a327ex.com

Anchor YueScript to Lua

Summary

Complete conversion of the Anchor game engine framework from YueScript (.yue) to hand-written, human-readable Lua. This was a major migration spanning the full framework (17 Lua files), the test harness, all documentation, build scripts, CLAUDE.md instructions, and git repository restructuring.

Initial Planning and Requirements Gathering:

New Directory Setup (Anchor-lua/):

Class System Design:

Framework File Conversion (17 files, one at a time with user review):

User Corrections and Style Preferences:

YueScript to Lua Syntax Conversions Applied:

Test File Conversion and Verification:

Documentation Updates:

Build Script Updates:

YueScript Reference Audit:

Repository Restructuring:


I need to convert all YueScript code in Anchor, emoji-ball-battles to Lua instead. We should start with Anchor, make sure that works, then move on to emoji-ball-battles. Ask any questions before coming up with a plan. I'd like you to avoid using plan mode if possible, but if it's too big of a task you can use it.

Let me first understand the scope of what we're dealing with.

Glob (Anchor/*/.yue)

E:\a327ex\Anchor\reference\examples\snkrx.yue
E:\a327ex\Anchor\reference\examples\swarm_survival.yue
E:\a327ex\Anchor\reference\examples\examples.yue
E:\a327ex\Anchor\reference\examples\dungeon.yue
E:\a327ex\Anchor\framework\anchor\object.yue
E:\a327ex\Anchor\framework\anchor\image.yue
E:\a327ex\Anchor\framework\anchor\font.yue
E:\a327ex\Anchor\framework\anchor\camera.yue
E:\a327ex\Anchor\framework\anchor\spring.yue
E:\a327ex\Anchor\framework\anchor\random.yue
E:\a327ex\Anchor\framework\anchor\array.yue
E:\a327ex\Anchor\framework\anchor\spritesheet.yue
E:\a327ex\Anchor\framework\main.yue
E:\a327ex\Anchor\framework\animation.yue
E:\a327ex\Anchor\framework\array.yue
E:\a327ex\Anchor\framework\camera.yue
E:\a327ex\Anchor\framework\collider.yue
E:\a327ex\Anchor\framework\color.yue
E:\a327ex\Anchor\framework\font.yue
E:\a327ex\Anchor\framework\image.yue
E:\a327ex\Anchor\framework\init.yue
E:\a327ex\Anchor\framework\layer.yue
E:\a327ex\Anchor\framework\math.yue
E:\a327ex\Anchor\framework\object.yue
E:\a327ex\Anchor\framework\random.yue
E:\a327ex\Anchor\framework\shake.yue
E:\a327ex\Anchor\framework\spring.yue
E:\a327ex\Anchor\framework\spritesheet.yue
E:\a327ex\Anchor\framework\timer.yue
E:\a327ex\Anchor\framework\anchor\layer.yue
... [7 more lines]

Let me also check the build pipeline to understand how YueScript is compiled and how the projects are structured.

Read (E:\a327ex\Anchor\framework\run.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→.\yue.exe -r main.yue
     4→.\yue.exe -r anchor/
     5→..\engine\build\anchor.exe .
     6→

Read (E:\a327ex\emoji-ball-battles\run.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→.\yue.exe -r main.yue
     4→.\yue.exe -r anchor/
     5→.\anchor.exe . %*
     6→

Glob (Anchor/framework/*/.lua)

E:\a327ex\Anchor\framework\main.lua
E:\a327ex\Anchor\framework\anchor\animation.lua
E:\a327ex\Anchor\framework\anchor\array.lua
E:\a327ex\Anchor\framework\anchor\camera.lua
E:\a327ex\Anchor\framework\anchor\collider.lua
E:\a327ex\Anchor\framework\anchor\color.lua
E:\a327ex\Anchor\framework\anchor\font.lua
E:\a327ex\Anchor\framework\anchor\image.lua
E:\a327ex\Anchor\framework\anchor\init.lua
E:\a327ex\Anchor\framework\anchor\layer.lua
E:\a327ex\Anchor\framework\anchor\math.lua
E:\a327ex\Anchor\framework\anchor\object.lua
E:\a327ex\Anchor\framework\anchor\random.lua
E:\a327ex\Anchor\framework\anchor\shake.lua
E:\a327ex\Anchor\framework\anchor\spring.lua
E:\a327ex\Anchor\framework\anchor\spritesheet.lua
E:\a327ex\Anchor\framework\anchor\timer.lua

Glob (emoji-ball-battles/*/.lua)

E:\a327ex\emoji-ball-battles\reference\emojunky-one\ripple.lua
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua
E:\a327ex\emoji-ball-battles\reference\emojunky-one\ui.lua
E:\a327ex\emoji-ball-battles\reference\emojunky-one\statics.lua
E:\a327ex\emoji-ball-battles\reference\emojunky-one\main.lua
E:\a327ex\emoji-ball-battles\reference\emojunky-one\maps.lua
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua
E:\a327ex\emoji-ball-battles\reference\emojunky-one\decorations.lua
E:\a327ex\emoji-ball-battles\reference\emojunky-one\aika.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\utf8.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\engine\external\utf8.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\external\utf8.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\src\engine\external\utf8.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\mlib.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\engine\external\mlib.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\external\mlib.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\src\engine\external\mlib.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\gfx.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\shader.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\font.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\string.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\vec2.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\animation.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\hitfx.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\spring.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\measure.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\engine\external\measure.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\external\measure.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\src\engine\external\measure.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\canvas.lua
... [71 more lines]

Good. Now let me look at one of the compiled .lua files alongside its .yue source to understand the YueScript features being used, and check how the engine loads Lua.

Read (E:\a327ex\Anchor\framework\anchor\init.yue)

     1→--[[
     2→  Anchor framework initialization.
     3→
     4→  This file:
     5→    1. Requires all framework classes (object, layer, image, font)
     6→    2. Returns an init function that takes configuration
     7→    3. The init function creates the root 'an' object and sets up the framework
     8→    4. Defines the global update() function called by the C engine
     9→
    10→  Usage:
    11→    require('anchor') {
    12→      width: 640
    13→      height: 360
    14→      title: "My Game"
    15→      scale: 2
    16→      vsync: true
    17→      fullscreen: false
    18→      resizable: true
    19→      filter: "rough"
    20→    }
    21→
    22→  The 'an' object is the root of the object tree and the central access point
    23→  for all framework resources (layers, images, fonts).
    24→]]
    25→
    26→-- Load framework classes (doesn't require engine to be initialized)
    27→require 'anchor.object'
    28→require 'anchor.layer'
    29→require 'anchor.image'
    30→require 'anchor.font'
... [1492 more lines]

Read (E:\a327ex\Anchor\framework\anchor\init.lua)

     1→
     2→
     3→
     4→
     5→
     6→
     7→
     8→
     9→
    10→
    11→
    12→
    13→
    14→
    15→
    16→
    17→
    18→
    19→
    20→
    21→
    22→
    23→
    24→
    25→
    26→
    27→require('anchor.object')
    28→require('anchor.layer')
    29→require('anchor.image')
    30→require('anchor.font')
... [1491 more lines]

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]

OK, now I have a good picture of the scope. Let me ask some important questions before planning.

AskUserQuestion

User has answered your questions: "What's the motivation for converting from YueScript to Lua? This helps me understand quality expectations — should the Lua be clean, hand-written-quality Lua (readable, well-formatted, idiomatic), or is matching the YueScript compiler's output acceptable?"="Clean, human-readable Lua", "The existing .lua files compiled by yue.exe already exist alongside the .yue files (I can see them in Anchor/framework/anchor/*.lua). These are functionally correct but have ugly formatting (everything crammed onto few lines, weird line breaks). Should I use those as-is, reformat them, or do full manual conversion from the .yue source?"="Manual conversion from .yue", "Should the YueScript class system (used in object.yue, etc.) be converted to a specific Lua class pattern, or should I match whatever the YueScript compiler produces (which uses metatables and __index chains)?"="Clean class pattern", "After conversion, should I delete the .yue files, or keep them alongside the .lua for reference?"="Keep .yue files". You can now continue with the user's answers in mind.

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). To tell you how to proceed, the user said:
The user wants to clarify these questions.
    This means they may have additional information, context or questions for you.
    Take their response into account and then reformulate the questions if appropriate.
    Start by asking them what they would like to clarify.

    Questions asked:

- "For the clean class pattern, here are two common approaches. Which do you prefer?"
  (No answer provided)
- "The YueScript code uses `global *` which makes everything global. In the Lua conversion, should I keep that approach (all framework classes are globals) or use locals + explicit exports?"
  (No answer provided)
- "The Anchor framework has .yue files in two locations: framework/*.yue (root level) and framework/anchor/*.yue (subfolder). The root-level ones appear to be older/unused copies. Should I only convert the anchor/ subfolder ones (the ones actually required by init.yue)?"
  (No answer provided)

What would you like to clarify about those questions?

One of the reference projects has a modified version of rxi's classic module, we'll use that, it's usually just called class.lua as a file.

Let me find that file.

Grep (classic)

Found 2 files
emoji-ball-battles\reference\archives\ITEMS_CLASS_DESIGN.md
emoji-ball-battles\reference\emoji-merge-main\README.md

Let me look at a couple of these to find the modified rxi classic version.

Read (E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\anchor\class.lua)

     1→-- This is a class system that has only mixins and no inheritance.
     2→-- Create a new class and an instance:
     3→--   a = class:class_new()
     4→--   function a:print1() print(1) end
     5→--   a_instance = a()
     6→--   a_instance:print1() -> prints 1
     7→--
     8→-- Create a new class and instance that uses the functions of another class as a mixin:
     9→--   b = class:class_new(a)
    10→--   function b:print2() print(2) end
    11→--   b_instance = b()
    12→--   b_instance:print2() -> prints 2
    13→--   b_instance:print1() -> prints 1
    14→--
    15→-- The "class_new" function can take in multiple other classes/mixins. The "class_add" function can also be called to add mixins to the class:
    16→--   d = class:class_new(a, b, c)
    17→--   d:class_add(e, f)
    18→--
    19→-- Class/mixin function names must not collide. An error will be thrown if this happens.
    20→class = {}
    21→class.__index = class
    22→function class:new() end
    23→
    24→function class:class_new(...)
    25→  local c = {}
    26→  c.__is = {}
    27→  c.__is[c] = true
    28→  c.__index = c
    29→  c.__class = c
    30→  setmetatable(c, self)
... [31 more lines]

Read (E:\a327ex\Anchor\reference\love-compare\anchor\class.lua)

     1→--[[
     2→  This is a class system that has only mixins and no inheritance.
     3→  This is a modification of https://github.com/rxi/classic, so if you want a more normal class system try using that, although the rest of anchor's codebase assumes the class system in this file.
     4→
     5→  Create a new class and an instance like so:
     6→    a = class:class_new()
     7→    function a:print1() print(1) end
     8→    a_instance = a()
     9→    a_instance:print1() -> prints 1
    10→
    11→  Create a new class and instance that uses the functions of another class as a mixin:
    12→    b = class:class_new(a)
    13→    function b:print2() print(2) end
    14→    b_instance = b()
    15→    b_instance:print2() -> prints 2
    16→    b_instance:print1() -> prints 1
    17→
    18→  The "class_new" function can take in multiple other classes as mixins. The "class_add" function can also be called to add mixins to an existing class:
    19→    d = class:class_new(a, b, c)
    20→    d:class_add(e, f)
    21→
    22→  Class/mixin function names must not collide, an error will be thrown if this happens.
    23→  The entirety of the anchor engine, apart from a few modules like math, table and string, works by extending a single "object" class with various mixins.
    24→  This means that every object in the engine has access to every function by default. See more on this in the anchor.lua and object.lua files.
    25→--]]
    26→class = {}
    27→class.__index = class
    28→function class:new() end
    29→
    30→function class:class_new(...)
... [37 more lines]

Got it. The love-compare version looks like the most recent one (with the an reference commented out). Now let me re-ask the remaining questions with this context.

AskUserQuestion

User has answered your questions: "The class.lua mixin system works differently from YueScript's class system. In YueScript, `object` is a class with methods defined via `class object ... end`. With class.lua, it would be `object = class:class_new()` then `function object:add(child) ... end`. The current YueScript object class doesn't use mixins though — it's a single class. Should I just convert it to use class.lua's class_new pattern even though there's no mixin usage?"="There's a general object class (which I believe is how it works for the engine now), and whenever we want to inherit from it we just do object:class_add(whatever). This is how the plant mixins work in emoji-merge, for instance. Use the class.lua from that project as the reference too. Does this make it clear?" user notes: There's a general object class (which I believe is how it works for the engine now), and whenever we want to inherit from it we just do object:class_add(whatever). This is how the plant mixins work in emoji-merge, for instance. Use the class.lua from that project as the reference too. Does this make it clear?, "The YueScript code uses `global *` which makes everything global. In the Lua conversion, should I keep that approach (all framework classes are globals) or use locals + explicit exports?"="Keep globals", "The Anchor framework has .yue files in two locations: framework/*.yue (root level, ~15 files) and framework/anchor/*.yue (subfolder, ~16 files). The root-level ones appear to be older/unused copies since init.yue only requires from 'anchor.*'. Should I only convert the anchor/ subfolder ones?"="Yes, check first which ones are the newest, but it should indeed be the ones inside framework/anchor." user notes: Yes, check first which ones are the newest, but it should indeed be the ones inside framework/anchor.. You can now continue with the user's answers in mind.

Yes, that makes it clear. So the pattern is:

  1. class.lua provides the base class system (from emoji-merge version)
  2. object = class:class_new() — the core object class
  3. Other framework modules (timer, collider, etc.) are also created via class:class_new() and can be mixed into object via object:class_add(timer_mixin) or used standalone
  4. Everything stays global
  5. Convert only framework/anchor/*.yue (after verifying they're newest)

Let me verify the root vs subfolder question, then look at a few more files to understand the full picture before entering plan mode.

Task (Compare root vs anchor/ .yue files)

[
  {
    "type": "text",
    "text": "Ah! `main.yue` at the root level is a test/example file, not a framework file. Now I have all the information I need. Let me create a comprehensive comparison summary:\n\n## File Comparison Analysis: E:\\a327ex\\Anchor\\framework\n\nBased on my thorough examination of both directory trees, here are my findings:\n\n### Directory Structure\n- **E:\\a327ex\\Anchor\\framework/** - Root level (mostly test/example files)\n  - Contains `main.yue` (test harness, not a framework file)\n  - Contains individual `.yue` files matching the framework\n\n- **E:\\a327ex\\Anchor\\framework\\anchor/** - Subfolder (actual framework source)\n  - Contains all the framework class definitions\n  - Contains corresponding compiled `.lua` files\n\n### Key Finding: The anchor/ Subfolder is the Active/Current Framework\n\nThe build script explicitly confirms this priority:\n```batch\n.\\yue.exe -r main.yue      # Compile the test file at root\n.\\yue.exe -r anchor/       # Compile the framework classes\n```\n\n### File Pair Comparison (by recency and completeness):\n\n| File | Root Level | anchor/ | Newer | Complete | Notes |\n|------|-----------|---------|-------|----------|-------|\n| **init.yue** | 43K (Jan 26) | 43K (Feb 11) | anchor/ | anchor/ | Subfolder is 9 days newer, 1521 vs 1512 lines |\n| **collider.yue** | 5.5K (Jan 26) | 5.9K (Feb 22) | anchor/ | anchor/ | Subfolder is 11 lines longer, has `get_center_of_mass()` and `get_shapes_geometry()` methods that root lacks |\n| **timer.yue** | 19K (Jan 26) | 19K (Feb 10) | anchor/ | anchor/ | Subfolder is 15 days newer (likely contains recent bug fixes) |\n| **shake.yue** | 11K (Jan 26) | 11K (Jan 29) | anchor/ | anchor/ | Root: `new: =>` vs anchor: `new: (name='shake') =>` - subfolder has flexible naming |\n| **layer.yue** | 17K (Jan 26) | 18K (Jan 27) | anchor/ | anchor/ | Subfolder is 1 day newer, 1 byte larger |\n| **animation.yue** | 4.1K (Jan 26) | 4.1K (Jan 29) | anchor/ | anchor/ | Identical first 50 lines, subfolder is 3 days newer |\n| **color.yue** | 9.5K (Jan 26) | 9.5K (Jan 29) | anchor/ | anchor/ | Subfolder is 3 days newer |\n| **math.yue** | 18K (Jan 26) | 18K (Jan 29) | anchor/ | anchor/ | Subfolder is 3 days newer |\n| **image.yue** | 899B (Jan 26) | 899B (Jan 14) | root | tie | Root is 12 days newer, identical content |\n| **font.yue** | 2.1K (Jan 26) | 2.1K (Jan 14) | root | tie | Root is 12 days newer, identical content |\n| **array.yue** | 17K (Jan 17) | 17K (Jan 17) | tie | tie | Same date and size |\n| **object.yue** | 16K (Jan 26) | 16K (Jan 13) | root | tie | Root is 13 days newer, identical first 50 lines |\n| **camera.yue** | 7.4K (Jan 26) | 7.4K (Jan 16) | root | tie | Root is 10 days newer, identical content |\n| **random.yue** | 4.7K (Jan 26) | 4.7K (Jan 16) | root | tie | Root is 10 days newer, identical content |\n| **spring.yue** | 4.4K (Jan 26) | 4.4K (Jan 16) | root | tie | Root is 10 days newer, identical content |\n| **spritesheet.yue** | 1.2K (Jan 26) | 1.2K (Jan 22) | root | tie | Root is 4 days newer, identical content |\n\n### Conclusion\n\n**The E:\\a327ex\\Anchor\\framework\\anchor\\ subfolder is the active/current framework.**\n\nEvidence:\n1. **Build script explicitly compiles anchor/ as the primary framework** - `.\\yue.exe -r anchor/`\n2. **More recent timestamps in key files:**\n   - init.yue: Feb 11 (vs Jan 26)\n   - collider.yue: Feb 22 (vs Jan 26) - most recent change\n   - timer.yue: Feb 10 (vs Jan 26)\n3. **More complete implementations:** collider.yue in anchor/ has 11 more lines with additional methods (`get_center_of_mass()`, `get_shapes_geometry()`) not present in root\n4. **Better parameter defaults:** shake.yue in anchor/ has `new: (name='shake')` vs root's `new: =>`, allowing customizable names\n5. **Directory structure:** The anchor/ subfolder has compiled `.lua` files alongside `.yue` files, showing it's actively compiled\n\n**The root-level .yue files appear to be older backups or snapshots from Jan 26, with a few exceptions (image.yue, font.yue, etc. where root is newer but content is identical). The main.yue at root is a test/example file, not part of the framework.**"
  },
  {
    "type": "text",
    "text": "agentId: a91abde46f31f582e (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 35926\ntool_uses: 37\nduration_ms: 122651</usage>"
  }
]

This is very informative. Now I have the full picture. There's an important architectural difference between the old emoji-merge system and the current Anchor framework:

This is an important distinction — the current architecture uses composition (child objects) not mixins. Let me confirm this.

AskUserQuestion

User has answered your questions: "The current Anchor framework uses a composition pattern (timer, random, camera are separate object classes added as children of `an`), which is different from the emoji-merge mixin pattern (everything mixed into a single anchor class). For the Lua conversion, should I preserve the current composition architecture and just use class.lua for each class definition? Or do you want to restructure toward the emoji-merge mixin style?"="The old emoji merge project is old, everything should favor how the new system does everything, emoji-merge was just used as an example for the classes alone. I asked you to not enter plan mode because you tend to try to do EVERYTHING at once after plan mode, I don't want that, we'll take things one step at a time." user notes: The old emoji merge project is old, everything should favor how the new system does everything, emoji-merge was just used as an example for the classes alone. I asked you to not enter plan mode because you tend to try to do EVERYTHING at once after plan mode, I don't want that, we'll take things one step at a time.. You can now continue with the user's answers in mind.

Understood. Preserve current architecture, use class.lua only for class definitions, take it one file at a time. No plan mode.

Let's start with the foundation: class.lua itself, then object.yueobject.lua, since everything else depends on it.

First, let me create class.lua in the framework/anchor/ directory. I'll use the emoji-merge version as the base, adapted for the current system (which uses an not main for IDs, and the ID line was already commented out there):

Read (E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\anchor\class.lua)

     1→-- This is a class system that has only mixins and no inheritance.
     2→-- Create a new class and an instance:
     3→--   a = class:class_new()
     4→--   function a:print1() print(1) end
     5→--   a_instance = a()
     6→--   a_instance:print1() -> prints 1
     7→--
     8→-- Create a new class and instance that uses the functions of another class as a mixin:
     9→--   b = class:class_new(a)
    10→--   function b:print2() print(2) end
    11→--   b_instance = b()
    12→--   b_instance:print2() -> prints 2
    13→--   b_instance:print1() -> prints 1
    14→--
    15→-- The "class_new" function can take in multiple other classes/mixins. The "class_add" function can also be called to add mixins to the class:
    16→--   d = class:class_new(a, b, c)
    17→--   d:class_add(e, f)
    18→--
    19→-- Class/mixin function names must not collide. An error will be thrown if this happens.
    20→class = {}
    21→class.__index = class
    22→function class:new() end
    23→
    24→function class:class_new(...)
    25→  local c = {}
    26→  c.__is = {}
    27→  c.__is[c] = true
    28→  c.__index = c
    29→  c.__class = c
    30→  setmetatable(c, self)
... [31 more lines]

[Request interrupted by user]

Let's create a new directory E:/a327ex/Anchor-lua/ and work there. Copy the structure of the old directory as it relates to the C files, scripts, etc, but without any of the .yue code.

Let me first understand the full structure of the Anchor directory.

Bash (ls -la E:/a327ex/Anchor/framework/)

total 2262
drwxr-xr-x 1 adn 197121       0 Jan 26 18:49 ./
drwxr-xr-x 1 adn 197121       0 Feb 12 17:38 ../
drwxr-xr-x 1 adn 197121       0 Feb 22 16:08 anchor/
-rw-r--r-- 1 adn 197121    4102 Jan 26 18:49 animation.yue
-rw-r--r-- 1 adn 197121   16485 Jan 26 18:49 array.yue
drwxr-xr-x 1 adn 197121       0 Jan 22 12:17 assets/
-rw-r--r-- 1 adn 197121    7548 Jan 26 18:49 camera.yue
-rw-r--r-- 1 adn 197121    5543 Jan 26 18:49 collider.yue
-rw-r--r-- 1 adn 197121    9677 Jan 26 18:49 color.yue
-rw-r--r-- 1 adn 197121    2086 Jan 26 18:49 font.yue
-rw-r--r-- 1 adn 197121     899 Jan 26 18:49 image.yue
-rw-r--r-- 1 adn 197121   43401 Jan 26 18:49 init.yue
-rw-r--r-- 1 adn 197121   17311 Jan 26 18:49 layer.yue
-rw-r--r-- 1 adn 197121   34254 Feb 22 16:09 main.lua
-rw-r--r-- 1 adn 197121   33137 Jan 22 12:34 main.yue
-rw-r--r-- 1 adn 197121   17810 Jan 26 18:49 math.yue
-rw-r--r-- 1 adn 197121   15602 Jan 26 18:49 object.yue
-rw-r--r-- 1 adn 197121    4759 Jan 26 18:49 random.yue
-rw-r--r-- 1 adn 197121      96 Jan 14 18:51 run.bat
-rw-r--r-- 1 adn 197121     365 Jan 14 18:51 run-web.bat
drwxr-xr-x 1 adn 197121       0 Jan 15 17:18 shaders/
-rw-r--r-- 1 adn 197121   10986 Jan 26 18:49 shake.yue
-rw-r--r-- 1 adn 197121    4452 Jan 26 18:49 spring.yue
-rw-r--r-- 1 adn 197121    1190 Jan 26 18:49 spritesheet.yue
-rw-r--r-- 1 adn 197121   19070 Jan 26 18:49 timer.yue
-rwxr-xr-x 1 adn 197121 1992704 Jan 13 07:38 yue.exe*

Bash (ls -la E:/a327ex/Anchor/scripts/ && ls -la E:/a327ex/Anchor/release/ && ls -la E...)

total 76
drwxr-xr-x 1 adn 197121     0 Feb  1 01:48 ./
drwxr-xr-x 1 adn 197121     0 Feb 12 17:38 ../
-rw-r--r-- 1 adn 197121  1304 Jan  7 19:56 build.bat
-rwxr-xr-x 1 adn 197121  3413 Jan 26 23:52 find-recent-session.py*
-rwxr-xr-x 1 adn 197121 11205 Feb  1 01:48 jsonl-to-markdown.py*
-rw-r--r-- 1 adn 197121 19965 Jan  7 20:34 monitor_sim.c
-rwxr-xr-x 1 adn 197121  6879 Jan 14 18:53 new-game.sh*
-rw-r--r-- 1 adn 197121  2582 Jan 17 17:26 package.bat
-rwxr-xr-x 1 adn 197121  2557 Jan 17 17:26 package.sh*
-rwxr-xr-x 1 adn 197121  2252 Jan  5 11:21 patch-claude-code.sh*
total 26680
drwxr-xr-x 1 adn 197121        0 Jan 17 16:55 ./
drwxr-xr-x 1 adn 197121        0 Feb 12 17:38 ../
-rwxr-xr-x 1 adn 197121 27307136 Jan 17 17:24 framework.exe*
total 9
drwxr-xr-x 1 adn 197121    0 Jan 15 17:18 ./
drwxr-xr-x 1 adn 197121    0 Jan 26 18:49 ../
-rw-r--r-- 1 adn 197121 2294 Jan 15 17:18 outline.frag
-rw-r--r-- 1 adn 197121  301 Jan 15 17:18 shadow.frag
total 24293
drwxr-xr-x 1 adn 197121       0 Jan 22 12:17 ./
drwxr-xr-x 1 adn 197121       0 Jan 26 18:49 ../
-rw-r--r-- 1 adn 197121     572 Jan 22 12:17 hit1.png
-rw-r--r-- 1 adn 197121 3154436 Jan  4  2024 LanaPixel.ttf
-rw-r--r-- 1 adn 197121   17183 Feb 28  2023 player_death.ogg
-rw-r--r-- 1 adn 197121 2069844 Feb 23  2024 Recettear OST - Closed Shop.ogg
-rw-r--r-- 1 adn 197121   19583 Feb 25  2024 slight_smile.png
-rw-r--r-- 1 adn 197121 6196599 Sep  4  2023 speder2_01.ogg
-rw-r--r-- 1 adn 197121 6597237 Sep  4  2023 speder2_02.ogg
... [2 more lines]

Good, I have the full picture. Now let me create the Anchor-lua directory with everything except .yue files.

Bash (mkdir -p E:/a327ex/Anchor-lua)

Bash (cd E:/a327ex && cp -r Anchor/engine Anchor-lua/engine && cp -r Anchor/scripts An...)

Bash (mkdir -p E:/a327ex/Anchor-lua/framework/anchor && mkdir -p E:/a327ex/Anchor-lua/...)

Bash (cp E:/a327ex/Anchor/framework/main.lua E:/a327ex/Anchor-lua/framework/main.lua)

Now copy the build scripts (run.bat, run-web.bat) — these will need modification since they won't compile .yue anymore:

Read (E:\a327ex\Anchor\framework\run.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→.\yue.exe -r main.yue
     4→.\yue.exe -r anchor/
     5→..\engine\build\anchor.exe .
     6→

Read (E:\a327ex\Anchor\framework\run-web.bat)

     1→@echo off
     2→REM Web build and run - compiles YueScript, rebuilds with Emscripten, launches browser
     3→
     4→cd /d "%~dp0"
     5→
     6→REM Compile YueScript files
     7→.\yue.exe -r main.yue
     8→.\yue.exe -r anchor/
     9→
    10→REM Build with Emscripten and run
    11→cd ..\engine
    12→call bash -c "./build-web.sh ../framework"
    13→cd build-web
    14→C:\emsdk\upstream\emscripten\emrun.bat --browser chrome anchor.html
    15→cd ..\..
    16→

Write (E:\a327ex\Anchor-lua\framework\run.bat)

File created successfully at: E:\a327ex\Anchor-lua\framework\run.bat

Write (E:\a327ex\Anchor-lua\framework\run-web.bat)

File created successfully at: E:\a327ex\Anchor-lua\framework\run-web.bat

Now check if there's a reference/ directory we should copy (it has examples and other reference material):

Bash (ls E:/a327ex/Anchor/reference/)

analysis/
archives/
bounce-language.md
examples/
love-compare/
super emoji box/
yuescript-improvements.md

AskUserQuestion

User has answered your questions: "Should I copy the reference/ directory to Anchor-lua? It contains examples (.yue files), love-compare (Lua), analysis docs, etc. Or skip it since it's reference material?"="Copy it as-is". You can now continue with the user's answers in mind.

Bash (cp -r E:/a327ex/Anchor/reference E:/a327ex/Anchor-lua/reference)

Now let me verify the final structure:

Bash (find E:/a327ex/Anchor-lua -maxdepth 3 -not -path '/.' -not -path '/include/...)

E:/a327ex/Anchor-lua
E:/a327ex/Anchor-lua/docs
E:/a327ex/Anchor-lua/docs/ANCHOR_CONTEXT_BRIEF.md
E:/a327ex/Anchor-lua/docs/ENGINE_API.md
E:/a327ex/Anchor-lua/docs/ENGINE_API_QUICK.md
E:/a327ex/Anchor-lua/docs/FRAMEWORK_API.md
E:/a327ex/Anchor-lua/docs/FRAMEWORK_API_QUICK.md
E:/a327ex/Anchor-lua/engine
E:/a327ex/Anchor-lua/engine/anchor.obj
E:/a327ex/Anchor-lua/engine/build
E:/a327ex/Anchor-lua/engine/build.bat
E:/a327ex/Anchor-lua/engine/build/anchor.exe
E:/a327ex/Anchor-lua/engine/build-web
E:/a327ex/Anchor-lua/engine/build-web.sh
E:/a327ex/Anchor-lua/engine/build-web/anchor.data
E:/a327ex/Anchor-lua/engine/build-web/anchor.html
E:/a327ex/Anchor-lua/engine/build-web/anchor.js
E:/a327ex/Anchor-lua/engine/build-web/anchor.wasm
E:/a327ex/Anchor-lua/engine/build-web/anchor_files.js
E:/a327ex/Anchor-lua/engine/gl.obj
E:/a327ex/Anchor-lua/engine/include
E:/a327ex/Anchor-lua/engine/lib
E:/a327ex/Anchor-lua/engine/run.bat
E:/a327ex/Anchor-lua/engine/run-web.bat
E:/a327ex/Anchor-lua/engine/shell.html
E:/a327ex/Anchor-lua/engine/src
E:/a327ex/Anchor-lua/engine/src/anchor.c
E:/a327ex/Anchor-lua/framework
E:/a327ex/Anchor-lua/framework/anchor
E:/a327ex/Anchor-lua/framework/assets
... [27 more lines]

Here's what's set up in E:/a327ex/Anchor-lua/:

The framework/anchor/ directory is empty and ready for the Lua conversion. No .yue files, no yue.exe. Ready for the first file — want me to start with class.lua and then object.lua?

Yes, let's start with class.lua. Let's make sure that we do either 1 file at a time, or 1 series of connected blocks of code at a time if the entire file is too big. I want to make sure that I read the entire translation, although I will refrain from trying to change your default Lua coding style too much, since in the end it turns out I don't read the code that much when we're actually making a game.

Here's class.lua. It's small enough to do in one shot. I'm basing it on the emoji-merge version, with one change: the current Anchor system doesn't have a random_uid() method, so I'll use a simple incrementing counter for instance IDs instead.

Write (E:\a327ex\Anchor-lua\framework\anchor\class.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\class.lua

That's class.lua. The only meaningful difference from the emoji-merge version is the ID generation — uses a local incrementing counter (next_id) instead of main:random_uid(), since the current Anchor system doesn't have that method. Everything else is identical: class_new, class_add with collision detection, class_is, and the __call metamethod for constructor syntax.

Ready to move on to object.lua whenever you've reviewed it.

Ah, show me the code you'll write before doing it.

Sorry about that — I already wrote class.lua. Here's what I put in it, so you can review and I'll change anything you want:

-- Class system with mixins, no inheritance.
-- Modified from https://github.com/rxi/classic
--
-- Create a new class and an instance:
--   a = class:class_new()
--   function a:print1() print(1) end
--   a_instance = a()
--   a_instance:print1() -> prints 1
--
-- Create a new class and instance that uses the functions of another class as a mixin:
--   b = class:class_new(a)
--   function b:print2() print(2) end
--   b_instance = b()
--   b_instance:print2() -> prints 2
--   b_instance:print1() -> prints 1
--
-- The "class_new" function can take in multiple other classes/mixins. The "class_add" function can also be called to add mixins to the class:
--   d = class:class_new(a, b, c)
--   d:class_add(e, f)
--
-- Class/mixin function names must not collide. An error will be thrown if this happens.

local next_id = 0

class = {}
class.__index = class
function class:new() end

function class:class_new(...)
  local c = {}
  c.__is = {}
  c.__is[c] = true
  c.__index = c
  c.__class = c
  setmetatable(c, self)
  c:class_add(...)
  return c
end

function class:class_add(...)
  local mixins = {...}
  for _, mixin in ipairs(mixins) do
    self.__is[mixin] = true
    for k, v in pairs(mixin) do
      if k ~= 'new' and not k:find('__') then
        if self[k] then
          error('collision on function or attribute name "' .. k .. '"')
        elseif self[k] == nil and type(v) == 'function' then
          self[k] = v
        end
      end
    end
  end
end

function class:class_is(c)
  return self.__is[c]
end

function class:__call(...)
  local instance = setmetatable({}, self)
  next_id = next_id + 1
  instance.id = next_id
  instance:new(...)
  return instance
end

Going forward I'll show the code first and wait for your approval before writing. Any changes you want here?

This looks fine.

Got it, I'll show code first from now on. Here's my conversion of object.yueobject.lua. It's about 230 lines — manageable in one block I think:

require('anchor.class')

object = class:class_new()

function object:new(name)
  self.name = name
  self.parent = nil
  self.children = {}
  self.dead = false
  self.tags = {}
end

function object:add(child)
  self.children[#self.children + 1] = child
  child.parent = self
  if child.name then
    if self[child.name] then self[child.name]:kill() end
    self[child.name] = child
  end
  if self.name then
    child[self.name] = self
  end
  return self
end

function object:all(tag)
  local nodes = {}
  local stack = {}
  for i = #self.children, 1, -1 do
    stack[#stack + 1] = self.children[i]
  end
  while #stack > 0 do
    local node = table.remove(stack)
    if tag then
      if node.tags[tag] then
        nodes[#nodes + 1] = node
      end
    else
      nodes[#nodes + 1] = node
    end
    for i = #node.children, 1, -1 do
      stack[#stack + 1] = node.children[i]
    end
  end
  return nodes
end

function object:kill(tag)
  if tag then
    if self.tags[tag] then
      self:kill()
    else
      for _, obj in ipairs(self:all(tag)) do
        obj:kill()
      end
    end
  else
    self.dead = true
    if self.linked_from then
      for _, link in ipairs(self.linked_from) do
        if not link.source.dead then
          if link.callback then
            link.callback(link.source)
          else
            link.source:kill()
          end
        end
      end
    end
    for _, obj in ipairs(self:all()) do
      obj.dead = true
    end
  end
  return self
end

function object:tag(...)
  for _, t in ipairs({...}) do
    self.tags[t] = true
  end
  return self
end

function object:is(name_or_tag)
  return self.name == name_or_tag or self.tags[name_or_tag]
end

function object:link(target, callback)
  if not self.links then self.links = {} end
  self.links[#self.links + 1] = {target = target, callback = callback}
  if not target.linked_from then target.linked_from = {} end
  target.linked_from[#target.linked_from + 1] = {source = self, callback = callback}
  return self
end

function object:set(properties)
  for key, value in pairs(properties) do
    self[key] = value
  end
  return self
end

function object:build(build_function)
  build_function(self)
  return self
end

function object:flow_to(parent)
  parent:add(self)
  return self
end

function object:early_action(name_or_fn, fn)
  if not self.early_actions then self.early_actions = {} end
  if not self.early_action_names then self.early_action_names = {} end
  if type(name_or_fn) == 'string' then
    local name = name_or_fn
    for i, n in ipairs(self.early_action_names) do
      if n == name then
        self.early_actions[i] = fn
        self[name] = fn
        return self
      end
    end
    self.early_actions[#self.early_actions + 1] = fn
    self.early_action_names[#self.early_action_names + 1] = name
    self[name] = fn
  else
    self.early_actions[#self.early_actions + 1] = name_or_fn
    self.early_action_names[#self.early_action_names + 1] = false
  end
  return self
end

function object:action(name_or_fn, fn)
  if not self.actions then self.actions = {} end
  if not self.action_names then self.action_names = {} end
  if type(name_or_fn) == 'string' then
    local name = name_or_fn
    for i, n in ipairs(self.action_names) do
      if n == name then
        self.actions[i] = fn
        self[name] = fn
        return self
      end
    end
    self.actions[#self.actions + 1] = fn
    self.action_names[#self.action_names + 1] = name
    self[name] = fn
  else
    self.actions[#self.actions + 1] = name_or_fn
    self.action_names[#self.action_names + 1] = false
  end
  return self
end

function object:late_action(name_or_fn, fn)
  if not self.late_actions then self.late_actions = {} end
  if not self.late_action_names then self.late_action_names = {} end
  if type(name_or_fn) == 'string' then
    local name = name_or_fn
    for i, n in ipairs(self.late_action_names) do
      if n == name then
        self.late_actions[i] = fn
        self[name] = fn
        return self
      end
    end
    self.late_actions[#self.late_actions + 1] = fn
    self.late_action_names[#self.late_action_names + 1] = name
    self[name] = fn
  else
    self.late_actions[#self.late_actions + 1] = name_or_fn
    self.late_action_names[#self.late_action_names + 1] = false
  end
  return self
end

-- Aliases
function object:E(name_or_fn, fn) return self:early_action(name_or_fn, fn) end
function object:X(name_or_fn, fn) return self:action(name_or_fn, fn) end
function object:L(name_or_fn, fn) return self:late_action(name_or_fn, fn) end
function object:A(child) return self:add(child) end
function object:K(target, callback) return self:link(target, callback) end
function object:Y(properties) return self:set(properties) end
function object:U(build_function) return self:build(build_function) end
function object:F(parent) return self:flow_to(parent) end

function object:_early_update(dt)
  if self.dead then return end
  if self.early_update then self:early_update(dt) end
  if self.early_actions then
    for i, fn in ipairs(self.early_actions) do
      if fn(self, dt) == true then
        if not self.early_actions_to_remove then self.early_actions_to_remove = {} end
        self.early_actions_to_remove[#self.early_actions_to_remove + 1] = i
      end
    end
  end
end

function object:_update(dt)
  if self.dead then return end
  if self.update then self:update(dt) end
  if self.actions then
    for i, fn in ipairs(self.actions) do
      if fn(self, dt) == true then
        if not self.actions_to_remove then self.actions_to_remove = {} end
        self.actions_to_remove[#self.actions_to_remove + 1] = i
      end
    end
  end
end

function object:_late_update(dt)
  if self.dead then return end
  if self.late_update then self:late_update(dt) end
  if self.late_actions then
    for i, fn in ipairs(self.late_actions) do
      if fn(self, dt) == true then
        if not self.late_actions_to_remove then self.late_actions_to_remove = {} end
        self.late_actions_to_remove[#self.late_actions_to_remove + 1] = i
      end
    end
  end
end

function object:cleanup()
  local objects = {self}
  for _, obj in ipairs(self:all()) do
    objects[#objects + 1] = obj
  end

  -- Remove marked actions
  for _, obj in ipairs(objects) do
    if obj.early_actions_to_remove then
      for i = #obj.early_actions_to_remove, 1, -1 do
        local idx = obj.early_actions_to_remove[i]
        local name = obj.early_action_names[idx]
        if name then obj[name] = nil end
        table.remove(obj.early_actions, idx)
        table.remove(obj.early_action_names, idx)
      end
      obj.early_actions_to_remove = nil
    end
    if obj.actions_to_remove then
      for i = #obj.actions_to_remove, 1, -1 do
        local idx = obj.actions_to_remove[i]
        local name = obj.action_names[idx]
        if name then obj[name] = nil end
        table.remove(obj.actions, idx)
        table.remove(obj.action_names, idx)
      end
      obj.actions_to_remove = nil
    end
    if obj.late_actions_to_remove then
      for i = #obj.late_actions_to_remove, 1, -1 do
        local idx = obj.late_actions_to_remove[i]
        local name = obj.late_action_names[idx]
        if name then obj[name] = nil end
        table.remove(obj.late_actions, idx)
        table.remove(obj.late_action_names, idx)
      end
      obj.late_actions_to_remove = nil
    end
  end

  -- Remove dead children
  for i = #objects, 1, -1 do
    local parent = objects[i]
    local j = 1
    while j <= #parent.children do
      local child = parent.children[j]
      if child.dead then
        if child.links then
          for _, link in ipairs(child.links) do
            if link.target.linked_from then
              for k = #link.target.linked_from, 1, -1 do
                if link.target.linked_from[k].source == child then
                  table.remove(link.target.linked_from, k)
                end
              end
            end
          end
        end
        if child.linked_from then
          for _, entry in ipairs(child.linked_from) do
            if entry.source.links then
              for k = #entry.source.links, 1, -1 do
                if entry.source.links[k].target == child then
                  table.remove(entry.source.links, k)
                end
              end
            end
          end
        end
        if child.destroy then child:destroy() end
        if child.name then parent[child.name] = nil end
        if parent.name then child[parent.name] = nil end
        child.parent = nil
        table.remove(parent.children, j)
      else
        j = j + 1
      end
    end
  end
end

-- Global alias
T = object

I dropped the docstring comments from the YueScript source to keep it clean — the logic is the same and self-documenting. Want me to write it, or any changes?

Always keep the comments. Both the ones on top of each function, and any comments inside functions. You don't have to show them to me here to avoid showing me too much code, but add them (and adapt them in case of examples) to the source file. Remove all the aliases as well as the T alias for object, we ended up not using those.

Got it — keep all comments (adapted to Lua syntax in examples), remove all aliases (E, X, L, A, K, Y, U, F, T). I'll write it now.

Write (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\object.lua

Done. All comments preserved and adapted to Lua syntax, aliases removed. What's next — image.lua or timer.lua? (image is the smallest at ~33 lines, timer is one of the biggest at ~570 lines.)

init.lua next.

init.lua is very large (~1500 lines of YueScript). I'll present it in blocks. Here's Block 1: setup, config, an creation, and resource registration (layer, image, spritesheet, font, shader, sound, music registration):

--[[
  Anchor framework initialization.

  This file:
    1. Requires all framework classes (object, layer, image, font)
    2. Returns an init function that takes configuration
    3. The init function creates the root 'an' object and sets up the framework
    4. Defines the global update() function called by the C engine

  Usage:
    require('anchor') {
      width = 640,
      height = 360,
      title = "My Game",
      scale = 2,
      vsync = true,
      fullscreen = false,
      resizable = true,
      filter = "rough",
    }

  The 'an' object is the root of the object tree and the central access point
  for all framework resources (layers, images, fonts).
]]

-- Load framework classes (doesn't require engine to be initialized)
require('anchor.object')
require('anchor.layer')
require('anchor.image')
require('anchor.font')
require('anchor.timer')
require('anchor.math')
require('anchor.collider')
require('anchor.spring')
require('anchor.camera')
require('anchor.shake')
require('anchor.random')
require('anchor.color')
require('anchor.array')
require('anchor.spritesheet')
require('anchor.animation')

-- Return initialization function that takes config
return function(config)
  config = config or {}

  -- Apply configuration before engine_init
  if config.width and config.height then
    engine_set_game_size(config.width, config.height)
  end
  if config.title then
    engine_set_title(config.title)
  end
  if config.scale then
    engine_set_scale(config.scale)
  end
  if config.vsync ~= nil then
    engine_set_vsync(config.vsync)
  end
  if config.fullscreen ~= nil then
    engine_set_fullscreen(config.fullscreen)
  end
  if config.resizable ~= nil then
    engine_set_resizable(config.resizable)
  end
  if config.filter then
    set_filter_mode(config.filter)
  end

  -- Initialize engine (creates window, GL context, shaders)
  engine_init()

  --[[
    Root object for the framework.

    All game objects should be children of 'an' (directly or nested).
    Resource registries (layers, images, fonts) live here.

    Usage:
      an:layer('game')                  -- register layer
      an:image('player', 'path.png')    -- register image
      an:font('main', 'path.ttf', 16)  -- register font
      an:add(player)                    -- add child object
  ]]
  an = object('an')
  an.layers = {}
  an.images = {}
  an.fonts = {}
  an.shaders = {}
  an.sounds = {}
  an.tracks = {}
  an.spritesheets = {}
  an:add(random())
  an:add(timer())

  -- Engine state: static values (don't change during runtime)
  an.width = engine_get_width()
  an.height = engine_get_height()
  an.unscaled_dt = engine_get_unscaled_dt()
  an.platform = engine_get_platform()

  -- Time scale state
  an.time_scale = 1.0         -- Current time scale multiplier
  an.dt = an.unscaled_dt      -- Scaled dt (updated each frame)
  an.hit_stop_active = false   -- True during hitstop
  an.hit_stop_excluded_tags = {}  -- Tags that ignore hitstop

  --[[
    Registers a named layer.

    Usage:
      an:layer('game')
      an:layer('ui')

    Behavior:
      - Creates a layer object and stores it in an.layers[name]
      - Subsequent access via an.layers.game, an.layers.ui, etc.

    Returns: the created layer object
  ]]
  function an:layer(name)
    self.layers[name] = layer(name)
    return self.layers[name]
  end

  --[[
    Registers a named image (texture).

    Usage:
      an:image('player', 'assets/player.png')
      an:image('enemy', 'assets/enemy.png')

    Behavior:
      - Loads texture from path via texture_load()
      - Creates an image wrapper and stores in an.images[name]
      - Subsequent access via an.images.player, an.images.enemy, etc.

    Returns: the created image object
  ]]
  function an:image(name, path)
    local handle = texture_load(path)
    self.images[name] = image(handle)
    return self.images[name]
  end

  --[[
    Registers a named spritesheet.

    Usage:
      an:spritesheet('hit', 'assets/hit1.png', 96, 48)
      an:spritesheet('explosion', 'assets/explosion.png', 32, 32, 1)  -- with 1px padding

    Parameters:
      name         - string name for later access
      path         - file path to spritesheet image
      frame_width  - width of each frame in pixels
      frame_height - height of each frame in pixels
      padding      - (optional) pixels between frames, default 0

    Behavior:
      - Loads spritesheet from path with frame dimensions
      - Creates a spritesheet wrapper and stores in an.spritesheets[name]
      - Subsequent access via an.spritesheets.hit, etc.

    Returns: the created spritesheet object
  ]]
  function an:spritesheet(name, path, frame_width, frame_height, padding)
    padding = padding or 0
    local handle = spritesheet_load(path, frame_width, frame_height, padding)
    self.spritesheets[name] = spritesheet(handle)
    return self.spritesheets[name]
  end

  --[[
    Registers a named font.

    Usage:
      an:font('main', 'assets/LanaPixel.ttf', 11)
      an:font('title', 'assets/BigFont.ttf', 32)

    Behavior:
      - Loads font from path at given size
      - Creates a font wrapper and stores in an.fonts[name]
      - Subsequent access via an.fonts.main, an.fonts.title, etc.

    Returns: the created font object
  ]]
  function an:font(name, path, size)
    self.fonts[name] = font(name, path, size)
    return self.fonts[name]
  end

  --[[
    Registers a named shader from a file.

    Usage:
      an:shader('shadow', 'shaders/shadow.frag')
      an:shader('outline', 'shaders/outline.frag')

    Behavior:
      - Loads shader from file path via shader_load_file()
      - Stores shader handle in an.shaders[name]
      - Subsequent access via an.shaders.shadow, an.shaders.outline, etc.

    Returns: the shader handle
  ]]
  function an:shader(name, path)
    self.shaders[name] = shader_load_file(path)
    return self.shaders[name]
  end

  --[[
    Registers a named shader from source string.

    Usage:
      an:shader_string('invert', '...shader source...')

    Behavior:
      - Compiles shader from source string via shader_load_string()
      - Stores shader handle in an.shaders[name]
      - Subsequent access via an.shaders[name]

    Returns: the shader handle
  ]]
  function an:shader_string(name, source)
    self.shaders[name] = shader_load_string(source)
    return self.shaders[name]
  end

  --[[
    Registers a named sound effect.

    Usage:
      an:sound('hit', 'assets/hit.wav')
      an:sound('jump', 'assets/jump.ogg')

    Behavior:
      - Loads sound from path via sound_load()
      - Stores sound handle in an.sounds[name]
      - Subsequent access via an.sounds.hit, an.sounds.jump, etc.

    Returns: the sound handle
  ]]
  function an:sound(name, path)
    self.sounds[name] = sound_load(path)
    return self.sounds[name]
  end

  --[[
    Plays a sound effect by name.

    Usage:
      an:sound_play('hit')
      an:sound_play('hit', 0.5)        -- half volume
      an:sound_play('hit', 1, 1.2)     -- normal volume, higher pitch

    Parameters:
      name   - sound name (registered via an:sound)
      volume - (optional) volume 0-1, default 1
      pitch  - (optional) pitch multiplier, default 1
  ]]
  function an:sound_play(name, volume, pitch)
    volume = volume or 1
    pitch = pitch or 1
    sound_play(self.sounds[name], volume, pitch)
  end

  function an:sound_play_handle(name, volume, pitch)
    volume = volume or 1
    pitch = pitch or 1
    return sound_play_handle(self.sounds[name], volume, pitch)
  end

  function an:sound_handle_set_pitch(handle, pitch)
    sound_handle_set_pitch(handle, pitch)
  end

  function an:sound_handle_set_volume(handle, volume)
    sound_handle_set_volume(handle, volume)
  end

  --[[
    Sets the master volume for all sound effects.

    Usage:
      an:sound_set_volume(0.5)  -- half volume
  ]]
  function an:sound_set_volume(volume)
    sound_set_volume(volume)
  end

  --[[
    Registers a named music track.

    Usage:
      an:music('battle', 'assets/battle.ogg')
      an:music('menu', 'assets/menu.ogg')

    Behavior:
      - Loads music from path via music_load()
      - Stores music handle in an.tracks[name]
      - Subsequent access via an.tracks.battle, an.tracks.menu, etc.

    Returns: the music handle
  ]]
  function an:music(name, path)
    self.tracks[name] = music_load(path)
    return self.tracks[name]
  end

That's block 1 — the foundation. How does it look? Ready for block 2 (music playback + playlist system)?

~= nil unnecessary, add comments to the uncommented sound functions. You may see how they're used in the emoji-ball-battles source if you can't figure it out from here alone.

Quick note on ~= nil: those checks exist because vsync, fullscreen, and resizable can legitimately be false. With just if config.vsync then, passing false would be silently ignored. The YueScript original has the same != nil check. Want me to keep them for those three, or remove them anyway?

For the sound functions, let me check usage in emoji-ball-battles.

Grep (sound_play_handle|sound_handle_set_pitch|sound_handle_set_volume)

1732:            an\sound_handle_set_pitch @thrust_sound_handle, sp + (ep - sp)*t/0.75
1735:            an\sound_handle_set_pitch @thrust_sound_handle, ep + ep*(math.exp(et*2) - 1)/(math.exp(2) - 1)
2086:      @thrust_sound_handle = an\sound_play_handle 'wind_small_impact_1', 0.65, @thrust_sound_start_pitch
4560:  original_sound_play_handle = an.sound_play_handle
4561:  an.sound_play_handle = (name, volume=1, pitch=1) =>
4575:  original_sound_handle_set_pitch = an.sound_handle_set_pitch
4576:  an.sound_handle_set_pitch = (handle, pitch) =>
4584:  original_sound_handle_set_volume = an.sound_handle_set_volume
4585:  an.sound_handle_set_volume = (handle, volume) =>

Got it. Here are the corrected comments for the sound functions:

  --[[
    Plays a sound effect by name and returns a handle for controlling it.

    Usage:
      handle = an:sound_play_handle('wind_small_impact_1', 0.65, 0.8)

    Parameters:
      name   - sound name (registered via an:sound)
      volume - (optional) volume 0-1, default 1
      pitch  - (optional) pitch multiplier, default 1

    Returns: a sound handle that can be passed to sound_handle_set_pitch/sound_handle_set_volume
  ]]
  function an:sound_play_handle(name, volume, pitch)
    volume = volume or 1
    pitch = pitch or 1
    return sound_play_handle(self.sounds[name], volume, pitch)
  end

  --[[
    Sets the pitch of a playing sound by handle.

    Usage:
      an:sound_handle_set_pitch(handle, 1.2)
  ]]
  function an:sound_handle_set_pitch(handle, pitch)
    sound_handle_set_pitch(handle, pitch)
  end

  --[[
    Sets the volume of a playing sound by handle.

    Usage:
      an:sound_handle_set_volume(handle, 0.5)
  ]]
  function an:sound_handle_set_volume(handle, volume)
    sound_handle_set_volume(handle, volume)
  end

I'll incorporate these into block 1 when writing. Ready for block 2 whenever you answer on the ~= nil question.

Yes, your nil comment is right.

Good, keeping those. Here's Block 2: music playback + playlist system:

  --[[
    Plays a music track by name.

    Usage:
      an:music_play('battle')           -- play once
      an:music_play('battle', true)     -- loop
      an:music_play('battle', true, 1)  -- loop on channel 1

    Parameters:
      name    - music name (registered via an:music)
      loop    - (optional) whether to loop, default false
      channel - (optional) channel 0 or 1, default 0
  ]]
  function an:music_play(name, loop, channel)
    if loop == nil then loop = false end
    if channel == nil then channel = 0 end
    -- Cancel crossfade if we're playing directly on a channel it uses
    if self.crossfade_state and (channel == self.crossfade_state.from_channel or channel == self.crossfade_state.to_channel) then
      music_set_volume(self.crossfade_state.original_from_volume, self.crossfade_state.from_channel)
      music_set_volume(self.crossfade_state.original_to_volume, self.crossfade_state.to_channel)
      self.crossfade_state = nil
    end
    music_play(self.tracks[name], loop, channel)
  end

  --[[
    Stops music playback.

    Usage:
      an:music_stop()      -- stop all channels
      an:music_stop(0)     -- stop channel 0 only
      an:music_stop(1)     -- stop channel 1 only
  ]]
  function an:music_stop(channel)
    if channel == nil then channel = -1 end
    music_stop(channel)
    -- Cancel any in-progress crossfade and restore original volumes
    if self.crossfade_state then
      music_set_volume(self.crossfade_state.original_from_volume, self.crossfade_state.from_channel)
      music_set_volume(self.crossfade_state.original_to_volume, self.crossfade_state.to_channel)
      self.crossfade_state = nil
    end
    -- Reset playlist channel to 0 when stopping all channels
    if channel == -1 then
      self.playlist_channel = 0
    end
  end

  --[[
    Sets music volume.

    Usage:
      an:music_set_volume(0.5)          -- master volume
      an:music_set_volume(0.5, 0)       -- channel 0 volume
      an:music_set_volume(0.5, 1)       -- channel 1 volume

    Parameters:
      volume  - volume 0-1
      channel - (optional) channel 0 or 1, or -1 for master (default)
  ]]
  function an:music_set_volume(volume, channel)
    if channel == nil then channel = -1 end
    music_set_volume(volume, channel)
  end

  --[[
    Crossfades from current music to a new track.

    Usage:
      an:music_crossfade('battle', 2)       -- crossfade over 2 seconds
      an:music_crossfade('battle', 2, true) -- crossfade and loop

    Parameters:
      name     - music name (registered via an:music)
      duration - crossfade duration in seconds
      loop     - (optional) whether to loop new track, default false

    Behavior:
      - Starts new track on channel 1 at volume 0
      - Tweens channel 0 from 1 to 0
      - Tweens channel 1 from 0 to 1
      - Stops channel 0 when done and swaps channels
  ]]
  function an:music_crossfade(name, duration, loop)
    if loop == nil then loop = false end
    -- Determine channels: from current playlist channel, to the other one
    local from_channel = self.playlist_channel
    local to_channel = 1 - self.playlist_channel  -- toggles between 0 and 1

    -- Store original volumes before modifying
    local original_from_volume = music_get_volume(from_channel)
    local original_to_volume = music_get_volume(to_channel)

    -- Start new track on to_channel at volume 0
    music_set_volume(0, to_channel)
    music_play(self.tracks[name], loop, to_channel)

    -- Store crossfade state including original volumes for restoration if cancelled
    self.crossfade_state = {
      duration = duration,
      time = 0,
      from_channel = from_channel,
      to_channel = to_channel,
      original_from_volume = original_from_volume,
      original_to_volume = original_to_volume,
    }
  end

  -- Playlist state
  an.playlist = {}           -- array of track names
  an.playlist_index = 1      -- current index
  an.playlist_shuffled = {}  -- shuffled order (when shuffle enabled)
  an.playlist_shuffle_enabled = false
  an.playlist_crossfade_duration = 0  -- 0 = instant switch
  an.playlist_channel = 0             -- which channel playlist is currently using
  an.playlist_just_advanced = false   -- skip at_end check for one frame after advancing

  --[[
    Sets the playlist tracks.

    Usage:
      an:playlist_set({'menu', 'battle', 'boss'})

    Parameters:
      tracks - array of music names (registered via an:music)
  ]]
  function an:playlist_set(tracks)
    self.playlist = tracks
    self.playlist_index = 1
    self.playlist_shuffled = {}
    if self.playlist_shuffle_enabled then
      self:playlist_generate_shuffle()
    end
  end

  --[[
    Starts or resumes playlist playback.

    Usage:
      an:playlist_play()
  ]]
  function an:playlist_play()
    if #self.playlist == 0 then return end
    local track = self:playlist_current_track()
    if self.playlist_crossfade_duration > 0 then
      self:music_crossfade(track, self.playlist_crossfade_duration)
    else
      self:music_play(track, false, self.playlist_channel)
    end
    self.playlist_just_advanced = true
  end

  --[[
    Stops playlist playback.

    Usage:
      an:playlist_stop()
  ]]
  function an:playlist_stop()
    self:music_stop()
    self.playlist_channel = 0  -- reset to channel 0 for next start
  end

  --[[
    Advances to next track in playlist.

    Usage:
      an:playlist_next()
  ]]
  function an:playlist_next()
    if #self.playlist == 0 then return end
    self.playlist_index = (self.playlist_index % #self.playlist) + 1
    self:playlist_play()
  end

  --[[
    Goes to previous track in playlist.

    Usage:
      an:playlist_prev()
  ]]
  function an:playlist_prev()
    if #self.playlist == 0 then return end
    self.playlist_index = ((self.playlist_index - 2) % #self.playlist) + 1
    self:playlist_play()
  end

  --[[
    Enables or disables shuffle mode.

    Usage:
      an:playlist_shuffle(true)   -- enable
      an:playlist_shuffle(false)  -- disable

    Behavior:
      When enabled, tracks play in random order.
      Generates a new shuffle order each time the playlist loops.
  ]]
  function an:playlist_shuffle(enabled)
    self.playlist_shuffle_enabled = enabled
    if enabled then
      self:playlist_generate_shuffle()
    else
      self.playlist_shuffled = {}
    end
  end

  --[[
    Sets the crossfade duration for playlist transitions.

    Usage:
      an:playlist_set_crossfade(2)  -- 2 second crossfade
      an:playlist_set_crossfade(0)  -- instant switch (default)
  ]]
  function an:playlist_set_crossfade(duration)
    self.playlist_crossfade_duration = duration
  end

  -- Internal: generate shuffled order
  function an:playlist_generate_shuffle()
    self.playlist_shuffled = {}
    local indices = {}
    for i = 1, #self.playlist do
      indices[#indices + 1] = i
    end
    while #indices > 0 do
      local index = self.random:int(1, #indices)
      self.playlist_shuffled[#self.playlist_shuffled + 1] = indices[index]
      table.remove(indices, index)
    end
  end

  -- Internal: get current track name respecting shuffle
  function an:playlist_current_track()
    if self.playlist_shuffle_enabled and #self.playlist_shuffled > 0 then
      return self.playlist[self.playlist_shuffled[self.playlist_index]]
    else
      return self.playlist[self.playlist_index]
    end
  end

  -- Crossfade update action
  an:early_action('crossfade', function(self, dt)
    if not self.crossfade_state then return end
    local crossfade = self.crossfade_state
    crossfade.time = crossfade.time + dt

    if crossfade.time >= crossfade.duration then
      -- Crossfade complete
      music_set_volume(1, crossfade.to_channel)
      music_stop(crossfade.from_channel)
      -- Restore from_channel's original volume so it's ready for future use
      music_set_volume(crossfade.original_from_volume, crossfade.from_channel)
      -- Swap playlist channel so it tracks the now-active channel
      self.playlist_channel = crossfade.to_channel
      self.crossfade_state = nil
    else
      -- Interpolate volumes
      local progress = crossfade.time / crossfade.duration
      music_set_volume(1 - progress, crossfade.from_channel)
      music_set_volume(progress, crossfade.to_channel)
    end
  end)

  -- Playlist auto-advance action
  an:early_action('playlist_auto_advance', function(self, dt)
    if #self.playlist == 0 then return end
    -- Skip check for one frame after advancing (music_at_end can still be true briefly)
    if self.playlist_just_advanced then
      self.playlist_just_advanced = false
      return
    end
    -- Check current playlist channel for end of track
    if music_at_end(self.playlist_channel) and not music_is_playing(self.playlist_channel) then
      -- Advance to next track
      self.playlist_index = (self.playlist_index % #self.playlist) + 1
      -- Regenerate shuffle if we looped back to start
      if self.playlist_index == 1 and self.playlist_shuffle_enabled then
        self:playlist_generate_shuffle()
      end
      self:playlist_play()
    end
  end)

Ready for block 3 (time scale + physics setup)?

Yes.

Block 3: time scale system + physics setup:

  -- =============================================================================
  -- TIME SCALE SYSTEM
  -- =============================================================================

  --[[
    Applies slow-motion effect with optional tween recovery.

    Usage:
      an:slow(0.5)                                    -- slow to 0.5, instant
      an:slow(0.5, 0.3)                               -- recover over 0.3s
      an:slow(0.2, 0.5, math.elastic_out)             -- with easing
      an:slow(0.2, 0.5, math.elastic_out, 'combat')   -- with tag for cancellation

    Parameters:
      amount   - time scale (0 = frozen, 1 = normal, 0.5 = half speed)
      duration - (optional) recovery duration in seconds (default 0)
      easing   - (optional) easing function for recovery (default math.cubic_in_out)
      tag      - (optional) string tag for cancellation via cancel_slow
  ]]
  function an:slow(amount, duration, easing, tag)
    duration = duration or 0
    easing = easing or math.cubic_in_out
    tag = tag or 'slow'
    self.time_scale = amount
    if duration > 0 then
      self.timer:tween(duration, tag, self, {time_scale = 1}, easing)
    end
  end

  --[[
    Cancels a slow-motion effect by tag.

    Usage:
      an:cancel_slow('combat')

    Immediately restores time_scale to 1.0 and cancels the tween.
  ]]
  function an:cancel_slow(tag)
    tag = tag or 'slow'
    self.timer:cancel(tag)
    self.time_scale = 1
  end

  --[[
    Applies hitstop (global freeze with tag-based exclusion).

    Usage:
      an:hit_stop(0.1)                              -- freeze everything for 0.1s
      an:hit_stop(0.05, {except = 'ui'})             -- 'ui' tagged objects use unscaled_dt
      an:hit_stop(0.1, {except = {'ui', 'particles'}}) -- multiple exclusions

    Parameters:
      duration - freeze duration in seconds (uses unscaled time)
      options  - (optional) table with:
                   except: tag or array of tags to exclude from hitstop

    During hitstop:
      - an.time_scale = 0, an.dt = 0
      - Physics is stepped with dt = 0 (maintains collisions, no movement)
      - Objects with excluded tags get unscaled_dt via get_dt_for
  ]]
  function an:hit_stop(duration, options)
    options = options or {}
    -- Handle exclusions
    local except = options.except
    if except then
      if type(except) == 'string' then
        self.hit_stop_excluded_tags = {[except] = true}
      else
        self.hit_stop_excluded_tags = {}
        for _, tag in ipairs(except) do
          self.hit_stop_excluded_tags[tag] = true
        end
      end
    else
      self.hit_stop_excluded_tags = {}
    end

    -- Only save pre_hitstop_time_scale if not already in hitstop
    if not self.hit_stop_active then
      self.pre_hitstop_time_scale = self.time_scale
    end

    -- Activate hitstop (engine sync happens in update loop)
    self.hit_stop_active = true
    self.hit_stop_remaining = duration
    self.time_scale = 0
  end

  --[[
    Returns the appropriate dt for an object based on hitstop state.

    Usage (internal, called by main loop):
      dt = an:get_dt_for(object)

    Returns:
      - unscaled_dt if hitstop is active AND object has an excluded tag
      - an.dt otherwise (which is 0 during hitstop, scaled_dt otherwise)
  ]]
  function an:get_dt_for(object)
    if self.hit_stop_active and object.tags then
      for tag, _ in pairs(object.tags) do
        if self.hit_stop_excluded_tags[tag] then
          return self.unscaled_dt
        end
      end
    end
    return self.dt
  end

  -- Hitstop countdown action (uses unscaled time)
  an:early_action('hit_stop_countdown', function(self, dt)
    if not self.hit_stop_active then return end
    self.hit_stop_remaining = self.hit_stop_remaining - self.unscaled_dt
    if self.hit_stop_remaining <= 0 then
      self.hit_stop_active = false
      self.hit_stop_excluded_tags = {}
      self.time_scale = self.pre_hitstop_time_scale
    end
  end)

  -- =============================================================================
  -- PHYSICS SYSTEM
  -- =============================================================================

  -- Physics world state
  an.colliders = {}        -- body_handle -> collider (internal registry)
  an.collision_pairs = {}  -- tracks enabled pairs for queries
  an.sensor_pairs = {}
  an.hit_pairs = {}

  --[[
    Initializes the physics world.

    Usage:
      an:physics_init()

    Must be called before creating any colliders or setting physics properties.
  ]]
  function an:physics_init()
    physics_init()
  end

  --[[
    Sets the gravity vector for the physics world.

    Usage:
      an:physics_set_gravity(0, 500)   -- down
      an:physics_set_gravity(0, -500)  -- up
  ]]
  function an:physics_set_gravity(gx, gy)
    physics_set_gravity(gx, gy)
  end

  --[[
    Sets the meter scale (pixels per meter) for physics simulation.

    Usage:
      an:physics_set_meter_scale(32)
  ]]
  function an:physics_set_meter_scale(scale)
    physics_set_meter_scale(scale)
  end

  --[[
    Enables or disables physics simulation.

    Usage:
      an:physics_set_enabled(false)  -- pause physics
      an:physics_set_enabled(true)   -- resume physics
  ]]
  function an:physics_set_enabled(enabled)
    physics_set_enabled(enabled)
  end

  --[[
    Registers a physics tag for collision filtering.

    Usage:
      an:physics_tag('player')
      an:physics_tag('enemy')
      an:physics_tag('wall')

    Tags must be registered before enabling collisions between them.
  ]]
  function an:physics_tag(name)
    physics_register_tag(name)
  end

  --[[
    Enables solid collision between two tags.

    Usage:
      an:physics_collision('player', 'wall')
      an:physics_collision('enemy', 'wall')

    Both tags must be registered first via physics_tag.
  ]]
  function an:physics_collision(tag_a, tag_b)
    physics_enable_collision(tag_a, tag_b)
    self.collision_pairs[#self.collision_pairs + 1] = {a = tag_a, b = tag_b}
  end

  --[[
    Enables sensor (overlap) detection between two tags.

    Usage:
      an:physics_sensor('player', 'pickup')

    Sensors detect overlap without physical response.
    Both tags must be registered first via physics_tag.
  ]]
  function an:physics_sensor(tag_a, tag_b)
    physics_enable_sensor(tag_a, tag_b)
    self.sensor_pairs[#self.sensor_pairs + 1] = {a = tag_a, b = tag_b}
  end

  --[[
    Enables hit events (collision with contact info) between two tags.

    Usage:
      an:physics_hit('bullet', 'enemy')

    Hit events include contact point, normal, and approach speed.
    Both tags must be registered first via physics_tag.
  ]]
  function an:physics_hit(tag_a, tag_b)
    physics_enable_hit(tag_a, tag_b)
    self.hit_pairs[#self.hit_pairs + 1] = {a = tag_a, b = tag_b}
  end

Ready for block 4 (physics event queries + spatial queries)?

Yes, avoid the big -- ================ banners.

Block 4: physics event queries + spatial queries:

  --[[
    Returns collision begin events between two tags this frame.

    Usage:
      for _, event in ipairs(an:collision_begin_events('player', 'enemy')) do
        event.a:take_damage(10)
        spawn_particles(event.point_x, event.point_y)
      end

    Returns array of:
      {a = <object>, b = <object>, shape_a = <handle>, shape_b = <handle>,
       point_x, point_y, normal_x, normal_y}
  ]]
  function an:collision_begin_events(tag_a, tag_b)
    local result = {}
    for _, event in ipairs(physics_get_collision_begin(tag_a, tag_b)) do
      local id_a = physics_get_user_data(event.body_a)
      local id_b = physics_get_user_data(event.body_b)
      local collider_a = self.colliders[id_a]
      local collider_b = self.colliders[id_b]
      if collider_a and collider_b then
        -- Normalize order: a should have tag_a, b should have tag_b
        if event.tag_a == tag_a and event.tag_b == tag_b then
          result[#result + 1] = {
            a = collider_a.parent,
            b = collider_b.parent,
            shape_a = event.shape_a,
            shape_b = event.shape_b,
            point_x = event.point_x,
            point_y = event.point_y,
            normal_x = event.normal_x,
            normal_y = event.normal_y,
          }
        elseif event.tag_a == tag_b and event.tag_b == tag_a then
          result[#result + 1] = {
            a = collider_b.parent,
            b = collider_a.parent,
            shape_a = event.shape_b,
            shape_b = event.shape_a,
            point_x = event.point_x,
            point_y = event.point_y,
            normal_x = -event.normal_x,
            normal_y = -event.normal_y,
          }
        end
      end
    end
    return result
  end

  --[[
    Returns collision end events between two tags this frame.

    Usage:
      for _, event in ipairs(an:collision_end_events('player', 'platform')) do
        event.a.on_ground = false
      end

    Returns array of:
      {a = <object>, b = <object>, shape_a = <handle>, shape_b = <handle>}
  ]]
  function an:collision_end_events(tag_a, tag_b)
    local result = {}
    for _, event in ipairs(physics_get_collision_end(tag_a, tag_b)) do
      local id_a = physics_get_user_data(event.body_a)
      local id_b = physics_get_user_data(event.body_b)
      local collider_a = self.colliders[id_a]
      local collider_b = self.colliders[id_b]
      if collider_a and collider_b then
        if event.tag_a == tag_a and event.tag_b == tag_b then
          result[#result + 1] = {
            a = collider_a.parent,
            b = collider_b.parent,
            shape_a = event.shape_a,
            shape_b = event.shape_b,
          }
        elseif event.tag_a == tag_b and event.tag_b == tag_a then
          result[#result + 1] = {
            a = collider_b.parent,
            b = collider_a.parent,
            shape_a = event.shape_b,
            shape_b = event.shape_a,
          }
        end
      end
    end
    return result
  end

  --[[
    Returns sensor begin events between two tags this frame.

    Usage:
      for _, event in ipairs(an:sensor_begin_events('player', 'pickup')) do
        event.a:collect(event.b)
        event.b:kill()
      end

    Returns array of:
      {a = <object>, b = <object>, shape_a = <handle>, shape_b = <handle>}
  ]]
  function an:sensor_begin_events(tag_a, tag_b)
    local result = {}
    for _, event in ipairs(physics_get_sensor_begin(tag_a, tag_b)) do
      local id_a = physics_get_user_data(event.sensor_body)
      local id_b = physics_get_user_data(event.visitor_body)
      local collider_a = self.colliders[id_a]
      local collider_b = self.colliders[id_b]
      if collider_a and collider_b then
        if event.sensor_tag == tag_a and event.visitor_tag == tag_b then
          result[#result + 1] = {
            a = collider_a.parent,
            b = collider_b.parent,
            shape_a = event.sensor_shape,
            shape_b = event.visitor_shape,
          }
        elseif event.sensor_tag == tag_b and event.visitor_tag == tag_a then
          result[#result + 1] = {
            a = collider_b.parent,
            b = collider_a.parent,
            shape_a = event.visitor_shape,
            shape_b = event.sensor_shape,
          }
        end
      end
    end
    return result
  end

  --[[
    Returns sensor end events between two tags this frame.

    Usage:
      for _, event in ipairs(an:sensor_end_events('player', 'zone')) do
        event.b:on_player_exit()
      end

    Returns array of:
      {a = <object>, b = <object>, shape_a = <handle>, shape_b = <handle>}
  ]]
  function an:sensor_end_events(tag_a, tag_b)
    local result = {}
    for _, event in ipairs(physics_get_sensor_end(tag_a, tag_b)) do
      local id_a = physics_get_user_data(event.sensor_body)
      local id_b = physics_get_user_data(event.visitor_body)
      local collider_a = self.colliders[id_a]
      local collider_b = self.colliders[id_b]
      if collider_a and collider_b then
        if event.sensor_tag == tag_a and event.visitor_tag == tag_b then
          result[#result + 1] = {
            a = collider_a.parent,
            b = collider_b.parent,
            shape_a = event.sensor_shape,
            shape_b = event.visitor_shape,
          }
        elseif event.sensor_tag == tag_b and event.visitor_tag == tag_a then
          result[#result + 1] = {
            a = collider_b.parent,
            b = collider_a.parent,
            shape_a = event.visitor_shape,
            shape_b = event.sensor_shape,
          }
        end
      end
    end
    return result
  end

  --[[
    Returns hit events between two tags this frame.

    Usage:
      for _, hit in ipairs(an:hit_events('bullet', 'enemy')) do
        hit.a:kill()
        hit.b:take_damage(10)
        spawn_particles(hit.point_x, hit.point_y)
      end

    Returns array of:
      {a = <object>, b = <object>, shape_a = <handle>, shape_b = <handle>,
       point_x, point_y, normal_x, normal_y, approach_speed}
  ]]
  function an:hit_events(tag_a, tag_b)
    local result = {}
    for _, event in ipairs(physics_get_hit(tag_a, tag_b)) do
      local id_a = physics_get_user_data(event.body_a)
      local id_b = physics_get_user_data(event.body_b)
      local collider_a = self.colliders[id_a]
      local collider_b = self.colliders[id_b]
      if collider_a and collider_b then
        if event.tag_a == tag_a and event.tag_b == tag_b then
          result[#result + 1] = {
            a = collider_a.parent,
            b = collider_b.parent,
            shape_a = event.shape_a,
            shape_b = event.shape_b,
            point_x = event.point_x,
            point_y = event.point_y,
            normal_x = event.normal_x,
            normal_y = event.normal_y,
            approach_speed = event.approach_speed,
          }
        elseif event.tag_a == tag_b and event.tag_b == tag_a then
          result[#result + 1] = {
            a = collider_b.parent,
            b = collider_a.parent,
            shape_a = event.shape_b,
            shape_b = event.shape_a,
            point_x = event.point_x,
            point_y = event.point_y,
            normal_x = -event.normal_x,
            normal_y = -event.normal_y,
            approach_speed = event.approach_speed,
          }
        end
      end
    end
    return result
  end

  --[[
    Queries for objects at a point.

    Usage:
      for _, object in ipairs(an:query_point(x, y, 'enemy')) do
        object:highlight()
      end
      for _, object in ipairs(an:query_point(x, y, {'enemy', 'pickup'})) do
        object:highlight()
      end

    Returns array of objects whose colliders contain the point.
  ]]
  function an:query_point(x, y, tags)
    if type(tags) == 'string' then tags = {tags} end
    local result = {}
    for _, body in ipairs(physics_query_point(x, y, tags)) do
      local id = physics_get_user_data(body)
      local collider = self.colliders[id]
      if collider then
        result[#result + 1] = collider.parent
      end
    end
    return result
  end

  --[[
    Queries for objects within a circle.

    Usage:
      for _, object in ipairs(an:query_circle(x, y, 50, 'enemy')) do
        object:take_damage(10)
      end

    Returns array of objects whose colliders overlap the circle.
  ]]
  function an:query_circle(x, y, radius, tags)
    if type(tags) == 'string' then tags = {tags} end
    local result = {}
    for _, body in ipairs(physics_query_circle(x, y, radius, tags)) do
      local id = physics_get_user_data(body)
      local collider = self.colliders[id]
      if collider then
        result[#result + 1] = collider.parent
      end
    end
    return result
  end

  --[[
    Queries for objects within an axis-aligned bounding box.

    Usage:
      for _, object in ipairs(an:query_aabb(x, y, width, height, 'enemy')) do
        object:alert()
      end

    Returns array of objects whose colliders overlap the AABB.
  ]]
  function an:query_aabb(x, y, width, height, tags)
    if type(tags) == 'string' then tags = {tags} end
    local result = {}
    for _, body in ipairs(physics_query_aabb(x, y, width, height, tags)) do
      local id = physics_get_user_data(body)
      local collider = self.colliders[id]
      if collider then
        result[#result + 1] = collider.parent
      end
    end
    return result
  end

  --[[
    Queries for objects within a rotated box.

    Usage:
      for _, object in ipairs(an:query_box(x, y, width, height, angle, 'enemy')) do
        object:alert()
      end

    Returns array of objects whose colliders overlap the box.
  ]]
  function an:query_box(x, y, width, height, angle, tags)
    if type(tags) == 'string' then tags = {tags} end
    local result = {}
    for _, body in ipairs(physics_query_box(x, y, width, height, angle, tags)) do
      local id = physics_get_user_data(body)
      local collider = self.colliders[id]
      if collider then
        result[#result + 1] = collider.parent
      end
    end
    return result
  end

  --[[
    Queries for objects within a capsule shape.

    Usage:
      for _, object in ipairs(an:query_capsule(x1, y1, x2, y2, radius, 'enemy')) do
        object:stun()
      end

    Returns array of objects whose colliders overlap the capsule.
  ]]
  function an:query_capsule(x1, y1, x2, y2, radius, tags)
    if type(tags) == 'string' then tags = {tags} end
    local result = {}
    for _, body in ipairs(physics_query_capsule(x1, y1, x2, y2, radius, tags)) do
      local id = physics_get_user_data(body)
      local collider = self.colliders[id]
      if collider then
        result[#result + 1] = collider.parent
      end
    end
    return result
  end

  --[[
    Queries for objects within a polygon shape.

    Usage:
      local verts = {0, 0, 100, 0, 50, 100}
      for _, object in ipairs(an:query_polygon(x, y, verts, 'enemy')) do
        object:damage()
      end

    Vertices are a flat array: {x1, y1, x2, y2, ...}
    Returns array of objects whose colliders overlap the polygon.
  ]]
  function an:query_polygon(x, y, vertices, tags)
    if type(tags) == 'string' then tags = {tags} end
    local result = {}
    for _, body in ipairs(physics_query_polygon(x, y, vertices, tags)) do
      local id = physics_get_user_data(body)
      local collider = self.colliders[id]
      if collider then
        result[#result + 1] = collider.parent
      end
    end
    return result
  end

  --[[
    Casts a ray and returns the first hit.

    Usage:
      local hit = an:raycast(x1, y1, x2, y2, 'wall')
      if hit then
        spawn_impact(hit.point_x, hit.point_y)
        hit.object:take_damage(10)
      end

    Returns: {object, shape, point_x, point_y, normal_x, normal_y, fraction} or nil
  ]]
  function an:raycast(x1, y1, x2, y2, tags)
    if type(tags) == 'string' then tags = {tags} end
    local hit = physics_raycast(x1, y1, x2, y2, tags)
    if hit then
      local id = physics_get_user_data(hit.body)
      local collider = self.colliders[id]
      if collider then
        return {
          object = collider.parent,
          shape = hit.shape,
          point_x = hit.point_x,
          point_y = hit.point_y,
          normal_x = hit.normal_x,
          normal_y = hit.normal_y,
          fraction = hit.fraction,
        }
      end
    end
    return nil
  end

  --[[
    Casts a ray and returns all hits.

    Usage:
      for _, hit in ipairs(an:raycast_all(x1, y1, x2, y2, 'enemy')) do
        hit.object:take_damage(5)
      end

    Returns array of: {object, shape, point_x, point_y, normal_x, normal_y, fraction}
  ]]
  function an:raycast_all(x1, y1, x2, y2, tags)
    if type(tags) == 'string' then tags = {tags} end
    local result = {}
    for _, hit in ipairs(physics_raycast_all(x1, y1, x2, y2, tags)) do
      local id = physics_get_user_data(hit.body)
      local collider = self.colliders[id]
      if collider then
        result[#result + 1] = {
          object = collider.parent,
          shape = hit.shape,
          point_x = hit.point_x,
          point_y = hit.point_y,
          normal_x = hit.normal_x,
          normal_y = hit.normal_y,
          fraction = hit.fraction,
        }
      end
    end
    return result
  end

Ready for block 5 (input system + update function)?

result[#result + 1] -> table.insert, unless there's a good reason to do it like that.

Got it, table.insert from now on. I'll fix this in object.lua too when we write everything. Here's Block 5: input system + update function:

  --[[
    Binds a control to an action.

    Usage:
      an:bind('jump', 'key:space')
      an:bind('jump', 'button:a')
      an:bind('fire', 'mouse:1')
      an:bind('left', 'axis:leftx-')

    Control string formats:
      key:a, key:space, key:lshift, key:up, key:1
      mouse:1 (left), mouse:2 (middle), mouse:3 (right)
      button:a, button:b, button:x, button:y, button:start, button:dpup, etc.
      axis:leftx+, axis:leftx-, axis:lefty+, axis:lefty-, axis:triggerleft, etc.
  ]]
  function an:bind(action, control)
    input_bind(action, control)
  end

  --[[
    Unbinds a specific control from an action.

    Usage:
      an:unbind('jump', 'key:space')
  ]]
  function an:unbind(action, control)
    input_unbind(action, control)
  end

  --[[
    Unbinds all controls from an action.

    Usage:
      an:unbind_all('jump')
  ]]
  function an:unbind_all(action)
    input_unbind_all(action)
  end

  --[[
    Binds default controls for all common keys/buttons.

    Usage:
      an:bind_all()

    Creates actions like 'a', 'space', 'mouse_1', 'button_a', etc.
  ]]
  function an:bind_all()
    input_bind_all()
  end

  --[[
    Creates a chord (all actions must be held simultaneously).

    Usage:
      an:bind_chord('super_jump', {'shift', 'jump'})

    The chord triggers when ALL listed actions are held at once.
  ]]
  function an:bind_chord(name, actions)
    input_bind_chord(name, actions)
  end

  --[[
    Creates a sequence (actions in order within time windows).

    Usage:
      an:bind_sequence('dash', {'right', 0.3, 'right'})
      an:bind_sequence('hadouken', {'down', 0.2, 'forward', 0.2, 'punch'})

    Format: {action1, delay1, action2, delay2, action3, ...}
    The sequence triggers when actions are pressed in order within the delays.
  ]]
  function an:bind_sequence(name, sequence)
    input_bind_sequence(name, sequence)
  end

  --[[
    Creates a hold action (triggers after holding for duration).

    Usage:
      an:bind_hold('charge', 1.0, 'attack')

    The hold triggers after holding source_action for duration seconds.
  ]]
  function an:bind_hold(name, duration, source_action)
    input_bind_hold(name, duration, source_action)
  end

  --[[
    Returns true on the frame an action was pressed.

    Usage:
      if an:is_pressed('jump') then
        player:jump()
      end
  ]]
  function an:is_pressed(action)
    return is_pressed(action)
  end

  --[[
    Returns true while an action is held.

    Usage:
      if an:is_down('fire') then
        player:shoot()
      end
  ]]
  function an:is_down(action)
    return is_down(action)
  end

  --[[
    Returns true on the frame an action was released.

    Usage:
      if an:is_released('charge') then
        player:release_charge()
      end
  ]]
  function an:is_released(action)
    return is_released(action)
  end

  --[[
    Returns -1, 0, or 1 based on two opposing actions.

    Usage:
      local horizontal = an:get_axis('left', 'right')
      player.vx = horizontal * speed
  ]]
  function an:get_axis(negative, positive)
    return input_get_axis(negative, positive)
  end

  --[[
    Returns a normalized 2D direction vector.

    Usage:
      local vx, vy = an:get_vector('left', 'right', 'up', 'down')
      player.vx = vx * speed
      player.vy = vy * speed

    The vector is normalized so diagonal movement isn't faster.
  ]]
  function an:get_vector(left, right, up, down)
    return input_get_vector(left, right, up, down)
  end

  --[[
    Returns how long the source action has been held.

    Usage:
      local held = an:get_hold_duration('charge')
      local power = math.min(held / 1.0, 1.0)

    Use for charge bar UI or variable-power attacks.
  ]]
  function an:get_hold_duration(name)
    return input_get_hold_duration(name)
  end

  --[[
    Returns true if any bound action was pressed this frame.

    Usage:
      if an:any_pressed() then
        start_game()
      end
  ]]
  function an:any_pressed()
    return input_any_pressed()
  end

  --[[
    Returns the name of the action that was just pressed, or nil.

    Usage:
      local action = an:get_pressed_action()
      if action then
        print("Pressed: " .. action)
      end
  ]]
  function an:get_pressed_action()
    return input_get_pressed_action()
  end

  --[[
    Returns true if a keyboard key is held.

    Usage:
      if an:key_is_down('space') then
        -- charging
      end
  ]]
  function an:key_is_down(key)
    return key_is_down(key)
  end

  --[[
    Returns true on the frame a keyboard key was pressed.

    Usage:
      if an:key_is_pressed('escape') then
        toggle_pause()
      end
  ]]
  function an:key_is_pressed(key)
    return key_is_pressed(key)
  end

  --[[
    Returns true on the frame a keyboard key was released.

    Usage:
      if an:key_is_released('space') then
        release_attack()
      end
  ]]
  function an:key_is_released(key)
    return key_is_released(key)
  end

  --[[
    Returns the mouse position in game coordinates.

    Usage:
      local mx, my = an:mouse_position()
  ]]
  function an:mouse_position()
    return mouse_position()
  end

  --[[
    Returns the mouse movement this frame.

    Usage:
      local dx, dy = an:mouse_delta()
  ]]
  function an:mouse_delta()
    return mouse_delta()
  end

  --[[
    Returns the mouse wheel movement this frame.

    Usage:
      local wx, wy = an:mouse_wheel()
      zoom = zoom + wy * 0.1
  ]]
  function an:mouse_wheel()
    return mouse_wheel()
  end

  --[[
    Returns true if a mouse button is held.

    Usage:
      if an:mouse_is_down(1) then  -- left button
        player:aim()
      end

    Buttons: 1=left, 2=middle, 3=right
  ]]
  function an:mouse_is_down(button)
    return mouse_is_down(button)
  end

  --[[
    Returns true on the frame a mouse button was pressed.

    Usage:
      if an:mouse_is_pressed(1) then
        player:shoot()
      end
  ]]
  function an:mouse_is_pressed(button)
    return mouse_is_pressed(button)
  end

  --[[
    Returns true on the frame a mouse button was released.

    Usage:
      if an:mouse_is_released(1) then
        player:release()
      end
  ]]
  function an:mouse_is_released(button)
    return mouse_is_released(button)
  end

  --[[
    Shows or hides the system cursor.

    Usage:
      an:mouse_set_visible(false)  -- hide cursor
  ]]
  function an:mouse_set_visible(visible)
    mouse_set_visible(visible)
  end

  --[[
    Locks the cursor to the window.

    Usage:
      an:mouse_set_grabbed(true)  -- for FPS-style control
  ]]
  function an:mouse_set_grabbed(grabbed)
    mouse_set_grabbed(grabbed)
  end

  --[[
    Returns true if a gamepad is connected.

    Usage:
      if an:gamepad_is_connected() then
        show_gamepad_prompts()
      end
  ]]
  function an:gamepad_is_connected()
    return gamepad_is_connected()
  end

  --[[
    Returns a gamepad axis value (-1 to 1).

    Usage:
      local lx = an:gamepad_get_axis('leftx')
      local ly = an:gamepad_get_axis('lefty')

    Axes: leftx, lefty, rightx, righty, triggerleft, triggerright
  ]]
  function an:gamepad_get_axis(axis)
    return gamepad_get_axis(axis)
  end

  --[[
    Returns the last input type: 'keyboard', 'mouse', or 'gamepad'.

    Usage:
      if an:get_last_input_type() == 'gamepad' then
        show_gamepad_prompts()
      else
        show_keyboard_prompts()
      end
  ]]
  function an:get_last_input_type()
    return input_get_last_type()
  end

  --[[
    Starts capturing the next input for rebinding.

    Usage:
      an:start_capture()
      show_prompt("Press a key...")
  ]]
  function an:start_capture()
    input_start_capture()
  end

  --[[
    Returns the captured input string, or nil if still waiting.

    Usage:
      local captured = an:get_captured()
      if captured then
        an:unbind_all('jump')
        an:bind('jump', captured)
      end
  ]]
  function an:get_captured()
    return input_get_captured()
  end

  --[[
    Stops capture mode without binding.

    Usage:
      an:stop_capture()
  ]]
  function an:stop_capture()
    input_stop_capture()
  end

  --[[
    Sets the gamepad stick deadzone.

    Usage:
      an:set_deadzone(0.2)
  ]]
  function an:set_deadzone(deadzone)
    input_set_deadzone(deadzone)
  end

  --[[
    Global update function called by the C engine each physics tick (144Hz).

    Behavior:
      1. Attaches camera transforms to layers
      2. Collects an + all descendants into a flat array
      3. Runs early phase (_early_update) on all objects
      4. Runs main phase (_update) on all objects
      5. Runs late phase (_late_update) on all objects
      6. Runs cleanup to remove dead objects and finished actions
      7. Detaches camera transforms from layers

    The three phases allow proper ordering:
      - early: input handling, pre-update logic
      - main: game logic, movement, collisions
      - late: drawing, post-update cleanup

    Note: This is called automatically by the C engine. Do not call manually.
  ]]
  function update(dt)
    -- Update engine state: dynamic values
    an.frame = engine_get_frame()
    an.step = engine_get_step()
    an.time = engine_get_time()
    an.window_width, an.window_height = engine_get_window_size()
    an.scale = engine_get_scale()
    an.fullscreen = engine_is_fullscreen()
    an.fps = engine_get_fps()
    an.draw_calls = engine_get_draw_calls()

    -- Attach camera transforms to layers before any updates
    for name, l in pairs(an.layers) do
      if l.camera then
        l.camera:attach(l, l.parallax_x, l.parallax_y)
      end
    end

    -- Update time scale values and sync to engine
    engine_set_time_scale(an.time_scale)
    an.dt = engine_get_dt()
    an.unscaled_dt = engine_get_unscaled_dt()

    local all_objects = {an}
    for _, obj in ipairs(an:all()) do
      table.insert(all_objects, obj)
    end

    -- Early phase (uses per-object dt based on hitstop exclusion)
    for _, obj in ipairs(all_objects) do
      obj:_early_update(an:get_dt_for(obj))
    end
    -- Main phase
    for _, obj in ipairs(all_objects) do
      obj:_update(an:get_dt_for(obj))
    end
    -- Late phase
    for _, obj in ipairs(all_objects) do
      obj:_late_update(an:get_dt_for(obj))
    end
    an:cleanup()

    -- Detach camera transforms after all drawing is done
    for name, l in pairs(an.layers) do
      if l.camera then
        l.camera:detach(l)
      end
    end
  end

end -- end of returned init function

That's all of init.lua. Note I renamed the layer loop variable to l in the update function to avoid shadowing the layer class. Want me to write the full file now, or any changes first?

Yes. Are you abbreviating any comments or are you copying them exactly as they were in the original?

I'm copying them faithfully, only adapting the syntax in examples — an\method 'arg' becomes an:method('arg'), @property becomes self.property, etc. The prose, parameter descriptions, behavior notes, and edge case documentation are all kept as-is from the original.

Let me write the full file now.

Write (E:\a327ex\Anchor-lua\framework\anchor\init.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\init.lua

Now let me also fix object.lua to use table.insert instead of [#t + 1].

Read (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

     1→require('anchor.class')
     2→
     3→object = class:class_new()
     4→
     5→--[[
     6→  Creates a new object with optional name.
     7→
     8→  Usage:
     9→    obj = object()           -- anonymous object
    10→    obj = object('player')   -- named object
    11→
    12→  Properties initialized:
    13→    self.name     - string or nil, used for bidirectional links
    14→    self.parent   - reference to parent object, nil if root
    15→    self.children - array of child objects
    16→    self.dead     - boolean, true when killed (removed at end of frame)
    17→    self.tags     - set of tags, used for querying with all(tag) and is()
    18→]]
    19→function object:new(name)
    20→  self.name = name
    21→  self.parent = nil
    22→  self.children = {}
    23→  self.dead = false
    24→  self.tags = {}
    25→end
    26→
    27→--[[
    28→  Adds a child to this object's tree.
    29→
    30→  Usage:
... [516 more lines]

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated successfully.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated successfully.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '        nodes[#nodes + 1] = node' were successfully replaced with '        table.insert(nodes, node)'.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated successfully.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '  self.links[#self.links + 1] = {target = target, callback = callback}
  if not target.linked_from then target.linked_from = {} end
  target.linked_from[#target.linked_from + 1] = {source = self, callback = callback}' were successfully replaced with '  table.insert(self.links, {target = target, callback = callback})
  if not target.linked_from then target.linked_from = {} end
  table.insert(target.linked_from, {source = self, callback = callback})'.

Now the action methods — these have several [#t + 1] patterns each:

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '    self.early_actions[#self.early_actions + 1] = fn
    self.early_action_names[#self.early_action_names + 1] = name' were successfully replaced with '    table.insert(self.early_actions, fn)
    table.insert(self.early_action_names, name)'.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '    self.early_actions[#self.early_actions + 1] = name_or_fn
    self.early_action_names[#self.early_action_names + 1] = false' were successfully replaced with '    table.insert(self.early_actions, name_or_fn)
    table.insert(self.early_action_names, false)'.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '    self.actions[#self.actions + 1] = fn
    self.action_names[#self.action_names + 1] = name' were successfully replaced with '    table.insert(self.actions, fn)
    table.insert(self.action_names, name)'.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '    self.actions[#self.actions + 1] = name_or_fn
    self.action_names[#self.action_names + 1] = false' were successfully replaced with '    table.insert(self.actions, name_or_fn)
    table.insert(self.action_names, false)'.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '    self.late_actions[#self.late_actions + 1] = fn
    self.late_action_names[#self.late_action_names + 1] = name' were successfully replaced with '    table.insert(self.late_actions, fn)
    table.insert(self.late_action_names, name)'.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '    self.late_actions[#self.late_actions + 1] = name_or_fn
    self.late_action_names[#self.late_action_names + 1] = false' were successfully replaced with '    table.insert(self.late_actions, name_or_fn)
    table.insert(self.late_action_names, false)'.

Now the _to_remove arrays and the cleanup objects collection:

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '        self.early_actions_to_remove[#self.early_actions_to_remove + 1] = i' were successfully replaced with '        table.insert(self.early_actions_to_remove, i)'.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '        self.actions_to_remove[#self.actions_to_remove + 1] = i' were successfully replaced with '        table.insert(self.actions_to_remove, i)'.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '        self.late_actions_to_remove[#self.late_actions_to_remove + 1] = i' were successfully replaced with '        table.insert(self.late_actions_to_remove, i)'.

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated. All occurrences of '    objects[#objects + 1] = obj' were successfully replaced with '    table.insert(objects, obj)'.

Done. Both init.lua and object.lua now use table.insert throughout. Three files converted so far: class.lua, object.lua, init.lua. What's next?

Your choice.

I'll go with the small ones first to build momentum. Let me read image.yue.

Read (E:\a327ex\Anchor\framework\anchor\image.yue)

     1→global *
     2→
     3→--[[
     4→  Image class wraps a C texture handle.
     5→
     6→  Images are GPU textures loaded from files. They're drawn via layer\image().
     7→  The class caches width/height so you don't need C calls to query them.
     8→
     9→  Usage:
    10→    an\image 'player', 'assets/player.png'   -- register image
    11→    img = an.images.player                    -- access image
    12→    layer\image img, 100, 100                 -- draw centered at (100, 100)
    13→
    14→  Properties:
    15→    @handle - C texture pointer
    16→    @width  - texture width in pixels
    17→    @height - texture height in pixels
    18→]]
    19→class image
    20→  --[[
    21→    Creates an image wrapper from a C texture handle.
    22→
    23→    Usage:
    24→      img = image handle   -- typically called by an\image, not directly
    25→
    26→    Behavior:
    27→      - Stores the C handle
    28→      - Queries and caches width/height from C
    29→  ]]
    30→  new: (@handle) =>
... [3 more lines]

Read (E:\a327ex\Anchor\framework\anchor\spritesheet.yue)

     1→global *
     2→
     3→--[[
     4→  Spritesheet class wraps a C spritesheet handle.
     5→
     6→  Spritesheets are textures divided into a grid of frames for animations.
     7→  Frames are indexed 1-based (Lua convention) and read left-to-right, top-to-bottom.
     8→
     9→  Usage:
    10→    an\spritesheet 'hit', 'assets/hit1.png', 96, 48   -- register spritesheet
    11→    sheet = an.spritesheets.hit                       -- access spritesheet
    12→    layer\spritesheet sheet, 1, 100, 100              -- draw frame 1 at (100, 100)
    13→
    14→  Properties:
    15→    @handle       - C spritesheet pointer
    16→    @frame_width  - width of each frame in pixels
    17→    @frame_height - height of each frame in pixels
    18→    @frames       - total number of frames
    19→]]
    20→class spritesheet
    21→  --[[
    22→    Creates a spritesheet wrapper from a C spritesheet handle.
    23→
    24→    Usage:
    25→      sheet = spritesheet handle   -- typically called by an\spritesheet, not directly
    26→
    27→    Behavior:
    28→      - Stores the C handle
    29→      - Queries and caches frame dimensions and count from C
    30→  ]]
... [5 more lines]

Read (E:\a327ex\Anchor\framework\anchor\font.yue)

     1→global *
     2→
     3→--[[
     4→  Font class wraps a named C font for text rendering.
     5→
     6→  Fonts in the C engine are identified by name string, not handle.
     7→  This class registers the font and provides query methods for metrics.
     8→
     9→  Usage:
    10→    an\font 'main', 'assets/LanaPixel.ttf', 11   -- register font
    11→    f = an.fonts.main                             -- access font
    12→    layer\text "Hello", f, 100, 50, color         -- draw text
    13→
    14→  Properties:
    15→    @name   - font identifier string
    16→    @size   - font size in pixels
    17→    @height - line height in pixels
    18→]]
    19→class font
    20→  --[[
    21→    Creates and registers a font.
    22→
    23→    Usage:
    24→      font 'main', 'assets/font.ttf', 16
    25→
    26→    Parameters:
    27→      name - identifier for this font (used in C calls)
    28→      path - path to TTF file
    29→      size - font size in pixels
    30→
... [53 more lines]

All three are tiny. Here they are:

image.lua: ```lua require('anchor.class')

--[[ Image class wraps a C texture handle.

Images are GPU textures loaded from files. They're drawn via layer:image(). The class caches width/height so you don't need C calls to query them.

Usage: an:image('player', 'assets/player.png') -- register image img = an.images.player -- access image layer:image(img, 100, 100) -- draw centered at (100, 100)

Properties: self.handle - C texture pointer self.width - texture width in pixels self.height - texture height in pixels ]] image = class:class_new()

--[[ Creates an image wrapper from a C texture handle.

Usage: img = image(handle) -- typically called by an:image, not directly

Behavior: - Stores the C handle - Queries and caches width/height from C ]] function image:new(handle) self.handle = handle self.width = texture_get_width(self.handle) self.height = texture_get_height(self.handle) end ```

spritesheet.lua: ```lua require('anchor.class')

--[[ Spritesheet class wraps a C spritesheet handle.

Spritesheets are textures divided into a grid of frames for animations. Frames are indexed 1-based (Lua convention) and read left-to-right, top-to-bottom.

Usage: an:spritesheet('hit', 'assets/hit1.png', 96, 48) -- register spritesheet sheet = an.spritesheets.hit -- access spritesheet layer:spritesheet(sheet, 1, 100, 100) -- draw frame 1 at (100, 100)

Properties: self.handle - C spritesheet pointer self.frame_width - width of each frame in pixels self.frame_height - height of each frame in pixels self.frames - total number of frames ]] spritesheet = class:class_new()

--[[ Creates a spritesheet wrapper from a C spritesheet handle.

Usage: sheet = spritesheet(handle) -- typically called by an:spritesheet, not directly

Behavior: - Stores the C handle - Queries and caches frame dimensions and count from C ]] function spritesheet:new(handle) self.handle = handle self.frame_width = spritesheet_get_frame_width(self.handle) self.frame_height = spritesheet_get_frame_height(self.handle) self.frames = spritesheet_get_total_frames(self.handle) end ```

font.lua: ```lua require('anchor.class')

--[[ Font class wraps a named C font for text rendering.

Fonts in the C engine are identified by name string, not handle. This class registers the font and provides query methods for metrics.

Usage: an:font('main', 'assets/LanaPixel.ttf', 11) -- register font f = an.fonts.main -- access font layer:text("Hello", f, 100, 50, color) -- draw text

Properties: self.name - font identifier string self.size - font size in pixels self.height - line height in pixels ]] font = class:class_new()

--[[ Creates and registers a font.

Usage: font('main', 'assets/font.ttf', 16)

Parameters: name - identifier for this font (used in C calls) path - path to TTF file size - font size in pixels

Behavior: - Calls font_load() to load and register the font in C - Caches the line height ]] function font:new(name, path, size) self.name = name self.size = size font_load(self.name, path, self.size) self.height = font_get_height(self.name) end

--[[ Returns the width of a text string in pixels.

Usage: local width = f:text_width("Hello, world!")

Returns: number (pixel width) ]] function font:text_width(text) return font_get_text_width(self.name, text) end

--[[ Returns the advance width of a single character.

Usage: local width = f:char_width(65) -- 'A'

Parameters: codepoint - Unicode codepoint (number)

Returns: number (pixel width) ]] function font:char_width(codepoint) return font_get_char_width(self.name, codepoint) end

--[[ Returns detailed metrics for a glyph.

Usage: local metrics = f:glyph_metrics(65) -- 'A' print(metrics.width, metrics.advance)

Parameters: codepoint - Unicode codepoint (number)

Returns: table with fields: width - glyph bitmap width height - glyph bitmap height advance - horizontal advance (spacing to next glyph) bearingX - horizontal offset from cursor to glyph left edge bearingY - vertical offset from baseline to glyph top edge ]] function font:glyph_metrics(codepoint) return font_get_glyph_metrics(self.name, codepoint) end ```

Want me to write all three?

Yes.

Write (E:\a327ex\Anchor-lua\framework\anchor\image.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\image.lua

Write (E:\a327ex\Anchor-lua\framework\anchor\spritesheet.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\spritesheet.lua

Write (E:\a327ex\Anchor-lua\framework\anchor\font.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\font.lua

Done. 6 files converted so far: class, object, init, image, spritesheet, font.

Remaining 8: spring, random, camera, shake, color, array, math, timer, layer, collider, animation — let me read the next batch. I'll do spring and random next since they're medium-sized.

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, 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→
    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 (0.3s duration, 0.5 bounce).
... [121 more lines]

Read (E:\a327ex\Anchor\framework\anchor\random.yue)

     1→global *
     2→
     3→--[[
     4→  Random child object for seeded random number generation.
     5→
     6→  Usage:
     7→    @\add random!           -- unseeded (uses os.time)
     8→    @\add random 12345      -- seeded for deterministic replays
     9→
    10→  Random is added as a child object. When the parent dies, the random dies automatically.
    11→  Multiple random instances can exist (gameplay RNG vs cosmetic RNG).
    12→
    13→  Random methods:
    14→    float        - Random float in range
    15→    int          - Random integer in range
    16→    angle        - Random angle 0 to 2π
    17→    sign         - Random -1 or 1
    18→    bool         - Random true/false
    19→    normal       - Gaussian distribution
    20→    choice       - Pick random element from array
    21→    choices      - Pick n unique elements from array
    22→    weighted     - Weighted index selection
    23→    get_seed     - Get current seed
    24→    set_seed     - Reset with new seed
    25→]]
    26→class random extends object
    27→  --[[
    28→    Creates a new random number generator.
    29→
    30→    Usage:
... [170 more lines]

These two use extends object (YueScript inheritance). With the class.lua system, the cleanest approach is to just use class:class_new() and call object.new(self, name) in the constructor to initialize the object fields. Here they are:

spring.lua: ```lua require('anchor.class')

--[[ Spring child object for damped spring animations.

Usage: self:add(spring()) self.spring:add('scale', 1, 5, 0.5) -- 5 Hz, moderate bounce self.spring:pull('scale', 0.5)

Spring is added as a child object. When the parent dies, the spring dies automatically. A default 'main' spring at value 1 is created on construction.

Springs are accessed directly: self.spring.main.x, self.spring.scale.x

Spring methods: add - Add a named spring with frequency/bounce pull - Apply impulse to a spring set_target - Change resting point at_rest - Check if spring has settled ]] spring = class:class_new()

--[[ Creates a new spring container with default 'main' spring.

Usage: self:add(spring())

The spring is automatically named 'spring' and accessible as self.spring on the parent. A 'main' spring at value 1 is created by default (0.3s duration, 0.5 bounce). ]] function spring:new() object.new(self, 'spring') self.spring_names = {} self:add('main', 1) end

--[[ Adds a new named spring.

Usage: self.spring:add('scale', 1) -- default: 5 Hz, 0.5 bounce self.spring:add('rotation', 0, 3, 0.3) -- 3 oscillations/sec, low bounce self.spring:add('position', 100, 10, 0.8) -- 10 oscillations/sec, high bounce

Parameters: name - string identifier for the spring x - initial value (default 0) frequency - oscillations per second (default 5) bounce - bounciness 0-1 (default 0.5, where 0=no overshoot, 1=infinite oscillation)

Behavior: - Spring is accessible as self.spring.name.x - Higher frequency = faster oscillation - Higher bounce = more overshoot and oscillation - bounce=0 is critically damped (smooth, no overshoot) - bounce=0.5 has moderate overshoot - bounce approaching 1 oscillates forever

Returns: nothing ]] function spring:add(name, x, frequency, bounce) x = x or 0 frequency = frequency or 5 bounce = bounce or 0.5 if not self[name] then table.insert(self.spring_names, name) end local k = (2 * math.pi * frequency) ^ 2 local d = 4 * math.pi * (1 - bounce) * frequency self[name] = { x = x, target_x = x, v = 0, k = k, d = d, } end

--[[ Applies an impulse to a named spring.

Usage: self.spring:pull('main', 0.5) -- add 0.5 to current value self.spring:pull('scale', 0.3, 10, 0.7) -- pull with 10 Hz, high bounce

Parameters: name - spring identifier force - amount to add to current value frequency - (optional) new oscillations per second bounce - (optional) new bounciness 0-1

Behavior: - Adds force directly to spring's current x value - Spring will oscillate around target_x and settle back - Optionally updates frequency/bounce for this spring permanently

Returns: nothing ]] function spring:pull(name, force, frequency, bounce) local s = self[name] if not s then return end if frequency then s.k = (2 * math.pi * frequency) ^ 2 s.d = 4 * math.pi * (1 - (bounce or 0.5)) * frequency end s.x = s.x + force end

--[[ Changes the resting point of a named spring.

Usage: self.spring:set_target('scale', 2) -- spring will animate toward 2

Parameters: name - spring identifier value - new target value

Behavior: - Spring will smoothly animate toward the new target - Unlike pull, this changes where the spring settles

Returns: nothing ]] function spring:set_target(name, value) local s = self[name] if s then s.target_x = value end end

--[[ Checks if a spring has settled (stopped moving).

Usage: if self.spring:at_rest('scale') then print('animation complete') end

Parameters: name - spring identifier threshold - (optional) how close to target counts as "at rest" (default 0.01)

Returns: true if spring value and velocity are both near zero/target ]] function spring:at_rest(name, threshold) threshold = threshold or 0.01 local s = self[name] if not s then return true end return math.abs(s.x - s.target_x) < threshold and math.abs(s.v) < threshold end

--[[ Internal: updates all springs each frame.

Called automatically during early_update phase. Uses standard damped spring equation: a = -k(x - target) - dv ]] function spring:early_update(dt) for _, spring_name in ipairs(self.spring_names) do local s = self[spring_name] local a = -s.k * (s.x - s.target_x) - s.d * s.v s.v = s.v + a * dt s.x = s.x + s.v * dt end end ```

random.lua: ```lua require('anchor.class')

--[[ Random child object for seeded random number generation.

Usage: self:add(random()) -- unseeded (uses os.time) self:add(random(12345)) -- seeded for deterministic replays

Random is added as a child object. When the parent dies, the random dies automatically. Multiple random instances can exist (gameplay RNG vs cosmetic RNG).

Random methods: float - Random float in range int - Random integer in range angle - Random angle 0 to 2pi sign - Random -1 or 1 bool - Random true/false normal - Gaussian distribution choice - Pick random element from array choices - Pick n unique elements from array weighted - Weighted index selection get_seed - Get current seed set_seed - Reset with new seed ]] random = class:class_new()

--[[ Creates a new random number generator.

Usage: self:add(random()) -- uses os.time as seed self:add(random(12345)) -- deterministic seed

Parameters: seed - (optional) integer seed for deterministic sequences

The random is automatically named 'random' and accessible as self.random on the parent. ]] function random:new(seed) object.new(self, 'random') self.rng = random_create(seed or os.time()) end

--[[ Returns a random float.

Usage: self.random:float() -- 0 to 1 self.random:float(10) -- 0 to 10 self.random:float(5, 10) -- 5 to 10

Parameters: min - (optional) minimum value, or maximum if max not provided max - (optional) maximum value

Returns: random float in the specified range ]] function random:float(min, max) if max == nil then if min == nil then return random_float_01(self.rng) else return random_float(0, min, self.rng) end else return random_float(min, max, self.rng) end end

--[[ Returns a random integer (inclusive).

Usage: self.random:int(10) -- 1 to 10 self.random:int(5, 10) -- 5 to 10

Parameters: min - minimum value, or maximum (with min=1) if max not provided max - (optional) maximum value

Returns: random integer in [min, max] ]] function random:int(min, max) if max == nil then return random_int(1, min, self.rng) else return random_int(min, max, self.rng) end end

--[[ Returns a random angle in radians.

Usage: self.random:angle()

Returns: random float in [0, 2pi] ]] function random:angle() return random_angle(self.rng) end

--[[ Returns -1 or 1 randomly.

Usage: self.random:sign() -- 50% chance each self.random:sign(75) -- 75% chance of 1

Parameters: chance - (optional) percentage chance of returning 1 (default 50)

Returns: -1 or 1 ]] function random:sign(chance) return random_sign(chance, self.rng) end

--[[ Returns true or false randomly.

Usage: self.random:bool() -- 50% chance true self.random:bool(10) -- 10% chance true

Parameters: chance - (optional) percentage chance of returning true (default 50)

Returns: true or false ]] function random:bool(chance) return random_bool(chance, self.rng) end

--[[ Returns a normally distributed random number.

Usage: self.random:normal() -- mean 0, stddev 1 self.random:normal(100, 15) -- mean 100, stddev 15

Parameters: mean - (optional) center of distribution (default 0) stddev - (optional) standard deviation (default 1)

Returns: random float from gaussian distribution ]] function random:normal(mean, stddev) return random_normal(mean, stddev, self.rng) end

--[[ Returns a random element from an array.

Usage: local enemy = self.random:choice(enemies) local color = self.random:choice({'red', 'green', 'blue'})

Parameters: array - array to pick from

Returns: random element from the array ]] function random:choice(array) return random_choice(array, self.rng) end

--[[ Returns n unique random elements from an array.

Usage: local items = self.random:choices(loot_table, 3)

Parameters: array - array to pick from n - number of elements to pick

Returns: array of n unique elements ]] function random:choices(array, n) return random_choices(array, n, self.rng) end

--[[ Returns an index based on weighted probabilities.

Usage: local weights = {1, 2, 7} -- 10%, 20%, 70% local index = self.random:weighted(weights)

Parameters: weights - array of numeric weights

Returns: 1-based index into the weights array ]] function random:weighted(weights) return random_weighted(weights, self.rng) end

--[[ Returns the current seed.

Usage: local seed = self.random:get_seed()

Returns: the seed used to initialize this RNG ]] function random:get_seed() return random_get_seed(self.rng) end

--[[ Resets the RNG with a new seed.

Usage: self.random:set_seed(12345)

Parameters: seed - new seed value ]] function random:set_seed(seed) random_seed(seed, self.rng) end ```

Want me to write both?

Yes.

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 go through the conversation chronologically:

  1. User's initial request: Convert all YueScript code in Anchor and emoji-ball-battles to Lua. Start with Anchor first.

  2. I explored the codebase structure:

    • Found .yue files in Anchor/framework/anchor/, Anchor/framework/ (root level), and emoji-ball-battles/anchor/
    • Found existing compiled .lua files alongside .yue files
    • Examined build scripts (run.bat uses yue.exe to compile)
  3. First round of questions - user answered:

    • Quality: Clean, human-readable Lua
    • Approach: Manual conversion from .yue source
    • Classes: Clean class pattern
    • Cleanup: Keep .yue files for reference
  4. Second round of questions - user clarified:

    • Class system: Use a modified rxi classic module (class.lua) from reference projects
    • Found class.lua in emoji-ball-battles/reference/emoji-merge-main/anchor/class.lua
    • Scoping: Keep globals
    • Scope: Only framework/anchor/ (after verifying newest)
  5. Architecture question:

    • User clarified: Preserve current composition pattern, emoji-merge was just example for classes alone
    • User explicitly said: Don't enter plan mode, take things one step at a time
    • User said: "I asked you to not enter plan mode because you tend to try to do EVERYTHING at once after plan mode"
  6. User requested creating E:/a327ex/Anchor-lua/ directory with structure from old directory but without .yue code

  7. I created the directory structure:

    • Copied engine/, scripts/, release/, docs/, reference/, .gitignore
    • Created framework/anchor/ (empty, ready for Lua)
    • Copied framework/assets/, framework/shaders/, framework/main.lua
    • Modified run.bat and run-web.bat to remove yue.exe compilation steps
  8. Started converting files:

    • class.lua: Written (user said "show me code before writing" - I had already written it, apologized)
    • object.lua: Showed code first, user approved with notes:
      • "Always keep the comments" (both function headers and inline)
      • "Remove all aliases" (E, X, L, A, K, Y, U, F, T)
    • init.lua: Presented in 5 blocks
      • Block 1: User feedback: ~= nil is necessary for vsync/fullscreen/resizable (false is valid), add comments to uncommented sound functions
      • Block 2: Approved
      • Block 3: User said "avoid big ======= banners"
      • Block 4: User said "result[#result + 1] -> table.insert"
      • Block 5: Approved, wrote full file
    • Fixed object.lua to use table.insert throughout
    • image.lua, spritesheet.lua, font.lua: All three shown and approved, written
    • spring.lua, random.lua: Both shown, user said "Yes" to write them - THIS IS WHERE WE ARE
  9. User modified init.lua (linter/manual): Changed l variable to lyr in the update function's layer loops

  10. Key patterns established:

    • Use class:class_new() for all classes
    • For classes extending object: call object.new(self, name) in constructor
    • Use table.insert() instead of [#t + 1]
    • Keep all comments, adapt syntax (@ -> self., \ -> :, etc.)
    • No big ======= banner comments
    • Show code before writing
    • ~= nil checks kept for boolean config values
    • Everything stays global
    • Use function ClassName:method() syntax

Files completed: 1. E:\a327ex\Anchor-lua\framework\anchor\class.lua 2. E:\a327ex\Anchor-lua\framework\anchor\object.lua 3. E:\a327ex\Anchor-lua\framework\anchor\init.lua 4. E:\a327ex\Anchor-lua\framework\anchor\image.lua 5. E:\a327ex\Anchor-lua\framework\anchor\spritesheet.lua 6. E:\a327ex\Anchor-lua\framework\anchor\font.lua

Files shown but NOT YET WRITTEN (user said "Yes" to write): 7. spring.lua 8. random.lua

Files remaining to convert: - camera.yue - shake.yue - color.yue - array.yue - math.yue - timer.yue - layer.yue - collider.yue - animation.yue

Then after Anchor framework is done: emoji-ball-battles conversion.

Summary: 1. Primary Request and Intent: The user wants to convert ALL YueScript (.yue) code in both Anchor (game engine framework) and emoji-ball-battles (game) projects to plain Lua. The conversion should be done in order: Anchor framework first, then emoji-ball-battles. The user wants clean, human-readable, hand-written-quality Lua (not the ugly auto-compiled output from yue.exe). The user explicitly wants to work incrementally - one file at a time, reviewing each conversion before it's written. A new directory E:/a327ex/Anchor-lua/ was created to house the converted project.

  1. Key Technical Concepts:

    • YueScript to Lua conversion (manual, not using compiler output)
    • Class system: Modified rxi/classic module (class.lua) with mixin support from emoji-merge reference project
    • Composition pattern (child objects) NOT mixin pattern - current Anchor uses an:add(timer()) not object:class_add(timer_mixin)
    • For classes extending object: call object.new(self, name) in constructor instead of YueScript's super 'name'
    • All framework classes/functions remain global (no local + module returns)
    • class:class_new() for class definitions, __call metamethod for constructor syntax
    • YueScript syntax conversions: @self., \ method calls → :, =>function(self, ...), unlessif not, for x in *tfor _, x in ipairs(t), string interpolation → concatenation, result[] = valtable.insert(result, val)
  2. Files and Code Sections:

    • E:\a327ex\Anchor-lua\framework\run.bat (created)

      • Removed yue.exe compilation steps, just runs anchor.exe bat @echo off cd /d "%~dp0" ..\engine\build\anchor.exe .
    • E:\a327ex\Anchor-lua\framework\run-web.bat (created)

      • Removed yue.exe compilation steps for web build
    • E:\a327ex\Anchor-lua\framework\anchor\class.lua (created)

      • Foundation class system, modified rxi/classic with mixin support
      • Uses local incrementing next_id counter instead of main:random_uid() (current system doesn't have that method)
      • Key functions: class_new(...), class_add(...), class_is(c), __call(...) metamethod
    • E:\a327ex\Anchor-lua\framework\anchor\object.lua (created, then edited)

      • Core object class with tree structure (parent/children), tags, actions system
      • Uses class:class_new() pattern
      • Aliases removed (E, X, L, A, K, Y, U, F, T) per user request
      • All comments preserved and adapted to Lua syntax
      • Edited to replace all [#t + 1] with table.insert()
    • E:\a327ex\Anchor-lua\framework\anchor\init.lua (created, user-modified)

      • Largest file (~1735 lines), the framework initialization
      • Returns a function that takes config, creates root an object, defines global update() function
      • Sections: config/setup, resource registration (layer/image/font/shader/sound/music), music playback, playlist system, time scale (slow/hitstop), physics (setup/events/queries), input system, update loop
      • User manually changed loop variable from l to lyr in the update function's layer iteration loops
      • ~= nil checks kept for vsync/fullscreen/resizable config (false is a valid value)
    • E:\a327ex\Anchor-lua\framework\anchor\image.lua (created)

      • Tiny wrapper: stores C texture handle, caches width/height
    • E:\a327ex\Anchor-lua\framework\anchor\spritesheet.lua (created)

      • Tiny wrapper: stores C spritesheet handle, caches frame dimensions and count
    • E:\a327ex\Anchor-lua\framework\anchor\font.lua (created)

      • Font wrapper with text_width, char_width, glyph_metrics methods
    • spring.lua and random.lua (code shown, approved, NOT YET WRITTEN)

      • spring: Damped spring animation system, child object pattern with object.new(self, 'spring') in constructor
      • random: Seeded RNG wrapper around C random functions, child object pattern with object.new(self, 'random') in constructor
      • Both use local variable s to avoid shadowing class name in method bodies
  3. Errors and fixes:

    • Wrote class.lua before showing code: User said "show me the code you'll write before doing it." I had already written it. Apologized and showed the code after the fact, committed to showing first going forward.
    • ~= nil removal suggestion: I suggested removing ~= nil checks. User questioned it. I explained these are necessary because vsync, fullscreen, resizable can be legitimately false. User agreed to keep them.
    • Missing comments on sound functions: User pointed out sound_play_handle, sound_handle_set_pitch, sound_handle_set_volume were uncommented. I checked emoji-ball-battles/main.yue for usage and added proper docstrings.
    • Big ===== banner comments: User said to avoid them. Removed from subsequent blocks.
    • result[#result + 1] pattern: User said to use table.insert instead. Applied this change to init.lua (used table.insert throughout) and retroactively fixed object.lua with multiple Edit calls.
    • Loop variable shadowing: I used l for layer loop variable in update function. User manually changed to lyr to avoid shadowing the layer class.
  4. Problem Solving:

    • Determined that framework/anchor/ contains the newest/active .yue files (vs root-level duplicates) by comparing timestamps and content
    • Resolved class system architecture: current Anchor uses composition (child objects) not the emoji-merge mixin pattern; class.lua is used only for class definitions
    • Handled YueScript extends object pattern by calling object.new(self, name) in constructors of child classes (spring, random, etc.)
  5. All user messages:

    • "I need to convert all YueScript code in Anchor, emoji-ball-battles to Lua instead. We should start with Anchor, make sure that works, then move on to emoji-ball-battles. Ask any questions before coming up with a plan. I'd like you to avoid using plan mode if possible, but if it's too big of a task you can use it."
    • Answered Q1: Clean human-readable Lua / Manual conversion from .yue / Clean class pattern / Keep .yue files
    • Clarification: "One of the reference projects has a modified version of rxi's classic module, we'll use that, it's usually just called class.lua as a file."
    • Answered Q2: "There's a general object class... whenever we want to inherit from it we just do object:class_add(whatever). This is how the plant mixins work in emoji-merge... Use the class.lua from that project as the reference too." / Keep globals / Check which are newest, should be framework/anchor/
    • "The old emoji merge project is old, everything should favor how the new system does everything, emoji-merge was just used as an example for the classes alone. I asked you to not enter plan mode because you tend to try to do EVERYTHING at once after plan mode, I don't want that, we'll take things one step at a time."
    • "Let's create a new directory E:/a327ex/Anchor-lua/ and work there. Copy the structure of the old directory as it relates to the C files, scripts, etc, but without any of the .yue code."
    • Answered: Skip reference/ → "Copy it as-is"
    • "This looks fine." (re: class.lua)
    • "Ah, show me the code you'll write before doing it."
    • "Always keep the comments. Both the ones on top of each function, and any comments inside functions. You don't have to show them to me here to avoid showing me too much code, but add them (and adapt them in case of examples) to the source file. Remove all the aliases as well as the T alias for object, we ended up not using those."
    • "Yes, let's start with class.lua. Let's make sure that we do either 1 file at a time, or 1 series of connected blocks of code at a time if the entire file is too big. I want to make sure that I read the entire translation, although I will refrain from trying to change your default Lua coding style too much, since in the end it turns out I don't read the code that much when we're actually making a game."
    • "~= nil unnecessary, add comments to the uncommented sound functions. You may see how they're used in the emoji-ball-battles source if you can't figure it out from here alone."
    • "Yes, your nil comment is right." (agreeing to keep ~= nil for boolean configs)
    • "Yes." (ready for block 3)
    • "Yes, avoid the big -- ================ banners."
    • "result[#result + 1] -> table.insert, unless there's a good reason to do it like that."
    • "Your choice." (letting me pick next file)
    • "Yes." (write spring.lua and random.lua)
  6. Pending Tasks:

    • Write spring.lua and random.lua (code approved, not yet written)
    • Convert remaining Anchor framework files: camera.yue, shake.yue, color.yue, array.yue, math.yue, timer.yue, layer.yue, collider.yue, animation.yue
    • After all Anchor framework files: convert emoji-ball-battles
  7. Current Work: I showed the user the converted code for spring.lua and random.lua. The user approved both with "Yes." to write them. I have not yet written the files. The last thing I did before this summary was present both files and ask "Want me to write both?" and the user responded "Yes."

  8. Optional Next Step: Write spring.lua and random.lua to disk (user approved with "Yes."), then continue with the next framework files. The user's last message was "Yes." in response to "Want me to write both?" referring to spring.lua and random.lua. After writing those, I should read the next .yue file(s), convert them, show the code to the user, and await approval before writing.

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\33d3579e-444c-4df3-a069-53006b0e1d84.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.

I need to write spring.lua and random.lua (both approved). Let me read the original YueScript sources to reconstruct the conversions accurately.

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, 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→
    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 (0.3s duration, 0.5 bounce).
... [121 more lines]

Read (E:\a327ex\Anchor\framework\anchor\random.yue)

     1→global *
     2→
     3→--[[
     4→  Random child object for seeded random number generation.
     5→
     6→  Usage:
     7→    @\add random!           -- unseeded (uses os.time)
     8→    @\add random 12345      -- seeded for deterministic replays
     9→
    10→  Random is added as a child object. When the parent dies, the random dies automatically.
    11→  Multiple random instances can exist (gameplay RNG vs cosmetic RNG).
    12→
    13→  Random methods:
    14→    float        - Random float in range
    15→    int          - Random integer in range
    16→    angle        - Random angle 0 to 2π
    17→    sign         - Random -1 or 1
    18→    bool         - Random true/false
    19→    normal       - Gaussian distribution
    20→    choice       - Pick random element from array
    21→    choices      - Pick n unique elements from array
    22→    weighted     - Weighted index selection
    23→    get_seed     - Get current seed
    24→    set_seed     - Reset with new seed
    25→]]
    26→class random extends object
    27→  --[[
    28→    Creates a new random number generator.
    29→
    30→    Usage:
... [170 more lines]

Now let me write both files.

Write (E:\a327ex\Anchor-lua\framework\anchor\spring.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\spring.lua

Write (E:\a327ex\Anchor-lua\framework\anchor\random.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\random.lua

Both written. Next up, let me read the next file to convert.

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→  --[[
... [233 more lines]

Here's the camera.lua conversion:

require('anchor.class')

--[[
  Camera child object for viewport control.

  Usage:
    an:add(camera(480, 270))
    an.camera.x = 100
    an.camera.y = 200
    an.camera.zoom = 2

  Camera is added as a child object, typically to 'an'.
  Layers automatically use an.camera by default (configurable via layer.camera).

  Camera methods:
    attach       - Apply camera transform to a layer (called automatically)
    detach       - Remove camera transform from a layer (called automatically)
    to_world     - Convert screen coordinates to world coordinates
    to_screen    - Convert world coordinates to screen coordinates
    get_effects  - Collect transform effects from child objects

  Properties:
    x, y         - Camera center position in world coordinates
    w, h         - Viewport dimensions
    rotation     - Rotation in radians
    zoom         - Zoom level (1 = normal, 2 = 2x magnification)
    mouse        - Table with x, y of mouse in world coordinates
]]
camera = class:class_new()

--[[
  Creates a new camera with the given viewport dimensions.

  Usage:
    an:add(camera(480, 270))

  Parameters:
    w - Viewport width (default W)
    h - Viewport height (default H)

  Behavior:
    - Camera starts centered at (w/2, h/2)
    - Zoom defaults to 1, rotation to 0
    - Mouse position in world coords updated each frame
]]
function camera:new(w, h)
  object.new(self, 'camera')
  self.w = w or W
  self.h = h or H
  self.x = self.w/2
  self.y = self.h/2
  self.rotation = 0
  self.zoom = 1
  self.mouse = {x = 0, y = 0}
  self.follow_target = nil
  self.follow_lerp = 0.9
  self.follow_lerp_time = 0.5
  self.follow_lead = 0
  self.bounds = nil
end

--[[
  Collects transform effects from children that implement get_transform.

  Usage:
    effects = camera:get_effects()

  Returns: {x, y, rotation, zoom} - summed offsets from all child effects

  Behavior:
    - Iterates through children looking for get_transform method
    - Child effects (shake, handcam, etc.) return {x, y, rotation, zoom}
    - All effects are summed together
]]
function camera:get_effects()
  local ox, oy, r, z = 0, 0, 0, 0
  for _, child in ipairs(self.children) do
    if child.get_transform then
      local t = child:get_transform()
      ox = ox + (t.x or 0)
      oy = oy + (t.y or 0)
      r = r + (t.rotation or 0)
      z = z + (t.zoom or 0)
    end
  end
  return {x = ox, y = oy, rotation = r, zoom = z}
end

--[[
  Converts screen coordinates to world coordinates.

  Usage:
    world_x, world_y = camera:to_world(screen_x, screen_y)
    world_x, world_y = camera:to_world(mouse_position())

  Parameters:
    sx, sy - Screen coordinates

  Returns: world_x, world_y

  Behavior:
    - Accounts for camera position, zoom, rotation
    - Accounts for effects from child objects (shake, etc.)
]]
function camera:to_world(sx, sy)
  local effects = self:get_effects()
  local cx = self.x + effects.x
  local cy = self.y + effects.y
  local rot = self.rotation + effects.rotation
  local zoom = self.zoom*(1 + effects.zoom)

  local x = sx - self.w/2
  local y = sy - self.h/2
  x = x/zoom
  y = y/zoom
  local cos_r = math.cos(-rot)
  local sin_r = math.sin(-rot)
  local rx = x*cos_r - y*sin_r
  local ry = x*sin_r + y*cos_r
  return rx + cx, ry + cy
end

--[[
  Converts world coordinates to screen coordinates.

  Usage:
    screen_x, screen_y = camera:to_screen(world_x, world_y)

  Parameters:
    wx, wy - World coordinates

  Returns: screen_x, screen_y

  Behavior:
    - Accounts for camera position, zoom, rotation
    - Accounts for effects from child objects (shake, etc.)
]]
function camera:to_screen(wx, wy)
  local effects = self:get_effects()
  local cx = self.x + effects.x
  local cy = self.y + effects.y
  local rot = self.rotation + effects.rotation
  local zoom = self.zoom*(1 + effects.zoom)

  local x = wx - cx
  local y = wy - cy
  local cos_r = math.cos(rot)
  local sin_r = math.sin(rot)
  local rx = x*cos_r - y*sin_r
  local ry = x*sin_r + y*cos_r
  return rx*zoom + self.w/2, ry*zoom + self.h/2
end

--[[
  Applies camera transform to a layer.

  Usage:
    camera:attach(layer)
    camera:attach(layer, 0.5, 0.5)  -- parallax

  Parameters:
    layer      - Layer to apply transform to
    parallax_x - Horizontal parallax multiplier (default 1)
    parallax_y - Vertical parallax multiplier (default 1)

  Behavior:
    - Pushes two transforms onto layer's stack
    - Parallax < 1 makes layer scroll slower (background effect)
    - Parallax = 0 makes layer stationary (fixed background)
    - Called automatically by update loop for layers with camera set
]]
function camera:attach(layer, parallax_x, parallax_y)
  parallax_x = parallax_x or 1
  parallax_y = parallax_y or 1
  local effects = self:get_effects()
  local cx = self.x*parallax_x + effects.x
  local cy = self.y*parallax_y + effects.y
  local rot = self.rotation + effects.rotation
  local zoom = self.zoom*(1 + effects.zoom)

  layer:push(self.w/2, self.h/2, rot, zoom, zoom)
  layer:push(-cx, -cy, 0, 1, 1)
end

--[[
  Removes camera transform from a layer.

  Usage:
    camera:detach(layer)

  Parameters:
    layer - Layer to remove transform from

  Behavior:
    - Pops two transforms from layer's stack
    - Called automatically by update loop after all updates complete
]]
function camera:detach(layer)
  layer:pop()
  layer:pop()
end

--[[
  Sets the target for the camera to follow.

  Usage:
    camera:follow(player)
    camera:follow(player, 0.9, 0.3)        -- cover 90% of distance in 0.3 seconds
    camera:follow(player, 0.9, 0.5, 0.1)   -- with lead

  Parameters:
    target    - Object with x, y properties (and optionally collider for velocity)
    lerp      - Percentage of distance to cover (default: 0.9 = 90%)
    lerp_time - Time in seconds to cover that percentage (default: 0.5)
    lead      - Lead multiplier (default: 0, how far ahead to look based on velocity)

  Behavior:
    - Camera lerps towards target position each frame
    - If lead > 0 and target has a collider, camera looks ahead in movement direction
    - Pass nil to stop following
]]
function camera:follow(target, lerp, lerp_time, lead)
  self.follow_target = target
  if lerp then self.follow_lerp = lerp end
  if lerp_time then self.follow_lerp_time = lerp_time end
  if lead then self.follow_lead = lead end
end

--[[
  Sets the camera bounds.

  Usage:
    camera:set_bounds(-50, W + 50, -50, H + 50)

  Parameters:
    min_x, max_x - Horizontal limits for camera center
    min_y, max_y - Vertical limits for camera center

  Behavior:
    - Camera position is clamped to these bounds after following
    - Pass nil to remove bounds: camera:set_bounds()
]]
function camera:set_bounds(min_x, max_x, min_y, max_y)
  if min_x then
    self.bounds = {min_x = min_x, max_x = max_x, min_y = min_y, max_y = max_y}
  else
    self.bounds = nil
  end
end

--[[
  Internal: updates follow, bounds, and mouse world position each frame.

  Called automatically during early_update phase.
]]
function camera:early_update(dt)
  -- Follow target
  if self.follow_target and not self.follow_target.dead then
    local target_x = self.follow_target.x
    local target_y = self.follow_target.y
    -- Add lead based on velocity
    if self.follow_lead > 0 and self.follow_target.collider then
      local vx, vy = self.follow_target.collider:get_velocity()
      target_x = target_x + vx*self.follow_lead
      target_y = target_y + vy*self.follow_lead
    end
    self.x = math.lerp_dt(self.follow_lerp, self.follow_lerp_time, dt, self.x, target_x)
    self.y = math.lerp_dt(self.follow_lerp, self.follow_lerp_time, dt, self.y, target_y)
  end

  -- Apply bounds
  if self.bounds then
    local half_w = self.w/(2*self.zoom)
    local half_h = self.h/(2*self.zoom)
    self.x = math.clamp(self.x, self.bounds.min_x + half_w, self.bounds.max_x - half_w)
    self.y = math.clamp(self.y, self.bounds.min_y + half_h, self.bounds.max_y - half_h)
  end

  -- Update mouse world position
  local mx, my = mouse_position()
  self.mouse.x, self.mouse.y = self:to_world(mx, my)
end

Want me to write it?

Yes.

Write (E:\a327ex\Anchor-lua\framework\anchor\camera.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\camera.lua

Written. Next up is shake.

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: (name='shake') =>
    28→    super name
    29→    @trauma_instances = {}
    30→    @trauma_amplitude = {x: 24, y: 24, rotation: 0.2, zoom: 0.2}
... [310 more lines]

Here's the shake.lua conversion:

require('anchor.class')

--[[
  Shake child object for camera shake effects.

  Usage:
    an.camera:add(shake())
    an.camera.shake:trauma(0.5, 0.3)

  Shake is added as a child of camera. It implements get_transform() which
  camera calls to collect effects from all children.

  Shake types:
    trauma - Perlin noise based, accumulates and decays
]]
shake = class:class_new()

--[[
  Creates a new shake container.

  Usage:
    an.camera:add(shake())

  Behavior:
    - Automatically named 'shake' and accessible as parent.shake
    - Initializes trauma system
]]
function shake:new(name)
  object.new(self, name or 'shake')
  self.trauma_instances = {}
  self.trauma_amplitude = {x = 24, y = 24, rotation = 0.2, zoom = 0.2}
  self.trauma_time = 0  -- offset for Perlin noise

  -- Springs for spring-based shakes
  self:add(spring())
  self.spring:add('x', 0, 3, 0.5)
  self.spring:add('y', 0, 3, 0.5)

  -- Handcam (continuous subtle motion)
  self.handcam_enabled = false
  self.handcam_amplitude = {x = 5, y = 5, rotation = 0.02, zoom = 0.02}
  self.handcam_frequency = 0.5
  self.handcam_time = 0
end

--[[
  Adds trauma which produces Perlin noise shake.

  Usage:
    shake:trauma(0.5, 0.3)    -- amount, duration
    shake:trauma(1, 1)         -- full trauma over 1 second

  Parameters:
    amount   - trauma amount (affects intensity via amount^2)
    duration - time in seconds for this trauma to decay to zero (default 0.5)

  Behavior:
    - Multiple trauma calls create independent instances
    - Each instance decays at its own rate
    - Total trauma = sum of all active instances
    - Shake intensity = total_trauma^2 * amplitude * noise
    - Affects all axes (x, y, rotation, zoom) based on configured amplitudes
]]
function shake:trauma(amount, duration)
  duration = duration or 0.5
  table.insert(self.trauma_instances, {
    value = amount,
    decay = amount/duration,
  })
end

--[[
  Sets trauma amplitude parameters.

  Usage:
    shake:set_trauma_parameters({x = 20, y = 20, rotation = 0.1, zoom = 0.05})

  Parameters:
    amplitude - table with {x, y, rotation, zoom} amplitudes

  Behavior:
    - Configure once during setup
    - Affects all subsequent trauma calls
]]
function shake:set_trauma_parameters(amplitude)
  if amplitude.x then self.trauma_amplitude.x = amplitude.x end
  if amplitude.y then self.trauma_amplitude.y = amplitude.y end
  if amplitude.rotation then self.trauma_amplitude.rotation = amplitude.rotation end
  if amplitude.zoom then self.trauma_amplitude.zoom = amplitude.zoom end
end

--[[
  Adds a random shake with decay.

  Usage:
    shake:shake(10, 0.3)        -- amplitude, duration
    shake:shake(20, 0.5, 30)    -- with slower jitter rate (30 changes/sec)

  Parameters:
    amplitude - maximum displacement in pixels
    duration  - time in seconds for shake to decay to zero
    frequency - (optional) how many times per second to pick new random offset (default 60)

  Behavior:
    - Random displacement each frame (jittery/chaotic)
    - Amplitude decays linearly over duration
    - Multiple calls create independent instances
]]
function shake:shake(amplitude, duration, frequency)
  frequency = frequency or 60
  if not self.shake_instances then self.shake_instances = {} end
  table.insert(self.shake_instances, {
    amplitude = amplitude,
    duration = duration,
    frequency = frequency,
    time = 0,
    current_x = 0,
    current_y = 0,
    last_change = 0,
  })
end

--[[
  Applies a directional spring impulse.

  Usage:
    shake:push(0, 20)                    -- rightward impulse (angle 0)
    shake:push(math.pi, 15)              -- leftward impulse
    shake:push(math.pi/2, 10, 8, 0.7)   -- downward with custom frequency/bounce

  Parameters:
    angle     - direction in radians (0 = right, pi/2 = down)
    amount    - impulse strength in pixels
    frequency - (optional) oscillation frequency (default 5)
    bounce    - (optional) bounciness 0-1 (default 0.5)

  Behavior:
    - Applies impulse in the specified direction
    - Spring oscillates and settles naturally
    - Multiple calls combine additively
]]
function shake:push(angle, amount, frequency, bounce)
  self.spring:pull('x', math.cos(angle)*amount, frequency, bounce)
  self.spring:pull('y', math.sin(angle)*amount, frequency, bounce)
end

--[[
  Applies a sine wave oscillation.

  Usage:
    shake:sine(0, 10, 5, 0.5)        -- rightward, 10 pixels, 5 Hz, 0.5 seconds
    shake:sine(math.pi/2, 8, 3, 1)   -- downward oscillation

  Parameters:
    angle     - direction in radians (0 = right, pi/2 = down)
    amplitude - maximum displacement in pixels
    frequency - oscillations per second
    duration  - time until oscillation stops

  Behavior:
    - Smooth sinusoidal oscillation along direction
    - Amplitude decays linearly over duration
    - Multiple calls create independent instances
]]
function shake:sine(angle, amplitude, frequency, duration)
  if not self.sine_instances then self.sine_instances = {} end
  table.insert(self.sine_instances, {
    angle = angle,
    amplitude = amplitude,
    frequency = frequency,
    duration = duration,
    time = 0,
  })
end

--[[
  Applies a square wave oscillation.

  Usage:
    shake:square(0, 10, 5, 0.5)        -- rightward, 10 pixels, 5 Hz, 0.5 seconds
    shake:square(math.pi/2, 8, 3, 1)   -- downward oscillation

  Parameters:
    angle     - direction in radians (0 = right, pi/2 = down)
    amplitude - maximum displacement in pixels
    frequency - oscillations per second
    duration  - time until oscillation stops

  Behavior:
    - Sharp alternating displacement (snaps between +/- amplitude)
    - Amplitude decays linearly over duration
    - Multiple calls create independent instances
]]
function shake:square(angle, amplitude, frequency, duration)
  if not self.square_instances then self.square_instances = {} end
  table.insert(self.square_instances, {
    angle = angle,
    amplitude = amplitude,
    frequency = frequency,
    duration = duration,
    time = 0,
  })
end

--[[
  Enables or disables handcam effect (continuous subtle motion).

  Usage:
    shake:handcam(true)                                              -- enable with defaults
    shake:handcam(true, {x = 3, y = 3, rotation = 0.02}, 0.5)       -- custom amplitude, frequency
    shake:handcam(false)                                             -- disable

  Parameters:
    enabled   - true to enable, false to disable
    amplitude - (optional) table with {x, y, rotation} amplitudes
    frequency - (optional) noise frequency multiplier (default 1, higher = faster)

  Behavior:
    - Adds subtle continuous Perlin noise motion
    - Simulates handheld camera feel
    - Runs constantly while enabled (doesn't decay)
]]
function shake:handcam(enabled, amplitude, frequency)
  self.handcam_enabled = enabled
  if amplitude then
    if amplitude.x then self.handcam_amplitude.x = amplitude.x end
    if amplitude.y then self.handcam_amplitude.y = amplitude.y end
    if amplitude.rotation then self.handcam_amplitude.rotation = amplitude.rotation end
    if amplitude.zoom then self.handcam_amplitude.zoom = amplitude.zoom end
  end
  if frequency then self.handcam_frequency = frequency end
end

--[[
  Internal: returns current transform offset for camera.

  Called by camera:get_effects() to collect all child effects.

  Returns: {x, y, rotation, zoom} offsets
]]
function shake:get_transform()
  local ox, oy, r, z = 0, 0, 0, 0

  -- Handcam effect (continuous subtle motion)
  if self.handcam_enabled then
    local t = self.handcam_time*self.handcam_frequency
    ox = ox + self.handcam_amplitude.x*noise(t, 0)
    oy = oy + self.handcam_amplitude.y*noise(0, t)
    r = r + self.handcam_amplitude.rotation*noise(t, t)
    z = z + self.handcam_amplitude.zoom*noise(t*0.7, 0, t)
  end

  -- Sum all active trauma instances
  local total_trauma = 0
  for _, instance in ipairs(self.trauma_instances) do
    total_trauma = total_trauma + instance.value
  end

  -- Trauma effect (Perlin noise)
  if total_trauma > 0 then
    local intensity = total_trauma*total_trauma  -- quadratic falloff
    ox = ox + intensity*self.trauma_amplitude.x*noise(self.trauma_time*10, 0)
    oy = oy + intensity*self.trauma_amplitude.y*noise(0, self.trauma_time*10)
    r = r + intensity*self.trauma_amplitude.rotation*noise(self.trauma_time*10, self.trauma_time*10)
    z = z + intensity*self.trauma_amplitude.zoom*noise(self.trauma_time*5, 0, self.trauma_time*5)
  end

  -- Spring contribution (offset from rest position)
  ox = ox + self.spring.x.x
  oy = oy + self.spring.y.x

  -- Shake instances contribution
  if self.shake_instances then
    for _, instance in ipairs(self.shake_instances) do
      ox = ox + instance.current_x
      oy = oy + instance.current_y
    end
  end

  -- Sine instances contribution
  if self.sine_instances then
    for _, instance in ipairs(self.sine_instances) do
      local decay = 1 - (instance.time/instance.duration)
      local wave = math.sin(instance.time*instance.frequency*2*math.pi)
      local offset = decay*instance.amplitude*wave
      ox = ox + offset*math.cos(instance.angle)
      oy = oy + offset*math.sin(instance.angle)
    end
  end

  -- Square instances contribution
  if self.square_instances then
    for _, instance in ipairs(self.square_instances) do
      local decay = 1 - (instance.time/instance.duration)
      local wave = math.sin(instance.time*instance.frequency*2*math.pi) > 0 and 1 or -1
      local offset = decay*instance.amplitude*wave
      ox = ox + offset*math.cos(instance.angle)
      oy = oy + offset*math.sin(instance.angle)
    end
  end

  return {x = ox, y = oy, rotation = r, zoom = z}
end

--[[
  Internal: updates shake effects each frame.

  Called automatically during early_update phase.
]]
function shake:early_update(dt)
  -- Update handcam time
  if self.handcam_enabled then
    self.handcam_time = self.handcam_time + dt
  end

  -- Decay trauma instances independently, remove when depleted (iterate backwards)
  for i = #self.trauma_instances, 1, -1 do
    local instance = self.trauma_instances[i]
    instance.value = instance.value - instance.decay*dt
    if instance.value <= 0 then
      table.remove(self.trauma_instances, i)
    end
  end

  if #self.trauma_instances > 0 then
    self.trauma_time = self.trauma_time + dt
  end

  -- Update shake instances
  if self.shake_instances then
    for i = #self.shake_instances, 1, -1 do
      local instance = self.shake_instances[i]
      instance.time = instance.time + dt

      -- Check if it's time to pick new random values
      local change_interval = 1/instance.frequency
      if instance.time - instance.last_change >= change_interval then
        instance.last_change = instance.time
        local decay = 1 - (instance.time/instance.duration)
        if decay > 0 then
          instance.current_x = decay*instance.amplitude*random_float(-1, 1)
          instance.current_y = decay*instance.amplitude*random_float(-1, 1)
        else
          instance.current_x = 0
          instance.current_y = 0
        end
      end

      -- Remove when done
      if instance.time >= instance.duration then
        table.remove(self.shake_instances, i)
      end
    end
  end

  -- Update sine instances
  if self.sine_instances then
    for i = #self.sine_instances, 1, -1 do
      local instance = self.sine_instances[i]
      instance.time = instance.time + dt
      if instance.time >= instance.duration then
        table.remove(self.sine_instances, i)
      end
    end
  end

  -- Update square instances
  if self.square_instances then
    for i = #self.square_instances, 1, -1 do
      local instance = self.square_instances[i]
      instance.time = instance.time + dt
      if instance.time >= instance.duration then
        table.remove(self.square_instances, i)
      end
    end
  end
end

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Yes.

Write (E:\a327ex\Anchor-lua\framework\anchor\shake.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\shake.lua

Written. Next up is color.

Read (E:\a327ex\Anchor\framework\anchor\color.yue)

     1→global *
     2→
     3→--[[
     4→  Mutable color with RGB and HSL access.
     5→
     6→  Usage:
     7→    red = color 255, 0, 0
     8→    red.r = 200              -- modify in place
     9→    red.l = 0.8              -- set lightness, recomputes RGB
    10→    layer\circle x, y, r, red!  -- get packed value
    11→
    12→  Color is a standalone class (not a child object).
    13→  All properties (r, g, b, a, h, s, l) are readable and writable.
    14→  RGB and HSL stay synchronized automatically.
    15→
    16→  Properties:
    17→    r, g, b  - RGB components (0-255)
    18→    a        - alpha (0-255)
    19→    h        - hue (0-360)
    20→    s        - saturation (0-1)
    21→    l        - lightness (0-1)
    22→
    23→  Operators (mutate in place, return self):
    24→    color * number     - multiply RGB by scalar
    25→    color * color      - multiply RGB component-wise
    26→    color / number     - divide RGB by scalar
    27→    color + number     - add to all RGB
    28→    color + color      - add RGB component-wise
    29→    color - number     - subtract from all RGB
    30→    color - color      - subtract RGB component-wise
... [322 more lines]

This one is interesting — it's a standalone class (not extending object) with custom __index/__newindex metamethods for property access. The YueScript class system generates __base for methods; our class.lua uses the class table itself. Here's the conversion:

require('anchor.class')

--[[
  Mutable color with RGB and HSL access.

  Usage:
    red = color(255, 0, 0)
    red.r = 200              -- modify in place
    red.l = 0.8              -- set lightness, recomputes RGB
    layer:circle(x, y, r, red())  -- get packed value

  Color is a standalone class (not a child object).
  All properties (r, g, b, a, h, s, l) are readable and writable.
  RGB and HSL stay synchronized automatically.

  Properties:
    r, g, b  - RGB components (0-255)
    a        - alpha (0-255)
    h        - hue (0-360)
    s        - saturation (0-1)
    l        - lightness (0-1)

  Operators (mutate in place, return self):
    color * number     - multiply RGB by scalar
    color * color      - multiply RGB component-wise
    color / number     - divide RGB by scalar
    color + number     - add to all RGB
    color + color      - add RGB component-wise
    color - number     - subtract from all RGB
    color - color      - subtract RGB component-wise

  Methods:
    clone    - create independent copy
    invert   - flip RGB values (255 - value)
    mix      - linear interpolation toward another color
]]

-- Internal: RGB (0-255) to HSL (h: 0-360, s: 0-1, l: 0-1)
function rgb_to_hsl(r, g, b)
  r, g, b = r/255, g/255, b/255
  local max = math.max(r, g, b)
  local min = math.min(r, g, b)
  local l = (max + min)/2

  if max == min then
    return 0, 0, l  -- achromatic
  end

  local d = max - min
  local s = l > 0.5 and d/(2 - max - min) or d/(max + min)

  local h_offset = g < b and 6 or 0
  local h
  if max == r then
    h = ((g - b)/d + h_offset)/6
  elseif max == g then
    h = ((b - r)/d + 2)/6
  else
    h = ((r - g)/d + 4)/6
  end

  return h*360, s, l
end

-- Internal: HSL to RGB (0-255)
function hsl_to_rgb(h, s, l)
  if s == 0 then
    local v = math.floor(l*255 + 0.5)
    return v, v, v  -- achromatic
  end

  h = h/360
  local q = l < 0.5 and l*(1 + s) or l + s - l*s
  local p = 2*l - q

  local function hue_to_rgb(t)
    if t < 0 then t = t + 1 end
    if t > 1 then t = t - 1 end
    if t < 1/6 then
      return p + (q - p)*6*t
    elseif t < 1/2 then
      return q
    elseif t < 2/3 then
      return p + (q - p)*(2/3 - t)*6
    else
      return p
    end
  end

  local r = math.floor(hue_to_rgb(h + 1/3)*255 + 0.5)
  local g = math.floor(hue_to_rgb(h)*255 + 0.5)
  local b = math.floor(hue_to_rgb(h - 1/3)*255 + 0.5)
  return r, g, b
end

-- Color uses a custom metatable instead of class:class_new() because it needs
-- custom __index/__newindex for property access (r, g, b, a, h, s, l).
color = {}
color.__index = color

local color_mt = {
  __call = function(_, r, g, b, a)
    local self = setmetatable({}, color)
    self:new(r, g, b, a)
    return self
  end,
}
setmetatable(color, color_mt)

--[[
  Creates a new color.

  Usage:
    white = color()                    -- default white (255, 255, 255, 255)
    red = color(255, 0, 0)             -- opaque red
    transparent_blue = color(0, 0, 255, 128)  -- semi-transparent blue

  Parameters:
    r - red component 0-255 (default 255)
    g - green component 0-255 (default 255)
    b - blue component 0-255 (default 255)
    a - alpha component 0-255 (default 255)

  Returns: color instance
]]
function color:new(r, g, b, a)
  r = r or 255
  g = g or 255
  b = b or 255
  a = a or 255
  rawset(self, 'data', {r = r, g = g, b = b, a = a, h = 0, s = 0, l = 0})
  self:sync_hsl()
end

-- Internal: recompute HSL from current RGB
function color:sync_hsl()
  local h, s, l = rgb_to_hsl(self.data.r, self.data.g, self.data.b)
  self.data.h = h
  self.data.s = s
  self.data.l = l
end

-- Internal: recompute RGB from current HSL
function color:sync_rgb()
  local r, g, b = hsl_to_rgb(self.data.h, self.data.s, self.data.l)
  self.data.r = r
  self.data.g = g
  self.data.b = b
end

-- Internal: property getter for r, g, b, a, h, s, l
color.__index = function(self, key)
  if key == 'r' then return self.data.r
  elseif key == 'g' then return self.data.g
  elseif key == 'b' then return self.data.b
  elseif key == 'a' then return self.data.a
  elseif key == 'h' then return self.data.h
  elseif key == 's' then return self.data.s
  elseif key == 'l' then return self.data.l
  else
    return rawget(color, key)
  end
end

-- Internal: property setter for r, g, b, a, h, s, l with auto-sync
color.__newindex = function(self, key, value)
  if key == 'r' then
    self.data.r = value
    self:sync_hsl()
  elseif key == 'g' then
    self.data.g = value
    self:sync_hsl()
  elseif key == 'b' then
    self.data.b = value
    self:sync_hsl()
  elseif key == 'a' then
    self.data.a = value
  elseif key == 'h' then
    self.data.h = value % 360
    self:sync_rgb()
  elseif key == 's' then
    self.data.s = math.max(0, math.min(1, value))
    self:sync_rgb()
  elseif key == 'l' then
    self.data.l = math.max(0, math.min(1, value))
    self:sync_rgb()
  else
    rawset(self, key, value)
  end
end

--[[
  Returns packed RGBA integer for C drawing functions.

  Usage:
    layer:circle(x, y, r, red())
    layer:rectangle(0, 0, w, h, my_color())

  Returns: packed RGBA integer
]]
color.__call = function(self)
  return rgba(math.floor(self.data.r + 0.5), math.floor(self.data.g + 0.5), math.floor(self.data.b + 0.5), math.floor(self.data.a + 0.5))
end

--[[
  Multiply RGB by scalar or another color's RGB.

  Usage:
    red = red * 0.5           -- darken by half
    result = color1 * color2  -- component-wise multiply

  Behavior:
    - Scalar: multiplies each RGB component by the number
    - Color: multiplies component-wise (r*r/255, g*g/255, b*b/255)
    - Values are clamped to 0-255
    - HSL is recomputed after modification
    - Mutates in place

  Returns: self (for chaining)
]]
color.__mul = function(self, other)
  if type(other) == 'number' then
    self.data.r = math.max(0, math.min(255, self.data.r*other))
    self.data.g = math.max(0, math.min(255, self.data.g*other))
    self.data.b = math.max(0, math.min(255, self.data.b*other))
  else
    self.data.r = math.max(0, math.min(255, self.data.r*other.r/255))
    self.data.g = math.max(0, math.min(255, self.data.g*other.g/255))
    self.data.b = math.max(0, math.min(255, self.data.b*other.b/255))
  end
  self:sync_hsl()
  return self
end

--[[
  Divide RGB by scalar.

  Usage:
    red = red / 2  -- darken by half

  Behavior:
    - Divides each RGB component by the number
    - Values are clamped to 0-255
    - HSL is recomputed after modification
    - Mutates in place

  Returns: self (for chaining)
]]
color.__div = function(self, other)
  if type(other) == 'number' then
    self.data.r = math.max(0, math.min(255, self.data.r/other))
    self.data.g = math.max(0, math.min(255, self.data.g/other))
    self.data.b = math.max(0, math.min(255, self.data.b/other))
    self:sync_hsl()
  end
  return self
end

--[[
  Add scalar or another color's RGB.

  Usage:
    red = red + 50            -- brighten all channels by 50
    result = color1 + color2  -- component-wise add

  Behavior:
    - Scalar: adds to each RGB component
    - Color: adds component-wise (r+r, g+g, b+b)
    - Values are clamped to 0-255
    - HSL is recomputed after modification
    - Mutates in place

  Returns: self (for chaining)
]]
color.__add = function(self, other)
  if type(other) == 'number' then
    self.data.r = math.max(0, math.min(255, self.data.r + other))
    self.data.g = math.max(0, math.min(255, self.data.g + other))
    self.data.b = math.max(0, math.min(255, self.data.b + other))
  else
    self.data.r = math.max(0, math.min(255, self.data.r + other.r))
    self.data.g = math.max(0, math.min(255, self.data.g + other.g))
    self.data.b = math.max(0, math.min(255, self.data.b + other.b))
  end
  self:sync_hsl()
  return self
end

--[[
  Subtract scalar or another color's RGB.

  Usage:
    red = red - 50            -- darken all channels by 50
    result = color1 - color2  -- component-wise subtract

  Behavior:
    - Scalar: subtracts from each RGB component
    - Color: subtracts component-wise (r-r, g-g, b-b)
    - Values are clamped to 0-255
    - HSL is recomputed after modification
    - Mutates in place

  Returns: self (for chaining)
]]
color.__sub = function(self, other)
  if type(other) == 'number' then
    self.data.r = math.max(0, math.min(255, self.data.r - other))
    self.data.g = math.max(0, math.min(255, self.data.g - other))
    self.data.b = math.max(0, math.min(255, self.data.b - other))
  else
    self.data.r = math.max(0, math.min(255, self.data.r - other.r))
    self.data.g = math.max(0, math.min(255, self.data.g - other.g))
    self.data.b = math.max(0, math.min(255, self.data.b - other.b))
  end
  self:sync_hsl()
  return self
end

--[[
  Create an independent copy of this color.

  Usage:
    copy = red:clone()
    copy.r = 100  -- original red is unchanged

  Returns: new color instance with same RGBA values
]]
function color:clone()
  return color(self.data.r, self.data.g, self.data.b, self.data.a)
end

--[[
  Invert RGB values (255 - value).

  Usage:
    red:invert()  -- red becomes cyan

  Behavior:
    - Each RGB component becomes (255 - value)
    - Alpha is unchanged
    - HSL is recomputed after modification
    - Mutates in place

  Returns: self (for chaining)
]]
function color:invert()
  self.data.r = 255 - self.data.r
  self.data.g = 255 - self.data.g
  self.data.b = 255 - self.data.b
  self:sync_hsl()
  return self
end

--[[
  Linear interpolation toward another color.

  Usage:
    red:mix(blue, 0.5)   -- halfway between red and blue
    red:mix(blue, 0)      -- stays red
    red:mix(blue, 1)      -- becomes blue

  Parameters:
    other - target color to interpolate toward
    t     - interpolation factor 0-1 (default 0.5)

  Behavior:
    - Interpolates all four components (RGBA)
    - t=0 means no change, t=1 means fully target color
    - HSL is recomputed after modification
    - Mutates in place

  Returns: self (for chaining)
]]
function color:mix(other, t)
  t = t or 0.5
  self.data.r = self.data.r + (other.r - self.data.r)*t
  self.data.g = self.data.g + (other.g - self.data.g)*t
  self.data.b = self.data.b + (other.b - self.data.b)*t
  self.data.a = self.data.a + (other.a - self.data.a)*t
  self:sync_hsl()
  return self
end

This one is trickier because color doesn't use class:class_new() — it needs a custom metatable to support __index/__newindex for property access (reading/writing r, g, b, etc. on instances). The __call on instances returns the packed RGBA integer for drawing. The __call on the color table itself acts as the constructor.

There's a subtlety: the __newindex and __index go on the instance metatable (color table which serves as __index), but since __index is now a function instead of a table, method lookup also goes through it (the else branch falls back to rawget(color, key) to find methods like clone, invert, mix).

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Write (E:\a327ex\Anchor-lua\framework\anchor\color.lua)

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Written. Next up is array.

Read (E:\a327ex\Anchor\framework\anchor\array.yue)

     1→global *
     2→
     3→--[[
     4→  Array utilities for the list/array part of Lua tables.
     5→
     6→  All operations that modify the array do so in-place.
     7→  If you need to preserve the original, copy it first using a comprehension:
     8→    copy = [v for v in *original]
     9→
    10→  Note: Functions superseded by YueScript idioms are not included here:
    11→    - map: use [f(v) for v in *t]
    12→    - select/filter: use [v for v in *t when condition]
    13→    - copy: use [v for v in *t]
    14→    - indexes: use [i for i, v in ipairs t when condition]
    15→
    16→  Array functions:
    17→    all                       - check if all elements pass predicate
    18→    any                       - check if any element passes predicate
    19→    average                   - compute average of values
    20→    count                     - count elements or occurrences
    21→    delete                    - remove all instances of value
    22→    flatten                   - flatten nested arrays
    23→    get                       - get element(s) by index with negative support
    24→    get_circular_buffer_index - wrap index for circular buffer
    25→    has                       - check if element exists
    26→    index                     - find first index of element
    27→    join                      - concatenate to string
    28→    max                       - find maximum value
    29→    print                     - debug print array
    30→    random                    - get random element(s)
... [580 more lines]

Here's the array.lua conversion:

--[[
  Array utilities for the list/array part of Lua tables.

  All operations that modify the array do so in-place.
  If you need to preserve the original, copy it first.

  Array functions:
    all                       - check if all elements pass predicate
    any                       - check if any element passes predicate
    average                   - compute average of values
    count                     - count elements or occurrences
    delete                    - remove all instances of value
    flatten                   - flatten nested arrays
    get                       - get element(s) by index with negative support
    get_circular_buffer_index - wrap index for circular buffer
    has                       - check if element exists
    index                     - find first index of element
    join                      - concatenate to string
    max                       - find maximum value
    print                     - debug print array
    random                    - get random element(s)
    remove                    - remove element at index
    remove_random             - remove random element(s)
    reverse                   - reverse array order
    rotate                    - shift elements circularly
    shuffle                   - randomize order
    sum                       - compute sum of values

  Table utilities:
    table.copy     - deep copy a table
    table.tostring - convert table to string
]]

array = {}

--[[
  Passes each element to the given function.
  Returns true if the function never returns false or nil.

  Usage:
    array.all({1, 2, 3}, function(v) return v > 0 end)         -- true
    array.all({1, 2, 3}, function(v) return v < 2 end)         -- false

  Parameters:
    t - array to check
    f - predicate function(value, index) returning boolean

  Returns: true if all elements pass, false otherwise, nil if t is nil
]]
function array.all(t, f)
  if not t then return nil end
  for i = 1, #t do
    if not f(t[i], i) then return false end
  end
  return true
end

--[[
  Passes each element to the given function.
  Returns true if the function returns true at least once.

  Usage:
    array.any({1, 2, 3}, function(v) return v > 2 end)         -- true
    array.any({1, 2, 3}, function(v) return v > 5 end)         -- false

  Parameters:
    t - array to check
    f - predicate function(value, index) returning boolean

  Returns: true if any element passes, false otherwise, nil if t is nil
]]
function array.any(t, f)
  if not t then return nil end
  for i = 1, #t do
    if f(t[i], i) then return true end
  end
  return false
end

--[[
  Returns the average of the values in the array.

  Usage:
    array.average({1, 3})    -- 2
    array.average({-3, 3})   -- 0

  Parameters:
    t - array of numbers

  Returns: average value, nil if array is empty
]]
function array.average(t)
  if #t == 0 then return nil end
  local sum = 0
  for _, v in ipairs(t) do
    sum = sum + v
  end
  return sum/#t
end

--[[
  Counts elements in the array.
  - No argument: returns array length
  - Value argument: counts occurrences of that value
  - Function argument: counts elements for which function returns true

  Usage:
    array.count({1, 1, 2})                                         -- 3
    array.count({1, 1, 2}, 1)                                      -- 2
    array.count({1, 1, 2, 3, 4, 4}, function(v) return v > 3 end)  -- 2

  Parameters:
    t - array to count
    v - (optional) value to count, or predicate function(value, index)

  Returns: count
]]
function array.count(t, v)
  if not v then return #t end
  if type(v) == 'function' then
    local count = 0
    for i = 1, #t do
      if v(t[i], i) then count = count + 1 end
    end
    return count
  else
    local count = 0
    for i = 1, #t do
      if t[i] == v then count = count + 1 end
    end
    return count
  end
end

--[[
  Deletes all instances of element v from the array.
  Modifies the array in place.

  Usage:
    t = {1, 2, 1, 3, 1}
    array.delete(t, 1)  -- returns 3, t is now {2, 3}

  Parameters:
    t - array to modify
    v - value to remove

  Returns: number of removed elements
]]
function array.delete(t, v)
  local count = 0
  for i = #t, 1, -1 do
    if t[i] == v then
      table.remove(t, i)
      count = count + 1
    end
  end
  return count
end

--[[
  Returns a new array that is a flattened version of the input.
  Extracts elements from nested arrays up to the specified level.

  Usage:
    array.flatten({1, 2, {3, 4}})           -- {1, 2, 3, 4}
    array.flatten({1, {2, {3, {4}}}})       -- {1, 2, 3, 4}
    array.flatten({1, {2, {3, {4}}}}, 1)    -- {1, 2, {3, {4}}}

  Parameters:
    t     - array to flatten
    level - (optional) recursion depth, default 1000

  Behavior:
    - Tables with metatables (objects) are not flattened
    - Returns a new array, does not modify original

  Returns: flattened array, nil if t is nil
]]
function array.flatten(t, level)
  if not t then return nil end
  level = level or 1000
  local out = {}
  local stack = {}
  local levels = {}
  for i = #t, 1, -1 do
    table.insert(stack, t[i])
    table.insert(levels, 0)
  end
  while #stack > 0 do
    local v = table.remove(stack)
    local current_level = table.remove(levels)
    if type(v) == 'table' and not getmetatable(v) and current_level < level then
      for i = #v, 1, -1 do
        table.insert(stack, v[i])
        table.insert(levels, current_level + 1)
      end
    else
      table.insert(out, v)
    end
  end
  return out
end

--[[
  Returns element(s) from the array by index.
  Supports negative indexes (-1 = last element).

  Usage:
    array.get({4, 3, 2, 1}, 1)       -- 4
    array.get({4, 3, 2, 1}, -1)      -- 1 (last)
    array.get({4, 3, 2, 1}, 1, 3)    -- {4, 3, 2}
    array.get({4, 3, 2, 1}, 2, -1)   -- {3, 2, 1}

  Parameters:
    t - array
    i - start index (negative counts from end)
    j - (optional) end index (negative counts from end)

  Behavior:
    - Single index returns single value
    - Range returns new array with values in that range (inclusive)

  Returns: value or array of values, nil if index invalid
]]
function array.get(t, i, j)
  if not i then return nil end
  if i < 0 then i = #t + i + 1 end
  if not j then return t[i] end
  if j < 0 then j = #t + j + 1 end
  if i == j then return t[i] end
  local out = {}
  local step = j > i and 1 or -1
  for k = i, j, step do
    table.insert(out, t[k])
  end
  return out
end

--[[
  Returns a normalized index for circular buffer access.
  Wraps indexes that go beyond array bounds.

  Usage:
    array.get_circular_buffer_index({'a', 'b', 'c'}, 1)   -- 1
    array.get_circular_buffer_index({'a', 'b', 'c'}, 0)   -- 3 (wraps to end)
    array.get_circular_buffer_index({'a', 'b', 'c'}, 4)   -- 1 (wraps to start)

  Parameters:
    t - array (used for length)
    i - index to normalize

  Returns: normalized index (1 to #t), nil if array is empty
]]
function array.get_circular_buffer_index(t, i)
  if not t then return nil end
  if #t == 0 then return nil end
  return ((i - 1) % #t) + 1
end

--[[
  Returns true if an element exists in the array.

  Usage:
    array.has({1, 2, 3}, 2)                                     -- true
    array.has({1, 2, 3}, 5)                                     -- false
    array.has({1, 2, 3, 4}, function(v) return v > 3 end)       -- true

  Parameters:
    t - array to search
    v - value to find, or predicate function(value)

  Returns: true if found, false otherwise
]]
function array.has(t, v)
  if not v or #t < 1 then return false end
  if type(v) == 'function' then
    for i = 1, #t do
      if v(t[i]) then return true end
    end
  else
    for i = 1, #t do
      if t[i] == v then return true end
    end
  end
  return false
end

--[[
  Returns the index of the first matching element.

  Usage:
    array.index({2, 1, 2}, 2)                                          -- 1
    array.index({2, 1}, 1)                                             -- 2
    array.index({4, 4, 4, 2, 1}, function(v) return v % 2 == 1 end)   -- 5

  Parameters:
    t - array to search
    v - value to find, or predicate function(value)

  Returns: index of first match, nil if not found
]]
function array.index(t, v)
  if not v or #t < 1 then return nil end
  if type(v) == 'function' then
    for i = 1, #t do
      if v(t[i]) then return i end
    end
  else
    for i = 1, #t do
      if t[i] == v then return i end
    end
  end
  return nil
end

--[[
  Joins array elements into a string.

  Usage:
    array.join({1, 2, 3})           -- '123'
    array.join({1, 2, 3}, ', ')     -- '1, 2, 3'

  Parameters:
    t         - array to join
    separator - (optional) string between elements, default ''

  Returns: concatenated string
]]
function array.join(t, separator)
  separator = separator or ''
  local s = ''
  for i = 1, #t do
    s = s .. tostring(t[i])
    if i < #t then s = s .. separator end
  end
  return s
end

--[[
  Returns the maximum value in the array.
  Optionally uses a function to extract comparison values.

  Usage:
    array.max({1, 5, 3})                                            -- 5
    array.max({{a = 1}, {a = 4}, {a = 2}}, function(v) return v.a end)  -- {a = 4}

  Parameters:
    t - array of values
    f - (optional) function(value) returning comparison value

  Returns: element with maximum value, nil if array is empty
]]
function array.max(t, f)
  if #t == 0 then return nil end
  if f then
    local max_val = f(t[1])
    local max_elem = t[1]
    for i = 2, #t do
      local val = f(t[i])
      if val > max_val then
        max_val = val
        max_elem = t[i]
      end
    end
    return max_elem
  else
    local max_elem = t[1]
    for i = 2, #t do
      if t[i] > max_elem then max_elem = t[i] end
    end
    return max_elem
  end
end

--[[
  Prints the array and returns its string representation.

  Usage:
    array.print({1, 2, 3})  -- prints and returns '{[1] = 1, [2] = 2, [3] = 3}'

  Parameters:
    t - array to print

  Returns: string representation
]]
function array.print(t)
  local s = table.tostring(t)
  print(s)
  return s
end

--[[
  Returns n random elements from the array.
  Elements come from unique indexes (no duplicates).

  Usage:
    array.random({1, 2, 3})        -- random element
    array.random({1, 2, 3}, 2)     -- {random, random} (2 unique elements)

  Parameters:
    t   - array to sample from
    n   - (optional) number of elements, default 1
    rng - (optional) random number generator with :int method, default an.random

  Behavior:
    - n=1 returns single element (not array)
    - n>1 returns array of unique elements
    - If n > #t, returns all elements in random order

  Returns: element or array of elements, nil if array is empty
]]
function array.random(t, n, rng)
  if #t == 0 then return nil end
  n = n or 1
  rng = rng or an.random
  if n == 1 then
    return t[rng:int(1, #t)]
  else
    local out = {}
    local selected = {}
    while #out < n and #selected < #t do
      local i = rng:int(1, #t)
      if not array.has(selected, i) then
        table.insert(selected, i)
        table.insert(out, t[i])
      end
    end
    return out
  end
end

--[[
  Removes an element from the array at a specific position.
  This is equivalent to Lua's table.remove.

  Usage:
    t = {3, 2, 1}
    array.remove(t, 1)  -- returns 3, t is now {2, 1}

  Parameters:
    t - array to modify
    i - index to remove

  Returns: removed element
]]
function array.remove(t, i)
  return table.remove(t, i)
end

--[[
  Removes and returns n random elements from the array.

  Usage:
    t = {1, 2, 3, 4, 5}
    array.remove_random(t)        -- returns random element, t has 4 elements
    array.remove_random(t, 2)     -- returns {random, random}, t has 2 elements

  Parameters:
    t   - array to modify
    n   - (optional) number of elements, default 1
    rng - (optional) random number generator with :int method, default an.random

  Behavior:
    - n=1 returns single element (not array)
    - n>1 returns array of removed elements
    - Modifies array in place

  Returns: element or array of elements
]]
function array.remove_random(t, n, rng)
  if #t == 0 then return nil end
  n = n or 1
  rng = rng or an.random
  if n == 1 then
    return table.remove(t, rng:int(1, #t))
  else
    local out = {}
    while #out < n and #t > 0 do
      table.insert(out, table.remove(t, rng:int(1, #t)))
    end
    return out
  end
end

--[[
  Reverses the array in place.
  Optionally reverses only a range of elements.

  Usage:
    array.reverse({1, 2, 3, 4})         -- {4, 3, 2, 1}
    array.reverse({1, 2, 3, 4}, 1, 2)   -- {2, 1, 3, 4}

  Parameters:
    t - array to reverse
    i - (optional) start index, default 1
    j - (optional) end index, default #t (negative counts from end)

  Returns: the reversed array (same reference)
]]
function array.reverse(t, i, j)
  if not t then return nil end
  i = i or 1
  if i < 0 then i = #t + i + 1 end
  j = j or #t
  if j < 0 then j = #t + j + 1 end
  if i == j then return t end
  for k = 0, math.floor((j - i)/2) do
    t[i + k], t[j - k] = t[j - k], t[i + k]
  end
  return t
end

--[[
  Rotates the array by shifting elements circularly.
  Positive n shifts right, negative shifts left.

  Usage:
    array.rotate({1, 2, 3, 4}, 1)   -- {4, 1, 2, 3}
    array.rotate({1, 2, 3, 4}, -1)  -- {2, 3, 4, 1}

  Parameters:
    t - array to rotate
    n - positions to shift (positive=right, negative=left)

  Behavior:
    - Modifies array in place
    - Uses reversal algorithm for efficiency

  Returns: the rotated array (same reference)
]]
function array.rotate(t, n)
  if not t then return nil end
  if not n then return t end
  if n < 0 then n = #t + n end
  n = n % #t
  if n == 0 then return t end
  array.reverse(t, 1, #t)
  array.reverse(t, 1, n)
  array.reverse(t, n + 1, #t)
  return t
end

--[[
  Shuffles the array randomly in place.

  Usage:
    array.shuffle({1, 2, 3, 4, 5})  -- random order

  Parameters:
    t   - array to shuffle
    rng - (optional) random number generator with :int method, default an.random

  Behavior:
    - Uses Fisher-Yates algorithm
    - Modifies array in place

  Returns: the shuffled array (same reference)
]]
function array.shuffle(t, rng)
  rng = rng or an.random
  for i = #t, 2, -1 do
    local j = rng:int(1, i)
    t[i], t[j] = t[j], t[i]
  end
  return t
end

--[[
  Returns the sum of all elements in the array.
  Optionally uses a function to extract values.

  Usage:
    array.sum({1, 2, 3})    -- 6
    array.sum({-2, 0, 2})   -- 0

  Parameters:
    t - array of values
    f - (optional) function(value) returning number to sum

  Returns: sum of values
]]
function array.sum(t, f)
  local sum = 0
  if f then
    for _, v in ipairs(t) do
      sum = sum + f(v)
    end
  else
    for _, v in ipairs(t) do
      sum = sum + v
    end
  end
  return sum
end

--[[
  Deep copies a table recursively.

  Usage:
    original = {a = 1, b = {c = 2}}
    copy = table.copy(original)
    copy.b.c = 3  -- original.b.c is still 2

  Parameters:
    t - table to copy

  Behavior:
    - Recursively copies nested tables
    - Preserves keys and values
    - Does not preserve metatables

  Returns: deep copy of the table
]]
function table.copy(t)
  if type(t) ~= 'table' then return t end
  local copy = {}
  for k, v in next, t, nil do
    copy[table.copy(k)] = table.copy(v)
  end
  return copy
end

--[[
  Returns a string representation of a table.

  Usage:
    table.tostring({1, 2, 3})         -- '{[1] = 1, [2] = 2, [3] = 3}'
    table.tostring({a = 1, b = 2})    -- '{["a"] = 1, ["b"] = 2}'

  Parameters:
    t - table to stringify

  Returns: string representation
]]
function table.tostring(t)
  t = t or {}
  if type(t) ~= 'table' then return tostring(t) end
  local s = '{'
  for k, v in pairs(t) do
    local key = type(k) == 'number' and k or '"' .. k .. '"'
    s = s .. '[' .. key .. '] = ' .. table.tostring(v) .. ', '
  end
  if s ~= '{' then
    s = s:sub(1, -3)
  end
  return s .. '}'
end

Want me to write it?

Yes.

Write (E:\a327ex\Anchor-lua\framework\anchor\array.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\array.lua

Written. Next up is math.

Read (E:\a327ex\Anchor\framework\anchor\math.yue)

     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→    remap                     - Remap value from one range to another
    11→    loop                      - Loop value within range (for angles)
    12→    sign                      - Sign of a number (-1, 0, 1)
    13→    length                    - Length of a 2D vector
    14→    angle                     - Angle from vector components
    15→    angle_to_point            - Angle between two points
    16→    distance                  - Distance between two points
    17→    normalize                 - Normalize a vector to unit length
    18→    direction                 - Unit vector from angle
    19→    rotate                    - Rotate a vector by angle
    20→    reflect                   - Reflect angle off a surface normal
    21→    snap                      - Snap value to nearest grid
    22→    limit                     - Limit vector length
    23→
    24→  Easing functions:
    25→    linear, sine_*, quad_*, cubic_*, quart_*, quint_*,
    26→    expo_*, circ_*, bounce_*, back_*, elastic_*
    27→]]
    28→
    29→-- Constants for easing functions
    30→PI = math.pi
... [706 more lines]

This is a big file — mostly easing functions. Here's the conversion:

--[[
  Math utility functions and easing curves.

  Utility functions:
    lerp, lerp_dt             - Linear interpolation
    lerp_angle, lerp_angle_dt - Angle interpolation with wrapping
    clamp                     - Clamp value to range
    remap                     - Remap value from one range to another
    loop                      - Loop value within range (for angles)
    sign                      - Sign of a number (-1, 0, 1)
    length                    - Length of a 2D vector
    angle                     - Angle from vector components
    angle_to_point            - Angle between two points
    distance                  - Distance between two points
    normalize                 - Normalize a vector to unit length
    direction                 - Unit vector from angle
    rotate                    - Rotate a vector by angle
    reflect                   - Reflect angle off a surface normal
    snap                      - Snap value to nearest grid
    limit                     - Limit vector length

  Easing functions:
    linear, sine_*, quad_*, cubic_*, quart_*, quint_*,
    expo_*, circ_*, bounce_*, back_*, elastic_*
]]

-- Constants for easing functions
PI = math.pi
PI2 = math.pi/2
LN2 = math.log(2)
LN210 = 10*math.log(2)

-- Overshoot for back easing
overshoot = 1.70158

-- Amplitude and period for elastic easing
amplitude = 1
period = 0.0003

--[[
  Linearly interpolates between source and destination.

  Usage:
    math.lerp(0.5, 0, 100)   -> 50
    math.lerp(0, 0, 100)     -> 0
    math.lerp(1, 0, 100)     -> 100

  Parameters:
    t           - Interpolation factor (0 = source, 1 = destination)
    source      - Start value
    destination - End value

  Returns: interpolated value
]]
function math.lerp(t, source, destination)
  return source*(1 - t) + destination*t
end

--[[
  Framerate-independent linear interpolation.

  Usage:
    x = math.lerp_dt(0.9, 1, dt, x, target)   -> covers 90% of distance in 1 second

  Parameters:
    p           - Percentage of distance to cover (0.9 = 90%)
    t           - Time in seconds to cover that percentage
    dt          - Delta time
    source      - Current value
    destination - Target value

  Returns: new value moved towards destination
]]
function math.lerp_dt(p, t, dt, source, destination)
  return math.lerp(1 - (1 - p)^(dt/t), source, destination)
end

--[[
  Framerate-independent damping (decay toward zero).

  Usage:
    x = math.damping(0.9, 1, dt, x)   -> after 1 second, x will be 10% of its initial value

  Parameters:
    p  - Percentage of value to decay (0.9 = decay 90%, leaving 10%)
    t  - Time in seconds to reach that decay
    dt - Delta time
    v  - Current value

  Returns: decayed value
]]
function math.damping(p, t, dt, v)
  return (v or 0)*(1 - p)^(dt/t)
end

--[[
  Loops value t to stay within [0, length] range.

  Usage:
    math.loop(3*math.pi, 2*math.pi)  -> math.pi

  Parameters:
    t      - Value to loop
    length - Range length (result will be in [0, length])

  Returns: looped value
]]
function math.loop(t, length)
  return math.clamp(t - math.floor(t/length)*length, 0, length)
end

--[[
  Linearly interpolates between angles with correct wrapping.

  Usage:
    math.lerp_angle(0.5, 0, math.pi)          -> math.pi/2

  Parameters:
    t           - Interpolation factor (0 = source, 1 = destination)
    source      - Start angle in radians
    destination - End angle in radians

  Returns: interpolated angle
]]
function math.lerp_angle(t, source, destination)
  local dt = math.loop(destination - source, 2*math.pi)
  if dt > math.pi then dt = dt - 2*math.pi end
  return source + dt*math.clamp(t, 0, 1)
end

--[[
  Framerate-independent angle interpolation with correct wrapping.

  Parameters:
    p           - Percentage of distance to cover (0.9 = 90%)
    t           - Time in seconds to cover that percentage
    dt          - Delta time
    source      - Current angle in radians
    destination - Target angle in radians

  Returns: new angle moved towards destination
]]
function math.lerp_angle_dt(p, t, dt, source, destination)
  return math.lerp_angle(1 - (1 - p)^(dt/t), source, destination)
end

--[[
  Returns the sign of a number.

  Returns: 1, -1, or 0
]]
function math.sign(value)
  if value > 0 then return 1
  elseif value < 0 then return -1
  else return 0 end
end

--[[
  Returns the length (magnitude) of a 2D vector.
]]
function math.length(x, y)
  return math.sqrt(x*x + y*y)
end

--[[
  Clamps value to stay within [min, max] range.
]]
function math.clamp(value, min, max)
  if value < min then return min
  elseif value > max then return max
  else return value end
end

--[[
  Remaps a value from one range to another.

  Usage:
    math.remap(10, 0, 20, 0, 1)  -> 0.5
]]
function math.remap(value, old_min, old_max, new_min, new_max)
  return ((value - old_min)/(old_max - old_min))*(new_max - new_min) + new_min
end

--[[
  Returns the angle of a 2D vector in radians.
]]
function math.angle(x, y)
  return math.atan(y, x)
end

--[[
  Returns the angle from point 1 to point 2.
]]
function math.angle_to_point(x1, y1, x2, y2)
  return math.atan(y2 - y1, x2 - x1)
end

--[[
  Returns the distance between two points.
]]
function math.distance(x1, y1, x2, y2)
  local dx = x2 - x1
  local dy = y2 - y1
  return math.sqrt(dx*dx + dy*dy)
end

--[[
  Normalizes a 2D vector to unit length.
]]
function math.normalize(x, y)
  local len = math.length(x, y)
  if len > 0 then
    return x/len, y/len
  else
    return 0, 0
  end
end

--[[
  Returns a unit vector pointing in the given direction.
]]
function math.direction(angle)
  return math.cos(angle), math.sin(angle)
end

--[[
  Rotates a 2D vector by an angle.
]]
function math.rotate(x, y, angle)
  local c = math.cos(angle)
  local s = math.sin(angle)
  return x*c - y*s, x*s + y*c
end

--[[
  Reflects an angle off a surface normal.
]]
function math.reflect(angle, normal_x, normal_y)
  local dx = math.cos(angle)
  local dy = math.sin(angle)
  local dot = dx*normal_x + dy*normal_y
  local rx = dx - 2*dot*normal_x
  local ry = dy - 2*dot*normal_y
  return math.atan(ry, rx)
end

--[[
  Snaps a value to the nearest multiple of grid.
]]
function math.snap(value, grid)
  return math.floor(value/grid + 0.5)*grid
end

--[[
  Limits a vector's length without changing direction.
]]
function math.limit(x, y, max)
  local len = math.length(x, y)
  if len > max then
    local scale = max/len
    return x*scale, y*scale
  else
    return x, y
  end
end

-- Linear (no easing)
function math.linear(t) return t end

-- Sine easing
function math.sine_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return 1 - math.cos(t*PI2) end
end

function math.sine_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return math.sin(t*PI2) end
end

function math.sine_in_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return -0.5*(math.cos(t*PI) - 1) end
end

function math.sine_out_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  elseif t < 0.5 then return 0.5*math.sin(t*2*PI2)
  else return -0.5*math.cos((t*2 - 1)*PI2) + 1 end
end

-- Quad easing
function math.quad_in(t) return t*t end

function math.quad_out(t) return -t*(t - 2) end

function math.quad_in_out(t)
  if t < 0.5 then
    return 2*t*t
  else
    t = t - 1
    return -2*t*t + 1
  end
end

function math.quad_out_in(t)
  if t < 0.5 then
    t = t*2
    return -0.5*t*(t - 2)
  else
    t = t*2 - 1
    return 0.5*t*t + 0.5
  end
end

-- Cubic easing
function math.cubic_in(t) return t*t*t end

function math.cubic_out(t)
  t = t - 1
  return t*t*t + 1
end

function math.cubic_in_out(t)
  t = t*2
  if t < 1 then
    return 0.5*t*t*t
  else
    t = t - 2
    return 0.5*(t*t*t + 2)
  end
end

function math.cubic_out_in(t)
  t = t*2 - 1
  return 0.5*(t*t*t + 1)
end

-- Quart easing
function math.quart_in(t) return t*t*t*t end

function math.quart_out(t)
  t = t - 1
  t = t*t
  return 1 - t*t
end

function math.quart_in_out(t)
  t = t*2
  if t < 1 then
    return 0.5*t*t*t*t
  else
    t = t - 2
    t = t*t
    return -0.5*(t*t - 2)
  end
end

function math.quart_out_in(t)
  if t < 0.5 then
    t = t*2 - 1
    t = t*t
    return -0.5*t*t + 0.5
  else
    t = t*2 - 1
    t = t*t
    return 0.5*t*t + 0.5
  end
end

-- Quint easing
function math.quint_in(t) return t*t*t*t*t end

function math.quint_out(t)
  t = t - 1
  return t*t*t*t*t + 1
end

function math.quint_in_out(t)
  t = t*2
  if t < 1 then
    return 0.5*t*t*t*t*t
  else
    t = t - 2
    return 0.5*t*t*t*t*t + 1
  end
end

function math.quint_out_in(t)
  t = t*2 - 1
  return 0.5*(t*t*t*t*t + 1)
end

-- Expo easing
function math.expo_in(t)
  if t == 0 then return 0
  else return math.exp(LN210*(t - 1)) end
end

function math.expo_out(t)
  if t == 1 then return 1
  else return 1 - math.exp(-LN210*t) end
end

function math.expo_in_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t*2
    if t < 1 then return 0.5*math.exp(LN210*(t - 1))
    else return 0.5*(2 - math.exp(-LN210*(t - 1))) end
  end
end

function math.expo_out_in(t)
  if t < 0.5 then return 0.5*(1 - math.exp(-20*LN2*t))
  elseif t == 0.5 then return 0.5
  else return 0.5*(math.exp(20*LN2*(t - 1)) + 1) end
end

-- Circ easing
function math.circ_in(t)
  if t < -1 or t > 1 then return 0
  else return 1 - math.sqrt(1 - t*t) end
end

function math.circ_out(t)
  if t < 0 or t > 2 then return 0
  else return math.sqrt(t*(2 - t)) end
end

function math.circ_in_out(t)
  if t < -0.5 or t > 1.5 then return 0.5
  else
    t = t*2
    if t < 1 then return -0.5*(math.sqrt(1 - t*t) - 1)
    else
      t = t - 2
      return 0.5*(math.sqrt(1 - t*t) + 1)
    end
  end
end

function math.circ_out_in(t)
  if t < 0 then return 0
  elseif t > 1 then return 1
  elseif t < 0.5 then
    t = t*2 - 1
    return 0.5*math.sqrt(1 - t*t)
  else
    t = t*2 - 1
    return -0.5*((math.sqrt(1 - t*t) - 1) - 1)
  end
end

-- Bounce easing
function math.bounce_in(t)
  t = 1 - t
  if t < 1/2.75 then return 1 - 7.5625*t*t
  elseif t < 2/2.75 then
    t = t - 1.5/2.75
    return 1 - (7.5625*t*t + 0.75)
  elseif t < 2.5/2.75 then
    t = t - 2.25/2.75
    return 1 - (7.5625*t*t + 0.9375)
  else
    t = t - 2.625/2.75
    return 1 - (7.5625*t*t + 0.984375)
  end
end

function math.bounce_out(t)
  if t < 1/2.75 then return 7.5625*t*t
  elseif t < 2/2.75 then
    t = t - 1.5/2.75
    return 7.5625*t*t + 0.75
  elseif t < 2.5/2.75 then
    t = t - 2.25/2.75
    return 7.5625*t*t + 0.9375
  else
    t = t - 2.625/2.75
    return 7.5625*t*t + 0.984375
  end
end

function math.bounce_in_out(t)
  if t < 0.5 then
    t = 1 - t*2
    if t < 1/2.75 then return (1 - 7.5625*t*t)*0.5
    elseif t < 2/2.75 then
      t = t - 1.5/2.75
      return (1 - (7.5625*t*t + 0.75))*0.5
    elseif t < 2.5/2.75 then
      t = t - 2.25/2.75
      return (1 - (7.5625*t*t + 0.9375))*0.5
    else
      t = t - 2.625/2.75
      return (1 - (7.5625*t*t + 0.984375))*0.5
    end
  else
    t = t*2 - 1
    if t < 1/2.75 then return 7.5625*t*t*0.5 + 0.5
    elseif t < 2/2.75 then
      t = t - 1.5/2.75
      return (7.5625*t*t + 0.75)*0.5 + 0.5
    elseif t < 2.5/2.75 then
      t = t - 2.25/2.75
      return (7.5625*t*t + 0.9375)*0.5 + 0.5
    else
      t = t - 2.625/2.75
      return (7.5625*t*t + 0.984375)*0.5 + 0.5
    end
  end
end

function math.bounce_out_in(t)
  if t < 0.5 then
    t = t*2
    if t < 1/2.75 then return 7.5625*t*t*0.5
    elseif t < 2/2.75 then
      t = t - 1.5/2.75
      return (7.5625*t*t + 0.75)*0.5
    elseif t < 2.5/2.75 then
      t = t - 2.25/2.75
      return (7.5625*t*t + 0.9375)*0.5
    else
      t = t - 2.625/2.75
      return (7.5625*t*t + 0.984375)*0.5
    end
  else
    t = 1 - (t*2 - 1)
    if t < 1/2.75 then return 0.5 - 7.5625*t*t*0.5 + 0.5
    elseif t < 2/2.75 then
      t = t - 1.5/2.75
      return 0.5 - (7.5625*t*t + 0.75)*0.5 + 0.5
    elseif t < 2.5/2.75 then
      t = t - 2.25/2.75
      return 0.5 - (7.5625*t*t + 0.9375)*0.5 + 0.5
    else
      t = t - 2.625/2.75
      return 0.5 - (7.5625*t*t + 0.984375)*0.5 + 0.5
    end
  end
end

-- Back easing
function math.back_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return t*t*((overshoot + 1)*t - overshoot) end
end

function math.back_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t - 1
    return t*t*((overshoot + 1)*t + overshoot) + 1
  end
end

function math.back_in_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t*2
    if t < 1 then return 0.5*(t*t*((overshoot*1.525 + 1)*t - overshoot*1.525))
    else
      t = t - 2
      return 0.5*(t*t*((overshoot*1.525 + 1)*t + overshoot*1.525) + 2)
    end
  end
end

function math.back_out_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  elseif t < 0.5 then
    t = t*2 - 1
    return 0.5*(t*t*((overshoot + 1)*t + overshoot) + 1)
  else
    t = t*2 - 1
    return 0.5*t*t*((overshoot + 1)*t - overshoot) + 0.5
  end
end

-- Elastic easing
function math.elastic_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t - 1
    return -(amplitude*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period))
  end
end

function math.elastic_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period) + 1 end
end

function math.elastic_in_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t*2
    if t < 1 then
      t = t - 1
      return -0.5*(amplitude*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period))
    else
      t = t - 1
      return amplitude*math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period)*0.5 + 1
    end
  end
end

function math.elastic_out_in(t)
  if t < 0.5 then
    t = t*2
    if t == 0 then return 0
    else return (amplitude/2)*math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period) + 0.5 end
  else
    if t == 0.5 then return 0.5
    elseif t == 1 then return 1
    else
      t = t*2 - 1
      t = t - 1
      return -((amplitude/2)*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period)) + 0.5
    end
  end
end

I trimmed the comments on the utility functions that had full headers in the source but are straightforward (length, clamp, angle, etc.) — the function signatures are self-documenting. The easing functions were already uncommented in the source. Want me to write it?

Do not trim anything, leave full comments on for the functions that had it.

You're right, apologies. Here's the full version with all comments preserved:

--[[
  Math utility functions and easing curves.

  Utility functions:
    lerp, lerp_dt             - Linear interpolation
    lerp_angle, lerp_angle_dt - Angle interpolation with wrapping
    clamp                     - Clamp value to range
    remap                     - Remap value from one range to another
    loop                      - Loop value within range (for angles)
    sign                      - Sign of a number (-1, 0, 1)
    length                    - Length of a 2D vector
    angle                     - Angle from vector components
    angle_to_point            - Angle between two points
    distance                  - Distance between two points
    normalize                 - Normalize a vector to unit length
    direction                 - Unit vector from angle
    rotate                    - Rotate a vector by angle
    reflect                   - Reflect angle off a surface normal
    snap                      - Snap value to nearest grid
    limit                     - Limit vector length

  Easing functions:
    linear, sine_*, quad_*, cubic_*, quart_*, quint_*,
    expo_*, circ_*, bounce_*, back_*, elastic_*
]]

-- Constants for easing functions
PI = math.pi
PI2 = math.pi/2
LN2 = math.log(2)
LN210 = 10*math.log(2)

-- Overshoot for back easing
overshoot = 1.70158

-- Amplitude and period for elastic easing
amplitude = 1
period = 0.0003

--[[
  Linearly interpolates between source and destination.

  Usage:
    math.lerp(0.5, 0, 100)   -> 50
    math.lerp(0, 0, 100)     -> 0
    math.lerp(1, 0, 100)     -> 100

  Parameters:
    t           - Interpolation factor (0 = source, 1 = destination)
    source      - Start value
    destination - End value

  Returns: interpolated value
]]
function math.lerp(t, source, destination)
  return source*(1 - t) + destination*t
end

--[[
  Framerate-independent linear interpolation.

  Usage:
    x = math.lerp_dt(0.9, 1, dt, x, target)   -> covers 90% of distance in 1 second
    x = math.lerp_dt(0.5, 0.5, dt, x, target)  -> covers 50% of distance in 0.5 seconds

  Parameters:
    p           - Percentage of distance to cover (0.9 = 90%)
    t           - Time in seconds to cover that percentage
    dt          - Delta time
    source      - Current value
    destination - Target value

  Returns: new value moved towards destination

  Behavior:
    - Exponential approach: value gets closer but never quite reaches target
    - Useful for smooth camera follow, UI animations, etc.
]]
function math.lerp_dt(p, t, dt, source, destination)
  return math.lerp(1 - (1 - p)^(dt/t), source, destination)
end

--[[
  Framerate-independent damping (decay toward zero).

  Usage:
    x = math.damping(0.9, 1, dt, x)   -> after 1 second, x will be 10% of its initial value
    x = math.damping(0.5, 0.5, dt, x)  -> after 0.5 seconds, x will be 50% of its initial value

  Parameters:
    p  - Percentage of value to decay (0.9 = decay 90%, leaving 10%)
    t  - Time in seconds to reach that decay
    dt - Delta time
    v  - Current value

  Returns: decayed value
]]
function math.damping(p, t, dt, v)
  return (v or 0)*(1 - p)^(dt/t)
end

--[[
  Loops value t to stay within [0, length] range.

  Usage:
    math.loop(3*math.pi, 2*math.pi)  -> math.pi
    math.loop(5, 3)                    -> 2
    math.loop(-1, 4)                   -> 3

  Parameters:
    t      - Value to loop
    length - Range length (result will be in [0, length])

  Returns: looped value

  Behavior:
    - Useful for keeping angles in [0, 2*pi] range
    - Handles negative values correctly
]]
function math.loop(t, length)
  return math.clamp(t - math.floor(t/length)*length, 0, length)
end

--[[
  Linearly interpolates between angles with correct wrapping.

  Usage:
    math.lerp_angle(0.5, 0, math.pi)          -> math.pi/2
    math.lerp_angle(0.5, -math.pi, math.pi)   -> 0 (takes shortest path)

  Parameters:
    t           - Interpolation factor (0 = source, 1 = destination)
    source      - Start angle in radians
    destination - End angle in radians

  Returns: interpolated angle

  Behavior:
    - Takes the shortest path around the circle
    - Keeps result in valid angle range
]]
function math.lerp_angle(t, source, destination)
  local dt = math.loop(destination - source, 2*math.pi)
  if dt > math.pi then dt = dt - 2*math.pi end
  return source + dt*math.clamp(t, 0, 1)
end

--[[
  Framerate-independent angle interpolation with correct wrapping.

  Usage:
    angle = math.lerp_angle_dt(0.9, 1, dt, angle, target_angle)

  Parameters:
    p           - Percentage of distance to cover (0.9 = 90%)
    t           - Time in seconds to cover that percentage
    dt          - Delta time
    source      - Current angle in radians
    destination - Target angle in radians

  Returns: new angle moved towards destination

  Behavior:
    - Takes the shortest path around the circle
    - Exponential approach like lerp_dt
]]
function math.lerp_angle_dt(p, t, dt, source, destination)
  return math.lerp_angle(1 - (1 - p)^(dt/t), source, destination)
end

--[[
  Returns the sign of a number.

  Usage:
    math.sign(5)    -> 1
    math.sign(-5)   -> -1
    math.sign(0)    -> 0

  Parameters:
    value - Number to get sign of

  Returns: 1, -1, or 0
]]
function math.sign(value)
  if value > 0 then return 1
  elseif value < 0 then return -1
  else return 0 end
end

--[[
  Returns the length (magnitude) of a 2D vector.

  Usage:
    math.length(3, 4)       -> 5
    math.length(vx, vy)     -> speed

  Parameters:
    x - X component of the vector
    y - Y component of the vector

  Returns: The Euclidean length of the vector
]]
function math.length(x, y)
  return math.sqrt(x*x + y*y)
end

--[[
  Clamps value to stay within [min, max] range.

  Usage:
    math.clamp(5, 0, 10)   -> 5
    math.clamp(-5, 0, 10)  -> 0
    math.clamp(15, 0, 10)  -> 10

  Parameters:
    value - Value to clamp
    min   - Minimum bound
    max   - Maximum bound

  Returns: clamped value
]]
function math.clamp(value, min, max)
  if value < min then return min
  elseif value > max then return max
  else return value end
end

--[[
  Remaps a value from one range to another.

  Usage:
    math.remap(10, 0, 20, 0, 1)        -> 0.5 (10 is 50% of [0, 20], maps to 50% of [0, 1])
    math.remap(3, 0, 3, 0, 100)        -> 100
    math.remap(2.5, -5, 5, -100, 100)  -> 50
    math.remap(-10, 0, 10, 0, 1000)    -> -1000 (extrapolates outside range)

  Parameters:
    value   - Value to remap
    old_min - Original range minimum
    old_max - Original range maximum
    new_min - Target range minimum
    new_max - Target range maximum

  Returns: value mapped from old range to new range

  Behavior:
    - Does not clamp: values outside old range will extrapolate
    - To clamp, combine with math.clamp on input or output
]]
function math.remap(value, old_min, old_max, new_min, new_max)
  return ((value - old_min)/(old_max - old_min))*(new_max - new_min) + new_min
end

--[[
  Returns the angle of a 2D vector in radians.

  Usage:
    math.angle(1, 0)        -> 0 (pointing right)
    math.angle(0, 1)        -> pi/2 (pointing down)
    math.angle(-1, 0)       -> pi (pointing left)
    math.angle(vx, vy)      -> direction of velocity

  Parameters:
    x - X component of the vector
    y - Y component of the vector

  Returns: angle in radians (-pi to pi)
]]
function math.angle(x, y)
  return math.atan(y, x)
end

--[[
  Returns the angle from point 1 to point 2.

  Usage:
    math.angle_to_point(0, 0, 100, 0)     -> 0 (target is to the right)
    math.angle_to_point(0, 0, 0, 100)     -> pi/2 (target is below)
    math.angle_to_point(self.x, self.y, enemy.x, enemy.y)

  Parameters:
    x1, y1 - Source point
    x2, y2 - Target point

  Returns: angle in radians from source to target
]]
function math.angle_to_point(x1, y1, x2, y2)
  return math.atan(y2 - y1, x2 - x1)
end

--[[
  Returns the distance between two points.

  Usage:
    math.distance(0, 0, 3, 4)      -> 5
    math.distance(self.x, self.y, target.x, target.y)

  Parameters:
    x1, y1 - First point
    x2, y2 - Second point

  Returns: Euclidean distance between points
]]
function math.distance(x1, y1, x2, y2)
  local dx = x2 - x1
  local dy = y2 - y1
  return math.sqrt(dx*dx + dy*dy)
end

--[[
  Normalizes a 2D vector to unit length.

  Usage:
    nx, ny = math.normalize(3, 4)      -> 0.6, 0.8
    nx, ny = math.normalize(vx, vy)

  Parameters:
    x - X component of the vector
    y - Y component of the vector

  Returns: x, y components of unit vector (or 0, 0 if input is zero vector)
]]
function math.normalize(x, y)
  local len = math.length(x, y)
  if len > 0 then
    return x/len, y/len
  else
    return 0, 0
  end
end

--[[
  Returns a unit vector pointing in the given direction.

  Usage:
    dx, dy = math.direction(0)           -> 1, 0 (right)
    dx, dy = math.direction(math.pi/2)   -> 0, 1 (down)
    dx, dy = math.direction(self.angle)

  Parameters:
    angle - Direction in radians

  Returns: x, y components of unit vector
]]
function math.direction(angle)
  return math.cos(angle), math.sin(angle)
end

--[[
  Rotates a 2D vector by an angle.

  Usage:
    rx, ry = math.rotate(1, 0, math.pi/2)    -> 0, 1 (rotated 90 degrees)
    rx, ry = math.rotate(vx, vy, self.rotation)

  Parameters:
    x     - X component of vector
    y     - Y component of vector
    angle - Rotation angle in radians

  Returns: x, y components of rotated vector
]]
function math.rotate(x, y, angle)
  local c = math.cos(angle)
  local s = math.sin(angle)
  return x*c - y*s, x*s + y*c
end

--[[
  Reflects an angle off a surface normal.

  Usage:
    new_angle = math.reflect(projectile.angle, normal_x, normal_y)
    new_angle = math.reflect(self.angle, collision.normal_x, collision.normal_y)

  Parameters:
    angle    - Incoming angle in radians
    normal_x - X component of surface normal
    normal_y - Y component of surface normal

  Returns: reflected angle in radians

  Behavior:
    - Reflects the direction as if bouncing off a surface
    - Normal should point away from the surface
]]
function math.reflect(angle, normal_x, normal_y)
  -- Incoming direction
  local dx = math.cos(angle)
  local dy = math.sin(angle)

  -- Reflect: d' = d - 2(d·n)n
  local dot = dx*normal_x + dy*normal_y
  local rx = dx - 2*dot*normal_x
  local ry = dy - 2*dot*normal_y

  return math.atan(ry, rx)
end

--[[
  Snaps a value to the nearest multiple of grid.

  Usage:
    math.snap(7, 5)        -> 5
    math.snap(8, 5)        -> 10
    math.snap(0.7, 0.25)   -> 0.75
    math.snap(angle, math.pi/4)  -- snap to 45-degree increments

  Parameters:
    value - Value to snap
    grid  - Grid size

  Returns: nearest multiple of grid
]]
function math.snap(value, grid)
  return math.floor(value/grid + 0.5)*grid
end

--[[
  Limits a vector's length without changing direction.

  Usage:
    vx, vy = math.limit(vx, vy, max_speed)
    vx, vy = math.limit(100, 100, 50)   -> ~35.4, ~35.4

  Parameters:
    x   - X component of vector
    y   - Y component of vector
    max - Maximum length

  Returns: x, y components of limited vector

  Behavior:
    - If vector length <= max, returns unchanged
    - If vector length > max, scales to exactly max length
]]
function math.limit(x, y, max)
  local len = math.length(x, y)
  if len > max then
    local scale = max/len
    return x*scale, y*scale
  else
    return x, y
  end
end

-- Linear (no easing)
function math.linear(t) return t end

-- Sine easing
function math.sine_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return 1 - math.cos(t*PI2) end
end

function math.sine_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return math.sin(t*PI2) end
end

function math.sine_in_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return -0.5*(math.cos(t*PI) - 1) end
end

function math.sine_out_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  elseif t < 0.5 then return 0.5*math.sin(t*2*PI2)
  else return -0.5*math.cos((t*2 - 1)*PI2) + 1 end
end

-- Quad easing
function math.quad_in(t) return t*t end

function math.quad_out(t) return -t*(t - 2) end

function math.quad_in_out(t)
  if t < 0.5 then
    return 2*t*t
  else
    t = t - 1
    return -2*t*t + 1
  end
end

function math.quad_out_in(t)
  if t < 0.5 then
    t = t*2
    return -0.5*t*(t - 2)
  else
    t = t*2 - 1
    return 0.5*t*t + 0.5
  end
end

-- Cubic easing
function math.cubic_in(t) return t*t*t end

function math.cubic_out(t)
  t = t - 1
  return t*t*t + 1
end

function math.cubic_in_out(t)
  t = t*2
  if t < 1 then
    return 0.5*t*t*t
  else
    t = t - 2
    return 0.5*(t*t*t + 2)
  end
end

function math.cubic_out_in(t)
  t = t*2 - 1
  return 0.5*(t*t*t + 1)
end

-- Quart easing
function math.quart_in(t) return t*t*t*t end

function math.quart_out(t)
  t = t - 1
  t = t*t
  return 1 - t*t
end

function math.quart_in_out(t)
  t = t*2
  if t < 1 then
    return 0.5*t*t*t*t
  else
    t = t - 2
    t = t*t
    return -0.5*(t*t - 2)
  end
end

function math.quart_out_in(t)
  if t < 0.5 then
    t = t*2 - 1
    t = t*t
    return -0.5*t*t + 0.5
  else
    t = t*2 - 1
    t = t*t
    return 0.5*t*t + 0.5
  end
end

-- Quint easing
function math.quint_in(t) return t*t*t*t*t end

function math.quint_out(t)
  t = t - 1
  return t*t*t*t*t + 1
end

function math.quint_in_out(t)
  t = t*2
  if t < 1 then
    return 0.5*t*t*t*t*t
  else
    t = t - 2
    return 0.5*t*t*t*t*t + 1
  end
end

function math.quint_out_in(t)
  t = t*2 - 1
  return 0.5*(t*t*t*t*t + 1)
end

-- Expo easing
function math.expo_in(t)
  if t == 0 then return 0
  else return math.exp(LN210*(t - 1)) end
end

function math.expo_out(t)
  if t == 1 then return 1
  else return 1 - math.exp(-LN210*t) end
end

function math.expo_in_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t*2
    if t < 1 then return 0.5*math.exp(LN210*(t - 1))
    else return 0.5*(2 - math.exp(-LN210*(t - 1))) end
  end
end

function math.expo_out_in(t)
  if t < 0.5 then return 0.5*(1 - math.exp(-20*LN2*t))
  elseif t == 0.5 then return 0.5
  else return 0.5*(math.exp(20*LN2*(t - 1)) + 1) end
end

-- Circ easing
function math.circ_in(t)
  if t < -1 or t > 1 then return 0
  else return 1 - math.sqrt(1 - t*t) end
end

function math.circ_out(t)
  if t < 0 or t > 2 then return 0
  else return math.sqrt(t*(2 - t)) end
end

function math.circ_in_out(t)
  if t < -0.5 or t > 1.5 then return 0.5
  else
    t = t*2
    if t < 1 then return -0.5*(math.sqrt(1 - t*t) - 1)
    else
      t = t - 2
      return 0.5*(math.sqrt(1 - t*t) + 1)
    end
  end
end

function math.circ_out_in(t)
  if t < 0 then return 0
  elseif t > 1 then return 1
  elseif t < 0.5 then
    t = t*2 - 1
    return 0.5*math.sqrt(1 - t*t)
  else
    t = t*2 - 1
    return -0.5*((math.sqrt(1 - t*t) - 1) - 1)
  end
end

-- Bounce easing
function math.bounce_in(t)
  t = 1 - t
  if t < 1/2.75 then return 1 - 7.5625*t*t
  elseif t < 2/2.75 then
    t = t - 1.5/2.75
    return 1 - (7.5625*t*t + 0.75)
  elseif t < 2.5/2.75 then
    t = t - 2.25/2.75
    return 1 - (7.5625*t*t + 0.9375)
  else
    t = t - 2.625/2.75
    return 1 - (7.5625*t*t + 0.984375)
  end
end

function math.bounce_out(t)
  if t < 1/2.75 then return 7.5625*t*t
  elseif t < 2/2.75 then
    t = t - 1.5/2.75
    return 7.5625*t*t + 0.75
  elseif t < 2.5/2.75 then
    t = t - 2.25/2.75
    return 7.5625*t*t + 0.9375
  else
    t = t - 2.625/2.75
    return 7.5625*t*t + 0.984375
  end
end

function math.bounce_in_out(t)
  if t < 0.5 then
    t = 1 - t*2
    if t < 1/2.75 then return (1 - 7.5625*t*t)*0.5
    elseif t < 2/2.75 then
      t = t - 1.5/2.75
      return (1 - (7.5625*t*t + 0.75))*0.5
    elseif t < 2.5/2.75 then
      t = t - 2.25/2.75
      return (1 - (7.5625*t*t + 0.9375))*0.5
    else
      t = t - 2.625/2.75
      return (1 - (7.5625*t*t + 0.984375))*0.5
    end
  else
    t = t*2 - 1
    if t < 1/2.75 then return 7.5625*t*t*0.5 + 0.5
    elseif t < 2/2.75 then
      t = t - 1.5/2.75
      return (7.5625*t*t + 0.75)*0.5 + 0.5
    elseif t < 2.5/2.75 then
      t = t - 2.25/2.75
      return (7.5625*t*t + 0.9375)*0.5 + 0.5
    else
      t = t - 2.625/2.75
      return (7.5625*t*t + 0.984375)*0.5 + 0.5
    end
  end
end

function math.bounce_out_in(t)
  if t < 0.5 then
    t = t*2
    if t < 1/2.75 then return 7.5625*t*t*0.5
    elseif t < 2/2.75 then
      t = t - 1.5/2.75
      return (7.5625*t*t + 0.75)*0.5
    elseif t < 2.5/2.75 then
      t = t - 2.25/2.75
      return (7.5625*t*t + 0.9375)*0.5
    else
      t = t - 2.625/2.75
      return (7.5625*t*t + 0.984375)*0.5
    end
  else
    t = 1 - (t*2 - 1)
    if t < 1/2.75 then return 0.5 - 7.5625*t*t*0.5 + 0.5
    elseif t < 2/2.75 then
      t = t - 1.5/2.75
      return 0.5 - (7.5625*t*t + 0.75)*0.5 + 0.5
    elseif t < 2.5/2.75 then
      t = t - 2.25/2.75
      return 0.5 - (7.5625*t*t + 0.9375)*0.5 + 0.5
    else
      t = t - 2.625/2.75
      return 0.5 - (7.5625*t*t + 0.984375)*0.5 + 0.5
    end
  end
end

-- Back easing
function math.back_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return t*t*((overshoot + 1)*t - overshoot) end
end

function math.back_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t - 1
    return t*t*((overshoot + 1)*t + overshoot) + 1
  end
end

function math.back_in_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t*2
    if t < 1 then return 0.5*(t*t*((overshoot*1.525 + 1)*t - overshoot*1.525))
    else
      t = t - 2
      return 0.5*(t*t*((overshoot*1.525 + 1)*t + overshoot*1.525) + 2)
    end
  end
end

function math.back_out_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  elseif t < 0.5 then
    t = t*2 - 1
    return 0.5*(t*t*((overshoot + 1)*t + overshoot) + 1)
  else
    t = t*2 - 1
    return 0.5*t*t*((overshoot + 1)*t - overshoot) + 0.5
  end
end

-- Elastic easing
function math.elastic_in(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t - 1
    return -(amplitude*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period))
  end
end

function math.elastic_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else return math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period) + 1 end
end

function math.elastic_in_out(t)
  if t == 0 then return 0
  elseif t == 1 then return 1
  else
    t = t*2
    if t < 1 then
      t = t - 1
      return -0.5*(amplitude*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period))
    else
      t = t - 1
      return amplitude*math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period)*0.5 + 1
    end
  end
end

function math.elastic_out_in(t)
  if t < 0.5 then
    t = t*2
    if t == 0 then return 0
    else return (amplitude/2)*math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period) + 0.5 end
  else
    if t == 0.5 then return 0.5
    elseif t == 1 then return 1
    else
      t = t*2 - 1
      t = t - 1
      return -((amplitude/2)*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period)) + 0.5
    end
  end
end

Want me to write it?

Yes.

Write (E:\a327ex\Anchor-lua\framework\anchor\math.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\math.lua

Written. Next up is timer.

Read (E:\a327ex\Anchor\framework\anchor\timer.yue)

     1→global *
     2→
     3→--[[
     4→  Timer child object for scheduling delayed, repeating, and conditional callbacks.
     5→
     6→  Usage:
     7→    @\add timer!
     8→    @timer\after 1, -> print 'fired after 1s'
     9→    @timer\every 0.5, 'attack', -> @attack!
    10→
    11→  Timer is added as a child object. When the parent dies, the timer dies automatically.
    12→  All timer methods support optional naming - named timers can be cancelled, triggered,
    13→  and automatically replace previous timers with the same name.
    14→
    15→  Timer methods:
    16→    Delayed:     after, every, during, tween
    17→    Conditional: watch, when, cooldown
    18→    Varying:     every_step, during_step
    19→    Utility:     cancel, trigger, set_multiplier, get_time_left
    20→]]
    21→class timer extends object
    22→  --[[
    23→    Creates a new timer.
    24→
    25→    Usage:
    26→      @\add timer!
    27→
    28→    The timer is automatically named 'timer' and accessible as @timer on the parent.
    29→  ]]
    30→  new: =>
... [540 more lines]

This is a big one. Here's the timer.lua conversion:

require('anchor.class')

--[[
  Timer child object for scheduling delayed, repeating, and conditional callbacks.

  Usage:
    self:add(timer())
    self.timer:after(1, function() print('fired after 1s') end)
    self.timer:every(0.5, 'attack', function() self:attack() end)

  Timer is added as a child object. When the parent dies, the timer dies automatically.
  All timer methods support optional naming - named timers can be cancelled, triggered,
  and automatically replace previous timers with the same name.

  Timer methods:
    Delayed:     after, every, during, tween
    Conditional: watch, when, cooldown
    Varying:     every_step, during_step
    Utility:     cancel, trigger, set_multiplier, get_time_left
]]
timer = class:class_new()

--[[
  Creates a new timer.

  Usage:
    self:add(timer())

  The timer is automatically named 'timer' and accessible as self.timer on the parent.
]]
function timer:new()
  object.new(self, 'timer')
  self.entries = {}
  self.next_id = 1
end

--[[
  Internal: generates unique ID for anonymous timers.
]]
function timer:uid()
  local id = "_anon_" .. self.next_id
  self.next_id = self.next_id + 1
  return id
end

--[[
  Internal: finds entry index by name.

  Returns: index or nil
]]
function timer:find(name)
  for index, entry in ipairs(self.entries) do
    if entry.name == name then return index end
  end
  return nil
end

--[[
  Calls callback once after delay seconds.

  Usage:
    self.timer:after(2, function() print('fired') end)
    self.timer:after(2, 'explosion', function() self:explode() end)

  Behavior:
    - Anonymous timers get auto-generated names
    - Named timers replace previous timers with same name
    - Removed after firing

  Returns: nothing
]]
function timer:after(delay, name_or_callback, callback_function)
  local name, callback
  if type(name_or_callback) == 'string' then
    name, callback = name_or_callback, callback_function
  else
    name, callback = self:uid(), name_or_callback
  end
  local entry = {name = name, mode = 'after', time = 0, delay = delay, callback = callback}
  if self:find(name) then
    self.entries[self:find(name)] = entry
  else
    table.insert(self.entries, entry)
  end
end

--[[
  Calls callback repeatedly every delay seconds.

  Usage:
    self.timer:every(0.5, function() print('tick') end)
    self.timer:every(0.5, 'spawn', function() self:spawn() end, 10, function() print('done') end)

  Parameters:
    delay    - seconds between calls
    name     - (optional) timer name for cancellation/replacement
    callback - function to call
    times    - (optional) limit number of calls, then stop
    after    - (optional) callback when times limit reached

  Behavior:
    - Fires indefinitely unless times is specified
    - After callback only runs if times limit is reached, not on cancel

  Returns: nothing
]]
function timer:every(delay, name_or_callback, callback_or_times, times_or_after, after_function)
  local name, callback, times, after
  if type(name_or_callback) == 'string' then
    name, callback, times, after = name_or_callback, callback_or_times, times_or_after, after_function
  else
    name, callback, times, after = self:uid(), name_or_callback, callback_or_times, times_or_after
  end
  local entry = {name = name, mode = 'every', time = 0, delay = delay, callback = callback, times = times, after = after, count = 0}
  if self:find(name) then
    self.entries[self:find(name)] = entry
  else
    table.insert(self.entries, entry)
  end
end

--[[
  Calls callback every frame for duration seconds.

  Usage:
    self.timer:during(1, function(dt, progress) self.alpha = 1 - progress end)
    self.timer:during(1, 'fade', function(dt, progress) self.alpha = progress end, function() self:kill() end)

  Parameters:
    duration - total seconds to run
    name     - (optional) timer name
    callback - function receiving (dt, progress) where progress is 0 to 1
    after    - (optional) callback when duration completes

  Behavior:
    - Callback runs every frame with dt and progress (0-1)
    - Progress reaches 1 on the final frame

  Returns: nothing
]]
function timer:during(duration, name_or_callback, callback_or_after, after_function)
  local name, callback, after
  if type(name_or_callback) == 'string' then
    name, callback, after = name_or_callback, callback_or_after, after_function
  else
    name, callback, after = self:uid(), name_or_callback, callback_or_after
  end
  local entry = {name = name, mode = 'during', time = 0, duration = duration, callback = callback, after = after}
  if self:find(name) then
    self.entries[self:find(name)] = entry
  else
    table.insert(self.entries, entry)
  end
end

--[[
  Interpolates target properties over duration using easing.

  Usage:
    self.timer:tween(0.5, self, {x = 100, y = 200})
    self.timer:tween(0.5, 'move', self, {x = 100}, math.cubic_out, function() print('done') end)

  Parameters:
    duration - seconds for interpolation
    name     - (optional) timer name
    target   - object whose properties will be modified
    values   - table of {property = target_value} pairs
    easing   - (optional) easing function, defaults to math.linear
    after    - (optional) callback when tween completes

  Behavior:
    - Captures initial values at creation time
    - Interpolates each property from initial to target value
    - Properties are set to exact target values on completion

  Returns: nothing
]]
function timer:tween(duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)
  local name, target, values, easing, after
  if type(name_or_target) == 'string' then
    name, target, values, easing, after = name_or_target, target_or_values, values_or_easing, easing_or_after, after_function
  else
    name, target, values, easing, after = self:uid(), name_or_target, target_or_values, values_or_easing, easing_or_after
  end
  easing = easing or math.linear
  local initial_values = {}
  for key, _ in pairs(values) do
    initial_values[key] = target[key]
  end
  local entry = {name = name, mode = 'tween', time = 0, duration = duration, target = target, values = values, initial_values = initial_values, easing = easing, after = after}
  if self:find(name) then
    self.entries[self:find(name)] = entry
  else
    table.insert(self.entries, entry)
  end
end

--[[
  Calls callback when parent[field] changes value.

  Usage:
    self.timer:watch('hp', function(current, previous) print("HP: " .. previous .. " -> " .. current) end)

  Parameters:
    field    - name of field on parent object to watch
    name     - (optional) timer name
    callback - function receiving (current_value, previous_value)
    times    - (optional) limit number of triggers
    after    - (optional) callback when times limit reached

  Behavior:
    - Compares field value each frame to previous frame
    - Only fires when value actually changes (using ~= comparison)
    - Watches self.parent[field], not self

  Returns: nothing
]]
function timer:watch(field, name_or_callback, callback_or_times, times_or_after, after_function)
  local name, callback, times, after
  if type(name_or_callback) == 'string' then
    name, callback, times, after = name_or_callback, callback_or_times, times_or_after, after_function
  else
    name, callback, times, after = self:uid(), name_or_callback, callback_or_times, times_or_after
  end
  local initial_value = self.parent[field]
  local entry = {name = name, mode = 'watch', time = 0, field = field, current = initial_value, previous = initial_value, callback = callback, times = times, after = after, count = 0}
  if self:find(name) then
    self.entries[self:find(name)] = entry
  else
    table.insert(self.entries, entry)
  end
end

--[[
  Calls callback when condition transitions from false to true.

  Usage:
    self.timer:when(function() return self.hp < 20 end, function() print('low hp!') end)

  Parameters:
    condition_fn - function returning boolean
    name         - (optional) timer name
    callback     - function to call when condition becomes true
    times        - (optional) limit number of triggers
    after        - (optional) callback when times limit reached

  Behavior:
    - Edge trigger: only fires on false->true transition
    - Does NOT fire every frame the condition is true
    - If condition starts true, fires on first frame

  Returns: nothing
]]
function timer:when(condition_fn, name_or_callback, callback_or_times, times_or_after, after_function)
  local name, callback, times, after
  if type(name_or_callback) == 'string' then
    name, callback, times, after = name_or_callback, callback_or_times, times_or_after, after_function
  else
    name, callback, times, after = self:uid(), name_or_callback, callback_or_times, times_or_after
  end
  local entry = {name = name, mode = 'when', time = 0, condition = condition_fn, last_condition = false, callback = callback, times = times, after = after, count = 0}
  if self:find(name) then
    self.entries[self:find(name)] = entry
  else
    table.insert(self.entries, entry)
  end
end

--[[
  Calls callback every delay seconds while condition is true.

  Usage:
    self.timer:cooldown(2, function() return self.target end, function() self:attack() end)

  Parameters:
    delay        - cooldown time between fires
    condition_fn - function returning boolean
    name         - (optional) timer name
    callback     - function to call
    times        - (optional) limit number of fires
    after        - (optional) callback when times limit reached

  Behavior:
    - Timer resets to 0 when condition transitions false->true
    - Only fires when BOTH delay elapsed AND condition is true
    - Timer keeps counting while condition is false (holds cooldown)

  Returns: nothing
]]
function timer:cooldown(delay, condition_fn, name_or_callback, callback_or_times, times_or_after, after_function)
  local name, callback, times, after
  if type(name_or_callback) == 'string' then
    name, callback, times, after = name_or_callback, callback_or_times, times_or_after, after_function
  else
    name, callback, times, after = self:uid(), name_or_callback, callback_or_times, times_or_after
  end
  local entry = {name = name, mode = 'cooldown', time = 0, delay = delay, condition = condition_fn, last_condition = false, callback = callback, times = times, after = after, count = 0}
  if self:find(name) then
    self.entries[self:find(name)] = entry
  else
    table.insert(self.entries, entry)
  end
end

--[[
  Calls callback with delays varying from start_delay to end_delay.

  Usage:
    self.timer:every_step(0.1, 0.5, 10, function() self:spawn_particle() end)

  Parameters:
    start_delay - delay before first call
    end_delay   - delay before last call
    times       - total number of calls
    name        - (optional) timer name
    callback    - function to call
    step_method - (optional) easing function for delay interpolation, defaults to math.linear
    after       - (optional) callback when all calls complete

  Behavior:
    - Precomputes all delays at creation using step_method easing
    - Useful for effects that speed up or slow down over time

  Returns: nothing
]]
function timer:every_step(start_delay, end_delay, times, name_or_callback, callback_or_step, step_or_after, after_function)
  local name, callback, step_method, after
  if type(name_or_callback) == 'string' then
    name, callback, step_method, after = name_or_callback, callback_or_step, step_or_after, after_function
  else
    name, callback, step_method, after = self:uid(), name_or_callback, callback_or_step, step_or_after
  end
  step_method = step_method or math.linear
  local delays = {}
  for i = 1, times do
    local t = (i - 1)/(times - 1)
    t = step_method(t)
    delays[i] = math.lerp(t, start_delay, end_delay)
  end
  local entry = {name = name, mode = 'every_step', time = 0, delays = delays, callback = callback, after = after, step_index = 1}
  if self:find(name) then
    self.entries[self:find(name)] = entry
  else
    table.insert(self.entries, entry)
  end
end

--[[
  Fits as many calls as possible within duration with varying delays.

  Usage:
    self.timer:during_step(2, 0.3, 0.1, function() self:blink() end)

  Parameters:
    duration    - total time window
    start_delay - initial delay between calls
    end_delay   - final delay between calls
    name        - (optional) timer name
    callback    - function to call
    step_method - (optional) easing function, defaults to math.linear
    after       - (optional) callback when complete

  Behavior:
    - Calculates how many calls fit: ceil(2 * duration / (start + end))
    - Like every_step but you specify duration instead of times

  Returns: nothing
]]
function timer:during_step(duration, start_delay, end_delay, name_or_callback, callback_or_step, step_or_after, after_function)
  local name, callback, step_method, after
  if type(name_or_callback) == 'string' then
    name, callback, step_method, after = name_or_callback, callback_or_step, step_or_after, after_function
  else
    name, callback, step_method, after = self:uid(), name_or_callback, callback_or_step, step_or_after
  end
  step_method = step_method or math.linear
  local times = math.ceil(2*duration/(start_delay + end_delay))
  times = math.max(times, 2)
  local delays = {}
  for i = 1, times do
    local t = (i - 1)/(times - 1)
    t = step_method(t)
    delays[i] = math.lerp(t, start_delay, end_delay)
  end
  local entry = {name = name, mode = 'during_step', time = 0, delays = delays, callback = callback, after = after, step_index = 1}
  if self:find(name) then
    self.entries[self:find(name)] = entry
  else
    table.insert(self.entries, entry)
  end
end

--[[
  Cancels a named timer.

  Usage:
    self.timer:cancel('attack')

  Behavior:
    - Marks timer for removal at end of frame
    - Does NOT call the after callback
    - Safe to call during iteration (uses cancelled flag)

  Returns: nothing
]]
function timer:cancel(name)
  local index = self:find(name)
  if index then self.entries[index].cancelled = true end
end

--[[
  Fires a named timer immediately and resets it.

  Usage:
    self.timer:every(10, 'attack', function() self:attack() end)
    self.timer:trigger('attack')  -- fires now, resets timer

  Behavior:
    - after: fires callback, marks as cancelled (one-shot)
    - every, cooldown, every_step, during_step: fires callback, resets time to 0
    - watch: fires callback with current/previous values
    - when: fires callback
    - during, tween: not supported (continuous, not discrete)

  Returns: nothing
]]
function timer:trigger(name)
  local index = self:find(name)
  if not index then return end
  local entry = self.entries[index]
  if entry.mode == 'after' then
    entry.callback()
    entry.cancelled = true
  elseif entry.mode == 'every' then
    entry.callback()
    entry.time = 0
  elseif entry.mode == 'cooldown' then
    entry.callback()
    entry.time = 0
  elseif entry.mode == 'every_step' then
    entry.callback()
    entry.time = 0
  elseif entry.mode == 'during_step' then
    entry.callback()
    entry.time = 0
  elseif entry.mode == 'watch' then
    entry.callback(entry.current, entry.previous)
  elseif entry.mode == 'when' then
    entry.callback()
  end
end

--[[
  Dynamically adjusts timer speed.

  Usage:
    self.timer:every(1, 'attack', function() self:attack() end)
    self.timer:set_multiplier('attack', 0.5)  -- now fires every 2s
    self.timer:set_multiplier('attack', 2)    -- now fires every 0.5s

  Behavior:
    - Multiplier affects delay/duration: actual_delay = delay * multiplier
    - Multiplier of 2 = twice as fast (half the delay)
    - Multiplier of 0.5 = half speed (double the delay)
    - Defaults to 1 if not set

  Returns: nothing
]]
function timer:set_multiplier(name, multiplier)
  multiplier = multiplier or 1
  local index = self:find(name)
  if not index then return end
  self.entries[index].multiplier = multiplier
end

--[[
  Returns remaining time until timer fires.

  Usage:
    remaining = self.timer:get_time_left('attack')

  Behavior:
    - For after, every, cooldown: returns delay - elapsed time
    - For during, tween: returns duration - elapsed time
    - For every_step, during_step: returns current step delay - elapsed time
    - For watch, when: returns nil (not time-based)
    - Accounts for multiplier

  Returns: seconds remaining, or nil
]]
function timer:get_time_left(name)
  local index = self:find(name)
  if not index then return nil end
  local entry = self.entries[index]
  if entry.mode == 'after' or entry.mode == 'every' or entry.mode == 'cooldown' then
    local delay = entry.delay*(entry.multiplier or 1)
    return delay - entry.time
  elseif entry.mode == 'during' or entry.mode == 'tween' then
    local duration = entry.duration*(entry.multiplier or 1)
    return duration - entry.time
  elseif entry.mode == 'every_step' or entry.mode == 'during_step' then
    return entry.delays[entry.step_index] - entry.time
  else
    return nil
  end
end

--[[
  Internal: processes all timer entries each frame.

  Called automatically by the object update system.
]]
function timer:update(dt)
  for index, entry in ipairs(self.entries) do
    if entry.cancelled then
      entry.to_be_removed = true
      goto continue
    end
    entry.time = entry.time + dt

    if entry.mode == 'after' then
      local delay = entry.delay*(entry.multiplier or 1)
      if entry.time >= delay then
        entry.callback()
        entry.to_be_removed = true
      end

    elseif entry.mode == 'every' then
      local delay = entry.delay*(entry.multiplier or 1)
      if entry.time >= delay then
        entry.callback()
        entry.time = entry.time - delay
        if entry.times then
          entry.count = entry.count + 1
          if entry.count >= entry.times then
            if entry.after then entry.after() end
            entry.to_be_removed = true
          end
        end
      end

    elseif entry.mode == 'during' then
      local duration = entry.duration*(entry.multiplier or 1)
      local progress = math.min(entry.time/duration, 1)
      entry.callback(dt, progress)
      if entry.time >= duration then
        if entry.after then entry.after() end
        entry.to_be_removed = true
      end

    elseif entry.mode == 'tween' then
      local duration = entry.duration*(entry.multiplier or 1)
      local progress = math.min(entry.time/duration, 1)
      local eased = entry.easing(progress)
      for key, target_value in pairs(entry.values) do
        entry.target[key] = math.lerp(eased, entry.initial_values[key], target_value)
      end
      if entry.time >= duration then
        if entry.after then entry.after() end
        entry.to_be_removed = true
      end

    elseif entry.mode == 'watch' then
      entry.previous = entry.current
      entry.current = self.parent[entry.field]
      if entry.previous ~= entry.current then
        entry.callback(entry.current, entry.previous)
        if entry.times then
          entry.count = entry.count + 1
          if entry.count >= entry.times then
            if entry.after then entry.after() end
            entry.to_be_removed = true
          end
        end
      end

    elseif entry.mode == 'when' then
      local current_condition = entry.condition()
      if current_condition and not entry.last_condition then
        entry.callback()
        if entry.times then
          entry.count = entry.count + 1
          if entry.count >= entry.times then
            if entry.after then entry.after() end
            entry.to_be_removed = true
          end
        end
      end
      entry.last_condition = current_condition

    elseif entry.mode == 'cooldown' then
      local delay = entry.delay*(entry.multiplier or 1)
      local current_condition = entry.condition()
      if current_condition and not entry.last_condition then
        entry.time = 0
      end
      if entry.time >= delay and current_condition then
        entry.callback()
        entry.time = 0
        if entry.times then
          entry.count = entry.count + 1
          if entry.count >= entry.times then
            if entry.after then entry.after() end
            entry.to_be_removed = true
          end
        end
      end
      entry.last_condition = current_condition

    elseif entry.mode == 'every_step' then
      if entry.time >= entry.delays[entry.step_index] then
        entry.callback()
        entry.time = entry.time - entry.delays[entry.step_index]
        entry.step_index = entry.step_index + 1
        if entry.step_index > #entry.delays then
          if entry.after then entry.after() end
          entry.to_be_removed = true
        end
      end

    elseif entry.mode == 'during_step' then
      if entry.time >= entry.delays[entry.step_index] then
        entry.callback()
        entry.time = entry.time - entry.delays[entry.step_index]
        entry.step_index = entry.step_index + 1
        if entry.step_index > #entry.delays then
          if entry.after then entry.after() end
          entry.to_be_removed = true
        end
      end
    end

    ::continue::
  end

  for i = #self.entries, 1, -1 do
    if self.entries[i].to_be_removed then
      table.remove(self.entries, i)
    end
  end
end

Note: YueScript's continue becomes goto continue with ::continue:: at the end of the loop in Lua (Lua 5.2+ / LuaJIT goto support). Want me to write it?

Seems good. Is object.new(self, name) the correct way to have each module be an Anchor object?

Good question — let me re-check our class.lua to verify the inheritance chain is correct.

Read (E:\a327ex\Anchor-lua\framework\anchor\class.lua)

     1→-- Class system with mixins, no inheritance.
     2→-- Modified from https://github.com/rxi/classic
     3→--
     4→-- Create a new class and an instance:
     5→--   a = class:class_new()
     6→--   function a:print1() print(1) end
     7→--   a_instance = a()
     8→--   a_instance:print1() -> prints 1
     9→--
    10→-- Create a new class and instance that uses the functions of another class as a mixin:
    11→--   b = class:class_new(a)
    12→--   function b:print2() print(2) end
    13→--   b_instance = b()
    14→--   b_instance:print2() -> prints 2
    15→--   b_instance:print1() -> prints 1
    16→--
    17→-- The "class_new" function can take in multiple other classes/mixins. The "class_add" function can also be called to add mixins to the class:
    18→--   d = class:class_new(a, b, c)
    19→--   d:class_add(e, f)
    20→--
    21→-- Class/mixin function names must not collide. An error will be thrown if this happens.
    22→
    23→local next_id = 0
    24→
    25→class = {}
    26→class.__index = class
    27→function class:new() end
    28→
    29→function class:class_new(...)
    30→  local c = {}
... [37 more lines]

This is the issue. class:class_new(...) takes mixins, not a parent class. When you do timer = class:class_new(), the metatable chain is:

timer instance -> timer -> class

So timer instances can access timer methods and class methods, but NOT object methods. Calling object.new(self, name) only sets the data fields (name, parent, children, etc.) — it doesn't give you access to object:add(), object:kill(), object:tag(), etc.

In the YueScript source, class timer extends object sets up real inheritance. The equivalent here would be:

timer = object:class_new()

This makes the chain: timer instance -> timer -> object -> class

But wait — class_new uses class_add internally, which treats arguments as mixins (copies functions over), not as a parent in the metatable chain. Looking at line 35: setmetatable(c, self)self is whoever calls class_new. So if object:class_new() is called, then setmetatable(timer, object), which means object IS the metatable fallback. That gives us proper method lookup.

But class_add on line 36 also copies non-__ and non-new functions from the mixin into the class, and errors on collision. Since the object functions are copied AND the metatable points to object, it's actually doing both — but that's fine, the copies take priority.

So the answer: object:class_new() is the correct way, not class:class_new(). For classes that extend object (timer, spring, random, camera, shake), we should use:

timer = object:class_new()

And then object.new(self, name) in the constructor is still correct — it runs the parent's constructor to initialize the data fields.

For classes that DON'T extend object (image, spritesheet, font), class:class_new() is correct.

Want me to fix all the files that should use object:class_new() instead of class:class_new()? That's: spring, random, camera, shake, timer (and later: collider, animation, layer).

Since we're not using mixins shouldn't se use rxi/classic, the unmodified version? Grab it from github and see if it would make things simpler.

WebFetch (https://raw.githubusercontent.com/rxi/classic/master/classic.lua)

# Classic Object System for Lua

This is a lightweight object-oriented programming library for Lua. Here's the complete source code:

```lua
local Object = {}
Object.__index = Object

function Object:new()
end

function Object:extend()
  local cls = {}
  for k, v in pairs(self) do
    if k:find("__") == 1 then
      cls[k] = v
    end
  end
  cls.__index = cls
  cls.super = self
  setmetatable(cls, self)
  return cls
end

function Object:implement(...)
  for _, cls in pairs({...}) do
    for k, v in pairs(cls) do
      if self[k] == nil and type(v) == "function" then
        self[k] = v
      end
... [29 more lines]

Much simpler. Here's what classic gives us:

Compared to our current class.lua, the key difference is extend() vs class_new(). With classic:

-- object.lua
object = class:extend()
function object:new(name) ... end

-- timer.lua  
timer = object:extend()
function timer:new()
  object.new(self, 'timer')  -- call parent constructor
  ...
end

-- image.lua (doesn't need object)
image = class:extend()
function image:new(handle) ... end

This is cleaner because: 1. Real inheritance via metatable chain — timer instances automatically have access to all object methods 2. cls.super reference — could use self.super.new(self, name) if desired (though object.new(self, name) is more explicit) 3. No mixin collision errors we'll never hit 4. No __is tracking table we don't use 5. is() walks metatables instead of checking a table — more correct for inheritance

The only thing we lose is the auto-incrementing id on instances. We could add that back in a one-line modification to __call.

I'd say yes, switch to classic. We'd just need to: 1. Replace class.lua with classic (renamed to class global instead of returning Object, add the id counter) 2. Change class:class_new()class:extend() in all files 3. Change object:class_new() → ... well, it'd just be object:extend() for child classes

Want me to do this?

object.new(self, 'timer'), could it be object('timer')?

No — object('timer') triggers __call, which creates a new, separate object instance and returns it. It doesn't initialize self (the timer instance).

object.new(self, 'timer') is the correct pattern — it calls object's new function with the timer instance as self, so the fields (name, parent, children, dead, tags) get set on the timer instance itself.

That's the standard rxi/classic pattern for calling parent constructors. There's no way around it being a bit verbose, but it's explicit about what's happening.

rxi does class_name.super.new, we can avoid super because...?

Because all our classes are global, so object is always accessible by name. object.new(self, 'timer') and timer.super.new(self, 'timer') resolve to the exact same thing.

But honestly, there's no good reason to avoid super. It's the idiomatic rxi/classic pattern, and it's more correct — if the parent ever changed, super would follow automatically. Using super also makes it immediately clear "this is calling the parent constructor" rather than looking like an arbitrary function call on some other class.

So we should probably use:

function timer:new()
  timer.super.new(self, 'timer')
  ...
end

Want me to go ahead and replace class.lua with classic (adapted as a global), then fix all the existing files to use extend() and super?

Avoid super when you can, and yes, make all the necessary changes.

Let me rewrite class.lua and fix all existing files. I'll do them in parallel where possible.

Read (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

     1→require('anchor.class')
     2→
     3→object = class:class_new()
     4→
     5→--[[

Read (E:\a327ex\Anchor-lua\framework\anchor\image.lua)

     1→require('anchor.class')
     2→
     3→--[[

Read (E:\a327ex\Anchor-lua\framework\anchor\spritesheet.lua)

     1→require('anchor.class')
     2→
     3→--[[

Read (E:\a327ex\Anchor-lua\framework\anchor\font.lua)

     1→require('anchor.class')
     2→
     3→--[[

Read (E:\a327ex\Anchor-lua\framework\anchor\spring.lua)

     1→require('anchor.class')
     2→
     3→--[[
     4→  Spring child object for damped spring animations.
     5→

Read (E:\a327ex\Anchor-lua\framework\anchor\random.lua)

     1→require('anchor.class')
     2→
     3→--[[
     4→  Random child object for seeded random number generation.
     5→

Read (E:\a327ex\Anchor-lua\framework\anchor\camera.lua)

     1→require('anchor.class')
     2→
     3→--[[
     4→  Camera child object for viewport control.
     5→

Read (E:\a327ex\Anchor-lua\framework\anchor\shake.lua)

     1→require('anchor.class')
     2→
     3→--[[
     4→  Shake child object for camera shake effects.
     5→

Read (E:\a327ex\Anchor-lua\framework\anchor\timer.lua)

File does not exist. Note: your current working directory is E:\a327ex.

Timer hasn't been written yet. Now let me rewrite class.lua and fix all files. First, class.lua:

Write (E:\a327ex\Anchor-lua\framework\anchor\class.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\class.lua has been updated successfully.

Now fix all files. Object extends class, the rest of the object-children extend object, and standalone classes extend class:

Edit (E:\a327ex\Anchor-lua\framework\anchor\object.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\object.lua has been updated successfully.

Edit (E:\a327ex\Anchor-lua\framework\anchor\spring.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\spring.lua has been updated successfully.

Edit (E:\a327ex\Anchor-lua\framework\anchor\random.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\random.lua has been updated successfully.

Edit (E:\a327ex\Anchor-lua\framework\anchor\camera.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\camera.lua has been updated successfully.

Edit (E:\a327ex\Anchor-lua\framework\anchor\shake.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\shake.lua has been updated successfully.

Now the standalone classes (don't extend object):

Edit (E:\a327ex\Anchor-lua\framework\anchor\image.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\image.lua has been updated successfully.

Edit (E:\a327ex\Anchor-lua\framework\anchor\spritesheet.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\spritesheet.lua has been updated successfully.

Edit (E:\a327ex\Anchor-lua\framework\anchor\font.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\font.lua has been updated successfully.

Now let me also check if init.lua uses class_new anywhere:

Grep (class_new|class_add|class_is)

Found 1 file
Anchor-lua\framework\anchor\color.lua

That's color.lua — which has its own custom metatable and doesn't use class_new (I just searched to be thorough). Let me verify the one match:

Grep (class_new|class_add|class_is)

96:-- Color uses a custom metatable instead of class:class_new() because it needs

Just a comment. Let me update it to reflect the new naming:

Edit (E:\a327ex\Anchor-lua\framework\anchor\color.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\color.lua has been updated successfully.

All done. Now let me also note that object:is() in object.lua shadows class:is() — object's version checks name/tag, classic's version checks type hierarchy. That's fine since the framework uses is() for name/tag checking. Let me verify the object is is still there:

Grep (function object:is)

177:function object:is(name_or_tag)

Good. Summary of changes:

Now let me write timer.lua with the correct object:extend():

Write (E:\a327ex\Anchor-lua\framework\anchor\timer.lua)

File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\timer.lua

All done. To recap:

Remaining files to convert: layer, collider, animation. Want me to continue with the next one?

Change class:is to another name.

Edit (E:\a327ex\Anchor-lua\framework\anchor\class.lua)

The file E:\a327ex\Anchor-lua\framework\anchor\class.lua has been updated successfully.

Done. class:is()class:is_a(). Now object:is() checks name/tag, instance:is_a(ClassName) checks type hierarchy. No collision.

You choose what to do next.

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
... [592 more lines]

Here's the layer.lua conversion. Layer is a standalone class (doesn't extend object):

require('anchor.class')

--[[
  Layer class wraps the C layer handle for drawing.

  Layers are FBOs (framebuffer objects) that accumulate draw commands during the frame.
  Commands are deferred and processed at frame end via layer_render() with GL batching.
  Draw order is FIFO — no z-ordering, call order determines render order.

  Usage:
    an:layer('game')                           -- register layer
    game = an.layers.game                      -- access layer
    game:rectangle(100, 100, 50, 30, color)    -- queue rectangle
    game:draw()                                -- composite to screen

  Properties:
    self.name   - string, layer identifier
    self.handle - C layer pointer
]]
layer = class:extend()

--[[
  Creates a new layer with the given name.

  Usage:
    layer('game')
    layer('ui')

  Behavior:
    - Calls layer_create() which gets or creates a named layer in C
    - Stores the C handle for subsequent draw calls
]]
function layer:new(name)
  self.name = name
  self.handle = layer_create(self.name)
  self.parallax_x = 1
  self.parallax_y = 1
  self.camera = an.camera
end

--[[
  Queues a filled rectangle at (x, y).

  Usage:
    layer:rectangle(100, 100, 50, 30, rgba(255, 0, 0, 255))

  Parameters:
    x, y  - top-left position
    w, h  - width and height
    color - packed RGBA (use rgba() helper)
]]
function layer:rectangle(x, y, w, h, color)
  layer_rectangle(self.handle, x, y, w, h, color)
end

--[[
  Queues a filled circle centered at (x, y).

  Usage:
    layer:circle(200, 150, 25, rgba(0, 255, 0, 255))

  Parameters:
    x, y   - center position
    radius - circle radius
    color  - packed RGBA (use rgba() helper)
]]
function layer:circle(x, y, radius, color)
  layer_circle(self.handle, x, y, radius, color)
end

--[[
  Queues a rectangle outline at (x, y).

  Usage:
    layer:rectangle_line(100, 100, 50, 30, rgba(255, 0, 0, 255))
    layer:rectangle_line(100, 100, 50, 30, rgba(255, 0, 0, 255), 2)  -- 2px line

  Parameters:
    x, y       - top-left position
    w, h       - width and height
    color      - packed RGBA (use rgba() helper)
    line_width - outline thickness (default: 1)
]]
function layer:rectangle_line(x, y, w, h, color, line_width)
  layer_rectangle_line(self.handle, x, y, w, h, color, line_width or 1)
end

--[[
  Queues a circle outline centered at (x, y).

  Usage:
    layer:circle_line(200, 150, 25, rgba(0, 255, 0, 255))
    layer:circle_line(200, 150, 25, rgba(0, 255, 0, 255), 2)  -- 2px line

  Parameters:
    x, y       - center position
    radius     - circle radius
    color      - packed RGBA (use rgba() helper)
    line_width - outline thickness (default: 1)
]]
function layer:circle_line(x, y, radius, color, line_width)
  layer_circle_line(self.handle, x, y, radius, color, line_width or 1)
end

--[[
  Queues a line from (x1, y1) to (x2, y2).

  Usage:
    layer:line(100, 100, 200, 150, 2, rgba(255, 255, 255, 255))

  Parameters:
    x1, y1 - start position
    x2, y2 - end position
    width  - line thickness
    color  - packed RGBA (use rgba() helper)
]]
function layer:line(x1, y1, x2, y2, width, color)
  layer_line(self.handle, x1, y1, x2, y2, width, color)
end

--[[
  Queues a filled capsule (stadium shape) from (x1, y1) to (x2, y2).

  Usage:
    layer:capsule(100, 100, 200, 100, 10, rgba(0, 128, 255, 255))

  Parameters:
    x1, y1 - start center position
    x2, y2 - end center position
    radius - capsule radius (half-width)
    color  - packed RGBA (use rgba() helper)
]]
function layer:capsule(x1, y1, x2, y2, radius, color)
  layer_capsule(self.handle, x1, y1, x2, y2, radius, color)
end

--[[
  Queues a capsule outline from (x1, y1) to (x2, y2).

  Usage:
    layer:capsule_line(100, 100, 200, 100, 10, rgba(0, 128, 255, 255))
    layer:capsule_line(100, 100, 200, 100, 10, rgba(0, 128, 255, 255), 2)

  Parameters:
    x1, y1     - start center position
    x2, y2     - end center position
    radius     - capsule radius (half-width)
    color      - packed RGBA (use rgba() helper)
    line_width - outline thickness (default: 1)
]]
function layer:capsule_line(x1, y1, x2, y2, radius, color, line_width)
  layer_capsule_line(self.handle, x1, y1, x2, y2, radius, color, line_width or 1)
end

--[[
  Queues a filled triangle with vertices at (x1,y1), (x2,y2), (x3,y3).

  Usage:
    layer:triangle(100, 100, 150, 50, 200, 100, rgba(255, 128, 0, 255))

  Parameters:
    x1, y1 - first vertex
    x2, y2 - second vertex
    x3, y3 - third vertex
    color  - packed RGBA (use rgba() helper)
]]
function layer:triangle(x1, y1, x2, y2, x3, y3, color)
  layer_triangle(self.handle, x1, y1, x2, y2, x3, y3, color)
end

--[[
  Queues a triangle outline with vertices at (x1,y1), (x2,y2), (x3,y3).

  Usage:
    layer:triangle_line(100, 100, 150, 50, 200, 100, rgba(255, 128, 0, 255))
    layer:triangle_line(100, 100, 150, 50, 200, 100, rgba(255, 128, 0, 255), 2)

  Parameters:
    x1, y1     - first vertex
    x2, y2     - second vertex
    x3, y3     - third vertex
    color      - packed RGBA (use rgba() helper)
    line_width - outline thickness (default: 1)
]]
function layer:triangle_line(x1, y1, x2, y2, x3, y3, color, line_width)
  layer_triangle_line(self.handle, x1, y1, x2, y2, x3, y3, color, line_width or 1)
end

--[[
  Queues a filled polygon (up to 8 vertices).

  Usage:
    layer:polygon({200, 100, 240, 117, 240, 153, 200, 170, 160, 153, 160, 117}, rgba(128, 0, 255, 255))

  Parameters:
    vertices - table of {x1, y1, x2, y2, ...} (3-8 vertices)
    color    - packed RGBA (use rgba() helper)
]]
function layer:polygon(vertices, color)
  layer_polygon(self.handle, vertices, color)
end

--[[
  Queues a polygon outline (up to 8 vertices).

  Usage:
    layer:polygon_line(vertices, rgba(128, 0, 255, 255))
    layer:polygon_line(vertices, rgba(128, 0, 255, 255), 2)  -- 2px line

  Parameters:
    vertices   - table of {x1, y1, x2, y2, ...} (3-8 vertices)
    color      - packed RGBA (use rgba() helper)
    line_width - outline thickness (default: 1)
]]
function layer:polygon_line(vertices, color, line_width)
  layer_polygon_line(self.handle, vertices, color, line_width or 1)
end

--[[
  Queues a filled rounded rectangle at (x, y).

  Usage:
    layer:rounded_rectangle(100, 100, 50, 30, 8, rgba(255, 0, 0, 255))

  Parameters:
    x, y   - top-left position
    w, h   - width and height
    radius - corner radius
    color  - packed RGBA (use rgba() helper)
]]
function layer:rounded_rectangle(x, y, w, h, radius, color)
  layer_rounded_rectangle(self.handle, x, y, w, h, radius, color)
end

--[[
  Queues a rounded rectangle outline at (x, y).

  Usage:
    layer:rounded_rectangle_line(100, 100, 50, 30, 8, rgba(255, 0, 0, 255))
    layer:rounded_rectangle_line(100, 100, 50, 30, 8, rgba(255, 0, 0, 255), 2)

  Parameters:
    x, y       - top-left position
    w, h       - width and height
    radius     - corner radius
    color      - packed RGBA (use rgba() helper)
    line_width - outline thickness (default: 1)
]]
function layer:rounded_rectangle_line(x, y, w, h, radius, color, line_width)
  layer_rounded_rectangle_line(self.handle, x, y, w, h, radius, color, line_width or 1)
end

--[[
  Queues a horizontal gradient filled rectangle at (x, y).

  Usage:
    layer:rectangle_gradient_h(100, 100, 200, 50, red(), blue())

  Parameters:
    x, y    - top-left position
    w, h    - width and height
    color1  - left color (packed RGBA)
    color2  - right color (packed RGBA)
]]
function layer:rectangle_gradient_h(x, y, w, h, color1, color2)
  layer_rectangle_gradient_h(self.handle, x, y, w, h, color1, color2)
end

--[[
  Queues a vertical gradient filled rectangle at (x, y).

  Usage:
    layer:rectangle_gradient_v(100, 100, 200, 50, red(), blue())

  Parameters:
    x, y    - top-left position
    w, h    - width and height
    color1  - top color (packed RGBA)
    color2  - bottom color (packed RGBA)
]]
function layer:rectangle_gradient_v(x, y, w, h, color1, color2)
  layer_rectangle_gradient_v(self.handle, x, y, w, h, color1, color2)
end

--[[
  Queues an image (texture) centered at (x, y).

  Usage:
    layer:image(an.images.player, 100, 100)
    layer:image(an.images.player, 100, 100, rgba(255, 255, 255, 128))  -- semi-transparent
    layer:image(an.images.player, 100, 100, 0xFFFFFFFF, rgba(255, 0, 0, 255))  -- red flash

  Parameters:
    img   - image object (from an:image)
    x, y  - center position
    color - tint/multiply color (default: white/opaque)
    flash - additive flash color (default: none)

  Note: Use push/pop for rotation and scaling.
]]
function layer:image(img, x, y, color, flash)
  layer_draw_texture(self.handle, img.handle, x, y, color or 0xFFFFFFFF, flash or 0)
end

--[[
  Queues a spritesheet frame centered at (x, y).

  Usage:
    layer:spritesheet(an.spritesheets.hit, 1, 100, 100)
    layer:spritesheet(an.spritesheets.hit, 3, 100, 100, rgba(255, 255, 255, 128))

  Parameters:
    sheet - spritesheet object (from an:spritesheet)
    frame - frame index (1-based, left-to-right, top-to-bottom)
    x, y  - center position
    color - tint/multiply color (default: white/opaque)
    flash - additive flash color (default: none)

  Note: Use push/pop for rotation and scaling.
]]
function layer:spritesheet(sheet, frame, x, y, color, flash)
  layer_draw_spritesheet_frame(self.handle, sheet.handle, frame, x, y, color or 0xFFFFFFFF, flash or 0)
end

--[[
  Queues an animation's current frame centered at (x, y).

  Usage:
    layer:animation(animation_object, 100, 100)
    layer:animation(animation_object, 100, 100, rgba(255, 255, 255, 128))

  Parameters:
    animation_object - animation object
    x, y             - center position
    color            - tint/multiply color (default: white/opaque)
    flash            - additive flash color (default: none)

  Note: Use push/pop for rotation and scaling.
]]
function layer:animation(animation_object, x, y, color, flash)
  layer_draw_spritesheet_frame(self.handle, animation_object.spritesheet.handle, animation_object.frame, x, y, color or 0xFFFFFFFF, flash or 0)
end

--[[
  Queues text at position (x, y).

  Usage:
    layer:text("Hello!", an.fonts.main, 100, 50, rgba(255, 255, 255, 255))
    layer:text("Score: 100", "main", 100, 50, rgba(255, 255, 255, 255))  -- font name string

  Parameters:
    text  - string to render
    font  - font object or font name string
    x, y  - position (top-left of text)
    color - packed RGBA
]]
function layer:text(text, font, x, y, color)
  local font_name = type(font) == 'string' and font or font.name
  layer_draw_text(self.handle, text, font_name, x, y, color)
end

--[[
  Pushes a transform onto the layer's transform stack.

  Usage:
    layer:push(240, 135, math.pi/4, 2, 2)   -- translate, rotate 45deg, scale 2x
    layer:image(img, 0, 0)                   -- draws at (240,135), rotated, scaled
    layer:pop()

  Parameters:
    x, y - translation
    r    - rotation in radians
    sx   - scale X
    sy   - scale Y

  Behavior:
    - Builds TRS matrix: Translate(x,y) * Rotate(r) * Scale(sx,sy)
    - Multiplies with current transform (transforms compose)
    - All subsequent draws use this transform until pop
    - Max stack depth: 32
]]
function layer:push(x, y, r, sx, sy)
  layer_push(self.handle, x, y, r, sx, sy)
end

--[[
  Pops the top transform from the stack.

  Usage:
    layer:push(100, 100, 0, 1, 1)
    layer:rectangle(0, 0, 50, 50, color)
    layer:pop()

  Behavior:
    - Restores previous transform
    - If stack is empty (depth 0), does nothing
]]
function layer:pop()
  layer_pop(self.handle)
end

--[[
  Sets the blend mode for subsequent draw commands.

  Usage:
    layer:set_blend_mode('additive')   -- for glows, particles
    layer:set_blend_mode('alpha')      -- default blending

  Parameters:
    mode - 'alpha' (default) or 'additive'

  Behavior:
    - 'alpha': result = src * src.a + dst * (1 - src.a)
    - 'additive': result = src * src.a + dst (good for glows)
]]
function layer:set_blend_mode(mode)
  layer_set_blend_mode(self.handle, mode)
end

--[[
  Queues this layer to be composited to the screen.

  Usage:
    layer:draw()           -- draw at (0, 0)
    layer:draw(10, 20)     -- draw with offset

  Parameters:
    x, y - screen offset (default: 0, 0)

  Behavior:
    - Adds layer to the layer_draw_queue
    - At frame end, all queued layers are composited to screen in order
    - Layer is cleared after compositing (ready for next frame)
]]
function layer:draw(x, y)
  layer_draw(self.handle, x or 0, y or 0)
end

--[[
  Applies a shader to the layer's current contents.

  Usage:
    layer:apply_shader(an.shaders.blur)
    layer:apply_shader(an.shaders.outline)

  Parameters:
    shader - shader handle (from an:shader or an:shader_string)

  Behavior:
    - Applies shader via ping-pong rendering (reads from layer, writes result back)
    - Multiple shaders can be chained (call apply_shader multiple times)
    - Set uniforms before calling apply_shader
]]
function layer:apply_shader(shader)
  layer_apply_shader(self.handle, shader)
end

--[[
  Sets a float uniform on a shader for this layer.

  Usage:
    layer:shader_set_float(an.shaders.blur, 'u_radius', 5.0)

  Parameters:
    shader - shader handle
    name   - uniform name in shader
    value  - float value
]]
function layer:shader_set_float(shader, name, value)
  layer_shader_set_float(self.handle, shader, name, value)
end

--[[
  Sets a vec2 uniform on a shader for this layer.

  Usage:
    layer:shader_set_vec2(an.shaders.outline, 'u_pixel_size', 1/480, 1/270)

  Parameters:
    shader - shader handle
    name   - uniform name in shader
    x, y   - vec2 components
]]
function layer:shader_set_vec2(shader, name, x, y)
  layer_shader_set_vec2(self.handle, shader, name, x, y)
end

--[[
  Sets a vec4 uniform on a shader for this layer.

  Usage:
    layer:shader_set_vec4(an.shaders.tint, 'u_color', 1.0, 0.5, 0.0, 1.0)

  Parameters:
    shader       - shader handle
    name         - uniform name in shader
    x, y, z, w   - vec4 components
]]
function layer:shader_set_vec4(shader, name, x, y, z, w)
  layer_shader_set_vec4(self.handle, shader, name, x, y, z, w)
end

--[[
  Sets an int uniform on a shader for this layer.

  Usage:
    layer:shader_set_int(an.shaders.effect, 'u_mode', 2)

  Parameters:
    shader - shader handle
    name   - uniform name in shader
    value  - integer value
]]
function layer:shader_set_int(shader, name, value)
  layer_shader_set_int(self.handle, shader, name, value)
end

--[[
  Gets the layer's current texture handle.

  Usage:
    tex = layer:get_texture()

  Returns: texture ID for use in shader uniforms

  Behavior:
    - Returns the layer's texture handle
    - Typically used to pass a layer's contents as a shader uniform
]]
function layer:get_texture()
  return layer_get_texture(self.handle)
end

--[[
  Clears the layer's contents and resets effect state.

  Usage:
    layer:reset_effects()

  Behavior:
    - Clears all drawn contents from the layer
    - Resets any effect processing state
]]
function layer:reset_effects()
  layer_reset_effects(self.handle)
end

--[[
  Clears the layer's FBO contents to transparent black.

  Usage:
    layer:clear()

  Behavior:
    - Immediately clears the layer's framebuffer
    - Use before draw_from if you want to replace contents (not accumulate)
]]
function layer:clear()
  layer_clear(self.handle)
end

--[[
  Renders queued draw commands to this layer's FBO.

  Usage:
    game:render()

  Behavior:
    - Binds this layer's FBO
    - Clears to transparent black
    - Processes all queued draw commands (rectangles, circles, images, text)
    - Clears the command queue

  Note: Call this in draw() for each layer that has draw commands.
  Layers used only as effect targets (shadow, outline) don't need render.
]]
function layer:render()
  layer_render(self.handle)
end

--[[
  Draws another layer's texture to this layer's FBO.

  Usage:
    shadow:draw_from(game)                          -- copy game to shadow
    shadow:draw_from(game, an.shaders.shadow)       -- copy through shader
    outline:draw_from(game, an.shaders.outline)     -- copy through shader

  Parameters:
    source - source layer to copy from
    shader - optional shader to apply during copy

  Behavior:
    - Binds this layer's FBO as render target
    - Draws source layer's texture as a fullscreen quad
    - If shader provided, applies it during the draw
    - Uses alpha blending, so multiple sources accumulate
    - Call clear() first if you want to replace instead of accumulate
]]
function layer:draw_from(source, shader)
  layer_draw_from(self.handle, source.handle, shader)
end

--[[
  Start writing to stencil buffer (mask mode).

  Usage:
    layer:stencil_mask()
    layer:rectangle(x, y, w, h, white())   -- draws to stencil only, not visible
    layer:stencil_test()
    layer:image(heart, 0, 0)               -- only draws where stencil was set
    layer:stencil_off()

  Behavior:
    - Subsequent draws write to stencil buffer only (not visible on screen)
    - Use to define a mask shape, then call stencil_test() to use the mask
]]
function layer:stencil_mask()
  layer_stencil_mask(self.handle)
end

--[[
  Start testing against stencil buffer.

  Usage:
    layer:stencil_test()
    layer:image(heart, 0, 0)   -- only draws where stencil is set

  Behavior:
    - Subsequent draws only appear where stencil buffer has been written
    - Call after stencil_mask() and drawing your mask shape
]]
function layer:stencil_test()
  layer_stencil_test(self.handle)
end

--[[
  Disable stencil, return to normal drawing.

  Usage:
    layer:stencil_off()

  Behavior:
    - Disables stencil test, subsequent draws render normally
    - Call when done with masked drawing
]]
function layer:stencil_off()
  layer_stencil_off(self.handle)
end

One note: I renamed the image parameter in layer:image() to img to avoid shadowing the global image class. Want me to write it?

Yes.

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 go through the conversation chronologically:

  1. The conversation starts with a continuation from a previous session. The summary indicates the user wants to convert all YueScript code in Anchor and emoji-ball-battles to Lua, starting with Anchor framework.

  2. Previous session established patterns:

    • Use class:class_new() for all classes (later changed)
    • For classes extending object: call object.new(self, name) in constructor
    • Use table.insert() instead of [#t + 1]
    • Keep all comments
    • Show code before writing
    • Everything stays global
    • No big ======= banner comments
  3. Files already completed before this session: class.lua, object.lua, init.lua, image.lua, spritesheet.lua, font.lua

  4. This session started by writing spring.lua and random.lua (approved in previous session), then continued through camera.lua, shake.lua, color.lua, array.lua, math.lua, timer.lua, layer.lua.

  5. Major architectural change: Switched from modified rxi/classic with mixins to standard rxi/classic:

    • class:class_new()class:extend() for standalone classes
    • class:class_new()object:extend() for object children
    • Renamed class:is() to class:is_a() to avoid collision with object:is()
  6. User feedback throughout:

    • "Yes." to write spring.lua and random.lua
    • "Yes." to write camera.lua
    • "Yes." to write shake.lua
    • "Sure." to write color.lua
    • "Yes." to write array.lua
    • "Do not trim anything, leave full comments on for the functions that had it." - when I trimmed comments on math.lua
    • "Yes." to write math.lua (after restoring comments)
    • "Seems good. Is object.new(self, name) the correct way to have each module be an Anchor object?" - questioning the inheritance pattern
    • "Since we're not using mixins shouldn't we use rxi/classic, the unmodified version?" - suggesting switch to classic
    • "object.new(self, 'timer'), could it be object('timer')?" - I explained no, that creates a new instance
    • "rxi does class_name.super.new, we can avoid super because...?" - I explained because globals are accessible by name
    • "Avoid super when you can, and yes, make all the necessary changes." - confirmed to use object.new(self, name) pattern
    • "Change class:is to another name." - renamed to class:is_a
    • "You choose what to do next." - I chose layer.lua
    • "Yes." followed by the summary request - approved layer.lua write AND asked for summary

Let me catalog all files and their status:

Completed files: 1. class.lua - rewritten to rxi/classic 2. object.lua - converted, updated to use class:extend() 3. init.lua - converted (user modified l→lyr) 4. image.lua - converted, updated to use class:extend() 5. spritesheet.lua - converted, updated to use class:extend() 6. font.lua - converted, updated to use class:extend() 7. spring.lua - written this session, updated to use object:extend() 8. random.lua - written this session, updated to use object:extend() 9. camera.lua - written this session, updated to use object:extend() 10. shake.lua - written this session, updated to use object:extend() 11. color.lua - written this session (custom metatable, not class-based) 12. array.lua - written this session (no class, just utility functions) 13. math.lua - written this session (no class, just math extensions) 14. timer.lua - written this session with object:extend() 15. layer.lua - code shown and approved but NOT YET WRITTEN (user said "Yes." then immediately asked for summary)

Remaining files to convert: - collider.yue - animation.yue

Then after Anchor: emoji-ball-battles conversion.

The user's last message was "Yes." (to write layer.lua) followed by the summary request. So layer.lua needs to be written still.

Summary: 1. Primary Request and Intent: The user wants to convert ALL YueScript (.yue) code in both Anchor (game engine framework) and emoji-ball-battles (game) projects to plain Lua. The conversion should be done in order: Anchor framework first, then emoji-ball-battles. The user wants clean, human-readable, hand-written-quality Lua (not the ugly auto-compiled output from yue.exe). The user explicitly wants to work incrementally — one file at a time, reviewing each conversion before it's written. A new directory E:/a327ex/Anchor-lua/ was created to house the converted project.

  1. Key Technical Concepts:

    • YueScript to Lua manual conversion (not using compiler output)
    • Class system: rxi/classic (https://github.com/rxi/classic) adapted as a global class with auto-incrementing id in __call
    • class:extend() creates new classes; metatable chain provides real inheritance
    • Standalone classes (image, spritesheet, font, layer): ClassName = class:extend()
    • Object child classes (spring, random, camera, shake, timer): ClassName = object:extend()
    • Parent constructor call: object.new(self, 'name') — NOT super, NOT object('name') (which would create a separate instance)
    • class:is_a(T) for type checking (renamed from is to avoid collision with object:is() which checks name/tag)
    • class:implement(...) kept for mixins but not currently used
    • Composition pattern (child objects added via self:add(child()))
    • Color class uses custom metatable with __index/__newindex functions for property access (r,g,b,a,h,s,l)
    • YueScript syntax conversions: @self., \ method calls → :, =>function(self, ...), unlessif not, for x in *tfor _, x in ipairs(t), string interpolation → concatenation, result[] = valtable.insert(result, val)
    • Lua goto continue / ::continue:: for YueScript's continue keyword
    • All framework classes/functions remain global (no local + module returns)
    • Operator spacing convention: * and / no spaces, + and - with spaces
  2. Files and Code Sections:

    • E:\a327ex\Anchor-lua\framework\anchor\class.lua (rewritten this session)

      • Foundation class system, rxi/classic adapted as global with id counter
      • Key change: replaced mixin-based system with proper inheritance via extend()
      • is renamed to is_a to avoid collision with object:is() lua local next_id = 0 class = {} class.__index = class function class:new() end function class:extend() local cls = {} for k, v in pairs(self) do if k:find("__") == 1 then cls[k] = v end end cls.__index = cls cls.super = self setmetatable(cls, self) return cls end function class:implement(...) for _, cls in pairs({...}) do for k, v in pairs(cls) do if self[k] == nil and type(v) == "function" then self[k] = v end end end end function class:is_a(T) local mt = getmetatable(self) while mt do if mt == T then return true end mt = getmetatable(mt) end return false end function class:__call(...) local obj = setmetatable({}, self) next_id = next_id + 1 obj.id = next_id obj:new(...) return obj end
    • E:\a327ex\Anchor-lua\framework\anchor\object.lua (created in previous session, edited this session)

      • Core object class with tree structure, tags, actions system
      • Changed class:class_new()class:extend()
      • Has object:is(name_or_tag) which shadows class:is_a() intentionally
    • E:\a327ex\Anchor-lua\framework\anchor\init.lua (created in previous session)

      • Largest file (~1735 lines), framework initialization
      • User manually changed loop variable from l to lyr in update function's layer loops
    • E:\a327ex\Anchor-lua\framework\anchor\image.lua (created previous session, edited this session)

      • Changed class:class_new()class:extend()
    • E:\a327ex\Anchor-lua\framework\anchor\spritesheet.lua (created previous session, edited this session)

      • Changed class:class_new()class:extend()
    • E:\a327ex\Anchor-lua\framework\anchor\font.lua (created previous session, edited this session)

      • Changed class:class_new()class:extend()
    • E:\a327ex\Anchor-lua\framework\anchor\spring.lua (written this session)

      • Damped spring animation system, uses object:extend(), calls object.new(self, 'spring') in constructor
      • Uses local s variable in methods to avoid shadowing class name
    • E:\a327ex\Anchor-lua\framework\anchor\random.lua (written this session)

      • Seeded RNG wrapper around C random functions, uses object:extend()
      • Calls object.new(self, 'random') in constructor
    • E:\a327ex\Anchor-lua\framework\anchor\camera.lua (written this session)

      • Camera with follow, bounds, parallax, coordinate conversion
      • Uses object:extend(), calls object.new(self, 'camera')
      • Has get_effects(), to_world(), to_screen(), attach(), detach(), follow(), set_bounds()
    • E:\a327ex\Anchor-lua\framework\anchor\shake.lua (written this session)

      • Camera shake effects: trauma (Perlin noise), random shake, spring push, sine/square oscillation, handcam
      • Uses object:extend(), calls object.new(self, name or 'shake')
      • Implements get_transform() called by camera's get_effects()
    • E:\a327ex\Anchor-lua\framework\anchor\color.lua (written this session)

      • Custom metatable (NOT using class:extend()) for __index/__newindex property access
      • Properties r,g,b,a,h,s,l auto-sync between RGB and HSL
      • __call on instances returns packed RGBA integer for C drawing
      • Operators (__mul, __div, __add, __sub) mutate in place
      • Comment updated from class:class_new() to class:extend()
    • E:\a327ex\Anchor-lua\framework\anchor\array.lua (written this session)

      • Array utility functions (all, any, average, count, delete, flatten, get, has, index, join, max, etc.)
      • table.copy and table.tostring extensions
      • No class, just array = {} namespace
    • E:\a327ex\Anchor-lua\framework\anchor\math.lua (written this session)

      • Math utilities (lerp, lerp_dt, damping, clamp, remap, sign, length, angle, distance, normalize, etc.)
      • Full easing function library (sine, quad, cubic, quart, quint, expo, circ, bounce, back, elastic — each with in/out/in_out/out_in variants)
      • Global constants: PI, PI2, LN2, LN210, overshoot, amplitude, period
    • E:\a327ex\Anchor-lua\framework\anchor\timer.lua (written this session)

      • Timer scheduling: after, every, during, tween, watch, when, cooldown, every_step, during_step
      • Uses object:extend(), calls object.new(self, 'timer')
      • All methods support optional naming via name_or_callback pattern
      • Uses goto continue / ::continue:: for Lua's lack of continue
    • E:\a327ex\Anchor-lua\framework\anchor\layer.lua (code shown and APPROVED but NOT YET WRITTEN)

      • Layer wraps C layer handle for drawing (FBO)
      • Uses class:extend() (standalone, not object child)
      • All drawing methods: rectangle, circle, line, capsule, triangle, polygon, rounded_rectangle, gradients, image, spritesheet, animation, text
      • Transform stack: push/pop
      • Shader support: apply_shader, shader_set_float/vec2/vec4/int
      • Stencil support: stencil_mask/test/off
      • img parameter name used in layer:image() to avoid shadowing global image class
  3. Errors and fixes:

    • Wrong inheritance pattern (class:class_new() for all classes): Initially all classes used class:class_new() which meant object-child classes (timer, spring, etc.) didn't have access to object methods through the metatable chain. User questioned whether object.new(self, name) was correct, leading to discovery that object:extend() should be used for child classes.
      • Fix: Switched to rxi/classic, used object:extend() for child classes, class:extend() for standalone classes.
    • class:is() name collision with object:is(): Classic's is() checks type hierarchy, object's is() checks name/tag. User said "Change class:is to another name."
      • Fix: Renamed to class:is_a(T).
    • Trimmed comments on math.lua: I shortened/removed full docstrings on utility functions. User said "Do not trim anything, leave full comments on for the functions that had it."
      • Fix: Restored all full comments from the original YueScript source.
    • object('timer') vs object.new(self, 'timer'): User asked if object('timer') could be used. I explained this creates a new separate instance via __call, not what we want.
  4. Problem Solving:

    • Resolved class system architecture: switched from custom mixin-based class.lua to standard rxi/classic with proper inheritance
    • Determined correct inheritance chain: timer instance → timer → object → class
    • Color class correctly identified as needing custom metatable rather than class:extend() due to index/newindex requirements
    • Layer's image method parameter renamed to img to avoid shadowing the global image class
  5. All user messages:

    • "Yes." (write spring.lua and random.lua — continuation from previous session)
    • "Yes." (write camera.lua)
    • "Yes." (write shake.lua)
    • "Sure." (write color.lua)
    • "Yes." (write array.lua)
    • "Do not trim anything, leave full comments on for the functions that had it." (regarding math.lua trimmed comments)
    • "Yes." (write math.lua with full comments)
    • "Seems good. Is object.new(self, name) the correct way to have each module be an Anchor object?" (questioning inheritance)
    • "Since we're not using mixins shouldn't we use rxi/classic, the unmodified version? Grab it from github and see if it would make things simpler." (suggesting classic)
    • "object.new(self, 'timer'), could it be object('timer')?" (asking about constructor syntax)
    • "rxi does class_name.super.new, we can avoid super because...?" (asking about super pattern)
    • "Avoid super when you can, and yes, make all the necessary changes." (confirmed approach + apply changes)
    • "Change class:is to another name." (rename to avoid collision)
    • "You choose what to do next." (let me pick next file)
    • "Yes." + summary request (approve layer.lua write + request summary)
  6. Pending Tasks:

    • Write layer.lua to disk (code approved, not yet written)
    • Convert remaining Anchor framework files: collider.yue, animation.yue
    • After all Anchor framework files: convert emoji-ball-battles
  7. Current Work: I presented the full layer.lua conversion code to the user. The user responded "Yes." approving it for writing, then immediately requested this summary. The layer.lua file has NOT been written to disk yet.

  8. Optional Next Step: Write layer.lua to disk (user approved with "Yes."), then read and convert the next .yue file (collider.yue or animation.yue). The user's last actionable message before the summary request was "Yes." in response to "Want me to write it?" for layer.lua, and the previous message was "You choose what to do next." indicating I should continue converting files in whatever order I choose.

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\33d3579e-444c-4df3-a069-53006b0e1d84.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.

I need to write layer.lua (approved but not yet written) and then continue with the remaining files. Let me first check what's already been written and what YueScript files remain.

Glob (*.yue)

E:\a327ex\Anchor\framework\anchor\object.yue
E:\a327ex\Anchor\framework\anchor\image.yue
E:\a327ex\Anchor\framework\anchor\font.yue
E:\a327ex\Anchor\framework\anchor\camera.yue
E:\a327ex\Anchor\framework\anchor\spring.yue
E:\a327ex\Anchor\framework\anchor\random.yue
E:\a327ex\Anchor\framework\anchor\array.yue
E:\a327ex\Anchor\framework\anchor\spritesheet.yue
E:\a327ex\Anchor\framework\anchor\layer.yue
E:\a327ex\Anchor\framework\anchor\shake.yue
E:\a327ex\Anchor\framework\anchor\animation.yue
E:\a327ex\Anchor\framework\anchor\color.yue
E:\a327ex\Anchor\framework\anchor\math.yue
E:\a327ex\Anchor\framework\anchor\timer.yue
E:\a327ex\Anchor\framework\anchor\init.yue
E:\a327ex\Anchor\framework\anchor\collider.yue

Good — layer.lua is missing, and collider.yue and animation.yue still need conversion. Let me read the original layer.yue to reconstruct the conversion, then read the two remaining files.

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
... [592 more lines]

Read (E:/a327ex/Anchor/framework/anchor/animation.yue)

     1→global *
     2→
     3→--[[
     4→  Animation class for sprite sheet animations.
     5→
     6→  Animations play through frames of a spritesheet with configurable timing,
     7→  loop modes, and per-frame callbacks.
     8→
     9→  Usage:
    10→    -- As object child (recommended)
    11→    @\add animation 'anim', an.spritesheets.hit, 0.03, 'once',
    12→      [3]: => print "frame 3"
    13→      [0]: => @\kill!
    14→
    15→    -- Drawing
    16→    layer\animation @anim, x, y, r, sx, sy
    17→
    18→  Properties:
    19→    @spritesheet - spritesheet reference
    20→    @frame       - current frame (1-indexed)
    21→    @delay       - frame delay (number or table of per-frame delays)
    22→    @loop_mode   - 'once', 'loop', or 'bounce'
    23→    @actions     - table of callbacks indexed by frame number (0 = completion)
    24→    @playing     - whether animation is playing
    25→    @dead        - true when 'once' animation completes
    26→    @direction   - play direction (1 forward, -1 reverse for bounce)
    27→]]
    28→class animation extends object
    29→  --[[
    30→    Creates a new animation.
... [124 more lines]

Read (E:/a327ex/Anchor/framework/anchor/collider.yue)

     1→global *
     2→
     3→--[[
     4→  Collider class - wraps a Box2D physics body.
     5→
     6→  A child object added to game objects. Dies when parent dies.
     7→  Name defaults to 'collider' so parent accesses it as @collider.
     8→
     9→  Usage:
    10→    @\add collider 'player', 'dynamic', 'circle', 16
    11→    @\add collider 'wall', 'static', 'box', 64, 32
    12→
    13→  Multiple colliders on one object:
    14→    hitbox = collider 'player_hitbox', 'dynamic', 'circle', 12
    15→    hitbox.name = 'hitbox'
    16→    @\add hitbox
    17→]]
    18→-- Unique ID counter for colliders
    19→collider_next_id = 1
    20→
    21→class collider extends object
    22→  new: (@tag, @body_type, @shape_type, ...) =>
    23→    super 'collider'
    24→    @body = physics_create_body @body_type, 0, 0
    25→
    26→    -- Add initial shape based on shape_type
    27→    -- Last arg can be opts table (e.g. {sensor: true})
    28→    shape_args = {...}
    29→    opts = {}
    30→    if type(shape_args[#shape_args]) == 'table'
... [150 more lines]

Good, I have all three remaining files. Let me write layer.lua first (already approved), then present the other two conversions.

Write (E:/a327ex/Anchor-lua/framework/anchor/layer.lua)

File created successfully at: E:/a327ex/Anchor-lua/framework/anchor/layer.lua

layer.lua written. Now for animation.yue — this extends object, so it uses object:extend(). Here's the conversion:

require('anchor.object')

--[[
  Animation class for sprite sheet animations.

  Animations play through frames of a spritesheet with configurable timing,
  loop modes, and per-frame callbacks.

  Usage:
    -- As object child (recommended)
    self:add(animation('anim', an.spritesheets.hit, 0.03, 'once', {
      [3] = function(self) print("frame 3") end,
      [0] = function(self) self:kill() end,
    }))

    -- Drawing
    layer:animation(self.anim, x, y, r, sx, sy)

  Properties:
    self.spritesheet - spritesheet reference
    self.frame       - current frame (1-indexed)
    self.delay       - frame delay (number or table of per-frame delays)
    self.loop_mode   - 'once', 'loop', or 'bounce'
    self.actions     - table of callbacks indexed by frame number (0 = completion)
    self.playing     - whether animation is playing
    self.dead        - true when 'once' animation completes
    self.direction   - play direction (1 forward, -1 reverse for bounce)
]]
animation = object:extend()

--[[
  Creates a new animation.

  Parameters:
    spritesheet_name - spritesheet name to look up in an.spritesheets
    delay            - seconds per frame (number) or per-frame delays (table)
    loop_mode        - 'once' (play once, set dead), 'loop' (repeat), 'bounce' (ping-pong)
    actions          - optional table of callbacks: {[frame]: function, [0]: on_complete}

  Callbacks receive the parent object as self when using fat arrow syntax.
]]
function animation:new(spritesheet_name, delay, loop_mode, actions)
  object.new(self, spritesheet_name)
  self.spritesheet = an.spritesheets[spritesheet_name]
  self.delay = delay or 0.1
  self.loop_mode = loop_mode or 'loop'
  self.actions = actions or {}
  self.frame = 1
  self.timer = 0
  self.direction = 1
  self.playing = true
  self.dead = false
  -- Fire action for frame 1 on creation if it exists
  self:_fire_action(1)
end

--[[
  Updates animation timing. Called automatically when added to an object.

  Parameters:
    dt - delta time in seconds
]]
function animation:update(dt)
  if not self.playing then return end
  if self.dead then return end

  self.timer = self.timer + dt
  local current_delay = self:_get_delay(self.frame)

  while self.timer >= current_delay and self.playing and not self.dead do
    self.timer = self.timer - current_delay
    self:_advance_frame()
    current_delay = self:_get_delay(self.frame)
  end
end

--[[
  Starts or resumes playback.
]]
function animation:play()
  self.playing = true
end

--[[
  Pauses playback without resetting.
]]
function animation:stop()
  self.playing = false
end

--[[
  Resets animation to initial state and starts playing.
]]
function animation:reset()
  self.frame = 1
  self.timer = 0
  self.direction = 1
  self.dead = false
  self.playing = true
  self:_fire_action(1)
end

--[[
  Jumps to a specific frame.

  Parameters:
    frame - frame number (1-indexed)
]]
function animation:set_frame(frame)
  self.frame = math.clamp(frame, 1, self.spritesheet.frames)
  self.timer = 0
  self:_fire_action(self.frame)
end

-- Internal: get delay for a frame
function animation:_get_delay(frame)
  if type(self.delay) == 'table' then
    return self.delay[frame] or self.delay[1] or 0.1
  else
    return self.delay
  end
end

-- Internal: fire action callback for a frame
function animation:_fire_action(frame)
  if self.actions[frame] then
    if self.parent then
      self.actions[frame](self.parent)
    else
      self.actions[frame](self)
    end
  end
end

-- Internal: advance to next frame based on loop mode
function animation:_advance_frame()
  local next_frame = self.frame + self.direction

  if self.loop_mode == 'once' then
    if next_frame > self.spritesheet.frames then
      self:kill()
      self.playing = false
      self:_fire_action(0)
      return
    end
    self.frame = next_frame
    self:_fire_action(self.frame)

  elseif self.loop_mode == 'loop' then
    if next_frame > self.spritesheet.frames then
      self.frame = 1
      self:_fire_action(0)
      self:_fire_action(self.frame)
    else
      self.frame = next_frame
      self:_fire_action(self.frame)
    end

  elseif self.loop_mode == 'bounce' then
    if next_frame > self.spritesheet.frames then
      self.direction = -1
      self.frame = self.spritesheet.frames - 1
      self:_fire_action(0)
      if self.frame >= 1 then
        self:_fire_action(self.frame)
      end
    elseif next_frame < 1 then
      self.direction = 1
      self.frame = 2
      self:_fire_action(0)
      if self.frame <= self.spritesheet.frames then
        self:_fire_action(self.frame)
      end
    else
      self.frame = next_frame
      self:_fire_action(self.frame)
    end
  end
end

One thing to note: the original passes the spritesheet name string to super (which becomes object.new(self, spritesheet_name)), so the object's name is the spritesheet name. This is what the original does — the first argument to new is used as both the object name and the spritesheet lookup key. Want me to write it?

Yes.

Write (E:/a327ex/Anchor-lua/framework/anchor/animation.lua)

File created successfully at: E:/a327ex/Anchor-lua/framework/anchor/animation.lua

animation.lua written. Last framework file — collider.yue. This extends object and has a YueScript switch statement that needs converting:

require('anchor.object')

--[[
  Collider class - wraps a Box2D physics body.

  A child object added to game objects. Dies when parent dies.
  Name defaults to 'collider' so parent accesses it as self.collider.

  Usage:
    self:add(collider('player', 'dynamic', 'circle', 16))
    self:add(collider('wall', 'static', 'box', 64, 32))

  Multiple colliders on one object:
    hitbox = collider('player_hitbox', 'dynamic', 'circle', 12)
    hitbox.name = 'hitbox'
    self:add(hitbox)
]]
-- Unique ID counter for colliders
collider_next_id = 1

collider = object:extend()

function collider:new(tag, body_type, shape_type, ...)
  object.new(self, 'collider')
  self.tag = tag
  self.body_type = body_type
  self.shape_type = shape_type
  self.body = physics_create_body(self.body_type, 0, 0)

  -- Add initial shape based on shape_type
  -- Last arg can be opts table (e.g. {sensor = true})
  local shape_args = {...}
  local opts = {}
  if type(shape_args[#shape_args]) == 'table' then
    opts = table.remove(shape_args)
  end
  if self.shape_type == 'circle' then
    self.shape = physics_add_circle(self.body, self.tag, shape_args[1], opts)
  elseif self.shape_type == 'box' then
    self.shape = physics_add_box(self.body, self.tag, shape_args[1], shape_args[2], opts)
  elseif self.shape_type == 'capsule' then
    self.shape = physics_add_capsule(self.body, self.tag, shape_args[1], shape_args[2], opts)
  elseif self.shape_type == 'polygon' then
    self.shape = physics_add_polygon(self.body, self.tag, shape_args[1], opts)
  end

  -- Register with unique ID (userdata can't be compared directly)
  self.id = collider_next_id
  collider_next_id = collider_next_id + 1
  physics_set_user_data(self.body, self.id)
  an.colliders[self.id] = self

  -- Position sync: physics -> parent each frame
  self:early_action('sync', function()
    self.parent.x, self.parent.y = physics_get_position(self.body)
  end)
end

function collider:destroy()
  an.colliders[self.id] = nil
  physics_destroy_body(self.body)
end

-- Position
function collider:get_position() return physics_get_position(self.body) end
function collider:set_position(x, y) physics_set_position(self.body, x, y) end
function collider:get_angle() return physics_get_angle(self.body) end
function collider:set_angle(angle) physics_set_angle(self.body, angle) end

-- Velocity
function collider:get_velocity() return physics_get_velocity(self.body) end
function collider:set_velocity(vx, vy) physics_set_velocity(self.body, vx, vy) end
function collider:get_angular_velocity() return physics_get_angular_velocity(self.body) end
function collider:set_angular_velocity(av) physics_set_angular_velocity(self.body, av) end

-- Forces & impulses
function collider:apply_force(fx, fy) physics_apply_force(self.body, fx, fy) end
function collider:apply_force_at(fx, fy, px, py) physics_apply_force_at(self.body, fx, fy, px, py) end
function collider:apply_impulse(ix, iy) physics_apply_impulse(self.body, ix, iy) end
function collider:apply_impulse_at(ix, iy, px, py) physics_apply_impulse_at(self.body, ix, iy, px, py) end
function collider:apply_torque(torque) physics_apply_torque(self.body, torque) end
function collider:apply_angular_impulse(impulse) physics_apply_angular_impulse(self.body, impulse) end

-- Body properties
function collider:set_linear_damping(damping) physics_set_linear_damping(self.body, damping) end
function collider:set_angular_damping(damping) physics_set_angular_damping(self.body, damping) end
function collider:set_gravity_scale(scale) physics_set_gravity_scale(self.body, scale) end
function collider:set_fixed_rotation(fixed) physics_set_fixed_rotation(self.body, fixed) end
function collider:set_bullet(bullet) physics_set_bullet(self.body, bullet) end

-- Shape properties (operate on self.shape by default, or pass explicit shape)
function collider:set_friction(friction, shape) physics_shape_set_friction(shape or self.shape, friction) end
function collider:get_friction(shape) return physics_shape_get_friction(shape or self.shape) end
function collider:set_restitution(restitution, shape) physics_shape_set_restitution(shape or self.shape, restitution) end
function collider:get_restitution(shape) return physics_shape_get_restitution(shape or self.shape) end
function collider:set_density(density, shape) physics_shape_set_density(shape or self.shape, density) end
function collider:get_density(shape) return physics_shape_get_density(shape or self.shape) end
function collider:destroy_shape(shape, update_mass)
  if update_mass == nil then update_mass = true end
  physics_shape_destroy(shape, update_mass)
end

--[[
  Adds an additional circle shape to this body.

  Usage:
    shape = self.collider:add_circle('hitbox', 8, {offset_x = 10})

  Returns: shape handle
]]
function collider:add_circle(tag, radius, opts)
  return physics_add_circle(self.body, tag, radius, opts or {})
end

--[[
  Adds an additional box shape to this body.

  Usage:
    shape = self.collider:add_box('hitbox', 32, 16, {offset_x = 0, offset_y = -8})

  Returns: shape handle
]]
function collider:add_box(tag, width, height, opts)
  return physics_add_box(self.body, tag, width, height, opts or {})
end

--[[
  Adds an additional capsule shape to this body.

  Usage:
    shape = self.collider:add_capsule('hitbox', 24, 8)

  Returns: shape handle
]]
function collider:add_capsule(tag, length, radius, opts)
  return physics_add_capsule(self.body, tag, length, radius, opts or {})
end

--[[
  Adds an additional polygon shape to this body.

  Usage:
    verts = {-16, -16, 16, -16, 16, 16, -16, 16}
    shape = self.collider:add_polygon('hitbox', verts)

  Vertices are a flat array: {x1, y1, x2, y2, ...}
  Returns: shape handle
]]
function collider:add_polygon(tag, vertices, opts)
  return physics_add_polygon(self.body, tag, vertices, opts or {})
end

--[[
  Returns the total mass of this body (sum of all shape densities * areas).
]]
function collider:get_mass() return physics_get_mass(self.body) end

--[[
  Sets the center of mass relative to the body origin (in pixels).
  This overrides the computed center of mass from shapes.

  Usage:
    self.collider:set_center_of_mass(0, 0)  -- center at body origin
]]
function collider:set_center_of_mass(x, y) physics_set_center_of_mass(self.body, x, y) end

--[[
  Returns the body type: 'static', 'kinematic', or 'dynamic'.
]]
function collider:get_body_type() return physics_get_body_type(self.body) end

--[[
  Returns true if the body is awake (actively simulating).
  Bodies sleep when they come to rest to save CPU.
]]
function collider:is_awake() return physics_is_awake(self.body) end

--[[
  Wakes up or puts the body to sleep.

  Usage:
    self.collider:set_awake(true)  -- wake up
]]
function collider:set_awake(awake) physics_set_awake(self.body, awake) end

--[[
  Returns a table of all shapes on this body with world-space geometry.
  Each entry has: type ("circle", "polygon", "capsule", "segment"), tag, sensor
  Circle: x, y, radius
  Polygon: vertices {x1,y1,x2,y2,...}, count, radius
  Capsule: x1, y1, x2, y2, radius
  Segment: x1, y1, x2, y2
]]
function collider:get_shapes_geometry() return physics_get_shapes_geometry(self.body) end

A few conversion notes: - YueScript switch/whenif/elseif chain - YueScript default params shape=@shapeshape or self.shape at usage site - YueScript default update_mass=true → explicit nil check - The early_action closure captures self naturally in Lua (no fat arrow needed)

Want me to write it?

Sure.

Write (E:/a327ex/Anchor-lua/framework/anchor/collider.lua)

File created successfully at: E:/a327ex/Anchor-lua/framework/anchor/collider.lua

collider.lua written. That's all the Anchor framework .yue files converted. Let me verify the full set.

Bash (echo "=== Lua files ===" && ls E:/a327ex/Anchor-lua/framework/anchor/*.lua | sor...)

=== Lua files ===
E:/a327ex/Anchor-lua/framework/anchor/animation.lua
E:/a327ex/Anchor-lua/framework/anchor/array.lua
E:/a327ex/Anchor-lua/framework/anchor/camera.lua
E:/a327ex/Anchor-lua/framework/anchor/class.lua
E:/a327ex/Anchor-lua/framework/anchor/collider.lua
E:/a327ex/Anchor-lua/framework/anchor/color.lua
E:/a327ex/Anchor-lua/framework/anchor/font.lua
E:/a327ex/Anchor-lua/framework/anchor/image.lua
E:/a327ex/Anchor-lua/framework/anchor/init.lua
E:/a327ex/Anchor-lua/framework/anchor/layer.lua
E:/a327ex/Anchor-lua/framework/anchor/math.lua
E:/a327ex/Anchor-lua/framework/anchor/object.lua
E:/a327ex/Anchor-lua/framework/anchor/random.lua
E:/a327ex/Anchor-lua/framework/anchor/shake.lua
E:/a327ex/Anchor-lua/framework/anchor/spring.lua
E:/a327ex/Anchor-lua/framework/anchor/spritesheet.lua
E:/a327ex/Anchor-lua/framework/anchor/timer.lua

=== YueScript originals ===
E:/a327ex/Anchor/framework/anchor/animation.yue
E:/a327ex/Anchor/framework/anchor/array.yue
E:/a327ex/Anchor/framework/anchor/camera.yue
E:/a327ex/Anchor/framework/anchor/collider.yue
E:/a327ex/Anchor/framework/anchor/color.yue
E:/a327ex/Anchor/framework/anchor/font.yue
E:/a327ex/Anchor/framework/anchor/image.yue
E:/a327ex/Anchor/framework/anchor/init.yue
E:/a327ex/Anchor/framework/anchor/layer.yue
E:/a327ex/Anchor/framework/anchor/math.yue
... [6 more lines]

All 16 YueScript files have corresponding Lua conversions (class.lua has no .yue original — it was rewritten from scratch). The entire Anchor framework is converted.

Summary of all converted framework files:

File Type Notes
class.lua standalone rxi/classic base, global class
object.lua class:extend() core object tree, tags, actions
init.lua framework init ~1735 lines, an singleton
image.lua class:extend() C texture wrapper
spritesheet.lua class:extend() C spritesheet wrapper
font.lua class:extend() C font wrapper
layer.lua class:extend() FBO drawing layer
color.lua custom metatable RGB/HSL sync, property access
array.lua utility namespace no class, just functions
math.lua utility namespace extensions + easing library
spring.lua object:extend() damped spring animation
random.lua object:extend() seeded RNG wrapper
camera.lua object:extend() camera with follow/bounds
shake.lua object:extend() camera shake effects
timer.lua object:extend() scheduling system
animation.lua object:extend() spritesheet animation
collider.lua object:extend() Box2D physics body

Next step is converting emoji-ball-battles. Want to proceed with that?

No. We need to convert the test in Anchor and make sure everything works. Check what we need to do first and tell me.

Bash (ls E:/a327ex/Anchor-lua/ 2>/dev/null)

docs/
engine/
framework/
reference/
release/
scripts/

Read (E:/a327ex/Anchor/framework/main.yue)

     1→global *
     2→
     3→require('anchor')
     4→  width: 480
     5→  height: 270
     6→  title: "Primitives Test"
     7→
     8→--[[
     9→-- =============================================================================
    10→-- SHAPES TEST (commented out)
    11→-- =============================================================================
    12→
    13→-- Setup layer
    14→game = an\layer 'game'
    15→game.camera = nil  -- No camera, draw in screen space
    16→
    17→-- Colors
    18→white = color 255, 255, 255
    19→red = color 255, 100, 100
    20→green = color 100, 255, 100
    21→blue = color 100, 100, 255
    22→yellow = color 255, 255, 100
    23→cyan = color 100, 255, 255
    24→magenta = color 255, 100, 255
    25→orange = color 255, 180, 100
    26→bg = color 40, 44, 52
    27→
    28→-- Primitives test - static display
    29→an\late_action 'draw', =>
    30→  -- Background
... [1023 more lines]

Read (E:/a327ex/Anchor/framework/main.lua)

     1→
     2→
     3→
     4→require('anchor')({ width = 480, height = 
     5→270, title = 
     6→"Primitives Test" })
     7→
     8→
     9→
    10→
    11→
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    30→
... [1018 more lines]

Read (E:/a327ex/Anchor-lua/framework/main.lua)

     1→
     2→
     3→
     4→require('anchor')({ width = 480, height = 
     5→270, title = 
     6→"Primitives Test" })
     7→
     8→
     9→
    10→
    11→
    12→
    13→
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    30→
... [1018 more lines]

Read (E:/a327ex/Anchor/framework/run.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→.\yue.exe -r main.yue
     4→.\yue.exe -r anchor/
     5→..\engine\build\anchor.exe .
     6→

Read (E:/a327ex/Anchor-lua/framework/run.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→..\engine\build\anchor.exe .
     4→

Good. Here's the situation:

What needs to happen to test:

  1. Convert main.yue to main.lua — The test file in Anchor-lua/framework/main.lua is currently the ugly yue.exe auto-compiled output (look at those do...end blocks, _class_0, _parent_0 etc.). It needs to be hand-converted to clean Lua, same as we did for the framework files. This is the big one — ~1050 lines covering:

    • Engine state tests (print-based)
    • Color tests (33 tests)
    • Array tests
    • Physics setup (walls, balls, colliders)
    • Game object classes defined inline (wall, impulse_block, slowing_zone, ball — all extend object)
    • Audio/playlist tests
    • Camera/shake tests
    • Animation tests
    • Collision handling
    • Draw pipeline (layers, shaders, compositing)
  2. run.bat is already correct — It just runs ../engine/build/anchor.exe . (no yue compilation step needed since we're writing Lua directly).

  3. Assets/shaders already copied — The assets/ and shaders/ directories are in place.

  4. The animation constructor needs attention — In the test, animations are created with animation(an.spritesheets.hit, 0.1, 'loop') passing a spritesheet object directly, but our animation:new expects a name string (to look up in an.spritesheets). We need to decide: change the constructor or change the test calls. The original YueScript also passes the spritesheet object with super spritesheet (which would pass an object as the name to object.new). This is a wrinkle worth looking at.

So: one file to convert (main.yue → clean main.lua), one API question (animation constructor), then build and run. Want me to start converting main.yue?

Differences between the framework Lua files and what's in the test should favor the framework Lua files, since those are newer and we made the changes to those files as we wrote emoji-ball-battles, while this test was only last changed when we first finished the engine. Yes, you can convert main.yue, and do it all in one go, you don't need to show it to me beforehand.

Write (E:/a327ex/Anchor-lua/framework/main.lua)

The file E:/a327ex/Anchor-lua/framework/main.lua has been updated successfully.

main.lua converted. Key changes from the original test:

You can now build and run it with cd E:/a327ex/Anchor-lua/framework && run.bat.

Great, try to run it.

Bash (ls E:/a327ex/Anchor-lua/engine/build/anchor.exe 2>/dev/null; echo "---"; cat E:/...)

E:/a327ex/Anchor-lua/engine/build/anchor.exe*
---
@echo off
cd /d "%~dp0"
..\engine\build\anchor.exe .

Engine executable exists. Let me run it.

Bash (cd E:/a327ex/Anchor-lua/framework && ../engine/build/anchor.exe . 2>&1)

Anchor Engine starting...
Game folder: .
Loading: main.lua
Audio engine initialized
OpenGL 3.3 loaded
Renderer: NVIDIA GeForce RTX 2060/PCIe/SSE2
Shader program created
Game VAO/VBO created (stride=128 bytes)
Screen shader created
Screen VAO/VBO created
Engine initialized: 480x270 @ 3.0x scale
=== ENGINE STATE TESTS ===
Static values (set at init):
  an.width = 480
  an.height = 270
  an.dt = 0.0083333333333333
  an.platform = windows
=== COLOR TESTS ===
Test 1 - Default color: r=255 g=255 b=255 a=255
  Expected: r=255 g=255 b=255 a=255
Test 2 - Red color: r=255 g=0 b=0 a=255
  Expected: r=255 g=0 b=0 a=255
Test 3 - Green transparent: r=0 g=255 b=0 a=128
  Expected: r=0 g=255 b=0 a=128
Test 4 - Modified: r=200 g=50 b=100 a=255
  Expected: r=200 g=50 b=100 a=255
Test 5 - Packed value: 4286595327
  Expected (rgba): 4286595327
  Match: true

... [243 more lines]

Everything works. All tests pass — all 33 color tests, all array tests, engine state, physics initialization, resource loading (fonts, images, shaders, sounds, music, spritesheets), animations, layers. The engine started up cleanly and shut down without errors.

The "once animation completed!" message confirms the animation callback system works correctly too — the 'once' mode animation played through its frames and fired the completion callback.

The framework Lua conversion is fully functional. Ready to move on to emoji-ball-battles whenever you want.

Tell me what all the keys are to test each thing.

From the test output and the code:

Ball / Physics: - K — Spawn a ball (drops from top-left) - P — Impulse all balls rightward - Click (mouse 1) — Flash + jiggle the ball under cursor

Camera Movement: - W / Up — Move camera up - S / Down — Move camera down - A / Left — Move camera left - D / Right — Move camera right

Camera Shake: - R — Spring-pull camera rotation (15 degrees) - T — Trauma shake (Perlin noise) - Y — Push shake (random direction, 20px) - U — Random shake (15px, 0.5s) - I — Sine oscillation (random dir, 15px, 8Hz, 0.5s) - O — Square oscillation (random dir, 15px, 8Hz, 0.5s) - H — Toggle handcam

Engine State: - E — Print dynamic engine values (frame, time, fps, etc.)

Time Scale: - F1 — Slow to 0.5 (instant) - F2 — Slow to 0.5 with 0.5s recovery - F3 — Slow to 0.1 with 1s elastic recovery - F4 — Cancel slow - F5 — Hit stop 0.1s - F6 — Hit stop 0.2s (UI excluded) - F7 — Print time scale info

Animation: - F8 — Reset the 'once' animation

Audio: - 1 — Play death sound - 2 — Play track1 directly - 3 — Stop music - 4 — Start playlist - 5 — Playlist next - 6 — Playlist prev - 7 — Toggle shuffle - 8 — Toggle crossfade (0 or 2 seconds) - 9 — Crossfade to track2 (2 seconds) - 0 — Stop playlist

Window: - ESC — Exit - F11 — Toggle fullscreen

Run it please

Bash (cd E:/a327ex/Anchor-lua/framework && ../engine/build/anchor.exe . 2>&1)

Command running in background with ID: b07873a. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b07873a.output

It's running. Test away and close the window when you're done.

<task-notification> <task-id>b07873a</task-id> <tool-use-id>toolu_0115Bbq7ftGAzC3DGJ1Xpb9L</tool-use-id> <output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b07873a.output</output-file> completed

Background command "Run the Anchor-lua framework test" completed (exit code 0) </task-notification> Read the output file to retrieve the result: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b07873a.output

Read (C:/Users/adn/AppData/Local/Temp/claude/E--a327ex/tasks/b07873a.output)

     1→Anchor Engine starting...
     2→Game folder: .
     3→Loading: main.lua
     4→Audio engine initialized
     5→OpenGL 3.3 loaded
     6→Renderer: NVIDIA GeForce RTX 2060/PCIe/SSE2
     7→Shader program created
     8→Game VAO/VBO created (stride=128 bytes)
     9→Screen shader created
    10→Screen VAO/VBO created
    11→Engine initialized: 480x270 @ 3.0x scale
    12→=== ENGINE STATE TESTS ===
    13→Static values (set at init):
    14→  an.width = 480
    15→  an.height = 270
    16→  an.dt = 0.0083333333333333
    17→  an.platform = windows
    18→=== COLOR TESTS ===
    19→Test 1 - Default color: r=255 g=255 b=255 a=255
    20→  Expected: r=255 g=255 b=255 a=255
    21→Test 2 - Red color: r=255 g=0 b=0 a=255
    22→  Expected: r=255 g=0 b=0 a=255
    23→Test 3 - Green transparent: r=0 g=255 b=0 a=128
    24→  Expected: r=0 g=255 b=0 a=128
    25→Test 4 - Modified: r=200 g=50 b=100 a=255
    26→  Expected: r=200 g=50 b=100 a=255
    27→Test 5 - Packed value: 4286595327
    28→  Expected (rgba): 4286595327
    29→  Match: true
    30→
... [287 more lines]

Clean run, no errors. Everything you tested worked:

No errors, no crashes, clean shutdown. The Lua framework conversion is solid. How did everything look visually?

Perfect, everything is working. How else do the Anchor-lua and Anchor folders differ?

Bash (echo "=== Anchor ===" && find E:/a327ex/Anchor -type f | sed 's|E:/a327ex/Anchor...)

<persisted-output>
Output too large (146.3KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\33d3579e-444c-4df3-a069-53006b0e1d84\tool-results\b288059.txt

Preview (first 2KB):
=== Anchor ===
.git/COMMIT_EDITMSG
.git/config
.git/description
.git/FETCH_HEAD
.git/HEAD
.git/hooks/applypatch-msg.sample
.git/hooks/commit-msg.sample
.git/hooks/fsmonitor-watchman.sample
.git/hooks/post-update.sample
.git/hooks/pre-applypatch.sample
.git/hooks/pre-commit.sample
.git/hooks/pre-merge-commit.sample
.git/hooks/prepare-commit-msg.sample
.git/hooks/pre-push.sample
.git/hooks/pre-rebase.sample
.git/hooks/pre-receive.sample
.git/hooks/push-to-checkout.sample
.git/hooks/sendemail-validate.sample
.git/hooks/update.sample
.git/index
.git/info/exclude
.git/logs/HEAD
.git/logs/refs/heads/main
.git/logs/refs/remotes/origin/HEAD
.git/logs/refs/remotes/origin/main
... [26 more lines]

Too much git noise. Let me filter that out.

Bash (echo "=== Only in Anchor (not in Anchor-lua) ===" && diff <(cd E:/a327ex/Anchor ...)

=== Only in Anchor (not in Anchor-lua) ===
framework/anchor/animation.yue
framework/anchor/array.yue
framework/anchor/camera.yue
framework/anchor/collider.yue
framework/anchor/color.yue
framework/anchor/font.yue
framework/anchor/image.yue
framework/anchor/init.yue
framework/anchor/layer.yue
framework/anchor/math.yue
framework/anchor/object.yue
framework/anchor/random.yue
framework/anchor/shake.yue
framework/anchor/spring.yue
framework/anchor/spritesheet.yue
framework/anchor/timer.yue
framework/animation.yue
framework/array.yue
framework/camera.yue
framework/collider.yue
framework/color.yue
framework/font.yue
framework/image.yue
framework/init.yue
framework/layer.yue
framework/main.yue
framework/math.yue
framework/object.yue
framework/random.yue
... [8 more lines]

Pretty clean. The differences:

Anchor has, Anchor-lua doesn't: - framework/anchor/*.yue — the 16 YueScript source files (replaced by .lua) - framework/*.yue — duplicate copies of the same .yue files at the framework root level (these are what yue.exe compiles from) - framework/main.yue — the test file (replaced by main.lua) - framework/yue.exe — the YueScript compiler (no longer needed)

Anchor-lua has, Anchor doesn't: - framework/anchor/class.lua — the rxi/classic-based class system (new file, no .yue equivalent)

Everything else (engine source, engine build, docs, assets, shaders, scripts, release, reference) is shared/identical. The conversion is a clean 1:1 replacement — all .yue files became .lua files, yue.exe was dropped, and class.lua was added as the new foundation.

Let us fix the documentation files in docs/, those need to be changed to match the fact that it's all Lua now. @"....\anchor.blot.im\notes\Anchor Engine Overview.md" also needs to be changed accordingly. But first, let me compact you. Any information you need to carry over?

Let me save the key information to memory before compaction.

This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.

Summary: 1. Primary Request and Intent: The user is converting ALL YueScript (.yue) code in both the Anchor game engine framework and emoji-ball-battles game project to plain, hand-written Lua. The conversion is being done in the E:/a327ex/Anchor-lua/ directory. The order is: Anchor framework first, then emoji-ball-battles. This session completed the final framework files (layer.lua, animation.lua, collider.lua), converted the test file (main.lua), verified everything runs correctly, and identified the next task: updating documentation files to reflect the Lua conversion.

  1. Key Technical Concepts:

    • Class system: rxi/classic adapted as global class with auto-incrementing id in __call
    • Inheritance patterns: class:extend() for standalone classes (image, spritesheet, font, layer), object:extend() for object children (spring, random, camera, shake, timer, animation, collider)
    • Parent constructor call: object.new(self, 'name') — NOT super, NOT object('name') (which creates a new instance)
    • Color class: Custom metatable (NOT class:extend()) for __index/__newindex property access on r,g,b,a,h,s,l
    • YueScript → Lua conversions: @self., \ method calls → :, =>function(self, ...), ->function(...), unlessif not, for x in *tfor _, x in ipairs(t), string interpolation → concatenation, switch/whenif/elseif, result[] = valtable.insert(result, val), continuegoto continue/::continue::
    • Operator spacing convention: * and / no spaces, + and - with spaces
    • All framework classes/functions remain global (no local + module returns)
    • Framework Lua files are source of truth over test code (user explicitly stated this)
    • Animation constructor expects a name string (e.g. 'hit'), not a spritesheet object
  2. Files and Code Sections:

    • E:\a327ex\Anchor-lua\framework\anchor\layer.lua (written this session)

      • Layer wraps C layer handle for drawing (FBO). Uses class:extend().
      • All drawing methods: rectangle, circle, line, capsule, triangle, polygon, rounded_rectangle, gradients, image, spritesheet, animation, text
      • Transform stack: push/pop. Shader support. Stencil support.
      • layer:text() uses parameter name f for font to avoid shadowing global font
      • layer:image() uses parameter name img to avoid shadowing global image
    • E:\a327ex\Anchor-lua\framework\anchor\animation.lua (written this session)

      • Sprite sheet animation with configurable timing, loop modes, per-frame callbacks
      • Uses object:extend(), calls object.new(self, spritesheet_name) — first arg is a name string used both as object name and an.spritesheets lookup key
      • Loop modes: 'once', 'loop', 'bounce'
      • Internal methods: _get_delay, _fire_action, _advance_frame
    • E:\a327ex\Anchor-lua\framework\anchor\collider.lua (written this session)

      • Wraps Box2D physics body. Uses object:extend(), calls object.new(self, 'collider')
      • YueScript switch/when converted to if/elseif chain for shape type
      • Default params shape=@shape converted to shape or self.shape at usage site
      • early_action closure captures self naturally in Lua
      • Global collider_next_id counter for unique IDs
    • E:\a327ex\Anchor-lua\framework\main.lua (fully rewritten this session)

      • ~650 lines of clean hand-written Lua replacing ugly yue.exe auto-compiled output
      • Contains: engine state tests, 33 color tests, array tests, physics setup, 4 inline game classes (wall, impulse_block, slowing_zone, ball), audio/playlist tests, camera/shake tests, animation tests, collision handling, full draw pipeline
      • Animation calls changed from animation(an.spritesheets.hit, 0.1, 'loop') to animation('hit', 0.1, 'loop') to match framework API
      • Inline classes use object:extend() pattern with object.new(self) (no name)
      • Commented-out shapes test converted to Lua syntax
      • Wall class stores color instance as self.color, calls self.color() to get packed RGBA
    • Complete list of all 17 converted framework .lua files:

      • class.lua (standalone, rxi/classic base)
      • object.lua (class:extend(), core object tree)
      • init.lua (framework init, ~1735 lines)
      • image.lua (class:extend())
      • spritesheet.lua (class:extend())
      • font.lua (class:extend())
      • layer.lua (class:extend())
      • color.lua (custom metatable)
      • array.lua (utility namespace)
      • math.lua (utility namespace + easing library)
      • spring.lua (object:extend())
      • random.lua (object:extend())
      • camera.lua (object:extend())
      • shake.lua (object:extend())
      • timer.lua (object:extend())
      • animation.lua (object:extend())
      • collider.lua (object:extend())
    • Directory comparison (Anchor vs Anchor-lua):

      • Anchor has but Anchor-lua doesn't: 16 framework/anchor/*.yue files, 16 framework/*.yue root copies, framework/main.yue, framework/yue.exe
      • Anchor-lua has but Anchor doesn't: framework/anchor/class.lua
      • Everything else (engine/, docs/, assets/, shaders/, scripts/, release/, reference/) is shared/identical
  3. Errors and fixes:

    • Animation constructor API mismatch: The test originally passed spritesheet objects (an.spritesheets.hit) but the framework's animation:new expects name strings for an.spritesheets[name] lookup. Fixed by changing test calls to animation('hit', 0.1, 'loop'). User confirmed: "Differences between the framework Lua files and what's in the test should favor the framework Lua files."
    • No runtime errors — the test ran cleanly on first attempt with all tests passing.
  4. Problem Solving:

    • Completed the full Anchor framework YueScript → Lua conversion (all 17 files + test)
    • Successfully ran the test twice, verifying: all 33 color tests, all array tests, engine state, physics (walls, balls, colliders, sensors), audio (sounds, music, playlist, crossfade, shuffle), camera (movement, shake types, spring rotation), animations (loop/once/bounce modes with callbacks), time scale (slow, hit stop), rendering pipeline (layers, shaders, compositing)
    • All interactive features tested by user (time scale, animations, audio, engine state) worked correctly
  5. All user messages:

    • "Yes." (approve writing animation.lua)
    • "Sure." (approve writing collider.lua)
    • "No. We need to convert the test in Anchor and make sure everything works. Check what we need to do first and tell me."
    • "Differences between the framework Lua files and what's in the test should favor the framework Lua files, since those are newer and we made the changes to those files as we wrote emoji-ball-battles, while this test was only last changed when we first finished the engine. Yes, you can convert main.yue, and do it all in one go, you don't need to show it to me beforehand."
    • "Great, try to run it."
    • "Tell me what all the keys are to test each thing."
    • "Run it please"
    • "Perfect, everything is working. How else do the Anchor-lua and Anchor folders differ?"
    • "Let us fix the documentation files in docs/, those need to be changed to match the fact that it's all Lua now. @'....\anchor.blot.im\notes\Anchor Engine Overview.md' also needs to be changed accordingly. But first, let me compact you. Any information you need to carry over?"
  6. Pending Tasks:

    • Update documentation files in docs/ to reflect the YueScript → Lua conversion
    • Update E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.md to reflect the Lua conversion (user explicitly opened this file — it currently references YueScript throughout, mentions .yue files, uses YueScript code examples)
    • After docs: convert emoji-ball-battles to Lua
  7. Current Work: The framework conversion and test are fully complete and verified working. The user's final request before compaction was to update documentation.

  8. Optional Next Step: Update documentation files to reflect the Lua conversion. The user said: "Let us fix the documentation files in docs/, those need to be changed to match the fact that it's all Lua now. @'....\anchor.blot.im\notes\Anchor Engine Overview.md' also needs to be changed accordingly."

    Files to update:

    • E:\a327ex\Anchor-lua\docs\ — ENGINE_API.md, ENGINE_API_QUICK.md, FRAMEWORK_API.md, FRAMEWORK_API_QUICK.md, ANCHOR_CONTEXT_BRIEF.md (check which exist and need changes)
    • E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.md — currently references YueScript throughout with .yue examples, needs conversion to Lua examples and updated language references

    Changes needed: Replace YueScript references with Lua, convert all code examples from YueScript syntax to Lua syntax, update file structure descriptions (.yue → .lua), remove references to yue.exe.

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\33d3579e-444c-4df3-a069-53006b0e1d84.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.

Continuing with the documentation update. Let me first check what files exist in the docs folder and read them along with the Anchor Engine Overview.

Bash (ls E:/a327ex/Anchor-lua/docs/)

ANCHOR_CONTEXT_BRIEF.md
ENGINE_API.md
ENGINE_API_QUICK.md
FRAMEWORK_API.md
FRAMEWORK_API_QUICK.md

Now let me read all the docs files to understand what needs changing.

Read (E:\a327ex\Anchor-lua\docs\ANCHOR_CONTEXT_BRIEF.md)

     1→# Anchor Context Brief
     2→
     3→*This document captures the reasoning, philosophy, and decision-making style behind Anchor's design. Read this to understand *why* decisions were made and *how* to evaluate new ideas.*
     4→
     5→---
     6→
     7→## The Developer
     8→
     9→a327ex is a solo indie game developer who has shipped successful games (BYTEPATH, SNKRX). Works primarily by intuition — choices are made because they "feel right" or "look nice" before rational justification. Rational thinking fills in the parts intuition doesn't have opinions on.
    10→
    11→This means:
    12→- Aesthetic judgments are valid and often primary ("this syntax looks better")
    13→- Exploring the possibility space matters more than committing early
    14→- Conversation is the design tool — talking through options surfaces what feels right
    15→- Specs are artifacts of conversation, not contracts to implement literally
    16→
    17→When evaluating features: "Would this feel right to use?" matters as much as "Is this technically sound?"
    18→
    19→---
    20→
    21→## Core Design Values
    22→
    23→### Locality Above All
    24→
    25→Code should be understandable by looking at one place. This serves:
    26→- Human cognition (limited working memory)
    27→- LLM cognition (finite context window)
    28→- Solo developer workflow (must understand own code months later)
    29→
    30→A class definition keeps everything together — properties, behaviors, and relationships are all visible in one place:
... [80 more lines]

Read (E:\a327ex\Anchor-lua\docs\ENGINE_API_QUICK.md)

     1→# Engine API Quick Reference
     2→
     3→Function signatures for all C-to-Lua bindings. See `ENGINE_API.md` for detailed documentation with examples.
     4→
     5→## Layer & Texture
     6→
     7→```
     8→layer_create(name) -> layer
     9→layer_rectangle(layer, x, y, w, h, color)
    10→layer_rectangle_line(layer, x, y, w, h, color, line_width?)
    11→layer_rectangle_gradient_h(layer, x, y, w, h, color1, color2)
    12→layer_rectangle_gradient_v(layer, x, y, w, h, color1, color2)
    13→layer_circle(layer, x, y, radius, color)
    14→layer_circle_line(layer, x, y, radius, color, line_width?)
    15→layer_line(layer, x1, y1, x2, y2, width, color)
    16→layer_capsule(layer, x1, y1, x2, y2, radius, color)
    17→layer_capsule_line(layer, x1, y1, x2, y2, radius, color, line_width?)
    18→layer_triangle(layer, x1, y1, x2, y2, x3, y3, color)
    19→layer_triangle_line(layer, x1, y1, x2, y2, x3, y3, color, line_width?)
    20→layer_polygon(layer, vertices, color)
    21→layer_polygon_line(layer, vertices, color, line_width?)
    22→layer_rounded_rectangle(layer, x, y, w, h, radius, color)
    23→layer_rounded_rectangle_line(layer, x, y, w, h, radius, color, line_width?)
    24→layer_push(layer, x?, y?, r?, sx?, sy?)
    25→layer_pop(layer)
    26→layer_draw_texture(layer, texture, x, y, color?, flash?)
    27→layer_set_blend_mode(layer, mode)
    28→layer_stencil_mask(layer)
    29→layer_stencil_test(layer)
    30→layer_stencil_off(layer)
... [280 more lines]

Read (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

     1→# Framework API Quick Reference
     2→
     3→Function signatures for YueScript framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
     4→
     5→## Initialization
     6→
     7→```
     8→require('anchor')
     9→  width: 640        -- game resolution width (default: 480)
    10→  height: 360       -- game resolution height (default: 270)
    11→  title: "My Game"  -- window title (default: "Anchor")
    12→  scale: 2          -- initial window scale (default: 3)
    13→  vsync: true       -- vertical sync (default: true)
    14→  fullscreen: false -- start fullscreen (default: false)
    15→  resizable: true   -- window resizable (default: true)
    16→  filter: "rough"   -- "rough" or "smooth" (default: "rough")
    17→```
    18→
    19→## Root Object (an)
    20→
    21→### Engine State (Static)
    22→```
    23→an.width -> int           -- game resolution width
    24→an.height -> int          -- game resolution height
    25→an.dt -> number           -- fixed delta time (1/120)
    26→an.platform -> string     -- "web" or "windows"
    27→```
    28→
    29→### Engine State (Dynamic - updated every frame)
    30→```
... [622 more lines]

Now let me read the two larger docs files.

Read (E:\a327ex\Anchor-lua\docs\ENGINE_API.md)

     1→# Engine API Reference
     2→
     3→Detailed documentation for all C-to-Lua bindings in the Anchor engine. For a compact signature list, see `ENGINE_API_QUICK.md`.
     4→
     5→---
     6→
     7→## Layer & Texture
     8→
     9→### layer_create
    10→
    11→`layer_create(name) -> layer`
    12→
    13→Gets or creates a named layer. Layers are FBOs that can be drawn to and composited.
    14→
    15→```lua
    16→local game_layer = layer_create("game")
    17→local ui_layer = layer_create("ui")
    18→```
    19→
    20→### layer_rectangle
    21→
    22→`layer_rectangle(layer, x, y, w, h, color)`
    23→
    24→Draws a filled rectangle with top-left corner at (x, y).
    25→
    26→```lua
    27→layer_rectangle(layer, 100, 100, 50, 30, rgba(255, 0, 0))  -- top-left at (100, 100)
    28→```
    29→
    30→### layer_circle
... [2315 more lines]

Read (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API.md)

     1→# Framework API
     2→
     3→Complete documentation for YueScript framework classes. For quick reference signatures, see `FRAMEWORK_API_QUICK.md`.
     4→
     5→---
     6→
     7→## Initialization
     8→
     9→The Anchor framework is initialized by requiring it with a configuration table:
    10→
    11→```yuescript
    12→require('anchor')
    13→  width: 640
    14→  height: 360
    15→  title: "My Game"
    16→  scale: 2
    17→  vsync: true
    18→  fullscreen: false
    19→  resizable: true
    20→  filter: "rough"
    21→```
    22→
    23→### Configuration Options
    24→
    25→| Option | Type | Default | Description |
    26→|--------|------|---------|-------------|
    27→| `width` | int | 480 | Game resolution width |
    28→| `height` | int | 270 | Game resolution height |
    29→| `title` | string | "Anchor" | Window title |
    30→| `scale` | int | 3 | Initial window scale multiplier |
... [1933 more lines]

Now I have a clear picture of all the files. Let me create tasks and work through them. The ENGINE_API.md and ENGINE_API_QUICK.md are already in Lua — they document the C-to-Lua bindings and all examples are already in lua code blocks. Those need no changes. The files that need updating are:

  1. FRAMEWORK_API.md — All code examples are in YueScript syntax
  2. FRAMEWORK_API_QUICK.md — Has YueScript method call syntax (\) in signatures
  3. ANCHOR_CONTEXT_BRIEF.md — Has YueScript code examples and references
  4. Anchor Engine Overview.md — Has YueScript throughout

Let me work on all four files. I'll launch parallel agents for the two smaller files and handle the two larger ones myself.

TaskCreate

Task #1 created successfully: Update FRAMEWORK_API_QUICK.md for Lua syntax

TaskCreate

Task #2 created successfully: Update ANCHOR_CONTEXT_BRIEF.md for Lua syntax

TaskCreate

Task #3 created successfully: Update FRAMEWORK_API.md for Lua syntax

TaskCreate

Task #4 created successfully: Update Anchor Engine Overview.md for Lua syntax

Let me start with FRAMEWORK_API_QUICK.md — it mostly just needs the header line changed and the method signatures updated from \ to :.

TaskUpdate

Updated task #1 status

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Now convert all \ method calls to : in the signatures throughout the file.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Now update the color section — color\clone() etc.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

TaskUpdate

Updated task #1 status

Now ANCHOR_CONTEXT_BRIEF.md — it's short, just a few code examples.

TaskUpdate

Updated task #2 status

Edit (E:\a327ex\Anchor-lua\docs\ANCHOR_CONTEXT_BRIEF.md)

The file E:\a327ex\Anchor-lua\docs\ANCHOR_CONTEXT_BRIEF.md has been updated successfully.

Now update the "Language Boundary Philosophy" section.

Edit (E:\a327ex\Anchor-lua\docs\ANCHOR_CONTEXT_BRIEF.md)

The file E:\a327ex\Anchor-lua\docs\ANCHOR_CONTEXT_BRIEF.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\ANCHOR_CONTEXT_BRIEF.md)

The file E:\a327ex\Anchor-lua\docs\ANCHOR_CONTEXT_BRIEF.md has been updated successfully.

TaskUpdate

Updated task #2 status

Now the two big files. FRAMEWORK_API.md is ~1950 lines with YueScript examples everywhere, and Anchor Engine Overview is ~630 lines. Let me handle them in parallel with agents.

Task (Convert FRAMEWORK_API.md to Lua)

[
  {
    "type": "text",
    "text": "The conversion of `E:\\a327ex\\Anchor-lua\\docs\\FRAMEWORK_API.md` from YueScript to Lua is complete. Here is a summary of all the changes made:\n\n### Header\n- Line 3: \"YueScript framework classes\" changed to \"Lua framework classes\"\n\n### Code Blocks\n- All ` ```yuescript ` markers changed to ` ```lua `\n\n### Syntax Conversions Applied Throughout\n\n1. **`@` to `self.`** \u2014 All `@x`, `@y`, `@hp`, `@timer`, `@collider`, `@hit1`, etc. converted to `self.x`, `self.y`, `self.hp`, `self.timer`, `self.collider`, `self.hit1`, etc.\n\n2. **`\\` method calls to `:`** \u2014 All `obj\\method` patterns converted to `obj:method()`, e.g. `an\\layer 'game'` to `an:layer('game')`, `layer\\circle` to `layer:circle()`, etc.\n\n3. **Function call parenthesization** \u2014 YueScript's space-separated function calls converted to parenthesized Lua calls, e.g. `collider 'player', 'dynamic', 'circle', 16` to `collider('player', 'dynamic', 'circle', 16)`\n\n4. **`!` no-args to `()`** \u2014 `timer!` to `timer()`, `spring!` to `spring()`, `kill!` to `kill()`, `red!` to `red()`, `white!` to `white()`, `color(...)!` to `color(...)()`, etc.\n\n5. **Arrow functions** \u2014 `-> print \"done\"` to `function() print(\"done\") end`, `(dt) => @x += ...` to `function(self, dt) self.x = self.x + ... end`\n\n6. **Class syntax** \u2014 `class enemy extends object` to `enemy = object:extend()`, with constructor/method definitions converted to `function enemy:new()` / `function enemy:action(dt)` style\n\n7. **`super!`** \u2014 Converted to `object.new(self)`\n\n8. **`for x in *t`** \u2014 Converted to `for _, x in ipairs(t) do ... end`\n\n9. **String interpolation** \u2014 `\"Score: #{score}\"` to `\"Score: \" .. score`\n\n10. **Control flow** \u2014 Single-line `if` converted to `if ... then ... end` blocks\n\n11. **`+=`** \u2014 Converted to explicit assignment, e.g. `@hp -= 1` to `self.hp = self.hp - 1`\n\n12. **`result[] = val`** \u2014 Converted to `table.insert(result, val)`\n\n13. **Table syntax** \u2014 `{key: value}` to `{key = value}`\n\n14. **`require('anchor')` config** \u2014 Table converted from YueScript colon syntax to Lua equals syntax\n\n### Operator Spacing\n- `*` and `/` have no spaces (e.g., `self.vx*dt`, `math.pi/4`)\n- `+` and `-` have spaces (e.g., `self.x = self.x + self.vx*dt`)\n\n### Removed Section\n- The \"YueScript Idioms\" section (list comprehensions for map/filter/copy/indexes) was removed entirely since these are YueScript-specific features with no direct Lua equivalent."
  },
  {
    "type": "text",
    "text": "agentId: a2939143ad53490c8 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 52743\ntool_uses: 19\nduration_ms: 289732</usage>"
  }
]

Both agents finished. Let me mark those tasks done and then handle the aliases removal.

TaskUpdate

Task not found

TaskUpdate

Task not found

All four docs are converted. Now let me find and remove the aliases sections from the documentation.

Grep (Alias|\\[TYUEXLAFK])

E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md:185:### Aliases
E:\a327ex\Anchor-lua\docs\FRAMEWORK_API.md:35:| `filter` | string | "rough" | Texture filter mode: "rough" (pixel-perfect) or "smooth" (anti-aliased) |
E:\a327ex\Anchor-lua\docs\FRAMEWORK_API.md:959:### Aliases
E:\a327ex\Anchor-lua\docs\FRAMEWORK_API.md:961:Short aliases for common methods (useful in compact code):

Grep (Alias|\\[TYUEXLAFK])

No matches found

Found aliases in two files. Let me read the relevant sections to remove them.

Read (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

   183→```
   184→
   185→### Aliases
   186→```
   187→object:T(tags...)           -- tag
   188→object:Y(tag) -> bool       -- is (tYpe check)
   189→object:U(callback)          -- early_action (Update early)
   190→object:E(callback)          -- action (Execute)
   191→object:X(callback)          -- late_action (eXit/late)
   192→object:L(name, target)      -- link
   193→object:A(child) -> child    -- add
   194→object:F(state) -> self     -- flow_to
   195→object:K()                  -- kill
   196→```
   197→
   198→## Layer
   199→
   200→### Drawing
   201→```
   202→layer:rectangle(x, y, w, h, color)

Read (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API.md)

   955→```
   956→
   957→---
   958→
   959→### Aliases
   960→
   961→Short aliases for common methods (useful in compact code):
   962→
   963→```lua
   964→self:T('enemy', 'boss')     -- tag
   965→self:Y('enemy')             -- is (tYpe check)
   966→self:U(function(self, dt) end)  -- early_action (Update early)
   967→self:E(function(self, dt) end)  -- action (Execute)
   968→self:X(function(self, dt) end)  -- late_action (eXit/late)
   969→self:L('target', enemy)     -- link
   970→self:A(timer())              -- add
   971→self:F('jumping')           -- flow_to
   972→self:K()                    -- kill
   973→```
   974→
   975→---
   976→
   977→## Layer
   978→
   979→Layers are FBO-backed render targets for queuing and compositing draw calls.
   980→
   981→### Creating Layers
   982→
   983→```lua
   984→game = an:layer('game')

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API_QUICK.md has been updated successfully.

Edit (E:\a327ex\Anchor-lua\docs\FRAMEWORK_API.md)

The file E:\a327ex\Anchor-lua\docs\FRAMEWORK_API.md has been updated successfully.

Done. Here's a summary of all documentation changes:

FRAMEWORK_API_QUICK.md — Converted all \ method signatures to :, updated init example to Lua table syntax, changed header from "YueScript" to "Lua", removed Aliases section.

FRAMEWORK_API.md — Converted all ~100+ YueScript code examples to Lua (class syntax, arrow functions, @self., \:, !(), etc.), removed YueScript Idioms section, removed Aliases section, updated header.

ANCHOR_CONTEXT_BRIEF.md — Converted code examples to Lua, rewrote "Why YueScript" section to "Why Lua", updated all language references.

Anchor Engine Overview.md — Converted all ~30 code examples, updated architecture diagram labels, file structure (.yue.lua), rewrote YueScript philosophy bullet, updated all prose references.

ENGINE_API.md and ENGINE_API_QUICK.md — No changes needed (already documented C-to-Lua bindings with Lua examples).

Make sure these files are copied over to emoji-ball-battles if they're repeated there too.

Bash (ls E:/a327ex/emoji-ball-battles/docs/ 2>/dev/null)

ATTACK_REFERENCE.md
ENGINE_API.md
ENGINE_API_QUICK.md
FRAMEWORK_API.md
FRAMEWORK_API_QUICK.md
PHASE2_WEAPONS.md
WEAPON_DESIGN.md

All four API docs exist in emoji-ball-battles. Let me copy the updated versions over.

Bash (cp E:/a327ex/Anchor-lua/docs/FRAMEWORK_API.md E:/a327ex/emoji-ball-battles/docs/...)

Copied all four files: - FRAMEWORK_API.md - FRAMEWORK_API_QUICK.md - ENGINE_API.md - ENGINE_API_QUICK.md

The ANCHOR_CONTEXT_BRIEF.md and Anchor Engine Overview.md aren't duplicated in emoji-ball-battles, so those only needed updating in their original locations.

Update CLAUDE.md documents and other such documents to reflect the changes.

Let me find all the relevant instruction files.

Glob (**/CLAUDE.md)

E:\a327ex\anchor.blot.im\files\Opus 4.5\CLAUDE.md
E:\a327ex\.claude\CLAUDE.md
E:\a327ex\anchor.blot.im\context\CLAUDE.md

Read (E:\a327ex.claude\CLAUDE.md)

     1→# CLAUDE.md
     2→
     3→Guidelines for Claude Code instances working in this repository.
     4→
     5→---
     6→
     7→## Communication Style
     8→
     9→Be thorough. Write as much as the subject warrants — explain reasoning, include relevant context, surface adjacent considerations. Stay roughly on topic, but don't truncate for brevity's sake.
    10→
    11→Critique freely. Ideas, code, plans, artifacts — evaluate them honestly. Avoid sycophancy. Focus on what seems true rather than what's convenient or what you think I'd like to hear. I crave honest appraisal, including when it's uncomfortable.
    12→
    13→Embrace contradiction. Truth often contains multiple seemingly opposite ideas. Don't censor yourself to avoid inconsistency — multiple perspectives can be correct simultaneously. Present the tension rather than forcing artificial resolution.
    14→
    15→Express uncertainty. "I'm guessing," "I'm uncertain," "I might be wrong" — these are information, not weakness. False confidence is worse than acknowledged uncertainty.
    16→
    17→---
    18→
    19→## Working Style
    20→
    21→### When to Ask
    22→
    23→Use the `AskUserQuestion` tool liberally. The developer prefers being asked over having Claude guess wrong.
    24→
    25→**Ask first:**
    26→- Architecture decisions
    27→- API design choices
    28→- Design decisions (gameplay feel, mechanics, UI)
    29→- Anything that could be done multiple valid ways
    30→- When uncertain about intent or priorities
... [122 more lines]

Read (E:\a327ex\anchor.blot.im\files\Opus 4.5\CLAUDE.md)

     1→# CLAUDE.md
     2→
     3→Guidelines for Claude Code instances working on Anchor and games built with it.
     4→
     5→---
     6→
     7→## Read First
     8→
     9→Read `ANCHOR.md` before doing anything. It covers:
    10→- The mental model (engine services vs object tree)
    11→- How objects, timers, springs, and colliders work
    12→- The action-based vs rules-based spectrum
    13→- Technical implementation details
    14→
    15→**For the reasoning behind these decisions** — why the engine works the way it does, how to evaluate new features, the developer's working style — see the [Anchor Context Brief](#anchor-context-brief) at the end of this document.
    16→
    17→---
    18→
    19→## The Project
    20→
    21→**Emoji Ball Battles** — a physics auto-battler build-heavy roguelite. Navigate Minesweeper-like dungeons inspired by The Binding of Isaac, watch your balls collide and bounce in physics-based combat until one team dies..
    22→
    23→**Anchor** — the engine. Being rewritten from Lua/LÖVE to C/Lua with SDL2, software rendering, and Box2D.
    24→
    25→---
    26→
    27→## Working Style
    28→
    29→### Incremental Steps
    30→
... [760 more lines]

Read (E:\a327ex\anchor.blot.im\context\CLAUDE.md)

     1→# CLAUDE.md
     2→
     3→Guidelines for Claude Code instances working in this repository.
     4→
     5→---
     6→
     7→## Communication Style
     8→
     9→Be thorough. Write as much as the subject warrants — explain reasoning, include relevant context, surface adjacent considerations. Stay roughly on topic, but don't truncate for brevity's sake.
    10→
    11→Critique freely. Ideas, code, plans, artifacts — evaluate them honestly. Avoid sycophancy. Focus on what seems true rather than what's convenient or what you think I'd like to hear. I crave honest appraisal, including when it's uncomfortable.
    12→
    13→Embrace contradiction. Truth often contains multiple seemingly opposite ideas. Don't censor yourself to avoid inconsistency — multiple perspectives can be correct simultaneously. Present the tension rather than forcing artificial resolution.
    14→
    15→Express uncertainty. "I'm guessing," "I'm uncertain," "I might be wrong" — these are information, not weakness. False confidence is worse than acknowledged uncertainty.
    16→
    17→---
    18→
    19→## Working Style
    20→
    21→### When to Ask
    22→
    23→Use the `AskUserQuestion` tool liberally. The developer prefers being asked over having Claude guess wrong.
    24→
    25→**Ask first:**
    26→- Architecture decisions
    27→- API design choices
    28→- Design decisions (gameplay feel, mechanics, UI)
    29→- Anything that could be done multiple valid ways
    30→- When uncertain about intent or priorities
... [122 more lines]

Now I can see what needs updating. The main E:\a327ex\.claude\CLAUDE.md needs YueScript references changed to Lua. The anchor.blot.im ones are older/different documents. Let me also check if emoji-ball-battles has its own CLAUDE.md or similar.

Glob (/.claude/)

No files found

OK. Three files to update:

  1. E:\a327ex\.claude\CLAUDE.md — the main project instructions (references YueScript, .yue files, yue compilation)
  2. E:\a327ex\anchor.blot.im\files\Opus 4.5\CLAUDE.md — heavily references YueScript, aliases, operators, old API patterns
  3. E:\a327ex\anchor.blot.im\context\CLAUDE.md — same as #1 (appears to be a copy)

Let me check if #3 is identical to #1.

Bash (diff "E:/a327ex/.claude/CLAUDE.md" "E:/a327ex/anchor.blot.im/context/CLAUDE.md")

They're identical. Let me update the main one first, then copy it over. The Opus 4.5 one is an older, much more detailed document — that one needs separate treatment.

Edit (E:\a327ex.claude\CLAUDE.md)

The file E:\a327ex\.claude\CLAUDE.md has been updated successfully.

Edit (E:\a327ex.claude\CLAUDE.md)

The file E:\a327ex\.claude\CLAUDE.md has been updated successfully.

Got it — skipping anchor.blot.im/files/Opus 4.5/CLAUDE.md. Continuing with the main CLAUDE.md.

Edit (E:\a327ex.claude\CLAUDE.md)

The file E:\a327ex\.claude\CLAUDE.md has been updated successfully.

Edit (E:\a327ex.claude\CLAUDE.md)

The file E:\a327ex\.claude\CLAUDE.md has been updated successfully.

Now copy the updated CLAUDE.md to the blot.im context copy.

Bash (cp "E:/a327ex/.claude/CLAUDE.md" "E:/a327ex/anchor.blot.im/context/CLAUDE.md")

Done. Updated:

  1. E:\a327ex\.claude\CLAUDE.md — Changed "C/YueScript" → "C/Lua", "YueScript code" → "Lua code", "YueScript framework classes" → "Lua framework classes", main.yuemain.lua, removed "Compile .yue" from build commands
  2. E:\a327ex\anchor.blot.im\context\CLAUDE.md — Copied from the updated main one
  3. Skipped anchor.blot.im/files/Opus 4.5/CLAUDE.md per your instruction

Run a thorough search through E:/a327ex for mentions of YueScript, .yue files, etc and check if they need to be changed/updated or not.

Task (Search for YueScript references)

[
  {
    "type": "text",
    "text": "Perfect! Now I have a clear picture. Let me create a comprehensive summary report:\n\n## Comprehensive YueScript and .yue File Reference Search Results\n\nI've completed a thorough search of E:/a327ex and found all references to YueScript, .yue files, yue.exe, and related terminology. Here's the complete breakdown:\n\n### SUMMARY OF FINDINGS\n\nThe codebase contains **extensive references to YueScript** across multiple projects, but there's a critical issue: **the project is transitioning from YueScript to Lua**, and many files still reference the old YueScript-based approach. The CLAUDE.md file in the root directory contains instructions written for YueScript (`.yue` files), but the actual current state uses Lua.\n\n---\n\n## FILES REQUIRING UPDATES\n\n### 1. CRITICAL: Project Instructions\n**File:** `E:\\a327ex\\.claude\\CLAUDE.md` (ROOT LEVEL)\n- **Status:** NEEDS UPDATE - Instructions reference YueScript heavily\n- **Lines:** 64, 77, 114-120 specifically mention \"YueScript\" and \".yue\" \n- **Current text:**\n  ```\n  - **Anchor/** \u2014 C/YueScript game engine\n  ...\n  # Framework (YueScript)\n  cd E:/a327ex/Anchor/framework && ./run.bat       # Compile .yue + run desktop\n  cd E:/a327ex/Anchor/framework && ./run-web.bat   # Compile .yue + build web + run browser\n  ...\n  # Game (emoji-ball-battles)\n  cd E:/a327ex/emoji-ball-battles && ./run.bat     # Compile .yue + run\n  ```\n- **Should reference:** Lua instead of YueScript\n\n---\n\n### 2. Build/Run Scripts (BATCH FILES)\nThese all use `yue.exe` compiler to compile `.yue` files to Lua:\n\n**Anchor Framework:**\n- `E:\\a327ex\\Anchor\\framework\\run.bat` - Lines 3-4: `.\\yue.exe -r main.yue` and `.\\yue.exe -r anchor/`\n- `E:\\a327ex\\Anchor\\framework\\run-web.bat` - Lines 2, 6-8: Comments and commands mentioning \"YueScript\" and `yue.exe`\n- `E:\\a327ex\\Anchor\\engine\\run.bat` - Uses `yue.exe` compiler\n\n**Anchor-lua Framework:**\n- `E:\\a327ex\\Anchor-lua\\framework\\run.bat` - Uses `yue.exe` compiler\n- `E:\\a327ex\\Anchor-lua\\framework\\run-web.bat` - Uses `yue.exe` compiler\n- `E:\\a327ex\\Anchor-lua\\engine\\run.bat` - Uses `yue.exe` compiler\n\n**Games Built with Anchor:**\n- `E:\\a327ex\\emoji-ball-battles\\run.bat` - Lines 3-4: `.\\yue.exe -r main.yue` and `.\\yue.exe -r anchor/`\n- `E:\\a327ex\\emoji-ball-battles\\balance.bat` - Lines 3-4: `.\\yue.exe` commands\n- `E:\\a327ex\\emoji-ball-battles\\simulate.bat` - Lines 3-4: `.\\yue.exe` commands\n- `E:\\a327ex\\Orblike\\run.bat` - Uses `yue.exe` compiler\n\n**Game References:**\n- `E:\\a327ex\\emoji-ball-battles\\reference\\emoji-merge-main\\bin\\run_yue.bat`\n- `E:\\a327ex\\emoji-ball-battles\\reference\\super-emoji-invaders\\bin\\run_yue.bat`\n- `E:\\a327ex\\emoji-ball-battles\\reference\\super-emoji-pairs\\bin\\run_yue.bat`\n- `E:\\a327ex\\emoji-ball-battles\\reference\\super-emoji-pop-prototype\\bin\\run_yue.bat`\n- `E:\\a327ex\\Orblike\\reference\\004\\bin\\run_yue.bat`\n- `E:\\a327ex\\Orblike\\reference\\239A5-P60B91D\\bin\\run_yue.bat`\n- `E:\\a327ex\\Orblike\\reference\\008 - Antitower [success]\\tools\\run.bat`\n\n---\n\n### 3. Shell Scripts (BASH)\n**Setup and New Game Scripts:**\n- `E:\\a327ex\\Anchor\\scripts\\new-game.sh` - Lines 16-20, 157-234: Multiple references to `main.yue`, `init.yue`, `yue.exe`, `\\.yue` extensions\n  - Creates template `main.yue` file\n  - References `yue.exe` for compilation\n  - Comment sections mention YueScript compilation\n\n- `E:\\a327ex\\Anchor-lua\\scripts\\new-game.sh` - Same as above\n- `E:\\a327ex\\Anchor\\scripts\\package.sh` - Uses `yue.exe` compiler\n- `E:\\a327ex\\Anchor-lua\\scripts\\package.sh` - Uses `yue.exe` compiler\n\n---\n\n### 4. Documentation Files (MARKDOWN)\n**API Documentation (Primary Docs):**\n- `E:\\a327ex\\Anchor\\docs\\FRAMEWORK_API.md` - Contains 75+ code blocks marked with ````yuescript`\n- `E:\\a327ex\\Anchor\\docs\\FRAMEWORK_API_QUICK.md` - Contains 30+ code blocks marked with ````yuescript`\n- `E:\\a327ex\\Anchor\\docs\\ANCHOR_CONTEXT_BRIEF.md` - Contains ````yuescript` code blocks\n\n**API Documentation (Context/Backups):**\n- `E:\\a327ex\\anchor.blot.im\\context\\FRAMEWORK_API.md` - Contains ````yuescript` code blocks\n- `E:\\a327ex\\anchor.blot.im\\context\\FRAMEWORK_API_QUICK.md` - Contains ````yuescript` code blocks  \n- `E:\\a327ex\\anchor.blot.im\\context\\ANCHOR_CONTEXT_BRIEF.md` - Contains ````yuescript` code blocks\n- `E:\\a327ex\\anchor.blot.im\\files\\Opus 4.5\\IMPLEMENTATION_PLAN.md` - Multiple ````yuescript` blocks\n\n**Reference and Learning Documents:**\n- `E:\\a327ex\\Anchor\\reference\\yuescript-improvements.md` - **ENTIRE FILE** about YueScript improvements (9 sections with ````yuescript` blocks)\n- `E:\\a327ex\\Anchor-lua\\reference\\yuescript-improvements.md` - Duplicate of above\n- `E:\\a327ex\\Anchor\\reference\\bounce-language.md` - References YueScript alternative language\n- `E:\\a327ex\\Anchor-lua\\reference\\bounce-language.md` - Duplicate\n- `E:\\a327ex\\Anchor-lua\\reference\\archives\\ANCHOR.md` - Contains YueScript terminology and examples (Section 8, 9: \"YueScript Alternative\")\n\n**Archive Documents** (75+ files containing ````yuescript` or \"YueScript\"):\n- All files in `E:\\a327ex\\Anchor\\reference\\archives\\`\n- All files in `E:\\a327ex\\Anchor-lua\\reference\\archives\\`\n- All files in `E:\\a327ex\\anchor.blot.im\\logs\\` (extensive YueScript examples in game development logs)\n\n---\n\n### 5. Configuration Files\n**Settings:**\n- `E:\\a327ex\\.claude\\settings.local.json` - Line 24: References `\"Bash(E:/a327ex/Anchor/engine/tools/yue.exe:*)\"` - Permission whitelist for the compiler\n\n---\n\n### 6. Reference/Examples Files\n**Actual .yue Source Files** (framework code):\n- `E:\\a327ex\\Anchor\\framework\\anchor\\*.yue` (18 files including object.yue, image.yue, camera.yue, animation.yue, etc.)\n- `E:\\a327ex\\Anchor\\framework\\*.yue` (12 files including main.yue, init.yue, animation.yue, array.yue, etc.)\n- `E:\\a327ex\\emoji-ball-battles\\anchor\\*.yue` (8 files - copies of framework)\n- `E:\\a327ex\\Orblike\\reference\\004\\anchor\\*.yue` (27 files)\n- `E:\\a327ex\\Orblike\\reference\\008 - Antitower [success]\\lun\\*.yue` (24 files)\n- `E:\\a327ex\\Orblike\\reference\\239A5-P60B91D\\main.yue`\n- Multiple reference examples: snkrx.yue, swarm_survival.yue, dungeon.yue, examples.yue\n\n---\n\n## SUMMARY BY CATEGORY\n\n| Category | Count | Update Priority |\n|----------|-------|-----------------|\n| **Documentation/Code Blocks** | 107 markdown files | HIGH - Code examples should show Lua, not YueScript |\n| **Build/Run Scripts** | 13+ batch files | HIGH - Update compiler references |\n| **Shell Scripts** | 4 files | HIGH - Update template generation |\n| **Source .yue Files** | 100+ | KEEP - These are actual YueScript source |\n| **Configuration** | 1 file | MEDIUM - Update permissions/references |\n| **Project Instructions** | 1 file (CLAUDE.md) | CRITICAL - Most important document |\n| **Archive References** | 75+ markdown logs | LOW - Archive purposes, less critical |\n\n---\n\n## KEY INSIGHTS\n\n1. **The project is in transition:** The presence of both `Anchor/` (Lua-based) and `Anchor-lua/` directories suggests a recent conversion from YueScript to Lua.\n\n2. **All documentation uses YueScript code blocks:** Nearly every `.md` file with code examples uses ````yuescript` markers and YueScript syntax, even though the framework is now Lua-based.\n\n3. **Build scripts still actively compile YueScript:** The `.bat` files still invoke `yue.exe` to compile `.yue` files to `.lua`.\n\n4. **Instructions are outdated:** The root `CLAUDE.md` file explicitly references YueScript as the primary language, but the current codebase is Lua.\n\n5. **Many files are duplicated:** Anchor-lua folder mirrors Anchor structure, suggesting a parallel version management or migration in progress.\n\n---\n\nWould you like me to provide specific recommendations for which files to update first, or details on the specific line numbers and content that needs changing?"
  },
  {
    "type": "text",
    "text": "agentId: a69efd70a9de56c84 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 57101\ntool_uses: 41\nduration_ms: 102266</usage>"
  }
]

Here's the breakdown of what still needs attention:

Already updated (this session)

Needs updating

Build scripts (Anchor-lua only — the Lua project): - Anchor-lua/framework/run.bat — still calls yue.exe to compile .yue files - Anchor-lua/framework/run-web.bat — same - Anchor-lua/scripts/new-game.sh — generates .yue template files - Anchor-lua/scripts/package.sh — may reference yue.exe

Context copies at anchor.blot.im: - anchor.blot.im/context/FRAMEWORK_API.md — still YueScript - anchor.blot.im/context/FRAMEWORK_API_QUICK.md — still YueScript - anchor.blot.im/context/ANCHOR_CONTEXT_BRIEF.md — still YueScript

Does NOT need updating

Should I go ahead and update the Anchor-lua build scripts and copy the blot.im context docs?

Yes. Ignore emoji-ball-battles for now.

Let me read the build scripts first.

Read (E:\a327ex\Anchor-lua\framework\run.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→..\engine\build\anchor.exe .
     4→

Read (E:\a327ex\Anchor-lua\framework\run-web.bat)

     1→@echo off
     2→REM Web build and run - rebuilds with Emscripten, launches browser
     3→
     4→cd /d "%~dp0"
     5→
     6→REM Build with Emscripten and run
     7→cd ..\engine
     8→call bash -c "./build-web.sh ../framework"
     9→cd build-web
    10→C:\emsdk\upstream\emscripten\emrun.bat --browser chrome anchor.html
    11→cd ..\..
    12→

Read (E:\a327ex\Anchor-lua\scripts\new-game.sh)

     1→#!/bin/bash
     2→#
     3→# new-game.sh - Create a new Anchor game project
     4→#
     5→# USAGE:
     6→#   ./scripts/new-game.sh <game-name> [--from <previous-game>]
     7→#
     8→# EXAMPLES:
     9→#   ./scripts/new-game.sh my-awesome-game
    10→#   ./scripts/new-game.sh my-new-game --from emoji-ball-battles
    11→#
    12→# This creates:
    13→#   E:/a327ex/my-awesome-game/
    14→#   ├── tools/
    15→#   │   ├── anchor.exe    (copied from Anchor/engine/build/)
    16→#   │   └── yue.exe       (copied from previous game or downloaded)
    17→#   ├── anchor/           (framework: copied from Anchor/framework/anchor/ or previous game)
    18→#   │   ├── init.yue
    19→#   │   └── object.yue
    20→#   ├── main.yue          (game entry point template)
    21→#   └── assets/           (empty assets folder)
    22→#
    23→# And a private GitHub repo at: github.com/a327ex/my-awesome-game
    24→#
    25→# ============================================================================
    26→# PREREQUISITES (run these once on a new computer)
    27→# ============================================================================
    28→#
    29→# 1. Git with SSH key configured for GitHub
    30→# 2. GitHub CLI (gh) for creating repos: https://cli.github.com/
... [207 more lines]

Read (E:\a327ex\Anchor-lua\scripts\package.sh)

     1→#!/bin/bash
     2→# Package an Anchor game into a single distributable executable
     3→# Usage: ./scripts/package.sh <game-folder> [output-name]
     4→#
     5→# This script:
     6→# 1. Creates a zip archive of all game assets from the specified folder
     7→# 2. Copies the Anchor engine executable
     8→# 3. Appends the zip to the exe (LÖVE-style distribution)
     9→# 4. Outputs a single self-contained game.exe
    10→
    11→set -e
    12→
    13→# Check arguments
    14→if [ -z "$1" ]; then
    15→    echo "Usage: $0 <game-folder> [output-name]"
    16→    echo ""
    17→    echo "Examples:"
    18→    echo "  $0 framework                    # Package framework as framework.exe"
    19→    echo "  $0 ../my-game                   # Package game folder"
    20→    echo "  $0 ../my-game my-awesome-game   # Package with custom name"
    21→    exit 1
    22→fi
    23→
    24→GAME_FOLDER="$1"
    25→OUTPUT_NAME="${2:-$(basename "$GAME_FOLDER")}"
    26→
    27→# Paths
    28→SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
    29→ENGINE_DIR="$SCRIPT_DIR/../engine"
    30→ENGINE_EXE="$ENGINE_DIR/build/anchor.exe"
... [54 more lines]

Good. run.bat and run-web.bat are already clean — no yue.exe references. package.sh is clean too (just excludes *.yue from the zip, which is fine). Only new-game.sh needs a full rewrite. Let me also check the engine run.bat.

Read (E:\a327ex\Anchor-lua\engine\run.bat)

     1→@echo off
     2→REM Run engine with framework/ as game folder (no YueScript compilation)
     3→REM Use this for testing engine-only changes with existing .lua files
     4→
     5→cd /d "%~dp0"
     6→build\anchor.exe ..\framework
     7→

That one just has a comment mentioning YueScript. Let me fix that and then rewrite new-game.sh.

Edit (E:\a327ex\Anchor-lua\engine\run.bat)

The file E:\a327ex\Anchor-lua\engine\run.bat has been updated successfully.

Now rewrite new-game.sh for Lua (no yue.exe, .lua files instead of .yue).

Write (E:\a327ex\Anchor-lua\scripts\new-game.sh)

The file E:\a327ex\Anchor-lua\scripts\new-game.sh has been updated successfully.

Now copy the blot.im context docs.

Bash (cp E:/a327ex/Anchor-lua/docs/FRAMEWORK_API.md E:/a327ex/anchor.blot.im/context/F...)

Let me verify those other blot.im context files don't have stale copies of other docs.

Bash (ls E:/a327ex/anchor.blot.im/context/)

ANCHOR_CONTEXT_BRIEF.md
ATTACK_REFERENCE.md
CLAUDE.md
ENGINE_API.md
ENGINE_API_QUICK.md
FRAMEWORK_API.md
FRAMEWORK_API_QUICK.md
PHASE2_WEAPONS.md
WEAPON_DESIGN.md

Bash (cp E:/a327ex/Anchor-lua/docs/ENGINE_API.md E:/a327ex/anchor.blot.im/context/ENGI...)

Done. Here's what was updated:

Great, now move the contents of the Anchor/ folder to Anchor-YueScript/ and create a new public repository explaining that this is the old version of the engine in YueScrip and that it was changed today, the original repository (Anchor) contains the new Lua-only version. Then move the contents of Anchor-lua/ to Anchor/ and commit with a summary of the changes. The summary doesn't need to be detailed, just explain that the change was made. If you disagree with any part of this plan or have questions say so first.

A couple of things to flag before proceeding:

  1. Git history for Anchor-YueScript/ — The current Anchor/ repo presumably has full git history. Do you want Anchor-YueScript/ to carry that full history (by essentially cloning/forking the repo), or just be a clean snapshot of the final YueScript state?

  2. Anchor/ repo continuity — I'm assuming you want the existing Anchor/ GitHub repo (and its URL) to continue as the active repo, just with the Lua contents committed on top of the existing history. The old YueScript commits would still be in the git log, and the new commit would mark the transition. That sound right?

  3. Anchor-lua/ cleanup — After moving its contents into Anchor/, should I delete the Anchor-lua/ folder entirely, or leave it?

  1. Clean snapshot.
  2. Yes.
  3. Leave it for now.

Let me check the current state of both repos first.

Bash (cd E:/a327ex/Anchor-lua && git rev-parse --git-dir 2>/dev/null || echo "Not a gi...)

Not a git repo

Good. Anchor/ has a GitHub remote at a327ex/Anchor, and Anchor-lua/ is not a git repo. Let me check what's different between them so I know exactly what to copy.

Bash (ls E:/a327ex/Anchor-lua/)

docs/
engine/
framework/
reference/
release/
scripts/

Now let me proceed step by step.

Step 1: Create Anchor-YueScript/ as a clean snapshot.

Bash (mkdir E:/a327ex/Anchor-YueScript && cp -r E:/a327ex/Anchor/* E:/a327ex/Anchor-Yu...)

docs/
engine/
framework/
reference/
release/
scripts/

Good — cp doesn't copy .git/ by default. Now add a README and create the GitHub repo.

Write (E:\a327ex\Anchor-YueScript\README.md)

File created successfully at: E:\a327ex\Anchor-YueScript\README.md

Bash (cd E:/a327ex/Anchor-YueScript && git init && git branch -M main && git add -A &&...)

<persisted-output>
Output too large (65.4KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\33d3579e-444c-4df3-a069-53006b0e1d84\tool-results\b7b5ef0.txt

Preview (first 2KB):
Initialized empty Git repository in E:/a327ex/Anchor-YueScript/.git/
warning: in the working copy of 'docs/ANCHOR_CONTEXT_BRIEF.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'docs/ENGINE_API.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'docs/ENGINE_API_QUICK.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/build-web.sh', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/build-web/anchor.js', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/build.bat', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/include/KHR/khrplatform.h', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/include/SDL2/SDL.h', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/include/SDL2/SDL_assert.h', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/include/SDL2/SDL_atomic.h', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/include/SDL2/SDL_audio.h', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/include/SDL2/SDL_bits.h', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/include/SDL2/SDL_blendmode.h', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/include/SDL2/SDL_clipboard.h', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/include/SDL2/SDL_config.h', LF will be replaced by CRLF the next time Git touches it
...
</persisted-output>

Bash (cd E:/a327ex/Anchor-YueScript && git log --oneline -1)

74c119b Archive: final YueScript version of Anchor engine

Now create the public GitHub repo and push.

Bash (cd E:/a327ex/Anchor-YueScript && "/c/Program Files/GitHub CLI/gh.exe" repo creat...)

https://github.com/a327ex/Anchor-YueScript

Bash (cd E:/a327ex/Anchor-YueScript && git push -u origin main)

branch 'main' set up to track 'origin/main'.
To github.com:a327ex/Anchor-YueScript.git
 * [new branch]      main -> main

Step 2: Replace Anchor/ contents with Anchor-lua/ contents.

I need to replace framework/, docs/, and scripts/ (the parts that changed). The engine/ folder should be the same in both. Let me verify, then do the copy.

Bash (diff -rq E:/a327ex/Anchor/reference/ E:/a327ex/Anchor-lua/reference/ 2>/dev/null...)

Engine source and reference/ are identical. The differences are in docs/, framework/, and scripts/. Let me copy those over.

Bash (cp -r E:/a327ex/Anchor-lua/docs/* E:/a327ex/Anchor/docs/ && cp -r E:/a327ex/Anch...)

Now the Anchor-lua framework has class.lua which Anchor didn't have, and the old .yue files still exist in Anchor/framework/. Let me also check what's in Anchor/framework/ now — the .yue files should be removed since this is the Lua version.

Bash (ls E:/a327ex/Anchor/framework/anchor/*.yue 2>/dev/null && echo "---" && ls E:/a3...)

E:/a327ex/Anchor/framework/anchor/animation.yue
E:/a327ex/Anchor/framework/anchor/array.yue
E:/a327ex/Anchor/framework/anchor/camera.yue
E:/a327ex/Anchor/framework/anchor/collider.yue
E:/a327ex/Anchor/framework/anchor/color.yue
E:/a327ex/Anchor/framework/anchor/font.yue
E:/a327ex/Anchor/framework/anchor/image.yue
E:/a327ex/Anchor/framework/anchor/init.yue
E:/a327ex/Anchor/framework/anchor/layer.yue
E:/a327ex/Anchor/framework/anchor/math.yue
E:/a327ex/Anchor/framework/anchor/object.yue
E:/a327ex/Anchor/framework/anchor/random.yue
E:/a327ex/Anchor/framework/anchor/shake.yue
E:/a327ex/Anchor/framework/anchor/spring.yue
E:/a327ex/Anchor/framework/anchor/spritesheet.yue
E:/a327ex/Anchor/framework/anchor/timer.yue
---
E:/a327ex/Anchor/framework/animation.yue
E:/a327ex/Anchor/framework/array.yue
E:/a327ex/Anchor/framework/camera.yue
E:/a327ex/Anchor/framework/collider.yue
E:/a327ex/Anchor/framework/color.yue
E:/a327ex/Anchor/framework/font.yue
E:/a327ex/Anchor/framework/image.yue
E:/a327ex/Anchor/framework/init.yue
E:/a327ex/Anchor/framework/layer.yue
E:/a327ex/Anchor/framework/main.yue
E:/a327ex/Anchor/framework/math.yue
E:/a327ex/Anchor/framework/object.yue
E:/a327ex/Anchor/framework/random.yue
... [6 more lines]

These need to be removed from the Anchor/ repo since it's now Lua-only.

Bash (cd E:/a327ex/Anchor && git rm framework/anchor/.yue framework/.yue framework/y...)

Exit code 128
fatal: pathspec 'framework/yue.exe' did not match any files

fatal: pathspec 'framework/yue.exe' did not match any files

yue.exe might not be tracked. Let me handle them separately.

Bash (rm E:/a327ex/Anchor/framework/yue.exe)

<tool_use_error>Sibling tool call errored</tool_use_error>

Bash (cd E:/a327ex/Anchor && git rm -f framework/anchor/.yue framework/.yue)

rm 'framework/anchor/animation.yue'
rm 'framework/anchor/array.yue'
rm 'framework/anchor/camera.yue'
rm 'framework/anchor/collider.yue'
rm 'framework/anchor/color.yue'
rm 'framework/anchor/font.yue'
rm 'framework/anchor/image.yue'
rm 'framework/anchor/init.yue'
rm 'framework/anchor/layer.yue'
rm 'framework/anchor/math.yue'
rm 'framework/anchor/object.yue'
rm 'framework/anchor/random.yue'
rm 'framework/anchor/shake.yue'
rm 'framework/anchor/spring.yue'
rm 'framework/anchor/spritesheet.yue'
rm 'framework/anchor/timer.yue'
rm 'framework/animation.yue'
rm 'framework/array.yue'
rm 'framework/camera.yue'
rm 'framework/collider.yue'
rm 'framework/color.yue'
rm 'framework/font.yue'
rm 'framework/image.yue'
rm 'framework/init.yue'
rm 'framework/layer.yue'
rm 'framework/main.yue'
rm 'framework/math.yue'
rm 'framework/object.yue'
rm 'framework/random.yue'
rm 'framework/shake.yue'
... [3 more lines]

Bash (rm E:/a327ex/Anchor/framework/yue.exe)

Now let me check the full state before committing.

Bash (cd E:/a327ex/Anchor && git status)

On branch main
Your branch is up to date with 'origin/main'.

Changes to be committed:
  (use "git restore --staged <file>..." to unstage)
    deleted:    framework/anchor/animation.yue
    deleted:    framework/anchor/array.yue
    deleted:    framework/anchor/camera.yue
    deleted:    framework/anchor/collider.yue
    deleted:    framework/anchor/color.yue
    deleted:    framework/anchor/font.yue
    deleted:    framework/anchor/image.yue
    deleted:    framework/anchor/init.yue
    deleted:    framework/anchor/layer.yue
    deleted:    framework/anchor/math.yue
    deleted:    framework/anchor/object.yue
    deleted:    framework/anchor/random.yue
    deleted:    framework/anchor/shake.yue
    deleted:    framework/anchor/spring.yue
    deleted:    framework/anchor/spritesheet.yue
    deleted:    framework/anchor/timer.yue
    deleted:    framework/animation.yue
    deleted:    framework/array.yue
    deleted:    framework/camera.yue
    deleted:    framework/collider.yue
    deleted:    framework/color.yue
    deleted:    framework/font.yue
    deleted:    framework/image.yue
    deleted:    framework/init.yue
    deleted:    framework/layer.yue
... [42 more lines]

Looks right. All .yue files deleted, all .lua files modified (converted to hand-written Lua), docs updated, new class.lua added, scripts updated. Let me stage and commit. I'll exclude engine/build/anchor.exe and engine/src/anchor.c since those are unrelated engine changes that were already there.

Bash (cd E:/a327ex/Anchor && git add docs/ANCHOR_CONTEXT_BRIEF.md docs/FRAMEWORK_API.m...)

warning: in the working copy of 'docs/ANCHOR_CONTEXT_BRIEF.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/run.bat', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'scripts/new-game.sh', LF will be replaced by CRLF the next time Git touches it

Bash (cd E:/a327ex/Anchor && git status --short)

M  docs/ANCHOR_CONTEXT_BRIEF.md
M  docs/FRAMEWORK_API.md
M  docs/FRAMEWORK_API_QUICK.md
 M engine/build/anchor.exe
M  engine/run.bat
 M engine/src/anchor.c
M  framework/anchor/animation.lua
D  framework/anchor/animation.yue
M  framework/anchor/array.lua
D  framework/anchor/array.yue
M  framework/anchor/camera.lua
D  framework/anchor/camera.yue
A  framework/anchor/class.lua
M  framework/anchor/collider.lua
D  framework/anchor/collider.yue
M  framework/anchor/color.lua
D  framework/anchor/color.yue
M  framework/anchor/font.lua
D  framework/anchor/font.yue
M  framework/anchor/image.lua
D  framework/anchor/image.yue
M  framework/anchor/init.lua
D  framework/anchor/init.yue
M  framework/anchor/layer.lua
D  framework/anchor/layer.yue
M  framework/anchor/math.lua
D  framework/anchor/math.yue
M  framework/anchor/object.lua
D  framework/anchor/object.yue
M  framework/anchor/random.lua
... [30 more lines]

All staged correctly — .yue files deleted, .lua files modified, class.lua added, docs and scripts updated. The engine binary and source changes remain unstaged (unrelated). Now commit.

Bash (cd E:/a327ex/Anchor && git commit -m "$(cat <<'EOF' Convert framework from YueSc...)

[main bcd18d3] Convert framework from YueScript to plain Lua
 58 files changed, 8732 insertions(+), 21590 deletions(-)
 delete mode 100644 framework/anchor/animation.yue
 delete mode 100644 framework/anchor/array.yue
 delete mode 100644 framework/anchor/camera.yue
 create mode 100644 framework/anchor/class.lua
 delete mode 100644 framework/anchor/collider.yue
 delete mode 100644 framework/anchor/color.yue
 delete mode 100644 framework/anchor/font.yue
 delete mode 100644 framework/anchor/image.yue
 delete mode 100644 framework/anchor/init.yue
 delete mode 100644 framework/anchor/layer.yue
 delete mode 100644 framework/anchor/math.yue
 delete mode 100644 framework/anchor/object.yue
 delete mode 100644 framework/anchor/random.yue
 delete mode 100644 framework/anchor/shake.yue
 delete mode 100644 framework/anchor/spring.yue
 delete mode 100644 framework/anchor/spritesheet.yue
 delete mode 100644 framework/anchor/timer.yue
 delete mode 100644 framework/animation.yue
 delete mode 100644 framework/array.yue
 delete mode 100644 framework/camera.yue
 delete mode 100644 framework/collider.yue
 delete mode 100644 framework/color.yue
 delete mode 100644 framework/font.yue
 delete mode 100644 framework/image.yue
 delete mode 100644 framework/init.yue
 delete mode 100644 framework/layer.yue
 delete mode 100644 framework/main.yue
 delete mode 100644 framework/math.yue
... [6 more lines]

Now push to GitHub.

Bash (cd E:/a327ex/Anchor && git push origin main)

To github.com:a327ex/Anchor.git
   eb98324..bcd18d3  main -> main

Done. Here's what happened: