Attack System Generalization 2
Summary
Second session of the attack-template build. Picked up from the session-1 scaffold (player + seekers + walls + edition shimmer) and shipped two carriers (projectile, area), a full engine-level runtime DSP system with a live tuning UI, an engine fix for mouse-button ordering, and the asset workflow pivot away from pre-baked _lightmed sound variants. By session end, attack-template demos: left-click fires a straight-line projectile with full caster juice + standard arrow fire sounds; right-click fires an area whose shape (circle/rect/polygon) × jagged × corner_brackets combo cycles live via T/G/B; F3 enters a per-sound bitcrush + SR-reduction tuning overlay that saves to sound_tuning.lua and auto-applies on next load.
Projectile carrier (projectile.lua — new):
- Scoped via AskUserQuestion: minimal straight-line, generic
spawn_projectile(caster, opts)API (not position-based), left-click fires one, skip sounds for first pass. - Class with sensor box collider, gravity scale 0, fixed_rotation true, velocity set on spawn from
speed*(cos r, sin r). Spawn juice =spring_pull('main', 0.5)+ 0.2s white flash. - Per-frame: timer + spring update, collider sync, max-range expiry (
distance_traveledaccumulator), wall raycast forward (max(speed*dt*2, 4)look-ahead) against{'wall'}tag. - Caller API ended up as
spawn_projectile(caster, opts)where caster supplies x/y/edition/spring/timer/flashing. Spawn helper handles aim_r derivation frommain_camera.mouse, 8-unit spawn offset (matches v1 hardcoded value despite user guessing "half player width" — verified v1 line 1994 uses flat +8 from a 10×10 player), and the full firing juice package:shake_pushin aim direction,spring_pull(caster.spring, 'shoot', 0.25), 0.15s caster flash via'shoot_flash'timer (distinct from'hit_flash'), white muzzle hit_circle + 2 cone particles at the spawn point. fire_sounds = {{sound, vol}, ...}opt added on user request — defaults to silent, list played simultaneously at fire-time.
Projectile debug cycle — three bugs found and fixed:
:die()was settingself._dying = trueBEFORE callingentity_kill(self). The framework'sdefault_killchecks_dyingand bails if true, so the projectile FX spawned but the entity never got queued for destruction — projectile flew forever. Fix: remove the manual flag set; the framework sets it via entity_kill. Guard stays for double-FX prevention. This single fix cured "doesn't die on max range / wall / enemy" simultaneously.physics_enable_collision('projectile','enemy')did nothing for sensor events. The engine has two separate masks (collision_maskvssensor_mask) atanchor.c:5864. Sensor fixtures needphysics_enable_sensor, not the collision enable. Switched the main.lua line and sensor_entities_begin began firing.- Hit effect spritesheet not loaded —
'hit1'was never registered. PortedInvoker/assets/hit1.png(572-byte 5×96×48 white burst) and addedspritesheet_register('hit1', 'assets/hit1.png', 96, 48)after the sound loads.
Projectile FX correctness pass against v1 source:
- Wall hit_circle should stay white (no
:change_color) per v1 line 8056. Removed the change_color fromhit_wall. - Enemy hit was missing the 1-2 forward particles. v1's piercing_arrow / arrow_barrage / rotating_turret / tornado_shot branches (lines 8331-8338) all spawn
random_int(1, 2)hit_particle(hx, hy, {velocity=float(50,150)}):change_color(0.5, pc)alongside the hit_effect. Added. - Hit effect timing was 0.06s/frame matching v1 exactly. User felt it too slow → bumped to 0.04 (matches the early Invoker/reference/004 value, 0.2s total).
- Camera shake bug:
shake_pushwas being called and the shake spring WAS updating, butdraw()never calledcamera_attach(main_camera, layer). The camera offsets — including shake — get pushed onto the layer matrix stack inside camera_attach. Without it, all the shake math was computed and discarded. Fixed by wrapping each layer's world content incamera_attach/camera_detach, settingmain_camera.x = width/2; main_camera.y = height/2at init so world coords still map 1:1 to screen, and keeping the bg rect outside the attach so it doesn't shake along with entities.
Enemy juice masking discussion (Invoker design parity, no code change):
- User reported enemy didn't appear to flash/spring on projectile hit. Investigation:
seeker:hitIS being called (same code path as the H debug key, which proves it works). The 96×48 opaque white hit_effect sprite simply covers the 14×6 seeker for 0.3s, masking both the 0.15s flash and the spring scale pulse. Same problem exists in v1 — v1's effects layer also draws on top of enemies (line 7222 vs 7225). User accepted v1 behavior. Documented options if ever desired: shrink sprite to s=0.5, lengthen seeker flash to 0.4s, or both.
Sound investigation — no generic projectile hit sound exists in v1:
- User asked whether to port a "standard projectile hit sound". Catalogued v1's
projectile:on_hitbranches:fireballandnull_arrowspawn areas that playfireball_hit;wind_slashplayswind_slash_hitinline (hardcoded);piercing_arrow,arrow_barrage,rotating_turret,tornado_shot,explosive_arrowplay no sound at all on enemy hit (visual feedback only). Per user's rule "if sounds differ across abilities, don't port", we skip. The seeker's ownenemy_hitheadshot sample already provides body-impact audio feedback. - Similar investigation for area hit sound —
fireball_hitis the half-standard, used by 4 of 6 area-spawning abilities (fireball/null_arrow/fissure/frost_nova), but windfield and earthquake override. User decided to skip and port per-element when individual abilities land.
Standard projectile fire sounds ported (originals, NOT _lightmed):
- Catalogued v1's arrow stack:
arrow_hit_wood(ARROW_Hit_Wood_Shield_stereo.ogg, vol 0.73) +arrow_shoot(RPG3_GenericArrow_Shoot01.ogg, vol 0.46), layered simultaneously. Used by 5 v1 abilities (piercing_arrow, arrow_barrage, rotating_turret, explosive_arrow uses different fire but same wall, tornado_shot uses wind variant). Plus wall_hit_soundsarrow_hit_wall_1/2for arrow-type wall thunks (mapped toArrow Impact wood 1.ogg/Arrow Impact wood 3.ogg). User asked for fire only this round; wall sounds deferred. - Copied 2 originals to
assets/, addedsounds.arrow_hit_wood/shoot+volumes.arrow_hit_wood/shootentries. main.lua's fire handler now passes them asfire_soundsopt. - Also pivoted all existing sounds to originals: copied 5 non-lightmed versions (
Body Fall 2.ogg,Body Head (Headshot) 1.ogg,Bloody punches 3/7/10.ogg) and deleted the 5_lightmed.oggfiles. Updated sound_load paths.
Engine DSP system (Anchor 2 engine — anchor.c additions):
- User asked whether bitcrush + SR reduction could move from baked-asset (
_lightmed) to runtime DSP. Confirmed yes — engine uses miniaudio (ma_decoder→ma_soundchain at f32 stereo, line 1450). Three insertion options identified; chose customma_data_sourcewrapper per voice as cleanest fit. - User scoped: "Everything: engine + sfx wrapper + live tuning UI" with path-keyed save via engine
file_write_stringhelper and auto-replay every 0.5s while editing. - Added
DSPDataSourcestruct (per-voice: bits, sr_div, sr_counter[2], held[2]) with vtable of forwarding callbacks (on_read applies bitcrush + SR reduce; on_seek/format/cursor/length forward to decoder). SR reduce → bitcrush ordering (sample then quantize, matches hardware lo-fi). - DSP wrapper always inserted on every voice (short-circuits to pass-through when bits>=16 and sr_div==1). Lets
sound_handle_set_dspretune any voice live without rebuild. Per-voice cost: one branch per frame block when pass-through. - Modified
PlayingSoundstruct to embedDSPDataSource dsp. Updatedsound_play(sound, vol, pitch, bits, sr_div)signature (last two optional, default 16/1). Updated all three cleanup paths to alsoma_data_source_uninit(&dsp.base). Updatedl_sound_playandl_sound_play_handleLua bindings to accept new optional args. - New globals registered:
sound_handle_set_dsp(handle, bits, sr_div),sound_get_path(sound),sound_list()(walksloaded_sounds[]registry, returns{sound, path}array — registry isMAX_LOADED_SOUNDS=1024global Sound* array populated insound_load),file_write_string(path, content). - Build error encountered: forward declaration of
loaded_sounds_count/loaded_sounds[]/MAX_LOADED_SOUNDSwas aftersound_loadreferenced them. Moved declarations to immediately after theSoundstruct definition. Build succeeded. - Built and copied
anchor.exetoattack-template/.
sound_tuning.lua + sfx wrapper (project-side):
- New file
attack-template/sound_tuning.luareturns an empty table initially. Entries are path-keyed:[path] = {bits, sr_div}. Sounds without entries play clean. - Modified
sfx(handle, vol, pitch)in main.lua to look upsound_tuning[sound_get_path(handle)]and passbits/sr_divtosound_play. No caching —sound_get_pathis a single C call returning the path field.
F3 sound_tuner UI module (sound_tuner.lua — new):
- User asked for the tuning code in its own file; rebuilt as a self-contained module exposing
sound_tuner_update(dt) -> bool(true while active so host pauses game) andsound_tuner_draw(). - Loading registers bindings (F3 toggle, Up/Down switch sound, [/] bits, -/= sr_div, Space replay, S save), creates a dedicated
tune_layer, registersfonts.tune = font_register('monogram', 'assets/monogram.ttf', 12)(bumped from 11 → 12 per user feedback), and definesserialize()that emits a sorted Lua-source table skipping default{bits=16,sr_div=1}entries. - Auto-replay every 0.5s while in tune mode; live retune of the most recent voice via
sound_handle_set_dsp(tune_last_handle, ...)on any value change. Save writes via the new enginefile_write_string. - Asset: copied
Anchor2/arena/assets/monogram.ttf(canonical Anchor 2 pixel font) toattack-template/assets/. - Verified engine key naming for
key:[,key:],key:-,key:=,key:up,key:down,key:f3,key:s,key:space— all supported viakey_name_to_scancode(anchor.c:2775).
Typed-text queue drain fix:
- User reported
Warning: typed-text queue full (32). Dropping: wprinting every frame. Root cause: engine permanently hasSDL_StartTextInput()on (anchor.c:9107) and the typed-text queue only drains when Lua callsengine_get_typed_text(). No project in attack-template uses text input → queue fills up after ~32 keypresses → warns per-press forever. - One-line fix added to main.lua's
update(dt):engine_get_typed_text()at the top. Flagged as a future engine wart worth fixing (auto-drain when nobody's consuming, or FIFO-drop silently).
Mouse button 2/3 swap (engine boundary):
- User reported
mouse:2binding to right-click did nothing. Memory note had captured: SDL ordering is1=L, 2=M, 3=R(LÖVE2D ordering is1=L, 2=R, 3=M). User said to fix at engine level so projects can just writemouse:2for RMB intuitively. - Added
sdl_to_anchor_mouse_button(sdl_btn)helper in anchor.c that swaps 2↔3 (4+ pass through). Applied at the SDL ingestion point (MOUSEBUTTONDOWN/UP handlers ~line 10379) — all downstream code (input bindings,mouse_is_down/pressed, capture mode) sees Anchor convention. Also updated capture's snprintf to use the swapped index. - Rebuilt engine, copied to attack-template.
- Updated memory note (
reference_anchor2_mouse_buttons.md) to capture the new LÖVE2D convention and the swap-at-boundary implementation. Updated MEMORY.md index entry.
Area carrier (area.lua — new, two iterations):
- First iteration scoped via AskUserQuestion: circle + rect shapes, instant mode only, right-click at cursor trigger, skip sounds.
spawn_area(x, y, opts)API (position-based, optionalcasterfor edition tinting). Lifecycle: tween radius 0→target over 0.05s → spring pull + flash + damage pass → 0.2s hold → blink (every 0.05s × 7 ticks) → kill. Visual: filled circle/rect with alpha-20 color + orbiting arc segments (decaying sigmoid spin to settle ~0.25s) for circle, bracket corners for rect. - Damage:
query_entities_circle/query_entities_boxbased on shape. Per-enemye:hit(damage)+spawn_hit_effect+ 2-3 colored particles. - Wired into main.lua:
bind('fire_area', 'mouse:2'), areas update loop after projectiles, draw between projectiles and fxs (so fxs sit on top of area silhouettes).
Area extensions (caster juice + polygon shape + flags):
- User asked to verify v1 had caster-side juice on area cast. Confirmed at v1 lines 1492-1508 (self_area) and 1563-1577 (aimed_area): camera shake (omnidirectional trauma for self, directional push for aimed),
p1.spring:pull('shoot', 0.25), 0.15s flash, hit_circle at caster position (stays white), 4 cast particles (omnidirectional for self, ±π/4 cone for aimed). - Added caster juice to
spawn_area(auto-detects self vs aimed bycaster→areadistance > 4 px threshold; below threshold = self-cast pattern, above = aimed pattern with directional shake + cone particles). - User then asked for a "general polygon" shape plus jagged variants of all three (circle/rect/polygon). Designed:
shape ∈ {'circle','rect','polygon'}×jagged = true/falseas orthogonal flag. Hit query matches base shape (circle→circle query, rect→box query, polygon→polygon query). For circle and rect, jagged is visual-only (jittered perimeter polygon outline + filled disc/triangle-fan). For polygon, jagged actually mutates the verts → hit area changes. - Engine wrapper added:
query_entities_polygon(x, y, verts_flat, tags)inanchor/physics.lua(engine already hadphysics_query_polygonat anchor.c:7611 — verts are LOCAL space, engine offsets by x/y, capped at 8 verts per Box2DB2_MAX_POLYGON_VERTICES). - Vert-generation helpers:
build_jagged_circle_verts(8-12 verts, ±0.15 rad angle jitter, 0.85-1.1 radius jitter — v1 jagged_circle pattern);build_jagged_rect_verts(5-7 verts approximating rect bounds withhw*|cos a| + hh*|sin a|distance computation + 0.75-1.1 jitter — v1 jagged_rect pattern);build_polygon_verts(auto-generates 6-vert hexagon if no input; folds polygon_r into each angle; applies jitter if jagged). - Draw branches: smooth circle = filled disc + orbiting arcs (original); smooth rect = filled rect + bracket corners (original); vert-driven (jagged circle/rect, polygon smooth/jagged) =
r*0.85filled circle fallback (rect uses triangle fan since non-square) + polygon outline edges. - Aim-aligned rotation: when caster provided and
caster→areadistance > 4, deriveaim_r = atan(dy, dx)and defaultopts.r/opts.polygon_rto it. Caller can override by setting explicitly. Circle is rotation-invariant so unused. Polygon hexagon visibly rotates to align one vertex with the aim direction; rect stays visually identical until non-squarerect_hset. - Cast FX 8-unit offset: matched projectile pattern. Cast hit_circle and 4 particles spawn at
caster.{x,y} + 8*(cos cast_dir, sin cast_dir)so they sit in front of the player instead of on top of the body. Self-casts (no cast_dir) spawn on the caster body since there's no "forward". corner_bracketsflag (third orthogonal flag, user-requested): replaces the full polygon outline with per-vertex bracket marks (10% of each adjacent edge length, like the rect bracket style applied to N-gons). Works on any vert-driven shape (jagged_circle, jagged_rect, polygon smooth/jagged).- Demo cycle keys: T cycles shape (circle→rect→polygon), G toggles jagged, B toggles corner_brackets. State printed on each change. 6+ combinations testable from a single demo session (12 with brackets toggle).
Global CLAUDE.md rule changes:
- Added a hard rule at the top of
E:/a327ex/.claude/CLAUDE.md"Code Changes" subsection: always show code before writing it — full code or exact diff in chat, ask "does this look right?", wait for go-ahead. Applies to every file operation including one-liners. Narrow exceptions for typo fixes user explicitly asks for inline and CLAUDE.md/plan.md/design.md docs when change is already specified in prose. - After a few iterations with the user noticing trivial edits (font size 11→12, etc.) didn't need the full ask cycle, relaxed the rule: trivial changes (single-line value tweaks, variable renames within one file, single-line typo fixes, user-specified imperatives like "change X to Y") get show-diff-then-apply in the same turn — no ask. Non-trivial changes still require ask-and-wait. "If unsure, treat as non-trivial."
- Both rule versions also reflected in
attack-template/.claude/CLAUDE.md(top + Working Style bullet).
Documentation updates at session end:
attack-template/.claude/CLAUDE.mdsubstantial refresh: renamed "(session 1 baseline)" section header to evergreen "What's wired up so far"; added new "Carriers" subsection covering projectile + area APIs; rewrote Sounds section (originals not lightmed, runtime DSP via tuner); updated Physics section (sensor enable note, projectile sensor); updated Collisions handled (projectile↔enemy sensor); added "Runtime DSP + sound tuning" subsection; updated Debug (F2 walks projectiles, F3 tuning); updated Keybindings table (added mouse:1/2, T/G/B, F3); renamed "Decisions made this session" → evergreen "Foundational design decisions" (updated decision 3 to drop_lightmedreference); updated "What's next" port order (✅ projectile + area marked done, beam recommended next, sounds workflow note updated); added gotchas (physics_enable_sensordistinction, mouse button convention, typed_text drain, sounds load as originals); removed obsolete_lightmedengine-side gotcha; updated File map (new files: projectile.lua, area.lua, sound_tuning.lua, sound_tuner.lua, monogram.ttf, hit1.png, 7 new sound assets; added "session 2" annotations).area.luadocblock tweak: removed "this pass" wording since the design is settling.
Files created/modified this session:
- New:
attack-template/projectile.lua,attack-template/area.lua,attack-template/sound_tuning.lua,attack-template/sound_tuner.lua - New assets:
attack-template/assets/hit1.png,assets/monogram.ttf,assets/ARROW_Hit_Wood_Shield_stereo.ogg,assets/RPG3_GenericArrow_Shoot01.ogg, plus 5 non-lightmed originals (Body Fall 2, Body Head (Headshot) 1, Bloody punches 3/7/10). - Deleted: 5
_lightmed.oggfiles in attack-template/assets/. - Modified:
attack-template/main.lua(many additions),attack-template/fx.lua(hit_effect speed 0.06→0.04),attack-template/anchor/physics.lua(+query_entities_polygon),attack-template/anchor.exe(rebuilt twice — DSP additions, then mouse swap),attack-template/.claude/CLAUDE.md(large refresh + hard rule blocks). - Anchor 2 engine:
Anchor2/engine/src/anchor.c(DSPDataSource + dsp wrapper + 5 new Lua bindings + sound_play signature change + cleanup paths + loaded_sounds registry + file_write_string + sdl_to_anchor_mouse_button + MOUSEBUTTONDOWN/UP handlers). - Memory:
MEMORY.mdindex entry rewritten for mouse button convention;reference_anchor2_mouse_buttons.mdrewritten to capture new LÖVE2D ordering. - Global config:
E:/a327ex/.claude/CLAUDE.mdCode Changes subsection — added hard rule then relaxed to trivial/non-trivial carve-out.
Let's continue with the Attack System Generalization. Read the previous log to get oriented as well as the code inside the attack-template folder. We already have player + seekers + walls working, all using the generalized edition system (edition-template).
Glob (/attack-template/)
attack-template\anchor\class.lua
attack-template\anchor\object.lua
attack-template\anchor\timer.lua
attack-template\anchor\math.lua
attack-template\anchor\spring.lua
attack-template\anchor\color.lua
attack-template\anchor\camera.lua
attack-template\anchor\shake.lua
attack-template\anchor\image.lua
attack-template\anchor\helpers.lua
attack-template\anchor\spritesheet.lua
attack-template\anchor\input.lua
attack-template\anchor\animation.lua
attack-template\anchor\init.lua
attack-template\anchor\layer.lua
attack-template\anchor\memory.lua
attack-template\anchor\physics.lua
attack-template\anchor\array.lua
attack-template\anchor\font.lua
attack-template\anchor.exe
attack-template\assets\draw_shader.frag
attack-template\edition.lua
attack-template\palette.lua
attack-template\gradient.lua
attack-template\geometry.lua
attack-template\symbols.lua
attack-template\run.bat
attack-template\fx.lua
attack-template\stats.lua
attack-template\wall.lua
... [71 more lines]
Glob (/edition-template/)
edition-template\anchor.exe
edition-template\anchor\class.lua
edition-template\anchor\object.lua
edition-template\anchor\timer.lua
edition-template\anchor\spring.lua
edition-template\anchor\color.lua
edition-template\anchor\math.lua
edition-template\anchor\shake.lua
edition-template\anchor\camera.lua
edition-template\anchor\image.lua
edition-template\anchor\helpers.lua
edition-template\anchor\spritesheet.lua
edition-template\anchor\input.lua
edition-template\anchor\animation.lua
edition-template\anchor\init.lua
edition-template\anchor\layer.lua
edition-template\anchor\physics.lua
edition-template\anchor\memory.lua
edition-template\anchor\collider.lua
edition-template\anchor\font.lua
edition-template\anchor\array.lua
edition-template\run.bat
edition-template\geometry.lua
edition-template\symbols.lua
edition-template\gradient.lua
edition-template\palette.lua
edition-template\assets\draw_shader.frag
edition-template\edition.lua
edition-template\.claude\CLAUDE.md
edition-template\main.lua
... [60 more lines]
Read (E:\a327ex\attack-template.claude\CLAUDE.md)
1 # attack-template — orientation for new instances
2
3 ## What this is
4
5 A starter Anchor 2 project for building **attacks** (projectiles, areas,
6 beams, polygonal projectiles, movement abilities, etc.) in the SNKRX /
7 Orblike / Invoker visual style. This is a sibling of `edition-template/`
8 — it bundles the same edition + gradient + palette + draw-shader stack,
9 plus the entities needed to test attacks against (player, seeker enemies,
10 wall obstacles), all glued together as a single self-contained directory
11 that a new project can fork.
12
13 The eventual goal is the same shape as edition-template: copy this
14 directory, write `main.lua`, and start prototyping. By the end of the
15 work it should ship every attack carrier from Orblike v1 as a focused
16 reusable module (projectile, area, beam, dash, polygonal, railgun,
17 psylance, construct, etc.), each with the SNKRX-style juice (springs,
18 hit flashes, edition-tinted particles) and shape-correct hitboxes.
19
20 **Read [findings.md](../findings.md) first.** It catalogs every attack
21 behavior in Orblike v1 with file/line references and is the canonical
22 inventory of what we plan to port.
23
24 ---
25
26 ## Read order
27
28 1. **[findings.md](../findings.md)** — the v1 attack inventory: every
29 carrier, every effect primitive, every modifier, every shape. Your
30 menu of "what's left to port."
... [328 more lines]
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 **⚠️ The open questions at the bottom of this doc (section 13) were
14 resolved in session 1. See `.claude/CLAUDE.md` for the "Decisions made
15 this session" block — that's the authoritative answer to what we are
16 and aren't shipping. This doc remains the inventory; CLAUDE.md is the
17 plan.**
18
19 ---
20
21 ## 1. The carrier taxonomy
22
23 A "carrier" is the type of in-world thing an ability spawns. v1 has 13
24 distinct carriers, each with its own activation path inside
25 `orb:activate` (lines 1267-4779) or via `fire_triggered_ability`
26 (line 7652). Every ability declares one via `def.carrier` (default falls
27 through to `projectile`).
28
29 | Carrier | Where defined | What it spawns | Example abilities |
30 |---|---|---|---|
... [638 more lines]
Let me look for the previous session log and the current main.lua to get oriented on what's been done.
Glob (/logs//attack*)
a327ex-site\logs\attack-system-generalization-1.md
Glob (a327ex-site/logs/*.md)
a327ex-site\logs\2026-01-01-07-37.md
a327ex-site\logs\2026-01-01-19-37.md
a327ex-site\logs\2026-01-02-10-00.md
a327ex-site\logs\2026-01-02-18-59.md
a327ex-site\logs\2026-01-03-12-30.md
a327ex-site\logs\2026-01-03-15-30.md
a327ex-site\logs\2026-01-03-18-20.md
a327ex-site\logs\2026-01-04-12-15.md
a327ex-site\logs\anchor-app-design.md
a327ex-site\logs\anchor-app-phase-1-part-1.md
a327ex-site\logs\anchor-app-ui-discussion.md
a327ex-site\logs\anchor-arena-final-and-neovim-diff-tool.md
a327ex-site\logs\anchor-arena-test.md
a327ex-site\logs\anchor-phase-1.md
a327ex-site\logs\anchor-phase-10-part-1.md
a327ex-site\logs\anchor-phase-10-part-10.md
a327ex-site\logs\anchor-phase-10-part-11.md
a327ex-site\logs\anchor-phase-10-part-2.md
a327ex-site\logs\anchor-phase-10-part-3.md
a327ex-site\logs\anchor-phase-10-part-4.md
a327ex-site\logs\anchor-phase-10-part-5.md
a327ex-site\logs\anchor-phase-10-part-6.md
a327ex-site\logs\anchor-phase-10-part-7.md
a327ex-site\logs\anchor-phase-10-part-8.md
a327ex-site\logs\anchor-phase-10-part-9.md
a327ex-site\logs\anchor-phase-2.md
a327ex-site\logs\anchor-phase-3-part-1.md
a327ex-site\logs\anchor-phase-3-part-2.md
a327ex-site\logs\anchor-phase-3-part-3.md
a327ex-site\logs\anchor-phase-3-part-4.md
... [71 more lines]
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')
... [306 more lines]
Read (E:\a327ex\a327ex-site\logs\attack-system-generalization-1.md)
File content (104274 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.
The previous log is large. Let me focus on the most relevant parts — start with the end to see where we left off, then sample beginnings.
Bash (wc -l E:/a327ex/a327ex-site/logs/attack-system-generalization-1.md)
5473 E:/a327ex/a327ex-site/logs/attack-system-generalization-1.md
Read (E:\a327ex\a327ex-site\logs\attack-system-generalization-1.md)
1 Title: Attack System Generalization 1
2 Date: 2026-05-17 13:59:02
3
4 # Attack System Generalization 1
5
6 ## Summary
7
8 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.
9
10 **Inventory pass (findings.md):**
11 - Read through `Invoker/v1/main.lua` (13,268 lines) end to end, cataloguing every carrier, effect primitive, modifier, and sound into `E:/a327ex/attack-template/findings.md` (~580 lines, 13 sections). Carrier taxonomy enumerates 13 distinct carriers with line refs into v1: projectile, self_area, aimed_area, melee, chain, beam, cyclone, toggle_area, big_rock, construct, asal, dash_strike, flicker, railgun, psylance, random.
12 - Full ability roster (28 abilities from v1's `abilities = {}` table at lines 704-1084) split into projectiles / areas / channeled / strikes / polygonal, each with element, visual, fire sound, hit sound, special-behavior notes.
13 - Deep-dive sections on projectile (movement modes incl. straight / homing / linear-return / arc-return; max-range; wall raycast; per-ability `on_hit` branches; visual variants incl. default rect, ball-lightning circle, wind_slash orbiting blades, arc crescent SDF), area (6 shapes: circle / rect / jagged_rect / cone / jagged_circle / polygon; instant + persistent modes; cascade; hostile-area variant), beam (path-walker, dashed leading-edge flash, tip circle, tick damage, drone-pitch-scaled-by-tick-rate), polygonal `big_rock_effect` (parabolic flight + jagged-rock shatter into Box2D rock_fragment pieces), movement (`dash_clone` shared by dash_strike / asal / flicker), and effect primitive library (18 named classes incl. hit_circle, hit_particle, hit_effect, fx_effect, lightning_line, beam_particle, slightly_jagged_line, railgun_flash, psylance_effect, big_rock_effect, rock_fragment, rock_debris, dash_clone, rotating_turret, explosive_fuse, trail system, shockwave).
14 - Modifier vocabulary section enumerated ~30 names (quantitative tiers `+/++/+++/-/--/---`, damage `pierce`/`chain`/`infinite_chain`, multi-shot `nova`/`spread`/`back`/`sides`/`parallel`, homing/return, area-specific, cascade/echo/copy, knockback, null_conversion, melee_splash, multistrike, etc.).
15 - Sound bank section mapped v1's ~190 ogg/wav assets per element (fire / earth / wind / ice / lightning / force / null / physical / melee / general) with file names.
16 - Concluded with a scope recommendation (which carriers to ship vs leave, what to consolidate, what stays gameplay-side) and 7 open questions for the user.
17
18 **User decisions on scope:**
19 - Visual generalization only, NO modifier system — `mods` table / `pierce+1` / `homing` knobs are gameplay-side, not template-side.
20 - Light logic generalization IS OK — each carrier ships its movement / tick / hitbox boilerplate as overridable class fields.
21 - Sounds added per-carrier as we port (don't ship the full 30 MB bank).
22 - Cast log infrastructure NOT ported (gameplay debug, not visual).
23 - Element variants are sound + minor visual tweaks layered last on each carrier.
24
25 **Bootstrapping the project (attack-template):**
26 - Created `E:/a327ex/attack-template/` directory.
27 - Copied edition-template's framework + Lua modules + draw shader: `anchor/`, `anchor.exe`, `assets/draw_shader.frag`, `edition.lua`, `palette.lua`, `gradient.lua`, `geometry.lua`, `symbols.lua`. Wrote a `run.bat` that calls `./anchor.exe attack-template`.
28 - Wrote initial `main.lua` smoke test: single rounded-rect player at center with a random `edition` from `edition_cycle` printed on boot.
29 - Added `0` / `F1` keys to cycle the player's edition forward/backward, matching the edition-template convention.
30
... [70 more lines]
Read (E:\a327ex\a327ex-site\logs\attack-system-generalization-1.md)
5300 > Convert the transcript to markdown:
5301 >
5302 > ```bash
5303 > python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md
5304 > # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...
5305 > ```
5306 >
5307 > 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.
5308 >
5309 > 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:
5310 >
5311 > ```markdown
5312 > Title: [Title]
5313 > Date: YYYY-MM-DD HH:MM:SS
5314 >
5315 > # [Title]
5316 >
5317 > ## Summary
5318 >
5319 > [approved summary text from step 2]
5320 >
5321 > ---
5322 >
5323 > [transcript content from jsonl-to-markdown script]
5324 > ```
5325 >
5326 > **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.
5327 >
5328 > Then copy the final file to the log destination:
5329 >
... [145 more lines]
I'm oriented. Let me also peek at fx.lua, seeker.lua's structure, and the v1 projectile so I can propose the first projectile port concretely.
Read (E:\a327ex\attack-template\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\attack-template\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
... [70 more lines]
I'm fully oriented. Here's the situation:
Where we are: Session 1 built the baseline scaffold — player (mouse-aim, WASD), seekers (steering chase, wall-bump streak), wall, edition shimmer on all three, debug overlay (F2), debug damage keys (H/K), fx_hit_circle/fx_particle/fx_hit_effect already ported. No carriers yet.
Recommended next step (per attack-template/.claude/CLAUDE.md and findings.md §12): port projectile.lua first — it's the most foundational carrier, reused by chain/construct/arrow_barrage/tornado_shot secondaries, and it exercises the core attack pattern (spawn → move → wall raycast → enemy hit → die with FX) that subsequent carriers reuse.
Before I start writing code, a few scope questions for this first port — these set the template that subsequent carriers will follow, so worth pinning down:
AskUserQuestion
User has answered your questions: "How wide should the first projectile.lua port be?"="Minimal straight-line first", "Where should projectiles fire from / how should they aim?"="Generic spawn API", "How should I expose firing in the demo scene?"="Left-click fires one", "Which sound to use for the first projectile's fire + hit?"="Skip sounds for now". You can now continue with the user's answers in mind.
Now let me read the v1 projectile class to understand the source I'm porting from. Per the working style, I'll show the design before writing.
Read (E:\a327ex\Invoker\v1\main.lua)
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 {}
7680 self.source_orb = args.source_orb
7681 self.al = ability_layer
7682 local def = abilities[self.ability]
7683 self.w = (def and def.projectile_height) or 10
7684 self.h = (def and def.projectile_width) or 4
7685 self.base_w = self.w
7686 self.base_h = self.h
7687 self.base_speed = (def and def.projectile_speed) or 190
7688 if args.speed_mult then self.base_speed = self.base_speed*args.speed_mult end
7689 self.speed = self.base_speed
7690 if self.mods['projectile_speed+'] then self.speed = self.speed*1.2 end
7691 if self.mods['projectile_speed++'] then self.speed = self.speed*1.5 end
7692 if self.mods['projectile_speed+++'] then self.speed = self.speed*2.0 end
7693 if self.mods['projectile_speed-'] then self.speed = self.speed*0.9 end
7694 if self.mods['projectile_speed--'] then self.speed = self.speed*0.75 end
7695 if self.mods['projectile_speed---'] then self.speed = self.speed*0.5 end
7696 self.arc_shape = def and def.projectile_shape == 'arc'
7697 self.wind_slash_shape = def and def.projectile_shape == 'wind_slash'
7698 if self.arc_shape or self.wind_slash_shape then
7699 self.arc_spin = 0
7700 local base_spin_speed = math.pi*6/(def.max_range and def.max_range/self.base_speed or 1)
... [170 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
8030 if self.tornado_spin then
8031 self.tornado_spin = self.tornado_spin + self.tornado_spin_speed*dt
8032 end
8033
8034 -- Range-based expiry (skip if returning — return handles its own death)
8035 if self.max_range then
8036 self.distance_traveled = self.distance_traveled + current_speed*dt
8037 if not self.returning_range and not self.mods.returning_arc and self.distance_traveled >= self.max_range then
8038 self:die()
8039 return
8040 end
8041 end
8042
8043 -- Wall collision via raycast (sensors don't physically collide)
8044 do
8045 local vx, vy = self.collider:get_velocity()
8046 local speed = math.length(vx, vy)
8047 if speed > 1 then
8048 local look_ahead = math.max(speed*dt*2, 4)
8049 local nx, ny = vx/speed, vy/speed
8050 local hit = an:raycast(self.x, self.y, self.x + nx*look_ahead, self.y + ny*look_ahead, {'wall'})
8051 if hit then
8052 local impact_force = speed/200
8053 -- Edge wave impulse
8054 wall_edge_wave_impulse(hit.point_x, hit.point_y, 6*math.min(impact_force, 2), 60)
8055 -- Hit effects
8056 an:add(hit_circle(hit.point_x, hit.point_y, {radius = 6, duration = 0.15}))
8057 for i = 1, 2 do
8058 an:add(hit_particle(hit.point_x, hit.point_y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)}):change_color(0.5, ability_particle_color((self.source_orb and self.source_orb.edition) or ability_edition_override or 0, self.color):clone()))
8059 end
... [250 more lines]
Let me quickly check the collider constructor signature and how sensors work in Anchor 2 — important for the projectile to pass through enemies visually while still firing hit events.
Grep (function collider:new|function collider:set_sensor|sensor)
35:function collider:new(owner, tag, body_type, shape_type, ...)
48: -- Last arg can be an opts table (e.g. {sensor = true})
Grep (collision_entities_begin|collision_entities_end)
E:\a327ex\attack-template\anchor\physics.lua:11: insensitive, so a query like `collision_entities_begin('player', 'enemy')`
E:\a327ex\attack-template\anchor\physics.lua:18: for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do
E:\a327ex\attack-template\anchor\physics.lua:132: collision_entities_begin(tag_a, tag_b)
E:\a327ex\attack-template\anchor\physics.lua:137:function collision_entities_begin(tag_a, tag_b)
E:\a327ex\attack-template\anchor\physics.lua:161: collision_entities_end(tag_a, tag_b)
E:\a327ex\attack-template\anchor\physics.lua:164:function collision_entities_end(tag_a, tag_b)
Read (E:\a327ex\attack-template\anchor\collider.lua)
35 function collider:new(owner, tag, body_type, shape_type, ...)
36 self.owner = owner
37 self.tag = tag
38 self.body_type = body_type
39 self.shape_type = shape_type
40 self.body = physics_create_body(body_type, 0, 0)
41
42 -- Set user_data to the owner's ID so physics queries resolve via entities[id]
43 if owner and owner.id then
44 physics_set_user_data(self.body, owner.id)
45 end
46
47 -- Add initial shape based on shape_type
48 -- Last arg can be an opts table (e.g. {sensor = true})
49 local shape_args = {...}
50 if shape_type == 'chain' then
51 self.chain = physics_add_chain(self.body, tag, shape_args[1], shape_args[2] or true)
52 else
53 local opts = {}
54 if type(shape_args[#shape_args]) == 'table' then
55 opts = table.remove(shape_args)
56 end
57 if shape_type == 'circle' then
58 self.shape = physics_add_circle(self.body, tag, shape_args[1], opts)
59 elseif shape_type == 'box' then
60 self.shape = physics_add_box(self.body, tag, shape_args[1], shape_args[2], opts)
61 elseif shape_type == 'capsule' then
62 self.shape = physics_add_capsule(self.body, tag, shape_args[1], shape_args[2], opts)
63 elseif shape_type == 'polygon' then
64 self.shape = physics_add_polygon(self.body, tag, shape_args[1], opts)
... [50 more lines]
Read (E:\a327ex\attack-template\anchor\physics.lua)
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]
116 local e = body_to_entity(hit.body)
117 if e then
118 result[#result + 1] = {
119 entity = e,
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
... [60 more lines]
There's a dedicated sensor_entities_begin for sensor events — that's what I'll use. Let me see the full signature and what queries exist for the sensor.
Read (E:\a327ex\attack-template\anchor\physics.lua)
182 --[[
183 sensor_entities_begin(tag_a, tag_b)
184 Returns a table of sensor-begin events with normalized ordering so `a`
185 corresponds to the first tag argument (typically the sensor) and `b`
186 to the second tag argument (typically the visitor).
187 ]]
188 function sensor_entities_begin(tag_a, tag_b)
189 local events = physics_get_sensor_begin(tag_a, tag_b)
190 local result = {}
191 for i = 1, #events do
192 local ev = events[i]
193 local body_a, body_b = ev.sensor_body, ev.visitor_body
194 -- Normalize: if sensor_tag is actually the second query tag, swap
195 if ev.sensor_tag == tag_b and ev.visitor_tag == tag_a then
196 body_a, body_b = body_b, body_a
197 end
198 local a = body_to_entity(body_a)
199 local b = body_to_entity(body_b)
200 if a and b then
201 result[#result + 1] = {a = a, b = b}
202 end
203 end
204 return result
205 end
206
207 --[[
208 sensor_entities_end(tag_a, tag_b)
209 ]]
210 function sensor_entities_end(tag_a, tag_b)
211 local events = physics_get_sensor_end(tag_a, tag_b)
... [44 more lines]
Grep (physics_enable_collision|enable_sensor)
No matches found
Grep (physics_enable_collision)
Found 3 files
attack-template\.claude\CLAUDE.md
attack-template\main.lua
attack-template\anchor\init.lua
Grep (physics_enable_collision|physics_get_sensor_begin|physics_register_tag)
166: -- physics_register_tag('player')
167: -- physics_register_tag('enemy')
168: -- physics_enable_collision('player', 'enemy')
Grep (^function (red|orange|yellow|blue|green|text|fg_color|white)()
No matches found
Grep (edition_base_color|fg_color|^red |^orange )
67:red = color(210, 49, 56)
68:orange = color(233, 108, 27)
78:fg_color = text
Read (E:\a327ex\attack-template\palette.lua)
60 white = color(200, 200, 200)
61 text = color(240, 240, 235)
62
63 -- Accents, roughly by hue. These 9 colors are deliberately matched to the
64 -- shader's palette_color() table for the palette-cycling polychrome edition
65 -- (mode 24). Keeping that lockstep is what makes mode 24 look like "the
66 -- whole accent palette flowing through the entity."
67 red = color(210, 49, 56)
68 orange = color(233, 108, 27)
69 yellow = color(234, 171, 28)
70 lime = color(148, 176, 41)
71 green = color(106, 166, 52)
72 light_blue = color( 35, 143, 194)
73 blue = color( 39, 88, 180)
74 violet = color(110, 63, 178)
75 pink = color(208, 66, 120)
76
77 -- Aliases that some Anchor 2 helpers expect (memory tracker etc.). Cheap.
78 fg_color = text
79 bg_color = bg
80
81 -- =============================================================================
82 -- LEGACY SNKRX TOKENS — kept so editions 15..22 (the flat-color overrides
83 -- in the draw shader) resolve to nameable colors from Lua. Use sparingly in
84 -- new code; prefer the locked accents above. Mirrors the RGB values in
85 -- draw_shader.frag's apply_edition flat-override branch.
86 -- =============================================================================
87 snkrx_blue = color( 82, 179, 203)
88 snkrx_purple = color(178, 108, 161)
89 snkrx_red = color(216, 70, 84)
Let me verify the spring_new and raycast signatures so the design is correct.
Grep (spring_new|spring_pull|^function spring)
5: self.spring = spring_new() -- in constructor
7: spring_pull(self.spring, 'scale', 0.3) -- apply impulse
13: A default 'main' spring at value 1 is created on spring_new() for convenience.
24: spring_new()
27:function spring_new()
40:function spring_add(s, name, x, frequency, bounce)
59: spring_pull(s, name, force, [frequency], [bounce])
63:function spring_pull(s, name, force, frequency, bounce)
77:function spring_set_target(s, name, value)
85:function spring_at_rest(s, name, threshold)
101:function spring_update(s, dt)
Grep (spring_new|spring_pull)
102: self.spring = spring_new()
111: spring_pull(self.spring, 'main', 0.75, 3, 0.7)
146: spring_pull(self.spring, 'main', 0.3, 5, 0.5)
204: spring_pull(self.spring, 'main', 0.5, 5, 0.5)
225: spring_pull(self.spring, 'main', 0.75)
Grep (^function raycast|^raycast )
E:\a327ex\attack-template\anchor\physics.lua:92:function raycast_entity(x1, y1, x2, y2, tags)
E:\a327ex\attack-template\anchor\physics.lua:111:function raycast_entities_all(x1, y1, x2, y2, tags)
Read (E:\a327ex\attack-template\anchor\physics.lua)
60 end
61
62 --[[
63 query_entities_aabb(x, y, w, h, tags)
64 ]]
65 function query_entities_aabb(x, y, w, h, tags)
66 local bodies = physics_query_aabb(x, y, w, h, tags)
67 local result = {}
68 for i = 1, #bodies do
69 local e = body_to_entity(bodies[i])
70 if e then result[#result + 1] = e end
71 end
72 return result
73 end
74
75 --[[
76 query_entities_point(x, y, tags)
77 ]]
78 function query_entities_point(x, y, tags)
79 local bodies = physics_query_point(x, y, tags)
80 local result = {}
81 for i = 1, #bodies do
82 local e = body_to_entity(bodies[i])
83 if e then result[#result + 1] = e end
84 end
85 return result
86 end
87
88 --[[
89 raycast_entity(x1, y1, x2, y2, tags)
... [15 more lines]
Grep (edition_base_color)
29: edition_base_color(ed) -> color or nil representative color for particles/leaks
130: local spark_color = edition_base_color(enemy.edition) or text
327:-- Used by edition_base_color() to synthesize a representative color
391: edition_base_color(ed) -> color or nil
396: local c = edition_base_color(ed) or fallback
405:function edition_base_color(ed)
I have everything I need. Here's the design for the minimal straight-line projectile.lua. Before I write the file, take a look — say the word and I'll commit it, or call out anything to adjust.
attack-template/projectile.lua (new file, ~115 lines)
--[[
projectile.lua — straight-line attack carrier (minimal v1 port).
Scope of this first pass (per session 2 decisions):
• Default rounded-rect shape (w=10, h=4). No shape variants yet
(ball_lightning circle, wind_slash blades, arc crescent come later).
• Straight-line travel only. No homing / linear-return / arc-return.
• Sensor box collider — projectiles pass through enemies/walls
visually. Enemy hits are surfaced via sensor_entities_begin in
main.lua. Walls are caught by a per-frame forward raycast (sensors
don't physically collide).
• Spawn juice: spring pull on 'main' + 0.2s white flash.
• Wall hit: 6r/0.15s hit_circle + 2 particles, then die.
• Enemy hit: full damage + hit_effect sprite burst, then die. No
pierce/chain in this first pass — that's gameplay-side anyway.
• Death: 8r/0.2s hit_circle + 2 particles, particle color =
edition_base_color(self.edition) or self.color.
Generic spawn API (per session 2 decision):
spawn_projectile(x, y, r, {
w, h, speed, -- visual + movement knobs (defaults: 10, 4, 190)
damage, -- default 1
color, -- default red
edition, -- default 0 (no shimmer)
max_range, -- nil = unlimited (lives until wall/enemy)
})
No player coupling inside the carrier — main.lua wires the player-aim
spawn in its mouse:1 input handler.
]]
projectiles = {}
projectile = class()
function projectile:new(x, y, args)
args = args or {}
self.x = x
self.y = y
self.r = args.r or 0
self.w = args.w or 10
self.h = args.h or 4
self.base_speed = args.speed or 190
self.speed = self.base_speed
self.damage = args.damage or 1
self.color = args.color and color_clone(args.color) or color_clone(red)
self.edition = args.edition or 0
self.max_range = args.max_range
self.distance_traveled = 0
self.flashing = false
make_entity(self)
-- Sensor collider — passes through everything physically; enemy
-- contacts come back through sensor_entities_begin('projectile',
-- 'enemy'), and walls are caught by the per-frame raycast below.
-- Box matches the visual silhouette (rotated to self.r so the long
-- axis lies along the direction of travel).
self.collider = collider(self, 'projectile', 'dynamic', 'box',
self.w, self.h, {sensor = true})
self.collider:set_gravity_scale(0)
self.collider:set_fixed_rotation(true)
self.collider:set_angle(self.r)
self.collider:set_position(self.x, self.y)
self.collider:set_velocity(self.speed*math.cos(self.r),
self.speed*math.sin(self.r))
-- Spawn juice. spring_new() creates a default 'main' spring at value
-- 1; pull(0.5) gives the v1 "pop into existence" feel. White flash
-- decays on the timer after 0.2s.
self.timer = timer_new()
self.spring = spring_new()
spring_pull(self.spring, 'main', 0.5)
self.flashing = true
timer_after(self.timer, 0.2, function() self.flashing = false end)
end
function projectile:update(dt)
timer_update(self.timer, dt)
spring_update(self.spring, dt)
self.collider:sync()
-- Max range expiry. Skip if not set (projectile lives forever until
-- it hits something).
if self.max_range then
self.distance_traveled = self.distance_traveled + self.speed*dt
if self.distance_traveled >= self.max_range then
self:die()
return
end
end
-- Wall raycast forward. Sensors don't physically collide with the
-- chain-shape wall colliders, so we ray-probe ahead by the distance
-- this frame will cover (×2 for safety, min 4 units).
local vx, vy = self.collider:get_velocity()
local speed = math.length(vx, vy)
if speed > 1 then
local look_ahead = math.max(speed*dt*2, 4)
local nx, ny = vx/speed, vy/speed
local hit = raycast_entity(self.x, self.y,
self.x + nx*look_ahead,
self.y + ny*look_ahead, {'wall'})
if hit then
self:hit_wall(hit.point_x, hit.point_y)
return
end
end
end
function projectile:hit_wall(hx, hy)
local pc = edition_base_color(self.edition) or self.color
spawn_hit_circle(hx, hy, {radius = 6, duration = 0.15}):change_color(0.5, pc)
for i = 1, 2 do
spawn_particle(hx, hy, {
velocity = random_float(50, 100),
duration = random_float(0.1, 0.3),
}):change_color(0.5, pc)
end
self:die()
end
-- Called by main.lua's sensor_entities_begin('projectile','enemy')
-- loop. hx/hy are nil (sensor events carry no contact point), so we
-- spawn the hit-effect sprite at the projectile's own position.
function projectile:on_hit(e)
if e and e.hit and not e._dead then e:hit(self.damage) end
spawn_hit_effect(self.x, self.y)
self:die()
end
function projectile:die()
if self._dying then return end
self._dying = true
local pc = edition_base_color(self.edition) or self.color
spawn_hit_circle(self.x, self.y, {radius = 8, duration = 0.2}):change_color(0.6, pc)
for i = 1, 2 do
spawn_particle(self.x, self.y, {
velocity = random_float(50, 150),
duration = random_float(0.1, 0.3),
}):change_color(0.6, pc)
end
entity_kill(self)
end
function projectile:destroy()
if self.collider then self.collider:destroy() end
end
function projectile:draw(layer)
set_edition(layer, self.edition)
local s = self.spring.main.x
local c = self.flashing and fg_color() or self.color()
layer_push(layer, self.x, self.y, self.r, s, s)
layer_rounded_rectangle(layer, -self.w/2, -self.h/2, self.w, self.h, 2, c)
layer_pop(layer)
set_edition(layer, 0)
end
function spawn_projectile(x, y, r, opts)
opts = opts or {}
local p_ = projectile(x, y, {
r = r,
w = opts.w, h = opts.h,
speed = opts.speed,
damage = opts.damage,
color = opts.color,
edition = opts.edition,
max_range = opts.max_range,
})
projectiles[#projectiles + 1] = p_
return p_
end
main.lua changes
require('projectile')afterrequire('wall').- Register
'projectile'physics tag + enable collision with'enemy'(sensor events fire through enabled tag pairs). - Bind
mouse:1→fire_projectile. - In
update: on press, computeaim_rfrom player to camera mouse and callspawn_projectile(p.x, p.y, aim_r, {edition = p.edition, color = red, max_range = 220}). - After the existing entity update loops, add a reverse-iter prune + update for
projectiles[](mirrors the seekers/fxs pattern). - After existing collision loops, add a
sensor_entities_begin('projectile', 'enemy')handler that callsproj:on_hit(enemy). - In
draw: draw projectiles ongame_layerbetween seekers and fxs (so fxs sit on top of the projectile rect). - In F2 debug overlay: walk
projectiles[]too so sensor hitboxes draw yellow.
Two things worth flagging before I commit
max_range = 220is my pick for the demo. Default screen is 480×270, so 220 means a shot fired from center reaches just past the wall — long enough to cross to enemies on the far side, short enough that misses don't fly off and clutter forever. Easy to retune.- Sensors and
physics_enable_collision: I'm assuming sensor events still require the tag pair to be enabled inphysics_enable_collision. If they fire regardless (some Box2D bindings work that way), the line is harmless. If they only fire when enabled, we need it. Either way: I'll add the line.
Does this look right? Once you say go I'll write the file and edit main.lua in one pass.
This looks good. Before you continue, however, please change CLAUDE.md to ALWAYS show me the code you'll write, like you just did here. Make sure that this is a hard, explicit rule that should be valid for the entirety of the conversation.
Adding that as a hard rule to attack-template's CLAUDE.md right at the top so future sessions (and the rest of this one) can't miss it.
Edit (E:\a327ex\attack-template.claude\CLAUDE.md)
The file E:\a327ex\attack-template\.claude\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Also reinforcing in the Working Style section at the bottom so the rule shows up wherever someone scrolls.
Edit (E:\a327ex\attack-template.claude\CLAUDE.md)
The file E:\a327ex\attack-template\.claude\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Rule's in — both at the very top (a dedicated ⛔ HARD RULE block) and reinforced as the first bullet of the Working Style section.
Now, per that rule applied to the current task: you've green-lit the projectile.lua contents, but the main.lua changes I only described in prose — I should still show the actual diffs before applying them. Want me to:
- Post the four exact main.lua hunks (require + physics tag/enable + bind + update/draw additions) for your review, then write
projectile.luaand apply main.lua edits in one pass once you approve, or - Just write
projectile.luafirst (already approved), then come back with the main.lua hunks?
My preference is (1) — one approval, one write pass, no half-finished state between steps.
I meant in the global CLAUDE.md file.
Got it. Two edits to propose — revert the attack-template additions, then add the rule to E:\a327ex\.claude\CLAUDE.md instead. Here's the plan:
Edit 1 — revert attack-template/.claude/CLAUDE.md
Remove both blocks I just added (the top ⛔ HARD RULE section and the new bullet in Working Style). File goes back to its pre-edit state.
Edit 2 — add hard rule to E:\a327ex\.claude\CLAUDE.md
Replace the existing soft version in the "Code Changes" subsection of "Working Style":
Old: ```
Code Changes
- Present code for user review before writing — show the code snippet, ask "Does this look right?"
- One method at a time — small incremental changes, not batching multiple features ```
New: ```
Code Changes
- ⛔ ALWAYS show code before writing it. HARD RULE — NO EXCEPTIONS.
Before calling
WriteorEditon any code file in any project, post the full code (or exact old → new diff forEdit) in a normal chat message and explicitly ask "does this look right?" / "should I commit this?" / equivalent. Wait for the user's go-ahead. Then write. This applies to:- New files (show the entire file contents)
- Edits to existing files (show old → new with enough surrounding context)
- Even one-line edits. Even "obvious" fixes. Even when the broader design has already been approved — each individual file operation is its own checkpoint. Narrow exceptions: pure typo / docstring fixes the user explicitly asks for inline; edits to CLAUDE.md / plan.md / design.md type doc files when the user has already specified the change in prose.
[Request interrupted by user]
You don't need to remove the edits to the local ones, just add it all to the global one.
Edit (E:\a327ex.claude\CLAUDE.md)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read (E:\a327ex.claude\CLAUDE.md)
1 # CLAUDE.md
2
3 Guidelines for Claude Code instances working in this repository.
4
5 ---
6
7 ## Communication Style
8
9 Be thorough. Write as much as the subject warrants — explain reasoning, include relevant context, surface adjacent considerations. Stay roughly on topic, but don't truncate for brevity's sake.
10
11 Critique freely. Ideas, code, plans, artifacts — evaluate them honestly. Avoid sycophancy. Focus on what seems true rather than what's convenient or what you think I'd like to hear. I crave honest appraisal, including when it's uncomfortable.
12
13 Embrace contradiction. Truth often contains multiple seemingly opposite ideas. Don't censor yourself to avoid inconsistency — multiple perspectives can be correct simultaneously. Present the tension rather than forcing artificial resolution.
14
15 Express uncertainty. "I'm guessing," "I'm uncertain," "I might be wrong" — these are information, not weakness. False confidence is worse than acknowledged uncertainty.
16
17 ---
18
19 ## Working Style
20
21 ### When to Ask
22
23 Use the `AskUserQuestion` tool liberally. The developer prefers being asked over having Claude guess wrong.
24
25 **Ask first:**
26 - Architecture decisions
27 - API design choices
28 - Design decisions (gameplay feel, mechanics, UI)
29 - Anything that could be done multiple valid ways
30 - When uncertain about intent or priorities
... [30 more lines]
Edit (E:\a327ex.claude\CLAUDE.md)
The file E:\a327ex\.claude\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Rule added to global E:\a327ex\.claude\CLAUDE.md (the "Code Changes" subsection of "Working Style"). Attack-template's local CLAUDE.md still has its emphatic version at the top and in its own Working Style — both intact.
Ready to continue with the projectile work when you are. Next step would be showing the four exact main.lua hunks for the projectile wiring before applying them.
Alright, go ahead with the projectile.
projectile.lua already approved. Per the rule, here are the four main.lua hunks before I write anything:
Hunk 1 — require (after wall)
require('wall')
+ require('projectile')
Hunk 2 — physics setup
physics_register_tag('enemy')
+ physics_register_tag('projectile')
physics_enable_collision('player', 'wall')
physics_enable_collision('player', 'enemy')
physics_enable_collision('enemy', 'wall')
physics_enable_collision('enemy', 'enemy')
+ physics_enable_collision('projectile', 'enemy')
Hunk 3 — fire binding (after the H/K binds, before floor_layer)
bind('hit_random_enemy', 'key:h')
bind('kill_random_enemy', 'key:k')
+ -- Primary fire. mouse:1 spawns a single projectile from the player's
+ -- position aimed at the cursor — canonical SNKRX/Invoker primary-attack
+ -- pattern. Edition is carried from the player so the shimmer reads as
+ -- "his" attack.
+ bind('fire_projectile', 'mouse:1')
Hunk 4 — update insertions (3 spots)
4a — fire handler. Placed AFTER camera_update(main_camera, dt) (it depends on the just-refreshed mouse position) and BEFORE p:update(dt):
camera_update(main_camera, dt)
+ -- Primary fire. Aim is computed off the just-refreshed camera mouse.
+ -- max_range 220 lets a shot from center reach a bit past the wall
+ -- without flying off forever on a miss.
+ if is_pressed('fire_projectile') and not p._dead then
+ local aim_r = math.angle_to_point(p.x, p.y,
+ main_camera.mouse.x,
+ main_camera.mouse.y)
+ spawn_projectile(p.x, p.y, aim_r, {
+ edition = p.edition,
+ color = red,
+ max_range = 220,
+ })
+ end
+
p:update(dt)
4b — projectiles update loop. Right after the fxs reverse-iter prune:
for i = #fxs, 1, -1 do
local f = fxs[i]
if f._dead then table.remove(fxs, i)
else f:update(dt) end
end
+ for i = #projectiles, 1, -1 do
+ local pr = projectiles[i]
+ if pr._dead then table.remove(projectiles, i)
+ else pr:update(dt) end
+ end
4c — sensor handler. After the enemy↔wall collision loop, before process_destroy_queue():
for _, ev in ipairs(collision_entities_begin('enemy', 'wall')) do
-- ... existing wall_bump handler ...
end
+ -- Projectile ↔ enemy: sensor events fire when the projectile's sensor
+ -- box enters an enemy collider. Carrier handles damage + hit FX + death;
+ -- we just forward the event.
+ for _, ev in ipairs(sensor_entities_begin('projectile', 'enemy')) do
+ local pr, e = ev.a, ev.b
+ if pr and pr.on_hit and not pr._dead and e and not e._dead then
+ pr:on_hit(e)
+ end
+ end
process_destroy_queue()
Hunk 5 — draw insertions (2 spots)
5a — render projectiles on game_layer between seekers and fxs. This puts the rect under hit-circles/particles so the FX read on top.
p:draw(game_layer)
- for _, sk in ipairs(seekers) do sk:draw(game_layer) end
- for _, f in ipairs(fxs) do f:draw(game_layer) end
+ for _, sk in ipairs(seekers) do sk:draw(game_layer) end
+ for _, pr in ipairs(projectiles) do pr:draw(game_layer) end
+ for _, f in ipairs(fxs) do f:draw(game_layer) end
5b — F2 collider overlay walks projectiles too. Sensor box draws yellow (per the existing solid_c / sensor_c switch in draw_collider_shapes).
draw_collider_shapes(p)
- for _, sk in ipairs(seekers) do draw_collider_shapes(sk) end
- for _, w in ipairs(walls) do draw_collider_shapes(w) end
+ for _, sk in ipairs(seekers) do draw_collider_shapes(sk) end
+ for _, w in ipairs(walls) do draw_collider_shapes(w) end
+ for _, pr in ipairs(projectiles) do draw_collider_shapes(pr) end
That's the full set. Six insertions across main.lua, no deletions of existing logic. Want me to write projectile.lua and apply all five hunks now?
Only change needed, projectile spawning should be offset by half player's width towards the direction instead of directly on the player. Actually, do a double check on how Orblike/Invoker do this, I believe it's half the width but I may be wrong. Remember to also copy any shooting effects, juice on player/projectile, etc, all the same.
Let me dig into how v1 spawns projectiles and what juice the act of firing produces. The "half player width" guess is probably right but I want to ground it.
Grep (projectile(.x.y.{|projectile(.?,.?,.?{)
2016: last_proj = projectile(shot.x, shot.y, {ability = ability_name, color = def.color, r = shot.r, mods = mods, source_orb = self, speed_mult = shot.speed_mult, cast_log = log})
8250: local sec = projectile(sx, sy, {
10238: local p = projectile(shot.x, shot.y, {ability = self.ability, color = self.color, r = shot.r, mods = mods, source_orb = self.source_orb, return_target = self, cast_log = self.cast_log})
Grep (function orb:activate|orb:fire_projectile|spawn_projectile|fire_projectile)
1267:function orb:activate(override_ability, override_pos)
Read (E:\a327ex\Invoker\v1\main.lua)
1950 p1.spring:pull('shoot', 0.25)
1951 p1.flashing = true
1952 p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
1953 end
1954
1955 elseif def.carrier == 'random' then
1956 local pool = def.pool or {}
1957 if #pool > 0 then
1958 local chosen = an.random:choice(pool)
1959 self:activate(chosen, override_pos)
1960 end
1961 else
1962 -- Build shot angles (projectile_ specific or general fallback)
1963 local angles = {}
1964 local p_nova = mods.projectile_nova or mods.nova
1965 local p_spread = mods.projectile_spread or mods.spread
1966 local p_back = mods.projectile_back or mods.back
1967 local p_sides = mods.projectile_sides or mods.sides
1968 if p_nova then
1969 for i = 0, 7 do
1970 table.insert(angles, r + i*math.pi/4)
1971 end
1972 else
1973 if p_spread and p_spread >= 2 then
1974 local n = p_spread
1975 local spread = math.pi/6 + (n - 2)*math.pi/12
1976 for i = 1, n do
1977 local t = (i - 1)/(n - 1)
1978 table.insert(angles, r + spread*(t - 0.5))
1979 end
... [50 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
2027 an.camera.shake:push(r, 3)
2028 if is_null then
2029 self.spring:pull('main', 0.5)
2030 else
2031 p1.spring:pull('shoot', 0.25)
2032 p1.flashing = true
2033 p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
2034 end
2035 for _, shot in ipairs(fire_shots_list) do
2036 an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
2037 for i = 1, 2 do
2038 an:add(hit_particle(shot.x, shot.y, {
2039 angle = shot.r + an.random:float(-math.pi/4, math.pi/4),
2040 velocity = an.random:float(40, 200),
2041 duration = an.random:float(0.3, 0.6),
2042 w = an.random:choice({6, 8}),
2043 }):change_color(0.5, pc:clone()))
2044 end
2045 if def.projectile_shape == 'arc' and last_proj then
2046 local cast_spin_dir = last_proj.arc_spin_speed and math.sign(last_proj.arc_spin_speed) or 1
2047 for i = 1, an.random:int(4, 6) do
2048 an:add(hit_particle(shot.x, shot.y, {
2049 velocity = an.random:float(100, 250),
2050 duration = an.random:float(0.4, 0.7),
2051 w = an.random:float(8, 11),
2052 spin = cast_spin_dir*9,
2053 }):change_color(0.5, pc:clone()))
2054 end
2055 end
2056 end
... [70 more lines]
Found the juice. Let me find where fire_x, fire_y come from — that's the spawn origin computation.
Grep (fire_x|fire_y)
1309: local fire_x, fire_y
1312: fire_x, fire_y = override_pos.x, override_pos.y
1315: fire_x, fire_y = self.x, self.y
1318: fire_x, fire_y = p1.x, p1.y
1351: local px, py = fire_x, fire_y
1422: local spawn_x = fire_x + 8*math.cos(base_r)
1423: local spawn_y = fire_y + 8*math.sin(base_r)
1443: an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, edition = orb_ed, cast_log = self_area_log}))
1455: an:add(area(fire_x + dist*math.cos(aim_r), fire_y + dist*math.sin(aim_r), {
1482: an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, damage = def.aftershock_damage or 0, edition = orb_ed, cast_log = self_area_log}))
1499: an:add(hit_circle(fire_x, fire_y, {radius = 10, duration = 0.2}))
1502: an:add(hit_particle(fire_x, fire_y, {
1517: local aim_r = math.atan(my - fire_y, mx - fire_x)
1518: local dx, dy = mx - fire_x, my - fire_y
1519: local dist = math.distance(fire_x, fire_y, mx, my)
[Showing results with pagination = limit: 15]
Read (E:\a327ex\Invoker\v1\main.lua)
1305 end
1306 end
1307
1308 local function fire()
1309 local fire_x, fire_y
1310 local r
1311 if override_pos then
1312 fire_x, fire_y = override_pos.x, override_pos.y
1313 r = override_pos.r or p1.r
1314 elseif is_null then
1315 fire_x, fire_y = self.x, self.y
1316 r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
1317 else
1318 fire_x, fire_y = p1.x, p1.y
1319 r = p1.r
1320 end
1321 local mods
1322 if override_pos and override_pos.child_mods then
1323 mods = override_pos.child_mods
1324 else
1325 mods = p1:get_mods()
1326 for _, slot in ipairs(self.slots) do
1327 if slot.type == 'modifier' then
1328 mods[slot.name] = slot.value
1329 end
Let me check our attack-template player to verify width and confirm what's already wired for shoot juice.
Grep (self.w |self.h |spring_add|spring_pull|self.flashing|self.timer)
5: self.w, self.h = 10, 10
14: self.flashing = false
41: self.timer = timer_new()
43: spring_add(self.spring, 'hit', 1)
44: spring_add(self.spring, 'shoot', 1)
45: spring_add(self.spring, 'move', 1)
63: timer_update(self.timer, dt)
84: timer_tween(self.timer, 0.2, 'visual_r_move', self, {visual_r = self.visual_r + math.pi}, math.linear)
87: timer_tween(self.timer, 0.2, 'visual_r_move', self, {visual_r = self.visual_r - math.pi}, math.linear)
91: timer_tween(self.timer, 0.05, 'scale_move_1', self, {sx = 0.8, sy = 0.8}, math.linear, function()
92: timer_tween(self.timer, 0.4, 'scale_move_2', self, {sx = 1, sy = 1}, math.linear)
97: spring_pull(self.spring, 'move', 0.35)
146: spring_pull(self.spring, 'hit', 0.2)
147: self.flashing = true
148: timer_after(self.timer, 0.1, 'hit_flash', function() self.flashing = false end)
176: local edition = self.flashing and 0 or self.edition
180: local c = self.flashing and fg_color() or snkrx_blue()
Grep (^function shake|^function camera_shake|shake_push|^function .*shake)
E:\a327ex\attack-template\anchor\camera.lua:26: shake_push(main_camera.shake, angle, amount)
E:\a327ex\attack-template\anchor\shake.lua:11: shake_push(camera.shake, angle, amount)
E:\a327ex\attack-template\anchor\shake.lua:23:function shake_new()
E:\a327ex\attack-template\anchor\shake.lua:66:function shake_trauma(s, amount, duration, amplitude)
E:\a327ex\attack-template\anchor\shake.lua:79:function shake_set_trauma_parameters(s, amplitude)
E:\a327ex\attack-template\anchor\shake.lua:91:function shake_shake(s, amplitude, duration, frequency)
E:\a327ex\attack-template\anchor\shake.lua:105: shake_push(s, angle, amount, [frequency], [bounce])
E:\a327ex\attack-template\anchor\shake.lua:109:function shake_push(s, angle, amount, frequency, bounce)
E:\a327ex\attack-template\anchor\shake.lua:125:function shake_sine(s, angle, amplitude, frequency, duration)
E:\a327ex\attack-template\anchor\shake.lua:139:function shake_square(s, angle, amplitude, frequency, duration)
E:\a327ex\attack-template\anchor\shake.lua:153:function shake_handcam(s, enabled, amplitude, frequency)
E:\a327ex\attack-template\anchor\shake.lua:169:function shake_get_effects(s)
E:\a327ex\attack-template\anchor\shake.lua:232:function shake_update(s, dt)
Grep (camera_shake|shake_)
25: Use the shake_* functions on it:
26: shake_push(main_camera.shake, angle, amount)
27: shake_shake(main_camera.shake, 10, 0.3)
28: shake_trauma(main_camera.shake, 0.5, 0.3)
61: shake = shake_new(),
106: return shake_get_effects(c.shake)
213: shake_update(c.shake, dt)
Grep (ability_particle_color|particle_color)
No matches found
Grep (self.w |self.h )
7247: self.w, self.h = 10, 10
7683: self.w = (def and def.projectile_height) or 10
7684: self.h = (def and def.projectile_width) or 4
9209: self.w, self.h = 14, 6
10109: self.w = 6
10433: self.w, self.h = 10, 4
10501: self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10)
10502: self.h = args.h or self.w/2
11950: self.w = args.w or 6
11951: self.h = args.h or 2
[Showing results with pagination = limit: 10]
Grep (Invoker\player.lua)
No files found
Settled. Here's what v1 actually does, with the new hunk plan.
Findings from Invoker/v1/main.lua
Spawn offset is a hardcoded
+8units along the firing angle (lines 1994-1995), NOT half-width. Your memory was close but off — v1's player is also10×10(line 7247, same as our attack-template player), and8puts the projectile center 3 units past the player's edge so the muzzle puff doesn't overlap the body. Half-width (5) would spawn the projectile half-inside the player.Full firing juice (lines 2027-2056), per shot:
an.camera.shake:push(r, 3)— directional shake of magnitude 3 along the fire angle.p1.spring:pull('shoot', 0.25)— player recoil spring. ✅ Already registered on our player (player.lua line 44:spring_add(self.spring, 'shoot', 1)).p1.flashing = true; timer:after(0.15, 'flash', ...)— player flashes white for 0.15s.hit_circle(sx, sy, {radius = 7, duration = 0.2})— small white muzzle puff at spawn point. Stays white in v1 (no:change_color).- 2×
hit_particle(sx, sy, {angle = aim_r ± π/4, velocity = float(40,200), duration = float(0.3,0.6), w = choice({6,8})}):change_color(0.5, pc)— two muzzle particles in a forward cone, bleeding white → particle color.
pc(particle color) in v1 isability_particle_color(orb_edition, ability_color). We don't have that helper in attack-template. The established pattern fromfx.luacallers isedition_base_color(ed) or fallback. I'll useedition_base_color(p.edition) or redso a polychrome / blue / green edition player throws colored muzzle sparks.
Revised Hunk 4a — fire handler with full juice
Replaces my prior single-line spawn_projectile call.
camera_update(main_camera, dt)
+ -- Primary fire. v1 fires from p.x,p.y but offsets the spawn by +8
+ -- units along the aim direction so the muzzle puff doesn't overlap
+ -- the player body (v1 line 1994; player is 10×10 in both v1 and
+ -- here, so this carries verbatim). max_range 220 keeps stray shots
+ -- from flying off-screen forever. Full firing juice (v1 lines
+ -- 2027-2056):
+ -- • directional camera shake in the fire angle
+ -- • 'shoot' spring pull on the player (already registered as one
+ -- of the named springs in player.lua)
+ -- • 0.15s white flash on the player ('shoot_flash' timer name
+ -- keeps it distinct from :hit's 'hit_flash' so a hit + shoot in
+ -- the same frame doesn't clobber each other)
+ -- • muzzle puff hit_circle (stays white per v1 — no change_color)
+ -- • 2 muzzle particles in a ±π/4 forward cone, bleeding white →
+ -- edition particle color halfway through life
+ if is_pressed('fire_projectile') and not p._dead then
+ local aim_r = math.angle_to_point(p.x, p.y,
+ main_camera.mouse.x,
+ main_camera.mouse.y)
+ local sx = p.x + 8*math.cos(aim_r)
+ local sy = p.y + 8*math.sin(aim_r)
+ spawn_projectile(sx, sy, aim_r, {
+ edition = p.edition,
+ color = red,
+ max_range = 220,
+ })
+
+ shake_push(main_camera.shake, aim_r, 3)
+ spring_pull(p.spring, 'shoot', 0.25)
+ p.flashing = true
+ timer_after(p.timer, 0.15, 'shoot_flash',
+ function() p.flashing = false end)
+
+ local pc = edition_base_color(p.edition) or red
+ spawn_hit_circle(sx, sy, {radius = 7, duration = 0.2})
+ for i = 1, 2 do
+ spawn_particle(sx, sy, {
+ angle = aim_r + random_float(-math.pi/4, math.pi/4),
+ velocity = random_float(40, 200),
+ duration = random_float(0.3, 0.6),
+ w = random_choice({6, 8}),
+ }):change_color(0.5, pc)
+ end
+ end
+
p:update(dt)
Other hunks (1, 2, 3, 4b, 4c, 5a, 5b) are unchanged from the prior message.
Note on flash collision: player's :hit uses timer_after(... 'hit_flash', ...) for 0.1s. My fire handler uses 'shoot_flash' for 0.15s. They share self.flashing though, so if both fire in the same frame, whichever's timer fires LAST will leave flashing in its final state. In practice harmless — both want flashing=true then false a fraction later — but worth knowing.
One open knob: should random_choice exist in our framework? Let me verify before I lock this in.
Grep (^function random_choice|^random_choice =)
No matches found
Grep (random_choice)
E:\a327ex\attack-template\fx.lua:26: become random_float / random_choice. Otherwise the math, easings,
Grep (^function random|^random)
No matches found
Grep (^function array.|^function table.choice|array.random)
E:\a327ex\attack-template\anchor\array.lua:50:function array.all(t, f)
E:\a327ex\attack-template\anchor\array.lua:72:function array.any(t, f)
E:\a327ex\attack-template\anchor\array.lua:92:function array.average(t)
E:\a327ex\attack-template\anchor\array.lua:118:function array.count(t, v)
E:\a327ex\attack-template\anchor\array.lua:149:function array.delete(t, v)
E:\a327ex\attack-template\anchor\array.lua:179:function array.flatten(t, level)
E:\a327ex\attack-template\anchor\array.lua:225:function array.get(t, i, j)
E:\a327ex\attack-template\anchor\array.lua:254:function array.get_circular_buffer_index(t, i)
E:\a327ex\attack-template\anchor\array.lua:274:function array.has(t, v)
E:\a327ex\attack-template\anchor\array.lua:302:function array.index(t, v)
E:\a327ex\attack-template\anchor\array.lua:329:function array.join(t, separator)
E:\a327ex\attack-template\anchor\array.lua:353:function array.max(t, f)
E:\a327ex\attack-template\anchor\array.lua:386:function array.print(t)
E:\a327ex\attack-template\anchor\array.lua:397: array.random({1, 2, 3}) -- random element
E:\a327ex\attack-template\anchor\array.lua:398: array.random({1, 2, 3}, 2) -- {random, random} (2 unique elements)
[Showing results with pagination = limit: 15]
Correction — random_choice doesn't exist in this framework; it's array.random (same pattern seeker.lua uses for the death sound). One swap in 4a:
- w = random_choice({6, 8}),
+ w = array.random({6, 8}),
Full revised hunk 4a holds — only the w = line changes.
All hunks now correct. Plan recap:
- projectile.lua (new, as previously approved — no changes)
- main.lua edits: hunks 1, 2, 3, 4a (with array.random fix above), 4b, 4c, 5a, 5b
Ready to write everything in one pass on your go-ahead.
For ease of usage, everything should be in spawn_projectile, except the caster itself (player) which is passed in, and then everything else is derived in there. This will make it so next instances can just call that function by itself. Also, random_choice should be available in Anchor2, unless I'm mistaken.
Checking Anchor2 for random_choice first.
Grep (^function random_choice|^random_choice =)
No matches found
Grep (random_choice)
Found 5 files limit: 5
Anchor2\engine\src\anchor.c
Anchor2\docs\FRAMEWORK_API.md
Anchor2\reference\anchor2_plan.md
Anchor2\docs\FRAMEWORK_API_QUICK.md
Anchor2\docs\ENGINE_API.md
Grep (random_choice)
739:random_choice(array, rng?) -> element
740:random_choices(array, n, rng?) -> [element, ...]
Grep (random_choice)
7816:// random_choice(array, rng?) - Pick one random element from array
7817:static int l_random_choice(lua_State* L) {
7836:// random_choices(array, n, rng?) - Pick n random elements (unique indexes)
7837:static int l_random_choices(lua_State* L) {
9372: lua_register(L, "random_choice", l_random_choice);
9373: lua_register(L, "random_choices", l_random_choices);
You're right on both counts:
random_choiceIS an Anchor2 engine global (registered inanchor.c:9372aslua_register(L, "random_choice", l_random_choice)). My grep against the Luaanchor/folder missed it because it's a C-side global. So the originalrandom_choice({6, 8})was correct —array.randomwas an unnecessary detour. Reverting that line.Folding the firing logic into
spawn_projectileis the right shape — much cleaner caller, future projects (or AI-fired projectiles) just sayspawn_projectile(caster, opts)and get everything for free.
Revised spawn_projectile (replaces the wrapper at the bottom of projectile.lua)
Everything above this in projectile.lua stays the same as previously approved (the projectile class itself). Only the spawn wrapper changes:
--[[
spawn_projectile(caster, opts)
High-level fire helper. Takes a caster (anything with
x/y/edition/spring/timer/flashing — player or seeker both qualify)
and spawns a projectile in front of it, applying the full firing
juice package. Future callers should use this rather than
constructing `projectile(...)` directly.
Spawn placement:
• aim_r = opts.aim_r, OR caster → main_camera.mouse (default).
Pass aim_r explicitly when an AI caster aims at the player or
some other target instead of the human mouse cursor.
• position = caster.{x,y} + (opts.spawn_offset or 8) along aim_r.
v1 hardcodes +8 from a 10×10 player so the muzzle puff doesn't
overlap the body. Tunable per-caller via spawn_offset.
Carrier knobs (forwarded to projectile):
color (default red), edition (defaults to caster.edition),
max_range, damage, speed, w, h.
Caster-side juice (always applied — these are part of "fire a
projectile"; for a silent shot, call projectile() directly):
• shake_push(main_camera.shake, aim_r, 3) — directional kick
• spring_pull(caster.spring, 'shoot', 0.25) — recoil
• caster.flashing = true + timer 'shoot_flash' (0.15s)
— distinct timer name from :hit's 'hit_flash' so a hit + fire
in the same frame don't clobber each other's restoration.
The spring / timer pulls are nil-guarded so a caster without
those fields still fires (it just gets no body juice).
Muzzle FX at the spawn position (always — same reasoning):
• spawn_hit_circle(sx, sy, {radius = 7, duration = 0.2}) — white
puff (v1 leaves this white; no :change_color).
• 2× spawn_particle in a ±π/4 forward cone with v1 defaults
(velocity 40-200, duration 0.3-0.6, w random of {6,8}),
bleeding white → edition_base_color(caster.edition) or color
at 0.5 of duration.
Returns the projectile instance for callers that want a reference.
]]
function spawn_projectile(caster, opts)
opts = opts or {}
local aim_r = opts.aim_r or math.angle_to_point(caster.x, caster.y,
main_camera.mouse.x,
main_camera.mouse.y)
local off = opts.spawn_offset or 8
local sx = caster.x + off*math.cos(aim_r)
local sy = caster.y + off*math.sin(aim_r)
local color = opts.color or red
local p_ = projectile(sx, sy, {
r = aim_r,
w = opts.w, h = opts.h,
speed = opts.speed,
damage = opts.damage,
color = color,
edition = opts.edition or caster.edition,
max_range = opts.max_range,
})
projectiles[#projectiles + 1] = p_
-- Caster-side juice. Nil-guarded so an AI caster without a 'shoot'
-- spring / timer still fires; it just gets no body juice.
shake_push(main_camera.shake, aim_r, 3)
if caster.spring then spring_pull(caster.spring, 'shoot', 0.25) end
if caster.timer then
caster.flashing = true
timer_after(caster.timer, 0.15, 'shoot_flash',
function() caster.flashing = false end)
end
-- Muzzle FX
local pc = edition_base_color(caster.edition) or color
spawn_hit_circle(sx, sy, {radius = 7, duration = 0.2})
for i = 1, 2 do
spawn_particle(sx, sy, {
angle = aim_r + random_float(-math.pi/4, math.pi/4),
velocity = random_float(40, 200),
duration = random_float(0.3, 0.6),
w = random_choice({6, 8}),
}):change_color(0.5, pc)
end
return p_
end
Revised Hunk 4a (main.lua fire handler — collapses to 3 lines)
camera_update(main_camera, dt)
+ -- Primary fire. spawn_projectile(caster, opts) handles aim, spawn
+ -- offset, projectile creation, camera shake, recoil spring, white
+ -- flash, and muzzle FX. We just pass the player + the demo knobs.
+ if is_pressed('fire_projectile') and not p._dead then
+ spawn_projectile(p, {max_range = 220})
+ end
+
p:update(dt)
color = red is the default inside spawn_projectile, so the call doesn't need to specify it.
Recap of full apply plan
projectile.lua(new file) — class as previously approved + the revisedspawn_projectileabove.main.lua— hunks 1, 2, 3 unchanged; 4a now the 3-liner above; 4b, 4c, 5a, 5b unchanged.
Good to write?
Yep.
Writing projectile.lua first.
Write (E:\a327ex\attack-template\projectile.lua)
File created successfully at: E:\a327ex\attack-template\projectile.lua (file state is current in your context — no need to Read it back)
Now applying the main.lua hunks.
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)
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)
All edits applied. Syntax-checking both files now.
Bash (cd E:/a327ex/attack-template && /e/a327ex/Anchor/reference/love-compare/tools/lu...)
SYNTAX_OK
Both files parse cleanly. Here's what to test:
Run: ./run.bat from attack-template/.
Primary fire — left-click anywhere: - A red rounded-rect projectile spawns ~8 units in front of the player, flies toward the cursor at speed 190, dies after 220 units of travel. - Player juice: brief recoil (springs the body), white flash for 0.15s. - Camera juice: small directional shake along the fire angle. - Muzzle FX: white hit_circle puff + 2 particles in a forward cone, particles bleed from white into the player's edition tint at mid-life.
Enemy hit: projectile entering a seeker's box surfaces a sensor event → seeker takes 1 damage (white flash + HP bar reveals + hit-effect sprite at projectile position) → projectile dies with hit_circle + 2 particles.
Wall hit: raycast catches the wall before the sensor body crosses it → hit_circle + 2 particles at the hit point → projectile dies. Confirms walls block.
Other things to verify still work: - F2 collider overlay should now show projectile sensor boxes in yellow (vs lime for solids). - Edition cycling on the player (0/F1) should change the muzzle-particle late-color on subsequent shots. - H/K debug damage still works. - Player ↔ enemy contact, enemy ↔ wall bump still work as before.
Let me know what reads off — especially whether the muzzle puff sits naturally outside the player (the 8-unit offset feels right with a 10-wide body) or if the spawn position needs nudging.
Perfect, now let's make the projectile actually die on max range, wall hit and enemy hit, and also deal damage to enemies. Double check that the particles being spawned for it as well as general juice behavior in those instances are the same as in Orblike/Invoker.
Let me investigate why the projectile isn't dying. First — how does entity_kill actually set _dead?
Grep (function entity_kill|function make_entity|function process_destroy_queue|_dead)
74:function make_entity(e)
87:function entity_kill(e)
97:function process_destroy_queue()
105: e._dead = true
Grep (entity_kill|_dead|process_destroy_queue)
E:\a327ex\attack-template\anchor\object.lua:32: process_destroy_queue()
E:\a327ex\attack-template\anchor\object.lua:41: at end-of-frame via process_destroy_queue. This means dead-marked
E:\a327ex\attack-template\anchor\object.lua:54:-- Pending destruction queue, drained by process_destroy_queue
E:\a327ex\attack-template\anchor\object.lua:83: entity_kill(e)
E:\a327ex\attack-template\anchor\object.lua:87:function entity_kill(e)
E:\a327ex\attack-template\anchor\object.lua:92: process_destroy_queue()
E:\a327ex\attack-template\anchor\object.lua:97:function process_destroy_queue()
E:\a327ex\attack-template\anchor\object.lua:105: e._dead = true
E:\a327ex\attack-template\anchor\init.lua:26: process_destroy_queue() -- drain deferred destruction
E:\a327ex\attack-template\anchor\init.lua:45: - class(), make_entity(), process_destroy_queue()
E:\a327ex\attack-template\anchor\helpers.lua:5: Reverse iteration over a plain array of entities: removes entries with ._dead
E:\a327ex\attack-template\anchor\helpers.lua:6: (set by process_destroy_queue after kill), otherwise calls :update(dt) or the
E:\a327ex\attack-template\anchor\helpers.lua:14: if e._dead then
E:\a327ex\attack-template\anchor\input.lua:50:function input_deadzone(d) input_set_deadzone(d) end
Read (E:\a327ex\attack-template\anchor\object.lua)
74 function make_entity(e)
75 e.id = next_id
76 next_id = next_id + 1
77 entities[e.id] = e
78 if not e.kill then e.kill = default_kill end
79 return e
80 end
81
82 --[[
83 entity_kill(e)
84 Free function equivalent to e:kill(). Useful if you have a plain
85 entity table and don't want to use method syntax.
86 ]]
87 function entity_kill(e)
88 default_kill(e)
89 end
90
91 --[[
92 process_destroy_queue()
93 Called once at the end of every frame in the game's main update.
94 Drains the destroy queue until stable (entity destruction may cause
95 more kills via polling in other entities' destroy methods).
96 ]]
97 function process_destroy_queue()
98 while #destroy_queue > 0 do
99 local q = destroy_queue
100 destroy_queue = {}
101 for i = 1, #q do
102 local e = q[i]
103 if e.destroy then e:destroy() end
... [6 more lines]
Read (E:\a327ex\attack-template\anchor\object.lua)
50
51 -- Auto-incrementing ID counter (never reused)
52 local next_id = 1
53
54 -- Pending destruction queue, drained by process_destroy_queue
55 local destroy_queue = {}
56
57 --[[
58 Default kill method installed on every entity at make_entity time.
59 If a class defines its own kill method before calling make_entity,
60 that takes precedence.
61 ]]
62 local function default_kill(self)
63 if self._dying then return end
64 self._dying = true
65 destroy_queue[#destroy_queue + 1] = self
66 end
67
68 --[[
69 make_entity(e)
70 Assigns e.id and registers e in the global entities table.
71 Also installs a default kill method if none exists.
72 Returns e for chaining.
73 ]]
74 function make_entity(e)
Two things to check — let me read v1's projectile:on_hit branches fully and confirm exactly what FX each carrier kind spawns, plus check the bug I suspect in my :die().
Read (E:\a327ex\Invoker\v1\main.lua)
8290 function projectile:on_hit(e, hx, hy)
8291 -- Ball lightning deals no contact damage, zone tick handles it
8292 if self.is_ball_lightning then return end
8293 local proj_pc = ability_particle_color((self.source_orb and self.source_orb.edition) or ability_edition_override or 0, self.color)
8294
8295 local def = abilities[self.ability]
8296 local log = self.cast_log
8297 if self.ability == 'fireball' then
8298 local r = e:take_damage(damage_components(self))
8299 if log then log:add_hit(r, e, 'projectile') end
8300 an:add(hit_effect(hx, hy))
8301 an:add(area(self.x, self.y, {ability = 'fireball', color = self.color, mods = self.mods, cascade_r = self.r, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0, cast_log = log}))
8302 elseif self.ability == 'null_arrow' then
8303 local r = e:take_damage(damage_components(self))
8304 if log then log:add_hit(r, e, 'projectile') end
8305 an:add(hit_effect(hx, hy))
8306 for i = 1, an.random:int(1, 2) do
8307 an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, proj_pc:clone()))
8308 end
8309 an:add(area(self.x, self.y, {ability = 'null_arrow', color = self.color, mods = self.mods, cascade_r = self.r, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0, cast_log = log}))
8310 elseif self.ability == 'explosive_arrow' then
8311 -- Stick into enemy, add fuse + contact damage (contact result stored on fuse for detonation log)
8312 local stick_result = e:take_damage(damage_components(self), 0.3)
8313 explosive_fuse_add(e, e.x, e.y, {
8314 r = self.r, mods = self.mods, color = self.color,
8315 source_orb = self.source_orb,
8316 edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0,
8317 stick_result = stick_result, stick_enemy = e,
8318 })
8319 an:add(hit_effect(hx, hy))
... [85 more lines]
Grep (function apply_knockback_mod)
682:function apply_knockback_mod(mods, enemy, from_x, from_y)
683- if enemy.dead or not enemy.push then return end
684- local force, duration = 0, 0
685- if mods['knockback+'] then force, duration = 6, 0.2
686- elseif mods['knockback++'] then force, duration = 10, 0.35
687- elseif mods['knockback+++'] then force, duration = 15, 0.5 end
688- if force > 0 then
689- local r = math.angle_to_point(from_x, from_y, enemy.x, enemy.y)
690- enemy:push(r, force, duration)
691- end
692-end
693-
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
Grep (random_int)
7721:// random_int(min, max, rng?) - Random integer [min, max] inclusive
7722:static int l_random_int(lua_State* L) {
9367: lua_register(L, "random_int", l_random_int);
Found the bug + two FX mismatches. Let me show all three diffs before applying.
Diff A — fix :die() (the actual bug)
default_kill (anchor/object.lua:62) checks self._dying and bails if true. My :die() sets self._dying = true BEFORE calling entity_kill, which locks the framework out of ever queueing the projectile. Result: FX spawn, but the entity never goes away — flies forever through walls and enemies. The early-return guard against double-FX is correct; the manual flag set is wrong.
function projectile:die()
- if self._dying then return end
- self._dying = true
+ if self._dying then return end -- framework sets _dying via entity_kill below; guard prevents double-FX if :die() is called twice in one frame
local pc = edition_base_color(self.edition) or self.color
spawn_hit_circle(self.x, self.y, {radius = 8, duration = 0.2}):change_color(0.6, pc)
...
entity_kill(self)
end
This single fix should cure all three "doesn't die" symptoms (max range, wall, enemy) AND make the on_hit damage path actually visible — damage was already being applied, just the projectile kept going past the enemy.
Diff B — wall hit_circle stays WHITE in v1 (no change_color)
I have :change_color(0.5, pc) on the wall hit_circle. v1 line 8056 leaves it white (no chain call). Particles still bleed to pc, but the circle itself is a pure white puff — same visual hierarchy as the muzzle hit_circle. Subtle but correct.
function projectile:hit_wall(hx, hy)
local pc = edition_base_color(self.edition) or self.color
- spawn_hit_circle(hx, hy, {radius = 6, duration = 0.15}):change_color(0.5, pc)
+ spawn_hit_circle(hx, hy, {radius = 6, duration = 0.15})
for i = 1, 2 do
spawn_particle(hx, hy, {
velocity = random_float(50, 100),
duration = random_float(0.1, 0.3),
}):change_color(0.5, pc)
end
self:die()
end
Diff C — enemy hit is missing the 1-2 forward particles
v1's piercing_arrow / arrow_barrage / rotating_turret / tornado_shot branches (lines 8331-8338, the most "default rect" behavior) all spawn random_int(1, 2) hit_particle(hx, hy, {velocity = float(50, 150)}):change_color(0.5, pc) alongside the hit_effect. My on_hit has the hit_effect but not these particles — port is missing the burst.
function projectile:on_hit(e)
if e and e.hit and not e._dead then e:hit(self.damage) end
+ local pc = edition_base_color(self.edition) or self.color
spawn_hit_effect(self.x, self.y)
+ for i = 1, random_int(1, 2) do
+ spawn_particle(self.x, self.y, {
+ velocity = random_float(50, 150),
+ }):change_color(0.5, pc)
+ end
self:die()
end
Notes on v1 things I'm INTENTIONALLY leaving out for now
wall_edge_wave_impulse(wall outline ripples on impact). No equivalent in attack-template's wall.lua yet — would need to add a per-vertex offset system to the wall draw. Defer to a follow-up "wall impact polish" task.wall_arrow(stuck-arrow visual decaying for ~1s). Per-ability in v1 (only arrow-type carriers). Defer until we port arrows specifically.apply_knockback_modon enemy hit. v1's knockback is modifier-only — no mods = no knockback. We have no mod system per session 2 decision, so this stays out. (Caller could trivially add it bye:push(...)from outside if needed.)- Damage scaling (×0.55, ×0.3, etc.) is per-ability in v1. We pass raw
damagefrom the caller; if a caller wants 0.55× they passdamage = base*0.55. Keeps the carrier ability-agnostic.
Apply all three?
Yes.
Edit (E:\a327ex\attack-template\projectile.lua)
The file E:\a327ex\attack-template\projectile.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\projectile.lua)
The file E:\a327ex\attack-template\projectile.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\projectile.lua)
The file E:\a327ex\attack-template\projectile.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...)
SYNTAX_OK
All three fixes applied; parses clean. Test:
- Max range: fire toward open space — projectile should hit invisible 220-unit cap and pop with the death FX (8r white→tint circle + 2 outward particles).
- Wall hit: fire at the wall — pure white 6r puff at the impact point + 2 colored particles, then projectile pops with its own death FX. (Slight visual: two FX bursts in quick succession at nearly the same spot — that's intentional, matches v1's "wall puff then die puff" layering.)
- Enemy hit: fire at a seeker — seeker takes damage, HP bar appears, hit-effect sprite at the projectile position + 1-2 colored particles, then projectile pops. Confirms damage flows through and projectile actually stops.
- Edition tint: cycle the player's edition (0/F1) before firing — wall-hit and death particles should pick up the new tint via
edition_base_color. Wall puff stays white regardless (correct per v1).
If anything else feels off vs. Invoker, easy to dial in from here.
Great, max range and wall hit work, but the projectiles are still not hitting enemies.
Let me debug what's missing on the sensor side. Probably need a different enable call or the events have a different signature.
Grep (physics_get_sensor_begin|physics_enable_sensor|sensor_begin|l_physics_get_sensor)
630:static PhysicsSensorBeginEvent sensor_begin_events[MAX_PHYSICS_EVENTS];
631:static int sensor_begin_count = 0;
676: sensor_begin_count = 0;
784: for (int i = 0; i < sensor_events.beginCount && sensor_begin_count < MAX_PHYSICS_EVENTS; i++) {
792: PhysicsSensorBeginEvent* ev = &sensor_begin_events[sensor_begin_count++];
5864:static int l_physics_enable_sensor(lua_State* L) {
6873: sensor_begin_count, sensor_end_count);
7070:// physics_get_sensor_begin(tag_a, tag_b) -> array of {sensor_body, visitor_body, sensor_shape, visitor_shape, sensor_tag, visitor_tag}
7071:static int l_physics_get_sensor_begin(lua_State* L) {
7083: for (int i = 0; i < sensor_begin_count; i++) {
7084: PhysicsSensorBeginEvent* e = &sensor_begin_events[i];
7123:static int l_physics_get_sensor_end(lua_State* L) {
9292: lua_register(L, "physics_enable_sensor", l_physics_enable_sensor);
9350: lua_register(L, "physics_get_sensor_begin", l_physics_get_sensor_begin);
9351: lua_register(L, "physics_get_sensor_end", l_physics_get_sensor_end);
Found the missing piece. Let me confirm physics_enable_sensor signature.
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
5864 static int l_physics_enable_sensor(lua_State* L) {
5865 const char* name_a = luaL_checkstring(L, 1);
5866 const char* name_b = luaL_checkstring(L, 2);
5867
5868 PhysicsTag* tag_a = physics_tag_get_by_name(name_a);
5869 PhysicsTag* tag_b = physics_tag_get_by_name(name_b);
5870
5871 if (!tag_a) return luaL_error(L, "Unknown physics tag: %s", name_a);
5872 if (!tag_b) return luaL_error(L, "Unknown physics tag: %s", name_b);
5873
5874 // Enable sensor events both ways
5875 tag_a->sensor_mask |= tag_b->category_bit;
5876 tag_b->sensor_mask |= tag_a->category_bit;
5877 return 0;
5878 }
5879
5880 static int l_physics_enable_hit(lua_State* L) {
5881 const char* name_a = luaL_checkstring(L, 1);
5882 const char* name_b = luaL_checkstring(L, 2);
5883
5884 PhysicsTag* tag_a = physics_tag_get_by_name(name_a);
5885 PhysicsTag* tag_b = physics_tag_get_by_name(name_b);
5886
5887 if (!tag_a) return luaL_error(L, "Unknown physics tag: %s", name_a);
5888 if (!tag_b) return luaL_error(L, "Unknown physics tag: %s", name_b);
There it is. Two distinct masks in the engine: physics_enable_collision only enables blocking collisions; sensors need physics_enable_sensor (anchor.c:5864). Since the projectile collider is a sensor fixture, the blocking-collision enable I added is doing nothing useful — needs to be replaced with the sensor enable.
Diff — main.lua physics setup
physics_enable_collision('enemy', 'wall')
physics_enable_collision('enemy', 'enemy')
-physics_enable_collision('projectile', 'enemy')
+-- Projectile uses a SENSOR fixture (passes through enemies visually).
+-- Sensors have a separate event mask from blocking collisions — must
+-- enable via physics_enable_sensor, not physics_enable_collision. The
+-- latter only matters for fixtures that physically block, which a
+-- sensor never does (anchor.c: tag->sensor_mask vs tag->collision_mask).
+physics_enable_sensor('projectile', 'enemy')
Apply?
Yes, you can remove the comments.
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...)
SYNTAX_OK
Done. Fire at a seeker — should land damage + hit-effect sprite + 1-2 colored particles, then the projectile pops with its own death FX.
Lua draw() error: anchor/layer.lua:185: attempt to index a nil value (field 'spritesheet')
I believe you need to port the hit effect animation.
The 'hit1' spritesheet isn't loaded. Let me find how Invoker registers it and what asset is needed.
Grep (hit1|spritesheet.*hit)
E:\a327ex\Invoker\projectile.lua:228: -- spritesheet animation, not a hit_circle). Match here so the
E:\a327ex\Invoker\fx.lua:172:-- fx_hit_effect — 5-frame "hit1" spritesheet burst (v1 hit_effect)
E:\a327ex\Invoker\fx.lua:197: self.anim = animation_new('hit1', 0.06, 'once', {
E:\a327ex\Invoker\main.lua:205:-- v1's hit_effect sprite (assets/hit1.png) — 5-frame 96x48 white
E:\a327ex\Invoker\main.lua:207:spritesheet_register('hit1', 'assets/hit1.png', 96, 48)
E:\a327ex\Invoker\anchor\spritesheet.lua:5: spritesheets.hit = spritesheet_register('hit', 'assets/hit1.png', 96, 48)
E:\a327ex\Invoker\anchor\spritesheet.lua:6: layer_spritesheet(game_layer, spritesheets.hit, 1, 100, 100)
E:\a327ex\Invoker\anchor\animation.lua:5: self.anim = animation_new('hit1', 0.03, 'once', {
E:\a327ex\Invoker\tools\mov_to_spritesheet.py:41: assets/fx_energy_hit1.png --threshold 0.4 --size 96
E:\a327ex\Invoker\tools\mov_to_spritesheet.py:45: an:spritesheet('fx_test', 'assets/fx_energy_hit1.png', 96, 96)
E:\a327ex\Invoker\v1\anchor\animation.lua:11: self:add(animation('anim', an.spritesheets.hit, 0.03, 'once', {
E:\a327ex\Invoker\v1\anchor\init.lua:151: an:spritesheet('hit', 'assets/hit1.png', 96, 48)
E:\a327ex\Invoker\v1\anchor\init.lua:164: - Subsequent access via an.spritesheets.hit, etc.
E:\a327ex\Invoker\v1\main.lua:6988:an:spritesheet('hit1', 'assets/hit1.png', 96, 48)
E:\a327ex\Invoker\v1\main.lua:10583: self:add(animation('hit1', 0.06, 'once', {
E:\a327ex\Invoker\v1\main.lua:10589: self.hit1:update(dt)
E:\a327ex\Invoker\v1\main.lua:10593: effects:animation(self.hit1, 0, 0)
E:\a327ex\Invoker\v1\main.lua:10610: self.fx_name = args.name or 'hit1'
E:\a327ex\Invoker\reference\004\main.yue:18: frames.hit1 = animation_frames(love.graphics.newImage'assets/hit1.png', 96, 48)
E:\a327ex\Invoker\reference\004\main.yue:388: @animation = animation 0.04, frames.hit1, 'once', {[0]: -> @dead = true}
[Showing results with pagination = limit: 20]
Bash (ls -la E:/a327ex/Invoker/assets/hit1.png)
-rw-r--r-- 1 adn 197121 572 Feb 26 08:51 E:/a327ex/Invoker/assets/hit1.png
Asset exists. Two changes needed — one binary copy, one main.lua edit. Showing the code edit first.
File copy (binary, no review needed)
Invoker/assets/hit1.png → attack-template/assets/hit1.png (572 bytes, 5×96×48 white burst).
Diff — main.lua add spritesheet register after the sound loads
sounds.enemy_die_variants = {
sound_load('assets/Bloody punches 3_lightmed.ogg'),
sound_load('assets/Bloody punches 7_lightmed.ogg'),
sound_load('assets/Bloody punches 10_lightmed.ogg'),
}
+-- 5-frame 96×48 white burst sprite used by fx_hit_effect (the
+-- enemy-hit sprite-burst, distinct from the geometric fx_hit_circle).
+-- Mirrors Invoker/main.lua line 207.
+spritesheet_register('hit1', 'assets/hit1.png', 96, 48)
Apply both?
Yes. Also, is there a general projectile hit sound that isn't specific to an attack? Check Orblike v1 for that. If there is, port it over and apply it here when enemies get hit by a projectile. If the sound is different based on different attacks i.e. fireball has one projectile hit sound and other abilities have other sounds then don't port.
Bash (cp E:/a327ex/Invoker/assets/hit1.png E:/a327ex/attack-template/assets/hit1.png &...)
-rw-r--r-- 1 adn 197121 572 May 17 18:51 E:/a327ex/attack-template/assets/hit1.png
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)
Now investigating the projectile-hit sound question across v1.
Grep (hit_sound|projectile_hit_sound|on_hit.*sfx|hit_sounds)
740: hit_sound = 'fireball_hit',
993: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1006: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1024: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1046: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1061: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1081: hit_sounds = {'rf_hit_3'},
8062: if wall_def and wall_def.wall_hit_sounds then
8063: local snd = an.random:choice(wall_def.wall_hit_sounds)
8685: local hit_vol = is_cyclone and 0.5 or (def and def.hit_sounds and 0.45 or 0)
8709: if def and def.hit_sounds then
8710: local snd = an.random:choice(def.hit_sounds)
8914: if hit_any and def and def.hit_sound then
8915: sfx(def.hit_sound, volumes[def.hit_sound])
Investigated. No generic projectile-hit sound exists in v1 — it's per-ability:
| Ability | Hit sound |
|---|---|
fireball, null_arrow |
None on projectile itself — they spawn an area on hit, and the area plays its own hit_sound (e.g. fireball_hit) |
wind_slash |
wind_slash_hit (ability-specific) |
piercing_arrow, arrow_barrage, tornado_shot, rotating_turret, explosive_arrow |
No sound on projectile-enemy hit at all (lines 8331-8338 just damage + knockback + hit_effect + particles) |
righteous_fire (area only) |
hit_sounds = {'rf_hit_3'} per-tick |
Per your rule — "if the sound is different based on different attacks ... don't port" — that fits. No general projectile hit sfx to add. (Note that the seeker itself already plays the enemy_hit "headshot" sample inside seeker:hit, so you're already hearing the body-impact sound on every projectile landing — that's the enemy-side feedback, not a projectile-side feedback.)
Recap of what just shipped this turn:
- assets/hit1.png copied over.
- spritesheet_register('hit1', ...) added to main.lua after the sound loads.
Fire at a seeker again — the hit-effect sprite burst should play cleanly with no draw error.
Hit effect animation looks a bit too slow, check against original. Also, it doesn't seem like the enemy is having its juice applied when its being hit (not flashing nor having spring pulled), check against original too. Make sure that all juice is the same. I'm also not feeling the camera move when the projectile is fired.
Let me dig into all three. Reading v1 sources first.
Read (E:\a327ex\Invoker\v1\main.lua)
10577 hit_effect = object:extend()
10578 function hit_effect:new(x, y, s)
10579 object.new(self)
10580 self.x, self.y = x, y
10581 self.s = s or 1
10582 self.r = an.random:float(0, 2*math.pi)
10583 self:add(animation('hit1', 0.06, 'once', {
10584 [0] = function() self:kill() end,
10585 }))
10586 end
10587
10588 function hit_effect:update(dt)
10589 self.hit1:update(dt)
10590 local x = self.follow and self.follow.x or self.x
10591 local y = self.follow and self.follow.y or self.y
10592 effects:push(x, y, self.r, self.s, self.s)
10593 effects:animation(self.hit1, 0, 0)
10594 effects:pop()
10595 end
10596
10597
10598
10599 -- Effect: fx_effect (general spritesheet animation effect)
10600 -- Usage: an:add(fx_effect(x, y, {name = 'fx_energy_017', r = angle, s = 0.5, speed = 0.04, color = blue}))
10601 fx_effect = object:extend()
10602 function fx_effect:new(x, y, args)
10603 object.new(self)
10604 self.x, self.y = x, y
10605 args = args or {}
10606 self.s = args.s or 1
... [5 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
9370 if since_damage < 2 then return true end
9371 return false
9372 end
9373
9374 -- Draw HP bar above an entity (player or enemy).
9375 function draw_health_ui(entity)
9376 if not should_show_health_ui(entity) then return end
9377 local bar_y = entity.y - entity.h - 2
9378 local bar_w = entity.w
9379 local bar_h = 2
9380 local bg_c = color(30, 30, 30)()
9381 local hp_fill = math.remap(math.max(0, entity.hp), 0, entity.max_hp, 0, bar_w)
9382 ui:rounded_rectangle(entity.x - bar_w*0.5, bar_y, bar_w, bar_h, 1, bg_c)
9383 if hp_fill > 0 then
9384 ui:rounded_rectangle(entity.x - bar_w*0.5, bar_y, hp_fill, bar_h, 1, red())
9385 end
9386 end
9387
9388 -- Apply a flat damage amount to an entity. No defense subtraction.
9389 -- damage: {damage = N, element = 'fire'}
9390 function apply_damage(entity, damage)
9391 if entity.dead then return nil end
9392 local dmg = math.max(0, damage.damage or 0)
9393
9394 local prev_hp = entity.hp
9395 entity.hp = entity.hp - dmg
9396 entity.last_damage_time = an.time
9397
9398 local overkill = 0
9399 if entity.hp <= 0 then
... [30 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
9429 sfx('enemy_hit', (hit_vol or 1)*volumes.enemy_hit)
9430 -- Hit feedback: spring pull + flash
9431 self.spring:pull('main', 0.5, 5, 0.5)
9432 self.flashing = true
9433 self.timer:after(0.15, 'flash', function() self.flashing = false end)
9434
9435 if self.hp <= 0 then
9436 self:die()
9437 end
9438 return result
9439 end
9440
9441 function seeker:die()
9442 sfx('enemy_die_' .. an.random:int(1, 3), volumes.enemy_die)
9443 -- Death effect (dark variant): larger circle, more particles, white -> entity color
9444 self.spring:pull('main', 0.75)
9445 an:add(hit_circle(self.x, self.y, {radius = 14, duration = 0.4}):change_color(0.6, red:clone()))
9446 local death_spin = self.cyclone_spin or 0
9447 for i = 1, an.random:int(4, 6) do
9448 an:add(hit_particle(self.x, self.y, {velocity = an.random:float(100, 300), duration = an.random:float(0.2, 0.5), spin = death_spin}):change_color(0.6, red:clone()))
9449 end
9450 if self.modifiers and array.has(self.modifiers, 'explode_on_death') then
9451 pack_explode_on_death(self)
9452 end
9453 -- Kill any attached aura follow-area so it doesn't linger past the seeker.
9454 if self.aura_area and not self.aura_area.dead then
9455 self.aura_area:kill()
9456 self.aura_area = nil
9457 end
9458 if self.pack then pack_member_died(self.pack, self) end
... [25 more lines]
Read (E:\a327ex\attack-template\seeker.lua)
100
101 self.timer = timer_new()
102 self.spring = spring_new()
103 spring_add(self.spring, 'main', 1)
104
105 -- v1 spawn juice (~9241-9249): spring pop, white flash, hit_circle
106 -- + particle burst tinted to the enemy color. The spawn sound
107 -- ('Buff 13' = enemy_spawn) sells the "thing materialized here"
108 -- feel — important because seekers can spawn off-screen and the
109 -- player's first cue is auditory.
110 sfx(sounds and sounds.enemy_spawn, volumes and volumes.enemy_spawn)
111 spring_pull(self.spring, 'main', 0.75, 3, 0.7)
112 self.flashing = true
113 timer_after(self.timer, 0.15, 'spawn_flash', function() self.flashing = false end)
114 -- Spawn FX target color: the seeker's edition base color when set
115 -- (ruby -> red-ish, emerald -> green-ish, etc.) so the particles read
116 -- as "this enemy" instead of "generic red enemy" under non-default
117 -- editions. edition_base_color returns nil for edition 0 / dynamic
118 -- (23) / palette_cycle (24); we fall back to raw red in those cases.
119 local spawn_c = edition_base_color(self.edition) or red
120 spawn_hit_circle(self.x, self.y, {radius = 10, duration = 0.3}):change_color(0.5, spawn_c)
121 for i = 1, 4 do
122 spawn_particle(self.x, self.y, {
123 velocity = random_float(100, 200),
124 duration = random_float(0.2, 0.4),
125 }):change_color(0.6, spawn_c)
126 end
127 end
128
129
... [50 more lines]
Read (E:\a327ex\attack-template\seeker.lua)
195 v1 pass 0 here so the zone's tick doesn't stack a "headshot"
196 thud per enemy on top of the ambient hum. Fireball (instant
197 area) doesn't pass it → full volume.
198 ]]
199 function seeker:hit(damage, hit_vol)
200 if self._dead or self._dying then return end
201 self.hp = self.hp - (damage or 0)
202 self.last_damage_time = time
203 sfx(sounds and sounds.enemy_hit, (hit_vol or 1)*(volumes and volumes.enemy_hit or 1))
204 spring_pull(self.spring, 'main', 0.5, 5, 0.5)
205 self.flashing = true
206 timer_after(self.timer, 0.15, 'hit_flash', function() self.flashing = false end)
207 if self.hp <= 0 then self:die() end
208 end
209
210
211 --[[
212 seeker:die()
213
214 Death FX + cleanup. Mirrors v1 lines 9441-9460: pick one of 3
215 bloody-punch death sounds, pull main spring, spawn a larger
216 hit_circle (r=14, d=0.4, color-bleed at 0.6), 4-6 particles
217 (vel 100-300, dur 0.2-0.5). Then entity_kill so main.lua's prune
218 pass cleans up.
219 ]]
220 function seeker:die()
221 if self._dead or self._dying then return end
222 if sounds and sounds.enemy_die_variants then
223 sfx(array.random(sounds.enemy_die_variants), volumes and volumes.enemy_die)
224 end
... [45 more lines]
Let me check the seeker's draw to see how flashing/spring are rendered.
Read (E:\a327ex\attack-template\seeker.lua)
290 -- hit / death) stay raw red because v1 hardcodes them that way
291 -- (lines 9246-9248, 9445-9448).
292 set_edition(layer, self.edition)
293 layer_push(layer, self.x, self.y, self.r, s, s)
294 layer_rounded_rectangle(layer, -self.w/2, -self.h/2, self.w, self.h, 3, c())
295 layer_pop(layer)
296 set_edition(layer, 0)
297
298 -- Floating HP bar above the seeker. Drawn after the silhouette
299 -- so it overlays cleanly; gated on last_damage_time so it only
300 -- appears for 2s after the most recent hit (v1 behavior).
301 draw_health_ui(self, layer)
302 end
303
304
305 --[[
306 should_show_health_ui(entity) -> bool
307
308 v1 line 9367-9372. The floating HP bar fades out 2 seconds after
309 the most recent damage event. entity.last_damage_time is the
310 engine `time` at the last :hit; -math.huge keeps it hidden until
311 the seeker takes its first hit.
312 ]]
313 function should_show_health_ui(entity)
314 if not entity then return false end
315 local since_damage = time - (entity.last_damage_time or -math.huge)
316 return since_damage < 2
317 end
318
319
... [30 more lines]
Read (E:\a327ex\attack-template\seeker.lua)
270 else
271 self.r = self.r + self.spin*dt
272 end
273
274 -- Sync the collider's angle to self.r so the box rotates with the
275 -- silhouette (long axis pointing along velocity in normal motion, and
276 -- spinning along with the knockback spin while pushed).
277 -- set_angular_velocity(0) cancels any contact-imparted spin so the body
278 -- doesn't drift between physics steps.
279 self.collider:set_angle(self.r)
280 self.collider:set_angular_velocity(0)
281 end
282
283
284 function seeker:draw(layer)
285 if self._dead or self._dying then return end
286 local s = self.spring.main.x
287 local c = self.flashing and text or red
288 -- v1 lines 9504-9511: set edition, draw, reset. The recolor
289 -- applies to the seeker silhouette ONLY — particles (spawn /
290 -- hit / death) stay raw red because v1 hardcodes them that way
291 -- (lines 9246-9248, 9445-9448).
292 set_edition(layer, self.edition)
293 layer_push(layer, self.x, self.y, self.r, s, s)
294 layer_rounded_rectangle(layer, -self.w/2, -self.h/2, self.w, self.h, 3, c())
295 layer_pop(layer)
296 set_edition(layer, 0)
297
298 -- Floating HP bar above the seeker. Drawn after the silhouette
299 -- so it overlays cleanly; gated on last_damage_time so it only
Let me check spring_new — there might be a redundant spring_add('main') issue.
Read (E:\a327ex\attack-template\anchor\spring.lua)
20 bounce=0.5 is moderate overshoot, common for hit reactions.
21 ]]
22
23 --[[
24 spring_new()
25 Creates a new spring container with a default 'main' spring at value 1.
26 ]]
27 function spring_new()
28 local s = {
29 _names = {},
30 }
31 spring_add(s, 'main', 1)
32 return s
33 end
34
35 --[[
36 spring_add(s, name, [x], [frequency], [bounce])
37 Creates a new named spring with initial value x (default 0), frequency
38 (default 5 Hz), and bounce (default 0.5).
39 ]]
40 function spring_add(s, name, x, frequency, bounce)
41 x = x or 0
42 frequency = frequency or 5
43 bounce = bounce or 0.5
44 if not s[name] then
45 s._names[#s._names + 1] = name
46 end
47 local k = (2*math.pi*frequency)^2
48 local d = 4*math.pi*(1 - bounce)*frequency
49 s[name] = {
... [60 more lines]
Read (E:\a327ex\attack-template\anchor\shake.lua)
100 last_change = 0,
101 }
102 end
103
104 --[[
105 shake_push(s, angle, amount, [frequency], [bounce])
106 Directional spring-based impulse. Multiple pushes combine additively.
107 If push_cap is set, per-frame push accumulation is capped.
108 ]]
109 function shake_push(s, angle, amount, frequency, bounce)
110 ensure_spring(s)
111 if s.push_cap then
112 local remaining = s.push_cap - s.push_used
113 if remaining <= 0 then return end
114 if amount > remaining then amount = remaining end
115 s.push_used = s.push_used + amount
116 end
117 spring_pull(s.spring, 'x', math.cos(angle)*amount, frequency, bounce)
118 spring_pull(s.spring, 'y', math.sin(angle)*amount, frequency, bounce)
119 end
120
121 --[[
122 shake_sine(s, angle, amplitude, frequency, duration)
123 Sinusoidal oscillation along angle.
124 ]]
125 function shake_sine(s, angle, amplitude, frequency, duration)
126 s.sine_instances[#s.sine_instances + 1] = {
127 angle = angle,
128 amplitude = amplitude,
129 frequency = frequency,
... [10 more lines]
Grep (camera.shake:push|shake:push)
1563: an.camera.shake:push(r, 4)
1866: an.camera.shake:push(r, 3)
1946: an.camera.shake:push(r, 3)
2027: an.camera.shake:push(r, 3)
2429: an.camera.shake:push(hit_r, 4)
2513: an.camera.shake:push(self.dash_strike_r, 6)
3008: an.camera.shake:push(chain_r, 3)
3013: an.camera.shake:push(base_r, 8 + charge_t*4)
3111: an.camera.shake:push(base_r, 6)
3148: an.camera.shake:push(base_r, 4)
3240: an.camera.shake:push(self.asal_r, 8)
3278: an.camera.shake:push(self.asal_r, 30, 8, 0.6)
3319: an.camera.shake:push(self.asal_r, 6)
3541: an.camera.shake:push(self.asal_r, 6)
4130: an.camera.shake:push(wobble_r, 0.15)
[Showing results with pagination = limit: 15]
Grep (ensure_spring|function shake_new|function shake_update)
23:function shake_new()
24- return {
25- -- Trauma (Perlin noise shake)
26- trauma_instances = {},
27- trauma_amplitude = {x = 24, y = 24, rotation = 0.2, zoom = 0.2},
28- trauma_time = 0,
29-
30- -- Spring-based push (directional impulses)
31- spring = nil, -- set below
32- push_cap = nil,
33- push_used = 0,
34-
35- -- Random shake instances
36- shake_instances = {},
37-
38- -- Sine / square wave shakes
39- sine_instances = {},
40- square_instances = {},
41-
42- -- Handcam (continuous subtle motion)
43- handcam_enabled = false,
--
52:local function ensure_spring(s)
53- if not s.spring then
54- s.spring = spring_new()
55- spring_add(s.spring, 'x', 0, 3, 0.5)
56- spring_add(s.spring, 'y', 0, 3, 0.5)
57- end
58-end
59-
... [52 more lines]
Grep (shake_get_effects|camera_attach|camera_get_offset)
11: camera_attach(main_camera, game_layer)
12- layer_circle(game_layer, 100, 100, 20, red())
13- -- ... more draws to game_layer
14- camera_detach(main_camera, game_layer)
15-
16- -- Follow a target:
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
20-
21- -- Bounds:
22- camera_set_bounds(main_camera, 0, map_w, 0, map_h)
23-
24- Shake is an integrated sub-structure accessible as camera.shake.
25- Use the shake_* functions on it:
26- shake_push(main_camera.shake, angle, amount)
--
31: - Camera is not attached to layers automatically. Use camera_attach/detach
32- to push/pop transforms onto a layer's stack before/after drawing.
33- - follow_target_id is an entity ID (not a direct reference), resolved via
34- the entities table each frame. If the target dies, follow stops automatically.
35- - For non-entity follow targets (e.g., a raw {x, y} table), follow with a
36- direct reference by setting camera.follow_target directly.
37-]]
38-
39---[[
40- camera_new([w], [h])
41- Creates a new camera. Defaults width and height to global `width`/`height`
42- if set (e.g. at framework init time), otherwise to 480x270.
43-]]
... [42 more lines]
Let me check if our sensor events DO have contact coords, even unused.
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
7070 // physics_get_sensor_begin(tag_a, tag_b) -> array of {sensor_body, visitor_body, sensor_shape, visitor_shape, sensor_tag, visitor_tag}
7071 static int l_physics_get_sensor_begin(lua_State* L) {
7072 const char* tag_a_name = luaL_checkstring(L, 1);
7073 const char* tag_b_name = luaL_checkstring(L, 2);
7074
7075 int tag_a = physics_tag_find(tag_a_name);
7076 int tag_b = physics_tag_find(tag_b_name);
7077 if (tag_a < 0) return luaL_error(L, "Unknown tag: %s", tag_a_name);
7078 if (tag_b < 0) return luaL_error(L, "Unknown tag: %s", tag_b_name);
7079
7080 lua_newtable(L);
7081 int result_index = 1;
7082
7083 for (int i = 0; i < sensor_begin_count; i++) {
7084 PhysicsSensorBeginEvent* e = &sensor_begin_events[i];
7085 if (tags_match(e->sensor_tag, e->visitor_tag, tag_a, tag_b)) {
7086 lua_newtable(L);
7087
7088 // sensor_body
7089 b2BodyId* sensor_body_ud = (b2BodyId*)lua_newuserdata(L, sizeof(b2BodyId));
7090 *sensor_body_ud = e->sensor_body;
7091 lua_setfield(L, -2, "sensor_body");
7092
7093 // visitor_body
7094 b2BodyId* visitor_body_ud = (b2BodyId*)lua_newuserdata(L, sizeof(b2BodyId));
7095 *visitor_body_ud = e->visitor_body;
7096 lua_setfield(L, -2, "visitor_body");
7097
7098 // sensor_shape
7099 b2ShapeId* sensor_shape_ud = (b2ShapeId*)lua_newuserdata(L, sizeof(b2ShapeId));
... [30 more lines]
Let me actually see the hit1.png to understand whether it's opaque or transparent.
Read (E:\a327ex\attack-template\assets\hit1.png)
[
{
"type": "image",
"source": {
"type": "base64",
"data": "iVBORw0KGgoAAAANSUhEUgAAAeAAAAAwCAMAAAD+Q1k8AAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAGUExURf///wAAAFXC034AAAACdFJOU/8A5bcwSgAAAAlwSFlzAAAOwgAADsIBFShKgAAAAbFJREFUeF7t09FuwjAQRFH4/58utm9aIxrVi2YrvJnzBOt4ZDzhdrfSXHBxLrg4F1ycCy7OBRfngotzwcW54OJccHGfVrBfODEXXJwLLu5qBV/uBYr94FvD5xwuWCzyg3u9Dd8z7F7wx71AgQPRbsNELzO7c8GnRrVgppaZPbjgM/3ufzDVyswectMfti14XP2EuRLJiR3kpjcu+BzBDRO13PQuu+Bw/uIGrmbGigqpB6ZSRGc2nBrehOMXN4yLecKKBpkzVnTIbZjIpYZ34fTFDf3kz1gRIPAV6xJEHphqZWYP8fTF58fJn7DyDhLC2L6MbX/i8XeR8gseECE0Frv4MMkzVgQIfMW6BJEHplqZ2UM8ffX5cfQJcxFCZ6zokNswkUsN78Lpqxv60WfMZYg9MJUiOrOC1PAmHL+8YVzNN6ZCBA/MxFLDh9Twh3D++gZuZ2CmRXZiA7npTW76GwIH6rczMFHLTW9y0x92Lvgf/mH7F7B1wVTM5xy7F7B5wfkuV0A2F1zc1Qq+HBdcnAsuzhdanAsuzgUX54KLc8HFueDiXHBxLrg4F1ycCy7tfv8CY2tXCoIsGuQAAAAASUVORK5CYII=",
"media_type": "image/png"
}
}
]
Let me check how v1 layers hit_effect vs enemies — there may be a draw-order detail that hides the masking issue there.
Grep (^effects = layer|effects_layer = |layer_new(.effects)
No matches found
Grep (effects =|effects:draw)
4304: self.psylance_effects = {}
4984:effects = an:layer('effects')
6671: edition_affects_effects = not edition_affects_effects
6977:edition_affects_effects = false
7174: local cam_effects = an.camera:get_effects()
7225: effects:draw()
Read (E:\a327ex\Invoker\v1\main.lua)
7220 ground:draw()
7221 ground_2:draw()
7222 enemy_layer:draw()
7223 ability_layer:draw()
7224 game:draw()
7225 effects:draw()
7226 ui:draw()
7227 hud:draw()
7228 if recording then
7229 -- Capture enough frames to match game time (2 steps = 1 frame at 60fps)
7230 local steps_elapsed = an.step - recording_last_step
7231 local frames_to_capture = math.max(1, math.floor(steps_elapsed/2))
7232 for i = 1, frames_to_capture do
7233 engine_record_frame()
7234 recording_frame = recording_frame + 1
7235 end
7236 recording_last_step = recording_last_step + frames_to_capture*2
7237 end
7238 end
7239
7240
7241 -- Player
7242 player = object:extend()
7243 function player:new(x, y)
7244 object.new(self, 'player')
Investigated all three. The diagnoses are sharper now:
1. Hit effect timing — matches v1
v1/main.lua:10583 uses animation('hit1', 0.06, ...) → 0.06s × 5 frames = 0.3s total. Invoker/fx.lua:197 is also 0.06. We're identical to source. If it feels too slow to you, it's slow in v1 too — propose dropping to 0.04 (0.2s total, the value the early v1 reference at Invoker/reference/004/main.yue:388 used) or 0.03 (0.15s total). Pure feel call.
2. Enemy juice — is being applied; the sprite is hiding it
Seeker:hit IS being called (the hit_effect spawning is downstream of it). The juice mechanics match v1 line-for-line (spring pull 0.5 freq 5 bounce 0.5; flash 0.15s; same sounds). H key already proves the code works.
What's actually happening: the hit_effect spritesheet is an opaque 96×48 white burst (confirmed by reading the PNG). Your seeker is 14×6. The sprite renders on top of the seeker for 0.3s, fully covering both the flash and the spring scale change. The seeker IS reacting — you just can't see it.
v1 has the exact same draw order (enemy_layer:draw() at line 7222, then effects:draw() at 7225 = sprite ON TOP of enemies). So this is accepted v1 behavior — the white burst dominates at the moment of impact and the seeker's own reaction is mostly post-burst. Options:
- a) Accept (v1 behavior).
- b) Shrink the sprite, e.g. s = 0.5 → 48×24 burst (still covers the seeker but enemies along edges show through).
- c) Shorten the hit_effect (drops back to issue #1).
- d) Make seeker's flash longer than the sprite (0.4s instead of 0.15s) so the flash visibly persists after the burst clears.
3. Camera shake — real bug, missing camera_attach
shake_push IS being called and the shake spring IS updating (camera_update runs each frame). But draw() never calls camera_attach(main_camera, layer), so the camera transform — including shake offsets — is never applied to anything. The shake is computed and discarded.
Diff to fix:
init (after main_camera = camera_new(...)):
```lua
- -- Place camera at scene center so world (0..width, 0..height)
- -- maps 1:1 to screen with camera_attach. Without this, the camera's
- -- default (0,0) origin would shift the world off-screen on attach.
- main_camera.x = width/2
- main_camera.y = height/2 ```
draw — wrap each layer's world content with camera_attach/detach. The bg rect stays screen-space (drawn before attach) so the background doesn't shake along with the world:
function draw()
layer_rectangle(floor_layer, 0, 0, width, height, bg())
+ camera_attach(main_camera, floor_layer)
for _, w in ipairs(walls) do w:draw(floor_layer) end
+ camera_detach(main_camera, floor_layer)
layer_render(floor_layer)
layer_draw(floor_layer)
+ camera_attach(main_camera, game_layer)
p:draw(game_layer)
for _, sk in ipairs(seekers) do sk:draw(game_layer) end
for _, pr in ipairs(projectiles) do pr:draw(game_layer) end
for _, f in ipairs(fxs) do f:draw(game_layer) end
+ camera_detach(main_camera, game_layer)
layer_render(game_layer)
layer_draw(game_layer)
if debug_draw_enabled then
+ camera_attach(main_camera, debug_layer)
...existing debug draw code...
+ camera_detach(main_camera, debug_layer)
layer_render(debug_layer)
layer_draw(debug_layer)
end
end
Questions to lock in before I apply
For #3 the fix is unambiguous — go ahead.
For #1 and #2, I need a call from you:
AskUserQuestion
User has answered your questions: "How fast should the hit-effect animation play?"="0.04 — 0.2s total (Recommended)", "How should we handle the hit-effect sprite hiding the seeker's flash?"="Accept v1 behavior (do nothing) (Recommended)". You can now continue with the user's answers in mind.
Two changes — fx.lua animation speed + main.lua camera_attach. Showing both diffs.
Diff A — fx.lua hit_effect speed
-- 0.06s/frame * 5 frames = ~0.3s total (matches v1's 0.06 delay
-- with 'once' mode). The [0] action fires at the end of the
-- animation; we use it to mark the fx dead for the prune pass.
- self.anim = animation_new('hit1', 0.06, 'once', {
+ -- Speed bumped from v1's 0.06 -> 0.04 (0.2s total). v1 felt sluggish
+ -- in attack-template context; 0.04 matches the value used in the
+ -- early v1 reference (Invoker/reference/004/main.yue:388) and snaps
+ -- closer to the seeker hit-flash (0.15s).
+ self.anim = animation_new('hit1', 0.04, 'once', {
[0] = function() self._dead_anim = true end,
})
Diff B — main.lua camera_attach (3 spots) + camera init
B1 — init: place camera at scene center. Right after main_camera = camera_new(...):
main_camera = camera_new(width, height)
+ -- Place camera at scene center so world (0..width, 0..height) maps
+ -- 1:1 to screen with camera_attach. Without this, the camera's
+ -- default (0,0) origin would shift the world off-screen on attach.
+ main_camera.x = width/2
+ main_camera.y = height/2
B2 — floor_layer draw: attach for walls (bg stays screen-space).
function draw()
layer_rectangle(floor_layer, 0, 0, width, height, bg())
+ camera_attach(main_camera, floor_layer)
for _, w in ipairs(walls) do w:draw(floor_layer) end
+ camera_detach(main_camera, floor_layer)
layer_render(floor_layer)
layer_draw(floor_layer)
B3 — game_layer draw: attach for entities.
+ camera_attach(main_camera, game_layer)
p:draw(game_layer)
for _, sk in ipairs(seekers) do sk:draw(game_layer) end
for _, pr in ipairs(projectiles) do pr:draw(game_layer) end
for _, f in ipairs(fxs) do f:draw(game_layer) end
+ camera_detach(main_camera, game_layer)
layer_render(game_layer)
layer_draw(game_layer)
B4 — debug_layer draw: attach for the F2 collider overlay.
if debug_draw_enabled then
local solid_c = lime()
local sensor_c = yellow()
local function draw_collider_shapes(e)
...
end
+ camera_attach(main_camera, debug_layer)
draw_collider_shapes(p)
for _, sk in ipairs(seekers) do draw_collider_shapes(sk) end
for _, w in ipairs(walls) do draw_collider_shapes(w) end
for _, pr in ipairs(projectiles) do draw_collider_shapes(pr) end
+ camera_detach(main_camera, debug_layer)
layer_render(debug_layer)
layer_draw(debug_layer)
end
Apply both diffs?
Yes, you can remove the comments.
Edit (E:\a327ex\attack-template\fx.lua)
The file E:\a327ex\attack-template\fx.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...)
SYNTAX_OK
Both files parse clean. Test: - Fire: camera should now visibly jolt in the fire direction on every shot. - Hit effect: sprite burst plays faster (0.2s vs prior 0.3s). - Enemy juice: still hidden under the sprite burst at impact, but the seeker reaction (flash + scale pulse) should be slightly more visible after the burst clears since the sprite now fades 0.1s sooner.
Let me know how it reads.
Perfect, I believe projectiles are done, unless I forgot to add/check any interaction.
Quick audit of what shipped vs what's deferred — flag anything in the second list that should actually be in the first.
Shipped (working)
- Straight-line movement with
max_rangecap - Spawn juice (spring + flash)
- Wall raycast → hit FX (white puff + colored particles) → die
- Enemy sensor hit → damage + hit_effect sprite + 1–2 colored particles → die
- Death FX (circle + particles, edition-tinted)
- Edition shader bracket on draw; particle colors derive from caster edition
- Caster-side juice: directional camera shake, recoil spring, white flash
- Muzzle FX (white puff + 2 cone particles)
- 8-unit spawn offset along aim
- Sensor box rotates to fire angle, doesn't physically block
- F2 debug overlay shows projectile sensor in yellow
- Generic
spawn_projectile(caster, opts)so any future caster (AI enemy, turret) plugs in
Intentionally deferred (per session 2 decisions or per-carrier scope)
- Homing / linear-return / arc-return movement — modifier-territory; not in scope
- Pierce / chain / multistrike — modifier-territory; not in scope
- Multi-shot (nova/spread/back/sides/parallel) — modifier-territory; not in scope
- Cascade / echo / cast_on_apex/expire/tick — modifier-territory; not in scope
- Knockback on enemy hit — v1 only knocks back when
knockback+/++/+++modifier is set; with no mods, no knockback. We match v1. - Sound on fire / hit / wall — per your "skip sounds for now" call; per-element when each is ported
- Shape variants (ball-lightning circle, wind-slash orbiting blades, arc crescent) — these become separate carrier files / shape opts later
wall_edge_wave_impulse(wall outline ripples on impact) — needs wall.lua to expose per-vertex offsetswall_arrow(stuck-arrow visual decaying ~1s) — arrow-type specific, port when arrows shipdamaged_by_areacooldown on seekers — only matters when persistent zones exist; relevant when area carrier lands
Worth flagging (not gaps per se, but design choices to be aware of)
- No projectile↔player collision enabled — projectiles only fire sensor events with
enemy. If you want enemy-fired projectiles to hurt the player later, you'll either add a second sensor enable forprojectile↔playerOR introduce a separateenemy_projectiletag. Cleanest is the second — keeps friendly-fire impossible by construction. - No projectile↔projectile collision — they pass through each other. Probably fine; v1 same.
damagedefaults to 1 in the carrier; raw value, no per-ability scaling. v1's×0.55/×0.3multipliers were per-ability; we leave that to the caller.- Spawn juice for projectile itself (spring + flash) — present and matches v1.
If none of the deferred items should actually be in scope right now, projectiles are done. Otherwise call them out and I'll loop back.
What are the sounds used for various projectile attacks in Orblike v1?
Let me extract the full set of projectile sound mappings from v1 by reading the ability definitions and any relevant sound usage.
Read (E:\a327ex\Invoker\v1\main.lua)
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,
724 element = 'null',
725 fire_sound = 'caustic_arrow_fire',
726 area_sound = 'fireball_hit',
727 area_radius = 33,
728 area_duration = 4,
729 area_tick_rate = 0.5,
730 },
731 fissure = {
732 activation = 'manual',
733 tags = {'area', 'earth', 'melee'},
... [355 more lines]
Compiled from v1's abilities = {...} table (lines 704-1084) plus the inline sound calls in projectile:on_hit. There are 9 projectile-carrier abilities in v1. Here's the full mapping:
Fire sounds (on cast)
| Ability | Element | Fire sound(s) | Notes |
|---|---|---|---|
fireball |
fire | fireball_fire |
Single warm "fwoosh" |
null_arrow |
null | caustic_arrow_fire |
Single muffled hiss (the "null arrow" purple variant) |
ball_lightning |
lightning | arc_cast |
Cracking lightning cast |
wind_slash |
wind | wind_slash_cast |
Distinctive whip-slash whoosh |
piercing_arrow |
physical | arrow_hit_wood + arrow_shoot (both played simultaneously) |
Two-layer arrow shot |
arrow_barrage |
physical | arrow_hit_wood + arrow_shoot |
Same as piercing — fires 6× with barrage_delay = 0.06 |
rotating_turret (turret-fired) |
physical | arrow_hit_wood + arrow_shoot |
Same arrow stack |
explosive_arrow |
fire/physical | explosive_arrow_fire |
Hisses → explodes later |
tornado_shot |
wind/physical | wind_proj_3 @ vol 0.45 |
One of three wind_proj_1/2/3 samples; tornado picks 3 specifically. The burst_sound (when the projectile dies and spawns secondaries) is windfield_cast |
Enemy hit sounds (on projectile→enemy)
There is no generic "projectile hit enemy" sound. v1's projectile:on_hit branches per ability:
| Ability | Hit sound | Source |
|---|---|---|
fireball |
None on projectile — area it spawns plays fireball_hit |
def.area_sound |
null_arrow |
None on projectile — area it spawns plays fireball_hit |
def.area_sound |
wind_slash |
wind_slash_hit |
Hardcoded in projectile:on_hit line 8342 |
tornado_shot, piercing_arrow, arrow_barrage, rotating_turret, explosive_arrow |
None | Pure visual feedback (hit_effect + particles) |
The only audio feedback the player hears on most projectile→enemy hits comes from the enemy itself (the seeker's enemy_hit "headshot" sample inside seeker:hit) — which you already have wired in attack-template.
Wall hit sounds (per-ability wall_hit_sounds)
Played via array.random of the list, volume scaled by distance to player (max(1 - dist/500, 0.15)):
| Ability | Wall hit sounds |
|---|---|
piercing_arrow, arrow_barrage, rotating_turret, explosive_arrow, tornado_shot |
{'arrow_hit_wall_1', 'arrow_hit_wall_2'} — random of two arrow-thunk samples |
fireball, null_arrow, ball_lightning, wind_slash |
No wall_hit_sounds — silent wall hit (visual FX only) |
The wall_hit_sounds are tightly arrow-themed. v1 doesn't have a "generic projectile thuds against wall" sound for non-arrow projectiles.
Patterns to take away
- Arrow-stack (
arrow_hit_wood + arrow_shoot) is the v1 "physical bow shot" preset — 5 abilities reuse it (piercing_arrow, arrow_barrage, rotating_turret, explosive_arrow's fire is slightly different, tornado_shot uses wind_proj instead). - Wall sound is per-element — arrow types get
arrow_hit_wall_*; spell types get silence (visuals only). No generic wall thud. - Enemy-hit sound is rare on projectiles — only
wind_slashplays one directly; most rely on the enemy's ownenemy_hitsample or the area'sarea_soundwhen one is spawned. - Pitch jitter is engine default —
sfx(name, vol, pitch)defaults pitch torandom_float(0.95, 1.05)so repeated shots don't sound mechanical. _lightmedsuffix is appended automatically (10-bit bitcrush, 3× SR reduction) — the global defaultsound_mode.
Where to find the files
All in Invoker/v1/assets/ (mirrored in Invoker/assets/ for the current project). Most have a _lightmed variant suffix — that's the version sfx() actually loads by default.
This is useful context for whenever a per-carrier element flavor lands. For attack-template's current minimal projectile, the takeaway is: no global hit_sound or wall_hit_sound to port. They're all per-ability and arrow-themed. The carrier itself should stay sound-agnostic; sounds get attached when a specific ability is implemented on top of it.
Question, we won't do this this session, but can we implement the bitcrush + SR reduction effect in-engine?
Short answer: yes, easily. The math is trivial (handful of ops per sample), and replacing the _lightmed pre-baked workflow with runtime DSP is a clean win. Let me check the engine's audio backend so the answer is grounded.
Grep (sound_load|sound_play|miniaudio|SDL_audio|SDL_mixer|ma_decoder|stb_vorbis|audio_callback)
58:#include <stb_vorbis.c>
65:#include <miniaudio.h>
127:// occur). Same for ma_decoder_init/uninit on Sound/Music structs. After a
490:// Audio: miniaudio engine, sound pool
1303:static Sound* sound_load(const char* path) {
1327: ma_decoder_config decoder_config = ma_decoder_config_init(ma_format_f32, 2, audio_engine.sampleRate);
1328: ma_decoder decoder;
1329: ma_result result = ma_decoder_init_memory(sound->data, sound->data_size, &decoder_config, &decoder);
1336: ma_decoder_uninit(&decoder);
1363: ma_decoder decoder; // Decoder for memory-based sounds
1396: ma_decoder_uninit(&playing_sounds[i].decoder);
1409: ma_decoder_uninit(&playing_sounds[i].decoder);
1421:static int sound_play(Sound* sound, float volume, float pitch) {
1450: ma_decoder_config decoder_config = ma_decoder_config_init(ma_format_f32, 2, audio_engine.sampleRate);
1451: ma_result result = ma_decoder_init_memory(sound->data, sound->data_size, &decoder_config, &playing_sounds[slot].decoder);
1461: ma_decoder_uninit(&playing_sounds[slot].decoder);
1503: ma_decoder_uninit(&playing_sounds[slot].decoder);
1517: ma_decoder decoder; // Decoder for memory-based music
1554: ma_decoder_config decoder_config = ma_decoder_config_init(ma_format_f32, 2, audio_engine.sampleRate);
1555: ma_result result = ma_decoder_init_memory(music->data, music->data_size, &decoder_config, &music->decoder);
1567: ma_decoder_uninit(&music->decoder);
1584: ma_decoder_uninit(&music->decoder);
5302:static int l_sound_load(lua_State* L) {
5304: Sound* sound = sound_load(path);
5312:static int l_sound_play(lua_State* L) {
[Showing results with pagination = limit: 25]
Grep (ma_decoder_read_pcm_frames|data_callback|audio_callback|playing_sounds[|mixing|pCMD|process_audio)
123:// Playing-sound slot count is read by iterating playing_sounds[].in_use.
1370:static PlayingSound playing_sounds[MAX_PLAYING_SOUNDS];
1382: if (!playing_sounds[slot].in_use) return false;
1383: if ((playing_sounds[slot].generation & 0x7FFFFF) != expected_gen) return false;
1393: if (playing_sounds[i].in_use) {
1394: if (!ma_sound_is_playing(&playing_sounds[i].sound)) {
1395: ma_sound_uninit(&playing_sounds[i].sound);
1396: ma_decoder_uninit(&playing_sounds[i].decoder);
1397: playing_sounds[i].in_use = false;
1406: if (playing_sounds[i].in_use) {
1407: ma_sound_stop(&playing_sounds[i].sound);
1408: ma_sound_uninit(&playing_sounds[i].sound);
1409: ma_decoder_uninit(&playing_sounds[i].decoder);
1410: playing_sounds[i].in_use = false;
1427: if (!playing_sounds[i].in_use) {
1437: if (!playing_sounds[i].in_use) {
1451: ma_result result = ma_decoder_init_memory(sound->data, sound->data_size, &decoder_config, &playing_sounds[slot].decoder);
1458: result = ma_sound_init_from_data_source(&audio_engine, &playing_sounds[slot].decoder, 0, NULL, &playing_sounds[slot].sound);
1461: ma_decoder_uninit(&playing_sounds[slot].decoder);
1466: playing_sounds[slot].user_pitch = pitch;
1467: playing_sounds[slot].user_volume = volume;
1470: ma_sound_set_volume(&playing_sounds[slot].sound, linear_to_perceptual(volume * sound_master_volume));
1473: ma_sound_set_pitch(&playing_sounds[slot].sound, pitch * audio_master_pitch);
1475: playing_sounds[slot].generation++;
1476: playing_sounds[slot].in_use = true;
[Showing results with pagination = limit: 25]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
1421 static int sound_play(Sound* sound, float volume, float pitch) {
1422 if (!audio_initialized || !sound || headless_mode) return -1;
1423
1424 // Find a free slot
1425 int slot = -1;
1426 for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
1427 if (!playing_sounds[i].in_use) {
1428 slot = i;
1429 break;
1430 }
1431 }
1432
1433 if (slot == -1) {
1434 // No free slots - try to reclaim finished sounds
1435 sound_cleanup_finished();
1436 for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
1437 if (!playing_sounds[i].in_use) {
1438 slot = i;
1439 break;
1440 }
1441 }
1442 }
1443
1444 if (slot == -1) {
1445 fprintf(stderr, "No free sound slots available\n");
1446 return -1;
1447 }
1448
1449 // Initialize decoder from memory
1450 ma_decoder_config decoder_config = ma_decoder_config_init(ma_format_f32, 2, audio_engine.sampleRate);
... [60 more lines]
Yes — trivial in the engine. Here's the lay of the land for whenever you pick it up:
Backend confirmed
Anchor 2 uses miniaudio with f32 float samples at the engine's sample rate, stereo (anchor.c:1450). Every voice goes through an ma_decoder → ma_sound chain into the master audio_engine. miniaudio is a friendly host for DSP — three insertion points available:
- Custom
ma_data_sourcewrapper — wrap each voice's decoder so the read callback applies DSP before returning samples. Standard per-voice effect pattern. Cleanest fit here — per-voice state, isolates SFX from music trivially. ma_nodeeffect node — miniaudio's node graph lets you stitch effects between voices and master, per-bus. More flexible (good if you ever want bus-level routing) but more setup overhead.- Engine-level
dataCallbackpost-process — post-process the final mix buffer. Simplest code but applies to literally everything including music. Don't want this.
The DSP math
// Bitcrush: quantize to N effective bits. ~3 flops/sample.
static inline float bitcrush(float s, int bits) {
float steps = (float)(1 << (bits - 1));
return roundf(s * steps) / steps;
}
// Sample-rate reduction: hold-and-repeat for K samples. ~2 flops + 1 cmp.
// Per-channel state: float held, int counter.
static inline float sr_reduce(float s, int div, float* held, int* counter) {
if ((*counter)++ >= div) {
*counter = 0;
*held = s;
}
return *held;
}
For "_lightmed" exact match: bits = 10, div = 3 (at 48 kHz engine SR, that's ~16 kHz effective). Per-voice state is 2 floats + 1 int per channel — ~16 bytes total. CPU is rounding errors compared to the decode work miniaudio already does.
Asset savings
Invoker/v1's assets/ has ~190 sounds × 2 variants = ~380 files (every sound has a _lightmed baked twin). Runtime DSP eliminates the entire baked layer — ~half the audio asset weight (~15 MB), much simpler asset pipeline for future projects.
API design questions to settle when you implement
- Apply how? Three options, increasing power:
- Global toggle:
sfx_lightmed(true)— one switch, all sounds get it. Simple but no per-sound control. - Per-sound at load:
sound_load('foo.ogg', {bitcrush = 10, sr_div = 3})— flexible, explicit. - Default-on with per-sound opt-out: defaults applied at load, opt out with
{lightmed = false}. Best of both — matches Invoker's "everything is lightmed unless told otherwise" implicit convention.
- Global toggle:
- Music bypass. Almost certainly yes — only SFX wants the lo-fi treatment. Per-voice flag handles this naturally; just don't set it on the music decoder.
- Author-time A/B. Worth exposing live toggle so you can compare with/without while tuning a sound —
set_sfx_dsp_enabled(true/false)from Lua.
What this costs
- ~50 lines of C in
anchor.c(the wrapper data source + a Lua binding or two). - Zero perceivable CPU. A handful of flops per sample × 96k samples/sec stereo at 48 kHz = under 1 ms/sec of CPU — invisible.
- Backwards compat: existing projects shipping
_lightmed.oggfiles keep working. The suffix-load convention insfx()is Lua-side; you'd just stop using it for new projects.
Recommendation when you tackle it
Per-voice data source wrapper (option 1), default-on with lightmed values, exposed as a {lightmed = true/false} flag at sound_load time. Music gets {lightmed = false}. One global toggle for A/B during development. New projects can drop _lightmed.ogg files entirely; the API stays clean.
Want me to remember this in a memory file so it surfaces next time you open an Anchor 2 session?
Hmm, this seems good, actually do this now. I'd like a system where, whenever we add new sounds, I can select the sound and then play with the bitcrush + sr div values until I find the specific values needed for that sound, and then they are loaded with those values. Is that possible too?
Yes, fully possible — and a great design. Let me lay out the architecture, then ask which scope you want this session.
The engine + tuning workflow, end to end
Engine side (C, anchor.c — ~70-90 lines added)
Per-voice DSP state lives in each playing_sounds[] slot. The DSP itself is the trivial math I sketched earlier, applied in a ma_data_source wrapper inserted between the decoder and the mixer. New Lua API:
-- Load with default-no-DSP. Existing call signature unchanged.
sound_load(path)
-- Play with optional per-voice DSP. bits=0 or sr_div=1 = pass-through.
sound_play(sound, vol, pitch, bits, sr_div)
-- Live retune a playing voice (the tuner uses this in a tight loop).
sound_handle_set_dsp(handle, bits, sr_div)
Lua side (project — sfx wrapper consults a tuning table)
A flat per-sound tuning table the project owns, e.g. in attack-template/sound_tuning.lua:
return {
['enemy_hit'] = {bits = 10, sr_div = 3},
['player_hit'] = {bits = 10, sr_div = 3},
['fireball_fire'] = {bits = 8, sr_div = 4},
-- entries you haven't tuned: pass-through (bits = 0)
}
A wrapper in main.lua looks up the entry on every sfx() call and passes the values to sound_play. New sounds with no entry play clean. Replaces _lightmed suffix dependence entirely.
Tuning scene (debug-time UI in main.lua, gated behind a key)
Press something like F3 to enter tuning mode. The UI overlay shows:
TUNING: enemy_hit [12/14]
bits: 10 (1..16, [ / ] adjust)
sr_div: 3 (1..8, - / = adjust)
Up/Down: switch sound
Space: replay
S: save sound_tuning.lua → written, restart to apply
Live mechanics:
- Up/Down cycles through every sound_load'd sound (engine exposes a sound_list()).
- [ / ] decrement/increment bits; - / = for sr_div.
- Space plays the sound with current DSP. Or auto-replay every N seconds so you hear changes immediately.
- S writes the in-memory table to sound_tuning.lua (the engine gets a file_write_string(path, str) helper if it doesn't already have one — quick check).
- On project boot, sound_tuning.lua is required and feeds the sfx wrapper.
That's the full loop. Concrete, minimal, works without authoring tools outside the game.
What I want to confirm before writing
AskUserQuestion
User has answered your questions: "How big a bite this session?"="Everything: engine + sfx wrapper + live tuning UI", "How should the sound_tuning.lua table be saved?"="Engine file_write_string helper (Recommended)", "Replay during tuning — auto or manual?"="Auto-replay every 0.5s while editing (Recommended)". You can now continue with the user's answers in mind.
Big bite. Let me read the relevant engine code in full before designing the C diff — I need exact struct layouts and the existing Lua binding shape.
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
1300 size_t data_size; // Size of audio data
1301 } Sound;
1302
1303 static Sound* sound_load(const char* path) {
1304 Sound* sound = (Sound*)malloc(sizeof(Sound));
1305 if (!sound) return NULL;
1306
1307 strncpy(sound->path, path, MAX_SOUND_PATH - 1);
1308 sound->path[MAX_SOUND_PATH - 1] = '\0';
1309
1310 if (headless_mode) {
1311 // Headless: return valid pointer but skip audio data loading
1312 sound->data = NULL;
1313 sound->data_size = 0;
1314 return sound;
1315 }
1316
1317 // Load audio data from zip or disk
1318 sound->data = zip_read_file(path, &sound->data_size);
1319 if (!sound->data) {
1320 fprintf(stderr, "Failed to load sound file: %s\n", path);
1321 free(sound);
1322 return NULL;
1323 }
1324
1325 // Verify the file can be decoded by attempting to init a sound
1326 if (audio_initialized) {
1327 ma_decoder_config decoder_config = ma_decoder_config_init(ma_format_f32, 2, audio_engine.sampleRate);
1328 ma_decoder decoder;
1329 ma_result result = ma_decoder_init_memory(sound->data, sound->data_size, &decoder_config, &decoder);
... [145 more lines]
Grep (l_sound_load|l_sound_play|l_sound_handle_set)
5302:static int l_sound_load(lua_State* L) {
5312:static int l_sound_play(lua_State* L) {
5320:static int l_sound_play_handle(lua_State* L) {
5333:static int l_sound_handle_set_pitch(lua_State* L) {
5340:static int l_sound_handle_set_volume(lua_State* L) {
5353:static int l_sound_handle_set_looping(lua_State* L) {
9240: lua_register(L, "sound_load", l_sound_load);
9241: lua_register(L, "sound_play", l_sound_play);
9242: lua_register(L, "sound_play_handle", l_sound_play_handle);
9243: lua_register(L, "sound_handle_set_pitch", l_sound_handle_set_pitch);
9244: lua_register(L, "sound_handle_set_volume", l_sound_handle_set_volume);
9246: lua_register(L, "sound_handle_set_looping", l_sound_handle_set_looping);
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
5300
5301 // Audio Lua bindings
5302 static int l_sound_load(lua_State* L) {
5303 const char* path = luaL_checkstring(L, 1);
5304 Sound* sound = sound_load(path);
5305 if (!sound) {
5306 return luaL_error(L, "Failed to load sound: %s", path);
5307 }
5308 lua_pushlightuserdata(L, sound);
5309 return 1;
5310 }
5311
5312 static int l_sound_play(lua_State* L) {
5313 Sound* sound = (Sound*)lua_touserdata(L, 1);
5314 float volume = (float)luaL_optnumber(L, 2, 1.0);
5315 float pitch = (float)luaL_optnumber(L, 3, 1.0);
5316 sound_play(sound, volume, pitch);
5317 return 0;
5318 }
5319
5320 static int l_sound_play_handle(lua_State* L) {
5321 Sound* sound = (Sound*)lua_touserdata(L, 1);
5322 float volume = (float)luaL_optnumber(L, 2, 1.0);
5323 float pitch = (float)luaL_optnumber(L, 3, 1.0);
5324 int slot = sound_play(sound, volume, pitch);
5325 if (slot == -1) {
5326 lua_pushinteger(L, -1);
5327 } else {
5328 lua_pushinteger(L, sound_handle_encode(slot, playing_sounds[slot].generation));
5329 }
... [50 more lines]
Grep (file_write|fs_write|l_file_write|"file_write"|"fs_)
No matches found
Grep (ma_data_source_init|ma_data_source_vtable|ma_data_source_base)
No matches found
Bash (ls E:/a327ex/Anchor2/framework/anchor/ 2>&1 | head -30 && echo --- && ls E:/a327...)
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
spring.lua
spritesheet.lua
timer.lua
---
animation.lua
array.lua
camera.lua
class.lua
collider.lua
color.lua
font.lua
helpers.lua
image.lua
... [11 more lines]
I have the full plan. Going to show it in three review-and-write cycles since this is substantial: (A) engine C, (B) sound_tuning.lua + sfx wrapper, (C) tuning UI. Showing Phase A first; after you approve and I build, we move to B and C.
Phase A — Anchor2/engine/src/anchor.c changes
Design summary
- Add a
DSPDataSource— a miniaudioma_data_sourcewrapper that sits between the per-voice decoder and the mixer, applying bitcrush + sample-rate reduction inline. Stored perPlayingSoundslot. - DSP is always inserted for every voice — the wrapper short-circuits to pass-through when
bits >= 16andsr_div == 1, so the cost in the no-DSP case is one branch per frame block. This meanssound_handle_set_dspcan tune any playing voice without needing to tear it down. sound_play(...)gains optionalbits(default 16) andsr_div(default 1) arguments. Existing call sites unchanged because the new args are optional.- New globals:
sound_handle_set_dsp(handle, bits, sr_div),sound_get_path(sound) -> string,sound_list() -> array of {sound, path},file_write_string(path, content) -> bool. - DSP order is SR reduce → bitcrush (matches hardware lo-fi: sample-then-quantize).
- Tuning is keyed by file path, not Lua name. Engine already stores the path; project code doesn't need a registry.
The C diff
Insert after the Sound block / sound_destroy (~line 1355), before MAX_PLAYING_SOUNDS:
// =====================================================================
// DSP data source — wraps a decoder, applies per-sound bitcrush + SR
// reduction inline before samples reach the mixer. Always inserted in
// the per-voice chain; pass-through when bits >= 16 and sr_div == 1.
// SR reduce → bitcrush (sample then quantize), per-channel state.
// =====================================================================
typedef struct {
ma_data_source_base base;
ma_decoder* decoder;
int bits; // 1..16; >=16 = no bitcrush
int sr_div; // 1..N; 1 = no SR reduction
int sr_counter[2]; // per-channel
float held[2]; // per-channel last-emitted sample
} DSPDataSource;
static ma_result dsp_ds_on_read(ma_data_source* ds, void* frames_out,
ma_uint64 frame_count, ma_uint64* frames_read) {
DSPDataSource* d = (DSPDataSource*)ds;
ma_result r = ma_decoder_read_pcm_frames(d->decoder, frames_out,
frame_count, frames_read);
if (r != MA_SUCCESS) return r;
bool do_bitcrush = (d->bits >= 1 && d->bits < 16);
bool do_sr = (d->sr_div > 1);
if (!do_bitcrush && !do_sr) return MA_SUCCESS;
float* f = (float*)frames_out;
ma_uint64 n = *frames_read;
float steps = do_bitcrush ? (float)(1 << (d->bits - 1)) : 0.0f;
for (ma_uint64 i = 0; i < n; i++) {
for (int c = 0; c < 2; c++) {
float s = f[i * 2 + c];
if (do_sr) {
if (++d->sr_counter[c] >= d->sr_div) {
d->sr_counter[c] = 0;
d->held[c] = s;
}
s = d->held[c];
}
if (do_bitcrush) {
s = roundf(s * steps)/steps;
}
f[i * 2 + c] = s;
}
}
return MA_SUCCESS;
}
static ma_result dsp_ds_on_seek(ma_data_source* ds, ma_uint64 frame_index) {
DSPDataSource* d = (DSPDataSource*)ds;
return ma_decoder_seek_to_pcm_frame(d->decoder, frame_index);
}
static ma_result dsp_ds_on_get_data_format(ma_data_source* ds,
ma_format* format, ma_uint32* channels,
ma_uint32* sample_rate, ma_channel* channel_map,
size_t channel_map_cap) {
DSPDataSource* d = (DSPDataSource*)ds;
return ma_data_source_get_data_format(d->decoder, format, channels,
sample_rate, channel_map, channel_map_cap);
}
static ma_result dsp_ds_on_get_cursor(ma_data_source* ds, ma_uint64* cursor) {
DSPDataSource* d = (DSPDataSource*)ds;
return ma_decoder_get_cursor_in_pcm_frames(d->decoder, cursor);
}
static ma_result dsp_ds_on_get_length(ma_data_source* ds, ma_uint64* length) {
DSPDataSource* d = (DSPDataSource*)ds;
return ma_decoder_get_length_in_pcm_frames(d->decoder, length);
}
static ma_data_source_vtable dsp_ds_vtable = {
dsp_ds_on_read,
dsp_ds_on_seek,
dsp_ds_on_get_data_format,
dsp_ds_on_get_cursor,
dsp_ds_on_get_length,
NULL,
0
};
static ma_result dsp_ds_init(DSPDataSource* ds, ma_decoder* decoder,
int bits, int sr_div) {
ma_data_source_config config = ma_data_source_config_init();
config.vtable = &dsp_ds_vtable;
ma_result r = ma_data_source_init(&config, &ds->base);
if (r != MA_SUCCESS) return r;
ds->decoder = decoder;
ds->bits = bits;
ds->sr_div = sr_div;
ds->sr_counter[0] = ds->sr_counter[1] = 0;
ds->held[0] = ds->held[1] = 0.0f;
return MA_SUCCESS;
}
// Loaded-sound registry for sound_list() enumeration.
\#define MAX_LOADED_SOUNDS 1024
static Sound* loaded_sounds[MAX_LOADED_SOUNDS];
static int loaded_sounds_count = 0;
Modify sound_load to append to the registry (insert after the existing mem_sound_count++ line, before the final return):
printf("Loaded sound: %s (%zu bytes)\n", path, sound->data_size);
mem_sound_count++;
mem_sound_bytes += sound->data_size;
+ if (loaded_sounds_count < MAX_LOADED_SOUNDS) {
+ loaded_sounds[loaded_sounds_count++] = sound;
+ }
return sound;
}
Modify PlayingSound struct to add DSP wrapper:
typedef struct {
ma_sound sound;
ma_decoder decoder;
+ DSPDataSource dsp; // always-inserted DSP wrapper (pass-through by default)
bool in_use;
uint32_t generation;
float user_pitch;
float user_volume;
} PlayingSound;
Modify sound_play signature and body to wire DSP:
-static int sound_play(Sound* sound, float volume, float pitch) {
+static int sound_play(Sound* sound, float volume, float pitch, int bits, int sr_div) {
if (!audio_initialized || !sound || headless_mode) return -1;
+ if (bits <= 0) bits = 16;
+ if (sr_div <= 0) sr_div = 1;
// ... slot finding (unchanged) ...
ma_decoder_config decoder_config = ma_decoder_config_init(ma_format_f32, 2, audio_engine.sampleRate);
ma_result result = ma_decoder_init_memory(sound->data, sound->data_size, &decoder_config, &playing_sounds[slot].decoder);
if (result != MA_SUCCESS) {
fprintf(stderr, "Failed to decode sound: %s (error %d)\n", sound->path, result);
return -1;
}
- result = ma_sound_init_from_data_source(&audio_engine, &playing_sounds[slot].decoder, 0, NULL, &playing_sounds[slot].sound);
+ // Always init DSP wrapper — pass-through cost is one branch per
+ // block when bits>=16 and sr_div==1. Lets sound_handle_set_dsp
+ // tune any voice live without rebuild.
+ result = dsp_ds_init(&playing_sounds[slot].dsp,
+ &playing_sounds[slot].decoder, bits, sr_div);
+ if (result != MA_SUCCESS) {
+ fprintf(stderr, "Failed to init DSP wrapper: %s (error %d)\n", sound->path, result);
+ ma_decoder_uninit(&playing_sounds[slot].decoder);
+ return -1;
+ }
+
+ result = ma_sound_init_from_data_source(&audio_engine,
+ &playing_sounds[slot].dsp, 0, NULL,
+ &playing_sounds[slot].sound);
if (result != MA_SUCCESS) {
fprintf(stderr, "Failed to play sound: %s (error %d)\n", sound->path, result);
+ ma_data_source_uninit(&playing_sounds[slot].dsp.base);
ma_decoder_uninit(&playing_sounds[slot].decoder);
return -1;
}
// ... rest unchanged ...
Modify the three cleanup paths to also uninit the DSP wrapper. Each of sound_cleanup_finished, sound_cleanup_all, and sound_handle_stop has the pattern:
ma_sound_uninit(&playing_sounds[i].sound);
+ ma_data_source_uninit(&playing_sounds[i].dsp.base);
ma_decoder_uninit(&playing_sounds[i].decoder);
playing_sounds[i].in_use = false;
Add sound_handle_set_dsp (near the other sound_handle_* setters, ~line 1487):
static void sound_handle_set_dsp(int handle, int bits, int sr_div) {
int slot;
if (!sound_handle_decode(handle, &slot)) return;
if (bits < 1) bits = 1;
if (bits > 16) bits = 16;
if (sr_div < 1) sr_div = 1;
playing_sounds[slot].dsp.bits = bits;
playing_sounds[slot].dsp.sr_div = sr_div;
playing_sounds[slot].dsp.sr_counter[0] = 0;
playing_sounds[slot].dsp.sr_counter[1] = 0;
}
Add file_write_string (place near other utility helpers):
static bool file_write_string(const char* path, const char* content, size_t len) {
FILE* f = fopen(path, "wb");
if (!f) return false;
size_t wrote = fwrite(content, 1, len, f);
fclose(f);
return wrote == len;
}
Update existing l_sound_play and l_sound_play_handle to accept bits/sr_div, and add four new Lua bindings (near the other sound bindings ~line 5300):
static int l_sound_play(lua_State* L) {
Sound* sound = (Sound*)lua_touserdata(L, 1);
float volume = (float)luaL_optnumber(L, 2, 1.0);
float pitch = (float)luaL_optnumber(L, 3, 1.0);
- sound_play(sound, volume, pitch);
+ int bits = (int)luaL_optinteger(L, 4, 16);
+ int sr_div = (int)luaL_optinteger(L, 5, 1);
+ sound_play(sound, volume, pitch, bits, sr_div);
return 0;
}
static int l_sound_play_handle(lua_State* L) {
Sound* sound = (Sound*)lua_touserdata(L, 1);
float volume = (float)luaL_optnumber(L, 2, 1.0);
float pitch = (float)luaL_optnumber(L, 3, 1.0);
- int slot = sound_play(sound, volume, pitch);
+ int bits = (int)luaL_optinteger(L, 4, 16);
+ int sr_div = (int)luaL_optinteger(L, 5, 1);
+ int slot = sound_play(sound, volume, pitch, bits, sr_div);
if (slot == -1) {
lua_pushinteger(L, -1);
} else {
lua_pushinteger(L, sound_handle_encode(slot, playing_sounds[slot].generation));
}
return 1;
}
static int l_sound_handle_set_dsp(lua_State* L) {
int handle = (int)luaL_checkinteger(L, 1);
int bits = (int)luaL_checkinteger(L, 2);
int sr_div = (int)luaL_checkinteger(L, 3);
sound_handle_set_dsp(handle, bits, sr_div);
return 0;
}
static int l_sound_get_path(lua_State* L) {
Sound* sound = (Sound*)lua_touserdata(L, 1);
lua_pushstring(L, sound ? sound->path : "");
return 1;
}
static int l_sound_list(lua_State* L) {
lua_newtable(L);
for (int i = 0; i < loaded_sounds_count; i++) {
lua_newtable(L);
lua_pushlightuserdata(L, loaded_sounds[i]);
lua_setfield(L, -2, "sound");
lua_pushstring(L, loaded_sounds[i]->path);
lua_setfield(L, -2, "path");
lua_rawseti(L, -2, i + 1);
}
return 1;
}
static int l_file_write_string(lua_State* L) {
const char* path = luaL_checkstring(L, 1);
size_t len;
const char* content = luaL_checklstring(L, 2, &len);
lua_pushboolean(L, file_write_string(path, content, len));
return 1;
}
Register the four new Lua functions (near line 9246, after sound_handle_set_looping):
lua_register(L, "sound_handle_set_dsp", l_sound_handle_set_dsp);
lua_register(L, "sound_get_path", l_sound_get_path);
lua_register(L, "sound_list", l_sound_list);
lua_register(L, "file_write_string", l_file_write_string);
Phase A risk notes
- Sound destruction doesn't deregister. If a project loads then frees sounds, the registry's stale pointer stays in
loaded_sounds[]. For attack-template + the projects you build, sounds are loaded once at boot and never freed, so this is fine. If it ever becomes an issue, we add a linear-scan removal insound_destroy. MAX_LOADED_SOUNDS = 1024— Invoker has ~190 sounds, so 1024 is comfortable. Easy to bump later.- Build risk: I haven't verified
ma_data_source_initworks exactly as I've used it for this miniaudio version. The pattern is standard but if the build errors I'll iterate. - Pass-through cost: one branch per frame block when bits=16 and sr_div=1. Negligible. Confirmed by inspection of the read function.
If Phase A looks right, say go and I'll write, build the engine, copy anchor.exe to attack-template/, and surface any build errors. Then we move to Phase B (sound_tuning.lua + sfx wrapper) and C (tuning UI) on your next confirmation.
Go ahead.
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Now add sound_handle_set_dsp, update the two Lua play bindings, add the four new Lua bindings, and register them.
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
All edits applied. Building the engine.
Bash (cd E:/a327ex/Anchor2/engine && ./build.bat 2>&1 | tail -40)
src/anchor.c(290): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1095): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1307): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1342): error C2065: 'loaded_sounds_count': undeclared identifier
src/anchor.c(1342): error C2065: 'MAX_LOADED_SOUNDS': undeclared identifier
src/anchor.c(1343): error C2065: 'loaded_sounds': undeclared identifier
src/anchor.c(1343): error C2065: 'loaded_sounds_count': undeclared identifier
src/anchor.c(1343): error C2109: subscript requires array or pointer type
src/anchor.c(2749): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2743): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(3140): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3418): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3424): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3534): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3543): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3637): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3639): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4884): warning C4996: 'strdup': The POSIX name for this item is deprecated. Instead, use the ISO C and C++ conformant name: _strdup. See online help for details.
src/anchor.c(6003): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(6888): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(6889): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(8662): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(8663): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(8669): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8783): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10121): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10125): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10130): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10134): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10140): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
... [10 more lines]
Build error — the registry globals are declared AFTER sound_load references them. Need to forward-declare. Showing the fix:
typedef struct {
...
} Sound;
+// Loaded-sound registry (forward declarations; populated by sound_load).
+#define MAX_LOADED_SOUNDS 1024
+static Sound* loaded_sounds[MAX_LOADED_SOUNDS];
+static int loaded_sounds_count = 0;
+
static Sound* sound_load(const char* path) {
And remove the same block from inside the DSPDataSource section (where it currently lives, after sound_destroy). Apply the fix:
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/Anchor2/engine && ./build.bat 2>&1 | tail -10)
src/anchor.c(10150): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10154): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10693): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10695): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10698): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10701): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
gl.c
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
Build succeeded. Copying the new anchor.exe to attack-template.
Bash (cp E:/a327ex/Anchor2/engine/build/anchor.exe E:/a327ex/attack-template/anchor.ex...)
-rwxr-xr-x 1 adn 197121 4185088 May 17 20:00 E:/a327ex/attack-template/anchor.exe*
Phase A complete — engine built, anchor.exe copied. Now Phase B.
Phase B — sound_tuning.lua + sfx wrapper
New file: attack-template/sound_tuning.lua
--[[
Per-sound DSP tuning. Keys are file paths (the engine's Sound.path).
Entries: {bits = 1..16, sr_div = 1..N}. Sounds without an entry play
clean (bits = 16, sr_div = 1). Edit via the F3 tuning UI (press S to
save), or by hand.
]]
return {
}
Diff for attack-template/main.lua — add the require, update the sfx wrapper
require('projectile')
+sound_tuning = require('sound_tuning')
...
function sfx(handle, volume, pitch)
if not handle then return end
- sound_play(handle, volume or 1, pitch or random_float(0.95, 1.05))
+ local tune = sound_tuning[sound_get_path(handle)]
+ local bits = tune and tune.bits or 16
+ local sr_div = tune and tune.sr_div or 1
+ sound_play(handle, volume or 1, pitch or random_float(0.95, 1.05), bits, sr_div)
end
No caching needed — sound_get_path is a one-instruction C call (returns sound->path from the Sound struct). Negligible overhead per sfx call. Sound_tuning is a flat table; lookups by string key are O(1).
After Phase B you can already tune sounds by hand by editing sound_tuning.lua. Phase C adds the live UI on top. Apply Phase B?
What does phase B look like code-wise?
[Request interrupted by user]
Nevermind, you can apply it.
Write (E:\a327ex\attack-template\sound_tuning.lua)
File created successfully at: E:\a327ex\attack-template\sound_tuning.lua (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...)
SYNTAX_OK
Let me check engine key naming conventions so the new bindings work — especially -, =, [, ], space.
Grep (SDLK_|"key:|key_name|input_key_name|sdl_key_to|key_to_name)
2699:static char captured_control[64] = {0}; // Stores captured control string like "key:space"
2775:static SDL_Scancode key_name_to_scancode(const char* name) {
2869:// Convert scancode to key name string (reverse of key_name_to_scancode)
2871:static const char* scancode_to_key_name(SDL_Scancode sc) {
3171: ctrl->code = key_name_to_scancode(value);
3764: snprintf(control_str, sizeof(control_str), "key:%c", c);
3772: snprintf(control_str, sizeof(control_str), "key:%c", c);
3787: snprintf(control_str, sizeof(control_str), "key:%s", named_keys[i]);
8152: const char* key_name = luaL_checkstring(L, 1);
8153: SDL_Scancode scancode = key_name_to_scancode(key_name);
8163: const char* key_name = luaL_checkstring(L, 1);
8164: SDL_Scancode scancode = key_name_to_scancode(key_name);
8174: const char* key_name = luaL_checkstring(L, 1);
8175: SDL_Scancode scancode = key_name_to_scancode(key_name);
10340: const char* key_name = scancode_to_key_name(sc);
[Showing results with pagination = limit: 15]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
2775 static SDL_Scancode key_name_to_scancode(const char* name) {
2776 if (!name) return SDL_SCANCODE_UNKNOWN;
2777
2778 // Single character keys (a-z, 0-9)
2779 if (strlen(name) == 1) {
2780 char c = name[0];
2781 if (c >= 'a' && c <= 'z') return SDL_SCANCODE_A + (c - 'a');
2782 if (c >= 'A' && c <= 'Z') return SDL_SCANCODE_A + (c - 'A');
2783 // SDL scancodes: 1-9 are sequential, then 0 (keyboard layout order)
2784 if (c == '0') return SDL_SCANCODE_0;
2785 if (c >= '1' && c <= '9') return SDL_SCANCODE_1 + (c - '1');
2786 }
2787
2788 // Named keys
2789 if (strcmp(name, "space") == 0) return SDL_SCANCODE_SPACE;
2790 if (strcmp(name, "enter") == 0 || strcmp(name, "return") == 0) return SDL_SCANCODE_RETURN;
2791 if (strcmp(name, "escape") == 0 || strcmp(name, "esc") == 0) return SDL_SCANCODE_ESCAPE;
2792 if (strcmp(name, "backspace") == 0) return SDL_SCANCODE_BACKSPACE;
2793 if (strcmp(name, "tab") == 0) return SDL_SCANCODE_TAB;
2794 if (strcmp(name, "capslock") == 0) return SDL_SCANCODE_CAPSLOCK;
2795
2796 // Arrow keys
2797 if (strcmp(name, "left") == 0) return SDL_SCANCODE_LEFT;
2798 if (strcmp(name, "right") == 0) return SDL_SCANCODE_RIGHT;
2799 if (strcmp(name, "up") == 0) return SDL_SCANCODE_UP;
2800 if (strcmp(name, "down") == 0) return SDL_SCANCODE_DOWN;
2801
2802 // Modifier keys
2803 if (strcmp(name, "lshift") == 0) return SDL_SCANCODE_LSHIFT;
2804 if (strcmp(name, "rshift") == 0) return SDL_SCANCODE_RSHIFT;
... [70 more lines]
Grep (^function is_pressed|^function is_down|^function is_released|key_repeat)
No matches found
Read (E:\a327ex\attack-template\anchor\input.lua)
1 --[[
2 input — thin wrapper layer over the engine's built-in action binding system.
3
4 The C engine provides input_bind/is_down/is_pressed/is_released/etc.
5 This module provides function wrappers that forward to those. Function
6 wrappers (instead of direct aliases) are used so that the engine C
7 functions are resolved at *call* time, not at module *load* time.
8 (The engine registers its functions during engine_init(), which runs
9 AFTER this module is loaded.)
10
11 Usage:
12 bind('left', 'key:a')
13 bind('left', 'key:left')
14 bind('shoot', 'mouse:1')
15
16 if input_down('left') then ... end
17 if input_pressed('shoot') then ... end
18
19 Bind string format (parsed by the engine):
20 'key:<name>' -- keyboard key (e.g., 'key:a', 'key:space', 'key:left')
21 'mouse:<num>' -- mouse button (e.g., 'mouse:1' for left, 'mouse:2' for right)
22 ]]
23
24 -- Registration
25 function bind(action, control) input_bind(action, control) end
26 function unbind(action, control) input_unbind(action, control) end
27 function unbind_all(action) input_unbind_all(action) end
28 function bind_chord(name, actions) input_bind_chord(name, actions) end
29 function bind_sequence(name, sequence) input_bind_sequence(name, sequence) end
30 function bind_hold(name, duration, source) input_bind_hold(name, duration, source) end
... [21 more lines]
Grep (^function layer_text|^function font|^function layer_print|font_new|font_load)
18:function font:new(name, path, size, filter)
22: font_load(name, path, size, filter)
26:function font:text_width(text)
30:function font:char_width(codepoint)
34:function font:glyph_metrics(codepoint)
39:function font_register(name, path, size, filter)
Grep (^function layer_text|^function layer_print)
174:function layer_texture(lyr, tex, x, y, color)
193:function layer_text(lyr, text, f, x, y, color)
Read (E:\a327ex\attack-template\anchor\layer.lua)
186 animation_object.frame,
187 x, y,
188 color or 0xFFFFFFFF,
189 flash or 0
190 )
191 end
192
193 function layer_text(lyr, text, f, x, y, color)
194 local font_name = type(f) == 'string' and f or f.name
195 eng.draw_text(lyr_handle(lyr), text, font_name, x, y, color)
196 end
197
198 function layer_push(lyr, x, y, r, sx, sy)
199 eng.push(lyr_handle(lyr), x, y, r, sx, sy)
200 end
201
202 function layer_pop(lyr)
203 eng.pop(lyr_handle(lyr))
204 end
205
206 function layer_set_blend_mode(lyr, mode)
207 eng.set_blend_mode(lyr_handle(lyr), mode)
208 end
209
210 --- Queue this layer for compositing to the screen (after layer_render).
211 function layer_draw(lyr, x, y)
212 eng.draw(lyr_handle(lyr), x or 0, y or 0)
213 end
214
215 function layer_apply_shader(lyr, shader)
Read (E:\a327ex\attack-template\anchor\font.lua)
1 --[[
2 font — thin wrapper over C font functions.
3
4 Usage:
5 fonts.main = font_register('main', 'assets/monogram.ttf', 11)
6 layer_text(game_layer, "Hello", fonts.main, 100, 50, color)
7
8 A font is a plain table with .name, .size, .height plus query methods.
9 Stays as a simple class/struct pattern for consistent access.
10 ]]
11
12 font = class()
13
14 --- `filter` is optional: 'smooth' (grayscale atlas + linear sampling) or
15 --- 'rough' (1-bit mono atlas + nearest sampling). Defaults to the engine's
16 --- current global filter mode. The filter is baked into the atlas at load time
17 --- and cannot be changed afterward — load two copies if you need both.
18 function font:new(name, path, size, filter)
19 self.name = name
20 self.size = size
21 self.filter = filter
22 font_load(name, path, size, filter)
23 self.height = font_get_height(name)
24 end
25
26 function font:text_width(text)
27 return font_get_text_width(self.name, text)
28 end
29
30 function font:char_width(codepoint)
... [14 more lines]
Bash (ls E:/a327ex/attack-template/assets/ && echo --- && ls E:/a327ex/Anchor2/arena/a...)
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
hit1.png
---
E:/a327ex/Anchor2/arena/assets/monogram.ttf
---
E:/a327ex/Invoker/assets/Awesome 9.ttf
E:/a327ex/Invoker/assets/FatPixelFont.ttf
E:/a327ex/Invoker/assets/LanaPixel.ttf
E:/a327ex/Invoker/assets/fusion-pixel-10px-monospaced-latin.ttf
Phase C — tuning UI
Asset copy: Anchor2/arena/assets/monogram.ttf → attack-template/assets/monogram.ttf (the canonical small pixel font for Anchor 2 projects).
main.lua additions — 4 diffs.
Diff 1 — new bindings (after the existing H/K/fire binds)
bind('fire_projectile', 'mouse:1')
+-- F3 enters per-sound DSP tuning mode. Up/Down picks a sound,
+-- [/] tunes bits, -/= tunes sr_div, Space force-replays, S writes
+-- sound_tuning.lua. Game updates pause while in tune mode.
+bind('tune_toggle', 'key:f3')
+bind('tune_prev_sound', 'key:up')
+bind('tune_next_sound', 'key:down')
+bind('tune_bits_down', 'key:[')
+bind('tune_bits_up', 'key:]')
+bind('tune_sr_down', 'key:-')
+bind('tune_sr_up', 'key:=')
+bind('tune_replay', 'key:space')
+bind('tune_save', 'key:s')
Diff 2 — font + layer + tune state + serializer (after debug_draw_enabled = false)
debug_draw_enabled = false
+-- ============== TUNING UI (F3) ==============
+fonts = {}
+fonts.main = font_register('monogram', 'assets/monogram.ttf', 11)
+tune_layer = layer_new('tune')
+tune_bg_color = color(0, 0, 0, 220)
+tune_mode = false
+tune_index = 1
+tune_list = {}
+tune_replay_timer = 0
+tune_last_handle = -1
+TUNE_REPLAY_INTERVAL = 0.5
+
+function serialize_sound_tuning()
+ local lines = {
+ '--[[',
+ ' Per-sound DSP tuning. Auto-generated by F3 tuning UI; safe to edit by hand.',
+ ' Keys are file paths; entries are {bits, sr_div}. Default bits=16, sr_div=1.',
+ ']]',
+ 'return {',
+ }
+ local paths = {}
+ for path, e in pairs(sound_tuning) do
+ if e.bits ~= 16 or e.sr_div ~= 1 then paths[#paths + 1] = path end
+ end
+ table.sort(paths)
+ for _, path in ipairs(paths) do
+ local e = sound_tuning[path]
+ table.insert(lines, string.format(' [%q] = {bits = %d, sr_div = %d},', path, e.bits, e.sr_div))
+ end
+ table.insert(lines, '}')
+ return table.concat(lines, '\n') .. '\n'
+end
Diff 3 — tune handler in update() (right after sync_engine_globals())
The handler returns early to pause the game while in tune mode.
function update(dt)
sync_engine_globals()
+ if is_pressed('tune_toggle') then
+ if not tune_mode then
+ tune_list = sound_list()
+ tune_index = 1
+ tune_replay_timer = 0
+ tune_last_handle = -1
+ print('tune mode ON (' .. #tune_list .. ' sounds)')
+ else
+ print('tune mode OFF')
+ end
+ tune_mode = not tune_mode
+ end
+
+ if tune_mode then
+ if #tune_list > 0 then
+ if is_pressed('tune_prev_sound') then
+ tune_index = ((tune_index - 2) % #tune_list) + 1
+ tune_replay_timer = 0
+ end
+ if is_pressed('tune_next_sound') then
+ tune_index = (tune_index % #tune_list) + 1
+ tune_replay_timer = 0
+ end
+
+ local cur = tune_list[tune_index]
+ local entry = sound_tuning[cur.path]
+ local bits = entry and entry.bits or 16
+ local sr_div = entry and entry.sr_div or 1
+
+ local changed = false
+ if is_pressed('tune_bits_down') then bits = math.max(1, bits - 1); changed = true end
+ if is_pressed('tune_bits_up') then bits = math.min(16, bits + 1); changed = true end
+ if is_pressed('tune_sr_down') then sr_div = math.max(1, sr_div - 1); changed = true end
+ if is_pressed('tune_sr_up') then sr_div = sr_div + 1; changed = true end
+
+ if changed then
+ if not entry then
+ entry = {bits = bits, sr_div = sr_div}
+ sound_tuning[cur.path] = entry
+ else
+ entry.bits = bits
+ entry.sr_div = sr_div
+ end
+ if tune_last_handle >= 0 then
+ sound_handle_set_dsp(tune_last_handle, bits, sr_div)
+ end
+ end
+
+ tune_replay_timer = tune_replay_timer - dt
+ if tune_replay_timer <= 0 or is_pressed('tune_replay') then
+ tune_last_handle = sound_play_handle(cur.sound, 1, 1, bits, sr_div)
+ tune_replay_timer = TUNE_REPLAY_INTERVAL
+ end
+
+ if is_pressed('tune_save') then
+ local ok = file_write_string('sound_tuning.lua', serialize_sound_tuning())
+ print(ok and 'saved sound_tuning.lua' or 'FAILED to save sound_tuning.lua')
+ end
+ end
+ return
+ end
+
if is_pressed('cycle_player_edition_next') then
...existing handlers...
Diff 4 — tune overlay in draw() (after the F2 debug overlay)
layer_render(debug_layer)
layer_draw(debug_layer)
end
+ if tune_mode then
+ layer_rectangle(tune_layer, 0, 0, width, height, tune_bg_color())
+ if #tune_list > 0 then
+ local cur = tune_list[tune_index]
+ local entry = sound_tuning[cur.path]
+ local bits = entry and entry.bits or 16
+ local sr_div = entry and entry.sr_div or 1
+
+ local x, y = 8, 8
+ local line_h = 12
+ layer_text(tune_layer, string.format('F3 TUNE MODE [%d/%d]', tune_index, #tune_list), fonts.main, x, y, text())
+ y = y + line_h*2
+ layer_text(tune_layer, cur.path, fonts.main, x, y, fg_color())
+ y = y + line_h*2
+ layer_text(tune_layer, string.format('bits: %2d ([/])', bits), fonts.main, x, y, text())
+ y = y + line_h
+ layer_text(tune_layer, string.format('sr_div: %2d (-/=)', sr_div), fonts.main, x, y, text())
+ y = y + line_h*2
+ layer_text(tune_layer, 'up/down: switch sound', fonts.main, x, y, text())
+ y = y + line_h
+ layer_text(tune_layer, 'space: replay', fonts.main, x, y, text())
+ y = y + line_h
+ layer_text(tune_layer, 's: save sound_tuning.lua', fonts.main, x, y, text())
+ end
+ layer_render(tune_layer)
+ layer_draw(tune_layer)
+ end
end
Notes / risk
- Key binding overlap:
key:up/key:down/key:sare already bound to player movement. Both actions fire on the same press — in tune mode the player handlers don't run (early return), in normal mode the tune handlers don't run (gated ontune_mode). No actual conflict. - Game pauses in tune mode —
returnin update() halts entity updates, butdraw()still runs so the scene under the overlay stays rendered. text()andfg_color()— same palette tokens already used elsewhere in main.lua / seeker.lua. Should resolve fine.
Apply all four diffs + the asset copy?
Add the tuning code to its own file instead of directly in main.lua.
Cleaner. Refactoring to a self-contained sound_tuner.lua module that owns its bindings, state, layer, font, serializer, and lifecycle hooks. main.lua just requires it and calls the two hooks.
Asset copy: Anchor2/arena/assets/monogram.ttf → attack-template/assets/monogram.ttf.
New file — attack-template/sound_tuner.lua
--[[
sound_tuner.lua — F3 tuning overlay for per-sound DSP values.
Self-contained. Loading this module registers its bindings, font,
layer, and state. The host project calls these two hooks:
sound_tuner_update(dt) -> bool true while tune mode active
(host should skip its game logic
when this returns true — game
pauses while tuning)
sound_tuner_draw() draws the overlay; no-op when
inactive. Call at the end of
the host's draw().
Depends on globals:
sound_tuning (data table from sound_tuning.lua)
sound_list, sound_play_handle, sound_handle_set_dsp, file_write_string
text, fg_color, color, width, height, fonts, layer_new, layer_*
Keybindings:
F3 toggle tune mode
up/down switch selected sound
[ / ] decrease / increase bits (1..16)
- / = decrease / increase sr_div (1..)
space force replay now
s save sound_tuning.lua
]]
bind('tune_toggle', 'key:f3')
bind('tune_prev_sound', 'key:up')
bind('tune_next_sound', 'key:down')
bind('tune_bits_down', 'key:[')
bind('tune_bits_up', 'key:]')
bind('tune_sr_down', 'key:-')
bind('tune_sr_up', 'key:=')
bind('tune_replay', 'key:space')
bind('tune_save', 'key:s')
if not fonts then fonts = {} end
fonts.tune = font_register('monogram', 'assets/monogram.ttf', 11)
local tune_layer = layer_new('tune')
local tune_bg = color(0, 0, 0, 220)
local tune_mode = false
local tune_index = 1
local tune_list = {}
local tune_replay_timer = 0
local tune_last_handle = -1
local REPLAY_INTERVAL = 0.5
local function serialize()
local lines = {
'--[[',
' Per-sound DSP tuning. Auto-generated by F3 tuning UI; safe to edit by hand.',
' Keys are file paths; entries are {bits, sr_div}. Default bits=16, sr_div=1.',
']]',
'return {',
}
local paths = {}
for path, e in pairs(sound_tuning) do
if e.bits ~= 16 or e.sr_div ~= 1 then paths[#paths + 1] = path end
end
table.sort(paths)
for _, path in ipairs(paths) do
local e = sound_tuning[path]
table.insert(lines, string.format(' [%q] = {bits = %d, sr_div = %d},', path, e.bits, e.sr_div))
end
table.insert(lines, '}')
return table.concat(lines, '\n') .. '\n'
end
function sound_tuner_update(dt)
if is_pressed('tune_toggle') then
if not tune_mode then
tune_list = sound_list()
tune_index = 1
tune_replay_timer = 0
tune_last_handle = -1
print('tune mode ON (' .. #tune_list .. ' sounds)')
else
print('tune mode OFF')
end
tune_mode = not tune_mode
end
if not tune_mode then return false end
if #tune_list == 0 then return true end
if is_pressed('tune_prev_sound') then
tune_index = ((tune_index - 2) % #tune_list) + 1
tune_replay_timer = 0
end
if is_pressed('tune_next_sound') then
tune_index = (tune_index % #tune_list) + 1
tune_replay_timer = 0
end
local cur = tune_list[tune_index]
local entry = sound_tuning[cur.path]
local bits = entry and entry.bits or 16
local sr_div = entry and entry.sr_div or 1
local changed = false
if is_pressed('tune_bits_down') then bits = math.max(1, bits - 1); changed = true end
if is_pressed('tune_bits_up') then bits = math.min(16, bits + 1); changed = true end
if is_pressed('tune_sr_down') then sr_div = math.max(1, sr_div - 1); changed = true end
if is_pressed('tune_sr_up') then sr_div = sr_div + 1; changed = true end
if changed then
if not entry then
entry = {bits = bits, sr_div = sr_div}
sound_tuning[cur.path] = entry
else
entry.bits = bits
entry.sr_div = sr_div
end
if tune_last_handle >= 0 then
sound_handle_set_dsp(tune_last_handle, bits, sr_div)
end
end
tune_replay_timer = tune_replay_timer - dt
if tune_replay_timer <= 0 or is_pressed('tune_replay') then
tune_last_handle = sound_play_handle(cur.sound, 1, 1, bits, sr_div)
tune_replay_timer = REPLAY_INTERVAL
end
if is_pressed('tune_save') then
local ok = file_write_string('sound_tuning.lua', serialize())
print(ok and 'saved sound_tuning.lua' or 'FAILED to save sound_tuning.lua')
end
return true
end
function sound_tuner_draw()
if not tune_mode then return end
layer_rectangle(tune_layer, 0, 0, width, height, tune_bg())
if #tune_list > 0 then
local cur = tune_list[tune_index]
local entry = sound_tuning[cur.path]
local bits = entry and entry.bits or 16
local sr_div = entry and entry.sr_div or 1
local x, y = 8, 8
local line_h = 12
layer_text(tune_layer, string.format('F3 TUNE MODE [%d/%d]', tune_index, #tune_list),
fonts.tune, x, y, text())
y = y + line_h*2
layer_text(tune_layer, cur.path, fonts.tune, x, y, fg_color())
y = y + line_h*2
layer_text(tune_layer, string.format('bits: %2d ([/])', bits), fonts.tune, x, y, text())
y = y + line_h
layer_text(tune_layer, string.format('sr_div: %2d (-/=)', sr_div), fonts.tune, x, y, text())
y = y + line_h*2
layer_text(tune_layer, 'up/down: switch sound', fonts.tune, x, y, text())
y = y + line_h
layer_text(tune_layer, 'space: replay', fonts.tune, x, y, text())
y = y + line_h
layer_text(tune_layer, 's: save sound_tuning.lua', fonts.tune, x, y, text())
end
layer_render(tune_layer)
layer_draw(tune_layer)
end
main.lua diffs — much smaller now
Diff 1 — require after sound_tuning:
sound_tuning = require('sound_tuning')
+require('sound_tuner')
Diff 2 — call update hook at top of update(), pause game if active:
function update(dt)
sync_engine_globals()
+ if sound_tuner_update(dt) then return end
+
if is_pressed('cycle_player_edition_next') then
Diff 3 — call draw hook at the end of draw():
layer_render(debug_layer)
layer_draw(debug_layer)
end
+ sound_tuner_draw()
end
Apply asset copy + new file + three main.lua diffs?
Go ahead.
Bash (cp E:/a327ex/Anchor2/arena/assets/monogram.ttf E:/a327ex/attack-template/assets/...)
-rw-r--r-- 1 adn 197121 10468 May 17 20:14 E:/a327ex/attack-template/assets/monogram.ttf
Write (E:\a327ex\attack-template\sound_tuner.lua)
File created successfully at: E:\a327ex\attack-template\sound_tuner.lua (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...)
SYNTAX_OK
All applied, parses clean. Test:
Sanity check first — fire some projectiles, hit a seeker, get hit by a seeker. Audio should still work exactly like before (all sounds play with
bits=16, sr_div=1= pass-through DSP wrapper). If anything sounds different vs. before this session, the pass-through has a bug.Enter tune mode — press
F3. Console should printtune mode ON (5 sounds)(the 5 you have loaded: player_hit, enemy_hit, and the 3 die_variants). Overlay appears with the first sound's path.Navigate —
up/downcycles through sounds. Sound auto-replays every 0.5s.Tune —
[/]adjusts bits,-/=adjusts sr_div. The currently-playing voice should retune live (you hear the change before the next replay). Watch the on-screen numbers update.Save — press
s. Console printssaved sound_tuning.lua. Open the file — it should now contain entries for any sound you tuned (defaults skipped).Exit / re-enter —
F3again exits. PressF3once more, navigate to a saved sound — it should show your saved values.Restart project, fire a projectile — the seeker hit sound should now play with your tuned values automatically (the sfx wrapper looks them up by path).
Known constraints worth knowing:
- Tune mode pauses the game so the auto-replay doesn't fight any in-flight game sounds.
- The 5 sounds are listed in load order (registration order in main.lua).
- Sounds tuned to the default {bits=16, sr_div=1} are skipped on save — keeps the file clean.
Let me know how it reads.
Port over the standard projectile fire sounds, the one used by most projectile attacks (non-elemental). The original .ogg files, not lightmed.
Let me check what versions of the arrow sounds exist in the source assets.
Bash (ls E:/a327ex/Invoker/v1/assets/ 2>&1 | grep -iE "arrow_(hit|shoot|wall)" | head ...)
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
RPG3_GenericArrow_Shoot01.ogg
RPG3_GenericArrow_Shoot01.wav
RPG3_GenericArrow_Shoot01_lightmed.ogg
---
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
RPG3_GenericArrow_Shoot01.ogg
RPG3_GenericArrow_Shoot01.wav
RPG3_GenericArrow_Shoot01_lightmed.ogg
The ability defs use friendly names like arrow_hit_wood / arrow_shoot / arrow_hit_wall_1/2. Let me find where v1 maps those to actual files.
Grep (arrow_hit_wood|arrow_shoot|arrow_hit_wall_1|RPG3_GenericArrow)
64: arrow_hit_wood = 0.73,
65: arrow_shoot = 0.46,
66: arrow_hit_wall_1 = 0.42,
119:-- arrow_hit_wood (ARROW_Hit_Wood_Shield_stereo): -27.6 dB -> 0.76 (fire volume set to 0.73)
123:-- arrow_shoot (RPG3_GenericArrow_Shoot01): -23.2 dB -> 0.46
124:-- arrow_hit_wall_1 (Arrow Impact wood 1): -22.4 dB -> 0.42
204:an:sound('arrow_hit_wood', 'assets/ARROW_Hit_Wood_Shield_stereo.ogg')
205:an:sound('arrow_shoot', 'assets/RPG3_GenericArrow_Shoot01.ogg')
206:an:sound('arrow_hit_wall_1', 'assets/Arrow Impact wood 1.ogg')
562: {'arrow_hit_wood', 'assets/ARROW_Hit_Wood_Shield_stereo'},
563: {'arrow_shoot', 'assets/RPG3_GenericArrow_Shoot01'},
564: {'arrow_hit_wall_1', 'assets/Arrow Impact wood 1'},
991: fire_sound = 'arrow_hit_wood',
992: fire_sound_2 = 'arrow_shoot',
993: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1006: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1024: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1044: fire_sound = 'arrow_hit_wood',
1045: fire_sound_2 = 'arrow_shoot',
1046: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1059: fire_sound = 'arrow_hit_wood',
1060: fire_sound_2 = 'arrow_shoot',
1061: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
Bash (ls "E:/a327ex/Invoker/v1/assets/" 2>&1 | grep -iE "^Arrow Impact wood" | head -5)
Arrow Impact wood 1.ogg
Arrow Impact wood 1.wav
Arrow Impact wood 1_lightmed.ogg
Arrow Impact wood 3.ogg
Arrow Impact wood 3.wav
Grep (arrow_hit_wall_2|arrow_hit_wall_3)
67: arrow_hit_wall_2 = 0.49,
125:-- arrow_hit_wall_2 (Arrow Impact wood 3): -23.8 dB -> 0.49
207:an:sound('arrow_hit_wall_2', 'assets/Arrow Impact wood 3.ogg')
565: {'arrow_hit_wall_2', 'assets/Arrow Impact wood 3'},
993: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1006: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1024: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1046: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
1061: wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},
Standard arrow stack confirmed. Plan:
- Copy 2 originals (not
_lightmed) toattack-template/assets/:ARROW_Hit_Wood_Shield_stereo.ogg(v1 alias:arrow_hit_wood, vol 0.73 — the "thump")RPG3_GenericArrow_Shoot01.ogg(v1 alias:arrow_shoot, vol 0.46 — the "whoosh")
- Register them in main.lua's
sounds+volumestables. - Add
fire_soundsopt tospawn_projectile— a list of{sound, vol}pairs played simultaneously at fire time. Optional; nil/missing = silent fire (preserves existing behavior for callers that don't want sounds). - Pass the arrow stack from main.lua's fire handler so left-click plays both layered.
projectile.lua diff — add fire_sounds handling in spawn_projectile
-- Muzzle FX
local pc = edition_base_color(caster.edition) or color
spawn_hit_circle(sx, sy, {radius = 7, duration = 0.2})
for i = 1, 2 do
spawn_particle(sx, sy, {
angle = aim_r + random_float(-math.pi/4, math.pi/4),
velocity = random_float(40, 200),
duration = random_float(0.3, 0.6),
w = random_choice({6, 8}),
}):change_color(0.5, pc)
end
+
+ -- Fire sounds — list of {sound, vol} pairs played simultaneously.
+ -- v1's "standard projectile" stack is the arrow_hit_wood + arrow_shoot
+ -- two-layer thud-whoosh; callers can pass whatever stack they want
+ -- (or nil for silent).
+ if opts.fire_sounds then
+ for _, fs in ipairs(opts.fire_sounds) do
+ sfx(fs.sound, fs.vol)
+ end
+ end
return p_
end
Also update the docblock — add a fire_sounds = {...} line under the carrier knobs.
main.lua diff 1 — load the two sounds + volumes (after the existing sound block)
sounds.enemy_die_variants = {
sound_load('assets/Bloody punches 3_lightmed.ogg'),
sound_load('assets/Bloody punches 7_lightmed.ogg'),
sound_load('assets/Bloody punches 10_lightmed.ogg'),
}
+-- Standard projectile fire stack (non-elemental). v1 layers these two
+-- on every arrow-type ability (piercing_arrow / arrow_barrage /
+-- rotating_turret) and they form the default "physical projectile shot"
+-- audio language. Volumes from Invoker/v1/main.lua lines 64-65. Loaded
+-- as the original .ogg (not _lightmed) — runtime DSP via sound_tuner
+-- handles any per-sound bitcrush/SR-reduce we want.
+sounds.arrow_hit_wood = sound_load('assets/ARROW_Hit_Wood_Shield_stereo.ogg')
+sounds.arrow_shoot = sound_load('assets/RPG3_GenericArrow_Shoot01.ogg')
+volumes.arrow_hit_wood = 0.73
+volumes.arrow_shoot = 0.46
main.lua diff 2 — pass fire_sounds from the fire handler
if is_pressed('fire_projectile') and not p._dead then
- spawn_projectile(p, {max_range = 220})
+ spawn_projectile(p, {
+ max_range = 220,
+ fire_sounds = {
+ {sound = sounds.arrow_hit_wood, vol = volumes.arrow_hit_wood},
+ {sound = sounds.arrow_shoot, vol = volumes.arrow_shoot},
+ },
+ })
end
Notes
- Wall hit sounds are NOT included in this port — you only asked for fire. v1's
arrow_hit_wall_1/2stack is the equivalent for wall thunks; happy to add the same pattern (awall_soundsopt + random pick inhit_wall) in a follow-up if you want. - Workflow next: shoot a few projectiles, hear the clean originals. F3 to enter tune mode, navigate to
assets/ARROW_Hit_Wood_Shield_stereo.ogg, dial in bits + sr_div until it sounds right, repeat for the shoot sound. Press S to save. From then on, the project loads them with your tuned values automatically.
Apply all three (the 2 file copies + projectile.lua diff + 2 main.lua diffs)?
Yes, also port over the current sounds Bloody punches, etc with their non-lightmed versions and delete the lightmed ones in the assets folder now.
Let me verify the non-lightmed originals exist for the current sounds.
Bash (cd E:/a327ex/Invoker/assets && ls "Bloody punches 3.ogg" "Bloody punches 7.ogg" ...)
Bloody punches 10.ogg
Bloody punches 3.ogg
Bloody punches 7.ogg
Body Fall 2.ogg
Body Head (Headshot) 1.ogg
All five exist. Adding to the plan:
Additional ops
- Copy 5 non-lightmed originals to
attack-template/assets/:Bloody punches 3.ogg,Bloody punches 7.ogg,Bloody punches 10.ogg,Body Fall 2.ogg,Body Head (Headshot) 1.ogg. - Delete 5
_lightmedfiles fromattack-template/assets/. - Update main.lua sound_load paths to point to the originals (strip
_lightmed).
main.lua diff 3 — strip _lightmed from existing sound_load paths
-sounds.player_hit = sound_load('assets/Body Fall 2_lightmed.ogg')
-sounds.enemy_hit = sound_load('assets/Body Head (Headshot) 1_lightmed.ogg')
+sounds.player_hit = sound_load('assets/Body Fall 2.ogg')
+sounds.enemy_hit = sound_load('assets/Body Head (Headshot) 1.ogg')
sounds.enemy_die_variants = {
- sound_load('assets/Bloody punches 3_lightmed.ogg'),
- sound_load('assets/Bloody punches 7_lightmed.ogg'),
- sound_load('assets/Bloody punches 10_lightmed.ogg'),
+ sound_load('assets/Bloody punches 3.ogg'),
+ sound_load('assets/Bloody punches 7.ogg'),
+ sound_load('assets/Bloody punches 10.ogg'),
}
Updated comment in main.lua
The existing comment on the sound block mentions "_lightmed bitcrushed variants" — should update to reflect the new runtime-DSP workflow:
-sounds = {}
-volumes = {
- player_hit = 0.39,
- enemy_hit = 0.85,
- enemy_die = 0.80,
-}
-sounds.player_hit = sound_load('assets/Body Fall 2_lightmed.ogg')
-sounds.enemy_hit = sound_load('assets/Body Head (Headshot) 1_lightmed.ogg')
-sounds.enemy_die_variants = {
- sound_load('assets/Bloody punches 3_lightmed.ogg'),
- sound_load('assets/Bloody punches 7_lightmed.ogg'),
- sound_load('assets/Bloody punches 10_lightmed.ogg'),
-}
+-- Sounds load as the originals (not _lightmed). Bitcrush + SR-reduce
+-- are applied at runtime per-sound via sound_tuner (F3 to tune, S to
+-- save sound_tuning.lua). Volumes are the v1 baseline-normalized values.
+sounds = {}
+volumes = {
+ player_hit = 0.39,
+ enemy_hit = 0.85,
+ enemy_die = 0.80,
+}
+sounds.player_hit = sound_load('assets/Body Fall 2.ogg')
+sounds.enemy_hit = sound_load('assets/Body Head (Headshot) 1.ogg')
+sounds.enemy_die_variants = {
+ sound_load('assets/Bloody punches 3.ogg'),
+ sound_load('assets/Bloody punches 7.ogg'),
+ sound_load('assets/Bloody punches 10.ogg'),
+}
(Above I'm also stripping the older comment about _lightmed bitcrushed variants by default since it no longer applies.)
Full operation list to apply:
- Copy 2 arrow sounds + 5 non-lightmed originals (7 files)
- Delete 5
_lightmedfiles from attack-template/assets - projectile.lua: add
fire_soundshandling - main.lua: update sound block (paths + comment + arrow sounds + volumes)
- main.lua: pass
fire_soundsfrom fire handler
Apply?
Yes.
Bash (cd E:/a327ex/Invoker/assets && cp "ARROW_Hit_Wood_Shield_stereo.ogg" "RPG3_Gener...)
ARROW_Hit_Wood_Shield_stereo.ogg
Bloody punches 10.ogg
Bloody punches 3.ogg
Bloody punches 7.ogg
Body Fall 2.ogg
Body Head (Headshot) 1.ogg
RPG3_GenericArrow_Shoot01.ogg
draw_shader.frag
hit1.png
monogram.ttf
Assets in order. Now applying the code edits.
Edit (E:\a327ex\attack-template\projectile.lua)
The file E:\a327ex\attack-template\projectile.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...)
SYNTAX_OK
All applied, parses clean. Test:
- Fire a projectile (left-click) — you should hear the layered arrow shot: a wooden thump + a string-whoosh, both clean (no bitcrush).
- Take/deal damage — Body Fall / headshot impact / Bloody Punches death sounds all play at full fidelity.
- F3 tune mode — should now show 7 sounds in the list (the original 5 + arrow_hit_wood + arrow_shoot). Navigate to any, dial bits/sr_div, hear the change live, press
sto save. - Restart — saved tuning auto-applies on load.
If anything sounds off vs. the v1 baseline (likely too bright/clean given v1's lo-fi character), that's exactly what the F3 tuner is for now. Start with bits=10, sr_div=3 for an authentic "_lightmed" baseline, then tweak per sound.
Monogram 12px instead of 11px
Diff — sound_tuner.lua
-fonts.tune = font_register('monogram', 'assets/monogram.ttf', 11)
+fonts.tune = font_register('monogram', 'assets/monogram.ttf', 12)
Apply?
Change CLAUDE.md such that for small changes like this you don't need to ask for permission, show me the diff but do it anyway.
Two diffs to apply this turn — the rule update (no ask needed, user specified the change in prose) AND the font size change (no longer needs asking under the new rule).
Diff 1 — E:\a327ex\.claude\CLAUDE.md: add small-change carve-out
### Code Changes
-- **⛔ ALWAYS show code before writing it. HARD RULE — NO EXCEPTIONS.**
- Before calling `Write` or `Edit` on any code file in any project,
- post the full code (or the exact old → new diff for `Edit`) in a
- normal chat message and explicitly ask "does this look right?" /
- "should I commit this?" / equivalent. Wait for the user's go-ahead.
- Then write. This applies to:
- - New files (show the entire file contents)
- - Edits to existing files (show old → new with enough surrounding context)
- - Even one-line edits. Even "obvious" fixes. Even when the broader
- design has already been approved — each individual file operation
- is its own checkpoint.
-
- Narrow exceptions: pure typo / docstring fixes the user explicitly
- asks for inline; edits to CLAUDE.md / plan.md / design.md type doc
- files when the user has already specified the change in prose.
-
- Why: the user wants to review every code change before it lands.
- Writing first and explaining after — even with a clean diff —
- defeats the review loop. Showing first lets the user catch design
- issues, taste mismatches, or wrong-file errors before the file is
- touched.
+- **⛔ ALWAYS show code before writing it.** Before calling `Write` or
+ `Edit` on any code file, post the full code (or exact old → new diff
+ for `Edit`) in chat. This applies to every file operation — new
+ files, existing files, even one-line edits.
+
+ **Non-trivial changes**: ask "does this look right?" / "should I
+ commit this?" and wait for the user's go-ahead before writing.
+
+ **Trivial changes**: show the diff and apply it in the same turn —
+ no ask. Trivial means:
+ - Single-line value tweaks (number, string, flag, font size, color hex)
+ - Variable renames within one file
+ - Single-line typo fixes
+ - User-specified imperatives ("change X to Y", "rename foo to bar")
+
+ If unsure whether something counts as trivial, treat it as
+ non-trivial and ask.
+
+ Narrow exceptions (write without showing the diff at all): pure
+ typo / docstring fixes the user explicitly asks for inline; edits
+ to CLAUDE.md / plan.md / design.md type files when the user has
+ already specified the change in prose.
+
+ Why: the user wants to review every code change before it lands.
+ For non-trivial work, show-then-ask catches design issues before
+ the file is touched. For trivial changes, show-then-do keeps flow
+ moving without unnecessary pingpong.
Diff 2 — sound_tuner.lua: font size 11 → 12
-fonts.tune = font_register('monogram', 'assets/monogram.ttf', 11)
+fonts.tune = font_register('monogram', 'assets/monogram.ttf', 12)
Applying both now.
Edit (E:\a327ex.claude\CLAUDE.md)
The file E:\a327ex\.claude\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\sound_tuner.lua)
The file E:\a327ex\attack-template\sound_tuner.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Both applied. Tuning UI text should render slightly larger next run.
What does sr_div do exactly again?
sr_div is the sample-rate reduction divisor. It controls how coarsely the playback samples the source waveform — a "downsampling" effect that gives the lo-fi, chip-tune, "old hardware" character.
Mechanically
The DSP wrapper reads samples from the decoder at the engine's native rate (e.g. 48 kHz). For each sample, it does this (from anchor.c):
if (++sr_counter[c] >= sr_div) {
sr_counter[c] = 0;
held[c] = current_sample; // grab a fresh sample
}
output[c] = held[c]; // emit the held sample
It only takes a new sample every sr_div ticks. In between, it just repeats the last value it grabbed. The effect is a sample-and-hold staircase: the waveform looks like blocky steps instead of a smooth curve.
Effective sample rate
If the engine runs at 48 kHz and sr_div = 3, the audio behaves as if it's being played at 48000 / 3 ≈ 16 kHz. That's the math behind v1's _lightmed preset being "3× SR reduction".
What it sounds like
sr_div = 1— pass-through, no effect.sr_div = 2— subtle. Loses high-frequency clarity. ~24 kHz effective.sr_div = 3— noticeably "telephone-y" or "old console". ~16 kHz. This is the_lightmedbaseline.sr_div = 4–6— clearly gritty, retro game console.sr_div = 8+— heavy aliasing, almost honky-tonk / squarewave-like at high frequencies. Things get harsh.
Compared to bits
bits(bit-depth quantization) crushes the amplitude axis — fewer discrete loudness levels → introduces digital "fuzz" and noise. Affects timbre, adds grit at the bottom.sr_divcrushes the time axis — fewer samples per second → loses treble detail and introduces aliasing artifacts. Affects clarity, adds a "smaller" feel.
Both together = a classic lo-fi sound. v1's _lightmed was bits=10, sr_div=3 — moderate quantization plus moderate sample-rate reduction. That's the starting point I'd recommend when tuning a new sound.
Practical tuning tip
Start with bits=10, sr_div=3. Then:
- If it sounds too sharp / brittle on transients → bump bits down to 8–9 (more quantization smooths transients into noise).
- If it sounds too "muffled" or you want it crisper → bump sr_div down to 2.
- If you want it to feel smaller / more crushed → bump sr_div up to 4–5.
- If you want pure pass-through (clean original) → bits=16, sr_div=1.
The two parameters interact: heavy sr_div makes the staircase shape itself an audible artifact, which the bits quantization can further accentuate or hide.
Warning: typed-text queue full (32). Dropping: w
This is printing to the console very frame.
Let me find where that warning fires and what enables text input.
Grep (typed-text queue full|typed_text|SDL_StartTextInput|SDL_StopTextInput|text_input)
2642:// for the final glyph). Lua drains this via engine_get_typed_text() and
2647:static char typed_text[MAX_TYPED_EVENTS][MAX_TYPED_LEN];
2650:static void enqueue_typed_text(const char* text) {
2652: snprintf(typed_text[typed_count], MAX_TYPED_LEN, "%s", text);
2655: fprintf(stderr, "Warning: typed-text queue full (%d). Dropping: %s\n",
9032:// engine_get_typed_text: returns all SDL_TEXTINPUT events received since
9035:// local t = engine_get_typed_text()
9041:static int l_engine_get_typed_text(lua_State* L) {
9045: luaL_addstring(&b, typed_text[i]);
9107: SDL_StartTextInput();
9639: lua_register(L, "engine_get_typed_text", l_engine_get_typed_text);
10427: enqueue_typed_text(event.text.text);
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
2640 // SDL_TEXTINPUT events arrive as null-terminated UTF-8 strings, one event
2641 // per logical character (with composed input from IMEs producing one event
2642 // for the final glyph). Lua drains this via engine_get_typed_text() and
2643 // inserts at the active text-element's caret. Capacity is generous for a
2644 // single frame's worth of fast typing (32 events * 32 bytes each).
2645 #define MAX_TYPED_EVENTS 32
2646 #define MAX_TYPED_LEN 32
2647 static char typed_text[MAX_TYPED_EVENTS][MAX_TYPED_LEN];
2648 static int typed_count = 0;
2649
2650 static void enqueue_typed_text(const char* text) {
2651 if (typed_count < MAX_TYPED_EVENTS) {
2652 snprintf(typed_text[typed_count], MAX_TYPED_LEN, "%s", text);
2653 typed_count++;
2654 } else {
2655 fprintf(stderr, "Warning: typed-text queue full (%d). Dropping: %s\n",
2656 MAX_TYPED_EVENTS, text);
2657 }
2658 }
2659
2660 // Input state - Global Hotkeys (Windows only)
2661 #ifdef _WIN32
2662 #define MAX_GLOBAL_HOTKEYS 16
2663 static struct {
2664 int id;
2665 bool fired; // Set when WM_HOTKEY received, cleared in input_post_update
2666 bool registered;
2667 } global_hotkeys[MAX_GLOBAL_HOTKEYS];
2668 static int global_hotkey_count = 0;
2669 #endif
... [5 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
9100 }
9101
9102 // Enable SDL_TEXTINPUT events. On desktop this is a no-op flag flip;
9103 // on mobile/web it can summon the on-screen keyboard. We leave it on
9104 // for the lifetime of the process — text-element editing is the only
9105 // consumer for now, and an always-on stream is cheaper than scoping
9106 // start/stop around focus changes for a single text-element use case.
9107 SDL_StartTextInput();
9108
9109 SDL_GL_SetSwapInterval((vsync_enabled && !render_mode) ? 1 : 0);
9110
9111 #ifndef __EMSCRIPTEN__
9112 // Load OpenGL functions (desktop only - Emscripten provides them)
9113 int version = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
9114 if (version == 0) {
9115 return luaL_error(L, "gladLoadGL failed");
9116 }
9117 printf("OpenGL %d.%d loaded\n", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version));
9118 #else
9119 printf("WebGL 2.0 (OpenGL ES 3.0) context created\n");
Engine bug. SDL's text-input queue is on permanently (anchor.c:9107) and only drains when Lua calls engine_get_typed_text(). Our project never calls it, so the queue fills up after ~32 keypresses and warns per-press forever.
One-line fix on the project side — drain at the top of update().
Diff — attack-template/main.lua
function update(dt)
sync_engine_globals()
+ engine_get_typed_text()
Applying.
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)
Applied. Warning should stop.
(Worth noting for later: the engine could fix this more cleanly — either auto-drain when nobody's consuming, or FIFO-drop silently instead of warning. A project that doesn't have a text-input widget should never have to know this queue exists. Worth a future Anchor 2 cleanup but not urgent. Your tuned values from sound_tuning.lua look reasonable, by the way — solid _lightmed-class starting point with the headshot taken further down to 6 bits for crunch.)
Great, I think this finishes everything from projectiles. What should we work on next?
You're at a clean checkpoint. A few directions worth flagging — pick one or steer:
Option A — Next carrier: area.lua
Per the port plan in attack-template/.claude/CLAUDE.md, area is the second most-reused carrier after projectile. v1 has 6 shapes (circle, rect, jagged_rect, cone, jagged_circle, polygon) with both instant + persistent modes, tick damage, blink-out, and the cyclone/righteous-fire variants. Two natural sub-options:
- Minimal area (parallel to how we did projectile): instant circle/rect only, single-tick damage, blink-out, no shape variants. Then iterate shape-by-shape.
- Wider area in one go: ship circle/rect/jagged_rect + instant/persistent in one pass. Bigger first commit but exercises the shape-switch and lifecycle paths together.
Option B — Round out projectile
A couple of loose ends from the projectile work that we explicitly deferred:
- Wall hit sounds — port the arrow_hit_wall_1/2 stack the same way we did fire sounds. ~15 minutes, completes the audio loop.
- wall_edge_wave_impulse — wall outline ripples on impact. Needs adding per-vertex offsets to wall.lua, then projectile + future areas can trigger ripples. Nice-to-have polish, not blocking.
Option C — Engine fix-up
The typed-text queue warning (engine_get_typed_text) is a real engine wart — every Anchor 2 project that doesn't have a text widget will hit it. Two small engine fixes:
- Auto-drain when nobody's consuming, OR
- FIFO-drop silently when full (just discard oldest, no warning).
Same cd Anchor2/engine && ./build.bat + cp anchor.exe cycle. ~10 lines of C. Benefits every project, not just attack-template.
Option D — Switch projects entirely
Per MEMORY.md, your main focuses are Invoker and the Anchor App. attack-template is a tooling investment — useful but not the destination. If you've spent enough on it for one session, switching to either of those (or somewhere else) is also legitimate.
My recommendation
If you want to keep moving on attack-template, A (minimal area) is the highest-leverage next step — area is the foundation for most of the remaining work (beam reuses area-tick semantics, polygonal reuses area-shape for landing zones, etc.). The minimal version mirrors what we did for projectile and stays under an hour.
If your energy is more "polish what we have", B (wall sounds + ripples) ties up the projectile arc cleanly.
If you'd rather pay down the engine debt that bit us today, C is small and broadly useful.
Your call.
Let's do area next.
Let me refresh on what v1's area looks like in code before pitching scope.
Read (E:\a327ex\Invoker\v1\main.lua)
8395 -- Area carrier (instant explosion or persistent DoT)
8396 area = object:extend()
8397 function area:new(x, y, args)
8398 object.new(self)
8399 self.x, self.y = x, y
8400 self.ability = args.ability
8401 self.color = args.color
8402 self.mods = args.mods or {}
8403 local def = abilities[self.ability]
8404 self.radius = args.radius or (def and def.area_radius) or 25
8405 if self.mods['area+'] then self.radius = self.radius*1.25 end
8406 if self.mods['area++'] then self.radius = self.radius*1.5 end
8407 if self.mods['area+++'] then self.radius = self.radius*2.0 end
8408 if self.mods['area-'] then self.radius = self.radius*0.85 end
8409 if self.mods['area--'] then self.radius = self.radius*0.7 end
8410 if self.mods['area---'] then self.radius = self.radius*0.5 end
8411
8412 -- Cascade: spawn additional copies
8413 if self.mods.cascade and self.mods.cascade >= 2 and args.cascade_r then
8414 local n = self.mods.cascade
8415 local child_mods = {}
8416 for k, v in pairs(self.mods) do child_mods[k] = v end
8417 child_mods.cascade = nil
8418 local is_cone = (args.shape or (def and def.area_shape)) == 'cone'
8419 if is_cone then
8420 -- Cone cascade: widen the cone angle instead of spawning extras
8421 local cone_a = args.cone_angle or (def and def.cone_angle) or math.pi/2
8422 args.cone_angle = cone_a + (n - 1)*cone_a*0.8
8423 else
8424 -- Normal cascade: spawn in a line along cascade_r
... [100 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
8800
8801 local enemies_in_range
8802 if self.shape == 'jagged_rect' and self.jagged_rect_verts then
8803 -- Build rotated flat vertex array for polygon query
8804 local cos_r, sin_r = math.cos(self.r), math.sin(self.r)
8805 local flat = {}
8806 for _, v in ipairs(self.jagged_rect_verts) do
8807 flat[#flat + 1] = v.x*cos_r - v.y*sin_r
8808 flat[#flat + 1] = v.x*sin_r + v.y*cos_r
8809 end
8810 enemies_in_range = an:query_polygon(self.x, self.y, flat, {'enemy'})
8811 elseif self.shape == 'rect' then
8812 local box_h = self.rect_h and self.rect_h*2 or self.radius*2
8813 enemies_in_range = an:query_box(self.x, self.y, self.radius*2, box_h, self.r, {'enemy'})
8814 elseif self.shape == 'cone' then
8815 local half_angle = self.cone_angle/2
8816 enemies_in_range = {}
8817 for _, e in ipairs(cached_enemies) do
8818 if not e.dead then
8819 local d = math.distance(self.x, self.y, e.x, e.y)
8820 local a = math.atan(e.y - self.y, e.x - self.x)
8821 local diff = math.abs(math.atan(math.sin(a - self.r), math.cos(a - self.r)))
8822 if d < self.radius and diff < half_angle then
8823 table.insert(enemies_in_range, e)
8824 end
8825 end
8826 end
8827 elseif self.shape == 'polygon' and self.polygon_verts then
8828 -- Polygon: query outer radius, separate into inner (polygon) and outer (falloff ring)
8829 local outer_r = self.outer_radius or self.radius*2
... [140 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
8740 end
8741
8742 -- After duration, blink out and die
8743 self.timer:after(self.duration, function()
8744 self.timer:cancel('tick')
8745 self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
8746 self.timer:trigger('blink')
8747 end)
8748 else
8749 -- Instant area setup
8750 self.arc_base_speed = an.random:choice({-1, 1})*an.random:float(3, 5)*math.pi
8751 self.elapsed = 0
8752
8753 local pull_delay = 0
8754 if self.mods.magnetic_area then
8755 pull_delay = 0.15
8756 local pull_radius = self.radius*2
8757 local mag_scale = self.radius/25
8758 local pull_mult = (def and def.magnetic_pull_mult) or 1
8759 add_shockwave(x, y, false, mag_scale)
8760 for _, e in ipairs(cached_enemies) do
8761 if not e.dead then
8762 local d = math.distance(x, y, e.x, e.y)
8763 if d < pull_radius and d > 1 then
8764 local strength = 4*pull_mult*(1 - d/pull_radius)
8765 local r = math.angle_to_point(e.x, e.y, x, y)
8766 e:push(r, strength)
8767 end
8768 end
8769 end
... [30 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
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
8971 if self.mods['homing_force>+'] and self.homing_elapsed > 0.5 then
8972 self.homing_steer_rate = math.min(self.homing_steer_rate + self.homing_base_steer_rate*0.3*dt, 6)
8973 elseif self.mods['homing_force>-'] and self.homing_elapsed > 0.5 then
8974 self.homing_steer_rate = math.max(self.homing_steer_rate - self.homing_base_steer_rate*0.3*dt, 0.5)
8975 end
8976
8977 local closest, closest_d = nil, math.huge
8978 for _, e in ipairs(cached_enemies) do
8979 if not e.dead then
8980 local d = math.distance(self.x, self.y, e.x, e.y)
8981 if d < closest_d then closest, closest_d = e, d end
8982 end
8983 end
... [70 more lines]
Grep (elseif self.shape == 'circle'|^ -- Default circle|self.cached_num_arcs)
9148: if not self.cached_num_arcs then self.cached_num_arcs = num_arcs end
9149: if num_arcs > self.cached_num_arcs then self.cached_num_arcs = num_arcs end
9152: for i = 0, self.cached_num_arcs - 1 do
9153: local base = self.arc_r + i*2*math.pi/self.cached_num_arcs
Read (E:\a327ex\Invoker\v1\main.lua)
9130 -- Outline
9131 local verts = self.jagged_verts
9132 for i = 1, #verts do
9133 local v1 = verts[i]
9134 local v2 = verts[i % #verts + 1]
9135 local x1 = self.x + r*v1.d*math.cos(v1.a)
9136 local y1 = self.y + r*v1.d*math.sin(v1.a)
9137 local x2 = self.x + r*v2.d*math.cos(v2.a)
9138 local y2 = self.y + r*v2.d*math.sin(v2.a)
9139 ability_layer:line(x1, y1, x2, y2, 2, c)
9140 end
9141 else
9142 local r = self.visual_radius*s
9143
9144 ability_layer:circle(self.x, self.y, r, self.fill_color())
9145
9146 local arc_world = math.min(50, math.pi*r/6)
9147 local num_arcs = math.max(2, math.floor(2*math.pi*r / (arc_world*3)))
9148 if not self.cached_num_arcs then self.cached_num_arcs = num_arcs end
9149 if num_arcs > self.cached_num_arcs then self.cached_num_arcs = num_arcs end
9150 local arc_angular = arc_world / math.max(r, 1)
9151 local segments = 6
9152 for i = 0, self.cached_num_arcs - 1 do
9153 local base = self.arc_r + i*2*math.pi/self.cached_num_arcs
9154 for j = 0, segments - 1 do
9155 local a1 = base + j*arc_angular/segments
9156 local a2 = base + (j + 1)*arc_angular/segments
9157 ability_layer:line(
9158 self.x + r*math.cos(a1), self.y + r*math.sin(a1),
9159 self.x + r*math.cos(a2), self.y + r*math.sin(a2),
... [10 more lines]
I have the v1 area pattern fully in head. Before designing, four scope calls — same shape as the projectile kickoff:
AskUserQuestion
User has answered your questions: "How wide should the first area.lua port be on shapes?"="Circle + rect", "Mode scope?"="Instant only (Recommended)", "How should I expose firing in the demo?"="Right-click at cursor position (Recommended)", "Area sound for this first pass?"="Skip sounds (Recommended)". You can now continue with the user's answers in mind.
Let me verify what query functions are available — area needs a circle query.
Grep (query_entities_|query_circle|physics_query)
4: The C engine's physics_query_* and physics_get_*_begin/end functions return
36: query_entities_circle(x, y, r, tags)
39:function query_entities_circle(x, y, r, tags)
40: local bodies = physics_query_circle(x, y, r, tags)
50: query_entities_box(x, y, w, h, angle, tags)
52:function query_entities_box(x, y, w, h, angle, tags)
53: local bodies = physics_query_box(x, y, w, h, angle, tags)
63: query_entities_aabb(x, y, w, h, tags)
65:function query_entities_aabb(x, y, w, h, tags)
66: local bodies = physics_query_aabb(x, y, w, h, tags)
76: query_entities_point(x, y, tags)
78:function query_entities_point(x, y, tags)
79: local bodies = physics_query_point(x, y, tags)
Grep (^function timer_every|^function timer_after|^function timer_tween)
80:function timer_after(t, delay, name_or_callback, callback_function)
95:function timer_every(t, delay, name_or_callback, callback_or_times, times_or_after, after_function)
125:function timer_tween(t, duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)
191:function timer_every_step(t, start_delay, end_delay, times, name_or_callback, callback_or_step, step_or_after, after_function)
Read (E:\a327ex\attack-template\anchor\timer.lua)
85 name, callback = uid(t), name_or_callback
86 end
87 insert_entry(t, {name = name, mode = 'after', time = 0, delay = delay, callback = callback})
88 end
89
90 --[[
91 timer_every(t, delay, [name,] callback, [times,] [after])
92 Fires callback repeatedly every delay seconds. If times is specified,
93 stops after that many fires and calls the `after` callback.
94 ]]
95 function timer_every(t, delay, name_or_callback, callback_or_times, times_or_after, after_function)
96 local name, callback, times, after
97 if type(name_or_callback) == 'string' then
98 name, callback, times, after = name_or_callback, callback_or_times, times_or_after, after_function
99 else
100 name, callback, times, after = uid(t), name_or_callback, callback_or_times, times_or_after
101 end
102 insert_entry(t, {name = name, mode = 'every', time = 0, delay = delay, callback = callback, times = times, after = after, count = 0})
103 end
104
105 --[[
106 timer_during(t, duration, [name,] callback, [after])
107 Fires callback(dt, progress) every frame for duration seconds.
108 Progress is 0 to 1 and reaches exactly 1 on the final frame.
109 ]]
110 function timer_during(t, duration, name_or_callback, callback_or_after, after_function)
111 local name, callback, after
112 if type(name_or_callback) == 'string' then
113 name, callback, after = name_or_callback, callback_or_after, after_function
114 else
... [20 more lines]
Have everything. Here's the design.
New file — attack-template/area.lua (~145 lines)
--[[
area.lua — area-of-effect attack carrier (minimal v1 port).
Scope of this first pass (per session 3 decisions):
• Two shapes: 'circle' (default) with orbiting arc visuals, and
'rect' with bracket-corner draw + rotated box query.
• Instant mode only. No persistent (DoT) zones, no follow/moving/
homing/growing, no hostile-area variant, no cascade/echo/pull.
• Lifecycle: tween radius 0 → target over 0.05s → damage pass →
0.2s hold → blink (every 0.05s × 7 ticks) → kill.
• Spawn juice: spring pull 0.25 on 'main' + 0.15s white flash on
tween completion.
• Per-enemy hit FX: hit_effect sprite + 2-3 colored particles
(matches v1 area damage pass).
• Single damage tick at full damage; no per-enemy cooldown since
instant mode hits once anyway.
Caller API:
spawn_area(x, y, {
radius, -- default 24 (matches v1 fireball area_radius=25)
rect_h, -- for shape='rect'; default = radius
damage, -- default 1
color, -- default red
edition, -- default 0 (inherits from caster.edition if passed)
shape, -- 'circle' (default) or 'rect'
r, -- rotation for rect orientation (default 0)
caster, -- optional; carries edition for particle tinting
})
Position is caller-provided — caller picks where the area lands
(mouse position for aimed, player position for self-area, etc.).
Areas are NOT physics objects; they query existing colliders by tag.
Visual variants:
• circle: filled disc (alpha 20) + orbiting arc segments at the
perimeter. arc_r spins via arc_base_speed, decaying to 0 via
sigmoid by t=0.25s (v1 instant-area pattern).
• rect: filled rect (alpha 20) + 4 bracket corners (10% of min
dim) at full alpha. Rotated by self.r.
]]
areas = {}
area = class()
function area:new(x, y, args)
args = args or {}
self.x = x
self.y = y
self.radius = args.radius or 24
self.rect_h = args.rect_h
self.damage = args.damage or 1
self.color = args.color and color_clone(args.color) or color_clone(red)
self.edition = args.edition or (args.caster and args.caster.edition) or 0
self.shape = args.shape or 'circle'
self.r = args.r or 0
self.visual_radius = 0
self.fill_color = color_clone(self.color)
self.fill_color.a = 20
self.flashing = false
self.hidden = false
self.arc_r = 0
-- Random initial spin direction + speed for the orbiting arcs.
-- Decays to 0 via sigmoid mult in update() over ~0.25s.
self.arc_base_speed = random_choice({-1, 1})*random_float(3, 5)*math.pi
self.elapsed = 0
make_entity(self)
self.timer = timer_new()
self.spring = spring_new()
-- Lifecycle scheduled at construction. Update() just advances timers
-- + spring + arc decay.
timer_tween(self.timer, 0.05, self, {visual_radius = self.radius}, math.cubic_in_out, function()
spring_pull(self.spring, 'main', 0.25)
self.flashing = true
timer_after(self.timer, 0.15, 'flash', function() self.flashing = false end)
self:apply_damage()
timer_after(self.timer, 0.2, function()
timer_every(self.timer, 0.05, 'blink', function() self.hidden = not self.hidden end, 7, function()
entity_kill(self)
end)
end)
end)
end
function area:apply_damage()
local enemies
if self.shape == 'rect' then
local box_h = self.rect_h and self.rect_h*2 or self.radius*2
enemies = query_entities_box(self.x, self.y, self.radius*2, box_h, self.r, {'enemy'})
else
enemies = query_entities_circle(self.x, self.y, self.radius, {'enemy'})
end
local pc = edition_base_color(self.edition) or self.color
for _, e in ipairs(enemies or {}) do
if e.hit and not e._dead then
e:hit(self.damage)
spawn_hit_effect(e.x, e.y)
for i = 1, random_int(2, 3) do
spawn_particle(e.x, e.y, {
velocity = random_float(50, 150),
}):change_color(0.5, pc)
end
end
end
end
function area:update(dt)
timer_update(self.timer, dt)
spring_update(self.spring, dt)
-- Arc spin decay (instant-area pattern from v1 area:update). After
-- ~0.25s the arcs hold still — the dramatic spin is at the moment
-- of impact.
self.elapsed = self.elapsed + dt
local mult = 1/(1 + math.exp(20*(self.elapsed - 0.25)))
self.arc_r = self.arc_r + self.arc_base_speed*mult*dt
end
function area:destroy() end
function area:draw(layer)
if self.hidden then return end
set_edition(layer, self.edition)
local s = self.spring.main.x
local c = self.flashing and fg_color() or self.color()
local r = self.visual_radius*s
if self.shape == 'rect' then
local w = r*2
local h = (self.rect_h or self.visual_radius)*2*s
local hw, hh = w/2, h/2
local bracket = math.min(w, h)*0.1
layer_push(layer, self.x, self.y, self.r, 1, 1)
layer_rectangle(layer, -hw, -hh, w, h, self.fill_color())
layer_line(layer, -hw, -hh, -hw + bracket, -hh, 2, c)
layer_line(layer, -hw, -hh, -hw, -hh + bracket, 2, c)
layer_line(layer, hw, -hh, hw - bracket, -hh, 2, c)
layer_line(layer, hw, -hh, hw, -hh + bracket, 2, c)
layer_line(layer, -hw, hh, -hw + bracket, hh, 2, c)
layer_line(layer, -hw, hh, -hw, hh - bracket, 2, c)
layer_line(layer, hw, hh, hw - bracket, hh, 2, c)
layer_line(layer, hw, hh, hw, hh - bracket, 2, c)
layer_pop(layer)
else
layer_circle(layer, self.x, self.y, r, self.fill_color())
local arc_world = math.min(50, math.pi*r/6)
local num_arcs = math.max(2, math.floor(2*math.pi*r/(arc_world*3)))
if not self.cached_num_arcs then self.cached_num_arcs = num_arcs end
if num_arcs > self.cached_num_arcs then self.cached_num_arcs = num_arcs end
local arc_angular = arc_world/math.max(r, 1)
local segments = 6
for i = 0, self.cached_num_arcs - 1 do
local base = self.arc_r + i*2*math.pi/self.cached_num_arcs
for j = 0, segments - 1 do
local a1 = base + j*arc_angular/segments
local a2 = base + (j + 1)*arc_angular/segments
layer_line(layer,
self.x + r*math.cos(a1), self.y + r*math.sin(a1),
self.x + r*math.cos(a2), self.y + r*math.sin(a2),
2, c)
end
end
end
set_edition(layer, 0)
end
function spawn_area(x, y, opts)
opts = opts or {}
local a = area(x, y, opts)
areas[#areas + 1] = a
return a
end
main.lua — 4 diffs
Diff 1 — require:
require('projectile')
+require('area')
sound_tuning = require('sound_tuning')
Diff 2 — bind right-click:
bind('fire_projectile', 'mouse:1')
+bind('fire_area', 'mouse:2')
Diff 3 — fire handler in update (after the projectile fire handler):
if is_pressed('fire_projectile') and not p._dead then
spawn_projectile(p, {
max_range = 220,
fire_sounds = {
{sound = sounds.arrow_hit_wood, vol = volumes.arrow_hit_wood},
{sound = sounds.arrow_shoot, vol = volumes.arrow_shoot},
},
})
end
+
+ -- Aimed area at the cursor — radius 30, deals 2 damage. The caster
+ -- is the player so the per-enemy particle bursts inherit player
+ -- edition tint. Shape defaults to 'circle'; pass shape='rect' (and
+ -- optional rect_h, r) for a rectangle area.
+ if is_pressed('fire_area') and not p._dead then
+ spawn_area(main_camera.mouse.x, main_camera.mouse.y, {
+ radius = 30,
+ damage = 2,
+ caster = p,
+ })
+ end
Diff 4 — update + draw loops (parallel to projectiles):
for i = #projectiles, 1, -1 do
local pr = projectiles[i]
if pr._dead then table.remove(projectiles, i)
else pr:update(dt) end
end
+ for i = #areas, 1, -1 do
+ local a = areas[i]
+ if a._dead then table.remove(areas, i)
+ else a:update(dt) end
+ end
camera_attach(main_camera, game_layer)
p:draw(game_layer)
for _, sk in ipairs(seekers) do sk:draw(game_layer) end
for _, pr in ipairs(projectiles) do pr:draw(game_layer) end
+ for _, a in ipairs(areas) do a:draw(game_layer) end
for _, f in ipairs(fxs) do f:draw(game_layer) end
camera_detach(main_camera, game_layer)
Notes
- Areas aren't physics objects — no collider, no tag registration. They query existing colliders by tag at damage time. So no F2 debug overlay needed for areas.
- Draw order: areas go between projectiles and fxs in
game_layer. The alpha-20 fill lets seekers/projectiles show through, the arc outlines pop on top, and fxs (hit_effects + particles from area damage) sit on top of the area visual. - Right-click triggers area at cursor; left-click still triggers projectile. They can overlap freely.
Apply?
Go ahead.
Write (E:\a327ex\attack-template\area.lua)
File created successfully at: E:\a327ex\attack-template\area.lua (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)
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...)
SYNTAX_OK
All five edits applied, parses clean. Test:
- Right-click anywhere — a red circle area pops in at the cursor over ~0.05s, with orbiting arc segments spinning briefly, then settling. Holds ~0.2s, then blinks out over 7 ticks.
- Right-click on a seeker — seeker takes 2 damage, hit-effect sprite + 2-3 colored particles spawn on top of the seeker. Multiple seekers in the radius all get hit in one cast.
- Edition tint flows through — cycle player edition with
0/F1, then right-click on enemies. The particle bursts inherit the player edition tint (since we passcaster = p). - Spring pop at impact — the area should briefly pulse larger right when damage applies (the 0.25 spring pull at tween completion).
- Left-click still fires projectiles — both work independently; you can fire both simultaneously.
If anything feels off (arc spin too fast/slow, fill alpha too transparent, blink too slow, radius wrong), easy tuning knobs in area.lua constructor.
Right click is not doing anything. Change this in the engine, it's a common mistake. You always swap out 2 for 3 and 3 for 2, but it should be changed at the engine level.
Let me find where mouse buttons are parsed in the engine to swap the 2↔3 mapping.
Grep ("mouse:|SDL_BUTTON_|mouse_button|mouse_is_pressed)
2610:static bool mouse_buttons_current[MAX_MOUSE_BUTTONS] = {0};
2611:static bool mouse_buttons_previous[MAX_MOUSE_BUTTONS] = {0};
2963: memcpy(mouse_buttons_previous, mouse_buttons_current, sizeof(mouse_buttons_previous));
3246: return mouse_buttons_current[ctrl->code - 1];
3278: return mouse_buttons_current[idx] && !mouse_buttons_previous[idx];
3301: return !mouse_buttons_current[idx] && mouse_buttons_previous[idx];
3796: snprintf(control_str, sizeof(control_str), "mouse:%d", i);
8224: lua_pushboolean(L, mouse_buttons_current[button - 1]);
8229:static int l_mouse_is_pressed(lua_State* L) {
8234: lua_pushboolean(L, mouse_buttons_current[button - 1] && !mouse_buttons_previous[button - 1]);
8244: lua_pushboolean(L, !mouse_buttons_current[button - 1] && mouse_buttons_previous[button - 1]);
9572: lua_register(L, "mouse_is_pressed", l_mouse_is_pressed);
10381: mouse_buttons_current[btn] = true;
10385: snprintf(captured_control, sizeof(captured_control), "mouse:%d", event.button.button);
10391: mouse_buttons_current[btn] = false;
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
10375 last_input_type = INPUT_TYPE_MOUSE;
10376 #ifdef __EMSCRIPTEN__
10377 audio_try_unlock();
10378 #endif
10379 int btn = event.button.button - 1; // SDL buttons are 1-indexed
10380 if (btn >= 0 && btn < MAX_MOUSE_BUTTONS) {
10381 mouse_buttons_current[btn] = true;
10382 }
10383 // Capture mode: capture the mouse button
10384 if (capture_mode && captured_control[0] == '\0') {
10385 snprintf(captured_control, sizeof(captured_control), "mouse:%d", event.button.button);
10386 }
10387 }
10388 if (event.type == SDL_MOUSEBUTTONUP) {
10389 int btn = event.button.button - 1;
10390 if (btn >= 0 && btn < MAX_MOUSE_BUTTONS) {
10391 mouse_buttons_current[btn] = false;
10392 }
10393 }
10394 // Track mouse wheel
10395 if (event.type == SDL_MOUSEWHEEL) {
10396 mouse_wheel_x += event.wheel.x;
10397 mouse_wheel_y += event.wheel.y;
10398 }
10399 // Touch events (for web/mobile audio unlock)
Let me check the memory note that captures the old SDL ordering so I update both.
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\reference_anchor2_mouse_buttons.md)
Found it. The fix is one helper function + two call sites + one snprintf. SDL ingestion is the only place that knows about SDL's ordering — everything downstream sees the Anchor convention.
Diff — Anchor2/engine/src/anchor.c
Add helper near the mouse state declarations (~line 2610):
// Map raw SDL button index to Anchor convention:
// SDL: 1=L, 2=M, 3=R → Anchor: 1=L, 2=R, 3=M
// (LÖVE2D-style; matches the intuitive mouse:2 = right-click expectation.)
// Buttons 4+ (X1, X2) pass through unchanged.
static int sdl_to_anchor_mouse_button(int sdl_btn) {
if (sdl_btn == 2) return 3;
if (sdl_btn == 3) return 2;
return sdl_btn;
}
Apply at the SDL event boundary (~line 10379):
if (event.type == SDL_MOUSEBUTTONDOWN) {
last_input_type = INPUT_TYPE_MOUSE;
#ifdef __EMSCRIPTEN__
audio_try_unlock();
#endif
- int btn = event.button.button - 1; // SDL buttons are 1-indexed
+ int anchor_btn = sdl_to_anchor_mouse_button(event.button.button);
+ int btn = anchor_btn - 1;
if (btn >= 0 && btn < MAX_MOUSE_BUTTONS) {
mouse_buttons_current[btn] = true;
}
- // Capture mode: capture the mouse button
if (capture_mode && captured_control[0] == '\0') {
- snprintf(captured_control, sizeof(captured_control), "mouse:%d", event.button.button);
+ snprintf(captured_control, sizeof(captured_control), "mouse:%d", anchor_btn);
}
}
if (event.type == SDL_MOUSEBUTTONUP) {
- int btn = event.button.button - 1;
+ int btn = sdl_to_anchor_mouse_button(event.button.button) - 1;
if (btn >= 0 && btn < MAX_MOUSE_BUTTONS) {
mouse_buttons_current[btn] = false;
}
}
Applying, building, copying, then updating the obsolete memory note.
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/Anchor2/engine && ./build.bat 2>&1 | tail -5 && cp build/anchor.exe...)
src/anchor.c(10711): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
gl.c
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
COPIED
Build succeeded, exe copied. Now updating the memory note since the prior rule is obsolete.
Write (C:\Users\adn.claude\projects\E--a327ex\memory\reference_anchor2_mouse_buttons.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\reference_anchor2_mouse_buttons.md has been updated successfully. (file state is current in your context — no need to Read it back)
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md)
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\MEMORY.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md has been updated successfully. (file state is current in your context — no need to Read it back)
All done. Right-click should now actually fire the area. Test:
- Right-click → area spawns at the cursor as designed.
- Middle-click still works — now just exposed as
mouse:3instead ofmouse:2. No project in attack-template uses it. - Left-click unchanged — still
mouse:1.
Memory note rewritten to capture the new convention and the swap-at-boundary implementation detail; the MEMORY.md index entry updated to match. Anything else that ships with attack-template, edition-template, or future projects can now write mouse:2 for right-click without the mental remap.
Area itself seems to be good, I believe the original must also have had visual effects on the caster for casting the area, as well as camera shake, try to copy those if they did indeed exist. Then implement the other types of areas. We want a general polygonal area, and then rock-like versions of each circle, rect and polygon with the jagged variations. Perhaps the jagged variations don't need to be their own versions, just a setting we can pass to the area to the polygon branch, while rect and circle remain the simplest ones.
Two things to dig into. Let me check v1 first.
Read (E:\a327ex\Invoker\v1\main.lua)
1433 elseif def.carrier == 'self_area' then
1434 local area_mods = {}
1435 for k, v in pairs(mods) do area_mods[k] = v end
1436 area_mods.cascade = nil
1437 area_mods.area_echo = nil
1438
1439 local self_area_log = (override_pos and override_pos.cast_log) or damage_cast_log.new(ability_name, def.element)
1440 local follow_target = override_pos and nil or p1
1441 local function spawn_self_area_formation()
1442 local aim_r = r
1443 an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, edition = orb_ed, cast_log = self_area_log}))
1444
1445 if mods.cascade and mods.cascade >= 2 then
1446 local n = mods.cascade
1447 local base_radius = (def and def.area_radius) or 25
1448 if mods['area+'] then base_radius = base_radius*1.25 end
1449 if mods['area++'] then base_radius = base_radius*1.5 end
1450 if mods['area+++'] then base_radius = base_radius*2.0 end
1451 local outer_edge = base_radius
1452 for i = 1, n - 1 do
1453 local child_radius = base_radius*(n - i)/n
1454 local dist = outer_edge + child_radius
1455 an:add(area(fire_x + dist*math.cos(aim_r), fire_y + dist*math.sin(aim_r), {
1456 ability = ability_name, color = def.color, mods = area_mods,
1457 radius = child_radius, follow = follow_target,
1458 follow_ox = dist*math.cos(aim_r), follow_oy = dist*math.sin(aim_r),
1459 edition = orb_ed, cast_log = self_area_log,
1460 }))
1461 outer_edge = dist + child_radius
1462 end
... [100 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
1562
1563 an.camera.shake:push(r, 4)
1564 if not override_pos then
1565 p1.spring:pull('shoot', 0.25)
1566 p1.flashing = true
1567 p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
1568 end
1569 an:add(hit_circle(fire_x, fire_y, {radius = 7, duration = 0.2}))
1570 for i = 1, 2 do
1571 an:add(hit_particle(fire_x, fire_y, {
1572 angle = r + an.random:float(-math.pi/4, math.pi/4),
1573 velocity = an.random:float(40, 200),
1574 duration = an.random:float(0.3, 0.6),
1575 w = an.random:choice({6, 8}),
1576 }):change_color(0.5, pc:clone()))
1577 end
1578 elseif def.carrier == 'chain' then
1579 local count = def.chain_count or 3
1580 if mods.chain then count = count + mods.chain end
1581 local chain_range = def.chain_range or 80
1582 if mods['chain_range+'] then chain_range = chain_range*1.2 end
1583 if mods['chain_range++'] then chain_range = chain_range*1.5 end
1584 if mods['chain_range+++'] then chain_range = chain_range*2.0 end
1585 if mods['area+'] then chain_range = chain_range*1.25 end
1586 if mods['area++'] then chain_range = chain_range*1.5 end
1587 if mods['area+++'] then chain_range = chain_range*2.0 end
1588 if mods['area-'] then chain_range = chain_range*0.85 end
1589 if mods['area--'] then chain_range = chain_range*0.7 end
1590 if mods['area---'] then chain_range = chain_range*0.5 end
1591 local global_hit = {}
... [10 more lines]
Grep (query_entities_polygon|physics_query_polygon)
No matches found
Grep (physics_query_polygon|l_physics_query_polygon|"physics_query_polygon")
7609:// physics_query_polygon(x, y, vertices, tags) -> array of bodies
7611:static int l_physics_query_polygon(lua_State* L) {
9554: lua_register(L, "physics_query_polygon", l_physics_query_polygon);
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
7609 // physics_query_polygon(x, y, vertices, tags) -> array of bodies
7610 // vertices is a flat array: {x1, y1, x2, y2, ...}
7611 static int l_physics_query_polygon(lua_State* L) {
7612 float x = (float)luaL_checknumber(L, 1) / pixels_per_meter;
7613 float y = (float)luaL_checknumber(L, 2) / pixels_per_meter;
7614 luaL_checktype(L, 3, LUA_TTABLE);
7615 luaL_checktype(L, 4, LUA_TTABLE);
7616
7617 // Get vertices from flat array {x1, y1, x2, y2, ...}
7618 int len = (int)lua_rawlen(L, 3);
7619 if (len < 6 || len % 2 != 0) {
7620 return luaL_error(L, "Polygon needs at least 3 vertices (6 numbers)");
7621 }
7622
7623 int vertex_count = len / 2;
7624 if (vertex_count > B2_MAX_POLYGON_VERTICES) {
7625 return luaL_error(L, "Too many vertices (max %d)", B2_MAX_POLYGON_VERTICES);
7626 }
7627
7628 b2Vec2 points[B2_MAX_POLYGON_VERTICES];
7629 for (int i = 0; i < vertex_count; i++) {
7630 lua_rawgeti(L, 3, i * 2 + 1);
7631 lua_rawgeti(L, 3, i * 2 + 2);
7632 points[i].x = (float)lua_tonumber(L, -2) / pixels_per_meter;
7633 points[i].y = (float)lua_tonumber(L, -1) / pixels_per_meter;
7634 lua_pop(L, 2);
7635 }
7636
7637 uint64_t mask = build_query_mask_from_table(L, 4);
7638 if (mask == 0) {
Found everything. Let me lay out the design.
Part 1 — Caster juice (mirroring v1's self_area + aimed_area patterns)
v1 applies this on every area cast:
- Camera shake — directional shake_push(angle, 4) for aimed_area, omnidirectional trauma for self_area
- Spring pull on 'shoot' (0.25) — same as projectile recoil
- White flash for 0.15s — same as projectile fire
- Cast hit_circle at caster position (radius 10, duration 0.2, stays white)
- 4 cast particles at caster position — omnidirectional for self, ±π/4 cone toward target for aimed
I'll auto-detect: if caster position ≈ area position (within 4 px), omnidirectional; else directional cone toward area.
Part 2 — Polygon shape + jagged flag
Three base shapes, jagged as orthogonal flag:
spawn_area(x, y, {
shape = 'circle', -- 'circle' | 'rect' | 'polygon'
jagged = false, -- visual roughening (and for polygon: actually changes hit area)
radius = 24,
rect_h, -- rect only
polygon_verts, -- polygon only; list of {a, d} (angle, distance fraction of radius). If nil, auto-generate 6 evenly-spaced verts at d=1.
polygon_r, -- polygon rotation
r, -- rect rotation
damage, color, edition, caster,
})
Shape × jagged behavior matrix:
| shape | jagged | hit query | draw |
|---|---|---|---|
| circle | false | circle | filled disc + orbiting arcs (current) |
| circle | true | circle | filled disc (no arcs) + jittered perimeter outline (8-12 verts, ±0.15 rad / 0.85-1.1 r jitter) |
| rect | false | box | filled rect + bracket corners (current) |
| rect | true | box | filled triangle fan + jittered perimeter outline (5-7 verts) |
| polygon | false | polygon | filled triangle fan + polygon outline (clean) |
| polygon | true | polygon | filled triangle fan + jittered polygon outline (jitter applied at construction; query uses jittered verts) |
Key design call: for circle and rect, jagged is purely visual — hit query stays clean (query_circle / query_box). For polygon, jagged actually mutates the polygon_verts (and therefore the query). This matches v1's behavior and the user's intuition: jagged circle still hits in a circle, jagged polygon hits in a jagged polygon.
Engine wrapper needed
physics_query_polygon exists in the C engine (anchor.c:7611) but isn't wrapped in attack-template/anchor/physics.lua. Need to add a query_entities_polygon(x, y, verts_flat, tags) wrapper alongside the existing query_entities_circle/box/aabb/point.
Demo controls
Tkey cyclescurrent_area_shape: circle → rect → polygon → loop. Prints on change.Gkey togglescurrent_area_jagged. Prints on change.mouse:2(right-click) still fires at cursor, using current shape + jagged.
This gives 6 combinations testable from a single demo session.
The diff is meaty — three files
attack-template/anchor/physics.lua— addquery_entities_polygonwrapper (~12 lines)attack-template/area.lua— substantial: add caster juice, refactor to support 3 shapes × jagged, new jagged-vert generation logic, polygon construction (~80 lines added/restructured)attack-template/main.lua— add cycle bindings + state + cycle handlers (~25 lines)
I'll write the full diffs in the next message. Want me to:
AskUserQuestion
User has answered your questions: "How should I present the area.lua changes?"="Full file rewrite (Recommended)", "Hex demo: T cycles shape, G toggles jagged, fire on right-click. Anything off?"="Looks good". You can now continue with the user's answers in mind.
Quick check on physics_query_polygon semantics — are points local or world?
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
7635 }
7636
7637 uint64_t mask = build_query_mask_from_table(L, 4);
7638 if (mask == 0) {
7639 lua_newtable(L);
7640 return 1;
7641 }
7642
7643 QueryContext ctx = {0};
7644 ctx.tag_mask = mask;
7645
7646 b2Vec2 position = {x, y};
7647 b2Rot rotation = b2Rot_identity;
7648 b2ShapeProxy proxy = b2MakeOffsetProxy(points, vertex_count, 0.0f, position, rotation);
7649
7650 b2QueryFilter filter = b2DefaultQueryFilter();
7651 filter.categoryBits = UINT64_MAX;
7652 filter.maskBits = mask;
7653
7654 b2World_OverlapShape(physics_world, &proxy, filter, query_overlap_callback, &ctx);
7655
7656 lua_newtable(L);
7657 for (int i = 0; i < ctx.count; i++) {
7658 b2BodyId* ud = (b2BodyId*)lua_newuserdata(L, sizeof(b2BodyId));
7659 *ud = ctx.bodies[i];
7660 lua_rawseti(L, -2, i + 1);
7661 }
7662 return 1;
7663 }
7664
... [10 more lines]
Grep (^function layer_polygon|^function layer_triangle)
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)
Read (E:\a327ex\Invoker\v1\main.lua)
9090 -- Bracket corners at outer left edge
9091 local arc_step = bracket/r
9092 local lx = self.x + r*math.cos(edge_l)
9093 local ly = self.y + r*math.sin(edge_l)
9094 ability_layer:line(lx, ly, self.x + r*math.cos(edge_l + arc_step), self.y + r*math.sin(edge_l + arc_step), 2, c)
9095 ability_layer:line(lx, ly, self.x + (r - bracket)*math.cos(edge_l), self.y + (r - bracket)*math.sin(edge_l), 2, c)
9096
9097 -- Bracket corners at outer right edge
9098 local rx = self.x + r*math.cos(edge_r)
9099 local ry = self.y + r*math.sin(edge_r)
9100 ability_layer:line(rx, ry, self.x + r*math.cos(edge_r - arc_step), self.y + r*math.sin(edge_r - arc_step), 2, c)
9101 ability_layer:line(rx, ry, self.x + (r - bracket)*math.cos(edge_r), self.y + (r - bracket)*math.sin(edge_r), 2, c)
9102 elseif self.shape == 'polygon' and self.polygon_verts then
9103 local r = self.visual_radius*s
9104 local scale = r/math.max(self.radius, 1)
9105 -- Fill
9106 ability_layer:circle(self.x, self.y, r*0.85, self.fill_color())
9107 -- Outline
9108 local pverts = self.polygon_verts
9109 for i = 1, #pverts do
9110 local v1 = pverts[i]
9111 local v2 = pverts[i % #pverts + 1]
9112 ability_layer:line(self.x + v1.wx*scale, self.y + v1.wy*scale,
9113 self.x + v2.wx*scale, self.y + v2.wy*scale, 2, c)
9114 end
9115 elseif self.shape == 'jagged_circle' then
9116 local r = self.visual_radius*s
9117 if not self.jagged_verts then
9118 -- Generate irregular polygon vertices once
9119 local n = an.random:int(8, 12)
... [20 more lines]
Have everything. Showing the three diffs now.
Diff 1 — attack-template/anchor/physics.lua add wrapper (after query_entities_box)
function query_entities_box(x, y, w, h, angle, tags)
local bodies = physics_query_box(x, y, w, h, angle, tags)
local result = {}
for i = 1, #bodies do
local e = body_to_entity(bodies[i])
if e then result[#result + 1] = e end
end
return result
end
+--[[
+ query_entities_polygon(x, y, verts_flat, tags)
+ Queries entities inside a polygon. verts_flat is {x1, y1, x2, y2, ...}
+ in LOCAL space relative to (x, y); the engine offsets by (x, y).
+ Box2D requires convex polygons up to 8 vertices.
+]]
+function query_entities_polygon(x, y, verts_flat, tags)
+ local bodies = physics_query_polygon(x, y, verts_flat, tags)
+ local result = {}
+ for i = 1, #bodies do
+ local e = body_to_entity(bodies[i])
+ if e then result[#result + 1] = e end
+ end
+ return result
+end
+
function query_entities_aabb(x, y, w, h, tags)
Diff 2 — attack-template/area.lua full rewrite
--[[
area.lua — area-of-effect attack carrier.
Three base shapes with an orthogonal `jagged` flag:
'circle' + jagged=false: filled disc + orbiting arc segments
'circle' + jagged=true: filled disc + jittered perimeter polygon outline
'rect' + jagged=false: filled rect + bracket corners
'rect' + jagged=true: filled triangle fan + jittered perimeter polygon outline
'polygon' + jagged=false: filled disc + clean polygon outline
'polygon' + jagged=true: filled disc + jittered polygon outline (jitter mutates hit area)
Damage queries match base shape (not jagged):
circle → query_entities_circle (jagged is visual-only)
rect → query_entities_box (jagged is visual-only)
polygon → query_entities_polygon (jagged actually changes hit area, since verts are the shape)
Instant mode only this pass — no persistent/DoT, no follow/moving/homing,
no hostile, no cascade/echo, no magnetic pull. Lifecycle: tween radius
0 → target over 0.05s → damage pass + spring pop + 0.15s flash → 0.2s
hold → blink (every 0.05s × 7 ticks) → kill.
Caller API:
spawn_area(x, y, {
shape, -- 'circle' (default) | 'rect' | 'polygon'
jagged, -- bool, default false
radius, -- default 24 (matches v1 fireball area_radius=25)
rect_h, -- rect only; default = radius (square)
r, -- rect rotation; default 0
polygon_verts, -- polygon only; list of {a, d} (angle in rad, distance as
-- fraction of radius). Auto-generates 6 evenly-spaced
-- verts at d=1 if nil. Capped at 8 verts (Box2D limit).
polygon_r, -- polygon rotation baked into verts at construction; default 0
damage, -- default 1
color, -- default red
edition, -- default 0 (inherits from caster.edition if passed)
caster, -- optional; carries edition for tinting AND triggers
-- caster-side juice: camera shake (directional toward
-- area, omnidirectional if caster≈area), 'shoot' spring
-- pull, 0.15s white flash, cast hit_circle + 4 particles
-- at caster position.
})
]]
areas = {}
local POLYGON_MAX_VERTS = 8 -- Box2D B2_MAX_POLYGON_VERTICES
-- 8-12 perimeter verts around a circle with ±0.15 rad angle jitter and
-- 0.85-1.1 radius jitter. v1 jagged_circle pattern (~line 9119).
local function build_jagged_circle_verts(radius)
local n = random_int(8, 12)
local verts = {}
for i = 1, n do
local a = (i - 1)*2*math.pi/n + random_float(-0.15, 0.15)
local d = random_float(0.85, 1.1)
verts[#verts + 1] = {wx = radius*d*math.cos(a), wy = radius*d*math.sin(a)}
end
return verts
end
-- 5-7 perimeter verts approximating a rect's bounds with jitter. v1
-- jagged_rect pattern (~line 8470).
local function build_jagged_rect_verts(hw, hh)
local n = random_int(5, 7)
local verts = {}
for i = 1, n do
local a = (i - 1)*2*math.pi/n + random_float(-0.2, 0.2)
local ca, sa = math.cos(a), math.sin(a)
local rx = hw*math.abs(ca) + hh*math.abs(sa) -- max distance to box edge at angle a
local d = random_float(0.75, 1.1)*rx
verts[#verts + 1] = {wx = d*ca, wy = d*sa}
end
return verts
end
-- Build polygon verts in local space. Input is optional list of {a, d}
-- pairs (auto-generated as a 6-vert regular hexagon if nil). polygon_r
-- is folded into each angle. If jagged, apply per-vert angle + radius
-- jitter. Capped at POLYGON_MAX_VERTS for the Box2D polygon query.
local function build_polygon_verts(input, radius, poly_r, jagged)
poly_r = poly_r or 0
if not input or #input == 0 then
input = {}
for i = 1, 6 do
input[#input + 1] = {a = (i - 1)*2*math.pi/6, d = 1.0}
end
end
local verts = {}
local n = math.min(#input, POLYGON_MAX_VERTS)
for i = 1, n do
local v = input[i]
local a = v.a + poly_r
local d = v.d
if jagged then
a = a + random_float(-0.15, 0.15)
d = d*random_float(0.75, 1.1)
end
verts[#verts + 1] = {wx = radius*d*math.cos(a), wy = radius*d*math.sin(a)}
end
return verts
end
-- Convert {wx,wy} verts to a flat {x1,y1,x2,y2,...} array for the
-- engine query (and for layer_polygon_line if we used it).
local function verts_to_flat(verts)
local flat = {}
for _, v in ipairs(verts) do
flat[#flat + 1] = v.wx
flat[#flat + 1] = v.wy
end
return flat
end
area = class()
function area:new(x, y, args)
args = args or {}
self.x = x
self.y = y
self.radius = args.radius or 24
self.rect_h = args.rect_h
self.damage = args.damage or 1
self.color = args.color and color_clone(args.color) or color_clone(red)
self.edition = args.edition or (args.caster and args.caster.edition) or 0
self.shape = args.shape or 'circle'
self.jagged = args.jagged or false
self.r = args.r or 0
self.visual_radius = 0
self.fill_color = color_clone(self.color)
self.fill_color.a = 20
self.flashing = false
self.hidden = false
self.arc_r = 0
self.arc_base_speed = random_choice({-1, 1})*random_float(3, 5)*math.pi
self.elapsed = 0
-- Shape-specific vertex construction (jagged variants + polygon).
-- Smooth circle and smooth rect don't need verts; they draw primitively.
if self.shape == 'polygon' then
self.verts = build_polygon_verts(args.polygon_verts, self.radius, args.polygon_r or 0, self.jagged)
elseif self.shape == 'circle' and self.jagged then
self.verts = build_jagged_circle_verts(self.radius)
elseif self.shape == 'rect' and self.jagged then
self.verts = build_jagged_rect_verts(self.radius, self.rect_h or self.radius)
end
make_entity(self)
self.timer = timer_new()
self.spring = spring_new()
-- Caster-side juice (immediate, at fire-time). Mirrors v1 self_area
-- and aimed_area cast effects. Skipped entirely when no caster passed.
if args.caster then
local caster = args.caster
local cdx, cdy = self.x - caster.x, self.y - caster.y
local cdist = math.length(cdx, cdy)
-- Aimed cast (area not on caster) → directional shake + cone particles
-- Self cast (area at caster) → omnidirectional trauma + spread particles
local cast_dir = (cdist > 4) and math.atan(cdy, cdx) or nil
if cast_dir then
shake_push(main_camera.shake, cast_dir, 4)
else
shake_trauma(main_camera.shake, 0.3, 0.15)
end
if caster.spring then spring_pull(caster.spring, 'shoot', 0.25) end
if caster.timer then
caster.flashing = true
timer_after(caster.timer, 0.15, 'shoot_flash', function() caster.flashing = false end)
end
-- Cast puff (stays white per v1) + 4 tinted cast particles.
local pc = edition_base_color(caster.edition) or self.color
spawn_hit_circle(caster.x, caster.y, {radius = 10, duration = 0.2})
for i = 1, 4 do
local angle = cast_dir
and (cast_dir + random_float(-math.pi/4, math.pi/4))
or random_float(0, 2*math.pi)
spawn_particle(caster.x, caster.y, {
angle = angle,
velocity = random_float(40, 200),
duration = random_float(0.3, 0.6),
w = random_choice({6, 8}),
}):change_color(0.5, pc)
end
end
-- Lifecycle: tween radius → damage + spring pop + flash → hold → blink → kill.
timer_tween(self.timer, 0.05, self, {visual_radius = self.radius}, math.cubic_in_out, function()
spring_pull(self.spring, 'main', 0.25)
self.flashing = true
timer_after(self.timer, 0.15, 'flash', function() self.flashing = false end)
self:apply_damage()
timer_after(self.timer, 0.2, function()
timer_every(self.timer, 0.05, 'blink', function() self.hidden = not self.hidden end, 7, function()
entity_kill(self)
end)
end)
end)
end
function area:apply_damage()
local enemies
if self.shape == 'rect' then
local box_h = self.rect_h and self.rect_h*2 or self.radius*2
enemies = query_entities_box(self.x, self.y, self.radius*2, box_h, self.r, {'enemy'})
elseif self.shape == 'polygon' then
enemies = query_entities_polygon(self.x, self.y, verts_to_flat(self.verts), {'enemy'})
else -- 'circle' (smooth or jagged)
enemies = query_entities_circle(self.x, self.y, self.radius, {'enemy'})
end
local pc = edition_base_color(self.edition) or self.color
for _, e in ipairs(enemies or {}) do
if e.hit and not e._dead then
e:hit(self.damage)
spawn_hit_effect(e.x, e.y)
for i = 1, random_int(2, 3) do
spawn_particle(e.x, e.y, {
velocity = random_float(50, 150),
}):change_color(0.5, pc)
end
end
end
end
function area:update(dt)
timer_update(self.timer, dt)
spring_update(self.spring, dt)
-- Arc spin decay (instant-area pattern from v1). After ~0.25s the
-- arcs hold still — the dramatic spin is at the moment of impact.
-- Only used by smooth circle; cheap to compute regardless.
self.elapsed = self.elapsed + dt
local mult = 1/(1 + math.exp(20*(self.elapsed - 0.25)))
self.arc_r = self.arc_r + self.arc_base_speed*mult*dt
end
function area:destroy() end
function area:draw(layer)
if self.hidden then return end
set_edition(layer, self.edition)
local s = self.spring.main.x
local c = self.flashing and fg_color() or self.color()
local r = self.visual_radius*s
if self.shape == 'circle' and not self.jagged then
-- Smooth circle: filled disc + orbiting arc segments.
layer_circle(layer, self.x, self.y, r, self.fill_color())
local arc_world = math.min(50, math.pi*r/6)
local num_arcs = math.max(2, math.floor(2*math.pi*r/(arc_world*3)))
if not self.cached_num_arcs then self.cached_num_arcs = num_arcs end
if num_arcs > self.cached_num_arcs then self.cached_num_arcs = num_arcs end
local arc_angular = arc_world/math.max(r, 1)
local segments = 6
for i = 0, self.cached_num_arcs - 1 do
local base = self.arc_r + i*2*math.pi/self.cached_num_arcs
for j = 0, segments - 1 do
local a1 = base + j*arc_angular/segments
local a2 = base + (j + 1)*arc_angular/segments
layer_line(layer,
self.x + r*math.cos(a1), self.y + r*math.sin(a1),
self.x + r*math.cos(a2), self.y + r*math.sin(a2),
2, c)
end
end
elseif self.shape == 'rect' and not self.jagged then
-- Smooth rect: filled rect + bracket corners.
local w = r*2
local h = (self.rect_h or self.visual_radius)*2*s
local hw, hh = w/2, h/2
local bracket = math.min(w, h)*0.1
layer_push(layer, self.x, self.y, self.r, 1, 1)
layer_rectangle(layer, -hw, -hh, w, h, self.fill_color())
layer_line(layer, -hw, -hh, -hw + bracket, -hh, 2, c)
layer_line(layer, -hw, -hh, -hw, -hh + bracket, 2, c)
layer_line(layer, hw, -hh, hw - bracket, -hh, 2, c)
layer_line(layer, hw, -hh, hw, -hh + bracket, 2, c)
layer_line(layer, -hw, hh, -hw + bracket, hh, 2, c)
layer_line(layer, -hw, hh, -hw, hh - bracket, 2, c)
layer_line(layer, hw, hh, hw - bracket, hh, 2, c)
layer_line(layer, hw, hh, hw, hh - bracket, 2, c)
layer_pop(layer)
else
-- Vertex-driven shapes: jagged circle, jagged rect, polygon (smooth or jagged).
-- All draw a fill + polygon outline. Rect is non-radial so it uses
-- triangle fan from center; circle and polygon use a cheap radial
-- disc fill at 0.85r (matches v1).
local scale = r/math.max(self.radius, 1)
local push_r = (self.shape == 'rect') and self.r or 0
layer_push(layer, self.x, self.y, push_r, 1, 1)
if self.shape == 'rect' then
for i = 1, #self.verts do
local v1 = self.verts[i]
local v2 = self.verts[(i % #self.verts) + 1]
layer_triangle(layer, 0, 0, v1.wx*scale, v1.wy*scale, v2.wx*scale, v2.wy*scale, self.fill_color())
end
else
layer_circle(layer, 0, 0, r*0.85, self.fill_color())
end
for i = 1, #self.verts do
local v1 = self.verts[i]
local v2 = self.verts[(i % #self.verts) + 1]
layer_line(layer, v1.wx*scale, v1.wy*scale, v2.wx*scale, v2.wy*scale, 2, c)
end
layer_pop(layer)
end
set_edition(layer, 0)
end
function spawn_area(x, y, opts)
opts = opts or {}
local a = area(x, y, opts)
areas[#areas + 1] = a
return a
end
Diff 3 — attack-template/main.lua
Hunk 3a — bindings (after bind('fire_area', ...)):
bind('fire_area', 'mouse:2')
+-- Cycle the area shape used by right-click. T → circle → rect → polygon → loop.
+-- G toggles jagged on the current shape. State printed on change.
+bind('cycle_area_shape', 'key:t')
+bind('toggle_area_jagged', 'key:g')
Hunk 3b — current-shape state (after debug_draw_enabled = false):
debug_draw_enabled = false
+
+-- Right-click area shape state. Cycled with T, jagged toggled with G.
+current_area_shape = 'circle'
+current_area_jagged = false
+area_shape_cycle = {'circle', 'rect', 'polygon'}
Hunk 3c — cycle handlers in update (after the wall edition cycle block):
if is_pressed('cycle_wall_edition_prev') then
for _, w in ipairs(walls) do w.edition = prev_edition(w.edition) end
print('wall_edition: ' .. edition_name(walls[1].edition) .. ' (' .. tostring(walls[1].edition) .. ')')
end
+ if is_pressed('cycle_area_shape') then
+ for i, s in ipairs(area_shape_cycle) do
+ if s == current_area_shape then
+ current_area_shape = area_shape_cycle[(i % #area_shape_cycle) + 1]
+ break
+ end
+ end
+ print('area_shape: ' .. current_area_shape .. (current_area_jagged and ' (jagged)' or ''))
+ end
+ if is_pressed('toggle_area_jagged') then
+ current_area_jagged = not current_area_jagged
+ print('area_shape: ' .. current_area_shape .. (current_area_jagged and ' (jagged)' or ''))
+ end
Hunk 3d — pass shape + jagged in fire handler:
if is_pressed('fire_area') and not p._dead then
spawn_area(main_camera.mouse.x, main_camera.mouse.y, {
radius = 30,
damage = 2,
caster = p,
+ shape = current_area_shape,
+ jagged = current_area_jagged,
})
end
Notes
- Polygon's hit area is the polygon itself (after jitter if jagged). The cap at 8 verts is from Box2D's polygon query.
r*0.85fill for circle/polygon is a v1 trick — cheap disc fill underneath the polygon outline. Works because these shapes are radial. Rect uses a real triangle fan because non-square boxes can be very non-radial.- Caster juice is opt-in — only fires when
casteris passed. Spawn_area without caster (e.g., enemy-initiated AoE) gets no shake / spring / flash / cast FX.
Apply all three?
Go ahead.
Edit (E:\a327ex\attack-template\anchor\physics.lua)
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Write (E:\a327ex\attack-template\area.lua)
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Edit (E:\a327ex\attack-template\main.lua)
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Edit (E:\a327ex\attack-template\main.lua)
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Edit (E:\a327ex\attack-template\main.lua)
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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...)
SYNTAX_OK
All applied, parse clean. Test:
Right-click anywhere (defaults to smooth circle): - Camera kicks toward the cursor direction - Player springs + flashes (recoil) - White puff + 4 colored particles at the player (cast moment) - Circle area pops in at the cursor with orbiting arcs
Right-click on the player itself — should switch to omnidirectional trauma shake + spread particles (no kick direction).
Cycle shapes with T: console prints area_shape: rect / polygon / circle. Right-click after each cycle to see:
- rect: filled box with bracket corners (default rect_h = radius, so square).
- polygon: hexagon — filled disc + clean 6-edge outline.
Toggle jagged with G: console prints area_shape: <shape> (jagged). Then:
- jagged circle: filled disc + bumpy 8-12-vert outline polygon (no spinning arcs in this mode).
- jagged rect: triangle-fan filled rough polygon, rotated by self.r.
- jagged polygon: same hexagon but verts are jittered at construction — and importantly the hit area changes too (enemies just outside the jittered edge won't get hit; enemies just inside an outward jagged spike will).
Spam right-click to verify the 6 combinations all read distinctly. Each cast applies the full caster juice package every time.
If anything reads off (cast particles too sparse for self-cast, jagged outline too tight, etc.), easy tuning knobs in area.lua constructor + helpers.
Angle of shapes should follow the aim angle from the player. Make sure that the size of the corners is in all cases 2.
[Request interrupted by user]
By corners I mean the lines that make up the edges of the shapes.
Two things:
(2) Line widths — verified, all outlines/edges in area.lua are already width 2 (smooth circle arcs, smooth rect brackets, vertex-driven shape outlines). No change needed.
(1) Aim-aligned rotation — small change in spawn_area. Compute caster→area angle and default r / polygon_r to it when the caller didn't pass them explicitly:
Diff — area.lua spawn_area
function spawn_area(x, y, opts)
opts = opts or {}
+ -- Auto-derive aim angle from caster → area direction so rect / polygon
+ -- shapes orient along the cast. Only applied when caster is present
+ -- and the caller hasn't passed an explicit rotation. Self-casts
+ -- (distance ≤ 4 px) skip — the direction is degenerate. Circle is
+ -- radially symmetric so rotation is unused.
+ if opts.caster then
+ local dx, dy = x - opts.caster.x, y - opts.caster.y
+ if math.length(dx, dy) > 4 then
+ local aim_r = math.atan(dy, dx)
+ if opts.r == nil then opts.r = aim_r end
+ if opts.polygon_r == nil then opts.polygon_r = aim_r end
+ end
+ end
local a = area(x, y, opts)
areas[#areas + 1] = a
return a
end
Applying.
Edit (E:\a327ex\attack-template\area.lua)
The file E:\a327ex\attack-template\area.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Applied. Test:
- Right-click far right/left/up/down of the player — the polygon hexagon should visibly rotate so one vertex points along the aim direction.
- Rect is currently square (60×60, no
rect_hset) so rotation looks identical. To see rect rotation, passrect_h = 12in main.lua's fire handler — then the long axis aligns with aim. - Circle stays unchanged (radially symmetric).
- Self-cast (right-click right on the player) — no rotation derived; everything draws axis-aligned. Same skip threshold (4 px) as the cast-juice direction detection.
The hit circle and particles from area spawn are centered on the player, like the projectile they should be in front of it.
Same +8 unit muzzle offset as projectile, applied to the cast FX. Self-casts (no cast direction) still spawn on the caster body.
Diff — area.lua caster juice block
- -- Cast puff (stays white per v1) + 4 tinted cast particles.
+ -- Cast puff (stays white per v1) + 4 tinted cast particles.
+ -- Offset 8 units forward along the cast direction so the FX sit
+ -- at the player's muzzle, not on their body — matches projectile
+ -- spawn pattern. Self-casts (no cast_dir) spawn on the caster body
+ -- since there's no "forward".
local pc = edition_base_color(caster.edition) or self.color
- spawn_hit_circle(caster.x, caster.y, {radius = 10, duration = 0.2})
+ local cast_off = 8
+ local mx = caster.x + (cast_dir and cast_off*math.cos(cast_dir) or 0)
+ local my = caster.y + (cast_dir and cast_off*math.sin(cast_dir) or 0)
+ spawn_hit_circle(mx, my, {radius = 10, duration = 0.2})
for i = 1, 4 do
local angle = cast_dir
and (cast_dir + random_float(-math.pi/4, math.pi/4))
or random_float(0, 2*math.pi)
- spawn_particle(caster.x, caster.y, {
+ spawn_particle(mx, my, {
angle = angle,
velocity = random_float(40, 200),
duration = random_float(0.3, 0.6),
w = random_choice({6, 8}),
}):change_color(0.5, pc)
end
Applying.
Edit (E:\a327ex\attack-template\area.lua)
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Applied. Right-click should now spawn the cast puff + particles slightly outside the player edge in the aim direction, matching how projectiles' muzzle FX sit.
Can we try a variation of polygons where, like the rectangle, we only have the edge lines on the corners?
Add corner_brackets as a third orthogonal flag (alongside shape and jagged). When true, the polygon outline becomes per-vertex bracket marks instead of full edges — 10% of each adjacent edge, matching the rect's bracket style.
The flag is generic to all vert-driven shapes (polygon, jagged_circle, jagged_rect) since the implementation is identical. Demo-wise, B toggles it alongside T (shape) and G (jagged).
Diff 1 — area.lua add flag + branch in draw
self.shape = args.shape or 'circle'
self.jagged = args.jagged or false
+ self.corner_brackets = args.corner_brackets or false
self.r = args.r or 0
if self.shape == 'rect' then
for i = 1, #self.verts do
local v1 = self.verts[i]
local v2 = self.verts[(i % #self.verts) + 1]
layer_triangle(layer, 0, 0, v1.wx*scale, v1.wy*scale, v2.wx*scale, v2.wy*scale, self.fill_color())
end
else
layer_circle(layer, 0, 0, r*0.85, self.fill_color())
end
- for i = 1, #self.verts do
- local v1 = self.verts[i]
- local v2 = self.verts[(i % #self.verts) + 1]
- layer_line(layer, v1.wx*scale, v1.wy*scale, v2.wx*scale, v2.wy*scale, 2, c)
- end
+ if self.corner_brackets then
+ -- Per-vertex bracket marks: two short line segments at each
+ -- vertex along the two adjacent edges (10% of each edge length).
+ -- Mirrors the smooth-rect bracket style applied to N-gons.
+ for i = 1, #self.verts do
+ local v_prev = self.verts[((i - 2) % #self.verts) + 1]
+ local v_curr = self.verts[i]
+ local v_next = self.verts[(i % #self.verts) + 1]
+ for _, neighbor in ipairs({v_prev, v_next}) do
+ local dx, dy = neighbor.wx - v_curr.wx, neighbor.wy - v_curr.wy
+ local d_len = math.length(dx, dy)
+ if d_len > 0.001 then
+ local ux, uy = dx/d_len, dy/d_len
+ local bl = d_len*0.1
+ layer_line(layer,
+ v_curr.wx*scale, v_curr.wy*scale,
+ (v_curr.wx + ux*bl)*scale, (v_curr.wy + uy*bl)*scale,
+ 2, c)
+ end
+ end
+ end
+ else
+ -- Full polygon outline.
+ for i = 1, #self.verts do
+ local v1 = self.verts[i]
+ local v2 = self.verts[(i % #self.verts) + 1]
+ layer_line(layer, v1.wx*scale, v1.wy*scale, v2.wx*scale, v2.wy*scale, 2, c)
+ end
+ end
Also update the docblock to mention the new flag (will fold into the args list).
Diff 2 — main.lua add toggle + pass to spawn_area
bind('cycle_area_shape', 'key:t')
bind('toggle_area_jagged', 'key:g')
+bind('toggle_area_brackets', 'key:b')
current_area_shape = 'circle'
current_area_jagged = false
+current_area_brackets = false
area_shape_cycle = {'circle', 'rect', 'polygon'}
if is_pressed('toggle_area_jagged') then
current_area_jagged = not current_area_jagged
print('area_shape: ' .. current_area_shape .. (current_area_jagged and ' (jagged)' or ''))
end
+ if is_pressed('toggle_area_brackets') then
+ current_area_brackets = not current_area_brackets
+ print('area_shape: ' .. current_area_shape
+ .. (current_area_jagged and ' (jagged)' or '')
+ .. (current_area_brackets and ' (brackets)' or ''))
+ end
if is_pressed('fire_area') and not p._dead then
spawn_area(main_camera.mouse.x, main_camera.mouse.y, {
radius = 30,
damage = 2,
caster = p,
shape = current_area_shape,
jagged = current_area_jagged,
+ corner_brackets = current_area_brackets,
})
end
Apply?
Yes.
Edit (E:\a327ex\attack-template\area.lua)
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Bash (cd E:/a327ex/attack-template && /e/a327ex/Anchor/reference/love-compare/tools/lu...)
SYNTAX_OK
All applied, parses clean. Test:
- Cycle to polygon (T until it says
area_shape: polygon), press B — console printsarea_shape: polygon (brackets). Right-click: hexagon with only small bracket marks at each of the 6 vertices, no full outline edges. Filled disc still underneath. - Combine: B + G (
polygon (jagged) (brackets)) — jittered hexagon with bracket marks at the jittered vertex positions. - Brackets on jagged_circle (cycle to circle, G then B) — 8-12 little brackets distributed around the perimeter. Lots of small marks, kind of crystalline. Whether that looks good is subjective; if you don't like it, leave brackets off for circle.
- Brackets on jagged_rect (cycle to rect, G then B) — 5-7 bracket positions around the jittered rect outline.
Toggle order doesn't matter — flags are independent.
OK. This is enough for now. I imagine there's no standard area sound for area attacks like there was for projectiles, or is there?
Closer to "half-standard" than a clean default. Here's what v1 actually does:
area_sound / hit_sound (played when the area lands)
| Sound | Used by |
|---|---|
fireball_hit (RPG3_FireMagic_FireballImpact01) |
fireball, null_arrow, fissure, frost_nova — 4 abilities across fire / null / earth / ice elements |
windmagic_epic_impact |
windfield |
fissure_cast_2 |
earthquake (aftershock-like) |
rf_hit_3 |
righteous_fire (tick) |
fireball_hit is the de-facto default — 4 of the 6 area-spawning abilities use it despite being different elements. It's a generic "magic explosion" pop, not really "fire-specific" sound-wise. The audio isn't branded fire even though the asset name is.
cast_sound (played at fire-time, before the area lands)
All element-specific — no shared default:
| Sound | Used by |
|---|---|
frost_nova_cast |
frost_nova |
fissure_cast_1 |
fissure (cast_sounds list), earthquake |
windfield_cast |
windfield |
How this compares to projectile
| Role | Projectile | Area |
|---|---|---|
| Fire / cast | Standard: arrow_hit_wood + arrow_shoot stack used by 5 abilities |
None — all element-specific |
| Hit / land | None (per-ability or none) | Half-standard: fireball_hit used by 4 abilities; the other 2 override |
So — to port or not?
By your earlier rule ("if sounds differ across abilities, don't port"):
- fireball_hit as a default area-land sound is borderline. 4-of-6 majority is "mostly standard" but 2 abilities meaningfully override. If you treat it as the default and override per element, that matches v1 usage cleanly.
- No cast sound to port — every ability has its own. Would only port when individual abilities land.
My take: fireball_hit IS worth porting as the default hit_sound for spawn_area — it's the most universal area-impact sound in v1, the asset doesn't sound element-branded despite its name, and the few abilities that need to differ (windfield, earthquake) can pass an explicit hit_sound opt to override. Same pattern as fire_sounds on projectile.
But that's a judgment call — happy to skip if you'd rather wait until specific abilities land and port their sounds per-element instead.
It's fine to skip it. Update any comments/documentation, then let's end the session. Name it "Attack System Generalization 2"
Two doc files to update before ending the session. Brief plan:
attack-template/.claude/CLAUDE.md— substantial refresh:- "What's wired up so far (session 1 baseline)" → expand to cover session 2 (projectile, area, engine DSP, tuning UI, mouse swap, etc.)
- Keybindings table — add the new keys (mouse:1, mouse:2, F3, T, G, B)
- "Decisions made this session" → rename to evergreen "Design decisions" (still hold)
- "What's next" — mark projectile + area done, point to beam as next
- File map — add the new files
- Add brief "Runtime DSP + tuning workflow" subsection
area.lua— typo fix: "session 3 decisions" → "session 2 decisions" (docblock).
Let me read CLAUDE.md fresh so the edits are surgical.
Read (E:\a327ex\attack-template.claude\CLAUDE.md)
82 ---
83
84 ## What's wired up so far (session 1 baseline)
85
86 ### Visual / edition stack (from edition-template)
87 - `assets/draw_shader.frag` replaces the engine's default fragment
88 shader. Every `layer_*` draw routes through it and respects
89 `u_edition`, `u_field_scale`, `u_dither_mode`, `u_time`.
90 - `edition.lua`, `palette.lua`, `gradient.lua`, `geometry.lua`,
91 `symbols.lua` — same shape as edition-template.
92 - A **`set_edition(layer, mode)` shim** in `main.lua` adapts the v1 /
93 Invoker 2-arg API (which all the ported entity files were written
94 against) to edition-template's 4-arg `edition_set(layer, mode,
95 field_scale, dither)`. Scene-wide defaults: `default_field_scale =
96 0.5`, `default_dither = 0`. **If you port a new entity that calls
97 `set_edition(layer, mode)`, it just works** — no further wiring.
98
99 ### Entities
100 - **`player.lua`** (verbatim from `Invoker/player.lua`): WASD / arrows
101 movement, mouse-aim rotation, scale + visual_r juice on
102 left/right press, edition shimmer, `:hit(damage, hit_x, hit_y,
103 source)` for taking contact damage. Stats-driven HP/MP (`stats.lua`).
104 - **`seeker.lua`** (verbatim from `Invoker/seeker.lua`): chase-the-
105 player enemy. Steering = seek + wander + separate
106 (`steering_seek/wander/separate`). `:push(angle, force, duration)`
107 knockback. `:hit(damage, hit_vol)` damage application. `:die` death
108 FX. **`:wall_bump(angle)` is local to attack-template** — see below.
109 Floating HP bar via `draw_health_ui` (`should_show_health_ui` gates
110 by `time - last_damage_time < 2`).
111 - **`fx.lua`** (verbatim from `Invoker/fx.lua`): `fx_hit_circle`,
... [200 more lines]
Read (E:\a327ex\attack-template.claude\CLAUDE.md)
309 1. **`projectile.lua`** — most foundational. Many other carriers spawn
310 projectiles (chain / construct / arrow_barrage / tornado_shot
311 secondaries). Includes wall raycast + sensor collider + hit/wall/
312 death FX + shape variants (default rect, ball-lightning circle,
313 wind_slash orbiting blades, arc crescent). See `findings.md` section 3.
314 2. **`area.lua`** — next most reused. 6 shapes (circle, rect, jagged_rect,
315 cone, jagged_circle, polygon), instant + persistent modes,
316 tick-damage, blink-out. See `findings.md` section 4.
317 3. **`beam.lua`** — channeled. Path-walker, dashed draw with leading
318 white flash, tip circle, tick damage. Uses `build_homing_path` +
319 `draw_dashed_path` helpers (port these too). See `findings.md` section 5.
320 4. **`dash.lua`** — `dash_clone` shared between dash_strike / asal /
321 flicker_strike. Trail system + delayed anime hit + bezier hopping.
322 See `findings.md` section 7.
323 5. **`polygonal.lua`** — `big_rock_effect` + `rock_fragment` shatter.
324 See `findings.md` section 6.
325 6. **`railgun.lua`, `psylance.lua`, `construct.lua`** — bespoke
326 single-purpose carriers. Last because they're less foundational.
327
328 For each carrier, the workflow is roughly:
329 1. Read the corresponding `findings.md` section.
330 2. Read the original v1 source (line refs in findings.md).
331 3. Write the carrier class in attack-template, adapting `object:extend()` / `self:add(collider)` / `self:action(draw)` v1 patterns to Anchor 2's `class()` / plain-field / explicit-method style.
332 4. Drop the carrier's hit/fire/etc sounds into `assets/`, register them in `main.lua`'s `sounds`/`volumes` tables.
333 5. Wire a debug spawn key (e.g. `Q` fires a projectile, `E` spawns an area) into `main.lua`.
334 6. Add a `currently_spawning_carrier` index + cycle key so the user can switch through carriers from a single key.
335
336 ---
337
338 ## Common gotchas
... [59 more lines]
Starting with the area.lua typo, then CLAUDE.md.
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Docs updated. Ending the session now.
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user for the session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
Determine the project yourself from your session context — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Proceed Without Approval
Do NOT show the summary to the user for approval. Write it directly. The user can review the committed log after the fact and request a follow-up edit if anything is off.
Step 4: Convert Transcript and Write the Log File
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
date "+%Y-%m-%d %H:%M:%S"Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...) vs Codex rollouts (~/.codex/sessions/...). For Composer sessions, usefind-recent-session.py(it merges all sources) and pick the[cursor]line for the current chat.Replace the default header (
# Session YYYY-MM-DD...) at the top of/tmp/session-log.mdwith the approved title and summary, AND prepend frontmatter. The final file shape:Title: [Title] Date: YYYY-MM-DD HH:MM:SS # [Title] ## Summary [approved summary text from step 2] --- [transcript content from jsonl-to-markdown script]Frontmatter is non-negotiable. Every log file MUST start with
Title:andDate:lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script ina327ex-site/deploy/backfill_metadata.pyis a safety net, not a substitute — write it correctly the first time.Then copy the final file to the log destination:
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].mdStep 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
Project Root Stage command Anchor E:/a327ex/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Ainvoker E:/a327ex/Invokergit add -Athalien-lune E:/a327ex/thalien-lunegit add -Aa327ex-site E:/a327ex/a327ex-sitegit add -A(this IS one of the web repos — the log file added in Step 4 is staged here automatically)For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
cdinto the project root, stage, rungit statusto verify before committing.IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.# Skip until we hit the line "## Summary", then take everything after the next # blank line until the --- separator that precedes the transcript. awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \ E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
# Project repo to GitHub. Skip this push if the project IS a327ex-site # (handled by the second push below — don't duplicate). git push origin main # a327ex-site to the VPS (post-receive hook restarts the Lua server). cd E:/a327ex/a327ex-site git add -A git commit -m "[Title]" git push prod main 2>&1 | tail -3Failure handling: if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
Step 7: Confirm
Tell the user: - Project commit hash + GitHub push result - a327ex-site commit hash + VPS push result
Format:
Logged — "[Title]". project (Anchor2): abc1234 pushed to GitHub a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)If a push failed, surface that explicitly with the error.
Notes
- Frontmatter is non-negotiable. Every log file MUST have
Title:andDate:at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.- If the project IS
a327ex-site(e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.- Legacy note: this skill used to also dual-write to
anchor.blot.im/logs/andanchor.blot.im/context/. Post-cutover (May 2026),anchor.blot.imis a JS redirect toa327ex.comand no longer receives content. Drop those steps if you find any older docs that still reference them.ARGUMENTS: Attack System Generalization 2
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5)
2026-05-18T01:46:10.401Z 7bbe9aa0-e29a-4a29-b06d-af47579ddcc9 [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\7bbe9aa0-e29a-4a29-b06d-af47579ddcc9.jsonl
2026-05-18T00:37:51.220Z 971d9e15-717d-4333-a3b7-b590c9e2a105 [claude]
C:\Users\adn\.claude\projects\E--a327ex\971d9e15-717d-4333-a3b7-b590c9e2a105.jsonl
2026-05-17T17:15:21.723Z 2c74dcf0-ff09-4c77-b74f-f572e833a034 [claude]
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
Bash (date "+%Y-%m-%d %H:%M:%S")
2026-05-17 22:46:41