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:
- User requested converting all YueScript in Anchor and emoji-ball-battles to Lua, starting with Anchor
- Key decisions established through Q&A: clean hand-written Lua (not yue.exe compiler output), manual conversion from .yue source, use modified rxi/classic class system (class.lua from emoji-merge reference project), keep all globals, preserve current composition architecture (child objects, not mixins), keep .yue files for reference
- User explicitly requested no plan mode: "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"
- Verified that
framework/anchor/subfolder contains the newest/active .yue files (vs root-level duplicates) by comparing timestamps and content
New Directory Setup (Anchor-lua/):
- Created
E:/a327ex/Anchor-lua/with engine/, scripts/, release/, docs/, reference/ copied from Anchor/ - Created empty
framework/anchor/ready for Lua files - Modified
run.batandrun-web.batto remove yue.exe compilation steps - Copied assets/, shaders/, and main.lua
Class System Design:
- Initially used emoji-merge's
class:class_new()pattern with mixin collision detection and auto-incrementing ID counter - Mid-session, switched to rxi/classic's
class:extend()pattern after user feedback —class:extend()for standalone classes,object:extend()for child objects - Renamed
class:is()toclass:is_a()to avoid collision withobject:is()(which checks name/tag) - Color class uses custom metatable (NOT class:extend()) for
__index/__newindexproperty access on r,g,b,a,h,s,l
Framework File Conversion (17 files, one at a time with user review):
- class.lua — rxi/classic base with global
class, auto-incrementing ID in__call - object.lua — core object tree, tags, three-phase action system (early/main/late), link system, cleanup
- init.lua — largest file (~1735 lines), presented in 5 blocks: config/setup, resource registration, music/playlist, time scale/hitstop/physics, input/update loop
- image.lua, spritesheet.lua, font.lua — small C handle wrappers
- spring.lua — damped spring animation with
object.new(self, 'spring')parent constructor pattern - random.lua — seeded RNG wrapper around C functions
- camera.lua — viewport with follow, bounds, parallax, coordinate transforms
- shake.lua — trauma (Perlin), spring push, sine/square oscillation, random shake, handcam
- color.lua — custom metatable for property access, RGB/HSL auto-sync, operator overloads
- array.lua — utility namespace (no class), array manipulation functions + table.copy/table.tostring
- math.lua — utility functions + full easing library (linear through elastic)
- timer.lua — scheduling system: after, every, during, tween, watch, when, cooldown, every_step, during_step
- layer.lua — FBO drawing layer, all primitives, transforms, shaders, stencils
- animation.lua — spritesheet animation with loop modes (once/loop/bounce), per-frame callbacks
- collider.lua — Box2D physics body wrapper, shape creation, position sync via early_action
User Corrections and Style Preferences:
- "Always keep the comments" — both function headers and inline comments, adapted to Lua syntax in examples
- "Remove all aliases" — E, X, L, A, K, Y, U, F, T aliases were removed from object.lua
- "result[#result + 1] -> table.insert" — applied throughout, retroactively fixed object.lua
- "avoid the big -- ================ banners" — removed section dividers
- "~= nil" checks kept for boolean config values (vsync, fullscreen, resizable) since false is valid
- Add comments to uncommented sound functions (sound_play_handle, sound_handle_set_pitch, sound_handle_set_volume)
- User manually changed loop variable from
ltolyrin update function to avoid shadowinglayerclass - Operator spacing convention:
*and/no spaces,+and-with spaces - "Show me the code you'll write before doing it" — established review-before-write workflow after accidentally writing class.lua without showing first
YueScript to Lua Syntax Conversions Applied:
@→self.,\method calls →:,=>→function(self, ...),->→function(...),unless→if not,for x in *t→for _, x in ipairs(t), string interpolation → concatenation,switch/when→if/elseif,!(no-arg call) →(),+=/-=→ explicit assignment,class X extends Y→X = Y:extend(),super name→object.new(self, name),continue→goto continue/::continue::,{key: value}→{key = value}
Test File Conversion and Verification:
- Converted
main.yueto cleanmain.lua(~650 lines) — 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 constructor calls changed from
animation(an.spritesheets.hit, 0.1, 'loop')toanimation('hit', 0.1, 'loop')to match framework API — user confirmed: "Differences between framework Lua files and test should favor the framework Lua files" - Engine ran cleanly on first attempt — all tests passed, no errors
- User interactively tested: time scale (slow/cancel/hitstop), animation reset, audio (sounds, music, playlist, crossfade, shuffle), camera shake types — "Perfect, everything is working"
Documentation Updates:
- FRAMEWORK_API.md — converted all ~100+ YueScript code examples to Lua, removed YueScript Idioms section, removed Aliases section
- FRAMEWORK_API_QUICK.md — converted all method signatures from
\to:syntax, removed Aliases section - ANCHOR_CONTEXT_BRIEF.md — converted code examples, rewrote "Why YueScript" to "Why Lua"
- Anchor Engine Overview.md — converted all ~30 code examples, updated architecture diagram labels, file structure (.yue → .lua)
- ENGINE_API.md and ENGINE_API_QUICK.md — no changes needed (already documented C-to-Lua bindings)
- Copied updated docs to emoji-ball-battles/docs/ and anchor.blot.im/context/
- Updated
.claude/CLAUDE.md— "C/YueScript" → "C/Lua", removed yue compilation from build commands
Build Script Updates:
Anchor-lua/engine/run.bat— removed "no YueScript compilation" commentAnchor-lua/scripts/new-game.sh— fully rewritten: removed yue.exe/tools folder, copies .lua files instead of .yue, template generates main.lua, points to Anchor-lua instead of Anchor
YueScript Reference Audit:
- Ran thorough search across E:/a327ex for remaining YueScript references
- Categorized files into: needs updating, does NOT need updating (archives, logs, original Anchor/ repo, emoji-ball-battles which hasn't been converted yet, Orblike)
Repository Restructuring:
- Created
E:/a327ex/Anchor-YueScript/as clean snapshot (no git history) of final YueScript state - Created public GitHub repo
a327ex/Anchor-YueScriptwith README pointing to active repo - Committed Lua conversion to
a327ex/Anchor(58 files changed, 8732 insertions, 21590 deletions) — commitbcd18d3 - Pushed both repos to GitHub
- Left Anchor-lua/ in place per user request
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:
class.luaprovides the base class system (from emoji-merge version)object = class:class_new()— the core object class- Other framework modules (timer, collider, etc.) are also created via
class:class_new()and can be mixed into object viaobject:class_add(timer_mixin)or used standalone - Everything stays global
- 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:
- Emoji-merge (old): Uses
class.luawith a singleanchorclass, mixins added viaclass_add, all methods namespaced (e.g.timer_init,timer_after). One big flat class. - Current Anchor: Uses YueScript's class system.
objectis the base class, but other modules liketimer,collider,cameraetc. are separate YueScript classes that get added as child objects (viaan\add timer!,an\add random!), not mixed in.
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.yue → object.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/:
- engine/ — C source, build scripts, includes, libs, built exe (all copied)
- framework/ — empty
anchor/dir ready for Lua files, plus:main.lua(the existing compiled test file)assets/(fonts, images, sounds)shaders/(outline.frag, shadow.frag)run.bat/run-web.bat(updated — no more yue.exe calls)
- docs/ — API documentation
- scripts/ — build/package/utility scripts
- release/ — packaged exe
- reference/ — copied as-is
- .gitignore
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.yue → object.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:
User's initial request: Convert all YueScript code in Anchor and emoji-ball-battles to Lua. Start with Anchor first.
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)
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
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)
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"
User requested creating E:/a327ex/Anchor-lua/ directory with structure from old directory but without .yue code
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
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:
~= nilis 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
User modified init.lua (linter/manual): Changed
lvariable tolyrin the update function's layer loopsKey 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
~= nilchecks kept for boolean config values- Everything stays global
- Use
function ClassName:method()syntaxFiles 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.
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())notobject:class_add(timer_mixin)- For classes extending object: call
object.new(self, name)in constructor instead of YueScript'ssuper 'name'- All framework classes/functions remain global (no local + module returns)
class:class_new()for class definitions,__callmetamethod for constructor syntax- YueScript syntax conversions:
@→self.,\method calls →:,=>→function(self, ...),unless→if not,for x in *t→for _, x in ipairs(t), string interpolation → concatenation,result[] = val→table.insert(result, val)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_idcounter instead ofmain:random_uid()(current system doesn't have that method)- Key functions:
class_new(...),class_add(...),class_is(c),__call(...)metamethodE:\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]withtable.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
anobject, defines globalupdate()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
ltolyrin the update function's layer iteration loops~= nilchecks 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
sto avoid shadowing class name in method bodiesErrors 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.
~= nilremoval suggestion: I suggested removing~= nilchecks. User questioned it. I explained these are necessary becausevsync,fullscreen,resizablecan be legitimatelyfalse. User agreed to keep them.- Missing comments on sound functions: User pointed out
sound_play_handle,sound_handle_set_pitch,sound_handle_set_volumewere 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 usetable.insertinstead. Applied this change to init.lua (used table.insert throughout) and retroactively fixed object.lua with multiple Edit calls.- Loop variable shadowing: I used
lfor layer loop variable in update function. User manually changed tolyrto avoid shadowing thelayerclass.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 objectpattern by callingobject.new(self, name)in constructors of child classes (spring, random, etc.)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)
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
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."
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?
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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
Want me to write it?
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).
Want me to write it?
Sure.
Write (E:\a327ex\Anchor-lua\framework\anchor\color.lua)
File created successfully at: E:\a327ex\Anchor-lua\framework\anchor\color.lua
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:
Object:extend()— real inheritance (sets up metatable chain +cls.super = self)Object:implement(...)— mixins (copy functions, which we don't need)Object:is(T)— walks the metatable chain to check typeObject:__call(...)— constructor viaClassName()
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:
- class.lua — replaced with rxi/classic (adapted as global
class, addedidcounter) - object.lua —
class:class_new()→class:extend() - image.lua, spritesheet.lua, font.lua —
class:class_new()→class:extend() - spring.lua, random.lua, camera.lua, shake.lua —
class:class_new()→object:extend() - color.lua — comment updated
- timer.lua — not written yet, will use
object:extend()when written
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:
- class.lua — rxi/classic with global
class,idcounter in__call class:extend()— for standalone classes (image, spritesheet, font) and object itselfobject:extend()— for child objects (spring, random, camera, shake, timer)object.new(self, name)— parent constructor call in child classes (sets name, parent, children, dead, tags)object:is()shadowsclass:is()— framework uses name/tag checking, type checking available viaclass.is(instance, Type)if ever needed
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:
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.
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
Files already completed before this session: class.lua, object.lua, init.lua, image.lua, spritesheet.lua, font.lua
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.
Major architectural change: Switched from modified rxi/classic with mixins to standard rxi/classic:
class:class_new()→class:extend()for standalone classesclass:class_new()→object:extend()for object children- Renamed
class:is()toclass:is_a()to avoid collision withobject:is()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.
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
classwith auto-incrementingidin__callclass: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')— NOTsuper, NOTobject('name')(which would create a separate instance)class:is_a(T)for type checking (renamed fromisto avoid collision withobject: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/__newindexfunctions for property access (r,g,b,a,h,s,l)- YueScript syntax conversions:
@→self.,\method calls →:,=>→function(self, ...),unless→if not,for x in *t→for _, x in ipairs(t), string interpolation → concatenation,result[] = val→table.insert(result, val)- Lua
goto continue/::continue::for YueScript'scontinuekeyword- All framework classes/functions remain global (no local + module returns)
- Operator spacing convention:
*and/no spaces,+and-with spacesFiles 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()isrenamed tois_ato avoid collision withobject: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 endE:\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 shadowsclass:is_a()intentionallyE:\a327ex\Anchor-lua\framework\anchor\init.lua (created in previous session)
- Largest file (~1735 lines), framework initialization
- User manually changed loop variable from
ltolyrin update function's layer loopsE:\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(), callsobject.new(self, 'spring')in constructor- Uses local
svariable in methods to avoid shadowing class nameE:\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 constructorE:\a327ex\Anchor-lua\framework\anchor\camera.lua (written this session)
- Camera with follow, bounds, parallax, coordinate conversion
- Uses
object:extend(), callsobject.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(), callsobject.new(self, name or 'shake')- Implements
get_transform()called by camera'sget_effects()E:\a327ex\Anchor-lua\framework\anchor\color.lua (written this session)
- Custom metatable (NOT using class:extend()) for
__index/__newindexproperty access- Properties r,g,b,a,h,s,l auto-sync between RGB and HSL
__callon instances returns packed RGBA integer for C drawing- Operators (
__mul,__div,__add,__sub) mutate in place- Comment updated from
class:class_new()toclass: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.copyandtable.tostringextensions- No class, just
array = {}namespaceE:\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(), callsobject.new(self, 'timer')- All methods support optional naming via
name_or_callbackpattern- Uses
goto continue/::continue::for Lua's lack ofcontinueE:\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
imgparameter name used inlayer:image()to avoid shadowing globalimageclassErrors and fixes:
- Wrong inheritance pattern (
class:class_new()for all classes): Initially all classes usedclass:class_new()which meant object-child classes (timer, spring, etc.) didn't have access to object methods through the metatable chain. User questioned whetherobject.new(self, name)was correct, leading to discovery thatobject: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 withobject:is(): Classic'sis()checks type hierarchy, object'sis()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')vsobject.new(self, 'timer'): User asked ifobject('timer')could be used. I explained this creates a new separate instance via__call, not what we want.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
imagemethod parameter renamed toimgto avoid shadowing the globalimageclassAll 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)
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
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.
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/when → if/elseif chain
- YueScript default params shape=@shape → shape 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→
12→
13→
14→
15→
16→
17→
18→
19→
20→
21→
22→
23→
24→
25→
26→
27→
28→
29→
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→
14→
15→
16→
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18→
19→
20→
21→
22→
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24→
25→
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29→
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:
Convert
main.yuetomain.lua— The test file inAnchor-lua/framework/main.luais currently the ugly yue.exe auto-compiled output (look at thosedo...endblocks,_class_0,_parent_0etc.). 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 extendobject) - Audio/playlist tests
- Camera/shake tests
- Animation tests
- Collision handling
- Draw pipeline (layers, shaders, compositing)
run.batis already correct — It just runs../engine/build/anchor.exe .(no yue compilation step needed since we're writing Lua directly).Assets/shaders already copied — The
assets/andshaders/directories are in place.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 ouranimation:newexpects a name string (to look up inan.spritesheets). We need to decide: change the constructor or change the test calls. The original YueScript also passes the spritesheet object withsuper spritesheet(which would pass an object as the name toobject.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:
- Animation constructor: Changed
animation(an.spritesheets.hit, ...)→animation('hit', ...)to match our framework's string-name API - Inline classes (wall, impulse_block, slowing_zone, ball): All use
object:extend()withobject.new(self)in constructors - YueScript → Lua:
@→self.,\→:,=>→function(self, ...),->→function(...), string interpolation → concatenation,for x in *t→for _, x in ipairs(t),unless→if not - Commented shapes test: Converted to Lua syntax so it can be uncommented and work
- Operator spacing:
*//no spaces,+/-with spaces per convention
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:
- Engine state (E key) — frame count, time, window size, fps, draw calls all reported
- Time scale — slow (F1/F2/F3), cancel slow (F4), hit stop (F5/F6), time scale state (F7)
- Animation — reset 'once' animation (F8) x3, each time it played through and fired the completion callback
- Audio — death sound (1), music play/stop (2/3), playlist start/next/shuffle/crossfade/stop (4/5/7/8/0)
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.
Key Technical Concepts:
- Class system: rxi/classic adapted as global
classwith auto-incrementingidin__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')— NOTsuper, NOTobject('name')(which creates a new instance)- Color class: Custom metatable (NOT class:extend()) for
__index/__newindexproperty access on r,g,b,a,h,s,l- YueScript → Lua conversions:
@→self.,\method calls →:,=>→function(self, ...),->→function(...),unless→if not,for x in *t→for _, x in ipairs(t), string interpolation → concatenation,switch/when→if/elseif,result[] = val→table.insert(result, val),continue→goto 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 objectFiles 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 nameffor font to avoid shadowing globalfontlayer:image()uses parameter nameimgto avoid shadowing globalimageE:\a327ex\Anchor-lua\framework\anchor\animation.lua (written this session)
- Sprite sheet animation with configurable timing, loop modes, per-frame callbacks
- Uses
object:extend(), callsobject.new(self, spritesheet_name)— first arg is a name string used both as object name andan.spritesheetslookup key- Loop modes: 'once', 'loop', 'bounce'
- Internal methods:
_get_delay,_fire_action,_advance_frameE:\a327ex\Anchor-lua\framework\anchor\collider.lua (written this session)
- Wraps Box2D physics body. Uses
object:extend(), callsobject.new(self, 'collider')- YueScript
switch/whenconverted toif/elseifchain for shape type- Default params
shape=@shapeconverted toshape or self.shapeat usage siteearly_actionclosure capturesselfnaturally in Lua- Global
collider_next_idcounter for unique IDsE:\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')toanimation('hit', 0.1, 'loop')to match framework API- Inline classes use
object:extend()pattern withobject.new(self)(no name)- Commented-out shapes test converted to Lua syntax
- Wall class stores color instance as
self.color, callsself.color()to get packed RGBAComplete 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/*.yuefiles, 16framework/*.yueroot 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
Errors and fixes:
- Animation constructor API mismatch: The test originally passed spritesheet objects (
an.spritesheets.hit) but the framework'sanimation:newexpects name strings foran.spritesheets[name]lookup. Fixed by changing test calls toanimation('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.
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
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?"
Pending Tasks:
- Update documentation files in
docs/to reflect the YueScript → Lua conversion- Update
E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.mdto 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
Current Work: The framework conversion and test are fully complete and verified working. The user's final request before compaction was to update documentation.
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 referencesChanges 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:
- FRAMEWORK_API.md — All code examples are in YueScript syntax
- FRAMEWORK_API_QUICK.md — Has YueScript method call syntax (
\) in signatures - ANCHOR_CONTEXT_BRIEF.md — Has YueScript code examples and references
- 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:
E:\a327ex\.claude\CLAUDE.md— the main project instructions (references YueScript, .yue files, yue compilation)E:\a327ex\anchor.blot.im\files\Opus 4.5\CLAUDE.md— heavily references YueScript, aliases, operators, old API patternsE:\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:
E:\a327ex\.claude\CLAUDE.md— Changed "C/YueScript" → "C/Lua", "YueScript code" → "Lua code", "YueScript framework classes" → "Lua framework classes",main.yue→main.lua, removed "Compile .yue" from build commandsE:\a327ex\anchor.blot.im\context\CLAUDE.md— Copied from the updated main one- Skipped
anchor.blot.im/files/Opus 4.5/CLAUDE.mdper 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)
Anchor-lua/docs/— all 5 files doneemoji-ball-battles/docs/— 4 API files copied overanchor.blot.im/notes/Anchor Engine Overview.md— doneE:\a327ex\.claude\CLAUDE.md— doneanchor.blot.im/context/CLAUDE.md— done (copy of above)
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
Anchor/(the original YueScript version) — left as-is, it's the old codebaseAnchor/docs/— these are the YueScript-era docs for the YueScript projectanchor.blot.im/files/Opus 4.5/CLAUDE.md— you said skip thisanchor.blot.im/logs/— historical session logs, archiveanchor.blot.im/files/Opus 4.5/IMPLEMENTATION_PLAN.md— historicalAnchor-lua/reference/archives/andAnchor/reference/archives/— historical referenceAnchor-lua/reference/yuescript-improvements.md— historical reference about the old languageemoji-ball-battles/run.bat,balance.bat,simulate.bat— these still use .yue since emoji-ball-battles hasn't been converted to Lua yet- All actual
.yuesource files — they are what they are Orblike/— separate project, not part of this conversion.claude/settings.local.json— yue.exe permission still valid for Anchor/
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:
Anchor-lua/engine/run.bat— removed "no YueScript compilation" commentAnchor-lua/scripts/new-game.sh— fully rewritten: removed yue.exe/tools folder, copies.luafiles instead of.yue, template generatesmain.lua, .gitignore no longer excludes*.lua, points toAnchor-luainstead ofAnchor, reduced from 5 steps to 4anchor.blot.im/context/— copied over all 5 updated docs (FRAMEWORK_API.md, FRAMEWORK_API_QUICK.md, ANCHOR_CONTEXT_BRIEF.md, ENGINE_API.md, ENGINE_API_QUICK.md)
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:
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?
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?
Anchor-lua/ cleanup — After moving its contents into Anchor/, should I delete the Anchor-lua/ folder entirely, or leave it?
- Clean snapshot.
- Yes.
- 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:
- https://github.com/a327ex/Anchor-YueScript — new public repo with a clean snapshot of the final YueScript state, plus a README pointing to the active repo
- https://github.com/a327ex/Anchor — committed the Lua conversion (58 files changed, 8732 insertions, 21590 deletions), removing all .yue files and yue.exe, with updated docs and scripts
- Anchor-lua/ — left in place as requested