a327ex.com

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):

User decisions on scope:

Bootstrapping the project (attack-template):

Porting entities from Invoker (Anchor 2 procedural style — verbatim where possible):

Glue layer in main.lua:

Bug fix — triangulate is nil:

Edition system for the wall:

Collider rotation (rotatable but locked to entity heading):

Sounds (3 categories, 5 files):

HP bar for enemies (already wired):

Debug-damage keys:

F2 collider debug overlay:

Player mouse-aim rotation bug (camera_update missing):

Wall push behavior iterations (with user feedback at each step):

Particle edition tinting + flash hierarchy:

Wall avoidance steering (researched + implemented + removed from seeker):

seeker:wall_bump(angle) — streak-based wall response:

Separation steering verification:

Documentation hand-off (final step):


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

[
  {
    "type": "tool_reference",
    "tool_name": "TodoWrite"
  },
  {
    "type": "tool_reference",
    "tool_name": "WebFetch"
  },
  {
    "type": "tool_reference",
    "tool_name": "EnterPlanMode"
  },
  {
    "type": "tool_reference",
    "tool_name": "ExitPlanMode"
  }
]

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 most important ones at the bottom:

  1. Sound bundle scope (full ~30 MB bank, curated subset, or links-only)
  2. How deep to make the modifier system (I'd keep it dead-simple — flat table)
  3. Whether to ship all 13 carriers or just a canonical 5 (projectile/area/beam/dash/polygonal) for v1
  4. 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.

  1. We'll handle sounds on a per-effect basis as we implement things. We'll implement things one by one.
  2. There will be no modifier system, the generalization is purely about visuals and not about logic.
  3. It's primarily about visuals so we'll ship what's needed to make the visuals work.
  4. 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:

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):

Ported (translated to Anchor 2 style) from Orblike v1/main.lua lines 5144-5186:

main.lua rewrite drives all three:

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:

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.

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)

Seeker (seeker.lua)

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 FXspawn_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 FXplayer: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:

  1. 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.
  2. Wall push retuned: e:push(r, random_float(3, 6), 0.08) — was 2-4 / 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:

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:

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:

  1. 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.

  2. 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:

  1. Single ray — fine in concave maps, grazes convex corners.
  2. Parallel side rays — handles obtuse corners, prone to acute-corner traps.
  3. 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):

  1. Skip if speed < 0.01 (no motion → no predicted impact).
  2. 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.
  3. 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) at 0.6 × center_len (default whisker_scale).
  4. For each ray, physics_raycast(... {tag}) against wall by default.
  5. Pick the hit with the smallest ray fraction (closest hit). Discard the others — eliminates the corner-trap oscillation.
  6. Steering force = desired_velocity - current_velocity, where desired_velocity = wall_normal × max_speed. Returned clamped to max_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:

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:

  1. main.lua calls physics_register_tag('wall') to declare the tag exists in the physics world.
  2. wall.lua creates the collider with collider(self, 'wall', 'static', 'chain', local_verts, true) — the second arg is the tag.
  3. 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:

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)

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/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.luaseeker:new initializes two new fields: lua self.wall_hit_count = 0 self.last_wall_hit_time = -math.huge

seeker.luaseeker: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:

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 5

The 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, use find-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.md with 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: and Date: lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script in a327ex-site/deploy/backfill_metadata.py is 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].md

Step 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/Anchor git add docs/ framework/ engine/ scripts/ reference/
Anchor2 E:/a327ex/Anchor2 git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/
emoji-ball-battles E:/a327ex/emoji-ball-battles git add -A
invoker E:/a327ex/Invoker git add -A
thalien-lune E:/a327ex/thalien-lune git add -A
a327ex-site E:/a327ex/a327ex-site git 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.

cd into the project root, stage, run git status to 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.txt

Step 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 -3

Failure 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: and Date: 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/ and anchor.blot.im/context/. Post-cutover (May 2026), anchor.blot.im is a JS redirect to a327ex.com and 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