Anchor Phase 10 Part 9
Summary
Implemented spring, camera, and shake modules for the Anchor framework. Session involved extensive research, iterative design discussions, and multiple user corrections leading to more intuitive APIs.
Spring Module Implementation:
- Read love-compare spring.lua for reference - noted two-tier structure (spring_1d physics + spring container)
- Designed container pattern matching timer module: one spring object holds multiple named springs
- User corrections: use
local springinstead ofs, don't require anchor.object, update in early phase - Default 'main' spring at value 1 created on construction (useful for scale effects)
- Testing: added spring to impulse_block and ball classes for scale pop effects on collision
Spring Testing Setup:
- Created game_2 layer for impulse_block to render above game layer
- Created separate game_outline and game_2_outline layers
- Both ball and impulse_block flash white and pull spring on collisions
- Compositing order: bg → shadow → game_outline → game → game_2_outline → game_2 → ui
Camera Research (13 Engines):
- Researched: HaxeFlixel, Unity, Godot, Construct 3, Heaps, Cute Framework, Phaser, p5play, PixiJS, Defold, KaboomJS, GameMaker, MonoGame
- Created reference/camera-systems-research.md documenting common patterns
- Key findings: follow styles/presets, deadzone, bounds clamping, parallax, trauma-based shake, look-ahead based on velocity
Camera Module Implementation:
- Read love-compare camera.lua and shake.lua for effect system design
- Effect composition: children implement
get_transform()returning{x, y, rotation, zoom}offsets - User rejected complex false/nil camera logic - simplified to direct
layer.camera = an.camera - User correction: camera must be created before layers since layers reference it in constructor
- Attach uses two pushes (center+zoom+rotation, then offset) because layer's push does TRS order
- Fixed error: used
rotvariable but:rotationshorthand in get_effects return
Camera Testing:
- WASD/arrow movement for position
- Follow system with lerp and velocity-based lead
- User correction:
an\addreturns parent for chaining, not child - had to create ball first, then add, then follow - Screen→world tested via mouse click on balls using
query_pointwithcamera.mouse - World→screen tested via red UI markers above balls using
camera\to_screen
Spring API Redesign:
- User found k/d parameters unintuitive: "k/d variables are not intuitive at all as modifiers"
- Researched intuitive spring parameters (Apple WWDC, duration/bounce approach)
- Found formulas:
k = (2π/duration)²,d = 4π(1-bounce)/duration - User suggested frequency (oscillations per second) more intuitive than period
- Changed API from
add 'name', x, k, dtoadd 'name', x, frequency, bounce - User: "5 oscillations per second at 1.2 scale with 0.8 bounce says more to me"
Math Module Additions:
- Added
math.clampfor camera bounds - Added
math.lerp_dt(p, t, dt, src, dst)- "cover 90% of distance in 0.5 seconds" - Added
math.loopfor angle wrapping - Added
math.lerp_angleandmath.lerp_angle_dtfor rotation interpolation
Shake Module Implementation:
- Created shake.yue as camera child implementing
get_transform() - Six shake types implemented:
- trauma: Perlin noise based, multi-instance with independent decay rates, intensity = trauma²
- push: Spring-based directional impulse using angle, reuses spring module
- shake: Random jitter with amplitude, duration, frequency (jitter rate)
- sine: Smooth sinusoidal oscillation along angle
- square: Sharp alternating jolts along angle
- handcam: Continuous subtle Perlin motion for handheld feel
Shake Corrections and Iterations:
- User caught forward iteration while removing from arrays skips elements - fixed with backwards loop
- User caught total trauma shouldn't be clamped to 1 (allows stacking for chaos)
- Naming conflict: method named 'spring' conflicted with global spring class during
@\add spring!- renamed topush - User removed 'kick' shake type as not meaningfully different from push
- Trauma amplitudes iterated: 10→24→48→24 pixels, rotation/zoom adjusted multiple times
- Handcam parameters iterated: added zoom support, adjusted amplitudes and frequency
Documentation:
- Updated PHASE_10_PROGRESS.md with Camera Module, Math Module Additions, Spring Module Updates, Shake Module sections
- Updated status table showing camera and shake as done
Hi, Claude. Let's continue on phase 10. @docs/PHASE_10_PROGRESS.md
Looking at the progress document, here's what remains for Phase 10:
Not started:
- Pure utilities: array, string
- Value objects: color
- Resource manager: sounds, music on
an - Child objects: random, input, spring, camera, animation, shake
- External libs: lua-geo2d integration
What would you like to tackle next?
AskUserQuestion
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). STOP what you are doing and wait for the user to tell you how to proceed.
Let's do spring, camera then shake. What's your plan of attack?
Good picks - they're related and can build on each other. Here's my thinking:
Spring
A damped spring for smooth animations. Core physics:
acceleration = -stiffness * (x - target) - damping * velocity
velocity += acceleration * dt
x += velocity * dt
Design questions:
- 1D spring (single value) or 2D (x, y)?
- Configurable stiffness/damping, or critically-damped by default?
- API style:
spring\pull 0.5to add impulse,spring\set 1.0to set target?
Camera
Viewport with position, zoom, rotation. Integrates with layer rendering.
Design questions:
- How does it hook into layers? I'm thinking
layer\set_camera cameraor the camera applies its transform indraw() - Should camera use spring internally for smooth follow, or is that the user's job?
- Bounds/clamping built-in or leave to user?
Shake
Generates offset values for screen shake effects.
Design questions:
- Standalone object (can attach to anything) or camera-only feature?
- Trauma-based (intensity decays over time, shake = trauma²) or simple (fixed intensity + duration)?
- Random noise or Perlin noise for smoother shake?
Proposed Order
- Spring first — no dependencies, foundational
- Camera second — can optionally use spring for follow
- Shake third — can be used with camera or standalone
What are your preferences on the design questions? Particularly interested in:
- 1D vs 2D spring
- How camera integrates with layers
- Shake as standalone vs camera feature
OK, read the spring code in love-compare and tell me your thoughts.
Glob (/love-compare//spring)
E:\a327ex\Anchor\reference\love-compare\anchor\spring.lua
Read (E:\a327ex\Anchor\reference\love-compare\anchor\spring.lua)
1→--[[
2→ This module implements springs based on https://github.com/a327ex/blog/issues/60.
3→ The arguments passed in are: the initial value of the spring, its stiffness and its damping.
4→ The class below implements a single spring object.
5→]]--
6→spring_1d = class:class_new()
7→function spring_1d:spring_1d(x, k, d)
8→ self.tags.spring_1d = true
9→ self.x = x or 0
10→ self.k = k or 100
11→ self.d = d or 10
12→ self.target_x = self.x
13→ self.v = 0
14→ return self
15→end
16→
17→function spring_1d:spring_1d_update(dt)
18→ local a = -self.k*(self.x - self.target_x) - self.d*self.v
19→ self.v = self.v + a*dt
20→ self.x = self.x + self.v*dt
21→end
22→
23→function spring_1d:spring_1d_pull(f, k, d)
24→ if k then self.k = k end
25→ if d then self.d = d end
26→ self.x = self.x + f
27→end
28→
29→--[[
30→ Adds spring functionalities to an object using spring_1d.
... [47 more lines]
Interesting design. Here's what I see:
Two-Tier Structure
There are actually two classes:
spring_1d — The actual physics (single value)
x(current),target_x(resting point),v(velocity)k(stiffness=100),d(damping=10)pull(f)adds impulse to current value
spring — A container holding multiple named spring_1d objects
- Has a default 'main' spring at value 1
spring_add(name, x, k, d)creates new springsspring_pull(name, x, k, d)pulls by name
How It's Used
self:spring_add('shoot_scale', 1) -- add spring at resting value 1
self:spring_pull('shoot_scale', 0.25) -- impulse: bounces around 1.25, settles to 1
print(self.springs.shoot_scale.x) -- read current value
Observations
What I like:
- Clean physics:
a = -k*(x - target) - d*v - Container pattern is practical — one object can have many springs (shoot_scale, hit_flash, etc.)
- Pull optionally overrides k/d per-call for varied bounciness
Limitations:
- No
set_target— springs always return to initial value, can't animate to a new resting point - No
at_restquery — can't check if spring has settled - Target is fixed at construction
For Our Framework
I'd suggest simplifying to one class that fits our tree model. Instead of a container with named springs, each spring is its own child object:
@\add spring 'scale', 1, 200, 10 -- name, initial, stiffness, damping
@\add spring 'rotation', 0, 100, 5
@scale\pull 0.5 -- impulse
game\circle x, y, r * @scale.x, white -- use .x value
This way multiple springs = multiple children. Fits naturally with @scale, @rotation named access.
Additions to consider:
set_target(value)— animate to new resting point (not just bounce and return)at_rest!— returns true if velocity is near zero and value is near target
What's your preference — container pattern like the reference, or one-spring-per-child?
I like being explicit with my code, so @scale there would be called @scale_spring, and if all springs are going to be called that, wouldn't having multiple strings inside one string object also work? So @\add spring 'scale', 1, 200, 10 -> adds @spring, then you can access individual springs as @spring.scale.x
You're right — that's more consistent with how timer works too. One child object, multiple named entries inside:
-- Timer pattern
@\add timer!
@timer\after 1, 'delay', -> ...
@timer\cancel 'delay'
-- Spring pattern (same style)
@\add spring!
@spring\add 'scale', 1, 200, 10
@spring\add 'rotation', 0, 100, 5
@spring\pull 'scale', 0.5
game\circle x, y, r * @spring.scale.x, white
So the API would be:
| Method | Purpose |
|---|---|
spring\add name, x, [k], [d] |
Add named spring with initial value, optional stiffness/damping |
spring\pull name, force, [k], [d] |
Add impulse to named spring, optionally override k/d |
spring.name.x |
Read current value |
And optionally:
spring\set_target name, value— change resting pointspring\at_rest name— check if settled
Should I also include a default 'main' spring like the reference does, or keep it explicit (no springs until you add them)?
Yep, always include 'main' by default whenever spring is added to the object.
Got it. Here's the proposed implementation:
global *
require 'anchor.object'
spring = (name) ->
with object name or 'spring'
.springs = {}
\add_spring 'main', 1 -- default spring at value 1
-- Add a new named spring
\set add_spring: (name, x, k, d) =>
@springs[name] = {
x: x or 0
target_x: x or 0
v: 0
k: k or 100
d: d or 10
}
-- Pull (impulse) a named spring
\set pull: (name, force, k, d) =>
s = @springs[name]
return unless s
s.k = k if k
s.d = d if d
s.x += force
-- Set new target (resting point)
\set set_target: (name, value) =>
s = @springs[name]
s.target_x = value if s
-- Check if spring has settled
\set at_rest: (name, threshold=0.01) =>
s = @springs[name]
return true unless s
math.abs(s.x - s.target_x) < threshold and math.abs(s.v) < threshold
-- Update all springs each frame
\set update: (dt) =>
for name, s in pairs @springs
a = -s.k * (s.x - s.target_x) - s.d * s.v
s.v += a * dt
s.x += s.v * dt
Usage: ```yuescript @\add spring! @spring\add_spring 'scale', 1, 200, 10 @spring\pull 'scale', 0.5 @spring\pull 'main', 0.3 -- default spring
-- In draw game\circle x, y, r * @spring.main.x, white ```
Question: Should the springs be accessible as @spring.main.x (direct table access) or via a getter like @spring\get 'main'? Direct access is simpler but means springs table keys become reserved. The reference uses direct access (self.springs.name.x).
Check how other modules are implemented, it should be a class that extends object.
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
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→
30→ The timer is automatically named 'timer' and accessible as @timer on the parent.
... [542 more lines]
Got it. Here's the revised implementation following the timer pattern:
global *
require 'anchor.object'
class spring extends object
new: =>
super 'spring'
@spring_names = {}
@\add 'main', 1 -- default spring at value 1
add: (name, x=0, k=100, d=10) =>
@spring_names[] = name unless @[name] -- track name for iteration
@[name] = {
:x
target_x: x
v: 0
:k
:d
}
pull: (name, force, k, d) =>
s = @[name]
return unless s
s.k = k if k
s.d = d if d
s.x += force
set_target: (name, value) =>
s = @[name]
s.target_x = value if s
at_rest: (name, threshold=0.01) =>
s = @[name]
return true unless s
math.abs(s.x - s.target_x) < threshold and math.abs(s.v) < threshold
update: (dt) =>
for spring_name in *@spring_names
s = @[spring_name]
a = -s.k * (s.x - s.target_x) - s.d * s.v
s.v += a * dt
s.x += s.v * dt
Usage: ```yuescript @\add spring! @spring\add 'scale', 1, 200, 10 @spring\pull 'scale', 0.5 @spring\pull 'main', 0.3
-- Access values directly game\circle x, y, r * @spring.main.x, white game\circle x, y, r * @spring.scale.x, white ```
Key differences from initial draft:
- Class extends object, calls
super 'spring' - Springs stored directly on
@(not in@springstable) for@spring.scale.xaccess @spring_namesarray tracks which keys are springs for update iteration
Does this look right before I write it?
Use local spring instead of s. Spring updates should probably be early, right? Don't need to require anchor.object
Good catches. Revised:
global *
class spring extends object
new: =>
super 'spring'
@spring_names = {}
@\add 'main', 1
add: (name, x=0, k=100, d=10) =>
@spring_names[] = name unless @[name]
@[name] = {
:x
target_x: x
v: 0
:k
:d
}
pull: (name, force, k, d) =>
local spring = @[name]
return unless spring
spring.k = k if k
spring.d = d if d
spring.x += force
set_target: (name, value) =>
local spring = @[name]
spring.target_x = value if spring
at_rest: (name, threshold=0.01) =>
local spring = @[name]
return true unless spring
math.abs(spring.x - spring.target_x) < threshold and math.abs(spring.v) < threshold
early_update: (dt) =>
for spring_name in *@spring_names
local spring = @[spring_name]
a = -spring.k * (spring.x - spring.target_x) - spring.d * spring.v
spring.v += a * dt
spring.x += spring.v * dt
Early update makes sense — spring values should be ready before the main update phase where they're typically used for drawing/positioning.
This looks right, add it.
Write (E:\a327ex\Anchor\framework\anchor\spring.yue)
File created successfully at: E:\a327ex\Anchor\framework\anchor\spring.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→require 'anchor.timer'
21→require 'anchor.math'
22→require 'anchor.collider'
23→
24→--[[
25→ Root object for the framework.
26→
27→ All game objects should be children of 'an' (directly or nested).
28→ Resource registries (layers, images, fonts) live here.
29→
30→ Usage:
... [595 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→require 'anchor.math'
22→require 'anchor.collider'
23→require 'anchor.spring'
24→
25→--[[
26→ Root object for the framework.
27→
Done. Added spring.yue and updated init.yue to require it.
Ready for camera next, or want to test spring first?
Change timer to not require anchor.object either, and document spring file like everything else is documented.
Write (E:\a327ex\Anchor\framework\anchor\spring.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
why did you change spring.v*dt to s.v*dt?
That was a typo on my part — I accidentally wrote s.v when it should be spring.v. Let me fix that.
Write (E:\a327ex\Anchor\framework\anchor\spring.yue)
The file E:\a327ex\Anchor\framework\anchor\spring.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→--[[
4→ Spring child object for damped spring animations.
5→
6→ Usage:
7→ @\add spring!
8→ @spring\add 'scale', 1, 200, 10
9→ @spring\pull 'scale', 0.5
10→
11→ Spring is added as a child object. When the parent dies, the spring dies automatically.
12→ A default 'main' spring at value 1 is created on construction.
13→
14→ Springs are accessed directly: @spring.main.x, @spring.scale.x
15→
16→ Spring methods:
17→ add - Add a named spring
18→ pull - Apply impulse to a spring
19→ set_target - Change resting point
20→ at_rest - Check if spring has settled
21→]]
22→class spring extends object
23→ --[[
24→ Creates a new spring container with default 'main' spring.
25→
26→ Usage:
27→ @\add spring!
28→
29→ The spring is automatically named 'spring' and accessible as @spring on the parent.
... [116 more lines]
Fixed. Both changes done:
- Removed
require 'anchor.object'from timer.yue - Documented spring.yue with correct
spring.v * dt
Now let's test it. Change the impulse block to be drawn a in new layer above game but below ui. This layer should be outlined and shadowed. When the impulse block impulses a ball, it should flash for 0.15 and have its main spring pulled slightly, this spring should be applied to its x and y scale.
Read (E:\a327ex\Anchor\framework\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→-- Setup layers
6→-- game is created first so it renders first, making its texture available for shadow/outline
7→game = an\layer 'game'
8→bg = an\layer 'bg'
9→shadow = an\layer 'shadow'
10→outline = an\layer 'outline'
11→ui = an\layer 'ui'
12→
13→-- Resources
14→an\font 'main', 'assets/LanaPixel.ttf', 11
15→an\image 'ball', 'assets/slight_smile.png'
16→an\shader 'shadow', 'shaders/shadow.frag'
17→an\shader 'outline', 'shaders/outline.frag'
18→
19→-- Screen dimensions
20→W, H = 480, 270
21→
22→-- Initialize physics
23→an\physics_init!
24→an\physics_set_gravity 0, 500
25→an\physics_set_meter_scale 64
26→
27→-- Register tags and collisions
28→an\physics_tag 'ball'
29→an\physics_tag 'wall'
30→an\physics_tag 'impulse_block'
... [206 more lines]
Edit (E:\a327ex\Anchor\framework\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
you do not need to create shadow and outline layers. Just create a game_2 layer, and in the draw function apply it to shadow and outline...
Got it - reuse the shadow/outline layers by drawing both sources to them.
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→-- Setup layers
6→-- game is created first so it renders first, making its texture available for shadow/outline
7→game = an\layer 'game'
8→game_2 = an\layer 'game_2'
9→bg = an\layer 'bg'
10→shadow = an\layer 'shadow'
11→outline = an\layer 'outline'
12→ui = an\layer 'ui'
13→
14→-- Resources
15→an\font 'main', 'assets/LanaPixel.ttf', 11
16→an\image 'ball', 'assets/slight_smile.png'
Edit (E:\a327ex\Anchor\framework\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
Use push/pop to scale it, no need for sx, sy, scaled_w, scaled_h
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:
98→impulse_height = ground_height
99→impulse_x = left_wall_x + wall_width
100→impulse_y = ground_y - impulse_height
101→
102→class impulse_block extends object
103→ new: (x, y, @w, @h) =>
104→ super!
105→ @\tag 'impulse_block'
106→ @flash = false
107→ @\add timer!
108→ @\add spring!
109→ @\add collider 'impulse_block', 'static', 'box', @w, @h
110→ @collider\set_position x + @w/2, y + @h/2
111→ @collider\set_friction 1
112→ @collider\set_restitution 1
113→
114→ draw: (layer) =>
115→ layer\push @x, @y, 0, @spring.main.x, @spring.main.x
116→ layer\rectangle -@w/2, -@h/2, @w, @h, @flash and white or blue
117→ layer\pop!
118→
119→an\add impulse_block impulse_x, impulse_y, impulse_width, impulse_height
120→
121→-- Slowing zone (under ceiling left edge, 1/3 height)
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:
173→ if key_is_pressed 'p'
174→ for b in *an\all 'ball'
175→ b.collider\apply_impulse 200, 0
176→
177→-- Handle collisions
178→an\early_action 'handle_collisions', =>
179→ for event in *an\collision_begin_events 'ball', 'impulse_block'
180→ local ball = event.a
181→ local block = event.b
182→ unless ball.impulsed
183→ ball.impulsed = true
184→ ball.collider\apply_impulse random_float(20, 40), 0
185→ block.flash = true
186→ block.timer\after 0.15, 'flash', -> block.flash = false
187→ block.spring\pull 'main', 0.2
188→
189→ for event in *an\sensor_begin_events 'ball', 'slowing_zone'
190→ local ball = event.a
191→ local vx, vy = ball.collider\get_velocity!
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:
207→ if event.approach_speed > 300
208→ ball.flash = true
209→ ball.timer\after 0.15, 'flash', -> ball.flash = false
210→
211→-- Queue draw commands during update
212→an\late_action 'draw', =>
213→ -- Draw background
214→ bg\rectangle 0, 0, W, H, bg_color
215→
216→ -- Draw all drawable objects to game layer (only once!)
217→ for obj in *an\all 'drawable'
218→ obj\draw game
219→
220→ -- Draw impulse blocks to game_2 (above game, with shadow/outline)
221→ for obj in *an\all 'impulse_block'
222→ obj\draw game_2
223→
224→ -- Draw slowing zone to ui layer (no shadow/outline effects)
225→ for zone in *an\all 'slowing_zone'
226→ zone\draw ui
227→
228→-- Global draw function - called by C after update
229→-- Handles: render source layers, create derived layers, composite to screen
230→draw = ->
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:
224→ -- Draw slowing zone to ui layer (no shadow/outline effects)
225→ for zone in *an\all 'slowing_zone'
226→ zone\draw ui
227→
228→-- Global draw function - called by C after update
229→-- Handles: render source layers, create derived layers, composite to screen
230→draw = ->
231→ -- 1. Render source layers (process queued commands to FBOs)
232→ bg\render!
233→ game\render!
234→ game_2\render!
235→ ui\render!
236→
237→ -- 2. Create derived layers (copy from game and game_2 through shaders)
238→ shadow\clear!
239→ shadow\draw_from game, an.shaders.shadow
240→ shadow\draw_from game_2, an.shaders.shadow
241→
242→ outline\clear!
243→ shader_set_vec2 an.shaders.outline, "u_pixel_size", 1/W, 1/H
244→ outline\draw_from game, an.shaders.outline
245→ outline\draw_from game_2, an.shaders.outline
246→
247→ -- 3. Composite to screen (visual back-to-front order)
248→ bg\draw!
249→ shadow\draw 4, 4
250→ outline\draw!
251→ game\draw!
252→ game_2\draw!
... [2 more lines]
Done. Changes made:
- Added
game_2layer - Modified
impulse_block:- Added timer and spring children
- Uses
push/popwith@spring.main.xfor scale - Flash toggles color to white
- Collision handler now flashes block and pulls spring by 0.2
impulse_blockdraws togame_2layerdraw()rendersgame_2and applies both game and game_2 to shadow/outline layers
Ready to test.
Change the current outline to game_outline, and create game_2_outline, game_2 should be drawn with the outline shader to game_2_outline, then game_2_outline should be drawn before game_2 and after game\draw!
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→-- Setup layers
6→-- game is created first so it renders first, making its texture available for shadow/outline
7→game = an\layer 'game'
8→game_2 = an\layer 'game_2'
9→bg = an\layer 'bg'
10→shadow = an\layer 'shadow'
11→game_outline = an\layer 'game_outline'
12→game_2_outline = an\layer 'game_2_outline'
13→ui = an\layer 'ui'
14→
15→-- Resources
16→an\font 'main', 'assets/LanaPixel.ttf', 11
17→an\image 'ball', 'assets/slight_smile.png'
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:
225→ -- Draw slowing zone to ui layer (no shadow/outline effects)
226→ for zone in *an\all 'slowing_zone'
227→ zone\draw ui
228→
229→-- Global draw function - called by C after update
230→-- Handles: render source layers, create derived layers, composite to screen
231→draw = ->
232→ -- 1. Render source layers (process queued commands to FBOs)
233→ bg\render!
234→ game\render!
235→ game_2\render!
236→ ui\render!
237→
238→ -- 2. Create derived layers (copy through shaders)
239→ shadow\clear!
240→ shadow\draw_from game, an.shaders.shadow
241→ shadow\draw_from game_2, an.shaders.shadow
242→
243→ shader_set_vec2 an.shaders.outline, "u_pixel_size", 1/W, 1/H
244→ game_outline\clear!
245→ game_outline\draw_from game, an.shaders.outline
246→ game_2_outline\clear!
247→ game_2_outline\draw_from game_2, an.shaders.outline
248→
249→ -- 3. Composite to screen (visual back-to-front order)
250→ bg\draw!
251→ shadow\draw 4, 4
252→ game_outline\draw!
253→ game\draw!
... [4 more lines]
Done. Now have separate game_outline and game_2_outline layers, composited in order: bg → shadow → game_outline → game → game_2_outline → game_2 → ui.
When a ball hits a wall and flashes its spring should also be pulled.
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:
143→-- Ball class
144→ball_radius = 10
145→ball_scale = ball_radius * 2 / an.images.ball.width
146→
147→class ball extends object
148→ new: (@x, @y) =>
149→ super!
150→ @\tag 'ball'
151→ @\tag 'drawable'
152→ @impulsed = false
153→ @original_speed = 0
154→ @flash = false
155→ @\add timer!
156→ @\add spring!
157→ @\add collider 'ball', 'dynamic', 'circle', ball_radius
158→ @collider\set_position @x, @y
159→ @collider\set_restitution 1
160→ @collider\set_friction 1
161→
162→ draw: (layer) =>
163→ local angle = @collider\get_angle!
164→ local scale = ball_scale * @spring.main.x
165→ layer\push @x, @y, angle, scale, scale
166→ layer\image an.images.ball, 0, 0, nil, @flash and white or nil
167→ layer\pop!
168→
169→-- Spawn ball on K, impulse on P
170→an\action =>
171→ if key_is_pressed 'k'
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:
204→ local scale = ball.original_speed / current_speed
205→ ball.collider\set_velocity vx * scale, vy * scale
206→ ball.collider\set_gravity_scale 1
207→
208→ for event in *an\hit_events 'ball', 'wall'
209→ local ball = event.a
210→ if event.approach_speed > 300
211→ ball.flash = true
212→ ball.timer\after 0.15, 'flash', -> ball.flash = false
213→ ball.spring\pull 'main', 0.2
214→
215→-- Queue draw commands during update
216→an\late_action 'draw', =>
217→ -- Draw background
Great, it works, update @docs/PHASE_10_PROGRESS.md
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→│ │ ├── timer.yue
30→│ │ ├── collider.yue
... [785 more lines]
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The file E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
25→│ │ ├── object.yue
26→│ │ ├── layer.yue
27→│ │ ├── image.yue
28→│ │ ├── font.yue
29→│ │ ├── timer.yue
30→│ │ ├── collider.yue
31→│ │ ├── spring.yue
32→│ │ └── math.yue
33→│ ├── assets/ # Test assets
34→│ ├── main.yue # Test file
35→│ ├── yue.exe # YueScript compiler
36→│ ├── run.bat # Compile .yue + run desktop
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The file E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
105→
106→```yuescript
107→global *
108→
109→require 'anchor.object'
110→require 'anchor.layer'
111→require 'anchor.image'
112→require 'anchor.font'
113→require 'anchor.timer'
114→require 'anchor.math'
115→require 'anchor.collider'
116→require 'anchor.spring'
117→
118→an = object 'an'
119→an.layers = {}
120→an.images = {}
121→an.fonts = {}
122→
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The file E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
480→- **Exponential:** `expo` (all variants)
481→- **Circular:** `circ` (all variants)
482→- **Bounce:** `bounce` (all variants)
483→- **Back:** `back` (overshoots, all variants)
484→- **Elastic:** `elastic` (springy, all variants)
485→
486→---
487→
488→## Spring Module
489→
490→The `spring` class is a child object that provides damped spring animations for juicy visual effects.
491→
492→### Design Decisions
493→
494→1. **Container pattern** — One spring object holds multiple named springs (like timer holds multiple timers)
495→2. **Default 'main' spring** — Every spring object starts with a 'main' spring at value 1 (useful for scale effects)
496→3. **Direct property access** — Springs accessible as `@spring.name.x` for clean usage
497→4. **Early update** — Springs update in early phase so values are ready for main/late phases
498→5. **Standard damped spring physics** — Uses equation `a = -k*(x - target) - d*v`
499→
500→### API Reference
501→
502→```yuescript
503→@\add spring! -- Add spring child (creates default 'main' at value 1)
504→@spring\add 'scale', 1, 200, 10 -- Add named spring: name, initial, stiffness, damping
505→@spring\pull 'main', 0.5 -- Apply impulse (adds to current value)
506→@spring\pull 'scale', 0.3, 200, 5 -- Pull with custom k/d
507→@spring\set_target 'main', 2 -- Change resting point (animates toward new value)
508→@spring\at_rest 'main' -- Check if spring has settled
... [47 more lines]
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The file E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
696→| `math` module (lerp, easing functions: linear, sine, quad, cubic, quart, quint, expo, circ, bounce, back, elastic) | Done |
697→| Physics world on `an` (physics_init, physics_set_gravity, physics_tag, physics_collision, physics_sensor, physics_hit) | Done |
698→| Collision query methods on `an` (collision_begin_events, collision_end_events, sensor_begin_events, sensor_end_events, hit_events) | Done |
699→| `collider` class (body creation, shapes, position/velocity, forces, properties, destroy) | Done |
700→| `collider` sensor shape support via opts table `{sensor: true}` | Done |
701→| Event normalization (a/b match query tag order) | Done |
702→| Spatial queries on `an` (query_point, query_circle, query_aabb, query_box, query_capsule, query_polygon, raycast, raycast_all) | Done |
703→| `spring` class (add, pull, set_target, at_rest, early_update) | Done |
704→
705→---
706→
707→## Module Architecture
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The file E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
873→| **Pure utilities** | math (lerp, easing) | Done |
874→| **Pure utilities** | array, string | Not started |
875→| **Value objects** | color | Not started |
876→| **Resource manager** | sounds, music on `an` | Not started |
877→| **Child objects** | timer | Done |
878→| **Child objects** | collider | Done |
879→| **Child objects** | spring | Done |
880→| **Child objects** | random, input, camera, animation, shake | Not started |
881→| **Physics** | Spatial queries on `an` (query_point, query_circle, raycast, etc.) | Done |
882→| **External libs** | Integrate lua-geo2d for collision utilities | Not started |
883→
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The file E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
739→|--------|-------------|-------|
740→| **input** | Input bindings context | `@\add input!` then `@input\is_pressed 'jump'` |
741→| **random** | Seeded RNG instance | `@\add random seed` then `@random\float 0, 1` |
742→| **timer** | Delays, repeating callbacks, tweens | `@\add timer!` then `@timer\after 2, -> ...` |
743→| **spring** | Damped spring animation | `@\add spring!` then `@spring\pull 'main', 0.5` |
744→| **collider** | Box2D physics body | `@\add collider 'enemy', 'dynamic', 'circle', 16` |
745→| **camera** | Viewport with position, zoom, rotation | `an\add camera!` then `an.camera\follow player` |
746→| **animation** | Sprite animation | `@\add animation 'walk', 0.1` |
747→| **shake** | Shake effect | `@\add shake!` then `@shake\shake 10, 0.5` |
Done. Updated PHASE_10_PROGRESS.md:
- Added
spring.yueto project structure - Updated init.yue snippet with spring require
- Added Spring Module section with design decisions, API, physics explanation, and usage example
- Added spring to "What's Implemented" table
- Marked spring as Done in "What's Next" table
- Fixed spring example in Module Architecture to show container pattern
Ready for camera next?
Yes. But first, research camera systems across multiple engines. I want to know about common behaviors, but also unique and useful/elegant ones. Research these engines: HaxeFlixel, Unity, Godot, Construct 3, Heaps, Cute Framework, Phaser, p5play, PixiJS, Defold, KaboomJS, GameMaker, MonoGame.
Yes. But first, research camera systems across multiple engines. I want to know about common behaviors, but also unique and useful/elegant ones. Research these engines: HaxeFlixel, Unity, Godot, Construct 3, Heaps, Cute Framework, Phaser, p5play, PixiJS, Defold, KaboomJS, GameMaker, MonoGame. Be thorough, take as much time as you need.
I'll research camera systems across all these engines thoroughly. Let me gather information on each.
WebSearch (HaxeFlixel FlxCamera system features API documentation 2025)
Web search results for query: "HaxeFlixel FlxCamera system features API documentation 2025"
Links: [{"title":"flixel.FlxCamera - HaxeFlixel API","url":"https://api.haxeflixel.com/flixel/FlxCamera.html"},{"title":"flixel.system.frontEnds.CameraFrontEnd - HaxeFlixel API","url":"https://api.haxeflixel.com/flixel/system/frontEnds/CameraFrontEnd.html"},{"title":"FlxCamera - API Documentation","url":"https://flixel.org/docs/org/flixel/FlxCamera.html"},{"title":"flixel (5.2.0)","url":"https://lib.haxe.org/p/flixel/5.2.0/releasenotes"},{"title":"flixel.addons.display.FlxZoomCamera - HaxeFlixel API","url":"https://api.haxeflixel.com/flixel/addons/display/FlxZoomCamera.html"},{"title":"flixel.FlxG - HaxeFlixel API","url":"https://api.haxeflixel.com/flixel/FlxG.html"},{"title":"FlxCamera | HaxeFlixel - 2D Game Engine","url":"https://haxeflixel.com/demos/FlxCamera/"},{"title":"flixel/flixel/FlxCamera.hx at dev · HaxeFlixel/flixel","url":"https://github.com/HaxeFlixel/flixel/blob/dev/flixel/FlxCamera.hx"},{"title":"flixel/flixel/FlxCamera.hx at master · HaxeFlixel/flixel","url":"https://github.com/HaxeFlixel/flixel/blob/master/flixel/FlxCamera.hx"},{"title":"flixel/CHANGELOG.md at master · HaxeFlixel/flixel","url":"https://github.com/HaxeFlixel/flixel/blob/master/CHANGELOG.md"}]
Based on the search results, here's information about HaxeFlixel's FlxCamera system features and API documentation:
## FlxCamera Overview
FlxG is a global helper class for audio, input, the camera system, the debugger and other global properties.(no content)HaxeFlixel is a 2D Game Engine that lets you create cross-platform games easier with free, open source technology.
## Core FlxCamera Features
### Drawing and Display
- FlxCamera determines on which FlxCameras objects will be drawn. If it is null or has not been set, it uses the list of default draw targets, which is controlled via FlxG.camera.setDefaultDrawTarget as well as the DefaultDrawTarget argument of FlxG.camera.add.
- The camera has an alpha value (a number between 0.0 and 1.0) and an angle of the camera display (in degrees).
- The camera can be smooth and filtered, or chunky and pixelated. Default behavior is chunky-style.
- The natural background color of the camera is in AARRGGBB format and defaults to FlxG.cameras.bgColor.
### Camera Effects
- The screen can be gradually filled with a color (fade effect).
- The screen can be filled with a color and gradually returns to normal (flash effect).
- The shake function allows specifying Intensity, Duration, OnComplete callback, Force, and Direction parameters.
### Camera Control
- You can move the camera focus to a location instantly.
- You can tell the camera object what FlxObject to track.
- You can specify the bounds of where the camera is allowed to move. Set the boundary of a side to null to leave that side unbounded.
- Any FlxCamera with a zoom of 0 (the default value) will use the default zoom value. You can instantiate a new camera at a specified location, with specified size and zoom level.
### CameraFrontEnd (FlxG.cameras)
... [18 more lines]
WebSearch (Cute Framework cf_camera API features documentation 2D game)
Web search results for query: "Cute Framework cf_camera API features documentation 2D game"
Links: [{"title":"GitHub - RandyGaul/cute_framework: The *cutest* framework out there for creating 2D games in C++!","url":"https://github.com/RandyGaul/cute_framework"},{"title":"A Tour of CF Renderer - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/renderer/"},{"title":"Debug/Tools UI - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/dear_imgui/"},{"title":"Cuteframework - Free Software Directory","url":"https://directory.fsf.org/wiki/Cuteframework"},{"title":"cute_headers - Game Framework in C/C++ | Handmade Network","url":"https://handmade.network/forums/wip/t/3037-cute_headers_-_game_framework_in_c_c++/3"},{"title":"Game Engines Database","url":"https://enginesdatabase.com/?programming_languages=1"},{"title":"Cute Framework","url":"https://randygaul.github.io/cute_framework/"},{"title":"Oxygine - 2D C++ game framework","url":"https://oxygine.org/"},{"title":"Swift and the Cute 2d game framework: Setting up a project with CMake | Hacker News","url":"https://news.ycombinator.com/item?id=44199699"},{"title":"Swift and Cute Framework: Setting up a project with CMake · layer|twenty|two","url":"https://layer22.com/swift-and-cute-framework-setting-up-a-project-with-cmake"}]
Based on my search, I found information about Cute Framework (CF) for 2D game development, but the specific `cf_camera` API documentation wasn't directly in the results. Let me search more specifically for the camera API:
Links: [{"title":"A Tour of CF Renderer - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/renderer/"},{"title":"Debug/Tools UI - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/dear_imgui/"},{"title":"Camera API","url":"http://robnyman.github.io/camera-api/"},{"title":"Camera Control Using the FCam API","url":"https://docs.nvidia.com/gameworks/content/technologies/mobile/native_android_fcam.htm"},{"title":"Reusable Camera Framework","url":"https://www.einfochips.com/reusable-camera-frameworks/"},{"title":"Camera API | Android media | Android Developers","url":"https://developer.android.com/media/camera/camera-deprecated/camera-api"},{"title":"Camera2 Android API — Full Guide. Camera2 is the latest Android camera… | by Rodax | Medium","url":"https://rodxander.medium.com/camera2-android-api-full-guide-bcf47a1524c3"},{"title":"Camera Capacitor Plugin API | Ionic Framework","url":"https://ionicframework.com/docs/native/camera"},{"title":"camera-api · GitHub Topics · GitHub","url":"https://github.com/topics/camera-api"},{"title":"Camera Capacitor Plugin API | Capacitor Documentation","url":"https://capacitorjs.com/docs/apis/camera"}]
Let me search more specifically for the Cute Framework camera documentation:
Links: [{"title":"Cute Framework","url":"https://randygaul.github.io/cute_framework/"},{"title":"A Tour of CF Renderer - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/renderer/"},{"title":"Debug/Tools UI - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/dear_imgui/"},{"title":"Virtual File System - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/virtual_file_system/"}]
Based on my searches, here's what I found about **Cute Framework (CF)** for 2D game development:
## Cute Framework Overview
Cute Framework (CF) is the cutest framework available for making 2D games in C++. It provides a portable foundational layer for building 2D games in C/C++ without baggage, gnarly dependencies, or cryptic APIs.(no content)CF runs almost anywhere, including Windows, MacOS, iOS, Android, Linux, Browsers, and more!
## Renderer Features
The renderer in CF (Cute Framework) has grown into something quite unique since its inception. Let us go through a tour from the ground up and cover the design and implementation of a novel, full-featured, high-performance, cross-platform 2D renderer.
The framework includes:
- Antialiasing that works regardless of camera zoom, window dimensions, and not subject itself to weird alias acne artifacts.
- If you want to draw sprites, lines/shapes, or text, see: cute_draw.h
## Key API Components
The API is largely centered around constructing shaders CF_Shader, canvases (CF_Canvas), meshes (CF_Mesh), materials (CF_Material), and textures (CF_Texture). The shader itself is constructed originally from input GLSL 450, and is cross-compiled to SPIRV internally.
... [12 more lines]
WebSearch (GameMaker camera system view features follow zoom bounds shake)
Web search results for query: "GameMaker camera system view features follow zoom bounds shake"
Links: [{"title":"How To Create A Camera System In GameMaker | GameMaker","url":"https://gamemaker.io/en/tutorials/cameras-and-views"},{"title":"[GMS2] Meet the Camera System – MaddeStudios","url":"https://maddestudiosgames.com/gms2-meet-the-camera-system/"},{"title":"GitHub - mosmystery/M-Camera: A flexible camera system for GameMaker, focused on quick setup and ease of use.","url":"https://github.com/mosmystery/M-Camera/"},{"title":"[SOLVED] Screen Shake Follow Camera/Player | GameMaker Community","url":"https://forum.gamemaker.io/index.php?threads/solved-screen-shake-follow-camera-player.50796/"},{"title":"[All-in-One] Camera for Gamemaker by jasontomlee","url":"https://jasontomlee.itch.io/camera-gamemaker-2-all-in-one-screenshake-follow-zoom"},{"title":"View shakes when following object - Programming Q&A - GameMaker Community","url":"http://gmc.yoyogames.com/index.php?showtopic=627565"},{"title":"GAME MAKER STUDIO: Multiplayer Camera | telefrag","url":"https://telefragent.wixsite.com/telefrag/game-maker-studio-multiplayer-camera"},{"title":"GameMaker: Smooth pixel-perfect camera","url":"https://yal.cc/gamemaker-smooth-pixel-perfect-camera/"},{"title":"Camera zoom in and out. | GameMaker Community","url":"https://forum.gamemaker.io/index.php?threads/camera-zoom-in-and-out.48482/"},{"title":"GameMaker Community","url":"https://forum.gamemaker.io/index.php?threads%2Fcamera-zooming.85893%2F="}]
Here are the search results for GameMaker camera system features:
## Official GameMaker Tutorial
The camera view can follow the player around the room in a more "organic" way, easing into different positions depending on the direction keys pressed. This is a great way to let the player see more of the room to avoid traps or enemies.
### Bounds/Room Edge Handling
However, the camera can leave the room bounds, which breaks immersion as you can see the "edge" of the room.
### Zoom Feature
Another way to use camera views is to zoom the visible area in and out, using the mouse wheel to control the zoom level.(no content)The `clamp` function is used to ensure the zoom value doesn't go below 0.2 or above 2, preventing the user from zooming out too far or in too much.
### Screen Shake
You can add a screen shake effect when the player hits an enemy using the camera view angle value, with code that adjusts `shakeMag` and uses `camera_set_view_angle()` with random values.
## GMS2 Camera System Guide (MaddeStudios)
The "Object Following" makes the camera follow a chosen object. The view border is how close the object needs to be to the bounds of the view (in pixels) before the camera follows it. View speed controls how fast the camera will follow when moving past the border.(no content)Setting speeds of -1 makes the view move instantly to contain the object.(no content)For screenshake, you can assign a script using `camera_set_view_pos(view_camera[view_current], random_range(-6,6), random_range(-6,6))` to shake the camera assigned to the current view.
## M-Camera (Free GitHub Asset)
M-Camera is a flexible camera system for GameMaker, focused on quick setup and ease of use.(no content)It can shake the camera by position, angle, and/or zoom, around/towards anchor points, with arcade-style jitter or realistic brownian motion. Designed with single-view games in mind.
Key methods include:
- `set_position_anchor()`, `set_angle_anchor()`, `set_zoom_anchor()` for following objects
- `set_boundary()` for room bounds
... [12 more lines]
WebSearch (MonoGame 2D camera system features follow zoom bounds viewport matrix)
Web search results for query: "MonoGame 2D camera system features follow zoom bounds viewport matrix"
Links: [{"title":"Orthographic Camera | MonoGame.Extended","url":"https://www.monogameextended.net/docs/features/camera/orthographic-camera/"},{"title":"Camera | MonoGame.Extended","url":"https://www.monogameextended.net/docs/features/camera/"},{"title":"Tutorial 5 – Creating a 2D Camera with Pan and Zoom in MonoGame | Creating a Roguelike Game in C#","url":"https://roguesharp.wordpress.com/2014/07/13/tutorial-5-creating-a-2d-camera-with-pan-and-zoom-in-monogame/"},{"title":"Simple 2D Camera - Community | MonoGame","url":"https://community.monogame.net/t/simple-2d-camera/9135"},{"title":"Monogame-Examples/CommonSources/Camera2D.cs at master · panthernet/Monogame-Examples","url":"https://github.com/panthernet/Monogame-Examples/blob/master/CommonSources/Camera2D.cs"},{"title":"Monogame 2D Camera. Welcome to Monogame. Monogame is a nice… | by Matt Perley | Medium","url":"https://medium.com/@matt-perley-21/monogame-2d-camera-fa8076d008dc"},{"title":"Limiting 2D Camera Movement with Zoom","url":"https://www.david-gouveia.com/limiting-2d-camera-movement-with-zoom"},{"title":"Implementing a 2D camera in MonoGame - dylanwilson.net","url":"http://vodacek.zvb.cz/archiv/598.html"},{"title":"ManBeardGames 2D Camera","url":"https://manbeardgames.com/tutorials/2d-camera/"},{"title":"2D camera issue - Community | MonoGame","url":"https://community.monogame.net/t/2d-camera-issue/14470"}]
Based on the search results, here's comprehensive information about MonoGame 2D camera system features:
## MonoGame 2D Camera System Features
### Transformation Matrix
The camera system uses transformation matrices to efficiently control the rendering view while your game objects remain at their world positions.(no content)The camera works by providing a transformation matrix to the SpriteBatch. This matrix is a mathematical construct that describes how to transform coordinates from one space to another—in this case, from world space (where your objects live) to screen space (what appears on the monitor).(no content)Calculating a new transformation matrix is done through the multiplication of a translation matrix of position, a rotation matrix of rotation, a scale matrix of zoom, and an additional translation matrix of origin. Once we have each of these individual matrices, we can multiply them all together to get our final transformation matrix.
### Viewport Integration
The first constructor allows passing in a reference to an existing ViewPort, useful because it allows using the Viewport from the Game1 class provided by default by MonoGame. The second constructor allows supplying a width and height, which will create a viewport reference based on these dimensions.
### Zoom Features
If IsZoomClampedToWorldBounds is true, the camera prevents zooming out to a level where the viewport would exceed the world bounds.(no content)The zoom operations center on the camera's Origin point, which is typically set to the viewport center. The ZoomIn and ZoomOut methods provide overloads that accept a world position as the zoom center. This allows you to zoom toward a specific point, such as the mouse cursor position, while keeping that point fixed on the screen.(no content)When the camera isn't zoomed at all (Zoom property is 1), the area the camera can see corresponds exactly to the game's Viewport. If you're zoomed in, you can see less of the world. Conversely, if you're zoomed out you can see more than you could before.
### World Bounds Clamping
Position Clamping: The camera position is automatically adjusted so the viewport edges stay within the world bounds. If you try to move the camera beyond the boundaries, it will stop at the edge.(no content)Small World Handling: If the world bounds are smaller than the viewport (e.g. a 400x300 world with a 800x480 viewport), the camera automatically centers itself on the world bounds rather than clamping to edges.(no content)Rotation Limitations: World bounds clamping only works when the camera has no rotation (Rotation = 0) and the pitch is at default (Pitch = 1.0f). This is because calculating accurate boundaries with rotation is complex.
### Follow System
The OrthographicCamera provides everything you need for 2D games, with features like smooth following, zoom control, rotation, world bounds constraints, and parallax scrolling.(no content)You can have a camera that follows the player while zooming in, rotating, and applying screen shake all at the same time. The transformation matrix handles all of these operations together.
### MonoGame.Extended Library
The OrthographicCamera provides a 2D camera system with no depth perception, making it ideal for 2D games. It uses transformation matrices to control what portion of your game world is visible on the screen without requiring you to manually reposition every game object.(no content)The OrthographicCamera is designed for 2D games and provides a view with no depth perception. This is the camera type you'll use for most 2D games, including: Platformers, Top-down games, Puzzle games, and 2D action games.
REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.
WebFetch (https://api.haxeflixel.com/flixel/FlxCamera.html)
# HaxeFlixel FlxCamera Features Overview
## Core Properties
**Display Control:**
- `x`, `y`: Screen position (ignores zoom)
- `width`, `height`: Camera dimensions in game pixels
- `zoom`: Magnification level (1 = 1:1, 2 = 2x)
- `alpha`: Transparency (0.0-1.0)
- `angle`: Rotation in degrees
- `antialiasing`: Toggle pixelated vs. smooth rendering
**Visual Rendering:**
- `buffer`: BitmapData for blit render mode pixel manipulation
- `canvas`: Sprite for tile render mode graphics
- `color`: Tint overlay
- `bgColor`: Background fill color (AARRGGBB format)
- `useBgAlphaBlending`: Preserve previous frame graphics when transparent
## Scrolling & Bounds
**Viewport Management:**
- `scroll`: Parallax position (camera's top-left in world coordinates)
- `focusOn(point)`: Instantly center on a world location
- `minScrollX/Y`, `maxScrollX/Y`: Constrain camera movement
- `setScrollBounds()`, `setScrollBoundsRect()`: Define movement boundaries
- `bindScrollPos()`: Restrict scroll position to bounds
**View Metrics:**
- `viewX`, `viewY`, `viewWidth`, `viewHeight`: World-space camera viewport
... [58 more lines]
WebFetch (https://p5play.org/learn/camera.html)
# p5play Camera System: Features & Patterns
## Core Features
**Positioning**: The camera defaults to center-aligned in canvas middle. Position via direct property assignment (`camera.x`, `camera.y`) or the `camera.moveTo()` function.
**Zoom Control**: Two approaches exist—direct property modification (`camera.zoom = 0.5`) and the async `zoomTo(target, speed)` method for "smoothly zoom the camera in and out."
**Layer Management**: The system distinguishes world-space and UI-space rendering through `camera.on()` and `camera.off()` calls, enabling selective camera influence over different sprite groups.
## Elegant Design Patterns
1. **Gameplay Integration**: Camera logic fits naturally in the `drawFrame()` function, which "runs after the physics simulation," enabling responsive tracking without artificial delays.
2. **Mouse Coordinate Awareness**: The framework provides dual mouse position tracking—`mouse.x` for world coordinates and `mouse.canvasPos.x` for screen-relative input, simplifying UI development.
3. **Decoupled Rendering**: Developers manually control sprite drawing order while the camera system manages transform state, offering flexibility without forcing architectural patterns.
4. **Persistent Interactivity**: "sprite.mouse functions still work, whether the camera is on or off," maintaining collision detection and input handling regardless of camera state.
This design prioritizes developer control while automating viewport mathematics.
WebSearch ("camera lerp" "lead offset" anticipate movement game camera technique)
Web search results for query: ""camera lerp" "lead offset" anticipate movement game camera technique"
No links found.
The search didn't return any results for that specific combination of terms. Let me try a broader search to find information about these game camera techniques.
Links: [{"title":"How to Make a Good 2D Camera - by Mark Brown","url":"https://gmtk.substack.com/p/how-to-make-a-good-2d-camera"},{"title":"Third Person Camera View in Games - a record of the most common problems in modern games, solutions taken from new and retro games","url":"https://www.gamedeveloper.com/design/third-person-camera-view-in-games---a-record-of-the-most-common-problems-in-modern-games-solutions-taken-from-new-and-retro-games"},{"title":"How Camera Angles Impact Gameplay & Player Focus","url":"https://www.zleague.gg/theportal/camera-control-gaming/"},{"title":"Beginning Game Development: Camera Follow | by Lem Apperson | Medium","url":"https://medium.com/@lemapp09/beginning-game-development-camera-follow-aeff0120bef3"},{"title":"hypercasual Game UX with Video Game Camera perspective","url":"https://denebgames.com/blog/hyper-casual-game-ux-with-camera-perspective"},{"title":"A 3rd Person Camera in a Complex Voxel World | by DreamCat Games | Medium","url":"https://bonsairobo.medium.com/a-3rd-person-camera-in-complex-voxel-world-523944d5335c"},{"title":"The Silent Director: Mastering Camera Techniques in Video Games - Wayline","url":"https://www.wayline.io/blog/mastering-camera-techniques-in-video-games"},{"title":"The Foundation of a Third Person Camera","url":"https://www.gamedeveloper.com/programming/the-foundation-of-a-third-person-camera"},{"title":"⚙️ Tech Breakdown: Third Person Cameras in Games - Little Polygon Game Dev Blog","url":"https://blog.littlepolygon.com/posts/cameras/"},{"title":"True First Person Shooter Camera with 2D Aim Offset: Body Rotation & Weapon Position Issues - Character & Animation - Epic Developer Community Forums","url":"https://forums.unrealengine.com/t/true-first-person-shooter-camera-with-2d-aim-offset-body-rotation-weapon-position-issues/127807"}]
Here's what I found about game camera techniques involving lead offset and anticipating movement:
## Camera Lead Offset / Look-Ahead Techniques
"A more involved solution is to shift the camera in front of the character. If you can only move in one direction it's enough to simply offset the camera from the main character."(no content)But if the player can travel both left and right, you'll need to adjust the lookahead based on the direction of travel.
### Examples from Games:
- **Cave Story**: There are two camera positions - one when moving left and one when moving right. They're both offset in front of the player, perfect for shooting targets ahead. When you swap direction, the game slowly glides to change from one position to the other.
- **Sonic Generations**: The camera reacts to Sonic's speed - it settles on the hedgehog when he's standing still, but moves further and further in front of him as he picks up momentum until reaching a maximum position.
- **Hyper Light Drifter**: The camera is offset a few feet in front of the hero's head so no matter which direction you're facing, the camera will frame what's coming up.
## Why Lead Offset Matters
If you keep the character in the middle of the screen at all times, you're dedicating just half of the display to what's in front of you. No surprise why it's so easy to run into spikes in old Sonic games. It might be better to focus more attention on what's coming up and ignore what's behind you.
## Camera Smoothing & Lerp Techniques
Look Ahead: Integrate a look-ahead feature where the camera slightly leads in the direction the player is moving or looking, providing a better view of what's to come.
... [12 more lines]
WebFetch (https://randygaul.github.io/cute_framework/topics/renderer/)
# Camera Functions in CF Renderer
The documentation mentions camera-related functionality in the context of antialiasing and rendering, but detailed camera API documentation isn't provided in this excerpt.
## Key Camera References
**Antialiasing Factor**: The renderer uses a camera-based scaling system. The code shows: `float inv_cam_scale = 1.0f / len(draw->cam_stack.last().m.y);` This suggests cameras are managed in a stack structure where the current camera's transform matrix affects rendering calculations.
**Camera Zoom Integration**: The documentation notes that "This factor remains constant-size despite zooming in/out with the camera," indicating zoom levels influence how antialiasing is applied to shapes.
## Related Navigation
The sidebar lists **"Transforms"** as a topic (referenced twice, once as "camera/"), suggesting dedicated documentation exists elsewhere for camera transforms, positioning, rotation, and zoom features—but the actual camera API details aren't included in this tour page.
For complete camera functionality, you'd need to check the **Transforms** topic or **API Reference** sections of the Cute Framework documentation.
WebSearch (site:randygaul.github.io cute_framework camera transform cf_camera)
Web search results for query: "site:randygaul.github.io cute_framework camera transform cf_camera"
Links: [{"title":"A Tour of CF Renderer - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/renderer/"},{"title":"Debug/Tools UI - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/dear_imgui/"}]
The search results from the Cute Framework documentation site don't contain specific information about `cf_camera` or camera transform functions. The results mainly cover the renderer overview and Dear ImGui integration.
The documentation mentions that antialiasing "needs to also work regardless of camera zoom, window dimensions", but there's no detailed API documentation for `cf_camera` in these results.
Let me search more specifically for the camera API:
No links found.
That search returned no results. Let me try another approach:
Links: [{"title":"GitHub - RandyGaul/cute_framework: The *cutest* framework out there for creating 2D games in C++!","url":"https://github.com/RandyGaul/cute_framework"},{"title":"Cuteframework - Free Software Directory","url":"https://directory.fsf.org/wiki/Cuteframework"},{"title":"Cute Framework","url":"https://randygaul.github.io/cute_framework/"},{"title":"A Tour of CF Renderer - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/renderer/"},{"title":"Swift and Cute Framework: Setting up a project with CMake · layer|twenty|two","url":"https://layer22.com/swift-and-cute-framework-setting-up-a-project-with-cmake"},{"title":"Releases · RandyGaul/cute_framework","url":"https://github.com/RandyGaul/cute_framework/releases"},{"title":"CUTE Framework Guide","url":"https://www.cute-test.com/guides/cute-framework-guide/"},{"title":"Cute Framework - Engines Database","url":"https://enginesdatabase.com/engine/cute_framework/"},{"title":"Virtual File System - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/virtual_file_system/"},{"title":"Debug/Tools UI - Cute Framework","url":"https://randygaul.github.io/cute_framework/topics/dear_imgui/"}]
The searches have not returned specific documentation for `cf_camera` or camera transform functions. The results include general information about the Cute Framework, but not the specific camera API documentation.
Based on the search results, here's what I found:
Cute Framework is "The cutest framework available for making 2D games in C/C++"(no content)The documentation website is the go-to place for finding all the resources available, with quick-links to get started.
The renderer documentation mentions that antialiasing "needs to also work regardless of camera zoom, window dimensions, and not subject itself to weird alias acne artifacts."(no content)A release note mentions "Fixed a critical bug for draw_push transform API involving a mixed up multiply order for projection matrix", which is related to transforms but not specifically `cf_camera`.
Unfortunately, the specific `cf_camera` API documentation doesn't appear in these search results. The documentation for camera functions may be in a different section of the site that wasn't indexed, or you may want to check the source code directly on GitHub at https://github.com/RandyGaul/cute_framework for the camera-related functions.
REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.
WebSearch (game camera "multiple targets" "auto zoom" framing group follow implementation)
Web search results for query: "game camera "multiple targets" "auto zoom" framing group follow implementation"
No links found.
The search didn't return any results for that specific query. Let me try a broader search to find relevant information about multi-target game cameras.
Links: [{"title":"XbotGo Auto Zoom: Why It Fails & How to Fix It","url":"https://xbotgo.com/blogs/how-tos/auto-zoom-issues"},{"title":"Multitarget Camera :: Godot 4 Recipes","url":"https://kidscancode.org/godot_recipes/4.x/2d/multi_target_camera/index.html"},{"title":"Camera Targets - FrameForge Knowledge Base","url":"https://support.frameforge.com/article/337-camera-targets"},{"title":"Using camera modes and boundary framing in Zoom Rooms","url":"https://support.zoom.com/hc/en/article?id=zm_kb&sysparm_article=KB0073484"},{"title":"How to zoom a camera in Unity (3 methods with examples) - Game Dev Beginner","url":"https://gamedevbeginner.com/how-to-zoom-a-camera-in-unity-3-methods-with-examples/"},{"title":"Auto-Zoom Camera to See All Players? - Blueprint - Epic Developer Community Forums","url":"https://forums.unrealengine.com/t/auto-zoom-camera-to-see-all-players/554130"},{"title":"Setting up a Zoom Room for Multi-Camera Systems","url":"https://blog.profound-tech.com/zoom-multi-camera"},{"title":"Camera Zoom - GDevelop documentation","url":"https://wiki.gdevelop.io/gdevelop5/extensions/camera-zoom/"},{"title":"Dynamic Zoom: Zooming In and Out While Auto-Tracking in Enabled - PTZOptics","url":"https://ptzoptics.com/dynamic-zoom-zooming-in-and-out-while-auto-tracking-in-enabled/"},{"title":"Auto-Framing (Group Tracking) Feature - PTZOptics","url":"https://ptzoptics.com/auto-framing-group-tracking-feature/"}]
Based on my search, here's what I found about game camera implementations with multiple targets, auto zoom, and group framing:
## Game Development Multi-Target Camera Implementations
### Godot 4 - Multitarget Camera Recipe
The Godot 4 implementation uses a Camera2D with configurable parameters including move_speed (camera position lerp speed), zoom_speed (camera zoom lerp speed), min_zoom (camera won't zoom closer than this), max_zoom (camera won't zoom farther than this), and a margin Vector2 to include buffer area around targets.(no content)The approach uses lerp() for all camera changes, so setting move/zoom speeds to lower values introduces delay in the camera "catching up" to sudden changes.(no content)The margin property adds extra space around the targets so they're not right on the edge of the viewable area.
**Implementation approach:**
- The camera loops through the targets' positions and finds the common center, keeping the camera centered between all targets.
- To find the zoom level, the system creates a rectangle that encloses all the targets using the expand() method, then grows the rect by the margin.
- Depending on whether the rectangle is wider or taller (relative to the screen's aspect ratio), the system finds the scale and clamps it in the max/min range defined.
### Unreal Engine
There are discussions in the Unreal community about projects (both 2D and 3D) wanting cameras to automatically move and "zoom" by moving back and forth to keep all players on screen.
### Unity Camera Zoom Methods
In Unity, there are two ways to smoothly change zoom values: by time (where movement takes place over a fixed duration) and by speed (where duration varies but speed is constant). Smoothing by speed generally involves using the Move Towards function, which increments a value towards a target at a consistent rate.
### Hardware Auto-Framing (Group Tracking)
... [7 more lines]
Write (E:\a327ex\Anchor\reference\camera-systems-research.md)
File created successfully at: E:\a327ex\Anchor\reference\camera-systems-research.md
Done. I've written a comprehensive research document to reference/camera-systems-research.md. Here's the summary:
Common Behaviors (All Engines)
- Position/Zoom/Rotation with smoothing
- Follow target with lerp interpolation
- Bounds to constrain movement
- Deadzone where target can move without triggering camera
- Screen shake with intensity/duration
Standout Unique Features
HaxeFlixel — Follow Style Presets
Six built-in deadzone configurations: LOCKON, PLATFORMER (narrow/tall), TOPDOWN, TOPDOWN_TIGHT, SCREEN_BY_SCREEN (Zelda rooms), NO_DEAD_ZONE. Also has followLead for look-ahead.
Unity Cinemachine — Composable Architecture
Virtual cameras built from Body + Aim + Extension components. Group Composer auto-frames multiple targets with dynamic zoom.
Defold — Selective Axis Following
follow_horizontal / follow_vertical flags let you follow X but not Y. Also has recoil (linear decay offset) separate from shake.
p5play / KaboomJS — On/Off Toggle
camera.on() / camera.off() or fixed() component explicitly controls what's affected by camera transform. Clean UI handling.
MonoGame.Extended — Zoom to Point
ZoomIn(worldPosition) zooms toward cursor position, keeping that point fixed on screen. Intuitive for mouse-driven zoom.
Trauma-Based Shake (Godot, many others)
Shake intensity = trauma² or trauma³. Trauma accumulates from events, decays over time. Uses noise for smooth displacement.
Recommended for Anchor
Essential: position, zoom, rotation, follow with lerp, bounds, deadzone, shake
Valuable: follow presets (platformer/topdown/lockon), look-ahead, selective axis follow, on/off for UI, zoom-to-point
Nice to have: multi-target auto-framing, trauma shake, recoil, rotation smoothing
The full document has detailed breakdowns for each engine with sources. What aspects interest you most for Anchor's camera?
Open it for me, please.
Bash (~/bin/neovim.exe reference/camera-systems-research.md -- -c "MarkdownPreview")
Exit code 137
[Request interrupted by user for tool use]
Let's do the essentials only, anything related to shake will be handled in the shake module later.
Got it. Camera essentials only, no shake:
- Position (x, y)
- Zoom
- Rotation
- Follow target with lerp
- Bounds to constrain movement
- Deadzone
Questions before I draft the implementation:
Integration with layers — How should camera apply its transform? Options:
- Camera has a method like
camera\apply layerthat pushes transform before drawing - Layer has a
layer\set_camera camerathat stores a reference - Camera transform applied in global
draw()manually vialayer\push
- Camera has a method like
Follow presets — Include HaxeFlixel-style presets (PLATFORMER, TOPDOWN, LOCKON) or just expose raw deadzone and let user configure?
Smoothing — Single lerp value for everything, or separate lerp for position/zoom/rotation?
Bounds behavior — Hard clamp at edges, or should camera also smooth into bounds like Godot's
limit_smoothed?
Read love-compare camera's module to get some ideas, see what's useful, what isn't, etc.
Glob (/love-compare//camera)
E:\a327ex\Anchor\reference\love-compare\anchor\camera.lua
Read (E:\a327ex\Anchor\reference\love-compare\anchor\camera.lua)
1→--[[
2→ Module responsible for drawing things through a viewport.
3→ "an" is a global camera that is attached to every layter by default. (can add ways to change it if the need arises)
4→ .camera_x and .camera_y are the camera's position in world coordinates, the camera is always centered around those values.
5→ .camera_w and .camera_h are the camera's size, generally this should be the size of a layer's canvas, which are an.w and an.h by default.
6→--]]
7→camera = class:class_new()
8→function camera:camera(camera_x, camera_y, camera_w, camera_h)
9→ self.tags.camera = true
10→ self.camera_x = camera_x or 0
11→ self.camera_y = camera_y or 0
12→ self.camera_w = camera_w or an.w
13→ self.camera_h = camera_h or an.h
14→ self.camera_r, self.camera_sx, self.camera_sy = 0, 1, 1
15→
16→ self.parallax_base = {x = 0, y = 0}
17→ self.mouse = {x = 0, y = 0}
18→ self.last_mouse = {x = 0, y = 0}
19→ self.mouse_dt = {x = 0, y = 0}
20→ return self
21→end
22→
23→--[[
24→ Attaches the camera, meaning all further draw operations will be affected by its transform.
25→ Accepts two values that go from 0 to 1 representing how much parallaxing there should be for the next operations.
26→ A value of 1 (default) means no parallaxing, meaning elements drawn will move at the same rate as all other elements.
27→ A value of 0 means maximum parallaxing, meaning elements drawn will not move at all.
28→ These values can be set on a per-layer basis, so you shouldn't need to call this function manually.
29→--]]
30→function camera:camera_attach(parallax_x, parallax_y)
... [113 more lines]
Good reference. Here's my analysis:
What's There
Core Transform:
camera_x,camera_y— position (camera center in world)camera_w,camera_h— viewport sizecamera_r— rotationcamera_sx,camera_sy— scale (separate X/Y zoom)
Attach/Detach Pattern:
lua
camera:camera_attach(parallax_x, parallax_y)
-- draw stuff
camera:camera_detach()
Transform is: translate to center → scale → rotate → translate to camera position
Parallax Built-In:
parallax_x,parallax_y(0 to 1) passed to attach- 1 = moves with camera normally
- 0 = doesn't move at all (fixed background)
- Elegant: parallax is just a multiplier on camera position
Coordinate Conversion:
camera_get_world_coords(x, y)— screen → worldcamera_get_local_coords(x, y)— world → screencamera_get_mouse_position()— mouse in world coords
Mouse Tracking:
self.mouse.x,self.mouse.y— world-space mouse positionself.mouse_dt.x,self.mouse_dt.y— mouse delta per frame
Basic Methods:
camera_move(dx, dy)— relative movementcamera_move_to(x, y)— absolute positioncamera_zoom(sx, sy)/camera_zoom_to(sx, sy)
What's Missing
- Follow target with lerp
- Bounds/limits
- Deadzone
What's Useful
- Parallax via attach — simple and elegant, no per-layer config needed
- Coordinate conversion — essential for mouse interaction
- Mouse in world coords — convenient to have on camera (
an.camera.mouse.x) - Attach/detach — clean push/pop pattern
What We Don't Need
- Shake integration (separate module as you said)
- Verbose
camera_prefix (class methods don't need it)
Proposed API
-- Create and add camera (typically to an)
an\add camera!
-- Properties
an.camera.x, an.camera.y -- position
an.camera.zoom -- scale (or .sx, .sy for separate)
an.camera.rotation -- angle
an.camera.mouse.x, .y -- world-space mouse
-- Follow
an.camera\follow target, lerp
an.camera\follow target, {lerp: 0.1, offset_x: 0, offset_y: 0}
an.camera\unfollow!
-- Bounds
an.camera\set_bounds left, top, right, bottom
an.camera\clear_bounds!
-- Deadzone
an.camera\set_deadzone width, height
an.camera\clear_deadzone!
-- Coordinate conversion
world_x, world_y = an.camera\to_world screen_x, screen_y
screen_x, screen_y = an.camera\to_screen world_x, world_y
-- Layer integration (parallax via attach)
an.camera\attach layer, parallax_x, parallax_y
an.camera\detach layer
Does this direction look right? Any changes to the API?
I added @reference/handcam.lua, please read it and tell me your conclusions. This is a small effect I created with Claude previously and it should be a good test/feature to add that tests the camera properly.
This is illuminating. Here's my analysis:
What handcam Does
Perlin Noise Drift — Continuous organic camera movement via perlin noise, separate offsets for x/y/rotation/zoom
Trauma System — Value 0-1, squared for natural falloff, amplifies all effects, decays over time
Force System — Directional pushes with damping + spring return to center
camera_push(force, angle)— basic pushdramatic_camera_push(force, angle)— adds trauma + shifts perlin sampling
Compositional Transform Sources — Multiple named sources (drift, force, custom) that sum together
Output — Writes directly to
an.camera_x,an.camera_y,an.camera_r,an.camera_sx,an.camera_sy
Key Insight
Handcam is NOT the camera — it's an effect that modifies camera properties.
The actual camera transform (matrix push/pop) happens elsewhere. Handcam just manipulates the values that get fed into that transform.
Conclusions for Camera Design
Camera should be simple — just exposes properties that effects can modify:
x,y,rotation,zoom(orsx,sy)
Effects are separate modules — handcam, shake, etc. are their own child objects that modify camera properties
Camera responsibilities:
- Store transform (position, zoom, rotation)
- Follow target with lerp, bounds, deadzone
- Coordinate conversion (screen ↔ world)
- Attach/detach (apply transform to layers)
Math utilities needed — handcam uses
math.perlin_noise,math.damping,math.remap. Need to check if these exist in our math module.
Proposed Structure
-- Camera: simple transform + follow + bounds
an\add camera!
an.camera.x = 100
an.camera.y = 200
-- Handcam: effect that modifies camera (separate module)
an\add handcam 5, 0.4, 0.05, 0.03
an.handcam\dramatic_camera_push 50, angle
-- Shake: another effect (your separate shake module)
an\add shake!
an.shake\shake 10, 0.5
This keeps camera minimal while allowing rich effects to be composed on top.
Should I check if the math utilities (perlin_noise, damping, remap) exist in our math.yue?
Read shake as well in love-compare. Both handcam and shake as effects have to affect the object they're attached to, in this case the camera, but I feel like that must happen in a standard way. The shake also can be applied to objects individually to make them shake. The handcam effect probably should too. However, the handcam effect also has a rotation sort of thing applied to it to make the camera look shaky. Essentially, I'm looking for a general system to apply the effect of these objects on the parents that's clean and easy to understand. What's your idea?
Glob (/love-compare//shake)
E:\a327ex\Anchor\reference\love-compare\anchor\shake.lua
Read (E:\a327ex\Anchor\reference\love-compare\anchor\shake.lua)
1→--[[
2→ This module implements shaking based on https://jonny.morrill.me/en/blog/gamedev-how-to-implement-a-camera-shake-effect/.
3→ This is a flexible shaking effect that allows for different amplitutes, durations and frequencies.
4→ The class below implements a shake graph in 1D, which is an array filled with randomized samples that will be used for motion.
5→]]--
6→shake_1d = class:class_new()
7→function shake_1d:shake_1d(amplitude, duration, frequency)
8→ self.tags.shake_1d = true
9→ self.amplitude = amplitude or 0
10→ self.duration = duration or 0
11→ self.frequency = frequency or 60
12→
13→ self.samples = {}
14→ for i = 1, (self.duration/1000)*self.frequency do self.samples[i] = an:random_float(-1, 1) end
15→ self.ti = an.time*1000
16→ self.t = 0
17→ self.shaking = true
18→ return self
19→end
20→
21→function shake_1d:shake_get_noise(s)
22→ return self.samples[s] or 0
23→end
24→
25→function shake_1d:shake_get_decay(t)
26→ if t >= self.duration then return 0 end
27→ return (self.duration - t)/self.duration
28→end
29→
30→function shake_1d:shake_get_amplitude(t)
... [133 more lines]
Now I see the full picture. Let me analyze:
Shake System
Two types:
normal_shake — Pre-generated random samples, interpolated, linear decay
- Stores result in
normal_shake_amount.x,normal_shake_amount.y
- Stores result in
spring_shake — Uses spring physics, directional (can shake toward angle)
- Stores result in
spring_shake_amount.x,spring_shake_amount.y
- Stores result in
Current Pattern (Coupled)
-- In camera_attach, camera knows about specific effect properties:
if self.normal_shake_amount then
shake_x = shake_x + self.normal_shake_amount.x
end
if self.spring_shake_amount then
shake_x = shake_x + self.spring_shake_amount.x
end
Camera has to know about every effect type. Brittle.
My Idea: Standard Effect Interface
Effects are child objects that implement a common method:
-- Every transform effect provides this:
effect\get_transform! -- returns {x: 5, y: 3, rotation: 0.1, zoom: 0.02}
Parent collects contributions from all children that have it:
-- In camera (or any object that wants to be affected)
collect_effects: =>
ox, oy, rot, zoom = 0, 0, 0, 1
for child in *@children
if child.get_transform
t = child\get_transform!
ox += t.x or 0
oy += t.y or 0
rot += t.rotation or 0
zoom *= t.zoom or 1
{x: ox, y: oy, :rotation, :zoom}
Benefits:
- Works for camera AND game objects — enemies, players can shake too
- Effects are composable — add multiple, they sum
- No registration needed — just being a child with
get_transformis enough - No coupling — parent doesn't know effect types, just the interface
Usage: ```yuescript -- Camera with effects an\add camera! an.camera\add shake! an.camera\add handcam 5, 0.4
an.camera.shake\shake 10, 0.5 an.camera.handcam\dramatic_push 50, angle
-- Enemy that shakes when hit enemy\add shake! enemy.shake\shake 5, 0.2 -- enemy sprite shakes ```
Alternative: Tag-based
yuescript
-- Effects tag themselves as 'transform_effect'
-- Parent queries: for effect in *@\all 'transform_effect'
Does this direction make sense? Effects as children with a standard get_transform interface that parents collect and apply?
Sure, this makes sense.
Good. Let me draft the camera class:
global *
class camera extends object
new: (w, h) =>
super 'camera'
@w = w or 480 -- viewport width
@h = h or 270 -- viewport height
@x = @w / 2 -- camera center in world coords
@y = @h / 2
@rotation = 0
@zoom = 1
-- Follow
@follow_target = nil
@follow_lerp = 1
@follow_offset_x = 0
@follow_offset_y = 0
-- Bounds
@bounds = nil -- {left, top, right, bottom} or nil
-- Deadzone
@deadzone = nil -- {w, h} or nil
-- Mouse in world coords
@mouse = {x: 0, y: 0}
-- Set follow target
follow: (target, lerp=0.1, offset_x=0, offset_y=0) =>
@follow_target = target
@follow_lerp = lerp
@follow_offset_x = offset_x
@follow_offset_y = offset_y
unfollow: =>
@follow_target = nil
-- Set bounds
set_bounds: (left, top, right, bottom) =>
@bounds = {:left, :top, :right, :bottom}
clear_bounds: =>
@bounds = nil
-- Set deadzone (centered on camera)
set_deadzone: (w, h) =>
@deadzone = {:w, :h}
clear_deadzone: =>
@deadzone = nil
-- Collect transform effects from children
get_effects: =>
ox, oy, rot, zoom = 0, 0, 0, 0
for child in *@children
if child.get_transform
t = child\get_transform!
ox += t.x or 0
oy += t.y or 0
rot += t.rotation or 0
zoom += t.zoom or 0
{x: ox, y: oy, rotation: rot, :zoom}
-- Coordinate conversion
to_world: (screen_x, screen_y) =>
-- TODO: implement with rotation/zoom
world_x = screen_x / @zoom + (@x - @w / 2 / @zoom)
world_y = screen_y / @zoom + (@y - @h / 2 / @zoom)
world_x, world_y
to_screen: (world_x, world_y) =>
-- TODO: implement with rotation/zoom
screen_x = (world_x - @x + @w / 2 / @zoom) * @zoom
screen_y = (world_y - @y + @h / 2 / @zoom) * @zoom
screen_x, screen_y
-- Apply camera transform to a layer
attach: (layer, parallax_x=1, parallax_y=1) =>
effects = @\get_effects!
cx = @x * parallax_x + effects.x
cy = @y * parallax_y + effects.y
rot = @rotation + effects.rotation
zoom = @zoom + effects.zoom
layer\push @w/2, @h/2, rot, zoom, zoom
layer\translate -cx, -cy
detach: (layer) =>
layer\pop!
early_update: (dt) =>
-- Update mouse position
mx, my = mouse_get_position!
@mouse.x, @mouse.y = @\to_world mx, my
-- Follow target
if @follow_target
target_x = @follow_target.x + @follow_offset_x
target_y = @follow_target.y + @follow_offset_y
if @deadzone
-- Only move if target outside deadzone
dz_left = @x - @deadzone.w / 2
dz_right = @x + @deadzone.w / 2
dz_top = @y - @deadzone.h / 2
dz_bottom = @y + @deadzone.h / 2
target_x = @x if target_x > dz_left and target_x < dz_right
target_y = @y if target_y > dz_top and target_y < dz_bottom
@x = math.lerp @follow_lerp, @x, target_x
@y = math.lerp @follow_lerp, @y, target_y
-- Apply bounds
if @bounds
half_w = @w / 2 / @zoom
half_h = @h / 2 / @zoom
@x = math.clamp @x, @bounds.left + half_w, @bounds.right - half_w
@y = math.clamp @y, @bounds.top + half_h, @bounds.bottom - half_h
Usage: ```yuescript an\add camera 480, 270 an.camera\follow player, 0.1 an.camera\set_bounds 0, 0, world_width, world_height an.camera\set_deadzone 50, 30
-- Add effects as children an.camera\add shake! an.camera\add handcam!
-- In draw an.camera\attach game -- draw stuff an.camera\detach game ```
Questions:
- Does the attach/detach API look right? Or should it integrate differently with layers?
- Should
math.lerporder be(t, a, b)or(a, b, t)? Need to check our math module. - Need
math.clamp— should verify it exists.
Don't rely on the code you saw on love-compare too much, as that was wrong/different. Reason about each peace carefully. For instance, our layer/push works differently than LÖVE's.
You're right, let me think through this properly. First, let me check how our layer's push/pop actually works.
Read (E:\a327ex\Anchor\framework\anchor\layer.yue)
1→global *
2→
3→--[[
4→ Layer class wraps the C layer handle for drawing.
5→
6→ Layers are FBOs (framebuffer objects) that accumulate draw commands during the frame.
7→ Commands are deferred and processed at frame end via layer_render() with GL batching.
8→ Draw order is FIFO — no z-ordering, call order determines render order.
9→
10→ Usage:
11→ an\layer 'game' -- register layer
12→ game = an.layers.game -- access layer
13→ game\rectangle 100, 100, 50, 30, color -- queue rectangle
14→ game\draw! -- composite to screen
15→
16→ Properties:
17→ @name - string, layer identifier
18→ @handle - C layer pointer
19→]]
20→class layer
21→ --[[
22→ Creates a new layer with the given name.
23→
24→ Usage:
25→ layer 'game'
26→ layer 'ui'
27→
28→ Behavior:
29→ - Calls layer_create() which gets or creates a named layer in C
30→ - Stores the C handle for subsequent draw calls
... [297 more lines]
Good call. Let me understand our layer's push properly:
push: (x, y, r, sx, sy) =>
-- Builds TRS matrix: Translate(x,y) * Rotate(r) * Scale(sx,sy)
So for input point (px, py):
- Scale:
(px * sx, py * sy) - Rotate around origin
- Translate: add
(x, y)
For a camera, we want:
- Offset world by
(-camera.x, -camera.y)— center camera position at origin - Rotate around that origin
- Scale (zoom)
- Translate to screen center
That requires two pushes since our TRS order doesn't match:
-- Push 1: screen center, rotation, zoom
layer\push screen_cx, screen_cy, rotation, zoom, zoom
-- Push 2: camera offset (no rotation/scale)
layer\push -camera_x, -camera_y, 0, 1, 1
When drawing point (wx, wy):
- After push 2:
(wx - cam_x, wy - cam_y) - After push 1's scale:
((wx - cam_x) * zoom, (wy - cam_y) * zoom) - After push 1's rotate: rotated around origin (which is camera position — correct!)
- After push 1's translate: offset to screen center
Let me also check our math module for lerp/clamp:
Read (E:\a327ex\Anchor\framework\anchor\math.yue)
1→global *
2→
3→-- Constants for easing functions
4→PI = math.pi
5→PI2 = math.pi / 2
6→LN2 = math.log 2
7→LN210 = 10 * math.log 2
8→
9→-- Overshoot for back easing
10→overshoot = 1.70158
11→
12→-- Amplitude and period for elastic easing
13→amplitude = 1
14→period = 0.0003
15→
16→-- Linearly interpolates between source and destination with lerp value t
17→math.lerp = (t, source, destination) ->
18→ source * (1 - t) + destination * t
19→
20→-- Linear (no easing)
21→math.linear = (t) -> t
22→
23→-- Sine easing
24→math.sine_in = (t) ->
25→ if t == 0 then 0
26→ elseif t == 1 then 1
27→ else 1 - math.cos t * PI2
28→
29→math.sine_out = (t) ->
30→ if t == 0 then 0
... [298 more lines]
We have math.lerp(t, source, destination) (t is first argument). We don't have math.clamp — need to add it or use math.min(math.max(...)).
Here's a cleaner draft based on the analysis:
global *
class camera extends object
new: (w, h) =>
super 'camera'
@w = w or 480
@h = h or 270
@x = @w / 2
@y = @h / 2
@rotation = 0
@zoom = 1
-- Follow
@target = nil
@lerp = 1
@offset_x = 0
@offset_y = 0
-- Bounds: {left, top, right, bottom}
@bounds = nil
-- Deadzone: {w, h}
@deadzone = nil
-- Mouse in world coords (updated each frame)
@mouse = {x: 0, y: 0}
follow: (target, lerp=0.1, offset_x=0, offset_y=0) =>
@target = target
@lerp = lerp
@offset_x = offset_x
@offset_y = offset_y
unfollow: =>
@target = nil
set_bounds: (left, top, right, bottom) =>
@bounds = {:left, :top, :right, :bottom}
clear_bounds: =>
@bounds = nil
set_deadzone: (w, h) =>
@deadzone = {:w, :h}
clear_deadzone: =>
@deadzone = nil
-- Collect transform effects from children that have get_transform
get_effects: =>
ox, oy, rot, zoom = 0, 0, 0, 0
for child in *@children
if child.get_transform
t = child\get_transform!
ox += t.x or 0
oy += t.y or 0
rot += t.rotation or 0
zoom += t.zoom or 0
{x: ox, y: oy, :rotation, :zoom}
-- Screen coords → World coords
to_world: (sx, sy) =>
-- Undo: T(screen_center) * S(zoom) * R(rotation) * T(-camera_pos)
x = sx - @w / 2
y = sy - @h / 2
x = x / @zoom
y = y / @zoom
cos_r = math.cos -@rotation
sin_r = math.sin -@rotation
rx = x * cos_r - y * sin_r
ry = x * sin_r + y * cos_r
rx + @x, ry + @y
-- World coords → Screen coords
to_screen: (wx, wy) =>
x = wx - @x
y = wy - @y
cos_r = math.cos @rotation
sin_r = math.sin @rotation
rx = x * cos_r - y * sin_r
ry = x * sin_r + y * cos_r
rx * @zoom + @w / 2, ry * @zoom + @h / 2
-- Apply camera transform to layer (call before drawing)
attach: (layer, parallax_x=1, parallax_y=1) =>
effects = @\get_effects!
cx = @x * parallax_x + effects.x
cy = @y * parallax_y + effects.y
rot = @rotation + effects.rotation
zoom = @zoom * (1 + effects.zoom)
layer\push @w / 2, @h / 2, rot, zoom, zoom
layer\push -cx, -cy, 0, 1, 1
-- Remove camera transform (call after drawing)
detach: (layer) =>
layer\pop!
layer\pop!
early_update: (dt) =>
-- Update mouse in world coords
mx, my = mouse_get_position!
@mouse.x, @mouse.y = @\to_world mx, my
-- Follow target
if @target
target_x = @target.x + @offset_x
target_y = @target.y + @offset_y
-- Deadzone: only move if target outside deadzone
if @deadzone
half_w = @deadzone.w / 2
half_h = @deadzone.h / 2
if target_x > @x - half_w and target_x < @x + half_w
target_x = @x
if target_y > @y - half_h and target_y < @y + half_h
target_y = @y
@x = math.lerp @lerp, @x, target_x
@y = math.lerp @lerp, @y, target_y
-- Clamp to bounds
if @bounds
half_w = @w / 2 / @zoom
half_h = @h / 2 / @zoom
min_x = @bounds.left + half_w
max_x = @bounds.right - half_w
min_y = @bounds.top + half_h
max_y = @bounds.bottom - half_h
@x = math.max min_x, math.min max_x, @x
@y = math.max min_y, math.min max_y, @y
Questions:
Does
mouse_get_positionexist in C? Need to verify.The effects are applied in
attach— should effects also affectto_world/to_screen? Currently they don't, meaning mouse position won't account for shake offset. Is that correct?Should I add
math.clampto math.yue?
- I believe there is a way to do it, I don't think it's called that though. 2. It's not correct, they should affect those functions. 3. Yes.
Let's build this piece by piece. Forget deadzones, following, etc, for now, let's get only attach/detach + conversions between screen and world coords going first.
Grep (mouse.position|get.mouse)
E:\a327ex\Anchor\docs\ENGINE_API.md:1465:### mouse_position
E:\a327ex\Anchor\docs\ENGINE_API.md:1467:`mouse_position() -> x, y`
E:\a327ex\Anchor\docs\ENGINE_API.md:1469:Returns the mouse position in game coordinates.
E:\a327ex\Anchor\docs\ENGINE_API.md:1472:local mx, my = mouse_position()
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md:205:mouse_position() -> x, y
Good, it's mouse_position(). Let me build the minimal version:
global *
class camera extends object
new: (w, h) =>
super 'camera'
@w = w or 480
@h = h or 270
@x = @w / 2
@y = @h / 2
@rotation = 0
@zoom = 1
@mouse = {x: 0, y: 0}
-- Collect transform effects from children
get_effects: =>
ox, oy, rot, zoom = 0, 0, 0, 0
for child in *@children
if child.get_transform
t = child\get_transform!
ox += t.x or 0
oy += t.y or 0
rot += t.rotation or 0
zoom += t.zoom or 0
{x: ox, y: oy, :rotation, :zoom}
-- Screen coords → World coords (accounts for effects)
to_world: (sx, sy) =>
effects = @\get_effects!
cx = @x + effects.x
cy = @y + effects.y
rot = @rotation + effects.rotation
zoom = @zoom * (1 + effects.zoom)
x = sx - @w / 2
y = sy - @h / 2
x = x / zoom
y = y / zoom
cos_r = math.cos -rot
sin_r = math.sin -rot
rx = x * cos_r - y * sin_r
ry = x * sin_r + y * cos_r
rx + cx, ry + cy
-- World coords → Screen coords (accounts for effects)
to_screen: (wx, wy) =>
effects = @\get_effects!
cx = @x + effects.x
cy = @y + effects.y
rot = @rotation + effects.rotation
zoom = @zoom * (1 + effects.zoom)
x = wx - cx
y = wy - cy
cos_r = math.cos rot
sin_r = math.sin rot
rx = x * cos_r - y * sin_r
ry = x * sin_r + y * cos_r
rx * zoom + @w / 2, ry * zoom + @h / 2
-- Apply camera transform to layer
attach: (layer, parallax_x=1, parallax_y=1) =>
effects = @\get_effects!
cx = @x * parallax_x + effects.x
cy = @y * parallax_y + effects.y
rot = @rotation + effects.rotation
zoom = @zoom * (1 + effects.zoom)
layer\push @w / 2, @h / 2, rot, zoom, zoom
layer\push -cx, -cy, 0, 1, 1
-- Remove camera transform
detach: (layer) =>
layer\pop!
layer\pop!
-- Update mouse world position
early_update: (dt) =>
mx, my = mouse_position!
@mouse.x, @mouse.y = @\to_world mx, my
And for math.yue, I'll add clamp:
math.clamp = (value, min, max) ->
if value < min then min
elseif value > max then max
else value
Does this look right before I write the files?
OK, where do you envision attach/detach being called for each layer?
Good question. Looking at the current flow in main.yue:
-- During late_action, draw commands are queued
an\late_action 'draw', =>
bg\rectangle 0, 0, W, H, bg_color
for obj in *an\all 'drawable'
obj\draw game
-- ...
-- In global draw(), layers are rendered and composited
draw = ->
bg\render!
game\render!
-- ...
The camera transform needs to be active when commands are queued (during late_action), not when rendered. So I envision:
an\late_action 'draw', =>
-- Background: no camera (or parallax 0)
bg\rectangle 0, 0, W, H, bg_color
-- Game objects: with camera
an.camera\attach game
for obj in *an\all 'drawable'
obj\draw game
an.camera\detach game
-- UI: no camera
for obj in *an\all 'ui'
obj\draw ui
This is explicit — you control exactly which layers get camera transform and which don't. UI stays in screen space, game world moves with camera.
For parallax backgrounds:
yuescript
an.camera\attach bg, 0.5, 0.5 -- moves at half speed
draw_stars!
an.camera\detach bg
Alternative: layer stores camera reference and auto-applies. But that's more magical and less flexible.
Does explicit attach/detach per layer feel right to you?
OK, but what if the gameplay coder is drawing to layers arbitrarily in each object's update function? That example happens to do it all in a single place, but actual gameplay code will be more like draw commands happen spread across the tree, in any order, sometimes with single objects drawing to multiple layers in the same update function.
You're right — that's a critical point. If drawing is scattered across objects:
class player extends object
late_update: (dt) =>
game\circle @x, @y, 10, white
ui\text "HP: #{@hp}", font, 10, 10, white
class enemy extends object
late_update: (dt) =>
game\circle @x, @y, 8, red
Then per-call attach/detach is impractical.
Solution: Attach camera to layer at frame start, detach at frame end.
The camera transform stays on the layer's stack for the entire frame. Object push/pop calls nest inside it.
-- Frame starts (in an's early_update or similar)
an.camera\attach game
an.camera\attach bg, 0.5, 0.5
-- ui has no attach (screen space)
-- Frame runs, objects draw to layers whenever
player\draw game
enemy\draw game
ui_element\draw ui
-- Frame ends (before render, in draw() or late_update)
an.camera\detach bg
an.camera\detach game
-- Then render
game\render!
Or simpler — layer stores its camera reference:
-- Setup (once)
game.camera = an.camera
game.parallax_x = 1
game.parallax_y = 1
bg.camera = an.camera
bg.parallax_x = 0.5
bg.parallax_y = 0.5
ui.camera = nil -- no camera
-- Frame management handled automatically by an or layer system
Then an (or the layer itself) handles attach at frame start, detach before render.
Which approach feels cleaner to you — explicit attach/detach calls in the frame loop, or layers storing camera references?
Layers storing camera references. Where will attach/detach happen in that case?
Looking at init.yue's update loop:
update = (dt) ->
all_objects = {an}
all_objects[] = obj for obj in *an\all!
obj\_early_update dt for obj in *all_objects
obj\_update dt for obj in *all_objects
obj\_late_update dt for obj in *all_objects
an\cleanup!
The natural place is to wrap the update phases:
update = (dt) ->
-- Attach cameras to layers before any updates
for name, layer in pairs an.layers
if layer.camera
layer.camera\attach layer, layer.parallax_x or 1, layer.parallax_y or 1
all_objects = {an}
all_objects[] = obj for obj in *an\all!
obj\_early_update dt for obj in *all_objects
obj\_update dt for obj in *all_objects
obj\_late_update dt for obj in *all_objects
an\cleanup!
-- Detach cameras after all drawing is done
for name, layer in pairs an.layers
if layer.camera
layer.camera\detach layer
This way:
- Camera transform is active during all update phases
- Objects can draw to any layer at any time
- Layer's parallax is respected
- UI layers with
camera = nilare unaffected
Layer setup would look like: ```yuescript game = an\layer 'game' game.camera = an.camera game.parallax_x = 1 game.parallax_y = 1
bg = an\layer 'bg' bg.camera = an.camera bg.parallax_x = 0.5 bg.parallax_y = 0.5
ui = an\layer 'ui' -- ui.camera = nil (default, no camera) ```
Does this approach look right?
Yes, have all layers by default point to an.camera, and by default have parallax_x, y = 1.
Good. So the logic in update would be:
-- Use layer.camera if set, otherwise default to an.camera
-- layer.camera = false means explicitly no camera
for name, layer in pairs an.layers
local cam = if layer.camera == false then nil
elseif layer.camera then layer.camera
else an.camera
if cam
cam\attach layer, layer.parallax_x or 1, layer.parallax_y or 1
Let me draft all the pieces:
math.yue addition:
yuescript
math.clamp = (value, min, max) ->
if value < min then min
elseif value > max then max
else value
camera.yue: ```yuescript global *
class camera extends object new: (w, h) => super 'camera' @w = w or 480 @h = h or 270 @x = @w / 2 @y = @h / 2 @rotation = 0 @zoom = 1 @mouse = {x: 0, y: 0}
get_effects: => ox, oy, rot, zoom = 0, 0, 0, 0 for child in *@children if child.get_transform t = child\get_transform! ox += t.x or 0 oy += t.y or 0 rot += t.rotation or 0 zoom += t.zoom or 0 {x: ox, y: oy, :rotation, :zoom}
to_world: (sx, sy) => effects = @\get_effects! cx = @x + effects.x cy = @y + effects.y rot = @rotation + effects.rotation zoom = @zoom * (1 + effects.zoom)
x = sx - @w / 2
y = sy - @h / 2
x = x / zoom
y = y / zoom
cos_r = math.cos -rot
sin_r = math.sin -rot
rx = x * cos_r - y * sin_r
ry = x * sin_r + y * cos_r
rx + cx, ry + cy
to_screen: (wx, wy) => effects = @\get_effects! cx = @x + effects.x cy = @y + effects.y rot = @rotation + effects.rotation zoom = @zoom * (1 + effects.zoom)
x = wx - cx
y = wy - cy
cos_r = math.cos rot
sin_r = math.sin rot
rx = x * cos_r - y * sin_r
ry = x * sin_r + y * cos_r
rx * zoom + @w / 2, ry * zoom + @h / 2
attach: (layer, parallax_x=1, parallax_y=1) => effects = @\get_effects! cx = @x * parallax_x + effects.x cy = @y * parallax_y + effects.y rot = @rotation + effects.rotation zoom = @zoom * (1 + effects.zoom)
layer\push @w / 2, @h / 2, rot, zoom, zoom
layer\push -cx, -cy, 0, 1, 1
detach: (layer) => layer\pop! layer\pop!
early_update: (dt) => mx, my = mouse_position! @mouse.x, @mouse.y = @\to_world mx, my ```
layer.yue addition (in constructor):
yuescript
new: (@name) =>
@handle = layer_create @name
@parallax_x = 1
@parallax_y = 1
-- @camera defaults to nil (will use an.camera)
init.yue changes:
- Add
require 'anchor.camera' - Create camera on
an:an\add camera W, H(need W, H from somewhere) - Wrap update with attach/detach
Does this look right? Should I write the files?
Yes.
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→require 'anchor.timer'
21→require 'anchor.math'
22→require 'anchor.collider'
23→require 'anchor.spring'
24→
25→--[[
26→ Root object for the framework.
27→
28→ All game objects should be children of 'an' (directly or nested).
29→ Resource registries (layers, images, fonts) live here.
30→
... [596 more lines]
Now I'll write all the files:
Edit (E:\a327ex\Anchor\framework\anchor\math.yue)
The file E:\a327ex\Anchor\framework\anchor\math.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
12→-- Amplitude and period for elastic easing
13→amplitude = 1
14→period = 0.0003
15→
16→-- Linearly interpolates between source and destination with lerp value t
17→math.lerp = (t, source, destination) ->
18→ source * (1 - t) + destination * t
19→
20→-- Clamps value between min and max
21→math.clamp = (value, min, max) ->
22→ if value < min then min
23→ elseif value > max then max
24→ else value
25→
26→-- Linear (no easing)
27→math.linear = (t) -> t
28→
Write (E:\a327ex\Anchor\framework\anchor\camera.yue)
File created successfully at: E:\a327ex\Anchor\framework\anchor\camera.yue
Edit (E:\a327ex\Anchor\framework\anchor\layer.yue)
The file E:\a327ex\Anchor\framework\anchor\layer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
28→ Behavior:
29→ - Calls layer_create() which gets or creates a named layer in C
30→ - Stores the C handle for subsequent draw calls
31→ ]]
32→ new: (@name) =>
33→ @handle = layer_create @name
34→ @parallax_x = 1
35→ @parallax_y = 1
36→ -- @camera defaults to nil (will use an.camera)
37→
38→ --[[
39→ Queues a filled rectangle at (x, y).
40→
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→require 'anchor.collider'
23→require 'anchor.spring'
24→require 'anchor.camera'
25→
26→--[[
27→ Root object for the framework.
28→
Edit (E:\a327ex\Anchor\framework\anchor\init.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
just declare an.camera directly on layers instead of this very confusing false, nil distinction
Let me simplify:
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:
599→ fraction: hit.fraction
600→ }
601→ result
602→
603→--[[
604→ Global update function called by the C engine each physics tick (144Hz).
605→
606→ Behavior:
607→ 1. Attaches camera transforms to layers
608→ 2. Collects an + all descendants into a flat array
609→ 3. Runs early phase (_early_update) on all objects
610→ 4. Runs main phase (_update) on all objects
611→ 5. Runs late phase (_late_update) on all objects
612→ 6. Runs cleanup to remove dead objects and finished actions
613→ 7. Detaches camera transforms from layers
614→
615→ The three phases allow proper ordering:
616→ - early: input handling, pre-update logic
617→ - main: game logic, movement, collisions
618→ - late: drawing, post-update cleanup
619→
620→ Note: This is called automatically by the C engine. Do not call manually.
621→]]
622→update = (dt) ->
623→ -- Attach camera transforms to layers before any updates
624→ for name, layer in pairs an.layers
625→ if layer.camera
626→ layer.camera\attach layer, layer.parallax_x, layer.parallax_y
627→
... [12 more lines]
Now update layer.yue to clarify that camera needs to be set explicitly:
Edit (E:\a327ex\Anchor\framework\anchor\layer.yue)
The file E:\a327ex\Anchor\framework\anchor\layer.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
28→ Behavior:
29→ - Calls layer_create() which gets or creates a named layer in C
30→ - Stores the C handle for subsequent draw calls
31→ ]]
32→ new: (@name) =>
33→ @handle = layer_create @name
34→ @parallax_x = 1
35→ @parallax_y = 1
36→ @camera = nil -- Set to an.camera after camera is created
37→
38→ --[[
39→ Queues a filled rectangle at (x, y).
40→
Done. Summary of changes:
math.yue — Added math.clamp
camera.yue — New camera class with:
x,y,rotation,zoompropertiesattach/detachmethodsto_world/to_screencoordinate conversionget_effectsfor child effect objectsmousetable updated each frame with world coords
layer.yue — Added parallax_x, parallax_y, camera properties
init.yue — Update loop now attaches/detaches camera transforms
Usage: ```yuescript -- Create camera an\add camera W, H
-- Set camera on layers that should use it game = an\layer 'game' game.camera = an.camera
bg = an\layer 'bg' bg.camera = an.camera bg.parallax_x = 0.5 bg.parallax_y = 0.5
ui = an\layer 'ui' -- ui.camera stays nil, no camera transform
-- Move camera an.camera.x = player.x an.camera.y = player.y
-- Get mouse in world coords world_mx = an.camera.mouse.x world_my = an.camera.mouse.y ```
Ready to test?
Don't need game.camera = an.camera, camera is created already, so it can be set directly. Also new: (@w=W, @h=H)
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
41→ - Camera starts centered at (w/2, h/2)
42→ - Zoom defaults to 1, rotation to 0
43→ - Mouse position in world coords updated each frame
44→ ]]
45→ new: (@w=W, @h=H) =>
46→ super 'camera'
47→ @x = @w / 2
48→ @y = @h / 2
49→ @rotation = 0
50→ @zoom = 1
51→ @mouse = {x: 0, y: 0}
52→
53→ --[[
54→ Collects transform effects from children that implement get_transform.
55→
Done. Now usage is simpler:
-- Create camera first (uses global W, H)
an\add camera!
-- Layers automatically use an.camera
game = an\layer 'game'
bg = an\layer 'bg'
bg.parallax_x = 0.5
bg.parallax_y = 0.5
ui = an\layer 'ui'
ui.camera = nil -- disable for UI
Ready to test?
Yes, just comment out/disable every layer except game, disable shaders too. Let's test a single layer. Move the background to be drawn before everything else in the game layer. Do that, and then let me test to see if things still draw.
Read (E:\a327ex\Anchor\framework\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→-- Setup layers
6→-- game is created first so it renders first, making its texture available for shadow/outline
7→game = an\layer 'game'
8→game_2 = an\layer 'game_2'
9→bg = an\layer 'bg'
10→shadow = an\layer 'shadow'
11→game_outline = an\layer 'game_outline'
12→game_2_outline = an\layer 'game_2_outline'
13→ui = an\layer 'ui'
14→
15→-- Resources
16→an\font 'main', 'assets/LanaPixel.ttf', 11
17→an\image 'ball', 'assets/slight_smile.png'
18→an\shader 'shadow', 'shaders/shadow.frag'
19→an\shader 'outline', 'shaders/outline.frag'
20→
21→-- Screen dimensions
22→W, H = 480, 270
23→
24→-- Initialize physics
25→an\physics_init!
26→an\physics_set_gravity 0, 500
27→an\physics_set_meter_scale 64
28→
29→-- Register tags and collisions
30→an\physics_tag 'ball'
... [230 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:
1→global *
2→
3→require 'anchor'
4→
5→-- Screen dimensions (must be before camera)
6→W, H = 480, 270
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→
11→-- Setup layers (only game for testing)
12→game = an\layer 'game'
13→-- game_2 = an\layer 'game_2'
14→-- bg = an\layer 'bg'
15→-- shadow = an\layer 'shadow'
16→-- game_outline = an\layer 'game_outline'
17→-- game_2_outline = an\layer 'game_2_outline'
18→-- ui = an\layer 'ui'
19→
20→-- Resources
21→an\font 'main', 'assets/LanaPixel.ttf', 11
22→an\image 'ball', 'assets/slight_smile.png'
23→-- an\shader 'shadow', 'shaders/shadow.frag'
24→-- an\shader 'outline', 'shaders/outline.frag'
25→
26→-- Initialize physics
27→an\physics_init!
28→an\physics_set_gravity 0, 500
Edit (E:\a327ex\Anchor\framework\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
don't remove that code, just comment it out, we'll use it soon again.
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:
213→ ball.flash = true
214→ ball.timer\after 0.15, 'flash', -> ball.flash = false
215→ ball.spring\pull 'main', 0.2
216→
217→-- Queue draw commands during update
218→an\late_action 'draw', =>
219→ -- Draw background to game layer first
220→ game\rectangle 0, 0, W, H, bg_color
221→
222→ -- Draw all drawable objects to game layer
223→ for obj in *an\all 'drawable'
224→ obj\draw game
225→
226→ -- Draw impulse blocks to game layer (was game_2)
227→ for obj in *an\all 'impulse_block'
228→ obj\draw game
229→
230→ -- Draw slowing zone to game layer (was ui)
231→ for zone in *an\all 'slowing_zone'
232→ zone\draw game
233→
234→-- Global draw function - called by C after update
235→-- Handles: render source layers, create derived layers, composite to screen
236→draw = ->
237→ -- Simple single layer for testing
238→ game\render!
239→ game\draw!
240→
241→ -- -- 1. Render source layers (process queued commands to FBOs)
... [25 more lines]
Looking at the edit, game\render! and game\draw! are active at lines 238-239:
draw = ->
-- Simple single layer for testing
game\render!
game\draw!
The commented section below is the old multi-layer code. The game layer should be drawing. Did you see an error when testing, or did I miss something?
OK, are these all the edits? Can I test?
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 chronologically analyze the conversation:
Initial Context: User wanted to continue Phase 10 development, focusing on spring, camera, then shake modules.
Spring Module:
- Read love-compare spring code for reference
- Designed as a container pattern (one spring object holds multiple named springs, like timer)
- Default 'main' spring at value 1
- Created spring.yue with add, pull, set_target, at_rest methods
- Uses early_update for physics simulation
- User corrections: use
local springinstead ofs, don't require anchor.object, add documentationSpring Testing:
- Modified main.yue to test spring with impulse_block
- Created game_2 layer for impulse_block with separate outline
- Ball and impulse_block both use spring for scale effects on flash
Camera Research:
- Extensive research across 13 game engines (HaxeFlixel, Unity, Godot, Construct 3, Heaps, Cute Framework, Phaser, p5play, PixiJS, Defold, KaboomJS, GameMaker, MonoGame)
- Created reference/camera-systems-research.md with findings
- Key patterns: follow styles/presets, deadzone, bounds, parallax, trauma-based shake, look-ahead
Camera Design:
- Read love-compare camera.lua and handcam.lua for reference
- Read shake.lua to understand effect system
- Designed effect system: effects are child objects with
get_transformmethod- Camera collects effects from children and applies them
- User wanted essentials only: position, zoom, rotation, attach/detach, coordinate conversion
Camera Implementation:
- Created camera.yue with minimal features
- Layers store camera reference, parallax_x, parallax_y
- attach/detach happens in update loop in init.yue
- User simplifications:
new: (@w=W, @h=H)for defaults@camera = an.cameradirectly on layers- Simpler logic without false/nil distinction
Testing Setup:
- Modified main.yue to test camera with single game layer
- Moved W, H before camera creation
- Commented out other layers, shaders
- Drew everything to game layer
Key files modified: - framework/anchor/math.yue (added clamp) - framework/anchor/camera.yue (new file) - framework/anchor/layer.yue (added parallax_x, parallax_y, camera) - framework/anchor/init.yue (added camera require, attach/detach in update) - framework/anchor/spring.yue (new file from earlier) - framework/main.yue (test setup)
Errors/corrections: - Used
s.vinstead ofspring.v- typo - Complex false/nil logic for camera - simplified to just check layer.camera - User wanted code commented out, not removedSummary: 1. Primary Request and Intent: User is continuing Phase 10 development of the Anchor game framework. The focus for this session was implementing three child object modules in order: spring, camera, then shake. The user wanted to: - Implement spring module (completed) - Research camera systems across 13 game engines for best practices - Implement camera module with essentials only (position, zoom, rotation, attach/detach, coordinate conversion) - Design a general effect system where effects (shake, handcam) are child objects with
get_transformmethod - Test camera with a simplified single-layer setup
Key Technical Concepts:
- Container pattern for spring (like timer - one object holds multiple named entries)
- Effect interface: child objects implement
get_transformreturning{x, y, rotation, zoom}- Camera attach/detach: two pushes for TRS transform (center+zoom+rotation, then offset)
- Layer-camera binding: layers store camera reference, attach/detach happens in update loop
- Parallax via camera position multiplier
- Coordinate conversion: screen ↔ world accounting for zoom, rotation, and effects
Files and Code Sections:
E:\a327ex\Anchor\framework\anchor\math.yue
- Added math.clamp utility needed for camera bounds
yuescript -- Clamps value between min and max math.clamp = (value, min, max) -> if value < min then min elseif value > max then max else valueE:\a327ex\Anchor\framework\anchor\spring.yue (new file)
- Container pattern with default 'main' spring at value 1
- Methods: add, pull, set_target, at_rest
Uses early_update for physics:
a = -k*(x - target) - d*v```yuescript class spring extends object new: => super 'spring' @spring_names = {} @\add 'main', 1add: (name, x=0, k=100, d=10) => @spring_names[] = name unless @[name] @[name] = { :x, target_x: x, v: 0, :k, :d }
pull: (name, force, k, d) => local spring = @[name] return unless spring spring.k = k if k spring.d = d if d spring.x += force
early_update: (dt) => for spring_name in *@spring_names local spring = @[spring_name] a = -spring.k * (spring.x - spring.target_x) - spring.d * spring.v spring.v += a * dt spring.x += spring.v * dt ```
E:\a327ex\Anchor\framework\anchor\camera.yue (new file)
- Core camera with position, zoom, rotation, mouse tracking
- Effect collection via get_effects (children with get_transform)
- Coordinate conversion: to_world, to_screen
Layer transform: attach (two pushes), detach (two pops) ```yuescript class camera extends object new: (@w=W, @h=H) => super 'camera' @x = @w / 2 @y = @h / 2 @rotation = 0 @zoom = 1 @mouse = {x: 0, y: 0}
get_effects: => ox, oy, rot, zoom = 0, 0, 0, 0 for child in *@children if child.get_transform t = child\get_transform! ox += t.x or 0 oy += t.y or 0 rot += t.rotation or 0 zoom += t.zoom or 0 {x: ox, y: oy, :rotation, :zoom}
attach: (layer, parallax_x=1, parallax_y=1) => effects = @\get_effects! cx = @x * parallax_x + effects.x cy = @y * parallax_y + effects.y rot = @rotation + effects.rotation zoom = @zoom * (1 + effects.zoom) layer\push @w / 2, @h / 2, rot, zoom, zoom layer\push -cx, -cy, 0, 1, 1
detach: (layer) => layer\pop! layer\pop!
early_update: (dt) => mx, my = mouse_position! @mouse.x, @mouse.y = @\to_world mx, my ```
E:\a327ex\Anchor\framework\anchor\layer.yue
- Added parallax and camera properties
yuescript new: (@name) => @handle = layer_create @name @parallax_x = 1 @parallax_y = 1 @camera = an.cameraE:\a327ex\Anchor\framework\anchor\init.yue
- Added
require 'anchor.camera'Modified update function to attach/detach camera transforms ```yuescript update = (dt) -> -- Attach camera transforms to layers before any updates for name, layer in pairs an.layers if layer.camera layer.camera\attach layer, layer.parallax_x, layer.parallax_y
all_objects = {an} all_objects[] = obj for obj in an\all! obj_early_update dt for obj in all_objects obj_update dt for obj in all_objects obj_late_update dt for obj in all_objects an\cleanup!
-- Detach camera transforms after all drawing is done for name, layer in pairs an.layers if layer.camera layer.camera\detach layer ```
E:\a327ex\Anchor\framework\main.yue
- Reorganized: W,H first, then camera, then layers
- Simplified to single game layer for testing
- Commented out (not removed) multi-layer and shader code ```yuescript -- Screen dimensions (must be before camera) W, H = 480, 270
-- Create camera first (layers will reference it) an\add camera!
-- Setup layers (only game for testing) game = an\layer 'game' -- game_2 = an\layer 'game_2' -- ... other layers commented out
draw = -> -- Simple single layer for testing game\render! game\draw! -- ... old multi-layer code commented out ```
E:\a327ex\Anchor\reference\camera-systems-research.md (new file)
- Comprehensive research on camera systems across 13 engines
- Documents common behaviors, unique features, recommended patterns
Errors and fixes:
- Typo
s.vinstead ofspring.v: Fixed by rewriting the spring.yue file with correct variable name- Complex false/nil camera logic: User said "just declare an.camera directly on layers instead of this very confusing false, nil distinction" - simplified to just
if layer.cameracheck- Removed code instead of commenting: User said "don't remove that code, just comment it out, we'll use it soon again" - redid the edit with comments
Problem Solving:
- Designed effect system where effects are child objects implementing
get_transforminterface- Solved camera transform order issue: need two pushes (center+zoom+rotation, then offset) because layer's push does TRS order
- Solved layer-camera binding timing: camera must be created before layers since
@camera = an.camerain layer constructorAll user messages:
- "Let's do spring, camera then shake. What's your plan of attack?"
- "OK, read the spring code in love-compare and tell me your thoughts."
- "I like being explicit with my code, so @scale there would be called @scale_spring, and if all springs are going to be called that, wouldn't having multiple strings inside one string object also work?"
- "Yep, always include 'main' by default whenever spring is added to the object."
- "Use local spring instead of s. Spring updates should probably be early, right? Don't need to require anchor.object"
- "This looks right, add it."
- "Change timer to not require anchor.object either, and document spring file like everything else is documented."
- "Now let's test it. Change the impulse block to be drawn a in new layer above game but below ui..."
- "Change the current outline to game_outline, and create game_2_outline..."
- "When a ball hits a wall and flashes its spring should also be pulled."
- "Great, it works, update @docs/PHASE_10_PROGRESS.md"
- "Yes. But first, research camera systems across multiple engines..."
- "Open it for me, please."
- "Let's do the essentials only, anything related to shake will be handled in the shake module later."
- "Read love-compare camera's module to get some ideas..."
- "Don't rely on the code you saw on love-compare too much, as that was wrong/different. Reason about each peace carefully."
- "Read shake as well in love-compare. Both handcam and shake as effects have to affect the object they're attached to..."
- "Sure, this makes sense." (agreeing to effect interface design)
- "OK, where do you envision attach/detach being called for each layer?"
- "OK, but what if the gameplay coder is drawing to layers arbitrarily in each object's update function?"
- "Layers storing camera references. Where will attach/detach happen in that case?"
- "Yes, have all layers by default point to an.camera, and by default have parallax_x, y = 1."
- "Yes." (to writing the files)
- "just declare an.camera directly on layers instead of this very confusing false, nil distinction"
- "Don't need game.camera = an.camera, camera is created already, so it can be set directly. Also new: (@w=W, @h=H)"
- "Yes, just comment out/disable every layer except game, disable shaders too. Let's test a single layer..."
- "don't remove that code, just comment it out, we'll use it soon again."
- "you also commented out the drawing of the game layer"
- "OK, are these all the edits? Can I test?"
Pending Tasks:
- Test the camera with simplified single-layer setup
- After testing works: implement follow, bounds, deadzone
- After camera is complete: implement shake module
- Update PHASE_10_PROGRESS.md with camera documentation
Current Work: Just completed setting up main.yue for camera testing with a single game layer. The changes made:
- W, H defined before camera creation
- Camera created with
an\add camera!- Only game layer active, others commented out
- All drawing goes to game layer
- Shaders commented out
- draw() simplified to just
game\render!andgame\draw!User's last message: "OK, are these all the edits? Can I test?" My response confirmed the edits looked correct with game\render! and game\draw! active.
Optional Next Step: Wait for user to test, then based on results either fix issues or proceed to add follow, bounds, and deadzone functionality to the camera. User explicitly said "let's get only attach/detach + conversions between screen and world coords going first" so those are the current test targets.
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\a76b7b1e-d54e-4043-84ec-8064e4af48a3.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.
Based on the summary, we were at the point where you were about to test the camera with the simplified single-layer setup. Let me verify the camera attach/detach logic is in place in 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→require 'anchor.timer'
21→require 'anchor.math'
22→require 'anchor.collider'
23→require 'anchor.spring'
24→require 'anchor.camera'
25→
26→--[[
27→ Root object for the framework.
28→
29→ All game objects should be children of 'an' (directly or nested).
30→ Resource registries (layers, images, fonts) live here.
... [609 more lines]
Everything is in place for testing. The init.yue has the camera attach/detach logic (lines 622-638):
- Attaches camera transforms before updates
- Detaches after all updates complete
All the pieces are ready:
camera.yue- attach/detach, coordinate conversion, effect collectionlayer.yue- stores@camera = an.cameraand parallax defaults of 1init.yue- attach/detach in update loopmain.yue- W,H before camera, single game layer for testing
You can test now. The camera should be working with the default position at center (W/2, H/2), zoom 1, rotation 0. The balls and walls should render as before since the camera starts centered on the viewport.
ERROR: .\anchor\camera.lua:162: attempt to perform arithmetic on a nil value (field 'rotation') stack traceback: .\anchor\camera.lua:162: in method 'attach' .\anchor\init.lua:626: in function 'update'
The bug is in get_effects. I used rot as the variable name but then used :rotation shorthand which looks for a variable named rotation. Let me fix it.
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
62→ - Iterates through children looking for get_transform method
63→ - Child effects (shake, handcam, etc.) return {x, y, rotation, zoom}
64→ - All effects are summed together
65→ ]]
66→ get_effects: =>
67→ ox, oy, rotation, zoom = 0, 0, 0, 0
68→ for child in *@children
69→ if child.get_transform
70→ t = child\get_transform!
71→ ox += t.x or 0
72→ oy += t.y or 0
73→ rotation += t.rotation or 0
74→ zoom += t.zoom or 0
75→ {x: ox, y: oy, :rotation, :zoom}
76→
77→ --[[
78→ Converts screen coordinates to world coordinates.
79→
Fixed. The variable was rot but the shorthand :rotation looks for rotation. Try again.
Now let me move the camera using WASD or arrows.
Edit (E:\a327ex\Anchor\framework\anchor\main.yue)
<tool_use_error>File does not exist.</tool_use_error>
Edit (E:\a327ex\Anchor\framework\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
you should not need to calculate dt manually
You're right. The action callback should receive dt. Let me check how actions work - they likely receive dt as a parameter.
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
... [476 more lines]
I see - actions receive (self, dt) as arguments (line 242, 279). The action callback gets dt passed to it.
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:
167→ layer\push @x, @y, angle, scale, scale
168→ layer\image an.images.ball, 0, 0, nil, @flash and white or nil
169→ layer\pop!
170→
171→-- Spawn ball on K, impulse on P, camera movement with WASD/arrows
172→an\action (dt) =>
173→ if key_is_pressed 'k'
174→ spawn_x = left_wall_x + wall_width + ball_radius + 20
175→ spawn_y = wall_top - ball_radius - 5
176→ an\add ball spawn_x, spawn_y
177→
178→ if key_is_pressed 'p'
179→ for b in *an\all 'ball'
180→ b.collider\apply_impulse 200, 0
181→
182→ camera_speed = 200
183→ if key_is_down('w') or key_is_down('up')
184→ an.camera.y -= camera_speed * dt
185→ if key_is_down('s') or key_is_down('down')
186→ an.camera.y += camera_speed * dt
187→ if key_is_down('a') or key_is_down('left')
188→ an.camera.x -= camera_speed * dt
189→ if key_is_down('d') or key_is_down('right')
190→ an.camera.x += camera_speed * dt
191→
192→-- Handle collisions
193→an\early_action 'handle_collisions', =>
194→ for event in *an\collision_begin_events 'ball', 'impulse_block'
Done. Now the action receives dt as a parameter. WASD or arrow keys will move the camera at 200 pixels per second.
Perfect, works. Add back all the other layers.
Read (E:\a327ex\Anchor\framework\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→-- Screen dimensions (must be before camera)
6→W, H = 480, 270
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→
11→-- Setup layers (only game for testing)
12→game = an\layer 'game'
13→-- game_2 = an\layer 'game_2'
14→-- bg = an\layer 'bg'
15→-- shadow = an\layer 'shadow'
16→-- game_outline = an\layer 'game_outline'
17→-- game_2_outline = an\layer 'game_2_outline'
18→-- ui = an\layer 'ui'
19→
20→-- Resources
21→an\font 'main', 'assets/LanaPixel.ttf', 11
22→an\image 'ball', 'assets/slight_smile.png'
23→-- an\shader 'shadow', 'shaders/shadow.frag'
24→-- an\shader 'outline', 'shaders/outline.frag'
25→
26→-- Initialize physics
27→an\physics_init!
28→an\physics_set_gravity 0, 500
29→an\physics_set_meter_scale 64
30→
... [246 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:
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→
11→-- Setup layers
12→game = an\layer 'game'
13→game_2 = an\layer 'game_2'
14→bg = an\layer 'bg'
15→shadow = an\layer 'shadow'
16→game_outline = an\layer 'game_outline'
17→game_2_outline = an\layer 'game_2_outline'
18→ui = an\layer 'ui'
19→
20→-- Resources
21→an\font 'main', 'assets/LanaPixel.ttf', 11
22→an\image 'ball', 'assets/slight_smile.png'
23→an\shader 'shadow', 'shaders/shadow.frag'
24→an\shader 'outline', 'shaders/outline.frag'
25→
26→-- Initialize physics
27→an\physics_init!
28→an\physics_set_gravity 0, 500
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:
223→ ball.flash = true
224→ ball.timer\after 0.15, 'flash', -> ball.flash = false
225→ ball.spring\pull 'main', 0.2
226→
227→-- Queue draw commands during update
228→an\late_action 'draw', =>
229→ -- Draw background
230→ bg\rectangle 0, 0, W, H, bg_color
231→
232→ -- Draw all drawable objects to game layer
233→ for obj in *an\all 'drawable'
234→ obj\draw game
235→
236→ -- Draw impulse blocks to game_2 layer
237→ for obj in *an\all 'impulse_block'
238→ obj\draw game_2
239→
240→ -- Draw slowing zone to ui layer
241→ for zone in *an\all 'slowing_zone'
242→ zone\draw ui
243→
244→-- Global draw function - called by C after update
245→-- Handles: render source layers, create derived layers, composite to screen
246→draw = ->
247→ -- 1. Render source layers (process queued commands to FBOs)
248→ bg\render!
249→ game\render!
250→ game_2\render!
251→ ui\render!
... [21 more lines]
Done. All layers restored:
bg,game,game_2,shadow,game_outline,game_2_outline,ui- Shaders loaded (
shadow,outline) - Full draw function with shadow/outline compositing
Now add following and boudaries, and make it so that whenever a new ball is spawned it becomes the follow target. The boundaries should be slightly higher than the background's size.
I'll add follow and bounds to the camera class.
Read (E:\a327ex\Anchor\framework\anchor\camera.yue)
1→global *
2→
3→--[[
4→ Camera child object for viewport control.
5→
6→ Usage:
7→ an\add camera 480, 270
8→ an.camera.x = 100
9→ an.camera.y = 200
10→ an.camera.zoom = 2
11→
12→ Camera is added as a child object, typically to 'an'.
13→ Layers automatically use an.camera by default (configurable via layer.camera).
14→
15→ Camera methods:
16→ attach - Apply camera transform to a layer (called automatically)
17→ detach - Remove camera transform from a layer (called automatically)
18→ to_world - Convert screen coordinates to world coordinates
19→ to_screen - Convert world coordinates to screen coordinates
20→ get_effects - Collect transform effects from child objects
21→
22→ Properties:
23→ x, y - Camera center position in world coordinates
24→ w, h - Viewport dimensions
25→ rotation - Rotation in radians
26→ zoom - Zoom level (1 = normal, 2 = 2x magnification)
27→ mouse - Table with x, y of mouse in world coordinates
28→]]
29→class camera extends object
30→ --[[
... [163 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
41→ - Camera starts centered at (w/2, h/2)
42→ - Zoom defaults to 1, rotation to 0
43→ - Mouse position in world coords updated each frame
44→ ]]
45→ new: (@w=W, @h=H) =>
46→ super 'camera'
47→ @x = @w / 2
48→ @y = @h / 2
49→ @rotation = 0
50→ @zoom = 1
51→ @mouse = {x: 0, y: 0}
52→ @follow_target = nil
53→ @follow_speed = 8
54→ @bounds = nil
55→
56→ --[[
57→ Collects transform effects from children that implement get_transform.
58→
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
184→ detach: (layer) =>
185→ layer\pop!
186→ layer\pop!
187→
188→ --[[
189→ Sets the target for the camera to follow.
190→
191→ Usage:
192→ camera\follow player
193→ camera\follow player, 10 -- faster follow
194→
195→ Parameters:
196→ target - Object with x, y properties
197→ speed - Follow speed (default: 8, higher = faster)
198→
199→ Behavior:
200→ - Camera lerps towards target position each frame
201→ - Pass nil to stop following
202→ ]]
203→ follow: (target, speed) =>
204→ @follow_target = target
205→ @follow_speed = speed if speed
206→
207→ --[[
208→ Sets the camera bounds.
209→
210→ Usage:
211→ camera\set_bounds -50, W + 50, -50, H + 50
212→
... [36 more lines]
Now I'll update main.yue to set bounds and follow new balls.
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:
4→
5→-- Screen dimensions (must be before camera)
6→W, H = 480, 270
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→an.camera\set_bounds -50, W + 50, -50, H + 50
11→
12→-- Setup layers
13→game = an\layer 'game'
14→game_2 = an\layer 'game_2'
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:
170→ layer\pop!
171→
172→-- Spawn ball on K, impulse on P, camera movement with WASD/arrows
173→an\action (dt) =>
174→ if key_is_pressed 'k'
175→ spawn_x = left_wall_x + wall_width + ball_radius + 20
176→ spawn_y = wall_top - ball_radius - 5
177→ new_ball = an\add ball spawn_x, spawn_y
178→ an.camera\follow new_ball
179→
180→ if key_is_pressed 'p'
181→ for b in *an\all 'ball'
182→ b.collider\apply_impulse 200, 0
Done. Added:
camera\follow target, speed- lerps camera towards target (speed default 8)camera\set_bounds min_x, max_x, min_y, max_y- clamps camera position- Bounds set to -50 to W+50, -50 to H+50
- New balls become the follow target on spawn
ERROR: .\anchor\math.lua:18: attempt to perform arithmetic on a nil value (local 'destination') stack traceback: .\anchor\math.lua:18: in function 'math.lerp' .\anchor\camera.lua:235: in method 'early_update' .\anchor\object.lua:383: in method '_early_update' .\anchor\init.lua:630: in function 'update'
When I add a new ball.
The issue is that an\add returns an (for chaining), not the child. So new_ball is actually an, which doesn't have x.
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:
170→ layer\pop!
171→
172→-- Spawn ball on K, impulse on P, camera movement with WASD/arrows
173→an\action (dt) =>
174→ if key_is_pressed 'k'
175→ spawn_x = left_wall_x + wall_width + ball_radius + 20
176→ spawn_y = wall_top - ball_radius - 5
177→ new_ball = ball spawn_x, spawn_y
178→ an\add new_ball
179→ an.camera\follow new_ball
180→
181→ if key_is_pressed 'p'
182→ for b in *an\all 'ball'
183→ b.collider\apply_impulse 200, 0
Fixed. Create the ball first, then add it, then follow it.
Now add following with lead.
I'll add lead functionality that looks ahead based on target velocity.
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
48→ @y = @h / 2
49→ @rotation = 0
50→ @zoom = 1
51→ @mouse = {x: 0, y: 0}
52→ @follow_target = nil
53→ @follow_speed = 8
54→ @follow_lead = 0
55→ @bounds = nil
56→
57→ --[[
58→ Collects transform effects from children that implement get_transform.
59→
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
185→ detach: (layer) =>
186→ layer\pop!
187→ layer\pop!
188→
189→ --[[
190→ Sets the target for the camera to follow.
191→
192→ Usage:
193→ camera\follow player
194→ camera\follow player, 10 -- faster follow
195→ camera\follow player, 8, 0.5 -- with lead
196→
197→ Parameters:
198→ target - Object with x, y properties (and optionally collider for velocity)
199→ speed - Follow speed (default: 8, higher = faster)
200→ lead - Lead multiplier (default: 0, how far ahead to look based on velocity)
201→
202→ Behavior:
203→ - Camera lerps towards target position each frame
204→ - If lead > 0 and target has a collider, camera looks ahead in movement direction
205→ - Pass nil to stop following
206→ ]]
207→ follow: (target, speed, lead) =>
208→ @follow_target = target
209→ @follow_speed = speed if speed
210→ @follow_lead = lead if lead
211→
212→ --[[
213→ Sets the camera bounds.
... [1 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
233→ Internal: updates follow, bounds, and mouse world position each frame.
234→
235→ Called automatically during early_update phase.
236→ ]]
237→ early_update: (dt) =>
238→ -- Follow target
239→ if @follow_target and not @follow_target.dead
240→ target_x = @follow_target.x
241→ target_y = @follow_target.y
242→ -- Add lead based on velocity
243→ if @follow_lead > 0 and @follow_target.collider
244→ vx, vy = @follow_target.collider\get_velocity!
245→ target_x += vx * @follow_lead
246→ target_y += vy * @follow_lead
247→ @x = math.lerp @follow_speed * dt, @x, target_x
248→ @y = math.lerp @follow_speed * dt, @y, target_y
249→
250→ -- Apply bounds
251→ if @bounds
252→ half_w = @w / (2 * @zoom)
Now update main.yue to use lead.
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:
175→ spawn_x = left_wall_x + wall_width + ball_radius + 20
176→ spawn_y = wall_top - ball_radius - 5
177→ new_ball = ball spawn_x, spawn_y
178→ an\add new_ball
179→ an.camera\follow new_ball, 8, 0.5
180→
181→ if key_is_pressed 'p'
182→ for b in *an\all 'ball'
183→ b.collider\apply_impulse 200, 0
Done. Added lead:
camera\follow target, speed, lead- lead multiplier offsets camera ahead byvelocity * lead- Ball follow now uses
speed=8, lead=0.5
Now remove bounds.
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
I mean remove the bounds set in main.yue.
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:
4→
5→-- Screen dimensions (must be before camera)
6→W, H = 480, 270
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→
11→-- Setup layers
12→game = an\layer 'game'
13→game_2 = an\layer 'game_2'
Done.
Speed = 2, lead = 0. What does speed signify actually? I need to be able to think intuitively about these numbers.
The speed is roughly the inverse of the "time constant" - how many times per second the camera closes 63% of the remaining distance to the target.
speed = 1: closes 63% of the gap in ~1 secondspeed = 2: closes 63% of the gap in ~0.5 secondsspeed = 8: closes 63% of the gap in ~0.125 seconds
It's exponential decay - camera approaches but never quite reaches the target. Higher speed = snappier, lower = floatier.
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:
174→ spawn_x = left_wall_x + wall_width + ball_radius + 20
175→ spawn_y = wall_top - ball_radius - 5
176→ new_ball = ball spawn_x, spawn_y
177→ an\add new_ball
178→ an.camera\follow new_ball, 2, 0
179→
180→ if key_is_pressed 'p'
181→ for b in *an\all 'ball'
182→ b.collider\apply_impulse 200, 0
Done. Speed 2 means the camera closes 63% of the distance to the ball in about half a second.
Read math.lua in love-compare, there's a lerp function there that uses p, t arguments, I believe? Those were intuitive to me, I'd like to also use them here.
Glob (/love-compare//math.lua)
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]
I see math.lerp_dt at line 428:
-- p is the percentage distance covered to the target (0.9 = 90%)
-- t is how long it takes to cover that percentage
-- x = math.lerp_dt(0.9, 1, dt, x, 100) -> covers 90% of distance in 1 second
function math.lerp_dt(p, t, dt, src, dst)
return math.lerp(1 - (1-p)^(dt/t), src, dst)
end
Much more intuitive! "Cover 90% of the distance in 1 second" vs an abstract speed number. Let me add this and update the camera.
Edit (E:\a327ex\Anchor\framework\anchor\math.yue)
The file E:\a327ex\Anchor\framework\anchor\math.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
12→-- Amplitude and period for elastic easing
13→amplitude = 1
14→period = 0.0003
15→
16→-- Linearly interpolates between source and destination with lerp value t
17→math.lerp = (t, source, destination) ->
18→ source * (1 - t) + destination * t
19→
20→-- Framerate-independent linear interpolation between source and destination
21→-- p is the percentage distance covered (0.9 = 90%)
22→-- t is how long it takes to cover that percentage
23→-- Examples:
24→-- x = math.lerp_dt 0.9, 1, dt, x, 100 -> covers 90% of distance in 1 second
25→-- x = math.lerp_dt 0.5, 0.5, dt, x, 100 -> covers 50% of distance in 0.5 seconds
26→math.lerp_dt = (p, t, dt, source, destination) ->
27→ math.lerp 1 - (1 - p)^(dt / t), source, destination
28→
29→-- Clamps value between min and max
30→math.clamp = (value, min, max) ->
31→ if value < min then min
32→ elseif value > max then max
33→ else value
34→
Now update the camera to use lerp_dt with p and t parameters.
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
48→ @y = @h / 2
49→ @rotation = 0
50→ @zoom = 1
51→ @mouse = {x: 0, y: 0}
52→ @follow_target = nil
53→ @follow_lerp = 0.9
54→ @follow_lerp_time = 0.5
55→ @follow_lead = 0
56→ @bounds = nil
57→
58→ --[[
59→ Collects transform effects from children that implement get_transform.
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
186→ detach: (layer) =>
187→ layer\pop!
188→ layer\pop!
189→
190→ --[[
191→ Sets the target for the camera to follow.
192→
193→ Usage:
194→ camera\follow player
195→ camera\follow player, 0.9, 0.3 -- cover 90% of distance in 0.3 seconds
196→ camera\follow player, 0.9, 0.5, 0.1 -- with lead
197→
198→ Parameters:
199→ target - Object with x, y properties (and optionally collider for velocity)
200→ lerp - Percentage of distance to cover (default: 0.9 = 90%)
201→ lerp_time - Time in seconds to cover that percentage (default: 0.5)
202→ lead - Lead multiplier (default: 0, how far ahead to look based on velocity)
203→
204→ Behavior:
205→ - Camera lerps towards target position each frame
206→ - If lead > 0 and target has a collider, camera looks ahead in movement direction
207→ - Pass nil to stop following
208→ ]]
209→ follow: (target, lerp, lerp_time, lead) =>
210→ @follow_target = target
211→ @follow_lerp = lerp if lerp
212→ @follow_lerp_time = lerp_time if lerp_time
213→ @follow_lead = lead if lead
214→
... [3 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The file E:\a327ex\Anchor\framework\anchor\camera.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
236→ Internal: updates follow, bounds, and mouse world position each frame.
237→
238→ Called automatically during early_update phase.
239→ ]]
240→ early_update: (dt) =>
241→ -- Follow target
242→ if @follow_target and not @follow_target.dead
243→ target_x = @follow_target.x
244→ target_y = @follow_target.y
245→ -- Add lead based on velocity
246→ if @follow_lead > 0 and @follow_target.collider
247→ vx, vy = @follow_target.collider\get_velocity!
248→ target_x += vx * @follow_lead
249→ target_y += vy * @follow_lead
250→ @x = math.lerp_dt @follow_lerp, @follow_lerp_time, dt, @x, target_x
251→ @y = math.lerp_dt @follow_lerp, @follow_lerp_time, dt, @y, target_y
252→
253→ -- Apply bounds
254→ if @bounds
255→ half_w = @w / (2 * @zoom)
Now update main.yue to use the new signature.
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:
174→ spawn_x = left_wall_x + wall_width + ball_radius + 20
175→ spawn_y = wall_top - ball_radius - 5
176→ new_ball = ball spawn_x, spawn_y
177→ an\add new_ball
178→ an.camera\follow new_ball
179→
180→ if key_is_pressed 'p'
181→ for b in *an\all 'ball'
182→ b.collider\apply_impulse 200, 0
Done. Now using math.lerp_dt with intuitive parameters:
follow_lerp = 0.9- cover 90% of the distancefollow_lerp_time = 0.5- in 0.5 seconds
So "cover 90% of the distance to target in half a second" - much clearer than an abstract speed number.
Copy over all lerp functions from math, and document all math functions like everything else is documented. Don't do the easing functions though.
Read (E:\a327ex\Anchor\framework\anchor\math.yue)
1→global *
2→
3→-- Constants for easing functions
4→PI = math.pi
5→PI2 = math.pi / 2
6→LN2 = math.log 2
7→LN210 = 10 * math.log 2
8→
9→-- Overshoot for back easing
10→overshoot = 1.70158
11→
12→-- Amplitude and period for elastic easing
13→amplitude = 1
14→period = 0.0003
15→
16→-- Linearly interpolates between source and destination with lerp value t
17→math.lerp = (t, source, destination) ->
18→ source * (1 - t) + destination * t
19→
20→-- Framerate-independent linear interpolation between source and destination
21→-- p is the percentage distance covered (0.9 = 90%)
22→-- t is how long it takes to cover that percentage
23→-- Examples:
24→-- x = math.lerp_dt 0.9, 1, dt, x, 100 -> covers 90% of distance in 1 second
25→-- x = math.lerp_dt 0.5, 0.5, dt, x, 100 -> covers 50% of distance in 0.5 seconds
26→math.lerp_dt = (p, t, dt, source, destination) ->
27→ math.lerp 1 - (1 - p)^(dt / t), source, destination
28→
29→-- Clamps value between min and max
30→math.clamp = (value, min, max) ->
... [313 more lines]
I'll rewrite the math.yue file with proper documentation for the utility functions and add the angle lerp functions.
Edit (E:\a327ex\Anchor\framework\anchor\math.yue)
The file E:\a327ex\Anchor\framework\anchor\math.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→--[[
4→ Math utility functions and easing curves.
5→
6→ Utility functions:
7→ lerp, lerp_dt - Linear interpolation
8→ lerp_angle, lerp_angle_dt - Angle interpolation with wrapping
9→ clamp - Clamp value to range
10→ loop - Loop value within range (for angles)
11→
12→ Easing functions:
13→ linear, sine_*, quad_*, cubic_*, quart_*, quint_*,
14→ expo_*, circ_*, bounce_*, back_*, elastic_*
15→]]
16→
17→-- Constants for easing functions
18→PI = math.pi
19→PI2 = math.pi / 2
20→LN2 = math.log 2
21→LN210 = 10 * math.log 2
22→
23→-- Overshoot for back easing
24→overshoot = 1.70158
25→
26→-- Amplitude and period for elastic easing
27→amplitude = 1
28→period = 0.0003
29→
... [132 more lines]
Done. Added:
math.loop- loops value within range (needed by angle lerp)math.lerp_angle- interpolates angles taking shortest pathmath.lerp_angle_dt- framerate-independent angle interpolation
All utility functions now have full documentation blocks with usage examples, parameters, return values, and behavior notes. Easing functions left as-is.
What are the values on how much the ball is being followed now?
The defaults set in camera.yue:
follow_lerp = 0.9(cover 90% of distance)follow_lerp_time = 0.5(in 0.5 seconds)follow_lead = 0(no lead)
In main.yue, we're just calling an.camera\follow new_ball with no overrides, so it uses those defaults.
Change it to 0.9, 0.1. Is lead affected by these lerp values?
Edit (E:\a327ex\Anchor\framework\anchor\camera.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
in main.yue
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:
174→ spawn_x = left_wall_x + wall_width + ball_radius + 20
175→ spawn_y = wall_top - ball_radius - 5
176→ new_ball = ball spawn_x, spawn_y
177→ an\add new_ball
178→ an.camera\follow new_ball, 0.9, 0.1
179→
180→ if key_is_pressed 'p'
181→ for b in *an\all 'ball'
182→ b.collider\apply_impulse 200, 0
Done.
Regarding lead: it's not directly affected by lerp values, but they interact:
- Lead offsets the target position by
velocity * lead(so lead=0.5 with velocity 200px/s → target is 100px ahead) - Lerp values control how quickly the camera catches up to that offset target
With fast lerp (0.9, 0.1), camera snaps quickly to the lead position. With slow lerp, camera lags behind even the lead-adjusted target.
Perfect. Now, do this all in main.yue, create a spring that will affect the camera's rotation. When I press R, I should pull on the spring and it should rotate the camera a little until it goes back to resting.
Read (E:\a327ex\Anchor\framework\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→-- Screen dimensions (must be before camera)
6→W, H = 480, 270
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→
11→-- Setup layers
12→game = an\layer 'game'
13→game_2 = an\layer 'game_2'
14→bg = an\layer 'bg'
15→shadow = an\layer 'shadow'
16→game_outline = an\layer 'game_outline'
17→game_2_outline = an\layer 'game_2_outline'
18→ui = an\layer 'ui'
19→
20→-- Resources
21→an\font 'main', 'assets/LanaPixel.ttf', 11
22→an\image 'ball', 'assets/slight_smile.png'
23→an\shader 'shadow', 'shaders/shadow.frag'
24→an\shader 'outline', 'shaders/outline.frag'
25→
26→-- Initialize physics
27→an\physics_init!
28→an\physics_set_gravity 0, 500
29→an\physics_set_meter_scale 64
30→
... [20 more lines]
Edit (E:\a327ex\Anchor\framework\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
camera_rotation is more specific
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:
4→
5→-- Screen dimensions (must be before camera)
6→W, H = 480, 270
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→an\add spring!
11→an.spring\add 'camera_rotation', 0
12→
13→-- Setup layers
14→game = an\layer 'game'
15→game_2 = an\layer 'game_2'
16→bg = an\layer 'bg'
17→shadow = an\layer 'shadow'
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:
169→ layer\push @x, @y, angle, scale, scale
170→ layer\image an.images.ball, 0, 0, nil, @flash and white or nil
171→ layer\pop!
172→
173→-- Spawn ball on K, impulse on P, camera movement with WASD/arrows
174→an\action (dt) =>
175→ if key_is_pressed 'k'
176→ spawn_x = left_wall_x + wall_width + ball_radius + 20
177→ spawn_y = wall_top - ball_radius - 5
178→ new_ball = ball spawn_x, spawn_y
179→ an\add new_ball
180→ an.camera\follow new_ball, 0.9, 0.1
181→
182→ if key_is_pressed 'p'
183→ for b in *an\all 'ball'
184→ b.collider\apply_impulse 200, 0
185→
186→ if key_is_pressed 'r'
187→ an.spring\pull 'camera_rotation', 0.3
188→
189→ an.camera.rotation = an.spring.camera_rotation.x
190→
191→ camera_speed = 200
192→ if key_is_down('w') or key_is_down('up')
193→ an.camera.y -= camera_speed * dt
Looking at the spring code:
add: (name, x=0, k=100, d=10) =>
Default is 0. But the 'main' spring is special - it's added with value 1 in the constructor (for scale effects).
We're explicitly passing 0 with an.spring\add 'camera_rotation', 0, so it should start at rest with no rotation. That's correct behavior.
0.3 is hard to reason as an angle, how much is it rotating by?
0.3 radians ≈ 17 degrees.
For reference:
math.pi / 12= 15°math.pi / 6= 30°math.pi / 4= 45°
Want me to change it to use math.pi for clarity?
Yes. Is there a similarly intuitive way we can think of spring pulls like I did for lerp and time? Like, pull on this springs by this amount such that it oscillates up to a maximum/minimum of maybe specified amounts, over however many seconds. The k/d variables are not intuitive at all as modifiers. You can search the internet for this and take as much time as you need.
WebSearch (spring animation intuitive parameters duration damping ratio frequency instead of stiffness)
Web search results for query: "spring animation intuitive parameters duration damping ratio frequency instead of stiffness"
Links: [{"title":"Effortless UI Spring Animations: A Two-Parameter Approach","url":"https://www.kvin.me/posts/effortless-ui-spring-animations"},{"title":"Demystifying UIKit Spring Animations | by Christian Schnorr | iOS App Development | Medium","url":"https://medium.com/ios-os-x-development/demystifying-uikit-spring-animations-2bb868446773"},{"title":"Designing interaction — spring animations | by Patricio Reyes | Medium","url":"https://medium.com/@patoreyes23/designing-interaction-spring-animations-c8b8788a4b2a"},{"title":"The physics behind spring animations - The Blog of Maxime Heckel","url":"https://blog.maximeheckel.com/posts/the-physics-behind-spring-animations/"},{"title":"How does spring animation duration work? | Figma Forum","url":"https://forum.figma.com/t/how-does-spring-animation-duration-work/28777"},{"title":"Spring Launch Animation: Physics Concepts Explained","url":"https://educationalvoice.co.uk/spring-launch-animation/"},{"title":"GitHub - GetStream/swiftui-spring-animations: This repository serves as your reference and complete guide for SwiftUI Spring Animations. It demonstrates use cases for the various types of spring animations and spring parameters. No more guessing the values of the parameters for spring animations you create for your next iOS app.","url":"https://github.com/GetStream/swiftui-spring-animations"},{"title":"How Figma put the bounce in spring animations | Figma Blog","url":"https://www.figma.com/blog/how-we-built-spring-animations/"},{"title":"animate(withDuration:delay:usingSpringWithDamping:initialSpringVelocity:options:animations:completion:) | Apple Developer Documentation","url":"https://developer.apple.com/documentation/uikit/uiview/1622594-animatewithduration"},{"title":"Animate movement using spring physics | Views | Android Developers","url":"https://developer.android.com/develop/ui/views/animations/spring-animation"}]
Based on the search results, here's what I found about using more intuitive parameters for spring animations:
## The Problem with Traditional Physics Parameters
Using parameters like mass, stiffness, and damping can be both time-consuming and unintuitive.(no content)"It turns out that tweaking mass, stiffness, and damping by hand can be pretty tricky. While these parameters represent physical constants, we as UI designers working with animations don't necessarily think in terms of pure physics. We want animations to be faster or slower, to be more bouncy, or to have less overshoot."(no content)Springs that use mass, stiffness, and damping do not depend on time. The absence of duration makes working with these springs difficult because their motion is unpredictable.
## More Intuitive Alternative Parameters
### 1. **Damping Ratio + Frequency Response** (Apple's Approach)
In the 2018 WWDC Session "Designing Fluid Interfaces," Apple suggested using a different set of parameters that are much more design-friendly: damping ratio and frequency response.(no content)The damping ratio is the ratio of the actual damping coefficient to the critical damping coefficient. A damping ratio of 0 therefore describes an undamped system, while a damping ratio of 1 describes a critically damped system.(no content)To transform our model we take the damping ratio and frequency response equations and solve for spring stiffness (k) and damping coefficient (q). Then, if we set the mass to a constant value of 1, we can control the function using only our two design parameters.
### 2. **Bounce + Perceptual Duration** (Two-Parameter Approach)
By using just two parameters—bounce and perceptual duration—you can simplify the process of creating spring animations, making it more intuitive and efficient for designers and developers.(no content)At 0%, the animation transitions smoothly from one point to another. At 100%, the animation continues to bounce back and forth indefinitely. You can adjust the bounce to achieve the desired amount of springiness.
### 3. **SwiftUI's Response + Damping Fraction** (iOS 17+)
Response: It controls how quickly an animating property value will try to get to a target. You can use the response to create an infinitely-stiff spring by setting its value to zero.(no content)Damping Fraction: Damping fraction causes a gradual reduction in the spring's oscillation. Using damping fraction, you can define how rapidly the oscillations decay from one bounce to the next.
## Conversion Formulas
The conversion formulas are: mass = 1, stiffness = (2π ÷ perceptualDuration)², and damping depends on whether bounce is positive or negative.
## Platform-Specific Implementations
- **Figma**: By boiling down the number of variables from three (mass, stiffness, and damping) to two (horizontal and vertical dragging), they created a simple and intuitive spatial model for animators and designers.
- **Android**: In a spring-based animation, the SpringForce class lets you customize spring's stiffness, its damping ratio, and its final position.
... [6 more lines]
WebFetch (https://www.kvin.me/posts/effortless-ui-spring-animations)
# Spring Animation Parameter Conversion Formulas
Based on the article, here are the correct equations for converting bounce and perceptual duration to physics parameters:
## Conversion Formulas
```
mass = 1
stiffness = (2π ÷ perceptualDuration) ^ 2
damping = ((1 - bounce) × 4π) ÷ perceptualDuration, when bounce ≥ 0
damping = 4π ÷ (perceptualDuration × (1 + bounce)), when bounce < 0
```
## Context
The article notes that "equations for converting bounce and perceptual duration to mass, stiffness, and damping are provided" in Apple's WWDC presentation, but those were incorrect. The corrected formulas came from a thread on the Apple Developer Forum.
## Key Parameters
- **Bounce**: Ranges from 0% (smooth transition) to 100% (indefinite oscillation)
- **Perceptual Duration**: The duration of the animation's key motion, remaining "predictable and consistent" even when bounce changes
- **Mass**: Fixed at 1 for simplification
- **Stiffness (k)**: Controls spring frequency based on duration
- **Damping (d)**: Controls oscillation based on bounce percentage
## Implementation
The author developed two web animation tools utilizing these parameters: a CSS Spring Easing Generator and a Tailwind spring plugin, both available on their site.
WebFetch (https://blog.maximeheckel.com/posts/the-physics-behind-spring-animations/)
# Spring Animation Physics: From Intuitive to Physics Parameters
The article provides the foundational physics equations but doesn't explicitly show conversion formulas between intuitive parameters (damping ratio, natural frequency) and the physics coefficients.
## What the Article Establishes
The piece defines spring force using **Hooke's Law**: `F = -k*x`, where k is stiffness. It also introduces damping force as `Fd = -d*v`, where d is the damping coefficient.
The acceleration formula combines both: `a = (Fspring + Fdamping) / mass`, which becomes `a = (-k*x - d*v) / m`.
## Missing Conversion Formulas
The article doesn't provide explicit conversions between:
- **Damping ratio** (ζ, zeta) — a normalized measure (0 = underdamped, 1 = critically damped)
- **Natural angular frequency** (ωₙ) — oscillation frequency without damping
To those physics parameters directly, the relationships would be:
- `k = m * ωₙ²`
- `d = 2 * ζ * m * ωₙ`
The article focuses on practical implementation using Framer Motion's direct parameters (stiffness, mass, damping) rather than deriving these intermediate relationships. Developers adjust mass, stiffness, and damping values empirically using the playground visualization provided.
WebFetch (https://medium.com/ios-os-x-development/demystifying-uikit-spring-animations-2bb868446773)
Request failed with status code 403
Found it. The intuitive approach uses duration and bounce:
Parameters:
duration- How long until the spring settles (in seconds)bounce- How much overshoot (0 = no overshoot, 0.5 = moderate bounce, 1 = oscillates forever)
Conversion formulas (with mass = 1):
k = (2π / duration)²
d = 4π × (1 - bounce) / duration
So you could say:
- "Settle in 0.3 seconds with moderate bounce (0.5)"
- "Settle in 1 second with no overshoot (0)"
This maps directly to our spring. Want me to:
- Add a helper to create springs with
durationandbounceparameters? - Add a
pullvariant that lets you specify the max amplitude the spring should reach?
For the pull amplitude, that's trickier since it depends on the spring's current state, but we could approximate it.
Sources:
How would it be approximated?
For a spring at rest, when you pull it by amount P:
- Undamped (bounce=1): Oscillates between +P and -P forever
- Damped (bounce<1): First peak is P, then decays each cycle
So the pull amount is approximately the max amplitude for the initial displacement. If you want the camera to rotate up to 15°, pull by 15° (in radians: math.pi/12).
The complication is if you want to specify the opposite peak (how far it swings past zero). That depends on damping ratio:
opposite_peak ≈ pull × e^(-π × ζ / √(1-ζ²))
Where ζ = 1 - bounce.
For example with bounce=0.5 (ζ=0.5):
- Pull by 0.26 radians (15°)
- First opposite peak ≈ 0.26 × 0.16 ≈ 0.04 radians (2.4°)
Practical approach: Just specify pull as the initial max displacement. If you want 15° of rotation, pull by math.pi/12. The bounce parameter controls how much it oscillates back.
Want me to add a spring constructor/method that takes duration and bounce instead of k and d?
Sure.
Read (E:\a327ex\Anchor\framework\anchor\spring.yue)
1→global *
2→
3→--[[
4→ Spring child object for damped spring animations.
5→
6→ Usage:
7→ @\add spring!
8→ @spring\add 'scale', 1, 200, 10
9→ @spring\pull 'scale', 0.5
10→
11→ Spring is added as a child object. When the parent dies, the spring dies automatically.
12→ A default 'main' spring at value 1 is created on construction.
13→
14→ Springs are accessed directly: @spring.main.x, @spring.scale.x
15→
16→ Spring methods:
17→ add - Add a named spring
18→ pull - Apply impulse to a spring
19→ set_target - Change resting point
20→ at_rest - Check if spring has settled
21→]]
22→class spring extends object
23→ --[[
24→ Creates a new spring container with default 'main' spring.
25→
26→ Usage:
27→ @\add spring!
28→
29→ The spring is automatically named 'spring' and accessible as @spring on the parent.
30→ A 'main' spring at value 1 is created by default.
... [115 more lines]
I'll add a helper function that converts duration/bounce to k/d, so you can use it with add and pull.
Edit (E:\a327ex\Anchor\framework\anchor\spring.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
the gameplay coder does not need to interface with k, d values anymore, so these conversions are only necessary if you can't do it another way, otherwise they can be internal/hidden.
You're right. I'll change the API so add and pull take duration/bounce directly, with k/d conversion hidden internally.
Edit (E:\a327ex\Anchor\framework\anchor\spring.yue)
The file E:\a327ex\Anchor\framework\anchor\spring.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→--[[
4→ Spring child object for damped spring animations.
5→
6→ Usage:
7→ @\add spring!
8→ @spring\add 'scale', 1, 0.3, 0.5 -- settles in 0.3s, moderate bounce
9→ @spring\pull 'scale', 0.5
10→
11→ Spring is added as a child object. When the parent dies, the spring dies automatically.
12→ A default 'main' spring at value 1 is created on construction.
13→
14→ Springs are accessed directly: @spring.main.x, @spring.scale.x
15→
16→ Spring methods:
17→ add - Add a named spring with duration/bounce
18→ pull - Apply impulse to a spring
19→ set_target - Change resting point
20→ at_rest - Check if spring has settled
21→]]
22→class spring extends object
23→ --[[
24→ Creates a new spring container with default 'main' spring.
25→
26→ Usage:
27→ @\add spring!
28→
29→ The spring is automatically named 'spring' and accessible as @spring on the parent.
... [74 more lines]
Now let me update main.yue to use the new intuitive parameters.
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:
6→W, H = 480, 270
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→an\add spring!
11→an.spring\add 'camera_rotation', 0, 0.5, 0.5 -- settles in 0.5s, moderate bounce
12→
13→-- Setup layers
14→game = an\layer 'game'
15→game_2 = an\layer 'game_2'
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:
182→ if key_is_pressed 'p'
183→ for b in *an\all 'ball'
184→ b.collider\apply_impulse 200, 0
185→
186→ if key_is_pressed 'r'
187→ an.spring\pull 'camera_rotation', math.pi / 12 -- 15 degrees
188→
189→ an.camera.rotation = an.spring.camera_rotation.x
190→
191→ camera_speed = 200
Done. The spring API now uses intuitive parameters:
add 'camera_rotation', 0, 0.5, 0.5→ starts at 0, settles in 0.5s, moderate bouncepull 'camera_rotation', math.pi/12→ rotates 15 degrees
You can now think in terms of:
- "This should settle in half a second with moderate bounce"
- "Pull it by 15 degrees"
Anything else using springs in main.yue?
Grep (spring)
10:an\add spring!
11:an.spring\add 'camera_rotation', 0, 0.5, 0.5 -- settles in 0.5s, moderate bounce
113: @\add spring!
120: layer\push @x, @y, 0, @spring.main.x, @spring.main.x
160: @\add spring!
168: local scale = ball_scale * @spring.main.x
187: an.spring\pull 'camera_rotation', math.pi / 12 -- 15 degrees
189: an.camera.rotation = an.spring.camera_rotation.x
211: block.spring\pull 'main', 0.2
234: ball.spring\pull 'main', 0.2
Yes, the impulse_block and ball classes both use springs for scale effects:
- Line 113, 160:
@\add spring!- uses default 'main' spring (now 0.3s, 0.5 bounce) - Line 120, 168:
@spring.main.x- used for scale - Line 211:
block.spring\pull 'main', 0.2- scale pop on hit - Line 234:
ball.spring\pull 'main', 0.2- scale pop on wall hit
The 'main' spring starts at value 1, so pulling by 0.2 makes scale go to 1.2 then bounce back to 1. The new defaults (0.3s, 0.5 bounce) should work fine for these scale effects.
Want me to adjust the duration/bounce for these, or add explicit parameters to the pull calls?
Make the bounce 1 for both, and turn off following for now.
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:
207→ ball.impulsed = true
208→ ball.collider\apply_impulse random_float(20, 40), 0
209→ block.flash = true
210→ block.timer\after 0.15, 'flash', -> block.flash = false
211→ block.spring\pull 'main', 0.2, 0.3, 1
212→
213→ for event in *an\sensor_begin_events 'ball', 'slowing_zone'
214→ local ball = event.a
215→ local vx, vy = ball.collider\get_velocity!
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:
230→ local ball = event.a
231→ if event.approach_speed > 300
232→ ball.flash = true
233→ ball.timer\after 0.15, 'flash', -> ball.flash = false
234→ ball.spring\pull 'main', 0.2, 0.3, 1
235→
236→-- Queue draw commands during update
237→an\late_action 'draw', =>
238→ -- Draw background
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:
176→ spawn_x = left_wall_x + wall_width + ball_radius + 20
177→ spawn_y = wall_top - ball_radius - 5
178→ new_ball = ball spawn_x, spawn_y
179→ an\add new_ball
180→ -- an.camera\follow new_ball, 0.9, 0.1
181→
182→ if key_is_pressed 'p'
183→ for b in *an\all 'ball'
184→ b.collider\apply_impulse 200, 0
Done. Both pulls now use 0.3, 1 (0.3s duration, bounce=1 for infinite oscillation), and camera following is commented out.
How does 0.3 duration work with infinite oscillation?
Good catch - the terminology is a bit misleading there.
With bounce=1, damping becomes 0 (no energy loss), so the spring oscillates forever.
The duration parameter actually controls the period of oscillation - how long one complete cycle takes. So duration=0.3 means it oscillates back and forth every 0.3 seconds (~3.3 times per second).
When bounce < 1, there's damping, so the oscillations decay. In that case duration represents roughly how long until it settles (the "perceptual duration").
So more accurately:
duration= period of oscillation (always)bounce=1= oscillates forever at that periodbounce<1= oscillates at that period but decays, settling in roughlydurationtime
Maybe the parameter should be called period instead of duration?
Let me see. Set bounce to 0.8 and duration to 1. I wanna see if it settles in roughly one second.
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:
207→ ball.impulsed = true
208→ ball.collider\apply_impulse random_float(20, 40), 0
209→ block.flash = true
210→ block.timer\after 0.15, 'flash', -> block.flash = false
211→ block.spring\pull 'main', 0.2, 1, 0.8
212→
213→ for event in *an\sensor_begin_events 'ball', 'slowing_zone'
214→ local ball = event.a
215→ local vx, vy = ball.collider\get_velocity!
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:
230→ local ball = event.a
231→ if event.approach_speed > 300
232→ ball.flash = true
233→ ball.timer\after 0.15, 'flash', -> ball.flash = false
234→ ball.spring\pull 'main', 0.2, 1, 0.8
235→
236→-- Queue draw commands during update
237→an\late_action 'draw', =>
238→ -- Draw background
Done. Both set to duration=1, bounce=0.8. Try it and see if it settles in about a second.
Set bounce to 0.3
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:
207→ ball.impulsed = true
208→ ball.collider\apply_impulse random_float(20, 40), 0
209→ block.flash = true
210→ block.timer\after 0.15, 'flash', -> block.flash = false
211→ block.spring\pull 'main', 0.2, 1, 0.3
212→
213→ for event in *an\sensor_begin_events 'ball', 'slowing_zone'
214→ local ball = event.a
215→ local vx, vy = ball.collider\get_velocity!
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:
230→ local ball = event.a
231→ if event.approach_speed > 300
232→ ball.flash = true
233→ ball.timer\after 0.15, 'flash', -> ball.flash = false
234→ ball.spring\pull 'main', 0.2, 1, 0.3
235→
236→-- Queue draw commands during update
237→an\late_action 'draw', =>
238→ -- Draw background
Done.
Make bounce 0.8 and period 0.2
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:
207→ ball.impulsed = true
208→ ball.collider\apply_impulse random_float(20, 40), 0
209→ block.flash = true
210→ block.timer\after 0.15, 'flash', -> block.flash = false
211→ block.spring\pull 'main', 0.2, 0.2, 0.8
212→
213→ for event in *an\sensor_begin_events 'ball', 'slowing_zone'
214→ local ball = event.a
215→ local vx, vy = ball.collider\get_velocity!
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:
230→ local ball = event.a
231→ if event.approach_speed > 300
232→ ball.flash = true
233→ ball.timer\after 0.15, 'flash', -> ball.flash = false
234→ ball.spring\pull 'main', 0.2, 0.2, 0.8
235→
236→-- Queue draw commands during update
237→an\late_action 'draw', =>
238→ -- Draw background
Done. Period 0.2s (5 oscillations per second), bounce 0.8.
Interesting. It's not exactly duration in all cases but it's close, I guess? It's probably more intuitive to just call it oscillations per second. 5 oscillations per second at 1.2 scale with 0.8 (almost infinite) bounce says more to me than 0.2 duration/period.
Good point. Frequency is more intuitive. Let me change it to oscillations per second.
Edit (E:\a327ex\Anchor\framework\anchor\spring.yue)
The file E:\a327ex\Anchor\framework\anchor\spring.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
33→ super 'spring'
34→ @spring_names = {}
35→ @\add 'main', 1
36→
37→ --[[
38→ Adds a new named spring.
39→
40→ Usage:
41→ @spring\add 'scale', 1 -- default: 5 Hz, 0.5 bounce
42→ @spring\add 'rotation', 0, 3, 0.3 -- 3 oscillations/sec, low bounce
43→ @spring\add 'position', 100, 10, 0.8 -- 10 oscillations/sec, high bounce
44→
45→ Parameters:
46→ name - string identifier for the spring
47→ x - initial value (default 0)
48→ frequency - oscillations per second (default 5)
49→ bounce - bounciness 0-1 (default 0.5, where 0=no overshoot, 1=infinite oscillation)
50→
51→ Behavior:
52→ - Spring is accessible as @spring.name.x
53→ - Higher frequency = faster oscillation
54→ - Higher bounce = more overshoot and oscillation
55→ - bounce=0 is critically damped (smooth, no overshoot)
56→ - bounce=0.5 has moderate overshoot
57→ - bounce approaching 1 oscillates forever
58→
59→ Returns: nothing
60→ ]]
61→ add: (name, x=0, frequency=5, bounce=0.5) =>
... [14 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\spring.yue)
The file E:\a327ex\Anchor\framework\anchor\spring.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
69→ :k
70→ :d
71→ }
72→
73→ --[[
74→ Applies an impulse to a named spring.
75→
76→ Usage:
77→ @spring\pull 'main', 0.5 -- add 0.5 to current value
78→ @spring\pull 'scale', 0.3, 10, 0.7 -- pull with 10 Hz, high bounce
79→
80→ Parameters:
81→ name - spring identifier
82→ force - amount to add to current value
83→ frequency - (optional) new oscillations per second
84→ bounce - (optional) new bounciness 0-1
85→
86→ Behavior:
87→ - Adds force directly to spring's current x value
88→ - Spring will oscillate around target_x and settle back
89→ - Optionally updates frequency/bounce for this spring permanently
90→
91→ Returns: nothing
92→ ]]
93→ pull: (name, force, frequency, bounce) =>
94→ local spring = @[name]
95→ return unless spring
96→ if frequency
97→ spring.k = (2 * math.pi * frequency)^2
... [6 more lines]
Now update main.yue - the old 0.2, 0.8 (period 0.2s) becomes 5, 0.8 (5 Hz):
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:
207→ ball.impulsed = true
208→ ball.collider\apply_impulse random_float(20, 40), 0
209→ block.flash = true
210→ block.timer\after 0.15, 'flash', -> block.flash = false
211→ block.spring\pull 'main', 0.2, 5, 0.8
212→
213→ for event in *an\sensor_begin_events 'ball', 'slowing_zone'
214→ local ball = event.a
215→ local vx, vy = ball.collider\get_velocity!
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:
230→ local ball = event.a
231→ if event.approach_speed > 300
232→ ball.flash = true
233→ ball.timer\after 0.15, 'flash', -> ball.flash = false
234→ ball.spring\pull 'main', 0.2, 5, 0.8
235→
236→-- Queue draw commands during update
237→an\late_action 'draw', =>
238→ -- Draw background
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:
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→an\add spring!
11→an.spring\add 'camera_rotation', 0, 2, 0.5 -- 2 Hz, moderate bounce
12→
13→-- Setup layers
14→game = an\layer 'game'
15→game_2 = an\layer 'game_2'
Edit (E:\a327ex\Anchor\framework\anchor\spring.yue)
The file E:\a327ex\Anchor\framework\anchor\spring.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→--[[
4→ Spring child object for damped spring animations.
5→
6→ Usage:
7→ @\add spring!
8→ @spring\add 'scale', 1, 5, 0.5 -- 5 Hz, moderate bounce
9→ @spring\pull 'scale', 0.5
10→
11→ Spring is added as a child object. When the parent dies, the spring dies automatically.
12→ A default 'main' spring at value 1 is created on construction.
13→
14→ Springs are accessed directly: @spring.main.x, @spring.scale.x
15→
16→ Spring methods:
17→ add - Add a named spring with frequency/bounce
18→ pull - Apply impulse to a spring
19→ set_target - Change resting point
20→ at_rest - Check if spring has settled
21→]]
22→class spring extends object
23→ --[[
24→ Creates a new spring container with default 'main' spring.
25→
Done. Now the API is:
add 'name', value, frequency, bounce— "5 oscillations per second, 0.8 bounce"pull 'name', force, frequency, bounce
Much more readable: "pull scale by 0.2 at 5 Hz with high bounce"
Perfect. What was the rotation at?
The camera_rotation spring is at:
frequency = 2(2 oscillations per second)bounce = 0.5(moderate bounce)- Pull amount:
math.pi / 12(15 degrees)
OK. Let's now test that world -> screen, screen -> world works. world -> screen can be tested by having the mouse click on a ball, and when it clicks the ball flashes + jiggles. So I move the camera around a little and see if clicking is correct. How could we test the opposite?
OK. Let's now test that world -> screen, screen -> world works. world -> screen can be tested by having the mouse click on a ball, and when it clicks the ball flashes + jiggles. So I move the camera around a little and see if clicking is correct. How could we test the opposite? Wait, this test is screen -> word, right? Or am I confused?
You're right - clicking on a ball tests screen → world:
- Mouse gives you screen coordinates
- You convert to world coordinates to compare against ball positions
World → screen is the opposite: given something in the world, where is it on screen? You could test this by:
- Drawing a UI marker (on a non-camera layer) at a ball's screen position
- Like a name tag or health bar that stays above the ball even when the camera moves
- The marker would use
camera\to_screen ball.x, ball.yto get where to draw
Want me to implement both tests? Click-to-jiggle for screen→world, and a UI marker for world→screen?
Yes. The UI layer already exists, it just needs to have its camera removed.
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:
16→bg = an\layer 'bg'
17→shadow = an\layer 'shadow'
18→game_outline = an\layer 'game_outline'
19→game_2_outline = an\layer 'game_2_outline'
20→ui = an\layer 'ui'
21→ui.camera = nil -- UI layer stays in screen space
22→
23→-- Resources
24→an\font 'main', 'assets/LanaPixel.ttf', 11
25→an\image 'ball', 'assets/slight_smile.png'
Edit (E:\a327ex\Anchor\framework\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
I believe we could make use of the Box2D query functions here instead of this loop?
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:
183→ if key_is_pressed 'p'
184→ for b in *an\all 'ball'
185→ b.collider\apply_impulse 200, 0
186→
187→ if key_is_pressed 'r'
188→ an.spring\pull 'camera_rotation', math.pi / 12 -- 15 degrees
189→
190→ an.camera.rotation = an.spring.camera_rotation.x
191→
192→ -- Screen -> world test: click on ball to flash + jiggle
193→ if mouse_is_pressed 1
194→ for b in *an\query_point an.camera.mouse.x, an.camera.mouse.y, 'ball'
195→ b.flash = true
196→ b.timer\after 0.15, 'flash', -> b.flash = false
197→ b.spring\pull 'main', 0.2, 5, 0.8
198→
199→ camera_speed = 200
200→ if key_is_down('w') or key_is_down('up')
201→ an.camera.y -= camera_speed * dt
Now add the UI marker for world → screen 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:
253→ -- Draw impulse blocks to game_2 layer
254→ for obj in *an\all 'impulse_block'
255→ obj\draw game_2
256→
257→ -- Draw slowing zone to ui layer
258→ for zone in *an\all 'slowing_zone'
259→ zone\draw ui
260→
261→ -- World -> screen test: draw UI marker above each ball
262→ for b in *an\all 'ball'
263→ screen_x, screen_y = an.camera\to_screen b.x, b.y
264→ ui\circle screen_x, screen_y - 20, 5, red
265→
266→-- Global draw function - called by C after update
267→-- Handles: render source layers, create derived layers, composite to screen
268→draw = ->
Done. Two tests added:
Screen → world: Left-click on a ball → flashes + jiggles (uses
query_pointwithcamera.mouseworld coords)World → screen: Red circle drawn on UI layer above each ball (uses
camera\to_screento get screen position)
Move the camera around with WASD - the red circle should stay above the ball even though the UI layer has no camera.
Yup, seems like it's all working, let me think about what we should do next. All elements in camera.yue have been tested, right?
Let me check what's in camera.yue:
- x, y - ✅ tested via WASD movement
- rotation - ✅ tested via spring
- zoom - ❌ not tested yet
- mouse (world coords) - ✅ tested via click detection
- to_world - ✅ tested (camera.mouse uses it, click works)
- to_screen - ✅ tested via UI marker
- attach/detach - ✅ tested implicitly (layers render correctly)
- follow + follow_lead - ✅ tested earlier
- set_bounds - ✅ tested earlier
- get_effects - ❌ not tested (needs shake/handcam child effects)
So zoom and get_effects (the effect system for shake) haven't been tested yet. Zoom would be quick to test. get_effects will be tested when we implement shake.
Let's do shake next. We already did some research previously, do you remember it? I wanna get as many different shake types as possible working.
Yes, I remember we designed an effect system where effects are child objects with get_transform that returns {x, y, rotation, zoom}. Let me re-read the shake.lua from love-compare to refresh on the implementation details.
Glob (/love-compare//shake*)
E:\a327ex\Anchor\reference\love-compare\anchor\shake.lua
Read (E:\a327ex\Anchor\reference\love-compare\anchor\shake.lua)
1→--[[
2→ This module implements shaking based on https://jonny.morrill.me/en/blog/gamedev-how-to-implement-a-camera-shake-effect/.
3→ This is a flexible shaking effect that allows for different amplitutes, durations and frequencies.
4→ The class below implements a shake graph in 1D, which is an array filled with randomized samples that will be used for motion.
5→]]--
6→shake_1d = class:class_new()
7→function shake_1d:shake_1d(amplitude, duration, frequency)
8→ self.tags.shake_1d = true
9→ self.amplitude = amplitude or 0
10→ self.duration = duration or 0
11→ self.frequency = frequency or 60
12→
13→ self.samples = {}
14→ for i = 1, (self.duration/1000)*self.frequency do self.samples[i] = an:random_float(-1, 1) end
15→ self.ti = an.time*1000
16→ self.t = 0
17→ self.shaking = true
18→ return self
19→end
20→
21→function shake_1d:shake_get_noise(s)
22→ return self.samples[s] or 0
23→end
24→
25→function shake_1d:shake_get_decay(t)
26→ if t >= self.duration then return 0 end
27→ return (self.duration - t)/self.duration
28→end
29→
30→function shake_1d:shake_get_amplitude(t)
... [133 more lines]
Good, I see the love-compare has two types:
- normal_shake - Random samples, interpolated, linear decay over duration
- spring_shake - Directional spring-based, shakes towards an angle
Let me also search for the trauma-based approach (Squirrel Eiserloh's GDC talk) which is popular:
WebSearch (Squirrel Eiserloh camera shake trauma GDC "Math for Game Programmers" noise)
Web search results for query: "Squirrel Eiserloh camera shake trauma GDC "Math for Game Programmers" noise"
Links: [{"title":"Full text of \"GDC 2016: Squirrel Eiserloh - \"Math for Game Programmers: Juicing Your Cameras With Math\"\"","url":"https://archive.org/stream/GDC2016Eiserloh/GDC2016-Eiserloh_djvu.txt"},{"title":"GDC 2016: Squirrel Eiserloh - \"Math for Game Programmers: Juicing Your Cameras With Math\" : Free Download, Borrow, and Streaming : Internet Archive","url":"https://archive.org/details/GDC2016Eiserloh"},{"title":"Math for Game Programmers: Juicing Your Cameras with Math Squirrel Eiserloh","url":"https://gdcvault.com/play/mediaProxy.php?sid=1023146"},{"title":"GDC Vault - Math for Game Programmers: Noise-Based RNG","url":"https://www.gdcvault.com/play/1024365/Math-for-Game-Programmers-Noise"},{"title":"GitHub - IronWarrior/UnityCameraShake: Source code for Camera Shake tutorial for Unity. Generates pseudo-random camera shake using Perlin noise.","url":"https://github.com/IronWarrior/UnityCameraShake"},{"title":"Hacker News Comments on \"Math for Game Programmers: Juicing Your Cameras With Math\" GDC Youtube Video | HN Theater","url":"https://yahnd.com/theater/r/youtube/tu-Qe66AvtY/"},{"title":"GDC Vault - Math for Game Programmers: Juicing Your Cameras With Math","url":"https://gdcvault.com/play/1023146/Math-for-Game-Programmers-Juicing"},{"title":"squirrel3-python/squirrel3.py at master · sublee/squirrel3-python","url":"https://github.com/sublee/squirrel3-python/blob/master/squirrel3.py"},{"title":"GDC 2013: Squirrel Eiserloh - \"Math for Game Programmers: Matrix Transformations\" : Free Download, Borrow, and Streaming : Internet Archive","url":"https://archive.org/details/GDC2013Eiserloh"},{"title":"Math for Game Programmers: Juicing Your Cameras With Math","url":"https://ru-vid.com/video/math-for-game-programmers-juicing-your-cameras-with-math-tu-Qe66AvtY.html"}]
Here are the search results for Squirrel Eiserloh's GDC talk on camera shake, trauma, and noise:
## Main Talk: "Math for Game Programmers: Juicing Your Cameras With Math" (GDC 2016)
In this 2016 GDC session, SMU Guildhall's Squirrel Eiserloh explores the math behind a variety of camera behaviors including framing techniques, types and characteristics of smoothed motion, camera shake, and dynamic split-screen.
### Key Takeaways on Camera Shake
According to the slides from the talk, the main recommendations are:
Camera shake = trauma² (or trauma³). For 2D: use translational + rotational shake. For 3D: rotational only. Tread carefully in VR! Use Perlin noise for shakes and for "like, everything else."
### Additional Concepts Covered
Other techniques discussed include Asymmetric Asymptotic Averaging, blending points of focus & interest, using soft feathering everywhere, considering Voronoi split-screen (N-way split possible, but tricky), and using "juice liberally, yet wisely" with the philosophy that "the camera is a character."
### Resources
- You can download the original PowerPoint slides at www.EssentialMath.com/tutorial.htm, or contact via email (squirrel@eiserloh.net) or Twitter (@SquirrelTweets).
- The GDC Vault description notes that "2D and 3D games alike benefit greatly from the judicious use of in-game cameras and camera motion," and the talk explores "framing techniques, types and characteristics of smoothed motion, camera shake, and dynamic split-screen."
### Related Talk: Noise-Based RNG (GDC 2017)
Squirrel Eiserloh also gave another relevant talk: "Math for Game Programmers: Noise-Based RNG" which discusses that even Mersenne Twister lacks many highly desirable features. The session discusses RNGs vs. noise functions, and shows how the latter can replace the former in your math library and provide benefits like unordered access, better reseeding, record/playback, network loss tolerance, and lock-free parallelization, while being smaller, faster, and easier to use.
### Implementation Example
... [5 more lines]
From the research, here are the main shake types:
1. Trauma-based (Squirrel Eiserloh) - GDC Talk
- Add trauma (0-1), it decays over time
- Shake intensity = trauma² (more responsive at high trauma, subtle at low)
- Use Perlin noise for smooth, organic movement
- Affects x, y, rotation (and optionally zoom)
2. Normal/Random (love-compare)
- Pre-generated random samples, interpolated
- Linear decay over set duration
- Parameters: amplitude, duration, frequency
3. Spring shake (love-compare)
- Directional - shakes toward a specific angle
- Uses spring physics (our existing system)
- Good for impacts, recoil, directional hits
My proposal for the API: ```yuescript an.camera\add shake!
-- Trauma-based (smooth, organic) an.camera.shake\trauma 0.5 -- add trauma, decays automatically
-- Spring-based (directional impact)
an.camera.shake\spring 10, math.pi/4 -- intensity toward angle
-- Could also support individual axes an.camera.shake\trauma_rotation 0.3 -- rotation only ```
Does this cover the types you want? Or do you want the normal/random shake too?
Are there more types that people routinely use?
WebSearch (camera shake types techniques games "screen shake" varieties implementations)
Web search results for query: "camera shake types techniques games "screen shake" varieties implementations"
Links: [{"title":"Analysis of Screenshake Types - Just Things Made By Dave","url":"http://www.davetech.co.uk/gamedevscreenshake"},{"title":"Screen Shakes | Feel Documentation","url":"https://feel-docs.moremountains.com/screen-shakes.html"},{"title":"jonny.morrill.me: GameDev: How to Implement a “Camera Shake” Effect - Blog","url":"https://jonny.morrill.me/en/blog/gamedev-how-to-implement-a-camera-shake-effect/"},{"title":"Juice It Good: Adding Camera Shake To Your Game | by Antonio Delgado | Medium","url":"https://gt3000.medium.com/juice-it-adding-camera-shake-to-your-game-e63e1a16f0a6"},{"title":"Screen Shake | GameMaker","url":"https://developer.amazon.com/docs/gamemaker/screen-shake.html"},{"title":"Screen Shake - Flowlab Game Creator","url":"https://flowlab.io/game/play/671939"},{"title":"【Godot】Godot Engine Camera2D Practical Techniques: Mastering Smooth Follow, Screen Shake, and Dynamic Zoom | ういやまラボ","url":"https://uhiyama-lab.com/en/notes/godot/camera2d-techniques/"},{"title":"🤖 2D Screen Shake in Godot3 | Peanuts Code","url":"https://www.peanuts-code.com/en/tutorials/gd0014_screen_shake/"},{"title":"Screen Shake Effect - Graphics and GPU Programming - GameDev.net","url":"https://www.gamedev.net/forums/topic/625407-screen-shake-effect/"},{"title":"Camera / Screen Shake","url":"https://bevy.org/examples/camera/2d-screen-shake/"}]
Here's what I found about camera/screen shake types, techniques, and implementations in games:
## Types of Screen Shake
**Camera Position Shake** is one of the most common ways to create a visible shake of what's rendered on screen by simply moving the camera.(no content)**View Shake** doesn't move the camera but moves the entire view, making it feel like the entire screen you're playing on is shaking. Such a shake usually requires rendering to a render texture, which most games do anyway to upscale resolution.(no content)**Post Processing Shake** involves shaking the intensity of effects like lens distortion or chromatic aberration. Other good candidates include vignette, color grading and bloom intensity.(no content)**UI Shake** - instead of shaking the whole screen, it can be a good idea to shake only the UI or parts of it.(no content)**Zooming screen shake** is more common in mobile games and abstract games with solid flat colors. When using this type, things in the corners of the screen move more, and it works well for stunning effects.
## Implementation Techniques
### Trauma-Based System
One of the most effective methods is the trauma value-based approach: Add a "trauma" value between 0.0 and 1.0 each time an impact occurs. Calculate screen shake amount based on the trauma value—higher trauma means larger shakes. The trauma value gradually decays over time.(no content)Human senses are more attuned to exponential changes, so the shake value should be an exponential function of the trauma.
### Random vs. Noise-Based
Random camera movement has become the default way to do screen shake because it's easy to implement and perfectly sufficient.(no content)Two common types are "rough shake" and "smooth shake"—rough shake uses simpler random code.(no content)Smooth shake uses noise images with random distributions of white, gray, and black. The noise value varies from -1 to 1, and specifying pixel coordinates on the noise and getting the noise value creates smoother shaking.(no content)All displacements governed by a noise function guarantee that the shake is smooth and continuous, meaning the camera won't jump around wildly.
### Decay Functions
Having a diminishing strength of screenshake lets you start off very strong but still have it last for a long time after. It has a much stronger initial peak and a longer tail after, but because it fades out it doesn't become exhausting on the eyes.(no content)A decay function smoothly transitions the shaking back to a still screen—it's simply a linear function of t that starts at 1.0 and ends at 0.0 when t = duration.
## Design Considerations
When implementing screenshake, the angle the screen moves is very important and can convey information. If the player is making an attack, the screen should start by moving in that same direction to give the illusion of force transfer. If an enemy attacks, move the camera away from them for more impact.(no content)With various shakes available, associating them to specific types of events helps create a "feedback language." For example, eating ghosts might trigger camera shake while getting killed triggers view shake. Sticking to defined feedback language helps players identify causes and consequences.(no content)When used correctly, screen shake can create engaging game feel with a few simple lines of code, but if used incorrectly can make players feel nauseous or be perceived as annoying and turn off players entirely, so it's best used sparingly.
REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.
WebFetch (http://www.davetech.co.uk/gamedevscreenshake)
# Screen Shake Types Analysis
## Movement-Based Shakes
**Random X/Y**
Basic camera jitter in both directions. "Easy to implement and perfectly sufficient," making it the most common default approach.
**Random X/Y Diminishing Magnitude**
Starts intensely then fades gradually. Allows stronger initial impact while remaining comfortable for extended duration without eye strain.
**Random X Diminishing (Horizontal Only)**
Side-to-side motion that fades out. Suits platformers and creates a ground-shaking sensation for heavy impacts.
**X/Y In Out**
Movement in attack direction, then returns. "Can be used to make it feel like a lot of force is behind the attack" and indicates damage direction to players.
**X/Y Out Back**
Camera pushes away from impact point elastically. Described as highly versatile, particularly effective for indicating attack direction and creating a sense of power.
## Rotational Shakes
**Random Rotation**
Camera tilts randomly. Appears "comical" rather than aggressive; works for distant explosions or lighter impacts.
**Rotation Sine Wave**
Smooth rotational oscillation. Better for dizzying effects, less harsh but less impactful than random rotation.
## Scale/Zoom Shakes
**Scale Random**
... [61 more lines]
Great resource! Here's a comprehensive breakdown from davetech's analysis:
By Axis:
- Position (X/Y) - most common
- Rotation - tilting, can feel comical or dizzy
- Zoom - claustrophobic or punchy feel
By Pattern:
- Random - simple jitter
- Random with decay - strong start, fades out
- Directional in-out - move toward attack, then back (shows force)
- Directional out-back - push away from impact elastically
- Sine wave - smooth oscillation
- Square wave - sharp, abrupt jolts
- Perlin noise - organic, smooth, not aggressive
Directional matters:
- Shake toward attack = force transfer feel
- Shake away from hit = impact feel
So I'd propose these shake types for our system:
| Type | Use Case |
|---|---|
| trauma | General purpose, explosions, Perlin-based, decays |
| spring | Directional impacts, bouncy elastic feel |
| kick | Sharp in-out motion, gun recoil, force transfer |
These three cover most game situations. Want me to implement all three?
Why not implement all the ones you mentioned?
You're right, let's be comprehensive. Here's the full list I'll implement:
Trauma-based (Perlin/noise):
trauma(amount)- accumulates, decays, affects all axes smoothly
Random with decay:
shake(amplitude, duration, frequency)- position x/yshake_rotation(amplitude, duration, frequency)- rotationshake_zoom(amplitude, duration, frequency)- zoom
Directional:
spring(intensity, angle, frequency, bounce)- elastic bounce toward anglekick(intensity, angle, duration)- sharp in-out toward angle
Oscillation:
sine(amplitude, frequency, duration)- smooth wavesquare(amplitude, frequency, duration)- sharp jolts
Horizontal/Vertical specific:
shake_horizontal(...)- x only (ground shake feel)shake_vertical(...)- y only
Let me implement this. First I'll create the shake.yue file with all these types.
Do you have implementation plans for all of these already? Let's discuss things first before you dive into writing code in the files directly.
Good idea. Here's my implementation plan:
Architecture:
shakeis a child object added to camera- Implements
get_transform()returning{x, y, rotation, zoom} early_updateprocesses all active shakes and sums their contributions- Multiple shakes can run concurrently
Trauma system:
- Single
traumavalue (0-1) that decays each frame - Shake intensity = trauma² × amplitude
- Uses random samples with interpolation for smooth noise (like love-compare)
- Separate amplitude settings for x, y, rotation, zoom
- Question: Should we expose Perlin noise from C, or use interpolated random samples?
Random shake (with decay):
- Pre-generate random samples array at trigger time
- Interpolate between samples for smoothness
- Linear decay over duration
- Each call creates a new shake instance in
active_shakesarray
Spring shake:
- Reuse our existing spring system (frequency/bounce parameters)
- Two springs: one for x, one for y
- Pull both by
intensity * cos(angle)andintensity * sin(angle)
Kick shake:
- Quick lerp toward angle, then back
- Could use a simple tween: out for first half of duration, back for second half
- Or use a spring with high damping (bounce ≈ 0)
Sine/Square wave:
- Simple math functions of time
- Track elapsed time, remove when duration exceeded
- Sine:
amplitude * sin(2π * frequency * t) - Square:
amplitude * sign(sin(2π * frequency * t))
Questions for you:
- Should trauma affect all axes by default, or be configurable per-call?
- For spring shake, reuse the spring module or have internal springs?
- Do we need Perlin noise from C, or is interpolated random good enough?
Doesn't the trauma system you read about use perlin noise? So that's what should be used. Random shake with decay is the one that's already implemented, so good. Spring too. Your plans for kick and sine + square seem to make sense. 1. Maybe all shakes should also take additional optional arguments that will make them only apply to certain axis. 2. Reuse spring module. 3. I believe we have perlin noise from the random module already, although it's not implemented in YueScript, but we can change that later.
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 chronologically analyze the conversation:
Session Continuation: This is a continuation of Phase 10 development, focusing on spring, camera, then shake modules.
Camera Testing: The conversation started with testing camera functionality. There was an error with
rotationbeing nil inget_effects- the variable was namedrotbut the shorthand:rotationwas used.Camera Movement: Added WASD/arrow key camera movement. User corrected that dt should be passed to actions, not calculated manually.
Re-enabling Layers: Restored all layers (game, game_2, bg, shadow, game_outline, game_2_outline, ui) and shaders.
Camera Follow + Bounds: Implemented
followandset_boundsmethods on camera. Fixed bug wherean\addreturns parent not child.Camera Follow Lead: Added lead functionality based on velocity.
lerp_dt Function: User wanted more intuitive parameters. Read love-compare math.lua, found
lerp_dt(p, t, dt, src, dst)with percentage and time parameters. Added this to math.yue.Camera Follow Refactored: Changed from
follow_speedtofollow_lerpandfollow_lerp_timeparameters.Math Functions: Added
lerp_angle,lerp_angle_dt, andloopfunctions with full documentation.Spring for Camera Rotation: Created a spring on
anfor camera rotation, pressing R pulls it.Spring Intuitive Parameters Research: User asked for intuitive spring parameters. Searched web, found duration/bounce approach from Apple's WWDC. Formulas:
- k = (2π / duration)²
- d = 4π × (1 - bounce) / duration
Spring API Change: User said k/d should be hidden. Changed spring API to use
durationandbouncedirectly.Frequency over Duration: User preferred "oscillations per second" over duration/period. Changed API to use
frequencyinstead:
- k = (2π × frequency)²
- d = 4π × (1 - bounce) × frequency
Screen/World Coordinate Testing: Added click-to-jiggle test (screen→world) using
query_point, and UI marker test (world→screen) usingto_screen. Removed camera from UI layer.Shake Module Discussion: Researched shake types from multiple sources:
- Squirrel Eiserloh's GDC talk (trauma-based, Perlin noise)
- love-compare (normal_shake, spring_shake)
- davetech analysis (comprehensive list of shake types)
Shake Implementation Plan: User wanted all shake types. I proposed:
- trauma (Perlin noise based)
- shake/shake_rotation/shake_zoom (random with decay)
- spring (directional)
- kick (sharp in-out)
- sine/square (oscillation)
- shake_horizontal/shake_vertical
User Feedback on Plan:
- Trauma should use Perlin noise
- Reuse spring module
- All shakes should take optional axis arguments
- Perlin noise exists but not in YueScript yet
Summary: 1. Primary Request and Intent: The user is continuing Phase 10 development of the Anchor game framework. The focus was on implementing and testing camera functionality (follow, bounds, lead, coordinate conversion), then refactoring the spring module to use intuitive parameters (frequency/bounce instead of k/d), and finally planning the shake module implementation with comprehensive shake types.
Key Technical Concepts:
- Camera effect system: child objects implement
get_transform()returning{x, y, rotation, zoom}lerp_dt(p, t, dt, src, dst): framerate-independent interpolation with intuitive p (percentage) and t (time) parameters- Spring physics conversion:
k = (2π × frequency)²,d = 4π × (1 - bounce) × frequency- Trauma-based shake: trauma accumulates, decays, shake = trauma² × amplitude × noise
- Screen→world conversion via
camera.mouseandquery_point- World→screen conversion via
camera\to_screen- Layers can opt out of camera by setting
layer.camera = nilFiles and Code Sections:
E:\a327ex\Anchor\framework\anchor\camera.yue
- Core camera with follow, bounds, lead, coordinate conversion
- Fixed
get_effectsbug (rot → rotation variable name)yuescript get_effects: => ox, oy, rotation, zoom = 0, 0, 0, 0 for child in *@children if child.get_transform t = child\get_transform! ox += t.x or 0 oy += t.y or 0 rotation += t.rotation or 0 zoom += t.zoom or 0 {x: ox, y: oy, :rotation, :zoom}- Follow with lerp_dt and lead: ```yuescript follow: (target, lerp, lerp_time, lead) => @follow_target = target @follow_lerp = lerp if lerp @follow_lerp_time = lerp_time if lerp_time @follow_lead = lead if lead
early_update: (dt) => if @follow_target and not @follow_target.dead target_x = @follow_target.x target_y = @follow_target.y if @follow_lead > 0 and @follow_target.collider vx, vy = @follow_target.collider\get_velocity! target_x += vx * @follow_lead target_y += vy * @follow_lead @x = math.lerp_dt @follow_lerp, @follow_lerp_time, dt, @x, target_x @y = math.lerp_dt @follow_lerp, @follow_lerp_time, dt, @y, target_y ```
E:\a327ex\Anchor\framework\anchor\spring.yue
- Refactored to use frequency/bounce instead of k/d ```yuescript add: (name, x=0, frequency=5, bounce=0.5) => @spring_names[] = name unless @[name] k = (2 * math.pi * frequency)^2 d = 4 * math.pi * (1 - bounce) * frequency @[name] = { :x target_x: x v: 0 :k :d }
pull: (name, force, frequency, bounce) => local spring = @[name] return unless spring if frequency spring.k = (2 * math.pi * frequency)^2 spring.d = 4 * math.pi * (1 - (bounce or 0.5)) * frequency spring.x += force ```
E:\a327ex\Anchor\framework\anchor\math.yue
- Added lerp_dt, lerp_angle, lerp_angle_dt, loop functions with documentation ```yuescript math.lerp_dt = (p, t, dt, source, destination) -> math.lerp 1 - (1 - p)^(dt / t), source, destination
math.loop = (t, length) -> math.clamp t - math.floor(t / length) * length, 0, length
math.lerp_angle = (t, source, destination) -> dt = math.loop destination - source, 2 * math.pi if dt > math.pi then dt = dt - 2 * math.pi source + dt * math.clamp t, 0, 1
math.lerp_angle_dt = (p, t, dt, source, destination) -> math.lerp_angle 1 - (1 - p)^(dt / t), source, destination ```
E:\a327ex\Anchor\framework\main.yue
- Test setup with camera, springs, coordinate conversion tests
- UI layer has camera removed for screen-space drawing ```yuescript ui = an\layer 'ui' ui.camera = nil -- UI layer stays in screen space
an\add spring! an.spring\add 'camera_rotation', 0, 2, 0.5 -- 2 Hz, moderate bounce
-- Screen -> world test: click on ball to flash + jiggle if mouse_is_pressed 1 for b in *an\query_point an.camera.mouse.x, an.camera.mouse.y, 'ball' b.flash = true b.timer\after 0.15, 'flash', -> b.flash = false b.spring\pull 'main', 0.2, 5, 0.8
-- World -> screen test: draw UI marker above each ball for b in *an\all 'ball' screen_x, screen_y = an.camera\to_screen b.x, b.y ui\circle screen_x, screen_y - 20, 5, red ```
Errors and fixes:
rotationnil error in camera.yue: Variable was namedrotbut shorthand:rotationwas used. Fixed by renamingrottorotation.- dt calculated manually: User corrected that actions receive dt as parameter, should use
(dt) =>not hardcode1/144.an\addreturns parent: When doingnew_ball = an\add ball(...),new_ballwas actuallyan. Fixed by creating ball first, then adding:new_ball = ball(...); an\add new_ball.- k/d parameters exposed: User said gameplay coder shouldn't interface with k/d. Changed spring API to take frequency/bounce directly with internal conversion.
- Duration vs frequency: User preferred "5 oscillations per second" over "0.2 second period". Changed parameter from duration to frequency.
Problem Solving:
- Researched intuitive spring parameters across web, found Apple's duration/bounce approach
- Researched camera shake types comprehensively from GDC talk, love-compare, and davetech analysis
- Designed effect system where child objects implement
get_transforminterfaceAll user messages:
- "Now let me move the camera using WASD or arrows."
- "you should not need to calculate dt manually"
- "Perfect, works. Add back all the other layers."
- "Now add following and boudaries, and make it so that whenever a new ball is spawned it becomes the follow target. The boundaries should be slightly higher than the background's size."
- "When I add a new ball." (error report)
- "Now add following with lead."
- "Now remove bounds." / "I mean remove the bounds set in main.yue."
- "Speed = 2, lead = 0. What does speed signify actually? I need to be able to think intuitively about these numbers."
- "Read math.lua in love-compare, there's a lerp function there that uses p, t arguments, I believe?"
- "Copy over all lerp functions from math, and document all math functions like everything else is documented. Don't do the easing functions though."
- "What are the values on how much the ball is being followed now?"
- "Change it to 0.9, 0.1. Is lead affected by these lerp values?"
- "Yes." (to adding spring with duration/bounce)
- "How would it be approximated?" (re: pull amplitude)
- "Sure." (to adding helper for duration/bounce)
- "the gameplay coder does not need to interface with k, d values anymore, so these conversions are only necessary if you can't do it another way, otherwise they can be internal/hidden."
- "How does 0.3 duration work with infinite oscillation?"
- "Let me see. Set bounce to 0.8 and duration to 1. I wanna see if it settles in roughly one second."
- "Set bounce to 0.3"
- "Make bounce 0.8 and period 0.2"
- "Interesting. It's not exactly duration in all cases but it's close, I guess? It's probably more intuitive to just call it oscillations per second."
- "Perfect. What was the rotation at?"
- "OK. Let's now test that world -> screen, screen -> world works..."
- "Yes. The UI layer already exists, it just needs to have its camera removed."
- "Yup, seems like it's all working, let me think about what we should do next. All elements in camera.yue have been tested, right?"
- "Let's do shake next. We already did some research previously, do you remember it?"
- "Are there more types that people routinely use?"
- "Why not implement all the ones you mentioned?"
- "Do you have implementation plans for all of these already? Let's discuss things first before you dive into writing code in the files directly."
- User's feedback on shake plan: "Doesn't the trauma system you read about use perlin noise? So that's what should be used... 1. Maybe all shakes should also take additional optional arguments that will make them only apply to certain axis. 2. Reuse spring module. 3. I believe we have perlin noise from the random module already..."
Pending Tasks:
- Implement shake module with all shake types:
- trauma (Perlin noise based, affects all axes)
- shake/shake_rotation/shake_zoom (random with decay)
- spring (directional, reuse spring module)
- kick (sharp in-out)
- sine/square (oscillation)
- shake_horizontal/shake_vertical
- All shakes should take optional axis arguments
- Perlin noise needs to be exposed from C to YueScript
Current Work: Discussing the shake module implementation plan. User asked me to discuss before coding. I presented my implementation plan and user provided feedback:
- Trauma should use Perlin noise (not interpolated random)
- Reuse the spring module for spring shake
- All shakes should take optional axis arguments
- Perlin noise exists in C but not exposed to YueScript yet
Optional Next Step: Implement the shake module based on the discussed plan. User's last feedback was:
"Doesn't the trauma system you read about use perlin noise? So that's what should be used. Random shake with decay is the one that's already implemented, so good. Spring too. Your plans for kick and sine + square seem to make sense. 1. Maybe all shakes should also take additional optional arguments that will make them only apply to certain axis. 2. Reuse spring module. 3. I believe we have perlin noise from the random module already, although it's not implemented in YueScript, but we can change that later."
Before implementing, I should confirm the final API design with the user and address how to handle Perlin noise (use placeholder until exposed, or expose it first).
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\a76b7b1e-d54e-4043-84ec-8064e4af48a3.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.
Let me check what Perlin noise functionality is available in the engine.
Grep (perlin|noise)
Found 44 files
reference\camera-systems-research.md
website\context\ENGINE_API_QUICK.md
website\context\ENGINE_API.md
docs\ENGINE_API_QUICK.md
docs\ENGINE_API.md
engine\src\anchor.c
website\logs\anchor-phase-10-part-7.md
engine\build-web\anchor_files.js
website\logs\anchor-phase-10-part-1.md
website\logs\audible-book-recommendations-2.md
website\logs\steam-game-recommendations.md
website\logs\anchor-review-2.md
reference\analysis\anchor-structure-analysis.md
reference\analysis\anchor-review-2-analysis.md
website\logs\anchor-phase-9.md
reference\archives\ANCHOR_IMPLEMENTATION_PLAN.md
test\main.lua
reference\analysis\phase-9-text-analysis.md
website\logs\anchor-phase-8.md
engine\include\stb\stb_perlin.h
reference\analysis\phase-8-random-research.md
website\logs\anchor-phase-6.md
engine\include\miniaudio.h
website\logs\anchor-phase-5.md
website\logs\anchor-phase-4.md
reference\analysis\phase-4-effects-analysis.md
website\logs\anchor-phase-3-part-4.md
reference\analysis\frame-timing-analysis.md
scripts\monitor_sim.c
... [15 more lines]
Grep (perlin|noise)
1410:### noise
1412:`noise(x, y?, z?) -> number`
1414:Returns Perlin noise in [-1, 1].
1417:local n = noise(x * 0.1, y * 0.1)
Good, noise(x, y?, z?) is already exposed to Lua. Let me design and implement the shake module based on your feedback:
- Trauma uses Perlin noise
- All shakes take optional axis arguments
- Reuse spring module for spring shake
Here's my proposed API design:
-- Add shake as camera child
an.camera\add shake!
-- Trauma (Perlin noise, accumulates and decays)
an.camera.shake\add_trauma 0.5 -- affects all axes
an.camera.shake\add_trauma 0.3, {x: true} -- x only
an.camera.shake\add_trauma 0.3, {rotation: true} -- rotation only
-- Random shake with decay
an.camera.shake\shake 10, 0.5 -- amplitude, duration, all axes
an.camera.shake\shake 10, 0.5, {y: true} -- y only
-- Spring (reuses spring module)
an.camera.shake\spring 20, -10 -- x, y impulse
an.camera.shake\spring_rotation 0.1 -- rotation impulse
an.camera.shake\spring_zoom 0.1 -- zoom impulse
-- Kick (sharp in-out)
an.camera.shake\kick 15, 0.1 -- amplitude, duration
-- Oscillation
an.camera.shake\sine 5, 2, 0.5 -- amplitude, frequency, duration
an.camera.shake\square 5, 2, 0.5
Let me start implementing. First, the shake module:
Write (E:\a327ex\Anchor\framework\anchor\shake.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
Let's do one functionality at a time.
Let me start with just the trauma system first:
Write (E:\a327ex\Anchor\framework\anchor\shake.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
rename add_trauma to trauma
Write (E:\a327ex\Anchor\framework\anchor\shake.yue)
File created successfully at: E:\a327ex\Anchor\framework\anchor\shake.yue
Now let me 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→require 'anchor.timer'
21→require 'anchor.math'
22→require 'anchor.collider'
23→require 'anchor.spring'
24→require 'anchor.camera'
25→
26→--[[
27→ Root object for the framework.
28→
29→ All game objects should be children of 'an' (directly or nested).
30→ Resource registries (layers, images, fonts) live here.
... [609 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:
19→require 'anchor.font'
20→require 'anchor.timer'
21→require 'anchor.math'
22→require 'anchor.collider'
23→require 'anchor.spring'
24→require 'anchor.camera'
25→require 'anchor.shake'
26→
27→--[[
28→ Root object for the framework.
29→
Now let me update main.yue to test the trauma shake. I'll add the shake to the camera and trigger it with a key:
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:
4→
5→-- Screen dimensions (must be before camera)
6→W, H = 480, 270
7→
8→-- Create camera first (layers will reference it)
9→an\add camera!
10→an.camera\add shake!
11→an\add spring!
12→an.spring\add 'camera_rotation', 0, 2, 0.5 -- 2 Hz, moderate bounce
13→
14→-- Setup layers
15→game = an\layer 'game'
16→game_2 = an\layer 'game_2'
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:
184→ if key_is_pressed 'p'
185→ for b in *an\all 'ball'
186→ b.collider\apply_impulse 200, 0
187→
188→ if key_is_pressed 'r'
189→ an.spring\pull 'camera_rotation', math.pi / 12 -- 15 degrees
190→
191→ if key_is_pressed 't'
192→ an.camera.shake\trauma 0.5
193→
194→ an.camera.rotation = an.spring.camera_rotation.x
195→
196→ -- Screen -> world test: click on ball to flash + jiggle
Bash (cd E:/a327ex/Anchor/engine && ./build.bat 2>&1)
anchor.c
src/anchor.c(667): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(863): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1652): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1646): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(2038): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2316): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2322): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2432): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2441): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2535): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2537): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3236): warning C4996: 'strdup': The POSIX name for this item is deprecated. Instead, use the ISO C and C++ conformant name: _strdup. See online help for details.
src/anchor.c(3852): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
gl.c
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
Copied to emoji-ball-battles/tools/
Engine built successfully. The trauma shake is ready to test:
- Press T to add 0.5 trauma
- Uses Perlin noise for smooth, natural camera shake
- Affects all axes (x, y, rotation, zoom) by default
- Intensity = trauma² (quadratic falloff for juicy feel)
- Decays at 2 units/second by default
You can customize with: ```yuescript -- Restrict to specific axes an.camera.shake\trauma 0.3, {x: true, y: true} -- position only an.camera.shake\trauma 0.3, {rotation: true} -- rotation only
-- Adjust parameters an.camera.shake\set_trauma_params 3, {x: 20, y: 20, rotation: 0.1, zoom: 0.05} ```
Trauma function has a parameters for rotation but no code that handles it. Why do we have a separate set_trauma_params function instead of just passing those paramaters on each call? Is this differentiation how you read the trauma system works online? Is this how others use it?
You raise good points. Let me reconsider:
The
axesparameter ontrauma()is confusing - In the original Squirrel Eiserloh GDC talk, trauma is simple: you add trauma (a scalar 0-1), it decays, and shake intensity = trauma² × amplitude × noise. The amplitudes are configured once for the whole game, not per-call. You don't typically restrict which axes per-impact.set_trauma_paramsas separate function - This matches how it's typically used: you configure the shake feel once during setup ("this game has 15 pixels of shake, 0.1 radians rotation"), then just calltrauma(0.5)whenever something impactful happens. But you could also just set the properties directly:yuescript an.camera.shake.trauma_decay = 3 an.camera.shake.trauma_amplitude.x = 20The axes restriction I added is probably over-engineering - If you want rotation-only shake for a specific event, that's probably a different shake type entirely (like the spring rotation shake), not a trauma restriction.
A simpler API would be: ```yuescript -- Setup (once) an.camera.shake.trauma_amplitude = {x: 15, y: 15, rotation: 0.05, zoom: 0.02} an.camera.shake.trauma_decay = 2
-- Usage (anytime) an.camera.shake\trauma 0.5 ```
Should I simplify trauma() to just take the amount, and let users configure amplitudes/decay by setting properties directly (removing both axes parameter and set_trauma_params)?
I think set_trauma_parameters (this is what it should be called) is fine. I was just wondering about if this is how people use it. Go ahead
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→--[[
4→ Shake child object for camera shake effects.
5→
6→ Usage:
7→ an.camera\add shake!
8→ an.camera.shake\trauma 0.5
9→
10→ Shake is added as a child of camera. It implements get_transform() which
11→ camera calls to collect effects from all children.
12→
13→ Shake types:
14→ trauma - Perlin noise based, accumulates and decays
15→]]
16→class shake extends object
17→ --[[
18→ Creates a new shake container.
19→
20→ Usage:
21→ an.camera\add shake!
22→
23→ Behavior:
24→ - Automatically named 'shake' and accessible as parent.shake
25→ - Initializes trauma system
26→ ]]
27→ new: =>
28→ super 'shake'
29→ -- Trauma system (Perlin noise based)
... [76 more lines]
Bash (cd E:/a327ex/Anchor/engine && ./build.bat 2>&1)
anchor.c
src/anchor.c(667): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(863): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1652): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1646): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(2038): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2316): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2322): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2432): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2441): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2535): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2537): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3236): warning C4996: 'strdup': The POSIX name for this item is deprecated. Instead, use the ISO C and C++ conformant name: _strdup. See online help for details.
src/anchor.c(3852): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
gl.c
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
Copied to emoji-ball-battles/tools/
Built successfully. Press T to test the trauma shake. The simplified API is:
-- Add trauma (just the amount)
an.camera.shake\trauma 0.5
-- Configure parameters (once during setup, if needed)
an.camera.shake\set_trauma_parameters 3, {x: 20, y: 20, rotation: 0.1, zoom: 0.05}
You don't need to build since these are YueScript only changes.
You're right, my mistake. YueScript changes don't require an engine rebuild - they're compiled when you run. Ready for you to test with T.
What are the current parameters? It seems like a very small shake.
Current defaults in the constructor:
@trauma_decay = 2 -- decays from 1 to 0 in 0.5 seconds
@trauma_amplitude = {x: 10, y: 10, rotation: 0.05, zoom: 0.02}
With trauma 0.5, intensity = 0.5² = 0.25, so:
- x/y: 0.25 × 10 = 2.5 pixels max
- rotation: 0.25 × 0.05 = 0.0125 radians (~0.7°)
- zoom: 0.25 × 0.02 = 0.005 (0.5%)
That's quite subtle. Want me to increase the defaults? Something like:
@trauma_amplitude = {x: 24, y: 24, rotation: 0.1, zoom: 0.05}
This would give ~6 pixels shake at 0.5 trauma, ~24 pixels at full trauma.
Are you multiplying things by dt?
No, and I shouldn't be for the offset calculation. Let me trace through:
early_update (called each tick):
yuescript
@trauma_value = math.max 0, @trauma_value - @trauma_decay * dt -- decay uses dt ✓
@trauma_time += dt -- noise offset advances with dt ✓
get_transform (called each tick to get current offset):
yuescript
intensity = @trauma_value * @trauma_value
ox += intensity * @trauma_amplitude.x * noise(@trauma_time * 10, 0)
The offset is a position, not a velocity, so it shouldn't use dt. noise() returns [-1, 1], so max shake = amplitude × intensity.
The smallness is just because 10 pixels × 0.25 intensity = 2.5 pixels. Want me to bump the defaults up?
Yes.
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
28→ super 'shake'
29→ -- Trauma system (Perlin noise based)
30→ @trauma_value = 0
31→ @trauma_decay = 2 -- trauma units per second
32→ @trauma_amplitude = {x: 24, y: 24, rotation: 0.1, zoom: 0.05}
33→ @trauma_time = 0 -- offset for Perlin noise
34→
35→ --[[
36→ Adds trauma which produces Perlin noise shake.
Done. Now at 0.5 trauma: ~6 pixels, ~1.4° rotation, ~1.25% zoom. At full trauma: 24 pixels, ~5.7°, 5% zoom.
48, 48, 0.2 rotation, 0.1 zoom, full trauma when T pressed
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
28→ super 'shake'
29→ -- Trauma system (Perlin noise based)
30→ @trauma_value = 0
31→ @trauma_decay = 2 -- trauma units per second
32→ @trauma_amplitude = {x: 48, y: 48, rotation: 0.2, zoom: 0.1}
33→ @trauma_time = 0 -- offset for Perlin noise
34→
35→ --[[
36→ Adds trauma which produces Perlin noise shake.
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:
187→
188→ if key_is_pressed 'r'
189→ an.spring\pull 'camera_rotation', math.pi / 12 -- 15 degrees
190→
191→ if key_is_pressed 't'
192→ an.camera.shake\trauma 1
193→
194→ an.camera.rotation = an.spring.camera_rotation.x
195→
196→ -- Screen -> world test: click on ball to flash + jiggle
Done. Full trauma now gives 48 pixels, ~11.5° rotation, 10% zoom.
OK, I understand the issue. I also want to control the duration of the shake per call. How can that be done?
The simplest approach: pass duration as optional second parameter, calculate decay rate from current trauma level and desired duration.
trauma: (amount, duration) =>
@trauma_value = math.min 1, @trauma_value + amount
if duration
@trauma_decay = @trauma_value / duration
Usage:
yuescript
an.camera.shake\trauma 1, 0.5 -- full trauma, lasts 0.5 seconds
an.camera.shake\trauma 0.5, 1 -- half trauma, lasts 1 second
an.camera.shake\trauma 0.3 -- uses existing decay rate
One caveat: if trauma accumulates from multiple rapid calls, the decay rate gets recalculated each time. But for most use cases (single impacts), this works well.
Does this look right?
Let's imagine a system where each trauma call can use a different decay rate and thus last different amounts of time.
So multiple trauma instances, each with their own value and decay rate, combining together:
new: =>
super 'shake'
@trauma_instances = {}
@trauma_amplitude = {x: 48, y: 48, rotation: 0.2, zoom: 0.1}
@trauma_time = 0
trauma: (amount, duration=0.5) =>
@trauma_instances[] = {
value: amount
decay: amount / duration
}
get_transform: =>
-- Sum all active trauma instances
total_trauma = 0
for instance in *@trauma_instances
total_trauma += instance.value
total_trauma = math.min 1, total_trauma -- clamp to 1
intensity = total_trauma * total_trauma
-- ... noise calculation using intensity
early_update: (dt) =>
-- Decay each instance independently, remove when depleted
i = 1
while i <= #@trauma_instances
instance = @trauma_instances[i]
instance.value -= instance.decay * dt
if instance.value <= 0
table.remove @trauma_instances, i
else
i += 1
if #@trauma_instances > 0
@trauma_time += dt
Usage:
yuescript
shake\trauma 1, 0.3 -- big hit, quick shake
shake\trauma 0.3, 2 -- small rumble, long duration
-- both run simultaneously, contributions sum up
Does this match what you had in mind?
Should total trauma be clamped to 1? You need to do the for loop backwards if you're removing from the trauma_instances table or you'll create bugs.
Good catches on both:
Clamping - No, if two 0.8 traumas combine to 1.6, intensity should be 2.56 for bigger combined shakes.
Backwards loop - Yes, forward iteration with removal skips elements.
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→--[[
4→ Shake child object for camera shake effects.
5→
6→ Usage:
7→ an.camera\add shake!
8→ an.camera.shake\trauma 0.5, 0.3
9→
10→ Shake is added as a child of camera. It implements get_transform() which
11→ camera calls to collect effects from all children.
12→
13→ Shake types:
14→ trauma - Perlin noise based, accumulates and decays
15→]]
16→class shake extends object
17→ --[[
18→ Creates a new shake container.
19→
20→ Usage:
21→ an.camera\add shake!
22→
23→ Behavior:
24→ - Automatically named 'shake' and accessible as parent.shake
25→ - Initializes trauma system
26→ ]]
27→ new: =>
28→ super 'shake'
29→ @trauma_instances = {}
... [87 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:
187→
188→ if key_is_pressed 'r'
189→ an.spring\pull 'camera_rotation', math.pi / 12 -- 15 degrees
190→
191→ if key_is_pressed 't'
192→ an.camera.shake\trauma 1, 0.5
193→
194→ an.camera.rotation = an.spring.camera_rotation.x
195→
196→ -- Screen -> world test: click on ball to flash + jiggle
Ready. Press T for full trauma over 0.5 seconds. Multiple rapid presses will stack.
Change default trauma to 24, 24, 0.2, 0.2 and duration on T to 1 second
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:
188→ if key_is_pressed 'r'
189→ an.spring\pull 'camera_rotation', math.pi / 12 -- 15 degrees
190→
191→ if key_is_pressed 't'
192→ an.camera.shake\trauma 1, 1
193→
194→ an.camera.rotation = an.spring.camera_rotation.x
195→
196→ -- Screen -> world test: click on ball to flash + jiggle
Done.
Perfect, the way it stacks and gets more chaotic with each feels really good.
That's the nice thing about the multi-instance design - rapid hits naturally compound into bigger, more chaotic shakes, then settle down as each instance decays independently. Ready for the next shake type when you are.
Go ahead.
Next up is spring shake - directional impulse using the spring module. This gives a sharp jolt that oscillates and settles naturally.
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
if this one is directional does it need rotation?
You're right. For directional spring (e.g., hit from left pushes camera right), only x/y make sense. Rotation/zoom would be separate methods if needed at all.
spring: (x, y, frequency, bounce) => -- directional position impulse
spring_rotation: (amount, frequency, bounce) => -- if needed separately
spring_zoom: (amount, frequency, bounce) => -- if needed separately
Or should I skip rotation/zoom entirely and just have spring(x, y)?
Just skip rotation and let's do the directional zoom. It should receive an angle instead of x, y
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
I meant skip rotation and zoom
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
23→ Behavior:
24→ - Automatically named 'shake' and accessible as parent.shake
25→ - Initializes trauma system
26→ ]]
27→ new: =>
28→ super 'shake'
29→ @trauma_instances = {}
30→ @trauma_amplitude = {x: 24, y: 24, rotation: 0.2, zoom: 0.2}
31→ @trauma_time = 0 -- offset for Perlin noise
32→
33→ -- Springs for spring-based shakes
34→ @\add spring!
35→ @spring\add 'x', 0, 5, 0.5
36→ @spring\add 'y', 0, 5, 0.5
37→
38→ --[[
39→ Adds trauma which produces Perlin noise shake.
40→
Now the spring method:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
71→ Behavior:
72→ - Configure once during setup
73→ - Affects all subsequent trauma calls
74→ ]]
75→ set_trauma_parameters: (amplitude) =>
76→ @trauma_amplitude.x = amplitude.x if amplitude.x
77→ @trauma_amplitude.y = amplitude.y if amplitude.y
78→ @trauma_amplitude.rotation = amplitude.rotation if amplitude.rotation
79→ @trauma_amplitude.zoom = amplitude.zoom if amplitude.zoom
80→
81→ --[[
82→ Applies a directional spring impulse.
83→
84→ Usage:
85→ shake\spring 0, 20 -- rightward impulse (angle 0)
86→ shake\spring math.pi, 15 -- leftward impulse
87→ shake\spring math.pi/2, 10, 8, 0.7 -- downward with custom frequency/bounce
88→
89→ Parameters:
90→ angle - direction in radians (0 = right, pi/2 = down)
91→ amount - impulse strength in pixels
92→ frequency - (optional) oscillation frequency (default 5)
93→ bounce - (optional) bounciness 0-1 (default 0.5)
94→
95→ Behavior:
96→ - Applies impulse in the specified direction
97→ - Spring oscillates and settles naturally
98→ - Multiple calls combine additively
99→ ]]
... [7 more lines]
Now add spring contribution to get_transform:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
115→ total_trauma = 0
116→ for instance in *@trauma_instances
117→ total_trauma += instance.value
118→
119→ -- Trauma effect (Perlin noise)
120→ if total_trauma > 0
121→ intensity = total_trauma * total_trauma -- quadratic falloff
122→ ox += intensity * @trauma_amplitude.x * noise(@trauma_time * 10, 0)
123→ oy += intensity * @trauma_amplitude.y * noise(0, @trauma_time * 10)
124→ rotation += intensity * @trauma_amplitude.rotation * noise(@trauma_time * 10, @trauma_time * 10)
125→ zoom += intensity * @trauma_amplitude.zoom * noise(@trauma_time * 5, 0, @trauma_time * 5)
126→
127→ -- Spring contribution (offset from rest position)
128→ ox += @spring.x.x
129→ oy += @spring.y.x
130→
131→ {x: ox, y: oy, :rotation, :zoom}
132→
133→ --[[
134→ Internal: updates shake effects each frame.
135→
Now add a test key in main.yue:
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:
187→
188→ if key_is_pressed 'r'
189→ an.spring\pull 'camera_rotation', math.pi / 12 -- 15 degrees
190→
191→ if key_is_pressed 't'
192→ an.camera.shake\trauma 1, 1
193→
194→ if key_is_pressed 'y'
195→ an.camera.shake\spring random_float(0, 2 * math.pi), 20
196→
197→ an.camera.rotation = an.spring.camera_rotation.x
198→
199→ -- Screen -> world test: click on ball to flash + jiggle
Press Y to test spring shake - random direction, 20 pixel impulse.
ERROR: .\anchor\object.lua:49: attempt to index a function value (field '?') stack traceback: .\anchor\object.lua:49: in method 'add' .\anchor\shake.lua:147: in function 'anchor.shake.__init' .\anchor\shake.lua:147: in global 'shake' main.lua:10: in main chunk
The issue is the spring method I added shadows the global spring class. When @\add spring! runs, it calls the method instead of the class constructor.
I should rename the method. How about impulse instead of spring?
shake\impulse 0, 20 -- directional impulse at angle 0
That makes no sense, show me the creation code again.
Read (E:\a327ex\Anchor\framework\anchor\shake.yue)
1→global *
2→
3→--[[
4→ Shake child object for camera shake effects.
5→
6→ Usage:
7→ an.camera\add shake!
8→ an.camera.shake\trauma 0.5, 0.3
9→
10→ Shake is added as a child of camera. It implements get_transform() which
11→ camera calls to collect effects from all children.
12→
13→ Shake types:
14→ trauma - Perlin noise based, accumulates and decays
15→]]
16→class shake extends object
17→ --[[
18→ Creates a new shake container.
19→
20→ Usage:
21→ an.camera\add shake!
22→
23→ Behavior:
24→ - Automatically named 'shake' and accessible as parent.shake
25→ - Initializes trauma system
26→ ]]
27→ new: =>
28→ super 'shake'
29→ @trauma_instances = {}
30→ @trauma_amplitude = {x: 24, y: 24, rotation: 0.2, zoom: 0.2}
... [10 more lines]
The problem is line 34: @\add spring! — when YueScript compiles this class, the spring method I defined shadows the global spring class within the class body.
I can fix it by storing a reference to the global before the class definition:
_spring = spring -- store reference to global
class shake extends object
new: =>
...
@\add _spring! -- use stored reference
That doesn't make sense. We want to call the global spring to create an instance of it. If we wanted to call the method we'd say @\spring or @spring. I don't see how this is the issue.
You're right, that shouldn't be the issue. Let me look at what object's add method does at line 49:
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
... [50 more lines]
It's line 49 of the Lua output, not the yue one.
Read (E:\a327ex\Anchor\framework\anchor\object.lua)
1→do
2→
3→local _class_0;local _base_0 = { add = function(self, child)do local _obj_0 =
4→
5→
6→
7→
8→
9→
10→
11→
12→
13→
14→
15→
16→
17→
18→
19→
20→
21→
22→
23→
24→
25→
26→
27→
28→
29→
30→
... [475 more lines]
Now I see it. Line 49:
lua
self[child.name] then self[child.name]:kill()end
The spring child's name is 'spring' (from super 'spring'). When add runs, it checks if self['spring'] exists - and it finds my spring method! Then it tries to call :kill() on the method (a function), which fails.
So the conflict is real, just in a different way than I thought. The fix is to rename either:
- The method (to
impulse,jolt, etc.) - The internal spring child's name
Which do you prefer?
What are more options other than impulse, jolt? We have kick already.
Some options:
bump- simple, implies a pushknock- like getting hitshove- forceful pushhit- impactpunch- strong directionalrecoil- spring back (good for weapons)jerk- sudden movementjar- abrupt shake
I think bump or knock feel most natural for a spring-based directional shake.
Why not push
push works well - clear, simple, intuitive. You push the camera in a direction and it springs back.
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
77→ @trauma_amplitude.y = amplitude.y if amplitude.y
78→ @trauma_amplitude.rotation = amplitude.rotation if amplitude.rotation
79→ @trauma_amplitude.zoom = amplitude.zoom if amplitude.zoom
80→
81→ --[[
82→ Applies a directional spring impulse.
83→
84→ Usage:
85→ shake\push 0, 20 -- rightward impulse (angle 0)
86→ shake\push math.pi, 15 -- leftward impulse
87→ shake\push math.pi/2, 10, 8, 0.7 -- downward with custom frequency/bounce
88→
89→ Parameters:
90→ angle - direction in radians (0 = right, pi/2 = down)
91→ amount - impulse strength in pixels
92→ frequency - (optional) oscillation frequency (default 5)
93→ bounce - (optional) bounciness 0-1 (default 0.5)
94→
95→ Behavior:
96→ - Applies impulse in the specified direction
97→ - Spring oscillates and settles naturally
98→ - Multiple calls combine additively
99→ ]]
100→ push: (angle, amount, frequency, bounce) =>
101→ @spring\pull 'x', math.cos(angle) * amount, frequency, bounce
102→ @spring\pull 'y', math.sin(angle) * amount, frequency, bounce
103→
104→ --[[
105→ Internal: returns current transform offset for camera.
... [1 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:
190→
191→ if key_is_pressed 't'
192→ an.camera.shake\trauma 1, 1
193→
194→ if key_is_pressed 'y'
195→ an.camera.shake\push random_float(0, 2 * math.pi), 20
196→
197→ an.camera.rotation = an.spring.camera_rotation.x
198→
199→ -- Screen -> world test: click on ball to flash + jiggle
Press Y to test push - random direction, 20 pixel impulse with spring oscillation.
What's the default frequency and bounce values for springs?
From the shake constructor:
@spring\add 'x', 0, 5, 0.5
@spring\add 'y', 0, 5, 0.5
Frequency = 5 (oscillations/sec), bounce = 0.5 (moderate overshoot).
Do it 3, 0.5
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
31→ @trauma_time = 0 -- offset for Perlin noise
32→
33→ -- Springs for spring-based shakes
34→ @\add spring!
35→ @spring\add 'x', 0, 3, 0.5
36→ @spring\add 'y', 0, 3, 0.5
37→
38→ --[[
39→ Adds trauma which produces Perlin noise shake.
40→
Done.
Perfect. What's next?
From the original list:
trauma(done) - Perlin noise basedpush(done) - directional spring impulse- shake - random displacement with decay
- kick - sharp in-out displacement
- sine/square - oscillating patterns
Next would be shake - random displacement each frame with amplitude that decays over a duration. Different from trauma (which uses smooth Perlin noise) - this is jittery/chaotic.
Shake, yes.
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
what is the last argument?
The frequency parameter was meant to control how often it picks a new random offset (jitter rate). At 60, it changes every frame. At 30, it holds each random value for ~2 frames, making it chunkier.
But maybe that's over-engineering. Should I just keep it simple with amplitude and duration, picking new random values every frame?
No, I mean you had 4 arguments but 3 described
You're right, I had 8, 0.7 in the example but only described 3 parameters. That was a mistake - I copied from somewhere and left a dangling argument.
Just amplitude, duration, and optionally frequency:
shake\shake 10, 0.3 -- amplitude, duration
shake\shake 20, 0.5, 30 -- with slower jitter rate (30 changes/sec)
OK
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
77→ @trauma_amplitude.y = amplitude.y if amplitude.y
78→ @trauma_amplitude.rotation = amplitude.rotation if amplitude.rotation
79→ @trauma_amplitude.zoom = amplitude.zoom if amplitude.zoom
80→
81→ --[[
82→ Adds a random shake with decay.
83→
84→ Usage:
85→ shake\shake 10, 0.3 -- amplitude, duration
86→ shake\shake 20, 0.5, 30 -- with slower jitter rate (30 changes/sec)
87→
88→ Parameters:
89→ amplitude - maximum displacement in pixels
90→ duration - time in seconds for shake to decay to zero
91→ frequency - (optional) how many times per second to pick new random offset (default 60)
92→
93→ Behavior:
94→ - Random displacement each frame (jittery/chaotic)
95→ - Amplitude decays linearly over duration
96→ - Multiple calls create independent instances
97→ ]]
98→ shake: (amplitude, duration, frequency=60) =>
99→ @shake_instances = {} unless @shake_instances
100→ @shake_instances[] = {
101→ :amplitude
102→ :duration
103→ :frequency
104→ time: 0
105→ current_x: 0
... [10 more lines]
Now add to get_transform:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
152→ oy += intensity * @trauma_amplitude.y * noise(0, @trauma_time * 10)
153→ rotation += intensity * @trauma_amplitude.rotation * noise(@trauma_time * 10, @trauma_time * 10)
154→ zoom += intensity * @trauma_amplitude.zoom * noise(@trauma_time * 5, 0, @trauma_time * 5)
155→
156→ -- Spring contribution (offset from rest position)
157→ ox += @spring.x.x
158→ oy += @spring.y.x
159→
160→ -- Shake instances contribution
161→ if @shake_instances
162→ for instance in *@shake_instances
163→ ox += instance.current_x
164→ oy += instance.current_y
165→
166→ {x: ox, y: oy, :rotation, :zoom}
167→
168→ --[[
169→ Internal: updates shake effects each frame.
170→
Now update early_update:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
169→ Internal: updates shake effects each frame.
170→
171→ Called automatically during early_update phase.
172→ ]]
173→ early_update: (dt) =>
174→ -- Decay trauma instances independently, remove when depleted (iterate backwards)
175→ for i = #@trauma_instances, 1, -1
176→ instance = @trauma_instances[i]
177→ instance.value -= instance.decay * dt
178→ if instance.value <= 0
179→ table.remove @trauma_instances, i
180→
181→ if #@trauma_instances > 0
182→ @trauma_time += dt
183→
184→ -- Update shake instances
185→ if @shake_instances
186→ for i = #@shake_instances, 1, -1
187→ instance = @shake_instances[i]
188→ instance.time += dt
189→
190→ -- Check if it's time to pick new random values
191→ change_interval = 1 / instance.frequency
192→ if instance.time - instance.last_change >= change_interval
193→ instance.last_change = instance.time
194→ decay = 1 - (instance.time / instance.duration)
195→ if decay > 0
196→ instance.current_x = decay * instance.amplitude * random_float(-1, 1)
197→ instance.current_y = decay * instance.amplitude * random_float(-1, 1)
... [8 more lines]
Now add test key:
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:
190→
191→ if key_is_pressed 't'
192→ an.camera.shake\trauma 1, 1
193→
194→ if key_is_pressed 'y'
195→ an.camera.shake\push random_float(0, 2 * math.pi), 20
196→
197→ if key_is_pressed 'u'
198→ an.camera.shake\shake 15, 0.5
199→
200→ an.camera.rotation = an.spring.camera_rotation.x
201→
202→ -- Screen -> world test: click on ball to flash + jiggle
Press U for random shake - 15 pixels, 0.5 seconds.
Seems good, next.
Next is kick - sharp in-out displacement. Quick push out and back, like a recoil. Goes out fast, comes back smoothly.
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
106→ current_y: 0
107→ last_change: 0
108→ }
109→
110→ --[[
111→ Applies a directional spring impulse.
112→
113→ Usage:
114→ shake\push 0, 20 -- rightward impulse (angle 0)
115→ shake\push math.pi, 15 -- leftward impulse
116→ shake\push math.pi/2, 10, 8, 0.7 -- downward with custom frequency/bounce
117→
118→ Parameters:
119→ angle - direction in radians (0 = right, pi/2 = down)
120→ amount - impulse strength in pixels
121→ frequency - (optional) oscillation frequency (default 5)
122→ bounce - (optional) bounciness 0-1 (default 0.5)
123→
124→ Behavior:
125→ - Applies impulse in the specified direction
126→ - Spring oscillates and settles naturally
127→ - Multiple calls combine additively
128→ ]]
129→ push: (angle, amount, frequency, bounce) =>
130→ @spring\pull 'x', math.cos(angle) * amount, frequency, bounce
131→ @spring\pull 'y', math.sin(angle) * amount, frequency, bounce
132→
133→ --[[
134→ Applies a sharp in-out kick.
... [27 more lines]
Now add to get_transform:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
182→ -- Spring contribution (offset from rest position)
183→ ox += @spring.x.x
184→ oy += @spring.y.x
185→
186→ -- Shake instances contribution
187→ if @shake_instances
188→ for instance in *@shake_instances
189→ ox += instance.current_x
190→ oy += instance.current_y
191→
192→ -- Kick instances contribution
193→ if @kick_instances
194→ for instance in *@kick_instances
195→ t = instance.time / instance.duration
196→ -- Quick out, smooth back: use sine curve that peaks at t=0.25
197→ intensity = math.sin(t * math.pi)
198→ ox += intensity * instance.amount * math.cos(instance.angle)
199→ oy += intensity * instance.amount * math.sin(instance.angle)
200→
201→ {x: ox, y: oy, :rotation, :zoom}
202→
203→ --[[
204→ Internal: updates shake effects each frame.
205→
Now add to early_update:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
233→ else
234→ instance.current_x = 0
235→ instance.current_y = 0
236→
237→ -- Remove when done
238→ if instance.time >= instance.duration
239→ table.remove @shake_instances, i
240→
241→ -- Update kick instances
242→ if @kick_instances
243→ for i = #@kick_instances, 1, -1
244→ instance = @kick_instances[i]
245→ instance.time += dt
246→ if instance.time >= instance.duration
247→ table.remove @kick_instances, i
248→
Add test key:
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:
193→
194→ if key_is_pressed 'y'
195→ an.camera.shake\push random_float(0, 2 * math.pi), 20
196→
197→ if key_is_pressed 'u'
198→ an.camera.shake\shake 15, 0.5
199→
200→ if key_is_pressed 'i'
201→ an.camera.shake\kick random_float(0, 2 * math.pi), 20, 0.15
202→
203→ an.camera.rotation = an.spring.camera_rotation.x
204→
205→ -- Screen -> world test: click on ball to flash + jiggle
Press I for kick - random direction, 20 pixels, 0.15 second in-out.
This does not feel good nor meaningfully different from the spring one, so it can be removed.
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
129→ push: (angle, amount, frequency, bounce) =>
130→ @spring\pull 'x', math.cos(angle) * amount, frequency, bounce
131→ @spring\pull 'y', math.sin(angle) * amount, frequency, bounce
132→
133→ --[[
134→ Internal: returns current transform offset for camera.
135→
136→ Called by camera\get_effects to collect all child effects.
137→
138→ Returns: {x, y, rotation, zoom} offsets
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
156→ -- Spring contribution (offset from rest position)
157→ ox += @spring.x.x
158→ oy += @spring.y.x
159→
160→ -- Shake instances contribution
161→ if @shake_instances
162→ for instance in *@shake_instances
163→ ox += instance.current_x
164→ oy += instance.current_y
165→
166→ {x: ox, y: oy, :rotation, :zoom}
167→
168→ --[[
169→ Internal: updates shake effects each frame.
170→
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
198→ else
199→ instance.current_x = 0
200→ instance.current_y = 0
201→
202→ -- Remove when done
203→ if instance.time >= instance.duration
204→ table.remove @shake_instances, i
205→
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:
193→
194→ if key_is_pressed 'y'
195→ an.camera.shake\push random_float(0, 2 * math.pi), 20
196→
197→ if key_is_pressed 'u'
198→ an.camera.shake\shake 15, 0.5
199→
200→ an.camera.rotation = an.spring.camera_rotation.x
201→
202→ -- Screen -> world test: click on ball to flash + jiggle
Done. Next is sine/square - oscillating patterns. Should I continue?
Yes, implement both at once.
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
125→ - Applies impulse in the specified direction
126→ - Spring oscillates and settles naturally
127→ - Multiple calls combine additively
128→ ]]
129→ push: (angle, amount, frequency, bounce) =>
130→ @spring\pull 'x', math.cos(angle) * amount, frequency, bounce
131→ @spring\pull 'y', math.sin(angle) * amount, frequency, bounce
132→
133→ --[[
134→ Applies a sine wave oscillation.
135→
136→ Usage:
137→ shake\sine 0, 10, 5, 0.5 -- rightward, 10 pixels, 5 Hz, 0.5 seconds
138→ shake\sine math.pi/2, 8, 3, 1 -- downward oscillation
139→
140→ Parameters:
141→ angle - direction in radians (0 = right, pi/2 = down)
142→ amplitude - maximum displacement in pixels
143→ frequency - oscillations per second
144→ duration - time until oscillation stops
145→
146→ Behavior:
147→ - Smooth sinusoidal oscillation along direction
148→ - Amplitude decays linearly over duration
149→ - Multiple calls create independent instances
150→ ]]
151→ sine: (angle, amplitude, frequency, duration) =>
152→ @sine_instances = {} unless @sine_instances
153→ @sine_instances[] = {
... [41 more lines]
Now add to get_transform:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
212→ -- Spring contribution (offset from rest position)
213→ ox += @spring.x.x
214→ oy += @spring.y.x
215→
216→ -- Shake instances contribution
217→ if @shake_instances
218→ for instance in *@shake_instances
219→ ox += instance.current_x
220→ oy += instance.current_y
221→
222→ -- Sine instances contribution
223→ if @sine_instances
224→ for instance in *@sine_instances
225→ decay = 1 - (instance.time / instance.duration)
226→ wave = math.sin(instance.time * instance.frequency * 2 * math.pi)
227→ offset = decay * instance.amplitude * wave
228→ ox += offset * math.cos(instance.angle)
229→ oy += offset * math.sin(instance.angle)
230→
231→ -- Square instances contribution
232→ if @square_instances
233→ for instance in *@square_instances
234→ decay = 1 - (instance.time / instance.duration)
235→ wave = math.sin(instance.time * instance.frequency * 2 * math.pi) > 0 and 1 or -1
236→ offset = decay * instance.amplitude * wave
237→ ox += offset * math.cos(instance.angle)
238→ oy += offset * math.sin(instance.angle)
239→
240→ {x: ox, y: oy, :rotation, :zoom}
... [4 more lines]
Now add to early_update:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
272→ else
273→ instance.current_x = 0
274→ instance.current_y = 0
275→
276→ -- Remove when done
277→ if instance.time >= instance.duration
278→ table.remove @shake_instances, i
279→
280→ -- Update sine instances
281→ if @sine_instances
282→ for i = #@sine_instances, 1, -1
283→ instance = @sine_instances[i]
284→ instance.time += dt
285→ if instance.time >= instance.duration
286→ table.remove @sine_instances, i
287→
288→ -- Update square instances
289→ if @square_instances
290→ for i = #@square_instances, 1, -1
291→ instance = @square_instances[i]
292→ instance.time += dt
293→ if instance.time >= instance.duration
294→ table.remove @square_instances, i
295→
Add test keys:
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:
193→
194→ if key_is_pressed 'y'
195→ an.camera.shake\push random_float(0, 2 * math.pi), 20
196→
197→ if key_is_pressed 'u'
198→ an.camera.shake\shake 15, 0.5
199→
200→ if key_is_pressed 'i'
201→ an.camera.shake\sine 0, 15, 8, 0.5
202→
203→ if key_is_pressed 'o'
204→ an.camera.shake\square 0, 15, 8, 0.5
205→
206→ an.camera.rotation = an.spring.camera_rotation.x
207→
208→ -- Screen -> world test: click on ball to flash + jiggle
Press I for sine, O for square - both horizontal, 15 pixels, 8 Hz, 0.5 seconds.
Are these angled? If so make the angle random.
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:
196→
197→ if key_is_pressed 'u'
198→ an.camera.shake\shake 15, 0.5
199→
200→ if key_is_pressed 'i'
201→ an.camera.shake\sine random_float(0, 2 * math.pi), 15, 8, 0.5
202→
203→ if key_is_pressed 'o'
204→ an.camera.shake\square random_float(0, 2 * math.pi), 15, 8, 0.5
205→
206→ an.camera.rotation = an.spring.camera_rotation.x
207→
208→ -- Screen -> world test: click on ball to flash + jiggle
Done.
What are the arguments on the calls?
For both sine and square:
shake\sine angle, amplitude, frequency, duration
shake\square angle, amplitude, frequency, duration
Current test calls:
- angle: random 0 to 2π
- amplitude: 15 pixels
- frequency: 8 oscillations/sec
- duration: 0.5 seconds
These feel really good, especially the jaggedness of the square one. Are there any additional ones to add?
The main triggered shake types are covered:
- trauma - Perlin noise, accumulating
- push - spring-based directional
- shake - random jitter
- sine - smooth oscillation
- square - sharp oscillation
One additional type that's sometimes used:
- handcam - subtle continuous motion to simulate handheld camera feel (always-on, not triggered). Low-amplitude Perlin noise that runs constantly.
But that's more of an ambient effect than a triggered shake. Up to you if it's worth adding.
Ah, yes, let's add it. You may copy/change the previous code for it as you see fit.
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
23→ Behavior:
24→ - Automatically named 'shake' and accessible as parent.shake
25→ - Initializes trauma system
26→ ]]
27→ new: =>
28→ super 'shake'
29→ @trauma_instances = {}
30→ @trauma_amplitude = {x: 24, y: 24, rotation: 0.2, zoom: 0.2}
31→ @trauma_time = 0 -- offset for Perlin noise
32→
33→ -- Springs for spring-based shakes
34→ @\add spring!
35→ @spring\add 'x', 0, 3, 0.5
36→ @spring\add 'y', 0, 3, 0.5
37→
38→ -- Handcam (continuous subtle motion)
39→ @handcam_enabled = false
40→ @handcam_amplitude = {x: 2, y: 2, rotation: 0.01}
41→ @handcam_frequency = 1
42→ @handcam_time = 0
43→
44→ --[[
45→ Adds trauma which produces Perlin noise shake.
46→
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
181→ - Sharp alternating displacement (snaps between +/- amplitude)
182→ - Amplitude decays linearly over duration
183→ - Multiple calls create independent instances
184→ ]]
185→ square: (angle, amplitude, frequency, duration) =>
186→ @square_instances = {} unless @square_instances
187→ @square_instances[] = {
188→ :angle
189→ :amplitude
190→ :frequency
191→ :duration
192→ time: 0
193→ }
194→
195→ --[[
196→ Enables or disables handcam effect (continuous subtle motion).
197→
198→ Usage:
199→ shake\handcam true -- enable with defaults
200→ shake\handcam true, {x: 3, y: 3, rotation: 0.02}, 0.5 -- custom amplitude, frequency
201→ shake\handcam false -- disable
202→
203→ Parameters:
204→ enabled - true to enable, false to disable
205→ amplitude - (optional) table with {x, y, rotation} amplitudes
206→ frequency - (optional) noise frequency multiplier (default 1, higher = faster)
207→
208→ Behavior:
209→ - Adds subtle continuous Perlin noise motion
... [17 more lines]
Now add to get_transform:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
224→ Called by camera\get_effects to collect all child effects.
225→
226→ Returns: {x, y, rotation, zoom} offsets
227→ ]]
228→ get_transform: =>
229→ ox, oy, rotation, zoom = 0, 0, 0, 0
230→
231→ -- Handcam effect (continuous subtle motion)
232→ if @handcam_enabled
233→ t = @handcam_time * @handcam_frequency
234→ ox += @handcam_amplitude.x * noise(t, 0)
235→ oy += @handcam_amplitude.y * noise(0, t)
236→ rotation += @handcam_amplitude.rotation * noise(t, t)
237→
238→ -- Sum all active trauma instances
239→ total_trauma = 0
240→ for instance in *@trauma_instances
241→ total_trauma += instance.value
242→
243→ -- Trauma effect (Perlin noise)
244→ if total_trauma > 0
245→ intensity = total_trauma * total_trauma -- quadratic falloff
246→ ox += intensity * @trauma_amplitude.x * noise(@trauma_time * 10, 0)
247→ oy += intensity * @trauma_amplitude.y * noise(0, @trauma_time * 10)
248→ rotation += intensity * @trauma_amplitude.rotation * noise(@trauma_time * 10, @trauma_time * 10)
Now add to early_update:
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
282→ Internal: updates shake effects each frame.
283→
284→ Called automatically during early_update phase.
285→ ]]
286→ early_update: (dt) =>
287→ -- Update handcam time
288→ if @handcam_enabled
289→ @handcam_time += dt
290→
291→ -- Decay trauma instances independently, remove when depleted (iterate backwards)
292→ for i = #@trauma_instances, 1, -1
293→ instance = @trauma_instances[i]
294→ instance.value -= instance.decay * dt
295→ if instance.value <= 0
296→ table.remove @trauma_instances, i
Add test key:
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:
199→
200→ if key_is_pressed 'i'
201→ an.camera.shake\sine random_float(0, 2 * math.pi), 15, 8, 0.5
202→
203→ if key_is_pressed 'o'
204→ an.camera.shake\square random_float(0, 2 * math.pi), 15, 8, 0.5
205→
206→ if key_is_pressed 'h'
207→ an.camera.shake\handcam not an.camera.shake.handcam_enabled
208→
209→ an.camera.rotation = an.spring.camera_rotation.x
210→
211→ -- Screen -> world test: click on ball to flash + jiggle
Press H to toggle handcam on/off. Default amplitude is 2 pixels x/y, 0.01 radians rotation.
Increase amount and rotation, also add zoom. The original one had zoom, no?
Read (E:\a327ex\Anchor\reference\handcam.lua)
1→-- handcam.lua
2→-- A reusable camera effect for Anchor
3→-- Require this file after anchor is initialized to add the effect
4→
5→-- Create the handcam object and add to 'an'
6→return function(drift_amount, drift_speed, rotation_amount, zoom_amount)
7→ an:add(object('handcam'):build(function(self)
8→ --[[
9→ HANDCAM CAMERA SYSTEM
10→ This implements a realistic handheld camera effect using smooth perlin noise and a trauma-based intensity system for dynamic camera reactions.
11→
12→ The system creates organic camera movement through:
13→ 1. Continuous smooth drift using perlin noise
14→ 2. Force-based positional offsets with springy return-to-center
15→ 3. Trauma system for dramatic camera shake moments
16→ 4. Compositional transform system for multiple effects
17→
18→ Usage:
19→ require('handcam')(5, 0.4, 0.05, 0.03) -- Customized parameters
20→ or
21→ require('handcam')() -- Default parameters
22→
23→ To add custom transform sources:
24→ an.handcam:set_transform_source('my_effect', {
25→ offset_x = 10, -- Optional
26→ offset_y = 5, -- Optional
27→ rotation = 0.1, -- Optional
28→ zoom = 0.05 -- Optional
29→ })
30→
... [175 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
34→ @\add spring!
35→ @spring\add 'x', 0, 3, 0.5
36→ @spring\add 'y', 0, 3, 0.5
37→
38→ -- Handcam (continuous subtle motion)
39→ @handcam_enabled = false
40→ @handcam_amplitude = {x: 5, y: 5, rotation: 0.02, zoom: 0.02}
41→ @handcam_frequency = 0.5
42→ @handcam_time = 0
43→
44→ --[[
45→ Adds trauma which produces Perlin noise shake.
46→
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
209→ - Adds subtle continuous Perlin noise motion
210→ - Simulates handheld camera feel
211→ - Runs constantly while enabled (doesn't decay)
212→ ]]
213→ handcam: (enabled, amplitude, frequency) =>
214→ @handcam_enabled = enabled
215→ if amplitude
216→ @handcam_amplitude.x = amplitude.x if amplitude.x
217→ @handcam_amplitude.y = amplitude.y if amplitude.y
218→ @handcam_amplitude.rotation = amplitude.rotation if amplitude.rotation
219→ @handcam_amplitude.zoom = amplitude.zoom if amplitude.zoom
220→ @handcam_frequency = frequency if frequency
221→
222→ --[[
223→ Internal: returns current transform offset for camera.
224→
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
228→ ]]
229→ get_transform: =>
230→ ox, oy, rotation, zoom = 0, 0, 0, 0
231→
232→ -- Handcam effect (continuous subtle motion)
233→ if @handcam_enabled
234→ t = @handcam_time * @handcam_frequency
235→ ox += @handcam_amplitude.x * noise(t, 0)
236→ oy += @handcam_amplitude.y * noise(0, t)
237→ rotation += @handcam_amplitude.rotation * noise(t, t)
238→ zoom += @handcam_amplitude.zoom * noise(t * 0.7, 0, t)
239→
240→ -- Sum all active trauma instances
241→ total_trauma = 0
242→ for instance in *@trauma_instances
Done. Defaults are now:
- x/y: 5 pixels
- rotation: 0.02 radians (~1.1°)
- zoom: 0.02 (2%)
- frequency: 0.5 (slow drift)
Increase zoom and rotation a lot, frequency slightly
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
36→ @spring\add 'y', 0, 3, 0.5
37→
38→ -- Handcam (continuous subtle motion)
39→ @handcam_enabled = false
40→ @handcam_amplitude = {x: 5, y: 5, rotation: 0.1, zoom: 0.1}
41→ @handcam_frequency = 0.7
42→ @handcam_time = 0
43→
44→ --[[
45→ Adds trauma which produces Perlin noise shake.
Done. Now rotation: 0.1 (~5.7°), zoom: 0.1 (10%), frequency: 0.7.
OK, decrease to previous values. Is there a way to trigger it with specific values?
Edit (E:\a327ex\Anchor\framework\anchor\shake.yue)
The file E:\a327ex\Anchor\framework\anchor\shake.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
36→ @spring\add 'y', 0, 3, 0.5
37→
38→ -- Handcam (continuous subtle motion)
39→ @handcam_enabled = false
40→ @handcam_amplitude = {x: 5, y: 5, rotation: 0.02, zoom: 0.02}
41→ @handcam_frequency = 0.5
42→ @handcam_time = 0
43→
44→ --[[
45→ Adds trauma which produces Perlin noise shake.
Yes, the method already supports it:
shake\handcam true, {x: 10, y: 10, rotation: 0.05, zoom: 0.05}, 1.0
-- enabled, amplitude table, frequency
Only pass the amplitude fields you want to change - others keep their defaults.
Great, everything seems to work properly.
The shake module is complete with:
- trauma(amount, duration) - Perlin noise, accumulating
- push(angle, amount, frequency, bounce) - spring-based directional
- shake(amplitude, duration, frequency) - random jitter
- sine(angle, amplitude, frequency, duration) - smooth oscillation
- square(angle, amplitude, frequency, duration) - sharp oscillation
- handcam(enabled, amplitude, frequency) - continuous subtle motion
Test keys:
- T - trauma
- Y - push
- U - shake
- I - sine
- O - square
- H - toggle handcam
<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>
Update @docs/PHASE_10_PROGRESS.md, you compacted multiple times, we did more things than these shakes this session!
Read (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
860→ ball.collider\set_velocity 0, 0
861→```
862→
863→This behavior is documented in the [YueScript source code](https://github.com/pigpigyyy/Yuescript) - variable assignments check if the name exists in outer scopes and update the existing variable rather than creating a new local.
864→
865→---
866→
867→## What's Next
868→
869→Implementation order for remaining Phase 10 work:
870→
871→| Category | Items | Status |
872→|----------|-------|--------|
873→| **Pure utilities** | math (lerp, easing) | Done |
874→| **Pure utilities** | array, string | Not started |
875→| **Value objects** | color | Not started |
876→| **Resource manager** | sounds, music on `an` | Not started |
877→| **Child objects** | timer | Done |
878→| **Child objects** | collider | Done |
879→| **Child objects** | spring | Done |
880→| **Child objects** | random, input, camera, animation, shake | Not started |
881→| **Physics** | Spatial queries on `an` (query_point, query_circle, raycast, etc.) | Done |
882→| **External libs** | Integrate lua-geo2d for collision utilities | Not started |
883→
Edit (E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md)
The file E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
861→```
862→
863→This behavior is documented in the [YueScript source code](https://github.com/pigpigyyy/Yuescript) - variable assignments check if the name exists in outer scopes and update the existing variable rather than creating a new local.
864→
865→---
866→
867→## Camera Module
868→
869→The `camera` class is a child object that provides viewport control with position, zoom, rotation, and effects.
870→
871→### Design Decisions
872→
873→1. **Child object pattern** — Camera is added to `an` and layers reference it via `layer.camera`
874→2. **Effect composition** — Camera collects transform offsets from child objects implementing `get_transform()`
875→3. **Coordinate conversion** — `to_world` and `to_screen` methods for mouse picking and UI positioning
876→4. **Follow with lead** — Camera can follow a target with optional velocity-based lead
877→5. **Bounds clamping** — Optional camera bounds to constrain movement
878→
879→### API Reference
880→
881→```yuescript
882→an\add camera! -- Add camera (uses global W, H)
883→an.camera.x, an.camera.y = 100, 200 -- Set position
884→an.camera.zoom = 2 -- Set zoom
885→an.camera.rotation = math.pi / 4 -- Set rotation
886→
887→an.camera\follow player -- Follow target
888→an.camera\follow player, 0.9, 0.5 -- Follow with lerp (90% distance in 0.5s)
889→an.camera\follow player, 0.9, 0.5, 0.1 -- Follow with lead (look ahead based on velocity)
... [165 more lines]
Updated PHASE_10_PROGRESS.md with:
- Camera module documentation (follow, bounds, lead, coordinate conversion, effect system)
- Math module additions (lerp_dt, lerp_angle, lerp_angle_dt, loop)
- Spring module updates (frequency/bounce API replacing k/d)
- Shake module documentation (all 6 shake types)
- Updated status table showing camera and shake as done
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 chronologically analyze the conversation:
Session Start: This is a continuation from a previous session. The summary indicated we were working on Phase 10 of the Anchor game framework, having completed camera functionality and were about to implement the shake module.
Shake Module Implementation - Trauma:
- Created shake.yue with trauma system (Perlin noise based)
- User asked to rename
add_traumato justtrauma- User questioned why
set_trauma_paramswas separate - I explained this matches typical usage patterns- User asked to rename to
set_trauma_parameters- Implemented multi-instance trauma system where each call can have different decay rates
- User caught that I shouldn't clamp total trauma to 1 (allows stacking)
- User caught that I need to iterate backwards when removing from arrays
- Adjusted trauma amplitudes multiple times: 10→24→48→24 pixels, 0.05→0.1→0.2 rotation, 0.02→0.1→0.2 zoom
- User noted they don't need to rebuild engine for YueScript-only changes
Push (Spring-based) Shake:
- User asked if directional spring needs rotation - I was going to add rotation/zoom springs
- User clarified to skip rotation and zoom, just directional position
- User suggested using angle instead of x,y for direction
- Hit error: "attempt to index a function value" because the
springmethod shadowed the globalspringclass when doing@\add spring!- User questioned my initial explanation - the real issue was the spring child's name 'spring' conflicting with the method name in the add() check
- User asked for alternative names to
spring,impulse,jolt,kick- suggestedpush- Renamed method to
push- Changed default spring frequency from 5 to 3
Shake (Random Jitter):
- Implemented shake with amplitude, duration, and optional frequency (jitter rate)
- User caught I had 4 arguments in example but only described 3 - fixed the documentation
Kick:
- Implemented kick (sharp in-out displacement)
- User said it doesn't feel meaningfully different from push, so removed it
Sine and Square Oscillation:
- Implemented both at once per user request
- Both take angle, amplitude, frequency, duration
- User asked if they were angled - made test use random angles
- User said these feel really good, especially the square's jaggedness
Handcam:
- Added continuous subtle motion effect using Perlin noise
- Initially had x: 2, y: 2, rotation: 0.01, no zoom
- User asked to add zoom and increase amounts
- Referenced original handcam.lua which had zoom
- Changed to x: 5, y: 5, rotation: 0.02, zoom: 0.02, frequency: 0.5
- User asked to increase zoom and rotation a lot, frequency slightly
- Changed to rotation: 0.1, zoom: 0.1, frequency: 0.7
- User said to decrease back to previous values
- Confirmed you can pass custom values when calling handcam
Documentation Update:
- User asked to update PHASE_10_PROGRESS.md
- Added sections for Camera Module, Math Module Additions, Spring Module Updates, Shake Module
- Updated status table
Key files: - E:\a327ex\Anchor\framework\anchor\shake.yue (created) - E:\a327ex\Anchor\framework\anchor\init.yue (added require for shake) - E:\a327ex\Anchor\framework\main.yue (added test keys T, Y, U, I, O, H) - E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md (updated with new documentation)
Summary: 1. Primary Request and Intent: The user is continuing Phase 10 development of the Anchor game framework. This session focused on implementing the shake module as a child object of camera. The user wanted multiple shake types: trauma (Perlin noise), push (spring-based directional), shake (random jitter), sine/square (oscillations), and handcam (continuous subtle motion). The user emphasized implementing one functionality at a time and provided specific feedback on parameters and API design.
Key Technical Concepts:
- Camera effect system: child objects implement
get_transform()returning{x, y, rotation, zoom}offsets- Multi-instance shake system: each shake call creates independent instances with their own decay
- Trauma system: Perlin noise based, intensity = trauma², instances sum together
- Spring-based directional shake: reuses the spring module for natural oscillation
- Backwards iteration when removing from arrays to avoid skipping elements
- YueScript class method names can shadow globals during child object
add()checks- No engine rebuild needed for YueScript-only changes
Files and Code Sections:
E:\a327ex\Anchor\framework\anchor\shake.yue (created)
- New shake module implementing all shake types as camera child
Key structure: ```yuescript class shake extends object new: => super 'shake' @trauma_instances = {} @trauma_amplitude = {x: 24, y: 24, rotation: 0.2, zoom: 0.2} @trauma_time = 0 @\add spring! @spring\add 'x', 0, 3, 0.5 @spring\add 'y', 0, 3, 0.5 @handcam_enabled = false @handcam_amplitude = {x: 5, y: 5, rotation: 0.02, zoom: 0.02} @handcam_frequency = 0.5 @handcam_time = 0
trauma: (amount, duration=0.5) => @trauma_instances[] = {value: amount, decay: amount / duration}
push: (angle, amount, frequency, bounce) => @spring\pull 'x', math.cos(angle) * amount, frequency, bounce @spring\pull 'y', math.sin(angle) * amount, frequency, bounce
shake: (amplitude, duration, frequency=60) => @shake_instances = {} unless @shake_instances @shake_instances[] = {:amplitude, :duration, :frequency, time: 0, current_x: 0, current_y: 0, last_change: 0}
sine: (angle, amplitude, frequency, duration) => @sine_instances = {} unless @sine_instances @sine_instances[] = {:angle, :amplitude, :frequency, :duration, time: 0}
square: (angle, amplitude, frequency, duration) => @square_instances = {} unless @square_instances @square_instances[] = {:angle, :amplitude, :frequency, :duration, time: 0}
handcam: (enabled, amplitude, frequency) => @handcam_enabled = enabled -- updates amplitude/frequency if provided
get_transform: => -- sums all effects and returns {x, y, rotation, zoom}
early_update: (dt) => -- updates handcam_time, decays trauma, updates shake/sine/square instances ```
E:\a327ex\Anchor\framework\anchor\init.yue
- Added require for shake module:
yuescript require 'anchor.shake'E:\a327ex\Anchor\framework\main.yue
- Added shake to camera and test keys: ```yuescript an.camera\add shake!
if key_is_pressed 't' an.camera.shake\trauma 1, 1 if key_is_pressed 'y' an.camera.shake\push random_float(0, 2 * math.pi), 20 if key_is_pressed 'u' an.camera.shake\shake 15, 0.5 if key_is_pressed 'i' an.camera.shake\sine random_float(0, 2 * math.pi), 15, 8, 0.5 if key_is_pressed 'o' an.camera.shake\square random_float(0, 2 * math.pi), 15, 8, 0.5 if key_is_pressed 'h' an.camera.shake\handcam not an.camera.shake.handcam_enabled ```
E:\a327ex\Anchor\docs\PHASE_10_PROGRESS.md
- Updated with Camera Module, Math Module Additions, Spring Module Updates, and Shake Module documentation
- Updated status table showing camera and shake as done
Errors and fixes:
- "attempt to index a function value" error:
- Occurred when shake tried to
@\add spring!- The
springmethod I defined on shake class caused a conflict: whenadd()checks@[child.name]for an existing 'spring', it found the method instead- Fixed by renaming the spring method to
push- Trauma parameter confusion:
- User asked why
set_trauma_paramswas separate - explained it matches typical usage (configure once, call trauma many times)- User asked to rename to
set_trauma_parameters- Array removal bug:
- User caught I was iterating forward while removing, which skips elements
- Fixed by using
for i = #array, 1, -1(backwards iteration)- Documentation mismatch:
- Had 4 arguments in shake example but only described 3
- Fixed by removing the dangling 4th argument from example
Problem Solving:
- Designed multi-instance trauma system allowing different durations per call
- Resolved naming conflict between shake.spring method and global spring class
- Implemented 6 distinct shake types with different characteristics
- Added handcam as toggleable continuous effect
All user messages:
- "Let's do one functionality at a time."
- "rename add_trauma to trauma"
- "Trauma function has a parameters for rotation but no code that handles it. Why do we have a separate set_trauma_params function instead of just passing those paramaters on each call? Is this differentiation how you read the trauma system works online? Is this how others use it?"
- "I think set_trauma_parameters (this is what it should be called) is fine. I was just wondering about if this is the issue. Go ahead"
- "What are the current parameters? It seems like a very small shake."
- "Are you multiplying things by dt?"
- "Yes." (to increasing defaults)
- "48, 48, 0.2 rotation, 0.1 zoom, full trauma when T pressed"
- "OK, I understand the issue. I also want to control the duration of the shake per call. How can that be done?"
- "Let's imagine a system where each trauma call can use a different decay rate and thus last different amounts of time."
- "Should total trauma be clamped to 1? You need to do the for loop backwards if you're removing from the trauma_instances table or you'll create bugs."
- "Change default trauma to 24, 24, 0.2, 0.2 and duration on T to 1 second"
- "Perfect, the way it stacks and gets more chaotic with each feels really good."
- "Go ahead." (for next shake type)
- "if this one is directional does it need rotation?"
- "I meant skip rotation and zoom"
- "It's line 49 of the Lua output, not the yue one."
- "That doesn't make sense. We want to call the global spring to create an instance of it. If we wanted to call the method we'd say @\spring or @spring. I don't see how this is the issue."
- "What are more options other than impulse, jolt? We have kick already."
- "Why not push"
- "What's the default frequency and bounce values for springs?"
- "Do it 3, 0.5"
- "Perfect. What's next?"
- "Shake, yes."
- "what is the last argument?" (about shake having 4 args but 3 described)
- "OK"
- "Seems good, next."
- "This does not feel good nor meaningfully different from the spring one, so it can be removed." (about kick)
- "Yes, implement both at once." (sine and square)
- "Are these angled? If so make the angle random."
- "What are the arguments on the calls?"
- "These feel really good, especially the jaggedness of the square one. Are there any additional ones to add?"
- "Ah, yes, let's add it." (handcam)
- "Increase amount and rotation, also add zoom. The original one had zoom, no?"
- "Increase zoom and rotation a lot, frequency slightly"
- "OK, decrease to previous values. Is there a way to trigger it with specific values?"
- "Great, everything seems to work properly."
- "Update @docs/PHASE_10_PROGRESS.md, you compacted multiple times, we did more things than these shakes this session!"
Pending Tasks:
- None explicitly requested - shake module is complete
Current Work: The shake module implementation is complete. All 6 shake types (trauma, push, shake, sine, square, handcam) are implemented and tested. The user confirmed "Great, everything seems to work properly." The PHASE_10_PROGRESS.md documentation was updated with the session's work.
Optional Next Step: No immediate next step - the shake module work is complete. From the updated status table in PHASE_10_PROGRESS.md, remaining Phase 10 work includes:
- Pure utilities: array, string
- Value objects: color
- Resource manager: sounds, music
- Child objects: random, input, animation
- External libs: lua-geo2d
The user should be asked what they want to work on next in the following 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\a76b7b1e-d54e-4043-84ec-8064e4af48a3.jsonl
<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>/compact</command-name>
<command-message>compact</command-message>
<command-args>We're going to end session after this compaction.</command-args>
<local-command-stdout>[2mCompacted (ctrl+o to see full summary)[22m</local-command-stdout>
<command-message>end-session</command-message>
<command-name>/end-session</command-name>
I'll help you end the session. Let me start by asking for the session title.
What should be the title for this session? (max 30 characters)
Examples: "Anchor Phase 10 Part 9", "Shake Module Complete", "Camera Shake System"
Anchor Phase 10 Part 9
Let me find and convert the transcript.
Bash (ls -t ~/.claude/projects/E--a327ex-Anchor/*.jsonl | grep -v agent | head -1)
/c/Users/adn/.claude/projects/E--a327ex-Anchor/a76b7b1e-d54e-4043-84ec-8064e4af48a3.jsonl