Attack System Generalization 3
Summary
Third session on E:/a327ex/attack-template/ — the self-contained Anchor 2 project that ports every Orblike v1 attack carrier as a reusable visual-only module. Picked up after sessions 1-2 (scaffold + projectile carrier + instant area carrier) and shipped: persistent (DoT) area mode, the full beam carrier (instant + persistent), the flicker-strike carrier, a five-layer render stack, an engine-backed hit-stop system, and an fx_effect primitive. By session end the template has four carriers done (projectile, area, beam, flicker); only polygonal/big-rock and the bespoke carriers remain.
Persistent (DoT) areas:
- Extended
area.luawith a persistent mode selected by passingduration(+ optionaltick_rate, default 0.5s). Instant mode unchanged. - Persistent lifecycle: 0.25s tween-up (vs 0.05s instant),
timer_every(tick_rate, 'tick', ...)damage loop with a per-areahit_cooldowns[entity_id]table gating re-hits, blink+kill afterduration. Ticks continue through the blink phase (matches v1). - Per-tick:
e:hit(damage, 0)withhit_vol=0to silence the per-enemy headshot sound (the singledot_tickplays once per tick instead — v1 line 8685 parity). Lighter particles than instant (1-2, vel 30-80, w=4, no hit_effect sprite). On any hit:dot_ticksound, spring pull 0.1, 0.1s flash, arc-speed spike +1.25π capped at 3π. dot_ticksound ported (Click sound 37 + Body Fall 18.ogg, vol 0.49, v1 line 14).Nkey toggles instant↔persistent in the demo.
Persistent-area visual iteration (arc decay + breathing):
- User asked the circle's arc-spin to decay when no hits land recently. Added exponential decay of
arc_speedtoward a storedarc_baseline(rate k=3, ~95% decay/sec). Tick spikes raise it; decay drags it back. - For non-smooth-circle persistent shapes, added a slow scale "breathing" (
1 + 0.05*sin(phase), ~0.5 Hz, random start phase) since they have no arcs as a life signal. Applied as a multiplier on the spring scalesat draw time, gated to skip the smooth circle.
Beam carrier — instant (beam.lua new):
- Scoped via AskUserQuestion: visual = v1
railgun_flash(clump-retract), no charge phase,mouse:3trigger. - Beam is internally a polyline (
self.path). Non-homing = 2 points; the shared pipeline (wall clip, damage, dash draw) walks the path. - Damage: rotated-box query (
query_entities_box) covering the beam, hit windowwidth*6(±width*3 perp, v1 line 3982). - Visual:
railgun_flash— dashes built once, grouped into clumps of 2-4 whosevisible_start/visible_endtween toward each clump's midpoint with staggered delays overduration(0.25s). Wall raycast clips the path per-segment. spawn_beam(caster, opts)mirrorsspawn_projectile.
Beam tip FX iteration:
- Added a tip impact hit_circle + particles at the path endpoint.
- User: drop the beam_cast sound entirely → removed sound, asset, volume entry.
- User: particles should be radial not coned toward the caster → changed to
random_float(0, 2*math.pi). - Color direction: user wanted the hit_circle to flash white first then bleed to edition color. Initially built backwards; the fraction also needed lowering (0.6→0.3) because the hit_circle shrinks via cubic_in_out and at fraction 0.6 the disc is ~1.8px — the flash was happening on an invisible dot. Final:
change_color(0.3, pc)starting white.
Five-layer render stack:
- User requested splitting the 2-layer setup into
floor(bg only) /wall/game(player + seekers + projectiles + areas + beams) /effects(all fxs) /debug. Each its own FBO, drawn bottom-to-top. FX now always read above the carriers that spawned them — motivated by the beam-tip hit_circle appearing behind the beam line.
Beam homing — heavy iteration:
- Ported v1's
build_homing_path(line 10750): walk forwardstep_sizeunits, bend heading toward nearest enemy withinproximity. Exposedhoming,homing_turn_rate,homing_proximity,homing_step_size.Jtoggles. - Built a tuning playground: frozen seekers in a jagged line, 600-unit beam,
damage=0, six tuning keys (1/2 turn rate, 3/4 proximity, 5/6 step size), an always-on HUD, and aseeker.frozenflag. - User reported the path drifting off-axis / looping. Tried a cone clamp (max_deviation ±45°), then a cone filter (only home toward enemies inside the reachable cone). User rejected the accumulated complexity: "What's the simplest version of the path building algorithm you can build?" — reverted to bare find-nearest + bend + step.
- Rebuilt incrementally: turn_rate became a proportional multiplier (
path_r += turn_rate*diff, no clamp); added a per-enemy hit-set so the path can't loop back to a target it passed; added click-target convergence (path always passes through the click position, with a closest-approach post-process fallback). Then user said "revert to the simplest version again" — all of that came back out. - Final homing state: the bare three-op algorithm (find nearest, clamped bend
turn_rate*step_size, step). Left there per the user.
Beam persistent mode:
- Reference: v1's Beam ability. Held-while-channel.
rebuild_pathfollows the caster;timer_every(tick_rate, ...)damage ticks with per-enemy cooldown; spring-scaled tip circle flashing white on tick;beam:release()ends it.Otoggles instant↔persistent;mouse:3down/up start/release. - User then wanted each tick's line to fully disappear and reappear (not one persistent scrolling line). Reworked: the persistent beam holds a list of
flashes— each tick spawns a fresh flash (own timer + clumps + retract), so consecutive ticks hand off.rebuild_pathmoved intoapply_tick(recompute on tick boundaries, not per-frame).release()lets in-flight flashes finish their fade then kills the entity.
Flicker carrier (flicker.lua new):
- User: port the Flicker Strike visuals only — the line that follows the caster + per-enemy hit effects, no player movement.
- First pass ported v1's
dash_cloneflicker mode: autonomous entity, bezier-hops between enemies, fading dashed trail (trail_update/trail_drawported verbatim from v1 line 578), hit FX per enemy.hitsopt — user: "no concept of charges, just a variable for the number of enemies hit."Fkey.
Flicker v1-exact juice port:
- User: port everything exactly including sounds. Identified the primary
flicker_strike(v1 line 4450) has more juice than thedash_clonemode first ported. - Added
fx_effectprimitive tofx.lua(general named-spritesheet animation, v1 line 10601) +zag/zag_disttofx_particle(one-time angle kink, v1 line 10523). - Ported
fx_energy_122.png(7×96×96 spritesheet) and the slash sound stack (slash_hit,slash_final,sword_slash_1-4). - Per-hit: fx_energy_122 burst, hit_circle, 4 zag particles,
slash_hit+ randomsword_slash, shake, body flash + spring (v1 pulses the player; redirected onto the flicker entity since the player is uninvolved). - Final burst: hit_stop 0.08,
slash_final, AoE knockback (radius 48, push enemies), big FX. - hit-stop system: attack-template had
set_time_scalebut no hit_stop. Added ahit_stop(duration)helper + unscaled-dt countdown inmain.lua, and wired scaled dt (sdt = dt*time_scale) throughcamera_update+ all 7 entity-update loops so a time_scale of 0 freezes the world.
Camera shake bug:
- User reported the flicker shake "waaaaay too strong." Root cause: used
shake_traumawhere v1'scamera.shake:shake(amount, duration)is the random-displacement shake.shake_trauma'samountis a 0-1 trauma value squared and ×24 — passing 4/8 produced ~384/1536 px of shake on a 270px screen. Fix:shake_trauma→shake_shake(pixel-amplitude random shake, the correct equivalent).shake_pushcalls were already correct (both engines treat push amount as pixels).
fx_effect animation speed:
- User noticed the fx_effect animation ran slower than v1. Not a bug — same taste issue as session 2's hit_effect (v1's 0.06s/frame felt too slow in attack-template, was bumped to 0.04). Changed both flicker fx_effect speeds (0.06 per-hit, 0.08 final) to 0.04.
Flicker target selection fix:
- User asked if target selection matched the original. It didn't —
flicker:newused thedash_clone's cone-based "closest enemy ahead within ±60°" logic instead of the primaryflicker_strike's "closest enemy to the mouse cursor, no cone" (v1 line 4538). Fixed: addedtarget_x/target_yto the carrier API, initial target = closest enemy to the click position withinrange, no cone. Subsequentfind_nexthops already matched v1.
Misc:
- Seekers reverted from the frozen tuning-line back to the normal 5-in-a-ring;
Lkey spawns a pack of 5 near the wall. attack-template/.claude/CLAUDE.mdupdated: carriers (beam + flicker added),fx_effect, sound list, five-layer hierarchy, hit-stop section, full keybinding table, port order (projectile/area/beam/flicker ✅), file map.
Deferred to next session: the big-rock / polygonal carrier (big_rock_effect — parabolic-flight rock-throw that shatters into Box2D fragments), plus a generalizable "airborne" system for the parabola/arc-flight abstraction.
Let's continue with the attack system generalization. Read the summaries for the past logs and then the contents of attack-template. We just got done with instant areas, now we want to work on DoT areas.
Glob (Invoker/logs/*/.md)
No files found
Bash (ls E:/a327ex/Invoker/attack-template 2>&1 | head -50)
ls: cannot access 'E:/a327ex/Invoker/attack-template': No such file or directory
Glob (*/attack-template)
No files found
Glob (*/attack_template)
No files found
Glob (Invoker/*/.md)
Invoker\reference\SNKRX\devlog.md
Invoker\reference\SNKRX\README.md
Invoker\reference\001-No-title\detailed_todo_dont_use.md
Invoker\reference\001-No-title\todo.md
Invoker\reference\239A5-P60B91D\main.md
Invoker\reference\Rekoyam Tsohg\todo.md
Invoker\reference\SNKRX_visual_effects_catalog.md
Invoker\reference\snkrx_style_effects.md
Invoker\reference\archive\implementation_plan.md
Invoker\reference\archive\system_design.md
Invoker\reference\ability_reference.md
Invoker\reference\area_modifiers_analysis.md
Invoker\reference\ability_design_reference.md
Invoker\reference\ability_modifier_map.md
Invoker\reference\map_visual_system.md
Invoker\reference\ability_editions.md
Invoker\reference\balatro_shader_analysis.md
Invoker\reference\tags.md
Invoker\reference\interactions.md
Invoker\reference\ai_coding_paradigms.md
Invoker\reference\anchor_usage_analysis.md
Invoker\reference\reference_games_strategy.md
Invoker\reference\file_split_and_ownership.md
Invoker\reference\archive\lore.md
Invoker\reference\todo.md
Invoker\reference\poe_gem_mechanics.md
Invoker\reference\poe_skill_generator.md
Invoker\reference\poe_skill_examples.md
Invoker\reference\chatgpt_mockup_prompt.md
Invoker\reference\archive\three_phase_system.md
... [10 more lines]
Glob (/logs//*.md)
a327ex-site\media\logs\2026-01-01-07-37\ANCHOR.md
a327ex-site\media\logs\2026-01-01-07-37\CLAUDE.md
a327ex-site\media\logs\2026-01-02-10-00\ANCHOR.md
a327ex-site\media\logs\2026-01-02-10-00\CLAUDE.md
a327ex-site\media\logs\2026-01-01-07-37\IMPLEMENTATION_PLAN.md
a327ex-site\media\logs\2026-01-02-10-00\IMPLEMENTATION_PLAN.md
anchor.blot.im\logs\2026-01-02_18-59.md
anchor.blot.im\logs\2026-01-03_12-30.md
anchor.blot.im\logs\2026-01-03_15-30.md
anchor.blot.im\logs\anchor-phase-1.md
anchor.blot.im\logs\anchor-phase-10-part-1.md
anchor.blot.im\logs\anchor-phase-10-part-10.md
anchor.blot.im\logs\anchor-phase-10-part-2.md
anchor.blot.im\logs\anchor-phase-10-part-3.md
anchor.blot.im\logs\anchor-phase-10-part-4.md
anchor.blot.im\logs\anchor-phase-10-part-5.md
anchor.blot.im\logs\anchor-phase-10-part-6.md
anchor.blot.im\logs\anchor-phase-10-part-7.md
anchor.blot.im\logs\anchor-phase-10-part-8.md
anchor.blot.im\logs\anchor-phase-10-part-9.md
anchor.blot.im\logs\anchor-phase-2.md
anchor.blot.im\logs\anchor-phase-3-part-1.md
anchor.blot.im\logs\anchor-phase-3-part-2.md
anchor.blot.im\logs\anchor-phase-3-part-3.md
anchor.blot.im\logs\anchor-phase-3-part-4.md
anchor.blot.im\logs\anchor-phase-4.md
anchor.blot.im\logs\anchor-phase-5.md
anchor.blot.im\logs\anchor-phase-6.md
anchor.blot.im\logs\anchor-phase-7.md
anchor.blot.im\logs\anchor-phase-8.md
... [71 more lines]
Bash (ls E:/a327ex/Invoker/ 2>&1)
abilities/
abilities.lua
anchor/
anchor.exe*
archive/
area.lua
assets/
cast.lua
design.md
door.lua
fx.lua
info_text.lua
log.lua
main.lua
map.lua
map_generation.lua
maps/
orb.lua
plan.lua
plan.md
player.lua
primitives.lua
projectile.lua
reference/
run.bat
run.lua
seeker.lua
spells.lua
spells.md
stats.lua
... [10 more lines]
Glob (Invoker/*/attack)
No files found
Bash (ls E:/a327ex/anchor.blot.im/logs/ | grep -i "attack|instant" 2>&1)
(Bash completed with no output)
Bash (ls -t E:/a327ex/anchor.blot.im/logs/*.md | head -20)
E:/a327ex/anchor.blot.im/logs/emoji-aimer-1.md
E:/a327ex/anchor.blot.im/logs/anchor-app-phase-1-part-1.md
E:/a327ex/anchor.blot.im/logs/website-redesign.md
E:/a327ex/anchor.blot.im/logs/orblike-redesign.md
E:/a327ex/anchor.blot.im/logs/orblike-ui-2.md
E:/a327ex/anchor.blot.im/logs/orblike-ui-1.md
E:/a327ex/anchor.blot.im/logs/codex-tests.md
E:/a327ex/anchor.blot.im/logs/codex-setup.md
E:/a327ex/anchor.blot.im/logs/anchor-app-ui-discussion.md
E:/a327ex/anchor.blot.im/logs/orblike-tutorial-map-and-wall-layers.md
E:/a327ex/anchor.blot.im/logs/ebb-ball-bounce-mechanics.md
E:/a327ex/anchor.blot.im/logs/orblike-design-consolidation.md
E:/a327ex/anchor.blot.im/logs/emoji-ball-bounce-exploration.md
E:/a327ex/anchor.blot.im/logs/orblike-failed-beach-map-generation.md
E:/a327ex/anchor.blot.im/logs/2026-01-04_12-15.md
E:/a327ex/anchor.blot.im/logs/ricochet.md
E:/a327ex/anchor.blot.im/logs/thalien-lune-gameplay.md
E:/a327ex/anchor.blot.im/logs/thalien-lune-design-1.md
E:/a327ex/anchor.blot.im/logs/composer-2-setup.md
E:/a327ex/anchor.blot.im/logs/orblike-hideout-3.md
Bash (ls E:/a327ex/Invoker/ | grep -i "template|attack"; echo "---"; ls E:/a327ex/Inv...)
---
Grep (attack.?template|attack_template|instant area|DoT area|dot area)
Found 9 files
Invoker\area.lua
Invoker\reference\archive\feature_by_feature_analysis.md
Invoker\reference\archive\three_phase_system.md
Invoker\v1\main.lua
Invoker\reference\ai_coding_paradigms.md
Invoker\reference\interactions.md
Invoker\reference\tags.md
Invoker\reference\ability_modifier_map.md
Invoker\reference\area_modifiers_analysis.md
Grep (attack.template|attack_template|generalization|generaliz)
Found 20 files
anchor.blot.im\logs\anchor-app-phase-1-part-1.md
anchor.blot.im\logs\orblike-redesign.md
anchor.blot.im\logs\orblike-tutorial-map-and-wall-layers.md
anchor.blot.im\logs\ebb-ball-bounce-mechanics.md
anchor.blot.im\logs\orblike-failed-beach-map-generation.md
anchor.blot.im\logs\orblike-poe-sap-based-analysis.md
anchor.blot.im\logs\orblike-orb-system-design.md
anchor.blot.im\logs\anchor-rewrite.md
anchor.blot.im\logs\orblike-assorted-improvements.md
anchor.blot.im\logs\orblike-6-abilities.md
anchor.blot.im\logs\orblike-3-melee-abilities.md
anchor.blot.im\logs\orblike-project-bootstrap.md
anchor.blot.im\logs\ebb-sword.md
anchor.blot.im\logs\ebb-sword-redo.md
anchor.blot.im\logs\ebb-combat-juice-part-3-gun.md
anchor.blot.im\logs\ebb-temporary-end-design.md
anchor.blot.im\logs\2026-01-02_10-00.md
anchor.blot.im\logs\anchor-phase-9.md
anchor.blot.im\logs\anchor-phase-10-part-4.md
anchor.blot.im\logs\2026-01-02_18-59.md
Bash (ls -lt E:/a327ex/Invoker/*.lua 2>&1 | head -15; echo "---"; ls -lt E:/a327ex/anc...)
-rw-r--r-- 1 adn 197121 36276 May 15 23:20 E:/a327ex/Invoker/ui.lua
-rw-r--r-- 1 adn 197121 7949 May 15 23:20 E:/a327ex/Invoker/primitives.lua
-rw-r--r-- 1 adn 197121 26029 May 15 23:19 E:/a327ex/Invoker/main.lua
-rw-r--r-- 1 adn 197121 11777 May 15 22:42 E:/a327ex/Invoker/seeker.lua
-rw-r--r-- 1 adn 197121 5714 May 15 22:20 E:/a327ex/Invoker/player.lua
-rw-r--r-- 1 adn 197121 7876 May 15 21:35 E:/a327ex/Invoker/area.lua
-rw-r--r-- 1 adn 197121 13149 May 15 21:34 E:/a327ex/Invoker/projectile.lua
-rw-r--r-- 1 adn 197121 8952 May 15 21:33 E:/a327ex/Invoker/plan.lua
-rw-r--r-- 1 adn 197121 7309 May 15 18:51 E:/a327ex/Invoker/fx.lua
-rw-r--r-- 1 adn 197121 9246 May 15 18:47 E:/a327ex/Invoker/map.lua
-rw-r--r-- 1 adn 197121 5774 May 15 18:47 E:/a327ex/Invoker/run.lua
-rw-r--r-- 1 adn 197121 11551 May 14 22:12 E:/a327ex/Invoker/cast.lua
-rw-r--r-- 1 adn 197121 5934 May 14 22:12 E:/a327ex/Invoker/spells.lua
-rw-r--r-- 1 adn 197121 1256 May 14 22:12 E:/a327ex/Invoker/abilities.lua
-rw-r--r-- 1 adn 197121 2887 May 14 22:11 E:/a327ex/Invoker/tags.lua
---
ls: cannot access 'E:/a327ex/anchor.blot.im/logs/*invoker*': No such file or directory
-rw-r--r-- 1 adn 197121 915985 May 2 23:39 E:/a327ex/anchor.blot.im/logs/orblike-redesign.md
-rw-r--r-- 1 adn 197121 562509 May 1 04:00 E:/a327ex/anchor.blot.im/logs/orblike-ui-2.md
-rw-r--r-- 1 adn 197121 1519675 Apr 30 20:46 E:/a327ex/anchor.blot.im/logs/orblike-ui-1.md
-rw-r--r-- 1 adn 197121 170199 Apr 27 21:21 E:/a327ex/anchor.blot.im/logs/orblike-tutorial-map-and-wall-layers.md
-rw-r--r-- 1 adn 197121 60995 Apr 26 23:44 E:/a327ex/anchor.blot.im/logs/orblike-design-consolidation.md
-rw-r--r-- 1 adn 197121 182731 Apr 26 19:41 E:/a327ex/anchor.blot.im/logs/orblike-failed-beach-map-generation.md
-rw-r--r-- 1 adn 197121 2758477 Apr 25 20:32 E:/a327ex/anchor.blot.im/logs/orblike-hideout-3.md
-rw-r--r-- 1 adn 197121 234299 Apr 21 18:17 E:/a327ex/anchor.blot.im/logs/orblike-hideout-2.md
-rw-r--r-- 1 adn 197121 270714 Apr 21 01:18 E:/a327ex/anchor.blot.im/logs/orblike-hideout-1.md
-rw-r--r-- 1 adn 197121 90987 Apr 19 19:53 E:/a327ex/anchor.blot.im/logs/orblike-poe-sap-based-analysis.md
-rw-r--r-- 1 adn 197121 257352 Apr 19 13:54 E:/a327ex/anchor.blot.im/logs/orblike-orb-system-design.md
-rw-r--r-- 1 adn 197121 216298 Apr 19 13:52 E:/a327ex/anchor.blot.im/logs/orblike-board-ability-system.md
-rw-r--r-- 1 adn 197121 104582 Apr 17 13:28 E:/a327ex/anchor.blot.im/logs/orblike-design-plan.md
... [6 more lines]
Read (E:\a327ex\Invoker\plan.md)
1 # Invoker — Plan
2
3 Implementation roadmap for the new direction (chord-cast spells + Minesweeper meta-dungeon). Pair with `design.md` for what we're building and `spells.md` for spell-system mechanics.
4
5 ---
6
7 ## Strategy
8
9 **Tutorial-first.** Build the spell-cast tutorial and the dungeon-meta tutorial before any other content. The tutorial is the smallest complete game — if we can't teach it cleanly, the design has problems and we discard early rather than after building the rest. Once both tutorials work end-to-end, all the core systems exist; everything after is content expansion + lifecycle + polish.
10
11 **Validate twice.** Two hard validation gates:
12 1. After Phase 1: does chord-casting feel satisfying? If no → pivot the casting design.
13 2. After Phase 2: does the Minesweeper meta feel engaging? If no → pivot the meta design.
14
15 Either pivot is far cheaper at the gate than after building enemies, leagues, save systems, and content for the (now wrong) design.
16
17 **Pacing.** Incremental. One sub-deliverable at a time. User tests between deliverables. No chaining without check-ins.
18
19 ---
20
21 ## Current state
22
23 **Shipped (still relevant after the unwind):**
24 - v2 starter on Anchor 2 (`main.lua`, `anchor/` framework copy)
25 - Player movement (WASD)
26 - Wall pipeline + palette/edition cycling system
27 - Hideout + tutorial corridor map shapes (geometry only — entity content is from the old orbs design and will be replaced)
28 - UI primitive substrate (`ui.lua`): `ui_panel`, `ui_text`, `ui_slot`, `ui_item_icon`, drag-drop framework
29 - Cast HUD substrate (cast slots + primitive HUD + Q/E/R/T keycaps + Space repeat button)
30 - Spell catalog + canonical-chord lookup (`spells.lua`) for the Fire-section vocabulary
... [204 more lines]
Bash (ls -lt E:/a327ex/anchor.blot.im/logs/ 2>&1 | head -15)
total 46152
-rw-r--r-- 1 adn 197121 1901251 May 7 10:23 emoji-aimer-1.md
-rw-r--r-- 1 adn 197121 233990 May 4 00:25 anchor-app-phase-1-part-1.md
-rw-r--r-- 1 adn 197121 424336 May 3 16:39 website-redesign.md
-rw-r--r-- 1 adn 197121 915985 May 2 23:39 orblike-redesign.md
-rw-r--r-- 1 adn 197121 562509 May 1 04:00 orblike-ui-2.md
-rw-r--r-- 1 adn 197121 1519675 Apr 30 20:46 orblike-ui-1.md
-rw-r--r-- 1 adn 197121 151044 Apr 30 00:53 codex-tests.md
-rw-r--r-- 1 adn 197121 179073 Apr 29 22:47 codex-setup.md
-rw-r--r-- 1 adn 197121 152405 Apr 28 12:59 anchor-app-ui-discussion.md
-rw-r--r-- 1 adn 197121 170199 Apr 27 21:21 orblike-tutorial-map-and-wall-layers.md
-rw-r--r-- 1 adn 197121 194368 Apr 27 21:08 ebb-ball-bounce-mechanics.md
-rw-r--r-- 1 adn 197121 60995 Apr 26 23:44 orblike-design-consolidation.md
-rw-r--r-- 1 adn 197121 241450 Apr 26 21:42 emoji-ball-bounce-exploration.md
-rw-r--r-- 1 adn 197121 182731 Apr 26 19:41 orblike-failed-beach-map-generation.md
Bash (find E:/a327ex -maxdepth 4 -iname "attack" -o -iname "template" 2>/dev/null ...)
E:/a327ex/a327ex-site/logs/attack-system-generalization-1.md
E:/a327ex/a327ex-site/logs/attack-system-generalization-2.md
E:/a327ex/a327ex-site/server/templates.lua
E:/a327ex/attack-template
E:/a327ex/BYTEPATH/objects/Attack.lua
E:/a327ex/BYTEPATH/objects/effects/AttackEffect.lua
E:/a327ex/BYTEPATH/objects/effects/PreAttackEffect.lua
E:/a327ex/BYTEPATH/objects/effects/WaverPreAttackEffect.lua
E:/a327ex/BYTEPATH/tutorial/answers/07 - Player Stats and Attacks Answers.html
E:/a327ex/BYTEPATH/tutorial/tutorial-code/07 - Player Stats and Attacks
E:/a327ex/edition-template
E:/a327ex/emoji-ball-battles/docs/ATTACK_REFERENCE.md
E:/a327ex/emoji-ball-battles/reference/attack-design-space.md
E:/a327ex/emoji-ball-battles/reference/super-emoji-box/attacks.lua
E:/a327ex/emoji-ball-bounce/reference/super-emoji-box/attacks.lua
E:/a327ex/Invoker/assets/Cute_Attack_1.ogg
E:/a327ex/Invoker/assets/Cute_Attack_1.wav
E:/a327ex/Invoker/assets/Cute_Attack_1_lightmed.ogg
E:/a327ex/Invoker/assets/Cute_Attack_2.ogg
E:/a327ex/Invoker/assets/Cute_Attack_2.wav
E:/a327ex/Invoker/assets/Cute_Attack_2_lightmed.ogg
E:/a327ex/Invoker/assets/Cute_Attack_3.ogg
E:/a327ex/Invoker/assets/Cute_Attack_3.wav
E:/a327ex/Invoker/assets/Cute_Attack_3_lightmed.ogg
E:/a327ex/Invoker/v1/assets/Cute_Attack_1.ogg
E:/a327ex/Invoker/v1/assets/Cute_Attack_1.wav
E:/a327ex/Invoker/v1/assets/Cute_Attack_1_lightmed.ogg
E:/a327ex/Invoker/v1/assets/Cute_Attack_2.ogg
E:/a327ex/Invoker/v1/assets/Cute_Attack_2.wav
E:/a327ex/Invoker/v1/assets/Cute_Attack_2_lightmed.ogg
Bash (ls -la E:/a327ex/attack-template 2>&1; echo "---"; wc -l E:/a327ex/a327ex-site/l...)
total 4366
drwxr-xr-x 1 adn 197121 0 May 17 22:42 ./
drwxr-xr-x 1 adn 197121 0 May 17 07:23 ../
drwxr-xr-x 1 adn 197121 0 May 17 22:45 .claude/
drwxr-xr-x 1 adn 197121 0 May 17 22:53 .git/
drwxr-xr-x 1 adn 197121 0 May 17 22:24 anchor/
-rwxr-xr-x 1 adn 197121 4185088 May 17 22:07 anchor.exe*
-rw-r--r-- 1 adn 197121 14424 May 17 22:42 area.lua
drwxr-xr-x 1 adn 197121 0 May 17 20:26 assets/
-rw-r--r-- 1 adn 197121 20164 May 17 07:34 edition.lua
-rw-r--r-- 1 adn 197121 43373 May 17 13:57 findings.md
-rw-r--r-- 1 adn 197121 7155 May 17 19:02 fx.lua
-rw-r--r-- 1 adn 197121 19233 May 17 07:34 geometry.lua
-rw-r--r-- 1 adn 197121 30812 May 17 07:34 gradient.lua
-rw-r--r-- 1 adn 197121 18158 May 17 22:38 main.lua
-rw-r--r-- 1 adn 197121 11602 May 17 07:34 palette.lua
-rw-r--r-- 1 adn 197121 7824 May 17 12:46 player.lua
-rw-r--r-- 1 adn 197121 10661 May 17 20:26 projectile.lua
-rw-r--r-- 1 adn 197121 206 May 17 07:36 run.bat
-rw-r--r-- 1 adn 197121 15203 May 17 13:47 seeker.lua
-rw-r--r-- 1 adn 197121 5576 May 17 20:41 sound_tuner.lua
-rw-r--r-- 1 adn 197121 618 May 17 20:51 sound_tuning.lua
-rw-r--r-- 1 adn 197121 12728 May 17 08:06 stats.lua
-rw-r--r-- 1 adn 197121 14481 May 17 07:34 symbols.lua
-rw-r--r-- 1 adn 197121 3649 May 17 08:27 wall.lua
---
5473 E:/a327ex/a327ex-site/logs/attack-system-generalization-1.md
7863 E:/a327ex/a327ex-site/logs/attack-system-generalization-2.md
13336 total
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
... [30 more lines]
Read (E:\a327ex\a327ex-site\logs\attack-system-generalization-2.md)
1 Title: Attack System Generalization 2
2 Date: 2026-05-17 22:46:41
3
4 # Attack System Generalization 2
5
6 ## Summary
7
8 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.
9
10 **Projectile carrier (`projectile.lua` — new):**
11 - Scoped via AskUserQuestion: minimal straight-line, generic `spawn_projectile(caster, opts)` API (not position-based), left-click fires one, skip sounds for first pass.
12 - 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.
13 - Per-frame: timer + spring update, collider sync, max-range expiry (`distance_traveled` accumulator), wall raycast forward (`max(speed*dt*2, 4)` look-ahead) against `{'wall'}` tag.
14 - Caller API ended up as `spawn_projectile(caster, opts)` where caster supplies x/y/edition/spring/timer/flashing. Spawn helper handles aim_r derivation from `main_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_push` in 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.
15 - `fire_sounds = {{sound, vol}, ...}` opt added on user request — defaults to silent, list played simultaneously at fire-time.
16
17 **Projectile debug cycle — three bugs found and fixed:**
18 - **`:die()` was setting `self._dying = true` BEFORE calling `entity_kill(self)`.** The framework's `default_kill` checks `_dying` and 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.
19 - **`physics_enable_collision('projectile','enemy')` did nothing for sensor events.** The engine has two separate masks (`collision_mask` vs `sensor_mask`) at `anchor.c:5864`. Sensor fixtures need `physics_enable_sensor`, not the collision enable. Switched the main.lua line and sensor_entities_begin began firing.
20 - **Hit effect spritesheet not loaded** — `'hit1'` was never registered. Ported `Invoker/assets/hit1.png` (572-byte 5×96×48 white burst) and added `spritesheet_register('hit1', 'assets/hit1.png', 96, 48)` after the sound loads.
21
22 **Projectile FX correctness pass against v1 source:**
23 - Wall hit_circle should stay white (no `:change_color`) per v1 line 8056. Removed the change_color from `hit_wall`.
24 - 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.
25 - 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).
26 - **Camera shake bug**: `shake_push` was being called and the shake spring WAS updating, but `draw()` never called `camera_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 in `camera_attach`/`camera_detach`, setting `main_camera.x = width/2; main_camera.y = height/2` at 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.
27
28 **Enemy juice masking discussion (Invoker design parity, no code change):**
29 - User reported enemy didn't appear to flash/spring on projectile hit. Investigation: `seeker:hit` IS 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.
30
... [30 more lines]
Read (E:\a327ex\a327ex-site\logs\attack-system-generalization-2.md)
60
61 **Typed-text queue drain fix:**
62 - User reported `Warning: typed-text queue full (32). Dropping: w` printing every frame. Root cause: engine permanently has `SDL_StartTextInput()` on (anchor.c:9107) and the typed-text queue only drains when Lua calls `engine_get_typed_text()`. No project in attack-template uses text input → queue fills up after ~32 keypresses → warns per-press forever.
63 - 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).
64
65 **Mouse button 2/3 swap (engine boundary):**
66 - User reported `mouse:2` binding to right-click did nothing. Memory note had captured: SDL ordering is `1=L, 2=M, 3=R` (LÖVE2D ordering is `1=L, 2=R, 3=M`). User said to fix at engine level so projects can just write `mouse:2` for RMB intuitively.
67 - 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.
68 - Rebuilt engine, copied to attack-template.
69 - 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.
70
71 **Area carrier (`area.lua` — new, two iterations):**
72 - 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, optional `caster` for 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.
73 - Damage: `query_entities_circle` / `query_entities_box` based on shape. Per-enemy `e:hit(damage)` + `spawn_hit_effect` + 2-3 colored particles.
74 - 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).
75
76 **Area extensions (caster juice + polygon shape + flags):**
77 - 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).
78 - Added caster juice to `spawn_area` (auto-detects self vs aimed by `caster→area` distance > 4 px threshold; below threshold = self-cast pattern, above = aimed pattern with directional shake + cone particles).
79 - User then asked for a "general polygon" shape plus jagged variants of all three (circle/rect/polygon). Designed: `shape ∈ {'circle','rect','polygon'}` × `jagged = true/false` as 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.
80 - Engine wrapper added: `query_entities_polygon(x, y, verts_flat, tags)` in `anchor/physics.lua` (engine already had `physics_query_polygon` at anchor.c:7611 — verts are LOCAL space, engine offsets by x/y, capped at 8 verts per Box2D `B2_MAX_POLYGON_VERTICES`).
81 - 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 with `hw*|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).
82 - 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*0.85` filled circle fallback (rect uses triangle fan since non-square) + polygon outline edges.
83 - **Aim-aligned rotation**: when caster provided and `caster→area` distance > 4, derive `aim_r = atan(dy, dx)` and default `opts.r` / `opts.polygon_r` to 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-square `rect_h` set.
84 - **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".
85 - **`corner_brackets` flag** (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).
86 - 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).
87
88 **Global CLAUDE.md rule changes:**
89 - 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.
... [170 more lines]
Now I have the summaries. Let me read the contents of attack-template — the orientation doc, current area.lua, main.lua, and findings.md sections relevant to areas/DoT.
Read (E:\a327ex\attack-template.claude\CLAUDE.md)
1 # attack-template — orientation for new instances
2
3 ## ⛔ HARD RULE — ALWAYS SHOW CODE BEFORE WRITING IT ⛔
4
5 **This rule has no exceptions and is valid for every single edit, every
6 session, every file in this project.**
7
8 Before calling `Write` or `Edit` on ANY file in `attack-template/`,
9 post the full code (or the exact diff for `Edit`) in a normal chat
10 message and explicitly ask "does this look right?" / "should I commit
11 this?" / equivalent. Wait for the user's go-ahead. Then write.
12
13 This applies to:
14 - New files (show the entire file contents).
15 - Edits to existing files (show old → new with enough context to read).
16 - Even one-line edits. Even "obvious" fixes. Even when the user has
17 already approved the broader design — each individual file
18 operation is its own checkpoint.
19
20 Tiny exceptions, narrowly scoped:
21 - Pure typo / docstring fixes the user explicitly asks you to make
22 inline.
23 - Edits to this CLAUDE.md or `findings.md` (docs about the project,
24 not project code) when the user has already specified the change in
25 prose.
26
27 If you are unsure whether something counts, treat it as "show first,
28 then write."
29
30 Why this rule exists: the user wants to review every code change
... [464 more lines]
Read (E:\a327ex\attack-template\area.lua)
1 --[[
2 area.lua — area-of-effect attack carrier.
3
4 Three base shapes with an orthogonal `jagged` flag:
5 'circle' + jagged=false: filled disc + orbiting arc segments
6 'circle' + jagged=true: filled disc + jittered perimeter polygon outline
7 'rect' + jagged=false: filled rect + bracket corners
8 'rect' + jagged=true: filled triangle fan + jittered perimeter polygon outline
9 'polygon' + jagged=false: filled disc + clean polygon outline
10 'polygon' + jagged=true: filled disc + jittered polygon outline (jitter mutates hit area)
11
12 Damage queries match base shape (not jagged):
13 circle → query_entities_circle (jagged is visual-only)
14 rect → query_entities_box (jagged is visual-only)
15 polygon → query_entities_polygon (jagged actually changes hit area, since verts are the shape)
16
17 Instant mode only — no persistent/DoT, no follow/moving/homing,
18 no hostile, no cascade/echo, no magnetic pull. Lifecycle: tween radius
19 0 → target over 0.05s → damage pass + spring pop + 0.15s flash → 0.2s
20 hold → blink (every 0.05s × 7 ticks) → kill.
21
22 Caller API:
23 spawn_area(x, y, {
24 shape, -- 'circle' (default) | 'rect' | 'polygon'
25 jagged, -- bool, default false
26 radius, -- default 24 (matches v1 fireball area_radius=25)
27 rect_h, -- rect only; default = radius (square)
28 r, -- rect rotation; default 0
29 polygon_verts, -- polygon only; list of {a, d} (angle in rad, distance as
30 -- fraction of radius). Auto-generates 6 evenly-spaced
... [358 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')
... [425 more lines]
Let me check findings.md for the persistent/DoT area section so I know what v1 actually shipped.
Grep (persist|DoT|dot|cyclone|righteous_fire|ball_lightning|toggle_area)
31:| `projectile` (implicit default) | `orb:activate` else-branch at 4456ish; class at 7671 | `projectile` entity with collider, optional homing/chain/pierce/return | `fireball`, `null_arrow`, `piercing_arrow`, `arrow_barrage`, `tornado_shot`, `wind_slash`, `explosive_arrow`, `ball_lightning` |
32:| `self_area` | 1433 | `area` following the player (or static), instant or persistent | `frost_nova`, `earthquake` |
37:| `cyclone` | 4052 | persistent `area` following the player with orbiting particles | `cyclone` |
38:| `toggle_area` | 4164 | persistent `area` following player, toggled on/off | `righteous_fire` |
65:| `null_arrow` | null | rect, purple | `caustic_arrow_fire` | `fireball_hit` | hit spawns DoT `area` (33 r, 4 s, 0.5 tick) |
72:| `ball_lightning` | lightning | small circle (r=3) | `arc_cast` | (tick-cast chains arc) | spawns following `area` zone + casts `arc` on tick |
82:| `righteous_fire` | fire | persistent circle r=64 following player | `rf_start` | `rf_loop` (loop) / `rf_hit_3` (tick) | toggle_area; uses `def.steady_rotation` (no spike-pop on hit) |
89:| `cyclone` | wind | persistent `area` (circle) following player with orbit-arcs | `hurricane_start` | `hurricane_loop` + periodic `wind_proj_*` whooshes | hold carrier; speed_mult=0.5, trigger_rate=2 |
162:- `null_arrow`: damage + spawn DoT `null_arrow` `area` at projectile position.
256:**Persistent** (`def.area_duration` set):
265:- Cyclone is the most complex: `is_cyclone` flag makes arc_speed much faster (3.75π baseline), area_tick_rate=0.12, `steady_rotation` skips spike-pop on hits, plays `cyclone_particle` orbiting arcs.
275:- `def.hit_sounds = {...}` plays a random member on every tick that connects (used by `righteous_fire`).
276:- For non-cyclone, non-steady areas, ticks pull the arc speed up by 1.25π (visual spike on hit).
277:- Default tick sound is `dot_tick` if no `hit_sound`/`hit_sounds` defined.
440:| `cyclone_particle` | 10712 | cyclone | Arc segment orbiting a `follow` center. Shrinks to 0 length over duration. |
518:| general | `shockwave` (`RPG3_FireMagic_CuteBomb`), `dot_tick`, `charging_loop`, `construct_cast` | | | |
558: - `area.lua` — area class with all 6 shapes, instant + persistent modes. Strip per-ability branching.
619:A few abilities (wind_slash, ball_lightning) imply visual differences
632:3. **Element / shape separation.** Should `wind_slash` and `ball_lightning` be element flavors of `projectile`, or fully separate carriers? In v1 they're both projectiles with custom `projectile_shape` flags. Probably keep that — shape is an axis orthogonal to element.
Read (E:\a327ex\attack-template\findings.md)
240 3. **Jagged rect** (line 9028): 5-7 vertex jagged polygon (generated once at spawn), filled triangles + 2px outline. Used by `fissure`.
241 4. **Cone** (line 9063): 8-segment fan from origin out to radius with bracket corners at the tip + 2 outer edge points.
242 5. **Jagged circle** (line 9115): 8-12 vertices around the perimeter with ±0.15 rad angle jitter and 0.85-1.1 radius jitter. Circle fill at `r*0.85` + 2px polygon outline. Used by `earthquake`.
243 6. **Polygon** (line 9102): pre-generated `polygon_verts` (a/d pairs). Filled with `circle(r*0.85)` as approximation + 2px polygon outline. Used by big_rock landing zone.
244
245 ### Lifecycle modes
246
247 **Instant** (when `def.area_duration` is nil):
248
249 - Optional `pull_delay = 0.15s` for `magnetic_area` (pulls enemies inward first).
250 - 0.05s tween in (`cubic_in_out`) to full `visual_radius`.
251 - Single damage pass — query enemies by shape (`query_box`/`query_circle`/`query_polygon`/cone-filter).
252 - 0.2s hold → blink (every 0.05s for 7 ticks) → kill.
253 - Shake, hit_effect on every hit, knockback, slow application, optional `def.hit_sound`.
254 - `area_echo` mod: repeat the whole area at `echo_delay` (def.echo_delay or 0.55s) after a perpendicular offset.
255
256 **Persistent** (`def.area_duration` set):
257
258 - 0.25s tween up to radius (or instant if duration >= 9999, which is "permanent").
259 - `timer:every(tick_rate, 'tick', ...)`: query enemies by shape, damage each (with `damaged_by_area` cooldown so the same area doesn't double-tick the same enemy).
260 - Optional moving (`moving_zone`): random ±45° drift at random 15-35 speed.
261 - Optional homing (`homing_zone`): steers toward closest enemy at `homing_steer_rate=3` (modifier-adjustable).
262 - Optional growing (`growing_zone`)/shrinking (`shrinking_zone`): linear radius rate over duration.
263 - After duration, blink + kill.
264 - Hostile areas (`hostile = true`) damage the player every tick instead of enemies. Used for `pack_explode_on_death` and `slow_aura` enemy modifiers.
265 - Cyclone is the most complex: `is_cyclone` flag makes arc_speed much faster (3.75π baseline), area_tick_rate=0.12, `steady_rotation` skips spike-pop on hits, plays `cyclone_particle` orbiting arcs.
266
267 ### Cascade (multi-copy along direction)
268
269 In `area:new` (line 8412), if `mods.cascade >= 2` and `cascade_r` is set, the area spawns `(n-1)` extra copies along `cascade_r` direction with `spacing = radius*2*def.cascade_spacing` and slight angle jitter. For cone shape, cascade widens the angle instead.
... [60 more lines]
Read (E:\a327ex\attack-template\findings.md)
200 ```
201
202 The `projectile_*`/`area_*`-prefixed variants of these (`projectile_nova`,
203 `area_spread`, etc.) restrict the multiplier to one carrier subtype on
204 multi-carrier abilities. Helpers `build_formation_angles(r, mods)` (line
205 2136) and `build_area_angles(r, mods)` (line 2166) consolidate the logic.
206
207 ---
208
209 ## 4. Area system (deep dive)
210
211 **Class location:** `area` lines 8395–9170.
212
213 ### Args
214
215 ```lua
216 area(x, y, {
217 ability = 'fireball',
218 color = blue,
219 mods = {area = N, duration = N, tick_speed = N, magnetic_area = bool, moving_zone = bool, ...},
220 edition = N, -- for shader
221 radius = ..., -- defaults from def.area_radius
222 shape = 'circle'/'rect'/'jagged_rect'/'cone'/'jagged_circle'/'polygon',
223 rect_h = ..., -- for rect/jagged_rect
224 cone_angle = ..., -- for cone
225 outer_radius = ..., -- for polygon (falloff ring)
226 polygon_verts = {...}, -- {a = angle, d = distance} pairs
227 polygon_r = rotation,
228 follow = entity, follow_ox/follow_oy = offset, -- moves with target
229 cascade_r = ..., -- direction along which cascade copies are spawned
... [15 more lines]
Oriented. Here's where we are and what DoT areas adds.
State
attack-template/area.lua ships only instant mode: tween radius 0→target (0.05s, cubic_in_out) → single apply_damage pass + spring pull + 0.15s flash → 0.2s hold → blink×7 → kill. Three base shapes (circle/rect/polygon) × jagged × corner_brackets, aim-aligned rotation from caster. Damage queries match base shape; for polygon, jagged actually mutates hit area.
The CLAUDE.md explicitly lists persistent-mode DoT as the next deferred extension of area.lua.
What v1 actually shipped for DoT (findings.md §4 "Persistent")
def.area_durationset → persistent path- 0.25s tween-up to radius (instant if duration ≥ 9999)
timer_every(tick_rate, 'tick', …): query shape, damage each enemy- Per-enemy
damaged_by_areacooldown (so a 2 Hz area doesn't double-tick the same enemy) - After duration, blink + kill (same blink as instant)
- Tick visual: non-cyclone, non-steady areas pull arc speed up by 1.25π on tick (a brief spike of the orbiting arcs)
- Default tick sound
dot_tick(general bank);def.hit_sounds = {…}for random-per-tick (righteous_fire);def.hit_soundfor once-on-first-hit - Deferred variants (called out in CLAUDE.md "Future extensions"):
moving_zone,homing_zone,growing/shrinking_zone,hostile,cyclone(special),cascade,magnetic_area
Before I write anything, a few scoping decisions:
AskUserQuestion
User has answered your questions: "How wide should the first DoT-area pass be?"="Minimal core only (Recommended)", "Where does the persistent code live?"="Extend area.lua (Recommended)", "How should the demo trigger DoT vs instant?"="New key toggles persistence (Recommended)", "Do we port the tick sound now?"="Port dot_tick now (Recommended)". You can now continue with the user's answers in mind.
Locked. Let me look at v1's persistent path and find the dot_tick asset, then draft the diff before writing.
Grep (dot_tick|damaged_by_area|area_duration|area_tick_rate)
14: dot_tick = 0.49,
115:-- dot_tick (Click sound 37 + Body Fall 18): -20.3 dB -> 0.33
145:an:sound('dot_tick', 'assets/Click sound 37 + Body Fall 18.ogg')
506: {'dot_tick', 'assets/Click sound 37 + Body Fall 18'},
728: area_duration = 4,
729: area_tick_rate = 0.5,
816: area_tick_rate = 0.5,
817: area_duration = 999,
885: area_duration = 9999,
886: area_tick_rate = 0.12,
1030: area_tick_rate = 0.15,
1031: area_duration = 999,
1076: area_duration = 9999,
1077: area_tick_rate = 0.15,
4097: local whoosh_rate = def.area_tick_rate*2.2
8502: self.duration = args.duration or (def and def.area_duration)
8517: self.tick_rate = args.tick_rate or (def and def.area_tick_rate) or 0.5
8667: if not e.damaged_by_area[self.id] then
8669: for _, v in pairs(e.damaged_by_area) do
8673: e.damaged_by_area[self.id] = {self.tick_rate, self.ability}
8678: if not e.damaged_by_area[self.ability] then
8679: e.damaged_by_area[self.ability] = self.tick_rate
8713: sfx('dot_tick', volumes.dot_tick)
9223: self.damaged_by_area = {}
9464: for k, v in pairs(self.damaged_by_area) do
9467: if v[1] <= 0 then self.damaged_by_area[k] = nil end
9469: self.damaged_by_area[k] = v - dt
9470: if self.damaged_by_area[k] <= 0 then self.damaged_by_area[k] = nil end
Bash (find E:/a327ex/Invoker/v1/assets -iname "dot_tick" -o -iname "dottick*" 2>/d...)
---
Read (E:\a327ex\Invoker\v1\main.lua)
8490 self.hostile = args.hostile or false
8491
8492 -- Hostile slow amount: if set, this (duration) area applies a player speed
8493 -- multiplier of (1 - slow_amount) while the player is inside its shape.
8494 -- Tracked via a unique speed_buffs key so overlapping areas don't clobber
8495 -- each other's entries.
8496 self.slow_amount = args.slow_amount
8497 if self.slow_amount then
8498 self.slow_key = 'aura_slow_' .. tostring(self)
8499 end
8500
8501 -- Duration (persistent area with DoT)
8502 self.duration = args.duration or (def and def.area_duration)
8503 self.growth_duration = args.growth_duration
8504
8505 self:add(timer())
8506 self:add(spring())
8507 self.spring:add('main', 1)
8508
8509 if self.duration then
8510 -- Duration modifiers
8511 if self.mods['duration+'] then self.duration = self.duration*1.5 end
8512 if self.mods['duration++'] then self.duration = self.duration*2.0 end
8513 if self.mods['duration+++'] then self.duration = self.duration*3.0 end
8514 if self.mods['duration-'] then self.duration = self.duration*0.75 end
8515 if self.mods['duration--'] then self.duration = self.duration*0.5 end
8516 if self.mods['duration---'] then self.duration = self.duration*0.25 end
8517 self.tick_rate = args.tick_rate or (def and def.area_tick_rate) or 0.5
8518 if self.mods['tick_speed+'] then self.tick_rate = self.tick_rate*0.85 end
8519 if self.mods['tick_speed++'] then self.tick_rate = self.tick_rate*0.7 end
... [210 more lines]
Bash (ls -la "E:/a327ex/Invoker/v1/assets/Click sound 37 + Body Fall 18"* 2>&1)
-rw-r--r-- 1 adn 197121 28921 Apr 15 21:47 E:/a327ex/Invoker/v1/assets/Click sound 37 + Body Fall 18.ogg
-rw-r--r-- 1 adn 197121 97708 Apr 15 21:47 E:/a327ex/Invoker/v1/assets/Click sound 37 + Body Fall 18.wav
-rw-r--r-- 1 adn 197121 31595 Apr 15 21:47 E:/a327ex/Invoker/v1/assets/Click sound 37 + Body Fall 18_lightmed.ogg
Read (E:\a327ex\Invoker\v1\main.lua)
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
8770 end
8771
8772 self.timer:after(pull_delay, function()
8773 if def and def.area_sound then
8774 sfx(def.area_sound, volumes[def.area_sound])
8775 end
8776
8777 self.timer:tween(0.05, self, {visual_radius = self.radius}, math.cubic_in_out, function()
8778 self.spring:pull('main', 0.25)
8779 self.flashing = true
... [60 more lines]
Grep (duration|blink)
8503: self.growth_duration = args.growth_duration
8509: if self.duration then
8511: if self.mods['duration+'] then self.duration = self.duration*1.5 end
8512: if self.mods['duration++'] then self.duration = self.duration*2.0 end
8513: if self.mods['duration+++'] then self.duration = self.duration*3.0 end
8514: if self.mods['duration-'] then self.duration = self.duration*0.75 end
8515: if self.mods['duration--'] then self.duration = self.duration*0.5 end
8516: if self.mods['duration---'] then self.duration = self.duration*0.25 end
8581: local growth_duration = self.growth_duration or self.duration
8583: if growth_duration >= 9999 then
8587: self.radius_rate = (self.radius*2 - self.radius)/growth_duration
8590: if growth_duration >= 9999 then
8594: self.radius_rate = (self.radius*0.5 - self.radius)/growth_duration
8603: if self.duration < 9999 then
8611: -- Hostile duration area: slow / damage the player while they're inside
8694: duration = an.random:float(0.1, 0.3),
8728: if self.mods.area_echo and self.mods.area_echo >= 2 and self.duration < 9999 then
8742: -- After duration, blink out and die
8743: self.timer:after(self.duration, function()
8745: self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
8746: self.timer:trigger('blink')
8795: self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
8796: self.timer:trigger('blink')
8876: e:apply_slow(def.slow_amount, def.slow_duration or 2)
8881: e:push(push_r, def.knockback_force, def.knockback_duration or 0.4)
8885: e:push(pull_r, def.pull_force, def.pull_duration or 0.4)
8933: self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
8934: self.timer:trigger('blink')
8962: if self.duration then
9181: self.duration = 0.8
... [12 more lines]
Grep (function seeker:hit|enemy_hit|hit_vol)
186-
187---[[
188: seeker:hit(damage, hit_vol)
189-
190: Damage application. Drops HP, plays enemy_hit (scaled by hit_vol
191- if passed), stamps last_damage_time so the HP bar shows, pulls
192- the spring + flashes, kills on hp<=0. v1 lines 9410-9439. The
193: hit_vol mult lets callers silence the per-enemy sound when the
194- carrier already plays its own bigger sound — duration zones in
195- v1 pass 0 here so the zone's tick doesn't stack a "headshot"
--
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
Let me verify the entity id field name and the timer_every signature so the draft uses real API.
Grep (function make_entity|self.id =|entities[)
E:\a327ex\attack-template\anchor\camera.lua:184: target = entities[c.follow_target_id]
E:\a327ex\attack-template\anchor\collider.lua:30: queries can resolve bodies back to entities via entities[user_data].
E:\a327ex\attack-template\anchor\collider.lua:42: -- Set user_data to the owner's ID so physics queries resolve via entities[id]
E:\a327ex\attack-template\anchor\object.lua:25: local t = entities[self.target_id]
E:\a327ex\attack-template\anchor\object.lua:74:function make_entity(e)
E:\a327ex\attack-template\anchor\object.lua:77: entities[e.id] = e
E:\a327ex\attack-template\anchor\object.lua:104: if e.id then entities[e.id] = nil end
E:\a327ex\attack-template\anchor\physics.lua:32: return entities[id]
Grep (function timer_every)
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.
--
191:function timer_every_step(t, start_delay, end_delay, times, name_or_callback, callback_or_step, step_or_after, after_function)
192- local name, callback, step_method, after
193- if type(name_or_callback) == 'string' then
194- name, callback, step_method, after = name_or_callback, callback_or_step, step_or_after, after_function
195- else
196- name, callback, step_method, after = uid(t), name_or_callback, callback_or_step, step_or_after
197- end
198- step_method = step_method or math.linear
199- local delays = {}
200- for i = 1, times do
201- local tt = (i - 1)/(times - 1)
202- tt = step_method(tt)
203- delays[i] = math.lerp(tt, start_delay, end_delay)
Good — e.id is real and timer_every matches the existing blink usage. Here's the proposed change set. I'll show diffs for area.lua and main.lua, plus the new sound asset to copy. No file writes yet — review and tell me if this looks right.
1. Sound asset
Copy Invoker/v1/assets/Click sound 37 + Body Fall 18.ogg → attack-template/assets/Click sound 37 + Body Fall 18.ogg (28 KB, kept original filename — matches the session-2 convention for the arrow stack and headshot).
2. main.lua diffs
a. Add volume + sound load (after the arrow stack lines, ~line 88–101):
volumes = {
player_hit = 0.39,
enemy_hit = 0.85,
enemy_die = 0.80,
arrow_hit_wood = 0.73, -- v1 line 64
arrow_shoot = 0.46, -- v1 line 65
dot_tick = 0.49, -- v1 line 14 ← NEW
}
...
sounds.arrow_shoot = sound_load('assets/RPG3_GenericArrow_Shoot01.ogg')
sounds.dot_tick = sound_load('assets/Click sound 37 + Body Fall 18.ogg') -- ← NEW
b. Add toggle binding (with the other area cycle binds, ~line 163–166):
bind('cycle_area_shape', 'key:t')
bind('toggle_area_jagged', 'key:g')
bind('toggle_area_brackets', 'key:b')
bind('toggle_area_persistent', 'key:n') -- ← NEW
c. Add toggle state (with the other current_area_* vars, ~line 184–187):
current_area_shape = 'circle'
current_area_jagged = false
current_area_brackets = false
current_area_persistent = false -- ← NEW
area_shape_cycle = {'circle', 'rect', 'polygon'}
d. Add toggle handler (next to the other toggles, after toggle_area_brackets block ~line 251–256):
if is_pressed('toggle_area_persistent') then
current_area_persistent = not current_area_persistent
print('area_persistent: ' .. (current_area_persistent and 'on (3s / 0.5s tick)' or 'off (instant)'))
end
e. Update fire_area call (~line 304–313):
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,
duration = current_area_persistent and 3 or nil, -- ← NEW
tick_rate = current_area_persistent and 0.5 or nil, -- ← NEW
})
end
3. area.lua diffs
a. Header docstring — replace the "Instant mode only" paragraph with persistent-aware wording:
Two lifecycle modes selected by `duration`:
Instant (default, duration = nil): tween radius 0 → target over 0.05s
→ single damage pass + spring pop + 0.15s flash → 0.2s hold → blink × 7 → kill.
Persistent (duration set): tween radius 0 → target over 0.25s. Damage
ticks every `tick_rate` seconds (default 0.5s); each tick that lands
on anyone plays `dot_tick`, pulls the spring 0.1, flashes 0.1s, and
spikes the arc speed by 1.25π (capped at 3π). After `duration`
seconds, blink × 7 → kill. Per-enemy cooldown prevents the same
enemy from being hit more than once per tick_rate window.
Plus add to the caller-API block:
duration, -- nil = instant area (default).
-- set = persistent DoT area; lifetime in seconds.
tick_rate, -- persistent only; seconds between damage ticks
-- (default 0.5).
b. Constructor fields — add after self.r = args.r or 0 (~line 137):
self.duration = args.duration -- nil → instant; set → persistent
self.tick_rate = args.tick_rate or 0.5
self.hit_cooldowns = {} -- entity_id → cooldown expire time
c. Arc-speed init — replace the single self.arc_base_speed = … line (current line 144) with branched init:
if self.duration then
-- Persistent: slow constant base, bumped by tick spikes (v1 line 8530).
self.arc_sign = random_choice({-1, 1})
self.arc_speed = self.arc_sign*random_float(0.5, 1)*math.pi
else
-- Instant: fast initial spin that decays via the sigmoid in :update.
self.arc_base_speed = random_choice({-1, 1})*random_float(3, 5)*math.pi
end
d. Lifecycle block — replace the single timer_tween(self.timer, 0.05, …) block (current lines 208–220) with branched lifecycle:
if self.duration then
-- Persistent: longer tween-up (0.25s), no immediate damage pass,
-- start the tick loop, schedule blink+kill at end of duration. The
-- tick loop is NOT cancelled when blink starts — damage continues
-- through the fade-out (matches v1 line 8742-8747).
timer_tween(self.timer, 0.25, self, {visual_radius = self.radius}, math.cubic_in_out)
timer_every(self.timer, self.tick_rate, 'tick', function() self:apply_tick() end)
timer_after(self.timer, self.duration, function()
timer_every(self.timer, 0.05, 'blink', function() self.hidden = not self.hidden end, 7, function()
entity_kill(self)
end)
end)
else
-- Instant: tween in → single damage pass + 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
e. Extract query_enemies helper + add apply_tick — replace the existing apply_damage (lines 224–247) with:
function area:query_enemies()
if self.shape == 'rect' then
local box_h = self.rect_h and self.rect_h*2 or self.radius*2
return query_entities_box(self.x, self.y, self.radius*2, box_h, self.r, {'enemy'})
elseif self.shape == 'polygon' then
return query_entities_polygon(self.x, self.y, verts_to_flat(self.verts), {'enemy'})
else -- 'circle' (smooth or jagged)
return query_entities_circle(self.x, self.y, self.radius, {'enemy'})
end
end
function area:apply_damage()
local enemies = self:query_enemies()
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
-- Persistent tick. Per-enemy cooldown (`hit_cooldowns[id] = time + tick_rate`)
-- prevents the same enemy from being double-tapped if multiple ticks land in
-- one frame somehow. Per-enemy hit sound is silenced (hit_vol=0) so the
-- single `dot_tick` plays once for the whole tick — matches v1 line 8685
-- where non-cyclone non-hit_sounds DoT areas pass hit_vol=0 to take_damage.
-- Lighter particles (1-2, lower velocity, narrower, shorter) keep DoT ticks
-- from feeling as heavy as instant hits — v1 line 8691-8698.
function area:apply_tick()
local enemies = self:query_enemies()
local pc = edition_base_color(self.edition) or self.color
local hit_any = false
for _, e in ipairs(enemies or {}) do
if e.hit and not e._dead then
local cd = self.hit_cooldowns[e.id]
if not cd or time >= cd then
self.hit_cooldowns[e.id] = time + self.tick_rate
e:hit(self.damage, 0)
hit_any = true
for i = 1, random_int(1, 2) do
spawn_particle(e.x, e.y, {
velocity = random_float(30, 80),
duration = random_float(0.1, 0.3),
w = 4,
}):change_color(0.5, pc)
end
end
end
end
if hit_any then
sfx(sounds.dot_tick, volumes.dot_tick)
spring_pull(self.spring, 'main', 0.1)
self.flashing = true
timer_after(self.timer, 0.1, 'tick_flash', function() self.flashing = false end)
-- Arc speed spike: bump up by 1.25π, capped at 3π (v1 line 8722).
self.arc_speed = self.arc_sign*math.min(math.abs(self.arc_speed) + 1.25*math.pi, 3*math.pi)
end
end
f. area:update — branch arc spin (current lines 250–259):
function area:update(dt)
timer_update(self.timer, dt)
spring_update(self.spring, dt)
self.elapsed = self.elapsed + dt
if self.duration then
-- Constant arc spin with tick-spike bumps applied directly to arc_speed.
self.arc_r = self.arc_r + self.arc_speed*dt
else
-- Sigmoid decay: fast initial spin freezes by ~0.25s (instant-area pattern).
local mult = 1/(1 + math.exp(20*(self.elapsed - 0.25)))
self.arc_r = self.arc_r + self.arc_base_speed*mult*dt
end
end
Notes / sanity checks
- Cooldown gate:
timeis the global synced bysync_engine_globals()each frame.timer_everyfires once per tick at precise multiples oftick_rate, so the cooldown is technically redundant for a single area at steady tick — but I kept it to match v1's structural pattern (matters if a future variant fires off-cadence damage). hit_vol=0for tick damage: silences per-enemyenemy_hitso the singledot_tickis the only sound per tick. Without this a 5-enemy area at 0.5s tick over 3s = 30 layered headshot samples. v1 does the same (line 8685).- Lighter tick particles: 1–2 per enemy (vs 2–3), velocity 30–80 (vs 50–150), width 4, duration 0.1–0.3. Matches v1.
- No
spawn_hit_effect: persistent ticks skip the 96×48 white burst sprite — only the seeker's own internal flash/spring + the light particles. Matches v1 (onlyhit_particle, nohit_effectin the persistent tick block). - Blink during tick: v1 doesn't cancel the tick
everywhen blink starts, so ticks keep firing during the 0.35s blink phase. I'm matching that — the enemy can still take a final tick or two while the area visually fades. - Smooth-circle arc spike: only smooth
'circle'shape uses the arc rendering. For other shapes thearc_speedmutation is harmless dead state. (Future: could gate on shape, but it's literally one assignment per tick.) - CLAUDE.md / findings.md updates: I'll do those in a separate pass after you've tested the code, per usual workflow.
Test plan
./run.bat- Press
N— console should printarea_persistent: on (3s / 0.5s tick). - Right-click in a cluster of seekers. Expect:
- Slower (0.25s) grow-in than instant
- Area persists for 3 seconds
- Every 0.5s, enemies inside take damage, particles fly,
dot_tickplays, area body briefly flashes white + spring-pops, arc segments spin up momentarily - After 3s, blink-out (7 ticks × 0.05s) and disappear
- Compare to instant (press
Nagain, right-click): tween should be much faster (0.05s), single damage pop, then hold + blink. - Cycle through shapes with
Twhile persistent is on — circle, rect, polygon all behave the same lifecycle. Polygon-jagged should hit only the verts-defined area. - Stand still on top of a seeker and toggle on; right-click on yourself; verify self-cast variant still fires omnidirectional cast FX (and persistent ticks still resolve).
- F2 to confirm no collider is drawn for areas (they're query-only).
- F3 to tune
dot_tick(Up/Down to navigate, [/] for bits, S to save).
Does this look right to commit?
Yes.
Copying the sound asset first, then editing both files.
Bash (cp "E:/a327ex/Invoker/v1/assets/Click sound 37 + Body Fall 18.ogg" "E:/a327ex/at...)
-rw-r--r-- 1 adn 197121 28921 May 18 08:04 E:/a327ex/attack-template/assets/Click sound 37 + Body Fall 18.ogg
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)
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)
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)
Now main.lua — four small edits.
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)
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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)
Syntax-checking both files.
Bash (cd E:/a327ex/attack-template && /e/a327ex/Anchor/reference/love-compare/tools/lu...)
area.lua: ok
main.lua: ok
Both files parse clean. Summary of what landed:
attack-template/assets/Click sound 37 + Body Fall 18.ogg — copied from Invoker/v1/assets/.
attack-template/area.lua — persistent-mode branch added:
- New args
durationandtick_rate;self.hit_cooldownstable for per-enemy gating - Arc-speed init branches: instant keeps the fast decaying
arc_base_speed; persistent gets a slow constantarc_speed(±[0.5,1]π) plus anarc_sign - Lifecycle branches: persistent does 0.25s tween +
timer_every(tick_rate, …)damage loop +timer_after(duration, blink+kill); instant unchanged - New
area:query_enemieshelper shared byapply_damageand the newapply_tick apply_tickdoes cooldown-gated damage withhit_vol=0, plays singledot_tick, spring 0.1 + flash 0.1s + arc-speed spike (+1.25π, cap 3π) when any enemy was hit; lighter particles (1–2, vel 30–80, w=4)area:updatearc spin branches: constant for persistent, sigmoid decay for instant
attack-template/main.lua — dot_tick sound + volume entry, N bind for toggle_area_persistent, current_area_persistent state, toggle handler, duration/tick_rate passed into spawn_area when toggle is on.
Test plan
./run.bat- Press
N— console:area_persistent: on (3s / 0.5s tick). Press again to toggle off (instant). - With persistent on, right-click into a seeker cluster. Expect:
- Slower 0.25s grow-in
- Area persists ~3s
- Every 0.5s: enemies inside take damage, light particles, single
dot_tickplays, area body briefly flashes white + spring-pops, arc segments visibly spin up - Then blink-out (~0.35s) and disappear
- Compare to instant (toggle off, right-click): faster grow-in, single damage pop, hold, blink.
- Cycle
T/G/Bwhile persistent is on — circle/rect/polygon all use the same lifecycle; jagged polygon should tick only the actual verts-defined area. - Self-cast (right-click on the player) should still trigger omnidirectional cast FX and tick correctly.
- F3 to tune
dot_tick(Up/Down to navigate the sound list, [/] for bits, S to save).
Ready for you to run. CLAUDE.md + findings.md updates will land after you've verified the feel.
The spin velocity for the circle area should decay over time if a hit hasn't happened recently. For the non-circular persistent areas, let's have it breathing a little instead of completely static, maybe some pulsing or spring pull. I'd rather a breathing-like effect rather than spring pull, actually, so it's scale goes up and down slowly in a breathing-like pattern. Try your best and we'll iterate over it.
Good iteration. Plan:
Smooth-circle arc decay. Store the baseline arc speed at construction. Each frame, exponentially lerp arc_speed back toward baseline (rate k=3, ~95% decay over 1s). Tick spikes still push it to 3π; without further hits it settles back to the slow random baseline (±[0.5,1]π) over ~1.5s. So you get visible rhythm: spike → settle → spike → settle.
Non-smooth breathing. Add a breathing_phase advanced at π rad/s (0.5 Hz, one inhale-exhale every 2s) and breathing = 1 + 0.05*sin(phase) (±5% scale amplitude). Random start phase so multiple areas don't pulse in lockstep. Applied as a multiplier on the spring scale s at draw time — only for persistent areas that aren't the smooth circle (the smooth circle gets its life from the spinning arcs).
Shape gate: smooth circle (shape=='circle' and not jagged) → arc decay, no breathing. Everything else (jagged circle, rect, jagged rect, polygon, jagged polygon) → breathing.
Diffs to area.lua
a. Constructor — persistent arc init (store baseline + add breathing fields):
if self.duration then
-- Persistent: slow constant base, bumped by tick spikes (v1 line 8530).
-- We add an exponential decay back toward this baseline in :update so
-- the arc speed doesn't stay at peak forever after a few hits.
self.arc_sign = random_choice({-1, 1})
self.arc_baseline = self.arc_sign*random_float(0.5, 1)*math.pi
self.arc_speed = self.arc_baseline
-- Slow scale breathing for non-smooth-circle persistent shapes —
-- the smooth circle reads its arc spin as life; everything else
-- would sit completely static without this. Random start phase
-- prevents multiple areas from pulsing in lockstep.
self.breathing_phase = random_float(0, 2*math.pi)
self.breathing = 1
else
-- Instant: fast initial spin that decays via the sigmoid in :update.
self.arc_base_speed = random_choice({-1, 1})*random_float(3, 5)*math.pi
end
b. area:update — expand persistent branch with breathing + arc decay:
function area:update(dt)
timer_update(self.timer, dt)
spring_update(self.spring, dt)
self.elapsed = self.elapsed + dt
if self.duration then
-- Breathing scale (5 % amplitude, ~0.5 Hz). Only visible on
-- non-smooth-circle shapes — see :draw.
self.breathing_phase = self.breathing_phase + dt*math.pi
self.breathing = 1 + 0.05*math.sin(self.breathing_phase)
-- Arc speed decays exponentially toward baseline. Tick spikes in
-- apply_tick raise it; this drags it back down between ticks so the
-- area doesn't sit pegged at max spin forever once enemies thin out.
self.arc_speed = self.arc_baseline + (self.arc_speed - self.arc_baseline)*math.exp(-3*dt)
self.arc_r = self.arc_r + self.arc_speed*dt
else
-- Sigmoid decay: fast initial spin freezes by ~0.25s (instant-area pattern).
local mult = 1/(1 + math.exp(20*(self.elapsed - 0.25)))
self.arc_r = self.arc_r + self.arc_base_speed*mult*dt
end
end
c. area:draw — fold breathing into s (single line addition at the top of draw):
function area:draw(layer)
if self.hidden then return end
set_edition(layer, self.edition)
local s = self.spring.main.x
-- Persistent non-smooth-circle shapes breathe their scale gently. Smooth
-- circle's life is the orbiting arcs, so it skips breathing.
if self.duration and not (self.shape == 'circle' and not self.jagged) then
s = s*self.breathing
end
local c = self.flashing and fg_color() or self.color()
local r = self.visual_radius*s
Everything below that line stays as-is — r, s, scale = r/max(radius,1), smooth rect's h = (rect_h or visual_radius)*2*s all flow the breathing through automatically.
Decisions to flag
- Decay target. I'm decaying toward the random slow baseline (±[0.5,1]π), not to zero. So between ticks the area still spins slowly. Alternative is decay-to-zero (area visually stops between ticks). One-line change if you want zero instead.
- Decay rate k=3. Means ~95% decay in 1s, ~78% in 0.5s. With tick_rate=0.5s, the speed-just-before-next-tick equilibrium sits around 1.1π (vs 3π just after a tick). Visible breathing rhythm in the arcs.
- Breathing freq 0.5 Hz. One full inhale-exhale every 2s. Calm rhythm. ±5% amplitude → ±1.5 units at radius 30.
- Breathing applies to "circle + jagged" even though it's nominally a circle. Reading the draw code, jagged circles use the polygon outline path, not arcs — so they need breathing too. Otherwise they'd sit static.
Apply these?
Go ahead.
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)
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)
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)
Bash (cd E:/a327ex/attack-template && /e/a327ex/Anchor/reference/love-compare/tools/lu...)
area.lua: ok
Parses clean. Test plan:
./run.bat, pressNto enable persistent.- Smooth circle (default): right-click into seekers. Arcs should now spike up on each tick and visibly slow down between ticks. After enemies clear / wander out, the arcs should settle to the slow baseline spin within ~1–1.5s rather than staying pegged.
- Jagged circle (
G): right-click. Should now gently breathe in/out (one full cycle every ~2s, ±5% radius). No arcs. - Smooth rect (
T): right-click. Width + height both breathe. - Polygon (
Tagain, with/withoutG/B): all four polygon variants should breathe. - Instant mode (
Noff): unchanged from before — fast spin decay, no breathing.
Tunables if it feels off:
- Breathing freq: change
dt*math.pi(currently 0.5 Hz) - Breathing depth: change
0.05in1 + 0.05*sin(...) - Arc decay rate: change
math.exp(-3*dt)(k=3 → ~95% decay/sec; larger k = snappier settle) - Decay target: change
self.arc_baselineto0if you want full stop between ticks instead of slow baseline spin
Perfect, I think that's it for the persistent areas, unless there's something still missing.
Honest answer: nothing core is missing relative to the scope we agreed on. The deferred variants — moving_zone, homing_zone, growing/shrinking_zone, hostile, cyclone, cascade/echo, magnetic_area — are intentional cuts, not omissions. Each would be its own iteration if/when you want it.
Two loose ends worth naming:
Docs.
attack-template/.claude/CLAUDE.mdstill describes the area carrier as instant-only, hasn't mentioneddot_ticksound, theNkeybind, or the breathing/arc-decay behaviors.findings.mddoesn't strictly need an update (it's an inventory of v1, not a status doc) but the CLAUDE.md "What's next — recommended port order" item 2 should be marked as covering persistent. I'd normally do this as the natural "wrap up the feature" pass before moving to the next carrier.Minor things I noticed but didn't surface as bugs:
hit_cooldownstable grows with every new enemy that enters; no cleanup. Garbage collected when the area dies, so not a leak — just worth knowing if you ever set durations into the tens of seconds with high enemy churn.- If you ever set
duration < tick_rate, blink starts before the first damage tick. Just a "don't do that" config, no real bug. - Persistent areas inherit the caster-side juice (shake / spring / flash / muzzle FX) from the existing
area:newblock unchanged. This is correct behavior but worth knowing — if you ever want persistent areas to feel "calmer" on cast than instant nukes, that's where you'd diverge.
If those don't bug you, I'd say persistent areas are done. Want me to do the docs pass, or move on to the next carrier (per CLAUDE.md's order: beam next, then dash, then polygonal big_rock)?
Let's do beams next. Like area, we want both instant and persistent ones. They have small differences in visual and behavior. I think the only instant line ability in Orblike v1 is Psylance, or Railgun, don't remember what it was called. And then there's the continuous Beam ability itself. Let's start with instant first.
Let me check findings.md for what v1 ships for instant lines (psylance/railgun) and the continuous beam, since the user wasn't sure which was which.
Grep (psylance|railgun|beam)
36:| `beam` | 3619 | per-frame dashed-line beam attached to player or orb, tick damage | `beam` |
44:| `railgun` | 2590 | charged straight line, instant damage along path | `railgun` |
45:| `psylance` | 4227 | two-phase force-line (gather enemies, then damage) | `psylance` |
88:| `beam` | force | dashed line with leading-edge white flash + tip circle + guide lines (when widened) | `beam_cast` | `beam_drone` (looped, pitched by tick_rate) | hold carrier; beam_length=150, beam_width=2, tick_rate=0.15 |
90:| `psylance` | force | two-phase line: pulls enemies in, then dashed-line damage | `formation_activate` (fire) | `beam_drone` x 0.8 vol (loop) | hold carrier; gather_duration=0.5, damage_delay=0.15 |
106:| `railgun` | (none) | bright dashed line shrinking to nothing; clumped segments retract toward center | `charging_loop` (loop) → `railgun_cast_1`+`railgun_cast_2` (release) | `railgun_hit_1..3` random | charge_duration=1.0, base_width=2; damage scales with charge (1x at 0, 2x at full) |
190:### Multi-shot helpers (used by `chain`, `construct`, `psylance`, `dash_strike`, etc.)
281:## 5. Beam system (deep dive)
283:**Activation:** lines 3619–4051 inside `orb:activate`. No standalone class — beams are stateful flags on the orb itself, drawn directly each frame.
289:- `beam_cast` sfx.
290:- After `activation_delay`, sets `beam_active = true`, starts `beam_drone` looped sfx.
295:`beam_current_length` lerps toward target every frame (lerp speed 0.99/0.08).
298:- Length: `beam_length+/++/+++/-/--/---` (1.25, 1.5, 2, 0.85, 0.7, 0.5 mult).
299:- Width: `beam_width+/++/+++` (additive +1, +2, +3) / `beam_width-/--` (-1, -2 min 1).
303:- Sweep: `beam_sweep` (auto-rotates aim_r at `beam_sweep_speed=1.5` rad/s).
305:- Parallel (`projectile_parallel` or `parallel`): N offset beams 10 units apart.
309:`build_homing_path` (line 10750) — shared with railgun preview, psylance, and beams:
314:- Lerps a stored display path toward ideal at `12*dt` (smoothing so the beam doesn't snap when target changes).
316:`draw_dashed_path` (line 10857) — walks the path drawing dashes (5 long, 6 gap, scrolling at 80*tick_speed_ratio units/s). Each dash is a `layer:line` + 2 cap circles. Color is white for the first `flash_dist = scroll_speed*tick_rate` of the beam (so a white "leading edge" sweeps along), then ability color for the rest.
320:Chain extension: at tip, if `chain` mod set, find enemies within `beam_width*3` and extend the path through them (up to `chain` count).
322:Guide lines (when widened): two parallel dashed lines at `±beam_width*1.5` from center, alpha 60.
324:### Beam tip
326:- Spring-scaled circle (`beam_width + 1.5`).
332:When `beam_tick_timer >= tick_rate`:
334:- AABB-cull enemies by beam path bounding box.
335:- For each beam path segment, project enemy onto segment, check perpendicular distance < `beam_width*3`.
337:- Increment `beam_expire_counter`; fire `cast_on_expire` secondaries every N ticks.
341:`beam_drone_handle` pitch = `def.tick_rate / current_tick_rate`. Faster tick → higher-pitched drone, slower → lower.
345:On release: stop drone, clear `speed_buffs.beam`, reset `beam_paths`, conclude cast_log.
385:- **Charge UI** (asal, railgun): ring of arc segments around source, growing as `charge_t` from 0 to 1. Converging hit_particles at `30-60` unit radius traveling inward. `charging_loop` sfx looped.
... [13 more lines]
Let me look at the v1 beam draw + damage logic and the railgun flash effect, so I have concrete code refs before scoping.
Read (E:\a327ex\attack-template\findings.md)
280
281 ## 5. Beam system (deep dive)
282
283 **Activation:** lines 3619–4051 inside `orb:activate`. No standalone class — beams are stateful flags on the orb itself, drawn directly each frame.
284
285 ### Startup
286
287 - `orb-to-player` `slightly_jagged_line` (anim 0.1-0.2s) — same activation visual as every hold ability.
288 - Player spring pulse + flash (0.1s).
289 - `beam_cast` sfx.
290 - After `activation_delay`, sets `beam_active = true`, starts `beam_drone` looped sfx.
291 - Applies `speed_mult` (0.4) to player + sets `turn_rate` (2 rad/s).
292
293 ### Per-frame logic
294
295 `beam_current_length` lerps toward target every frame (lerp speed 0.99/0.08).
296
297 Modifiers:
298 - Length: `beam_length+/++/+++/-/--/---` (1.25, 1.5, 2, 0.85, 0.7, 0.5 mult).
299 - Width: `beam_width+/++/+++` (additive +1, +2, +3) / `beam_width-/--` (-1, -2 min 1).
300 - Tick rate: `tick_speed+/++/+++/-/--/---` (multiplicative on base 0.15s).
301 - Homing: `homing` (turn toward closest enemy each step, `homing_force--/-/+` change rate).
302 - Returning arc: bends in 1.5π around start point.
303 - Sweep: `beam_sweep` (auto-rotates aim_r at `beam_sweep_speed=1.5` rad/s).
304 - Formation angles (build_formation_angles): same nova/spread/back/sides vocabulary.
305 - Parallel (`projectile_parallel` or `parallel`): N offset beams 10 units apart.
306
307 ### Drawing
308
309 `build_homing_path` (line 10750) — shared with railgun preview, psylance, and beams:
... [60 more lines]
Grep (railgun|psylance)
No matches found
[Showing results with pagination = offset: 25]
Grep (^## .[Rr]ailgun|^## .[Pp]sylance|^### .[Rr]ailgun|^### .[Pp]sylance|railgun_flash|psylance_effect)
190:### Multi-shot helpers (used by `chain`, `construct`, `psylance`, `dash_strike`, etc.)
445:| `railgun_flash` | 11824 | railgun | Dashed line with clumped (2-4 segs each) bidirectional shrink. Each clump's `visible_start/visible_end` tween toward midpoint with staggered delays. Supports curved `path` (with cumulative distance lookup) or straight (`r + length`). |
446:| `psylance_effect` | 10936 | psylance | Two-phase: gather (pulls enemies onto line, draws two side-dashes fading from 255 to 40 alpha) → damage (extends line + dashed center stroke with side-shake). |
Let me look at v1's railgun activation + railgun_flash effect to confirm my interpretation before scoping.
Read (E:\a327ex\Invoker\v1\main.lua)
2580 -- Ability copy: queue extra dashes after echo chain (one per other orb)
2581 if mods.ability_copy then
2582 self.dash_strike_copy_queue = {}
2583 for _, o in ipairs(orbs) do
2584 if o ~= self then
2585 table.insert(self.dash_strike_copy_queue, o)
2586 end
2587 end
2588 end
2589 end
2590 elseif def and def.activation == 'manual' and def.carrier == 'railgun' then
2591 self.cooldown = math.max(self.cooldown - dt, 0)
2592 if orb_input_down(self.slot) and self.cooldown <= 0 then
2593 if not self.rg_charging then
2594 self.rg_charging = true
2595 self.rg_charge_time = 0
2596 self.rg_preview_path = nil
2597 p1.speed_buffs.railgun = 0.3
2598 self.rg_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
2599 sfx_set_looping(self.rg_charge_handle, true)
2600 end
2601 self.rg_charge_time = self.rg_charge_time + dt
2602 local charge_t = math.clamp(self.rg_charge_time/def.charge_duration, 0, 1)
2603 -- Null conversion check
2604 local rg_check_mods = p1:get_mods()
2605 for _, s in ipairs(self.slots) do
2606 if s.type == 'modifier' then rg_check_mods[s.name] = rg_check_mods[s.name] or s.value end
2607 end
2608 local rg_null = ability_has_tag(ability_name, 'null') or rg_check_mods.null_conversion
2609 local charge_src_x = rg_null and self.x or p1.x
... [70 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
11820 end
11821
11822 -- Effect: railgun_flash
11823 -- Bright line that appears at full width then shrinks to nothing.
11824 railgun_flash = object:extend()
11825 function railgun_flash:new(x, y, args)
11826 object.new(self)
11827 self.x, self.y = x, y
11828 self.r = args.r or 0
11829 self.length = args.length or 100
11830 self.path = args.path
11831 self.draw_color = args.color and args.color:clone() or fg_color:clone()
11832 self.duration = args.duration or 0.25
11833 self.edition = args.edition or 0
11834 self:add(timer())
11835 -- Generate dash segments along the beam
11836 local all_segs = {}
11837 local dash_len, gap_len = 5, 6
11838 local stride = dash_len + gap_len
11839 local d = 0
11840 while d < self.length do
11841 local seg_end = math.min(d + dash_len, self.length)
11842 if seg_end - d > 0.5 then
11843 table.insert(all_segs, {start_d = d, end_d = seg_end})
11844 end
11845 d = d + stride
11846 end
11847 -- Group consecutive segments into clumps of 2-4
11848 self.clumps = {}
11849 local i = 1
... [70 more lines]
Confirmed — railgun_flash (v1 line 11824) is the canonical "instant line attack" visual: dashed line appears at full length, then clumps of 2–4 dashes retract toward their midpoints with staggered delays over ~0.25s. Psylance is two-phase (gather → damage), which is more of a specific ability mechanic than a generic carrier visual.
Before drafting, four scoping decisions:
AskUserQuestion
User has answered your questions: "Which v1 visual should the instant beam port?"="railgun_flash (Recommended)", "Charge phase?"="Skip (Recommended)", "How does the demo trigger instant beam?"="mouse:3 (middle) (Recommended)", "Port beam_cast sound now?"="Port beam_cast (Recommended)". You can now continue with the user's answers in mind.
Grep (beam_cast|beam_drone)
22: beam_cast = 0.42,
23: beam_drone = 0.37,
153:an:sound('beam_cast', 'assets/RPG3_ElectricMagic_Cast02.ogg')
154:an:sound('beam_drone', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamLayer_Loop.ogg')
515: {'beam_cast', 'assets/RPG3_ElectricMagic_Cast02'},
516: {'beam_drone', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamLayer_Loop'},
3627: self.beam_cast_log = damage_cast_log.new(ability_name, def.element)
3628: self.beam_cast_log:add_pending()
3661: sfx('beam_cast', volumes.beam_cast)
3665: self.beam_drone_handle = sfx_handle('beam_drone', volumes.beam_drone)
[Showing results with pagination = limit: 10]
Bash (ls -la E:/a327ex/Invoker/v1/assets/ | grep -i "beam|cast" | head -10)
-rw-r--r-- 1 adn 197121 78764 Apr 15 21:47 PM_GENERIC_Slash03_P1_Cast.ogg
-rw-r--r-- 1 adn 197121 589360 Apr 15 21:47 PM_GENERIC_Slash03_P1_Cast.wav
-rw-r--r-- 1 adn 197121 93948 Apr 15 21:47 PM_GENERIC_Slash03_P1_Cast_lightmed.ogg
-rw-r--r-- 1 adn 197121 60295 Apr 15 21:47 RPG3_DarkMagic_Cast02v2.ogg
-rw-r--r-- 1 adn 197121 335410 Apr 15 21:47 RPG3_DarkMagic_Cast02v2.wav
-rw-r--r-- 1 adn 197121 63420 Apr 15 21:47 RPG3_DarkMagic_Cast02v2_lightmed.ogg
-rw-r--r-- 1 adn 197121 96841 Apr 15 21:47 RPG3_ElectricMagic_Cast02.ogg
-rw-r--r-- 1 adn 197121 484508 Apr 15 21:47 RPG3_ElectricMagic_Cast02.wav
-rw-r--r-- 1 adn 197121 96421 Apr 15 21:47 RPG3_ElectricMagic_Cast02_lightmed.ogg
-rw-r--r-- 1 adn 197121 36406 Apr 15 21:47 RPG3_IceMagic_Cast02.ogg
Grep (beam_paths|beam_width|beam_tick|project enemy|perpendicular)
862: beam_width = 2,
1128:beam_tick_timer = 0
2752: if mods['beam_width+'] then line_width = line_width*1.5 end
2753: if mods['beam_width++'] then line_width = line_width*2 end
2754: if mods['beam_width+++'] then line_width = line_width*3 end
2755: if mods['beam_width-'] then line_width = line_width*0.75 end
2756: if mods['beam_width--'] then line_width = line_width*0.5 end
3625: self.beam_tick_timer = 0
3700: self.beam_tick_timer = self.beam_tick_timer + dt
3711: local beam_width = def.beam_width
3712: if mods['beam_width+'] then beam_width = beam_width + 1 end
3713: if mods['beam_width++'] then beam_width = beam_width + 2 end
3714: if mods['beam_width+++'] then beam_width = beam_width + 3 end
3715: if mods['beam_width-'] then beam_width = math.max(beam_width - 1, 1) end
3716: if mods['beam_width--'] then beam_width = math.max(beam_width - 2, 1) end
3768: if not self.beam_paths then self.beam_paths = {} end
3774: local cap_r = beam_width/2
3781: if self.beam_tick_timer >= tick_rate then
3782: self.beam_tick_timer = self.beam_tick_timer - tick_rate
3795: local beam_chain_hit_radius = beam_width*3
3799: if not self.beam_paths then self.beam_paths = {} end
3800: if not self.beam_paths[bi] then self.beam_paths[bi] = {} end
3809: }, self.beam_paths[bi], dt)
3815: self.beam_paths[bi] = {{x = src.x, y = src.y}, {x = ex, y = ey}}
3816: beam_path = self.beam_paths[bi]
3886: local center_width = def.beam_width
3889: -- Guide lines (only if beam_width > base)
3890: if beam_width > def.beam_width then
3903: local offset = beam_width*1.5
3933: local tip_radius = (beam_width + 1.5)*self.spring.beam_tip.x
... [2 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
3818
3819 -- Clip beam path at walls
3820 for i = 1, #beam_path - 1 do
3821 local hit = an:raycast(beam_path[i].x, beam_path[i].y, beam_path[i + 1].x, beam_path[i + 1].y, {'wall'})
3822 if hit then
3823 beam_path[i + 1] = {x = hit.point_x, y = hit.point_y}
3824 -- Remove all points after the wall hit
3825 for j = #beam_path, i + 2, -1 do beam_path[j] = nil end
3826 break
3827 end
3828 end
3829
3830 -- Chain: extend path when beam tip is near enemies
3831 local chain_remaining = beam_chain_count
3832 local chain_hit = {}
3833 if chain_remaining > 0 then
3834 local bx, by = beam_path[#beam_path].x, beam_path[#beam_path].y
3835 local beam_r = #beam_path >= 2 and math.atan(beam_path[#beam_path].y - beam_path[#beam_path-1].y, beam_path[#beam_path].x - beam_path[#beam_path-1].x) or src.r
3836 for _, e in ipairs(cached_enemies) do
3837 if not e.dead and not chain_hit[e.id] then
3838 local d = math.distance(bx, by, e.x, e.y)
3839 if d < beam_chain_hit_radius then
3840 chain_hit[e.id] = true
3841 chain_remaining = chain_remaining - 1
3842 bx, by = e.x, e.y
3843 beam_path[#beam_path] = {x = bx, y = by}
3844 local next_target, next_d = nil, math.huge
3845 for _, e2 in ipairs(cached_enemies) do
3846 if not e2.dead and not chain_hit[e2.id] then
3847 local d2 = math.distance(bx, by, e2.x, e2.y)
... [55 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
3779 local scroll = math.loop(an.time*scroll_speed, stride)
3780 local do_tick = false
3781 if self.beam_tick_timer >= tick_rate then
3782 self.beam_tick_timer = self.beam_tick_timer - tick_rate
3783 do_tick = true
3784 end
3785 -- Cast on expire counter
3786 if not self.beam_expire_counter then self.beam_expire_counter = 0 end
3787 if do_tick then self.beam_expire_counter = self.beam_expire_counter + 1 end
3788
3789 -- Chain setup for beam
3790 local beam_chain_count = mods.chain or 0
3791 local beam_chain_range = 80
3792 if mods['chain_range+'] then beam_chain_range = beam_chain_range*1.2 end
3793 if mods['chain_range++'] then beam_chain_range = beam_chain_range*1.5 end
3794 if mods['chain_range+++'] then beam_chain_range = beam_chain_range*2.0 end
3795 local beam_chain_hit_radius = beam_width*3
3796
3797 for bi, src in ipairs(beam_sources) do
3798 -- Build homing/arc path using shared function
3799 if not self.beam_paths then self.beam_paths = {} end
3800 if not self.beam_paths[bi] then self.beam_paths[bi] = {} end
3801 local beam_path
3802 if homing or mods.returning_arc then
3803 beam_path, self.beam_arc_dir = build_homing_path({
3804 x = src.x, y = src.y, r = src.r,
3805 max_length = self.beam_current_length,
3806 homing = homing, returning_arc = mods.returning_arc,
3807 arc_dir = self.beam_arc_dir,
3808 return_x = fire_x, return_y = fire_y,
... [10 more lines]
Grep (do_tick.*then|cached_enemies|hit_radius)
3943: if do_tick then
3957: if do_tick then
3971: for _, e in ipairs(cached_enemies) do
4005: if do_tick and mods.cast_on_expire and self.beam_expire_counter % mods.cast_on_expire == 0 then
4016: if do_tick then
4542: for _, e in ipairs(cached_enemies) do
4554: for _, e in ipairs(cached_enemies) do
4563: for _, e in ipairs(cached_enemies) do
4612: for _, e in ipairs(cached_enemies) do
4670: for _, e in ipairs(cached_enemies) do
[Showing results with pagination = limit: 10, offset: 20]
Read (E:\a327ex\Invoker\v1\main.lua)
3957 if do_tick then
3958 -- Build beam bounding box for early rejection
3959 local bmin_x, bmin_y = math.huge, math.huge
3960 local bmax_x, bmax_y = -math.huge, -math.huge
3961 for i = 1, #beam_path do
3962 local bp = beam_path[i]
3963 if bp.x < bmin_x then bmin_x = bp.x end
3964 if bp.x > bmax_x then bmax_x = bp.x end
3965 if bp.y < bmin_y then bmin_y = bp.y end
3966 if bp.y > bmax_y then bmax_y = bp.y end
3967 end
3968 local bm = beam_width*3
3969 bmin_x, bmin_y = bmin_x - bm, bmin_y - bm
3970 bmax_x, bmax_y = bmax_x + bm, bmax_y + bm
3971 for _, e in ipairs(cached_enemies) do
3972 if not e.dead and e.x >= bmin_x and e.x <= bmax_x and e.y >= bmin_y and e.y <= bmax_y then
3973 for i = 1, #beam_path - 1 do
3974 local ax, ay = beam_path[i].x, beam_path[i].y
3975 local abx, aby = beam_path[i + 1].x - ax, beam_path[i + 1].y - ay
3976 local seg_len_sq = abx*abx + aby*aby
3977 if seg_len_sq > 0 then
3978 local t = math.clamp(((e.x - ax)*abx + (e.y - ay)*aby)/seg_len_sq, 0, 1)
3979 local closest_x = ax + t*abx
3980 local closest_y = ay + t*aby
3981 local dist = math.distance(e.x, e.y, closest_x, closest_y)
3982 if dist < beam_width*3 then
3983 local beam_r = e:take_damage(damage_components(def), 0.5)
3984 if self.beam_cast_log then self.beam_cast_log:add_hit(beam_r, e, 'beam') end
3985 -- Beam knockback: reduced force (0.3x) since ticks are frequent
3986 local kb_force, kb_duration = 0, 0
... [20 more lines]
Let me verify the physics_raycast and projectile API surfaces I'm planning to reuse.
Read (E:\a327ex\attack-template\projectile.lua)
1 --[[
2 projectile.lua — straight-line attack carrier (minimal v1 port).
3
4 Scope of this first pass (per session 2 decisions):
5 • Default rounded-rect shape (w=10, h=4). No shape variants yet
6 (ball_lightning circle, wind_slash blades, arc crescent come later).
7 • Straight-line travel only. No homing / linear-return / arc-return.
8 • Sensor box collider — projectiles pass through enemies/walls
9 visually. Enemy hits are surfaced via sensor_entities_begin in
10 main.lua. Walls are caught by a per-frame forward raycast (sensors
11 don't physically collide).
12 • Spawn juice: spring pull on 'main' + 0.2s white flash.
13 • Wall hit: 6r/0.15s hit_circle + 2 particles, then die.
14 • Enemy hit: full damage + hit_effect sprite burst, then die. No
15 pierce/chain in this first pass — that's gameplay-side anyway.
16 • Death: 8r/0.2s hit_circle + 2 particles, particle color =
17 edition_base_color(self.edition) or self.color.
18
19 Caller API (per session 2 decision — "everything in spawn_projectile,
20 caster passed in, everything else derived"):
21 spawn_projectile(caster, {
22 aim_r, -- optional, default: caster -> main_camera.mouse
23 spawn_offset, -- default 8 (v1's hardcoded muzzle offset)
24 color, -- default red
25 edition, -- default caster.edition
26 max_range, -- default nil = unlimited
27 damage, -- default 1
28 speed, -- default 190
29 w, h, -- default 10, 4
30 })
... [255 more lines]
Got it. Here's the proposal — full file for beam.lua, then main.lua diffs.
1. Sound asset
Copy Invoker/v1/assets/RPG3_ElectricMagic_Cast02.ogg → attack-template/assets/RPG3_ElectricMagic_Cast02.ogg (~97 KB).
2. New file attack-template/beam.lua
--[[
beam.lua — line / beam attack carrier (instant mode, minimal v1 port).
Scope of this first pass:
• Straight line from caster's muzzle along aim_r out to `length`,
clipped at the first wall (raycast).
• Single damage pass at fire time. Hit query is a rotated rect
(width = beam length along aim, height = width*6) — same engine
call we use for rect areas. Anyone in the rect takes one hit.
• Visual: v1 railgun_flash (anchor.c-side reference at line 11824) —
dashed line built once, segments grouped into clumps of 2-4,
each clump's two ends tween inward toward its midpoint with
staggered delays so the line retracts raggedly over `duration`.
• Caster juice: directional shake, recoil 'shoot' spring, 0.15s
flash, muzzle hit_circle + 2 forward cone particles. Same package
as spawn_projectile.
Persistent mode (continuous channeled beam with drone + tick damage +
beam tip flash) is the next iteration on this carrier.
Caller API (mirrors spawn_projectile):
spawn_beam(caster, {
aim_r, -- optional, default: caster → main_camera.mouse
spawn_offset, -- caster→muzzle offset, default 8
length, -- default 150 (v1 beam_length)
width, -- default 2 (v1 beam_width)
damage, -- default 2
duration, -- visual lifetime, default 0.25 (railgun_flash default)
color, -- default red
edition, -- default caster.edition
fire_sounds, -- {{sound, vol}, ...}; played at fire time, default silent
})
]]
beams = {}
beam = class()
function beam:new(x, y, args)
args = args or {}
self.x = x -- muzzle (NOT caster body center)
self.y = y
self.r = args.r or 0
self.length = args.length or 150
self.width = args.width or 2
self.damage = args.damage or 2
self.duration = args.duration or 0.25
self.color = args.color and color_clone(args.color) or color_clone(red)
self.edition = args.edition or 0
-- Wall raycast: clip the beam at the first wall it hits. raycast_entity
-- returns {point_x, point_y, ...} on hit, nil on miss. Same helper
-- projectile uses for its per-frame forward probe.
local cos_r, sin_r = math.cos(self.r), math.sin(self.r)
local end_x = self.x + self.length*cos_r
local end_y = self.y + self.length*sin_r
local hit = raycast_entity(self.x, self.y, end_x, end_y, {'wall'})
if hit then
end_x, end_y = hit.point_x, hit.point_y
self.length = math.length(end_x - self.x, end_y - self.y)
end
self.end_x, self.end_y = end_x, end_y
make_entity(self)
self.timer = timer_new()
-- Single damage pass at fire time. Lighter per-enemy FX than the
-- instant area pop (1-2 narrow particles, no hit_effect sprite burst)
-- — matches v1's beam tick (line 3957-4001), since v1's instant
-- railgun fire effectively does one beam-tick's worth of hits.
self:apply_damage()
-- Visual: clumped retracting dashes (v1 railgun_flash, lines 11824-11876).
self:build_clumps()
for _, clump in ipairs(self.clumps) do
local mid = (clump.clump_start + clump.clump_end)/2
local delay = random_float(0, self.duration*0.4)
local tween_dur = self.duration - delay
timer_after(self.timer, delay, function()
timer_tween(self.timer, tween_dur, clump, {visible_start = mid, visible_end = mid}, math.cubic_in)
end)
end
-- +0.05s grace so the final retract settles before despawn.
timer_after(self.timer, self.duration + 0.05, function() entity_kill(self) end)
end
function beam:apply_damage()
local mid_x = (self.x + self.end_x)/2
local mid_y = (self.y + self.end_y)/2
local hit_h = self.width*6 -- ±width*3 perp window (v1 line 3982)
local enemies = query_entities_box(mid_x, mid_y, self.length, hit_h, self.r, {'enemy'})
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(1, 2) do
spawn_particle(e.x, e.y, {
velocity = random_float(30, 80),
duration = random_float(0.1, 0.2),
w = 4,
}):change_color(0.5, pc)
end
end
end
end
-- Generates dash segments along the beam length and groups them into
-- 2-4-segment clumps. Each clump tracks [visible_start, visible_end]
-- that get tweened inward toward the clump's midpoint at construction
-- time to produce the ragged retraction.
function beam:build_clumps()
local dash_len, gap_len = 5, 6
local stride = dash_len + gap_len
local all_segs = {}
local d = 0
while d < self.length do
local seg_end = math.min(d + dash_len, self.length)
if seg_end - d > 0.5 then
all_segs[#all_segs + 1] = {start_d = d, end_d = seg_end}
end
d = d + stride
end
self.clumps = {}
local i = 1
while i <= #all_segs do
local clump_size = math.min(random_int(2, 4), #all_segs - i + 1)
local clump_start = all_segs[i].start_d
local clump_end = all_segs[i + clump_size - 1].end_d
local segs = {}
for j = i, i + clump_size - 1 do
segs[#segs + 1] = {start_d = all_segs[j].start_d, end_d = all_segs[j].end_d}
end
self.clumps[#self.clumps + 1] = {
clump_start = clump_start,
clump_end = clump_end,
visible_start = clump_start,
visible_end = clump_end,
segs = segs,
}
i = i + clump_size
end
end
function beam:update(dt)
timer_update(self.timer, dt)
end
function beam:destroy() end
function beam:draw(layer)
set_edition(layer, self.edition)
local c = self.color()
local cos_r, sin_r = math.cos(self.r), math.sin(self.r)
for _, clump in ipairs(self.clumps) do
if clump.visible_end - clump.visible_start > 0.3 then
for _, seg in ipairs(clump.segs) do
local sd = math.max(seg.start_d, clump.visible_start)
local ed = math.min(seg.end_d, clump.visible_end)
if ed - sd > 0.3 then
local sx = self.x + sd*cos_r
local sy = self.y + sd*sin_r
local ex = self.x + ed*cos_r
local ey = self.y + ed*sin_r
layer_line(layer, sx, sy, ex, ey, 2, c)
end
end
end
end
set_edition(layer, 0)
end
--[[
spawn_beam(caster, opts)
Fire helper. Mirrors spawn_projectile: derives aim_r from
caster→main_camera.mouse (overridable via opts.aim_r), computes the
muzzle position 8 units in front of the caster, applies the full
cast juice package, then constructs the beam.
]]
function spawn_beam(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 b = beam(sx, sy, {
r = aim_r,
length = opts.length,
width = opts.width,
damage = opts.damage,
duration = opts.duration,
color = color,
edition = opts.edition or caster.edition,
})
beams[#beams + 1] = b
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
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
if opts.fire_sounds then
for _, fs in ipairs(opts.fire_sounds) do
sfx(fs.sound, fs.vol)
end
end
return b
end
3. main.lua diffs
a. Require:
lua
require('projectile')
require('area')
require('beam') -- ← NEW
sound_tuning = require('sound_tuning')
b. Volume:
lua
arrow_shoot = 0.46, -- v1 line 65
dot_tick = 0.49, -- v1 line 14
beam_cast = 0.42, -- v1 line 22 -- ← NEW
}
c. Sound load:
lua
sounds.dot_tick = sound_load('assets/Click sound 37 + Body Fall 18.ogg')
-- Standard beam cast (force flavor). v1 plays this on beam-carrier
-- activations and on railgun release (line 153, 3661).
sounds.beam_cast = sound_load('assets/RPG3_ElectricMagic_Cast02.ogg') -- ← NEW
d. Bind:
lua
bind('fire_projectile', 'mouse:1')
bind('fire_area', 'mouse:2')
bind('fire_beam', 'mouse:3') -- ← NEW
e. Fire handler (after fire_area block):
lua
if is_pressed('fire_beam') and not p._dead then
spawn_beam(p, {
damage = 2,
fire_sounds = {{sound = sounds.beam_cast, vol = volumes.beam_cast}},
})
end
f. Update loop (after areas):
lua
for i = #beams, 1, -1 do
local b = beams[i]
if b._dead then table.remove(beams, i)
else b:update(dt) end
end
g. Draw loop (between areas and fxs):
lua
for _, a in ipairs(areas) do a:draw(game_layer) end
for _, b in ipairs(beams) do b:draw(game_layer) end -- ← NEW
for _, f in ipairs(fxs) do f:draw(game_layer) end
h. Header docstring — add to KEY BINDINGS section:
Mouse 3 (middle) fire instant beam toward cursor
Notes / sanity checks
raycast_entitynotphysics_raycast— verified from projectile.lua line 108. Returns{point_x, point_y, ...}on hit.query_entities_boxrotated rect — verified from area.lua. Signature(x, y, w, h, r, tags), w along x-local (after rotation = along aim_r), h perpendicular. Same call we use for rect areas.- Hit window
width*6— v1'sbeam_width*3perpendicular check, so total height = ±width3 = width6. With default width=2 → height 12. - Shake force 3 — matches projectile (precision attack), not area (explosion-feel).
- No knockback — v1 instant fire has knockback only with mods set; base behavior is plain damage. Defer.
- No tip circle, no leading-edge white flash, no scroll — those are persistent-beam visuals (
tip_radius = (beam_width + 1.5)*self.spring.beam_tip.x,flash_dist = scroll_speed*tick_rate). Instant uses railgun_flash retract instead. beam:destroyempty — beam has no collider to clean up (it's query-only like area).
Test plan
./run.bat- Middle-click in a direction — beam should appear instantly as a dashed line from player muzzle to ~150 units away (or shorter if walls are in the way). Line clumps retract toward their midpoints over ~0.25s.
- Enemies along the beam should take damage + spawn light particles + hit-effect burst.
- Aim through the central wall — beam should clip at the wall surface, not pass through.
- Audio: a single
beam_castplays on fire. - Caster gets the usual recoil shake + spring + flash + muzzle puff.
- Combine with mouse:1 / mouse:2 in the same session — projectile, area, beam should coexist cleanly.
Tunable knobs if anything feels off: length (150), width (2 — affects hit_h via *6), duration (0.25), shake force (3).
Want me to write?
Go ahead.
Bash (cp "E:/a327ex/Invoker/v1/assets/RPG3_ElectricMagic_Cast02.ogg" "E:/a327ex/attack...)
-rw-r--r-- 1 adn 197121 96841 May 18 10:01 E:/a327ex/attack-template/assets/RPG3_ElectricMagic_Cast02.ogg
Write (E:\a327ex\attack-template\beam.lua)
File created successfully at: E:\a327ex\attack-template\beam.lua (file state is current in your context — no need to Read it back)
Now the main.lua edits.
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)
Syntax-check both files.
Bash (cd E:/a327ex/attack-template && /e/a327ex/Anchor/reference/love-compare/tools/lu...)
beam.lua: ok
main.lua: ok
Both parse clean. Summary:
attack-template/beam.lua(new, ~225 lines) — instant beam carrier. Straight line from caster muzzle, wall-clipped, single rotated-rect damage pass (width*6perp window), railgun_flash visual (2–4-segment clumps retracting to midpoints with staggered delays over 0.25s).spawn_beam(caster, opts)helper mirrorsspawn_projectile's structure (caster juice + muzzle FX + fire_sounds).attack-template/assets/RPG3_ElectricMagic_Cast02.ogg— copied from v1 (beam_cast, vol 0.42).attack-template/main.lua—require('beam'), sound load + volume,mouse:3bind, fire handler, update + draw loops, all in matching positions to the existing carriers.
Test plan
./run.bat- Middle-click in a direction — dashed line from player muzzle out to ~150 units (or shorter if walls clip), clumps retract over ~0.25s.
- Enemies along the line should take 2 damage + hit-effect burst + 1–2 narrow particles.
- Aim toward / through the central wall — beam should stop at the wall surface, not pass.
- Single
beam_castplays on fire; recoil shake + spring + flash + muzzle puff fire on the player. - Combine mouse:1 / mouse:2 / mouse:3 in the same session — all three carriers should coexist; beam should layer above areas but below particle FX.
- Tune
beam_castvia F3 (Up/Down to navigate, [/] for bits, S to save).
Tunables if it feels off:
length150 (in spawn_beam call, or default in beam.lua)width2 — affects perp hit window via*6duration0.25 — retract time- Shake force 3
You can remove the current sound for it. The end of the beam should have a hit circle with particles as well as it happens.
Two changes. Diffs first.
1. beam.lua — tip impact FX
Add after self.end_x, self.end_y = end_x, end_y (and before make_entity(self)):
self.end_x, self.end_y = end_x, end_y
-- Tip impact FX: matches the muzzle's white hit_circle + 2 cone
-- particles, but the cone fires BACKWARD along the beam (toward
-- the caster) so it reads as "sparks bouncing back from impact"
-- rather than another forward muzzle blast. Fires unconditionally
-- — whether the beam hit a wall or aired-out at max range, the tip
-- is "where this beam stopped."
local pc = edition_base_color(self.edition) or self.color
spawn_hit_circle(self.end_x, self.end_y, {radius = 7, duration = 0.2})
for i = 1, 2 do
spawn_particle(self.end_x, self.end_y, {
angle = self.r + math.pi + 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
make_entity(self)
Mirrors the muzzle pattern (radius 7, 2 particles, velocity 40–200) — symmetric weight at both ends of the line. Particles cone toward the caster (angle = aim + π ± π/4) so they read as impact spray rather than continuing the beam.
2. main.lua — strip the beam_cast sound
a. Remove volume entry:
lua
dot_tick = 0.49, -- v1 line 14
beam_cast = 0.42, -- v1 line 22 ← DELETE this line
}
b. Remove sound load + its 2-line comment:
lua
-- Standard beam cast (force flavor). v1 plays this on beam-carrier
-- activations and on railgun release (lines 153, 3661).
sounds.beam_cast = sound_load('assets/RPG3_ElectricMagic_Cast02.ogg')
(All three lines deleted.)
c. Strip fire_sounds from the fire handler:
lua
if is_pressed('fire_beam') and not p._dead then
spawn_beam(p, {
damage = 2,
})
end
3. Asset file
Delete attack-template/assets/RPG3_ElectricMagic_Cast02.ogg so nothing's left dangling. (If you'd rather keep it on disk for the persistent beam later, say so and I'll leave it.)
Apply?
Go ahead.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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 (rm "E:/a327ex/attack-template/assets/RPG3_ElectricMagic_Cast02.ogg" && ls "E:/a3...)
ls: cannot access 'E:/a327ex/attack-template/assets/RPG3_ElectricMagic_Cast02.ogg': No such file or directory
Bash (cd E:/a327ex/attack-template && /e/a327ex/Anchor/reference/love-compare/tools/lu...)
beam.lua: ok
main.lua: ok
Asset deleted, both files parse clean.
Test plan
./run.bat- Middle-click — beam fires silently now. Both ends should pop: muzzle puff at the player (forward cone) + tip puff at the end (backward cone, sparks pointing back toward you).
- Aim at the wall — tip FX should land flush against the wall surface.
- Aim into empty space — tip FX should land at full range (~150 units out, well before the arena edge).
- Tip particles should bleed to player edition color via change_color, same as muzzle particles.
Have the hit circle start with the edition color and flash white.
Let me check fx.lua to confirm how to set the starting color and how change_color works.
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
... [194 more lines]
Single-line tweak. Diff:
spawn_hit_circle(self.end_x, self.end_y, {radius = 7, duration = 0.2, color = pc}):change_color(0.6, text)
(was spawn_hit_circle(self.end_x, self.end_y, {radius = 7, duration = 0.2}).)
What this does:
color = pc→ hit_circle starts at edition color (pc = edition_base_color(self.edition) or self.color, computed two lines above for the particles).:change_color(0.6, text)→ at 60% of the 0.2s lifetime (0.12s), swaps totext(white). Inverts projectile's pattern (change_color(0.6, pc), white-then-color); here it's color-then-white. The hit_circle is already shrinking via cubic_in_out, so by the time it goes white it's at ~40% of original size — reads as a bright white punctuation flash before it disappears.
Want me to commit at 0.6, or a different fraction? (Lower = white phase longer; higher = white flash is shorter and snappier at the end.)
The particles are angled towards the caster, should be just random in all directions.
Combined diff (the 0.6 hit_circle and the particle direction):
-- Tip impact FX: hit_circle starts at the edition color and flashes
-- to white at 60 % of its 0.2 s shrink — reads as "energy beam
-- detonates at the endpoint, punches bright white as it dissipates."
-- Particles spray radially outward. Fires unconditionally whether
-- the beam hit a wall or aired-out at max range; the tip is "where
-- this beam stopped."
local pc = edition_base_color(self.edition) or self.color
spawn_hit_circle(self.end_x, self.end_y, {radius = 7, duration = 0.2, color = pc}):change_color(0.6, text)
for i = 1, 2 do
spawn_particle(self.end_x, self.end_y, {
angle = random_float(0, 2*math.pi),
velocity = random_float(40, 200),
duration = random_float(0.3, 0.6),
w = random_choice({6, 8}),
}):change_color(0.5, pc)
end
Three changes:
spawn_hit_circlegetscolor = pcand:change_color(0.6, text)(the change I proposed last turn).spawn_particleangle becomesrandom_float(0, 2*math.pi)(radial spread).- Comment block rewritten to describe the new behavior — no more "cone fires backward" claim.
Apply?
Yes.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Applied. Test: middle-click — tip hit_circle should now start in player-edition color and punch to white as it shrinks; particles should spray radially in all directions from the tip.
Hit circle doesn't seem to be flashing white?
Let me check what text actually resolves to in this project.
Grep (^text |text =|local text|text =)
61:text = color(240, 240, 235)
Grep (\btext\b)
24: layer_text(layer, msg, font, x, y, text())
51:-- panels, borders, and text. The 9-step ladder gives enough resolution to
61:text = color(240, 240, 235)
78:fg_color = text
Confirmed via palette.lua: text = color(240, 240, 235) (soft white) and fg_color = text (alias). So the color reference is fine. The issue is timing.
The hit_circle's radius tweens to 0 via math.cubic_in_out. At fraction 0.6 of the 0.2s duration, the cubic-in-out is at progress ~0.74, so the radius is at 7 * (1 - 0.74) = ~1.8 px. That's basically a single pixel at 480×270 — the white flash IS happening, but on a dot too small to perceive.
Drop the fraction so the white kicks in while the circle is still visibly sized.
spawn_hit_circle(self.end_x, self.end_y, {radius = 7, duration = 0.2, color = pc}):change_color(0.3, text)
At fraction 0.3, cubic-in-out progress is ~0.11, so radius is ~6.2 px (still close to full). The white phase then lasts from 0.06s to 0.2s — visible as a clear color → white transition for ~0.14s before it fully shrinks out.
Worth noting this is now closer to "edition color punches in for the first ~third, then white-flashes through the rest." If you wanted "color dominates, brief white at the very end," that needs a different fix (e.g. extend duration to 0.3s and bump fraction back up). But for a perceivable flash with the current 0.2s lifetime, 0.3 is the call.
Apply?
Yes.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Also tweak the comment so the "60 %" claim doesn't lie. Diff:
-- Tip impact FX: hit_circle starts at the edition color and flashes
-- to white at 30 % of its 0.2 s shrink (~0.06 s in, while the disc
-- is still near full size) — reads as "energy beam detonates at the
-- endpoint, punches bright white as it dissipates." Particles spray
-- radially outward. Fires unconditionally whether the beam hit a
-- wall or aired-out at max range; the tip is "where this beam stopped."
Trivial — applying.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Test: middle-click — at the tip you should see a clear ed-color → white transition while the disc is still well-sized, then it shrinks out white.
The hit circle should flash white first then go to the edition color. Also, hit circle should be drawn above the beam itself.
Let me verify the layer command order in Anchor 2, because in the current main.lua the fxs draw call comes AFTER the beams draw call — so the hit_circle should already be on top. Something might be inverting this.
Grep (function layer_render|function layer_draw|function layer_circle|function layer_line|commands|queue|sort)
4: Layers are FBOs that accumulate draw commands during the frame. Commands are
112:function layer_circle(lyr, x, y, radius, color)
120:function layer_circle_line(lyr, x, y, radius, color, line_width)
124:function layer_line(lyr, x1, y1, x2, y2, width, color)
211:function layer_draw(lyr, x, y)
251:--- Process queued draw commands into this layer's FBO.
252:function layer_render(lyr)
256:function layer_draw_from(lyr, source, shader)
Read (E:\a327ex\attack-template\anchor\layer.lua)
1 --[[
2 Layer module — procedural API over the engine layer handle.
3
4 Layers are FBOs that accumulate draw commands during the frame. Commands are
5 deferred and processed via layer_render() with GL batching. Composite to the
6 screen with layer_draw().
7
8 Usage:
9 game_layer = layer_new('game')
10 layer_rectangle(game_layer, 100, 100, 50, 30, color)
11 layer_render(game_layer)
12 layer_draw(game_layer)
13
14 State table shape (from layer_new): { name, handle, parallax_x, parallax_y }
15 All layer_* functions below take that table as the first argument `lyr`.
16
17 ---------------------------------------------------------------------------
18 ENGINE NAME CONFLICTS (Lua globals registered by anchor.c)
19
20 The C engine binds the same symbol names to raw engine implementations whose
21 first argument is a C layer pointer (lightuserdata), e.g. layer_rectangle(ptr, ...).
22
23 This file captures those implementations in `eng` at load time, then REPLACES
24 the globals with wrappers whose first argument is a layer state table from
25 layer_new() (field .handle holds the pointer). Wrappers also accept a raw
26 handle for occasional interop.
27
28 After require('anchor.layer'), direct engine-style calls like
29 layer_rectangle(userdata_ptr, x, y, w, h, c) no longer use the C binding
30 unless you passed a lightuserdata: the wrapper treats a non-table first arg
... [10 more lines]
Read (E:\a327ex\attack-template\anchor\layer.lua)
100 parallax_y = 1,
101 }
102 if layers then
103 layers[name] = lyr
104 end
105 return lyr
106 end
107
108 function layer_rectangle(lyr, x, y, w, h, color)
109 eng.rectangle(lyr_handle(lyr), x, y, w, h, color)
110 end
111
112 function layer_circle(lyr, x, y, radius, color)
113 eng.circle(lyr_handle(lyr), x, y, radius, color)
114 end
115
116 function layer_rectangle_line(lyr, x, y, w, h, color, line_width)
117 eng.rectangle_line(lyr_handle(lyr), x, y, w, h, color, line_width or 1)
118 end
119
120 function layer_circle_line(lyr, x, y, radius, color, line_width)
121 eng.circle_line(lyr_handle(lyr), x, y, radius, color, line_width or 1)
122 end
123
124 function layer_line(lyr, x1, y1, x2, y2, width, color)
125 eng.line(lyr_handle(lyr), x1, y1, x2, y2, width, color)
126 end
127
128 function layer_capsule(lyr, x1, y1, x2, y2, radius, color)
129 eng.capsule(lyr_handle(lyr), x1, y1, x2, y2, radius, color)
... [30 more lines]
[Request interrupted by user]
What layers do you currently have active in the project?
Grep (layer_new|layer_render|layer_draw\b)
175:floor_layer = layer_new('floor')
176:game_layer = layer_new('game')
180:debug_layer = layer_new('debug')
432: layer_render(floor_layer)
433: layer_draw(floor_layer)
444: layer_render(game_layer)
445: layer_draw(game_layer)
479: layer_render(debug_layer)
480: layer_draw(debug_layer)
Three layers, drawn bottom-to-top in this order:
floor_layer— bg fill rect + walls. Drawn first (lowest).game_layer— player, seekers, projectiles, areas, beams, fxs. The whole "world" stack.debug_layer— F2 collider overlay only. No edition shader, no camera. Drawn last so it sits on top of everything when toggled.
The sound-tuner has its own tune_layer registered inside sound_tuner.lua (drawn via sound_tuner_draw() at the very end of draw()), but that's only active during F3 tuning.
Within game_layer, draw submissions are in this order:
p → seekers → projectiles → areas → beams → fxs
Per layer.lua's header docs, "Commands are deferred and processed via layer_render() with GL batching" — submission order is FIFO, so later submissions draw on top within the same layer. That means fxs (where the tip hit_circle lives) should already be drawing above beams.
If you're still seeing the hit_circle behind the beam, the GL batching may be re-ordering by primitive type (lines vs circles get batched separately, breaking submission-order). That's an engine-level thing I'd need to verify by reading the C side, but the simplest project-side fix is to put the tip FX on a layer of its own that renders after game_layer. Want me to investigate the batching question first, or just add a fx_layer and move on?
floor, wall, game, effects. Create the additional ones and place the appropriate objects in each. Projectiles, areas, beams should go in game after players and enemies. Hit circles, particles, etc in effects.
Diffs to main.lua. Two sections.
a. Layer declarations (~line 168–181)
Replace:
lua
floor_layer = layer_new('floor')
game_layer = layer_new('game')
-- Dedicated layer for the F2 collider overlay. Drawn on top of everything
-- with no edition shader interaction (we never call set_edition on this
-- layer, so its u_edition stays at the default 0 = passthrough).
debug_layer = layer_new('debug')
With:
lua
-- Layer stack, drawn bottom-to-top:
-- floor — bg fill only (no camera, no edition)
-- wall — wall bodies (camera, edition)
-- game — player + seekers + attack carriers (projectile/area/beam)
-- effects — hit_circles, particles, hit_effects spawned by anything
-- debug — F2 collider overlay (no camera, no edition)
floor_layer = layer_new('floor')
wall_layer = layer_new('wall')
game_layer = layer_new('game')
effects_layer = layer_new('effects')
debug_layer = layer_new('debug')
b. draw() function — split into 4 layer blocks (was 2)
Replace this whole block (~lines 421–445):
function draw()
layer_rectangle(floor_layer, 0, 0, width, height, bg())
-- Walls go on the floor layer so the player/seekers/fxs draw on top of
-- them. The wall's color is the slate from wall.lua (60,60,70) — dim
-- enough that bright attack effects will pop cleanly when we port
-- carriers later.
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 _, a in ipairs(areas) do a:draw(game_layer) end
for _, b in ipairs(beams) do b: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)
With:
function draw()
-- Floor: just the bg fill. Drawn outside camera_attach so it doesn't
-- shake with the player when the camera spring kicks.
layer_rectangle(floor_layer, 0, 0, width, height, bg())
layer_render(floor_layer)
layer_draw(floor_layer)
-- Walls on their own layer. Dim slate fill (60,60,70 default) reads
-- cleanly underneath the bright attack effects on the layers above.
camera_attach(main_camera, wall_layer)
for _, w in ipairs(walls) do w:draw(wall_layer) end
camera_detach(main_camera, wall_layer)
layer_render(wall_layer)
layer_draw(wall_layer)
-- Entities and attack carriers. Player + seekers first so projectiles,
-- areas, and beams draw above them.
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 _, b in ipairs(beams) do b:draw(game_layer) end
camera_detach(main_camera, game_layer)
layer_render(game_layer)
layer_draw(game_layer)
-- Visual effects on top: hit_circles, particles, hit_effect sprite
-- bursts. Anything spawned via spawn_hit_circle / spawn_particle /
-- spawn_hit_effect lands here, so impact FX always read above the
-- entities and carriers that spawned them — including the beam-tip
-- hit_circle, which is what motivated the split.
camera_attach(main_camera, effects_layer)
for _, f in ipairs(fxs) do f:draw(effects_layer) end
camera_detach(main_camera, effects_layer)
layer_render(effects_layer)
layer_draw(effects_layer)
The F2 debug overlay block below it stays as-is (debug_layer unchanged).
Notes
- No code changes outside
main.lua. Each FX / wall draws via:draw(layer)taking the layer as an arg; we just pass the new layer. - Edition shader works per-layer, so wall_layer and effects_layer each track their own
u_editionuniform independently — wall and FX shimmer still works. - 5 FBOs at 480×270 ≈ 2.5 MB total — negligible.
Apply?
Go ahead.
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...)
main.lua: ok
Parses clean.
Test:
./run.bat— visually everything should look the same except the beam-tip hit_circle should now clearly sit above the dashed beam line.- Particles flying around from any source (projectile muzzle, area, beam tip, seeker death/spawn) should also read above attacks now.
- F2 debug overlay still draws on top of everything when toggled.
Hit circle is still not flashing white at the start of its life on the end of the beam.
My bad — I missed the direction inversion two turns ago. The hit_circle is still configured as start_color = pc → change_to text, which is the original (and wrong) direction. The layer split solved the depth issue but I never actually flipped the color direction.
Diff:
-- Tip impact FX: hit_circle flashes white at full size on impact, then
-- bleeds to the edition color at 30 % of its 0.2 s shrink — reads as
-- "bright impact flash → tinted aftermath as it dissipates." Particles
-- spray radially outward. Fires unconditionally whether the beam hit
-- a wall or aired-out at max range; the tip is "where this beam stopped."
local pc = edition_base_color(self.edition) or self.color
spawn_hit_circle(self.end_x, self.end_y, {radius = 7, duration = 0.2}):change_color(0.3, pc)
Two changes from the current code:
- Drop
color = pcfrom the opts table → hit_circle starts attext(white) by default change_color(0.3, pc)instead ofchange_color(0.3, text)→ swaps to edition color at fraction 0.3
So: full-size white disc on impact (~0.06s) → bleeds to edition color while shrinking to 0 (~0.14s). Matches projectile's pattern but with a shorter "flash" phase since you explicitly said flash.
Apply?
Yes.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Test: middle-click — the tip should now read as a bright white pop on impact, then bleed to the player's edition color as it shrinks out.
Perfect. Now we want to port over the homing modifier only. This messes with the fundamental structure of both instant and persistent lines so we want to have that generalized. Just give me a setting to turn homing on, as well as different homing values, and then do the warping like Orblike v1 does it.
Let me look at v1's build_homing_path to port it faithfully.
Read (E:\a327ex\Invoker\v1\main.lua)
10748 -- dt: delta time for lerp
10749 -- Returns: display_path (the smoothed path), arc_dir (may be created if nil)
10750 function build_homing_path(args, stored, dt)
10751 local step_size = 3
10752 local homing_turn_rate = 0.03
10753 local ideal = {{x = args.x, y = args.y}}
10754 local path_r = args.r
10755 local px, py = args.x, args.y
10756 local traveled = 0
10757 local arc_dir = args.arc_dir or an.random:choice({-1, 1})
10758
10759 while traveled < args.max_length do
10760 if args.homing and not args.returning_arc then
10761 local proximity = 40
10762 local closest, closest_d = nil, math.huge
10763 if enemy_spatial_hash then
10764 local cs = enemy_spatial_hash.cell_size
10765 local cells = enemy_spatial_hash.cells
10766 local cx0 = math.floor((px - proximity)/cs)
10767 local cy0 = math.floor((py - proximity)/cs)
10768 local cx1 = math.floor((px + proximity)/cs)
10769 local cy1 = math.floor((py + proximity)/cs)
10770 for cx = cx0, cx1 do
10771 for cy = cy0, cy1 do
10772 local key = cx*73856093 + cy*19349663
10773 local cell = cells[key]
10774 if cell then
10775 for i = 1, #cell do
10776 local e = cell[i]
10777 if not e.dead then
... [70 more lines]
Let me verify math.clamp exists in this project's framework.
Grep (math.clamp)
Found 3 files
attack-template\stats.lua
attack-template\anchor\camera.lua
attack-template\anchor\math.lua
math.clamp confirmed. Here's the design + full new beam.lua for review.
What's changing
The beam goes from a single straight segment (self.x, self.y → self.end_x, self.end_y) to a polyline (self.path = {{x, y}, ...}). All downstream pipeline (wall clip, damage, dash drawing) walks the path. For non-homing, the path is just 2 points and behaves identically to today. For homing, v1's build_homing_path algorithm generates many points by walking forward 3 units at a time, bending the heading toward the nearest enemy within 40 units (capped at turn_rate * step_size rad/step).
New API
spawn_beam(caster, {
...existing opts...
homing, -- bool, default false
homing_turn_rate, -- rad/step, default 0.03 (v1 default)
homing_proximity, -- enemy scan radius per step, default 40 (v1 default)
})
Demo controls
J— toggle homing on/off (default off)M— cycle homing strength: weak (0.015) → normal (0.03) → strong (0.06). Default normal. Only takes effect when homing is on.
Full new beam.lua
--[[
beam.lua — line / beam attack carrier (instant mode, minimal v1 port).
Internally the beam is a POLYLINE — list of {x,y} points walked left-
to-right. For a non-homing beam this is just 2 points (muzzle and
endpoint). For a homing beam, v1's build_homing_path algorithm walks
forward 3 units at a time, bending the heading toward the nearest
enemy within `homing_proximity`. The same downstream pipeline (wall
clip, damage, dash draw) handles both cases.
Scope of this first pass:
• Straight or homing path from caster's muzzle. Wall raycast clips
per-segment so a curving beam stops correctly on the first wall.
• Single damage pass at fire time. AABB cull via query_entities_box
around the path's bounding box, then per-enemy per-segment
perpendicular distance check (v1 line 3957-4001 algorithm).
• Visual: v1 railgun_flash — dashed line walked along the path,
grouped into clumps of 2-4 whose ends tween toward each clump's
midpoint with staggered delays over `duration`.
• Tip impact FX (white→edition-color hit_circle + 2 radial particles)
at the path's last point, wherever the curve actually ends.
• Caster juice: directional shake, recoil 'shoot' spring, 0.15s
flash, muzzle hit_circle + 2 forward cone particles.
Persistent mode (continuous channeled beam with drone + tick damage +
per-frame path re-build with lerp smoothing) is the next iteration.
Caller API (mirrors spawn_projectile):
spawn_beam(caster, {
aim_r, -- optional, default: caster → main_camera.mouse
spawn_offset, -- caster→muzzle offset, default 8
length, -- default 150 (v1 beam_length)
width, -- default 2 (v1 beam_width)
damage, -- default 2
duration, -- visual lifetime, default 0.25
color, -- default red
edition, -- default caster.edition
fire_sounds, -- {{sound, vol}, ...}; default silent
homing, -- bool, default false
homing_turn_rate, -- rad/step, default 0.03 (v1 default)
homing_proximity, -- enemy scan radius per step, default 40
})
]]
beams = {}
-- v1 build_homing_path port (line 10750). Walks forward `step_size` units
-- at a time, bending `path_r` toward the nearest enemy within `proximity`
-- by up to `turn_rate*step_size` rad per step. Returns list of {x,y}.
-- Brute-force enemy scan via query_entities_circle (no spatial hash in
-- attack-template; with O(5) enemies this is fine).
local function build_homing_path(args)
local step_size = 3
local turn_rate = args.turn_rate or 0.03
local proximity = args.proximity or 40
local length = args.length
local path = {{x = args.x, y = args.y}}
local path_r = args.r
local px, py = args.x, args.y
local traveled = 0
while traveled < length do
local closest, closest_d = nil, math.huge
local nearby = query_entities_circle(px, py, proximity, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead then
local d = math.length(e.x - px, e.y - py)
if d > 1 and d < closest_d then
closest, closest_d = e, d
end
end
end
if closest then
local target_r = math.atan(closest.y - py, closest.x - px)
local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
path_r = path_r + math.clamp(diff, -turn_rate*step_size, turn_rate*step_size)
end
px = px + step_size*math.cos(path_r)
py = py + step_size*math.sin(path_r)
traveled = traveled + step_size
path[#path + 1] = {x = px, y = py}
end
return path
end
beam = class()
function beam:new(x, y, args)
args = args or {}
self.x = x -- muzzle = path[1]
self.y = y
self.r = args.r or 0
self.length = args.length or 150
self.width = args.width or 2
self.damage = args.damage or 2
self.duration = args.duration or 0.25
self.color = args.color and color_clone(args.color) or color_clone(red)
self.edition = args.edition or 0
-- Build the polyline. Non-homing = 2 points; homing = many points
-- from v1's bend-toward-nearest-enemy walk. Either way the rest of
-- the pipeline treats `self.path` as the source of truth.
if args.homing then
self.path = build_homing_path({
x = self.x, y = self.y, r = self.r, length = self.length,
turn_rate = args.homing_turn_rate,
proximity = args.homing_proximity,
})
else
local cos_r, sin_r = math.cos(self.r), math.sin(self.r)
self.path = {
{x = self.x, y = self.y},
{x = self.x + self.length*cos_r, y = self.y + self.length*sin_r},
}
end
-- Per-segment wall clip (v1 line 3820-3828). Walk segments; on first
-- wall hit, snap the next point to the hit position and drop any
-- subsequent points so a curving beam terminates correctly.
for i = 1, #self.path - 1 do
local hit = raycast_entity(self.path[i].x, self.path[i].y,
self.path[i+1].x, self.path[i+1].y, {'wall'})
if hit then
self.path[i+1] = {x = hit.point_x, y = hit.point_y}
for j = #self.path, i + 2, -1 do self.path[j] = nil end
break
end
end
-- Cumulative distance per point for path_point() lookup.
self.path_dists = {0}
for i = 2, #self.path do
local dx = self.path[i].x - self.path[i-1].x
local dy = self.path[i].y - self.path[i-1].y
self.path_dists[i] = self.path_dists[i-1] + math.length(dx, dy)
end
self.length = self.path_dists[#self.path_dists]
make_entity(self)
self.timer = timer_new()
-- Tip impact FX at the actual endpoint (which is wherever the curve
-- ended — wall hit or full path length). White-flash → edition-color
-- hit_circle, radial particles. See file-top notes for the rationale.
local tip = self.path[#self.path]
local pc = edition_base_color(self.edition) or self.color
spawn_hit_circle(tip.x, tip.y, {radius = 7, duration = 0.2}):change_color(0.3, pc)
for i = 1, 2 do
spawn_particle(tip.x, tip.y, {
angle = random_float(0, 2*math.pi),
velocity = random_float(40, 200),
duration = random_float(0.3, 0.6),
w = random_choice({6, 8}),
}):change_color(0.5, pc)
end
self:apply_damage()
self:build_clumps()
for _, clump in ipairs(self.clumps) do
local mid = (clump.clump_start + clump.clump_end)/2
local delay = random_float(0, self.duration*0.4)
local tween_dur = self.duration - delay
timer_after(self.timer, delay, function()
timer_tween(self.timer, tween_dur, clump, {visible_start = mid, visible_end = mid}, math.cubic_in)
end)
end
timer_after(self.timer, self.duration + 0.05, function() entity_kill(self) end)
end
-- Linear interpolation along the polyline at cumulative distance `d`.
-- Mirrors v1's local path_point() at line 3871-3883.
function beam:path_point(d)
local path, dists = self.path, self.path_dists
if d <= 0 then return path[1].x, path[1].y end
if d >= self.length then return path[#path].x, path[#path].y end
for i = 2, #path do
if dists[i] >= d then
local seg_len = dists[i] - dists[i-1]
local t = (d - dists[i-1])/seg_len
return path[i-1].x + t*(path[i].x - path[i-1].x),
path[i-1].y + t*(path[i].y - path[i-1].y)
end
end
return path[#path].x, path[#path].y
end
function beam:apply_damage()
if #self.path < 2 then return end
local hit_h = self.width*3 -- v1 perp threshold (line 3982)
local min_x, min_y = math.huge, math.huge
local max_x, max_y = -math.huge, -math.huge
for _, pt in ipairs(self.path) do
if pt.x < min_x then min_x = pt.x end
if pt.x > max_x then max_x = pt.x end
if pt.y < min_y then min_y = pt.y end
if pt.y > max_y then max_y = pt.y end
end
min_x = min_x - hit_h; max_x = max_x + hit_h
min_y = min_y - hit_h; max_y = max_y + hit_h
local cx, cy = (min_x + max_x)/2, (min_y + max_y)/2
local w, h = max_x - min_x, max_y - min_y
local enemies = query_entities_box(cx, cy, w, h, 0, {'enemy'})
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
local hit = false
for i = 1, #self.path - 1 do
local ax, ay = self.path[i].x, self.path[i].y
local bx, by = self.path[i+1].x, self.path[i+1].y
local abx, aby = bx - ax, by - ay
local seg_len_sq = abx*abx + aby*aby
if seg_len_sq > 0 then
local t = math.clamp(((e.x - ax)*abx + (e.y - ay)*aby)/seg_len_sq, 0, 1)
local px, py = ax + t*abx, ay + t*aby
if math.length(e.x - px, e.y - py) < hit_h then
hit = true
break
end
end
end
if hit then
e:hit(self.damage)
spawn_hit_effect(e.x, e.y)
for i = 1, random_int(1, 2) do
spawn_particle(e.x, e.y, {
velocity = random_float(30, 80),
duration = random_float(0.1, 0.2),
w = 4,
}):change_color(0.5, pc)
end
end
end
end
end
function beam:build_clumps()
local dash_len, gap_len = 5, 6
local stride = dash_len + gap_len
local all_segs = {}
local d = 0
while d < self.length do
local seg_end = math.min(d + dash_len, self.length)
if seg_end - d > 0.5 then
all_segs[#all_segs + 1] = {start_d = d, end_d = seg_end}
end
d = d + stride
end
self.clumps = {}
local i = 1
while i <= #all_segs do
local clump_size = math.min(random_int(2, 4), #all_segs - i + 1)
local clump_start = all_segs[i].start_d
local clump_end = all_segs[i + clump_size - 1].end_d
local segs = {}
for j = i, i + clump_size - 1 do
segs[#segs + 1] = {start_d = all_segs[j].start_d, end_d = all_segs[j].end_d}
end
self.clumps[#self.clumps + 1] = {
clump_start = clump_start,
clump_end = clump_end,
visible_start = clump_start,
visible_end = clump_end,
segs = segs,
}
i = i + clump_size
end
end
function beam:update(dt)
timer_update(self.timer, dt)
end
function beam:destroy() end
function beam:draw(layer)
set_edition(layer, self.edition)
local c = self.color()
for _, clump in ipairs(self.clumps) do
if clump.visible_end - clump.visible_start > 0.3 then
for _, seg in ipairs(clump.segs) do
local sd = math.max(seg.start_d, clump.visible_start)
local ed = math.min(seg.end_d, clump.visible_end)
if ed - sd > 0.3 then
local sx, sy = self:path_point(sd)
local ex, ey = self:path_point(ed)
layer_line(layer, sx, sy, ex, ey, 2, c)
end
end
end
end
set_edition(layer, 0)
end
function spawn_beam(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 b = beam(sx, sy, {
r = aim_r,
length = opts.length,
width = opts.width,
damage = opts.damage,
duration = opts.duration,
color = color,
edition = opts.edition or caster.edition,
homing = opts.homing,
homing_turn_rate = opts.homing_turn_rate,
homing_proximity = opts.homing_proximity,
})
beams[#beams + 1] = b
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
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
if opts.fire_sounds then
for _, fs in ipairs(opts.fire_sounds) do
sfx(fs.sound, fs.vol)
end
end
return b
end
main.lua diffs
a. Binds (with the other area cycle binds):
lua
bind('toggle_area_persistent', 'key:n')
bind('toggle_beam_homing', 'key:j') -- ← NEW
bind('cycle_beam_homing', 'key:m') -- ← NEW
b. State (after current_area_persistent):
lua
current_area_persistent = false
current_beam_homing = false
current_beam_homing_turn_rate = 0.03
beam_homing_cycle = {
{name = 'weak', turn_rate = 0.015},
{name = 'normal', turn_rate = 0.03},
{name = 'strong', turn_rate = 0.06},
}
beam_homing_index = 2 -- default = 'normal'
c. Handlers (with the other toggles):
lua
if is_pressed('toggle_beam_homing') then
current_beam_homing = not current_beam_homing
print('beam_homing: ' .. (current_beam_homing and 'on' or 'off')
.. ' (' .. beam_homing_cycle[beam_homing_index].name
.. ', turn_rate=' .. tostring(beam_homing_cycle[beam_homing_index].turn_rate) .. ')')
end
if is_pressed('cycle_beam_homing') then
beam_homing_index = (beam_homing_index % #beam_homing_cycle) + 1
current_beam_homing_turn_rate = beam_homing_cycle[beam_homing_index].turn_rate
print('beam_homing_strength: ' .. beam_homing_cycle[beam_homing_index].name
.. ' (turn_rate=' .. tostring(current_beam_homing_turn_rate) .. ')'
.. (current_beam_homing and '' or ' [homing off — press J to enable]'))
end
d. Update fire_beam handler:
lua
if is_pressed('fire_beam') and not p._dead then
spawn_beam(p, {
damage = 2,
homing = current_beam_homing,
homing_turn_rate = current_beam_homing_turn_rate,
})
end
Notes
- Path step size and proximity stay hardcoded at v1's values (3, 40) inside
build_homing_path— onlyturn_rateandproximityare exposed through opts. Step size isn't really a tunable knob (it controls path resolution, not behavior). - AABB damage cull: I'm using
query_entities_boxwith rotation=0 (axis-aligned) since the path can curve in any direction. With ≤ 5 enemies the cull is theatrical, but matches v1's structure. - Brute-force enemy scan in
build_homing_pathviaquery_entities_circleper step (50 steps × ~5 enemies). At ~100 calls/sec of beam firing, negligible. For persistent beams later, we'll either add a spatial hash or accept the cost. - The
cycle_beam_homingprint includes a "[homing off — press J to enable]" hint when you cycle strength while homing is disabled — found that helpful when toggling around.
Test plan
./run.bat. Middle-click — beam should fire straight as before.- Press
J— console printsbeam_homing: on (normal, turn_rate=0.03). - Middle-click toward a seeker — beam path should visibly bend toward it.
- Middle-click into open space — straight (no enemies within 40 unit of any step).
- Press
Mto cycle strength → click again. Weak should curve subtly; strong should curve aggressively (possibly looping around enemies). - Aim a homing shot at the central wall — path bends toward enemies but is clipped at the wall when the curve crosses it.
- F2 to confirm no collider for beams (still query-only).
Apply?
Go ahead.
Write (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the four main.lua edits.
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...)
beam.lua: ok
main.lua: ok
Both parse clean. Summary:
beam.luarewritten — beam is now internally a polyline. Non-homing path = 2 points (start, end). Homing path = many points generated by v1'sbuild_homing_pathwalk (3-unit steps, bending toward nearest enemy within 40 units, capped atturn_rate * step_sizerad/step). Per-segment wall clip, AABB damage cull + per-segment perp distance check, dashes positioned viabeam:path_point(d)lookup on cumulative distances.main.lua—Jtoggle,Mcycle (weak 0.015 / normal 0.03 / strong 0.06), state forwarded intospawn_beam.
Test plan
./run.bat. Middle-click — straight beam fires as before (homing off by default).J—beam_homing: on (normal, turn_rate=0.03). Middle-click toward a seeker cluster — beam should visibly curve into them.- Middle-click into open space — straight (no enemies in scan radius along the path).
Mto cycle strength → fire again. Weak should curve gently; strong should curve aggressively (can wrap around an isolated enemy).- Aim a homing shot toward the central wall — path should curve toward enemies but truncate at the wall on the first segment that crosses it.
- With multiple enemies on the screen, the curve should bend toward the closest one at each step (not just the first encountered).
- F2 still shows no collider for beams.
Tunables if it feels off:
homing_turn_ratetiers (beam_homing_cycleinmain.lua)homing_proximity(currently hardcoded to v1's 40 — exposed as opt if you want to test other values)step_sizeinsidebuild_homing_path(default 3 — smaller = smoother curve, more cost)
Have seekers be unmoving and spread in a slightly jagged line across the screen, make the beam length very long, give me keys, a set to change turn rate, a set to change homing proximity, a set to change step size, draw the current values to the screen, beam should deal 0 damage.
Let me look at seeker.lua's update structure to plan the freeze.
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
... [340 more lines]
Let me check sound_tuner.lua for the layer_text signature it uses.
Grep (layer_text|fonts.tune|font_register)
40:fonts.tune = font_register('monogram', 'assets/monogram.ttf', 12)
146: layer_text(tune_layer, string.format('F3 TUNE MODE [%d/%d]', tune_index, #tune_list),
147: fonts.tune, x, y, text())
149: layer_text(tune_layer, cur.path, fonts.tune, x, y, fg_color())
151: layer_text(tune_layer, string.format('bits: %2d ([/])', bits), fonts.tune, x, y, text())
153: layer_text(tune_layer, string.format('sr_div: %2d (-/=)', sr_div), fonts.tune, x, y, text())
155: layer_text(tune_layer, 'up/down: switch sound', fonts.tune, x, y, text())
157: layer_text(tune_layer, 'space: replay', fonts.tune, x, y, text())
159: layer_text(tune_layer, 's: save sound_tuning.lua', fonts.tune, x, y, text())
Good — layer_text(layer, msg, font, x, y, color()) confirmed. Here's the plan — single proposal across seeker.lua, beam.lua, and main.lua.
Decisions
- Tuning keys:
1/2turn_rate ±0.005,3/4proximity ±5,5/6step_size ±1.Jstays as the on/off toggle.M(preset cycle) gets removed — superseded. - Increments sized to give ~6 presses to move turn_rate from default (0.03) to weak (0.015) or strong (0.06); proximity coarser at ±5 over a 10–200 range; step_size whole units with a floor of 1.
- Beam length: 600 (well past the 480 screen width — gives the homing curve room to wrap).
- Damage: 0. Seeker
:hit(0)still fires (HP-bar visibility, no death). I'm fine with the per-hit sound — it's a useful "this seeker got hit" cue. Tell me if you want it silenced too. - HUD: drawn on
debug_layer(already has no camera/edition), always-on (not gated by F2). Reusesfonts.tune. Top-left corner. - Seekers: new
frozenflag inseeker.luathat bypasses steering and zeros velocity. Spawned in a jagged line:x = (i - 0.5) * width / countwithy = height/2 + random(-20, 20). 10 seekers.
1. seeker.lua — add frozen short-circuit
In seeker:update, insert right after the self.x, self.y = self.collider:get_position() line:
self.x, self.y = self.collider:get_position()
-- Debug freeze: bypass steering, lock velocity. Used by the homing-
-- tuning playground in main.lua to keep the test field stable.
if self.frozen then
self.collider:set_velocity(0, 0)
self.collider:set_angle(self.r)
self.collider:set_angular_velocity(0)
return
end
if not self.pushed then
2. beam.lua — expose step_size
Two edits.
a. build_homing_path reads step_size from args:
lua
local function build_homing_path(args)
local step_size = args.step_size or 3
local turn_rate = args.turn_rate or 0.03
local proximity = args.proximity or 40
b. beam:new forwards args.homing_step_size:
lua
if args.homing then
self.path = build_homing_path({
x = self.x, y = self.y, r = self.r, length = self.length,
turn_rate = args.homing_turn_rate,
proximity = args.homing_proximity,
step_size = args.homing_step_size,
})
c. spawn_beam forwards opts.homing_step_size:
lua
homing = opts.homing,
homing_turn_rate = opts.homing_turn_rate,
homing_proximity = opts.homing_proximity,
homing_step_size = opts.homing_step_size,
3. main.lua — substantial scene rework
a. Binds — replace the cycle_beam_homing block:
lua
bind('toggle_beam_homing', 'key:j')
bind('beam_turn_rate_down', 'key:1')
bind('beam_turn_rate_up', 'key:2')
bind('beam_proximity_down', 'key:3')
bind('beam_proximity_up', 'key:4')
bind('beam_step_size_down', 'key:5')
bind('beam_step_size_up', 'key:6')
(cycle_beam_homing / key:m is removed.)
b. State — replace the cycle table:
lua
-- Beam homing tuning state. J toggles on/off; 1/2 tune turn_rate,
-- 3/4 tune proximity, 5/6 tune step_size. Values draw to the HUD
-- on debug_layer every frame.
current_beam_homing = false
current_beam_homing_turn_rate = 0.03
current_beam_homing_proximity = 40
current_beam_homing_step_size = 3
c. Handlers — replace cycle_beam_homing handler with six pair-handlers:
lua
if is_pressed('beam_turn_rate_down') then
current_beam_homing_turn_rate = math.max(0, current_beam_homing_turn_rate - 0.005)
end
if is_pressed('beam_turn_rate_up') then
current_beam_homing_turn_rate = current_beam_homing_turn_rate + 0.005
end
if is_pressed('beam_proximity_down') then
current_beam_homing_proximity = math.max(0, current_beam_homing_proximity - 5)
end
if is_pressed('beam_proximity_up') then
current_beam_homing_proximity = current_beam_homing_proximity + 5
end
if is_pressed('beam_step_size_down') then
current_beam_homing_step_size = math.max(1, current_beam_homing_step_size - 1)
end
if is_pressed('beam_step_size_up') then
current_beam_homing_step_size = current_beam_homing_step_size + 1
end
No print — values draw to HUD continuously, so console spam isn't useful.
d. Toggle handler — keep toggle_beam_homing as-is but trim the print since HUD shows state:
lua
if is_pressed('toggle_beam_homing') then
current_beam_homing = not current_beam_homing
end
e. Scene — replace the ring of 5 seekers with a jagged line of 10 frozen ones:
lua
-- Tuning playground: jagged line of FROZEN seekers across the screen.
-- 10 evenly spaced along x, ±20 y jitter from center. seeker.frozen
-- bypasses steering so the field stays put while you tune beam-homing
-- knobs against a known geometry.
local seeker_count = 10
for i = 1, seeker_count do
local sx = (i - 0.5)*width/seeker_count
local sy = height/2 + random_float(-20, 20)
local sk = spawn_seeker(sx, sy)
sk.frozen = true
end
f. Fire handler — damage 0, length 600, all three homing knobs forwarded:
lua
if is_pressed('fire_beam') and not p._dead then
spawn_beam(p, {
damage = 0,
length = 600,
homing = current_beam_homing,
homing_turn_rate = current_beam_homing_turn_rate,
homing_proximity = current_beam_homing_proximity,
homing_step_size = current_beam_homing_step_size,
})
end
g. HUD draw — restructure the debug_layer block. Currently the whole block is gated by if debug_draw_enabled then ... layer_render ... end. Pull the render/draw outside the gate and add HUD text above the gate:
-- ===== HUD (always-on) + F2 COLLIDER OVERLAY =====
-- HUD: beam-homing tuning state. Top-left corner; updated every
-- frame so the values reflect tuning-key state instantly.
local hud_x, hud_y = 6, 6
layer_text(debug_layer, 'homing: ' .. (current_beam_homing and 'ON' or 'OFF'),
fonts.tune, hud_x, hud_y, text())
layer_text(debug_layer, string.format('turn_rate: %.4f [1/2]', current_beam_homing_turn_rate),
fonts.tune, hud_x, hud_y + 12, text())
layer_text(debug_layer, string.format('proximity: %d [3/4]', current_beam_homing_proximity),
fonts.tune, hud_x, hud_y + 24, text())
layer_text(debug_layer, string.format('step_size: %d [5/6]', current_beam_homing_step_size),
fonts.tune, hud_x, hud_y + 36, text())
-- F2 collider overlay. Same structure as before — just lives inside
-- the now-always-rendered debug_layer.
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)
end
layer_render(debug_layer)
layer_draw(debug_layer)
Notes / sanity
- Frozen seekers can still take damage and feel hits (HP-bar shows, flash, spring) — they just don't move. With damage=0 in the demo, hits register visually but no deaths.
- A homing beam can theoretically curve back into the player; with damage=0 that doesn't matter, but worth knowing.
- HUD text on debug_layer means it ignores camera shake — sits at exact screen-space (6, 6) regardless. That's what you want for a tuning readout.
- HUD updates with no key release needed —
is_pressedtriggers per press, values stick across frames, draw runs every frame.
Apply?
Go ahead.
Edit (E:\a327ex\attack-template\seeker.lua)
The file E:\a327ex\attack-template\seeker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now beam.lua — three small edits.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now main.lua — six edits.
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)
Now the HUD restructure. Let me look at the current debug block to make sure my edit matches.
Grep (F2 COLLIDER DEBUG OVERLAY)
509: -- ===== F2 COLLIDER DEBUG OVERLAY =====
510- -- Walks each entity's collider, calls get_shapes_geometry (engine returns
511- -- world-space shape data), and strokes the outline on debug_layer. Each
512- -- chain shape comes back as a sequence of segments so closed-loop walls
513- -- get drawn edge-by-edge automatically. Sensor shapes get a distinct
514- -- color so projectile hitboxes (when we port projectiles) read as
515- -- yellow against the lime solid shapes.
516- if debug_draw_enabled then
517- local solid_c = lime()
518- local sensor_c = yellow()
519- local function draw_collider_shapes(e)
520- if not e or not e.collider then return end
521- local shapes = e.collider:get_shapes_geometry()
522- for _, s in ipairs(shapes) do
523- local c = s.sensor and sensor_c or solid_c
524- if s.type == 'circle' then
525- layer_circle_line(debug_layer, s.x, s.y, s.radius, c, 1)
526- elseif s.type == 'polygon' then
527- layer_polygon_line(debug_layer, s.vertices, c, 1)
528- elseif s.type == 'segment' then
529- layer_line(debug_layer, s.x1, s.y1, s.x2, s.y2, 1, c)
530- elseif s.type == 'capsule' then
531- layer_capsule_line(debug_layer, s.x1, s.y1, s.x2, s.y2, s.radius, c, 1)
532- end
533- end
534- end
535- camera_attach(main_camera, debug_layer)
536- draw_collider_shapes(p)
537- for _, sk in ipairs(seekers) do draw_collider_shapes(sk) end
538- for _, w in ipairs(walls) do draw_collider_shapes(w) end
... [8 more lines]
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...)
seeker.lua: ok
beam.lua: ok
main.lua: ok
All three parse clean.
Test plan
./run.bat. Scene should show 10 seekers in a jagged line across the screen at y≈height/2, all static. Wall is still there on the right. HUD in top-left readshoming: OFF / turn_rate: 0.0300 [1/2] / proximity: 40 [3/4] / step_size: 3 [5/6].- Press
J→ HUD updates tohoming: ON. - Middle-click left of the seeker line — beam fires very long (600 units), curving through the line of seekers. No deaths (damage=0). Hit-effect sprite bursts on whichever seekers the beam intersects.
- Press
2repeatedly to increase turn rate, watch HUD count up by 0.005 each press. Fire again — curve should be tighter. - Press
1repeatedly to decrease; floors at 0. With turn_rate=0 the beam should fly straight even with homing on. - Press
4/3to tune proximity. At a very low value (e.g. 5), the beam should barely react to nearby seekers; at a very high value (e.g. 100), it should reach further to bend. - Press
6/5to tune step_size. Low (1) = smooth curve, more cost; high (10+) = chunky polyline. - F2 collider overlay should still toggle and overlay on top.
One important thing that's happening incorrectly now is that the way the path is built makes it so that the line can go off in its own direction depending on which enemies it finds. I think it would be better if, when you click in a certain direction, the line always maintains that general direction, hitting enemies that are near enough around that path. But it shouldn't do something it can do now, for instance, which is loop around and then bend down away from where the user clicked.
Diagnosis: each step adds to path_r independently, so enemy attraction can accumulate without bound — the path can bend past 90° from the click direction and never recover. Need to clamp the heading to stay within a cone around the original aim.
Diff to build_homing_path in beam.lua:
local function build_homing_path(args)
local step_size = args.step_size or 3
local turn_rate = args.turn_rate or 0.03
local proximity = args.proximity or 40
-- Maximum angular deviation from the initial aim direction. The path
-- can curve to hit nearby enemies, but won't drift more than this far
-- from where the player clicked — so a beam can never loop around or
-- bend backward. Hard clamp applied each step. 45° default ≈ wide
-- enough to grab nearby targets, narrow enough that the line still
-- reads as "in the direction I aimed."
local max_deviation = args.max_deviation or math.pi/4
local length = args.length
local original_r = args.r
local path = {{x = args.x, y = args.y}}
local path_r = args.r
local px, py = args.x, args.y
local traveled = 0
while traveled < length do
local closest, closest_d = nil, math.huge
local nearby = query_entities_circle(px, py, proximity, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead then
local d = math.length(e.x - px, e.y - py)
if d > 1 and d < closest_d then
closest, closest_d = e, d
end
end
end
if closest then
local target_r = math.atan(closest.y - py, closest.x - px)
local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
path_r = path_r + math.clamp(diff, -turn_rate*step_size, turn_rate*step_size)
end
-- Cone clamp: keep path_r within ±max_deviation of original_r so the
-- beam can't loop or bend backward regardless of enemy placement.
local dev = math.atan(math.sin(path_r - original_r), math.cos(path_r - original_r))
path_r = original_r + math.clamp(dev, -max_deviation, max_deviation)
px = px + step_size*math.cos(path_r)
py = py + step_size*math.sin(path_r)
traveled = traveled + step_size
path[#path + 1] = {x = px, y = py}
end
return path
end
Three additions:
original_rcaptured at startmax_deviationreads fromargswith defaultπ/4(45°)- After the enemy-bend block, compute angular diff from original and clamp to
±max_deviation
How it behaves: the path can bend freely within a 90°-wide cone around the click direction. Once it hits the cone boundary, further enemy attraction pulls path_r outside — but the clamp pulls it right back to the boundary. So the line glues along the cone edge instead of looping. If a closer enemy appears on the other side, the path can bend back across through the original direction since the clamp doesn't fight motion toward original_r.
Decisions to flag
- Hardcoded at
π/4(45°), no new tuning knob. The user's complaint is about behavior, not a parameter they wanted to dial — but I can wire it to a 7th tuning key + HUD line if you'd rather have it tunable in the playground. max_deviationis exposed via opts so a caller (or the demo, if you want a knob later) can override per-fire without code changes.- Hard clamp, not soft return: simpler. Glues along the cone edge when the path wants to go further. If that "glued" look reads as artificial, the next iteration is a soft pull-back-toward-original-r per step instead of a hard clamp.
Apply?
Let's try it.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Applied.
Test: aim the beam through a section of the line where the seekers spread out (or fire away from any cluster). The beam should bend toward enemies within the 90°-wide cone around your aim, but never curve past 45° off-axis — no more loops or backward bends. If the line glues conspicuously along the cone edge, we can swap the hard clamp for a soft return-to-aim.
Let's have default proximity at 200, default step size at what it is now, default turn rate 0.0250
Two trivial value tweaks across both files. Diffs:
beam.lua — build_homing_path defaults:
lua
local turn_rate = args.turn_rate or 0.025
local proximity = args.proximity or 200
main.lua — HUD/state initial values:
lua
current_beam_homing_turn_rate = 0.025
current_beam_homing_proximity = 200
Step size stays at 3 everywhere. Applying.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
main.lua: ok
Applied. HUD on launch will now read turn_rate: 0.0250 / proximity: 200 / step_size: 3.
[Pasted image/png]
Perfect. However, a few small issues sometimes, like in the image. How can we prevent such things from happening? The way the current algorithm works, it doesn't matter what knob is turned, something like this will happen in one way or another.
Diagnosis from the image: your cursor was around the middle-right (aim ≈ –17° from horizontal). The closest seeker to the player was at the upper-left of the line, roughly straight up from the player — about 80° off-axis from the aim. The bend-toward-that-enemy got clamped to the cone edge (–17° – 45° = –62°), so the beam glued to the cone boundary and shot off the top-right of the screen.
Structural fix: filter candidate enemies to those inside the reachable cone from the muzzle, not just within scan proximity. The cone clamp already says "path heading must stay within ±max_deviation of original_r" — which means the path can only physically reach points inside a cone of that half-angle anchored at the muzzle. Enemies outside that cone are unreachable; bending toward them just wastes the curve on an unreachable target and glues to the cone edge (which is exactly what you saw).
Diff to build_homing_path in beam.lua:
local function build_homing_path(args)
local step_size = args.step_size or 3
local turn_rate = args.turn_rate or 0.025
local proximity = args.proximity or 200
-- Maximum angular deviation from the initial aim direction. The path
-- can curve to hit nearby enemies, but won't drift more than this far
-- from where the player clicked — so a beam can never loop around or
-- bend backward. Hard clamp applied each step. 45° default ≈ wide
-- enough to grab nearby targets, narrow enough that the line still
-- reads as "in the direction I aimed."
local max_deviation = args.max_deviation or math.pi/4
local length = args.length
local original_r = args.r
-- Aim-frame basis vectors for the cone filter below. fa is the forward
-- unit vector along the original aim; rt is the perpendicular (right
-- hand). Anchored at the muzzle and never updated — keeps the cone
-- stable for the entire path build, so bend accumulation can't drift
-- the cone off-axis frame by frame.
local fa_x, fa_y = math.cos(original_r), math.sin(original_r)
local rt_x, rt_y = -fa_y, fa_x
local tan_max = math.tan(max_deviation)
local origin_x, origin_y = args.x, args.y
local path = {{x = args.x, y = args.y}}
local path_r = args.r
local px, py = args.x, args.y
local traveled = 0
while traveled < length do
local closest, closest_d = nil, math.huge
local nearby = query_entities_circle(px, py, proximity, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead then
-- Cone filter: only consider enemies inside the reachable cone
-- anchored at the muzzle (±max_deviation half-angle around the
-- original aim). Enemies behind the muzzle, off-axis sideways,
-- or further off-axis than max_deviation are unreachable without
-- violating the cone clamp below — bending toward them only
-- pegs the path against the clamp boundary and wastes the curve.
local rel_x, rel_y = e.x - origin_x, e.y - origin_y
local along = rel_x*fa_x + rel_y*fa_y
local perp = rel_x*rt_x + rel_y*rt_y
if along > 0 and math.abs(perp) <= along*tan_max then
local d = math.length(e.x - px, e.y - py)
if d > 1 and d < closest_d then
closest, closest_d = e, d
end
end
end
end
if closest then
local target_r = math.atan(closest.y - py, closest.x - px)
local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
path_r = path_r + math.clamp(diff, -turn_rate*step_size, turn_rate*step_size)
end
-- Cone clamp: keep path_r within ±max_deviation of original_r so the
-- beam can't loop or bend backward regardless of enemy placement.
local dev = math.atan(math.sin(path_r - original_r), math.cos(path_r - original_r))
path_r = original_r + math.clamp(dev, -max_deviation, max_deviation)
px = px + step_size*math.cos(path_r)
py = py + step_size*math.sin(path_r)
traveled = traveled + step_size
path[#path + 1] = {x = px, y = py}
end
return path
end
How this fixes your case
For the image: the seeker at (~75, 360) relative to the player at (~110, 605) has relative position (–35, –245). Project onto the aim frame (aim = –17° from horizontal):
along≈ +40 (a little forward)perp≈ –244 (way to the side)|perp| / along≈ 6 — way outsidetan(45°) = 1- Rejected by the cone filter. Beam ignores it.
Meanwhile a seeker near the cursor at (~505, 440) gives along ≈ 426, perp ≈ –38, ratio ≈ 0.09 — well inside the cone. Beam bends toward it. So the beam stays within the cursor direction and hits enemies along that line, not enemies behind the player that happen to be physically close.
Notes
- The cone is anchored at the muzzle, not the current path position. Otherwise the cone would drift with the bend and amplify the same problem.
- No new tunables. The
corridor-style filter is implicit — it's the cone defined bymax_deviation. - Performance: one extra dot-product per enemy per step. With ≤10 enemies and 50 steps, ~500 dot products per beam fire. Trivial.
- The cone clamp at the bottom stays exactly as before — belt and suspenders.
Apply?
Sure.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Applied.
Test: aim the beam in any direction. The path should bend only toward enemies that are ahead of the muzzle within the 90°-wide cone. Enemies behind, sideways, or beyond the cone boundary get ignored — no more glue-to-cone-edge crazy bends. The line should consistently read as "in the direction I clicked" with curves toward in-cone targets.
If you want a wider/narrower reach, lowering or raising the cone half-angle is the lever (currently hardcoded at math.pi/4 = 45°). Happy to expose it as a 4th tuning knob if you want to play with it.
Still doesn't quite work. Let's try a different approach. What's the simplest version of the path building algorithm you can build? Literally the simplest that does the job of building a homing path, without any complexities or assumptions about how it should work other than what it needs to get the job done.
Stripped to the bones:
local function build_homing_path(args)
local step_size = args.step_size or 3
local turn_rate = args.turn_rate or 0.025
local proximity = args.proximity or 200
local length = args.length
local path = {{x = args.x, y = args.y}}
local path_r = args.r
local px, py = args.x, args.y
local traveled = 0
while traveled < length do
-- Find nearest enemy within proximity of current position.
local closest, closest_d = nil, math.huge
local nearby = query_entities_circle(px, py, proximity, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead then
local d = math.length(e.x - px, e.y - py)
if d > 1 and d < closest_d then
closest, closest_d = e, d
end
end
end
-- Bend heading toward nearest, capped at turn_rate per unit travel.
if closest then
local target_r = math.atan(closest.y - py, closest.x - px)
local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
path_r = path_r + math.clamp(diff, -turn_rate*step_size, turn_rate*step_size)
end
-- Step forward.
px = px + step_size*math.cos(path_r)
py = py + step_size*math.sin(path_r)
traveled = traveled + step_size
path[#path + 1] = {x = px, y = py}
end
return path
end
That's the whole thing. Three operations per step: find nearest, bend toward it (capped), advance.
No cone clamp, no cone filter, no max_deviation, no original_r tracking. The earlier "loop / bend backward / yank off-axis" issues will be back — that's the point of this reset. Once you tell me what behavior you actually want, we add the minimum logic for that and nothing else.
Apply?
Let's try to go from here. Delete all the previous complex code.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Done. build_homing_path is back to its three operations per step: find nearest, bend toward (capped), advance. The homing_max_deviation opt threading in beam:new and spawn_beam is now dead — but it's just a single arg that's never read, so I left it for now to keep the diff focused on the algorithm itself. Say the word and I'll strip those too.
Fire away and tell me what the behavior should be — I'll add the minimum logic for it, no preemptive layers.
Unshackle the turn rate from being a fixed value, this is now a value that can be changed. We'll add limits to it but for now have it free. And make it so that once the beam has hit one enemy, it can't hit that enemy again.
Quick clarifier — "unshackle the turn rate" can mean two pretty different things:
AskUserQuestion
User has answered your questions: "Which interpretation of "unshackle the turn rate" matches what you want?"="Turn rate becomes a proportional multiplier". You can now continue with the user's answers in mind.
Two changes. Show first.
1. beam.lua — build_homing_path rewrite
Two behavioral changes baked in:
- Proportional bend:
path_r = path_r + turn_rate * diff(no clamp).turn_rate=1snaps fully,0.5halves the remaining angle,0= no homing. - Hit-set tracking: local
hittable records any enemy withinhit_radius(=width*3, matching the damage perp threshold) of the current path position. Those enemies are excluded from the homing scan thereafter, so the path can't loop back to chase a target it's already passed through.
local function build_homing_path(args)
local step_size = args.step_size or 3
local turn_rate = args.turn_rate or 0.025
local proximity = args.proximity or 200
-- Hit radius matches the damage perp threshold (width*3) so an enemy
-- the beam has passed through stops being a homing candidate — the
-- path can't loop back to chase a target it already hit.
local hit_radius = (args.width or 2)*3
local length = args.length
local path = {{x = args.x, y = args.y}}
local path_r = args.r
local px, py = args.x, args.y
local traveled = 0
local hit = {}
while traveled < length do
local nearby = query_entities_circle(px, py, proximity, {'enemy'})
-- Mark enemies within hit_radius of current position as hit. They
-- won't be considered for homing on this or any later step.
for _, e in ipairs(nearby or {}) do
if not e._dead and not hit[e.id] then
if math.length(e.x - px, e.y - py) <= hit_radius then
hit[e.id] = true
end
end
end
-- Find nearest non-hit enemy within proximity.
local closest, closest_d = nil, math.huge
for _, e in ipairs(nearby or {}) do
if not e._dead and not hit[e.id] then
local d = math.length(e.x - px, e.y - py)
if d > 1 and d < closest_d then
closest, closest_d = e, d
end
end
end
-- Bend heading toward nearest by turn_rate × angular difference.
-- turn_rate=1 snaps fully, 0.5 halves remaining angle, 0 = no bend.
if closest then
local target_r = math.atan(closest.y - py, closest.x - px)
local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
path_r = path_r + turn_rate*diff
end
-- Step forward.
px = px + step_size*math.cos(path_r)
py = py + step_size*math.sin(path_r)
traveled = traveled + step_size
path[#path + 1] = {x = px, y = py}
end
return path
end
2. beam.lua — beam:new passes width to the path builder
if args.homing then
self.path = build_homing_path({
x = self.x, y = self.y, r = self.r, length = self.length,
turn_rate = args.homing_turn_rate,
proximity = args.homing_proximity,
step_size = args.homing_step_size,
width = self.width,
})
3. main.lua — drop the math.max(0, …) floor on turn_rate
if is_pressed('beam_turn_rate_down') then
current_beam_homing_turn_rate = current_beam_homing_turn_rate - 0.005
end
Lets you go negative (anti-homing) or arbitrarily high while testing. proximity and step_size keep their existing floors (proximity ≥ 0, step_size ≥ 1) since you didn't ask to free those.
Notes
- Default
turn_rate = 0.025is now very weak under the proportional interpretation — closes ~2.5 % of the remaining angle per step. Visible but slow. The 1/2 keys ramp it up quickly if you want a stronger feel. - Hit radius uses
width*3to match the damage logic. Beam width default is 2 → hit_radius = 6. If you bump the beam width later, the homing avoid-zone scales with it automatically. - Hit check uses the actual
e.id(assigned bymake_entity), so each seeker is unique even if multiple seekers overlap geometrically.
Apply?
Go ahead.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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)
<tool_use_error>String to replace not found in file.
String: if is_pressed('beam_turn_rate_down') then
current_beam_homing_turn_rate = math.max(0, current_beam_homing_turn_rate - 0.005)
end</tool_use_error>
Grep (beam_turn_rate)
173-bind('toggle_area_persistent', 'key:n')
174-bind('toggle_beam_homing', 'key:j')
175:bind('beam_turn_rate_down', 'key:1')
176:bind('beam_turn_rate_up', 'key:2')
177-bind('beam_proximity_down', 'key:3')
178-bind('beam_proximity_up', 'key:4')
--
295- current_beam_homing = not current_beam_homing
296- end
297: if is_pressed('beam_turn_rate_down') then
298- current_beam_homing_turn_rate = math.max(0, current_beam_homing_turn_rate - 0.005)
299- end
300: if is_pressed('beam_turn_rate_up') then
301- current_beam_homing_turn_rate = current_beam_homing_turn_rate + 0.005
302- end
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...)
beam.lua: ok
main.lua: ok
All three edits applied, both files parse clean.
Test: with J on, fire a homing beam through a cluster of seekers. The path should pass through each seeker exactly once — once a seeker comes within width*3 = 6 of the path, it's marked hit and the path stops trying to home toward it. So no more loop-back behavior to the same target.
For the turn_rate feel, default 0.025 is now subtle (closes 2.5% of remaining angle per step). Press 2 a few times to ramp up if you want stronger homing; or press 1 past zero to test anti-homing.
OK, next rule, if I click on position x, y and the beam's length can make its way there, it should ALWAYS pass through it. The click position must always be passed through no matter what.
Here's the plan. The build accepts a target_x, target_y (the click) and:
Snap-to-target termination. When the path comes within one step of the click, append the click as the final point and return. Guarantees the click is the last point of the path whenever length allows reaching it.
Click as the default attractor. When no enemy is within homing proximity, the path bends toward the click instead of just continuing straight. Means the path naturally converges on the click between enemy detours.
spawn_beam defaults the target to main_camera.mouse so the demo gets click-tracking for free.
Diffs
beam.lua — build_homing_path rewrite
local function build_homing_path(args)
local step_size = args.step_size or 3
local turn_rate = args.turn_rate or 0.025
local proximity = args.proximity or 200
local hit_radius = (args.width or 2)*3
local max_length = args.length
local target_x, target_y = args.target_x, args.target_y
local path = {{x = args.x, y = args.y}}
local path_r = args.r
local px, py = args.x, args.y
local traveled = 0
local hit = {}
while traveled < max_length do
-- Hard rule: if we're within one step of the click target, snap the
-- last point to it and finish. Guarantees the beam always passes
-- through the click position when length is sufficient.
if target_x and target_y then
local d = math.length(target_x - px, target_y - py)
if d <= step_size then
path[#path + 1] = {x = target_x, y = target_y}
return path
end
end
-- Mark enemies within hit_radius of current position as hit.
local nearby = query_entities_circle(px, py, proximity, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead and not hit[e.id] then
if math.length(e.x - px, e.y - py) <= hit_radius then
hit[e.id] = true
end
end
end
-- Find nearest non-hit enemy within proximity.
local closest, closest_d = nil, math.huge
for _, e in ipairs(nearby or {}) do
if not e._dead and not hit[e.id] then
local d = math.length(e.x - px, e.y - py)
if d > 1 and d < closest_d then
closest, closest_d = e, d
end
end
end
-- Target direction: nearest enemy if one exists, the click target
-- otherwise. So between homing detours the path is always pulled
-- back toward the click rather than drifting freely.
local target_r
if closest then
target_r = math.atan(closest.y - py, closest.x - px)
elseif target_x and target_y then
target_r = math.atan(target_y - py, target_x - px)
else
target_r = path_r
end
local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
path_r = path_r + turn_rate*diff
px = px + step_size*math.cos(path_r)
py = py + step_size*math.sin(path_r)
traveled = traveled + step_size
path[#path + 1] = {x = px, y = py}
end
return path
end
beam.lua — beam:new (homing branch) forwards target:
lua
if args.homing then
self.path = build_homing_path({
x = self.x, y = self.y, r = self.r, length = self.length,
turn_rate = args.homing_turn_rate,
proximity = args.homing_proximity,
step_size = args.homing_step_size,
width = self.width,
target_x = args.target_x,
target_y = args.target_y,
})
beam.lua — spawn_beam reads the click from main_camera.mouse:
Replace the head of the function with:
lua
function spawn_beam(caster, opts)
opts = opts or {}
-- Click position the beam should pass through. Defaults to the camera
-- mouse cursor; callers can override (e.g. an AI caster aiming at the
-- player instead of the human cursor).
local target_x = opts.target_x or main_camera.mouse.x
local target_y = opts.target_y or main_camera.mouse.y
local aim_r = opts.aim_r or math.angle_to_point(caster.x, caster.y,
target_x, target_y)
And add to the beam(sx, sy, {...}) table:
lua
homing_step_size = opts.homing_step_size,
target_x = target_x,
target_y = target_y,
})
Notes
- Non-homing beams are unaffected — they still go
lengthunits alongaim_r. The click is naturally on that line (since aim_r is computed from the click), so the rule is satisfied trivially. - Wall clipping still wins over click-snap. If a wall is between muzzle and click, the path is built to click first, then per-segment raycast truncates at the wall. Beam ends at wall, not click. Same v1 behavior.
max_lengthbecomes a safety cap — the loop normally exits via the target-snap. The cap kicks in only when the click is unreachable (too far or detours ate the budget).- Path can travel more than
distance(muzzle, click)because of detours. Withlength=600in the demo and screen width 480, there's plenty of headroom.
Apply?
Go ahead.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Applied, parses clean.
Test:
- With
Jon, click anywhere reachable — the beam should always end exactly at the cursor position, regardless of which seekers it bent through along the way. - Click past a wall — beam ends at the wall (wall clip wins over click-snap).
- Click far enough that
length=600isn't enough — beam ends wherever the budget ran out (the rule's "if length can make its way there" caveat). - Click into open space (no seekers near the path) — straight line from muzzle to click.
- Click on the far side of the seeker line — path threads through nearby seekers and converges on the cursor.
Tunables still work: 1/2 turn_rate (now proportional 0–1+), 3/4 proximity, 5/6 step_size.
If the beam ends before it gets to the point, then you should actually have the point be passed through earlier rather than later.
The natural-build loop only returns early via the snap-to-target check. If it falls out via traveled >= max_length, the path ends wherever the budget ran out — and the click is nowhere on it. Fix: post-process at the end of the function. Find the path point closest to the click, truncate everything after, and append the click as the final point. The path's last hit is at the closest-approach point, then a direct segment to the click.
This puts the click "earlier" in the cumulative-distance sense — instead of being missed by the path's drift-off, it's now appended right after the moment the path was nearest to it. Whatever the path was doing after that point gets discarded.
Diff — add this block right before return path at the end of build_homing_path:
-- Post-process: ensure the click is on the path. If we hit max_length
-- before naturally reaching the click (i.e. we exited via the loop's
-- traveled limit instead of the snap-to-target early-return), find the
-- path point closest to the click, drop everything after it, and append
-- the click as the final point. Satisfies "click is always passed
-- through" even when homing detours used up the budget — by routing
-- the path through the click at its closest approach rather than never.
if target_x and target_y then
local last = path[#path]
if math.length(target_x - last.x, target_y - last.y) > step_size then
local closest_idx, closest_d = 1, math.huge
for i, pt in ipairs(path) do
local d = math.length(target_x - pt.x, target_y - pt.y)
if d < closest_d then
closest_idx, closest_d = i, d
end
end
for j = #path, closest_idx + 1, -1 do path[j] = nil end
path[#path + 1] = {x = target_x, y = target_y}
end
end
return path
Notes / caveats
- Path will have a sharp angle at the truncation point — the last segment is a straight line from the closest-approach point to the click, regardless of which way the curve was heading. If that visual reads bad, a smoother fix is to interpolate a short curve. We can iterate.
- Click is still last point — "earlier" here means cumulative distance, not segment index. If you wanted the beam to continue past click (with click somewhere in the middle of the path), that's a different design.
- Doesn't apply when click is naturally reached (the inner snap-to-target returns first) or when there's no target.
Apply?
Go ahead.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Applied.
Test: with J on, click somewhere that the homing path can't reach naturally (turn_rate too low to converge in budget, or detours eat the budget). The beam should now end at the cursor regardless — with the trailing portion of the natural curve replaced by a straight segment from "closest approach" to "click."
If the sharp angle at the truncation point looks too abrupt, options to soften it: smaller step_size (finer granularity), higher turn_rate (path stays straighter, less truncation needed), or a smoothing pass on the corner.
Revert back to the simplest version again.
Diffs to fully revert.
beam.lua — build_homing_path back to baseline:
local function build_homing_path(args)
local step_size = args.step_size or 3
local turn_rate = args.turn_rate or 0.025
local proximity = args.proximity or 200
local length = args.length
local path = {{x = args.x, y = args.y}}
local path_r = args.r
local px, py = args.x, args.y
local traveled = 0
while traveled < length do
-- Find nearest enemy within proximity of current position.
local closest, closest_d = nil, math.huge
local nearby = query_entities_circle(px, py, proximity, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead then
local d = math.length(e.x - px, e.y - py)
if d > 1 and d < closest_d then
closest, closest_d = e, d
end
end
end
-- Bend heading toward nearest, capped at turn_rate per unit travel.
if closest then
local target_r = math.atan(closest.y - py, closest.x - px)
local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
path_r = path_r + math.clamp(diff, -turn_rate*step_size, turn_rate*step_size)
end
-- Step forward.
px = px + step_size*math.cos(path_r)
py = py + step_size*math.sin(path_r)
traveled = traveled + step_size
path[#path + 1] = {x = px, y = py}
end
return path
end
Gone: hit-tracking, target snap, target-as-fallback-direction, proportional bend, post-process. Back to: find nearest, bend (clamped to turn_rate*step_size), advance.
beam.lua — beam:new homing branch — drop width, target_x, target_y:
lua
if args.homing then
self.path = build_homing_path({
x = self.x, y = self.y, r = self.r, length = self.length,
turn_rate = args.homing_turn_rate,
proximity = args.homing_proximity,
step_size = args.homing_step_size,
})
beam.lua — spawn_beam — drop target_x/target_y plumbing:
function spawn_beam(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)
…and remove the trailing target_x = target_x, target_y = target_y, lines from the inner beam(sx, sy, {...}) table.
Apply?
Yes.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Reverted, parses clean. build_homing_path is back to the bare three-step algorithm. beam:new and spawn_beam no longer mention target_x/target_y or width. Clean slate.
Let's leave it like this for now then. Let's do the persistent lines next, the reference is the Beam attack in Orblike v1.
Looking at v1's beam (lines 3619-4051, deep-dived in findings.md §5), the persistent mode has a bunch of distinctive properties: held-while-button-down, per-frame path rebuild (follows aim), tick_rate-paced damage with damaged_by_area cooldown, looped drone sound pitched by tick rate, beam tip circle that flashes on tick, scrolling dashed visual with white leading-edge flash, player speed mult 0.4 + turn rate cap 2 rad/s while channeling.
A few decisions before drafting:
AskUserQuestion
User has answered your questions: "How should the demo start / stop the persistent beam?"="Hold mouse:3 (Recommended)", "How wide should the first persistent-beam pass be?"="Minimal core only (Recommended)", "Where does the persistent code live?"="Extend beam.lua (Recommended)", "How tightly does the path follow the aim?"="Rebuild every frame (Recommended)". You can now continue with the user's answers in mind.
Let me check what input edge-detection functions exist in this project's input API.
Grep (function is_pressed|function is_down|function is_released)
No matches found
Grep (is_pressed|is_down|is_released)
4: The C engine provides input_bind/is_down/is_pressed/is_released/etc.
33:function input_down(action) return is_down(action) end
34:function input_pressed(action) return is_pressed(action) end
35:function input_released(action) return is_released(action) end
is_released confirmed. Let me verify player.r is the mouse-aim direction.
Grep (self.r =)
7- self.speed = self.base_speed
8: self.r = 0
9- self.visual_r = 0
--
108- local target_r = math.angle_to_point(self.x, self.y, mx, my)
109: self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)
110-
is_released and player.r both confirmed. Here's the plan.
Architecture
beam.lua gets a persistent flag. When set:
- No initial damage / no retract clumps / no timed kill — lives until released externally.
beam:rebuild_path()runs every frame, re-deriving muzzle position andaim_rfromcaster.x/y/rso the beam follows the player.timer_every(tick_rate, …)drives damage ticks. Damage uses the same AABB + per-segment perp distance check as instant, plus a per-enemy cooldown table (so a tick can't double-hit) andhit_vol = 0for the per-enemy sound.- Tip circle (spring-scaled) flashes white on each successful tick, plus 1–2 radial particles from the tip.
- Visual swap: scrolling dashed line (5-long / 6-gap, scrolling at 80 units/s) instead of the clump-retract used by instant.
beam:release()ends the beam (just callsentity_kill). main.lua calls this on mouse:3 release.
Carrier stores self.caster_id = caster.id; rebuild reads entities[self.caster_id] each frame. If caster dies or goes missing, the beam self-releases.
New beam.lua additions
beam:rebuild_path() — called once at construction and per-frame for persistent:
function beam:rebuild_path()
-- Persistent: snap muzzle + aim to caster's current state each call.
if self.persistent then
local caster = entities[self.caster_id]
if not caster or caster._dead or caster._dying then
self:release()
return
end
self.r = caster.r
local off = 8
self.x = caster.x + off*math.cos(self.r)
self.y = caster.y + off*math.sin(self.r)
end
if self.homing then
self.path = build_homing_path({
x = self.x, y = self.y, r = self.r, length = self.max_length,
turn_rate = self.homing_turn_rate,
proximity = self.homing_proximity,
step_size = self.homing_step_size,
})
else
local cos_r, sin_r = math.cos(self.r), math.sin(self.r)
self.path = {
{x = self.x, y = self.y},
{x = self.x + self.max_length*cos_r, y = self.y + self.max_length*sin_r},
}
end
-- Per-segment wall clip.
for i = 1, #self.path - 1 do
local hit = raycast_entity(self.path[i].x, self.path[i].y,
self.path[i+1].x, self.path[i+1].y, {'wall'})
if hit then
self.path[i+1] = {x = hit.point_x, y = hit.point_y}
for j = #self.path, i + 2, -1 do self.path[j] = nil end
break
end
end
-- Cumulative distance per point.
self.path_dists = {0}
for i = 2, #self.path do
local dx = self.path[i].x - self.path[i-1].x
local dy = self.path[i].y - self.path[i-1].y
self.path_dists[i] = self.path_dists[i-1] + math.length(dx, dy)
end
self.length = self.path_dists[#self.path_dists]
end
beam:apply_tick() — per-tick damage for persistent:
function beam:apply_tick()
if #self.path < 2 then return end
local hit_h = self.width*3
local min_x, min_y = math.huge, math.huge
local max_x, max_y = -math.huge, -math.huge
for _, pt in ipairs(self.path) do
if pt.x < min_x then min_x = pt.x end
if pt.x > max_x then max_x = pt.x end
if pt.y < min_y then min_y = pt.y end
if pt.y > max_y then max_y = pt.y end
end
min_x = min_x - hit_h; max_x = max_x + hit_h
min_y = min_y - hit_h; max_y = max_y + hit_h
local cx, cy = (min_x + max_x)/2, (min_y + max_y)/2
local w, h = max_x - min_x, max_y - min_y
local enemies = query_entities_box(cx, cy, w, h, 0, {'enemy'})
local pc = edition_base_color(self.edition) or self.color
local hit_any = false
for _, e in ipairs(enemies or {}) do
if e.hit and not e._dead then
local cd = self.hit_cooldowns[e.id]
if not cd or time >= cd then
local in_range = false
for i = 1, #self.path - 1 do
local ax, ay = self.path[i].x, self.path[i].y
local bx, by = self.path[i+1].x, self.path[i+1].y
local abx, aby = bx - ax, by - ay
local seg_len_sq = abx*abx + aby*aby
if seg_len_sq > 0 then
local t = math.clamp(((e.x - ax)*abx + (e.y - ay)*aby)/seg_len_sq, 0, 1)
local px, py = ax + t*abx, ay + t*aby
if math.length(e.x - px, e.y - py) < hit_h then
in_range = true
break
end
end
end
if in_range then
self.hit_cooldowns[e.id] = time + self.tick_rate
e:hit(self.damage, 0)
hit_any = true
for i = 1, random_int(1, 2) do
spawn_particle(e.x, e.y, {
velocity = random_float(30, 80),
duration = random_float(0.1, 0.2),
w = 4,
}):change_color(0.5, pc)
end
end
end
end
end
if hit_any then
self.tip_flashing = true
timer_after(self.timer, 0.08, 'tip_flash', function() self.tip_flashing = false end)
spring_pull(self.tip_spring, 'main', 0.3)
local tip = self.path[#self.path]
for i = 1, 2 do
spawn_particle(tip.x, tip.y, {
angle = random_float(0, 2*math.pi),
velocity = random_float(40, 100),
duration = random_float(0.1, 0.3),
w = 4,
}):change_color(0.5, pc)
end
end
end
beam:release():
lua
function beam:release()
if self._dying or self._dead then return end
entity_kill(self)
end
beam:new refactor (branching on self.persistent)
Pulls the args, calls self:rebuild_path() once, then branches:
function beam:new(x, y, args)
args = args or {}
self.x = x
self.y = y
self.r = args.r or 0
self.max_length = args.length or 150
self.length = self.max_length
self.width = args.width or 2
self.damage = args.damage or 2
self.color = args.color and color_clone(args.color) or color_clone(red)
self.edition = args.edition or 0
self.persistent = args.persistent or false
self.tick_rate = args.tick_rate or 0.15
self.caster_id = args.caster_id
self.homing = args.homing
self.homing_turn_rate = args.homing_turn_rate
self.homing_proximity = args.homing_proximity
self.homing_step_size = args.homing_step_size
self.hit_cooldowns = {}
if not self.persistent then
self.duration = args.duration or 0.25
end
self:rebuild_path()
make_entity(self)
self.timer = timer_new()
if self.persistent then
-- Persistent: tip spring + flash flag for tick juice; timer_every
-- for damage ticks. No initial damage; first tick fires at tick_rate.
self.tip_spring = spring_new()
self.tip_flashing = false
timer_every(self.timer, self.tick_rate, 'tick', function() self:apply_tick() end)
else
-- Instant: tip impact FX + single damage + retract clumps + kill.
local tip = self.path[#self.path]
local pc = edition_base_color(self.edition) or self.color
spawn_hit_circle(tip.x, tip.y, {radius = 7, duration = 0.2}):change_color(0.3, pc)
for i = 1, 2 do
spawn_particle(tip.x, tip.y, {
angle = random_float(0, 2*math.pi),
velocity = random_float(40, 200),
duration = random_float(0.3, 0.6),
w = random_choice({6, 8}),
}):change_color(0.5, pc)
end
self:apply_damage()
self:build_clumps()
for _, clump in ipairs(self.clumps) do
local mid = (clump.clump_start + clump.clump_end)/2
local delay = random_float(0, self.duration*0.4)
local tween_dur = self.duration - delay
timer_after(self.timer, delay, function()
timer_tween(self.timer, tween_dur, clump, {visible_start = mid, visible_end = mid}, math.cubic_in)
end)
end
timer_after(self.timer, self.duration + 0.05, function() entity_kill(self) end)
end
end
beam:update and beam:draw branching
function beam:update(dt)
timer_update(self.timer, dt)
if self.persistent then
self:rebuild_path()
if self.tip_spring then spring_update(self.tip_spring, dt) end
end
end
function beam:draw(layer)
set_edition(layer, self.edition)
local c = self.color()
if self.persistent then
-- Scrolling dashed line (5-long / 6-gap, scrolling 80 units/s).
local dash_len, gap_len = 5, 6
local stride = dash_len + gap_len
local scroll_speed = 80
local scroll = (time*scroll_speed) % stride
local d = scroll - stride
while d < self.length do
local sd = math.max(d, 0)
local ed = math.min(d + dash_len, self.length)
if ed - sd > 0.5 then
local sx, sy = self:path_point(sd)
local ex, ey = self:path_point(ed)
layer_line(layer, sx, sy, ex, ey, 2, c)
end
d = d + stride
end
-- Tip circle: spring-scaled; flashes white on each successful tick.
local tip = self.path[#self.path]
local tip_r = (self.width + 1.5)*self.tip_spring.main.x
local tip_c = self.tip_flashing and fg_color() or self.color()
layer_circle(layer, tip.x, tip.y, tip_r, tip_c)
else
-- Instant: clump-retract dashes (existing logic).
for _, clump in ipairs(self.clumps) do
if clump.visible_end - clump.visible_start > 0.3 then
for _, seg in ipairs(clump.segs) do
local sd = math.max(seg.start_d, clump.visible_start)
local ed = math.min(seg.end_d, clump.visible_end)
if ed - sd > 0.3 then
local sx, sy = self:path_point(sd)
local ex, ey = self:path_point(ed)
layer_line(layer, sx, sy, ex, ey, 2, c)
end
end
end
end
end
set_edition(layer, 0)
end
spawn_beam — pass caster_id, persistent, tick_rate through
Add to the beam(sx, sy, {...}) table:
lua
persistent = opts.persistent,
tick_rate = opts.tick_rate,
caster_id = caster.id,
main.lua wiring
Bind:
lua
bind('toggle_beam_persistent', 'key:o')
State (with the other beam toggles):
lua
current_beam_persistent = false
active_beam = nil
Toggle handler:
lua
if is_pressed('toggle_beam_persistent') then
current_beam_persistent = not current_beam_persistent
end
Fire handler — replace existing fire_beam block:
lua
-- Beam: instant (single press = railgun_flash retract) or persistent
-- (hold mouse:3 to channel; release to stop).
if active_beam and active_beam._dead then active_beam = nil end
if current_beam_persistent then
if is_pressed('fire_beam') and not p._dead and not active_beam then
active_beam = spawn_beam(p, {
damage = 0,
length = 600,
persistent = true,
tick_rate = 0.15,
homing = current_beam_homing,
homing_turn_rate = current_beam_homing_turn_rate,
homing_proximity = current_beam_homing_proximity,
homing_step_size = current_beam_homing_step_size,
})
end
if is_released('fire_beam') and active_beam then
active_beam:release()
active_beam = nil
end
elseif is_pressed('fire_beam') and not p._dead then
spawn_beam(p, {
damage = 0,
length = 600,
homing = current_beam_homing,
homing_turn_rate = current_beam_homing_turn_rate,
homing_proximity = current_beam_homing_proximity,
homing_step_size = current_beam_homing_step_size,
})
end
HUD line (new line, fits with the existing 4):
lua
layer_text(debug_layer, 'beam: ' .. (current_beam_persistent and 'PERSISTENT' or 'INSTANT'),
fonts.tune, hud_x, hud_y + 48, text())
Notes / sanity
- Per-frame cost. Persistent + homing rebuilds the homing path each frame (~50 enemy-circle queries at default step_size). At 60 fps with 10 seekers in the demo, ~3000 queries/sec. Fine. Scales with enemy count if it gets big.
- Tick cadence vs path updates. Path rebuilds every frame; damage ticks every
tick_rate(default 0.15s). The tick uses whatever the current path is — so a fast-moving aim still hits everything along the line at tick time, not in between. - Caster death.
rebuild_pathcheckscaster._dead/_dyingand releases. The beam dies the same frame as the caster. - No
lengthlerp — beam goes to fullmax_lengthinstantly per frame. v1's 0.99/0.08 lerp on beam_current_length is the "beam length+ ramp-up" effect; skipped per minimal scope. - No drone sound — silence per minimal scope. Trivial to add later (
sound_load+sound_handle_set_loopon construction, stop inrelease). - No player slow / turn-rate cap — skipped per minimal scope.
Apply?
Go ahead.
Read (E:\a327ex\attack-template\beam.lua)
1 --[[
2 beam.lua — line / beam attack carrier (instant mode, minimal v1 port).
3
4 Internally the beam is a POLYLINE — list of {x,y} points walked left-
5 to-right. For a non-homing beam this is just 2 points (muzzle and
6 endpoint). For a homing beam, v1's build_homing_path algorithm walks
7 forward 3 units at a time, bending the heading toward the nearest
8 enemy within `homing_proximity`. The same downstream pipeline (wall
9 clip, damage, dash draw) handles both cases.
10
11 Scope of this first pass:
12 • Straight or homing path from caster's muzzle. Wall raycast clips
13 per-segment so a curving beam stops correctly on the first wall.
14 • Single damage pass at fire time. AABB cull via query_entities_box
15 around the path's bounding box, then per-enemy per-segment
16 perpendicular distance check (v1 line 3957-4001 algorithm).
17 • Visual: v1 railgun_flash — dashed line walked along the path,
18 grouped into clumps of 2-4 whose ends tween toward each clump's
19 midpoint with staggered delays over `duration`.
20 • Tip impact FX (white→edition-color hit_circle + 2 radial particles)
21 at the path's last point, wherever the curve actually ends.
22 • Caster juice: directional shake, recoil 'shoot' spring, 0.15s
23 flash, muzzle hit_circle + 2 forward cone particles.
24
25 Persistent mode (continuous channeled beam with drone + tick damage +
26 per-frame path re-build with lerp smoothing) is the next iteration.
27
28 Caller API (mirrors spawn_projectile):
29 spawn_beam(caster, {
30 aim_r, -- optional, default: caster → main_camera.mouse
... [329 more lines]
Write (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the main.lua edits.
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)
Grep (current_beam_homing_step_size = 3)
216-current_beam_homing_proximity = 200
217:current_beam_homing_step_size = 3
218-
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)
Now replace the fire_beam handler with the persistent-aware version.
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 the HUD line. Find the existing HUD block.
Grep (step_size:|hud_y + 36)
549- fonts.tune, hud_x, hud_y + 24, text())
550: layer_text(debug_layer, string.format('step_size: %d [5/6]', current_beam_homing_step_size),
551: fonts.tune, hud_x, hud_y + 36, text())
552-
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...)
beam.lua: ok
main.lua: ok
Both parse clean.
Summary of what landed
beam.lua — full rewrite with persistent mode added. Single carrier handles both:
- Instant (existing): single damage pass, railgun_flash retract visual, auto-kill at duration.
- Persistent (new): held-while-channel.
rebuild_pathruns per frame fromcaster.r.timer_every(tick_rate, …)drives damage ticks with per-enemy cooldown andhit_vol=0. Scrolling dashed visual + spring-scaled tip circle that flashes white on each tick. - New methods:
beam:rebuild_path,beam:apply_tick,beam:release. spawn_beamnow forwardscaster_id,persistent,tick_rate.
main.lua — O toggle, current_beam_persistent + active_beam state, mouse:3 down/up start/release the channel, new HUD line.
Test plan
./run.bat— instant beam works as before (mouse:3 click).- Press
O— HUD showsbeam: PERSISTENT. - Hold mouse:3 — beam appears, follows your aim. Dashes scroll along the line. Tip circle pulses at the end.
- Walk around / rotate while holding — beam tracks the cursor continuously.
- Every 0.15s, enemies along the line take damage (HP bar appears) and the tip flashes white + spring-pops + sprays particles.
- Release mouse:3 — beam disappears.
- Toggle
J(homing) while channeling — next channel rebuilds with homing path, curves through enemies each frame. - Tune
1/2/3/4/5/6while channeling — values update in HUD; effect appears on next path rebuild (= next frame). - Aim into the wall — beam clips at wall surface, tip stuck on wall.
- Kill the player (probably hard in the demo since seekers are frozen, but if you can) — beam should self-release.
Knobs to play with for the feel: tick_rate = 0.15 (in main.lua's spawn_beam call) and beam width = 2 (default in beam.lua, controls the perp hit window).
Check the original for juice on the player and on the beam + end of the beam itself to see if you copied it correctly. Recalculate the path every tick instead. Does the path remain visually persistent every frame or does it disappear and appear again on each tick? Make sure the juice is exactly the same on both.
Let me audit the v1 source carefully and confirm what's going on in each spot.
Read (E:\a327ex\Invoker\v1\main.lua)
3619 elseif def and def.activation == 'hold' and def.carrier == 'beam' then
3620 local mods = p1:get_mods()
3621 if orb_input_down(self.slot) or mods.always_channel then
3622 if not self.beam_active and not self.beam_starting then
3623 self.beam_starting = true
3624 self.beam_active = false
3625 self.beam_tick_timer = 0
3626 self.beam_current_length = 0
3627 self.beam_cast_log = damage_cast_log.new(ability_name, def.element)
3628 self.beam_cast_log:add_pending()
3629 -- Startup line + effects
3630 local startup_mods = p1:get_mods()
3631 for _, s in ipairs(self.slots) do
3632 if s.type == 'modifier' then startup_mods[s.name] = s.value end
3633 end
3634 local startup_null = ability_has_tag('beam', 'null') or startup_mods.null_conversion
3635 if startup_null then
3636 -- Player-to-orb line in purple
3637 an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple, edition = orb_ed}))
3638 p1.spring:pull('shoot', 0.15)
3639 p1.flashing = true
3640 p1.timer:after(0.1, 'flash', function() p1.flashing = false end)
3641 else
3642 -- Orb-to-player line in ability color
3643 an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color, edition = orb_ed}))
3644 end
3645 self.flashing = true
3646 self.timer:after(0.1, 'flash', function() self.flashing = false end)
3647 self.spring:pull('main', 0.5)
3648 local particle_r = startup_null and math.angle_to_point(p1.x, p1.y, self.x, self.y) or math.angle_to_point(self.x, self.y, p1.x, p1.y)
... [60 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
3880 end
3881 end
3882 return beam_path[#beam_path].x, beam_path[#beam_path].y
3883 end
3884
3885 -- Draw dashes along path
3886 local center_width = def.beam_width
3887 local center_cap = center_width/2
3888 local d = scroll - stride
3889 -- Guide lines (only if beam_width > base)
3890 if beam_width > def.beam_width then
3891 local guide_color = is_null and purple:clone() or def.color:clone()
3892 guide_color.a = 60
3893 local gc = guide_color()
3894 local guide_d = scroll - stride
3895 while guide_d < total_path_len do
3896 local dash_start = math.max(guide_d, 0)
3897 local dash_end = math.min(guide_d + dash_length, total_path_len)
3898 if dash_end - dash_start > 0.5 then
3899 local sx, sy = path_point(dash_start)
3900 local ex, ey = path_point(dash_end)
3901 local seg_r = math.atan(ey - sy, ex - sx)
3902 local px, py = math.cos(seg_r + math.pi/2), math.sin(seg_r + math.pi/2)
3903 local offset = beam_width*1.5
3904 ability_layer:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3905 ability_layer:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
3906 end
3907 guide_d = guide_d + stride
3908 end
3909 end
... [80 more lines]
Let me check our spring API signature and confirm a few more v1 details before drafting.
Grep (function spring_pull)
63:function spring_pull(s, name, force, frequency, bounce)
64- local sp = s[name]
65- if not sp then return end
66- if frequency then
67- sp.k = (2*math.pi*frequency)^2
68- sp.d = 4*math.pi*(1 - (bounce or 0.5))*frequency
OK, audit results. I read v1 lines 3619–3998 (activation block, draw block, tip block, tick damage block). Here's what I found.
Path rebuild timing (your direct question)
v1 rebuilds the path every frame (the beam_current_length lerp + path generation happens inside the per-frame block, line 3700–3820 area). The path is also drawn every frame (line 3911 onward, every frame, the dashed line + tip circle + guide lines re-render).
So v1's answer is: path is visually persistent every frame (drawn continuously, no flicker), AND geometrically recomputed every frame.
You're asking for a deviation: rebuild only on tick, not every frame. Drawing stays per-frame (using whatever the last tick stored). Result: the beam visibly "snaps" to a new path every tick_rate (0.15s = ~6.7 Hz), but never disappears between ticks. This will read as a rhythmic stutter at low tick rates. With v1's path-per-frame, the line tracks aim smoothly.
v1 juice audit — what I copied wrong
Player-side activation (v1 lines 3645–3661, with orb-as-caster adapted to player):
| What v1 does | What I have | Fix |
|---|---|---|
spring 'main' pull 0.5 |
spring 'shoot' pull 0.25 |
change |
| flash 0.1s | flash 0.15s | change |
| 3 particles from caster body | 2 from muzzle | change |
| velocity 40–120 | 40–200 | change |
| duration 0.2–0.4 | 0.3–0.6 | change |
| w ∈ {4, 6} | {6, 8} | change |
| no muzzle hit_circle | spawn_hit_circle | remove |
| no shake | shake_push(force 3) | remove |
Tip juice on tick (v1 lines 3931–3941):
| v1 | Me | Fix |
|---|---|---|
spring_pull('beam_tip', 0.5, 4, 0.6) |
spring_pull('main', 0.3) |
change (mag + freq/damping args) |
| flash decays at 8/s, white while > 0.5 = ~0.0625s | 0.08s timer | change to 0.0625s |
| 2 tip particles vel 40–120, dur 0.2–0.4, w ∈ {4, 6} | vel 40–100, dur 0.1–0.3, w=4 | change |
Per-enemy tick juice (v1 lines 3983–3995):
| v1 | Me | Fix |
|---|---|---|
e:take_damage(..., 0.5) — half-volume hit sound |
e:hit(..., 0) — silenced |
change to 0.5 |
hit_effect(e.x, e.y) |
(skipped) | add spawn_hit_effect |
| 1 particle, vel 30–80, dur 0.1–0.2, w=4 | 1–2 particles, same values | change to exactly 1 |
Proposed changes
1. spawn_beam — player-side cast juice rewritten to v1's beam activation
Replace the existing juice block (shake + spring + flash + muzzle hit_circle + 2 particles) with:
-- v1 beam activation juice (lines 3645-3661). Player is the source
-- (no orb in attack-template); particles emanate from caster body in
-- a forward cone toward the aim direction.
if caster.spring then spring_pull(caster.spring, 'main', 0.5) end
if caster.timer then
caster.flashing = true
timer_after(caster.timer, 0.1, 'shoot_flash', function() caster.flashing = false end)
end
local pc = edition_base_color(caster.edition) or color
for i = 1, 3 do
spawn_particle(caster.x, caster.y, {
angle = aim_r + random_float(-math.pi/4, math.pi/4),
velocity = random_float(40, 120),
duration = random_float(0.2, 0.4),
w = random_choice({4, 6}),
}):change_color(0.5, pc)
end
Gone: shake_push, the 'shoot'/'shoot_flash' naming, spawn_hit_circle muzzle puff. Same juice now fires for both instant and persistent (they share spawn_beam).
2. beam:apply_tick — fix tip + per-enemy juice + path rebuild timing
function beam:apply_tick()
-- Path rebuild moved here from :update — recompute geometry only on
-- tick boundaries instead of every frame. Drawing still happens per
-- frame from the stored path, so the beam stays visible between ticks
-- (it just freezes in place until the next tick).
self:rebuild_path()
if #self.path < 2 then return end
local hit_h = self.width*3
local min_x, min_y = math.huge, math.huge
local max_x, max_y = -math.huge, -math.huge
for _, pt in ipairs(self.path) do
if pt.x < min_x then min_x = pt.x end
if pt.x > max_x then max_x = pt.x end
if pt.y < min_y then min_y = pt.y end
if pt.y > max_y then max_y = pt.y end
end
min_x = min_x - hit_h; max_x = max_x + hit_h
min_y = min_y - hit_h; max_y = max_y + hit_h
local cx, cy = (min_x + max_x)/2, (min_y + max_y)/2
local w, h = max_x - min_x, max_y - min_y
local enemies = query_entities_box(cx, cy, w, h, 0, {'enemy'})
local pc = edition_base_color(self.edition) or self.color
local hit_any = false
for _, e in ipairs(enemies or {}) do
if e.hit and not e._dead then
local cd = self.hit_cooldowns[e.id]
if not cd or time >= cd then
local in_range = false
for i = 1, #self.path - 1 do
local ax, ay = self.path[i].x, self.path[i].y
local bx, by = self.path[i+1].x, self.path[i+1].y
local abx, aby = bx - ax, by - ay
local seg_len_sq = abx*abx + aby*aby
if seg_len_sq > 0 then
local t = math.clamp(((e.x - ax)*abx + (e.y - ay)*aby)/seg_len_sq, 0, 1)
local px, py = ax + t*abx, ay + t*aby
if math.length(e.x - px, e.y - py) < hit_h then
in_range = true
break
end
end
end
if in_range then
self.hit_cooldowns[e.id] = time + self.tick_rate
-- v1 line 3983: hit_vol = 0.5 (half-volume per-enemy thud).
e:hit(self.damage, 0.5)
-- v1 line 3994: hit_effect sprite on enemy hit.
spawn_hit_effect(e.x, e.y)
hit_any = true
-- v1 line 3995: exactly 1 hit_particle, vel 30-80, dur 0.1-0.2, w=4.
spawn_particle(e.x, e.y, {
velocity = random_float(30, 80),
duration = random_float(0.1, 0.2),
w = 4,
}):change_color(0.5, pc)
end
end
end
end
if hit_any then
self.tip_flashing = true
-- v1 lines 3935-3940: flash decays at 8/s, white while > 0.5 → 0.0625s.
timer_after(self.timer, 0.0625, 'tip_flash', function() self.tip_flashing = false end)
-- v1 line 3932: pull beam_tip spring with explicit freq/damping.
spring_pull(self.tip_spring, 'main', 0.5, 4, 0.6)
-- v1 lines 3943-3953: 2 tip particles, random angle, vel 40-120, dur 0.2-0.4, w {4,6}.
local tip = self.path[#self.path]
for i = 1, 2 do
spawn_particle(tip.x, tip.y, {
angle = random_float(0, 2*math.pi),
velocity = random_float(40, 120),
duration = random_float(0.2, 0.4),
w = random_choice({4, 6}),
}):change_color(0.5, pc)
end
end
end
3. beam:update — drop the per-frame path rebuild
function beam:update(dt)
timer_update(self.timer, dt)
if self.persistent and self.tip_spring then
spring_update(self.tip_spring, dt)
end
end
(Path rebuild lives in apply_tick now. Initial rebuild at construction stays.)
Notes
- Instant tip-impact FX (the white-flash-to-edition-color hit_circle + radial particles at the tip you specifically asked for earlier) stays in
beam:new's instant branch. It's a deliberate addition we made together — v1 railgun_flash doesn't have it, but you wanted it. - Tick-locked path is going to feel laggy. At tick_rate 0.15s, the beam visibly stutters when the player rotates. We can iterate — e.g. only freeze the homing-detour part, keep the muzzle position + initial heading per-frame. But starting from the strict interpretation per your instruction.
Apply?
Go ahead, you can also turn the enemies back to normal, taking damage and dying, and also give me a key (L) to spawn a pack of enemies near the wall. You don't have to show me the code for this, just do it all directly.
Applying everything now.
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the main.lua edits — revert seekers to normal, add L key, restore damage.
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...)
beam.lua: ok
main.lua: ok
All applied, parses clean. Summary:
beam.lua:
spawn_beamcast juice now matches v1 line 3645–3661: spring'main'pull 0.5, flash 0.1 s, 3 particles from caster body in forward cone (vel 40–120, dur 0.2–0.4, w ∈ {4,6}). Camera shake and muzzle hit_circle removed — both came from projectile's pattern and aren't in v1's beam.beam:updateno longer rebuilds the path each frame — only updates the tip spring.beam:apply_ticknow rebuilds the path at the start of each tick (your explicit request). Tip spring uses(0.5, 4, 0.6)matching v1. Tip flash 0.0625 s (v1's 8/s decay → > 0.5 threshold). Tip particles vel 40–120, dur 0.2–0.4, w ∈ {4,6}. Per-enemy:e:hit(damage, 0.5),spawn_hit_effect, exactly 1 particle.
main.lua:
- Seekers back to the original 5-in-a-ring spawn around the player, no
frozenflag. They chase + take damage + die normally. Lkey spawns a pack of 5 seekers in a small ring near the central wall (radius 20–40 from wall center).- Beam damage restored: instant = 2, persistent = 1 per tick.
Heads-up on the tick-locked path
At tick_rate = 0.15 s the beam will visibly stutter when you rotate fast — the path snaps to your aim every 0.15 s and freezes in between. That's the v1 deviation you asked for. If the stutter feels worse than expected, two options: drop tick_rate (faster ticks = smoother), or revert to per-frame rebuild and keep tick-paced damage only.
What's the button to change to persistent beam?
The O key. It toggles the beam between instant and persistent modes — the HUD shows beam: INSTANT or beam: PERSISTENT. Then with persistent active, hold mouse:3 (middle-click) to channel, release to stop.
Let's have previous persistent lines fade out like the instant ones instead of disappearing immediately, just go the change, no need to show me.
Grep (function timer_cancel|function timer_clear|cancel)
11: the timer) for naming the scheduled callback. Named callbacks can be cancelled,
27: timer_cancel - cancel a named callback
232: timer_cancel(t, name)
235:function timer_cancel(t, name)
237: if i then t.entries[i].cancelled = true end
253: e.callback(); e.cancelled = true
302: if not e.cancelled then
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Done. On release, the persistent beam now freezes its current path and fades out with the same 2–4-segment clump-retract over 0.25 s that the instant beam uses, instead of vanishing instantly. The else branch in draw already handles the clump-retract, so a releasing persistent beam routes through the same path as an instant beam.
This only happens on release, I meant that it should happen on every tick, so on every tick the current line for the tick disappears while the next one simultaneously appears. You may need to do more work for this if you always assumed only one line was possible at a time.
Write (E:\a327ex\attack-template\beam.lua)
The file E:\a327ex\attack-template\beam.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...)
beam.lua: ok
Done. Architecture changed from "one line" to a list of flash sub-objects.
What happens now: the persistent beam holds self.flashes — a list. Every tick it:
- Rebuilds the path from the caster's current aim
- Spawns a fresh flash (own timer, own clumps, own retract tweens) from that path
- Applies tick damage
Each flash fades via the same clump-retract as the instant beam, over exactly tick_rate (0.15s). So the previous tick's line finishes retracting precisely as the new tick's line appears — and during the transition both are on screen. beam:update prunes dead flashes; beam:draw draws all live flashes plus the tip circle.
Refactored path_point and build_clumps from methods to free functions so flashes and the beam share them. Flashes share the path table by reference (safe — rebuild_path always allocates fresh tables, never mutates old ones), so no per-tick path copy.
Release still works: stops ticks, lets in-flight flashes finish fading, kills the entity once the last one is gone.
Tunable: fade_duration = tick_rate means a clean hand-off (old line just finished as new appears). For more visible overlap — previous line still substantially on screen when the new one pops in — bump the flash fade above tick_rate (it's the 4th arg to flash_new in apply_tick). Easy change if the pulse feels too abrupt.
This is good. I think beams are fine-ish for now, more details will probably be decided on an individual ability basis. Let's move on to the next general thing, which is?
Per the port order in attack-template/.claude/CLAUDE.md, the carriers done are: projectile ✅, area ✅ (instant + DoT), beam ✅ (instant + persistent). Next on the list:
4. dash.lua — the movement-ability carrier. v1's dash_clone, shared by dash_strike / asal / flicker_strike. It's the "blink/dash through enemies" attack: the player rapidly relocates along a path, leaving a trail of fading clone silhouettes, with a delayed "anime hit" — damage resolves a beat after the visual lands. Bezier hopping for the arc. See findings.md §7.
After dash, the remaining ones are:
- 5.
polygonal.lua—big_rock_effect: parabolic-flight rock throw that shatters into Box2D fragments on landing. - 6.
railgun.lua/psylance.lua/construct.lua— bespoke single-purpose carriers, saved for last.
So the next general thing is dash. It's a different shape of carrier from the three so far — it moves the caster rather than spawning a projectile/area/line, which makes it the interesting one architecturally.
Want to go with dash next? If so I'll read findings.md §7 + the v1 dash_clone source and come back with a scope proposal (same as how beam/area were kicked off). Or if you'd rather slot in something else, say the word.
We don't actually want any dash logic on the player necessarily, we just want the visuals for the dash, which are a good general way of doing lines. We want to copy specifically the visuals from the Flicker Strike ability and the way it draws its path and does its effects as it hits enemies. Everything there should be the same. The player doesn't need to be involved. We want: line that gets drawn and follows the caster like the flicker strike line does; effects when the caster hits each of the enemies.
Try to parse all this out and tell your plan of implementation to me. Remember that we want this generalized, that's the goal.
Let me read the v1 Flicker Strike source and the findings before planning.
Read (E:\a327ex\attack-template\findings.md)
372 5. Camera shake (push by throw direction + 8 magnitude + shake(5, 0.2)).
373 6. `area_sound` (fissure_cast_2) + random `explosion_flesh_1/3/4`.
374
375 The shatter algorithm is bespoke and pretty pretty — worth preserving as-is.
376
377 ---
378
379 ## 7. Movement abilities
380
381 All three (`dash_strike`, `asal`, `flicker_strike`) share infrastructure via `dash_clone` (line 12124) — clones perform the same animation/damage path as the player, plus the player-owned dash has its own update logic in `orb:activate`.
382
383 ### Shared bits
384
385 - **Charge UI** (asal, railgun): ring of arc segments around source, growing as `charge_t` from 0 to 1. Converging hit_particles at `30-60` unit radius traveling inward. `charging_loop` sfx looped.
386 - **Trail** (line 579, `trail_update` + `trail_draw`): record point if moved >2 units since last, expire after `trail_duration`. Drawn as dashed line (5/6 stride) with alpha fading from 1.0 at 0-50% age to 0 at 100%. Used by dash_clone for `flicker` and `dash_strike` modes, also player movement.
387 - **Wall raycast** (line 2330 et al.): before each frame's lerp, raycast from current to target. If hit, stop at `hit.point + normal*4`.
388 - **Per-clone movement modifiers**: `m_nova/m_spread/m_back/m_sides/m_parallel` spawn additional `dash_clone` instances at offset angles. The primary direction is the player; clones do the work in parallel.
389 - **Multistrike**: each hit also damages up to `multistrike - 1` extra enemies within 40 units of the primary target.
390 - **Melee splash**: spawns a small 16-radius `area` at each hit target.
391
392 ### `dash_strike` (line 2320)
393
394 1. Lerp player from `from` to `to` over `dash_lerp_time = 0.06s` along `dash_r`.
395 2. Each frame during lerp, collect enemies within `hit_radius=16` into `hit_list`.
396 3. On lerp complete:
397 - Schedule each enemy's "anime hit" with progressive delay (`hit_delay_start = 0.04`, increment `hit_delay_per = 0.02` per enemy).
398 - Each scheduled hit: damage (+ multistrike), `fx_effect('fx_energy_122', s=1.0, speed=0.06)`, hit_circle(r=10, dur=0.2), hit_effect, 4 hit_particles in cone, knockback, `sword_slash_<1-4>` sfx random pitch.
399 - After all hits: `hit_stop(0.06)` + camera_shake(6, 0.2).
400 4. `ability_echo` mod repeats the dash N-1 times.
401 5. `ability_copy` queues other orbs' dashes.
... [20 more lines]
Grep (flicker|dash_clone|dash_strike)
903: flicker_strike = {
906: carrier = 'flicker',
910: flicker_range = 120,
911: flicker_delay = 0.05,
913: flicker_charges = 10,
916: dash_strike = {
919: carrier = 'dash_strike',
1090: 'beam', 'deploy', 'cyclone', 'asal', 'flicker_strike', 'dash_strike',
2320: if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
2323: if self.dash_strike_lerping then
2324: self.dash_strike_lerp_t = self.dash_strike_lerp_t + dt
2325: local t = math.min(self.dash_strike_lerp_t/def.dash_lerp_time, 1)
2326: local px = self.dash_strike_from_x + (self.dash_strike_to_x - self.dash_strike_from_x)*t
2327: local py = self.dash_strike_from_y + (self.dash_strike_to_y - self.dash_strike_from_y)*t
2329: if not self.dash_strike_is_null then
2336: self.dash_strike_lerp_t = def.dash_lerp_time
2339: if self.dash_strike_is_null then
2347: p1.r = self.dash_strike_r
2350: local src = self.dash_strike_is_null and self or p1
2352: if not e.dead and not self.dash_strike_hit_set[e] then
2355: self.dash_strike_hit_set[e] = true
2356: table.insert(self.dash_strike_hit_list, e)
2362: self.dash_strike_lerping = false
2363: local has_echo = self.dash_strike_mods and self.dash_strike_mods.ability_echo and self.dash_strike_mods.ability_echo >= 2
2364: if self.dash_strike_is_null then
2369: local unstop = self.dash_strike_mods and self.dash_strike_mods.unstoppable
2371: p1.dash_strike_active = false
2379: local dash_mods = self.dash_strike_mods
2380: for i, e in ipairs(self.dash_strike_hit_list) do
2383: local hit_r = self.dash_strike_r + math.pi
... [22 more lines]
Read (E:\a327ex\attack-template\findings.md)
418 ### `flicker_strike` (line 4450, also `dash_clone` `mode='flicker'`)
419
420 1. Hold input. Find target (first jump: closest to mouse; subsequent: random enemy ≥40 units from previous target).
421 2. Build cubic bezier from source→target with control points at 80% along entry/exit angles. Lerp over `flicker_delay=0.05s`.
422 3. On arrival, damage target (+ multistrike + zag particles where direction snaps). `slash_hit` + `sword_slash_*`. Camera shake 4. Knockback. Optional melee_splash.
423 4. Decrement `flicker_charges`. Continue chain until 0 charges or no more targets.
424 5. Last charge: AoE knockback (radius=area_radius*3, force 10, dur 0.4) + `slash_final` + `hit_stop(0.08)` + camera shake 8.
425 6. `ability_echo`: 0.3s pause, then restart with full charges.
426
427 ---
428
429 ## 8. Effect primitive library
430
431 Standalone reusable objects (lines 10465-12450). All track `edition` for shader application + `flashing` for white-flash override.
432
433 | Effect | Lines | Used by | Behavior |
434 |---|---|---|---|
435 | `hit_circle` | 10465 | Everything | Filled circle that shrinks to 0 over `duration` (cubic_in_out). Optional `change_color(fraction, color)` mid-animation. Optional `follow` entity. |
436 | `hit_particle` | 10493 | Everything | Velocity-proportional rounded rect that flies outward (sine_in_out shrink to 2px size at duration end). Optional `spin`, `zigzag` (alternates ±π/4 every `zigzag_leg`), `zag` (single direction change after `zag_dist`), `force_angle/strength` (steer toward angle). |
437 | `hit_effect` | 10577 | Everything | Spritesheet `hit1.png` animation, frame rate 0.06s. Auto-kills on completion. |
438 | `fx_effect` | 10601 | dash_strike, asal, etc. | General spritesheet animation effect by name (`fx_energy_122`, `fx_sparks_032`, etc.) with `s, r, speed, color, flash`. |
439 | `lightning_line` | 10633 | arc | Midpoint-displacement jagged line, regenerates every 2 frames for crackling. 3 generations, max_offset=8. Blinks 3x after duration. |
440 | `cyclone_particle` | 10712 | cyclone | Arc segment orbiting a `follow` center. Shrinks to 0 length over duration. |
441 | `beam_particle` | 11967 | asal impact, railgun echo | Rectangle traveling along `beam_r`. Shrinks w/h to 1, speed to 0.3x, sine_in. Optional `wobble` (sine oscillation of beam_r). |
442 | `slightly_jagged_line` | 12012 | Activation, orb-to-player line for every hold ability | Straight dashed line src→dst, progressive draw, src_color→dst_color gradient. Holds after anim, then blinks 3x. Dst-edge-point clipping. |
443 | `arc_trail_line` | 11945 | (unused in shipped abilities; in codebase) | Static rounded rect that shrinks `h` to 0 over duration. |
444 | `wall_arrow` | 10428 | All arrow-type projectiles | Stuck rounded-rect at wall hit. Random delay 0.8-2s before blinking out (every 0.05s for 7 ticks). |
445 | `railgun_flash` | 11824 | railgun | Dashed line with clumped (2-4 segs each) bidirectional shrink. Each clump's `visible_start/visible_end` tween toward midpoint with staggered delays. Supports curved `path` (with cumulative distance lookup) or straight (`r + length`). |
446 | `psylance_effect` | 10936 | psylance | Two-phase: gather (pulls enemies onto line, draws two side-dashes fading from 255 to 40 alpha) → damage (extends line + dashed center stroke with side-shake). |
447 | `big_rock_effect` | 11390 | big_rock | See section 6. |
Read (E:\a327ex\Invoker\v1\main.lua)
12124 -- Movement clone: temporary entity that performs a dash_strike in a given direction
12125 dash_clone = object:extend()
12126 function dash_clone:new(x, y, args)
12127 object.new(self)
12128 self.x, self.y = x, y
12129 self.r = args.r
12130 self.def = args.def
12131 self.mods = args.mods or {}
12132 self.color = args.color or blue
12133 self.edition = args.edition or 0
12134 self.w, self.h = 10, 10
12135 self.dash_r = args.r
12136 if args.mode ~= 'flicker' then
12137 local dash_dist = args.dash_dist or self.def.dash_range
12138 self.from_x, self.from_y = x, y
12139 self.to_x = x + dash_dist*math.cos(self.dash_r)
12140 self.to_y = y + dash_dist*math.sin(self.dash_r)
12141 end
12142 self.lerp_t = 0
12143 self.lerping = args.mode ~= 'flicker'
12144 self.hit_set = {}
12145 self.hit_list = {}
12146 self.resolving = false
12147 self.alpha = 255
12148 self.mode = args.mode or 'dash_strike' -- 'dash_strike', 'asal', or 'flicker'
12149 self.asal_hit = nil
12150 self.charge_mult = args.charge_mult or 1
12151 self.cast_log = args.cast_log
12152 if self.cast_log then self.cast_log:add_pending() end
12153 self.trail = {}
... [190 more lines]
Bash (cd E:/a327ex && sed -n '575,640p' Invoker/v1/main.lua)
end
end
-- Shared trail system: update trail points and draw as dashed lines
function trail_update(trail, x, y, active, trail_duration)
-- Add point if active and moved enough
if active then
local last = trail[#trail]
if not last or math.distance(last.x, last.y, x, y) > 2 then
table.insert(trail, {x = x, y = y, t = an.time})
end
end
-- Expire old points
while #trail > 0 and an.time - trail[1].t > trail_duration do
table.remove(trail, 1)
end
end
function trail_draw(trail, trail_duration, trail_base_color)
if #trail < 2 then return end
local dash_len = 5
local gap_len = 6
local stride = dash_len + gap_len
local cum_dist = {[#trail] = 0}
for i = #trail - 1, 1, -1 do
local dx = trail[i + 1].x - trail[i].x
local dy = trail[i + 1].y - trail[i].y
cum_dist[i] = cum_dist[i + 1] + math.sqrt(dx*dx + dy*dy)
end
local total_dist = cum_dist[1]
... [36 more lines]
Bash (cd E:/a327ex && sed -n '640,665p' Invoker/v1/main.lua)
trail_color.a = 255
else
trail_color.a = math.remap(t, 0.5, 1, 255, 0)
end
local sx, sy = trail_pos(dash_start)
local ex, ey = trail_pos(dash_end)
ability_layer:line(sx, sy, ex, ey, 2, trail_color())
end
d = d + stride
end
end
-- Point-in-polygon test (ray casting algorithm)
function point_in_polygon(px, py, verts, cx, cy)
local inside = false
local n = #verts
local j = n
for i = 1, n do
local xi, yi = cx + verts[i].wx, cy + verts[i].wy
local xj, yj = cx + verts[j].wx, cy + verts[j].wy
if (yi > py) ~= (yj > py) and px < (xj - xi)*(py - yi)/(yj - yi) + xi then
inside = not inside
end
j = i
end
return inside
Grep (cubic_bezier|function.*bezier)
No matches found
Read (E:\a327ex\Invoker\v1\main.lua)
12344 end
12345 -- Asal dash complete
12346 if t >= 1 then
12347 self.lerping = false
12348 self.resolving = true
12349 end
12350 else
12351 -- Dash strike: track enemies along path
12352 for _, e in ipairs(cached_enemies) do
12353 if not e.dead and not self.hit_set[e] then
12354 local d = math.distance(self.x, self.y, e.x, e.y)
12355 if d < self.def.hit_radius then
12356 self.hit_set[e] = true
12357 table.insert(self.hit_list, e)
12358 end
12359 end
12360 end
12361 -- Dash complete
12362 if t >= 1 then
12363 self.lerping = false
I've read v1's dash_clone flicker mode (lines 12124–12316), the shared trail system (lines 578–650), and findings.md §7. Here's what's actually there and my plan.
What v1's Flicker Strike visual is
The dash_clone in mode='flicker' is a self-contained moving entity. It is not the player — it's a separate thing that:
- Finds an initial target — closest enemy within
flicker_range(120) inside a ±60° cone of the spawn aim direction. No target → fizzle. - Hops via cubic bezier — builds a curve from current position to a point 12 units shy of the target. Control points sit 80% along the entry angle (from source) and exit angle (toward the next target, so the curve pre-bends toward where it's going next). Lerps the hop over
flicker_delay(0.05s — very fast). - On arrival, hits the target —
take_damage,hit_circle(r10, white→edition-color at 0.5),hit_effectsprite, 3 cone particles (vel 200–400, dur 0.3–0.5, w 10–16 / h 2, color-bleed at 0.66), camera shake(2, 0.1). - Picks the next target — a random enemy ≥40 units from the one just hit (falls back to any enemy). Hops again.
- Repeats until
flicker_charges(10) run out or no targets remain. - Leaves a trail — every >2 units of movement records a point; points live
trail_duration(0.8s). Drawn as a dashed polyline (5-long/6-gap, 2px) with per-dash alpha: full for the first 50% of a point's age, fading 255→0 over the rest. The moving body itself draws as a 10×10 spring-scaled rounded rect. - Self-destructs once it's done and the trail has fully faded.
Per-hop there's also a small departure hit_circle (r8) + directional shake push 3. Note: the dash_clone flicker block has no sounds — the slash SFX in findings.md belong to the player-owned flicker_strike activation path, not this. So no sound assets to port.
Plan: flicker.lua carrier
A new carrier entity — a sibling to projectile/area/beam — that is the moving thing. "Caster" = the carrier entity itself; the player only supplies a spawn position, an aim direction, and an edition tint, then is uninvolved.
Module-local helpers (kept in flicker.lua, self-contained):
cubic_bezier(t, p0…p3)— standard cubic bezier; not in attack-template'smathlib, so ported here.trail_update(trail, x, y, active, duration)— verbatim from v1 line 578.trail_draw(layer, trail, duration, color)— verbatim from v1 line 591, withability_layer→ passedlayerandan.time→ globaltime.
flicker class:
flicker:new(x, y, args)— stores damage/color/edition/charges/range/hop_delay/trail_duration; finds the initial target in the aim cone;start_hopor mark done.flicker:start_hop(target)— builds the bezier (entry/exit control points), departurehit_circle+ shake.flicker:find_next(exclude)— random'enemy'-tagged entity ≥40 units fromexclude(viaquery_entities_circlewith a wide radius).flicker:update(dt)—trail_update; advance the bezier lerp; on arrival →hit_target+ decrement charges + next hop or done; self-destruct when done + trail empty.flicker:hit_target(target)— the exact per-enemy FX package above.flicker:draw(layer)—trail_draw+ the spring-scaled body rect (fading after done, per v1).spawn_flicker(caster, opts)— derivesaim_rfrom caster→mouse, spawns at caster position with caster edition.
Generalized knobs (opt overrides, defaults = v1 values): damage, charges (10), range (120), hop_delay (0.05), trail_duration (0.8), color, edition. Deep-magic numbers (±60° cone, 12-unit target offset, 80% control points, 40-unit retarget distance, 2px trail width, 5/6 dash stride) stay hardcoded — they are the flicker look.
Not ported (gameplay-side, per the template's no-modifier rule): multistrike, melee_splash, knockback, ability_echo/copy, cast_log, the dash_strike/asal modes, any player movement.
main.lua wiring: flickers = {} list, update/draw loops alongside the other carriers (drawn on game_layer; its hit FX land on effects_layer via the shared spawn_* helpers), plus a demo fire key.
Before I write it, four decisions:
AskUserQuestion
User has answered your questions: "What should the carrier file/class be named?"="flicker.lua / flicker (Recommended)", "How should the demo trigger the flicker?"="F key (Recommended)", "Should the moving body (the 10x10 rect) be drawn?"="Yes — draw it (Recommended)", "When the flicker runs out of charges before exhausting enemies, what stops it?"="No concept of charges or anything like that, just make the number of enemies hit a variable that I can change manually.". You can now continue with the user's answers in mind.
Plan approved. The hits count replaces v1's "charges" — a plain tunable (no charge mechanics, no last-charge AoE; the dash_clone flicker mode doesn't have those anyway). Here's the full flicker.lua and the main.lua diffs.
New file attack-template/flicker.lua
--[[
flicker.lua — flicker-strike line/trail carrier (v1 dash_clone flicker mode).
A self-contained moving entity. NOT the player — the caster only
supplies a spawn position, an aim direction, and an edition tint;
after that the flicker is autonomous. It hops between enemies along
cubic-bezier curves, leaving a fading dashed trail and spawning hit
FX at each enemy it reaches. Port of v1's dash_clone (line 12124) in
mode='flicker' — visuals only, no player movement, no modifiers.
Lifecycle:
1. Find an initial target: closest enemy within `range` inside a
±60° cone of the spawn aim. No target → fizzle.
2. Hop to it via a cubic bezier (control points 80% along the
entry/exit angles; exit angle pre-bends toward the next target),
lerped over `hop_delay`.
3. On arrival: damage the target + hit FX. Pick the next target
(random enemy ≥40 units away), hop again.
4. After `hits` enemies have been struck, stop. The trail fades
out over `trail_duration`; the entity self-destructs once the
trail is empty.
Caller API:
spawn_flicker(caster, {
aim_r, -- optional, default: caster → main_camera.mouse
damage, -- per-hit damage, default 2
hits, -- number of enemies struck before stopping, default 5
range, -- initial-target search radius, default 120
hop_delay, -- seconds per bezier hop, default 0.05
trail_duration, -- trail point lifetime, default 0.8
color, -- default red
edition, -- default caster.edition
})
]]
flickers = {}
-- Standard cubic bezier. Not in attack-template's math lib, so local.
local function cubic_bezier(t, p0x, p0y, p1x, p1y, p2x, p2y, p3x, p3y)
local u = 1 - t
local uu, tt = u*u, t*t
local uuu, ttt = uu*u, tt*t
return uuu*p0x + 3*uu*t*p1x + 3*u*tt*p2x + ttt*p3x,
uuu*p0y + 3*uu*t*p1y + 3*u*tt*p2y + ttt*p3y
end
-- Shared trail system, ported verbatim from v1 (lines 578-650). Records
-- a point whenever the entity has moved >2 units; points expire after
-- `duration`. an.time → global `time`.
local function trail_update(trail, x, y, active, duration)
if active then
local last = trail[#trail]
if not last or math.length(x - last.x, y - last.y) > 2 then
trail[#trail + 1] = {x = x, y = y, t = time}
end
end
while #trail > 0 and time - trail[1].t > duration do
table.remove(trail, 1)
end
end
-- Draws the trail as a dashed polyline (5-long / 6-gap, 2px). Per-dash
-- alpha: full for the first 50% of the dash's age, fading 255→0 after.
local function trail_draw(layer, trail, duration, base_color)
if #trail < 2 then return end
local dash_len, gap_len = 5, 6
local stride = dash_len + gap_len
-- cum_dist[i] = distance from point i forward to the last point.
local cum_dist = {[#trail] = 0}
for i = #trail - 1, 1, -1 do
local dx = trail[i+1].x - trail[i].x
local dy = trail[i+1].y - trail[i].y
cum_dist[i] = cum_dist[i+1] + math.length(dx, dy)
end
local total_dist = cum_dist[1]
local function trail_pos(dist)
for i = #trail - 1, 1, -1 do
if cum_dist[i] >= dist then
local seg_len = cum_dist[i] - cum_dist[i+1]
if seg_len < 0.01 then return trail[i].x, trail[i].y end
local t = (dist - cum_dist[i+1])/seg_len
return trail[i+1].x + t*(trail[i].x - trail[i+1].x),
trail[i+1].y + t*(trail[i].y - trail[i+1].y)
end
end
return trail[1].x, trail[1].y
end
local c = color_clone(base_color)
local d = 0
while d < total_dist do
local dash_start = d
local dash_end = math.min(d + dash_len, total_dist)
if dash_end - dash_start > 0.5 then
local mid = (dash_start + dash_end)/2
local age = 0
for i = #trail - 1, 1, -1 do
if cum_dist[i] >= mid then
local seg_len = cum_dist[i] - cum_dist[i+1]
if seg_len > 0.01 then
local t = (mid - cum_dist[i+1])/seg_len
age = time - (trail[i+1].t + t*(trail[i].t - trail[i+1].t))
else
age = time - trail[i].t
end
break
end
end
local ft = age/duration
if ft < 0.5 then c.a = 255 else c.a = math.remap(ft, 0.5, 1, 255, 0) end
local sx, sy = trail_pos(dash_start)
local ex, ey = trail_pos(dash_end)
layer_line(layer, sx, sy, ex, ey, 2, c())
end
d = d + stride
end
end
flicker = class()
function flicker:new(x, y, args)
args = args or {}
self.x, self.y = x, y
self.r = args.r or 0
self.w, self.h = 10, 10
self.damage = args.damage or 2
self.color = args.color and color_clone(args.color) or color_clone(red)
self.edition = args.edition or 0
self.hits = args.hits or 5
self.range = args.range or 120
self.hop_delay = args.hop_delay or 0.05
self.trail_duration = args.trail_duration or 0.8
self.trail = {}
self.hop_lerping = false
self.done = false
self.hits_done = 0
make_entity(self)
self.timer = timer_new()
self.spring = spring_new()
spring_pull(self.spring, 'main', 0.5)
-- Initial target: closest enemy within range, inside a ±60° cone of
-- the spawn aim. No target in that cone → fizzle (done immediately).
local best, best_d = nil, math.huge
local nearby = query_entities_circle(self.x, self.y, self.range, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead then
local d = math.length(e.x - self.x, e.y - self.y)
local a = math.atan(e.y - self.y, e.x - self.x)
local diff = math.abs(math.atan(math.sin(self.r - a), math.cos(self.r - a)))
if d < best_d and diff < math.pi/3 then
best, best_d = e, d
end
end
end
if best then
self:start_hop(best)
else
self.done = true
end
end
-- Pick a next target: a random 'enemy' at least 40 units from (x,y),
-- excluding `exclude_id`. Falls back to any enemy if none is that far.
function flicker:find_next(x, y, exclude_id)
local all = query_entities_circle(x, y, 9999, {'enemy'})
local far, any = {}, {}
for _, e in ipairs(all or {}) do
if not e._dead and e.id ~= exclude_id then
any[#any + 1] = e
if math.length(e.x - x, e.y - y) >= 40 then
far[#far + 1] = e
end
end
end
if #far > 0 then return far[random_int(1, #far)] end
if #any > 0 then return any[random_int(1, #any)] end
return nil
end
-- Build the cubic bezier for a hop toward `target`. Control points sit
-- 80% along the entry angle (from current pos) and exit angle (toward
-- the tentative next target, so the curve pre-bends where it's going).
function flicker:start_hop(target)
self.target_id = target.id
local next_target = self:find_next(target.x, target.y, target.id)
-- Aim point: 12 units shy of the target, on the approach side.
local offset_r = math.atan(self.y - target.y, self.x - target.x)
local tx = target.x + 12*math.cos(offset_r)
local ty = target.y + 12*math.sin(offset_r)
local dist = math.length(tx - self.x, ty - self.y)
local entry_r = math.atan(ty - self.y, tx - self.x)
local exit_r = next_target
and math.atan(next_target.y - ty, next_target.x - tx) or entry_r
self.p0x, self.p0y = self.x, self.y
self.p1x = self.x + dist*0.8*math.cos(entry_r)
self.p1y = self.y + dist*0.8*math.sin(entry_r)
self.p2x = tx - dist*0.8*math.cos(exit_r)
self.p2y = ty - dist*0.8*math.sin(exit_r)
self.p3x, self.p3y = tx, ty
self.hop_t = 0
self.hop_lerping = true
spawn_hit_circle(self.x, self.y, {radius = 8, duration = 0.15})
shake_push(main_camera.shake, entry_r, 3)
end
-- Per-enemy hit FX (v1 lines 12264-12284): damage, white→edition-color
-- hit_circle, hit_effect sprite, 3 streak particles in the travel
-- direction.
function flicker:hit_target(target)
local pc = edition_base_color(self.edition) or self.color
target:hit(self.damage)
local attack_r = math.atan(self.y - self.p0y, self.x - self.p0x)
spawn_hit_circle(target.x, target.y, {radius = 10, duration = 0.2}):change_color(0.5, pc)
spawn_hit_effect(target.x, target.y)
for i = 1, 3 do
spawn_particle(target.x, target.y, {
angle = attack_r + random_float(-math.pi/6, math.pi/6),
velocity = random_float(200, 400),
duration = random_float(0.3, 0.5),
w = random_float(10, 16),
h = 2,
}):change_color(0.66, pc)
end
end
function flicker:update(dt)
timer_update(self.timer, dt)
spring_update(self.spring, dt)
trail_update(self.trail, self.x, self.y, self.hop_lerping, self.trail_duration)
-- Self-destruct once done and the trail has fully faded.
if self.done and #self.trail == 0 then
entity_kill(self)
return
end
if self.hop_lerping then
self.hop_t = self.hop_t + dt
local t = math.min(self.hop_t/self.hop_delay, 1)
self.x, self.y = cubic_bezier(t,
self.p0x, self.p0y, self.p1x, self.p1y,
self.p2x, self.p2y, self.p3x, self.p3y)
if t >= 1 then
self.hop_lerping = false
local target = entities[self.target_id]
if target and not target._dead then
self:hit_target(target)
end
shake_trauma(main_camera.shake, 2, 0.1)
self.hits_done = self.hits_done + 1
if self.hits_done >= self.hits then
self.done = true
else
local fx = target and target.x or self.x
local fy = target and target.y or self.y
local next_target = self:find_next(fx, fy, self.target_id)
if next_target then
self:start_hop(next_target)
else
self.done = true
end
end
end
end
end
function flicker:destroy() end
function flicker:draw(layer)
set_edition(layer, self.edition)
trail_draw(layer, self.trail, self.trail_duration, self.color)
if not self.done then
local s = self.spring.main.x
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, 3, self.color())
layer_pop(layer)
elseif #self.trail > 0 then
-- After the hops finish, the body lingers, fading with the oldest
-- trail point (v1 lines 12306-12314).
local c = color_clone(self.color)
local ft = (time - self.trail[1].t)/self.trail_duration
if ft < 0.5 then c.a = 255 else c.a = math.remap(ft, 0.5, 1, 255, 0) end
layer_push(layer, self.x, self.y, self.r, 1, 1)
layer_rounded_rectangle(layer, -self.w/2, -self.h/2, self.w, self.h, 3, c())
layer_pop(layer)
end
set_edition(layer, 0)
end
function spawn_flicker(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 f = flicker(caster.x, caster.y, {
r = aim_r,
damage = opts.damage,
color = opts.color,
edition = opts.edition or caster.edition,
hits = opts.hits,
range = opts.range,
hop_delay = opts.hop_delay,
trail_duration = opts.trail_duration,
})
flickers[#flickers + 1] = f
return f
end
main.lua diffs
Require (after require('beam')):
lua
require('beam')
require('flicker')
Config var (with the other current_beam_* state):
lua
-- Number of enemies a flicker strikes before stopping. Plain tunable —
-- edit and relaunch. No charge mechanics; just a hop count.
flicker_hit_count = 5
Bind (with the other beam binds):
lua
bind('spawn_pack', 'key:l')
bind('fire_flicker', 'key:f')
Fire handler (after the beam fire block):
lua
-- Flicker: spawns an autonomous hopping entity that chains between
-- enemies leaving a trail. Player is just the spawn point + aim.
if is_pressed('fire_flicker') and not p._dead then
spawn_flicker(p, {
damage = 2,
hits = flicker_hit_count,
})
end
Update loop (after the beams update loop):
lua
for i = #flickers, 1, -1 do
local f = flickers[i]
if f._dead then table.remove(flickers, i)
else f:update(dt) end
end
Draw loop (after the beams draw loop, on game_layer):
lua
for _, b in ipairs(beams) do b:draw(game_layer) end
for _, f in ipairs(flickers) do f:draw(game_layer) end
Notes
- No caster juice —
dash_clone:new(flicker mode) doesn't touch the player; per-hophit_circle+ shake live instart_hop. Matches "player not involved." self.r(body rotation) stays at the spawn aim throughout — v1 never updates it (the body's a 10×10 square, rotation barely reads).- Trail + hit FX use the shared
spawn_*helpers, so they land oneffects_layerabove the carriers, consistent with everything else. hitsrevisits enemies if there are fewer thanhitsof them (v1 behavior) — setflicker_hit_countto your enemy count if you want each-once.
Apply?
Go ahead.
Write (E:\a327ex\attack-template\flicker.lua)
File created successfully at: E:\a327ex\attack-template\flicker.lua (file state is current in your context — no need to Read it back)
Now the main.lua edits.
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)
Bash (cd E:/a327ex/attack-template && /e/a327ex/Anchor/reference/love-compare/tools/lu...)
flicker.lua: ok
main.lua: ok
Both parse clean. Everything's wired:
flicker.lua— new carrier. Autonomous hopping entity: finds initial target in a ±60° cone withinrange, bezier-hops between enemies, hits each with the v1 FX package, leaves a fading dashed trail, self-destructs after the trail fades.main.lua—require('flicker'),Fkey bind,flicker_hit_count = 5config var, fire handler, update + draw loops.
Test plan
./run.bat- Aim toward a seeker and press
F— a small rounded-rect body should appear and zip between seekers along curved bezier hops, dashed trail tracing the path. - Each enemy it reaches should flash (hit_circle white→edition-color), spawn a sprite burst + 3 streak particles, and take 2 damage.
- After 5 hits (the
flicker_hit_count), it stops; the trail fades over ~0.8s, then the body fades and vanishes. - Press
Lto spawn a pack near the wall, thenFtoward it — flicker chains through the cluster. - Fire
Finto empty space (no enemy in the aim cone within 120 units) — nothing happens (fizzle). - With few seekers alive (< 5), the flicker revisits enemies to reach its 5 hits.
- Cycle the player edition (
0/F1) and fire — trail, body, and hit particles should all pick up the edition tint.
To tune: flicker_hit_count in main.lua (number of enemies struck). Deeper knobs (range, hop_delay, trail_duration, damage) are opts on spawn_flicker if you want to expose them.
Let's port the effects and everything else exactly as it was in the original, including the sounds. Just port the original .ogg sounds and not the lightmed ones. Effects should also be the same. This effect uses one additional animated effect too if I remember correctly. Make sure that everything is the same juice-wise.
Read (E:\a327ex\Invoker\v1\main.lua)
4450 elseif def and def.activation == 'hold' and def.carrier == 'flicker' then
4451 local mods = p1:get_mods()
4452 if not self.flicker_cooldown then self.flicker_cooldown = 0 end
4453 self.flicker_cooldown = math.max(self.flicker_cooldown - dt, 0)
4454 if orb_input_down(self.slot) and self.flicker_cooldown <= 0 then
4455 if not self.flicker_active then
4456 self.flicker_active = true
4457 self.flicker_cast_log = damage_cast_log.new(ability_name, def.element)
4458 self.flicker_cast_log.meta.strikes = 0
4459 self.flicker_cast_log:add_pending()
4460 -- Collect mods (player + orb slots)
4461 self.flicker_mods = p1:get_mods()
4462 for _, s in ipairs(self.slots) do
4463 if s.type == 'modifier' then self.flicker_mods[s.name] = s.value end
4464 end
4465 self.flicker_is_null = ability_has_tag('flicker_strike', 'null') or self.flicker_mods.null_conversion
4466 -- Base charges + chain/pierce bonuses
4467 local bonus_charges = 0
4468 for k, v in pairs(self.flicker_mods) do
4469 local chain_n = k:match('^chain%+(%d+)$')
4470 local pierce_n = k:match('^pierce%+(%d+)$')
4471 if chain_n then bonus_charges = bonus_charges + tonumber(chain_n) end
4472 if pierce_n then bonus_charges = bonus_charges + tonumber(pierce_n) end
4473 end
4474 self.flicker_charges = def.flicker_charges + bonus_charges
4475 self.flicker_timer = 0
4476 self.flicker_last_target = nil
4477 if self.flicker_is_null then
4478 self.null_move_active = true
4479 else
... [150 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
4630 end
4631 an:add(fx_effect(e.x, e.y, {name = 'fx_energy_122', r = attack_r, s = 0.8, speed = 0.06}))
4632 an:add(hit_circle(e.x, e.y, {radius = 10, duration = 0.2}):change_color(0.5, src_color:clone()))
4633 local arrival_r = math.atan(self.flicker_p3y - self.flicker_p2y, self.flicker_p3x - self.flicker_p2x)
4634 local zag_delta = math.atan(math.sin(arrival_r - attack_r), math.cos(arrival_r - attack_r))
4635 for i = 1, 4 do
4636 local spread = an.random:float(-math.pi/6, math.pi/6)
4637 an:add(hit_particle(e.x, e.y, {
4638 angle = attack_r + spread,
4639 velocity = an.random:float(200, 400),
4640 duration = an.random:float(0.3, 0.5),
4641 w = an.random:float(10, 16),
4642 h = 2,
4643 zag = zag_delta*an.random:float(0.5, 1.0),
4644 zag_dist = an.random:float(5, 12),
4645 }):change_color(0.66, src_color:clone()))
4646 end
4647 -- Knockback modifier
4648 if self.flicker_mods then apply_knockback_mod(self.flicker_mods, e, src.x, src.y) end
4649 -- Melee splash: spawn area at each hit target
4650 if self.flicker_mods and self.flicker_mods.melee_splash then
4651 an:add(area(e.x, e.y, {
4652 ability = 'flicker_strike', color = src_color, mods = self.flicker_mods, radius = 16, edition = orb_ed, cast_log = self.flicker_cast_log,
4653 }))
4654 end
4655 end
4656 end
4657 sfx('slash_hit', volumes.slash_hit, an.random:float(0.95, 1.05))
4658 sfx('sword_slash_' .. an.random:int(1, 4), volumes.sword_slash, an.random:float(0.95, 1.05))
4659 an.camera.shake:shake(4, 0.1)
... [120 more lines]
Read (E:\a327ex\Invoker\v1\main.lua)
903 flicker_strike = {
904 activation = 'hold',
905 tags = {'melee', 'movement', 'charges', 'strike'},
906 carrier = 'flicker',
907 color = yellow,
908 damage = 4,
909 area_radius = 16,
910 flicker_range = 120,
911 flicker_delay = 0.05,
912 cooldown = 2,
913 flicker_charges = 10,
914 trigger_rate = 2,
915 },
916 dash_strike = {
917 activation = 'manual',
918 tags = {'melee', 'movement', 'strike'},
Read (E:\a327ex\Invoker\v1\main.lua)
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
10607 self.sx = args.sx or self.s
10608 self.sy = args.sy or self.s
10609 self.r = args.r or 0
10610 self.fx_name = args.name or 'hit1'
10611 self.draw_color = args.color
10612 self.flash = args.flash
10613 self.follow = args.follow
10614 self:add(animation(self.fx_name, args.speed or 0.05, 'once', {
10615 [0] = function() self:kill() end,
10616 }))
10617 end
10618
10619 function fx_effect:update(dt)
10620 self[self.fx_name]:update(dt)
10621 local x = self.follow and self.follow.x or self.x
10622 local y = self.follow and self.follow.y or self.y
10623 local c = self.draw_color and self.draw_color() or nil
10624 effects:push(x, y, self.r, self.sx, self.sy)
10625 effects:animation(self[self.fx_name], 0, 0, c, self.flash)
10626 effects:pop()
10627 end
10628
10629
10630 -- Effect: lightning_line (SNKRX-style midpoint displacement)
... [2 more lines]
Grep (slash_hit|sword_slash|slash_final|fx_energy_122)
38: sword_slash = 0.6,
39: slash_hit = 0.3,
40: slash_final = 0.336,
56: wind_slash_hit = 0.5,
173:an:sound('sword_slash_1', 'assets/Sword_Slash_1_v1.ogg')
174:an:sound('sword_slash_2', 'assets/Sword_Slash_1_v2.ogg')
175:an:sound('sword_slash_3', 'assets/Sword_Slash_1_v3.ogg')
176:an:sound('sword_slash_4', 'assets/Sword_Slash_1_v4.ogg')
177:an:sound('slash_hit', 'assets/PM_GENERIC_Slash02.ogg')
178:an:sound('slash_final', 'assets/PM_GENERIC_Slash04_P2.ogg')
197:an:sound('wind_slash_hit', 'assets/RPG3_WindMagic_LightImpact01.ogg')
218: slash_hit = 0.2,
537: {'sword_slash_1', 'assets/Sword_Slash_1_v1'},
538: {'sword_slash_2', 'assets/Sword_Slash_1_v2'},
539: {'sword_slash_3', 'assets/Sword_Slash_1_v3'},
540: {'sword_slash_4', 'assets/Sword_Slash_1_v4'},
541: {'slash_hit', 'assets/PM_GENERIC_Slash02'},
542: {'slash_final', 'assets/PM_GENERIC_Slash04_P2'},
555: {'wind_slash_hit', 'assets/RPG3_WindMagic_LightImpact01'},
2405: an:add(fx_effect(t.x, t.y, {name = 'fx_energy_122', r = hit_r, s = 1.0, speed = 0.06}))
2430: sfx('sword_slash_' .. an.random:int(1, 4), volumes.sword_slash, an.random:float(0.95, 1.05))
3029: an:add(fx_effect(muzzle_x, muzzle_y, {name = 'fx_energy_122', r = base_r, s = 1, speed = 0.05}))
3228: an:add(fx_effect(cx, cy, {name = 'fx_energy_122', r = punch_r, s = 2.5*mult, speed = 0.12, color = asal_null and purple or nil}))
4631: an:add(fx_effect(e.x, e.y, {name = 'fx_energy_122', r = attack_r, s = 0.8, speed = 0.06}))
4657: sfx('slash_hit', volumes.slash_hit, an.random:float(0.95, 1.05))
[Showing results with pagination = limit: 25]
Grep (hit_stop|zag)
Found 2 files
attack-template\findings.md
attack-template\symbols.lua
Grep (hit_stop|hitstop|time_scale|frame_freeze)
Found 1 file
attack-template\anchor\init.lua
Bash (cd E:/a327ex/Invoker/v1/assets && ls -la fx_energy_122 PM_GENERIC_Slash02 PM_G...)
-rw-r--r-- 1 adn 197121 89309 Apr 15 21:47 PM_GENERIC_Slash02.ogg
-rw-r--r-- 1 adn 197121 868072 Apr 15 21:47 PM_GENERIC_Slash02.wav
-rw-r--r-- 1 adn 197121 90912 Apr 15 21:47 PM_GENERIC_Slash04_P2.ogg
-rw-r--r-- 1 adn 197121 783020 Apr 15 21:47 PM_GENERIC_Slash04_P2.wav
-rw-r--r-- 1 adn 197121 40896 Apr 15 21:47 Sword_Slash_1_v1.ogg
-rw-r--r-- 1 adn 197121 32277 Apr 15 21:47 Sword_Slash_1_v2.ogg
-rw-r--r-- 1 adn 197121 33847 Apr 15 21:47 Sword_Slash_1_v3.ogg
-rw-r--r-- 1 adn 197121 34167 Apr 15 21:47 Sword_Slash_1_v4.ogg
-rw-r--r-- 1 adn 197121 2209 Apr 15 21:47 fx_energy_122.png
Grep (fx_energy_122|time_scale|hit_stop)
2405: an:add(fx_effect(t.x, t.y, {name = 'fx_energy_122', r = hit_r, s = 1.0, speed = 0.06}))
2435: -- Final hit_stop after last hit + ability echo
2439: an:hit_stop(0.06)
3015: an:hit_stop(0.06)
3029: an:add(fx_effect(muzzle_x, muzzle_y, {name = 'fx_energy_122', r = base_r, s = 1, speed = 0.05}))
3228: an:add(fx_effect(cx, cy, {name = 'fx_energy_122', r = punch_r, s = 2.5*mult, speed = 0.12, color = asal_null and purple or nil}))
3274: an:hit_stop(0.15)
3283: an.time_scale = 0.15
[Showing results with pagination = limit: 8]
Grep (time_scale|hit_stop|slow)
96: dt (e.g. during hitstop / slow-mo), compute `dt * time_scale` locally,
114: set_time_scale(scale)
116: Use unscaled_dt for things that should ignore slow-mo (UI, etc.).
118:function set_time_scale(s)
119: time_scale = s
120: engine_set_time_scale(s)
157: time_scale = 1.0
Grep (fx_energy|function.hit_stop|hit_stop =|spritesheet.fx_|atlas|fx_sheet)
2405: an:add(fx_effect(t.x, t.y, {name = 'fx_energy_122', r = hit_r, s = 1.0, speed = 0.06}))
3029: an:add(fx_effect(muzzle_x, muzzle_y, {name = 'fx_energy_122', r = base_r, s = 1, speed = 0.05}))
3228: an:add(fx_effect(cx, cy, {name = 'fx_energy_122', r = punch_r, s = 2.5*mult, speed = 0.12, color = asal_null and purple or nil}))
4631: an:add(fx_effect(e.x, e.y, {name = 'fx_energy_122', r = attack_r, s = 0.8, speed = 0.06}))
4680: an:add(fx_effect(src.x, src.y, {name = 'fx_energy_122', r = kb_r, s = 1.6, speed = 0.08}))
6989:an:spritesheet('fx_energy_122', 'assets/fx_energy_122.png', 96, 96)
6990:an:spritesheet('fx_sparks_019', 'assets/fx_sparks_019.png', 96, 96)
6991:an:spritesheet('fx_sparks_070', 'assets/fx_sparks_070.png', 96, 96)
6992:an:spritesheet('fx_sparks_072', 'assets/fx_sparks_072.png', 96, 96)
6993:an:spritesheet('fx_smoke_005', 'assets/fx_smoke_005.png', 96, 96)
6994:an:spritesheet('fx_sparks_022', 'assets/fx_sparks_022.png', 96, 96)
6995:an:spritesheet('fx_sparks_032', 'assets/fx_sparks_032.png', 96, 96)
[Showing results with pagination = limit: 12]
Bash (cd E:/a327ex/Invoker/v1/assets && file fx_energy_122.png 2>/dev/null; python3 -c...)
fx_energy_122.png: PNG image data, 672 x 96, 8-bit/color RGBA, non-interlaced
no python
Read (E:\a327ex\Invoker\v1\main.lua)
10493 function hit_particle:new(x, y, args)
10494 object.new(self)
10495 self.origin_x, self.origin_y = x, y
10496 self.ox, self.oy = args and args.ox or 0, args and args.oy or 0
10497 args = args or {}
10498 self.velocity = args.velocity or an.random:float(100, 250)
10499 self.angle = args.angle or an.random:float(0, 2*math.pi)
10500 self.duration = args.duration or an.random:float(0.2, 0.6)
10501 self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10)
10502 self.h = args.h or self.w/2
10503 self.draw_color = args.color and args.color:clone() or fg_color:clone()
10504 self:add(timer())
10505 self.timer:tween(self.duration, self, {w = 2, h = 2, velocity = 0}, math.sine_in_out, function() self:kill() end)
10506
10507 self.spin = args.spin or 0
10508
10509 if args.force_angle then
10510 self.force_angle = args.force_angle
10511 self.force_strength = args.force_strength or 3
10512 end
10513
10514 if args.zigzag then
10515 self.zigzag = true
10516 self.base_angle = self.angle
10517 self.angle = self.base_angle + math.pi/4
10518 self.zigzag_dist = 0
10519 self.zigzag_leg = 10
10520 self.zigzag_side = 1
10521 end
10522
... [50 more lines]
Read (E:\a327ex\attack-template\anchor\init.lua)
88 sync_engine_globals()
89 Refreshes global mirrors of engine state. Call once at the top of your
90 update function to ensure `time`, `frame_num`, `fps`, etc. reflect the
91 current frame. `width`, `height`, `platform`, `headless` are set at init
92 time and don't change during normal play.
93
94 Note on dt: the `dt` parameter passed to your `update(dt)` function is
95 the UNSCALED fixed physics timestep (PHYSICS_RATE). If you want scaled
96 dt (e.g. during hitstop / slow-mo), compute `dt * time_scale` locally,
97 or call `engine_get_dt()` which returns the scaled version. We
98 deliberately do NOT set a global `dt` here to avoid shadowing the
99 function parameter inside update.
100 ]]
101 function sync_engine_globals()
102 frame_num = engine_get_frame()
103 step_num = engine_get_step()
104 time = engine_get_time()
105 unscaled_dt = engine_get_unscaled_dt()
106 window_width, window_height = engine_get_window_size()
107 scale = engine_get_scale()
108 fullscreen = engine_is_fullscreen()
109 fps = engine_get_fps()
110 draw_calls = engine_get_draw_calls()
111 end
112
113 --[[
114 set_time_scale(scale)
115 Sets the engine-level time scale. Affects dt but not unscaled_dt.
116 Use unscaled_dt for things that should ignore slow-mo (UI, etc.).
117 ]]
... [45 more lines]
Investigation done. I've read v1's flicker_strike activation (line 4450 — the primary path, more juice than the dash_clone clone I first ported), fx_effect (10601), hit_particle zag (10523), the sound table, and confirmed assets exist. Here's the full plan to match v1 exactly.
Assets to copy (Invoker/v1/assets/ → attack-template/assets/)
fx_energy_122.png— 672×96, 7 frames of 96×96 (the "additional animated effect" you remembered)PM_GENERIC_Slash02.ogg(slash_hit),PM_GENERIC_Slash04_P2.ogg(slash_final)Sword_Slash_1_v1…v4.ogg(sword_slash4-variant pool)
fx.lua — two additions
fx_effect— general named-spritesheet animation primitive (v1 line 10601). attack-template only hasfx_hit_effecthardcoded tohit1;fx_effectplays any registered sheet once and dies. Args:name, s/sx/sy, r, speed.fx_particlezag — v1'shit_particlesupportszag(one-time angle kink): after the particle travelszag_distunits, its angle bends byzagonce. Addzag/zag_distfields + the update logic, forward throughspawn_particle.
main.lua — sounds + spritesheet
volumes:slash_hit = 0.3,slash_final = 0.336,sword_slash = 0.6sounds.slash_hit,sounds.slash_final,sounds.sword_slash_variants = {v1…v4}spritesheet_register('fx_energy_122', 'assets/fx_energy_122.png', 96, 96)
flicker.lua — match flicker_strike (line 4450) exactly
v1's primary flicker moves the player and pulses p1.spring/p1.flashing. Since the player isn't involved, that player-coupling translates onto the flicker entity's own spring + a new flashing field — the flicker body pulses/flashes instead of the player. Everything else is verbatim:
Startup: flicker body flash (0.1s) + spring pull 0.5 (spring pull already there; add the flash).
Per-hop (start_hop): keep the r8 departure hit_circle; add 2 departure particles (vel 60–150, dur 0.1–0.3, color-bleed 0.5); change the shake to jump_r (src→target) magnitude 6 (currently entry_r/3).
Per-hit (hit_target) — currently 3 plain particles + r10 hit_circle. Bring to v1 parity:
- add
fx_effect('fx_energy_122', r=attack_r, s=0.8, speed=0.06)at the enemy - r10 hit_circle, white→edition-color (have it)
- 4 particles (not 3), each with zag:
zag = zag_delta * rand(0.5,1),zag_dist = rand(5,12), wherezag_deltais the angle between the bezier's arrival direction and the attack direction (v1's "particles kink where the path snapped") - add
slash_hit+ randomsword_slash_1…4(±5% pitch) - shake 4, 0.1 (currently 2)
- add flicker body flash (0.1s) + spring pull 0.25
Final hit (when hits_done reaches hits) — v1's "last charge" burst, all new:
slash_finalsound- shake
8, 0.3+ directionalshake_push(kb_r, 25) fx_effect('fx_energy_122', s=1.6, speed=0.08)at the flicker- r20 hit_circle white→edition-color
- 6 particles (vel 100–300, dur 0.2–0.5)
- (plus the two decisions below)
Two decisions
AskUserQuestion
User has answered your questions: "v1's final flicker hit calls hit_stop(0.08) — a brief global freeze. attack-template has set_time_scale but no hit_stop, and game entities currently run on unscaled dt (so time_scale has no effect yet). Porting it means wiring scaled dt through main.lua's update. Include it?"="Port hit_stop properly (Recommended)", "v1's final flicker hit also does an AoE knockback — pushes every enemy within ~48 units in the last hop's direction (force 10, 0.4s). Our seekers support :push. Include it?"="Port it (Recommended)". You can now continue with the user's answers in mind.
All confirmed. Let me read the current main.lua to wire everything precisely.
Read (E:\a327ex\attack-template\main.lua)
80 -- Sounds load as the originals (not _lightmed). Bitcrush + SR-reduce
81 -- are applied at runtime per-sound via sound_tuner (F3 to tune, S to
82 -- save sound_tuning.lua). Volumes are the v1 baseline-normalized values.
83 sounds = {}
84 volumes = {
85 player_hit = 0.39,
86 enemy_hit = 0.85,
87 enemy_die = 0.80,
88 arrow_hit_wood = 0.73, -- v1 line 64
89 arrow_shoot = 0.46, -- v1 line 65
90 dot_tick = 0.49, -- v1 line 14
91 }
92 sounds.player_hit = sound_load('assets/Body Fall 2.ogg')
93 sounds.enemy_hit = sound_load('assets/Body Head (Headshot) 1.ogg')
94 sounds.enemy_die_variants = {
95 sound_load('assets/Bloody punches 3.ogg'),
96 sound_load('assets/Bloody punches 7.ogg'),
97 sound_load('assets/Bloody punches 10.ogg'),
98 }
99 -- Standard projectile fire stack (non-elemental). v1 layers these two
100 -- on every arrow-type ability (piercing_arrow / arrow_barrage /
101 -- rotating_turret) and they form the default "physical projectile shot"
102 -- audio language.
103 sounds.arrow_hit_wood = sound_load('assets/ARROW_Hit_Wood_Shield_stereo.ogg')
104 sounds.arrow_shoot = sound_load('assets/RPG3_GenericArrow_Shoot01.ogg')
105 -- Default per-tick sound for persistent DoT areas. v1 plays this once per
106 -- tick when no `def.hit_sounds` override is provided (lines 8709-8714).
107 sounds.dot_tick = sound_load('assets/Click sound 37 + Body Fall 18.ogg')
108
109 -- 5-frame 96×48 white burst sprite used by fx_hit_effect (the
... [10 more lines]
Read (E:\a327ex\attack-template\main.lua)
240 wall_cx + 8, wall_cy - 40,
241 wall_cx + 8, wall_cy + 40,
242 wall_cx - 8, wall_cy + 40,
243 }, { edition = edition_cycle[math.random(#edition_cycle)] })
244 print('wall_edition: ' .. edition_name(the_wall.edition) .. ' (' .. tostring(the_wall.edition) .. ')')
245
246 -- Player. v1 / Invoker convention is `p` for the global player handle —
247 -- seekers read it inside their steering update.
248 p = player(width/2, height/2)
249 p.edition = edition_cycle[math.random(#edition_cycle)]
250 print('player_edition: ' .. edition_name(p.edition) .. ' (' .. tostring(p.edition) .. ')')
251
252 -- Five seekers scattered around the player. They'll chase via steering
253 -- (seek + wander + separate) and bump off the wall + each other. Press
254 -- L to spawn an additional pack of 5 near the central wall.
255 for i = 1, 5 do
256 local angle = (i - 1)*math.pi*2/5
257 local dist = random_float(80, 120)
258 spawn_seeker(width/2 + dist*math.cos(angle), height/2 + dist*math.sin(angle))
259 end
260
261 function update(dt)
262 sync_engine_globals()
263 engine_get_typed_text()
264
265 if sound_tuner_update(dt) then return end
266
267 if is_pressed('cycle_player_edition_next') then
268 p.edition = next_edition(p.edition)
269 print('player_edition: ' .. edition_name(p.edition) .. ' (' .. tostring(p.edition) .. ')')
... [100 more lines]
Read (E:\a327ex\attack-template\main.lua)
369 -- Primary fire. spawn_projectile(caster, opts) handles aim, spawn
370 -- offset, projectile creation, camera shake, recoil spring, white
371 -- flash, and muzzle FX. We just pass the player + the demo knobs.
372 if is_pressed('fire_projectile') and not p._dead then
373 spawn_projectile(p, {
374 max_range = 220,
375 fire_sounds = {
376 {sound = sounds.arrow_hit_wood, vol = volumes.arrow_hit_wood},
377 {sound = sounds.arrow_shoot, vol = volumes.arrow_shoot},
378 },
379 })
380 end
381
382 -- Aimed area at the cursor — radius 30, deals 2 damage. The caster
383 -- is the player so the per-enemy particle bursts inherit player
384 -- edition tint. Shape defaults to 'circle'; pass shape='rect' (and
385 -- optional rect_h, r) for a rectangle area.
386 if is_pressed('fire_area') and not p._dead then
387 spawn_area(main_camera.mouse.x, main_camera.mouse.y, {
388 radius = 30,
389 damage = 2,
390 caster = p,
391 shape = current_area_shape,
392 jagged = current_area_jagged,
393 corner_brackets = current_area_brackets,
394 duration = current_area_persistent and 3 or nil,
395 tick_rate = current_area_persistent and 0.5 or nil,
396 })
397 end
398
... [60 more lines]
Read (E:\a327ex\attack-template\main.lua)
458 end
459 for i = #areas, 1, -1 do
460 local a = areas[i]
461 if a._dead then table.remove(areas, i)
462 else a:update(dt) end
463 end
464 for i = #beams, 1, -1 do
465 local b = beams[i]
466 if b._dead then table.remove(beams, i)
467 else b:update(dt) end
468 end
469 for i = #flickers, 1, -1 do
470 local f = flickers[i]
471 if f._dead then table.remove(flickers, i)
472 else f:update(dt) end
473 end
474
475 -- Player ↔ enemy contact: push the seeker away on impact + apply the
476 -- contact damage via player:hit. Mirrors Invoker/main.lua lines 530-542
477 -- (which itself ports v1's collision handler at line 12557).
478 for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do
479 local pl, e = ev.a, ev.b
480 if pl and not pl._dead and e and not e._dead then
481 local r = math.angle_to_point(pl.x, pl.y, e.x, e.y)
482 if e.push then e:push(r, 6) end
483 local px, py = ev.x, ev.y
484 if not px then px, py = (pl.x + e.x)*0.5, (pl.y + e.y)*0.5 end
485 -- Pass the enemy as `source` so player:hit can blend the player's
486 -- edition with the enemy's for the contact-point particle color
487 -- (warm/cool mix instead of flat white).
... [20 more lines]
All confirmed. The plan's fully specced — here's the code.
Assets (copy Invoker/v1/assets/ → attack-template/assets/)
fx_energy_122.png, PM_GENERIC_Slash02.ogg, PM_GENERIC_Slash04_P2.ogg, Sword_Slash_1_v1.ogg–v4.ogg.
fx.lua — add fx_effect + zag
New fx_effect block (after fx_hit_effect):
```lua
-- ============================================================
-- fx_effect — general named-spritesheet animation (v1 fx_effect)
-- ============================================================
-- v1 line 10601. Plays any registered spritesheet once at a position,
-- then auto-kills. Distinct from fx_hit_effect (hardcoded to 'hit1') —
-- fx_effect takes the sheet name as an argument (fx_energy_122, etc.).
fx_effect = class()
function fx_effect:new(args) self.x = args.x self.y = args.y self.sx = args.sx or args.s or 1 self.sy = args.sy or args.s or 1 self.r = args.r or 0 self.fx_name = args.name or 'hit1' make_entity(self) self.anim = animation_new(self.fx_name, args.speed or 0.05, 'once', { [0] = function() self._dead_anim = true end, }) end
function fx_effect:update(dt) animation_update(self.anim, dt) if self._dead_anim then entity_kill(self) end end
function fx_effect:destroy() end
function fx_effect:draw(layer) layer_push(layer, self.x, self.y, self.r, self.sx, self.sy) layer_animation(layer, self.anim, 0, 0) layer_pop(layer) end
function spawn_fx_effect(x, y, opts) opts = opts or {} local f = fx_effect{ x = x, y = y, name = opts.name, s = opts.s, sx = opts.sx, sy = opts.sy, r = opts.r, speed = opts.speed, } fxs[#fxs + 1] = f return f end ```
fx_particle zag — in fx_particle:new, after self.spin = args.spin or 0:
lua
-- zag: a single one-time angle kink. After the particle has travelled
-- `zag_dist` units, its heading bends by `zag` once (v1 hit_particle).
if args.zag then
self.zag = args.zag
self.zag_dist = args.zag_dist or 8
self.zag_traveled = 0
self.zag_done = false
end
In fx_particle:update, before the self.ox = … line:
lua
if self.zag and not self.zag_done then
self.zag_traveled = self.zag_traveled + self.velocity*dt
if self.zag_traveled >= self.zag_dist then
self.angle = self.angle + self.zag
self.zag_done = true
end
end
In spawn_particle's fx_particle{…} table, add: zag = opts.zag, zag_dist = opts.zag_dist,
main.lua diffs
Volumes / sounds / spritesheet:
lua
dot_tick = 0.49, -- v1 line 14
slash_hit = 0.3, -- v1 line 39
slash_final = 0.336, -- v1 line 40
sword_slash = 0.6, -- v1 line 38
}
...
sounds.dot_tick = sound_load('assets/Click sound 37 + Body Fall 18.ogg')
-- Flicker-strike sound stack (v1 lines 173-178).
sounds.slash_hit = sound_load('assets/PM_GENERIC_Slash02.ogg')
sounds.slash_final = sound_load('assets/PM_GENERIC_Slash04_P2.ogg')
sounds.sword_slash_variants = {
sound_load('assets/Sword_Slash_1_v1.ogg'),
sound_load('assets/Sword_Slash_1_v2.ogg'),
sound_load('assets/Sword_Slash_1_v3.ogg'),
sound_load('assets/Sword_Slash_1_v4.ogg'),
}
...
spritesheet_register('hit1', 'assets/hit1.png', 96, 48)
spritesheet_register('fx_energy_122', 'assets/fx_energy_122.png', 96, 96)
hit_stop helper (after the sfx function definition):
lua
-- Hit-stop: freeze the game for `duration` seconds by zeroing the engine
-- time scale. The countdown in update() runs on unscaled dt so it can
-- un-freeze. Game entities receive scaled dt (sdt), so a time_scale of 0
-- holds them all still while UI / input keep running.
hit_stop_t = 0
function hit_stop(duration)
hit_stop_t = math.max(hit_stop_t, duration)
set_time_scale(0)
end
update(dt) — at the top, after engine_get_typed_text():
lua
-- Hit-stop countdown on UNSCALED dt; scaled dt freezes everything else.
if hit_stop_t > 0 then
hit_stop_t = hit_stop_t - dt
if hit_stop_t <= 0 then
hit_stop_t = 0
set_time_scale(1)
end
end
local sdt = dt*time_scale
Then these calls switch dt → sdt: camera_update(main_camera, sdt), p:update(sdt), the seekers / fxs / projectiles / areas / beams / flickers loops (sk:update(sdt) etc.). sound_tuner_update(dt) and the hit_stop_t countdown keep unscaled dt.
flicker.lua — full new file (everything below find_next changes; helpers + new/find_next unchanged except a startup flash)
function flicker:new(x, y, args)
args = args or {}
self.x, self.y = x, y
self.r = args.r or 0
self.w, self.h = 10, 10
self.damage = args.damage or 2
self.color = args.color and color_clone(args.color) or color_clone(red)
self.edition = args.edition or 0
self.hits = args.hits or 5
self.range = args.range or 120
self.hop_delay = args.hop_delay or 0.05
self.trail_duration = args.trail_duration or 0.8
self.trail = {}
self.hop_lerping = false
self.done = false
self.hits_done = 0
self.flashing = false
make_entity(self)
self.timer = timer_new()
self.spring = spring_new()
spring_pull(self.spring, 'main', 0.5)
-- Startup flash (v1 orb flash, line 4487-4488).
self.flashing = true
timer_after(self.timer, 0.1, 'flash', function() self.flashing = false end)
local best, best_d = nil, math.huge
local nearby = query_entities_circle(self.x, self.y, self.range, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead then
local d = math.length(e.x - self.x, e.y - self.y)
local a = math.atan(e.y - self.y, e.x - self.x)
local diff = math.abs(math.atan(math.sin(self.r - a), math.cos(self.r - a)))
if d < best_d and diff < math.pi/3 then
best, best_d = e, d
end
end
end
if best then self:start_hop(best) else self.done = true end
end
-- (find_next unchanged)
function flicker:start_hop(target)
self.target_id = target.id
local next_target = self:find_next(target.x, target.y, target.id)
local offset_r = math.atan(self.y - target.y, self.x - target.x)
local tx = target.x + 12*math.cos(offset_r)
local ty = target.y + 12*math.sin(offset_r)
local dist = math.length(tx - self.x, ty - self.y)
local entry_r = math.atan(ty - self.y, tx - self.x)
local exit_r = next_target
and math.atan(next_target.y - ty, next_target.x - tx) or entry_r
self.p0x, self.p0y = self.x, self.y
self.p1x = self.x + dist*0.8*math.cos(entry_r)
self.p1y = self.y + dist*0.8*math.sin(entry_r)
self.p2x = tx - dist*0.8*math.cos(exit_r)
self.p2y = ty - dist*0.8*math.sin(exit_r)
self.p3x, self.p3y = tx, ty
self.hop_t = 0
self.hop_lerping = true
-- Departure FX (v1 lines 4731-4734): puff + 2 particles + shake.
local pc = edition_base_color(self.edition) or self.color
spawn_hit_circle(self.x, self.y, {radius = 8, duration = 0.15})
for i = 1, 2 do
spawn_particle(self.x, self.y, {
velocity = random_float(60, 150),
duration = random_float(0.1, 0.3),
}):change_color(0.5, pc)
end
local jump_r = math.atan(target.y - self.y, target.x - self.x)
shake_push(main_camera.shake, jump_r, 6)
end
-- Per-enemy hit FX (v1 lines 4624-4654). The 4 zag particles fan out
-- along the attack direction and kink toward the bezier's arrival
-- direction (zag_delta), so they trace the path's final bend.
function flicker:hit_target(target)
local pc = edition_base_color(self.edition) or self.color
target:hit(self.damage)
local attack_r = math.atan(self.y - self.p0y, self.x - self.p0x)
local arrival_r = math.atan(self.p3y - self.p2y, self.p3x - self.p2x)
local zag_delta = math.atan(math.sin(arrival_r - attack_r), math.cos(arrival_r - attack_r))
spawn_fx_effect(target.x, target.y, {name = 'fx_energy_122', r = attack_r, s = 0.8, speed = 0.06})
spawn_hit_circle(target.x, target.y, {radius = 10, duration = 0.2}):change_color(0.5, pc)
for i = 1, 4 do
spawn_particle(target.x, target.y, {
angle = attack_r + random_float(-math.pi/6, math.pi/6),
velocity = random_float(200, 400),
duration = random_float(0.3, 0.5),
w = random_float(10, 16),
h = 2,
zag = zag_delta*random_float(0.5, 1.0),
zag_dist = random_float(5, 12),
}):change_color(0.66, pc)
end
end
-- Final-hit burst (v1 flicker_strike lines 4665-4684). Fires once the
-- flicker finishes hopping — hit count reached or targets exhausted.
function flicker:final_burst()
local pc = edition_base_color(self.edition) or self.color
local kb_r = math.atan(self.y - self.p0y, self.x - self.p0x)
hit_stop(0.08)
sfx(sounds.slash_final, volumes.slash_final)
-- AoE knockback: shove every enemy within 48 units along the last hop.
local nearby = query_entities_circle(self.x, self.y, 48, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead and e.push then
local d = math.length(e.x - self.x, e.y - self.y)
if d > 1 then e:push(kb_r, 10, 0.4) end
end
end
shake_trauma(main_camera.shake, 8, 0.3)
shake_push(main_camera.shake, kb_r, 25)
spawn_fx_effect(self.x, self.y, {name = 'fx_energy_122', r = kb_r, s = 1.6, speed = 0.08})
spawn_hit_circle(self.x, self.y, {radius = 20, duration = 0.3}):change_color(0.5, pc)
for i = 1, 6 do
spawn_particle(self.x, self.y, {
velocity = random_float(100, 300),
duration = random_float(0.2, 0.5),
}):change_color(0.5, pc)
end
end
function flicker:update(dt)
timer_update(self.timer, dt)
spring_update(self.spring, dt)
trail_update(self.trail, self.x, self.y, self.hop_lerping, self.trail_duration)
if self.done and #self.trail == 0 then
entity_kill(self)
return
end
if self.hop_lerping then
self.hop_t = self.hop_t + dt
local t = math.min(self.hop_t/self.hop_delay, 1)
self.x, self.y = cubic_bezier(t,
self.p0x, self.p0y, self.p1x, self.p1y,
self.p2x, self.p2y, self.p3x, self.p3y)
if t >= 1 then
self.hop_lerping = false
local target = entities[self.target_id]
if target and not target._dead then
self:hit_target(target)
end
-- Arrival juice (v1 4657-4662): every arrival, hit or not.
sfx(sounds.slash_hit, volumes.slash_hit)
if sounds.sword_slash_variants then
sfx(sounds.sword_slash_variants[random_int(1, #sounds.sword_slash_variants)],
volumes.sword_slash)
end
shake_trauma(main_camera.shake, 4, 0.1)
self.flashing = true
timer_after(self.timer, 0.1, 'flash', function() self.flashing = false end)
spring_pull(self.spring, 'main', 0.25)
self.hits_done = self.hits_done + 1
if self.hits_done >= self.hits then
self.done = true
self:final_burst()
else
local fx = target and target.x or self.x
local fy = target and target.y or self.y
local next_target = self:find_next(fx, fy, self.target_id)
if next_target then
self:start_hop(next_target)
else
self.done = true
self:final_burst()
end
end
end
end
end
function flicker:destroy() end
function flicker:draw(layer)
set_edition(layer, self.edition)
trail_draw(layer, self.trail, self.trail_duration, self.color)
if not self.done then
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, 3, c)
layer_pop(layer)
elseif #self.trail > 0 then
local c = color_clone(self.color)
local ft = (time - self.trail[1].t)/self.trail_duration
if ft < 0.5 then c.a = 255 else c.a = math.remap(ft, 0.5, 1, 255, 0) end
layer_push(layer, self.x, self.y, self.r, 1, 1)
layer_rounded_rectangle(layer, -self.w/2, -self.h/2, self.w, self.h, 3, c())
layer_pop(layer)
end
set_edition(layer, 0)
end
Decisions baked in (flag)
- Arrival sounds + shake-4 fire on every arrival, hit or not — v1 puts them outside the strike loop (lines 4657-4659).
final_burstfires whichever way the flicker ends — hit count reached or targets exhausted. v1's held flicker would idle on no-targets; ours is fire-and-forget, so the finale plays on conclusion either way. (Pure fizzle — no enemy at all on spawn — still fires nothing.)- Player spring/flash → flicker body — v1 pulses
p1; redirected onto the flicker entity's own spring +flashing.
Apply?
Yes.
Bash (cd E:/a327ex/Invoker/v1/assets && cp fx_energy_122.png PM_GENERIC_Slash02.ogg PM...)
PM_GENERIC_Slash02.ogg
PM_GENERIC_Slash04_P2.ogg
Sword_Slash_1_v1.ogg
Sword_Slash_1_v2.ogg
Sword_Slash_1_v3.ogg
Sword_Slash_1_v4.ogg
fx_energy_122.png
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\fx.lua)
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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)
Now main.lua — sounds, spritesheet, hit_stop, and the scaled-dt wiring.
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)
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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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Now the full flicker.lua rewrite.
Write (E:\a327ex\attack-template\flicker.lua)
The file E:\a327ex\attack-template\flicker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/attack-template && for f in fx.lua flicker.lua main.lua; do /e/a327...)
fx.lua: ok
flicker.lua: ok
main.lua: ok
All three files parse clean. Everything's applied:
- 7 assets copied —
fx_energy_122.png+ the 6 slash.oggoriginals. fx.lua— newfx_effectprimitive (general named-spritesheet animation) +zag/zag_distonfx_particle.main.lua—slash_hit/slash_final/sword_slashvolumes + sounds,fx_energy_122spritesheet registered,hit_stop(duration)helper + countdown, and scaled-dt (sdt) wired throughcamera_updateand all 7 entity-update loops sohit_stopactually freezes the world.flicker.lua— full v1flicker_strikeparity: startup flash, departure puff + 2 particles + shake-6, per-hitfx_energy_122burst + r10 hit_circle + 4 zag particles, arrivalslash_hit+ randomsword_slash+ shake-4 + body flash/spring, and the final burst (hit_stop 0.08,slash_final, AoE knockback radius 48, shake-8 + push, r20 hit_circle,fx_energy_122s=1.6, 6 particles).
Test plan
./run.bat- Press
Ftoward a seeker — the flicker should hop between enemies with the dashed trail, and each hit now shows thefx_energy_122energy burst, playsslash_hit+ a randomsword_slash, the body flashes/pulses, particles fan out with a zag kink. - On the final (5th) hit: a brief freeze (
hit_stop),slash_final, a big shake, the largerfx_energy_122burst + r20 hit_circle, and nearby seekers get knocked back. - Press
LthenFinto the pack — chains through the cluster. - Confirm the freeze affects everything (seekers, projectiles, other carriers all pause for the 0.08 s).
- Other carriers (mouse 1/2/3) should be unaffected — they just run on scaled dt now, which is normally 1×.
One thing to verify by eye: the fx_energy_122 sprite at s=0.8 is ~77 px — sizeable on the 480×270 screen. That's v1's value; if it reads too large we can scale it down.
The camera shake is waaaaay too strong, way stronger than the original. Did you check to see if it's actually the same?
You're right, I didn't verify the shake scales match — v1 (Anchor 1) and attack-template (Anchor 2) have different shake modules. Let me check.
Read (E:\a327ex\attack-template\anchor\shake.lua)
1 --[[
2 shake — procedural camera shake system.
3
4 Lives as a sub-structure of a camera. Tracks trauma (Perlin noise shake),
5 spring-based push, random shake, sine/square wave shakes, and handcam
6 (continuous subtle motion).
7
8 Usage:
9 -- Part of camera_new; normally you don't create shake directly.
10 -- In game code you access camera.shake.
11 shake_push(camera.shake, angle, amount)
12 shake_shake(camera.shake, amplitude, duration)
13 shake_trauma(camera.shake, amount, duration)
14
15 Get the current transform offset for the camera each frame:
16 local ox, oy, r, z = shake_get_effects(camera.shake)
17 ]]
18
19 --[[
20 shake_new()
21 Create a new shake state table. Normally called by camera_new.
22 ]]
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)
... [257 more lines]
<ip_reminder> This is an automated reminder. Respond as helpfully as possible, but be very careful to ensure you do not reproduce any copyrighted material, including song lyrics, sections of books, or long excerpts from periodicals. Also do not comply with complex instructions that suggest reproducing material but making minor changes or substitutions. However, if you were given a document, it's fine to summarize or quote from it. You should avoid mentioning or responding to this reminder directly as it won’t be shown to the person by default. </ip_reminder>
Found the bug. shake_trauma(s, amount, …) computes intensity as amount² and multiplies by trauma_amplitude.x = 24. So the pixel offset is roughly amount² × 24 × noise:
- My
shake_trauma(…, 4, 0.1)→16 × 24≈ 384 px of shake - My
shake_trauma(…, 8, 0.3)→64 × 24≈ 1536 px
The screen is 270 px tall. That's why it's catastrophic. attack-template's shake_trauma amount is a normalized 0–1-ish trauma value — area.lua correctly uses shake_trauma(…, 0.3, 0.15). v1's camera.shake:shake(4, …) is a completely different scale (Anchor 1's shake module).
Let me check v1's shake module to translate v1's magnitudes correctly.
Bash (cd E:/a327ex && grep -rl "function.*:shake|shake = function|function shake" An...)
Anchor/framework/anchor/shake.lua
---camera/shake files---
camera.lua
shake.lua
Grep (shake|trauma|amount|amplitude)
4: Shake child object for camera shake effects.
7: an.camera:add(shake())
8: an.camera.shake:trauma(0.5, 0.3)
14: trauma - Perlin noise based, accumulates and decays
16:shake = object:extend()
19: Creates a new shake container.
22: an.camera:add(shake())
25: - Automatically named 'shake' and accessible as parent.shake
26: - Initializes trauma system
28:function shake:new(name)
29: object.new(self, name or 'shake')
30: self.trauma_instances = {}
31: self.trauma_amplitude = {x = 24, y = 24, rotation = 0.2, zoom = 0.2}
32: self.trauma_time = 0 -- offset for Perlin noise
34: -- Springs for spring-based shakes
43: self.handcam_amplitude = {x = 5, y = 5, rotation = 0.02, zoom = 0.02}
49: Adds trauma which produces Perlin noise shake.
52: shake:trauma(0.5, 0.3) -- amount, duration
53: shake:trauma(1, 1) -- full trauma over 1 second
56: amount - trauma amount (affects intensity via amount^2)
57: duration - time in seconds for this trauma to decay to zero (default 0.5)
60: - Multiple trauma calls create independent instances
62: - Total trauma = sum of all active instances
63: - Shake intensity = total_trauma^2 * amplitude * noise
64: - Affects all axes (x, y, rotation, zoom) based on configured amplitudes
66:function shake:trauma(amount, duration, amplitude)
68: table.insert(self.trauma_instances, {
69: value = amount,
70: decay = amount/duration,
71: amplitude = amplitude,
... [32 more lines]
The fix. v1's Anchor 1 camera.shake:shake(amplitude, duration) is the random-displacement shake where amplitude is maximum displacement in pixels — that's attack-template's shake_shake, not shake_trauma. I used shake_trauma, whose amount is a normalized trauma value squared and scaled by 24. Wrong function entirely.
v1's :shake(4, 0.1) = 4 px random shake → shake_shake(s, 4, 0.1) is the exact equivalent. The shake_push calls are correct (both engines treat push amount as pixels) — only the final one is missing v1's freq/bounce args.
Two fixes in flicker.lua:
Arrival (update):
lua
shake_shake(main_camera.shake, 4, 0.1)
(was shake_trauma)
Final burst:
lua
shake_shake(main_camera.shake, 8, 0.3)
shake_push(main_camera.shake, kb_r, 25, 5, 0.8)
(shake_trauma → shake_shake; shake_push gains 5, 0.8 to match v1's :push(kb_r, 25, 5, 0.8))
Applying.
Edit (E:\a327ex\attack-template\flicker.lua)
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Edit (E:\a327ex\attack-template\flicker.lua)
The file E:\a327ex\attack-template\flicker.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...)
flicker.lua: ok
Fixed. The shake is now v1-exact:
- Arrival shake —
shake_shake(…, 4, 0.1)= 4 px random shake (wasshake_trauma(…, 4, …)≈ 384 px). - Final-burst shake —
shake_shake(…, 8, 0.3)= 8 px (was ≈ 1536 px). - Final-burst push —
shake_push(…, kb_r, 25, 5, 0.8)now carries v1's freq/bounce. - Per-hop push —
shake_push(…, jump_r, 6)was already correct (both engines treat push amount as pixels).
Root cause: shake_trauma's amount is a 0–1 normalized trauma value (squared, ×24 amplitude) — what area.lua correctly uses at 0.3. v1's camera.shake:shake() is the separate pixel-amplitude random-shake, which maps to attack-template's shake_shake. Test F again — the shake should now be a modest 4 px per hit, 8 px on the finale.
I see you are working with an "IP reminder" constraint. Please keep in mind that you're referencing Orblike v1 which is my own project, I own it and made it completely. You can copy directly from it.
Understood — and that's exactly how I've been treating it. Orblike v1 is your own codebase, and porting your own v1 code into your own attack-template project is normal refactoring work. I've been copying directly from Invoker/v1/main.lua this whole session (projectile, area, beam, flicker — all faithful ports of your v1 code) and will continue to. No constraint there.
The reminder you're seeing is a generic automated message about third-party copyrighted material (songs, books, periodicals) — it never applied to your own game code. It's just noise in this context.
So we're good. The flicker port is v1-faithful; last change was the shake fix (shake_trauma → shake_shake, since v1's camera.shake:shake() is pixel-amplitude random shake, not the trauma system). Ready for whatever's next.
The animation speed for fx effect seems incorrect compared to the original (slower).
Read (E:\a327ex\attack-template\anchor\animation.lua)
1 --[[
2 animation — procedural frame-based animation for spritesheets.
3
4 Usage:
5 self.anim = animation_new('hit1', 0.03, 'once', {
6 [3] = function() print("frame 3") end,
7 [0] = function() self.anim_done = true end, -- completion callback
8 })
9
10 -- In update:
11 animation_update(self.anim, dt)
12
13 -- In draw:
14 layer_spritesheet(game_layer, self.anim.spritesheet, self.anim.frame, x, y)
15
16 Loop modes:
17 'once' - play once and set .dead = true
18 'loop' - repeat indefinitely
19 'bounce' - ping-pong back and forth
20
21 Actions table:
22 [frame_number] = function(anim) -- fires when that frame becomes active
23 [0] = function(anim) -- fires on completion (once mode) or loop boundary
24
25 Design notes:
26 - v1 fired actions with self.parent as first arg. v2 fires with the animation
27 table itself. Closures in the actions table can capture their owner.
28 - No "dead" cascade to a parent. If loop_mode='once' and completes, the animation
29 sets its `dead` field to true, and the owning entity checks it or ignores it.
30 - No kill() call (v1 called self:kill() which was tree-dependent).
... [130 more lines]
Grep (function animation|delay|spritesheet_delay|duration|frame_duration|self.speed|args.speed)
22: self.delay - frame delay (number or table of per-frame delays)
36: delay - seconds per frame (number) or per-frame delays (table)
42:function animation:new(spritesheet_name, delay, loop_mode, actions)
45: self.delay = delay or 0.1
63:function animation:update(dt)
68: local current_delay = self:_get_delay(self.frame)
70: while self.timer >= current_delay and self.playing and not self.dead do
71: self.timer = self.timer - current_delay
73: current_delay = self:_get_delay(self.frame)
80:function animation:play()
87:function animation:stop()
94:function animation:reset()
109:function animation:set_frame(frame)
115:-- Internal: get delay for a frame
116:function animation:_get_delay(frame)
117: if type(self.delay) == 'table' then
118: return self.delay[frame] or self.delay[1] or 0.1
120: return self.delay
125:function animation:_fire_action(frame)
136:function animation:_advance_frame()
Found it — and this isn't a new bug, it's a repeat of something from session 2. The session-2 log notes: "Hit effect timing was 0.06s/frame matching v1 exactly. User felt it too slow → bumped to 0.04."
The flicker's fx_energy_122 uses v1's literal speed values — 0.06 per-hit, 0.08 on the final burst. Both animation systems (v1's Anchor 1 and attack-template's Anchor 2) interpret that arg identically as seconds-per-frame, so it's a faithful 1:1 port — but you already established once that v1's 0.06 feels too slow here and the project's preferred per-frame delay landed at 0.04 (hit_effect).
So it's the same taste call: v1's literal animation delays run slower than you want in this project. Proposed fix — apply the same 2⁄3 correction hit_effect got, keeping v1's per-hit↔final proportion:
In flicker.lua:
hit_target:speed = 0.06→speed = 0.04final_burst:speed = 0.08→speed = 0.053
That makes the per-hit burst 7 × 0.04 = 0.28s (was 0.42s) and the final 7 × 0.053 ≈ 0.37s — same snappier feel as the corrected hit_effect.
Want those two values, or different ones? It's a feel number — happy to use whatever you prefer (e.g. match hit_effect's exact 0.04 for both, or go faster still).
The final burst is too slow, let's make it the same speed as the others. Also, something seems to be different about target selection. Is it the same as the original?
On target selection — no, it's not the same as the original. I ported the wrong path. v1 has two flicker code paths:
dash_clonemode'flicker'(line 12169) — initial target = closest enemy to the spawn position, filtered to a ±60° cone of the aim.flicker_strikeactivation (line 4538) — the primary one — initial target = closest enemy to the mouse cursor, withinflicker_rangeof the cursor. No cone.
You asked for the primary flicker_strike, but my flicker:new uses the dash_clone's cone logic. So right now it picks "closest enemy ahead of you within 60°"; v1 picks "closest enemy to where you clicked." The subsequent hops (find_next — random enemy ≥40 units away, fallback any) already match v1's primary path correctly. Only the first target is wrong.
Fix: give the flicker the click position and select the initial target as closest enemy to it, no cone.
Diffs
flicker.lua — fx_effect speed (both → 0.04):
hit_target:speed = 0.06→speed = 0.04final_burst:speed = 0.08→speed = 0.04
flicker.lua — initial target — replace the cone search in flicker:new:
lua
-- Initial target: closest enemy to the click position, within `range`
-- of it. Matches v1 flicker_strike's first jump (line 4538-4550) —
-- the enemy nearest the cursor. No direction cone.
local tx = args.target_x or self.x
local ty = args.target_y or self.y
local best, best_d = nil, math.huge
local nearby = query_entities_circle(tx, ty, self.range, {'enemy'})
for _, e in ipairs(nearby or {}) do
if not e._dead then
local d = math.length(e.x - tx, e.y - ty)
if d < best_d then best, best_d = e, d end
end
end
if best then self:start_hop(best) else self.done = true end
flicker.lua — spawn_flicker — pass the click position through:
lua
function spawn_flicker(caster, opts)
opts = opts or {}
local target_x = opts.target_x or main_camera.mouse.x
local target_y = opts.target_y or main_camera.mouse.y
local aim_r = opts.aim_r or math.angle_to_point(caster.x, caster.y, target_x, target_y)
local f = flicker(caster.x, caster.y, {
r = aim_r,
target_x = target_x,
target_y = target_y,
damage = opts.damage,
color = opts.color,
edition = opts.edition or caster.edition,
hits = opts.hits,
range = opts.range,
hop_delay = opts.hop_delay,
trail_duration = opts.trail_duration,
})
flickers[#flickers + 1] = f
...
(r is still computed for the body's draw rotation; it just no longer drives target selection.)
Plus the docstring's lifecycle step 1 + Caller API list updated to reflect target_x/target_y and "closest to click, no cone."
Apply?
Yes.
Edit (E:\a327ex\attack-template\flicker.lua)
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Edit (E:\a327ex\attack-template\flicker.lua)
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Edit (E:\a327ex\attack-template\flicker.lua)
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Edit (E:\a327ex\attack-template\flicker.lua)
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Edit (E:\a327ex\attack-template\flicker.lua)
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Edit (E:\a327ex\attack-template\flicker.lua)
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Bash (cd E:/a327ex/attack-template && /e/a327ex/Anchor/reference/love-compare/tools/lu...)
flicker.lua: ok
Applied, parses clean. Summary:
- fx_effect speed — per-hit and final-burst
fx_energy_122both nowspeed = 0.04, matching the project's snappier per-frame delay. - Initial target selection — now matches v1's primary
flicker_strike: closest enemy to the click position (target_x/target_y, defaultmain_camera.mouse) withinrange, no direction cone. Previously it used thedash_clone's cone-based "closest ahead of you" logic. Subsequent hops (find_next) were already correct. spawn_flickerplumbs the click position through;aim_rstill computed for the body's draw rotation only.
Test: press F — the flicker should now jump first to whatever enemy is nearest your cursor (regardless of whether it's "ahead" of the player), then chain randomly. The energy burst should read faster on both the per-hit and final hits.
Perfect, it feels correct now. Let's move on to the last piece, big rock. We also want to port this exactly, including sounds, but we additionally want a generalizable "airborne" system... Actually, let's leave this for the next session, this session is reaching 1m tokens. Update any documents/comments, then let's end this session, name it "Attack System Generalization 3"
Read (E:\a327ex\attack-template.claude\CLAUDE.md)
84 ## What's wired up so far
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`,
112 `fx_particle`, `fx_hit_effect`. Each has a `spawn_*` wrapper that
113 registers in the global `fxs` list. `:change_color(fraction, target)`
... [150 more lines]
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Read (E:\a327ex\attack-template.claude\CLAUDE.md)
340 sync_engine_globals() -- refresh `time`, etc.
341 [input handling]
342 [random_live_seeker definition + H/K input]
343 camera_update(main_camera) -- before any entity reads main_camera.mouse
344 p:update(dt)
345 seekers update (reverse-iter prune)
346 fxs update (reverse-iter prune)
347 collision_entities_begin('player','enemy') handler
348 collision_entities_begin('enemy','wall') handler — calls e:wall_bump(r)
349 process_destroy_queue()
350 ```
351
352 ### Layer hierarchy (draw order, bottom to top)
353 - `floor_layer` — bg fill + walls (drawn first so the rest sits on top)
354 - `game_layer` — player + seekers + fxs (edition-shaded)
355 - `debug_layer` — F2 collider overlay (no edition, no camera)
356
357 The wall belongs on `floor_layer` so attack visuals on `game_layer` read cleanly above it.
358
359 ### Anchor 2 procedural style
360 - Game entities are `class()`, with `:new` constructors that call `make_entity(self)` to register an ID, attach plain-field sub-objects (`self.timer = timer_new()`, `self.spring = spring_new()`, `self.collider = collider(self, ...)`), and explicit `:update / :draw / :destroy` methods.
361 - Framework modules are procedural: `timer_update(self.timer, dt)`, `spring_pull(self.spring, ...)`, `layer_rectangle(layer, ...)`. NEVER call methods on framework modules.
362 - Cross-entity references use IDs (`self.target_id = other.id` → `entities[self.target_id]`), not direct pointers.
363 - `entity:kill()` queues, `process_destroy_queue()` finalizes at frame end.
364
365 ---
366
367 ## Foundational design decisions
368
369 These resolve the "open questions" from `findings.md` section 13.
... [100 more lines]
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470 ## Common gotchas
471
472 - **`triangulate` returns 6-number arrays in attack-template** (`{t1[1..6], t2[1..6], ...}`), NOT the v1 index-triple format (`{tri[1], tri[2], tri[3]}`). Adjust draw loops when porting v1 entity code that uses the v1 format.
473 - **`physics_raycast(x1, y1, x2, y2, tags)`** takes a tags TABLE (list of tag strings). Single-element list is `{'wall'}`, not `'wall'`.
474 - **`set_edition(layer, 0)` after every bracketed draw** — the shader uniform persists across subsequent draws on the same layer if you don't reset it.
475 - **Sensor fixtures need `physics_enable_sensor`, not `physics_enable_collision`.** The engine has separate masks for blocking collisions vs sensor events. Projectile (sensor) ↔ enemy uses the sensor enable; player/seeker (solid) ↔ wall uses collision enable. Cost us a debug cycle when projectiles wouldn't fire enemy events.
476 - **Mouse buttons follow LÖVE2D convention** — `mouse:2` = right, `mouse:3` = middle. The engine swaps SDL's native 2↔3 at the event boundary (`sdl_to_anchor_mouse_button` in anchor.c). All downstream code sees the Anchor convention. No mental remap needed.
477 - **`engine_get_typed_text()` must be drained** each frame even if nothing consumes typed input — otherwise SDL's text-input queue fills up after ~32 keypresses and warns per-press forever. main.lua calls it at the top of `update()`.
478 - **Sounds load as originals** (NOT `_lightmed`). Bitcrush + SR-reduce applied at runtime via `sound_tuner` (F3) per the `sound_tuning.lua` table.
479 - **Don't run `./run.bat` yourself** — the user runs and tests. After framework changes, `lua54.exe -e "loadfile('main.lua')"` is the syntax-check (path: `E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe`).
480
481 ---
482
483 ## File map
484
485 ```
486 attack-template/
487 ├── .claude/CLAUDE.md # this file
488 ├── findings.md # v1 attack inventory + port plan
489 ├── main.lua # current scene wiring
490 ├── player.lua # ported from Invoker
491 ├── seeker.lua # ported from Invoker, +wall_bump
492 ├── wall.lua # ported from Orblike v1 wall_object (translated)
493 ├── fx.lua # hit_circle, particle, hit_effect
494 ├── stats.lua # procedural stats / buff machinery
495 ├── projectile.lua # carrier — straight-line sensor projectile (session 2)
496 ├── area.lua # carrier — instant area-of-effect, 3 shapes × jagged × brackets (session 2)
497 ├── sound_tuning.lua # per-sound DSP tuning table (path → {bits, sr_div})
498 ├── sound_tuner.lua # F3 tuning UI module (session 2)
499 ├── edition.lua # from edition-template
... [30 more lines]
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CLAUDE.md is now current — carriers (beam + flicker added), fx_effect, the slash/dot_tick sounds, the 5-layer stack, hit-stop, the full keybinding table, the port order (projectile/area/beam/flicker ✅, polygonal next), and the file map. Code docstrings were kept current as we went.
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 3
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 2>&1; echo "==...)
2026-05-20T20:34:50.010Z dd3ecde1-3cb1-4313-83d4-c4a70e472cbe [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\dd3ecde1-3cb1-4313-83d4-c4a70e472cbe.jsonl
2026-05-20T16:31:14.672Z 928a6664-ad51-4697-a25f-b60224a1210a [claude]
C:\Users\adn\.claude\projects\E--a327ex\928a6664-ad51-4697-a25f-b60224a1210a.jsonl
2026-05-20T15:09:08.721Z 13e244ef-3ffd-4276-ad90-5f800435a664 [claude]
C:\Users\adn\.claude\projects\E--a327ex\13e244ef-3ffd-4276-ad90-5f800435a664.jsonl
2026-05-19T21:45:20.007Z c8a665b6-38ad-4685-b3a9-3b74ee640edc [claude]
C:\Users\adn\.claude\projects\E--a327ex\c8a665b6-38ad-4685-b3a9-3b74ee640edc.jsonl
2026-05-19T21:29:18.287Z 76c7090a-877e-4324-8d1f-81cddc3638d4 [claude]
C:\Users\adn\.claude\projects\E--a327ex\76c7090a-877e-4324-8d1f-81cddc3638d4.jsonl
=== timestamp ===
2026-05-20 17:35:17