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.
Opus 4.6
Bash (ls E:/a327ex/ | grep -i anchor)
Anchor/
anchor.blot.im/
Anchor2/
Anchor-lua/
Anchor-YueScript/
Bash (ls E:/a327ex/Anchor2/)
arena/
docs/
engine/
framework/
reference/
scripts/
START_HERE.md
Read (E:/a327ex/Anchor2/START_HERE.md)
1 # Anchor 2 — Start Here
2
3 If you're waking up and looking at this project, this is the entry point.
4
5 ## What happened overnight
6
7 The full Anchor 2 framework rewrite is complete. 18 files totaling ~4500 lines in `framework/anchor/`, replacing the v1 framework with:
8
9 - **No object tree** — entities live in a flat `entities` table indexed by ID
10 - **No main-loop hook system** — `update(dt)` and `draw()` are game-level globals
11 - **No `an` god-object** — resources are plain globals (`layers`, `sounds`, `images`, etc.)
12 - **Mostly procedural framework modules** — `timer`, `spring`, `camera`, `shake`, `animation`, `physics` are procedural. `layer` and `collider` stay as classes.
13 - **ID discipline for cross-entity references** — `self.source_orb_id = orb.id` then resolve via `entities[self.source_orb_id]` when used
14 - **Deferred destruction** — `entity:kill()` queues, `process_destroy_queue()` finalizes at end of frame
15
16 Every framework file parses clean. A stubbed integration test runs the hello-world game for one frame without errors. It has NOT been run against the real engine yet.
17
18 ## What you should read, in order
19
20 1. **`reference/progress.md`** — file-by-file status, totals, what's verified, what isn't
21 2. **`reference/questions_for_user.md`** — decisions I made during implementation that may need review
22 3. **`reference/hello_world/main.lua`** — canonical example of v2 game code style. Read this to see how v2 feels.
23 4. **`.claude/CLAUDE.md`** — the style guide for future instances, with a full code example
24
25 If something in the plan changed during implementation, the change is documented in questions_for_user.md with reasoning. Read those answers before pushing back on any decision — I may have context you don't.
26
27 ## How to actually run hello-world (untested)
28
29 See the "How to run hello-world" section in `reference/progress.md`. Short version:
30
... [55 more lines]
Read (E:/a327ex/Anchor2/arena/ARENA_PROGRESS.md)
1 # Arena — Anchor 2 test game progress
2
3 **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.
4
5 **If you're a new instance picking this up**: read this file, then check the last ✅ step and continue from the first ⬜ step. DO NOT do multiple steps at once — user wants to test between each one.
6
7 ---
8
9 ## Context
10
11 The Anchor 2 framework rewrite is complete (see `../START_HERE.md` and `../reference/progress.md` for that story). `arena/` is a test game that exercises every framework file. The goal is:
12 - Verify the framework works end-to-end against the real engine
13 - Provide a canonical code example for future Anchor 2 games
14 - Catch subtle bugs that the overnight stubbed integration test couldn't
15
16 ## Philosophy
17
18 - **Small steps.** Each step adds one thing and is independently runnable. After each step, the user tests it in a real window before I proceed.
19 - **Port juice from Orblike, not the OOP patterns.** Copy the feel of Orblike's hit effects, sounds, enemy AI, but translate to v2's procedural/ID-based style.
20 - **Use assets from framework/assets and Orblike/assets.** Already copied into `arena/assets/` (font, hit1 spritesheet, 7 sounds).
21
22 ## Game design (target end state)
23
24 Twin-stick arena shooter:
25 - **Player**: blue square, WASD to move, LMB to shoot toward mouse, 5 HP
26 - **Enemies**: red squares, spawn at edges every 1.5s, chase player via steering_seek, deal 1 damage on contact
27 - **Bullets**: yellow circles, sensor-triggered on enemies, 1 damage, destroy enemy on hit
28 - **HP / Score text**: top-left HP, top-right score, via font (LanaPixel.ttf)
29 - **Score popups**: "+10" text that tweens upward and fades (tests timer_tween)
30 - **Hit effects**: hit_circle + hit_particles on damage, hit_effect spritesheet on enemy death
... [152 more lines]
Read (E:/a327ex/Anchor2/arena/main.lua)
1 --[[
2 arena — Anchor 2 test game.
3
4 Step 3: player movement. Movement feel matches Orblike (main.lua ~7248–7573):
5 - base_speed 100, 10x10 collider, gravity scale 0
6 - set_velocity from WASD (8-way), axis decay x0.8 when that axis has no input
7 - spring pull on 'move' when input stops
8 - aim rotation lerps toward mouse; optional Orblike spin/squash on left/right press
9 ]]
10
11 require('anchor')({
12 width = 480,
13 height = 270,
14 title = "Anchor 2 arena",
15 scale = 3,
16 filter = "rough",
17 })
18
19 print('arena: framework loaded OK')
20
21 -- Palette
22 bg_color = color(20, 20, 28)
23 fg_color = color(220, 220, 220)
24 player_color = color(100, 150, 255)
25 enemy_color = color(220, 80, 80)
26 bullet_color = color(255, 220, 100)
27
28 -- Physics: Orblike arena (no gravity)
29 physics_init()
30 physics_set_gravity(0, 0)
... [146 more lines]
Oriented. Anchor 2 is the Lua-framework rewrite (flat entities, no object tree, procedural modules, ID discipline). Framework rewrite is done; current work is arena/ — a twin-stick test game built incrementally.
State of arena: ARENA_PROGRESS.md still marks only Steps 0–1 as ✅, but arena/main.lua has already implemented Step 2 (palette, layers, camera, bg) and Step 3 (player class with collider, WASD movement, aim lerp, spring-pull on stop, direction-change spin/squash, camera follow). Step 3 looks complete in the code but isn't yet checked off in the progress file — which suggests it hasn't been confirmed by you in a real window run yet.
Before I touch anything, two questions:
- Has Step 3 been tested in a windowed run and confirmed working? If yes, I'll tick Step 3 → ✅, mark Step 4 → 🟡, and start on enemies (spawn timer + steering_seek chase). If no, I should wait for you to test first.
- Anything you want revisited in Step 3 before moving on (movement feel, squash/spin amount, camera follow lag)?