, m, unlocked, w, h) {
const best = this.bestFor(m.level);
const bg = this.add.rectangle(x, y, w, h, unlocked ? 0xffffff : 0x9aa6ad, unlocked ? 0.95 : 0.6)
.setStrokeStyle(4, unlocked ? 0x1d2a33 : 0x5c666d);
this.add.text(x, y - 40, `${m.level}`, {
fontFamily: '"Righteous", sans-serif', fontSize: '40px',
color: unlocked ? '#1d2a33' : '#e8eef1',
}).setOrigin(0.5);
this.add.text(x, y + 2, m.name, {
fontFamily: 'sans-serif', fontSize: '17px',
color: unlocked ? '#3a4a55' : '#e8eef1',
wordWrap: { width: w - 20 }, align: 'center',
}).setOrigin(0.5);
// Stars earned so far.
for (let s = 0; s < 3; s += 1) {
this.add.text(x - 30 + s * 30, y + 46, '★', {
fontFamily: 'sans-serif', fontSize: '26px',
color: s < best.stars ? '#ffc93c' : (unlocked ? '#c9d3d9' : '#8b969c'),
}).setOrigin(0.5);
}
if (!unlocked) {
this.add.text(x, y + 46, '🔒', { fontSize: '22px' }).setOrigin(0.5);
return;
}
bg.setInteractive({ useHandCursor: true });
bg.on('pointerdown', () => this.openLevel(m));
this.tooltip?.attachTo(bg, () => ({
title: `${m.level}. ${m.name}`,
lines: [
best.score ? `Best: ${best.score.toLocaleString()}` : 'Not yet cleared',
best.stars ? `${best.stars} of 3 stars` : 'No stars yet',
],
}));
}
async openLevel(m) {
const def = await this.fetchLevel(m);
if (def) this.startLevel(def);
}
async fetchLevel(m) {
if (this.levelCache.has(m.level)) return this.levelCache.get(m.level);
try {
const json = await fetch(`${GAMEDATA}/${m.file}`).then((r) => r.json());
this.levelCache.set(m.level, json);
return json;
} catch (_) { return null; }
}
// ── Progress ──────────────────────────────────────────────────────────────
bestFor(level) {
try {
return {
score: Number(localStorage.getItem(`ab-best-${level}`) || 0),
stars: Number(localStorage.getItem(`ab-stars-${level}`) || 0),
};
} catch (_) { return { score: 0, stars: 0 }; }
}
recordBest(level, score, stars) {
try {
const prev = this.bestFor(level);
if (score > prev.score) localStorage.setItem(`ab-best-${level}`, String(score));
if (stars > prev.stars) localStorage.setItem(`ab-stars-${level}`, String(stars));
} catch (_) { /* storage full or blocked */ }
}
async resetProgress() {
try { await api.post('/puzzles/angrybirds/reset', {}); } catch (_) { /* offline */ }
try {
for (const m of this.manifest?.levels ?? []) {
localStorage.removeItem(`ab-best-${m.level}`);
localStorage.removeItem(`ab-stars-${m.level}`);
}
} catch (_) { /* ignore */ }
this.levelsCompleted = 0;
this.showSelect();
}
// ── Play ──────────────────────────────────────────────────────────────────
startLevel(def) {
this.clearScreen();
this.screen = 'play';
this.state = createState(def);
this.accum = 0;
this.dragging = false;
this.dragPt = null;
this.bgGfx = this.add.graphics().setDepth(0);
this.worldGfx = this.add.graphics().setDepth(10);
this.aimGfx = this.add.graphics().setDepth(20);
this.drawBackground();
this.hud = this.add.container(0, 0).setDepth(40);
this.scoreText = this.add.text(GAME_WIDTH - 40, 32, '0', {
fontFamily: '"Righteous", sans-serif', fontSize: '40px', color: '#ffffff',
stroke: '#1d2a33', strokeThickness: 6,
}).setOrigin(1, 0);
this.levelText = this.add.text(GAME_WIDTH / 2, 32, `${def.level}. ${def.name}`, {
fontFamily: 'sans-serif', fontSize: '24px', color: '#ffffff',
stroke: '#1d2a33', strokeThickness: 4,
}).setOrigin(0.5, 0);
this.hintText = this.add.text(GAME_WIDTH / 2, GAME_HEIGHT - 34, '', {
fontFamily: 'sans-serif', fontSize: '20px', color: '#ffffff',
stroke: '#1d2a33', strokeThickness: 4,
}).setOrigin(0.5).setDepth(40);
this.hud.add([this.scoreText, this.levelText]);
new Button(this, 110, 44, 'Back', () => this.exitLevel(), { width: 150, height: 46 });
new Button(this, 280, 44, 'Retry', () => this.startLevel(this.state.level), { width: 150, height: 46, variant: 'ghost' });
this.input.on('pointerdown', (p) => this.onDown(p));
this.input.on('pointermove', (p) => this.onMove(p));
this.input.on('pointerup', () => this.onUp());
}
exitLevel() {
if (this.returnToEditor) this.scene.start('AngryBirdsEditor', { resume: true });
else this.showSelect();
}
onDown(p) {
if (!this.state) return;
if (this.state.phase === 'flight') { useAbility(this.state); return; }
if (this.state.phase !== 'aim') return;
const a = slingAnchor(this.state);
const d = Math.hypot(this.wx(p.x) - a.x, this.wy(p.y) - a.y);
// Generous grab radius: the band, not the bird, is the target.
if (d > 260) return;
this.dragging = true;
this.dragPt = clampDraw(this.state, this.wx(p.x), this.wy(p.y));
}
onMove(p) {
if (!this.dragging || !this.state) return;
this.dragPt = clampDraw(this.state, this.wx(p.x), this.wy(p.y));
}
onUp() {
if (!this.dragging || !this.state) return;
this.dragging = false;
const pt = this.dragPt;
this.dragPt = null;
if (!pt) return;
if (launch(this.state, pt.x, pt.y)) playSound(this, SFX.EIGHTBIT_JUMP);
}
update(time, delta) {
if (this.screen !== 'play' || !this.state) return;
this.accum = Math.min(this.accum + delta / 1000, 0.25);
while (this.accum >= SIM_STEP) {
this.accum -= SIM_STEP;
const events = stepSim(this.state, SIM_STEP);
if (events.length) this.processEvents(events);
}
this.render();
}
processEvents(events) {
for (const e of events) {
switch (e.t) {
case 'blockDestroyed':
playSound(this, SFX.EIGHTBIT_EXPLODE);
this.puff(e.x, e.y, MAT_COLORS[e.material]?.fill ?? 0xffffff);
break;
case 'pigKilled':
playSound(this, SFX.EIGHTBIT_EXPLODE_2);
this.puff(e.x, e.y, 0x86c232);
break;
case 'explosion':
playSound(this, SFX.SCIFI_EXPLODE);
this.blast(e.x, e.y, e.radius);
break;
case 'won':
playSound(this, SFX.VICTORY_SHORT);
this.onFinished(true, e.stars);
break;
case 'lost':
this.onFinished(false, 0);
break;
default: break;
}
}
}
puff(x, y, color) {
const c = this.add.circle(this.sx(x), this.sy(y), 6, color, 0.9).setDepth(30);
this.tweens.add({
targets: c, scale: 4, alpha: 0, duration: 340, ease: 'Cubic.Out',
onComplete: () => c.destroy(),
});
}
blast(x, y, radius) {
const c = this.add.circle(this.sx(x), this.sy(y), radius * SCALE * 0.3, 0xffd27f, 0.7).setDepth(30);
this.tweens.add({
targets: c, scale: 3.4, alpha: 0, duration: 420, ease: 'Cubic.Out',
onComplete: () => c.destroy(),
});
this.cameras.main.shake(220, 0.006);
}
async onFinished(won, stars) {
const st = this.state;
const level = st.level.level;
if (won) this.recordBest(level, st.score, stars);
// An editor test-play is not a real run: it must not advance saved
// progress or write a match record.
if (won && this.canPersist && !this.returnToEditor) {
try {
const res = await api.post('/puzzles/angrybirds/complete', { level });
if (res?.levelsCompleted != null) {
this.levelsCompleted = Math.max(this.levelsCompleted, res.levelsCompleted);
}
} catch (_) { /* best effort */ }
api.post('/history/single-player', {
slug: 'angrybirds',
score: Math.min(st.score, 100000),
opponentScores: [],
result: 'win',
}).catch(() => { /* best effort */ });
}
if (won && level > this.levelsCompleted) this.levelsCompleted = level;
this.showResult(won, stars);
}
showResult(won, stars) {
const panel = this.add.container(GAME_WIDTH / 2, GAME_HEIGHT / 2).setDepth(60);
panel.add(this.add.rectangle(0, 0, 620, 380, 0x11212b, 0.94).setStrokeStyle(5, 0xffc93c));
panel.add(this.add.text(0, -128, won ? 'LEVEL CLEARED' : 'OUT OF BIRDS', {
fontFamily: '"Righteous", sans-serif', fontSize: '42px',
color: won ? '#ffc93c' : '#ff8a7a',
}).setOrigin(0.5));
if (won) {
for (let s = 0; s < 3; s += 1) {
panel.add(this.add.text(-90 + s * 90, -50, '★', {
fontFamily: 'sans-serif', fontSize: '64px',
color: s < stars ? '#ffc93c' : '#3c4b56',
}).setOrigin(0.5));
}
}
panel.add(this.add.text(0, 30, `Score ${this.state.score.toLocaleString()}`, {
fontFamily: 'sans-serif', fontSize: '30px', color: '#ffffff',
}).setOrigin(0.5));
const nextEntry = (this.manifest?.levels ?? []).find((m) => m.level === this.state.level.level + 1);
const retry = new Button(this, -150, 120, 'Retry', () => {
panel.destroy();
this.startLevel(this.state.level);
}, { width: 230, height: 56 });
panel.add(retry);
if (won && nextEntry) {
const next = new Button(this, 150, 120, 'Next', async () => {
panel.destroy();
const def = await this.fetchLevel(nextEntry);
if (def) this.startLevel(def); else this.showSelect();
}, { width: 230, height: 56 });
panel.add(next);
} else {
const back = new Button(this, 150, 120, 'Levels', () => { panel.destroy(); this.showSelect(); },
{ width: 230, height: 56, variant: 'ghost' });
panel.add(back);
}
}
// ── Rendering ─────────────────────────────────────────────────────────────
drawHills(g) {
g.fillStyle(0x4f9d3a, 1);
g.fillEllipse(GAME_WIDTH * 0.2, GAME_HEIGHT + 60, 900, 340);
g.fillEllipse(GAME_WIDTH * 0.75, GAME_HEIGHT + 90, 1100, 420);
g.fillStyle(0x3f8c2e, 1);
g.fillRect(0, GAME_HEIGHT - 40, GAME_WIDTH, 40);
}
drawBackground() {
const g = this.bgGfx;
g.clear();
g.fillStyle(0x7ec8e8, 1);
g.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
// Distant hills behind the play line.
g.fillStyle(0x9fd6a0, 1);
g.fillEllipse(GAME_WIDTH * 0.25, this.sy(this.state.groundY) + 40, 1200, 420);
g.fillEllipse(GAME_WIDTH * 0.8, this.sy(this.state.groundY) + 60, 1500, 500);
// Ground.
const gy = this.sy(this.state.groundY);
g.fillStyle(0x6fbf46, 1);
g.fillRect(0, gy, GAME_WIDTH, GAME_HEIGHT - gy);
g.fillStyle(0x8b5a2b, 1);
g.fillRect(0, gy + 26, GAME_WIDTH, GAME_HEIGHT - gy - 26);
g.lineStyle(4, 0x4d8c2f, 1);
g.lineBetween(0, gy, GAME_WIDTH, gy);
}
render() {
const st = this.state;
const g = this.worldGfx;
g.clear();
// Blocks.
for (const [id, rec] of st.blocks) {
const b = st.world.byId.get(id);
if (!b) continue;
const col = MAT_COLORS[rec.material] ?? MAT_COLORS.wood;
const pts = b.wverts.map(([x, y]) => new Phaser.Math.Vector2(this.sx(x), this.sy(y)));
g.fillStyle(col.fill, rec.material === 'ice' ? 0.72 : 1);
g.lineStyle(3, col.line, 1);
g.beginPath();
g.moveTo(pts[0].x, pts[0].y);
for (let i = 1; i < pts.length; i += 1) g.lineTo(pts[i].x, pts[i].y);
g.closePath();
g.fillPath();
g.strokePath();
// Damage reads as cracks across the face, darkening as hp falls.
const f = rec.hp / rec.maxHp;
if (f <= 2 / 3) {
const stage = f > 1 / 3 ? 1 : 2;
g.lineStyle(2, 0x2b1c10, 0.55);
const cx = this.sx(b.x);
const cy = this.sy(b.y);
const r = Math.min(rec.w, rec.h) * SCALE * 0.42;
for (let i = 0; i < stage * 2; i += 1) {
const a = (i / (stage * 2)) * Math.PI * 2 + b.angle;
g.lineBetween(cx, cy, cx + Math.cos(a) * r, cy + Math.sin(a) * r);
}
}
if (rec.material === 'tnt') {
g.fillStyle(0xffe9a8, 1);
g.fillRect(this.sx(b.x) - 14, this.sy(b.y) - 5, 28, 10);
}
}
// Pigs.
for (const [id, rec] of st.pigs) {
const b = st.world.byId.get(id);
if (!b) continue;
const x = this.sx(b.x);
const y = this.sy(b.y);
const r = rec.r * SCALE;
const hurt = rec.hp / rec.maxHp;
g.fillStyle(hurt > 2 / 3 ? 0x86c232 : hurt > 1 / 3 ? 0x9ec24a : 0xb6b84a, 1);
g.fillCircle(x, y, r);
g.lineStyle(3, 0x4c7a1c, 1);
g.strokeCircle(x, y, r);
g.fillStyle(0xffffff, 1);
g.fillCircle(x - r * 0.3, y - r * 0.25, r * 0.22);
g.fillCircle(x + r * 0.3, y - r * 0.25, r * 0.22);
g.fillStyle(0x1d2a33, 1);
g.fillCircle(x - r * 0.26, y - r * 0.25, r * 0.1);
g.fillCircle(x + r * 0.34, y - r * 0.25, r * 0.1);
g.fillStyle(0x6ba428, 1);
g.fillCircle(x, y + r * 0.18, r * 0.32);
g.fillStyle(0x3f6b16, 1);
g.fillCircle(x - r * 0.12, y + r * 0.18, r * 0.08);
g.fillCircle(x + r * 0.12, y + r * 0.18, r * 0.08);
}
// Slingshot.
const a = slingAnchor(st);
const ax = this.sx(a.x);
const ay = this.sy(a.y);
const groundY = this.sy(st.groundY);
g.lineStyle(14, 0x6b4423, 1);
g.lineBetween(ax, ay + 10, ax, groundY);
g.lineBetween(ax, ay + 12, ax - 18, ay - 14);
g.lineBetween(ax, ay + 12, ax + 18, ay - 14);
// Birds in flight.
for (const id of st.activeBirds) {
const b = st.world.byId.get(id);
if (!b) continue;
this.drawBird(g, b, this.sx(b.x), this.sy(b.y), b.radius * SCALE);
}
this.renderAim();
this.scoreText?.setText(st.score.toLocaleString());
this.updateHint();
}
drawBird(g, body, x, y, r) {
const def = BIRDS[body.userData?.bird] ?? BIRDS.red;
g.fillStyle(BIRD_COLORS[def.id] ?? 0xd6332b, 1);
g.fillCircle(x, y, r);
g.lineStyle(3, 0x6b1a15, 1);
g.strokeCircle(x, y, r);
g.fillStyle(0xffffff, 1);
g.fillCircle(x + r * 0.18, y - r * 0.28, r * 0.3);
g.fillStyle(0x1d2a33, 1);
g.fillCircle(x + r * 0.26, y - r * 0.28, r * 0.14);
g.fillStyle(0xf5a623, 1);
g.fillTriangle(x + r * 0.55, y, x + r * 1.15, y - r * 0.16, x + r * 0.55, y + r * 0.3);
}
renderAim() {
const g = this.aimGfx;
g.clear();
const st = this.state;
const a = slingAnchor(st);
// Ghost trails of previous shots. Without this, aiming is guesswork
// instead of iteration — it is how the original teaches.
g.fillStyle(0xffffff, 0.4);
for (const trail of st.trails) {
for (let i = 0; i < trail.length; i += 6) {
g.fillCircle(this.sx(trail[i].x), this.sy(trail[i].y), 3);
}
}
if (st.phase === 'aim') {
const def = currentBird(st);
const pt = this.dragPt;
const bx = pt ? this.sx(pt.x) : this.sx(a.x);
const by = pt ? this.sy(pt.y) : this.sy(a.y) - 8;
if (def) {
// Band, drawn behind the waiting bird.
g.lineStyle(8, 0x3a2416, 1);
g.lineBetween(this.sx(a.x) - 18, this.sy(a.y) - 14, bx, by);
g.lineBetween(this.sx(a.x) + 18, this.sy(a.y) - 14, bx, by);
this.drawBird(g, { userData: { bird: def.id } }, bx, by, def.r * SCALE);
}
// Queue of waiting birds beside the sling.
for (let i = st.birdIndex + 1; i < st.birdQueue.length; i += 1) {
const d = BIRDS[st.birdQueue[i]] ?? BIRDS.red;
const qx = this.sx(a.x) - 70 - (i - st.birdIndex - 1) * 46;
this.drawBird(g, { userData: { bird: d.id } }, qx, this.sy(st.groundY) - d.r * SCALE, d.r * SCALE * 0.85);
}
}
}
updateHint() {
const st = this.state;
if (!this.hintText) return;
if (st.phase === 'aim') {
const def = currentBird(st);
const left = birdsRemaining(st);
this.hintText.setText(def
? `${def.name}${def.blurb} (${left} left)`
: '');
} else if (st.phase === 'flight' && !st.abilityUsed) {
const id = st.activeBirds[0];
const body = st.world.byId.get(id);
const def = body ? BIRDS[body.userData?.bird] : null;
this.hintText.setText(def && def.ability !== 'none' ? 'Click to use ability' : '');
} else {
this.hintText.setText('');
}
}
}

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@ -1,585 +0,0 @@
// Angry Birds — game rules over the rigid-body solver. Zero imports besides
// the physics module, no Phaser, no DOM, no timers. Shared by the client
// scene, the level editor, the offline generator and the verifier.
//
// ── WHAT MAKES IT READ AS ANGRY BIRDS ───────────────────────────────────────
// Not the birds. The two things that actually matter are:
//
// * MATERIALS WITH DISTINCT DENSITY. Wood, stone and ice differ in mass,
// friction and fragility, so a structure has a load path and a support
// beam worth aiming at. Uniform blocks turn every level into "hit it
// harder".
// * DAMAGE AS A HEALTH MODEL, NOT INSTANT SHATTERING. A block accumulates
// damage from impacts above its threshold and cracks through visible
// stages before breaking. Pigs take damage the same way, which is why
// they die to DEBRIS LANDING ON THEM rather than only to direct hits —
// the collapse doing the killing is the whole feel of the game. Clones
// that destroy a block on any contact feel wrong immediately.
//
// ── UNITS ───────────────────────────────────────────────────────────────────
// Pixels and seconds in the level's own logical space (level.world). The scene
// maps that to the 1920x1080 canvas with a camera; nothing in here knows about
// the screen.
//
// Impulse units: contact impulses are mass x velocity in the solver's units,
// where a 24x80 wood plank masses ~1050. A resting contact in a tall stack
// runs a few 1e4; a solid bird hit runs 1e6+. Damage thresholds live in that
// space — see calibrateDamage() in tools/verifyAngryBirds.js, which pins the
// separation between "resting" and "hit" so a tower can never crush itself.
import {
PHYS, createWorld, addBox, addCircle, removeBody,
substep, isSettled, applyExplosion, cloneWorld, hashWorld, wakeBody,
} from './AngryBirdsPhysics.js';
export const TUNING = {
GROUND_Y: 900,
SLING_X: 260,
SLING_Y: 700,
SLING_HEIGHT: 150, // fork height above the ground contact
MAX_DRAW: 150, // px the band can be pulled back
SPEED_PER_DRAW: 13.5, // draw px -> launch px/s (150 * 13.5 = 2025)
MIN_DRAW: 12, // below this a release is treated as a cancel
MAX_SHOT_TIME: 12, // s before a shot is force-resolved
SETTLE_GRACE: 0.35, // s of stillness required after the world sleeps
DESPAWN_X: -400, // bodies past these bounds are removed
DESPAWN_X_MAX: 4200,
DESPAWN_Y: 1600,
DAMAGE_SCALE: 1 / 9000, // impulse above threshold -> hp
DEBRIS_MIN_IMPULSE: 60000,
};
// hp/threshold are in solver impulse units (see the header note).
export const MATERIALS = {
wood: {
id: 'wood', density: 0.55, friction: 0.55, restitution: 0.10,
hp: 42, threshold: 150000, points: 500,
},
stone: {
id: 'stone', density: 1.35, friction: 0.62, restitution: 0.05,
hp: 105, threshold: 320000, points: 1000,
},
ice: {
id: 'ice', density: 0.32, friction: 0.18, restitution: 0.14,
hp: 18, threshold: 90000, points: 300,
},
// TNT is deliberately fragile: it is a trigger, not a wall.
tnt: {
id: 'tnt', density: 0.6, friction: 0.5, restitution: 0.08,
hp: 10, threshold: 70000, points: 800,
blast: { radius: 260, power: 1500, damage: 60 },
},
};
export const PIG = {
density: 0.5, friction: 0.5, restitution: 0.25,
hp: 26, threshold: 80000, points: 5000,
};
export const BIRDS = {
red: {
id: 'red', name: 'Red', r: 17, density: 2.2, restitution: 0.35,
ability: 'none', blurb: 'No trick. Just a bird.',
},
chuck: {
id: 'chuck', name: 'Chuck', r: 15, density: 1.9, restitution: 0.3,
ability: 'dart', params: { mult: 2.15 },
blurb: 'Tap to dart forward at speed. Best against wood.',
},
blue: {
id: 'blue', name: 'Blue', r: 13, density: 1.5, restitution: 0.35,
ability: 'split', params: { count: 3, spreadDeg: 14 },
blurb: 'Tap to split into three. Shreds ice.',
},
bomb: {
id: 'bomb', name: 'Bomb', r: 21, density: 3.1, restitution: 0.2,
ability: 'blast', params: { radius: 240, power: 1400, damage: 45 },
blurb: 'Tap to detonate. Levels stone.',
},
matilda: {
id: 'matilda', name: 'Matilda', r: 19, density: 2.2, restitution: 0.25,
ability: 'egg', params: { radius: 170, power: 900, damage: 30, kick: 620 },
blurb: 'Tap to drop an egg bomb and climb.',
},
terence: {
id: 'terence', name: 'Terence', r: 27, density: 4.4, restitution: 0.15,
ability: 'none', blurb: 'Enormous. Goes through things.',
},
hal: {
id: 'hal', name: 'Hal', r: 16, density: 2.0, restitution: 0.3,
ability: 'boomerang', params: { spin: 26 },
blurb: 'Tap to boomerang back. Hits from behind.',
},
bubbles: {
id: 'bubbles', name: 'Bubbles', r: 12, density: 1.6, restitution: 0.4,
ability: 'inflate', params: { scale: 3.0, push: 520 },
blurb: 'Tap to inflate and shove everything apart.',
},
};
export const SCORING = {
PIG: PIG.points,
BIRD_LEFT: 10000,
};
// ── Level construction ──────────────────────────────────────────────────────
/**
* Build a live state from a level definition.
*
* Level schema:
* { version, level, name, episode, world: {w, h, groundY},
* birds: ['red', 'chuck', ...],
* blocks: [{ x, y, w, h, angle?, material }],
* pigs: [{ x, y, r }],
* terrain?: [{ x, y, w, h, angle? }], // static scenery
* stars: [oneStar, twoStar, threeStar] }
*/
export function createState(level) {
const groundY = level.world?.groundY ?? TUNING.GROUND_Y;
const world = createWorld();
const state = {
level,
world,
groundY,
blocks: new Map(), // bodyId -> { material, hp, maxHp, w, h }
pigs: new Map(), // bodyId -> { hp, maxHp, r }
birdQueue: (level.birds ?? ['red']).slice(),
birdIndex: 0,
activeBirds: [], // bodyIds currently in flight
abilityUsed: false,
phase: 'aim', // aim | flight | resolving | won | lost
score: 0,
shotTime: 0,
settleTimer: 0,
trails: [], // completed shot trails, for the aiming ghost
liveTrail: [],
events: [],
};
// Ground: wide enough that nothing rolls off the end of the world.
addBox(world, {
x: (level.world?.w ?? 1920) / 2, y: groundY + 400, w: 12000, h: 800,
isStatic: true, friction: 0.75, restitution: 0.05,
});
for (const t of level.terrain ?? []) {
addBox(world, {
x: t.x, y: t.y, w: t.w, h: t.h, angle: t.angle ?? 0,
isStatic: true, friction: t.friction ?? 0.7, restitution: 0.05,
});
}
for (const b of level.blocks ?? []) {
const mat = MATERIALS[b.material] ?? MATERIALS.wood;
const body = addBox(world, {
x: b.x, y: b.y, w: b.w, h: b.h, angle: b.angle ?? 0,
density: mat.density, friction: mat.friction, restitution: mat.restitution,
});
body.userData = { kind: 'block', material: mat.id };
state.blocks.set(body.id, { material: mat.id, hp: mat.hp, maxHp: mat.hp, w: b.w, h: b.h });
}
for (const p of level.pigs ?? []) {
const r = p.r ?? 22;
// Bigger pigs are tougher, so a boss pig reads as one at a glance.
const scale = r / 22;
const body = addCircle(world, {
x: p.x, y: p.y, r,
density: PIG.density, friction: PIG.friction, restitution: PIG.restitution,
});
body.userData = { kind: 'pig' };
const hp = PIG.hp * scale;
state.pigs.set(body.id, { hp, maxHp: hp, r });
}
return state;
}
// ── Aiming and launching ────────────────────────────────────────────────────
export function slingAnchor(state) {
return {
x: state.level.world?.slingX ?? TUNING.SLING_X,
y: (state.level.world?.slingY ?? (state.groundY - TUNING.SLING_HEIGHT)),
};
}
/** Clamp a raw drag point to the band's reach. Returns the clamped point. */
export function clampDraw(state, px, py) {
const a = slingAnchor(state);
let dx = px - a.x;
let dy = py - a.y;
const d = Math.hypot(dx, dy);
if (d > TUNING.MAX_DRAW) {
dx = (dx / d) * TUNING.MAX_DRAW;
dy = (dy / d) * TUNING.MAX_DRAW;
}
return { x: a.x + dx, y: a.y + dy, draw: Math.min(d, TUNING.MAX_DRAW) };
}
/** Launch velocity for a drag point — the bird flies OPPOSITE the pull. */
export function drawToVelocity(state, px, py) {
const a = slingAnchor(state);
const c = clampDraw(state, px, py);
return {
vx: (a.x - c.x) * TUNING.SPEED_PER_DRAW,
vy: (a.y - c.y) * TUNING.SPEED_PER_DRAW,
draw: c.draw,
};
}
export function currentBird(state) {
if (state.birdIndex >= state.birdQueue.length) return null;
return BIRDS[state.birdQueue[state.birdIndex]] ?? BIRDS.red;
}
export function birdsRemaining(state) {
return Math.max(0, state.birdQueue.length - state.birdIndex);
}
function spawnBird(state, def, x, y, vx, vy) {
const body = addCircle(state.world, {
x, y, r: def.r,
density: def.density, friction: 0.4, restitution: def.restitution,
});
body.userData = { kind: 'bird', bird: def.id };
body.vx = vx;
body.vy = vy;
state.activeBirds.push(body.id);
return body;
}
/** Fire the queued bird. Returns false if the draw was too short to count. */
export function launch(state, px, py) {
if (state.phase !== 'aim') return false;
const def = currentBird(state);
if (!def) return false;
const { vx, vy, draw } = drawToVelocity(state, px, py);
if (draw < TUNING.MIN_DRAW) return false;
const a = slingAnchor(state);
spawnBird(state, def, a.x, a.y, vx, vy);
state.birdIndex += 1;
state.abilityUsed = false;
state.phase = 'flight';
state.shotTime = 0;
state.settleTimer = 0;
state.liveTrail = [{ x: a.x, y: a.y }];
state.events.push({ t: 'birdLaunched', bird: def.id, vx, vy });
return true;
}
/**
* Fire the in-flight bird's ability. One per shot, as in the original the
* limit is what makes timing the tap a decision rather than a reflex.
*/
export function useAbility(state) {
if (state.phase !== 'flight' || state.abilityUsed) return false;
const id = state.activeBirds[0];
const body = state.world.byId.get(id);
if (!body) return false;
const def = BIRDS[body.userData?.bird] ?? BIRDS.red;
if (def.ability === 'none') return false;
state.abilityUsed = true;
const p = def.params ?? {};
switch (def.ability) {
case 'dart': {
const sp = Math.hypot(body.vx, body.vy) || 1;
body.vx = (body.vx / sp) * sp * p.mult;
body.vy = (body.vy / sp) * sp * p.mult;
break;
}
case 'split': {
const ang = Math.atan2(body.vy, body.vx);
const sp = Math.hypot(body.vx, body.vy);
const spread = (p.spreadDeg * Math.PI) / 180;
for (let i = 1; i < p.count; i += 1) {
const off = (i % 2 === 1 ? 1 : -1) * spread * Math.ceil(i / 2);
spawnBird(state, def, body.x, body.y,
Math.cos(ang + off) * sp, Math.sin(ang + off) * sp);
}
break;
}
case 'blast': {
detonate(state, body.x, body.y, p.radius, p.power, p.damage);
killBody(state, body);
break;
}
case 'egg': {
detonate(state, body.x, body.y + def.r + 8, p.radius, p.power, p.damage);
body.vy = -p.kick; // Matilda climbs as the egg drops
break;
}
case 'boomerang': {
body.vx = -body.vx * 1.15;
body.omega = p.spin;
break;
}
case 'inflate': {
// Grow in place and shove neighbours apart. Rebuilding the body is
// simpler than mutating radius + mass in the solver, and keeps the
// invariant that a body's mass properties never change mid-life.
const grown = spawnBird(state, def, body.x, body.y, body.vx, body.vy);
grown.userData = { kind: 'bird', bird: def.id, inflated: true };
state.activeBirds = state.activeBirds.filter((b) => b !== body.id);
removeBody(state.world, body);
const bigger = addCircle(state.world, {
x: grown.x, y: grown.y, r: def.r * p.scale,
density: def.density * 0.35, friction: 0.5, restitution: def.restitution,
});
bigger.userData = { kind: 'bird', bird: def.id, inflated: true };
bigger.vx = grown.vx; bigger.vy = grown.vy;
state.activeBirds = state.activeBirds.filter((b) => b !== grown.id);
removeBody(state.world, grown);
state.activeBirds.unshift(bigger.id);
applyExplosion(state.world, bigger.x, bigger.y, def.r * p.scale * 2.2, p.push);
break;
}
default: break;
}
state.events.push({ t: 'abilityUsed', bird: def.id, x: body.x, y: body.y });
return true;
}
// ── Damage ──────────────────────────────────────────────────────────────────
function crackStage(hp, maxHp) {
const f = hp / maxHp;
if (f > 2 / 3) return 0;
if (f > 1 / 3) return 1;
return 2;
}
function killBody(state, body) {
state.activeBirds = state.activeBirds.filter((b) => b !== body.id);
state.blocks.delete(body.id);
state.pigs.delete(body.id);
removeBody(state.world, body);
}
function detonate(state, x, y, radius, power, damage) {
state.events.push({ t: 'explosion', x, y, radius });
const hit = applyExplosion(state.world, x, y, radius, power);
for (const { body, falloff } of hit) {
const dmg = damage * falloff;
if (state.blocks.has(body.id)) damageBlock(state, body, dmg);
else if (state.pigs.has(body.id)) damagePig(state, body, dmg);
}
}
function damageBlock(state, body, amount) {
const rec = state.blocks.get(body.id);
if (!rec) return;
const before = crackStage(rec.hp, rec.maxHp);
rec.hp -= amount;
const after = crackStage(Math.max(rec.hp, 0), rec.maxHp);
if (rec.hp <= 0) {
const mat = MATERIALS[rec.material];
state.score += mat.points;
state.events.push({ t: 'blockDestroyed', id: body.id, material: rec.material, x: body.x, y: body.y });
// TNT takes the neighbourhood with it. Remove it BEFORE detonating so it
// cannot damage itself and recurse.
const blast = mat.blast;
killBody(state, body);
if (blast) detonate(state, body.x, body.y, blast.radius, blast.power, blast.damage);
return;
}
if (after !== before) {
state.events.push({ t: 'blockCracked', id: body.id, stage: after, x: body.x, y: body.y });
}
}
function damagePig(state, body, amount) {
const rec = state.pigs.get(body.id);
if (!rec) return;
const before = crackStage(rec.hp, rec.maxHp);
rec.hp -= amount;
if (rec.hp <= 0) {
state.score += SCORING.PIG;
state.events.push({ t: 'pigKilled', id: body.id, x: body.x, y: body.y });
killBody(state, body);
return;
}
const after = crackStage(rec.hp, rec.maxHp);
if (after !== before) {
state.events.push({ t: 'pigHurt', id: body.id, stage: after, x: body.x, y: body.y });
}
}
// Convert this substep's contact impulses into damage. Reading the solver's
// per-contact peak (rather than a body's total) is what lets debris landing on
// a pig hurt it exactly as much as the geometry says it should.
function applyContactDamage(state) {
for (const c of state.world.contactList) {
// impactImpulse, never maxImpulse — see the note in Physics.prestep. The
// accumulated impulse carries the weight of everything stacked above, so
// using it would make tall towers damage themselves at rest.
const imp = c.impactImpulse;
if (imp <= 0) continue;
for (const body of [c.a, c.b]) {
const block = state.blocks.get(body.id);
if (block) {
const mat = MATERIALS[block.material];
if (imp > mat.threshold) damageBlock(state, body, (imp - mat.threshold) * TUNING.DAMAGE_SCALE);
continue;
}
const pig = state.pigs.get(body.id);
if (pig && imp > PIG.threshold) {
damagePig(state, body, (imp - PIG.threshold) * TUNING.DAMAGE_SCALE);
}
}
}
}
function despawnStrays(state) {
for (const b of [...state.world.bodies]) {
if (b.isStatic) continue;
if (b.x > TUNING.DESPAWN_X && b.x < TUNING.DESPAWN_X_MAX && b.y < TUNING.DESPAWN_Y) continue;
if (state.pigs.has(b.id)) {
// A pig that falls off the world still counts as dealt with.
state.score += SCORING.PIG;
state.events.push({ t: 'pigKilled', id: b.id, x: b.x, y: b.y, offscreen: true });
}
killBody(state, b);
}
}
// ── The frame ───────────────────────────────────────────────────────────────
/**
* Advance the sim. Returns an ordered event list the renderer replays as FX and
* sound the same contract GooTower and Peggle use.
*/
export function stepSim(state, dt) {
state.events = [];
if (state.phase === 'won' || state.phase === 'lost') return state.events;
const clamped = Math.min(dt, 0.05);
const steps = Math.max(1, Math.round(clamped / PHYS.SUBSTEP_DT));
for (let i = 0; i < steps; i += 1) {
substep(state.world, PHYS.SUBSTEP_DT);
applyContactDamage(state);
}
despawnStrays(state);
if (state.phase === 'flight' || state.phase === 'resolving') {
state.shotTime += clamped;
const lead = state.world.byId.get(state.activeBirds[0]);
if (lead) state.liveTrail.push({ x: lead.x, y: lead.y });
if (state.pigs.size === 0) {
finish(state, true);
return state.events;
}
const still = isSettled(state.world);
state.settleTimer = still ? state.settleTimer + clamped : 0;
const resolved = state.settleTimer >= TUNING.SETTLE_GRACE
|| state.shotTime >= TUNING.MAX_SHOT_TIME;
if (resolved) {
if (state.liveTrail.length > 2) state.trails.push(state.liveTrail);
state.liveTrail = [];
// Spent birds are cleared so they can't prop a structure up forever.
for (const id of [...state.activeBirds]) {
const b = state.world.byId.get(id);
if (b) killBody(state, b);
}
state.activeBirds = [];
state.events.push({ t: 'shotEnded', score: state.score });
if (state.pigs.size === 0) finish(state, true);
else if (birdsRemaining(state) === 0) finish(state, false);
else state.phase = 'aim';
}
}
return state.events;
}
function finish(state, won) {
if (won) {
const bonus = birdsRemaining(state) * SCORING.BIRD_LEFT;
state.score += bonus;
state.phase = 'won';
state.events.push({ t: 'won', score: state.score, birdBonus: bonus, stars: starsFor(state) });
} else {
state.phase = 'lost';
state.events.push({ t: 'lost', score: state.score });
}
}
export function starsFor(state, score = state.score) {
const cuts = state.level.stars ?? [];
let stars = 0;
for (const c of cuts) if (score >= c) stars += 1;
return Math.min(3, Math.max(state.phase === 'won' ? 1 : 0, stars));
}
export const isWon = (state) => state.phase === 'won';
export const isLost = (state) => state.phase === 'lost';
// ── Determinism helpers ─────────────────────────────────────────────────────
export function cloneState(state) {
return {
...state,
world: cloneWorld(state.world),
blocks: new Map([...state.blocks].map(([k, v]) => [k, { ...v }])),
pigs: new Map([...state.pigs].map(([k, v]) => [k, { ...v }])),
birdQueue: state.birdQueue.slice(),
activeBirds: state.activeBirds.slice(),
trails: state.trails.map((t) => t.slice()),
liveTrail: state.liveTrail.slice(),
events: [],
};
}
export function hashState(state) {
let h = hashWorld(state.world);
const mixInt = (v) => { h = (Math.imul(h ^ (v | 0), 0x01000193) >>> 0); };
mixInt(state.score);
mixInt(state.birdIndex);
mixInt(state.pigs.size);
mixInt(state.blocks.size);
for (const [id, b] of [...state.blocks].sort((p, q) => p[0] - q[0])) {
mixInt(id); mixInt(Math.round(b.hp * 1000));
}
for (const [id, p] of [...state.pigs].sort((a, b) => a[0] - b[0])) {
mixInt(id); mixInt(Math.round(p.hp * 1000));
}
return h >>> 0;
}
/**
* Dry-run a shot on a clone and report what it would achieve. This is what the
* winnability bot samples over and what the generator measures star thresholds
* from; it never touches the live state.
*/
export function simulateShot(state, px, py, opts = {}) {
const sim = cloneState(state);
if (!launch(sim, px, py)) return null;
const abilityAt = opts.abilityAt ?? -1;
let t = 0;
let guard = 0;
while (sim.phase === 'flight' && guard < 4000) {
if (abilityAt >= 0 && t >= abilityAt && !sim.abilityUsed) useAbility(sim);
stepSim(sim, 1 / 60);
t += 1 / 60;
guard += 1;
}
return {
score: sim.score - state.score,
pigsKilled: state.pigs.size - sim.pigs.size,
blocksDestroyed: state.blocks.size - sim.blocks.size,
won: sim.phase === 'won',
finalScore: sim.score,
state: sim,
};
}
export { PHYS, wakeBody };

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@ -1,943 +0,0 @@
// Angry Birds — rigid-body physics. Zero imports, deterministic, Node-testable.
//
// Generic 2D rigid-body solver: it knows about convex polygons and circles and
// nothing at all about birds, pigs or scoring. AngryBirdsLogic.js layers the
// game on top.
//
// ── WHY A BESPOKE SOLVER ────────────────────────────────────────────────────
// Matter.js ships inside the CDN Phaser build and would have worked in the
// browser, but it cannot be imported in bare Node and is not reproducible.
// This repo's whole quality apparatus — tools/verifyAngryBirds.js, the level
// generator's MEASURED star thresholds, and the editor's winnability gate —
// depends on replaying a shot headlessly and getting the same answer twice.
//
// Neither existing engine could be extended into this. PeggleLogic collides a
// moving circle against STATIC pegs with no rotation and no persistent
// contacts; GooTowerLogic has no angular state anywhere, because its rigidity
// is emergent from triangulation. A toppling tower of boxes needs both
// rotation and lasting contacts, so this is new code.
//
// ── THE THREE THINGS THAT MAKE STACKS STAND UP ──────────────────────────────
// 1. TWO-POINT MANIFOLDS. A single contact point cannot resist rotation, so a
// box resting on a box rocks forever. Reference-face clipping yields up to
// 2 points per pair, which is what makes a face-to-face rest contact rigid.
// 2. WARM STARTING. Each contact point remembers last substep's accumulated
// impulse — keyed by a FEATURE ID that survives across frames, not by array
// position — and reapplies it before iterating. Without it a 6-box tower
// visibly sags every frame because the solver spends all its iterations
// rediscovering gravity from zero.
// 3. ISLAND SLEEPING. Bodies are grouped by contact into islands; an island
// sleeps only when EVERY member has been slow for SLEEP_TIME. Per-body
// sleeping would let half a tower freeze while the other half moves.
// Sleeping is load-bearing three times over: stack stability, perf, and the
// "shot is finished" test the rules layer waits on.
//
// ── UNITS AND CONVENTIONS ───────────────────────────────────────────────────
// Pixels, seconds, radians. Y IS DOWN (screen convention). Polygon winding is
// normalized on insert so the shoelace area is positive; the outward normal of
// edge v[i]->v[i+1] is then (e.y, -e.x). Contact normals point from A to B.
//
// Determinism rules, all load-bearing:
// * bodies and contacts are always iterated in ascending id order;
// * no Math.random() anywhere — callers pass a seeded rng if they need one;
// * no Date/performance reads;
// * nothing that affects the result may depend on Map/Set iteration order —
// broadphase pairs are sorted by (aId, bId) and the solver walks that list.
export const PHYS = {
SUBSTEP_DT: 1 / 240,
VEL_ITERS: 8, // sequential-impulse passes per substep
GRAVITY: 1400, // px/s²
BAUMGARTE: 0.25, // fraction of excess penetration removed per substep
SLOP: 0.5, // allowed penetration, px — stops resting contacts buzzing
REST_THRESHOLD: 120, // approach speed below which restitution is ignored
MAX_SPEED: 2400, // px/s
MAX_OMEGA: 40, // rad/s
LINEAR_DAMPING: 0.002,
ANGULAR_DAMPING: 0.004,
SLEEP_LIN: 14, // px/s
SLEEP_ANG: 0.14, // rad/s
SLEEP_TIME: 0.5, // s below both thresholds before an island sleeps
GRID_CELL: 96, // broadphase cell size, px
MIN_HALF_EXTENT: 12, // smallest half-extent any body may have (anti-tunnel)
};
// ── Small math helpers ──────────────────────────────────────────────────────
const cross = (ax, ay, bx, by) => ax * by - ay * bx;
const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
// Numeric composite keys. Body ids are dense and small, so this is exact well
// past any level we'd author, and it keeps Map lookups off the string path.
const PAIR_STRIDE = 1 << 20;
const pairKey = (aId, bId) => aId * PAIR_STRIDE + bId;
// Grid cells can be negative, so bias into non-negative space before packing.
const GRID_BIAS = 1 << 14;
const cellKey = (gx, gy) => (gx + GRID_BIAS) * (1 << 15) + (gy + GRID_BIAS);
// ── Mass properties ─────────────────────────────────────────────────────────
// Signed shoelace area. Positive means the winding matches our normal formula.
function signedArea(verts) {
let a = 0;
for (let i = 0; i < verts.length; i += 1) {
const [x0, y0] = verts[i];
const [x1, y1] = verts[(i + 1) % verts.length];
a += x0 * y1 - x1 * y0;
}
return a * 0.5;
}
// Area, centroid and second moment of a convex polygon, integrated over the
// triangle fan from the origin. Inertia comes out about the ORIGIN, so it is
// shifted to the centroid with the parallel-axis theorem before returning.
function polyMassData(verts, density) {
let area = 0;
let cx = 0;
let cy = 0;
let inertia = 0;
for (let i = 0; i < verts.length; i += 1) {
const [x0, y0] = verts[i];
const [x1, y1] = verts[(i + 1) % verts.length];
const c = x0 * y1 - x1 * y0;
area += c;
cx += (x0 + x1) * c;
cy += (y0 + y1) * c;
inertia += c * (x0 * x0 + x0 * x1 + x1 * x1 + y0 * y0 + y0 * y1 + y1 * y1);
}
area *= 0.5;
const inv6A = 1 / (6 * area);
cx *= inv6A;
cy *= inv6A;
const mass = density * Math.abs(area);
let I = density * Math.abs(inertia) / 12;
I -= mass * (cx * cx + cy * cy); // parallel axis: origin -> centroid
return { mass, cx, cy, I: Math.max(I, 1e-6) };
}
// ── World ───────────────────────────────────────────────────────────────────
export function createWorld(opts = {}) {
return {
bodies: [],
byId: new Map(),
// Keyed by pairKey(a,b) — a NUMBER, not a string. Contact lookup runs a few
// thousand times a substep and string keys dominated the profile.
contacts: new Map(),
// Rebuilt in pair order each substep; the solver iterates this, never the
// Map, so nothing depends on Map insertion history.
contactList: [],
nextId: 1,
gravity: opts.gravity ?? PHYS.GRAVITY,
accum: 0,
time: 0,
};
}
function addBody(world, body) {
body.id = world.nextId;
world.nextId += 1;
world.bodies.push(body);
world.byId.set(body.id, body);
return body;
}
function baseBody(o) {
return {
id: 0,
x: o.x, y: o.y, angle: o.angle ?? 0,
vx: 0, vy: 0, omega: 0,
// Pseudo-velocity for the split-impulse position solve. Accumulated during
// the bias pass, added into the position integration, then zeroed. It never
// survives a substep, so it can't inject energy into the real velocity.
psx: 0, psy: 0, psw: 0,
friction: o.friction ?? 0.5,
restitution: o.restitution ?? 0.1,
isStatic: !!o.isStatic,
sleeping: false,
sleepTimer: 0,
// Free-form pointer the rules layer hangs blocks/pigs/birds off. The solver
// never reads it, which is what keeps this file game-agnostic.
userData: o.userData ?? null,
aabb: { minx: 0, miny: 0, maxx: 0, maxy: 0 },
};
}
/** Convex polygon from local-space verts (any winding, recentred on centroid). */
export function addPoly(world, o) {
let verts = o.verts.map(([x, y]) => [x, y]);
if (signedArea(verts) < 0) verts.reverse();
const md = polyMassData(verts, o.density ?? 1);
// Recentre so the body origin IS the centre of mass; the solver assumes it.
verts = verts.map(([x, y]) => [x - md.cx, y - md.cy]);
const b = baseBody(o);
b.kind = 'poly';
b.verts = verts;
b.normals = verts.map(([x0, y0], i) => {
const [x1, y1] = verts[(i + 1) % verts.length];
const ex = x1 - x0;
const ey = y1 - y0;
const len = Math.hypot(ex, ey) || 1;
return [ey / len, -ex / len];
});
b.wverts = verts.map(() => [0, 0]);
b.wnormals = verts.map(() => [0, 0]);
b.radius = Math.max(...verts.map(([x, y]) => Math.hypot(x, y)));
b.invMass = o.isStatic ? 0 : 1 / md.mass;
b.invI = o.isStatic ? 0 : 1 / md.I;
b.mass = o.isStatic ? Infinity : md.mass;
addBody(world, b);
syncTransform(b);
return b;
}
/** Axis-aligned-at-rest box helper; `angle` still rotates it. */
export function addBox(world, o) {
const hw = o.w / 2;
const hh = o.h / 2;
return addPoly(world, {
...o,
verts: [[-hw, -hh], [hw, -hh], [hw, hh], [-hw, hh]],
});
}
export function addCircle(world, o) {
const b = baseBody(o);
b.kind = 'circle';
b.radius = o.r;
const mass = (o.density ?? 1) * Math.PI * o.r * o.r;
b.invMass = o.isStatic ? 0 : 1 / mass;
b.invI = o.isStatic ? 0 : 1 / (0.5 * mass * o.r * o.r);
b.mass = o.isStatic ? Infinity : mass;
addBody(world, b);
syncTransform(b);
return b;
}
export function removeBody(world, body) {
const i = world.bodies.indexOf(body);
if (i >= 0) world.bodies.splice(i, 1);
world.byId.delete(body.id);
for (const [key, c] of [...world.contacts]) {
if (c.aId === body.id || c.bId === body.id) world.contacts.delete(key);
}
world.contactList = world.contactList.filter((c) => c.aId !== body.id && c.bId !== body.id);
}
// Recompute world-space verts/normals and the AABB after a transform change.
function syncTransform(b) {
const c = Math.cos(b.angle);
const s = Math.sin(b.angle);
if (b.kind === 'poly') {
let minx = Infinity; let miny = Infinity; let maxx = -Infinity; let maxy = -Infinity;
for (let i = 0; i < b.verts.length; i += 1) {
const [lx, ly] = b.verts[i];
const wx = b.x + lx * c - ly * s;
const wy = b.y + lx * s + ly * c;
b.wverts[i][0] = wx;
b.wverts[i][1] = wy;
const [nx, ny] = b.normals[i];
b.wnormals[i][0] = nx * c - ny * s;
b.wnormals[i][1] = nx * s + ny * c;
if (wx < minx) minx = wx;
if (wy < miny) miny = wy;
if (wx > maxx) maxx = wx;
if (wy > maxy) maxy = wy;
}
b.aabb.minx = minx; b.aabb.miny = miny; b.aabb.maxx = maxx; b.aabb.maxy = maxy;
} else {
b.aabb.minx = b.x - b.radius; b.aabb.miny = b.y - b.radius;
b.aabb.maxx = b.x + b.radius; b.aabb.maxy = b.y + b.radius;
}
}
export function wakeBody(b) {
if (b.isStatic) return;
b.sleeping = false;
b.sleepTimer = 0;
}
export function applyImpulse(b, ix, iy, px, py) {
if (b.isStatic) return;
wakeBody(b);
b.vx += ix * b.invMass;
b.vy += iy * b.invMass;
if (px !== undefined) b.omega += cross(px - b.x, py - b.y, ix, iy) * b.invI;
}
// ── Broadphase ──────────────────────────────────────────────────────────────
// Uniform grid over AABBs, rebuilt each substep. Bodies here are large relative
// to their per-substep travel, so a rebuild is cheaper than incremental upkeep.
function broadphase(world) {
const cell = PHYS.GRID_CELL;
const grid = new Map();
const bodies = world.bodies;
for (let i = 0; i < bodies.length; i += 1) {
const b = bodies[i];
const x0 = Math.floor(b.aabb.minx / cell);
const x1 = Math.floor(b.aabb.maxx / cell);
const y0 = Math.floor(b.aabb.miny / cell);
const y1 = Math.floor(b.aabb.maxy / cell);
for (let gx = x0; gx <= x1; gx += 1) {
for (let gy = y0; gy <= y1; gy += 1) {
const key = cellKey(gx, gy);
let bucket = grid.get(key);
if (!bucket) { bucket = []; grid.set(key, bucket); }
bucket.push(b);
}
}
}
const pairs = [];
const seen = new Set();
for (const bucket of grid.values()) {
for (let i = 0; i < bucket.length; i += 1) {
for (let j = i + 1; j < bucket.length; j += 1) {
let a = bucket[i];
let b = bucket[j];
if (a.id > b.id) { const t = a; a = b; b = t; }
// A pair where neither side can move produces no useful contact. A
// sleeping body against a static one is already at rest by definition.
if (a.isStatic && b.isStatic) continue;
if (a.sleeping && b.sleeping) continue;
if (a.sleeping && b.isStatic) continue;
if (b.sleeping && a.isStatic) continue;
const key = pairKey(a.id, b.id);
if (seen.has(key)) continue;
seen.add(key);
if (a.aabb.maxx < b.aabb.minx || b.aabb.maxx < a.aabb.minx) continue;
if (a.aabb.maxy < b.aabb.miny || b.aabb.maxy < a.aabb.miny) continue;
pairs.push(a, b); // flat, to avoid a per-pair array allocation
}
}
}
// Sorted so the solve order never depends on Map/Set iteration order.
const order = [];
for (let i = 0; i < pairs.length; i += 2) order.push(i);
order.sort((p, q) => (pairs[p].id - pairs[q].id) || (pairs[p + 1].id - pairs[q + 1].id));
const sorted = [];
for (const i of order) sorted.push(pairs[i], pairs[i + 1]);
return sorted;
}
// ── Narrowphase ─────────────────────────────────────────────────────────────
// Largest separation of B's verts from any of A's faces. Negative => overlap.
function maxSeparation(a, b) {
let best = -Infinity;
let bestFace = 0;
for (let i = 0; i < a.wverts.length; i += 1) {
const [nx, ny] = a.wnormals[i];
const [vx, vy] = a.wverts[i];
// Support point of B in direction -n: the deepest vert against this face.
let lowest = Infinity;
for (let j = 0; j < b.wverts.length; j += 1) {
const d = (b.wverts[j][0] - vx) * nx + (b.wverts[j][1] - vy) * ny;
if (d < lowest) lowest = d;
}
if (lowest > best) { best = lowest; bestFace = i; }
}
return { sep: best, face: bestFace };
}
// The face of `inc` most anti-parallel to the reference normal.
function incidentFace(inc, refNx, refNy) {
let best = Infinity;
let bestFace = 0;
for (let i = 0; i < inc.wnormals.length; i += 1) {
const d = inc.wnormals[i][0] * refNx + inc.wnormals[i][1] * refNy;
if (d < best) { best = d; bestFace = i; }
}
return bestFace;
}
// Clip a segment against a half-plane, keeping the portion where
// dot(n, p) - offset <= 0. Feature ids ride along so warm starting can match
// points across frames even when clipping order changes.
function clipSegment(pts, nx, ny, offset) {
const out = [];
const d0 = pts[0].x * nx + pts[0].y * ny - offset;
const d1 = pts[1].x * nx + pts[1].y * ny - offset;
if (d0 <= 0) out.push(pts[0]);
if (d1 <= 0) out.push(pts[1]);
if (d0 * d1 < 0) {
const t = d0 / (d0 - d1);
out.push({
x: pts[0].x + t * (pts[1].x - pts[0].x),
y: pts[0].y + t * (pts[1].y - pts[0].y),
fid: d0 > 0 ? pts[1].fid : pts[0].fid,
});
}
return out;
}
function collidePolyPoly(a, b) {
const sa = maxSeparation(a, b);
if (sa.sep > 0) return null;
const sb = maxSeparation(b, a);
if (sb.sep > 0) return null;
// Prefer A as reference unless B is clearly deeper — the small bias keeps the
// choice stable frame to frame, which keeps feature ids (and warm starting)
// stable for a resting contact.
let ref = a; let inc = b; let refFace = sa.face; let flip = false;
if (sb.sep > sa.sep + 0.1 * Math.abs(sa.sep) + 0.01) {
ref = b; inc = a; refFace = sb.face; flip = true;
}
const [rnx, rny] = ref.wnormals[refFace];
const rv0 = ref.wverts[refFace];
const rv1 = ref.wverts[(refFace + 1) % ref.wverts.length];
const incFace = incidentFace(inc, rnx, rny);
const iv0 = inc.wverts[incFace];
const iv1 = inc.wverts[(incFace + 1) % inc.wverts.length];
// Tangent of the reference face; clip the incident edge to its side planes.
const tx = rv1[0] - rv0[0];
const ty = rv1[1] - rv0[1];
const tlen = Math.hypot(tx, ty) || 1;
const utx = tx / tlen;
const uty = ty / tlen;
let pts = [
{ x: iv0[0], y: iv0[1], fid: (refFace << 8) | incFace },
{ x: iv1[0], y: iv1[1], fid: (refFace << 8) | ((incFace + 1) % inc.wverts.length) },
];
pts = clipSegment(pts, -utx, -uty, -(rv0[0] * utx + rv0[1] * uty));
if (pts.length < 2) return null;
pts = clipSegment(pts, utx, uty, rv1[0] * utx + rv1[1] * uty);
if (pts.length < 2) return null;
const offset = rv0[0] * rnx + rv0[1] * rny;
const points = [];
for (const p of pts) {
const sep = p.x * rnx + p.y * rny - offset;
if (sep <= 0) points.push({ x: p.x, y: p.y, sep, fid: p.fid | (flip ? 0x10000 : 0) });
}
if (!points.length) return null;
// Normal must always point A -> B.
return { nx: flip ? -rnx : rnx, ny: flip ? -rny : rny, points };
}
function collideCirclePoly(c, p, circleIsA) {
// Work in the polygon's local frame so the face tests are cheap.
const cs = Math.cos(-p.angle);
const sn = Math.sin(-p.angle);
const dx = c.x - p.x;
const dy = c.y - p.y;
const lx = dx * cs - dy * sn;
const ly = dx * sn + dy * cs;
let best = -Infinity;
let bestFace = 0;
for (let i = 0; i < p.verts.length; i += 1) {
const [nx, ny] = p.normals[i];
const [vx, vy] = p.verts[i];
const d = (lx - vx) * nx + (ly - vy) * ny;
if (d > c.radius) return null;
if (d > best) { best = d; bestFace = i; }
}
const [v0x, v0y] = p.verts[bestFace];
const [v1x, v1y] = p.verts[(bestFace + 1) % p.verts.length];
let nlx; let nly; let sep;
if (best < 1e-6) {
// Centre is inside the polygon — push straight out along the closest face.
[nlx, nly] = p.normals[bestFace];
sep = best - c.radius;
} else {
// Voronoi regions: nearest to v0, to v1, or to the face interior.
const ex = v1x - v0x;
const ey = v1y - v0y;
const t = clamp(((lx - v0x) * ex + (ly - v0y) * ey) / (ex * ex + ey * ey), 0, 1);
const px = v0x + ex * t;
const py = v0y + ey * t;
const ddx = lx - px;
const ddy = ly - py;
const dist = Math.hypot(ddx, ddy);
if (dist > c.radius) return null;
if (dist < 1e-9) { [nlx, nly] = p.normals[bestFace]; } else { nlx = ddx / dist; nly = ddy / dist; }
sep = dist - c.radius;
}
// Back to world space. Local normal points polygon -> circle.
const wc = Math.cos(p.angle);
const ws = Math.sin(p.angle);
const nwx = nlx * wc - nly * ws;
const nwy = nlx * ws + nly * wc;
const contactX = c.x - nwx * (c.radius + sep * 0.5);
const contactY = c.y - nwy * (c.radius + sep * 0.5);
// Caller's A is `circleIsA ? c : p`; normal must run A -> B.
const sign = circleIsA ? -1 : 1;
return {
nx: nwx * sign, ny: nwy * sign,
points: [{ x: contactX, y: contactY, sep, fid: 1 }],
};
}
function collideCircleCircle(a, b) {
const dx = b.x - a.x;
const dy = b.y - a.y;
const r = a.radius + b.radius;
const d2 = dx * dx + dy * dy;
if (d2 >= r * r) return null;
const d = Math.sqrt(d2);
let nx; let ny;
if (d < 1e-9) { nx = 0; ny = -1; } else { nx = dx / d; ny = dy / d; }
return {
nx, ny,
points: [{ x: a.x + nx * a.radius, y: a.y + ny * a.radius, sep: d - r, fid: 1 }],
};
}
function collide(a, b) {
if (a.kind === 'circle' && b.kind === 'circle') return collideCircleCircle(a, b);
if (a.kind === 'circle') return collideCirclePoly(a, b, true);
if (b.kind === 'circle') return collideCirclePoly(b, a, false);
return collidePolyPoly(a, b);
}
// ── Contact bookkeeping ─────────────────────────────────────────────────────
// Rebuild manifolds, carrying accumulated impulses across from last substep by
// feature id. This is the warm-starting half of stack stability; matching by
// array index instead would scramble impulses the moment a clip order flips.
function updateContacts(world, pairs) {
const live = new Set();
const list = [];
for (let pi = 0; pi < pairs.length; pi += 2) {
const a = pairs[pi];
const b = pairs[pi + 1];
const m = collide(a, b);
const key = pairKey(a.id, b.id);
if (!m) { world.contacts.delete(key); continue; }
live.add(key);
const prev = world.contacts.get(key);
const points = m.points.map((p) => {
const old = prev?.points.find((q) => q.fid === p.fid);
return {
x: p.x, y: p.y, sep: p.sep, fid: p.fid,
pn: old?.pn ?? 0, pt: old?.pt ?? 0,
pnBias: 0, // never warm-started: position error is transient
massNormal: 0, massTangent: 0, bias: 0, restTarget: 0,
rax: 0, ray: 0, rbx: 0, rby: 0,
};
});
const contact = {
aId: a.id, bId: b.id, a, b,
nx: m.nx, ny: m.ny,
friction: Math.sqrt(a.friction * b.friction),
restitution: Math.max(a.restitution, b.restitution),
points,
maxImpulse: 0, // peak accumulated |pn| — includes static load
impactImpulse: 0, // peak approach momentum — THIS is the damage signal
};
world.contacts.set(key, contact);
list.push(contact);
}
for (const [key] of [...world.contacts]) {
if (!live.has(key)) world.contacts.delete(key);
}
// Pairs arrive pre-sorted by (aId, bId), so this list is already in the
// canonical solve order and needs no further sorting.
world.contactList = list;
}
// The solver's contact iteration order. Never iterate world.contacts directly:
// Map order depends on insertion history, which would make the sim depend on
// the order bodies happened to be created in.
function orderedContacts(world) {
return world.contactList;
}
function prestep(world, h) {
const invH = 1 / h;
for (const c of orderedContacts(world)) {
const a = c.a;
const b = c.b;
const { nx, ny } = c;
const tx = -ny;
const ty = nx;
let peakImpact = 0;
for (const p of c.points) {
p.rax = p.x - a.x; p.ray = p.y - a.y;
p.rbx = p.x - b.x; p.rby = p.y - b.y;
const rnA = cross(p.rax, p.ray, nx, ny);
const rnB = cross(p.rbx, p.rby, nx, ny);
p.massNormal = 1 / (a.invMass + b.invMass + a.invI * rnA * rnA + b.invI * rnB * rnB);
const rtA = cross(p.rax, p.ray, tx, ty);
const rtB = cross(p.rbx, p.rby, tx, ty);
p.massTangent = 1 / (a.invMass + b.invMass + a.invI * rtA * rtA + b.invI * rtB * rtB);
// Position error is corrected by a SEPARATE pseudo-velocity pass (split
// impulse), not by biasing the real velocity. With plain Baumgarte the
// steady-state penetration is proportional to the load, so the bottom
// contact of a 10-box tower sinks ~10x deeper than the top one and the
// stack visibly sags. Driving position through pseudo-velocities removes
// a fixed fraction of the excess per substep regardless of load, and the
// correction never leaks into the real velocity as bounce energy.
p.bias = -PHYS.BAUMGARTE * invH * Math.min(0, p.sep + PHYS.SLOP);
p.pnBias = 0;
// Restitution, sampled once from the APPROACH velocity. Sampling it every
// iteration would let a resting box slowly bounce itself apart.
const rvx = (b.vx - p.rby * b.omega) - (a.vx - p.ray * a.omega);
const rvy = (b.vy + p.rbx * b.omega) - (a.vy + p.rax * a.omega);
const vn = rvx * nx + rvy * ny;
p.restTarget = vn < -PHYS.REST_THRESHOLD ? -c.restitution * vn : 0;
// IMPACT momentum: the impulse it would take to just stop the approach.
//
// This is the damage signal, and it must NOT be the solver's accumulated
// normal impulse. That value includes the static load a contact carries,
// which grows with stack height — measured 3.4e5 at the base of a
// 10-block stone tower, above the threshold that should shatter wood. A
// tower would quietly crush itself while nothing was happening. Approach
// velocity is zero at rest by definition, so this separates "being leaned
// on" from "being hit" for free.
const impact = vn < 0 ? p.massNormal * -vn : 0;
if (impact > peakImpact) peakImpact = impact;
}
c.impactImpulse = peakImpact;
}
for (const b of world.bodies) { b.psx = 0; b.psy = 0; b.psw = 0; }
}
function warmStart(world) {
for (const c of orderedContacts(world)) {
const a = c.a;
const b = c.b;
const { nx, ny } = c;
const tx = -ny;
const ty = nx;
for (const p of c.points) {
const ix = p.pn * nx + p.pt * tx;
const iy = p.pn * ny + p.pt * ty;
if (!a.isStatic) {
a.vx -= ix * a.invMass; a.vy -= iy * a.invMass;
a.omega -= cross(p.rax, p.ray, ix, iy) * a.invI;
}
if (!b.isStatic) {
b.vx += ix * b.invMass; b.vy += iy * b.invMass;
b.omega += cross(p.rbx, p.rby, ix, iy) * b.invI;
}
}
}
}
function solveVelocities(world) {
const contacts = orderedContacts(world);
for (let iter = 0; iter < PHYS.VEL_ITERS; iter += 1) {
for (const c of contacts) {
const a = c.a;
const b = c.b;
const { nx, ny } = c;
const tx = -ny;
const ty = nx;
for (const p of c.points) {
// Normal impulse. Accumulate then clamp to >= 0, applying only the
// delta — clamping the per-iteration impulse instead would let a
// contact pull bodies together.
let rvx = (b.vx - p.rby * b.omega) - (a.vx - p.ray * a.omega);
let rvy = (b.vy + p.rbx * b.omega) - (a.vy + p.rax * a.omega);
const vn = rvx * nx + rvy * ny;
let dPn = p.massNormal * (-vn + p.restTarget);
const pn0 = p.pn;
p.pn = Math.max(pn0 + dPn, 0);
dPn = p.pn - pn0;
let ix = dPn * nx;
let iy = dPn * ny;
if (!a.isStatic) {
a.vx -= ix * a.invMass; a.vy -= iy * a.invMass;
a.omega -= cross(p.rax, p.ray, ix, iy) * a.invI;
}
if (!b.isStatic) {
b.vx += ix * b.invMass; b.vy += iy * b.invMass;
b.omega += cross(p.rbx, p.rby, ix, iy) * b.invI;
}
// Split-impulse position pass, run on pseudo-velocities only.
const pvx = (b.psx - p.rby * b.psw) - (a.psx - p.ray * a.psw);
const pvy = (b.psy + p.rbx * b.psw) - (a.psy + p.rax * a.psw);
const pvn = pvx * nx + pvy * ny;
let dPb = p.massNormal * (-pvn + p.bias);
const pb0 = p.pnBias;
p.pnBias = Math.max(pb0 + dPb, 0);
dPb = p.pnBias - pb0;
const bx = dPb * nx;
const by = dPb * ny;
if (!a.isStatic) {
a.psx -= bx * a.invMass; a.psy -= by * a.invMass;
a.psw -= cross(p.rax, p.ray, bx, by) * a.invI;
}
if (!b.isStatic) {
b.psx += bx * b.invMass; b.psy += by * b.invMass;
b.psw += cross(p.rbx, p.rby, bx, by) * b.invI;
}
// Coulomb friction, clamped against the ACCUMULATED normal impulse.
rvx = (b.vx - p.rby * b.omega) - (a.vx - p.ray * a.omega);
rvy = (b.vy + p.rbx * b.omega) - (a.vy + p.rax * a.omega);
const vt = rvx * tx + rvy * ty;
let dPt = p.massTangent * -vt;
const maxPt = c.friction * p.pn;
const pt0 = p.pt;
p.pt = clamp(pt0 + dPt, -maxPt, maxPt);
dPt = p.pt - pt0;
ix = dPt * tx;
iy = dPt * ty;
if (!a.isStatic) {
a.vx -= ix * a.invMass; a.vy -= iy * a.invMass;
a.omega -= cross(p.rax, p.ray, ix, iy) * a.invI;
}
if (!b.isStatic) {
b.vx += ix * b.invMass; b.vy += iy * b.invMass;
b.omega += cross(p.rbx, p.rby, ix, iy) * b.invI;
}
}
}
}
for (const c of contacts) {
let peak = 0;
for (const p of c.points) if (p.pn > peak) peak = p.pn;
c.maxImpulse = peak;
}
}
// ── Islands and sleeping ────────────────────────────────────────────────────
// Union-find over contacts between dynamic bodies. An island sleeps only when
// every member has been slow for SLEEP_TIME — per-body sleeping would freeze
// half a tower while the rest still moves.
function updateSleeping(world, h) {
const parent = new Map();
const find = (x) => {
let r = x;
while (parent.get(r) !== r) r = parent.get(r);
while (parent.get(x) !== r) { const nx = parent.get(x); parent.set(x, r); x = nx; }
return r;
};
const union = (x, y) => {
const rx = find(x);
const ry = find(y);
if (rx !== ry) parent.set(rx > ry ? rx : ry, rx > ry ? ry : rx);
};
for (const b of world.bodies) if (!b.isStatic) parent.set(b.id, b.id);
for (const c of orderedContacts(world)) {
const a = c.a;
const b = c.b;
if (!a.isStatic && !b.isStatic) union(a.id, b.id);
}
// Per-body slow timer.
for (const b of world.bodies) {
if (b.isStatic || b.sleeping) continue;
const slow = Math.hypot(b.vx, b.vy) < PHYS.SLEEP_LIN && Math.abs(b.omega) < PHYS.SLEEP_ANG;
b.sleepTimer = slow ? b.sleepTimer + h : 0;
}
// An island's timer is its slowest member's.
const islandTimer = new Map();
for (const b of world.bodies) {
if (b.isStatic) continue;
const root = find(b.id);
const t = b.sleeping ? Infinity : b.sleepTimer;
const cur = islandTimer.get(root);
if (cur === undefined || t < cur) islandTimer.set(root, t);
}
for (const b of world.bodies) {
if (b.isStatic) continue;
const t = islandTimer.get(find(b.id)) ?? 0;
if (t >= PHYS.SLEEP_TIME) {
b.sleeping = true;
b.vx = 0; b.vy = 0; b.omega = 0;
} else if (t < PHYS.SLEEP_TIME && b.sleeping) {
// A neighbour woke up; the whole island comes with it.
b.sleeping = false;
b.sleepTimer = 0;
}
}
}
// ── Integration ─────────────────────────────────────────────────────────────
function integrateVelocities(world, h) {
for (const b of world.bodies) {
if (b.isStatic || b.sleeping) continue;
b.vy += world.gravity * h;
b.vx *= 1 - PHYS.LINEAR_DAMPING;
b.vy *= 1 - PHYS.LINEAR_DAMPING;
b.omega *= 1 - PHYS.ANGULAR_DAMPING;
}
}
function integratePositions(world, h) {
for (const b of world.bodies) {
if (b.isStatic || b.sleeping) continue;
const sp = Math.hypot(b.vx, b.vy);
if (sp > PHYS.MAX_SPEED) { const k = PHYS.MAX_SPEED / sp; b.vx *= k; b.vy *= k; }
b.omega = clamp(b.omega, -PHYS.MAX_OMEGA, PHYS.MAX_OMEGA);
// Pseudo-velocity moves the body but is then discarded, so position error
// is repaired without the correction showing up as momentum next substep.
b.x += (b.vx + b.psx) * h;
b.y += (b.vy + b.psy) * h;
b.angle += (b.omega + b.psw) * h;
b.psx = 0; b.psy = 0; b.psw = 0;
syncTransform(b);
}
}
// ── The frame ───────────────────────────────────────────────────────────────
export function substep(world, h) {
integrateVelocities(world, h);
const pairs = broadphase(world);
updateContacts(world, pairs);
prestep(world, h);
warmStart(world);
solveVelocities(world);
integratePositions(world, h);
updateSleeping(world, h);
world.time += h;
}
/**
* Advance by `dt` seconds in whole fixed substeps. Any leftover is carried in
* world.accum, which is what makes 1/60 and 1/120 frames produce identical
* trajectories the property tools/verifyAngryBirds.js asserts.
*/
export function step(world, dt) {
world.accum += Math.min(dt, 0.05); // a backgrounded tab must not teleport
let steps = 0;
while (world.accum >= PHYS.SUBSTEP_DT && steps < 16) {
substep(world, PHYS.SUBSTEP_DT);
world.accum -= PHYS.SUBSTEP_DT;
steps += 1;
}
return steps;
}
/** True when nothing is moving — the rules layer's "shot is over" test. */
export function isSettled(world) {
for (const b of world.bodies) {
if (b.isStatic) continue;
if (!b.sleeping) return false;
}
return true;
}
/** Peak normal impulse seen on each body this substep, keyed by body id. */
export function contactImpulses(world) {
const out = new Map();
for (const c of world.contacts.values()) {
if (c.maxImpulse <= 0) continue;
for (const id of [c.aId, c.bId]) {
const cur = out.get(id) ?? 0;
if (c.maxImpulse > cur) out.set(id, c.maxImpulse);
}
}
return out;
}
/** Radial impulse + falloff, used by Bomb and TNT. Returns bodies affected. */
export function applyExplosion(world, x, y, radius, power) {
const hit = [];
for (const b of world.bodies) {
if (b.isStatic) continue;
const dx = b.x - x;
const dy = b.y - y;
const d = Math.hypot(dx, dy);
if (d > radius) continue;
const falloff = 1 - d / radius;
const nx = d < 1e-6 ? 0 : dx / d;
const ny = d < 1e-6 ? -1 : dy / d;
const j = power * falloff * b.mass;
applyImpulse(b, nx * j, ny * j, b.x, b.y);
hit.push({ body: b, falloff, dist: d });
}
return hit;
}
// ── Determinism helpers ─────────────────────────────────────────────────────
export function cloneWorld(world) {
const copy = createWorld({ gravity: world.gravity });
copy.nextId = world.nextId;
copy.accum = world.accum;
copy.time = world.time;
for (const b of world.bodies) {
const nb = { ...b, aabb: { ...b.aabb } };
if (b.kind === 'poly') {
nb.verts = b.verts.map((v) => [v[0], v[1]]);
nb.normals = b.normals.map((v) => [v[0], v[1]]);
nb.wverts = b.wverts.map((v) => [v[0], v[1]]);
nb.wnormals = b.wnormals.map((v) => [v[0], v[1]]);
}
copy.bodies.push(nb);
copy.byId.set(nb.id, nb);
}
// Contacts cache direct body references for speed, so a shallow spread would
// leave the clone's contacts pointing at the ORIGINAL world's bodies — the
// clone would silently drive the thing it was supposed to leave untouched.
// Rewire every reference through the copy's id map.
for (const [key, c] of world.contacts) {
copy.contacts.set(key, {
...c,
a: copy.byId.get(c.aId),
b: copy.byId.get(c.bId),
points: c.points.map((p) => ({ ...p })),
});
}
copy.contactList = world.contactList.map((c) => copy.contacts.get(pairKey(c.aId, c.bId))).filter(Boolean);
return copy;
}
// FNV-1a over the Float64 bit patterns of every body's transform and velocity.
// Hashing the bits rather than rounded values means a 1-ULP divergence still
// shows up, which is the point.
export function hashWorld(world) {
const buf = new ArrayBuffer(8);
const f64 = new Float64Array(buf);
const u32 = new Uint32Array(buf);
let h = 0x811c9dc5;
const mix = (v) => {
f64[0] = v;
for (let i = 0; i < 2; i += 1) {
h ^= u32[i];
h = Math.imul(h, 0x01000193) >>> 0;
}
};
const sorted = [...world.bodies].sort((a, b) => a.id - b.id);
for (const b of sorted) {
mix(b.x); mix(b.y); mix(b.angle);
mix(b.vx); mix(b.vy); mix(b.omega);
mix(b.sleeping ? 1 : 0);
}
return h >>> 0;
}
/** Run until everything sleeps (or `maxSeconds` elapses). Used by the editor. */
export function settle(world, maxSeconds = 10) {
const limit = Math.ceil(maxSeconds / PHYS.SUBSTEP_DT);
for (let i = 0; i < limit; i += 1) {
substep(world, PHYS.SUBSTEP_DT);
if (isSettled(world)) return true;
}
return isSettled(world);
}

View File

@ -25,9 +25,33 @@ const GRASS_DARK = 0x3f7d28;
const GRASS_INSET = DIRT_STROKE_W; // keeps the whole accent stroke visible; grass starts past it
const GRASS_DEPTH = 15; // how far the patchy band reaches down into the dirt, beyond the inset
const GRASS_SEG = 20; // approx width of one grass patch, in px
const SPIKE = 0x7d3550;
const SPIKE_RIM = 0xd46a8c;
const FIRE = 0xd4642a;
// Spikes -- gunmetal plate with faceted steel teeth stamped on every outward
// edge. SPIKE_LIGHT_DIR is a fixed "sun" used to pick which facet of each
// tooth reads as lit vs shadowed, regardless of which way the edge faces.
const SPIKE_BASE = 0x3a4250;
const SPIKE_BASE_DARK = 0x1f232b;
const SPIKE_BASE_EDGE_HI = 0x788597;
const SPIKE_BASE_EDGE_LO = 0x13151a;
const SPIKE_TOOTH_LIGHT = 0xcdd9e6;
const SPIKE_TOOTH_DARK = 0x4a5262;
const SPIKE_RIVET = 0x14161b;
const SPIKE_RIVET_HI = 0x9aa5b4;
const SPIKE_RUST = 0x8a5a3a;
const SPIKE_GLINT = 0xf3fbff;
const SPIKE_LIGHT_DIR = { x: -0.55, y: -0.83 };
const SPIKE_TOOTH_LEN = 20;
const SPIKE_TOOTH_STEP = 24;
// Fire/lava -- layered heat gradient (crust rim -> white-hot core) with an
// animated surface: drifting flow streaks and rising/popping bubbles.
const LAVA_CRUST = 0x2a1410;
const LAVA_CRUST_EDGE = 0x140a08;
const LAVA_OUTER = 0x8a2410;
const LAVA_MID = 0xd4642a;
const LAVA_HOT = 0xf59a3c;
const LAVA_CORE = 0xffe9a8;
const LAVA_FLOW_LINE = 0xffb459;
const LAVA_BUBBLE = 0xffd98a;
const STRAND = 0x1c1626;
const STRAND_HOT = 0xff5a4a;
const PIPE_BODY = 0x3d5a6c;
@ -103,7 +127,10 @@ const hash01 = (n) => {
// Splits a terrain polygon into edges tagged with their true outward normal
// (found via the centroid, so it works regardless of winding order) and
// whether that edge faces up -- i.e. is exposed ground a grass patch belongs
// on, as opposed to a side or the underside.
// on, as opposed to a side or the underside. Despite the historical name,
// every edge is returned (not just top-facing ones): callers that only want
// the top filter on `.top` themselves; spike teeth and lava crust want all of
// them.
function topFacingEdges(poly) {
const n = poly.length;
let cx = 0, cy = 0;
@ -123,6 +150,32 @@ function topFacingEdges(poly) {
return edges;
}
function polyCentroid(poly) {
let cx = 0, cy = 0;
for (const [x, y] of poly) { cx += x; cy += y; }
return { x: cx / poly.length, y: cy / poly.length };
}
// Shrinks a polygon toward a center point by factor f (1 = unchanged, 0 =
// collapsed to the point). Used to fake a soft radial "hot core" gradient on
// lava by layering a few of these, each hotter and more shrunk than the last,
// instead of one flat fill.
function scalePoly(poly, cx, cy, f) {
return poly.map(([x, y]) => [cx + (x - cx) * f, cy + (y - cy) * f]);
}
// The outward-facing unit normal of edge p0->p1, chosen to point away from
// `insidePt` -- used to shade a tooth's two facets against a fixed light
// direction regardless of which way the tooth itself is pointing.
function edgeNormalAway(p0, p1, insidePt) {
const ex = p1.x - p0.x, ey = p1.y - p0.y;
const len = Math.hypot(ex, ey) || 1;
let nx = -ey / len, ny = ex / len;
const mx = (p0.x + p1.x) / 2, my = (p0.y + p1.y) / 2;
if ((insidePt.x - mx) * nx + (insidePt.y - my) * ny > 0) { nx = -nx; ny = -ny; }
return { x: nx, y: ny };
}
// Standard ray-cast point-in-polygon test, used to clip the dirt-fleck
// texture to a terrain piece's actual shape rather than its bounding box --
// most pieces are simple rectangles/trapezoids, but this keeps flecks from
@ -530,12 +583,11 @@ export default class GooTowerGame extends Phaser.Scene {
if (e.top) this.drawGrassEdge(g, e);
}
} else if (t.kind === 'spike') {
g.fillStyle(SPIKE, 1);
g.fillPoints(pts, true);
this.drawSpikeBase(g, t);
this.drawTeeth(g, t);
this.drawMetalGrit(g, t);
} else if (t.kind === 'fire') {
g.fillStyle(FIRE, 0.75);
g.fillPoints(pts, true);
this.drawLavaBase(g, t);
}
if (t.destructible) {
// Cross-hatch marks rock a blast can open.
@ -646,29 +698,225 @@ export default class GooTowerGame extends Phaser.Scene {
}
}
// Spikes read as spikes because of the teeth, not the fill colour. Teeth are
// stamped along whichever edge faces away from the polygon's interior.
// Gunmetal plate under the teeth: a dark base, a soft highlight blob
// pulled toward the fixed light direction so it doesn't read as flat, and
// a bright/dark rim stroke on whichever edges face toward/away from that
// light -- the same trick drawTeeth uses per-tooth, applied to the plate.
drawSpikeBase(g, t) {
const pts = t.poly.map(([x, y]) => ({ x, y }));
const c = polyCentroid(t.poly);
g.fillStyle(SPIKE_BASE_DARK, 1);
g.fillPoints(pts, true);
const hiPts = scalePoly(
t.poly, c.x + SPIKE_LIGHT_DIR.x * 14, c.y + SPIKE_LIGHT_DIR.y * 14, 0.62,
).map(([x, y]) => ({ x, y }));
g.fillStyle(SPIKE_BASE, 0.55);
g.fillPoints(hiPts, true);
for (const e of topFacingEdges(t.poly)) {
const lit = e.nx * SPIKE_LIGHT_DIR.x + e.ny * SPIKE_LIGHT_DIR.y;
if (lit > 0.3) { g.lineStyle(2, SPIKE_BASE_EDGE_HI, 0.8); g.lineBetween(e.ax, e.ay, e.bx, e.by); }
else if (lit < -0.3) { g.lineStyle(2, SPIKE_BASE_EDGE_LO, 0.8); g.lineBetween(e.ax, e.ay, e.bx, e.by); }
}
}
// Spikes read as spikes because of the teeth, not the fill colour. Unlike
// the old version, teeth are stamped along EVERY outward edge (via
// topFacingEdges' true per-edge normal), not just horizontal ones, so a
// block bristles on every side that faces open air. Each tooth is split
// into two facets -- (p0, mid, tip) and (mid, p1, tip) -- shaded against a
// fixed light direction via edgeNormalAway, so it reads as a faceted steel
// point instead of a flat silhouette regardless of which way it points.
// Tip world positions are cached on the piece for drawSpikeTwinkle.
drawTeeth(g, t) {
const poly = t.poly;
const cy = poly.reduce((s, p) => s + p[1], 0) / poly.length;
g.fillStyle(SPIKE_RIM, 1);
for (let i = 0, j = poly.length - 1; i < poly.length; j = i++) {
const [ax, ay] = poly[j];
const [bx, by] = poly[i];
const mid = (ay + by) / 2;
if (Math.abs(ay - by) > 4) continue; // only horizontal edges
const up = mid < cy ? -1 : 1; // point away from the middle
const len = Math.abs(bx - ax);
const n = Math.max(2, Math.round(len / 26));
const step = (bx - ax) / n;
const tips = [];
for (const e of topFacingEdges(t.poly)) {
const dx = e.bx - e.ax, dy = e.by - e.ay;
const len = Math.hypot(dx, dy);
if (len < 1) continue;
const n = Math.max(1, Math.round(len / SPIKE_TOOTH_STEP));
for (let k = 0; k < n; k += 1) {
const x0 = ax + step * k;
const x1 = x0 + step;
g.fillTriangle(
x0, mid,
x1, mid,
(x0 + x1) / 2, mid + up * 20,
);
const p0 = { x: e.ax + dx * (k / n), y: e.ay + dy * (k / n) };
const p1 = { x: e.ax + dx * ((k + 1) / n), y: e.ay + dy * ((k + 1) / n) };
const mid = { x: (p0.x + p1.x) / 2, y: (p0.y + p1.y) / 2 };
const tip = { x: mid.x + e.nx * SPIKE_TOOTH_LEN, y: mid.y + e.ny * SPIKE_TOOTH_LEN };
tips.push({ x: tip.x, y: tip.y, seed: hash01(tip.x * 0.13 + tip.y * 0.29) });
const n1 = edgeNormalAway(p0, tip, mid);
const n2 = edgeNormalAway(tip, p1, mid);
const lit1 = n1.x * SPIKE_LIGHT_DIR.x + n1.y * SPIKE_LIGHT_DIR.y;
const lit2 = n2.x * SPIKE_LIGHT_DIR.x + n2.y * SPIKE_LIGHT_DIR.y;
g.fillStyle(lit1 >= lit2 ? SPIKE_TOOTH_LIGHT : SPIKE_TOOTH_DARK, 1);
g.fillTriangle(p0.x, p0.y, mid.x, mid.y, tip.x, tip.y);
g.fillStyle(lit1 >= lit2 ? SPIKE_TOOTH_DARK : SPIKE_TOOTH_LIGHT, 1);
g.fillTriangle(mid.x, mid.y, p1.x, p1.y, tip.x, tip.y);
g.lineStyle(1, SPIKE_BASE_EDGE_LO, 0.5);
g.lineBetween(p0.x, p0.y, p1.x, p1.y);
// A rivet stamped into the plate at most tooth bases, inset along
// the inward normal so it sits on the metal, not floating past it.
if (hash01(mid.x * 0.07 + mid.y * 0.11) > 0.4) {
const rx = mid.x - e.nx * 7, ry = mid.y - e.ny * 7;
g.fillStyle(SPIKE_RIVET, 1);
g.fillCircle(rx, ry, 2.4);
g.fillStyle(SPIKE_RIVET_HI, 0.8);
g.fillCircle(rx - 0.6, ry - 0.6, 0.9);
}
}
}
t._teethTips = tips;
}
// Rust speckling + fine scratches, reusing the dirt-fleck clipping trick
// (drawDirtTexture) so grit stays inside the plate's actual silhouette.
drawMetalGrit(g, t) {
const bb = t.bounds;
const STEP = 26;
for (let gx = bb.minX; gx < bb.maxX; gx += STEP) {
for (let gy = bb.minY; gy < bb.maxY; gy += STEP) {
const seed = gx * 0.053 + gy * 0.091;
if (hash01(seed) < 0.72) continue;
const jx = gx + (hash01(seed + 1.3) - 0.5) * STEP * 0.8;
const jy = gy + (hash01(seed + 2.7) - 0.5) * STEP * 0.8;
if (!pointInPoly(jx, jy, t.poly)) continue;
if (hash01(seed + 3.1) < 0.5) {
g.fillStyle(SPIKE_RUST, 0.3);
g.fillCircle(jx, jy, 1.5 + hash01(seed + 4.2) * 1.8);
} else {
const ang = hash01(seed + 5.5) * Math.PI;
const len = 4 + hash01(seed + 6.6) * 5;
g.lineStyle(1, SPIKE_TOOTH_LIGHT, 0.12);
g.lineBetween(
jx - Math.cos(ang) * len / 2, jy - Math.sin(ang) * len / 2,
jx + Math.cos(ang) * len / 2, jy + Math.sin(ang) * len / 2,
);
}
}
}
}
// Molten pool: a layered heat gradient (crust rim -> white-hot core) faked
// with a few polygons shrunk toward the centroid via scalePoly instead of a
// real radial gradient, topped with jagged "broken crust" chunks along
// every edge with glowing seams between them. Also seeds the flow-lane and
// bubble-slot data drawLavaFlow animates every frame.
drawLavaBase(g, t) {
const pts = t.poly.map(([x, y]) => ({ x, y }));
const c = polyCentroid(t.poly);
g.fillStyle(LAVA_CRUST, 1);
g.fillPoints(pts, true);
const layers = [
{ f: 0.86, color: LAVA_OUTER },
{ f: 0.62, color: LAVA_MID },
{ f: 0.36, color: LAVA_HOT },
{ f: 0.16, color: LAVA_CORE },
];
for (const layer of layers) {
const lp = scalePoly(t.poly, c.x, c.y, layer.f).map(([x, y]) => ({ x, y }));
g.fillStyle(layer.color, 1);
g.fillPoints(lp, true);
}
for (const e of topFacingEdges(t.poly)) {
const dx = e.bx - e.ax, dy = e.by - e.ay;
const len = Math.hypot(dx, dy);
if (len < 1) continue;
const seed = e.ax * 0.11 + e.ay * 0.19 + e.bx * 0.07 + e.by * 0.23;
const n = Math.max(1, Math.round(len / 30));
for (let k = 0; k < n; k += 1) {
const s = seed + k * 5.31;
if (hash01(s + 2.2) < 0.2) continue; // occasional gap: a wider crack of bare lava
const depth = 8 + hash01(s) * 10;
const p0 = { x: e.ax + dx * (k / n), y: e.ay + dy * (k / n) };
const p1 = { x: e.ax + dx * ((k + 1) / n), y: e.ay + dy * ((k + 1) / n) };
const q0 = { x: p0.x - e.nx * depth, y: p0.y - e.ny * depth };
const q1 = { x: p1.x - e.nx * depth, y: p1.y - e.ny * depth };
g.fillStyle(LAVA_CRUST, 0.9);
g.fillPoints([p0, p1, q1, q0], true);
g.lineStyle(1.5, LAVA_FLOW_LINE, 0.55);
g.lineBetween(p0.x, p0.y, q0.x, q0.y);
}
}
const bb = t.bounds;
const laneCount = Math.max(2, Math.round((bb.maxX - bb.minX) / 40));
const lanes = [];
for (let i = 0; i < laneCount; i += 1) {
const s = i * 3.7 + bb.minX * 0.01;
lanes.push({
y: bb.minY + (bb.maxY - bb.minY) * (0.25 + 0.5 * hash01(s)),
speed: 14 + hash01(s + 1) * 10,
amp: 3 + hash01(s + 2) * 4,
freq: 0.02 + hash01(s + 3) * 0.02,
phase: hash01(s + 4) * Math.PI * 2,
dir: hash01(s + 5) < 0.5 ? 1 : -1,
});
}
t._lavaLanes = lanes;
const area = (bb.maxX - bb.minX) * (bb.maxY - bb.minY);
const bubbleCount = Math.max(2, Math.round(area / 4500));
const bubbles = [];
for (let i = 0; i < bubbleCount; i += 1) {
const s = i * 5.3 + bb.minY * 0.017;
bubbles.push({
x: bb.minX + (bb.maxX - bb.minX) * hash01(s),
y: bb.minY + (bb.maxY - bb.minY) * (0.3 + 0.5 * hash01(s + 1)),
period: 1.4 + hash01(s + 2) * 1.8,
offset: hash01(s + 3) * 10,
maxR: 3 + hash01(s + 4) * 4,
});
}
t._lavaBubbles = bubbles;
}
// A handful of tooth tips catch a bright glint at a time, cycling on
// desynced per-tip timers via `time` (the sim clock) -- reads as light
// twinkling off steel points rather than a static texture.
drawSpikeTwinkle(g, t, time) {
const tips = t._teethTips;
if (!tips) return;
for (const tip of tips) {
const phase = (time * 0.35 + tip.seed * 6.28) % (Math.PI * 2);
const bright = Math.pow(Math.max(0, Math.sin(phase)), 10); // sharp, brief peak
if (bright < 0.05) continue;
g.fillStyle(SPIKE_GLINT, bright * 0.9);
g.fillCircle(tip.x, tip.y, 2 + bright * 1.5);
}
}
// Drifting wavy flow-streaks (per-lane sine offset scrolling over time) and
// rising/popping bubbles, animated each frame from the slots drawLavaBase
// seeded once per piece.
drawLavaFlow(g, t, time) {
const lanes = t._lavaLanes;
const bb = t.bounds;
if (lanes) {
for (const lane of lanes) {
const linePts = [];
const steps = 10;
for (let i = 0; i <= steps; i += 1) {
const x = bb.minX + (bb.maxX - bb.minX) * (i / steps);
const y = lane.y + Math.sin(x * lane.freq + time * lane.speed * lane.dir + lane.phase) * lane.amp;
if (pointInPoly(x, y, t.poly)) linePts.push({ x, y });
}
if (linePts.length > 1) {
g.lineStyle(2, LAVA_FLOW_LINE, 0.4);
g.strokePoints(linePts, false);
}
}
}
const bubbles = t._lavaBubbles;
if (bubbles) {
for (const b of bubbles) {
const phase = ((time + b.offset) % b.period) / b.period;
let r, a;
if (phase < 0.7) { r = b.maxR * (phase / 0.7); a = 0.8; }
else { r = b.maxR * (1 - (phase - 0.7) / 0.3); a = 0.8 * (1 - (phase - 0.7) / 0.3); }
if (r <= 0.3) continue;
g.fillStyle(LAVA_BUBBLE, a);
g.fillCircle(b.x, b.y - r * 0.3, r);
g.lineStyle(1, LAVA_CORE, a * 0.7);
g.strokeCircle(b.x, b.y - r * 0.3, r);
}
}
}
@ -921,6 +1169,13 @@ export default class GooTowerGame extends Phaser.Scene {
this.drawGears(g);
}
// Spike glints and lava flow/bubbles animate every frame off the sim
// clock, layered on top of the static plate/pool fill drawn in terrainG.
for (const tr of st.terrain) {
if (tr.kind === 'spike') this.drawSpikeTwinkle(g, tr, st.clock);
else if (tr.kind === 'fire') this.drawLavaFlow(g, tr, st.clock);
}
// Strands first, under the balls — drawn as pinched goo shapes (thick
// at the ends, thin in the middle with curved edges).
for (const s of st.strands) {

View File

@ -102,7 +102,6 @@ import TotalAnnihilationGame from './games/totalannihilation/TotalAnnihilationGa
import BloxorzGame from './games/bloxorz/BloxorzGame.js';
import GooTowerGame from './games/gootower/GooTowerGame.js';
import GooTowerEditor from './games/gootower/GooTowerEditor.js';
import AngryBirdsGame from './games/angrybirds/AngryBirdsGame.js';
import ExcitebikeGame from './games/excitebike/ExcitebikeGame.js';
const config = {
@ -220,7 +219,6 @@ const config = {
GooTowerGame,
ExcitebikeGame,
GooTowerEditor,
AngryBirdsGame,
],
};

View File

@ -23,7 +23,7 @@ export default class GameRoomScene extends Phaser.Scene {
}
create() {
const slugDispatch = { backgammon: 'Backgammon', holdem: 'HoldemGame', blackjack: 'BlackjackGame', parchisi: 'ParchisiGame', yatzi: 'YatziGame', skipbo: 'SkipBoGame', phase10: 'Phase10Game', chinesecheckers: 'ChineseCheckersGame', gofish: 'GoFishGame', uno: 'UnoGame', craps: 'CrapsGame', roulette: 'RouletteGame', mexicantrain: 'MexicanTrainGame', hearts: 'HeartsGame', catan: 'CatanGame', tickettoride: 'TicketToRideGame', nerts: 'NertsGame', bingo: 'BingoGame', baccarat: 'BaccaratGame', dominion: 'DominionGame', checkers: 'CheckersGame', chess: 'ChessGame', wordle: 'WordleGame', scrabble: 'ScrabbleGame', ghost: 'GhostGame', wordladder: 'WordLadderGame', wordsearch: 'WordSearchGame', hangman: 'HangmanGame', sudoku: 'SudokuGame', othello: 'OthelloGame', go: 'GoGame', battleship: 'BattleshipGame', mastermind: 'MastermindGame', connect4: 'Connect4Game', boggle: 'BoggleGame', oldmaid: 'OldMaidGame', blokus: 'BlokusGame', spellingbee: 'SpellingBeeGame', minicrossword: 'MiniCrosswordGame', forbiddenisland: 'ForbiddenIslandGame', solitairetour: 'SolitaireTourGame', splendor: 'SplendorGame', tectonic: 'TectonicGame', labyrinth: 'LabyrinthGame', videopoker: 'VideoPokerGame', farkel: 'FarkelGame', stratego: 'StrategoGame', kiitos: 'KiitosGame', monopoly: 'MonopolyGame', triominoes: 'TriominoesGame', freecell: 'FreecellGame', rushhour: 'RushHourGame', hexsweeper: 'HexsweeperGame', puddingmonsters: 'PuddingMonstersGame', shift: 'ShiftGame', blockfighter: 'BlockFighterGame', mahjongmatch: 'MahjongMatchGame', mahjong: 'MahjongGame', jewelquest: 'JewelQuestGame', zuma: 'ZumaGame', bejeweled: 'BejeweledGame', minimotorways: 'MiniMotorwaysGame', slots: 'SlotsGame', cribbage: 'CribbageGame', canasta: 'CanastaGame', dotlink: 'DotLinkGame', '2048': '2048Game', rummikub: 'RummikubGame', ginrummy: 'GinRummyGame', risk: 'RiskGame', geniussquare: 'GeniusSquareGame', katamino: 'KataminoGame', bookwork: 'BookworkGame', paigow: 'PaiGowPokerGame', spireclimb: 'SpireClimbGame', azul: 'AzulGame', jumble: 'JumbleGame', dungeonboss: 'DungeonBossGame', swdbg: 'SWDBGGame', balatro: 'BalatroGame', peggle: 'PeggleGame', coloradodefense: 'ColoradoDefenseGame', starcontrol: 'StarControlGame', civilization: 'CivilizationGame', tempest: 'TempestGame', superkart: 'SuperKartGame', advancewars: 'AdvanceWarsGame', tetrisattack: 'TetrisAttackGame', totalannihilation: 'TotalAnnihilationGame', bloxorz: 'BloxorzGame', gootower: 'GooTowerGame', excitebike: 'ExcitebikeGame', angrybirds: 'AngryBirdsGame' };
const slugDispatch = { backgammon: 'Backgammon', holdem: 'HoldemGame', blackjack: 'BlackjackGame', parchisi: 'ParchisiGame', yatzi: 'YatziGame', skipbo: 'SkipBoGame', phase10: 'Phase10Game', chinesecheckers: 'ChineseCheckersGame', gofish: 'GoFishGame', uno: 'UnoGame', craps: 'CrapsGame', roulette: 'RouletteGame', mexicantrain: 'MexicanTrainGame', hearts: 'HeartsGame', catan: 'CatanGame', tickettoride: 'TicketToRideGame', nerts: 'NertsGame', bingo: 'BingoGame', baccarat: 'BaccaratGame', dominion: 'DominionGame', checkers: 'CheckersGame', chess: 'ChessGame', wordle: 'WordleGame', scrabble: 'ScrabbleGame', ghost: 'GhostGame', wordladder: 'WordLadderGame', wordsearch: 'WordSearchGame', hangman: 'HangmanGame', sudoku: 'SudokuGame', othello: 'OthelloGame', go: 'GoGame', battleship: 'BattleshipGame', mastermind: 'MastermindGame', connect4: 'Connect4Game', boggle: 'BoggleGame', oldmaid: 'OldMaidGame', blokus: 'BlokusGame', spellingbee: 'SpellingBeeGame', minicrossword: 'MiniCrosswordGame', forbiddenisland: 'ForbiddenIslandGame', solitairetour: 'SolitaireTourGame', splendor: 'SplendorGame', tectonic: 'TectonicGame', labyrinth: 'LabyrinthGame', videopoker: 'VideoPokerGame', farkel: 'FarkelGame', stratego: 'StrategoGame', kiitos: 'KiitosGame', monopoly: 'MonopolyGame', triominoes: 'TriominoesGame', freecell: 'FreecellGame', rushhour: 'RushHourGame', hexsweeper: 'HexsweeperGame', puddingmonsters: 'PuddingMonstersGame', shift: 'ShiftGame', blockfighter: 'BlockFighterGame', mahjongmatch: 'MahjongMatchGame', mahjong: 'MahjongGame', jewelquest: 'JewelQuestGame', zuma: 'ZumaGame', bejeweled: 'BejeweledGame', minimotorways: 'MiniMotorwaysGame', slots: 'SlotsGame', cribbage: 'CribbageGame', canasta: 'CanastaGame', dotlink: 'DotLinkGame', '2048': '2048Game', rummikub: 'RummikubGame', ginrummy: 'GinRummyGame', risk: 'RiskGame', geniussquare: 'GeniusSquareGame', katamino: 'KataminoGame', bookwork: 'BookworkGame', paigow: 'PaiGowPokerGame', spireclimb: 'SpireClimbGame', azul: 'AzulGame', jumble: 'JumbleGame', dungeonboss: 'DungeonBossGame', swdbg: 'SWDBGGame', balatro: 'BalatroGame', peggle: 'PeggleGame', coloradodefense: 'ColoradoDefenseGame', starcontrol: 'StarControlGame', civilization: 'CivilizationGame', tempest: 'TempestGame', superkart: 'SuperKartGame', advancewars: 'AdvanceWarsGame', tetrisattack: 'TetrisAttackGame', totalannihilation: 'TotalAnnihilationGame', bloxorz: 'BloxorzGame', gootower: 'GooTowerGame', excitebike: 'ExcitebikeGame' };
if (slugDispatch[this.game.slug]) {
const sceneKey = slugDispatch[this.game.slug];
const startData = {

View File

@ -55,7 +55,6 @@ export default class PreloadScene extends Phaser.Scene {
this.load.json('bloxorz', 'data/bloxorz.json');
this.load.json('puddingmonsters', 'data/puddingmonsters.json');
this.load.json('gootower-levels', 'assets/gamedata/gootower/levels.json');
this.load.json('angrybirds-levels', 'assets/gamedata/angrybirds/levels.json');
this.load.json('shift-artwork', 'data/shift-artwork.json');
this.load.json('slots-artwork', 'data/slots-artwork.json');
this.load.json('blockfighter', 'data/blockfighter.json');

View File

@ -1,882 +0,0 @@
// Headless verification for Angry Birds.
// node tools/verifyAngryBirds.js
// Exits non-zero on any failure.
//
// 1. Physics invariants — mass properties, resting contacts, stack stability,
// friction, restitution, anti-tunnel bound, explosion falloff.
// 2. Determinism — seeded replay, frame-rate independence, clone independence.
// 3. Robustness — random-impulse monkey test for NaN / overspeed / sinking.
//
// Rendering, slingshot feel, camera and the editor's Blob export are
// browser-only and must be smoke-tested manually.
import { readFileSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
import {
PHYS, createWorld, addBox, addPoly, addCircle, removeBody,
step, substep, settle, isSettled, applyImpulse, applyExplosion,
cloneWorld, hashWorld, contactImpulses,
} from '../src/games/angrybirds/AngryBirdsPhysics.js';
import {
TUNING, MATERIALS, PIG, BIRDS, SCORING,
createState, slingAnchor, clampDraw, drawToVelocity, currentBird, birdsRemaining,
launch, useAbility, stepSim, starsFor, cloneState, hashState, simulateShot,
} from '../src/games/angrybirds/AngryBirdsLogic.js';
let failures = 0;
let passes = 0;
function check(name, cond, detail = '') {
if (cond) { passes += 1; console.log(` ok ${name}`); }
else { failures += 1; console.error(`FAIL ${name}${detail ? `${detail}` : ''}`); }
}
const near = (a, b, tol) => Math.abs(a - b) <= tol;
function section(title) { console.log(`\n── ${title} ${'─'.repeat(Math.max(0, 60 - title.length))}`); }
// Deterministic RNG for the monkey test (never Math.random — see the header
// contract in AngryBirdsPhysics.js).
function mulberry32(seed) {
let a = seed >>> 0;
return () => {
a = (a + 0x6d2b79f5) >>> 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
/** Ground plane spanning the test area. */
function withGround(world, y = 800) {
addBox(world, { x: 600, y: y + 50, w: 4000, h: 100, isStatic: true, friction: 0.7 });
return world;
}
// ── 1. Mass properties ──────────────────────────────────────────────────────
section('1. Mass properties');
{
const w = createWorld();
const b = addBox(w, { x: 0, y: 0, w: 40, h: 20, density: 2 });
const expectMass = 2 * 40 * 20;
check('box mass = density x w x h', near(b.mass, expectMass, 1e-6), `${b.mass} vs ${expectMass}`);
const expectI = (expectMass * (40 * 40 + 20 * 20)) / 12;
check('box inertia = m(w^2+h^2)/12', near(1 / b.invI, expectI, expectI * 1e-6),
`${1 / b.invI} vs ${expectI}`);
const c = addCircle(w, { x: 0, y: 0, r: 10, density: 3 });
const cMass = 3 * Math.PI * 100;
check('circle mass = density x pi r^2', near(c.mass, cMass, 1e-6), `${c.mass} vs ${cMass}`);
const s = addBox(w, { x: 0, y: 0, w: 10, h: 10, isStatic: true });
check('static body has zero inverse mass', s.invMass === 0 && s.invI === 0);
}
{
// Winding must be normalized: a CW polygon must produce the same body as CCW.
const w = createWorld();
const ccw = addPoly(w, { x: 0, y: 0, verts: [[-10, -10], [10, -10], [10, 10], [-10, 10]], density: 1 });
const cw = addPoly(w, { x: 0, y: 0, verts: [[-10, 10], [10, 10], [10, -10], [-10, -10]], density: 1 });
check('polygon winding normalized', near(ccw.mass, cw.mass, 1e-9) && near(ccw.invI, cw.invI, 1e-12),
`${ccw.mass}/${cw.mass}`);
// Outward normals must point away from the centroid.
const outward = ccw.normals.every(([nx, ny], i) => {
const [vx, vy] = ccw.verts[i];
return vx * nx + vy * ny > 0;
});
check('polygon normals point outward', outward);
}
{
// Verts are recentred on the centroid, so an off-centre polygon still
// rotates about its true centre of mass.
const w = createWorld();
const b = addPoly(w, { x: 0, y: 0, verts: [[0, 0], [40, 0], [40, 20], [0, 20]], density: 1 });
const cx = b.verts.reduce((s, v) => s + v[0], 0) / b.verts.length;
const cy = b.verts.reduce((s, v) => s + v[1], 0) / b.verts.length;
check('polygon recentred on centroid', near(cx, 0, 1e-9) && near(cy, 0, 1e-9), `${cx},${cy}`);
}
// ── 2. Anti-tunnelling bound ────────────────────────────────────────────────
section('2. Anti-tunnelling');
{
const travel = PHYS.MAX_SPEED * PHYS.SUBSTEP_DT;
check('MAX_SPEED x SUBSTEP_DT < MIN_HALF_EXTENT',
travel < PHYS.MIN_HALF_EXTENT, `${travel.toFixed(2)} !< ${PHYS.MIN_HALF_EXTENT}`);
}
{
// A fast circle fired at a thin static wall must not pass through it.
const w = createWorld();
addBox(w, { x: 400, y: 300, w: 20, h: 400, isStatic: true });
const ball = addCircle(w, { x: 100, y: 300, r: 12, density: 1 });
ball.vx = PHYS.MAX_SPEED;
w.gravity = 0;
for (let i = 0; i < 240; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('fast body does not tunnel through a wall', ball.x < 400, `x=${ball.x.toFixed(1)}`);
}
// ── 3. Resting contacts and stack stability (THE WAVE 0 GATE) ───────────────
section('3. Resting contacts and stacks');
{
const w = withGround(createWorld());
const b = addBox(w, { x: 600, y: 700, w: 60, h: 60, density: 1 });
for (let i = 0; i < 600; i += 1) substep(w, PHYS.SUBSTEP_DT);
// Ground top is y=800; a 60-tall box rests with its centre at 770.
check('single box rests on ground', near(b.y, 770, PHYS.SLOP + 0.5), `y=${b.y.toFixed(3)}`);
check('resting box does not sink', b.y < 772, `y=${b.y.toFixed(3)}`);
check('resting box falls asleep', b.sleeping, `timer=${b.sleepTimer.toFixed(2)}`);
}
{
// THE GATE: a 10-box tower must settle, sleep, and not drift.
const w = withGround(createWorld());
const boxes = [];
// Ground top is y=800, boxes are 40 tall, so box i rests centred at 780-40i.
// Spawning them exactly at rest isolates solver sag from free-fall settling.
for (let i = 0; i < 10; i += 1) {
boxes.push(addBox(w, { x: 600, y: 780 - i * 40, w: 60, h: 40, density: 1, friction: 0.6 }));
}
const startX = boxes.map((b) => b.x);
let sleptAt = -1;
for (let i = 0; i < 720; i += 1) { // 3 simulated seconds at 1/240
substep(w, PHYS.SUBSTEP_DT);
if (sleptAt < 0 && isSettled(w)) sleptAt = i;
}
check('10-box tower settles within 3s', sleptAt >= 0, `never settled`);
check('10-box tower is fully asleep', boxes.every((b) => b.sleeping),
`${boxes.filter((b) => !b.sleeping).length} awake`);
const drift = Math.max(...boxes.map((b, i) => Math.abs(b.x - startX[i])));
check('tower horizontal drift < 1px', drift < 1, `max drift ${drift.toFixed(3)}px`);
// Total sag is bounded by SLOP per contact — the solver deliberately stops
// correcting once penetration is inside the slop band, so 10 stacked
// contacts can each give up to SLOP. Anything beyond that is real sag.
const sag = boxes[9].y - (780 - 9 * 40);
const sagBudget = PHYS.SLOP * 10;
check('tower sag within the slop budget', Math.abs(sag) < sagBudget,
`sag ${sag.toFixed(3)}px vs budget ${sagBudget}px`);
const tilt = Math.max(...boxes.map((b) => Math.abs(b.angle)));
check('tower stays upright', tilt < 0.02, `max |angle| ${tilt.toFixed(4)} rad`);
}
{
// A pyramid is the harder stacking case: contacts are shared sideways.
const w = withGround(createWorld());
const bodies = [];
for (let row = 0; row < 5; row += 1) {
const n = 5 - row;
for (let i = 0; i < n; i += 1) {
bodies.push(addBox(w, {
x: 600 - (n - 1) * 35 + i * 70,
y: 770 - row * 40,
w: 64, h: 40, density: 1, friction: 0.6,
}));
}
}
for (let i = 0; i < 600; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('pyramid settles and sleeps', bodies.every((b) => b.sleeping),
`${bodies.filter((b) => !b.sleeping).length} awake`);
const maxTilt = Math.max(...bodies.map((b) => Math.abs(b.angle)));
check('pyramid stays upright', maxTilt < 0.05, `max |angle| ${maxTilt.toFixed(4)}`);
}
// ── 4. Friction ─────────────────────────────────────────────────────────────
section('4. Friction');
{
// 15 degrees, mu = 0.8 -> tan(15) = 0.27 < 0.8, so the box must not creep.
const w = createWorld();
const slope = 15 * Math.PI / 180;
addBox(w, { x: 600, y: 800, w: 2000, h: 60, angle: slope, isStatic: true, friction: 0.9 });
const b = addBox(w, { x: 600, y: 745, w: 60, h: 40, angle: slope, density: 1, friction: 0.9 });
const x0 = b.x;
for (let i = 0; i < 900; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('box on 15deg slope does not creep', Math.abs(b.x - x0) < 2,
`moved ${(b.x - x0).toFixed(2)}px`);
check('box on slope sleeps', b.sleeping);
}
{
// 40 degrees, mu = 0.2 -> tan(40) = 0.84 > 0.2, so it must slide.
const w = createWorld();
const slope = 40 * Math.PI / 180;
addBox(w, { x: 600, y: 800, w: 3000, h: 60, angle: slope, isStatic: true, friction: 0.2 });
const b = addBox(w, { x: 400, y: 800 - 200 * Math.tan(slope) - 52, w: 60, h: 40, angle: slope, density: 1, friction: 0.2 });
const x0 = b.x;
for (let i = 0; i < 600; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('low-friction box slides down a steep slope', b.x - x0 > 20,
`moved ${(b.x - x0).toFixed(2)}px`);
}
// ── 5. Restitution ──────────────────────────────────────────────────────────
section('5. Restitution');
{
const w = withGround(createWorld());
const ball = addCircle(w, { x: 600, y: 400, r: 20, density: 1, restitution: 0.8 });
let peakUp = 0;
for (let i = 0; i < 400; i += 1) {
substep(w, PHYS.SUBSTEP_DT);
if (ball.vy < peakUp) peakUp = ball.vy;
}
check('bouncy ball rebounds upward', peakUp < -100, `peak vy ${peakUp.toFixed(1)}`);
}
{
const w = withGround(createWorld());
const dead = addCircle(w, { x: 600, y: 400, r: 20, density: 1, restitution: 0 });
for (let i = 0; i < 900; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('zero-restitution ball comes to rest', dead.sleeping && near(dead.y, 780, 1.5),
`y=${dead.y.toFixed(2)} sleeping=${dead.sleeping}`);
}
// ── 6. Shape-pair coverage ──────────────────────────────────────────────────
section('6. Shape pairs');
{
const w = createWorld();
w.gravity = 0;
const a = addCircle(w, { x: 100, y: 300, r: 20, density: 1 });
const b = addCircle(w, { x: 200, y: 300, r: 20, density: 1 });
a.vx = 200;
for (let i = 0; i < 200; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('circle-circle transfers momentum', b.vx > 50 && a.vx < 200, `a=${a.vx.toFixed(1)} b=${b.vx.toFixed(1)}`);
}
{
const w = createWorld();
w.gravity = 0;
const c = addCircle(w, { x: 100, y: 300, r: 20, density: 1 });
const p = addBox(w, { x: 300, y: 300, w: 60, h: 60, density: 1 });
c.vx = 300;
for (let i = 0; i < 240; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('circle-poly transfers momentum', p.vx > 20, `box vx=${p.vx.toFixed(1)}`);
check('circle-poly does not overlap after impact',
Math.hypot(c.x - p.x, c.y - p.y) > 40, `dist ${Math.hypot(c.x - p.x, c.y - p.y).toFixed(1)}`);
}
{
// A circle dropped into a closed V must wedge, not squeeze through the seam.
// Two slabs tilted toward each other, overlapping at the bottom so there is
// no gap for the ball to slip through.
const w = createWorld();
addBox(w, { x: 480, y: 780, w: 400, h: 40, angle: -0.6, isStatic: true, friction: 0.6 });
addBox(w, { x: 720, y: 780, w: 400, h: 40, angle: 0.6, isStatic: true, friction: 0.6 });
const ball = addCircle(w, { x: 600, y: 300, r: 25, density: 1 });
for (let i = 0; i < 1800; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('circle wedges in a V without escaping', ball.y < 820 && ball.sleeping,
`y=${ball.y.toFixed(1)} sleeping=${ball.sleeping}`);
}
// ── 7. Sleeping and waking ──────────────────────────────────────────────────
section('7. Sleeping');
{
const w = withGround(createWorld());
const stack = [];
for (let i = 0; i < 4; i += 1) stack.push(addBox(w, { x: 600, y: 770 - i * 40, w: 60, h: 40, density: 1 }));
for (let i = 0; i < 600; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('stack asleep before impact', stack.every((b) => b.sleeping));
// A projectile must wake the whole island, not just the box it touches.
const shot = addCircle(w, { x: 200, y: 700, r: 16, density: 4 });
shot.vx = 1200;
let allAwake = false;
for (let i = 0; i < 240; i += 1) {
substep(w, PHYS.SUBSTEP_DT);
if (stack.every((b) => !b.sleeping)) { allAwake = true; break; }
}
check('impact wakes the whole island', allAwake,
`${stack.filter((b) => b.sleeping).length} still asleep`);
}
{
const w = withGround(createWorld());
const b = addBox(w, { x: 600, y: 700, w: 60, h: 60, density: 1 });
settle(w, 10);
check('settle() reaches rest', isSettled(w) && b.sleeping);
const yRest = b.y;
for (let i = 0; i < 600; i += 1) substep(w, PHYS.SUBSTEP_DT);
check('sleeping body does not drift', near(b.y, yRest, 1e-9), `${b.y} vs ${yRest}`);
}
// ── 8. Explosions ───────────────────────────────────────────────────────────
section('8. Explosions');
{
const w = withGround(createWorld());
const near1 = addBox(w, { x: 620, y: 700, w: 40, h: 40, density: 1 });
const far1 = addBox(w, { x: 900, y: 700, w: 40, h: 40, density: 1 });
const outside = addBox(w, { x: 1400, y: 700, w: 40, h: 40, density: 1 });
const hit = applyExplosion(w, 600, 700, 400, 600);
check('explosion hits bodies inside the radius', hit.length === 2, `hit ${hit.length}`);
check('explosion falls off with distance',
Math.hypot(near1.vx, near1.vy) > Math.hypot(far1.vx, far1.vy),
`${Math.hypot(near1.vx, near1.vy).toFixed(1)} vs ${Math.hypot(far1.vx, far1.vy).toFixed(1)}`);
check('explosion spares bodies outside the radius',
outside.vx === 0 && outside.vy === 0);
check('explosion pushes away from the centre', near1.vx > 0 && far1.vx > 0);
check('explosion wakes sleeping bodies', !near1.sleeping);
}
// ── 9. Determinism ──────────────────────────────────────────────────────────
section('9. Determinism');
function scene() {
const w = withGround(createWorld());
for (let i = 0; i < 6; i += 1) addBox(w, { x: 600, y: 770 - i * 40, w: 60, h: 40, density: 1 });
addBox(w, { x: 660, y: 730, w: 30, h: 120, density: 0.8 });
const ball = addCircle(w, { x: 200, y: 600, r: 16, density: 4 });
ball.vx = 900; ball.vy = -120;
return w;
}
{
const a = scene();
const b = scene();
for (let i = 0; i < 300; i += 1) { substep(a, PHYS.SUBSTEP_DT); substep(b, PHYS.SUBSTEP_DT); }
check('identical scenes replay bit-identically', hashWorld(a) === hashWorld(b),
`${hashWorld(a)} vs ${hashWorld(b)}`);
}
{
// Frame-rate independence: one 1/60 frame must equal exactly N substeps.
const perFrame = Math.round((1 / 60) / PHYS.SUBSTEP_DT);
const c = scene();
const d = scene();
for (let i = 0; i < 300; i += 1) {
step(c, 1 / 60);
for (let k = 0; k < perFrame; k += 1) substep(d, PHYS.SUBSTEP_DT);
}
check(`1/60 step == ${perFrame}x substep`, hashWorld(c) === hashWorld(d),
`${hashWorld(c)} vs ${hashWorld(d)}`);
}
{
// Ragged frame pacing: the accumulator only ever runs WHOLE substeps, so N
// substeps reached through jittery frame times must be bit-identical to N
// substeps reached evenly. (Total elapsed time can differ by up to one
// substep's worth of carry — that leftover is the accumulator's whole job —
// so the comparison is on substeps run, not on wall time.)
const e = scene();
const f = scene();
const rng = mulberry32(99);
let ran = 0;
for (let i = 0; i < 400; i += 1) ran += step(e, 0.004 + rng() * 0.02);
for (let i = 0; i < ran; i += 1) substep(f, PHYS.SUBSTEP_DT);
check('ragged frame pacing matches even pacing', hashWorld(e) === hashWorld(f),
`${ran} substeps: ${hashWorld(e)} vs ${hashWorld(f)}`);
}
{
const src = scene();
for (let i = 0; i < 60; i += 1) substep(src, PHYS.SUBSTEP_DT);
const before = hashWorld(src);
const copy = cloneWorld(src);
check('clone starts hash-identical', before === hashWorld(copy));
// Stepping the clone must not disturb the original by any route — including
// through the body references cached on contacts. simulatePreview and the
// winnability bot both depend on this being airtight.
for (let i = 0; i < 120; i += 1) substep(copy, PHYS.SUBSTEP_DT);
check('stepping a clone leaves the original untouched', hashWorld(src) === before,
`${hashWorld(src)} vs ${before}`);
check('clone diverges from a stationary original', hashWorld(copy) !== before);
for (let i = 0; i < 120; i += 1) substep(src, PHYS.SUBSTEP_DT);
check('clone and original converge when stepped equally', hashWorld(src) === hashWorld(copy),
`${hashWorld(src)} vs ${hashWorld(copy)}`);
}
{
// Sequential impulses are Gauss-Seidel, so solve order genuinely affects the
// answer — bit-identical results across creation orders are NOT achievable
// and not required. What matters is that the dependence stays sub-pixel, so
// an author reordering blocks in the editor can't change whether a level
// works. Exact reproducibility of a GIVEN scene is covered above.
const build = (reverse) => {
const w = withGround(createWorld());
const spec = [];
for (let i = 0; i < 5; i += 1) spec.push({ x: 600, y: 770 - i * 40 });
const order = reverse ? [...spec].reverse() : spec;
for (const s of order) addBox(w, { ...s, w: 60, h: 40, density: 1 });
return w;
};
const fwd = build(false);
const rev = build(true);
for (let i = 0; i < 480; i += 1) { substep(fwd, PHYS.SUBSTEP_DT); substep(rev, PHYS.SUBSTEP_DT); }
const fy = [...fwd.bodies].filter((b) => !b.isStatic).map((b) => b.y).sort((a, b) => a - b);
const ry = [...rev.bodies].filter((b) => !b.isStatic).map((b) => b.y).sort((a, b) => a - b);
const worst = Math.max(...fy.map((v, i) => Math.abs(v - ry[i])));
check('creation order shifts results by under 1px', worst < 1, `worst ${worst.toFixed(3)}px`);
}
// ── 10. Robustness monkey test ──────────────────────────────────────────────
section('10. Robustness');
{
const seeds = Number((process.argv.find((a) => a.startsWith('--seeds=')) ?? '--seeds=12').split('=')[1]);
let bad = 0;
let sank = 0;
let overspeed = 0;
for (let s = 0; s < seeds; s += 1) {
const rng = mulberry32(1000 + s);
const w = withGround(createWorld());
const bodies = [];
for (let i = 0; i < 14; i += 1) {
const b = rng() < 0.3
? addCircle(w, { x: 400 + rng() * 400, y: 300 + rng() * 400, r: 10 + rng() * 18, density: 0.5 + rng() })
: addBox(w, { x: 400 + rng() * 400, y: 300 + rng() * 400, w: 24 + rng() * 60, h: 24 + rng() * 60, angle: rng() * Math.PI, density: 0.5 + rng() });
bodies.push(b);
}
for (let i = 0; i < 900; i += 1) {
if (i % 60 === 0) {
const b = bodies[Math.floor(rng() * bodies.length)];
applyImpulse(b, (rng() - 0.5) * 4e5, (rng() - 0.5) * 4e5, b.x, b.y);
}
substep(w, PHYS.SUBSTEP_DT);
for (const b of bodies) {
if (!Number.isFinite(b.x) || !Number.isFinite(b.y) || !Number.isFinite(b.angle)
|| !Number.isFinite(b.vx) || !Number.isFinite(b.vy) || !Number.isFinite(b.omega)) bad += 1;
if (Math.hypot(b.vx, b.vy) > PHYS.MAX_SPEED + 1e-6) overspeed += 1;
if (b.y > 1000) sank += 1;
}
}
}
check(`no NaN across ${seeds} monkey seeds`, bad === 0, `${bad} non-finite samples`);
check('nothing exceeds MAX_SPEED', overspeed === 0, `${overspeed} samples`);
check('nothing sinks through the ground', sank === 0, `${sank} samples`);
}
{
// Bodies must be removable mid-sim without leaving dangling contacts.
const w = withGround(createWorld());
const boxes = [];
for (let i = 0; i < 5; i += 1) boxes.push(addBox(w, { x: 600, y: 770 - i * 40, w: 60, h: 40, density: 1 }));
for (let i = 0; i < 120; i += 1) substep(w, PHYS.SUBSTEP_DT);
removeBody(w, boxes[2]);
let threw = false;
try { for (let i = 0; i < 480; i += 1) substep(w, PHYS.SUBSTEP_DT); } catch (e) { threw = true; }
check('removing a mid-stack body is safe', !threw);
check('stack recovers after a removal', boxes.filter((b, i) => i !== 2).every((b) => b.sleeping),
`${boxes.filter((b, i) => i !== 2 && !b.sleeping).length} awake`);
}
{
// contactImpulses is the damage signal the rules layer reads — a hard hit
// must report a much larger impulse than a resting contact.
const w = withGround(createWorld());
const target = addBox(w, { x: 600, y: 770, w: 60, h: 60, density: 1 });
settle(w, 5);
substep(w, PHYS.SUBSTEP_DT);
const resting = contactImpulses(w).get(target.id) ?? 0;
const shot = addCircle(w, { x: 200, y: 740, r: 16, density: 6 });
shot.vx = 1800;
let peak = 0;
for (let i = 0; i < 240; i += 1) {
substep(w, PHYS.SUBSTEP_DT);
peak = Math.max(peak, contactImpulses(w).get(target.id) ?? 0);
}
check('impact impulse exceeds resting impulse', peak > resting * 3,
`peak ${peak.toFixed(0)} vs resting ${resting.toFixed(0)}`);
}
// ── 11. Materials and damage ────────────────────────────────────────────────
section('11. Materials and damage');
{
const order = ['ice', 'wood', 'stone'];
const dens = order.map((m) => MATERIALS[m].density);
const hps = order.map((m) => MATERIALS[m].hp);
const thr = order.map((m) => MATERIALS[m].threshold);
check('material densities are distinct and ordered ice<wood<stone',
dens[0] < dens[1] && dens[1] < dens[2], dens.join(' < '));
check('material hp ordered ice<wood<stone', hps[0] < hps[1] && hps[1] < hps[2], hps.join(' < '));
check('damage thresholds ordered ice<wood<stone', thr[0] < thr[1] && thr[1] < thr[2], thr.join(' < '));
check('ice is the most slippery', MATERIALS.ice.friction < MATERIALS.wood.friction);
check('TNT is fragile and carries a blast',
MATERIALS.tnt.hp < MATERIALS.wood.hp && !!MATERIALS.tnt.blast);
}
{
// THE self-crush guard. A tall stone tower left alone must take no damage —
// the reason damage reads impactImpulse and not the accumulated normal
// impulse. Regressing this makes towers quietly disintegrate at rest.
const blocks = [];
for (let i = 0; i < 10; i += 1) blocks.push({ x: 1200, y: 880 - i * 40, w: 120, h: 40, material: 'stone' });
const st = createState({
world: { w: 1920, h: 1080, groundY: 900 },
birds: ['red'], blocks, pigs: [{ x: 1700, y: 878, r: 22 }], stars: [1, 2, 3],
});
const hp0 = [...st.blocks.values()].map((b) => b.hp);
for (let i = 0; i < 300; i += 1) stepSim(st, 1 / 60);
const hp1 = [...st.blocks.values()].map((b) => b.hp);
check('a tall stone tower does not damage itself at rest',
hp1.length === hp0.length && hp1.every((h, i) => h === hp0[i]),
`${hp0.length} blocks -> ${hp1.length}, min hp ${Math.min(...hp1).toFixed(1)}`);
const restPeak = Math.max(0, ...st.world.contactList.map((c) => c.impactImpulse));
check('settled resting impact impulse is below every threshold',
restPeak < MATERIALS.ice.threshold,
`${restPeak.toExponential(2)} vs ice ${MATERIALS.ice.threshold.toExponential(2)}`);
}
{
// Damage must be graded: the same hit shatters ice, hurts wood, barely
// marks stone. This is what makes material choice matter to a level author.
const results = {};
for (const material of ['ice', 'wood', 'stone']) {
const st = createState({
world: { w: 1920, h: 1080, groundY: 900 },
birds: ['red'],
blocks: [{ x: 1000, y: 850, w: 120, h: 100, material }],
pigs: [{ x: 1700, y: 878, r: 22 }], stars: [1, 2, 3],
});
const a = slingAnchor(st);
launch(st, a.x - 90, a.y);
const bird = st.world.byId.get(st.activeBirds[0]);
bird.x = 700; bird.y = 850; bird.vx = 900; bird.vy = 0;
for (let i = 0; i < 200 && st.phase === 'flight'; i += 1) stepSim(st, 1 / 60);
const rec = [...st.blocks.values()][0];
results[material] = rec ? rec.hp / rec.maxHp : 0;
}
check('one medium hit destroys ice', results.ice === 0, `ice left ${results.ice}`);
check('the same hit leaves stone standing', results.stone > 0, `stone left ${results.stone.toFixed(2)}`);
check('stone survives better than wood', results.stone > results.wood,
`stone ${results.stone.toFixed(2)} vs wood ${results.wood.toFixed(2)}`);
}
{
// Pigs must die to debris, not only to direct hits — the collapse doing the
// killing is the core feel of the game.
const st = createState({
world: { w: 1920, h: 1080, groundY: 900 },
birds: ['red'],
blocks: [{ x: 1200, y: 600, w: 200, h: 60, material: 'stone' }],
pigs: [{ x: 1200, y: 878, r: 22 }],
stars: [1, 2, 3],
});
let killed = false;
for (let i = 0; i < 400; i += 1) {
for (const e of stepSim(st, 1 / 60)) if (e.t === 'pigKilled') killed = true;
if (killed) break;
}
check('a stone slab dropped on a pig kills it', killed);
}
{
// Crack stages must fire in order as hp falls.
const st = createState({
world: { w: 1920, h: 1080, groundY: 900 },
birds: ['red', 'red', 'red'],
blocks: [{ x: 1000, y: 850, w: 140, h: 100, material: 'stone' }],
pigs: [{ x: 1700, y: 878, r: 22 }], stars: [1, 2, 3],
});
const stages = [];
for (let shot = 0; shot < 3; shot += 1) {
const a = slingAnchor(st);
if (!launch(st, a.x - 60, a.y)) break;
const bird = st.world.byId.get(st.activeBirds[0]);
bird.x = 780; bird.y = 850; bird.vx = 780; bird.vy = 0;
for (let i = 0; i < 300 && st.phase === 'flight'; i += 1) {
for (const e of stepSim(st, 1 / 60)) {
if (e.t === 'blockCracked') stages.push(e.stage);
if (e.t === 'blockDestroyed') stages.push(3);
}
}
}
check('crack stages fire in increasing order',
stages.length > 0 && stages.every((s, i) => i === 0 || s >= stages[i - 1]), stages.join(','));
}
// ── 12. Birds ───────────────────────────────────────────────────────────────
section('12. Birds');
{
check('all 8 birds are defined', Object.keys(BIRDS).length === 8, Object.keys(BIRDS).join(','));
check('Terence is the heaviest', Object.values(BIRDS).every((b) => b.density <= BIRDS.terence.density));
check('every ability is implemented',
Object.values(BIRDS).every((b) => ['none', 'dart', 'split', 'blast', 'egg', 'boomerang', 'inflate'].includes(b.ability)));
}
function flightState(birdId) {
const st = createState({
world: { w: 1920, h: 1080, groundY: 900 },
birds: [birdId],
blocks: [{ x: 1400, y: 850, w: 120, h: 100, material: 'wood' }],
pigs: [{ x: 1700, y: 878, r: 22 }], stars: [1, 2, 3],
});
const a = slingAnchor(st);
launch(st, a.x - 100, a.y - 40);
return st;
}
{
const st = flightState('chuck');
const b = st.world.byId.get(st.activeBirds[0]);
const before = Math.hypot(b.vx, b.vy);
useAbility(st);
const after = Math.hypot(b.vx, b.vy);
check('Chuck darts faster', after > before * 2, `${before.toFixed(0)} -> ${after.toFixed(0)}`);
}
{
const st = flightState('blue');
const before = st.activeBirds.length;
useAbility(st);
check('Blue splits into three', st.activeBirds.length === before + 2, `${before} -> ${st.activeBirds.length}`);
}
{
const st = flightState('bomb');
useAbility(st);
const evs = st.events.map((e) => e.t);
check('Bomb detonates', evs.includes('explosion'), evs.join(','));
check('Bomb consumes itself', st.activeBirds.length === 0);
}
{
const st = flightState('matilda');
const b = st.world.byId.get(st.activeBirds[0]);
const vy0 = b.vy;
useAbility(st);
check('Matilda kicks upward', b.vy < vy0, `${vy0.toFixed(0)} -> ${b.vy.toFixed(0)}`);
check('Matilda drops an egg', st.events.some((e) => e.t === 'explosion'));
}
{
const st = flightState('hal');
const b = st.world.byId.get(st.activeBirds[0]);
const vx0 = b.vx;
useAbility(st);
check('Hal reverses direction', Math.sign(b.vx) === -Math.sign(vx0), `${vx0.toFixed(0)} -> ${b.vx.toFixed(0)}`);
}
{
const st = flightState('bubbles');
const r0 = st.world.byId.get(st.activeBirds[0]).radius;
useAbility(st);
const r1 = st.world.byId.get(st.activeBirds[0]).radius;
check('Bubbles inflates', r1 > r0 * 2, `${r0} -> ${r1}`);
}
{
const st = flightState('red');
check('Red has no ability to use', useAbility(st) === false);
}
{
const st = flightState('chuck');
check('ability fires once', useAbility(st) === true);
check('ability cannot fire twice in one shot', useAbility(st) === false);
}
// ── 13. Rules and scoring ───────────────────────────────────────────────────
section('13. Rules and scoring');
function winnableLevel(birds = ['red', 'red', 'red']) {
return {
world: { w: 1920, h: 1080, groundY: 900 },
birds,
blocks: [{ x: 1000, y: 850, w: 40, h: 100, material: 'ice' }],
pigs: [{ x: 1060, y: 878, r: 22 }],
stars: [5000, 12000, 20000],
};
}
{
const st = createState(winnableLevel());
check('starts in aim phase', st.phase === 'aim');
check('birds remaining matches the queue', birdsRemaining(st) === 3);
const a = slingAnchor(st);
check('a tap-sized draw does not launch', launch(st, a.x - 3, a.y) === false);
check('a full draw launches', launch(st, a.x - 150, a.y - 60) === true);
check('launching consumes a bird', birdsRemaining(st) === 2);
check('phase is flight after launch', st.phase === 'flight');
}
{
// Draw is clamped to MAX_DRAW in every direction.
const st = createState(winnableLevel());
const a = slingAnchor(st);
const c = clampDraw(st, a.x - 9000, a.y - 9000);
check('draw clamps to MAX_DRAW', near(Math.hypot(c.x - a.x, c.y - a.y), TUNING.MAX_DRAW, 1e-6),
`${Math.hypot(c.x - a.x, c.y - a.y).toFixed(2)}`);
const v = drawToVelocity(st, a.x - 150, a.y);
check('bird flies opposite the pull', v.vx > 0, `vx=${v.vx.toFixed(0)}`);
check('launch speed matches SPEED_PER_DRAW',
near(Math.hypot(v.vx, v.vy), TUNING.MAX_DRAW * TUNING.SPEED_PER_DRAW, 1),
`${Math.hypot(v.vx, v.vy).toFixed(0)}`);
}
{
// A shot that clears the only pig wins, and unused birds pay a bonus.
const st = createState(winnableLevel());
const a = slingAnchor(st);
launch(st, a.x - 150, a.y - 30);
const bird = st.world.byId.get(st.activeBirds[0]);
bird.x = 900; bird.y = 860; bird.vx = 1500; bird.vy = 0;
let won = false;
let bonus = 0;
for (let i = 0; i < 900; i += 1) {
for (const e of stepSim(st, 1 / 60)) {
if (e.t === 'won') { won = true; bonus = e.birdBonus; }
}
if (won) break;
}
check('clearing every pig wins', won, `phase=${st.phase}`);
check('unused birds pay 10,000 each', bonus === 2 * SCORING.BIRD_LEFT, `bonus ${bonus}`);
check('score includes the pig', st.score >= SCORING.PIG + bonus, `score ${st.score}`);
check('stars awarded on a win', starsFor(st) >= 1, `stars ${starsFor(st)}`);
}
{
// Running out of birds with a pig alive loses.
const st = createState({
world: { w: 1920, h: 1080, groundY: 900 },
birds: ['red'],
blocks: [],
pigs: [{ x: 1700, y: 878, r: 22 }],
stars: [5000, 12000, 20000],
});
const a = slingAnchor(st);
launch(st, a.x - 20, a.y); // deliberately feeble
let lost = false;
for (let i = 0; i < 2000; i += 1) {
for (const e of stepSim(st, 1 / 60)) if (e.t === 'lost') lost = true;
if (lost || st.phase === 'won') break;
}
check('running out of birds loses', lost, `phase=${st.phase}`);
check('no stars on a loss', starsFor(st) === 0);
}
{
const st = createState(winnableLevel());
st.score = 13000;
st.phase = 'won';
check('star cuts are thresholds', starsFor(st) === 2, `${starsFor(st)}`);
st.score = 99999;
check('stars cap at 3', starsFor(st) === 3);
}
{
// Shot bookkeeping: the trail is retained for the next shot's aiming ghost.
const st = createState(winnableLevel());
const a = slingAnchor(st);
launch(st, a.x - 150, a.y - 60);
for (let i = 0; i < 1200 && st.phase === 'flight'; i += 1) stepSim(st, 1 / 60);
check('a resolved shot records a trail', st.trails.length === 1, `${st.trails.length}`);
check('a resolved shot returns to aim', ['aim', 'won', 'lost'].includes(st.phase), st.phase);
}
// ── 14. Rules-layer determinism ─────────────────────────────────────────────
section('14. Rules determinism');
{
const mk = () => {
const st = createState(winnableLevel(['red', 'chuck', 'bomb']));
const a = slingAnchor(st);
launch(st, a.x - 140, a.y - 50);
return st;
};
const a1 = mk();
const b1 = mk();
for (let i = 0; i < 300; i += 1) { stepSim(a1, 1 / 60); stepSim(b1, 1 / 60); }
check('rules state replays bit-identically', hashState(a1) === hashState(b1),
`${hashState(a1)} vs ${hashState(b1)}`);
}
{
const st = createState(winnableLevel(['red', 'red']));
const before = hashState(st);
const a = slingAnchor(st);
const res = simulateShot(st, a.x - 150, a.y - 40);
check('simulateShot returns a result', !!res);
check('simulateShot does not touch the live state', hashState(st) === before,
`${hashState(st)} vs ${before}`);
check('simulateShot reports damage done', res.pigsKilled + res.blocksDestroyed >= 0);
const res2 = simulateShot(st, a.x - 150, a.y - 40);
check('simulateShot is repeatable', res.score === res2.score && res.pigsKilled === res2.pigsKilled,
`${res.score} vs ${res2.score}`);
}
{
// cloneState must deep-copy the damage bookkeeping too, not just the world.
const st = createState(winnableLevel());
const copy = cloneState(st);
const firstBlock = [...copy.blocks.keys()][0];
copy.blocks.get(firstBlock).hp = 1;
check('cloneState deep-copies block hp',
st.blocks.get(firstBlock).hp !== 1, `${st.blocks.get(firstBlock).hp}`);
}
// ── 15. Level bank ──────────────────────────────────────────────────────────
section('15. Level bank');
{
const DATA_DIR = join(dirname(fileURLToPath(import.meta.url)), '..', 'assets', 'gamedata', 'angrybirds');
const manifest = JSON.parse(readFileSync(join(DATA_DIR, 'levels.json'), 'utf8'));
const entries = manifest.levels ?? [];
check('manifest lists levels', entries.length > 0, `${entries.length}`);
check('level numbers are contiguous from 1',
entries.every((m, i) => m.level === i + 1), entries.map((m) => m.level).join(','));
const defs = [];
let missing = 0;
for (const m of entries) {
try { defs.push(JSON.parse(readFileSync(join(DATA_DIR, m.file), 'utf8'))); } catch (_) { missing += 1; }
}
check('every manifest entry has a level file', missing === 0, `${missing} missing`);
check('level files agree with the manifest',
defs.every((d, i) => d.level === entries[i].level && d.name === entries[i].name));
// Every episode range must cover real levels.
for (const ep of manifest.episodes ?? []) {
const inRange = entries.filter((m) => m.level >= ep.from && m.level <= ep.to);
check(`episode "${ep.name}" covers its range`, inRange.length === ep.to - ep.from + 1,
`${inRange.length} of ${ep.to - ep.from + 1}`);
}
// Data lint: materials, birds and star cuts must all be real.
let badMat = 0; let badBird = 0; let badStars = 0; let thin = 0;
for (const d of defs) {
for (const b of d.blocks ?? []) {
if (!MATERIALS[b.material]) badMat += 1;
if (Math.min(b.w, b.h) / 2 < PHYS.MIN_HALF_EXTENT) thin += 1;
}
for (const id of d.birds ?? []) if (!BIRDS[id]) badBird += 1;
const s = d.stars ?? [];
if (s.length !== 3 || s[0] >= s[1] || s[1] >= s[2]) badStars += 1;
}
check('every block uses a known material', badMat === 0, `${badMat} bad`);
check('every bird id is known', badBird === 0, `${badBird} bad`);
check('star cuts are three ascending values', badStars === 0, `${badStars} bad`);
check('no block is thinner than the anti-tunnel bound', thin === 0,
`${thin} blocks under ${PHYS.MIN_HALF_EXTENT * 2}px`);
// Structural integrity: a level must stand on its own. If a structure
// collapses or damages itself on load, the author saw something different
// from what the player gets.
let unstable = [];
let selfDamaged = [];
for (const d of defs) {
const st = createState(d);
const hp0 = [...st.blocks.values()].map((b) => b.hp);
const nBlocks = st.blocks.size;
const nPigs = st.pigs.size;
for (let i = 0; i < 240; i += 1) stepSim(st, 1 / 60);
if (st.blocks.size !== nBlocks || st.pigs.size !== nPigs) unstable.push(d.level);
else if ([...st.blocks.values()].some((b, i) => b.hp < hp0[i])) selfDamaged.push(d.level);
}
check('every level stands up unaided', unstable.length === 0, `levels ${unstable.join(',')}`);
check('no level damages itself on load', selfDamaged.length === 0, `levels ${selfDamaged.join(',')}`);
// Winnability: a coarse aim sweep must find a shot that clears every pig
// within the bird budget. One-directional gate — a sweep failure means
// "redesign or hand-verify", never "impossible".
const unwinnable = [];
for (const d of defs) {
let st = createState(d);
const a = slingAnchor(st);
let guard = 0;
while (st.phase === 'aim' && guard < 12) {
guard += 1;
let best = null;
for (let ang = -85; ang <= 15; ang += 5) {
for (const pw of [1, 0.85, 0.7, 0.55]) {
const r = (Math.PI * ang) / 180;
const res = simulateShot(st, a.x - Math.cos(r) * TUNING.MAX_DRAW * pw,
a.y - Math.sin(r) * TUNING.MAX_DRAW * pw);
if (!res) continue;
if (!best || res.score > best.score) best = res;
if (res.won) { best = res; break; }
}
if (best?.won) break;
}
if (!best) break;
st = best.state;
}
if (st.phase !== 'won') unwinnable.push(d.level);
}
check('a greedy aim sweep clears every level', unwinnable.length === 0,
`levels ${unwinnable.join(',')}`);
}
// ── Summary ─────────────────────────────────────────────────────────────────
console.log(`\n${passes} passed, ${failures} failed`);
process.exit(failures ? 1 : 0);