Anchor Phase 10 Part 6
Summary
Implemented the complete timer child object module and math.yue with easing functions.
Phase 1 — Basic Timer:
- Proposed
after,every,cancelwith name as last argument - User corrected: name should be second argument for English readability (
timer\after 1, 'flash', -> ...) - User corrections:
super 'timer'notsuper!, usemodenottype, use:delayshorthand idiom - Testing revealed non-deterministic iteration order with hash table — switched to array-based storage for replay support
- Cancel during iteration caused double-firing/skipped timers — fixed with
cancelledflag pattern
Phase 2 — Tween Support:
- Added
during(renamed fromfor) andtween - Created
math.yuewithlerpand all easing functions (40+ functions)
Phase 3 — Advanced Timers:
- Ported remaining functions from old Anchor:
watch,when,cooldown,every_step,during_step - User rejected
_nowsuffix for immediate variants — chose separatetriggermethod instead - Thought
whenwas reserved keyword, renamed tocondition, then discovered real error was semicolon in parenthesized function — reverted towhen - Runtime error:
watch/whenentries missingtime: 0field — fixed
Final State:
- 14 timer tests passing
- Full documentation added to
timer.yue - Updated
PHASE_10_PROGRESS.mdwith timer module section and design decisions
Hello, Claude. Let's continue with phase 10. Please read @docs/PHASE_10_PROGRESS.md.
I've read the Phase 10 progress document. Here's where things stand:
Completed:
- Project structure, YueScript compilation
objectclass with full tree management, actions, tags, horizontal links- Short aliases (T, Y, U, E, X, L, A, F, K)
layer,image,fontclasses- Resource registration on
an - 42 tests passing
Remaining work:
| Category | Items |
|---|---|
| Pure utilities | math (lerp, angle, easing), array, string |
| Value objects | color |
| Resource manager | sounds, music on an |
| Child objects | random, input, timer, spring, collider, camera, animation, shake |
| External libs | lua-geo2d for collision utilities |
What would you like to work on next? Some natural starting points:
- Pure utilities (math/array/string) — stateless functions, straightforward to implement
- color — value object with variations and operations
- sounds/music — extend the resource manager pattern already established
- random — simple child object, good template for others
- timer — commonly needed, enables testing time-based behaviors
Let's get the timer working. What's your plan of attack?
Here's my plan:
Phase 1: Basic Structure
- Create
timer.yueinframework/anchor/ - Extend
objectclass - Internal
@entriestable storing timer data updatemethod processes entries each frame
Phase 2: Core Methods
after(delay, callback)— one-shot delayafter(name, delay, callback)— named version (cancellable/replaceable)every(interval, callback, times?)— repeating (optional limit)every(name, interval, callback, times?)— named versioncancel(name)— remove named timer
Phase 3: Extended Methods
during(duration, callback, after?)— per-frame callback for durationtween(duration, object, targets, easing?)— property interpolation
Internal entry structure:
{
time: 0, -- accumulated time
delay: 2, -- target time
callback: fn, -- function to call
mode: 'after', -- 'after', 'every', 'during', 'tween'
times: nil, -- repeat limit (every only)
count: 0, -- times fired (every only)
}
Questions before I start:
Anonymous storage — Anonymous timers could go in an array, or get auto-generated names like
_anon_1. Array is simpler. Preference?Callback arguments — Should callbacks receive
dt? Forduring, should it pass progress (0-1)?Tweens — These depend on easing functions. Skip for now and add when math utilities exist, or stub with linear-only?
Return value — Should methods return
selffor chaining (@timer\after(...)\every(...)) or return nothing?
Read the timer module in love-compare and see which parts of that code from old Anchor are still relevant now, which part of it can be discarded, etc. Does it change your plan in any way?
Glob (/love-compare//timer*)
E:\a327ex\Anchor\reference\love-compare\anchor\timer.lua
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 rich reference. Here's my analysis:
Timer types in old Anchor:
| Type | Description | Verdict |
|---|---|---|
after |
One-shot delay | Keep — essential |
every |
Repeating at interval | Keep — essential |
for |
Every frame for duration | Keep — useful (rename to during) |
tween |
Property interpolation | Keep — essential for juice |
change |
Watch field for changes | Defer — niche |
condition |
Call when condition becomes true | Defer — can use actions |
cooldown |
Action every delay when condition true | Defer — niche |
every_step |
Varying delays between calls | Defer — niche |
for_step |
Varying delays within duration | Defer — niche |
Key features worth keeping:
- Tags — Named timers auto-cancel previous with same tag (core feature)
- Anonymous auto-tagging —
an:uid()generates unique ID when no tag provided - Range delays —
{2, 4}picks random value in range (elegant) timesparameter — Limit how many timeseveryfiresimmediateflag — Fire once immediately, then repeataftercallback — Run when timer completes
Features to defer:
- Frame mode (
timer_use_frames) — adds complexity - Multipliers (
timer_set_multiplier) — dynamic speed adjustment - Custom RNG (
timer_rng) — random module doesn't exist yet
Architecture difference:
Old (mixin): self:timer() then self:timer_after(...)
New (child): @\add timer! then @timer\after(...)
Revised plan:
Phase 1:
after(delay, callback, tag?)every(delay, callback, times?, after?, tag?)cancel(tag)- Auto-uid for anonymous timers
Phase 2:
during(delay, callback, after?, tag?)— per-frame for durationtween(delay, target, values, easing?, after?, tag?)- Range delays
{min, max}
Open question: For range delays we need RNG. Options:
- Use Lua's
math.randomfor now - Wait until
randommodule exists - Skip range delays initially
What's your preference on the RNG question, and does this revised scope look right?
Let's not have the tag as the last argument. The name should be the second argument so it reads properly like english @timer\after 2, 'flash', -> -- do flash. Other than that yea, seems good. As for random, skip its usage for now.
Got it. Name as second argument reads much better.
Revised signatures:
-- after(delay, callback) or after(delay, name, callback)
@timer\after 2, -> print 'anonymous'
@timer\after 2, 'flash', -> print 'named flash'
-- every(delay, callback, times?, after?) or every(delay, name, callback, times?, after?)
@timer\every 0.5, -> spawn_enemy!
@timer\every 0.5, 'spawn', (-> spawn_enemy!), 10, -> print 'done'
-- during(delay, callback, after?) or during(delay, name, callback, after?)
@timer\during 1, (-> @hidden = not @hidden), -> @hidden = false
@timer\during 1, 'blink', (-> @hidden = not @hidden), -> @hidden = false
-- tween(delay, target, values, easing?, after?) or tween(delay, name, target, values, easing?, after?)
@timer\tween 0.2, self, {sx: 0, sy: 0}
@timer\tween 0.2, 'shrink', self, {sx: 0, sy: 0}, math.linear, -> @dead = true
-- cancel
@timer\cancel 'flash'
Detection: if type(arg2) == 'string' then it's a name, otherwise generate uid.
Basic structure:
class timer extends object
new: =>
super!
@entries = {}
@next_id = 1
uid: =>
id = "_anon_#{@next_id}"
@next_id += 1
id
after: (delay, name_or_callback, callback) =>
name, cb = if type(name_or_callback) == 'string'
name_or_callback, callback
else
@\uid!, name_or_callback
@entries[name] = {type: 'after', time: 0, delay: delay, callback: cb}
cancel: (name) =>
@entries[name] = nil
update: (dt) =>
-- process entries, fire callbacks, remove completed
Does this structure look right before I write the full implementation?
super! needs to be super 'timer' because we want the object to be automatically named @timer to the parent. What's going on with uid function? Use mode instead of type for the entries table. Use :delay idiom, add it to CLAUDE.md YueScript idioms.
Good catches. Let me clarify and fix:
super 'timer' — Yes, so parent gets
@timerreference automatically.uid function — This generates unique keys for anonymous timers (when no name provided). The old code used
an:uid(). Should I:- Keep a simple counter like I have? (
_anon_1,_anon_2, ...) - Just not support anonymous timers? (always require a name)
- Something else?
- Keep a simple counter like I have? (
mode instead of type — Fixed,
typeis a Lua builtin.:delayidiom — Shorthand for{delay: delay}→{:delay}. I'll add it to CLAUDE.md.
Let me add that idiom now:
Read (E:\a327ex\Anchor.claude\CLAUDE.md)
1→# CLAUDE.md
2→
3→Guidelines for Claude Code instances working on the Anchor engine.
4→
5→---
6→
7→## Engine vs Game vs Framework
8→
9→**Engine** — C code in `engine/src/anchor.c` exposing functions to Lua
10→**Game** — YueScript code using the engine to build games
11→**Framework** — YueScript framework classes in `Anchor/framework/anchor/` (object.yue, init.yue, etc.)
12→
13→**Engine Mode** — when modifying anchor.c or engine behavior
14→**Game Mode** — when writing gameplay code in YueScript (from a game's repository)
15→**Framework Mode** — when editing the YueScript framework classes in `Anchor/framework/anchor/`
16→
17→This is the **Engine** and **Framework** repository. For Game Mode, work from a game's repository (e.g., `emoji-ball-battles/`).
18→
19→---
20→
21→## Read First
22→
23→**Source of truth:** `engine/src/anchor.c` — the complete engine implementation (~7000 lines, single file).
24→
25→**Engine API:**
26→- `docs/ENGINE_API_QUICK.md` — compact function signatures, one per line (for quick lookup)
27→- `docs/ENGINE_API.md` — detailed documentation with examples for every function
28→
29→**Context:**
30→- `docs/ANCHOR_CONTEXT_BRIEF.md` — design reasoning, developer working style, how to evaluate features
... [139 more lines]
Edit (E:\a327ex\Anchor.claude\CLAUDE.md)
The file E:\a327ex\Anchor\.claude\CLAUDE.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
163→- Use `for item in *list` for array iteration (values only)
164→- Use `for i, item in ipairs list` for index-value pairs
165→- Use `\method!` for method calls (compiles to `obj:method()`)
166→- Use `@\method!` for self method calls in class methods
167→- Use `@` prefix in constructor parameters for auto-assignment: `new: (@name, @x, @y) =>` automatically sets `@name = name`, etc.
168→- Default values work with auto-assignment: `new: (@name='default', @size=16) =>`
169→- Use `{:key}` shorthand for `{key: key}` when table key matches variable name: `{:delay, :callback}` instead of `{delay: delay, callback: callback}`
170→
Added the :key idiom.
Back to the uid question — what's your preference for anonymous timers? The old code generated unique IDs so you could do:
@timer\after 2, -> print 'no name needed'
Without a uid, we'd need to always require a name:
@timer\after 2, 'print_thing', -> print 'name required'
Should I:
- Keep counter-based uid (
_anon_1,_anon_2, ...) for anonymous timers - Require names always (simpler, more explicit)
- Something else?
Yes, sure, keep it like this then.
Good. Here's the Phase 1 implementation for timer.yue:
global *
require 'anchor.object'
class timer extends object
new: =>
super 'timer'
@entries = {}
@next_id = 1
-- Generate unique ID for anonymous timers
uid: =>
id = "_anon_#{@next_id}"
@next_id += 1
id
-- after(delay, callback) or after(delay, name, callback)
after: (delay, name_or_callback, callback) =>
name, cb = if type(name_or_callback) == 'string'
name_or_callback, callback
else
@\uid!, name_or_callback
@entries[name] = {mode: 'after', time: 0, :delay, callback: cb}
-- every(delay, callback, times?, after?) or every(delay, name, callback, times?, after?)
every: (delay, name_or_callback, callback_or_times, times_or_after, after) =>
name, cb, times, after_callback = if type(name_or_callback) == 'string'
name_or_callback, callback_or_times, times_or_after, after
else
@\uid!, name_or_callback, callback_or_times, times_or_after
@entries[name] = {mode: 'every', time: 0, :delay, callback: cb, :times, :after_callback, count: 0}
cancel: (name) =>
@entries[name] = nil
update: (dt) =>
to_remove = {}
for name, entry in pairs @entries
entry.time += dt
if entry.mode == 'after'
if entry.time >= entry.delay
entry.callback!
to_remove[] = name
elseif entry.mode == 'every'
if entry.time >= entry.delay
entry.callback!
entry.time -= entry.delay
if entry.times
entry.count += 1
if entry.count >= entry.times
entry.after_callback! if entry.after_callback
to_remove[] = name
@entries[name] = nil for name in *to_remove
Does this look right? A few notes:
everywithtimestrackscountand removes when doneafter_callbackruns wheneverycompletes its repetitions- Cleanup happens at end of update via
to_removearray
Do we need cb to be called that, can't it be called callback? The same for after vs after_callback
You're right, I should follow the verbose naming guideline. Let me rename the parameters to avoid shadowing:
global *
require 'anchor.object'
class timer extends object
new: =>
super 'timer'
@entries = {}
@next_id = 1
-- Generate unique ID for anonymous timers
uid: =>
id = "_anon_#{@next_id}"
@next_id += 1
id
-- after(delay, callback) or after(delay, name, callback)
after: (delay, name_or_callback, callback_function) =>
name, callback = if type(name_or_callback) == 'string'
name_or_callback, callback_function
else
@\uid!, name_or_callback
@entries[name] = {mode: 'after', time: 0, :delay, :callback}
-- every(delay, callback, times?, after?) or every(delay, name, callback, times?, after?)
every: (delay, name_or_callback, callback_or_times, times_or_after, after_function) =>
name, callback, times, after = if type(name_or_callback) == 'string'
name_or_callback, callback_or_times, times_or_after, after_function
else
@\uid!, name_or_callback, callback_or_times, times_or_after
@entries[name] = {mode: 'every', time: 0, :delay, :callback, :times, :after, count: 0}
cancel: (name) =>
@entries[name] = nil
update: (dt) =>
to_remove = {}
for name, entry in pairs @entries
entry.time += dt
if entry.mode == 'after'
if entry.time >= entry.delay
entry.callback!
to_remove[] = name
elseif entry.mode == 'every'
if entry.time >= entry.delay
entry.callback!
entry.time -= entry.delay
if entry.times
entry.count += 1
if entry.count >= entry.times
entry.after! if entry.after
to_remove[] = name
@entries[name] = nil for name in *to_remove
Does this look right?
Use switch for the entries, since YueScript has it
global *
require 'anchor.object'
class timer extends object
new: =>
super 'timer'
@entries = {}
@next_id = 1
-- Generate unique ID for anonymous timers
uid: =>
id = "_anon_#{@next_id}"
@next_id += 1
id
-- after(delay, callback) or after(delay, name, callback)
after: (delay, name_or_callback, callback_function) =>
name, callback = if type(name_or_callback) == 'string'
name_or_callback, callback_function
else
@\uid!, name_or_callback
@entries[name] = {mode: 'after', time: 0, :delay, :callback}
-- every(delay, callback, times?, after?) or every(delay, name, callback, times?, after?)
every: (delay, name_or_callback, callback_or_times, times_or_after, after_function) =>
name, callback, times, after = if type(name_or_callback) == 'string'
name_or_callback, callback_or_times, times_or_after, after_function
else
@\uid!, name_or_callback, callback_or_times, times_or_after
@entries[name] = {mode: 'every', time: 0, :delay, :callback, :times, :after, count: 0}
cancel: (name) =>
@entries[name] = nil
update: (dt) =>
to_remove = {}
for name, entry in pairs @entries
entry.time += dt
switch entry.mode
when 'after'
if entry.time >= entry.delay
entry.callback!
to_remove[] = name
when 'every'
if entry.time >= entry.delay
entry.callback!
entry.time -= entry.delay
if entry.times
entry.count += 1
if entry.count >= entry.times
entry.after! if entry.after
to_remove[] = name
@entries[name] = nil for name in *to_remove
Does this look right?
Yep, it does.
I'll create the file and add the require to init.yue.
Read (E:\a327ex\Anchor\framework\anchor\init.yue)
1→global *
2→
3→--[[
4→ Anchor framework initialization.
5→
6→ This file:
7→ 1. Requires all framework classes (object, layer, image, font)
8→ 2. Creates the root object 'an' with resource registries
9→ 3. Attaches registration methods to 'an'
10→ 4. Defines the global update() function called by the C engine
11→
12→ The 'an' object is the root of the object tree and the central access point
13→ for all framework resources (layers, images, fonts).
14→]]
15→
16→require 'anchor.object'
17→require 'anchor.layer'
18→require 'anchor.image'
19→require 'anchor.font'
20→
21→--[[
22→ Root object for the framework.
23→
24→ All game objects should be children of 'an' (directly or nested).
25→ Resource registries (layers, images, fonts) live here.
26→
27→ Usage:
28→ an\layer 'game' -- register layer
29→ an\image 'player', 'path.png' -- register image
30→ an\font 'main', 'path.ttf', 16 -- register font
... [86 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\init.yue)
The file E:\a327ex\Anchor\framework\anchor\init.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
12→ The 'an' object is the root of the object tree and the central access point
13→ for all framework resources (layers, images, fonts).
14→]]
15→
16→require 'anchor.object'
17→require 'anchor.layer'
18→require 'anchor.image'
19→require 'anchor.font'
20→require 'anchor.timer'
21→
22→--[[
23→ Root object for the framework.
24→
Done. Created timer.yue and added the require to init.yue. Ready for testing.
Basic test you could add to main.yue:
-- Test timer
test_obj = object 'test'
test_obj\add timer!
test_obj.timer\after 1, -> print 'after 1 second'
test_obj.timer\after 2, 'named', -> print 'named timer after 2 seconds'
test_obj.timer\every 0.5, (-> print 'every 0.5s'), 3, -> print 'done after 3 times'
an\add test_obj
You should add the tests.
Read (E:\a327ex\Anchor\framework\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→an\layer 'game'
6→an\font 'main', 'assets/LanaPixel.ttf', 11
7→an\image 'smile', 'assets/slight_smile.png'
8→
9→an.angle = 0
10→
11→an\action (dt) =>
12→ @angle += dt * 2
13→ game = an.layers.game
14→ game\rectangle 80, 80, 50, 50, rgba(255, 0, 0, 255)
15→ game\circle 400, 80, 25, rgba(0, 255, 0, 255)
16→ game\push 240, 135, @angle, 0.1, 0.1
17→ game\image an.images.smile, 0, 0
18→ game\pop!
19→ game\text "Hello!", an.fonts.main, 240, 220, rgba(255, 255, 255, 255)
20→ game\draw!
21→
Edit (E:\a327ex\Anchor\framework\main.yue)
The file E:\a327ex\Anchor\framework\main.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→require 'anchor'
4→
5→an\layer 'game'
6→an\font 'main', 'assets/LanaPixel.ttf', 11
7→an\image 'smile', 'assets/slight_smile.png'
8→
9→-- Timer tests
10→test_obj = object 'test'
11→test_obj\add timer!
12→an\add test_obj
13→
14→-- Test 1: anonymous after
15→test_obj.timer\after 0.5, -> print '[0.5s] anonymous after fired'
16→
17→-- Test 2: named after
18→test_obj.timer\after 1, 'named_after', -> print '[1.0s] named after fired'
19→
20→-- Test 3: anonymous every (3 times)
21→test_obj.timer\every 0.3, (-> print '[every 0.3s] tick'), 3, -> print '[every 0.3s] done after 3 times'
22→
23→-- Test 4: named every (will be cancelled)
24→test_obj.timer\every 0.2, 'to_cancel', -> print '[every 0.2s] this should only print twice'
25→
26→-- Test 5: cancel the named every after 0.5s
27→test_obj.timer\after 0.5, 'do_cancel', ->
28→ print '[0.5s] cancelling to_cancel timer'
29→ test_obj.timer\cancel 'to_cancel'
... [18 more lines]
Added 6 tests:
- Anonymous after — fires at 0.5s
- Named after — fires at 1.0s
- Anonymous every with limit — ticks 3 times at 0.3s intervals, then calls after callback
- Named every (to be cancelled) — should only tick twice before being cancelled
- Cancel — cancels the above timer at 0.5s
- Replace named timer — second registration should overwrite first
Expected output order roughly:
[every 0.2s] this should only print twice
[every 0.3s] tick
[every 0.2s] this should only print twice
[0.5s] anonymous after fired
[0.5s] cancelling to_cancel timer
[every 0.3s] tick
[every 0.3s] tick
[every 0.3s] done after 3 times
[1.0s] named after fired
[2.0s] replaced timer fired (expected)
Ready to test with ./run.bat from the framework folder.
[every 0.2s] this should only print twice [every 0.3s] tick [every 0.2s] this should only print twice [0.5s] cancelling to_cancel timer [0.5s] anonymous after fired [every 0.3s] tick [every 0.3s] tick [every 0.3s] done after 3 times [1.0s] named after fired [2.0s] replaced timer fired (expected)
Seems like it's correct. Except both at 0.5s, why was their order flipped?
The @entries table is iterated with pairs, which doesn't guarantee order — it's based on Lua's internal hash table structure, not insertion order.
Both timers fire on the same frame (when time >= 0.5), but which one gets processed first depends on how Lua happens to hash the keys _anon_1 vs do_cancel.
Options if deterministic order matters:
- Accept it — same-frame timers having undefined relative order is usually fine for games
- Use an array — store entries in an array with insertion order, iterate with
ipairs - Sort by insertion order — add an
orderfield and sort before processing
I'd lean toward option 1. If two timers fire on the exact same frame, their relative order typically shouldn't matter. If it does matter, they should have different delays.
What's your preference?
I want replays so I feel like it should matter, right?
You're right. For deterministic replays, same inputs must produce identical results every time. Hash table iteration order can vary between Lua versions or even runs.
I'll switch to an array with insertion order. Changes:
class timer extends object
new: =>
super 'timer'
@entries = {} -- now an array
@next_id = 1
-- Find entry index by name (for cancel/replace)
find: (name) =>
for index, entry in ipairs @entries
return index if entry.name == name
nil
after: (delay, name_or_callback, callback_function) =>
name, callback = if type(name_or_callback) == 'string'
name_or_callback, callback_function
else
@\uid!, name_or_callback
-- Replace existing entry with same name
index = @\find name
if index
@entries[index] = {:name, mode: 'after', time: 0, :delay, :callback}
else
@entries[] = {:name, mode: 'after', time: 0, :delay, :callback}
cancel: (name) =>
index = @\find name
table.remove @entries, index if index
update: (dt) =>
to_remove = {}
for index, entry in ipairs @entries
entry.time += dt
switch entry.mode
when 'after'
if entry.time >= entry.delay
entry.callback!
to_remove[] = index
-- ...
-- Remove in reverse order to preserve indices
for i = #to_remove, 1, -1
table.remove @entries, to_remove[i]
Key changes:
@entriesis now an arrayfind(name)does linear searchipairsensures insertion order- Removal in reverse to preserve indices
Does this look right?
Can't we keep two parallel arrays instead of having the find function?
Like the action system does it:
class timer extends object
new: =>
super 'timer'
@entries = {} -- array of entry data
@names = {} -- array of names (parallel)
@next_id = 1
after: (delay, name_or_callback, callback_function) =>
name, callback = if type(name_or_callback) == 'string'
name_or_callback, callback_function
else
@\uid!, name_or_callback
-- Check for existing name
for index, existing_name in ipairs @names
if existing_name == name
@entries[index] = {mode: 'after', time: 0, :delay, :callback}
return
-- New entry
@entries[] = {mode: 'after', time: 0, :delay, :callback}
@names[] = name
cancel: (name) =>
for index, existing_name in ipairs @names
if existing_name == name
table.remove @entries, index
table.remove @names, index
return
update: (dt) =>
to_remove = {}
for index, entry in ipairs @entries
entry.time += dt
switch entry.mode
when 'after'
if entry.time >= entry.delay
entry.callback!
to_remove[] = index
-- ...
for i = #to_remove, 1, -1
table.remove @entries, to_remove[i]
table.remove @names, to_remove[i]
We still loop through @names to find existing entries for replace/cancel — is that okay, or did you have a different approach in mind?
The first solution is fine then.
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
1→global *
2→
3→require 'anchor.object'
4→
5→class timer extends object
6→ new: =>
7→ super 'timer'
8→ @entries = {}
9→ @next_id = 1
10→
11→ -- Generate unique ID for anonymous timers
12→ uid: =>
13→ id = "_anon_#{@next_id}"
14→ @next_id += 1
15→ id
16→
17→ -- after(delay, callback) or after(delay, name, callback)
18→ after: (delay, name_or_callback, callback_function) =>
19→ name, callback = if type(name_or_callback) == 'string'
20→ name_or_callback, callback_function
21→ else
22→ @\uid!, name_or_callback
23→ @entries[name] = {mode: 'after', time: 0, :delay, :callback}
24→
25→ -- every(delay, callback, times?, after?) or every(delay, name, callback, times?, after?)
26→ every: (delay, name_or_callback, callback_or_times, times_or_after, after_function) =>
27→ name, callback, times, after = if type(name_or_callback) == 'string'
28→ name_or_callback, callback_or_times, times_or_after, after_function
29→ else
30→ @\uid!, name_or_callback, callback_or_times, times_or_after
... [28 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→require 'anchor.object'
4→
5→class timer extends object
6→ new: =>
7→ super 'timer'
8→ @entries = {}
9→ @next_id = 1
10→
11→ -- Generate unique ID for anonymous timers
12→ uid: =>
13→ id = "_anon_#{@next_id}"
14→ @next_id += 1
15→ id
16→
17→ -- Find entry index by name
18→ find: (name) =>
19→ for index, entry in ipairs @entries
20→ return index if entry.name == name
21→ nil
22→
23→ -- after(delay, callback) or after(delay, name, callback)
24→ after: (delay, name_or_callback, callback_function) =>
25→ name, callback = if type(name_or_callback) == 'string'
26→ name_or_callback, callback_function
27→ else
28→ @\uid!, name_or_callback
29→ entry = {:name, mode: 'after', time: 0, :delay, :callback}
... [48 more lines]
Updated to array-based storage with ipairs for deterministic order. Ready to test — the 0.5s timers should now fire in insertion order (anonymous first, then cancel).
[every 0.2s] this should only print twice [every 0.3s] tick [every 0.2s] this should only print twice [0.5s] anonymous after fired [0.5s] cancelling to_cancel timer [0.5s] cancelling to_cancel timer [every 0.3s] tick [every 0.3s] tick [every 0.3s] done after 3 times [1.0s] named after fired
Two issues:
- Cancel callback firing twice
- 2s timer not firing at all
The problem is calling cancel from inside a callback during iteration. When cancel calls table.remove, it shifts array indices while ipairs is still iterating. This causes:
- Some entries to be skipped (explains missing 2s timer)
- Potentially processing entries incorrectly
Fix: don't remove immediately in cancel, just mark for removal. Clean up at end of update.
cancel: (name) =>
index = @\find name
@entries[index].cancelled = true if index
update: (dt) =>
to_remove = {}
for index, entry in ipairs @entries
continue if entry.cancelled
entry.time += dt
switch entry.mode
when 'after'
if entry.time >= entry.delay
entry.callback!
to_remove[] = index
when 'every'
if entry.time >= entry.delay
entry.callback!
entry.time -= entry.delay
if entry.times
entry.count += 1
if entry.count >= entry.times
entry.after! if entry.after
to_remove[] = index
-- Remove in reverse order to preserve indices
for i = #to_remove, 1, -1
table.remove @entries, to_remove[i]
Does this look right?
Where do you remove cancelled entries?
You're right, I forgot to add them to to_remove. Here's the fix:
cancel: (name) =>
index = @\find name
@entries[index].cancelled = true if index
update: (dt) =>
to_remove = {}
for index, entry in ipairs @entries
if entry.cancelled
to_remove[] = index
continue
entry.time += dt
switch entry.mode
when 'after'
if entry.time >= entry.delay
entry.callback!
to_remove[] = index
when 'every'
if entry.time >= entry.delay
entry.callback!
entry.time -= entry.delay
if entry.times
entry.count += 1
if entry.count >= entry.times
entry.after! if entry.after
to_remove[] = index
-- Remove in reverse order to preserve indices
for i = #to_remove, 1, -1
table.remove @entries, to_remove[i]
Does this look right?
Yes.
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
45→ @entries[index] = entry
46→ else
47→ @entries[] = entry
48→
49→ cancel: (name) =>
50→ index = @\find name
51→ @entries[index].cancelled = true if index
52→
53→ update: (dt) =>
54→ to_remove = {}
55→ for index, entry in ipairs @entries
56→ if entry.cancelled
57→ to_remove[] = index
58→ continue
59→ entry.time += dt
60→
61→ switch entry.mode
62→ when 'after'
63→ if entry.time >= entry.delay
64→ entry.callback!
65→ to_remove[] = index
66→
67→ when 'every'
68→ if entry.time >= entry.delay
69→ entry.callback!
70→ entry.time -= entry.delay
71→ if entry.times
72→ entry.count += 1
73→ if entry.count >= entry.times
... [7 more lines]
Ready to test again.
[every 0.2s] this should only print twice [every 0.3s] tick [every 0.2s] this should only print twice [0.5s] anonymous after fired [0.5s] cancelling to_cancel timer [every 0.3s] tick [every 0.3s] tick [every 0.3s] done after 3 times [1.0s] named after fired [2.0s] replaced timer fired (expected)
All tests passing. Phase 1 complete:
after✓every(with times limit and after callback) ✓cancel✓- Named timer replacement ✓
- Deterministic ordering ✓
Ready for Phase 2 (during, tween) when you are.
Yep, go ahead, you'll also need to port over some of the math.lua easing functions for tween. Tell me your plan first, though.
Let me check what easing functions exist in the reference code first.
Glob (/love-compare//math*)
E:\a327ex\Anchor\reference\love-compare\anchor\math.lua
Read (E:\a327ex\Anchor\reference\love-compare\anchor\math.lua)
1→--[[
2→ Returns the angle of the vector.
3→ Examples:
4→ math.angle() -> error, expects 2 numbers
5→ math.angle(1, 0) -> 0
6→ math.angle(-1, 0) -> math.pi
7→ math.angle(0, 1) -> math.pi/2
8→ math.angle(0, -1) -> -math.pi/2
9→]]--
10→function math.angle(x, y)
11→ return math.atan2(y, x)
12→end
13→
14→--[[
15→ Returns the smallest difference between two angles.
16→ The direction of the difference tells which way you'd need to move from the first to the second angle.
17→ If you don't care about the direction then just math.abs it.
18→ Examples:
19→ math.angle_delta() -> error, expects 2 numbers
20→ math.angle_delta(0, 0) -> 0
21→ math.angle_delta(math.pi, math.pi/4) -> -3*math.pi/4
22→ math.angle_delta(-math.pi/2, math.pi/4) -> 3*math.pi/4
23→ math.angle_delta(-math.pi, math.pi) -> 0
24→ math.angle_delta(-math.pi, -math.pi/2) -> math.pi/2
25→--]]
26→function math.angle_delta(a, b)
27→ local d = math.loop(a-b, 2*math.pi)
28→ if d > math.pi then d = d - 2*math.pi end
29→ return -d
30→end
... [972 more lines]
Here's my plan:
1. Create math.yue with:
math.lerp(t, source, destination)— needed for tween- Core easing functions (most commonly used):
| Family | Functions |
|---|---|
| linear | linear |
| quad | quad_in, quad_out, quad_in_out |
| cubic | cubic_in, cubic_out, cubic_in_out |
| quart | quart_in, quart_out, quart_in_out |
| quint | quint_in, quint_out, quint_in_out |
| expo | expo_in, expo_out, expo_in_out |
| circ | circ_in, circ_out, circ_in_out |
| back | back_in, back_out, back_in_out |
| elastic | elastic_in, elastic_out, elastic_in_out |
| bounce | bounce_in, bounce_out, bounce_in_out |
Skip _out_in variants for now (rarely used).
2. Add during to timer:
-- during(delay, callback, after?) or during(delay, name, callback, after?)
@timer\during 1, (dt) -> @x += dt * 10
@timer\during 1, 'move', ((dt) -> @x += dt * 10), -> print 'done'
Entry: {mode: 'during', time: 0, :delay, :callback, :after}
Callback receives dt each frame.
3. Add tween to timer:
-- tween(delay, target, values, easing?, after?) or tween(delay, name, target, values, easing?, after?)
@timer\tween 0.5, self, {sx: 0, sy: 0}
@timer\tween 0.5, 'shrink', self, {sx: 0, sy: 0}, math.cubic_out, -> @dead = true
Entry: {mode: 'tween', time: 0, :delay, :target, :values, :initial_values, :easing, :after}
Captures initial values at creation time, interpolates each frame.
Questions:
- Should I include all easing families listed above, or trim to a smaller set?
- Should
duringcallback receivedt, progress (0-1), or both? - Any other math utilities to add now, or just lerp + easing?
Add all easing functions, including out_in. Delay in during should be called duration instead. 1. Include all in the math.yue file, make sure the code is translated to YueScript properly. 2. Both, dt first. 3. Just what's needed here.
TodoWrite
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Write (E:\a327ex\Anchor\framework\anchor\math.yue)
File created successfully at: E:\a327ex\Anchor\framework\anchor\math.yue
Edit (E:\a327ex\Anchor\framework\anchor\init.yue)
The file E:\a327ex\Anchor\framework\anchor\init.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
12→ The 'an' object is the root of the object tree and the central access point
13→ for all framework resources (layers, images, fonts).
14→]]
15→
16→require 'anchor.object'
17→require 'anchor.layer'
18→require 'anchor.image'
19→require 'anchor.font'
20→require 'anchor.timer'
21→require 'anchor.math'
22→
23→--[[
24→ Root object for the framework.
25→
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Now adding during to timer.yue:
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
1→global *
2→
3→require 'anchor.object'
4→
5→class timer extends object
6→ new: =>
7→ super 'timer'
8→ @entries = {}
9→ @next_id = 1
10→
11→ -- Generate unique ID for anonymous timers
12→ uid: =>
13→ id = "_anon_#{@next_id}"
14→ @next_id += 1
15→ id
16→
17→ -- Find entry index by name
18→ find: (name) =>
19→ for index, entry in ipairs @entries
20→ return index if entry.name == name
21→ nil
22→
23→ -- after(delay, callback) or after(delay, name, callback)
24→ after: (delay, name_or_callback, callback_function) =>
25→ name, callback = if type(name_or_callback) == 'string'
26→ name_or_callback, callback_function
27→ else
28→ @\uid!, name_or_callback
29→ entry = {:name, mode: 'after', time: 0, :delay, :callback}
30→ index = @\find name
... [50 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
45→ @entries[index] = entry
46→ else
47→ @entries[] = entry
48→
49→ -- during(duration, callback, after?) or during(duration, name, callback, after?)
50→ -- callback receives (dt, progress) where progress is 0-1
51→ during: (duration, name_or_callback, callback_or_after, after_function) =>
52→ name, callback, after = if type(name_or_callback) == 'string'
53→ name_or_callback, callback_or_after, after_function
54→ else
55→ @\uid!, name_or_callback, callback_or_after
56→ entry = {:name, mode: 'during', time: 0, :duration, :callback, :after}
57→ index = @\find name
58→ if index
59→ @entries[index] = entry
60→ else
61→ @entries[] = entry
62→
63→ -- tween(duration, target, values, easing?, after?) or tween(duration, name, target, values, easing?, after?)
64→ tween: (duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function) =>
65→ name, target, values, easing, after = if type(name_or_target) == 'string'
66→ name_or_target, target_or_values, values_or_easing, easing_or_after, after_function
67→ else
68→ @\uid!, name_or_target, target_or_values, values_or_easing, easing_or_after
69→ easing = easing or math.linear
70→ -- Capture initial values
71→ initial_values = {}
72→ for key, _ in pairs values
73→ initial_values[key] = target[key]
... [14 more lines]
Now adding the switch cases in update:
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
95→ if entry.time >= entry.delay
96→ entry.callback!
97→ to_remove[] = index
98→
99→ when 'every'
100→ if entry.time >= entry.delay
101→ entry.callback!
102→ entry.time -= entry.delay
103→ if entry.times
104→ entry.count += 1
105→ if entry.count >= entry.times
106→ entry.after! if entry.after
107→ to_remove[] = index
108→
109→ when 'during'
110→ progress = math.min entry.time / entry.duration, 1
111→ entry.callback dt, progress
112→ if entry.time >= entry.duration
113→ entry.after! if entry.after
114→ to_remove[] = index
115→
116→ when 'tween'
117→ progress = math.min entry.time / entry.duration, 1
118→ eased = entry.easing progress
119→ for key, target_value in pairs entry.values
120→ entry.target[key] = math.lerp eased, entry.initial_values[key], target_value
121→ if entry.time >= entry.duration
122→ entry.after! if entry.after
123→ to_remove[] = index
... [5 more lines]
TodoWrite
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Read (E:\a327ex\Anchor\framework\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→an\layer 'game'
6→an\font 'main', 'assets/LanaPixel.ttf', 11
7→an\image 'smile', 'assets/slight_smile.png'
8→
9→-- Timer tests
10→test_obj = object 'test'
11→test_obj\add timer!
12→an\add test_obj
13→
14→-- Test 1: anonymous after
15→test_obj.timer\after 0.5, -> print '[0.5s] anonymous after fired'
16→
17→-- Test 2: named after
18→test_obj.timer\after 1, 'named_after', -> print '[1.0s] named after fired'
19→
20→-- Test 3: anonymous every (3 times)
21→test_obj.timer\every 0.3, (-> print '[every 0.3s] tick'), 3, -> print '[every 0.3s] done after 3 times'
22→
23→-- Test 4: named every (will be cancelled)
24→test_obj.timer\every 0.2, 'to_cancel', -> print '[every 0.2s] this should only print twice'
25→
26→-- Test 5: cancel the named every after 0.5s
27→test_obj.timer\after 0.5, 'do_cancel', ->
28→ print '[0.5s] cancelling to_cancel timer'
29→ test_obj.timer\cancel 'to_cancel'
30→
... [17 more lines]
Edit (E:\a327ex\Anchor\framework\main.yue)
The file E:\a327ex\Anchor\framework\main.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
27→test_obj.timer\after 0.5, 'do_cancel', ->
28→ print '[0.5s] cancelling to_cancel timer'
29→ test_obj.timer\cancel 'to_cancel'
30→
31→-- Test 6: replace named timer (second should win)
32→test_obj.timer\after 2, 'replaceable', -> print '[2.0s] FAIL - first timer should have been replaced'
33→test_obj.timer\after 2, 'replaceable', -> print '[2.0s] replaced timer fired (expected)'
34→
35→-- Test 7: during (runs every frame for duration)
36→during_count = 0
37→test_obj.timer\during 0.5, ((dt, progress) -> during_count += 1), -> print "[during 0.5s] done, ran #{during_count} times"
38→
39→-- Test 8: tween (interpolate properties)
40→tween_obj = {x: 0, y: 0}
41→test_obj.timer\tween 1, tween_obj, {x: 100, y: 50}, math.cubic_out, -> print "[tween 1s] done, x=#{tween_obj.x}, y=#{tween_obj.y}"
42→
43→-- Test 9: tween with named timer
44→tween_obj2 = {scale: 1}
45→test_obj.timer\tween 0.5, 'scale_tween', tween_obj2, {scale: 2}, math.quad_in_out, -> print "[tween 0.5s] scale done, scale=#{tween_obj2.scale}"
46→
47→an.angle = 0
48→
49→an\action (dt) =>
50→ @angle += dt * 2
51→ game = an.layers.game
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Done. Added:
math.yue:
math.lerp(t, source, destination)- All easing functions: linear, sine, quad, cubic, quart, quint, expo, circ, bounce, back, elastic (each with
_in,_out,_in_out,_out_in)
timer.yue:
during(duration, callback, after?)/during(duration, name, callback, after?)- Callback receives
(dt, progress)where progress is 0-1
- Callback receives
tween(duration, target, values, easing?, after?)/tween(duration, name, target, values, easing?, after?)- Easing defaults to
math.linear
- Easing defaults to
Tests added:
- Test 7:
duringfor 0.5s, counts frames - Test 8:
tweenx/y from 0 to 100/50 over 1s withmath.cubic_out - Test 9: Named tween of scale from 1 to 2 over 0.5s with
math.quad_in_out
Expected output (in addition to previous):
[during 0.5s] done, ran ~72 times (at 144Hz)
[tween 0.5s] scale done, scale=2
[tween 1s] done, x=100, y=50
Ready to test with ./run.bat.
[every 0.2s] this should only print twice [every 0.3s] tick [every 0.2s] this should only print twice [0.5s] anonymous after fired [0.5s] cancelling to_cancel timer [during 0.5s] done, ran 60 times [tween 0.5s] scale done, scale=2 [every 0.3s] tick [every 0.3s] tick [every 0.3s] done after 3 times [1.0s] named after fired [tween 1s] done, x=100, y=50 [2.0s] replaced timer fired (expected)
All tests passing. Phase 2 complete:
duringran 60 times in 0.5s (~120Hz tick rate)- Both tweens completed with correct final values (scale=2, x=100, y=50)
- Easing functions working (
math.cubic_out,math.quad_in_out)
Timer is now feature-complete with:
after— one-shot delayevery— repeating with optional limitduring— per-frame for durationtween— property interpolation with easingcancel— remove by name- Named timer replacement
TodoWrite
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What's next? We could:
- Update PHASE_10_PROGRESS.md with timer/math documentation
- Move on to another module (random, input, spring, etc.)
- Something else
Let's add the other timer functions from old Anchor.
From the old Anchor timer, remaining functions are:
Reactive timers:
change(field, callback, times?, after?)— calls callback whenself[field]changescondition(condition, callback, times?, after?)— calls callback when condition becomes true (edge trigger)cooldown(delay, condition, callback, times?, after?)— calls callback every delay while condition is true
Variable-delay timers:
every_step(start_delay, end_delay, times, callback, after?)— delays vary linearly from start to endfor_step(duration, start_delay, end_delay, callback, after?)— fit as many calls as possible within duration with varying delays
Utility:
set_multiplier(name, multiplier)— dynamically adjust timer speedget_time_left(name)— query remaining time on a timer
Which ones do you want? All of them, or a subset?
<local-command-caveat>Caveat: The messages below were generated by the user while running local commands. DO NOT respond to these messages or otherwise consider them in your response unless the user explicitly asks you to.</local-command-caveat>
<command-name>/context</command-name>
<command-message>context</command-message>
<command-args></command-args>
<local-command-stdout>[?2026h[?2026l[?2026h[?2026l[?2026h [1mContext Usage[22m
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[?2026l</local-command-stdout>
All of them, explain your understanding of each and usage examples.
Here's my understanding of each:
1. change(field, name?, callback, times?, after?)
Watches a field on the timer's parent. Calls callback when value changes.
-- Track HP changes
@timer\change 'hp', (current, previous) ->
print "HP: #{previous} -> #{current}"
-- Named, limited to 3 triggers
@timer\change 'state', 'watch_state', ((current, previous) ->
print "State changed to #{current}"
), 3, -> print "Done watching"
Entry stores: field, current, previous. Each frame compares parent[field] to stored current.
2. condition(condition_fn, name?, callback, times?, after?)
Calls callback when condition transitions false→true (edge trigger, not every frame it's true).
-- Warning when HP drops below 20
@timer\condition (-> @hp < 20), -> print "Low HP!"
-- Named, fires up to 5 times
@timer\condition (-> @enemies_nearby! > 3), 'danger', (-> @defend!), 5
Entry stores: condition, last_condition. Triggers when condition() is true and last_condition was false.
3. cooldown(delay, condition_fn, name?, callback, times?, immediate?, after?)
Fires callback every delay seconds, but only while condition is true. Timer resets when condition becomes true.
-- Attack every 2s while enemies nearby
@timer\cooldown 2, (-> @enemies_nearby > 0), -> @attack!
-- Named, immediate first shot, then cooldown
@timer\cooldown 1, (-> @can_shoot), 'shoot', (-> @shoot!), nil, true
Good for abilities: "fire every X seconds, but only when condition allows."
4. every_step(start_delay, end_delay, times, name?, callback, immediate?, step_method?, after?)
Like every, but delay changes each call. Interpolates from start_delay to end_delay over times calls.
-- Particles: start fast (0.05s), slow down to 0.5s, 10 times
@timer\every_step 0.05, 0.5, 10, -> @spawn_particle!
-- With easing curve for non-linear slowdown
@timer\every_step 0.05, 0.5, 10, 'particles', (-> @spawn_particle!), false, math.quad_out
5. for_step(duration, start_delay, end_delay, name?, callback, immediate?, step_method?, after?)
Like every_step, but you specify total duration instead of times. Calculates how many calls fit.
-- Blink for 2s, starting slow (0.3s) and speeding up (0.05s)
@timer\for_step 2, 0.3, 0.05, -> @visible = not @visible
-- Named with easing
@timer\for_step 1, 0.1, 0.3, 'fadeout', (-> @alpha -= 0.1), false, math.linear
6. set_multiplier(name, multiplier)
Dynamically scales a timer's speed. Multiplier of 2 = twice as fast, 0.5 = half speed.
@timer\every 1, 'attack', -> @attack!
-- Speed up based on buff
@timer\set_multiplier 'attack', @attack_speed
7. get_time_left(name)
Returns remaining time until next fire. Returns nil for non-time-based timers (change, condition).
-- Cooldown UI
remaining = @timer\get_time_left 'special'
@draw_cooldown remaining if remaining
-- Logic check
if (@timer\get_time_left 'attack') < 0.1
@prepare_attack!
Does this match your understanding? Ready to implement when you approve.
Try to find better names for the ones you think need better names, and try to find a better API for the immediate variation of each one that has it, this includes the ones we added before like every which could also have an immediate variation.
Renaming suggestions:
| Current | Proposed | Reasoning |
|---|---|---|
change |
watch |
"Watch this field" reads more naturally |
condition |
when |
"When this becomes true" - cleaner |
for_step |
during_step |
Consistency with during (we renamed for already) |
every_step |
Keep | "Step" suggests discrete increments, clear enough |
Immediate variations:
Instead of a boolean parameter buried in the argument list, use separate _now methods:
-- Regular: first fire after delay
@timer\every 1, -> @shoot!
-- Immediate: fires now, then every 1s after
@timer\every_now 1, -> @shoot!
This applies to:
every→every_nowcooldown→cooldown_nowevery_step→every_step_nowduring_step→during_step_now
Benefits:
- No boolean parameters to remember
- Method name makes behavior explicit
- Reads like English: "every now" = "starting now, then every..."
Alternative considered: _immediate suffix (more explicit but verbose). I prefer _now for brevity.
Example API:
-- Watch field changes
@timer\watch 'hp', (current, previous) -> print "HP changed"
-- When condition becomes true (edge trigger)
@timer\when (-> @hp < 20), -> @warn!
-- Cooldown with immediate first shot
@timer\cooldown_now 2, (-> @target), -> @attack!
-- Accelerating particle spawns, starting immediately
@timer\every_step_now 0.5, 0.05, 10, -> @spawn!
Does this direction look good?
"now" feels incorrect for something that happens immediately but also continues later...
You're right. "Now" suggests a one-time thing.
Alternative approach: explicit initial delay
Instead of a boolean or suffix, allow specifying the initial delay separately:
-- Same initial and repeat delay (current behavior)
@timer\every 1, -> @shoot! -- first shot after 1s, then every 1s
-- Different initial delay
@timer\every 0, 1, -> @shoot! -- first shot immediately, then every 1s
@timer\every 0.5, 1, -> @shoot! -- first shot after 0.5s, then every 1s
Signature: every(initial_delay, repeat_delay?, name?, callback, ...)
Detection: if first two args are both numbers, it's (initial, repeat, ...). Otherwise it's (delay, ...) where initial equals repeat.
Benefits:
- More flexible than boolean (any initial delay, not just 0 or full)
- No awkward naming
- Immediate is just
initial_delay = 0 - Reads naturally: "every 0 then 1 second"
Would apply to:
every(initial, repeat, ...)cooldown(initial, repeat, condition, ...)every_step(initial, start_delay, end_delay, ...)during_step(initial, duration, start_delay, end_delay, ...)
Does this feel better?
"every 0 then 1 second" does not read naturally lol
Fair enough. Let me present a few options and you can pick what feels right:
A. Prefix with "first"
yuescript
@timer\first_every 1, -> @shoot! -- "first, then every 1s"
B. Two calls (no API change)
yuescript
@shoot! -- fire immediately yourself
@timer\every 1, 'shoot', -> @shoot! -- then repeat
C. Separate trigger method
yuescript
@timer\every 1, 'shoot', -> @shoot!
@timer\fire 'shoot' -- triggers it now, resets timer
D. Keep boolean but in options table
yuescript
@timer\every 1, (-> @shoot!), {immediate: true}
E. Something else entirely?
What feels right to you? Or do you have a different idea in mind?
I like C the best, actually. Should be named trigger though
trigger it is. Here's how it would work:
trigger: (name) =>
index = @\find name
return unless index
entry = @entries[index]
switch entry.mode
when 'after'
entry.callback!
entry.cancelled = true -- one-shot, so remove after
when 'every'
entry.callback!
entry.time = 0 -- reset cycle
when 'cooldown'
entry.callback!
entry.time = 0
when 'every_step'
entry.callback!
entry.time = 0
when 'watch', 'when'
entry.callback entry.current, entry.previous -- for watch
-- or just entry.callback! for when
Usage: ```yuescript @timer\every 1, 'shoot', -> @shoot! @timer\trigger 'shoot' -- fires now, resets timer to 0
@timer\after 5, 'explode', -> @explode! @timer\trigger 'explode' -- fires now, removes timer (it's one-shot) ```
Note: trigger wouldn't apply to during or tween since those are continuous/interpolated, not discrete events.
Does this look right? Then I'll implement all the new timer functions:
watch(renamed fromchange)when(renamed fromcondition)cooldownevery_stepduring_step(renamed fromfor_step)triggerset_multiplierget_time_left
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Okay, let's go function by function.
Starting with watch (renamed from change):
-- watch(field, callback, times?, after?) or watch(field, name, callback, times?, after?)
-- Calls callback(current, previous) when parent[field] changes
watch: (field, name_or_callback, callback_or_times, times_or_after, after_function) =>
name, callback, times, after = if type(name_or_callback) == 'string'
name_or_callback, callback_or_times, times_or_after, after_function
else
@\uid!, name_or_callback, callback_or_times, times_or_after
initial_value = @parent[field]
entry = {:name, mode: 'watch', :field, current: initial_value, previous: initial_value, :callback, :times, :after, count: 0}
index = @\find name
if index
@entries[index] = entry
else
@entries[] = entry
And in the update switch:
when 'watch'
entry.previous = entry.current
entry.current = @parent[entry.field]
if entry.previous != entry.current
entry.callback entry.current, entry.previous
if entry.times
entry.count += 1
if entry.count >= entry.times
entry.after! if entry.after
to_remove[] = index
Notes:
- Watches
@parent[field]since timer is a child object - Stores both
currentandpreviousto detect changes - Callback receives
(current, previous) - Optional
timeslimit withaftercallback
Does this look right?
Yes.
Next: when (renamed from condition):
-- when(condition_fn, callback, times?, after?) or when(condition_fn, name, callback, times?, after?)
-- Calls callback when condition transitions from false to true (edge trigger)
when: (condition_fn, name_or_callback, callback_or_times, times_or_after, after_function) =>
name, callback, times, after = if type(name_or_callback) == 'string'
name_or_callback, callback_or_times, times_or_after, after_function
else
@\uid!, name_or_callback, callback_or_times, times_or_after
entry = {:name, mode: 'when', condition: condition_fn, last_condition: false, :callback, :times, :after, count: 0}
index = @\find name
if index
@entries[index] = entry
else
@entries[] = entry
And in the update switch:
when 'when'
current_condition = entry.condition!
if current_condition and not entry.last_condition
entry.callback!
if entry.times
entry.count += 1
if entry.count >= entry.times
entry.after! if entry.after
to_remove[] = index
entry.last_condition = current_condition
Notes:
- Edge trigger: only fires when condition goes false→true
last_conditionstarts asfalse, so if condition is initially true, it fires on first frame- Optional
timeslimit
Does this look right?
Yes.
Next: cooldown:
-- cooldown(delay, condition_fn, callback, times?, after?) or cooldown(delay, condition_fn, name, callback, times?, after?)
-- Fires callback every delay seconds, but only while condition is true
cooldown: (delay, condition_fn, name_or_callback, callback_or_times, times_or_after, after_function) =>
name, callback, times, after = if type(name_or_callback) == 'string'
name_or_callback, callback_or_times, times_or_after, after_function
else
@\uid!, name_or_callback, callback_or_times, times_or_after
entry = {:name, mode: 'cooldown', time: 0, :delay, condition: condition_fn, last_condition: false, :callback, :times, :after, count: 0}
index = @\find name
if index
@entries[index] = entry
else
@entries[] = entry
And in the update switch:
when 'cooldown'
current_condition = entry.condition!
-- Reset timer when condition becomes true
if current_condition and not entry.last_condition
entry.time = 0
-- Fire when delay reached and condition is true
if entry.time >= entry.delay and current_condition
entry.callback!
entry.time = 0
if entry.times
entry.count += 1
if entry.count >= entry.times
entry.after! if entry.after
to_remove[] = index
entry.last_condition = current_condition
Notes:
- Timer resets when condition transitions false→true
- Only fires when both: delay elapsed AND condition is true
- If condition becomes false mid-cooldown, timer keeps counting but won't fire until condition is true again
Does this look right?
In the original the timer doesn't reset if the condition is false?
Looking at the original again:
if not t.immediate then
if condition and not t.last_condition then
t.timer = 0
end
end
The original:
- Timer always counts up regardless of condition
- Timer resets to 0 only when condition transitions false→true (unless immediate mode)
- Fires when timer >= delay AND condition is true
So if condition is false, the timer keeps accumulating. When condition becomes true again, it resets to 0 and starts the cooldown fresh.
My code does match this - I only reset on the false→true edge. Did you want different behavior, or were you checking my understanding?
I think this is correct. If I have a cooldown function that's checking for if there are enemies nearby to attack, we don't want the timer resetting if there are no enemies. It should "hold" the cooldown, and then attack immediately once the condition becomes true. So your code is correct, yes.
Got it. Moving on to every_step:
-- every_step(start_delay, end_delay, times, callback, step_method?, after?)
-- or every_step(start_delay, end_delay, times, name, callback, step_method?, after?)
-- Fires callback with delays varying from start_delay to end_delay over times calls
every_step: (start_delay, end_delay, times, name_or_callback, callback_or_step, step_or_after, after_function) =>
name, callback, step_method, after = if type(name_or_callback) == 'string'
name_or_callback, callback_or_step, step_or_after, after_function
else
@\uid!, name_or_callback, callback_or_step, step_or_after
step_method = step_method or math.linear
-- Precompute delays
delays = {}
for i = 1, times
t = (i - 1) / (times - 1) -- 0 to 1
t = step_method t
delays[i] = math.lerp t, start_delay, end_delay
entry = {:name, mode: 'every_step', time: 0, :delays, :callback, :after, index: 1}
found = @\find name
if found
@entries[found] = entry
else
@entries[] = entry
And in the update switch:
when 'every_step'
if entry.time >= entry.delays[entry.index]
entry.callback!
entry.time -= entry.delays[entry.index]
entry.index += 1
if entry.index > #entry.delays
entry.after! if entry.after
to_remove[] = index
Notes:
- Precomputes all delays at creation using easing function
step_method(defaultmath.linear) controls the interpolation curve- Fires
timestimes total, then callsafterand removes
Does this look right?
Yes.
Next: during_step (renamed from for_step):
-- during_step(duration, start_delay, end_delay, callback, step_method?, after?)
-- or during_step(duration, start_delay, end_delay, name, callback, step_method?, after?)
-- Fits as many calls as possible within duration with delays varying from start to end
during_step: (duration, start_delay, end_delay, name_or_callback, callback_or_step, step_or_after, after_function) =>
name, callback, step_method, after = if type(name_or_callback) == 'string'
name_or_callback, callback_or_step, step_or_after, after_function
else
@\uid!, name_or_callback, callback_or_step, step_or_after
step_method = step_method or math.linear
-- Calculate how many times we can fit
times = math.ceil 2 * duration / (start_delay + end_delay)
times = math.max times, 2
-- Precompute delays
delays = {}
for i = 1, times
t = (i - 1) / (times - 1)
t = step_method t
delays[i] = math.lerp t, start_delay, end_delay
entry = {:name, mode: 'during_step', time: 0, :delays, :callback, :after, index: 1}
found = @\find name
if found
@entries[found] = entry
else
@entries[] = entry
Update switch reuses the same logic as every_step:
when 'during_step'
if entry.time >= entry.delays[entry.index]
entry.callback!
entry.time -= entry.delays[entry.index]
entry.index += 1
if entry.index > #entry.delays
entry.after! if entry.after
to_remove[] = index
Notes:
- Calculates
timesbased on duration and average delay - Formula:
times = ceil(2 * duration / (start_delay + end_delay)) - Same execution logic as
every_step, just different setup
Does this look right?
Yes, in all examples so far, do if @\find name ... else instead of creating a temporary variable, since it isn't necessary.
Got it, will use if @\find name directly. Next: trigger:
-- trigger(name) - fires a named timer immediately and resets it
trigger: (name) =>
return unless @\find name
entry = @entries[@\find name]
switch entry.mode
when 'after'
entry.callback!
entry.cancelled = true
when 'every'
entry.callback!
entry.time = 0
when 'cooldown'
entry.callback!
entry.time = 0
when 'every_step'
entry.callback!
entry.time = 0
when 'during_step'
entry.callback!
entry.time = 0
when 'watch'
entry.callback entry.current, entry.previous
when 'when'
entry.callback!
Notes:
afterfires and marks cancelled (one-shot)every,cooldown,every_step,during_stepfire and reset timewatchpasses current/previous to callbackwhenjust firesduringandtweennot included (continuous, not discrete)
Does this look right?
In this example you need to actually save it to a variable or you run the search twice needlessly.
Right, my mistake:
-- trigger(name) - fires a named timer immediately and resets it
trigger: (name) =>
index = @\find name
return unless index
entry = @entries[index]
switch entry.mode
when 'after'
entry.callback!
entry.cancelled = true
when 'every'
entry.callback!
entry.time = 0
when 'cooldown'
entry.callback!
entry.time = 0
when 'every_step'
entry.callback!
entry.time = 0
when 'during_step'
entry.callback!
entry.time = 0
when 'watch'
entry.callback entry.current, entry.previous
when 'when'
entry.callback!
Does this look right?
Yes.
Next: set_multiplier:
-- set_multiplier(name, multiplier) - dynamically adjust timer speed
set_multiplier: (name, multiplier) =>
index = @\find name
return unless index
@entries[index].multiplier = multiplier or 1
And I need to apply the multiplier in the update switch. For time-based entries, the check becomes entry.time >= entry.delay * (entry.multiplier or 1):
when 'after'
if entry.time >= entry.delay * (entry.multiplier or 1)
entry.callback!
to_remove[] = index
when 'every'
delay = entry.delay * (entry.multiplier or 1)
if entry.time >= delay
entry.callback!
entry.time -= delay
-- ...
when 'during'
duration = entry.duration * (entry.multiplier or 1)
progress = math.min entry.time / duration, 1
-- ...
when 'tween'
duration = entry.duration * (entry.multiplier or 1)
progress = math.min entry.time / duration, 1
-- ...
when 'cooldown'
delay = entry.delay * (entry.multiplier or 1)
if entry.time >= delay and current_condition
-- ...
Notes:
- Multiplier of 2 = twice as fast (delay effectively halved)
- Multiplier of 0.5 = half speed (delay effectively doubled)
- Defaults to 1 if not set
- Doesn't apply to
watchorwhen(not time-based)
Does this look right?
You can use multiplier=1 in the arguments, other than that this looks good.
Right:
-- set_multiplier(name, multiplier) - dynamically adjust timer speed
set_multiplier: (name, multiplier=1) =>
index = @\find name
return unless index
@entries[index].multiplier = multiplier
Next: get_time_left:
-- get_time_left(name) - returns remaining time until next fire
get_time_left: (name) =>
index = @\find name
return nil unless index
entry = @entries[index]
switch entry.mode
when 'after', 'every', 'cooldown'
delay = entry.delay * (entry.multiplier or 1)
delay - entry.time
when 'during', 'tween'
duration = entry.duration * (entry.multiplier or 1)
duration - entry.time
when 'every_step', 'during_step'
entry.delays[entry.index] - entry.time
else
nil -- watch, when are not time-based
Notes:
- Returns remaining time until next fire/completion
- For
every_step/during_step, returns time until next step - Returns
nilforwatch/when(not time-based)
Does this look right?
Yes.
Now I'll implement all of these in timer.yue.
TodoWrite
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Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
1→global *
2→
3→require 'anchor.object'
4→
5→class timer extends object
6→ new: =>
7→ super 'timer'
8→ @entries = {}
9→ @next_id = 1
10→
11→ -- Generate unique ID for anonymous timers
12→ uid: =>
13→ id = "_anon_#{@next_id}"
14→ @next_id += 1
15→ id
16→
17→ -- Find entry index by name
18→ find: (name) =>
19→ for index, entry in ipairs @entries
20→ return index if entry.name == name
21→ nil
22→
23→ -- after(delay, callback) or after(delay, name, callback)
24→ after: (delay, name_or_callback, callback_function) =>
25→ name, callback = if type(name_or_callback) == 'string'
26→ name_or_callback, callback_function
27→ else
28→ @\uid!, name_or_callback
29→ entry = {:name, mode: 'after', time: 0, :delay, :callback}
30→ index = @\find name
... [98 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
77→ @entries[index] = entry
78→ else
79→ @entries[] = entry
80→
81→ -- watch(field, callback, times?, after?) or watch(field, name, callback, times?, after?)
82→ -- Calls callback(current, previous) when parent[field] changes
83→ watch: (field, name_or_callback, callback_or_times, times_or_after, after_function) =>
84→ name, callback, times, after = if type(name_or_callback) == 'string'
85→ name_or_callback, callback_or_times, times_or_after, after_function
86→ else
87→ @\uid!, name_or_callback, callback_or_times, times_or_after
88→ initial_value = @parent[field]
89→ entry = {:name, mode: 'watch', :field, current: initial_value, previous: initial_value, :callback, :times, :after, count: 0}
90→ if @\find name
91→ @entries[@\find name] = entry
92→ else
93→ @entries[] = entry
94→
95→ -- when(condition_fn, callback, times?, after?) or when(condition_fn, name, callback, times?, after?)
96→ -- Calls callback when condition transitions from false to true (edge trigger)
97→ when: (condition_fn, name_or_callback, callback_or_times, times_or_after, after_function) =>
98→ name, callback, times, after = if type(name_or_callback) == 'string'
99→ name_or_callback, callback_or_times, times_or_after, after_function
100→ else
101→ @\uid!, name_or_callback, callback_or_times, times_or_after
102→ entry = {:name, mode: 'when', condition: condition_fn, last_condition: false, :callback, :times, :after, count: 0}
103→ if @\find name
104→ @entries[@\find name] = entry
105→ else
... [118 more lines]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Now updating the switch statement to handle new modes and multiplier:
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
223→ to_remove[] = index
224→ continue
225→ entry.time += dt
226→
227→ switch entry.mode
228→ when 'after'
229→ delay = entry.delay * (entry.multiplier or 1)
230→ if entry.time >= delay
231→ entry.callback!
232→ to_remove[] = index
233→
234→ when 'every'
235→ delay = entry.delay * (entry.multiplier or 1)
236→ if entry.time >= delay
237→ entry.callback!
238→ entry.time -= delay
239→ if entry.times
240→ entry.count += 1
241→ if entry.count >= entry.times
242→ entry.after! if entry.after
243→ to_remove[] = index
244→
245→ when 'during'
246→ duration = entry.duration * (entry.multiplier or 1)
247→ progress = math.min entry.time / duration, 1
248→ entry.callback dt, progress
249→ if entry.time >= duration
250→ entry.after! if entry.after
251→ to_remove[] = index
... [71 more lines]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Read (E:\a327ex\Anchor\framework\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→an\layer 'game'
6→an\font 'main', 'assets/LanaPixel.ttf', 11
7→an\image 'smile', 'assets/slight_smile.png'
8→
9→-- Timer tests
10→test_obj = object 'test'
11→test_obj\add timer!
12→an\add test_obj
13→
14→-- Test 1: anonymous after
15→test_obj.timer\after 0.5, -> print '[0.5s] anonymous after fired'
16→
17→-- Test 2: named after
18→test_obj.timer\after 1, 'named_after', -> print '[1.0s] named after fired'
19→
20→-- Test 3: anonymous every (3 times)
21→test_obj.timer\every 0.3, (-> print '[every 0.3s] tick'), 3, -> print '[every 0.3s] done after 3 times'
22→
23→-- Test 4: named every (will be cancelled)
24→test_obj.timer\every 0.2, 'to_cancel', -> print '[every 0.2s] this should only print twice'
25→
26→-- Test 5: cancel the named every after 0.5s
27→test_obj.timer\after 0.5, 'do_cancel', ->
28→ print '[0.5s] cancelling to_cancel timer'
29→ test_obj.timer\cancel 'to_cancel'
30→
... [29 more lines]
Edit (E:\a327ex\Anchor\framework\main.yue)
The file E:\a327ex\Anchor\framework\main.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
39→-- Test 8: tween (interpolate properties)
40→tween_obj = {x: 0, y: 0}
41→test_obj.timer\tween 1, tween_obj, {x: 100, y: 50}, math.cubic_out, -> print "[tween 1s] done, x=#{tween_obj.x}, y=#{tween_obj.y}"
42→
43→-- Test 9: tween with named timer
44→tween_obj2 = {scale: 1}
45→test_obj.timer\tween 0.5, 'scale_tween', tween_obj2, {scale: 2}, math.quad_in_out, -> print "[tween 0.5s] scale done, scale=#{tween_obj2.scale}"
46→
47→-- Test 10: watch (field changes)
48→test_obj.hp = 100
49→test_obj.timer\watch 'hp', (current, previous) -> print "[watch] hp changed: #{previous} -> #{current}"
50→test_obj.timer\after 0.3, -> test_obj.hp = 80
51→test_obj.timer\after 0.6, -> test_obj.hp = 50
52→
53→-- Test 11: when (condition becomes true)
54→test_obj.danger = false
55→test_obj.timer\when (-> test_obj.danger), -> print "[when] danger became true!"
56→test_obj.timer\after 0.4, -> test_obj.danger = true
57→
58→-- Test 12: every_step (varying delays, 5 calls from 0.1s to 0.3s)
59→every_step_count = 0
60→test_obj.timer\every_step 0.1, 0.3, 5, (-> every_step_count += 1; print "[every_step] tick #{every_step_count}"), nil, -> print "[every_step] done after 5"
61→
62→-- Test 13: trigger (fire immediately)
63→test_obj.timer\every 10, 'trigger_test', -> print "[trigger] fired!"
64→test_obj.timer\after 0.2, ->
65→ print "[0.2s] triggering trigger_test"
66→ test_obj.timer\trigger 'trigger_test'
67→
... [11 more lines]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Done. Added tests:
- Test 10 (watch): Watches
hpfield, changes at 0.3s and 0.6s - Test 11 (when): Fires when
dangerbecomes true at 0.4s - Test 12 (every_step): 5 ticks with delays from 0.1s to 0.3s
- Test 13 (trigger): Sets up 10s timer, triggers it manually at 0.2s
- Test 14 (get_time_left): Checks remaining time at 0.7s for a 1.5s timer
Expected output additions:
[every_step] tick 1 (~0.1s)
[0.2s] triggering trigger_test
[trigger] fired!
[every_step] tick 2 (~0.2s)
[watch] hp changed: 100 -> 80 (0.3s)
[every_step] tick 3 (~0.4s)
[when] danger became true! (0.4s)
[every_step] tick 4 (~0.6s)
[watch] hp changed: 80 -> 50 (0.6s)
[0.7s] time_check has ~0.8s left
[every_step] tick 5 (~0.9s)
[every_step] done after 5
[1.5s] time_check fired
Ready to test with ./run.bat.
[every 0.2s] this should only print twice [every 0.3s] tick [every 0.2s] this should only print twice [0.5s] anonymous after fired [0.5s] cancelling to_cancel timer [during 0.5s] done, ran 60 times [tween 0.5s] scale done, scale=2 [every 0.3s] tick [every 0.3s] tick [every 0.3s] done after 3 times [1.0s] named after fired [tween 1s] done, x=100, y=50 [2.0s] replaced timer fired (expected)
Doesn't seem like anything changed?
That's strange - none of the new tests ran. This suggests either a compilation error or runtime error. Can you check if there are any error messages in the console?
Or let me check the timer.yue file for issues:
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
1→global *
2→
3→require 'anchor.object'
4→
5→class timer extends object
6→ new: =>
7→ super 'timer'
8→ @entries = {}
9→ @next_id = 1
10→
11→ -- Generate unique ID for anonymous timers
12→ uid: =>
13→ id = "_anon_#{@next_id}"
14→ @next_id += 1
15→ id
16→
17→ -- Find entry index by name
18→ find: (name) =>
19→ for index, entry in ipairs @entries
20→ return index if entry.name == name
21→ nil
22→
23→ -- after(delay, callback) or after(delay, name, callback)
24→ after: (delay, name_or_callback, callback_function) =>
25→ name, callback = if type(name_or_callback) == 'string'
26→ name_or_callback, callback_function
27→ else
28→ @\uid!, name_or_callback
29→ entry = {:name, mode: 'after', time: 0, :delay, :callback}
30→ index = @\find name
... [293 more lines]
I see the issue - when is a reserved keyword in YueScript (used in switch statements). Using it as a method name is likely causing a compilation error.
We need to rename it. Options:
once— "once this condition is true"on_true— "on condition becoming true"condition— original nameawait— "await this condition"
Which do you prefer?
condition
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
91→ @entries[@\find name] = entry
92→ else
93→ @entries[] = entry
94→
95→ -- condition(condition_fn, callback, times?, after?) or condition(condition_fn, name, callback, times?, after?)
96→ -- Calls callback when condition transitions from false to true (edge trigger)
97→ condition: (condition_fn, name_or_callback, callback_or_times, times_or_after, after_function) =>
98→ name, callback, times, after = if type(name_or_callback) == 'string'
99→ name_or_callback, callback_or_times, times_or_after, after_function
100→ else
101→ @\uid!, name_or_callback, callback_or_times, times_or_after
102→ entry = {:name, mode: 'condition', condition: condition_fn, last_condition: false, :callback, :times, :after, count: 0}
103→ if @\find name
104→ @entries[@\find name] = entry
105→ else
106→ @entries[] = entry
107→
108→ -- cooldown(delay, condition_fn, callback, times?, after?) or cooldown(delay, condition_fn, name, callback, times?, after?)
109→ -- Fires callback every delay seconds, but only while condition is true
110→ cooldown: (delay, condition_fn, name_or_callback, callback_or_times, times_or_after, after_function) =>
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
187→ entry.time = 0
188→ when 'during_step'
189→ entry.callback!
190→ entry.time = 0
191→ when 'watch'
192→ entry.callback entry.current, entry.previous
193→ when 'condition'
194→ entry.callback!
195→
196→ -- set_multiplier(name, multiplier) - dynamically adjust timer speed
197→ set_multiplier: (name, multiplier=1) =>
198→ index = @\find name
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
270→ if entry.count >= entry.times
271→ entry.after! if entry.after
272→ to_remove[] = index
273→
274→ when 'condition'
275→ current_condition = entry.condition!
276→ if current_condition and not entry.last_condition
277→ entry.callback!
278→ if entry.times
279→ entry.count += 1
280→ if entry.count >= entry.times
281→ entry.after! if entry.after
282→ to_remove[] = index
283→ entry.last_condition = current_condition
284→
285→ when 'cooldown'
286→ delay = entry.delay * (entry.multiplier or 1)
287→ current_condition = entry.condition!
Now update the test:
Edit (E:\a327ex\Anchor\framework\main.yue)
The file E:\a327ex\Anchor\framework\main.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
49→test_obj.timer\watch 'hp', (current, previous) -> print "[watch] hp changed: #{previous} -> #{current}"
50→test_obj.timer\after 0.3, -> test_obj.hp = 80
51→test_obj.timer\after 0.6, -> test_obj.hp = 50
52→
53→-- Test 11: condition (condition becomes true)
54→test_obj.danger = false
55→test_obj.timer\condition (-> test_obj.danger), -> print "[condition] danger became true!"
56→test_obj.timer\after 0.4, -> test_obj.danger = true
57→
58→-- Test 12: every_step (varying delays, 5 calls from 0.1s to 0.3s)
59→every_step_count = 0
60→test_obj.timer\every_step 0.1, 0.3, 5, (-> every_step_count += 1; print "[every_step] tick #{every_step_count}"), nil, -> print "[every_step] done after 5"
Renamed when → condition. Ready to test again.
Failed to compile: main.yue 60: expected only one expression in parenthesis test_obj.timer\every_step 0.1, 0.3, 5, (-> every_step_count += 1; print "[every_step] tick #{every_step_count}"), nil, -> print "[every_step] done after 5"
This was the error, I missed it. I think when was fine.
Ah, the error was the semicolon in the parenthesized function, not when. Let me fix the test:
Edit (E:\a327ex\Anchor\framework\main.yue)
The file E:\a327ex\Anchor\framework\main.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
54→test_obj.danger = false
55→test_obj.timer\condition (-> test_obj.danger), -> print "[condition] danger became true!"
56→test_obj.timer\after 0.4, -> test_obj.danger = true
57→
58→-- Test 12: every_step (varying delays, 5 calls from 0.1s to 0.3s)
59→every_step_count = 0
60→test_obj.timer\every_step 0.1, 0.3, 5, ->
61→ every_step_count += 1
62→ print "[every_step] tick #{every_step_count}"
63→
64→-- Test 13: trigger (fire immediately)
65→test_obj.timer\every 10, 'trigger_test', -> print "[trigger] fired!"
66→test_obj.timer\after 0.2, ->
Do you want me to revert condition back to when? The semicolon was the actual issue.
Yes.
Edit (E:\a327ex\Anchor\framework\main.yue)
The file E:\a327ex\Anchor\framework\main.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
49→test_obj.timer\watch 'hp', (current, previous) -> print "[watch] hp changed: #{previous} -> #{current}"
50→test_obj.timer\after 0.3, -> test_obj.hp = 80
51→test_obj.timer\after 0.6, -> test_obj.hp = 50
52→
53→-- Test 11: when (condition becomes true)
54→test_obj.danger = false
55→test_obj.timer\when (-> test_obj.danger), -> print "[when] danger became true!"
56→test_obj.timer\after 0.4, -> test_obj.danger = true
57→
58→-- Test 12: every_step (varying delays, 5 calls from 0.1s to 0.3s)
59→every_step_count = 0
60→test_obj.timer\every_step 0.1, 0.3, 5, ->
Reverted to when. Ready to test.
ERROR: .\anchor\timer.lua:225: attempt to perform arithmetic on a nil value (field 'time') stack traceback: .\anchor\timer.lua:225: in method 'update' .\anchor\object.lua:401: in method '_update' .\anchor\init.lua:115: in function 'update'
The watch and when entries don't have a time field, but entry.time += dt runs for all entries. Let me add time: 0 to those entries:
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
98→ name, callback, times, after = if type(name_or_callback) == 'string'
99→ name_or_callback, callback_or_times, times_or_after, after_function
100→ else
101→ @\uid!, name_or_callback, callback_or_times, times_or_after
102→ entry = {:name, mode: 'when', time: 0, condition: condition_fn, last_condition: false, :callback, :times, :after, count: 0}
103→ if @\find name
104→ @entries[@\find name] = entry
105→ else
106→ @entries[] = entry
Fixed. Ready to test again.
[every_step] tick 1 [every 0.2s] this should only print twice [0.2s] triggering trigger_test [trigger] fired! [every_step] tick 2 [every 0.3s] tick [watch] hp changed: 100 -> 80 [every 0.2s] this should only print twice [when] danger became true! [every_step] tick 3 [0.5s] anonymous after fired [0.5s] cancelling to_cancel timer [during 0.5s] done, ran 60 times [tween 0.5s] scale done, scale=2 [every 0.3s] tick [watch] hp changed: 80 -> 50 [0.7s] time_check has 0.8s left [every_step] tick 4 [every 0.3s] tick [every 0.3s] done after 3 times [every_step] tick 5 [1.0s] named after fired [tween 1s] done, x=100, y=50 [1.5s] time_check fired [2.0s] replaced timer fired (expected)
All tests passing:
- watch — detected hp changes (100→80, 80→50) ✓
- when — fired when danger became true ✓
- every_step — 5 ticks with varying delays ✓
- trigger — manually fired at 0.2s ✓
- get_time_left — correctly showed 0.8s remaining ✓
Timer is now fully complete with all functions:
after,every,during,tweenwatch,when,cooldownevery_step,during_stepcancel,trigger,set_multiplier,get_time_left
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
What's next?
Document all functions in timer.yue like they're documented in other files, change @docs/PHASE_10_PROGRESS.md with our progress for this session.
Read (E:\a327ex\Anchor\framework\anchor\object.yue)
1→global *
2→
3→class object
4→ --[[
5→ Creates a new object with optional name.
6→
7→ Usage:
8→ obj = object! -- anonymous object
9→ obj = object 'player' -- named object
10→
11→ Properties initialized:
12→ @name - string or nil, used for bidirectional links
13→ @parent - reference to parent object, nil if root
14→ @children - array of child objects
15→ @dead - boolean, true when killed (removed at end of frame)
16→ @tags - set of tags, used for querying with all(tag) and is()
17→ ]]
18→ new: (name) =>
19→ @name = name
20→ @parent = nil
21→ @children = {}
22→ @dead = false
23→ @tags = {}
24→
25→ --[[
26→ Adds a child to this object's tree.
27→
28→ Usage:
29→ @\add child
30→ @\add(object 'timer')\add(object 'collider') -- chainable
... [70 more lines]
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
1→global *
2→
3→require 'anchor.object'
4→
5→class timer extends object
6→ new: =>
7→ super 'timer'
8→ @entries = {}
9→ @next_id = 1
10→
11→ -- Generate unique ID for anonymous timers
12→ uid: =>
13→ id = "_anon_#{@next_id}"
14→ @next_id += 1
15→ id
16→
17→ -- Find entry index by name
18→ find: (name) =>
19→ for index, entry in ipairs @entries
20→ return index if entry.name == name
21→ nil
22→
23→ -- after(delay, callback) or after(delay, name, callback)
24→ after: (delay, name_or_callback, callback_function) =>
25→ name, callback = if type(name_or_callback) == 'string'
26→ name_or_callback, callback_function
27→ else
28→ @\uid!, name_or_callback
29→ entry = {:name, mode: 'after', time: 0, :delay, :callback}
30→ index = @\find name
... [293 more lines]
Write (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→require 'anchor.object'
4→
5→--[[
6→ Timer child object for scheduling delayed, repeating, and conditional callbacks.
7→
8→ Usage:
9→ @\add timer!
10→ @timer\after 1, -> print 'fired after 1s'
11→ @timer\every 0.5, 'attack', -> @attack!
12→
13→ Timer is added as a child object. When the parent dies, the timer dies automatically.
14→ All timer methods support optional naming - named timers can be cancelled, triggered,
15→ and automatically replace previous timers with the same name.
16→
17→ Timer methods:
18→ Delayed: after, every, during, tween
19→ Conditional: watch, when, cooldown
20→ Varying: every_step, during_step
21→ Utility: cancel, trigger, set_multiplier, get_time_left
22→]]
23→class timer extends object
24→ --[[
25→ Creates a new timer.
26→
27→ Usage:
28→ @\add timer!
29→
... [543 more lines]
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me analyze this conversation chronologically:
Initial Context: User wants to continue Phase 10 of Anchor engine development. The PHASE_10_PROGRESS.md shows what's implemented (object, layer, image, font, actions) and what's remaining (timer, random, input, etc.)
Timer Implementation Decision: User chose to work on timer module. I proposed a plan based on reviewing the old Anchor timer in
reference/love-compare/anchor/timer.lua.Phase 1 Timer (Basic): Implemented
after,every,cancelwith:
- Name as second argument for readability
- Array-based storage for deterministic ordering (replays)
find(name)method for lookups- User corrections:
super 'timer'notsuper!, usemodenottype, use:delayshorthand idiomPhase 2 Timer: Added
during(renamed fromfor),tween, andmath.yuewith all easing functions.Phase 3 Timer (Advanced): Added remaining functions from old Anchor:
watch(renamed fromchange) - watches field changeswhen(renamed fromcondition) - edge trigger on conditioncooldown- fires on delay while condition trueevery_step- varying delaysduring_step(renamed fromfor_step) - varying delays within durationtrigger- fire timer immediatelyset_multiplier- dynamic speed adjustmentget_time_left- query remaining timeKey User Feedback:
- Name should be second argument
- Use
durationnotdelayforduring- Don't use
_nowsuffix for immediate - usetriggermethod insteadwhenis NOT a reserved keyword - the error was from semicolon in test- Documentation style should match other files
Errors Encountered:
- Cancel during iteration caused double-firing and missing timers - fixed with
cancelledflagwatchandwhenentries missingtime: 0field- Semicolon in parenthesized function caused compilation error
- Initially thought
whenwas reserved keyword but it wasn'tCurrent State: Timer is fully documented with all functions working. Tests pass. User asked to update PHASE_10_PROGRESS.md next.
Summary: 1. Primary Request and Intent: - Continue Phase 10 development of Anchor game engine framework - Implement a full-featured
timerchild object module - Port timer functions from old Anchor (reference/love-compare/anchor/timer.lua) - Createmath.yuewithlerpand all easing functions for tween support - Document all timer functions in the same style as other framework files - Updatedocs/PHASE_10_PROGRESS.mdwith session progress
Key Technical Concepts:
- YueScript class syntax with
extends object- Child object pattern (timer added to parent, dies when parent dies)
- Array-based entry storage for deterministic ordering (replay support)
- Optional named timers with auto-replacement
- Anonymous timer uid generation
- Cancelled flag pattern for safe iteration modification
- Multiplier support for dynamic speed adjustment
- Edge trigger vs level trigger for conditions
- Easing functions for tweening
Files and Code Sections:
framework/anchor/timer.yue- Main timer module, fully documented
- All timer methods:
after,every,during,tween,watch,when,cooldown,every_step,during_step- Utility methods:
cancel,trigger,set_multiplier,get_time_left- Internal:
uid,find,update
framework/anchor/math.yue- Math utilities for timer
math.lerp(t, source, destination)- All easing functions: linear, sine, quad, cubic, quart, quint, expo, circ, bounce, back, elastic (with in, out, in_out, out_in variants)
framework/anchor/init.yue- Added requires for timer and math
framework/main.yue- Test file with 14 timer testsErrors and fixes:
Cancel during iteration caused issues: Calling
cancelfrom callback modified array duringipairsiteration, causing timers to fire twice or be skipped
- Fixed by using
cancelled = trueflag, checking at start of loop, removing at end
watchandwhenentries missingtimefield:entry.time += dtfailed with nil
- Fixed by adding
time: 0to those entry typesSemicolon in parenthesized function:
(-> count += 1; print "tick")caused YueScript error
- Fixed by using multi-line function instead
Initially thought
whenwas reserved: Changed tocondition, then reverted when real error foundProblem Solving:
- Deterministic timer ordering for replays solved with array +
ipairsinstead of hash table +pairs- "Immediate" timer variant solved with separate
triggermethod instead of suffix/parameter- Named timer API solved with optional second string argument pattern
- User rejected
_nowsuffix for immediate timers as confusingAll user messages:
- "Let's continue with phase 10. Please read @docs/PHASE_10_PROGRESS.md"
- "Let's get the timer working. What's your plan of attack?"
- "Read the timer module in love-compare and see which parts of that code from old Anchor are still relevant now"
- "Let's not have the tag as the last argument. The name should be the second argument so it reads properly like english"
- "super! needs to be super 'timer'... What's going on with uid function? Use mode instead of type for the entries table. Use :delay idiom"
- "Yes, sure, keep it like this then." (re: uid for anonymous timers)
- "Do we need cb to be called that, can't it be called callback? The same for after vs after_callback"
- "Use switch for the entries, since YueScript has it"
- "Yep, it does." (approved basic structure)
- "You should add the tests."
- "Seems like it's correct. Except both at 0.5s, why was their order flipped?" (led to deterministic ordering fix)
- "I want replays so I feel like it should matter, right?"
- "Can't we keep two parallel arrays instead of having the find function?"
- "The first solution is fine then."
- "Yes." (multiple approvals)
- "Let's add the other timer functions from old Anchor."
- "All of them, explain your understanding of each and usage examples."
- "Try to find better names for the ones you think need better names, and try to find a better API for the immediate variation"
- "now feels incorrect for something that happens immediately but also continues later..."
- "I like C the best, actually. Should be named trigger though"
- "Okay, let's go function by function."
- "Yes." (multiple function approvals)
- "In all examples so far, do if @\find name ... else instead of creating a temporary variable"
- "In this example you need to actually save it to a variable or you run the search twice needlessly."
- "You can use multiplier=1 in the arguments"
- "Doesn't seem like anything changed?" (tests not running)
- "condition" (chose to rename
whenback tocondition- later reverted)- "Failed to compile: main.yue... This was the error, I missed it. I think when was fine."
- "Yes." (revert to
when)- "ERROR: attempt to perform arithmetic on a nil value (field 'time')"
- Test output showing all tests pass
- "Document all functions in timer.yue like they're documented in other files, change @docs/PHASE_10_PROGRESS.md with our progress for this session."
Pending Tasks:
- Update
docs/PHASE_10_PROGRESS.mdwith timer and math module progressCurrent Work: Just completed documenting all timer functions in
timer.yue. The file now has full documentation blocks matching the style ofobject.yue. User's last request was:"Document all functions in timer.yue like they're documented in other files, change @docs/PHASE_10_PROGRESS.md with our progress for this session."
The documentation task is complete. The PHASE_10_PROGRESS.md update is pending.
Optional Next Step: Update
docs/PHASE_10_PROGRESS.mdto reflect:
- Timer module complete with all functions
- Math module added with lerp and easing functions
- Document the timer API and design decisions made this session
User explicitly requested: "change @docs/PHASE_10_PROGRESS.md with our progress for this session"
If you need specific details from before compaction (like exact code snippets, error messages, or content you generated), read the full transcript at: C:\Users\adn.claude\projects\E--a327ex-Anchor\83daf947-0dec-4de8-9fd3-dc9219e8f302.jsonl Please continue the conversation from where we left it off without asking the user any further questions. Continue with the last task that you were asked to work on.
I'll read the current PHASE_10_PROGRESS.md and update it with our timer and math module progress.
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 # Build C code (desktop)
20→│ ├── build-web.sh # Build C code (web)
21→│ └── run.bat # Run engine with framework/ (no yue compile)
22→├── framework/ # Framework testing environment
23→│ ├── anchor/ # Master framework (YueScript source)
24→│ │ ├── init.yue
25→│ │ ├── object.yue
26→│ │ ├── layer.yue
27→│ │ ├── image.yue
28→│ │ └── font.yue
29→│ ├── assets/ # Test assets
30→│ ├── main.yue # Test file
... [536 more lines]
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18→│ │ └── anchor.exe
19→│ ├── build.bat # Build C code (desktop)
20→│ ├── build-web.sh # Build C code (web)
21→│ └── run.bat # Run engine with framework/ (no yue compile)
22→├── framework/ # Framework testing environment
23→│ ├── anchor/ # Master framework (YueScript source)
24→│ │ ├── init.yue
25→│ │ ├── object.yue
26→│ │ ├── layer.yue
27→│ │ ├── image.yue
28→│ │ ├── font.yue
29→│ │ ├── timer.yue
30→│ │ └── math.yue
31→│ ├── assets/ # Test assets
32→│ ├── main.yue # Test file
33→│ ├── yue.exe # YueScript compiler
34→│ ├── run.bat # Compile .yue + run desktop
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100→The C engine calls a single global `update(dt)` function. Everything else happens on the Lua/YueScript side. The C side will not change further.
101→
102→### init.yue
103→
104→```yuescript
105→global *
106→
107→require 'anchor.object'
108→require 'anchor.layer'
109→require 'anchor.image'
110→require 'anchor.font'
111→require 'anchor.timer'
112→require 'anchor.math'
113→
114→an = object 'an'
115→an.layers = {}
116→an.images = {}
117→an.fonts = {}
118→
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457→| Documentation comments in object.yue | Done |
458→| Test suite (42 tests) | Done |
459→| `layer` class (rectangle, circle, image, text, push/pop, draw) | Done |
460→| `image` class (width, height, handle wrapper) | Done |
461→| `font` class (text_width, char_width, glyph_metrics) | Done |
462→| Resource registration on `an` (layer, image, font) | Done |
463→| `timer` class (after, every, during, tween, watch, when, cooldown, every_step, during_step, cancel, trigger, set_multiplier, get_time_left) | Done |
464→| `math` module (lerp, easing functions: linear, sine, quad, cubic, quart, quint, expo, circ, bounce, back, elastic) | Done |
465→
466→---
467→
468→## Module Architecture
469→
470→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.
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557→| **collision** | Geometric tests via [lua-geo2d](https://github.com/eigenbom/lua-geo2d) |
558→
559→---
560→
561→## What's Next
562→
563→Implementation order for remaining Phase 10 work:
564→
565→| Category | Items | Status |
566→|----------|-------|--------|
567→| **Pure utilities** | math (lerp, easing) | Done |
568→| **Pure utilities** | array, string | Not started |
569→| **Value objects** | color | Not started |
570→| **Resource manager** | sounds, music on `an` | Not started |
571→| **Child objects** | timer | Done |
572→| **Child objects** | random, input, spring, collider, camera, animation, shake | Not started |
573→| **External libs** | Integrate lua-geo2d for collision utilities | Not started |
574→
Now I'll add a section documenting the timer module's design and API.
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398→
399→**Final:**
400→42. Final state
401→
402→---
403→
404→## Timer Module
405→
406→The `timer` class is a child object that provides time-based callbacks, tweening, and state watching.
407→
408→### Design Decisions
409→
410→1. **Array-based storage** — Timers stored in `@entries` array (not hash table) for deterministic iteration order, enabling reproducible replays
411→2. **Optional named timers** — Name is always the second argument: `timer\after 1, 'name', callback`. Named timers automatically replace existing timers with the same name.
412→3. **Anonymous timer UIDs** — Anonymous timers get auto-generated unique IDs (`_timer_1`, `_timer_2`, etc.) to support `find` operations
413→4. **Cancelled flag** — Safe iteration when callbacks cancel other timers; cancelled entries are skipped and removed at end of update
414→5. **Multiplier support** — `set_multiplier` allows dynamic speed adjustment for slow-mo effects
415→6. **Edge triggers** — `watch` and `when` fire once when condition changes, not continuously while true
416→
417→### API Reference
418→
419→**Basic Timers:**
420→```yuescript
421→timer\after delay, [name], callback -- Fire once after delay
422→timer\every interval, [name], callback, [count], [after] -- Fire repeatedly
423→timer\during duration, [name], callback, [after] -- Fire every frame for duration
424→```
425→
426→**Tweening:**
... [62 more lines]
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510→13. **Link callbacks run immediately** — During `kill()`, not deferred to cleanup
511→14. **Default link behavior is kill** — No callback means linker dies when target dies
512→15. **Link callback receives only self** — Target not passed; use closures if needed
513→16. **Links don't create named refs** — Unlike `add()`, links are just death notifications
514→17. **No custom operators** — YueScript limitations make operators impractical; short methods used instead
515→18. **Single-letter aliases** — T, Y, U, E, X, L, A, F, K provide compact API without language hacks
516→19. **Timer name as second argument** — `timer\after 1, 'name', callback` reads like English ("after 1 second, named X, do Y")
517→20. **Array-based timer storage** — Deterministic iteration order for reproducible replays
518→21. **`trigger` for immediate fire** — Rejected `_now` suffix variants; separate method is clearer
519→22. **`watch` and `when` as edge triggers** — Fire once when state changes, not continuously while condition holds
520→
521→---
522→
523→## What's Implemented
Done. I've updated docs/PHASE_10_PROGRESS.md with:
- File structure — Added
timer.yueandmath.yueto the framework directory listing - init.yue snippet — Added requires for timer and math modules
- What's Implemented table — Added timer class (all 13 functions) and math module (lerp + easing)
- What's Next table — Marked timer and math as Done
- New Timer Module section — Documented design decisions, API reference, entry types, and easing functions
- Decisions Made — Added decisions 19-22 covering timer design choices (name as second argument, array storage, trigger method, edge triggers)
<command-message>end-session</command-message>
<command-name>/end-session</command-name>
I'll start the end session workflow.
What title would you like for this session? (max 30 characters)
Examples: "Timer Module Implementation", "Anchor Phase 10 Part 6", "Timer System"
Anchor Phase 10 Part 6
Bash (ls -t ~/.claude/projects/E--a327ex-Anchor/*.jsonl | grep -v agent | head -1)
/c/Users/adn/.claude/projects/E--a327ex-Anchor/83daf947-0dec-4de8-9fd3-dc9219e8f302.jsonl