Attack System Generalization 1
Summary
Started the second template-project in the series after edition-template/: a self-contained E:/a327ex/attack-template/ scaffold that will eventually ship every attack carrier from Orblike v1 (projectile, area, beam, polygonal, movement, etc.) as a focused reusable visual-only module. Spent this session on the inventory, the baseline scene (player + seeker + wall + edition shimmer + sounds + debug overlay + streak-based wall response), and the documentation hand-off so the next instance can pick up cleanly.
Inventory pass (findings.md):
- Read through
Invoker/v1/main.lua(13,268 lines) end to end, cataloguing every carrier, effect primitive, modifier, and sound intoE:/a327ex/attack-template/findings.md(~580 lines, 13 sections). Carrier taxonomy enumerates 13 distinct carriers with line refs into v1: projectile, self_area, aimed_area, melee, chain, beam, cyclone, toggle_area, big_rock, construct, asal, dash_strike, flicker, railgun, psylance, random. - Full ability roster (28 abilities from v1's
abilities = {}table at lines 704-1084) split into projectiles / areas / channeled / strikes / polygonal, each with element, visual, fire sound, hit sound, special-behavior notes. - Deep-dive sections on projectile (movement modes incl. straight / homing / linear-return / arc-return; max-range; wall raycast; per-ability
on_hitbranches; visual variants incl. default rect, ball-lightning circle, wind_slash orbiting blades, arc crescent SDF), area (6 shapes: circle / rect / jagged_rect / cone / jagged_circle / polygon; instant + persistent modes; cascade; hostile-area variant), beam (path-walker, dashed leading-edge flash, tip circle, tick damage, drone-pitch-scaled-by-tick-rate), polygonalbig_rock_effect(parabolic flight + jagged-rock shatter into Box2D rock_fragment pieces), movement (dash_cloneshared by dash_strike / asal / flicker), and effect primitive library (18 named classes incl. hit_circle, hit_particle, hit_effect, fx_effect, lightning_line, beam_particle, slightly_jagged_line, railgun_flash, psylance_effect, big_rock_effect, rock_fragment, rock_debris, dash_clone, rotating_turret, explosive_fuse, trail system, shockwave). - Modifier vocabulary section enumerated ~30 names (quantitative tiers
+/++/+++/-/--/---, damagepierce/chain/infinite_chain, multi-shotnova/spread/back/sides/parallel, homing/return, area-specific, cascade/echo/copy, knockback, null_conversion, melee_splash, multistrike, etc.). - Sound bank section mapped v1's ~190 ogg/wav assets per element (fire / earth / wind / ice / lightning / force / null / physical / melee / general) with file names.
- Concluded with a scope recommendation (which carriers to ship vs leave, what to consolidate, what stays gameplay-side) and 7 open questions for the user.
User decisions on scope:
- Visual generalization only, NO modifier system —
modstable /pierce+1/homingknobs are gameplay-side, not template-side. - Light logic generalization IS OK — each carrier ships its movement / tick / hitbox boilerplate as overridable class fields.
- Sounds added per-carrier as we port (don't ship the full 30 MB bank).
- Cast log infrastructure NOT ported (gameplay debug, not visual).
- Element variants are sound + minor visual tweaks layered last on each carrier.
Bootstrapping the project (attack-template):
- Created
E:/a327ex/attack-template/directory. - Copied edition-template's framework + Lua modules + draw shader:
anchor/,anchor.exe,assets/draw_shader.frag,edition.lua,palette.lua,gradient.lua,geometry.lua,symbols.lua. Wrote arun.batthat calls./anchor.exe attack-template. - Wrote initial
main.luasmoke test: single rounded-rect player at center with a randomeditionfromedition_cycleprinted on boot. - Added
0/F1keys to cycle the player's edition forward/backward, matching the edition-template convention.
Porting entities from Invoker (Anchor 2 procedural style — verbatim where possible):
player.luaverbatim fromInvoker/player.lua: WASD/arrow movement, scale/visual_r tween on horizontal press, mouse-aim, stats-based HP/MP, hit-flash, draw with edition. Callsset_edition(layer, mode)(2-arg API).seeker.luaverbatim fromInvoker/seeker.lua: chase enemy with seek + wander + separate steering, push knockback, spawn juice (spring + flash + hit_circle + 4 particles +enemy_spawnsfx),:hitdamage,:diedeath FX with one of 3 Bloody Punches sounds, floating HP bar viadraw_health_ui+should_show_health_uigated bytime - last_damage_time < 2.fx.luaverbatim fromInvoker/fx.lua:fx_hit_circle,fx_particle,fx_hit_effectclasses withspawn_*wrappers registering into a globalfxs[]table;:change_color(fraction, target)chainable.stats.luaverbatim fromInvoker/stats.lua: procedural stats module (stats_set,stats_add,stats_set_add,stats_set_mult,stats_clear_buffs,stats_update,stats_set_min_max,stats_recompute). Pool stats vs modifier stats distinction documented.wall.luaadapted fromInvoker/v1/main.lualines 5144-5186 (thewall_objectAnchor-1 class). Translated to Anchor 2 style:class()+make_entity+ plainself.collider, no timer/spring (none needed), explicit:draw(layer)method instead ofself:action(...)queue. Triangulation switched to attack-template's 6-number-array format from v1's index-triple format.wall_color = color(60,60,70)default.spawn_wall(verts, opts)wrapper.
Glue layer in main.lua:
set_edition(layer, mode)shim that adapts Invoker's 2-arg call to edition-template's 4-argedition_set(layer, mode, field_scale, dither)with scene-wide defaultsdefault_field_scale = 0.5,default_dither = 0. Lets all the verbatim entity ports work without modification.sfx(handle, vol, pitch)stub matching Invoker's signature: nil-safe handle, pitch defaults torandom_float(0.95, 1.05).physics_init()+physics_register_tag('player' | 'wall' | 'enemy')+ 4 collision pairs (player vs wall, player vs enemy, enemy vs wall, enemy vs enemy).- WASD + arrow bindings for
left/right/up/down. - Scene: one vertical-rectangle wall ~80 units right of center, player at center with random edition, 5 seekers ringed at 80-120 unit radius.
- Update loop: edition cycle input handlers,
p:update, reverse-iterate seekers/fxs with_deadprune, collision handlers,process_destroy_queue(). - Draw loop: walls on
floor_layer, then player + seekers + fxs ongame_layer.
Bug fix — triangulate is nil:
- First run crashed with
attempt to call a nil value (global 'triangulate')in wall:new line 67. - Root cause:
geometry.luawas copied but neverrequire()d. - Fix: added
require('geometry')tomain.luabefore any wall is spawned.
Edition system for the wall:
- User reminded that the wall should use the generalized edition system.
- Added
self.edition = (opts and opts.edition) or 0towall_object:new. - Bracketed the triangle draw with
set_edition(layer, self.edition)/set_edition(layer, 0). - Initial wall edition picked at random from
edition_cycleat boot, logged on console. - Bound
9/8for cycle next/prev wall edition.
Collider rotation (rotatable but locked to entity heading):
- User asked for player and seeker colliders to be rotatable, with player tracking mouse-aim only (not the juice spin), and seekers tracking their velocity-derived heading.
- Both:
set_fixed_rotation(false)+self.collider:set_angle(self.r); self.collider:set_angular_velocity(0)at the end of update. - The
set_angular_velocity(0)zero-out cancels contact-imparted spin that Box2D otherwise preserves between physics steps — without it, dynamic bodies drift between physics steps even whenset_angleis called every frame. - Player: collider tracks
self.r(mouse-aim) only;visual_randsx/syjuice stay draw-only. - Seeker: collider tracks
self.rwhich is already lerped toward velocity heading in normal motion and towardself.spin*dtwhile pushed.
Sounds (3 categories, 5 files):
- Copied from
Invoker/v1/assets/:Body Fall 2_lightmed.ogg(player_hit),Body Head (Headshot) 1_lightmed.ogg(enemy_hit),Bloody punches 3/7/10_lightmed.ogg(enemy_die_variants). - Defined
soundsandvolumestables in main.lua mirroringInvoker/main.lualines 86-106 (volumes: player_hit 0.39, enemy_hit 0.85, enemy_die 0.80). seeker:diepicks a random Bloody Punches viaarray.random(sounds.enemy_die_variants).- Enemy spawn sound intentionally skipped —
sfx(nil, ...)no-ops gracefully.
HP bar for enemies (already wired):
- Confirmed
seeker:drawalready callsdraw_health_ui(self, layer)(ported from Invoker). - Visible only when
time - last_damage_time < 2;:hitstamps the field. - Made visible via the new H/K random-enemy keys.
Debug-damage keys:
bind('hit_random_enemy', 'key:h'),bind('kill_random_enemy', 'key:k').random_live_seeker()helper inlined in update — filters by_dead/_dying, picks one withrandom_int(1, #live).- H deals 2 damage (
sk:hit(2)), K callssk:hit(sk.hp)to drive HP to 0 + trigger:die.
F2 collider debug overlay:
- New
debug_layer = layer_new('debug')— no edition shader interaction (we never callset_editionon it, sou_editionstays at the default 0 passthrough). - Bound
F2totoggle_debug_drawflippingdebug_draw_enabled. - When enabled, walks
p+ every seeker + every wall, callse.collider:get_shapes_geometry()(engine returns world-space shape data withpoint_x/y,vertices[],normal_x/y,radius, etc.), and dispatches per shape type:- circle:
layer_circle_line - polygon (box bodies come back as a 4-vert polygon):
layer_polygon_line - segment (chain bodies come back as a sequence of segments — wall edges):
layer_line - capsule:
layer_capsule_line
- circle:
- Solid shapes draw in
lime(); sensor shapes (when projectiles land) will draw inyellow().
Player mouse-aim rotation bug (camera_update missing):
- Player rotated toward a fixed point instead of the mouse cursor.
- Root cause:
main_camera.mouse.x, .yare only refreshed insidecamera_update(c, dt). Without that call, the fields stayed at the camera's init-time value. - Fix: added
camera_update(main_camera, dt)to the update loop beforep:update(dt).
Wall push behavior iterations (with user feedback at each step):
- Initial:
seeker:push(angle, force, duration)ported verbatim from Invoker. Player vs enemy contact usese:push(r, 6). - First wall-bump attempt:
e:push(r, random_float(2, 4), 0.15)after research into the SNKRX wall-collision pattern (Seeker:on_collision_enterinE:/a327ex/SNKRX/enemies.lua:369usesself:bounce(contact:getNormal())which is velocity reflection across the contact normal). User specified push (not bounce) since "the push function and how it works is standard". - User asked for "smaller wall push force, no flash, only spring pull". Replaced with inline
apply_impulse + spring_pull(0.2)— no flash, no spin, nopushed=trueflag (steering stays active so seeker resumes chase immediately). Forcerandom_float(1, 2.5). - User then asked for "exactly half both in duration and intensity of the player-enemy push". Reverted to
e:push(r, 3, 0.25)(force 6 to 3, duration 0.5 to 0.25 half-defaults). Full :push() machinery shared with player contact, halved on both knobs.
Particle edition tinting + flash hierarchy:
- User: "Particles should follow the edition for the enemy/player. Death particles -> enemy edition. Player/hit particles -> mix of both. Flash on player-enemy hit particles should be brief."
- Seeker spawn FX:
local spawn_c = edition_base_color(self.edition) or red; both the hit_circle and 4 particles:change_color(0.6, spawn_c). - Seeker die FX:
local die_c = edition_base_color(self.edition) or red; hit_circle and 4-6 particles:change_color(0.6, die_c). - Player
:hit(damage, hit_x, hit_y, source)extended with optionalsourceparam. Computes mixed color viacolor_mix(edition_base_color(self.edition), edition_base_color(source.edition), 0.5)with fallbacks viaor textfor editions 0 / dynamic / palette_cycle that return nil fromedition_base_color. Both hit_circle and 1-2 particles:change_color(0.3, hit_c). - Main.lua's player-enemy collision passes
eas the 4th arg:pl:hit(e.contact_damage or 1, px, py, e). - User feedback after: "player + enemy hit particles should flash white briefly, lower duration than for how long the death particles flash". Bumped fraction from 0.2 to 0.3 to make the white phase actually visible (at 0.1-0.3s particle duration, 20% = 0.02-0.06s was imperceptible; 30% = 0.03-0.09s reads as a brief flash). Death stays at 0.6 (0.12-0.3s white) — clear "small hit vs. fatal hit" hierarchy.
Wall avoidance steering (researched + implemented + removed from seeker):
- User asked me to read online about steering behaviors and implement wall avoidance.
- Fetched Craig Reynolds' "Not Bumping Into Things" (red3d.com/cwr/nobump/nobump.html), the libgdx-ai Steering Behaviors wiki, and surveyed Steering Behaviors For Autonomous Characters (red3d.com/cwr/steer/), slsdo's Steering Behaviors visualization, and Nature of Code chapter 5.
- Standard pattern: cast 3 "feelers" forward (central + 2 angled side whiskers), raycast each against walls, closest hit wins (avoids corner-trap oscillation), steering force = desired_velocity (along outward normal at max_speed) - current_velocity, clamped to max_force.
- Implementation in
collider:steering_wall_avoidance(max_speed, max_force, opts)inanchor/collider.lua. Knobs:tag = 'wall',lookahead = 30,predictiveness = 0.5(velocity-proportional ramp),whisker_scale = 0.6,whisker_angle = math.pi/6(30 degrees). Returns (0,0) when speed < 0.01 (no motion -> no predicted impact) or when no feeler hits. - Wired into
seeker:updatewith 2x weight in the force sum (so wall avoidance can outvote seek-toward-player when active). - User then chose collision-side handling instead. Removed wall_avoidance call from seeker:update; the function stays in
collider.luaas part of the steering toolkit. Documented this in CLAUDE.md as a deliberate choice — the ray-based version is available for future cases (flying enemies, weave-through carriers).
seeker:wall_bump(angle) — streak-based wall response:
- New method on the seeker. Each contact within
WALL_BUMP_WINDOW = 0.5sof the previous one incrementsself.wall_hit_count. Force and duration both scale linearly with the streak counter, capped atWALL_BUMP_MAX_STREAK = 4. Bases:FORCE = 3,DURATION = 0.25(half the player-enemy push baseline). - Progression: 1st hit -> 3/0.25, 2nd -> 6/0.50, 3rd -> 9/0.75, 4th -> 12/1.0 (cap). Window expiry resets streak to 1.
- State added to
seeker:new:self.wall_hit_count = 0,self.last_wall_hit_time = -math.huge. - Main.lua's enemy-wall collision handler now calls
e:wall_bump(r)instead ofe:push(r, 3, 0.25). The guard switched frome.pushtoe.wall_bump.
Separation steering verification:
- User asked whether separation was actually being applied. Confirmed:
self.collider:steering_separate(16, seekers, self.speed, 200)runs every frame insideseeker:update, withseekerspopulated byspawn_seeker. Noted two caveats: separation radius16is barely bigger than the seeker's 14x6 box half-diagonal (so it only repels at near-overlap); seek toward player can dominate the summed force when bunched. Offered to bump radius to 24-32 if visual spacing wasn't reading.
Documentation hand-off (final step):
- Wrote
E:/a327ex/attack-template/.claude/CLAUDE.md(~250 lines) covering: project purpose; read order pointing at findings.md -> edition-template CLAUDE.md -> main.lua -> entity files -> collider.lua; full inventory of what's wired up (visual stack, entities, sounds, physics, collisions handled, wall_bump details, edition system extensions, debug overlay, key bindings); critical conventions (edition shader integration, camera mouse coords, rotatable collider bodies, player r vs visual_r, update order, layer hierarchy, Anchor 2 procedural style); the 7 decisions made this session resolving findings.md section 13 open questions; the recommended carrier port order for next sessions; common gotchas (triangulate format difference, raycast tag-list arg, set_edition reset, sound naming). - Added a banner to the top of
findings.mddirecting readers to CLAUDE.md for the resolved decisions; findings.md remains the inventory, CLAUDE.md is the plan.
Let's continue on generalizing a few things from Orblike/Invoker. Last session we worked on the edition system's generalization, you can read the summary of that log. This session we'll work on the attack system generalization. That is, the visuals and sounds for every kind of attack that exists in a SNKRX/Orblike/Invoker-like game. The goal is to capture every possible type of variation we have implemented currently and generalize them so they're easily usable by next instances. I believe we have a few things here that are obvious:
- Projectiles, how they look, move, their effects when being fired and hitting enemies or walls or disappearing
- Beams, how they look, bend, how their movement forward is implied (dashed line forward), their effects when being fired and hitting enemies walls or disappearing
- Areas, how they look, how they disappear, how they spawn, for continuous areas how they look when hitting enemies
- Polygonal objects, like Big Rock
- Movement abilities, like Flicker Strike and their effects
This is not an exhaustive list nor an exhaustive description of what we should port from each of those elements. We should simply port and generalize all of them as faithfully as we can. We'll also do elemental variations for each, so wind projectile, fire projectile, etc. These variations will mostly be sound based, although in some cases they might imply slightly different visuals.
Please go through Orblike v1, which contains most of these implementations, and compile what we actually have to port over in terms of abilities and the way they look and behave in as much detail as possible. Add this compilation file to E:/a327ex/attack-template/, which is a folder you'll also create. Then report back to me with your findings so I can assess how we should proceed.
Bash (ls E:/a327ex/)
Anchor/
Anchor-YueScript/
Anchor-lua/
Anchor2/
BYTEPATH/
Danpenzero/
Invoker/
Null/
Psyonia/
RETICLE/
RTFX/
Ricochet/
SNKRX/
a327ex-site/
a327ex.com-blog/
anchor.blot.im/
cute_action.mp3
cute_action.wav
data/
edition-template/
emoji-aimer/
emoji-ball-battles/
emoji-ball-battles-generated/
emoji-ball-bounce/
it-follows/
lane-battle/
ld54-remake/
meal_prep.md
music-theory/
neural-networms/
... [10 more lines]
Bash (ls E:/a327ex/edition-template/)
anchor/
anchor.exe*
assets/
edition.lua
geometry.lua
gradient.lua
main.lua
palette.lua
run.bat
symbols.lua
Bash (ls E:/a327ex/Invoker/ E:/a327ex/Invoker/reference/ 2>&1 | head -80)
E:/a327ex/Invoker/:
abilities/
abilities.lua
anchor/
anchor.exe*
archive/
area.lua
assets/
cast.lua
design.md
door.lua
fx.lua
info_text.lua
log.lua
main.lua
map.lua
map_generation.lua
maps/
orb.lua
plan.lua
plan.md
player.lua
primitives.lua
projectile.lua
reference/
run.bat
run.lua
seeker.lua
spells.lua
spells.md
... [50 more lines]
Bash (ls E:/a327ex/Invoker/v1/)
anchor/
assets/
main.lua
profiler.lua
profiler_log.txt
recordings/
run.bat
Bash (wc -l E:/a327ex/Invoker/v1/main.lua)
13268 E:/a327ex/Invoker/v1/main.lua
Bash (ls E:/a327ex/edition-template/ -la 2>&1 | head -20)
total 4217
drwxr-xr-x 1 adn 197121 0 May 16 23:37 ./
drwxr-xr-x 1 adn 197121 0 May 16 19:59 ../
drwxr-xr-x 1 adn 197121 0 May 16 23:25 .claude/
drwxr-xr-x 1 adn 197121 0 May 16 23:38 .git/
drwxr-xr-x 1 adn 197121 0 May 16 19:59 anchor/
-rwxr-xr-x 1 adn 197121 4181504 May 16 19:59 anchor.exe*
drwxr-xr-x 1 adn 197121 0 May 16 23:21 assets/
-rw-r--r-- 1 adn 197121 20164 May 16 23:21 edition.lua
-rw-r--r-- 1 adn 197121 19233 May 16 21:45 geometry.lua
-rw-r--r-- 1 adn 197121 30812 May 16 22:05 gradient.lua
-rw-r--r-- 1 adn 197121 10133 May 16 23:26 main.lua
-rw-r--r-- 1 adn 197121 11602 May 16 22:14 palette.lua
-rw-r--r-- 1 adn 197121 208 May 16 20:00 run.bat
-rw-r--r-- 1 adn 197121 14481 May 16 21:46 symbols.lua
Bash (ls E:/a327ex/edition-template/.claude/ 2>&1)
CLAUDE.md
Read (E:/a327ex/edition-template/.claude/CLAUDE.md)
1 # edition-template — orientation for new instances
2
3 ## What this is
4
5 A starter Anchor 2 project bundling the **edition** system (per-fragment
6 color transforms applied via the engine's draw shader) and the **gradient**
7 system (baked spatial-color textures drawn as sprites) with shared
8 geometry + scatter + symbol utilities, ready to fork into new games that
9 want the SNKRX / Invoker visual style.
10
11 The original Invoker uses these systems across many bespoke files and
12 multiple shaders. This template consolidates them into one shader and a
13 handful of focused Lua modules so a new project can copy the directory
14 and start drawing.
15
16 ---
17
18 ## ⚠️ THE THING TO READ BEFORE ANYTHING ELSE — test-scene conventions
19
20 **Almost every change to this project comes in as a request to build a new
21 test scene** (an arena with X entities, an effect on a shape, etc.). When
22 you build one, **ALWAYS expose three keys** so the user can iterate on the
23 visual without re-running code:
24
25 | Key (suggestion) | Cycles | Why it matters |
26 |---|---|---|
27 | `0` / `F1` | the active **edition** (forward / back) | Editions are the system's main creative knob — most tuning means "is ruby right, or is sapphire?" The user almost always wants to flip through them live. |
28 | `[` / `]` | **`field_scale`** of the active edition | Field scale controls shimmer noise density. The "right" value depends on the entity's size, and the user can't predict it — they need to try 0.15 vs 0.5 vs 1.0 in place. |
29 | `D` / `F2` | the **dither mode** (forward / back, 32 modes) | Same story — the visually best dither is empirical, and the user needs to flip through bayer/cluster-dot/line/triangle/hearts/noise variants to find the one that fits. |
30
... [501 more lines]
Bash (cd E:/a327ex/edition-template && git log --oneline | head -30)
9eb3517 initial scaffold from Edition System Generalization session
Bash (ls E:/a327ex/a327ex-site/logs/ 2>/dev/null | tail -20)
orblike-profiler-and-live-recording.md
orblike-project-bootstrap.md
orblike-redesign.md
orblike-snkrx-archeology.md
orblike-steering-and-17-mods.md
orblike-to-invoker.md
orblike-tutorial-map-and-wall-layers.md
orblike-ui-1.md
orblike-ui-2.md
orblike-visual-aural-consistency.md
orblike-wall-visuals-ability-editions.md
ricochet.md
steam-game-recommendations.md
thalien-lune-design-1.md
thalien-lune-design-2.md
thalien-lune-design-3.md
thalien-lune-gameplay.md
ui-design-1.md
ui-design-2.md
website-redesign.md
Bash (ls E:/a327ex/a327ex-site/logs/ 2>/dev/null | grep -i "edition|invoker|generali...)
edition-system-generalization.md
invoker-hp-and-mana-orbs.md
invoker-spellcasting-tree-structure.md
orblike-more-visuals-edition-system.md
orblike-to-invoker.md
orblike-wall-visuals-ability-editions.md
ToolSearch
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"type": "tool_reference",
"tool_name": "TodoWrite"
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{
"type": "tool_reference",
"tool_name": "WebFetch"
},
{
"type": "tool_reference",
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Read (E:/a327ex/a327ex-site/logs/edition-system-generalization.md)
File content (105186 tokens) exceeds maximum allowed tokens (25000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.
Bash (wc -l E:/a327ex/a327ex-site/logs/edition-system-generalization.md)
4944 E:/a327ex/a327ex-site/logs/edition-system-generalization.md
Read (E:/a327ex/a327ex-site/logs/edition-system-generalization.md)
1 Title: Edition System Generalization
2 Date: 2026-05-16 23:27:03
3
4 # Edition System Generalization
5
6 ## Summary
7
8 Created `E:/a327ex/edition-template/` from scratch — a starter Anchor 2 project that bundles the edition (per-fragment color shimmer) and gradient (baked spatial-color textures) systems extracted and generalized from Invoker / Orblike v1, plus shared geometry, scatter, symbol, and dither utilities. Goal: future SNKRX/Invoker-style projects can copy the directory and start drawing immediately, without re-deriving the architecture.
9
10 **Initial exploration and plan:**
11 - Read Invoker and v1 source to understand the existing edition system: it lived across three duplicate-math shaders (`assets/edition.frag`, `draw_shader.frag`, `wall_gradient.frag`, `wall_symbols.frag`) with the same `apply_edition`, HSL helpers, and `organic_field` copy-pasted between them.
12 - Per-entity edition was applied via `set_edition(layer, mode)` + bracketed draws, called from player.lua, seeker.lua, projectile.lua, area.lua, ui.lua, and wall.lua.
13 - Wall pipeline was complex: 5 Lua files (wall, wall_palettes, wall_patterns, wall_symbols, wall_flow), 2 shaders, plus map.lua glue. Set of operations: compute_wall_distances -> compute_wall_triangulation -> bake_wall_gradient -> scatter_wall_symbols -> apply_wall_gradient_shader + apply_wall_symbols_shader.
14 - Initial plan presented to user with: one unified draw shader (replaces engine default via `set_draw_shader`), single edition.lua, gradient.lua with rect/circle/polygon bake constructors, geometry.lua for triangulate+scatter, symbols.lua for decoration shapes, and a thoroughly-documented main.lua demo.
15
16 **Critical architectural decisions driven by user feedback:**
17 - User asked "Why do we need specific behaviors for the wall?" — realized walls aren't special; the only thing they do differently is per-pixel spatial color which is exactly what a sprite is. Pivoted to: bake the wall gradient as an RGBA image with alpha-mask encoding, draw it as a sprite via `layer_texture`. The shader's sprite path already runs `apply_edition` on the sampled color. Result: no wall-specific shader path needed, no `u_color_source` uniform.
18 - User asked to generalize "gradient_sample_points was too specific to scatter points" — replaced with `gradient_color(grad, x, y, tint?)` as the universal primitive. Users compose it with any drawable (scatter point, player, particle, UI element). Signed tint parameter: negative darkens (multiply toward black), positive lightens (lerp toward white).
19
20 **Files created:**
21 - `assets/draw_shader.frag` — single fragment shader replacing engine default. Inline SDF dispatch (rect, circle, sprite, capsule, triangle, polygon, rounded rect), HSL/organic_field helpers, `apply_edition` with all modes inline, `apply_dither` with 32 modes inline. Two `discard` calls for stencil correctness (alpha-zero fragments skip color/depth/stencil writes).
22 - `edition.lua` — `edition_setup`, `edition_set(layer, mode, field_scale?, dither_mode?)`, `edition_clear`, `edition_draw` (scoped form), cycle helpers (`next_edition`, `prev_edition`, `next_dither`, `prev_dither`), name lookups, `edition_base_color` for particles, `edition_hues`.
23 - `palette.lua` — 18 locked color tokens (9 chrome + 9 accents), 8 SNKRX legacy tokens, 40-entry `gradient_palettes` table organized in 5 categories (en_* dynamic shimmer, e_* legacy hue-locked, t_* statics, snkrx_* legacy, en_polychrome), plus `gradient_palette_get` / `gradient_palette_cycle` helpers.
24 - `gradient.lua` — `gradient_rect`, `gradient_circle`, `gradient_polygon` bake constructors (with `mask='inside'/'outside'/'both'`, `fade_dist`, `scale`, region-aware via `regions` + `classify_region`), `gradient_draw` (auto-scales sprite to match world footprint), `gradient_repalette` (cheap re-bake using cached SDF), `gradient_sample` (raw r,g,b,a), `gradient_color` (color object with tint), `gradient_destroy`.
25 - `geometry.lua` — `triangulate`, `polygon_edge_segments`, `polygon_bbox`, `point_in_polygon`, `closest_point_on_polygon`, four scatter patterns (poisson, grid, hex, brick), three flow rules (flow_along, flow_outward, random), and `scatter_around_polygon` combining pattern + filter + rotation.
26 - `symbols.lua` — 32 decoration shapes ported verbatim from Invoker (x, triangle, circle, diamond, rect, dash, dot2, dot3, tilde, caret, hash, dslash, bars, quaddot, asterisk, dtilde, zigzag, hito, yama, ki, tsuchi, chikara, siggar, zapgar, zapzap, sigket, siglus, bartis, barcol, hepdot, n_arc, barket). `symbols_draw` helper handles per-symbol tip-normalize rotation offset.
27 - `main.lua` — went through multiple test scenes incrementally: smoke test (one rect with edition cycle), gradient test (rect/circle/diamond bakes), wall test (jagged-rect arena with floor + edge + symbols), full demo (region toggle, palette cycle, glow halo, stencil spotlight, HP bar, fireballs, multiple independent edition states), and finally the polygonal-circle test scene with 8 capsules at varied editions and field_scales.
28 - `.claude/CLAUDE.md` — orientation doc for new instances.
29
30 **Coordinate system bug found and fixed:**
... [90 more lines]
Let me look at the structure of Orblike v1 and the current Invoker to understand the attack systems.
Bash (ls E:/a327ex/Invoker/v1/anchor/ E:/a327ex/Invoker/v1/assets/ 2>&1 | head -40)
E:/a327ex/Invoker/v1/anchor/:
animation.lua
array.lua
camera.lua
class.lua
collider.lua
color.lua
font.lua
image.lua
init.lua
layer.lua
math.lua
object.lua
random.lua
shake.lua
spring.lua
spritesheet.lua
timer.lua
E:/a327ex/Invoker/v1/assets/:
ARROW_Hit_Body_stereo.ogg
ARROW_Hit_Body_stereo.wav
ARROW_Hit_Body_stereo_lightmed.ogg
ARROW_Hit_Wood_Shield_stereo.ogg
ARROW_Hit_Wood_Shield_stereo.wav
ARROW_Hit_Wood_Shield_stereo_lightmed.ogg
Arrow Impact wood 1.ogg
Arrow Impact wood 1.wav
Arrow Impact wood 1_lightmed.ogg
Arrow Impact wood 3.ogg
... [10 more lines]
Bash (ls E:/a327ex/Invoker/v1/assets/ | wc -l; ls E:/a327ex/Invoker/v1/assets/ | awk -...)
381
frag
ogg
png
ttf
wav
Bash (ls E:/a327ex/Invoker/v1/assets/ | grep -E ".(frag|png)$")
draw_shader.frag
edition.frag
enemy_texture.frag
fx_elec_001.png
fx_elec_013.png
fx_elec_020.png
fx_elec_025.png
fx_elec_027.png
fx_elec_036.png
fx_elec_050.png
fx_elec_052.png
fx_energy_002.png
fx_energy_005.png
fx_energy_008.png
fx_energy_011.png
fx_energy_012.png
fx_energy_014.png
fx_energy_015.png
fx_energy_017.png
fx_energy_018.png
fx_energy_019.png
fx_energy_020.png
fx_energy_022.png
fx_energy_029.png
fx_energy_032.png
fx_energy_034.png
fx_energy_049.png
fx_energy_057.png
fx_energy_086.png
fx_energy_087.png
... [109 more lines]
Let me get the structure of v1/main.lua first.
Grep (^-- \w)
74:-- Bytepath palette (dark variant)
89:-- Sounds
91:-- Adding new sounds:
101:-- The game defaults to sound_mode = '_lightmed' (10-bit bitcrush + 3x sample rate reduction).
102:-- Each sound needs at minimum: "File Name.ogg" (normal) and "File Name_lightmed.ogg" (crushed).
104:-- Normalized volumes (baseline -24 dB, 0.5 base volume):
216:-- Recording volume overrides (sounds that need different volume in recordings vs game)
221:-- Video recording state (declared early so sfx() can access)
491:-- Bitcrushed variants (lightmed: 10-bit/3x SR)
578:-- Shared trail system: update trail points and draw as dashed lines
652:-- Point-in-polygon test (ray casting algorithm)
668:-- Asal chain explosion: spawns area at position that chains on kill
681:-- Knockback modifier: push enemy away from a point
694:-- Abilities
1086:-- Ordered ability list for cycling
1096:-- Orb keybinds
1122:-- Orb
1139:-- Cubic bezier: returns x, y at parameter t (0-1) given 4 control points
4925:-- Orb management
4940:-- Physics
4960:-- Input
4970:-- Camera
4975:-- Layers
4989:-- Enemy texture mode (0 = none)
4993:-- Enemy edition override (nil = random per enemy, number = all enemies use this)
4996:-- Ability/orb edition override (0 = none)
5001:-- MAP GENERATION
5004:-- How maps work:
5012:-- How generation works:
5021:-- Section conventions:
... [172 more lines]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Grep (^-- \w)
10934:-- Effect: psylance_effect
10935:-- Two-phase force ability: gather enemies onto a line, then damage along it.
11388:-- Effect: big_rock_effect
11389:-- Rock thrown in arc to target. X marker blinks at target, rock scales up at apex then down, AoE on landing.
11694:-- Effect: rock_fragment
11695:-- Polygon shard with physics collider that flies outward from impact.
11778:-- Effect: rock_debris
11779:-- Small polygon rock that flies outward and blinks out.
11822:-- Effect: railgun_flash
11823:-- Bright line that appears at full width then shrinks to nothing.
11943:-- Effect: arc_trail_line
11944:-- Static line left behind by arc projectiles. Shrinks to nothing, no alpha fade.
11965:-- Effect: beam_particle
11966:-- Small rectangle that travels forward along a beam path, offset to the side of center.
12008:-- Effect: slightly_jagged_line
12009:-- Straight dashed line between src and dst with rounded ends.
12010:-- Progressive draw from src to dst, color gradient from src_color to dst_color.
12011:-- Holds after animation, then blinks out.
12124:-- Movement clone: temporary entity that performs a dash_strike in a given direction
12452:-- Generate map
12510:-- Shockwave visual effect
12522:-- Cache enemy list once per frame (avoids O(N) tree traversal per enemy)
12548:-- Explosive arrow fuse system
12556:-- Collision handling
12626:-- Debug
12774:-- Draw background + ground_2 fill for ground pattern shader
12878:-- Single target
12936:-- Rectangular area attack
13003:-- Circular area attack
13077:-- Line attack (pierce)
... [6 more lines]
Grep (^class(|^function \w+)
230:function sfx(name, vol, pitch)
254:function sfx_handle(name, vol, pitch)
275:function sfx_stop_handle(handle)
292:function sfx_set_looping(handle, looping)
310:function sfx_flush()
314:function recording_encode(name, frame_count, sound_log, start_step)
579:function trail_update(trail, x, y, active, trail_duration)
593:function trail_draw(trail, trail_duration, trail_base_color)
653:function point_in_polygon(px, py, verts, cx, cy)
669:function spawn_asal_explosion(x, y, damage, base_radius, mods, color, edition, cast_log)
682:function apply_knockback_mod(mods, enemy, from_x, from_y)
695:function ability_has_tag(ability_name, tag)
1106:function orb_input_down(slot)
1114:function orb_input_pressed(slot)
1181:function orb:new(args)
1225:function orb:add_ability(ability_name)
1229:function orb:add_modifier(name, value)
1233:function orb:remove_modifier(name)
1242:function orb:has_mod(name)
1249:function orb:primary_ability()
1256:function orb:secondary_abilities()
1267:function orb:activate(override_ability, override_pos)
2136:function build_formation_angles(r, mods)
2166:function build_area_angles(r, mods)
2196:function orb:get_target_offset()
2294:function orb:update(dt)
4927:function add_orb()
4934:function add_orbs(n)
5061:function clear_arena_walls()
5069:function triangulate(vertices)
... [92 more lines]
Grep (^class(|^function \w+)
8941:function area:kill(...)
8954:function area:update(dt)
9174:function damage_number:new(x, y, amount)
9186:function damage_number:update(dt)
9205:function seeker:new(x, y, args)
9252:function seeker:push(r, force, duration)
9268:function seeker:apply_slow(amount, duration)
9286:function damage_components(source, mult)
9302:function damage_cast_log.new(ability_name, element)
9313:function damage_cast_log:add_pending()
9317:function damage_cast_log:remove_pending()
9324:function damage_cast_log:add_hit(result, enemy, source_type)
9339:function damage_cast_log:conclude()
9367:function should_show_health_ui(entity)
9375:function draw_health_ui(entity)
9390:function apply_damage(entity, damage)
9410:function seeker:take_damage(damage, hit_vol)
9441:function seeker:die()
9462:function seeker:update(dt)
9558:function pack_random_blueprint(spawn_radius)
9566:function rand_nd(nd)
9573:function pack_apply_modifier(e, mod_name)
9586:function pack_spawn_slow_aura(e)
9609:function pack_explode_on_death(e)
9623:function pack_create(x, y, blueprint)
9709:function pack_member_died(p, member)
9731:function pack_activate(p)
9749:function pack_aggro(p)
9757:function packs_update()
9797:function pack_ui_hit(p)
... [71 more lines]
Let me read the abilities table first.
Read (E:/a327ex/Invoker/v1/main.lua)
694 -- Abilities
695 function ability_has_tag(ability_name, tag)
696 local def = abilities[ability_name]
697 if not def or not def.tags then return false end
698 for _, t in ipairs(def.tags) do
699 if t == tag then return true end
700 end
701 return false
702 end
703
704 abilities = {
705 fireball = {
706 activation = 'manual',
707 tags = {'area', 'fire', 'projectile'},
708 cooldown = 0.5,
709 color = blue,
710 damage = 4,
711 area_damage = 4,
712 element = 'fire',
713 fire_sound = 'fireball_fire',
714 area_sound = 'fireball_hit',
715 area_radius = 25,
716 },
717 null_arrow = {
718 activation = 'manual',
719 tags = {'area', 'duration', 'null', 'projectile'},
720 cooldown = 0.5,
721 color = purple,
722 damage = 1,
723 area_damage = 1,
... [370 more lines]
Now let me read the projectile system in detail.
Read (E:/a327ex/Invoker/v1/main.lua)
7650 -- Projectile carrier
7651 -- Strip trigger mods and fire a linked ability from a position
7652 function fire_triggered_ability(name, x, y, mods, source_orb)
7653 local def = abilities[name]
7654 if not def then return end
7655 local child_mods = {}
7656 for k, v in pairs(mods) do child_mods[k] = v end
7657 child_mods.cast_on_expire = nil
7658 child_mods.cast_on_apex = nil
7659 child_mods.cast_on_tick = nil
7660 local carrier = def.carrier
7661 if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7662 an:add(area(x, y, {ability = name, color = def.color, mods = child_mods, edition = (source_orb and source_orb.edition) or ability_edition_override or 0}))
7663 an.camera.shake:shake(3, 0.15)
7664 else
7665 local src = source_orb or orbs[1]
7666 local aim_r = math.angle_to_point(x, y, an.camera.mouse.x, an.camera.mouse.y)
7667 if src then src:activate(name, {x = x, y = y, r = aim_r, child_mods = child_mods}) end
7668 end
7669 end
7670
7671 projectile = object:extend()
7672 function projectile:new(x, y, args)
7673 object.new(self)
7674 self:tag('projectile')
7675 self.x, self.y = x, y
7676 self.r = args.r or 0
7677 self.ability = args.ability
7678 self.color = args.color
7679 self.mods = args.mods or {}
... [570 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
8224 function projectile:die()
8225 -- cast_on_expire: fire linked ability at death position
8226 if self.mods.cast_on_expire then
8227 fire_triggered_ability(self.mods.cast_on_expire, self.x, self.y, self.mods, self.source_orb)
8228 end
8229
8230 -- Kill the attached zone
8231 if self.bl_zone then
8232 self.bl_zone:kill()
8233 self.bl_zone = nil
8234 end
8235 if self.tornado_zone then
8236 self.tornado_zone:kill()
8237 self.tornado_zone = nil
8238 end
8239
8240 -- Tornado shot: spawn secondary projectiles on death
8241 if self.is_tornado_shot then
8242 local def = abilities[self.ability]
8243 local count = def.secondary_count or 3
8244 local orb_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
8245 local pc = ability_particle_color(orb_ed, self.color)
8246 for i = 0, count - 1 do
8247 local sec_r = i*(math.pi*2/count) + an.random:float(-0.1, 0.1)
8248 local sx = self.x + 4*math.cos(sec_r)
8249 local sy = self.y + 4*math.sin(sec_r)
8250 local sec = projectile(sx, sy, {
8251 ability = self.ability, color = self.color, r = sec_r, mods = self.mods,
8252 source_orb = self.source_orb, is_secondary = true,
8253 speed_mult = (def.secondary_speed or 190)/(def.projectile_speed or 150),
... [370 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
8623 end
8624 return
8625 end
8626
8627 -- Magnetic pull impulse each tick
8628 if self.mods.magnetic_area then
8629 local pull_mult = (def and def.magnetic_pull_mult) or 1
8630 for _, e in ipairs(cached_enemies) do
8631 if not e.dead then
8632 local d = math.distance(self.x, self.y, e.x, e.y)
8633 if d < self.radius and d > 1 then
8634 local strength = 6*pull_mult*(1 - d/self.radius)
8635 local r = math.angle_to_point(e.x, e.y, self.x, self.y)
8636 e:push(r, strength, 0.25)
8637 end
8638 end
8639 end
8640 end
8641
8642 local enemies
8643 if self.shape == 'rect' then
8644 local box_h = self.rect_h and self.rect_h*2 or self.radius*2
8645 enemies = an:query_box(self.x, self.y, self.radius*2, box_h, self.r, {'enemy'})
8646 elseif self.shape == 'cone' then
8647 local half_angle = self.cone_angle/2
8648 enemies = {}
8649 for _, e in ipairs(cached_enemies) do
8650 if not e.dead then
8651 local d = math.distance(self.x, self.y, e.x, e.y)
8652 local a = math.atan(e.y - self.y, e.x - self.x)
... [290 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
8941 function area:kill(...)
8942 if self.cast_log then
8943 self.cast_log:remove_pending()
8944 self.cast_log = nil
8945 end
8946 -- Clear any speed_buffs slow entry owned by this area so the player isn't
8947 -- left with a lingering slow after the area dies.
8948 if self.slow_key and p1 and p1.speed_buffs then
8949 p1.speed_buffs[self.slow_key] = nil
8950 end
8951 return area_base_kill(self, ...)
8952 end
8953
8954 function area:update(dt)
8955 if self.hidden then return end
8956
8957 if self.follow then
8958 self.x = self.follow.x + self.follow_ox
8959 self.y = self.follow.y + self.follow_oy
8960 end
8961
8962 if self.duration then
8963 -- Movement
8964 if self.move_vx then
8965 self.x = self.x + self.move_vx*dt
8966 self.y = self.y + self.move_vy*dt
8967 end
8968 if self.mods.homing_zone and self.homing_active then
8969 self.homing_elapsed = self.homing_elapsed + dt
8970
... [200 more lines]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Let me read the beam, hit effect, and other utility sections.
Read (E:/a327ex/Invoker/v1/main.lua)
10090 end
10091
10092
10093 -- Effect: hit_circle (dark variant style)
10094 -- Filled circle that shrinks from initial radius to 0, starts white, optionally changes color
10095 -- Rotating turret: stationary construct that fires arrows periodically
10096 rotating_turret = object:extend()
10097 function rotating_turret:new(x, y, args)
10098 object.new(self)
10099 self.x, self.y = x, y
10100 self.r = an.random:float(0, math.pi*2)
10101 self.ability = args.ability
10102 self.color = args.color or fg_color
10103 self.mods = args.mods or {}
10104 self.source_orb = args.source_orb
10105 self.duration = args.duration or 6
10106 self.fire_rate = args.fire_rate or 2.5
10107 self.rotation_speed = args.rotation_speed or math.pi
10108 self.directions = args.directions or 4
10109 self.w = 6
10110 self.elapsed = 0
10111 self.fire_timer = 0
10112 self.flashing = true
10113 self.hidden = false
10114 self.cast_log = damage_cast_log.new(args.ability or 'rotating_turret', abilities[args.ability] and abilities[args.ability].element)
10115 self.cast_log:add_pending() -- one pending for turret lifespan
10116
10117 self:add(collider('construct', 'static', 'circle', 6))
10118 self.collider:set_position(self.x, self.y)
10119
... [570 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
10685 if self.hidden then return end
10686 if self.src.follow then
10687 self.src.x = self.src.follow.x + self.src.ox
10688 self.src.y = self.src.follow.y + self.src.oy
10689 end
10690 self.frame = (self.frame or 0) + 1
10691 if self.frame % 2 == 0 then
10692 self.cached_points = self:generate_points(self.src.x, self.src.y, self.dst.x, self.dst.y)
10693 end
10694 local points = self.cached_points or self:generate_points(self.src.x, self.src.y, self.dst.x, self.dst.y)
10695 local ll_ed = self.edition or 0
10696 if ll_ed > 0 then
10697 ability_layer:shader_set_float(draw_shader, 'u_edition', ll_ed)
10698 ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
10699 end
10700 local c = self.color()
10701 for i = 1, #points - 1 do
10702 ability_layer:line(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y, self.line_width, c)
10703 end
10704 if ll_ed > 0 then
10705 ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
10706 end
10707 end
10708
10709
10710 -- Effect: cyclone_particle
10711 -- Arc that orbits a center point in the same direction as the cyclone area.
10712 cyclone_particle = object:extend()
10713 function cyclone_particle:new(x, y, args)
10714 object.new(self)
... [470 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
11388 -- Effect: big_rock_effect
11389 -- Rock thrown in arc to target. X marker blinks at target, rock scales up at apex then down, AoE on landing.
11390 big_rock_effect = object:extend()
11391 function big_rock_effect:new(x, y, args)
11392 object.new(self)
11393 self.origin_x, self.origin_y = x, y
11394 self.target_x = args.target_x or x
11395 self.target_y = args.target_y or y
11396 self.flight_duration = args.flight_duration or 3
11397 self.area_radius = args.area_radius or 30
11398 self.damage = args.damage or 0
11399 self.element = args.element
11400 self.cast_log = args.cast_log
11401 if self.cast_log then self.cast_log:add_pending() end
11402 self.color = args.color or yellow
11403 self.mods = args.mods or {}
11404 self.ability = args.ability or 'big_rock'
11405 self.source_orb = args.source_orb
11406 self.area_sound = args.area_sound
11407 self.elapsed = 0
11408 self.landed = false
11409 self.apex_fired = false
11410 -- Generate jagged vertices once (like earthquake)
11411 local n = an.random:int(8, 12)
11412 self.jagged_verts = {}
11413 for i = 1, n do
11414 local base_a = (i - 1)*2*math.pi/n
11415 local a = base_a + an.random:float(-0.15, 0.15)
11416 local d = an.random:float(0.85, 1.1)
11417 table.insert(self.jagged_verts, {a = a, d = d})
... [420 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
11822 -- Effect: railgun_flash
11823 -- Bright line that appears at full width then shrinks to nothing.
11824 railgun_flash = object:extend()
11825 function railgun_flash:new(x, y, args)
11826 object.new(self)
11827 self.x, self.y = x, y
11828 self.r = args.r or 0
11829 self.length = args.length or 100
11830 self.path = args.path
11831 self.draw_color = args.color and args.color:clone() or fg_color:clone()
11832 self.duration = args.duration or 0.25
11833 self.edition = args.edition or 0
11834 self:add(timer())
11835 -- Generate dash segments along the beam
11836 local all_segs = {}
11837 local dash_len, gap_len = 5, 6
11838 local stride = dash_len + gap_len
11839 local d = 0
11840 while d < self.length do
11841 local seg_end = math.min(d + dash_len, self.length)
11842 if seg_end - d > 0.5 then
11843 table.insert(all_segs, {start_d = d, end_d = seg_end})
11844 end
11845 d = d + stride
11846 end
11847 -- Group consecutive segments into clumps of 2-4
11848 self.clumps = {}
11849 local i = 1
11850 while i <= #all_segs do
11851 local clump_size = math.min(an.random:int(2, 4), #all_segs - i + 1)
... [290 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
12124 -- Movement clone: temporary entity that performs a dash_strike in a given direction
12125 dash_clone = object:extend()
12126 function dash_clone:new(x, y, args)
12127 object.new(self)
12128 self.x, self.y = x, y
12129 self.r = args.r
12130 self.def = args.def
12131 self.mods = args.mods or {}
12132 self.color = args.color or blue
12133 self.edition = args.edition or 0
12134 self.w, self.h = 10, 10
12135 self.dash_r = args.r
12136 if args.mode ~= 'flicker' then
12137 local dash_dist = args.dash_dist or self.def.dash_range
12138 self.from_x, self.from_y = x, y
12139 self.to_x = x + dash_dist*math.cos(self.dash_r)
12140 self.to_y = y + dash_dist*math.sin(self.dash_r)
12141 end
12142 self.lerp_t = 0
12143 self.lerping = args.mode ~= 'flicker'
12144 self.hit_set = {}
12145 self.hit_list = {}
12146 self.resolving = false
12147 self.alpha = 255
12148 self.mode = args.mode or 'dash_strike' -- 'dash_strike', 'asal', or 'flicker'
12149 self.asal_hit = nil
12150 self.charge_mult = args.charge_mult or 1
12151 self.cast_log = args.cast_log
12152 if self.cast_log then self.cast_log:add_pending() end
12153 self.trail = {}
... [320 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
577
578 -- Shared trail system: update trail points and draw as dashed lines
579 function trail_update(trail, x, y, active, trail_duration)
580 -- Add point if active and moved enough
581 if active then
582 local last = trail[#trail]
583 if not last or math.distance(last.x, last.y, x, y) > 2 then
584 table.insert(trail, {x = x, y = y, t = an.time})
585 end
586 end
587 -- Expire old points
588 while #trail > 0 and an.time - trail[1].t > trail_duration do
589 table.remove(trail, 1)
590 end
591 end
592
593 function trail_draw(trail, trail_duration, trail_base_color)
594 if #trail < 2 then return end
595 local dash_len = 5
596 local gap_len = 6
597 local stride = dash_len + gap_len
598 local cum_dist = {[#trail] = 0}
599 for i = #trail - 1, 1, -1 do
600 local dx = trail[i + 1].x - trail[i].x
601 local dy = trail[i + 1].y - trail[i].y
602 cum_dist[i] = cum_dist[i + 1] + math.sqrt(dx*dx + dy*dy)
603 end
604 local total_dist = cum_dist[1]
605 local function trail_pos(dist)
606 for i = #trail - 1, 1, -1 do
... [70 more lines]
Grep (carrier == 'beam'|carrier == 'cyclone'|carrier == 'big_rock'|carrier == 'flicker'|carrier == 'asal'|carrier == 'dash_strike'|carrier == 'railgun'|carrier == 'psylance'|carrier == 'chain'|carrier == 'construct')
1578: elseif def.carrier == 'chain' then
1798: elseif def.carrier == 'big_rock' then
1869: elseif def.carrier == 'construct' then
2320: if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
2590: elseif def and def.activation == 'manual' and def.carrier == 'railgun' then
3160: elseif def and def.activation == 'manual' and def.carrier == 'asal' then
3619: elseif def and def.activation == 'hold' and def.carrier == 'beam' then
4052: elseif def and def.activation == 'hold' and def.carrier == 'cyclone' then
4227: elseif def and def.activation == 'hold' and def.carrier == 'psylance' then
4450: elseif def and def.activation == 'hold' and def.carrier == 'flicker' then
7854: elseif carrier == 'chain' then
Read (E:/a327ex/Invoker/v1/main.lua)
1267 function orb:activate(override_ability, override_pos)
1268 local ability_name = override_ability or self:primary_ability()
1269 if not ability_name then return end
1270 local def = abilities[ability_name]
1271 if not def then return end
1272 local orb_ed = self.edition or ability_edition_override or 0
1273
1274 local is_null = ability_has_tag(ability_name, 'null')
1275 if not is_null then
1276 local mods = p1:get_mods()
1277 for _, slot in ipairs(self.slots) do
1278 if slot.type == 'modifier' then mods[slot.name] = slot.value end
1279 end
1280 if mods.null_conversion then is_null = true; def = setmetatable({color = purple}, {__index = def}) end
1281 end
1282 local delay = is_null and 0 or self.activation_delay
1283
1284 if not override_pos then
1285 if is_null then
1286 self.flashing = true
1287 self.timer:after(0.1, 'flash', function() self.flashing = false end)
1288 self.spring:pull('main', 0.5)
1289 else
1290 an:add(slightly_jagged_line(self, p1, {anim_duration = delay, src_color = def.color, dst_color = def.color, edition = orb_ed}))
1291 self.flashing = true
1292 self.timer:after(0.1, 'flash', function() self.flashing = false end)
1293 local orb_to_player = math.angle_to_point(self.x, self.y, p1.x, p1.y)
1294 local pc = ability_particle_color(orb_ed, def.color)
1295 for i = 1, 3 do
1296 local hp = hit_particle(self.x, self.y, {
... [310 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
1600 if c_nova then
1601 for i = 0, 7 do table.insert(source_angles, r + i*math.pi/4) end
1602 cone_half = math.pi/8
1603 else
1604 if c_spread and c_spread >= 2 then
1605 local n = c_spread
1606 local spread = math.pi/6 + (n - 2)*math.pi/12
1607 for i = 1, n do
1608 local t = (i - 1)/(n - 1)
1609 table.insert(source_angles, r + spread*(t - 0.5))
1610 end
1611 cone_half = spread/(n - 1)/2
1612 else
1613 table.insert(source_angles, r)
1614 end
1615 if c_back then table.insert(source_angles, r + math.pi) end
1616 if c_sides then
1617 table.insert(source_angles, r + math.pi/2)
1618 table.insert(source_angles, r - math.pi/2)
1619 end
1620 end
1621
1622 -- Hit visuals/damage for a single chain hop
1623 local max_hops = mods.infinite_chain and 1024 or count
1624 local chain_area_radius = chain_range/4
1625 local chain_log_shared = override_pos and override_pos.cast_log
1626 local chain_log = chain_log_shared or damage_cast_log.new(ability_name, def.element)
1627 -- add_pending is called once per source angle that successfully starts a chain (only if we own the log)
1628 local function chain_hit(src, target, hop)
1629 if target.dead then return end
... [320 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
3619 elseif def and def.activation == 'hold' and def.carrier == 'beam' then
3620 local mods = p1:get_mods()
3621 if orb_input_down(self.slot) or mods.always_channel then
3622 if not self.beam_active and not self.beam_starting then
3623 self.beam_starting = true
3624 self.beam_active = false
3625 self.beam_tick_timer = 0
3626 self.beam_current_length = 0
3627 self.beam_cast_log = damage_cast_log.new(ability_name, def.element)
3628 self.beam_cast_log:add_pending()
3629 -- Startup line + effects
3630 local startup_mods = p1:get_mods()
3631 for _, s in ipairs(self.slots) do
3632 if s.type == 'modifier' then startup_mods[s.name] = s.value end
3633 end
3634 local startup_null = ability_has_tag('beam', 'null') or startup_mods.null_conversion
3635 if startup_null then
3636 -- Player-to-orb line in purple
3637 an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple, edition = orb_ed}))
3638 p1.spring:pull('shoot', 0.15)
3639 p1.flashing = true
3640 p1.timer:after(0.1, 'flash', function() p1.flashing = false end)
3641 else
3642 -- Orb-to-player line in ability color
3643 an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color, edition = orb_ed}))
3644 end
3645 self.flashing = true
3646 self.timer:after(0.1, 'flash', function() self.flashing = false end)
3647 self.spring:pull('main', 0.5)
3648 local particle_r = startup_null and math.angle_to_point(p1.x, p1.y, self.x, self.y) or math.angle_to_point(self.x, self.y, p1.x, p1.y)
... [420 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
2580 -- Ability copy: queue extra dashes after echo chain (one per other orb)
2581 if mods.ability_copy then
2582 self.dash_strike_copy_queue = {}
2583 for _, o in ipairs(orbs) do
2584 if o ~= self then
2585 table.insert(self.dash_strike_copy_queue, o)
2586 end
2587 end
2588 end
2589 end
2590 elseif def and def.activation == 'manual' and def.carrier == 'railgun' then
2591 self.cooldown = math.max(self.cooldown - dt, 0)
2592 if orb_input_down(self.slot) and self.cooldown <= 0 then
2593 if not self.rg_charging then
2594 self.rg_charging = true
2595 self.rg_charge_time = 0
2596 self.rg_preview_path = nil
2597 p1.speed_buffs.railgun = 0.3
2598 self.rg_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
2599 sfx_set_looping(self.rg_charge_handle, true)
2600 end
2601 self.rg_charge_time = self.rg_charge_time + dt
2602 local charge_t = math.clamp(self.rg_charge_time/def.charge_duration, 0, 1)
2603 -- Null conversion check
2604 local rg_check_mods = p1:get_mods()
2605 for _, s in ipairs(self.slots) do
2606 if s.type == 'modifier' then rg_check_mods[s.name] = rg_check_mods[s.name] or s.value end
2607 end
2608 local rg_null = ability_has_tag(ability_name, 'null') or rg_check_mods.null_conversion
2609 local charge_src_x = rg_null and self.x or p1.x
... [270 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
2880 local seg_dx, seg_dy = p2.x - p1.x, p2.y - p1.y
2881 local seg_len = math.length(seg_dx, seg_dy)
2882 if seg_len > 0.01 then
2883 local seg_cos, seg_sin = seg_dx/seg_len, seg_dy/seg_len
2884 local ex, ey = e.x - p1.x, e.y - p1.y
2885 local along = ex*seg_cos + ey*seg_sin
2886 local perp = math.abs(-ex*seg_sin + ey*seg_cos)
2887 if along >= 0 and along <= seg_len and perp <= line_width then
2888 table.insert(enemies, e)
2889 break
2890 end
2891 end
2892 end
2893 end
2894 end
2895 else
2896 -- Straight line query (clipped at wall)
2897 local found = an:query_box(
2898 from_x + cr*wall_range/2, from_y + sr*wall_range/2,
2899 wall_range, line_width, dir_r, {'enemy'}
2900 )
2901 for _, e in ipairs(found) do
2902 if not rg_hit_global[e] then table.insert(enemies, e) end
2903 end
2904 end
2905
2906 local furthest_e, furthest_d = nil, 0
2907 for _, e in ipairs(enemies) do
2908 if not e.dead then
2909 rg_hit_global[e] = true
... [250 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
2320 if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
2321 self.cooldown = math.max(self.cooldown - dt, 0)
2322 -- Lerp during dash
2323 if self.dash_strike_lerping then
2324 self.dash_strike_lerp_t = self.dash_strike_lerp_t + dt
2325 local t = math.min(self.dash_strike_lerp_t/def.dash_lerp_time, 1)
2326 local px = self.dash_strike_from_x + (self.dash_strike_to_x - self.dash_strike_from_x)*t
2327 local py = self.dash_strike_from_y + (self.dash_strike_to_y - self.dash_strike_from_y)*t
2328 -- Wall collision check: raycast from current to target, stop at wall
2329 if not self.dash_strike_is_null then
2330 local hit = an:raycast(p1.x, p1.y, px, py, {'wall'})
2331 if hit then
2332 -- Stop slightly before wall (4px offset along normal)
2333 px = hit.point_x + hit.normal_x*4
2334 py = hit.point_y + hit.normal_y*4
2335 t = 1 -- end dash early
2336 self.dash_strike_lerp_t = def.dash_lerp_time
2337 end
2338 end
2339 if self.dash_strike_is_null then
2340 self.x, self.y = px, py
2341 self.ox = self.x - p1.x
2342 self.oy = self.y - p1.y
2343 self.collider:set_position(self.x, self.y)
2344 else
2345 p1.collider:set_position(px, py)
2346 p1.x, p1.y = px, py
2347 p1.r = self.dash_strike_r
2348 end
2349 -- Track enemies we pass near
... [230 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
3160 elseif def and def.activation == 'manual' and def.carrier == 'asal' then
3161 self.cooldown = math.max(self.cooldown - dt, 0)
3162 local asal_null = self.asal_is_null
3163 local src = asal_null and self or p1
3164 local src_color = asal_null and purple or ability_particle_color(orb_ed, def.color)
3165 -- Lerp during dash
3166 if self.asal_lerping then
3167 self.asal_lerp_t = self.asal_lerp_t + dt
3168 local t = math.min(self.asal_lerp_t/def.dash_lerp_time, 1)
3169 local px = self.asal_from_x + (self.asal_to_x - self.asal_from_x)*t
3170 local py = self.asal_from_y + (self.asal_to_y - self.asal_from_y)*t
3171 -- Wall collision check for asal dash
3172 if not asal_null then
3173 local hit = an:raycast(p1.x, p1.y, px, py, {'wall'})
3174 if hit then
3175 px = hit.point_x + hit.normal_x*4
3176 py = hit.point_y + hit.normal_y*4
3177 t = 1
3178 self.asal_lerp_t = def.dash_lerp_time
3179 end
3180 end
3181 if asal_null then
3182 self.x, self.y = px, py
3183 self.ox = self.x - p1.x
3184 self.oy = self.y - p1.y
3185 self.collider:set_position(self.x, self.y)
3186 else
3187 p1.collider:set_position(px, py)
3188 p1.x, p1.y = px, py
3189 p1.r = self.asal_r
... [430 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
4450 elseif def and def.activation == 'hold' and def.carrier == 'flicker' then
4451 local mods = p1:get_mods()
4452 if not self.flicker_cooldown then self.flicker_cooldown = 0 end
4453 self.flicker_cooldown = math.max(self.flicker_cooldown - dt, 0)
4454 if orb_input_down(self.slot) and self.flicker_cooldown <= 0 then
4455 if not self.flicker_active then
4456 self.flicker_active = true
4457 self.flicker_cast_log = damage_cast_log.new(ability_name, def.element)
4458 self.flicker_cast_log.meta.strikes = 0
4459 self.flicker_cast_log:add_pending()
4460 -- Collect mods (player + orb slots)
4461 self.flicker_mods = p1:get_mods()
4462 for _, s in ipairs(self.slots) do
4463 if s.type == 'modifier' then self.flicker_mods[s.name] = s.value end
4464 end
4465 self.flicker_is_null = ability_has_tag('flicker_strike', 'null') or self.flicker_mods.null_conversion
4466 -- Base charges + chain/pierce bonuses
4467 local bonus_charges = 0
4468 for k, v in pairs(self.flicker_mods) do
4469 local chain_n = k:match('^chain%+(%d+)$')
4470 local pierce_n = k:match('^pierce%+(%d+)$')
4471 if chain_n then bonus_charges = bonus_charges + tonumber(chain_n) end
4472 if pierce_n then bonus_charges = bonus_charges + tonumber(pierce_n) end
4473 end
4474 self.flicker_charges = def.flicker_charges + bonus_charges
4475 self.flicker_timer = 0
4476 self.flicker_last_target = nil
4477 if self.flicker_is_null then
4478 self.null_move_active = true
4479 else
... [320 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
4052 elseif def and def.activation == 'hold' and def.carrier == 'cyclone' then
4053 local mods = p1:get_mods()
4054 if orb_input_down(self.slot) or mods.always_channel then
4055 if not self.cyclone_active then
4056 self.cyclone_active = true
4057 -- Startup effects
4058 local startup_mods = p1:get_mods()
4059 for _, s in ipairs(self.slots) do
4060 if s.type == 'modifier' then startup_mods[s.name] = s.value end
4061 end
4062 local is_null = ability_has_tag('cyclone', 'null') or startup_mods.null_conversion
4063 self.cyclone_is_null = is_null
4064 if is_null then
4065 an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple, edition = orb_ed}))
4066 else
4067 an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color, edition = orb_ed}))
4068 end
4069 self.flashing = true
4070 self.timer:after(0.1, 'flash', function() self.flashing = false end)
4071 self.spring:pull('main', 0.5)
4072 -- Spawn persistent area following the source
4073 local area_mods = {}
4074 for k, v in pairs(startup_mods) do area_mods[k] = v end
4075 self.cyclone_mods = area_mods
4076 local follow_target = is_null and self or p1
4077 local color = is_null and purple or def.color
4078 self.cyclone_cast_log = damage_cast_log.new('cyclone', def.element)
4079 self.cyclone_area = area(follow_target.x, follow_target.y, {
4080 ability = 'cyclone', color = color, mods = area_mods,
4081 follow = follow_target, duration = 9999,
... [370 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
89 -- Sounds
90 --
91 -- Adding new sounds:
92 -- 1. Convert WAV to OGG: ffmpeg -i "File Name.wav" -c:a libvorbis -q:a 10 "File Name.ogg"
93 -- 2. Create bitcrushed variant: ffmpeg -i "File Name.ogg" -af "acrusher=bits=10:samples=3:mix=1:mode=lin" -c:a libvorbis -q:a 10 "File Name_lightmed.ogg"
94 -- 3. Measure mean volume: ffmpeg -i "File Name.ogg" -af volumedetect -f null /dev/null 2>&1 | grep mean_volume
95 -- 4. Calculate normalized volume: volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0
96 -- Baseline: -24 dB file plays at 0.5 volume. Quieter files get higher volume, louder files get lower.
97 -- 5. Add an:sound() for both normal and _lightmed versions
98 -- 6. Add entry to sound_files table below so variants are loaded automatically
99 -- 7. Use sfx('name', volumes.name) to play — sound_mode suffix is appended automatically
100 --
101 -- The game defaults to sound_mode = '_lightmed' (10-bit bitcrush + 3x sample rate reduction).
102 -- Each sound needs at minimum: "File Name.ogg" (normal) and "File Name_lightmed.ogg" (crushed).
103 --
104 -- Normalized volumes (baseline -24 dB, 0.5 base volume):
105 -- enemy_die_1 (Bloody punches 3): -29.5 dB -> 0.94
106 -- enemy_die_2 (Bloody punches 7): -25.6 dB -> 0.60
107 -- enemy_die_3 (Bloody punches 10): -28.6 dB -> 0.85
108 -- enemy_hit (Body Head (Headshot) 1): -28.6 dB -> 0.85
109 -- fireball_fire (RPG3_FireMagicBall_Projectile03): -21.4 dB -> 0.37
110 -- fireball_hit (RPG3_FireMagicBall_LightImpact01): -16.1 dB -> 0.20
111 -- enemy_spawn (Buff 13): -25.4 dB -> 0.59
112 -- player_hit (Body Fall 2): -21.9 dB -> 0.39
113 -- caustic_arrow_fire (RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01): -20.9 dB -> 0.35
114 -- caustic_arrow_zone (RPG3_MagicArrow_Impact01): -23.1 dB -> 0.45
115 -- dot_tick (Click sound 37 + Body Fall 18): -20.3 dB -> 0.33
116 -- explosion_flesh_1 (Explosion Flesh 1): -24.4 dB -> 0.52
117 -- explosion_flesh_3 (Explosion Flesh 3): -22.9 dB -> 0.44
118 -- explosion_flesh_4 (Explosion Flesh 4): -21.6 dB -> 0.38
... [100 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
300 if ev.handle_id == id and not ev.type then
301 ev.looping = looping
302 break
303 end
304 end
305 end
306 end
307 end
308 end
309
310 function sfx_flush()
311 sfx_queue = {}
312 end
313
314 function recording_encode(name, frame_count, sound_log, start_step)
315 print('Encoding...')
316 local video_path = 'recordings/' .. name .. '.mp4'
317 local temp_dir = 'recordings/temp_' .. name
318 os.execute('mkdir "recordings\\temp_' .. name .. '" 2>nul')
319
320 -- Build stop time map for looped handles
321 local handle_stop_step = {}
322 for _, ev in ipairs(sound_log) do
323 if ev.type == 'stop' and ev.handle_id then
324 handle_stop_step[ev.handle_id] = ev.step
325 end
326 end
327
328 -- Collect sound data with resolved paths
329 local sound_data = {}
... [190 more lines]
Read (E:/a327ex/Invoker/v1/main.lua)
12508
12509
12510 -- Shockwave visual effect
12511 shockwaves = {}
12512 function add_shockwave(wx, wy, light, scale)
12513 scale = scale or 1
12514 if light then
12515 table.insert(shockwaves, {wx = wx, wy = wy, radius = 32*scale, max_radius = 32*scale, speed = -400, strength = -0.05, thickness = 0.08})
12516 else
12517 table.insert(shockwaves, {wx = wx, wy = wy, radius = 64*scale, max_radius = 64*scale, speed = -350, strength = -0.06, thickness = 0.12})
12518 sfx('shockwave', volumes.shockwave)
12519 end
12520 end
12521
12522 -- Cache enemy list once per frame (avoids O(N) tree traversal per enemy)
12523 cached_enemies = {}
12524 enemy_spatial_hash = nil
12525 function build_enemy_spatial_hash(enemies, cell_size)
12526 local cells = {}
12527 for i = 1, #enemies do
12528 local e = enemies[i]
12529 local cx = math.floor(e.x/cell_size)
12530 local cy = math.floor(e.y/cell_size)
12531 local key = cx*73856093 + cy*19349663
12532 if not cells[key] then cells[key] = {} end
12533 cells[key][#cells[key] + 1] = e
12534 end
12535 return {cells = cells, cell_size = cell_size}
12536 end
12537 an:early_action(function()
... [170 more lines]
I have enough material. Let me create the attack-template directory and the findings file.
Bash (mkdir -p E:/a327ex/attack-template && ls -la E:/a327ex/attack-template/)
total 8
drwxr-xr-x 1 adn 197121 0 May 17 07:23 ./
drwxr-xr-x 1 adn 197121 0 May 17 07:23 ../
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Write (E:/a327ex/attack-template/findings.md)
File created successfully at: E:/a327ex/attack-template/findings.md (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Done. Created attack-template/findings.md (~17 KB, ~580 lines). It walks through:
- The carrier taxonomy — 13 distinct attack carriers in v1, mapped to file locations in
Invoker/v1/main.lua - The full ability roster (the 28 abilities in v1's
abilities = {…}table, lines 704-1084), split into projectiles / areas / channeled / strikes / polygonal - Deep dives on the four big subsystems: projectile (movement modes, visual variants, wall collision, on_hit branches, death effects, modifier vocab); area (6 shapes, instant vs persistent, cascade, hostile auras); beam (startup, path generation, dashed-line walker, tick damage, drone pitch); big_rock (parabolic flight + wedge-shatter algorithm); movement (dash_strike/asal/flicker via shared
dash_clone) - The effect primitive library — 18 named effect classes (hit_circle, hit_particle, lightning_line, beam_particle, slightly_jagged_line, railgun_flash, psylance_effect, etc.) with file locations + 1-line behaviors
- Modifier vocabulary (~30 names) — the wide-but-shallow combinatorial axis the system runs on
- Sound bank by element with the existing v1 conventions
- A scope recommendation for what to put in
attack-template/vs leave out - 7 open questions at the end for you to weigh in on
The most important ones at the bottom:
- Sound bundle scope (full ~30 MB bank, curated subset, or links-only)
- How deep to make the modifier system (I'd keep it dead-simple — flat table)
- Whether to ship all 13 carriers or just a canonical 5 (projectile/area/beam/dash/polygonal) for v1
- Whether to include the cast log infrastructure or leave it as a stub
Tell me how you'd like to answer those (or if you want to course-correct on anything in the findings doc) and I'll start scaffolding the project structure.
- We'll handle sounds on a per-effect basis as we implement things. We'll implement things one by one.
- There will be no modifier system, the generalization is purely about visuals and not about logic.
- It's primarily about visuals so we'll ship what's needed to make the visuals work.
- As we're only generalizing visuals, that's irrelevant.
But now that you mention it, should we also generalize some logic itself? Basic logic for areas, projectiles, lines, etc, is always going to be pretty similar so we could do it. Ah, importantly, this is a continuation of edition-template, I want this folder to also draw things with the edition system generalization we implemented previously in mind. So for your next task, get the code from that here and start a new simple project with that system here, just have a main.lua file that draws a single player in the middle, affected visually by a random edition. No input or anything necessary, just drawing to make sure that you ported the system faithfully and things run.
Quick answer on logic generalization, then I'll port the code.
Recommendation: light logic generalization, no abstractions. Projectiles all have collider+velocity+max-range+wall-raycast. Areas all have tick+blink+follow. Beams all have path-walk+dashed-line+tip-circle. Those bodies are stable and worth porting — they're the same code copy-pasted with different def values today. But I'd put each as a plain Lua class with everything as a field on self, so a host game can override any single behavior (proj.on_hit = function(self, e, hx, hy) ... end) without fighting a framework. No event bus, no hooks, no plugin system — just the same procedural style as Anchor 2 / edition-template. Tradeoff: a host game that wants a wildly different behavior model has to rewrite a method instead of subscribing to a hook. That's the right tradeoff for a visual-style template.
Now porting edition-template skeleton.
Read (E:/a327ex/edition-template/main.lua)
1 --[[
2 edition-template/main.lua — POLYGONAL CIRCLE TEST SCENE
3
4 An irregular polygonal "circle" centered on screen, with a complementary
5 orange→blue gradient extending well past the screen edges. Inside the
6 polygon is dark (empty floor). A brighter-orange edge stroke marks the
7 polygon boundary on top of the gradient. Multiple capsule entities sit
8 inside the polygon, each with its OWN edition and field_scale — a clean
9 test of per-entity edition independence on a non-wall drawable.
10
11 WHAT'S WIRED UP
12 Polygonal circle 18 vertices arranged in a circle with ±10 unit radius
13 jitter — reads as circle-like but with visible
14 irregular polygon edges
15 Wall gradient gradient_polygon, mask='outside', fade_dist=250 so
16 the gradient extends ~250 units beyond the polygon
17 boundary, reaching past the screen edges (the screen
18 is 480x270; the polygon center sits ~165 from the
19 horizontal screen edge, ~85 from vertical)
20 Edge stroke polygon_edge_segments drawn with a 3-unit-wide line
21 in a lighter shade of color_near, on top of the
22 gradient. Tinted by wall_edition.
23 Capsules 8 capsules placed via poisson scatter inside the
24 polygon, each oriented randomly, each carrying its
25 own edition mode and field_scale > 0.8.
26 Capsule editions pairs of static + moving + already-animated specials
27 so all "kinds" of edition are visible at once. Modes:
28 ruby (2) + ruby moving (40), emerald (7) + emerald
29 moving (45), violet (11) + violet moving (49),
30 polychrome (12), dynamic (23). Press 0/F1 cycles
... [210 more lines]
Bash (ls E:/a327ex/edition-template/anchor/ E:/a327ex/edition-template/assets/ E:/a327...)
E:/a327ex/edition-template/:
anchor/
anchor.exe*
assets/
edition.lua
geometry.lua
gradient.lua
main.lua
palette.lua
run.bat
symbols.lua
E:/a327ex/edition-template/anchor/:
animation.lua
array.lua
camera.lua
class.lua
collider.lua
color.lua
font.lua
helpers.lua
image.lua
init.lua
input.lua
layer.lua
math.lua
memory.lua
object.lua
physics.lua
shake.lua
... [6 more lines]
Bash (cat E:/a327ex/edition-template/run.bat)
@echo off
REM Run the edition-template demo. CWD must be the parent directory of this
REM folder; the engine resolves the game folder name relative to CWD.
cd /d "%~dp0.."
"%~dp0anchor.exe" edition-template
Bash (cp -r E:/a327ex/edition-template/anchor E:/a327ex/attack-template/anchor && cp E...)
total 4244
drwxr-xr-x 1 adn 197121 0 May 17 07:34 ./
drwxr-xr-x 1 adn 197121 0 May 17 07:23 ../
drwxr-xr-x 1 adn 197121 0 May 17 07:34 anchor/
-rwxr-xr-x 1 adn 197121 4181504 May 17 07:34 anchor.exe*
drwxr-xr-x 1 adn 197121 0 May 17 07:34 assets/
-rw-r--r-- 1 adn 197121 20164 May 17 07:34 edition.lua
-rw-r--r-- 1 adn 197121 43080 May 17 07:27 findings.md
-rw-r--r-- 1 adn 197121 19233 May 17 07:34 geometry.lua
-rw-r--r-- 1 adn 197121 30812 May 17 07:34 gradient.lua
-rw-r--r-- 1 adn 197121 11602 May 17 07:34 palette.lua
-rw-r--r-- 1 adn 197121 14481 May 17 07:34 symbols.lua
Grep (edition_cycle|edition_mode_names|^local edition_modes)
23: next_edition(current) -> next_mode step through edition_cycle (wraps to 0)
24: prev_edition(current) -> prev_mode step backward through edition_cycle
99: edition_mode_names mode-number → name lookup (e.g. edition_mode_names[2] == 'ruby')
100: edition_cycle ordered list of modes the F1/0 cycle steps through
269:edition_mode_names = {
312:edition_cycle = {
349: Advance to the next entry in edition_cycle. Wraps: passing the last
352: when you extend edition_cycle.
355: if not current or current == 0 then return edition_cycle[1] end
356: for i, ed in ipairs(edition_cycle) do
358: if i == #edition_cycle then return 0 end
359: return edition_cycle[i + 1]
362: return edition_cycle[1]
367: Step backward through edition_cycle. Mirror of next_edition: passing
371: if not current or current == 0 then return edition_cycle[#edition_cycle] end
372: for i, ed in ipairs(edition_cycle) do
375: return edition_cycle[i - 1]
378: return edition_cycle[#edition_cycle]
387: return edition_mode_names[ed or 0] or '?'
Read (E:/a327ex/edition-template/edition.lua)
269 edition_mode_names = {
270 [0] = 'none',
271 [2] = 'ruby',
272 [3] = 'rose',
273 [4] = 'amber',
274 [5] = 'gold',
275 [6] = 'lime',
276 [7] = 'emerald',
277 [8] = 'cyan',
278 [9] = 'sapphire',
279 [10] = 'indigo',
280 [11] = 'violet',
281 [12] = 'polychrome',
282 [13] = 'silver',
283 [14] = 'white',
284 [15] = 'flat_blue',
285 [16] = 'flat_purple',
286 [17] = 'flat_red',
287 [18] = 'flat_green',
288 [19] = 'flat_orange',
289 [20] = 'flat_yellow',
290 [21] = 'flat_blue2',
291 [22] = 'flat_neutral',
292 [23] = 'dynamic',
293 [24] = 'palette_cycle',
294 [30] = 'hp_fill',
295 [31] = 'hp_back',
296 [40] = 'ruby (moving)',
297 [41] = 'rose (moving)',
298 [44] = 'lime (moving)',
... [50 more lines]
Grep (^require(|^function update|^function draw|^bg|^text|^width|^height|^random_seed|^random_float|^random_int|^random_choice)
57:require('anchor.class')
58:require('anchor.math')
59:require('anchor.array')
60:require('anchor.color')
61:require('anchor.object')
62:require('anchor.helpers')
63:require('anchor.input')
64:require('anchor.timer')
65:require('anchor.spring')
66:require('anchor.animation')
67:require('anchor.font')
68:require('anchor.image')
69:require('anchor.spritesheet')
70:require('anchor.layer')
71:require('anchor.shake')
72:require('anchor.camera')
73:require('anchor.collider')
74:require('anchor.physics')
75:require('anchor.memory')
Grep (^function random_)
No matches found
Grep (random_seed|random_float|random_choice|random_int)
Found 3 files
edition-template\anchor\array.lua
edition-template\anchor\collider.lua
edition-template\anchor\shake.lua
Grep (^function random_|^random_seed)
E:\a327ex\edition-template\main.lua:69:random_seed(os.time())
Grep (random_seed)
No matches found
Bash (grep -rn "random_seed|random_float|random_int" E:/a327ex/edition-template/*.lu...)
E:/a327ex/edition-template/geometry.lua:323: local sx = random_float(x0, x1)
E:/a327ex/edition-template/geometry.lua:324: local sy = random_float(y0, y1)
E:/a327ex/edition-template/geometry.lua:331: local ai = random_int(1, #active)
E:/a327ex/edition-template/geometry.lua:336: local a = random_float(0, 2*math.pi)
E:/a327ex/edition-template/geometry.lua:337: local d = random_float(r, 2*r)
E:/a327ex/edition-template/geometry.lua:437: random = function() return random_float(0, math.pi*2) end,
E:/a327ex/edition-template/main.lua:69:random_seed(os.time())
E:/a327ex/edition-template/main.lua:98: local r = poly_base_radius + random_float(-poly_jitter, poly_jitter)
E:/a327ex/edition-template/anchor/array.lua:416: return t[random_int(1, #t, rng)]
E:/a327ex/edition-template/anchor/array.lua:421: local i = random_int(1, #t, rng)
E:/a327ex/edition-template/anchor/array.lua:473: return table.remove(t, random_int(1, #t, rng))
E:/a327ex/edition-template/anchor/array.lua:477: table.insert(out, table.remove(t, random_int(1, #t, rng)))
E:/a327ex/edition-template/anchor/array.lua:559: local j = random_int(1, i, rng)
E:/a327ex/edition-template/anchor/collider.lua:228: self.wander_r = self.wander_r + random_float(-jitter*dt, jitter*dt)
E:/a327ex/edition-template/anchor/shake.lua:263: inst.current_x = decay*inst.amplitude*random_float(-1, 1)
E:/a327ex/edition-template/anchor/shake.lua:264: inst.current_y = decay*inst.amplitude*random_float(-1, 1)
Bash (grep -rn "^function random|random_int =|random_float =|random_seed =|random_...)
(Bash completed with no output)
Bash (grep -rn "random" E:/a327ex/edition-template/anchor/helpers.lua | head -20)
(Bash completed with no output)
Bash (grep -rn "random" E:/a327ex/edition-template/anchor/math.lua | head -20)
(Bash completed with no output)
Bash (grep -rln "function random_seed|random_seed = |^random_seed" E:/a327ex/Anchor2...)
E:/a327ex/Anchor2/app/anchor.exe
E:/a327ex/Anchor2/arena/anchor.exe
E:/a327ex/Anchor2/docs/ENGINE_API.md
E:/a327ex/Anchor2/docs/ENGINE_API_QUICK.md
E:/a327ex/Anchor2/docs/FRAMEWORK_API.md
E:/a327ex/Anchor2/docs/FRAMEWORK_API_QUICK.md
E:/a327ex/Anchor2/engine/anchor.obj
E:/a327ex/Anchor2/engine/build/anchor.exe
E:/a327ex/Anchor2/engine/build-web/anchor.data
E:/a327ex/Anchor2/engine/build-web/anchor.wasm
Write (E:/a327ex/attack-template/run.bat)
File created successfully at: E:/a327ex/attack-template/run.bat (file state is current in your context — no need to Read it back)
Read (E:/a327ex/edition-template/palette.lua)
1 --[[
2 palette.lua — locked color tokens for the project's visual identity.
3
4 This file is the SINGLE source of truth for what colors the project uses.
5 Two sections:
6
7 1. NAMED COLOR TOKENS (atoms). 18 canonical tokens that form the
8 project's locked palette (9 chrome / grayscale ladder + 9 accents
9 roughly by hue). Every drawn thing should pull from these tokens;
10 no inline RGB values anywhere in game code.
11
12 2. LEGACY SNKRX TOKENS (atoms, secondary). 8 colors from the original
13 SNKRX palette, kept around so the legacy editions 15..22 in the
14 draw shader resolve to recognizable names from Lua. Use sparingly
15 in new code; prefer the canonical accent tokens above.
16
17 Gradient palettes (named combinations of these tokens for use with
18 gradient.lua's bake API) will land in this file alongside gradient.lua.
19 Until then, this file is just color tokens.
20
21 USAGE
22 Tokens are global functions. Call them with () to get a color value:
23 layer_rectangle(layer, 0, 0, 100, 100, red())
24 layer_text(layer, msg, font, x, y, text())
25
26 Tokens compose: lighter / darker variants via color_darken / color_lighten
27 (see Anchor2 framework helpers), or color_from_hsl for procedural colors.
28
29 ADDING NEW TOKENS
30 Just declare a new global at the bottom of the appropriate section.
... [50 more lines]
Write (E:/a327ex/attack-template/main.lua)
File created successfully at: E:/a327ex/attack-template/main.lua (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "loadfile('E:/a327ex/...)
(Bash completed with no output)
Bash (ls -la E:/a327ex/attack-template/)
total 4249
drwxr-xr-x 1 adn 197121 0 May 17 07:36 ./
drwxr-xr-x 1 adn 197121 0 May 17 07:23 ../
drwxr-xr-x 1 adn 197121 0 May 17 07:34 anchor/
-rwxr-xr-x 1 adn 197121 4181504 May 17 07:34 anchor.exe*
drwxr-xr-x 1 adn 197121 0 May 17 07:34 assets/
-rw-r--r-- 1 adn 197121 20164 May 17 07:34 edition.lua
-rw-r--r-- 1 adn 197121 43080 May 17 07:27 findings.md
-rw-r--r-- 1 adn 197121 19233 May 17 07:34 geometry.lua
-rw-r--r-- 1 adn 197121 30812 May 17 07:34 gradient.lua
-rw-r--r-- 1 adn 197121 1936 May 17 07:36 main.lua
-rw-r--r-- 1 adn 197121 11602 May 17 07:34 palette.lua
-rw-r--r-- 1 adn 197121 206 May 17 07:36 run.bat
-rw-r--r-- 1 adn 197121 14481 May 17 07:34 symbols.lua
Done. attack-template/ now mirrors the edition-template skeleton (anchor/, anchor.exe, assets/draw_shader.frag, edition.lua, palette.lua, gradient.lua, geometry.lua, symbols.lua, run.bat) plus a minimal main.lua that:
- Loads anchor + palette + edition
- Calls
edition_setup({draw_shader = 'assets/draw_shader.frag'}) - Picks a random mode from
edition_cycleat boot, prints the name + index - Draws a single 10×10 rounded-rect "player" at screen center recolored by that edition with
field_scale = 0.5 - No input;
updatejust callssync_engine_globals
When you run it (run.bat or however you launch), you should see one shimmering rounded square in the middle of the screen and a console line like player_edition: emerald (moving) (45). Restart and you get a different mode. Once that confirms the system works in this folder, I'll start on the first carrier — let me know which one to begin with (suggestion: projectile.lua, since it's the most general and the foundation for several others).
Give me a key to swap editions for the player.
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "loadfile('E:/a327ex/...)
(Bash completed with no output)
Added: 0 cycles edition forward, F1 cycles backward — matching the edition-template convention. Each press prints the new edition's name and index.
Let's port over a few more things, player movement, seeker entirely, and a wall object. This is to test things against seekers and walls as we implement them later. Copy these from Orblike/Invoker directly exactly as they appear there.
Let me look at both sources first — Invoker (Anchor 2) and v1 (Anchor 1) — to decide which fits.
Bash (wc -l E:/a327ex/Invoker/player.lua E:/a327ex/Invoker/seeker.lua E:/a327ex/Invoke...)
155 E:/a327ex/Invoker/player.lua
304 E:/a327ex/Invoker/seeker.lua
543 E:/a327ex/Invoker/wall.lua
1002 total
Read (E:/a327ex/Invoker/player.lua)
1 player = class()
2
3 function player:new(x, y)
4 self.x, self.y = x, y
5 self.w, self.h = 10, 10
6 self.base_speed = 100
7 self.speed = self.base_speed
8 self.r = 0
9 self.visual_r = 0
10 self.sx, self.sy = 1, 1
11 self.edition = 0
12 self.moving = false
13 self.previous_moving = false
14 self.flashing = false
15
16 -- Resource stats. Register modifier stats (hp_max, mp_max, regens)
17 -- before the pool stats so stats_update walks the caps first;
18 -- pool maxes are then re-synced from p.hp_max / p.mp_max in
19 -- player:update via stats_set_min_max. See stats.lua docs for the
20 -- pool-vs-modifier convention.
21 stats_set(self, 'hp_max', 100, 0, math.huge)
22 stats_set(self, 'mp_max', 100, 0, math.huge)
23 stats_set(self, 'hp_regen', 2, 0, math.huge)
24 stats_set(self, 'mp_regen', 10, 0, math.huge)
25 stats_set(self, 'hp', 100, 0, self.hp_max)
26 stats_set(self, 'mp', 100, 0, self.mp_max)
27
28 make_entity(self)
29
30 self.collider = collider(self, 'player', 'dynamic', 'box', self.w, self.h)
... [126 more lines]
Read (E:/a327ex/Invoker/seeker.lua)
1 --[[
2 seeker.lua — basic chase-the-player enemy.
3
4 Faithful port of v1's seeker (~main.lua 9203-9514). Same silhouette
5 (14×6 rounded rect), same hp pool, same speed range, same steering
6 recipe (seek + wander + separate combined inside max_force=200),
7 same spawn/hit/death FX, same sounds. The bytepath-era pack /
8 rarity / modifiers system (yellow/blue specials, slow_aura,
9 explode_on_death) is intentionally NOT ported here — Invoker's
10 loot/modifier layer is going to live higher up the stack; the
11 seeker itself stays mechanical.
12
13 Differences from v1 that aren't cosmetic:
14 • Procedural Anchor 2 patterns: plain field timer/spring/collider,
15 explicit update of each sub-module, `cached_enemies` is replaced
16 by iterating the seekers[] array for steering_separate.
17 • `cyclone_spin` death-spin parameter dropped (no cyclone ability
18 yet — spin defaults to 0, which matches v1's effective behavior
19 when nothing has tagged the seeker with cyclone). Re-add when
20 Cyclone lands.
21 • `damaged_by_area` tick-rate guard dropped — fireball is the only
22 area right now and it's instant, so re-hits per cast can't happen.
23 Bring back the guard when duration zones land.
24 • Push knockback timer-name bug fixed. v1 reuses the name 'push'
25 for both the 0.15s flash-off and the 0.5s pushed-state-off
26 timers, so the second registration cancels the first and the
27 seeker stays white-flashed forever after a push. We use
28 distinct names ('push_flash' / 'push_end') so both fire.
29 ]]
30
... [275 more lines]
Read (E:/a327ex/Invoker/wall.lua)
1 --[[
2 Wall — distance-field computation, gradient texture baking, symbol
3 scattering and drawing, edge line drawing.
4
5 The distance field is the foundation everything else builds on. For each
6 texel in a grid covering the floor polygon's bounding box (plus margin),
7 we find the minimum distance from that texel center to ANY edge of the
8 polygon. We normalize by `m.wall_gradient_fade_dist` so the value is 0
9 at the edge and 1 at fade_dist or beyond.
10
11 This distance is symmetric — texels INSIDE the polygon (floor) and texels
12 OUTSIDE (wall area) both get distance-to-nearest-edge values. The floor
13 triangles cover the inside at draw time, hiding the gradient there. Only
14 the wall band reveals the gradient.
15
16 All functions take a map instance `m` as first arg. State is stored on
17 the map (m.gradient_cache, m.wall_points), no globals.
18
19 m.gradient_cache layout:
20 distances -- flat array, normalized 0-1, row-major
21 tw, th -- texel grid dimensions
22 bx0, by0, bx1, by1, bw, bh -- world-space bounding box
23 scale -- world units per texel (one texel = scale x scale px)
24 df_texture -- grayscale RGBA texture of the distances
25 gradient_texture -- colored RGBA texture (mix of wall_color, wall_color_2 by distance)
26 ]]
27
28 --[[
29 poisson_disc(x0, y0, x1, y1, r, [k])
30 Bridson's Poisson disc sampling. Returns a flat {x1, y1, x2, y2, ...}
... [514 more lines]
Bash (ls E:/a327ex/Invoker/*.lua)
E:/a327ex/Invoker/abilities.lua
E:/a327ex/Invoker/area.lua
E:/a327ex/Invoker/cast.lua
E:/a327ex/Invoker/door.lua
E:/a327ex/Invoker/fx.lua
E:/a327ex/Invoker/info_text.lua
E:/a327ex/Invoker/log.lua
E:/a327ex/Invoker/main.lua
E:/a327ex/Invoker/map.lua
E:/a327ex/Invoker/map_generation.lua
E:/a327ex/Invoker/orb.lua
E:/a327ex/Invoker/plan.lua
E:/a327ex/Invoker/player.lua
E:/a327ex/Invoker/primitives.lua
E:/a327ex/Invoker/projectile.lua
E:/a327ex/Invoker/run.lua
E:/a327ex/Invoker/seeker.lua
E:/a327ex/Invoker/spells.lua
E:/a327ex/Invoker/stats.lua
E:/a327ex/Invoker/tags.lua
E:/a327ex/Invoker/ui.lua
E:/a327ex/Invoker/wall.lua
E:/a327ex/Invoker/wall_flow.lua
E:/a327ex/Invoker/wall_palettes.lua
E:/a327ex/Invoker/wall_patterns.lua
E:/a327ex/Invoker/wall_symbols.lua
E:/a327ex/Invoker/waves.lua
Read (E:/a327ex/Invoker/primitives.lua)
1 --[[
2 primitives.lua — data table for the 8 spell primitives.
3
4 Each primitive has:
5 id string key; appears in run.cast_slots, run.primitive_keys, etc.
6 name human-readable label for tooltips and tutorial prompts
7 short (optional) HUD-fit abbreviation when `name` is too long for
8 the cast-slot label panel. Falls back to `name` when nil.
9 Example: 'Projectile' -> 'Proj.', 'Conjuration' -> 'Conj.',
10 'Lightning' -> 'Elec.', 'Duration' -> 'Time'. Short forms
11 should target ~5 chars so they fit Lana 11 inside a 30px-wide
12 label panel.
13 sprite_path (optional) Filename override when the asset on disk
14 doesn't match `assets/<id>.png`. Used e.g. when Duration's
15 sprite is named time.png to match its display abbreviation.
16 kind 'element' or 'formation'. Pure-formation chords don't fire —
17 cast_attempt enforces the at-least-one-element rule.
18 color tint color from the locked palette. The PNG icon art is
19 (intentionally) light/grayscale so the layer_image color
20 tint paints in each primitive's identity. Elements get
21 their natural hue; formations get distinct operator hues
22 that read against the four element colors.
23 sprite image object loaded from assets/<id>.png. Populated lazily
24 by primitives_load_sprites() — call once after engine init.
25
26 Launch subset is 4 elements + 4 formations (8 total); the spec also
27 lists Lightning, Force, Duration, Conjuration as expansions. Sprites
28 for those land when their primitives do. See spells.md.
29 ]]
30
... [146 more lines]
Grep (^function make_entity|^function entity_kill|^function spawn_hit_circle|^function spawn_particle|^function set_edition|^function sfx)
E:\a327ex\Invoker\fx.lua:77:function spawn_hit_circle(x, y, opts)
E:\a327ex\Invoker\fx.lua:153:function spawn_particle(x, y, opts)
E:\a327ex\Invoker\main.lua:119:function sfx(handle, volume, pitch)
E:\a327ex\Invoker\main.lua:223:function set_edition(layer, mode)
E:\a327ex\Invoker\anchor\object.lua:74:function make_entity(e)
E:\a327ex\Invoker\anchor\object.lua:87:function entity_kill(e)
E:\a327ex\Invoker\v1\main.lua:230:function sfx(name, vol, pitch)
E:\a327ex\Invoker\v1\main.lua:254:function sfx_handle(name, vol, pitch)
E:\a327ex\Invoker\v1\main.lua:275:function sfx_stop_handle(handle)
E:\a327ex\Invoker\v1\main.lua:292:function sfx_set_looping(handle, looping)
E:\a327ex\Invoker\v1\main.lua:310:function sfx_flush()
Bash (diff E:/a327ex/Invoker/anchor/object.lua E:/a327ex/attack-template/anchor/object...)
(Bash completed with no output)
Bash (for f in animation array camera class collider color font helpers image init inp...)
DIFF: collider
DIFF: font
DIFF: init
DIFF: layer
Bash (diff E:/a327ex/Invoker/anchor/collider.lua E:/a327ex/attack-template/anchor/coll...)
321a322,376
>
> --[[
> steering_follow_path(path, index, seek_distance, max_speed, max_force)
>
> Advances along a list of waypoints. Each waypoint is a {x, y} table. The
> caller tracks the integer `index` (1-based). When the owner is within
> `seek_distance` of path[index], the index advances by one. Returns 0 force
> once the index moves past the last waypoint.
>
> Returns (fx, fy, new_index, done): the force vector to apply, the updated
> index (pass this back on the next call), and a boolean true once the path
> has been fully traversed.
> ]]
> function collider:steering_follow_path(path, index, seek_distance, max_speed, max_force)
> index = index or 1
> if index > #path then return 0, 0, index, true end
> local p = path[index]
> local px, py = self.owner.x, self.owner.y
> if math.distance(p.x, p.y, px, py) < seek_distance then
> index = index + 1
> if index > #path then return 0, 0, index, true end
> p = path[index]
> end
> local fx, fy = self:steering_seek(p.x, p.y, max_speed, max_force)
> return fx, fy, index, false
> end
>
> --[[
> steering_flow_field(flow_field, max_speed, max_force)
... [10 more lines]
Grep (^function collider:steering_)
170:function collider:steering_seek(x, y, max_speed, max_force)
180:function collider:steering_flee(x, y, max_speed, max_force)
190:function collider:steering_arrive(x, y, rs, max_speed, max_force)
205:function collider:steering_pursuit(target, max_speed, max_force)
214:function collider:steering_evade(pursuer, max_speed, max_force)
223:function collider:steering_wander(d, rs, jitter, dt, max_speed, max_force)
234:function collider:steering_separate(rs, others, max_speed, max_force, spatial_hash)
287:function collider:steering_align(rs, others, max_speed, max_force)
308:function collider:steering_cohesion(rs, others, max_speed, max_force)
335:function collider:steering_follow_path(path, index, seek_distance, max_speed, max_force)
364:function collider:steering_flow_field(flow_field, max_speed, max_force)
Bash (diff E:/a327ex/Invoker/anchor/init.lua E:/a327ex/attack-template/anchor/init.lua...)
16a17,19
> -- render_uncapped = true, -- opt out of the 60Hz render cap; let
> -- vsync pace render. Use for non-pixel-
> -- art games where the cap shows judder.
133a137,138
> if config.render_uncapped ~= nil then engine_set_render_uncapped(config.render_uncapped) end
> if config.display ~= nil then engine_set_display(config.display) end
Bash (diff E:/a327ex/Invoker/anchor/layer.lua E:/a327ex/attack-template/anchor/layer.l...)
91c91,94
< function layer_new(name)
---
> --- `filter` is optional: 'smooth' (antialiased edges, linear sampling) or
> --- 'rough' (hard edges, nearest sampling). Defaults to the engine's current
> --- global filter mode, which is 'rough' unless changed via set_filter_mode.
> function layer_new(name, filter)
94c97,98
< handle = eng.create(name),
---
> handle = eng.create(name, filter),
> filter = filter,
Read (E:/a327ex/Invoker/v1/main.lua)
5144 -- Wall object (for interior obstacles — not used for map boundary)
5145 -- Takes a closed polygon, creates chain shape + renders filled on ground.
5146 wall_color = color(60, 60, 70)
5147
5148 wall_object = object:extend()
5149 function wall_object:new(vertices, opts)
5150 object.new(self, 'wall_object')
5151 self:tag('wall_object')
5152 self.vertices = vertices
5153 self.color = (opts and opts.color) or wall_color:clone()
5154
5155 local n = #vertices/2
5156 local cx, cy = 0, 0
5157 for i = 0, n - 1 do
5158 cx = cx + vertices[i*2 + 1]
5159 cy = cy + vertices[i*2 + 2]
5160 end
5161 cx, cy = cx/n, cy/n
5162 self.x, self.y = cx, cy
5163
5164 local local_verts = {}
5165 for i = 0, n - 1 do
5166 local_verts[i*2 + 1] = vertices[i*2 + 1] - cx
5167 local_verts[i*2 + 2] = vertices[i*2 + 2] - cy
5168 end
5169 self:add(collider('wall', 'static', 'chain', local_verts, true))
5170 self.collider:set_position(cx, cy)
5171
5172 self.triangles = triangulate(vertices)
5173 self:action(function()
... [25 more lines]
Read (E:/a327ex/attack-template/anchor/object.lua)
1 --[[
2 object — entity registry, kill queue, deferred destruction.
3
4 This is the foundation of Anchor 2's reference discipline. Entities are
5 plain tables with a numeric id; the global `entities` table maps id to
6 entity. Cross-entity references are stored as IDs and resolved via
7 lookup, so stale references are impossible (they just return nil).
8
9 Usage:
10 seeker = class()
11 function seeker:new(x, y)
12 self.x = x
13 self.y = y
14 make_entity(self) -- assigns self.id and registers
15 end
16
17 function seeker:destroy() -- called at end of frame after kill()
18 -- clean up sub-objects here
19 end
20
21 -- Cross-entity reference (ID, not pointer):
22 self.target_id = other_entity.id
23
24 -- Resolve at use time:
25 local t = entities[self.target_id]
26 if t then t:hit(5) end
27
28 -- Kill an entity (queues for end-of-frame destruction):
29 entity:kill()
30
... [79 more lines]
Grep (snkrx_blue|fg_color)
78:fg_color = text
87:snkrx_blue = color( 82, 179, 203)
93:snkrx_blue2 = color( 71, 120, 186)
160: { name = 'snkrx_blue', color_near = snkrx_blue, color_far = snkrx_blue2, sym_darken = 0.18 },
161: { name = 'snkrx_purple', color_near = snkrx_purple, color_far = snkrx_blue2, sym_darken = 0.18 },
163: { name = 'snkrx_green', color_near = snkrx_green, color_far = snkrx_blue, sym_darken = 0.13 },
164: { name = 'snkrx_orange', color_near = snkrx_orange, color_far = snkrx_blue, sym_darken = 0.10 },
166: { name = 'snkrx_blue2', color_near = snkrx_blue2, color_far = snkrx_purple, sym_darken = 0.18 },
Read (E:/a327ex/Invoker/fx.lua)
1 --[[
2 fx.lua — one-shot visual effects.
3
4 Two entity types ported from v1's hit_circle / hit_particle. They
5 exist for a brief duration, draw something, and auto-kill. Spawned
6 by gameplay code (projectile spawn, wall hit, area damage in the
7 future) via spawn_hit_circle / spawn_particle. Both live in the
8 global fxs[] array, updated and drawn from main.lua.
9
10 fx_hit_circle — filled circle that SHRINKS from initial radius to
11 0 over `duration` (cubic_in_out). Starts white (the `text`
12 palette token); the optional :change_color(fraction, target)
13 chainable swaps it to the spell color at the given fraction of
14 duration, giving the v1 "flash white, then bleed into element
15 color" feel.
16
17 fx_particle — rotated rounded rectangle that flies outward at
18 self.angle, with w/h/velocity tweening down to {2, 2, 0} over
19 `duration` (sine_in_out). Same white-then-color flash via
20 :change_color. Used for cast bursts, wall impact debris, and
21 (future) on-hit particles.
22
23 Both kinds match v1 visuals byte-for-byte where possible —
24 ability_layer is replaced with the game_layer caller, the object
25 tree is replaced with explicit fxs[] iteration, an.random calls
26 become random_float / random_choice. Otherwise the math, easings,
27 defaults, and feel are unchanged.
28 ]]
29
30
... [196 more lines]
Read (E:/a327ex/Invoker/stats.lua)
1 --[[
2 stats.lua — procedural stats module for entities.
3
4 A "stat" is a numeric value owned by an entity, with min/max bounds
5 and a layered buff system. Stats are hoisted to the entity as plain
6 fields (so `p.hp` reads naturally) while metadata (base value,
7 limits, active buffs) lives in `p._stats[name]`. Free functions
8 operate on the entity as their first argument; no mixin, no
9 inheritance — Anchor 2 procedural style.
10
11 Same idea as the reference projects' stats module but tightened:
12 base value is stored separately from the displayed value (so
13 recomputing is idempotent), buffs are keyed by string source (for
14 idempotent per-frame setters and UI introspection), and the API is
15 procedural rather than a class:implement mixin.
16
17 ============================================================
18 Quick reference
19 ============================================================
20
21 stats_set(o, name, base, min?, max?)
22 Register or update a stat. Sets `o[name]` to the clamped base.
23 Limits default to ±math.huge if omitted.
24
25 stats_add(o, name, delta)
26 Permanently change the base value. Use for damage, healing,
27 regen, level-ups — anything that should persist across frames.
28
29 stats_set_min_max(o, name, min?, max?)
30 Update limits on an already-registered stat without touching
... [324 more lines]
Read (E:/a327ex/Invoker/main.lua)
110
111 v1's sfx wrapper. `handle` is a sound handle (from sound_load); pass
112 nil-safe — missing assets return nil from sound_load and we silently
113 skip. Pitch defaults to ±5 % jitter so repeat triggers don't sound
114 mechanical. Volume default 1.0.
115
116 v1 also queued (max-4-per-name-per-frame) to prevent stacking on
117 burst casts; that's a polish for later — for now plain pass-through.
118 ]]
119 function sfx(handle, volume, pitch)
120 if not handle then return end
121 sound_play(handle, volume or 1, pitch or random_float(0.95, 1.05))
122 end
123
124 require('player')
125 require('door')
126 require('wall')
127 require('wall_symbols')
128 require('wall_patterns')
129 require('wall_palettes')
130 require('wall_flow')
131 require('map_generation')
132 require('map')
133 require('maps.hideout')
134 require('maps.tutorial')
135 require('ui')
136 -- require('log') -- DISABLED: action log (see log.lua). Uncomment this
137 -- and the four log call sites tagged "[log]" below to
138 -- re-enable.
139 require('info_text')
... [70 more lines]
Read (E:/a327ex/Invoker/main.lua)
216 repeat_icon = nil
217 print('UI: failed to load assets/repeat.png (' .. tostring(img) .. ')')
218 end
219 end
220
221 mem_tracker = memory_tracker_new()
222
223 function set_edition(layer, mode)
224 layer_shader_set_float(layer, draw_shader, 'u_edition', mode or 0)
225 layer_shader_set_float(layer, draw_shader, 'u_time', time)
226 end
227
228 --[[
229 Edition overrides + base-color helpers (v1 main.lua ~4993-4997,
230 6955-6969).
231
232 An "edition" is a number that maps to a draw-shader recoloring
233 effect (ruby shimmer, silver, polychrome, etc.). Editions 2-14
234 are hue-locked/HSL-driven effects from draw_shader.frag; 15-22
235 are flat color overrides; 23-24 are the new palette-aware
236 shimmers; 0 means "no edition, use the original color".
237
238 enemy_edition_override / ability_edition_override mirror v1's
239 globals: when set, they force the corresponding entity's edition
240 to that value at spawn time. nil = use the per-entity default
241 (seekers default to 2 = ruby; abilities default to whatever the
242 player's edition is at cast time).
243
244 edition_base_color(ed) is what particles use when the spell's
245 color would otherwise paint them: at edition > 0 we substitute
... [30 more lines]
Grep (^function edition_set|^function edition_clear|edition_set(|set_edition)
18: edition_set(layer, mode, field_scale?, dither_mode?)
21: edition_clear(layer) shortcut for edition_set(layer, 0)
66: edition_set(layer, current_edition, 0.5, current_dither)
91: edition_set(layer, current_edition, 0.5) -- denser noise for this draw
106: 1. Per-entity edition (drop-in replacement for Invoker's set_edition pattern):
108: edition_set(layer, self.edition)
159:function edition_setup(opts)
167: edition_set(layer, mode, field_scale?, dither_mode?)
187:function edition_set(layer, mode, field_scale, dither_mode)
200:function edition_clear(layer)
213: edition_set(layer, mode)
Bash (grep -n "^time\b|engine_time|engine.time| time " E:/a327ex/attack-template/an...)
40: - time, frame_num - engine time/frame counters
92: time and don't change during normal play.
104: time = engine_get_time()
115: Sets the engine-level time scale. Affects dt but not unscaled_dt.
154: time = 0
Read (E:/a327ex/attack-template/anchor/init.lua)
85 spritesheets = spritesheets or {}
86
87 --[[
88 sync_engine_globals()
89 Refreshes global mirrors of engine state. Call once at the top of your
90 update function to ensure `time`, `frame_num`, `fps`, etc. reflect the
91 current frame. `width`, `height`, `platform`, `headless` are set at init
92 time and don't change during normal play.
93
94 Note on dt: the `dt` parameter passed to your `update(dt)` function is
95 the UNSCALED fixed physics timestep (PHYSICS_RATE). If you want scaled
96 dt (e.g. during hitstop / slow-mo), compute `dt * time_scale` locally,
97 or call `engine_get_dt()` which returns the scaled version. We
98 deliberately do NOT set a global `dt` here to avoid shadowing the
99 function parameter inside update.
100 ]]
101 function sync_engine_globals()
102 frame_num = engine_get_frame()
103 step_num = engine_get_step()
104 time = engine_get_time()
105 unscaled_dt = engine_get_unscaled_dt()
106 window_width, window_height = engine_get_window_size()
107 scale = engine_get_scale()
108 fullscreen = engine_is_fullscreen()
109 fps = engine_get_fps()
110 draw_calls = engine_get_draw_calls()
111 end
112
113 --[[
114 set_time_scale(scale)
Bash (grep -n "random_sign|random_int|random_float|random_choice" E:/a327ex/attack-...)
(Bash completed with no output)
Bash (grep -rn "^function random_|random_sign = |random_int = |random_float = " E:/...)
(Bash completed with no output)
Bash (grep -rn "^function random_|random_sign\b" E:/a327ex/Invoker/anchor/ 2>&1 | hea...)
(Bash completed with no output)
Bash (grep -rn "random_sign|random_seed|random_int|random_float|random_choice" E:/...)
730:random_seed(seed, rng?)
732:random_float_01(rng?) -> number
733:random_float(min, max, rng?) -> number
734:random_int(min, max, rng?) -> int
736:random_sign(chance?, rng?) -> -1 | 1 -- chance for +1 (0..1)
739:random_choice(array, rng?) -> element
740:random_choices(array, n, rng?) -> [element, ...]
Grep (^function triangulate|^function triangulate_with_holes)
212:function triangulate(verts)
Read (E:/a327ex/attack-template/geometry.lua)
200 (forces CCW internally) so you don't need to think about it.
201
202 Each triangle is a 6-number table you can pass straight to layer_triangle:
203 for _, t in ipairs(triangulate(verts)) do
204 layer_triangle(layer, t[1],t[2],t[3],t[4],t[5],t[6], color())
205 end
206
207 Algorithm: classic O(n²) ear-clipping. For typical wall polygons (under
208 100 verts) this runs in well under 1ms. If you need to triangulate huge
209 polygons frequently, look at an O(n log n) library, but Invoker uses this
210 exact algorithm on its largest maps without issue.
211 ]]
212 function triangulate(verts)
213 local n = #verts/2
214 if n < 3 then return {} end
215
216 local indices = {}
217 for i = 1, n do indices[i] = i end
218
219 local function cross(ax, ay, bx, by, cx, cy)
220 return (bx - ax)*(cy - ay) - (by - ay)*(cx - ax)
221 end
222
223 -- Force CCW winding (in screen coords where +Y is down, a CW polygon
224 -- has positive signed area; we want negative-signed-area = CCW).
225 local area = 0
226 for i = 1, n do
227 local j = i % n + 1
228 area = area + verts[(i - 1)*2 + 1]*verts[(j - 1)*2 + 2]
229 area = area - verts[(j - 1)*2 + 1]*verts[(i - 1)*2 + 2]
Read (E:/a327ex/attack-template/anchor/color.lua)
1 --[[
2 color — mutable RGBA color with HSL conversion helpers.
3
4 Simpler than v1's color class. A color is a plain table {r, g, b, a} with
5 a __call metamethod that returns the packed rgba integer used by drawing
6 functions. No auto-sync between RGB and HSL — HSL is a *conversion*, not a
7 storage format. If you want to modify hue, convert to HSL, modify, convert
8 back.
9
10 Usage:
11 red = color_new(255, 0, 0)
12 red.a = 128 -- set alpha
13 layer_circle(game_layer, x, y, r, red()) -- __call returns packed rgba integer
14
15 -- HSL manipulation:
16 h, s, l = color_to_hsl(red)
17 h = (h + 120) % 360 -- shift hue
18 shifted = color_from_hsl(h, s, l, red.a)
19
20 -- Common operations:
21 copy = color_clone(red)
22 mixed = color_mix(red, blue, 0.5)
23 dark = color_darken(red, 0.5) -- multiply RGB by 0.5
24 light = color_lighten(red, 1.5) -- multiply RGB by 1.5 (clamped)
25 inverted = color_invert(red)
26
27 Design notes:
28 - Colors are plain tables. Modify fields directly: c.r = 100.
29 - Procedural functions (color_mix, color_clone, etc.) return NEW colors,
30 not mutating the input. If you want to mutate, do `c.r = ...` directly.
... [30 more lines]
Grep (^function color\b|^function color_new\b|^function color_clone)
94:function color_new(r, g, b, a)
131:function color_clone(c)
Read (E:/a327ex/attack-template/anchor/color.lua)
85 math.floor(c.b + 0.5),
86 math.floor(c.a + 0.5)
87 )
88 end
89
90 --[[
91 color_new(r, g, b, a)
92 Create a new color. Defaults to white (255, 255, 255, 255).
93 ]]
94 function color_new(r, g, b, a)
95 return setmetatable({
96 r = r or 255,
97 g = g or 255,
98 b = b or 255,
99 a = a or 255,
100 }, color_mt)
101 end
102
103 -- Shorter alias — `color(r, g, b, a)` creates a color.
104 -- This makes the v1-style usage `red = color(255, 0, 0)` still work.
105 color = color_new
106
107 --[[
108 color_from_hsl(h, s, l, a)
109 Create a color from HSL values (h: 0-360, s: 0-1, l: 0-1).
110 ]]
111 function color_from_hsl(h, s, l, a)
112 local r, g, b = hsl_to_rgb(h, s, l)
113 return color_new(r, g, b, a)
114 end
... [20 more lines]
Bash (grep -n "^array\b|^function array|array = {" E:/a327ex/attack-template/anchor/...)
34:array = {}
50:function array.all(t, f)
72:function array.any(t, f)
92:function array.average(t)
118:function array.count(t, v)
149:function array.delete(t, v)
179:function array.flatten(t, level)
225:function array.get(t, i, j)
254:function array.get_circular_buffer_index(t, i)
274:function array.has(t, v)
Grep (^function array.random)
412:function array.random(t, n, rng)
Good. Everything we need is in place. Now let me port the files.
Bash (cp E:/a327ex/Invoker/player.lua E:/a327ex/attack-template/player.lua && cp E:/a3...)
E:/a327ex/attack-template/edition.lua
E:/a327ex/attack-template/fx.lua
E:/a327ex/attack-template/geometry.lua
E:/a327ex/attack-template/gradient.lua
E:/a327ex/attack-template/main.lua
E:/a327ex/attack-template/palette.lua
E:/a327ex/attack-template/player.lua
E:/a327ex/attack-template/seeker.lua
E:/a327ex/attack-template/stats.lua
E:/a327ex/attack-template/symbols.lua
Grep (^function collider:|chain)
35:function collider:new(owner, tag, body_type, shape_type, ...)
50: if shape_type == 'chain' then
51: self.chain = physics_add_chain(self.body, tag, shape_args[1], shape_args[2] or true)
73:function collider:destroy()
85:function collider:sync()
92:function collider:get_position() return physics_get_position(self.body) end
93:function collider:set_position(x, y) physics_set_position(self.body, x, y) end
94:function collider:get_angle() return physics_get_angle(self.body) end
95:function collider:set_angle(angle) physics_set_angle(self.body, angle) end
98:function collider:get_velocity() return physics_get_velocity(self.body) end
[Showing results with pagination = limit: 10]
Write (E:/a327ex/attack-template/wall.lua)
File created successfully at: E:/a327ex/attack-template/wall.lua (file state is current in your context — no need to Read it back)
Read (E:/a327ex/attack-template/edition.lua)
187 function edition_set(layer, mode, field_scale, dither_mode)
188 layer_shader_set_float(layer, edition_draw_shader, 'u_edition', mode or 0)
189 layer_shader_set_float(layer, edition_draw_shader, 'u_time', time)
190 layer_shader_set_float(layer, edition_draw_shader, 'u_field_scale', field_scale or 0.15)
191 layer_shader_set_float(layer, edition_draw_shader, 'u_dither_mode', dither_mode or 0)
192 end
193
194 --[[
195 edition_clear(layer)
196 Reset the edition on this layer to 0 (passthrough). Use this after a
197 bracketed set/draw to make sure subsequent draws on the same layer
198 don't pick up the tint.
199 ]]
200 function edition_clear(layer)
201 layer_shader_set_float(layer, edition_draw_shader, 'u_edition', 0)
202 end
203
204 --[[
205 edition_draw(layer, mode, fn, ...)
206 Scoped form: set the edition, run fn(...), then reset to 0. Removes the
207 manual open/close pattern; useful for entities whose draw has many
208 layer_* calls bracketed together.
209
210 Forwards any additional arguments to fn so closures can stay light.
211 ]]
212 function edition_draw(layer, mode, fn, ...)
213 edition_set(layer, mode)
214 fn(...)
215 edition_clear(layer)
216 end
... [5 more lines]
Bash (grep -n "physics_update|physics_init|physics_step" E:/a327ex/Invoker/main.lua ...)
329:physics_init()
Read (E:/a327ex/Invoker/main.lua)
320 local h = edition_hues and edition_hues[ed]
321 if h then return color_from_hsl(h, 0.6, 0.6) end
322 return nil
323 end
324
325 function ability_particle_color(ed, fallback_color)
326 return edition_base_color(ed) or fallback_color
327 end
328
329 physics_init()
330 physics_register_tag('player')
331 physics_register_tag('wall')
332 physics_register_tag('enemy')
333 physics_register_tag('projectile')
334 physics_enable_collision('player', 'wall')
335 physics_enable_collision('player', 'enemy')
336 physics_enable_collision('enemy', 'wall')
337 physics_enable_collision('enemy', 'enemy')
338 -- Projectiles are sensors against enemies — overlap fires
339 -- sensor_entities_begin('projectile','enemy') events which we drain
340 -- in update() and forward to projectile:on_hit. Wall hits stay on
341 -- raycast (see projectile.lua).
342 physics_enable_sensor('projectile', 'enemy')
343
344 bind('left', 'key:a')
345 bind('left', 'key:left')
346 bind('right', 'key:d')
347 bind('right', 'key:right')
348 bind('up', 'key:w')
349 bind('up', 'key:up')
... [70 more lines]
Read (E:/a327ex/Invoker/main.lua)
450 -- seeker immediately AND to every future spawn (seeker:new reads
451 -- it as a fallback). To go back to "per-seeker default" cycle
452 -- past 24 — next_edition wraps to 0 and we treat 0 as nil so
453 -- new seekers fall back to their per-entity default of 2.
454 if is_pressed('cycle_enemy_edition') then
455 local next_ed = next_edition(enemy_edition_override or 0)
456 enemy_edition_override = (next_ed ~= 0) and next_ed or nil
457 if seekers then
458 for _, e in ipairs(seekers) do
459 if not e._dead then e.edition = enemy_edition_override or 2 end
460 end
461 end
462 print('Enemy edition: ' .. (enemy_edition_override
463 and (edition_name(enemy_edition_override) .. ' (' .. tostring(enemy_edition_override) .. ')')
464 or 'default (per-seeker)'))
465 end
466 -- Per-primitive edition cycles. Each primitive's def keeps its
467 -- own .edition (the active value) and .edition_options (the
468 -- subset that reads well for that primitive's natural color).
469 -- primitives_cycle_edition advances through .edition_options and
470 -- prints the resolved name.
471 if is_pressed('cycle_fire_edition') then primitives_cycle_edition('fire') end
472 if is_pressed('cycle_projectile_edition') then primitives_cycle_edition('projectile') end
473 -- HP/MP debug. Down keys are "hit" — wave splash + scale squish +
474 -- rotation kick, all scaled to damage %. Up keys are "refresh" —
475 -- gentle upward ripple only. Damage/refresh values are randomized
476 -- per press (hits 5-100%, refreshes 5-40%) so the full effect
477 -- range is visible during testing. The actual HP/MP delta caps at
478 -- 0 / max — the visual hit always uses the intended magnitude
479 -- (so a "lethal" hit on a near-empty orb still reads as lethal).
... [90 more lines]
Read (E:/a327ex/Invoker/main.lua)
569 for _, pr in ipairs(projectiles) do pr:draw(game_layer) end
570 for _, f in ipairs(fxs) do f:draw(game_layer) end
571 -- Floating effect text (spell names, fizzles, future damage numbers
572 -- and status applications). World-space, anchored to spawn position.
573 info_text_draw(game_layer)
574 camera_detach(main_camera, game_layer)
575 layer_render(game_layer)
576 layer_draw(game_layer)
577
578 -- Resource orbs (screen-space, centered for iteration). Shader pass
579 -- + chrome overlay both queue onto orb_layer; queue them before the
580 -- render call so commands run in order.
581 if p then
582 -- Orbs anchor to bottom-left (HP) and bottom-right (MP). Radius 28
583 -- with 8-px margin from the edges fits the free strips outside
584 -- the bottom-center cast HUD. `state` field carries the per-orb
585 -- wave + scale/rotation springs.
586 --
587 -- HP is muted slightly (sat 0.875, lit 0.94) — halfway between
588 -- raw red and a full single mute step. Mana stays at full
589 -- brightness so light_blue keeps its identity against the dark
590 -- backdrop.
591 local orbs = {
592 {cx = 36, cy = height - 36, radius = 28, fill = p.hp/p.hp_max, color = red, cur = p.hp, max = p.hp_max, noise_mode = 0, state = hp_orb, mute_sat = 0.875, mute_lit = 0.94},
593 {cx = width - 36, cy = height - 36, radius = 28, fill = p.mp/p.mp_max, color = light_blue, cur = p.mp, max = p.mp_max, noise_mode = 5, state = mp_orb, mute_sat = 1.0, mute_lit = 1.0 },
594 }
595 ui_orbs_apply(orb_layer, orbs)
596 ui_orbs_chrome(orb_layer, orbs)
597 end
598 layer_render(orb_layer)
... [35 more lines]
Grep (camera_new|camera_attach|camera_detach|camera_follow)
5: main_camera = camera_new(width, height)
11: camera_attach(main_camera, game_layer)
14: camera_detach(main_camera, game_layer)
17: camera_follow(main_camera, p1)
18: camera_follow(main_camera, p1, 0.9, 0.3) -- 90% distance in 0.3s
19: camera_follow(main_camera, nil) -- stop following
31: - Camera is not attached to layers automatically. Use camera_attach/detach
40: camera_new([w], [h])
44:function camera_new(w, h)
67: camera_follow(c, target, [lerp], [lerp_time], [lead])
[Showing results with pagination = limit: 10]
Good. Now let me rewrite main.lua to wire everything up.
Write (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/attack-template && for f in main player seeker wall fx stats; do
...)
(Bash completed with no output)
Bash (grep -n "^function timer_tween|time\b" E:/a327ex/attack-template/anchor/timer.l...)
30: timer_get_time_left - query remaining time until a named callback fires
87: insert_entry(t, {name = name, mode = 'after', time = 0, delay = delay, callback = callback})
102: insert_entry(t, {name = name, mode = 'every', time = 0, delay = delay, callback = callback, times = times, after = after, count = 0})
117: insert_entry(t, {name = name, mode = 'during', time = 0, duration = duration, callback = callback, after = after})
125:function timer_tween(t, duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)
137: insert_entry(t, {name = name, mode = 'tween', time = 0, duration = duration, target = target, values = values, initial_values = initial_values, easing = easing, after = after})
153: insert_entry(t, {name = name, mode = 'watch', time = 0, target = target, field = field, current = initial_value, previous = initial_value, callback = callback, times = times, after = after, count = 0})
168: insert_entry(t, {name = name, mode = 'when', time = 0, condition = condition_fn, last_condition = false, callback = callback, times = times, after = after, count = 0})
183: insert_entry(t, {name = name, mode = 'cooldown', time = 0, delay = delay, condition = condition_fn, last_condition = false, callback = callback, times = times, after = after, count = 0})
205: insert_entry(t, {name = name, mode = 'every_step', time = 0, delays = delays, callback = callback, after = after, step_index = 1})
228: insert_entry(t, {name = name, mode = 'during_step', time = 0, delays = delays, callback = callback, after = after, step_index = 1})
244: - every/cooldown/*_step: fires and resets time
255: e.callback(); e.time = 0
277: the name isn't found or the mode isn't time-based (watch, when).
284: return e.delay*(e.multiplier or 1) - e.time
Read (E:/a327ex/attack-template/anchor/init.lua)
145 width = engine_get_width()
146 height = engine_get_height()
147 platform = engine_get_platform()
148 headless = engine_get_headless and engine_get_headless() or false
149 render_mode = engine_get_render_mode and engine_get_render_mode() or false
150 engine_args = engine_get_args and engine_get_args() or {}
151
152 -- Set up dynamic global state (initial values; refreshed by sync_engine_globals)
153 unscaled_dt = engine_get_unscaled_dt()
154 time = 0
155 frame_num = 0
156 step_num = 0
157 time_scale = 1.0
158
159 -- Set up default random number generator (global_rng is provided by the C engine,
160 -- accessible by passing nil or omitting the rng argument to random_* functions).
161 -- If you want a seeded rng for determinism, create one with random_create(seed).
162
163 -- Physics is not initialized automatically. Games that need physics should call
164 -- physics_init() themselves, then register tags and collision pairs:
Bash (grep -n "collision_entities_begin|sensor_entities_begin" E:/a327ex/attack-templ...)
11: insensitive, so a query like `collision_entities_begin('player', 'enemy')`
18: for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do
23: for _, ev in ipairs(sensor_entities_begin('bullet', 'enemy')) do
132: collision_entities_begin(tag_a, tag_b)
137:function collision_entities_begin(tag_a, tag_b)
183: sensor_entities_begin(tag_a, tag_b)
188:function sensor_entities_begin(tag_a, tag_b)
Bash (grep -n "^wall_color\b" E:/a327ex/attack-template/palette.lua E:/a327ex/attack-t...)
E:/a327ex/attack-template/wall.lua:30:wall_color = color(60, 60, 70)
Bash (ls -la E:/a327ex/attack-template/)
total 4301
drwxr-xr-x 1 adn 197121 0 May 17 08:09 ./
drwxr-xr-x 1 adn 197121 0 May 17 07:23 ../
drwxr-xr-x 1 adn 197121 0 May 17 07:34 anchor/
-rwxr-xr-x 1 adn 197121 4181504 May 17 07:34 anchor.exe*
drwxr-xr-x 1 adn 197121 0 May 17 07:34 assets/
-rw-r--r-- 1 adn 197121 20164 May 17 07:34 edition.lua
-rw-r--r-- 1 adn 197121 43080 May 17 07:27 findings.md
-rw-r--r-- 1 adn 197121 7309 May 17 08:06 fx.lua
-rw-r--r-- 1 adn 197121 19233 May 17 07:34 geometry.lua
-rw-r--r-- 1 adn 197121 30812 May 17 07:34 gradient.lua
-rw-r--r-- 1 adn 197121 6426 May 17 08:09 main.lua
-rw-r--r-- 1 adn 197121 11602 May 17 07:34 palette.lua
-rw-r--r-- 1 adn 197121 5714 May 17 08:06 player.lua
-rw-r--r-- 1 adn 197121 206 May 17 07:36 run.bat
-rw-r--r-- 1 adn 197121 11777 May 17 08:06 seeker.lua
-rw-r--r-- 1 adn 197121 12728 May 17 08:06 stats.lua
-rw-r--r-- 1 adn 197121 14481 May 17 07:34 symbols.lua
-rw-r--r-- 1 adn 197121 3184 May 17 08:07 wall.lua
Done. Ported and wired up:
Verbatim from Invoker (Anchor 2 source, no behavioral changes):
- player.lua — WASD/arrow movement, scale/visual_r tween on horizontal press, mouse-aim, stats-based HP/MP, hit-flash, draw with edition.
- seeker.lua — full chase enemy with seek+wander+separate steering, push/hit/die, spawn juice, floating HP bar via
draw_health_ui. - fx.lua —
fx_hit_circle,fx_particle,fx_hit_effect+spawn_*helpers. The seeker's spawn/hit/die FX use these. - stats.lua — the procedural stats system the player uses for hp/mp/regen.
Ported (translated to Anchor 2 style) from Orblike v1/main.lua lines 5144-5186:
- wall.lua —
wall_objectwith static chain collider and triangulated filled draw. v1'sobject:extend()/self:add(collider)/self:action(draw)becameclass()/ plain fields / explicit:draw(layer). Triangulation now uses attack-template's 6-number-arraytriangulateinstead of v1's index triples. Spirit preserved: same centroid math, same local-verts chain shape, samewall_color = color(60,60,70)default.
main.lua rewrite drives all three:
physics_init()+ tag registration forplayer/wall/enemy+ collision pairs.- WASD/arrow binds for player movement;
0/F1for player edition cycle. set_edition(layer, mode)shim that adapts Invoker's 2-arg call shape to edition-template's 4-argedition_set(layer, mode, field_scale, dither), with scene-wide defaultsfield_scale=0.5,dither=0.sfx(handle, vol, pitch)stub — nil-safe, so player/seeker can call it with emptysounds/volumestables without crashing.- One vertical-rectangle wall ~80 units right of center.
- Player at screen center with random initial edition (logged on boot).
- 5 seekers in a ring 80-120 units out, chasing the player.
- Update loop: edition cycle keys →
p:update(dt)→ seekers update → fxs update → player↔enemy collision events (push +pl:hit) →process_destroy_queue(). - Draw loop: walls on
floor_layer, then player/seekers/fxs ongame_layer.
When you launch you should see one player at center (shimmering in whatever edition was randomly picked), 5 ruby-shimmering seekers converging on it, and a slate-grey wall blocking part of the approach. Walking into a seeker damages the player + pushes the seeker back. Run into a seeker enough times and it dies into a red puff of particles. Move with WASD or arrows; cycle the player's edition with 0 / F1.
Tell me what to start porting next — my recommendation is projectile.lua since it's the most general carrier and several other things (rotating turret, big rock fragments, arrow_barrage) build on it.
ERROR: wall.lua:67: attempt to call a nil value (global 'triangulate') stack traceback: wall.lua:67: in field 'new' anchor/class.lua:28: in global 'wall_object' wall.lua:94: in function 'spawn_wall' main.lua:109: in main chunk Initialization complete. Press ESC to exit, F11 for fullscreen. Display refresh rate: 60Hz (display 0)
Please remember that the wall system, visually, should use the generalized edition system.
Two fixes coming: require geometry (the bug) and thread the edition system through the wall.
Edit (E:/a327ex/attack-template/wall.lua)
The file E:/a327ex/attack-template/wall.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/wall.lua)
The file E:/a327ex/attack-template/wall.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/attack-template && E:/a327ex/Anchor/reference/love-compare/tools/lu...)
(Bash completed with no output)
Fixed.
Bug: added require('geometry') in main.lua — that's what was missing the triangulate global.
Edition integration: wall.lua now takes an edition field in opts (default 0) and brackets its triangulated draw with set_edition(layer, self.edition) / set_edition(layer, 0), identical to how player and seeker do it. The wall body picks up shimmer through the same draw shader.
Wiring in main.lua:
- the wall is spawned with a random initial edition (logged at boot, same format as the player line)
- new keys
9/8cycle the wall's edition forward / backward (analogous to player's0/F1), printing the new mode on each press
Launch and you'll see one shimmering player, 5 ruby seekers, and a shimmering wall — three independently-cyclable edition slots. The wall is small enough that the shimmer reads as body-wide tint rather than a per-fragment gradient; if you want richer interior color variation we can switch the wall body to a baked gradient_polygon (the edition-template pattern) later — say the word.
Can you debug draw the colliders for each physical object in the game currently? Activate with F2.
Bash (grep -n "debug_draw|^function physics_|^function collider:get_shape|^function...)
E:/a327ex/attack-template/anchor/collider.lua:35:function collider:new(owner, tag, body_type, shape_type, ...)
E:/a327ex/attack-template/anchor/collider.lua:39: self.shape_type = shape_type
E:/a327ex/attack-template/anchor/collider.lua:47: -- Add initial shape based on shape_type
E:/a327ex/attack-template/anchor/collider.lua:50: if shape_type == 'chain' then
E:/a327ex/attack-template/anchor/collider.lua:57: if shape_type == 'circle' then
E:/a327ex/attack-template/anchor/collider.lua:59: elseif shape_type == 'box' then
E:/a327ex/attack-template/anchor/collider.lua:61: elseif shape_type == 'capsule' then
E:/a327ex/attack-template/anchor/collider.lua:63: elseif shape_type == 'polygon' then
E:/a327ex/attack-template/anchor/collider.lua:154:function collider:get_shapes_geometry() return physics_get_shapes_geometry(self.body) end
Read (E:/a327ex/attack-template/anchor/collider.lua)
140 end
141 function collider:add_polygon(tag, vertices, opts)
142 return physics_add_polygon(self.body, tag, vertices, opts or {})
143 end
144 function collider:add_chain(tag, vertices, is_loop)
145 return physics_add_chain(self.body, tag, vertices, is_loop)
146 end
147
148 -- Body queries
149 function collider:get_mass() return physics_get_mass(self.body) end
150 function collider:set_center_of_mass(x, y) physics_set_center_of_mass(self.body, x, y) end
151 function collider:get_body_type() return physics_get_body_type(self.body) end
152 function collider:is_awake() return physics_is_awake(self.body) end
153 function collider:set_awake(awake) physics_set_awake(self.body, awake) end
154 function collider:get_shapes_geometry() return physics_get_shapes_geometry(self.body) end
155
156 --[[
157 Steering behaviors.
158 Each returns (fx, fy) force vectors that can be combined and applied.
159
160 Usage:
161 local sx, sy = self.collider:steering_seek(target_x, target_y, max_speed, max_force)
162 local wx, wy = self.collider:steering_wander(50, 50, 20, dt, max_speed, max_force)
163 self.collider:apply_force(sx + wx, sy + wy)
164
Bash (grep -rn "physics_get_shapes_geometry\b" E:/a327ex/Anchor2/docs/ENGINE_API_QUICK...)
(Bash completed with no output)
Bash (grep -rn "physics_get|shapes_geometry|debug_draw" E:/a327ex/Anchor2/docs/ 2>&1...)
E:/a327ex/Anchor2/docs/ENGINE_API.md:959:### physics_get_position
E:/a327ex/Anchor2/docs/ENGINE_API.md:961:`physics_get_position(body) -> x, y`
E:/a327ex/Anchor2/docs/ENGINE_API.md:966:local x, y = physics_get_position(player_body)
E:/a327ex/Anchor2/docs/ENGINE_API.md:969:### physics_get_angle
E:/a327ex/Anchor2/docs/ENGINE_API.md:971:`physics_get_angle(body) -> angle`
E:/a327ex/Anchor2/docs/ENGINE_API.md:976:local angle = physics_get_angle(player_body)
E:/a327ex/Anchor2/docs/ENGINE_API.md:979:### physics_get_body_count
E:/a327ex/Anchor2/docs/ENGINE_API.md:981:`physics_get_body_count() -> int`
E:/a327ex/Anchor2/docs/ENGINE_API.md:986:local count = physics_get_body_count()
E:/a327ex/Anchor2/docs/ENGINE_API.md:1077:### physics_get_velocity
E:/a327ex/Anchor2/docs/ENGINE_API.md:1079:`physics_get_velocity(body) -> vx, vy`
E:/a327ex/Anchor2/docs/ENGINE_API.md:1084:local vx, vy = physics_get_velocity(player_body)
E:/a327ex/Anchor2/docs/ENGINE_API.md:1087:### physics_get_angular_velocity
E:/a327ex/Anchor2/docs/ENGINE_API.md:1089:`physics_get_angular_velocity(body) -> av`
E:/a327ex/Anchor2/docs/ENGINE_API.md:1094:local spin = physics_get_angular_velocity(body)
E:/a327ex/Anchor2/docs/ENGINE_API.md:1237:### physics_get_user_data
E:/a327ex/Anchor2/docs/ENGINE_API.md:1239:`physics_get_user_data(body) -> id`
E:/a327ex/Anchor2/docs/ENGINE_API.md:1244:local enemy_id = physics_get_user_data(body)
E:/a327ex/Anchor2/docs/ENGINE_API.md:1338:### physics_get_body_type
E:/a327ex/Anchor2/docs/ENGINE_API.md:1340:`physics_get_body_type(body) -> string`
E:/a327ex/Anchor2/docs/ENGINE_API.md:1345:if physics_get_body_type(body) == "dynamic" then
E:/a327ex/Anchor2/docs/ENGINE_API.md:1350:### physics_get_mass
E:/a327ex/Anchor2/docs/ENGINE_API.md:1352:`physics_get_mass(body) -> mass`
E:/a327ex/Anchor2/docs/ENGINE_API.md:1357:local mass = physics_get_mass(player_body)
E:/a327ex/Anchor2/docs/ENGINE_API.md:1406:### physics_get_collision_begin
E:/a327ex/Anchor2/docs/ENGINE_API.md:1408:`physics_get_collision_begin(tag_a, tag_b) -> [{body_a, body_b, shape_a, shape_b, point_x, point_y, normal_x, normal_y}, ...]`
E:/a327ex/Anchor2/docs/ENGINE_API.md:1413:for _, event in ipairs(physics_get_collision_begin("player", "enemy")) do
E:/a327ex/Anchor2/docs/ENGINE_API.md:1414: local player_id = physics_get_user_data(event.body_a)
E:/a327ex/Anchor2/docs/ENGINE_API.md:1415: local enemy_id = physics_get_user_data(event.body_b)
E:/a327ex/Anchor2/docs/ENGINE_API.md:1421:### physics_get_collision_end
Grep (physics_get_shapes_geometry)
Found 5 files
Anchor2\engine\src\anchor.c
Anchor2\app\anchor\collider.lua
Anchor2\framework\anchor\collider.lua
Anchor2\arena\anchor\collider.lua
Anchor2\reference\Anchor_v1\anchor_v1\collider.lua
Grep (physics_get_shapes_geometry)
6741:// physics_get_shapes_geometry(body) -> table of shapes with world-space geometry
6742-\ Returns: {{type="circle", x=..., y=..., radius=...}, {type="polygon", vertices={x1,y1,x2,y2,...}}, ...}
6743:static int l_physics_get_shapes_geometry(lua_State* L) {
6744- b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
6745- if (!body_id || !b2Body_IsValid(*body_id)) {
6746- return luaL_error(L, "Invalid body");
6747- }
6748-
6749- int shape_count = b2Body_GetShapeCount(*body_id);
6750- if (shape_count <= 0) {
6751- lua_newtable(L);
6752- return 1;
6753- }
6754-
6755- b2ShapeId shapes[32]; // max 32 shapes per body
6756- if (shape_count > 32) shape_count = 32;
6757- int actual_count = b2Body_GetShapes(*body_id, shapes, shape_count);
6758-
6759- b2Transform xf = b2Body_GetTransform(*body_id);
6760-
6761- lua_newtable(L); // result table
6762-
6763- for (int i = 0; i < actual_count; i++) {
6764- if (!b2Shape_IsValid(shapes[i])) continue;
6765-
6766- lua_newtable(L); // shape entry
6767-
6768- b2ShapeType type = b2Shape_GetType(shapes[i]);
6769-
6770- // Add sensor flag
... [95 more lines]
Read (E:/a327ex/Anchor2/engine/src/anchor.c)
6798 }
6799 case b2_polygonShape: {
6800 b2Polygon poly = b2Shape_GetPolygon(shapes[i]);
6801
6802 lua_pushstring(L, "polygon");
6803 lua_setfield(L, -2, "type");
6804
6805 // Vertices as flat array {x1, y1, x2, y2, ...}
6806 lua_newtable(L);
6807 for (int j = 0; j < poly.count; j++) {
6808 b2Vec2 world_v = b2TransformPoint(xf, poly.vertices[j]);
6809 lua_pushnumber(L, world_v.x * pixels_per_meter);
6810 lua_rawseti(L, -2, j * 2 + 1);
6811 lua_pushnumber(L, world_v.y * pixels_per_meter);
6812 lua_rawseti(L, -2, j * 2 + 2);
6813 }
6814 lua_setfield(L, -2, "vertices");
6815
6816 lua_pushinteger(L, poly.count);
6817 lua_setfield(L, -2, "count");
6818 lua_pushnumber(L, poly.radius * pixels_per_meter);
6819 lua_setfield(L, -2, "radius");
6820 break;
6821 }
6822 case b2_capsuleShape: {
6823 b2Capsule capsule = b2Shape_GetCapsule(shapes[i]);
6824 b2Vec2 world_c1 = b2TransformPoint(xf, capsule.center1);
6825 b2Vec2 world_c2 = b2TransformPoint(xf, capsule.center2);
6826
6827 lua_pushstring(L, "capsule");
... [70 more lines]
Bash (grep -n "^function layer_" E:/a327ex/attack-template/anchor/layer.lua | head -30)
94:function layer_new(name, filter)
108:function layer_rectangle(lyr, x, y, w, h, color)
112:function layer_circle(lyr, x, y, radius, color)
116:function layer_rectangle_line(lyr, x, y, w, h, color, line_width)
120:function layer_circle_line(lyr, x, y, radius, color, line_width)
124:function layer_line(lyr, x1, y1, x2, y2, width, color)
128:function layer_capsule(lyr, x1, y1, x2, y2, radius, color)
132:function layer_capsule_line(lyr, x1, y1, x2, y2, radius, color, line_width)
136:function layer_triangle(lyr, x1, y1, x2, y2, x3, y3, color)
140:function layer_triangle_line(lyr, x1, y1, x2, y2, x3, y3, color, line_width)
144:function layer_polygon(lyr, vertices, color)
148:function layer_polygon_line(lyr, vertices, color, line_width)
152:function layer_rounded_rectangle(lyr, x, y, w, h, radius, color)
156:function layer_rounded_rectangle_line(lyr, x, y, w, h, radius, color, line_width)
160:function layer_rectangle_gradient_h(lyr, x, y, w, h, color1, color2)
164:function layer_rectangle_gradient_v(lyr, x, y, w, h, color1, color2)
169:function layer_image(lyr, img, x, y, color, flash)
174:function layer_texture(lyr, tex, x, y, color)
178:function layer_spritesheet(lyr, sheet, frame, x, y, color, flash)
182:function layer_animation(lyr, animation_object, x, y, color, flash)
193:function layer_text(lyr, text, f, x, y, color)
198:function layer_push(lyr, x, y, r, sx, sy)
202:function layer_pop(lyr)
206:function layer_set_blend_mode(lyr, mode)
211:function layer_draw(lyr, x, y)
215:function layer_apply_shader(lyr, shader)
219:function layer_shader_set_float(lyr, shader, name, value)
223:function layer_shader_set_vec2(lyr, shader, name, x, y)
227:function layer_shader_set_vec4(lyr, shader, name, x, y, z, w)
231:function layer_shader_set_int(lyr, shader, name, value)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "loadfile('E:/a327ex/...)
(Bash completed with no output)
Added the F2 debug overlay.
bind('toggle_debug_draw', 'key:f2')anddebug_draw_enabled = falseflag, toggled on F2 press (printsdebug_draw: on/off).- New
debug_layer(no edition shader interaction —set_editionis never called on it, sou_editionstays at 0 = passthrough, debug lines aren't recolored). - After
layer_draw(game_layer)indraw(), when enabled, walksp+ every seeker + every wall, callse.collider:get_shapes_geometry()(the engine returns world-space shape data already transformed by the body's position/rotation), and dispatches per shape type:- circle →
layer_circle_line - polygon (box bodies come back as a 4-vert polygon) →
layer_polygon_line - segment (chain bodies come back as a sequence of segments — wall edges) →
layer_line - capsule →
layer_capsule_line
- circle →
- Solid shapes draw in lime; sensor shapes (none yet, but projectile colliders will be sensors when we port them) draw in yellow so they're visually distinguishable.
Press F2 in-game and you should see lime outlines on the player's box, each seeker's box, and the four edges of the wall's chain. Press F2 again to hide.
The colliders for player and seekers need to be rotatable (fixed rotation is false) and they should rotate with the object. For the player, the juice rotations shouldn't count, but any mouse based one should. And for the seekers I believe the default behavior is that they rotate towards target velocity, so that should also happen with the collider.
Bash (grep -n "set_angular_velocity|get_angular_velocity|set_fixed_rotation|set_ang...)
95:function collider:set_angle(angle) physics_set_angle(self.body, angle) end
100:function collider:get_angular_velocity() return physics_get_angular_velocity(self.body) end
101:function collider:set_angular_velocity(av) physics_set_angular_velocity(self.body, av) end
115:function collider:set_fixed_rotation(fixed) physics_set_fixed_rotation(self.body, fixed) end
Edit (E:/a327ex/attack-template/player.lua)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read (E:/a327ex/attack-template/player.lua)
28 make_entity(self)
29
30 self.collider = collider(self, 'player', 'dynamic', 'box', self.w, self.h)
31 self.collider:set_gravity_scale(0)
32 self.collider:set_fixed_rotation(true)
33 self.collider:set_position(x, y)
34
35 self.timer = timer_new()
36 self.spring = spring_new()
37 spring_add(self.spring, 'hit', 1)
Edit (E:/a327ex/attack-template/player.lua)
The file E:/a327ex/attack-template/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:/a327ex/attack-template/player.lua)
99
100 local vx, vy = self.collider:get_velocity()
101 if move_r then vx, vy = self.speed*math.cos(move_r), self.speed*math.sin(move_r) end
102 if not left and not right then vx = vx*0.8 end
103 if not up and not down then vy = vy*0.8 end
104 self.collider:set_velocity(vx, vy)
105 self.previous_moving = self.moving
106
107 local mx, my = main_camera.mouse.x, main_camera.mouse.y
108 local target_r = math.angle_to_point(self.x, self.y, mx, my)
109 self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)
110 end
Edit (E:/a327ex/attack-template/player.lua)
The file E:/a327ex/attack-template/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:/a327ex/attack-template/seeker.lua)
76 make_entity(self)
77
78 self.collider = collider(self, 'enemy', 'dynamic', 'box', self.w, self.h)
79 self.collider:set_gravity_scale(0)
80 self.collider:set_fixed_rotation(true)
81 -- 3 = baseline drag; 6 during a knockback (set in :push). Damping
82 -- works in N·s/(m/s) units in box2d; raising it during push lets
83 -- the seeker visibly decelerate after the impulse so the hit reads
84 -- as recoil, not a permanent shove.
85 self.collider:set_linear_damping(3)
86 self.collider:set_position(self.x, self.y)
87
Edit (E:/a327ex/attack-template/seeker.lua)
The file E:/a327ex/attack-template/seeker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:/a327ex/attack-template/seeker.lua)
192 function seeker:update(dt)
193 if self._dead or self._dying then return end
194 timer_update(self.timer, dt)
195 spring_update(self.spring, dt)
196
197 self.x, self.y = self.collider:get_position()
198
199 if not self.pushed then
200 -- Steering: seek the player + wander + separate from other
201 -- seekers. All three vector-sum then get math.limit'd to
202 -- max_force=200 (v1 default). max_speed=self.speed clamps the
203 -- velocity after apply_force so the seeker doesn't drift past
204 -- its declared speed when forces overlap.
205 local sx, sy, wx, wy, rx, ry = 0, 0, 0, 0, 0, 0
206 if p and not p._dead then
207 sx, sy = self.collider:steering_seek(p.x, p.y, self.speed, 200)
208 wx, wy = self.collider:steering_wander(64, 32, 16, dt, self.speed, 200)
209 rx, ry = self.collider:steering_separate(16, seekers, self.speed, 200)
210 end
211 local fx, fy = math.limit(sx + wx + rx, sy + wy + ry, 200)
212 self.collider:apply_force(fx, fy)
213 local vx, vy = self.collider:get_velocity()
214 vx, vy = math.limit(vx, vy, self.speed)
215 self.collider:set_velocity(vx, vy)
216 local vel_r = math.atan(vy, vx)
217 self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, vel_r)
218 else
219 self.r = self.r + self.spin*dt
Edit (E:/a327ex/attack-template/seeker.lua)
The file E:/a327ex/attack-template/seeker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/attack-template && E:/a327ex/Anchor/reference/love-compare/tools/lu...)
(Bash completed with no output)
Done. Both colliders are now rotatable:
Player (player.lua)
- Constructor:
set_fixed_rotation(false)instead of true. - End of
:update: after the mouse-aim lerp computesself.r, callsself.collider:set_angle(self.r)+set_angular_velocity(0). The collider tracks the mouse-aim direction only —self.visual_r(the left/right-tap juice spin) andsx/syscale juice stay draw-only, so the physics shape doesn't whirl on every key tap.
Seeker (seeker.lua)
- Constructor:
set_fixed_rotation(false). - End of
:update: after both branches finish updatingself.r(steering-lerped toward velocity in normal motion,self.r + spin*dtwhile pushed), callsset_angle(self.r)+set_angular_velocity(0). The box's long axis points along the velocity heading and spins along with the knockback spin.
set_angular_velocity(0) in both is the load-bearing extra: with fixed_rotation=false, contacts can impart angular velocity that Box2D keeps applying between physics steps even when we set the angle every frame, which would otherwise produce visible jitter at high contact density (e.g. a seeker grinding into the wall). Zeroing it each frame lets set_angle be the sole source of truth.
Flip F2 on after launching and you should see the player's box swivel as you move the mouse, and each seeker's box align to its chase direction.
I believe that seekers should be lightly pushed when they hit walls, I don't know if Orblike or Invoker have this behavior, but it's a common behavior in these games, the push function and how it works is standard, so look for it across these SNKRX-like projects. Player should rotate towards mouse position/aim direction, currently that's not happening. Port over the sounds for: enemy-player hit, enemy-death, enemy-hit. Port over HP bar for enemies. Give me a key to hit a random enemy and one to kill a random enemy.
Bash (grep -n "camera_mouse|.mouse\b|^function camera_update|camera_set_mouse" E:/...)
180:function camera_update(c, dt)
210: c.mouse.x, c.mouse.y = camera_to_world(c, mx, my)
Read (E:/a327ex/attack-template/anchor/camera.lua)
175 --[[
176 camera_update(c, dt)
177 Advances follow, bounds, mouse resolution, and shake.
178 Call once per frame per camera.
179 ]]
180 function camera_update(c, dt)
181 -- Resolve follow target: prefer ID-based resolution, fall back to direct ref
182 local target = c.follow_target
183 if c.follow_target_id then
184 target = entities[c.follow_target_id]
185 if not target then c.follow_target_id = nil end
186 end
187
188 if target then
189 local tx = target.x
190 local ty = target.y
191 if c.follow_lead > 0 and target.collider then
192 local vx, vy = target.collider:get_velocity()
193 tx = tx + vx*c.follow_lead
194 ty = ty + vy*c.follow_lead
195 end
196 c.x = math.lerp_dt(c.follow_lerp, c.follow_lerp_time, dt, c.x, tx)
197 c.y = math.lerp_dt(c.follow_lerp, c.follow_lerp_time, dt, c.y, ty)
198 end
199
200 -- Apply bounds
201 if c.bounds then
202 local half_w = c.w/(2*c.zoom)
203 local half_h = c.h/(2*c.zoom)
204 c.x = math.clamp(c.x, c.bounds.min_x + half_w, c.bounds.max_x - half_w)
... [11 more lines]
Let me investigate each item before changing anything.
Grep (enemy.wall|wall.enemy|enemy_wall|on_wall_collision|hit.wall.push)
No files found
Bash (ls E:/a327ex/SNKRX/ | head -20)
LICENSE
README.md
arena.lua
assets/
build.sh*
builds/
buy_screen.lua
conf.lua
devlog.md
enemies.lua
engine/
main.lua
mainmenu.lua
media.lua
objects.lua
player.lua
run.sh*
shared.lua
todo
Bash (grep -rn "Wall|wall" E:/a327ex/SNKRX/arena.lua E:/a327ex/SNKRX/enemies.lua E:/a...)
E:/a327ex/SNKRX/enemies.lua:1067: proj_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.05}
Bash (grep -n "on_collision_enter|on_collision|push(|bump" E:/a327ex/SNKRX/enemies....)
75: enemy:push(random:float(40, 80), enemy:angle_to_object(main.current.player), true)
146: enemy:push(random:float(40, 80), enemy:angle_to_object(main.current.player), true)
215: enemy:push(random:float(30, 50), enemy:angle_to_object(main.current.player), true)
342: graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
359: graphics.push(self.px, self.py, self.vr, self.spring.x, self.spring.x)
369:function Seeker:on_collision_enter(other, contact)
418: other:push(math.floor(self.push_force/2), other:angle_to_object(self))
424: other:push(math.length(self:get_velocity())/4, other:angle_to_object(self))
435: self:push(random:float(2.5, 7), other:angle_to_object(self))
470: self:push(random:float(30, 60), projectile and projectile.r or self:angle_from_point(cx, cy))
702:function Seeker:push(f, r, push_invulnerable)
736: self:push(random:float(50, 75)*self.launcher.knockback_m, random:table{0, math.pi, math.pi/2, -math.pi/2})
837: graphics.push(self.x, self.y, 0, self.spring.x, self.spring.x)
859: self:push(args.v, args.r)
895: graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
912:function EnemyCritter:push(f, r)
936:function EnemyCritter:on_collision_enter(other, contact)
988: self:push(random:float(50, 75)*self.launcher.knockback_m, random:table{0, math.pi, math.pi/2, -math.pi/2})
1053: graphics.push(self.x, self.y, self.r)
1071:function EnemyProjectile:on_collision_enter(other, contact)
Read (E:/a327ex/SNKRX/enemies.lua)
369 function Seeker:on_collision_enter(other, contact)
370 local x, y = contact:getPositions()
371
372 if other:is(Wall) then
373 self.hfx:use('hit', 0.15, 200, 10, 0.1)
374 self:bounce(contact:getNormal())
375 if self.juggernaut_push then
376 self:hit(self.juggernaut_push)
377 hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
378 end
379
380 if self.launcher_push then
381 self:hit(self.launcher_push)
382 hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
383 end
384
385 if main.current.player.heavy_impact then
386 if self.being_pushed then
387 self:hit(self.push_force, nil, nil, true)
388 end
389 end
390
391 if main.current.player.tremor then
392 if self.being_pushed then
393 camera:shake(2, 0.5)
394 earth1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
395 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = 0.75*self.push_force*(main.current.player.area_size_m or 1), color = yellow[0], dmg = self.push_force/2, parent = main.current.player}
396 end
397 end
398
... [45 more lines]
Bash (grep -n "function.bounce|self:bounce|^function.:push|hit2 = |hit2:play" E:...)
E:/a327ex/SNKRX/enemies.lua:374: self:bounce(contact:getNormal())
E:/a327ex/SNKRX/enemies.lua:377: hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
E:/a327ex/SNKRX/enemies.lua:382: hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
E:/a327ex/SNKRX/enemies.lua:421: hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
E:/a327ex/SNKRX/enemies.lua:427: hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
E:/a327ex/SNKRX/enemies.lua:702:function Seeker:push(f, r, push_invulnerable)
E:/a327ex/SNKRX/enemies.lua:790: hit2:play{pitch = random:float(0.8, 1.2), volume = 0.2}
E:/a327ex/SNKRX/enemies.lua:912:function EnemyCritter:push(f, r)
E:/a327ex/SNKRX/enemies.lua:947: self:bounce(contact:getNormal())
E:/a327ex/SNKRX/enemies.lua:1022: hit2:play{pitch = random:float(0.8, 1.2), volume = 0.2}
E:/a327ex/SNKRX/objects.lua:184:function Unit:bounce(nx, ny)
Read (E:/a327ex/SNKRX/objects.lua)
180 self.effect_bar = EffectBar{group = main.current.effects, parent = self}
181 end
182
183
184 function Unit:bounce(nx, ny)
185 local vx, vy = self:get_velocity()
186 if nx == 0 then
187 self:set_velocity(vx, -vy)
188 self.r = 2*math.pi - self.r
189 end
190 if ny == 0 then
191 self:set_velocity(-vx, vy)
192 self.r = math.pi - self.r
193 end
194 return self.r
195 end
196
197
198 function Unit:show_hp(n)
199 self.hp_bar.hidden = false
200 self.hp_bar.color = red[0]
201 self.t:after(n or 2, function() self.hp_bar.hidden = true end, 'hp_bar')
202 end
203
204
Read (E:/a327ex/attack-template/anchor/physics.lua)
120 point_x = hit.point_x,
121 point_y = hit.point_y,
122 normal_x = hit.normal_x,
123 normal_y = hit.normal_y,
124 fraction = hit.fraction,
125 }
126 end
127 end
128 return result
129 end
130
131 --[[
132 collision_entities_begin(tag_a, tag_b)
133 Returns a table of collision-begin events between tagged entities.
134 Each event: {a = entity matching tag_a, b = entity matching tag_b,
135 x, y, nx, ny}
136 ]]
137 function collision_entities_begin(tag_a, tag_b)
138 local events = physics_get_collision_begin(tag_a, tag_b)
139 local result = {}
140 for i = 1, #events do
141 local ev = events[i]
142 local body_a, body_b = ev.body_a, ev.body_b
143 -- Normalize: ensure body_a corresponds to tag_a
144 if ev.tag_a == tag_b and ev.tag_b == tag_a then
145 body_a, body_b = body_b, body_a
146 end
147 local a = body_to_entity(body_a)
148 local b = body_to_entity(body_b)
149 if a and b then
... [45 more lines]
Read (E:/a327ex/SNKRX/enemies.lua)
700
701
702 function Seeker:push(f, r, push_invulnerable)
703 local n = 1
704 if self.tank then n = 0.7 end
705 if self.boss then n = 0.2 end
706 if self.level % 25 == 0 and self.boss then n = 0.7 end
707 self.push_invulnerable = push_invulnerable
708 self.push_force = n*f
709 self.being_pushed = true
710 self.steering_enabled = false
711 self:apply_impulse(n*f*math.cos(r), n*f*math.sin(r))
712 self:apply_angular_impulse(random:table{random:float(-12*math.pi, -4*math.pi), random:float(4*math.pi, 12*math.pi)})
713 self:set_damping(1.5*(1/n))
714 self:set_angular_damping(1.5*(1/n))
715 end
716
717
718 function Seeker:speed_boost(duration)
719 self.speed_boosting = love.timer.getTime()
720 self.t:after(duration, function() self.speed_boosting = false end, 'speed_boost')
721 end
722
723
724 function Seeker:slow(amount, duration)
725 self.slowed = amount
726 self.t:after(duration, function() self.slowed = false end, 'slow')
727 end
728
729
... [10 more lines]
Bash (grep -n "player_hit|enemy_hit|enemy_die|enemy_spawn|enemy_die_variants" E:/a...)
89: enemy_spawn = 0.59,
90: enemy_hit = 0.85,
91: enemy_die = 0.80,
92: player_hit = 0.39,
99:sounds.enemy_spawn = sound_load('assets/Buff 13_lightmed.ogg')
100:sounds.enemy_hit = sound_load('assets/Body Head (Headshot) 1_lightmed.ogg')
101:sounds.player_hit = sound_load('assets/Body Fall 2_lightmed.ogg')
102:sounds.enemy_die_variants = {
528: -- contact-point FX into player:hit which plays the player_hit
Read (E:/a327ex/Invoker/main.lua)
75 5. Add a sound_load entry below for the _lightmed variant; record the
76 computed volume in `volumes`.
77 6. Play via sfx('name', volumes.name).
78
79 We use the _lightmed (10-bit + 3× sample rate reduction) variant by
80 default — bitcrushed sources match the pixel-game audio language.
81 Loud / "magic" sources already had this applied before they were
82 brought over; the process above documents how to crush new sources
83 (recorded clean .wav, foley you didn't make, etc.) so they match.
84 ]]
85 sounds = {}
86 volumes = {
87 fireball_fire = 0.37,
88 fireball_hit = 0.20,
89 enemy_spawn = 0.59,
90 enemy_hit = 0.85,
91 enemy_die = 0.80,
92 player_hit = 0.39,
93 }
94 -- Each entry loads the _lightmed (bitcrushed) variant — same default
95 -- v1 used. Raw .ogg files exist in assets/ if we ever need an
96 -- un-crushed take for comparison.
97 sounds.fireball_fire = sound_load('assets/RPG3_FireMagicBall_Projectile03_lightmed.ogg')
98 sounds.fireball_hit = sound_load('assets/RPG3_FireMagicBall_LightImpact01_lightmed.ogg')
99 sounds.enemy_spawn = sound_load('assets/Buff 13_lightmed.ogg')
100 sounds.enemy_hit = sound_load('assets/Body Head (Headshot) 1_lightmed.ogg')
101 sounds.player_hit = sound_load('assets/Body Fall 2_lightmed.ogg')
102 sounds.enemy_die_variants = {
103 sound_load('assets/Bloody punches 3_lightmed.ogg'),
104 sound_load('assets/Bloody punches 7_lightmed.ogg'),
... [5 more lines]
Now I have enough. Five things to do. Let me batch them.
Sound assets — copy from v1/assets:
Bash (cp "E:/a327ex/Invoker/v1/assets/Body Fall 2_lightmed.ogg" "E:/a327ex/Invoker/v1/...)
Bloody punches 10_lightmed.ogg
Bloody punches 3_lightmed.ogg
Bloody punches 7_lightmed.ogg
Body Fall 2_lightmed.ogg
Body Head (Headshot) 1_lightmed.ogg
draw_shader.frag
Read (E:/a327ex/attack-template/main.lua)
1 --[[
2 attack-template/main.lua
3
4 Smoke test for the attack-template scaffold. Drops a player (WASD-driven,
5 ported from Invoker/player.lua) in the middle of a small arena with a
6 static interior wall (Invoker/v1/main.lua wall_object) and 5 seekers
7 (Invoker/seeker.lua) chasing the player. Edition shimmer on every entity
8 via the same draw shader the edition-template uses.
9
10 KEY BINDINGS
11 W A S D / arrows move player
12 0 / F1 cycle player edition forward / backward
13 — prints the new mode's name to console
14 ]]
15
16 require('anchor')({
17 width = 480,
18 height = 270,
19 title = 'attack-template — smoke test',
20 scale = 3,
21 filter = 'rough',
22 })
23
24 require('palette')
25 require('edition')
26
27 edition_setup({ draw_shader = 'assets/draw_shader.frag' })
28
29 require('geometry')
30 require('stats')
... [232 more lines]
Now I'll thread all five changes into main.lua.
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "loadfile('E:/a327ex/...)
(Bash completed with no output)
Five changes landed in main.lua; player.lua and seeker.lua untouched aside from earlier this session.
1. Player mouse-aim rotation fix — added camera_update(main_camera, dt) before p:update(dt) in the update loop. The player reads main_camera.mouse.x, .y to compute its facing angle, but those fields are only refreshed inside camera_update (which we weren't calling). Without it, the mouse coords stayed at the camera's init-time value and the player would lerp toward the same fixed point forever. Now it tracks the cursor.
2. Seeker wall push — added a second collision loop after the player↔enemy one:
for _, ev in ipairs(collision_entities_begin('enemy', 'wall')) do
local e, w = ev.a, ev.b
if e and e.push and not e._dead and w then
local r = math.angle_to_point(w.x, w.y, e.x, e.y)
e:push(r, random_float(2, 4), 0.15)
end
end
SNKRX itself uses Unit:bounce(contact:getNormal()) (velocity reflection) for this case rather than the impulse-based push, but since attack-template's seeker:push is the same shape Invoker/Orblike use and you specifically called it "standard", I used push with a small force range (2-4) and a short 0.15s duration so the bump reads as "ow" rather than a full knockback. Direction comes from angle_to_point(wall.x, wall.y, enemy.x, enemy.y) — avoids the sign-convention question on ev.nx/ny.
3. Enemy + player sounds — copied the five _lightmed ogg files into assets/ and loaded them as a sounds table with matching volumes:
assets/Body Fall 2_lightmed.ogg → sounds.player_hit (vol 0.39)
assets/Body Head (Headshot) 1_lightmed.ogg → sounds.enemy_hit (vol 0.85)
assets/Bloody punches 3/7/10_lightmed.ogg → sounds.enemy_die_variants (vol 0.80)
The sfx shim was already in place; seeker.lua and player.lua call sfx(sounds and sounds.X, ...) so they pick up automatically. seeker:die uses array.random(sounds.enemy_die_variants) to pick one of the three punch sounds per death. Volumes and filename map match Invoker/main.lua lines 86-106 verbatim.
(One note: seeker.lua also calls sfx(sounds.enemy_spawn, ...) at spawn time — I didn't load that one since you only asked for the three. That call stays silent. Say the word if you want it loaded too; it's assets/Buff 13_lightmed.ogg at vol 0.59.)
4. Enemy HP bar — already present. seeker.lua's :draw calls draw_health_ui(self, layer) after the silhouette draw, and should_show_health_ui gates visibility to "within 2 seconds of last_damage_time". seeker:hit stamps that field. The "hit random enemy" key below is the easiest way to see it now (we had no way to damage seekers before).
5. Hit/kill random enemy keys — bound H to hit_random_enemy, K to kill_random_enemy. Both pick from a freshly-filtered list of live seekers (so dying ones aren't valid targets):
if is_pressed('hit_random_enemy') then
local sk = random_live_seeker()
if sk then sk:hit(2) end
end
if is_pressed('kill_random_enemy') then
local sk = random_live_seeker()
if sk then sk:hit(sk.hp) end
end
H deals 2 damage (reveals the HP bar + plays enemy_hit + white-flash). K calls :hit(sk.hp) which drives hp to 0 and triggers :die — so you get the full death FX (spring pull, color-bleed hit_circle, 4-6 outward particles, one of the three death sounds at random, entity destruction).
Run and try: drive a seeker into the wall to see the bump; aim with the mouse to verify the player turns; press H repeatedly to watch the HP bar fade in and the white-flash hit feedback; press K to one-shot a random seeker and hear which death-punch variant came up.
Particles should follow the edition for the enemy/player. In case of death particles, they should follow the edition of the enemy. In case of player/hit particles, they should be a mix of both the enemy's and player's edition. Flashing for the particles on player enemy hit should also appear but be rather short. Push duration for wall enemy hit should be shorter but slightly stronger force.
Let me check edition_base_color and color_mix signatures so I get the mix right.
Bash (grep -n "^function edition_base_color|^function color_mix|^function color_clon...)
E:/a327ex/attack-template/edition.lua:405:function edition_base_color(ed)
E:/a327ex/attack-template/anchor/color.lua:131:function color_clone(c)
E:/a327ex/attack-template/anchor/color.lua:140:function color_mix(a, b, t)
Read (E:/a327ex/attack-template/edition.lua)
395 callers can fall back via:
396 local c = edition_base_color(ed) or fallback
397
398 Implementation:
399 - Polychrome / silver / white have hand-picked representative tones.
400 - Hue-locked editions return color_from_hsl(hue, 0.6, 0.6).
401 - Dynamic-hue (23) and palette-cycle (24) return nil because they
402 have no fixed representative — callers should use the underlying
403 object's color.
404 ]]
405 function edition_base_color(ed)
406 if not ed or ed <= 0 then return nil end
407 if ed == 12 then return color(150, 180, 255) end -- polychrome (blueish)
408 if ed == 13 then return color(180, 180, 190) end -- silver
409 if ed == 14 then return color(240, 240, 240) end -- white
410 local h = edition_hues[ed]
411 if h then return color_from_hsl(h, 0.6, 0.6) end
412 return nil
413 end
414
415 -- =============================================================================
416 -- DITHER — modes for quantizing shimmer to a crosshatch / stipple. Mirrors
417 -- the apply_dither() switch in assets/draw_shader.frag. Keep in lockstep.
418 -- =============================================================================
419
Read (E:/a327ex/attack-template/anchor/color.lua)
135 --[[
136 color_mix(a, b, t)
137 Linear interpolation between two colors. Returns a new color.
138 t=0 returns a, t=1 returns b, t=0.5 returns the midpoint.
139 ]]
140 function color_mix(a, b, t)
141 t = t or 0.5
142 return color_new(
143 a.r + (b.r - a.r)*t,
144 a.g + (b.g - a.g)*t,
145 a.b + (b.b - a.b)*t,
146 a.a + (b.a - a.a)*t
147 )
148 end
149
I'll thread through each spot. The changes touch seeker.lua (spawn + die FX), player.lua (hit FX + new source arg), and main.lua (pass enemy to player:hit + retune wall push).
Read (E:/a327ex/attack-template/seeker.lua)
92
93 self.timer = timer_new()
94 self.spring = spring_new()
95 spring_add(self.spring, 'main', 1)
96
97 -- v1 spawn juice (~9241-9249): spring pop, white flash, hit_circle
98 -- + particle burst tinted to the enemy color. The spawn sound
99 -- ('Buff 13' = enemy_spawn) sells the "thing materialized here"
100 -- feel — important because seekers can spawn off-screen and the
101 -- player's first cue is auditory.
102 sfx(sounds and sounds.enemy_spawn, volumes and volumes.enemy_spawn)
103 spring_pull(self.spring, 'main', 0.75, 3, 0.7)
104 self.flashing = true
105 timer_after(self.timer, 0.15, 'spawn_flash', function() self.flashing = false end)
106 spawn_hit_circle(self.x, self.y, {radius = 10, duration = 0.3}):change_color(0.5, red)
107 for i = 1, 4 do
108 spawn_particle(self.x, self.y, {
109 velocity = random_float(100, 200),
Edit (E:/a327ex/attack-template/seeker.lua)
The file E:/a327ex/attack-template/seeker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:/a327ex/attack-template/seeker.lua)
170
171
172 --[[
173 seeker:die()
174
175 Death FX + cleanup. Mirrors v1 lines 9441-9460: pick one of 3
176 bloody-punch death sounds, pull main spring, spawn a larger
177 hit_circle (r=14, d=0.4, color-bleed at 0.6), 4-6 particles
178 (vel 100-300, dur 0.2-0.5). Then entity_kill so main.lua's prune
179 pass cleans up.
180 ]]
181 function seeker:die()
182 if self._dead or self._dying then return end
183 if sounds and sounds.enemy_die_variants then
184 sfx(array.random(sounds.enemy_die_variants), volumes and volumes.enemy_die)
185 end
186 spring_pull(self.spring, 'main', 0.75)
187 spawn_hit_circle(self.x, self.y, {radius = 14, duration = 0.4}):change_color(0.6, red)
188 for i = 1, random_int(4, 6) do
189 spawn_particle(self.x, self.y, {
190 velocity = random_float(100, 300),
191 duration = random_float(0.2, 0.5),
192 }):change_color(0.6, red)
193 end
194 entity_kill(self)
Edit (E:/a327ex/attack-template/seeker.lua)
The file E:/a327ex/attack-template/seeker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:/a327ex/attack-template/player.lua)
115 -- every frame.
116 self.collider:set_angle(self.r)
117 self.collider:set_angular_velocity(0)
118 end
119
120 --[[
121 player:hit(damage, hit_x, hit_y)
122
123 Apply contact damage from an enemy (or any other source). Ports
124 v1 player:take_damage (lines 7310-7325). Plays the player_hit
125 sfx, pulls the 'hit' spring, flashes white for 0.1s, drops HP
126 via the stats system. Optional hit_x/hit_y mark the contact
127 point for an inline puff (hit_circle + 1-2 particles), matching
128 v1's collision handler (lines 12577-12584).
129
130 Death is not yet wired — v1 calls player:die() at hp<=0; we just
131 clamp hp to 0 for now. Wire run-end / fail screens when those
132 land.
133 ]]
134 function player:hit(damage, hit_x, hit_y)
135 if self._dead or self._dying then return end
136 if stats_add then stats_add(self, 'hp', -(damage or 0)) end
137 sfx(sounds and sounds.player_hit, volumes and volumes.player_hit)
138 spring_pull(self.spring, 'hit', 0.2)
139 self.flashing = true
140 timer_after(self.timer, 0.1, 'hit_flash', function() self.flashing = false end)
141 if hit_x and hit_y then
142 spawn_hit_circle(hit_x, hit_y, {radius = 6, duration = 0.15})
143 for i = 1, random_int(1, 2) do
144 spawn_particle(hit_x, hit_y, {
Edit (E:/a327ex/attack-template/player.lua)
The file E:/a327ex/attack-template/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:/a327ex/attack-template/player.lua)
155 local cb = source and edition_base_color(source.edition) or nil
156 local hit_c
157 if ca and cb then hit_c = color_mix(ca, cb, 0.5)
158 else hit_c = ca or cb or text end
159 spawn_hit_circle(hit_x, hit_y, {radius = 6, duration = 0.15}):change_color(0.2, hit_c)
160 for i = 1, random_int(1, 2) do
161 spawn_particle(hit_x, hit_y, {
162 velocity = random_float(60, 120),
163 duration = random_float(0.1, 0.3),
164 })
165 end
166 end
167 end
168
169
170 function player:draw(layer)
171 local s = self.spring.hit.x*self.spring.shoot.x*self.spring.move.x
172 local edition = self.flashing and 0 or self.edition
173 -- Player rendered in legacy SNKRX teal (snkrx_blue). The new palette `blue`
174 -- is a deeper navy that doesn't pop against the dark bg the same way.
Edit (E:/a327ex/attack-template/player.lua)
The file E:/a327ex/attack-template/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/attack-template && for f in main player seeker; do
E:/a327ex/Anch...)
(Bash completed with no output)
Done. Four touchpoints:
seeker.lua spawn FX — spawn_c = edition_base_color(self.edition) or red once at spawn, then both the hit_circle and the four particles change_color(0.6, spawn_c). A ruby seeker now spawns in red-ish particles, an emerald one in green-ish, sapphire in blue-ish, etc. Editions without a fixed representative (0 / 23 / 24) fall back to raw red.
seeker.lua die FX — same pattern with die_c. The hit_circle and 4-6 outward particles bleed to the seeker's edition color. Press K and you can see the death particles match whatever edition the seeker is in.
player.lua hit FX — player:hit(damage, hit_x, hit_y, source) now takes an optional source. The function composes a mixed color once:
local ca = edition_base_color(self.edition)
local cb = source and edition_base_color(source.edition) or nil
local hit_c
if ca and cb then hit_c = color_mix(ca, cb, 0.5)
else hit_c = ca or cb or text end
Then both the hit_circle and the 1-2 particles change_color(0.2, hit_c). The 0.2 fraction is the "rather short" white flash you asked for — particles spend 20% of their lifetime white, 80% in the mixed edition tint.
main.lua two touches:
- The player↔enemy collision now passes the enemy as the 4th arg:
pl:hit(e.contact_damage or 1, px, py, e). The mix happens automatically. - Wall push retuned:
e:push(r, random_float(3, 6), 0.08)— was2-4 / 0.15. Force range shifted +1 on both ends so the bump kicks harder; duration nearly halved so the seeker exits the pushed-state (steering disabled) faster and re-commits to chasing the player almost immediately.
Test by walking into a seeker (hit particles should now blend the player's edition with that seeker's — flip both with 0/F1 and the enemy-edition setup respectively to see the mix shift), pressing K on a couple of seekers with different editions to verify death-color matches, and watching a seeker run into the wall — the bounce should now read snappier and the seeker should resume chasing almost immediately.
player + enemy hit particles should flash white briefly, lower duration than for how long the death particles flash. Smaller wall push force, no flash, only spring pull.
Two precise touchups.
Edit (E:/a327ex/attack-template/player.lua)
The file E:/a327ex/attack-template/player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/attack-template && E:/a327ex/Anchor/reference/love-compare/tools/lu...)
(Bash completed with no output)
Both done.
Hit-particle white flash — bumped from 0.2 → 0.3 in player.lua for both the hit_circle and the 1-2 particles spawned in player:hit. Now hit particles are white for the first 30% of their lifetime (0.03-0.09s) before bleeding to the edition mix, while death particles stay white for the first 60% (0.12-0.3s). Clear hierarchy: brief but visible hit-flash, longer dramatic death-flash.
Wall bump — replaced e:push(r, random_float(3, 6), 0.08) in main.lua with an inline lighter handler:
local f = random_float(1, 2.5)
e.collider:apply_impulse(f*math.cos(r), f*math.sin(r))
spring_pull(e.spring, 'main', 0.2)
seeker:push was the heavyweight knockback — it bumps damping, sets a random ±π spin, white-flashes the seeker for 0.15s, AND sets self.pushed = true (which disables steering for the duration). For a wall, we don't want any of that. The new path:
- Smaller impulse (was 3-6, now 1-2.5)
- Direct
apply_impulseinstead of going through:push, so:- No flash (
flashingstays false) - No spin
- No damping bump
- No
self.pushed = true— steering stays active, so the seeker keeps chasing while the impulse is still settling
- No flash (
- Spring squish (
spring_pull(e.spring, 'main', 0.2)) is the only visual feedback
A seeker now glances off the wall, squishes briefly, and just keeps coming.
Make the wall push exactly half both in duration and intensity of the player enemy push.
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Wall bump is now e:push(r, 3, 0.25) — same seeker:push machinery as the player-enemy contact at line 200, with both knobs halved:
- force
6→3 - duration default
0.5→0.25
Same flash + spin + spring-pull feel as the player contact, just half the magnitude on both axes.
Is the separation steering behavior being applied to seekers?
Read (E:/a327ex/attack-template/anchor/collider.lua)
230 local tx, ty = cx + rs*math.cos(heading_r + self.wander_r), cy + rs*math.sin(heading_r + self.wander_r)
231 return self:steering_seek(tx, ty, max_speed, max_force)
232 end
233
234 function collider:steering_separate(rs, others, max_speed, max_force, spatial_hash)
235 local dx, dy, n = 0, 0, 0
236 local px, py = self.owner.x, self.owner.y
237 local pid = self.owner.id
238 if spatial_hash then
239 local cell_size = spatial_hash.cell_size
240 local cells = spatial_hash.cells
241 local cx0 = math.floor((px - rs)/cell_size)
242 local cy0 = math.floor((py - rs)/cell_size)
243 local cx1 = math.floor((px + rs)/cell_size)
244 local cy1 = math.floor((py + rs)/cell_size)
245 for cx = cx0, cx1 do
246 for cy = cy0, cy1 do
247 local key = cx*73856093 + cy*19349663
248 local cell = cells[key]
249 if cell then
250 for i = 1, #cell do
251 local obj = cell[i]
252 if obj.id ~= pid and math.distance(obj.x, obj.y, px, py) < rs then
253 local tx, ty = px - obj.x, py - obj.y
254 local nx, ny = math.normalize(tx, ty)
255 local l = math.length(nx, ny)
256 dx = dx + rs*(nx/l)
257 dy = dy + rs*(ny/l)
258 n = n + 1
259 end
... [30 more lines]
Yes, it's firing. In seeker.lua:209 inside seeker:update:
rx, ry = self.collider:steering_separate(16, seekers, self.speed, 200)
seekers is the global array populated by spawn_seeker (line 302), so every seeker queries every other seeker each frame. steering_separate walks that list and for any neighbor within 16 units adds an "away from neighbor" force, then sums it into fx, fy with seek + wander and math.limits the total to max_force=200 before apply_force.
Two caveats that might be why it looks weaker than expected:
Radius 16 is tight. The seeker box is 14×6, so its half-diagonal is ~7.6. A separation radius of 16 means seekers only repel when they're already nearly overlapping. SNKRX seeker:on_collision_enter uses much larger separation (~64ish in arena.lua I recall). If you want more visible spacing, bump the first arg up — try 24 or 32.
Seek dominates in the sum. Seek + wander + separate are summed pre-limit. With max_force=200 and seek pulling at full force toward the player, separate's contribution gets blended in but doesn't override. When several seekers funnel onto the same target, you'll see them stack against the same edge anyway. SNKRX mitigates this by also blocking enemy↔enemy via the physics layer (which we have enabled —
physics_enable_collision('enemy', 'enemy')), so they at least can't overlap geometrically, but they can still bunch.
If the separation isn't reading visually, the cheap fix is steering_separate(32, seekers, self.speed, 200) — say the word and I'll bump it.
Can you read online about steering behaviors and try to implement the wall avoidance one?
Let me look up the canonical algorithm for wall avoidance steering.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "WebFetch"
},
{
"type": "tool_reference",
"tool_name": "WebSearch"
}
]
WebSearch (wall avoidance steering behavior algorithm feelers raycast Craig Reynolds)
Web search results for query: "wall avoidance steering behavior algorithm feelers raycast Craig Reynolds"
Links: [{"title":"Steering Behaviors","url":"https://github.com/libgdx/gdx-ai/wiki/Steering-Behaviors"},{"title":"Autonomous Movement Introduction Craig Reynolds ...","url":"http://web.cs.wpi.edu/~imgd4000/d16/slides/movement.pdf"},{"title":"Steering Behaviors | slsdo","url":"https://slsdo.github.io/steering-behaviors/"},{"title":"(PDF) Not Bumping Into Things","url":"https://www.researchgate.net/publication/315832146_Not_Bumping_Into_Things"},{"title":"Steering Behaviors For Autonomous Characters - red3d.com","url":"https://www.red3d.com/cwr/steer/"},{"title":"Not Bumping Into Things - red3d.com","url":"https://www.red3d.com/cwr/nobump/nobump.html"},{"title":"(PDF) Steering Behaviors For Autonomous Characters","url":"https://www.researchgate.net/publication/2495826_Steering_Behaviors_For_Autonomous_Characters"},{"title":"DM842 Computer Game Programming: AI Lecture 2 Movement Behaviors","url":"https://www.imada.sdu.dk/u/marco/Teaching/AY2014-2015/DM842/Slides/dm842-p2-lec2.pdf"},{"title":"steering algorithm problem - Math and Physics - GameDev.net","url":"https://gamedev.net/forums/topic/298196-steering-algorithm-problem/298196/"},{"title":"5. Autonomous Agents / Nature of Code","url":"https://natureofcode.com/autonomous-agents/"}]
I've found comprehensive information about wall avoidance steering behavior algorithms with feelers and raycasting, as developed by Craig Reynolds. Here's what I found:
## Wall Avoidance with Feelers
The wall avoidance technique tests for intersection of three "feelers" with walls (like cat whiskers), calculates penetration depth of the closest intersection, and returns a steering force perpendicular to the wall with magnitude equal to penetration depth.
## The "Curb Feeler" Concept
The steer along surface ("curb feeler") technique is familiar to anyone who has ever walked down a darkened hallway, brushing a hand along the wall for guidance. The touch sensors on elevator doors and industrial robots, the whiskers on a cat, and the "curb feelers" on old automobiles are all based on the same concept.
A simulated "curb feeler" probe extends directly forward from a moving object. When the probe touches an obstacle it will be deflected laterally. If the moving object then steers in the direction of the deflection the probe will swing away from the obstacle. This negative feedback will tend to keep the moving object from aiming at nearby obstacles.
## Predictive Behavior
The length of the forward-pointing probe for the deflection calculation can be made proportional to the velocity vector of the moving object, times some constant of "predictiveness." So the forward tip of this probe represents the location where the moving object will be at some fixed time later if it does not change its course or speed.
## Raycast Obstacle Avoidance
Some behavior-specific parameters include the ray configuration for raycast obstacle avoidance.
The second method suggested by Reynolds (which he calls "containment") tests for points a certain length directly in front of and to the left/right of the agent, if a point intersects with an object or a wall, a vector normal to the object/wall is calculated based on the location of the probe point and the intersection, and is used as the target for steering.
REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.
WebFetch (https://www.red3d.com/cwr/nobump/nobump.html)
# Craig Reynolds' Wall-Avoidance Algorithm: Implementation Details
Based on the paper provided, Reynolds describes a **"curb feeler" technique** for obstacle avoidance, though the document provides limited implementation specifics.
## Core Concept
The algorithm uses a forward-pointing probe extending from the moving object. As Reynolds explains: *"a simulated 'curb feeler' probe that extends directly forward from a moving object (along its local Z axis)"* detects obstacles by attempting to penetrate them.
## Feeler Configuration
The paper does not specify:
- Exact feeler count
- Angular spacing between multiple feelers
- Fixed probe lengths
## Velocity-Based Prediction
Reynolds notes that *"the length of the forward-pointing probe for the deflection calculation can be made proportional to the velocity vector of the moving object, times some constant of 'predictiveness.'"* This allows the probe tip to represent where the object will be at a future time, enabling early collision avoidance.
## Steering Force Computation
When contact occurs, the constraint maintenance system generates a restoration force: *"the constraint maintenance system will push it back out. This restoration force can then be transferred back through the probe, applying a torque to the moving object and causing it to steer away."*
## Multi-Feeler Combination
The document does not address how multiple feeler intersections combine or prioritize steering responses.
**Limitation**: This paper provides conceptual overview rather than algorithmic pseudocode needed for direct implementation.
WebFetch (https://github.com/libgdx/gdx-ai/wiki/Steering-Behaviors)
# Raycast Obstacle Avoidance: Implementation Guidance
## Overview
The documentation describes this as a behavior where "the moving agent (the owner) casts one or more rays out in the direction of its motion. If these rays collide with an obstacle, then a target is created that will avoid the collision, and the owner does a basic seek on this target."
## Ray Configuration Options
The framework provides three basic configurations:
1. **Single Ray Configuration** - Useful in concave environments but may graze convex obstacles
2. **Parallel Side Ray Configuration** - Works well where corners have obtuse angles but susceptible to corner traps
3. **Central Ray with Whiskers Configuration** - Often the best initial approach, though can restrict movement through tight passages
The documentation notes "There are no hard and fast rules as to which configuration is better. Each has its own particular idiosyncrasies."
## Ray Length Computation
The document states that rays "typically extend a short distance ahead of the character (usually a distance corresponding to a few seconds of movement)," suggesting velocity-proportional scaling rather than fixed length.
## Force Computation
The documentation provides limited specifics. When collision occurs, "a target is created that will avoid the collision, and the owner does a basic seek on this target." This implies the steering force is computed indirectly through seek behavior toward an avoidance point rather than direct perpendicular or penetration-scaled forces.
## The Corner Trap Problem
The document extensively covers a critical issue: characters can oscillate between walls at acute corners. Two practical solutions are mentioned:
- **Adaptive fan angles** - Narrow when collision-free; widen when collisions are detected
- **Winner ray approach** - Designate one ray as priority, ignoring others temporarily when trapped
Bash (grep -n "physics_raycast|raycast" E:/a327ex/attack-template/anchor/physics.lua ...)
E:/a327ex/attack-template/anchor/physics.lua:89: raycast_entity(x1, y1, x2, y2, tags)
E:/a327ex/attack-template/anchor/physics.lua:92:function raycast_entity(x1, y1, x2, y2, tags)
E:/a327ex/attack-template/anchor/physics.lua:93: local hit = physics_raycast(x1, y1, x2, y2, tags)
E:/a327ex/attack-template/anchor/physics.lua:108: raycast_entities_all(x1, y1, x2, y2, tags)
E:/a327ex/attack-template/anchor/physics.lua:111:function raycast_entities_all(x1, y1, x2, y2, tags)
E:/a327ex/attack-template/anchor/physics.lua:112: local hits = physics_raycast_all(x1, y1, x2, y2, tags)
Read (E:/a327ex/attack-template/anchor/physics.lua)
86 end
87
88 --[[
89 raycast_entity(x1, y1, x2, y2, tags)
90 Returns the first entity hit by a ray, plus hit info, or nil.
91 ]]
92 function raycast_entity(x1, y1, x2, y2, tags)
93 local hit = physics_raycast(x1, y1, x2, y2, tags)
94 if not hit then return nil end
95 local e = body_to_entity(hit.body)
96 if not e then return nil end
97 return {
98 entity = e,
99 point_x = hit.point_x,
100 point_y = hit.point_y,
101 normal_x = hit.normal_x,
102 normal_y = hit.normal_y,
103 fraction = hit.fraction,
104 }
105 end
106
107 --[[
108 raycast_entities_all(x1, y1, x2, y2, tags)
109 Returns a table of all entities hit by a ray, each with hit info.
110 ]]
111 function raycast_entities_all(x1, y1, x2, y2, tags)
112 local hits = physics_raycast_all(x1, y1, x2, y2, tags)
113 local result = {}
114 for i = 1, #hits do
115 local hit = hits[i]
... [5 more lines]
Got enough. Let me check helpers and the engine's raycast quickly, then implement.
Bash (grep -n "^function math.limit|^function math.length|^function math.normaliz...)
203:function math.length(x, y)
323:function math.normalize(x, y)
437:function math.limit(x, y, max)
Implementing now. Adding the steering method to collider.lua and wiring it into seeker:update.
Read (E:/a327ex/attack-template/anchor/collider.lua)
320 return 0, 0
321 end
322
323 --[[
324 steering_follow_path(path, index, seek_distance, max_speed, max_force)
325
326 Advances along a list of waypoints. Each waypoint is a {x, y} table. The
327 caller tracks the integer `index` (1-based). When the owner is within
328 `seek_distance` of path[index], the index advances by one. Returns 0 force
329 once the index moves past the last waypoint.
330
331 Returns (fx, fy, new_index, done): the force vector to apply, the updated
332 index (pass this back on the next call), and a boolean true once the path
333 has been fully traversed.
334 ]]
335 function collider:steering_follow_path(path, index, seek_distance, max_speed, max_force)
336 index = index or 1
337 if index > #path then return 0, 0, index, true end
338 local p = path[index]
339 local px, py = self.owner.x, self.owner.y
Bash (tail -20 E:/a327ex/attack-template/anchor/collider.lua)
cols, rows -- grid dimensions
angles -- integer-indexed map of (row * cols + col) -> angle,
or nil for cells that have no defined direction
(impassable, unreachable, or the BFS source).
Returns the force vector (fx, fy) to be applied by the caller.
When the owner sits outside the grid or on a cell with no angle, returns 0, 0.
]]
function collider:steering_flow_field(flow_field, max_speed, max_force)
local x, y = self.owner.x, self.owner.y
local c = math.floor((x - flow_field.origin_x)/flow_field.cell_w)
local r = math.floor((y - flow_field.origin_y)/flow_field.cell_h)
if c < 0 or c >= flow_field.cols or r < 0 or r >= flow_field.rows then return 0, 0 end
local angle = flow_field.angles[r*flow_field.cols + c]
if not angle then return 0, 0 end
local dvx = max_speed*math.cos(angle)
local dvy = max_speed*math.sin(angle)
local vx, vy = self:get_velocity()
local fx, fy = dvx - vx, dvy - vy
return math.limit(fx, fy, max_force or 1000)
end
Edit (E:/a327ex/attack-template/anchor/collider.lua)
The file E:/a327ex/attack-template/anchor/collider.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/seeker.lua)
The file E:/a327ex/attack-template/seeker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/attack-template && E:/a327ex/Anchor/reference/love-compare/tools/lu...)
(Bash completed with no output)
Done. Summary of the research + implementation.
What I read. Craig Reynolds' Not Bumping Into Things describes the "curb feeler" concept — a probe extending forward from the agent along its motion axis that swings laterally on contact and feeds back into the steering. He explicitly notes the probe length can be made "proportional to the velocity vector ... times some constant of 'predictiveness'" so the tip represents where the agent will be t seconds later. The libgdx-ai wiki on steering behaviors refines this for raycast obstacle avoidance with three concrete ray configurations:
- Single ray — fine in concave maps, grazes convex corners.
- Parallel side rays — handles obtuse corners, prone to acute-corner traps.
- Central ray + side whiskers — usually the best default, can pinch in tight passages.
The wiki also flags the corner-trap oscillation problem (two rays seeing the same wall on different sides → conflicting forces) and lists two mitigations: adaptive fan angles, or a "winner ray" tiebreaker. I went with the simpler closest-hit-wins selection — only one normal feeds the force per frame, no conflicting components to oscillate against.
Algorithm I implemented in collider:steering_wall_avoidance(max_speed, max_force, opts) (collider.lua):
- Skip if speed < 0.01 (no motion → no predicted impact).
- Compute feeler length as
max(lookahead, speed * predictiveness)— defaults 30 / 0.5, so a stationary-ish seeker still has a 30-unit forward probe; a fast one looks further. - Cast three rays from the seeker's center:
- Central ray along the velocity heading at
center_len. - Two side whiskers rotated ±30° (default
whisker_angle = math.pi/6) at0.6 × center_len(defaultwhisker_scale).
- Central ray along the velocity heading at
- For each ray,
physics_raycast(... {tag})againstwallby default. - Pick the hit with the smallest ray
fraction(closest hit). Discard the others — eliminates the corner-trap oscillation. - Steering force =
desired_velocity - current_velocity, wheredesired_velocity = wall_normal × max_speed. Returned clamped tomax_force.
The "desired velocity along the wall normal" formulation naturally encodes penetration depth: the closer the hit, the more the current velocity opposes the desired (because we're already moving INTO the wall), and the larger the resulting steering force. No explicit penetration scaling needed.
Wired into seeker.lua: new ax, ay = self.collider:steering_wall_avoidance(self.speed, 200) runs alongside seek/wander/separate, blended into the force sum with a 2× weight so a real wall hit can outvote the seek-toward-player force (otherwise the seeker grinds into the wall — the seek is at full force right when avoidance is most needed).
All knobs are exposed in opts so you can dial them in: tag, lookahead, predictiveness, whisker_scale, whisker_angle. Try setting whisker_angle = math.pi/4 (45°) for wider peripheral vision if seekers still graze corners.
Watch a seeker chase the player into the wall: it should now swerve off before contact rather than glue itself to the surface and grind around the corner. Flip F2 to see the feelers' work on the collider outlines.
Sources:
- Not Bumping Into Things — Craig Reynolds
- Steering Behaviors For Autonomous Characters — Craig Reynolds
- libgdx-ai Steering Behaviors wiki
- Steering Behaviors — slsdo
- Nature of Code chapter 5 — Autonomous Agents
How does the function decide what is a wall and how does that get passed in? Just polygons?
Tag-based, not shape-based.
The function takes opts.tag (default 'wall') and passes it to physics_raycast as the filter list. Any Box2D body tagged 'wall' counts — regardless of shape. In our scene that happens to be the chain-shape wall_object, but you could tag a box, circle, capsule, or polygon body as 'wall' and the raycast would treat it identically.
The chain of who-knows-what's-a-wall:
- main.lua calls
physics_register_tag('wall')to declare the tag exists in the physics world. - wall.lua creates the collider with
collider(self, 'wall', 'static', 'chain', local_verts, true)— the second arg is the tag. - collider.lua calls
physics_raycast(px, py, fx, fy, { tag }). The engine walks bodies matching that tag-list and returns the first/closest hit, with the wall surface's outward normal already populated.
So nothing about the function "knows what a wall is" — it just knows the string. To avoid a different kind of obstacle:
- Either register a new tag (
physics_register_tag('door')), attach it to that body's collider, and callseeker.collider:steering_wall_avoidance(self.speed, 200, { tag = 'door' }). - Or wire a multi-tag form.
physics_raycastalready accepts a list, so you could trivially extend the signature toopts.tags = {'wall', 'door'}and pass it straight through — one raycast catches any of them. I kept it single-tag for now since we only have walls; happy to widen to a list if you want.
The shape doesn't matter to the algorithm — Box2D's raycast returns point_x, point_y, normal_x, normal_y, fraction uniformly across all shape types, and we only consume the normal + fraction. So the seeker would avoid a circular pillar the same way it avoids a polygonal wall, as long as both are tagged 'wall'.
You can remove wall avoidance (don't remove from collider) from the seeker, and instead make it so that as the seeker hits the wall, if he has hit it recently, the next push grows in duration and strength.
Read (E:/a327ex/attack-template/seeker.lua)
38 function seeker:new(x, y, args)
39 args = args or {}
40 self.x = x
41 self.y = y
42 self.w = 14
43 self.h = 6
44 -- v1 random_float(50, 75) — gentler than the arena ports' 60-95
45 -- because Invoker's player is slower (100 base speed vs arena's
46 -- 100) and we want the seekers to feel chase-able, not catchable.
47 self.base_speed = args.speed or random_float(50, 75)
48 self.speed = self.base_speed
49 -- v1's standalone seeker:new defaulted to 5 (line 9216), but
50 -- real play used pack_templates with base_hp = 10 (line 9553) for
51 -- every Seekers pack. Match the actual-spawn value so two fireball
52 -- hits (8 + 8 = 16 dmg) cleanly kill where one (8 dmg) leaves a
53 -- sliver — same TTK as v1.
54 self.hp = args.hp or 10
55 self.max_hp = self.hp
56 self.r = 0
57 self.pushed = false
58 self.spin = 0
59 self.flashing = false
60 -- Contact damage applied to the player on physics collision. v1
61 -- defaults to 1; same here.
62 self.contact_damage = args.contact_damage or 1
63 -- Edition recoloring. v1 line 9229 defaults to 2 (ruby) so even
64 -- "normal" seekers get the shader shimmer; pack rarity later
65 -- overrides to 15/20 (pack_blue_edition / pack_yellow_edition).
66 -- enemy_edition_override (a debug global, F1 in main.lua) forces
67 -- every fresh seeker to that value.
... [12 more lines]
Edit (E:/a327ex/attack-template/seeker.lua)
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Edit (E:/a327ex/attack-template/seeker.lua)
The file E:/a327ex/attack-template/seeker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:/a327ex/attack-template/seeker.lua)
126 end
127 end
128
129
130 --[[
131 seeker:push(angle, force, duration)
132
133 Knockback. Bumps linear damping so the impulse drains visibly, adds
134 a brief axial spin, and arms a timer that restores the base damping
135 / clears the pushed flag. Used by player-enemy contact (push the
136 seeker away from the player) and could be used by future force
137 modifiers. Mirrors v1 lines 9252-9266.
138 ]]
139 function seeker:push(angle, force, duration)
140 duration = duration or 0.5
141 self.pushed = true
142 self.collider:set_linear_damping(6)
143 self.collider:apply_impulse(force*math.cos(angle), force*math.sin(angle))
Read (E:/a327ex/attack-template/seeker.lua)
139 function seeker:push(angle, force, duration)
140 duration = duration or 0.5
141 self.pushed = true
142 self.collider:set_linear_damping(6)
143 self.collider:apply_impulse(force*math.cos(angle), force*math.sin(angle))
144 self.spin = random_sign()*random_float(8, 12)*math.pi
145 timer_tween(self.timer, duration, 'push_spin', self, {spin = 0}, math.linear)
146 spring_pull(self.spring, 'main', 0.3, 5, 0.5)
147 self.flashing = true
148 timer_after(self.timer, 0.15, 'push_flash', function() self.flashing = false end)
149 timer_after(self.timer, duration, 'push_end', function()
150 self.pushed = false
151 self.collider:set_linear_damping(3)
152 end)
153 end
154
155
156 --[[
157 seeker:hit(damage, hit_vol)
158
159 Damage application. Drops HP, plays enemy_hit (scaled by hit_vol
160 if passed), stamps last_damage_time so the HP bar shows, pulls
Edit (E:/a327ex/attack-template/seeker.lua)
The file E:/a327ex/attack-template/seeker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/attack-template/main.lua)
The file E:/a327ex/attack-template/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/attack-template && E:/a327ex/Anchor/reference/love-compare/tools/lu...)
(Bash completed with no output)
Done. Three touchpoints.
seeker.lua — seeker:new initializes two new fields:
lua
self.wall_hit_count = 0
self.last_wall_hit_time = -math.huge
seeker.lua — seeker:update the wall-avoidance call + 2× weighted blend is gone. Just seek + wander + separate now. The steering_wall_avoidance method stays in collider.lua as part of the steering toolkit, just unused.
seeker.lua — new seeker:wall_bump(angle):
lua
local WALL_BUMP_WINDOW = 0.5
local WALL_BUMP_MAX_STREAK = 4
local WALL_BUMP_FORCE = 3
local WALL_BUMP_DURATION = 0.25
function seeker:wall_bump(angle)
local recent = (time - self.last_wall_hit_time) < WALL_BUMP_WINDOW
self.wall_hit_count = recent and (self.wall_hit_count + 1) or 1
self.last_wall_hit_time = time
local n = math.min(self.wall_hit_count, WALL_BUMP_MAX_STREAK)
self:push(angle, WALL_BUMP_FORCE*n, WALL_BUMP_DURATION*n)
end
The progression:
- 1st bump →
:push(r, 3, 0.25)(half the player-enemy 6/0.5 — same as before) - 2nd within 0.5s →
:push(r, 6, 0.50)(exactly the player-enemy push) - 3rd →
:push(r, 9, 0.75) - 4th →
:push(r, 12, 1.0)(cap)
Any contact more than 0.5s after the previous one resets the streak to 1. So a seeker that drifts back, glances the wall, and goes off again stays at gentle nudge level; one that grinds repeatedly gets launched off the surface harder each time until it breaks free.
main.lua — collision handler now calls e:wall_bump(r) instead of e:push(r, 3, 0.25). The e.wall_bump guard replaced e.push since wall_bump is the dedicated entry point.
Test: drive a seeker into the wall and hold them there (steering keeps pulling them back). The bounces should visibly grow until the seeker is flung well clear of the wall, at which point the counter naturally resets while it travels back.
Perfect. Document everything thoroughly so the next instance can continue the work. We'll start on the actual different behaviors next session (projectile, area, etc). Once you're done, end the session, name it "Attack System Generalization 1"
I'll write a thorough orientation doc, update findings.md with the decisions log, then end the session.
Bash (mkdir -p E:/a327ex/attack-template/.claude && ls E:/a327ex/attack-template/.clau...)
(Bash completed with no output)
Write (E:/a327ex/attack-template/.claude/CLAUDE.md)
File created successfully at: E:/a327ex/attack-template/.claude/CLAUDE.md (file state is current in your context — no need to Read it back)
One small addition to findings.md so a future reader sees the decisions pointer near the inventory:
Read (E:/a327ex/attack-template/findings.md)
1 # attack-template — findings from Orblike v1
2
3 Purpose of this doc: catalog every attack-shape, effect, sound, and parameter
4 the v1 codebase actually ships, so we can decide what to port into a
5 self-contained `attack-template/` project (mirroring what
6 `edition-template/` did for editions and gradients).
7
8 All line references point at `Invoker/v1/main.lua` (13,268 lines, single
9 file). Sound asset names point at `Invoker/v1/assets/`. v1 is the more
10 complete and battle-tested codebase; the current `Invoker/main.lua` was
11 written after the redesign and intentionally has fewer abilities.
12
13 ---
14
15 ## 1. The carrier taxonomy
Edit (E:/a327ex/attack-template/findings.md)
The file E:/a327ex/attack-template/findings.md has been updated successfully. (file state is current in your context — no need to Read it back)
Docs are in place — .claude/CLAUDE.md is the orientation doc covering everything wired up, the decisions made this session, the recommended carrier port order, and the gotchas. findings.md got a small banner pointing readers toward CLAUDE.md for the resolved decisions. Now ending the session.
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user for the session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
Determine the project yourself from your session context — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Proceed Without Approval
Do NOT show the summary to the user for approval. Write it directly. The user can review the committed log after the fact and request a follow-up edit if anything is off.
Step 4: Convert Transcript and Write the Log File
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
date "+%Y-%m-%d %H:%M:%S"Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...) vs Codex rollouts (~/.codex/sessions/...). For Composer sessions, usefind-recent-session.py(it merges all sources) and pick the[cursor]line for the current chat.Replace the default header (
# Session YYYY-MM-DD...) at the top of/tmp/session-log.mdwith the approved title and summary, AND prepend frontmatter. The final file shape:Title: [Title] Date: YYYY-MM-DD HH:MM:SS # [Title] ## Summary [approved summary text from step 2] --- [transcript content from jsonl-to-markdown script]Frontmatter is non-negotiable. Every log file MUST start with
Title:andDate:lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script ina327ex-site/deploy/backfill_metadata.pyis a safety net, not a substitute — write it correctly the first time.Then copy the final file to the log destination:
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].mdStep 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
Project Root Stage command Anchor E:/a327ex/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Ainvoker E:/a327ex/Invokergit add -Athalien-lune E:/a327ex/thalien-lunegit add -Aa327ex-site E:/a327ex/a327ex-sitegit add -A(this IS one of the web repos — the log file added in Step 4 is staged here automatically)For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
cdinto the project root, stage, rungit statusto verify before committing.IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.# Skip until we hit the line "## Summary", then take everything after the next # blank line until the --- separator that precedes the transcript. awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \ E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
# Project repo to GitHub. Skip this push if the project IS a327ex-site # (handled by the second push below — don't duplicate). git push origin main # a327ex-site to the VPS (post-receive hook restarts the Lua server). cd E:/a327ex/a327ex-site git add -A git commit -m "[Title]" git push prod main 2>&1 | tail -3Failure handling: if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
Step 7: Confirm
Tell the user: - Project commit hash + GitHub push result - a327ex-site commit hash + VPS push result
Format:
Logged — "[Title]". project (Anchor2): abc1234 pushed to GitHub a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)If a push failed, surface that explicitly with the error.
Notes
- Frontmatter is non-negotiable. Every log file MUST have
Title:andDate:at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.- If the project IS
a327ex-site(e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.- Legacy note: this skill used to also dual-write to
anchor.blot.im/logs/andanchor.blot.im/context/. Post-cutover (May 2026),anchor.blot.imis a JS redirect toa327ex.comand no longer receives content. Drop those steps if you find any older docs that still reference them.ARGUMENTS: Attack System Generalization 1
Bash (cd E:/a327ex/attack-template && git status 2>&1 | head -10)
fatal: not a git repository (or any of the parent directories): .git
Bash (cd E:/a327ex/edition-template && git remote -v 2>&1)
origin git@github.com:a327ex/edition-template.git (fetch)
origin git@github.com:a327ex/edition-template.git (push)
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 2>&1 | head -2...)
2026-05-17T16:58:23.586Z 2c74dcf0-ff09-4c77-b74f-f572e833a034 [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\2c74dcf0-ff09-4c77-b74f-f572e833a034.jsonl
2026-05-17T16:33:10.966Z 4f9cdde1-1a80-414f-b8e8-982b457d5c4e [claude]
C:\Users\adn\.claude\projects\E--a327ex\4f9cdde1-1a80-414f-b8e8-982b457d5c4e.jsonl
2026-05-17T11:15:50.009Z 1606f701-db00-4cd0-8ed2-21eb96355c4d [claude]
C:\Users\adn\.claude\projects\E--a327ex\1606f701-db00-4cd0-8ed2-21eb96355c4d.jsonl
2026-05-17T02:42:23.891Z 74276766-3d86-466b-bd2b-0bf828ab3d1f [claude]
C:\Users\adn\.claude\projects\E--a327ex\74276766-3d86-466b-bd2b-0bf828ab3d1f.jsonl
2026-05-17T02:38:56.561Z 3709f0d2-1bdc-4358-b089-4645ebe58c34 [claude]
C:\Users\adn\.claude\projects\E--a327ex\3709f0d2-1bdc-4358-b089-4645ebe58c34.jsonl
Bash (date "+%Y-%m-%d %H:%M:%S")
2026-05-17 13:59:02