a327ex.com

EBB Boomerang

Summary

Implemented the boomerang weapon for Emoji Ball Battles — a melee weapon that orbits the ball and can be thrown as a projectile that pierces enemies, ignores walls, arcs in a circle, and homes back to the caster.

Weapon Initialization and Visual Setup:

Perpendicular Offset Mistake and Fix:

Engine Changes — b2DestroyShape Exposure:

Firing Logic:

Boomerang Projectile — Physics Tags:

Boomerang Projectile — Movement Evolution (3 failed approaches before success):

Projectile Drawing and Layer Fix:

Piercing and Damage:

Scaling Mechanic — +1 Damage Per Throw:

Plant Interaction:

Sound Effects:

Parry Hit Effect Issue (deferred):

Key Values in Final Code:



Hello, let's implement the boomerang now for Emoji Ball Battles. @anchor.blot.im\context\ATTACK_REFERENCE.md should contain relevant information. Tell me your initial summary, don't enter plan mode.

Let me read the required files to get acquainted with the codebase.

Read (E:\a327ex\website\notes\Anchor Engine Overview.md)

File does not exist. Note: your current working directory is E:\a327ex.

Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)

<tool_use_error>Sibling tool call errored</tool_use_error>

Read (E:\a327ex\emoji-ball-battles\main.yue)

<tool_use_error>Sibling tool call errored</tool_use_error>

Glob (*/Anchor Engine Overview)

E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.md

Glob (**/emoji-ball-battles/main.yue)

E:\a327ex\emoji-ball-battles\main.yue

Read (E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.md)

     1→Generated by Claude (Opus 4.5)
     2→
     3→---
     4→
     5→# Anchor Engine Overview
     6→
     7→Anchor is a 2D game engine for solo indie developers. It combines a C core with YueScript (a language that compiles to Lua) for game logic. The engine handles rendering, physics, audio, and input while the framework provides high-level abstractions for building games quickly.
     8→
     9→---
    10→
    11→## Core Philosophy
    12→
    13→**Locality** — Everything about a game object lives in one place. No scattered configuration files, no registering components in separate systems. A class definition contains its properties, behaviors, children, and cleanup logic together.
    14→
    15→**No bureaucracy** — No imports, no dependency injection, no boilerplate. Resources are registered once and accessed globally. Things work without setup.
    16→
    17→**YueScript** — A clean syntax that compiles to Lua. Classes, `@` for self-reference, significant whitespace, operator overloading. Pleasant to read and write.
    18→
    19→---
    20→
    21→## Architecture
    22→
    23→```
    24→┌─────────────────────────────────────────┐
    25→│  Game Code (YueScript)                  │
    26→│  - Your game objects and logic          │
    27→├─────────────────────────────────────────┤
    28→│  Framework (YueScript)                  │
    29→│  - object, layer, timer, collider, etc. │
    30→├─────────────────────────────────────────┤
... [601 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→## 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→```
... [622 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

File content (63894 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content.

Let me read the game code in sections, focusing first on existing weapon implementations to understand the patterns.

Grep (class.weapon|class.dagger|class.gun|class.sword|class.bow|class.boomerang)

2293:class weapon_ui extends object
2658:class sword_flame extends object
3775:  f\write "<div class='bar-player' style='width:#{headless_player_win_pct}%'>Player (#{weapon_a}): #{headless_player_wins} (#{string.format('%.1f', headless_player_win_pct)}%)</div>\n"
3776:  f\write "<div class='bar-enemy' style='width:#{headless_enemy_win_pct}%'>Enemy (#{weapon_b}): #{headless_enemy_wins} (#{string.format('%.1f', headless_enemy_win_pct)}%)</div>\n"
3818:        f\write "<div class='event hit'>Step #{e.step}: #{e.attacker} hit #{e.defender} for #{e.damage} (#{e.hit_type}, #{e.weapon})</div>\n"
3820:        f\write "<div class='event parry'>Step #{e.step}: parry — #{e.ball_a} (#{e.weapon_a}) vs #{e.ball_b} (#{e.weapon_b})</div>\n"
4089:          f\write "<div class='event hit'>Step #{e.step}: #{e.attacker} hit #{e.defender} for #{e.damage} (#{e.hit_type}, #{e.weapon})</div>\n"
4091:          f\write "<div class='event parry'>Step #{e.step}: parry — #{e.ball_a} (#{e.weapon_a}) vs #{e.ball_b} (#{e.weapon_b})</div>\n"

Grep (class.projectile|class.bullet|class.*arrow)

2973:class projectile extends object
3520:class stuck_arrow extends object
3540:class deflected_arrow extends object

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→
    12→-- Twitter emoji color palette
    13→white = color 255, 255, 255
    14→black = color 0, 0, 0
    15→gray = color 128, 128, 128
    16→bg_color = color 48, 49, 50
    17→fg = color 231, 232, 233
    18→fg_dark = color 201, 202, 203
    19→yellow = color 253, 205, 86
    20→star_yellow = color 255, 172, 51
    21→orange = color 244, 146, 0
    22→blue = color 83, 175, 239
    23→green = color 122, 179, 87
    24→red = color 223, 37, 64
    25→purple = color 172, 144, 216
    26→brown = color 195, 105, 77
    27→bowstring = color 217, 158, 130
    28→debug_draw_enabled = false
    29→wall_color = fg\clone!\mix yellow, 0.1
    30→
... [70 more lines]

Grep (weapon_type|weapon_name|dagger|sword|gun|bow)

27:bowstring = color 217, 158, 130
80:an\image 'dagger', 'assets/dagger.png'
81:an\image 'sword', 'assets/sword.png'
82:an\image 'gun', 'assets/gun.png'
86:an\image 'bow', 'assets/bow.png'
131:--   dagger_dagger: -16.5 dB → 0.22 (unused)
132:--   dagger_wall: -24.1 dB → 0.5
133:--   dagger_ball: -28.7 dB → 0.7
134:--   gun_fire_1 (revolver_shot1): -24.7 dB → 0.54
135:--   gun_fire_2 (revolver_shot2): -24.9 dB → 0.56
136:--   gun_fire_3 (revolver_shot3): -23.3 dB → 0.46
147:--   dagger_swing_1: -32.8 dB → 1.0
148:--   dagger_swing_2: -26.4 dB → 0.66
149:--   dagger_swing_3 (swing_8): -26.4 dB → 0.66
150:--   dagger_swing_4 (swing_9): -25.1 dB → 0.57
151:--   dagger_swing_5 (swing_10): -29.1 dB → 0.9
152:--   bow_string_drawing_fast_2: -38.9 dB → 1.0
153:--   drawing_bow_backwards_6: -40.6 dB → 1.0
154:--   drawing_bow_backwards_9: -42.3 dB → 1.0
155:--   light_sword_swing_2: -28.3 dB → 0.73
156:--   light_sword_swing_3: -29.7 dB → 0.86
157:--   light_sword_swing_14: -29.7 dB → 0.86
158:--   light_sword_swing_9: -30.0 dB → 1.0
159:--   releasing_bow_string_1: -34.3 dB → 1.0
160:--   releasing_bow_string_2: -35.4 dB → 1.0
161:--   releasing_bow_string_8: -34.0 dB → 1.0
164:--   sword_impact_body_1 (Impact_Sword_To_Body_05): -19.1 dB → 0.28
165:--   dagger_crit1: -26.2 dB → 0.64
166:--   sword_wood_impact_1 (Impact_Sword_To_Wood_03): -21.6 dB → 0.38
167:--   sword_wood_impact_2 (Impact_Sword_To_Wood_04): -23.4 dB → 0.47
... [52 more lines]

Let me read the ball class and weapon handling code more thoroughly.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1340→        p\apply_direct_force direction, intensity
  1341→
  1342→
  1343→
  1344→-- Ball class
  1345→class ball extends object
  1346→  new: (@x, @y, @team, @weapon_type='dagger') =>
  1347→    super!
  1348→    @\tag 'ball'
  1349→    @image = @team == 'player' and an.images.no_mouth or an.images.no_mouth
  1350→    @image_hit = @team == 'player' and an.images.no_mouth_hit or an.images.no_mouth_hit
  1351→    @radius = 10
  1352→    @scale = 2*@radius/@image.width
  1353→    @scale = 1.125*@scale if @image == an.images.cowboy -- cowboy is visually larger
  1354→
  1355→    -- Weapon-specific code uses explicit switches with repeated code per weapon rather than
  1356→    -- shared abstractions. For this codebase, locality matters more than code reuse — having
  1357→    -- all behavior for each weapon visible in one place is clearer than factoring out shared
  1358→    -- patterns across weapons.
  1359→    if @weapon_type == 'gun'
  1360→      @weapon_class = 'ranged'
  1361→      @weapon_image = an.images.gun
  1362→      @weapon_visual_offset = 21
  1363→      @weapon_perpendicular_offset = 2
  1364→      @weapon_hitbox_offset = 21
  1365→      @weapon_hitbox_length = 20
  1366→      @weapon_hitbox_width = 12
  1367→      @weapon_scale = 18/512 -- gun.png is 512x512
  1368→      @weapon_scale_y = -18/512 -- y flipped
  1369→      @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
... [470 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1840→      weapons\pop!
  1841→
  1842→    -- Debug draw weapon hitbox
  1843→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1844→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1845→    if debug_draw_enabled
  1846→      debug_draw\push hitbox_x, hitbox_y, @angle
  1847→      debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1848→      debug_draw\pop!
  1849→
  1850→    -- Indicator layout system (dead code — kept for future status effect stack system above ball)
  1851→    indicator_y = 18
  1852→    indicator_gap = 5
  1853→    for child in *@children
  1854→      if child\is('indicator') and child.visible
  1855→        child.target_y = indicator_y
  1856→        indicator_y += child.h + indicator_gap
  1857→
  1858→    -- Track angular velocity for weight-based collision handling
  1859→    @last_angular_velocity = @collider\get_angular_velocity!
  1860→
  1861→  take_damage: (amount, source) =>
  1862→    return unless @parent  -- Guard against events before fully added
  1863→    @hp -= amount
  1864→
  1865→    @spring\pull 'hit', 0.3, 3, 0.7
  1866→    @\flash_ball!
  1867→
  1868→    -- Sound (red saw hits play their own sound in the arena loop)
  1869→    unless source and source.weapon_type == 'saw' and source.saw_contact_hit_count > 1
... [170 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2040→
  2041→    ray_length = 500
  2042→    ray_end_x = tip_x + ray_length*math.cos(@angle)
  2043→    ray_end_y = tip_y + ray_length*math.sin(@angle)
  2044→
  2045→    -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
  2046→
  2047→    hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
  2048→    hit and hit.object.team != @team
  2049→
  2050→  -- Bow callback: fire volley of arrows
  2051→  bow_fire: =>
  2052→    @bow_ready = false
  2053→    @bow_pulling = false
  2054→    @bow_shot_id += 1
  2055→    shot_id = @bow_shot_id
  2056→    -- t = math.min((@arrows_per_shot - 1)/19, 1)
  2057→    -- arrow_delay = 0.2 - 0.16*math.cubic_out(t)
  2058→    arrow_delay = 0.08
  2059→    n = @arrows_per_shot
  2060→
  2061→    if n == 1
  2062→      -- Single arrow: full release, full recoil
  2063→      @\fire_single_arrow shot_id, 0.2, 0.08
  2064→    else
  2065→      @bow_barraging = true
  2066→
  2067→      -- First arrow: scaled release, full recoil, then pull for next
  2068→      @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
  2069→      @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
... [170 more lines]

Now let me look at the projectile class and the arena setup to understand how weapons are chosen.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2973→class projectile extends object
  2974→  new: (@x, @y, args={}) =>
  2975→    super!
  2976→    @\tag 'projectile'
  2977→    @projectile_type = args.projectile_type or 'bullet'
  2978→    @team = args.team
  2979→    @velocity = args.velocity or 10
  2980→    @direction = args.direction or 0
  2981→    @bounces = args.bounces or 0
  2982→    @shot_id = args.shot_id
  2983→
  2984→    -- Projectile-type-specific setup
  2985→    if @projectile_type == 'bullet'
  2986→      @w = 15
  2987→      @h = 8
  2988→      @\add collider 'projectile', 'dynamic', 'box', @w, @h
  2989→      @collider\set_position @x, @y
  2990→      @collider\set_restitution 0.75
  2991→      @collider\set_friction 0
  2992→      @collider\set_gravity_scale 0.5
  2993→      @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
  2994→      @collider\set_density 0.4
  2995→    elseif @projectile_type == 'arrow'
  2996→      @w = 18
  2997→      @h = 4
  2998→      @\add collider 'projectile', 'dynamic', 'box', @w, @h
  2999→      @collider\set_position @x, @y
  3000→      @collider\set_restitution 0
  3001→      @collider\set_friction 1
  3002→      @collider\set_gravity_scale 0
... [170 more lines]

Grep (weapon_types|weapons_list|'dagger'.'gun'.'sword'|player_weapon|enemy_weapon)

348:    headless_player_weapon = args.player_weapon or 'saw'
349:    headless_enemy_weapon = args.enemy_weapon or 'sword'
350:    @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
351:    @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
4240:          player_weapon: @headless_weapon_a
4241:          enemy_weapon: @headless_weapon_b
4250:      visual_args.player_weapon, visual_args.enemy_weapon = an.args.matchup\match('(%w+),(%w+)')

Now let me look at the arena class to see how collision events are handled and how hits/scaling work.

Grep (class arena|hits_landed|arrows_per_shot|base_angular_velocity_increase|scaling)

321:class arena extends object
374:    -- Hit timing system (for scaling hit effects and hit stop)
911:      owner.hits_landed += 1
917:      -- Bow scaling: +1 arrow per hit
919:        owner.arrows_per_shot += 1
999:      attacker.hits_landed += 1
1005:      -- Weapon-specific scaling on hit
1007:        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
1059:          saw_ball.hits_landed += 1
1417:      @arrows_per_shot = 1
1529:    @hits_landed = 0
1538:    @base_angular_velocity_increase_per_hit = 0.2*math.pi  -- dagger scaling
1664:      --   t = math.min((@arrows_per_shot - 1)/19, 1)
1958:    cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)
1963:    burstfire_chance = @burstfire_chance_increase_per_hit * @hits_landed
1967:      burst_delay = math.max(@minimum_burstfire_delay, @base_burstfire_delay - @hits_landed * @burstfire_delay_reduction_per_hit)
2056:    -- t = math.min((@arrows_per_shot - 1)/19, 1)
2059:    n = @arrows_per_shot
2424:      cooldown = math.max(my_ball.minimum_cooldown, my_ball.base_cooldown - my_ball.hits_landed * my_ball.cooldown_reduction_per_hit)
2426:      burst_chance = math.floor(math.min(my_ball.hits_landed*my_ball.burstfire_chance_increase_per_hit*100, 50))
2441:      value1 = string.format("%d", my_ball.arrows_per_shot)

Let me read the arena's collision handling to understand the hit and scaling patterns more completely.

Read (E:\a327ex\emoji-ball-battles\main.yue)

   890→      ball_object.weapon_ui\reflect! if ball_object.weapon_ui
   891→      ball_object.can_swing_sound_time = 0
   892→
   893→    -- Projectile-ball sensor: deal damage
   894→    for event in *an\sensor_begin_events 'projectile_sensor', 'ball'
   895→      projectile_object = event.a  -- projectile_sensor tag
   896→      ball_object = event.b        -- ball tag
   897→
   898→      -- Skip if hitting same team
   899→      continue if ball_object.team == projectile_object.team
   900→
   901→      vx, vy = projectile_object.collider\get_velocity!
   902→      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
   903→
   904→      projectile_object\hit intensity, 'ball'
   905→
   906→      damage = projectile_object.damage or 1
   907→      ball_object\take_damage damage
   908→
   909→      -- Track hit for projectile owner
   910→      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
   911→      owner.hits_landed += 1
   912→      owner.weapon_ui\landed_hit! if owner.weapon_ui
   913→
   914→      -- headless: log projectile hit
   915→      @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
   916→
   917→      -- Bow scaling: +1 arrow per hit
   918→      if owner.weapon_type == 'bow'
   919→        owner.arrows_per_shot += 1
... [170 more lines]

Good, I now have a solid understanding of the codebase. Let me also check the weapon_ui class quickly to understand what needs to be added there.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2293→class weapon_ui extends object
  2294→  new: (@team, weapon_type, emoji_image, emoji_hit_image) =>
  2295→    super 'weapon_ui'
  2296→    @weapon_type = weapon_type
  2297→
  2298→    -- Emoji properties
  2299→    @emoji_x = if @team == 'player' then 59 else 421
  2300→    @emoji_y = 60
  2301→    @emoji_image = emoji_image
  2302→    @emoji_hit_image = emoji_hit_image
  2303→    @emoji_scale = 20/512
  2304→    @emoji_scale *= 1.1 if emoji_image == an.images.cowboy
  2305→    @showing_hit = false
  2306→    @emoji_oy = 0
  2307→
  2308→    -- Weapon properties
  2309→    @weapon_x = if @team == 'player' then 91 else 389
  2310→    @weapon_y = 60
  2311→    @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow elseif weapon_type == 'saw' then an.images.saw else an.images.dagger
  2312→    @weapon_scale = 20/512
  2313→    @weapon_flip_x = if @team == 'player' then -1 else 1
  2314→
  2315→    -- Board properties
  2316→    -- @board_y = 102
  2317→    -- @board_scale = 102/512
  2318→
  2319→    -- Text properties
  2320→    @text_x = if @team == 'player' then 65 else 400
  2321→    @text_y = 92
  2322→    @text_oy = 0
... [120 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2443→    elseif @weapon_type == 'saw'
  2444→      effects\text "HIT INTERVAL", 'lana', left_x, 0, white!
  2445→      value1 = string.format("%dms", math.floor(my_ball.saw_hit_interval*1000 + 0.5))
  2446→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2447→    else  -- dagger
  2448→      rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
  2449→      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
  2450→      value1 = string.format("%.2f", rotations_per_second)
  2451→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2452→    effects\pop!
  2453→
  2454→  hit: =>
  2455→    -- Show hit emoji temporarily
  2456→    @showing_hit = true
  2457→    @timer\after 0.25, 'hit_image', -> @showing_hit = false
  2458→
  2459→    -- Bounce and rotation
  2460→    @emoji_oy = -3
  2461→    @timer\tween 0.5, @, {emoji_oy: 0}, math.cubic_out, nil, 'emoji_oy'
  2462→    @spring\pull 'emoji_scale', 0.3, 3, 0.7
  2463→    @spring\pull 'emoji_rotation', an.random\float(-0.3, 0.3), 3, 0.5
  2464→
  2465→    -- Spawn star emoji particles
  2466→    my_arena = @parent.parent
  2467→    for i = 1, an.random\int 1, 2
  2468→      my_arena.effects\add emoji_particle @emoji_x, @emoji_y, an.images.star,
  2469→        velocity: an.random\float(75, 125)
  2470→        direction: an.random\float(-math.pi/4, 5*math.pi/4)
  2471→        scale: 1
  2472→        duration: an.random\float(0.4, 0.6)
... [30 more lines]

Now I have a thorough understanding. Here's my initial summary:


Boomerang Summary

From the attack reference:

How it would fit into the existing architecture

The boomerang is a ranged weapon (like gun/bow) with a raycast trigger (like gun/bow/sword). The core mechanic is a projectile that travels outward in a line, then curves back to the owning ball. On hit, you gain the ability to have more boomerangs in flight simultaneously.

Key design questions I have:

  1. Melee vs ranged classification — The boomerang sits in an interesting spot. It has a physical weapon image orbiting the ball (like dagger/sword) but fires projectiles (like gun/bow). My instinct is weapon_class = 'ranged' since its damage comes from the returning projectile, not the melee hitbox. But you could also make it a hybrid where the orbiting boomerang deals melee damage AND can be thrown. What's your preference?

  2. Return behavior — Should the boomerang home back toward the ball's current position (tracking), or return along a fixed curved arc? Homing feels more gameplay-functional (it actually comes back), while a fixed arc is more chaotic (it might miss the ball entirely). Homing is more standard boomerang behavior.

  3. Does it deal damage on the return trip? — Classic boomerang fantasy says yes, it hits going out AND coming back. This would make it distinctly more dangerous than an arrow.

  4. Simultaneous cap — The scaling is +1 simultaneous boomerang per hit. Should there be a visual/practical cap? Something like max 5-6 active at once so the screen doesn't get overwhelmed?

  5. Asset — You'd need a boomerang.png emoji image (🪃). Do you have one, or should I just set up the code to reference it and you'll add the asset?

  6. Projectile physics — Gun bullets bounce off walls, arrows stick. Boomerangs should probably... bounce? Or ignore walls and curve through? This affects the feel significantly.

Let me know your answers and I'll start implementation incrementally.

The boomerang object that stays with the ball will always be the same as the other shapes. But when a boomerang is thrown, it is removed and leaves the ball vulnerable. The boomerang projectile will be a special case of the projectile class. The boomerang projectile should come back to the ball always. It also deals piercing damage, with infinite pierces, and ignores wall collisions too. The scaling should not be multiple boomerangs per hit, that would be way too strong. I need to actually think about what it'll be, but we'll get to it when we get there. The color for the boomerang's trail (which we may add) is 204, 214, 221. And I have added boomerang.png. Do one step at a time, don't do everything at once.

Good, that clarifies a lot. Let me make sure I understand the core mechanic before starting:

This is a really interesting risk/reward design — you trade your defensive melee hitbox for a powerful ranged attack, then you're naked until it comes back.

Let me start with step 1: weapon initialization — adding the boomerang's properties in the ball constructor alongside the other weapons.

Let me first check what the boomerang.png looks like and verify the image registration area.

Glob (*/emoji-ball-battles/assets/boomerang)

E:\a327ex\emoji-ball-battles\assets\boomerang.png

Good, the asset exists. Here's the code for the boomerang weapon init block, to go after the saw block (after line 1469) in the ball constructor:

    elseif @weapon_type == 'boomerang'
      @weapon_class = 'melee'
      @weapon_image = an.images.boomerang
      @weapon_visual_offset = 24
      @weapon_perpendicular_offset = 0
      @weapon_hitbox_offset = 24
      @weapon_hitbox_length = 20
      @weapon_hitbox_width = 10
      @weapon_scale = 20/512
      @weapon_scale_y = 20/512
      @weapon_rotation_offset = -3*math.pi/4
      @base_angular_velocity = 1.5*math.pi
      @max_angular_velocity = 3*math.pi
      @weapon_weight = 1.0
      @hit_stop_multiplier = 1.0
      @hit_particle_multiplier = 1.0
      @camera_shake_multiplier = 1.0
      @boomerang_cooldown = 3.0
      @boomerang_thrown = false

A few things I'm uncertain about and want to flag:

Does this look right to start with? I'll also need to add the image registration line and the weapon_ui image mapping, but I want to confirm the init block looks good first.

Yes.

Let me add all the pieces for step 1. First, the image registration, then the ball constructor block, then the weapon_ui image mapping.

Read (E:\a327ex\emoji-ball-battles\main.yue)

    80→an\image 'dagger', 'assets/dagger.png'
    81→an\image 'sword', 'assets/sword.png'
    82→an\image 'gun', 'assets/gun.png'
    83→an\image 'boom', 'assets/boom.png'
    84→an\image 'star', 'assets/star.png'
    85→an\image 'dash', 'assets/dash.png'
    86→an\image 'bow', 'assets/bow.png'
    87→an\image 'arrow', 'assets/arrow.png'
    88→an\image 'saw', 'assets/saw.png'
    89→-- Plant images

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now the ball constructor block. Let me re-read the exact saw block ending to get the right insertion point.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1462→      @camera_shake_multiplier = 0.4
  1463→      @saw_hit_interval = 0.5  -- seconds between repeated hits while in contact
  1464→      @saw_min_hit_interval = 0.1
  1465→      @saw_interval_decrease_per_hit = 0.008  -- reaches 0.1 at 50 hits
  1466→      @saw_hit_timer = 0
  1467→      @saw_in_contact_with = nil
  1468→      @saw_pre_contact_base_av = 0
  1469→      @saw_contact_hit_count = 0
  1470→      @saw_time_since_last_hit = math.huge
  1471→
  1472→
  1473→    @\add collider 'ball', 'dynamic', 'circle', @radius
  1474→    @collider\set_position @x, @y
  1475→    @collider\set_restitution 1
  1476→    @collider\set_friction 0

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now the weapon_ui image mapping line.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2320→    @emoji_x = if @team == 'player' then 59 else 421
  2321→    @emoji_y = 60
  2322→    @emoji_image = emoji_image
  2323→    @emoji_hit_image = emoji_hit_image
  2324→    @emoji_scale = 20/512

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2328→
  2329→    -- Weapon properties
  2330→    @weapon_x = if @team == 'player' then 91 else 389

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2329→    -- Weapon properties
  2330→    @weapon_x = if @team == 'player' then 91 else 389
  2331→    @weapon_y = 60
  2332→    @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow elseif weapon_type == 'saw' then an.images.saw else an.images.dagger
  2333→    @weapon_scale = 20/512

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now I need to add the weapon draw code in the update method. Let me find where the saw drawing ends.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1848→        arrow_scale = 26/512
  1849→        weapons\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale
  1850→        weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!
  1851→        weapons\pop!
  1852→
  1853→    elseif @weapon_type == 'dagger'
  1854→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1855→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1856→      weapons\pop!
  1857→
  1858→    elseif @weapon_type == 'saw'
  1859→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1860→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1861→      weapons\pop!
  1862→
  1863→    -- Debug draw weapon hitbox
  1864→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1865→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1866→    if debug_draw_enabled
  1867→      debug_draw\push hitbox_x, hitbox_y, @angle

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now I need to add the boomerang to the weapon_ui stat display section.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2462→    elseif @weapon_type == 'sword'
  2463→      effects\text "THRUST DMG", 'lana', left_x, 0, white!
  2464→      value1 = string.format("%d", my_ball.thrust_damage)
  2465→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2466→    elseif @weapon_type == 'bow'
  2467→      effects\text "ARROWS/SHOT", 'lana', left_x, 0, white!
  2468→      value1 = string.format("%d", my_ball.arrows_per_shot)
  2469→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2470→    elseif @weapon_type == 'saw'
  2471→      effects\text "HIT INTERVAL", 'lana', left_x, 0, white!
  2472→      value1 = string.format("%dms", math.floor(my_ball.saw_hit_interval*1000 + 0.5))
  2473→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2474→    else  -- dagger
  2475→      rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
  2476→      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

That's step 1 done. The boomerang now has:

You can test by setting a matchup like boomerang,dagger — the boomerang should appear orbiting the ball like a dagger. It won't fire yet (no trigger/projectile), but the visual should be there. The rotation offset might need adjusting depending on how the emoji is oriented.

Make the player the boomerang weapon.

I need to find where the default player weapon is set.

Read (E:\a327ex\emoji-ball-battles\main.yue)

   345→    @\add wall @x - wall_thickness/2, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
   346→    @\add wall @x + wall_thickness/2 + @w, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
   347→
   348→    -- Create balls
   349→    headless_player_weapon = args.player_weapon or 'saw'
   350→    headless_enemy_weapon = args.enemy_weapon or 'sword'
   351→    @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
   352→    @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
   353→    @\add @player_ball
   354→    @\add @enemy_ball

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. Player will now default to boomerang.

The boomerang needs to be flipped 180 degrees.

Grep (weapon_type == 'boomerang')

1472:    elseif @weapon_type == 'boomerang'
1863:    elseif @weapon_type == 'boomerang'
2338:    @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow elseif weapon_type == 'saw' then an.images.saw elseif weapon_type == 'boomerang' then an.images.boomerang else an.images.dagger
2474:    elseif @weapon_type == 'boomerang'

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1472→    elseif @weapon_type == 'boomerang'
  1473→      @weapon_class = 'melee'
  1474→      @weapon_image = an.images.boomerang
  1475→      @weapon_visual_offset = 24
  1476→      @weapon_perpendicular_offset = 0
  1477→      @weapon_hitbox_offset = 24
  1478→      @weapon_hitbox_length = 20
  1479→      @weapon_hitbox_width = 10
  1480→      @weapon_scale = 20/512
  1481→      @weapon_scale_y = 20/512
  1482→      @weapon_rotation_offset = -3*math.pi/4
  1483→      @base_angular_velocity = 1.5*math.pi
  1484→      @max_angular_velocity = 3*math.pi
  1485→      @weapon_weight = 1.0
  1486→      @hit_stop_multiplier = 1.0
  1487→      @hit_particle_multiplier = 1.0
  1488→      @camera_shake_multiplier = 1.0
  1489→      @boomerang_cooldown = 3.0
  1490→      @boomerang_thrown = false
  1491→

Edit (E:\a327ex\emoji-ball-battles\main.yue)

<tool_use_error>Found 3 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String:       @weapon_rotation_offset = -3*math.pi/4</tool_use_error>

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done — added + math.pi to flip it 180 degrees.

I've fixed the boomerang's angle but we need to add a slight y offset to its position, while taking into account the angle. How would you do it? I just want it to move up by a few pixels.

The perpendicular offset is already built into the system — @weapon_perpendicular_offset shifts the weapon along the axis perpendicular to the ball's rotation angle. It's used in the draw code at line ~1793:

perpendicular_angle = @angle - math.pi/2
weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)

So "up" relative to the weapon's facing direction is the negative perpendicular. Try setting @weapon_perpendicular_offset = -3 (or -2, -4 — tweak to taste). Does that match what you're looking for, or did you mean up in screen-space (global Y) regardless of angle?

I see. Can the hitbox also be moved like this?

Yes — the hitbox shapes are attached to the collider with an offset_x parameter (line ~1499):

@weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset}

The add_box opts table also accepts offset_y. So if you set @weapon_perpendicular_offset = -3 for the visual, you'd pass offset_y: -3 (or whatever value) to both add_box calls to match.

Let me check the framework API to confirm offset_y is supported.

Grep (offset_y|offset_x)

1219-
1220--- Multiple shapes
1221-@\add collider 'player', 'dynamic', 'circle', 16
1222:@collider\add_box 'feet', 10, 5, {offset_y: 16}
1223-```
1224-
1225-**Body types:**
--
1304-### Adding Extra Shapes
1305-
1306-```yuescript
1307:@collider\add_circle 'head', 8, {offset_y: -16}
1308-@collider\add_box 'body', 16, 24
1309:@collider\add_capsule 'arm', 20, 4, {offset_x: 12}
1310-
1311-verts = {-16, -16, 16, -16, 16, 16, -16, 16}
1312-@collider\add_polygon 'hitbox', verts

Yes, offset_y is supported. So the approach is: set @weapon_perpendicular_offset for the visual and pass matching offset_y values to the hitbox add_box calls. Want me to go ahead and set both to -3 (or whatever value you prefer)?

Make sure that for the boomerang it's moved by the weapon_perpendicular_offset amount.

Let me read the hitbox creation code to see how it currently works.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1495→    @collider\set_restitution 1
  1496→    @collider\set_friction 0
  1497→    @collider\set_linear_damping 0
  1498→
  1499→    -- Add weapon hitbox (physical, 0 density so it doesn't affect ball mass/inertia)
  1500→    @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset}
  1501→    @collider\set_restitution 1, @weapon_shape
  1502→    @collider\set_density 0, @weapon_shape
  1503→
  1504→    -- Add sensor for detecting ball overlaps (passes through balls, generates events)
  1505→    @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, sensor: true}
  1506→    @collider\set_restitution 1, @weapon_sensor
  1507→    @collider\set_density 0, @weapon_sensor
  1508→
  1509→    -- Track low vertical velocity time for sliding detection

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. Both the physical hitbox and the sensor now use offset_y: @weapon_perpendicular_offset. For most weapons this is 0 so nothing changes, and for the boomerang you can set it to whatever value you need. Want to try -3 for the boomerang's @weapon_perpendicular_offset?

Wait, do the other weapons have that value set to anything other than zero? If they do then this will break them.

Good catch. Let me check.

Grep (weapon_perpendicular_offset)

1364:      @weapon_perpendicular_offset = 2
1382:      @weapon_perpendicular_offset = 0
1405:      @weapon_perpendicular_offset = 0
1432:      @weapon_perpendicular_offset = 0
1450:      @weapon_perpendicular_offset = 0
1476:      @weapon_perpendicular_offset = 6
1500:    @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: @weapon_perpendicular_offset}
1505:    @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: @weapon_perpendicular_offset, sensor: true}
1794:    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1795:    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)

Yes — the gun has @weapon_perpendicular_offset = 2. The perpendicular offset is purely a visual offset for drawing the weapon image. It was never intended to shift the hitbox. The gun's hitbox is centered on the ball's rotation axis; only the image is drawn slightly to the side.

I should revert this and instead use a separate field for the boomerang's hitbox offset. But actually, the simplest fix is to just revert and only pass offset_y for the boomerang case specifically. Or even simpler — just not use weapon_perpendicular_offset for this at all, and add a dedicated @weapon_hitbox_offset_y that defaults to 0.

Let me revert:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Reverted. So the visual perpendicular offset already works for positioning the image — the hitbox stays centered on the rotation axis for all weapons, which is probably fine. The boomerang's @weapon_perpendicular_offset = 6 will shift the image but the hitbox stays aligned. Do you want the hitbox to also shift for the boomerang specifically, or is the visual offset alone enough?

Yes, I want the hitbox to also shift for the boomerang.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1472→    elseif @weapon_type == 'boomerang'
  1473→      @weapon_class = 'melee'
  1474→      @weapon_image = an.images.boomerang
  1475→      @weapon_visual_offset = 23
  1476→      @weapon_perpendicular_offset = 6
  1477→      @weapon_hitbox_offset = 23
  1478→      @weapon_hitbox_length = 20
  1479→      @weapon_hitbox_width = 10
  1480→      @weapon_scale = 22/512
  1481→      @weapon_scale_y = 22/512
  1482→      @weapon_rotation_offset = -math.pi/2 + math.pi/4
  1483→      @base_angular_velocity = 1.5*math.pi
  1484→      @max_angular_velocity = 3*math.pi
  1485→      @weapon_weight = 1.0
  1486→      @hit_stop_multiplier = 1.0
  1487→      @hit_particle_multiplier = 1.0
  1488→      @camera_shake_multiplier = 1.0
  1489→      @boomerang_cooldown = 3.0
  1490→      @boomerang_thrown = false
  1491→

I'll add a @weapon_hitbox_offset_y field to the boomerang and use it in the hitbox creation, only when it's set.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now update the hitbox creation to use it when present.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1498→    @collider\set_linear_damping 0
  1499→
  1500→    -- Add weapon hitbox (physical, 0 density so it doesn't affect ball mass/inertia)
  1501→    @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset}
  1502→    @collider\set_restitution 1, @weapon_shape
  1503→    @collider\set_density 0, @weapon_shape
  1504→
  1505→    -- Add sensor for detecting ball overlaps (passes through balls, generates events)
  1506→    @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, sensor: true}
  1507→    @collider\set_restitution 1, @weapon_sensor
  1508→    @collider\set_density 0, @weapon_sensor
  1509→

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. The boomerang sets @weapon_hitbox_offset_y = 6, which shifts both the physical hitbox and sensor. All other weapons don't set it, so hitbox_oy defaults to 0 — no change for them.

I think it should be -6 instead.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done.

Ah, nevermind, I think it's because the debug drawing is not taking this into account?

Right, let me check the debug draw code.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1873→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1874→    if debug_draw_enabled
  1875→      debug_draw\push hitbox_x, hitbox_y, @angle
  1876→      debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1877→      debug_draw\pop!
  1878→
  1879→    -- Indicator layout system (dead code — kept for future status effect stack system above ball)
  1880→    indicator_y = 18
  1881→    indicator_gap = 5
  1882→    for child in *@children
  1883→      if child\is('indicator') and child.visible
  1884→        child.target_y = indicator_y
  1885→        indicator_y += child.h + indicator_gap
  1886→
  1887→    -- Track angular velocity for weight-based collision handling

Yes — the debug draw positions the hitbox rectangle using @weapon_hitbox_offset along the angle, but doesn't account for the perpendicular offset_y. The actual Box2D hitbox is shifted, but the debug visualization isn't showing it. Let me fix it:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1870→
  1871→    -- Debug draw weapon hitbox
  1872→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1873→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1874→    if debug_draw_enabled
  1875→      debug_draw\push hitbox_x, hitbox_y, @angle
  1876→      debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1877→      debug_draw\pop!

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

And revert the offset back to positive 6 since the issue was just the debug draw:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. The debug draw now accounts for the perpendicular offset, and the boomerang's @weapon_hitbox_offset_y is back to 6. The debug rectangle should now match the actual Box2D hitbox position.

OK, now let's do the main firing logic. It shouldn't use the aligned raycast method, it should just fire according to its cooldown. First, let's just get the logic going and making the bow that the ball is holding disappear when it fires and appear after a duration.

You said "bow" but I assume you mean the boomerang. Here's what I'll add:

Let me find the auto-attack setup section.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1570→    @\add timer!
  1571→    @collider\set_gravity_scale 0
  1572→
  1573→    -- Weapon auto-attack setup (requires timer initialized above)
  1574→    if @weapon_type == 'gun'
  1575→      @gun_ready = false
  1576→      @timer\after @base_cooldown, 'gun_cooldown', -> @gun_ready = true
  1577→      @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
  1578→      @cooldown_bar\activate @base_cooldown
  1579→    elseif @weapon_type == 'sword'
  1580→      @thrust_ready = false
  1581→      @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
  1582→      @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
  1583→      @cooldown_bar\activate @thrust_cooldown
  1584→    elseif @weapon_type == 'bow'
  1585→      @bow_ready = false
  1586→      @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
  1587→      @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
  1588→      @cooldown_bar\activate @bow_cooldown
  1589→  update: (dt) =>

Now let me find where the bow methods are defined so I can add the boomerang methods nearby.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2138→      bounces: 0
  2139→      shot_id: shot_id
  2140→
  2141→  -- Start bow pull animation for next arrow
  2142→  bow_start_pull: (duration) =>
  2143→    @bow_arrow_alpha = 1
  2144→    @timer\tween duration, @, {bow_pull_amount: 8}, math.quad_out, nil, 'bow_release'
  2145→    @timer\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_release'
  2146→
  2147→  flash_ball: (duration=0.15) =>

Here's what I'll add. For the auto-attack setup:

    elseif @weapon_type == 'boomerang'
      @boomerang_ready = false
      @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
      @cooldown_bar\activate @boomerang_cooldown

No when with alignment — just fires as soon as the cooldown is up. And the fire method:

  boomerang_fire: =>
    @boomerang_ready = false
    @boomerang_thrown = true
    @spring\pull 'weapon', 0.6, 3, 0.7
    -- TODO: spawn boomerang projectile here
    -- Return after duration
    @timer\after 1.5, 'boomerang_return', ->
      @boomerang_thrown = false
      @spring\pull 'weapon', 0.4, 3, 0.5
      @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
      @cooldown_bar\activate @boomerang_cooldown

Does this look right?

Sure.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now the fire method, after the bow_start_pull method:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. The boomerang will now:

  1. Wait for the cooldown to expire
  2. Fire immediately (no alignment check)
  3. Hide the weapon image for 1.5 seconds
  4. Reappear with a spring pop, then start the cooldown again

The projectile spawning is stubbed with a TODO for the next step. Try it out — you should see the boomerang disappear and reappear on a timer.

You need to make sure the boomerang weapon that the ball is holding is removed physically and visually and then it comes back.

Right — currently the weapon hitbox (both the physical shape and the sensor) stays active even when @boomerang_thrown is true. The visual is hidden, but the hitbox is still there doing melee collisions. I need to disable/remove the shapes when thrown and re-add them when it returns.

Let me check what API is available for disabling or destroying shapes.

Grep (destroy_shape|remove_shape|disable_shape|set_enabled|enable_shape)

No matches found

Grep (destroy_shape|remove_shape|disable_shape|enable_shape)

No matches found

Grep (destroy.shape|shape.destroy|b2DestroyShape)

664:        // Note: shapes may have been destroyed, but we still record the event
725:        // Note: shapes may have been destroyed
6336:            // tag_a (string) - valid even if shape destroyed since tag was cached
6512:            // sensor_tag (string) - valid even if shape destroyed since tag was cached

No destroy_shape exposed to Lua. Let me check if there's a way to set a shape as a sensor or move it out of the way.

Grep (set_sensor|shape_set|set_enabled)

5388:static int l_physics_set_enabled(lua_State* L) {
6073:static int l_physics_shape_set_friction(lua_State* L) {
6093:static int l_physics_shape_set_restitution(lua_State* L) {
6134:static int l_physics_shape_set_density(lua_State* L) {
8063:    lua_register(L, "physics_set_enabled", l_physics_set_enabled);
8102:    lua_register(L, "physics_shape_set_friction", l_physics_shape_set_friction);
8104:    lua_register(L, "physics_shape_set_restitution", l_physics_shape_set_restitution);
8108:    lua_register(L, "physics_shape_set_density", l_physics_shape_set_density);

[Showing results with pagination = limit: 20, offset: 0]

Read (E:\a327ex\Anchor\engine\src\anchor.c)

  5388→static int l_physics_set_enabled(lua_State* L) {
  5389→    physics_enabled = lua_toboolean(L, 1);
  5390→    return 0;
  5391→}
  5392→
  5393→static int l_physics_register_tag(lua_State* L) {
  5394→    const char* name = luaL_checkstring(L, 1);
  5395→
  5396→    // Check if already registered
  5397→    if (physics_tag_find(name) >= 0) {
  5398→        return 0;  // Already exists, silently succeed
  5399→    }
  5400→
  5401→    // Check capacity
  5402→    if (physics_tag_count >= MAX_PHYSICS_TAGS) {
  5403→        return luaL_error(L, "Maximum number of physics tags (%d) reached", MAX_PHYSICS_TAGS);
  5404→    }
  5405→
  5406→    // Register new tag
  5407→    PhysicsTag* tag = &physics_tags[physics_tag_count];
  5408→    strncpy(tag->name, name, MAX_TAG_NAME - 1);
  5409→    tag->name[MAX_TAG_NAME - 1] = '\0';
  5410→    tag->category_bit = (uint64_t)1 << physics_tag_count;  // Assign next bit
  5411→    tag->collision_mask = 0;  // No collisions by default
  5412→    tag->sensor_mask = 0;     // No sensor events by default
  5413→    tag->hit_mask = 0;        // No hit events by default
  5414→
  5415→    physics_tag_count++;
  5416→    return 0;
  5417→}

No shape-level enable/disable exposed. The simplest approach that works within the existing API: when thrown, move the hitbox shapes far off-screen by setting a huge offset. But actually, that's not possible either since we can't modify shape offsets after creation.

The cleanest approach: destroy and recreate the shapes. Let me check if add_box and the framework's collider have a way to remove shapes.

Grep (b2DestroyShape|destroy_shape|remove_shape)

No matches found

Grep (filter|collision_mask|category|set_mask|shape_filter)

91:// filter_mode is defined later in the font section
455:    uint64_t category_bit;    // Single bit identifying this tag (1, 2, 4, 8, ...)
456:    uint64_t collision_mask;  // Which tags this collides with (physical response)
853:// Global filter mode (smooth = anti-aliased, rough = hard pixel edges)
859:static int filter_mode = FILTER_ROUGH;  // Default to pixel-perfect
882:    int filter;             // Filter mode font was loaded with (FILTER_SMOOTH or FILTER_ROUGH)
929:// Uses global filter_mode: FILTER_ROUGH = 1-bit mono, FILTER_SMOOTH = 8-bit grayscale AA
982:    font->filter = filter_mode;  // Store filter mode font was loaded with
1001:    // Determine FreeType load flags based on filter mode
1003:    if (filter_mode == FILTER_ROUGH) {
1044:                if (filter_mode == FILTER_ROUGH) {
1092:        // Use appropriate filtering based on mode
1093:        GLint tex_filter = (filter_mode == FILTER_ROUGH) ? GL_NEAREST : GL_LINEAR;
1098:        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
1099:        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
1110:           filter_mode == FILTER_ROUGH ? "rough" : "smooth",
4682:static int l_set_filter_mode(lua_State* L) {
4685:        filter_mode = FILTER_SMOOTH;
4687:        filter_mode = FILTER_ROUGH;
4689:        return luaL_error(L, "Invalid filter mode: %s (use 'smooth' or 'rough')", mode);

[Showing results with pagination = limit: 20, offset: 0]

WebSearch (Box2D 3.1 disable shape b2Shape_SetEnabled b2Shape_Enable)

Web search results for query: "Box2D 3.1 disable shape b2Shape_SetEnabled b2Shape_Enable"

Links: [{"title":"Box2D: Simulation","url":"https://box2d.org/documentation/md_simulation.html"},{"title":"Box2D 3.1 :: Box2D","url":"https://box2d.org/posts/2025/04/box2d-3.1/"},{"title":"Box2D: Shape","url":"https://box2d.org/documentation/group__shape.html"},{"title":"Box2D: Migration Guide","url":"https://box2d.org/documentation/md_migration.html"},{"title":"Box2D: Overview","url":"https://box2d.org/documentation/"},{"title":"Box2D v2.3.0 User Manual Copyright © 2007-2013 Erin Catto","url":"https://fizyka.umk.pl/~jacek/dydaktyka/modsym/studenci/2015-2016/box2d.org/box2d_manual_v2.3.0.pdf"},{"title":"Box2D: b2Shape Class Reference","url":"https://box2d.org/doc_version_2_4/classb2_shape.html"},{"title":"box2d/include/box2d/box2d.h at main · erincatto/box2d","url":"https://github.com/erincatto/box2d/blob/main/include/box2d/box2d.h"},{"title":"Box2D: v3.1 Release Notes","url":"https://box2d.org/documentation/md_release__notes__v310.html"},{"title":"Tips for One-Sided Platforms (2.1.3+) - Box2D Forums","url":"http://www.box2d.org/forum/viewtopic.php?f=3&t=4985"}]

Based on the search results, I found relevant information about Box2D 3.1 shape enabling/disabling functionality:

The search results include references to the Box2D API header file. In the context of Box2D 3.1, the functions related to enabling/disabling shapes appear to be part of the shape API. There is a function `b2Shape_SetSurfaceMaterial` for setting shape properties, and the documentation indicates various shape manipulation functions are available.

However, the specific functions `b2Shape_SetEnabled` and `b2Shape_Enable` that you mentioned in your query don't appear explicitly in these search results. The search results focus more on general shape properties, contact events, and sensor functionality in Box2D 3.1.

To get more precise documentation on those specific shape enabling/disabling functions, you may want to:

1. Check the official Box2D 3.1 API documentation at box2d.org
2. Review the Box2D header files on the GitHub repository (erincatto/box2d)
3. Look for the complete shape API reference in the Box2D 3.1 release notes

Would you like me to search for more specific information about these functions?


REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.

WebFetch (https://box2d.org/documentation/group__shape.html)

# Shape Management Functions in Box2D 3.1.0

Based on the documentation, here are the key functions for shape lifecycle management:

## Destroying Shapes

**`b2DestroyShape()`** - The primary function for removing shapes:
> "Destroy a shape. You may defer the body mass update which can improve performance if several shapes on a body are destroyed at once."

This function accepts a shape identifier and a boolean flag to control whether the parent body's mass properties update immediately.

## Enabling/Disabling Features

Box2D provides several functions to toggle shape behavior at runtime:

- **`b2Shape_EnableSensorEvents()`** - Activates sensor overlap detection
- **`b2Shape_EnableContactEvents()`** - Turns on collision event notifications (kinematic/dynamic bodies only)
- **`b2Shape_EnablePreSolveEvents()`** - Enables pre-solve callbacks for dynamic bodies
- **`b2Shape_EnableHitEvents()`** - Activates impact event detection

Each corresponding function allows disabling these features by passing `false` as the flag parameter.

## Important Note

The documentation explicitly states regarding sensor status: "It is not possible to change a shape from sensor to solid dynamically because this breaks the contract for sensor events."

There's no shape-level enable/disable, but b2DestroyShape exists in Box2D 3.1. Let me check if it's exposed to Lua in the engine, and if not, the alternative approach would be to use b2Shape_EnableContactEvents and b2Shape_EnableSensorEvents to effectively make the shapes inert.

Grep (EnableContactEvents|EnableSensorEvents|EnableHitEvents)

No matches found

None of these are exposed either. The options are:

  1. Add a C-level function to expose b2DestroyShape or b2Shape_EnableSensorEvents/b2Shape_EnableContactEvents to Lua
  2. Workaround: set the shape's density to 0 and filter to prevent collisions — but filtering isn't exposed per-shape either

The cleanest solution is probably to expose b2DestroyShape in the engine and add a corresponding collider\destroy_shape method in the framework. Then the boomerang can destroy its weapon shapes when thrown and recreate them with add_box when it returns.

Alternatively, we could expose b2Shape_EnableContactEvents(shape, false) and b2Shape_EnableSensorEvents(shape, false) which would make the shapes physically inert without destroying them — simpler since we don't need to recreate.

Which approach do you prefer? Or is there a simpler workaround I'm missing?

Let's do the b2Shape_Enable approach, it seems more reasonable than destroying and recreating the shape each time.

Let me look at how shapes are stored and how existing shape functions are implemented in the engine to follow the same pattern.

Read (E:\a327ex\Anchor\engine\src\anchor.c)

  6073→static int l_physics_shape_set_friction(lua_State* L) {
  6074→    b2ShapeId* shape_id = (b2ShapeId*)lua_touserdata(L, 1);
  6075→    if (!shape_id || !b2Shape_IsValid(*shape_id)) {
  6076→        return luaL_error(L, "Invalid shape");
  6077→    }
  6078→    float friction = (float)luaL_checknumber(L, 2);
  6079→    b2Shape_SetFriction(*shape_id, friction);
  6080→    return 0;
  6081→}
  6082→
  6083→static int l_physics_shape_get_friction(lua_State* L) {
  6084→    b2ShapeId* shape_id = (b2ShapeId*)lua_touserdata(L, 1);
  6085→    if (!shape_id || !b2Shape_IsValid(*shape_id)) {
  6086→        return luaL_error(L, "Invalid shape");
  6087→    }
  6088→    float friction = b2Shape_GetFriction(*shape_id);
  6089→    lua_pushnumber(L, friction);
  6090→    return 1;
  6091→}
  6092→
  6093→static int l_physics_shape_set_restitution(lua_State* L) {
  6094→    b2ShapeId* shape_id = (b2ShapeId*)lua_touserdata(L, 1);
  6095→    if (!shape_id || !b2Shape_IsValid(*shape_id)) {
  6096→        return luaL_error(L, "Invalid shape");
  6097→    }
  6098→    float restitution = (float)luaL_checknumber(L, 2);
  6099→    b2Shape_SetRestitution(*shape_id, restitution);
  6100→    return 0;
  6101→}
  6102→
... [50 more lines]

Good, the pattern is clear. Now let me find where these are registered to add the new ones.

Read (E:\a327ex\Anchor\engine\src\anchor.c)

  8095→    lua_register(L, "physics_set_angular_damping", l_physics_set_angular_damping);
  8096→    lua_register(L, "physics_set_gravity_scale", l_physics_set_gravity_scale);
  8097→    lua_register(L, "physics_set_fixed_rotation", l_physics_set_fixed_rotation);
  8098→    lua_register(L, "physics_set_bullet", l_physics_set_bullet);
  8099→    lua_register(L, "physics_set_user_data", l_physics_set_user_data);
  8100→    lua_register(L, "physics_get_user_data", l_physics_get_user_data);
  8101→    // --- Physics: Shape Properties ---
  8102→    lua_register(L, "physics_shape_set_friction", l_physics_shape_set_friction);
  8103→    lua_register(L, "physics_shape_get_friction", l_physics_shape_get_friction);
  8104→    lua_register(L, "physics_shape_set_restitution", l_physics_shape_set_restitution);
  8105→    lua_register(L, "physics_shape_get_restitution", l_physics_shape_get_restitution);
  8106→    lua_register(L, "physics_shape_is_valid", l_physics_shape_is_valid);
  8107→    lua_register(L, "physics_shape_get_body", l_physics_shape_get_body);
  8108→    lua_register(L, "physics_shape_set_density", l_physics_shape_set_density);
  8109→    lua_register(L, "physics_shape_get_density", l_physics_shape_get_density);
  8110→    // --- Physics: Queries ---
  8111→    lua_register(L, "physics_get_body_type", l_physics_get_body_type);
  8112→    lua_register(L, "physics_get_mass", l_physics_get_mass);
  8113→    lua_register(L, "physics_set_center_of_mass", l_physics_set_center_of_mass);
  8114→    lua_register(L, "physics_is_awake", l_physics_is_awake);
  8115→    lua_register(L, "physics_set_awake", l_physics_set_awake);
  8116→    lua_register(L, "physics_debug_events", l_physics_debug_events);
  8117→    // --- Physics: Events ---
  8118→    lua_register(L, "physics_get_collision_begin", l_physics_get_collision_begin);
  8119→    lua_register(L, "physics_get_collision_end", l_physics_get_collision_end);

Now let me check the collision event handling to understand what disabling contact and sensor events would actually prevent. I want to make sure it properly stops the weapon from hitting things.

Grep (b2Shape_EnableContactEvents|b2Shape_EnableSensorEvents|b2Shape_EnableHitEvents)

No matches found

Let me also check how shapes are created to see what events are enabled by default.

Grep (enableContactEvents|enableSensorEvents|enableHitEvents)

5601:    def->enableSensorEvents = (tag->sensor_mask != 0);
5602:    def->enableContactEvents = (tag->collision_mask != 0);
5603:    def->enableHitEvents = (tag->hit_mask != 0);

Good. So the weapon tag has contact events enabled (for physical collisions) and the weapon_hitbox tag has sensor events enabled. I need to expose functions that can toggle these. But wait — there's also the physical collision aspect. Disabling contact events doesn't stop the physical collision from happening, it just stops the events from being reported. The weapon shape would still physically collide with things.

Let me check if there's a way to set the collision filter to prevent physical collisions entirely.

Grep (b2Shape_SetFilter|b2Filter|filter.*shape)

6603:    filter.maskBits = mask;            // But only shapes with these categories

[Showing results with pagination = limit: 20, offset: 0]

Read (E:\a327ex\Anchor\engine\src\anchor.c)

  5580→    lua_pushinteger(L, counters.bodyCount);
  5581→    return 1;
  5582→}
  5583→
  5584→static int l_physics_body_is_valid(lua_State* L) {
  5585→    b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
  5586→    if (!body_id) {
  5587→        lua_pushboolean(L, 0);
  5588→        return 1;
  5589→    }
  5590→    lua_pushboolean(L, b2Body_IsValid(*body_id));
  5591→    return 1;
  5592→}
  5593→
  5594→// Helper to setup shape def from tag
  5595→static void setup_shape_def_from_tag(b2ShapeDef* def, PhysicsTag* tag, bool is_sensor) {
  5596→    def->filter.categoryBits = tag->category_bit;
  5597→    def->filter.maskBits = tag->collision_mask | tag->sensor_mask;  // Include both for filtering
  5598→    def->isSensor = is_sensor;
  5599→
  5600→    // Enable events based on tag configuration
  5601→    def->enableSensorEvents = (tag->sensor_mask != 0);
  5602→    def->enableContactEvents = (tag->collision_mask != 0);
  5603→    def->enableHitEvents = (tag->hit_mask != 0);
  5604→}
  5605→
  5606→// physics_add_circle(body, tag, radius, [opts])
  5607→static int l_physics_add_circle(lua_State* L) {
  5608→    if (!physics_initialized) {
  5609→        return luaL_error(L, "Physics not initialized");
... [10 more lines]

I see — the filter bits control what physically collides. Disabling events alone won't stop the physical shape from blocking things. The proper approach is to use b2Shape_SetFilter to zero out the mask bits, which prevents both physical collisions and event generation.

But actually, let me reconsider. The simplest and most correct approach might be to just expose b2DestroyShape after all, and recreate with add_box on return. The alternative of toggling filters is more complex and error-prone (need to save/restore the original filter).

Actually wait — there's an even simpler option. Let me re-read the Box2D docs.

WebFetch (https://github.com/erincatto/box2d/blob/main/include/box2d/box2d.h)

# Box2D Shape Functions Analysis

Based on the content provided, here are the relevant findings:

## Shape Destruction
```c
B2_API void b2DestroyShape( b2ShapeId shapeId, bool updateBodyMass );
```

This function destroys a shape with an optional parameter to defer body mass updates.

## Enable/Disable Functions

**There is no `b2Shape_Enable` or `b2Shape_Disable` function** in this header file. 

However, there are related functions for controlling shape behavior:

- **`b2Shape_EnableSensorEvents`** - "Enable sensor events for this shape"
- **`b2Shape_EnableContactEvents`** - "Enable contact events for this shape"
- **`b2Shape_EnablePreSolveEvents`** - "Enable pre-solve contact events for this shape"
- **`b2Shape_EnableHitEvents`** - "Enable contact hit events for this shape"

These control event generation rather than shape simulation itself. To disable a shape from simulation, you would need to destroy it with `b2DestroyShape` or use body-level controls like `b2Body_Disable` or `b2Body_Enable` on the parent body.

OK, so there's no shape-level enable/disable in Box2D 3.1. The event toggles only control event reporting, not physical collision. The real options are:

  1. b2DestroyShape + recreate — Fully correct but requires recreating shapes
  2. b2Shape_SetFilter with zeroed mask — Would prevent physical collisions AND events, and can be restored later

Option 2 seems cleanest for our use case. I'd expose a function like physics_shape_set_enabled(shape, bool) that either zeros out or restores the filter bits. But we'd need to store the original filter somewhere.

Actually, the simplest version: expose b2DestroyShape to Lua. The boomerang already knows all the parameters to recreate its shapes (@weapon_hitbox_length, @weapon_hitbox_width, @weapon_hitbox_offset, @weapon_hitbox_offset_y). The add_box call is already there in the codebase. One destroy call, one add_box call to recreate. No state to track.

Want me to go with b2DestroyShape instead? It's actually simpler in practice despite sounding heavier — no filter state to save/restore.

Sure.

Let me add the C function and register it. First the implementation, following the existing pattern:

Read (E:\a327ex\Anchor\engine\src\anchor.c)

  6144→static int l_physics_shape_get_density(lua_State* L) {
  6145→    b2ShapeId* shape_id = (b2ShapeId*)lua_touserdata(L, 1);
  6146→    if (!shape_id || !b2Shape_IsValid(*shape_id)) {
  6147→        return luaL_error(L, "Invalid shape");
  6148→    }
  6149→    float density = b2Shape_GetDensity(*shape_id);
  6150→    lua_pushnumber(L, density);
  6151→    return 1;
  6152→}
  6153→
  6154→// Additional body queries
  6155→static int l_physics_get_body_type(lua_State* L) {
  6156→    b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
  6157→    if (!body_id || !b2Body_IsValid(*body_id)) {
  6158→        return luaL_error(L, "Invalid body");

Edit (E:\a327ex\Anchor\engine\src\anchor.c)

The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.

Now register it:

Edit (E:\a327ex\Anchor\engine\src\anchor.c)

The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.

Now I need to expose this in the framework's collider class. Let me find it.

Grep (set_density|set_friction|set_restitution)

84:  set_friction: (friction, shape=@shape) => physics_shape_set_friction shape, friction
86:  set_restitution: (restitution, shape=@shape) => physics_shape_set_restitution shape, restitution
88:  set_density: (density, shape=@shape) => physics_shape_set_density shape, density

Read (E:\a327ex\Anchor\framework\anchor\collider.yue)

    84→  set_friction: (friction, shape=@shape) => physics_shape_set_friction shape, friction
    85→  get_friction: (shape=@shape) => physics_shape_get_friction shape
    86→  set_restitution: (restitution, shape=@shape) => physics_shape_set_restitution shape, restitution
    87→  get_restitution: (shape=@shape) => physics_shape_get_restitution shape
    88→  set_density: (density, shape=@shape) => physics_shape_set_density shape, density
    89→  get_density: (shape=@shape) => physics_shape_get_density shape
    90→
    91→  --[[
    92→    Adds an additional circle shape to this body.
    93→

Edit (E:\a327ex\Anchor\framework\anchor\collider.yue)

The file E:\a327ex\Anchor\framework\anchor\collider.yue has been updated successfully.

Good. Now let me build the engine to verify compilation.

Bash (cd E:/a327ex/Anchor/engine && ./build.bat)

anchor.c
src/anchor.c(238): 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(980): 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(1186): 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(2360): 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(2354): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(2745): 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(3023): 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(3029): 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(3139): 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(3148): 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(3242): 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(3244): 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(4421): 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(5408): 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(6197): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(6198): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(7756): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(7757): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(7763): 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(8650): 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(8654): 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(8659): 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(8663): 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(8669): 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(8673): 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(8679): 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(8683): 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(9185): 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(9187): 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.
... [6 more lines]

Engine builds fine (only pre-existing warnings). Now update the boomerang_fire method to actually destroy the shapes, and recreate them on return:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2149→    @timer\tween duration, @, {bow_pull_amount: 8}, math.quad_out, nil, 'bow_release'
  2150→    @timer\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_release'
  2151→
  2152→  boomerang_fire: =>
  2153→    @boomerang_ready = false
  2154→    @boomerang_thrown = true
  2155→    @spring\pull 'weapon', 0.6, 3, 0.7
  2156→    -- TODO: spawn boomerang projectile here
  2157→    -- Return after duration
  2158→    @timer\after 1.5, 'boomerang_return', ->
  2159→      @boomerang_thrown = false
  2160→      @spring\pull 'weapon', 0.4, 3, 0.5
  2161→      @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
  2162→      @cooldown_bar\activate @boomerang_cooldown
  2163→
  2164→  flash_ball: (duration=0.15) =>
  2165→    @ball_flashing = true
  2166→    @timer\after duration, 'ball_flash', -> @ball_flashing = false
  2167→
  2168→  -- Squash ball on wall collision: horizontal wall squashes y, vertical wall squashes x

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. Now when the boomerang fires:

  1. The weapon shapes are destroyed via b2DestroyShape — no physical hitbox, no sensor events
  2. The visual is hidden (@boomerang_thrown = true)
  3. After 1.5 seconds, both shapes are recreated with the same parameters and the visual returns

The ball is genuinely defenseless while the boomerang is out. Try it out.

You forgot to copy the new anchor.exe over here.

Right, let me check where the game expects the engine executable.

Glob (*/emoji-ball-battles/.exe)

No files found

Read (E:\a327ex\emoji-ball-battles\run.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→.\yue.exe -r main.yue
     4→.\yue.exe -r anchor/
     5→.\anchor.exe . %*
     6→

Bash (cp E:/a327ex/Anchor/engine/build/anchor.exe E:/a327ex/emoji-ball-battles/anchor....)

Exit code 1
cp: cannot create regular file 'E:/a327ex/emoji-ball-battles/anchor.exe': Device or resource busy

cp: cannot create regular file 'E:/a327ex/emoji-ball-battles/anchor.exe': Device or resource busy

The game is currently running — the exe is locked. You'll need to close it first, then I can copy it over.

Closed, also don't forget collider.yue.

Bash (cp E:/a327ex/Anchor/engine/build/anchor.exe E:/a327ex/emoji-ball-battles/anchor....)

Done, both copied over.

Perfect, now let's make the boomerang projectile. Should we make a new class for it or conditionals on the projectile class? What are the pros and cons in your opinion?

The existing projectile class already handles multiple types via conditionals (bullet, arrow, spiral). Each type has its own physics setup, drawing, and hit behavior, all within the same class. The pattern is established and the arena's collision handling references the projectile tag uniformly.

Conditionals in projectile (like the others):

Separate boomerang_projectile class:

My instinct: conditionals in projectile. The boomerang is weird, but the collision infrastructure savings are significant. The arena has ~5 separate collision loops that reference projectiles, and duplicating or branching all of those for a separate class is more work than adding elseif @projectile_type == 'boomerang' branches within the existing projectile class. The homing logic in update is just a few lines.

The one thing I'm uncertain about is wall collision — the boomerang needs to ignore walls entirely. The existing projectile-wall collision event loop would need a continue if projectile_object.projectile_type == 'boomerang' check, and the collider itself probably needs sensor: true or zero collision mask against walls. That's manageable within the conditional approach.

OK, let's do in the projectile class then. Let's try a projectile that simply goes and comes back in a straight line first. Importantly, the projectile should have the sprite of the boomerang at the exact size and angle that it was when it was fired, and it should rotate around itself like a boomerang does as the projectile moves. It should also somehow come back to the ball at ideally the "right" rotation angle based on the ball's rotation. I don't know how this is achievable, I can't think of any way to ensure this, so if you can't figure it out either, just don't try for now.

Let me think through this.

For the rotation angle matching on return — I think this is essentially impossible to guarantee precisely, since the ball is rotating continuously and the boomerang's travel time varies. You'd have to either:

I'll skip the angle matching for now and we can see if it even looks like a problem in practice. The spring pop on return might hide it enough.

For the projectile itself:

Let me check how the boomerang's weapon position and angle are calculated at fire time, then write the projectile code.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2152→  boomerang_fire: =>
  2153→    @boomerang_ready = false
  2154→    @boomerang_thrown = true
  2155→    @spring\pull 'weapon', 0.6, 3, 0.7
  2156→    -- Destroy weapon shapes so ball is defenseless while boomerang is out
  2157→    @collider\destroy_shape @weapon_shape
  2158→    @collider\destroy_shape @weapon_sensor
  2159→    -- TODO: spawn boomerang projectile here
  2160→    -- Return after duration
  2161→    @timer\after 1.5, 'boomerang_return', ->
  2162→      @boomerang_thrown = false
  2163→      @spring\pull 'weapon', 0.4, 3, 0.5
  2164→      -- Recreate weapon shapes
  2165→      hitbox_oy = @weapon_hitbox_offset_y or 0
  2166→      @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy}
  2167→      @collider\set_restitution 1, @weapon_shape
  2168→      @collider\set_density 0, @weapon_shape
  2169→      @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
  2170→      @collider\set_restitution 1, @weapon_sensor
  2171→      @collider\set_density 0, @weapon_sensor
  2172→      @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
  2173→      @cooldown_bar\activate @boomerang_cooldown
  2174→
  2175→  flash_ball: (duration=0.15) =>
  2176→    @ball_flashing = true

Now let me look at the projectile class to understand the full structure and add the boomerang type.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3020→    @scale = args.scale or 1
  3021→
  3022→    @\add animation 'hit1', 0.05, 'once',
  3023→      [0]: => @\kill!
  3024→
  3025→  update: (dt) =>
  3026→    @hit1\update dt
  3027→
  3028→    effects\push @x, @y, @rotation, @scale, @scale
  3029→    effects\animation @hit1, 0, 0
  3030→    effects\pop!
  3031→
  3032→
  3033→
  3034→-- Projectile: flies through the arena, collides with walls/weapons/balls.
  3035→-- Uses projectile_type switches for type-specific behavior (bullet, arrow).
  3036→class projectile extends object
  3037→  new: (@x, @y, args={}) =>
  3038→    super!
  3039→    @\tag 'projectile'
  3040→    @projectile_type = args.projectile_type or 'bullet'
  3041→    @team = args.team
  3042→    @velocity = args.velocity or 10
  3043→    @direction = args.direction or 0
  3044→    @bounces = args.bounces or 0
  3045→    @shot_id = args.shot_id
  3046→
  3047→    -- Projectile-type-specific setup
  3048→    if @projectile_type == 'bullet'
  3049→      @w = 15
... [90 more lines]

Now I understand the full pattern. The boomerang projectile is quite different though — it doesn't use physics-based movement (it needs to ignore walls and home back). I think the cleanest approach is to not give it a standard physics collider at all, and instead manually track its position and use sensor queries for hit detection. But that breaks the existing collision event pattern...

Actually, the simpler approach: give it a collider with zero gravity, no wall collisions (use a different physics tag), and manually set its velocity each frame to control the go-and-return behavior. Let me check what physics tags exist.

Grep (physics_tag|physics_collision|physics_sensor|physics_hit)

230:an\physics_tag 'wall'
231:an\physics_tag 'ball'
232:an\physics_tag 'weapon'
233:an\physics_tag 'weapon_hitbox'
234:an\physics_tag 'plant_ghost'
235:an\physics_tag 'projectile'
236:an\physics_collision 'ball', 'wall'
237:an\physics_collision 'ball', 'ball'
238:an\physics_collision 'weapon', 'weapon'
239:an\physics_tag 'projectile_sensor'
240:an\physics_collision 'projectile', 'wall'
241:an\physics_collision 'projectile', 'weapon'
242:an\physics_sensor 'projectile_sensor', 'ball'
243:an\physics_sensor 'projectile_sensor', 'plant_ghost'
244:an\physics_tag 'spiral_projectile'
245:an\physics_collision 'spiral_projectile', 'wall'
246:an\physics_tag 'spiral_weapon_sensor'
247:an\physics_sensor 'spiral_weapon_sensor', 'weapon'
248:an\physics_sensor 'weapon_hitbox', 'ball'
249:an\physics_sensor 'weapon_hitbox', 'plant_ghost'
250:an\physics_sensor 'plant_ghost', 'ball'

Good. The boomerang projectile needs:

I'll create a new physics tag boomerang_projectile with only a sensor against balls. No collisions with anything. Then in the update, I'll manually set velocity to control the go-and-return.

Here's the plan for the projectile code:

elseif @projectile_type == 'boomerang'
  @w = 12
  @h = 12
  @boomerang_owner = args.owner  -- reference to the ball
  @boomerang_speed = args.velocity or 300
  @boomerang_spin = 0  -- visual rotation
  @boomerang_spin_speed = 12*math.pi  -- fast spinning
  @boomerang_scale = args.boomerang_scale or 20/512
  @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
  @boomerang_outward = true  -- going out or coming back
  @boomerang_max_distance = 150
  @boomerang_start_x = @x
  @boomerang_start_y = @y
  @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
  @collider\set_position @x, @y
  @collider\set_gravity_scale 0
  @collider\set_density 0.1

And the boomerang_fire method would pass owner: @, the scale, and rotation offset.

Does this direction look right before I write it all?

Doesn't need to pass owner because of the engine's tree, just have it as a child of the ball and it has access to @parent by default.

Good point. But wait — the projectile is currently added to @parent.projectiles (a container on the arena), not to the ball itself. If I make it a child of the ball, it dies when the ball dies, which is actually correct behavior. But it also means the projectile lives in a different container than the other projectiles.

Should the boomerang projectile be a child of the ball, or should it go into @parent.projectiles like the others and I just store a reference to the owning ball manually? The child approach is cleaner for the owner reference, but it breaks the pattern of all projectiles living in the same container.

Don't store an additional reference to the owning ball, just refer to it as @parent.parent then.

Right — so it goes into @parent.projectiles like the others, and @parent is the projectiles container, @parent.parent is the arena, and from there I can get to the ball. Actually, let me check — how does the arena reference the balls?

Grep (player_ball|enemy_ball)

351:    @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
352:    @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
353:    @\add @player_ball
354:    @\add @enemy_ball
465:    @player_ball\start_moving!
466:    @enemy_ball\start_moving!
534:      @player_ball.collider\set_angle @player_ball.collider\get_angle! + math.pi/8
537:    if an\key_is_pressed('k') and @enemy_ball and @enemy_ball.parent
538:      @enemy_ball\kill!
540:      b = @player_ball
861:      headless_projectile_owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
911:      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
1029:    for saw_ball in *[@player_ball, @enemy_ball]
1031:      local other_ball = if saw_ball.team == 'player' then @enemy_ball else @player_ball
1120:      if @player_ball.dead or (@player_ball.hp and @player_ball.hp <= 0)

[Showing results with pagination = limit: 15, offset: 0]

So the path is: projectile → @parent (projectiles container) → @parent.parent (arena) → @parent.parent.player_ball or @parent.parent.enemy_ball. And I can use @team to figure out which ball is mine:

owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball

OK, let me write it. First the physics tag, then the projectile constructor branch, update branch, and the boomerang_fire spawn code.

Read (E:\a327ex\emoji-ball-battles\main.yue)

   244→an\physics_tag 'spiral_projectile'
   245→an\physics_collision 'spiral_projectile', 'wall'
   246→an\physics_tag 'spiral_weapon_sensor'
   247→an\physics_sensor 'spiral_weapon_sensor', 'weapon'
   248→an\physics_sensor 'weapon_hitbox', 'ball'
   249→an\physics_sensor 'weapon_hitbox', 'plant_ghost'
   250→an\physics_sensor 'plant_ghost', 'ball'
   251→
   252→-- Render and composite layers
   253→draw = ->

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now add the boomerang branch in the projectile constructor. Let me re-read the exact insertion point after the spiral setup:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3080→      @spiral_time = 0
  3081→      @\add collider 'spiral_projectile', 'dynamic', 'box', @w, @h
  3082→      @collider\set_position @x, @y
  3083→      @collider\set_restitution 0
  3084→      @collider\set_friction 0
  3085→      @collider\set_gravity_scale 0
  3086→      @collider\set_density 0.4
  3087→    @collider\set_bullet true  -- continuous collision detection
  3088→
  3089→    -- Sensor shape for ball detection (passes through balls)
  3090→    sensor_w = @w
  3091→    sensor_h = @h
  3092→    @ball_sensor = @collider\add_box 'projectile_sensor', sensor_w, sensor_h, {sensor: true}
  3093→    @collider\set_density 0, @ball_sensor
  3094→
  3095→    -- Spiral: additional sensor for weapon parry detection (no physical collision)
  3096→    if @projectile_type == 'spiral'
  3097→      @weapon_sensor = @collider\add_box 'spiral_weapon_sensor', @w, @h, {sensor: true}
  3098→      @collider\set_density 0, @weapon_sensor
  3099→

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now the update branch. Let me read the current update method:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3118→      @weapon_sensor = @collider\add_box 'spiral_weapon_sensor', @w, @h, {sensor: true}
  3119→      @collider\set_density 0, @weapon_sensor
  3120→
  3121→    -- Visual feedback
  3122→    @\add spring!
  3123→    @spring\add 'hit', 1
  3124→    @spring\pull 'hit', 0.3, 3, 0.5  -- pop on spawn
  3125→
  3126→    @\add timer!
  3127→    @flashing = false
  3128→    if args.flash_on_spawn
  3129→      @flashing = true
  3130→      @timer\after 0.1, -> @flashing = false
  3131→
  3132→
  3133→  update: (dt) =>
  3134→    -- Spiral: set velocity from tracked angle and speed
  3135→    if @projectile_type == 'spiral'
  3136→      @spiral_time += dt
  3137→      @spiral_speed = math.lerp_dt 0.9, 1, dt, @spiral_speed, @spiral_target_speed
  3138→      @spiral_turn_rate -= @spiral_turn_decrease_rate*math.clamp((5 - @spiral_time)/1, 0, 1)*dt
  3139→
  3140→      @spiral_angle += @spiral_turn_rate*dt
  3141→      @collider\set_velocity @spiral_speed*math.cos(@spiral_angle), @spiral_speed*math.sin(@spiral_angle)
  3142→
  3143→    -- Update angle to follow velocity
  3144→    vx, vy = @collider\get_velocity!
  3145→    if not @base_speed
  3146→      @base_speed = math.length(vx, vy)
  3147→    @collider\set_angle math.angle(vx, vy)
... [20 more lines]

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now update boomerang_fire to spawn the projectile and remove the timed return (since the projectile handles it):

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2152→    @timer\tween duration, @, {bow_pull_amount: 8}, math.quad_out, nil, 'bow_release'
  2153→    @timer\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_release'
  2154→
  2155→  boomerang_fire: =>
  2156→    @boomerang_ready = false
  2157→    @boomerang_thrown = true
  2158→    @spring\pull 'weapon', 0.6, 3, 0.7
  2159→    -- Destroy weapon shapes so ball is defenseless while boomerang is out
  2160→    @collider\destroy_shape @weapon_shape
  2161→    @collider\destroy_shape @weapon_sensor
  2162→    -- TODO: spawn boomerang projectile here
  2163→    -- Return after duration
  2164→    @timer\after 1.5, 'boomerang_return', ->
  2165→      @boomerang_thrown = false
  2166→      @spring\pull 'weapon', 0.4, 3, 0.5
  2167→      -- Recreate weapon shapes
  2168→      hitbox_oy = @weapon_hitbox_offset_y or 0
  2169→      @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy}
  2170→      @collider\set_restitution 1, @weapon_shape
  2171→      @collider\set_density 0, @weapon_shape
  2172→      @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
  2173→      @collider\set_restitution 1, @weapon_sensor
  2174→      @collider\set_density 0, @weapon_sensor
  2175→      @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
  2176→      @cooldown_bar\activate @boomerang_cooldown

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now I need to handle the hit method for the boomerang — it should not die on ball hit (piercing):

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3195→    elseif @projectile_type == 'spiral'
  3196→      game\push @x, @y, @angle, scale, scale
  3197→      game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else @spiral_color!
  3198→      game\pop!
  3199→    elseif @projectile_type == 'boomerang'
  3200→      s = @boomerang_scale*scale
  3201→      game\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
  3202→      game\image an.images.boomerang, 0, 0, nil, @flashing and white!
  3203→      game\pop!
  3204→    -- Debug draw collider shape
  3205→    debug_draw\push @x, @y, @angle
  3206→    -- debug_draw\rectangle -@w/2, -@h/2, @w, @h, red!
  3207→    debug_draw\pop!
  3208→
  3209→  hit: (intensity=1, target_type, normal_x, normal_y) =>
  3210→    @spring\pull 'hit', 0.5*intensity, 3, 0.5
  3211→    @flashing = true
  3212→    @timer\after 0.1, -> @flashing = false
  3213→
  3214→    switch target_type
  3215→      when 'wall'
  3216→        if @projectile_type == 'bullet'
  3217→          @bounces -= 1
  3218→          if @bounces < 0
  3219→            @\kill!
  3220→        elseif @projectile_type == 'arrow'
  3221→          angle = @collider\get_angle!
  3222→          -- Flip angle if arrow points outward from wall
  3223→          if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
  3224→            angle += math.pi

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3225→          offset = an.random\float(0, 10)
  3226→          @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
  3227→          @\kill!
  3228→        elseif @projectile_type == 'spiral'
  3229→          @\kill!
  3230→      when 'weapon'
  3231→        if @projectile_type != 'arrow' and @projectile_type != 'spiral'
  3232→          @bounces -= 1
  3233→          if @bounces < 0
  3234→            @\kill!
  3235→      when 'ball'
  3236→        @\kill!
  3237→
  3238→
  3239→
  3240→-- Damage number: emoji digits that float upward and fade
  3241→class damage_number extends object
  3242→  new: (@x, @y, amount, args={}) =>
  3243→    super!
  3244→    @vy = args.vy or -24

The when 'ball' unconditionally kills the projectile. I need to add an exception for the boomerang. Also, the boomerang should never hit walls or weapons (it has no collision with those tags), but the hit method could still be called from sensor events. Let me make the ball case piercing:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now I need to add the boomerang sensor-ball collision handling in the arena. Let me find where the projectile-ball sensor events are handled:

Read (E:\a327ex\emoji-ball-battles\main.yue)

   896→
   897→    -- Projectile-ball sensor: deal damage
   898→    for event in *an\sensor_begin_events 'projectile_sensor', 'ball'
   899→      projectile_object = event.a  -- projectile_sensor tag
   900→      ball_object = event.b        -- ball tag
   901→
   902→      -- Skip if hitting same team
   903→      continue if ball_object.team == projectile_object.team
   904→
   905→      vx, vy = projectile_object.collider\get_velocity!
   906→      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
   907→
   908→      projectile_object\hit intensity, 'ball'
   909→
   910→      damage = projectile_object.damage or 1
   911→      ball_object\take_damage damage
   912→
   913→      -- Track hit for projectile owner
   914→      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
   915→      owner.hits_landed += 1
   916→      owner.weapon_ui\landed_hit! if owner.weapon_ui
   917→
   918→      -- headless: log projectile hit
   919→      @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
   920→
   921→      -- Bow scaling: +1 arrow per hit
   922→      if owner.weapon_type == 'bow'
   923→        owner.arrows_per_shot += 1
   924→
   925→      -- Spawn star particles at hit location
... [10 more lines]

I'll add the boomerang sensor events right after the projectile-ball sensor block:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

That should be everything. Let me verify the code is consistent by checking the boomerang_fire spawn one more time:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2155→
  2156→  -- Fire a single arrow with release animation
  2157→  fire_single_arrow: (shot_id, release_duration, sy_duration, recoil_duration) =>
  2158→    @bow_arrow_alpha = 0
  2159→    an\sound_play "arrow_hit_wall_2", 0.9, an.random\float(0.85, 1.15)
  2160→    @spring\pull 'weapon', 0.6
  2161→    @spring\pull 'hit', 0.25, 3, 0.5
  2162→    @\recoil_weapon recoil_duration
  2163→    @timer\tween release_duration, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  2164→    @timer\tween sy_duration, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
  2165→
  2166→    spawn_x = @x + 20*math.cos(@angle)
  2167→    spawn_y = @y + 20*math.sin(@angle)
  2168→    @parent.projectiles\add projectile spawn_x, spawn_y,
  2169→      projectile_type: 'arrow'

Grep (boomerang_fire)

1623:      @timer\when (-> @boomerang_ready), 'boomerang_fire', (-> @\boomerang_fire!)
2183:  boomerang_fire: =>

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2183→  boomerang_fire: =>
  2184→    @boomerang_ready = false
  2185→    @boomerang_thrown = true
  2186→    @spring\pull 'weapon', 0.6, 3, 0.7
  2187→    -- Destroy weapon shapes so ball is defenseless while boomerang is out
  2188→    @collider\destroy_shape @weapon_shape
  2189→    @collider\destroy_shape @weapon_sensor
  2190→    -- Spawn boomerang projectile from weapon tip
  2191→    spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
  2192→    spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
  2193→    @parent.projectiles\add projectile spawn_x, spawn_y,
  2194→      projectile_type: 'boomerang'
  2195→      direction: @angle
  2196→      team: @team
  2197→      flash_on_spawn: true

Good. Here's a summary of what was added:

Give it a try.

OK, it's good so far. But it needs to be drawn in a layer that shows up in front of walls, currently it's behind it. This wasn't an issue with other projectiles because they died on wall contact.

The boomerang projectile is currently drawn on the game layer like the other projectiles. Let me check the layer compositing order.

Grep (\render!|\draw!)

257:  bg\render!
258:  back\render!
259:  game\render!
260:  front\render!
261:  cover\render!
262:  weapons\render!
263:  outline_only\render!
264:  effects\render!
265:  recolor_blue\render!
266:  recolor_yellow\render!
267:  ui\render!
268:  debug_draw\render!
303:  bg\draw!
305:  back_outline\draw!
306:  back\draw!
307:  game_outline\draw!
308:  game\draw!
309:  front_outline\draw!
310:  front\draw!
311:  cover\draw!
312:  weapons_outline\draw!
313:  weapons\draw!
314:  actual_outline_only\draw!
316:  effects_outline\draw!
317:  effects\draw!
318:  ui_outline\draw!
319:  ui\draw!
320:  debug_draw\draw!

The walls are drawn on front which composites after game. So the boomerang on game is behind walls. The effects layer draws after front and weapons, so that would work. Or front itself.

Which layer would you like the boomerang projectile drawn on? effects seems natural since it's already used for various projectile-related visuals and draws in front of everything except UI.

I don't want the boomerang in front of effects though, is there a layer behind it and in front of the walls?

Looking at the compositing order:

game        -- balls, projectiles
front       -- walls
cover       -- stencil masks
weapons     -- weapon images
effects     -- particles, hit effects

The weapons layer draws after front/cover and before effects. That seems like the right fit — the boomerang projectile is literally a weapon flying through the air. Does weapons work for you?

Yes.

Grep (projectile_type == 'boomerang')

3112:    elseif @projectile_type == 'boomerang'
3135:    if @projectile_type == 'boomerang'
3169:    if @projectile_type == 'boomerang'
3227:    elseif @projectile_type == 'boomerang'

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3225→      game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else @spiral_color!
  3226→      game\pop!
  3227→    elseif @projectile_type == 'boomerang'
  3228→      s = @boomerang_scale*scale
  3229→      game\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
  3230→      game\image an.images.boomerang, 0, 0, nil, @flashing and white!

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done — boomerang projectile now draws on the weapons layer, in front of walls but behind effects.

ERROR: anchor/layer.lua:371: Transform stack overflow (max depth: 32) stack traceback: [C]: in function 'layer_push' anchor/layer.lua:371: in method 'push' main.lua:2441: in method 'update' anchor/object.lua:401: in method '_update' anchor/init.lua:1515: in function 'update'

The weapons\pop! is missing. Let me check:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3227→    elseif @projectile_type == 'boomerang'
  3228→      s = @boomerang_scale*scale
  3229→      weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
  3230→      weapons\image an.images.boomerang, 0, 0, nil, @flashing and white!
  3231→      game\pop!
  3232→    -- Debug draw collider shape

There it is — it pushes to weapons but pops from game.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Fixed — was popping game instead of weapons from the original code before the layer swap. Sorry about that.

Perfect, it works. We need to remove the boomerang dealing melee damage on contact, just like how gun and bow don't do it. And then we need to work on the projectile pathing. We should work on the homing logic already here, since we want the behavior of the boomerang to be kinda like homing towards the caster. Reference E:/a327ex/orblike/references/SNKRX for the homing logic on projectile if you need it, since there it worked really well. We also don't want the projectile to always have a specific speed, we want to impulse it out and then the homing logic handles it more naturally. But refer to the homing logic you find there for that.

Let me first fix the melee damage skip, then look at the SNKRX homing logic.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1010→      @\hit_effect projectile_object.x, projectile_object.y
  1011→
  1012→    -- Weapon-ball sensor: deal damage (melee only)
  1013→    for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
  1014→      attacker = event.a  -- weapon_hitbox tag (ball that owns the weapon)
  1015→      defender = event.b  -- ball tag (ball that got hit)
  1016→
  1017→      -- Skip self-hit, same team, and ranged weapons
  1018→      continue if attacker == defender
  1019→      continue if attacker.team == defender.team
  1020→      continue if attacker.weapon_class != 'melee'
  1021→
  1022→      -- Saw: handled via per-frame query below
  1023→      continue if attacker.weapon_type == 'saw'
  1024→

Good — line 1020 already skips non-melee weapons, but boomerang is weapon_class = 'melee'. I need to add a skip for boomerang specifically:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now let me look at the SNKRX homing logic:

Glob (*/orblike/references/SNKRX)

No files found

Bash (ls E:/a327ex/orblike/references/)

Exit code 2
ls: cannot access 'E:/a327ex/orblike/references/': No such file or directory

ls: cannot access 'E:/a327ex/orblike/references/': No such file or directory

Glob (*/SNKRX)

No files found

Glob (/orblike//*)

No files found

Glob (*/snkrx)

No files found

Grep (SNKRX|snkrx|homing)

Found 10 files limit: 10, offset: 0
E:\a327ex\orblike\reference\004\lua\anchor\init.lua
E:\a327ex\orblike\reference\snkrx_style_effects.md
E:\a327ex\orblike\reference\SNKRX_visual_effects_catalog.md
E:\a327ex\anchor.blot.im\context\ANCHOR_CONTEXT_BRIEF.md
E:\a327ex\orblike\anchor\object.yue
E:\a327ex\anchor.blot.im\logs\ebb-weapon-redesign.md
E:\a327ex\emoji-ball-battles\reference\attack-design-space.md
E:\a327ex\anchor.blot.im\logs\ebb-flute.md
E:\a327ex\anchor.blot.im\logs\ebb-bow-2.md
E:\a327ex\private\maria-sacrifice-magic-session.md

Grep (homing|steer|seek)

No matches found

Grep (homing|steer|seek|steering)

Found 53 files
E:\a327ex\orblike\reference\snkrx_style_effects.md
E:\a327ex\orblike\anchor\object.yue
E:\a327ex\orblike\reference\008 - Antitower [success]\lun\collider.lua
E:\a327ex\orblike\reference\008 - Antitower [success]\lun\mover.lua
E:\a327ex\orblike\reference\008 - Antitower [success]\lun\sound.lua
E:\a327ex\orblike\reference\008 - Antitower [success]\main.lua
E:\a327ex\orblike\reference\112020\main.lua
E:\a327ex\orblike\reference\008 - Antitower [success]\main.yue
E:\a327ex\orblike\reference\BUILDRX2\main.lua
E:\a327ex\orblike\reference\Rekoyam Tsohg\main.lua
E:\a327ex\orblike\reference\Rekoyam Tsohg\lun\collider.lua
E:\a327ex\orblike\reference\Rekoyam Tsohg\lun\sound.lua
E:\a327ex\orblike\reference\Rekoyam Tsohg\lun\mover.lua
E:\a327ex\orblike\reference\Rekoyam Tsohg\tools\changes.txt
E:\a327ex\orblike\reference\008 - Antitower [success]\lun\collider.yue
E:\a327ex\orblike\reference\112020\main.moon
E:\a327ex\orblike\reference\008 - Antitower [success]\lun\mover.yue
E:\a327ex\orblike\reference\008 - Antitower [success]\lun\sound.yue
E:\a327ex\orblike\reference\008 - Antitower [success]\tools\changes.txt
E:\a327ex\orblike\reference\239A5-P60B91D\main.md
E:\a327ex\orblike\reference\239A5-P60B91D\lua\anchor\collider.lua
E:\a327ex\orblike\reference\239A5-P60B91D\lua\anchor\music_player.lua
E:\a327ex\orblike\reference\239A5-P60B91D\bin\changes.txt
E:\a327ex\orblike\reference\001-No-title\line.lua
E:\a327ex\orblike\reference\001-No-title\todo.md
E:\a327ex\orblike\reference\001-No-title\anchor\collider.lua
E:\a327ex\orblike\reference\001-No-title\detailed_todo_dont_use.md
E:\a327ex\orblike\reference\001-No-title\anchor\motion.lua
E:\a327ex\orblike\reference\SNKRX\arena.lua
... [24 more lines]

Read (E:\a327ex\orblike\reference\SNKRX\engine\game\steering.lua)

     1→-- Sets the object as a steerable object.
     2→-- This is implemented in the Physics mixin because it plays well with the rest of it, thus, to make a game object steerable it needs to implement the Physics mixin.
     3→-- The implementation of steering behaviors here mostly follows the one from chapter 3 of the book "Programming Game AI by Example"
     4→-- https://github.com/wangchen/Programming-Game-AI-by-Example-src
     5→-- self:set_as_steerable(100, 1000)
     6→function Physics:set_as_steerable(max_v, max_f, max_turn_rate, turn_multiplier)
     7→  self.steerable = true
     8→  self.steering_enabled = true
     9→  self.heading = Vector()
    10→  self.side = Vector()
    11→  self.steering_force = Vector()
    12→  self.applied_force = Vector()
    13→  self.applied_impulse = Vector()
    14→  self.mass = 1
    15→  self.max_v = max_v or 100
    16→  self.max_f = max_f or 2000
    17→  self.max_turn_rate = max_turn_rate or 2*math.pi
    18→  self.turn_multiplier = turn_multiplier or 2
    19→  self.seek_f = Vector()
    20→  self.flee_f = Vector()
    21→  self.pursuit_f = Vector()
    22→  self.evade_f = Vector()
    23→  self.wander_f = Vector()
    24→  local r = random:float(0, 2*math.pi)
    25→  self.wander_target = Vector(40*math.cos(r), 40*math.sin(r))
    26→  self.path_follow_f = Vector()
    27→  self.separation_f = Vector()
    28→  self.alignment_f = Vector()
    29→  self.cohesion_f = Vector()
    30→  self.apply_force_f = Vector()
... [288 more lines]

The key part is seek_point (lines 131-142). The core logic is:

  1. Calculate desired velocity toward target: desired = normalize(target - position) * max_speed
  2. Calculate steering force: steering = (desired - current_velocity) * turn_multiplier
  3. Apply as force (not velocity set), so it curves naturally

Translated to the boomerang, the approach would be:

Here's the boomerang update code I'd write:

    if @projectile_type == 'boomerang'
      @boomerang_spin += @boomerang_spin_speed*dt
      owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
      if owner and owner.parent
        -- Seek force toward owner (steering behavior)
        tx = owner.x - @x
        ty = owner.y - @y
        d = math.length(tx, ty)
        if d > 0
          vx, vy = @collider\get_velocity!
          dvx = @boomerang_max_v*tx/d
          dvy = @boomerang_max_v*ty/d
          fx = (dvx - vx)*@boomerang_turn_multiplier
          fy = (dvy - vy)*@boomerang_turn_multiplier
          @collider\apply_force fx, fy
        -- Clamp velocity
        vx, vy = @collider\get_velocity!
        speed = math.length(vx, vy)
        if speed > @boomerang_max_v
          vx, vy = math.limit(vx, vy, @boomerang_max_v)
          @collider\set_velocity vx, vy
        -- Check if close enough to return
        if d < 15 and @boomerang_returning
          -- ... restore weapon, kill self
      else
        @\kill!

The @boomerang_returning flag would flip after a short delay so the boomerang doesn't immediately return. The seek force is always pulling it back, so the outward impulse fights against it, naturally decelerates, then curves back. No hard "reverse direction" transition.

One question: should I add a small delay before the seek force kicks in (so the boomerang flies straight outward for a moment), or should the seek force be active from frame 1? With the seek active from the start, the boomerang will fly outward (impulse wins) but arc back smoothly. With a delay, it goes straight out, then snaps to seeking.

I think seek from frame 1 is more natural. The turn_multiplier and max_v control how tight the curve is. Does this approach sound right?

Let's try active from frame 1.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3108→      @\add collider 'spiral_projectile', 'dynamic', 'box', @w, @h
  3109→      @collider\set_position @x, @y
  3110→      @collider\set_restitution 0
  3111→      @collider\set_friction 0
  3112→      @collider\set_gravity_scale 0
  3113→      @collider\set_density 0.4
  3114→    elseif @projectile_type == 'boomerang'
  3115→      @w = 12
  3116→      @h = 12
  3117→      @boomerang_speed = args.boomerang_speed or 300
  3118→      @boomerang_spin = args.boomerang_start_angle or 0
  3119→      @boomerang_spin_speed = 12*math.pi
  3120→      @boomerang_scale = args.boomerang_scale or 20/512
  3121→      @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
  3122→      @boomerang_returning = false
  3123→      @boomerang_max_distance = 150
  3124→      @boomerang_start_x = @x
  3125→      @boomerang_start_y = @y
  3126→      @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
  3127→      @collider\set_position @x, @y
  3128→      @collider\set_gravity_scale 0
  3129→      @collider\set_friction 0
  3130→      @collider\set_density 0.1
  3131→      @collider\set_velocity @boomerang_speed*math.cos(@direction), @boomerang_speed*math.sin(@direction)
  3132→    @collider\set_bullet true  -- continuous collision detection
  3133→
  3134→    -- Sensor shape for ball detection (passes through balls)
  3135→    sensor_w = @w
  3136→    sensor_h = @h
  3137→    if @projectile_type == 'boomerang'
... [35 more lines]

Now let me replace the constructor and update logic. First the constructor — switch from set_velocity to apply_impulse, and replace the distance-based fields with steering fields:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now replace the update logic:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3168→
  3169→    -- Boomerang: go out, then return to owner
  3170→    if @projectile_type == 'boomerang'
  3171→      @boomerang_spin += @boomerang_spin_speed*dt
  3172→      owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
  3173→      if not @boomerang_returning
  3174→        -- Check if max distance reached
  3175→        dx = @x - @boomerang_start_x
  3176→        dy = @y - @boomerang_start_y
  3177→        if math.length(dx, dy) >= @boomerang_max_distance
  3178→          @boomerang_returning = true
  3179→      if @boomerang_returning
  3180→        -- Head toward owner's current position
  3181→        if owner and owner.parent
  3182→          angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
  3183→          @collider\set_velocity @boomerang_speed*math.cos(angle_to_owner), @boomerang_speed*math.sin(angle_to_owner)
  3184→          -- Check if close enough to owner to return
  3185→          dist = math.distance @x, @y, owner.x, owner.y
  3186→          if dist < 15
  3187→            owner.boomerang_thrown = false
  3188→            owner.spring\pull 'weapon', 0.4, 3, 0.5
  3189→            -- Recreate weapon shapes
  3190→            hitbox_oy = owner.weapon_hitbox_offset_y or 0
  3191→            owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
  3192→            owner.collider\set_restitution 1, owner.weapon_shape
  3193→            owner.collider\set_density 0, owner.weapon_shape
  3194→            owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
  3195→            owner.collider\set_restitution 1, owner.weapon_sensor
  3196→            owner.collider\set_density 0, owner.weapon_sensor
  3197→            owner.timer\after owner.boomerang_cooldown, 'boomerang_cooldown', -> owner.boomerang_ready = true
... [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 boomerang projectile now:

  1. Gets an impulse outward on spawn (not a set velocity)
  2. Every frame, a seek force pulls it toward the owner — same logic as SNKRX's seek_point: desired velocity toward target minus current velocity, scaled by turn_multiplier
  3. Velocity is clamped to boomerang_max_v (300)
  4. @boomerang_returning flips true when the velocity dot product with direction-to-owner becomes positive (meaning the boomerang has curved past its apex and is heading back)
  5. Catches when returning and within 15px of owner

The key tuning knobs are:

Try it out — you'll likely want to tweak these values to get the right feel.

Get rid of the boomerang_returning flag, what is it used for?

It's used for two things:

  1. The catch check (if @boomerang_returning and d < 15) — to prevent the boomerang from being caught immediately on spawn when it's still near the ball
  2. Nothing else

The concern without it: the boomerang spawns at the weapon tip which is ~24px from the ball center, so d < 15 won't trigger on the first frame. But as the seek force pulls it back, it could potentially curve back through the ball before reaching full extension if the impulse is weak.

That said, we can just remove it and see if it's a problem in practice. The impulse should carry it far enough away that it doesn't immediately return.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3169→    -- Boomerang: seek force toward owner, impulse carries it outward initially
  3170→    if @projectile_type == 'boomerang'
  3171→      @boomerang_spin += @boomerang_spin_speed*dt
  3172→      owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
  3173→      if owner and owner.parent
  3174→        -- Seek force toward owner
  3175→        tx = owner.x - @x
  3176→        ty = owner.y - @y
  3177→        d = math.length(tx, ty)
  3178→        if d > 0
  3179→          vx, vy = @collider\get_velocity!
  3180→          dvx = @boomerang_max_v*tx/d
  3181→          dvy = @boomerang_max_v*ty/d
  3182→          fx = (dvx - vx)*@boomerang_turn_multiplier
  3183→          fy = (dvy - vy)*@boomerang_turn_multiplier
  3184→          @collider\apply_force fx, fy
  3185→        -- Clamp velocity
  3186→        vx, vy = @collider\get_velocity!
  3187→        speed = math.length(vx, vy)
  3188→        if speed > @boomerang_max_v
  3189→          vx, vy = math.limit(vx, vy, @boomerang_max_v)
  3190→          @collider\set_velocity vx, vy
  3191→        -- Track if returning (past the apex, heading back toward owner)
  3192→        if not @boomerang_returning
  3193→          vx, vy = @collider\get_velocity!
  3194→          -- Dot product of velocity with direction-to-owner: positive means heading toward owner
  3195→          if d > 0 and (vx*tx/d + vy*ty/d) > 0
  3196→            @boomerang_returning = true
  3197→        -- Check if close enough to owner to catch
  3198→        if @boomerang_returning and d < 15
... [10 more lines]

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

And remove it from the constructor:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done — removed the flag entirely. The catch check is now just if d < 15.

Just don't allow the boomerang to return within x seconds of being fired.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3114→    elseif @projectile_type == 'boomerang'
  3115→      @w = 12
  3116→      @h = 12
  3117→      @boomerang_spin = args.boomerang_start_angle or 0
  3118→      @boomerang_spin_speed = 12*math.pi
  3119→      @boomerang_scale = args.boomerang_scale or 20/512
  3120→      @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
  3121→      @boomerang_max_v = 300
  3122→      @boomerang_turn_multiplier = 2
  3123→      @boomerang_impulse = args.boomerang_impulse or 15

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now add the time tracking and check:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3170→    -- Boomerang: seek force toward owner, impulse carries it outward initially
  3171→    if @projectile_type == 'boomerang'
  3172→      @boomerang_spin += @boomerang_spin_speed*dt
  3173→      owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
  3174→      if owner and owner.parent
  3175→        -- Seek force toward owner
  3176→        tx = owner.x - @x
  3177→        ty = owner.y - @y
  3178→        d = math.length(tx, ty)
  3179→        if d > 0

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. The boomerang can't be caught within 0.5 seconds of being thrown. Tweak @boomerang_min_time if needed.

OK, now, there's something very off about the boomerang's velocity, it's like it's super super high. I can't even see it but I can see it's zipping back and forth across the screen in flashes.

The issue is that apply_force in Box2D works with mass-scaled forces, and the steering force calculation is producing huge values. The SNKRX code divides by mass explicitly, but more importantly, the force magnitude depends on @boomerang_max_v (300) multiplied by @boomerang_turn_multiplier (2), and this is applied every physics step (1/120s), not every frame.

Also the impulse of 15 with density 0.1 on a small box is probably already very fast.

Let me check what the actual velocities look like and tune things down significantly:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3114→    elseif @projectile_type == 'boomerang'
  3115→      @w = 12
  3116→      @h = 12
  3117→      @boomerang_spin = args.boomerang_start_angle or 0
  3118→      @boomerang_spin_speed = 12*math.pi
  3119→      @boomerang_scale = args.boomerang_scale or 20/512
  3120→      @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
  3121→      @boomerang_max_v = 300
  3122→      @boomerang_turn_multiplier = 2
  3123→      @boomerang_impulse = args.boomerang_impulse or 15
  3124→      @boomerang_time = 0
  3125→      @boomerang_min_time = 0.5
  3126→      @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
  3127→      @collider\set_position @x, @y
  3128→      @collider\set_gravity_scale 0
  3129→      @collider\set_friction 0
  3130→      @collider\set_density 0.1
  3131→      @collider\apply_impulse @boomerang_impulse*math.cos(@direction), @boomerang_impulse*math.sin(@direction)
  3132→    @collider\set_bullet true  -- continuous collision detection
  3133→

Let me compare with how the bullet projectile works — it uses impulse of 15 with density 0.4, and it looks reasonable. The boomerang has density 0.1, so the same impulse gives 4x the velocity. Plus the seek force on top.

Let me look at what velocity the other projectiles end up at:

The bullet: impulse 15, density 0.4, box 15x8. The arrow: impulse 10, density 0.1, box 18x4.

The problem is really the seek force. apply_force is applied per physics step, and with max_v = 300 and turn_multiplier = 2, the force is massive. In SNKRX, apply_force was likely per-frame, not per-step at 120Hz.

I should scale the force by dt or drastically reduce the values:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Reduced impulse from 15 to 5, max_v from 300 to 200, and turn_multiplier from 2 to 0.05 (since the force is applied every 1/120s step, it accumulates fast). Try it — we'll likely need to iterate on these numbers.

Yes, this is more reasonable, but needs to be throw further away.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Doubled the impulse to 10. Try it.

I think it's something to do with the turn multiplier and how the homing force is applied. Don't we need to multiply by dt somewhere?

You're right. The apply_force in Box2D applies force continuously per physics step, and the engine runs at 120Hz. The SNKRX code calculated the steering force and applied it once per frame, but here it's being applied every step without scaling by dt. The force accumulates way too fast.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3174→      owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
  3175→      if owner and owner.parent
  3176→        -- Seek force toward owner
  3177→        tx = owner.x - @x
  3178→        ty = owner.y - @y
  3179→        d = math.length(tx, ty)
  3180→        if d > 0
  3181→          vx, vy = @collider\get_velocity!
  3182→          dvx = @boomerang_max_v*tx/d
  3183→          dvy = @boomerang_max_v*ty/d
  3184→          fx = (dvx - vx)*@boomerang_turn_multiplier
  3185→          fy = (dvy - vy)*@boomerang_turn_multiplier
  3186→          @collider\apply_force fx, fy
  3187→        -- Clamp velocity
  3188→        vx, vy = @collider\get_velocity!

Wait — actually, let me reconsider. apply_force in Box2D already accounts for the timestep internally (force is integrated over the step: velocity += force * dt / mass). So applying a constant force every step is correct.

The real issue is the magnitude. The steering force is (desired_velocity - current_velocity) * turn_multiplier. When the boomerang is moving away from the owner at 200 and the desired is 200 toward the owner, the difference is 400, times 0.05 = 20 force. With mass = density * area = 0.1 * 12 * 12 = 14.4, that's an acceleration of 20/14.4 ≈ 1.4 per step, times 120 steps = 166 per second. That's actually reasonable.

But actually — let me check if apply_force is really force or if it's an impulse under the hood:

Grep (l_physics_apply_force[^_])

5926-    float av = (float)luaL_checknumber(L, 2);
5927-    b2Body_SetAngularVelocity(*body_id, av);
5928-    return 0;
5929-}
5930-
5931:static int l_physics_apply_force(lua_State* L) {
5932-    b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
5933-    if (!body_id || !b2Body_IsValid(*body_id)) {
5934-        return luaL_error(L, "Invalid body");
5935-    }
5936-    float fx = (float)luaL_checknumber(L, 2) / pixels_per_meter;
--
8093-    lua_register(L, "physics_set_transform", l_physics_set_transform);
8094-    lua_register(L, "physics_get_velocity", l_physics_get_velocity);
8095-    lua_register(L, "physics_get_angular_velocity", l_physics_get_angular_velocity);
8096-    lua_register(L, "physics_set_velocity", l_physics_set_velocity);
8097-    lua_register(L, "physics_set_angular_velocity", l_physics_set_angular_velocity);
8098:    lua_register(L, "physics_apply_force", l_physics_apply_force);
8099-    lua_register(L, "physics_apply_force_at", l_physics_apply_force_at);
8100-    lua_register(L, "physics_apply_impulse", l_physics_apply_impulse);
8101-    lua_register(L, "physics_apply_impulse_at", l_physics_apply_impulse_at);
8102-    lua_register(L, "physics_apply_torque", l_physics_apply_torque);
8103-    lua_register(L, "physics_apply_angular_impulse", l_physics_apply_angular_impulse);

Read (E:\a327ex\Anchor\engine\src\anchor.c)

  5931→static int l_physics_apply_force(lua_State* L) {
  5932→    b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
  5933→    if (!body_id || !b2Body_IsValid(*body_id)) {
  5934→        return luaL_error(L, "Invalid body");
  5935→    }
  5936→    float fx = (float)luaL_checknumber(L, 2) / pixels_per_meter;
  5937→    float fy = (float)luaL_checknumber(L, 3) / pixels_per_meter;
  5938→    b2Vec2 center = b2Body_GetWorldCenterOfMass(*body_id);
  5939→    b2Body_ApplyForce(*body_id, (b2Vec2){fx, fy}, center, true);
  5940→    return 0;
  5941→}
  5942→
  5943→static int l_physics_apply_force_at(lua_State* L) {
  5944→    b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
  5945→    if (!body_id || !b2Body_IsValid(*body_id)) {

OK so it calls b2Body_ApplyForce which is a proper force (not impulse). In Box2D 3, ApplyForce accumulates and is applied during the step as velocity += (force / mass) * dt. So the force IS already scaled by the step's dt internally.

The issue might actually just be the values. Let me try increasing the impulse and turn_multiplier together — more impulse to throw it farther, and the seek force will still curve it back:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Actually wait — let me reconsider. The mass of the boomerang body is density * area / pixels_per_meter². Let me check what pixels_per_meter is:

Grep (pixels_per_meter)

447:static float pixels_per_meter = 64.0f;  // Default: 64 pixels = 1 meter
648:            ev->point_x = contact_data.manifold.points[0].point.x * pixels_per_meter;
649:            ev->point_y = contact_data.manifold.points[0].point.y * pixels_per_meter;
694:        ev->point_x = e->point.x * pixels_per_meter;
695:        ev->point_y = e->point.y * pixels_per_meter;

[Showing results with pagination = limit: 5, offset: 0]

64 pixels per meter. The force is divided by pixels_per_meter in the C code, so the force I pass from Lua gets divided by 64. The mass of the 12x12 box at density 0.1 in Box2D meters would be 0.1 * (12/64) * (12/64) = 0.0035. So a force of say 600 (in Lua) becomes 600/64 = 9.375 in Box2D units, divided by mass 0.0035 = acceleration of 2678 m/s². Yeah, the forces are enormous relative to the mass.

Let me just use set_velocity directly with the seek approach instead of apply_force — it's simpler and more predictable:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now change the update to use velocity steering instead of force:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now it directly adjusts the velocity each frame: calculates the steering delta (desired - current) scaled by turn_multiplier * dt, adds it to the current velocity, and clamps. No force/mass/pixel-per-meter weirdness. Try it out.

Yes, in theory this works, but it's not behaving physically like a boomerang. It's like the homing force is too strong and the natural impulse of the boomerang is not there at all, if it makes sense.

Makes sense. The set_velocity is overriding the physics completely every frame — the impulse has no lasting effect because the velocity gets replaced immediately.

The problem: on frame 1, the impulse gives it velocity. On frame 2, set_velocity replaces that with current + steer * dt, but current already has the steer mixed in. The impulse's momentum gets eaten by the steering too quickly because turn_multiplier = 2 means the steering covers 2x the velocity gap per second, which is very aggressive.

The fix is to lower the turn multiplier significantly so the initial impulse dominates early and the homing gradually takes over:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

At 0.5, it takes ~2 seconds to fully steer toward the owner — meaning the impulse carries the boomerang outward for a good while before the homing curves it back. Try this and we can adjust from here.

Now it goes further away, but it's like it's turning towards the player in slow motion. Let's keep the homing method commented somewhere in the projectile class, since we'll need it for another weapon later. But if you had to do the boomerang behavior yourself, without this exact homing code (although you'll prob ably need homing of some kind), how would you do it?

Good question. Let me think about what a boomerang actually does physically:

  1. It flies outward fast
  2. It decelerates (loses energy going out)
  3. It curves in an arc and comes back

The homing approach tries to simulate this but feels wrong because a real boomerang doesn't "steer toward a target" — it follows a curved arc due to its aerodynamics. The seek behavior makes it look like a guided missile, not a thrown object.

What I'd do instead:

Phase 1 (outward): Impulse it out. Apply a constant drag/deceleration so it naturally slows down.

Phase 2 (return): Once speed drops below a threshold (or after a time), apply a new impulse back toward the owner's current position. Same drag applies, so it decelerates as it approaches.

This is basically two impulses with drag — throw out, slow down, kick back. No per-frame steering. The boomerang would travel in a straight line out, slow to a near-stop, then accelerate back in a straight line toward wherever the ball is at that moment. Simple, physical, predictable.

The one downside: if the ball moves a lot between the turnaround and the catch, the boomerang might miss. But with the catch radius being generous (15px) and the ball being in a small arena, this probably works fine. And if it does miss, we can add a gentle homing correction only during the return phase, at very low strength — just enough to nudge it, not steer it.

Want me to try this approach?

No, let's just do something way simpler. The projectile is thrown at an angle (not straight), like 45 either up or down and to the direction the ball is rotated towards horizontally. Then, the projectile has two variables, velocity and angle. Velocity is constant, angle changes according to how the angle of a boomerang would change, such that it would form a circle. Then, once it reaches the apex and starts coming back, the angle is changed according to the circle formula, but also with nudges towards the player so it never gets lost. Makes sense?

Yes, that makes total sense. Essentially:

The angular rate determines the circle radius: radius = speed / angular_rate. So we tune those two values to get the right arc size for the arena.

The throw direction: 45 degrees offset from the ball's facing angle, up or down (maybe random, or based on rotation direction). The angular rotation would be in the direction that curves it back toward the ball.

Let me implement this. First let me comment out the homing code and write the new approach.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3114→    elseif @projectile_type == 'boomerang'
  3115→      @w = 12
  3116→      @h = 12
  3117→      @boomerang_spin = args.boomerang_start_angle or 0
  3118→      @boomerang_spin_speed = 12*math.pi
  3119→      @boomerang_scale = args.boomerang_scale or 20/512
  3120→      @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
  3121→      @boomerang_max_v = 200
  3122→      @boomerang_turn_multiplier = 0.5
  3123→      @boomerang_impulse = args.boomerang_impulse or 10
  3124→      @boomerang_time = 0
  3125→      @boomerang_min_time = 0.5
  3126→      @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
  3127→      @collider\set_position @x, @y
  3128→      @collider\set_gravity_scale 0
  3129→      @collider\set_friction 0
  3130→      @collider\set_density 0.1
  3131→      @collider\apply_impulse @boomerang_impulse*math.cos(@direction), @boomerang_impulse*math.sin(@direction)
  3132→    @collider\set_bullet true  -- continuous collision detection
  3133→

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now replace the update logic:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3170→      @spiral_angle += @spiral_turn_rate*dt
  3171→      @collider\set_velocity @spiral_speed*math.cos(@spiral_angle), @spiral_speed*math.sin(@spiral_angle)
  3172→
  3173→    -- Boomerang: seek force toward owner, impulse carries it outward initially
  3174→    if @projectile_type == 'boomerang'
  3175→      @boomerang_time += dt
  3176→      @boomerang_spin += @boomerang_spin_speed*dt
  3177→      owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
  3178→      if owner and owner.parent
  3179→        -- Seek toward owner by steering velocity
  3180→        tx = owner.x - @x
  3181→        ty = owner.y - @y
  3182→        d = math.length(tx, ty)
  3183→        if d > 0
  3184→          vx, vy = @collider\get_velocity!
  3185→          dvx = @boomerang_max_v*tx/d
  3186→          dvy = @boomerang_max_v*ty/d
  3187→          steer_x = (dvx - vx)*@boomerang_turn_multiplier*dt
  3188→          steer_y = (dvy - vy)*@boomerang_turn_multiplier*dt
  3189→          nvx = vx + steer_x
  3190→          nvy = vy + steer_y
  3191→          nvx, nvy = math.limit(nvx, nvy, @boomerang_max_v)
  3192→          @collider\set_velocity nvx, nvy
  3193→        -- Check if close enough to owner to catch
  3194→        if d < 15 and @boomerang_time >= @boomerang_min_time
  3195→          owner.boomerang_thrown = false
  3196→          owner.spring\pull 'weapon', 0.4, 3, 0.5
  3197→          -- Recreate weapon shapes
  3198→          hitbox_oy = owner.weapon_hitbox_offset_y or 0
  3199→          owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
... [5 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3204→          owner.collider\set_density 0, owner.weapon_sensor
  3205→          owner.timer\after owner.boomerang_cooldown, 'boomerang_cooldown', -> owner.boomerang_ready = true
  3206→          owner.cooldown_bar\activate owner.boomerang_cooldown
  3207→          @\kill!
  3208→      else
  3209→        -- Owner dead, just die
  3210→        @\kill!
  3211→
  3212→    -- Update angle to follow velocity
  3213→    vx, vy = @collider\get_velocity!

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now I need to update the boomerang_fire to pass the angle offset with the right sign. The boomerang should be thrown at 45 degrees offset, and the turn rate direction should curve it back. Let me also think about the sign:

Let me check the fire code:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2183→    @timer\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_release'
  2184→
  2185→  boomerang_fire: =>
  2186→    @boomerang_ready = false
  2187→    @boomerang_thrown = true
  2188→    @spring\pull 'weapon', 0.6, 3, 0.7
  2189→    -- Destroy weapon shapes so ball is defenseless while boomerang is out
  2190→    @collider\destroy_shape @weapon_shape
  2191→    @collider\destroy_shape @weapon_sensor
  2192→    -- Spawn boomerang projectile from weapon tip
  2193→    spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
  2194→    spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
  2195→    @parent.projectiles\add projectile spawn_x, spawn_y,
  2196→      projectile_type: 'boomerang'
  2197→      direction: @angle

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2197→      direction: @angle
  2198→      team: @team
  2199→      flash_on_spawn: true
  2200→      boomerang_speed: 300
  2201→      boomerang_scale: @weapon_scale
  2202→      boomerang_rotation_offset: @weapon_rotation_offset
  2203→      boomerang_start_angle: @angle + @weapon_rotation_offset
  2204→
  2205→  flash_ball: (duration=0.15) =>
  2206→    @ball_flashing = true

I should randomly pick up or down for the offset, and set the turn rate sign accordingly:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. The boomerang now:

  1. Thrown at 45 degrees offset (randomly up or down) from the ball's facing direction
  2. Angle rotates at a constant rate (2.5 rad/s) in the direction that curves it back — traces a circle
  3. After half the circle (~1.26s), the boomerang_returning flag enables a gentle homing nudge toward the owner via lerp_angle
  4. Constant speed of 200 throughout
  5. Old homing seek code is preserved in a comment block for future use

The circle radius at these values is speed / turn_rate = 200 / 2.5 = 80px, so it should trace a nice arc within the arena. Try it out.

Yes, this is much better movement, although should be faster and slightly sharper. However, it's not homing towards the ball properly while coming back.

Let me fix the homing first, then adjust speed/sharpness. The issue is likely with how lerp_angle is being used — I'm replacing @boomerang_move_angle with the lerp result, but lerp_angle takes (t, source, destination) and the t parameter dt * @boomerang_homing_strength is very small.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3173→      @spiral_angle += @spiral_turn_rate*dt
  3174→      @collider\set_velocity @spiral_speed*math.cos(@spiral_angle), @spiral_speed*math.sin(@spiral_angle)
  3175→
  3176→    -- Boomerang: constant speed, rotating angle traces a circle, homing nudge on return
  3177→    if @projectile_type == 'boomerang'
  3178→      @boomerang_time += dt
  3179→      @boomerang_spin += @boomerang_spin_speed*dt
  3180→      owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
  3181→      if owner and owner.parent
  3182→        -- Rotate move angle at constant rate (traces a circle)
  3183→        @boomerang_move_angle += @boomerang_turn_rate*dt
  3184→        -- Detect return phase: past the halfway point of the circle
  3185→        if not @boomerang_returning and @boomerang_time >= math.pi/math.abs(@boomerang_turn_rate)
  3186→          @boomerang_returning = true
  3187→        -- On return, nudge angle toward owner
  3188→        if @boomerang_returning
  3189→          angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
  3190→          angle_diff = math.lerp_angle dt*@boomerang_homing_strength, @boomerang_move_angle, angle_to_owner
  3191→          @boomerang_move_angle = angle_diff
  3192→        -- Set velocity from angle and constant speed

The problem: math.lerp_angle with t = dt * 0.5 where dt is 1/120 = 0.0083, so t ≈ 0.004. That's barely nudging it at all. Also I should check the signature — let me verify lerp_angle works like I think.

Grep (lerp_angle)

561:math.lerp_angle(t, source, destination) -> number
562:math.lerp_angle_dt(p, t, dt, source, destination) -> number

OK so lerp_angle(t, source, dest) — with t = 0.004 that's basically nothing. I should use lerp_angle_dt which is framerate-independent, or just increase the homing strength significantly. Let me switch to lerp_angle_dt:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now increase speed and turn rate for faster/sharper arc:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3121→      @boomerang_spin_speed = 12*math.pi
  3122→      @boomerang_scale = args.boomerang_scale or 20/512
  3123→      @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
  3124→      @boomerang_time = 0
  3125→      @boomerang_min_time = 0.5

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3126→      @boomerang_speed = 200
  3127→      @boomerang_angle_offset = args.boomerang_angle_offset or math.pi/4
  3128→      @boomerang_move_angle = @direction + @boomerang_angle_offset
  3129→      @boomerang_turn_rate = args.boomerang_turn_rate or -2.5  -- radians/s, negative = clockwise
  3130→      @boomerang_returning = false

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Also update the fire code to match the new turn rate:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Changes:

Try it out.

The arc now is good, but not homing towards the ball.

Let me check the lerp_angle_dt signature more carefully.

Grep (lerp_angle_dt)

1793-```yuescript
1794--- Linear interpolation
1795-math.lerp 0.5, 0, 100       -- 50
1796-
1797--- Frame-rate independent lerp
1798--- Covers p% of distance in t seconds
1799-x = math.lerp_dt 0.9, 1, dt, x, target   -- 90% in 1 second
1800-
1801--- Angle interpolation (shortest path)
1802-math.lerp_angle 0.5, 0, math.pi          -- pi/2
1803:math.lerp_angle_dt 0.9, 1, dt, angle, target_angle
1804-```
1805-
1806----
1807-
1808-### Utility
1809-
1810-```yuescript
1811-math.clamp value, 0, 100     -- keep in range
1812-math.remap 10, 0, 20, 0, 1   -- 0.5 (10 is 50% of [0,20], maps to 50% of [0,1])
1813-math.remap speed, 0, 512, 0, 100  -- convert speed to percentage

So lerp_angle_dt(0.9, 1, dt, source, dest) — covers 90% of the angle difference in 1 second. My call is lerp_angle_dt(0.9, 1.5, dt, @boomerang_move_angle, angle_to_owner). That should cover 90% in 1.5 seconds... which is quite slow. But the bigger issue is that the circle's turn_rate is still being applied every frame before the homing nudge, fighting against it. The turn rate keeps rotating the angle away and the homing has to overcome that.

I should stop applying the turn rate once returning, and let homing take over:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3182→        -- Rotate move angle at constant rate (traces a circle)
  3183→        @boomerang_move_angle += @boomerang_turn_rate*dt
  3184→        -- Detect return phase: past the halfway point of the circle
  3185→        if not @boomerang_returning and @boomerang_time >= math.pi/math.abs(@boomerang_turn_rate)
  3186→          @boomerang_returning = true
  3187→        -- On return, nudge angle toward owner
  3188→        if @boomerang_returning
  3189→          angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
  3190→          @boomerang_move_angle = math.lerp_angle_dt 0.9, @boomerang_homing_strength, dt, @boomerang_move_angle, angle_to_owner
  3191→        -- Set velocity from angle and constant speed
  3192→        @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
  3193→        -- Check if close enough to owner to catch
  3194→        d = math.distance @x, @y, owner.x, owner.y
  3195→        if d < 15 and @boomerang_time >= @boomerang_min_time
  3196→          owner.boomerang_thrown = false

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Also make the homing faster:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now the turn rate only applies during the outward arc. Once returning, the circle rotation stops completely and the homing takes full control, covering 90% of the angle gap in 0.5 seconds. Should be much more responsive. Try it.

Let's add the raycast condition to firing instead of relying on cooldown alone.

The boomerang should use a raycast alignment check like the other weapons. Let me add the method and update the auto-attack setup.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2095→    @collider\set_gravity_scale 1
  2096→    @collider\set_bullet false
  2097→    @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
  2098→    @time_above_base = 0
  2099→    @time_below_base = 0
  2100→    @thrust_text.stopped = true if @thrust_text
  2101→    @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
  2102→    @cooldown_bar\activate @thrust_cooldown
  2103→
  2104→  -- Bow alignment check: raycast to see if enemy is in line of sight
  2105→  bow_is_aligned: =>
  2106→    tip_offset = @weapon_visual_offset + 12
  2107→    tip_x = @x + tip_offset*math.cos(@angle)
  2108→    tip_y = @y + tip_offset*math.sin(@angle)
  2109→

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.

  1. Session start: User wants to implement the boomerang weapon for Emoji Ball Battles. They reference ATTACK_REFERENCE.md which defines the boomerang as: Shape S12 (Returning), Behavior B2 (Triggered-Single), Trigger T1 (Raycast), Scaling V7 (+Simultaneous count).

  2. I read the required files: Engine overview, Framework API Quick, and main.yue (which was too large to read at once). I then grepped for weapon-related patterns and read sections of main.yue to understand the weapon system.

  3. Initial summary: I presented my understanding and asked design questions about melee vs ranged, return behavior, damage on return, simultaneous cap, asset, and wall physics.

  4. User clarification:

    • The boomerang object stays with the ball like other weapons
    • When thrown, it's removed from the ball leaving it vulnerable
    • The projectile pierces (infinite), ignores walls, homes back to owner
    • Scaling is NOT +simultaneous (too strong), will decide later
    • Trail color: 204, 214, 221
    • boomerang.png has been added
    • Work one step at a time
  5. Step 1 - Weapon initialization: Added:

    • Image registration: an\image 'boomerang', 'assets/boomerang.png'
    • Ball constructor block with weapon_class='melee', all the standard properties
    • Weapon UI image mapping
    • Weapon draw code (with unless @boomerang_thrown check)
    • Weapon UI stat display (shows "HITS" placeholder)
  6. User asked to make player use boomerang: Changed default from 'saw' to 'boomerang' at line 349.

  7. Rotation fix: User said boomerang needs 180 degree flip. Changed @weapon_rotation_offset = -3*math.pi/4 to -3*math.pi/4 + math.pi. (User later adjusted this themselves to -math.pi/2 + math.pi/4)

  8. Perpendicular offset: User wanted a slight y offset. I explained @weapon_perpendicular_offset already exists in the system. User asked if hitbox can be moved too - I confirmed offset_y works in add_box.

  9. Hitbox offset mistake: I initially applied @weapon_perpendicular_offset to ALL weapons' hitbox creation. User caught that the gun has @weapon_perpendicular_offset = 2 which is only visual - this would break the gun. I reverted and instead added a separate @weapon_hitbox_offset_y field only for the boomerang.

  10. hitbox_offset_y sign confusion: User thought it should be -6, then realized the debug drawing wasn't accounting for the offset. I fixed the debug draw code and reverted back to 6.

  11. Firing logic (initial): Added cooldown-based auto-attack setup with @timer\when and boomerang_fire method that sets @boomerang_thrown = true and restores after 1.5s timer.

  12. Physical removal of weapon: User pointed out the weapon hitbox still exists when thrown. I needed to destroy Box2D shapes. No b2DestroyShape was exposed to Lua.

  13. Research on Box2D shape disable: User suggested looking at Box2D 3.1 for shape enable/disable. I found b2Shape_EnableContactEvents, b2Shape_EnableSensorEvents exist but only control events, not physical collision. b2DestroyShape exists. User agreed to use destroy approach.

  14. Engine changes: Added l_physics_shape_destroy function to anchor.c, registered it, added destroy_shape method to collider.yue. Built engine successfully.

  15. Updated boomerang_fire: Now destroys weapon_shape and weapon_sensor on fire, recreates them on return.

  16. Copy files: Had to copy anchor.exe and collider.yue to emoji-ball-battles directory. First attempt failed because game was running (exe locked).

  17. Boomerang projectile design decision: Discussed new class vs conditionals in projectile class. Went with conditionals for collision infrastructure reuse.

  18. Projectile implementation: User wanted:

  19. Sprite at exact size/angle from when fired
  20. Rotates around itself like a boomerang
  21. Straight line out, then come back
  22. Ideally match rotation angle on return (I said skip for now)

  23. Physics tags: Added boomerang_projectile (no collisions) and boomerang_sensor (sensor against balls).

  24. Projectile constructor: Added boomerang type with speed, spin, scale, returning flag, max_distance.

  25. Projectile update: Initial version used distance-based max_distance check then set_velocity toward owner.

  26. Projectile drawing: Drew on game layer initially.

  27. Hit method: Added if @projectile_type != 'boomerang' check so boomerang doesn't die on ball hit (piercing).

  28. Arena collision handling: Added boomerang_sensor/ball sensor event loop for damage.

  29. boomerang_fire updated: Removed timed return, spawns projectile instead with all needed args.

  30. Layer issue: User reported boomerang drawn behind walls. Changed drawing from game to weapons layer.

  31. Stack overflow bug: Changed to weapons layer but forgot to change game\pop! to weapons\pop!. Fixed.

  32. Melee damage skip: Added continue if attacker.weapon_type == 'boomerang' in weapon-ball sensor loop.

  33. Homing logic: User referenced SNKRX steering code. I read the full steering.lua file. Key function is seek_point which calculates steering force as (desired_velocity - current_velocity) * turn_multiplier.

  34. First homing attempt (apply_force): Used seek force with apply_force. Velocity was insanely high because of Box2D unit conversion issues (pixels_per_meter = 64, tiny mass).

  35. Tuning: Reduced values from max_v=300/turn=2/impulse=15 to max_v=200/turn=0.05/impulse=10.

  36. User feedback: Still not right, asked about multiplying by dt.

  37. Second attempt (set_velocity): Switched to directly adjusting velocity with set_velocity instead of apply_force. Added * dt to steering delta.

  38. User feedback: "not behaving physically like a boomerang" - homing force too strong, no natural impulse feel.

  39. Reduced turn_multiplier: 0.5, increased impulse to 10.

  40. User feedback: Not homing properly on return.

  41. Removed boomerang_returning flag: User asked what it's for, I explained, then user said just don't allow return within x seconds.

  42. Added time guard: @boomerang_time and @boomerang_min_time = 0.5.

  43. User proposed new approach: Constant speed, rotating angle (circle path), 45-degree offset throw, homing nudge on return only.

  44. Circle-based implementation:

  45. Constructor: @boomerang_speed = 280, @boomerang_turn_rate = -3.5, @boomerang_angle_offset, @boomerang_homing_strength
  46. Update: rotate angle at constant rate for outward, switch to homing on return
  47. Fire: randomly pick side (up/down), set angle_offset and turn_rate signs accordingly

  48. Homing fix: Initially lerp_angle with tiny t wasn't working. Also turn_rate was fighting homing. Fixed by:

  49. Only applying turn_rate during outward phase
  50. Using lerp_angle_dt on return phase
  51. Stopping turn_rate rotation when returning

  52. Speed/sharpness tuning: speed 200→280, turn_rate 2.5→3.5

  53. User's last request: "Let's add the raycast condition to firing instead of relying on cooldown alone."

  54. I started working on adding raycast: Read the bow_is_aligned method and boomerang_fire location, then the summary was requested.

Current state of key values in the code: - @boomerang_speed = 280 - @boomerang_turn_rate = -3.5 (default, overridden by fire with -side*3.5) - @boomerang_homing_strength = 0.5 - @boomerang_min_time = 0.5 - @boomerang_angle_offset = math.pi/4 - Player weapon default: 'boomerang' - Enemy weapon default: 'sword'

The homing seek code is preserved in a comment block in the projectile class for future use with other weapons.

Summary: 1. Primary Request and Intent: The user wants to implement a boomerang weapon for Emoji Ball Battles. The boomerang: - Orbits the ball like other melee weapons (dagger/sword) - When fired, the weapon image/hitbox is removed from the ball, leaving it defenseless - The thrown boomerang is a projectile that: pierces enemies (infinite pierces), ignores walls, traces a circular arc outward then homes back to the owning ball - When it returns, the weapon is restored on the ball - Scaling mechanic is TBD (user explicitly said +simultaneous is too strong) - Trail color for future use: color(204, 214, 221) - Work incrementally, one step at a time

  1. Key Technical Concepts:

    • YueScript game code compiled to Lua, running on the Anchor engine (C + Box2D 3.1)
    • Object tree system: projectile → parent (projectiles container) → parent (arena) → player_ball/enemy_ball
    • Physics tags system for collision filtering (category bits, collision masks, sensor masks)
    • Box2D shape management: b2DestroyShape exposed as collider\destroy_shape
    • Steering/homing logic from SNKRX: seek_point calculates (desired_velocity - current_velocity) * turn_multiplier
    • Final boomerang movement: constant speed with rotating angle (circle path), then lerp_angle_dt homing on return
    • Operator spacing convention: * and / no spaces, + and - with spaces
    • Engine runs physics at 120Hz (dt = 1/120)
    • pixels_per_meter = 64 in the engine, affects force/impulse calculations
  2. Files and Code Sections:

    • E:\a327ex\Anchor\engine\src\anchor.c — C engine source

      • Added l_physics_shape_destroy function and registered it: c static int l_physics_shape_destroy(lua_State* L) { b2ShapeId* shape_id = (b2ShapeId*)lua_touserdata(L, 1); if (!shape_id || !b2Shape_IsValid(*shape_id)) { return 0; } bool update_mass = lua_isboolean(L, 2) ? lua_toboolean(L, 2) : true; b2DestroyShape(*shape_id, update_mass); return 0; }
      • Registered: lua_register(L, "physics_shape_destroy", l_physics_shape_destroy);
    • E:\a327ex\Anchor\framework\anchor\collider.yue — Framework collider class

      • Added: destroy_shape: (shape, update_mass=true) => physics_shape_destroy shape, update_mass
      • Must be copied to emoji-ball-battles/anchor/collider.yue
    • E:\a327ex\emoji-ball-battles\main.yue — Main game code, all changes below:

      • Image registration (after line 88): yuescript an\image 'boomerang', 'assets/boomerang.png'

      • Physics tags (around line 248): yuescript an\physics_tag 'boomerang_projectile' an\physics_tag 'boomerang_sensor' an\physics_sensor 'boomerang_sensor', 'ball'

      • Default player weapon changed to boomerang: yuescript headless_player_weapon = args.player_weapon or 'boomerang'

      • Ball constructor — boomerang weapon init block (after saw block): yuescript elseif @weapon_type == 'boomerang' @weapon_class = 'melee' @weapon_image = an.images.boomerang @weapon_visual_offset = 23 @weapon_perpendicular_offset = 6 @weapon_hitbox_offset = 23 @weapon_hitbox_offset_y = 6 @weapon_hitbox_length = 20 @weapon_hitbox_width = 10 @weapon_scale = 22/512 @weapon_scale_y = 22/512 @weapon_rotation_offset = -math.pi/2 + math.pi/4 @base_angular_velocity = 1.5*math.pi @max_angular_velocity = 3*math.pi @weapon_weight = 1.0 @hit_stop_multiplier = 1.0 @hit_particle_multiplier = 1.0 @camera_shake_multiplier = 1.0 @boomerang_cooldown = 3.0 @boomerang_thrown = false

      • Hitbox creation now uses @weapon_hitbox_offset_y: yuescript hitbox_oy = @weapon_hitbox_offset_y or 0 @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy} ... @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}

      • Auto-attack setup (boomerang fires on cooldown only, no raycast yet): yuescript elseif @weapon_type == 'boomerang' @boomerang_ready = false @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true @timer\when (-> @boomerang_ready), 'boomerang_fire', (-> @\boomerang_fire!) @cooldown_bar\activate @boomerang_cooldown

      • Weapon draw (hidden when thrown): yuescript elseif @weapon_type == 'boomerang' unless @boomerang_thrown weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white! weapons\pop!

      • Debug draw updated to account for @weapon_hitbox_offset_y: yuescript hitbox_oy = @weapon_hitbox_offset_y or 0 perpendicular_angle_dbg = @angle - math.pi/2 hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle) + hitbox_oy*math.cos(perpendicular_angle_dbg) hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle) + hitbox_oy*math.sin(perpendicular_angle_dbg)

      • boomerang_fire method: yuescript boomerang_fire: => @boomerang_ready = false @boomerang_thrown = true @spring\pull 'weapon', 0.6, 3, 0.7 @collider\destroy_shape @weapon_shape @collider\destroy_shape @weapon_sensor spawn_x = @x + @weapon_visual_offset*math.cos(@angle) spawn_y = @y + @weapon_visual_offset*math.sin(@angle) side = an.random\sign! @parent.projectiles\add projectile spawn_x, spawn_y, projectile_type: 'boomerang' direction: @angle team: @team flash_on_spawn: true boomerang_scale: @weapon_scale boomerang_rotation_offset: @weapon_rotation_offset boomerang_start_angle: @angle + @weapon_rotation_offset boomerang_angle_offset: side*math.pi/4 boomerang_turn_rate: -side*3.5

      • Melee damage skip for boomerang: yuescript continue if attacker.weapon_type == 'boomerang'

      • Projectile class — boomerang constructor: yuescript elseif @projectile_type == 'boomerang' @w = 12 @h = 12 @boomerang_spin = args.boomerang_start_angle or 0 @boomerang_spin_speed = 12*math.pi @boomerang_scale = args.boomerang_scale or 20/512 @boomerang_rotation_offset = args.boomerang_rotation_offset or 0 @boomerang_time = 0 @boomerang_min_time = 0.5 @boomerang_speed = 280 @boomerang_angle_offset = args.boomerang_angle_offset or math.pi/4 @boomerang_move_angle = @direction + @boomerang_angle_offset @boomerang_turn_rate = args.boomerang_turn_rate or -3.5 @boomerang_returning = false @boomerang_homing_strength = 0.5 @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h @collider\set_position @x, @y @collider\set_gravity_scale 0 @collider\set_friction 0 @collider\set_density 0.1 @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)

      • Projectile sensor — boomerang uses its own tag: yuescript if @projectile_type == 'boomerang' @ball_sensor = @collider\add_box 'boomerang_sensor', sensor_w, sensor_h, {sensor: true} else @ball_sensor = @collider\add_box 'projectile_sensor', sensor_w, sensor_h, {sensor: true}

      • Projectile update — boomerang movement (current working version): yuescript if @projectile_type == 'boomerang' @boomerang_time += dt @boomerang_spin += @boomerang_spin_speed*dt owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball if owner and owner.parent if not @boomerang_returning and @boomerang_time >= math.pi/math.abs(@boomerang_turn_rate) @boomerang_returning = true if @boomerang_returning angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y @boomerang_move_angle = math.lerp_angle_dt 0.9, @boomerang_homing_strength, dt, @boomerang_move_angle, angle_to_owner else @boomerang_move_angle += @boomerang_turn_rate*dt @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle) d = math.distance @x, @y, owner.x, owner.y if d < 15 and @boomerang_time >= @boomerang_min_time owner.boomerang_thrown = false owner.spring\pull 'weapon', 0.4, 3, 0.5 hitbox_oy = owner.weapon_hitbox_offset_y or 0 owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy} owner.collider\set_restitution 1, owner.weapon_shape owner.collider\set_density 0, owner.weapon_shape owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true} owner.collider\set_restitution 1, owner.weapon_sensor owner.collider\set_density 0, owner.weapon_sensor owner.timer\after owner.boomerang_cooldown, 'boomerang_cooldown', -> owner.boomerang_ready = true owner.cooldown_bar\activate owner.boomerang_cooldown @\kill! else @\kill!

      • Projectile drawing on weapons layer: yuescript elseif @projectile_type == 'boomerang' s = @boomerang_scale*scale weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s weapons\image an.images.boomerang, 0, 0, nil, @flashing and white! weapons\pop!

      • Projectile hit — boomerang doesn't die on ball contact: yuescript when 'ball' if @projectile_type != 'boomerang' @\kill!

      • Arena collision — boomerang sensor events: yuescript for event in *an\sensor_begin_events 'boomerang_sensor', 'ball' projectile_object = event.a ball_object = event.b continue if ball_object.team == projectile_object.team projectile_object\hit 0.5, 'ball' damage = projectile_object.damage or 1 ball_object\take_damage damage owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball owner.hits_landed += 1 owner.weapon_ui\landed_hit! if owner.weapon_ui @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'} x = (projectile_object.x + ball_object.x)/2 y = (projectile_object.y + ball_object.y)/2 for i = 1, an.random\int 1, 3 @effects\add star_particle x, y, flash_on_spawn: true

      • Weapon UI — image mapping updated to include boomerang, stat display shows "HITS"

      • Homing seek code preserved in comment for future weapon use

    • E:\a327ex\orblike\reference\SNKRX\engine\game\steering.lua — Reference for homing/steering logic, read for seek_point implementation

  3. Errors and Fixes:

    • weapon_perpendicular_offset applied to all hitboxes: I added offset_y: @weapon_perpendicular_offset to all weapons' hitbox creation. User caught that gun has @weapon_perpendicular_offset = 2 (visual only), which would break it. Fixed by reverting and adding a separate @weapon_hitbox_offset_y field only used by boomerang.
    • Debug draw not accounting for hitbox_offset_y: User thought the offset_y value sign was wrong, but the actual issue was the debug draw rectangle not including the perpendicular offset. Fixed by adding perpendicular calculation to debug draw.
    • Transform stack overflow: When switching boomerang drawing from game to weapons layer, I changed game\push to weapons\push but left game\pop!. Fixed by changing to weapons\pop!.
    • Velocity too high with apply_force: Box2D force/mass/pixel_per_meter conversion made forces enormous. The boomerang was invisible, zipping across the screen. Switched from apply_force to direct velocity steering with set_velocity.
    • Homing not working (set_velocity approach): turn_multiplier=2 with set_velocity was too aggressive, killed the impulse's momentum. Reduced to 0.5.
    • Still not boomerang-like: User said it looked like a guided missile, not a thrown object. Abandoned the SNKRX seek approach entirely.
    • Circle approach - homing not working: lerp_angle with tiny t = dt * 0.5 barely nudged. Also turn_rate was being applied every frame fighting the homing. Fixed by: only applying turn_rate during outward phase, using lerp_angle_dt on return, and setting homing_strength to 0.5 seconds.
  4. Problem Solving:

    • Solved: Weapon initialization, drawing, UI integration
    • Solved: Physical removal of weapon shapes via b2DestroyShape (required engine C changes)
    • Solved: Boomerang projectile with piercing, wall-ignoring, and proper physics tag setup
    • Solved: Boomerang movement using circle-arc approach with homing on return
    • Solved: Layer ordering (weapons layer, in front of walls but behind effects)
    • Ongoing: Adding raycast alignment condition to firing trigger (just started)
  5. All User Messages:

    • "Hello, let's implement the boomerang now for Emoji Ball Battles. @anchor.blot.im\context\ATTACK_REFERENCE.md should contain relevant information. Tell me your initial summary, don't enter plan mode."
    • "The boomerang object that stays with the ball will always be the same as the other shapes. But when a boomerang is thrown, it is removed and leaves the ball vulnerable. The boomerang projectile will be a special case of the projectile class. The boomerang projectile should come back to the ball always. It also deals piercing damage, with infinite pierces, and ignores wall collisions too. The scaling should not be multiple boomerangs per hit, that would be way too strong. I need to actually think about what it'll be, but we'll get to it when we get there. The color for the boomerang's trail (which we may add) is 204, 214, 221. And I have added boomerang.png. Do one step at a time, don't do everything at once."
    • "Yes." (confirming weapon init block)
    • "Make the player the boomerang weapon."
    • "The boomerang needs to be flipped 180 degrees."
    • "I've fixed the boomerang's angle but we need to add a slight y offset to its position, while taking into account the angle. How would you do it? I just want it to move up by a few pixels."
    • "I see. Can the hitbox also be moved like this?"
    • "Make sure that for the boomerang it's moved by the weapon_perpendicular_offset amount."
    • "Wait, do the other weapons have that value set to anything other than zero? If they do then this will break them."
    • "Yes, I want the hitbox to also shift for the boomerang."
    • "I think it should be -6 instead."
    • "Ah, nevermind, I think it's because the debug drawing is not taking this into account?"
    • "OK, now let's do the main firing logic. It shouldn't use the aligned raycast method, it should just fire according to its cooldown. First, let's just get the logic going and making the bow that the ball is holding disappear when it fires and appear after a duration."
    • "Sure." (confirming boomerang_fire approach)
    • "You need to make sure the boomerang weapon that the ball is holding is removed physically and visually and then it comes back."
    • "You can research Box2D 3.1 to see if there's a way to just disable a shape without destroying it."
    • "Let's do the b2Shape_Enable approach, it seems more reasonable than destroying and recreating the shape each time."
    • "Sure." (agreeing to b2DestroyShape approach after learning b2Shape_Enable doesn't exist)
    • "You forgot to copy the new anchor.exe over here."
    • "Closed, also don't forget collider.yue."
    • "Perfect, now let's make the boomerang projectile. Should we make a new class for it or conditionals on the projectile class? What are the pros and cons in your opinion?"
    • "OK, let's do in the projectile class then. Let's try a projectile that simply goes and comes back in a straight line first. Importantly, the projectile should have the sprite of the boomerang at the exact size and angle that it was when it was fired, and it should rotate around itself like a boomerang does as the projectile moves. It should also somehow come back to the ball at ideally the 'right' rotation angle based on the ball's rotation. I don't know how this is achievable, I can't think of any way to ensure this, so if you can't figure it out either, just don't try for now."
    • "Doesn't need to pass owner because of the engine's tree, just have it as a child of the ball and it has access to @parent by default."
    • "Don't store an additional reference to the owning ball, just refer to it as @parent.parent then."
    • "OK, it's good so far. But it needs to be drawn in a layer that shows up in front of walls, currently it's behind it. This wasn't an issue with other projectiles because they died on wall contact."
    • "I don't want the boomerang in front of effects though, is there a layer behind it and in front of the walls?"
    • "Yes." (confirming weapons layer)
    • "ERROR: anchor/layer.lua:371: Transform stack overflow (max depth: 32)"
    • "Perfect, it works. We need to remove the boomerang dealing melee damage on contact, just like how gun and bow don't do it. And then we need to work on the projectile pathing. We should work on the homing logic already here, since we want the behavior of the boomerang to be kinda like homing towards the caster. Reference E:/a327ex/orblike/references/SNKRX for the homing logic on projectile if you need it, since there it worked really well. We also don't want the projectile to always have a specific speed, we want to impulse it out and then the homing logic handles it more naturally. But refer to the homing logic you find there for that."
    • "OK, it's good so far. But it needs to be drawn in a layer that shows up in front of walls..." (duplicate from above)
    • "Yes, this is more reasonable, but needs to be throw further away."
    • "I think it's something to do with the turn multiplier and how the homing force is applied. Don't we need to multiply by dt somewhere?"
    • "Yes, in theory this works, but it's not behaving physically like a boomerang. It's like the homing force is too strong and the natural impulse of the boomerang is not there at all, if it makes sense."
    • "Now it goes further away, but it's like it's turning towards the player in slow motion. Let's keep the homing method commented somewhere in the projectile class, since we'll need it for another weapon later. But if you had to do the boomerang behavior yourself, without this exact homing code (although you'll probably need homing of some kind), how would you do it?"
    • "No, let's just do something way simpler. The projectile is thrown at an angle (not straight), like 45 either up or down and to the direction the ball is rotated towards horizontally. Then, the projectile has two variables, velocity and angle. Velocity is constant, angle changes according to how the angle of a boomerang would change, such that it would form a circle. Then, once it reaches the apex and starts coming back, the angle is changed according to the circle formula, but also with nudges towards the player so it never gets lost. Makes sense?"
    • "Let's try active from frame 1." (seek force active from first frame — but this was for the old approach)
    • "Get rid of the boomerang_returning flag, what is it used for?"
    • "Just don't allow the boomerang to return within x seconds of being fired."
    • "Yes, this is much better movement, although should be faster and slightly sharper. However, it's not homing towards the ball properly while coming back."
    • "The arc now is good, but not homing towards the ball."
    • "Let's add the raycast condition to firing instead of relying on cooldown alone."
  6. Pending Tasks:

    • Add raycast alignment condition to boomerang firing (user's most recent request)
    • Scaling mechanic TBD (user said they'll think about it)
    • Trail effect (color 204, 214, 221) mentioned but not started
    • Sound effects for boomerang throw/catch not yet added
  7. Current Work: I was about to add a raycast alignment check (boomerang_is_aligned) to the boomerang's firing trigger. Currently the boomerang fires purely on cooldown (@timer\when (-> @boomerang_ready), 'boomerang_fire', ...). The user wants it to also require raycast alignment like gun/bow/sword. I had read the bow_is_aligned method at line 2104-2108 and the boomerang_fire location at line 2185 when the summary was requested.

  8. Optional Next Step: Add a boomerang_is_aligned method (similar to bow_is_aligned or gun_is_aligned) and update the auto-attack setup from: yuescript @timer\when (-> @boomerang_ready), 'boomerang_fire', (-> @\boomerang_fire!) to: yuescript @timer\when (-> @boomerang_ready and @\boomerang_is_aligned!), 'boomerang_fire', (-> @\boomerang_fire!) This is directly in response to the user's most recent message: "Let's add the raycast condition to firing instead of relying on cooldown alone."

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\972f7e7a-8ec8-4731-866c-0e258559e3e2.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.

Let me read the current state of the relevant code sections - the existing alignment methods and the boomerang firing setup.

Task (Find alignment methods in main.yue)

[
  {
    "type": "text",
    "text": "Excellent! Now I have all the information. Let me compile the complete findings with line numbers and context:\n\n## All `_is_aligned` Methods and Boomerang Setup\n\nHere's the complete implementations of all alignment check methods and the boomerang auto-attack setup:\n\n### **Boomerang Auto-Attack Timer Setup (Lines 1622-1626)**\n```yuescript\n1620-      @timer\\when (-> @bow_ready and @\\bow_is_aligned!), 'bow_fire', (-> @\\bow_fire!)\n1621-      @cooldown_bar\\activate @bow_cooldown\n1622-    elseif @weapon_type == 'boomerang'\n1623-      @boomerang_ready = false\n1624-      @timer\\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true\n1625-      @timer\\when (-> @boomerang_ready), 'boomerang_fire', (-> @\\boomerang_fire!)\n1626-      @cooldown_bar\\activate @boomerang_cooldown\n```\n\nNote: Unlike the other weapons (gun, sword, bow), the boomerang doesn't check for alignment\u2014it just checks `@boomerang_ready`.\n\n---\n\n### **gun_is_aligned (Lines 1983-1996)**\n```yuescript\n1982-  -- Gun alignment check: raycast to see if enemy is in line of sight\n1983-  gun_is_aligned: =>\n1984-    gun_tip_offset = @weapon_visual_offset + 12\n1985-    perpendicular = @angle - math.pi/2\n1986-    gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perpendicular)\n1987-    gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perpendicular)\n1988-\n1989-    ray_length = 500\n1990-    ray_end_x = gun_tip_x + ray_length*math.cos(@angle)\n1991-    ray_end_y = gun_tip_y + ray_length*math.sin(@angle)\n1992-\n1993-    -- debug_draw\\line gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 2, red!\n1994-\n1995-    hit = an\\raycast gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 'ball'\n1996-    hit and hit.object.team != @team\n```\n\n---\n\n### **sword_is_aligned (Lines 2044-2056)**\n```yuescript\n2043-  -- Sword alignment check: raycast from sword tip to detect enemy\n2044-  sword_is_aligned: =>\n2045-    tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2\n2046-    tip_x = @x + tip_offset*math.cos(@angle)\n2047-    tip_y = @y + tip_offset*math.sin(@angle)\n2048-\n2049-    ray_length = 120\n2050-    ray_end_x = tip_x + ray_length*math.cos(@angle)\n2051-    ray_end_y = tip_y + ray_length*math.sin(@angle)\n2052-\n2053-    -- debug_draw\\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!\n2054-\n2055-    hit = an\\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'\n2056-    hit and hit.object.team != @team\n```\n\n---\n\n### **bow_is_aligned (Lines 2105-2117)**\n```yuescript\n2104-  -- Bow alignment check: raycast to see if enemy is in line of sight\n2105-  bow_is_aligned: =>\n2106-    tip_offset = @weapon_visual_offset + 12\n2107-    tip_x = @x + tip_offset*math.cos(@angle)\n2108-    tip_y = @y + tip_offset*math.sin(@angle)\n2109-\n2110-    ray_length = 500\n2111-    ray_end_x = tip_x + ray_length*math.cos(@angle)\n2112-    ray_end_y = tip_y + ray_length*math.sin(@angle)\n2113-\n2114-    -- debug_draw\\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!\n2115-\n2116-    hit = an\\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'\n2117-    hit and hit.object.team != @team\n```\n\n---\n\n### **boomerang_fire Method (Lines 2185-2206)**\n```yuescript\n2180-  bow_start_pull: (duration) =>\n2181-    @bow_arrow_alpha = 1\n2182-    @timer\\tween duration, @, {bow_pull_amount: 8}, math.quad_out, nil, 'bow_release'\n2183-    @timer\\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_release'\n2184-\n2185-  boomerang_fire: =>\n2186-    @boomerang_ready = false\n2187-    @boomerang_thrown = true\n2188-    @spring\\pull 'weapon', 0.6, 3, 0.7\n2189-    -- Destroy weapon shapes so ball is defenseless while boomerang is out\n2190-    @collider\\destroy_shape @weapon_shape\n2191-    @collider\\destroy_shape @weapon_sensor\n2192-    -- Spawn boomerang projectile from weapon tip\n2193-    spawn_x = @x + @weapon_visual_offset*math.cos(@angle)\n2194-    spawn_y = @y + @weapon_visual_offset*math.sin(@angle)\n2195-    -- Randomly throw up or down, turn rate curves it back\n2196-    side = an.random\\sign!\n2197-    @parent.projectiles\\add projectile spawn_x, spawn_y,\n2198-      projectile_type: 'boomerang'\n2199-      direction: @angle\n2200-      team: @team\n2201-      flash_on_spawn: true\n2202-      boomerang_scale: @weapon_scale\n2203-      boomerang_rotation_offset: @weapon_rotation_offset\n2204-      boomerang_start_angle: @angle + @weapon_rotation_offset\n2205-      boomerang_angle_offset: side*math.pi/4\n2206-      boomerang_turn_rate: -side*3.5\n```\n\n---\n\n## Key Observations\n\n1. **Alignment Pattern**: All three alignment methods (`gun`, `sword`, `bow`) follow the same pattern:\n   - Calculate the weapon tip position\n   - Cast a ray in the attack direction\n   - Return `true` if a raycast hits an enemy ball\n\n2. **Ray Lengths**: \n   - Gun: 500 pixels\n   - Sword: 120 pixels (shortest range)\n   - Bow: 500 pixels (same as gun)\n\n3. **Boomerang Difference**: The boomerang weapon doesn't use alignment checking\u2014it auto-attacks whenever ready without caring if the enemy is in line of sight. This makes sense mechanically since the boomerang curves back automatically.\n\n4. **Boomerang Special Effects**:\n   - Destroys weapon shapes to make the ball defenseless during the throw\n   - Randomly decides up/down side for the throw\n   - Uses turn_rate and angle_offset to create the curved return path\n   - Applies a spring pull effect for visual feedback"
  },
  {
    "type": "text",
    "text": "agentId: a3341f7 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 21429\ntool_uses: 8\nduration_ms: 27645</usage>"
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]

Good. The boomerang should use a similar raycast alignment check. Since the boomerang is melee-range but curves outward, I'd suggest a medium ray length — shorter than gun/bow (500) but longer than sword (120). Something like 200-300 feels right for a thrown weapon.

Here's what I'd add:

boomerang_is_aligned method (placed near the other alignment methods):

  boomerang_is_aligned: =>
    tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2
    tip_x = @x + tip_offset*math.cos(@angle)
    tip_y = @y + tip_offset*math.sin(@angle)

    ray_length = 300
    ray_end_x = tip_x + ray_length*math.cos(@angle)
    ray_end_y = tip_y + ray_length*math.sin(@angle)

    -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!

    hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
    hit and hit.object.team != @team

And the timer change from: yuescript @timer\when (-> @boomerang_ready), 'boomerang_fire', (-> @\boomerang_fire!) to: yuescript @timer\when (-> @boomerang_ready and @\boomerang_is_aligned!), 'boomerang_fire', (-> @\boomerang_fire!)

I used the same tip calculation as sword (since they're both melee weapons with a hitbox) and a ray length of 300 — longer than sword's 120 since the boomerang has range, but shorter than gun/bow's 500 since it's not a straight-line projectile. Does this look right?

Yes.

Let me read the exact lines to make precise edits.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1622→    elseif @weapon_type == 'boomerang'
  1623→      @boomerang_ready = false
  1624→      @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
  1625→      @timer\when (-> @boomerang_ready), 'boomerang_fire', (-> @\boomerang_fire!)
  1626→      @cooldown_bar\activate @boomerang_cooldown
  1627→  update: (dt) =>

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2183→    @timer\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_release'
  2184→
  2185→  boomerang_fire: =>
  2186→    @boomerang_ready = false
  2187→    @boomerang_thrown = true

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.

Both edits done. The boomerang now requires raycast alignment before firing — it'll only throw when the ball is facing an enemy within 300 pixels line of sight.

Let's make velocity and homing strength 20% higher.

Current values: boomerang_speed = 280336, boomerang_homing_strength = 0.50.6.

Grep (@boomerang_speed = 280)

3140:      @boomerang_speed = 280

Grep (@boomerang_homing_strength = 0.5)

3145:      @boomerang_homing_strength = 0.5  -- seconds to cover 90% of angle to owner

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. Speed: 280 → 336, homing strength: 0.5 → 0.6.

Perfect, at the current values the boomerang's behavior looks natural, and sometimes it will hoam around the arena for 3+ seconds, dealing damage multiple times to the enemy, an interesting behavior that also composes well with ball velocity, since the faster the caster ball moves, the harder it will be for the boomerang to come back to it, potentially dealing more damage. The only things left now are sounds, which I'll do last, and figuring out how we should scale the boomerang. Any ideas?

That emergent orbiting behavior is really cool — the interaction between ball velocity and boomerang return time creating a natural risk/reward dynamic is elegant.

Here are some scaling ideas, roughly ordered by how much they lean into what makes the boomerang unique:

1. Reduced homing strength per level — The boomerang takes longer, wider arcs to return. More hits, but longer vulnerability window. This directly amplifies the emergent behavior you described and has a natural risk/reward tension: scaling = more damage potential but more time defenseless. The ball velocity interaction also gets amplified — at high levels a fast-moving ball could have its boomerang orbiting for a long time.

2. +Speed — Faster boomerang covers more ground per orbit, potentially catching enemies more often. Also returns faster though, so it's a "safe" scaling — more damage without much extra risk. Less interesting tension.

3. +Size — Bigger hitbox makes it harder to dodge during orbits. Simple, visible, easy to understand. Doesn't interact with the unique boomerang dynamics much though.

4. +Damage per hit — Boring but functional. Doesn't change the feel at all.

5. -Cooldown — Throw again sooner after return. Straightforward power increase, doesn't change the in-flight behavior.

My honest take: option 1 is the most interesting because it's the only one where scaling changes the character of the weapon — a max-level boomerang would look and behave noticeably different from a level-1 boomerang, doing these wide sweeping arcs around the arena. It also has the best risk/reward tradeoff since the ball stays vulnerable longer. The others are just "more numbers."

You could also combine — e.g., reduced homing + increased speed so it doesn't become frustratingly slow to return at high levels, just takes wider paths.

Let's try +damage per throw, not per hit. So, the +1 dmg trigger (like the sword thrust, should ahve the same visual effect there (+1 dmg text)) happens once per throw, and only applies on next throws. So, +1 dmg triggers this throw, any further hits this throw will still have the old damage. Then on the next throw, we're dealing the new damage (i.e. 2 if it was 1 before).

Let me look at how the sword thrust +1 damage effect works so I can match it.

Grep (+1|plus_one|damage_up|thrust.damage|damage.thrust)

921:      -- Bow scaling: +1 arrow per hit
1027:      -- Apply damage (thrust hits use thrust_damage)
1028:      damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
1045:        attacker.thrust_damage += 1
1046:        @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
1339:      -- Group 5: sheaf 18 at x-12 (back), tulip 22 at x (front), seedling 14 at x+12 (front)
1344:      -- Group 6: sheaf 16 at x-16 (front), four_leaf_clover 19 at x (back), seedling 14 at x+12 (front)
1349:      -- Group 7: sheaf 16 at x-16 (front), blossom 22 at x (back), seedling 12 at x+4 (front), seedling 12 at x+14 (front), sheaf 16 at x+30 (front)
1428:      @thrust_damage = 1  -- increases by 1 per successful thrust hit
2544:      value1 = string.format("%d", my_ball.thrust_damage)
3458:-- Emoji text: floating text for status messages like "+1 DMG"

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1020→      continue if attacker.weapon_class != 'melee'
  1021→
  1022→      -- Saw: handled via per-frame query below
  1023→      continue if attacker.weapon_type == 'saw'
  1024→      -- Boomerang: damage comes from projectile only
  1025→      continue if attacker.weapon_type == 'boomerang'
  1026→
  1027→      -- Apply damage (thrust hits use thrust_damage)
  1028→      damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
  1029→      attacker\flash_weapon!
  1030→      defender\take_damage damage, attacker
  1031→      if attacker.thrusting
  1032→        an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
  1033→      attacker.hits_landed += 1
  1034→      attacker.weapon_ui\landed_hit! if attacker.weapon_ui
  1035→
  1036→      -- headless: log melee hit
  1037→      @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: attacker.team, defender: defender.team, damage: damage, weapon: attacker.weapon_type, hit_type: 'melee'}
  1038→
  1039→      -- Weapon-specific scaling on hit
  1040→      if attacker.weapon_type == 'dagger'
  1041→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
  1042→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
  1043→      elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
  1044→        attacker.thrust_hit_this_thrust = true
  1045→        attacker.thrust_damage += 1
  1046→        @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
  1047→      -- Hit effect on defender's edge, facing the weapon
  1048→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
  1049→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
... [5 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1425→      @hit_stop_multiplier = 1.4 -- longer hit stops
  1426→      @hit_particle_multiplier = 1.2 -- bigger particles
  1427→      @camera_shake_multiplier = 1.5  -- stronger camera shake
  1428→      @thrust_damage = 1  -- increases by 1 per successful thrust hit
  1429→      @thrust_speed = 200  -- added to current speed during thrust
  1430→      @thrust_duration = 0.5  -- how long thrust lasts
  1431→      @thrust_cooldown = 5  -- seconds between thrusts
  1432→      @afterimage_timer = 0
  1433→
  1434→    elseif @weapon_type == 'bow'

Now let me find the boomerang sensor hit code and the return-to-owner code.

Grep (boomerang_sensor.ball|boomerang.take_damage)

250:an\physics_sensor 'boomerang_sensor', 'ball'
933:    for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'

Read (E:\a327ex\emoji-ball-battles\main.yue)

   933→    for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
   934→      projectile_object = event.a
   935→      ball_object = event.b
   936→
   937→      -- Skip if hitting same team
   938→      continue if ball_object.team == projectile_object.team
   939→
   940→      projectile_object\hit 0.5, 'ball'
   941→
   942→      damage = projectile_object.damage or 1
   943→      ball_object\take_damage damage
   944→
   945→      -- Track hit for projectile owner
   946→      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
   947→      owner.hits_landed += 1
   948→      owner.weapon_ui\landed_hit! if owner.weapon_ui
   949→
   950→      -- headless: log boomerang hit
   951→      @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
   952→
   953→      -- Spawn star particles at hit location
   954→      x = (projectile_object.x + ball_object.x)/2
   955→      y = (projectile_object.y + ball_object.y)/2
   956→      for i = 1, an.random\int 1, 3
   957→        @effects\add star_particle x, y,

Now let me check the return-to-owner code where the boomerang comes back:

Grep (boomerang_thrown = false)

1524:      @boomerang_thrown = false
3212:          owner.boomerang_thrown = false

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3200→        if @boomerang_returning
  3201→          -- On return, home toward owner
  3202→          angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
  3203→          @boomerang_move_angle = math.lerp_angle_dt 0.9, @boomerang_homing_strength, dt, @boomerang_move_angle, angle_to_owner
  3204→        else
  3205→          -- Outward: rotate move angle at constant rate (traces a circle)
  3206→          @boomerang_move_angle += @boomerang_turn_rate*dt
  3207→        -- Set velocity from angle and constant speed
  3208→        @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
  3209→        -- Check if close enough to owner to catch
  3210→        d = math.distance @x, @y, owner.x, owner.y
  3211→        if d < 15 and @boomerang_time >= @boomerang_min_time
  3212→          owner.boomerang_thrown = false
  3213→          owner.spring\pull 'weapon', 0.4, 3, 0.5
  3214→          -- Recreate weapon shapes
  3215→          hitbox_oy = owner.weapon_hitbox_offset_y or 0
  3216→          owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
  3217→          owner.collider\set_restitution 1, owner.weapon_shape
  3218→          owner.collider\set_density 0, owner.weapon_shape
  3219→          owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
  3220→          owner.collider\set_restitution 1, owner.weapon_sensor
  3221→          owner.collider\set_density 0, owner.weapon_sensor
  3222→          owner.timer\after owner.boomerang_cooldown, 'boomerang_cooldown', -> owner.boomerang_ready = true
  3223→          owner.cooldown_bar\activate owner.boomerang_cooldown
  3224→          @\kill!

OK, here's the pattern. I need to understand the flow:

  1. Ball has @boomerang_damage (starts at 1)
  2. When the boomerang hits an enemy for the first time during a throw → show "+1 dmg" text, but the current throw keeps using the old damage
  3. When the boomerang returns → increment @boomerang_damage by the number of +1 triggers (which is at most 1 per throw)

Actually, simpler: the +1 triggers once per throw (on first hit), and the damage increase applies on the next throw. So:

Here's what I'd add:

Ball constructor (add @boomerang_damage = 1): yuescript @boomerang_damage = 1

boomerang_fire (pass damage to projectile): yuescript boomerang_damage: @boomerang_damage

Projectile constructor (store damage): yuescript @damage = args.boomerang_damage or 1 @boomerang_damage_triggered = false

Boomerang sensor hit (trigger +1 once per throw): yuescript unless projectile_object.boomerang_damage_triggered projectile_object.boomerang_damage_triggered = true owner.boomerang_damage += 1 @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"

Weapon UI stat (show current boomerang_damage instead of thrust_damage): Already shows "HITS" — should it show the damage number instead?

Does this look right?

UI should show THROW DMG

Grep (boomerang.HITS|HITS.boomerang|weapon_type.boomerang.stat|boomerang.*stat)

No matches found

Grep (thrust_damage|HITS|THROW)

1027:      -- Apply damage (thrust hits use thrust_damage)
1028:      damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
1045:        attacker.thrust_damage += 1
1428:      @thrust_damage = 1  -- increases by 1 per successful thrust hit
2544:      value1 = string.format("%d", my_ball.thrust_damage)
2555:      effects\text "HITS", 'lana', left_x, 0, white!

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2535→      effects\text "ATTACKS/S", 'lana', left_x, -6, white!
  2536→      value1 = string.format("%.2f", attacks_per_second)
  2537→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
  2538→      -- Row 2
  2539→      effects\text "BURST CHANCE", 'lana', left_x, 6, white!
  2540→      value2 = string.format("%d%%", burst_chance)
  2541→      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
  2542→    elseif @weapon_type == 'sword'
  2543→      effects\text "THRUST DMG", 'lana', left_x, 0, white!
  2544→      value1 = string.format("%d", my_ball.thrust_damage)
  2545→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2546→    elseif @weapon_type == 'bow'
  2547→      effects\text "ARROWS/SHOT", 'lana', left_x, 0, white!
  2548→      value1 = string.format("%d", my_ball.arrows_per_shot)
  2549→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2550→    elseif @weapon_type == 'saw'
  2551→      effects\text "HIT INTERVAL", 'lana', left_x, 0, white!
  2552→      value1 = string.format("%dms", math.floor(my_ball.saw_hit_interval*1000 + 0.5))
  2553→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2554→    elseif @weapon_type == 'boomerang'
  2555→      effects\text "HITS", 'lana', left_x, 0, white!
  2556→      value1 = string.format("%d", my_ball.hits_landed)
  2557→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2558→    else  -- dagger
  2559→      rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
  2560→      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
  2561→      value1 = string.format("%.2f", rotations_per_second)
  2562→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  2563→    effects\pop!
  2564→

Now let me also read the boomerang block in the ball constructor to find where to add @boomerang_damage:

Grep (boomerang_cooldown.*3.0)

1523:      @boomerang_cooldown = 3.0

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1520→      @hit_stop_multiplier = 1.0
  1521→      @hit_particle_multiplier = 1.0
  1522→      @camera_shake_multiplier = 1.0
  1523→      @boomerang_cooldown = 3.0
  1524→      @boomerang_thrown = false
  1525→
  1526→
  1527→    @\add collider 'ball', 'dynamic', 'circle', @radius

Now let me read the boomerang_fire method to see where to pass damage:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2196→
  2197→    hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
  2198→    hit and hit.object.team != @team
  2199→
  2200→  boomerang_fire: =>
  2201→    @boomerang_ready = false
  2202→    @boomerang_thrown = true
  2203→    @spring\pull 'weapon', 0.6, 3, 0.7
  2204→    -- Destroy weapon shapes so ball is defenseless while boomerang is out
  2205→    @collider\destroy_shape @weapon_shape
  2206→    @collider\destroy_shape @weapon_sensor
  2207→    -- Spawn boomerang projectile from weapon tip
  2208→    spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
  2209→    spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
  2210→    -- Randomly throw up or down, turn rate curves it back
  2211→    side = an.random\sign!
  2212→    @parent.projectiles\add projectile spawn_x, spawn_y,
  2213→      projectile_type: 'boomerang'
  2214→      direction: @angle
  2215→      team: @team

Read (E:\a327ex\emoji-ball-battles\main.yue)

  2215→      team: @team
  2216→      flash_on_spawn: true
  2217→      boomerang_scale: @weapon_scale
  2218→      boomerang_rotation_offset: @weapon_rotation_offset
  2219→      boomerang_start_angle: @angle + @weapon_rotation_offset
  2220→      boomerang_angle_offset: side*math.pi/4
  2221→      boomerang_turn_rate: -side*3.5
  2222→
  2223→  flash_ball: (duration=0.15) =>
  2224→    @ball_flashing = true

Now let me find the projectile constructor boomerang section:

Grep (@damage = args.boomerang_damage|projectile_type.*boomerang)

2213:      projectile_type: 'boomerang'
3132:    elseif @projectile_type == 'boomerang'
3158:    if @projectile_type == 'boomerang'
3192:    if @projectile_type == 'boomerang'
3247:    if @projectile_type != 'boomerang'
3267:    elseif @projectile_type == 'boomerang'
3304:        if @projectile_type != 'boomerang'

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3132→    elseif @projectile_type == 'boomerang'
  3133→      @w = 12
  3134→      @h = 12
  3135→      @boomerang_spin = args.boomerang_start_angle or 0
  3136→      @boomerang_spin_speed = 12*math.pi
  3137→      @boomerang_scale = args.boomerang_scale or 20/512
  3138→      @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
  3139→      @boomerang_time = 0
  3140→      @boomerang_min_time = 0.5
  3141→      @boomerang_speed = 350
  3142→      @boomerang_angle_offset = args.boomerang_angle_offset or math.pi/4
  3143→      @boomerang_move_angle = @direction + @boomerang_angle_offset
  3144→      @boomerang_turn_rate = args.boomerang_turn_rate or -3.5  -- radians/s, negative = clockwise
  3145→      @boomerang_returning = false
  3146→      @boomerang_homing_strength = 0.42  -- seconds to cover 90% of angle to owner
  3147→      @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
  3148→      @collider\set_position @x, @y
  3149→      @collider\set_gravity_scale 0
  3150→      @collider\set_friction 0
  3151→      @collider\set_density 0.1
  3152→      @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
  3153→    @collider\set_bullet true  -- continuous collision detection
  3154→
  3155→    -- Sensor shape for ball detection (passes through balls)
  3156→    sensor_w = @w
  3157→    sensor_h = @h
  3158→    if @projectile_type == 'boomerang'
  3159→      @ball_sensor = @collider\add_box 'boomerang_sensor', sensor_w, sensor_h, {sensor: true}

Good, I have all the pieces. Now making all the edits:

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 file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

<tool_use_error>Found 2 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String:       -- Track hit for projectile owner
      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
      owner.hits_landed += 1
      owner.weapon_ui\landed_hit! if owner.weapon_ui</tool_use_error>

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Four of five edits succeeded. The sensor hit edit needs more context to be unique. Let me find it:

Read (E:\a327ex\emoji-ball-battles\main.yue)

   943→      ball_object\take_damage damage
   944→
   945→      -- Track hit for projectile owner
   946→      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
   947→      owner.hits_landed += 1
   948→      owner.weapon_ui\landed_hit! if owner.weapon_ui
   949→
   950→      -- headless: log boomerang hit
   951→      @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
   952→
   953→      -- Spawn star particles at hit location
   954→      x = (projectile_object.x + ball_object.x)/2
   955→      y = (projectile_object.y + ball_object.y)/2
   956→      for i = 1, an.random\int 1, 3
   957→        @effects\add star_particle x, y,

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

All five edits done. Summary of changes:

  1. Ball constructor: Added @boomerang_damage = 1
  2. boomerang_fire: Passes boomerang_damage: @boomerang_damage to the projectile
  3. Projectile constructor: Stores @damage = args.boomerang_damage or 1 and @boomerang_damage_triggered = false
  4. Boomerang sensor hit: On first hit per throw, increments owner.boomerang_damage += 1 and shows "+1 dmg" text
  5. Weapon UI: Shows "THROW DMG" with my_ball.boomerang_damage value

Let's make sure that the boomerang projectile can also affect plants if it isn't.

Grep (plant.projectile|projectile.plant|sensor.*plant)

243:an\physics_sensor 'projectile_sensor', 'plant_ghost'
252:an\physics_sensor 'weapon_hitbox', 'plant_ghost'
253:an\physics_sensor 'plant_ghost', 'ball'
1123:    for event in *an\sensor_begin_events 'plant_ghost', 'ball'
1133:    for event in *an\sensor_begin_events 'weapon_hitbox', 'plant_ghost'
1145:    for event in *an\sensor_begin_events 'projectile_sensor', 'plant_ghost'

The boomerang uses boomerang_sensor instead of projectile_sensor, so it won't interact with plant_ghost. Let me check how the projectile-plant interaction works:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1145→    for event in *an\sensor_begin_events 'projectile_sensor', 'plant_ghost'
  1146→      projectile_object = event.a
  1147→      plant_object = event.b
  1148→      vx, vy = projectile_object.collider\get_velocity!
  1149→      plant_object\apply_moving_force math.sign(vx), math.abs(vx)
  1150→      -- Sound
  1151→      an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
  1152→
  1153→  update: (dt) =>
  1154→    @time_since_last_hit += dt
  1155→
  1156→    -- headless: step counter and battle-end detection
  1157→    @headless_step_count += 1
  1158→    unless @headless_battle_over
  1159→      if @player_ball.dead or (@player_ball.hp and @player_ball.hp <= 0)
  1160→        @headless_battle_over = true
  1161→        @headless_winner = 'enemy'
  1162→        @headless_winner_hp = math.max 0, @enemy_ball.hp
  1163→      if @enemy_ball.dead or (@enemy_ball.hp and @enemy_ball.hp <= 0)
  1164→        @headless_battle_over = true

Need to add boomerang_sensor to plant_ghost sensor pair and add a handling loop. Let me read where the physics sensor declarations are:

Read (E:\a327ex\emoji-ball-battles\main.yue)

   248→an\physics_tag 'boomerang_projectile'
   249→an\physics_tag 'boomerang_sensor'
   250→an\physics_sensor 'boomerang_sensor', 'ball'
   251→an\physics_sensor 'weapon_hitbox', 'ball'
   252→an\physics_sensor 'weapon_hitbox', 'plant_ghost'
   253→an\physics_sensor 'plant_ghost', 'ball'
   254→
   255→-- Render and composite layers

Two changes needed — add the sensor pair declaration and the event handling loop:

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. Added boomerang_sensor/plant_ghost sensor pair and a matching event loop so the boomerang projectile rustles plants as it passes through, same as regular projectiles.

The parry hit effect that gets spawned between anyone and boomerang needs to be fixed to take into account the offsets used by boomerang too.

Grep (parry|hit_effect|weapon_hitbox.weapon_hitbox|weapon.weapon.*sensor)

744:      -- headless: log parry event
745:      @headless_events[] = {step: @headless_step_count, type: 'parry', ball_a: ball_a.team, ball_b: ball_b.team, weapon_a: ball_a.weapon_type, weapon_b: ball_b.weapon_type}
763:      @\hit_effect event.point_x, event.point_y, hit_multiplier
833:    -- Projectile-weapon collision: parry
864:      -- headless: log projectile parry
866:      @headless_events[] = {step: @headless_step_count, type: 'parry', ball_a: ball_object.team, ball_b: headless_projectile_owner.team, weapon_a: ball_object.weapon_type, weapon_b: headless_projectile_owner.weapon_type}
882:      -- Boost arrow velocity on parry and enable gravity
894:      @\hit_effect event.point_x, event.point_y
984:    -- Spiral projectile-weapon sensor: parry (no physical effect on weapon)
992:      -- Melee weapons destroy spiral projectiles instead of parrying
1017:      @\hit_effect projectile_object.x, projectile_object.y
1061:      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1079:      hits = an\query_box hx, hy, saw_ball.weapon_hitbox_length, saw_ball.weapon_hitbox_width, saw_ball.angle, 'ball'
1114:            @\hit_effect effect_x, effect_y, saw_ball.hit_particle_multiplier
1198:  hit_effect: (x, y, multiplier=1.0) =>
1200:    hit_effect_chance = 35 + 65*probability  -- 35% at rapid hits, 100% at fresh hit
1202:    if an.random\bool hit_effect_chance
1203:      @effects\add hit_effect x, y, {scale: 1.35*multiplier}
1506:      @weapon_weight = 2.0  -- resists parry rotation changes strongly
1550:    @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy}
1555:    @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
1932:      debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
2624:      my_arena.effects\add hit_effect @weapon_x + an.random\float(-6, 10), @weapon_y - an.random\float(0, 8), {scale: an.random\float(1.0, 1.25)}
2626:      my_arena.effects\add hit_effect @weapon_x + an.random\float(0, 12), @weapon_y - an.random\float(0, 8), {scale: an.random\float(1.0, 1.25)}
2628:      my_arena.effects\add hit_effect @weapon_x - an.random\float(0, 12), @weapon_y + an.random\float(0, 12), {scale: an.random\float(1.0, 1.25)}
3080:class hit_effect extends object
3182:    -- Spiral: additional sensor for weapon parry detection (no physical collision)
3184:      @weapon_sensor = @collider\add_box 'spiral_weapon_sensor', @w, @h, {sensor: true}
3234:          owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
3237:          owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
... [9 more lines]

Let me look at the weapon-weapon parry code and the melee hit effect position calculation:

Read (E:\a327ex\emoji-ball-battles\main.yue)

   720→      ball_a.collider\set_velocity vx_a, vy_a
   721→      ball_b.collider\set_velocity vx_b, vy_b
   722→
   723→      -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
   724→      -- Scale the rotation change from collision by 1/weight^2
   725→      av_a = ball_a.collider\get_angular_velocity!
   726→      av_b = ball_b.collider\get_angular_velocity!
   727→      change_a = av_a - ball_a.last_angular_velocity
   728→      change_b = av_b - ball_b.last_angular_velocity
   729→      scaled_change_a = change_a / ball_a.weapon_weight^2
   730→      scaled_change_b = change_b / ball_b.weapon_weight^2
   731→      av_a = ball_a.last_angular_velocity + scaled_change_a
   732→      av_b = ball_b.last_angular_velocity + scaled_change_b
   733→      ball_a.collider\set_angular_velocity av_a
   734→      ball_b.collider\set_angular_velocity av_b
   735→
   736→      -- Cap angular velocity to prevent extremely fast spins
   737→      av_a = ball_a.collider\get_angular_velocity!
   738→      av_b = ball_b.collider\get_angular_velocity!
   739→      if math.abs(av_a) > ball_a.max_angular_velocity
   740→        ball_a.collider\set_angular_velocity math.sign(av_a)*ball_a.max_angular_velocity
   741→      if math.abs(av_b) > ball_b.max_angular_velocity
   742→        ball_b.collider\set_angular_velocity math.sign(av_b)*ball_b.max_angular_velocity
   743→
   744→      -- headless: log parry event
   745→      @headless_events[] = {step: @headless_step_count, type: 'parry', ball_a: ball_a.team, ball_b: ball_b.team, weapon_a: ball_a.weapon_type, weapon_b: ball_b.weapon_type}
   746→
   747→      -- Flash both weapons
   748→      ball_a\flash_weapon!
   749→      ball_b\flash_weapon!
... [20 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

  1047→      if attacker.weapon_type == 'dagger'
  1048→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
  1049→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
  1050→      elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
  1051→        attacker.thrust_hit_this_thrust = true
  1052→        attacker.thrust_damage += 1
  1053→        @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
  1054→      -- Hit effect on defender's edge, facing the weapon
  1055→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
  1056→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
  1057→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
  1058→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
  1059→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
  1060→
  1061→      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
  1062→      @\hit_stop 0.15*attacker.hit_stop_multiplier
  1063→      an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
  1064→      if attacker.thrusting
  1065→        for i = 1, an.random\int 4, 7
  1066→          @effects\add star_particle effect_x, effect_y, {multiplier: 1.3, flash_on_spawn: true}
  1067→
  1068→    -- Saw: per-frame contact detection and damage
  1069→    for saw_ball in *[@player_ball, @enemy_ball]
  1070→      continue unless saw_ball.weapon_type == 'saw' and saw_ball.parent
  1071→      local other_ball = if saw_ball.team == 'player' then @enemy_ball else @player_ball

I see two places where the boomerang's offset matters:

  1. Line 763 — Weapon-weapon parry uses event.point_x, event.point_y (the physics contact point), so that should already be correct since Box2D reports the actual collision point.

  2. Lines 1055-1056 — Melee weapon-ball hit effect calculates weapon position as attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle), but the boomerang has a perpendicular offset (weapon_hitbox_offset_y = 6) that's not accounted for here. However, this code is skipped for boomerang (continue if attacker.weapon_type == 'boomerang' at line 1025).

The weapon-weapon parry at line 763 uses the physics contact point directly, which should be correct. Let me check — is there any other hit effect related to the boomerang that uses the weapon position without the perpendicular offset?

Read (E:\a327ex\emoji-ball-battles\main.yue)

   833→    -- Projectile-weapon collision: parry
   834→    for event in *an\collision_begin_events 'projectile', 'weapon'
   835→      projectile_object = event.a
   836→      ball_object = event.b  -- ball that owns the weapon
   837→
   838→      -- Skip if hitting same team's weapon
   839→      continue if ball_object.team == projectile_object.team
   840→
   841→      vx, vy = projectile_object.collider\get_velocity!
   842→      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
   843→
   844→      -- Spawn deflected arrow visual before hit kills the projectile
   845→      if projectile_object.projectile_type == 'arrow'
   846→        av = ball_object.collider\get_angular_velocity!
   847→        -- Reflect arrow velocity off weapon surface
   848→        nx = -math.sin(ball_object.angle)
   849→        ny = math.cos(ball_object.angle)
   850→        dot = vx*nx + vy*ny
   851→        reflect_vx = vx - 2*dot*nx
   852→        reflect_vy = vy - 2*dot*ny
   853→        -- Scale magnitude by weapon rotation speed
   854→        arrow_speed = math.length(vx, vy)
   855→        speed_multiplier = math.remap(math.abs(av), 0, 20, 0.3, 1.0)
   856→        deflect_speed = arrow_speed*speed_multiplier
   857→        reflect_len = math.length(reflect_vx, reflect_vy)
   858→        deflect_vx = reflect_vx/reflect_len*deflect_speed
   859→        deflect_vy = reflect_vy/reflect_len*deflect_speed
   860→        -- @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
   861→
   862→      projectile_object\hit intensity, 'weapon'
... [40 more lines]

Now let me check the boomerang sensor hit effect location — it uses the midpoint between projectile and ball, which should be fine. Let me also check if there's a boomerang_projectile/weapon collision event:

Grep (boomerang_projectile.weapon|weapon.boomerang_projectile)

No matches found

Grep (boomerang_projectile)

248:an\physics_tag 'boomerang_projectile'
3165:      @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h

So the boomerang_projectile tag has no collision or sensor pairs with weapon — meaning enemy weapons can't parry the boomerang projectile. The parry hit effect the user is talking about must be the weapon-weapon parry (line 763) where the boomerang's melee hitbox on the ball clashes with the enemy's weapon. That uses event.point_x, event.point_y from Box2D, which should be the actual contact point.

Wait — the user said "between anyone and boomerang." Could they mean the boomerang sensor hitting balls? Let me re-read that hit effect:

Read (E:\a327ex\emoji-ball-battles\main.yue)

   960→      -- Spawn star particles at hit location
   961→      x = (projectile_object.x + ball_object.x)/2
   962→      y = (projectile_object.y + ball_object.y)/2
   963→      for i = 1, an.random\int 1, 3
   964→        @effects\add star_particle x, y,
   965→          flash_on_spawn: true
   966→
   967→    -- Spiral projectile-wall collision: kill on contact with effects
   968→    for event in *an\collision_begin_events 'spiral_projectile', 'wall'
   969→      projectile_object = event.a

I'm not sure which specific hit effect the user means. Let me ask for clarification since there are multiple possibilities.

AskUserQuestion

User has answered your questions: "Which parry hit effect specifically? I see a few possibilities: (1) weapon-weapon parry at line 763 uses Box2D contact point directly, (2) the boomerang projectile hitting a ball uses midpoint at lines 961-962, or (3) the melee weapon-ball hit effect at lines 1055-1056 is skipped for boomerang. Which one needs fixing?"="Weapon-weapon parry". You can now continue with the user's answers in mind.

The weapon-weapon parry at line 763 uses event.point_x, event.point_y — the contact point reported by Box2D. Since the boomerang's hitbox is physically offset via offset_y: hitbox_oy in the Box2D shape, the contact point should already account for that offset in the physics.

Is the issue that the hit effect is visually appearing in the wrong spot? If so, it might be that the contact point from Box2D is correct but perhaps the visual doesn't match because of something else. Let me look at the full weapon-weapon parry event to check what tags are involved:

Read (E:\a327ex\emoji-ball-battles\main.yue)

   695→      vx_b, vy_b = ball_b.collider\get_velocity!
   696→      vx_a = vx_a*@weapon_energy_boost
   697→      vy_a = vy_a*@weapon_energy_boost
   698→      vx_b = vx_b*@weapon_energy_boost
   699→      vy_b = vy_b*@weapon_energy_boost
   700→
   701→      -- Apply weapon weight: heavier weapons move slower after collisions
   702→      vx_a = vx_a / ball_a.weapon_weight
   703→      vy_a = vy_a / ball_a.weapon_weight
   704→      vx_b = vx_b / ball_b.weapon_weight
   705→      vy_b = vy_b / ball_b.weapon_weight
   706→
   707→      -- Cap speed at @max_ball_speed
   708→      speed_a = math.length(vx_a, vy_a)
   709→      if speed_a > @max_ball_speed
   710→        scale = @max_ball_speed/speed_a
   711→        vx_a = vx_a*scale
   712→        vy_a = vy_a*scale
   713→
   714→      speed_b = math.length(vx_b, vy_b)
   715→      if speed_b > @max_ball_speed
   716→        scale = @max_ball_speed/speed_b
   717→        vx_b = vx_b*scale
   718→        vy_b = vy_b*scale
   719→
   720→      ball_a.collider\set_velocity vx_a, vy_a
   721→      ball_b.collider\set_velocity vx_b, vy_b
   722→
   723→      -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
   724→      -- Scale the rotation change from collision by 1/weight^2

Read (E:\a327ex\emoji-ball-battles\main.yue)

   677→      intensity = math.remap combined_speed, 0, 800, 0, 1
   678→
   679→      -- Spring pull on both balls
   680→      ball_a.spring\pull 'hit', intensity*0.4, 3, 0.7
   681→      ball_b.spring\pull 'hit', intensity*0.4, 3, 0.7
   682→
   683→    -- Weapon-weapon collision handling
   684→    for event in *an\collision_begin_events 'weapon', 'weapon'
   685→      ball_a, ball_b = event.a, event.b
   686→
   687→      -- Reset angular velocity guardrails (let physics do its thing)
   688→      ball_a.time_above_base = 0
   689→      ball_a.time_below_base = 0
   690→      ball_b.time_above_base = 0
   691→      ball_b.time_below_base = 0
   692→
   693→      -- Apply energy boost to compensate for collision energy loss
   694→      vx_a, vy_a = ball_a.collider\get_velocity!
   695→      vx_b, vy_b = ball_b.collider\get_velocity!
   696→      vx_a = vx_a*@weapon_energy_boost

The weapon-weapon collision at line 684 uses 'weapon', 'weapon' tags. The boomerang's weapon shape is tagged 'weapon' (same as all other weapons), so it does participate in this parry. The hit effect uses event.point_x, event.point_y — the Box2D contact point. Since the boomerang's hitbox shape is physically offset in Box2D with offset_y: hitbox_oy, the contact point from Box2D should already be at the correct physical location.

AskUserQuestion

User has answered your questions: "The weapon-weapon parry uses `event.point_x, event.point_y` from Box2D's contact point, which should already reflect the physical hitbox position (including the offset_y). Is the hit effect appearing in the wrong place visually, or is there a different issue you're seeing?"="Wrong position". You can now continue with the user's answers in mind.

Let me check how the engine constructs collision events to understand what event.point_x and event.point_y actually represent:

Grep (point_x|point_y|contactData|manifold)

499:    float point_x;      // Contact point (pixels)
500:    float point_y;
523:    float point_x;      // Contact point (pixels)
524:    float point_y;
643:        // Get contact manifold for contact point and normal
646:        if (contact_count > 0 && contact_data.manifold.pointCount > 0) {
648:            ev->point_x = contact_data.manifold.points[0].point.x * pixels_per_meter;
649:            ev->point_y = contact_data.manifold.points[0].point.y * pixels_per_meter;
650:            ev->normal_x = contact_data.manifold.normal.x;
651:            ev->normal_y = contact_data.manifold.normal.y;
654:            ev->point_x = 0;
655:            ev->point_y = 0;
694:        ev->point_x = e->point.x * pixels_per_meter;
695:        ev->point_y = e->point.y * pixels_per_meter;
6246:// physics_get_collision_begin(tag_a, tag_b) -> array of {body_a, body_b, shape_a, shape_b, tag_a, tag_b, point_x, point_y, normal_x, normal_y}
6293:            lua_pushnumber(L, e->point_x);
6294:            lua_setfield(L, -2, "point_x");
6295:            lua_pushnumber(L, e->point_y);
6296:            lua_setfield(L, -2, "point_y");
6368:// physics_get_hit(tag_a, tag_b) -> array of {body_a, body_b, shape_a, shape_b, tag_a, tag_b, point_x, point_y, normal_x, normal_y, approach_speed}
6415:            lua_pushnumber(L, e->point_x);
6416:            lua_setfield(L, -2, "point_x");
6417:            lua_pushnumber(L, e->point_y);
6418:            lua_setfield(L, -2, "point_y");
6895:// physics_raycast(x1, y1, x2, y2, tags) -> {body, shape, point_x, point_y, normal_x, normal_y, fraction} or nil
6943:    lua_setfield(L, -2, "point_x");
6945:    lua_setfield(L, -2, "point_y");
6960:// physics_raycast_all(x1, y1, x2, y2, tags) -> array of {body, shape, point_x, point_y, normal_x, normal_y, fraction}
7003:        lua_setfield(L, -2, "point_x");
7005:        lua_setfield(L, -2, "point_y");

The contact point comes from contact_data.manifold.points[0].point — that's Box2D's world-space contact point, which should already include shape offsets. The physics is correct.

But wait — the issue might be that when the manifold has no points (line 654), point_x and point_y fall back to 0,0. Let me check if that's happening. Or perhaps the contact point is technically correct but visually misaligned because of how sensors vs physical shapes interact.

Actually, let me reconsider the user's original statement: "the parry hit effect that gets spawned between anyone and boomerang needs to be fixed to take into account the offsets." Maybe the issue isn't the Box2D contact point — maybe when the boomerang is thrown and comes back, the weapon shapes get recreated but with some issue. Or maybe the problem is visible when the boomerang is NOT thrown and the weapon-weapon parry happens, and the contact point from Box2D is slightly off from the visual because the visual uses weapon_perpendicular_offset while the hitbox uses weapon_hitbox_offset_y with a potentially different value.

Let me check the values:

Grep (weapon_perpendicular_offset|weapon_hitbox_offset_y)

1411:      @weapon_perpendicular_offset = 2
1429:      @weapon_perpendicular_offset = 0
1452:      @weapon_perpendicular_offset = 0
1479:      @weapon_perpendicular_offset = 0
1497:      @weapon_perpendicular_offset = 0
1523:      @weapon_perpendicular_offset = 6
1525:      @weapon_hitbox_offset_y = 8
1549:    hitbox_oy = @weapon_hitbox_offset_y or 0
1850:    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1851:    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1926:    hitbox_oy = @weapon_hitbox_offset_y or 0
3233:          hitbox_oy = owner.weapon_hitbox_offset_y or 0

The boomerang has weapon_perpendicular_offset = 6 (visual) and weapon_hitbox_offset_y = 8 (physics). These are different values, so there's already a visual/physics mismatch. But that's a separate issue.

The contact point from Box2D at the hitbox is world-space correct. The user says it appears wrong. Since Box2D's manifold contact point is definitely world-space, the issue might be subtle. Let me re-read lines 648-649 more carefully:

Read (E:\a327ex\Anchor\engine\src\anchor.c)

   630→
   631→        int tag_a = physics_get_shape_tag(e->shapeIdA);
   632→        int tag_b = physics_get_shape_tag(e->shapeIdB);
   633→        if (tag_a < 0 || tag_b < 0) continue;
   634→
   635→        PhysicsContactBeginEvent* ev = &contact_begin_events[contact_begin_count++];
   636→        ev->shape_a = e->shapeIdA;
   637→        ev->shape_b = e->shapeIdB;
   638→        ev->body_a = b2Shape_GetBody(e->shapeIdA);
   639→        ev->body_b = b2Shape_GetBody(e->shapeIdB);
   640→        ev->tag_a = tag_a;
   641→        ev->tag_b = tag_b;
   642→
   643→        // Get contact manifold for contact point and normal
   644→        b2ContactData contact_data;
   645→        int contact_count = b2Shape_GetContactData(e->shapeIdA, &contact_data, 1);
   646→        if (contact_count > 0 && contact_data.manifold.pointCount > 0) {
   647→            // Use first contact point (there can be up to 2 for polygon-polygon)
   648→            ev->point_x = contact_data.manifold.points[0].point.x * pixels_per_meter;
   649→            ev->point_y = contact_data.manifold.points[0].point.y * pixels_per_meter;
   650→            ev->normal_x = contact_data.manifold.normal.x;
   651→            ev->normal_y = contact_data.manifold.normal.y;
   652→        } else {
   653→            // Fallback: no contact data available
   654→            ev->point_x = 0;
   655→            ev->point_y = 0;
   656→            ev->normal_x = 0;
   657→            ev->normal_y = 0;
   658→        }
   659→    }

This looks correct — it's getting the manifold contact point which is in world space and should account for shape offsets. The contact point from Box2D 3.1 is world-space.

I'm uncertain about what's causing the visual mismatch. It might be that the weapon_perpendicular_offset (6) and weapon_hitbox_offset_y (8) being different values causes a noticeable gap between where the weapon visually is and where the collision actually happens. Should I align these values, or is the issue something else entirely?

AskUserQuestion

User has answered your questions: "The Box2D contact point should already be in world space including shape offsets. I notice the boomerang has `weapon_perpendicular_offset = 6` (visual) but `weapon_hitbox_offset_y = 8` (physics hitbox) — these being different could cause visual mismatch. Is the issue that the hit effect appears offset from where the weapons visually collide, or is there something else going on?"="Let's leave it for now." user notes: Let's leave it for now.. You can now continue with the user's answers in mind.

Got it, leaving the parry hit effect as-is for now. What's next?

Let's make it so that while the boomerang is flying, dagger swing sound effects are constantly playing. They need to get a bit quieter as the boomerang reaches the apex, then get louder again as it comes back. The frequency of the sounds playing also needs to match the boomerang's spin.

Grep (swing.sound|sound.swing|dagger.*sound|can_swing_sound)

198:an\sound 'dagger_swing_1', 'assets/dagger_swing_1.ogg'
199:an\sound 'dagger_swing_2', 'assets/dagger_swing_2.ogg'
200:an\sound 'dagger_swing_3', 'assets/dagger_swing_8.ogg'
201:an\sound 'dagger_swing_4', 'assets/dagger_swing_9.ogg'
202:an\sound 'dagger_swing_5', 'assets/dagger_swing_10.ogg'
207:an\sound 'sword_swing_1', 'assets/light_sword_swing_2.ogg'
208:an\sound 'sword_swing_2', 'assets/light_sword_swing_3.ogg'
209:an\sound 'sword_swing_3', 'assets/light_sword_swing_14.ogg'
210:an\sound 'sword_swing_4', 'assets/light_sword_swing_9.ogg'
755:      -- Reset swing sound timer for melee weapons
756:      ball_a.can_swing_sound_time = 0 if ball_a.weapon_class == 'melee'
757:      ball_b.can_swing_sound_time = 0 if ball_b.weapon_class == 'melee'
896:      ball_object.can_swing_sound_time = 0
1574:    -- Dagger swing sound tracking (for melee weapons)
1577:    @swing_sound_count = 0
1578:    @can_swing_sound_time = 1.33  -- starts expired, reset on weapon hits
1680:      @can_swing_sound_time += dt
1681:      if @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
1685:          @swing_sound_count = 0
1686:        elseif @swing_sound_count < 5
1688:          threshold = if @swing_sound_count == 0 then 0.07*2*math.pi else 2*math.pi
1691:            @swing_sound_count += 1
1692:            an\sound_play "sword_swing_#{an.random\int(1, 4)}", 0.7, an.random\float(0.95, 1.05)
1696:        @swing_sound_count = 0
1763:      @can_swing_sound_time += dt
1764:      if @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
1768:          @swing_sound_count = 0
1769:        elseif @swing_sound_count < 5
1771:          threshold = if @swing_sound_count == 0 then 0.07*2*math.pi else 2*math.pi
1774:            @swing_sound_count += 1
... [2 more lines]

Now let me read the boomerang projectile update code to understand the spin and movement timing:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3192→    @\add timer!
  3193→    @flashing = false
  3194→    if args.flash_on_spawn
  3195→      @flashing = true
  3196→      @timer\after 0.1, -> @flashing = false
  3197→
  3198→
  3199→  update: (dt) =>
  3200→    -- Spiral: set velocity from tracked angle and speed
  3201→    if @projectile_type == 'spiral'
  3202→      @spiral_time += dt
  3203→      @spiral_speed = math.lerp_dt 0.9, 1, dt, @spiral_speed, @spiral_target_speed
  3204→      @spiral_turn_rate -= @spiral_turn_decrease_rate*math.clamp((5 - @spiral_time)/1, 0, 1)*dt
  3205→
  3206→      @spiral_angle += @spiral_turn_rate*dt
  3207→      @collider\set_velocity @spiral_speed*math.cos(@spiral_angle), @spiral_speed*math.sin(@spiral_angle)
  3208→
  3209→    -- Boomerang: constant speed, rotating angle traces a circle, homing nudge on return
  3210→    if @projectile_type == 'boomerang'
  3211→      @boomerang_time += dt
  3212→      @boomerang_spin += @boomerang_spin_speed*dt
  3213→      owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
  3214→      if owner and owner.parent
  3215→        -- Detect return phase: past the halfway point of the circle
  3216→        if not @boomerang_returning and @boomerang_time >= math.pi/math.abs(@boomerang_turn_rate)
  3217→          @boomerang_returning = true
  3218→        if @boomerang_returning
  3219→          -- On return, home toward owner
  3220→          angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
  3221→          @boomerang_move_angle = math.lerp_angle_dt 0.9, @boomerang_homing_strength, dt, @boomerang_move_angle, angle_to_owner
... [20 more lines]

Key values:

The spin completes a full rotation every 2*math.pi / (12*math.pi) = 1/6 seconds. To match sounds to spin, I can track the spin angle and play a sound each full rotation (or half rotation for that whooshing feel).

For volume: distance to owner works well — quieter at max distance (apex), louder near owner.

Here's what I'd add to the boomerang update block:

-- Swing sound matched to spin
@boomerang_sound_angle += @boomerang_spin_speed*dt
if @boomerang_sound_angle >= 2*math.pi
  @boomerang_sound_angle -= 2*math.pi
  -- Volume: louder near owner, quieter at apex
  max_d = 300
  volume = 0.3 + 0.5*(1 - math.clamp(d/max_d, 0, 1))
  an\sound_play "dagger_swing_#{an.random\int(1, 5)}", volume, an.random\float(0.95, 1.05)

And in the constructor: yuescript @boomerang_sound_angle = 0

One issue: d is only computed inside the if d < 15 check. I'd need to compute it earlier. Actually looking again, d is computed at line 3228 unconditionally (it's only the if d < 15 that's conditional). But the sound code needs to go before the @\kill! call. Let me place it right after velocity is set and before the distance check.

Does this approach look right? One sound per full spin rotation, volume scaled by distance to owner (0.8 close, 0.3 far).

How do you know max_d is 300?

I don't — I guessed. I can estimate it from the circle geometry: radius = speed / |turn_rate| = 336 / 3.5 ≈ 96 pixels, so diameter ≈ 192. With the 45-degree offset angle the max distance from the owner would be roughly in that range, but it varies with ball movement.

Rather than hardcode a guess, I could just track the max distance seen so far during the throw and normalize against that:

@boomerang_max_distance = 0

-- in update:
if d > @boomerang_max_distance
  @boomerang_max_distance = d
volume = 0.3 + 0.5*(1 - math.clamp(d/@boomerang_max_distance, 0, 1))

This way it adapts naturally — no magic number. Does that seem better?

Yes.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3160→      @boomerang_turn_rate = args.boomerang_turn_rate or -3.5  -- radians/s, negative = clockwise
  3161→      @boomerang_returning = false
  3162→      @boomerang_homing_strength = 0.42
  3163→      @damage = args.boomerang_damage or 1
  3164→      @boomerang_damage_triggered = false  -- seconds to cover 90% of angle to owner
  3165→      @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
  3166→      @collider\set_position @x, @y
  3167→      @collider\set_gravity_scale 0
  3168→      @collider\set_friction 0
  3169→      @collider\set_density 0.1

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3224→          @boomerang_move_angle += @boomerang_turn_rate*dt
  3225→        -- Set velocity from angle and constant speed
  3226→        @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
  3227→        -- Check if close enough to owner to catch
  3228→        d = math.distance @x, @y, owner.x, owner.y
  3229→        if d < 15 and @boomerang_time >= @boomerang_min_time
  3230→          owner.boomerang_thrown = false
  3231→          owner.spring\pull 'weapon', 0.4, 3, 0.5
  3232→          -- Recreate weapon shapes
  3233→          hitbox_oy = owner.weapon_hitbox_offset_y or 0
  3234→          owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
  3235→          owner.collider\set_restitution 1, owner.weapon_shape
  3236→          owner.collider\set_density 0, owner.weapon_shape
  3237→          owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
  3238→          owner.collider\set_restitution 1, owner.weapon_sensor
  3239→          owner.collider\set_density 0, owner.weapon_sensor
  3240→          owner.timer\after owner.boomerang_cooldown, 'boomerang_cooldown', -> owner.boomerang_ready = true
  3241→          owner.cooldown_bar\activate owner.boomerang_cooldown
  3242→          @\kill!
  3243→      else
  3244→        -- Owner dead, just die
  3245→        @\kill!

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. The boomerang now plays a dagger swing sound once per full spin rotation (6 times/second at 12*math.pi spin speed). Volume ranges from 0.8 when close to the owner down to 0.3 at the furthest point of the throw, scaling dynamically based on the max distance reached.

Let's not have the distance calculation and just have the sounds at a fixed volume so I can hear.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. Fixed volume at 0.7, moved d back to before the catch check.

Print the distance to me every frame.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done.

OK, max is around 200 on most cases, although on some it can be 300. But let's use 200. At that point, it should be 50% off. Let's try just linear first to see what it sounds like.

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.

Wait, d is now computed after the sound block. Let me fix the ordering:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3226→        -- Set velocity from angle and constant speed
  3227→        @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
  3228→        -- Swing sound matched to spin
  3229→        @boomerang_sound_angle += @boomerang_spin_speed*dt
  3230→        if @boomerang_sound_angle >= 2*math.pi
  3231→          @boomerang_sound_angle -= 2*math.pi
  3232→          volume = 0.7*(1 - 0.5*math.clamp(d/200, 0, 1))
  3233→          an\sound_play "dagger_swing_#{an.random\int(1, 5)}", volume, an.random\float(0.95, 1.05)
  3234→        -- Check if close enough to owner to catch
  3235→        if d < 15 and @boomerang_time >= @boomerang_min_time
  3236→          owner.boomerang_thrown = false
  3237→          owner.spring\pull 'weapon', 0.4, 3, 0.5

Yes, d is used at line 3232 but not defined until... it's not defined anymore. I removed the d = math.distance line. Let me fix:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now let me verify the catch check no longer redefines d:

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3234→          volume = 0.7*(1 - 0.5*math.clamp(d/200, 0, 1))
  3235→          an\sound_play "dagger_swing_#{an.random\int(1, 5)}", volume, an.random\float(0.95, 1.05)
  3236→        -- Check if close enough to owner to catch
  3237→        if d < 15 and @boomerang_time >= @boomerang_min_time
  3238→          owner.boomerang_thrown = false

Good. d is computed once at the top, used by both the sound and the catch check. Volume goes from 0.7 at distance 0 to 0.35 at distance 200+.

It should be 75% instead of 50%.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. Volume now goes from 0.7 close to 0.175 at distance 200+.

No I meant, it should be higher volume at the peak. Instead of 50% volume, 75% volume. You made it lower now.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. Volume now goes from 0.7 close to 0.525 (75% of 0.7) at distance 200+.

Perfect, the boomerang is done. Thank you.

Great work! Here's a summary of everything the boomerang has:

Weapon on ball:

Firing:

Projectile:

Scaling:

Sound:

Other: