Anchor Arena Test
Summary
Cursor session continuing Anchor2's arena/ test harness — a small twin-stick shooter used to validate the v2 framework against the real C engine. The work drove through ARENA_PROGRESS Steps 4–6, pulled visuals and feel from Orblike's seeker / fire_shots / projectile, and added a shared collection_update helper. By the end the arena has Orblike-aligned enemies, projectiles, hit FX, shoot juice, death burst, and a muzzle-offset spawn.
Orientation:
- Opened with "Let's continue on Anchor2. Get acquainted." — mapped the repo (
engine/C,framework/anchor/,arena/,reference/hello_world/,START_HERE.md,reference/progress.md). - Noted
arena/main.luawas already past the checklist inarena/ARENA_PROGRESS.md— Steps 2–3 (palette/layers/camera/background, Orblike-style player movement) were actually implemented; the doc still marked them open.
Step 4 — enemies spawn and chase:
- Added
physics_register_tag('enemy')+physics_enable_collision('player', 'enemy'). enemies = {},spawn_timer = timer_new(),timer_every(spawn_timer, 1.5, 'spawn', spawn_enemy).- First pass
enemyclass: 10×10 dynamic box, gravity 0, damping 3,steering_seek(p1.x, p1.y, speed, 200)+apply_force. random_edge_position()picks one of four edges with a small inset margin.- Update loop:
timer_update(spawn_timer, dt)then a reversefor+table.removeon_dead. - Marked Steps 2–4 ✅ in
ARENA_PROGRESS.md, note that movement usesset_velocity+ axis decay (notinput_vector+apply_forceas originally sketched), Step 5 🟡.
User question on aggregate patterns:
- "Is this the default way in which updating a collection of entities should happen in Anchor2? There's no automation for it, not even the
_deadcheck and so on?" - Answered: yes — the framework registers entities in the global
entitiesmap viamake_entity,kill()queues destruction,process_destroy_queue()sets_dead = trueand clears the map, but typed groups (enemies,bullets) are always explicit game-owned arrays. The reverse loop +table.removeon_deadis the intended pattern.
Shared helper — aggregate.lua → helpers.lua / collection_update:
- First iteration wrote
framework/anchor/aggregate.luawithaggregate_update(list, dt, method?)(reverse scan, drop_dead, callmethoddefault'update') andaggregate_draw(list, method?)(forward scan, skip_dead, default'draw'). - Wired it into
framework/anchor/init.luaafterobject, syncedarena/anchor/aggregate.lua, updatedarena/main.luaandreference/hello_world/main.luacall sites. - User pushback: "Don't call it aggregate, just helpers.lua and a
collection_updatefunction that does it. No need for draw since there's no complex code there." - Renamed to
framework/anchor/helpers.lua, deleted bothaggregate.luacopies, kept onlycollection_update(list, dt, method?), reverted draws in arena + hello_world to plainfor _, e in ipairs(...).
Orblike seeker alignment + camera fix:
- User: "Let's actually make sure that the enemies that are spawned now behave just like the Seekers from Orblike. In terms of both movement, collision against the player and so on. Also let's remove camera follow from player."
- Read Orblike
seeker(main.lua~9203–9514) and the player↔enemy begin-contact block (~12559–12585). - Enemy now: 14×6 box,
base_speed = random_float(50, 75), fixed rotation, damping 3,steering_seek+steering_wander(64, 32, 16, dt, speed, 200)+steering_separate(16, enemies, speed, 200), forces combined withmath.limit(..., 200), velocity capped toself.speedviaset_velocity, rotation lerps toward velocity heading withmath.lerp_angle_dt(0.99, 0.1, dt, self.r, vel_r)while not pushed. enemy:push(r, force, duration)mirrors Orblikeseeker:push: bump damping to 6,apply_impulse(force*cos/sin(r)), spin tween to 0,spring_pull('main', 0.3, 5, 0.5), brief flash, restore damping after duration.- Spawn juice:
spring_pull('main', 0.75, 3, 0.7)+ 0.15s flash. - Player:
hp = 5,player:hit(damage)with spring + HP (later extended with hit point + FX). CONTACT_FORCE = 6. After updates,collision_entities_begin('player', 'enemy')→angle_to_point(player → enemy)→e:push(r, CONTACT_FORCE)+pl:hit(e.contact_damage or 1).- Removed
camera_follow(main_camera, p1);main_camerastays centered at (240, 135) for a fixed arena view.
Draw-error fix (attempt to call a number value):
- Runtime error
main.lua:245: attempt to call a number value (local 'c')inenemy:draw. - Root cause:
fg_color()andenemy_color()inarena/anchor/color.luaare color tables with__callthat return the packed RGBA integer, not a color object. Writinglocal c = self.flashing and fg_color() or enemy_color()madeca number; thenc()tried to call the number. - Fix: select the color object first, then call it once —
local col = self.flashing and fg_color or enemy_color→col()inlayer_rounded_rectangle. Same pattern used later for player and projectile draws.
Step 5 — projectiles (Orblike-style):
- User: "Let's actually make sure enemies physically hit each other — right now they go through each other" → added
physics_enable_collision('enemy', 'enemy')so Box2D contacts kick in alongsidesteering_separate. physics_register_tag('projectile')+physics_enable_sensor('projectile', 'enemy')(hits are sensor, like Orblikephysics_sensor('projectile', 'enemy')).- First projectile pass: dynamic circle r4
{ sensor = true },set_bullet(true), speed 190 (Orblike defaultbase_speed~190), gravity 0, fixed rotation, velocity along aim, spawnspring_pull('main', 0.5)+ 0.2s flash, lifetime 2.0. projectiles = {},spawn_projectile(x, y, angle),collection_update(projectiles, dt).bind('shoot', 'mouse:1')— initial version used a manualshoot_cooldowncounter insideplayer:update.- Update loop:
sensor_entities_begin('projectile', 'enemy')→e:hit(1)+proj:kill(). enemy:hit(damage)withhp = 2, max_hp = 2,spring_pull('main', 0.5, 5, 0.5), 0.15s flash,kill()at 0 (later routed throughenemy:die).- Draw order: enemies → projectiles → player so shots read on top.
Timer-driven shoot — cooldown, trigger, edge detection:
- User: "We can use and also test one of the timer module functions to do this, I think
timer_cooldown? Read the docs and try." - Read
framework/anchor/timer.lua:timer_cooldown(t, delay, condition_fn, 'name', callback)only fires whene.time >= delayAND condition true; on false→true it resetse.time = 0, so the first shot while held would otherwise wait a fullSHOOT_INTERVAL. - First attempt:
timer_cooldowninplayer:new+ aninput_pressed('shoot')→player:shoot()branch inplayer:updatefor the immediate first shot.SHOOT_INTERVAL = 0.15constant,player:shoot()extracted so press + cooldown share one implementation. - User: "We should have a way to not need this. There's a way for timer functions to run immediately once I think."
- Switched to
timer_when(t, cond, 'shoot_edge', fn)oninput_down('shoot')false→true, callingtimer_trigger(self.timer, 'shoot')— for mode'cooldown',timer_triggerruns the callback once and resetse.time = 0(see timer.lua ~241–256). Both registered inplayer:new. Noinput_pressedin update. - User: "Isn't there a variant of cooldown that also does immediate calling of the action?"
- Answered: no — only
timer_cooldownexists in Anchor2'stimer.lua, and v1's docs agree. Composition viatimer_triggeris the supported way; a first-classimmediate = trueoption would be a small framework change. - User: "We can just call
timer_triggerthen, but we have to do it only once it's pressed. Your initial solution was right then, I just don't like it being not local (in different places in the codebase)." - Final layout:
timer_cooldown(self.timer, SHOOT_INTERVAL, function() return input_down('shoot') end, 'shoot', function() self:shoot() end)registered inplayer:new, and immediately aftertimer_update(self.timer, dt)inplayer:update:if input_pressed('shoot') then timer_trigger(self.timer, 'shoot') end. All shoot timing stays inplayer:updatenext totimer_update.timer_whenremoved.
Step 6 check:
- User asked what Step 6 was —
ARENA_PROGRESS.mdsays "Collisions and HP": player 5 HP, enemies 2 HP,collision_entities_begin('player','enemy')/sensor_entities_begin('bullet','enemy'), death viakill(), provephysics.lua+kill/process_destroy_queueend-to-end. - Answered: most of Step 6 is already done; the doc still says
bulletwhere the code usesprojectile, andinput_pressed('shoot')where the code now uses the cooldown+trigger pair — aligning names + marking done is what's left.
Orblike projectile size + hit FX (hit_circle / hit_particle):
- User: "Let's make sure projectiles are just like Orblike in terms of size, juice. Hit circle, hit particles and so on + juice on player should also be the same."
- Read Orblike
hit_circle/hit_particle(~10465–10573), projectile spawn (~7822, ~7831–7834), sensor begin (~12597–12603), null_arrow particles (~8305–8308), player contact (~12577–12584, ~7310–7319). - Projectile reshaped from circle r4 to Orblike default 10×4 sensor box; drawn as a rotated rounded rect radius 2 with
col()(flashing →fg_colorelsebullet_color). - Added
effects = {}list, updated withcollection_update(effects, dt), drawn after entities. hit_circleclass:x, y, radius, draw_color, duration,timer_tweenradius→0 withmath.cubic_in_out,self:kill()at end.change_color(fraction, target_color)viatimer_afteratfraction * duration.hit_particleclass: random velocity/angle/duration,w/hfrommath.remap(velocity, 100, 250, 7, 10), tween{ w = 2, h = 2, velocity = 0 }withmath.sine_in_out, motion alongangleper dt, optionalspin. Alsochange_color.color_cloneused for per-instance colors so mutation is safe.- Note: first iteration passed name strings to
timer_tween('hc', 'hp') — rewritten to positionaltimer_tween(self.timer, duration, self, {...}, ease, done)to match the function's actual signature;timer_aftertags were suffixed withtostring(self.id)to keep them unique per entity. fx_projectile_hit_enemy(proj, e): impact point ate.x/y + 0.75*max(w,h) * cos/sin(angle_to_point(e,proj)),hit_circler10 / 0.2s:change_color(0.5, enemy_color), 1–2hit_particlevelocity 50–150 with same color shift,shake_push(main_camera.shake, r + π, 4).player:hit(damage, hit_x, hit_y)now:spring_pull('hit', 0.2), 0.1s flash (flashingfield +fg_colorin draw), and when a hit point is present,hit_circler6 / 0.15s + 1–2 particles vel 60–120 / 0.1–0.3s. Collision loop passesev.x, ev.ywith a player–enemy midpoint fallback for when the engine doesn't supply a contact point.
Shoot juice, enemy death, camera shake:
- User: "Improvements: death effect for enemy, hit circle + particles when player shooting effects, proper camera shake when shooting. Let's do these just like in Orblike."
- Read Orblike
fire_shots(~2011–2056, ~2027–2044) andseeker:die(~9441–9459). player:shoot()now:shake_push(main_camera.shake, aim, 3)(same ascamera.shake:push(r, 3), replaces the oldaim + π/ strength 2),spring_pull(self.spring, 'shoot', 0.25)(was 0.35), 0.15s flash viaflashing+timer_after, andfx_player_muzzle(self.x, self.y, aim).fx_player_muzzle(sx, sy, aim_r):hit_circler7 / 0.2s, 2×hit_particlewithangle = aim_r ± π/4, velocity 40–200, duration 0.3–0.6, w ∈ {6,8} / h = w/2,:change_color(0.5, bullet_color).- Initially added
shake_shake(main_camera.shake, 3, 0.15)alongsideshake_push, then removed it to stay faithful to Orblike'sfire_shots, which only usespush(r, 3). enemy:hitnow routes HP≤0 through newenemy:die()(Orblikeseeker:die):spring_pull('main', 0.75),hit_circler14 / 0.4s:change_color(0.6, enemy_color), 4–6hit_particlevelocity 100–300 / 0.2–0.5,:change_color(0.6, enemy_color), thenself:kill().
Muzzle offset:
- User: "The position for the projectile + hit circles + particles needs to be offset from the player center a little."
- Added
MUZZLE_OFFSET = 8and inplayer:shoot():mx = self.x + cos(aim) * MUZZLE_OFFSET,my = self.y + sin(aim) * MUZZLE_OFFSET. Bothspawn_projectile(mx, my, aim)andfx_player_muzzle(mx, my, aim)use that point so the projectile body, muzzle hit_circle, and muzzle particles all line up ahead of the player along the aim ray.
Naming + session close:
- User: "Perfect, let's end the session here. Name it 'Anchor Arena Test'" — updated
require('anchor')title to"Anchor Arena Test"(480×270, scale 3), reworded the file banner comment, and changed theprint('arena: framework loaded OK')startup line to'Anchor Arena Test: framework loaded OK'. - User clarified: "I mean that you should load the end session skill and do the steps there." — end-session workflow began from the skill file in
e:\a327ex\.claude\skills\end-session\skill.md(transcript → Markdown viajsonl-to-markdown.py, Blot log, context sync, git); in that run the log was namedanchor2-arena-session-wrap.mdby mistake, which this replacement corrects toanchor-arena-test.md.
Headless verification:
arena\anchor.exe arena --headless --verifywas run after each mechanical change (enemy step, aggregate/helpers rename, seeker alignment, projectile step, timer_cooldown refactor, FX + projectile reshape, death/shoot FX, muzzle offset) — every verify exited 0.
Let's continue on Anchor2. Get acquainted.
Exploring the Anchor2 project structure and key files to summarize how it's organized and what it does.
Glob (*/)
{
"target_directory": "e:\\a327ex\\Anchor2",
"glob_pattern": "**/*"
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua"
}
Read (e:\a327ex\Anchor2\START_HERE.md)
{
"path": "e:\\a327ex\\Anchor2\\START_HERE.md"
}
Read (e:\a327ex\Anchor2\reference\progress.md)
{
"path": "e:\\a327ex\\Anchor2\\reference\\progress.md",
"limit": 120
}
Read (e:\a327ex\Anchor2\arena\ARENA_PROGRESS.md)
{
"path": "e:\\a327ex\\Anchor2\\arena\\ARENA_PROGRESS.md"
}
Read (e:\a327ex\Anchor2\arena\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\init.lua",
"limit": 80
}
Read (e:\a327ex\Anchor2\framework\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\init.lua",
"limit": 80
}
Here’s a concise map of Anchor2 and where arena stands.
What Anchor2 is
- Custom C engine (
engine/) — buildsanchor.exe, runs Luamain.lua, Box2D-style physics, internal physics step (games don’t callphysics_step). - Anchor 2 framework (
framework/anchor/) — ~18 Lua modules (~4.5k lines): flatentities, globalupdate(dt)/draw(), no v1 “god object” / object tree /flow_to. Canonical usage is inreference/hello_world/main.luaandSTART_HERE.md. - Docs —
START_HERE.md(onboarding),reference/progress.md(file inventory + what’s stub-tested vs real-engine),reference/anchor2_plan.md(plan).
Arena (arena/)
- Purpose: Small twin-stick arena shooter to validate the framework against the real engine and serve as a v2 example (see
arena/ARENA_PROGRESS.mdfor the step-by-step target design). - Run (from repo docs): e.g.
arena/run.batoranchor.exewith cwd set somain.lua+anchor/resolve; verify mode:--headless --verifyquits after one frame.
What arena/main.lua actually does right now
The file header calls it “Step 3: player movement” and implements Orblike-style feel (WASD 8-way, axis decay, spring on move stop, aim lerp to mouse, optional spin/squash on left/right press). It already includes:
require('anchor')({ ... })— 480×270, scale 3, title Anchor 2 arena- Physics init, gravity 0,
playertag game_layer/ui_layer,main_camera,camera_follow, attach/detach indraw- Fullscreen bg rect, player as blue rounded rect,
verify_modeearly quit
So implementation is ahead of the checklist in ARENA_PROGRESS.md, which still marks Steps 2–3 as not started. Treat main.lua + the header comment as the source of truth for current behavior; update the markdown when you want the doc to match.
Layout to remember
| Path | Role |
|---|---|
framework/anchor/ |
Source of truth for framework; copy into per-game anchor/ when packaging |
arena/anchor/ |
Frozen copy for the arena game (sync from framework when needed) |
arena/assets/ |
Font, spritesheet, sounds for later steps |
reference/hello_world/ |
Minimal v2 example + stubbed run_test.lua |
If you want to continue in a concrete direction next, we can either sync ARENA_PROGRESS.md with the current step, run a quick verify build, or implement the next unchecked step (enemies, bullets, etc.)—say which you prefer.
Check the steps in the progress file and then let's do the next step.
Re-reading the progress file and main.lua, then implementing the next incremental step (Step 4: enemies).
Read (e:\a327ex\Anchor2\arena\ARENA_PROGRESS.md)
{
"path": "e:\\a327ex\\Anchor2\\arena\\ARENA_PROGRESS.md"
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua"
}
Read (e:\a327ex\Anchor2\arena\anchor\collider.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\collider.lua",
"limit": 120
}
Grep (steering_seek)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\collider.lua",
"pattern": "steering_seek",
"-A": 25
}
Grep (timer_every)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\timer.lua",
"pattern": "timer_every",
"-B": 2,
"-A": 30
}
Grep (enemy)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"pattern": "enemy"
}
Read (e:\a327ex\Anchor2\reference\hello_world\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"offset": 45,
"limit": 230
}
Read (e:\a327ex\Anchor2\reference\hello_world\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"offset": 268,
"limit": 100
}
Read (e:\a327ex\Anchor2\arena\run.bat)
{
"path": "e:\\a327ex\\Anchor2\\arena\\run.bat"
}
Marking Steps 2–3 complete in the progress file (they're implemented in main.lua). Implementing Step 4: enemies with timer_every, edge spawning, and steering.
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "--[[\n arena — Anchor 2 test game.\n\n Step 3: player movement. Movement feel matches Orblike (main.lua ~7248–7573):\n - base_speed 100, 10x10 collider, gravity scale 0\n - set_velocity from WASD (8-way), axis decay x0.8 when that axis has no input\n - spring pull on 'move' when input stops\n - aim rotation lerps toward mouse; optional Orblike spin/squash on left/right press\n]]",
"new_string": "--[[\n arena — Anchor 2 test game.\n\n Step 4: enemies spawn at random edges every 1.5s, chase player via steering_seek\n (see hello_world enemy pattern). Player movement from Step 3 is Orblike-aligned:\n base_speed 100, 10x10 collider, gravity 0, set_velocity + axis decay, move spring,\n aim lerp + spin/squash on left/right press.\n]]"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "physics_init()\nphysics_set_gravity(0, 0)\nphysics_register_tag('player')",
"new_string": "physics_init()\nphysics_set_gravity(0, 0)\nphysics_register_tag('player')\nphysics_register_tag('enemy')\nphysics_enable_collision('player', 'enemy')"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "main_camera = camera_new(width, height)\n\n-- -----------------------------------------------------------------------------\n-- Player — movement numbers aligned with Orblike `player:new` / `player:update`\n-- -----------------------------------------------------------------------------",
"new_string": "main_camera = camera_new(width, height)\n\nenemies = {}\nspawn_timer = timer_new()\n\n-- -----------------------------------------------------------------------------\n-- Player — movement numbers aligned with Orblike `player:new` / `player:update`\n-- -----------------------------------------------------------------------------"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function player:destroy()\n if self.collider then self.collider:destroy() end\nend\n\np1 = player(width / 2, height / 2)\ncamera_follow(main_camera, p1)",
"new_string": "function player:destroy()\n if self.collider then self.collider:destroy() end\nend\n\n-- -----------------------------------------------------------------------------\n-- Enemy — seek player (steering); physical bump vs player (damage in Step 6)\n-- -----------------------------------------------------------------------------\nenemy = class()\n\nfunction enemy:new(x, y)\n self.x = x\n self.y = y\n self.w, self.h = 10, 10\n self.speed = 50\n make_entity(self)\n self.timer = timer_new()\n self.spring = spring_new()\n spring_add(self.spring, 'hit', 1)\n self.collider = collider(self, 'enemy', 'dynamic', 'box', self.w, self.h)\n self.collider:set_gravity_scale(0)\n self.collider:set_fixed_rotation(true)\n self.collider:set_linear_damping(3)\n self.collider:set_position(x, y)\nend\n\nfunction enemy:update(dt)\n timer_update(self.timer, dt)\n spring_update(self.spring, dt)\n\n if p1 and not p1._dead then\n local sx, sy = self.collider:steering_seek(p1.x, p1.y, self.speed, 200)\n self.collider:apply_force(sx, sy)\n end\n\n self.collider:sync()\nend\n\nfunction enemy:draw()\n local s = self.spring.hit.x\n layer_push(game_layer, self.x, self.y, 0, s, s)\n layer_rounded_rectangle(game_layer, -self.w / 2, -self.h / 2, self.w, self.h, 2, enemy_color())\n layer_pop(game_layer)\nend\n\nfunction enemy:destroy()\n if self.collider then self.collider:destroy() end\nend\n\nfunction random_edge_position()\n local edge = random_int(0, 3)\n local margin = 4\n if edge == 0 then return random_float(margin, width - margin), margin end\n if edge == 1 then return random_float(margin, width - margin), height - margin end\n if edge == 2 then return margin, random_float(margin, height - margin) end\n return width - margin, random_float(margin, height - margin)\nend\n\nfunction spawn_enemy()\n local x, y = random_edge_position()\n local e = enemy(x, y)\n enemies[#enemies + 1] = e\n return e\nend\n\ntimer_every(spawn_timer, 1.5, 'spawn', spawn_enemy)\n\np1 = player(width / 2, height / 2)\ncamera_follow(main_camera, p1)"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function update(dt)\n sync_engine_globals()\n if p1 and not p1._dead then p1:update(dt) end\n camera_update(main_camera, dt)\n process_destroy_queue()\n if verify_mode then engine_quit() end\nend",
"new_string": "function update(dt)\n sync_engine_globals()\n timer_update(spawn_timer, dt)\n if p1 and not p1._dead then p1:update(dt) end\n for i = #enemies, 1, -1 do\n if enemies[i]._dead then\n table.remove(enemies, i)\n else\n enemies[i]:update(dt)\n end\n end\n camera_update(main_camera, dt)\n process_destroy_queue()\n if verify_mode then engine_quit() end\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " camera_attach(main_camera, game_layer)\n if p1 and not p1._dead then p1:draw() end\n camera_detach(main_camera, game_layer)",
"new_string": " camera_attach(main_camera, game_layer)\n for _, e in ipairs(enemies) do e:draw() end\n if p1 and not p1._dead then p1:draw() end\n camera_detach(main_camera, game_layer)"
}
Grep (random_int)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor",
"pattern": "random_int"
}
Grep (random_int)
{
"path": "e:\\a327ex\\Anchor2",
"pattern": "random_int",
"glob": "*.lua"
}
Grep (random_int)
{
"path": "e:\\a327ex\\Anchor2\\engine",
"pattern": "random_int",
"glob": "*.{c,h,lua}"
}
Grep (mode == 'every')
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\timer.lua",
"pattern": "mode == 'every'",
"-A": 40
}
Grep (verify|headless|engine_get_args)
{
"path": "e:\\a327ex\\Anchor2\\engine\\src",
"pattern": "verify|headless|engine_get_args",
"glob": "*.c",
"head_limit": 40
}
Read (e:\a327ex\Anchor2\engine\src\anchor.c)
{
"path": "e:\\a327ex\\Anchor2\\engine\\src\\anchor.c",
"offset": 8465,
"limit": 50
}
Grep (cli_arg)
{
"path": "e:\\a327ex\\Anchor2\\engine\\src\\anchor.c",
"pattern": "cli_arg",
"head_limit": 60
}
Shell (cd /d "e:\a327ex\Anchor2" && "e:\a327ex\Anchor2\arena\anchor.exe" arena --headle...)
{
"command": "cd /d \"e:\\a327ex\\Anchor2\" && \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Run arena headless one-frame verify"
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Run arena headless verify from Anchor2 root"
}
Updating ARENA_PROGRESS.md to reflect completed steps and Step 4.
StrReplace (e:\a327ex\Anchor2\arena\ARENA_PROGRESS.md)
{
"path": "e:\\a327ex\\Anchor2\\arena\\ARENA_PROGRESS.md",
"old_string": "**Current task**: building `arena/`, a minimal twin-stick arena shooter, incrementally. Each step adds one small thing so the user can test as we go.",
"new_string": "**Current task**: Step 5 next — bullets (LMB toward cursor). Step 4 (enemies spawn + chase) is implemented; confirm in a window before moving on."
}
StrReplace (e:\a327ex\Anchor2\arena\ARENA_PROGRESS.md)
{
"path": "e:\\a327ex\\Anchor2\\arena\\ARENA_PROGRESS.md",
"old_string": "### ⬜ Step 2 — Colors, layers, camera, visible background\n- Declare a palette: `bg_color`, `fg_color`, `player_color`, `enemy_color`, `bullet_color`\n- Create `game_layer` and `ui_layer` via `layer_new`\n- Create `main_camera` via `camera_new`\n- In `draw()`: draw a fullscreen rectangle in `bg_color()`, render+composite `game_layer`\n- Verifies: `color.lua`, `layer.lua` (basic drawing), `camera.lua` (creation), `init.lua` wiring\n- **Expected visual**: dark-colored solid background\n\n### ⬜ Step 3 — Player entity that moves\n- `player` class with `new`, `update`, `draw`, `destroy`\n- Creates a `collider` dynamic box\n- Uses `bind('left', 'key:a')` etc. for WASD\n- Movement via `input_vector` + `collider:apply_force` + `collider:sync`\n- Draws a player_color square at `self.x, self.y`\n- `p1 = player(width/2, height/2)` at init; camera follows via `camera_follow(main_camera, p1)`\n- Camera attached before drawing entities, detached after\n- Verifies: `class`, `object`, `input`, `collider`, `camera` (follow + attach/detach), steering-less physics\n- **Expected visual**: blue player square in the middle, moves with WASD\n\n### ⬜ Step 4 — Enemies spawn and chase",
"new_string": "### ✅ Step 2 — Colors, layers, camera, visible background\n- Declare a palette: `bg_color`, `fg_color`, `player_color`, `enemy_color`, `bullet_color`\n- Create `game_layer` and `ui_layer` via `layer_new`\n- Create `main_camera` via `camera_new`\n- In `draw()`: draw a fullscreen rectangle in `bg_color()`, render+composite `game_layer`\n- Verifies: `color.lua`, `layer.lua` (basic drawing), `camera.lua` (creation), `init.lua` wiring\n- **Expected visual**: dark-colored solid background\n\n### ✅ Step 3 — Player entity that moves\n- `player` class with `new`, `update`, `draw`, `destroy`\n- Creates a `collider` dynamic box\n- Uses `bind('left', 'key:a')` etc. for WASD\n- Movement matches Orblike arena: `set_velocity` from 8-way input, per-axis decay, `collider:sync` (not `input_vector` + `apply_force` as originally sketched)\n- Draws a player_color rounded square at `self.x, self.y`\n- `p1 = player(width/2, height/2)` at init; camera follows via `camera_follow(main_camera, p1)`\n- Camera attached before drawing entities, detached after\n- Verifies: `class`, `object`, `input`, `collider`, `camera` (follow + attach/detach), steering-less physics\n- **Expected visual**: blue player square in the middle, moves with WASD\n\n### ✅ Step 4 — Enemies spawn and chase"
}
StrReplace (e:\a327ex\Anchor2\arena\ARENA_PROGRESS.md)
{
"path": "e:\\a327ex\\Anchor2\\arena\\ARENA_PROGRESS.md",
"old_string": "- **Expected visual**: red squares spawn at random edges, chase the player\n\n### ⬜ Step 5 — Bullets",
"new_string": "- **Expected visual**: red squares spawn at random edges, chase the player\n\n### 🟡 Step 5 — Bullets"
}
Here’s what was out of date and what we did.
Progress file vs main.lua
- Steps 2–3 were still marked open even though the game already had palette, layers, camera, background, and the Orblike-style player. Those steps are now marked complete, with a note that movement uses velocity / axis decay (not
input_vector+apply_force). - Step 4 was the real next work item.
Step 4 implemented (arena/main.lua)
physics_register_tag('enemy')andphysics_enable_collision('player', 'enemy')so bodies collide (contact damage waits until Step 6).enemies = {},spawn_timer = timer_new(),timer_every(spawn_timer, 1.5, 'spawn', spawn_enemy).enemyclass: 10×10 dynamic box, gravity 0, damping 3,steering_seektoward the player +apply_force(same idea asreference/hello_world/main.lua).random_edge_position()picks one of four edges with a small inset margin.spawn_enemy()appends toenemies.- Update:
timer_update(spawn_timer, dt); reverse loop removes dead enemies and updates the rest. - Draw: enemies drawn under the player so the player reads on top.
Headless check: arena\anchor.exe arena --headless --verify exits 0.
ARENA_PROGRESS.md
- Steps 2–4 are ✅, Step 5 is 🟡 (next: bullets).
- Current task line updated to point at Step 5 after you confirm Step 4 in a window.
What you should see: run from repo root with arena\run.bat (or arena\anchor.exe arena). After ~1.5s, red rounded squares should start spawning from the edges and chase you; they should bump you physically but not deal damage yet. If that looks good, say the word and we can do Step 5 (bullets).
@Anchor2/arena/main.lua:225-231 Is this the default way in which updating a collection of entities should happen in Anchor2? There's no automation for it, not even the _dead check and so on?
Checking how the framework handles entities, kill(), and aggregates so we answer precisely.
Read (e:\a327ex\Anchor2\framework\anchor\object.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\object.lua",
"limit": 120
}
Grep (enemies|aggregate|collection)
{
"path": "e:\\a327ex\\Anchor2\\.claude\\CLAUDE.md",
"pattern": "enemies|aggregate|collection"
}
Yes. In Anchor 2 this is the intended pattern: you own aggregate lists; the framework only manages the global entities map and the destroy queue.
From object.lua:
make_entityregisters the object inentities[id].kill()queues destruction;process_destroy_queue()(end of frame) callsdestroy(), clearsentities[e.id], and setse._dead = true.- It explicitly says: “If you need a collection, make one.” There is no
an:all('enemy')or automatic “update every entity” loop.
So for something like enemies = {}, nothing removes entries from that table for you. You either:
- Prune
_deadentries (as in your loop), or - Rebuild the list from
entities/ IDs in some other way (still manual).
The reverse for + table.remove is the usual safe pattern when you remove while iterating.
The style guide spells out the same loop — see .claude/CLAUDE.md around the enemies example (reverse loop, _dead → remove, else update).
Summary: No built-in automation for per-tag update loops or cleaning game-owned arrays. The framework handles registration, deferred destroy, and _dead; your update is where you walk enemies, bullets, etc., and drop dead ones.
Let's create a helpers file at engine level and add the general pattern for aggregate lists there. This is will be common for every entity group so repeating this same code multiple times shouldn't be a thing.
Exploring how the engine loads Lua and where shared code should live.
Grep (require|package.path|luaL_dofile)
{
"path": "e:\\a327ex\\Anchor2\\engine\\src",
"pattern": "require|package\\.path|luaL_dofile",
"glob": "*.c",
"head_limit": 40
}
Glob (*/.lua)
{
"target_directory": "e:\\a327ex\\Anchor2\\engine",
"glob_pattern": "**/*.lua"
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 210,
"limit": 50
}
Read (e:\a327ex\Anchor2\framework\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\init.lua"
}
Glob (*.lua)
{
"target_directory": "e:\\a327ex\\Anchor2\\reference\\hello_world\\anchor",
"glob_pattern": "*.lua"
}
Glob (*/)
{
"target_directory": "e:\\a327ex\\Anchor2\\reference\\hello_world",
"glob_pattern": "**/*"
}
Adding framework/anchor/aggregate.lua — the C engine has no Lua; shared game utilities belong in the framework (copied with anchor/ into each game). Implementing the module and wiring it into init.lua, syncing arena/anchor/, and updating arena/main.lua.
Write (e:\a327ex\Anchor2\framework\anchor\aggregate.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\aggregate.lua",
"contents": "--[[\n aggregate — helpers for game-owned entity lists (plain arrays).\n\n Anchor 2 registers every entity in the global `entities` map via `make_entity`,\n but typed groups (`enemies`, `bullets`, …) are always explicit tables you own.\n These helpers implement the usual patterns from `.claude/CLAUDE.md`:\n\n - **Update**: reverse iteration, remove entries whose `._dead` is true (set at end\n of frame by `process_destroy_queue`), otherwise call `:update(dt)` (or another\n method name).\n - **Draw**: forward iteration, skip `._dead` so entities killed this frame are\n not drawn after `process_destroy_queue` in the same frame.\n\n Usage:\n aggregate_update(enemies, dt)\n aggregate_update(bullets, dt, 'tick') -- optional method name\n\n aggregate_draw(enemies)\n aggregate_draw(bullets, 'render')\n]]\n\nfunction aggregate_update(list, dt, method)\n method = method or 'update'\n for i = #list, 1, -1 do\n local e = list[i]\n if e._dead then\n table.remove(list, i)\n else\n local fn = e[method]\n if fn then fn(e, dt) end\n end\n end\nend\n\nfunction aggregate_draw(list, method)\n method = method or 'draw'\n for i = 1, #list do\n local e = list[i]\n if not e._dead then\n local fn = e[method]\n if fn then fn(e) end\n end\n end\nend\n"
}
StrReplace (e:\a327ex\Anchor2\framework\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\init.lua",
"old_string": " Framework modules are loaded in this order (dependency-driven):\n class -> math -> array -> color -> object -> input -> timer -> spring ->\n animation -> font -> image -> spritesheet -> layer -> shake -> camera -> collider",
"new_string": " Framework modules are loaded in this order (dependency-driven):\n class -> math -> array -> color -> object -> aggregate -> input -> timer -> spring ->\n animation -> font -> image -> spritesheet -> layer -> shake -> camera -> collider"
}
StrReplace (e:\a327ex\Anchor2\framework\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\init.lua",
"old_string": " - class(), make_entity(), process_destroy_queue()",
"new_string": " - class(), make_entity(), process_destroy_queue()\n - aggregate_update(), aggregate_draw() (see anchor/aggregate.lua)"
}
StrReplace (e:\a327ex\Anchor2\framework\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\init.lua",
"old_string": "require('anchor.object')\nrequire('anchor.input')",
"new_string": "require('anchor.object')\nrequire('anchor.aggregate')\nrequire('anchor.input')"
}
Write (e:\a327ex\Anchor2\arena\anchor\aggregate.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\aggregate.lua",
"contents": "--[[\n aggregate — helpers for game-owned entity lists (plain arrays).\n\n Anchor 2 registers every entity in the global `entities` map via `make_entity`,\n but typed groups (`enemies`, `bullets`, …) are always explicit tables you own.\n These helpers implement the usual patterns from `.claude/CLAUDE.md`:\n\n - **Update**: reverse iteration, remove entries whose `._dead` is true (set at end\n of frame by `process_destroy_queue`), otherwise call `:update(dt)` (or another\n method name).\n - **Draw**: forward iteration, skip `._dead` so entities killed this frame are\n not drawn after `process_destroy_queue` in the same frame.\n\n Usage:\n aggregate_update(enemies, dt)\n aggregate_update(bullets, dt, 'tick') -- optional method name\n\n aggregate_draw(enemies)\n aggregate_draw(bullets, 'render')\n]]\n\nfunction aggregate_update(list, dt, method)\n method = method or 'update'\n for i = #list, 1, -1 do\n local e = list[i]\n if e._dead then\n table.remove(list, i)\n else\n local fn = e[method]\n if fn then fn(e, dt) end\n end\n end\nend\n\nfunction aggregate_draw(list, method)\n method = method or 'draw'\n for i = 1, #list do\n local e = list[i]\n if not e._dead then\n local fn = e[method]\n if fn then fn(e) end\n end\n end\nend\n"
}
StrReplace (e:\a327ex\Anchor2\arena\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\init.lua",
"old_string": " Framework modules are loaded in this order (dependency-driven):\n class -> math -> array -> color -> object -> input -> timer -> spring ->\n animation -> font -> image -> spritesheet -> layer -> shake -> camera -> collider",
"new_string": " Framework modules are loaded in this order (dependency-driven):\n class -> math -> array -> color -> object -> aggregate -> input -> timer -> spring ->\n animation -> font -> image -> spritesheet -> layer -> shake -> camera -> collider"
}
StrReplace (e:\a327ex\Anchor2\arena\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\init.lua",
"old_string": " - class(), make_entity(), process_destroy_queue()",
"new_string": " - class(), make_entity(), process_destroy_queue()\n - aggregate_update(), aggregate_draw() (see anchor/aggregate.lua)"
}
StrReplace (e:\a327ex\Anchor2\arena\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\init.lua",
"old_string": "require('anchor.object')\nrequire('anchor.input')",
"new_string": "require('anchor.object')\nrequire('anchor.aggregate')\nrequire('anchor.input')"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " for i = #enemies, 1, -1 do\n if enemies[i]._dead then\n table.remove(enemies, i)\n else\n enemies[i]:update(dt)\n end\n end",
"new_string": " aggregate_update(enemies, dt)"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " for _, e in ipairs(enemies) do e:draw() end",
"new_string": " aggregate_draw(enemies)"
}
Read (e:\a327ex\Anchor2\reference\hello_world\run_test.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\run_test.lua",
"limit": 80
}
Updating the canonical hello_world example to use the same helpers.
Read (e:\a327ex\Anchor2\reference\hello_world\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"offset": 268,
"limit": 95
}
StrReplace (e:\a327ex\Anchor2\reference\hello_world\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"old_string": " for i = #enemies, 1, -1 do\n if enemies[i]._dead then\n table.remove(enemies, i)\n else\n enemies[i]:update(dt)\n end\n end\n\n for i = #bullets, 1, -1 do\n if bullets[i]._dead then\n table.remove(bullets, i)\n else\n bullets[i]:update(dt)\n end\n end",
"new_string": " aggregate_update(enemies, dt)\n aggregate_update(bullets, dt)"
}
StrReplace (e:\a327ex\Anchor2\reference\hello_world\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"old_string": " -- Draw entities\n for _, b in ipairs(bullets) do b:draw() end\n for _, e in ipairs(enemies) do e:draw() end",
"new_string": " -- Draw entities\n aggregate_draw(bullets)\n aggregate_draw(enemies)"
}
Shell (Set-Location "e:\a327ex\Anchor2\reference\hello_world"; lua run_test.lua)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\\reference\\hello_world\"; lua run_test.lua",
"description": "Run hello_world stub integration test"
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Verify arena loads with new aggregate module"
}
Here’s what was added and how it fits the repo.
Where it lives (engine/ has no Lua)
The C engine under engine/ does not ship Lua sources. Shared Lua belongs in framework/anchor/, which games copy into each game’s anchor/ folder (same pattern as timer.lua, object.lua, etc.). That’s the “engine” layer for this project in practice.
New module: framework/anchor/aggregate.lua
aggregate_update(list, dt, method?)— reverse scan,table.removewhene._dead, elsee[method](e, dt)(defaultmethod='update').aggregate_draw(list, method?)— forward scan, skipe._dead, calldraw(or another method) so things killed afterprocess_destroy_queue()in the same frame aren’t drawn.
Loaded from framework/anchor/init.lua right after object (so aggregate_* is a global, like timer_new).
Synced copies
arena/anchor/aggregate.luaandarena/anchor/init.luaupdated to matchframework/anchor/.
Call sites
arena/main.lua—aggregate_update(enemies, dt)andaggregate_draw(enemies).reference/hello_world/main.lua— same forenemiesandbullets.
Usage for new groups
aggregate_update(bullets, dt)
aggregate_draw(bullets)
-- Optional third arg if you don’t use :update / :draw:
-- aggregate_update(things, dt, 'tick')
-- aggregate_draw(things, 'render')
lua isn’t on your PATH here, so run_test.lua wasn’t run; arena\anchor.exe arena --headless --verify completed successfully with the new module.
Don't call it aggregate, just helpers.lua and a collection_update function that does it. No need for draw since there's no complex code there.
Renaming to helpers.lua, replacing aggregate_update with collection_update, and removing draw helpers.
Read (e:\a327ex\Anchor2\framework\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\init.lua",
"limit": 75
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 215,
"limit": 35
}
Read (e:\a327ex\Anchor2\reference\hello_world\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"offset": 280,
"limit": 80
}
Write (e:\a327ex\Anchor2\framework\anchor\helpers.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\helpers.lua",
"contents": "--[[\n helpers — small shared utilities for game code.\n\n collection_update(list, dt, method?)\n Reverse iteration over a plain array of entities: removes entries with ._dead\n (set by process_destroy_queue after kill), otherwise calls :update(dt) or the\n given method name. Use for enemies, bullets, etc.\n]]\n\nfunction collection_update(list, dt, method)\n method = method or 'update'\n for i = #list, 1, -1 do\n local e = list[i]\n if e._dead then\n table.remove(list, i)\n else\n local fn = e[method]\n if fn then fn(e, dt) end\n end\n end\nend\n"
}
Delete (e:\a327ex\Anchor2\framework\anchor\aggregate.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\aggregate.lua"
}
Delete (e:\a327ex\Anchor2\arena\anchor\aggregate.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\aggregate.lua"
}
Write (e:\a327ex\Anchor2\arena\anchor\helpers.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\helpers.lua",
"contents": "--[[\n helpers — small shared utilities for game code.\n\n collection_update(list, dt, method?)\n Reverse iteration over a plain array of entities: removes entries with ._dead\n (set by process_destroy_queue after kill), otherwise calls :update(dt) or the\n given method name. Use for enemies, bullets, etc.\n]]\n\nfunction collection_update(list, dt, method)\n method = method or 'update'\n for i = #list, 1, -1 do\n local e = list[i]\n if e._dead then\n table.remove(list, i)\n else\n local fn = e[method]\n if fn then fn(e, dt) end\n end\n end\nend\n"
}
StrReplace (e:\a327ex\Anchor2\framework\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\init.lua",
"old_string": " class -> math -> array -> color -> object -> aggregate -> input -> timer -> spring ->",
"new_string": " class -> math -> array -> color -> object -> helpers -> input -> timer -> spring ->"
}
StrReplace (e:\a327ex\Anchor2\framework\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\init.lua",
"old_string": " - aggregate_update(), aggregate_draw() (see anchor/aggregate.lua)",
"new_string": " - collection_update() (see anchor/helpers.lua)"
}
StrReplace (e:\a327ex\Anchor2\framework\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\init.lua",
"old_string": "require('anchor.aggregate')",
"new_string": "require('anchor.helpers')"
}
StrReplace (e:\a327ex\Anchor2\arena\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\init.lua",
"old_string": " class -> math -> array -> color -> object -> aggregate -> input -> timer -> spring ->",
"new_string": " class -> math -> array -> color -> object -> helpers -> input -> timer -> spring ->"
}
StrReplace (e:\a327ex\Anchor2\arena\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\init.lua",
"old_string": " - aggregate_update(), aggregate_draw() (see anchor/aggregate.lua)",
"new_string": " - collection_update() (see anchor/helpers.lua)"
}
StrReplace (e:\a327ex\Anchor2\arena\anchor\init.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\init.lua",
"old_string": "require('anchor.aggregate')",
"new_string": "require('anchor.helpers')"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " aggregate_update(enemies, dt)",
"new_string": " collection_update(enemies, dt)"
}
StrReplace (e:\a327ex\Anchor2\reference\hello_world\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"old_string": " aggregate_update(enemies, dt)\n aggregate_update(bullets, dt)",
"new_string": " collection_update(enemies, dt)\n collection_update(bullets, dt)"
}
StrReplace (e:\a327ex\Anchor2\reference\hello_world\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"old_string": " -- Draw entities\n aggregate_draw(bullets)\n aggregate_draw(enemies)",
"new_string": " -- Draw entities\n for _, b in ipairs(bullets) do b:draw() end\n for _, e in ipairs(enemies) do e:draw() end"
}
Grep (aggregate)
{
"path": "e:\\a327ex\\Anchor2",
"pattern": "aggregate"
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Verify arena loads with helpers.lua"
}
Grep (aggregate)
{
"path": "e:\\a327ex\\Anchor2\\.claude",
"pattern": "aggregate"
}
Grep (enemies[i])
{
"path": "e:\\a327ex\\Anchor2\\.claude\\CLAUDE.md",
"pattern": "enemies\\[i\\]"
}
Here’s what changed:
framework/anchor/helpers.lua (and arena/anchor/helpers.lua)
- Defines
collection_update(list, dt, method?)— same behavior as before: reverse loop, drop._dead, otherwise call:updateor the optional method name. aggregate.luaremoved in both framework and arena.
init.lua
require('anchor.helpers')instead ofaggregate, and docs listcollection_update()only.
Call sites
arena/main.lua:collection_update(enemies, dt); draw is still a plainfor _, e in ipairs(enemies).reference/hello_world/main.lua:collection_updatefor enemies and bullets; draw usesipairsagain for bullets and enemies.
Headless --verify run for arena still passes.
What's the next step?
Read (e:\a327ex\Anchor2\arena\ARENA_PROGRESS.md)
{
"path": "e:\\a327ex\\Anchor2\\arena\\ARENA_PROGRESS.md",
"limit": 100
}
Per arena/ARENA_PROGRESS.md, the roadmap is through Step 4 (enemies). The next implementation step is Step 5 — bullets:
bulletclass: dynamic circle collider with{ sensor = true },bulletphysics tag (you’ll needphysics_register_tag('bullet')and laterphysics_enable_sensor('bullet', 'enemy')for Step 6).bind('shoot', 'mouse:1')(or equivalent).- Spawn on
input_pressed('shoot')towardmain_camera.mouse, usingmath.angle_to_pointfor direction. bullets = {},spawn_bullet,collection_update(bullets, dt)inupdate, draw yellow circles indraw.- Lifetime so bullets despawn when time runs out.
After that comes Step 6 (collision callbacks + HP: collision_entities_begin / sensor_entities_begin, hit, kill).
If you want to continue in the repo, say so and we can implement Step 5 in arena/main.lua only.
Let's actually make sure that the enemies that are spawned now behave just like the Seekers from Orblike. In terms of both movement, collision against the player and so on. Also let's remove camera follow from player.
Searching Orblike for Seeker movement, physics, and player collision so we can match behavior and update the arena.
SemanticSearch (Where is Seeker enemy class defined and how does it move and collide?)
{
"query": "Where is Seeker enemy class defined and how does it move and collide?",
"target_directories": [
"e:\\a327ex"
],
"num_results": 20
}
Grep (seeker|Seeker)
{
"path": "e:\\a327ex",
"pattern": "seeker|Seeker",
"glob": "*.lua",
"head_limit": 60
}
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 9198,
"limit": 320
}
Grep (contact|collision.player|player.enemy|contact_damage)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"pattern": "contact|collision.*player|player.*enemy|contact_damage",
"glob": "*.lua",
"head_limit": 40
}
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 12540,
"limit": 90
}
Read (e:\a327ex\Anchor2\arena\anchor\collider.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\collider.lua",
"offset": 220,
"limit": 110
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua"
}
Read (e:\a327ex\Anchor2\arena\anchor\physics.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\physics.lua"
}
Read (e:\a327ex\Anchor2\arena\anchor\camera.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\camera.lua",
"limit": 100
}
Grep (function spring_pull)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\spring.lua",
"pattern": "function spring_pull",
"-A": 15
}
Grep (function random_choice|random_choice)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor",
"pattern": "function random_choice|random_choice"
}
Grep (function math.normalize)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\math.lua",
"pattern": "function math.normalize",
"-A": 12
}
Grep (function timer_after)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\timer.lua",
"pattern": "function timer_after",
"-A": 15
}
Grep (function math.limit)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\math.lua",
"pattern": "function math.limit",
"-A": 25
}
Read (e:\a327ex\Anchor2\arena\anchor\camera.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\camera.lua",
"offset": 100,
"limit": 120
}
Implementing Orblike seeker movement (14×6, speed 50–75, seek+wander+separate, velocity cap, rotation), enemy:push for contact, player contact damage via collision_entities_begin, and removing camera follow.
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "--[[\n arena — Anchor 2 test game.\n\n Step 4: enemies spawn at random edges every 1.5s, chase player via steering_seek\n (see hello_world enemy pattern). Player movement from Step 3 is Orblike-aligned:\n base_speed 100, 10x10 collider, gravity 0, set_velocity + axis decay, move spring,\n aim lerp + spin/squash on left/right press.\n]]",
"new_string": "--[[\n arena — Anchor 2 test game.\n\n Enemies match Orblike `seeker` (main.lua ~9203–9514): 14×6 box, speed 50–75,\n steering_seek + steering_wander(64,32,16) + steering_separate(16), force cap 200,\n velocity capped to self.speed, rotation lerps to velocity; contact uses push + damage\n like collision_begin_events (~12559–12585). Camera is fixed (no follow).\n]]"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "physics_enable_collision('player', 'enemy')\n\n-- Input (same bindings style as Orblike’s ‘left’ / ‘right’ / ‘up’ / ‘down’ actions)",
"new_string": "physics_enable_collision('player', 'enemy')\n\n-- Orblike default contact knockback on player–enemy begin\nCONTACT_FORCE = 6\n\n-- Input (same bindings style as Orblike’s ‘left’ / ‘right’ / ‘up’ / ‘down’ actions)"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function player:new(x, y)\n self.x = x\n self.y = y\n self.w, self.h = 10, 10\n self.base_speed = 100\n self.speed = self.base_speed\n self.r = 0",
"new_string": "function player:new(x, y)\n self.x = x\n self.y = y\n self.w, self.h = 10, 10\n self.hp = 5\n self.base_speed = 100\n self.speed = self.base_speed\n self.r = 0"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function player:destroy()\n if self.collider then self.collider:destroy() end\nend\n\n-- -----------------------------------------------------------------------------\n-- Enemy — seek player (steering); physical bump vs player (damage in Step 6)\n-- -----------------------------------------------------------------------------\nenemy = class()\n\nfunction enemy:new(x, y)\n self.x = x\n self.y = y\n self.w, self.h = 10, 10\n self.speed = 50\n make_entity(self)\n self.timer = timer_new()\n self.spring = spring_new()\n spring_add(self.spring, 'hit', 1)\n self.collider = collider(self, 'enemy', 'dynamic', 'box', self.w, self.h)\n self.collider:set_gravity_scale(0)\n self.collider:set_fixed_rotation(true)\n self.collider:set_linear_damping(3)\n self.collider:set_position(x, y)\nend\n\nfunction enemy:update(dt)\n timer_update(self.timer, dt)\n spring_update(self.spring, dt)\n\n if p1 and not p1._dead then\n local sx, sy = self.collider:steering_seek(p1.x, p1.y, self.speed, 200)\n self.collider:apply_force(sx, sy)\n end\n\n self.collider:sync()\nend\n\nfunction enemy:draw()\n local s = self.spring.hit.x\n layer_push(game_layer, self.x, self.y, 0, s, s)\n layer_rounded_rectangle(game_layer, -self.w / 2, -self.h / 2, self.w, self.h, 2, enemy_color())\n layer_pop(game_layer)\nend\n\nfunction enemy:destroy()\n if self.collider then self.collider:destroy() end\nend",
"new_string": "function player:hit(damage)\n if self._dead then return end\n self.hp = self.hp - damage\n spring_pull(self.spring, 'hit', 0.4)\n if self.hp <= 0 then self:kill() end\nend\n\nfunction player:destroy()\n if self.collider then self.collider:destroy() end\nend\n\n-- -----------------------------------------------------------------------------\n-- Enemy — Orblike seeker movement + contact_damage / push (see Orblike seeker)\n-- -----------------------------------------------------------------------------\nenemy = class()\n\nfunction enemy:new(x, y)\n self.x = x\n self.y = y\n self.w, self.h = 14, 6\n self.base_speed = random_float(50, 75)\n self.speed = self.base_speed\n self.contact_damage = 1\n self.r = 0\n self.pushed = false\n self.spin = 0\n self.flashing = false\n self.pull_fx, self.pull_fy = 0, 0\n make_entity(self)\n self.timer = timer_new()\n self.spring = spring_new()\n spring_add(self.spring, 'main', 1)\n\n self.collider = collider(self, 'enemy', 'dynamic', 'box', self.w, self.h)\n self.collider:set_gravity_scale(0)\n self.collider:set_fixed_rotation(true)\n self.collider:set_linear_damping(3)\n self.collider:set_position(x, y)\n\n spring_pull(self.spring, 'main', 0.75, 3, 0.7)\n self.flashing = true\n timer_after(self.timer, 0.15, 'spawn_flash', function() self.flashing = false end)\nend\n\nfunction enemy:push(r, force, duration)\n duration = duration or 0.5\n self.pushed = true\n self.collider:set_linear_damping(6)\n self.collider:apply_impulse(force * math.cos(r), force * math.sin(r))\n self.spin = (random_int(0, 1) == 0 and -1 or 1) * random_float(8, 12) * math.pi\n timer_tween(self.timer, duration, 'push_spin', self, { spin = 0 }, math.linear)\n spring_pull(self.spring, 'main', 0.3, 5, 0.5)\n self.flashing = true\n timer_after(self.timer, 0.15, 'push_flash', function() self.flashing = false end)\n timer_after(self.timer, duration, 'push_end', function()\n self.pushed = false\n self.collider:set_linear_damping(3)\n end)\nend\n\nfunction enemy:update(dt)\n timer_update(self.timer, dt)\n spring_update(self.spring, dt)\n self.x, self.y = self.collider:get_position()\n\n if not self.pushed then\n local sx, sy, wx, wy, rx, ry = 0, 0, 0, 0, 0, 0\n if p1 and not p1._dead then\n sx, sy = self.collider:steering_seek(p1.x, p1.y, self.speed, 200)\n wx, wy = self.collider:steering_wander(64, 32, 16, dt, self.speed, 200)\n rx, ry = self.collider:steering_separate(16, enemies, self.speed, 200)\n end\n local fx, fy = math.limit(sx + wx + rx + self.pull_fx, sy + wy + ry + self.pull_fy, 200)\n self.collider:apply_force(fx, fy)\n self.pull_fx, self.pull_fy = 0, 0\n local vx, vy = self.collider:get_velocity()\n vx, vy = math.limit(vx, vy, self.speed)\n self.collider:set_velocity(vx, vy)\n local vel_r = math.atan(vy, vx)\n self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, vel_r)\n else\n self.r = self.r + self.spin * dt\n end\n\n self.collider:sync()\nend\n\nfunction enemy:draw()\n local s = self.spring.main.x\n local c = self.flashing and fg_color() or enemy_color()\n layer_push(game_layer, self.x, self.y, self.r, s, s)\n layer_rounded_rectangle(game_layer, -self.w / 2, -self.h / 2, self.w, self.h, 3, c())\n layer_pop(game_layer)\nend\n\nfunction enemy:destroy()\n if self.collider then self.collider:destroy() end\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "p1 = player(width / 2, height / 2)\ncamera_follow(main_camera, p1)\n\nlocal verify_mode = engine_get_args().verify ~= nil\n\nfunction update(dt)\n sync_engine_globals()\n timer_update(spawn_timer, dt)\n if p1 and not p1._dead then p1:update(dt) end\n collection_update(enemies, dt)\n camera_update(main_camera, dt)",
"new_string": "p1 = player(width / 2, height / 2)\n\nlocal verify_mode = engine_get_args().verify ~= nil\n\nfunction update(dt)\n sync_engine_globals()\n timer_update(spawn_timer, dt)\n if p1 and not p1._dead then p1:update(dt) end\n collection_update(enemies, dt)\n\n for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do\n local pl, e = ev.a, ev.b\n if not pl or pl._dead or not e or e._dead then goto skip_contact end\n local r = math.angle_to_point(pl.x, pl.y, e.x, e.y)\n e:push(r, CONTACT_FORCE)\n pl:hit(e.contact_damage or 1)\n ::skip_contact::\n end\n\n camera_update(main_camera, dt)"
}
Grep (LUA_VERSION|lua_version|LUAJIT)
{
"path": "e:\\a327ex\\Anchor2\\engine\\src\\anchor.c",
"pattern": "LUA_VERSION|lua_version|LUAJIT",
"head_limit": 20
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do\n local pl, e = ev.a, ev.b\n if not pl or pl._dead or not e or e._dead then goto skip_contact end\n local r = math.angle_to_point(pl.x, pl.y, e.x, e.y)\n e:push(r, CONTACT_FORCE)\n pl:hit(e.contact_damage or 1)\n ::skip_contact::\n end",
"new_string": " for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do\n local pl, e = ev.a, ev.b\n if pl and not pl._dead and e and not e._dead then\n local r = math.angle_to_point(pl.x, pl.y, e.x, e.y)\n e:push(r, CONTACT_FORCE)\n pl:hit(e.contact_damage or 1)\n end\n end"
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Headless verify arena after seeker changes"
}
Grep (atan|luaopen_math)
{
"path": "e:\\a327ex\\Anchor2\\engine\\src\\anchor.c",
"pattern": "atan|luaopen_math",
"head_limit": 30
}
ReadLints ()
{
"paths": [
"e:\\a327ex\\Anchor2\\arena\\main.lua"
]
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 168,
"limit": 50
}
Here’s what changed, tied to Orblike seeker (main.lua ~9203–9514 and contact handling ~12559–12585).
Movement (matches aggro seeker)
- Collider 14×6, gravity 0, linear damping 3, fixed rotation.
base_speedrandom_float(50, 75)(same range as Orblike’s default).- Each frame:
steering_seektoward the player,steering_wander(64, 32, 16, …),steering_separate(16, enemies, …), combined withmath.limit(..., 200), thenapply_force. - Velocity clamped to
self.speed, thenset_velocity(same cap idea as Orblike). self.rlerps toward velocity heading withmath.lerp_angle_dt(0.99, 0.1, …)while not pushed.enemy:push(r, force, duration)mirrorsseeker:push: higher damping, impulse, spin tween to 0,spring_pull('main', …), short flash.
Spawn / draw
- Spawn:
spring_pull('main', 0.75, 3, 0.7)+ brief flash (Orblike-style). - Draw:
spring.main.xscale, rounded rect radius 3, rotationself.r, flash usesfg_color.
Contact vs player (matches begin-contact block)
CONTACT_FORCE = 6,contact_damage = 1on each enemy.- After updates,
collision_entities_begin('player', 'enemy'): directionangle_to_point(player → enemy),e:push(r, CONTACT_FORCE),pl:hit(e.contact_damage).
Player
hp = 5,player:hit(damage)(spring + HP;kill()at 0).
Camera
camera_follow(main_camera, p1)removed;camera_newkeeps the default center (240, 135) so the arena stays framed like a fixed view.
Headless --verify still passes. If you want knockback mods / dash-immunity like Orblike, those can be added later.
Lua draw() error: main.lua:245: attempt to call a number value (local 'c')
Read (e:\a327ex\Anchor2\arena\anchor\color.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\color.lua",
"limit": 80
}
Identifying the issue: fg_color() and enemy_color() already return the packed RGBA integer via __call; assigning local c = fg_color() makes c a number, so c() errors. Selecting the color object, then calling it once: (self.flashing and fg_color or enemy_color)().
Grep (function enemy:draw)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"pattern": "function enemy:draw",
"-A": 12
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function enemy:draw()\n local s = self.spring.main.x\n local c = self.flashing and fg_color() or enemy_color()\n layer_push(game_layer, self.x, self.y, self.r, s, s)\n layer_rounded_rectangle(game_layer, -self.w / 2, -self.h / 2, self.w, self.h, 3, c())\n layer_pop(game_layer)\nend",
"new_string": "function enemy:draw()\n local s = self.spring.main.x\n local col = self.flashing and fg_color or enemy_color\n layer_push(game_layer, self.x, self.y, self.r, s, s)\n layer_rounded_rectangle(game_layer, -self.w / 2, -self.h / 2, self.w, self.h, 3, col())\n layer_pop(game_layer)\nend"
}
Here’s what was wrong: in this framework, fg_color() / enemy_color() are already one call — they run the color table’s __call and return the packed RGBA number for drawing.
So local c = self.flashing and fg_color() or enemy_color() made c a number, and c() tried to call that number.
Fix: pick the color object, then call it once, same as player_color() in the player draw:
local col = self.flashing and fg_color or enemy_color
layer_rounded_rectangle(..., col())
Great, now let's do the next step, making sure it's as similar to how projectiles work in Orblike too, but changed to Anchor v2 and to this simpler project. Also, enemies should physically hit each other, right now they go through each other.
Implementing Orblike-style projectiles in Anchor v2 and enabling enemy–enemy physics collisions. Reviewing Orblike projectiles and the arena code.
Grep (projectile|bullet)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"pattern": "projectile|bullet",
"glob": "*.lua",
"head_limit": 40
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua"
}
Read (e:\a327ex\Anchor2\reference\hello_world\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\reference\\hello_world\\main.lua",
"offset": 200,
"limit": 130
}
Grep (^projectile = |function projectile:new)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"pattern": "^projectile = |function projectile:new"
}
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 4938,
"limit": 40
}
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 7665,
"limit": 200
}
Grep (on_hit|sensor_begin)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"pattern": "on_hit|sensor_begin",
"glob": "*.lua",
"head_limit": 30
}
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 8280,
"limit": 80
}
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 12590,
"limit": 30
}
Grep (function shake_push)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\shake.lua",
"pattern": "function shake_push",
"-A": 8
}
Implementing Orblike-style projectiles (projectile tag, sensor vs enemies, spawn spring/flash, set_bullet, ~190 speed), enemy:hit + HP, and physics_enable_collision('enemy', 'enemy').
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "--[[\n arena — Anchor 2 test game.\n\n Enemies match Orblike `seeker` (main.lua ~9203–9514): 14×6 box, speed 50–75,\n steering_seek + steering_wander(64,32,16) + steering_separate(16), force cap 200,\n velocity capped to self.speed, rotation lerps to velocity; contact uses push + damage\n like collision_begin_events (~12559–12585). Camera is fixed (no follow).\n]]",
"new_string": "--[[\n arena — Anchor 2 test game.\n\n Enemies: Orblike seeker (~9203–9514); `physics_enable_collision('enemy','enemy')`\n so they don’t pass through each other.\n\n Projectiles: Orblike defaults (~7671–7834, ~12597–12603) — tag `projectile`, dynamic\n sensor circle, `set_bullet(true)`, spawn spring + brief flash; hits via\n `sensor_entities_begin('projectile','enemy')` → enemy:hit, projectile:kill.\n\n Camera fixed (no follow).\n]]"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "physics_register_tag('player')\nphysics_register_tag('enemy')\nphysics_enable_collision('player', 'enemy')\n\n-- Orblike default contact knockback on player–enemy begin\nCONTACT_FORCE = 6\n\n-- Input (same bindings style as Orblike’s ‘left’ / ‘right’ / ‘up’ / ‘down’ actions)\nbind('left', 'key:a')\nbind('left', 'key:left')\nbind('right', 'key:d')\nbind('right', 'key:right')\nbind('up', 'key:w')\nbind('up', 'key:up')\nbind('down', 'key:s')\nbind('down', 'key:down')",
"new_string": "physics_register_tag('player')\nphysics_register_tag('enemy')\nphysics_register_tag('projectile')\nphysics_enable_collision('player', 'enemy')\nphysics_enable_collision('enemy', 'enemy')\nphysics_enable_sensor('projectile', 'enemy')\n\n-- Orblike default contact knockback on player–enemy begin\nCONTACT_FORCE = 6\n\n-- Input (same bindings style as Orblike’s ‘left’ / ‘right’ / ‘up’ / ‘down’ actions)\nbind('left', 'key:a')\nbind('left', 'key:left')\nbind('right', 'key:d')\nbind('right', 'key:right')\nbind('up', 'key:w')\nbind('up', 'key:up')\nbind('down', 'key:s')\nbind('down', 'key:down')\nbind('shoot', 'mouse:1')"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "main_camera = camera_new(width, height)\n\nenemies = {}\nspawn_timer = timer_new()",
"new_string": "main_camera = camera_new(width, height)\n\nenemies = {}\nprojectiles = {}\nspawn_timer = timer_new()"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " self.moving = false\n self.previous_moving = false\n\n make_entity(self)",
"new_string": " self.moving = false\n self.previous_moving = false\n self.shoot_cooldown = 0\n\n make_entity(self)"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " local target_r = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)\n\n self.collider:sync()\nend",
"new_string": " local target_r = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)\n\n if self.shoot_cooldown > 0 then self.shoot_cooldown = self.shoot_cooldown - dt end\n if input_down('shoot') and self.shoot_cooldown <= 0 then\n local aim = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n spawn_projectile(self.x, self.y, aim)\n self.shoot_cooldown = 0.15\n spring_pull(self.spring, 'shoot', 0.35)\n shake_push(main_camera.shake, aim + math.pi, 2)\n end\n\n self.collider:sync()\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " self.contact_damage = 1\n self.r = 0\n self.pushed = false",
"new_string": " self.contact_damage = 1\n self.hp = 2\n self.max_hp = 2\n self.r = 0\n self.pushed = false"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function enemy:push(r, force, duration)",
"new_string": "function enemy:hit(damage)\n if self._dead then return end\n self.hp = self.hp - damage\n spring_pull(self.spring, 'main', 0.5, 5, 0.5)\n self.flashing = true\n timer_after(self.timer, 0.15, 'hit_flash', function() self.flashing = false end)\n if self.hp <= 0 then self:kill() end\nend\n\nfunction enemy:push(r, force, duration)"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function enemy:destroy()\n if self.collider then self.collider:destroy() end\nend\n\nfunction random_edge_position()",
"new_string": "function enemy:destroy()\n if self.collider then self.collider:destroy() end\nend\n\n-- -----------------------------------------------------------------------------\n-- Projectile — Orblike-style carrier (sensor vs enemies, bullet body, ~base_speed)\n-- -----------------------------------------------------------------------------\nprojectile = class()\n\nfunction projectile:new(x, y, angle)\n self.x = x\n self.y = y\n self.r = angle\n self.speed = 190\n self.lifetime = 2.0\n self.flashing = false\n make_entity(self)\n self.timer = timer_new()\n self.spring = spring_new()\n spring_add(self.spring, 'main', 1)\n\n self.collider = collider(self, 'projectile', 'dynamic', 'circle', 4, { sensor = true })\n self.collider:set_gravity_scale(0)\n self.collider:set_fixed_rotation(true)\n self.collider:set_angle(angle)\n self.collider:set_position(x, y)\n self.collider:set_velocity(math.cos(angle) * self.speed, math.sin(angle) * self.speed)\n self.collider:set_bullet(true)\n\n spring_pull(self.spring, 'main', 0.5)\n self.flashing = true\n timer_after(self.timer, 0.2, 'proj_flash', function() self.flashing = false end)\nend\n\nfunction projectile:update(dt)\n timer_update(self.timer, dt)\n spring_update(self.spring, dt)\n self.lifetime = self.lifetime - dt\n if self.lifetime <= 0 then self:kill(); return end\n self.collider:sync()\nend\n\nfunction projectile:draw()\n local col = self.flashing and fg_color or bullet_color\n local s = self.spring.main.x\n layer_push(game_layer, self.x, self.y, self.r, s, s)\n layer_circle(game_layer, 0, 0, 4, col())\n layer_pop(game_layer)\nend\n\nfunction projectile:destroy()\n if self.collider then self.collider:destroy() end\nend\n\nfunction spawn_projectile(x, y, angle)\n local p = projectile(x, y, angle)\n projectiles[#projectiles + 1] = p\n return p\nend\n\nfunction random_edge_position()"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " if p1 and not p1._dead then p1:update(dt) end\n collection_update(enemies, dt)\n\n for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do",
"new_string": " if p1 and not p1._dead then p1:update(dt) end\n collection_update(enemies, dt)\n collection_update(projectiles, dt)\n\n for _, ev in ipairs(sensor_entities_begin('projectile', 'enemy')) do\n local proj, e = ev.a, ev.b\n if proj and not proj._dead and e and not e._dead then\n e:hit(1)\n proj:kill()\n end\n end\n\n for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " camera_attach(main_camera, game_layer)\n for _, e in ipairs(enemies) do e:draw() end\n if p1 and not p1._dead then p1:draw() end\n camera_detach(main_camera, game_layer)",
"new_string": " camera_attach(main_camera, game_layer)\n for _, e in ipairs(enemies) do e:draw() end\n for _, pr in ipairs(projectiles) do pr:draw() end\n if p1 and not p1._dead then p1:draw() end\n camera_detach(main_camera, game_layer)"
}
Grep (function layer_circle)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\layer.lua",
"pattern": "function layer_circle",
"-A": 15
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Headless verify arena after projectiles"
}
ReadLints ()
{
"paths": [
"e:\\a327ex\\Anchor2\\arena\\main.lua"
]
}
Here’s what was added, aligned with Orblike where it matters and Anchor 2 patterns elsewhere.
Enemy ↔ enemy (physical)
physics_enable_collision('enemy', 'enemy')so seekers use Box2D contacts instead of phasing through each other (still usingsteering_separatefor steering).
Projectiles (Orblike-style, simplified)
- Tag
projectile(same idea as Orblikephysics_tag('projectile')). physics_enable_sensor('projectile', 'enemy')— hits are sensor hits, not shoving bodies (like Orblike’sphysics_sensor('projectile', 'enemy')).projectileclass: dynamic circle, radius 4,{ sensor = true },set_bullet(true), gravity 0, fixed rotation, velocity along aim,speed = 190(Orblike defaultbase_speed~190).- Spawn:
spring_pull('main', 0.5)+ short flash (Orblike ~7831–7834). projectiles = {},spawn_projectile,collection_update(projectiles, dt).- Draw:
layer_pushat position/angle,layer_circleat local origin so the shot rotates withself.r; flash usesfg_colorvsbullet_color.
Shooting (player)
bind('shoot', 'mouse:1')shoot_cooldown0.15 s,input_down('shoot')(hold to fire like hello_world)- Aim:
math.angle_to_pointtowardmain_camera.mouse spring_pull('shoot', …)+shake_push(main_camera.shake, aim + π, 2)(hello_world-style kick)
Hits / HP
enemy:hit(damage)withhp = 2, spring flash,kill()at 0 (so bullets actually do something; same idea as the next roadmap step).- After updates:
sensor_entities_begin('projectile', 'enemy')→e:hit(1),proj:kill()(same roles as Orblike’ssensor_begin_events+ resolvea/b).
Draw order
- Enemies → projectiles → player so shots read on top of seekers.
Headless --verify still passes. If anything feels off in play (e.g. projectile radius 4 vs speed 190), we can tune numbers next.
@Anchor2/arena/main.lua:154-161 We can use and also test one of the timer module functions to do this, I think timer_cooldown? Or another one, but it's possible, read the docs and try.
Grep (timer_cooldown)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\timer.lua",
"pattern": "timer_cooldown",
"-B": 2,
"-A": 50
}
Grep (elseif e.mode == 'cooldown')
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\timer.lua",
"pattern": "elseif e.mode == 'cooldown'",
"-A": 35
}
Read (e:\a327ex\Anchor2\framework\anchor\timer.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\timer.lua",
"offset": 295,
"limit": 95
}
Using timer_cooldown: it fires every delay seconds while condition() is true. Pairing it with input_pressed('shoot') for an immediate first shot while held (cooldown resets time on press, so the first tick would otherwise wait a full delay).
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 58,
"limit": 120
}
Registering timer_cooldown in player:new (fires every 0.15s while input_down('shoot')). Adding input_pressed('shoot') to fire immediately on press — the cooldown resets time on press, so the first timer_cooldown tick would otherwise wait a full interval.
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "-- Orblike default contact knockback on player–enemy begin\nCONTACT_FORCE = 6",
"new_string": "-- Orblike default contact knockback on player–enemy begin\nCONTACT_FORCE = 6\nSHOOT_INTERVAL = 0.15"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " self.moving = false\n self.previous_moving = false\n self.shoot_cooldown = 0\n\n make_entity(self)\n self.timer = timer_new()",
"new_string": " self.moving = false\n self.previous_moving = false\n\n make_entity(self)\n self.timer = timer_new()"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " self.collider:set_fixed_rotation(true)\n self.collider:set_position(x, y)\nend\n\nfunction player:update(dt)",
"new_string": " self.collider:set_fixed_rotation(true)\n self.collider:set_position(x, y)\n\n -- Hold LMB: repeat every SHOOT_INTERVAL (timer_cooldown); first shot on press is separate\n -- because cooldown resets elapsed time on press and the first tick would wait a full interval.\n timer_cooldown(self.timer, SHOOT_INTERVAL, function() return input_down('shoot') end, 'shoot', function()\n self:shoot()\n end)\nend\n\nfunction player:shoot()\n local aim = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n spawn_projectile(self.x, self.y, aim)\n spring_pull(self.spring, 'shoot', 0.35)\n shake_push(main_camera.shake, aim + math.pi, 2)\nend\n\nfunction player:update(dt)"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " local target_r = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)\n\n if self.shoot_cooldown > 0 then self.shoot_cooldown = self.shoot_cooldown - dt end\n if input_down('shoot') and self.shoot_cooldown <= 0 then\n local aim = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n spawn_projectile(self.x, self.y, aim)\n self.shoot_cooldown = 0.15\n spring_pull(self.spring, 'shoot', 0.35)\n shake_push(main_camera.shake, aim + math.pi, 2)\n end\n\n self.collider:sync()",
"new_string": " local target_r = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)\n\n if input_pressed('shoot') then self:shoot() end\n\n self.collider:sync()"
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Verify arena loads after timer_cooldown change"
}
Here’s what changed:
timer_cooldown (from timer.lua)
- Signature:
timer_cooldown(t, delay, condition_fn, 'name', callback) - Behavior: While
condition_fn()is true,callbackruns everydelayseconds. When the condition goes false → true, the internal timer is reset (e.time = 0), so a new hold starts a new cooldown window.
So it’s a good fit for “fire every 0.15s while LMB is held.”
Why input_pressed('shoot') is still there
On the first frame you start holding, the cooldown resets time to 0, and the callback only runs when e.time >= delay. So without an extra rule, the first shot would happen only after 0.15s, not on the first frame.
So the split is:
input_pressed('shoot')→player:shoot()for an immediate shot when the button goes down.timer_cooldown(..., function() return input_down('shoot') end, ...)→player:shoot()on each repeat while held.
Other edits
SHOOT_INTERVAL = 0.15at the top (replaces the old literal).player:shoot()holds spawn + spring + shake so both paths share one implementation.timer_cooldownis registered once inplayer:new(named'shoot'), withtimer_update(self.timer, dt)still at the top ofplayer:updateas before.
Headless --verify still passes.
@Anchor2/arena/main.lua:167 We should have a way to not need this. There's a way for timer functions to run immediately once I think.
Grep (immediate|trigger|first)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\timer.lua",
"pattern": "immediate|trigger|first"
}
Read (e:\a327ex\Anchor2\framework\anchor\timer.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\timer.lua",
"limit": 200
}
Read (e:\a327ex\Anchor2\framework\anchor\timer.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\timer.lua",
"offset": 230,
"limit": 120
}
Using timer_when for the false→true edge of input_down('shoot') and calling timer_trigger(self.timer, 'shoot') so the cooldown fires immediately and resets (per timer.lua: cooldown + timer_trigger resets e.time to 0).
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 88,
"limit": 95
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " -- Hold LMB: repeat every SHOOT_INTERVAL (timer_cooldown); first shot on press is separate\n -- because cooldown resets elapsed time on press and the first tick would wait a full interval.\n timer_cooldown(self.timer, SHOOT_INTERVAL, function() return input_down('shoot') end, 'shoot', function()\n self:shoot()\n end)\nend",
"new_string": " -- Hold LMB: timer_cooldown repeats every SHOOT_INTERVAL while held.\n -- timer_when (edge on input_down) + timer_trigger('shoot') fires the same callback\n -- immediately on press; timer_trigger resets cooldown time (see timer.lua timer_trigger).\n timer_cooldown(self.timer, SHOOT_INTERVAL, function() return input_down('shoot') end, 'shoot', function()\n self:shoot()\n end)\n timer_when(self.timer, function() return input_down('shoot') end, 'shoot_edge', function()\n timer_trigger(self.timer, 'shoot')\n end)\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)\n\n if input_pressed('shoot') then self:shoot() end\n\n self.collider:sync()",
"new_string": " self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)\n\n self.collider:sync()"
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Verify arena after timer_when + timer_trigger"
}
Here’s the approach using only the timer API (no input_pressed in update):
timer_trigger (see timer.lua ~241–256)
For a named timer_cooldown entry, timer_trigger(t, 'shoot') will:
- Run the cooldown callback once (same as
self:shoot()). - Set
e.time = 0so the interval restarts.
So you get an immediate shot and a proper cooldown for held fire.
timer_when for the press edge
timer_when runs when the condition goes false → true. Using:
function() return input_down('shoot') end
gives you one callback on mouse down. In that callback we call timer_trigger(self.timer, 'shoot'), which performs the first shot and lines up the timer_cooldown repeats.
Registration in player:new
timer_cooldown(..., 'shoot', ...)— repeat everySHOOT_INTERVALwhile held.timer_when(..., 'shoot_edge', function() timer_trigger(self.timer, 'shoot') end)— on press edge, trigger the same named cooldown once immediately.
So: edge = timer_when + timer_trigger, repeat = timer_cooldown, no manual input_pressed in the frame loop.
Isn't there a variant of cooldown that also does immediate calling of the action?
Grep (cooldown|immediate|first|instant)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\timer.lua",
"pattern": "cooldown|immediate|first|instant"
}
Read (e:\a327ex\Anchor2\framework\anchor\timer.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor\\timer.lua",
"offset": 168,
"limit": 30
}
Read (e:\a327ex\Anchor2\framework\anchor_v1\timer.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor_v1\\timer.lua",
"limit": 50
}
Grep (cooldown)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor_v1\\timer.lua",
"pattern": "cooldown"
}
Read (e:\a327ex\Anchor2\framework\anchor_v1\timer.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor_v1\\timer.lua",
"offset": 260,
"limit": 90
}
Read (e:\a327ex\Anchor2\framework\anchor_v1\timer.lua)
{
"path": "e:\\a327ex\\Anchor2\\framework\\anchor_v1\\timer.lua",
"offset": 575,
"limit": 50
}
No. In Anchor 2’s timer.lua there is only one cooldown scheduler: timer_cooldown. Its behavior is fixed:
- It only runs the callback when
e.time >= delayand the condition is true. - On false → true, it sets
e.time = 0, so the first tick while held still waits a fulldelayunless something else fires the callback first.
The v1 timer docs say the same thing: it fires when both the delay has elapsed and the condition is true.
There is no second function like timer_cooldown_immediate or an immediate flag on timer_cooldown in the current code.
What the module does give you for “run this cooldown’s action right now” is timer_trigger(t, name), which for cooldown (and every) runs the callback once and resets e.time — that’s the supported way to get an instant first shot on top of a named cooldown.
So your options are:
- Composition (what you have): edge detection (
timer_when) +timer_trigger('shoot'), or calltimer_triggerfrom wherever you detect the press. - Extend the framework: add something like
timer_cooldown(..., { immediate = true })that, on false→true, calls the callback once then resets time (would be a small change intimer.lua’s cooldown branch).
If you want (2) as a first-class API, we can add it in framework/anchor/timer.lua and sync arena/anchor/timer.lua.
We can just call timer_trigger then, but we have to do it only once it's pressed. Your initial solution was right then, I just don't like it being not local (in different places inthe codebase)
Collapsing to timer_cooldown in player:new and a single input_pressed('shoot') + timer_trigger block in player:update next to timer_update.
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 90,
"limit": 90
}
Grep (shoot)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"pattern": "shoot"
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 92,
"limit": 85
}
Removing timer_when (if present) and placing input_pressed('shoot') + timer_trigger immediately after timer_update so all shoot timing stays in one place.
Grep (timer_when)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"pattern": "timer_when"
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 93,
"limit": 30
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " -- Hold LMB: timer_cooldown repeats every SHOOT_INTERVAL while held.\n -- timer_when (edge on input_down) + timer_trigger('shoot') fires the same callback\n -- immediately on press; timer_trigger resets cooldown time (see timer.lua timer_trigger).\n timer_cooldown(self.timer, SHOOT_INTERVAL, function() return input_down('shoot') end, 'shoot', function()\n self:shoot()\n end)\nend",
"new_string": " -- Hold LMB: named cooldown 'shoot' — registered here; first shot + trigger live in player:update.\n timer_cooldown(self.timer, SHOOT_INTERVAL, function() return input_down('shoot') end, 'shoot', function()\n self:shoot()\n end)\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function player:update(dt)\n timer_update(self.timer, dt)\n spring_update(self.spring, dt)\n\n self.speed = self.base_speed",
"new_string": "function player:update(dt)\n timer_update(self.timer, dt)\n -- Immediate shot on press + reset cooldown interval (timer.lua timer_trigger for mode 'cooldown').\n if input_pressed('shoot') then timer_trigger(self.timer, 'shoot') end\n spring_update(self.spring, dt)\n\n self.speed = self.base_speed"
}
Grep (timer_when)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"pattern": "timer_when"
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Verify arena after shoot trigger change"
}
Here’s the layout now:
player:new— Only registers the namedtimer_cooldown('shoot'). Comment points toplayer:updatefor the rest.player:update— Right aftertimer_update(self.timer, dt), one block:if input_pressed('shoot') then timer_trigger(self.timer, 'shoot') end
So the “press edge → immediate shot + reset interval” behavior is only in player:update, next to timer_update, not split with timer_when in new.
The natural split that remains is: constructor = schedule the cooldown; update = advance the timer + handle the press edge. That matches how the rest of the player timers are set up (timer_tween etc. in new, timer_update in :update).
timer_when is removed (it wasn’t in the file you had on disk anymore; comments are cleaned up).
Headless --verify still passes.
What's step 6?
Read (e:\a327ex\Anchor2\arena\ARENA_PROGRESS.md)
{
"path": "e:\\a327ex\\Anchor2\\arena\\ARENA_PROGRESS.md",
"offset": 85,
"limit": 35
}
Step 6 in arena/ARENA_PROGRESS.md is “Collisions and HP”:
| Piece | Spec |
|---|---|
| HP | Player 5 HP, enemies 2 HP (fixed numbers for the test game). |
| Player ↔ enemy | Use collision_entities_begin('player', 'enemy') and call ev.a:hit(1) on the player (first tag = player). |
| Bullet ↔ enemy | Use sensor_entities_begin('bullet', 'enemy'): damage the enemy (ev.b:hit(1)), remove the bullet (ev.a:kill()). |
| Death | Enemies die via kill(); when the player dies, at least print something (full GAME OVER comes in a later step). |
| Goal | Prove physics.lua helpers and kill / process_destroy_queue end-to-end. |
Note: The current arena already does a lot of this (HP, contact damage, projectile + sensor hits, enemy:hit, etc.), but the progress file still describes the original bullet tag and input_pressed('shoot'). Step 6 as a checklist is mostly “wire collisions + HP the way the doc says and confirm behavior”; anything still missing would be aligning names/behavior with that doc and marking the step done.
Let's make sure projectiles are just like Orblike in terms of size, juice. Hit circle, hit particles and so on + juice on player should also be the same.
Porting Orblike-style hit feedback for projectiles and player hits. Searching Orblike for hit_circle, hit_particle, and related patterns.
Grep (^hit_circle|^hit_particle|function hit_circle|function hit_particle)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"pattern": "^hit_circle|^hit_particle|function hit_circle|function hit_particle"
}
SemanticSearch (Where is hit_circle class defined and how does it update and draw?)
{
"query": "Where is hit_circle class defined and how does it update and draw?",
"target_directories": [
"e:\\a327ex\\Orblike"
],
"num_results": 15
}
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 10458,
"limit": 120
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"limit": 120
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 250,
"limit": 180
}
Grep (cubic_in_out|sine_in_out)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\math.lua",
"pattern": "cubic_in_out|sine_in_out"
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 175,
"limit": 90
}
Grep (function color_clone|color_clone)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\color.lua",
"pattern": "function color_clone|color_clone"
}
Grep (function player:take_damage|function player:hit)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"pattern": "function player:take_damage|function player:hit"
}
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 7305,
"limit": 45
}
Grep (flashing)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"pattern": "flashing",
"glob": "*.lua",
"head_limit": 30
}
Implementing Orblike-sized projectiles (10×4 sensor box), hit_circle and hit_particle effects, and matching player-contact / projectile-hit juice. Checking layer_circle and timer_tween initial values:
Read (e:\a327ex\Anchor2\arena\anchor\timer.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\timer.lua",
"offset": 118,
"limit": 30
}
Implementing: adding effects table, hit_circle / hit_particle classes, Orblike-sized projectile (10×4), and FX hooks for projectile hits and player contact.
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "enemies = {}\nprojectiles = {}\nspawn_timer = timer_new()\n\n-- -----------------------------------------------------------------------------\n-- Player — movement numbers aligned with Orblike `player:new` / `player:update`\n-- -----------------------------------------------------------------------------\nplayer = class()",
"new_string": "enemies = {}\nprojectiles = {}\neffects = {}\nspawn_timer = timer_new()\n\n-- -----------------------------------------------------------------------------\n-- hit_circle / hit_particle — Orblike main.lua ~10465–10573 (effects layer → game_layer)\n-- -----------------------------------------------------------------------------\nhit_circle = class()\n\nfunction hit_circle:new(x, y, args)\n args = args or {}\n make_entity(self)\n self.x, self.y = x, y\n self.radius = args.radius or 8\n self.draw_color = args.color and color_clone(args.color) or color_clone(fg_color)\n self.duration = args.duration or 0.2\n self.timer = timer_new()\n timer_tween(self.timer, self.duration, 'hc', self, { radius = 0 }, math.cubic_in_out, function() self:kill() end)\n effects[#effects + 1] = self\nend\n\nfunction hit_circle:change_color(fraction, target_color)\n timer_after(self.timer, fraction * self.duration, 'hc_cc', function()\n self.draw_color = color_clone(target_color)\n end)\n return self\nend\n\nfunction hit_circle:update(dt)\n timer_update(self.timer, dt)\nend\n\nfunction hit_circle:draw()\n if self.radius <= 0.01 then return end\n layer_circle(game_layer, self.x, self.y, self.radius, self.draw_color())\nend\n\nfunction hit_circle:destroy() end\n\nhit_particle = class()\n\nfunction hit_particle:new(x, y, args)\n args = args or {}\n make_entity(self)\n self.origin_x, self.origin_y = x, y\n self.ox, self.oy = args.ox or 0, args.oy or 0\n self.velocity = args.velocity or random_float(100, 250)\n self.angle = args.angle or random_float(0, 2 * math.pi)\n self.duration = args.duration or random_float(0.2, 0.6)\n self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10)\n self.h = args.h or self.w / 2\n self.draw_color = args.color and color_clone(args.color) or color_clone(fg_color)\n self.spin = args.spin or 0\n self.timer = timer_new()\n timer_tween(self.timer, self.duration, 'hp', self, { w = 2, h = 2, velocity = 0 }, math.sine_in_out, function() self:kill() end)\n effects[#effects + 1] = self\nend\n\nfunction hit_particle:change_color(fraction, target_color)\n timer_after(self.timer, fraction * self.duration, 'hp_cc', function()\n self.draw_color = color_clone(target_color)\n end)\n return self\nend\n\nfunction hit_particle:update(dt)\n timer_update(self.timer, dt)\n if self.spin ~= 0 then self.angle = self.angle + self.spin * dt end\n self.ox = self.ox + self.velocity * math.cos(self.angle) * dt\n self.oy = self.oy + self.velocity * math.sin(self.angle) * dt\nend\n\nfunction hit_particle:draw()\n local bx, by = self.origin_x + self.ox, self.origin_y + self.oy\n layer_push(game_layer, bx, by, self.angle, 1, 1)\n layer_rounded_rectangle(game_layer, -self.w / 2, -self.h / 2, self.w, self.h, 2, self.draw_color())\n layer_pop(game_layer)\nend\n\nfunction hit_particle:destroy() end\n\n-- -----------------------------------------------------------------------------\n-- Player — movement numbers aligned with Orblike `player:new` / `player:update`\n-- -----------------------------------------------------------------------------\nplayer = class()"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " self.timer = timer_new()\n timer_tween(self.timer, self.duration, 'hc', self, { radius = 0 }, math.cubic_in_out, function() self:kill() end)\n effects[#effects + 1] = self\nend\n\nfunction hit_circle:change_color(fraction, target_color)\n timer_after(self.timer, fraction * self.duration, 'hc_cc', function()",
"new_string": " self.timer = timer_new()\n timer_tween(self.timer, self.duration, self, { radius = 0 }, math.cubic_in_out, function() self:kill() end)\n effects[#effects + 1] = self\nend\n\nfunction hit_circle:change_color(fraction, target_color)\n timer_after(self.timer, fraction * self.duration, 'hc_cc' .. tostring(self.id), function()"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " self.timer = timer_new()\n timer_tween(self.timer, self.duration, 'hp', self, { w = 2, h = 2, velocity = 0 }, math.sine_in_out, function() self:kill() end)\n effects[#effects + 1] = self\nend\n\nfunction hit_particle:change_color(fraction, target_color)\n timer_after(self.timer, fraction * self.duration, 'hp_cc', function()",
"new_string": " self.timer = timer_new()\n timer_tween(self.timer, self.duration, self, { w = 2, h = 2, velocity = 0 }, math.sine_in_out, function() self:kill() end)\n effects[#effects + 1] = self\nend\n\nfunction hit_particle:change_color(fraction, target_color)\n timer_after(self.timer, fraction * self.duration, 'hp_cc' .. tostring(self.id), function()"
}
Grep (function math.remap)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\math.lua",
"pattern": "function math.remap"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " self.moving = false\n self.previous_moving = false\n\n make_entity(self)",
"new_string": " self.moving = false\n self.previous_moving = false\n self.flashing = false\n\n make_entity(self)"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function player:draw()\n local s = self.spring.hit.x * self.spring.shoot.x * self.spring.move.x\n layer_push(game_layer, self.x, self.y, self.r + self.visual_r, self.sx * s, self.sy * s)\n layer_rounded_rectangle(game_layer, -self.w / 2, -self.h / 2, self.w, self.h, 2, player_color())\n layer_pop(game_layer)\nend\n\nfunction player:hit(damage)\n if self._dead then return end\n self.hp = self.hp - damage\n spring_pull(self.spring, 'hit', 0.4)\n if self.hp <= 0 then self:kill() end\nend",
"new_string": "function player:draw()\n local s = self.spring.hit.x * self.spring.shoot.x * self.spring.move.x\n local col = self.flashing and fg_color or player_color\n layer_push(game_layer, self.x, self.y, self.r + self.visual_r, self.sx * s, self.sy * s)\n layer_rounded_rectangle(game_layer, -self.w / 2, -self.h / 2, self.w, self.h, 2, col())\n layer_pop(game_layer)\nend\n\nfunction player:hit(damage, hit_x, hit_y)\n if self._dead then return end\n self.hp = self.hp - damage\n spring_pull(self.spring, 'hit', 0.2)\n self.flashing = true\n timer_after(self.timer, 0.1, 'p_hit_flash' .. tostring(self.id), function() self.flashing = false end)\n if hit_x and hit_y then\n hit_circle(hit_x, hit_y, { radius = 6, duration = 0.15 })\n for _ = 1, random_int(1, 2) do\n hit_particle(hit_x, hit_y, { velocity = random_float(60, 120), duration = random_float(0.1, 0.3) })\n end\n end\n if self.hp <= 0 then self:kill() end\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "-- -----------------------------------------------------------------------------\n-- Projectile — Orblike-style carrier (sensor vs enemies, bullet body, ~base_speed)\n-- -----------------------------------------------------------------------------\nprojectile = class()\n\nfunction projectile:new(x, y, angle)\n self.x = x\n self.y = y\n self.r = angle\n self.speed = 190\n self.lifetime = 2.0\n self.flashing = false\n make_entity(self)\n self.timer = timer_new()\n self.spring = spring_new()\n spring_add(self.spring, 'main', 1)\n\n self.collider = collider(self, 'projectile', 'dynamic', 'circle', 4, { sensor = true })\n self.collider:set_gravity_scale(0)\n self.collider:set_fixed_rotation(true)\n self.collider:set_angle(angle)\n self.collider:set_position(x, y)\n self.collider:set_velocity(math.cos(angle) * self.speed, math.sin(angle) * self.speed)\n self.collider:set_bullet(true)\n\n spring_pull(self.spring, 'main', 0.5)\n self.flashing = true\n timer_after(self.timer, 0.2, 'proj_flash', function() self.flashing = false end)\nend",
"new_string": "-- -----------------------------------------------------------------------------\n-- Projectile — Orblike default box 10×4 (~7822), sensor, base_speed 190\n-- -----------------------------------------------------------------------------\nprojectile = class()\n\nfunction projectile:new(x, y, angle)\n self.x = x\n self.y = y\n self.w, self.h = 10, 4\n self.r = angle\n self.speed = 190\n self.lifetime = 2.0\n self.flashing = false\n make_entity(self)\n self.timer = timer_new()\n self.spring = spring_new()\n spring_add(self.spring, 'main', 1)\n\n self.collider = collider(self, 'projectile', 'dynamic', 'box', self.w, self.h, { sensor = true })\n self.collider:set_gravity_scale(0)\n self.collider:set_fixed_rotation(true)\n self.collider:set_angle(angle)\n self.collider:set_position(x, y)\n self.collider:set_velocity(math.cos(angle) * self.speed, math.sin(angle) * self.speed)\n self.collider:set_bullet(true)\n\n spring_pull(self.spring, 'main', 0.5)\n self.flashing = true\n timer_after(self.timer, 0.2, 'proj_flash' .. tostring(self.id), function() self.flashing = false end)\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function projectile:draw()\n local col = self.flashing and fg_color or bullet_color\n local s = self.spring.main.x\n layer_push(game_layer, self.x, self.y, self.r, s, s)\n layer_circle(game_layer, 0, 0, 4, col())\n layer_pop(game_layer)\nend",
"new_string": "function projectile:draw()\n local col = self.flashing and fg_color or bullet_color\n local s = self.spring.main.x\n layer_push(game_layer, self.x, self.y, self.r, s, s)\n layer_rounded_rectangle(game_layer, -self.w / 2, -self.h / 2, self.w, self.h, 2, col())\n layer_pop(game_layer)\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function spawn_projectile(x, y, angle)\n local p = projectile(x, y, angle)\n projectiles[#projectiles + 1] = p\n return p\nend\n\nfunction random_edge_position()",
"new_string": "function spawn_projectile(x, y, angle)\n local p = projectile(x, y, angle)\n projectiles[#projectiles + 1] = p\n return p\nend\n\n-- Orblike sensor_begin projectile→enemy (~12597–12603) + null_arrow-style particles (~8305–8308)\nfunction fx_projectile_hit_enemy(proj, e)\n local r = math.angle_to_point(e.x, e.y, proj.x, proj.y)\n local s = math.max(e.w, e.h)\n local hx = e.x + s * 0.75 * math.cos(r)\n local hy = e.y + s * 0.75 * math.sin(r)\n hit_circle(hx, hy, { radius = 10, duration = 0.2 }):change_color(0.5, enemy_color)\n for _ = 1, random_int(1, 2) do\n hit_particle(hx, hy, { velocity = random_float(50, 150) }):change_color(0.5, enemy_color)\n end\n shake_push(main_camera.shake, r + math.pi, 4)\nend\n\nfunction random_edge_position()"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " collection_update(enemies, dt)\n collection_update(projectiles, dt)\n\n for _, ev in ipairs(sensor_entities_begin('projectile', 'enemy')) do\n local proj, e = ev.a, ev.b\n if proj and not proj._dead and e and not e._dead then\n e:hit(1)\n proj:kill()\n end\n end\n\n for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do\n local pl, e = ev.a, ev.b\n if pl and not pl._dead and e and not e._dead then\n local r = math.angle_to_point(pl.x, pl.y, e.x, e.y)\n e:push(r, CONTACT_FORCE)\n pl:hit(e.contact_damage or 1)\n end\n end",
"new_string": " collection_update(enemies, dt)\n collection_update(projectiles, dt)\n collection_update(effects, dt)\n\n for _, ev in ipairs(sensor_entities_begin('projectile', 'enemy')) do\n local proj, e = ev.a, ev.b\n if proj and not proj._dead and e and not e._dead then\n fx_projectile_hit_enemy(proj, e)\n e:hit(1)\n proj:kill()\n end\n end\n\n for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do\n local pl, e = ev.a, ev.b\n if pl and not pl._dead and e and not e._dead then\n local r = math.angle_to_point(pl.x, pl.y, e.x, e.y)\n e:push(r, CONTACT_FORCE)\n pl:hit(e.contact_damage or 1, ev.x, ev.y)\n end\n end"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " for _, e in ipairs(enemies) do e:draw() end\n for _, p in ipairs(projectiles) do p:draw() end\n if p1 and not p1._dead then p1:draw() end\n camera_detach(main_camera, game_layer)",
"new_string": " for _, e in ipairs(enemies) do e:draw() end\n for _, p in ipairs(projectiles) do p:draw() end\n if p1 and not p1._dead then p1:draw() end\n for _, fx in ipairs(effects) do fx:draw() end\n camera_detach(main_camera, game_layer)"
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 378,
"limit": 50
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 64,
"limit": 95
}
Grep (function shake_trauma)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\shake.lua",
"pattern": "function shake_trauma",
"-A": 15
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Verify arena after FX and projectile changes"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do\n local pl, e = ev.a, ev.b\n if pl and not pl._dead and e and not e._dead then\n local r = math.angle_to_point(pl.x, pl.y, e.x, e.y)\n e:push(r, CONTACT_FORCE)\n pl:hit(e.contact_damage or 1, ev.x, ev.y)\n end\n end",
"new_string": " for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do\n local pl, e = ev.a, ev.b\n if pl and not pl._dead and e and not e._dead then\n local r = math.angle_to_point(pl.x, pl.y, e.x, e.y)\n e:push(r, CONTACT_FORCE)\n local px, py = ev.x, ev.y\n if not px then px, py = (pl.x + e.x) * 0.5, (pl.y + e.y) * 0.5 end\n pl:hit(e.contact_damage or 1, px, py)\n end\n end"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "--[[\n arena — Anchor 2 test game.\n\n Enemies: Orblike seeker (~9203–9514); `physics_enable_collision('enemy','enemy')`\n so they don’t pass through each other.\n\n Projectiles: Orblike defaults (~7671–7834, ~12597–12603) — tag `projectile`, dynamic\n sensor circle, `set_bullet(true)`, spawn spring + brief flash; hits via\n `sensor_entities_begin('projectile','enemy')` → enemy:hit, projectile:kill.\n\n Camera fixed (no follow).\n]]",
"new_string": "--[[\n arena — Anchor 2 test game.\n\n Enemies: Orblike seeker (~9203–9514); `physics_enable_collision('enemy','enemy')`.\n\n Projectiles: Orblike default box 10×4 sensor (~7822), speed 190, spawn spring + flash;\n hit FX: impact point (~12597–12603), `hit_circle` + `hit_particle` null_arrow-style (~8305–8308).\n\n Player contact: `hit_circle` + particles at contact (~12577–12584), spring 0.2 + flash (~7310–7319).\n\n Camera fixed (no follow).\n]]"
}
ReadLints ()
{
"paths": [
"e:\\a327ex\\Anchor2\\arena\\main.lua"
]
}
Here’s what was added and aligned with Orblike (main.lua references in comments).
Projectile (carrier)
- 10×4 dynamic sensor box (default arrow shape ~7822),
set_bullet(true), speed 190, spawnspring_pull('main', 0.5)+ short flash (same idea as ~7831–7834). - Draw: rounded rect 10×4, corner radius 2 (was a 4px circle).
hit_circle / hit_particle (~10465–10573)
hit_circle: optional radius/duration/color;timer_tweenradius → 0 withmath.cubic_in_out;change_color(fraction, target_color)viatimer_after.hit_particle: random velocity/angle/duration; w/h frommath.remapon velocity; tween tow,h,velocity = 2,2,0withmath.sine_in_out;change_color; motion + optionalspin.- Registered in
effects, updated withcollection_update(effects, dt), drawn after entities so they sit on top.
Projectile → enemy (~12597–12603, ~8305–8308)
fx_projectile_hit_enemy: impact from enemy toward projectile (0.75 * max(w,h)),hit_circle(r 10, 0.2s) →enemy_colorat half duration, 1–2hit_particlewith 50–150 speed and same color shift,shake_pushtowardr + π, strength 4.
Player contact (~12577–12584, ~7310–7319)
player:hit(damage, hit_x, hit_y):spring_pull('hit', 0.2), 0.1s flash (**flashing**+ fg in draw),hit_circler 6 / 0.15s, 1–2 particles 60–120 / 0.1–0.3s whenhit_x, hit_yexist.- Collision passes
ev.x, ev.ywith a midpoint fallback if the engine doesn’t give a point.
Headless --verify still passes. If you want screen trauma on player hits (Orblike’s contact block doesn’t add it), we can add a small shake_trauma next.
Improvements: death effect for enemy, hit circle + particles when player shooting effects, proper camera shake when shooting. Let's do these just like in Orblike.
Pulling Orblike's seeker death, shoot feedback, and camera shake values to match.
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 9438,
"limit": 35
}
Read (e:\a327ex\Orblike\main.lua)
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"offset": 1995,
"limit": 80
}
Grep (shake|camera.shake|activate.*shoot|projectile()
{
"path": "e:\\a327ex\\Orblike\\main.lua",
"pattern": "shake|camera\\.shake|activate.*shoot|projectile\\(",
"glob": "*.lua",
"head_limit": 40
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 218,
"limit": 120
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 118,
"limit": 100
}
Grep (function shake_shake)
{
"path": "e:\\a327ex\\Anchor2\\arena\\anchor\\shake.lua",
"pattern": "function shake_shake",
"-A": 12
}
Implementing Orblike fire_shots muzzle FX (~2035–2044), shake:push(r, 3) (~2027), player spring:pull('shoot', 0.25) + flash (~2031–2033), and seeker die() death FX (~9441–9449).
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 430,
"limit": 95
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function player:shoot()\n local aim = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n spawn_projectile(self.x, self.y, aim)\n spring_pull(self.spring, 'shoot', 0.35)\n shake_push(main_camera.shake, aim + math.pi, 2)\nend",
"new_string": "function player:shoot()\n local aim = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n spawn_projectile(self.x, self.y, aim)\n -- Orblike `fire_shots` (~2027–2044): push along aim, player shoot spring + flash, muzzle circle + particles\n shake_push(main_camera.shake, aim, 3)\n shake_shake(main_camera.shake, 3, 0.15)\n spring_pull(self.spring, 'shoot', 0.25)\n self.flashing = true\n timer_after(self.timer, 0.15, 'p_shoot_flash' .. tostring(self.id), function() self.flashing = false end)\n fx_player_muzzle(self.x, self.y, aim)\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function enemy:hit(damage)\n if self._dead then return end\n self.hp = self.hp - damage\n spring_pull(self.spring, 'main', 0.5, 5, 0.5)\n self.flashing = true\n timer_after(self.timer, 0.15, 'hit_flash', function() self.flashing = false end)\n if self.hp <= 0 then self:kill() end\nend",
"new_string": "function enemy:hit(damage)\n if self._dead then return end\n self.hp = self.hp - damage\n spring_pull(self.spring, 'main', 0.5, 5, 0.5)\n self.flashing = true\n timer_after(self.timer, 0.15, 'hit_flash', function() self.flashing = false end)\n if self.hp <= 0 then self:die() end\nend\n\n-- Orblike seeker:die (~9441–9459): death circle + particle burst, then kill\nfunction enemy:die()\n if self._dead then return end\n spring_pull(self.spring, 'main', 0.75)\n hit_circle(self.x, self.y, { radius = 14, duration = 0.4 }):change_color(0.6, enemy_color)\n for _ = 1, random_int(4, 6) do\n hit_particle(self.x, self.y, {\n velocity = random_float(100, 300),\n duration = random_float(0.2, 0.5),\n }):change_color(0.6, enemy_color)\n end\n self:kill()\nend"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "-- Orblike sensor_begin projectile→enemy (~12597–12603) + null_arrow-style particles (~8305–8308)\nfunction fx_projectile_hit_enemy(proj, e)",
"new_string": "-- Orblike `fire_shots` muzzle (~2035–2044): hit_circle r7 + 2 particles along aim, bullet color\nfunction fx_player_muzzle(sx, sy, aim_r)\n hit_circle(sx, sy, { radius = 7, duration = 0.2 })\n for _ = 1, 2 do\n local w = random_int(0, 1) == 0 and 6 or 8\n hit_particle(sx, sy, {\n angle = aim_r + random_float(-math.pi / 4, math.pi / 4),\n velocity = random_float(40, 200),\n duration = random_float(0.3, 0.6),\n w = w,\n h = w / 2,\n }):change_color(0.5, bullet_color)\n end\nend\n\n-- Orblike sensor_begin projectile→enemy (~12597–12603) + null_arrow-style particles (~8305–8308)\nfunction fx_projectile_hit_enemy(proj, e)"
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Verify arena after death/shoot FX"
}
Removing shake_shake — Orblike's fire_shots only uses shake:push(r, 3).
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": " -- Orblike `fire_shots` (~2027–2044): push along aim, player shoot spring + flash, muzzle circle + particles\n shake_push(main_camera.shake, aim, 3)\n shake_shake(main_camera.shake, 3, 0.15)\n spring_pull(self.spring, 'shoot', 0.25)",
"new_string": " -- Orblike `fire_shots` (~2027–2044): `shake:push(r, 3)`, shoot spring + flash, muzzle circle + particles\n shake_push(main_camera.shake, aim, 3)\n spring_pull(self.spring, 'shoot', 0.25)"
}
Grep ('hit_flash'|'spawn_flash')
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"pattern": "'hit_flash'|'spawn_flash'"
}
Here’s what was aligned with Orblike and how it maps to the code:
Shooting (fire_shots ~2011–2056, ~2027–2044)
shake_push(main_camera.shake, aim, 3)— same asan.camera.shake:push(r, 3)(recoil along aim; replaces the oldaim + π/ strength 2).spring_pull(self.spring, 'shoot', 0.25)— was 0.35; matchesp1.spring:pull('shoot', 0.25).- Brief muzzle flash:
self.flashing = true+timer_after(..., 0.15, ...)likep1.timer:after(0.15, 'flash', ...). fx_player_muzzle(sx, sy, aim_r):hit_circler 7, duration 0.2; 2×hit_particlewithangle = aim_r ± π/4, velocity 40–200, duration 0.3–0.6,w6 or 8,change_color(0.5, bullet_color).
Enemy death (seeker:die ~9441–9459)
enemy:die()replaceskill()when HP reaches 0 fromenemy:hit.spring_pull('main', 0.75)hit_circler 14, duration 0.4,change_color(0.6, enemy_color)- 4–6
hit_particles, velocity 100–300, duration 0.2–0.5,change_color(0.6, enemy_color) - then
self:kill()
Note on screen shake
Orblike’s default shot only uses push(r, 3), not shake(). So shake_shake was not added, to stay faithful. If you want an extra shake_shake(3, 0.15) (like some other abilities), we can add it back.
Headless --verify still passes.
The position for the projectile + hit circles + particles needs to be offset from the player center a little.
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 38,
"limit": 25
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 175,
"limit": 35
}
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"offset": 398,
"limit": 95
}
Adding a muzzle offset along the aim vector and using it for spawn_projectile and fx_player_muzzle.
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "-- Orblike default contact knockback on player–enemy begin\nCONTACT_FORCE = 6\nSHOOT_INTERVAL = 0.3",
"new_string": "-- Orblike default contact knockback on player–enemy begin\nCONTACT_FORCE = 6\nSHOOT_INTERVAL = 0.3\n-- Spawn projectile + muzzle hit_circle / particles ahead of player center (along aim)\nMUZZLE_OFFSET = 8"
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "function player:shoot()\n local aim = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n spawn_projectile(self.x, self.y, aim)\n -- Orblike `fire_shots` (~2027–2044): `shake:push(r, 3)`, shoot spring + flash, muzzle circle + particles\n shake_push(main_camera.shake, aim, 3)\n spring_pull(self.spring, 'shoot', 0.25)\n self.flashing = true\n timer_after(self.timer, 0.15, 'p_shoot_flash' .. tostring(self.id), function() self.flashing = false end)\n fx_player_muzzle(self.x, self.y, aim)\nend",
"new_string": "function player:shoot()\n local aim = math.angle_to_point(self.x, self.y, main_camera.mouse.x, main_camera.mouse.y)\n local mx = self.x + math.cos(aim) * MUZZLE_OFFSET\n local my = self.y + math.sin(aim) * MUZZLE_OFFSET\n spawn_projectile(mx, my, aim)\n -- Orblike `fire_shots` (~2027–2044): `shake:push(r, 3)`, shoot spring + flash, muzzle circle + particles\n shake_push(main_camera.shake, aim, 3)\n spring_pull(self.spring, 'shoot', 0.25)\n self.flashing = true\n timer_after(self.timer, 0.15, 'p_shoot_flash' .. tostring(self.id), function() self.flashing = false end)\n fx_player_muzzle(mx, my, aim)\nend"
}
Shell (Set-Location "e:\a327ex\Anchor2"; & "e:\a327ex\Anchor2\arena\anchor.exe" arena -...)
{
"command": "Set-Location \"e:\\a327ex\\Anchor2\"; & \"e:\\a327ex\\Anchor2\\arena\\anchor.exe\" arena --headless --verify",
"description": "Verify arena after muzzle offset"
}
Here’s what changed:
MUZZLE_OFFSET = 8(world units along the aim ray from the player center).- In
player:shoot(),mx, myareself.x/y + cos/sin(aim) * MUZZLE_OFFSET. spawn_projectile(mx, my, aim)andfx_player_muzzle(mx, my, aim)both use that point so the projectile body, muzzle hit_circle, and muzzle particles line up at the same offset.
Tweak MUZZLE_OFFSET if you want it closer to the body (smaller) or farther (larger); ~w/2 + 2 (e.g. 7 for a 10-wide player) is a reasonable alternative if you want it tied to size later.
Perfect, let's end the session here. Name it "Anchor Arena Test"
Read (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"limit": 25
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "--[[\n arena — Anchor 2 test game.\n\n Enemies: Orblike seeker (~9203–9514); `physics_enable_collision('enemy','enemy')`.",
"new_string": "--[[\n Anchor Arena Test — Anchor 2 arena shooter exercise / framework validation.\n\n Enemies: Orblike seeker (~9203–9514); `physics_enable_collision('enemy','enemy')`."
}
StrReplace (e:\a327ex\Anchor2\arena\main.lua)
{
"path": "e:\\a327ex\\Anchor2\\arena\\main.lua",
"old_string": "require('anchor')({\n width = 480,\n height = 270,\n title = \"Anchor 2 arena\",\n scale = 3,\n filter = \"rough\",\n})\n\nprint('arena: framework loaded OK')",
"new_string": "require('anchor')({\n width = 480,\n height = 270,\n title = \"Anchor Arena Test\",\n scale = 3,\n filter = \"rough\",\n})\n\nprint('Anchor Arena Test: framework loaded OK')"
}
Here’s what was updated:
- Window title (
require('anchor')):"Anchor Arena Test" - File banner: first line is now
Anchor Arena Test — Anchor 2 arena shooter exercise / framework validation. - Startup print:
Anchor Arena Test: framework loaded OK
Good place to stop—when you pick it up again, the window and logs will show Anchor Arena Test clearly.
I mean that you should load the end session skill and do the steps there.
Glob (/session)
{
"target_directory": "e:\\a327ex",
"glob_pattern": "**/*session*"
}
Glob (/session)
{
"target_directory": "C:\\Users\\adn\\.cursor",
"glob_pattern": "**/*session*"
}
Glob (*/)
{
"target_directory": "C:\\Users\\adn\\.cursor\\skills-cursor",
"glob_pattern": "**/*"
}