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.
Opus 4.6
[Think]
The user wants to continue implementing the bow weapon for emoji-ball-battles. Let me read the relevant files as specified in CLAUDE.md - the engine overview, framework API, and the game code. I also need to read the bow reference file which was already loaded in the system reminder.
Let me read the required files in parallel.
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.
[Think]
The main.yue file is too large. Let me read it in chunks, and also look for any existing bow-related code.
The main.yue is large. Let me search for existing bow/arrow code and read relevant sections.
Grep (bow|arrow)
No matches found
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 (gun_is_aligned|sword_is_aligned|weapon_type|.weapon)
605: vx_a = vx_a / ball_a.weapon_weight
606: vy_a = vy_a / ball_a.weapon_weight
607: vx_b = vx_b / ball_b.weapon_weight
608: vy_b = vy_b / ball_b.weapon_weight
632: scaled_change_a = change_a / ball_a.weapon_weight^2
633: scaled_change_b = change_b / ball_b.weapon_weight^2
656: ball_a.can_swing_sound_time = 0 if ball_a.weapon_class == 'melee'
657: ball_b.can_swing_sound_time = 0 if ball_b.weapon_class == 'melee'
669: if ball_a.weapon_class == 'melee'
670: ball_a.weapon_ui\reflect!
671: if ball_b.weapon_class == 'melee'
672: ball_b.weapon_ui\reflect!
739: continue if ball_object.weapon_class != 'melee'
752: scaled_change = change / ball_object.weapon_weight^2
763: ball_object.weapon_ui\reflect!
783: owner.weapon_ui\landed_hit!
800: continue if attacker.weapon_class != 'melee'
807: attacker.weapon_ui\landed_hit!
810: if attacker.weapon_type == 'dagger'
813: elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
819: weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
820: weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
845: weapon_vx = -av * ball_object.weapon_visual_offset * math.sin(ball_object.angle)
846: can_kill = ball_object.weapon_class == 'melee'
1068: new: (@x, @y, @team, @weapon_type='dagger') =>
1076: -- Weapon setup based on weapon_type
1077: if @weapon_type == 'gun'
1094: elseif @weapon_type == 'sword'
1206: @\add weapon_ui @team, @weapon_type
1213: if @weapon_type == 'gun'
... [17 more lines]
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]
[Think]
Now I have a good understanding of the codebase. Let me also check what images/assets are available for the bow, and see the arena's init section to understand how balls are spawned.
Let me check what assets exist and how the arena spawns balls.
Read (E:\a327ex\emoji-ball-battles\main.yue)
261→class arena extends object
262→ new: =>
263→ super 'arena'
264→
265→ @\add object 'effects'
266→ @\add object 'projectiles'
267→ @\add timer!
268→
269→ -- Play area dimensions (200x200, centered)
270→ @w, @h = 200, 200
271→ @x = (gw - @w)/2
272→ @y = (gh - @h)/2
273→ wall_thickness = 200
274→
275→ -- Create walls as children (top, bottom/floor, left, right)
276→ -- Create walls as children (top, bottom/floor, left, right)
277→ -- Floor is only arena width; side walls extend down to cover the rest
278→ @\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness
279→ @\add wall @x + @w/2, @y + @h + wall_thickness/2, @w, wall_thickness, nil, true
280→ @\add wall @x - wall_thickness/2, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
281→ @\add wall @x + wall_thickness/2 + @w, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
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
288→
289→ -- Create plants container and spawn plant groups
290→ @\add object 'plants'
... [90 more lines]
Glob (/bow)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\res\bow_and_arrow.png
E:\a327ex\emoji-ball-battles\reference\emojunky-one\res\bow.png
E:\a327ex\emoji-ball-battles\reference\bow-reference.md
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.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require('anchor')
4→ width: 480
5→ height: 270
6→ scale: 3
7→
8→-- Game dimensions
9→gw, gh = an.width, an.height
10→
11→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg_color = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→star_yellow = color 255, 172, 51
20→orange = color 244, 146, 0
21→blue = color 83, 175, 239
22→green = color 122, 179, 87
23→red = color 223, 37, 64
24→purple = color 172, 144, 216
25→brown = color 195, 105, 77
26→wall_color = fg\clone!\mix yellow, 0.1
27→
28→-- Sky colors (subtle blue gradient)
29→sky_top = color 135, 206, 235 -- light sky blue
30→sky_bottom = color 231, 232, 233 -- same as fg (off-white)
... [70 more lines]
Glob (assets/bow)
No files found
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 (Do you have a bow_and_arrow.png emoji asset ready to copy into assets/, or shoul...)
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.
[Think]
OK, so the user wants:
1. **Assets**: `bow.png` and `arrow.png` are already in `assets/` - I need to register them with `an\image`
2. **Arrow projectile**: Modify the existing `projectile` class with a `projectile_type` field, and use conditionals inside the class for arrow-specific behavior (narrow hitbox, wall sticking, etc.)
3. **Alignment**: Same as gun - long raycast
Let me plan the implementation:
1. Register `bow.png` and `arrow.png` images
2. Add bow weapon config in `ball.new()`
3. Implement the bow alignment method matching the gun's raycast approach
4. Create the bow firing method with auto-fire timing
5. Extend the `projectile` class to handle arrow-type projectiles with a narrower hitbox, no gravity, and wall-sticking behavior that leaves arrows embedded as decorative elements
6. Update the weapon UI to display bow stats
7. Add the bow string color to the visual styling
Let me double-check the bow requirements...
The bow uses auto-attack like the gun and sword with raycast alignment, and scaling increases the number of arrows fired per shot rather than damage or speed. For visuals, I need to show the bowstring being drawn as a line from the bow, with a pull animation when firing and a recoil spring effect on release. The arrows should stick to walls briefly as decorations before fading out.
Now I'm setting up the bow configuration in the ball initialization...
Configuring bow stats... I need to check the bow.png image to determine the rotation offset, since the user mentioned having it in the assets folder. I can use the Read tool to examine the image and figure out the proper orientation.
Let me map out the implementation systematically: registering the images, configuring the bow in the ball initialization, creating alignment and firing methods, setting up the auto-fire timer, adapting the projectile class for arrows, and handling stuck arrow states. I'll present each piece incrementally for review rather than batching everything together.
Now I'm realizing the bowstring visual is tricky—it needs to be a V-shape when the bow is pulling and straight when idle, but unlike the reference game where the player is stationary, here the ball is constantly spinning and the weapon rotates with it. The bowstring would need to be drawn relative to the weapon's position and angle, which adds complexity to the rendering logic.
For the arrow sticking to walls, I could either create an inline decoration object at the impact point that fades out after a second, or build that behavior directly into the projectile class itself.
The cleaner approach is to have the projectile class check its type—I'll add a `projectile_type` parameter that defaults to 'bullet', then use conditionals to handle arrow-specific behavior like spawning a dead arrow decoration on wall impact instead of bouncing or disappearing.
Let me structure this step by step, starting with the simplest modifications and building up from there.
First, I need to check if the arrow and bow assets already exist in the project.
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\bow.png)
[
{
"type": "image",
"note": "[image stored privately: vault/media/ebb-bow/001.png]"
}
]
Read (E:\a327ex\emoji-ball-battles\assets\arrow.png)
[
{
"type": "image",
"note": "[image stored privately: vault/media/ebb-bow/002.png]"
}
]
[Think]
Now I can see the images:
**bow.png**: A curved bow shape (like a boomerang/L-shape), brown/copper colored. The bow curves from bottom-left to top-right, with the string side facing bottom-right. The opening/concave side faces toward the bottom-right. It's oriented with tips pointing up-right and down-left.
**arrow.png**: An arrow pointing upper-left (roughly 135° or -45° from horizontal). The arrowhead is gray/silver at the top-left, shaft goes diagonally to bottom-right where there are colorful fletching (red, orange, yellow).
So the arrow points roughly from bottom-right to top-left, at about 225° from positive x-axis (or -135°, or equivalently at about 3π/4 radians from positive x). Actually, more precisely it looks like it goes from bottom-right (fletching) to upper-left (arrowhead), so the "forward" direction is approximately at angle 225° = 5π/4 from positive x-axis... wait let me think again.
Let me reconsider the angle more carefully. The arrow's tip is in the upper-left and the fletching is in the bottom-right, so it's pointing toward the upper-left. In standard screen coordinates where right is 0° and angles increase counterclockwise, upper-left would be around 135°. be about 225° in screen coords... no.
Let me reconsider the angle system. In this game engine, angles follow standard math conventions where 0 points right, π/2 points down (since y increases downward on screen), π points left, and -π/2 or 3π/2 points up. The arrow image points toward the upper-left, which would be around -3π/4 or 5π/4.
Looking at how other weapons handle rotation offsets—the gun uses π because it points left, the sword uses π/4 because it's angled up-right, and the dagger uses -3π/4. The weapon_rotation_offset adjusts the image so that when the ball angle is 0 (pointing right), the weapon appears to point outward in that direction. For the bow, I need to figure out what offset aligns its concave side properly.
The bow's concave side (where the string would be) faces bottom-right in the image, and that's where arrows would fire from. The weapon system positions weapons to point outward from the ball along its angle, so the bow's concave side needs to face away from the ball for arrows to fire correctly.
Since the bow image has its opening facing roughly π/4 radians (bottom-right), I need to rotate it by -π/4 to align the concave side with the right direction (0 radians) when the ball points right.
Actually, let me reconsider how this works with the existing weapons. The gun points left in its image and uses a π radian offset to flip it rightward at angle 0. For the sword, which angles up-right in the image, I'd apply a similar offset to orient it correctly when the ball fires.
Looking at the dagger with its -3π/4 offset and the bow with its curved shape from bottom-left to upper-right tip—the pattern is clear: each weapon's rotation offset normalizes its natural image orientation so that angle 0 points right, then the ball's actual angle rotates it from there.
For the bow specifically, the concave side (where arrows fire from) faces roughly down-right, so I need to rotate it by about -π/4 to align that firing direction rightward. I'll start with `weapon_rotation_offset = -π/4` and let the user fine-tune from there if needed. I think starting with `weapon_rotation_offset = 0` makes sense since the bow already seems to face roughly rightward, and I can always adjust it based on how it actually fires. The concave opening appears to point right and slightly downward, so I'll set up the bow configuration and let the user fine-tune the rotation if needed.
For the bow itself, I'm treating it like a ranged weapon similar to the gun with a visual offset around 21 pixels. The arrows will be narrower projectiles with reduced gravity so they fly straighter, and when they hit walls they'll stick as decorative elements. I'm also adding a bowstring visual that draws as a tan line on the concave side—staying straight when idle but pulling into a V-shape during the firing animation.
Now I need to figure out how to position the bowstring relative to the bow's tip points. For the scaling mechanic, each hit increases the arrow count by one, so I'll track arrows_per_shot and spawn multiple arrows with a slight spread when firing. I'm going to start implementing this by registering the bow image and setting up the weapon config in ball.new(), then we can iterate from there. I need to figure out where exactly to insert the code—the image registrations go after the dash.png line around line 82, and the weapon config block needs to go before the else/dagger section, which means adding an `elseif @weapon_type == 'bow'` block after the sword config around line 1110. Now I'm working through the weapon_rotation_offset value by looking at how other weapons handle their angles—the gun uses π to flip its direction, and I need to determine what offset makes sense for the bow's orientation. which is angle 3π/4 (down-left in screen coords), then adding weapon_rotation_offset = -3π/4 would rotate it to 0 (right). So each weapon's offset is calibrated to point its natural image angle toward the right when the ball is at angle 0.
For the bow, I need to identify its natural pointing direction—where the arrow would actually fire from. The bow's concave opening faces toward the lower-right of the image, which corresponds to roughly a 45-degree angle, so I'll need to calculate the appropriate offset to align it correctly. Looking at the actual bow image, it's a curved brown shape where the upper end points toward the upper-right and the lower end extends toward the lower-left, with the concave side facing down-right. The firing direction would be perpendicular to the string that runs between those two tips.
Let me reconsider this using the standard bow emoji as a reference—the arrow points right while the bow's concave opening faces right. The bow.png appears similar, so if the concave side already mostly faces right, the weapon_rotation_offset should be close to zero or slightly negative. Based on how the bow's opening is angled, I'm estimating it faces roughly 30 degrees below horizontal.
Actually, let me trace the bow's geometry more carefully. The curve runs from lower-left to upper-right, which means the opening bisector points upper-left (the back of the bow), so the firing direction would be opposite at about -45 degrees. I'll go with -π/4 as a starting offset and let the user fine-tune it visually. So the bow fires perpendicular to the string, which means the natural firing direction is π/4 in screen coordinates. To rotate it so the arrow fires right at angle 0, I need a weapon_rotation_offset of -π/4. I'll try that and adjust if needed.
For the weapon scale, I'm looking at what other weapons use — the gun and dagger are 18/512, the sword is 32/512. The bow should be slightly larger than the gun to look proportional, so I'll set it to 20/512 without any y-flipping. For the visual offset, the gun uses 21 and the dagger uses 24, so the bow should fall somewhere in that range since it's similar in size to the gun.
Since the bow is ranged, its hitbox matters less for direct combat but still needs to collide with other weapons and walls, so I'll mirror the gun's hitbox values. For the scaling mechanic, I need to set the base arrows per shot to 1 and increment it each time the bow lands a hit, using the same firing alignment as the gun with arrow spread.
Now I'm working out the bowstring rendering—it needs to be drawn in weapon-local space as a tan line that forms a V-shape when pulled and stays straight when idle. I'm calculating the anchor positions at the bow's tips relative to the center, then scaling them down to match the weapon's coordinate system. I'm breaking this down into manageable steps: registering the bow images and weapon config, adding alignment and firing logic, creating arrow projectiles with special physics, handling arena collisions, rendering the bowstring visually, updating the UI, and scaling arrow count on hits. Let me start with the first step.
I need to check the actual bow.png orientation to get the rotation offset right, but I'll work with what the user has and note it might need tuning. Now I'm setting up the image registration and bow weapon configuration...
Writing bow config... Setting up the bow's auto-fire system with a timer that waits for the bow to be ready and aligned before triggering the fire method, then implementing the alignment check by raycasting from the bow tip to detect enemies in line of sight. I'm calculating the bow tip position based on the firing angle, then applying weapon feedback through spring animations and recoil. Now I'm spawning the arrows with a spread pattern that varies based on how many arrows are fired per shot.
Looking at the gun's perpendicular offset calculation, I notice it uses an 8-pixel offset perpendicular to the firing angle, which relates to the weapon's perpendicular offset property.
For the bow, I should keep things simpler since it has no perpendicular offset—the arrow just fires straight from the bow's center. Now I'm thinking through what needs to change for arrow projectiles: they need a narrower hitbox, minimal gravity, no bouncing, and should render as a rotated arrow image instead of a rectangle. When arrows hit walls, they should stick as decorations rather than bouncing, and I need to handle the ball collision case as well.
Creating a stuck arrow decoration... pattern to the existing effects. I could make the stuck arrow an inline object with a timer child, setting up the position and angle, then tweening the alpha value to fade it out before destroying it.
But I need to check how the color function actually works in this codebase and look at how other particles handle fading. Looking at the existing particle effects like `emoji_particle` and `star_particle`, they seem to tween scale to zero rather than alpha, so I should probably follow that same pattern for consistency.
Actually, for the stuck arrow fade effect, I think the cleaner approach is to tween a custom alpha property and reconstruct the color each frame based on that value. Let me work through the implementation step by step, starting with the image registration and bow configuration since those form a natural unit, and I should present each piece for review before moving forward.
Now I'm realizing the bow is a ranged weapon, so it shouldn't follow the same hitbox pattern as melee weapons. Looking at how weapons are initialized, every weapon gets both a physical hitbox for weapon-weapon collisions and a sensor for damage detection. The arena filters melee damage by checking the weapon class, so ranged weapons' sensors won't trigger melee damage even though the hitbox exists for bounce physics. Let me verify this is actually how the gun works too.
Checking the initialization code, yes—all weapons including guns get both a physical hitbox and a sensor. The collision handler explicitly skips melee damage for non-melee weapons, which means the bow can still physically collide with other weapons but won't deal melee damage through its sensor. That makes sense for the physics system.
Alright, I have enough context now. I'm thinking about the best order to present the changes: starting with the image registration, then the bow configuration, the auto-fire timer and alignment method, the bow_fire implementation, projectile modifications for arrows, arena collision handling for bow scaling, and finally the weapon class definition.
For the scaling mechanic, I need to look at how other weapons handle it—daggers increase angular velocity on hit, guns reduce cooldown, swords add thrust damage. The bow's scaling would work through projectile hits rather than the melee sensor events, since the collision filter already prevents non-melee weapons from triggering melee damage.
The simplest approach is to increment `arrows_per_shot` directly when a bow projectile hits something, rather than computing it dynamically from `hits_landed` like the gun does. I can add this right after the existing hit tracking in the projectile sensor section. arrows_per_shot = 1 + hits_landed`. But that might scale too fast. Let me think...
The reference says "+1 arrow per hit." So each time an arrow hits an enemy, you get +1 arrow on the next shot. That means `arrows_per_shot` starts at 1 and goes up by 1 each hit. If I use `@arrows_per_shot = 1 + @hits_landed`, that directly computes it without needing a separate variable.
But that might be too fast — after 10 hits you'd fire 11 arrows. Maybe it should be configurable. Let me add it as a separate field that can be tuned:
- `@arrows_per_hit = 1` — how many arrows added per hit
- Or just track it with `@arrows_per_shot` incremented on hit
Actually, from the weapon design doc: "🏹 Bow and Arrow — fires arrows periodically, +1 arrow per hit." It's literally +1 per hit, so after 5 hits you fire 6 arrows. That seems intentional for the scaling fantasy.
Now I need to think about the bow's vertical scaling. The gun flips vertically with a negative weapon_scale_y, while the sword and dagger use positive values. I should check if the bow needs the same flip treatment, and I'm looking at how the weapon drawing code applies these scale values.
The arrow image points diagonally upper-left, but when fired it needs to rotate to match the projectile's velocity direction. The projectile class will handle rotating the arrow image to face wherever it's actually traveling. Closing the draw call, then I'm ready to present the first piece with the image registration and bow weapon config. The bow and arrow are separate images—bow.png for the weapon display and arrow.png for the projectile—which makes sense since we're not using a combined emoji. Now I need to figure out how the weapon_ui selects the right image for the bow, since the current conditional only handles gun, sword, and dagger. I'm ready to lay out the full implementation strategy and start with the first code section.
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.
[Think]
The user wants to just see the bow visually first — no firing logic, no alignment, no arrows. Just:
1. Register the bow and arrow images
2. Add the bow weapon config block in ball.new()
3. Change the player ball from 'gun' to 'bow' in the arena
4. Update weapon_ui to handle the bow image
That's it. Let me make these minimal changes. I need to read the exact lines I'll be editing to make precise edits.
Let me re-check what I need to edit:
1. Image registration - after line 82 (`an\image 'dash', 'assets/dash.png'`)
2. Bow config - after sword block (line 1115), before `else -- dagger` (line 1116)
3. Arena ball creation - line 284: change 'gun' to 'bow'
4. weapon_ui weapon_image selection - line 1778
5. weapon_ui stats text - line 1842-1863
Now I need to check the exact lines for each of these edits to make sure I'm targeting the right spots.
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.
[Think]
The user says the rotation is off and it needs to be horizontally flipped. Let me think about this.
Currently the bow has:
- `weapon_rotation_offset = -math.pi/4`
- `weapon_scale = 20/512`
- `weapon_scale_y = 20/512`
If it needs to be "horizontally flipped essentially," that could mean:
1. Negate the weapon_scale_y (flip vertically in the rotated frame, which with rotation looks like a horizontal flip)
2. Or adjust the rotation offset
Looking at the gun: it uses `weapon_scale_y = -18/512` (negative = y-flipped). That's how the gun achieves its correct orientation.
I could flip the bow by negating `weapon_scale_y` to match the gun's approach, but I need to be careful since the scale values get multiplied by weapon_spring in the drawing code. Adjusting the rotation offset by π might also work, though negating the y-scale seems more consistent with how the gun is already set up. Negating `weapon_scale_y` to flip the bow vertically should fix the orientation issue where the concave side is facing the wrong direction. I'll apply the same approach the gun uses.
Let me trace through the rotation logic: with `weapon_rotation_offset = -π/4`, the bow image rotates counterclockwise by 45°, which should orient the concave side to face right. But maybe my estimate of the original image orientation is off—the concave side might actually be pointing in a different direction than I calculated.
The user says it needs horizontal flipping, so I'll try negating the y scale like the gun does with `weapon_scale_y = -20/512`. If the rotation is still wrong after that, I can adjust `weapon_rotation_offset` separately.
For the bowstring, I need to find where the two tips of the bow are positioned in the weapon's local coordinate space. Looking at the bow image, the top tip is around pixel (350, 50) and the bottom tip is around (80, 430), which I can convert to coordinates relative to the image center.
After scaling these points down, I realize the string needs to be drawn within the same push/pop context as the weapon image itself, so the coordinates are in the rotated space where the image is drawn at the origin. which is the center. So coordinates in this space are "image-local" relative to center.
For the bow image at 512x512, if I estimate the tip positions:
- Top tip: roughly at image pixel (370, 45). Center is (256, 256). Offset: (114, -211).
- Bottom tip: roughly at image pixel (70, 440). Offset: (-186, 184).
But these are in pixel space of the original 512x512 image. In the push/pop space, the scale is already applied (20/512), so I don't need to rescale - the `push` handles scale. Actually wait, let me re-read the drawing code:
I'm setting up a push transform with position, rotation, and scale factors, then drawing the weapon image centered at the origin within that transformed space. Since the push applies the scale (20/512), a unit in this space corresponds to a screen pixel, and the 512-pixel image gets scaled down accordingly. to the center is (114, -211) in image pixels. When I apply the push's transformation with its scale factors, this point maps to (114*sx, -211*sy) in screen space relative to the push's position. So if I want to draw text at the same location, I need to apply the same transformation—drawing it at local coordinates (114, -211) within the push's space so it scales and rotates along with everything else.
But that creates a problem: scaling by 20/512 ≈ 0.039 would make any line width become subpixel and nearly invisible. I should check what drawing functions are actually available on the layer to see if there's a better approach than using a line. I found the `line` function in the debug code—it takes x1, y1, x2, y2, thickness, and color as parameters. Now I need to decide whether to draw the bowstring inside or outside the push/pop transformation: if it's inside, the thickness scales down to nearly invisible at the current scale factor, so I'd need to compensate by multiplying the thickness by about 25.6 to maintain a visible 1-pixel line on screen.
Looking at how emojunky-one handles this, the bowstring is drawn as a separate line element rather than part of the bow image itself—it's a tan/brown line that forms a V-shape when the bow is pulled and stays vertical when idle. Since the bow rotates in my implementation but not in the reference, I'll need to compute the string endpoints in world space by transforming the image-space offsets through rotation and scaling, then draw the line after popping the transformation.
Now I'm identifying the exact tip positions from the bow image and calculating how they transform when scaled and rotated by the weapon angle. the same magnitude, the distortion should be minimal. Let me just draw the string with a thickness that accounts for the average scale factor, or maybe I should test both approaches and see which looks better visually.
Actually, the simplest solution is to draw the bowstring outside the push/pop block in world space, so I can control the line thickness independently. I need to calculate where the string endpoints are after applying all the transformations, then draw a line between them with a fixed thickness.
Writing bowstring drawing code... Finishing the coordinate transformation and drawing the bowstring between the two attachment points. I realize I need to account for the weapon's recoil rotation as well, but since there's no firing logic yet, the recoil value will stay at zero for now.
Actually, I'm overcomplicating this. Let me just draw the string directly inside the push/pop block using fixed offsets from the weapon's center in image space, then convert those to world coordinates. I'll use a thick line to make it visible even at the scaled size.
Drawing the bowstring...
Now I need to define the bowstring color. The user specified RGB values, so I should add that as a global color constant at the top with the other color definitions, following the existing naming pattern. I need to make three changes: flip the weapon scale, add the bowstring color definition, and draw the string during weapon rendering. The string needs to be drawn inside the push/pop block after the weapon image, though I'm still figuring out how to handle the thrusting animation case.
Actually, since bows are ranged weapons and don't thrust, they'll always use the non-thrusting branch. I can add the bowstring drawing there with a conditional check for the bow type, drawing a line between the two bow tips with the bowstring color. The exact tip positions need some refinement though.
Looking at the bow image dimensions, I'm calculating where the actual string endpoints should be relative to the center, accounting for the fact that the weapon gets flipped vertically when drawn. The string coordinates need to reflect this transformation so they connect properly between the top and bottom tips.
Since everything inside the push with negative scale_y gets flipped together—both the bow image and the string—I can just use the image-space coordinates and let the transform handle the consistency. I'll estimate the line thickness at around 1.2 pixels in screen space, and the user can adjust the exact tip positions visually if needed.
Now I'm checking whether the line function supports a thickness parameter. Looking at the debug code, it appears the signature is `line(x1, y1, x2, y2, thickness, color)`, so I should be able to pass a thickness value. Let me verify this exists in the framework API. I'll try using `line` first since it's already in the codebase, and if that doesn't work I can fall back to drawing a thin rectangle instead.
Now I'm making the specific edits: adding the bowstring color definition, flipping the weapon scale, and implementing the string drawing logic. I need to estimate the endpoints where the string attaches to the bow—looking at the 512x512 image, the top tip is around (145, -210) and the bottom tip is around (-190, 180) when measured from the center, though these will need tuning.
For the flip itself, I'm negating the weapon_scale_y value. The real question is whether flipping the y-axis alone is enough or if I also need to adjust the rotation offset—when you flip one axis, the bow's orientation changes, so I might need to compensate with the rotation as well.
Let me trace through what's happening: the original bow image probably has its concave side facing a specific direction, and after the -π/4 rotation, it should point right. But if my initial orientation estimate was off and the concave actually faces upper-right, then rotating by -π/4 would point it upward instead. Flipping the y-axis would mirror that orientation, but I need to figure out if the rotation still works or needs adjustment too.
The user said "horizontally flipped," which in the context of a rotating weapon probably means reversing which way the bow's concave side faces. I'll apply the flip with a negative y-scale and keep the rotation as-is for now—if it's still not right, the user will let me know.
Actually, I need to think through what a negative y-scale does in the rotated coordinate space. When the weapon is rotated by -π/4 and then the y-axis is flipped, that's effectively mirroring the image perpendicular to the weapon's direction. For the gun with its different rotation offset and scale, this creates a different visual effect than for the bow.
I'm going to go ahead and apply these changes—set the y-scale to flip the weapon, keep the rotation offset as is, and add the bowstring. If the rotation still looks wrong, the user can let me know and I'll adjust.
For the string endpoints, I need to account for the coordinate flip carefully. Since both the image and the string are in the same transformed space with the negative y-scale, I can use the original unflipped image coordinates for both the bow and the string tips, and the push/pop will flip them together consistently.
Now I'm locating where the weapon drawing code is in the file so I can add the string rendering there. The bow config added some lines earlier, which shifted everything down, so I need to find the exact current position of the weapon drawing section.
Since the Edit tool matches on exact string content rather than line numbers, I'll use the precise text to make my changes. First I'll add the bowstring color definition near the other colors, then modify the weapon scale and add the string drawing logic right after the weapon image is rendered. I need to verify that `line` is a valid function in this codebase by checking how it's used elsewhere, and I can see from the debug code that it follows the pattern `layer\line x1, y1, x2, y2, width, color`. Computing string endpoints in world space...
Actually, I think it's simpler to just draw the bowstring inside the push/pop block and let the transform handle the math for me rather than manually computing all these rotations and positions. I'm calculating the actual pixel thickness on screen—about 1.37 pixels—which should work fine. Now I need to finalize the three main changes: add the bowstring color definition, flip the weapon_scale_y value, and implement the bowstring drawing code. For the color, I'm going with `bowstring` as the variable name to keep it concise and consistent with how colors are used throughout the codebase.
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]
[Think]
Looking at the screenshot, the bow is oriented wrong. The concave side (where the string is) appears to be facing toward the ball instead of away from it. The string is visible but the bow needs to be flipped differently.
Let me think about what flip is needed. Currently:
- `weapon_scale = 20/512` (positive x)
- `weapon_scale_y = -20/512` (negative y - flipped)
- `weapon_rotation_offset = -math.pi/4`
The user says it needs to be "flipped differently." Looking at the screenshot, the bow's convex side (back) is facing outward and the concave/string side faces the ball.
I should try flipping the x-axis instead of the y-axis to get the concave side facing outward, or maybe flip both axes to see which orientation works.
Looking more carefully at how the weapon is positioned—it extends outward from the ball along the ball's angle, so the weapon's local x-axis points away from the ball. If the bow's concave side currently faces the wrong direction, I need to figure out whether flipping horizontally or vertically (or both) will fix it. Let me examine the screenshot more closely to see which way the bow is actually oriented relative to the ball. it 180°. The user's feedback from the first attempt showed they needed horizontal flipping, but the negative y-scale went the wrong direction. Let me try flipping the x-axis instead—setting negative scale_x while keeping scale_y positive—which should mirror the bow's orientation without the weird interaction. I'm checking how the weapon_spring multiplier affects this scaling to make sure the animation still works correctly. 1.3, we get -26/512. The magnitude increases, which is correct for a spring effect. The sign stays negative. This should be fine.
Actually wait, let me reconsider. The screenshot shows the bow with the concave side facing toward the ball inward. To fix this, I need the concave side to face outward, which means mirroring the bow image.
The current state has scale_x = 20/512 (positive) and scale_y = -20/512 (negative for y-flip). If I change to scale_x = 20/512 and scale_y = 20/512, that undoes the y-flip—but that was the original state the user said was wrong. They mentioned the rotation is off and needs to be horizontally flipped, yet with the y-flip it's still wrong, just flipped differently.
So neither approach works. Let me try x-flip instead with scale_x = -20/512 and scale_y = 20/512, or apply both flips with scale_x = -20/512 and scale_y = -20/512. The question is what "horizontally flipped" actually means in the weapon's local coordinate space versus world space—when the weapon points right, a horizontal flip in world space would correspond to flipping x in the weapon frame. the rotation offset might be the real culprit here. Instead of flipping the scale, let me try rotating the bow 180 degrees by adjusting the rotation offset to 3π/4, which should flip which side faces outward without changing the scale values.
Actually, I'm realizing that flipping both x and y axes is mathematically equivalent to a 180-degree rotation anyway, so I need to think through this more carefully. Let me trace through what's actually happening with the original image orientation and how the rotation offset transforms it.
The bow's concave side initially points toward the bottom-right diagonal. When I apply a -π/4 rotation offset, that rotates the image 45 degrees clockwise, which should orient the concave side to face directly right. But then the negative y-scale flips things across the x-axis in the rotated frame, which would invert the vertical orientation without changing the horizontal facing direction. The user's feedback suggests something isn't quite right with this approach.
Let me reconsider whether the concave side actually faces the bottom-right diagonal in the original image, or if it's oriented differently—maybe toward the top-right instead. If it faces top-right and I apply a +π/4 rotation offset instead, that would rotate it to face directly right, which is what we want. The first attempt with -π/4 rotation didn't work, and adding the y-flip made it worse in a different way, so maybe I had the rotation direction backwards.
Now I'm testing whether an x-flip (mirroring along the y-axis in local space) is the right correction instead of the y-flip, since that would flip the bow left-right and reverse which way the concave side faces. Hmm, actually I think the issue might be different. Looking at the screenshot more carefully:
The bow in the screenshot appears to have its tips pointing in the right general direction, but the curve is on the wrong side - the convex (back of bow) faces outward and the concave (string side) faces inward toward the ball.
If I flip the x-scale (make it negative), the bow would be mirrored so the concave faces outward. But the tips would also be mirrored - they'd point the other way.
Actually, I think the cleanest approach is:
- Flip x: `weapon_scale = -20/512`
- Keep y positive: `weapon_scale_y = 20/512`
This mirrors the bow horizontally in the local space, flipping which side faces outward. Let me try this.
Wait, the user said the first attempt needed a horizontal flip, but I applied a vertical flip instead. Now they're saying it needs to be flipped differently. So I should undo the vertical flip and go back to a horizontal flip - that means negative x-scale and positive y-scale. The user's perspective on "horizontal flip" is probably in world space terms, even though in the weapon's rotated local space the axes don't map directly. Let me just swap to an x-flip and see what the user says.
Now for the string...
The user wants the endpoints closer to the bow's edges. Currently they're at (150, -200) and (-185, 185), but they need to extend further toward where the actual bow tips are. I'll push the magnitudes out a bit more - maybe (160, -210) for the top and (-200, 200) for the bottom to get them closer to the actual tip positions.
Now I'm realizing the x-flip complicates things. When the image gets mirrored horizontally, the bow tips shift position in the displayed space, so I need to negate the x-coordinates of the string endpoints to keep them aligned with the flipped image geometry. are in the same local space as the image. When scale_x is negative, BOTH the image and the line coordinates get x-flipped. The image appears mirrored, and the line also appears mirrored, so they stay in sync.
Hmm, actually I think the confusion is: the push applies the scale to everything drawn inside it. So:
- The image at (0,0) is drawn with the center at the push position, scaled/rotated by the push params
- A line from (150, -200) to (-185, 185) in the same push space gets the same scale/rotation applied
When scale_x is negative, both the image and the line get x-flipped together. So the line still connects to the same points on the bow image, regardless of the flip. I don't need to change the line coordinates.
The coordinates scale by scale_x and scale_y individually, so (150, -200) becomes (150 * (-20/512), -200 * (20/512)) in screen space. The x-coordinate gets negated, moving the line to a different screen position, but since the image is also x-flipped, the bow tip that was at image position (150, -200) appears at the same flipped location. They should stay aligned.
I'm realizing though that when I originally computed those tip positions from the unflipped image, I may have gotten them wrong if the image was already y-flipped at that point.
Let me think about this differently: the coordinates (150, -200) and (-185, 185) are the bow tip positions in the original unflipped, unrotated 512x512 image space, measured as offsets from the center. These are the actual pixel positions in the source image. Since the same transform applies to both the image and the line inside the push, they stay aligned no matter what transforms I apply. So I shouldn't change the line coordinates when I change the flip.
For extending the line closer to the edges since the string doesn't quite reach the tips, I should adjust those coordinates slightly. I'm realizing the scale conversion is throwing me off—a few screen pixels translates to a much larger distance in image space due to the 20/512 scaling factor. But when I do the math, the difference between my current string endpoints and the actual tip positions is only a fraction of a screen pixel, which shouldn't be noticeable. Maybe my tip estimates are further off than I thought, or perhaps the line rendering itself is causing the string to appear shorter than the actual coordinates suggest.
Let me be more aggressive and push the endpoints further out—adding about 20-25 image-space units should give a visible adjustment. I'll adjust the top endpoint to (165, -215) and the bottom to (-200, 200), then flip the weapon scale signs back to their correct values and apply these changes.
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.
[Think]
The user says the rotation needs to be 90 degrees different. Currently `weapon_rotation_offset = -math.pi/4`. Adding π/2 would give `math.pi/4`, subtracting π/2 would give `-3*math.pi/4`.
Let me try `math.pi/4` first (adding 90° to one side).
Actually, the user said "90 degrees to a side" which means rotate 90° from where it is now. Let me try both directions mentally:
Current: -π/4
Option A: -π/4 + π/2 = π/4
Option B: -π/4 - π/2 = -3π/4
I'll go with π/4 since that's the more natural positive direction, and if it's wrong I can try -3π/4 instead.
Actually, let me reconsider—the user only mentioned rotating the angle, not changing the x-flip, so I'll keep that as-is and just update the rotation value from -π/4 to π/4.
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.
[Think]
The user is confused about why the string coordinates don't map 1:1 to screen pixels. This is because the string is drawn INSIDE the push/pop that has the weapon's scale applied. The scale is 20/512 ≈ 0.039, so 100 units in that coordinate space = ~3.9 pixels on screen.
The coordinates (165, -215) and (-200, 200) are in image-space pixels (the bow image is 512x512), not screen pixels. The push/pop scales them by weapon_scale (20/512), so:
- 100 image-space units × 20/512 ≈ 3.9 screen pixels
- 256 image-space units (half the image) ≈ 10 screen pixels
The simplest solution is to draw the string outside the push/pop in world space, where I can compute the tip positions manually and work directly in screen pixels—that'll make the coordinates much more intuitive to adjust.
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.
[Think]
The user wants a manual key-hold mechanic to pull the bowstring, like in emojunky-one. When holding the key, the bowstring should pull back (V-shape) as if about to shoot. On release, it snaps back.
From the reference doc:
- On press: `bow_being_pulled = true`, arrow fades in, cooldown timer resets
- During pull: `bow_pull_ox` lerps toward 8px, `bow_sx` grows to 1.15 (bow stretching)
- On release: `bow_sx` tweens back to 1, `bow_pull_ox` tweens back to 0 with elastic_out, spring recoil
- I need to bind a key to trigger the pull action, track the pull state and amount, then modify the bowstring drawing to create that V-shape effect where the midpoint gets pulled back based on the current pull amount.
For the visual feedback, I'll also scale the bow slightly during the pull to match that stretch effect. Looking at the existing input bindings, I'll use the space key since it's intuitive for this kind of mechanic.
Now I need to add the bow pulling state to the ball object itself—tracking whether it's currently being pulled, how much it's been pulled back (up to 8 pixels), and the bow's stretch scale that grows to 1.15 during the pull.
In the update loop, I'll check if space is held down and lerp the pull amount and stretch toward their max values, then tween them back to zero with an elastic bounce when released. For drawing the string, instead of a straight line I'll make it V-shaped by calculating the midpoint between the string's endpoints, offsetting that midpoint backward by the pull amount, then drawing two line segments from each tip to that midpoint.
I'm placing the input check in the ball's update method for now since this is a quick test, and I need to be careful about the pulling direction—the string pulls backward away from the firing angle, toward the ball itself.
Figuring out the math for the string midpoint in world space...
The pull direction should be inward toward the ball, which is opposite to the ball's facing angle, so I'm calculating the pull offset as negative cosine and sine of that angle. Then the midpoint position is the average of the two string tips plus that pull offset.
But I'm second-guessing which direction the string actually pulls—in archery you pull the string toward yourself, and since the bow faces outward from the ball, the string should be pulled back toward the ball's position.
For the implementation, I'll check for spacebar input in the ball's update loop, and apply the bow stretch scaling (ramping from 1 to 1.15) to the weapon scale during the draw animation. me plan the code changes:
1. Add bow state variables in ball.new() for the bow config:
2. Add input handling in ball.update() to track when the bow is being pulled, smoothly interpolating the pull amount and the horizontal scale to create a stretching effect, then triggering release animations when the space key is released:
Still writing bow mechanics...
Now I'm realizing the scale approach might not work cleanly since I only want to stretch along the bow's length, not compress it perpendicular to that direction. I should think about whether applying the scale directly to the weapon or if I need a different approach to avoid unwanted squishing. I see the issue now—the weapon_spring scaling is being applied to all weapon types, but I only want the bow_sx stretch factor to apply when the weapon is actually a bow. I need to conditionally set the stretch multiplier based on weapon type, then apply it to the scale calculation in the push call. I'm debating whether to initialize bow-specific properties for all balls or use conditionals in the draw code—initializing them adds unnecessary state to non-bow weapons, so the conditional approach is cleaner. Now I'm thinking through where to place the bow input handling in the update method, considering the flow of angular velocity checks, thrust logic, and drawing sections to find the most logical spot. I need to account for the bow stretch when calculating string endpoints—since the bow image stretches with the scale factor, the string should stay attached to the stretched bow tips by including the bow stretch multiplier in the screen-space conversion.
Now I'm planning out the specific edits: adding bow state variables to the config, handling input in the update loop, modifying the string drawing to support the V-shape, and applying the stretch factor to the weapon scale during rendering. Let me check the current file structure to see where these changes fit.
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.
[Think]
Let me check how the update method handles the pause state. Looking at the earlier code:
```yuescript
update: (dt) =>
-- When paused, use dt = 0 so physics logic doesn't run
dt = 0 if @parent.paused
```
So dt becomes 0 when paused. But the game unpauses after pressing a key, so after that dt should be non-zero. The issue might be something else.
Let me check the `key_is_down` function. Looking at the framework API:
```
an\key_is_down(key) -> bool
```
The key name might be wrong. Maybe it should be `'f'` lowercase? Let me check what key names the engine uses. Looking at the existing code for key references...
Actually, the API uses lowercase key names like `'f'` and `'space'`, so that should be fine. The real problem might be that the bow pulling logic is wrapped in a weapon type check—I need to verify the player ball actually has `weapon_type` set to `'bow'` in the arena setup.
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.
[Think]
The user says:
1. The pull point is not at the center of the string
2. The bow stretch (bow_sx) looks weird
3. Remove the bow stretch for now, just focus on getting the string pull correct
The issue with the pull not being at the center: I'm computing the midpoint as `(top_wx + bot_wx)/2` and `(top_wy + bot_wy)/2`, which should be the center. But the pull direction uses `@angle` (the ball's physics angle), not the bow's angle. The string midpoint should pull perpendicular to the string (or along the bow's firing direction), which is related to the bow's orientation, not just the ball's raw angle.
Actually, the weapon does point along `@angle`, so that's the outward direction - the pull should be inward toward the ball, which means using `-@angle` to move the midpoint correctly. But I'm realizing the string endpoints themselves might not be symmetric around the visual center. The top and bottom tips are at different positions in image space, so even though I'm calculating the mathematical midpoint, it might not look centered visually because the endpoints aren't balanced.
I should also remove the bow stretching as requested - that means stripping out the bow_sx scaling from the pull logic and the bow_stretch from the drawing code, while keeping the bow_pull_amount and the V-shaped string intact. The pull direction should be toward the ball, opposite to where the weapon points. I'm second-guessing the pull direction — in archery you pull the string toward you (toward the ball), so moving the midpoint inward with `- pull*cos(@angle)` should be right. The reference confirms the arrow moves backward as the bow pulls, which matches my logic. But the user's feedback suggests the visual issue might be that the pull isn't centered on the string itself.
Actually, I think I see the real problem: the bow has a rotation offset of π/4, so its visual orientation is rotated relative to @angle. The string endpoints are positioned based on this rotated bow, but the pull direction uses @angle directly — which means the pull goes along the ball's axis instead of perpendicular to the string. The pull should follow the bow's actual firing direction, not the raw angle. I need to figure out which perpendicular direction represents the pull—it should point away from the bow toward the archer, which means outward from the ball's perspective. Let me calculate the string direction from the bow's tip positions in world space, then find the perpendicular that points in the correct direction.
Actually, thinking about the geometry more carefully: in this setup the bow extends outward from the ball with its concave side facing away, so pulling the string means pulling it back toward the ball. The pull direction should be roughly opposite to the bow's angle. Let me simplify this by removing the extra bow_sx variable and just focusing on getting the pull direction working correctly.
I'll strip out the unnecessary stretch calculations and keep the V-shaped string pull as-is, then see if the direction looks right to the user.
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.
[Think]
The user is pointing out that the string endpoints are defined in the original image space (before rotation), but they need to account for the bow's rotation offset. Currently, the string tip positions are in image space and get transformed by the bow_angle rotation. But the bow image itself is also rotated by bow_angle (via the push). So they should be in sync...
Wait, let me re-read the code. The string is drawn OUTSIDE the push/pop, in world space. The string endpoints are computed by:
1. Taking image-space offsets (250, -195) and (-160, 210)
2. Scaling by sx, sy (weapon_scale * weapon_spring)
3. Rotating by bow_angle (angle + weapon_rotation_offset + weapon_recoil)
4. Adding weapon_x, weapon_y
The bow image is drawn INSIDE the push/pop with the same rotation and scale, so the string endpoints should match the bow tips after transformation. But the user says when the bow's angle is 0, the string is angled diagonally—which makes sense because those image-space tip positions are diagonal in the original image. After rotating by bow_angle, they should rotate together with the bow image and stay aligned at the tips. Unless there's something off with how the rotation is being applied or the offsets aren't actually matching the bow's visual tips.
Actually, I think the real issue might be about the pull direction rather than the string endpoints themselves. The user mentioned the pulling isn't happening at the center of the string, and while the midpoint is computed correctly as the geometric center, the pull direction uses the raw ball angle instead of the bow's actual rotated angle. The bow is visually rotated by weapon_rotation_offset relative to the ball's angle, so the pull direction should account for that rotation to feel like it's pulling perpendicular to the string as it appears on screen. me think about what "bow angle = 0" means.
bow_angle = @angle + @weapon_rotation_offset + @weapon_recoil
If @angle = 0 and weapon_rotation_offset = π/4, then bow_angle = π/4.
The string endpoints in image space are (250, -195) and (-160, 210). These are NOT aligned vertically or horizontally — they're diagonal because that's where the bow tips are in the 512x512 image.
After rotating by bow_angle = π/4, the whole thing rotates. The string maintains its relationship to the bow image.
I think the user's point is different. They're saying: conceptually, the bowstring should be a straight line between the two bow tips. In the ORIGINAL image, the bow tips are at diagonal positions. But the string should connect them, which it does. However, the user expects the string to look "straight" relative to the bow, which it should since both the image and string are rotated by the same angle.
Actually, I think I see what they mean now. If they set both x-coordinates of the tips to 0 to test, the string should be vertical in the bow's local frame. But since the string is drawn in world space with rotation applied via cos/sin, setting top_x and bot_x to 0 means only the y-component remains, and that y-component gets rotated by the bow_angle.
The real issue might be that the pull direction uses @angle, but the string is oriented according to bow_angle, so the perpendicular to the string isn't along @angle unless weapon_rotation_offset is 0.
Let me reconsider what the user is actually asking. If top_x and bot_x are both 0 with @angle = 0, then bow_angle becomes π/4, and I need to work through how the string endpoints transform in world space with that rotation applied.
The string does end up diagonal because it's being rotated by the full bow_angle including the offset, but the user's expectation might be that the string should only follow @angle, not the bow's visual rotation. That would keep the string vertical when @angle = 0, but then it would visually detach from the rotated bow image itself.
Wait, rereading their message — I think they're saying the string position offsets should be defined in a coordinate system that already accounts for the bow's rotation, so that setting top_x and bot_x to 0 would actually produce a vertical string regardless of the bow's angle. The solution is to define the string endpoints in the bow's local coordinate system where the x-axis points along the aim direction and the y-axis is perpendicular, then rotate those coordinates by the bow's angle to get world positions. I'm writing the math to transform these local offsets into screen space using cosine and sine of the bow angle. top_wy = weapon_y + string_top_x*sin_a + string_top_y*cos_a
bot_wx = weapon_x + string_bot_x*cos_a - string_bot_y*sin_a
bot_wy = weapon_y + string_bot_x*sin_a + string_bot_y*cos_a
This gives me intuitive coordinates in the bow's local frame—thinking in terms of forward/back along the aim direction and perpendicular offset, all in screen pixels. The old approach using scaled image-space coordinates worked mathematically but felt disconnected because the values weren't in screen pixels and didn't account for the rotation offset of the bow's diagonal tips.
Now I need to figure out where the actual bow tips land on screen. The bow image scales to about 20 pixels wide, and the tips in the original image are roughly at the edges. Converting from image space to screen pixels and accounting for rotation, the top tip ends up around (9.8, -7.6) from the weapon center. I'm working through how the full bow image gets positioned with that rotation offset. Defining the bow string endpoints...
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.
[Think]
The user is saying that the bow stretch is happening diagonally because the push's scale_y axis is in the image's local frame (which includes weapon_rotation_offset = π/4), not aligned with the bow's visual perpendicular axis.
The push is:
```
weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring*bow_stretch
```
The scale_y here is in the rotated frame (after applying angle + weapon_rotation_offset). Since weapon_rotation_offset = π/4, the y-axis of the push is rotated by π/4 from what you'd expect. So stretching scale_y stretches the image along a diagonal, not along the visual perpendicular of the bow.
To fix this, I need to separate the stretch from the rotation. I'll use nested pushes where the outer one applies the stretch along the correct axis at the weapon's angle, then the inner one handles the rotation offset and base scaling.
Restructuring the push calls...
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.
[Think]
Let me check the bow pull input code to see what variable name is being used. The user renamed `bow_sx` to `bow_sy` at some point, but I'm referencing `bow_sx` in the drawing code. Let me check.
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.
[Think]
The user wants:
1. On bowstring release, pull the weapon spring (like `@spring\pull 'weapon', 0.5` or similar) — this gives the recoil/snap effect
2. The string should be affected by the weapon spring — so when the weapon spring pulses, the string tips should spread/contract with it
3. The string should also react when the weapon flashes (weapon_flashing state)
Let me look at how the weapon spring is used. From line 1425:
```
weapon_spring = @spring.weapon.x
```
This value starts at 1, and when pulled it oscillates around 1. It's used to scale the weapon image.
I need to multiply the string tip y-positions by `weapon_spring` so they spread and contract with the spring animation. When the weapon flashes, I'll also change the string color to white to match the flash effect. Looking at how the gun handles recoil, I can use a similar spring pull pattern for the bow release.
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.
[Think]
The user wants an arrow visual that appears on the bow while pulling the string. From the emojunky-one reference:
- Arrow fades in: `arrow_a` tweens to 1 over 0.1s when pull starts
- Arrow drawn with `arrow_a` alpha, moves backward as bow pulls
- The arrow sits on the string, at the pull point, pointing in the firing direction
So I need:
1. When bow pull starts (`bow_pulling` becomes true): fade in the arrow alpha from 0 to 1
2. Draw the arrow image at the pull midpoint (where the string is pulled back to), rotated to face the firing direction (@angle)
3. The arrow moves backward with the string as it's pulled
4. When released, the arrow disappears (alpha back to 0)
I'll track the arrow visibility with a state variable that tweens to 1 when pulling begins and resets to 0 on release, then render the arrow at the current pull position with the appropriate rotation.
Now I'm figuring out the arrow's rotation — the image points from bottom-right to upper-left (around 225°), so I need to calculate the offset angle to align it with the firing direction. Let me verify this works: at @angle = 0 (pointing right), the rotation would be 3π/4 radians or 135°, which rotates the naturally upper-left-pointing arrow to face right—that checks out. For the arrow's size, I'll scale it to about 14/512 to keep it proportional with the bow, and position it at the pull point on the string (mid_wx, mid_wy) when actively pulling, or at the string center when pull is minimal.
Now I'm looking at how the arrow should behave based on the reference—it needs to fade in as you start pulling and fade out on release, sitting at the string position and moving backward as the pull increases. I'll add an alpha property for the arrow, detect when the pull transitions from inactive to active, and then draw the arrow at the appropriate position with the correct rotation and opacity. I need to figure out the layering—the arrow should render between the string and the bow image. For positioning, when the pull is minimal and the arrow is fading in, it stays at the string's center point, but as pull increases, it moves to the actual pull point. I can calculate this by interpolating from the string center based on the pull distance and angle.
For the alpha blending, I'm setting up the arrow to fade in and out by modulating its color's alpha channel each frame, though I'm wondering if there's a more efficient way to handle this rather than creating a new color object every frame.
Looking at how the weapon flash system works, I see the color parameter is separate from the flash flag in the layer\image call, so I can pass a color with alpha for the normal draw and also account for the weapon flash state when rendering the arrow.
Writing the arrow rendering code...
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'
[Think]
The issue is that `top_wx` and `bot_wx` are computed inside the `if @weapon_type == 'bow'` block for the string drawing, but the arrow drawing is in a separate `if @weapon_type == 'bow'` block after the bow image drawing. Since `top_wx` etc. are local variables defined inside the first block, they're not accessible in the second block.
I need to either:
1. Hoist the variables to a wider scope
2. Recompute them in the arrow block
3. Store them on the object (@top_wx, etc.)
The cleanest approach is to store the needed values on `self` so they're accessible across both blocks. Or I could restructure the code so the arrow drawing is inside the same `if` block.
The real issue is YueScript's scoping—variables defined inside an `if` block don't leak out. I should consolidate all three drawing operations (string, bow, arrow) into a single `if @weapon_type == 'bow'` block so they all share the same scope and can access the computed values.
Restructuring the code...
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]
[Think]
Now I need to replicate the bow drawing (string + bow image + arrow) in the weapon_ui. The weapon_ui currently draws the weapon with a simple push/pop at lines 1902-1908. For the bow, I need to:
1. Draw the bowstring (behind bow)
2. Draw the bow image with the stretch
3. Draw the arrow on top (if pulling)
The weapon_ui uses different coordinates and has handcam/shake effects. The weapon is drawn at `@weapon_x + weapon_t.x, @weapon_y + weapon_t.y` with rotation from `weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x`.
For the UI display, I don't need the ball's angle since the weapon_ui is static — instead I'll use the weapon's own rotation from the handcam and spring effects to drive the bow's pulling behavior, showing the same visual feedback as the in-game bow with the string pull and arrow appearing. I can see the weapon drawing code that applies rotation, recoil, and spring effects. For the string and arrow in the UI, I need to figure out the bow's facing angle—it's the weapon's rotation plus an offset, similar to how the in-game version uses the ball's angle combined with a weapon rotation offset. for rotation
In the UI version:
- There's no ball angle — the UI weapon has rotation from handcam + springs
- The "angle" for string calculation should be the weapon's base facing direction in the UI
Looking at the push parameters: the rotation applied is `weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x`. This is the total rotation of the weapon in UI space. But this doesn't include weapon_rotation_offset — that's baked into the image orientation.
For the in-game bow, the angle used for the string is `@angle` (the ball's physics angle), and the image is rotated by `@angle + @weapon_rotation_offset`. The string pull direction is along `@angle`.
For the UI bow, I think the "angle" for string should be the weapon's effective facing direction, which would be something like the rotation applied to the push minus the weapon_rotation_offset, or possibly just 0 since the UI weapon faces a fixed direction.
Let me simplify this. In the in-game code, the string calculation uses the ball's angle while the bow image gets drawn with that angle plus an additional offset. For the UI, I need to split the total rotation into a base angle for the string and then apply the offset to the image separately, similar to how the in-game version structures its nested rotations. point right when the in-game bow points right. The weapon UI applies a push with the rotation including handcam wobble, recoil, and spring effects, plus a horizontal flip for the player. For the bow, I need to handle the rotation offset separately—the in-game version uses nested pushes to apply the base angle to the string and arrow, then applies the offset just to the image itself. from the rotation. In the UI, I need to do the same.
Let me define `ui_angle = weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x` as the base angle for the UI weapon. Then:
For string:
- Use `ui_angle` for cos_a/sin_a direction
- String endpoints computed from (@weapon_x + weapon_t.x, @weapon_y + weapon_t.y) as the weapon center
For bow image:
- Outer push: @weapon_x, @weapon_y + weapon_t offsets, rotation = ui_angle, scale = (1, bow_stretch)
- Inner push: rotation = weapon_rotation_offset, scale = (weapon_scale * weapon_spring * flip, weapon_scale * weapon_spring)
For arrow:
- Same as in-game but positioned relative to UI
Now I'm realizing there's a scale mismatch between the in-game bow and the UI bow. The ball's weapon_scale is -24/512, but the UI constructor sets its own weapon_scale to 20/512, so I need to be careful about which scale applies where when drawing the bow components.
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.
[Think]
The user wants me to continue with the last task: replicating the bow drawing in weapon_ui. Let me first read the current state of main.yue to see the weapon_ui code and the bow drawing code, so I can make the right changes.
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>"
}
]
[Think]
Now I have the full picture. Let me understand the mapping between ball.update() bow drawing and what needs to happen in weapon_ui:
**In ball.update():**
- `weapon_x`, `weapon_y` = ball position + offset along @angle
- `@angle` = the ball's rotation angle (direction it faces)
- `weapon_spring` = `@spring.weapon.x`
- `@weapon_recoil` = recoil rotation offset
- `@weapon_flashing` = white flash state
**In weapon_ui:**
- Position: `@weapon_x + weapon_t.x`, `@weapon_y + weapon_t.y` (fixed UI position + handcam shake)
- Rotation combines the handcam rotation, recoil offset, and spring animation together
- Scale applies the weapon spring compression and a fixed scale factor, with horizontal flipping for left-facing orientation
- The spring, recoil, and flash states all pull directly from the ball object
's properties
Now I'm realizing the distinction between how the string and bow are oriented—the string follows the base angle directly, while the bow image gets the recoil added on top as a separate rotation layer. I see that the in-game weapon uses `@angle` for the string and arrow, but applies `weapon_recoil` only to the bow image itself. For the UI equivalent, I need to map `weapon_t.rotation + @spring.weapon_rotation.x` as the base angle for string and arrow positioning, while the bow image gets the additional recoil applied. Now I'm working through the position mapping to align the UI display with the in-game behavior. weapon_x, weapon_y` is the weapon's world position
- UI: `@weapon_x + weapon_t.x, @weapon_y + weapon_t.y` is the weapon's UI position
For scale:
- In-game: `@weapon_scale = -24/512`, `@weapon_scale_y = 24/512`
- UI: `@weapon_scale = 20/512`, `@weapon_flip_x = -1`
In the in-game bow drawing:
- String endpoints are in screen pixels relative to weapon_x/weapon_y, using absolute pixel offsets (-0.5, ±10.5)
- These scale with `string_scale = bow_stretch*weapon_spring`
- Bow image: `@weapon_scale*weapon_spring` and `@weapon_scale_y*weapon_spring`
The UI bow needs to match the in-game appearance exactly, but there's a scale mismatch—the in-game version is 24 pixels while the UI is 20 pixels. I need to figure out whether to use the in-game pixel dimensions or adapt to the UI's smaller scale, especially since the user wants them to look identical across both versions. Writing the UI weapon rendering... I'm realizing the key difference between the game and UI versions: the game uses separate negative and positive scale values for x and y, while the UI consolidates this by using a flip flag with a positive scale, so the inner push applies the flip to the x-scale while keeping y-scale positive.
For the string endpoints, I need to account for the scale difference between the game bow (24px) and UI bow (20px) — that's roughly a 0.833 ratio — so I should scale the hardcoded endpoint offsets proportionally rather than keeping them fixed.
But I'm second-guessing myself on what "exactly the same" means. Let me check if weapon_ui applies different scales per weapon or uses a universal constant. Looking at the initialization, it's a fixed 20/512 scale for all weapons in the UI, not per-weapon.
The real question is whether the user wants the visual appearance to match the in-game version, which would require scaling the string offsets to maintain the same proportions relative to the smaller UI bow.
Let me verify what data weapon_ui actually has access to from the ball object. I need to pull several properties directly from the ball object for the bow rendering—the stretch factor, string pull amount, arrow visibility, and rotation offset. The weapon_ui already has some of these cached, but for cleaner code I should read the bow-specific values straight from ball rather than duplicating them in the UI object.
Now I'm figuring out what "angle" means in the UI context—it's not the ball's direction like in the game code, but rather the weapon's rotation combined with the spring animation and recoil, all applied to the fixed HUD position.
For the bow string in the UI, I need to use that combined angle to rotate the string endpoints the same way the in-game code does, calculating the cosine and sine of the UI angle to transform the string's local coordinates into world space.
Now I'm setting up the weapon rendering code, extracting the spring and recoil values from the ball state and calculating the base angle for the bow.
Writing weapon rendering code... Writing the bow rendering... Finishing the weapon rendering code...
Now I'm reconsidering the scale ratio for the bow. The in-game version uses 24/512 while the UI uses 20/512, and I need to think about what "exactly the same in all ways" really means—whether that includes matching the exact size or just the visual proportions and animations. Let me check the original request again to see if the user specified the scale, or if I should just use consistent numbers across both versions.
Actually, the simplest approach is to use the same scale values directly from the game state rather than the UI's default weapon scale, since the string endpoints are tuned for those specific dimensions. The only real differences should be the position and angle coming from the UI rather than the ball's game state.
Writing bow rendering code... Finishing the bow string rendering logic, then drawing the bow image with rotation and scaling, and starting to position the arrow based on the pull amount. I'm realizing there's a tension here—the user wants the bow to look exactly the same in the UI as in-game, but using the ball's weapon scale directly would make it 24px while other UI weapons are 20px, creating an inconsistency. Still, they were explicit about wanting it identical in every way, so I should stick with using the ball's scale values directly. I'm checking the current weapon_ui draw section to make sure I'm making the right edits.
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]
[Think]
The user sent "/context" - this is probably a slash command. Let me first finish the current task (weapon_ui bow drawing), then address the /context command.
Actually wait, let me re-read: "IMPORTANT: After completing your current task, you MUST address the user's message above. Do not ignore it." So I should finish the weapon_ui task first.
Now I have the exact current code at lines 1902-1908:
```yuescript
-- Draw weapon
weapon_spring = ball.spring.weapon.x
weapon_recoil = ball.weapon_recoil
weapon_flashing = ball.weapon_flashing
```
I need to replace the generic weapon drawing with bow-specific rendering that matches the in-game version, keeping the existing code as a fallback for other weapons. I'm writing the bow drawing logic... Still writing weapon rendering... Writing the bow and arrow rendering... I'm mapping all the weapon properties from the in-game ball object to the UI version, using the ball's scale values directly so the bow renders at exactly the same size as it appears during gameplay.
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.
[Think]
The user wants me to refactor the weapon-specific code in the ball class. I need to explore the full ball class to understand all weapon-specific code in:
1. Constructor (ball.new)
2. Drawing code (ball.update drawing section)
3. Update logic (ball.update non-drawing section)
Let me launch explore agents to find all weapon-specific code sections.
Let me explore the ball class to find all weapon-specific code sections.
Task (Find ball constructor weapon code)
[
{
"type": "text",
"text": "Perfect! I have all the information you need. Here's the complete weapon-specific configuration code from the ball class constructor:\n\n## Ball Class Constructor - Weapon Configuration\n\n**Constructor signature (lines 1071-1077):**\n```yuescript\nnew: (@x, @y, @team, @weapon_type='dagger') =>\n super!\n @\\tag 'ball'\n @image = @team == 'player' and an.images.no_mouth or an.images.no_mouth\n @radius = 10\n @scale = 2*@radius/@image.width\n @scale = 1.125*@scale if @team == 'player' -- cowboy is visually larger\n\n -- Weapon setup based on weapon_type\n```\n\n---\n\n### **GUN WEAPON BLOCK (lines 1080-1096)**\n```yuescript\nif @weapon_type == 'gun'\n @weapon_class = 'ranged'\n @weapon_image = an.images.gun\n @weapon_visual_offset = 21\n @weapon_perpendicular_offset = 2\n @weapon_hitbox_offset = 21\n @weapon_hitbox_length = 20\n @weapon_hitbox_width = 12\n @weapon_scale = 18/512 -- gun.png is 512x512\n @weapon_scale_y = -18/512 -- y flipped\n @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward\n @base_angular_velocity = 1.5*math.pi\n @max_angular_velocity = 3*math.pi\n @weapon_weight = 1.0\n @hit_stop_multiplier = 1.0\n @hit_particle_multiplier = 1.0\n @camera_shake_multiplier = 1.0\n```\n\n---\n\n### **SWORD WEAPON BLOCK (lines 1097-1118)**\n```yuescript\nelseif @weapon_type == 'sword'\n @weapon_class = 'melee'\n @weapon_image = an.images.sword\n @weapon_visual_offset = 34\n @weapon_perpendicular_offset = 0\n @weapon_hitbox_offset = 38\n @weapon_hitbox_length = 32\n @weapon_hitbox_width = 10\n @weapon_scale = 32/512 -- sword.png is 512x512\n @weapon_scale_y = 32/512\n @weapon_rotation_offset = math.pi/4 -- sword angled up-right, rotate to point outward\n @base_angular_velocity = 1.5*math.pi\n @max_angular_velocity = 3*math.pi\n @weapon_weight = 1.5 -- heavier, less affected by collisions\n @hit_stop_multiplier = 1.4 -- longer hit stops\n @hit_particle_multiplier = 1.2 -- bigger particles\n @camera_shake_multiplier = 1.5 -- stronger camera shake\n @thrust_damage = 1 -- increases by 1 per successful thrust hit\n @thrust_speed = 200 -- added to current speed during thrust\n @thrust_duration = 0.5 -- how long thrust lasts\n @thrust_cooldown = 5 -- seconds between thrusts\n @afterimage_timer = 0\n```\n\n---\n\n### **BOW WEAPON BLOCK (lines 1119-1140)**\n```yuescript\nelseif @weapon_type == 'bow'\n @weapon_class = 'ranged'\n @weapon_image = an.images.bow\n @weapon_visual_offset = 14\n @weapon_perpendicular_offset = 0\n @weapon_hitbox_offset = 14\n @weapon_hitbox_length = 12\n @weapon_hitbox_width = 28\n @weapon_scale = -26/512\n @weapon_scale_y = 26/512\n @weapon_rotation_offset = math.pi/4\n @base_angular_velocity = 1.5*math.pi\n @max_angular_velocity = 3*math.pi\n @weapon_weight = 1.0\n @hit_stop_multiplier = 1.0\n @hit_particle_multiplier = 1.0\n @camera_shake_multiplier = 1.0\n @arrows_per_shot = 1\n @bow_pull_amount = 0\n @bow_sy = 1\n @bow_pulling = false\n @bow_arrow_alpha = 0\n```\n\n---\n\n### **DAGGER WEAPON BLOCK (lines 1141-1157)** \n```yuescript\nelse -- dagger\n @weapon_class = 'melee'\n @weapon_image = an.images.dagger\n @weapon_visual_offset = 24\n @weapon_perpendicular_offset = 0\n @weapon_hitbox_offset = 24\n @weapon_hitbox_length = 28\n @weapon_hitbox_width = 8\n @weapon_scale = 18/512 -- dagger.png is 512x512\n @weapon_scale_y = 18/512\n @weapon_rotation_offset = -3*math.pi/4 -- dagger rotation to point outward\n @base_angular_velocity = 1.5*math.pi\n @max_angular_velocity = 3*math.pi\n @weapon_weight = 1.0\n @hit_stop_multiplier = 1.0\n @hit_particle_multiplier = 1.0\n @camera_shake_multiplier = 1.0\n```\n\n---\n\n### **COMMON WEAPON SETUP (lines 1159-1245)** - Shared after all weapon-specific blocks\n\n```yuescript\n-- Collider setup\n@\\add collider 'ball', 'dynamic', 'circle', @radius\n@collider\\set_position @x, @y\n@collider\\set_restitution 1\n@collider\\set_friction 0\n@collider\\set_linear_damping 0\n\n-- Add weapon hitbox (physical, 0 density so it doesn't affect ball mass/inertia)\n@weapon_shape = @collider\\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset}\n@collider\\set_restitution 1, @weapon_shape\n@collider\\set_density 0, @weapon_shape\n\n-- Add sensor for detecting ball overlaps (passes through balls, generates events)\n@weapon_sensor = @collider\\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, sensor: true}\n@collider\\set_restitution 1, @weapon_sensor\n@collider\\set_density 0, @weapon_sensor\n\n-- Track low vertical velocity time for sliding detection\n@low_vy_time = 0\n@low_vy_threshold = an.random\\float 0.5, 1.5\n\n-- Initial rotation\n@angle = 0\n@collider\\set_angle @angle\n\n-- Angular velocity guardrails\n@time_above_base = 0\n@time_below_base = 0\n@above_base_grace_period = 0.5\n@below_base_grace_period = 0.25\n@last_angular_velocity = 0\n\n-- Dagger swing sound tracking (for melee weapons)\n@rotation_accumulator = 0\n@fast_spinning = false\n@swing_sound_count = 0\n@can_swing_sound_time = 1.33\n\n-- Springs for visual feedback\n@\\add spring!\n@spring\\add 'hit', 1\n@spring\\add 'weapon', 1\n@spring\\add 'squash_x', 1\n@spring\\add 'squash_y', 1\n\n-- Flash state for weapon\n@weapon_flashing = false\n@thrusting = false\n@weapon_recoil = 0\n@weapon_recoil_offset = 0\n\n-- HP\n@max_hp = 50\n@hp = @max_hp\n@\\add hp_bar!\n@\\add cooldown_bar!\n\n-- Weapon effect tracking\n@hits_landed = 0\n@base_damage = 1\n@base_cooldown = 1.2\n@cooldown_reduction_per_hit = 0.02\n@minimum_cooldown = 0.2\n@burstfire_chance_increase_per_hit = 0.01\n@base_burstfire_delay = 0.4\n@minimum_burstfire_delay = 0.05\n@burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50\n@base_angular_velocity_increase_per_hit = 0.2*math.pi -- dagger scaling\n\n-- HP UI\n@\\add hp_ui @team, @hp, @max_hp\n\n-- Weapon UI\n@\\add weapon_ui @team, @weapon_type\n\n-- Ball starts with no gravity until game starts\n@\\add timer!\n@collider\\set_gravity_scale 0\n\n-- Gun auto-firing: when aligned and ready, fire\nif @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\nif @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## Key Differences by Weapon\n\n**All weapons share:** hitbox setup, collider physics, springs, HP, weapon UI, timers, damage scaling\n\n**Gun specifics:**\n- Ranged class\n- Faster rotation offset (-\u03c0, points left)\n- Perpendicular offset of 2 (weapon positioned slightly sideways)\n- Weapon scale-y is flipped (-18/512)\n- Sets up `@gun_ready` trigger for auto-firing\n\n**Sword specifics:**\n- Melee class\n- Heavier (weight 1.5)\n- Stronger feedback (hit stop 1.4x, particles 1.2x, camera shake 1.5x)\n- Thrust mechanics: damage, speed, duration, cooldown, afterimage timer\n- Sets up `@thrust_ready` trigger for auto-thrusting\n\n**Bow specifics:**\n- Ranged class\n- Arrow management: `@arrows_per_shot`, `@bow_pull_amount`, `@bow_sy`, `@bow_pulling`, `@bow_arrow_alpha`\n- Negative X scale (-26/512) creates a mirror effect\n\n**Dagger specifics:**\n- Melee class\n- Smallest weapon (18px scale, 8px width)\n- Rotation offset of -3\u03c0/4 (angled down-left)\n- Standard feedback multipliers (1.0x all effects)"
},
{
"type": "text",
"text": "agentId: a04ebfc (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 21808\ntool_uses: 4\nduration_ms: 37866</usage>"
}
]
Task (Find ball drawing weapon code)
[
{
"type": "text",
"text": "Perfect! I've found all the weapon-specific drawing code. Let me provide you with the complete report:\n\n## Weapon-Specific Drawing Code in Ball Class Update Method\n\n**File:** E:\\a327ex\\emoji-ball-battles\\main.yue\n\n### 1. Main Weapon Drawing Section (Lines 1423-1485)\n\nThis is the primary weapon rendering code in the ball class's update method:\n\n```yuescript\n1423 -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)\n1424 actual_offset = @weapon_visual_offset - @weapon_recoil_offset\n1425 if @thrusting\n1426 actual_offset += @radius*stretch_amount*squash_t*2\n1427 perpendicular_angle = @angle - math.pi/2\n1428 weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)\n1429 weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)\n1430 weapon_spring = @spring.weapon.x\n```\n\n#### Sword Thrust Drawing (Lines 1431-1438):\n```yuescript\n1431 if @thrusting\n1432 weapon_stretch = 1 + stretch_amount*squash_t*0.4\n1433 weapon_squeeze = 1 - squeeze_amount*squash_t*0.4\n1434 weapons\\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze\n1435 weapons\\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring\n1436 weapons\\image @weapon_image, 0, 0, nil, @weapon_flashing and white!\n1437 weapons\\pop!\n1438 weapons\\pop!\n```\n\n#### Bow Weapon Drawing (Lines 1440-1474):\n```yuescript\n1440 if @weapon_type == 'bow'\n1441 bow_stretch = @bow_sy or 1\n1442 cos_a = math.cos(@angle)\n1443 sin_a = math.sin(@angle)\n1444 -- Draw bowstring (behind bow)\n1445 string_scale = bow_stretch*weapon_spring\n1446 st_top_x, st_top_y = -0.5, -10.5*string_scale\n1447 st_bot_x, st_bot_y = -0.5, 10.5*string_scale\n1448 top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a\n1449 top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a\n1450 bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a\n1451 bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a\n1452 string_color = if @weapon_flashing then white else bowstring\n1453 pull = @bow_pull_amount or 0\n1454 if pull > 0.1\n1455 mid_wx = (top_wx + bot_wx)/2 - pull*cos_a\n1456 mid_wy = (top_wy + bot_wy)/2 - pull*sin_a\n1457 weapons\\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!\n1458 weapons\\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!\n1459 else\n1460 weapons\\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!\n1461 -- Draw bow image\n1462 weapons\\push weapon_x, weapon_y, @angle + @weapon_recoil, 1, bow_stretch\n1463 weapons\\push 0, 0, @weapon_rotation_offset, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring\n1464 weapons\\image @weapon_image, 0, 0, nil, @weapon_flashing and white!\n1465 weapons\\pop!\n1466 weapons\\pop!\n1467 -- Draw arrow on top of string and bow\n1468 if @bow_arrow_alpha > 0\n1469 arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5)*cos_a\n1470 arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a\n1471 arrow_scale = 24/512\n1472 weapons\\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale\n1473 weapons\\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!\n1474 weapons\\pop!\n```\n\n#### Dagger/Gun/Sword (default) Drawing (Lines 1475-1478):\n```yuescript\n1475 else\n1476 weapons\\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring\n1477 weapons\\image @weapon_image, 0, 0, nil, @weapon_flashing and white!\n1478 weapons\\pop!\n```\n\n### 2. Debug Draw Weapon Hitbox (Lines 1480-1485):\n```yuescript\n1480 -- Debug draw weapon hitbox\n1481 hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)\n1482 hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)\n1483 debug_draw\\push hitbox_x, hitbox_y, @angle\n1484 debug_draw\\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!\n1485 debug_draw\\pop!\n```\n\n---\n\n## Summary of Visual Effects:\n\n1. **Sword Thrust** (lines 1431-1438): Special handling with stretch/squeeze animation during thrust state\n2. **Bow** (lines 1440-1474): Complex geometry with bowstring lines and arrow rendering\n3. **Dagger/Gun** (lines 1475-1478): Simple push/pop/image drawing\n4. **Weapon Flashing**: Applied conditionally to all weapons as `@weapon_flashing and white!` (visual feedback during hits)\n5. **Debug Hitbox**: Red rectangle showing weapon collision bounds (lines 1480-1485)\n\nAll weapon drawing uses the `weapons` render target, which is pushed with position, rotation, and scale transformations specific to each weapon type."
},
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"type": "text",
"text": "agentId: aabc1cc (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 24460\ntool_uses: 6\nduration_ms: 36367</usage>"
}
]
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>"
}
]
[Think]
Now I have a thorough understanding of all weapon-specific code. Let me also read the weapon methods (gun_fire, gun_is_aligned, sword_thrust, sword_is_aligned) and the hit handling code to get the complete picture. Let me also check if there are any other weapon_type checks scattered throughout the file.
Let me also read the hit/damage handling more carefully to understand the context.
Let me now plan the refactoring. The key areas are:
1. **Constructor (ball.new)**: Lines 1080-1157 — Already a switch (if/elseif/else). Just needs to be made consistent (currently gun/sword/bow/dagger in that order). The auto-fire timers at lines 1237-1245 should be folded into the switch too.
2. **Drawing (ball.update)**: Lines 1423-1478 — Currently a messy structure: thrust check first, then bow check, then else (default). Needs to be a clean 4-way switch.
3. **Update logic**: The swing sound uses `@weapon_class == 'melee'` rather than weapon_type, while bow pull input and hit scaling both check weapon_type directly. I need to trace through these scattered checks to understand the full pattern before consolidating.
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>"
}
]
[Think]
Now I have a comprehensive picture. Let me also read a few more sections to understand the full structure - specifically the sword thrust methods, gun methods, and the drawing code flow more precisely. Let me read the key sections I need to understand for the refactoring.
Let me read the thrust/gun methods and understand the overall structure of ball.update to plan the refactoring properly.
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]
[Think]
Let me also read the gun_fire and sword methods to understand those.
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]
[Think]
Now I have a comprehensive picture. Let me also check the arena code where weapon_class checks happen, to understand what's in scope for the refactoring. The user said "refactor the weapon-specific code in the ball class", which I think means:
1. Constructor - consolidate weapon init into a clean switch
2. Drawing - consolidate weapon drawing into a clean switch
3. Update - consolidate weapon update logic into a clean switch
The arena collision code (lines 659, 672, 742, 803, 813, 849) is in the arena class, not the ball class, so those are out of scope. The weapon_ui class is also separate.
Now I'm planning the refactoring strategy. For the constructor, I need to fold the auto-fire timer setup into the weapon switch since those are currently separate if blocks. For drawing, the logic is scattered across thrust checks and weapon type conditionals, so I'll consolidate that into a single switch statement. I should also check the update method to see what weapon-specific logic needs consolidating there. Restructuring the drawing logic...
The default drawing code repeats across gun, non-thrusting sword, and dagger, so I could extract it into a shared method, but keeping it inline in each case is actually clearer since the weapon types are distinct and locality matters more than avoiding duplication.
For the update section, I'm consolidating the scattered weapon-specific logic—swing sounds, sword flame effects, thrust overrides, and bow pull input—into a weapon type switch statement. The swing sound applies to melee weapons like sword and dagger, so I'll include it in both branches, and the bow gets its own pull input handling.
I'm also noting that non-weapon-specific code like angular velocity guardrails and low floor detection should stay outside the switch since they apply to all weapons. Now I need to map out the full ordering to see where the switch fits in the execution flow. I'm realizing the swing sound code is substantial and would duplicate across sword and dagger if I put them in separate switch cases, so I should keep that as a melee class check instead. The truly weapon-specific logic—sword flame, thrust velocity override, and bow pull—belongs in the switch statement, which aligns better with what the user asked for. I'm settling on a weapon_type switch for the update method in the ball class — the swing sound timer and sound itself both go into the sword and dagger cases, while the sword case additionally handles the flame and thrust logic, the bow case handles pull, and the gun case stays empty. This keeps the weapon-specific behavior grouped together without duplicating the broader weapon_class checks that live elsewhere. I'm weighing whether to reorganize the constructor so the weapon config switch comes after the common setup—that way I can fold the auto-fire timer logic directly into the switch without awkward gaps between sections. The tradeoff is that it changes the current ordering where weapon config happens early, but it would make the structure cleaner overall. -fire timers can be part of the switch. Let me think about whether there are any dependencies...
The common setup uses: `@weapon_hitbox_offset`, `@weapon_hitbox_length`, `@weapon_hitbox_width`, `@weapon_visual_offset` — these are set in the weapon config switch. So the common setup DEPENDS on the weapon config. The weapon config must come first.
So we can't move it after. The alternative: keep the weapon config switch where it is, and create a second switch at the bottom for auto-fire/timers. Or just keep the auto-fire as separate if blocks since they're post-common-setup initialization.
Actually, I think the simplest approach that satisfies the user's request is:
1. **Constructor**: Keep the weapon config switch at lines 1080-1158 as-is (it's already a clean switch). Move the auto-fire timer setup into a second switch right there, or just fold them in. Since there's common code between them that depends on the weapon config, we need two switches. But two switches is redundant...
The issue is that the timer gets added during the common setup at line 1226, but the timer\when calls that configure auto-fire happen at lines 1237-1245. So I can't fold the timer configuration into the weapon config switch — it needs to come after the timer is actually created. A second weapon switch after the common setup would work, but that feels redundant when I could just keep the auto-fire setup as separate conditional blocks.
I'll add a comment explaining why the auto-fire setup is separate, then leave those two if blocks as-is rather than converting them to a switch. them into a single switch. The constructor already has an explicit four-way switch for weapons, so I'll just make the dagger case explicit instead of using a bare else, then consolidate the auto-fire timer checks into one switch block as well. For the drawing and update methods, those need more substantial restructuring to improve clarity.
Looking at the drawing logic, I'm consolidating the common weapon position calculations at the top, then replacing the current thrust/non-thrust branching with a weapon-type switch where each weapon handles its own rendering. This way the gun, bow, and dagger each manage their specific drawing logic in one place rather than scattered across multiple conditionals.
Refactoring the update method similarly... Writing weapon rendering logic...
I'm noticing the ball drawing code also has thrust-specific behavior that squashes the ball along the thrust angle, which is separate from the weapon visuals. The afterimage spawning during thrust is another piece tied to the thrusting state. I should keep the ball drawing as-is since it's about the visual appearance of the ball itself, not the weapon, and the weapon switch should only handle weapon-specific rendering. I think the cleaner approach is to keep ball drawing with the thrusting conditional since it's mostly the same across weapons, then create a separate switch just for weapon-specific rendering. The thrust squash and afterimage logic should move into the sword case within an update switch, avoiding code duplication for the ball visuals. I need to refactor the constructor to use explicit weapon type checks instead of a catch-all else, and consolidate the auto-fire logic into a single switch statement. Then in the drawing section, I'll replace the nested if-else structure with a clean weapon type switch where each case handles its own complete rendering logic.
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 ({"plan": "# Refactor: Weapon-specific code into explicit switches in ball class\r\n\r\n## Context\r\n\r\nWeapon-speci...)
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]
[Think]
Let me start implementing the changes. I'll work through the three changes one at a time, starting with the constructor.
Let me re-read the exact code sections I need to modify to make precise edits.
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.
[Think]
The user is asking about whether weapon_scale affects the ball's visual size. Let me look at the ball drawing code and the weapon config to understand if there's a connection.
Let me check the ball drawing code and see if `@weapon_scale` or `@scale` is used there. The ball's scale is set in the constructor as `@scale = 2*@radius/@image.width` and then `@scale = 1.125*@scale if @team == 'player'`. This shouldn't be related to weapon_scale.
But wait - let me check the weapon_ui code. The weapon_ui might use weapon_scale for the ball emoji display. Let me also check if there's any connection between weapon_scale and ball scale.
Looking at the ball drawing code, it applies the ball's own scale factor along with a hit_scale multiplier, but weapon_scale isn't involved in that calculation. The weapon_ui has its own separate scale for the UI display, so weapon_scale shouldn't affect the actual ball size in gameplay.
But wait—the user's question suggests they're seeing the ball change size when switching weapons, which means weapon_scale must be affecting it somehow. Let me trace through where the ball's scale actually gets set, because the issue might be in how the ball is initialized or updated based on the current weapon. Looking back at the ball scale calculation, it's computed from a fixed radius of 10 and the image width, then multiplied by 1.125 for the player—so weapon type shouldn't affect it at all. The bow ball appearing larger is probably a visual illusion from the bow's own size or shape, not an actual difference in ball scale.
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]
[Think]
The user is showing me a screenshot where two balls are visible - one with a bow (left) and one with a sword (right). The bow ball is clearly larger than the sword ball. Since weapon_scale shouldn't affect ball size, something else must be going on.
Let me think... The left ball is the player (bow) and the right ball is the enemy (sword). The player has a 1.125x multiplier. But the difference in the screenshot looks bigger than 12.5%.
Wait, actually - looking more carefully at the screenshot, the left ball (bow) does look noticeably bigger than the right ball (sword). The 1.125x multiplier for the player would make it somewhat bigger, but the user seems surprised by the difference.
I'm checking the code to see if weapon properties could somehow influence ball size. The player scale multiplier applies a 12.5% increase, which might be more noticeable than expected, especially if the user wasn't aware this multiplier existed before switching weapons.
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?
[Think]
The user wants me to:
1. Make the 1.125x scale multiplier only apply when the emoji is the cowboy emoji, not always for the player
2. Fix the weapon_ui emoji to match the ball's actual emoji (currently hardcoded to cowboy for player)
3. Check the weapon_ui bow scaling vs other weapons
Let me read the relevant code sections.
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'
[Think]
The weapon_ui constructor takes `@team` and `weapon_type`. It doesn't have access to the ball's image directly during construction. The weapon_ui is added as a child of the ball via `@\add weapon_ui @team, @weapon_type`. Once added, `@parent` gives access to the ball.
But the emoji images are set in the constructor, before the object is added as a child. So `@parent` isn't available yet.
Options:
1. Pass the emoji images to weapon_ui constructor
2. Set the emoji images lazily (in update, on first frame)
3. Pass the ball's image to the constructor
I think passing the emoji and hit images directly to the constructor is cleanest. I need to modify the weapon_ui instantiation at line 1231 to include the ball's image, but I'm not sure where the hit image is stored on the ball yet.
Looking at the pattern, it seems like each emoji has a `_hit` variant—so `no_mouth` becomes `no_mouth_hit`, `cowboy` becomes `cowboy_hit`. I could either pass both images as arguments, derive the hit image from the base name, or have weapon_ui read from the parent ball. Since the images are set in the constructor before the parent is available, passing them as arguments seems like the most straightforward solution.
Modifying the constructor to accept both emoji images and updating the weapon_ui creation call to pass `@image` and the derived hit image...
Actually, the real issue is that weapon_ui needs these values during construction, but the parent reference isn't available yet. The cleanest solution is to just pass them as constructor arguments when creating the weapon_ui instance. I need to store the hit image variant on the ball itself so I can pass both to the weapon_ui constructor. The tricky part is that there's no generic way to derive the hit variant from the base image name—it requires knowing the naming convention (like no_mouth → no_mouth_hit). The simplest solution is to just hardcode both image variants when initializing the ball, matching what the user actually wants: the emoji should always be no_mouth for consistency. line 1074. But that hardcodes it again.
Better approach: pass the images explicitly as parameters to weapon_ui. I'll add @image_hit to the ball and pass both the regular and hit images when creating the weapon_ui, then store them in the constructor so they update automatically whenever the ball's emoji changes.
For the emoji_scale multiplier, I need to condition it on the actual image being used. And I realize the weapon_ui bow size should use the UI's own @weapon_scale instead of copying the ball's scale values, since the user mentioned the bow looks too big compared to other weapons in the UI. Let me adjust that...
Fixing the bow parameters... I need to apply the same flip and scale logic to the inner push, using `@weapon_flip_x` for the x-scale and `@weapon_scale` for both axes to match the 20px UI size. Since the UI bow will be smaller than the in-game version, I also need to proportionally scale the string endpoints by the ratio of 20/26.
The real issue is that the weapon_ui bow is currently 26px while the standard UI weapons are 20px, making it 30% oversized. I should propose switching the bow to use the standard UI scale to match the gun, sword, and dagger, then handle the emoji fixes first before diving into the scaling details.
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.
[Think]
I need to change the weapon_ui bow drawing to use `@weapon_scale` (20/512) instead of `ball.weapon_scale` (-26/512). This means:
1. Inner push scale: `@weapon_flip_x*@weapon_scale*weapon_spring` and `@weapon_scale*weapon_spring` instead of `ball.weapon_scale*weapon_spring` and `ball.weapon_scale_y*weapon_spring`
2. String endpoints need to be scaled by 20/26 ratio
3. Arrow scale needs to be 20/512 instead of 24/512 (or proportional... actually the arrow in-game is 24/512, so the UI version should be 20/512 to match the weapon scale)
4. Pull amount and arrow offset also need scaling
I'm recalculating the string endpoints for the smaller bow scale. Since the in-game version uses specific coordinates tuned for the 26/512 scale, I need to apply the 20/26 ratio to those same coordinates to maintain the proportions in the UI version.
Actually, I realize all the pixel-space values—the string endpoints, pull amount, and arrow offset—should all scale together by that same ratio since they're all relative to the weapon's size.
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.
[Think]
Let me explore the existing projectile class and the bow reference to understand what needs to change.
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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"type": "text",
"text": "agentId: a62e19d (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 30122\ntool_uses: 13\nduration_ms: 61378</usage>"
}
]
[Think]
Now I have a thorough understanding of the projectile class and its lifecycle. Let me also check the bow reference more carefully and understand what needs to change for arrow projectiles. Let me also look at how the test button should work — the user mentioned "create a button that spawns a projectile."
Key differences between bullet and arrow projectiles based on the bow-reference:
- Arrow: 18x4px (narrower), no gravity (gravity_scale 0), straight-line flight
- Arrow: uses arrow.png image instead of rounded rectangle
- Arrow: sticks to walls (becomes decoration on wall hit, doesn't bounce)
- Arrow: auto-rotates to face velocity (same as current)
- I need to add a `projectile_type` field to the projectile class itself rather than passing it through arguments, which will let me use conditional logic to handle the different behaviors for arrows versus bullets.
- The user wants a test button to spawn arrow projectiles, similar to how the 'f' key handles bow pulling, so I should look for existing debug key bindings to add this alongside them.
- The implementation strategy is to add a `projectile_type` field to the projectile class and use conditionals throughout to handle arrow-specific behavior: narrower hitbox and different physics in the constructor, arrow sprite rendering in the update method, and wall-sticking behavior in the collision handler.
- I need to clarify which key the user wants for spawning arrows, since 'f' is already taken for bow pulling.
- Looking at the arrow-specific differences: the hitbox should be 18x4 instead of 15x8, gravity disabled, different bounce properties, and it needs to render the arrow.png sprite instead of a rectangle, though I need to figure out the proper scaling for that image.
- For collision behavior, arrows should stick to walls as decorations rather than bouncing, but handle ball and weapon interactions the same way as bullets.
- The arrow image points upper-left in its source, so I need to apply the same rotation offset (`angle + 3*math.pi/4`) that the bow uses when drawing the projectile.
- For wall impacts, I'll either spawn a fading decoration at the contact point or convert the arrow to a static visual that fades out over time, keeping it simple rather than maintaining full physics.
Looking at what's already available, I can reuse the existing afterimage effects with the arrow sprite to show it stuck in the wall. For testing, I'll bind a key like 'g' to spawn an arrow from the player's current position and angle, using reasonable default values for velocity. I'll focus on getting the core mechanic working first before worrying about edge cases.
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]
[Think]
Now I have all the info. Let me also check what key bindings are available and where the test 'f' key for bow pulling is set up, so I can add a similar test key for spawning arrows.
Let me write the plan now. The key points:
1. Add `projectile_type` to projectile class ('bullet' default, 'arrow')
2. Constructor switch: different physics for arrows (18x4, no gravity, no bounce)
3. Drawing switch: arrow.png for arrows, rounded rect for bullets
4. Hit method switch: arrows die on wall hit (stick), bullets bounce
5. Test key to spawn an arrow
6. For wall sticking, I'll keep it simple: on wall hit, kill the arrow and spawn a visual decoration like an afterimage that can be refined later.
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 ({"plan": "# Add arrow projectile type to projectile class\r\n\r\n## Context\r\n\r\nThe bow weapon needs to fire arrow...)
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.
[Think]
The user approved the plan but corrected that the arrow scale should be 26/512 (same as the bow), not 24/512. Let me proceed with implementation.
Let me re-read the projectile class to make precise edits.
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.
[Think]
Wait, I'm still in plan mode? No, the user said "Yes, bypass permissions" which should have exited plan mode. Let me check... The ExitPlanMode was rejected with the user's correction. But the user approved the plan. The system reminder says plan mode is still active, but I think the user's "bypass permissions" means they want me to proceed. Let me continue with the edits.
Actually, looking at it again - the user rejected the ExitPlanMode tool call but said "Yes, bypass permissions, but one correction, arrow size is 26/512 now." This is a rejection of the tool call but an approval of the plan content.
The system's still flagging plan mode, but I've already successfully updated the projectile class with the arrow size correction. I should just move forward with the test key binding change rather than getting stuck on the mode status.
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?
[Think]
The user is saying the arrow projectile is too fast. Let me think about why.
The impulse applied is `@velocity*math.cos(@direction), @velocity*math.sin(@direction)` where velocity is 15 for both bullet and arrow.
But the arrow has different physics properties:
- No gravity (gravity_scale = 0) — so it doesn't slow down vertically
- No friction (friction = 1, but that's surface friction, not air friction)
- Restitution 0
The key issue is likely **density and size**. The impulse is the same (15), but impulse = mass * velocity change. Mass depends on density * area.
- Bullet: 15 * 8 = 120 area, density 0.4, mass = 48
- Arrow: 18 * 4 = 72 area, density 0.4, mass = 28.8
So the arrow's smaller mass means the same impulse produces a higher velocity — roughly 1.67x faster than the bullet. Combined with the arrow's zero gravity scale versus the bullet's 0.5, it maintains full speed while the bullet decelerates. I should either lower the arrow's velocity parameter or increase its density to match the bullet's effective mass.
Since the user wants the arrow slower than the bullet anyway, I'll reduce the velocity to around 8 or 9 and let them fine-tune from there.
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.
[Think]
The user wants to add a cooldown to the bow's firing. Let me look at how the gun and sword cooldowns work to understand the pattern, then replicate it for the bow.
From the earlier exploration:
- Gun: `@gun_ready = true`, then `@timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)`. In gun_fire, it sets `@gun_ready = false`, then `@timer\after cooldown, 'gun_cooldown', -> @gun_ready = true` and `@cooldown_bar\activate cooldown`.
- Sword: similar pattern with `@thrust_ready`.
I see the user currently has manual 'f' and 'g' keys for the bow, but they're asking specifically about adding cooldown mechanics rather than converting to full auto-fire yet. So I should focus on just adding the cooldown state and timer logic to the existing bow firing system.
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'
[Think]
I see the velocity is 3 now (user must have changed it from 9). Let me also check the bow constructor to see what variables are already set up, and the auto-attack setup section.
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]
[Think]
The cooldown_bar has `@progress` (0 to 1) and `@elapsed`. The ball can read `@cooldown_bar.progress` to check if it's at 75%.
The approach: instead of using the 'f' key check, I'll also trigger the pull when the cooldown bar reaches 75% (progress >= 0.75). The bow should start pulling automatically when cooldown progress hits 0.75, and when the bow fires (on 'g'), it should release.
So the logic becomes:
- `bow_should_pull = an\key_is_down('f') or (@cooldown_bar.active and @cooldown_bar.progress >= 0.75)`
- When `bow_should_pull` is true, the bow pulls; when it transitions to false, the bow releases.
The cooldown bar progresses from 0 to 1 over the cooldown duration, and when it hits 1, `@active` becomes false. So the bow starts pulling at 75% progress and reaches full pull by 100%, then fires and releases.
The flow is: fire arrow → cooldown starts → at 75% the bow auto-pulls → at 100% it's fully pulled and ready → fires again and releases.
For the auto-pull condition, I should check `@cooldown_bar.progress >= 0.75`, which covers both the pulling phase during cooldown and the ready state after it finishes (since progress stays at 1). Once the cooldown completes and `@active` becomes false, the bar disappears but the progress value remains at 1, so the condition would still technically be true—though at that point the bow is already in the ready state waiting to fire.
Restructuring the bow update logic...
When the bow should pull, I'm smoothly interpolating the pull amount and scale. When it stops pulling—like when firing on the 'g' key—I release the tension with a spring effect and tween the pull back to zero with an elastic animation, plus a quick scale adjustment to complete the release motion. I need to be careful about the order of operations here—if the fire code sets `@bow_pulling` to false and the cooldown resets the progress bar, the `bow_should_pull` check will see it as false and might trigger an unwanted release. The solution is to make sure the fire code handles the release animation itself, so the subsequent `bow_should_pull` check won't try to release again since `@bow_pulling` is already false.
Setting up the fire handler with the spring and tween animations...
Now I'm adding the auto-pull logic that triggers when the cooldown bar reaches 75% progress, smoothly interpolating the bow's pull amount and scale while managing the arrow's visibility.
Finishing the release animation with tweens that restore the bow to its resting state, then walking through the firing sequence to verify the cooldown resets properly and the pull state doesn't get stuck between the fire code and the pull check.
Now I'm realizing there's an initial state issue—when the game starts, the cooldown bar is at full progress with the system inactive, which would immediately trigger the auto-pull logic. That's actually the right behavior since the bow should be ready before the first shot, but I need to make sure the 'f' key override still works for testing purposes, or just replace it entirely with the auto-pull at 75% cooldown. Let me also account for the edge case where no cooldown has fired yet and the bar is in its default initialized state. I'll replace the manual 'f' key check with the auto-pull condition based on cooldown progress, removing the manual testing key entirely since the automatic behavior achieves what we need.
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.
[Think]
The issue is that `cooldown_bar.progress` starts at 1 (initialized in the constructor), so `bow_should_pull = @cooldown_bar.progress >= 0.75` is true from the very first frame. I need to also check that the bow is ready before auto-pulling, or initialize the cooldown_bar differently.
Actually, the simplest fix: the bow should only auto-pull when the cooldown bar is active and has reached 75%, OR when it's ready to fire (not on cooldown). But the user doesn't want it to start pulled.
Hmm wait - when the game starts, the bow hasn't fired yet. So there's no cooldown active.
So the real issue is that I need to check `@cooldown_bar.active` - the auto-pull should only happen while the cooldown is actively counting down and has reached 75%. But once the cooldown finishes and `@bow_ready` becomes true, I don't want it to auto-pull just because it's ready - that would make it pull immediately after firing. The auto-pull needs to be tied to the cooldown animation itself, not the ready state.
Actually, I think the cleanest fix is to add a condition that checks if the cooldown bar is actively running before triggering the auto-pull. That way at game start when nothing's been fired yet, the bow stays unpulled, and the auto-pull only kicks in during the cooldown sequence. Refining the logic further — I can actually skip the new variable entirely and just check if the cooldown has started, since that's when we know a shot was fired. The condition becomes checking if progress is at least 0.75 and the cooldown is active, which handles the auto-pull timing perfectly without needing to track state separately.
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.
[Think]
The user wants to replace the test 'g' key with actual auto-fire logic using raycast alignment, like the gun and sword have. Let me read the gun_is_aligned and gun_fire methods to understand the pattern, then create the bow equivalents.
From what I've already seen:
- `gun_is_aligned`: raycasts 500px from gun tip, checks if enemy ball is hit
- `sword_is_aligned`: raycasts 120px from sword tip
- Auto-fire: `@timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)`
For the bow:
I need to implement the same raycast alignment check at 500px from the bow tip, then set up an auto-fire timer that triggers when the bow is ready and aligned. I'll also need to remove the 'g' key binding and replace it with the automatic firing mechanism. Let me examine the gun methods to match the exact implementation pattern.
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?
[Think]
Let me compare the gun fire effects with the bow fire effects.
Gun's `fire_single_shot`:
```
@spring\pull 'weapon', 0.6, 3, 0.7
@spring\pull 'hit', 0.25, 3, 0.5
@\recoil_weapon!
@weapon_ui\shoot!
```
Bow's `bow_fire`:
```
@spring\pull 'weapon', 0.5
```
The bow only pulls the weapon spring with default parameters (no stiffness/damping args). It's missing:
- `@spring\pull 'hit'` (ball pop effect)
- The recoil rotation kick and pull toward the ball
- UI feedback on the weapon
So the weapon spring is there but it's weaker and lacks the other feedback effects that make the gun feel more impactful.
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
Read (E:\a327ex\emoji-ball-battles\todo.md)
1→# TODO
2→
3→*Items ordered by priority (highest first)*
4→
5→This file tracks ideas and future tasks, not active implementation work. Each item should be a self-contained task starting with "- ". Subsections are allowed (indented "- ") but prefer flat, independent tasks over nested structures. The user periodically reorders items so higher priority tasks float to the top. When implementing features, use separate implementation plans rather than this file.
6→
7→- Create letter emoji assets (at minimum: P, B, S, F, K) for status effect identifiers
8→- Implement status effect line UI class that displays a letter + number using emoji assets with recoloring shader
9→- Add status effect container to ball class that tracks active effects and their stack counts
10→- Implement stack consumption logic that triggers the effect and decrements the stack count
11→- Remove status effect line from display when its stack count reaches zero
12→- Apply recoloring shader to status effect lines with a distinct color per effect type
13→- Handle vertical positioning of multiple simultaneous status effect lines above the emoji
14→- UI effect anti-overlap system: tag all floating UI effects (status_text, emoji_text, damage numbers) as spatial UI elements with a bounding box
15→- UI effect anti-overlap system: when spawning a new UI element, query all active UI elements for their current bounding boxes and projected positions
16→- UI effect anti-overlap system: find the closest unoccupied position to the desired spawn point that doesn't visually collide with existing UI elements
17→- UI effect anti-overlap system: account for movement direction/velocity of existing elements (e.g., emoji_text floats upward) when checking for collisions
18→- Fencer class:
19→ - PASSIVE gains fencing stacks per parry (+1 damage per stack, low duration)
20→ - ACTIVE triggers lunge attack (like Earclacks' Lance) at X fencing stacks.
21→ - Synergizes with duration items - even small duration boosts compound into much higher damage.
22→- Spellblade class:
23→ - PASSIVE: swaps weapons periodically between dagger and staff/wand
24→ - Dagger deals physical damage, all physical damage applies Ethereal stacks but deals 0 damage. First magical damage with wand pops ethereal stacks and makes target ethereal for [stacks] seconds.
25→- Musical instrument weapon: adds notes that orbit around caster on hit, +notes per hit
26→- Lightning: periodically deals lightning damage in an area around it, +damage per hit
27→- Item: -X stack threshold. Reduces threshold for any stack-triggered effect (e.g., -1 threshold makes 3-stack Stun trigger at 2 stacks instead).
28→
Edit (E:\a327ex\emoji-ball-battles\todo.md)
The file E:\a327ex\emoji-ball-battles\todo.md has been updated successfully.
Added the 6 bow/sword tasks to the top of todo.md.
Great, thank you.
You're welcome! Good session — the bow is in a solid place now with auto-fire, cooldown, auto-pull animation, and arrow projectiles. The refactoring into explicit weapon switches should make the next round of work (multi-arrow, wall sticking, sounds) cleaner to add too.