a327ex.com

EBB Bow

Summary

Session focused on implementing the bow weapon for emoji-ball-battles — visual rendering (bow image, bowstring, arrow on string, pull animation), refactoring weapon-specific code into explicit switches, and adding bow auto-fire with arrow projectiles.

Bow Visual Setup (image, orientation, bowstring):

Bow Pull Animation:

Weapon UI for Bow:

Weapon Code Refactoring:

Arrow Projectile:

Bow Auto-Fire System:

Bug Fixes:

Remaining TODO (added to todo.md):


Hello, let's continue with implementing the bow. @emoji-ball-battles\reference\bow-reference.md. Also read other relevant files for the project.

Let me read the relevant project files first.

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

<tool_use_error>File does not exist.</tool_use_error>

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>

Task (Find EBB project files)

[
  {
    "type": "text",
    "text": "Excellent! I found all the key files. Here's the comprehensive report:\n\n## Key Files for emoji-ball-battles Project\n\n### 1. **Engine Overview (Anchor Engine Overview.md)**\n- **Location:** `E:\\a327ex\\anchor.blot.im\\notes\\Anchor Engine Overview.md`\n- This is the high-level overview of the Anchor engine as referenced in CLAUDE.md\n\n### 2. **Framework API Quick Reference**\n- **Location:** `E:\\a327ex\\emoji-ball-battles\\docs\\FRAMEWORK_API_QUICK.md`\n- The compact function signatures for the framework specific to emoji-ball-battles\n\n### 3. **Main Game Code**\n- **Location:** `E:\\a327ex\\emoji-ball-battles\\main.yue`\n- The actual game code written in YueScript (also compiled to `main.lua` in the same directory)\n\n### Directory Structure Overview\nThe emoji-ball-battles project contains:\n```\nE:/a327ex/emoji-ball-battles/\n\u251c\u2500\u2500 main.yue              (main game code)\n\u251c\u2500\u2500 main.lua              (compiled from main.yue)\n\u251c\u2500\u2500 anchor.exe            (compiled engine)\n\u251c\u2500\u2500 yue.exe               (YueScript compiler)\n\u251c\u2500\u2500 docs/\n\u2502   \u251c\u2500\u2500 FRAMEWORK_API_QUICK.md\n\u2502   \u251c\u2500\u2500 FRAMEWORK_API.md\n\u2502   \u251c\u2500\u2500 ENGINE_API_QUICK.md\n\u2502   \u251c\u2500\u2500 ENGINE_API.md\n\u2502   \u251c\u2500\u2500 PHASE2_WEAPONS.md\n\u2502   \u2514\u2500\u2500 WEAPON_DESIGN.md\n\u251c\u2500\u2500 anchor/               (framework code)\n\u251c\u2500\u2500 assets/               (game assets)\n\u251c\u2500\u2500 reference/            (reference materials)\n\u2514\u2500\u2500 run.bat               (build script)\n```\n\n### Additional Resources Available\n- **Full Framework API:** `E:\\a327ex\\emoji-ball-battles\\docs\\FRAMEWORK_API.md` (detailed documentation with examples)\n- **Full Engine API:** `E:\\a327ex\\emoji-ball-battles\\docs\\ENGINE_API.md`\n- **Engine API Quick:** `E:\\a327ex\\emoji-ball-battles\\docs\\ENGINE_API_QUICK.md`\n\nAll the files you need are accessible and ready for review!"
  },
  {
    "type": "text",
    "text": "agentId: a1dc5a0 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 15503\ntool_uses: 8\nduration_ms: 23034</usage>"
  }
]

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 (39379 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.

The main.yue is large. Let me search for existing bow/arrow code and read relevant sections.

Grep (class.weapon|class.gun|class.sword|class.projectile|class.*bullet)

1760:class weapon_ui extends object
2061:class sword_flame extends object
2375:class projectile extends object

Grep (class.*extends object)

261:class arena extends object
1067:class ball extends object
1607:class hp_bar extends object
1639:class cooldown_bar extends object
1673:class hp_ui extends object
1760:class weapon_ui extends object
1916:class star_particle extends object
1943:class emoji_particle extends object
1992:class hit_circle extends object
2012:class boom_particle extends object
2031:class fire_particle extends object
2061:class sword_flame extends object
2262:class hit_particle extends object
2300:class afterimage extends object
2329:class dash_particle extends object
2356:class hit_effect extends object
2375:class projectile extends object
2443:class damage_number extends object
2488:class status_text extends object
2591:class emoji_text extends object
2648:class plant extends object
2793:class dying_plant extends object
2846:class wall extends object

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

1067→class ball extends object
  1068→  new: (@x, @y, @team, @weapon_type='dagger') =>
  1069→    super!
  1070→    @\tag 'ball'
  1071→    @image = @team == 'player' and an.images.cowboy or an.images.no_mouth
  1072→    @radius = 10
  1073→    @scale = 2*@radius/@image.width
  1074→    @scale = 1.125*@scale if @team == 'player' -- cowboy is visually larger
  1075→
  1076→    -- Weapon setup based on weapon_type
  1077→    if @weapon_type == 'gun'
  1078→      @weapon_class = 'ranged'
  1079→      @weapon_image = an.images.gun
  1080→      @weapon_visual_offset = 21
  1081→      @weapon_perpendicular_offset = 2
  1082→      @weapon_hitbox_offset = 21
  1083→      @weapon_hitbox_length = 20
  1084→      @weapon_hitbox_width = 12
  1085→      @weapon_scale = 18/512 -- gun.png is 512x512
  1086→      @weapon_scale_y = -18/512 -- y flipped
  1087→      @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
  1088→      @base_angular_velocity = 1.5*math.pi
  1089→      @max_angular_velocity = 3*math.pi
  1090→      @weapon_weight = 1.0
  1091→      @hit_stop_multiplier = 1.0
  1092→      @hit_particle_multiplier = 1.0
  1093→      @camera_shake_multiplier = 1.0
  1094→    elseif @weapon_type == 'sword'
  1095→      @weapon_class = 'melee'
  1096→      @weapon_image = an.images.sword
... [220 more lines]

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

1380→      game\pop!
  1381→
  1382→    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
  1383→    actual_offset = @weapon_visual_offset - @weapon_recoil_offset
  1384→    if @thrusting
  1385→      actual_offset += @radius*stretch_amount*squash_t*2
  1386→    perpendicular_angle = @angle - math.pi/2
  1387→    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
  1388→    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
  1389→    weapon_spring = @spring.weapon.x
  1390→    if @thrusting
  1391→      weapon_stretch = 1 + stretch_amount*squash_t*0.4
  1392→      weapon_squeeze = 1 - squeeze_amount*squash_t*0.4
  1393→      weapons\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze
  1394→      weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1395→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1396→      weapons\pop!
  1397→      weapons\pop!
  1398→    else
  1399→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1400→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1401→      weapons\pop!
  1402→
  1403→    -- Debug draw weapon hitbox
  1404→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1405→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1406→    debug_draw\push hitbox_x, hitbox_y, @angle
  1407→    -- debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1408→    debug_draw\pop!
  1409→
... [170 more lines]

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

1580→    @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
  1581→    @cooldown_bar\activate @thrust_cooldown
  1582→
  1583→  flash_ball: (duration=0.15) =>
  1584→    @ball_flashing = true
  1585→    @timer\after duration, 'ball_flash', -> @ball_flashing = false
  1586→
  1587→  -- Squash ball on wall collision: horizontal wall squashes y, vertical wall squashes x
  1588→  squash: (normal_x, normal_y, amount=0.3) =>
  1589→    if math.abs(normal_y) > math.abs(normal_x)
  1590→      -- Horizontal wall (floor/ceiling): squash y, stretch x
  1591→      @spring\pull 'squash_x', amount, 3, 0.5
  1592→      @spring\pull 'squash_y', -amount*0.5, 3, 0.5
  1593→    else
  1594→      -- Vertical wall (left/right): squash x, stretch y
  1595→      @spring\pull 'squash_y', amount, 3, 0.5
  1596→      @spring\pull 'squash_x', -amount*0.5, 3, 0.5
  1597→
  1598→  -- Start ball movement (called when game unpauses)
  1599→  start_moving: =>
  1600→    @collider\set_gravity_scale 1
  1601→    @collider\apply_impulse an.random\sign!*an.random\float(5, 10), an.random\float(-10, 10)
  1602→    @collider\set_angular_velocity @base_angular_velocity
  1603→
  1604→
  1605→
  1606→-- HP bar: temporary bar below entity (added as child)
  1607→class hp_bar extends object
  1608→  new: (args={}) =>
  1609→    super 'hp_bar'
... [70 more lines]

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

1760→class weapon_ui extends object
  1761→  new: (@team, weapon_type) =>
  1762→    super 'weapon_ui'
  1763→    @weapon_type = weapon_type
  1764→
  1765→    -- Emoji properties
  1766→    @emoji_x = if @team == 'player' then 59 else 421
  1767→    @emoji_y = 60
  1768→    @emoji_image = if @team == 'player' then an.images.cowboy else an.images.no_mouth
  1769→    @emoji_hit_image = if @team == 'player' then an.images.cowboy_hit else an.images.no_mouth_hit
  1770→    @emoji_scale = 20/512
  1771→    @emoji_scale *= 1.1 if @team == 'player'
  1772→    @showing_hit = false
  1773→    @emoji_oy = 0
  1774→
  1775→    -- Weapon properties
  1776→    @weapon_x = if @team == 'player' then 91 else 389
  1777→    @weapon_y = 60
  1778→    @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword else an.images.dagger
  1779→    @weapon_scale = 20/512
  1780→    @weapon_flip_x = if @team == 'player' then -1 else 1
  1781→
  1782→    -- Board properties
  1783→    -- @board_y = 102
  1784→    -- @board_scale = 102/512
  1785→
  1786→    -- Text properties
  1787→    @text_x = if @team == 'player' then 65 else 400
  1788→    @text_y = 92
  1789→    @text_oy = 0
... [170 more lines]

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

2375→class projectile extends object
  2376→  new: (@x, @y, args={}) =>
  2377→    super!
  2378→    @\tag 'projectile'
  2379→    @team = args.team  -- team that spawned this projectile
  2380→    @velocity = args.velocity or 10
  2381→    @direction = args.direction or 0
  2382→    @w = 15
  2383→    @h = 8
  2384→    @bounces = args.bounces or 0  -- starts at 0, increases with hits landed
  2385→
  2386→    -- Physics collider (physical shape for wall collision)
  2387→    @\add collider 'projectile', 'dynamic', 'box', @w, @h
  2388→    @collider\set_position @x, @y
  2389→    @collider\set_restitution 0.75
  2390→    @collider\set_friction 0
  2391→    @collider\set_gravity_scale 0.5
  2392→    @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
  2393→    @collider\set_density 0.4
  2394→    @collider\set_bullet true  -- continuous collision detection
  2395→
  2396→    -- Sensor shape for ball detection (passes through balls)
  2397→    @ball_sensor = @collider\add_box 'projectile_sensor', @w, @h, {sensor: true}
  2398→    @collider\set_density 0, @ball_sensor
  2399→
  2400→    -- Visual feedback
  2401→    @\add spring!
  2402→    @spring\add 'hit', 1
  2403→    @spring\pull 'hit', 0.3, 3, 0.5  -- pop on spawn
  2404→
... [70 more lines]

Now let me read the drawing section of ball to see how the weapon is rendered, plus the collision handling and weapon design doc.

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

1317→
  1318→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1319→    vx, vy = @collider\get_velocity!
  1320→    near_floor = @y + @radius > @parent.y + @parent.h - 20
  1321→    if near_floor
  1322→      @low_vy_time += dt
  1323→      if @low_vy_time > @low_vy_threshold and math.abs(vy) < 15
  1324→        @low_vy_time = 0
  1325→        @low_vy_threshold = an.random\float 0.5, 1.5
  1326→        @collider\apply_impulse math.sign(vx)*an.random\float(0, 6), -24
  1327→        -- Sound
  1328→        an\sound_play 'hop', 0.5, an.random\float(0.95, 1.05)
  1329→        -- Squash horizontally, stretch vertically (opposite of floor hit)
  1330→        @spring\pull 'squash_y', 0.5, 3, 0.5
  1331→        @spring\pull 'squash_x', -0.25, 3, 0.5
  1332→        -- Spawn dash particle at ball's bottom, direction opposite to velocity
  1333→        particle_angle = math.remap(vx, -100, 100, math.pi/4, 3*math.pi/4) + an.random\float(-math.pi/8, math.pi/8)
  1334→        @parent.effects\add dash_particle @x, @y + @radius, {direction: particle_angle}
  1335→    else
  1336→      @low_vy_time = 0
  1337→
  1338→    -- Draw ball
  1339→    squash_x = @spring.squash_x.x
  1340→    squash_y = @spring.squash_y.x
  1341→    hit_scale = @spring.hit.x
  1342→
  1343→    -- Thrust squash values (used by both ball and weapon draw)
  1344→    squash_t, stretch_amount, squeeze_amount = 0, 0, 0
  1345→    if @thrusting
  1346→      squash_t = math.sin(@thrust_progress*math.pi)
... [40 more lines]

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

770→
   771→      -- Skip if hitting same team
   772→      continue if ball_object.team == projectile_object.team
   773→
   774→      vx, vy = projectile_object.collider\get_velocity!
   775→      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
   776→      projectile_object\hit intensity, 'ball'
   777→
   778→      ball_object\take_damage 1
   779→
   780→      -- Track hit for projectile owner
   781→      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
   782→      owner.hits_landed += 1
   783→      owner.weapon_ui\landed_hit!
   784→
   785→      -- Spawn star particles at hit location
   786→      x = (projectile_object.x + ball_object.x)/2
   787→      y = (projectile_object.y + ball_object.y)/2
   788→      for i = 1, an.random\int 1, 3
   789→        @effects\add star_particle x, y,
   790→          flash_on_spawn: true
   791→
   792→    -- Weapon-ball sensor: deal damage (melee only)
   793→    for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
   794→      attacker = event.a  -- weapon_hitbox tag (ball that owns the weapon)
   795→      defender = event.b  -- ball tag (ball that got hit)
   796→
   797→      -- Skip self-hit, same team, and ranged weapons
   798→      continue if attacker == defender
   799→      continue if attacker.team == defender.team
... [60 more lines]

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

1→# Weapon Design
     2→
     3→Emoji candidates for weapons.
     4→
     5→---
     6→
     7→## Gameplay Mechanics
     8→
     9→Status effects and systems that weapons/items can interact with.
    10→
    11→### Poison (P)
    12→- **Mechanic:** Intensity (Independent)
    13→- **Tick rate:** 0.5s
    14→- **Damage per tick:** 1 per stack
    15→- **Duration:** 2 seconds per stack (each expires independently)
    16→- **Display:** P [stacks]
    17→- 1 stack = 4 ticks = 4 damage over 2s
    18→- At steady state 1 hit/s ≈ 2 stacks active = 4 DPS
    19→- Synergizes with fast-hitting weapons
    20→
    21→### Bleed (B)
    22→- **Mechanic:** Counter (Wall Triggers)
    23→- **Trigger:** Target hits a wall
    24→- **Damage per trigger:** 1, consumes 1 stack
    25→- **Display:** B [stacks]
    26→- Converts wall bounces into damage
    27→- Synergizes with knockback (more bounces = more damage)
    28→
    29→### Burn (B)
    30→- **Mechanic:** Intensity (Refreshing)
... [424 more lines]

Let me check what assets exist and how the arena spawns balls.

Glob (/arrow)

E:\a327ex\emoji-ball-battles\reference\emojunky-one\res\bow_and_arrow.png
E:\a327ex\emoji-ball-battles\reference\emojunky-one\res\arrow.png
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\assets\curving_arrow.png

Now let me check what images are registered and if there's a bow_and_arrow emoji in the assets.

Grep (an\image)

72:an\image 'slight_smile', 'assets/slight_smile.png'
73:an\image 'cowboy', 'assets/cowboy.png'
74:an\image 'cowboy_hit', 'assets/cowboy_hit.png'
75:an\image 'no_mouth', 'assets/no_mouth.png'
76:an\image 'no_mouth_hit', 'assets/no_mouth_hit.png'
77:an\image 'dagger', 'assets/dagger.png'
78:an\image 'sword', 'assets/sword.png'
79:an\image 'gun', 'assets/gun.png'
80:an\image 'boom', 'assets/boom.png'
81:an\image 'star', 'assets/star.png'
82:an\image 'dash', 'assets/dash.png'
85:an\image 'seedling', 'assets/seedling.png'
86:an\image 'sheaf', 'assets/sheaf.png'
87:an\image 'tulip', 'assets/tulip.png'
88:an\image 'blossom', 'assets/blossom.png'
89:an\image 'four_leaf_clover', 'assets/four_leaf_clover.png'
92:an\image 'cloud', 'assets/cloud.png'
93:an\image 'sun', 'assets/sun.png'
97:  an\image tostring(i), "assets/#{i}.png"
101:  an\image c, "assets/#{c}.png"
102:an\image 'plus', 'assets/plus.png'
105:an\image 'heart', 'assets/heart.png'
106:an\image 'blue_board', 'assets/blue_board.png'

[Showing results with pagination = limit: 40, offset: 0]

Glob (assets/*.png)

No files found

Bash (ls "E:/a327ex/emoji-ball-battles/assets/" | head -50)

0.png
1.png
2.png
3.png
4.png
5.png
6.png
7.png
8.png
9.png
a.png
b.png
ball_wall.ogg
batoru_umi_to_mamono_no_kodomo_tachi.ogg
blossom.png
blue_board.png
boom.png
c.png
cloud.png
concrete_2.ogg
concrete_5.ogg
concrete_8.ogg
cowboy.png
cowboy_hit.png
d.png
dagger.png
dagger_ball.ogg
dagger_dagger.ogg
dagger_swing_1.ogg
dagger_swing_10.ogg
... [20 more lines]

Bash (ls "E:/a327ex/emoji-ball-battles/assets/" | grep -iE "bow|arrow")

OK, I now have a thorough understanding of the codebase. There's no bow/arrow image in the assets yet — we'll need one. Let me also read the collision handling for projectile-wall and projectile-weapon to understand the full picture.

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

700→        @\apply_direct_force_to_nearby_plants ball_object.x, ball_object.y, 75, vy
   701→        -- Sound (only if plants are nearby)
   702→        for p in *@plants.children
   703→          if math.abs(ball_object.x - p.x) < 40
   704→            an\sound_play "grass_impact_#{an.random\int(1, 3)}", 0.5, an.random\float(0.95, 1.05)
   705→            break
   706→
   707→    -- Projectile-wall collision: bounce and spawn effects
   708→    for event in *an\collision_begin_events 'projectile', 'wall'
   709→      projectile_object = event.a
   710→
   711→      vx, vy = projectile_object.collider\get_velocity!
   712→      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
   713→      projectile_object\hit intensity, 'wall'
   714→
   715→      -- Sound
   716→      an\sound_play "concrete_#{an.random\int(1, 3)}", 0.7, an.random\float(0.95, 1.05)
   717→
   718→      -- Spawn hit effects
   719→      normal_angle = math.angle event.normal_x, event.normal_y
   720→      @effects\add hit_circle event.point_x, event.point_y, {radius: 6 + 4*intensity, duration: an.random\float(0.15, 0.3), color: yellow, flash_on_spawn: true}
   721→      for i = 1, an.random\int 1, 3
   722→        @effects\add hit_particle event.point_x, event.point_y,
   723→          velocity: intensity*an.random\float(100, 200)
   724→          direction: normal_angle + math.pi + an.random\float(-math.pi/3, math.pi/3)
   725→          duration: an.random\float(0.3, 0.5)
   726→          color: yellow
   727→          gravity: 256
   728→          flash_on_spawn: true
   729→
... [50 more lines]

Good, I now have a comprehensive picture. Let me summarize what I've found and discuss the bow implementation approach.

Here's what I've gathered:

Current state:

Key architecture patterns:

Before I write any code, a few questions:

AskUserQuestion

User has answered your questions: "Do you have a bow_and_arrow.png emoji asset ready to copy into assets/, or should I copy the one from reference/emojunky-one/res/?"="I have bow.png and arrow.png in the assets/ folder. We'll do the line as the bow is about to fire as color 217, 158, 130.", "For the arrow projectile, should we reuse the existing projectile class (yellow rounded rectangle) or create a new arrow-specific class? The reference describes arrows as narrow 18x4 hitboxes that stick to walls."="Modify projectile for the case when its an arrow. Don't do the setting via args though, args should only be passed projectile_type or something similar, and then inside the class you do switches or conditionals based on the type.", "What should the bow's alignment check look like? The gun uses a long raycast (500px). Should the bow use the same approach?"="Same as gun (Recommended)". You can now continue with the user's answers in mind.

Good. Let me verify the assets are there now.

Bash (ls "E:/a327ex/emoji-ball-battles/assets/" | grep -iE "bow|arrow")

arrow.png
bow.png

Let me look at the bow image to understand its orientation.

Read (E:\a327ex\emoji-ball-battles\assets\arrow.png)

[
  {
    "type": "image",
    "source": {
      "type": "base64",
      "data": 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",
      "media_type": "image/png"
    }
  }
]

Good, I can see both images clearly:

Here's my plan for the bow implementation, in order:

  1. Register images (bow, arrow)
  2. Bow weapon config in ball.new() — ranged weapon stats
  3. bow_is_aligned — same pattern as gun_is_aligned (500px raycast)
  4. bow_fire — spawns N arrows with spread, feedback effects
  5. Auto-fire timertimer\when like gun
  6. Modify projectile classprojectile_type field, arrow has narrow hitbox, no gravity, arrow image rendering, wall-stick behavior
  7. Arena collision — bow scaling (arrows_per_shot += 1 on hit)
  8. weapon_ui updates — bow image + "ARROWS/SHOT" stat
  9. Bowstring visual — tan line on bow (color 217,158,130), V-shape pull before firing

Let me start with the first chunk — image registration + bow config block. Here's the code:

Image registration (after line 82, an\image 'dash'): yuescript an\image 'bow', 'assets/bow.png' an\image 'arrow', 'assets/arrow.png'

Bow weapon config (in ball.new(), insert after the sword block ending at line 1115, before else -- dagger): yuescript elseif @weapon_type == 'bow' @weapon_class = 'ranged' @weapon_image = an.images.bow @weapon_visual_offset = 22 @weapon_perpendicular_offset = 0 @weapon_hitbox_offset = 22 @weapon_hitbox_length = 18 @weapon_hitbox_width = 12 @weapon_scale = 20/512 @weapon_scale_y = 20/512 @weapon_rotation_offset = -math.pi/4 -- bow concave faces ~π/4, rotate to point right @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 @arrows_per_shot = 1 -- scaling: +1 per hit

Notes on values I'm uncertain about:

Does this look right as the starting point?

Sure, let's first make the weapon work visually, without any logic to it, just to see if it looks right. Make the ball that currently has the gun hold the bow.

Simple enough — just visual, no logic. I need to:

  1. Register images
  2. Add bow config in ball.new()
  3. Change player ball from 'gun' to 'bow'
  4. Update weapon_ui to know about bow image + stats

Let me read the exact lines I'll be editing for precision.

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

80→an\image 'boom', 'assets/boom.png'
    81→an\image 'star', 'assets/star.png'
    82→an\image 'dash', 'assets/dash.png'
    83→
    84→-- Plant images
    85→an\image 'seedling', 'assets/seedling.png'
    86→an\image 'sheaf', 'assets/sheaf.png'
    87→an\image 'tulip', 'assets/tulip.png'

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

1112→      @thrust_speed = 200  -- added to current speed during thrust
  1113→      @thrust_duration = 0.5  -- how long thrust lasts
  1114→      @thrust_cooldown = 5  -- seconds between thrusts
  1115→      @afterimage_timer = 0
  1116→    else  -- dagger
  1117→      @weapon_class = 'melee'
  1118→      @weapon_image = an.images.dagger
  1119→      @weapon_visual_offset = 24

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

282→
   283→    -- Create balls
   284→    @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', 'gun'
   285→    @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', 'sword'
   286→    @\add @player_ball
   287→    @\add @enemy_ball

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

1775→    -- Weapon properties
  1776→    @weapon_x = if @team == 'player' then 91 else 389
  1777→    @weapon_y = 60
  1778→    @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword else an.images.dagger
  1779→    @weapon_scale = 20/512
  1780→    @weapon_flip_x = if @team == 'player' then -1 else 1
  1781→
  1782→    -- Board properties

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

1840→    left_x = -45
  1841→    right_x = 55
  1842→    if @weapon_type == 'gun'
  1843→      cooldown = math.max(ball.minimum_cooldown, ball.base_cooldown - ball.hits_landed * ball.cooldown_reduction_per_hit)
  1844→      attacks_per_second = 1/cooldown
  1845→      burst_chance = math.floor(math.min(ball.hits_landed*ball.burstfire_chance_increase_per_hit*100, 50))
  1846→      -- Row 1
  1847→      effects\text "ATTACKS/S", 'lana', left_x, -6, white!
  1848→      value1 = string.format("%.2f", attacks_per_second)
  1849→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
  1850→      -- Row 2
  1851→      effects\text "BURST CHANCE", 'lana', left_x, 6, white!
  1852→      value2 = string.format("%d%%", burst_chance)
  1853→      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
  1854→    elseif @weapon_type == 'sword'
  1855→      effects\text "THRUST DMG", 'lana', left_x, 0, white!
  1856→      value1 = string.format("%d", ball.thrust_damage)
  1857→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  1858→    else  -- dagger
  1859→      rotations_per_second = ball.base_angular_velocity/(2*math.pi)
  1860→      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
  1861→      value1 = string.format("%.2f", rotations_per_second)
  1862→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  1863→    effects\pop!
  1864→

All clear. Making the four edits now:

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)

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.

All four edits done. Here's what changed:

Go ahead and run it. The weapon_rotation_offset = -π/4 is my best guess from the image orientation — the bow's concave/firing side faces roughly π/4 in the image, so rotating by -π/4 should point it outward. We'll tune from there.

Rotation is off, it needs to be horizontally flipped essentially. Let's also draw the string, it should have the color I mentioned earlier.

Got it — flip the bow and add the string. Let me check the exact lines I need to edit.

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

24→purple = color 172, 144, 216
    25→brown = color 195, 105, 77
    26→wall_color = fg\clone!\mix yellow, 0.1
    27→

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

1116→      @thrust_cooldown = 5  -- seconds between thrusts
  1117→      @afterimage_timer = 0
  1118→    elseif @weapon_type == 'bow'
  1119→      @weapon_class = 'ranged'
  1120→      @weapon_image = an.images.bow
  1121→      @weapon_visual_offset = 22
  1122→      @weapon_perpendicular_offset = 0
  1123→      @weapon_hitbox_offset = 22
  1124→      @weapon_hitbox_length = 18
  1125→      @weapon_hitbox_width = 12
  1126→      @weapon_scale = 20/512
  1127→      @weapon_scale_y = 20/512
  1128→      @weapon_rotation_offset = -math.pi/4
  1129→      @base_angular_velocity = 1.5*math.pi
  1130→      @max_angular_velocity = 3*math.pi
  1131→      @weapon_weight = 1.0
  1132→      @hit_stop_multiplier = 1.0
  1133→      @hit_particle_multiplier = 1.0
  1134→      @camera_shake_multiplier = 1.0
  1135→      @arrows_per_shot = 1

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

1414→      weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1415→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1416→      weapons\pop!
  1417→      weapons\pop!
  1418→    else
  1419→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1420→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1421→      weapons\pop!
  1422→
  1423→    -- Debug draw weapon hitbox
  1424→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1425→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)

Now let me also quickly verify that line is a valid layer draw function.

Grep (\line|\"line\")

E:\a327ex\emoji-ball-battles\anchor\layer.yue:102:      layer\line 100, 100, 200, 150, 2, rgba(255, 255, 255, 255)

[Showing results with pagination = limit: 10, offset: 0]

Good — layer\line exists. Signature: line(x1, y1, x2, y2, thickness, color). Now making all three 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.

Three changes made:

  1. bowstring color (217, 158, 130) defined near other colors
  2. weapon_scale_y = -20/512 — flips the bow image
  3. Bowstring line drawn inside the weapon push/pop at the bow's tip positions (150, -200) → (-185, 185) in image space, thickness 35 (~1.4px on screen)

The string endpoint coordinates (150, -200) and (-185, 185) are my estimates of where the bow's tips are in image-space offset from center. They'll likely need tuning once you see it. Go ahead and run it.

Needs to be flipped differently, the string is almost right but needs a few pixels closer to the edges of the bow on both sides.

[Pasted image/png]

[Image: source: E:\media\anchor_HoQHhy9x5z.png]

Looking at the screenshot, the bow's concave side faces the ball (inward) instead of outward. I applied a y-flip but it needs an x-flip instead. Let me fix both the flip and nudge the string endpoints out.

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.

Changed:

Give it a try.

No, the angle needs to be 90 degrees to a side.

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

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

Changed rotation offset from -π/4 to +π/4 (90° shift). Try it now.

Debug draw the weapon's shape please

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

1423→        weapons\line 165, -215, -200, 200, 35, bowstring!
  1424→      weapons\pop!
  1425→
  1426→    -- Debug draw weapon hitbox
  1427→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1428→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1429→    debug_draw\push hitbox_x, hitbox_y, @angle
  1430→    -- debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1431→    debug_draw\pop!
  1432→

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

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

Uncommented the debug rectangle for the weapon hitbox. Run it and you'll see the red box.

What's the logic behind the values when drawing the string? I'm changing them around and they make no sense to me. I change the value by 100 and I expect it should change by 100 pixels, but that's not what's happening at all.

The string is drawn inside the weapon's push/pop, which applies the weapon's scale of 20/512 ≈ 0.039. So the coordinates are in the 512x512 image's pixel space, not screen pixels. Changing a value by 100 only moves it ~3.9 screen pixels (100 × 20/512).

This is confusing to work with. Let me move the string drawing outside the push/pop, in world space where 1 unit = 1 screen pixel. That'll be much more intuitive to tune.

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

1418→      weapons\pop!
  1419→    else
  1420→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1421→      if @weapon_type == 'bow'
  1422→        weapons\line 400, -245, -200, 200, 35, bowstring!
  1423→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1424→      weapons\pop!
  1425→
  1426→    -- Debug draw weapon hitbox
  1427→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1428→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1429→    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 the string is drawn in world space. The image-space offsets (165, -215) and (-200, 200) are converted to screen pixels via the weapon scale, then rotated to match the weapon angle. The line thickness is now directly 1 screen pixel.

The tip offset values still reference the 512x512 image coordinates, but if you want to tune the string position, you can adjust those numbers — each unit moves by 20/512 ≈ 0.04 screen pixels. If you'd rather work in pure screen-pixel offsets from the weapon center, I can change the approach to that instead. Let me know how it looks.

The string should be drawn before the bow itself.

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

1419→    else
  1420→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1421→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1422→      weapons\pop!
  1423→
  1424→    -- Draw bowstring in world space (coordinates in screen pixels)
  1425→    if @weapon_type == 'bow'
  1426→      bow_angle = @angle + @weapon_rotation_offset + @weapon_recoil
  1427→      sx = @weapon_scale*weapon_spring
  1428→      sy = @weapon_scale_y*weapon_spring
  1429→      cos_a = math.cos(bow_angle)
  1430→      sin_a = math.sin(bow_angle)
  1431→      -- String endpoints: image-space offsets from center, scaled to screen pixels
  1432→      -- Top tip
  1433→      top_x = 250*sx
  1434→      top_y = -205*sy
  1435→      top_wx = weapon_x + top_x*cos_a - top_y*sin_a
  1436→      top_wy = weapon_y + top_x*sin_a + top_y*cos_a
  1437→      -- Bottom tip
  1438→      bot_x = -160*sx
  1439→      bot_y = 190*sy
  1440→      bot_wx = weapon_x + bot_x*cos_a - bot_y*sin_a

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

1440→      bot_wx = weapon_x + bot_x*cos_a - bot_y*sin_a
  1441→      bot_wy = weapon_y + bot_x*sin_a + bot_y*cos_a
  1442→      weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, bowstring!
  1443→
  1444→    -- Debug draw weapon hitbox
  1445→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)

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

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

Moved the bowstring drawing before the bow image so it renders behind it. Try it now.

Like in emojunky-one, give me a key where if I hold it, we pull on the bow string as though we're about to shoot an arrow.

Let me read the current state of the relevant sections to place the code correctly.

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

1133→      @hit_stop_multiplier = 1.0
  1134→      @hit_particle_multiplier = 1.0
  1135→      @camera_shake_multiplier = 1.0
  1136→      @arrows_per_shot = 1
  1137→    else  -- dagger
  1138→      @weapon_class = 'melee'

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

1313→      vertical = -math.cos(@angle)*dir
  1314→
  1315→      -- Only reduce upward (negative) vertical force that makes flame taller
  1316→      if vertical < 0
  1317→        vertical = vertical*0.3
  1318→
  1319→      -- Add velocity-based force (flame bends opposite to movement direction)
  1320→      vx, vy = @collider\get_velocity!
  1321→      velocity_scale = 0.001  -- scale factor for velocity influence
  1322→      horizontal -= vx*velocity_scale
  1323→      vertical -= vy*velocity_scale*0.3  -- reduced vertical influence
  1324→
  1325→      -- Convert to angle and magnitude
  1326→      force_angle = math.atan(vertical, horizontal)
  1327→      force_magnitude = speed/3
  1328→      flame\apply_wind force_angle, force_magnitude
  1329→
  1330→      -- Base height scales with angular velocity (logistic curve)
  1331→      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1332→
  1333→    -- During thrust, override velocity each frame (starts at current speed, accelerates)
  1334→    if @thrusting
  1335→      @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
  1336→      speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
  1337→      @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
  1338→
  1339→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1340→    vx, vy = @collider\get_velocity!
  1341→    near_floor = @y + @radius > @parent.y + @parent.h - 20
  1342→    if near_floor

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

1419→    else
  1420→      -- Draw bowstring before bow so it renders behind
  1421→      if @weapon_type == 'bow'
  1422→        bow_angle = @angle + @weapon_rotation_offset + @weapon_recoil
  1423→        sx = @weapon_scale*weapon_spring
  1424→        sy = @weapon_scale_y*weapon_spring
  1425→        cos_a = math.cos(bow_angle)
  1426→        sin_a = math.sin(bow_angle)
  1427→        top_x = 250*sx
  1428→        top_y = -195*sy
  1429→        top_wx = weapon_x + top_x*cos_a - top_y*sin_a
  1430→        top_wy = weapon_y + top_x*sin_a + top_y*cos_a
  1431→        bot_x = -160*sx
  1432→        bot_y = 210*sy
  1433→        bot_wx = weapon_x + bot_x*cos_a - bot_y*sin_a
  1434→        bot_wy = weapon_y + bot_x*sin_a + bot_y*cos_a
  1435→        weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, bowstring!
  1436→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1437→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1438→      weapons\pop!
  1439→
  1440→    -- Debug draw weapon hitbox
  1441→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1442→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1443→    debug_draw\push hitbox_x, hitbox_y, @angle
  1444→    -- debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1445→    debug_draw\pop!
  1446→
  1447→    -- Indicator layout system (dead code — kept for future status effect stack system above ball)
  1448→    indicator_y = 18

Good, I can see the current state. Three edits needed:

  1. Bow pull state vars in the bow config
  2. Input handling in update (after thrust logic, before floor detection)
  3. Modify string drawing for V-shape + apply bow stretch to weapon scale

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.

Here's what's added:

Give it a try.

space is already used to unpause the game at the start

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

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

Changed to hold F to pull the bowstring.

Nothing happens when F is held.

Let me check the bow pull code and its context to find the issue.

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

1339→      speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
  1340→      @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
  1341→
  1342→    -- Bow pull input
  1343→    if @weapon_type == 'bow'
  1344→      if an\key_is_down 'f'
  1345→        @bow_pulling = true
  1346→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
  1347→        @bow_sx = math.lerp_dt(0.9, 0.5, dt, @bow_sx, 1.15)
  1348→      elseif @bow_pulling
  1349→        @bow_pulling = false
  1350→        @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1351→        @timer\tween 0.08, @, {bow_sx: 1}, math.cubic_in_out, nil, 'bow_sx_release'
  1352→
  1353→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop

The code looks correct structurally. Let me check if the lerp_dt signature is right — maybe the arguments are in the wrong order.

Grep (math.lerp_dt)

1264:          new_speed = math.lerp_dt(0.9, 1, dt, angular_speed, @base_angular_velocity)
1271:          new_speed = math.lerp_dt(0.9, 0.5, dt, angular_speed, @base_angular_velocity)
1346:        @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
1347:        @bow_sx = math.lerp_dt(0.9, 0.5, dt, @bow_sx, 1.15)

[Showing results with pagination = limit: 10, offset: 0]

The lerp_dt usage matches the existing pattern — signature is math.lerp_dt(p, t, dt, source, destination). The code looks correct.

Let me check if an\key_is_down is the right function by looking at actual usage in the codebase.

Grep (key_is_down|key_is_pressed|any_pressed)

450:    if an\key_is_pressed('m')
454:      if an\key_is_pressed('space') or an\mouse_is_pressed(1)
1344:      if an\key_is_down 'f'

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

448→    -- Pause system: press space or click to start
   449→    -- Music
   450→    if an\key_is_pressed('m')
   451→      an\music_play 'bgm'
   452→
   453→    if @paused
   454→      if an\key_is_pressed('space') or an\mouse_is_pressed(1)
   455→        @paused = false
   456→        @player_ball\start_moving!
   457→        @enemy_ball\start_moving!
   458→      return
   459→
   460→    for event in *an\collision_begin_events 'ball', 'ball'
   461→      ball_a, ball_b = event.a, event.b
   462→      vx_a, vy_a = ball_a.collider\get_velocity!

Found it. Line 458: return — the arena's update returns early when paused. But once unpaused, the arena update runs. The ball's own update also sets dt = 0 if @parent.paused. So after unpausing, both should work fine.

The issue is likely that an\key_is_down uses a different key name format. The existing code uses an\key_is_pressed('space') with parentheses. Let me check if the key name 'f' is correct — maybe it needs to be the SDL scancode name like 'F' or 'key_f'.

Grep (key_is|bind)

1112:      an\bind 'jump', 'key:space'
1113:      an\bind 'jump', 'button:a'
1114:      an\bind 'fire', 'mouse:1'
1115:      an\bind 'left', 'axis:leftx-'
1123:  an.bind = (action, control) =>
1124:    input_bind action, control
1127:    Unbinds a specific control from an action.
1130:      an\unbind 'jump', 'key:space'
1132:  an.unbind = (action, control) =>
1133:    input_unbind action, control
1136:    Unbinds all controls from an action.
1139:      an\unbind_all 'jump'
1141:  an.unbind_all = (action) =>
1142:    input_unbind_all action
1148:      an\bind_all!

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

Grep (key_is_down|key_is_pressed)

1280:      if an\key_is_down 'space'
1283:  an.key_is_down = (key) =>
1284:    key_is_down key
1290:      if an\key_is_pressed 'escape'
1293:  an.key_is_pressed = (key) =>
1294:    key_is_pressed key

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

1278→  
  1279→    Usage:
  1280→      if an\key_is_down 'space'
  1281→        -- charging
  1282→  ]]
  1283→  an.key_is_down = (key) =>
  1284→    key_is_down key
  1285→  
  1286→  --[[
  1287→    Returns true on the frame a keyboard key was pressed.
  1288→  
  1289→    Usage:
  1290→      if an\key_is_pressed 'escape'
  1291→        toggle_pause!
  1292→  ]]
  1293→  an.key_is_pressed = (key) =>
  1294→    key_is_pressed key
  1295→  
  1296→  --[[
  1297→    Returns true on the frame a keyboard key was released.

The API uses 'space', 'escape' — standard key names. 'f' should be valid. The code looks correct. Let me check if maybe the issue is that the ball update runs but the bow_pull_amount changes are too small to notice, or there's a compilation error. Let me check the compiled Lua to see if the bow section made it through.

Grep (bow_pull|key_is_down)

1344:an:key_is_down('f') then
1345:self.bow_pulling = true
1346:self.bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, self.bow_pull_amount, 8)
1348:self.bow_pulling then
1349:self.bow_pulling = false
1350:self.timer:tween(0.2, self, { bow_pull_amount = 0 }, math.elastic_out, nil, 'bow_release')
1450:self.bow_pull_amount or 0;if 
1662:[Omitted long matching line]

[Request interrupted by user]

You're right, it's because it was paused. I'd like to test the bow pulling while paused.

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

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

The bow pull now uses an.dt (the fixed timestep) instead of the local dt which gets set to 0 when paused. The release tweens go through the timer which also pauses though — if the release animation doesn't play while paused, let me know and I'll fix that too.

The pulling is not happening at the center of the string. You're also stretching the bow in a weird way. Let's try without stretching the bow at all first and make sure we're pulling the middle of string.

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

1342→    -- Bow pull input (uses real dt, not paused dt, so it works while paused)
  1343→    if @weapon_type == 'bow'
  1344→      real_dt = an.dt
  1345→      if an\key_is_down 'f'
  1346→        @bow_pulling = true
  1347→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)
  1348→        @bow_sx = math.lerp_dt(0.9, 0.5, real_dt, @bow_sx, 1.15)
  1349→      elseif @bow_pulling
  1350→        @bow_pulling = false
  1351→        @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1352→        @timer\tween 0.08, @, {bow_sx: 1}, math.cubic_in_out, nil, 'bow_sx_release'
  1353→
  1354→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1355→    vx, vy = @collider\get_velocity!
  1356→    near_floor = @y + @radius > @parent.y + @parent.h - 20

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

1425→    weapon_spring = @spring.weapon.x
  1426→    if @thrusting
  1427→      weapon_stretch = 1 + stretch_amount*squash_t*0.4
  1428→      weapon_squeeze = 1 - squeeze_amount*squash_t*0.4
  1429→      weapons\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze
  1430→      weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1431→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1432→      weapons\pop!
  1433→      weapons\pop!
  1434→    else
  1435→      -- Draw bowstring before bow so it renders behind
  1436→      if @weapon_type == 'bow'
  1437→        bow_stretch = @bow_sx or 1
  1438→        bow_angle = @angle + @weapon_rotation_offset + @weapon_recoil
  1439→        sx = @weapon_scale*weapon_spring*bow_stretch
  1440→        sy = @weapon_scale_y*weapon_spring
  1441→        cos_a = math.cos(bow_angle)
  1442→        sin_a = math.sin(bow_angle)
  1443→        top_x = 250*sx
  1444→        top_y = -195*sy
  1445→        top_wx = weapon_x + top_x*cos_a - top_y*sin_a
  1446→        top_wy = weapon_y + top_x*sin_a + top_y*cos_a
  1447→        bot_x = -160*sx
  1448→        bot_y = 210*sy
  1449→        bot_wx = weapon_x + bot_x*cos_a - bot_y*sin_a
  1450→        bot_wy = weapon_y + bot_x*sin_a + bot_y*cos_a
  1451→        pull = @bow_pull_amount or 0
  1452→        if pull > 0.1
  1453→          mid_wx = (top_wx + bot_wx)/2 - pull*math.cos(@angle)
  1454→          mid_wy = (top_wy + bot_wy)/2 - pull*math.sin(@angle)

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

1454→          mid_wy = (top_wy + bot_wy)/2 - pull*math.sin(@angle)
  1455→          weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, bowstring!
  1456→          weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, bowstring!
  1457→        else
  1458→          weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, bowstring!
  1459→      bow_stretch = if @weapon_type == 'bow' then (@bow_sx or 1) else 1
  1460→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*bow_stretch, @weapon_scale_y*weapon_spring
  1461→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1462→      weapons\pop!
  1463→
  1464→    -- Debug draw weapon hitbox
  1465→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)

Now I'll remove all bow_sx stretching and keep just the string pull.

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.

Removed all bow stretch (bow_sx) — the bow image stays at normal scale now. The pull midpoint is computed cleanly as (top + bot) / 2, then offset toward the ball by pull * cos/sin(@angle). Try it.

I understand why the position is off. If top_x, bot_x are both 0, the string is angled diagonally if the bow's angle is 0, because that's how the original sprite is. But it shouldn't be like that, it should take into account the bow's rotation too.

You're right. The string coordinates are currently in raw image-pixel space, which is diagonal because the bow tips are diagonal in the sprite. They should be in the bow's rotated local frame so the coordinates are intuitive — x along the aim direction, y perpendicular, in screen pixels.

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

<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>

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

1434→      if @weapon_type == 'bow'
  1435→        bow_angle = @angle + @weapon_rotation_offset + @weapon_recoil
  1436→        sx = @weapon_scale*weapon_spring
  1437→        sy = @weapon_scale_y*weapon_spring
  1438→        cos_a = math.cos(bow_angle)
  1439→        sin_a = math.sin(bow_angle)
  1440→        top_x = 0*sx
  1441→        top_y = -200*sy
  1442→        top_wx = weapon_x + top_x*cos_a - top_y*sin_a
  1443→        top_wy = weapon_y + top_x*sin_a + top_y*cos_a
  1444→        bot_x = 0*sx
  1445→        bot_y = 200*sy
  1446→        bot_wx = weapon_x + bot_x*cos_a - bot_y*sin_a
  1447→        bot_wy = weapon_y + bot_x*sin_a + bot_y*cos_a
  1448→        mid_wx = (top_wx + bot_wx)/2
  1449→        mid_wy = (top_wy + bot_wy)/2
  1450→        pull = @bow_pull_amount or 0
  1451→        if pull > 0.1
  1452→          pull_wx = mid_wx - pull*math.cos(@angle)
  1453→          pull_wy = mid_wy - pull*math.sin(@angle)
  1454→          weapons\line top_wx, top_wy, pull_wx, pull_wy, 1, bowstring!
  1455→          weapons\line pull_wx, pull_wy, bot_wx, bot_wy, 1, bowstring!
  1456→        else
  1457→          weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, bowstring!
  1458→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1459→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1460→      weapons\pop!
  1461→
  1462→    -- Debug draw weapon hitbox
  1463→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)

I see you've already been testing with 0*sx for both x values. Now let me replace with the cleaner approach:

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

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

Now the string coordinates are in the bow's local rotated frame, in screen pixels:

The pull direction also uses cos_a/sin_a (bow_angle) instead of @angle, so it pulls along the bow's actual aim axis. Changing values by 1 now moves 1 screen pixel. Try it.

OK, I changed the code a little and the position for the string is correct now. Now, let's stretch the bow as kind of as you were before so that it looks like it's actually pulling. The top and bottom positions of the strings should also be moved according to the stretch.

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

1334→      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1335→
  1336→    -- During thrust, override velocity each frame (starts at current speed, accelerates)
  1337→    if @thrusting
  1338→      @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
  1339→      speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
  1340→      @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
  1341→
  1342→    -- Bow pull input (uses real dt, not paused dt, so it works while paused)
  1343→    if @weapon_type == 'bow'

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

1430→      weapons\pop!
  1431→      weapons\pop!
  1432→    else
  1433→      -- Draw bowstring before bow so it renders behind
  1434→      if @weapon_type == 'bow'
  1435→        cos_a = math.cos(@angle)
  1436→        sin_a = math.sin(@angle)
  1437→        -- String endpoints in bow's local frame (screen pixels from weapon center)
  1438→        -- x = along bow_angle direction, y = perpendicular
  1439→        st_top_x, st_top_y = -0.5, -10.5
  1440→        st_bot_x, st_bot_y = -0.5, 10.5
  1441→        top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a
  1442→        top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a
  1443→        bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a
  1444→        bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a
  1445→        pull = @bow_pull_amount or 0
  1446→        if pull > 0.1
  1447→          mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
  1448→          mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
  1449→          weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, bowstring!
  1450→          weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, bowstring!
  1451→        else
  1452→          weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, bowstring!
  1453→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1454→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1455→      weapons\pop!
  1456→
  1457→    -- Debug draw weapon hitbox
  1458→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1459→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
... [5 more lines]

I see you changed the string to use @angle directly (not bow_angle) and tuned the positions to (-0.5, -10.5) and (-0.5, 10.5). Now I need to:

  1. Add bow_sx back to the pull input logic
  2. Stretch the bow image with bow_sx along the perpendicular axis (y in the bow's local frame — the axis along the string, making the tips spread apart)
  3. Scale the string tip y-positions by bow_sx so they follow the stretched tips

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

1342→    -- Bow pull input (uses real dt, not paused dt, so it works while paused)
  1343→    if @weapon_type == 'bow'
  1344→      real_dt = an.dt
  1345→      if an\key_is_down 'f'
  1346→        @bow_pulling = true
  1347→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)
  1348→      elseif @bow_pulling
  1349→        @bow_pulling = false
  1350→        @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1351→

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.

Here's what's happening now:

The stretch is on the y-axis of the weapon's push (perpendicular to the aim direction), which spreads the bow tips outward. Try it.

The pulling on the stretch is also affected by the fact that the weapon rotation offset exists, so it's stretching diagonally.

Right — the push applies stretch in the image's rotated frame (which includes weapon_rotation_offset = π/4), so it stretches diagonally. I need to separate the stretch from the image rotation using nested push/pops:

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

1452→          mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
  1453→          weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, bowstring!
  1454→          weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, bowstring!
  1455→        else
  1456→          weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, bowstring!
  1457→      bow_stretch = if @weapon_type == 'bow' then (@bow_sy or 1) else 1
  1458→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring*bow_stretch
  1459→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!

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

1457→      bow_stretch = if @weapon_type == 'bow' then (@bow_sy or 1) else 1
  1458→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring*bow_stretch
  1459→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1460→      weapons\pop!
  1461→
  1462→    -- Debug draw weapon hitbox

I see you renamed it to bow_sy. Now I'll split the push into two: outer push handles position + @angle + stretch (perpendicular to @angle), inner push handles weapon_rotation_offset + image scale.

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

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

Now the bow uses nested pushes:

The stretch now happens along the axis perpendicular to @angle, which is the direction the bow tips visually spread. Other weapons still use the single push. Try it.

It doesn't seem to be stretching at all now.

Grep (bow_sx|bow_sy)

1138:      @bow_sy = 1
1348:        @bow_sy = math.lerp_dt(0.9, 0.5, real_dt, @bow_sy, 0.5)
1352:        @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1437:        bow_stretch = @bow_sy or 1
1458:        bow_stretch = @bow_sx or 1

There it is — the variable is bow_sy (you renamed it), but in my drawing code at line 1458 I'm referencing @bow_sx which doesn't exist. Also in the init at line 1138, @bow_sx was removed.

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

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

Fixed — was referencing @bow_sx instead of @bow_sy. Try it now.

OK, now like in emojunky-one, once the release happens we need to pull on the weapon's spring in the same way. Also, the string should be affected by this and by whenever the weapon flashes too.

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

1342→    -- Bow pull input (uses real dt, not paused dt, so it works while paused)
  1343→    if @weapon_type == 'bow'
  1344→      real_dt = an.dt
  1345→      if an\key_is_down 'f'
  1346→        @bow_pulling = true
  1347→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)
  1348→        @bow_sy = math.lerp_dt(0.9, 0.5, real_dt, @bow_sy, 0.9)
  1349→      elseif @bow_pulling
  1350→        @bow_pulling = false
  1351→        @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1352→        @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
  1353→
  1354→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1355→    vx, vy = @collider\get_velocity!
  1356→    near_floor = @y + @radius > @parent.y + @parent.h - 20

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

1432→      weapons\pop!
  1433→      weapons\pop!
  1434→    else
  1435→      -- Draw bowstring before bow so it renders behind
  1436→      if @weapon_type == 'bow'
  1437→        bow_stretch = @bow_sy or 1
  1438→        cos_a = math.cos(@angle)
  1439→        sin_a = math.sin(@angle)
  1440→        -- String endpoints in bow's local frame (screen pixels from weapon center)
  1441→        -- x = along angle direction, y = perpendicular
  1442→        -- y scaled by bow_stretch so string tips follow the stretched bow
  1443→        st_top_x, st_top_y = -0.5, -10.5*bow_stretch
  1444→        st_bot_x, st_bot_y = -0.5, 10.5*bow_stretch
  1445→        top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a
  1446→        top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a
  1447→        bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a
  1448→        bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a
  1449→        pull = @bow_pull_amount or 0
  1450→        if pull > 0.1
  1451→          mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
  1452→          mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
  1453→          weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, bowstring!
  1454→          weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, bowstring!
  1455→        else
  1456→          weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, bowstring!
  1457→      if @weapon_type == 'bow'
  1458→        bow_stretch = @bow_sy or 1
  1459→        weapons\push weapon_x, weapon_y, @angle + @weapon_recoil, 1, bow_stretch
  1460→        weapons\push 0, 0, @weapon_rotation_offset, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1461→        weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
... [5 more lines]

Now I can see the full picture. Two changes:

  1. On release: pull the weapon spring
  2. String drawing: scale by weapon_spring and use white color when weapon_flashing

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.

Three things added:

Try it.

Perfect, now let's add the arrow visual. This is not the projectile, just the arrow's visual while drawing the string before firing. As soon as the string is being drawn, the arrow appears, just like in emojunky-one.

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

1136→      @arrows_per_shot = 1
  1137→      @bow_pull_amount = 0
  1138→      @bow_sy = 1
  1139→      @bow_pulling = false
  1140→    else  -- dagger
  1141→      @weapon_class = 'melee'

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

1342→    -- Bow pull input (uses real dt, not paused dt, so it works while paused)
  1343→    if @weapon_type == 'bow'
  1344→      real_dt = an.dt
  1345→      if an\key_is_down 'f'
  1346→        @bow_pulling = true
  1347→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)
  1348→        @bow_sy = math.lerp_dt(0.9, 0.5, real_dt, @bow_sy, 0.9)
  1349→      elseif @bow_pulling
  1350→        @bow_pulling = false
  1351→        @spring\pull 'weapon', 0.5
  1352→        @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1353→        @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
  1354→
  1355→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1356→    vx, vy = @collider\get_velocity!

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

1436→      -- Draw bowstring before bow so it renders behind
  1437→      if @weapon_type == 'bow'
  1438→        bow_stretch = @bow_sy or 1
  1439→        cos_a = math.cos(@angle)
  1440→        sin_a = math.sin(@angle)
  1441→        -- String endpoints in bow's local frame (screen pixels from weapon center)
  1442→        -- x = along angle direction, y = perpendicular
  1443→        -- y scaled by bow_stretch so string tips follow the stretched bow
  1444→        string_scale = bow_stretch*weapon_spring
  1445→        st_top_x, st_top_y = -0.5, -10.5*string_scale
  1446→        st_bot_x, st_bot_y = -0.5, 10.5*string_scale
  1447→        top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a
  1448→        top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a
  1449→        bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a
  1450→        bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a
  1451→        string_color = if @weapon_flashing then white else bowstring
  1452→        pull = @bow_pull_amount or 0
  1453→        if pull > 0.1
  1454→          mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
  1455→          mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
  1456→          weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!
  1457→          weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
  1458→        else
  1459→          weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
  1460→      if @weapon_type == 'bow'
  1461→        bow_stretch = @bow_sy or 1
  1462→        weapons\push weapon_x, weapon_y, @angle + @weapon_recoil, 1, bow_stretch
  1463→        weapons\push 0, 0, @weapon_rotation_offset, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1464→        weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1465→        weapons\pop!

Good. Three edits: add state var, detect pull start/release for alpha, draw arrow at string pull point.

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.

Here's what's added:

Try it — you should see the arrow appear on the string when you start holding F, sitting at the pull point and moving backward as you draw.

Size should be the same as the bow, there should be no fade.

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.

Changed: arrow scale to 20/512 (same as bow), no fade — arrow appears instantly when pull starts, disappears instantly on release. Try it.

The bow is 24 now.

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

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

Fixed to 24/512.

Arrow should always be drawn above string and bow.

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

1456→        pull = @bow_pull_amount or 0
  1457→        if pull > 0.1
  1458→          mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
  1459→          mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
  1460→          weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!
  1461→          weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
  1462→        else
  1463→          weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
  1464→        -- Draw arrow on string
  1465→        if @bow_arrow_alpha > 0
  1466→          arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5)*cos_a
  1467→          arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a
  1468→          arrow_scale = 24/512
  1469→          weapons\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale
  1470→          weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!
  1471→          weapons\pop!
  1472→      if @weapon_type == 'bow'
  1473→        bow_stretch = @bow_sy or 1
  1474→        weapons\push weapon_x, weapon_y, @angle + @weapon_recoil, 1, bow_stretch
  1475→        weapons\push 0, 0, @weapon_rotation_offset, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring

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

1475→        weapons\push 0, 0, @weapon_rotation_offset, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1476→        weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1477→        weapons\pop!
  1478→        weapons\pop!
  1479→      else
  1480→        weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1481→        weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1482→        weapons\pop!
  1483→
  1484→    -- Debug draw weapon hitbox

I need to move the arrow drawing to after the bow image. Currently it's: string → arrow → bow. It should be: string → bow → arrow.

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

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

Moved the arrow drawing to after the bow image. Draw order is now: string → bow → arrow. Try it.

ERROR: main.lua:1474: attempt to perform arithmetic on a nil value (global 'top_wx') stack traceback: main.lua:1474: in method 'update' anchor/object.lua:401: in method '_update' anchor/init.lua:1504: in function 'update'

The top_wx/bot_wx variables are scoped to the first if @weapon_type == 'bow' block and aren't visible in the second one. I need to merge them into a single block.

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

1434→      weapons\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze
  1435→      weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1436→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1437→      weapons\pop!
  1438→      weapons\pop!
  1439→    else
  1440→      -- Draw bowstring before bow so it renders behind
  1441→      if @weapon_type == 'bow'
  1442→        bow_stretch = @bow_sy or 1
  1443→        cos_a = math.cos(@angle)
  1444→        sin_a = math.sin(@angle)
  1445→        -- String endpoints in bow's local frame (screen pixels from weapon center)
  1446→        -- x = along angle direction, y = perpendicular
  1447→        -- y scaled by bow_stretch so string tips follow the stretched bow
  1448→        string_scale = bow_stretch*weapon_spring
  1449→        st_top_x, st_top_y = -0.5, -10.5*string_scale
  1450→        st_bot_x, st_bot_y = -0.5, 10.5*string_scale
  1451→        top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a
  1452→        top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a
  1453→        bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a
  1454→        bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a
  1455→        string_color = if @weapon_flashing then white else bowstring
  1456→        pull = @bow_pull_amount or 0
  1457→        if pull > 0.1
  1458→          mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
  1459→          mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
  1460→          weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!
  1461→          weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
  1462→        else
  1463→          weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
... [25 more lines]

I'll merge the two bow blocks into one so all variables are in scope:

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

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

Merged into a single if @weapon_type == 'bow' block so all variables (top_wx, bot_wx, cos_a, sin_a, pull) are in scope for the arrow drawing. Try it.

Now let's have the same exact thing being drawn in the weapon_ui for the bow. It should be exactly the same in all ways.

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

1830→        flash_on_spawn: 0.25
  1831→        angle_mode: 0
  1832→        gravity: -128
  1833→
  1834→
  1835→
  1836→-- Weapon UI: displays emoji, weapon icon, and stat board
  1837→class weapon_ui extends object
  1838→  new: (@team, weapon_type) =>
  1839→    super 'weapon_ui'
  1840→    @weapon_type = weapon_type
  1841→
  1842→    -- Emoji properties
  1843→    @emoji_x = if @team == 'player' then 59 else 421
  1844→    @emoji_y = 60
  1845→    @emoji_image = if @team == 'player' then an.images.cowboy else an.images.no_mouth
  1846→    @emoji_hit_image = if @team == 'player' then an.images.cowboy_hit else an.images.no_mouth_hit
  1847→    @emoji_scale = 20/512
  1848→    @emoji_scale *= 1.1 if @team == 'player'
  1849→    @showing_hit = false
  1850→    @emoji_oy = 0
  1851→
  1852→    -- Weapon properties
  1853→    @weapon_x = if @team == 'player' then 91 else 389
  1854→    @weapon_y = 60
  1855→    @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 else an.images.dagger
  1856→    @weapon_scale = 20/512
  1857→    @weapon_flip_x = if @team == 'player' then -1 else 1
  1858→
  1859→    -- Board properties
... [10 more lines]

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

1890→
  1891→    -- Get handcam transforms
  1892→    emoji_t = @emoji_shake\get_transform!
  1893→    weapon_t = @weapon_shake\get_transform!
  1894→    board_t = @board_shake\get_transform!
  1895→
  1896→    -- Draw emoji
  1897→    current_emoji = if @showing_hit then @emoji_hit_image else @emoji_image
  1898→    weapons\push @emoji_x + emoji_t.x, @emoji_y + @emoji_oy + emoji_t.y, emoji_t.rotation + @spring.emoji_rotation.x, @emoji_scale*@spring.emoji_scale.x, @emoji_scale*@spring.emoji_scale.x
  1899→    weapons\image current_emoji, 0, 0
  1900→    weapons\pop!
  1901→
  1902→    -- Draw weapon
  1903→    weapon_spring = ball.spring.weapon.x
  1904→    weapon_recoil = ball.weapon_recoil
  1905→    weapon_flashing = ball.weapon_flashing
  1906→    weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
  1907→    weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
  1908→    weapons\pop!
  1909→
  1910→    -- Draw stat board
  1911→    -- front\push @center_x + board_t.x, @board_y + board_t.y, board_t.rotation, @board_scale, @board_scale
  1912→    -- front\image an.images.blue_board, 0, 0
  1913→    -- front\pop!
  1914→
  1915→    -- Draw stat text (labels left-aligned, values right-aligned)
  1916→    effects\push @text_x + board_t.x, @text_y + @text_oy + board_t.y, board_t.rotation + @spring.text_rotation.x, @spring.text_scale.x, @spring.text_scale.x
  1917→    left_x = -45
  1918→    right_x = 55
  1919→    if @weapon_type == 'gun'
... [10 more lines]

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 chronologically analyze the conversation:

  1. Initial Request: User wants to continue implementing the bow weapon for emoji-ball-battles, referencing bow-reference.md.

  2. Research Phase: I read the engine overview, framework API quick reference, and main.yue (too large, had to read in sections). I explored the codebase to understand the weapon system architecture.

  3. Architecture Understanding:

    • Game has 3 weapon types: dagger (melee), sword (melee), gun (ranged)
    • Weapon config is in ball.new() as if/elseif blocks
    • Auto-fire uses timer\when with alignment checks
    • weapon_ui handles HUD display
    • The bow reference describes it as ranged auto-attack, +1 arrow per hit scaling
  4. User Answers to Questions:

    • Assets: bow.png and arrow.png already in assets/. Bowstring color: 217, 158, 130
    • Arrow projectile: Modify existing projectile class with projectile_type field, not through args
    • Alignment: Same as gun (500px raycast)
  5. First request: Visual only: User said "let's first make the weapon work visually, without any logic to it." Change player ball from gun to bow.

  6. Image Registration + Bow Config: Added bow.png and arrow.png images, bow weapon config block, changed player to 'bow', updated weapon_ui.

  7. Rotation Fix Attempts:

    • First: weapon_rotation_offset = -π/4, weapon_scale_y = 20/512 → User said "needs horizontal flip"
    • Second: Changed to weapon_scale_y = -20/512 → User said "needs to be flipped differently"
    • Third: Changed to weapon_scale = -20/512, weapon_scale_y = 20/512 (x-flip instead of y-flip) → User said "the angle needs to be 90 degrees to a side"
    • Fourth: Changed weapon_rotation_offset from -π/4 to π/4 → This worked
  8. Bowstring Drawing:

    • Initially drew inside the weapon's push/pop using image-space coordinates (512x512)
    • User was confused: "I change the value by 100 and I expect it should change by 100 pixels, but that's not what's happening" → I explained the push/pop scales by 20/512
    • Moved string drawing outside push/pop to world space
    • User said "it should be drawn before the bow itself" → moved string before bow image
    • User said string endpoints were diagonal because they were in original sprite space, not accounting for bow rotation → Changed to bow's local frame coordinates in screen pixels (x = along aim, y = perpendicular)
    • User tuned values to (-0.5, -10.5) and (-0.5, 10.5), changed to use @angle directly instead of bow_angle
  9. Bow Pull Mechanic:

    • User wanted hold-key to pull bowstring like emojunky-one
    • Initially bound to 'space' → already used for unpause
    • Changed to 'f' → didn't work because dt=0 when paused
    • Fixed by using an.dt (real dt) instead of local dt
    • User wanted to test while paused
  10. Bow Stretch Issues:

    • First attempt stretched bow via weapon_scale (bow_sx) but was "weird"
    • User said remove stretch, just focus on pull center → removed bow_sx
    • Later re-added stretch. User renamed variable to bow_sy, target value 0.9
    • Stretch was diagonal because weapon_rotation_offset was inside the push → Split into nested pushes: outer for @angle + stretch, inner for weapon_rotation_offset + image scale
  11. Weapon Spring on Release: Added @spring\pull 'weapon', 0.5 on release. String affected by weapon_spring and weapon_flashing (white color).

  12. Arrow Visual on Bow: Added arrow appearing when pulling (no fade, instant), positioned at string pull point, @angle + 3π/4 rotation, scale 24/512.

    • Initially had fade-in → user said no fade
    • Initially 14/512 scale → user said same as bow → 20/512 → user said bow is 24 now → 24/512
    • Arrow initially drawn between string and bow → user said draw above both → moved after bow
    • Got nil error because top_wx was in different scope → merged into single if block
  13. Current State of bow config (from last read):

    • weapon_scale = -24/512, weapon_scale_y = 24/512
    • weapon_rotation_offset = math.pi/4
    • weapon_visual_offset = 12
    • weapon_hitbox_offset = 16, length 12, width 28
  14. Current weapon_ui: Draws weapon with simple push/pop at fixed position. Uses @weapon_scale = 20/512 and @weapon_flip_x.

  15. Last Request: "Now let's have the same exact thing being drawn in the weapon_ui for the bow. It should be exactly the same in all ways." I had read the weapon_ui code and the bow config but hadn't made edits yet.

Let me trace the current state of the bow drawing code in ball.update:

    else
      if @weapon_type == 'bow'
        bow_stretch = @bow_sy or 1
        cos_a = math.cos(@angle)
        sin_a = math.sin(@angle)
        -- Draw bowstring (behind bow)
        string_scale = bow_stretch*weapon_spring
        st_top_x, st_top_y = -0.5, -10.5*string_scale
        st_bot_x, st_bot_y = -0.5, 10.5*string_scale
        top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a
        top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a
        bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a
        bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a
        string_color = if @weapon_flashing then white else bowstring
        pull = @bow_pull_amount or 0
        if pull > 0.1
          mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
          mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
          weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!
          weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
        else
          weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
        -- Draw bow image
        weapons\push weapon_x, weapon_y, @angle + @weapon_recoil, 1, bow_stretch
        weapons\push 0, 0, @weapon_rotation_offset, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
        weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
        weapons\pop!
        weapons\pop!
        -- Draw arrow on top of string and bow
        if @bow_arrow_alpha > 0
          arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5)*cos_a
          arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a
          arrow_scale = 24/512
          weapons\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale
          weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!
          weapons\pop!
      else
        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!

The weapon_ui draw code currently: yuescript -- Draw weapon weapon_spring = ball.spring.weapon.x weapon_recoil = ball.weapon_recoil weapon_flashing = ball.weapon_flashing weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white! weapons\pop!

For the weapon_ui bow version, I need to replicate the full string + bow + arrow drawing. The "angle" in the UI context is the weapon's display angle (from handcam + springs), and the ball's bow state (bow_pull_amount, bow_sy, bow_arrow_alpha) can be read from ball = @parent.

Summary: 1. Primary Request and Intent: The user wants to implement a bow weapon for their emoji-ball-battles game built with the Anchor engine (YueScript/Lua). The bow is a ranged auto-attack weapon that fires arrows, with +1 arrow per hit scaling. The implementation follows patterns from emojunky-one (a reference project) adapted for EBB's spinning-ball combat system. The session focused first on getting the bow visual correct (image, bowstring, pull animation, arrow-on-bow visual) before adding any gameplay logic.

  1. Key Technical Concepts:

    • Anchor engine: C core + YueScript framework, layers for rendering, push/pop transform stack
    • Weapon system: config in ball.new() if/elseif blocks, weapon_scale/weapon_scale_y/weapon_rotation_offset control image rendering
    • Nested push/pop for separating stretch from image rotation (outer push for @angle + stretch, inner push for weapon_rotation_offset + scale)
    • String drawing in world space with manual rotation math (cos_a/sin_a) rather than inside push/pop (avoids unintuitive scaled coordinates)
    • String endpoints in bow's local frame: x = along @angle, y = perpendicular, screen pixels
    • weapon_spring (spring oscillation), weapon_flashing (white flash), weapon_recoil (rotation offset) affect visuals
    • bow_sy for bow stretch during pull (target 0.9, lerps back to 1 on release)
    • bow_pull_amount for string pull distance (0 to 8, elastic_out on release)
    • Arrow image rotation offset: @angle + 3*math.pi/4 (arrow.png points upper-left at ~-3π/4)
    • Operator spacing convention: no spaces for * and /, spaces for + and -
  2. Files and Code Sections:

    • E:\a327ex\emoji-ball-battles\main.yue — The main game code file. All changes are here.

      • Lines 25-26: Added bowstring = color 217, 158, 130 color definition
      • Lines 83-84: Registered an\image 'bow', 'assets/bow.png' and an\image 'arrow', 'assets/arrow.png'
      • Lines 1119-1140: Bow weapon config block in ball.new(): yuescript elseif @weapon_type == 'bow' @weapon_class = 'ranged' @weapon_image = an.images.bow @weapon_visual_offset = 12 @weapon_perpendicular_offset = 0 @weapon_hitbox_offset = 16 @weapon_hitbox_length = 12 @weapon_hitbox_width = 28 @weapon_scale = -24/512 @weapon_scale_y = 24/512 @weapon_rotation_offset = 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 @arrows_per_shot = 1 @bow_pull_amount = 0 @bow_sy = 1 @bow_pulling = false @bow_arrow_alpha = 0
      • Lines ~284: Arena spawns player ball with 'bow' instead of 'gun'
      • Lines ~1342-1353: Bow pull input in ball.update(): yuescript -- Bow pull input (uses real dt, not paused dt, so it works while paused) if @weapon_type == 'bow' real_dt = an.dt if an\key_is_down 'f' if not @bow_pulling @bow_arrow_alpha = 1 @bow_pulling = true @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8) @bow_sy = math.lerp_dt(0.9, 0.5, real_dt, @bow_sy, 0.9) elseif @bow_pulling @bow_pulling = false @bow_arrow_alpha = 0 @spring\pull 'weapon', 0.5 @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release' @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
      • Lines ~1439-1480: Bow drawing in ball.update() (string → bow → arrow): yuescript if @weapon_type == 'bow' bow_stretch = @bow_sy or 1 cos_a = math.cos(@angle) sin_a = math.sin(@angle) -- Draw bowstring (behind bow) string_scale = bow_stretch*weapon_spring st_top_x, st_top_y = -0.5, -10.5*string_scale st_bot_x, st_bot_y = -0.5, 10.5*string_scale top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a string_color = if @weapon_flashing then white else bowstring pull = @bow_pull_amount or 0 if pull > 0.1 mid_wx = (top_wx + bot_wx)/2 - pull*cos_a mid_wy = (top_wy + bot_wy)/2 - pull*sin_a weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color! weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color! else weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color! -- Draw bow image weapons\push weapon_x, weapon_y, @angle + @weapon_recoil, 1, bow_stretch weapons\push 0, 0, @weapon_rotation_offset, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white! weapons\pop! weapons\pop! -- Draw arrow on top of string and bow if @bow_arrow_alpha > 0 arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5)*cos_a arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a arrow_scale = 24/512 weapons\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white! weapons\pop! else 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!
      • weapon_ui class (~line 1836+): Current weapon draw code (to be modified): yuescript -- Draw weapon weapon_spring = ball.spring.weapon.x weapon_recoil = ball.weapon_recoil weapon_flashing = ball.weapon_flashing weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white! weapons\pop!
      • weapon_ui stats: Added bow stat display "ARROWS/SHOT" showing ball.arrows_per_shot
      • weapon_ui weapon_image: Added elseif weapon_type == 'bow' then an.images.bow to image selection
    • E:\a327ex\emoji-ball-battles\reference\bow-reference.md — Reference doc for bow implementation from emojunky-one

    • E:\a327ex\emoji-ball-battles\docs\WEAPON_DESIGN.md — Weapon design doc, bow entry: "fires arrows periodically, +1 arrow per hit"
    • E:\a327ex\emoji-ball-battles\assets\bow.png — Curved bow shape, concave faces right-ish, 512x512
    • E:\a327ex\emoji-ball-battles\assets\arrow.png — Arrow pointing upper-left (~-3π/4), 512x512
  3. Errors and fixes:

    • Bow orientation wrong (concave facing ball): Tried y-flip first (weapon_scale_y = -20/512), user said "flipped differently". Fixed by x-flip instead (weapon_scale = -20/512, weapon_scale_y = 20/512). Then user said angle needs 90° shift, changed weapon_rotation_offset from -π/4 to π/4.
    • String coordinates unintuitive: Drawing inside push/pop meant coordinates were in 512x512 image space scaled by ~0.039. User confused by values. Fixed by moving string drawing outside push/pop to world space, then further improved by defining endpoints in bow's local rotated frame (screen pixels).
    • String diagonal when it shouldn't be: String endpoints were in original sprite space, not accounting for bow rotation. User explicitly said "it should take into account the bow's rotation too." Fixed by using @angle for cos_a/sin_a to rotate endpoints into world space.
    • Space key conflict: Bound bow pull to 'space' but it was already used for unpausing. Changed to 'f'.
    • Bow pull not working while paused: dt was set to 0 when paused. Fixed by using an.dt (real fixed timestep) instead of local dt.
    • Bow stretch diagonal: Stretch applied via weapon_scale_y in the push included weapon_rotation_offset, causing diagonal stretching. Fixed with nested push/pop: outer for @angle + stretch, inner for weapon_rotation_offset + image scale.
    • bow_sx vs bow_sy naming: User renamed variable to bow_sy, I referenced @bow_sx in drawing code → stretch didn't work. Fixed by changing reference to @bow_sy.
    • Arrow nil error (top_wx): Arrow drawing was in a separate if @weapon_type == 'bow' block from where top_wx was defined. Variables were out of scope. Fixed by merging all bow drawing into a single if block.
    • bow_sy target: User changed stretch target from 1.15 to 0.9 (bow gets squeezed/compressed during pull, not expanded)
  4. Problem Solving:

    • Determined correct bow image orientation through trial and error: weapon_scale = -24/512 (x-flip), weapon_scale_y = 24/512, weapon_rotation_offset = π/4
    • Solved string coordinate system: endpoints in bow's local frame, x along @angle, y perpendicular, screen pixels. Values tuned by user to (-0.5, -10.5) and (-0.5, 10.5)
    • Solved stretch axis alignment with nested push/pop pattern
    • Arrow position offset of -6.5 (user-tuned) from string midpoint along cos_a/sin_a
  5. All user messages:

    • "Hello, let's continue with implementing the bow. @bow-reference.md. Also read other relevant files for the project."
    • "Sure, let's first make the weapon work visually, without any logic to it, just to see if it looks right. Make the ball that currently has the gun hold the bow."
    • "Rotation is off, it needs to be horizontally flipped essentially. Let's also draw the string, it should have the color I mentioned earlier." (with screenshot)
    • "No, the angle needs to be 90 degrees to a side."
    • "Debug draw the weapon's shape please"
    • "What's the logic behind the values when drawing the string? I'm changing them around and they make no sense to me. I change the value by 100 and I expect it should change by 100 pixels, but that's not what's happening at all."
    • "The string should be drawn before the bow itself."
    • "I understand why the position is off. If top_x, bot_x are both 0, the string is angled diagonally if the bow's angle is 0, because that's how the original sprite is. But it shouldn't be like that, it should take into account the bow's rotation too."
    • "OK, I changed the code a little and the position for the string is correct now. Now, let's stretch the bow as kind of as you were before so that it looks like it's actually pulling. The top and bottom positions of the strings should also be moved according to the stretch."
    • "It doesn't seem to be stretching at all now." (bow_sx vs bow_sy naming mismatch)
    • "The pulling on the stretch is also affected by the fact that the weapon rotation offset exists, so it's stretching diagonally."
    • "Like in emojunky-one, once the release happens we need to pull on the weapon's spring in the same way. Also, the string should be affected by this and by whenever the weapon flashes too."
    • "Perfect, now let's add the arrow visual. This is not the projectile, just the arrow's visual while drawing the string before firing. As soon as the string is being drawn, the arrow appears, just like in emojunky-one."
    • "Size should be the same as the bow, there should be no fade."
    • "The bow is 24 now."
    • "Arrow should always be drawn above string and bow."
    • "space is already used to unpause the game at the start"
    • "Nothing happens when F is held." (was paused, dt=0)
    • "You're right, it's because it was paused. I'd like to test the bow pulling while paused."
    • "The pulling is not happening at the center of the string. You're also stretching the bow in a weird way. Let's try without stretching the bow at all first and make sure we're pulling the middle of string."
    • "Now let's have the same exact thing being drawn in the weapon_ui for the bow. It should be exactly the same in all ways."
  6. Pending Tasks (from the original bow implementation plan, not yet done):

    • Replicate bow drawing (string + bow + arrow) in weapon_ui ← current task
    • Add bow_is_aligned method (raycast like gun)
    • Add bow_fire method (spawn arrow projectiles with spread)
    • Add auto-fire timer for bow
    • Modify projectile class for arrow type (projectile_type field, narrow hitbox, no gravity, arrow image, wall-sticking)
    • Add arena collision handling for bow scaling (+1 arrows_per_shot on hit)
    • Remove debug draw rectangle (currently uncommented)
    • Remove the 'f' key test input (temporary for visual testing)
  7. Current Work: The user's most recent request was: "Now let's have the same exact thing being drawn in the weapon_ui for the bow. It should be exactly the same in all ways."

    I had read the weapon_ui code (lines 1836-1930) and the current bow config (lines 1118-1140) but had not yet made any edits to weapon_ui. The weapon_ui currently draws the weapon with a simple push/pop. For the bow, it needs to replicate the full in-game drawing: bowstring (with pull V-shape, weapon_spring scaling, flash color), bow image (with nested push for stretch), and arrow (when pulling). The ball's bow state (bow_pull_amount, bow_sy, bow_arrow_alpha, bow_pulling) is accessible via ball = @parent.

    Key considerations for the UI version:

    • UI weapon position: @weapon_x + weapon_t.x, @weapon_y + weapon_t.y (fixed position + handcam)
    • UI weapon rotation: weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x (no ball angle)
    • UI weapon scale: @weapon_scale = 20/512 (UI-specific), @weapon_flip_x = -1 for player
    • Ball's in-game scale: weapon_scale = -24/512, weapon_scale_y = 24/512
    • The in-game bow uses @angle as the base direction for string/arrow; the UI equivalent would be the base rotation without weapon_rotation_offset
    • Need nested push for stretch separation, same as in-game
  8. Optional Next Step: Implement the bow drawing in weapon_ui to match the in-game version exactly. The user said: "Now let's have the same exact thing being drawn in the weapon_ui for the bow. It should be exactly the same in all ways." I need to modify the weapon_ui update method's "Draw weapon" section (around lines 1902-1908) to add bow-specific rendering with string, bow image (nested push for stretch), and arrow, reading bow state from ball = @parent.

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\2d4fd53d-cae4-49e8-9719-a70659ca2841.jsonl Please continue the conversation from where we left it off without asking the user any further questions. Continue with the last task that you were asked to work on.

Let me read the current weapon_ui code and the bow drawing code in main.yue to get the exact current state.

Task (Find weapon_ui draw code)

[
  {
    "type": "text",
    "text": "Perfect! I've found both sections. Here's what you requested:\n\n## 1. weapon_ui class's update method - \"Draw weapon\" section\n\n**Lines 1902-1908** (with surrounding context from lines 1888-1944):\n\n```yuescript\n  update: (dt) =>\n    ball = @parent\n\n    -- Get handcam transforms\n    emoji_t = @emoji_shake\\get_transform!\n    weapon_t = @weapon_shake\\get_transform!\n    board_t = @board_shake\\get_transform!\n\n    -- Draw emoji\n    current_emoji = if @showing_hit then @emoji_hit_image else @emoji_image\n    weapons\\push @emoji_x + emoji_t.x, @emoji_y + @emoji_oy + emoji_t.y, emoji_t.rotation + @spring.emoji_rotation.x, @emoji_scale*@spring.emoji_scale.x, @emoji_scale*@spring.emoji_scale.x\n    weapons\\image current_emoji, 0, 0\n    weapons\\pop!\n\n    -- Draw weapon\n    weapon_spring = ball.spring.weapon.x\n    weapon_recoil = ball.weapon_recoil\n    weapon_flashing = ball.weapon_flashing\n    weapons\\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring\n    weapons\\image @weapon_image, 0, 0, nil, weapon_flashing and white!\n    weapons\\pop!\n\n    -- Draw stat board\n    -- front\\push @center_x + board_t.x, @board_y + board_t.y, board_t.rotation, @board_scale, @board_scale\n    -- front\\image an.images.blue_board, 0, 0\n    -- front\\pop!\n\n    -- Draw stat text (labels left-aligned, values right-aligned)\n    effects\\push @text_x + board_t.x, @text_y + @text_oy + board_t.y, board_t.rotation + @spring.text_rotation.x, @spring.text_scale.x, @spring.text_scale.x\n    left_x = -45\n    right_x = 55\n    if @weapon_type == 'gun'\n      cooldown = math.max(ball.minimum_cooldown, ball.base_cooldown - ball.hits_landed * ball.cooldown_reduction_per_hit)\n      attacks_per_second = 1/cooldown\n      burst_chance = math.floor(math.min(ball.hits_landed*ball.burstfire_chance_increase_per_hit*100, 50))\n      -- Row 1\n      effects\\text \"ATTACKS/S\", 'lana', left_x, -6, white!\n      value1 = string.format(\"%.2f\", attacks_per_second)\n      effects\\text value1, 'lana', right_x - an.fonts.lana\\text_width(value1), -6, white!\n      -- Row 2\n      effects\\text \"BURST CHANCE\", 'lana', left_x, 6, white!\n      value2 = string.format(\"%d%%\", burst_chance)\n      effects\\text value2, 'lana', right_x - an.fonts.lana\\text_width(value2), 6, white!\n    elseif @weapon_type == 'sword'\n      effects\\text \"THRUST DMG\", 'lana', left_x, 0, white!\n      value1 = string.format(\"%d\", ball.thrust_damage)\n      effects\\text value1, 'lana', right_x - an.fonts.lana\\text_width(value1), 0, white!\n    elseif @weapon_type == 'bow'\n      effects\\text \"ARROWS/SHOT\", 'lana', left_x, 0, white!\n      value1 = string.format(\"%d\", ball.arrows_per_shot)\n      effects\\text value1, 'lana', right_x - an.fonts.lana\\text_width(value1), 0, white!\n    else  -- dagger\n      rotations_per_second = ball.base_angular_velocity/(2*math.pi)\n      effects\\text \"ROTATIONS/S\", 'lana', left_x, 0, white!\n      value1 = string.format(\"%.2f\", rotations_per_second)\n      effects\\text value1, 'lana', right_x - an.fonts.lana\\text_width(value1), 0, white!\n    effects\\pop!\n```\n\n---\n\n## 2. Bow drawing code in ball.update() - Full if @weapon_type == 'bow' block\n\n**Lines 1440-1474** (the complete bow section):\n\n```yuescript\n      if @weapon_type == 'bow'\n        bow_stretch = @bow_sy or 1\n        cos_a = math.cos(@angle)\n        sin_a = math.sin(@angle)\n        -- Draw bowstring (behind bow)\n        string_scale = bow_stretch*weapon_spring\n        st_top_x, st_top_y = -0.5, -10.5*string_scale\n        st_bot_x, st_bot_y = -0.5, 10.5*string_scale\n        top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a\n        top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a\n        bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a\n        bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a\n        string_color = if @weapon_flashing then white else bowstring\n        pull = @bow_pull_amount or 0\n        if pull > 0.1\n          mid_wx = (top_wx + bot_wx)/2 - pull*cos_a\n          mid_wy = (top_wy + bot_wy)/2 - pull*sin_a\n          weapons\\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!\n          weapons\\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!\n        else\n          weapons\\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!\n        -- Draw bow image\n        weapons\\push weapon_x, weapon_y, @angle + @weapon_recoil, 1, bow_stretch\n        weapons\\push 0, 0, @weapon_rotation_offset, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring\n        weapons\\image @weapon_image, 0, 0, nil, @weapon_flashing and white!\n        weapons\\pop!\n        weapons\\pop!\n        -- Draw arrow on top of string and bow\n        if @bow_arrow_alpha > 0\n          arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5)*cos_a\n          arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a\n          arrow_scale = 24/512\n          weapons\\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale\n          weapons\\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!\n          weapons\\pop!\n```\n\nThe bow drawing code handles three main elements: the bowstring (which pulls back when `@bow_pull_amount` > 0.1), the bow image itself, and the arrow that appears when `@bow_arrow_alpha > 0`. The bowstring color switches to white when the weapon is flashing."
  },
  {
    "type": "text",
    "text": "agentId: a53222b (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 19484\ntool_uses: 6\nduration_ms: 28518</usage>"
  }
]

Let me read the exact lines around the weapon_ui draw section to make sure I have the precise current code.

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

1895→
  1896→    -- Draw emoji
  1897→    current_emoji = if @showing_hit then @emoji_hit_image else @emoji_image
  1898→    weapons\push @emoji_x + emoji_t.x, @emoji_y + @emoji_oy + emoji_t.y, emoji_t.rotation + @spring.emoji_rotation.x, @emoji_scale*@spring.emoji_scale.x, @emoji_scale*@spring.emoji_scale.x
  1899→    weapons\image current_emoji, 0, 0
  1900→    weapons\pop!
  1901→
  1902→    -- Draw weapon
  1903→    weapon_spring = ball.spring.weapon.x
  1904→    weapon_recoil = ball.weapon_recoil
  1905→    weapon_flashing = ball.weapon_flashing
  1906→    weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
  1907→    weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
  1908→    weapons\pop!
  1909→
  1910→    -- Draw stat board
  1911→    -- front\push @center_x + board_t.x, @board_y + board_t.y, board_t.rotation, @board_scale, @board_scale
  1912→    -- front\image an.images.blue_board, 0, 0
  1913→    -- front\pop!
  1914→
  1915→    -- Draw stat text (labels left-aligned, values right-aligned)
  1916→    effects\push @text_x + board_t.x, @text_y + @text_oy + board_t.y, board_t.rotation + @spring.text_rotation.x, @spring.text_scale.x, @spring.text_scale.x
  1917→    left_x = -45
  1918→    right_x = 55
  1919→    if @weapon_type == 'gun'
  1920→      cooldown = math.max(ball.minimum_cooldown, ball.base_cooldown - ball.hits_landed * ball.cooldown_reduction_per_hit)
  1921→      attacks_per_second = 1/cooldown
  1922→      burst_chance = math.floor(math.min(ball.hits_landed*ball.burstfire_chance_increase_per_hit*100, 50))
  1923→      -- Row 1
  1924→      effects\text "ATTACKS/S", 'lana', left_x, -6, white!
... [30 more lines]

Here's the bow-specific weapon_ui drawing code that mirrors the in-game version. It replaces lines 1906-1908 (the single push/image/pop) with an if/else for bow vs other weapons:

    if @weapon_type == 'bow'
      bow_stretch = ball.bow_sy or 1
      wx = @weapon_x + weapon_t.x
      wy = @weapon_y + weapon_t.y
      base_angle = weapon_t.rotation + @spring.weapon_rotation.x
      cos_a = math.cos(base_angle)
      sin_a = math.sin(base_angle)
      -- Draw bowstring (behind bow)
      string_scale = bow_stretch*weapon_spring
      st_top_x, st_top_y = -0.5, -10.5*string_scale
      st_bot_x, st_bot_y = -0.5, 10.5*string_scale
      top_wx = wx + st_top_x*cos_a - st_top_y*sin_a
      top_wy = wy + st_top_x*sin_a + st_top_y*cos_a
      bot_wx = wx + st_bot_x*cos_a - st_bot_y*sin_a
      bot_wy = wy + st_bot_x*sin_a + st_bot_y*cos_a
      string_color = if weapon_flashing then white else bowstring
      pull = ball.bow_pull_amount or 0
      if pull > 0.1
        mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
        mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
        weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!
        weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
      else
        weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
      -- Draw bow image
      weapons\push wx, wy, base_angle + weapon_recoil, 1, bow_stretch
      weapons\push 0, 0, ball.weapon_rotation_offset, ball.weapon_scale*weapon_spring, ball.weapon_scale_y*weapon_spring
      weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
      weapons\pop!
      weapons\pop!
      -- Draw arrow on top of string and bow
      if ball.bow_arrow_alpha > 0
        arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5)*cos_a
        arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a
        arrow_scale = 24/512
        weapons\push arrow_x, arrow_y, base_angle + 3*math.pi/4, arrow_scale, arrow_scale
        weapons\image an.images.arrow, 0, 0, nil, weapon_flashing and white!
        weapons\pop!
    else
      weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
      weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
      weapons\pop!

Key mappings from in-game → UI:

Does this look right?

Sure, try it.

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

<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>

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

1900→    weapons\pop!
  1901→
  1902→    -- Draw weapon
  1903→    weapon_spring = ball.spring.weapon.x
  1904→    weapon_recoil = ball.weapon_recoil
  1905→    weapon_flashing = ball.weapon_flashing
  1906→    weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
  1907→    weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
  1908→    weapons\pop!
  1909→
  1910→    -- Draw stat board
  1911→    -- front\push @center_x + board_t.x, @board_y + board_t.y, board_t.rotation, @board_scale, @board_scale
  1912→    -- front\image an.images.blue_board, 0, 0
  1913→    -- front\pop!
  1914→

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

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

Done. The weapon_ui now draws the bow with all three elements (bowstring, bow image, arrow) exactly like the in-game version. Give it a try — press F while paused and you should see the pull animation in the HUD too.

Let's refactor the weapon-specific code in the ball class. Create a switch for the four weapons in the constructor. Create a switch for the four weapons when drawing. It's fine if drawing code repeats between each weapon, clarity is more important than code reuse. Create a switch for the weapons in update if there's code specific to each weapon there as well. Add a comment where appropriate that, for this codebase, due to locality, it's better to have huge switches with repeated code all in the same place to handle different cases than to try to be clever and reuse code, or have code spread out throughout the codebase.

EnterPlanMode

Entered plan mode. You should now focus on exploring the codebase and designing an implementation approach.

In plan mode, you should:

1. Thoroughly explore the codebase to understand existing patterns
2. Identify similar features and architectural approaches
3. Consider multiple approaches and their trade-offs
4. Use AskUserQuestion if you need to clarify the approach
5. Design a concrete implementation strategy
6. When ready, use ExitPlanMode to present your plan for approval

Remember: DO NOT write or edit any files yet. This is a read-only exploration and planning phase.

Let me explore the ball class to find all weapon-specific code sections.

Task (Find ball update weapon logic)

[
  {
    "type": "text",
    "text": "Perfect. Let me compile the complete findings with all weapon-specific update logic:\n\n## Weapon-Specific UPDATE Logic in Ball Class\n\nHere are ALL the weapon-specific update/state management code sections in the ball class (excluding pure drawing code):\n\n---\n\n### 1. **Auto-Fire/Auto-Attack Timer Setup** (Constructor, lines 1237-1245)\n\n```yuescript\n    -- Gun auto-firing: when aligned and ready, fire\n    if @weapon_type == 'gun'\n      @gun_ready = true\n      @timer\\when (-> @gun_ready and @\\gun_is_aligned!), 'gun_fire', (-> @\\gun_fire!)\n\n    -- Sword auto-thrusting: when aligned and ready, thrust\n    if @weapon_type == 'sword'\n      @thrust_ready = true\n      @timer\\when (-> @thrust_ready and @\\sword_is_aligned!), 'sword_thrust', (-> @\\sword_thrust!)\n```\n\n---\n\n### 2. **Dagger Swing Sound Logic** (Update method, lines 1278-1301)\n\n```yuescript\n    -- Dagger swing sound: first at 0.07 rotation, then every full rotation, max 5 times (melee only)\n    -- Fixed threshold based on original base (1.5\u03c0 * 3.5 = 5.25\u03c0)\n    -- Disabled when base velocity reaches 6.5\u03c0 (~25 hits)\n    -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit\n    @can_swing_sound_time += dt if @weapon_class == 'melee'\n    if @weapon_class == 'melee' and @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33\n      if not @fast_spinning\n        -- Just started fast spinning, reset accumulator and count\n        @fast_spinning = true\n        @rotation_accumulator = 0\n        @swing_sound_count = 0\n      elseif @swing_sound_count < 5\n        -- Accumulate rotation based on angular velocity\n        @rotation_accumulator += angular_speed * dt\n        -- First trigger at 0.25 rotation, then every full rotation after\n        threshold = if @swing_sound_count == 0 then 0.07*2* math.pi else 2*math.pi\n        if @rotation_accumulator >= threshold\n          @rotation_accumulator -= threshold\n          @swing_sound_count += 1\n          an\\sound_play \"dagger_swing_#{an.random\\int(1, 5)}\", 0.7, an.random\\float(0.95, 1.05)\n    else\n      @fast_spinning = false\n      @rotation_accumulator = 0\n      @swing_sound_count = 0\n```\n\n---\n\n### 3. **Bow Pull Input Handling** (Update method, lines 1343-1357)\n\n```yuescript\n    -- Bow pull input (uses real dt, not paused dt, so it works while paused)\n    if @weapon_type == 'bow'\n      real_dt = an.dt\n      if an\\key_is_down 'f'\n        if not @bow_pulling\n          @bow_arrow_alpha = 1\n        @bow_pulling = true\n        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)\n        @bow_sy = math.lerp_dt(0.9, 0.5, real_dt, @bow_sy, 0.9)\n      elseif @bow_pulling\n        @bow_pulling = false\n        @bow_arrow_alpha = 0\n        @spring\\pull 'weapon', 0.5\n        @timer\\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'\n        @timer\\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'\n```\n\n---\n\n### 4. **Hit/Damage Handling - Weapon-Specific Scaling** (Update method via hitbox events, lines 813-819)\n\n```yuescript\n      -- Weapon-specific scaling on hit\n      if attacker.weapon_type == 'dagger'\n        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit\n        attacker.max_angular_velocity = attacker.base_angular_velocity*2\n      elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust\n        attacker.thrust_hit_this_thrust = true\n        attacker.thrust_damage += 1\n        @effects\\add emoji_text attacker.x, attacker.y - 10, \"+1 dmg\"\n```\n\n---\n\n### 5. **Bow Drawing Logic (Visual ONLY - Pure Drawing, lines 1440-1474)**\n\nNote: This is drawing code, but you asked for update logic. The bow pulling/state is handled in section 3 above. The drawing implementation:\n\n```yuescript\n      if @weapon_type == 'bow'\n        bow_stretch = @bow_sy or 1\n        cos_a = math.cos(@angle)\n        sin_a = math.sin(@angle)\n        -- Draw bowstring (behind bow)\n        -- ... [12 more lines of drawing code]\n        -- Draw arrow on top of string and bow\n        if @bow_arrow_alpha > 0\n          -- ... [arrow drawing code]\n```\n\n---\n\n## Summary of Weapon-Specific Update Logic\n\n| Weapon | Update Logic Found | Line Numbers |\n|--------|-------------------|--------------|\n| **Gun** | Auto-fire timer setup with alignment check | 1238-1240 |\n| **Sword** | Auto-thrust timer setup with alignment check; hit damage scaling | 1243-1245; 816-819 |\n| **Dagger** | Swing sound on rotation; hit scaling (rotate speed increase) | 1282-1301; 813-815 |\n| **Bow** | Pull input handling (real_dt); pull amount + visual stretch | 1344-1357 |\n\n**Key Weapons State Variables Updated:**\n- Gun: `@gun_ready` (fired by `gun_fire()` callback)\n- Sword: `@thrust_ready`, `@thrust_hit_this_thrust`, `@thrust_damage` (modified by `sword_thrust()` callback)\n- Dagger: `@base_angular_velocity`, `@max_angular_velocity` (on hit), plus swing sound accumulators\n- Bow: `@bow_pulling`, `@bow_pull_amount`, `@bow_sy` (visual stretch), `@bow_arrow_alpha`"
  },
  {
    "type": "text",
    "text": "agentId: ac6054c (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 30748\ntool_uses: 10\nduration_ms: 52360</usage>"
  }
]

Task (Find remaining weapon_type checks)

[
  {
    "type": "text",
    "text": "Perfect! Now I have all the information I need. Let me compile a comprehensive report of all occurrences:\n\n## Complete Search Results: weapon_type and weapon_class\n\nI've found **26 total occurrences** across the main.yue file. Here's a complete breakdown organized by location and context:\n\n---\n\n### **WEAPON-WEAPON COLLISION HANDLING** (arena/collision code)\n\n**Line 659-660** | `arena.update()` method | Weapon-weapon collision\n```yuescript\n659\u2192      ball_a.can_swing_sound_time = 0 if ball_a.weapon_class == 'melee'\n660\u2192      ball_b.can_swing_sound_time = 0 if ball_b.weapon_class == 'melee'\n```\nContext: After two balls' weapons collide, reset swing sound timer only for melee weapons.\n\n**Line 672-675** | `arena.update()` method | Weapon-weapon collision\n```yuescript\n671\u2192      -- Trigger reflect on melee weapons\n672\u2192      if ball_a.weapon_class == 'melee'\n673\u2192        ball_a.weapon_ui\\reflect!\n674\u2192      if ball_b.weapon_class == 'melee'\n675\u2192        ball_b.weapon_ui\\reflect!\n```\nContext: Call reflect animation on weapon_ui for melee weapons after collision.\n\n---\n\n### **PROJECTILE-WEAPON COLLISION (PARRY)** (arena/collision code)\n\n**Line 742** | `arena.update()` method | Projectile parry check\n```yuescript\n738\u2192      -- Skip if hitting same team's weapon\n739\u2192      continue if ball_object.team == projectile_object.team\n740\u2192\n741\u2192      -- Only melee weapons can reflect projectiles\n742\u2192      continue if ball_object.weapon_class != 'melee'\n743\u2192\n744\u2192      vx, vy = projectile_object.collider\\get_velocity!\n```\nContext: Only melee weapons can parry/reflect projectiles. Ranged weapons skip this collision.\n\n---\n\n### **WEAPON-BALL DAMAGE DEALING** (arena/collision code - PRIMARY DAMAGE LOGIC)\n\n**Line 803** | `arena.update()` method | Weapon damage check\n```yuescript\n800\u2192      -- Skip self-hit, same team, and ranged weapons\n801\u2192      continue if attacker == defender\n802\u2192      continue if attacker.team == defender.team\n803\u2192      continue if attacker.weapon_class != 'melee'\n```\nContext: Only melee weapons deal damage in sensor collision. Ranged weapons (gun, bow) skip this entirely.\n\n**Line 813-819** | `arena.update()` method | Weapon-specific damage scaling\n```yuescript\n812\u2192      -- Weapon-specific scaling on hit\n813\u2192      if attacker.weapon_type == 'dagger'\n814\u2192        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit\n815\u2192        attacker.max_angular_velocity = attacker.base_angular_velocity*2\n816\u2192      elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust\n817\u2192        attacker.thrust_hit_this_thrust = true\n818\u2192        attacker.thrust_damage += 1\n819\u2192        @effects\\add emoji_text attacker.x, attacker.y - 10, \"+1 dmg\"\n```\nContext: After melee damage dealt:\n- **Dagger**: increases angular velocity per hit\n- **Sword**: increases thrust damage by 1 per successful thrust hit (with visual effect)\n\n---\n\n### **WEAPON-PLANT INTERACTION** (arena/collision code)\n\n**Line 849** | `arena.update()` method | Plant interaction\n```yuescript\n842\u2192    -- Weapon passing through plant: apply moving force (melee can kill, ranged cannot)\n843\u2192    for event in *an\\sensor_begin_events 'weapon_hitbox', 'plant_ghost'\n844\u2192      ball_object = event.a   -- weapon_hitbox tag (ball that owns the weapon)\n845\u2192      plant_object = event.b  -- plant_ghost tag\n846\u2192      -- Weapon's horizontal velocity = -angular_velocity * offset * sin(angle)\n847\u2192      av = ball_object.collider\\get_angular_velocity!\n848\u2192      weapon_vx = -av * ball_object.weapon_visual_offset * math.sin(ball_object.angle)\n849\u2192      can_kill = ball_object.weapon_class == 'melee'\n850\u2192      plant_object\\apply_moving_force math.sign(weapon_vx), math.abs(weapon_vx), can_kill\n```\nContext: Only melee weapons can kill plants. Ranged weapons can push but not destroy plants.\n\n---\n\n### **BALL CLASS CONSTRUCTOR & INITIALIZATION** (ball.new method)\n\n**Line 1071** | `ball.new()` constructor | Constructor parameter\n```yuescript\n1071\u2192  new: (@x, @y, @team, @weapon_type='dagger') =>\n```\nContext: Constructor accepts weapon_type parameter with default value 'dagger'.\n\n**Line 1079-1158** | `ball.new()` constructor | Weapon setup switch\nThis is the main weapon configuration block. All four weapon types set both `weapon_type` and `weapon_class`:\n\n**Line 1080-1096** (Gun setup):\n```yuescript\n1079\u2192    -- Weapon setup based on weapon_type\n1080\u2192    if @weapon_type == 'gun'\n1081\u2192      @weapon_class = 'ranged'\n```\n\n**Line 1097-1118** (Sword setup):\n```yuescript\n1097\u2192    elseif @weapon_type == 'sword'\n1098\u2192      @weapon_class = 'melee'\n```\n\n**Line 1119-1140** (Bow setup):\n```yuescript\n1119\u2192    elseif @weapon_type == 'bow'\n1120\u2192      @weapon_class = 'ranged'\n```\n\n**Line 1142** (Dagger setup - else clause):\n```yuescript\n1141\u2192    else  -- dagger\n1142\u2192      @weapon_class = 'melee'\n```\n\n---\n\n### **WEAPON UI INITIALIZATION** (ball.new method)\n\n**Line 1231** | `ball.new()` constructor | weapon_ui creation\n```yuescript\n1230\u2192    -- Weapon UI (emoji, weapon icon, and stat board)\n1231\u2192    @\\add weapon_ui @team, @weapon_type\n```\nContext: Passes weapon_type to weapon_ui class for display initialization.\n\n---\n\n### **GUN AUTO-FIRE SETUP** (ball.new method)\n\n**Line 1238-1240** | `ball.new()` constructor | Gun-specific auto-fire\n```yuescript\n1237\u2192    -- Gun auto-firing: when aligned and ready, fire\n1238\u2192    if @weapon_type == 'gun'\n1239\u2192      @gun_ready = true\n1240\u2192      @timer\\when (-> @gun_ready and @\\gun_is_aligned!), 'gun_fire', (-> @\\gun_fire!)\n```\nContext: Only guns set up auto-fire timer condition.\n\n---\n\n### **SWORD AUTO-THRUST SETUP** (ball.new method)\n\n**Line 1243-1245** | `ball.new()` constructor | Sword-specific auto-thrust\n```yuescript\n1242\u2192    -- Sword auto-thrusting: when aligned and ready, thrust\n1243\u2192    if @weapon_type == 'sword'\n1244\u2192      @thrust_ready = true\n1245\u2192      @timer\\when (-> @thrust_ready and @\\sword_is_aligned!), 'sword_thrust', (-> @\\sword_thrust!)\n```\nContext: Only swords set up auto-thrust timer condition.\n\n---\n\n### **SWING SOUND LOGIC** (ball.update method)\n\n**Line 1282** | `ball.update()` method | Swing sound timer (melee only)\n```yuescript\n1278\u2192    -- Dagger swing sound: first at 0.07 rotation, then every full rotation, max 5 times (melee only)\n1279\u2192    -- Fixed threshold based on original base (1.5\u03c0 * 3.5 = 5.25\u03c0)\n1280\u2192    -- Disabled when base velocity reaches 6.5\u03c0 (~25 hits)\n1281\u2192    -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit\n1282\u2192    @can_swing_sound_time += dt if @weapon_class == 'melee'\n```\n\n**Line 1283** | `ball.update()` method | Swing sound playing condition\n```yuescript\n1283\u2192    if @weapon_class == 'melee' and @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33\n```\nContext: Swing sound only plays for melee weapons under specific rotation speed conditions.\n\n---\n\n### **BOW PULL INPUT** (ball.update method)\n\n**Line 1344** | `ball.update()` method | Bow-specific input handling\n```yuescript\n1343\u2192    -- Bow pull input (uses real dt, not paused dt, so it works while paused)\n1344\u2192    if @weapon_type == 'bow'\n1345\u2192      real_dt = an.dt\n1346\u2192      if an\\key_is_down 'f'\n```\nContext: Only bows handle pull input (F key). This is entirely separate from gun/sword/dagger logic.\n\n---\n\n### **BOW RENDERING** (ball.draw method)\n\n**Line 1440** | `ball.draw()` method | Bow drawing logic (inside else clause for thrust handling)\n```yuescript\n1439\u2192    else\n1440\u2192      if @weapon_type == 'bow'\n1441\u2192        bow_stretch = @bow_sy or 1\n1442\u2192        cos_a = math.cos(@angle)\n```\nContext: Special rendering for bow string and stretched state during drawing phase.\n\n---\n\n### **WEAPON_UI CLASS - INITIALIZATION** (weapon_ui.new method)\n\n**Line 1838-1840** | `weapon_ui.new()` constructor | Constructor and storage\n```yuescript\n1837\u2192class weapon_ui extends object\n1838\u2192  new: (@team, weapon_type) =>\n1839\u2192    super 'weapon_ui'\n1840\u2192    @weapon_type = weapon_type\n```\nContext: weapon_ui stores weapon_type for use in draw and display logic.\n\n**Line 1855** | `weapon_ui.new()` constructor | Weapon image selection\n```yuescript\n1852\u2192    -- Weapon properties\n1853\u2192    @weapon_x = if @team == 'player' then 91 else 389\n1854\u2192    @weapon_y = 60\n1855\u2192    @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 else an.images.dagger\n```\nContext: Selects correct weapon image for UI display based on weapon_type.\n\n---\n\n### **WEAPON_UI DRAW - BOW SPECIAL RENDERING** (weapon_ui.draw method)\n\n**Line 1906** | `weapon_ui.draw()` method | Bow-specific draw branch\n```yuescript\n1902\u2192    -- Draw weapon\n1903\u2192    weapon_spring = ball.spring.weapon.x\n1904\u2192    weapon_recoil = ball.weapon_recoil\n1905\u2192    weapon_flashing = ball.weapon_flashing\n1906\u2192    if @weapon_type == 'bow'\n1907\u2192      bow_stretch = ball.bow_sy or 1\n```\nContext: Entire bow drawing section with bowstring rendering (lines 1906-1943 is dedicated to bow).\n\n---\n\n### **WEAPON_UI DRAW - STAT BOARD TEXT** (weapon_ui.draw method)\n\n**Line 1958-1979** | `weapon_ui.draw()` method | Weapon-specific stat board display\n```yuescript\n1954\u2192    -- Draw stat text (labels left-aligned, values right-aligned)\n1955\u2192    effects\\push @text_x + board_t.x, @text_y + @text_oy + board_t.y, board_t.rotation + @spring.text_rotation.x, @spring.text_scale.x, @spring.text_scale.x\n1956\u2192    left_x = -45\n1957\u2192    right_x = 55\n1958\u2192    if @weapon_type == 'gun'\n1959\u2192      cooldown = math.max(ball.minimum_cooldown, ball.base_cooldown - ball.hits_landed * ball.cooldown_reduction_per_hit)\n1960\u2192      attacks_per_second = 1/cooldown\n1961\u2192      burst_chance = math.floor(math.min(ball.hits_landed*ball.burstfire_chance_increase_per_hit*100, 50))\n1962\u2192      -- Row 1\n1963\u2192      effects\\text \"ATTACKS/S\", 'lana', left_x, -6, white!\n1964\u2192      value1 = string.format(\"%.2f\", attacks_per_second)\n1965\u2192      effects\\text value1, 'lana', right_x - an.fonts.lana\\text_width(value1), -6, white!\n1966\u2192      -- Row 2\n1967\u2192      effects\\text \"BURST CHANCE\", 'lana', left_x, 6, white!\n1968\u2192      value2 = string.format(\"%d%%\", burst_chance)\n1969\u2192      effects\\text value2, 'lana', right_x - an.fonts.lana\\text_width(value2), 6, white!\n1970\u2192    elseif @weapon_type == 'sword'\n1971\u2192      effects\\text \"THRUST DMG\", 'lana', left_x, 0, white!\n1972\u2192      value1 = string.format(\"%d\", ball.thrust_damage)\n1973\u2192      effects\\text value1, 'lana', right_x - an.fonts.lana\\text_width(value1), 0, white!\n1974\u2192    elseif @weapon_type == 'bow'\n1975\u2192      effects\\text \"ARROWS/SHOT\", 'lana', left_x, 0, white!\n1976\u2192      value1 = string.format(\"%d\", ball.arrows_per_shot)\n1977\u2192      effects\\text value1, 'lana', right_x - an.fonts.lana\\text_width(value1), 0, white!\n1978\u2192    else  -- dagger\n1979\u2192      rotations_per_second = ball.base_angular_velocity/(2*math.pi)\n```\nContext: Each weapon displays different stats:\n- **Gun**: ATTACKS/S and BURST CHANCE\n- **Sword**: THRUST DMG\n- **Bow**: ARROWS/SHOT\n- **Dagger**: (implied) ROTATIONS/S\n\n---\n\n## Summary Table\n\n| Line | Class/Method | Type | Check | Purpose |\n|------|-------------|------|-------|---------|\n| 659-660 | arena.update() | weapon_class | == 'melee' | Reset swing sound timer |\n| 672-675 | arena.update() | weapon_class | == 'melee' | Trigger reflect animation |\n| 742 | arena.update() | weapon_class | != 'melee' | Skip projectile parry for ranged |\n| 803 | arena.update() | weapon_class | != 'melee' | Skip damage for ranged |\n| 813-819 | arena.update() | weapon_type | 'dagger', 'sword' | Weapon-specific scaling on hit |\n| 849 | arena.update() | weapon_class | == 'melee' | Determine plant kill ability |\n| 1071 | ball.new() | weapon_type | parameter | Constructor parameter |\n| 1080-1158 | ball.new() | weapon_type | 'gun','sword','bow',else | Weapon initialization switch |\n| 1231 | ball.new() | weapon_type | pass to UI | weapon_ui initialization |\n| 1238 | ball.new() | weapon_type | == 'gun' | Setup gun auto-fire |\n| 1243 | ball.new() | weapon_type | == 'sword' | Setup sword auto-thrust |\n| 1282 | ball.update() | weapon_class | == 'melee' | Swing sound timer |\n| 1283 | ball.update() | weapon_class | == 'melee' | Swing sound condition |\n| 1344 | ball.update() | weapon_type | == 'bow' | Bow pull input |\n| 1440 | ball.draw() | weapon_type | == 'bow' | Bow rendering |\n| 1838-1840 | weapon_ui.new() | weapon_type | parameter | Constructor/storage |\n| 1855 | weapon_ui.new() | weapon_type | multi-branch | Weapon image selection |\n| 1906 | weapon_ui.draw() | weapon_type | == 'bow' | Bow special draw |\n| 1958-1979 | weapon_ui.draw() | weapon_type | multi-branch | Stat board display |"
  },
  {
    "type": "text",
    "text": "agentId: a14b166 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 33285\ntool_uses: 14\nduration_ms: 65799</usage>"
  }
]

Let me read a few more critical sections to understand the full ball.update structure and the weapon methods.

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

1247→  update: (dt) =>
  1248→    -- When paused, use dt = 0 so physics logic doesn't run
  1249→    dt = 0 if @parent.paused
  1250→
  1251→    -- Read angle from physics
  1252→    @angle = @collider\get_angle!
  1253→
  1254→    -- Angular velocity guardrails (skip during thrust)
  1255→    angular_velocity = @collider\get_angular_velocity!
  1256→    angular_speed = math.abs(angular_velocity)
  1257→    angular_sign = math.sign(angular_velocity)
  1258→
  1259→    if not @thrusting
  1260→      if angular_speed > @base_angular_velocity
  1261→        @time_above_base += dt
  1262→        @time_below_base = 0
  1263→        if @time_above_base > @above_base_grace_period
  1264→          -- Decay toward base (90% of distance in 1 second)
  1265→          new_speed = math.lerp_dt(0.9, 1, dt, angular_speed, @base_angular_velocity)
  1266→          @collider\set_angular_velocity angular_sign*new_speed
  1267→      elseif angular_speed < @base_angular_velocity
  1268→        @time_below_base += dt
  1269→        @time_above_base = 0
  1270→        if @time_below_base > @below_base_grace_period
  1271→          -- Increase toward base (90% of distance in 0.5 seconds)
  1272→          new_speed = math.lerp_dt(0.9, 0.5, dt, angular_speed, @base_angular_velocity)
  1273→          @collider\set_angular_velocity angular_sign*new_speed
  1274→      else
  1275→        @time_above_base = 0
  1276→        @time_below_base = 0
... [190 more lines]

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

1485→    debug_draw\pop!
  1486→
  1487→    -- Indicator layout system (dead code — kept for future status effect stack system above ball)
  1488→    indicator_y = 18
  1489→    indicator_gap = 5
  1490→    for child in *@children
  1491→      if child\is('indicator') and child.visible
  1492→        child.target_y = indicator_y
  1493→        indicator_y += child.h + indicator_gap
  1494→
  1495→    -- Track angular velocity for weight-based collision handling
  1496→    @last_angular_velocity = @collider\get_angular_velocity!
  1497→
  1498→  take_damage: (amount, source) =>
  1499→    return unless @parent  -- Guard against events before fully added
  1500→    @hp -= amount
  1501→    @spring\pull 'hit', 0.3, 3, 0.7
  1502→    @\flash_ball!
  1503→
  1504→    -- Sound
  1505→    an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
  1506→    -- if @team == 'player'
  1507→    --   an\sound_play 'player_hit', 0.5, an.random\float(0.95, 1.05)
  1508→
  1509→    -- Spawn damage number above
  1510→    @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5}
  1511→
  1512→    -- Show HP bar
  1513→    @hp_bar\activate!
  1514→
... [70 more lines]

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

1583→  -- Gun callback: fire projectile with effects
  1584→  gun_fire: =>
  1585→    @gun_ready = false
  1586→    cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)
  1587→    @timer\after cooldown, 'gun_cooldown', -> @gun_ready = true
  1588→    @cooldown_bar\activate cooldown
  1589→
  1590→    -- Check for burstfire
  1591→    burstfire_chance = @burstfire_chance_increase_per_hit * @hits_landed
  1592→    is_burstfire = an.random\bool burstfire_chance * 100
  1593→
  1594→    if is_burstfire
  1595→      burst_delay = math.max(@minimum_burstfire_delay, @base_burstfire_delay - @hits_landed * @burstfire_delay_reduction_per_hit)
  1596→      @\fire_single_shot!
  1597→      @timer\after burst_delay, -> @\fire_single_shot!
  1598→      @timer\after burst_delay * 2, -> @\fire_single_shot!
  1599→    else
  1600→      @\fire_single_shot!
  1601→
  1602→  -- Sword alignment check: raycast from sword tip to detect enemy
  1603→  sword_is_aligned: =>
  1604→    tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2
  1605→    tip_x = @x + tip_offset*math.cos(@angle)
  1606→    tip_y = @y + tip_offset*math.sin(@angle)
  1607→
  1608→    ray_length = 120
  1609→    ray_end_x = tip_x + ray_length*math.cos(@angle)
  1610→    ray_end_y = tip_y + ray_length*math.sin(@angle)
  1611→
  1612→    -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
... [90 more lines]

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

800→      -- Skip self-hit, same team, and ranged weapons
   801→      continue if attacker == defender
   802→      continue if attacker.team == defender.team
   803→      continue if attacker.weapon_class != 'melee'
   804→
   805→      -- Apply damage (thrust hits use thrust_damage)
   806→      damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
   807→      attacker\flash_weapon!
   808→      defender\take_damage damage, attacker
   809→      attacker.hits_landed += 1
   810→      attacker.weapon_ui\landed_hit!
   811→
   812→      -- Weapon-specific scaling on hit
   813→      if attacker.weapon_type == 'dagger'
   814→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   815→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   816→      elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
   817→        attacker.thrust_hit_this_thrust = true
   818→        attacker.thrust_damage += 1
   819→        @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
   820→
   821→      -- Hit effect on defender's edge, facing the weapon
   822→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   823→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   824→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   825→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   826→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   827→
   828→      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
   829→      @\hit_stop 0.15*attacker.hit_stop_multiplier
... [25 more lines]

Now I have a thorough understanding of all weapon-specific code. Let me write the plan.

Write (C:\Users\adn.claude\plans\swift-shimmying-dusk.md)

File created successfully at: C:\Users\adn\.claude\plans\swift-shimmying-dusk.md

ExitPlanMode

User has approved your plan. You can now start coding. Start with updating your todo list if applicable

Your plan has been saved to: C:\Users\adn\.claude\plans\swift-shimmying-dusk.md
You can refer back to it if needed during implementation.

## Approved Plan:
# Refactor: Weapon-specific code into explicit switches in ball class

## Context

Weapon-specific code in the ball class is scattered and uses inconsistent branching patterns. The constructor has a clean switch but auto-fire timers are separate if blocks. Drawing code nests `@thrusting` checks with `@weapon_type` checks in a confusing way. Update logic for different weapons is spread across separate if blocks. Consolidating into explicit 4-way switches improves locality and readability.

## File

`E:\a327ex\emoji-ball-battles\main.yue` — all changes in the `ball` class.

## Locality comment

Add this comment (once, before the constructor switch):
```
-- Weapon-specific code uses explicit switches with repeated code per weapon rather than
-- shared abstractions. For this codebase, locality matters more than code reuse — having
-- all behavior for each weapon visible in one place is clearer than factoring out shared
-- patterns across weapons.
```

## Change 1: Constructor switch (~lines 1079-1158, 1237-1245)

**Current state:**

- Lines 1080-1158: `if gun / elseif sword / elseif bow / else -- dagger` — already a switch
... [73 more lines]

Let me start implementing. I'll work through the three changes one at a time.

Change 1: Constructor switch — First, add the locality comment and make dagger explicit.

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

1076→    @scale = 2*@radius/@image.width
  1077→    @scale = 1.125*@scale if @team == 'player' -- cowboy is visually larger
  1078→
  1079→    -- Weapon setup based on weapon_type
  1080→    if @weapon_type == 'gun'

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

1138→      @bow_sy = 1
  1139→      @bow_pulling = false
  1140→      @bow_arrow_alpha = 0
  1141→    else  -- dagger
  1142→      @weapon_class = 'melee'
  1143→      @weapon_image = an.images.dagger
  1144→      @weapon_visual_offset = 24
  1145→      @weapon_perpendicular_offset = 0
  1146→      @weapon_hitbox_offset = 24
  1147→      @weapon_hitbox_length = 28
  1148→      @weapon_hitbox_width = 8
  1149→      @weapon_scale = 18/512  -- dagger.png is 512x512
  1150→      @weapon_scale_y = 18/512
  1151→      @weapon_rotation_offset = -3*math.pi/4  -- dagger rotation to point outward
  1152→      @base_angular_velocity = 1.5*math.pi
  1153→      @max_angular_velocity = 3*math.pi
  1154→      @weapon_weight = 1.0
  1155→      @hit_stop_multiplier = 1.0
  1156→      @hit_particle_multiplier = 1.0
  1157→      @camera_shake_multiplier = 1.0
  1158→
  1159→    @\add collider 'ball', 'dynamic', 'circle', @radius
  1160→    @collider\set_position @x, @y
  1161→    @collider\set_restitution 1
  1162→    @collider\set_friction 0

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

1232→
  1233→    -- Ball starts with no gravity until game starts
  1234→    @\add timer!
  1235→    @collider\set_gravity_scale 0
  1236→
  1237→    -- Gun auto-firing: when aligned and ready, fire
  1238→    if @weapon_type == 'gun'
  1239→      @gun_ready = true
  1240→      @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
  1241→
  1242→    -- Sword auto-thrusting: when aligned and ready, thrust
  1243→    if @weapon_type == 'sword'
  1244→      @thrust_ready = true
  1245→      @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
  1246→
  1247→  update: (dt) =>
  1248→    -- When paused, use dt = 0 so physics logic doesn't run
  1249→    dt = 0 if @parent.paused
  1250→
  1251→    -- Read angle from physics

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.

Constructor done. Now Change 2: Drawing switch. Let me re-read the current drawing section with updated line numbers.

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

1425→    actual_offset = @weapon_visual_offset - @weapon_recoil_offset
  1426→    if @thrusting
  1427→      actual_offset += @radius*stretch_amount*squash_t*2
  1428→    perpendicular_angle = @angle - math.pi/2
  1429→    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
  1430→    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
  1431→    weapon_spring = @spring.weapon.x
  1432→    if @thrusting
  1433→      weapon_stretch = 1 + stretch_amount*squash_t*0.4
  1434→      weapon_squeeze = 1 - squeeze_amount*squash_t*0.4
  1435→      weapons\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze
  1436→      weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1437→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1438→      weapons\pop!
  1439→      weapons\pop!
  1440→    else
  1441→      if @weapon_type == 'bow'
  1442→        bow_stretch = @bow_sy or 1
  1443→        cos_a = math.cos(@angle)
  1444→        sin_a = math.sin(@angle)
  1445→        -- Draw bowstring (behind bow)
  1446→        string_scale = bow_stretch*weapon_spring
  1447→        st_top_x, st_top_y = -0.5, -10.5*string_scale
  1448→        st_bot_x, st_bot_y = -0.5, 10.5*string_scale
  1449→        top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a
  1450→        top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a
  1451→        bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a
  1452→        bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a
  1453→        string_color = if @weapon_flashing then white else bowstring
  1454→        pull = @bow_pull_amount or 0
... [35 more lines]

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

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

Drawing switch done. Now Change 3: Update switch. Let me re-read the current scattered update code with updated line numbers.

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

1275→      else
  1276→        @time_above_base = 0
  1277→        @time_below_base = 0
  1278→
  1279→    -- Dagger swing sound: first at 0.07 rotation, then every full rotation, max 5 times (melee only)
  1280→    -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
  1281→    -- Disabled when base velocity reaches 6.5π (~25 hits)
  1282→    -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit
  1283→    @can_swing_sound_time += dt if @weapon_class == 'melee'
  1284→    if @weapon_class == 'melee' and @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
  1285→      if not @fast_spinning
  1286→        -- Just started fast spinning, reset accumulator and count
  1287→        @fast_spinning = true
  1288→        @rotation_accumulator = 0
  1289→        @swing_sound_count = 0
  1290→      elseif @swing_sound_count < 5
  1291→        -- Accumulate rotation based on angular velocity
  1292→        @rotation_accumulator += angular_speed * dt
  1293→        -- First trigger at 0.25 rotation, then every full rotation after
  1294→        threshold = if @swing_sound_count == 0 then 0.07*2* math.pi else 2*math.pi
  1295→        if @rotation_accumulator >= threshold
  1296→          @rotation_accumulator -= threshold
  1297→          @swing_sound_count += 1
  1298→          an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
  1299→    else
  1300→      @fast_spinning = false
  1301→      @rotation_accumulator = 0
  1302→      @swing_sound_count = 0
  1303→
  1304→    -- Apply forces to sword flame based on rotation and velocity
... [60 more lines]

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

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

All three changes done. Let me verify the result looks correct by reading the key sections.

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

1079→    -- Weapon-specific code uses explicit switches with repeated code per weapon rather than
  1080→    -- shared abstractions. For this codebase, locality matters more than code reuse — having
  1081→    -- all behavior for each weapon visible in one place is clearer than factoring out shared
  1082→    -- patterns across weapons.
  1083→    if @weapon_type == 'gun'
  1084→      @weapon_class = 'ranged'
  1085→      @weapon_image = an.images.gun
  1086→      @weapon_visual_offset = 21
  1087→      @weapon_perpendicular_offset = 2
  1088→      @weapon_hitbox_offset = 21

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

1141→      @bow_sy = 1
  1142→      @bow_pulling = false
  1143→      @bow_arrow_alpha = 0
  1144→    elseif @weapon_type == 'dagger'
  1145→      @weapon_class = 'melee'

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

1237→    @\add timer!
  1238→    @collider\set_gravity_scale 0
  1239→
  1240→    -- Weapon auto-attack setup (requires timer initialized above)
  1241→    if @weapon_type == 'gun'
  1242→      @gun_ready = true
  1243→      @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
  1244→    elseif @weapon_type == 'sword'
  1245→      @thrust_ready = true
  1246→      @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
  1247→
  1248→  update: (dt) =>

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

1278→
  1279→    -- Weapon-specific update logic
  1280→    if @weapon_type == 'gun'
  1281→      nil -- no weapon-specific update logic yet
  1282→    elseif @weapon_type == 'sword'
  1283→      -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
  1284→      -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
  1285→      -- Disabled when base velocity reaches 6.5π (~25 hits)
  1286→      -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit
  1287→      @can_swing_sound_time += dt
  1288→      if @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
  1289→        if not @fast_spinning
  1290→          @fast_spinning = true
  1291→          @rotation_accumulator = 0
  1292→          @swing_sound_count = 0
  1293→        elseif @swing_sound_count < 5
  1294→          @rotation_accumulator += angular_speed * dt
  1295→          threshold = if @swing_sound_count == 0 then 0.07*2*math.pi else 2*math.pi
  1296→          if @rotation_accumulator >= threshold
  1297→            @rotation_accumulator -= threshold
  1298→            @swing_sound_count += 1
  1299→            an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
  1300→      else
  1301→        @fast_spinning = false
  1302→        @rotation_accumulator = 0
  1303→        @swing_sound_count = 0
  1304→      -- Apply forces to sword flame based on rotation and velocity
  1305→      if @sword_flame
  1306→        flame = @sword_flame
  1307→        dir = angular_velocity >= 0 and 1 or -1
... [55 more lines]

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

1362→          @rotation_accumulator += angular_speed * dt
  1363→          threshold = if @swing_sound_count == 0 then 0.07*2*math.pi else 2*math.pi
  1364→          if @rotation_accumulator >= threshold
  1365→            @rotation_accumulator -= threshold
  1366→            @swing_sound_count += 1
  1367→            an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
  1368→      else
  1369→        @fast_spinning = false
  1370→        @rotation_accumulator = 0
  1371→        @swing_sound_count = 0
  1372→
  1373→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1374→    vx, vy = @collider\get_velocity!
  1375→    near_floor = @y + @radius > @parent.y + @parent.h - 20
  1376→    if near_floor
  1377→      @low_vy_time += dt
  1378→      if @low_vy_time > @low_vy_threshold and math.abs(vy) < 15
  1379→        @low_vy_time = 0
  1380→        @low_vy_threshold = an.random\float 0.5, 1.5
  1381→        @collider\apply_impulse math.sign(vx)*an.random\float(0, 6), -24
  1382→        -- Sound
  1383→        an\sound_play 'hop', 0.5, an.random\float(0.95, 1.05)
  1384→        -- Squash horizontally, stretch vertically (opposite of floor hit)
  1385→        @spring\pull 'squash_y', 0.5, 3, 0.5
  1386→        @spring\pull 'squash_x', -0.25, 3, 0.5
  1387→        -- Spawn dash particle at ball's bottom, direction opposite to velocity
  1388→        particle_angle = math.remap(vx, -100, 100, math.pi/4, 3*math.pi/4) + an.random\float(-math.pi/8, math.pi/8)
  1389→        @parent.effects\add dash_particle @x, @y + @radius, {direction: particle_angle}
  1390→    else
  1391→      @low_vy_time = 0

Everything looks correct. Let me also verify the drawing switch.

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

1435→      game\pop!
  1436→
  1437→    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
  1438→    actual_offset = @weapon_visual_offset - @weapon_recoil_offset
  1439→    if @thrusting
  1440→      actual_offset += @radius*stretch_amount*squash_t*2
  1441→    perpendicular_angle = @angle - math.pi/2
  1442→    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
  1443→    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
  1444→    weapon_spring = @spring.weapon.x
  1445→    if @weapon_type == 'gun'
  1446→      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1447→      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1448→      weapons\pop!
  1449→    elseif @weapon_type == 'sword'
  1450→      if @thrusting
  1451→        weapon_stretch = 1 + stretch_amount*squash_t*0.4
  1452→        weapon_squeeze = 1 - squeeze_amount*squash_t*0.4
  1453→        weapons\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze
  1454→        weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1455→        weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1456→        weapons\pop!
  1457→        weapons\pop!
  1458→      else
  1459→        weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1460→        weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1461→        weapons\pop!
  1462→    elseif @weapon_type == 'bow'
  1463→      bow_stretch = @bow_sy or 1
  1464→      cos_a = math.cos(@angle)
... [35 more lines]

All three changes look correct. Here's a summary of what was done:

Change 1 — Constructor:

Change 2 — Drawing:

Change 3 — Update:

No functional changes — purely structural. Give it a compile and test.

Failed to compile: main.yue 1284: unexpected expression nil -- no weapon-specific update logic yet ^

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

1279→        @time_above_base = 0
  1280→        @time_below_base = 0
  1281→
  1282→    -- Weapon-specific update logic
  1283→    if @weapon_type == 'gun'

YueScript doesn't allow bare nil as a statement. I'll replace it with a comment-only block.

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

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

Removed the empty gun case — YueScript doesn't support empty if bodies. Gun has no weapon-specific update logic, so it just falls through to nothing. The switch still covers sword, bow, and dagger explicitly.

If I change the weapon scale is the ball also affected? Currently it seems to be the case. The ball holding the bow seems to be bigger than the ball holding the sword.

No, they're independent. The ball scale is set before the weapon switch and doesn't depend on weapon type:

@radius = 10
@scale = 2*@radius/@image.width
@scale = 1.125*@scale if @team == 'player'

@weapon_scale is only used for the weapon image rendering (in the drawing switch), never for the ball itself. The ball drawing uses @scale:

game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale
game\image @image, 0, 0

If the bow ball looks bigger than the sword ball, it's likely because one is the player (1.125x multiplier) and the other is an enemy. Or it could be a visual illusion — the bow's geometry (string endpoints at ±10.5px) extends further from the ball center than the sword does in certain orientations.

Not an illusion, look at this image.

[Pasted image/png]

[Image: source: E:\media\anchor_Eu4xK65mJ3.png]

That size difference is the player multiplier, not weapon_scale. In the constructor:

@scale = 1.125*@scale if @team == 'player'

The left ball (bow) is the player — it's 12.5% bigger than the right ball (sword) which is an enemy. This has always been the case regardless of weapon type. If you swap the weapons, the player ball will still be the bigger one.

Ah, this multiplier was there because of the cowboy emoji. It should only apply to the cowboy emoji, and not to any other emojis. Additionally, let's fix the UI emoji, it's still showing the cowboy even though I changed to no_mouth for the player. Those should always be the same. Similarly, the bow size on the weapon_ui looks a bit bigger compared to the sword, what's the scaling at there, compared to the gun, for instance?

Let me read the relevant code sections.

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

1071→  new: (@x, @y, @team, @weapon_type='dagger') =>
  1072→    super!
  1073→    @\tag 'ball'
  1074→    @image = @team == 'player' and an.images.no_mouth or an.images.no_mouth
  1075→    @radius = 10
  1076→    @scale = 2*@radius/@image.width
  1077→    @scale = 1.125*@scale if @team == 'player' -- cowboy is visually larger
  1078→
  1079→    -- Weapon-specific code uses explicit switches with repeated code per weapon rather than
  1080→    -- shared abstractions. For this codebase, locality matters more than code reuse — having
  1081→    -- all behavior for each weapon visible in one place is clearer than factoring out shared
  1082→    -- patterns across weapons.

Grep (emoji_image|emoji_hit_image|cowboy|no_mouth)

74:an\image 'cowboy', 'assets/cowboy.png'
75:an\image 'cowboy_hit', 'assets/cowboy_hit.png'
76:an\image 'no_mouth', 'assets/no_mouth.png'
77:an\image 'no_mouth_hit', 'assets/no_mouth_hit.png'
1074:    @image = @team == 'player' and an.images.no_mouth or an.images.no_mouth
1077:    @scale = 1.125*@scale if @team == 'player' -- cowboy is visually larger
1872:    @emoji_image = if @team == 'player' then an.images.cowboy else an.images.no_mouth
1873:    @emoji_hit_image = if @team == 'player' then an.images.cowboy_hit else an.images.no_mouth_hit
1924:    current_emoji = if @showing_hit then @emoji_hit_image else @emoji_image

Now let me check the weapon_ui scaling for the bow vs other weapons.

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

1855→        scale: an.random\float(0.95, 1.05)
  1856→        duration: an.random\float(0.5, 0.8)
  1857→        flash_on_spawn: 0.25
  1858→        angle_mode: 0
  1859→        gravity: -128
  1860→
  1861→
  1862→
  1863→-- Weapon UI: displays emoji, weapon icon, and stat board
  1864→class weapon_ui extends object
  1865→  new: (@team, weapon_type) =>
  1866→    super 'weapon_ui'
  1867→    @weapon_type = weapon_type
  1868→
  1869→    -- Emoji properties

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

1928→
  1929→    -- Draw weapon
  1930→    weapon_spring = ball.spring.weapon.x
  1931→    weapon_recoil = ball.weapon_recoil
  1932→    weapon_flashing = ball.weapon_flashing
  1933→    if @weapon_type == 'bow'
  1934→      bow_stretch = ball.bow_sy or 1
  1935→      wx = @weapon_x + weapon_t.x
  1936→      wy = @weapon_y + weapon_t.y
  1937→      base_angle = weapon_t.rotation + @spring.weapon_rotation.x
  1938→      cos_a = math.cos(base_angle)
  1939→      sin_a = math.sin(base_angle)
  1940→      -- Draw bowstring (behind bow)
  1941→      string_scale = bow_stretch*weapon_spring
  1942→      st_top_x, st_top_y = -0.5, -10.5*string_scale
  1943→      st_bot_x, st_bot_y = -0.5, 10.5*string_scale
  1944→      top_wx = wx + st_top_x*cos_a - st_top_y*sin_a
  1945→      top_wy = wy + st_top_x*sin_a + st_top_y*cos_a
  1946→      bot_wx = wx + st_bot_x*cos_a - st_bot_y*sin_a
  1947→      bot_wy = wy + st_bot_x*sin_a + st_bot_y*cos_a
  1948→      string_color = if weapon_flashing then white else bowstring
  1949→      pull = ball.bow_pull_amount or 0
  1950→      if pull > 0.1
  1951→        mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
  1952→        mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
  1953→        weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!
  1954→        weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
  1955→      else
  1956→        weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
  1957→      -- Draw bow image

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

1869→    -- Emoji properties
  1870→    @emoji_x = if @team == 'player' then 59 else 421
  1871→    @emoji_y = 60
  1872→    @emoji_image = if @team == 'player' then an.images.cowboy else an.images.no_mouth
  1873→    @emoji_hit_image = if @team == 'player' then an.images.cowboy_hit else an.images.no_mouth_hit
  1874→    @emoji_scale = 20/512
  1875→    @emoji_scale *= 1.1 if @team == 'player'
  1876→    @showing_hit = false
  1877→    @emoji_oy = 0
  1878→
  1879→    -- Weapon properties
  1880→    @weapon_x = if @team == 'player' then 91 else 389
  1881→    @weapon_y = 60
  1882→    @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 else an.images.dagger
  1883→    @weapon_scale = 20/512
  1884→    @weapon_flip_x = if @team == 'player' then -1 else 1
  1885→
  1886→    -- Board properties
  1887→    -- @board_y = 102
  1888→    -- @board_scale = 102/512
  1889→
  1890→    -- Text properties
  1891→    @text_x = if @team == 'player' then 65 else 400
  1892→    @text_y = 92
  1893→    @text_oy = 0
  1894→
  1895→    -- Three separate handcam effects
  1896→    @\add shake 'emoji_shake'
  1897→    @emoji_shake\handcam true, {x: an.random\float(0, 3), y: an.random\float(0, 3), rotation: an.random\float(0.2, 0.3)}, an.random\float(0.4, 0.8)
  1898→

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

1957→      -- Draw bow image
  1958→      weapons\push wx, wy, base_angle + weapon_recoil, 1, bow_stretch
  1959→      weapons\push 0, 0, ball.weapon_rotation_offset, ball.weapon_scale*weapon_spring, ball.weapon_scale_y*weapon_spring
  1960→      weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
  1961→      weapons\pop!
  1962→      weapons\pop!
  1963→      -- Draw arrow on top of string and bow
  1964→      if ball.bow_arrow_alpha > 0
  1965→        arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5)*cos_a
  1966→        arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a
  1967→        arrow_scale = 24/512
  1968→        weapons\push arrow_x, arrow_y, base_angle + 3*math.pi/4, arrow_scale, arrow_scale
  1969→        weapons\image an.images.arrow, 0, 0, nil, weapon_flashing and white!
  1970→        weapons\pop!
  1971→    else

Found all the issues. Here's what I see:

  1. Ball scale (line 1077): @scale = 1.125*@scale if @team == 'player' — should only apply to cowboy emoji
  2. weapon_ui emoji (lines 1872-1873): Hardcoded to cowboy for player, should match ball.image
  3. weapon_ui emoji scale (line 1875): @emoji_scale *= 1.1 if @team == 'player' — same cowboy-specific multiplier issue
  4. weapon_ui bow scale: The bow uses ball.weapon_scale directly (-26/512 ≈ 26px) while other weapons in the UI use @weapon_scale (20/512 ≈ 20px). That's why the bow looks bigger in the HUD.

Here's the code for each fix. For the ball scale, since both player and enemy currently use no_mouth:

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

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

Now fix the weapon_ui emoji to read from the ball instead of hardcoding cowboy:

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

1864→class weapon_ui extends object
  1865→  new: (@team, weapon_type) =>
  1866→    super 'weapon_ui'

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

1228→    @base_burstfire_delay = 0.4
  1229→    @minimum_burstfire_delay = 0.05
  1230→    @burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50  -- reaches 0.05s in 50 hits
  1231→    @base_angular_velocity_increase_per_hit = 0.2*math.pi  -- dagger scaling
  1232→
  1233→    -- HP UI (heart + number display at top of screen)
  1234→    @\add hp_ui @team, @hp, @max_hp
  1235→

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

1235→
  1236→    -- Weapon UI (emoji, weapon icon, and stat board)
  1237→    @\add weapon_ui @team, @weapon_type
  1238→

Now I'll make the fixes. First, the ball needs to store its hit image too, and weapon_ui should receive both images from the ball:

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.

Now update weapon_ui to accept and use the passed images:

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

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

Good. Now for the bow UI scaling question — here are the numbers:

That's why it looks bigger. The bow UI code I wrote earlier used ball.weapon_scale directly to match "exactly the same in all ways" per your earlier request. To make it consistent with other weapons in the HUD, the bow should use @weapon_flip_x*@weapon_scale (20/512 with flip) instead of ball.weapon_scale, and the string endpoints / arrow scale would need to be scaled down proportionally (by 20/26). Want me to make that change?

Yes.

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

1933→    weapon_flashing = ball.weapon_flashing
  1934→    if @weapon_type == 'bow'
  1935→      bow_stretch = ball.bow_sy or 1
  1936→      wx = @weapon_x + weapon_t.x
  1937→      wy = @weapon_y + weapon_t.y
  1938→      base_angle = weapon_t.rotation + @spring.weapon_rotation.x
  1939→      cos_a = math.cos(base_angle)
  1940→      sin_a = math.sin(base_angle)
  1941→      -- Draw bowstring (behind bow)
  1942→      string_scale = bow_stretch*weapon_spring
  1943→      st_top_x, st_top_y = -0.5, -10.5*string_scale
  1944→      st_bot_x, st_bot_y = -0.5, 10.5*string_scale
  1945→      top_wx = wx + st_top_x*cos_a - st_top_y*sin_a
  1946→      top_wy = wy + st_top_x*sin_a + st_top_y*cos_a
  1947→      bot_wx = wx + st_bot_x*cos_a - st_bot_y*sin_a
  1948→      bot_wy = wy + st_bot_x*sin_a + st_bot_y*cos_a
  1949→      string_color = if weapon_flashing then white else bowstring
  1950→      pull = ball.bow_pull_amount or 0
  1951→      if pull > 0.1
  1952→        mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
  1953→        mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
  1954→        weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!
  1955→        weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
  1956→      else
  1957→        weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
  1958→      -- Draw bow image
  1959→      weapons\push wx, wy, base_angle + weapon_recoil, 1, bow_stretch
  1960→      weapons\push 0, 0, ball.weapon_rotation_offset, ball.weapon_scale*weapon_spring, ball.weapon_scale_y*weapon_spring
  1961→      weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
  1962→      weapons\pop!
... [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. Three changes:

  1. Ball scale: 1.125x multiplier now only applies when @image == an.images.cowboy
  2. weapon_ui emoji: Now receives emoji_image and emoji_hit_image from the ball instead of hardcoding cowboy. The 1.1x emoji UI scale also only applies to cowboy.
  3. weapon_ui bow scale: Uses @weapon_scale (20/512) with @weapon_flip_x instead of ball.weapon_scale (26/512). All pixel offsets (string endpoints, pull, arrow offset) are scaled by sr = @weapon_scale/(26/512) to stay proportional.

Great, now create a button that spawns a projectile, but of the arrow type. Let's just make the projectile code work with arrows. Same deal as with the weapons, have conditionals/switches for the different types.

EnterPlanMode

Entered plan mode. You should now focus on exploring the codebase and designing an implementation approach.

In plan mode, you should:

1. Thoroughly explore the codebase to understand existing patterns
2. Identify similar features and architectural approaches
3. Consider multiple approaches and their trade-offs
4. Use AskUserQuestion if you need to clarify the approach
5. Design a concrete implementation strategy
6. When ready, use ExitPlanMode to present your plan for approval

Remember: DO NOT write or edit any files yet. This is a read-only exploration and planning phase.

Task (Explore projectile class fully)

[
  {
    "type": "text",
    "text": "Perfect! Now I have all the information you need. Here's the complete projectile lifecycle:\n\n---\n\n## Complete Projectile Class (lines 2524-2587)\n\n```yuescript\n2524\u2192-- Projectile: rectangle bullet that bounces off walls\n2525\u2192class projectile extends object\n2526\u2192  new: (@x, @y, args={}) =>\n2527\u2192    super!\n2528\u2192    @\\tag 'projectile'\n2529\u2192    @team = args.team  -- team that spawned this projectile\n2530\u2192    @velocity = args.velocity or 10\n2531\u2192    @direction = args.direction or 0\n2532\u2192    @w = 15\n2533\u2192    @h = 8\n2534\u2192    @bounces = args.bounces or 0  -- starts at 0, increases with hits landed\n2535\u2192\n2536\u2192    -- Physics collider (physical shape for wall collision)\n2537\u2192    @\\add collider 'projectile', 'dynamic', 'box', @w, @h\n2538\u2192    @collider\\set_position @x, @y\n2539\u2192    @collider\\set_restitution 0.75\n2540\u2192    @collider\\set_friction 0\n2541\u2192    @collider\\set_gravity_scale 0.5\n2542\u2192    @collider\\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)\n2543\u2192    @collider\\set_density 0.4\n2544\u2192    @collider\\set_bullet true  -- continuous collision detection\n2545\u2192\n2546\u2192    -- Sensor shape for ball detection (passes through balls)\n2547\u2192    @ball_sensor = @collider\\add_box 'projectile_sensor', @w, @h, {sensor: true}\n2548\u2192    @collider\\set_density 0, @ball_sensor\n2549\u2192\n2550\u2192    -- Visual feedback\n2551\u2192    @\\add spring!\n2552\u2192    @spring\\add 'hit', 1\n2553\u2192    @spring\\pull 'hit', 0.3, 3, 0.5  -- pop on spawn\n2554\u2192\n2555\u2192    @\\add timer!\n2556\u2192    @flashing = false\n2557\u2192    if args.flash_on_spawn\n2558\u2192      @flashing = true\n2559\u2192      @timer\\after 0.1, -> @flashing = false\n2560\u2192\n2561\u2192  update: (dt) =>\n2562\u2192    -- Update angle to follow velocity\n2563\u2192    vx, vy = @collider\\get_velocity!\n2564\u2192    @collider\\set_angle math.angle(vx, vy)\n2565\u2192    @x, @y = @collider\\get_position!\n2566\u2192    @angle = @collider\\get_angle!\n2567\u2192\n2568\u2192    -- Draw rounded rectangle bullet\n2569\u2192    scale = @spring.hit.x\n2570\u2192    game\\push @x, @y, @angle, scale, scale\n2571\u2192    game\\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else yellow!\n2572\u2192    game\\pop!\n2573\u2192\n2574\u2192  hit: (intensity=1, target_type) =>\n2575\u2192    @spring\\pull 'hit', 0.5*intensity, 3, 0.5\n2576\u2192    @flashing = true\n2577\u2192    @timer\\after 0.1, -> @flashing = false\n2578\u2192    \n2579\u2192    switch target_type\n2580\u2192      when 'wall'\n2581\u2192        @bounces -= 1\n2582\u2192        if @bounces < 0\n2584\u2192          @\\kill!\n2585\u2192      when 'weapon'\n2586\u2192        @bounces -= 1\n2587\u2192        if @bounces < 0\n2588\u2192          @\\kill!\n2589\u2192      when 'ball'\n2590\u2192        @\\kill!\n```\n\n---\n\n## 1. Where Projectiles Are Spawned\n\n**Location:** Lines 1603-1609 (inside the boom weapon's `boom_fire` method)\n\n```yuescript\n1603\u2192    -- Spawn projectile\n1604\u2192    @parent.projectiles\\add projectile boom_x, boom_y,\n1605\u2192      velocity: 15\n1606\u2192      direction: @angle\n1607\u2192      flash_on_spawn: true\n1608\u2192      team: @team\n1609\u2192      bounces: 2\n```\n\nThe boom weapon fires projectiles with:\n- **Initial velocity:** 15 pixels/frame\n- **Direction:** aligned with the ball's current angle\n- **Bounces:** 2 (can hit walls/weapons twice before being destroyed)\n- **Visual feedback:** flashing white on spawn\n- **Team:** inherited from the spawning weapon owner\n\n---\n\n## 2. Projectile Collision Handling in Arena Class\n\nThree collision events handle projectiles:\n\n### A. Projectile-Wall Collision (lines 710-731)\n```yuescript\n710\u2192    -- Projectile-wall collision: bounce and spawn effects\n711\u2192    for event in *an\\collision_begin_events 'projectile', 'wall'\n712\u2192      projectile_object = event.a\n713\u2192\n714\u2192      vx, vy = projectile_object.collider\\get_velocity!\n715\u2192      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1\n716\u2192      projectile_object\\hit intensity, 'wall'\n717\u2192\n718\u2192      -- Sound\n719\u2192      an\\sound_play \"concrete_#{an.random\\int(1, 3)}\", 0.7, an.random\\float(0.95, 1.05)\n720\u2192\n721\u2192      -- Spawn hit effects\n722\u2192      normal_angle = math.angle event.normal_x, event.normal_y\n723\u2192      @effects\\add hit_circle event.point_x, event.point_y, {radius: 6 + 4*intensity, duration: an.random\\float(0.15, 0.3), color: yellow, flash_on_spawn: true}\n724\u2192      for i = 1, an.random\\int 1, 3\n725\u2192        @effects\\add hit_particle event.point_x, event.point_y,\n726\u2192          velocity: intensity*an.random\\float(100, 200)\n727\u2192          direction: normal_angle + math.pi + an.random\\float(-math.pi/3, math.pi/3)\n728\u2192          duration: an.random\\float(0.3, 0.5)\n729\u2192          color: yellow\n730\u2192          gravity: 256\n731\u2192          flash_on_spawn: true\n```\n\n**Behavior:** Decrements `bounces` counter. When `bounces < 0`, projectile is killed. Spawns visual/audio feedback at impact point.\n\n### B. Projectile-Weapon Collision (lines 733-767) \u2014 Parry Mechanic\n```yuescript\n733\u2192    -- Projectile-weapon collision: parry\n734\u2192    for event in *an\\collision_begin_events 'projectile', 'weapon'\n735\u2192      projectile_object = event.a\n736\u2192      ball_object = event.b  -- ball that owns the weapon\n737\u2192\n738\u2192      -- Skip if hitting same team's weapon\n739\u2192      continue if ball_object.team == projectile_object.team\n740\u2192\n741\u2192      -- Only melee weapons can reflect projectiles\n742\u2192      continue if ball_object.weapon_class != 'melee'\n743\u2192\n744\u2192      vx, vy = projectile_object.collider\\get_velocity!\n745\u2192      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1\n746\u2192      projectile_object\\hit intensity, 'weapon'\n747\u2192\n748\u2192      -- Flash and spring pull on weapon (same as weapon-weapon)\n749\u2192      ball_object\\flash_weapon!\n750\u2192      ball_object.spring\\pull 'weapon', 0.35, 3, 0.5\n751\u2192\n752\u2192      -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)\n753\u2192      av = ball_object.collider\\get_angular_velocity!\n754\u2192      change = av - ball_object.last_angular_velocity\n755\u2192      scaled_change = change / ball_object.weapon_weight^2\n756\u2192      av = ball_object.last_angular_velocity + scaled_change\n757\u2192      ball_object.collider\\set_angular_velocity av\n758\u2192\n759\u2192      -- Flip projectile team to reflector's team (can now hit original shooter)\n760\u2192      projectile_object.team = ball_object.team\n761\u2192\n762\u2192      -- Sound\n763\u2192      an\\sound_play \"weapon_projectile_#{an.random\\int(1, 2)}\", 1.0, an.random\\float(0.95, 1.05)\n764\u2192\n765\u2192      @\\hit_effect event.point_x, event.point_y\n766\u2192      ball_object.weapon_ui\\reflect!\n767\u2192      ball_object.can_swing_sound_time = 0\n```\n\n**Behavior:** Decrements `bounces` counter. **Critical:** Changes `projectile_object.team` to the parrying weapon's team, allowing it to hit the original shooter. Only melee weapons can parry.\n\n### C. Projectile-Ball Sensor Collision (lines 769-793) \u2014 Damage Dealt\n```yuescript\n769\u2192    -- Projectile-ball sensor: deal damage\n770\u2192    for event in *an\\sensor_begin_events 'projectile_sensor', 'ball'\n771\u2192      projectile_object = event.a  -- projectile_sensor tag\n772\u2192      ball_object = event.b        -- ball tag\n773\u2192\n774\u2192      -- Skip if hitting same team\n775\u2192      continue if ball_object.team == projectile_object.team\n776\u2192\n777\u2192      vx, vy = projectile_object.collider\\get_velocity!\n778\u2192      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1\n779\u2192      projectile_object\\hit intensity, 'ball'\n780\u2192\n781\u2192      ball_object\\take_damage 1\n782\u2192\n783\u2192      -- Track hit for projectile owner\n784\u2192      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball\n785\u2192      owner.hits_landed += 1\n786\u2192      owner.weapon_ui\\landed_hit!\n787\u2192\n788\u2192      -- Spawn star particles at hit location\n789\u2192      x = (projectile_object.x + ball_object.x)/2\n790\u2192      y = (projectile_object.y + ball_object.y)/2\n791\u2192      for i = 1, an.random\\int 1, 3\n792\u2192        @effects\\add star_particle x, y,\n793\u2192          flash_on_spray: true\n```\n\n**Behavior:** Calls `projectile\\hit 'ball'`, which **immediately kills the projectile** (no bounce). Deals 1 damage to target ball, triggers owner's hit UI feedback, and spawns particles.\n\n### D. Projectile-Plant Sensor Collision (lines 854-861)\n```yuescript\n854\u2192    -- Projectile passing through plant: apply moving force\n855\u2192    for event in *an\\sensor_begin_events 'projectile_sensor', 'plant_ghost'\n856\u2192      projectile_object = event.a\n857\u2192      plant_object = event.b\n858\u2192      vx, vy = projectile_object.collider\\get_velocity!\n859\u2192      plant_object\\apply_moving_force math.sign(vx), math.abs(vx)\n860\u2192      -- Sound\n861\u2192      an\\sound_play \"grass_land_#{an.random\\int(1, 3)}\", 0.75, an.random\\float(0.95, 1.05)\n```\n\n**Behavior:** Projectile pushes through plants (sensor, not physical collision). Applies force to the plant.\n\n---\n\n## Complete Projectile Lifecycle Summary\n\n1. **Creation** (lines 1604-1609): Boom weapon spawns with `velocity: 15`, `direction`, `bounces: 2`, `team`, and `flash_on_spawn`\n\n2. **Physics Setup** (lines 2537-2548):\n   - Dynamic box collider (15x8px)\n   - Restitution 0.75 (bouncy)\n   - No friction, gravity scale 0.5\n   - Separate sensor for ball damage detection\n   - Impulse applied: `velocity * cos/sin(direction)`\n\n3. **Update Loop** (lines 2561-2572):\n   - Rotates to face velocity direction\n   - Draws as rounded yellow rectangle (white when flashing)\n   - Spring animation on hit (pop effect)\n\n4. **Collision Outcomes**:\n   - **Wall/Weapon:** Decrements `bounces`, destroyed when `bounces < 0`\n   - **Weapon (parry):** Team swapped to reflector's team, decrements `bounces`\n   - **Ball:** Immediately killed, deals 1 damage, updates owner's hit counter\n   - **Plant:** Passes through, applies pushing force\n\n5. **Destruction**: Via `@\\kill!` when bounces exhausted or ball hit\n\n---\n\n## Bow-Reference.md (Complete)\n\nThe file shows the emojunky-one bow implementation reference, containing:\n- **Arrow projectile specs:** 18x4px hitbox, no gravity, straight-line flight, auto-rotates to face velocity\n- **Wall hit behavior:** Becomes `EmojiBulletDead` decoration, offset 4-10px from wall based on velocity (100-800 range), fades over 0.2s, lasts 1-2 seconds\n- **Enemy hit:** Damage scales 1-5 HP (velocity 100-800), knockback, star particles\n- **EBB bow design notes:** Uses same raycast alignment as gun/sword, scaling increases projectile count (not damage/speed), arrows stick to walls with visual feedback\n\nThe reference documents the **emojunky-one implementation** (a different codebase) but shows the expected bow design pattern for EBB."
  },
  {
    "type": "text",
    "text": "agentId: a62e19d (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 30122\ntool_uses: 13\nduration_ms: 61378</usage>"
  }
]

Now I have a thorough understanding. Let me also check a few more details about arrow specifics from the reference.

Read (E:\a327ex\emoji-ball-battles\reference\bow-reference.md)

1→# Bow Weapon Reference
     2→
     3→## EBB Bow Design
     4→
     5→- **Auto-attack** like gun/sword — uses the same raycast alignment mechanic (`gun_is_aligned`/`sword_is_aligned`)
     6→- **Scaling:** increases number of projectiles per hit (not damage or speed)
     7→- **Visual feedback:** same as emojunky-one (bowstring pull, stretch, recoil)
     8→- **Arrows stick to walls** like emojunky-one (decoration for 1-2 seconds, then fade)
     9→
    10→## Emojunky-One Bow Implementation
    11→
    12→### Source Files
    13→
    14→All code in `emoji-ball-battles/reference/emojunky-one/entities.lua`.
    15→
    16→### Player State Variables (lines 107-115)
    17→
    18→```lua
    19→self.bow_r = 0           -- Bow rotation angle
    20→self.bow_ox = 0          -- Bow X offset for positioning
    21→self.bow_pull_ox = 0     -- Pull distance (stretch back, 0-8px)
    22→self.bow_sx = 1          -- Bow X scale (squash/stretch, grows to 1.15 during pull)
    23→self.bow_cd = 0.6        -- Cooldown between shots
    24→self.bow_timer = 0.6     -- Cooldown timer
    25→self.arrow_r = 0         -- Arrow rotation angle
    26→self.arrow_ox = 0        -- Arrow X offset
    27→self.arrow_a = 0         -- Arrow alpha (fade in/out)
    28→```
    29→
    30→### Aiming (lines 331-335)
... [65 more lines]

I have everything I need. Let me write the plan.

Write (C:\Users\adn.claude\plans\swift-shimmying-dusk.md)

The file C:\Users\adn\.claude\plans\swift-shimmying-dusk.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
     1→# Add arrow projectile type to projectile class
     2→
     3→## Context
     4→
     5→The bow weapon needs to fire arrow projectiles. The existing projectile class handles bullet-type projectiles (rounded rectangles that bounce off walls). We need to extend it with a `projectile_type` field and switches for the two types: `'bullet'` (existing gun behavior) and `'arrow'` (bow behavior).
     6→
     7→## File
     8→
     9→`E:\a327ex\emoji-ball-battles\main.yue` — projectile class (~line 2524) and ball update (test key).
    10→
    11→## Change 1: Projectile constructor — add projectile_type switch
    12→
    13→Add `@projectile_type = args.projectile_type or 'bullet'` field early in constructor.
    14→
    15→**Switch in constructor for physics setup:**
    16→
    17→```
    18→if @projectile_type == 'bullet'
    19→  @w = 15
    20→  @h = 8
    21→  -- collider: restitution 0.75, gravity 0.5, density 0.4
    22→elseif @projectile_type == 'arrow'
    23→  @w = 18
    24→  @h = 4
    25→  -- collider: restitution 0, gravity 0, friction 1, density 0.4
    26→```
    27→
    28→Arrow specifics from bow-reference: 18x4 hitbox, no gravity (`gravity_scale = 0`), no bounce (`restitution = 0`, `friction = 1`), straight-line flight.
    29→
... [58 more lines]

ExitPlanMode

The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
Yes, bypass permissions, but one correction, arrow size is 26/512 now.

Got it, arrow scale is 26/512. Let me implement the changes.

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

2524→class projectile extends object
  2525→  new: (@x, @y, args={}) =>
  2526→    super!
  2527→    @\tag 'projectile'
  2528→    @team = args.team  -- team that spawned this projectile
  2529→    @velocity = args.velocity or 10
  2530→    @direction = args.direction or 0
  2531→    @w = 15
  2532→    @h = 8
  2533→    @bounces = args.bounces or 0  -- starts at 0, increases with hits landed
  2534→
  2535→    -- Physics collider (physical shape for wall collision)
  2536→    @\add collider 'projectile', 'dynamic', 'box', @w, @h
  2537→    @collider\set_position @x, @y
  2538→    @collider\set_restitution 0.75
  2539→    @collider\set_friction 0
  2540→    @collider\set_gravity_scale 0.5
  2541→    @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
  2542→    @collider\set_density 0.4
  2543→    @collider\set_bullet true  -- continuous collision detection
  2544→
  2545→    -- Sensor shape for ball detection (passes through balls)
  2546→    @ball_sensor = @collider\add_box 'projectile_sensor', @w, @h, {sensor: true}
  2547→    @collider\set_density 0, @ball_sensor
  2548→
  2549→    -- Visual feedback
  2550→    @\add spring!
  2551→    @spring\add 'hit', 1
  2552→    @spring\pull 'hit', 0.3, 3, 0.5  -- pop on spawn
  2553→
... [40 more lines]

Now let me implement all four changes. Starting with the projectile class rewrite:

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

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

Now add the test key to spawn arrows. Let me find the bow section in the update switch:

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

1335→        speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
  1336→        @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
  1337→    elseif @weapon_type == 'bow'
  1338→      -- Bow pull input (uses real dt, not paused dt, so it works while paused)
  1339→      real_dt = an.dt
  1340→      if an\key_is_down 'f'
  1341→        if not @bow_pulling
  1342→          @bow_arrow_alpha = 1
  1343→        @bow_pulling = true
  1344→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)
  1345→        @bow_sy = math.lerp_dt(0.9, 0.5, real_dt, @bow_sy, 0.9)
  1346→      elseif @bow_pulling
  1347→        @bow_pulling = false
  1348→        @bow_arrow_alpha = 0
  1349→        @spring\pull 'weapon', 0.5
  1350→        @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1351→        @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
  1352→    elseif @weapon_type == 'dagger'
  1353→      -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
  1354→      -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)

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

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

Done. Here's what was added:

Projectile class — rewritten with projectile_type switches:

Test key: Press 'g' while holding the bow to spawn an arrow projectile at the ball's position, aimed along @angle.

Projectile is too fast, should be slower than the bullet. Perhaps its way faster because they have a different size?

Yes, that's exactly why. The impulse is the same (15) but the arrow's area is smaller (184=72 vs 158=120), so it has less mass. Same impulse on less mass = faster. The arrow also has no gravity dragging it down.

I'll reduce the arrow's test velocity:

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

1353→      if an\key_is_pressed 'g'
  1354→        @parent.projectiles\add projectile @x + 20*math.cos(@angle), @y + 20*math.sin(@angle),
  1355→          projectile_type: 'arrow'
  1356→          velocity: 15
  1357→          direction: @angle
  1358→          flash_on_spawn: true
  1359→          team: @team
  1360→          bounces: 0
  1361→    elseif @weapon_type == 'dagger'
  1362→      -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times

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

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

Dropped from 15 to 9 — that should make it noticeably slower than the bullet. Tune from there.

Can you debug draw the projectile's shape?

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

2573→    @spring\add 'hit', 1
  2574→    @spring\pull 'hit', 0.3, 3, 0.5  -- pop on spawn
  2575→
  2576→    @\add timer!
  2577→    @flashing = false
  2578→    if args.flash_on_spawn
  2579→      @flashing = true
  2580→      @timer\after 0.1, -> @flashing = false
  2581→
  2582→  update: (dt) =>
  2583→    -- Update angle to follow velocity
  2584→    vx, vy = @collider\get_velocity!
  2585→    @collider\set_angle math.angle(vx, vy)
  2586→    @x, @y = @collider\get_position!
  2587→    @angle = @collider\get_angle!
  2588→
  2589→    -- Drawing
  2590→    scale = @spring.hit.x
  2591→    if @projectile_type == 'bullet'
  2592→      game\push @x, @y, @angle, scale, scale

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

2593→      game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else yellow!
  2594→      game\pop!
  2595→    elseif @projectile_type == 'arrow'
  2596→      arrow_scale = 26/512
  2597→      game\push @x, @y, @angle + 3*math.pi/4, arrow_scale*scale, arrow_scale*scale
  2598→      game\image an.images.arrow, 0, 0, nil, @flashing and white!
  2599→      game\pop!
  2600→
  2601→  hit: (intensity=1, target_type) =>
  2602→    @spring\pull 'hit', 0.5*intensity, 3, 0.5
  2603→    @flashing = true
  2604→    @timer\after 0.1, -> @flashing = false
  2605→
  2606→    switch target_type
  2607→      when 'wall'

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

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

Added a red debug rectangle at the collider's position and angle, showing the actual @w x @h hitbox for both projectile types.

OK, now let's add cooldown to the bow. It should fire every 2 seconds, have the cooldown_bar work like it does for other weapons.

Let me check how the cooldown_bar works for the gun to replicate the pattern.

Grep (cooldown_bar)

1220:    @\add cooldown_bar!
1625:    @cooldown_bar\activate cooldown
1695:    @cooldown_bar\activate @thrust_cooldown
1753:class cooldown_bar extends object
1755:    super 'cooldown_bar'

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

1617→      team: @team
  1618→      bounces: 2
  1619→
  1620→  -- Gun callback: fire projectile with effects
  1621→  gun_fire: =>
  1622→    @gun_ready = false
  1623→    cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)
  1624→    @timer\after cooldown, 'gun_cooldown', -> @gun_ready = true
  1625→    @cooldown_bar\activate cooldown
  1626→
  1627→    -- Check for burstfire
  1628→    burstfire_chance = @burstfire_chance_increase_per_hit * @hits_landed
  1629→    is_burstfire = an.random\bool burstfire_chance * 100
  1630→
  1631→    if is_burstfire

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

1337→    elseif @weapon_type == 'bow'
  1338→      -- Bow pull input (uses real dt, not paused dt, so it works while paused)
  1339→      real_dt = an.dt
  1340→      if an\key_is_down 'f'
  1341→        if not @bow_pulling
  1342→          @bow_arrow_alpha = 1
  1343→        @bow_pulling = true
  1344→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)
  1345→        @bow_sy = math.lerp_dt(0.9, 0.5, real_dt, @bow_sy, 0.9)
  1346→      elseif @bow_pulling
  1347→        @bow_pulling = false
  1348→        @bow_arrow_alpha = 0
  1349→        @spring\pull 'weapon', 0.5
  1350→        @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1351→        @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
  1352→      -- Test: spawn arrow projectile
  1353→      if an\key_is_pressed 'g'
  1354→        @parent.projectiles\add projectile @x + 20*math.cos(@angle), @y + 20*math.sin(@angle),
  1355→          projectile_type: 'arrow'
  1356→          velocity: 3
  1357→          direction: @angle
  1358→          flash_on_spawn: true
  1359→          team: @team
  1360→          bounces: 0
  1361→    elseif @weapon_type == 'dagger'

Now let me check the bow constructor and auto-attack setup section:

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

1122→      @thrust_cooldown = 5  -- seconds between thrusts
  1123→      @afterimage_timer = 0
  1124→
  1125→    elseif @weapon_type == 'bow'
  1126→      @weapon_class = 'ranged'
  1127→      @weapon_image = an.images.bow
  1128→      @weapon_visual_offset = 12
  1129→      @weapon_perpendicular_offset = 0
  1130→      @weapon_hitbox_offset = 16
  1131→      @weapon_hitbox_length = 12
  1132→      @weapon_hitbox_width = 32
  1133→      @weapon_scale = -26/512
  1134→      @weapon_scale_y = 26/512
  1135→      @weapon_rotation_offset = math.pi/4
  1136→      @base_angular_velocity = 1.5*math.pi
  1137→      @max_angular_velocity = 3*math.pi
  1138→      @weapon_weight = 1.0
  1139→      @hit_stop_multiplier = 1.0
  1140→      @hit_particle_multiplier = 1.0
  1141→      @camera_shake_multiplier = 1.0
  1142→      @arrows_per_shot = 1
  1143→      @bow_pull_amount = 0
  1144→      @bow_sy = 1
  1145→      @bow_pulling = false
  1146→      @bow_arrow_alpha = 0

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

1243→
  1244→    -- Weapon auto-attack setup (requires timer initialized above)
  1245→    if @weapon_type == 'gun'
  1246→      @gun_ready = true
  1247→      @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
  1248→    elseif @weapon_type == 'sword'
  1249→      @thrust_ready = true
  1250→      @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
  1251→
  1252→  update: (dt) =>

The pattern is clear. I need to:

  1. Add @bow_cooldown = 2 to the bow constructor
  2. Add @bow_ready = true in the auto-attack setup
  3. Guard the 'g' key test with @bow_ready and add cooldown + cooldown_bar on fire

Here's the code:

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.

Now guard the 'g' key with @bow_ready and add cooldown:

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

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

Done. Press 'g' fires an arrow, then a 2-second cooldown starts (shown by the cooldown bar). Can't fire again until the bar fills.

OK, now when the bar reaches 75% of the way to ready, the bow starts pulling itself, as though we were pressing f, to get into a ready to fire state.

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

1337→        @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
  1338→        speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
  1339→        @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
  1340→    elseif @weapon_type == 'bow'
  1341→      -- Bow pull input (uses real dt, not paused dt, so it works while paused)
  1342→      real_dt = an.dt
  1343→      if an\key_is_down 'f'
  1344→        if not @bow_pulling
  1345→          @bow_arrow_alpha = 1
  1346→        @bow_pulling = true
  1347→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)
  1348→        @bow_sy = math.lerp_dt(0.9, 0.5, real_dt, @bow_sy, 0.9)
  1349→      elseif @bow_pulling
  1350→        @bow_pulling = false
  1351→        @bow_arrow_alpha = 0
  1352→        @spring\pull 'weapon', 0.5
  1353→        @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1354→        @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
  1355→      -- Test: spawn arrow projectile
  1356→      if an\key_is_pressed('g') and @bow_ready
  1357→        @bow_ready = false
  1358→        @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
  1359→        @cooldown_bar\activate @bow_cooldown
  1360→        @parent.projectiles\add projectile @x + 20*math.cos(@angle), @y + 20*math.sin(@angle),
  1361→          projectile_type: 'arrow'
  1362→          velocity: 3
  1363→          direction: @angle
  1364→          flash_on_spawn: true
  1365→          team: @team
  1366→          bounces: 0

Let me check how cooldown_bar tracks its progress so I can read the elapsed time:

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

1753→    @spring\pull 'main', 0.5, 3, 0.5
  1754→    @visible = true
  1755→    @timer\after 2, 'visible', -> @visible = false
  1756→
  1757→
  1758→
  1759→class cooldown_bar extends object
  1760→  new: (args={}) =>
  1761→    super 'cooldown_bar'
  1762→    @w = args.w or 20
  1763→    @h = args.h or 3
  1764→    @bg_color = args.bg_color or (color 0, 0, 0, 160)
  1765→    @fill_color = args.fill_color or (color 255, 255, 255)
  1766→    @progress = 1
  1767→    @duration = 0
  1768→    @elapsed = 0
  1769→    @active = false
  1770→
  1771→  activate: (duration) =>
  1772→    @duration = duration
  1773→    @elapsed = 0
  1774→    @progress = 0
  1775→    @active = true
  1776→
  1777→  update: (dt) =>
  1778→    if @active
  1779→      @elapsed += dt
  1780→      @progress = math.min(1, @elapsed/@duration)
  1781→      if @progress >= 1
  1782→        @active = false
... [20 more lines]

The cooldown_bar has @progress (0→1) that I can read. At 75% = 0.75. I'll replace the manual 'f' key pull with auto-pull based on cooldown progress, and move the fire logic before the pull check so the release happens cleanly on fire.

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

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

Done. The flow is now:

  1. Fire with 'g' → bow releases, cooldown bar starts (2 seconds)
  2. At 75% (1.5s), bow auto-pulls (string draws back, arrow appears, bow stretches)
  3. At 100% (2s), bow is fully ready and pulled
  4. Fire again → release snap, cooldown restarts

The cooldown_bar.progress starts at 1 (initialized in constructor), so the bow will auto-pull from the start of the game too.

You should use actual dt here instead of real_dt.

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

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

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

1355→          flash_on_spawn: true
  1356→          team: @team
  1357→          bounces: 0
  1358→      -- Auto-pull bow when cooldown reaches 75%
  1359→      bow_should_pull = @cooldown_bar.progress >= 0.75
  1360→      if bow_should_pull
  1361→        if not @bow_pulling
  1362→          @bow_arrow_alpha = 1
  1363→        @bow_pulling = true
  1364→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)

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

The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of '        @bow_pull_amount = math.lerp_dt(0.9, 0.5, real_dt, @bow_pull_amount, 8)
        @bow_sy = math.lerp_dt(0.9, 0.5, real_dt, @bow_sy, 0.9)' were successfully replaced with '        @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
        @bow_sy = math.lerp_dt(0.9, 0.5, dt, @bow_sy, 0.9)'.

Done — replaced real_dt with dt in both lerp calls and removed the real_dt = an.dt line.

The bow starts in a ready to fire state with the arrow, it shouldn't.

The cooldown_bar.progress starts at 1, so the auto-pull triggers immediately. I'll add a @bow_has_fired flag so it only auto-pulls after the first shot.

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

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

Now set it to true on fire, and add it to the pull condition:

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

1340→        @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
  1341→    elseif @weapon_type == 'bow'
  1342→      -- Fire arrow (test key, releases bow)
  1343→      if an\key_is_pressed('g') and @bow_ready
  1344→        @bow_ready = false

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.

Now the bow starts unpulled. Only after the first fire does the auto-pull kick in at 75% cooldown.

OK, now let's add the actual firing logic with the raycast.

Let me read the gun alignment and fire methods to replicate the pattern:

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

1576→      an\sound_play 'player_death', 0.44, an.random\float(0.95, 1.05)
  1577→      @\kill!
  1578→
  1579→  flash_weapon: (duration=0.15) =>
  1580→    @weapon_flashing = true
  1581→    @timer\after duration, 'weapon_flash', -> @weapon_flashing = false
  1582→
  1583→  recoil_weapon: =>
  1584→    -- Kick back: rotate and pull toward ball
  1585→    @timer\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, ->
  1586→      -- Return to rest
  1587→      @timer\tween 0.2, 'recoil_return', @, {weapon_recoil: 0, weapon_recoil_offset: 0}, math.linear
  1588→
  1589→  -- Gun alignment check: raycast to see if enemy is in line of sight
  1590→  gun_is_aligned: =>
  1591→    gun_tip_offset = @weapon_visual_offset + 12
  1592→    perpendicular = @angle - math.pi/2
  1593→    gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perpendicular)
  1594→    gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perpendicular)
  1595→
  1596→    ray_length = 500
  1597→    ray_end_x = gun_tip_x + ray_length*math.cos(@angle)
  1598→    ray_end_y = gun_tip_y + ray_length*math.sin(@angle)
  1599→
  1600→    -- debug_draw\line gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 2, red!
  1601→
  1602→    hit = an\raycast gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 'ball'
  1603→    hit and hit.object.team != @team
  1604→
  1605→  -- Fire a single shot with all effects at current position
... [35 more lines]

Now let me see the current bow update code and the auto-attack setup:

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

1341→    elseif @weapon_type == 'bow'
  1342→      -- Fire arrow (test key, releases bow)
  1343→      if an\key_is_pressed('g') and @bow_ready
  1344→        @bow_ready = false
  1345→        @bow_has_fired = true
  1346→        @bow_pulling = false
  1347→        @bow_arrow_alpha = 0
  1348→        @spring\pull 'weapon', 0.5
  1349→        @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1350→        @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
  1351→        @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
  1352→        @cooldown_bar\activate @bow_cooldown
  1353→        @parent.projectiles\add projectile @x + 20*math.cos(@angle), @y + 20*math.sin(@angle),
  1354→          projectile_type: 'arrow'
  1355→          velocity: 3
  1356→          direction: @angle
  1357→          flash_on_spawn: true
  1358→          team: @team
  1359→          bounces: 0
  1360→      -- Auto-pull bow when cooldown reaches 75%
  1361→      bow_should_pull = @bow_has_fired and @cooldown_bar.progress >= 0.75
  1362→      if bow_should_pull
  1363→        if not @bow_pulling
  1364→          @bow_arrow_alpha = 1
  1365→        @bow_pulling = true
  1366→        @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
  1367→        @bow_sy = math.lerp_dt(0.9, 0.5, dt, @bow_sy, 0.9)
  1368→      elseif @bow_pulling
  1369→        @bow_pulling = false
  1370→        @bow_arrow_alpha = 0

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

1248→      @gun_ready = true
  1249→      @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
  1250→    elseif @weapon_type == 'sword'
  1251→      @thrust_ready = true
  1252→      @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
  1253→    elseif @weapon_type == 'bow'
  1254→      @bow_ready = true
  1255→

I have everything I need. Three changes:

  1. Add bow_is_aligned method (raycast 500px like gun)
  2. Add bow_fire method (replaces the inline 'g' key code)
  3. Wire up @timer\when in constructor and remove 'g' key

Here's the code. First, add bow_is_aligned and bow_fire methods after the sword methods:

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

1693→      @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
  1694→
  1695→  -- End thrust: restore normal state
  1696→  thrust_end: =>
  1697→    return unless @thrusting
  1698→    @thrusting = false
  1699→    @timer\cancel 'thrust_end'
  1700→    @collider\set_fixed_rotation false
  1701→    @collider\set_gravity_scale 1
  1702→    @collider\set_bullet false
  1703→    @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
  1704→    @time_above_base = 0
  1705→    @time_below_base = 0
  1706→    @thrust_text.stopped = true if @thrust_text
  1707→    @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true

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

1707→    @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
  1708→    @cooldown_bar\activate @thrust_cooldown
  1709→
  1710→  flash_ball: (duration=0.15) =>
  1711→    @ball_flashing = true
  1712→    @timer\after duration, 'ball_flash', -> @ball_flashing = false
  1713→
  1714→  -- Squash ball on wall collision: horizontal wall squashes y, vertical wall squashes x
  1715→  squash: (normal_x, normal_y, amount=0.3) =>
  1716→    if math.abs(normal_y) > math.abs(normal_x)

Good. I'll add the bow methods after thrust_end and before flash_ball. Then wire up the constructor and replace the update code.

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

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

Now wire up the auto-fire timer in the constructor:

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

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

Now remove the 'g' key test code from the update and keep just the auto-pull:

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

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

Done. The bow now:

  1. bow_is_aligned — raycasts 500px from the bow tip, checks for enemy ball
  2. bow_fire — releases the bow (spring snap, tween pull back), starts 2s cooldown, spawns arrow projectile
  3. Auto-fire@timer\when checks @bow_ready and @\bow_is_aligned! continuously, calls bow_fire when both are true
  4. Auto-pull at 75% cooldown still works as before

The 'g' test key is removed — firing is now fully automatic via raycast alignment like gun and sword.

Debug draw the raycast for me.

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

1710→    @bow_pulling = false
  1711→    @bow_arrow_alpha = 0
  1712→    @spring\pull 'weapon', 0.5
  1713→    @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1714→    @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
  1715→    @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
  1716→    @cooldown_bar\activate @bow_cooldown
  1717→
  1718→    -- Spawn arrow
  1719→    spawn_x = @x + 20*math.cos(@angle)
  1720→    spawn_y = @y + 20*math.sin(@angle)
  1721→    @parent.projectiles\add projectile spawn_x, spawn_y,
  1722→      projectile_type: 'arrow'
  1723→      velocity: 3
  1724→      direction: @angle

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

1697→    tip_y = @y + tip_offset*math.sin(@angle)
  1698→
  1699→    ray_length = 500
  1700→    ray_end_x = tip_x + ray_length*math.cos(@angle)
  1701→    ray_end_y = tip_y + ray_length*math.sin(@angle)
  1702→
  1703→    hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
  1704→    hit and hit.object.team != @team
  1705→
  1706→  -- Bow callback: fire arrow with effects
  1707→  bow_fire: =>
  1708→    @bow_ready = false

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

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

Added a red debug line showing the 500px raycast from the bow tip.

Are springs being pulled on bow when it fires? Like it is for the gun?

Partially. Comparing the two:

Gun (fire_single_shot): yuescript @spring\pull 'weapon', 0.6, 3, 0.7 @spring\pull 'hit', 0.25, 3, 0.5 @\recoil_weapon! @weapon_ui\shoot!

Bow (bow_fire): yuescript @spring\pull 'weapon', 0.5

The bow has the weapon spring pull (for the string snap), but it's missing:

Want me to add those?

Yes, the 'hit' one and the weapon_ui one. Recoil doesn't exist for the bow.

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

1706→    hit and hit.object.team != @team
  1707→
  1708→  -- Bow callback: fire arrow with effects
  1709→  bow_fire: =>
  1710→    @bow_ready = false
  1711→    @bow_has_fired = true
  1712→    @bow_pulling = false
  1713→    @bow_arrow_alpha = 0
  1714→    @spring\pull 'weapon', 0.5
  1715→    @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
  1716→    @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
  1717→    @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
  1718→    @cooldown_bar\activate @bow_cooldown
  1719→
  1720→    -- Spawn arrow

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

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

Added the ball pop spring and weapon_ui shoot feedback to bow_fire.

Great, let's end here. Add the following tasks to the top of todo.md: arrows shot increase by 1 on hit, multiple arrows shooting with delay between each, arrows stick to walls, arrows disappear from walls like plants disappear blinking, parried arrows disappear blinking too, and also rotate slowly based on how the parry weapon was moving, same idea as for how plants rotate before dying; sounds for bow and sword.

Glob (**/todo.md)

E:\a327ex\emoji-ball-battles\reference\super-emoji-box\todo.md
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\todo.md
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\todo.md
E:\a327ex\emoji-ball-battles\reference\super emoji pop\todo.md
E:\a327ex\emoji-ball-battles\todo.md

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

1→# TODO
     2→
     3→*Items ordered by priority (highest first)*
     4→
     5→This file tracks ideas and future tasks, not active implementation work. Each item should be a self-contained task starting with "- ". Subsections are allowed (indented "- ") but prefer flat, independent tasks over nested structures. The user periodically reorders items so higher priority tasks float to the top. When implementing features, use separate implementation plans rather than this file.
     6→
     7→- Create letter emoji assets (at minimum: P, B, S, F, K) for status effect identifiers
     8→- Implement status effect line UI class that displays a letter + number using emoji assets with recoloring shader
     9→- Add status effect container to ball class that tracks active effects and their stack counts
    10→- Implement stack consumption logic that triggers the effect and decrements the stack count
    11→- Remove status effect line from display when its stack count reaches zero
    12→- Apply recoloring shader to status effect lines with a distinct color per effect type
    13→- Handle vertical positioning of multiple simultaneous status effect lines above the emoji
    14→- UI effect anti-overlap system: tag all floating UI effects (status_text, emoji_text, damage numbers) as spatial UI elements with a bounding box
    15→- UI effect anti-overlap system: when spawning a new UI element, query all active UI elements for their current bounding boxes and projected positions
    16→- UI effect anti-overlap system: find the closest unoccupied position to the desired spawn point that doesn't visually collide with existing UI elements
    17→- UI effect anti-overlap system: account for movement direction/velocity of existing elements (e.g., emoji_text floats upward) when checking for collisions
    18→- Fencer class: 
    19→  - PASSIVE gains fencing stacks per parry (+1 damage per stack, low duration)
    20→  - ACTIVE triggers lunge attack (like Earclacks' Lance) at X fencing stacks. 
    21→  - Synergizes with duration items - even small duration boosts compound into much higher damage.
    22→- Spellblade class: 
    23→  - PASSIVE: swaps weapons periodically between dagger and staff/wand
    24→  - Dagger deals physical damage, all physical damage applies Ethereal stacks but deals 0 damage. First magical damage with wand pops ethereal stacks and makes target ethereal for [stacks] seconds.
    25→- Musical instrument weapon: adds notes that orbit around caster on hit, +notes per hit
    26→- Lightning: periodically deals lightning damage in an area around it, +damage per hit
    27→- Item: -X stack threshold. Reduces threshold for any stack-triggered effect (e.g., -1 threshold makes 3-stack Stun trigger at 2 stacks instead).
    28→

Edit (E:\a327ex\emoji-ball-battles\todo.md)

The file E:\a327ex\emoji-ball-battles\todo.md has been updated successfully.

Added the 6 bow/sword tasks to the top of todo.md.

Great, thank you.

You're welcome! Good session — the bow is in a solid place now with auto-fire, cooldown, auto-pull animation, and arrow projectiles. The refactoring into explicit weapon switches should make the next round of work (multi-arrow, wall sticking, sounds) cleaner to add too.