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):
- Registered
bow.pngandarrow.pngin assets, addedbowstring = color 217, 158, 130 - Multiple iterations on bow orientation: tried y-flip, then x-flip, then 90° rotation offset adjustment. Final:
weapon_scale = -26/512(x-flip),weapon_scale_y = 26/512,weapon_rotation_offset = math.pi/4 - Bowstring initially drawn inside weapon push/pop using image-space coordinates (512x512). User confused: "I change the value by 100 and I expect it should change by 100 pixels, but that's not what's happening" — explained the 20/512 scaling. Moved to world space, then to bow's local rotated frame (x = along
@angle, y = perpendicular, in screen pixels) - User tuned string endpoints to
(-0.5, -10.5)and(-0.5, 10.5)in local frame - Drawing order: string → bow → arrow (arrow always on top)
Bow Pull Animation:
- Hold-key pull mechanic like emojunky-one. Initially bound to space (conflict with unpause), changed to F, then discovered
dt=0when paused — fixed withan.dt bow_pull_amountlerps to 8 during pull, elastic_out tween on release. String draws V-shape with midpoint pulled toward ballbow_systretches bow perpendicular to aim (target 0.9). Required nested push/pop: outer push for@angle + stretch, inner push forweapon_rotation_offset + image scale— solved diagonal stretch issue caused by weapon_rotation_offset being inside single push- On release:
@spring\pull 'weapon', 0.5for snap effect. String affected byweapon_springoscillation andweapon_flashing(white color) - Arrow visual appears instantly on pull start (
bow_arrow_alpha = 1), disappears on release. Scale 24/512 (later 26/512), rotation@angle + 3*math.pi/4
Weapon UI for Bow:
- Replicated full string + bow + arrow drawing in
weapon_ui.update(). Maps:@angle→base_angle(=weapon_t.rotation + @spring.weapon_rotation.x), bow state read fromballobject - UI bow initially used
ball.weapon_scale(-26/512) making it 30% bigger than other weapons (20/512). Fixed with@weapon_scale(20/512) and scaling ratiosr = @weapon_scale/(26/512)for proportional offsets - Fixed weapon_ui emoji: was hardcoded to cowboy, changed to receive
emoji_imageandemoji_hit_imagefrom ball. The 1.125x ball scale multiplier and 1.1x emoji UI scale now only apply when image is cowboy
Weapon Code Refactoring:
- Added locality comment: "Weapon-specific code uses explicit switches with repeated code per weapon rather than shared abstractions. For this codebase, locality matters more than code reuse."
- Constructor: changed
else -- daggerto explicitelseif @weapon_type == 'dagger', merged two separate auto-fireifblocks into oneif/elseifswitch - Drawing: replaced nested
if @thrusting / else if @weapon_type == 'bow' / elsewith flat 4-way switch on@weapon_type. Thrust drawing now inside sword case only. Each weapon has own push/image/pop - Update: consolidated scattered swing sound, sword flame, thrust velocity, bow pull into single 4-way switch. Swing sound duplicated in sword and dagger cases. Gun empty case caused YueScript compile error (
nilnot valid as statement) — removed - Compile error:
1284: unexpected expression: nil— YueScript doesn't allow barenilas statement
Arrow Projectile:
- Extended
projectileclass withprojectile_typefield. Constructor switch:'bullet'gets 15x8, bouncy, gravity 0.5;'arrow'gets 18x4, no bounce (restitution = 0), no gravity - Drawing switch: bullet = rounded yellow rectangle; arrow =
arrow.pngat 26/512 scale, rotation@angle + 3*math.pi/4 - Hit switch: bullet decrements bounces on wall/weapon; arrow dies immediately on wall hit
- Arrow initially too fast (same impulse, less mass from smaller area). Reduced velocity from 15 to 9, then to 3
- Added debug rectangle showing projectile hitbox
Bow Auto-Fire System:
bow_is_aligned— raycasts 500px from bow tip, same pattern as gunbow_fire— releases bow (spring snap, tweens pull/stretch back), starts 2s cooldown, spawns arrow, triggers@spring\pull 'hit'and@weapon_ui\shoot!(no recoil for bow)- Auto-fire via
@timer\whenchecking@bow_ready and @\bow_is_aligned! - Auto-pull at 75% cooldown: when
cooldown_bar.progress >= 0.75, bow starts pulling automatically bow_has_firedflag prevents auto-pull before first shot (cooldown_bar starts at progress=1)
Bug Fixes:
bow_sxvsbow_synaming mismatch caused stretch to not work- Arrow nil error (
top_wx) from separateif @weapon_type == 'bow'blocks — variables out of scope, merged into single block cooldown_bar.progressstarts at 1, causing immediate auto-pull — addedbow_has_firedguard
Remaining TODO (added to 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 (blinking)
- Parried arrows disappear blinking + rotate slowly based on parry weapon movement
- Sounds for bow and sword
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:
- The game has 3 weapon types: dagger (melee), sword (melee), gun (ranged)
- No bow assets exist yet (
assets/has no bow or arrow images) - The bow reference doc describes it as a ranged auto-attack weapon using the same raycast alignment mechanic as gun/sword
- Scaling: +1 arrow per hit (not damage/speed)
- Arrows stick to walls as decoration, then fade
Key architecture patterns:
- Weapon config is in
ball.new()(lines 1076-1132) as a big if/elseif block - Auto-fire uses
timer\whenwith alignment checks (gun_is_aligned,sword_is_aligned) - Projectiles use the existing
projectileclass (physics body, sensor for ball detection) weapon_uihandles the HUD emoji + weapon icon + stat text
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",
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",
"media_type": "image/png"
}
}
]
Good, I can see both images clearly:
- bow.png: A curved bow shape, concave side faces right/lower-right. Tips go from lower-left to upper-right.
- arrow.png: Arrow pointing upper-left (~3π/4), arrowhead gray, fletching colorful.
Here's my plan for the bow implementation, in order:
- Register images (
bow,arrow) - Bow weapon config in
ball.new()— ranged weapon stats bow_is_aligned— same pattern asgun_is_aligned(500px raycast)bow_fire— spawns N arrows with spread, feedback effects- Auto-fire timer —
timer\whenlike gun - Modify
projectileclass —projectile_typefield, arrow has narrow hitbox, no gravity, arrow image rendering, wall-stick behavior - Arena collision — bow scaling (
arrows_per_shot += 1on hit) weapon_uiupdates — bow image + "ARROWS/SHOT" stat- 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:
weapon_rotation_offset = -π/4: The bow's concave side (firing direction) faces roughly π/4 in the image. This offset rotates it to face right at angle 0. May need visual tuning.weapon_scale = 20/512: Slightly larger than gun/dagger (18/512) to look like a proper bow.weapon_visual_offset = 22: Similar to gun (21), positions bow at a reasonable distance from ball center.
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:
- Register images
- Add bow config in
ball.new() - Change player ball from
'gun'to'bow' - Update
weapon_uito 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:
- Line 83-84: Registered
bow.pngandarrow.pngimages - Lines 1116-1134: Bow weapon config block (ranged,
weapon_rotation_offset = -π/4, scale 20/512) - Line 284: Player ball now uses
'bow'instead of'gun' - Line 1778: weapon_ui knows bow image
- Lines 1857-1860: Stat display shows "ARROWS/SHOT"
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:
bowstringcolor (217, 158, 130) defined near other colorsweapon_scale_y = -20/512— flips the bow image- 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:
- Flip:
weapon_scale = -20/512(x-flip) andweapon_scale_y = 20/512(no y-flip) — this mirrors the bow horizontally so the concave/string side faces outward - String endpoints: pushed further toward the bow tips — (165, -215) and (-200, 200) instead of (150, -200) and (-185, 185)
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:
- Bow pull state vars in the bow config
- Input handling in update (after thrust logic, before floor detection)
- 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:
- Hold space to pull the bowstring
- During pull:
bow_pull_amountlerps toward 8px,bow_sxstretches the bow to 1.15x (taut look) - On release:
bow_pull_amountsnaps back with elastic_out (0.2s),bow_sxtweens back to 1 (0.08s) - String visual: straight line when idle, V-shape (two segments through a pulled midpoint) when pulling — midpoint moves toward the ball along
@angle
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:
- x = along the bow's aim direction (positive = forward/outward)
- y = perpendicular (negative = one tip, positive = other tip)
(6, -8)and(-5, 8)are my starting guesses for the tip positions
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:
- Add
bow_sxback to the pull input logic - Stretch the bow image with
bow_sxalong the perpendicular axis (y in the bow's local frame — the axis along the string, making the tips spread apart) - Scale the string tip y-positions by
bow_sxso 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:
bow_sxlerps to 1.15 during pull, tweens back to 1 on release- Bow image stretches along its perpendicular axis (scale_y * bow_stretch) — this spreads the tips apart like the bow is being drawn taut
- String tip y-positions multiply by
bow_stretchso they follow the stretched bow tips
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:
- Outer push: position +
@anglerotation + stretch on y-axis (perpendicular to@angle— the visual perpendicular) - Inner push:
weapon_rotation_offsetrotation + image scale
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:
- On release: pull the weapon spring
- String drawing: scale by
weapon_springand use white color whenweapon_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:
- On release:
@spring\pull 'weapon', 0.5— same recoil snap as emojunky-one - String scale:
bow_stretch * weapon_spring— string tips follow both the pull stretch and the weapon spring oscillation - String color: white when
@weapon_flashing, bowstring color otherwise
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:
- On pull start:
bow_arrow_alphatweens from 0 to 1 over 0.1s (arrow fades in) - On release:
bow_arrow_alphaset to 0 immediately (arrow disappears, it "fired") - Arrow drawn at the string pull point, rotated by
@angle + 3π/4(the arrow image points upper-left at ~-3π/4, so adding 3π/4 aligns it with the firing direction) - Arrow alpha controls visibility during fade-in
- Arrow flash follows weapon_flashing (white flash when weapon flashes)
- Scale is
14/512(~14px on screen)
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:
Initial Request: User wants to continue implementing the bow weapon for emoji-ball-battles, referencing bow-reference.md.
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.
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\whenwith alignment checksweapon_uihandles HUD display- The bow reference describes it as ranged auto-attack, +1 arrow per hit scaling
User Answers to Questions:
- Assets: bow.png and arrow.png already in assets/. Bowstring color: 217, 158, 130
- Arrow projectile: Modify existing
projectileclass withprojectile_typefield, not through args- Alignment: Same as gun (500px raycast)
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.
Image Registration + Bow Config: Added bow.png and arrow.png images, bow weapon config block, changed player to 'bow', updated weapon_ui.
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_offsetfrom-π/4toπ/4→ This workedBowstring 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@angledirectly instead ofbow_angleBow 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 localdt- User wanted to test while paused
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 value0.9- 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
Weapon Spring on Release: Added
@spring\pull 'weapon', 0.5on release. String affected by weapon_spring and weapon_flashing (white color).Arrow Visual on Bow: Added arrow appearing when pulling (no fade, instant), positioned at string pull point,
@angle + 3π/4rotation, 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
Current State of bow config (from last read):
weapon_scale = -24/512,weapon_scale_y = 24/512weapon_rotation_offset = math.pi/4weapon_visual_offset = 12weapon_hitbox_offset = 16, length 12, width 28Current weapon_ui: Draws weapon with simple push/pop at fixed position. Uses
@weapon_scale = 20/512and@weapon_flip_x.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.
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_offsetcontrol 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 visualsbow_syfor bow stretch during pull (target 0.9, lerps back to 1 on release)bow_pull_amountfor 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-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, 130color definition- Lines 83-84: Registered
an\image 'bow', 'assets/bow.png'andan\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.bowto image selection
E:\a327ex\emoji-ball-battles\reference\bow-reference.md— Reference doc for bow implementation from emojunky-oneE:\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, 512x512E:\a327ex\emoji-ball-battles\assets\arrow.png— Arrow pointing upper-left (~-3π/4), 512x512Errors 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, changedweapon_rotation_offsetfrom-π/4toπ/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
@anglefor 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:
dtwas set to 0 when paused. Fixed by usingan.dt(real fixed timestep) instead of localdt.- Bow stretch diagonal: Stretch applied via
weapon_scale_yin the push includedweapon_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_sxin 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 wheretop_wxwas defined. Variables were out of scope. Fixed by merging all bow drawing into a singleifblock.- bow_sy target: User changed stretch target from 1.15 to 0.9 (bow gets squeezed/compressed during pull, not expanded)
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
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."
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_alignedmethod (raycast like gun)- Add
bow_firemethod (spawn arrow projectiles with spread)- Add auto-fire timer for bow
- Modify
projectileclass 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)
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 viaball = @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 = -1for player- Ball's in-game scale:
weapon_scale = -24/512,weapon_scale_y = 24/512- The in-game bow uses
@angleas 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
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
updatemethod'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 fromball = @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:
@angle→base_angle(=weapon_t.rotation + @spring.weapon_rotation.x, without recoil)weapon_x/y→wx/wy(UI position + handcam)- All bow state (
bow_sy,bow_pull_amount,bow_arrow_alpha,weapon_rotation_offset,weapon_scale,weapon_scale_y) read fromballinstead of@ - Uses
ball.weapon_scale/ball.weapon_scale_ydirectly (same -24/512 and 24/512 as in-game) so the bow is the same size
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:
- Added the locality comment before the weapon switch (line 1079)
- Changed
else -- daggerto explicitelseif @weapon_type == 'dagger'(line 1144) - Merged the two separate auto-fire
ifblocks into oneif/elseifswitch (line 1240)
Change 2 — Drawing:
- Replaced the nested
if @thrusting/else if @weapon_type == 'bow'/elsestructure with a flat 4-wayif/elseifswitch on@weapon_type(line 1445) - Thrust drawing is now inside the sword case only
- Gun, non-thrust sword, and dagger each have their own push/image/pop (duplicated intentionally)
Change 3 — Update:
- Consolidated the scattered swing sound, sword flame, thrust velocity, and bow pull code into a single 4-way
if/elseifswitch (line 1279) - Swing sound is duplicated in both sword and dagger cases
- Gun case is a placeholder (
nil)
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:
- Ball scale (line 1077):
@scale = 1.125*@scale if @team == 'player'— should only apply to cowboy emoji - weapon_ui emoji (lines 1872-1873): Hardcoded to cowboy for player, should match
ball.image - weapon_ui emoji scale (line 1875):
@emoji_scale *= 1.1 if @team == 'player'— same cowboy-specific multiplier issue - weapon_ui bow scale: The bow uses
ball.weapon_scaledirectly (-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:
- Gun/sword/dagger in weapon_ui:
@weapon_scale = 20/512(20px) - Bow in weapon_ui: uses
ball.weapon_scale = -26/512(26px) — 30% bigger than other weapons
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:
- Ball scale: 1.125x multiplier now only applies when
@image == an.images.cowboy - weapon_ui emoji: Now receives
emoji_imageandemoji_hit_imagefrom the ball instead of hardcoding cowboy. The 1.1x emoji UI scale also only applies to cowboy. - weapon_ui bow scale: Uses
@weapon_scale(20/512) with@weapon_flip_xinstead ofball.weapon_scale(26/512). All pixel offsets (string endpoints, pull, arrow offset) are scaled bysr = @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."
},
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"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>"
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]
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:
- Constructor:
'bullet'gets 15x8, bouncy, gravity 0.5.'arrow'gets 18x4, no bounce, no gravity. - Drawing:
'bullet'draws rounded yellow rectangle.'arrow'draws arrow.png at 26/512 scale, rotated by@angle + 3*math.pi/4. - Hit:
'bullet'decrements bounces on wall hit.'arrow'dies immediately on wall hit.
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:
- Add
@bow_cooldown = 2to the bow constructor - Add
@bow_ready = truein the auto-attack setup - Guard the 'g' key test with
@bow_readyand 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:
- Fire with 'g' → bow releases, cooldown bar starts (2 seconds)
- At 75% (1.5s), bow auto-pulls (string draws back, arrow appears, bow stretches)
- At 100% (2s), bow is fully ready and pulled
- 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:
- Add
bow_is_alignedmethod (raycast 500px like gun) - Add
bow_firemethod (replaces the inline 'g' key code) - Wire up
@timer\whenin 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:
bow_is_aligned— raycasts 500px from the bow tip, checks for enemy ballbow_fire— releases the bow (spring snap, tween pull back), starts 2s cooldown, spawns arrow projectile- Auto-fire —
@timer\whenchecks@bow_ready and @\bow_is_aligned!continuously, callsbow_firewhen both are true - 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:
@spring\pull 'hit'— the ball pop effect@\recoil_weapon!— the rotation kick + pull toward ball@weapon_ui\shoot!— the UI feedback
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
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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→
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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.