Anchor Phase 10 Part 4
Summary
Analyzed and categorized all framework modules for Phase 10 implementation, resulting in a four-category architecture documented in PHASE_10_PROGRESS.md.
Module Analysis:
- Read headers of all 28 modules in
reference/love-compare/anchor/(animation, array, camera, class, collider, collision, color, grid, init, input, joint, layer, layout, math, mouse_hover, music_player, object, physics_world, random, shake, sound, spring, stats, string, text, tiled_map, timer, ui) - Read Emoji Ball Battles design document to identify which modules are needed for that game
- Initial priority list: timer, physics_world, collider, input, spring, random
Timer Module Design (before stepping back):
- Read full
timer.luafrom old framework — comprehensive module with after, every, tween, condition, change, cooldown, for, every_step, for_step - Proposed timer as class extending object, added as child
- Searched archived docs for tag decisions — found design where
self.timer.flashpointed to callback with:kill()method - User rejected that approach: "each module should be self-contained and not leak into the tree system"
- Decided: named timers auto-replace internally,
@timer\cancel 'name'for explicit cancel, no:kill()on entries - User then suggested stepping back to categorize all modules before implementing
Architecture Discussion (multiple refinement rounds):
- Started with three categories: Singletons on
an, Child Objects, Pure Utilities - User challenged: "Something only needs to be a singleton if it has state to be managed"
- Checked C engine API (ENGINE_API_QUICK.md) — discovered C handles most state for random, sound, input
- User pointed out: sound/music need Lua-side handle registries, random needs seed management for replays
- Decided
anshould be a resource manager for all loaded assets (sounds, music, images, layers, fonts) - User suggested: random should be a child object (encapsulates seed, enables multiple RNGs)
- User suggested: input should be a child object (enables multiple binding contexts for multiplayer)
- User suggested: color should be a value object (stateful but not in tree)
- Final decision: collision utilities will use lua-geo2d library
Final Four Categories:
- Resource Manager (
an) — sounds, music, images, layers, fonts, physics config - Child Objects — input, random, timer, spring, collider, camera, animation, shake
- Value Objects — color (stateful, not in tree)
- Pure Utilities — math, array, string, collision (via lua-geo2d)
Key Design Principles Established:
- Each module should be self-contained and not leak into other systems
- Timer callbacks are internal — named timers auto-replace, no
:kill()exposed on entries - Input as child object enables per-player binding contexts
- Random as child object encapsulates seed for replay support
Hi, Claude. Let's continue with phase 10. Read @docs/PHASE_10_PROGRESS.md and @reference/phase-10-implementation-plan.md, please.
I've read both files. Here's where Phase 10 stands:
Completed:
- Project structure (copy-based approach)
- YueScript compilation workflow
- Base
objectclass with full tree operations - Three-phase update loop (early/main/late)
- Action system (named/anonymous, all phases)
- Horizontal links with death notifications
- Short aliases (T, Y, U, E, X, L, A, F, K)
- 42 passing tests
Not started:
- Built-in objects (Timer, Spring, Collider)
- Input handling helpers
- Drawing/graphics integration
The implementation plan suggests tackling built-in objects one at a time, comparing with the old Anchor code. These are classes that extend object and wrap C-side resources.
What would you like to work on next? The natural progression would be one of:
- Timer — delayed callbacks, repeating callbacks, tweening (probably the most foundational built-in)
- Spring — damped spring animation
- Collider — Box2D physics body wrapper
Or if you'd prefer to work on input handling or drawing integration first, we can do that instead.
Read all the files in @reference/love-compare/anchor\, but only their headers (the first few lines where there's a description of what the module does).
Read (E:\a327ex\Anchor\reference\love-compare\anchor\ui.lua)
1→--[[
2→ Module that implements UI behavior.
3→ Each UI behavior is independent and there is no central system or idea that connects them.
4→ A button has its own attributes and methods and ways of working, while a scrollbar, or a frame, or anything else, will have other properties.
5→ For now this is this way because I just want something that works, and I can try to generalize it into something better later.
6→--]]
7→ui = class:class_new()
8→
9→--[[
10→ Creates a grid centered on position x, y, with size w, h, and with i, j columns and rows, respectively.
11→ The size of each cell in the grid is calculated automatically, and the function returns a grid object (see grid.lua file).
12→ Inside each cell, there's a rectangle object with the properties .x, .y (rectangle center), .x1, .y1 (rectangle left-top), .x2, .y2 (rectangle right-bottom) and .w, .h (rectangle size).
13→ Example:
14→ TODO
15→--]]
16→function ui:ui_grid(x, y, w, h, i, j)
17→ local grid = object():grid(i, j)
18→ local x1, y1 = x - w/2, y - h/2
19→ local x2, y2 = x + w/2, y + h/2
20→ local cell_w, cell_h = w/i, h/j
Here's a summary of all the modules in the old Anchor framework:
| Module | Description |
|---|---|
| animation | Animation frames + logic system for sprite animations |
| array | Array utility functions (in-place operations) |
| camera | Viewport/drawing through camera with position, zoom, rotation, parallax |
| class | Mixin-based class system (no inheritance) |
| collider | Box2D body+fixture+shape wrapper for collision detection/resolution |
| collision | Geometric collision functions (point-circle, line-rect, etc.) |
| color | Color objects with nearby variations (c[-1] to c[10]) and alpha steps |
| grid | 2D grid data structure, can load from pixel maps |
| init | Main entry point, requires all modules as mixins |
| input | Input handling with action binding (keyboard/mouse/gamepad agnostic) |
| joint | Box2D joint wrapper |
| layer | Drawing layer system with queued draw commands |
| layout | RectCut layout system for UI rectangles |
| math | Math utilities (angles, distances, lerp, etc.) |
| mouse_hover | Mouse hover detection for clickable objects |
| music_player | Music playback with song queues and shuffling |
| object | Base object with tree, tags, actions |
| physics_world | Box2D world wrapper with collision callbacks |
| random | Seeded RNG functions (float, int, weighted) |
| shake | Shake effect with amplitude, duration, frequency |
| sound | Sound effect playback with instancing |
| spring | Damped spring animation (1D and 2D) |
| stats | Game stats with buffs/debuffs system (adds + mults) |
| string | String utilities (left, right, split, etc.) |
| text | Character-based text with per-character effects |
| tiled_map | Tiled map loading |
| timer | Timer system (after, every, condition, tween) |
| ui | UI components (grid, button, etc.) |
The timer module is particularly notable — it's the most foundational built-in, handling delayed actions, conditions, and tweening. It's what makes after, every, and tween work.
Now read the design document in E:/a327ex/emoji-ball-battles/, and figure out which of those modules we'll need to make that game work.
Bash (ls -la 'E:/a327ex/emoji-ball-battles/')
total 55
drwxr-xr-x 1 adn 197121 0 Jan 12 18:40 ./
drwxr-xr-x 1 adn 197121 0 Jan 10 16:36 ../
drwxr-xr-x 1 adn 197121 0 Jan 13 10:00 .claude/
drwxr-xr-x 1 adn 197121 0 Jan 12 18:40 .git/
drwxr-xr-x 1 adn 197121 0 Jan 12 18:18 anchor/
drwxr-xr-x 1 adn 197121 0 Jan 10 17:49 docs/
-rw-r--r-- 1 adn 197121 33228 Jan 4 09:23 EMOJI_BALL_BATTLES_DESIGN.md
-rw-r--r-- 1 adn 197121 1191 Jan 12 18:18 main.lua
-rw-r--r-- 1 adn 197121 1080 Jan 12 18:16 main.yue
drwxr-xr-x 1 adn 197121 0 Jan 10 17:53 reference/
-rw-r--r-- 1 adn 197121 29 Jan 12 18:39 tmpclaude-3c3c-cwd
-rw-r--r-- 1 adn 197121 29 Jan 12 18:40 tmpclaude-6afd-cwd
-rw-r--r-- 1 adn 197121 29 Jan 12 18:40 tmpclaude-ae72-cwd
drwxr-xr-x 1 adn 197121 0 Jan 12 18:39 tools/
Read (E:/a327ex/emoji-ball-battles/EMOJI_BALL_BATTLES_DESIGN.md)
1→# Emoji Ball Battles: Game Design Document
2→
3→## Overview
4→
5→Emoji Ball Battles is a **physics auto-battler roguelite** where emoji balls equipped with items fight each other in gravity-driven arenas. The player doesn't control the balls directly — combat is a physics simulation that plays out automatically. The game lives in the tension between watching chaotic physics unfold and the strategic decisions that shape each fight.
6→
7→Each run begins with a **draft phase** where the player picks 24 items from a series of diminishing pools (8→6→4→2 items shown, always picking 2). From those 24, they build a **bench** of 12 items: 8 in fixed slots and 4 in limited slots. Before each fight, the player sees their opponent and selects 4 items from their bench to equip — but only 1 limited item can be active at a time, making limited slots situational tech rather than core build pieces.
8→
9→Items **evolve through use**. When equipped items are used in a winning fight, they gain XP toward evolution. Each item has multiple evolution branches, and the player chooses which path to follow at special events. This creates a central tension: do you use your already-evolved items that might be suboptimal for this matchup, or equip weaker items that counter the opponent but need training? Between fights, various events offer lateral power gains — merging items, buying player abilities, choosing evolution paths, gambling on performance.
10→
11→**Note:** All mentions of gold (🪙) as a resource throughout this document are temporary placeholders. The actual economy and resource types will be defined through playtesting.
12→
13→---
14→
15→## Inspiration
16→
17→The physics ball battles are directly inspired by [Earclacks](https://www.earclacks.com/), a content creator known for satisfying physics simulation videos. The community calls these "Weapon Ball" battles — balls equipped with various weapons (swords, spears, daggers, lances) that bounce around an arena and damage each other through physics collisions. The appeal is watching the physics unfold: unpredictable bounces, weapon clashes, and the tension of HP bars draining. Earclacks' videos range from 1v1 duels to battle royales and raid boss fights, demonstrating how the format scales. The mesmerizing quality of these simulations — where you want to watch "just one more fight" — is the target feeling for Emoji Ball Battles.
18→
19→---
20→
21→## Combat System
22→
23→Combat takes place in a rectangular **arena** with solid walls. Gravity pulls balls downward, causing them to arc and fall rather than drift in straight lines. When balls hit walls, they bounce — momentum is preserved and transferred through collisions. The arena is a closed system; balls cannot escape, and fights continue until one ball is destroyed.
24→
25→**Arena properties:**
26→- Rectangular bounds with solid walls
27→- Gravity enabled (balls arc and fall)
28→- Box2D physics simulation
29→- Wall bounces preserve momentum
30→
... [736 more lines]
Based on the design document, here's my analysis of which modules would be needed:
Essential (Core Combat Loop)
| Module | Why |
|---|---|
| timer | Delays, cooldowns, tweens, item effect timing — fundamental to everything |
| physics_world | Box2D world for the arena with gravity, collision callbacks |
| collider | Box2D bodies for balls, walls, items |
| input | Menu navigation, item selection, drag-and-drop |
| layer | Drawing the arena, UI layers, effects |
| random | Draft pool generation, physics variance |
Important (Full Experience)
| Module | Why |
|---|---|
| spring | Juicy hit reactions, UI feedback, bounce effects |
| shake | Camera shake on impacts |
| sound | Hit sounds, item triggers, UI feedback |
| music_player | Background music |
| animation | Ball/emoji animations, victory/defeat |
| color | Type indicators, damage feedback, UI theming |
| text | Item names, stats, damage numbers with effects |
UI-Specific
| Module | Why |
|---|---|
| layout | RectCut for draft screens, bench displays, item grids |
| ui | Buttons, grids, item cards |
| mouse_hover | Interactive item cards, buttons |
| camera | Viewport for arena (zoom during combat) |
Utility (Helper Functions)
| Module | Why |
|---|---|
| math | Angles, distances, lerp |
| array | Array operations |
| string | String parsing |
| collision | Point-in-rect for UI hit testing |
| stats | Item stats with buffs/mods from Workshop |
Probably Not Needed
| Module | Why Not |
|---|---|
| tiled_map | No tile-based maps |
| joint | Unless weapons are physics-attached (TBD) |
| grid | Maybe for UI, but layout covers most needs |
Priority for a playable prototype:
- timer — most foundational, everything depends on it
- physics_world + collider — the combat simulation
- input — control
- spring — juice/feel (surprisingly important early)
- random — item generation
Would you like to start with timer?
OK.
Let me read the full timer module from the old framework.
Read (E:\a327ex\Anchor\reference\love-compare\anchor\timer.lua)
1→--[[
2→ Module responsible for timing related functions.
3→ Especially for doing things across multiple frames from the same place in code.
4→ This is commonly done with coroutines in other engines, but I prefer this timer approach.
5→ Simple usage examples:
6→ an:timer_after(2, function() print(1) end) -> prints 1 after 2 seconds
7→ an:timer_condition(function() return player.hp == 0 end, function() player.dead = true end) -> sets player.dead to true when its .hp becomes 0
8→ an:timer_tween(1, player, {w = 0, h = 0}, math.linear) -> tweens the player's size to 0 over 1 second linearly
9→
10→ These examples use the global timer in "an". But each object can have their own timer as well if it is initialized as a timer.
11→ Objects might want to have their own timers because often you need to tag timers so they can be cancelled. For instance:
12→ if an:is_pressed'shoot' then
13→ self.sx, self.sy = 1.2, 1.2
14→ self:timer_tween(0.5, self., {sx = 1, sy = 1}, math.cubic_in_out, function() self.sx, self.sy = 1, 1 end, 'shoot_juice')
15→
16→ In this example, whenever the shoot action is pressed, the object's sx and sy properties are set to 1.2 and then tweened down to 1 over 0.5 seconds.
17→ This creates a little juicy effect on the object's size whenever it shoots. The problem with this is that if we were to do it without the 'shoot_juice' tag at the end,
18→ if the player is pressing the shoot button faster than 0.5 seconds per press, we'd have multiple tweens acting on the same variable, which means that after each tween is done,
19→ it would call the function that makes sure that sx and sy values are actually 1, and so those sx and sy values would be set to 1 over and over, resulting in buggy behavior.
20→
21→ To prevent this, the timer module uses the idea of tags. Each timer call can be tagged with a unique string, in this case 'shoot_juice', and whenever a new timer is called with that same string,
22→ the previous one is cancelled. So in this example, no matter how fast the player is pressing the shoot button, there is only ever a single tween operating on those variables.
23→ Because these strings should be unique, it means that each object should have their own internal timer instead of using the global one.
24→ The global one could still be used, but whenever you'd need a unique string you'd have to do something like this:
25→ if an:is_pressed'shoot' then
26→ self.sx, self.sy = 1.2, 1.2
27→ an:timer_tween(0.5, self., {sx = 1, sy = 1}, math.cubic_in_out, function() self.sx, self.sy = 1, 1 end, 'shoot_juice_' .. self.id)
28→ In this case, the global timer is being used but the string is unique because it's using the object's unique id in it.
29→ This, however is less preferable than just initializing each object that needs a timer as its own timer.
30→
... [373 more lines]
This is a comprehensive timer module. Let me also read the current framework files to understand how built-in objects should integrate.
Read (E:\a327ex\Anchor\game\init.yue)
1→global *
2→
3→require 'game.object'
4→
5→an = object 'an'
6→
7→update = (dt) ->
8→ all_objects = {an}
9→ all_objects[] = obj for obj in *an\all!
10→ obj\_early_update dt for obj in *all_objects
11→ obj\_update dt for obj in *all_objects
12→ obj\_late_update dt for obj in *all_objects
13→ an\cleanup!
14→
Now I understand how the framework works. Let me propose a design for the timer module.
Timer Design
The timer would be a class extending object, added as a child:
-- Usage
player = object 'player'
player\add timer!
-- Access via name
player.timer\after 2, -> print 'hello'
player.timer\every 1, -> print 'tick'
player.timer\tween 0.5, player, {x: 100}, math.linear
player.timer\cancel 'my_tag'
Key Decisions
1. Which methods to implement?
| Method | Description | Priority |
|---|---|---|
after |
One-shot delay | Essential |
every |
Repeating action | Essential |
tween |
Animate values | Essential |
cancel |
Cancel by tag | Essential |
condition |
Trigger when condition becomes true | Nice to have |
change |
Trigger when field changes | Nice to have |
cooldown |
Repeating with condition gate | Nice to have |
for |
Every frame for duration | Nice to have |
every_step / for_step |
Varying delays | Later |
2. Features to carry over?
| Feature | Old Behavior | Keep? |
|---|---|---|
| Tag auto-replacement | Same tag cancels previous | Yes |
| Auto-generated tags | Anonymous timers get unique ID | Yes |
| Random delay ranges | {2, 4} → random 2-4 |
Probably |
| Frame-based timing | timer(true) uses frames |
Probably |
| Multiplier support | Variable speed effects | Maybe later |
| Times limit | Repeat N times then stop | Yes |
| After callback | Called when done | Yes |
| Immediate flag | Fire once immediately | Yes |
3. RNG dependency
The old timer uses an:random_float() for random delays. Do we have a global RNG yet, or should the timer take one as a parameter?
Before I write the class, a few questions:
- Start with essentials? (after, every, tween, cancel) and add the rest later?
- Random delays? Support
{min, max}syntax from the start, or add later? - RNG source? Use
math.randomfor now, or wait until we have a proper RNG module?
Can you read archived files to see if we decided something on the tags?
Bash (ls -la 'E:/a327ex/Anchor/reference/archives/')
total 188
drwxr-xr-x 1 adn 197121 0 Jan 10 15:15 ./
drwxr-xr-x 1 adn 197121 0 Jan 13 17:47 ../
-rw-r--r-- 1 adn 197121 47908 Jan 8 11:09 ANCHOR.md
-rw-r--r-- 1 adn 197121 17532 Jan 8 15:03 ANCHOR_API_PATTERNS.md
-rw-r--r-- 1 adn 197121 71418 Jan 9 23:45 ANCHOR_IMPLEMENTATION_PLAN.md
-rw-r--r-- 1 adn 197121 44082 Jan 7 18:48 SHAPES_PLAN.md
Grep (timer.tag|tag.timer|cancel.*tag)
E:\a327ex\Anchor\reference\archives\ANCHOR.md-613-
E:\a327ex\Anchor\reference\archives\ANCHOR.md-614-### Named vs Anonymous
E:\a327ex\Anchor\reference\archives\ANCHOR.md-615-
E:\a327ex\Anchor\reference\archives\ANCHOR.md:616:The tree automatically manages named children: adding a child with a name that already exists kills the old child first. This enables cancellation and replacement without explicit tag systems.
E:\a327ex\Anchor\reference\archives\ANCHOR.md-617-
E:\a327ex\Anchor\reference\archives\ANCHOR.md-618-**Objects** are named via their constructor:
E:\a327ex\Anchor\reference\archives\ANCHOR.md-619-```lua
--
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-144-- Engine API: `an:something()`
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-145-- Layers: `game`, `effects`, `ui`
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-146-- Containers: named for contents (`enemies`, `projectiles`)
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md:147:- Timer/tween tags: describe what they prevent (`'movement'`, `'attack_cooldown'`)
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-148-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-149----
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-150-
--
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-373-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-374-### Named vs Anonymous
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-375-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md:376:The tree automatically manages named children: adding a child with a name that already exists kills the old child first. This provides cancellation and replacement without explicit tag systems.
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-377-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-378-**Objects:**
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-379-```lua
Grep (timer|Timer)
7-## Table of Contents
8-
9-1. [Core Philosophy](#core-philosophy)
10-2. [The Object Tree](#the-object-tree)
11-3. [Lifecycle](#lifecycle)
12:4. [Colliders, Springs, and Timers](#colliders-springs-and-timers)
13-5. [Locality of Behavior](#locality-of-behavior)
14-6. [Drawing](#drawing)
15-7. [Lua Syntax Features](#lua-syntax-features)
16-8. [YueScript Alternative](#yuescript-alternative)
17-9. [YueScript Class System Integration](#yuescript-class-system-integration)
--
103-├── enemies
104-│ ├── seeker_1
105-│ │ └── collider
106-│ ├── seeker_2
107-│ │ └── collider
108:│ └── spawner_timer
109-├── projectiles
110-│ ├── bullet_1
111-│ │ └── collider
112-│ └── bullet_2
113-│ └── collider
114:└── arena_timer
115-```
116-
117-### Automatic Named Links
118-
119-When an object is added to another, named links are automatically created based on the `.name` property of each object:
--
... [146 more lines]
Grep (self.timer.|timer.flash|named.*callback)
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-389--- Anonymous
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-390-self.timer:after(0.5, function() self.can_shoot = true end)
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-391-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md:392:-- Named (self.timer.flash points to this, can be killed/replaced)
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-393-self.timer:after(0.15, 'flash', function() self.flashing = false end)
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-394-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-395--- Cancel
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md:396:if self.timer.flash then self.timer.flash:kill() end
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-397-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-398--- Replace (old 'flash' killed automatically)
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-399-self.timer:after(0.15, 'flash', function() self.flashing = false end)
--
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-509-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-510-### Named Timers Pattern
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-511-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md:512:Use named timer callbacks when you need to cancel or replace an ongoing timer:
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-513-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-514-```lua
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-515-function enemy:flash()
--
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-524-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-525-function enemy:stun(duration)
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-526- -- Cancel any existing stun
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md:527: if self.timer.stun then self.timer.stun:kill() end
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-528-
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-529- self.stunned = true
E:\a327ex\Anchor\reference\archives\ANCHOR_API_PATTERNS.md-530- self.timer:after(duration, 'stun', function()
--
E:\a327ex\Anchor\reference\archives\ANCHOR_IMPLEMENTATION_PLAN.md-1689-- `after(delay, [name], callback)` — one-shot
E:\a327ex\Anchor\reference\archives\ANCHOR_IMPLEMENTATION_PLAN.md-1690-- `every(interval, [name], callback)` — repeating
... [22 more lines]
Found it! The archived docs specify a clear design:
Named Timer Callbacks (from ANCHOR.md and ANCHOR_API_PATTERNS.md)
-- Anonymous
self.timer:after(0.5, function() self.can_shoot = true end)
-- Named (self.timer.flash points to this, can be killed/replaced)
self.timer:after(0.15, 'flash', function() self.flashing = false end)
-- Cancel
if self.timer.flash then self.timer.flash:kill() end
-- Replace (old 'flash' killed automatically when adding new one with same name)
self.timer:after(0.15, 'flash', function() self.flashing = false end)
Key design decisions:
- Name is a middle parameter:
after(delay, [name], callback)— name is optional - Named callbacks become accessible:
self.timer.flashpoints to the callback object - Named callbacks can be killed:
self.timer.flash:kill() - Adding same name replaces: Adding a new callback with an existing name kills the old one first
This is conceptually similar to how named children work in the object tree — named timer callbacks behave like "pseudo-children" of the timer.
Implementation question: Should timer callbacks be:
- Actual child objects in
timer.children? (Most consistent with tree philosophy, but more overhead) - Table entries with a
:kill()method? (More pragmatic, less overhead)
The old implementation used option 2 (table with tags as keys). The new tree-based design might favor option 1, but option 2 is simpler.
Which direction would you prefer?
No, each module should be self-contained and not leak into the tree system. We should not have anything in the timer having the :kill() method or be exposed. Named timers should replace the old and automatically cancel them.
Got it. Much cleaner. So the timer is a self-contained black box:
-- Anonymous (can't cancel individually)
@timer\after 0.5, -> @can_shoot = true
-- Named (replaces any existing 'flash' timer automatically)
@timer\after 0.15, 'flash', -> @flashing = false
-- Explicit cancel by name
@timer\cancel 'flash'
No @timer.flash access, no :kill() on callbacks. Timers are internal state, not tree objects.
Proposed structure:
class timer extends object
new: =>
super 'timer'
@timers = {} -- internal table, keyed by name (or auto-generated id for anonymous)
@\action @\_update
after: (delay, name_or_callback, callback) =>
-- resolve name/callback from arguments
-- store in @timers[name], replacing if exists
every: (delay, name_or_callback, callback_or_times, ...) =>
-- similar pattern
tween: (delay, target, properties, method, after_callback, name) =>
-- store tween data
cancel: (name) =>
@timers[name] = nil
_update: (dt) =>
-- iterate @timers, advance each, fire callbacks, remove completed ones
Should I write the after method first for review?
Let's step back. Before we do the timer, identify which of the modules listed before are "singletons" that are applied to "an" alone and nothing else, vs. ones that are proper objects that can be applied as children of any object to give that object the given functionality.
Good thinking. Let me categorize based on how they were used in the old framework:
Singletons (on an only)
| Module | Why Singleton |
|---|---|
| input | Global input state — an:is_pressed('jump') |
| physics_world | Single Box2D world for all colliders |
| random | Global RNG — an:random_float(0, 1) |
| music_player | Global music playback |
| camera | Default camera attached to all layers (though could support multiple) |
Child Objects (added to any object)
| Module | Why Child |
|---|---|
| timer | Each object can have its own timers |
| spring | Each object can have springs for juice |
| collider | Each object can have its own physics body |
| animation | Each object can have its own sprite animation |
| shake | Each object (or camera) can shake |
| mouse_hover | Each UI element tracks its own hover state |
| stats | Each entity has its own stats |
| grid | Each object can hold grid data |
| joint | Connects two specific colliders |
Pure Utilities (not objects at all)
| Module | What It Is |
|---|---|
| array | Functions on arrays |
| math | Math functions |
| string | String functions |
| collision | Geometric collision tests |
| class | Class system infrastructure |
| color | Value objects / color data |
| layout | RectCut algorithm |
Hybrid / Asset-like
| Module | Nature |
|---|---|
| sound | Loaded globally (an.sounds.jump), played with parameters |
| layer | Few global instances (game, effects, ui) |
| text | Could be child object or utility |
For Emoji Ball Battles, the singletons we need on an:
- input, physics_world, random
The child objects we need:
- timer, spring, collider
Does this categorization look right? And should we start with the singletons first (since physics_world/input are pretty fundamental), or still go with timer?
We need different strategies for each type, don't you think? I think it would be wise to not treat everything as an object unless it's made to be part of the tree.
You're right. Let me think through the strategies:
Singletons (on an)
These are services/systems, not tree objects. They don't need parent/children/dead/tags. They could be:
- Methods directly on
an—an\is_pressed 'jump' - Properties of
an—an.world(the physics world) - Or just global state that
anmanages in its update
No reason to make input or physics_world into tree objects with children arrays and death semantics.
Child Objects (timer, spring, collider)
These do make sense as tree objects because:
- Their lifecycle is tied to parent (parent dies → they die)
- They benefit from the automatic cleanup
- They're "owned" by a specific object
Pure Utilities
Just global functions. No object wrapping needed.
-- Just functions, not objects
math.lerp = (t, a, b) -> a + (b - a) * t
math.angle = (x, y) -> math.atan2 y, x
So the implementation order might be:
- Utilities first (math, random functions) — no architecture, just functions
- Singletons on
an(input, physics_world) — figure out howanhosts them - Child objects (timer, spring, collider) — tree objects with proper lifecycle
Does this framing make sense? And if so, where would you like to start?
Yes, please add this analysis to @docs/PHASE_10_PROGRESS.md, as I think it's important for future instances to understand. Implementing all this is the last step of phase 10.
Read (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
1→# Phase 10 Progress
2→
3→This document captures the current state of Phase 10 implementation and decisions made.
4→
5→---
6→
7→## Project Structure
8→
9→We moved away from submodules and symlinks to a simpler copy-based approach.
10→
11→### Anchor Repository
12→
13→```
14→Anchor/
15→├── engine/
16→│ ├── src/anchor.c
17→│ ├── build/
18→│ │ └── anchor.exe
19→│ └── build.bat
20→├── game/ # Master framework (YueScript source)
21→│ ├── init.yue
22→│ ├── init.lua
23→│ ├── object.yue
24→│ └── object.lua
25→├── main.yue # Test file (runs from Anchor/ root)
26→├── main.lua
27→├── yue.exe # YueScript compiler
28→├── assets/ # Test assets
29→├── docs/
30→├── reference/
... [423 more lines]
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
add sound as well to the first type, remove "use actions internally for their per-frame updates", they can just use the default update function instead. Remove "don't expose kill" too. If they're objects they have the kill method and could be killed.
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The file E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md has been updated successfully.
Done. Added the Module Architecture section with:
- Singletons: input, physics_world, random, sound, music_player, camera
- Child Objects: timer, spring, collider, animation, shake
- Pure Utilities: math, array, string, collision, color
The "What's Next" section now reflects the implementation order: utilities first, then singletons, then child objects.
Where would you like to start?
Let's review this more thoroughly. Something only needs to be a singleton on an if it has state to be managed. Do all the listed singletons have state to be managed? Otherwise they can just be pure utilities.
Good catch. Let me think through each one:
| Module | Has State? | Analysis |
|---|---|---|
| input | Yes | Tracks current/previous key states, action bindings, gamepad state. Needs state for is_pressed vs is_down. |
| physics_world | Yes | The Box2D world itself, collision callbacks, physics tags. |
| camera | Yes | Position, zoom, rotation, shake offset. |
| music_player | Yes | Current song, playlist queue, crossfade state. |
| random | Maybe | Could just use math.random (stateless). Seeded RNG only needed for replays/determinism. |
| sound | Maybe | If C engine handles loading/playback, Lua just wraps C functions. State lives in C. |
Definitely singletons:
- input
- physics_world
- camera
- music_player
Could be pure utilities:
- random —
math.random_float(min, max)could just callmath.random()internally - sound — depends on what the C engine exposes
For sound, I should check what the C engine provides. If sound loading and playback is all handled in C, then Lua just needs thin wrapper functions, not a stateful singleton.
For random, do we need reproducible/seeded randomness for Emoji Ball Battles? If not, pure utility functions work fine.
Should I check the C engine's audio API to clarify the sound situation?
Check C engine's audio API and random too.
Read (E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md)
1→# Engine API Quick Reference
2→
3→Function signatures for all C-to-Lua bindings. See `ENGINE_API.md` for detailed documentation with examples.
4→
5→## Layer & Texture
6→
7→```
8→layer_create(name) -> layer
9→layer_rectangle(layer, x, y, w, h, color)
10→layer_circle(layer, x, y, radius, color)
11→layer_push(layer, x?, y?, r?, sx?, sy?)
12→layer_pop(layer)
13→layer_draw_texture(layer, texture, x, y, color?, flash?)
14→layer_set_blend_mode(layer, mode)
15→layer_draw(layer, x?, y?)
16→layer_get_texture(layer) -> texture_id
17→layer_reset_effects(layer)
18→texture_load(path) -> texture
19→texture_unload(texture)
20→texture_get_width(texture) -> int
21→texture_get_height(texture) -> int
22→```
23→
24→## Font
25→
26→```
27→font_load(name, path, size)
28→font_unload(name)
29→font_get_height(name) -> number
30→font_get_text_width(name, text) -> number
... [209 more lines]
This is very clarifying. The C engine already handles most of what I thought needed Lua-side state:
Random (C handles everything)
random_create(seed) -> rng
random_float(min, max, rng?) -> number
random_int(min, max, rng?) -> int
random_angle(rng?) -> number
random_bool(chance?, rng?) -> bool
random_choice(array, rng?) -> element
random_weighted(weights, rng?) -> index
...
The rng? parameter is optional — if omitted, uses a default global RNG in C. This is pure utility. Just call random_float(0, 1) directly.
Audio (C handles everything)
sound_load(path) -> sound
sound_play(sound, volume?, pitch?)
sound_set_volume(volume)
music_load(path) -> music
music_play(music, loop?)
music_stop()
music_set_volume(volume)
Loading, playback, volume — all in C. The only Lua convenience might be a name→handle registry so you can do sounds.jump instead of tracking handles. But that's just a table, not a singleton.
Input (C handles everything)
input_bind(action, control) -> bool
is_down(action) -> bool
is_pressed(action) -> bool
is_released(action) -> bool
key_is_down(key) -> bool
mouse_position() -> x, y
...
Action binding and state tracking all in C. Just call is_pressed 'jump' directly.
Revised Analysis
| Module | Reality |
|---|---|
| random | Pure utility — C functions, call directly |
| sound | Pure utility — C functions + optional Lua name table |
| input | Pure utility — C functions, call directly |
| music_player | Mostly C, Lua only if we want playlists |
| physics_world | C handles the world, but we might want Lua wrappers for collision events |
| camera | Needs Lua state (position, zoom, shake) |
So the only true singletons needing Lua state might be:
- camera — position, zoom, rotation, shake offset
- music_player — only if we want playlist management beyond basic
music_play
Should I update the PHASE_10_PROGRESS.md with this corrected analysis?
Doesn't sound and music_player need to handle the resources that are created somehow? Or is that handled by C too? And doesn't random need handling of rng seeds for replay purposes later?
You're right, I overlooked that.
Sound/Music resources:
sound_load(path) -> sound -- returns a handle
sound_play(sound, ...) -- needs the handle to play
Someone needs to store these handles. The old Anchor did:
lua
an:sound('jump', 'assets/jump.ogg') -- stores handle in an.sounds.jump
an.sounds.jump:sound_play(1, 1.05) -- uses it later
So there's a registry of name → handle mappings that Lua manages.
Random for replays:
random_create(seed) -> rng -- create seeded RNG
random_float(min, max, rng?) -- pass it to functions
For deterministic replays, we'd need to:
- Create an RNG with a known seed at game start
- Pass that RNG to all game logic (or make it the implicit default)
- Store/retrieve the seed for replay
So these aren't "pure utilities" — they need state:
| Module | State Needed |
|---|---|
| sound | Registry of loaded sounds (name → handle) |
| music | Registry of loaded music + current playing track |
| random | Game RNG instance + seed storage for replays |
The question is: where does this state live?
- On
an—an.sounds,an.music,an.rng - Global tables —
sounds = {},music = {}, separate froman - Module-managed —
sound.load(name, path)stores internally
What's your preference?
Let's have an handle everything that needs resources like that, including images, loaded maps, etc. How does the layer module fit into all this?
Good question. Let me think through layers:
From the C engine:
layer_create(name) -> layer
layer_rectangle(layer, x, y, w, h, color)
layer_circle(layer, x, y, radius, color)
layer_draw_texture(layer, texture, x, y, color?, flash?)
layer_draw(layer, x?, y?)
...
Layers are:
- Resources — created via
layer_create, need to be tracked - Drawing targets — you draw shapes/textures to them
- Usually few and global — games typically have
game,effects,uilayers
So layers fit the same pattern as sounds/images — resources managed by an:
-- Created through an, stored in an.layers
game = an\layer 'game'
ui = an\layer 'ui'
-- Used directly for drawing
game\circle x, y, 10, colors.white
ui\rectangle x, y, w, h, colors.black
Revised an as Resource Manager
| Resource | Creation | Storage | Usage |
|---|---|---|---|
| sounds | an\sound 'jump', 'assets/jump.ogg' |
an.sounds.jump |
an.sounds.jump\play 1, 1.05 |
| music | an\music 'bgm', 'assets/bgm.ogg' |
an.music.bgm |
an\music_play 'bgm' |
| images | an\image 'player', 'assets/player.png' |
an.images.player |
game\draw_texture an.images.player, x, y |
| layers | an\layer 'game' |
an.layers.game |
game\circle x, y, r, color |
| fonts | an\font 'main', 'assets/font.ttf', 16 |
an.fonts.main |
game\draw_text 'hello', 'main', x, y |
| rng | an\rng seed |
an.rng |
an\random_float 0, 1 |
Layers would typically be assigned to globals for convenience:
yuescript
game = an\layer 'game'
ui = an\layer 'ui'
Camera would either be:
- Properties on
andirectly (an.camera_x,an.camera_y,an.camera_zoom) - Or a child object of
an(an.camera)
Does this structure make sense?
I think camera should be an engine object, but we only ever add it to an, since we might want multiple cameras. And then we need some small amount of code to make cameras work with layers I think, right? OK, given all this, which modules ended up being this resource manager thing, pure objects that can be added as children, and pure utilities?
Here's the final categorization:
Resource Manager (methods on an)
These load/create resources and store them for later use:
| Resource | Load Method | Storage |
|---|---|---|
| sounds | an\sound 'name', 'path' |
an.sounds.name |
| music | an\music 'name', 'path' |
an.music.name |
| images | an\image 'name', 'path' |
an.images.name |
| layers | an\layer 'name' |
an.layers.name |
| fonts | an\font 'name', 'path', size |
an.fonts.name |
| rng | an\rng seed |
an.rng |
| physics | an\physics_init! |
(C-side, config via an) |
Child Objects (lifecycle tied to parent)
| Object | Description |
|---|---|
| timer | Delays, repeating callbacks, tweens |
| spring | Damped spring animation |
| collider | Box2D physics body |
| camera | Viewport (typically added to an, but supports multiple) |
| animation | Sprite animation |
| shake | Shake effect |
Pure Utilities (stateless global functions)
| Module | Description |
|---|---|
| math | math.lerp, math.angle, math.distance, easing functions |
| array | Array manipulation |
| string | String utilities |
| collision | Geometric tests (point-in-rect, circle-circle) |
| color | Color creation/manipulation |
| input | Wraps C functions (is_pressed, is_down, etc.) |
| random | Wraps C functions (or uses an.rng for deterministic replays) |
Should I update PHASE_10_PROGRESS.md with this final categorization?
Why does rng and random exist? These are both the same thing, no?
You're right, I overcomplicated it.
The C engine already has:
random_seed(seed, rng?) -- seed the default RNG
random_float(min, max, rng?) -- uses default if rng not passed
random_int(min, max, rng?)
...
So random is just pure utility — call the C functions directly. The C engine maintains the RNG state.
For replays:
- At game start:
random_seed(my_seed)— seeds the global RNG - Store
my_seedfor replay - When replaying:
random_seed(stored_seed)— same sequence
No need for an to manage an RNG object. Just call random_seed once at startup.
Corrected Pure Utilities:
| Module | Description |
|---|---|
| math | math.lerp, math.angle, easing functions |
| random | Wraps C functions (random_float, random_int, random_seed) |
| array | Array manipulation |
| string | String utilities |
| collision | Geometric tests |
| color | Color creation/manipulation |
| input | Wraps C functions (is_pressed, is_down) |
Let's turn random into an object as well. This object is essentially a particular seed, and then you call all random functions from it, without needing to explicitly pass seed to calls.
That's cleaner. So random becomes a child object:
-- Create with seed, add to an
an\add random 12345
-- Use it - no need to pass rng handle
an.random\float 0, 1
an.random\int 1, 10
an.random\angle!
an.random\bool 0.5
an.random\choice items
an.random\weighted {10, 30, 60}
Internally it holds the C rng handle from random_create(seed) and passes it to C functions.
Benefits:
- Multiple RNGs possible (gameplay vs cosmetic effects)
- Seed encapsulated in object
- Cleaner API without explicit rng parameter
- Can get seed back for replay:
an.random\get_seed!
Updated Child Objects:
| Object | Description |
|---|---|
| random | Seeded RNG — random seed |
| timer | Delays, repeating callbacks, tweens |
| spring | Damped spring animation |
| collider | Box2D physics body |
| camera | Viewport |
| animation | Sprite animation |
| shake | Shake effect |
Updated Pure Utilities:
| Module | Description |
|---|---|
| math | math.lerp, math.angle, easing functions |
| array | Array manipulation |
| string | String utilities |
| collision | Geometric tests |
| color | Color creation/manipulation |
| input | Wraps C functions (is_pressed, is_down) |
Should I update PHASE_10_PROGRESS.md with this final version?
Should input be an object as well? Couldn't we want to attach different input methods and binding to different types of objects?
Good point. For multiplayer, split-screen, or different control schemes:
-- Player 1 with keyboard
p1_input = input!
p1_input\bind 'move_left', 'key:a'
p1_input\bind 'move_right', 'key:d'
p1_input\bind 'jump', 'key:space'
-- Player 2 with arrow keys
p2_input = input!
p2_input\bind 'move_left', 'key:left'
p2_input\bind 'move_right', 'key:right'
p2_input\bind 'jump', 'key:up'
-- Each player has their own input context
player1\add p1_input
player2\add p2_input
-- In player code
if @input\is_pressed 'jump'
@\do_jump!
The input object would:
- Store its own action → key/button mappings
- Query raw input state from C (
key_is_pressed,mouse_is_pressed, etc.) - Provide
is_pressed(action),is_down(action)that check its own bindings
This makes input a proper child object with its own binding context, rather than a global singleton.
Updated Child Objects:
| Object | Description |
|---|---|
| input | Input bindings context — input! |
| random | Seeded RNG — random seed |
| timer | Delays, repeating callbacks, tweens |
| spring | Damped spring animation |
| collider | Box2D physics body |
| camera | Viewport |
| animation | Sprite animation |
| shake | Shake effect |
Pure Utilities (just global functions):
| Module | Description |
|---|---|
| math | math.lerp, math.angle, easing functions |
| array | Array manipulation |
| string | String utilities |
| collision | Geometric tests |
| color | Color creation/manipulation |
Should color be an object? We might want to do operations on particular colors before passing them draw functions.
Good question. Colors do have state and operations:
-- Create
red = color 1, 0, 0
blue = color_hex '#0000ff'
-- Variations (like old Anchor)
game\circle x, y, 10, red[0] -- base
game\circle x, y, 8, red[3] -- lighter
game\circle x, y, 6, red[-2] -- darker
-- Alpha variations
game\circle x, y, 10, red.alpha[-3] -- semi-transparent
-- Operations
purple = red\blend blue, 0.5
dimmed = red\darken 0.2
But color is different from timer/collider — you don't add it to a parent:
-- This doesn't make sense
player\add color 1, 0, 0 -- ??
-- Colors are just created and used
red = color 1, 0, 0
game\circle x, y, 10, red[0]
So maybe we need a third category: Value Objects — objects with state and methods, but not part of the tree hierarchy.
Child Objects (tree lifecycle):
| Object | Description |
|---|---|
| input | Input bindings context |
| random | Seeded RNG |
| timer | Delays, tweens |
| spring | Damped spring |
| collider | Physics body |
| camera | Viewport |
| animation | Sprite animation |
| shake | Shake effect |
Value Objects (stateful, not in tree):
| Object | Description |
|---|---|
| color | Color with variations and operations |
Pure Utilities (stateless functions):
| Module | Description |
|---|---|
| math | math.lerp, math.angle, easing |
| array | Array manipulation |
| string | String utilities |
| collision | Geometric tests |
Does this distinction make sense?
OK, for the collision utility we'll use https://github.com/eigenbom/lua-geo2d. Change @docs/PHASE_10_PROGRESS.md with all these details, make sure to capture the most important points of our discussions for all object types and resources and so on. This is important for future instances to understand in detail, it will guide the work we do for the next few days.
Read (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
440→| Short aliases (T, Y, U, E, X, L, A, F, K) | Done |
441→| Documentation comments in object.yue | Done |
442→| Test suite (42 tests) | Done |
443→
444→---
445→
446→## Module Architecture
447→
448→The remaining framework modules fall into three categories, each requiring a different implementation strategy. **Not everything should be an object in the tree.**
449→
450→### Singletons (Services on `an`)
451→
452→These are global services that provide functionality to the entire game. They are **not** tree objects — they don't need parent/children/dead/tags. They're either methods on `an`, properties of `an`, or global state that `an` manages.
453→
454→| Module | Description | Implementation |
455→|--------|-------------|----------------|
456→| **input** | Global input state | Methods on `an`: `an\is_pressed 'jump'` |
457→| **physics_world** | Single Box2D world | Property of `an`: `an.world` |
458→| **random** | Global RNG | Methods on `an`: `an\random_float 0, 1` |
459→| **sound** | Sound loading and playback | Methods on `an`: `an\sound 'jump', 'assets/jump.ogg'` |
460→| **music_player** | Global music playback | Methods on `an` |
461→| **camera** | Default viewport | Property of `an` or global |
462→
463→### Child Objects (Tree Objects)
464→
465→These make sense as tree objects because their lifecycle is tied to their parent. When the parent dies, they die. They benefit from automatic cleanup.
466→
467→| Module | Description | Usage |
468→|--------|-------------|-------|
469→| **timer** | Delayed/repeating callbacks, tweening | `@\add timer!` then `@timer\after 2, -> ...` |
... [34 more lines]
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The file E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md has been updated successfully.
Let me verify the update looks correct.
Read (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
440→| Short aliases (T, Y, U, E, X, L, A, F, K) | Done |
441→| Documentation comments in object.yue | Done |
442→| Test suite (42 tests) | Done |
443→
444→---
445→
446→## Module Architecture
447→
448→The remaining framework modules fall into four categories, each requiring a different implementation strategy. **Not everything should be an object in the tree.** Each module should be self-contained and not leak into other systems.
449→
450→### Resource Manager (`an`)
451→
452→The root object `an` manages all loaded resources. Resources are created through methods on `an` and stored in registries for later access. The C engine handles the actual resource data; Lua tracks handles and provides convenient access by name.
453→
454→| Resource | Load Method | Storage | Usage |
455→|----------|-------------|---------|-------|
456→| **sounds** | `an\sound 'name', 'path'` | `an.sounds.name` | `an.sounds.jump\play 1, 1.05` |
457→| **music** | `an\music 'name', 'path'` | `an.music.name` | `an\music_play 'bgm'` |
458→| **images** | `an\image 'name', 'path'` | `an.images.name` | `game\draw_texture an.images.player, x, y` |
459→| **layers** | `an\layer 'name'` | `an.layers.name` | `game\circle x, y, r, color` |
460→| **fonts** | `an\font 'name', 'path', size` | `an.fonts.name` | `game\draw_text 'hello', 'main', x, y` |
461→
462→**Why resources on `an`:**
463→- Resources need handles tracked somewhere (C returns handles, Lua stores them)
464→- Centralized registry allows access by name (`an.sounds.jump` instead of raw handles)
465→- Layers are typically assigned to globals for convenience: `game = an\layer 'game'`
466→
467→**Physics** is also configured through `an`:
468→- `an\physics_init!` — Initialize the Box2D world
469→- `an\physics_set_gravity gx, gy` — Configure gravity
... [81 more lines]
Updated. The document now captures:
- Resource Manager (
an) — sounds, music, images, layers, fonts, physics config - Child Objects — input, random, timer, spring, collider, camera, animation, shake
- Detailed notes on input (multiple contexts), random (seeded for replays), timer (internal design), camera (typically on
an)
- Detailed notes on input (multiple contexts), random (seeded for replays), timer (internal design), camera (typically on
- Value Objects — color with variations and operations
- Pure Utilities — math, array, string, collision (using lua-geo2d)
The "What's Next" section shows the implementation order. Does this look complete, or is there anything else to capture from our discussion?
Great, let's end this session, name it "Anchor Phase 10 Part 4"
Bash (ls -t ~/.claude/projects/E--a327ex-Anchor/*.jsonl | grep -v agent | head -1)
/c/Users/adn/.claude/projects/E--a327ex-Anchor/f0c40cf2-ee16-4cde-9153-ddfe120d144d.jsonl