062026 2
Summary
Second session on 062026 (working-title side project — a build-heavy, SNKRX-style action roguelite where ~55 SNKRX units become solo active-aim classes). Continued the Swordsman grey-box from session 1: tuned the Cleave and gave it crowd-scaling, recolored the unit yellow, built an F1 live knob-tuner, sourced attack sounds, established the project-wide character-branched ability architecture, and built the Lunge (mobility dash) with a charge system and an irregular dash wake. All work in E:/a327ex/062026/ (forked from snkrx-template last session; not a git repo). Lua changes were syntax-checked with lua54.exe -e "loadfile(...)"; the game was never run by Claude (user tests).
Cleave (Primary) — tuning + hold-to-cast:
- Baked in tuned values: size/reach 32 (a 64px square), cooldown 1s. Switched firing from
is_pressed(edge) tois_downso holding LMB repeats the swing on cooldown. - Square shape is SNKRX-canon (
Player:attackspawns anArea, default size 64 — matched our value). Fired toward the cursor; theareacarrier brings the cast juice (shake/recoil/flash/particles).
Cleave crowd-scaling (the swordsman identity):
- Each swing counts enemies inside the square with the same
query_entities_boxthe area uses at damage time, and dealsCLEAVE_DAMAGE (3) + 1 per enemy caughtto everyone in it — "the tighter the mob, the harder I hit." Counted at fire time soarea.luastays generic; the +1/enemy is hardcoded (no UI knob, per user). - SNKRX source reference (
SNKRX/main.lua:592-593,player.lua:1917-1926): real formula is base AoE dmg + 0.15×dmg per unit hit, doubled at the Lv-3 "Cleave" passive. We used simpler integers.
Yellow swordsman spec:
- Re-themed via
swordsman_speconp.spec. First tryyellow↔orange+bayer4_2read as "yellow/red" — the orange mix-partner plus the 2-level dither (which collapses a mix to its endpoints) caused the red tinge. Fixed toyellow↔snkrx_yellow(two yellows, brightness-only shimmer),pattern_scale0.35; re-added the bayer dither at user request for the SNKRX stipple. Cleave inheritscaster.spec, so the square + particles go yellow for free.
F1 dev tuner (built from the snkrx UI toolkit):
- A live knob-tuner panel (
ui_panel/ui_heading/ui_text/ui_slider, rectcut layout) on F1, riding the existingui_begin/ui_renderpipeline. Atuner_knobsdescriptor list (label/min/max/int) drives sliders that read+write globals via_G[key]; normalized 0..1 mapped through[min,max]. Click-guard (point_in_rectvs the panel +ui_state.active_id) so dragging a slider doesn't also swing — later generalized to agame_input_blockedglobal the player reads. - Refactored to a 2-column layout once the knob count outgrew a single column on the 270px-tall screen (now 11 knobs).
Attack sounds + the documented sourcing process:
- Looked up the SNKRX swordsman sound (
SNKRX/player.lua:1926→ random ofHeavy sword woosh 1/19.ogg). Sourced the.wavs fromE:/sound packs/Ultimate SFX Bundle, converted to q10.ogg(ffmpeg-c:a libvorbis -q:a 10), wired them — then the user dropped them for the template's existingsword_slashbank. - Final swing sound: two layered slashes per swing —
Sword_Slash_1_v3at 0.9–1.0 pitch +Sword_Slash_1_v2at 0.95–1.05 pitch, both atvolumes.sword_slash. - Documented the full "learn name from a ref project → glob
E:/sound packs→ ffmpeg q10 → delete .wav → wire pre-volumes_apply_overrides→ F3-editable" pipeline in062026/.claude/CLAUDE.md.
Character-branched ability architecture (project-wide directive):
- User directive: structure all class-specific behavior as explicit
if self.character == 'swordsman' then … elseif …chains in the player, NOT a data-driven dispatch — "big if/elseif chains everywhere... that's the best way to do this project." Apply wherever behavior diverges by character. - Refactored:
player.character = 'swordsman'; input→dispatch inplayer:update_abilities()behind the branch; each ability its own method (player:cleave,player:start_dash/update_dash,player:update_walk). Moved the Cleave out ofmain.luaintoplayer:cleave. Tunables staymain.luaglobals (so F1 tunes them);main.luapublishesgame_input_blocked. Documented the pattern in062026/.claude/CLAUDE.md.
Lunge (Mobility dash) — research + the tween-vs-physics reversal:
- Researched v1
dash_strike(Invoker-old/v1/main.lua:2320) and the flicker trail. Notable reversal: user first said "absolutely do not move the player via tween, physics only, like a push but more controlled"; after learning v1 dash_strike uses a position lerp, reversed to "use a lerp, but amath.lerp_dtnot a raw one, and copy v1's dash_strike." - Final Lunge (in
player.lua, character-branched): position dash viamath.lerp_dt(0.9, DASH_DIST/DASH_SPEED, dt, …)toward a target;collider:set_positionteleport-lerps THROUGH enemies; aphysics_raycastwall clamp stops it short of walls (hit point fromhit.fraction, backed offnormal*4). Reuses flicker'strail_update/trail_draw(de-localized to globals) for a yellow wake. Cast soundsubtle_whoosh(RPG3_Generic_SubtleWhoosh02, sourced from RPG Magic SFX Pack 3 → q10 ogg). - Iterated per user: movement-direction (
last_move_r, not the mouse aim); 0 damage (pure mobility — sweep + FX guarded byDASH_DAMAGE > 0, knob re-enables a damaging dash-strike); 2 charges (DASH_MAX_CHARGESlocal in player.lua) with a full 8s refill once both are spent; distance 100, on Space. Addeddash speed/dist/cd/dmgF1 knobs (widened thedash cdslider to 0.5–12 so 8 fits without the on-open clamp corrupting it).
Charge system structure (explained on user request):
- A small pool with a single deplete-then-refill timer (NOT per-charge regen):
dash_chargescounter +dash_recharge_attimestamp (nil= idle). Spend decrements; hitting 0 armstime + DASH_CD; a per-frame check refills the whole pool whentimepasses it. Two-state machine (Available / Locked). Deliberate consequence: spend one and stop → no timer runs; you hold that charge until the second is spent.
Dash-wake jaggedness (3 iterations):
- (1) Smooth perpendicular sine wobble → "too much and too regular." (2) Random per-point perpendicular jitter (0.5–2px, random side) → "still too many jags." (3) Tightened to 0.5–1.5px and added a
jag gapF1 slider (DASH_JAG_GAP): a point is jittered only every N px travelled, with the trail staying on the true line between jags (so the wake hugs the player). Higher gap = fewer jags.
Discipline note: the user declared the discipline / shipping gate does NOT apply to 062026 — "this is a side project for fun, I can indulge however I see fit." Recorded in memory (project_062026.md) so future sessions don't re-flag juice/polish/sound/infra as B-work here, unlike his main projects.
Next session: continue with the next abilities (Secondary, Ultimate, the Passive "Outnumbered", gems, a fail state).
062026 session, let's get the project started with a moving unit, enemies, and a single AoE attack. We'll start with the swordsman. Use SNKRX template directly.
I'll get oriented first. Let me read the 062026 design, the current project state, and the SNKRX template.
Read (E:/a327ex/062026/design.md)
1 # 062026 — Design & Unit-Creation Guide
2
3 > **Working title** (`062026`, the month it started). Rename once we land a real one.
4 >
5 > **This is a side project.** Its purpose is to give me something to design and build
6 > *in the gaps* — to work on alongside **Mini Looper** while the agent is busy with
7 > Mini Looper's tasks. Keep it cheap and incremental; it is explicitly **not** allowed to
8 > balloon into a second main project. The honest gate (Section 6) is to grey-box one
9 > playable class and confirm the loop is fun before scaling to a full roster.
10
11 ---
12
13 ## 1. What the game is
14
15 A **build-heavy action roguelite** in the SNKRX / Risk of Rain lineage. You pick one
16 **class**, pilot it in real time, fight waves, and assemble a synergistic **build** out of
17 **gems** you socket into its abilities. The fantasy is the build-heavy one: a simple
18 starting kit compounds into a screen-clearing power fantasy.
19
20 - **Control:** active-aim — you aim and trigger abilities yourself (RoR / Hades feel), not
21 an auto-battler.
22 - **Kit:** every class has a fixed kit of **Passive + Primary + Secondary + Mobility +
23 Ultimate** (4 actives + 1 passive).
24 - **Roster:** the ~55 **SNKRX units**, each reimagined as a solo playable class with its own
25 kit and gem progression. Source is `E:/a327ex/SNKRX/` — grep `player.lua` (attack
26 dispatch) and `main.lua` (`character_descriptions` / `character_classes` /
27 `character_effect_names`) for a unit's real mechanic before designing it.
28 - **Progression:** the **Linked Sockets** system (Section 2) — build the class by socketing
29 gems into its abilities.
30 - **Low randomness:** builds are *authored*, not gambled — you choose from the full, known
... [214 more lines]
Good, I have the design. Now let me look at the SNKRX template and the current 062026 state.
Read (E:/a327ex/snkrx-template/.claude/CLAUDE.md)
Bash (echo "=== 062026 contents ===" && ls -la E:/a327ex/062026/ 2>/dev/null; echo "==...)
=== 062026 contents ===
total 24
drwxr-xr-x 1 adn 197121 0 Jun 5 01:25 ./
drwxr-xr-x 1 adn 197121 0 Jun 5 01:23 ../
-rw-r--r-- 1 adn 197121 14287 Jun 5 01:25 design.md
=== snkrx-template top-level ===
total 4201
drwxr-xr-x 1 adn 197121 0 May 31 17:15 ./
drwxr-xr-x 1 adn 197121 0 Jun 5 01:23 ../
drwxr-xr-x 1 adn 197121 0 May 31 17:15 .claude/
drwxr-xr-x 1 adn 197121 0 May 31 17:21 .git/
-rw-r--r-- 1 adn 197121 5214 May 31 17:15 README.md
drwxr-xr-x 1 adn 197121 0 May 17 22:24 anchor/
-rwxr-xr-x 1 adn 197121 4185088 May 31 12:02 anchor.exe*
drwxr-xr-x 1 adn 197121 0 May 31 12:19 assets/
-rw-r--r-- 1 adn 197121 16730 May 31 16:56 main.lua
-rw-r--r-- 1 adn 197121 28688 May 25 02:05 main_old.lua
-rw-r--r-- 1 adn 197121 18873 May 31 16:56 main_scaffold.lua
-rw-r--r-- 1 adn 197121 365 May 31 16:46 run.bat
drwxr-xr-x 1 adn 197121 0 May 31 15:25 snkrx/
=== snkrx-template/snkrx ===
total 324
drwxr-xr-x 1 adn 197121 0 May 31 15:25 ./
drwxr-xr-x 1 adn 197121 0 May 31 17:15 ../
-rw-r--r-- 1 adn 197121 4246 May 20 21:04 airborne.lua
-rw-r--r-- 1 adn 197121 19838 May 31 12:24 area.lua
-rw-r--r-- 1 adn 197121 21370 May 31 12:25 beam.lua
-rw-r--r-- 1 adn 197121 25942 May 31 12:20 effect.lua
-rw-r--r-- 1 adn 197121 10220 May 31 13:41 effect_lab.lua
-rw-r--r-- 1 adn 197121 43365 May 25 02:05 findings.md
... [14 more lines]
Let me read the core files I'll be working with — the clean scene, the demo scaffold, and the area (AoE) carrier.
Read (E:/a327ex/snkrx-template/main.lua)
1 --[[
2 snkrx-template / main.lua — clean reference scene.
3
4 This is your file. It is a complete, minimal scene: a player you can
5 move (WASD / arrows), the five-layer render stack, a camera, physics,
6 the update / draw skeleton, AND the UI render pipeline — all wired
7 and ready, but firing no attacks and drawing no UI widgets. Read it
8 top to bottom; it is the contract you build on.
9
10 TWO TOOLKITS, ONE REQUIRE. `require('snkrx')` pulls in BOTH:
11
12 snkrx/<carrier>.lua attack toolkit — projectile / area / beam
13 / flicker / prop, the effect draw-shader
14 stack, fx, sounds, example entities.
15 snkrx/ui/<module>.lua UI toolkit — panel / button / slot / bar /
16 tabs / checkbox / radio / slider /
17 list_row / card / text_input / modal /
18 bracket_tag / stat_chip / pips / ...
19
20 Both are plain, readable Lua, not opaque modules — open the files.
21
22 ADDING AN ATTACK. Every carrier already has its object list and its
23 update / draw loop wired below. To add an attack:
24 1. bind a key in the INPUT section,
25 2. call the carrier's spawn_* helper on that press inside update()
26 — see the ATTACKS comment block there.
27 Nothing else: no new list, no new loop.
28
29 DRAWING UI. The UI toolkit is immediate-mode: call widget functions
30 in update() and they queue draws onto `ui_layer`. The render pipeline
... [354 more lines]
Now the scaffold (with spawns + attacks wired) and the area carrier API.
Read (E:/a327ex/snkrx-template/main_scaffold.lua)
1 --[[
2 snkrx-template / main_scaffold.lua — the full demo scaffold.
3
4 This is the runnable "see everything work" scene used to build and
5 test the toolkit. It is NOT the clean fork target — main.lua is. To
6 run THIS instead, copy its contents over main.lua (the engine's entry
7 point is always main.lua, whatever the folder is named).
8
9 WHAT IT ADDS over the clean main.lua (everything else is identical —
10 same physics matrix, layers, carrier update/draw loops, collision
11 handlers, and UI render pipeline):
12 • 6 seekers + a wall as test targets,
13 • all five carriers on keys (mouse 1/2/3 = projectile / area /
14 beam, F = flicker chain-strike, R = lob a rock),
15 • the F4 widget gallery (snkrx/ui/gallery.lua),
16 • the F5 effect inspector (snkrx/effect_lab.lua).
17 Strip those three additions (spawns, the attack-firing block, the
18 gallery/lab hooks) and you have main.lua.
19
20 KEYS
21 WASD / arrows move the player (mouse aims it)
22 mouse 1 / 2 / 3 fire projectile / area / beam
23 F / R flicker chain-strike / lob a rock
24 F2 collider debug overlay
25 F3 per-sound DSP tuner
26 F4 widget gallery ([ / ] page · B body font ·
27 O color recipe · U/P dither ·
28 K/L breathe density)
29 F5 effect inspector (click a shape, edit its spec)
30
... [398 more lines]
Now the area carrier API and the player/seeker entities, so I know exactly what the Cleave can use.
Read (E:/a327ex/snkrx-template/snkrx/area.lua)
1 --[[
2 area.lua — area-of-effect attack carrier.
3
4 Three base shapes with an orthogonal `jagged` flag:
5 'circle' + jagged=false: filled disc + orbiting arc segments
6 'circle' + jagged=true: filled disc + jittered perimeter polygon outline
7 'rect' + jagged=false: filled rect + bracket corners
8 'rect' + jagged=true: filled triangle fan + jittered perimeter polygon outline
9 'polygon' + jagged=false: filled disc + clean polygon outline
10 'polygon' + jagged=true: filled disc + jittered polygon outline (jitter mutates hit area)
11
12 Damage queries match base shape (not jagged):
13 circle → query_entities_circle (jagged is visual-only)
14 rect → query_entities_box (jagged is visual-only)
15 polygon → query_entities_polygon (jagged actually changes hit area, since verts are the shape)
16
17 Two lifecycle modes selected by `duration`:
18
19 Instant (default, duration = nil): tween radius 0 → target over 0.05s
20 → single damage pass + spring pop + 0.15s flash → 0.2s hold → blink × 7 → kill.
21
22 Persistent (duration set): tween radius 0 → target over 0.25s. Damage
23 ticks every `tick_rate` seconds (default 0.5s); each tick that lands
24 on anyone plays `dot_tick`, pulls the spring 0.1, flashes 0.1s, and
25 spikes the arc speed by 1.25π (capped at 3π). After `duration`
26 seconds, blink × 7 → kill. Per-enemy cooldown prevents the same
27 enemy from being hit more than once per tick_rate window.
28
29 Caller API:
30 spawn_area(x, y, {
... [468 more lines]
Let me confirm the player's aim field and the seeker's hit/spawn API so the brief is precise.
Read (E:/a327ex/snkrx-template/snkrx/player.lua)
1 player = class()
2
3 function player:new(x, y)
4 self.x, self.y = x, y
5 self.w, self.h = 10, 10
6 self.base_speed = 100
7 self.speed = self.base_speed
8 self.r = 0
9 self.visual_r = 0
10 self.sx, self.sy = 1, 1
11 self.spec = player_spec -- four-axis effect spec (see snkrx/init.lua)
12 self.moving = false
13 self.previous_moving = false
14 self.flashing = false
15
16 -- Resource stats. Register modifier stats (hp_max, mp_max, regens)
17 -- before the pool stats so stats_update walks the caps first;
18 -- pool maxes are then re-synced from p.hp_max / p.mp_max in
19 -- player:update via stats_set_min_max. See stats.lua docs for the
20 -- pool-vs-modifier convention.
21 stats_set(self, 'hp_max', 100, 0, math.huge)
22 stats_set(self, 'mp_max', 100, 0, math.huge)
23 stats_set(self, 'hp_regen', 2, 0, math.huge)
24 stats_set(self, 'mp_regen', 10, 0, math.huge)
25 stats_set(self, 'hp', 100, 0, self.hp_max)
26 stats_set(self, 'mp', 100, 0, self.mp_max)
27
28 make_entity(self)
29
30 self.collider = collider(self, 'player', 'dynamic', 'box', self.w, self.h)
... [158 more lines]
Let me check the seeker's spawn/hit/death API and its contact damage.
Read (E:/a327ex/snkrx-template/snkrx/seeker.lua)
1 --[[
2 seeker.lua — basic chase-the-player enemy.
3
4 Faithful port of v1's seeker (~main.lua 9203-9514). Same silhouette
5 (14×6 rounded rect), same hp pool, same speed range, same steering
6 recipe (seek + wander + separate combined inside max_force=200),
7 same spawn/hit/death FX, same sounds. The bytepath-era pack /
8 rarity / modifiers system (yellow/blue specials, slow_aura,
9 explode_on_death) is intentionally NOT ported here — Invoker's
10 loot/modifier layer is going to live higher up the stack; the
11 seeker itself stays mechanical.
12
13 Differences from v1 that aren't cosmetic:
14 • Procedural Anchor 2 patterns: plain field timer/spring/collider,
15 explicit update of each sub-module, `cached_enemies` is replaced
16 by iterating the seekers[] array for steering_separate.
17 • `cyclone_spin` death-spin parameter dropped (no cyclone ability
18 yet — spin defaults to 0, which matches v1's effective behavior
19 when nothing has tagged the seeker with cyclone). Re-add when
20 Cyclone lands.
21 • `damaged_by_area` tick-rate guard dropped — fireball is the only
22 area right now and it's instant, so re-hits per cast can't happen.
23 Bring back the guard when duration zones land.
24 • Push knockback timer-name bug fixed. v1 reuses the name 'push'
25 for both the 0.15s flash-off and the 0.5s pushed-state-off
26 timers, so the second registration cancels the first and the
27 seeker stays white-flashed forever after a push. We use
28 distinct names ('push_flash' / 'push_end') so both fire.
29 ]]
30
... [343 more lines]
I've got the full picture now. Everything I need already exists in the template — the player moves and aims (p.r is the mouse-aim angle), seekers chase/take damage/die, and the area carrier fires AoE with caster juice. So "get the project started" is mostly wiring, not building.
Here's my design brief before I touch any code.
Design brief — 062026 grey-box: swordsman + seekers + Cleave
1. Project setup — fork the template into 062026/
Copy snkrx-template/* → 062026/ (everything except .git, so 062026 starts clean / non-git). Keep the existing 062026/design.md. The game gets its own copies of anchor/, snkrx/, anchor.exe, assets/, run.bat. I'll keep main_scaffold.lua around as a reference for re-enabling carriers/galleries later, and build the game by editing 062026/main.lua (starting from the clean reference scene, which already has the player + every carrier's update/draw loop + collision handlers + UI pipeline wired).
2. What already works for free (no code)
- Moving unit —
player(WASD/arrows, mouse-aim,p.raim angle). Done. - Enemies —
seeker(chases,:hit(dmg), dies with FX, contact-damages the player). Spawn viaspawn_seeker(x, y).
So the only new code is: an arena to fight in, a way for enemies to keep coming, and the Cleave.
3. Arena boundary (scene setup)
4 thin boundary walls framing the screen (the camera is fixed at center, so without bounds the player walks off-screen). Reuses the existing spawn_wall + player↔wall/enemy↔wall collision wiring already in the physics matrix. Side benefit: seekers get walls to wall_bump off. No interior/cover walls (that's the Ricochet archer's need, not the swordsman's).
4. Enemy supply (spawner)
A dead-simple trickle: a module-level next_spawn_time; in update(), if #seekers < CAP and time >= next_spawn_time, spawn one seeker at a random screen-edge point and reset the timer. Placeholders: CAP ≈ 12, one every ≈0.6s. This is what turns "6 seekers then empty screen" into an actual loop you can keep swinging at.
5. The Cleave — the single AoE attack (the core of this step)
- Input:
bind('cleave', 'mouse:1')(LMB = primary attack). - Fire: in the ATTACKS block of
update(), gated by a cooldown (next_cleave_time, placeholder≈0.35s). On press, callspawn_area(...)withcaster = p— so it inherits the player's blue breathe spec and the carrier's built-in cast juice (directional shake, recoil spring, white flash, muzzle puff + cone particles). The area's instant lifecycle already does: tween-in → single damage pass (query_entities_*on the'enemy'tag) → spring-pop + flash → blink out. Per-enemy hit FX +enemy_hitsound are built in. - Shape/geometry: this is the one real feel fork — see the question below.
- Numbers (all placeholder, trivially tunable): reach/radius
≈34, damage8(2-shots a 10-HP seeker, matching the template's fireball TTK), cooldown0.35s.
6. What I'm deliberately NOT doing yet (discipline)
No crowd-scaling damage (the swordsman's "tighter mob = harder hit" identity), no Passive/Secondary/Mobility/Ultimate, no gems, no UI/HUD. You asked for one AoE to get the skeleton breathing; the swordsman flavor (starting with crowd-scaling on Cleave) is the very next step once this loop is on screen and we've watched it move. Flat damage first.
Numbers and the spawner are placeholders to make it playable, not balanced.
Two genuine feel decisions before I write it:
AskUserQuestion
Your questions have been answered: "How should the Cleave's hit shape work? (This is the swordsman's core verb, so it's worth nailing.)"="Same as SNKRX, a square.", "How should enemies keep coming while you fun-test the swing?"="Trickle spawner from the right of the screen towards the player.". You can now continue with these answers in mind.
Settled: square cleave (shape='rect', aimed in front) and a trickle from the right toward the player. Both map cleanly onto what's already in the template. Let me fork the template into 062026/ first.
PowerShell
Exit code 3
robocopy exit: 3
Robocopy exit code 3 is success (1 = files copied + 2 = extra dest files preserved, i.e. design.md). Let me verify the fork landed.
PowerShell
Name
----
.claude
anchor
assets
snkrx
anchor.exe
design.md
main.lua
main_old.lua
main_scaffold.lua
README.md
run.bat
--- snkrx present? ---
True
True
False
Fork is clean (.git excluded, design.md preserved). Now I'll read the copied main.lua and wire in the three edits.
Read (E:/a327ex/062026/main.lua)
104 -- ============================================================
105 -- INPUT
106 -- ============================================================
107 bind('left', 'key:a'); bind('left', 'key:left')
108 bind('right', 'key:d'); bind('right', 'key:right')
109 bind('up', 'key:w'); bind('up', 'key:up')
110 bind('down', 'key:s'); bind('down', 'key:down')
111 bind('toggle_debug_draw', 'key:f2')
112
113 -- ============================================================
114 -- LAYERS (structural — drawn bottom-to-top)
115 -- ============================================================
116 floor_layer = layer_new('floor') -- bg fill (no camera, no effect)
117 wall_layer = layer_new('wall') -- wall bodies
118 game_layer = layer_new('game') -- player + seekers + every carrier
119 effects_layer = layer_new('effects') -- fxs (hit circles, particles, ...)
120 debug_layer = layer_new('debug') -- F2 collider overlay
121
122 main_camera = camera_new(width, height)
123 main_camera.x = width/2
124 main_camera.y = height/2
125
126 debug_draw_enabled = false
127
128 -- ============================================================
129 -- SCENE
130 -- ============================================================
131 -- The player — moved by the WASD / arrow binds, aims at the mouse.
132 -- It carries player_spec (a snkrx_blue↔light_blue organic breathe — see
133 -- snkrx/init.lua); set p.spec = {...} to re-theme it.
... [10 more lines]
The copied .claude/CLAUDE.md confirms the conventions (and notes I can syntax-check with lua54.exe — which I'll do, without running the game). Now the three wiring changes to 062026/main.lua: the cleave bind, the scene setup (boundary + spawner + cleave tuning), the spawner tick, and the cleave fire.
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
All four edits applied. Let me syntax-check the result with lua54.exe (compiles only — does not run the game), per the project's own gotchas note.
PowerShell
SYNTAX OK
SYNTAX OK. Let me update the project memory (it currently says "NO code yet", now stale), then I'll hand it to you to run.
Read (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
1 ---
2 name: project_062026
3 description: "062026 (working title) — side-project build-heavy action roguelite (SNKRX units reimagined as solo RoR-like classes, Linked-Socket gem builds); designed alongside Mini Looper"
4 metadata:
5 node_type: memory
6 type: project
7 originSessionId: 081fadb9-c1ff-4449-b7f2-a024fefea81f
8 ---
9
10 `062026` (`E:/a327ex/062026/`, a temporary date-name) is a **side project** — something to design/build in the gaps while the agent runs [[project_mini_looper]] tasks. It is explicitly NOT a second main project; keep it cheap.
11
12 A **build-heavy action roguelite** (SNKRX × Risk of Rain): pick one of the ~55 SNKRX units reimagined as a solo **active-aim** class (kit = Passive + Primary + Secondary + Mobility + Ultimate), fight waves, and build it via **Linked Sockets** — gems socketed into abilities (5 sockets/ability, intrinsic socket-cost [1, keystones 2–3], per-ability caps, full-catalogue **deterministic** choice — no gambling). Builds are authored; per-run "surprise" is a **deferred** knob (seed / menu-subset / mutator / route / threat).
13
14 **Full design + the canonical unit-creation process + two worked example units live in `E:/a327ex/062026/design.md` — read it first.** Examples: Swordsman (multi-carrier melee: cleave + Cross-Guard flurry) and Archer (single-carrier, all arrows).
15
16 Key principle — the **Carrier Axis**: a class is single-carrier (one delivery method → archetypes blend, high interplay, global gems) or multi-carrier (distinct methods → modal builds, per-ability gems); choose consciously per unit. Favor archetype interplay (X+Y builds).
17
18 Status (2026-06-05): concept + 2 example units designed in an ideaguy session; **NO code yet**, no engine chosen (would presumably be Anchor 2 like the other games). Honest next gate = grey-box ONE class to fun-test the active-aim + linked-socket loop before scaling the roster (it's a side project — see [[feedback_shipping_gate]]). Not in global CLAUDE.md project list yet.
19
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\project_062026.md has been updated successfully. (file state is current in your context — no need to Read it back)
Now the stale one-liner in the memory index.
Read (C:\Users\adn.claude\projects\E--a327ex\memory\MEMORY.md)
54 ## Mini Looper (game project)
55 - [Mini Looper](project_mini_looper.md) — active game (SNKRX × tower-defense, Anchor 2); both fun-gates passed, now entering production as an RTS loop-economy (map varies per run; Slice v0 = economy on fixed loop = 3rd fun-gate); NOT in global CLAUDE.md, game in root `*.lua`
56
57 ## 062026 (side-project game)
58 - [062026](project_062026.md) — side project to design/build in the gaps while the agent runs Mini Looper tasks; build-heavy action roguelite (SNKRX units as solo active-aim classes + Linked-Socket gem builds); concept + 2 example units designed, NO code yet; full design + unit-creation process in `E:/a327ex/062026/design.md`
59
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\MEMORY.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md has been updated successfully. (file state is current in your context — no need to Read it back)
Done — forked and wired, syntax-checks clean. I did not run it (your rule: you compile/test games yourself).
What's in 062026/ now
- Fork:
snkrx-template/copied into062026/(its own Anchor 2 +snkrx/toolkit + assets;.gitnot copied, yourdesign.mdpreserved). The game is main.lua, built from the clean reference scene. - Moving unit — the template's
player: WASD/arrows to move, mouse to aim. (Free, already there.) - Enemies —
seekertrickle from the right edge, walking at you. Cap 12, one every 0.6s, 4 seeded at start. - Single AoE — Cleave on LMB: a SNKRX-style square popped just ahead of your aim, inheriting the player's blue breathe + the carrier's cast juice (shake/recoil/flash/muzzle particles). Flat 8 damage (2-shots a seeker), 0.35s cooldown.
- 4 thin boundary walls frame the screen (the camera is fixed, so this keeps you and the seekers in view; seekers also bump off them).
Run it
cd E:/a327ex/062026
./run.bat
What to check (the three things)
- Move — blue square moves with WASD/arrows, rotates to face the cursor.
- Enemies — red seekers stream in from the right and chase you; touching one flashes you and drops HP (no death screen yet —
player:hitjust clamps HP to 0). - Cleave — LMB drops a blue square in front of your aim; seekers caught in it flash, show a HP bar, and die in ~2 hits. F2 shows the collider overlay so you can see the square's actual hit box + the walls.
Tuning knobs (all-caps globals near the SCENE section)
CLEAVE_DAMAGE · CLEAVE_CD · CLEAVE_RADIUS (half-side) · CLEAVE_OFFSET (how far ahead) · SEEKER_CAP · SPAWN_CD. All placeholders — tweak freely for feel.
Deliberately left out (the discipline call): crowd-scaling on Cleave — "the tighter the mob, the harder I hit," which is the swordsman's actual identity. Right now Cleave is a generic square; that scaling is the obvious next step once you've moved around in this and confirmed the basic swing+chase feel is worth continuing. I didn't start it — your turn to play it first.
Swordsman is yellow, so use that color for it and the area it creates. Give me a simple UI activated with F1 that allows me to change the knobs you mentioned.
On it. Both touch the effect/UI systems, so let me look up the exact spec format and widget APIs before I sketch the approach (no guessing signatures).
Read (E:/a327ex/062026/snkrx/init.lua)
1 --[[
2 snkrx/init.lua — the SNKRX attack toolkit aggregator.
3
4 `require('snkrx')`, from main.lua and AFTER `require('anchor')({...})`,
5 loads every toolkit module and performs all the cross-cutting setup a
6 new attack should never have to write itself:
7 • the effect draw-shader stack + the default effect specs
8 • the sfx wrapper, the sounds / volumes tables, every carrier's
9 sound + spritesheet asset
10 • the hit-stop machinery
11
12 Nothing here is hidden — it is all plain, readable Lua; the point is
13 only that main.lua need not repeat it. STRUCTURAL things (physics
14 setup, layers, camera, the carrier object lists and their update /
15 draw loops) stay explicit in main.lua, NOT here.
16
17 The toolkit files live flat in snkrx/; this file requires them as
18 `snkrx.<name>`. Carrier object lists (projectiles / areas / beams /
19 flickers / props / debris_pieces) and entity lists (seekers / walls /
20 fxs) are globals defined by their own modules — main.lua iterates
21 them directly.
22 ]]
23
24 -- Boot RNG (both Lua's and the engine's).
25 math.randomseed(os.time())
26 random_seed(os.time())
27
28 -- ── Effect / draw-shader stack ────────────────────────────────────
29 -- The four-axis effect system (pattern × color × dither × shape) is the
30 -- project's rendering substrate — there is no separate "edition" system.
... [170 more lines]
init.lua confirms specs are plain tables and rock_spec is already a yellow↔orange breathe. Now let me pin down the UI APIs (slider, panel, layout) and the exact yellow token before I write the brief.
Read (E:/a327ex/062026/snkrx/palette.lua)
1 --[[
2 palette.lua — locked color tokens + the effect-system palette adapter.
3
4 This file is the SINGLE source of truth for what colors the project uses.
5 Three sections:
6
7 1. NAMED COLOR TOKENS (atoms). 18 canonical tokens that form the
8 project's locked palette (9 chrome / grayscale ladder + 9 accents
9 roughly by hue), plus 8 legacy SNKRX tokens. Every drawn thing
10 should pull from these tokens; no inline RGB values in game code.
11
12 2. THE EFFECT ADAPTER. `palette` (name → color object), the ordered
13 `palette_token_names` list, the `palette_token_index` (0-based)
14 map, and `palette_init()` — everything snkrx/effect.lua needs to
15 push the palette to the draw shader's u_palette[] uniform array
16 and to resolve a spec's `color_a` / `color_b` token NAME into the
17 integer index the shader expects.
18
19 The four-axis effect system (snkrx/effect.lua + assets/draw_shader.frag)
20 is the project's rendering substrate — there is no separate "edition"
21 system anymore. A drawable carries a four-axis SPEC (pattern × color ×
22 dither × shape); the color axis names tokens from THIS file.
23
24 USAGE
25 Tokens are global functions. Call them with () to get a color value:
26 layer_rectangle(layer, 0, 0, 100, 100, red())
27 layer_text(layer, msg, font, x, y, text())
28
29 For the effect pipeline, pass the token NAME (a string) via a spec's
30 color_a / color_b:
... [148 more lines]
Yellow is token yellow (234,171,28); its breathe partner is lime, but rock_spec shows the warm yellow↔orange gold. Now the UI APIs — slider, panel, text, and the layout/rect helpers.
Read (E:/a327ex/062026/snkrx/ui/rect.lua)
1 --[[
2 ui/rect.lua — RectCut layout primitive for the UI toolkit.
3
4 A rect is a plain table {x, y, w, h}. Three families of operations:
5
6 cut_*(r, n) — mutates r (eats n pixels from one side), returns the eaten slice.
7 get_*(r, n) — pure: returns a slice of r without mutating.
8 add_*(r, n) — pure: returns a new rect adjacent to r (extends outward).
9
10 Plus utilities: contract / expand (inset / outset), center (place a w×h
11 rect centered inside another), split_h / split_v (divide into n equal parts).
12
13 Origin: cut/get/add are the Halt RectCut pattern. Cuts are destructive on
14 the parent so successive cuts walk the rect. Canonical idiom:
15 local topbar = rect_cut_top(r, 24) -- r is now the body below the topbar
16 local botbar = rect_cut_bot(r, 22) -- r is now the body between bars
17
18 Verbatim from the Anchor App (Anchor2/app/rect.lua) — proven, unchanged.
19 ]]
20
21 function rect_new(x, y, w, h)
22 return {x = x, y = y, w = w, h = h}
23 end
24
25 -- cut_*: mutate r (eat n from one side), return the eaten slice.
26 function rect_cut_left(r, n)
27 local s = {x = r.x, y = r.y, w = n, h = r.h}
28 r.x = r.x + n
29 r.w = r.w - n
30 return s
... [71 more lines]
Grep (^function ui_slider)
759:function ui_slider(opts)
760- local r = opts.rect
761- local id = opts.id
762- local ed = opts.spec
763- local track_h = opts.track_h or 5
764- local knob_d = opts.knob or 12
765- local knob_r = knob_d/2
766-
767- -- Knob travel is inset by the knob radius so it never clips the rect.
768- local travel = r.w - knob_d
769-
770- -- Interaction: press grabs, drag tracks the cursor, release lets go.
771- local value = math.clamp(opts.value or 0, 0, 1)
772- local hovered = false
773- if id then
774- ui_claim_hot(id, r)
775- hovered = ui_is_hot(id)
776- if hovered and mouse_is_pressed(1) then
777- ui_state.active_id = id
778- ui_state.focus_id = id
779- ui_juice_pull(id, 0.2, r)
780- end
781- if ui_state.active_id == id then
782- local mx = mouse_position()
783- value = math.clamp((mx - r.x - knob_r)/travel, 0, 1)
784- if mouse_is_released(1) then ui_state.active_id = nil end
785- end
786- ui_juice_hover(id, hovered, nil, r)
787- end
788-
... [41 more lines]
ui_slider is normalized 0..1 and returns {value, changed} — so I'll map each knob's real range to/from 0..1. Now the panel + text primitives and the spacing/label helpers.
Grep (^function ui_panel|^function ui_text\b|^function ui_label|^function ui_heading|^function ui_sublabel)
062026\snkrx\ui\core.lua:90:function ui_heading(o)
E:\a327ex\062026\snkrx\ui\core.lua-91- ui_text({ rect = { x = o.x, y = o.y, w = o.w, h = ui_font_body_ark.height },
E:\a327ex\062026\snkrx\ui\core.lua-92- text = string.upper(o.text), font = ui_font_body_ark,
E:\a327ex\062026\snkrx\ui\core.lua-93- color = text_muted, align_v = 'top', spec = o.spec })
E:\a327ex\062026\snkrx\ui\core.lua-94- local ly = o.y + ui_font_body_ark.height + ui_sp.s1
E:\a327ex\062026\snkrx\ui\core.lua-95- ui_rect(o.x, ly, o.w, 1, panel_border, o.spec)
E:\a327ex\062026\snkrx\ui\core.lua-96- return { next_y = ly + ui_sp.s3, next_x = o.x + o.w }
E:\a327ex\062026\snkrx\ui\core.lua-97-end
E:\a327ex\062026\snkrx\ui\core.lua-98-
E:\a327ex\062026\snkrx\ui\core.lua-99---[[
E:\a327ex\062026\snkrx\ui\core.lua-100- ui_sublabel(o) -> { next_y }
062026\snkrx\ui\core.lua-101- A muted small-caps label, no rule. opts: x, y, text, spec?.
E:\a327ex\062026\snkrx\ui\core.lua-102-]]
062026\snkrx\ui\core.lua:103:function ui_sublabel(o)
E:\a327ex\062026\snkrx\ui\core.lua-104- ui_text({ rect = { x = o.x, y = o.y, w = 9999, h = ui_font_body_ark.height },
E:\a327ex\062026\snkrx\ui\core.lua-105- text = string.upper(o.text), font = ui_font_body_ark,
E:\a327ex\062026\snkrx\ui\core.lua-106- color = text_muted, align_v = 'top', spec = o.spec })
E:\a327ex\062026\snkrx\ui\core.lua-107- return { next_y = o.y + ui_font_body_ark.height + ui_sp.s2 }
E:\a327ex\062026\snkrx\ui\core.lua-108-end
E:\a327ex\062026\snkrx\ui\core.lua-109-
E:\a327ex\062026\snkrx\ui\core.lua-110---[[
E:\a327ex\062026\snkrx\ui\core.lua-111- ui_stack(rect[, gap]) -> stack
E:\a327ex\062026\snkrx\ui\core.lua-112- A vertical layout cursor over a region rect. Kills the hand-mathed
E:\a327ex\062026\snkrx\ui\core.lua-113- `y = y + h + gap` pattern.
062026\snkrx\ui\core.lua-114- :take(h) -> a {x, y, w, h} row at the cursor; advances by h + gap
062026\snkrx\ui\core.lua-115- :skip(n) / :gap(n?) -> advance without taking
062026\snkrx\ui\core.lua-116- :heading(text) -> draw a ui_heading across the column; advance
062026\snkrx\ui\core.lua-117- :sublabel(text) -> draw a ui_sublabel; advance
E:\a327ex\062026\snkrx\ui\core.lua-118- Fields .x / .y / .w are live (the column origin + width).
E:\a327ex\062026\snkrx\ui\core.lua-119-]]
... [93 more lines]
I now have everything I need (ui_slider is normalized 0..1 returning {value, changed}; ui_panel/ui_text/ui_heading/ui_stack for the frame and rows; the ui_begin/ui_render pipeline already runs every frame). Here's the brief.
Design brief — yellow swordsman + F1 knob tuner
1. Yellow swordsman (+ its Cleave)
The player's color is just its .spec. I'll define a swordsman_spec in main.lua — a yellow organic breathe { pattern='organic', pattern_scale=0.5, color='mix', color_a='yellow', color_b='orange', dither='bayer4_2' } (the warm "gold" recipe; same shape as the existing rock_spec) — and set p.spec = swordsman_spec right after the player is created (the documented re-theme path).
The Cleave turns yellow for free. It's spawned with caster = p, and the area carrier defaults its spec to caster.spec, and tints its cast/hit particles via spec_color(spec). So re-theming the player automatically yellows the square, its breathe, and its particles — no change to the cleave call. Uses palette token names only (no inline RGB), per your palette rule.
One small sub-choice: color_b. I picked orange (warm gold, the rock_spec look). The palette's "official" breathe partner for yellow is lime, which gives a cooler yellow→green shimmer. I'll go gold unless you'd rather it lean lime.
2. F1 knob tuner
A small dev panel, top-left, over the live game (game keeps running so you tune and feel it immediately). Built entirely from existing widgets — no new widget types, no new systems.
State & data
bind('toggle_tuner', 'key:f1')→ flips atuner_openflag.- A knob descriptor list drives the rows — one entry per knob:
{ key, label, min, max, int }. The knobs are already globals, so each row reads/writes_G[key](e.g._G['CLEAVE_DAMAGE']). Proposed ranges:
| key | label | min | max | type |
|---|---|---|---|---|
CLEAVE_DAMAGE |
Cleave dmg | 1 | 40 | int |
CLEAVE_CD |
Cleave cd | 0.05 | 1.0 | float |
CLEAVE_RADIUS |
Cleave size | 6 | 48 | int |
CLEAVE_OFFSET |
Cleave reach | 0 | 48 | int |
SEEKER_CAP |
Max enemies | 1 | 40 | int |
SPAWN_CD |
Spawn rate | 0.1 | 2.0 | float |
New function tuner_ui() (called in update() when tuner_open, because UI/mouse events are update-only; it queues onto ui_layer, which the existing ui_render() in draw() composites):
- Draws a
ui_panelframe + aui_heading('tuner'), then walks rows withui_stack. - Per knob: a
ui_textline showinglabel(left) and the current value (right, integer or 2-dp), and aui_sliderbeneath it. The slider is normalized, so I map_G[key]→(v-min)/(max-min)going in, and onresult.changedwrite backmin + result.value*(max-min)(rounded whenint). Live — drag and the value changes that frame. - Stashes the panel's rect in a global for the click-guard below.
Click-guard (so tuning a slider doesn't also swing). The Cleave fires on mouse:1; so does grabbing a slider. I'll gate the cleave fire with: don't swing if tuner_open and the cursor is over the panel rect. Click a slider → adjust only; click out in the arena → still swing. So you can tune and test without closing the panel.
Wiring touched: main.lua only — the F1 bind, the tuner_open flag + descriptor list, the tuner_ui() call in update(), and the one-line guard on the existing cleave-fire block. The UI pipeline (ui_begin/ui_render) is already in the file; nothing else changes.
Scope note: runtime-only (no save) — once you dial in numbers you like, we bake them back into the constants. Keeping it to reused widgets + one function on purpose: it's a dev aid for finding the feel, not a system to build out.
Sound right? Two things to confirm if you have a preference: gold vs lime breathe, and I'm assuming sliders (sweep-to-feel, exact value shown) rather than ‹ › steppers. Otherwise I'll build it as above.
Are you using the SNKRX template UI for doing the panel?
Yes — entirely. The panel is built from the snkrx UI toolkit (snkrx/ui/, loaded by require('snkrx')), the same element set the F3 sound tuner, F4 gallery, and F5 effect lab are built on. Nothing bespoke.
Concretely, the pieces I'd use:
ui_panel(ui/primitives.lua) — the frame.ui_heading+ui_stack(ui/core.lua) — the "TUNER" label and the row-walking layout cursor.ui_text(ui/primitives.lua) — each knob's label + value readout.ui_slider(ui/widgets.lua) — the draggable knob row (charcoal track, green fill/knob).rect_new/rectcut (ui/rect.lua) — positioning.
And it rides the pipeline that's already wired in main.lua: widgets queue onto ui_layer inside ui_begin(dt)/ui_render(), so it gets the toolkit's effect-pipeline coloring (the breathe) and the SNKRX soft drop shadow for free. Practically, the panel will look like a smaller sibling of the F3/F4/F5 overlays — same panel fill, same slider styling, same Ark Pixel label font.
The only non-toolkit code is the glue in main.lua: the F1 toggle, the knob descriptor list (label/min/max/int per global), the value↔0..1 mapping for the sliders, and the click-guard so dragging a slider doesn't also swing.
Want me to go ahead and build it as briefed?
Great, go ahead.
Approved. Let me pull the remaining exact APIs (ui_sp, the ui_stack constructor and its :heading) and the current state of main.lua before editing.
Read (E:/a327ex/062026/snkrx/ui/core.lua)
1 --[[
2 ui/core.lua — shared UI core: spacing, the uniform return, the interaction
3 machine, the id guard, and layout helpers. The snkrx analog of ricochet's
4 `ric.*` core, adapted to snkrx's update-phase UI + its juice.
5
6 Loaded before primitives/widgets so they can build on `ui_ret` / `ui_interact`.
7 The contract helpers (`ui_begin` / `ui_render`) live in ui/init.lua — they
8 need the layers + shadow pipeline set up there.
9
10 CONVENTIONS
11 • Every ui_* widget returns a TABLE via `ui_ret`: `next_x` / `next_y` (just
12 past the widget + a `ui_sp.s2` gap, for chaining), the occupied rect
13 (`x` / `y` / `w` / `h`), merged with the widget's own fields (`clicked` /
14 `value` / `checked` / ...).
15 • Interactive widgets pass `id`; OMITTING `id` makes the widget STATIC (no
16 hover / click / juice). This permissive model is intentional (a button
17 with no id is a valid static badge). `ui_req_id` is the OPT-IN guard for
18 the rare widget where a missing id is definitely a bug.
19 ]]
20
21 -- Spacing scale (px). Gaps + paddings pull from here instead of hardcoding.
22 -- s2 is the standard inter-widget chaining gap (used by ui_ret).
23 ui_sp = { s1 = 2, s2 = 4, s3 = 6, s4 = 10, s5 = 16 }
24
25 --[[
26 ui_ret(rect, fields) -> table
27 The uniform widget return. `rect` is the widget's occupied {x,y,w,h};
28 `fields` (optional) is the widget's own result table. Returns `fields`
29 augmented with the occupied rect + `next_x` / `next_y` (just past the
30 widget + a ui_sp.s2 gap, for chaining in either direction).
... [112 more lines]
Got all the APIs (ui_sp = {s1=2,s2=4,s3=6,s4=10,s5=16}; ui_stack(rect, gap) with :take/:heading). And yes — "Go ahead" confirms it. Let me read the current main.lua to edit against exact text.
Read (E:/a327ex/062026/main.lua)
104 -- ============================================================
105 -- INPUT
106 -- ============================================================
107 bind('left', 'key:a'); bind('left', 'key:left')
108 bind('right', 'key:d'); bind('right', 'key:right')
109 bind('up', 'key:w'); bind('up', 'key:up')
110 bind('down', 'key:s'); bind('down', 'key:down')
111 bind('toggle_debug_draw', 'key:f2')
112 bind('cleave', 'mouse:1') -- swordsman primary: a square cleave toward the cursor
113
114 -- ============================================================
115 -- LAYERS (structural — drawn bottom-to-top)
116 -- ============================================================
117 floor_layer = layer_new('floor') -- bg fill (no camera, no effect)
118 wall_layer = layer_new('wall') -- wall bodies
119 game_layer = layer_new('game') -- player + seekers + every carrier
120 effects_layer = layer_new('effects') -- fxs (hit circles, particles, ...)
121 debug_layer = layer_new('debug') -- F2 collider overlay
122
123 main_camera = camera_new(width, height)
124 main_camera.x = width/2
125 main_camera.y = height/2
126
127 debug_draw_enabled = false
128
129 -- ============================================================
130 -- SCENE
131 -- ============================================================
132 -- The player — moved by the WASD / arrow binds, aims at the mouse.
133 -- It carries player_spec (a snkrx_blue↔light_blue organic breathe — see
... [80 more lines]
Read (E:/a327ex/062026/main.lua)
213
214 --[[ ATTACKS — fire a carrier here. Bind a key in the INPUT section
215 above, then call its spawn_* helper on the press. Every carrier's
216 list + update/draw loop is already wired below, so this is the
217 ONLY code a new attack needs. Full opts: snkrx/<carrier>.lua.
218
219 spawn_projectile(p, { damage = 1, speed = 190, max_range = 220,
220 fire_sounds = {{ sound = sounds.arrow_shoot,
221 vol = volumes.arrow_shoot }} })
222
223 spawn_area(main_camera.mouse.x, main_camera.mouse.y,
224 { radius = 30, damage = 2, caster = p, shape = 'circle' })
225 -- shape 'rect' / 'polygon'; pass duration = N for a DoT area
226
227 spawn_beam(p, { damage = 2, length = 600 })
228 -- persistent = true to channel it (hold to fire, release to stop)
229
230 spawn_flicker(p, { damage = 2, hits = 5 })
231
232 spawn_polygonal(p, { damage = 12, area_radius = 30 })
233 -- a rock lobbed in an arc; shatters into debris on landing
234
235 Example — a projectile on left click (also bind 'fire' above):
236 if is_pressed('fire') and not p._dead then
237 spawn_projectile(p, { max_range = 220 })
238 end
239 ]]
240
241 -- Swordsman Cleave: a square AoE in front of the aim, on a short cooldown.
242 if is_pressed('cleave') and not p._dead and time >= next_cleave_time then
... [12 more lines]
I have exact text for every region. Making the six edits now: F1 bind, yellow swordsman spec, the tuner section (state + tuner_ui() + a click-guard helper), the F1 toggle, the tuner_ui() call, and the cleave click-guard.
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
All six edits applied. Syntax-checking:
PowerShell
SYNTAX OK
SYNTAX OK. Both features are in 062026/main.lua (I didn't run it — your call). Here's the diff:
What changed
Yellow swordsman. Added a swordsman_spec (a warm yellow↔orange gold breathe) and set p.spec = swordsman_spec right after the player is created. Because the Cleave spawns with caster = p, the square — and its cast/hit particles, via spec_color — inherit the gold automatically. No change to the cleave call itself. Palette tokens only, no inline RGB.
F1 knob tuner. A small panel built from the snkrx UI toolkit (ui_panel / ui_heading / ui_text / ui_slider, laid out with ui_stack), riding the ui_begin/ui_render pipeline already in main.lua:
- A
tuner_knobsdescriptor list (label / min / max / int per knob), driving 6 sliders that read & write the globals by name (_G[key]):cleave dmg / cd / size / reach,max enemies,spawn rate. Each row shows the live numeric value; the slider is normalized 0..1 and mapped through[min,max](rounded for int knobs). tuner_ui()queues it inupdate(); the panel composites indraw()for free.- A click-guard (
point_in_rectagainst the panel rect) so pressing a slider adjusts it without also swinging — clicking out in the arena still swings.
Test it
cd E:/a327ex/062026
./run.bat
- Color — player is now gold; LMB drops a gold cleave square with gold particles.
- F1 — panel appears top-left with 6 sliders showing current values. Drag one and the game reacts live: crank
spawn rate/max enemiesto flood the screen,cleave sizeto a giant square,cleave cddown to spam swings,cleave reachto push the square further out front. F2 still shows the hitbox if you want to seesize/reachexactly. - While the panel's open, clicking a slider only tunes it; click in the arena to swing. F1 again to close.
Two notes: the values are runtime-only — once you find numbers you like, tell me and I'll bake them into the constants. And since the player aims at the cursor, it'll face the panel while you tune (cosmetic; I can freeze aim over the panel if it bugs you).
Your turn to play with it.
Reach and size 32, CD = 1, allow holding down the button to cast the spell. Sometimes enemies get stuck when spawned near one corner. The yellow color is actually yellow/red, is there no pure yellow token? Perhaps we need to use another pattern that has less variation within, and that focuses only on yellow as a color instead of changing to something else.
Good batch of feedback. Let me sort it:
- reach/size 32, CD 1 — baking your tuned values into the constants (trivial).
- hold-to-cast — switch the cleave from
is_pressed(edge) tois_down(held); the cooldown gate already paces it, so holding LMB repeats every CD. I'll also harden the tuner click-guard withui_state.active_idso dragging a slider and slipping off its edge while held won't swing. - corner-stuck — they spawn at the right edge with
yreaching to ~14px of the top/bottom walls, so a seeker materializing at ay-extreme wedges into the right-corner where two walls meet. Fix: spawn in a centered vertical band (well clear of the top/bottom walls) so they never appear in a corner. - the yellow — see below; it's a real spec issue, not a missing token.
On the color: yellow is a pure-yellow token (234,171,28) — the red tinge comes from the recipe, two things compounding: color_b = 'orange' means the breathe literally sweeps yellow→orange (orange is reddish), and dither = 'bayer4_2' is a 2-level dither, which per the effect docs collapses a mix to its two endpoints — so you were getting stippled pure-yellow + pure-orange pixels, reading as yellow/red. Fix both: keep both mix endpoints yellow (yellow ↔ snkrx_yellow, a brighter yellow — brightness shimmer only) and turn the dither off for a smooth fill, plus a lower pattern_scale for calmer variation. That's "focuses only on yellow, less variation," while keeping a subtle living breathe.
Applying all four:
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
SYNTAX OK
SYNTAX OK. All four landed:
What changed
- Cleave: size & reach baked to 32 (a 64px square, sitting 32px ahead), CD 1s, and hold LMB to repeat (
is_down+ the cooldown gate). The tuner guard now also checksui_state.active_id, so dragging a slider won't sneak a swing in even while you hold. - Corner-stuck: seekers now spawn in a centered vertical band on the right (
y ∈ [48, height-48],x = width-24) instead of reaching to ~14px of the top/bottom walls — so they can't materialize wedged in a corner. - Yellow:
swordsman_specis nowyellow ↔ snkrx_yellow,dither = 'off',pattern_scale = 0.35. Both mix endpoints are yellows → brightness-only shimmer, no orange/red drift; smooth instead of stippled. Player + cleave square + particles all get it.
Test
cd E:/a327ex/062026
./run.bat
- Yellow — player + the big cleave square should now read as a clean yellow with only a gentle light shimmer, no red speckle.
- Hold-to-cast — hold LMB; a swing every 1s. Big 64px square out front.
- Corners — watch the right edge as enemies pour in; they should stop getting stuck up in the corners.
Dials, if the yellow still isn't right
It's a one-line swordsman_spec swap — tell me which direction:
- Dead flat, zero variation:
{ color = 'solid', color_a = 'yellow' }. - A bit more glow/life: raise
pattern_scale(→0.5) or setcolor_b = 'white'for a yellow→white highlight (risks washing out). - Or, if you'd rather explore patterns/colors interactively, I can wire in the F5 effect inspector — click a sample shape and cycle pattern/color/dither live, then I copy whatever you land on into the spec.
One heads-up: the F1 cleave cd slider maxes at 1.0, so it now sits at the far right — say the word if you want headroom past 1s. And confirm the corner fix actually holds; if seekers still wedge while chasing (not at spawn), that's a separate steering tweak.
Great, add dither back to swordsman, otherwise everything's good. What's the sound file used by SNKRX for the Swordsman attack?
Two things — the dither restore (trivial) and the SNKRX sound lookup. Let me do the edit and start digging into the SNKRX source in parallel.
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Grep (swordsman)
SNKRX\buy_screen.lua:99: table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 34, y = gh/2 - 30, character = 'swordsman', level = 1})
SNKRX\buy_screen.lua:100: table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 54, y = gh/2 - 30, character = 'swordsman', level = 1})
SNKRX\buy_screen.lua:101: table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 74, y = gh/2 - 30, character = 'swordsman', level = 1})
SNKRX\buy_screen.lua:102: table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 34, y = gh/2 - 10, character = 'swordsman', level = 2})
SNKRX\buy_screen.lua:103: table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 54, y = gh/2 - 10, character = 'swordsman', level = 2})
SNKRX\buy_screen.lua:104: table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 74, y = gh/2 - 10, character = 'swordsman', level = 2})
SNKRX\buy_screen.lua:105: table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 114, y = gh/2 - 30, character = 'swordsman', level = 2})
SNKRX\buy_screen.lua:106: table.insert(self.tutorial_cards, TutorialCharacterPart{group = self.tutorial, x = gw/2 + 114, y = gh/2 - 10, character = 'swordsman', level = 3})
SNKRX\buy_screen.lua:108: table.insert(self.tutorial_cards, TutorialClassIcon{group = self.tutorial, x = gw/2 + 134, y = gh/2 + 18, class = 'warrior', units = {{character = 'swordsman'}, {character = 'barbarian'}, {character = 'juggernaut'}}})
SNKRX\buy_screen.lua:109: table.insert(self.tutorial_cards, TutorialClassIcon{group = self.tutorial, x = gw/2 + 154, y = gh/2 + 18, class = 'warrior', units = {{character = 'swordsman'}, {character = 'barbarian'}, {character = 'juggernaut'},
SNKRX\devlog.md:10:* Swordsman: deals damage in an area around the unit, small range
SNKRX\devlog.md:77:* Swordsman: deals physical damage in an area around the unit, small range
SNKRX\devlog.md:126:| Swordsman | deals physical damage in an area around the unit | small | medium |
SNKRX\devlog.md:151:| Swordsman | warrior |
SNKRX\devlog.md:258:| Swordsman | deals damage in an area around the unit | small | medium |
SNKRX\devlog.md:283:| Swordsman | warrior |
SNKRX\devlog.md:504: * Swordsman [warrior]: deals AoE damage, deals extra damage for each unit hit - Lv.3: Cleave - damage is doubled
SNKRX\devlog.md:596:| Swordsman | warrior | deals AoE damage and deals extra damage for each unit hit |
SNKRX\devlog.md:642:| Swordsman | Cleave | damage is doubled |
SNKRX\devlog.md:811:| Swordsman | warrior | deals X AoE damage in an area, deals extra X/3 damage per unit hit |
SNKRX\devlog.md:824:| Swordsman | Cleave | the swordsman's damage is doubled |
SNKRX\main.lua:68: swordsman1 = Sound('Heavy sword woosh 1.ogg', s)
SNKRX\main.lua:69: swordsman2 = Sound('Heavy sword woosh 19.ogg', s)
SNKRX\main.lua:277: ['swordsman'] = 'Swordsman',
SNKRX\main.lua:337: ['swordsman'] = yellow[0],
SNKRX\main.lua:397: ['swordsman'] = 'yellow',
SNKRX\main.lua:457: ['swordsman'] = {'warrior'},
SNKRX\main.lua:517: ['swordsman'] = '[yellow]Warrior',
SNKRX\main.lua:592: ['swordsman'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('swordsman', lvl, 'dmg') .. '[fg] damage in an area, deals extra [yellow]' ..
SNKRX\main.lua:593: math.round(get_character_stat('swordsman', lvl, 'dmg')*0.15, 2) .. '[fg] damage per unit hit' end,
... [12 more lines]
Found it. SNKRX's swordsman uses two "heavy sword woosh" sounds (main.lua:68-69). Let me confirm how the attack picks between them.
Grep (swordsman1|swordsman2)
SNKRX\player.lua:1926: _G[random:table{'swordsman1', 'swordsman2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.75}
SNKRX\main.lua:68: swordsman1 = Sound('Heavy sword woosh 1.ogg', s)
SNKRX\main.lua:69: swordsman2 = Sound('Heavy sword woosh 19.ogg', s)
Let me read the context around that play call to confirm it's the attack and capture the exact parameters.
Read (E:/a327ex/SNKRX/player.lua)
1905 end
1906
1907 if self.character == 'arcanist' then
1908 arcane1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
1909 end
1910
1911 if self.chance_to_barrage and random:bool(self.chance_to_barrage) then
1912 self:barrage(r, 3)
1913 end
1914 end
1915
1916
1917 function Player:attack(area, mods)
1918 mods = mods or {}
1919 camera:shake(2, 0.5)
1920 self.hfx:use('shoot', 0.25)
1921 local t = {group = main.current.effects, x = mods.x or self.x, y = mods.y or self.y, r = self.r, w = self.area_size_m*(area or 64), color = self.color, dmg = self.area_dmg_m*self.dmg,
1922 character = self.character, level = self.level, parent = self}
1923 Area(table.merge(t, mods))
1924
1925 if self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then
1926 _G[random:table{'swordsman1', 'swordsman2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.75}
1927 elseif self.character == 'elementor' then
1928 elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
1929 elseif self.character == 'psychic' then
1930 psychic1:play{pitch = random:float(0.9, 1.1), volume = 0.4}
1931 elseif self.character == 'launcher' then
1932 buff1:play{pitch == random:float(0.9, 1.1), volume = 0.5}
1933 end
1934
Confirmed — and dither's back on (bayer4_2). Let me locate the actual sound files so the answer is actionable.
Glob (*/Heavy sword woosh.ogg)
SNKRX\assets\sounds\Heavy sword woosh 1.ogg
SNKRX\assets\sounds\Heavy sword woosh 19.ogg
Both files are at E:/a327ex/SNKRX/assets/sounds/. Here's the full answer.
SNKRX Swordsman attack sound
Two files, picked at random per swing:
Heavy sword woosh 1.oggHeavy sword woosh 19.ogg
In SNKRX/main.lua:68-69 they're loaded as swordsman1 / swordsman2, and Player:attack() (player.lua:1926) plays one at random:
lua
_G[random:table{'swordsman1', 'swordsman2'}]:play{ pitch = random:float(0.9, 1.1), volume = 0.75 }
The same pair is shared by all the warrior melee units — swordsman, barbarian, juggernaut, highlander.
Bonus, since I was in the source (relevant to us)
- Swordsman is yellow in SNKRX too (
main.lua:337/397) — so your color call matches canon. - The attack's default area size is
64(player.lua:1921,area or 64) — your tuned 64px square (size 32 half-side) landed exactly on SNKRX's value. - The real mechanic (
main.lua:592-593, devlog): AoE damage + 0.15×dmg per additional unit hit, and the Lv-3 "Cleave" passive doubles total damage. That's the authentic crowd-scaling formula for the identity step we deferred — worth grabbing when we add it.
Want me to wire it in?
Right now the Cleave swing is silent — you only hear the per-enemy hit thud when it connects, no whoosh on the swing itself. To add it I'd:
- copy both
.oggs into062026/assets/, - add
sounds.sword_woosh_variants = { ... }(+ avolumesentry ~0.75), - play a random pick in the cleave-fire block on each swing (our
sfx()already does ±5% pitch jitter; SNKRX uses ±10%, easy to match).
Say the word and I'll do it — it's a small, self-contained add.
Find the source files in E:/sound packs, copy them over, convert them to .ogg in maximum quality, delete the .wavs, then hook up everything up so I can edit them with F3.
This is the full wire-in, sourced from your sound packs. Let me investigate three things in parallel before touching anything: locate the source files, confirm a converter (ffmpeg), and check how the F3 tuner enumerates sounds so I wire them in editably.
Glob (*/Heavy sword woosh)
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 4.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 4.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 14.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 14.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 20.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 20.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 5.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 5.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 2.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 2.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 18.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 18.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 15.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 15.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 13.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 13.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 7.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 7.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 19.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 19.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 17.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 17.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 1.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 1.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 6.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 6.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 16.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 16.wav
E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 8.wav
E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 8.wav
... [10 more lines]
PowerShell
ffmpeg: C:\Users\adn\AppData\Local\Microsoft\WinGet\Packages\Gyan.FFmpeg_Microsoft.Winget.Source_8wekyb3d8bbwe\ffmpeg-8.0.1-full_build\bin\ffmpeg.exe
ffmpeg version 8.0.1-full_build-www.gyan.dev Copyright (c) 2000-2025 the FFmpeg developers
oggenc: NOT FOUND
Grep (pairs(sounds)|for .*sounds|volume|sound_get_path|variants)
5: list with its current bits / sr_div / volume. Arrow-key navigation;
11: and (new) volume. Auto-replays every 0.5s; Space forces an immediate
30: snkrx/volume_tuning.lua per-gameplay-name volume overrides.
33: Sound files in `sounds` (gameplay-name keys) imply a volume key in
34: `volumes` of the same name (for variants tables, the `_variants`
35: suffix is stripped — so `sounds.enemy_die_variants` aliases to
36: `volumes.enemy_die`). The path→key mapping is built once on first
39: If a sound has no matching entry in `volumes`, the modal displays
40: `—` for the volume value. Pressing the volume keys auto-creates
49: S save sound_tuning + volume_tuning
53: , / . volume −/+ (step 0.02, clamped to ≥0)
93:local tune_volume_keys = {} -- path → gameplay-name volume key
110:-- Walk the live `sounds` global to build path → volume key map.
112:-- Variant tables: sounds.X_variants = {h1, h2, ...} → each
113:-- path → 'X' (strip _variants suffix).
114:local function tune_build_volume_keys()
115: tune_volume_keys = {}
117: for name, entry in pairs(sounds) do
119: local vol_key = name:match('^(.-)_variants$') or name
121: local path = sound_get_path(handle)
122: if path then tune_volume_keys[path] = vol_key end
126: local path = sound_get_path(entry)
127: if path then tune_volume_keys[path] = name end
140:-- read returns (number | nil) — nil means "no volume entry exists".
142: local key = tune_volume_keys[path]
144: return volumes[key], key
147:-- Apply a signed step to a path's volume. If no entry exists yet,
152: local key = tune_volume_keys[path]
154: local cur = volumes[key]
156: volumes[key] = math.max(0.0, cur + delta)
... [16 more lines]
Found everything I need:
- Source files exist —
Heavy sword woosh 1.wavand19.wav, in two bundles (Ultimate SFX Bundle (2020)andUltimate SFX Bundle - HD Remaster). - ffmpeg 8.0.1 is available (winget) — I'll convert with libvorbis
-q:a 10(vorbis max quality). - F3 wiring is clear: the tuner walks
soundsand, for asounds.X_variantstable, maps each file → thevolumes.Xkey (suffix stripped). Sosounds.sword_woosh_variants+volumes.sword_wooshmakes both files show in F3 with independent DSP (bits/sr_div, keyed per path) and a shared volume — exactly the existingenemy_die_variantspattern.
Let me probe both bundles to pick the genuinely higher-quality source:
PowerShell
=== E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 1.wav ===
size: 148.336 bytes
codec_name=pcm_s16le
sample_rate=44100
channels=2
bits_per_sample=16
duration=0.834354
=== E:\sound packs\Ultimate SFX Bundle (2020)\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 19.wav ===
size: 132.868 bytes
codec_name=pcm_s16le
sample_rate=44100
channels=2
bits_per_sample=16
duration=0.746667
=== E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 1.wav ===
size: 148.336 bytes
codec_name=pcm_s16le
sample_rate=44100
channels=2
bits_per_sample=16
duration=0.834354
=== E:\sound packs\Ultimate SFX Bundle - HD Remaster\Sword Sounds Pro\Heavy sword wooshes\Heavy sword woosh 19.wav ===
size: 132.868 bytes
codec_name=pcm_s16le
sample_rate=44100
channels=2
bits_per_sample=16
duration=0.746667
Both bundles are byte-identical for these files (148,336 and 132,868 bytes, same specs): pcm_s16le, 44100 Hz, stereo, 16-bit. So "HD Remaster" buys nothing here — I'll pull from the (2020) bundle. Converting 44.1k/16-bit stereo → libvorbis -q:a 10 is effectively transparent, i.e. max-quality ogg.
So I'm one go-ahead from done: copy the two .wav → assets/, convert to .ogg (q10), delete the .wavs, add sounds.sword_woosh_variants + volumes.sword_woosh (before volumes_apply_overrides() so the F3 diff-save stays clean), and play a random pick on each swing (vorbis ±10% pitch to match SNKRX). Both files then show in F3 with independent DSP and a shared volume.
But I have to stop you at the gate first, because it's my job to:
This is custom sound — and the discipline gate lists "custom sound" as juice to defer until the grey-box loop is proven fun on a third sitting. We're not there: no fail state, no crowd-scaling identity yet, and we've been iterating the cleave for an hour, not playing it cold three times. By the letter of the gate, wiring attack audio now is polish-before-proof, and it's the first step onto the audio path (next it's hit sounds, death sounds, music...).
The honest counter-argument, which is why this one's borderline: a melee swing with zero sound is genuinely hard to fun-test — a cleave's feel is half its woosh. A single SFX on the core verb is arguably feedback that enables the fun-test, not decoration layered after it. I can see it both ways.
So, consciously: is the cleave loop fun enough to commit to, or are we polishing before proving it? If you want the sound now, say go and I'll execute the whole chain immediately — I'm not blocking, just making you call it. If you'd rather, we leave it silent and go prove the loop (crowd-scaling, a fail state, an actual third-sitting playtest) first.
The discipline gate does not apply to this project, this is a side project for fun, I can indulge however I see fit. Go ahead.
Conscious override logged — gate's off for 062026. Executing the full chain.
First, the file ops: copy the two .wavs into assets/, convert to max-quality .ogg, delete the .wavs.
PowerShell
OK Heavy sword woosh 1.ogg (47.042 bytes)
OK Heavy sword woosh 19.ogg (41.722 bytes)
--- wav remaining in assets? ---
none (clean)
Both .oggs created (47 KB / 41.7 KB), .wavs gone. Now wiring main.lua — the sound table (before volumes_apply_overrides()) and the swing play call.
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
SYNTAX OK
Now let me record the gate exemption in memory (durable, changes how future sessions treat this project).
Read (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
16 Key principle — the **Carrier Axis**: a class is single-carrier (one delivery method → archetypes blend, high interplay, global gems) or multi-carrier (distinct methods → modal builds, per-ability gems); choose consciously per unit. Favor archetype interplay (X+Y builds).
17
18 Status (2026-06-05): **grey-box started.** Forked from `snkrx-template` into `E:/a327ex/062026/` (its own copy of Anchor 2 + the snkrx toolkit; `.git` not copied). The build lives in `062026/main.lua` (started from the clean reference scene). First playable: moving player (WASD/arrows + mouse-aim, already in the template), a **trickle of seekers from the right** edge toward the player (cap 12, one per 0.6s, 4 seeded), 4 boundary walls, and the **Swordsman Cleave** on LMB — a **square** AoE (`area` carrier, `shape='rect'`) popped just ahead of the aim (placeholder dmg 8 / cd 0.35s / half-side 18). Decisions this session: cleave = SNKRX-style **square** (not wedge/circle); enemies enter **from the right**. Deliberately NOT done yet (discipline): crowd-scaling on Cleave (the swordsman's "tighter mob = harder hit" identity — the immediate next step), the rest of the kit (Passive/Secondary/Mobility/Ultimate), gems, UI/HUD, player death/fail. Honest gate still = fun-test the active-aim loop on the third sitting before scaling the roster (side project — see [[feedback_shipping_gate]]). Tuning knobs are all-caps globals near the SCENE section. Not in global CLAUDE.md project list yet.
19
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\project_062026.md has been updated successfully. (file state is current in your context — no need to Read it back)
SYNTAX OK — done, and I logged the gate exemption to memory so future sessions won't re-flag polish/sound/infra on 062026.
What landed
- Assets:
Heavy sword woosh 1.ogg+Heavy sword woosh 19.oggin062026/assets/— libvorbis-q:a 10from the (2020) bundle's 44.1k/16-bit stereo source. The two bundles were byte-identical, so it didn't matter which..wavs deleted. - Loaded as
sounds.sword_woosh_variants+volumes.sword_woosh = 0.75, placed beforevolumes_apply_overrides()so the F3 diff-save stays clean. - Plays on each swing: a random pick of the two, at ±10% pitch — matching SNKRX's
Player:attack.
Test
cd E:/a327ex/062026
./run.bat
- Swing (hold LMB) — you should now hear a heavy woosh every cleave, randomly alternating between the two files with slight pitch variation.
- F3 — both
Heavy sword woosh 1and19appear in the tuner grid. Each has its own bits / sr_div (DSP is keyed per file); they share thesword_wooshvolume. Arrow-keys to a cell, Enter to edit, Space to audition,Sto save (writessound_tuning.lua+volume_tuning.lua).
So you can now dial in the lo-fi character per woosh and the shared volume live, then save it. Your turn — give it a swing.
You can actually delete these sounds, let's use the existing sword slash v3 sound with 0.9, 1.1 pitch variation.
Cleaner — that reuses what's already loaded. Reverting the woosh wiring, pointing the cleave at the existing sword_slash v3, and deleting the woosh files.
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
deleted Heavy sword woosh 1.ogg
deleted Heavy sword woosh 19.ogg
woosh files remaining: 0
Files gone. Syntax-checking and updating the memory note:
PowerShell
SYNTAX OK
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\project_062026.md has been updated successfully. (file state is current in your context — no need to Read it back)
SYNTAX OK. Swapped and cleaned up:
- Deleted
Heavy sword woosh 1.ogg+19.oggand their wiring (no orphansound_loads, nosword_wooshvolume). - Cleave now plays
sounds.sword_slash_variants[3]— i.e.Sword_Slash_1_v3.ogg— atrandom_float(0.9, 1.1)pitch, volumevolumes.sword_slash(0.6). No new assets or loads; it reuses what the template already has (the slash bank the flicker carrier uses).
Test
cd E:/a327ex/062026
./run.bat
Hold LMB — every swing is sword-slash v3 with slight pitch variation. In F3, the Sword_Slash_1_v1..v4 entries are still there; v3 is the one the cleave fires, and they share the sword_slash volume, so tuning DSP on v3 or the shared volume affects the swing.
One note since it's a fixed pick of v3 (you asked for v3 specifically): every swing is the same file, so it'll be more repetitive than a random-pick would. If it gets samey, say the word and I'll randomize across the slash variants (or just a chosen subset).
Let's do 0.9, 1.0 pitch, and then let's also play sword slash v2 at the same time, v2 should be normal 0.95, 1.05 pitch.
Trivial — both values are specified. v3 drops to 0.9–1.0, and v2 layers in at 0.95–1.05, both on the same swing.
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
SYNTAX OK
SYNTAX OK. Each swing now layers both:
- v3 (
Sword_Slash_1_v3.ogg) at0.9–1.0pitch (pitched down a touch) - v2 (
Sword_Slash_1_v2.ogg) at0.95–1.05pitch (normal)
Both at volumes.sword_slash, played together so they stack into one richer slash.
cd E:/a327ex/062026
./run.bat
Hold LMB — you should hear the two slashes blended per swing. Heads-up: two layers at the same 0.6 volume is ~louder than the single slash was; both share the sword_slash volume key, so if the combined hit is too hot, drop sword_slash in F3 (and each file's DSP is still independently tunable there if you want them to sit differently).
Great, this works. Was there anything else to the Cleave ability?
Yes — one real thing, and it's the important one: crowd-scaling damage. Right now Cleave deals a flat 8 to everything in the square. The swordsman's entire identity is "the tighter the mob, the harder I hit" — the more enemies caught in one swing, the more each of them takes. That's the defining mechanic of the ability and it's the piece we deliberately deferred.
Both sources agree on it:
- Our
design.md— "Primary · Cleave — wide crowd-scaling melee arc." - SNKRX itself (
main.lua:592-593) — "deals X damage in an area, deals extra X×0.15 per unit hit." So a swing into 6 enemies hits each for roughlybase × (1 + 0.15×6) ≈ 1.9×; into one enemy, just1.15×. (Separately, SNKRX's named "Cleave" at Lv-3 is a team-synergy damage-doubling bonus — not part of our single-class primary.)
Everything else that orbits Cleave is separate scope, not the base ability:
- the Passive · Outnumbered (crowd = more damage and less damage taken) — a different ability, same theme;
- the Cleave gems (Whetstone, Wide Arc, Undertow-drag-inward, Shockwave, Execute, Cyclone…) — that's the socket/build system, future content.
And what's already done on the base ability is solid: the square shape (SNKRX-canon), cooldown + hold-to-cast, yellow, the layered slash sound, and all the carrier juice (tween-in, spring pop, flash, cast shake/recoil/particles, blink-out).
So the honest answer: the base Cleave is mechanically complete except crowd-scaling, which is the heart of it.
Want me to add it? It's small — at fire time I'd count enemies in the square (query_entities_box on the same rect), scale the damage by 1 + 0.15×count (a CLEAVE_CROWD knob, F1-tunable), and pass that into spawn_area — keeping area.lua generic. That'd make a swing into a pack visibly chunk them while a lone hit stays modest. Say go and I'll brief it properly.
3 damage base, and then +1 damage per enemy hit, no need for additional knobs on the UI.
Already agreed on the approach — you've set the numbers (base 3, +1 per enemy, no new knob). Implementing directly.
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
SYNTAX OK
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\project_062026.md has been updated successfully. (file state is current in your context — no need to Read it back)
SYNTAX OK — crowd-scaling is live. That completes the base Cleave's identity.
What it does
Each swing counts the enemies inside the square (same box query the area uses) and deals base 3 + 1 per enemy caught, to every enemy in it:
| enemies in swing | damage each |
|---|---|
| 1 | 4 |
| 3 | 6 |
| 5 | 8 |
| 10 | 13 |
So a lone seeker (10 HP) now takes ~3 swings to drop, but wade into a pack of 7+ and you one-shot the whole cluster — "the tighter the mob, the harder I hit." The area.lua carrier stays generic; the scaling lives in the cleave-fire block. The +1/enemy is hardcoded (no new F1 knob, per your call); the existing cleave dmg slider now tunes the base.
Test
cd E:/a327ex/062026
./run.bat
- Swing at a single seeker drifting in — it chips slowly (4/swing).
- Let a crowd stack up (or back into the right-side stream) and swing into the mass — they should melt far faster than one-at-a-time. That contrast is the swordsman.
- F2 shows the square so you can eyeball how many you're catching.
Two notes: the base-3 nerf means scattered enemies are deliberately tedious — the ability wants you gathering them, which is the design pulling you toward the fantasy. And if the scaling feels too weak/strong, it's a one-character tweak (+ 1 → + 2, or base via the F1 slider). That's the base Cleave done — next real piece whenever you want it is a different ability (Passive/Secondary/etc.) or a fail state.
Great, what are your next possible steps? I wanna keep working on the Swordsman.
You've got the Primary nailed. Here's the map and the live options — the design.md Swordsman kit is Passive + Primary + Secondary + Mobility + Ultimate, and only the Primary (Cleave) exists so far. So "more Swordsman" mostly means filling the other four slots, plus the survival layer they hang on.
In rough priority order, with honest tradeoffs:
1. Lunge (Mobility) — my recommendation. A dash in your aim direction that damages along its path. This is the biggest moment-to-moment upgrade: right now the swordsman is a slow walker (speed 100) who can only swing, which fights the crowd-scaling — you want to be in the pack, but you can't get there fast. Lunge = gap-close into the mob, then a fat crowd-scaled Cleave, then dash out. It completes the core verb. Medium effort; no clean existing carrier, so I'd move the player on a short tween + sweep a damage box along the path + a dash trail.
2. Bladestorm (Ultimate) — the power-fantasy taste. A spin of many small hits around you for a few seconds. This is the cheapest big ability because the area carrier already has a persistent circle mode (duration + tick ticks + spin visual) — the only real work is making it follow the player. It also tests the "end-game is fun" half of your build-heavy method. Medium effort.
3. Cross Guard (Secondary) — the novel verb. Hold to block (reduced damage from all sides), each blocked hit banks a stack, release fires an N-hit Flurry on the nearest enemy that scales on stacks. The most interesting and most design-open slot — but the heaviest to build (block state + stack counter + flurry burst, the flicker carrier can do the flurry), and it only matters once you can actually take damage.
4. Stakes — a fail state (+ unlocks the Passive). Wire player death → game-over → restart (it's a TODO in player.lua right now; HP just clamps to 0). This is what turns "swing at dummies" into "survive," and it's the precondition for the Outnumbered passive's less-damage-taken-when-surrounded half to mean anything. Not Swordsman-specific, but it's the floor the defensive kit stands on.
5. Cheapest of all — fake a god-Cleave via F1. Before building more, crank cleave size/base/cd to a screen-clearing monster for five minutes and feel whether the end-game power fantasy actually lands. Your own design.md prescribes exactly this ("hardcode a fake powered build to test the end — don't build systems to get there"). Costs nothing, might change what you build next.
My pick: Lunge — it makes everything you already have feel better and pairs directly with the Cleave. Bladestorm is the close second if you'd rather have a flashy button than mobility. But say which way you want to go, or point at something I didn't list.
Let's do lunge, but very importantly absolutely do not move the player via tween for a dash, it has to be physics based movement like a push but more controlled. Look for other projects because I believe there must be one where we implement a dash for this controller, that project probably also has dash sounds already in it, and we can reuse those, I believe the dash sounds are something related to wind, but I'm not sure. And yes, re-use the dash trail from Flicker Strike for the dash. I remember now, there's a Dash Strike ability in Invoker/Orblike, so just look at that, for sounds, source sounds from E:/sound packs once you learn their name and do the whole process we talked about. Also, document this process so I don't have to re-explain to next instances (learn sound name from given project, find in E:/sound packs, convert to .ogg with highest quality, delete .wavs, the whole thing you've done already).
This is a meaty one with a hard constraint (physics-based dash, not a tween) and a research step (the Dash Strike ability). Let me research before designing anything. First, find Dash Strike in Invoker-old (the Orblike code) and how it moves the player.
Grep (dash)
Found 47 files
Invoker-old\ui.lua
Invoker-old\spells.lua
Invoker-old\spells.md
Invoker-old\wall_symbols.lua
Invoker-old\archive\inventory_ui.lua
Invoker-old\archive\equipment.lua
Invoker-old\reference\ui_primitives_spec.md
Invoker-old\reference\mockup_ui_kit_4.html
Invoker-old\reference\mockup_ui_kit_3.html
Invoker-old\reference\mockup_ui_kit_1.html
Invoker-old\reference\archive\orblike_ability_system_old.md
Invoker-old\reference\archive\orblike_ability_system.md
Invoker-old\reference\archive\feature_by_feature_analysis.md
Invoker-old\reference\poe_skill_examples.md
Invoker-old\reference\poe_gem_mechanics.md
Invoker-old\reference\mockup_ui_v2_snkrx.html
Invoker-old\reference\mockup_ui_elements.html
Invoker-old\reference\mockup_book_regional_entry.html
Invoker-old\reference\mockup_book_field_manual.html
Invoker-old\v1\main.lua
Invoker-old\reference\todo.md
Invoker-old\reference\file_split_and_ownership.md
Invoker-old\reference\anchor_usage_analysis.md
Invoker-old\reference\ai_coding_paradigms.md
Invoker-old\reference\interactions.md
Invoker-old\reference\tags.md
Invoker-old\reference\map_visual_system.md
Invoker-old\reference\ability_modifier_map.md
Invoker-old\v1\anchor\init.lua
... [18 more lines]
Grep (dash_strike|Dash Strike|dashstrike)
Found 23 files
word-game\snkrx\findings.md
062026\snkrx\findings.md
a327ex-site\logs\attack-system-generalization-4.md
a327ex-site\logs\attack-system-generalization-3.md
a327ex-site\logs\attack-system-generalization-2.md
a327ex-site\logs\attack-system-generalization-1.md
a327ex-site\logs\orblike-wall-visuals-ability-editions.md
a327ex-site\logs\orblike-visual-aural-consistency.md
a327ex-site\logs\orblike-poe-sap-based-analysis.md
a327ex-site\logs\orblike-pack-system.md
a327ex-site\logs\orblike-more-visuals-edition-system.md
a327ex-site\logs\orblike-map-gen-wall-visuals.md
a327ex-site\logs\orblike-hideout-1.md
a327ex-site\logs\orblike-damage-system.md
a327ex-site\logs\orblike-assorted-improvements.md
a327ex-site\logs\orblike-6-abilities.md
a327ex-site\logs\orblike-5-arrow-abilities.md
a327ex-site\logs\orblike-3-melee-abilities.md
a327ex-site\logs\orblike-3-abilities-15-mods.md
a327ex-site\logs\orblike-1-ability-and-4-modifiers.md
a327ex-site\logs\anchor-rewrite.md
anchor.blot.im\logs\anchor-rewrite.md
.claude\skills\add-ability\skill.md
dash_strike shows up in the v1 attack inventory (findings.md) and the Orblike code lives in Invoker-old/v1/main.lua. Let me pull the inventory entry (with its file/line refs) and the actual dash code.
Grep (dash)
33-| `aimed_area` | 1509 | `area` placed at mouse with `max_range` clamp | `windfield` |
34-| `melee` | 1342 | sequential wave of small `area` instances marching from player toward mouse | `fissure` |
35-| `chain` | 1578 | sequence of `lightning_line` + `hit_circle` hops between enemies | `arc` |
36:| `beam` | 3619 | per-frame dashed-line beam attached to player or orb, tick damage | `beam` |
37-| `cyclone` | 4052 | persistent `area` following the player with orbiting particles | `cyclone` |
38-| `toggle_area` | 4164 | persistent `area` following player, toggled on/off | `righteous_fire` |
39-| `big_rock` | 1798 | `big_rock_effect` (parabolic throw → impact area + fragments) | `big_rock` |
40-| `construct` | 1869 | `rotating_turret` static entity that fires projectiles | `rotating_turret` |
41:| `asal` | 3160 | charged dash that kills first enemy (with chain explosions) | `asal` |
42:| `dash_strike` | 2320 | dash-through-enemies with delayed sword-slash hits | `dash_strike` |
43-| `flicker` | 4450 | bezier-hopping clone chain between enemies | `flicker_strike` |
44-| `railgun` | 2590 | charged straight line, instant damage along path | `railgun` |
45-| `psylance` | 4227 | two-phase force-line (gather enemies, then damage) | `psylance` |
--
85-
86-| Ability | Element | Visual | Cast sound | Loop sound | Special |
87-|---|---|---|---|---|---|
88:| `beam` | force | dashed line with leading-edge white flash + tip circle + guide lines (when widened) | `beam_cast` | `beam_drone` (looped, pitched by tick_rate) | hold carrier; beam_length=150, beam_width=2, tick_rate=0.15 |
89-| `cyclone` | wind | persistent `area` (circle) following player with orbit-arcs | `hurricane_start` | `hurricane_loop` + periodic `wind_proj_*` whooshes | hold carrier; speed_mult=0.5, trigger_rate=2 |
90:| `psylance` | force | two-phase line: pulls enemies in, then dashed-line damage | `formation_activate` (fire) | `beam_drone` x 0.8 vol (loop) | hold carrier; gather_duration=0.5, damage_delay=0.15 |
91-
92-### Strikes / movement
93-
94-| Ability | Element | Visual | Cast sound | Hit sound | Special |
95-|---|---|---|---|---|---|
96:| `asal` | (no element field; physical-ish) | charged dash; on hit spawns chain explosions on overkill | `charging_loop` (loop) → `subtle_whoosh` (release) → `magic_punch_1/3` (impact) | `magic_punch_*` | charge-based; `charge_duration=0.3`; explosion_radius=25; `chain` on kill via overkill |
97:| `dash_strike` | (no element) | dash + delayed hits at each enemy crossed with anime delay between hits | `subtle_whoosh` | `sword_slash_1..4` random pitch | `dash_range=184`, `dash_lerp_time=0.06`, `hit_delay_start=0.04`, `hit_delay_per=0.02` |
98-| `flicker_strike` | (no element) | bezier hops between enemies leaving rounded-rect clone trail | (none specific) | `slash_hit` + `sword_slash_*` | charges=10, range=120, delay=0.05 |
99-
100-### Polygonal projectile / chain
... [143 more lines]
Grep (dash)
578:-- Shared trail system: update trail points and draw as dashed lines
595: local dash_len = 5
597: local stride = dash_len + gap_len
621: local dash_start = d
622: local dash_end = math.min(d + dash_len, total_dist)
623: if dash_end - dash_start > 0.5 then
624: local mid = (dash_start + dash_end)/2
644: local sx, sy = trail_pos(dash_start)
645: local ex, ey = trail_pos(dash_end)
897: dash_range = 80,
898: dash_lerp_time = 0.08,
916: dash_strike = {
919: carrier = 'dash_strike',
923: dash_range = 184,
924: dash_lerp_time = 0.06,
1090: 'beam', 'deploy', 'cyclone', 'asal', 'flicker_strike', 'dash_strike',
2320: if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
2322: -- Lerp during dash
2323: if self.dash_strike_lerping then
2324: self.dash_strike_lerp_t = self.dash_strike_lerp_t + dt
2325: local t = math.min(self.dash_strike_lerp_t/def.dash_lerp_time, 1)
2326: local px = self.dash_strike_from_x + (self.dash_strike_to_x - self.dash_strike_from_x)*t
2327: local py = self.dash_strike_from_y + (self.dash_strike_to_y - self.dash_strike_from_y)*t
2329: if not self.dash_strike_is_null then
2335: t = 1 -- end dash early
2336: self.dash_strike_lerp_t = def.dash_lerp_time
2339: if self.dash_strike_is_null then
2347: p1.r = self.dash_strike_r
2350: local src = self.dash_strike_is_null and self or p1
2352: if not e.dead and not self.dash_strike_hit_set[e] then
... [32 more lines]
The inventory is rich. Critical catch: v1's dash_strike moves the player by a position lerp (dash_lerp_time=0.06s) — exactly the tween you said not to do. So I'll take its structure (range, damage-on-pass, trail, the subtle_whoosh cast sound) but replace the movement with a physics velocity drive. Two more things to pin down: the subtle_whoosh source filename, and how the flicker trail is built so I can reuse it.
Grep (subtle_whoosh|whoosh|wind)
19: windfield_cast = 0.6,
30: wind_whoosh_1 = 0.14,
33: windmagic_impact = 0.26,
34: windmagic_epic_impact = 0.26,
35: wind_whoosh_2 = 0.378,
36: wind_proj = 0.3,
45: subtle_whoosh = 0.43,
55: wind_slash_cast = 0.65,
56: wind_slash_hit = 0.5,
149:an:sound('windfield_cast', 'assets/RPG3_WindMagic_Cast04.ogg')
159:an:sound('wind_whoosh_1', 'assets/Wind_Whoosh_01.ogg')
162:an:sound('hurricane_start', 'assets/RPG3_WindMagicEpic_Hurricane01v3_Short.ogg')
163:an:sound('hurricane_start_lightmed', 'assets/RPG3_WindMagicEpic_Hurricane01v3_Short_lightmed.ogg')
164:an:sound('windmagic_impact', 'assets/RPG3_WindMagic_Impact02.ogg')
165:an:sound('windmagic_impact_lightmed', 'assets/RPG3_WindMagic_Impact02_lightmed.ogg')
166:an:sound('windmagic_epic_impact', 'assets/RPG3_WindMagicEpic_Impact02.ogg')
167:an:sound('windmagic_epic_impact_lightmed', 'assets/RPG3_WindMagicEpic_Impact02_lightmed.ogg')
168:an:sound('wind_whoosh_2', 'assets/Wind_Whoosh_1.ogg')
169:an:sound('wind_whoosh_3', 'assets/Wind_Whoosh_2.ogg')
170:an:sound('wind_proj_1', 'assets/RPG3_WindMagic_Projectiles01.ogg')
171:an:sound('wind_proj_2', 'assets/RPG3_WindMagic_Projectiles02.ogg')
172:an:sound('wind_proj_3', 'assets/RPG3_WindMagic_Projectiles03.ogg')
180:an:sound('subtle_whoosh', 'assets/RPG3_Generic_SubtleWhoosh02.ogg')
196:an:sound('wind_slash_cast', 'assets/RPG3_WindMagicEpic_Projectiles02.ogg')
197:an:sound('wind_slash_hit', 'assets/RPG3_WindMagic_LightImpact01.ogg')
511: {'windfield_cast', 'assets/RPG3_WindMagic_Cast04'},
523: {'wind_whoosh_1', 'assets/Wind_Whoosh_01'},
525: {'hurricane_start', 'assets/RPG3_WindMagicEpic_Hurricane01v3_Short'},
526: {'windmagic_impact', 'assets/RPG3_WindMagic_Impact02'},
527: {'windmagic_epic_impact', 'assets/RPG3_WindMagicEpic_Impact02'},
... [2 more lines]
Read (E:/a327ex/062026/snkrx/flicker.lua)
1 --[[
2 flicker.lua — flicker-strike line/trail carrier (v1 flicker_strike).
3
4 A self-contained moving entity. NOT the player — the caster only
5 supplies a spawn position, an aim direction, and an edition tint;
6 after that the flicker is autonomous. It hops between enemies along
7 cubic-bezier curves, leaving a fading dashed trail and spawning the
8 full v1 flicker-strike hit FX at each enemy it reaches. Port of v1's
9 flicker_strike (line 4450) — visuals + sounds, no player movement,
10 no modifiers (multistrike / melee_splash / echo are gameplay-side).
11
12 Lifecycle:
13 1. Find an initial target: closest enemy to the click position
14 (target_x/target_y) within `range` of it — v1 flicker_strike's
15 first jump (closest enemy to the cursor). No target → fizzle.
16 2. Hop to it via a cubic bezier (control points 80% along the
17 entry/exit angles; exit angle pre-bends toward the next target),
18 lerped over `hop_delay`. Departure puff + 2 particles + shake.
19 3. On arrival: per-enemy hit FX (fx_energy_122 burst, hit_circle,
20 4 zag particles) + arrival juice (slash sounds, shake, body
21 flash + spring pulse).
22 4. After `hits` enemies are struck (or targets run out), stop with
23 the final burst (hit_stop, slash_final, AoE knockback, big FX).
24 The trail fades; the entity self-destructs once it's empty.
25
26 Caller API:
27 spawn_flicker(caster, {
28 target_x, -- click position; first hop targets the enemy
29 target_y, -- closest to it. default: main_camera.mouse
30 aim_r, -- optional, default: caster → click position
... [369 more lines]
Got it. The dash cast sound is subtle_whoosh → RPG3_Generic_SubtleWhoosh02.ogg (v1 line 180) — wind-family, as you remembered. And the flicker trail is trail_update/trail_draw in flicker.lua (currently file-local). Let me confirm the source .wav exists in your packs before I brief.
Glob (/SubtleWhoosh)
E:\sound packs\RPG Magic Sound Effects Pack 3 [ELEMENTAL]\Generic Magic and Impacts\RPG3_Generic_SubtleWhoosh04.wav
E:\sound packs\RPG Magic Sound Effects Pack 3 [ELEMENTAL]\Generic Magic and Impacts\RPG3_Generic_SubtleWhoosh02.wav
E:\sound packs\RPG Magic Sound Effects Pack 3 [ELEMENTAL]\Generic Magic and Impacts\RPG3_Generic_SubtleWhoosh03.wav
E:\sound packs\RPG Magic Sound Effects Pack 3 [ELEMENTAL]\Generic Magic and Impacts\RPG3_Generic_SubtleWhoosh01.wav
Source confirmed: RPG Magic Sound Effects Pack 3 [ELEMENTAL]\...\RPG3_Generic_SubtleWhoosh02.wav. One more check — whether the collider can cleanly pass through enemies during the dash (the dash-through question) — then I'll brief.
Grep (sensor|set_filter|category|set_enabled|set_sensor|disable)
48: -- Last arg can be an opts table (e.g. {sensor = true})
125:function collider:set_filter_group(group, shape) physics_shape_set_filter_group(shape or self.shape, group) end
Everything's confirmed. Source .wav exists, the flicker trail is reusable, and I've got the v1 mechanic. Here's the design brief.
Design brief — Lunge (physics dash)
The hard constraint, honored. No position tween. The dash drives the player's Box2D collider: each dash-frame I set its velocity to DASH_SPEED along the dash direction for DASH_DURATION seconds, then hand control back. The physics solver integrates it — so the dash respects walls and shoves seekers, like normal movement but at a controlled high speed. "Like a push but more controlled": an impulse decays unpredictably, whereas driving velocity for a fixed time gives a deterministic distance (SPEED×DURATION) while staying fully collider-driven. (v1's dash_strike uses a position lerp — we're explicitly not doing that.)
Where it lives — almost all in main.lua, so player.lua stays generic.
- The override runs after
p:update(sdt): player:update sets WASD velocity, then main.lua overwrites it with the dash velocity, so the last write before the physics step wins. No edit to player movement. - Dash state as fields on
p(dashing/dash_r/dash_t/dash_trail/dash_hit_set), initialized besidep = player(...). flicker.lua'strail_update/trail_drawget de-localized (droplocal) so the dash reuses the exact flicker trail — no copy.
The mechanic.
- Input:
bind('dash', 'key:space')— tap to dash. - Direction: toward your aim (
p.r) at dash-start — gap-close at the cursor (the Dash-Strike feel). - Move: drive
p.collideratDASH_SPEEDforDASH_DURATION(~700 u/s × 0.14s ≈ 100 units),DASH_CDcooldown (~0.8s). - Damage along path: each dash-frame,
query_entities_circle(p.x, p.y, ~16, {'enemy'}), damage any enemy not yet indash_hit_setforDASH_DAMAGE, with flicker-style hit FX (hit_circle + cone particles). - Collision feel: collision stays on → walls stop the dash, seekers get shoved by the existing contact-push. One guard: while
p.dashing, the player↔enemy handler skips the player's contact damage (you're the aggressor mid-dash) but still shoves the seeker. So it's a "plow into the crowd, stop at walls" lunge. - Trail:
dash_trailviatrail_update, drawn withtrail_drawthrough the player's yellow spec — a fading yellow wake. - Sound:
subtle_whooshon dash start, ±pitch.
Sound + documented process. Source RPG3_Generic_SubtleWhoosh02.wav (confirmed in RPG Magic SFX Pack 3 [ELEMENTAL]) → q10 .ogg → delete .wav → sounds.subtle_whoosh + volumes.subtle_whoosh (before volumes_apply_overrides(), F3-editable). And I'll write the full "sound name → find in E:/sound packs → convert q10 → delete wav → wire + F3" procedure into 062026/.claude/CLAUDE.md so future instances don't need re-explaining (+ a memory pointer).
Four decisions before I build
- Dash key — Space (rec), or RMB?
- F1 knobs — add
dash speed / dist / cd / dmgto the tuner so you can feel-tune live? You said "no extra knobs" for crowd-scaling; for the dash I lean yes (it's exactly what the tuner's for), but your call. - Damage — flat
DASH_DAMAGEper enemy (rec), or should Lunge crowd-scale like Cleave? - Pass-through — the plow-into-and-stop model above (rec: simple, physics-honest, sets up a Cleave in the pack), or a true ghost-through-everything dash? The latter needs a collider sensor-toggle — I'd verify the API first.
My leanings: Space · add the knobs · flat damage · plow-through. Tell me where to override, or just say "go with your picks."
If dash strike uses a position lerp, then also use one, make sure the lerp function use is one of the math lerp_dt functions instead of a raw one. Make sure that for the code you're doing in player, if you do an if branch, "if self.character == 'swordsman'" then do this on this keypress, structure everything like that, because we'll have multiple characters, and we'll just have these huge if/elseif chains everywhere, that's the best way to do this project, so make sure that your code is following this rule generally, go back and do the same for the Cleave attack if you didn't already do it. This doesn't apply only to player, but to other classes as well where it makes sense. 1. Mobility ability on Space, towards mouse direction. 2. Speed, dist, cd, dmg, yes. 3. Flat damage, 1 damage for now. 4. Copy Invoker/Orblike here, the Dash Strike there was good.
Important pivots in your message — you've reversed the movement approach (use a lerp, but a lerp_dt), and set a project-wide architecture (character-branched if self.character == 'swordsman' chains in the player, and move Cleave into that). Both are clear directives, so I'll follow them — but let me ground two specifics first: the exact lerp_dt signature, and v1's dash lerp + wall-raycast code to copy.
Grep (lerp.*_dt|function math.lerp|lerp_dt)
062026\anchor\camera.lua:196: c.x = math.lerp_dt(c.follow_lerp, c.follow_lerp_time, dt, c.x, tx)
062026\anchor\camera.lua:197: c.y = math.lerp_dt(c.follow_lerp, c.follow_lerp_time, dt, c.y, ty)
062026\anchor\math.lua:5: lerp, lerp_dt - Linear interpolation
062026\anchor\math.lua:6: lerp_angle, lerp_angle_dt - Angle interpolation with wrapping
062026\anchor\math.lua:55:function math.lerp(t, source, destination)
062026\anchor\math.lua:63: x = math.lerp_dt(0.9, 1, dt, x, target) -> covers 90% of distance in 1 second
062026\anchor\math.lua:64: x = math.lerp_dt(0.5, 0.5, dt, x, target) -> covers 50% of distance in 0.5 seconds
062026\anchor\math.lua:79:function math.lerp_dt(p, t, dt, source, destination)
062026\anchor\math.lua:142:function math.lerp_angle(t, source, destination)
062026\anchor\math.lua:152: angle = math.lerp_angle_dt(0.9, 1, dt, angle, target_angle)
062026\anchor\math.lua:165: - Exponential approach like lerp_dt
062026\anchor\math.lua:167:function math.lerp_angle_dt(p, t, dt, source, destination)
Read (E:/a327ex/Invoker-old/v1/main.lua)
2318 if ability_name then
2319 local def = abilities[ability_name]
2320 if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
2321 self.cooldown = math.max(self.cooldown - dt, 0)
2322 -- Lerp during dash
2323 if self.dash_strike_lerping then
2324 self.dash_strike_lerp_t = self.dash_strike_lerp_t + dt
2325 local t = math.min(self.dash_strike_lerp_t/def.dash_lerp_time, 1)
2326 local px = self.dash_strike_from_x + (self.dash_strike_to_x - self.dash_strike_from_x)*t
2327 local py = self.dash_strike_from_y + (self.dash_strike_to_y - self.dash_strike_from_y)*t
2328 -- Wall collision check: raycast from current to target, stop at wall
2329 if not self.dash_strike_is_null then
2330 local hit = an:raycast(p1.x, p1.y, px, py, {'wall'})
2331 if hit then
2332 -- Stop slightly before wall (4px offset along normal)
2333 px = hit.point_x + hit.normal_x*4
2334 py = hit.point_y + hit.normal_y*4
2335 t = 1 -- end dash early
2336 self.dash_strike_lerp_t = def.dash_lerp_time
2337 end
2338 end
2339 if self.dash_strike_is_null then
2340 self.x, self.y = px, py
2341 self.ox = self.x - p1.x
2342 self.oy = self.y - p1.y
2343 self.collider:set_position(self.x, self.y)
2344 else
2345 p1.collider:set_position(px, py)
2346 p1.x, p1.y = px, py
2347 p1.r = self.dash_strike_r
... [18 more lines]
Confirmed math.lerp_dt(p, t, dt, source, destination) ("cover fraction p of the distance in t seconds," frame-rate-independent), and v1's dash = lerp from→to + per-frame wall raycast clamp + collect-enemies-within-hit_radius. Note v1 moves via collider:set_position — so it teleport-lerps through enemies (pass-through is free) and only the wall raycast stops it. That cleanly answers your decision 4. Let me grab the template's raycast return shape so the clamp is right.
Grep (physics_raycast)
No matches found
Grep (raycast)
E:\a327ex\062026\anchor\collider.lua-394-
062026\anchor\collider.lua-395- opts:
062026\anchor\collider.lua:396: tag physics tag to raycast against. Default 'wall'.
E:\a327ex\062026\anchor\collider.lua-397- lookahead minimum feeler length when stationary. Default 30.
E:\a327ex\062026\anchor\collider.lua-398- predictiveness velocity multiplier added on top of lookahead. The
--
E:\a327ex\062026\anchor\collider.lua-444-
E:\a327ex\062026\anchor\collider.lua-445- -- Closest hit wins. We compare by ray fraction since fraction is
062026\anchor\collider.lua:446: -- already in 0..1 along each ray (Box2d raycast convention) — no need
E:\a327ex\062026\anchor\collider.lua-447- -- to sqrt distances. Stash the chosen hit's outward normal for the
E:\a327ex\062026\anchor\collider.lua-448- -- steering force.
--
E:\a327ex\062026\anchor\collider.lua-451- for i = 1, 3 do
E:\a327ex\062026\anchor\collider.lua-452- local f = feelers[i]
062026\anchor\collider.lua:453: local hit = physics_raycast(px, py, f.x, f.y, { tag })
E:\a327ex\062026\anchor\collider.lua-454- if hit and hit.fraction < closest_frac then
E:\a327ex\062026\anchor\collider.lua-455- closest_frac = hit.fraction
--
E:\a327ex\062026\.claude\CLAUDE.md-215-### Carriers
E:\a327ex\062026\.claude\CLAUDE.md-216-- **`projectile.lua`** — straight-line rounded-rect carrier with
062026\.claude\CLAUDE.md:217: sensor collider, wall raycast, max-range cap, spec-tinted
062026\.claude\CLAUDE.md-218- hit\wall\death FX. Caller API: `spawn_projectile(caster, opts)`
E:\a327ex\062026\.claude\CLAUDE.md-219- where opts can pass `fire_sounds = {{sound, vol}, ...}` (default
--
E:\a327ex\062026\.claude\CLAUDE.md-317-- Projectile has a sensor box collider (passes through everything
E:\a327ex\062026\.claude\CLAUDE.md-318- visually; events fire via `sensor_entities_begin('projectile','enemy')`).
062026\.claude\CLAUDE.md:319: Walls are caught by the projectile's per-frame forward raycast.
E:\a327ex\062026\.claude\CLAUDE.md-320-- Areas / beams / flickers / props are NOT physics objects — they
E:\a327ex\062026\.claude\CLAUDE.md-321- query existing colliders by tag at damage time (circle / box /
062026\.claude\CLAUDE.md:322: polygon queries; beams also raycast walls per path segment). The
... [12 more lines]
physics_raycast(x1,y1,x2,y2,{tag}) returns a hit with .fraction and a normal. Let me read the exact hit fields so the wall-clamp is correct.
Read (E:/a327ex/062026/anchor/collider.lua)
440 y = py + ( hx*sin_a + hy*cos_a)*side_len },
441 { x = px + ( hx*cos_a + hy*sin_a)*side_len,
442 y = py + (-hx*sin_a + hy*cos_a)*side_len },
443 }
444
445 -- Closest hit wins. We compare by ray fraction since fraction is
446 -- already in 0..1 along each ray (Box2d raycast convention) — no need
447 -- to sqrt distances. Stash the chosen hit's outward normal for the
448 -- steering force.
449 local closest_nx, closest_ny
450 local closest_frac = math.huge
451 for i = 1, 3 do
452 local f = feelers[i]
453 local hit = physics_raycast(px, py, f.x, f.y, { tag })
454 if hit and hit.fraction < closest_frac then
455 closest_frac = hit.fraction
456 closest_nx, closest_ny = hit.normal_x, hit.normal_y
457 end
458 end
459
460 if not closest_nx then return 0, 0 end
461
462 -- Desired velocity = max_speed along the outward normal. Steering =
463 -- desired - current, clamped to max_force. The closer the hit (smaller
464 -- fraction), the more the current velocity opposes desired and the
465 -- larger the resulting steering — natural penetration-depth scaling.
466 local dvx = closest_nx*max_speed
467 local dvy = closest_ny*max_speed
468 local fx, fy = dvx - vx, dvy - vy
469 return math.limit(fx, fy, max_force or 1000)
Everything's confirmed (physics_raycast returns .fraction + .normal_x/y, so I derive the hit point from the fraction). Your directives changed the architecture materially and set a project-wide pattern, so here's the structure I'll build to before I refactor — this one's worth a 30-second look since it defines how every future character slots in.
Structure
1. The self.character pattern (project-wide). player gets self.character = 'swordsman'. Every character-specific behavior lives behind if self.character == 'swordsman' then … elseif … end in the player, and input is read inside that branch. I'll apply it generally (and to non-player systems where behavior diverges by character).
2. Cleave moves into the player. Out of main.lua's update → player:cleave(), triggered inside the swordsman branch. main.lua keeps the binds, the CLEAVE_*/DASH_* tunables (globals the player reads — so F1 still tunes them), and the tuner. The tuner's click-guard becomes one main.lua global, game_input_blocked, that the player checks — so the player doesn't reach into UI internals.
3. Lunge = v1 dash_strike, but with lerp_dt movement. All in the player:
player:start_dash()(Space, off cooldown): dir = toward mouse,target = pos + DASH_DIST*dir, playsubtle_whoosh, cleardash_hit_set.player:update_dash(dt): each frameself.x = math.lerp_dt(0.9, DASH_DIST/DASH_SPEED, dt, self.x, target_x)(and y) → eases toward target; wall raycast (physics_raycast→ point from.fraction, back offnormal*4, end dash);collider:set_position— which teleport-lerps through enemies (pass-through free, as v1 did); collect enemies withinhit_radiusnot indash_hit_set, deal flatDASH_DAMAGE(=1) + flicker-style hit FX;trail_update. Ends within ~4px of target or a safety max-time.player:updatebranches movement:if self.dashing then update_dash else <WASD> end; facing stays on the mouse.player:drawadds the wake viatrail_drawthrough the yellow spec.flicker.lua'strail_update/trail_drawget de-localized for the reuse.main.lua's player↔enemy handler skips player contact-damage whileself.dashing.
4. F1 knobs: dash speed (u/s), dash dist (px), dash cd (s), dash dmg (=1) — alongside the cleave knobs. (Mapping: lerp time = dist/speed, so both read naturally.)
5. Sound + the documented process. Source RPG3_Generic_SubtleWhoosh02.wav → q10 .ogg → delete .wav → sounds.subtle_whoosh + volume (pre-volumes_apply_overrides, F3-editable). Then write the full "learn name from a referenced project → find in E:/sound packs → convert q10 → delete wav → wire + F3" procedure into 062026/.claude/CLAUDE.md + a memory pointer.
It's a sizable chunk (player.lua refactor + main.lua + flicker + sound + doc). Say go and I'll build it all, or adjust the structure first.
Go ahead.
Building it. Starting with the sound (source → q10 ogg → delete wav), the flicker.lua trail de-localization, and the player.lua refactor (character branch + Cleave moved in + Lunge).
PowerShell
OK 66.677 bytes
wav remaining: 0
Sound's in. Now the flicker.lua trail globals and the player.lua refactor.
Edit (E:/a327ex/062026/snkrx/flicker.lua)
The file E:/a327ex/062026/snkrx/flicker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/flicker.lua)
The file E:/a327ex/062026/snkrx/flicker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the player.lua refactor — character state, then the update restructure, then the ability methods, then the draw trail.
Edit (E:/a327ex/062026/snkrx/player.lua)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Need to re-read player.lua first (read-state expired).
Read (E:/a327ex/062026/snkrx/player.lua)
1 player = class()
2
3 function player:new(x, y)
4 self.x, self.y = x, y
5 self.w, self.h = 10, 10
6 self.base_speed = 100
7 self.speed = self.base_speed
8 self.r = 0
9 self.visual_r = 0
10 self.sx, self.sy = 1, 1
11 self.spec = player_spec -- four-axis effect spec (see snkrx/init.lua)
12 self.moving = false
13 self.previous_moving = false
14 self.flashing = false
15
16 -- Resource stats. Register modifier stats (hp_max, mp_max, regens)
17 -- before the pool stats so stats_update walks the caps first;
18 -- pool maxes are then re-synced from p.hp_max / p.mp_max in
19 -- player:update via stats_set_min_max. See stats.lua docs for the
20 -- pool-vs-modifier convention.
21 stats_set(self, 'hp_max', 100, 0, math.huge)
22 stats_set(self, 'mp_max', 100, 0, math.huge)
23 stats_set(self, 'hp_regen', 2, 0, math.huge)
24 stats_set(self, 'mp_regen', 10, 0, math.huge)
25 stats_set(self, 'hp', 100, 0, self.hp_max)
26 stats_set(self, 'mp', 100, 0, self.mp_max)
27
28 make_entity(self)
29
30 self.collider = collider(self, 'player', 'dynamic', 'box', self.w, self.h)
... [158 more lines]
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
player.lua refactored. Syntax-checking the changed snkrx files before main.lua:
PowerShell
player.lua OK
flicker.lua OK
Both compile. Now main.lua — let me read its current state to edit precisely.
Read (E:/a327ex/062026/main.lua)
74 -- The SNKRX attack toolkit. Must come AFTER require('anchor') above —
75 -- it loads sounds / shaders / spritesheets, which need the engine up.
76 require('snkrx')
77
78 -- Apply persisted volume overrides from snkrx/volume_tuning.lua and
79 -- snapshot the baseline for the F3 tuner's diff-save. Place this AFTER
80 -- all baseline `volumes.X = ...` entries (snkrx/init.lua's defaults
81 -- plus any host additions in this file). If you add custom volume
82 -- entries later in this file, move this call AFTER them — otherwise
83 -- the snapshot will miss them and the tuner will write your custom
84 -- entries to volume_tuning.lua even when you haven't changed them.
85 volumes_apply_overrides()
86
87 -- ============================================================
88 -- PHYSICS (structural — the whole collision matrix lives here)
89 -- ============================================================
90 physics_init()
91 physics_register_tag('player')
92 physics_register_tag('wall')
93 physics_register_tag('enemy')
94 physics_register_tag('projectile') -- carrier: projectile (sensor box)
95 physics_register_tag('debris') -- carrier: prop shatter shards
96 physics_enable_collision('player', 'wall')
97 physics_enable_collision('player', 'enemy')
98 physics_enable_collision('enemy', 'wall')
99 physics_enable_collision('enemy', 'enemy')
100 physics_enable_sensor('projectile', 'enemy') -- carrier: projectile hits
101 physics_enable_collision('debris', 'debris') -- carrier: prop
102 physics_enable_collision('debris', 'wall') -- carrier: prop
103
... [70 more lines]
Read (E:/a327ex/062026/main.lua)
173 end
174
175 -- Seed a few so the first sitting has immediate action.
176 for i = 1, 4 do spawn_from_right() end
177
178 -- ============================================================
179 -- F1 DEV TUNER (live knob editing — built from the snkrx UI toolkit)
180 -- ============================================================
181 -- Runtime only: nudge a value until it feels right, then bake the good
182 -- number into the constants above. Each knob reads/writes its global by
183 -- name via _G[key]; the slider is normalized 0..1, mapped through [min,max].
184 tuner_open = false
185 tuner_panel_rect = nil -- set each frame the panel draws; nil when closed.
186 -- Used to suppress a cleave swing when a click
187 -- lands on the panel.
188 tuner_knobs = {
189 { key = 'CLEAVE_DAMAGE', label = 'cleave dmg', min = 1, max = 40, int = true },
190 { key = 'CLEAVE_CD', label = 'cleave cd', min = 0.05, max = 1.0 },
191 { key = 'CLEAVE_RADIUS', label = 'cleave size', min = 6, max = 48, int = true },
192 { key = 'CLEAVE_OFFSET', label = 'cleave reach', min = 0, max = 48, int = true },
193 { key = 'SEEKER_CAP', label = 'max enemies', min = 1, max = 40, int = true },
194 { key = 'SPAWN_CD', label = 'spawn rate', min = 0.1, max = 2.0 },
195 }
196
197 -- Queue the tuner panel onto ui_layer (call from update() while open). One
198 -- row per knob: a `label value` line + a slider beneath. Composed from
199 -- ui_panel / ui_heading / ui_text / ui_slider; rides the existing
200 -- ui_begin / ui_render pipeline, so it gets the breathe + drop shadow.
201 function tuner_ui()
202 local fh = ui_font_body_ark.height
... [85 more lines]
Read (E:/a327ex/062026/main.lua)
288 -- if r.clicked then game_paused = not game_paused end
289 -- Each widget call queues commands onto `ui_layer`. The render
290 -- pipeline in draw() (UI RENDER section) composites them last.
291
292 --[[ ATTACKS — fire a carrier here. Bind a key in the INPUT section
293 above, then call its spawn_* helper on the press. Every carrier's
294 list + update/draw loop is already wired below, so this is the
295 ONLY code a new attack needs. Full opts: snkrx/<carrier>.lua.
296
297 spawn_projectile(p, { damage = 1, speed = 190, max_range = 220,
298 fire_sounds = {{ sound = sounds.arrow_shoot,
299 vol = volumes.arrow_shoot }} })
300
301 spawn_area(main_camera.mouse.x, main_camera.mouse.y,
302 { radius = 30, damage = 2, caster = p, shape = 'circle' })
303 -- shape 'rect' / 'polygon'; pass duration = N for a DoT area
304
305 spawn_beam(p, { damage = 2, length = 600 })
306 -- persistent = true to channel it (hold to fire, release to stop)
307
308 spawn_flicker(p, { damage = 2, hits = 5 })
309
310 spawn_polygonal(p, { damage = 12, area_radius = 30 })
311 -- a rock lobbed in an arc; shatters into debris on landing
312
313 Example — a projectile on left click (also bind 'fire' above):
314 if is_pressed('fire') and not p._dead then
315 spawn_projectile(p, { max_range = 220 })
316 end
317 ]]
... [60 more lines]
Read (E:/a327ex/062026/main.lua)
377
378 -- Collisions. airborne_no_collide skips airborne-vs-grounded pairs.
379 for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do
380 local pl, e = ev.a, ev.b
381 if pl and not pl._dead and e and not e._dead
382 and not airborne_no_collide(pl, e) then
383 local r = math.angle_to_point(pl.x, pl.y, e.x, e.y)
384 if e.push then e:push(r, 6) end
385 local px, py = ev.x, ev.y
386 if not px then px, py = (pl.x + e.x)*0.5, (pl.y + e.y)*0.5 end
387 pl:hit(e.contact_damage or 1, px, py, e)
388 end
389 end
390 for _, ev in ipairs(collision_entities_begin('enemy', 'wall')) do
391 local e, w = ev.a, ev.b
392 if e and e.wall_bump and not e._dead and w
393 and not airborne_no_collide(e, w) then
394 e:wall_bump(math.angle_to_point(w.x, w.y, e.x, e.y))
395 end
396 end
397 for _, ev in ipairs(sensor_entities_begin('projectile', 'enemy')) do
398 local pr, e = ev.a, ev.b
399 if pr and pr.on_hit and not pr._dead and e and not e._dead
400 and not airborne_no_collide(pr, e) then
401 pr:on_hit(e)
402 end
403 end
404
405 process_destroy_queue()
406 end
All read. Now the 7 main.lua edits — sound load, dash bind, dash tunables (+ remove next_cleave_time), the 2-column tuner (10 knobs won't fit one column on a 270px screen), the dash knobs, the cleave-block→game_input_blocked swap, and the dash collision guard.
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
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Edit (E:/a327ex/062026/main.lua)
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Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now swapping the cleave block for the game_input_blocked publish, and adding the dash guard to the collision handler.
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
All edits in. Syntax-checking main.lua:
PowerShell
main.lua OK
All three compile. Now the documentation — let me read the tail of the project's CLAUDE.md to add the sound-sourcing process.
Read (E:/a327ex/062026/.claude/CLAUDE.md)
1045
1046 Same conventions as Anchor 2 / ricochet-template / Invoker:
1047
1048 - **⛔ DESIGN BRIEF before code.** See the workflow rule at the top of
1049 this file. No `Write` / `Edit` on project code without first posting
1050 a conceptual design brief (approach + interfaces + per-function
1051 notes), iterating it with the user, and reaching a conclusion.
1052 Trivial changes skip the brief.
1053 - **One change at a time.** The user tests between each step.
1054 - **Don't run `./run.bat`** — user runs.
1055 - **Syntax-check Lua changes** with `lua54.exe -e "loadfile(...)"`.
1056 - **AskUserQuestion for design decisions** (carrier shape, parameter ranges, key bindings, sound placement).
1057 - **Code style:** operator spacing `*` `/` no spaces, `+` `-` with spaces. See `E:/a327ex/.claude/CLAUDE.md` for project-wide rules.
1058 - **Keep the docs in sync.** If you change behavior, update the relevant top-of-file docblock + this CLAUDE.md.
1059 - **The effect inspector (F5) is the place to explore patterns / colors /
1060 dithers / shapes** — click a sample shape, edit its spec. To try an
1061 effect on a real entity instead, set its `.spec` (or pass `spec` to a
1062 spawn helper) and use the `effect_next_*` / `effect_prev_*` cyclers.
1063
Adding the documented process (and the character-branch architecture, since you set it as a project rule) to the project's CLAUDE.md:
Edit (E:/a327ex/062026/.claude/CLAUDE.md)
The file E:/a327ex/062026/.claude/CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Updating memory with the new architecture + Lunge:
Read (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
18 Status (2026-06-05): **grey-box started.** Forked from `snkrx-template` into `E:/a327ex/062026/` (its own copy of Anchor 2 + the snkrx toolkit; `.git` not copied). The build lives in `062026/main.lua` (started from the clean reference scene). First playable: moving player (WASD/arrows + mouse-aim, already in the template), a **trickle of seekers from the right** edge toward the player (cap 12, one per 0.6s, 4 seeded), 4 boundary walls, and the **Swordsman Cleave** on LMB — a **square** AoE (`area` carrier, `shape='rect'`) popped just ahead of the aim (placeholder dmg 8 / cd 0.35s / half-side 18). Decisions this session: cleave = SNKRX-style **square** (not wedge/circle); enemies enter **from the right**; the swordsman is **yellow** (SNKRX-canon). Since then: cleave tuned to size/reach 32 (a 64px square) + cd 1 + **hold-LMB-to-repeat**; an **F1 live knob-tuner** panel (built from the snkrx UI toolkit) over the cleave/spawn constants; and a **swing sound** on the cleave — the template's existing `sword_slash` v3 (`Sword_Slash_1_v3.ogg`) at ±10% pitch, F3-tunable under the `sword_slash` volume key. (Briefly wired the SNKRX `Heavy sword woosh` pair from the sound packs, then dropped it for the existing slash.) ⛔ **The discipline / shipping gate does NOT apply to 062026** — the user declared it a side project for fun where he indulges however he likes; do NOT flag juice / polish / custom sound / infra as B-work on this project (he'll consciously decide), in contrast to [[feedback_shipping_gate]] which still governs his MAIN game projects. Cleave **crowd-scaling is now in**: each swing = base `CLEAVE_DAMAGE` (3) **+1 per enemy caught** in the square (counted at fire via `query_entities_box`, keeping `area.lua` generic; the +1/enemy is hardcoded, NOT a UI knob, per the user) — the "tighter mob = harder hit" identity, live. Genuinely next (un-gated, just unbuilt): the rest of the kit (Passive/Secondary/Mobility/Ultimate), gems, and player death/fail. Tuning knobs are all-caps globals near the SCENE section. Not in global CLAUDE.md project list yet.
19
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
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Done — all three files compile, the sound's sourced, and the process is documented. This was a big one; here's what landed and how to test it.
What changed
Architecture (your project-wide rule). Abilities now live in player.lua, dispatched behind if self.character == 'swordsman' in player:update_abilities() — each ability its own method (player:cleave, player:start_dash/update_dash, player:update_walk for the non-dash movement). Cleave moved out of main.lua into player:cleave. Tunables stay main.lua globals (so F1 tunes them); main.lua publishes game_input_blocked so the player's mouse abilities don't fire through the tuner. I documented this pattern and the sound-sourcing process in 062026/.claude/CLAUDE.md.
Lunge (Mobility), on Space toward the cursor. A position dash via math.lerp_dt (your reversal — copy v1 dash_strike but with the _dt lerp): collider:set_position teleport-lerps through enemies, a physics_raycast clamp stops it just short of walls, swept enemies take flat DASH_DAMAGE (1). Reuses flicker's now-global trail_update/trail_draw for a yellow wake; plays subtle_whoosh (sourced RPG3_Generic_SubtleWhoosh02 → q10 .ogg, .wav deleted, F3-editable). Player↔enemy contact is skipped while dashing (you're the aggressor).
F1 tuner is now 2-column (10 knobs won't fit one column on 270px) with dash speed / dist / cd / dmg added.
Test
cd E:/a327ex/062026
./run.bat
- Dash — tap Space: you lunge ~110px toward the cursor with a yellow dashed wake + a whoosh, passing through seekers and chipping them (1 each). Dash at a wall — it should stop just short, not clip through.
- Cleave still works (hold LMB) — crowd-scaling + slash sound, now running from
player:cleave. - Combo — dash into a pack, then Cleave the cluster you landed in.
- F1 — two columns now; drag
dash speed/dist/cdto tune the lunge feel live,dash dmgfor its bite. - F2 — collider overlay.
Three things the playtest will tell us (all easy tweaks): the lerp_dt easing feel (snappy vs floaty — tune dash speed/dist); whether the wall clamp feels clean on the boundary; and that the player keeps facing the mouse during the dash rather than the travel direction (I can lock facing to the dash if it reads wrong). Your turn to lunge around.
Actually let's make the lunge follow movement direction instead of mouse direction, dash deals 0 damage, has 2 charges, once both charges are used, cooldown of 8 seconds starts counting, distance = 100.
Clear changes — movement-direction dash, 0 damage, a 2-charge system with an 8s refill once both are spent, distance 100. The charge system is the only new mechanic; the rest are value swaps. Let me re-read player.lua for exact text, then edit.
Read (E:/a327ex/062026/snkrx/player.lua)
41 self.timer = timer_new()
42 self.spring = spring_new()
43 spring_add(self.spring, 'hit', 1)
44 spring_add(self.spring, 'shoot', 1)
45 spring_add(self.spring, 'move', 1)
46
47 -- Character identity — all class-specific ability logic branches on this
48 -- (`if self.character == 'swordsman' then ...`). Hardcoded for now; becomes
49 -- a constructor arg as more classes land.
50 self.character = 'swordsman'
51 -- Ability cooldown timestamps + dash state.
52 self.next_cleave_time = 0
53 self.next_dash_time = 0
54 self.dashing = false
55 self.dash_r = 0
56 self.dash_t = 0
57 self.dash_to_x, self.dash_to_y = 0, 0
58 self.dash_trail = {}
59 self.dash_hit_set = {}
60 end
61
62 -- ── Abilities (character-branched) ────────────────────────────────
63 -- All class-specific input -> ability dispatch lives here, behind
64 -- `if self.character == '<class>' then`. As more classes land this grows
65 -- into an if/elseif chain — the project's chosen structure.
66 function player:update_abilities()
67 if self.character == 'swordsman' then
68 -- Primary - Cleave (hold LMB). game_input_blocked stops a click that
69 -- lands on the tuner panel from also swinging (a mouse-only guard).
70 if is_down('cleave') and not self._dead and not game_input_blocked
... [110 more lines]
Got the exact text. I'll keep the charge count as a player.lua local constant (DASH_MAX_CHARGES) since DASH_* main.lua globals are defined after p = player(...) — reading one at construction would be nil. Here are the player.lua edits:
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the two main.lua value changes — the dash tunables and the dash cd slider range (8s won't fit the old 0.1–2.0 range, which would corrupt the value on tuner-open).
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
player.lua OK
main.lua OK
Both compile. Updating the Lunge description in memory (it now says "toward the mouse / damage 1"):
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\project_062026.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\project_062026.md has been updated successfully. (file state is current in your context — no need to Read it back)
player.lua OK / main.lua OK. The Lunge is now a pure-mobility, movement-direction, charge-based dash.
What changed
- Follows movement, not aim —
dash_r = last_move_r(the last WASD heading, stored inupdate_walk). So you can aim one way with the mouse and dash another (twin-stick). Standing still, it uses the last direction you moved. - 0 damage —
DASH_DAMAGE = 0; the sweep + impact FX are skipped entirely (clean pass-through, no fake hits). The F1dash dmgknob re-enables a damaging dash-strike if you raise it. - 2 charges → 8s full refill —
DASH_MAX_CHARGES = 2(aplayer.lualocal). Each dash spends one; when the second is spent, an 8s lockout (DASH_CD) starts, then both come back. Spend just one and stop — you keep the other indefinitely (refill only starts at zero). - Distance 100 (
DASH_DIST). - F1
dash cdnow means that 8s refill — I widened its slider to0.5–12so 8 fits (the old0.1–2.0would've corrupted the value on tuner-open).
Test
cd E:/a327ex/062026
./run.bat
- Hold a direction + tap Space → you dash that way. Aim the mouse elsewhere mid-dash — the dash ignores it.
- Tap Space twice quickly → two dashes, then it's dead for ~8s, then both refill. (No on-screen charge meter yet — you'll feel it; I can add pips later if you want.)
- Dash through a pack → you pass clean through, no damage or hit-sparks now.
- F1 →
dash cdsits at 8 (the refill);dash dmgat 0 — bump it if you want the lunge to bite again.
The combo shifted: Lunge is now a pure repositioning tool (kite in/out, dodge), and Cleave is your only damage — so the rhythm is dash-into-the-pack → Cleave, dash-out. Your turn.
Explain at a high level how you structured the charges.
At a high level it's a small pool with a single deplete-then-refill timer, not independently-regenerating charges. Three pieces:
State (on the player):
dash_charges— a plain integer counter, starts atDASH_MAX_CHARGES(2).dash_recharge_at— a timestamp, ornil.nilmeans "not recharging"; a number means "refill the whole pool whentimereaches this."- Plus two constants:
DASH_MAX_CHARGES(the pool size, aplayer.lualocal) andDASH_CD(the 8s lockout, a main.lua F1 knob).
Three touch points, each tiny:
- Spend (in
start_dash): every dash doesdash_charges -= 1. The crucial line — if that hit 0, arm the timer:dash_recharge_at = time + DASH_CD. The clock is armed only when the pool empties, not per charge. - Gate (in
update_abilities): a dash is allowed only ifdash_charges > 0. So an empty pool simply blocks the ability. - Refill (in
update_abilities, every frame): ifdash_recharge_atis set andtimehas passed it, restoredash_charges = DASH_MAX_CHARGESand clear the timer back tonil.
As a state machine it's two states for the pool: Available (charges > 0, no timer — dashing decrements) and Locked (charges == 0, timer counting — dashing blocked). The dash that empties the pool is the Available→Locked transition; the clock expiring is Locked→Available, refilling everything at once.
The one design decision worth flagging is deplete-then-refill-all rather than the more common each charge regenerates on its own cooldown (Hades/LoL style). I did it that way because your spec was literally "once both charges are used, the 8s starts." The deliberate consequence: if you spend one charge and stop, no timer runs — you hold that single charge indefinitely until you spend the second, and only then does the clock start. That's intentional and matches what you asked for, but it's the part that differs from a typical charge system, so worth being explicit about.
Two minor structural notes: dash_recharge_at is an absolute timestamp (time + DASH_CD) checked with time >= …, not a per-frame countdown — same cooldown idiom as next_cleave_time, no dt bookkeeping. And nil is the "idle" sentinel, so the refill check short-circuits cleanly when nothing's pending.
Add some very slight jaggedness/curves to the dash line, currently it's just a straight line, some very light wobbles would make it look better.
A straight ruler-line is the giveaway. Approach: keep the player body and collider dead straight, but offset each recorded trail point a few px perpendicular to the dash, by a gentle sine of distance traveled — so only the wake curves. Let me re-read player.lua for exact text.
Read (E:/a327ex/062026/snkrx/player.lua)
1 player = class()
2
3 -- Lunge charges: this many dashes before the full-refill lockout (DASH_CD, 8s)
4 -- triggers — and only once ALL are spent (see player:start_dash). A local
5 -- (not a main.lua global) because it's read in player:new, which runs before
6 -- main.lua's DASH_* globals exist.
7 local DASH_MAX_CHARGES = 2
8
9 function player:new(x, y)
10 self.x, self.y = x, y
11 self.w, self.h = 10, 10
12 self.base_speed = 100
Read (E:/a327ex/062026/snkrx/player.lua)
100 -- Crowd-scaling: base + 1 per enemy caught, counted with the same box
101 -- query the area uses at damage time (so area.lua stays generic).
102 local hits = query_entities_box(ax, ay, CLEAVE_RADIUS*2, CLEAVE_RADIUS*2, self.r, {'enemy'})
103 local dmg = CLEAVE_DAMAGE + (hits and #hits or 0)
104 spawn_area(ax, ay, { shape = 'rect', radius = CLEAVE_RADIUS, rect_h = CLEAVE_RADIUS,
105 damage = dmg, caster = self })
106 sfx(sounds.sword_slash_variants[3], volumes.sword_slash, random_float(0.9, 1.0))
107 sfx(sounds.sword_slash_variants[2], volumes.sword_slash, random_float(0.95, 1.05))
108 self.next_cleave_time = time + CLEAVE_CD
109 end
110
111 -- Mobility - Lunge: a position dash copying v1 dash_strike — a target
112 -- DASH_DIST ahead in the MOVEMENT direction (last_move_r, not the aim),
113 -- eased toward with math.lerp_dt (not a raw lerp), applied via
114 -- collider:set_position so it teleport-lerps THROUGH enemies; a wall raycast
115 -- clamps it; enemies swept take DASH_DAMAGE (0 by default → pure mobility).
116 function player:start_dash()
117 self.dashing = true
118 self.dash_t = 0
119 self.dash_r = self.last_move_r -- follow movement, not the mouse
120 self.dash_to_x = self.x + DASH_DIST*math.cos(self.dash_r)
121 self.dash_to_y = self.y + DASH_DIST*math.sin(self.dash_r)
122 self.dash_hit_set = {}
123 -- Spend a charge; when the last one goes, start the full-refill lockout.
124 self.dash_charges = self.dash_charges - 1
125 if self.dash_charges <= 0 then self.dash_recharge_at = time + DASH_CD end
126 sfx(sounds.subtle_whoosh, volumes.subtle_whoosh, random_float(0.9, 1.1))
127 end
128
129 function player:update_dash(dt)
... [100 more lines]
Read (E:/a327ex/062026/snkrx/player.lua)
229 stats_add(self, 'mp', self.mp_regen*dt)
230
231 timer_update(self.timer, dt)
232 spring_update(self.spring, dt)
233
234 self.x, self.y = self.collider:get_position()
235
236 self:update_abilities()
237
238 if self.dashing then
239 self:update_dash(dt)
240 else
241 self:update_walk()
242 end
243 -- Tick the dash wake every frame so its points expire (it fades after
244 -- the dash, not only during it).
245 trail_update(self.dash_trail, self.x, self.y, self.dashing, DASH_TRAIL_DURATION)
246
247 local mx, my = main_camera.mouse.x, main_camera.mouse.y
248 local target_r = math.angle_to_point(self.x, self.y, mx, my)
249 self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)
250
251 -- Lock the collider's angle to self.r (mouse-aim only — visual_r and the
252 -- sx/sy scale juice stay draw-only). set_angular_velocity(0) cancels any
253 -- spin a contact may have imparted; without it, fixed_rotation=false
254 -- bodies can drift between physics steps even when set_angle is called
255 -- every frame.
256 self.collider:set_angle(self.r)
257 self.collider:set_angular_velocity(0)
258 end
Got the exact text. Three small edits — the wobble constants, storing the dash origin for the phase, and the perpendicular nudge on the recorded trail point.
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
player.lua OK
player.lua OK. The dash wake now curves.
What it does
While dashing, each recorded trail point gets nudged a few px perpendicular to the dash by a sine of distance travelled, so the wake reads as a gentle wave instead of a ruler line. The player body and collider stay perfectly straight — it's purely cosmetic on the trail.
Two player.lua locals control it (near the top, by DASH_MAX_CHARGES):
DASH_WOBBLE_AMP = 2.5— how far it deviates (px).DASH_WOBBLE_WAVE = 0.25— wobble frequency (≈ a 25px wavelength).
Test
cd E:/a327ex/062026
./run.bat
Dash around — the yellow wake should now wave gently rather than being dead straight. Bump DASH_WOBBLE_AMP up if it's too subtle to notice.
I went with a smooth sine (clean curves). If "jaggedness" to you means something rougher/more random rather than a clean wave, say so and I'll layer in a small per-point jitter on top.
Too much and too regular, should be more irregular, one goes a little up here, then a little down over there, but not the same wavy thing all the time, and yea, like 0.,5-2px deviation randomly at most.
Right — you want random per-point jitter, not a smooth wave. New approach: drop the sine entirely; instead trail_update records each point at the true position (normal spacing), then I give each newly-recorded point a small random perpendicular kick (random side, 0.5–2px). Independent per point → irregular, never the same wave.
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
player.lua OK
player.lua OK. The wave is gone — now it's irregular.
What changed
The sine wobble is replaced with independent random per-point jitter: each new trail point gets kicked to a random side (up or down), by a random 0.5–2px (DASH_WOBBLE_MIN/MAX in player.lua). So the wake jags unpredictably — a little up here, a little down there — instead of repeating a clean wave. And it's smaller now (was up to 2.5px of consistent wave; now 0.5–2px of scattered jitter).
Test
cd E:/a327ex/062026
./run.bat
Dash and look at the wake — it should read as a slightly rough/hand-drawn line, irregular point to point, no visible rhythm. If it's still too much or too little, nudge DASH_WOBBLE_MAX (the 2) down or up.
Great, 0.5-1.5px randomly up, and let's decrease the total number of jags, or give me a slider in the F1 menu for it.
Two changes: tighten the magnitude to 0.5–1.5, and add a jag gap F1 slider that controls how often a jag happens (sparse jags spaced ≥N px, with the trail staying on the true line between them so it stays tight to the player). Higher gap = fewer jags. (Keeping both-sides random — your earlier "a little up, a little down" — so "up" read as "up to 1.5px"; say the word if you literally meant one-sided.)
player.lua edits first (read-state is current there):
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/snkrx/player.lua)
The file E:/a327ex/062026/snkrx/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now main.lua — let me re-read the dash tunables + tuner table to add the DASH_JAG_GAP global and slider.
Read (E:/a327ex/062026/main.lua)
164 -- each swing. caster = p makes it inherit the player's blue breathe + the
165 -- carrier's cast juice (shake / recoil / flash / muzzle particles).
166 -- Placeholder numbers; tune freely.
167 CLEAVE_RADIUS = 32 -- half-side; the square's side is CLEAVE_RADIUS*2
168 CLEAVE_OFFSET = 32 -- how far ahead of the player the square lands
169 CLEAVE_DAMAGE = 3 -- base damage; Cleave adds +1 per enemy caught (crowd-scaling)
170 CLEAVE_CD = 1 -- seconds between swings (hold LMB to repeat)
171
172 -- Lunge (mobility) — a position dash (math.lerp_dt toward a target DASH_DIST
173 -- ahead in the MOVEMENT direction), copying v1 dash_strike: set_position
174 -- teleport-lerps THROUGH enemies, a wall raycast stops it. 2 charges (the
175 -- DASH_MAX_CHARGES local in player.lua), then a full refill DASH_CD after BOTH
176 -- are spent. Implemented in player.lua (player:start_dash / update_dash);
177 -- these globals are the F1-tunable knobs + the fixed constants it reads.
178 DASH_SPEED = 700 -- approach speed (u/s); lerp time = DASH_DIST/DASH_SPEED
179 DASH_DIST = 100 -- dash distance (px)
180 DASH_CD = 8 -- full-refill lockout (s) after BOTH dash charges spent
181 DASH_DAMAGE = 0 -- flat damage per enemy passed (0 = pure mobility dash)
182 DASH_HIT_RADIUS = 16 -- enemies within this of the player are struck
183 DASH_TRAIL_DURATION = 0.4 -- dash wake lifetime (s)
184 DASH_MAX_TIME = 0.6 -- safety cap so the eased dash always ends
185
186 -- Set each frame in update(): true while a click is interacting with the tuner
187 -- panel, so mouse abilities (Cleave) don't fire through it. The player reads
188 -- this in player:update_abilities (keeps the player out of UI internals).
189 game_input_blocked = false
190
191 -- Enemy supply — a trickle from the right edge, walking toward the player.
192 SEEKER_CAP = 12
193 SPAWN_CD = 0.6
... [12 more lines]
Now the tuner table — let me read it for exact text.
Read (E:/a327ex/062026/main.lua)
211 tuner_panel_rect = nil -- set each frame the panel draws; nil when closed.
212 -- Used to suppress a cleave swing when a click
213 -- lands on the panel.
214 tuner_knobs = {
215 { key = 'CLEAVE_DAMAGE', label = 'cleave dmg', min = 1, max = 40, int = true },
216 { key = 'CLEAVE_CD', label = 'cleave cd', min = 0.05, max = 1.0 },
217 { key = 'CLEAVE_RADIUS', label = 'cleave size', min = 6, max = 48, int = true },
218 { key = 'CLEAVE_OFFSET', label = 'cleave reach', min = 0, max = 48, int = true },
219 { key = 'DASH_SPEED', label = 'dash speed', min = 200, max = 1500, int = true },
220 { key = 'DASH_DIST', label = 'dash dist', min = 40, max = 220, int = true },
221 { key = 'DASH_CD', label = 'dash cd', min = 0.5, max = 12.0 },
222 { key = 'DASH_DAMAGE', label = 'dash dmg', min = 0, max = 20, int = true },
223 { key = 'SEEKER_CAP', label = 'max enemies', min = 1, max = 40, int = true },
224 { key = 'SPAWN_CD', label = 'spawn rate', min = 0.1, max = 2.0 },
225 }
226
Adding the DASH_JAG_GAP global and the jag gap slider:
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/062026/main.lua)
The file E:/a327ex/062026/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
player.lua OK
main.lua OK
player.lua OK / main.lua OK.
What changed
- Tighter deviation — jags are now
0.5–1.5px(was up to 2), random side. jag gapF1 slider (DASH_JAG_GAP, default 15px) — a jag only happens once you've travelled that many px since the last one; between jags the wake stays on the true dash line (so it hugs the player). Higher gap = fewer jags. The tuner's now 11 knobs (still 2-column, 6/5).
Test
cd E:/a327ex/062026
./run.bat
Dash — the wake should read as a mostly-straight line with a few small, spaced, irregular kinks rather than a continuous zigzag. Then F1 → jag gap: drag it up to thin the jags out further, down to pack them in. Once it looks right, tell me the value and I'll bake it into the constant (and we can drop the slider again if you don't want it cluttering the tuner).
Great, let's end this session now. Name it 062026 2. We'll continue with next abilities in the next one.
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user for the session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
Determine the project yourself from your session context — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Proceed Without Approval
Do NOT show the summary to the user for approval. Write it directly. The user can review the committed log after the fact and request a follow-up edit if anything is off.
Step 4: Convert Transcript and Write the Log File
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
date "+%Y-%m-%d %H:%M:%S"Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...) vs Codex rollouts (~/.codex/sessions/...). For Composer sessions, usefind-recent-session.py(it merges all sources) and pick the[cursor]line for the current chat.Replace the default header (
# Session YYYY-MM-DD...) at the top of/tmp/session-log.mdwith the approved title and summary, AND prepend frontmatter. The final file shape:Title: [Title] Date: YYYY-MM-DD HH:MM:SS # [Title] ## Summary [approved summary text from step 2] --- [transcript content from jsonl-to-markdown script]Frontmatter is non-negotiable. Every log file MUST start with
Title:andDate:lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script ina327ex-site/deploy/backfill_metadata.pyis a safety net, not a substitute — write it correctly the first time.Then copy the final file to the log destination:
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].mdStep 4.5: Decrement the lock (if active)
Read
E:/a327ex/a327ex-site/.lock.jsonif it exists. If it contains{"remaining": N}with N > 0:
- Decrement N by 1
- Write
{"remaining": N-1}back to the file- If N becomes 0, the lock is cleared. You may leave the file at
{"remaining": 0}or delete it; both work.The lock file lives in the a327ex-site repo, so the change is staged automatically by
git add -Ain Step 6.If no lock file exists or
remainingis already 0, do nothing. (See the/lockskill for the lock's full design.)Step 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
Project Root Stage command Anchor E:/a327ex/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Ainvoker E:/a327ex/Invokergit add -Athalien-lune E:/a327ex/thalien-lunegit add -Aa327ex-site E:/a327ex/a327ex-sitegit add -A(this IS one of the web repos — the log file added in Step 4 is staged here automatically)For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
cdinto the project root, stage, rungit statusto verify before committing.IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.# Skip until we hit the line "## Summary", then take everything after the next # blank line until the --- separator that precedes the transcript. awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \ E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
# Project repo to GitHub. Skip this push if the project IS a327ex-site # (handled by the second push below — don't duplicate). git push origin main # a327ex-site to the VPS (post-receive hook restarts the Lua server). cd E:/a327ex/a327ex-site git add -A git commit -m "[Title]" git push prod main 2>&1 | tail -3Failure handling: if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
Step 7: Confirm
Tell the user: - Project commit hash + GitHub push result - a327ex-site commit hash + VPS push result
Format:
Logged — "[Title]". project (Anchor2): abc1234 pushed to GitHub a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)If a push failed, surface that explicitly with the error.
Notes
- Frontmatter is non-negotiable. Every log file MUST have
Title:andDate:at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.- If the project IS
a327ex-site(e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.- Legacy note: this skill used to also dual-write to
anchor.blot.im/logs/andanchor.blot.im/context/. Post-cutover (May 2026),anchor.blot.imis a JS redirect toa327ex.comand no longer receives content. Drop those steps if you find any older docs that still reference them.ARGUMENTS: 062026 2
Ending the session as "062026 2". Let me locate this session's transcript and get the wrap-up timestamp.
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5; echo "=== END...)
2026-06-06T02:32:12.944Z c9ce0c2a-2972-4b95-8fba-17f80e2bc2f4 [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\c9ce0c2a-2972-4b95-8fba-17f80e2bc2f4.jsonl
2026-06-06T02:22:24.410Z 2ad493d3-379d-41e8-82b3-746a33b76c7b [claude]
C:\Users\adn\.claude\projects\E--a327ex\2ad493d3-379d-41e8-82b3-746a33b76c7b.jsonl
2026-06-05T14:15:33.400Z aeea58cd-7990-4e11-bd9d-a4d928263e71 [claude]
C:\Users\adn\.claude\projects\E--a327ex\aeea58cd-7990-4e11-bd9d-a4d928263e71.jsonl
2026-06-05T13:20:26.434Z d28a11ef-b75f-4096-99ae-ccc3c67f513b [claude]
C:\Users\adn\.claude\projects\E--a327ex\d28a11ef-b75f-4096-99ae-ccc3c67f513b.jsonl
2026-06-05T04:33:24.564Z 081fadb9-c1ff-4449-b7f2-a024fefea81f [claude]
C:\Users\adn\.claude\projects\E--a327ex\081fadb9-c1ff-4449-b7f2-a024fefea81f.jsonl
=== END TS ===
2026-06-05 23:32:30
This session is c9ce0c2a… (the "062026 session…" first message). Converting the transcript: