EBB Ball Bouncing Mechanics
Summary
This session implemented Phase 1.1 (Arena Setup) and Phase 1.2 (Ball with Physics) for Emoji Ball Battles, with extensive work on solving Box2D's energy leakage problem to achieve perpetual bouncing.
Initial Setup and Basic Template:
- Read design documents (EMOJI_BALL_BATTLES_DESIGN.md, ITEMS_CLASS_DESIGN.md, IMPLEMENTATION_PLAN.md)
- Created basic emoji-style Anchor game template with Twitter emoji colors from super emoji box reference
- Set up 4-layer rendering system (back, game, shadow, outline) with shadow.frag and outline.frag shaders
- Added calculation spacing guidelines to CLAUDE.md: multiplication/division no spaces, addition/subtraction with spaces, prefer flat values first (
2*@radiusnot@radius*2)
Arena Setup (Phase 1.1):
- Created 200x200 play area centered on 480x270 screen (scaled from 600x600 at 1920x1080)
- Four thick walls (200px) extending off-screen so screen shake never reveals edges
- Gravity set to (0, 384) matching super emoji box
- Wall color derived from fg mixed 10% toward yellow:
fg\clone!\mix yellow, 0.1
Ball Physics (Phase 1.2):
- Ball class with emoji images (slight_smile for player, no_mouth for enemy)
- Circle collider radius 10, scaled from 512x512 source images:
@scale = 2*@radius/@image.width - Teams 'player' and 'enemy', balls named
@player_balland@enemy_ball - Random initial impulse after 3 seconds (horizontal always 10-20, vertical -20 to 20)
- Drawing with push/pop transforms:
game\push @x, @y, @collider\get_angle!, @scale, @scale
Box2D Energy Leakage - Debugging Journey:
- First attempt: Set
restitutionThreshold = 0in engine'sb2WorldDef- didn't fully solve it - Second attempt: Tried friction 0, linear damping 0, wall restitution 1 - still leaked
- Third attempt: Manual velocity preservation with
collision_begin_events- failed due to frame timing (physics runs before early_action, so stored velocity is post-collision) - Fourth attempt: Store last_speed in late_action after restoration - still didn't work
- Found bug: ball objects weren't tagged with
@\tag 'ball', soan\all 'ball'returned nothing - Final realization: Box2D's iterative solver and various internal mechanisms leak energy regardless of settings
Collision Energy System - Final Solution: Four interconnected systems documented with comprehensive comment block in main.yue:
Energy Boost: 1.08x velocity multiplier on ball-ball collisions compensates for Box2D leakage
Energy Redistribution: At higher speeds, redistributes kinetic energy between balls using normal distribution favoring equal splits. Uses
math.lerpto blend between physics result and random ratio based on speed. Preserves total kinetic energy by scaling velocities after redistribution.High Speed Bypass System: Tracks high-speed hits (either ball > 400 speed). S-curve probability (
cubic_in_out) from 0% at 0 hits to 100% at 12 hits. When triggered: 70% chance lose energy (0.6x multiplier), 30% normal collision. Counter resets on bypass. Creates rhythm of intense action building up then calming down.Low Horizontal Hit Prevention: Tracks collisions where
|vx_a| + |vx_b| < 100. Linear probability from 25% at 1 hit to 100% at 4 hits. Intervention: random horizontal impulse (100-200) to both balls. Prevents vertical-only bouncing stalemate.Stuck Ball Detection: Monitors ball-wall contact duration via
collision_begin/end_events. If contact lasts > 0.5 seconds, ball is stuck on floor - apply upward impulse (-50) and clear record.Speed Cap: 512 maximum velocity to prevent runaway acceleration.
Framework Improvements:
- Fixed color
__callmethod:mixproduced floats,rgbaexpected integers. Solution: round in__callwithmath.floor(x + 0.5) - Added
math.remap(value, old_min, old_max, new_min, new_max)function to anchor/math.yue and documentation - Copied color.yue and math.yue updates to E:/a327ex/Anchor/framework/
Key User Corrections:
- Use
an.random\floatnotan\random_float(random is a child object) - Use
updatemethod for classes, not anonymous actions - Use
game\push/popfor transforms instead of parameters on image draw - Variables inside objects don't need prefix (
@wnot@arena_w) - Drawing is implicit via update methods, not explicit draw calls
- For chances, use
random\bool percentagenotfloat(0, 1) < value
Files Modified:
- main.yue - Game code with arena, ball, collision energy system
- anchor/color.yue - Float rounding fix in
__call - anchor/math.yue - Added
math.remapfunction - .claude/CLAUDE.md - Calculation spacing guidelines
- docs/IMPLEMENTATION_PLAN.md - Phase 1.1/1.2 marked complete with implementation details
- docs/FRAMEWORK_API.md and FRAMEWORK_API_QUICK.md - Added math.remap
- E:/a327ex/Anchor/engine/src/anchor.c - Added
restitutionThreshold = 0to world_def - reference/basic-emoji-anchor-game.md - Template documentation
Next Steps: Phase 1.3 (Weapon Attachment) - weapon as sensor shape on ball's collider, rotates with ball angle.
Hello, Claude. We'll start implementing this game today. Read the relevant documents in the docs/ folder, please.
Glob (docs/*/)
E:\a327ex\emoji-ball-battles\docs\EMOJI_BALL_BATTLES_DESIGN.md
E:\a327ex\emoji-ball-battles\docs\ENGINE_WANTS.md
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md
E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md
E:\a327ex\emoji-ball-battles\docs\ITEMS_CLASS_DESIGN.md
Read (E:\a327ex\emoji-ball-battles\docs\EMOJI_BALL_BATTLES_DESIGN.md)
1→# Emoji Ball Battles: Game Design Document
2→
3→## Overview
4→
5→Emoji Ball Battles is a **physics auto-battler roguelite** where emoji balls equipped with items fight each other in gravity-driven arenas. The player doesn't control the balls directly — combat is a physics simulation that plays out automatically. The game lives in the tension between watching chaotic physics unfold and the strategic decisions that shape each fight.
6→
7→Each run begins with a **draft phase** where the player picks 24 items from a series of diminishing pools (8→6→4→2 items shown, always picking 2). From those 24, they build a **bench** of 12 items: 8 in fixed slots and 4 in limited slots. Before each fight, the player sees their opponent and selects 4 items from their bench to equip — but only 1 limited item can be active at a time, making limited slots situational tech rather than core build pieces.
8→
9→Items **evolve through use**. When equipped items are used in a winning fight, they gain XP toward evolution. Each item has multiple evolution branches, and the player chooses which path to follow at special events. This creates a central tension: do you use your already-evolved items that might be suboptimal for this matchup, or equip weaker items that counter the opponent but need training? Between fights, various events offer lateral power gains — merging items, buying player abilities, choosing evolution paths, gambling on performance.
10→
11→**Note:** All mentions of gold (🪙) as a resource throughout this document are temporary placeholders. The actual economy and resource types will be defined through playtesting.
12→
13→---
14→
15→## Inspiration
16→
17→The physics ball battles are directly inspired by [Earclacks](https://www.earclacks.com/), a content creator known for satisfying physics simulation videos. The community calls these "Weapon Ball" battles — balls equipped with various weapons (swords, spears, daggers, lances) that bounce around an arena and damage each other through physics collisions. The appeal is watching the physics unfold: unpredictable bounces, weapon clashes, and the tension of HP bars draining. Earclacks' videos range from 1v1 duels to battle royales and raid boss fights, demonstrating how the format scales. The mesmerizing quality of these simulations — where you want to watch "just one more fight" — is the target feeling for Emoji Ball Battles.
18→
19→---
20→
21→## Combat System
22→
23→Combat takes place in a rectangular **arena** with solid walls. Gravity pulls balls downward, causing them to arc and fall rather than drift in straight lines. When balls hit walls, they bounce — momentum is preserved and transferred through collisions. The arena is a closed system; balls cannot escape, and fights continue until one ball is destroyed.
24→
25→**Arena properties:**
26→- Rectangular bounds with solid walls
27→- Gravity enabled (balls arc and fall)
28→- Box2D physics simulation
29→- Wall bounces preserve momentum
30→
... [736 more lines]
I've read through the design documents. Here's my understanding:
Emoji Ball Battles is a physics auto-battler roguelite where emoji balls with equipped items fight in gravity-driven arenas. The player drafts 24 items, builds a 12-item bench (8 fixed + 4 limited), and selects 4 items per fight after seeing the opponent. Items evolve through use.
Core archetypes: Blender (spinning shred), Artillery (projectile spam), Rampage (exponential scaling), Wall (unkillable tank), Berserker (low HP power).
Implementation plan follows beginning/end/constraint:
- Phase 1 (Beginning): Basic combat — arena, balls, weapons, damage, HP, fight flow, restart
- Phase 2 (End): Test broken builds — implement ~10 classes, 4 weapons, ~12 items, validate power fantasies
- Phase 3 (Middle): Meta loop — deferred until Phase 2 findings
Architecture principles:
- Single file (
main.yue) - Locality (all hit logic in one place with inline class/item conditionals)
- Rules-based logic (no state machine objects)
The plan is sensible — get combat feeling good before building the meta systems around it.
Where would you like to start? Phase 1.1 (Arena with thick walls and gravity) seems like the natural first step, unless you have existing code or want to approach differently.
I copied super emoji box to reference/. This is the most complete Anchor-like project using the emoji visual style. Delete previous contents of the main.yue, start a very basic new one that does nothing yet other than call the engine, but also copy the twitter emoji colors from super emoji box, I believe they must be in init.lua.
Glob (reference/super-emoji-box/*/)
No files found
Glob (reference/*/init)
No files found
Read (E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua)
1→require 'lun.object'
2→
3→function init()
4→ lun:engine_start('super emoji box', 640, 360, 2.5, 2.5, 'twitter_emoji', 'rough', true)
5→ lun:input_bind_all()
6→
7→ back = object():layer()
8→ back_2 = object():layer()
9→ shadow = object():layer()
10→ game = object():layer()
11→ game_2 = object():layer()
12→ front = object():layer()
13→ front_2 = object():layer()
14→ effects = object():layer()
15→ effects_2 = object():layer()
16→ ui_back = object():layer()
17→ ui = object():layer()
18→ ui_2 = object():layer()
19→ back_2:layer_add_canvas('outline')
20→ game:layer_add_canvas('outline')
21→ game_2:layer_add_canvas('outline')
22→ front:layer_add_canvas('outline')
23→ front_2:layer_add_canvas('outline')
24→ effects:layer_add_canvas('outline')
25→ effects_2:layer_add_canvas('outline')
26→ front:layer_add_canvas('outline')
27→ ui:layer_add_canvas('outline')
28→ ui_2:layer_add_canvas('outline')
29→
30→ lun:input_bind('left', {'key:left', 'key:a', 'axis:leftx-', 'button:dpleft'})
... [1065 more lines]
Let me find where the Twitter emoji colors are actually defined.
Grep (colors.)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\collider.lua:59: self:collider_draw(game, lun.colors.white[0]) -> draws the collider as a white filled shape
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\collider.lua:60: self:collider_draw(game, lun.colors.white[0], 2) -> draws the collider as a white unfilled shape with line width of 2
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\collider.lua:63: local color = color or lun.colors.white[0]
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\grid.lua:28: local error_1 = v .. " has unmatched colors. "
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\grid.lua:70: grid:grid_draw(game, lun.w/2, lun.h/2, 24, 24, lun.colors.white[0], 1)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\joint.lua:22: local color = color or lun.colors.white[0]
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:179: game:circle(50, 50, 10, lun.colors.white[0])
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:240: local color = color or lun.colors.white[0]
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:314: game:arrow(x, y, 10, lun.colors.white[0]) -> draws a filled white arrow on the center of the screen
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:315: game:arrow(x, y, 10, lun.colors.white[0], 1) -> draws an unfilled white arrow on the center of the screen
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:317: game:arrow(x, y, 10, lun.colors.white[0])
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:332: game:circle(x, y, 10, lun.colors.white[0]) -> draws a filled white circle at the center of the screen
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:333: game:circle(x, y, 10, lun.colors.white[0], 1) -> draws an unfilled white circle at the center of the screen
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:492: game:rectangle(x, y, 50, 50, 0, 0, lun.colors.white[0]) -> draws a white filled rectangle on the center of the screen
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:493: game:rectangle(x, y, 50, 50, 5, 5, lun.colors.white[0]) -> same as above but with rounded corners of radius 5
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua:494: game:rectangle(x, y, 50, 50, 5, 5, lun.colors.white[0], 2) -> same as above but not filled and with line width of 2
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\lun.lua:401: love.graphics.setBackgroundColor(unpack(self.colors.bg:color_to_table()))
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\lun.lua:402: love.graphics.setColor(unpack(self.colors.fg:color_to_table()))
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\object.lua:36: function player:update(dt) layer:circle(self.x, self.y, 8, lun.colors.fg[0]) end
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\object.lua:51: layer:circle(self.x, self.y, 8, lun.colors.fg[0])
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\object.lua:498: game:draw(lun.images.image, self.x, self.y, 0, 1, 1, 0, 0, lun.colors.white[0], self.flashing and lun.shaders.combine)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\text.lua:40: object():text(game, '[this text is red](color=lun.colors.red[0]), [this text is shaking](shake=4,4),
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\text.lua:41: [this text is red and shaking](color=lun.colors.red[0];shake=4,4), this text is normal', {
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\text.lua:322: self.text_layer:set_color(lun.colors.white[0])
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\text.lua:345: self.text_layer:set_color(lun.colors.white[0])
[Showing results with pagination = limit: 30, offset: 0]
Found the Twitter emoji colors in lun.lua:234-249. Now let me read the current main.yue and create the new minimal version.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→-- Screen dimensions
6→W, H = 480, 270
7→
8→-- Create layer
9→game = an\layer 'game'
10→
11→-- Colors
12→bg_color = color 30, 30, 40
13→white = color 255, 255, 255
14→red = color 255, 100, 100
15→
16→-- Test that framework loads
17→print "=== Emoji Ball Battles ==="
18→print " an.width = #{an.width}"
19→print " an.height = #{an.height}"
20→print " an.platform = #{an.platform}"
21→print "Press ESC to quit"
22→
23→-- Quit on escape
24→an\action =>
25→ if an\key_is_pressed 'escape'
26→ os.exit!
27→
28→-- Draw a simple test scene
29→an\late_action 'draw', =>
30→ game\rectangle 0, 0, W, H, bg_color!
... [8 more lines]
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
1→# Framework API Quick Reference
2→
3→Function signatures for YueScript framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4→
5→## Root Object (an)
6→
7→### Resource Registration
8→```
9→an\layer(name) -> layer
10→an\image(name, path) -> image
11→an\font(name, path, size)
12→an\shader(name, path) -> shader
13→an\sound(name, path) -> sound_handle
14→an\music(name, path) -> music_handle
15→```
16→
17→### Audio
18→```
19→an\sound_play(name, volume?, pitch?)
20→an\music_play(name, loop?, channel?)
21→an\music_stop(channel?)
22→an\music_crossfade(name, duration, channel?)
23→an\playlist_set(tracks)
24→an\playlist_play()
25→an\playlist_stop()
26→an\playlist_next()
27→an\playlist_prev()
28→an\playlist_shuffle(enabled)
29→an\playlist_set_crossfade(duration)
30→an\playlist_current_track() -> string
... [70 more lines]
Read (E:\a327ex\emoji-ball-battles\anchor\color.yue)
1→global *
2→
3→--[[
4→ Mutable color with RGB and HSL access.
5→
6→ Usage:
7→ red = color 255, 0, 0
8→ red.r = 200 -- modify in place
9→ red.l = 0.8 -- set lightness, recomputes RGB
10→ layer\circle x, y, r, red! -- get packed value
11→
12→ Color is a standalone class (not a child object).
13→ All properties (r, g, b, a, h, s, l) are readable and writable.
14→ RGB and HSL stay synchronized automatically.
15→
16→ Properties:
17→ r, g, b - RGB components (0-255)
18→ a - alpha (0-255)
19→ h - hue (0-360)
20→ s - saturation (0-1)
21→ l - lightness (0-1)
22→
23→ Operators (mutate in place, return self):
24→ color * number - multiply RGB by scalar
25→ color * color - multiply RGB component-wise
26→ color / number - divide RGB by scalar
27→ color + number - add to all RGB
28→ color + color - add RGB component-wise
29→ color - number - subtract from all RGB
30→ color - color - subtract RGB component-wise
... [321 more lines]
Now I'll write the new minimal main.yue with Twitter emoji colors.
Write (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→require 'anchor'
4→
5→-- Twitter emoji color palette
6→white = color 255, 255, 255
7→black = color 0, 0, 0
8→gray = color 128, 128, 128
9→bg = color 48, 49, 50
10→fg = color 231, 232, 233
11→fg_dark = color 201, 202, 203
12→yellow = color 253, 205, 86
13→orange = color 244, 146, 0
14→blue = color 83, 175, 239
15→green = color 122, 179, 87
16→red = color 223, 37, 64
17→purple = color 172, 144, 216
18→brown = color 195, 105, 77
19→
Done. The new main.yue now:
- Requires the Anchor framework
- Defines the 13 Twitter emoji colors as global variables
The colors match what's in lun.lua's twitter_emoji theme:
white,black,gray— neutralsbg(dark gray 48,49,50),fg(light 231,232,233),fg_dark(dimmer foreground)yellow,orange,blue,green,red,purple,brown— the emoji accent colors
The file does nothing else — no layers, no actions, no draw. Ready for you to test that it runs, then we can start building from here.
Great, now look at Anchor/framework/main.yue, which also has a basic emoji style visual thing going on with the layers and shaders, and copy an extremely basic version of it here, getting the layers + shaders working, and drawing a green rectangle in the middle of the screen.
Read (E:\a327ex\Anchor\framework\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→-- =============================================================================
6→-- ENGINE STATE TESTS
7→-- =============================================================================
8→print "=== ENGINE STATE TESTS ==="
9→print "Static values (set at init):"
10→print " an.width = #{an.width}"
11→print " an.height = #{an.height}"
12→print " an.dt = #{an.dt}"
13→print " an.platform = #{an.platform}"
14→
15→-- =============================================================================
16→-- COLOR TESTS (Phase 1: Basic creation, RGB, packed value)
17→-- =============================================================================
18→print "=== COLOR TESTS ==="
19→
20→-- Test 1: Creation with defaults
21→c1 = color!
22→print "Test 1 - Default color: r=#{c1.r} g=#{c1.g} b=#{c1.b} a=#{c1.a}"
23→print " Expected: r=255 g=255 b=255 a=255"
24→
25→-- Test 2: Creation with RGB
26→c2 = color 255, 0, 0
27→print "Test 2 - Red color: r=#{c2.r} g=#{c2.g} b=#{c2.b} a=#{c2.a}"
28→print " Expected: r=255 g=0 b=0 a=255"
29→
30→-- Test 3: Creation with RGBA
... [800 more lines]
Glob (assets/*/)
No files found
Glob (E:/a327ex/Anchor/framework/shaders/*)
E:/a327ex/Anchor/framework/shaders\shadow.frag
E:/a327ex/Anchor/framework/shaders\outline.frag
Read (E:/a327ex/Anchor/framework/shaders/outline.frag)
1→// Outline shader - samples neighbors to detect alpha edges
2→// Outputs black where any neighbor has alpha, creating silhouette outline
3→in vec2 TexCoord;
4→out vec4 FragColor;
5→uniform sampler2D u_texture;
6→uniform vec2 u_pixel_size;
7→
8→void main() {
9→ // Sample center pixel
10→ vec4 center = texture(u_texture, TexCoord);
11→
12→ // Sample 24 neighbors in 5x5 grid (excluding center)
13→ float x = u_pixel_size.x;
14→ float y = u_pixel_size.y;
15→
16→ float a = 0.0;
17→ // Row -2
18→ a += texture(u_texture, TexCoord + vec2(-2.0*x, -2.0*y)).a;
19→ a += texture(u_texture, TexCoord + vec2(-1.0*x, -2.0*y)).a;
20→ a += texture(u_texture, TexCoord + vec2( 0.0, -2.0*y)).a;
21→ a += texture(u_texture, TexCoord + vec2( 1.0*x, -2.0*y)).a;
22→ a += texture(u_texture, TexCoord + vec2( 2.0*x, -2.0*y)).a;
23→ // Row -1
24→ a += texture(u_texture, TexCoord + vec2(-2.0*x, -1.0*y)).a;
25→ a += texture(u_texture, TexCoord + vec2(-1.0*x, -1.0*y)).a;
26→ a += texture(u_texture, TexCoord + vec2( 0.0, -1.0*y)).a;
27→ a += texture(u_texture, TexCoord + vec2( 1.0*x, -1.0*y)).a;
28→ a += texture(u_texture, TexCoord + vec2( 2.0*x, -1.0*y)).a;
29→ // Row 0 (skip center)
30→ a += texture(u_texture, TexCoord + vec2(-2.0*x, 0.0)).a;
... [25 more lines]
Bash (mkdir -p "E:/a327ex/emoji-ball-battles/shaders")
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
add the shaders under the assets/ folder too, just as flat files there, not under a subfolder
Bash (mkdir -p "E:/a327ex/emoji-ball-battles/assets")
Write (E:\a327ex\emoji-ball-battles\assets\outline.frag)
File created successfully at: E:\a327ex\emoji-ball-battles\assets\outline.frag
Now I'll update main.yue with the basic layer/shader setup and a green rectangle.
Write (E:\a327ex\emoji-ball-battles\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
just do it as an action instead and unnamed
Write (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
1→global *
2→
3→require 'anchor'
4→
5→-- Screen dimensions
6→W, H = 480, 270
7→
8→-- Twitter emoji color palette
9→white = color 255, 255, 255
10→black = color 0, 0, 0
11→gray = color 128, 128, 128
12→bg = color 48, 49, 50
13→fg = color 231, 232, 233
14→fg_dark = color 201, 202, 203
15→yellow = color 253, 205, 86
16→orange = color 244, 146, 0
17→blue = color 83, 175, 239
18→green = color 122, 179, 87
19→red = color 223, 37, 64
20→purple = color 172, 144, 216
21→brown = color 195, 105, 77
22→
23→-- Layers
24→back = an\layer 'back'
25→game = an\layer 'game'
26→shadow = an\layer 'shadow'
27→outline = an\layer 'outline'
28→
29→-- Shaders
... [25 more lines]
Done. The setup now has:
- 4 layers:
back(background),game(main content),shadow(derived),outline(derived) - 2 shaders:
shadow.fragandoutline.fraginassets/ - Action: draws bg color fullscreen on
back, green 80x60 rectangle centered ongame - Draw function: renders source layers, creates shadow/outline via shaders, composites back-to-front
The green rectangle should appear with a drop shadow (offset 2,2) and black outline effect. Ready to test with ./run.bat.
Great, create a file in reference explaining that this is most basic and default emoji-style Anchor game. Copy the code exactly as it is.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require 'anchor'
4→
5→-- Screen dimensions
6→W, H = 480, 270
7→
8→-- Twitter emoji color palette
9→white = color 255, 255, 255
10→black = color 0, 0, 0
11→gray = color 128, 128, 128
12→bg = color 48, 49, 50
13→fg = color 231, 232, 233
14→fg_dark = color 201, 202, 203
15→yellow = color 253, 205, 86
16→orange = color 244, 146, 0
17→blue = color 83, 175, 239
18→green = color 122, 179, 87
19→red = color 223, 37, 64
20→purple = color 172, 144, 216
21→brown = color 195, 105, 77
22→
23→-- Layers
24→back = an\layer 'back'
25→game = an\layer 'game'
26→shadow = an\layer 'shadow'
27→outline = an\layer 'outline'
28→
29→-- Shaders
30→an\shader 'shadow', 'assets/shadow.frag'
... [24 more lines]
Write (E:\a327ex\emoji-ball-battles\reference\basic-emoji-anchor-game.md)
File created successfully at: E:\a327ex\emoji-ball-battles\reference\basic-emoji-anchor-game.md
Done. Created reference/basic-emoji-anchor-game.md with the explanation and exact code.
Alright, I had to do some changes on the engine side of things because I noticed some important functions missing. The reference file has also been changed to reflect this.
Got it. Let me update main.yue to match the new pattern from the reference.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require('anchor')
4→ width: 480
5→ height: 270
6→ scale: 3
7→
8→-- Game dimensions
9→gw, gh = an.width, an.height
10→
11→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→orange = color 244, 146, 0
20→blue = color 83, 175, 239
21→green = color 122, 179, 87
22→red = color 223, 37, 64
23→purple = color 172, 144, 216
24→brown = color 195, 105, 77
25→
26→-- Layers
27→back = an\layer 'back'
28→game = an\layer 'game'
29→shadow = an\layer 'shadow'
30→outline = an\layer 'outline'
... [27 more lines]
The main.yue is already updated with the new pattern:
require('anchor')with config table (width, height, scale)gw, gh = an.width, an.heightfor game dimensions- All references updated to use
gw, gh
Everything's in sync. Ready to continue with the implementation.
Yes, what do you want to do next?
Based on the implementation plan, we're ready to start Phase 1: Basic Combat. The next steps in order are:
Arena Setup (1.1) — Walled rectangular arena with gravity. Thick walls extending off-screen so screen shake never reveals edges.
Ball with Physics (1.2) — Two balls with circle colliders, high restitution, bouncing around the arena.
Weapon Attachment (1.3) — Weapon as part of the ball with a sensor shape for the hitbox.
Damage System (1.4) — Weapons deal damage on collision, with cooldowns to prevent multi-hits.
HP and Death (1.5) — HP bars, death when HP reaches 0.
Fight Flow (1.6) — Countdown → Fighting → Victory states.
Restart (1.7) — Press R to restart for rapid iteration.
I'd suggest starting with 1.1 Arena Setup — get the physics world initialized, gravity set, and four thick walls forming the arena. Once balls are bouncing off walls convincingly, the rest builds on top of that.
Want me to proceed with the arena setup?
Yes. As CLAUDE.md says, always show me what you'll do before actually doing it, okay?
Here's the plan for 1.1 Arena Setup:
Goal
Walled rectangular arena with gravity. Walls are thick blocks extending off-screen so screen shake never reveals edges.
Layout
████████████████████████████
████████ TOP WALL ██████████
████████████████████████████
██████┌──────────────────────┐██████
██████│ │██████
██ L ██│ PLAY AREA │██ R ██
██ E ██│ 384 x 216 │██ I ██
██ F ██│ │██ G ██
██ T ██│ │██ H ██
██████│ │██████
██████└──────────────────────┘██████
████████████████████████████
████████ BOTTOM WALL ███████
████████████████████████████
Implementation
Initialize physics with gravity pointing down (~500 pixels/sec²)
Define arena bounds:
- Play area: 80% of screen, centered (384x216 interior)
- Wall thickness: 200 pixels (extends well off-screen)
Create 4 static wall colliders:
- Each wall is a static box collider
- Positioned so inner edges form the play area
- Outer edges extend 200px beyond screen
Draw walls on the
gamelayer usinggreencolor (matching the emoji style from the reference project)
Code Structure
-- Physics setup
an\physics_init!
an\physics_set_gravity 0, 500
an\physics_tag 'wall'
-- Arena dimensions
wall_thickness = 200
arena_x = (gw - gw * 0.8) / 2 -- left edge of play area
arena_y = (gh - gh * 0.8) / 2 -- top edge of play area
arena_w = gw * 0.8 -- play area width (384)
arena_h = gh * 0.8 -- play area height (216)
-- Create wall class with static box collider
-- Create 4 wall instances (top, bottom, left, right)
-- Draw walls in action, render in draw
Does this look right? Any changes before I implement it?
In a 1920x1080, the play area should be 600x600, so you can do the equivalent calculation for 480x270.
Got it. Let me recalculate:
Scale: 1920x1080 → 480x270 is 1/4 scale (both dimensions)
Play area: 600x600 at 1920x1080 → 150x150 at 480x270
Centered position:
- Left edge: (480 - 150) / 2 = 165
- Top edge: (270 - 150) / 2 = 60
- Right edge: 165 + 150 = 315
- Bottom edge: 60 + 150 = 210
Updated Layout
┌────────────────────────────────────────────────────┐
│ 480x270 │
│ │
│ ┌─────────────────────────┐ │
│ │ │ │
│ 165 │ 150 x 150 │ 315 │
│ │ play area │ │
│ │ │ │
│ └─────────────────────────┘ │
│ 60 210 │
│ │
└────────────────────────────────────────────────────┘
Updated Code Plan
-- Arena dimensions (150x150 play area, centered)
arena_w, arena_h = 150, 150
arena_x = (gw - arena_w) / 2 -- 165
arena_y = (gh - arena_h) / 2 -- 60
wall_thickness = 200
Does this look correct?
Let's try it.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
all this should be inside an "arena" object, since in the future we'll want to change from draft to arena to shop, etc.
Good point. Let me restructure with an arena object that contains the walls:
-- Arena class (contains walls, manages fight state)
class arena extends object
new: =>
super!
-- Arena dimensions (150x150 play area, centered)
@arena_w, @arena_h = 150, 150
@arena_x = (gw - @arena_w) / 2
@arena_y = (gh - @arena_h) / 2
@wall_thickness = 200
-- Create walls as children
@\add wall @arena_x + @arena_w/2, @arena_y - @wall_thickness/2, @arena_w + @wall_thickness*2, @wall_thickness
@\add wall @arena_x + @arena_w/2, @arena_y + @arena_h + @wall_thickness/2, @arena_w + @wall_thickness*2, @wall_thickness
@\add wall @arena_x - @wall_thickness/2, @arena_y + @arena_h/2, @wall_thickness, @arena_h
@\add wall @arena_x + @arena_w + @wall_thickness/2, @arena_y + @arena_h/2, @wall_thickness, @arena_h
draw: (layer) =>
for child in *@children
child\draw layer
-- Wall class
class wall extends object
new: (@x, @y, @w, @h) =>
super!
@\add collider 'wall', 'static', 'box', @w, @h
@collider\set_position @x, @y
draw: (layer) =>
layer\rectangle @x - @w/2, @y - @h/2, @w, @h, green!
-- Create arena
current_arena = an\add arena!
an\action =>
back\rectangle 0, 0, gw, gh, fg!
current_arena\draw game
This way the arena is self-contained and we can later swap it out for draft/shop screens. Look good?
The variables don't need to be prefixed with arena_ since they're inside the object called that.
Right, simplified:
-- Arena class (contains walls, manages fight state)
class arena extends object
new: =>
super!
-- Play area dimensions (150x150, centered)
@w, @h = 150, 150
@x = (gw - @w) / 2
@y = (gh - @h) / 2
wall_thickness = 200
-- Create walls as children
@\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness
@\add wall @x + @w/2, @y + @h + wall_thickness/2, @w + wall_thickness*2, wall_thickness
@\add wall @x - wall_thickness/2, @y + @h/2, wall_thickness, @h
@\add wall @x + wall_thickness/2 + @w, @y + @h/2, wall_thickness, @h
draw: (layer) =>
for child in *@children
child\draw layer
-- Wall class
class wall extends object
new: (@x, @y, @w, @h) =>
super!
@\add collider 'wall', 'static', 'box', @w, @h
@collider\set_position @x, @y
draw: (layer) =>
layer\rectangle @x - @w/2, @y - @h/2, @w, @h, green!
-- Create arena
current_arena = an\add arena!
an\action =>
back\rectangle 0, 0, gw, gh, fg!
current_arena\draw game
Good?
Drawing is not explicit here, each object handles its own drawing.
Right, each object draws itself in its own action:
-- Wall class
class wall extends object
new: (@x, @y, @w, @h) =>
super!
@\add collider 'wall', 'static', 'box', @w, @h
@collider\set_position @x, @y
@\action =>
game\rectangle @x - @w/2, @y - @h/2, @w, @h, green!
-- Arena class (contains walls, manages fight state)
class arena extends object
new: =>
super!
-- Play area dimensions (150x150, centered)
@w, @h = 150, 150
@x = (gw - @w) / 2
@y = (gh - @h) / 2
wall_thickness = 200
-- Create walls as children
@\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness
@\add wall @x + @w/2, @y + @h + wall_thickness/2, @w + wall_thickness*2, wall_thickness
@\add wall @x - wall_thickness/2, @y + @h/2, wall_thickness, @h
@\add wall @x + wall_thickness/2 + @w, @y + @h/2, wall_thickness, @h
-- Create arena
an\add arena!
an\action =>
back\rectangle 0, 0, gw, gh, fg!
Good?
update is the default function for classes, not an anonymous action
-- Wall class
class wall extends object
new: (@x, @y, @w, @h) =>
super!
@\add collider 'wall', 'static', 'box', @w, @h
@collider\set_position @x, @y
update: =>
game\rectangle @x - @w/2, @y - @h/2, @w, @h, green!
-- Arena class (contains walls, manages fight state)
class arena extends object
new: =>
super!
-- Play area dimensions (150x150, centered)
@w, @h = 150, 150
@x = (gw - @w) / 2
@y = (gh - @h) / 2
wall_thickness = 200
-- Create walls as children
@\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness
@\add wall @x + @w/2, @y + @h + wall_thickness/2, @w + wall_thickness*2, wall_thickness
@\add wall @x - wall_thickness/2, @y + @h/2, wall_thickness, @h
@\add wall @x + wall_thickness/2 + @w, @y + @h/2, wall_thickness, @h
-- Create arena
an\add arena!
an\action =>
back\rectangle 0, 0, gw, gh, fg!
Good?
Yes.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The arena is set up with:
- Physics initialized with gravity (0, 500)
- 4 thick walls forming a 150x150 play area centered on screen
- Each wall draws itself in its
updatemethod
Ready to test with ./run.bat.
Wall color should be a slightly more yellow version of the background color. Let's try 200x200 for the arena size now.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Let me fix the wall color to use color functions properly:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require('anchor')
4→ width: 480
5→ height: 270
6→ scale: 3
7→
8→-- Game dimensions
9→gw, gh = an.width, an.height
10→
11→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→orange = color 244, 146, 0
20→blue = color 83, 175, 239
21→green = color 122, 179, 87
22→red = color 223, 37, 64
23→purple = color 172, 144, 216
24→brown = color 195, 105, 77
25→
26→-- Layers
27→back = an\layer 'back'
28→game = an\layer 'game'
29→shadow = an\layer 'shadow'
30→outline = an\layer 'outline'
... [60 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Added wall_color = fg\clone!\mix yellow, 0.1 — clones fg and mixes it 10% toward yellow.
Arena is now 200x200 and walls use the derived color. Ready to test.
ERROR: anchor/color.lua:171: bad argument #1 to 'rgba' (number has no integer representation) stack traceback: [C]: in function 'rgba' anchor/color.lua:171: in global 'wall_color' main.lua:50: in method 'update' anchor/object.lua:401: in method '_update' anchor/init.lua:1353: in function 'update'
The mix function produces float values but rgba expects integers. This is a framework issue — I'll add it to ENGINE_WANTS.
For now, let me work around it with explicit values:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
this is a small fix, fix it now, but first tell me about what the issue is exactly and your proposed solutions.
The Issue
The mix method in anchor/color.yue does linear interpolation:
yuescript
@data.r = @data.r + (other.r - @data.r) * t
This produces float values (e.g., 233.2, 229.3). When wall_color! is called, the __call method passes these floats to the C rgba function, which expects integers.
Proposed Solutions
- Fix in
mix: Round after interpolation - Fix in
__call: Round when packing torgba - Fix in all setters: Keep r,g,b,a always integers
Recommendation
Fix in __call — it's the single exit point to C, so it catches floats from any source (mix, arithmetic, direct assignment). Most robust.
__call: =>
rgba math.floor(@data.r + 0.5), math.floor(@data.g + 0.5), math.floor(@data.b + 0.5), math.floor(@data.a + 0.5)
Want me to apply this fix to anchor/color.yue?
Yes.
Read (E:\a327ex\emoji-ball-battles\anchor\color.yue)
165→ layer\circle x, y, r, red!
166→ layer\rectangle 0, 0, w, h, my_color!
167→
168→ Returns: packed RGBA integer
169→ ]]
170→ __call: =>
171→ rgba @data.r, @data.g, @data.b, @data.a
172→
173→ --[[
174→ Multiply RGB by scalar or another color's RGB.
175→
176→ Usage:
177→ red = red * 0.5 -- darken by half
178→ result = color1 * color2 -- component-wise multiply
179→
Edit (E:\a327ex\emoji-ball-battles\anchor\color.yue)
The file E:\a327ex\emoji-ball-battles\anchor\color.yue has been updated successfully.
Done. The __call method now rounds values before passing to rgba. Ready to test again.
Copy color.yue from here to Anchor/framework
Bash (cp "E:/a327ex/emoji-ball-battles/anchor/color.yue" "E:/a327ex/Anchor/framework/a...)
Done.
Perfect. Is this is it for this first phase? Update the document with what we actually did and tell me what's next.
Read (E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md)
1→# Emoji Ball Battles - Implementation Plan
2→
3→## Philosophy
4→
5→This plan follows the **beginning/end/constraint** framework:
6→
7→1. **Beginning**: Get the moment-to-moment combat working
8→2. **End**: Validate power fantasies by implementing actual classes/weapons/items and testing broken builds
9→3. **Middle**: Only then build the meta loop (draft, evolution, etc.) — planned after Phase 2 findings
10→
11→---
12→
13→## Architecture Principles
14→
15→### Single File
16→
17→The entire codebase lives in `main.yue`. No separate modules, no `game/` or `data/` folders.
18→
19→```
20→emoji-ball-battles/
21→├── main.yue -- everything
22→├── anchor/ -- framework classes
23→├── assets/
24→│ ├── emoji/ -- emoji sprites (later)
25→│ └── sounds/ -- sound effects (later)
26→└── reference/
27→ └── implementation-plan.md
28→```
29→
30→### Locality
... [385 more lines]
Edit (E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md)
The file E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md has been updated successfully.
Updated.
Next up: 1.2 Ball with Physics
Two balls that bounce around the arena:
- Circle collider (dynamic body)
- High restitution (0.9+) for bouncy physics
- Properties:
hp,max_hp,team - Rendered as colored circle initially
- Spawn positions: left ball ~25% from left, right ball ~25% from right
- Initial velocity: slight inward push toward center
Great, show me in more detail what you plan on doing here.
1.2 Ball with Physics - Detailed Plan
Ball Class Structure
class ball extends object
new: (@x, @y, @team) =>
super!
@radius = 8
@hp = 10
@max_hp = 10
@\add collider 'ball', 'dynamic', 'circle', @radius
@collider\set_position @x, @y
@collider\set_restitution 0.9
@collider\set_friction 0.3
update: =>
game\circle @x, @y, @radius, (@team == 'left' and blue or red)!
Physics Setup
Add to existing physics init:
yuescript
an\physics_tag 'ball'
an\physics_collision 'ball', 'wall'
an\physics_collision 'ball', 'ball'
Spawn Positions
Arena is 200x200 centered at (240, 135):
- Left ball: 25% from left edge → x = 140 + 50 = 190, y = 135
- Right ball: 25% from right edge → x = 140 + 150 = 290, y = 135
Initial Velocity
Slight push toward center so they collide:
- Left ball:
@collider\apply_impulse 50, 0 - Right ball:
@collider\apply_impulse -50, 0
Creation (inside arena)
class arena extends object
new: =>
-- ... existing wall code ...
-- Spawn balls
@ball_left = @\add ball @x + @w * 0.25, @y + @h / 2, 'left'
@ball_right = @\add ball @x + @w * 0.75, @y + @h / 2, 'right'
-- Initial push toward center
@ball_left.collider\apply_impulse 50, 0
@ball_right.collider\apply_impulse -50, 0
Questions
- Ball radius: 8 pixels feels right at this scale? (Would be ~32 at 1920x1080)
- Colors: Blue for left, red for right — or different colors?
- Restitution: 0.9 for bouncy? Higher/lower?
Let's use emoji images instead of circles. Make their size the same as the ones in Anchor/framework. The images are in assets/ and are 512x512 by default, so some scaling is necessary to draw them. Use slight_smile for player and no_mouth for enemy. Call the teams 'player' and 'enemy' instead of left and right. Do we have the stats module from old Anchor implemented in the new Anchor? If not, we need to implement it and use it for stats like HP and MAX HP. You should check how that module works in Anchor/references/love-compare if we don't have it. Initial impulse should be random. Friction should be 1 not 0.3. Leave restitution as 1 or the balls will eventually stop bouncing. Do all the fixes you can do here first, give me a turn to check them, and then we'll handle the stats module.
Grep (ball_radius|ball_scale)
591:ball_radius = 10
592:ball_scale = ball_radius * 2 / an.images.ball.width
604: @\add collider 'ball', 'dynamic', 'circle', ball_radius
611: local scale = ball_scale * @spring.main.x
669: spawn_x = left_wall_x + wall_width + ball_radius + 20
670: spawn_y = wall_top - ball_radius - 5
Glob (E:/a327ex/Anchor/reference/love-compare/*/.lua)
E:/a327ex/Anchor/reference/love-compare\anchor\external\sort.lua
E:/a327ex/Anchor/reference/love-compare\anchor\external\profile.lua
E:/a327ex/Anchor/reference/love-compare\anchor\external\utf8.lua
E:/a327ex/Anchor/reference/love-compare\anchor\external\mlib.lua
E:/a327ex/Anchor/reference/love-compare\tools\build_for_windows.lua
E:/a327ex/Anchor/reference/love-compare\anchor\string.lua
E:/a327ex/Anchor/reference/love-compare\anchor\spring.lua
E:/a327ex/Anchor/reference/love-compare\anchor\stats.lua
E:/a327ex/Anchor/reference/love-compare\anchor\shake.lua
E:/a327ex/Anchor/reference/love-compare\anchor\class.lua
E:/a327ex/Anchor/reference/love-compare\anchor\timer.lua
E:/a327ex/Anchor/reference/love-compare\anchor\camera.lua
E:/a327ex/Anchor/reference/love-compare\anchor\music_player.lua
E:/a327ex/Anchor/reference/love-compare\anchor\sound.lua
E:/a327ex/Anchor/reference/love-compare\anchor\random.lua
E:/a327ex/Anchor/reference/love-compare\anchor\collision.lua
E:/a327ex/Anchor/reference/love-compare\anchor\mouse_hover.lua
E:/a327ex/Anchor/reference/love-compare\anchor\grid.lua
E:/a327ex/Anchor/reference/love-compare\anchor\physics_world.lua
E:/a327ex/Anchor/reference/love-compare\anchor\joint.lua
E:/a327ex/Anchor/reference/love-compare\anchor\color.lua
E:/a327ex/Anchor/reference/love-compare\anchor\array.lua
E:/a327ex/Anchor/reference/love-compare\anchor\animation.lua
E:/a327ex/Anchor/reference/love-compare\anchor\input.lua
E:/a327ex/Anchor/reference/love-compare\anchor\tiled_map.lua
E:/a327ex/Anchor/reference/love-compare\anchor\collider.lua
E:/a327ex/Anchor/reference/love-compare\assets\1.lua
E:/a327ex/Anchor/reference/love-compare\anchor\ui.lua
E:/a327ex/Anchor/reference/love-compare\anchor\layout.lua
E:/a327ex/Anchor/reference/love-compare\anchor\text.lua
... [5 more lines]
Read (E:/a327ex/Anchor/reference/love-compare/anchor/stats.lua)
1→--[[
2→ Module responsible for stats in objects. Example:
3→ self:stats_set('str', 0, -10, 10)
4→ Now self.stats.str is a table with attribute self.x = 0, self.min = -10 and self.max = 10. The current value can be accessed via self.stats.str.x.
5→ If you want to add to the current value of the stat:
6→ self:stats_add('str', 10)
7→ This adds 10 to self.stats.str.x and thus makes it 10. If you want to subtract from it:
8→ self:stats_add('str', -10)
9→ Now self.stats.str.x is 0. If you try to increase or decrease the value beyond its limits then it will be capped by min and max values:
10→ self:stats_add('str', 1000)
11→ self.stats.str.x is now 10, which is the maximum it can be.
12→
13→ Often times in games you don't want permanent changes of value, but temporary ones due to buffs/debuffs:
14→ self:stats_set_adds('str', self.str_buff_1 and 1 or 0, self.str_buff_2 and 1 or 0, self.str_buff_3 and 2 or 0, self.str_buff_4 and 4 or 0)
15→ self:stats_set_mults('str', self.str_buff_5 and 0.2 or 0, self.str_debuff_1 and -0.2 or 0, self.str_buff_6 and 0.5 or 0)
16→ Calling these two functions in an object's update function will make self.stats.str have buffs that add up to 8, and it will also have its buffs
17→ multiplied by the addition of all mults, in this case they all add up to 0.5, so the final str value would be (base + adds)*(1 + mults),
18→ which, assuming base str is 2, for instance, will end up being (2 + 8)*1.5 = 15, but because max for str is 10 then it will be just 10.
19→
20→ It's important to note that self:stats_set_adds and self:stats_set_mults have to be called every frame with the appropriate modifiers set,
21→ as additions and multipliers set through these functions are temporary and assumed to be non-existent if the functions aren't called.
22→]]--
23→stats = class:class_new()
24→function stats:stats()
25→ self.tags.stats = true
26→ self.stats = {} -- this overwrites the "stats" function on this object, which is fine since you only need to initialize an object like this once
27→ return self
28→end
29→
30→--[[
... [75 more lines]
Found the stats module. There's a bug on line 103 (stat.x should be self.stats[name].x), but we'll handle that later.
Let me do the other fixes first. Here's the updated plan:
Ball Changes
-- Load images (add near top)
an\image 'slight_smile', 'assets/slight_smile.png'
an\image 'no_mouth', 'assets/no_mouth.png'
-- Ball sizing (same as Anchor/framework: radius 10, scale from 512)
ball_radius = 10
ball_scale = ball_radius * 2 / 512
-- Physics tags
an\physics_tag 'ball'
an\physics_collision 'ball', 'wall'
an\physics_collision 'ball', 'ball'
class ball extends object
new: (@x, @y, @team) =>
super!
@image = @team == 'player' and an.images.slight_smile or an.images.no_mouth
@\add collider 'ball', 'dynamic', 'circle', ball_radius
@collider\set_position @x, @y
@collider\set_restitution 1
@collider\set_friction 1
-- Random initial impulse toward center
direction = @team == 'player' and 1 or -1
@collider\apply_impulse random_float(30, 70) * direction, random_float(-20, 20)
update: =>
game\image @image, @x, @y, @collider\get_angle!, ball_scale, ball_scale
In Arena
@ball_player = @\add ball @x + @w * 0.25, @y + @h / 2, 'player'
@ball_enemy = @\add ball @x + @w * 0.75, @y + @h / 2, 'enemy'
Ready to implement?
Do the ball calculations inside the ball constructor as attributes on that object.
-- Load images (add near top)
an\image 'slight_smile', 'assets/slight_smile.png'
an\image 'no_mouth', 'assets/no_mouth.png'
-- Physics tags
an\physics_tag 'ball'
an\physics_collision 'ball', 'wall'
an\physics_collision 'ball', 'ball'
class ball extends object
new: (@x, @y, @team) =>
super!
@image = @team == 'player' and an.images.slight_smile or an.images.no_mouth
@radius = 10
@scale = @radius * 2 / @image.width
@\add collider 'ball', 'dynamic', 'circle', @radius
@collider\set_position @x, @y
@collider\set_restitution 1
@collider\set_friction 1
-- Random initial impulse toward center
direction = @team == 'player' and 1 or -1
@collider\apply_impulse random_float(30, 70) * direction, random_float(-20, 20)
update: =>
game\image @image, @x, @y, @collider\get_angle!, @scale, @scale
Good?
Calculations should not have space between operators unless in really hairy and nested ones to give some visual breathing room. In normal calculations like this they should be together. Add this as a guideline in CLAUDE.md.
Read (E:\a327ex\emoji-ball-battles.claude\CLAUDE.md)
1→# CLAUDE.md
2→
3→Guidelines for Claude Code instances working on Emoji Ball Battles.
4→
5→---
6→
7→## Engine vs Game vs Framework
8→
9→**Engine** — C code in `E:/a327ex/Anchor/engine/src/anchor.c` exposing functions to Lua
10→**Game** — YueScript code using the engine to build games
11→**Framework** — YueScript framework classes in `anchor/` (object.yue, timer.yue, collider.yue, etc.)
12→
13→**Engine Mode** — when modifying anchor.c or engine behavior
14→**Game Mode** — when writing gameplay code in YueScript
15→**Framework Mode** — when editing the YueScript framework classes
16→
17→This is a **Game** repository. For Engine Mode or Framework Mode, work from the Anchor repository (`E:/a327ex/Anchor/`) and copy changes back here.
18→
19→---
20→
21→## Framework & Documentation
22→
23→The `anchor/` folder contains framework classes (YueScript files that wrap the C engine). Key docs:
24→- `docs/FRAMEWORK_API.md` — detailed framework documentation with examples
25→- `docs/FRAMEWORK_API_QUICK.md` — framework class signatures for quick reference
26→
27→For engine-level documentation (rarely needed for game code), see `E:/a327ex/Anchor/docs/`.
28→
29→---
30→
... [87 more lines]
Edit (E:\a327ex\emoji-ball-battles.claude\CLAUDE.md)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
Always prefer flat values first when doing operations, so 2*@radius is better than @radius*2
Edit (E:\a327ex\emoji-ball-battles.claude\CLAUDE.md)
The file E:\a327ex\emoji-ball-battles\.claude\CLAUDE.md has been updated successfully.
Updated. Here's the corrected code:
class ball extends object
new: (@x, @y, @team) =>
super!
@image = @team == 'player' and an.images.slight_smile or an.images.no_mouth
@radius = 10
@scale = 2*@radius/@image.width
@\add collider 'ball', 'dynamic', 'circle', @radius
@collider\set_position @x, @y
@collider\set_restitution 1
@collider\set_friction 1
-- Random initial impulse toward center
direction = @team == 'player' and 1 or -1
@collider\apply_impulse random_float(30, 70)*direction, random_float(-20, 20)
update: =>
game\image @image, @x, @y, @collider\get_angle!, @scale, @scale
Good?
Use an's random instead of random_float directly.
class ball extends object
new: (@x, @y, @team) =>
super!
@image = @team == 'player' and an.images.slight_smile or an.images.no_mouth
@radius = 10
@scale = 2*@radius/@image.width
@\add collider 'ball', 'dynamic', 'circle', @radius
@collider\set_position @x, @y
@collider\set_restitution 1
@collider\set_friction 1
-- Random initial impulse toward center
direction = @team == 'player' and 1 or -1
@collider\apply_impulse an\random_float(30, 70)*direction, an\random_float(-20, 20)
update: =>
game\image @image, @x, @y, @collider\get_angle!, @scale, @scale
Good?
I believe it's more correct to push and apply angle and scale there, than directly on the image.
class ball extends object
new: (@x, @y, @team) =>
super!
@image = @team == 'player' and an.images.slight_smile or an.images.no_mouth
@radius = 10
@scale = 2*@radius/@image.width
@\add collider 'ball', 'dynamic', 'circle', @radius
@collider\set_position @x, @y
@collider\set_restitution 1
@collider\set_friction 1
-- Random initial impulse toward center
direction = @team == 'player' and 1 or -1
@collider\apply_impulse an\random_float(30, 70)*direction, an\random_float(-20, 20)
update: =>
game\push @x, @y, @collider\get_angle!, @scale, @scale
game\image @image, 0, 0
game\pop!
Good?
Yes, good.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require('anchor')
4→ width: 480
5→ height: 270
6→ scale: 3
7→
8→-- Game dimensions
9→gw, gh = an.width, an.height
10→
11→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→orange = color 244, 146, 0
20→blue = color 83, 175, 239
21→green = color 122, 179, 87
22→red = color 223, 37, 64
23→purple = color 172, 144, 216
24→brown = color 195, 105, 77
25→wall_color = fg\clone!\mix yellow, 0.1
26→
27→-- Layers
28→back = an\layer 'back'
29→game = an\layer 'game'
30→shadow = an\layer 'shadow'
... [61 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
name them player_ball and enemy_ball. Also, change the calculation guidelines such that multiplication and division are together, but addition and subtraction are separated.
Edit (E:\a327ex\emoji-ball-battles.claude\CLAUDE.md)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
the last rule makes no sense, remove that entirely, the earlier one too.
Edit (E:\a327ex\emoji-ball-battles.claude\CLAUDE.md)
The file E:\a327ex\emoji-ball-battles\.claude\CLAUDE.md has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require('anchor')
4→ width: 480
5→ height: 270
6→ scale: 3
7→
8→-- Game dimensions
9→gw, gh = an.width, an.height
10→
11→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→orange = color 244, 146, 0
20→blue = color 83, 175, 239
21→green = color 122, 179, 87
22→red = color 223, 37, 64
23→purple = color 172, 144, 216
24→brown = color 195, 105, 77
25→wall_color = fg\clone!\mix yellow, 0.1
26→
27→-- Layers
28→back = an\layer 'back'
29→game = an\layer 'game'
30→shadow = an\layer 'shadow'
... [90 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Changes made:
- Updated CLAUDE.md with calculation spacing guidelines
- Fixed spacing throughout (
@x - @w/2not@x-@w/2) - Added
@player_balland@enemy_ballcreation in arena
Ready to test with ./run.bat.
ERROR: main.lua:79: attempt to call a nil value (method 'random_float') stack traceback: main.lua:79: in field 'init' main.lua:79: in global 'ball' main.lua:99: in field 'init' main.lua:100: in global 'arena' main.lua:103: in main chunk
Grep (random)
4: Random child object for seeded random number generation.
7: @\add random! -- unseeded (uses os.time)
8: @\add random 12345 -- seeded for deterministic replays
10: Random is added as a child object. When the parent dies, the random dies automatically.
11: Multiple random instances can exist (gameplay RNG vs cosmetic RNG).
20: choice - Pick random element from array
26:class random extends object
28: Creates a new random number generator.
31: @\add random! -- uses os.time as seed
32: @\add random 12345 -- deterministic seed
37: The random is automatically named 'random' and accessible as @random on the parent.
40: super 'random'
41: @rng = random_create seed or os.time!
44: Returns a random float.
47: @random\float! -- 0 to 1
48: @random\float 10 -- 0 to 10
49: @random\float 5, 10 -- 5 to 10
55: Returns: random float in the specified range
60: random_float_01 @rng
62: random_float 0, min, @rng
64: random_float min, max, @rng
67: Returns a random integer (inclusive).
70: @random\int 10 -- 1 to 10
71: @random\int 5, 10 -- 5 to 10
77: Returns: random integer in [min, max]
81: random_int 1, min, @rng
83: random_int min, max, @rng
86: Returns a random angle in radians.
89: @random\angle!
91: Returns: random float in [0, 2π]
... [28 more lines]
Grep (\add random)
84: an\add random!
random is a child object on an. The method is an.random\float, not an\random_float.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Fixed. Changed to an.random\float. Ready to test.
Make the impulse 3x lower, apply 3 seconds after the program starts. Also, we cannot rely on the physics simulation alone for bounces otherwise they'll stop bouncing eventually, even with max restitution. This means when we hit something else we need to maintain the velocity purely. If a ball hits a wall, it needs to come out with the same velocity it had before, changed by whatever vector makes sense for that collision. Same for both balls, the total velocities should be the same, even though one ball might appear faster due to how they collided. Does this make sense?
Yes, makes sense. You want perfectly elastic collisions where speed is conserved even though Box2D's restitution leaks energy over time.
Here's my understanding:
Wall collision: Ball reflects off wall, exits with same speed it entered.
Ball-ball collision: Each ball maintains its individual speed magnitude, physics just determines new directions. Total kinetic energy conserved.
Implementation approach:
Register hit events:
an\physics_hit 'ball', 'wall'andan\physics_hit 'ball', 'ball'In early_action, process hit events: ```yuescript for event in an\hit_events 'ball', 'wall' ball = event.a speed = math.sqrt(ball.vxball.vx + ball.vy*ball.vy) -- After physics resolves, normalize and restore speed ball.preserve_speed = speed
for event in an\hit_events 'ball', 'ball' -- Store both balls' speeds to restore after physics event.a.preserve_speed = math.sqrt(event.a.vxevent.a.vx + event.a.vyevent.a.vy) event.b.preserve_speed = math.sqrt(event.b.vxevent.b.vx + event.b.vy*event.b.vy) ```
- In late_action or ball's update, if
preserve_speedis set, normalize current velocity and scale to preserved speed, then clear the flag.
Impulse changes:
- Divide impulse values by 3
- Use timer to delay 3 seconds:
an.timer\after 3, -> @collider\apply_impulse ...
Does this approach sound right?
First, does Box2D have a way to make collisions that don't leak energy, as you mentioned? Perhaps there's a way to do it without having to do any extra manual work.
I'm uncertain. Box2D with restitution = 1.0 should be perfectly elastic, but in practice energy leaks due to:
Velocity threshold — Box2D ignores restitution for slow collisions (below ~1 m/s) to prevent jitter. This is the main culprit.
Position correction — Baumgarte stabilization can introduce small energy losses.
Numerical precision — Floating point accumulation over time.
The velocity threshold is configurable in Box2D (b2_velocityThreshold), but I don't know if Anchor exposes it. Let me check.
Grep (threshold|restitution)
491:// Hit event (two shapes collided with speed above threshold)
2877: // Check if we just reached the threshold
4946:static int l_physics_shape_set_restitution(lua_State* L) {
4951: float restitution = (float)luaL_checknumber(L, 2);
4952: b2Shape_SetRestitution(*shape_id, restitution);
4956:static int l_physics_shape_get_restitution(lua_State* L) {
4961: float restitution = b2Shape_GetRestitution(*shape_id);
4962: lua_pushnumber(L, restitution);
6795: lua_register(L, "physics_shape_set_restitution", l_physics_shape_set_restitution);
6796: lua_register(L, "physics_shape_get_restitution", l_physics_shape_get_restitution);
Grep (b2WorldDef|hitEvent|restitutionThreshold)
652-
653- // Process hit events
654- for (int i = 0; i < contact_events.hitCount && hit_count < MAX_PHYSICS_EVENTS; i++) {
655: b2ContactHitEvent* e = &contact_events.hitEvents[i];
656- if (!b2Shape_IsValid(e->shapeIdA) || !b2Shape_IsValid(e->shapeIdB)) continue;
657-
658- int tag_a = physics_get_shape_tag(e->shapeIdA);
--
4206- return 0; // Already initialized
4207- }
4208-
4209: b2WorldDef world_def = b2DefaultWorldDef();
4210- world_def.gravity = (b2Vec2){0.0f, 10.0f}; // Default gravity (10 m/s² down)
4211-
4212- physics_world = b2CreateWorld(&world_def);
Grep (world_def.)
4210: world_def.gravity = (b2Vec2){0.0f, 10.0f}; // Default gravity (10 m/s² down)
Box2D 3.0's b2WorldDef has a restitutionThreshold field, but Anchor only sets gravity currently. The threshold controls minimum collision speed for restitution to apply (default ~1 m/s).
Options:
Add to ENGINE_WANTS — Expose
restitutionThresholdinphysics_init. Set it to 0 for truly elastic collisions. Clean solution, no game code needed.Manual velocity preservation — Handle it in game code as I described earlier. Works now but more complex.
I'd recommend option 1 — it's the right fix. Want me to add it to ENGINE_WANTS, or should we implement it now since it's a small engine change?
Implement it now, let's see if it works.
Read (E:\a327ex\Anchor\engine\src\anchor.c)
4200→// World, bodies, shapes, events, spatial queries, raycasting
4201→// ============================================================================
4202→
4203→// Physics Lua bindings
4204→static int l_physics_init(lua_State* L) {
4205→ if (physics_initialized) {
4206→ return 0; // Already initialized
4207→ }
4208→
4209→ b2WorldDef world_def = b2DefaultWorldDef();
4210→ world_def.gravity = (b2Vec2){0.0f, 10.0f}; // Default gravity (10 m/s² down)
4211→
4212→ physics_world = b2CreateWorld(&world_def);
4213→ physics_initialized = true;
4214→ printf("Physics initialized (Box2D)\n");
4215→ return 0;
4216→}
4217→
4218→static int l_physics_set_gravity(lua_State* L) {
4219→ if (!physics_initialized) {
4220→ return luaL_error(L, "Physics not initialized. Call physics_init() first.");
4221→ }
4222→
4223→ float gx = (float)luaL_checknumber(L, 1);
4224→ float gy = (float)luaL_checknumber(L, 2);
4225→
4226→ // Convert from pixels/sec² to meters/sec²
4227→ b2Vec2 gravity = {gx / pixels_per_meter, gy / pixels_per_meter};
4228→ b2World_SetGravity(physics_world, gravity);
4229→ return 0;
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Done. Now rebuild the engine and let's also update the impulse (3x lower, 3 second delay):
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Changes made:
Engine: Added
world_def.restitutionThreshold = 0.0f— collisions will be fully elastic at any speedGame: Impulse reduced 3x (10-23 instead of 30-70), applied after 3 second delay via timer
You'll need to rebuild the engine (build.bat or similar in Anchor), then test.
Build it please and copy anchor.exe from there to here.
Glob (E:/a327ex/Anchor/*.bat)
E:/a327ex/Anchor\reference\super emoji box\tools\run.bat
E:/a327ex/Anchor\reference\love-compare\tools\run.bat
E:/a327ex/Anchor\engine\run-web.bat
E:/a327ex/Anchor\scripts\build.bat
E:/a327ex/Anchor\engine\build.bat
E:/a327ex/Anchor\framework\run.bat
E:/a327ex/Anchor\framework\run-web.bat
E:/a327ex/Anchor\engine\run.bat
E:/a327ex/Anchor\scripts\package.bat
Bash (cd "E:/a327ex/Anchor/engine" && ./build.bat)
anchor.c
src/anchor.c(228): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(905): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1105): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2029): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2023): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(2414): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2692): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2698): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2808): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2817): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2911): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2913): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3613): warning C4996: 'strdup': The POSIX name for this item is deprecated. Instead, use the ISO C and C++ conformant name: _strdup. See online help for details.
src/anchor.c(4262): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(6507): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(6508): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(6514): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(7214): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(7218): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(7223): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(7227): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(7233): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(7237): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(7243): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(7247): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
gl.c
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
Bash (cp "E:/a327ex/Anchor/engine/build/anchor.exe" "E:/a327ex/emoji-ball-battles/anch...)
Done. Engine built and copied. Ready to test with ./run.bat.
Change the impulse to be truly random and not towards the center.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Both x and y are now random from -20 to 20.
They still lose energy. Set friction to 0 maybe?
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Friction set to 0. Try again.
Nope, set friction to 1 and Google how to achieve this in Box2D.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
WebSearch (Box2D perfectly elastic collision no energy loss restitution 1.0)
Web search results for query: "Box2D perfectly elastic collision no energy loss restitution 1.0"
Links: [{"title":"Box2D plus elastic collisions - Real-Time Physics Simulation Forum","url":"https://pybullet.org/Bullet/phpBB3/viewtopic.php?t=1414"},{"title":"Box2D: Simulation","url":"https://box2d.org/documentation/md_simulation.html"},{"title":"Box2D physics tutorial","url":"https://2dengine.com/doc/box2d.html"},{"title":"Box2D: Dynamics Module","url":"https://box2d.org/doc_version_2_4/md__e_1_2github_2box2d__24_2docs_2dynamics.html"},{"title":"Coefficient of restitution - Wikipedia","url":"https://en.wikipedia.org/wiki/Coefficient_of_restitution"},{"title":"FAQ / gotchas - Box2D tutorials - iforce2d","url":"https://www.iforce2d.net/b2dtut/gotchas"},{"title":"Elastic Collision Explained! (Coefficient of Restitution) - Transtutor.blog","url":"https://www.transtutor.blog/elastic-collision-coefficient-restitution"},{"title":"Elastic Collision Calculator for Momentum and Energy","url":"https://turn2engineering.com/calculators/elastic-collision-calculator"},{"title":"[Solved] The coefficient of restitution for perfectly inelastic","url":"https://testbook.com/question-answer/the-coefficient-of-restitution-for-perfectly--606da2f88b752931aafe3552"},{"title":"How does the coefficient of restitution affect the type of collision? - Calculations, Properties, & Formula | CK-12 Foundation","url":"https://www.ck12.org/flexi/physics/elastic-collisions/how-does-the-coefficient-of-restitution-affect-the-type-of-collision/"}]
Here are the search results for Box2D perfectly elastic collision with restitution 1.0:
## Box2D Restitution and Elastic Collisions
### Basic Concept
In Box2D, a restitution value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision.(no content)The restitution value is usually set to be between 0 and 1.(no content)A value of zero means the ball won't bounce. This is called an inelastic collision.
### Restitution Mixing
Restitution is combined using the formula that takes the maximum of the two shape restitutions: `mixedRestitution = b2MaxFloat(b2Shape_GetRestitution(shapeIdA), b2Shape_GetRestitution(shapeIdB))`.(no content)Restitution is combined this way so that you can have a bouncy super ball without having a bouncy floor.
### Important Limitations
When a shape develops multiple contacts, restitution is simulated approximately. This is because Box2D uses an iterative solver.(no content)Box2D also uses inelastic collisions when the collision velocity is small. This is done to prevent jitter. See `b2_velocityThreshold`.
### Historical Note on Box2D Lite
One thing noted in the original Box2D Lite was that it assumed collisions are perfectly inelastic.(no content)To include restitution, you should adjust the velocity bias in the setup stage. There you should check the normal velocity against some tolerance. If you try to apply restitution directly in the iterations, you end up chasing your tail.
### Physics Background
A coefficient of restitution e = 1 represents a perfectly elastic collision, in which no kinetic energy is dissipated. The objects rebound with the same relative speed with which they approached.(no content)In a perfectly elastic collision, the coefficient of restitution (e) is equal to 1. This signifies that no kinetic energy is lost during the collision. The total kinetic energy of the system before the collision is equal to the total kinetic energy after the collision.
### Key Takeaway
If you're experiencing energy loss even with restitution = 1.0 in Box2D, it's likely due to the velocity threshold (`b2_velocityThreshold`) which prevents bouncing at low velocities to avoid jitter, or because of the iterative nature of the solver when multiple contacts are involved.
REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.
WebSearch (Box2D ball bouncing forever loses energy solution workaround)
Web search results for query: "Box2D ball bouncing forever loses energy solution workaround"
Links: [{"title":"Ball Bouncing problem - Box2D Forums","url":"http://box2d.org/forum/viewtopic.php?f=20&t=8796"},{"title":"Problem with bouncing ball - Box2D Forums","url":"http://www.box2d.org/forum/viewtopic.php?t=6283"},{"title":"Body slows down too quickly - Box2D Forums","url":"http://box2d.org/forum/viewtopic.php?f=4&t=1365"},{"title":"Balls stick to walls at low speed (Box2d issue) · Issue #1219 · 4ian/GDevelop","url":"https://github.com/4ian/GDevelop/issues/1219"},{"title":"FAQ / gotchas - Box2D tutorials - iforce2d","url":"https://www.iforce2d.net/b2dtut/gotchas"},{"title":"2d - bouncing ball with physics material seems to gain energy somehow - Unity Engine - Unity Discussions","url":"https://discussions.unity.com/t/2d-bouncing-ball-with-physics-material-seems-to-gain-energy-somehow/579157"},{"title":"Box2d, collisions and how it fails sometimes. - Games - Solar2D Game Engine","url":"https://forums.solar2d.com/t/box2d-collisions-and-how-it-fails-sometimes/297891"},{"title":"Pong game: Ball slides along instead of bouncing off wall. · Issue #501 · erincatto/box2d","url":"https://github.com/erincatto/Box2D/issues/501"},{"title":"Box2D: Simulation","url":"https://box2d.org/documentation/md_simulation.html"},{"title":"Solver2D :: Box2D","url":"https://box2d.org/posts/2024/02/solver2d/"}]
Based on the search results, here's what I found about the Box2D ball bouncing energy loss issue and solutions:
## The Root Cause
There's a velocity threshold for elastic collisions in Box2D. Any collision with a relative linear velocity below this threshold will be treated as inelastic. The constant `b2_velocityThreshold` is set to 1.0 m/s by default, so when the ball's speed falls below this threshold, the restitution value is effectively zero.(no content)Box2D uses inelastic collisions when the collision velocity is small. This is done to prevent jitter.
## Solutions/Workarounds
### 1. Lower the Velocity Threshold
Setting Restitution to 1 and Linear damping to 0 on collision is not enough. The solution is to lower the Box2D setting `b2_velocityThreshold`.
You can modify this in `b2Settings.h`:
```cpp
const float32 b2_velocityThreshold = 1.0f; // 1 m/s (default)
// Change to a smaller value like 0.0f or 0.1f
```
### 2. Set Restitution Properly
Restitution is used to make objects bounce. The restitution value is usually set between 0 and 1. A value of one means the ball's velocity will be exactly reflected - this is called a perfectly elastic collision.(no content)Restitution is combined using the max of both shapes' restitution values, so you can have a bouncy super ball without having a bouncy floor.
### 3. Be Aware of Multiple Contacts
When a shape develops multiple contacts, restitution is simulated approximately because Box2D uses a sequential solver.
## Summary
The main workaround is to **lower `b2_velocityThreshold`** in the Box2D settings to allow elastic collisions at lower velocities. Combined with setting restitution to 1.0 and linear damping to 0, this should allow a ball to bounce indefinitely without losing energy.
... [2 more lines]
WebSearch (Box2D 3.0 b2WorldDef restitutionThreshold field name)
Web search results for query: "Box2D 3.0 b2WorldDef restitutionThreshold field name"
Links: [{"title":"Box2D: Simulation","url":"https://box2d.org/documentation/md_simulation.html"},{"title":"Box2D FixtureDef restitutionThreshold Missing · Issue #7152 · libgdx/libgdx","url":"https://github.com/libgdx/libgdx/issues/7152"},{"title":"box2d/CHANGELOG.md at main · erincatto/box2d","url":"https://github.com/erincatto/Box2D/blob/main/CHANGELOG.md"},{"title":"[box2d] update to 2.4.1 · Issue #16263 · microsoft/vcpkg","url":"https://github.com/microsoft/vcpkg/issues/16263"},{"title":"Releases · erincatto/box2d","url":"https://github.com/erincatto/box2d/releases"},{"title":"Box2D: Overview","url":"https://box2d.org/documentation/"},{"title":"box2d/include/box2d/box2d.h at main · erincatto/box2d","url":"https://github.com/erincatto/box2d/blob/main/include/box2d/box2d.h"},{"title":"Box2D: Class Members - Variables","url":"https://box2d.org/doc_version_2_4/functions_vars.html"},{"title":"Box2D: Migration Guide","url":"https://box2d.org/documentation/md_migration.html"},{"title":"Box2D: Data Fields","url":"https://box2d.org/documentation/functions_i.html"}]
Based on the search results, I found information about the `restitutionThreshold` field in Box2D:
Box2D uses inelastic collisions when the collision velocity is small. This is done to prevent jitter. See `b2WorldDef::restitutionThreshold`.
In Box2D 3.0, the field is named `restitutionThreshold` and it's located in the `b2WorldDef` structure. This is different from Box2D 2.4 where `b2FixtureDef::restitutionThreshold` lets you set the restitution velocity threshold per fixture.
The migration from version 2.4 to 3.0 moved this threshold from being per-fixture to being a world-level setting in `b2WorldDef`. Box2D also only reports hit events that have an approach speed larger than `b2WorldDef::hitEventThreshold`. This shows the pattern of world-level thresholds in the 3.0 API.
So to summarize: In **Box2D 3.0**, the field name is `restitutionThreshold` and it's a member of the `b2WorldDef` structure (accessed as `b2WorldDef::restitutionThreshold`).
REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.
Based on the search results:
- I used the correct field name
restitutionThresholdinb2WorldDef - Restitution is mixed using max of both shapes (so ball=1 + wall=default should still bounce)
- The threshold should prevent low-velocity inelastic collisions
Let me check if maybe linear damping is the issue, or if walls need explicit restitution too:
Grep (damping|Damping)
4855:static int l_physics_set_linear_damping(lua_State* L) {
4860: float damping = (float)luaL_checknumber(L, 2);
4861: b2Body_SetLinearDamping(*body_id, damping);
4865:static int l_physics_set_angular_damping(lua_State* L) {
4870: float damping = (float)luaL_checknumber(L, 2);
4871: b2Body_SetAngularDamping(*body_id, damping);
6786: lua_register(L, "physics_set_linear_damping", l_physics_set_linear_damping);
6787: lua_register(L, "physics_set_angular_damping", l_physics_set_angular_damping);
Grep (b2DefaultBodyDef|bodyDef)
4374- }
4375-
4376- // Create body definition
4377: b2BodyDef body_def = b2DefaultBodyDef();
4378- body_def.type = body_type;
4379- body_def.position = (b2Vec2){x / pixels_per_meter, y / pixels_per_meter};
4380-
Let me try two things:
- Set walls to have restitution 1 explicitly
- Set ball linear damping to 0 explicitly
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require('anchor')
4→ width: 480
5→ height: 270
6→ scale: 3
7→
8→-- Game dimensions
9→gw, gh = an.width, an.height
10→
11→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→orange = color 244, 146, 0
20→blue = color 83, 175, 239
21→green = color 122, 179, 87
22→red = color 223, 37, 64
23→purple = color 172, 144, 216
24→brown = color 195, 105, 77
25→wall_color = fg\clone!\mix yellow, 0.1
26→
27→-- Layers
28→back = an\layer 'back'
29→game = an\layer 'game'
30→shadow = an\layer 'shadow'
... [97 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Grep (linear_damping|damping)
77: set_linear_damping: (damping) => physics_set_linear_damping @body, damping
78: set_angular_damping: (damping) => physics_set_angular_damping @body, damping
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Added:
- Wall restitution = 1
- Ball linear damping = 0
Try again. If still losing energy, we may need the manual velocity preservation approach.
Sources:
Yes, it still doesn't work.
Let's implement manual velocity preservation. Here's the plan:
Register hit events:
an\physics_hit 'ball', 'wall'andan\physics_hit 'ball', 'ball'On hit, store each ball's speed, then in a late action restore it:
an\physics_hit 'ball', 'wall'
an\physics_hit 'ball', 'ball'
an\early_action =>
for event in *an\hit_events 'ball', 'wall'
b = event.a
vx, vy = b.collider\get_velocity!
b.preserve_speed = math.sqrt(vx*vx + vy*vy)
for event in *an\hit_events 'ball', 'ball'
vx, vy = event.a.collider\get_velocity!
event.a.preserve_speed = math.sqrt(vx*vx + vy*vy)
vx, vy = event.b.collider\get_velocity!
event.b.preserve_speed = math.sqrt(vx*vx + vy*vy)
an\late_action =>
for b in *an\all 'ball'
if b.preserve_speed
vx, vy = b.collider\get_velocity!
current_speed = math.sqrt(vx*vx + vy*vy)
if current_speed > 0
scale = b.preserve_speed/current_speed
b.collider\set_velocity vx*scale, vy*scale
b.preserve_speed = nil
Want me to implement this?
Read the documentation for Box2D's hit events. Do they apply to every collision? I believe they don't.
Grep (hit.*event|hitEvent)
431- uint64_t category_bit; // Single bit identifying this tag (1, 2, 4, 8, ...)
432- uint64_t collision_mask; // Which tags this collides with (physical response)
433- uint64_t sensor_mask; // Which tags trigger sensor events
434: uint64_t hit_mask; // Which tags trigger hit events
435-} PhysicsTag;
436-
437-static PhysicsTag physics_tags[MAX_PHYSICS_TAGS];
--
530-static PhysicsContactEndEvent contact_end_events[MAX_PHYSICS_EVENTS];
531-static int contact_end_count = 0;
532-
533:static PhysicsHitEvent hit_events[MAX_PHYSICS_EVENTS];
534-static int hit_count = 0;
535-
536-static PhysicsSensorBeginEvent sensor_begin_events[MAX_PHYSICS_EVENTS];
--
650- ev->tag_b = tag_b;
651- }
652-
653: // Process hit events
654- for (int i = 0; i < contact_events.hitCount && hit_count < MAX_PHYSICS_EVENTS; i++) {
655: b2ContactHitEvent* e = &contact_events.hitEvents[i];
656- if (!b2Shape_IsValid(e->shapeIdA) || !b2Shape_IsValid(e->shapeIdB)) continue;
657-
658- int tag_a = physics_get_shape_tag(e->shapeIdA);
659- int tag_b = physics_get_shape_tag(e->shapeIdB);
660- if (tag_a < 0 || tag_b < 0) continue;
661-
662: PhysicsHitEvent* ev = &hit_events[hit_count++];
663- ev->shape_a = e->shapeIdA;
... [26 more lines]
WebSearch (Box2D 3.0 b2ContactHitEvent when does it fire threshold)
Web search results for query: "Box2D 3.0 b2ContactHitEvent when does it fire threshold"
Links: [{"title":"Box2D: Events","url":"https://box2d.org/documentation/group__events.html"},{"title":"Box2D: Simulation","url":"https://box2d.org/documentation/md_simulation.html"},{"title":"box2d/include/box2d/box2d.h at main · erincatto/box2d","url":"https://github.com/erincatto/box2d/blob/main/include/box2d/box2d.h"},{"title":"odin-box2d/bindings.odin at main · cr1sth0fer/odin-box2d","url":"https://github.com/cr1sth0fer/odin-box2d/blob/main/bindings.odin"},{"title":"Box2D: World","url":"https://box2d.org/documentation/group__world.html"},{"title":"Collision callbacks - Box2D tutorials - iforce2d","url":"https://www.iforce2d.net/b2dtut/collision-callbacks"},{"title":"box2d/docs/migration.md at main · erincatto/box2d","url":"https://github.com/erincatto/box2d/blob/main/docs/migration.md"},{"title":"Box2D: Data Fields","url":"https://box2d.org/documentation/functions_s.html"},{"title":"Box2D: b2Contact Class Reference","url":"https://box2d.org/doc_version_2_4/classb2_contact.html"},{"title":"Releases · erincatto/box2d","url":"https://github.com/erincatto/box2d/releases"}]
Based on the search results, here's information about `b2ContactHitEvent` in Box2D 3.0:
## When Does It Fire?
A hit touch event is generated when two shapes collide with a speed faster than the hit speed threshold.
## Threshold Configuration
You can adjust the hit event threshold using `b2World_SetHitEventThreshold()`. This controls the collision speed needed to generate a `b2ContactHitEvent`, usually measured in meters per second.
The threshold can also be set via `b2WorldDef::hitEventThreshold` when creating the world.
## Requirements
Shapes only generate hit events if `b2ShapeDef::enableHitEvents` is true. It's recommended to only enable this for shapes that need hit events because it creates some overhead.
## Event Data
The `b2ContactHitEvent` includes an `approachSpeed` field representing the speed the shapes are approaching. This value is always positive and is typically in meters per second.
## Accessing Events
Contact events are buffered in the Box2D world and are available as event arrays after the time step is complete.
Example usage from the documentation:
```c
... [12 more lines]
You're right. Hit events only fire when collision speed exceeds hitEventThreshold. They're designed for impact sounds, not every collision.
We should use collision begin events instead, which fire on every contact. Let me check if those are available:
Grep (collision_begin|contact_begin)
527:static PhysicsContactBeginEvent contact_begin_events[MAX_PHYSICS_EVENTS];
528:static int contact_begin_count = 0;
579: contact_begin_count = 0;
603: for (int i = 0; i < contact_events.beginCount && contact_begin_count < MAX_PHYSICS_EVENTS; i++) {
611: PhysicsContactBeginEvent* ev = &contact_begin_events[contact_begin_count++];
5056: contact_begin_count, contact_end_count, hit_count,
5068:// physics_get_collision_begin(tag_a, tag_b) -> array of {body_a, body_b, shape_a, shape_b, point_x, point_y, normal_x, normal_y}
5069:static int l_physics_get_collision_begin(lua_State* L) {
5081: for (int i = 0; i < contact_begin_count; i++) {
5082: PhysicsContactBeginEvent* e = &contact_begin_events[i];
6809: lua_register(L, "physics_get_collision_begin", l_physics_get_collision_begin);
Grep (collision_begin)
E:\a327ex\emoji-ball-battles\anchor\init.lua:600:an.collision_begin_events = function(self, tag_a, tag_b)local result =
E:\a327ex\emoji-ball-battles\anchor\init.lua:602:physics_get_collision_begin(tag_a, tag_b)for _index_0 = 1, #_list_0 do local event = _list_0[_index_0]local id_a =
E:\a327ex\emoji-ball-battles\anchor\init.yue:592: for event in *an\collision_begin_events 'player', 'enemy'
E:\a327ex\emoji-ball-battles\anchor\init.yue:600: an.collision_begin_events = (tag_a, tag_b) =>
E:\a327ex\emoji-ball-battles\anchor\init.yue:602: for event in *physics_get_collision_begin tag_a, tag_b
collision_begin_events exists and fires on every contact. Updated plan:
an\early_action =>
for event in *an\collision_begin_events 'ball', 'wall'
b = event.a
vx, vy = b.collider\get_velocity!
b.preserve_speed = math.sqrt(vx*vx + vy*vy)
for event in *an\collision_begin_events 'ball', 'ball'
vx, vy = event.a.collider\get_velocity!
event.a.preserve_speed = math.sqrt(vx*vx + vy*vy)
vx, vy = event.b.collider\get_velocity!
event.b.preserve_speed = math.sqrt(vx*vx + vy*vy)
an\late_action =>
for b in *an\all 'ball'
if b.preserve_speed
vx, vy = b.collider\get_velocity!
speed = math.sqrt(vx*vx + vy*vy)
if speed > 0
scale = b.preserve_speed/speed
b.collider\set_velocity vx*scale, vy*scale
b.preserve_speed = nil
No extra registration needed since physics_collision already enables contact events. Want me to implement?
Sources: - Box2D Events - Box2D Simulation
This seems correct, let's try it.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Ready to test with ./run.bat.
This is still problematic because the physics step runs before early actions, so the speed we're preserving is the new one wrong one from this physics step after the collision happened.
You're right. The physics step runs before early_action, so velocity is already changed.
Solution: Store velocity at end of each frame, use that stored value when collision is detected next frame.
-- In ball class
update: =>
-- ... draw code ...
-- Store velocity for next frame's collision check
vx, vy = @collider\get_velocity!
@last_speed = math.sqrt(vx*vx + vy*vy)
-- In early_action
an\early_action =>
for event in *an\collision_begin_events 'ball', 'wall'
b = event.a
if b.last_speed
b.preserve_speed = b.last_speed
for event in *an\collision_begin_events 'ball', 'ball'
if event.a.last_speed
event.a.preserve_speed = event.a.last_speed
if event.b.last_speed
event.b.preserve_speed = event.b.last_speed
-- late_action stays the same (restore speed, clear preserve_speed)
This way we capture velocity before physics runs (end of previous frame), and use that when collision is detected.
Want me to implement?
Yes.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Ready to test.
This is still not working for some reason...
Let me check how collision events work - maybe event.a isn't returning the actual ball object:
Grep (collision_begin_events)
582- Both tags must be registered first via physics_tag.
583- ]]
584- an.physics_hit = (tag_a, tag_b) =>
585- physics_enable_hit tag_a, tag_b
586- @hit_pairs[] = {a: tag_a, b: tag_b}
587-
588- --[[
589- Returns collision begin events between two tags this frame.
590-
591- Usage:
592: for event in *an\collision_begin_events 'player', 'enemy'
593- event.a\take_damage 10
594- spawn_particles event.point_x, event.point_y
595-
596- Returns array of:
597- {a: <object>, b: <object>, shape_a: <handle>, shape_b: <handle>,
598- point_x, point_y, normal_x, normal_y}
599- ]]
600: an.collision_begin_events = (tag_a, tag_b) =>
601- result = {}
602- for event in *physics_get_collision_begin tag_a, tag_b
603- id_a = physics_get_user_data event.body_a
604- id_b = physics_get_user_data event.body_b
605- collider_a = @colliders[id_a]
606- collider_b = @colliders[id_b]
607- if collider_a and collider_b
608- -- Normalize order: a should have tag_a, b should have tag_b
609- if collider_a.tag == tag_a
610- result[] = {
Read (E:\a327ex\emoji-ball-battles\anchor\init.yue)
600→ an.collision_begin_events = (tag_a, tag_b) =>
601→ result = {}
602→ for event in *physics_get_collision_begin tag_a, tag_b
603→ id_a = physics_get_user_data event.body_a
604→ id_b = physics_get_user_data event.body_b
605→ collider_a = @colliders[id_a]
606→ collider_b = @colliders[id_b]
607→ if collider_a and collider_b
608→ -- Normalize order: a should have tag_a, b should have tag_b
609→ if collider_a.tag == tag_a
610→ result[] = {
611→ a: collider_a.parent
612→ b: collider_b.parent
613→ shape_a: event.shape_a
614→ shape_b: event.shape_b
615→ point_x: event.point_x
616→ point_y: event.point_y
617→ normal_x: event.normal_x
618→ normal_y: event.normal_y
619→ }
620→ else
621→ result[] = {
622→ a: collider_b.parent
623→ b: collider_a.parent
624→ shape_a: event.shape_b
625→ shape_b: event.shape_a
626→ point_x: event.point_x
627→ point_y: event.point_y
628→ normal_x: -event.normal_x
629→ normal_y: -event.normal_y
... [10 more lines]
I think I see the issue. The order is: 1. Physics step 2. early_action (detect collision, set preserve_speed) 3. update (stores last_speed = current wrong velocity) 4. late_action (restores velocity)
The ball's update runs before late_action restores the velocity, so last_speed gets the wrong value.
Fix: Move last_speed storage to the end of late_action, after restoration:
an\late_action =>
for b in *an\all 'ball'
if b.preserve_speed
vx, vy = b.collider\get_velocity!
speed = math.sqrt(vx*vx + vy*vy)
if speed > 0
scale = b.preserve_speed/speed
b.collider\set_velocity vx*scale, vy*scale
b.preserve_speed = nil
-- Store velocity AFTER restoration for next frame
vx, vy = b.collider\get_velocity!
b.last_speed = math.sqrt(vx*vx + vy*vy)
And remove the storage from ball's update.
Want me to implement?
Yes.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Ready to test.
Nope, this is still incorrect. Maybe do a thorough imaginary check with actual values, frame by frame, step by step? Later we can also do prints to see if this imaginary check checks out or not.
Let me trace through carefully:
Frame N (before collision): - Ball velocity = (15, 20), speed = 25 - late_action: last_speed = 25
Frame N+1 (collision frame): - Physics step: ball hits wall, velocity → (15, -19), speed = 24.2 (energy lost) - early_action: collision_begin fires, preserve_speed = last_speed = 25 ✓ - late_action: - current speed = 24.2 - scale = 25/24.2 = 1.033 - restore velocity, speed = 25 ✓ - store last_speed = 25
This looks correct... Wait. Let me check something. The balls need to be tagged for an\all 'ball' to find them:
Read (E:\a327ex\emoji-ball-battles\main.yue)
59→
60→-- Ball class
61→class ball extends object
62→ new: (@x, @y, @team) =>
63→ super!
64→ @image = @team == 'player' and an.images.slight_smile or an.images.no_mouth
65→ @radius = 10
66→ @scale = 2*@radius/@image.width
67→
68→ @\add collider 'ball', 'dynamic', 'circle', @radius
69→ @collider\set_position @x, @y
70→ @collider\set_restitution 1
71→ @collider\set_friction 1
72→ @collider\set_linear_damping 0
73→
74→ -- Random initial impulse (after 3 seconds)
75→ @\add timer!
76→ @collider\set_gravity_scale 0
77→ @timer\after 3, ->
78→ @collider\set_gravity_scale 1
79→ @collider\apply_impulse an.random\float(-20, 20), an.random\float(-20, 20)
80→
81→ update: =>
82→ game\push @x, @y, @collider\get_angle!, @scale, @scale
83→ game\image @image, 0, 0
Found it! The ball object isn't tagged. The collider has tag 'ball' for physics, but the object isn't tagged. So an\all 'ball' returns nothing.
Need to add @\tag 'ball' in the ball constructor:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
That was the bug — an\all 'ball' was returning nothing because the object wasn't tagged. Ready to test.
What's the meter value set to in terms of pixels?
Grep (pixels_per_meter|meter_scale)
421-static bool physics_initialized = false;
422-static bool physics_enabled = true;
423:static float pixels_per_meter = 64.0f; // Default: 64 pixels = 1 meter
424-
425-// Physics tag system
--
622- if (contact_count > 0 && contact_data.manifold.pointCount > 0) {
623- // Use first contact point (there can be up to 2 for polygon-polygon)
624: ev->point_x = contact_data.manifold.points[0].point.x * pixels_per_meter;
625: ev->point_y = contact_data.manifold.points[0].point.y * pixels_per_meter;
626- ev->normal_x = contact_data.manifold.normal.x;
627- ev->normal_y = contact_data.manifold.normal.y;
--
668- ev->tag_b = tag_b;
669- // Convert from meters to pixels
670: ev->point_x = e->point.x * pixels_per_meter;
671: ev->point_y = e->point.y * pixels_per_meter;
672- ev->normal_x = e->normal.x;
673- ev->normal_y = e->normal.y;
674: ev->approach_speed = e->approachSpeed * pixels_per_meter;
675- }
676-
--
4226-
4227- // Convert from pixels/sec² to meters/sec²
4228: b2Vec2 gravity = {gx / pixels_per_meter, gy / pixels_per_meter};
4229- b2World_SetGravity(physics_world, gravity);
4230- return 0;
4231-}
4232-
... [215 more lines]
Default is 64 pixels = 1 meter. Can be changed via an\physics_set_meter_scale.
What's gravity at in super emoji box?
Grep (gravity)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:109: lun:physics_world_set_gravity(0, 256)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:474: self:collider_set_gravity_scale(0.5)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:492: self:collider_set_gravity_scale(0.35)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:558: self:collider_set_gravity_scale(0)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:707: self:collider_set_gravity_scale(1)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\collider.lua:225: Sets the colider's gravity scale.
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\collider.lua:226: This is a multiplier on the world's gravity, but applied to this collider alone.
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\collider.lua:228: self:collider_set_gravity_scale(0)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\collider.lua:230:function collider:collider_set_gravity_scale(v)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\physics_world.lua:9: lun:physics_world(64, 0, 256) -> a common platformer setup with vertical downward gravity
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\physics_world.lua:321: Sets the box2d world's gravity.
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\physics_world.lua:322: By default, the physics world in "lun" is set to have 0, 0 gravity, so you can use this function to change it.
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\physics_world.lua:323: If you're creating your own worlds instead then you can set gravity directly on the "physics_world" initialization function.
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\physics_world.lua:324: Remember to take into account your current meter size and to set the gravity value relative to it.
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\physics_world.lua:327: lun:physics_world_set_gravity(0, 128) -> decent downwards gravity value for a world of 64 meter size
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\physics_world.lua:329:function physics_world:physics_world_set_gravity(gx, gy)
Gravity is (0, 256) in super emoji box.
We're using (0, 500) currently, which is about 2x stronger.
It's still leaking, I'm honestly not sure why or how. Regardless, we can just fix it by making collisions between balls generate a little more energy, up to some limit.
Makes sense. So the approach:
- On ball-ball collision, multiply each ball's speed by a small factor (e.g., 1.05)
- Cap maximum speed to prevent runaway acceleration
max_ball_speed = 300
an\early_action =>
for event in *an\collision_begin_events 'ball', 'ball'
for b in *{event.a, event.b}
vx, vy = b.collider\get_velocity!
speed = math.sqrt(vx*vx + vy*vy)
if speed > 0
new_speed = math.min(speed*1.05, max_ball_speed)
scale = new_speed/speed
b.collider\set_velocity vx*scale, vy*scale
We can remove the wall collision preservation since gravity naturally adds energy on the way down. The leak from wall bounces might balance out.
Want me to implement this and remove the old preservation code?
Yes.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require('anchor')
4→ width: 480
5→ height: 270
6→ scale: 3
7→
8→-- Game dimensions
9→gw, gh = an.width, an.height
10→
11→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→orange = color 244, 146, 0
20→blue = color 83, 175, 239
21→green = color 122, 179, 87
22→red = color 223, 37, 64
23→purple = color 172, 144, 216
24→brown = color 195, 105, 77
25→wall_color = fg\clone!\mix yellow, 0.1
26→
27→-- Layers
28→back = an\layer 'back'
29→game = an\layer 'game'
30→shadow = an\layer 'shadow'
... [129 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Removed old preservation code, added simple 5% energy boost on ball-ball collision, capped at 300. Ready to test.
We need to add more energy, and also we need to add more vertical energy since otherwise the balls have a tendency to stay closer to the ground.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me go through the conversation chronologically to capture all important details:
Initial Setup: User asked me to read design documents for Emoji Ball Battles game. I read EMOJI_BALL_BATTLES_DESIGN.md, ITEMS_CLASS_DESIGN.md, and IMPLEMENTATION_PLAN.md.
Basic Template Creation: User asked me to copy super emoji box reference, delete previous main.yue contents, and create a basic file with Twitter emoji colors. I found the colors in lun.lua under the 'twitter_emoji' theme.
Layer/Shader Setup: User asked me to look at Anchor/framework/main.yue and create a basic emoji-style visual setup with layers and shaders. Created assets/shadow.frag and assets/outline.frag. Set up 4 layers: back, game, shadow, outline.
Calculation Spacing Guidelines: User corrected me multiple times on spacing:
- Multiplication/division: no spaces
- Addition/subtraction: spaces
- Prefer flat values first:
2*@radiusnot@radius*2- Added this to CLAUDE.md
Arena Setup (Phase 1.1): Created arena with 200x200 play area centered on screen, 4 thick walls extending off-screen.
Ball Setup (Phase 1.2): Created ball class with:
- Emoji images (slight_smile for player, no_mouth for enemy)
- Circle collider, radius 10
- Restitution 1, friction 1 (later 0), linear damping 0
- Random initial impulse after 3 seconds
- Teams: 'player' and 'enemy'
Color class bug fix: The
mixfunction produced float values thatrgbacouldn't handle. Fixed by rounding in__callmethod.Box2D Energy Loss Issue: Major debugging session:
- Set restitutionThreshold to 0 in engine
- Tried friction 0
- Tried manual velocity preservation with collision_begin_events
- Found bug: ball objects weren't tagged with
@\tag 'ball'- Still didn't work due to frame timing issues
- Final solution: Add energy on ball-ball collisions with 1.1x horizontal and 1.2x vertical boost, capped at max speed 300
Key user feedback/corrections: - Use
an.random\floatnotan\random_float- Usegame\push/popfor transformations instead of parameters on image - Useupdatemethod not anonymous action for classes - Name ballsplayer_ballandenemy_ballnotball_player/ball_right- Variables inside objects don't need prefix (e.g.,@wnot@arena_w) - Always show plan before implementing - Drawing is implicit via update methods, not explicit draw callsSummary: 1. Primary Request and Intent: The user is implementing "Emoji Ball Battles", a physics auto-battler roguelite game. The session focused on Phase 1 (Basic Combat) of the implementation plan: - Phase 1.1: Arena Setup - 200x200 walled arena with gravity - Phase 1.2: Ball with Physics - Two emoji balls bouncing around - Resolving Box2D energy leakage issues to keep balls bouncing perpetually
Key Technical Concepts:
- YueScript (compiles to Lua) with Anchor game framework
- Box2D physics via Anchor's C engine
- 4-layer rendering system: back, game, shadow, outline (for emoji visual style)
- Physics tags vs object tags (separate systems)
- Box2D restitutionThreshold and energy leakage
- collision_begin_events for detecting collisions
- Frame execution order: Physics → early_action → update → late_action
Files and Code Sections:
main.yue (primary game file): ```yuescript global *
require('anchor') width: 480 height: 270 scale: 3
-- Game dimensions gw, gh = an.width, an.height
-- Twitter emoji color palette white = color 255, 255, 255 black = color 0, 0, 0 gray = color 128, 128, 128 bg = color 48, 49, 50 fg = color 231, 232, 233 fg_dark = color 201, 202, 203 yellow = color 253, 205, 86 orange = color 244, 146, 0 blue = color 83, 175, 239 green = color 122, 179, 87 red = color 223, 37, 64 purple = color 172, 144, 216 brown = color 195, 105, 77 wall_color = fg\clone!\mix yellow, 0.1
-- Layers back = an\layer 'back' game = an\layer 'game' shadow = an\layer 'shadow' outline = an\layer 'outline'
-- Shaders an\shader 'shadow', 'assets/shadow.frag' an\shader 'outline', 'assets/outline.frag'
-- Images an\image 'slight_smile', 'assets/slight_smile.png' an\image 'no_mouth', 'assets/no_mouth.png'
-- Physics an\physics_init! an\physics_set_gravity 0, 384 an\physics_tag 'wall' an\physics_tag 'ball' an\physics_collision 'ball', 'wall' an\physics_collision 'ball', 'ball'
-- Wall class class wall extends object new: (@x, @y, @w, @h) => super! @\add collider 'wall', 'static', 'box', @w, @h @collider\set_position @x, @y @collider\set_restitution 1
update: => game\rectangle @x - @w/2, @y - @h/2, @w, @h, wall_color!
-- Ball class class ball extends object new: (@x, @y, @team) => super! @\tag 'ball' @image = @team == 'player' and an.images.slight_smile or an.images.no_mouth @radius = 10 @scale = 2*@radius/@image.width
@\add collider 'ball', 'dynamic', 'circle', @radius @collider\set_position @x, @y @collider\set_restitution 1 @collider\set_friction 0 @collider\set_linear_damping 0 -- Random initial impulse (after 3 seconds) @\add timer! @collider\set_gravity_scale 0 @timer\after 3, -> @collider\set_gravity_scale 1 @collider\apply_impulse an.random\float(-20, 20), an.random\float(-20, 20)update: => game\push @x, @y, @collider\get_angle!, @scale, @scale game\image @image, 0, 0 game\pop!
-- Arena class (contains walls, manages fight state) class arena extends object new: => super!
-- Play area dimensions (200x200, centered) @w, @h = 200, 200 @x = (gw - @w)/2 @y = (gh - @h)/2 wall_thickness = 200 -- Create walls as children @\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness @\add wall @x + @w/2, @y + @h + wall_thickness/2, @w + wall_thickness*2, wall_thickness @\add wall @x - wall_thickness/2, @y + @h/2, wall_thickness, @h @\add wall @x + wall_thickness/2 + @w, @y + @h/2, wall_thickness, @h -- Create balls @player_ball = @\add ball @x + @w*0.25, @y + @h/2, 'player' @enemy_ball = @\add ball @x + @w*0.75, @y + @h/2, 'enemy'-- Create arena an\add arena!
-- Ball-ball collisions add energy to compensate for Box2D leaking it max_ball_speed = 300
an\early_action => for event in an\collision_begin_events 'ball', 'ball' for b in {event.a, event.b} vx, vy = b.collider\get_velocity! -- Boost vertical more to counteract gravity pulling balls down vx = vx1.1 vy = vy1.2 speed = math.sqrt(vxvx + vyvy) if speed > max_ball_speed scale = max_ball_speed/speed vx = vxscale vy = vyscale b.collider\set_velocity vx, vy
an\action => back\rectangle 0, 0, gw, gh, fg!
-- Render and composite layers draw = -> back\render! game\render!
shadow\clear! shadow\draw_from game, an.shaders.shadow
shader_set_vec2_immediate an.shaders.outline, "u_pixel_size", 1/gw, 1/gh outline\clear! outline\draw_from game, an.shaders.outline
back\draw! shadow\draw 4, 4 outline\draw! game\draw! ```
anchor/color.yue - Fixed
__callto round floats:yuescript __call: => rgba math.floor(@data.r + 0.5), math.floor(@data.g + 0.5), math.floor(@data.b + 0.5), math.floor(@data.a + 0.5)E:/a327ex/Anchor/engine/src/anchor.c - Added restitution threshold:
c b2WorldDef world_def = b2DefaultWorldDef(); world_def.gravity = (b2Vec2){0.0f, 10.0f}; world_def.restitutionThreshold = 0.0f; // Allow full restitution at any speed.claude/CLAUDE.md - Added calculation spacing guidelines: ```markdown
Calculations
Multiplication and division: no spaces. Addition and subtraction: spaces.
- Bad:
@x+@w * 0.25- Good:
@x + @w*0.25Prefer flat values first:2*@radiusnot@radius*2. ```reference/basic-emoji-anchor-game.md - Template documentation created
assets/shadow.frag and assets/outline.frag - Shader files for emoji visual style
Errors and Fixes:
Color mix produces floats:
rgbaexpected integers butmixproduced floats like 233.2. Fixed by addingmath.floor(x + 0.5)rounding in color's__callmethod.random_float not found: Used
an\random_floatbut should bean.random\float(random is a child object).Ball objects not found by
an\all 'ball': The collider had physics tag 'ball' but the object itself wasn't tagged. Fixed by adding@\tag 'ball'in ball constructor.Velocity preservation timing: Tried storing
last_speedin update, but update runs before late_action restoration. Moved storage to end of late_action. Still didn't fully work.Box2D energy leak: Despite restitutionThreshold=0, restitution=1, friction=0, damping=0, balls still lost energy. Final workaround: add 10% horizontal and 20% vertical boost on ball-ball collisions, capped at 300 max speed.
Problem Solving:
- Box2D energy leakage was extensively debugged through multiple approaches (restitution threshold, friction, damping, manual velocity preservation). Final practical solution was to add energy on ball-ball collisions rather than fight the physics engine.
- Frame timing for velocity preservation was analyzed step-by-step to identify that
last_speedwas being stored at wrong time.All User Messages:
- "Hello, Claude. We'll start implementing this game today. Read the relevant documents in the docs/ folder, please."
- "I copied super emoji box to reference/. This is the most complete Anchor-like project using the emoji visual style. Delete previous contents of the main.yue, start a very basic new one that does nothing yet other than call the engine, but also copy the twitter emoji colors from super emoji box, I believe they must be in init.lua."
- "just do it as an action instead and unnamed"
- "Great, create a file in reference explaining that this is most basic and default emoji-style Anchor game. Copy the code exactly as it is."
- "Alright, I had to do some changes on the engine side of things because I noticed some important functions missing. The reference file has also been changed to reflect this."
- "Yes, what do you want to do next?"
- "Yes. As CLAUDE.md says, always show me what you'll do before actually doing it, okay?"
- "In a 1920x1080, the play area should be 600x600, so you can do the equivalent calculation for 480x270."
- "Let's try it."
- "Wall color should be a slightly more yellow version of the background color. Let's try 200x200 for the arena size now."
- "use color functions (lighten, darken, etc) to do these changes that are based on other colors, remember to clone the source first otherwise you'll change the original"
- "this is a small fix, fix it now, but first tell me about what the issue is exactly and your proposed solutions."
- "Yes." (to fix color __call)
- "Copy color.yue from here to Anchor/framework"
- "Perfect. Is this is it for this first phase? Update the document with what we actually did and tell me what's next."
- "Great, show me in more detail what you plan on doing here."
- "Let's use emoji images instead of circles. Make their size the same as the ones in Anchor/framework. The images are in assets/ and are 512x512 by default, so some scaling is necessary to draw them. Use slight_smile for player and no_mouth for enemy. Call the teams 'player' and 'enemy' instead of left and right. Do we have the stats module from old Anchor implemented in the new Anchor? If not, we need to implement it and use it for stats like HP and MAX HP. You should check how that module works in Anchor/references/love-compare if we don't have it. Initial impulse should be random. Friction should be 1 not 0.3. Leave restitution as 1 or the balls will eventually stop bouncing. Do all the fixes you can do here first, give me a turn to check them, and then we'll handle the stats module."
- "Do the ball calculations inside the ball constructor as attributes on that object."
- "Calculations should not have space between operators unless in really hairy and nested ones to give some visual breathing room. In normal calculations like this they should be together. Add this as a guideline in CLAUDE.md."
- "Always prefer flat values first when doing operations, so 2@radius is better than @radius2"
- "the last rule makes no sense, remove that entirely, the earlier one too."
- "Use an's random instead of random_float directly."
- "I believe it's more correct to push and apply angle and scale there, than directly on the image."
- "Yes, good."
- "all this should be inside an 'arena' object, since in the future we'll want to change from draft to arena to shop, etc."
- "The variables don't need to be prefixed with arena_ since they're inside the object called that."
- "Drawing is not explicit here, each object handles its own drawing."
- "update is the default function for classes, not an anonymous action"
- "Yes."
- "name them player_ball and enemy_ball. Also, change the calculation guidelines such that multiplication and division are together, but addition and subtraction are separated."
- "Make the impulse 3x lower, apply 3 seconds after the program starts. Also, we cannot rely on the physics simulation alone for bounces otherwise they'll stop bouncing eventually, even with max restitution. This means when we hit something else we need to maintain the velocity purely. If a ball hits a wall, it needs to come out with the same velocity it had before, changed by whatever vector makes sense for that collision. Same for both balls, the total velocities should be the same, even though one ball might appear faster due to how they collided. Does this make sense?"
- "First, does Box2D have a way to make collisions that don't leak energy, as you mentioned? Perhaps there's a way to do it without having to do any extra manual work."
- "Implement it now, let's see if it works."
- "Build it please and copy anchor.exe from there to here."
- "Change the impulse to be truly random and not towards the center."
- "They still lose energy. Set friction to 0 maybe?"
- "Nope, set friction to 1 and Google how to achieve this in Box2D."
- "Yes." (to implement collision_begin_events approach)
- "This is still problematic because the physics step runs before early actions, so the speed we're preserving is the new one wrong one from this physics step after the collision happened."
- "Yes." (to move last_speed storage to late_action)
- "This is still not working for some reason..."
- "Nope, this is still incorrect. Maybe do a thorough imaginary check with actual values, frame by frame, step by step? Later we can also do prints to see if this imaginary check checks out or not."
- "Read the documentation for Box2D's hit events. Do they apply to every collision? I believe they don't."
- "This seems correct, let's try it." (collision_begin_events approach)
- "What's the meter value set to in terms of pixels?"
- "What's gravity at in super emoji box?"
- "It's still leaking, I'm honestly not sure why or how. Regardless, we can just fix it by making collisions between balls generate a little more energy, up to some limit."
- "Yes." (to implement energy boost approach)
- "We need to add more energy, and also we need to add more vertical energy since otherwise the balls have a tendency to stay closer to the ground."
Pending Tasks:
- Test current energy boost values (1.1x horizontal, 1.2x vertical)
- Implement stats module for HP/MAX_HP (mentioned but deferred)
- Continue Phase 1: Weapon attachment, damage system, HP/death, fight flow, restart
Current Work: Working on Phase 1.2 Ball with Physics, specifically fixing the Box2D energy leakage problem. Just implemented increased energy boost on ball-ball collisions:
- Horizontal velocity: 1.1x multiplier
- Vertical velocity: 1.2x multiplier (more to counteract gravity)
- Capped at max_ball_speed = 300
Optional Next Step: Test the current energy boost values. User's last message was "We need to add more energy, and also we need to add more vertical energy since otherwise the balls have a tendency to stay closer to the ground." - I just implemented 1.1x horizontal and 1.2x vertical boost. User should test to see if these values are sufficient or need further tuning.
If you need specific details from before compaction (like exact code snippets, error messages, or content you generated), read the full transcript at: C:\Users\adn.claude\projects\E--a327ex-emoji-ball-battles\0e417be9-290f-40e8-bd28-9a2788f28941.jsonl Please continue the conversation from where we left it off without asking the user any further questions. Continue with the last task that you were asked to work on.
The energy boost implementation is in place with 1.1x horizontal and 1.2x vertical multipliers, capped at 300 max speed. You can run ./run.bat to test if these values keep the balls bouncing with enough energy, or if they need further tuning.
Remove the cap.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Balls now get the 1.1x/1.2x velocity boost on collision without any speed limit.
Set both at 1.08.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Both velocity components now boosted by 1.08x on ball-ball collisions.
Make sure the starting impulse is random but cannot be horizontally low.
Read (E:\a327ex\emoji-ball-battles\main.yue)
74→
75→ -- Random initial impulse (after 3 seconds)
76→ @\add timer!
77→ @collider\set_gravity_scale 0
78→ @timer\after 3, ->
79→ @collider\set_gravity_scale 1
80→ @collider\apply_impulse an.random\float(-20, 20), an.random\float(-20, 20)
81→
82→ update: =>
83→ game\push @x, @y, @collider\get_angle!, @scale, @scale
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Horizontal impulse now always has magnitude between 10-20, randomly positive or negative.
There's a random sign function available.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Cleaner now with an.random\sign!.
Make ball restitution 0.9.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Add back a cap of 512 speed. And then add the following system: the closer the speed is to the cap, the higher the chance that the energy will split (randomly, but always favoring the the original scenario) between both balls. Currently, when one ball reaches high speed and it hits the other, all energy is transferred, so the other ball becomes fast and the original becomes slow, and then this keeps repeating. This is boring, I want both balls to be moving more often. This means that when we get closer to that high speed moment, we want to sometimes split the energy across both balls. This split should not be perfect, and it should not happen always. It should favor the original scenario, and only rarely should it split the energy 50/50. Makes sense?
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The system works as follows:
- Speed cap: 512
- Redistribution chance: equals
max_speed/512, so it increases linearly as speed approaches cap - Blend amount: when redistribution triggers, blend is random between 0 and
speed_ratio*0.5, so even at max speed the blend only goes up to 0.5 (true 50/50), and it's uniformly distributed favoring lower values - At low speeds: rarely triggers, physics stays natural
- At high speeds: more likely to trigger, but usually with small blend values
Are you sure no energy is being lost? It seems like it is.
You're right, I made a mistake. When blending velocities toward their average, energy is lost because kinetic energy is proportional to v², not v. If one ball has speed 100 and another has speed 0 (total energy ∝ 10000), blending them to 50 each gives total energy ∝ 5000.
The fix is to calculate total energy before blending, then scale velocities after to restore it:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now the redistribution changes how energy is distributed between the balls but preserves the total kinetic energy by scaling velocities back up after blending.
Let's try making the spread of more and more random the closer we are to speed cap, with higher and higher possible magnitude. So at high speed cap it should be possible (rarely) to have a completely reversed scenario where the fast balls continues as fast, for instance.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. New approach:
- Calculate each ball's energy and the ratio (how much ball A has of total)
- Randomly shift that ratio by up to ±
speed_ratio(so at max speed, full ±1.0 shift is possible) - Clamp to 0.05-0.95 so neither ball gets all energy
- Scale each ball's velocity magnitude to match new energy share (preserves direction)
At low speeds: small random shifts, mostly keeps physics outcome At high speeds: can dramatically shift energy distribution, including "reversing" who ends up fast
Make the middle options where both get split energy at high speeds more likely, and the edge ones less likely. Also, copy math.remap from super emoji box's math.lua module and use it here, I find reasoning about things in its terms more intuitive.
Grep (remap)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:433: self:spring_pull('jump_x', math.remap(self.vy, 0, 1000, 0, 1), 200, 10)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:434: self:spring_pull('jump_y', math.remap(self.vy, 0, 1000, -0.2, 0), 200, 10)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:438: lun:s_shake(math.remap(self.vy, 100, 500, 1, 2), math.pi/2)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:444: plant:apply_direct_force(-math.sign(dx), nil, nil, math.remap(math.abs(dx), 0, 75, 75, 25))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:837: self.w = math.remap(self.v, 0, 250, 0, 14)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:838: self.h = math.remap(self.v, 0, 250, 0, 7)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:1040: local f = math.remap(math.abs(force), 0, 100, 0, self.init_max_moving_wind_force_rv)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:1053: local f = math.remap(math.abs(force), 0, 100, 0, self.init_max_direct_wind_force_rv)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\collider.lua:374: dx, dy = dx*math.remap(d, 0, rs, 0, max_speed), dy*math.remap(d, 0, rs, 0, max_speed)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\math.lua:356: math.remap() -> error, expects 5 numbers
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\math.lua:357: math.remap(10, 0, 20, 0, 1) -> 0.5 because 10 is 50% of [0, 20] and thus 0.5 is 50% of [0, 1]
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\math.lua:358: math.remap(3, 0, 3, 0, 100) -> 100
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\math.lua:359: math.remap(2.5, -5, 5, -100, 100) -> 50
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\math.lua:360: math.remap(-10, 0, 10, 0, 1000) -> -1000
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\math.lua:362:function math.remap(n, old_min, old_max, new_min, new_max)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\timer.lua:145: delays[i] = math.remap(steps[j], 0, 1, start_delay, end_delay)
Read (E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\math.lua)
354→ Remaps value n using its previous range of old_min, old_max into the new range new_min, new_max.
355→ Examples:
356→ math.remap() -> error, expects 5 numbers
357→ math.remap(10, 0, 20, 0, 1) -> 0.5 because 10 is 50% of [0, 20] and thus 0.5 is 50% of [0, 1]
358→ math.remap(3, 0, 3, 0, 100) -> 100
359→ math.remap(2.5, -5, 5, -100, 100) -> 50
360→ math.remap(-10, 0, 10, 0, 1000) -> -1000
361→]]--
362→function math.remap(n, old_min, old_max, new_min, new_max)
363→ return ((n - old_min)/(old_max - old_min))*(new_max - new_min) + new_min
364→end
365→
366→--[[
367→ Rotates the point by r angle with ox, oy as the pivot.
368→ TODO: examples
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require('anchor')
4→ width: 480
5→ height: 270
6→ scale: 3
7→
8→-- Game dimensions
9→gw, gh = an.width, an.height
10→
11→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→orange = color 244, 146, 0
20→blue = color 83, 175, 239
21→green = color 122, 179, 87
22→red = color 223, 37, 64
23→purple = color 172, 144, 216
24→brown = color 195, 105, 77
25→wall_color = fg\clone!\mix yellow, 0.1
26→
27→-- Layers
28→back = an\layer 'back'
29→game = an\layer 'game'
30→shadow = an\layer 'shadow'
... [20 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Copy it to math.yue, document it properly.
Glob (anchor/*.yue)
E:\a327ex\emoji-ball-battles\anchor\array.yue
E:\a327ex\emoji-ball-battles\anchor\camera.yue
E:\a327ex\emoji-ball-battles\anchor\collider.yue
E:\a327ex\emoji-ball-battles\anchor\font.yue
E:\a327ex\emoji-ball-battles\anchor\image.yue
E:\a327ex\emoji-ball-battles\anchor\init.yue
E:\a327ex\emoji-ball-battles\anchor\layer.yue
E:\a327ex\emoji-ball-battles\anchor\math.yue
E:\a327ex\emoji-ball-battles\anchor\object.yue
E:\a327ex\emoji-ball-battles\anchor\random.yue
E:\a327ex\emoji-ball-battles\anchor\shake.yue
E:\a327ex\emoji-ball-battles\anchor\spring.yue
E:\a327ex\emoji-ball-battles\anchor\timer.yue
E:\a327ex\emoji-ball-battles\anchor\color.yue
Read (E:\a327ex\emoji-ball-battles\anchor\math.yue)
1→global *
2→
3→--[[
4→ Math utility functions and easing curves.
5→
6→ Utility functions:
7→ lerp, lerp_dt - Linear interpolation
8→ lerp_angle, lerp_angle_dt - Angle interpolation with wrapping
9→ clamp - Clamp value to range
10→ loop - Loop value within range (for angles)
11→
12→ Easing functions:
13→ linear, sine_*, quad_*, cubic_*, quart_*, quint_*,
14→ expo_*, circ_*, bounce_*, back_*, elastic_*
15→]]
16→
17→-- Constants for easing functions
18→PI = math.pi
19→PI2 = math.pi / 2
20→LN2 = math.log 2
21→LN210 = 10 * math.log 2
22→
23→-- Overshoot for back easing
24→overshoot = 1.70158
25→
26→-- Amplitude and period for elastic easing
27→amplitude = 1
28→period = 0.0003
29→
30→--[[
... [435 more lines]
Edit (E:\a327ex\emoji-ball-battles\anchor\math.yue)
The file E:\a327ex\emoji-ball-battles\anchor\math.yue has been updated successfully.
Now let me update the header to include remap and remove it from main.yue.
Edit (E:\a327ex\emoji-ball-battles\anchor\math.yue)
The file E:\a327ex\emoji-ball-battles\anchor\math.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me update the energy redistribution code to favor middle splits at high speeds.
Read (E:\a327ex\emoji-ball-battles\main.yue)
85→ -- Create balls
86→ @player_ball = @\add ball @x + @w*0.25, @y + @h/2, 'player'
87→ @enemy_ball = @\add ball @x + @w*0.75, @y + @h/2, 'enemy'
88→
89→ early_update: (dt) =>
90→ -- Ball-ball collisions add energy to compensate for Box2D leaking it
91→ for event in *an\collision_begin_events 'ball', 'ball'
92→ ball_a, ball_b = event.a, event.b
93→ vx_a, vy_a = ball_a.collider\get_velocity!
94→ vx_b, vy_b = ball_b.collider\get_velocity!
95→
96→ speed_a = math.sqrt(vx_a*vx_a + vy_a*vy_a)
97→ speed_b = math.sqrt(vx_b*vx_b + vy_b*vy_b)
98→ max_speed = math.max(speed_a, speed_b)
99→
100→ -- Chance of energy redistribution increases as we approach speed cap
101→ speed_ratio = max_speed/512
102→ if an.random\float(0, 1) < speed_ratio
103→ energy_a = vx_a*vx_a + vy_a*vy_a
104→ energy_b = vx_b*vx_b + vy_b*vy_b
105→ total_energy = energy_a + energy_b
106→
107→ -- Only redistribute if both balls have some energy (preserves direction)
108→ if total_energy > 0 and energy_a > 0.01 and energy_b > 0.01
109→ -- Current energy distribution ratio
110→ ratio_a = energy_a/total_energy
111→
112→ -- Randomly shift ratio, spread increases with speed
113→ -- At max speed, can shift by up to 1.0 (full reversal possible)
114→ spread = speed_ratio
... [15 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The new approach:
- Triangular distribution: Averaging two uniform randoms creates a distribution that peaks at 0.5 and is rare at edges (0 and 1)
- Speed-based blending:
math.lerp(speed_ratio, ratio_a, random_ratio)- at low speed stays near physics result, at high speed moves toward the middle-favoring random - Uses
math.remapfor the speed ratio calculation
This makes equal-ish splits common at high speeds while still allowing rare edge cases.
Do we have something shaped like a normal distribution available?
Read (E:\a327ex\emoji-ball-battles\anchor\random.yue)
1→global *
2→
3→--[[
4→ Random child object for seeded random number generation.
5→
6→ Usage:
7→ @\add random! -- unseeded (uses os.time)
8→ @\add random 12345 -- seeded for deterministic replays
9→
10→ Random is added as a child object. When the parent dies, the random dies automatically.
11→ Multiple random instances can exist (gameplay RNG vs cosmetic RNG).
12→
13→ Random methods:
14→ float - Random float in range
15→ int - Random integer in range
16→ angle - Random angle 0 to 2π
17→ sign - Random -1 or 1
18→ bool - Random true/false
19→ normal - Gaussian distribution
20→ choice - Pick random element from array
21→ choices - Pick n unique elements from array
22→ weighted - Weighted index selection
23→ get_seed - Get current seed
24→ set_seed - Reset with new seed
25→]]
26→class random extends object
27→ --[[
28→ Creates a new random number generator.
29→
30→ Usage:
... [170 more lines]
Yes, an.random\normal is available:
an.random\normal! -- mean 0, stddev 1
an.random\normal 0.5, 0.15 -- mean 0.5, stddev 0.15
Want me to use it for the energy redistribution? Something like an.random\normal 0.5, stddev where stddev could scale inversely with speed (tighter distribution at high speeds = more likely to be near 0.5)?
Yes.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now:
- Low speed: stddev = 0.3 (wide spread, more variety)
- High speed: stddev = 0.1 (tight around 0.5, equal splits very likely)
- Still blends between physics result and the normal random based on speed
- Clamped to 0.05-0.95 to handle outliers
Keep track of how many high speed hits have happened recently. A high speed hit is defined by any hit where either of the balls has higher than 400 speed. The higher the number of recent high speed hits, the higher the chance that the next hit will not use this energy system we just developed, but will instead use either of two systems: one where energy is lost by a certain amount, and another where nothing special happens and the balls simply collide normally.
Read (E:\a327ex\emoji-ball-battles\main.yue)
68→-- Arena class (contains walls, manages fight state)
69→class arena extends object
70→ new: =>
71→ super!
72→
73→ -- Play area dimensions (200x200, centered)
74→ @w, @h = 200, 200
75→ @x = (gw - @w)/2
76→ @y = (gh - @h)/2
77→ wall_thickness = 200
78→
79→ -- Create walls as children
80→ @\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness
81→ @\add wall @x + @w/2, @y + @h + wall_thickness/2, @w + wall_thickness*2, wall_thickness
82→ @\add wall @x - wall_thickness/2, @y + @h/2, wall_thickness, @h
83→ @\add wall @x + wall_thickness/2 + @w, @y + @h/2, wall_thickness, @h
84→
85→ -- Create balls
86→ @player_ball = @\add ball @x + @w*0.25, @y + @h/2, 'player'
87→ @enemy_ball = @\add ball @x + @w*0.75, @y + @h/2, 'enemy'
88→
89→ early_update: (dt) =>
90→ -- Ball-ball collisions add energy to compensate for Box2D leaking it
91→ for event in *an\collision_begin_events 'ball', 'ball'
92→ ball_a, ball_b = event.a, event.b
93→ vx_a, vy_a = ball_a.collider\get_velocity!
94→ vx_b, vy_b = ball_b.collider\get_velocity!
95→
96→ speed_a = math.sqrt(vx_a*vx_a + vy_a*vy_a)
97→ speed_b = math.sqrt(vx_b*vx_b + vy_b*vy_b)
... [50 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
145→ scale = 512/speed_a
146→ vx_a = vx_a*scale
147→ vy_a = vy_a*scale
148→
149→ speed_b = math.sqrt(vx_b*vx_b + vy_b*vy_b)
150→ if speed_b > 512
151→ scale = 512/speed_b
152→ vx_b = vx_b*scale
153→ vy_b = vy_b*scale
154→
155→ ball_a.collider\set_velocity vx_a, vy_a
156→ ball_b.collider\set_velocity vx_b, vy_b
157→
158→ update: (dt) =>
159→ back\rectangle 0, 0, gw, gh, fg!
160→
161→
162→
163→-- Ball class
164→class ball extends object
165→ new: (@x, @y, @team) =>
166→ super!
167→ @\tag 'ball'
168→ @image = @team == 'player' and an.images.slight_smile or an.images.no_mouth
169→ @radius = 10
170→ @scale = 2*@radius/@image.width
171→
172→ @\add collider 'ball', 'dynamic', 'circle', @radius
173→ @collider\set_position @x, @y
174→ @collider\set_restitution 0.92
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
170→ vx_a = vx_a*scale
171→ vy_a = vy_a*scale
172→
173→ speed_b = math.sqrt(vx_b*vx_b + vy_b*vy_b)
174→ if speed_b > 512
175→ scale = 512/speed_b
176→ vx_b = vx_b*scale
177→ vy_b = vy_b*scale
178→
179→ ball_a.collider\set_velocity vx_a, vy_a
180→ ball_b.collider\set_velocity vx_b, vy_b
181→
182→ update: (dt) =>
183→ -- Decay high speed hit count over time
184→ @high_speed_hit_count = math.max(0, @high_speed_hit_count - dt*0.5)
185→
186→ update: (dt) =>
187→ back\rectangle 0, 0, gw, gh, fg!
188→
189→
I created duplicate update functions. Let me merge them.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The system now:
- Tracks high speed hits: any collision where either ball > 400 speed
- Decays over time: count decreases by 0.5 per second
- Bypass chance: 0 hits = 0%, 5+ hits = 50% chance to bypass
- When bypassing: 50% lose energy (0.85x multiplier), 50% normal collision (do nothing)
- Energy boost: only applied when NOT bypassing
For chances, use random\chance instead of float(0, 1) < chance
Read (E:\a327ex\emoji-ball-battles\main.yue)
100→ speed_b = math.sqrt(vx_b*vx_b + vy_b*vy_b)
101→ max_speed = math.max(speed_a, speed_b)
102→
103→ -- Track high speed hits (either ball > 400)
104→ is_high_speed_hit = max_speed > 400
105→ if is_high_speed_hit
106→ @high_speed_hit_count += 1
107→
108→ -- Chance to bypass energy system increases with recent high speed hits
109→ -- At 0 hits: 0% bypass, at 5+ hits: 50% bypass
110→ bypass_chance = math.remap(math.clamp(@high_speed_hit_count, 0, 5), 0, 5, 0, 0.5)
111→ bypass_energy_system = an.random\float(0, 1) < bypass_chance
112→
113→ if bypass_energy_system
114→ -- 50% chance: lose energy, 50% chance: normal collision (do nothing)
115→ if an.random\bool!
116→ -- Lose energy: scale velocities down
117→ energy_loss = 0.85
118→ vx_a = vx_a*energy_loss
119→ vy_a = vy_a*energy_loss
120→ vx_b = vx_b*energy_loss
121→ vy_b = vy_b*energy_loss
122→ -- else: normal collision, do nothing special
123→ else
124→ -- Normal energy redistribution system
125→ speed_ratio = math.remap(max_speed, 0, 512, 0, 1)
126→ if an.random\float(0, 1) < speed_ratio
127→ energy_a = vx_a*vx_a + vy_a*vy_a
128→ energy_b = vx_b*vx_b + vy_b*vy_b
129→ total_energy = energy_a + energy_b
... [20 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Replaced both occurrences.
ERROR: main.lua:111: attempt to call a nil value (method 'chance') stack traceback: main.lua:111: in method 'early_update' anchor/object.lua:383: in method '_early_update' anchor/init.lua:1352: in function 'update'
The chance method doesn't exist yet. Let me add it to random.yue.
Read (E:\a327ex\emoji-ball-battles\anchor\random.yue)
105→ Returns: -1 or 1
106→ ]]
107→ sign: (chance) => random_sign chance, @rng
108→
109→ --[[
110→ Returns true or false randomly.
111→
112→ Usage:
113→ @random\bool! -- 50% chance true
114→ @random\bool 10 -- 10% chance true
115→
116→ Parameters:
117→ chance - (optional) percentage chance of returning true (default 50)
118→
119→ Returns: true or false
120→ ]]
121→ bool: (chance) => random_bool chance, @rng
122→
123→ --[[
124→ Returns a normally distributed random number.
125→
126→ Usage:
127→ @random\normal! -- mean 0, stddev 1
128→ @random\normal 100, 15 -- mean 100, stddev 15
129→
There is a method like it.
I see bool takes a percentage (0-100). I should use an.random\bool bypass_chance*100 to convert from 0-1 to percentage.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Both converted to an.random\bool value*100.
You should read the documentation before using functions like this, read the documentation for bool, please.
Read (E:\a327ex\emoji-ball-battles\anchor\random.yue)
109→ --[[
110→ Returns true or false randomly.
111→
112→ Usage:
113→ @random\bool! -- 50% chance true
114→ @random\bool 10 -- 10% chance true
115→
116→ Parameters:
117→ chance - (optional) percentage chance of returning true (default 50)
118→
119→ Returns: true or false
120→ ]]
121→ bool: (chance) => random_bool chance, @rng
122→
123→ --[[
Read (E:\a327ex\emoji-ball-battles\anchor\random.yue)
1→global *
2→
3→--[[
4→ Random child object for seeded random number generation.
5→
6→ Usage:
7→ @\add random! -- unseeded (uses os.time)
8→ @\add random 12345 -- seeded for deterministic replays
9→
10→ Random is added as a child object. When the parent dies, the random dies automatically.
11→ Multiple random instances can exist (gameplay RNG vs cosmetic RNG).
12→
13→ Random methods:
14→ float - Random float in range
15→ int - Random integer in range
16→ angle - Random angle 0 to 2π
17→ sign - Random -1 or 1
18→ bool - Random true/false
19→ normal - Gaussian distribution
20→ choice - Pick random element from array
21→ choices - Pick n unique elements from array
22→ weighted - Weighted index selection
23→ get_seed - Get current seed
24→ set_seed - Reset with new seed
25→]]
26→class random extends object
27→ --[[
28→ Creates a new random number generator.
29→
30→ Usage:
I see bool takes a percentage (0-100), so bool 10 means 10% chance. My bypass_chance is 0-0.5 and speed_ratio is 0-1, so multiplying by 100 converts them to percentages. That should be correct.
Unless you'd prefer I change the remap to output percentages directly:
yuescript
bypass_chance = math.remap(..., 0, 5, 0, 50) -- output 0-50 directly
bypass_energy_system = an.random\bool bypass_chance
Is my current approach wrong, or were you just reminding me to check documentation first?
You are correct, and I was incorrect. I didn't notice you were multiplying by 100.
No problem. The current implementation should work correctly then.
The energy system bypass happens too often. Is there a way we use one of the easing functions for make it like a... a logistic function? It starts slow, ramps up in the middle, then tapers off at a high probability at the end where it the bypass will happen for sure. This end value should be like 8~ hits.
Yes, the _in_out easing functions have that S-curve shape - slow start, steep middle, tapering end. cubic_in_out or quad_in_out would work well.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now using cubic_in_out for the S-curve:
- 0 hits: ~0% bypass
- 4 hits: ~50% bypass (steep part of curve)
- 8 hits: 100% bypass (guaranteed)
The curve starts slow, ramps up in the middle, and tapers to certainty at 8 hits.
I see the issue. You're decreasing high speed count every frame. It should be kept at its current value always, and 0-ed when we bypass.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
180→ scale = 512/speed_b
181→ vx_b = vx_b*scale
182→ vy_b = vy_b*scale
183→
184→ ball_a.collider\set_velocity vx_a, vy_a
185→ ball_b.collider\set_velocity vx_b, vy_b
186→
187→ update: (dt) =>
188→ -- Decay high speed hit count over time
189→ @high_speed_hit_count = math.max(0, @high_speed_hit_count - dt*0.5)
190→
191→ back\rectangle 0, 0, gw, gh, fg!
192→
193→
194→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now high_speed_hit_count accumulates until bypass happens, then resets to 0.
Increase the final value to 12 instead of 8.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now guaranteed bypass at 12+ high speed hits.
What's the probability at each hit value?
Using cubic_in_out with max 12 hits:
| Hits | Bypass Chance |
|---|---|
| 0 | 0% |
| 1 | 0.2% |
| 2 | 1.9% |
| 3 | 6.3% |
| 4 | 14.8% |
| 5 | 28.9% |
| 6 | 50% |
| 7 | 71.1% |
| 8 | 85.2% |
| 9 | 93.8% |
| 10 | 98.1% |
| 11 | 99.8% |
| 12 | 100% |
The S-curve is symmetric around 6 hits (50%). Slow buildup for first few hits, steep ramp from 4-8, then tapering to certainty.
Energy loss should be 0.6, let's try it.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Perfect. I changed some values around and now the energy system works perfectly. It creates moments where both balls are really fast and you can't really follow them, and then it calms down and it has to ramp up again. Very nice balance. There's only one issue left to fix which is that sometimes both balls can get into a state where they both have low horizontal velocities, making their next collision take a long time, it's especially problematic if the next collision leaves them in the same state, which means you have to wait a lot so it happens again. I don't know if this should be a desired thing because some builds benefit from longer matches, or if we should add a system that forcefully tries to prevent low horizontal velocity states. What do you think?
A few thoughts:
Against intervention: - Longer matches could be a legitimate build strategy (tanky builds, attrition playstyles) - Natural physics adds authenticity - Creates pacing variety - tension before the next collision
For intervention: - This is an auto-battler where watching is the main interaction - dead time hurts engagement - Two balls slowly drifting vertically isn't interesting tension, it's just waiting - If a "slow match" build is desirable, it should come from mechanics (damage reduction, healing) not from physics accidents
Middle ground options: 1. Timer-based nudge: If both balls have low horizontal velocity (< threshold) for N seconds, apply small random horizontal impulse to both 2. Gradual correction: Continuously steer horizontal velocity toward some minimum magnitude when it's too low, so it's subtle rather than sudden 3. Build-dependent: Add a "match pace" stat that determines how aggressive the correction is - some builds want chaos, some want methodical
My lean: I'd add a gentle correction system (option 2) as the default behavior. If certain builds later want slow matches, they could reduce this correction. The current state where you can get stuck waiting feels like a bug rather than a feature.
Want me to implement one of these approaches?
What about an inverse of the energy system? We track how many collisions have happened recently that lead to the low horizontal state, and increase the probability for the next collision to forcefully resolve with high horizontal velocity the higher the value of recent low horizontal hits.
That's an elegant symmetric design:
- High speed hits accumulate → bypass energy system → calms things down
- Low horizontal hits accumulate → force horizontal kick → speeds things up
Same S-curve logic: first few low-horizontal collisions, let physics try to resolve naturally. But if it keeps happening, increasingly likely to intervene until guaranteed.
When intervention triggers: - Apply horizontal impulse to both balls (random direction, or toward each other?) - Reset the low horizontal hit counter
Threshold for "low horizontal" could be something like |vx| < 50 for either ball after collision.
Want me to implement it?
Correct is |vx| + |vy| < 100 I think. Make the number of hits like 4 instead of 12.
Correct is |vx_a| + |vx_b| < 100 I think. Make the number of hits like 4 instead of 12.
Read (E:\a327ex\emoji-ball-battles\main.yue)
85→ -- Create balls
86→ @player_ball = @\add ball @x + @w*0.25, @y + @h/2, 'player'
87→ @enemy_ball = @\add ball @x + @w*0.75, @y + @h/2, 'enemy'
88→
89→ -- Track recent high speed hits for energy system bypass
90→ @high_speed_hit_count = 0
91→
92→ early_update: (dt) =>
93→ -- Ball-ball collisions add energy to compensate for Box2D leaking it
94→ for event in *an\collision_begin_events 'ball', 'ball'
95→ ball_a, ball_b = event.a, event.b
96→ vx_a, vy_a = ball_a.collider\get_velocity!
97→ vx_b, vy_b = ball_b.collider\get_velocity!
98→ print(vx_a, vx_b)
99→
100→ speed_a = math.sqrt(vx_a*vx_a + vy_a*vy_a)
101→ speed_b = math.sqrt(vx_b*vx_b + vy_b*vy_b)
102→ max_speed = math.max(speed_a, speed_b)
103→
104→ -- Track high speed hits (either ball > 400)
105→ is_high_speed_hit = max_speed > 400
106→ if is_high_speed_hit
107→ @high_speed_hit_count += 1
108→
109→ -- Chance to bypass energy system increases with recent high speed hits
110→ -- S-curve: slow start, ramps up in middle, guaranteed at 12+ hits
111→ normalized_hits = math.clamp(@high_speed_hit_count, 0, 12)/12
112→ bypass_chance = math.cubic_in_out(normalized_hits)
113→ bypass_energy_system = an.random\bool bypass_chance*100
114→
... [30 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
155→ new_energy_a = total_energy*new_ratio_a
156→ new_energy_b = total_energy*(1 - new_ratio_a)
157→
158→ scale_a = math.sqrt(new_energy_a/energy_a)
159→ scale_b = math.sqrt(new_energy_b/energy_b)
160→
161→ vx_a = vx_a*scale_a
162→ vy_a = vy_a*scale_a
163→ vx_b = vx_b*scale_b
164→ vy_b = vy_b*scale_b
165→
166→ -- Apply energy boost (unless we're bypassing and losing energy)
167→ if not bypass_energy_system
168→ vx_a = vx_a*1.08
169→ vy_a = vy_a*1.08
170→ vx_b = vx_b*1.08
171→ vy_b = vy_b*1.08
172→
173→ -- Cap speed at 512
174→ speed_a = math.sqrt(vx_a*vx_a + vy_a*vy_a)
175→ if speed_a > 512
176→ scale = 512/speed_a
177→ vx_a = vx_a*scale
178→ vy_a = vy_a*scale
179→
180→ speed_b = math.sqrt(vx_b*vx_b + vy_b*vy_b)
181→ if speed_b > 512
182→ scale = 512/speed_b
183→ vx_b = vx_b*scale
184→ vy_b = vy_b*scale
... [10 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The low horizontal system:
- Threshold:
|vx_a| + |vx_b| < 100 - S-curve with 4 hits: 0→0%, 1→6%, 2→50%, 3→94%, 4→100%
- Intervention: Random horizontal impulse (150-250) to both balls in random directions
- Reset: Counter resets on intervention OR when a normal collision happens (so good collisions reset the stall counter)
This is low enough that it doesn't need to be an S-curve, it can just be one that goes up linearly? The impulse can be 100, 200 instead.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Linear now: 1→25%, 2→50%, 3→75%, 4→100%. Impulse 100-200.
There's a case where a ball might lose all bounciness and be "stuck" on the floor as it moves horizontally only. How can we detected that and then immediately give it a bump up?
We can check in the ball's update (or arena's update) if a ball is near the floor with very low vertical velocity:
-- Ball is "stuck" if near floor and |vy| is tiny
is_near_floor = @y > arena_bottom - @radius - threshold
is_low_vertical = math.abs(vy) < 20
if is_near_floor and is_low_vertical
@collider\apply_impulse 0, -some_upward_force
Should I add this check to the ball class (each ball monitors itself), or to the arena's update (arena monitors both balls)? And what threshold feels right for "low vertical velocity" - something like 20-30?
I think there's a more direct check, which is that every collision begins and ends with a wall, but if we ever get to a point where it doesn't end, it means the ball is stuck, right?
That's a cleaner approach. Track ball-wall collision begin/end:
- On
collision_begin 'ball', 'wall': mark ball as "in wall contact", record time - On
collision_end 'ball', 'wall': clear that mark - In update: if a ball has been in wall contact for too long (no end event), it's stuck → bump it
Let me check if we have collision_end_events available.
Grep (collision_end)
E:\a327ex\emoji-ball-battles\anchor\init.lua:643:an.collision_end_events = function(self, tag_a, tag_b)local result =
E:\a327ex\emoji-ball-battles\anchor\init.lua:645:physics_get_collision_end(tag_a, tag_b)for _index_0 = 1, #_list_0 do local event = _list_0[_index_0]local id_a =
E:\a327ex\emoji-ball-battles\anchor\init.yue:637: for event in *an\collision_end_events 'player', 'platform'
E:\a327ex\emoji-ball-battles\anchor\init.yue:643: an.collision_end_events = (tag_a, tag_b) =>
E:\a327ex\emoji-ball-battles\anchor\init.yue:645: for event in *physics_get_collision_end tag_a, tag_b
Good, collision_end_events exists. Let me implement the stuck detection in arena.
Read (E:\a327ex\emoji-ball-battles\main.yue)
85→ -- Create balls
86→ @player_ball = @\add ball @x + @w*0.25, @y + @h/2, 'player'
87→ @enemy_ball = @\add ball @x + @w*0.75, @y + @h/2, 'enemy'
88→
89→ -- Track recent high speed hits for energy system bypass
90→ @high_speed_hit_count = 0
91→ -- Track recent low horizontal hits to prevent stalling
92→ @low_horizontal_hit_count = 0
93→
94→ early_update: (dt) =>
95→ -- Ball-ball collisions add energy to compensate for Box2D leaking it
96→ for event in *an\collision_begin_events 'ball', 'ball'
97→ ball_a, ball_b = event.a, event.b
98→ vx_a, vy_a = ball_a.collider\get_velocity!
99→ vx_b, vy_b = ball_b.collider\get_velocity!
100→
101→ speed_a = math.sqrt(vx_a*vx_a + vy_a*vy_a)
102→ speed_b = math.sqrt(vx_b*vx_b + vy_b*vy_b)
103→ max_speed = math.max(speed_a, speed_b)
104→
105→ -- Track high speed hits (either ball > 400)
106→ is_high_speed_hit = max_speed > 400
107→ if is_high_speed_hit
108→ @high_speed_hit_count += 1
109→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
200→
201→ ball_a.collider\set_velocity vx_a, vy_a
202→ ball_b.collider\set_velocity vx_b, vy_b
203→
204→ print @low_horizontal_hit_count
205→
206→ update: (dt) =>
207→ back\rectangle 0, 0, gw, gh, fg!
208→
209→
210→
211→-- Ball class
212→class ball extends object
213→ new: (@x, @y, @team) =>
214→ super!
215→ @\tag 'ball'
216→ @image = @team == 'player' and an.images.slight_smile or an.images.no_mouth
217→ @radius = 10
218→ @scale = 2*@radius/@image.width
219→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The system now:
- On collision_begin 'ball', 'wall': records ball and timestamp
- On collision_end 'ball', 'wall': clears record
- In update: if ball has been in wall contact > 0.5 seconds → stuck, apply upward impulse (-50) and clear record
The threshold (0.5s) and impulse (-50) can be tuned. Is the impulse direction correct? (negative y = up?)
Great, it works. Now, please add a very good comment on how this entire system works at the top of it. Be as detailed as you can while still summarizing everything.
Read (E:\a327ex\emoji-ball-battles\main.yue)
94→ @ball_wall_contact_time = {}
95→
96→ early_update: (dt) =>
97→ -- Ball-ball collisions add energy to compensate for Box2D leaking it
98→ for event in *an\collision_begin_events 'ball', 'ball'
99→ ball_a, ball_b = event.a, event.b
100→ vx_a, vy_a = ball_a.collider\get_velocity!
101→ vx_b, vy_b = ball_b.collider\get_velocity!
102→
103→ speed_a = math.sqrt(vx_a*vx_a + vy_a*vy_a)
104→ speed_b = math.sqrt(vx_b*vx_b + vy_b*vy_b)
105→ max_speed = math.max(speed_a, speed_b)
106→
107→ -- Track high speed hits (either ball > 400)
108→ is_high_speed_hit = max_speed > 400
109→ if is_high_speed_hit
110→ @high_speed_hit_count += 1
111→
112→ -- Chance to bypass energy system increases with recent high speed hits
113→ -- S-curve: slow start, ramps up in middle, guaranteed at 12+ hits
114→ normalized_hits = math.clamp(@high_speed_hit_count, 0, 12)/12
115→ bypass_chance = math.cubic_in_out(normalized_hits)
116→ bypass_energy_system = an.random\bool bypass_chance*100
117→
118→
119→ if bypass_energy_system
120→ @high_speed_hit_count = 0
121→ -- 50% chance: lose energy, 50% chance: normal collision (do nothing)
122→ if an.random\bool 70
123→ -- Lose energy: scale velocities down
... [100 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Added comprehensive documentation covering:
- Root problem: Box2D energy leakage
- Energy redistribution: Normal distribution favoring equal splits at high speed
- High speed bypass: S-curve probability, creates rhythm with calm moments
- Low horizontal prevention: Linear probability, prevents vertical-only bouncing
- Stuck ball detection: Wall contact timing, prevents floor sliding
- Speed cap: 512 max
Perfect, now please update relevant documents with what we did.
Read (E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md)
1→# Emoji Ball Battles - Implementation Plan
2→
3→## Philosophy
4→
5→This plan follows the **beginning/end/constraint** framework:
6→
7→1. **Beginning**: Get the moment-to-moment combat working
8→2. **End**: Validate power fantasies by implementing actual classes/weapons/items and testing broken builds
9→3. **Middle**: Only then build the meta loop (draft, evolution, etc.) — planned after Phase 2 findings
10→
11→---
12→
13→## Architecture Principles
14→
15→### Single File
16→
17→The entire codebase lives in `main.yue`. No separate modules, no `game/` or `data/` folders.
18→
19→```
20→emoji-ball-battles/
21→├── main.yue -- everything
22→├── anchor/ -- framework classes
23→├── assets/
24→│ ├── emoji/ -- emoji sprites (later)
25→│ └── sounds/ -- sound effects (later)
26→└── reference/
27→ └── implementation-plan.md
28→```
29→
30→### Locality
... [367 more lines]
Edit (E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md)
The file E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md)
The file E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md)
The file E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
1→# Framework API Quick Reference
2→
3→Function signatures for YueScript framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4→
5→## Initialization
6→
7→```
8→require('anchor')
9→ width: 640 -- game resolution width (default: 480)
10→ height: 360 -- game resolution height (default: 270)
11→ title: "My Game" -- window title (default: "Anchor")
12→ scale: 2 -- initial window scale (default: 3)
13→ vsync: true -- vertical sync (default: true)
14→ fullscreen: false -- start fullscreen (default: false)
15→ resizable: true -- window resizable (default: true)
16→ filter: "rough" -- "rough" or "smooth" (default: "rough")
17→```
18→
19→## Root Object (an)
20→
21→### Engine State (Static)
22→```
23→an.width -> int -- game resolution width
24→an.height -> int -- game resolution height
25→an.dt -> number -- fixed delta time (1/120)
26→an.platform -> string -- "web" or "windows"
27→```
28→
29→### Engine State (Dynamic - updated every frame)
30→```
... [70 more lines]
Grep (math.)
511:math.lerp(t, source, destination) -> number
512:math.lerp_dt(p, t, dt, source, destination) -> number
513:math.lerp_angle(t, source, destination) -> number
514:math.lerp_angle_dt(p, t, dt, source, destination) -> number
519:math.clamp(value, min, max) -> number
520:math.loop(t, length) -> number
525:math.linear(t) -> number
526:math.sine_in(t), math.sine_out(t), math.sine_in_out(t), math.sine_out_in(t)
527:math.quad_in(t), math.quad_out(t), math.quad_in_out(t), math.quad_out_in(t)
528:math.cubic_in(t), math.cubic_out(t), math.cubic_in_out(t), math.cubic_out_in(t)
529:math.quart_in(t), math.quart_out(t), math.quart_in_out(t), math.quart_out_in(t)
530:math.quint_in(t), math.quint_out(t), math.quint_in_out(t), math.quint_out_in(t)
531:math.expo_in(t), math.expo_out(t), math.expo_in_out(t), math.expo_out_in(t)
532:math.circ_in(t), math.circ_out(t), math.circ_in_out(t), math.circ_out_in(t)
533:math.bounce_in(t), math.bounce_out(t), math.bounce_in_out(t), math.bounce_out_in(t)
534:math.back_in(t), math.back_out(t), math.back_in_out(t), math.back_out_in(t)
535:math.elastic_in(t), math.elastic_out(t), math.elastic_in_out(t), math.elastic_out_in(t)
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
515→```
516→
517→### Utility
518→```
519→math.clamp(value, min, max) -> number
520→math.loop(t, length) -> number
521→```
522→
523→### Easing Functions
524→```
525→math.linear(t) -> number
526→math.sine_in(t), math.sine_out(t), math.sine_in_out(t), math.sine_out_in(t)
527→math.quad_in(t), math.quad_out(t), math.quad_in_out(t), math.quad_out_in(t)
528→math.cubic_in(t), math.cubic_out(t), math.cubic_in_out(t), math.cubic_out_in(t)
529→math.quart_in(t), math.quart_out(t), math.quart_in_out(t), math.quart_out_in(t)
530→math.quint_in(t), math.quint_out(t), math.quint_in_out(t), math.quint_out_in(t)
531→math.expo_in(t), math.expo_out(t), math.expo_in_out(t), math.expo_out_in(t)
532→math.circ_in(t), math.circ_out(t), math.circ_in_out(t), math.circ_out_in(t)
533→math.bounce_in(t), math.bounce_out(t), math.bounce_in_out(t), math.bounce_out_in(t)
534→math.back_in(t), math.back_out(t), math.back_in_out(t), math.back_out_in(t)
535→math.elastic_in(t), math.elastic_out(t), math.elastic_in_out(t), math.elastic_out_in(t)
536→```
537→
538→## Array Utilities
539→
Edit (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
The file E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md has been updated successfully.
Grep (math.clamp)
1651:math.clamp value, 0, 100 -- keep in range
1652-math.loop angle, 2 * math.pi -- wrap to range
1653-```
1654-
1655----
1656-
1657-### Easing Functions
1658-
1659-All take t (0-1) and return transformed t:
1660-
1661-```yuescript
1662-math.linear(t)
1663-math.sine_in(t), math.sine_out(t), math.sine_in_out(t), math.sine_out_in(t)
1664-math.quad_in(t), math.quad_out(t), math.quad_in_out(t), math.quad_out_in(t)
1665-math.cubic_in(t), math.cubic_out(t), math.cubic_in_out(t), math.cubic_out_in(t)
1666-math.quart_in(t), math.quart_out(t), math.quart_in_out(t), math.quart_out_in(t)
1667-math.quint_in(t), math.quint_out(t), math.quint_in_out(t), math.quint_out_in(t)
1668-math.expo_in(t), math.expo_out(t), math.expo_in_out(t), math.expo_out_in(t)
1669-math.circ_in(t), math.circ_out(t), math.circ_in_out(t), math.circ_out_in(t)
1670-math.bounce_in(t), math.bounce_out(t), math.bounce_in_out(t), math.bounce_out_in(t)
1671-math.back_in(t), math.back_out(t), math.back_in_out(t), math.back_out_in(t)
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md)
1640→
1641→-- Angle interpolation (shortest path)
1642→math.lerp_angle 0.5, 0, math.pi -- pi/2
1643→math.lerp_angle_dt 0.9, 1, dt, angle, target_angle
1644→```
1645→
1646→---
1647→
1648→### Utility
1649→
1650→```yuescript
1651→math.clamp value, 0, 100 -- keep in range
1652→math.loop angle, 2 * math.pi -- wrap to range
1653→```
1654→
1655→---
1656→
1657→### Easing Functions
1658→
1659→All take t (0-1) and return transformed t:
1660→
1661→```yuescript
1662→math.linear(t)
1663→math.sine_in(t), math.sine_out(t), math.sine_in_out(t), math.sine_out_in(t)
1664→math.quad_in(t), math.quad_out(t), math.quad_in_out(t), math.quad_out_in(t)
1665→math.cubic_in(t), math.cubic_out(t), math.cubic_in_out(t), math.cubic_out_in(t)
1666→math.quart_in(t), math.quart_out(t), math.quart_in_out(t), math.quart_out_in(t)
1667→math.quint_in(t), math.quint_out(t), math.quint_in_out(t), math.quint_out_in(t)
1668→math.expo_in(t), math.expo_out(t), math.expo_in_out(t), math.expo_out_in(t)
1669→math.circ_in(t), math.circ_out(t), math.circ_in_out(t), math.circ_out_in(t)
Edit (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md)
The file E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md has been updated successfully.
Now let me copy the updated math.yue to the Anchor repository.
Read (E:\a327ex\emoji-ball-battles\anchor\math.yue)
150→
151→ Returns: clamped value
152→]]
153→math.clamp = (value, min, max) ->
154→ if value < min then min
155→ elseif value > max then max
156→ else value
157→
158→--[[
159→ Remaps a value from one range to another.
160→
161→ Usage:
162→ math.remap 10, 0, 20, 0, 1 -> 0.5 (10 is 50% of [0, 20], maps to 50% of [0, 1])
163→ math.remap 3, 0, 3, 0, 100 -> 100
164→ math.remap 2.5, -5, 5, -100, 100 -> 50
165→ math.remap -10, 0, 10, 0, 1000 -> -1000 (extrapolates outside range)
166→
167→ Parameters:
168→ value - Value to remap
169→ old_min - Original range minimum
170→ old_max - Original range maximum
171→ new_min - Target range minimum
172→ new_max - Target range maximum
173→
174→ Returns: value mapped from old range to new range
175→
176→ Behavior:
177→ - Does not clamp: values outside old range will extrapolate
178→ - To clamp, combine with math.clamp on input or output
179→]]
... [20 more lines]
Bash (cp "E:/a327ex/emoji-ball-battles/anchor/math.yue" "E:/a327ex/Anchor/framework/ma...)
Updated the following documents:
docs/IMPLEMENTATION_PLAN.md:
- Marked Phase 1.2 (Ball with Physics) as complete with actual implementation details
- Added new section 1.2.1 (Collision Energy System) documenting all four components
- Fixed gravity value (500 → 384)
- Updated object tree structure (balls are children of arena)
docs/FRAMEWORK_API_QUICK.md:
- Added
math.remap(value, old_min, old_max, new_min, new_max)to Utility section
- Added
docs/FRAMEWORK_API.md:
- Added
math.remapwith examples to Utility section
- Added
E:/a327ex/Anchor/framework/math.yue:
- Copied updated math.yue with remap function to Anchor repository
Great. We won't do it now, but what's the next step?
According to the implementation plan, the next step is Phase 1.3: Weapon Attachment:
- Weapon as part of the ball (not separate object)
- Additional sensor shape (box) on the ball's collider for weapon hitbox
- Weapon drawn at offset from ball center, rotates with ball angle
- Weapon properties:
weapon_type,weapon_length,weapon_width
After that: - 1.4 Damage System (weapon-ball collision detection, hit cooldowns) - 1.5 HP and Death - 1.6 Fight Flow (countdown → fighting → victory) - 1.7 Restart Mechanism
Once Phase 1 is complete, Phase 2 focuses on implementing actual classes/weapons/items to test "broken builds" and validate the power fantasies.
I see, thank you. Good session.
Good session. We got the collision energy system working well - the rhythm of intense action building up then calming down, plus the anti-stall mechanics. Solid foundation for the combat feel.