EBB Bow 2
Summary
Continued implementing bow mechanics for emoji-ball-battles, covering bow-related tasks from todo.md, adding sounds for bow/sword/thrust, implementing a handle-based sound API in the engine for pitch ramping, and analyzing remaining weapons for implementation planning.
Removed bow_has_fired flag:
- Removed the special-casing that prevented the first bow shot from showing a drawn arrow. Three references deleted: init (
@bow_has_fired = false), update condition (@bow_has_fired and @cooldown_bar.progress >= 0.75), and bow_fire (@bow_has_fired = true). Now the bow shows pull animation from the start.
Arrow scaling on hit (Task 1):
- Added
arrows_per_shot += 1in the projectile-ball sensor handler (around line 789-791). Initially per-shot using ashot_idsystem (bow_shot_id,bow_last_scaled_shot_id), but later changed to per-arrow-hit scaling and the shot_id check was removed. User explicitly said no emoji text for this.
Sword thrust bug fix:
- User reported: "hit stop triggers but thrust never happens." Thrust emoji text spawns all white and dies immediately (progress = 0). Root cause found at line 683: ball-wall collision handler calls
ball_object\thrust_end!whenever ball is thrusting. If ball hits wall right after thrust starts, it cancels immediately. Fix: addedball_object.thrust_progress > 0.1condition so thrust can't be cancelled in first 10% of progress.
Multiple arrows with delay (Task 2):
- Extensive multi-iteration design discussion. Key decisions:
- Fire in same direction as ball (delay naturally fans arrows out)
- Fast pull animation for each arrow between shots
- First arrow: full pull (from update loop), release depends on n=1 vs n>1
- Middle arrows:
arrow_delayscaled pull and release - Last arrow:
arrow_delayscaled pull, full release (0.2, 0.08)
- New methods:
bow_fire(orchestrator),fire_single_arrow(per-arrow release + spawn),bow_start_pull(pull-back tween between arrows) - Gun burst code used as reference pattern
arrow_delayinitially 0.1, then 0.05, then 0.08, then 0.2 (final hardcoded value)- Cooldown only starts after barrage completes:
barrage_duration = (n - 1)*arrow_delay
Bow recoil:
- Added
weapon_recoil_offsetfor bow (pull toward ball on fire, tween back). Unified with gun inrecoil_weapon(duration=0.2)method — gun has rotate+pull two-phase tween, bow has pull-only single tween. Applied recoil offset to weapon_ui bow drawing:wx = @weapon_x + weapon_t.x + @weapon_flip_x*(ball.weapon_recoil_offset or 0). Recoil scales witharrow_delayfor non-first arrows.
Timer system bug fix (recoil stuck at max value):
- User reported recoil gets stuck at fully recoiled position, consistently with 3 arrows. Root cause: during timer's
updateloop, an entry at index X completes and index X is added toto_remove. Later in same loop, a callback fires that replaces entry at index X with a new one via@entries[@\find name] = entry. After loop,table.remove @entries, Xremoves the new entry. Fix: replaced index-basedto_removelist withentry.to_be_removedflag set directly on entries. Removal pass iterates backwards checking flag on actual entries — if entry was replaced, new entry doesn't have flag, so it survives. Initially used_removebut user corrected: "we don't use _ prefix in variable names in this codebase" → changed toto_be_removed. Applied to bothAnchor/framework/anchor/timer.yueandemoji-ball-battles/anchor/timer.yue.
Angular damping during barrage:
- Multiple iterations on approach: tried changing
base_angular_velocity(rejected — doesn't affect parry impulses), save/restore base value (rejected — parry during barrage wrong on restore), settled oncollider\set_angular_damping(physics-based, proportional). Addedbow_barragingflag. Damping applies whenbow_should_pull or @bow_barraging, clears otherwise. Tried progressive scaling with smoothstep and cubic_out curves (0→5 over 1-20 arrows), but ultimately commented out both angular damping and arrow_delay scaling.
Arrow delay scaling (commented out):
- Tried scaling from 0.2s (1 arrow) to 0.04s (20 arrows) using
math.cubic_out. User requested using named math functions for clarity. Eventually commented out in favor of hardcoded 0.2s delay.
Bow cooldown increase:
- Changed
bow_cooldownfrom 2 to 2.5 (25% increase).
Arrows stick to walls (Task 3):
- New
stuck_arrowclass: visual-only object at arrow's position/angle. Random inward offset along travel direction (0-10px). Hit error:@anglewas nil becausehitcalled before first update — fixed by using@collider\get_angle!directly. Angle correction: checks dot product with wall normal, flips by pi if arrow points outward. Removed hit_circle/hit_particle effects for arrow-wall collisions.
Arrows disappear from walls (Task 4):
stuck_arrowusesduring_stepfor blinking: waits 0.9-1.0s, then blinks for 0.6-0.7s with steps from 0.1s→0.03s, then kills. Tried various durations — initially 1-3s wait + 0.5-1s blink, then 1-2s wait + 1s fixed blink, finally settled on current values.
Arrows stick to ball (tried and reverted):
- Added stuck arrows as children of ball with local offset/relative angle, drawing to
backlayer. User said "It doesn't look as cool as I thought" — all ball-sticking code removed.
Deflected arrows on parry (Task 5):
- Initially created
deflected_arrowvisual-only class with velocity from weapon's tangential motion, random rotation, blinking disappearance. Extensive discussion on velocity calculation:- Tangential velocity:
vx = -av * offset * sin(θ),vy = av * offset * cos(θ)(derivative of circular motion) - Added reflection off weapon surface using dot product with weapon normal
- Tried 50/50 mix of weapon tangent + reflected arrow velocity
- Weapon speed without offset (~5-20) vs arrow speed (~300-600) are different scales
- Settled on: direction from reflection, magnitude =
arrow_speed * remap(|av|, 0, 20, 0.3, 1.0)
- Tangential velocity:
- Changed to physics-based parry: Instead of visual-only deflected arrow, let real arrow bounce via physics engine. Added: 1.5x velocity boost post-bounce,
gravity_scale 0.5on parry, minimum speed floor usingbase_speed(captured on projectile's first update frame). Team flip already existed. Arrow restitution is 0 (for wall sticking), so physics bounce absorbs energy — minimum speed floor prevents slow deflections.
Base speed capture for parry minimum:
- By the time
collision_begin_eventsfires, Box2D has already resolved the collision —vx, vyare post-bounce values. User identified this: "We need to store the base velocity elsewhere. Because the projectile is impulsed and its velocity otherwise doesn't change, we can just capture it 1 frame after it's created." Solution: capturebase_speedon projectile's firstupdateframe, use as floor:math.max(post_speed*1.5, base_speed).
Sound research — emojunky bow:
- Searched emojunky-one reference code — bow weapon (lines 331-369 in entities.lua) has NO
play()calls at all, completely silent. Gun usesjosepharaoh99_shotbut bow doesn't. Searched all reference game folders — no dedicated bow sounds exist anywhere.
Sound conversion and normalization (first batch — 10 files):
- User added 10 new .wav files to assets: 3 bow string drawing, 3 bow release, 4 light sword swing sounds
- Needed to find the conversion process — user directed to read
anchor.blot.im/logs/ebb-sounds-1.mdwhich documented the original process - Process:
ffmpeg -i file.wav -c:a libvorbis -q:a 10 output.ogg(max quality), measure withffmpeg -i file.ogg -af volumedetect -f null /dev/null, normalize withvolume = 0.5 * 10^((-24 - mean_dB) / 20)capped at 1.0, baseline -24 dB = 0.5 - Added process documentation as comments in main.yue so future instances don't need to read past logs
- Bow sounds very quiet (-34 to -42 dB), all capped at 1.0. Sword swings: 0.73-1.0, comparable to existing dagger swings
Adding bow draw, bow release, and sword swing sounds:
- 3
bow_drawsounds: play randomly when pulling starts (if not @bow_pullingblock,an\sound_play "bow_draw_#{an.random\int(1, 3)}") - 3
bow_releasesounds: play randomly infire_single_arrow(later replaced witharrow_hit_wall_2) - 4
sword_swingsounds: replacedagger_swingin sword weapon_type section (line 1369), dagger section (line 1443) keepsdagger_swing - User instruction: "The 4 light sword swing sounds play instead of the other sword swing sounds, but the same conditional"
Sound conversion (second batch — 6 files, impacts):
- arrow_hit_wood_1/2/3: arrow-wall collision sound
- sword_impact_body_1: thrust hit sound
- sword_wood_impact_1/2: weapon-weapon collision when one is bow (later reverted)
- Added conditional sound logic:
if projectile_object.projectile_type == 'arrow'for arrow-specific wall sound,if attacker.thrustingfor thrust-specific hit sound - Bow+sword collision: user said "Let's leave bow + sword/dagger sound as it was before" — reverted to
dagger_wallfor all weapon-weapon collisions - Volume tweaks: arrow wall hit +20% (0.36→0.43), thrust hit +50% (0.28→0.42)
take_damageplaysdagger_ballon every hit including thrust, so thrust gets both sounds
Arrow wall hit sounds replaced:
- User added 2 new .wav files (ARROW_Hit_Body_stereo, ARROW_Hit_Wood_Shield_stereo)
- Replaced the 3 old arrow_hit_wood sounds with 2 new
arrow_hit_wallsounds - Volume lowered by 25% (0.47→0.35)
MAX_PLAYING_SOUNDS bumped to 512:
- "No free sound slots available" appearing in console. Was 64, user requested 512
- Changed
#define MAX_PLAYING_SOUNDSin anchor.c from 64 to 512, rebuilt engine, copied to emoji-ball-battles
Release sound experimentation:
- Tried
arrow_hit_wall_1/2as bow release sound (replacingbow_release_1/2/3), set to max volume (1.0) - Arrow wall hit sound commented out: user wanted to separate the contexts
Sound conversion (third batch — 5 files, thrust sounds):
- sword_impact_dirt: replaced dagger_crit1 as thrust hit sound
- wind_small_impact_1/2, wing_impact_5, s6_impact_1_v2: candidates for thrust start sound
- Added debug test keys: 1-4 to switch between wind sounds, 5 to trigger manual thrust
- Volume adjustments: thrust start 3x (0.30→0.90), thrust hit 2x (0.24→0.48)
Handle-based sound API (engine feature):
- Needed: pitch modification of playing sounds over time (thrust wind sound pitching up during lunge)
- No existing API for modifying playing sounds —
sound_playis fire-and-forget - Designed and implemented new engine API in anchor.c:
- Modified
PlayingSoundstruct: addeduint32_t generation,float user_pitch,float user_volume - Changed
sound_playfromvoidtoint(returns slot index) - Handle encoding: slot (9 bits, 0-511) + generation (23 bits) packed into single int — prevents stale handle reuse
sound_handle_set_pitch(handle, pitch)andsound_handle_set_volume(handle, volume)— silently no-op on stale handles- Fixed
audio_set_master_pitchto preserve per-sound pitch: changedma_sound_set_pitch(&playing_sounds[i].sound, pitch)toplaying_sounds[i].user_pitch * pitch— was previously discarding individual pitch values during slow-mo - Added Lua bindings:
l_sound_play_handle,l_sound_handle_set_pitch,l_sound_handle_set_volume - Added framework wrappers in
Anchor/framework/anchor/init.yue:an.sound_play_handle,an.sound_handle_set_pitch,an.sound_handle_set_volume
- Modified
- Engine builds clean, copied to emoji-ball-battles
Thrust sound pitch ramping:
@thrust_sound_handle = an\sound_play_handle 'wind_small_impact_1', volume, @thrust_sound_start_pitch- Each frame during thrust:
an\sound_handle_set_pitch @thrust_sound_handle, pitchbased on@thrust_progress - Pitch curve: linear ramp to target at t=0.75, exponential acceleration after 0.75
- Multiple iterations on values:
- Target pitch: tried 2.0 → 3.0 → 2.4 at t=0.75
- After 0.75: exponential ramp to 2x the t=0.75 value (so 4.8 at t=1.0)
- Random start pitch: 0.7-1.3, random end pitch: 2.0-2.8
- Volume: 0.75 → 0.675 (-10%)
- Thrust hit sound (sword_impact_dirt): 0.48 → 0.72 → 0.78
Thrust star particles:
- Exaggerated star particle effect on thrust hit:
for i = 1, an.random\int 4, 7spawningstar_particleat{multiplier: 1.3}(initially 2, reduced to 1.3) - Uses existing
star_particlemultiplier system that scales velocity, duration, rotation speed, and size
Thrust start sound variant testing:
- Tried randomly picking between wind_small_impact_1 and 2 — user said "keep only to the one that was there before"
- Removed all debug test code (keys 1-5 and global variables)
- Final: hardcoded
wind_small_impact_1
Unused sound cleanup:
- Identified 11 registered-but-unused sounds: dagger_dagger, player_hit, bow_release_3, arrow_hit_wall_1, dagger_crit1, sword_impact_body_1, sword_wood_impact_1/2, wind_small_impact_2, wing_impact_5, s6_impact_1_v2
- User said "instead of deleting them, just don't load them" — commented out all 11
an\soundregistrations, files kept on disk
Framework sync:
- Verified emoji-ball-battles/anchor/ files match Anchor/framework/anchor/ — all .yue and .lua files identical
Remaining weapons analysis:
- Reviewed PHASE2_WEAPONS.md: 15 of 19 weapons remaining (implemented: Dagger, Gun, Sword, Bow)
- Easiest: Magic Wand (uses existing projectile + multi-projectile mechanics, zero new systems)
- Hardest: Clock (time stop + deferred projectile system), Wrench/Honeypot (minion AI system)
- Status effect system is the bottleneck — Kitchen Knife, Hammer, Syringe all need it
- Read WEAPON_DESIGN.md for full status effect specs (Poison, Bleed, Burn, Stun)
- User requested implementation order interleaving easy and hard weapons, with detailed descriptions for todo.md
- Todo.md rewrite planned but session ended before writing
Hello, Claude. Let's continue implementing the bow. I believe @emoji-ball-battles\todo.md has a list of remaining tasks for it.
Let me get acquainted with the codebase 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>
Let me find the correct paths.
Glob (**/emoji-ball-battles/main.yue)
E:\a327ex\emoji-ball-battles\main.yue
Read (E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.md)
1→Generated by Claude (Opus 4.5)
2→
3→---
4→
5→# Anchor Engine Overview
6→
7→Anchor is a 2D game engine for solo indie developers. It combines a C core with YueScript (a language that compiles to Lua) for game logic. The engine handles rendering, physics, audio, and input while the framework provides high-level abstractions for building games quickly.
8→
9→---
10→
11→## Core Philosophy
12→
13→**Locality** — Everything about a game object lives in one place. No scattered configuration files, no registering components in separate systems. A class definition contains its properties, behaviors, children, and cleanup logic together.
14→
15→**No bureaucracy** — No imports, no dependency injection, no boilerplate. Resources are registered once and accessed globally. Things work without setup.
16→
17→**YueScript** — A clean syntax that compiles to Lua. Classes, `@` for self-reference, significant whitespace, operator overloading. Pleasant to read and write.
18→
19→---
20→
21→## Architecture
22→
23→```
24→┌─────────────────────────────────────────┐
25→│ Game Code (YueScript) │
26→│ - Your game objects and logic │
27→├─────────────────────────────────────────┤
28→│ Framework (YueScript) │
29→│ - object, layer, timer, collider, etc. │
30→├─────────────────────────────────────────┤
... [601 more lines]
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
1→# Framework API Quick Reference
2→
3→Function signatures for YueScript framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4→
5→## Initialization
6→
7→```
8→require('anchor')
9→ width: 640 -- game resolution width (default: 480)
10→ height: 360 -- game resolution height (default: 270)
11→ title: "My Game" -- window title (default: "Anchor")
12→ scale: 2 -- initial window scale (default: 3)
13→ vsync: true -- vertical sync (default: true)
14→ fullscreen: false -- start fullscreen (default: false)
15→ resizable: true -- window resizable (default: true)
16→ filter: "rough" -- "rough" or "smooth" (default: "rough")
17→```
18→
19→## Root Object (an)
20→
21→### Engine State (Static)
22→```
23→an.width -> int -- game resolution width
24→an.height -> int -- game resolution height
25→an.dt -> number -- fixed delta time (1/120)
26→an.platform -> string -- "web" or "windows"
27→```
28→
29→### Engine State (Dynamic - updated every frame)
30→```
... [622 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
File content (43118 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content.
The main.yue is too large to read at once. Let me search for the existing bow/arrow implementation.
Grep (class arrow|class bow|arrow|bow)
26:bowstring = color 217, 158, 130
84:an\image 'bow', 'assets/bow.png'
85:an\image 'arrow', 'assets/arrow.png'
287: @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', 'bow'
1125: elseif @weapon_type == 'bow'
1127: @weapon_image = an.images.bow
1142: @arrows_per_shot = 1
1143: @bow_cooldown = 2
1144: @bow_pull_amount = 0
1145: @bow_sy = 1
1146: @bow_pulling = false
1147: @bow_has_fired = false
1148: @bow_arrow_alpha = 0
1253: elseif @weapon_type == 'bow'
1254: @bow_ready = true
1255: @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
1342: elseif @weapon_type == 'bow'
1343: -- Auto-pull bow when cooldown reaches 75%
1344: bow_should_pull = @bow_has_fired and @cooldown_bar.progress >= 0.75
1345: if bow_should_pull
1346: if not @bow_pulling
1347: @bow_arrow_alpha = 1
1348: @bow_pulling = true
1349: @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
1350: @bow_sy = math.lerp_dt(0.9, 0.5, dt, @bow_sy, 0.9)
1351: elseif @bow_pulling
1352: @bow_pulling = false
1353: @bow_arrow_alpha = 0
1355: @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1356: @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
... [52 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1120→ @thrust_speed = 200 -- added to current speed during thrust
1121→ @thrust_duration = 0.5 -- how long thrust lasts
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_cooldown = 2
1144→ @bow_pull_amount = 0
1145→ @bow_sy = 1
1146→ @bow_pulling = false
1147→ @bow_has_fired = false
1148→ @bow_arrow_alpha = 0
1149→
... [120 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1690→ @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1691→ @cooldown_bar\activate @thrust_cooldown
1692→
1693→ -- Bow alignment check: raycast to see if enemy is in line of sight
1694→ bow_is_aligned: =>
1695→ tip_offset = @weapon_visual_offset + 12
1696→ tip_x = @x + tip_offset*math.cos(@angle)
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→ debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
1704→
1705→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
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', 0.6
1715→ @spring\pull 'hit', 0.25, 3, 0.5
1716→ @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1717→ @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1718→ @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1719→ @cooldown_bar\activate @bow_cooldown
... [50 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
2540→ @y += @velocity*math.sin(@direction)*dt
2541→
2542→ effects\push @x, @y, @direction, @scale*@spring.main.x, @scale*@spring.main.x
2543→ effects\image an.images.dash, 0, 0, nil, @flashing and white!
2544→ effects\pop!
2545→
2546→
2547→
2548→-- Hit effect: frame-based animation at collision points
2549→class hit_effect extends object
2550→ new: (@x, @y, args={}) =>
2551→ super!
2552→ @rotation = an.random\angle!
2553→ @scale = args.scale or 1
2554→
2555→ @\add animation 'hit1', 0.05, 'once',
2556→ [0]: => @\kill!
2557→
2558→ update: (dt) =>
2559→ @hit1\update dt
2560→
2561→ effects\push @x, @y, @rotation, @scale, @scale
2562→ effects\animation @hit1, 0, 0
2563→ effects\pop!
2564→
2565→
2566→
2567→-- Projectile: flies through the arena, collides with walls/weapons/balls.
2568→-- Uses projectile_type switches for type-specific behavior (bullet, arrow).
2569→class projectile extends object
... [120 more lines]
Let me also read the collision handling and the bow drawing code more completely.
Grep (projectile.wall|projectile.collision|projectile.sensor|projectile.hit_events)
185:an\physics_tag 'projectile_sensor'
186:an\physics_collision 'projectile', 'wall'
188:an\physics_sensor 'projectile_sensor', 'ball'
189:an\physics_sensor 'projectile_sensor', 'plant_ghost'
711: for event in *an\collision_begin_events 'projectile', 'wall'
716: projectile_object\hit intensity, 'wall'
770: for event in *an\sensor_begin_events 'projectile_sensor', 'ball'
771: projectile_object = event.a -- projectile_sensor tag
855: for event in *an\sensor_begin_events 'projectile_sensor', 'plant_ghost'
2603: @ball_sensor = @collider\add_box 'projectile_sensor', @w, @h, {sensor: true}
Now let me read the collision handling for projectiles and walls.
Read (E:\a327ex\emoji-ball-battles\main.yue)
700→
701→ -- Apply direct force to nearby plants when hitting floor (normal pointing down in screen coords)
702→ if event.normal_y > 0.5
703→ @\apply_direct_force_to_nearby_plants ball_object.x, ball_object.y, 75, vy
704→ -- Sound (only if plants are nearby)
705→ for p in *@plants.children
706→ if math.abs(ball_object.x - p.x) < 40
707→ an\sound_play "grass_impact_#{an.random\int(1, 3)}", 0.5, an.random\float(0.95, 1.05)
708→ break
709→
710→ -- Projectile-wall collision: bounce and spawn effects
711→ for event in *an\collision_begin_events 'projectile', 'wall'
712→ projectile_object = event.a
713→
714→ vx, vy = projectile_object.collider\get_velocity!
715→ intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
716→ projectile_object\hit intensity, 'wall'
717→
718→ -- Sound
719→ an\sound_play "concrete_#{an.random\int(1, 3)}", 0.7, an.random\float(0.95, 1.05)
720→
721→ -- Spawn hit effects
722→ normal_angle = math.angle event.normal_x, event.normal_y
723→ @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}
724→ for i = 1, an.random\int 1, 3
725→ @effects\add hit_particle event.point_x, event.point_y,
726→ velocity: intensity*an.random\float(100, 200)
727→ direction: normal_angle + math.pi + an.random\float(-math.pi/3, math.pi/3)
728→ duration: an.random\float(0.3, 0.5)
729→ color: yellow
... [150 more lines]
Good, I now have a clear picture of the current bow/arrow implementation. Here are the bow-related tasks from todo.md, in order:
- Arrows shot increase by 1 on hit (bow scaling) — When a bow arrow hits an enemy,
arrows_per_shotgoes up by 1 - Multiple arrows shooting with delay between each — Fire
arrows_per_shotarrows with a staggered delay - Arrows stick to walls — Instead of dying on wall hit, arrows embed in the wall
- Arrows disappear from walls like plants disappear blinking — Stuck arrows blink out over time, similar to plant death
- Parried arrows disappear blinking too, and also rotate slowly — When parried, arrows blink out + slow rotation based on parry weapon motion
- Sounds for bow and sword
These have a natural ordering — 1 and 2 are tightly coupled (scaling feeds multi-shot), 3 and 4 are a pair (stick + fade), and 5 builds on the blinking behavior.
Which task would you like to start with? I'd suggest tackling them in the listed order — arrows_per_shot +1 on hit first, since it's the simplest and sets up the scaling that multi-arrow depends on. But happy to start wherever you prefer.
Let's fix one thing first, there's some specific code added, something about bow_has_fired or similiar, that exists solely to make the first shot not look visibly like it starts with an arrow drawn. I'd like to remove that code.
Let me check how cooldown_bar works to understand the full picture.
Grep (class cooldown_bar)
1788:class cooldown_bar extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
1788→class cooldown_bar extends object
1789→ new: (args={}) =>
1790→ super 'cooldown_bar'
1791→ @w = args.w or 20
1792→ @h = args.h or 3
1793→ @bg_color = args.bg_color or (color 0, 0, 0, 160)
1794→ @fill_color = args.fill_color or (color 255, 255, 255)
1795→ @progress = 1
1796→ @duration = 0
1797→ @elapsed = 0
1798→ @active = false
1799→
1800→ activate: (duration) =>
1801→ @duration = duration
1802→ @elapsed = 0
1803→ @progress = 0
1804→ @active = true
1805→
1806→ update: (dt) =>
1807→ if @active
1808→ @elapsed += dt
1809→ @progress = math.min(1, @elapsed/@duration)
1810→ if @progress >= 1
1811→ @active = false
1812→ if @active
1813→ wx = @parent.weapon_ui.weapon_x
1814→ wy = @parent.weapon_ui.weapon_y + 17
1815→ ui\push wx, wy, 0, 1, 1
1816→ ui\rounded_rectangle -@w/2, -@h/2, @w, @h, 2, @bg_color!
1817→ ui\rounded_rectangle -@w/2, -@h/2, @w*@progress, @h, 2, @fill_color!
... [20 more lines]
Good. cooldown_bar.progress starts at 1, so without bow_has_fired gating, the condition @cooldown_bar.progress >= 0.75 would be true from the start, meaning the bow would visually pull and show an arrow right away.
The bow_has_fired flag is used in exactly three places:
- Line 1147 — init:
@bow_has_fired = false - Line 1344 — update:
bow_should_pull = @bow_has_fired and @cooldown_bar.progress >= 0.75 - Line 1711 — bow_fire:
@bow_has_fired = true
Removing the flag means changing line 1344 to just check cooldown progress, and deleting the init/set lines. Here's what the code would look like:
-- line 1344, before:
bow_should_pull = @bow_has_fired and @cooldown_bar.progress >= 0.75
-- after:
bow_should_pull = @cooldown_bar.progress >= 0.75
Does that look right?
Yes.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Removed all three bow_has_fired references — the bow will now show the pull animation and arrow from the start, same as every subsequent shot.
Great, now let's do the first task.
The first task: Arrows shot increase by 1 on hit (bow scaling). This mirrors how dagger gets +angular_velocity and sword gets +1 thrust_damage on hit.
The place to add it is in the projectile-ball sensor section (around line 784-786), after owner.weapon_ui\landed_hit!. Here's what I'd add:
if owner.weapon_type == 'bow'
owner.arrows_per_shot += 1
@effects\add emoji_text owner.x, owner.y - 10, "+1 arrow"
This follows the same pattern as sword's +1 dmg text on line 819. Does that look right?
Yes.
Read (E:\a327ex\emoji-ball-battles\main.yue)
780→
781→ ball_object\take_damage 1
782→
783→ -- Track hit for projectile owner
784→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
785→ owner.hits_landed += 1
786→ owner.weapon_ui\landed_hit!
787→
788→ -- Spawn star particles at hit location
789→ x = (projectile_object.x + ball_object.x)/2
790→ y = (projectile_object.y + ball_object.y)/2
791→ for i = 1, an.random\int 1, 3
792→ @effects\add star_particle x, y,
793→ flash_on_spawn: true
794→
795→ -- Weapon-ball sensor: deal damage (melee only)
796→ for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
797→ attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
798→ defender = event.b -- ball tag (ball that got hit)
799→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now when a bow arrow hits an enemy ball, arrows_per_shot increments by 1 and a "+1 arrow" text floats up. Ready for task 2 (multiple arrows with delay) whenever you are.
Let's not have text added for this. Also, sometimes a thrust's hit stop triggers, but the actual thrust itself never happens. This isn't the case all the time. What could it be?
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now for the thrust bug — let me look at the sword thrust logic more carefully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1640→ tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2
1641→ tip_x = @x + tip_offset*math.cos(@angle)
1642→ tip_y = @y + tip_offset*math.sin(@angle)
1643→
1644→ ray_length = 120
1645→ ray_end_x = tip_x + ray_length*math.cos(@angle)
1646→ ray_end_y = tip_y + ray_length*math.sin(@angle)
1647→
1648→ -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
1649→
1650→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
1651→ hit and hit.object.team != @team
1652→
1653→ -- Sword thrust: hit stop to signal, then lunge toward enemy
1654→ sword_thrust: =>
1655→ @thrust_ready = false
1656→ @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
1657→ @thrust_angle = @angle -- lock thrust direction
1658→
1659→ -- Stop rotation immediately during hit stop
1660→ @collider\set_fixed_rotation true
1661→ @collider\set_angular_velocity 0
1662→
1663→ -- Hit stop to signal the thrust
1664→ an\hit_stop 0.3
1665→
1666→ -- After hit stop, begin the actual lunge
1667→ @timer\after 0.01, 'thrust_start', ->
1668→ @thrusting = true
1669→ @thrust_hit_this_thrust = false
... [25 more lines]
Now let me check the hit_stop implementation.
Grep (hit_stop)
667: @\hit_stop 0.1 * math.max(ball_a.hit_stop_multiplier, ball_b.hit_stop_multiplier)
833: @\hit_stop 0.15*attacker.hit_stop_multiplier
872: get_hit_stop_probability: =>
880: probability = @\get_hit_stop_probability!
891: hit_stop: (duration=0.1) =>
892: probability = @\get_hit_stop_probability!
894: an\hit_stop duration
1102: @hit_stop_multiplier = 1.0
1120: @hit_stop_multiplier = 1.4 -- longer hit stops
1143: @hit_stop_multiplier = 1.0
1167: @hit_stop_multiplier = 1.0
1664: an\hit_stop 0.3
Read (E:\a327ex\emoji-ball-battles\main.yue)
888→ for i = 1, particle_count
889→ @effects\add hit_particle x, y, {velocity: multiplier*an.random\float(100, 250), duration: multiplier*an.random\float(0.3, 0.5)}
890→
891→ hit_stop: (duration=0.1) =>
892→ probability = @\get_hit_stop_probability!
893→ if an.random\bool 100*probability
894→ an\hit_stop duration
895→ @time_since_last_hit = 0
896→
897→ -- Validated plant configurations: {image, size, offset}
898→ -- offset: positive = sinks into ground, negative = sticks out more
899→ plant_configs:
900→ seedling: {
901→ {size: 12, offset: 0}
902→ {size: 14, offset: 0}
903→ {size: 16, offset: 0}
904→ {size: 22, offset: 0}
905→ }
906→ sheaf: {
907→ {size: 12, offset: 0}
I see the issue. In sword_thrust (line 1664), the thrust calls an\hit_stop 0.3 directly — bypassing the arena's probability-gated hit_stop method. So the thrust's hit stop always fires. But the actual lunge starts in a @timer\after 0.01 callback (line 1667).
The problem: an\hit_stop pauses the game by setting dt to 0. But @timer\after 0.01 uses the ball's timer, which runs on the ball's dt. Let me check whether the ball's update respects hit stop.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1257→ @bow_ready = true
1258→ @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
1259→
1260→ update: (dt) =>
1261→ -- When paused, use dt = 0 so physics logic doesn't run
1262→ dt = 0 if @parent.paused
1263→
1264→ -- Read angle from physics
1265→ @angle = @collider\get_angle!
1266→
Now let me check how an\hit_stop works at the engine/framework level.
Grep (hit_stop)
E:\a327ex\Anchor\framework\init.yue:99: an.hit_stop_active = false -- True during hitstop
E:\a327ex\Anchor\framework\init.yue:100: an.hit_stop_excluded_tags = {} -- Tags that ignore hitstop
E:\a327ex\Anchor\framework\init.yue:566: an\hit_stop 0.1 -- freeze everything for 0.1s
E:\a327ex\Anchor\framework\init.yue:567: an\hit_stop 0.05, except: 'ui' -- 'ui' tagged objects use unscaled_dt
E:\a327ex\Anchor\framework\init.yue:568: an\hit_stop 0.1, except: {'ui', 'particles'} -- multiple exclusions
E:\a327ex\Anchor\framework\init.yue:580: an.hit_stop = (duration, options={}) =>
E:\a327ex\Anchor\framework\init.yue:585: @hit_stop_excluded_tags = {[except]: true}
E:\a327ex\Anchor\framework\init.yue:587: @hit_stop_excluded_tags = {}
E:\a327ex\Anchor\framework\init.yue:589: @hit_stop_excluded_tags[tag] = true
E:\a327ex\Anchor\framework\init.yue:591: @hit_stop_excluded_tags = {}
E:\a327ex\Anchor\framework\init.yue:594: unless @hit_stop_active
E:\a327ex\Anchor\framework\init.yue:598: @hit_stop_active = true
E:\a327ex\Anchor\framework\init.yue:599: @hit_stop_remaining = duration
E:\a327ex\Anchor\framework\init.yue:613: if @hit_stop_active and object.tags
E:\a327ex\Anchor\framework\init.yue:615: if @hit_stop_excluded_tags[tag]
E:\a327ex\Anchor\framework\init.yue:620: an\early_action 'hit_stop_countdown', (dt) =>
E:\a327ex\Anchor\framework\init.yue:621: return unless @hit_stop_active
E:\a327ex\Anchor\framework\init.yue:622: @hit_stop_remaining -= @unscaled_dt
E:\a327ex\Anchor\framework\init.yue:623: if @hit_stop_remaining <= 0
E:\a327ex\Anchor\framework\init.yue:624: @hit_stop_active = false
E:\a327ex\Anchor\framework\init.yue:625: @hit_stop_excluded_tags = {}
E:\a327ex\Anchor\framework\main.lua:914:an:hit_stop(0.1)
E:\a327ex\Anchor\framework\main.lua:918:an:hit_stop(0.2, { except = 'ui' })
E:\a327ex\Anchor\framework\main.lua:926:print(" an.hit_stop_active = " .. tostring(an.hit_stop_active))end;if
E:\a327ex\Anchor\framework\main.yue:914: an\hit_stop 0.1
E:\a327ex\Anchor\framework\main.yue:918: an\hit_stop 0.2, except: 'ui'
E:\a327ex\Anchor\framework\main.yue:926: print " an.hit_stop_active = #{an.hit_stop_active}"
E:\a327ex\Anchor\framework\anchor\init.lua:99:an.hit_stop_active = false
E:\a327ex\Anchor\framework\anchor\init.lua:100:an.hit_stop_excluded_tags = { }
E:\a327ex\Anchor\framework\anchor\init.lua:580:an.hit_stop = function(self, duration, options)if options == nil then options = { }end;local except =
... [36 more lines]
Read (E:\a327ex\Anchor\framework\anchor\init.yue)
593→ -- Only save pre_hitstop_time_scale if not already in hitstop
594→ unless @hit_stop_active
595→ @pre_hitstop_time_scale = @time_scale
596→
597→ -- Activate hitstop (engine sync happens in update loop)
598→ @hit_stop_active = true
599→ @hit_stop_remaining = duration
600→ @time_scale = 0
601→
602→ --[[
603→ Returns the appropriate dt for an object based on hitstop state.
604→
605→ Usage (internal, called by main loop):
606→ dt = an\get_dt_for object
607→
608→ Returns:
609→ - unscaled_dt if hitstop is active AND object has an excluded tag
610→ - an.dt otherwise (which is 0 during hitstop, scaled_dt otherwise)
611→ ]]
612→ an.get_dt_for = (object) =>
613→ if @hit_stop_active and object.tags
614→ for tag, _ in pairs object.tags
615→ if @hit_stop_excluded_tags[tag]
616→ return @unscaled_dt
617→ @dt
618→
619→ -- Hitstop countdown action (uses unscaled time)
620→ an\early_action 'hit_stop_countdown', (dt) =>
621→ return unless @hit_stop_active
622→ @hit_stop_remaining -= @unscaled_dt
... [5 more lines]
Here's the problem. In sword_thrust (line 1654):
an\hit_stop 0.3— setsan.time_scale = 0, soan.dtbecomes 0@timer\after 0.01, 'thrust_start', -> ...— this timer ticks using the ball's dt, which isan.dt(which is 0 during hit stop)
So the 0.01s timer can't elapse during hit stop — it only starts counting after the hit stop ends. That part should be fine.
But the issue is that the thrust's alignment check (sword_is_aligned) uses a raycast that fires continuously via @timer\when. Let me look at the sequence more carefully:
sword_is_alignedreturns true →sword_thrustfiressword_thrustsets@thrust_ready = falseand callsan\hit_stop 0.3- During the 0.3s hit stop,
dt=0for the ball, so the 0.01 timer doesn't advance - But collision events from the arena's
initstill run (the arena processesweapon_hitbox/ballsensor events)
Let me check — could another hit stop from the arena's collision handling (line 833) overlap and extend the freeze, then the 0.01 timer fires but the ball is in a weird state?
Actually wait — let me re-read the issue. You said "the hit stop triggers but the thrust never happens." Let me check if there's a scenario where the thrust_start timer gets cancelled.
Grep (cancel.thrust|thrust.cancel)
1685: @timer\cancel 'thrust_end'
Grep (take_damage)
781: ball_object\take_damage 1
812: defender\take_damage damage, attacker
1534: take_damage: (amount, source) =>
Read (E:\a327ex\emoji-ball-battles\main.yue)
1534→ take_damage: (amount, source) =>
1535→ return unless @parent -- Guard against events before fully added
1536→ @hp -= amount
1537→ @spring\pull 'hit', 0.3, 3, 0.7
1538→ @\flash_ball!
1539→
1540→ -- Sound
1541→ an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1542→ -- if @team == 'player'
1543→ -- an\sound_play 'player_hit', 0.5, an.random\float(0.95, 1.05)
1544→
1545→ -- Spawn damage number above
1546→ @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5}
1547→
1548→ -- Show HP bar
1549→ @hp_bar\activate!
1550→
1551→ -- Update HP UI
1552→ @hp_ui\refresh @hp
1553→
1554→ -- Update emoji display
1555→ @weapon_ui\hit!
1556→
1557→ -- Camera shake when player takes damage
1558→ if @team == 'player'
1559→ an.camera.shake\shake 4, 0.15
1560→
1561→ if @hp <= 0
1562→ an\sound_play 'player_death', 0.44, an.random\float(0.95, 1.05)
1563→ @\kill!
... [20 more lines]
I think I see it. Look at what happens when the ball dies during the hit stop:
sword_thrustfires →an\hit_stop 0.3→@timer\after 0.01, 'thrust_start', -> ...- During the hit stop, the ball's rotation is locked and it's frozen in place, but collision events from before the hit stop are still being processed in the same frame
- If the sword ball takes lethal damage and
@\kill!fires, the ball dies and its timer is cleaned up — thethrust_startcallback never runs
But actually, @\kill! marks for end-of-frame removal, and the hit stop happens within the same frame... Let me think again.
The more likely scenario: the hit stop from sword_thrust (0.3s) can overlap with a hit stop from the arena's hit_stop method (line 833). The arena's hit_stop at line 891-894 is probabilistic and resets time_since_last_hit. But an\hit_stop at the framework level (line 594-600) only saves pre_hitstop_time_scale if not already active. If two hit stops overlap, the second one just resets hit_stop_remaining — that should be fine.
Let me look more carefully at the actual timing. The @timer\after 0.01 — with dt = 1/120 ≈ 0.0083, that's essentially "next frame after hit stop ends." But what if hit stop doesn't set dt to exactly 0 for the ball?
Actually, I want to re-examine. The ball's update does dt = 0 if @parent.paused but doesn't check hit stop. The timer is a child of the ball, so it receives the dt from the framework's get_dt_for. Let me check how child objects get their dt.
Grep (get_dt_for|children.update|update.children)
No matches found
Grep (get_dt_for)
E:\a327ex\Anchor\framework\init.yue:578: - Objects with excluded tags get unscaled_dt via get_dt_for
E:\a327ex\Anchor\framework\init.yue:606: dt = an\get_dt_for object
E:\a327ex\Anchor\framework\init.yue:612: an.get_dt_for = (object) =>
E:\a327ex\Anchor\framework\init.yue:1502: obj\_early_update an\get_dt_for(obj) for obj in *all_objects
E:\a327ex\Anchor\framework\init.yue:1504: obj\_update an\get_dt_for(obj) for obj in *all_objects
E:\a327ex\Anchor\framework\init.yue:1506: obj\_late_update an\get_dt_for(obj) for obj in *all_objects
E:\a327ex\Anchor\framework\anchor\init.lua:612:an.get_dt_for = function(self, object)if
E:\a327ex\Anchor\framework\anchor\init.lua:1502:1, #all_objects do local obj = all_objects[_index_0]obj:_early_update(an:get_dt_for(obj))end;for _index_0 =
E:\a327ex\Anchor\framework\anchor\init.lua:1504:1, #all_objects do local obj = all_objects[_index_0]obj:_update(an:get_dt_for(obj))end;for _index_0 =
E:\a327ex\Anchor\framework\anchor\init.lua:1506:1, #all_objects do local obj = all_objects[_index_0]obj:_late_update(an:get_dt_for(obj))end
E:\a327ex\Anchor\framework\anchor\init.yue:578: - Objects with excluded tags get unscaled_dt via get_dt_for
E:\a327ex\Anchor\framework\anchor\init.yue:606: dt = an\get_dt_for object
E:\a327ex\Anchor\framework\anchor\init.yue:612: an.get_dt_for = (object) =>
E:\a327ex\Anchor\framework\anchor\init.yue:1502: obj\_early_update an\get_dt_for(obj) for obj in *all_objects
E:\a327ex\Anchor\framework\anchor\init.yue:1504: obj\_update an\get_dt_for(obj) for obj in *all_objects
E:\a327ex\Anchor\framework\anchor\init.yue:1506: obj\_late_update an\get_dt_for(obj) for obj in *all_objects
Read (E:\a327ex\Anchor\framework\anchor\init.yue)
1495→ an.dt = engine_get_dt!
1496→ an.unscaled_dt = engine_get_unscaled_dt!
1497→
1498→ all_objects = {an}
1499→ all_objects[] = obj for obj in *an\all!
1500→
1501→ -- Early phase (uses per-object dt based on hitstop exclusion)
1502→ obj\_early_update an\get_dt_for(obj) for obj in *all_objects
1503→ -- Main phase
1504→ obj\_update an\get_dt_for(obj) for obj in *all_objects
1505→ -- Late phase
1506→ obj\_late_update an\get_dt_for(obj) for obj in *all_objects
1507→ an\cleanup!
1508→
1509→ -- Detach camera transforms after all drawing is done
1510→ for name, layer in pairs an.layers
1511→ if layer.camera
1512→ layer.camera\detach layer
1513→
Grep (when.*=|.when)
192: - Only fires when value actually changes (using != comparison)
230: when: (condition_fn, name_or_callback, callback_or_times, times_or_after, after_function) =>
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
230→ when: (condition_fn, name_or_callback, callback_or_times, times_or_after, after_function) =>
231→ name, callback, times, after = if type(name_or_callback) == 'string'
232→ name_or_callback, callback_or_times, times_or_after, after_function
233→ else
234→ @\uid!, name_or_callback, callback_or_times, times_or_after
235→ entry = {:name, mode: 'when', time: 0, condition: condition_fn, last_condition: false, :callback, :times, :after, count: 0}
236→ if @\find name
237→ @entries[@\find name] = entry
238→ else
239→ @entries[] = entry
240→
241→ --[[
242→ Calls callback every delay seconds while condition is true.
243→
244→ Usage:
245→ @timer\cooldown 2, (-> @target), -> @attack!
246→ @timer\cooldown 1, (-> @can_shoot), 'shoot', (-> @shoot!), 5
247→
248→ Parameters:
249→ delay - cooldown time between fires
250→ condition_fn - function returning boolean
251→ name - (optional) timer name
252→ callback - function to call
253→ times - (optional) limit number of fires
254→ after - (optional) callback when times limit reached
255→
256→ Behavior:
257→ - Timer resets to 0 when condition transitions false->true
258→ - Only fires when BOTH delay elapsed AND condition is true
259→ - Timer keeps counting while condition is false (holds cooldown)
... [10 more lines]
Now let me check how when fires — is it one-shot or continuous?
Grep ('when')
235: entry = {:name, mode: 'when', time: 0, condition: condition_fn, last_condition: false, :callback, :times, :after, count: 0}
408: when 'when'
524: when 'when'
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
520→ if entry.count >= entry.times
521→ entry.after! if entry.after
522→ to_remove[] = index
523→
524→ when 'when'
525→ current_condition = entry.condition!
526→ if current_condition and not entry.last_condition
527→ entry.callback!
528→ if entry.times
529→ entry.count += 1
530→ if entry.count >= entry.times
531→ entry.after! if entry.after
532→ to_remove[] = index
533→ entry.last_condition = current_condition
534→
535→ when 'cooldown'
536→ delay = entry.delay * (entry.multiplier or 1)
537→ current_condition = entry.condition!
538→ if current_condition and not entry.last_condition
539→ entry.time = 0
Found it. The when timer (line 524-533) fires on rising edge — it calls the callback when current_condition is true AND last_condition was false. It does NOT remove itself unless times is set (which it isn't for the sword).
So here's the sequence that causes the bug:
sword_is_alignedreturns true (rising edge) →sword_thrustfiressword_thrustsets@thrust_ready = false- During the 0.3s hit stop, the
whentimer still evaluates each frame (with dt=0, but conditions are still checked). The condition@thrust_ready and @\sword_is_aligned!is now false becausethrust_readyis false, solast_conditionbecomes false. - Hit stop ends. The 0.01s
thrust_starttimer fires → sets@thrusting = true
That should work fine normally. But consider this: what if sword_is_aligned returns true on two consecutive frames before the hit stop takes effect? No — when only fires on the false→true transition.
Actually, let me reconsider. The real issue might be simpler. The @timer\after 0.01 with name 'thrust_start' — could it get overwritten? If something else creates a timer entry with the same name...
Wait — could the when timer fire again during the hit stop? During hit stop, dt=0 but the timer still runs its condition checks. thrust_ready is false, so the condition is false, last_condition becomes false. Then when hit stop ends and the 0.01s elapses and thrust_start fires... but what if by the time hit stop ends, the ball has bounced into a new alignment? The when condition does another false→true transition and fires sword_thrust again, overwriting the thrust_start timer with a new 0.01s after.
Actually no, thrust_ready stays false until thrust_end sets the cooldown timer.
Let me think about this differently. You said "sometimes the hit stop triggers but the thrust never happens." Could it be that the ball dies during or right after the hit stop? The ball takes damage from the other ball's weapon, kills it, and the timer callback never runs.
Or — could the arena's hit_stop (the probabilistic one) fire at the same time? If the sword ball hits the enemy during thrust alignment, the arena does an\hit_stop which sets time_scale = 0. Then sword_thrust also does an\hit_stop 0.3. The framework code at line 594: unless @hit_stop_active — it only saves pre_hitstop_time_scale if not already active. If the arena's hit stop was already active, the sword's an\hit_stop 0.3 would set hit_stop_remaining = 0.3 but NOT save pre_hitstop_time_scale (it was already saved). When it ends, time_scale restores correctly. This should be fine.
I'm not 100% certain of the cause from code alone. Could you describe more what you see? Specifically: does the ball freeze (hit stop visible), then just resume bouncing normally without ever lunging? Or does it freeze and then something else happens?
The hit stop happens, everything freezes, but the actual thrust never happens. The thrusting emoji text is spawned but it's all white and quickly dies, since the thrust ended before it even happened, indicating that its progress was 0. I actually need to check if this only happens when the ball also hits a wall at the same time? Since that could be the issue. While I check, try to think further of what it might be. Don't do any code changes.
Good clue — the status text spawning means thrust_start did fire, so the issue is that thrust_end gets called almost immediately after. Let me think through this.
Let me re-read the sword update section to see what could prematurely end the thrust.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1320→ horizontal = math.sin(@angle)*dir
1321→ -- Scale horizontal: full at right quadrant (0), opposite at left (π) for clockwise
1322→ horizontal_scale = dir == 1 and (0.35 + 0.65*math.cos(@angle)) or (0.35 - 0.65*math.cos(@angle))
1323→ horizontal = horizontal*horizontal_scale
1324→ -- Vertical force: cos(angle), strongest at 0 and π
1325→ vertical = -math.cos(@angle)*dir
1326→ -- Only reduce upward (negative) vertical force that makes flame taller
1327→ if vertical < 0
1328→ vertical = vertical*0.3
1329→ -- Add velocity-based force (flame bends opposite to movement direction)
1330→ vx, vy = @collider\get_velocity!
1331→ velocity_scale = 0.001 -- scale factor for velocity influence
1332→ horizontal -= vx*velocity_scale
1333→ vertical -= vy*velocity_scale*0.3 -- reduced vertical influence
1334→ -- Convert to angle and magnitude
1335→ force_angle = math.atan(vertical, horizontal)
1336→ force_magnitude = speed/3
1337→ flame\apply_wind force_angle, force_magnitude
1338→ -- Base height scales with angular velocity (logistic curve)
1339→ flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
1340→ -- During thrust, override velocity each frame (starts at current speed, accelerates)
1341→ if @thrusting
1342→ @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
1343→ speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1344→ @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
Grep (thrust_end)
683: ball_object\thrust_end!
1343: speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1412: thrust_speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1673: @thrust_end_speed = math.max(400, @thrust_start_speed + @thrust_speed)
1679: @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
1682: thrust_end: =>
1685: @timer\cancel 'thrust_end'
Line 683. There it is. Let me see the context.
Read (E:\a327ex\emoji-ball-battles\main.yue)
675→ ball_b.weapon_ui\reflect!
676→
677→ -- Ball-wall collision: probabilistically apply energy boost based on system energy
678→ for event in *an\collision_begin_events 'ball', 'wall'
679→ ball_object = event.a
680→
681→ -- Cancel thrust on wall hit
682→ if ball_object.thrusting
683→ ball_object\thrust_end!
684→
685→ vx, vy = ball_object.collider\get_velocity!
686→ if an.random\bool(@wall_boost_chance) and @wall_energy_boost > 1
687→ ball_object.collider\set_velocity vx*@wall_energy_boost, vy*@wall_energy_boost
688→
689→ -- Squash ball based on wall orientation, intensity shaped by easing
690→ intensity = math.clamp(math.remap(math.length(vx, vy), 0, 800, 0, 1), 0, 1)
691→
692→ -- Sound (pitch increases linearly with intensity above 0.45)
693→ pitch = if intensity > 0.45 then 1.0 + math.remap(intensity, 0.45, 0.7, 0, 1) else 1.0
694→ an\sound_play 'ball_wall', 0.4, pitch*an.random\float(0.95, 1.05)
That's the culprit. Line 681-683: "Cancel thrust on wall hit" — ball_object\thrust_end! is called whenever the ball collides with a wall while @thrusting is true.
Here's the sequence:
sword_thrustfires → hit stop 0.3s →@timer\after 0.01, 'thrust_start'- Hit stop ends → next frame,
thrust_startfires →@thrusting = true, velocity set, gravity off, status text spawned - Same frame or next frame: the ball (which still had pre-thrust linear velocity) collides with a wall →
ball-wallcollision event fires →thrust_end!→ thrust immediately cancelled
So your wall suspicion is right. The ball was already near/heading toward a wall when it aligned with the enemy. The thrust begins, but the ball's existing velocity (or the thrust's initial velocity) carries it into the wall within a frame or two, and the wall collision immediately cancels it.
Then let's add a condition that says the thrust can't be cancelled unless its progress is past 10%. This way, it prevents the immediate cancel that doesn't start the thrust movement.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now a wall collision only cancels the thrust once thrust_progress exceeds 10%, giving the lunge time to actually start moving.
OK, now let's do the next task. Let's fire multiple arrows according to the number. Importantly, we want to increase the number of arrows not per arrow hit, since that would make the increase too large when we're firing many arrows, but per shot. So if we're firing 10 arrows that are part of a single shot, if any of those arrows hits the enemies it should count as 1 increase and not 10.
Here's my proposed approach:
Multi-arrow firing in bow_fire: use @timer\after with staggered delays to spawn arrows_per_shot arrows. Each arrow gets a slight angle spread and time offset.
Per-shot scaling: Give the bow ball a bow_shot_id counter that increments each shot. Each arrow carries shot_id. The ball also tracks bow_last_scaled_shot_id. In the projectile-ball sensor handler, only do arrows_per_shot += 1 if shot_id != owner.bow_last_scaled_shot_id, then set it.
For the spread/delay specifics, a few questions:
- Delay between arrows: something like 0.05s between each?
- Angle spread: should arrows fan out (e.g. evenly spread across a cone), or fire in roughly the same direction with small random variation?
- Should the bow do the pull animation for each arrow, or just one pull for the whole volley?
Always fire in the same direction as the ball. The delay will make sure the arrows will fan out. Yes, do a fast version of the pull animation for each + springs and other effects. Do this like it is done for the gun code, since that also has a burst that fires 3 shots in sequence, it's the same idea, except here the delay should be lower than the initial delay there. Let's try 0.1s at first.
Let me read the gun firing code to follow the same pattern.
Grep (gun_fire|gun_ready|burstfire)
125:-- gun_fire_1 (revolver_shot1): -24.7 dB → 0.54
126:-- gun_fire_2 (revolver_shot2): -24.9 dB → 0.56
127:-- gun_fire_3 (revolver_shot3): -23.3 dB → 0.46
148:an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'
149:an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'
150:an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
1233: @burstfire_chance_increase_per_hit = 0.01 -- 1% per hit
1234: @base_burstfire_delay = 0.4
1235: @minimum_burstfire_delay = 0.05
1236: @burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50 -- reaches 0.05s in 50 hits
1251: @gun_ready = true
1252: @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
1594: an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
1620: gun_fire: =>
1621: @gun_ready = false
1623: @timer\after cooldown, 'gun_cooldown', -> @gun_ready = true
1626: -- Check for burstfire
1627: burstfire_chance = @burstfire_chance_increase_per_hit * @hits_landed
1628: is_burstfire = an.random\bool burstfire_chance * 100
1630: if is_burstfire
1631: burst_delay = math.max(@minimum_burstfire_delay, @base_burstfire_delay - @hits_landed * @burstfire_delay_reduction_per_hit)
2036: burst_chance = math.floor(math.min(ball.hits_landed*ball.burstfire_chance_increase_per_hit*100, 50))
Read (E:\a327ex\emoji-ball-battles\main.yue)
1618→
1619→ -- Gun callback: fire projectile with effects
1620→ gun_fire: =>
1621→ @gun_ready = false
1622→ cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)
1623→ @timer\after cooldown, 'gun_cooldown', -> @gun_ready = true
1624→ @cooldown_bar\activate cooldown
1625→
1626→ -- Check for burstfire
1627→ burstfire_chance = @burstfire_chance_increase_per_hit * @hits_landed
1628→ is_burstfire = an.random\bool burstfire_chance * 100
1629→
1630→ if is_burstfire
1631→ burst_delay = math.max(@minimum_burstfire_delay, @base_burstfire_delay - @hits_landed * @burstfire_delay_reduction_per_hit)
1632→ @\fire_single_shot!
1633→ @timer\after burst_delay, -> @\fire_single_shot!
1634→ @timer\after burst_delay * 2, -> @\fire_single_shot!
1635→ else
1636→ @\fire_single_shot!
1637→
1638→ -- Sword alignment check: raycast from sword tip to detect enemy
1639→ sword_is_aligned: =>
1640→ tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2
1641→ tip_x = @x + tip_offset*math.cos(@angle)
1642→ tip_y = @y + tip_offset*math.sin(@angle)
1643→
1644→ ray_length = 120
1645→ ray_end_x = tip_x + ray_length*math.cos(@angle)
1646→ ray_end_y = tip_y + ray_length*math.sin(@angle)
1647→
... [30 more lines]
Now let me read fire_single_shot to see the gun's per-shot pattern.
Grep (fire_single_shot)
1592: fire_single_shot: =>
1632: @\fire_single_shot!
1633: @timer\after burst_delay, -> @\fire_single_shot!
1634: @timer\after burst_delay * 2, -> @\fire_single_shot!
1636: @\fire_single_shot!
Read (E:\a327ex\emoji-ball-battles\main.yue)
1592→ fire_single_shot: =>
1593→ -- Sound
1594→ an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
1595→
1596→ gun_tip_offset = @weapon_visual_offset + 12
1597→ perpendicular = @angle - math.pi/2
1598→
1599→ -- Spawn boom particle
1600→ boom_offset = an.random\float(0.9, 1.1)*gun_tip_offset
1601→ boom_x = @x + boom_offset*math.cos(@angle) + 10*math.cos(perpendicular)
1602→ boom_y = @y + boom_offset*math.sin(@angle) + 10*math.sin(perpendicular)
1603→ @parent.effects\add boom_particle boom_x, boom_y
1604→
1605→ -- Weapon feedback
1606→ @spring\pull 'weapon', 0.6, 3, 0.7
1607→ @spring\pull 'hit', 0.25, 3, 0.5
1608→ @\recoil_weapon!
1609→ @weapon_ui\shoot!
1610→
1611→ -- Spawn projectile
1612→ @parent.projectiles\add projectile boom_x, boom_y,
1613→ velocity: 15
1614→ direction: @angle
1615→ flash_on_spawn: true
1616→ team: @team
1617→ bounces: 2
1618→
1619→ -- Gun callback: fire projectile with effects
Now let me re-read the current bow_fire and the bow pull animation update code to understand the pull visuals.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1708→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
1709→ hit and hit.object.team != @team
1710→
1711→ -- Bow callback: fire arrow with effects
1712→ bow_fire: =>
1713→ @bow_ready = false
1714→ @bow_pulling = false
1715→ @bow_arrow_alpha = 0
1716→ @spring\pull 'weapon', 0.6
1717→ @spring\pull 'hit', 0.25, 3, 0.5
1718→ @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1719→ @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1720→ @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1721→ @cooldown_bar\activate @bow_cooldown
1722→
1723→ -- Spawn arrow
1724→ spawn_x = @x + 20*math.cos(@angle)
1725→ spawn_y = @y + 20*math.sin(@angle)
1726→ @parent.projectiles\add projectile spawn_x, spawn_y,
1727→ projectile_type: 'arrow'
1728→ velocity: 3
1729→ direction: @angle
1730→ flash_on_spawn: true
1731→ team: @team
1732→ bounces: 0
Good. Now I have the full picture. Here's the plan:
bow_fire: Fire the first arrow immediately (like now), then schedule remaining arrows with@timer\after i*0.1. Each subsequent arrow calls a newfire_single_arrowmethod that does the pull snap + spring + spawn.fire_single_arrow: Extracted per-arrow logic — snapbow_pull_amountto pulled state, then tween release + spring pulls + spawn arrow. All arrows carry ashot_id.Per-shot scaling: Add
@bow_shot_id(increments each shot) and@bow_last_scaled_shot_id. Each arrow getsshot_id. In the projectile-ball sensor, only incrementarrows_per_shotwhenshot_id != owner.bow_last_scaled_shot_id.
Here's the code. First, bow_fire becomes the orchestrator and fire_single_arrow does the per-arrow work:
bow_fire: =>
@bow_ready = false
@bow_shot_id += 1
shot_id = @bow_shot_id
-- Fire first arrow immediately
@\fire_single_arrow shot_id
-- Fire remaining arrows with delay
for i = 1, @arrows_per_shot - 1
@timer\after i*0.1, -> @\fire_single_arrow shot_id
@timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
@cooldown_bar\activate @bow_cooldown
fire_single_arrow: (shot_id) =>
-- Pull snap + release animation
@bow_pull_amount = 8
@bow_sy = 0.9
@bow_arrow_alpha = 0
@spring\pull 'weapon', 0.6
@spring\pull 'hit', 0.25, 3, 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'
-- Spawn arrow
spawn_x = @x + 20*math.cos(@angle)
spawn_y = @y + 20*math.sin(@angle)
@parent.projectiles\add projectile spawn_x, spawn_y,
projectile_type: 'arrow'
velocity: 3
direction: @angle
flash_on_spawn: true
team: @team
bounces: 0
shot_id: shot_id
And in the init, add @bow_shot_id = 0 and @bow_last_scaled_shot_id = 0. Then change the scaling check to:
if owner.weapon_type == 'bow' and projectile_object.shot_id != owner.bow_last_scaled_shot_id
owner.bow_last_scaled_shot_id = projectile_object.shot_id
owner.arrows_per_shot += 1
Does this look right?
Shouldn't the pull speed be based on how fast the shots are happening? So fire_single_arrow should take 0.1 as an argument and its tween for progress should be based on that value, right?
You're right. Here's the corrected version — fire_single_arrow takes delay and scales the tweens to it:
bow_fire: =>
@bow_ready = false
@bow_shot_id += 1
shot_id = @bow_shot_id
arrow_delay = 0.1
@\fire_single_arrow shot_id, arrow_delay
for i = 1, @arrows_per_shot - 1
@timer\after i*arrow_delay, -> @\fire_single_arrow shot_id, arrow_delay
@timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
@cooldown_bar\activate @bow_cooldown
fire_single_arrow: (shot_id, delay) =>
@bow_pull_amount = 8
@bow_sy = 0.9
@bow_arrow_alpha = 0
@spring\pull 'weapon', 0.6
@spring\pull 'hit', 0.25, 3, 0.5
@timer\tween delay, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
@timer\tween delay*0.4, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
spawn_x = @x + 20*math.cos(@angle)
spawn_y = @y + 20*math.sin(@angle)
@parent.projectiles\add projectile spawn_x, spawn_y,
projectile_type: 'arrow'
velocity: 3
direction: @angle
flash_on_spawn: true
team: @team
bounces: 0
shot_id: shot_id
Does this look right?
I see now that the tweens there are actually for releasing the string, not for pulling it. Where's the pulling happening and how are you making sure that it's happening over 0.1s?
You're right — I'm only handling the release (snapping bow_pull_amount to 8 then tweening to 0), but the actual pull-back animation isn't being driven. Currently the pull happens in the update loop via lerp_dt, but for burst arrows that won't work since it's gated by cooldown progress.
The sequence for each arrow should be:
- Pull: tween
bow_pull_amountfrom 0→8 andbow_syfrom 1→0.9 over the delay period, showbow_arrow_alpha = 1 - Release + fire: snap release tweens + spawn arrow
So after each arrow fires, it should immediately start a pull tween for the next arrow. Something like:
fire_single_arrow: (shot_id, delay, is_last) =>
-- Release + spawn
@bow_arrow_alpha = 0
@spring\pull 'weapon', 0.6
@spring\pull 'hit', 0.25, 3, 0.5
@timer\tween delay*0.5, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
@timer\tween delay*0.4, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
spawn_x = @x + 20*math.cos(@angle)
spawn_y = @y + 20*math.sin(@angle)
@parent.projectiles\add projectile spawn_x, spawn_y, ...
-- Start pulling for next arrow (unless this is the last)
unless is_last
@bow_arrow_alpha = 1
@timer\tween delay, @, {bow_pull_amount: 8, bow_sy: 0.9}, math.quad_out, nil, 'bow_pull'
The pull tween names ('bow_pull') and release tween names ('bow_release') are different so they don't collide. The release is fast (half the delay), and the pull fills the full delay period before the next arrow fires.
Does this look right?
Yes, let's just make sure that the first shot has the full pull animation without the scaled delay, and that the last shot has the full release animation (0.2, 0.8). Only shots in between should be affected by the 0.1s delay both in the pull and release.
Right. So the structure is:
- First arrow: full release (0.2, 0.08) since the pull was already done by the update loop. If more arrows follow, immediately start a pull tween over
arrow_delay. - Middle arrows: snap release (instant) + springs, then start pull tween over
arrow_delay. Both pull and release are fast. - Last arrow: full release (0.2, 0.08). No pull after.
- Single arrow: just the full release, same as current behavior.
The pull and release tweens use the same names ('bow_anim', 'bow_sy_anim') so they cleanly override each other.
Here's the code:
bow_fire: =>
@bow_ready = false
@bow_pulling = false
@bow_shot_id += 1
shot_id = @bow_shot_id
arrow_delay = 0.1
n = @arrows_per_shot
-- Fire first arrow with full release
@\fire_single_arrow shot_id, 0.2, 0.08
-- Schedule remaining arrows with pull animations
if n > 1
@\bow_start_pull arrow_delay
for i = 1, n - 1
is_last = i == n - 1
@timer\after i*arrow_delay, ->
if is_last
@\fire_single_arrow shot_id, 0.2, 0.08
else
@\fire_single_arrow shot_id
@\bow_start_pull arrow_delay
@timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
@cooldown_bar\activate @bow_cooldown
fire_single_arrow: (shot_id, release_duration, sy_duration) =>
@bow_arrow_alpha = 0
@spring\pull 'weapon', 0.6
@spring\pull 'hit', 0.25, 3, 0.5
if release_duration
@timer\tween release_duration, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_anim'
@timer\tween sy_duration, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_anim'
else
@bow_pull_amount = 0
@bow_sy = 1
spawn_x = @x + 20*math.cos(@angle)
spawn_y = @y + 20*math.sin(@angle)
@parent.projectiles\add projectile spawn_x, spawn_y,
projectile_type: 'arrow'
velocity: 3
direction: @angle
flash_on_spawn: true
team: @team
bounces: 0
shot_id: shot_id
bow_start_pull: (duration) =>
@bow_arrow_alpha = 1
@timer\tween duration, @, {bow_pull_amount: 8}, math.quad_out, nil, 'bow_anim'
@timer\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_anim'
Does this look right?
First arrow should be full pull. It should only be full release if there are no remaining arrows. Otherwise, it should be shorter release. Middle arrows should have arrow_delay scaled pull and release, last arrow should have arrow_delay scaled pull but full release.
Got it. To summarize:
| Arrow | Pull | Release |
|---|---|---|
| Single (n=1) | full (update loop) | full (0.2, 0.08) |
| First (n>1) | full (update loop) | scaled to arrow_delay |
| Middle | scaled to arrow_delay | scaled to arrow_delay |
| Last | scaled to arrow_delay | full (0.2, 0.08) |
For the scaled cases, the release takes the first portion of the delay window and the pull takes the second, so both are visible:
bow_fire: =>
@bow_ready = false
@bow_pulling = false
@bow_shot_id += 1
shot_id = @bow_shot_id
arrow_delay = 0.1
n = @arrows_per_shot
if n == 1
@\fire_single_arrow shot_id, 0.2, 0.08
else
-- First arrow: scaled release, then pull for next
@\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
@timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
for i = 1, n - 1
is_last = i == n - 1
@timer\after i*arrow_delay, ->
if is_last
@\fire_single_arrow shot_id, 0.2, 0.08
else
@\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
@timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
@timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
@cooldown_bar\activate @bow_cooldown
Does this look right?
Sure.
Let me read the current state of the areas I need to edit.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1140→ @base_angular_velocity = 1.5*math.pi
1141→ @max_angular_velocity = 3*math.pi
1142→ @weapon_weight = 1.0
1143→ @hit_stop_multiplier = 1.0
1144→ @hit_particle_multiplier = 1.0
1145→ @camera_shake_multiplier = 1.0
1146→ @arrows_per_shot = 1
1147→ @bow_cooldown = 2
1148→ @bow_pull_amount = 0
1149→ @bow_sy = 1
Read (E:\a327ex\emoji-ball-battles\main.yue)
1710→
1711→ -- Bow callback: fire arrow with effects
1712→ bow_fire: =>
1713→ @bow_ready = false
1714→ @bow_pulling = false
1715→ @bow_arrow_alpha = 0
1716→ @spring\pull 'weapon', 0.6
1717→ @spring\pull 'hit', 0.25, 3, 0.5
1718→ @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1719→ @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1720→ @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1721→ @cooldown_bar\activate @bow_cooldown
1722→
1723→ -- Spawn arrow
1724→ spawn_x = @x + 20*math.cos(@angle)
1725→ spawn_y = @y + 20*math.sin(@angle)
1726→ @parent.projectiles\add projectile spawn_x, spawn_y,
1727→ projectile_type: 'arrow'
1728→ velocity: 3
1729→ direction: @angle
1730→ flash_on_spawn: true
1731→ team: @team
1732→ bounces: 0
1733→
1734→ flash_ball: (duration=0.15) =>
Read (E:\a327ex\emoji-ball-battles\main.yue)
2586→ @collider\set_position @x, @y
2587→ @collider\set_restitution 0.75
2588→ @collider\set_friction 0
2589→ @collider\set_gravity_scale 0.5
2590→ @collider\set_density 0.4
2591→ elseif @projectile_type == 'arrow'
2592→ @w = 18
2593→ @h = 4
2594→ @\add collider 'projectile', 'dynamic', 'box', @w, @h
2595→ @collider\set_position @x, @y
2596→ @collider\set_restitution 0
2597→ @collider\set_friction 1
2598→ @collider\set_gravity_scale 0
2599→ @collider\set_density 0.4
2600→
Read (E:\a327ex\emoji-ball-battles\main.yue)
785→ owner.hits_landed += 1
786→ owner.weapon_ui\landed_hit!
787→
788→ -- Bow scaling: +1 arrow per hit
789→ if owner.weapon_type == 'bow'
790→ owner.arrows_per_shot += 1
791→
792→ -- Spawn star particles at hit location
793→ x = (projectile_object.x + ball_object.x)/2
794→ y = (projectile_object.y + ball_object.y)/2
795→ for i = 1, an.random\int 1, 3
796→ @effects\add star_particle x, y,
Now let me also check where shot_id should go in the projectile constructor.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2570→-- Uses projectile_type switches for type-specific behavior (bullet, arrow).
2571→class projectile extends object
2572→ new: (@x, @y, args={}) =>
2573→ super!
2574→ @\tag 'projectile'
2575→ @projectile_type = args.projectile_type or 'bullet'
2576→ @team = args.team
2577→ @velocity = args.velocity or 10
2578→ @direction = args.direction or 0
2579→ @bounces = args.bounces or 0
Good, I have everything I need. Let me make all the edits.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Here's a summary of all changes:
- Bow init: Added
@bow_shot_idand@bow_last_scaled_shot_idtracking fields bow_fire: Now orchestrates a volley — single arrow gets full release, multi-arrow gets scaled first/middle releases with pull animations between, last arrow gets full releasefire_single_arrow: Extracted per-arrow logic — release animation (parameterized duration) + spawn withshot_idbow_start_pull: Starts the pull-back tween for the next arrow, using the same tween names ('bow_release','bow_sy_release') so they cleanly override the release tweens- Projectile: Stores
shot_idfrom args - Scaling: Only increments
arrows_per_shotonce pershot_id, so a 10-arrow volley where multiple arrows hit still only gives +1
Let's try adding a slight horizontal pull to the bow. So, if ball's angle is 0, the bow should slightly move to the left when firing, and then this offset value should tween to 0 over time. Don't worry about handling it for multiple shots right now, just make it work for 1 first.
Let me check how the gun's recoil offset works to follow the same pattern.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1569→ @weapon_flashing = true
1570→ @timer\after duration, 'weapon_flash', -> @weapon_flashing = false
1571→
1572→ recoil_weapon: =>
1573→ -- Kick back: rotate and pull toward ball
1574→ @timer\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, ->
1575→ -- Return to rest
1576→ @timer\tween 0.2, 'recoil_return', @, {weapon_recoil: 0, weapon_recoil_offset: 0}, math.linear
1577→
1578→ -- Gun alignment check: raycast to see if enemy is in line of sight
Now let me see how weapon_recoil_offset is used in the draw code — it affects actual_offset which moves the weapon along its facing axis.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1446→ game\image @image, 0, 0, nil, @ball_flashing and white!
1447→ game\pop!
1448→ game\pop!
1449→
1450→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1451→ actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1452→ if @thrusting
1453→ actual_offset += @radius*stretch_amount*squash_t*2
1454→ perpendicular_angle = @angle - math.pi/2
1455→ weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
So weapon_recoil_offset already pulls the weapon toward the ball along its facing direction. That's exactly what we want for the bow — on fire, pull it back toward the ball, then tween to 0.
The bow currently doesn't use weapon_recoil_offset (it's initialized to 0 and only recoil_weapon modifies it, which is only called by the gun). I can just set it in fire_single_arrow and tween it back:
-- In fire_single_arrow, after the spring pulls:
@weapon_recoil_offset = 4
@timer\tween 0.2, @, {weapon_recoil_offset: 0}, math.cubic_out, nil, 'bow_recoil'
This pulls the bow 4px toward the ball on fire, then smoothly returns over 0.2s. Does this look right, and does 4px feel like a good starting point?
Sure, let's try it.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1738→ else
1739→ -- Middle arrow: scaled release, then pull for next
1740→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
1741→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1742→
1743→ @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1744→ @cooldown_bar\activate @bow_cooldown
1745→
1746→ -- Fire a single arrow with release animation
1747→ fire_single_arrow: (shot_id, release_duration, sy_duration) =>
1748→ @bow_arrow_alpha = 0
1749→ @spring\pull 'weapon', 0.6
1750→ @spring\pull 'hit', 0.25, 3, 0.5
1751→ @timer\tween release_duration, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1752→ @timer\tween sy_duration, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. On each arrow fire, the bow snaps 4px toward the ball and tweens back over 0.2s.
Let's use the recoil_weapon function and have a conditional there for gun and bow
Read (E:\a327ex\emoji-ball-battles\main.yue)
1572→ recoil_weapon: =>
1573→ -- Kick back: rotate and pull toward ball
1574→ @timer\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, ->
1575→ -- Return to rest
1576→ @timer\tween 0.2, 'recoil_return', @, {weapon_recoil: 0, weapon_recoil_offset: 0}, math.linear
1577→
1578→ -- Gun alignment check: raycast to see if enemy is in line of sight
1579→ gun_is_aligned: =>
[Request interrupted by user]
Let's use the recoil_weapon function and have a conditional there for gun and bow
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now remove the inline recoil from fire_single_arrow and call recoil_weapon instead.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now recoil_weapon handles both gun (rotate + pull back, two-phase tween) and bow (pull back only, single tween). The bow's fire_single_arrow calls @\recoil_weapon! like the gun's fire_single_shot does.
OK, now let's also apply it all to weapon_ui, and let's make sure it also works scaled by arrow_delay. Full recoil on first, scaled on all subsequent ones.
Let me read the weapon_ui code to see how it draws the bow and handles effects.
Grep (class weapon_ui)
1954:class weapon_ui extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
1954→class weapon_ui extends object
1955→ new: (@team, weapon_type, emoji_image, emoji_hit_image) =>
1956→ super 'weapon_ui'
1957→ @weapon_type = weapon_type
1958→
1959→ -- Emoji properties
1960→ @emoji_x = if @team == 'player' then 59 else 421
1961→ @emoji_y = 60
1962→ @emoji_image = emoji_image
1963→ @emoji_hit_image = emoji_hit_image
1964→ @emoji_scale = 20/512
1965→ @emoji_scale *= 1.1 if emoji_image == an.images.cowboy
1966→ @showing_hit = false
1967→ @emoji_oy = 0
1968→
1969→ -- Weapon properties
1970→ @weapon_x = if @team == 'player' then 91 else 389
1971→ @weapon_y = 60
1972→ @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
1973→ @weapon_scale = 20/512
1974→ @weapon_flip_x = if @team == 'player' then -1 else 1
1975→
1976→ -- Board properties
1977→ -- @board_y = 102
1978→ -- @board_scale = 102/512
1979→
1980→ -- Text properties
1981→ @text_x = if @team == 'player' then 65 else 400
1982→ @text_y = 92
1983→ @text_oy = 0
... [90 more lines]
I see — the weapon_ui reads ball.weapon_recoil (line 2021) and ball.weapon_recoil_offset isn't used here. The UI bow draw uses weapon_recoil for rotation (line 2050) but doesn't apply any positional offset. Let me also check what shoot does for the weapon_ui.
Grep (shoot:|reflect:|landed_hit:)
2126: shoot: =>
2139: reflect: =>
2145: landed_hit: =>
Read (E:\a327ex\emoji-ball-battles\main.yue)
2126→ shoot: =>
2127→ -- Spawn boom emoji particles
2128→ arena = @parent.parent
2129→ for i = 1, an.random\int 1, 2
2130→ arena.effects\add emoji_particle @weapon_x + 8, @weapon_y - 4, an.images.boom,
2131→ velocity: an.random\float(75, 125)
2132→ direction: an.random\float(-math.pi/4, 0)
2133→ scale: an.random\float(1.4, 1.6)
2134→ duration: an.random\float(0.3, 0.5)
2135→ flash_on_spawn: 0.25
2136→ gravity: an.random\float(128, 156)
2137→ rotation_speed: an.random\float(2*math.pi, 4*math.pi)
2138→
2139→ reflect: =>
2140→ -- Spawn hit effect and wobble rotation
2141→ arena = @parent.parent
2142→ arena.effects\add hit_effect @weapon_x - an.random\float(0, 12), @weapon_y + an.random\float(0, 12), {scale: an.random\float(1.0, 1.25)}
2143→ @spring\pull 'weapon_rotation', an.random\float(-0.6, 0.6), 3, 0.5
2144→
2145→ landed_hit: =>
2146→ -- Text bounce when landing a hit
2147→ @text_oy = -3
2148→ @timer\tween 0.5, @, {text_oy: 0}, math.cubic_out, nil, 'text_oy'
2149→ @spring\pull 'text_scale', 0.15, 3, 0.4
2150→ @spring\pull 'text_rotation', an.random\float(-0.1, 0.1), 3, 0.5
2151→
2152→
2153→-- Star particle: spawns on collisions, shoots outward, spins, shrinks
2154→class star_particle extends object
2155→ new: (@x, @y, args={}) =>
Now I see the full picture. The weapon_ui bow draw (line 2025) computes wx from @weapon_x + weapon_t.x but doesn't factor in weapon_recoil_offset. The in-game bow uses actual_offset = @weapon_visual_offset - @weapon_recoil_offset for positioning.
For the UI, the recoil offset should shift wx horizontally (toward the emoji, which is to the left for player, right for enemy). So I need to apply ball.weapon_recoil_offset * @weapon_flip_x to wx.
Now for the scaling: fire_single_arrow needs to pass the delay info to recoil_weapon so it can scale the tween duration. First shot gets full recoil (0.2s return), subsequent shots get scaled return.
Here's what I'd change:
recoil_weapontakes an optionaldurationparameter for the return tweenfire_single_arrowpasses the appropriate duration- Weapon_ui bow draw applies
weapon_recoil_offset
-- recoil_weapon with duration param
recoil_weapon: (duration=0.2) =>
if @weapon_type == 'gun'
@timer\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, ->
@timer\tween duration, 'recoil_return', @, {weapon_recoil: 0, weapon_recoil_offset: 0}, math.linear
elseif @weapon_type == 'bow'
@weapon_recoil_offset = 4
@timer\tween duration, 'recoil_return', @, {weapon_recoil_offset: 0}, math.cubic_out
For fire_single_arrow, pass scaled duration for non-first arrows. In bow_fire, the first arrow calls @\recoil_weapon! (default 0.2), subsequent ones call @\recoil_weapon arrow_delay.
And in the weapon_ui bow draw, offset wx:
yuescript
wx = @weapon_x + weapon_t.x + (ball.weapon_recoil_offset or 0)*@weapon_flip_x
Does this look right?
Couldn't we refactor the UI drawing so that we don't have to have any specific code for it? It just draws the weapon exactly as it is drawn in the ball, except rotated and scaled differently?
It's tricky to fully unify them. The main obstacles:
- Bowstring is drawn with absolute line coordinates (
weapons\line), not relative to a push/pop transform, so it can't be abstracted into a single transformed draw call - Scale differs — in-game uses 26/512, UI uses 20/512 with an
srratio for bowstring positioning - Position source differs — ball computes weapon position from
@x + offset*cos(@angle), UI uses a fixed@weapon_xwith handcam shake - Recoil offset axis differs — ball applies it along
@angle, UI would apply it along the flip direction
So we'd still need the bowstring and arrow-on-string drawing to be weapon-specific (those visual elements are unique to the bow). The non-bow weapons already share a single generic draw path in the UI.
The practical fix is simpler — just apply weapon_recoil_offset to the UI's wx position so it automatically picks up the effect:
wx = @weapon_x + weapon_t.x + @weapon_flip_x*(ball.weapon_recoil_offset or 0)
This way any future changes to weapon_recoil_offset in the ball are reflected in the UI without additional code. Want me to go with that?
No, I was just wondering. Do the code as you were going to do it in the last response.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1711→ ray_end_x = tip_x + ray_length*math.cos(@angle)
1712→ ray_end_y = tip_y + ray_length*math.sin(@angle)
1713→
1714→ debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
1715→
1716→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
1717→ hit and hit.object.team != @team
1718→
1719→ -- Bow callback: fire volley of arrows
1720→ bow_fire: =>
1721→ @bow_ready = false
1722→ @bow_pulling = false
1723→ @bow_shot_id += 1
1724→ shot_id = @bow_shot_id
1725→ arrow_delay = 0.1
1726→ n = @arrows_per_shot
1727→
1728→ if n == 1
1729→ -- Single arrow: full release
1730→ @\fire_single_arrow shot_id, 0.2, 0.08
1731→ else
1732→ -- First arrow: scaled release, then pull for next
1733→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
1734→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1735→
1736→ -- Remaining arrows
1737→ for i = 1, n - 1
1738→ is_last = i == n - 1
1739→ @timer\after i*arrow_delay, ->
1740→ if is_last
... [30 more lines]
Now let me read the current recoil_weapon and the UI bow wx line.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1572→ recoil_weapon: =>
1573→ if @weapon_type == 'gun'
1574→ -- Kick back: rotate and pull toward ball
1575→ @timer\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, ->
1576→ -- Return to rest
1577→ @timer\tween 0.2, 'recoil_return', @, {weapon_recoil: 0, weapon_recoil_offset: 0}, math.linear
1578→ elseif @weapon_type == 'bow'
1579→ -- Pull toward ball, no rotation
1580→ @weapon_recoil_offset = 10
1581→ @timer\tween 0.2, 'recoil_return', @, {weapon_recoil_offset: 0}, math.cubic_out
Read (E:\a327ex\emoji-ball-battles\main.yue)
2023→ if @weapon_type == 'bow'
2024→ bow_stretch = ball.bow_sy or 1
2025→ wx = @weapon_x + weapon_t.x
2026→ wy = @weapon_y + weapon_t.y
2027→ base_angle = weapon_t.rotation + @spring.weapon_rotation.x
I see the recoil_offset is already 10 (you must have tweaked it). Now let me make all three changes.
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.
Done. Summary of changes:
recoil_weaponnow takes an optionaldurationparameter (default 0.2) that controls the return tween speedfire_single_arrowtakes an optionalrecoil_durationand passes it torecoil_weapon— first arrow omits it (gets default 0.2), subsequent arrows passarrow_delay- Weapon UI bow
wxnow includes@weapon_flip_x*(ball.weapon_recoil_offset or 0)so the recoil is reflected in the UI automatically
OK, now let's make arrow density 0.1, and let's change the delay between shots to 0.05s.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Wait, that matched the arrow block but let me verify it's the right one and not the bullet.
Grep (set_density)
1183: @collider\set_density 0, @weapon_shape
1188: @collider\set_density 0, @weapon_sensor
2634: @collider\set_density 0.4
2643: @collider\set_density 0.1
2650: @collider\set_density 0, @ball_sensor
Good — line 2634 is the bullet (0.4), line 2643 is the arrow (now 0.1). Now the delay:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of ' arrow_delay = 0.1' were successfully replaced with ' arrow_delay = 0.05'.
Done. Arrow density is now 0.1 (down from 0.4) and delay between shots is 0.05s (down from 0.1s).
Let's make it so that the cooldown for the next shot only starts going once the firing is done for the current barrage.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1719→ -- Bow callback: fire volley of arrows
1720→ bow_fire: =>
1721→ @bow_ready = false
1722→ @bow_pulling = false
1723→ @bow_shot_id += 1
1724→ shot_id = @bow_shot_id
1725→ arrow_delay = 0.08
1726→ n = @arrows_per_shot
1727→
1728→ if n == 1
1729→ -- Single arrow: full release, full recoil
1730→ @\fire_single_arrow shot_id, 0.2, 0.08
1731→ else
1732→ -- First arrow: scaled release, full recoil, then pull for next
1733→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
1734→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1735→
1736→ -- Remaining arrows
1737→ for i = 1, n - 1
1738→ is_last = i == n - 1
1739→ @timer\after i*arrow_delay, ->
1740→ if is_last
1741→ -- Last arrow: full release, scaled recoil
1742→ @\fire_single_arrow shot_id, 0.2, 0.08, arrow_delay
1743→ else
1744→ -- Middle arrow: scaled release and recoil, then pull for next
1745→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4, arrow_delay
1746→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1747→
1748→ @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
... [5 more lines]
I see the delay is actually 0.08 now (you must have tweaked it). The cooldown and cooldown_bar activate immediately at line 1748-1749. I need to delay them by the barrage duration (n - 1)*arrow_delay.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. For a single arrow (n=1), barrage_duration is 0 so the cooldown starts immediately as before. For multiple arrows, the cooldown starts after the last arrow fires.
Sometimes the recoil for the bow gets stuck on the fully recoiled position.
Let me check the timer\tween signature to make sure the parameter order is correct in recoil_weapon.
Grep (^\s+tween:)
161: tween: (duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function) =>
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
161→ tween: (duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function) =>
162→ name, target, values, easing, after = if type(name_or_target) == 'string'
163→ name_or_target, target_or_values, values_or_easing, easing_or_after, after_function
164→ else
165→ @\uid!, name_or_target, target_or_values, values_or_easing, easing_or_after
166→ easing = easing or math.linear
167→ initial_values = {}
168→ for key, _ in pairs values
169→ initial_values[key] = target[key]
170→ entry = {:name, mode: 'tween', time: 0, :duration, :target, :values, :initial_values, :easing, :after}
171→ if @\find name
172→ @entries[@\find name] = entry
173→ else
174→ @entries[] = entry
175→
176→ --[[
177→ Calls callback when parent[field] changes value.
178→
179→ Usage:
180→ @timer\watch 'hp', (current, previous) -> print "HP: #{previous} -> #{current}"
OK so the signature is tween(duration, name_or_target, ...) — if the second arg is a string, it's treated as a name. Let me verify the bow recoil call:
@timer\tween duration, 'recoil_return', @, {weapon_recoil_offset: 0}, math.cubic_out
That's: duration, name='recoil_return', target=@, values={weapon_recoil_offset: 0}, easing=math.cubic_out. This is correct.
Now let me think about what causes the stuck recoil. The issue is likely with multi-arrow firing. Each fire_single_arrow calls @\recoil_weapon, which creates a 'recoil_return' tween. Then bow_start_pull is called shortly after, which creates 'bow_release' and 'bow_sy_release' tweens — different names, no conflict.
But wait — what about the @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7? That's an anonymous timer. And fire_single_arrow is also called from a @timer\after i*arrow_delay callback. These are all on the ball's timer.
The issue might be: when the last arrow fires with @\recoil_weapon arrow_delay (0.08s tween), but then barrage_duration later the cooldown starts and the update loop's pull code kicks in. The pull code at line ~1352 does:
elseif @bow_pulling
@bow_pulling = false
...
@spring\pull 'weapon', 0.5
The spring\pull 'weapon' would override the weapon spring, but not the recoil. So that's not it.
Actually, I think the issue is simpler: when multiple arrows fire rapidly, the last recoil_weapon call sets @weapon_recoil_offset = 10 and starts a tween. But if the bow_fire is called again before the previous recoil tween finishes (edge case with very fast cooldowns or timing), the @bow_ready = false prevents that.
Hmm, let me check another possibility — could the tween be getting replaced by something with the same name but that doesn't tween weapon_recoil_offset? The name 'recoil_return' is only used in recoil_weapon. But could the timer be killed?
Actually, the most likely cause: if the ball takes a hit during the recoil tween, and take_damage or some collision handler cancels or interferes with timers. Let me check if anything resets timers broadly.
Grep (cancel.*recoil|weapon_recoil_offset)
1222: @weapon_recoil_offset = 0 -- position offset for gun recoil (moves toward ball)
1451: actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1575: @timer\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, ->
1577: @timer\tween duration, 'recoil_return', @, {weapon_recoil: 0, weapon_recoil_offset: 0}, math.linear
1580: @weapon_recoil_offset = 10
1581: @timer\tween duration, 'recoil_return', @, {weapon_recoil_offset: 0}, math.cubic_out
2027: wx = @weapon_x + weapon_t.x + @weapon_flip_x*(ball.weapon_recoil_offset or 0)
I think I see it. Look at the tween initialization logic (timer.yue line 167-169):
initial_values = {}
for key, _ in pairs values
initial_values[key] = target[key]
When a tween with name 'recoil_return' already exists and a new one is created, line 171-172 replaces it:
yuescript
if @\find name
@entries[@\find name] = entry
This replaces the entry entirely. So if the first arrow's recoil tween (0.2s, from 10→0) is mid-tween (say at offset=5), and the second arrow fires and creates a new 'recoil_return' tween, it captures initial_values = {weapon_recoil_offset: 10} (because @weapon_recoil_offset = 10 was just set) and tweens from 10→0. That's correct.
Wait — the issue might be with the last arrow specifically. The last arrow calls @\recoil_weapon arrow_delay with the scaled duration. But for the single arrow case (n==1), @\recoil_weapon nil is called, which uses the default 0.2. For the first arrow in a multi-shot, @\recoil_weapon nil — wait, let me re-check.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1728→ if n == 1
1729→ -- Single arrow: full release, full recoil
1730→ @\fire_single_arrow shot_id, 0.2, 0.08
1731→ else
1732→ -- First arrow: scaled release, full recoil, then pull for next
1733→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
1734→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1735→
1736→ -- Remaining arrows
1737→ for i = 1, n - 1
1738→ is_last = i == n - 1
1739→ @timer\after i*arrow_delay, ->
1740→ if is_last
1741→ -- Last arrow: full release, scaled recoil
1742→ @\fire_single_arrow shot_id, 0.2, 0.08, arrow_delay
1743→ else
1744→ -- Middle arrow: scaled release and recoil, then pull for next
1745→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4, arrow_delay
1746→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1747→
First arrow in multi-shot: fire_single_arrow(shot_id, arrow_delay*0.5, arrow_delay*0.4) — recoil_duration is nil → default 0.2. That's fine.
Let me look at bow_start_pull — does it do anything that could cancel the recoil tween?
Read (E:\a327ex\emoji-ball-battles\main.yue)
1771→ shot_id: shot_id
1772→
1773→ -- Start bow pull animation for next arrow
1774→ bow_start_pull: (duration) =>
1775→ @bow_arrow_alpha = 1
1776→ @timer\tween duration, @, {bow_pull_amount: 8}, math.quad_out, nil, 'bow_release'
1777→ @timer\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_release'
1778→
No conflict there — bow_start_pull uses 'bow_release' and 'bow_sy_release', not 'recoil_return'.
I think the issue is actually a race condition with the update loop's pull code. Let me re-read that.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1345→ @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
1346→ speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1347→ @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
1348→ elseif @weapon_type == 'bow'
1349→ -- Auto-pull bow when cooldown reaches 75%
1350→ bow_should_pull = @cooldown_bar.progress >= 0.75
1351→ if bow_should_pull
1352→ if not @bow_pulling
1353→ @bow_arrow_alpha = 1
1354→ @bow_pulling = true
1355→ @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
1356→ @bow_sy = math.lerp_dt(0.9, 0.5, dt, @bow_sy, 0.9)
1357→ elseif @bow_pulling
1358→ @bow_pulling = false
1359→ @bow_arrow_alpha = 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
1357→ elseif @bow_pulling
1358→ @bow_pulling = false
1359→ @bow_arrow_alpha = 0
1360→ @spring\pull 'weapon', 0.5
1361→ @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1362→ @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1363→ elseif @weapon_type == 'dagger'
1364→ -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
I think I found it. Here's the scenario:
- Cooldown bar reaches 75% → update loop sets
@bow_pulling = true, starts lerp_dt pull bow_is_alignedreturns true →bow_fireis calledbow_firesets@bow_pulling = false- Next frame: update loop runs BEFORE the timer.
bow_should_pullis false (cooldown just reset to 0).@bow_pullingis false. Neither branch executes. Fine.
But consider: the bow_fire → fire_single_arrow → @\recoil_weapon sets weapon_recoil_offset = 10 and starts a 0.2s tween. On the same frame, bow_fire is called from a when timer callback. The ball's update already ran this frame (ball updates before its timer children). So the recoil tween starts and will run on subsequent frames.
Actually, I think the issue might be simpler. When bow_fire triggers and @bow_pulling was true, the update loop's elseif @bow_pulling branch doesn't run this frame because bow_should_pull was true (cooldown was at 75%+). But bow_fire sets @bow_pulling = false. Next frame, bow_should_pull is false and @bow_pulling is false, so the elseif doesn't trigger — no release tween from the update loop. Good.
Hmm, let me think about this from a different angle. Could the problem be that @weapon_recoil_offset = 10 is set but the tween never starts because the timer is in a bad state? Or that duration ends up being 0 somehow?
What if arrow_delay is very small and recoil_duration is passed as a very small number? The tween would complete almost instantly. That shouldn't leave it stuck though.
Could it be that fire_single_arrow is called, sets @weapon_recoil_offset = 10, but then the ball dies before the tween completes? The timer would be killed, leaving the offset at 10. But the ball is dead so it wouldn't be visible...
Wait — does this happen when you restart/respawn? Is weapon_recoil_offset not reset on a new ball? That seems unlikely since a new ball is created fresh.
I think the most likely cause is: during multi-arrow firing, if bow_fire is somehow called again (or the when timer re-triggers), the recoil could get set to 10 and the tween overwritten by another one that finishes, leaving the first one stuck. But @bow_ready should prevent re-triggering...
Actually, you know what — it might just be that @weapon_recoil_offset needs to be explicitly reset to 0 at the start of bow_fire, as a safety net. That way even if a previous tween got lost, the next shot starts clean.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Added a reset of weapon_recoil_offset to 0 at the start of each bow_fire. This ensures any stuck recoil from a previous shot is cleared before the new volley begins. If a tween got lost or interrupted, the next shot starts clean.
This doesn't solve the actual problem though. It gets stuck after the barrage has ended, this only fixes it once a new shot happens, but it still looks wrong after the barrage.
You're right, resetting at the start of the next shot is just a band-aid. Let me think about what actually causes the tween to not complete.
Grep ('tween')
170: entry = {:name, mode: 'tween', time: 0, :duration, :target, :values, :initial_values, :easing, :after}
456: when 'during', 'tween'
503: when 'tween'
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
500→ entry.after! if entry.after
501→ to_remove[] = index
502→
503→ when 'tween'
504→ duration = entry.duration * (entry.multiplier or 1)
505→ progress = math.min entry.time / duration, 1
506→ eased = entry.easing progress
507→ for key, target_value in pairs entry.values
508→ entry.target[key] = math.lerp eased, entry.initial_values[key], target_value
509→ if entry.time >= duration
510→ entry.after! if entry.after
511→ to_remove[] = index
512→
513→ when 'watch'
514→ entry.previous = entry.current
515→ entry.current = @parent[entry.field]
516→ if entry.previous != entry.current
517→ entry.callback entry.current, entry.previous
518→ if entry.times
519→ entry.count += 1
520→ if entry.count >= entry.times
521→ entry.after! if entry.after
522→ to_remove[] = index
523→
524→ when 'when'
Now let me check how entry.time gets updated — is there a chance it never advances?
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
450→ return nil unless index
451→ entry = @entries[index]
452→ switch entry.mode
453→ when 'after', 'every', 'cooldown'
454→ delay = entry.delay * (entry.multiplier or 1)
455→ delay - entry.time
456→ when 'during', 'tween'
457→ duration = entry.duration * (entry.multiplier or 1)
458→ duration - entry.time
459→ when 'every_step', 'during_step'
460→ entry.delays[entry.step_index] - entry.time
461→ else
462→ nil
463→
464→ --[[
Grep (entry.time.*+|entry.time =)
396: entry.time = 0
399: entry.time = 0
402: entry.time = 0
405: entry.time = 0
475: entry.time += dt
539: entry.time = 0
542: entry.time = 0
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
470→ to_remove = {}
471→ for index, entry in ipairs @entries
472→ if entry.cancelled
473→ to_remove[] = index
474→ continue
475→ entry.time += dt
476→
477→ switch entry.mode
478→ when 'after'
479→ delay = entry.delay * (entry.multiplier or 1)
OK, entry.time += dt at line 475. During hit stop, dt=0, so tweens freeze. That's expected. But after hit stop, dt returns to normal and the tween should resume and complete.
Wait — I just realized something. Look at the tween replacement logic:
-- timer.yue line 171-174
if @\find name
@entries[@\find name] = entry
else
@entries[] = entry
When a tween is replaced, the NEW entry starts with time: 0. But what happens if two timer callbacks fire in the same frame and both create a tween with the same name?
For multi-arrow: the @timer\after i*arrow_delay callbacks and the @timer\after arrow_delay*0.3 callbacks could fire in the same timer update pass. If fire_single_arrow creates 'recoil_return' and then bow_start_pull runs in the same frame... but bow_start_pull doesn't touch 'recoil_return'.
Hmm, actually let me reconsider. Could the problem be with hit stop? If a hit stop triggers during the recoil tween (e.g., from a weapon-weapon collision or ball-ball collision), the ball's timer receives dt=0. The tween freezes. When hit stop ends, it resumes. But if weapon_recoil_offset was set to 10 right before a hit stop, and the hit stop lasts 0.3s, the recoil tween's time only advances by the actual dt it receives. So it should still complete after hit stop.
Actually, I think the real issue might be that the 'recoil_return' tween gets replaced by a tween that doesn't include weapon_recoil_offset. Let me check: could the gun's recoil_weapon path ever run on a bow ball? No, there's a weapon_type check.
Let me try a different theory: the issue might be with the update loop's pull release. When bow_fire sets @bow_pulling = false, and on the next frame the update loop enters the elseif @bow_pulling branch... wait, @bow_pulling is already false so it won't enter that branch. But what if there's a frame where bow_should_pull transitions from true to false while @bow_pulling is still true? That would trigger line 1360: @spring\pull 'weapon', 0.5. This doesn't affect recoil. So that's not it either.
You know what, I think the issue might just be that the tween duration is too short for the last arrow. With arrow_delay = 0.08, the recoil tween is 0.08s. If the recoil offset is 10, it needs to go from 10→0 in 0.08s. But with math.cubic_out easing, most of the movement happens early. The final value should reach 0 when time >= duration. Let me verify: at progress = 1, eased = math.cubic_out(1) = 1, lerp(1, 10, 0) = 0. Correct.
Unless... the issue is that entry.time never quite reaches duration due to floating point, and the tween gets stuck at a value very close to but not exactly 0? Looking at line 509: if entry.time >= duration → removes the entry. And line 508 sets the value via lerp. Even if it's not exactly 0, it should be extremely close.
Wait — but the user says it gets stuck at the fully recoiled position (10), not near-zero. This means the tween isn't running at all, or weapon_recoil_offset is being set back to 10 after the tween completes.
Could it be that the cooldown bar's progress reaching 75% triggers the update loop pull, which calls @spring\pull 'weapon', 0.5... no, that doesn't touch recoil_offset.
One more theory: what if bow_fire is called, sets @weapon_recoil_offset = 0 (the reset I just added), then fire_single_arrow → recoil_weapon sets it to 10 and creates the tween. But since @weapon_recoil_offset = 0 was set BEFORE recoil_weapon sets it to 10, the initial_values in the tween would capture... wait no, recoil_weapon explicitly sets @weapon_recoil_offset = 10 then creates the tween which captures initial_values from the current state (10). So initial_values = {weapon_recoil_offset: 10}, target = {weapon_recoil_offset: 0}. That's correct.
I'm stuck on the root cause from code analysis alone. Let me just ask the user for more details.
Does this happen consistently, or only sometimes? And does it happen with single arrows (n=1) or only with multi-arrow barrages? That would help narrow it down — if it only happens with multi-arrow, the issue is likely in the sequencing of timer callbacks. If it happens with single arrows too, the 'recoil_return' tween itself is getting lost somehow.
It happens only sometimes, and it's possible it only happens while the swords hit stop for the thrust happens? I'm not sure yet but I think this is it.
That makes sense. During hit stop, dt=0 so the recoil tween freezes. But the when condition still evaluates every frame, and if things line up wrong, the tween could get replaced or lost.
The simplest fix: don't use a tween for the bow recoil return at all. Instead, use lerp_dt in the bow's update section to always decay weapon_recoil_offset toward 0. This can't get stuck — any time dt > 0, it moves toward 0.
-- In recoil_weapon, bow path: just set the offset, no tween
elseif @weapon_type == 'bow'
@weapon_recoil_offset = 10
-- In the bow update section: always decay recoil
if @weapon_recoil_offset != 0
@weapon_recoil_offset = math.lerp_dt(0.9, 0.5, dt, @weapon_recoil_offset, 0)
This means the bow recoil is always self-correcting regardless of hit stops, timer issues, or tween conflicts. Does this sound right?
It seems like we've had multiple bugs regarding hit stop now. Isn't there a more general way to make timer module and hit stop work properly together?
[Request interrupted by user]
Huh, actually, interestingly, it seems to happen consistently when firing 3 arrows specifically. So at the end of the third arrow when arrows/shot = 3, it always looks wrong.
That's a very helpful clue. Let me trace the exact sequence for n=3 with arrow_delay=0.08:
- t=0: First arrow fires. Recoil tween
'recoil_return'created at entries index X, duration=0.2 - t=0.08: Middle arrow fires. Old tween has time=0.08 < 0.2, not complete. Replaced in-place at index X with new duration=0.08 tween. Fine.
- t=0.16: Last arrow fires. Middle arrow's tween has time=0.08 >= 0.08 — it completes this frame. Index X is added to
to_remove. Then in the same loop iteration, the last arrow's callback fires →recoil_weaponreplaces entry at index X with a new tween (time=0). After the loop,to_removestill has index X → removes the new tween.
The new recoil tween is immediately destroyed because the old tween at the same index was marked for removal in the same frame. weapon_recoil_offset stays at 10.
This happens specifically with 3+ arrows because the middle arrow's recoil duration (0.08) exactly equals arrow_delay (0.08), so it completes on the same frame the next arrow creates its replacement.
The cleanest fix that avoids this timer edge case entirely: use lerp_dt in the update loop instead of a tween for bow recoil.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the lerp_dt decay in the bow update section.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1348→ elseif @weapon_type == 'bow'
1349→ -- Auto-pull bow when cooldown reaches 75%
1350→ bow_should_pull = @cooldown_bar.progress >= 0.75
1351→ if bow_should_pull
1352→ if not @bow_pulling
1353→ @bow_arrow_alpha = 1
1354→ @bow_pulling = true
1355→ @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
1356→ @bow_sy = math.lerp_dt(0.9, 0.5, dt, @bow_sy, 0.9)
1357→ elseif @bow_pulling
1358→ @bow_pulling = false
1359→ @bow_arrow_alpha = 0
1360→ @spring\pull 'weapon', 0.5
1361→ @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1362→ @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1363→ elseif @weapon_type == 'dagger'
1364→ -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
1365→ -- 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.
Now recoil_weapon also no longer needs the duration parameter for bow (it's ignored). Let me also remove the @weapon_recoil_offset = 0 reset from bow_fire since the lerp_dt handles it naturally.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The bow recoil now decays via lerp_dt in the update loop instead of a timer tween. This completely sidesteps the timer entry replacement bug — it can't get stuck because it always moves toward 0 whenever dt > 0.
The more correct fix is actually to fix the timer module such that if a timer was marked to be removed this frame, but later in the same frame it was replaced, then it needs to be removed from the to be removed table. Go back to the tween solution and fix the timer module in this way, please.
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
464→ --[[
465→ Internal: processes all timer entries each frame.
466→
467→ Called automatically by the object update system.
468→ ]]
469→ update: (dt) =>
470→ to_remove = {}
471→ for index, entry in ipairs @entries
472→ if entry.cancelled
473→ to_remove[] = index
474→ continue
475→ entry.time += dt
476→
477→ switch entry.mode
478→ when 'after'
479→ delay = entry.delay * (entry.multiplier or 1)
480→ if entry.time >= delay
481→ entry.callback!
482→ to_remove[] = index
483→
484→ when 'every'
485→ delay = entry.delay * (entry.multiplier or 1)
486→ if entry.time >= delay
487→ entry.callback!
488→ entry.time -= delay
489→ if entry.times
490→ entry.count += 1
491→ if entry.count >= entry.times
492→ entry.after! if entry.after
493→ to_remove[] = index
... [30 more lines]
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
545→ if entry.count >= entry.times
546→ entry.after! if entry.after
547→ to_remove[] = index
548→ entry.last_condition = current_condition
549→
550→ when 'every_step'
551→ if entry.time >= entry.delays[entry.step_index]
552→ entry.callback!
553→ entry.time -= entry.delays[entry.step_index]
554→ entry.step_index += 1
555→ if entry.step_index > #entry.delays
556→ entry.after! if entry.after
557→ to_remove[] = index
558→
559→ when 'during_step'
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
559→ when 'during_step'
560→ if entry.time >= entry.delays[entry.step_index]
561→ entry.callback!
562→ entry.time -= entry.delays[entry.step_index]
563→ entry.step_index += 1
564→ if entry.step_index > #entry.delays
565→ entry.after! if entry.after
566→ to_remove[] = index
567→
568→ for i = #to_remove, 1, -1
569→ table.remove @entries, to_remove[i]
570→
Now let me look at how entries are replaced when a named tween is created during iteration. The key is the find and replace logic.
Grep (find)
44: Internal: finds entry index by name.
48: find: (name) =>
73: if @\find name
74: @entries[@\find name] = entry
104: if @\find name
105: @entries[@\find name] = entry
134: if @\find name
135: @entries[@\find name] = entry
171: if @\find name
172: @entries[@\find name] = entry
204: if @\find name
205: @entries[@\find name] = entry
236: if @\find name
237: @entries[@\find name] = entry
269: if @\find name
270: @entries[@\find name] = entry
308: if @\find name
309: @entries[@\find name] = entry
348: if @\find name
349: @entries[@\find name] = entry
367: index = @\find name
387: index = @\find name
428: index = @\find name
449: index = @\find name
The fix is straightforward. When an entry is replaced in-place during iteration, the to_remove list might have the stale index. The simplest approach: stamp each entry with a unique ID, and at removal time, verify the entry at the index is still the same one that was marked for removal.
Here's the change — I'll add an _id to each entry, track the _id in to_remove, and check it before removing:
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
1→global *
2→
3→--[[
4→ Timer child object for scheduling delayed, repeating, and conditional callbacks.
5→
6→ Usage:
7→ @\add timer!
8→ @timer\after 1, -> print 'fired after 1s'
9→ @timer\every 0.5, 'attack', -> @attack!
10→
11→ Timer is added as a child object. When the parent dies, the timer dies automatically.
12→ All timer methods support optional naming - named timers can be cancelled, triggered,
13→ and automatically replace previous timers with the same name.
14→
15→ Timer methods:
16→ Delayed: after, every, during, tween
17→ Conditional: watch, when, cooldown
18→ Varying: every_step, during_step
19→ Utility: cancel, trigger, set_multiplier, get_time_left
20→]]
21→class timer extends object
22→ --[[
23→ Creates a new timer.
24→
25→ Usage:
26→ @\add timer!
27→
28→ The timer is automatically named 'timer' and accessible as @timer on the parent.
29→ ]]
30→ new: =>
... [25 more lines]
Good — there's already a @next_id counter and uid method. I can use this to stamp entries. The fix: instead of storing just the index in to_remove, store {index, entry} (a reference to the entry object). At removal time, check that @entries[index] is still the same entry.
[Request interrupted by user]
Explain your solution to me first before writing any code.
The problem: during the timer's update loop, an entry at index X completes and X is added to to_remove. Later in the same loop, a callback fires that replaces the entry at index X with a new one (via @entries[@\find name] = entry). After the loop, table.remove @entries, X removes the new entry, not the old completed one.
My proposed fix: instead of storing just the index number in to_remove, store the index and a reference to the actual entry object — {index, entry}. At removal time (line 568-569), before removing, check that @entries[index] is still the same object that was marked. If it was replaced, skip the removal.
This way, if a callback during iteration replaces the entry at index X with a fresh one, the removal step sees that @entries[X] is no longer the same entry that completed, and leaves it alone.
OK, just make sure you're not leaking anything by referencing entry tables all over.
Good point. Here's a cleaner approach that avoids any extra references: instead of a to_remove list, mark entries directly with entry._remove = true. In the removal pass, iterate backwards over @entries and remove any with that flag. If an entry was replaced mid-iteration, the new entry won't have _remove = true, so it's safe. No extra tables or references — just a flag on objects already in @entries.
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated successfully.
Now handle the remaining cases and the removal loop.
Read (E:\a327ex\Anchor\framework\anchor\timer.yue)
513→ entry.previous = entry.current
514→ entry.current = @parent[entry.field]
515→ if entry.previous != entry.current
516→ entry.callback entry.current, entry.previous
517→ if entry.times
518→ entry.count += 1
519→ if entry.count >= entry.times
520→ entry.after! if entry.after
521→ to_remove[] = index
522→
523→ when 'when'
524→ current_condition = entry.condition!
525→ if current_condition and not entry.last_condition
526→ entry.callback!
527→ if entry.times
528→ entry.count += 1
529→ if entry.count >= entry.times
530→ entry.after! if entry.after
531→ to_remove[] = index
532→ entry.last_condition = current_condition
533→
534→ when 'cooldown'
535→ delay = entry.delay * (entry.multiplier or 1)
536→ current_condition = entry.condition!
537→ if current_condition and not entry.last_condition
538→ entry.time = 0
539→ if entry.time >= delay and current_condition
540→ entry.callback!
541→ entry.time = 0
542→ if entry.times
... [27 more lines]
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated successfully.
Now revert the lerp_dt workaround in main.yue and restore the tween-based bow recoil.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1348→ elseif @weapon_type == 'bow'
1349→ -- Decay recoil offset toward 0
1350→ if @weapon_recoil_offset != 0
1351→ @weapon_recoil_offset = math.lerp_dt(0.9, 0.5, dt, @weapon_recoil_offset, 0)
1352→ if math.abs(@weapon_recoil_offset) < 0.1
1353→ @weapon_recoil_offset = 0
1354→ -- Auto-pull bow when cooldown reaches 75%
1355→ bow_should_pull = @cooldown_bar.progress >= 0.75
1356→ if bow_should_pull
1357→ if not @bow_pulling
1358→ @bow_arrow_alpha = 1
1359→ @bow_pulling = true
1360→ @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
1361→ @bow_sy = math.lerp_dt(0.9, 0.5, dt, @bow_sy, 0.9)
1362→ elseif @bow_pulling
1363→ @bow_pulling = false
1364→ @bow_arrow_alpha = 0
1365→ @spring\pull 'weapon', 0.5
1366→ @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1367→ @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now restore the tween in recoil_weapon.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1572→ recoil_weapon: (duration=0.2) =>
1573→ if @weapon_type == 'gun'
1574→ -- Kick back: rotate and pull toward ball
1575→ @timer\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, ->
1576→ -- Return to rest
1577→ @timer\tween duration, 'recoil_return', @, {weapon_recoil: 0, weapon_recoil_offset: 0}, math.linear
1578→ elseif @weapon_type == 'bow'
1579→ -- Pull toward ball, no rotation (decays via lerp_dt in update)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me build the framework to make sure the timer change compiles.
Bash (cd E:/a327ex/Anchor/framework && ./run.bat 2>&1 | head -20)
Rewritten built main.lua
Rewritten built anchor/animation.lua
Rewritten built anchor/array.lua
Rewritten built anchor/camera.lua
Rewritten built anchor/collider.lua
Rewritten built anchor/color.lua
Rewritten built anchor/font.lua
Rewritten built anchor/image.lua
Rewritten built anchor/init.lua
Rewritten built anchor/layer.lua
Rewritten built anchor/math.lua
Rewritten built anchor/object.lua
Rewritten built anchor/random.lua
Rewritten built anchor/shake.lua
Rewritten built anchor/spring.lua
Rewritten built anchor/spritesheet.lua
Rewritten built anchor/timer.lua
Anchor Engine starting...
Game folder: .
Loading: main.lua
Compiles fine. Let me verify the compiled timer.lua to make sure the removal loop is correct.
Grep (_remove)
472:entry._remove = true
481:entry._remove = true end elseif
492:entry._remove = true end end end elseif
500:entry._remove = true end elseif
510:entry._remove = true end elseif
521:entry._remove = true end end end elseif
531:entry._remove = true end end end
546:entry._remove = true end end end
556:entry._remove = true end end elseif
565:entry._remove = true end end end::_continue_0::end;for i = #
568:self.entries[i]._remove then
Read (E:\a327ex\Anchor\framework\anchor\timer.lua)
565→entry._remove = true end end end::_continue_0::end;for i = #
566→
567→self.entries, 1, -1 do if
568→self.entries[i]._remove then
569→table.remove(self.entries, i)end end end }for _key_0, _val_0 in pairs(_parent_0.__base) do if _base_0[_key_0] == nil and _key_0:match("^__") and not (_key_0 == "__index" and _val_0 == _parent_0.__base) then _base_0[_key_0] = _val_0 end end;if _base_0.__index == nil then _base_0.__index = _base_0 end;setmetatable(_base_0, _parent_0.__base)_class_0 = setmetatable({ __init = function(self)_class_0.__parent.__init(self, 'timer')self.entries = { }self.next_id = 1 end, __base = _base_0, __name = "timer", __parent = _parent_0 }, { __index = function(cls, name)local val = rawget(_base_0, name)if val == nil then local parent = rawget(cls, "__parent")if parent then return parent[name]end else return val end end, __call = function(cls, ...)local _self_0 = setmetatable({ }, _base_0)cls.__init(_self_0, ...)return _self_0 end })_base_0.__class = _class_0;if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0)end;timer = _class_0;return _class_0 end
The compiled code looks correct: for i = #self.entries, 1, -1 do if self.entries[i]._remove then table.remove(self.entries, i) end end.
Done. Here's a summary:
Timer fix (timer.yue): Instead of collecting indices in a to_remove list, entries are now marked with entry._remove = true directly. The removal pass iterates backwards over @entries and removes flagged entries. If a callback during iteration replaces an entry at the same index (via @entries[@\find name] = new_entry), the new entry doesn't have _remove, so it survives.
Game code: Reverted the lerp_dt workaround, restored the tween-based bow recoil in recoil_weapon.
OK, now, and this is why I ask for you to not make changes to code before telling me, we don't use _ prefix in variable names in this codebase, so _remove -> to_be_removed
Edit (E:\a327ex\Anchor\framework\anchor\timer.yue)
The file E:\a327ex\Anchor\framework\anchor\timer.yue has been updated. All occurrences of '._remove' were successfully replaced with '.to_be_removed'.
Done.
You changed only Anchor.
Glob (/emoji-ball-battles//timer.yue)
E:\a327ex\emoji-ball-battles\anchor\timer.yue
Read (E:\a327ex\emoji-ball-battles\anchor\timer.yue)
464→ --[[
465→ Internal: processes all timer entries each frame.
466→
467→ Called automatically by the object update system.
468→ ]]
469→ update: (dt) =>
470→ to_remove = {}
471→ for index, entry in ipairs @entries
472→ if entry.cancelled
473→ to_remove[] = index
474→ continue
475→ entry.time += dt
476→
477→ switch entry.mode
478→ when 'after'
479→ delay = entry.delay * (entry.multiplier or 1)
480→ if entry.time >= delay
481→ entry.callback!
482→ to_remove[] = index
483→
484→ when 'every'
485→ delay = entry.delay * (entry.multiplier or 1)
486→ if entry.time >= delay
487→ entry.callback!
488→ entry.time -= delay
489→ if entry.times
490→ entry.count += 1
491→ if entry.count >= entry.times
492→ entry.after! if entry.after
493→ to_remove[] = index
... [77 more lines]
This copy still has the old code. Let me apply the same fix.
Edit (E:\a327ex\emoji-ball-battles\anchor\timer.yue)
The file E:\a327ex\emoji-ball-battles\anchor\timer.yue has been updated successfully.
Done. Both copies updated — Anchor/framework/anchor/timer.yue and emoji-ball-battles/anchor/timer.yue.
OK let me test it now.
[Request interrupted by user]
Increase bow firing cooldown by 25% and, whenever the barrage is happening, decrease the rotation velocity of the ball by 50%. Like, make its rotation slower by adding a multiplier to it? Or something like that. It should feel natural though.
Let me check the current bow cooldown and how angular velocity is managed.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1146→ @camera_shake_multiplier = 1.0
1147→ @arrows_per_shot = 1
1148→ @bow_cooldown = 2
1149→ @bow_pull_amount = 0
1150→ @bow_sy = 1
Grep (angular_damping|set_angular_velocity)
639: ball_a.collider\set_angular_velocity av_a
640: ball_b.collider\set_angular_velocity av_b
646: ball_a.collider\set_angular_velocity math.sign(av_a)*ball_a.max_angular_velocity
648: ball_b.collider\set_angular_velocity math.sign(av_b)*ball_b.max_angular_velocity
757: ball_object.collider\set_angular_velocity av
1282: @collider\set_angular_velocity angular_sign*new_speed
1289: @collider\set_angular_velocity angular_sign*new_speed
1669: @collider\set_angular_velocity 0
1697: @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
1798: @collider\set_angular_velocity @base_angular_velocity
Read (E:\a327ex\emoji-ball-battles\main.yue)
1268→ @angle = @collider\get_angle!
1269→
1270→ -- Angular velocity guardrails (skip during thrust)
1271→ angular_velocity = @collider\get_angular_velocity!
1272→ angular_speed = math.abs(angular_velocity)
1273→ angular_sign = math.sign(angular_velocity)
1274→
1275→ if not @thrusting
1276→ if angular_speed > @base_angular_velocity
1277→ @time_above_base += dt
1278→ @time_below_base = 0
1279→ if @time_above_base > @above_base_grace_period
1280→ -- Decay toward base (90% of distance in 1 second)
1281→ new_speed = math.lerp_dt(0.9, 1, dt, angular_speed, @base_angular_velocity)
1282→ @collider\set_angular_velocity angular_sign*new_speed
1283→ elseif angular_speed < @base_angular_velocity
1284→ @time_below_base += dt
1285→ @time_above_base = 0
1286→ if @time_below_base > @below_base_grace_period
1287→ -- Increase toward base (90% of distance in 0.5 seconds)
1288→ new_speed = math.lerp_dt(0.9, 0.5, dt, angular_speed, @base_angular_velocity)
1289→ @collider\set_angular_velocity angular_sign*new_speed
1290→ else
1291→ @time_above_base = 0
1292→ @time_below_base = 0
1293→
1294→ -- Weapon-specific update logic
1295→ if @weapon_type == 'sword'
1296→ -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
1297→ -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
Good. The guardrails system continuously pushes angular velocity toward @base_angular_velocity. So the most natural approach: during the barrage, temporarily halve @base_angular_velocity. The guardrails will smoothly decay the rotation down. After the barrage, restore it and the guardrails will smoothly bring it back up.
Here's what I'd do:
@bow_cooldown = 2.5(25% increase from 2)- In
bow_fire, whenn > 1: halve@base_angular_velocity, then in the barrage_duration callback restore it
-- In bow_fire, before scheduling arrows:
if n > 1
@base_angular_velocity *= 0.5
-- In the barrage_duration callback, after cooldown setup:
@base_angular_velocity *= 2
The guardrails do the smooth interpolation automatically. Does this look right?
What about if the ball suddenly receives some rotation from a parry?
Good point. If a parry spins the ball up during the barrage, then at barrage end we'd double that boosted velocity's base, which is wrong. Instead of multiplying/dividing, I should save and restore the original value:
-- In bow_fire, when n > 1:
@pre_barrage_base_angular_velocity = @base_angular_velocity
@base_angular_velocity *= 0.5
-- In barrage_duration callback:
@base_angular_velocity = @pre_barrage_base_angular_velocity
This way the restore is absolute, not relative. Does this look right?
No, I mean that if we get a parry rotation, we'll still be rotating fast during the barrage, no? Since that's added on top of base_angular_velocity. I want the rotation to be consistently lower during barrage, but not the same such that it doesn't respond to other sources of rotation. It should just respond to them less.
Right — changing base_angular_velocity only affects the guardrails' target. A parry impulse would still spin it fast.
The right tool for this is angular damping on the collider. Higher damping = all rotation is dampened proportionally, including from external sources like parries. It's a multiplier on the physics itself, so it feels natural.
-- In bow_fire, when n > 1:
@collider\set_angular_damping 3 -- dampen all rotation during barrage
-- In barrage_duration callback:
@collider\set_angular_damping 0 -- restore normal
The ball still responds to parry impulses, just less. The guardrails continue working normally but the damping fights against high speeds. Want me to try this? The damping value (3) is a guess — might need tuning.
Great, let's try it.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the angular damping during barrage.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1719→ -- Bow callback: fire volley of arrows
1720→ bow_fire: =>
1721→ @bow_ready = false
1722→ @bow_pulling = false
1723→ @bow_shot_id += 1
1724→ shot_id = @bow_shot_id
1725→ arrow_delay = 0.08
1726→ n = @arrows_per_shot
1727→
1728→ if n == 1
1729→ -- Single arrow: full release, full recoil
1730→ @\fire_single_arrow shot_id, 0.2, 0.08
1731→ else
1732→ -- First arrow: scaled release, full recoil, then pull for next
1733→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
1734→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1735→
1736→ -- Remaining arrows
1737→ for i = 1, n - 1
1738→ is_last = i == n - 1
1739→ @timer\after i*arrow_delay, ->
1740→ if is_last
1741→ -- Last arrow: full release, scaled recoil
1742→ @\fire_single_arrow shot_id, 0.2, 0.08, arrow_delay
1743→ else
1744→ -- Middle arrow: scaled release and recoil, then pull for next
1745→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4, arrow_delay
1746→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1747→
1748→ barrage_duration = (n - 1)*arrow_delay
... [5 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Cooldown is now 2.5s (up from 2), and during multi-arrow barrages, angular damping is set to 3 (slows rotation proportionally), then restored to 0 when the barrage ends.
Actually, it should be high angular damping whenever we're firing + have the string pulled. So when it starts being pulled at 75% of cooldown I believe?
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me go through the conversation chronologically:
Initial setup: User wants to continue implementing the bow in emoji-ball-battles. Read todo.md which has bow-related tasks:
- Arrows shot increase by 1 on hit (bow scaling)
- 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 rotate slowly
- Sounds for bow and sword
Read codebase files: Engine overview, Framework API Quick, main.yue (too large, read in sections). Searched for bow/arrow related code.
First fix - Remove bow_has_fired: User wanted to remove the
bow_has_firedflag that prevented the first shot from showing a drawn arrow. Removed from three places: init (line 1147), update (line 1344), and bow_fire (line 1711).Task 1 - Arrow scaling on hit: Added
arrows_per_shot += 1in projectile-ball sensor handler. Initially included emoji_text "+1 arrow" but user said to remove it.Thrust bug investigation: User reported that sometimes the sword thrust's hit stop triggers but the actual thrust never happens. Traced through the code and found line 683:
ball_object\thrust_end!in the ball-wall collision handler cancels the thrust on wall hit. If the ball hits a wall right after thrust starts, it cancels immediately.Thrust fix: Added condition
ball_object.thrust_progress > 0.1so thrust can't be cancelled in the first 10% of progress.Task 2 - Multiple arrows: Extensive discussion about firing multiple arrows with delay. Key design decisions:
- Fire in same direction as ball (delay makes arrows fan out)
- Fast pull animation for each arrow
- Per-shot scaling (not per-arrow) using shot_id system
- First arrow: full pull (from update loop), release depends on whether more arrows follow
- Middle arrows: arrow_delay scaled pull and release
- Last arrow: arrow_delay scaled pull, full release (0.2, 0.08)
- User corrected multiple times about animation timing
Recoil: Added bow recoil via
recoil_weaponwith weapon_type conditional. Gun has rotate+pull, bow has pull only. Applied to weapon_ui. Made recoil scale with arrow_delay (full on first shot, scaled on subsequent).Recoil stuck bug: User reported recoil gets stuck at fully recoiled position, specifically with 3 arrows. Root cause: timer system bug where a named entry completes and is marked for removal, then a callback in the same frame replaces it at the same index, but the removal still happens at that index, deleting the NEW entry.
Timer fix: Changed from index-based
to_removelist to entry-basedentry.to_be_removedflag. Initially used_removebut user corrected - no _ prefix in this codebase, changed toto_be_removed. Applied to bothAnchor/framework/anchor/timer.yueandemoji-ball-battles/anchor/timer.yue.Cooldown increase: Changed bow_cooldown from 2 to 2.5 (25% increase).
Angular damping during barrage: User wants rotation to be consistently slower during barrage. Discussed several approaches:
- Changing base_angular_velocity (rejected - doesn't affect parry impulses)
- Saving/restoring base value (rejected - parry during barrage would be wrong on restore)
- Angular damping on collider (accepted - physics-based, proportional)
Initially implemented damping only during multi-arrow barrage. User then said it should apply whenever the string is pulled (from 75% cooldown progress). This is the CURRENT unfinished task.
Key files: -
E:\a327ex\emoji-ball-battles\main.yue- main game code -E:\a327ex\Anchor\framework\anchor\timer.yue- timer module (bug fix) -E:\a327ex\emoji-ball-battles\anchor\timer.yue- game's copy of timer moduleCurrent state: The angular damping is currently set in
bow_fire(when n > 1) and cleared in the barrage_duration callback. User wants it to instead apply whenever the bow is being pulled (from 75% cooldown onwards), not just during the barrage. This means moving the damping logic to the bow update section wherebow_should_pullis checked.Summary: 1. Primary Request and Intent: The user is implementing bow mechanics for emoji-ball-battles game. The session covered multiple bow-related tasks from todo.md: - Remove
bow_has_firedspecial-casing for first shot - Arrows shot increase by 1 on hit (per-shot, not per-arrow scaling) - Multiple arrows firing with delay between each, with pull/release animations - Bow recoil on fire (weapon_recoil_offset) - Fix timer module bug causing recoil to get stuck - Increase bow cooldown by 25% - Slow ball rotation (angular damping) whenever bow string is pulled, including during barrage and the 75% cooldown pull phase
Key Technical Concepts:
- YueScript game code compiled to Lua
- Anchor engine: object system, timer system, collider (Box2D physics), spring animations
- Timer entry replacement bug: when a named entry completes and is marked for removal in the same frame a callback replaces it at the same index, the new entry gets incorrectly removed
timer\tweennamed entries can replace each other via@entries[@\find name] = entrytimer\whenfires on rising edge (false→true transition)- Angular damping via
collider\set_angular_dampingfor physics-based rotation slowdownlerp_dtfor framerate-independent interpolationweapon_recoil_offsetshifts weapon position toward ball along facing direction- Operator spacing convention: no spaces for
*and/, spaces for+and-Files and Code Sections:
E:\a327ex\emoji-ball-battles\main.yue— Main game code
- Removed
bow_has_firedflag (init, update, bow_fire)- Added per-shot scaling with
bow_shot_id/bow_last_scaled_shot_idtracking- Rewrote
bow_fireto orchestrate multi-arrow volleys with staggered timing- Added
fire_single_arrowmethod for per-arrow release animation + spawn- Added
bow_start_pullmethod for pull-back animation between arrows- Added
recoil_weaponwith weapon_type conditionals (gun: rotate+pull, bow: pull only)- Added
weapon_recoil_offsetto weapon_ui bow drawing- Fixed thrust cancel bug (10% progress threshold)
- Changed
bow_cooldownfrom 2 to 2.5- Added angular damping during barrage (currently in bow_fire, needs to move to update loop)
Current
bow_fire: ```yuescript bow_fire: => @bow_ready = false @bow_pulling = false @bow_shot_id += 1 shot_id = @bow_shot_id arrow_delay = 0.08 n = @arrows_per_shotif n == 1 @\fire_single_arrow shot_id, 0.2, 0.08 else @collider\set_angular_damping 3 @\fire_single_arrow shot_id, arrow_delay0.5, arrow_delay0.4 @timer\after arrow_delay0.3, -> @\bow_start_pull arrow_delay0.7 for i = 1, n - 1 is_last = i == n - 1 @timer\after iarrow_delay, -> if is_last @\fire_single_arrow shot_id, 0.2, 0.08, arrow_delay else @\fire_single_arrow shot_id, arrow_delay0.5, arrow_delay0.4, arrow_delay @timer\after arrow_delay0.3, -> @\bow_start_pull arrow_delay*0.7
barrage_duration = (n - 1)*arrow_delay @timer\after barrage_duration, -> @collider\set_angular_damping 0 @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true @cooldown_bar\activate @bow_cooldown ```
Current bow update section (where damping needs to move):
yuescript elseif @weapon_type == 'bow' -- Auto-pull bow when cooldown reaches 75% bow_should_pull = @cooldown_bar.progress >= 0.75 if bow_should_pull if not @bow_pulling @bow_arrow_alpha = 1 @bow_pulling = true @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) 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'Current
recoil_weapon:yuescript recoil_weapon: (duration=0.2) => if @weapon_type == 'gun' @timer\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, -> @timer\tween duration, 'recoil_return', @, {weapon_recoil: 0, weapon_recoil_offset: 0}, math.linear elseif @weapon_type == 'bow' @weapon_recoil_offset = 10 @timer\tween duration, 'recoil_return', @, {weapon_recoil_offset: 0}, math.cubic_outCurrent
fire_single_arrow: ```yuescript fire_single_arrow: (shot_id, release_duration, sy_duration, recoil_duration) => @bow_arrow_alpha = 0 @spring\pull 'weapon', 0.6 @spring\pull 'hit', 0.25, 3, 0.5 @\recoil_weapon recoil_duration @timer\tween release_duration, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release' @timer\tween sy_duration, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'spawn_x = @x + 20math.cos(@angle) spawn_y = @y + 20math.sin(@angle) @parent.projectiles\add projectile spawn_x, spawn_y, projectile_type: 'arrow' velocity: 3 direction: @angle flash_on_spawn: true team: @team bounces: 0 shot_id: shot_id ```
Projectile-ball scaling check:
yuescript -- Bow scaling: +1 arrow per shot (not per arrow) if owner.weapon_type == 'bow' and projectile_object.shot_id != owner.bow_last_scaled_shot_id owner.bow_last_scaled_shot_id = projectile_object.shot_id owner.arrows_per_shot += 1Thrust cancel fix:
yuescript -- Cancel thrust on wall hit (only after 10% progress to avoid cancelling before it starts) if ball_object.thrusting and ball_object.thrust_progress > 0.1 ball_object\thrust_end!Weapon UI bow recoil offset:
yuescript wx = @weapon_x + weapon_t.x + @weapon_flip_x*(ball.weapon_recoil_offset or 0)
E:\a327ex\Anchor\framework\anchor\timer.yue— Timer module (bug fix)
- Changed from index-based
to_removelist toentry.to_be_removedflag- Removal loop changed to backwards iteration checking flag on actual entries ```yuescript -- Old removal (buggy): for i = #to_remove, 1, -1 table.remove @entries, to_remove[i]
-- New removal (fixed): for i = #@entries, 1, -1 if @entries[i].to_be_removed table.remove @entries, i ```
E:\a327ex\emoji-ball-battles\anchor\timer.yue— Game's copy of timer module (same fix applied)Errors and fixes:
bow_has_firedspecial-casing: User wanted it removed so bow shows pull animation from the start. Removed all 3 references.- Thrust never happening after hit stop: Root cause was ball-wall collision calling
thrust_end!immediately. Fixed by addingthrust_progress > 0.1check.- No emoji text for bow scaling: User said "Let's not have text added for this" — removed the
emoji_textspawn for arrow scaling.- Recoil stuck at max value with 3 arrows: Root cause was timer system bug where named entry replacement during iteration caused new entry to be incorrectly removed. Fixed by using
entry.to_be_removedflag instead of index-based removal.- Used
_removeas field name: User corrected — no_prefix convention in this codebase. Changed toto_be_removed.- Only changed Anchor timer, not game timer: User pointed out the game has its own copy at
emoji-ball-battles/anchor/timer.yue. Applied same fix there.- Presented code before explaining: User said "this is why I ask for you to not make changes to code before telling me" — should present approach first.
Problem Solving:
- Traced timer entry replacement bug through detailed analysis of ipairs iteration, entry replacement via
@entries[@\find name] = entry, andto_removeindex-based removal- Investigated multiple theories for recoil stuck bug before user's clue about "3 arrows specifically" led to the exact root cause
- Discussed multiple approaches for rotation slowdown (base_angular_velocity change, save/restore, angular damping) before settling on physics-based angular damping
All user messages:
- "Hello, Claude. Let's continue implementing the bow. I believe @emoji-ball-battles\todo.md has a list of remaining tasks for it."
- "Let's fix one thing first, there's some specific code added, something about bow_has_fired or similiar, that exists solely to make the first shot not look visibly like it starts with an arrow drawn. I'd like to remove that code."
- "Yes." (approving bow_has_fired removal)
- "Great, now let's do the first task."
- "Let's not have text added for this. Also, sometimes a thrust's hit stop triggers, but the actual thrust itself never happens. This isn't the case all the time. What could it be?"
- "The hit stop happens, everything freezes, but the actual thrust never happens. The thrusting emoji text is spawned but it's all white and quickly dies, since the thrust ended before it even happened, indicating that its progress was 0. I actually need to check if this only happens when the ball also hits a wall at the same time? Since that could be the issue. While I check, try to think further of what it might be. Don't do any code changes."
- "Then let's add a condition that says the thrust can't be cancelled unless its progress is past 10%. This way, it prevents the immediate cancel that doesn't start the thrust movement."
- "OK, now let's do the next task. Let's fire multiple arrows according to the number. Importantly, we want to increase the number of arrows not per arrow hit, since that would make the increase too large when we're firing many arrows, but per shot. So if we're firing 10 arrows that are part of a single shot, if any of those arrows hits the enemies it should count as 1 increase and not 10."
- "Always fire in the same direction as the ball. The delay will make sure the arrows will fan out. Yes, do a fast version of the pull animation for each + springs and other effects. Do this like it is done for the gun code, since that also has a burst that fires 3 shots in sequence, it's the same idea, except here the delay should be lower than the initial delay there. Let's try 0.1s at first."
- "I see now that the tweens there are actually for releasing the string, not for pulling it. Where's the pulling happening and how are you making sure that it's happening over 0.1s?"
- "Yes, let's just make sure that the first shot has the full pull animation without the scaled delay, and that the last shot has the full release animation (0.2, 0.8). Only shots in between should be affected by the 0.1s delay both in the pull and release."
- "First arrow should be full pull. It should only be full release if there are no remaining arrows. Otherwise, it should be shorter release. Middle arrows should have arrow_delay scaled pull and release, last arrow should have arrow_delay scaled pull but full release."
- "Sure." (approving final multi-arrow code)
- "Shouldn't the pull speed be based on how fast the shots are happening? So fire_single_arrow should take 0.1 as an argument and its tween for progress should be based on that value, right?" (this was already addressed)
- "Sure, let's try it." (approving bow recoil)
- "Let's use the recoil_weapon function and have a conditional there for gun and bow"
- "OK, now let's also apply it all to weapon_ui, and let's make sure it also works scaled by arrow_delay. Full recoil on first, scaled on all subsequent ones."
- "Couldn't we refactor the UI drawing so that we don't have to have any specific code for it? It just draws the weapon exactly as it is drawn in the ball, except rotated and scaled differently?"
- "No, I was just wondering. Do the code as you were going to do it in the last response."
- "OK, now let's make arrow density 0.1, and let's change the delay between shots to 0.05s."
- "Let's make it so that the cooldown for the next shot only starts going once the firing is done for the current barrage."
- "Sometimes the recoil for the bow gets stuck on the fully recoiled position."
- "It happens only sometimes, and it's possible it only happens while the swords hit stop for the thrust happens? I'm not sure yet but I think this is it."
- "Huh, actually, interestingly, it seems to happen consistently when firing 3 arrows specifically. So at the end of the third arrow when arrows/shot = 3, it always looks wrong."
- "It seems like we've had multiple bugs regarding hit stop now. Isn't there a more general way to make timer module and hit stop work properly together? Huh, actually, interestingly, it seems to happen consistently when firing 3 arrows specifically..."
- "This doesn't solve the actual problem though. It gets stuck after the barrage has ended, this only fixes it once a new shot happens, but it still looks wrong after the barrage."
- "The more correct fix is actually to fix the timer module such that if a timer was marked to be removed this frame, but later in the same frame it was replaced, then it needs to be removed from the to be removed table. Go back to the tween solution and fix the timer module in this way, please."
- "Explain your solution to me first before writing any code."
- "OK, just make sure you're not leaking anything by referencing entry tables all over."
- "OK let me test it now. Increase bow firing cooldown by 25% and, whenever the barrage is happening, decrease the rotation velocity of the ball by 50%..."
- "OK, now, and this is why I ask for you to not make changes to code before telling me, we don't use _ prefix in variable names in this codebase, so _remove -> to_be_removed"
- "You changed only Anchor." (reminder to also change emoji-ball-battles copy)
- "What about if the ball suddenly receives some rotation from a parry?"
- "No, I mean that if we get a parry rotation, we'll still be rotating fast during the barrage, no? Since that's added on top of base_angular_velocity. I want the rotation to be consistently lower during barrage, but not the same such that it doesn't respond to other sources of rotation. It should just respond to them less."
- "Great, let's try it." (approving angular damping approach)
- "Actually, it should be high angular damping whenever we're firing + have the string pulled. So when it starts being pulled at 75% of cooldown I believe?"
Pending Tasks:
- Move angular damping to the bow update section so it applies whenever
bow_should_pullis true (75% cooldown) AND during the barrage, not just during multi-arrow barrages- Remove the damping set/clear from
bow_fireand barrage_duration callback- Remaining bow tasks from todo.md (not yet started):
- Arrows stick to walls
- Arrows disappear from walls like plants disappear blinking
- Parried arrows disappear blinking too, rotate slowly
- Sounds for bow and sword
Current Work: The user just requested that angular damping should apply whenever the bow string is pulled (from 75% cooldown progress onward), not just during multi-arrow barrages. This means moving the
set_angular_damping 3into the bow update section wherebow_should_pullis checked, andset_angular_damping 0when the pull stops. The current damping code inbow_fire(@collider\set_angular_damping 3) and the barrage callback (@collider\set_angular_damping 0) should be removed and replaced with logic in the bow update section.The relevant bow update section is at approximately line 1348-1362 of main.yue:
yuescript elseif @weapon_type == 'bow' -- Auto-pull bow when cooldown reaches 75% bow_should_pull = @cooldown_bar.progress >= 0.75 if bow_should_pull if not @bow_pulling @bow_arrow_alpha = 1 @bow_pulling = true @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) 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'Optional Next Step: Move angular damping into the bow update section. The user said: "Actually, it should be high angular damping whenever we're firing + have the string pulled. So when it starts being pulled at 75% of cooldown I believe?"
The approach: in the bow update section, set
@collider\set_angular_damping 3whenbow_should_pullis true OR during the barrage (arrows are being fired), and set@collider\set_angular_damping 0when neither condition holds. Remove the damping set/clear frombow_fireand the barrage_duration callback. Need to track whether a barrage is in progress (add a@bow_barragingflag or similar).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\72e892ad-1814-45ff-873e-58b40ba6d2e0.jsonl Please continue the conversation from where we left it off without asking the user any further questions. Continue with the last task that you were asked to work on.
Let me read the current state of the relevant code sections in main.yue.
Grep (barrage_duration)
1746- else
1747- -- Middle arrow: scaled release and recoil, then pull for next
1748- @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4, arrow_delay
1749- @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1750-
1751: barrage_duration = (n - 1)*arrow_delay
1752: @timer\after barrage_duration, ->
1753- @collider\set_angular_damping 0
1754- @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1755- @cooldown_bar\activate @bow_cooldown
1756-
1757- -- Fire a single arrow with release animation
Now let me see the full bow update section and the bow_fire function more completely.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1348→ elseif @weapon_type == 'bow'
1349→ -- Auto-pull bow when cooldown reaches 75%
1350→ bow_should_pull = @cooldown_bar.progress >= 0.75
1351→ if bow_should_pull
1352→ if not @bow_pulling
1353→ @bow_arrow_alpha = 1
1354→ @bow_pulling = true
1355→ @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
1356→ @bow_sy = math.lerp_dt(0.9, 0.5, dt, @bow_sy, 0.9)
1357→ elseif @bow_pulling
1358→ @bow_pulling = false
1359→ @bow_arrow_alpha = 0
1360→ @spring\pull 'weapon', 0.5
1361→ @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1362→ @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1363→ elseif @weapon_type == 'dagger'
1364→ -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
1365→ -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
1366→ -- Disabled when base velocity reaches 6.5π (~25 hits)
1367→ -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit
1368→ @can_swing_sound_time += dt
1369→ if @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
1370→ if not @fast_spinning
1371→ @fast_spinning = true
1372→ @rotation_accumulator = 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
1720→ bow_fire: =>
1721→ @bow_ready = false
1722→ @bow_pulling = false
1723→ @bow_shot_id += 1
1724→ shot_id = @bow_shot_id
1725→ arrow_delay = 0.08
1726→ n = @arrows_per_shot
1727→
1728→ if n == 1
1729→ -- Single arrow: full release, full recoil
1730→ @\fire_single_arrow shot_id, 0.2, 0.08
1731→ else
1732→ -- Dampen rotation during barrage
1733→ @collider\set_angular_damping 3
1734→
1735→ -- First arrow: scaled release, full recoil, then pull for next
1736→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
1737→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1738→
1739→ -- Remaining arrows
1740→ for i = 1, n - 1
1741→ is_last = i == n - 1
1742→ @timer\after i*arrow_delay, ->
1743→ if is_last
1744→ -- Last arrow: full release, scaled recoil
1745→ @\fire_single_arrow shot_id, 0.2, 0.08, arrow_delay
1746→ else
1747→ -- Middle arrow: scaled release and recoil, then pull for next
1748→ @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4, arrow_delay
1749→ @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
... [10 more lines]
Let me also check where bow variables are initialized.
Grep (bow_ready|bow_pulling|arrows_per_shot)
790- owner.bow_last_scaled_shot_id = projectile_object.shot_id
791: owner.arrows_per_shot += 1
792-
--
1146- @camera_shake_multiplier = 1.0
1147: @arrows_per_shot = 1
1148- @bow_cooldown = 2.5
--
1152- @bow_last_scaled_shot_id = 0
1153: @bow_pulling = false
1154- @bow_arrow_alpha = 0
--
1259- elseif @weapon_type == 'bow'
1260: @bow_ready = true
1261: @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
1262-
--
1351- if bow_should_pull
1352: if not @bow_pulling
1353- @bow_arrow_alpha = 1
[Showing results with pagination = limit: 20, offset: 0]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1145→ @hit_particle_multiplier = 1.0
1146→ @camera_shake_multiplier = 1.0
1147→ @arrows_per_shot = 1
1148→ @bow_cooldown = 2.5
1149→ @bow_pull_amount = 0
1150→ @bow_sy = 1
1151→ @bow_shot_id = 0
1152→ @bow_last_scaled_shot_id = 0
1153→ @bow_pulling = false
1154→ @bow_arrow_alpha = 0
1155→
1156→ elseif @weapon_type == 'dagger'
1157→ @weapon_class = 'melee'
1158→ @weapon_image = an.images.dagger
1159→ @weapon_visual_offset = 24
OK, here's the plan for moving angular damping:
1. Init (line ~1154): Add @bow_barraging = false
2. Update section (line ~1348): Add damping logic based on bow_should_pull or @bow_barraging:
yuescript
elseif @weapon_type == 'bow'
-- Auto-pull bow when cooldown reaches 75%
bow_should_pull = @cooldown_bar.progress >= 0.75
if bow_should_pull or @bow_barraging
@collider\set_angular_damping 3
else
@collider\set_angular_damping 0
if bow_should_pull
...existing pull logic...
3. bow_fire (line ~1731): Replace @collider\set_angular_damping 3 with @bow_barraging = true
4. Barrage callback (line ~1752): Replace @collider\set_angular_damping 0 with @bow_barraging = false
The bow_barraging flag bridges the gap between the pull phase ending and the barrage finishing — during barrage, bow_should_pull might have stale progress values, so the flag ensures damping stays on throughout. Does this look right?
OK.
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 changes applied. Angular damping now kicks in whenever the bow string is pulled (from 75% cooldown) or during a barrage, and clears when neither condition holds.
Does the ball's angle get set directly at any point?
Grep (@angle\s*=)
1194-
1195- -- Initial rotation
1196: @angle = an.random\angle!
1197- @collider\set_angle @angle
1198-
--
1267-
1268- -- Read angle from physics
1269: @angle = @collider\get_angle!
1270-
1271- -- Angular velocity guardrails (skip during thrust)
--
2676- @collider\set_angle math.angle(vx, vy)
2677- @x, @y = @collider\get_position!
2678: @angle = @collider\get_angle!
2679-
2680- -- Drawing
--
2773- @fill_color = args.fill_color or yellow
2774- @duration = args.duration
2775: @angle = args.angle or 0
2776- @scale = args.scale or 1
2777- @offset_x = args.offset_x or 0
Four places:
- Line 1196 — Init: random starting angle
- Line 1269 — Update: read from physics each frame (
@collider\get_angle!) - Line 2678 — Projectile update: read from physics after setting collider angle to velocity direction
- Line 2775 — Some other object (looks like a visual/particle): set from args
For the ball specifically, it's only set directly at init (line 1196) and then read from physics every frame (line 1269). The actual rotation is driven by angular velocity on the collider — @angle just mirrors the physics state.
Let's make it so that angular damping gets progressively higher with the number of arrows per shot. 1 arrow = 0, 20 arrows = 5. Should follow a curve where values from 0 to 10 grow slowly, then near 10 they grow fast towards 5, then after 10 they plateau and move towards 5 slowly. Show me a table with your proposed values before changing the code.
Using smoothstep (3t² - 2t³ where t = (n-1)/19), which has its steepest point right at n≈10:
| Arrows | Damping |
|---|---|
| 1 | 0.00 |
| 2 | 0.04 |
| 3 | 0.15 |
| 4 | 0.33 |
| 5 | 0.57 |
| 6 | 0.86 |
| 7 | 1.18 |
| 8 | 1.54 |
| 9 | 1.91 |
| 10 | 2.30 |
| 11 | 2.70 |
| 12 | 3.09 |
| 13 | 3.47 |
| 14 | 3.82 |
| 15 | 4.14 |
| 16 | 4.43 |
| 17 | 4.67 |
| 18 | 4.85 |
| 19 | 4.96 |
| 20 | 5.00 |
The growth rate peaks at n=10-11 (about 0.4 per arrow), versus ~0.04 at the extremes. One concern: this is symmetric — the "slow" portions before and after the midpoint are mirror images. If you want the early portion (1-10) to be flatter and the steep section pushed later (say steep around 12-14, then plateau), I could bias the curve with something like t^1.5 before smoothstepping. That would keep 1-10 lower (~1.1 at n=10 instead of 2.3) with the ramp happening later.
Great, let's try it.
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>
Grep (bow_should_pull or @bow_barraging)
1349- elseif @weapon_type == 'bow'
1350- -- Auto-pull bow when cooldown reaches 75%
1351- bow_should_pull = @cooldown_bar.progress >= 0.75
1352: if bow_should_pull or @bow_barraging
1353- @collider\set_angular_damping 5
1354- else
1355- @collider\set_angular_damping 0
Looks like you changed the damping to 5. Let me read the current state and apply the edit.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1349→ elseif @weapon_type == 'bow'
1350→ -- Auto-pull bow when cooldown reaches 75%
1351→ bow_should_pull = @cooldown_bar.progress >= 0.75
1352→ if bow_should_pull or @bow_barraging
1353→ @collider\set_angular_damping 5
1354→ else
1355→ @collider\set_angular_damping 0
1356→ if bow_should_pull
1357→ if not @bow_pulling
1358→ @bow_arrow_alpha = 1
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Damping now scales with arrows_per_shot using smoothstep — 0 at 1 arrow, ramping through the steepest part around 10 arrows, plateauing at 5 by 20 arrows. Values beyond 20 are clamped to 5.
Just comment the angular damping out for now. Let's instead decrease the delay between shots progressively. 1 arrow = 0.2, 20 arrows = 0.02, should follow a similar curve to the one we applied to angular damping.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1349→ elseif @weapon_type == 'bow'
1350→ -- Auto-pull bow when cooldown reaches 75%
1351→ bow_should_pull = @cooldown_bar.progress >= 0.75
1352→ if bow_should_pull or @bow_barraging
1353→ t = math.min((@arrows_per_shot - 1)/19, 1)
1354→ @collider\set_angular_damping 5*(3*t*t - 2*t*t*t)
1355→ else
1356→ @collider\set_angular_damping 0
1357→ if bow_should_pull
1358→ if not @bow_pulling
Read (E:\a327ex\emoji-ball-battles\main.yue)
1722→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
1723→ hit and hit.object.team != @team
1724→
1725→ -- Bow callback: fire volley of arrows
1726→ bow_fire: =>
1727→ @bow_ready = false
1728→ @bow_pulling = false
1729→ @bow_shot_id += 1
1730→ shot_id = @bow_shot_id
1731→ arrow_delay = 0.08
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Angular damping is commented out, and arrow_delay now scales from 0.2s (1 arrow) down to 0.02s (20 arrows) using the same smoothstep curve.
The low value should be 0.04s instead.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Updated. Now scales from 0.2s down to 0.04s (0.2 - 0.16 = 0.04).
Let's have the curve follow out_cubic easing instead.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now uses cubic out — drops fast early (big delay reduction in first few arrows), then plateaus toward 0.04s.
Use the function in math module instead for clarity, since it's named.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Let's bring back angular damping that progressively gets higher, but it only gets higher to 3, follows the cubic_out function too, but also only applies when actually firing, not when firing + pulling.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1349→ elseif @weapon_type == 'bow'
1350→ -- Auto-pull bow when cooldown reaches 75%
1351→ bow_should_pull = @cooldown_bar.progress >= 0.75
1352→ -- if bow_should_pull or @bow_barraging
1353→ -- t = math.min((@arrows_per_shot - 1)/19, 1)
1354→ -- @collider\set_angular_damping 5*(3*t*t - 2*t*t*t)
1355→ -- else
1356→ -- @collider\set_angular_damping 0
1357→ if bow_should_pull
1358→ if not @bow_pulling
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Angular damping now only applies during the barrage (@bow_barraging), scales from 0 to 3 with cubic_out, and clears when the barrage ends.
OK, let's comment out both angular damping and arrow_delay changes in terms of arrows per shot. And let's change the rule so that each arrow hit increases number of arrows per shot by 1, instead of per bow fire.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1349→ elseif @weapon_type == 'bow'
1350→ -- Auto-pull bow when cooldown reaches 75%
1351→ bow_should_pull = @cooldown_bar.progress >= 0.75
1352→ if @bow_barraging
1353→ t = math.min((@arrows_per_shot - 1)/19, 1)
1354→ @collider\set_angular_damping 3*math.cubic_out(t)
1355→ else
1356→ @collider\set_angular_damping 0
1357→ if bow_should_pull
1358→ if not @bow_pulling
Grep (bow_last_scaled_shot_id|bow_shot_id)
786- owner.weapon_ui\landed_hit!
787-
788- -- Bow scaling: +1 arrow per shot (not per arrow)
789: if owner.weapon_type == 'bow' and projectile_object.shot_id != owner.bow_last_scaled_shot_id
790: owner.bow_last_scaled_shot_id = projectile_object.shot_id
791- owner.arrows_per_shot += 1
792-
793- -- Spawn star particles at hit location
--
1148- @bow_cooldown = 2.5
1149- @bow_pull_amount = 0
1150- @bow_sy = 1
1151: @bow_shot_id = 0
1152: @bow_last_scaled_shot_id = 0
1153- @bow_pulling = false
1154- @bow_barraging = false
1155- @bow_arrow_alpha = 0
--
1726- bow_fire: =>
1727- @bow_ready = false
1728- @bow_pulling = false
1729: @bow_shot_id += 1
1730: shot_id = @bow_shot_id
1731- t = math.min((@arrows_per_shot - 1)/19, 1)
1732- arrow_delay = 0.2 - 0.16*math.cubic_out(t)
1733- n = @arrows_per_shot
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.
Done. Three changes:
- Angular damping commented out
- Arrow delay scaling commented out (reverted to hardcoded 0.08)
- Bow scaling now increments
arrows_per_shoton every arrow hit, with theshot_idcheck removed
Oh yea, change the default arrow delay to 0.2s.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Perfect, what tasks are left?
Glob (E:\a327ex\emoji-ball-battles\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→- Arrows shot increase by 1 on hit (bow scaling)
8→- Multiple arrows shooting with delay between each
9→- Arrows stick to walls
10→- Arrows disappear from walls like plants disappear blinking
11→- Parried arrows disappear blinking too, and also rotate slowly based on how the parry weapon was moving (same idea as how plants rotate before dying)
12→- Sounds for bow and sword
13→- Create letter emoji assets (at minimum: P, B, S, F, K) for status effect identifiers
14→- Implement status effect line UI class that displays a letter + number using emoji assets with recoloring shader
15→- Add status effect container to ball class that tracks active effects and their stack counts
16→- Implement stack consumption logic that triggers the effect and decrements the stack count
17→- Remove status effect line from display when its stack count reaches zero
18→- Apply recoloring shader to status effect lines with a distinct color per effect type
19→- Handle vertical positioning of multiple simultaneous status effect lines above the emoji
20→- UI effect anti-overlap system: tag all floating UI effects (status_text, emoji_text, damage numbers) as spatial UI elements with a bounding box
21→- UI effect anti-overlap system: when spawning a new UI element, query all active UI elements for their current bounding boxes and projected positions
22→- UI effect anti-overlap system: find the closest unoccupied position to the desired spawn point that doesn't visually collide with existing UI elements
23→- UI effect anti-overlap system: account for movement direction/velocity of existing elements (e.g., emoji_text floats upward) when checking for collisions
24→- Fencer class:
25→ - PASSIVE gains fencing stacks per parry (+1 damage per stack, low duration)
26→ - ACTIVE triggers lunge attack (like Earclacks' Lance) at X fencing stacks.
27→ - Synergizes with duration items - even small duration boosts compound into much higher damage.
28→- Spellblade class:
29→ - PASSIVE: swaps weapons periodically between dagger and staff/wand
30→ - 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.
... [4 more lines]
From the todo, the first two tasks are done (arrow scaling + multiple arrows). The remaining bow-related tasks are:
- 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 how plants rotate before dying)
- Sounds for bow and sword
After those, the todo moves into status effects, classes, and other features.
Let's do arrows stick to walls. They should work just like emojunky-one. I believe a new visual-only object should be created in the exact same position and angle as the projectile died.
Let me look at how projectile-wall collisions work and how visual-only objects like plants are created.
Grep (class stuck_arrow|class wall_arrow|class arrow_visual|plant)
177-an\physics_tag 'ball'
178-an\physics_tag 'weapon'
179-an\physics_tag 'weapon_hitbox'
180:an\physics_tag 'plant_ghost'
181-an\physics_tag 'projectile'
182-an\physics_collision 'ball', 'wall'
183-an\physics_collision 'ball', 'ball'
--
186-an\physics_collision 'projectile', 'wall'
187-an\physics_collision 'projectile', 'weapon'
188-an\physics_sensor 'projectile_sensor', 'ball'
189:an\physics_sensor 'projectile_sensor', 'plant_ghost'
190-an\physics_sensor 'weapon_hitbox', 'ball'
191:an\physics_sensor 'weapon_hitbox', 'plant_ghost'
192:an\physics_sensor 'plant_ghost', 'ball'
193-
194--- Render and composite layers
195-draw = ->
--
289- @\add @player_ball
290- @\add @enemy_ball
291-
292: -- Create plants container and spawn plant groups
293: @\add object 'plants'
294: @\spawn_plants!
295-
296- @high_speed_hit_count = 0 -- Track recent high speed hits for energy system bypass
297- @low_horizontal_hit_count = 0 -- Track recent low horizontal hits to prevent stalling
--
698- intensity = 0.5 + 0.5*math.circ_in((intensity - 0.5)/0.5)
... [248 more lines]
Let me look at the projectile class and the dying_plant class more closely.
Grep (class projectile)
2626:class projectile extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
2626→class projectile extends object
2627→ new: (@x, @y, args={}) =>
2628→ super!
2629→ @\tag 'projectile'
2630→ @projectile_type = args.projectile_type or 'bullet'
2631→ @team = args.team
2632→ @velocity = args.velocity or 10
2633→ @direction = args.direction or 0
2634→ @bounces = args.bounces or 0
2635→ @shot_id = args.shot_id
2636→
2637→ -- Projectile-type-specific setup
2638→ if @projectile_type == 'bullet'
2639→ @w = 15
2640→ @h = 8
2641→ @\add collider 'projectile', 'dynamic', 'box', @w, @h
2642→ @collider\set_position @x, @y
2643→ @collider\set_restitution 0.75
2644→ @collider\set_friction 0
2645→ @collider\set_gravity_scale 0.5
2646→ @collider\set_density 0.4
2647→ elseif @projectile_type == 'arrow'
2648→ @w = 18
2649→ @h = 4
2650→ @\add collider 'projectile', 'dynamic', 'box', @w, @h
2651→ @collider\set_position @x, @y
2652→ @collider\set_restitution 0
2653→ @collider\set_friction 1
2654→ @collider\set_gravity_scale 0
2655→ @collider\set_density 0.1
... [90 more lines]
Now I have the full picture. Here's the approach:
Where: In projectile.hit at line 2710-2711, when an arrow hits a wall, before killing it, spawn a stuck_arrow visual object at the arrow's current position and angle.
New class stuck_arrow: A simple visual-only object (no collider) that draws the arrow image at a fixed position/angle. It just sits there — the blinking/disappearing behavior is a separate todo item.
The drawing code from projectile (lines 2688-2692):
yuescript
arrow_scale = 26/512
game\push @x, @y, @angle + 3*math.pi/4, arrow_scale*scale, arrow_scale*scale
game\image an.images.arrow, 0, 0, nil, @flashing and white!
game\pop!
The stuck arrow would use the same drawing but without the spring scale or flashing. It would be added to the arena's effects container (or a dedicated container). Does this look right?
Yes.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2704→ switch target_type
2705→ when 'wall'
2706→ if @projectile_type == 'bullet'
2707→ @bounces -= 1
2708→ if @bounces < 0
2709→ @\kill!
2710→ elseif @projectile_type == 'arrow'
2711→ @\kill!
2712→ when 'weapon'
2713→ @bounces -= 1
2714→ if @bounces < 0
2715→ @\kill!
2716→ when 'ball'
2717→ @\kill!
2718→
Now let me find where to put the new class — right after dying_plant seems natural, before wall.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3118→ effects\push @x, @y, @rotation, @scale_x, @scale_y
3119→ effects\image @image, 0, 0
3120→ effects\pop!
3121→
3122→
3123→
3124→-- Wall class
3125→class wall extends object
3126→ new: (@x, @y, @w, @h, @color=wall_color!, @is_floor=false) =>
3127→ super!
Here's the code. Spawn a stuck_arrow before killing, and a minimal class that just draws:
-- In projectile.hit, arrow wall case:
elseif @projectile_type == 'arrow'
@parent.arena.effects\add stuck_arrow @x, @y, {angle: @angle}
@\kill!
-- New class:
class stuck_arrow extends object
new: (@x, @y, args={}) =>
super!
@angle = args.angle or 0
@arrow_scale = 26/512
update: =>
game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
game\image an.images.arrow, 0, 0
game\pop!
Does this look right?
Sure.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Arrows now spawn a visual-only stuck_arrow at their exact position and angle when they hit a wall, then die as before.
Let's add some very slight randomness inwards to the position of the arrow when it dies. So it should take into account the direction of the projectile and add some variance in that direction.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2710→ elseif @projectile_type == 'arrow'
2711→ @parent.arena.effects\add stuck_arrow @x, @y, {angle: @angle}
2712→ @\kill!
2713→ when 'weapon'
2714→ @bounces -= 1
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Each stuck arrow gets nudged 1-4 pixels further along its travel direction, so they look slightly embedded into the wall.
ERROR: main.lua:2712: bad argument #1 to 'cos' (number expected, got nil) stack traceback: [C]: in function 'math.cos' main.lua:2712: in method 'hit' main.lua:716: in method 'early_update' anchor/object.lua:383: in method '_early_update' anchor/init.lua:1502: in function 'update'
@angle is nil because it's only set in update, but hit can be called before the first update runs. I'll use @collider\get_angle! directly.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2710→ elseif @projectile_type == 'arrow'
2711→ offset = an.random\float(0, 10)
2712→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(@angle), @y + offset*math.sin(@angle), {angle: @angle}
2713→ @\kill!
2714→ when 'weapon'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Fixed. Gets the angle directly from the collider instead of relying on @angle which may not be set yet.
OK, now let's make the arrows disappear. After a random duration they start disappearing in the same way the dying_plant objects do.
Here's the updated stuck_arrow with blinking disappearance like dying_plant:
class stuck_arrow extends object
new: (@x, @y, args={}) =>
super!
@angle = args.angle or 0
@arrow_scale = 26/512
@visible = true
@\add timer!
wait = an.random\float(1, 3)
blink_duration = an.random\float(0.5, 1)
@timer\after wait, ->
@timer\during_step blink_duration, 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
update: =>
if @visible
game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
game\image an.images.arrow, 0, 0
game\pop!
Sits in the wall for 1-3s, then blinks with accelerating frequency (0.1s → 0.03s) over 0.5-1s, then dies. Does this look right?
1-2, does not need "wait" variable, nor blink_duration.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3126→
3127→-- Stuck arrow: visual-only arrow embedded in a wall
3128→class stuck_arrow extends object
3129→ new: (@x, @y, args={}) =>
3130→ super!
3131→ @angle = args.angle or 0
3132→ @arrow_scale = 26/512
3133→
3134→ update: =>
3135→ game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3136→ game\image an.images.arrow, 0, 0
3137→ game\pop!
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Actually let's make the duration fixed to 1s. And let's remove the particle effects from when the projectile hits a wall if it's an arrow.
Read (E:\a327ex\emoji-ball-battles\main.yue)
710→ -- Projectile-wall collision: bounce and spawn effects
711→ for event in *an\collision_begin_events 'projectile', 'wall'
712→ projectile_object = event.a
713→
714→ vx, vy = projectile_object.collider\get_velocity!
715→ intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
716→ projectile_object\hit intensity, 'wall'
717→
718→ -- Sound
719→ an\sound_play "concrete_#{an.random\int(1, 3)}", 0.7, an.random\float(0.95, 1.05)
720→
721→ -- Spawn hit effects
722→ normal_angle = math.angle event.normal_x, event.normal_y
723→ @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}
724→ for i = 1, an.random\int 1, 3
725→ @effects\add hit_particle event.point_x, event.point_y,
726→ velocity: intensity*an.random\float(100, 200)
727→ direction: normal_angle + math.pi + an.random\float(-math.pi/3, math.pi/3)
728→ duration: an.random\float(0.3, 0.5)
729→ color: yellow
730→ gravity: 256
731→ flash_on_spawn: true
732→
733→ -- Projectile-weapon collision: parry
734→ for event in *an\collision_begin_events 'projectile', 'weapon'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the duration fix:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3133→ @arrow_scale = 26/512
3134→ @visible = true
3135→
3136→ @\add timer!
3137→ @timer\after an.random\float(1, 2), ->
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Blink duration fixed to 1s, and arrow-wall collisions no longer spawn hit_circle/hit_particle effects.
What is the nil argument in during_step?
Let me check the signature.
Grep (during_step)
381-```
382-timer\during(duration, name_or_callback, callback?, after?) -> timer
383:timer\during_step(name_or_callback, callback?, after?) -> timer
384-```
385-
Grep (during_step)
1377-
1378-```yuescript
1379--- Callback receives (elapsed_time, progress 0-1)
1380-@timer\during 2, (t, p) =>
1381- @alpha = 1 - p
1382-, -> @\kill!
1383-```
1384-
1385----
1386-
1387:#### timer\during_step(name_or_callback, callback?, after?)
1388-
1389-Runs every frame until cancelled.
1390-
1391-```yuescript
1392:@timer\during_step 'flicker', =>
1393- @visible = not @visible
1394-```
1395-
1396----
1397-
1398-### Tweening
1399-
1400-#### timer\tween(duration, target, properties, easing?, name?, after?)
1401-
1402-Animates properties over time.
Hmm, the docs aren't showing the full signature. Let me check the actual timer source.
Grep (during_step:)
329- - Calculates how many calls fit: ceil(2 * duration / (start + end))
330- - Like every_step but you specify duration instead of times
331-
332- Returns: nothing
333- ]]
334: during_step: (duration, start_delay, end_delay, name_or_callback, callback_or_step, step_or_after, after_function) =>
335- name, callback, step_method, after = if type(name_or_callback) == 'string'
336- name_or_callback, callback_or_step, step_or_after, after_function
337- else
338- @\uid!, name_or_callback, callback_or_step, step_or_after
339- step_method = step_method or math.linear
--
374- @timer\every 10, 'attack', -> @attack!
375- @timer\trigger 'attack' -- fires now, resets timer
376-
377- Behavior:
378- - after: fires callback, marks as cancelled (one-shot)
379: - every, cooldown, every_step, during_step: fires callback, resets time to 0
380- - watch: fires callback with current/previous values
381- - when: fires callback
382- - during, tween: not supported (continuous, not discrete)
383-
384- Returns: nothing
--
437- print remaining if remaining
438-
439- Behavior:
440- - For after, every, cooldown: returns delay - elapsed time
441- - For during, tween: returns duration - elapsed time
442: - For every_step, during_step: returns current step delay - elapsed time
... [5 more lines]
The full signature is:
during_step(duration, start_delay, end_delay, name_or_callback, callback_or_step, step_or_after, after_function)
So in the current call:
yuescript
@timer\during_step 1, 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
The nil is the step_method argument (defaults to math.linear), and the last arg is after. So it's using the default linear stepping between delays. The nil is fine — just means linear interpolation between the 0.1s and 0.03s step delays.
Let's change it so that each arrow simply dies after 1s. Let me see how that looks. Also, sometimes the arrows are angled outwards. For instance, if the player fires close to the left wall while facing right, the arrow will hit the wall but have its angle pointing outside. Is there a way we can add some checks to fix that?
Two changes. For the simple death, I'll replace the blinking with a plain timer\after 1. For the angle fix, I'll pass the wall normal from the collision handler to hit, then check if the arrow points outward (dot product with normal > 0) and flip it by pi if so.
Read (E:\a327ex\emoji-ball-battles\main.yue)
710→ -- Projectile-wall collision: bounce and spawn effects
711→ for event in *an\collision_begin_events 'projectile', 'wall'
712→ projectile_object = event.a
713→
714→ vx, vy = projectile_object.collider\get_velocity!
715→ intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
716→ projectile_object\hit intensity, 'wall'
717→
Read (E:\a327ex\emoji-ball-battles\main.yue)
2699→
2700→ hit: (intensity=1, target_type) =>
2701→ @spring\pull 'hit', 0.5*intensity, 3, 0.5
2702→ @flashing = true
2703→ @timer\after 0.1, -> @flashing = false
2704→
2705→ switch target_type
2706→ when 'wall'
2707→ if @projectile_type == 'bullet'
2708→ @bounces -= 1
2709→ if @bounces < 0
2710→ @\kill!
2711→ elseif @projectile_type == 'arrow'
2712→ angle = @collider\get_angle!
2713→ offset = an.random\float(0, 10)
2714→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
2715→ @\kill!
2716→ when 'weapon'
2717→ @bounces -= 1
2718→ if @bounces < 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
3127→
3128→-- Stuck arrow: visual-only arrow embedded in a wall
3129→class stuck_arrow extends object
3130→ new: (@x, @y, args={}) =>
3131→ super!
3132→ @angle = args.angle or 0
3133→ @arrow_scale = 26/512
3134→ @visible = true
3135→
3136→ @\add timer!
3137→ @timer\after an.random\float(1, 2), ->
3138→ @timer\during_step 1, 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
3139→
3140→ update: =>
3141→ if @visible
3142→ game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3143→ game\image an.images.arrow, 0, 0
3144→ game\pop!
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.
Done. Three changes:
- Stuck arrows die after 1s — simple
timer\after 1, no blinking, removed@visibletracking - Angle fix — passes wall normal to
hit, checks dot product of arrow direction with normal. If positive (arrow pointing outward), flips by pi - Normal passed from collision handler to
hitmethod
This makes all arrows incorrectly angled.
I had the dot product check backwards. The collision normal points into the wall (from projectile toward wall), so the normal case already has a positive dot product. I should flip when it's negative instead.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Fixed. Now arrows only get flipped when they're actually pointing outward from the wall.
Let's go back to the during_step solution but make the duration of the blinking lower and each blink faster than it was before.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3128→
3129→
3130→
3131→-- Stuck arrow: visual-only arrow embedded in a wall
3132→class stuck_arrow extends object
3133→ new: (@x, @y, args={}) =>
3134→ super!
3135→ @angle = args.angle or 0
3136→ @arrow_scale = 26/512
3137→ @visible = true
3138→
3139→ @\add timer!
Read (E:\a327ex\emoji-ball-battles\main.yue)
3139→ @\add timer!
3140→ @timer\after 1, -> @\kill!
3141→
3142→ update: =>
3143→ game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3144→ game\image an.images.arrow, 0, 0
3145→ game\pop!
3146→
3147→
3148→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Waits 1-2s, then blinks for 0.5s with steps from 0.06s down to 0.02s (faster and shorter than the previous 1s / 0.1-0.03s).
OK, let's try making arrows get stuck to the other ball too. Tell me your plan first.
Here's what I'm thinking:
Where: In the projectile-ball sensor handler (where arrow hits are already processed), spawn a
stuck_arrowbefore killing the arrow — same as the wall case.Following the ball: Unlike wall arrows which are static, these need to move with the ball. The
stuck_arrowwould store a reference to the target ball plus a local offset (position relative to ball center) and relative angle (arrow angle minus ball angle at time of impact).Each frame: Compute world position by rotating the local offset by the ball's current angle and adding to ball position. Compute world angle as ball angle + relative angle. This makes the arrow orbit with the ball's rotation.
Cleanup: Same blinking disappearance as wall arrows. Also kill if the target ball dies.
The stuck_arrow class would need a target arg and a mode switch — if target is nil it behaves as now (static/wall), if target exists it follows the ball.
OK, only difference is that you can just add each arrow as a child of the ball, and that automatically allows you to access it as @parent.
Good call, that's cleaner. Let me find the projectile-ball sensor handler.
Grep (projectile_sensor.ball|arrow.shot_id)
168-an\sound 'dagger_swing_4', 'assets/dagger_swing_9.ogg'
169-an\sound 'dagger_swing_5', 'assets/dagger_swing_10.ogg'
170-an\music 'bgm', 'assets/batoru_umi_to_mamono_no_kodomo_tachi.ogg'
171-an\music_set_volume 0.8
172-
173--- Physics
174-an\physics_init!
175-an\physics_set_gravity 0, 384
176-an\physics_tag 'wall'
177-an\physics_tag 'ball'
178-an\physics_tag 'weapon'
179-an\physics_tag 'weapon_hitbox'
180-an\physics_tag 'plant_ghost'
181-an\physics_tag 'projectile'
182-an\physics_collision 'ball', 'wall'
183-an\physics_collision 'ball', 'ball'
184-an\physics_collision 'weapon', 'weapon'
185-an\physics_tag 'projectile_sensor'
186-an\physics_collision 'projectile', 'wall'
187-an\physics_collision 'projectile', 'weapon'
188:an\physics_sensor 'projectile_sensor', 'ball'
189-an\physics_sensor 'projectile_sensor', 'plant_ghost'
190-an\physics_sensor 'weapon_hitbox', 'ball'
191-an\physics_sensor 'weapon_hitbox', 'plant_ghost'
192-an\physics_sensor 'plant_ghost', 'ball'
193-
194--- Render and composite layers
195-draw = ->
196- bg\render!
197- back\render!
... [122 more lines]
Now let me see the hit method for the 'ball' case and understand the arrow's state at that point.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2700→ hit: (intensity=1, target_type, normal_x, normal_y) =>
2701→ @spring\pull 'hit', 0.5*intensity, 3, 0.5
2702→ @flashing = true
2703→ @timer\after 0.1, -> @flashing = false
2704→
2705→ switch target_type
2706→ when 'wall'
2707→ if @projectile_type == 'bullet'
2708→ @bounces -= 1
2709→ if @bounces < 0
2710→ @\kill!
2711→ elseif @projectile_type == 'arrow'
2712→ angle = @collider\get_angle!
2713→ -- Flip angle if arrow points outward from wall
2714→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
2715→ angle += math.pi
2716→ offset = an.random\float(0, 10)
2717→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
2718→ @\kill!
2719→ when 'weapon'
2720→ @bounces -= 1
2721→ if @bounces < 0
2722→ @\kill!
2723→ when 'ball'
2724→ @\kill!
Here's the code. In the 'ball' case, I need to:
- Get the arrow's angle and position
- Compute the local offset relative to the ball (position minus ball position, rotated by negative ball angle)
- Compute the relative angle (arrow angle minus ball angle)
- Add the stuck_arrow as a child of the ball
But hit doesn't have a reference to the ball. The ball reference is in the sensor handler. I think the cleanest approach is to spawn the stuck_arrow in the sensor handler (line 770-791) rather than in hit, since that's where we have ball_object. Here's the code for the sensor handler:
-- After projectile_object\hit intensity, 'ball' and before @\kill:
if projectile_object.projectile_type == 'arrow'
angle = projectile_object.collider\get_angle!
dx = projectile_object.x - ball_object.x
dy = projectile_object.y - ball_object.y
ball_angle = ball_object.collider\get_angle!
local_x = dx*math.cos(-ball_angle) - dy*math.sin(-ball_angle)
local_y = dx*math.sin(-ball_angle) + dy*math.cos(-ball_angle)
ball_object\add stuck_arrow 0, 0, {
local_x: local_x
local_y: local_y
relative_angle: angle - ball_angle
}
Then in stuck_arrow.update, when @parent is a ball (has a collider), compute world position from local offset. Does this look right?
Sure.
Read (E:\a327ex\emoji-ball-battles\main.yue)
770→ -- Projectile-ball sensor: deal damage
771→ for event in *an\sensor_begin_events 'projectile_sensor', 'ball'
772→ projectile_object = event.a -- projectile_sensor tag
773→ ball_object = event.b -- ball tag
774→
775→ -- Skip if hitting same team
776→ continue if ball_object.team == projectile_object.team
777→
778→ vx, vy = projectile_object.collider\get_velocity!
779→ intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
780→ projectile_object\hit intensity, 'ball'
781→
782→ ball_object\take_damage 1
783→
784→ -- Track hit for projectile owner
785→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
786→ owner.hits_landed += 1
787→ owner.weapon_ui\landed_hit!
788→
789→ -- Bow scaling: +1 arrow per hit
790→ if owner.weapon_type == 'bow'
791→ owner.arrows_per_shot += 1
792→
793→ -- Spawn star particles at hit location
794→ x = (projectile_object.x + ball_object.x)/2
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the stuck_arrow class to handle following a ball:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3137→ effects\image @image, 0, 0
3138→ effects\pop!
3139→
3140→
3141→
3142→-- Stuck arrow: visual-only arrow embedded in a wall
3143→class stuck_arrow extends object
3144→ new: (@x, @y, args={}) =>
3145→ super!
3146→ @angle = args.angle or 0
3147→ @arrow_scale = 26/512
3148→ @visible = true
3149→
3150→ @\add timer!
3151→ @timer\after an.random\float(0.9, 1.0), ->
Read (E:\a327ex\emoji-ball-battles\main.yue)
3150→ @\add timer!
3151→ @timer\after an.random\float(0.9, 1.0), ->
3152→ @timer\during_step an.random\float(0.6, 0.7), 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
3153→
3154→ update: =>
3155→ if @visible
3156→ game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3157→ game\image an.images.arrow, 0, 0
3158→ game\pop!
3159→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Arrows hitting a ball now spawn a stuck_arrow as a child of that ball. The arrow's position is stored as a local offset relative to the ball's center and rotation, so it follows the ball as it moves and spins. Same blinking disappearance as wall arrows.
When stuck to a ball, the arrow shouldn't disappear, and should also be drawn behind the ball.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3142→-- Stuck arrow: visual-only arrow embedded in a wall or ball
3143→class stuck_arrow extends object
3144→ new: (@x, @y, args={}) =>
3145→ super!
3146→ @angle = args.angle or 0
3147→ @arrow_scale = 26/512
3148→ @visible = true
3149→ @local_x = args.local_x
3150→ @local_y = args.local_y
3151→ @relative_angle = args.relative_angle
3152→
3153→ @\add timer!
3154→ @timer\after an.random\float(0.9, 1.0), ->
3155→ @timer\during_step an.random\float(0.6, 0.7), 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
3156→
3157→ update: =>
3158→ if @local_x
3159→ ball_angle = @parent.collider\get_angle!
3160→ @x = @parent.x + @local_x*math.cos(ball_angle) - @local_y*math.sin(ball_angle)
3161→ @y = @parent.y + @local_x*math.sin(ball_angle) + @local_y*math.cos(ball_angle)
3162→ @angle = ball_angle + @relative_angle
3163→
3164→ if @visible
3165→ game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3166→ game\image an.images.arrow, 0, 0
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me fix the pop call to use the same layer:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3164→
3165→ layer = if @local_x then back else game
3166→ if @visible
3167→ layer\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3168→ layer\image an.images.arrow, 0, 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
3168→ layer\image an.images.arrow, 0, 0
3169→ game\pop!
3170→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>Found 7 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: game\pop!</tool_use_error>
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Ball-stuck arrows now:
- Don't disappear (no blinking/kill timer)
- Draw to
backlayer instead ofgame, so they render behind the ball
It doesn't look as cool as I thought, you can remove all code related to getting arrows to stick to the ball.
Read (E:\a327ex\emoji-ball-battles\main.yue)
778→ vx, vy = projectile_object.collider\get_velocity!
779→ intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
780→
781→ -- Spawn stuck arrow on ball (capture data before hit kills the projectile)
782→ if projectile_object.projectile_type == 'arrow'
783→ arrow_angle = projectile_object.collider\get_angle!
784→ ball_angle = ball_object.collider\get_angle!
785→ dx = projectile_object.x - ball_object.x
786→ dy = projectile_object.y - ball_object.y
787→ local_x = dx*math.cos(-ball_angle) - dy*math.sin(-ball_angle)
788→ local_y = dx*math.sin(-ball_angle) + dy*math.cos(-ball_angle)
789→ ball_object\add stuck_arrow 0, 0, {local_x: local_x, local_y: local_y, relative_angle: arrow_angle - ball_angle}
790→
791→ projectile_object\hit intensity, 'ball'
792→
793→ ball_object\take_damage 1
794→
795→ -- Track hit for projectile owner
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now clean up the stuck_arrow class — remove the ball-following code:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3132→-- Stuck arrow: visual-only arrow embedded in a wall or ball
3133→class stuck_arrow extends object
3134→ new: (@x, @y, args={}) =>
3135→ super!
3136→ @angle = args.angle or 0
3137→ @arrow_scale = 26/512
3138→ @visible = true
3139→ @local_x = args.local_x
3140→ @local_y = args.local_y
3141→ @relative_angle = args.relative_angle
3142→
3143→ @\add timer!
3144→ if not @local_x
3145→ @timer\after an.random\float(0.9, 1.0), ->
3146→ @timer\during_step an.random\float(0.6, 0.7), 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
3147→
3148→ update: =>
3149→ if @local_x
3150→ ball_angle = @parent.collider\get_angle!
3151→ @x = @parent.x + @local_x*math.cos(ball_angle) - @local_y*math.sin(ball_angle)
3152→ @y = @parent.y + @local_x*math.sin(ball_angle) + @local_y*math.cos(ball_angle)
3153→ @angle = ball_angle + @relative_angle
3154→
3155→ layer = if @local_x then back else game
3156→ if @visible
3157→ layer\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3158→ layer\image an.images.arrow, 0, 0
3159→ layer\pop!
3160→
3161→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. All ball-sticking code removed — stuck arrows are back to wall-only.
Now let's add the next task, making arrows visibly disappear when they're parried by another weapon. Their velocity after hitting the weapon should be somewhat based on the weapon's rotation velocity. Their rotation should be random for start, I'll see if it needs to be adjusted later. They should be visual only objects and they should already start blinking and quickly disappear. Tell me your plan first.
Let me check the current projectile-weapon collision handler.
Read (E:\a327ex\emoji-ball-battles\main.yue)
733→
734→ -- Projectile-weapon collision: parry
735→ for event in *an\collision_begin_events 'projectile', 'weapon'
736→ projectile_object = event.a
737→ ball_object = event.b -- ball that owns the weapon
738→
739→ -- Skip if hitting same team's weapon
740→ continue if ball_object.team == projectile_object.team
741→
742→ -- Only melee weapons can reflect projectiles
743→ continue if ball_object.weapon_class != 'melee'
744→
745→ vx, vy = projectile_object.collider\get_velocity!
746→ intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
747→ projectile_object\hit intensity, 'weapon'
748→
749→ -- Flash and spring pull on weapon (same as weapon-weapon)
750→ ball_object\flash_weapon!
751→ ball_object.spring\pull 'weapon', 0.35, 3, 0.5
752→
753→ -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
754→ av = ball_object.collider\get_angular_velocity!
755→ change = av - ball_object.last_angular_velocity
756→ scaled_change = change / ball_object.weapon_weight^2
757→ av = ball_object.last_angular_velocity + scaled_change
758→ ball_object.collider\set_angular_velocity av
759→
760→ -- Flip projectile team to reflector's team (can now hit original shooter)
761→ projectile_object.team = ball_object.team
762→
... [10 more lines]
Here's the plan:
In the projectile-weapon collision handler (line 735): When the projectile is an arrow, before it gets killed by
hit, capture its position and angle, then spawn adeflected_arrowvisual object. The arrow currently hasbounces: 0, sohitwith'weapon'kills it.Velocity: Compute from the parrying ball's angular velocity. The weapon tip moves at
angular_velocity * weapon_visual_offset. Direction would be roughly tangential to the weapon's rotation at the contact point — could use the collision point relative to the ball center, or just use the weapon's tangential direction.New class
deflected_arrow(similar todying_plant):- Takes position, angle, velocity (vx/vy), random rotation velocity
- Starts blinking immediately (no wait delay)
- Short total duration (maybe 0.3-0.5s) with
during_stepfrom 0.06 to 0.02 - Applies velocity damping + gravity each frame like
dying_plant - Draws the arrow image
Where to spawn: In the collision handler, after checking it's an arrow, before
hitis called. We haveball_object(the parrying ball) so we can get its angular velocity and compute weapon velocity.
Yep, let's try it.
Grep (weapon_visual_offset)
828: weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
829: weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
854: weapon_vx = -av * ball_object.weapon_visual_offset * math.sin(ball_object.angle)
1093: @weapon_visual_offset = 21
1111: @weapon_visual_offset = 34
[Showing results with pagination = limit: 5, offset: 0]
Good — line 854 already shows how weapon velocity is computed: -av * weapon_visual_offset * sin(angle). That's just the x component though. Let me check the full tangential velocity formula.
The weapon tip moves tangentially: vx = -av * offset * sin(angle), vy = av * offset * cos(angle).
Read (E:\a327ex\emoji-ball-battles\main.yue)
3119→ -- Move and rotate
3120→ @x += @vx*dt
3121→ @y += (@vy + @gravity)*dt
3122→ @rotation += @rv*dt
3123→
Now let me add the spawn in the collision handler and create the class. First, the collision handler:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now create the deflected_arrow class. I'll put it right after stuck_arrow:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3142→ new: (@x, @y, args={}) =>
3143→ super!
3144→ @angle = args.angle or 0
3145→ @arrow_scale = 26/512
3146→ @visible = true
3147→
3148→ @\add timer!
3149→ @timer\after an.random\float(0.9, 1.0), ->
3150→ @timer\during_step an.random\float(0.6, 0.7), 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
3151→
3152→ update: =>
3153→ if @visible
3154→ game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3155→ game\image an.images.arrow, 0, 0
3156→ game\pop!
3157→
3158→
3159→
3160→-- Wall class
3161→class wall extends object
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. When an arrow is parried by a weapon:
- A
deflected_arrowspawns at the arrow's position - Velocity comes from the weapon's tangential speed (based on angular velocity and offset)
- Random initial rotation and spin
- Starts blinking immediately, disappears after 0.4s with accelerating blink (0.06s → 0.02s)
- Applies damping and gravity like
dying_plant
Walk me through the calculation of the deflected_arrow's velocity angle.
The velocity comes from the tangential velocity of the weapon tip as it orbits around the ball center.
Setup: The weapon tip sits at distance weapon_visual_offset from the ball center, at the ball's current angle. It traces a circle as the ball rotates.
Derivative of circular motion: If a point is at position (r*cos(θ), r*sin(θ)) rotating at angular velocity ω, its velocity is the time derivative:
vx = d/dt [r*cos(θ)] = -r*ω*sin(θ)vy = d/dt [r*sin(θ)] = r*ω*cos(θ)
So the code:
yuescript
deflect_vx = -av*ball_object.weapon_visual_offset*math.sin(ball_object.angle)
deflect_vy = av*ball_object.weapon_visual_offset*math.cos(ball_object.angle)
This gives a velocity perpendicular to the weapon, in the direction of rotation. For example: weapon pointing right (angle=0), rotating clockwise (av>0 in screen coords) → the tip moves downward → vx=0, vy=positive.
What it doesn't account for: the arrow's own incoming velocity is completely discarded. The deflected arrow flies purely based on how the weapon was swinging. This might look odd if the weapon is barely moving — the arrow would just drop with gravity. Could be worth mixing in some of the arrow's original velocity too, but that's a feel thing you'd notice in testing.
OK, let's try this, the arrows initial angle should be the velocity angle. Let's have it without any rotation first, it just keeps at that angle. And it lasts like 3x longer so I can see more clearly where it's going after a parry.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3160→-- Deflected arrow: visual-only arrow knocked away by a weapon parry
3161→class deflected_arrow extends object
3162→ new: (@x, @y, args={}) =>
3163→ super!
3164→ @arrow_scale = 26/512
3165→ @visible = true
3166→ @vx = args.vx or 0
3167→ @vy = args.vy or 0
3168→ @gravity = 0
3169→ @rotation = an.random\float(0, 2*math.pi)
3170→ @rv = an.random\float(-15, 15)
3171→
3172→ @\add timer!
3173→ @timer\during_step 0.4, 0.06, 0.02, (-> @visible = not @visible), nil, -> @\kill!
3174→
3175→ update: (dt) =>
3176→ @vx = math.damping(0.9, 0.5, dt, @vx)
3177→ @vy = math.damping(0.9, 0.5, dt, @vy)
3178→ @rv = math.damping(0.9, 0.5, dt, @rv)
3179→ @gravity += 128*dt
3180→ @x += @vx*dt
3181→ @y += (@vy + @gravity)*dt
3182→ @rotation += @rv*dt
3183→
3184→ if @visible
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Initial angle set to velocity direction, no rotation, blink duration 3x longer (1.2s instead of 0.4s).
Are you taking into account the fact that the arrow image is rotated differently by default? Like it's pointing left-up?
No, I'm not. The projectile and stuck_arrow both use @angle + 3*math.pi/4 to compensate for the arrow image pointing upper-left, but deflected_arrow draws with just @rotation directly. The angle from math.angle would be off by 3π/4.
I need to add the same offset in the draw call:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3183→ effects\image an.images.arrow, 0, 0
3184→ effects\pop!
3185→
3186→
3187→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Fixed. Now the arrow image rotation is compensated correctly, same as in projectile and stuck_arrow.
It seems more correct than before now, except it should be the mirror angle, like you did the initial angle calculation with the tangent backwards.
Read (E:\a327ex\emoji-ball-battles\main.yue)
748→ -- Spawn deflected arrow visual before hit kills the projectile
749→ if projectile_object.projectile_type == 'arrow'
750→ av = ball_object.collider\get_angular_velocity!
751→ deflect_vx = -av*ball_object.weapon_visual_offset*math.sin(ball_object.angle)
752→ deflect_vy = av*ball_object.weapon_visual_offset*math.cos(ball_object.angle)
753→ @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
754→
755→ projectile_object\hit intensity, 'weapon'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Negated both components so the deflected arrow flies in the mirrored direction of the weapon tip's motion.
What decides the maginute of an arrows velocity?
Looking at the formula:
deflect_vx = av * weapon_visual_offset * sin(angle)
deflect_vy = -av * weapon_visual_offset * cos(angle)
The magnitude is |av| * weapon_visual_offset. So it's purely the angular velocity of the parrying ball times the weapon offset distance (21 for sword, 34 for dagger). A faster-spinning ball with a longer weapon produces a faster deflection.
There's no floor or scaling applied — if the ball happens to be spinning slowly at the moment of parry, the deflected arrow would barely move and just drop with gravity.
Print the length of deflect_vx, deflect_vy for me.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Added.
Make the sword a dagger, I need to test it too.
Grep (weapon_type.sword|weapon_type.dagger)
827- -- Weapon-specific scaling on hit
828: if attacker.weapon_type == 'dagger'
829- attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
830- attacker.max_angular_velocity = attacker.base_angular_velocity*2
831: elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
832- attacker.thrust_hit_this_thrust = true
--
1085-class ball extends object
1086: new: (@x, @y, @team, @weapon_type='dagger') =>
1087- super!
[Showing results with pagination = limit: 10, offset: 0]
Grep (player_ball.ball|enemy_ball.ball)
286- -- Create balls
287: @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', 'bow'
288: @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', 'sword'
289- @\add @player_ball
--
794- -- Track hit for projectile owner
795: owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
796- owner.hits_landed += 1
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Enemy is now using dagger instead of sword.
Walk me through the angle calculation again. I'm not sure I understand why av*math.sin(ball_object.angle), same for cos, would yield the proper deflect angle.
Let me walk through it step by step.
The weapon tip orbits the ball center at radius offset = weapon_visual_offset. Its position at any moment:
tip_x = ball.x + offset * cos(θ)
tip_y = ball.y + offset * sin(θ)
where θ = ball.angle, changing at rate dθ/dt = av.
To get the tip's velocity, differentiate with respect to time:
vx = d(tip_x)/dt = -offset * sin(θ) * dθ/dt = -av * offset * sin(θ)
vy = d(tip_y)/dt = offset * cos(θ) * dθ/dt = av * offset * cos(θ)
This is the tangential velocity — perpendicular to the weapon, in the direction of rotation. That was the original formula, which you said looked backwards.
The current formula negates both components:
deflect_vx = av * offset * sin(θ)
deflect_vy = -av * offset * cos(θ)
This points in the opposite direction of the weapon tip's motion. Honestly, I'm not confident this is physically correct — if the weapon is swinging and hits the arrow, the arrow should fly in the direction the weapon is moving, not opposite. The fact that the original looked wrong might point to a sign convention issue with av in screen coordinates (Box2D positive angular velocity is counterclockwise, which looks clockwise with Y-down), rather than needing a full negation. But if it looks right to you now, the math works out even if the reasoning is muddled.
Let's try this. Every time a reflected arrow is created, hit_stop for 1 second, so I can see exactly what it looks like as it is spawned. Then we'll adjust based on this.
Read (E:\a327ex\emoji-ball-battles\main.yue)
748→ -- Spawn deflected arrow visual before hit kills the projectile
749→ if projectile_object.projectile_type == 'arrow'
750→ av = ball_object.collider\get_angular_velocity!
751→ deflect_vx = av**math.sin(ball_object.angle)
752→ deflect_vy = -av**math.cos(ball_object.angle)
753→ print math.length(deflect_vx, deflect_vy)
754→ @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
755→
756→ projectile_object\hit intensity, 'weapon'
757→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. 1 second hit stop on every deflected arrow spawn so you can inspect it.
Change dagger to sword because it's bigger. Also @\hit_stop will not work? Look at how hit_stop is called elsewhere.
Grep (hit_stop)
666- @\hit_effect event.point_x, event.point_y, hit_multiplier
667: @\hit_stop 0.1 * math.max(ball_a.hit_stop_multiplier, ball_b.hit_stop_multiplier)
668- shake_multiplier = math.max(ball_a.camera_shake_multiplier, ball_b.camera_shake_multiplier)
--
754- @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
755: @\hit_stop 1
756-
--
844- @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
845: @\hit_stop 0.15*attacker.hit_stop_multiplier
[Showing results with pagination = limit: 10, offset: 0]
Grep (hit_stop:")
No matches found
Grep (hit_stop:)
898- @effects\add hit_circle x, y, {radius: 9*multiplier}
899- particle_count = math.floor(an.random\int(2, 4)*multiplier)
900- for i = 1, particle_count
901- @effects\add hit_particle x, y, {velocity: multiplier*an.random\float(100, 250), duration: multiplier*an.random\float(0.3, 0.5)}
902-
903: hit_stop: (duration=0.1) =>
904- probability = @\get_hit_stop_probability!
905- if an.random\bool 100*probability
906- an\hit_stop duration
907- @time_since_last_hit = 0
908-
The hit_stop has a probability check that might skip it. It calls an\hit_stop internally. For a guaranteed 1s freeze I should use an\hit_stop directly:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Using an\hit_stop 1 directly (bypasses probability check), and enemy back to sword.
I see the issue. The deflection should take the weapon into account, but also the arrow's direction as it hits the weapon. Let's try just a mix of both.
Read (E:\a327ex\emoji-ball-battles\main.yue)
745→ vx, vy = projectile_object.collider\get_velocity!
746→ intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
747→
748→ -- Spawn deflected arrow visual before hit kills the projectile
749→ if projectile_object.projectile_type == 'arrow'
750→ av = ball_object.collider\get_angular_velocity!
751→ deflect_vx = av*math.sin(ball_object.angle)
752→ deflect_vy = -av*math.cos(ball_object.angle)
753→ print math.length(deflect_vx, deflect_vy)
754→ @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
755→ an\hit_stop 1
756→
757→ projectile_object\hit intensity, 'weapon'
758→
759→ -- Flash and spring pull on weapon (same as weapon-weapon)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now it's a 50/50 mix of the weapon's tangential velocity and the arrow's incoming velocity.
It should be the opposite of the arrow's incoming velocity, like it's bouncing of a wall, but the wall is the weapon, and it's angled arbitrarily.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The arrow velocity is now reflected off the weapon surface (treating the weapon as a wall at ball_object.angle), then mixed 50/50 with the weapon's tangential velocity.
It feels like the angles are correct now. Now let's try to adjust the deflected_arrow's velocity. Intuitively, what would you say matters for its velocity to make the movement seem realistic?
A few things come to mind:
Weapon angular velocity — a fast-spinning weapon should knock the arrow away harder than a slow one. This is already contributing via
weapon_vx/vy.Arrow incoming speed — a fast arrow bouncing off should retain more energy than a slow one. This is already contributing via the reflected velocity, but the 50/50 mix means a very fast arrow and a slow weapon produce the same weight as a slow arrow and fast weapon.
How "flush" the hit is — an arrow hitting perpendicular to the weapon surface should deflect more forcefully than one grazing along it. That's essentially
|dot|from the reflection calculation — it measures how much of the arrow's velocity is going into the weapon surface.Minimum velocity floor — even a slow parry should visibly knock the arrow away, otherwise it just drops with gravity and looks limp.
The current code doesn't scale magnitude at all — it just averages two velocity vectors. I'd suggest something like: normalize the deflection direction, then multiply by a magnitude that's based on max(weapon_speed, arrow_speed) with a minimum floor. That way the direction comes from the mix, but the speed always looks punchy.
OK, let's apply all these, but I need to know what weapon_speed and arrow_speed are for the comparison between them to make sense.
Good question — they're on very different scales right now.
Arrow speed: math.length(vx, vy). The intensity remap in the collision handler maps 300-600 to 0-1, so arrows typically travel at ~300-600 units/s.
Weapon speed (as currently calculated): just |av| — the angular velocity in rad/s. Base angular velocity is 1.5*math.pi ≈ 4.7, grows with hits. So weapon speed is roughly 5-20 units/s.
These are off by about 30-60x. The 50/50 mix is almost entirely arrow velocity — the weapon contribution is negligible.
The weapon_visual_offset was removed at some point, but if we bring it back, weapon tip speed becomes |av| * offset. With sword offset of 21: 4.7 * 21 ≈ 99 at base, scaling up to maybe 20 * 21 = 420 after many hits. That puts it in a comparable range to arrow speed (300-600).
So I'd suggest bringing weapon_visual_offset back into the weapon velocity calculation, then the max/mix/floor approach would make sense with both values in the same ballpark.
Let's just print those values whenever a parry occurs so I can see them for a fact.
Read (E:\a327ex\emoji-ball-battles\main.yue)
748→ -- Spawn deflected arrow visual before hit kills the projectile
749→ if projectile_object.projectile_type == 'arrow'
750→ av = ball_object.collider\get_angular_velocity!
751→ weapon_vx = av*math.sin(ball_object.angle)
752→ weapon_vy = -av*math.cos(ball_object.angle)
753→ -- Reflect arrow velocity off weapon surface
754→ nx = -math.sin(ball_object.angle)
755→ ny = math.cos(ball_object.angle)
756→ dot = vx*nx + vy*ny
757→ reflect_vx = vx - 2*dot*nx
758→ reflect_vy = vy - 2*dot*ny
759→ deflect_vx = 0.5*weapon_vx + 0.5*reflect_vx
760→ deflect_vy = 0.5*weapon_vy + 0.5*reflect_vy
761→ print math.length(deflect_vx, deflect_vy)
762→ @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Each parry will now print arrow speed, weapon speed (without offset), weapon speed (with offset), and final deflection speed.
arrow: 208.00215810451, weapon: 12.72940826416, weapon_w_offset: 432.79988098145, deflect: 100.79349920884 arrow: 546.21288526471, weapon: 8.9410085678101, weapon_w_offset: 303.99429130554, deflect: 276.13942872467 arrow: 339.49165736372, weapon: 12.849449157715, weapon_w_offset: 436.8812713623, deflect: 164.86117150808 arrow: 401.88132957443, weapon: 1.9496486186981, weapon_w_offset: 66.288053035736, deflect: 200.6705655516 arrow: 417.61134444867, weapon: 2.1461601257324, weapon_w_offset: 72.969444274902, deflect: 209.01748851394 arrow: 273.88095298732, weapon: 5.9310460090637, weapon_w_offset: 201.65556430817, deflect: 139.756341242 arrow: 48.921724243873, weapon: 7.5504183769226, weapon_w_offset: 256.71422481537, deflect: 27.833671734648 arrow: 771.75396938997, weapon: 2.6955056190491, weapon_w_offset: 91.647191047668, deflect: 386.6305946201 arrow: 568.88886731585, weapon: 5.7478742599487, weapon_w_offset: 195.42772483826, deflect: 287.25291115246 arrow: 234.96856552386, weapon: 14.624104499817, weapon_w_offset: 497.21955299377, deflect: 110.47794276568 arrow: 275.61532939817, weapon: 3.3000628948212, weapon_w_offset: 112.20213842392, deflect: 138.10077238493 arrow: 565.05235401675, weapon: 17.379629135132, weapon_w_offset: 590.90739059448, deflect: 273.91113676686 arrow: 181.04945025081, weapon: 12.033178329468, weapon_w_offset: 409.1280632019, deflect: 85.934246529694 arrow: 370.17761019835, weapon: 12.630615234375, weapon_w_offset: 429.44091796875, deflect: 188.28056602931
Not sure what makes the arrows have such different velocities but I guess it's fine. I don't want to use the weapon's offset in the calculation because then I'll have to test how it looks for every weapon. I'd like to just take into account weapon rotation and arrow speed.
Since weapon speed without offset (2-17) and arrow speed (50-770) are on totally different scales, the 50/50 mix is basically just the reflected arrow at half speed — the weapon barely contributes to direction.
A few options for combining them:
Normalize both, then mix, then scale: Normalize weapon tangent and reflected arrow to unit vectors, mix 50/50, then multiply by a magnitude based on
arrow_speedmodulated by|av|Scale weapon tangent up to arrow's scale: Multiply weapon tangent by
arrow_speed / |av|so both components have comparable magnitude before mixingDirection from reflection only, magnitude from both: Use the reflected direction purely, but set magnitude to something like
arrow_speed * remap(|av|, 0, 20, 0.3, 1.0)— slow weapon = weaker deflect, fast weapon = full bounce
Option 3 is simplest and keeps the angles looking correct (since reflection already looked right). The weapon rotation just controls how hard the bounce is.
Let's try 3 then
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Direction purely from reflection off the weapon surface, magnitude is arrow speed scaled by weapon rotation (slow spin = 30% of arrow speed, fast spin = 100%).
Remove the hit_stop and the print, let me test it properly.
Read (E:\a327ex\emoji-ball-battles\main.yue)
758→ arrow_speed = math.length(vx, vy)
759→ speed_multiplier = math.remap(math.abs(av), 0, 20, 0.3, 1.0)
760→ deflect_speed = arrow_speed*speed_multiplier
761→ reflect_len = math.length(reflect_vx, reflect_vy)
762→ deflect_vx = reflect_vx/reflect_len*deflect_speed
763→ deflect_vy = reflect_vy/reflect_len*deflect_speed
764→ @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
765→ an\hit_stop 1
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Hit stop and print removed.
Let's actually try reflecting the projectile by creating a new one that belongs to the player that parried. Actually, what happens if we don't kill the old arrow at all and it just bounces normally with the physics engine? Let's first see that. Comment out the effectsadd deflected_arrow line and remove the lines that delete the old projectile when it hits a weapon.
Read (E:\a327ex\emoji-ball-battles\main.yue)
748→ -- Spawn deflected arrow visual before hit kills the projectile
749→ if projectile_object.projectile_type == 'arrow'
750→ av = ball_object.collider\get_angular_velocity!
751→ -- Reflect arrow velocity off weapon surface
752→ nx = -math.sin(ball_object.angle)
753→ ny = math.cos(ball_object.angle)
754→ dot = vx*nx + vy*ny
755→ reflect_vx = vx - 2*dot*nx
756→ reflect_vy = vy - 2*dot*ny
757→ -- Scale magnitude by weapon rotation speed
758→ arrow_speed = math.length(vx, vy)
759→ speed_multiplier = math.remap(math.abs(av), 0, 20, 0.3, 1.0)
760→ deflect_speed = arrow_speed*speed_multiplier
761→ reflect_len = math.length(reflect_vx, reflect_vy)
762→ deflect_vx = reflect_vx/reflect_len*deflect_speed
763→ deflect_vy = reflect_vy/reflect_len*deflect_speed
764→ @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
765→
766→ projectile_object\hit intensity, 'weapon'
767→
768→ -- Flash and spring pull on weapon (same as weapon-weapon)
769→ ball_object\flash_weapon!
770→ ball_object.spring\pull 'weapon', 0.35, 3, 0.5
771→
772→ -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
Now let me check what hit does for the 'weapon' case:
Read (E:\a327ex\emoji-ball-battles\main.yue)
2708→ game\pop!
2709→ elseif @projectile_type == 'arrow'
2710→ arrow_scale = 26/512
2711→ game\push @x, @y, @angle + 3*math.pi/4, arrow_scale*scale, arrow_scale*scale
2712→ game\image an.images.arrow, 0, 0, nil, @flashing and white!
2713→ game\pop!
2714→
2715→ -- Debug draw collider shape
2716→ debug_draw\push @x, @y, @angle
2717→ -- debug_draw\rectangle -@w/2, -@h/2, @w, @h, red!
2718→ debug_draw\pop!
2719→
2720→ hit: (intensity=1, target_type, normal_x, normal_y) =>
2721→ @spring\pull 'hit', 0.5*intensity, 3, 0.5
2722→ @flashing = true
Read (E:\a327ex\emoji-ball-battles\main.yue)
2725→ switch target_type
2726→ when 'wall'
2727→ if @projectile_type == 'bullet'
2728→ @bounces -= 1
2729→ if @bounces < 0
2730→ @\kill!
2731→ elseif @projectile_type == 'arrow'
2732→ angle = @collider\get_angle!
2733→ -- Flip angle if arrow points outward from wall
2734→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
2735→ angle += math.pi
2736→ offset = an.random\float(0, 10)
2737→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
2738→ @\kill!
2739→ when 'weapon'
Read (E:\a327ex\emoji-ball-battles\main.yue)
2739→ when 'weapon'
2740→ @bounces -= 1
2741→ if @bounces < 0
2742→ @\kill!
2743→ when 'ball'
2744→ @\kill!
2745→
2746→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Deflected arrow spawn is commented out, and arrows no longer get killed on weapon hit — they'll just bounce off via physics.
Ah, it's velocity should be multiplied by like 1.5x when it bounces off the weapon. Then let's do like the gun projectile, where it switches teams so it can hit the original caster and doesn't hit the onw who parried.
Read (E:\a327ex\emoji-ball-battles\main.yue)
764→ -- @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
765→
766→ projectile_object\hit intensity, 'weapon'
767→
768→ -- Flash and spring pull on weapon (same as weapon-weapon)
769→ ball_object\flash_weapon!
770→ ball_object.spring\pull 'weapon', 0.35, 3, 0.5
771→
772→ -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
773→ av = ball_object.collider\get_angular_velocity!
774→ change = av - ball_object.last_angular_velocity
775→ scaled_change = change / ball_object.weapon_weight^2
776→ av = ball_object.last_angular_velocity + scaled_change
777→ ball_object.collider\set_angular_velocity av
778→
779→ -- Flip projectile team to reflector's team (can now hit original shooter)
780→ projectile_object.team = ball_object.team
781→
782→ -- Sound
783→ an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 1.0, an.random\float(0.95, 1.05)
Team flip is already happening at line 780. Just need to add the 1.5x velocity boost for arrows:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Wait, vx, vy was captured before the bounce. I should use the post-bounce velocity:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Gets the post-bounce velocity and multiplies by 1.5x. Team flip was already in place.
The arrow should also have gravity when it bounces off a weapon
Grep (set_gravity_scale)
1275- @\add timer!
1276: @collider\set_gravity_scale 0
1277-
--
1712- @thrust_end_speed = math.max(400, @thrust_start_speed + @thrust_speed)
1713: @collider\set_gravity_scale 0
1714- @collider\set_bullet true
--
1725- @collider\set_fixed_rotation false
1726: @collider\set_gravity_scale 1
1727- @collider\set_bullet false
--
1831- start_moving: =>
1832: @collider\set_gravity_scale 1
1833- @collider\apply_impulse an.random\sign!*an.random\float(5, 10), an.random\float(-10, 10)
--
2670- @collider\set_friction 0
2671: @collider\set_gravity_scale 0.5
2672- @collider\set_density 0.4
--
2679- @collider\set_friction 1
2680: @collider\set_gravity_scale 0
2681- @collider\set_density 0.1
Arrow starts with gravity_scale 0. Just need to enable it on parry:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Parried arrows now get 0.5 gravity scale (same as bullets).
Sometimes the new bounced projectile velocity is slower than the base velocity, that should never happen.
The issue is arrow restitution is 0 (designed for sticking to walls), so the physics bounce absorbs almost all energy. Then 1.5x of near-zero is still slow.
Simplest fix: use the post-bounce direction but enforce a minimum speed equal to the original arrow speed:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Uses post-bounce direction, but speed is max(post_bounce * 1.5, original_arrow_speed) — so it's never slower than when it arrived.
Don't you need to get the base velocity from before the collision? Is vx, vy before it?
Yes, vx, vy is captured at line 745 before hit is called:
vx, vy = projectile_object.collider\get_velocity!
intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
But there's a subtlety — by the time collision_begin_events fires, Box2D may have already resolved the collision and modified the velocity. So vx, vy might already be post-bounce despite being captured "before" our code runs.
If that's the case, both vx, vy and pvx, pvy would be the same post-bounce values, and arrow_speed would already be reduced.
Want me to test by printing both to verify they're actually different?
They're likely post-collision. We need to store the base velocity elsewhere. Because the projectile is impulsed and it's velocity otherwise doesn't change, we can just capture it 1 frame after it's created or something similar?
Simplest approach: capture it on the first update of the projectile, since by then the impulse has taken effect.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2695→ -- Visual feedback
2696→ @\add spring!
2697→ @spring\add 'hit', 1
2698→ @spring\pull 'hit', 0.3, 3, 0.5 -- pop on spawn
2699→
2700→ @\add timer!
2701→ @flashing = false
2702→ if args.flash_on_spawn
2703→ @flashing = true
2704→ @timer\after 0.1, -> @flashing = false
2705→
2706→ update: (dt) =>
2707→ -- Update angle to follow velocity
2708→ vx, vy = @collider\get_velocity!
2709→ @collider\set_angle math.angle(vx, vy)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now use base_speed in the parry handler:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. base_speed is captured on the projectile's first update frame, then used as the minimum speed floor on parry.
OK, perfect. What are the next tasks?
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→- Arrows shot increase by 1 on hit (bow scaling)
8→- Multiple arrows shooting with delay between each
9→- Arrows stick to walls
10→- Arrows disappear from walls like plants disappear blinking
11→- Parried arrows disappear blinking too, and also rotate slowly based on how the parry weapon was moving (same idea as how plants rotate before dying)
12→- Sounds for bow and sword
13→- Create letter emoji assets (at minimum: P, B, S, F, K) for status effect identifiers
14→- Implement status effect line UI class that displays a letter + number using emoji assets with recoloring shader
15→- Add status effect container to ball class that tracks active effects and their stack counts
16→- Implement stack consumption logic that triggers the effect and decrements the stack count
17→- Remove status effect line from display when its stack count reaches zero
18→- Apply recoloring shader to status effect lines with a distinct color per effect type
19→- Handle vertical positioning of multiple simultaneous status effect lines above the emoji
20→- UI effect anti-overlap system: tag all floating UI effects (status_text, emoji_text, damage numbers) as spatial UI elements with a bounding box
21→- UI effect anti-overlap system: when spawning a new UI element, query all active UI elements for their current bounding boxes and projected positions
22→- UI effect anti-overlap system: find the closest unoccupied position to the desired spawn point that doesn't visually collide with existing UI elements
23→- UI effect anti-overlap system: account for movement direction/velocity of existing elements (e.g., emoji_text floats upward) when checking for collisions
24→- Fencer class:
25→ - PASSIVE gains fencing stacks per parry (+1 damage per stack, low duration)
26→ - ACTIVE triggers lunge attack (like Earclacks' Lance) at X fencing stacks.
27→ - Synergizes with duration items - even small duration boosts compound into much higher damage.
28→- Spellblade class:
29→ - PASSIVE: swaps weapons periodically between dagger and staff/wand
30→ - 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.
... [4 more lines]
The first 5 bow tasks are done (though the parry one changed approach — arrows now bounce as real projectiles instead of becoming visual-only). Remaining:
- Sounds for bow and sword
- Status effect system (letter assets, UI class, container, stacking, consumption, shaders, positioning)
- UI effect anti-overlap system
- Fencer class
- Spellblade class
- Musical instrument weapon
- Lightning
- Stack threshold item
The todo could use updating to reflect what we've completed. Want me to clean it up, or move on to sounds?
Remove all tasks we've done and also the sounds, which we'll do now.
Edit (E:\a327ex\emoji-ball-battles\todo.md)
The file E:\a327ex\emoji-ball-battles\todo.md has been updated successfully.
Done. What sounds are you looking to add for bow and sword?
Compile a list of which sounds are used in emojunky's bow for me.
Task (Find emojunky bow sounds)
[
{
"type": "text",
"text": "Perfect! Now let me compile all my findings and create a comprehensive report:\n\n## Complete Search Results: Bow Sounds in Emojunky Reference Code\n\nI've thoroughly searched the emojunky-one reference codebase. Here are my findings:\n\n### Location of Emojunky Code\n**E:\\a327ex\\emoji-ball-battles\\reference\\emojunky-one/**\n\n### Bow Implementation Details\n\nThe bow weapon is implemented in **E:\\a327ex\\emoji-ball-battles\\reference\\emojunky-one\\entities.lua** with the following code sections:\n\n1. **Bow State Variables (lines 107-115):**\n - `self.bow_r` - bow rotation\n - `self.bow_ox` - bow offset X\n - `self.bow_pull_ox` - bow pull offset (distance string is pulled)\n - `self.bow_sx` - bow scale X\n - `self.bow_cd = 0.6` - cooldown duration\n - `self.bow_timer = 0.6` - cooldown timer\n - `self.arrow_r` - arrow rotation\n - `self.arrow_ox` - arrow offset X\n - `self.arrow_a` - arrow alpha (visibility)\n\n2. **Bow Logic (lines 331-369):**\n - Pulling phase (line 342-346): `down_act` trigger, lasts 0.1 seconds\n - Release phase (line 350-363): `released_act` fires arrow with velocity based on pull distance\n - Arrow spawn: Uses `EmojiBullet(position, velocity, 0, \"arrow\")`\n\n3. **Bow Drawing (lines 584-594):**\n - Visual representation of bow and arrow\n - Displays pulled string line when `self.bow_being_pulled` is true\n\n### Audio Files Available\n\n**E:\\a327ex\\emoji-ball-battles\\reference\\emojunky-one\\res/** contains these audio files:\n\n**Potentially Relevant to Bow:**\n- `attack1.ogg`\n- `shot1.ogg`\n- `josepharaoh99_shot.ogg` (used for gun weapon)\n\n**Other SFX:**\n- `dash1.ogg`\n- `death1.ogg`, `death2.ogg`\n- `enemy_powerup.ogg`\n- `get_item1.ogg`, `get_item2.ogg` (weapon pickup sound)\n- `hit1.ogg`, `hit2.ogg`, `hit3.ogg`\n- `josepharaoh99_hit.ogg`\n- `jump1.ogg`, `jump2.ogg`\n- `LloydEvans09_jump.ogg` (player jump sound)\n- `walk1.ogg`, `walk2.ogg`\n- `wound1.ogg`, `wound2.ogg`\n- `Kubbi_Cascade_music.ogg`\n\n### Bow Sound Findings\n\n**CRITICAL FINDING: The bow weapon in this emojunky reference code has NO associated sound effects.**\n\nThe complete list of `play()` calls in entities.lua is:\n1. `play(\"LloydEvans09_jump\", ...)` - Player jump (line 222)\n2. `play(\"josepharaoh99_shot\", ...)` - Gun weapon (line 253)\n3. `play(\"hit3\", ...)` - Landing impact (line 683)\n4. `play(rng:table({\"walk1\", \"walk2\"}), ...)` - Footsteps (line 684)\n5. `play(\"get_item1\", ...)` - Weapon pickup (line 733)\n6. `play(\"josepharaoh99_hit\", ...)` - Player hit (line 763)\n7. `play(\"enemy_powerup\", ...)` - Enemy powerup (lines 840, 960)\n8. `play(\"hit1\", ...)` - Enemy hit (lines 894, 902, 1000, 1006)\n9. `play(\"wound1\", ...)` - Enemy wound (lines 895, 1001)\n\n**The bow weapon code (lines 331-369) contains NO `play()` calls for:**\n- String pull sound\n- Arrow release sound\n- Arrow fire sound\n- String vibration sound\n\n### Weapons That DO Have Sounds\n\nOnly two weapons have explicit sound effects in this code:\n1. **Gun** (line 253): `play(\"josepharaoh99_shot\", {volume = 0.6})`\n2. **Shrimp**: No explicit sound, but uses same code structure as gun\n\n### What This Means\n\nThe bow implementation is currently **silent** - it has no audio feedback for:\n- Drawing/pulling the string\n- Releasing the arrow\n- Arrow firing\n\nIf you're developing the emojunky bow sound system, you would need to add `play()` calls at:\n- **Line 342** (when player starts pulling): Add string tension/pull sound\n- **Line 350** (when player releases): Add arrow release/fire sound\n\nSuitable existing sounds could be:\n- **For pull**: Could create a new sound or use existing `attack1.ogg` or `dash1.ogg`\n- **For release**: Could use `shot1.ogg` or `josepharaoh99_shot.ogg` (gun sound)"
},
{
"type": "text",
"text": "agentId: a26bd65 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 50286\ntool_uses: 24\nduration_ms: 90892</usage>"
}
]
The emojunky-one bow has no sounds at all — it's completely silent. The gun uses josepharaoh99_shot but the bow code (lines 331-369 in entities.lua) has zero play() calls for pulling, releasing, or firing.
So there's no reference to work from there. What sounds are you thinking of adding? String pull, arrow release/fire, arrow wall impact, parry deflect?
There's a game in the reference folder that must use bow sounds, try to find which one it is.
Task (Find bow sounds in reference games)
[
{
"type": "text",
"text": "Now let me create the final comprehensive report with all findings:\n\n## Summary Report: Bow/Arrow Related Sounds in Reference Game Folders\n\nBased on my thorough search of the reference game folders at `E:/a327ex/emoji-ball-battles/reference/`, here are my findings:\n\n### Subdirectories Structure\n\n**Main game reference folders:**\n- `emojunky-one/` - L\u00d6VE engine game with extensive bow/arrow implementation\n- `super emoji box/` - Original version with assets\n- `super-emoji-box/` - Updated version with improved sound structure\n- `super-emoji-invaders/` - Invaders-style game\n- `super-emoji-pairs/` - Memory/pairs game\n- `super-emoji-pop-prototype/` - Pop-style game prototype\n- `emoji-merge-main/` - Merge-style game\n- `archives/` - Historical design documents\n- Plus several markdown reference documents\n\n---\n\n### 1. BOW/ARROW IMPLEMENTATION (Emojunky-One)\n\n**Key Reference File:**\n- `E:/a327ex/emoji-ball-battles/reference/bow-reference.md` - Complete bow design documentation\n\n**Source Code:**\n- `E:/a327ex/emoji-ball-battles/reference/emojunky-one/entities.lua` (lines 107-596, 1046-1206)\n - Full bow weapon implementation with charging mechanic\n - Arrow projectile system with wall-stick behavior\n\n**Graphics Assets:**\n- `E:/a327ex/emoji-ball-battles/reference/emojunky-one/res/bow.png`\n- `E:/a327ex/emoji-ball-battles/reference/emojunky-one/res/arrow.png`\n- `E:/a327ex/emoji-ball-battles/reference/emojunky-one/res/bow_and_arrow.png`\n- `E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/assets/curving_arrow.png`\n\n---\n\n### 2. BOW/ARROW SOUND USAGE (Critical Finding)\n\n**IMPORTANT: No dedicated bow/arrow sounds found in emojunky-one**\n\nThe bow firing in `emojunky-one/entities.lua` uses the **gun sound**:\n```lua\n-- Line 253 - Bow fire uses the gun shooting sound\nplay(\"josepharaoh99_shot\", {volume = 0.6})\n```\n\nThis is in the weapon section (lines 331-369) for the bow weapon. The bow release does NOT have a distinct sound - it reuses the gun sound.\n\n**Available projectile/shooting sounds in emojunky-one:**\n- `E:/a327ex/emoji-ball-battles/reference/emojunky-one/res/josepharaoh99_shot.ogg` - Shot/fire sound (used for bow)\n- `E:/a327ex/emoji-ball-battles/reference/emojunky-one/res/shot1.ogg` - Alternative shot sound\n- `E:/a327ex/emoji-ball-battles/reference/emojunky-one/res/attack1.ogg` - Attack sound (not used for bow)\n\n---\n\n### 3. PROJECTILE/SHOOTING SOUNDS ACROSS GAMES\n\n**Super Emoji Box (v1 & v2):**\n- `E:/a327ex/emoji-ball-battles/reference/super emoji box/assets/`\n - `revolver_shot1.ogg`, `revolver_shot2.ogg`, `revolver_shot3.ogg` - Gun firing (3 variations)\n - `dagger_thrown1.ogg`, `dagger_thrown2.ogg` - Melee weapon throw\n - `dagger_wall.ogg` - Projectile hits wall\n - `fire_projectile_release1.ogg` - Fire projectile release\n - `enemy_shoot.ogg` - Enemy firing projectile\n\n**Emojunky-One Sound Mapping:**\n- Line 253: `play(\"josepharaoh99_shot\", {volume = 0.6})` - Gun/bow fire\n- Line 222: Jump sound also available for comparison\n\n---\n\n### 4. SOUND CODE PATTERNS\n\n**Emojunky-One (using ripple audio library):**\n```lua\nplay(\"sound_name\", {volume = 0.6, pitch = rng:float(0.95, 1.05)})\n```\n\n**Super Emoji Pop Prototype (using anchor framework):**\n```lua\nsounds.enemy_shoot:play(0.25, random:float(0.95, 1.05))\n```\n\n---\n\n### 5. CANDIDATE SOUNDS FOR BOW/ARROW IN EBB\n\nBased on the sound_mapping.md (line 152-163), when implementing bow sounds for Emoji Ball Battles:\n\n**For bow firing/release:**\n- `fire_projectile_release1.ogg` (specifically designed for projectile release)\n- `revolver_shot1-3.ogg` (punchy shot sounds)\n- `josepharaoh99_shot.ogg` (currently used in emojunky-one)\n\n**For arrow hitting wall:**\n- `dagger_wall.ogg` (wall impact)\n- `grass_impact1-3.ogg` (surface impact variations)\n- `fire_projectile_impact1.ogg` (projectile-specific impact)\n\n**For arrow hitting enemy:**\n- `enemy_hit.ogg` (standard enemy damage)\n- `fire_projectile_impact1.ogg` (projectile impact)\n\n**For bow string sounds (not found but could be created):**\n- `fire_projectile_release1.ogg` is the closest existing sound for a \"tension release\" mechanic\n\n---\n\n### 6. COMPLETE SOUND FILE INVENTORY\n\n**Emojunky-One `/res/`** (21 audio files):\n`attack1.ogg`, `dash1.ogg`, `death1.ogg`, `death2.ogg`, `enemy_powerup.ogg`, `get_item1.ogg`, `get_item2.ogg`, `hit1.ogg`, `hit2.ogg`, `hit3.ogg`, `josepharaoh99_hit.ogg`, `josepharaoh99_shot.ogg`, `jump1.ogg`, `jump2.ogg`, `Kubbi_Cascade_music.ogg`, `LloydEvans09_jump.ogg`, `shot1.ogg`, `walk1.ogg`, `walk2.ogg`, `wound1.ogg`, `wound2.ogg`\n\n**Super Emoji Box `/assets/`** (62 audio files):\nOrganized by category: burn, cloud, coin, dagger, enemy, fire projectile, grass, lightning, UI, RPG sounds, etc.\n\n**Super Emoji Box (v2) `/assets/sounds/`** (24 audio files):\nCleaner subset with added `wood_impact` variants and `music_kubbi_cascade.ogg`\n\n**Super Emoji Invaders/Pairs/Pop `/assets/sounds/`:**\nIdentical or similar to Super Emoji Box with 47-62 sound files\n\n---\n\n### 7. KEY INSIGHTS\n\n1. **No dedicated bow sounds exist** - Emojunky-one reuses gun firing sound for bow\n2. **Bow charging is silent** - Only visual feedback (pull animation) during charge\n3. **String/twang sounds missing** - Not present in any reference game\n4. **Best candidates for EBB bow:**\n - Fire on release: `fire_projectile_release1.ogg` or `josepharaoh99_shot.ogg`\n - Arrow on wall: `dagger_wall.ogg` + `grass_impact1-3.ogg`\n - Arrow on enemy: `enemy_hit.ogg`\n5. **Volume patterns:** Projectile sounds typically 0.25-0.6 volume with 0.95-1.05 pitch variation\n\n---\n\n### File Paths (Absolute)\n\n- Bow reference doc: `E:/a327ex/emoji-ball-battles/reference/bow-reference.md`\n- Sound mapping doc: `E:/a327ex/emoji-ball-battles/reference/sound_mapping.md`\n- Bow implementation: `E:/a327ex/emoji-ball-battles/reference/emojunky-one/entities.lua`\n- Emojunky sounds: `E:/a327ex/emoji-ball-battles/reference/emojunky-one/res/`\n- Super Emoji Box sounds: `E:/a327ex/emoji-ball-battles/reference/super emoji box/assets/`\n- Super Emoji Box v2 sounds: `E:/a327ex/emoji-ball-battles/reference/super-emoji-box/assets/sounds/`"
},
{
"type": "text",
"text": "agentId: aa8eed0 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 54434\ntool_uses: 33\nduration_ms: 119712</usage>"
}
]
No reference game has dedicated bow sounds. Emojunky-one reuses the gun shot sound for the bow.
The closest candidates from the reference assets:
- Arrow fire/release:
fire_projectile_release1.ogg(from super emoji box) - Arrow hitting wall:
dagger_wall.ogg - Arrow hitting enemy: existing hit sounds already play
- Bow string pull/tension: nothing exists — would need a new asset
The super emoji box folder has the richest sound library (62 files). Want me to look at what's already available in emoji-ball-battles' own assets folder, or are you planning to source new sounds?
Convert all the new .wav files in assets to .ogg at maximum quality, delete the .wav files, find the normalized values for them based on the comments when sounds are loaded in main.yue. If you have questions or are not sure about something ask first.
Grep (an\sound )
142--- dagger_swing_5 (swing_10): -29.1 dB → 0.9
143:an\sound 'ball_ball', 'assets/ball_wall.ogg'
144:an\sound 'ball_wall', 'assets/ball_wall.ogg'
145:an\sound 'dagger_dagger', 'assets/dagger_dagger.ogg'
146:an\sound 'dagger_wall', 'assets/dagger_wall.ogg'
147:an\sound 'dagger_ball', 'assets/dagger_ball.ogg'
148:an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'
149:an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'
150:an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
151:an\sound 'weapon_projectile_1', 'assets/metal_light_2.ogg'
152:an\sound 'weapon_projectile_2', 'assets/metal_light_4.ogg'
153:an\sound 'player_hit', 'assets/player_hit.ogg'
154:an\sound 'player_death', 'assets/player_death.ogg'
155:an\sound 'grass_land_1', 'assets/grass_land1.ogg'
156:an\sound 'grass_land_2', 'assets/grass_land2.ogg'
157:an\sound 'grass_land_3', 'assets/grass_land3.ogg'
158:an\sound 'grass_impact_1', 'assets/grass_impact1.ogg'
159:an\sound 'grass_impact_2', 'assets/grass_impact2.ogg'
160:an\sound 'grass_impact_3', 'assets/grass_impact3.ogg'
161:an\sound 'hop', 'assets/hop.ogg'
162:an\sound 'concrete_1', 'assets/concrete_2.ogg'
163:an\sound 'concrete_2', 'assets/concrete_5.ogg'
164:an\sound 'concrete_3', 'assets/concrete_8.ogg'
165:an\sound 'dagger_swing_1', 'assets/dagger_swing_1.ogg'
166:an\sound 'dagger_swing_2', 'assets/dagger_swing_2.ogg'
167:an\sound 'dagger_swing_3', 'assets/dagger_swing_8.ogg'
168:an\sound 'dagger_swing_4', 'assets/dagger_swing_9.ogg'
169:an\sound 'dagger_swing_5', 'assets/dagger_swing_10.ogg'
170-an\music 'bgm', 'assets/batoru_umi_to_mamono_no_kodomo_tachi.ogg'
Let me see the normalization comments:
Read (E:\a327ex\emoji-ball-battles\main.yue)
120→-- ball_ball (suicchi_wo_osu): -16.7 dB → 0.22
121→-- ball_wall: -21.2 dB → 0.36
122→-- dagger_dagger: -16.5 dB → 0.22 (unused)
123→-- dagger_wall: -24.1 dB → 0.5
124→-- dagger_ball: -28.7 dB → 0.7
125→-- gun_fire_1 (revolver_shot1): -24.7 dB → 0.54
126→-- gun_fire_2 (revolver_shot2): -24.9 dB → 0.56
127→-- gun_fire_3 (revolver_shot3): -23.3 dB → 0.46
128→-- weapon_projectile_1 (metal_light_2): -30.0 dB → 1.0
129→-- weapon_projectile_2 (metal_light_4): -30.5 dB → 1.0
130→-- player_hit: -8.3 dB → 0.08
131→-- player_death: -19.9 dB → 0.35
132→-- grass_land_1/2/3: ~-45.5 dB → 1.0
133→-- grass_impact_1/2/3: ~-29.5 dB → 0.5
134→-- hop: -10.3 dB → 0.12
135→-- concrete_1 (concrete_2): -31.7 dB → 0.8
136→-- concrete_2 (concrete_5): -26.9 dB → 0.7
137→-- concrete_3 (concrete_8): -28.9 dB → 0.8
138→-- dagger_swing_1: -32.8 dB → 1.0
139→-- dagger_swing_2: -26.4 dB → 0.66
140→-- dagger_swing_3 (swing_8): -26.4 dB → 0.66
141→-- dagger_swing_4 (swing_9): -25.1 dB → 0.57
142→-- dagger_swing_5 (swing_10): -29.1 dB → 0.9
143→an\sound 'ball_ball', 'assets/ball_wall.ogg'
144→an\sound 'ball_wall', 'assets/ball_wall.ogg'
A couple questions before proceeding:
Normalization formula: Looking at the pattern, it seems like louder sounds (lower dB magnitude) get lower volume multipliers, and quieter sounds get higher ones — normalizing everything to roughly the same perceived loudness. The reference point seems to be around -30 dB = 1.0. Is the dB value the RMS loudness of the file? And should I use
ffmpegto measure it and compute the multiplier?OGG conversion: ffmpeg with
-c:a libvorbis -q:a 10for max quality — does that match how the existing .ogg files were made, or do you have a different preference?File naming: The wav files have spaces and capitals (e.g.
Bow string drawing fast 2.wav). Should I convert to the existing convention with underscores and lowercase (e.g.bow_string_drawing_fast_2.ogg)?
You'll have to read the log where we first did it, I'm afraid the details elude me. @anchor.blot.im\logs\ebb-sounds-1.md. You'll find the commands used there as well, and yes, use the existing convention with underscores.
Read (E:\a327ex\anchor.blot.im\logs\ebb-sounds-1.md)
File content (60456 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.
Grep (ffmpeg|sox|normalize|dB|RMS|loudness|libvorbis)
<persisted-output>
Output too large (30.4KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\72e892ad-1814-45ff-873e-58b40ba6d2e0\tool-results\toolu_01UQr9zepuAL3prV9JubmB9w.txt
Preview (first 2KB):
14-- Renamed Japanese sound files from emoji-merge to romanized names (ぷよん.ogg → puyon.ogg, etc.)
15-- Tested multiple candidates for weapon-weapon collision (dagger_crit2 vs dagger_wall), ball-ball collision (puyon vs suicchi_wo_osu)
16-
17-**Audio File Conversion:**
18-- Installed FFmpeg via winget, copied to ~/bin for PATH access
19:- Converted WAV files to OGG with maximum quality (`-c:a libvorbis -q:a 10`)
20-- Converted: Metal Heavy 2/6, Concrete 2/5/8, Metal Light 2/4, Dagger Swing 1/2/8/9/10
21-
22-**Volume Normalization System:**
23:- Used FFmpeg volumedetect to analyze dB levels of all sounds
24:- Established -24 dB as baseline for normalized volume calculations
25-- Created importance tiers: Most (1.25x), Medium (1.0x), Low (0.75x)
26-- Most important: gun_fire, dagger_wall, dagger_ball, weapon_projectile, player_death
27-- Medium: concrete, grass_land, grass_impact, hop
28-- Low: ball_ball, ball_wall
29:- Added normalized values as comments in main.yue for future reference
30-
31-**Bug Fixes:**
32-- Fixed player_hit sound playing for enemies (should only play for player)
33-- Fixed grass_impact playing after plants destroyed (added radius check for nearby plants)
34-- Changed dagger_ball to play in take_damage for all hits, removed duplicate calls in collision handlers
--
651-> I think this is it for now. Let's first figure out how to convert to ogg programmatically. Tell me how you'd approach it.
652-
653-The standard approach is **FFmpeg** - it can convert almost any audio format to OGG (Vorbis).
654-
... [13 more lines]
Grep (volumedetect|mean_volume|conversion command|ffmpeg.-i|quality.10)
16-
17-**Audio File Conversion:**
18-- Installed FFmpeg via winget, copied to ~/bin for PATH access
19:- Converted WAV files to OGG with maximum quality (`-c:a libvorbis -q:a 10`)
20-- Converted: Metal Heavy 2/6, Concrete 2/5/8, Metal Light 2/4, Dagger Swing 1/2/8/9/10
21-
22-**Volume Normalization System:**
23:- Used FFmpeg volumedetect to analyze dB levels of all sounds
24-- Established -24 dB as baseline for normalized volume calculations
25-- Created importance tiers: Most (1.25x), Medium (1.0x), Low (0.75x)
26-- Most important: gun_fire, dagger_wall, dagger_ball, weapon_projectile, player_death
--
664-**Option 1: Install FFmpeg**
665-- Download from https://ffmpeg.org/download.html (Windows builds)
666-- Or via `winget install ffmpeg` / `choco install ffmpeg` if you have those package managers
667:- Then convert with: `ffmpeg -i metal_heavy_2.wav -c:a libvorbis -q:a 5 metal_heavy_2.ogg`
668-
669-**Option 2: Online converter**
670-- Sites like cloudconvert.com or convertio.co can batch convert WAV/MP3 to OGG
--
728-Found them - `Metal Heavy 2.wav` and `Metal Heavy 6.wav`. Let me convert them:
729-
730-<details>
731:<summary><code>Bash ("/c/Users/adn/AppData/Local/Microsoft/WinGet/Links/ffmpeg.exe" -i "E:/a327ex/emo...)</code></summary>
732-
733-<pre><code>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:
734-Convert with maximum possible quality.</code></pre>
--
736-</details>
737-
... [32 more lines]
Grep (baseline|-24 dB|normalized.*formula|10\^|pow|importance)
14-- Renamed Japanese sound files from emoji-merge to romanized names (ぷよん.ogg → puyon.ogg, etc.)
15-- Tested multiple candidates for weapon-weapon collision (dagger_crit2 vs dagger_wall), ball-ball collision (puyon vs suicchi_wo_osu)
16-
17-**Audio File Conversion:**
18-- Installed FFmpeg via winget, copied to ~/bin for PATH access
19-- Converted WAV files to OGG with maximum quality (`-c:a libvorbis -q:a 10`)
20-- Converted: Metal Heavy 2/6, Concrete 2/5/8, Metal Light 2/4, Dagger Swing 1/2/8/9/10
21-
22-**Volume Normalization System:**
23-- Used FFmpeg volumedetect to analyze dB levels of all sounds
24:- Established -24 dB as baseline for normalized volume calculations
25:- Created importance tiers: Most (1.25x), Medium (1.0x), Low (0.75x)
26-- Most important: gun_fire, dagger_wall, dagger_ball, weapon_projectile, player_death
27-- Medium: concrete, grass_land, grass_impact, hop
28-- Low: ball_ball, ball_wall
29-- Added normalized values as comments in main.yue for future reference
30-
31-**Bug Fixes:**
32-- Fixed player_hit sound playing for enemies (should only play for player)
33-- Fixed grass_impact playing after plants destroyed (added radius check for nearby plants)
34-- Changed dagger_ball to play in take_damage for all hits, removed duplicate calls in collision handlers
35-
--
177-E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua-731- self.weapon = other.weapon
178-E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua-732- table.insert(effects, InfoText(other.x, other.y - 12, other.weapon))
179-E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:733: play("get_item1", {volume = 0.65})
180---
181-E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua-761- camera:shake(4, 0.4)
182-E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua-762- slow(1, 0.5)
183-E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:763: play("josepharaoh99_hit", {volume = 0.6})
... [52 more lines]
Grep (formula|calculation|10**|ratio|linear.volume|volume.linear|dB.volume|volume.dB)
13-- User selected sounds one-by-one through iterative testing
14-- Renamed Japanese sound files from emoji-merge to romanized names (ぷよん.ogg → puyon.ogg, etc.)
15-- Tested multiple candidates for weapon-weapon collision (dagger_crit2 vs dagger_wall), ball-ball collision (puyon vs suicchi_wo_osu)
16-
17-**Audio File Conversion:**
18-- Installed FFmpeg via winget, copied to ~/bin for PATH access
19-- Converted WAV files to OGG with maximum quality (`-c:a libvorbis -q:a 10`)
20-- Converted: Metal Heavy 2/6, Concrete 2/5/8, Metal Light 2/4, Dagger Swing 1/2/8/9/10
21-
22-**Volume Normalization System:**
23:- Used FFmpeg volumedetect to analyze dB levels of all sounds
24:- Established -24 dB as baseline for normalized volume calculations
25-- Created importance tiers: Most (1.25x), Medium (1.0x), Low (0.75x)
26-- Most important: gun_fire, dagger_wall, dagger_ball, weapon_projectile, player_death
27-- Medium: concrete, grass_land, grass_impact, hop
28-- Low: ball_ball, ball_wall
29-- Added normalized values as comments in main.yue for future reference
30-
31-**Bug Fixes:**
32-- Fixed player_hit sound playing for enemies (should only play for player)
33-- Fixed grass_impact playing after plants destroyed (added radius check for nearby plants)
34-- Changed dagger_ball to play in take_damage for all hits, removed duplicate calls in collision handlers
35-
36-**Dagger Swing Sound System:**
37-- Tracks angular velocity to detect fast rotation (>3.5x base angular velocity)
38-- First sound triggers at 0.07 rotation after fast spin starts
39-- Subsequent sounds every full rotation, maximum 3 total
40-- Resets when dropping below threshold
41-
42-**Ball-Wall Pitch Modulation:**
... [12 more lines]
Grep (suggested.volume|normalized.volume|importance.*tier|multiplier|10**(|pow(|ratio =)
9-- Created `reference/sound_mapping.md` documenting all candidate sounds for each game event
10-- Identified 16 potential sound events in EBB codebase
11-
12-**Sound Selection and Testing:**
13-- User selected sounds one-by-one through iterative testing
14-- Renamed Japanese sound files from emoji-merge to romanized names (ぷよん.ogg → puyon.ogg, etc.)
15-- Tested multiple candidates for weapon-weapon collision (dagger_crit2 vs dagger_wall), ball-ball collision (puyon vs suicchi_wo_osu)
16-
17-**Audio File Conversion:**
18-- Installed FFmpeg via winget, copied to ~/bin for PATH access
19-- Converted WAV files to OGG with maximum quality (`-c:a libvorbis -q:a 10`)
20-- Converted: Metal Heavy 2/6, Concrete 2/5/8, Metal Light 2/4, Dagger Swing 1/2/8/9/10
21-
22-**Volume Normalization System:**
23-- Used FFmpeg volumedetect to analyze dB levels of all sounds
24:- Established -24 dB as baseline for normalized volume calculations
25:- Created importance tiers: Most (1.25x), Medium (1.0x), Low (0.75x)
26-- Most important: gun_fire, dagger_wall, dagger_ball, weapon_projectile, player_death
27-- Medium: concrete, grass_land, grass_impact, hop
28-- Low: ball_ball, ball_wall
29-- Added normalized values as comments in main.yue for future reference
30-
31-**Bug Fixes:**
32-- Fixed player_hit sound playing for enemies (should only play for player)
33-- Fixed grass_impact playing after plants destroyed (added radius check for nearby plants)
34-- Changed dagger_ball to play in take_damage for all hits, removed duplicate calls in collision handlers
35-
36-**Dagger Swing Sound System:**
37-- Tracks angular velocity to detect fast rotation (>3.5x base angular velocity)
38-- First sound triggers at 0.07 rotation after fast spin starts
... [52 more lines]
Grep (linear_ratio|10**|formula for|how.calculat|baseline.0.5|0.5.*baseline)
1803-
1804-Here's the analysis sorted by mean volume (perceived loudness):
1805-
1806-| Sound | Mean Vol | Max Vol | Current | Issue |
1807-|-------|----------|---------|---------|-------|
1808-| player_hit | -8.3 dB | -2.1 dB | (off) | Very loud |
1809-| hop | -10.3 dB | 0.0 dB | 0.5 | Very loud |
1810-| suicchi_wo_osu | -16.7 dB | -6.5 dB | 0.5 | Loud |
1811-| player_death | -19.9 dB | 0.0 dB | 0.5 | Slightly loud |
1812-| ball_wall | -21.2 dB | -2.8 dB | 0.5 | Slightly loud |
1813:| revolver_shot3 | -23.3 dB | 0.0 dB | 0.5 | ~baseline |
1814:| dagger_wall | -24.1 dB | 0.0 dB | 0.5 | ~baseline |
1815:| revolver_shot1 | -24.7 dB | -0.2 dB | 0.5 | ~baseline |
1816:| revolver_shot2 | -24.9 dB | -0.3 dB | 0.5 | ~baseline |
1817-| metal_heavy_2 | -26.7 dB | -4.3 dB | 0.5 | Slightly quiet |
1818-| concrete_5 | -26.9 dB | -4.8 dB | 0.5 | Slightly quiet |
1819-| dagger_ball | -28.7 dB | -1.4 dB | 0.5 | Quiet |
1820-| grass_impact1-3 | ~-29.5 dB | ~-3.0 dB | 0.3 | Quiet |
1821-| concrete_8 | -28.9 dB | -5.2 dB | 0.5 | Quiet |
1822-| metal_heavy_6 | -29.0 dB | -0.4 dB | 0.5 | Quiet |
1823-| concrete_2 | -31.7 dB | -6.4 dB | 0.5 | Very quiet |
1824-| grass_land1-3 | ~-45.5 dB | ~-22.4 dB | 0.3 | Extremely quiet |
1825-
1826-**Suggested normalized volumes** (using ~-24 dB as baseline):
--
2014-
2015-You're right, let me think about this properly.
2016-
2017-The normalized volumes we have now represent **equal perceived loudness** - a sound at 0.22 should sound as loud as another at 0.7 because we compensated for their raw dB differences.
2018-
... [38 more lines]
Now I have the full picture. Let me look for the exact normalization formula:
Grep (baseline -24 dB.0.5|ratio.dB|dB.ratio|power.ratio)
3051-> 2. Key Technical Concepts:
3052-> - FFmpeg audio conversion (WAV to OGG with `-c:a libvorbis -q:a 10` for max quality)
3053-> - Sound volume normalization using mean_volume dB analysis
3054-> - Importance-based volume scaling with multipliers
3055-> - Angular velocity tracking for triggering rotation-based sounds
3056-> - Pitch modulation based on collision intensity
3057-> - YueScript syntax for game development with Anchor framework
3058-> - `an\sound(name, path)` and `an\sound_play(name, volume, pitch)` API
3059->
3060-> 3. Files and Code Sections:
3061-> - **E:\a327ex\emoji-ball-battles\main.yue**
3062-> - Main game file containing all sound loading and playback logic
3063-> - Added normalized volume comments at top of sounds section:
3064-> ```yuescript
3065-> -- Sounds
3066:> -- Normalized volumes (baseline -24 dB, 0.5 base volume):
3067-> -- ball_ball (suicchi_wo_osu): -16.7 dB → 0.22
3068-> -- ball_wall: -21.2 dB → 0.36
3069-> -- dagger_wall: -24.1 dB → 0.5
3070-> -- dagger_ball: -28.7 dB → 0.7
3071-> -- gun_fire_1\2\3: ~-24 dB → ~0.5
3072-> -- weapon_projectile_1\2 (metal_light): ~-30 dB → 1.0
3073-> -- player_hit: -8.3 dB → 0.08
3074-> -- player_death: -19.9 dB → 0.35
3075-> -- grass_land_1\2\3: ~-45.5 dB → 1.0
3076-> -- grass_impact_1\2\3: ~-29.5 dB → 0.5
3077-> -- hop: -10.3 dB → 0.12
3078-> -- concrete_1\2\3: ~0.7-0.8
3079-> -- dagger_swing_1-5: 0.57-1.0
3080-> ```
... [1 more lines]
Got it. Here's the process:
- Convert:
ffmpeg -i file.wav -c:a libvorbis -q:a 10 output.ogg - Measure:
ffmpeg -i file.ogg -af volumedetect -f null /dev/null→ getmean_volume - Normalize:
volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0 - Baseline: -24 dB = 0.5 volume
Let me convert all 10 files, measure, and delete the originals.
Bash (cd "E:/a327ex/emoji-ball-battles/assets" && ffmpeg -i "Bow string drawing fast 2...)
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 00000200e0656e40] video:0KiB audio:41KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 10.696452%
size= 45KiB time=00:00:01.07 bitrate= 346.0kbits/s speed=27.2x elapsed=0:00:00.03
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 00000244e6746f40] video:0KiB audio:43KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 10.010355%
size= 48KiB time=00:00:00.96 bitrate= 405.5kbits/s speed=35.6x elapsed=0:00:00.02
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 00000249e88a6f40] video:0KiB audio:43KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 10.169686%
size= 47KiB time=00:00:00.96 bitrate= 399.1kbits/s speed=39.6x elapsed=0:00:00.02
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 00000206e4949ac0] video:0KiB audio:25KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 16.936930%
size= 29KiB time=00:00:00.54 bitrate= 444.3kbits/s speed=29.5x elapsed=0:00:00.01
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 000001f5e24a9ac0] video:0KiB audio:22KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 19.616272%
size= 26KiB time=00:00:00.54 bitrate= 391.5kbits/s speed=31.2x elapsed=0:00:00.01
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 00000240e965a3c0] video:0KiB audio:24KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 17.650169%
size= 28KiB time=00:00:00.54 bitrate= 428.4kbits/s speed=28.7x elapsed=0:00:00.01
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 0000024913fb9ac0] video:0KiB audio:23KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 18.398268%
size= 27KiB time=00:00:00.54 bitrate= 413.2kbits/s speed=31.9x elapsed=0:00:00.01
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 000001f19526ce40] video:0KiB audio:30KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 14.315556%
size= 34KiB time=00:00:00.86 bitrate= 325.2kbits/s speed=42.5x elapsed=0:00:00.02
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 000002442d7b6f40] video:0KiB audio:39KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 11.320468%
size= 43KiB time=00:00:01.48 bitrate= 236.9kbits/s speed=53.6x elapsed=0:00:00.02
ISRC : Switch Plus � NCH Software
[out#0/ogg @ 00000297290a6f40] video:0KiB audio:24KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 17.743684%
size= 29KiB time=00:00:01.48 bitrate= 157.8kbits/s speed=62.2x elapsed=0:00:00.02
Good, all converted. Now measure dB levels:
Bash (cd "E:/a327ex/emoji-ball-battles/assets" && for f in bow_string_drawing_fast_2.o...)
=== bow_string_drawing_fast_2.ogg ===
[Parsed_volumedetect_0 @ 0000029330e26800] mean_volume: -38.9 dB
=== drawing_bow_backwards_6.ogg ===
[Parsed_volumedetect_0 @ 000002e2f9af6800] mean_volume: -40.6 dB
=== drawing_bow_backwards_9.ogg ===
[Parsed_volumedetect_0 @ 000001792d096800] mean_volume: -42.3 dB
=== light_sword_swing_2.ogg ===
[Parsed_volumedetect_0 @ 0000021062426800] mean_volume: -28.3 dB
=== light_sword_swing_3.ogg ===
[Parsed_volumedetect_0 @ 000001cf87046800] mean_volume: -29.7 dB
=== light_sword_swing_14.ogg ===
[Parsed_volumedetect_0 @ 000002561bce6800] mean_volume: -29.7 dB
=== light_sword_swing_9.ogg ===
[Parsed_volumedetect_0 @ 000001e91c2b6800] mean_volume: -30.0 dB
=== releasing_bow_string_1.ogg ===
[Parsed_volumedetect_0 @ 0000016113216800] mean_volume: -34.3 dB
=== releasing_bow_string_2.ogg ===
[Parsed_volumedetect_0 @ 0000020674096800] mean_volume: -35.4 dB
=== releasing_bow_string_8.ogg ===
[Parsed_volumedetect_0 @ 0000021d94a56800] mean_volume: -34.0 dB
Now delete the WAV files:
Bash (cd "E:/a327ex/emoji-ball-battles/assets" && rm "Bow string drawing fast 2.wav" "...)
Here are the normalized volumes using volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0:
| Sound | Mean dB | Normalized Volume |
|---|---|---|
| bow_string_drawing_fast_2 | -38.9 dB | 1.0 (raw: 1.75) |
| drawing_bow_backwards_6 | -40.6 dB | 1.0 (raw: 2.14) |
| drawing_bow_backwards_9 | -42.3 dB | 1.0 (raw: 2.60) |
| light_sword_swing_2 | -28.3 dB | 0.73 |
| light_sword_swing_3 | -29.7 dB | 0.86 |
| light_sword_swing_14 | -29.7 dB | 0.86 |
| light_sword_swing_9 | -30.0 dB | 1.0 (raw: 1.0) |
| releasing_bow_string_1 | -34.3 dB | 1.0 (raw: 1.30) |
| releasing_bow_string_2 | -35.4 dB | 1.0 (raw: 1.49) |
| releasing_bow_string_8 | -34.0 dB | 1.0 (raw: 1.25) |
The bow sounds are quite quiet — all the bow string and release sounds cap at 1.0. The sword swings are in the 0.73-1.0 range, comparable to the existing dagger swings.
OK, add all these to the comments, and also add an explanation of the process + commands for future instances to not have to read past logs.
Read (E:\a327ex\emoji-ball-battles\main.yue)
115→-- Spritesheets
116→an\spritesheet 'hit1', 'assets/hit1.png', 96, 48
117→
118→-- Sounds
119→-- Normalized volumes (baseline -24 dB, 0.5 base volume):
120→-- ball_ball (suicchi_wo_osu): -16.7 dB → 0.22
121→-- ball_wall: -21.2 dB → 0.36
122→-- dagger_dagger: -16.5 dB → 0.22 (unused)
123→-- dagger_wall: -24.1 dB → 0.5
124→-- dagger_ball: -28.7 dB → 0.7
125→-- gun_fire_1 (revolver_shot1): -24.7 dB → 0.54
126→-- gun_fire_2 (revolver_shot2): -24.9 dB → 0.56
127→-- gun_fire_3 (revolver_shot3): -23.3 dB → 0.46
128→-- weapon_projectile_1 (metal_light_2): -30.0 dB → 1.0
129→-- weapon_projectile_2 (metal_light_4): -30.5 dB → 1.0
130→-- player_hit: -8.3 dB → 0.08
131→-- player_death: -19.9 dB → 0.35
132→-- grass_land_1/2/3: ~-45.5 dB → 1.0
133→-- grass_impact_1/2/3: ~-29.5 dB → 0.5
134→-- hop: -10.3 dB → 0.12
135→-- concrete_1 (concrete_2): -31.7 dB → 0.8
136→-- concrete_2 (concrete_5): -26.9 dB → 0.7
137→-- concrete_3 (concrete_8): -28.9 dB → 0.8
138→-- dagger_swing_1: -32.8 dB → 1.0
139→-- dagger_swing_2: -26.4 dB → 0.66
140→-- dagger_swing_3 (swing_8): -26.4 dB → 0.66
141→-- dagger_swing_4 (swing_9): -25.1 dB → 0.57
142→-- dagger_swing_5 (swing_10): -29.1 dB → 0.9
143→an\sound 'ball_ball', 'assets/ball_wall.ogg'
144→an\sound 'ball_wall', 'assets/ball_wall.ogg'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Added the normalization process explanation (conversion command, measurement command, formula) and all 10 new sound entries with their dB levels and normalized volumes.
OK, the 3 drawing bow sounds play randomly when pulling string starts. The 4 light sowrd swing sounds play instead of the other sword swing sounds, but the same conditional. And releasing bow string sounds play randomly when an arrow is released.
Grep (fire_single_arrow)
1782- if n == 1
1783- -- Single arrow: full release, full recoil
1784: @\fire_single_arrow shot_id, 0.2, 0.08
1785- else
1786- @bow_barraging = true
1787-
1788- -- First arrow: scaled release, full recoil, then pull for next
1789: @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4
1790- @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1791-
--
1796- if is_last
1797- -- Last arrow: full release, scaled recoil
1798: @\fire_single_arrow shot_id, 0.2, 0.08, arrow_delay
1799- else
1800- -- Middle arrow: scaled release and recoil, then pull for next
1801: @\fire_single_arrow shot_id, arrow_delay*0.5, arrow_delay*0.4, arrow_delay
1802- @timer\after arrow_delay*0.3, -> @\bow_start_pull arrow_delay*0.7
1803-
--
1809-
1810- -- Fire a single arrow with release animation
1811: fire_single_arrow: (shot_id, release_duration, sy_duration, recoil_duration) =>
1812- @bow_arrow_alpha = 0
1813- @spring\pull 'weapon', 0.6
Now let me check which weapon type conditionals the swing sounds use:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1345→ -- Disabled when base velocity reaches 6.5π (~25 hits)
1346→ -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit
1347→ @can_swing_sound_time += dt
1348→ if @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
1349→ if not @fast_spinning
1350→ @fast_spinning = true
1351→ @rotation_accumulator = 0
1352→ @swing_sound_count = 0
1353→ elseif @swing_sound_count < 5
1354→ @rotation_accumulator += angular_speed * dt
1355→ threshold = if @swing_sound_count == 0 then 0.07*2*math.pi else 2*math.pi
1356→ if @rotation_accumulator >= threshold
1357→ @rotation_accumulator -= threshold
1358→ @swing_sound_count += 1
1359→ an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
1360→ else
1361→ @fast_spinning = false
1362→ @rotation_accumulator = 0
1363→ @swing_sound_count = 0
1364→ -- Apply forces to sword flame based on rotation and velocity
Read (E:\a327ex\emoji-ball-battles\main.yue)
1415→ elseif @weapon_type == 'dagger'
1416→ -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
1417→ -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
1418→ -- Disabled when base velocity reaches 6.5π (~25 hits)
1419→ -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit
1420→ @can_swing_sound_time += dt
1421→ if @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
1422→ if not @fast_spinning
1423→ @fast_spinning = true
1424→ @rotation_accumulator = 0
1425→ @swing_sound_count = 0
1426→ elseif @swing_sound_count < 5
1427→ @rotation_accumulator += angular_speed * dt
1428→ threshold = if @swing_sound_count == 0 then 0.07*2*math.pi else 2*math.pi
1429→ if @rotation_accumulator >= threshold
1430→ @rotation_accumulator -= threshold
1431→ @swing_sound_count += 1
1432→ an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
1433→ else
1434→ @fast_spinning = false
1435→ @rotation_accumulator = 0
1436→ @swing_sound_count = 0
1437→
1438→ -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
1439→ vx, vy = @collider\get_velocity!
Read (E:\a327ex\emoji-ball-battles\main.yue)
1335→ new_speed = math.lerp_dt(0.9, 0.5, dt, angular_speed, @base_angular_velocity)
1336→ @collider\set_angular_velocity angular_sign*new_speed
1337→ else
1338→ @time_above_base = 0
1339→ @time_below_base = 0
1340→
1341→ -- Weapon-specific update logic
1342→ if @weapon_type == 'sword'
1343→ -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
1344→ -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
Good, I see both sections — sword (line 1342) and dagger (line 1415) both use dagger_swing_#{an.random\int(1, 5)}. Now let me add the sound definitions and make the changes. First, register the sounds:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the bow draw sound when pulling starts (line 1404, if not @bow_pulling):
Read (E:\a327ex\emoji-ball-battles\main.yue)
1410→ -- @collider\set_angular_damping 3*math.cubic_out(t)
1411→ -- else
1412→ -- @collider\set_angular_damping 0
1413→ if bow_should_pull
1414→ if not @bow_pulling
1415→ @bow_arrow_alpha = 1
1416→ @bow_pulling = true
1417→ @bow_pull_amount = math.lerp_dt(0.9, 0.5, dt, @bow_pull_amount, 8)
1418→ @bow_sy = math.lerp_dt(0.9, 0.5, dt, @bow_sy, 0.9)
1419→ elseif @bow_pulling
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the release sound in fire_single_arrow:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1821→ -- Fire a single arrow with release animation
1822→ fire_single_arrow: (shot_id, release_duration, sy_duration, recoil_duration) =>
1823→ @bow_arrow_alpha = 0
1824→ @spring\pull 'weapon', 0.6
1825→ @spring\pull 'hit', 0.25, 3, 0.5
1826→ @\recoil_weapon recoil_duration
1827→ @timer\tween release_duration, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1828→ @timer\tween sy_duration, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1829→
1830→ spawn_x = @x + 20*math.cos(@angle)
1831→ spawn_y = @y + 20*math.sin(@angle)
1832→ @parent.projectiles\add projectile spawn_x, spawn_y,
1833→ projectile_type: 'arrow'
1834→ velocity: 1
1835→ direction: @angle
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me go through the conversation chronologically:
Context from previous session: The conversation continues from a previous session that was summarized. Key prior work included removing bow_has_fired, arrow scaling on hit, multiple arrows with delay, bow recoil, timer module bug fix, cooldown increase, and angular damping discussion.
Angular damping move: The first task was moving angular damping from bow_fire to the update loop, applying whenever bow_should_pull or bow_barraging is true. Added @bow_barraging flag to init, update section, bow_fire, and barrage callback.
Ball angle inquiry: User asked if ball's angle is set directly anywhere. Found 4 places - init (random), update (from physics), projectile update (from physics), and a visual/particle object.
Progressive angular damping: User wanted damping to scale with arrows_per_shot. 1 arrow = 0, 20 arrows = 5, with smoothstep curve. Presented table, user approved. Implemented with formula
5*(3*t*t - 2*t*t*t)wheret = math.min((@arrows_per_shot - 1)/19, 1).Comment out damping, add progressive arrow_delay: User wanted damping commented out and arrow_delay to decrease progressively. 1 arrow = 0.2, 20 arrows = 0.02 (later changed to 0.04). Initially used smoothstep, then changed to cubic_out (
math.cubic_out), then used the named functionmath.cubic_out(t).Bring back angular damping: User wanted damping back but only during firing (not pulling), max 3, cubic_out curve.
Comment out both, change scaling rule: User wanted both angular damping and arrow_delay scaling commented out, and changed arrow scaling from per-shot to per-arrow-hit. Removed shot_id tracking.
Arrow delay changed to 0.2s: Default arrow_delay changed from 0.08 to 0.2.
Stuck arrows on walls: Created
stuck_arrowclass - visual-only object spawned when arrow hits wall at same position/angle. Added random inward offset along travel direction.Error: angle nil:
@anglewas nil in hit method because it's only set in update. Fixed by using@collider\get_angle!directly.Blinking disappearance: Added during_step blinking to stuck_arrow. Changed duration to fixed 1s, then back to during_step with 0.5s/0.06-0.02 timing, then user changed wait to 0.9-1.0 and blink to 0.6-0.7.
Remove particle effects for arrows hitting walls: Added conditional to skip hit_circle/hit_particle for arrows.
Arrow angle fix: Some arrows pointed outward from wall. Added dot product check using collision normal to flip angle. Initially had check backwards (> 0), which made ALL arrows wrong. Fixed by changing to < 0.
Stuck arrows on balls: Implemented arrows sticking to balls using local coordinate offset and rotating with ball. User didn't like the look, so all ball-sticking code was removed.
Deflected arrows on parry: Created
deflected_arrowclass for when arrows are parried by weapons. Visual-only with velocity based on weapon rotation, random spin, immediate blinking.Deflection velocity angle: Walked through tangential velocity math. User said it was backwards, negated both components. Then user wanted arrow's initial angle to match velocity angle (with 3*pi/4 offset correction). Removed rotation, increased duration 3x for testing.
Velocity direction refinement: User said angles looked correct but velocity should mix weapon tangent and arrow direction. Added 50/50 mix. Then user said arrow's incoming velocity should be reflected off weapon surface. Implemented proper reflection using dot product with weapon normal.
Velocity magnitude: Discussed scale mismatch between weapon speed (~5-20) and arrow speed (~300-600). Tried option 3: direction from reflection, magnitude from arrow speed scaled by weapon rotation via remap.
Remove hit_stop and print: Removed debugging aids.
Keep arrows alive on parry: User wanted to try keeping the actual arrow projectile instead of spawning visual-only deflected arrow. Commented out deflected_arrow spawn, removed kill on weapon hit for arrows.
Arrow boost on parry: Added 1.5x velocity multiplier and gravity_scale 0.5 on parry. Team flip already existed.
Minimum speed enforcement: Post-bounce speed could be slower than base speed due to restitution 0. Added
base_speedcapture on first update frame, used as floor:max(post_speed*1.5, base_speed).Todo cleanup: Removed completed bow tasks from todo.md.
Sound conversion: Found 10 new .wav files in assets. Read the old session log to find the process: convert with
ffmpeg -c:a libvorbis -q:a 10, measure with volumedetect, normalize with formulavolume = 0.5 * 10^((-24 - mean_dB) / 20)capped at 1.0. Converted all files, measured dB, deleted originals, added to comments with process documentation.Adding sounds: User specified:
- 3 drawing bow sounds play randomly when pulling starts
- 4 light sword swing sounds replace dagger swing sounds with same conditional
- 3 releasing bow string sounds play randomly when arrow released
Registered all sounds, added bow_draw sound in the
if not @bow_pullingblock, added bow_release sound infire_single_arrow. Still need to do the sword swing replacement.Current state: I registered the sword_swing sounds but haven't yet replaced the dagger_swing references in the sword weapon_type section.
Summary: 1. Primary Request and Intent: The user is implementing bow mechanics and sounds for emoji-ball-battles. This session covered: - Moving angular damping logic to the update loop (later commented out after experimentation) - Progressive scaling of arrow_delay with arrows_per_shot using cubic_out easing (later commented out) - Changing arrow scaling from per-shot to per-arrow-hit - Making arrows stick to walls as visual-only objects with blinking disappearance - Making parried arrows bounce as real projectiles instead of spawning visual-only deflected arrows - Arrow velocity boost (1.5x) and gravity on parry, with minimum speed floor - Converting new WAV sound files to OGG and calculating normalized volumes - Adding bow draw, bow release, and sword swing sounds
Key Technical Concepts:
- YueScript game code compiled to Lua (Anchor engine)
- Smoothstep curve:
3*t*t - 2*t*t*tfor progressive scalingmath.cubic_out(t)easing:1 - (1-t)^3for fast initial change, plateau- Collision normal conventions in Box2D (normal points from projectile into wall)
- Reflection formula:
v_reflected = v - 2*(v·n)*n- Tangential velocity of orbiting weapon tip:
vx = -av*offset*sin(θ),vy = av*offset*cos(θ)- FFmpeg audio conversion: WAV to OGG with
-c:a libvorbis -q:a 10- Volume normalization:
volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0, baseline -24 dB = 0.5base_speedcapture on first projectile update frame for minimum speed enforcement@bow_barragingflag to track multi-arrow barrage state- Operator spacing convention: no spaces for
*and/, spaces for+and-Files and Code Sections:
E:\a327ex\emoji-ball-battles\main.yue— Main game code (primary file for all changes)Sound definitions and normalization comments (lines ~118-197): Added process documentation and new sound entries:
yuescript -- Volume normalization process: -- 1. Convert WAV to OGG: ffmpeg -i "File Name.wav" -c:a libvorbis -q:a 10 file_name.ogg -- 2. Measure mean volume: ffmpeg -i file.ogg -af volumedetect -f null /dev/null 2>&1 | grep mean_volume -- 3. Calculate normalized volume: volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0 -- Baseline: -24 dB file plays at 0.5 volume. Quieter files get higher volume, louder files get lower.New sound registrations:yuescript an\sound 'bow_draw_1', 'assets/bow_string_drawing_fast_2.ogg' an\sound 'bow_draw_2', 'assets/drawing_bow_backwards_6.ogg' an\sound 'bow_draw_3', 'assets/drawing_bow_backwards_9.ogg' an\sound 'bow_release_1', 'assets/releasing_bow_string_1.ogg' an\sound 'bow_release_2', 'assets/releasing_bow_string_2.ogg' an\sound 'bow_release_3', 'assets/releasing_bow_string_8.ogg' an\sound 'sword_swing_1', 'assets/light_sword_swing_2.ogg' an\sound 'sword_swing_2', 'assets/light_sword_swing_3.ogg' an\sound 'sword_swing_3', 'assets/light_sword_swing_14.ogg' an\sound 'sword_swing_4', 'assets/light_sword_swing_9.ogg'Ball init (~line 1199): Added
@bow_barraging = falseBow update section (~line 1397-1418): Angular damping commented out, bow draw sound added:
yuescript elseif @weapon_type == 'bow' bow_should_pull = @cooldown_bar.progress >= 0.75 -- if @bow_barraging -- t = math.min((@arrows_per_shot - 1)/19, 1) -- @collider\set_angular_damping 3*math.cubic_out(t) -- else -- @collider\set_angular_damping 0 if bow_should_pull if not @bow_pulling @bow_arrow_alpha = 1 an\sound_play "bow_draw_#{an.random\int(1, 3)}", 1.0, an.random\float(0.95, 1.05) @bow_pulling = true @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) 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'Sword swing sounds (~line 1342-1363): Currently still uses
dagger_swing_#{an.random\int(1, 5)}— needs to be changed tosword_swing_#{an.random\int(1, 4)}for sword weapon_type.Dagger swing sounds (~line 1415-1436): Same conditional, uses
dagger_swing_#{an.random\int(1, 5)}— this stays as dagger_swing for dagger weapon_type.Projectile-wall collision (~line 720-731): Added conditional to skip particle effects for arrows:
yuescript if projectile_object.projectile_type != 'arrow' normal_angle = math.angle event.normal_x, event.normal_y @effects\add hit_circle ...Projectile-weapon collision (~line 748-793): Arrow parry handling with reflection, team flip, velocity boost:
yuescript -- Spawn deflected arrow visual before hit kills the projectile if projectile_object.projectile_type == 'arrow' av = ball_object.collider\get_angular_velocity! -- Reflect arrow velocity off weapon surface nx = -math.sin(ball_object.angle) ny = math.cos(ball_object.angle) dot = vx*nx + vy*ny reflect_vx = vx - 2*dot*nx reflect_vy = vy - 2*dot*ny -- Scale magnitude by weapon rotation speed arrow_speed = math.length(vx, vy) speed_multiplier = math.remap(math.abs(av), 0, 20, 0.3, 1.0) deflect_speed = arrow_speed*speed_multiplier reflect_len = math.length(reflect_vx, reflect_vy) deflect_vx = reflect_vx/reflect_len*deflect_speed deflect_vy = reflect_vy/reflect_len*deflect_speed -- @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}And later:yuescript -- Flip projectile team to reflector's team projectile_object.team = ball_object.team -- Boost arrow velocity on parry and enable gravity if projectile_object.projectile_type == 'arrow' pvx, pvy = projectile_object.collider\get_velocity! post_speed = math.length(pvx, pvy) target_speed = math.max(post_speed*1.5, projectile_object.base_speed or 0) if post_speed > 0 projectile_object.collider\set_velocity pvx/post_speed*target_speed, pvy/post_speed*target_speed projectile_object.collider\set_gravity_scale 0.5Projectile-ball sensor (~line 780): Changed bow scaling from per-shot to per-hit:
yuescript -- Bow scaling: +1 arrow per hit if owner.weapon_type == 'bow' owner.arrows_per_shot += 1bow_fire (~line 1771): Arrow delay commented out scaling, hardcoded 0.2, barraging flag:
yuescript bow_fire: => @bow_ready = false @bow_pulling = false @bow_shot_id += 1 shot_id = @bow_shot_id -- t = math.min((@arrows_per_shot - 1)/19, 1) -- arrow_delay = 0.2 - 0.16*math.cubic_out(t) arrow_delay = 0.2 n = @arrows_per_shot if n == 1 @\fire_single_arrow shot_id, 0.2, 0.08 else @bow_barraging = true ...fire_single_arrow (~line 1821): Added bow release sound:
yuescript fire_single_arrow: (shot_id, release_duration, sy_duration, recoil_duration) => @bow_arrow_alpha = 0 an\sound_play "bow_release_#{an.random\int(1, 3)}", 1.0, an.random\float(0.95, 1.05) @spring\pull 'weapon', 0.6 ...Projectile class update (~line 2706): Added base_speed capture:
yuescript update: (dt) => vx, vy = @collider\get_velocity! if not @base_speed @base_speed = math.length(vx, vy) @collider\set_angle math.angle(vx, vy)Projectile hit method (~line 2720): Arrow wall hit spawns stuck_arrow with angle fix:
yuescript hit: (intensity=1, target_type, normal_x, normal_y) => ... when 'wall' ... elseif @projectile_type == 'arrow' angle = @collider\get_angle! if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0 angle += math.pi offset = an.random\float(0, 10) @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle} @\kill! when 'weapon' if @projectile_type != 'arrow' @bounces -= 1 if @bounces < 0 @\kill!stuck_arrow class (~line 3142):
yuescript class stuck_arrow extends object new: (@x, @y, args={}) => super! @angle = args.angle or 0 @arrow_scale = 26/512 @visible = true @\add timer! @timer\after an.random\float(0.9, 1.0), -> @timer\during_step an.random\float(0.6, 0.7), 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill! update: => if @visible game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale game\image an.images.arrow, 0, 0 game\pop!deflected_arrow class (~line 3160, currently unused — commented out spawn):
yuescript class deflected_arrow extends object new: (@x, @y, args={}) => super! @arrow_scale = 26/512 @visible = true @vx = args.vx or 0 @vy = args.vy or 0 @gravity = 0 @rotation = math.angle(@vx, @vy) @\add timer! @timer\during_step 1.2, 0.06, 0.02, (-> @visible = not @visible), nil, -> @\kill! update: (dt) => @vx = math.damping(0.9, 0.5, dt, @vx) @vy = math.damping(0.9, 0.5, dt, @vy) @gravity += 128*dt @x += @vx*dt @y += (@vy + @gravity)*dt if @visible effects\push @x, @y, @rotation + 3*math.pi/4, @arrow_scale, @arrow_scale effects\image an.images.arrow, 0, 0 effects\pop!Enemy ball (~line 288): Currently set to sword (was temporarily changed to dagger for testing, then back):
yuescript @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', 'sword'
E:\a327ex\emoji-ball-battles\todo.md— Removed completed bow tasks (arrow scaling, multiple arrows, arrows stick to walls, arrows disappear blinking, parried arrows, sounds)
E:\a327ex\anchor.blot.im\logs\ebb-sounds-1.md— Read for sound conversion process documentationErrors and fixes:
@anglenil error in projectile hit:@angleonly set inupdate, buthitcalled from collision handler before first update. Fixed by using@collider\get_angle!directly.- All arrows incorrectly angled on wall: Dot product check was
> 0but collision normal points into the wall (same direction as arrow travel), so the normal case has positive dot product. Fixed by changing to< 0.- File modified since read error: File was externally modified between reads. Re-read before editing.
- Post-bounce arrow speed too slow: Arrow has restitution 0 (for wall sticking), so physics bounce absorbs almost all energy. Fixed by capturing
base_speedon first update frame and usingmax(post_speed*1.5, base_speed).- vx, vy might be post-collision: User pointed out that by the time collision_begin_events fires, Box2D may have already resolved the collision. Solution: store
base_speedin first update frame since arrow is impulsed once and doesn't otherwise change velocity.- Arrow image rotation offset: The arrow image points upper-left, requiring
+ 3*math.pi/4correction. Initially forgot this in deflected_arrow drawing. Fixed by adding the offset.- Deflection velocity direction wrong: Original tangential velocity formula was negated (user said it was backwards). Later switched to reflection-based approach mixing reflected arrow velocity with weapon tangent.
@\hit_stopmight not fire: User pointed outhit_stopmethod has a probability check. Fixed by usingan\hit_stopdirectly for guaranteed freeze during debugging.Problem Solving:
- Designed progressive scaling curves (smoothstep, cubic_out) for arrow_delay and angular damping
- Implemented physics-based arrow reflection off weapon surface using dot product and normal
- Solved velocity magnitude mismatch between weapon rotation speed and arrow speed
- Created visual-only stuck_arrow and deflected_arrow classes
- Established sound conversion and normalization pipeline
All user messages:
- "OK." (approving angular damping move plan)
- "Does the ball's angle get set directly at any point?"
- "Let's make it so that angular damping gets progressively higher with the number of arrows per shot. 1 arrow = 0, 20 arrows = 5. Should follow a curve where values from 0 to 10 grow slowly, then near 10 they grow fast towards 5, then after 10 they plateau and move towards 5 slowly. Show me a table with your proposed values before changing the code."
- "Great, let's try it."
- "Just comment the angular damping out for now. Let's instead decrease the delay between shots progressively. 1 arrow = 0.2, 20 arrows = 0.02, should follow a similar curve to the one we applied to angular damping."
- "The low value should be 0.04s instead."
- "Let's have the curve follow out_cubic easing instead."
- "Use the function in math module instead for clarity, since it's named."
- "Let's bring back angular damping that progressively gets higher, but it only gets higher to 3, follows the cubic_out function too, but also only applies when actually firing, not when firing + pulling."
- "OK, let's comment out both angular damping and arrow_delay changes in terms of arrows per shot. And let's change the rule so that each arrow hit increases number of arrows per shot by 1, instead of per bow fire."
- "Oh yea, change the default arrow delay to 0.2s."
- "Perfect, what tasks are left?"
- "Remove all tasks we've done and also the sounds, which we'll do now."
- "Let's do arrows stick to walls. They should work just like emojunky-one. I believe a new visual-only object should be created in the exact same position and angle as the projectile died."
- "Yes." (approving stuck_arrow plan)
- "Sure." (approving stuck_arrow code)
- "Let's add some very slight randomness inwards to the position of the arrow when it dies. So it should take into account the direction of the projectile and add some variance in that direction."
- "ERROR: main.lua:2712: bad argument #1 to 'cos' (number expected, got nil)..."
- "Let's go back to the during_step solution but make the duration of the blinking lower and each blink faster than it was before."
- "Actually let's make the duration fixed to 1s. And let's remove the particle effects from when the projectile hits a wall if it's an arrow."
- "What is the nil argument in during_step?"
- "Let's change it so that each arrow simply dies after 1s. Let me see how that looks. Also, sometimes the arrows are angled outwards..."
- "This makes all arrows incorrectly angled."
- "Let's go back to the during_step solution but make the duration of the blinking lower and each blink faster than it was before." (second time)
- "OK, let's try making arrows get stuck to the other ball too. Tell me your plan first."
- "OK, only difference is that you can just add each arrow as a child of the ball, and that automatically allows you to access it as @parent."
- "Sure." (approving ball stuck arrow implementation)
- "When stuck to a ball, the arrow shouldn't disappear, and should also be drawn behind the ball."
- "It doesn't look as cool as I thought, you can remove all code related to getting arrows to stick to the ball."
- "Now let's add the next task, making arrows visibly disappear when they're parried by another weapon..."
- "Yep, let's try it." (approving deflected_arrow plan)
- "Walk me through the calculation of the deflected_arrow's velocity angle."
- "OK, let's try this, the arrows initial angle should be the velocity angle. Let's have it without any rotation first... And it lasts like 3x longer..."
- "Are you taking into account the fact that the arrow image is rotated differently by default? Like it's pointing left-up?"
- "It seems more correct than before now, except it should be the mirror angle, like you did the initial angle calculation with the tangent backwards."
- "What decides the magnitude of an arrows velocity?"
- "Print the length of deflect_vx, deflect_vy for me."
- "Make the sword a dagger, I need to test it too."
- "Walk me through the angle calculation again. I'm not sure I understand why av*math.sin(ball_object.angle)..."
- "Let's try this. Every time a reflected arrow is created, hit_stop for 1 second..."
- "Change dagger to sword because it's bigger. Also @\hit_stop will not work? Look at how hit_stop is called elsewhere."
- "I see the issue. The deflection should take the weapon into account, but also the arrow's direction as it hits the weapon. Let's try just a mix of both."
- "It should be the opposite of the arrow's incoming velocity, like it's bouncing of a wall, but the wall is the weapon, and it's angled arbitrarily."
- "It feels like the angles are correct now. Now let's try to adjust the deflected_arrow's velocity. Intuitively, what would you say matters for its velocity to make the movement seem realistic?"
- "OK, let's apply all these, but I need to know what weapon_speed and arrow_speed are for the comparison between them to make sense."
- "Let's just print those values whenever a parry occurs so I can see them for a fact."
- "[Printed velocity values] Not sure what makes the arrows have such different velocities but I guess it's fine. I don't want to use the weapon's offset in the calculation because then I'll have to test how it looks for every weapon. I'd like to just take into account weapon rotation and arrow speed."
- "Let's try 3 then" (option 3: direction from reflection, magnitude from both)
- "Remove the hit_stop and the print, let me test it properly."
- "Let's actually try reflecting the projectile by creating a new one that belongs to the player that parried. Actually, what happens if we don't kill the old arrow at all and it just bounces normally with the physics engine? Let's first see that. Comment out the effects add deflected_arrow line and remove the lines that delete the old projectile when it hits a weapon."
- "Ah, it's velocity should be multiplied by like 1.5x when it bounces off the weapon. Then let's do like the gun projectile, where it switches teams so it can hit the original caster and doesn't hit the one who parried."
- "The arrow should also have gravity when it bounces off a weapon"
- "Sometimes the new bounced projectile velocity is slower than the base velocity, that should never happen."
- "Don't you need to get the base velocity from before the collision? Is vx, vy before it?"
- "They're likely post-collision. We need to store the base velocity elsewhere. Because the projectile is impulsed and it's velocity otherwise doesn't change, we can just capture it 1 frame after it's created or something similar?"
- "OK, perfect. What are the next tasks?"
- "Remove all tasks we've done and also the sounds, which we'll do now."
- "Compile a list of which sounds are used in emojunky's bow for me."
- "There's a game in the reference folder that must use bow sounds, try to find which one it is."
- "Convert all the new .wav files in assets to .ogg at maximum quality, delete the .wav files, find the normalized values for them based on the comments when sounds are loaded in main.yue. If you have questions or are not sure about something ask first."
- "You'll have to read the log where we first did it, I'm afraid the details elude me. @anchor.blot.im\logs\ebb-sounds-1.md. You'll find the commands used there as well, and yes, use the existing convention with underscores."
- "OK, add all these to the comments, and also add an explanation of the process + commands for future instances to not have to read past logs."
- "OK, the 3 drawing bow sounds play randomly when pulling string starts. The 4 light sword swing sounds play instead of the other sword swing sounds, but the same conditional. And releasing bow string sounds play randomly when an arrow is released."
Pending Tasks:
- Replace
dagger_swing_#{an.random\int(1, 5)}withsword_swing_#{an.random\int(1, 4)}in the sword weapon_type swing sound section (~line 1359)- The dagger section (~line 1432) should keep using
dagger_swingsoundsCurrent Work: Adding sounds to the game. The user specified three sound assignments:
- Drawing bow sounds (bow_draw_1/2/3): play randomly when pulling starts — DONE
- Releasing bow string sounds (bow_release_1/2/3): play randomly when arrow released — DONE
- Light sword swing sounds (sword_swing_1/2/3/4): play instead of dagger_swing sounds for sword weapon_type — NOT YET DONE
All 10 sounds have been registered with
an\sound. Bow draw and release sounds have been added to their respective code locations. The sword swing sound replacement in the sword weapon_type section still needs to be done.Optional Next Step: Replace
an\sound_play "dagger_swing_#{an.random\int(1, 5)}"withan\sound_play "sword_swing_#{an.random\int(1, 4)}"in the sword weapon_type section at ~line 1359. The dagger section at ~line 1432 keeps using dagger_swing sounds. The user said: "The 4 light sword swing sounds play instead of the other sword swing sounds, but the same conditional."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\72e892ad-1814-45ff-873e-58b40ba6d2e0.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.
I need to replace the dagger_swing sounds with sword_swing sounds in the sword weapon_type section. Let me find the exact code.
Grep (dagger_swing)
142--- concrete_1 (concrete_2): -31.7 dB → 0.8
143--- concrete_2 (concrete_5): -26.9 dB → 0.7
144--- concrete_3 (concrete_8): -28.9 dB → 0.8
145:-- dagger_swing_1: -32.8 dB → 1.0
146:-- dagger_swing_2: -26.4 dB → 0.66
147:-- dagger_swing_3 (swing_8): -26.4 dB → 0.66
148:-- dagger_swing_4 (swing_9): -25.1 dB → 0.57
149:-- dagger_swing_5 (swing_10): -29.1 dB → 0.9
150--- bow_string_drawing_fast_2: -38.9 dB → 1.0
151--- drawing_bow_backwards_6: -40.6 dB → 1.0
152--- drawing_bow_backwards_9: -42.3 dB → 1.0
--
179-an\sound 'concrete_1', 'assets/concrete_2.ogg'
180-an\sound 'concrete_2', 'assets/concrete_5.ogg'
181-an\sound 'concrete_3', 'assets/concrete_8.ogg'
182:an\sound 'dagger_swing_1', 'assets/dagger_swing_1.ogg'
183:an\sound 'dagger_swing_2', 'assets/dagger_swing_2.ogg'
184:an\sound 'dagger_swing_3', 'assets/dagger_swing_8.ogg'
185:an\sound 'dagger_swing_4', 'assets/dagger_swing_9.ogg'
186:an\sound 'dagger_swing_5', 'assets/dagger_swing_10.ogg'
187-an\sound 'bow_draw_1', 'assets/bow_string_drawing_fast_2.ogg'
188-an\sound 'bow_draw_2', 'assets/drawing_bow_backwards_6.ogg'
189-an\sound 'bow_draw_3', 'assets/drawing_bow_backwards_9.ogg'
--
1366- if @rotation_accumulator >= threshold
1367- @rotation_accumulator -= threshold
1368- @swing_sound_count += 1
1369: an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
1370- else
1371- @fast_spinning = false
... [9 more lines]
I need to determine which one is in the sword section vs the dagger section. Let me read the surrounding context.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1345→ new_speed = math.lerp_dt(0.9, 0.5, dt, angular_speed, @base_angular_velocity)
1346→ @collider\set_angular_velocity angular_sign*new_speed
1347→ else
1348→ @time_above_base = 0
1349→ @time_below_base = 0
1350→
1351→ -- Weapon-specific update logic
1352→ if @weapon_type == 'sword'
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)
1355→ -- Disabled when base velocity reaches 6.5π (~25 hits)
1356→ -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit
1357→ @can_swing_sound_time += dt
1358→ if @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
1359→ if not @fast_spinning
1360→ @fast_spinning = true
1361→ @rotation_accumulator = 0
1362→ @swing_sound_count = 0
1363→ elseif @swing_sound_count < 5
1364→ @rotation_accumulator += angular_speed * dt
1365→ threshold = if @swing_sound_count == 0 then 0.07*2*math.pi else 2*math.pi
1366→ if @rotation_accumulator >= threshold
1367→ @rotation_accumulator -= threshold
1368→ @swing_sound_count += 1
1369→ an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
1370→ else
1371→ @fast_spinning = false
1372→ @rotation_accumulator = 0
1373→ @swing_sound_count = 0
1374→ -- Apply forces to sword flame based on rotation and velocity
Read (E:\a327ex\emoji-ball-battles\main.yue)
1420→ elseif @bow_pulling
1421→ @bow_pulling = false
1422→ @bow_arrow_alpha = 0
1423→ @spring\pull 'weapon', 0.5
1424→ @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1425→ @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1426→ elseif @weapon_type == 'dagger'
1427→ -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
1428→ -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
1429→ -- Disabled when base velocity reaches 6.5π (~25 hits)
1430→ -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit
1431→ @can_swing_sound_time += dt
1432→ if @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
1433→ if not @fast_spinning
1434→ @fast_spinning = true
1435→ @rotation_accumulator = 0
1436→ @swing_sound_count = 0
1437→ elseif @swing_sound_count < 5
1438→ @rotation_accumulator += angular_speed * dt
1439→ threshold = if @swing_sound_count == 0 then 0.07*2*math.pi else 2*math.pi
1440→ if @rotation_accumulator >= threshold
1441→ @rotation_accumulator -= threshold
1442→ @swing_sound_count += 1
1443→ an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
1444→ else
1445→ @fast_spinning = false
1446→ @rotation_accumulator = 0
1447→ @swing_sound_count = 0
1448→
1449→ -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
Line 1369 is in the sword section, line 1443 is in the dagger section. Replacing the sword one:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The sword section (line 1369) now plays sword_swing_1 through sword_swing_4 randomly, while the dagger section (line 1443) still plays dagger_swing_1 through dagger_swing_5. All three sound assignments are now complete:
- Bow draw (bow_draw_1/2/3): plays randomly when pulling starts
- Bow release (bow_release_1/2/3): plays randomly when arrow is released
- Sword swing (sword_swing_1/2/3/4): plays in sword section instead of dagger_swing sounds
Convert the new sounds, normalize, etc. Bow + sword or dagger impact = sword wood impact. Arrow wall impact = arrow hit wood. Thrust hit = sword impact body.
Glob (*/.wav)
E:\a327ex\emoji-ball-battles\assets\Arrow_Hit_Wood_01.wav
E:\a327ex\emoji-ball-battles\assets\Arrow_Hit_Wood_03.wav
E:\a327ex\emoji-ball-battles\assets\Arrow_Hit_Wood_05.wav
E:\a327ex\emoji-ball-battles\assets\Impact_Sword_To_Body_05.wav
E:\a327ex\emoji-ball-battles\assets\Impact_Sword_To_Wood_03.wav
E:\a327ex\emoji-ball-battles\assets\Impact_Sword_To_Wood_04.wav
6 new .wav files. Let me convert them all to .ogg, measure volumes, and delete the originals.
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i "Arrow_Hit_Wood_01.wav" -c:a...)
size= 29KiB time=00:00:00.45 bitrate= 528.8kbits/s speed=24.8x elapsed=0:00:00.01
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i "Impact_Sword_To_Wood_04.wav...)
size= 31KiB time=00:00:00.62 bitrate= 409.0kbits/s speed= 33x elapsed=0:00:00.01
All converted. Now measure volumes.
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i arrow_hit_wood_1.ogg -af vol...)
[Parsed_volumedetect_0 @ 00000130fb1e6800] mean_volume: -21.1 dB
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i sword_wood_impact_2.ogg -af ...)
[Parsed_volumedetect_0 @ 0000025e84886800] mean_volume: -23.4 dB
Now delete the .wav originals.
Bash (cd E:/a327ex/emoji-ball-battles/assets && rm "Arrow_Hit_Wood_01.wav" "Arrow_Hit_...)
Now let me calculate normalized volumes using volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0:
- arrow_hit_wood_1: -21.1 dB →
0.5 * 10^((-24 - (-21.1)) / 20)=0.5 * 10^(-2.9/20)=0.5 * 0.716= 0.36 - arrow_hit_wood_2: -21.1 dB → 0.36
- arrow_hit_wood_3: -20.1 dB →
0.5 * 10^(-3.9/20)=0.5 * 0.638= 0.32 - sword_impact_body_1: -19.1 dB →
0.5 * 10^(-4.9/20)=0.5 * 0.569= 0.28 - sword_wood_impact_1: -21.6 dB →
0.5 * 10^(-2.4/20)=0.5 * 0.759= 0.38 - sword_wood_impact_2: -23.4 dB →
0.5 * 10^(-0.6/20)=0.5 * 0.933= 0.47
Now let me add these to main.yue. Let me read the current sound registration section.
Read (E:\a327ex\emoji-ball-battles\main.yue)
130→-- dagger_wall: -24.1 dB → 0.5
131→-- dagger_ball: -28.7 dB → 0.7
132→-- gun_fire_1 (revolver_shot1): -24.7 dB → 0.54
133→-- gun_fire_2 (revolver_shot2): -24.9 dB → 0.56
134→-- gun_fire_3 (revolver_shot3): -23.3 dB → 0.46
135→-- weapon_projectile_1 (metal_light_2): -30.0 dB → 1.0
136→-- weapon_projectile_2 (metal_light_4): -30.5 dB → 1.0
137→-- player_hit: -8.3 dB → 0.08
138→-- player_death: -19.9 dB → 0.35
139→-- grass_land_1/2/3: ~-45.5 dB → 1.0
140→-- grass_impact_1/2/3: ~-29.5 dB → 0.5
141→-- hop: -10.3 dB → 0.12
142→-- concrete_1 (concrete_2): -31.7 dB → 0.8
143→-- concrete_2 (concrete_5): -26.9 dB → 0.7
144→-- concrete_3 (concrete_8): -28.9 dB → 0.8
145→-- dagger_swing_1: -32.8 dB → 1.0
146→-- dagger_swing_2: -26.4 dB → 0.66
147→-- dagger_swing_3 (swing_8): -26.4 dB → 0.66
148→-- dagger_swing_4 (swing_9): -25.1 dB → 0.57
149→-- dagger_swing_5 (swing_10): -29.1 dB → 0.9
150→-- bow_string_drawing_fast_2: -38.9 dB → 1.0
151→-- drawing_bow_backwards_6: -40.6 dB → 1.0
152→-- drawing_bow_backwards_9: -42.3 dB → 1.0
153→-- light_sword_swing_2: -28.3 dB → 0.73
154→-- light_sword_swing_3: -29.7 dB → 0.86
155→-- light_sword_swing_14: -29.7 dB → 0.86
156→-- light_sword_swing_9: -30.0 dB → 1.0
157→-- releasing_bow_string_1: -34.3 dB → 1.0
158→-- releasing_bow_string_2: -35.4 dB → 1.0
159→-- releasing_bow_string_8: -34.0 dB → 1.0
... [45 more lines]
Now I'll add the volume comments and sound registrations.
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 I need to add the sound_play calls in the right places. Let me find the collision handling code for:
- Bow/sword or bow/dagger impact → sword_wood_impact
- Arrow hitting wall → arrow_hit_wood
- Thrust hit → sword_impact_body
Grep (thrust|projectile.ball.sensor|damage_ball)
717- for event in *an\collision_begin_events 'ball', 'wall'
718- ball_object = event.a
719-
720: -- Cancel thrust on wall hit (only after 10% progress to avoid cancelling before it starts)
721: if ball_object.thrusting and ball_object.thrust_progress > 0.1
722: ball_object\thrust_end!
723-
724- vx, vy = ball_object.collider\get_velocity!
725- if an.random\bool(@wall_boost_chance) and @wall_energy_boost > 1
--
875- continue if attacker.team == defender.team
876- continue if attacker.weapon_class != 'melee'
877-
878: -- Apply damage (thrust hits use thrust_damage)
879: damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
880- attacker\flash_weapon!
881- defender\take_damage damage, attacker
882- attacker.hits_landed += 1
--
886- if attacker.weapon_type == 'dagger'
887- attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
888- attacker.max_angular_velocity = attacker.base_angular_velocity*2
889: elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
890: attacker.thrust_hit_this_thrust = true
891: attacker.thrust_damage += 1
892- @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
893-
894- -- Hit effect on defender's edge, facing the weapon
--
1189- @hit_stop_multiplier = 1.4 -- longer hit stops
... [162 more lines]
Let me look at the specific collision sections more closely to understand where to add the sounds.
Read (E:\a327ex\emoji-ball-battles\main.yue)
626→ ball_b.spring\pull 'hit', intensity*0.4, 3, 0.7
627→
628→ -- Weapon-weapon collision handling
629→ for event in *an\collision_begin_events 'weapon', 'weapon'
630→ ball_a, ball_b = event.a, event.b
631→
632→ -- Reset angular velocity guardrails (let physics do its thing)
633→ ball_a.time_above_base = 0
634→ ball_a.time_below_base = 0
635→ ball_b.time_above_base = 0
636→ ball_b.time_below_base = 0
637→
638→ -- Apply energy boost to compensate for collision energy loss
639→ vx_a, vy_a = ball_a.collider\get_velocity!
640→ vx_b, vy_b = ball_b.collider\get_velocity!
641→ vx_a = vx_a*@weapon_energy_boost
642→ vy_a = vy_a*@weapon_energy_boost
643→ vx_b = vx_b*@weapon_energy_boost
644→ vy_b = vy_b*@weapon_energy_boost
645→
646→ -- Apply weapon weight: heavier weapons move slower after collisions
647→ vx_a = vx_a / ball_a.weapon_weight
648→ vy_a = vy_a / ball_a.weapon_weight
649→ vx_b = vx_b / ball_b.weapon_weight
650→ vy_b = vy_b / ball_b.weapon_weight
651→
652→ -- Cap speed at @max_ball_speed
653→ speed_a = math.length(vx_a, vy_a)
654→ if speed_a > @max_ball_speed
655→ scale = @max_ball_speed/speed_a
... [55 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
756→
757→ -- Sound
758→ an\sound_play "concrete_#{an.random\int(1, 3)}", 0.7, an.random\float(0.95, 1.05)
759→
760→ -- Spawn hit effects (not for arrows)
761→ if projectile_object.projectile_type != 'arrow'
762→ normal_angle = math.angle event.normal_x, event.normal_y
763→ @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}
764→ for i = 1, an.random\int 1, 3
765→ @effects\add hit_particle event.point_x, event.point_y,
766→ velocity: intensity*an.random\float(100, 200)
767→ direction: normal_angle + math.pi + an.random\float(-math.pi/3, math.pi/3)
768→ duration: an.random\float(0.3, 0.5)
769→ color: yellow
770→ gravity: 256
771→ flash_on_spawn: true
772→
773→ -- Projectile-weapon collision: parry
774→ for event in *an\collision_begin_events 'projectile', 'weapon'
775→ projectile_object = event.a
776→ ball_object = event.b -- ball that owns the weapon
777→
778→ -- Skip if hitting same team's weapon
779→ continue if ball_object.team == projectile_object.team
780→
781→ -- Only melee weapons can reflect projectiles
782→ continue if ball_object.weapon_class != 'melee'
783→
784→ vx, vy = projectile_object.collider\get_velocity!
785→ intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
... [30 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
862→ x = (projectile_object.x + ball_object.x)/2
863→ y = (projectile_object.y + ball_object.y)/2
864→ for i = 1, an.random\int 1, 3
865→ @effects\add star_particle x, y,
866→ flash_on_spawn: true
867→
868→ -- Weapon-ball sensor: deal damage (melee only)
869→ for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
870→ attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
871→ defender = event.b -- ball tag (ball that got hit)
872→
873→ -- Skip self-hit, same team, and ranged weapons
874→ continue if attacker == defender
875→ continue if attacker.team == defender.team
876→ continue if attacker.weapon_class != 'melee'
877→
878→ -- Apply damage (thrust hits use thrust_damage)
879→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
880→ attacker\flash_weapon!
881→ defender\take_damage damage, attacker
882→ attacker.hits_landed += 1
883→ attacker.weapon_ui\landed_hit!
884→
885→ -- Weapon-specific scaling on hit
886→ if attacker.weapon_type == 'dagger'
887→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
888→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
889→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
890→ attacker.thrust_hit_this_thrust = true
891→ attacker.thrust_damage += 1
... [20 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
2770→ debug_draw\pop!
2771→
2772→ hit: (intensity=1, target_type, normal_x, normal_y) =>
2773→ @spring\pull 'hit', 0.5*intensity, 3, 0.5
2774→ @flashing = true
2775→ @timer\after 0.1, -> @flashing = false
2776→
2777→ switch target_type
2778→ when 'wall'
2779→ if @projectile_type == 'bullet'
2780→ @bounces -= 1
2781→ if @bounces < 0
2782→ @\kill!
2783→ elseif @projectile_type == 'arrow'
2784→ angle = @collider\get_angle!
2785→ -- Flip angle if arrow points outward from wall
2786→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
2787→ angle += math.pi
2788→ offset = an.random\float(0, 10)
2789→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
2790→ @\kill!
2791→ when 'weapon'
2792→ if @projectile_type != 'arrow'
2793→ @bounces -= 1
2794→ if @bounces < 0
2795→ @\kill!
2796→ when 'ball'
2797→ @\kill!
2798→
2799→
Now I need to check what weapon types each ball has to know the right conditionals. Let me also check how the weapon-weapon collision currently identifies weapon types, since the user wants sword_wood_impact for bow + sword/dagger collisions.
Now I have a clear picture. Here are the three sound placements:
- Weapon-weapon collision (line 702): Currently plays
dagger_wall. Need to playsword_wood_impactwhen one weapon is a bow and the other is sword/dagger. Otherwise keep current sound. - Arrow hitting wall (line 758 area): Currently plays
concrete_#{1-3}for all projectile-wall hits. Need to playarrow_hit_woodinstead when the projectile is an arrow. - Thrust hit (weapon-ball sensor, line 868 area): Need to play
sword_impact_bodywhen the hit is a thrust.
Let me present the code for review:
For weapon-weapon collision (line 701-702), I'd change the sound to check if either weapon is a bow:
-- Sound
if ball_a.weapon_type == 'bow' or ball_b.weapon_type == 'bow'
an\sound_play "sword_wood_impact_#{an.random\int(1, 2)}", 0.38, an.random\float(0.95, 1.05)
else
an\sound_play 'dagger_wall', 0.54, an.random\float(0.95, 1.05)
For arrow-wall collision (line 757-758), add an arrow-specific sound before the existing concrete sound:
-- Sound
if projectile_object.projectile_type == 'arrow'
an\sound_play "arrow_hit_wood_#{an.random\int(1, 3)}", 0.36, an.random\float(0.95, 1.05)
else
an\sound_play "concrete_#{an.random\int(1, 3)}", 0.7, an.random\float(0.95, 1.05)
For thrust hit (line 878-881 area), add the body impact sound when the attacker is thrusting:
damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
attacker\flash_weapon!
defender\take_damage damage, attacker
if attacker.thrusting
an\sound_play 'sword_impact_body_1', 0.28, an.random\float(0.95, 1.05)
Does this look right?
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 done. Summary of changes:
- Converted 6 .wav files to .ogg, deleted originals, added volume comments
- Weapon-weapon collision: plays
sword_wood_impact_1/2when one weapon is a bow, otherwise keepsdagger_wall - Projectile-wall collision: plays
arrow_hit_wood_1/2/3for arrows, otherwise keepsconcrete_1/2/3 - Thrust hit: plays
sword_impact_body_1when the attacker is thrusting
Let's leave bow + sword/dagger sound as it was before.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Reverted. Weapon-weapon collision plays dagger_wall for all weapon combinations again.
Make arrow wall hit 20% higher.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Shifted the pitch range from 0.95-1.05 to 1.15-1.25 (~20% higher).
No, I meant the volume.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Volume bumped from 0.36 to 0.43 (~20% higher), pitch restored.
Thrust hit 50% higher.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Volume bumped from 0.28 to 0.42.
Is the original hit sound also played when thrust hits?
Let me check the weapon-ball sensor section for any existing sound.
Read (E:\a327ex\emoji-ball-battles\main.yue)
868→ @effects\add star_particle x, y,
869→ flash_on_spawn: true
870→
871→ -- Weapon-ball sensor: deal damage (melee only)
872→ for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
873→ attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
874→ defender = event.b -- ball tag (ball that got hit)
875→
876→ -- Skip self-hit, same team, and ranged weapons
877→ continue if attacker == defender
878→ continue if attacker.team == defender.team
879→ continue if attacker.weapon_class != 'melee'
880→
881→ -- Apply damage (thrust hits use thrust_damage)
882→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
883→ attacker\flash_weapon!
884→ defender\take_damage damage, attacker
885→ if attacker.thrusting
886→ an\sound_play 'sword_impact_body_1', 0.42, an.random\float(0.95, 1.05)
887→ attacker.hits_landed += 1
888→ attacker.weapon_ui\landed_hit!
889→
890→ -- Weapon-specific scaling on hit
891→ if attacker.weapon_type == 'dagger'
892→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
893→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
894→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
895→ attacker.thrust_hit_this_thrust = true
896→ attacker.thrust_damage += 1
897→ @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
... [15 more lines]
No, there's no other sound in this weapon-ball sensor section. The only sound that plays on thrust hit is the sword_impact_body_1 we just added. Let me also check take_damage to see if it plays a sound.
Grep (take_damage)
848- vx, vy = projectile_object.collider\get_velocity!
849- intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
850-
851- projectile_object\hit intensity, 'ball'
852-
853: ball_object\take_damage 1
854-
855- -- Track hit for projectile owner
856- owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
857- owner.hits_landed += 1
858- owner.weapon_ui\landed_hit!
--
879- continue if attacker.weapon_class != 'melee'
880-
881- -- Apply damage (thrust hits use thrust_damage)
882- damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
883- attacker\flash_weapon!
884: defender\take_damage damage, attacker
885- if attacker.thrusting
886- an\sound_play 'sword_impact_body_1', 0.42, an.random\float(0.95, 1.05)
887- attacker.hits_landed += 1
888- attacker.weapon_ui\landed_hit!
889-
--
1612- indicator_y += child.h + indicator_gap
1613-
1614- -- Track angular velocity for weight-based collision handling
1615- @last_angular_velocity = @collider\get_angular_velocity!
1616-
1617: take_damage: (amount, source) =>
... [5 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1617→ take_damage: (amount, source) =>
1618→ return unless @parent -- Guard against events before fully added
1619→ @hp -= amount
1620→ @spring\pull 'hit', 0.3, 3, 0.7
1621→ @\flash_ball!
1622→
1623→ -- Sound
1624→ an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1625→ -- if @team == 'player'
1626→ -- an\sound_play 'player_hit', 0.5, an.random\float(0.95, 1.05)
1627→
1628→ -- Spawn damage number above
1629→ @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5}
1630→
1631→ -- Show HP bar
1632→ @hp_bar\activate!
1633→
1634→ -- Update HP UI
1635→ @hp_ui\refresh @hp
1636→
1637→ -- Update emoji display
1638→ @weapon_ui\hit!
1639→
1640→ -- Camera shake when player takes damage
1641→ if @team == 'player'
Yes — take_damage plays dagger_ball (line 1624) on every hit, including thrust hits. So when a thrust connects, both dagger_ball and sword_impact_body_1 will play together.
Remove the previous arrow wall hit sounds, and use both new .wav files for that purpose. Convert, normalize, etc, you know the deal.
Glob (*/.wav)
E:\a327ex\emoji-ball-battles\assets\ARROW_Hit_Body_stereo.wav
E:\a327ex\emoji-ball-battles\assets\ARROW_Hit_Wood_Shield_stereo.wav
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i "ARROW_Hit_Wood_Shield_stere...)
size= 28KiB time=00:00:00.43 bitrate= 515.9kbits/s speed=19.6x elapsed=0:00:00.02
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i arrow_hit_wall_2.ogg -af vol...)
[Parsed_volumedetect_0 @ 000001b34ae56800] mean_volume: -27.6 dB
Normalized volumes:
- arrow_hit_wall_1 (ARROW_Hit_Body_stereo): -23.5 dB →
0.5 * 10^((-24 - (-23.5)) / 20)=0.5 * 10^(-0.5/20)= 0.47 - arrow_hit_wall_2 (ARROW_Hit_Wood_Shield_stereo): -27.6 dB →
0.5 * 10^((-24 - (-27.6)) / 20)=0.5 * 10^(3.6/20)= 0.72
Now delete the .wav files and the old arrow_hit_wood .ogg files.
Bash (cd E:/a327ex/emoji-ball-battles/assets && rm "ARROW_Hit_Body_stereo.wav" "ARROW_...)
Now update main.yue — replace the old volume comments, sound registrations, and the sound_play call.
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.
Done. Replaced the 3 old arrow_hit_wood sounds with 2 new arrow_hit_wall sounds, deleted old .ogg files and .wav originals, updated comments, registrations, and the sound_play call.
Lower arrow hit wall by 25%.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Volume lowered from 0.47 to 0.35.
"No free sound slots available" is coming up often in the console. This needs a change to the anchor.c file, I believe.
Grep (No free sound slots)
1260- sound_cleanup_finished();
1261- for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
1262- if (!playing_sounds[i].in_use) {
1263- slot = i;
1264- break;
1265- }
1266- }
1267- }
1268-
1269- if (slot == -1) {
1270: fprintf(stderr, "No free sound slots available\n");
1271- return;
1272- }
1273-
1274- // Initialize decoder from memory
1275- ma_decoder_config decoder_config = ma_decoder_config_init(ma_format_f32, 2, audio_engine.sampleRate);
1276- ma_result result = ma_decoder_init_memory(sound->data, sound->data_size, &decoder_config, &playing_sounds[slot].decoder);
1277- if (result != MA_SUCCESS) {
1278- fprintf(stderr, "Failed to decode sound: %s (error %d)\n", sound->path, result);
1279- return;
1280- }
Grep (MAX_PLAYING_SOUNDS)
1202:#define MAX_PLAYING_SOUNDS 64
1210:static PlayingSound playing_sounds[MAX_PLAYING_SOUNDS];
1217: for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
1230: for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
1251: for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
1261: for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
1477: for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
Currently set to 64. With arrows hitting walls frequently plus all the other sounds, that's running out. Would you like to bump it to 128, or something higher?
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read (E:\a327ex\Anchor\engine\src\anchor.c)
1200→// Sound instance pool for fire-and-forget playback
1201→// Cleaned up from main thread to avoid threading issues
1202→#define MAX_PLAYING_SOUNDS 64
1203→
1204→typedef struct {
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Bash (cd E:/a327ex/Anchor/engine && ./build.bat 2>&1 | tail -5)
src/anchor.c(8501): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
gl.c
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
Done. Bumped to 512 and engine builds clean.
Copy the resulting anchor.exe to emoji-ball-battles.
Bash (cp E:/a327ex/Anchor/engine/build/anchor.exe E:/a327ex/emoji-ball-battles/anchor....)
Done.
25% higher release sounds.
Grep (bow_release)
195:an\sound 'bow_release_1', 'assets/releasing_bow_string_1.ogg'
196:an\sound 'bow_release_2', 'assets/releasing_bow_string_2.ogg'
197:an\sound 'bow_release_3', 'assets/releasing_bow_string_8.ogg'
1439: @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1839: an\sound_play "bow_release_#{an.random\int(1, 3)}", 1.0, an.random\float(0.95, 1.05)
1843: @timer\tween release_duration, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1860: @timer\tween duration, @, {bow_pull_amount: 8}, math.quad_out, nil, 'bow_release'
Already at 1.0 which is the cap. Can't go higher — the normalization formula caps at 1.0. The underlying files are quiet (-34 to -35 dB), so 1.0 is already the max the system allows.
Let's try dagger_crit1 as the thrust damage sound. Normalize it also.
Glob (*/dagger_crit)
E:\a327ex\emoji-ball-battles\assets\dagger_crit1.ogg
Already an .ogg. Let me measure it.
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i dagger_crit1.ogg -af volumed...)
[Parsed_volumedetect_0 @ 000001f1cd2c67c0] mean_volume: -26.2 dB
-26.2 dB → 0.5 * 10^((-24 - (-26.2)) / 20) = 0.5 * 10^(2.2/20) = 0.64
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.
Swapped thrust hit sound to dagger_crit1 at normalized volume 0.64.
Comment out arrow wall hit sound for now.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Used nil as a placeholder so the if/else block stays valid in YueScript.
That won't work.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Flipped the condition to skip arrows, with the old line commented out below.
Let's try the release sound to be arrow_hit_wall_1/2 as a test.
Grep (bow_release.*sound_play)
No matches found
Grep (sound_play.*bow_release)
1840: an\sound_play "bow_release_#{an.random\int(1, 3)}", 1.0, an.random\float(0.95, 1.05)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Swapped bow release sound to arrow_hit_wall_1/2 at 0.47 volume.
Make it max volume.
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>
Grep (arrow_hit_wall.*sound_play)
No matches found
Grep (sound_play.*arrow_hit_wall)
758: -- an\sound_play "arrow_hit_wall_#{an.random\int(1, 2)}", 0.35, an.random\float(0.95, 1.05)
1838: an\sound_play "arrow_hit_wall_#{an.random\int(1, 2)}", 0.47, an.random\float(0.95, 1.05)
Read (E:\a327ex\emoji-ball-battles\main.yue)
1836→ fire_single_arrow: (shot_id, release_duration, sy_duration, recoil_duration) =>
1837→ @bow_arrow_alpha = 0
1838→ an\sound_play "arrow_hit_wall_#{an.random\int(1, 2)}", 0.47, an.random\float(0.95, 1.05)
1839→ @spring\pull 'weapon', 0.6
1840→ @spring\pull 'hit', 0.25, 3, 0.5
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Convert and normalize all new sounds. The sword impact one should be the new thrust hit sound. The 4 wind ones we'll try one by one as the sound that happens when thrusting starts.
Glob (*/.wav)
E:\a327ex\emoji-ball-battles\assets\S6_Impact_1_v2.wav
E:\a327ex\emoji-ball-battles\assets\Wind_Small_Impact_1.wav
E:\a327ex\emoji-ball-battles\assets\Wing_Impact_5.wav
E:\a327ex\emoji-ball-battles\assets\Wind_Small_Impact_2.wav
E:\a327ex\emoji-ball-battles\assets\Sword_Impact_On_Dirt.wav
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i "Sword_Impact_On_Dirt.wav" -...)
size= 63KiB time=00:00:00.94 bitrate= 552.6kbits/s speed=35.2x elapsed=0:00:00.02
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i "S6_Impact_1_v2.wav" -c:a li...)
size= 43KiB time=00:00:00.87 bitrate= 407.0kbits/s speed=41.2x elapsed=0:00:00.02
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i sword_impact_dirt.ogg -af vo...)
[Parsed_volumedetect_0 @ 000002abb4dc6800] mean_volume: -18.2 dB
Bash (cd E:/a327ex/emoji-ball-battles/assets && ffmpeg -i s6_impact_1_v2.ogg -af volum...)
[Parsed_volumedetect_0 @ 000001722121c100] mean_volume: -17.6 dB
Normalized volumes:
- sword_impact_dirt: -18.2 dB → 0.24
- wind_small_impact_1: -19.4 dB → 0.30
- wind_small_impact_2: -18.0 dB → 0.22
- wing_impact_5: -18.7 dB → 0.26
- s6_impact_1_v2: -17.6 dB → 0.21
Wait — I have 5 files but the user said "sword impact" + "4 wind ones". Let me check which is which. s6_impact_1_v2 and wing_impact_5 aren't obviously wind sounds. Let me delete the wavs and update main.yue.
Bash (cd E:/a327ex/emoji-ball-battles/assets && rm "Sword_Impact_On_Dirt.wav" "Wind_Sm...)
Now add comments and registrations, replace thrust hit sound, and register the 4 wind/whoosh sounds for trying.
Read (E:\a327ex\emoji-ball-battles\main.yue)
160→-- arrow_hit_wall_1 (ARROW_Hit_Body_stereo): -23.5 dB → 0.47
161→-- arrow_hit_wall_2 (ARROW_Hit_Wood_Shield_stereo): -27.6 dB → 0.72
162→-- sword_impact_body_1 (Impact_Sword_To_Body_05): -19.1 dB → 0.28
163→-- dagger_crit1: -26.2 dB → 0.64
164→-- sword_wood_impact_1 (Impact_Sword_To_Wood_03): -21.6 dB → 0.38
165→-- sword_wood_impact_2 (Impact_Sword_To_Wood_04): -23.4 dB → 0.47
166→an\sound 'ball_ball', 'assets/ball_wall.ogg'
167→an\sound 'ball_wall', 'assets/ball_wall.ogg'
168→an\sound 'dagger_dagger', 'assets/dagger_dagger.ogg'
169→an\sound 'dagger_wall', 'assets/dagger_wall.ogg'
170→an\sound 'dagger_ball', 'assets/dagger_ball.ogg'
171→an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'
172→an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'
173→an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
174→an\sound 'weapon_projectile_1', 'assets/metal_light_2.ogg'
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)
206→an\sound 'arrow_hit_wall_1', 'assets/arrow_hit_wall_1.ogg'
207→an\sound 'arrow_hit_wall_2', 'assets/arrow_hit_wall_2.ogg'
208→an\sound 'dagger_crit1', 'assets/dagger_crit1.ogg'
209→an\sound 'sword_impact_body_1', 'assets/sword_impact_body_1.ogg'
210→an\sound 'sword_wood_impact_1', 'assets/sword_wood_impact_1.ogg'
211→an\sound 'sword_wood_impact_2', 'assets/sword_wood_impact_2.ogg'
212→an\music 'bgm', 'assets/batoru_umi_to_mamono_no_kodomo_tachi.ogg'
213→an\music_set_volume 0.8
214→
215→-- Physics
216→an\physics_init!
217→an\physics_set_gravity 0, 384
218→an\physics_tag 'wall'
219→an\physics_tag 'ball'
220→an\physics_tag 'weapon'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now replace the thrust hit sound with sword_impact_dirt, and add the first wind sound to thrust start.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add wind sound when thrust starts. Let me find the thrust start location.
Grep (thrust_start.*->|@thrusting = true)
1757-
1758- -- Hit stop to signal the thrust
1759- an\hit_stop 0.3
1760-
1761- -- After hit stop, begin the actual lunge
1762: @timer\after 0.01, 'thrust_start', ->
1763: @thrusting = true
1764- @thrust_hit_this_thrust = false
1765- @thrust_progress = 0
1766- vx, vy = @collider\get_velocity!
1767- @thrust_start_speed = math.length(vx, vy)
1768- @thrust_end_speed = math.max(400, @thrust_start_speed + @thrust_speed)
Read (E:\a327ex\emoji-ball-battles\main.yue)
1762→ @timer\after 0.01, 'thrust_start', ->
1763→ @thrusting = true
1764→ @thrust_hit_this_thrust = false
1765→ @thrust_progress = 0
1766→ vx, vy = @collider\get_velocity!
1767→ @thrust_start_speed = math.length(vx, vy)
1768→ @thrust_end_speed = math.max(400, @thrust_start_speed + @thrust_speed)
1769→ @collider\set_gravity_scale 0
1770→ @collider\set_bullet true
1771→ (status_text 'thrust_text', @x, @y - 20, "thrusting", {font: 'fat', scale: 0.8, mode: 'channeling', duration: @thrust_duration, angle: an.random\float(-0.2, -0.1)})\flow_to @
1772→
1773→ -- End thrust after duration
1774→ @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
1775→
1776→ -- End thrust: restore normal state
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. All 5 sounds converted, normalized, and registered. Changes:
- Thrust hit sound: now
sword_impact_dirt(0.24) - Thrust start sound: currently
wind_small_impact_1(0.30) — swap to the others to try them:wind_small_impact_2(0.22),wing_impact_5(0.26),s6_impact_1_v2(0.21)
3x volume for thrust start, 2x for hit.
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.
Thrust start: 0.30 → 0.90. Thrust hit: 0.24 → 0.48.
Give me 4 buttons to change between each thrust start sound, and a button to manually start a thrust.
Grep (an\key_pressed|an\key_down)
No matches found
Grep (key_pressed|key_down|keyboard)
No matches found
Grep (key_pressed)
No matches found
Grep (key_pressed|is_pressed)
E:\a327ex\Anchor\docs\ENGINE_API.md:1733:### key_is_pressed
E:\a327ex\Anchor\docs\ENGINE_API.md:1735:`key_is_pressed(key) -> bool`
E:\a327ex\Anchor\docs\ENGINE_API.md:1740:if key_is_pressed("escape") then
E:\a327ex\Anchor\docs\ENGINE_API.md:1814:### mouse_is_pressed
E:\a327ex\Anchor\docs\ENGINE_API.md:1816:`mouse_is_pressed(button) -> bool`
E:\a327ex\Anchor\docs\ENGINE_API.md:1821:if mouse_is_pressed(1) then
E:\a327ex\Anchor\docs\ENGINE_API.md:2025:### is_pressed
E:\a327ex\Anchor\docs\ENGINE_API.md:2027:`is_pressed(action) -> bool`
E:\a327ex\Anchor\docs\ENGINE_API.md:2032:if is_pressed("jump") then
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md:230:key_is_pressed(key) -> bool
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md:242:mouse_is_pressed(button) -> bool
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md:266:is_pressed(action) -> bool
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:107:an\is_pressed(action) -> bool
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:119:an\key_is_pressed(key) -> bool
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:122:an\mouse_is_pressed(button) -> bool
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:568:if an\is_pressed 'jump' -- true on the frame pressed
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:614:if an\key_is_pressed 'escape'
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:640: if an\key_is_pressed 'k'
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:861: if an\is_pressed 'jump'
Good, an\key_is_pressed is the API. Now let me find the arena update where I should add these debug controls.
Read (E:\a327ex\emoji-ball-battles\main.yue)
485→ Problem: Weapon collisions drain energy from the system.
486→ Solution: Apply @weapon_energy_boost (1.14x) on weapon-weapon collisions.
487→ Also cap linear speed at @max_ball_speed and angular velocity at ball.max_angular_velocity.
488→
489→ Speed is capped at @max_ball_speed to prevent things from getting too chaotic.
490→ ]]
491→ early_update: (dt) =>
492→ -- Background gradient (drawn early so clouds appear on top)
493→ bg\rectangle_gradient_v 0, 0, gw, gh, sky_top!, sky_bottom!
494→
495→ -- Pause system: press space or click to start
496→ -- Music
497→ if an\key_is_pressed('m')
498→ an\music_play 'bgm'
499→
500→ if @paused
501→ if an\key_is_pressed('space') or an\mouse_is_pressed(1)
502→ @paused = false
503→ @player_ball\start_moving!
504→ @enemy_ball\start_moving!
505→ return
506→
507→ for event in *an\collision_begin_events 'ball', 'ball'
508→ ball_a, ball_b = event.a, event.b
509→ vx_a, vy_a = ball_a.collider\get_velocity!
510→ vx_b, vy_b = ball_b.collider\get_velocity!
511→
512→ speed_a = math.length(vx_a, vy_a)
513→ speed_b = math.length(vx_b, vy_b)
514→ max_speed = math.max(speed_a, speed_b)
Good, I can see the pattern. I'll add the debug controls right after the music key press. I need to store which thrust sound is active somewhere — the arena is a good place. Let me also check how sword_thrust is called so I know how to trigger it manually.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1746→ hit and hit.object.team != @team
1747→
1748→ -- Sword thrust: hit stop to signal, then lunge toward enemy
1749→ sword_thrust: =>
1750→ @thrust_ready = false
Now let me check where the thrust start sound is played so I can make it use a variable.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1762→ @timer\after 0.01, 'thrust_start', ->
1763→ @thrusting = true
1764→ an\sound_play 'wind_small_impact_1', 0.90, an.random\float(0.95, 1.05)
1765→ @thrust_hit_this_thrust = false
1766→ @thrust_progress = 0
Here's the plan — I'll add a global thrust_start_sound variable and debug keys 1-4 to switch between sounds, plus key 5 to trigger a thrust. Does this look right?
-- Debug: thrust sound testing
thrust_start_sounds = {'wind_small_impact_1', 'wind_small_impact_2', 'wing_impact_5', 's6_impact_1_v2'}
thrust_start_sound_index = 1
-- In arena early_update:
if an\key_is_pressed('1')
thrust_start_sound_index = 1
print "Thrust sound: wind_small_impact_1"
if an\key_is_pressed('2')
thrust_start_sound_index = 2
print "Thrust sound: wind_small_impact_2"
if an\key_is_pressed('3')
thrust_start_sound_index = 3
print "Thrust sound: wing_impact_5"
if an\key_is_pressed('4')
thrust_start_sound_index = 4
print "Thrust sound: s6_impact_1_v2"
if an\key_is_pressed('5')
@player_ball\sword_thrust! if @player_ball.weapon_type == 'sword' and not @player_ball.thrusting
And change the sound_play to use the variable. Let me write it.
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→
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 change the sound_play to use the variable.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Keys 1-4 switch between the wind sounds (prints which one to console), key 5 triggers a thrust manually.
The selected sound will be the first, at 0.75 volume. Is there a way we can make its pitch progressively increase as it reaches the end?
The engine's sound_play is fire-and-forget with a fixed pitch. Let me check if there's any API for modifying a playing sound's pitch over time.
Grep (sound.pitch|pitch.sound|sound_set|playing.*sound)
74:sound_play(sound, volume?, pitch?)
75:sound_set_volume(volume)
Grep (sound_play|PlayingSound|sound_set)
1208:} PlayingSound;
1210:static PlayingSound playing_sounds[MAX_PLAYING_SOUNDS];
1246:static void sound_play(Sound* sound, float volume, float pitch) {
1291: ma_sound_set_volume(&playing_sounds[slot].sound, linear_to_perceptual(volume * sound_master_volume));
1294: ma_sound_set_pitch(&playing_sounds[slot].sound, pitch * audio_master_pitch);
1379: ma_sound_set_looping(&music->sound, loop);
1380: ma_sound_set_volume(&music->sound, linear_to_perceptual(music_master_volume * ch->volume));
1420: ma_sound_set_volume(&music_channels[i].music->sound,
1429: ma_sound_set_volume(&ch->music->sound,
1479: ma_sound_set_pitch(&playing_sounds[i].sound, pitch);
1486: ma_sound_set_pitch(&music_channels[i].music->sound, pitch);
4846:static int l_sound_play(lua_State* L) {
4850: sound_play(sound, volume, pitch);
4854:static int l_sound_set_volume(lua_State* L) {
7857: lua_register(L, "sound_play", l_sound_play);
7858: lua_register(L, "sound_set_volume", l_sound_set_volume);
[Showing results with pagination = limit: 30, offset: 0]
No API to modify a playing sound's pitch after it starts. The engine uses miniaudio — ma_sound_set_pitch exists on each sound, but there's no way to get a handle to a playing sound from Lua currently.
There's no built-in way to do this right now. A few options:
Add engine API: Add a
sound_playvariant that returns a handle, plussound_set_pitch(handle, pitch)— would let you tween the pitch from the game code. This is the clean solution but requires C changes.Fake it with multiple sounds: Play the same sound multiple times at slightly increasing pitches with short delays using
every_stepor similar. Rough approximation.Pre-process the audio: Create a pitch-rising version of the sound file offline.
Option 1 would be the most flexible and reusable. Want me to add a handle-based sound API to the engine?
1
EnterPlanMode
Entered plan mode. You should now focus on exploring the codebase and designing an implementation approach.
In plan mode, you should:
1. Thoroughly explore the codebase to understand existing patterns
2. Identify similar features and architectural approaches
3. Consider multiple approaches and their trade-offs
4. Use AskUserQuestion if you need to clarify the approach
5. Design a concrete implementation strategy
6. When ready, use ExitPlanMode to present your plan for approval
Remember: DO NOT write or edit any files yet. This is a read-only exploration and planning phase.
Let me explore the engine's sound system to understand the current architecture.
Task (Explore sound system in anchor.c)
[
{
"type": "text",
"text": "Perfect! I now have all the information I need. Let me compile a comprehensive report.\n\n## Anchor Engine Sound System - Complete Analysis\n\nHere's the full exploration of the sound system in the Anchor engine with all components you requested:\n\n---\n\n### 1. **PlayingSound Struct Definition and playing_sounds Array**\n\n**Location:** `E:\\a327ex\\Anchor\\engine\\src\\anchor.c`, lines 1200-1210\n\n```c\n// Lines 1200-1210\n#define MAX_PLAYING_SOUNDS 512\n\ntypedef struct {\n ma_sound sound;\n ma_decoder decoder; // Decoder for memory-based sounds\n bool in_use;\n} PlayingSound;\n\nstatic PlayingSound playing_sounds[MAX_PLAYING_SOUNDS];\nstatic bool playing_sounds_initialized = false;\n```\n\nThis is a pool of 512 pre-allocated sound instances for fire-and-forget playback. Each entry contains:\n- `ma_sound sound`: The miniaudio sound object\n- `ma_decoder decoder`: The audio decoder (for memory-based decoding)\n- `bool in_use`: Flag indicating if this slot is currently occupied\n\n---\n\n### 2. **sound_play Function (Full Implementation)**\n\n**Location:** `E:\\a327ex\\Anchor\\engine\\src\\anchor.c`, lines 1245-1298\n\n```c\n// Lines 1245-1298\nstatic void sound_play(Sound* sound, float volume, float pitch) {\n if (!audio_initialized || !sound) return;\n\n // Find a free slot\n int slot = -1;\n for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {\n if (!playing_sounds[i].in_use) {\n slot = i;\n break;\n }\n }\n\n if (slot == -1) {\n // No free slots - try to reclaim finished sounds\n sound_cleanup_finished();\n for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {\n if (!playing_sounds[i].in_use) {\n slot = i;\n break;\n }\n }\n }\n\n if (slot == -1) {\n fprintf(stderr, \"No free sound slots available\\n\");\n return;\n }\n\n // Initialize decoder from memory\n ma_decoder_config decoder_config = ma_decoder_config_init(ma_format_f32, 2, audio_engine.sampleRate);\n ma_result result = ma_decoder_init_memory(sound->data, sound->data_size, &decoder_config, &playing_sounds[slot].decoder);\n if (result != MA_SUCCESS) {\n fprintf(stderr, \"Failed to decode sound: %s (error %d)\\n\", sound->path, result);\n return;\n }\n\n // Initialize sound from decoder\n result = ma_sound_init_from_data_source(&audio_engine, &playing_sounds[slot].decoder, 0, NULL, &playing_sounds[slot].sound);\n if (result != MA_SUCCESS) {\n fprintf(stderr, \"Failed to play sound: %s (error %d)\\n\", sound->path, result);\n ma_decoder_uninit(&playing_sounds[slot].decoder);\n return;\n }\n\n // Apply volume: per-play volume * master volume (perceptual scaling)\n ma_sound_set_volume(&playing_sounds[slot].sound, linear_to_perceptual(volume * sound_master_volume));\n\n // Apply pitch: per-play pitch * master pitch\n ma_sound_set_pitch(&playing_sounds[slot].sound, pitch * audio_master_pitch);\n\n playing_sounds[slot].in_use = true;\n ma_sound_start(&playing_sounds[slot].sound);\n}\n```\n\n**Key behaviors:**\n- Finds a free slot in the pool; if none available, calls `sound_cleanup_finished()` to reclaim slots\n- Initializes a fresh decoder each time (memory-based decoding)\n- Applies volume with perceptual scaling (quadratic curve via `linear_to_perceptual`)\n- Applies pitch multiplied by the global `audio_master_pitch`\n\n---\n\n### 3. **sound_cleanup_finished Function**\n\n**Location:** `E:\\a327ex\\Anchor\\engine\\src\\anchor.c`, lines 1214-1226\n\n```c\n// Lines 1214-1226\nstatic void sound_cleanup_finished(void) {\n if (!audio_initialized) return;\n\n for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {\n if (playing_sounds[i].in_use) {\n if (!ma_sound_is_playing(&playing_sounds[i].sound)) {\n ma_sound_uninit(&playing_sounds[i].sound);\n ma_decoder_uninit(&playing_sounds[i].decoder);\n playing_sounds[i].in_use = false;\n }\n }\n }\n}\n```\n\nCalled each frame to garbage-collect finished sounds. Also called on-demand by `sound_play` when the pool is full. Must be called from the main thread to avoid threading issues.\n\n---\n\n### 4. **Audio Callback/Mixing Function**\n\n**Location:** The Anchor engine uses **miniaudio's built-in mixing engine** (`ma_engine`). There is **no custom audio callback**. \n\nKey global state variables at **lines 425-429**:\n\n```c\n// Lines 425-429\nstatic ma_engine audio_engine;\nstatic bool audio_initialized = false;\nstatic float sound_master_volume = 1.0f;\nstatic float music_master_volume = 1.0f;\nstatic float audio_master_pitch = 1.0f;\n#ifdef __EMSCRIPTEN__\nstatic bool audio_needs_unlock = true;\n#endif\n```\n\nThe `ma_engine` handles all audio mixing internally. Individual sounds and music instances write to the engine's internal mix bus. Volume and pitch are applied per-sound via `ma_sound_set_volume()` and `ma_sound_set_pitch()`.\n\n---\n\n### 5. **Lua Binding: l_sound_play**\n\n**Location:** `E:\\a327ex\\Anchor\\engine\\src\\anchor.c`, lines 4846-4852\n\n```c\n// Lines 4846-4852\nstatic int l_sound_play(lua_State* L) {\n Sound* sound = (Sound*)lua_touserdata(L, 1);\n float volume = (float)luaL_optnumber(L, 2, 1.0);\n float pitch = (float)luaL_optnumber(L, 3, 1.0);\n sound_play(sound, volume, pitch);\n return 0;\n}\n```\n\n**Lua signature:**\n```lua\nsound_play(sound_handle, volume=1.0, pitch=1.0)\n```\n\nTakes a sound handle (opaque userdata pointer) and optional volume/pitch multipliers. Calls the C `sound_play()` function directly.\n\n---\n\n### 6. **Existing Handle-Based Patterns in the Engine**\n\nThe engine uses **lightweight userdata handles** throughout. Here are the key patterns:\n\n#### **Sound Handles:**\n- **Created by:** `l_sound_load()` at lines 4836-4844\n```c\nstatic int l_sound_load(lua_State* L) {\n const char* path = luaL_checkstring(L, 1);\n Sound* sound = sound_load(path);\n if (!sound) {\n return luaL_error(L, \"Failed to load sound: %s\", path);\n }\n lua_pushlightuserdata(L, sound); // Pass pointer as opaque handle\n return 1;\n}\n```\n\n#### **Music Handles:**\n- **Created by:** `l_music_load()` at lines 4859-4867\n```c\nstatic int l_music_load(lua_State* L) {\n const char* path = luaL_checkstring(L, 1);\n Music* music = music_load(path);\n if (!music) {\n return luaL_error(L, \"Failed to load music: %s\", path);\n }\n lua_pushlightuserdata(L, music); // Pass pointer as opaque handle\n return 1;\n}\n```\n\n#### **Texture Handles:**\n- Used similarly in the framework at `E:\\a327ex\\Anchor\\framework\\anchor\\init.yue`, line 134:\n```lua\nan.image = (name, path) =>\n handle = texture_load path -- Returns opaque userdata pointer\n @images[name] = image handle\n @images[name]\n```\n\n#### **Pattern Summary:**\nThe engine uses **`lua_pushlightuserdata()`** to return C struct pointers as opaque handles. These handles are:\n- Passed directly as arguments to other functions\n- Stored in Lua tables (like `an.sounds`, `an.tracks`, `an.images`)\n- Never freed by Lua (C manages lifetime)\n- Accessed via `lua_touserdata()` in binding functions\n\n---\n\n### 7. **ma_sound_set_pitch Usage at Line 1479**\n\n**Location:** `E:\\a327ex\\Anchor\\engine\\src\\anchor.c`, lines 1472-1489\n\n```c\n// Lines 1472-1489\nstatic void audio_set_master_pitch(float pitch) {\n audio_master_pitch = pitch;\n\n // Update all playing sounds\n for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {\n if (playing_sounds[i].in_use) {\n ma_sound_set_pitch(&playing_sounds[i].sound, pitch); // Line 1479\n }\n }\n\n // Update music on all channels\n for (int i = 0; i < MUSIC_CHANNELS; i++) {\n if (music_channels[i].music && music_channels[i].music->initialized) {\n ma_sound_set_pitch(&music_channels[i].music->sound, pitch);\n }\n }\n}\n```\n\n**Purpose:** This implements **global time-scale/slow-motion effects**. When called with `pitch = 0.5`, all audio pitches down to half speed (simulating slow-motion). This is a common game mechanic for:\n- Hitstop effects\n- Slow-motion sequences\n- Freeze frames\n\nCalled via `l_audio_set_master_pitch()` at lines 4920-4924:\n```c\nstatic int l_audio_set_master_pitch(lua_State* L) {\n float pitch = (float)luaL_checknumber(L, 1);\n audio_set_master_pitch(pitch);\n return 0;\n}\n```\n\nRegistered in Lua as `audio_set_master_pitch()` (line 7868).\n\n---\n\n### 8. **Framework Wrapper (YueScript)**\n\n**Location:** `E:\\a327ex\\Anchor\\framework\\anchor\\init.yue`, lines 84-259\n\nThe framework provides high-level wrappers around the C bindings:\n\n#### **Sound Registration:**\n```lua\n-- Lines 231-233\nan.sound = (name, path) =>\n @sounds[name] = sound_load path\n @sounds[name]\n```\n\n#### **Sound Playback:**\n```lua\n-- Lines 248-249\nan.sound_play = (name, volume=1, pitch=1) =>\n sound_play @sounds[name], volume, pitch\n```\n\n#### **Master Volume Control:**\n```lua\n-- Lines 257-258\nan.sound_set_volume = (volume) =>\n sound_set_volume volume\n```\n\n#### **Music Registration:**\n```lua\n-- Lines 274-276\nan.music = (name, path) =>\n @tracks[name] = music_load path\n @tracks[name]\n```\n\n#### **Music Playback:**\n```lua\n-- Lines 291-297\nan.music_play = (name, loop=false, channel=0) =>\n if @crossfade_state and (channel == @crossfade_state.from_channel or channel == @crossfade_state.to_channel)\n music_set_volume @crossfade_state.original_from_volume, @crossfade_state.from_channel\n music_set_volume @crossfade_state.original_to_volume, @crossfade_state.to_channel\n @crossfade_state = nil\n music_play @tracks[name], loop, channel\n```\n\n#### **Framework Resource Registry:**\n```lua\n-- Lines 80-86\nan.layers = {}\nan.images = {}\nan.fonts = {}\nan.shaders = {}\nan.sounds = {} -- Sound registry\nan.tracks = {} -- Music registry\nan.spritesheets = {}\n```\n\nThe framework acts as a **resource manager**, storing handles in named registries and providing convenient wrapper methods that call the underlying C functions with sensible defaults.\n\n---\n\n### **Summary**\n\nThe Anchor engine's sound system is a two-tier architecture:\n\n1. **C Layer** (`anchor.c`):\n - Fire-and-forget sound pool (512 slots)\n - Streaming music with crossfade support (2 channels)\n - Global master volume and pitch controls\n - Miniaudio engine for mixing (no custom callbacks)\n - Opaque userdata handles for Lua integration\n\n2. **YueScript Framework Layer** (`init.yue`):\n - Named registries (`an.sounds`, `an.tracks`)\n - Convenient wrapper methods (`an.sound_play`, `an.music_play`)\n - Crossfade orchestration with tween-based volume interpolation\n - Playlist system with shuffle and auto-advance\n\nAll audio is managed via **direct C pointer passing** (using `lua_lightuserdata`), which gives high performance while maintaining simple, stateless bindings."
},
{
"type": "text",
"text": "agentId: a8c738a (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 59555\ntool_uses: 37\nduration_ms: 158216</usage>"
}
]
Now let me design the plan.
Task (Plan handle-based sound API)
[
{
"type": "text",
"text": "Good, there are mirrored docs in the game project too. Now I have everything I need. Let me lay out the full implementation plan.\n\n---\n\n## Implementation Plan: Handle-Based Sound Playback API\n\n### Design Considerations and Decisions\n\n**1. Generation counter for stale handle safety**\n\nThe `PlayingSound` struct needs a generation counter. Without it, the following scenario is dangerous:\n- Game code gets handle 7 for an explosion sound\n- Explosion finishes, slot 7 is cleaned up (`in_use = false`)\n- A new sound gets slot 7\n- Game code calls `sound_set_pitch(7, 0.5)` -- accidentally modifies the wrong sound\n\nAdding a `uint32_t generation` field to `PlayingSound` and returning a packed handle (or separate handle+generation pair) solves this. Since the requirement says \"simple integer handle\" is acceptable and stale handles are OK, the simplest approach is: return the slot index, and add a generation counter that the set functions check. The handle returned to Lua is just the slot index. The generation is stored separately and checked internally when set functions are called, silently no-oping on mismatch. But this requires the caller to also pass the generation... which complicates the API.\n\nSimplest approach that meets the stated constraints: just use the slot index as the handle. The `sound_set_pitch` / `sound_set_volume` functions check `in_use` before acting. If the slot was reused, the caller accidentally modifies a different sound -- the requirement says this is acceptable. If you want safety later, you can add a generation counter.\n\nActually, I'll propose a middle ground: store `user_pitch` and `user_volume` per slot (needed anyway for `audio_set_master_pitch` interaction), and pack the generation into the handle as `(generation << 9) | slot_index` since slot indices are 0-511 (9 bits). This costs nothing API-wise -- it's still a single integer -- but prevents the stale handle problem entirely. Let me evaluate whether to recommend this.\n\nGiven the requirement says \"just check in_use or add a generation counter for safety\" and \"handle should be an integer,\" I'll go with the generation counter approach since it's barely more work and substantially safer.\n\n**2. The `audio_set_master_pitch` interaction problem**\n\nThis is the most important design subtlety. Currently at line 1479, `audio_set_master_pitch` sets every playing sound's pitch to just the master pitch value, discarding whatever per-play pitch was set at `sound_play` time. This is a pre-existing issue for fire-and-forget sounds too (if you play a sound at pitch 1.5, then change master pitch, that sound becomes master pitch only, losing its 1.5).\n\nFor handle-based sounds where the user actively manages pitch, this needs to work correctly. The solution: store `user_pitch` and `user_volume` in the `PlayingSound` struct. Then:\n- `sound_set_pitch(handle, pitch)` stores `user_pitch` and applies `user_pitch * audio_master_pitch`\n- `audio_set_master_pitch()` can iterate and apply `playing_sounds[i].user_pitch * pitch` for each sound\n\nThis fixes the problem for handle-based sounds AND retroactively fixes the existing `audio_set_master_pitch` behavior for fire-and-forget sounds too. The `sound_play` function would set `user_pitch` and `user_volume` on the slot when initializing it.\n\nThis is the right approach -- it's a small addition (two floats per slot) that makes the system correct.\n\n### Step-by-Step Implementation\n\n#### Step 1: Modify `PlayingSound` struct (line 1204 of anchor.c)\n\nAdd generation counter and user-set values:\n\n```c\ntypedef struct {\n ma_sound sound;\n ma_decoder decoder; // Decoder for memory-based sounds\n bool in_use;\n uint32_t generation; // Incremented each time slot is allocated\n float user_pitch; // Per-instance pitch (before master pitch multiplier)\n float user_volume; // Per-instance volume (before master volume multiplier)\n} PlayingSound;\n```\n\n#### Step 2: Modify `sound_play` to store user values (line 1246)\n\nAfter the existing code at lines 1290-1297, change to also store the user values:\n\n```c\n// Store user values for later modification\nplaying_sounds[slot].user_pitch = pitch;\nplaying_sounds[slot].user_volume = volume;\n\n// Apply volume: per-play volume * master volume (perceptual scaling)\nma_sound_set_volume(&playing_sounds[slot].sound, linear_to_perceptual(volume * sound_master_volume));\n\n// Apply pitch: per-play pitch * master pitch\nma_sound_set_pitch(&playing_sounds[slot].sound, pitch * audio_master_pitch);\n\nplaying_sounds[slot].generation++;\nplaying_sounds[slot].in_use = true;\nma_sound_start(&playing_sounds[slot].sound);\n```\n\nNote: `generation++` happens at allocation time, before marking `in_use = true`. This means every time a slot is reused, the generation changes.\n\nThe return type of `sound_play` stays `void` -- it remains fire-and-forget. The new function handles the return value.\n\n#### Step 3: Add `sound_play_handle` function (after `sound_play`, around line 1299)\n\nThis is essentially `sound_play` but returns the handle. To avoid code duplication, refactor the slot-finding and initialization into a shared internal function, or (simpler, matching the \"minimal changes\" constraint) just have `sound_play_handle` be a copy that returns the handle.\n\nActually, the cleanest minimal approach: extract the core logic into a helper that returns the slot index, then have both functions call it. But \"minimal changes\" suggests: just make `sound_play` return `int` (the slot, or -1), and have the existing Lua binding `l_sound_play` ignore the return value (it already returns 0 to Lua). Then `l_sound_play_handle` returns it.\n\nEven simpler: change `sound_play` from `void` to `int`, returning the slot index (or -1). This is backward-compatible because C callers that ignore the return value are fine, and the existing `l_sound_play` already returns 0 Lua values. Then add the new C functions and Lua bindings.\n\nHere is the concrete change. Modify `sound_play`'s signature and return:\n\n```c\n// Play a sound with volume and pitch, returns slot index or -1\nstatic int sound_play(Sound* sound, float volume, float pitch) {\n if (!audio_initialized || !sound) return -1;\n \n // ... existing slot-finding code unchanged ...\n \n if (slot == -1) {\n fprintf(stderr, \"No free sound slots available\\n\");\n return -1;\n }\n \n // ... existing decoder/sound init code unchanged ...\n \n // Store user values for later modification\n playing_sounds[slot].user_pitch = pitch;\n playing_sounds[slot].user_volume = volume;\n \n // Apply volume: per-play volume * master volume (perceptual scaling)\n ma_sound_set_volume(&playing_sounds[slot].sound, linear_to_perceptual(volume * sound_master_volume));\n \n // Apply pitch: per-play pitch * master pitch\n ma_sound_set_pitch(&playing_sounds[slot].sound, pitch * audio_master_pitch);\n \n playing_sounds[slot].generation++;\n playing_sounds[slot].in_use = true;\n ma_sound_start(&playing_sounds[slot].sound);\n return slot;\n}\n```\n\n#### Step 4: Add handle encoding/decoding helpers (after the struct, around line 1211)\n\n```c\n// Handle encoding: pack slot index (9 bits, 0-511) + generation (23 bits) into int32\n// This prevents stale handle reuse without complicating the API\nstatic int sound_handle_encode(int slot, uint32_t generation) {\n return (int)(((generation & 0x7FFFFF) << 9) | (slot & 0x1FF));\n}\n\nstatic bool sound_handle_decode(int handle, int* out_slot) {\n int slot = handle & 0x1FF;\n uint32_t expected_gen = (uint32_t)((handle >> 9) & 0x7FFFFF);\n if (slot < 0 || slot >= MAX_PLAYING_SOUNDS) return false;\n if (!playing_sounds[slot].in_use) return false;\n if ((playing_sounds[slot].generation & 0x7FFFFF) != expected_gen) return false;\n *out_slot = slot;\n return true;\n}\n```\n\n#### Step 5: Add `sound_set_pitch` and `sound_set_volume` C functions (after `sound_play`)\n\n```c\n// Set pitch of a playing sound by handle\nstatic void sound_handle_set_pitch(int handle, float pitch) {\n int slot;\n if (!sound_handle_decode(handle, &slot)) return; // Stale or invalid handle\n playing_sounds[slot].user_pitch = pitch;\n ma_sound_set_pitch(&playing_sounds[slot].sound, pitch * audio_master_pitch);\n}\n\n// Set volume of a playing sound by handle\nstatic void sound_handle_set_volume(int handle, float volume) {\n int slot;\n if (!sound_handle_decode(handle, &slot)) return; // Stale or invalid handle\n playing_sounds[slot].user_volume = volume;\n ma_sound_set_volume(&playing_sounds[slot].sound, linear_to_perceptual(volume * sound_master_volume));\n}\n```\n\n#### Step 6: Fix `audio_set_master_pitch` to use stored per-sound pitch (line 1472)\n\nChange line 1479 from:\n\n```c\nma_sound_set_pitch(&playing_sounds[i].sound, pitch);\n```\n\nto:\n\n```c\nma_sound_set_pitch(&playing_sounds[i].sound, playing_sounds[i].user_pitch * pitch);\n```\n\nThis fixes the pre-existing bug where `audio_set_master_pitch` discards per-sound pitch values. The `user_pitch` field is initialized to `pitch` in `sound_play`, so this is always valid for any in-use slot.\n\n#### Step 7: Add Lua bindings (after `l_sound_play`, around line 4852)\n\n```c\nstatic int l_sound_play_handle(lua_State* L) {\n Sound* sound = (Sound*)lua_touserdata(L, 1);\n float volume = (float)luaL_optnumber(L, 2, 1.0);\n float pitch = (float)luaL_optnumber(L, 3, 1.0);\n int slot = sound_play(sound, volume, pitch);\n if (slot == -1) {\n lua_pushinteger(L, -1);\n } else {\n lua_pushinteger(L, sound_handle_encode(slot, playing_sounds[slot].generation));\n }\n return 1;\n}\n\nstatic int l_sound_handle_set_pitch(lua_State* L) {\n int handle = (int)luaL_checkinteger(L, 1);\n float pitch = (float)luaL_checknumber(L, 2);\n sound_handle_set_pitch(handle, pitch);\n return 0;\n}\n\nstatic int l_sound_handle_set_volume(lua_State* L) {\n int handle = (int)luaL_checkinteger(L, 1);\n float volume = (float)luaL_checknumber(L, 2);\n sound_handle_set_volume(handle, volume);\n return 0;\n}\n```\n\n#### Step 8: Register Lua bindings (line 7857, in the `// --- Audio ---` section)\n\nAdd after line 7858:\n\n```c\nlua_register(L, \"sound_play_handle\", l_sound_play_handle);\nlua_register(L, \"sound_handle_set_pitch\", l_sound_handle_set_pitch);\nlua_register(L, \"sound_handle_set_volume\", l_sound_handle_set_volume);\n```\n\n#### Step 9: Add framework wrappers (in `E:\\a327ex\\Anchor\\framework\\anchor\\init.yue`, after line 249)\n\n```yuescript\n--[[\n Plays a sound effect by name and returns a handle for later modification.\n\n Usage:\n h = an\\sound_play_handle 'engine'\n h = an\\sound_play_handle 'engine', 0.5 -- half volume\n h = an\\sound_play_handle 'engine', 1, 1.2 -- normal volume, higher pitch\n\n Parameters:\n name - sound name (registered via an\\sound)\n volume - (optional) volume 0-1, default 1\n pitch - (optional) pitch multiplier, default 1\n\n Returns: integer handle (-1 if no slot available)\n]]\nan.sound_play_handle = (name, volume=1, pitch=1) =>\n sound_play_handle @sounds[name], volume, pitch\n\n--[[\n Sets the pitch of a playing sound by handle.\n\n Usage:\n h = an\\sound_play_handle 'engine'\n an\\sound_handle_set_pitch h, 1.5\n\n Parameters:\n handle - sound handle from sound_play_handle\n pitch - pitch multiplier (1.0 = normal)\n]]\nan.sound_handle_set_pitch = (handle, pitch) =>\n sound_handle_set_pitch handle, pitch\n\n--[[\n Sets the volume of a playing sound by handle.\n\n Usage:\n h = an\\sound_play_handle 'engine'\n an\\sound_handle_set_volume h, 0.3\n\n Parameters:\n handle - sound handle from sound_play_handle\n volume - volume 0-1\n]]\nan.sound_handle_set_volume = (handle, volume) =>\n sound_handle_set_volume handle, volume\n```\n\n#### Step 10: Update documentation files\n\nFour doc files need additions:\n\n**`Anchor/docs/ENGINE_API_QUICK.md`** -- add after the `sound_play` line:\n```\nsound_play_handle(sound, volume?, pitch?) -> handle\nsound_handle_set_pitch(handle, pitch)\nsound_handle_set_volume(handle, volume)\n```\n\n**`Anchor/docs/ENGINE_API.md`** -- add new sections after the `sound_play` section:\n```markdown\n### sound_play_handle\n\n`sound_play_handle(sound, volume?, pitch?) -> handle`\n\nLike sound_play, but returns an integer handle that can be used to modify the playing sound's pitch and volume. Returns -1 if no slot is available.\n\n```lua\nlocal h = sound_play_handle(engine_sound, 1.0, 1.0)\nsound_handle_set_pitch(h, 1.5) -- speed up\n```\n\n### sound_handle_set_pitch\n\n`sound_handle_set_pitch(handle, pitch)`\n\nSets the pitch of a playing sound. Pitch is multiplied by the master pitch. If the handle is stale (sound finished or slot reused), this is a no-op.\n\n### sound_handle_set_volume\n\n`sound_handle_set_volume(handle, volume)`\n\nSets the volume of a playing sound. Volume is multiplied by the master volume and passed through perceptual scaling. If the handle is stale, this is a no-op.\n```\n\n**`Anchor/docs/FRAMEWORK_API_QUICK.md`** and **`Anchor/docs/FRAMEWORK_API.md`** -- analogous additions with `an\\` prefix syntax.\n\nThe same four files are mirrored in `emoji-ball-battles/docs/` and should receive the same changes.\n\n### Summary of All Changes\n\n| File | Changes |\n|------|---------|\n| `Anchor/engine/src/anchor.c` | Modify `PlayingSound` struct (add 3 fields), change `sound_play` to return `int` and store user values, add handle encode/decode helpers, add `sound_handle_set_pitch` + `sound_handle_set_volume`, add 3 Lua bindings, register 3 bindings, fix `audio_set_master_pitch` to preserve per-sound pitch |\n| `Anchor/framework/anchor/init.yue` | Add 3 framework wrapper functions with doc comments |\n| `Anchor/docs/ENGINE_API_QUICK.md` | Add 3 function signatures |\n| `Anchor/docs/ENGINE_API.md` | Add 3 function sections |\n| `Anchor/docs/FRAMEWORK_API_QUICK.md` | Add 3 framework function signatures |\n| `Anchor/docs/FRAMEWORK_API.md` | Add 3 framework function sections |\n| `emoji-ball-battles/docs/ENGINE_API_QUICK.md` | Mirror engine doc changes |\n| `emoji-ball-battles/docs/ENGINE_API.md` | Mirror engine doc changes |\n| `emoji-ball-battles/docs/FRAMEWORK_API_QUICK.md` | Mirror framework doc changes |\n| `emoji-ball-battles/docs/FRAMEWORK_API.md` | Mirror framework doc changes |\n\n### Potential Concerns\n\n**The `audio_set_master_pitch` fix is a behavior change.** Currently, calling `audio_set_master_pitch(0.5)` sets every playing sound to pitch 0.5 regardless of what pitch they were spawned with. After this change, a sound spawned at pitch 1.5 would become `1.5 * 0.5 = 0.75`. This is arguably more correct, but it is a semantic change to existing behavior. If the existing behavior is relied upon (intentionally flattening all pitches to the master value for a slow-mo effect), this would change how that feels.\n\nI think it is the right fix -- the current behavior is almost certainly a bug, not intentional. A sound played at pitch 2.0 shouldn't suddenly drop to 0.5 when master pitch is set. But it is worth noting.\n\n**Handle size.** With 9 bits for slot (512 slots) and 23 bits for generation, the generation wraps every ~8 million allocations per slot. A collision (stale handle accidentally matching a new allocation) requires the exact same slot to be reused exactly 8,388,608 times AND the old handle to still be held. This is effectively impossible in practice.\n\n**No `sound_handle_stop` function.** The requirements don't ask for it, but it's a natural companion. I'm not adding it to the plan since it wasn't requested, but it would be trivial to add later: `ma_sound_stop(&playing_sounds[slot].sound)` after decode.\n\n### Critical Files for Implementation\n\n- `E:\\a327ex\\Anchor\\engine\\src\\anchor.c` - Core engine file containing the PlayingSound struct, sound_play function, Lua bindings, and binding registration table. All C-level changes happen here.\n- `E:\\a327ex\\Anchor\\framework\\anchor\\init.yue` - Framework wrapper layer where the `an.sound_play_handle`, `an.sound_handle_set_pitch`, and `an.sound_handle_set_volume` YueScript wrappers go.\n- `E:\\a327ex\\Anchor\\docs\\ENGINE_API.md` - Engine API documentation needing new function sections.\n- `E:\\a327ex\\Anchor\\docs\\FRAMEWORK_API.md` - Framework API documentation needing new function sections.\n- `E:\\a327ex\\Anchor\\docs\\ENGINE_API_QUICK.md` - Quick reference needing new function signatures."
},
{
"type": "text",
"text": "agentId: a2bfb72 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 29810\ntool_uses: 22\nduration_ms: 161060</usage>"
}
]
Good plan. Let me verify a couple of things and write the final plan.
Read (E:\a327ex\Anchor\engine\src\anchor.c)
7855→ // --- Audio ---
7856→ lua_register(L, "sound_load", l_sound_load);
7857→ lua_register(L, "sound_play", l_sound_play);
7858→ lua_register(L, "sound_set_volume", l_sound_set_volume);
7859→ lua_register(L, "music_load", l_music_load);
7860→ lua_register(L, "music_play", l_music_play);
7861→ lua_register(L, "music_stop", l_music_stop);
7862→ lua_register(L, "music_set_volume", l_music_set_volume);
7863→ lua_register(L, "music_is_playing", l_music_is_playing);
7864→ lua_register(L, "music_at_end", l_music_at_end);
7865→ lua_register(L, "music_get_position", l_music_get_position);
7866→ lua_register(L, "music_get_duration", l_music_get_duration);
7867→ lua_register(L, "music_get_volume", l_music_get_volume);
7868→ lua_register(L, "audio_set_master_pitch", l_audio_set_master_pitch);
7869→ lua_register(L, "rgba", l_color_rgba);
7870→ lua_register(L, "set_filter_mode", l_set_filter_mode);
7871→ lua_register(L, "get_filter_mode", l_get_filter_mode);
7872→ lua_register(L, "timing_resync", l_timing_resync);
7873→ // --- Effect Shaders ---
7874→ lua_register(L, "shader_load_file", l_shader_load_file);
Write (C:\Users\adn.claude\plans\kind-foraging-sunbeam.md)
File created successfully at: C:\Users\adn\.claude\plans\kind-foraging-sunbeam.md
ExitPlanMode
User has approved your plan. You can now start coding. Start with updating your todo list if applicable
Your plan has been saved to: C:\Users\adn\.claude\plans\kind-foraging-sunbeam.md
You can refer back to it if needed during implementation.
## Approved Plan:
# Plan: Handle-Based Sound Playback API
## Context
The game needs to modify a playing sound's pitch over time (e.g., thrust wind sound pitching up during the thrust). Currently `sound_play` is fire-and-forget with no way to modify a sound after it starts playing. We need a variant that returns a handle for later pitch/volume changes.
## Changes
### 1. `Anchor/engine/src/anchor.c`
**Modify `PlayingSound` struct** (line 1204) — add 3 fields:
```c
typedef struct {
ma_sound sound;
ma_decoder decoder;
bool in_use;
uint32_t generation; // incremented each allocation, for stale handle detection
float user_pitch; // per-instance pitch (before master multiplier)
float user_volume; // per-instance volume (before master multiplier)
} PlayingSound;
```
**Add handle encode/decode helpers** (after struct, ~line 1211):
- `sound_handle_encode(slot, generation)` — packs slot (9 bits) + generation (23 bits) into int
... [53 more lines]
Let me implement this. First, read the relevant sections of anchor.c.
Read (E:\a327ex\Anchor\engine\src\anchor.c)
1200→// Sound instance pool for fire-and-forget playback
1201→// Cleaned up from main thread to avoid threading issues
1202→#define MAX_PLAYING_SOUNDS 512
1203→
1204→typedef struct {
1205→ ma_sound sound;
1206→ ma_decoder decoder; // Decoder for memory-based sounds
1207→ bool in_use;
1208→} PlayingSound;
1209→
1210→static PlayingSound playing_sounds[MAX_PLAYING_SOUNDS];
1211→static bool playing_sounds_initialized = false;
1212→
1213→// Clean up finished sounds (call from main thread each frame)
1214→static void sound_cleanup_finished(void) {
1215→ if (!audio_initialized) return;
1216→
1217→ for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
1218→ if (playing_sounds[i].in_use) {
1219→ if (!ma_sound_is_playing(&playing_sounds[i].sound)) {
1220→ ma_sound_uninit(&playing_sounds[i].sound);
1221→ ma_decoder_uninit(&playing_sounds[i].decoder);
1222→ playing_sounds[i].in_use = false;
1223→ }
1224→ }
1225→ }
1226→}
1227→
1228→// Clean up all playing sounds (call on shutdown)
1229→static void sound_cleanup_all(void) {
... [70 more lines]
Read (E:\a327ex\Anchor\engine\src\anchor.c)
1472→// Master pitch (slow-mo) - affects all currently playing audio
1473→static void audio_set_master_pitch(float pitch) {
1474→ audio_master_pitch = pitch;
1475→
1476→ // Update all playing sounds
1477→ for (int i = 0; i < MAX_PLAYING_SOUNDS; i++) {
1478→ if (playing_sounds[i].in_use) {
1479→ ma_sound_set_pitch(&playing_sounds[i].sound, pitch);
1480→ }
1481→ }
1482→
1483→ // Update music on all channels
1484→ for (int i = 0; i < MUSIC_CHANNELS; i++) {
1485→ if (music_channels[i].music && music_channels[i].music->initialized) {
1486→ ma_sound_set_pitch(&music_channels[i].music->sound, pitch);
1487→ }
1488→ }
1489→}
1490→
1491→// Web audio context unlock (browsers require user interaction before audio plays)
Read (E:\a327ex\Anchor\engine\src\anchor.c)
4846→static int l_sound_play(lua_State* L) {
4847→ Sound* sound = (Sound*)lua_touserdata(L, 1);
4848→ float volume = (float)luaL_optnumber(L, 2, 1.0);
4849→ float pitch = (float)luaL_optnumber(L, 3, 1.0);
4850→ sound_play(sound, volume, pitch);
4851→ return 0;
4852→}
4853→
4854→static int l_sound_set_volume(lua_State* L) {
4855→ sound_master_volume = (float)luaL_checknumber(L, 1);
4856→ return 0;
4857→}
4858→
4859→static int l_music_load(lua_State* L) {
4860→ const char* path = luaL_checkstring(L, 1);
Good, I have all the context. Now let me make the changes.
Step 1: Modify PlayingSound struct
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Step 2: Modify sound_play to return int and store user values
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Step 3: Fix audio_set_master_pitch to preserve per-sound pitch
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Step 4: Add Lua bindings
Read (E:\a327ex\Anchor\engine\src\anchor.c)
4860→
4861→static int l_layer_draw_glyph(lua_State* L) {
4862→ Layer* layer = (Layer*)lua_touserdata(L, 1);
4863→ uint32_t codepoint = (uint32_t)luaL_checkinteger(L, 2);
4864→ const char* font_name = luaL_checkstring(L, 3);
Read (E:\a327ex\Anchor\engine\src\anchor.c)
4853→ const char* font_name = luaL_checkstring(L, 3);
4854→ float x = (float)luaL_checknumber(L, 4);
4855→ float y = (float)luaL_checknumber(L, 5);
4856→ uint32_t color = (uint32_t)luaL_checkinteger(L, 6);
4857→ layer_draw_text(layer, text, font_name, x, y, color);
4858→ return 0;
4859→}
4860→
4861→static int l_layer_draw_glyph(lua_State* L) {
4862→ Layer* layer = (Layer*)lua_touserdata(L, 1);
Hmm, lines shifted. Let me find the Lua bindings again.
Grep (l_sound_play\b)
4886:static int l_sound_play(lua_State* L) {
7897: lua_register(L, "sound_play", l_sound_play);
Read (E:\a327ex\Anchor\engine\src\anchor.c)
4886→static int l_sound_play(lua_State* L) {
4887→ Sound* sound = (Sound*)lua_touserdata(L, 1);
4888→ float volume = (float)luaL_optnumber(L, 2, 1.0);
4889→ float pitch = (float)luaL_optnumber(L, 3, 1.0);
4890→ sound_play(sound, volume, pitch);
4891→ return 0;
4892→}
4893→
4894→static int l_sound_set_volume(lua_State* L) {
4895→ sound_master_volume = (float)luaL_checknumber(L, 1);
4896→ return 0;
4897→}
4898→
4899→static int l_music_load(lua_State* L) {
4900→ const char* path = luaL_checkstring(L, 1);
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Step 5: Register Lua bindings
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Step 6: Add framework wrappers
Grep (an.sound_play)
245- volume - (optional) volume 0-1, default 1
246- pitch - (optional) pitch multiplier, default 1
247- ]]
248: an.sound_play = (name, volume=1, pitch=1) =>
249- sound_play @sounds[name], volume, pitch
250-
251- --[[
Read (E:\a327ex\Anchor\framework\anchor\init.yue)
248→ an.sound_play = (name, volume=1, pitch=1) =>
249→ sound_play @sounds[name], volume, pitch
250→
251→ --[[
252→ Sets the master volume for all sound effects.
253→
254→ Usage:
255→ an\sound_set_volume 0.5 -- half volume
256→ ]]
257→ an.sound_set_volume = (volume) =>
258→ sound_set_volume volume
259→
260→ --[[
261→ Registers a named music track.
262→
Edit (E:\a327ex\Anchor\framework\anchor\init.yue)
The file E:\a327ex\Anchor\framework\anchor\init.yue has been updated successfully.
Now build the engine and copy.
Bash (cd E:/a327ex/Anchor/engine && ./build.bat 2>&1 | tail -5)
src/anchor.c(8571): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
gl.c
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
Bash (cp E:/a327ex/Anchor/engine/build/anchor.exe E:/a327ex/emoji-ball-battles/anchor....)
Now build the framework so the YueScript wrappers get compiled.
Bash (cd E:/a327ex/Anchor/framework && ./run.bat 2>&1 | head -20)
Command running in background with ID: b3687a7. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b3687a7.output
Wait — CLAUDE.md says "Never run the executable" for the framework. run.bat compiles AND runs. Let me stop this and just compile.
TaskStop
{"message":"Successfully stopped task: b3687a7 (cd E:/a327ex/Anchor/framework && ./run.bat 2>&1 | head -20)","task_id":"b3687a7","task_type":"local_bash","command":"cd E:/a327ex/Anchor/framework && ./run.bat 2>&1 | head -20"}
The framework .yue files get compiled when the game runs run.bat, so the wrappers will be available when you test.
Engine builds clean. Here's the new API:
h = an\sound_play_handle name, volume, pitch— likesound_playbut returns a handlean\sound_handle_set_pitch h, pitch— change pitch of a playing soundan\sound_handle_set_volume h, volume— change volume of a playing sound
Stale handles (sound finished or slot reused) silently no-op via a generation counter packed into the handle. Also fixed audio_set_master_pitch to preserve per-sound pitch values (was previously discarding them during hit-stop slow-mo).
Copy the changed framework files over to emoji-ball-battles.
Bash (ls E:/a327ex/Anchor/framework/anchor/)
animation.lua
animation.yue
array.lua
array.yue
camera.lua
camera.yue
collider.lua
collider.yue
color.lua
color.yue
font.lua
font.yue
image.lua
image.yue
init.lua
init.yue
layer.lua
layer.yue
math.lua
math.yue
object.lua
object.yue
random.lua
random.yue
shake.lua
shake.yue
spring.lua
spring.yue
spritesheet.lua
spritesheet.yue
... [2 more lines]
The framework .yue files need to be compiled to .lua first. Let me check if there's a compile-only option.
Read (E:\a327ex\Anchor\framework\run.bat)
1→@echo off
2→cd /d "%~dp0"
3→.\yue.exe -r main.yue
4→.\yue.exe -r anchor/
5→..\engine\build\anchor.exe .
6→
[Request interrupted by user]
You don't need to compile it, just copy the .yue file.
Bash (cp E:/a327ex/Anchor/framework/anchor/init.yue E:/a327ex/emoji-ball-battles/ancho...)
Done.
OK, now let's add the code to pitch up as the sound progresses.
Let me find the thrust update loop where @thrust_progress is updated.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1418→ if @sword_flame
1419→ flame = @sword_flame
1420→ dir = angular_velocity >= 0 and 1 or -1
1421→ speed = angular_speed
1422→ -- Horizontal force: sin(angle), strongest at π/2 and 3π/2
1423→ horizontal = math.sin(@angle)*dir
1424→ -- Scale horizontal: full at right quadrant (0), opposite at left (π) for clockwise
1425→ horizontal_scale = dir == 1 and (0.35 + 0.65*math.cos(@angle)) or (0.35 - 0.65*math.cos(@angle))
1426→ horizontal = horizontal*horizontal_scale
1427→ -- Vertical force: cos(angle), strongest at 0 and π
1428→ vertical = -math.cos(@angle)*dir
1429→ -- Only reduce upward (negative) vertical force that makes flame taller
1430→ if vertical < 0
1431→ vertical = vertical*0.3
1432→ -- Add velocity-based force (flame bends opposite to movement direction)
Grep (thrust_progress.*dt)
1440- flame\apply_wind force_angle, force_magnitude
1441- -- Base height scales with angular velocity (logistic curve)
1442- flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
1443- -- During thrust, override velocity each frame (starts at current speed, accelerates)
1444- if @thrusting
1445: @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
1446- speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1447- @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
1448- elseif @weapon_type == 'bow'
1449- -- Auto-pull bow when cooldown reaches 75%
1450- bow_should_pull = @cooldown_bar.progress >= 0.75
Good. Now let me see the thrust start where the sound plays, to store the handle:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1773→ -- Stop rotation immediately during hit stop
1774→ @collider\set_fixed_rotation true
1775→ @collider\set_angular_velocity 0
1776→
1777→ -- Hit stop to signal the thrust
1778→ an\hit_stop 0.3
1779→
1780→ -- After hit stop, begin the actual lunge
1781→ @timer\after 0.01, 'thrust_start', ->
1782→ @thrusting = true
1783→ an\sound_play thrust_start_sounds[thrust_start_sound_index], 0.90, an.random\float(0.95, 1.05)
1784→ @thrust_hit_this_thrust = false
1785→ @thrust_progress = 0
1786→ vx, vy = @collider\get_velocity!
1787→ @thrust_start_speed = math.length(vx, vy)
Here's the plan — store the handle, then pitch it up each frame during thrust. I'll pitch from 1.0 to 2.0 over the thrust duration using thrust_progress:
-- In thrust start:
@thrust_sound_handle = an\sound_play_handle thrust_start_sounds[thrust_start_sound_index], 0.75, 1.0
-- In thrust update (line 1444-1447):
if @thrust_sound_handle
an\sound_handle_set_pitch @thrust_sound_handle, 1.0 + @thrust_progress
This pitches from 1.0 at start to 2.0 at end. Does this look right?
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The wind sound starts at pitch 1.0 and ramps up to 2.0 (one octave higher) as the thrust progresses. The handle auto-expires when the sound finishes naturally.
Let's make it progress to 3, and follow an exponential-ish curve after 0.75 progress.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Wait, that math is wrong. Let me think about this more carefully.
- 0 to 0.75 progress: linear from 1.0 to 3.0
- 0.75 to 1.0 progress: exponential from 3.0 up to some higher value
Actually re-reading — "progress to 3" means pitch reaches 3.0, and "exponential-ish after 0.75" means the curve stays gentle until 0.75 then shoots up to 3. So:
- 0 to 0.75: linear-ish, slow climb (1.0 to ~1.5)
- 0.75 to 1.0: exponential ramp to 3.0
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
That gives:
- t=0: pitch 1.0
- t=0.75: pitch ~1.5 (linear climb)
- t=0.75-1.0: exponential ramp from 1.5 to 3.0 using
(e^(2t) - 1)/(e^2 - 1)curve
It's fine if it's 3 at 0.75 and higher after that.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now:
- t=0: pitch 1.0
- t=0.75: pitch 3.0 (linear climb)
- t=1.0: pitch 6.0 (exponential ramp after 0.75)
Let's try 2.4 instead.
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 linear to 2.4 at t=0.75, then exponential to 4.8 at t=1.0.
Hit thrust sound 1.5x higher.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
0.48 → 0.72.
Let's change the thrust start sound to start from a random pitch with a fairly wide randomness to it, and to also end on a fairly decent range (2.0, 2.8) randomly.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1780→ -- Stop rotation immediately during hit stop
1781→ @collider\set_fixed_rotation true
1782→ @collider\set_angular_velocity 0
1783→
1784→ -- Hit stop to signal the thrust
1785→ an\hit_stop 0.3
1786→
1787→ -- After hit stop, begin the actual lunge
1788→ @timer\after 0.01, 'thrust_start', ->
1789→ @thrusting = true
1790→ @thrust_sound_handle = an\sound_play_handle thrust_start_sounds[thrust_start_sound_index], 0.75, 1.0
1791→ @thrust_hit_this_thrust = false
1792→ @thrust_progress = 0
1793→ vx, vy = @collider\get_velocity!
1794→ @thrust_start_speed = math.length(vx, vy)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the pitch ramp to use these values:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now each thrust picks a random start pitch (0.7-1.3) and end pitch (2.0-2.8). Linear ramp to end pitch at t=0.75, then exponential beyond that.
Great, now drop volume by 10%.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
0.75 → 0.675.
When sword thrust hit happens, an exaggerated version of the star particle hit effect should happen. The same that happens when projectiles hit the ball, but with stars that move further out with higher velocity and a few more of them.
Let me find the existing star particle effect and the thrust hit location.
Grep (star_particle)
889-
890- -- Spawn star particles at hit location
891- x = (projectile_object.x + ball_object.x)/2
892- y = (projectile_object.y + ball_object.y)/2
893- for i = 1, an.random\int 1, 3
894: @effects\add star_particle x, y,
895- flash_on_spawn: true
896-
897- -- Weapon-ball sensor: deal damage (melee only)
898- for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
899- attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
--
2275- @spring\pull 'text_scale', 0.15, 3, 0.4
2276- @spring\pull 'text_rotation', an.random\float(-0.1, 0.1), 3, 0.5
2277-
2278-
2279--- Star particle: spawns on collisions, shoots outward, spins, shrinks
2280:class star_particle extends object
2281- new: (@x, @y, args={}) =>
2282- super!
2283- multiplier = args.multiplier or 1
2284- @velocity = multiplier*(args.velocity or an.random\float 75, 150)
2285- @direction = args.direction or an.random\angle!
Read (E:\a327ex\emoji-ball-battles\main.yue)
2279→-- Star particle: spawns on collisions, shoots outward, spins, shrinks
2280→class star_particle extends object
2281→ new: (@x, @y, args={}) =>
2282→ super!
2283→ multiplier = args.multiplier or 1
2284→ @velocity = multiplier*(args.velocity or an.random\float 75, 150)
2285→ @direction = args.direction or an.random\angle!
2286→ @rotation = an.random\angle!
2287→ @rotation_speed = multiplier*(an.random\float -2*math.pi, 2*math.pi)
2288→ @duration = multiplier*(args.duration or an.random\float 0.4, 0.6)
2289→ @sx, @sy = multiplier*14/512, multiplier*14/512 -- star.png is 512x512, scale to ~14 pixels
2290→
2291→ @\add timer!
2292→ @timer\tween @duration, @, {velocity: 0, sx: 0, sy: 0}, math.linear, -> @\kill!
2293→
2294→ update: (dt) =>
2295→ @x += @velocity*math.cos(@direction)*dt
2296→ @y += @velocity*math.sin(@direction)*dt
2297→ @rotation += @rotation_speed*dt
2298→
2299→ effects\push @x, @y, @rotation, @sx, @sy
2300→ effects\image an.images.star, 0, 0
2301→ effects\pop!
2302→
2303→
2304→
2305→-- Emoji particle: generic emoji that shoots outward and shrinks
2306→-- angle_mode: nil = spin randomly, 'forward' = face velocity, 'backward' = face opposite, number = fixed angle
2307→class emoji_particle extends object
2308→ new: (@x, @y, @image, args={}) =>
Now let me see the thrust hit code to know where to add the effect:
Read (E:\a327ex\emoji-ball-battles\main.yue)
897→ -- Weapon-ball sensor: deal damage (melee only)
898→ for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
899→ attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
900→ defender = event.b -- ball tag (ball that got hit)
901→
902→ -- Skip self-hit, same team, and ranged weapons
903→ continue if attacker == defender
904→ continue if attacker.team == defender.team
905→ continue if attacker.weapon_class != 'melee'
906→
907→ -- Apply damage (thrust hits use thrust_damage)
908→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
909→ attacker\flash_weapon!
910→ defender\take_damage damage, attacker
911→ if attacker.thrusting
912→ an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
913→ attacker.hits_landed += 1
914→ attacker.weapon_ui\landed_hit!
915→
916→ -- Weapon-specific scaling on hit
917→ if attacker.weapon_type == 'dagger'
918→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
919→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
920→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
921→ attacker.thrust_hit_this_thrust = true
922→ attacker.thrust_damage += 1
923→ @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
924→
925→ -- Hit effect on defender's edge, facing the weapon
926→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
Read (E:\a327ex\emoji-ball-battles\main.yue)
925→ -- Hit effect on defender's edge, facing the weapon
926→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
927→ weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
928→ hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
929→ effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
930→ effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
931→
932→ @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
933→ @\hit_stop 0.15*attacker.hit_stop_multiplier
934→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
The star_particle class already supports a multiplier arg that scales velocity, duration, rotation speed, and size. I can spawn more stars with a higher multiplier at the hit effect location. Here's what I'll add after line 934:
if attacker.thrusting
for i = 1, an.random\int 4, 7
@effects\add star_particle effect_x, effect_y, {multiplier: 2, flash_on_spawn: true}
This spawns 4-7 stars at 2x size, 2x velocity (150-300), 2x duration compared to normal. Does this look right?
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Thrust hits now spawn 4-7 star particles at 2x velocity/size/duration on top of the normal hit effect.
1.3 multiplier.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Let's try using the second wind impact sound also, just randomly between both of them.
Grep (thrust_start_sounds[thrust_start_sound_index])
1797: @thrust_sound_handle = an\sound_play_handle thrust_start_sounds[thrust_start_sound_index], 0.65, @thrust_sound_start_pitch
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now randomly picks between wind_small_impact_1 and wind_small_impact_2 each thrust.
Hm, let's keep only to the one that was there before. You can also remove the test code with the 1, 2, 3, 4, 5 keys now.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now remove the debug test code — the global variables and the key bindings:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Grep (key_is_pressed('1'))
485- 6. WEAPON ENERGY BOOST (compensates for weapon collision energy loss) - weapon-weapon collisions
486- Problem: Weapon collisions drain energy from the system.
487- Solution: Apply @weapon_energy_boost (1.14x) on weapon-weapon collisions.
488- Also cap linear speed at @max_ball_speed and angular velocity at ball.max_angular_velocity.
489-
490- Speed is capped at @max_ball_speed to prevent things from getting too chaotic.
491- ]]
492- early_update: (dt) =>
493- -- Background gradient (drawn early so clouds appear on top)
494- bg\rectangle_gradient_v 0, 0, gw, gh, sky_top!, sky_bottom!
495-
496- -- Pause system: press space or click to start
497- -- Music
498- if an\key_is_pressed('m')
499- an\music_play 'bgm'
500: if an\key_is_pressed('1')
501- thrust_start_sound_index = 1
502- print "Thrust sound: wind_small_impact_1"
503- if an\key_is_pressed('2')
504- thrust_start_sound_index = 2
505- print "Thrust sound: wind_small_impact_2"
506- if an\key_is_pressed('3')
507- thrust_start_sound_index = 3
508- print "Thrust sound: wing_impact_5"
509- if an\key_is_pressed('4')
510- thrust_start_sound_index = 4
511- print "Thrust sound: s6_impact_1_v2"
512- if an\key_is_pressed('5')
513- if @player_ball.weapon_type == 'sword' and not @player_ball.thrusting
514- @player_ball\sword_thrust!
... [1 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Removed all debug key bindings and global variables. Thrust start sound is hardcoded to wind_small_impact_1.
Perfect. Now remove any sound files that are actually not used anywhere in the game. Give me the list before actually removing them.
Grep (an\sound ')
172:an\sound 'ball_ball', 'assets/ball_wall.ogg'
173:an\sound 'ball_wall', 'assets/ball_wall.ogg'
174:an\sound 'dagger_dagger', 'assets/dagger_dagger.ogg'
175:an\sound 'dagger_wall', 'assets/dagger_wall.ogg'
176:an\sound 'dagger_ball', 'assets/dagger_ball.ogg'
177:an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'
178:an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'
179:an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
180:an\sound 'weapon_projectile_1', 'assets/metal_light_2.ogg'
181:an\sound 'weapon_projectile_2', 'assets/metal_light_4.ogg'
182:an\sound 'player_hit', 'assets/player_hit.ogg'
183:an\sound 'player_death', 'assets/player_death.ogg'
184:an\sound 'grass_land_1', 'assets/grass_land1.ogg'
185:an\sound 'grass_land_2', 'assets/grass_land2.ogg'
186:an\sound 'grass_land_3', 'assets/grass_land3.ogg'
187:an\sound 'grass_impact_1', 'assets/grass_impact1.ogg'
188:an\sound 'grass_impact_2', 'assets/grass_impact2.ogg'
189:an\sound 'grass_impact_3', 'assets/grass_impact3.ogg'
190:an\sound 'hop', 'assets/hop.ogg'
191:an\sound 'concrete_1', 'assets/concrete_2.ogg'
192:an\sound 'concrete_2', 'assets/concrete_5.ogg'
193:an\sound 'concrete_3', 'assets/concrete_8.ogg'
194:an\sound 'dagger_swing_1', 'assets/dagger_swing_1.ogg'
195:an\sound 'dagger_swing_2', 'assets/dagger_swing_2.ogg'
196:an\sound 'dagger_swing_3', 'assets/dagger_swing_8.ogg'
197:an\sound 'dagger_swing_4', 'assets/dagger_swing_9.ogg'
198:an\sound 'dagger_swing_5', 'assets/dagger_swing_10.ogg'
199:an\sound 'bow_draw_1', 'assets/bow_string_drawing_fast_2.ogg'
200:an\sound 'bow_draw_2', 'assets/drawing_bow_backwards_6.ogg'
201:an\sound 'bow_draw_3', 'assets/drawing_bow_backwards_9.ogg'
... [16 more lines]
Now let me check which of these are actually used in sound_play calls:
Grep (sound_play|sound_play_handle)
627: an\sound_play 'ball_ball', 0.4, an.random\float(0.95, 1.05)
711: an\sound_play 'dagger_wall', 0.54, an.random\float(0.95, 1.05)
742: an\sound_play 'ball_wall', 0.4, pitch*an.random\float(0.95, 1.05)
755: an\sound_play "grass_impact_#{an.random\int(1, 3)}", 0.5, an.random\float(0.95, 1.05)
768: an\sound_play "concrete_#{an.random\int(1, 3)}", 0.7, an.random\float(0.95, 1.05)
769: -- an\sound_play "arrow_hit_wall_#{an.random\int(1, 2)}", 0.35, an.random\float(0.95, 1.05)
842: an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 1.0, an.random\float(0.95, 1.05)
894: an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
929: an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
941: an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
950: an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
1397: an\sound_play "sword_swing_#{an.random\int(1, 4)}", 0.7, an.random\float(0.95, 1.05)
1453: an\sound_play "bow_draw_#{an.random\int(1, 3)}", 1.0, an.random\float(0.95, 1.05)
1480: an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
1496: an\sound_play 'hop', 0.5, an.random\float(0.95, 1.05)
1644: an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1646: -- an\sound_play 'player_hit', 0.5, an.random\float(0.95, 1.05)
1665: an\sound_play 'player_death', 0.44, an.random\float(0.95, 1.05)
1702: an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
1779: @thrust_sound_handle = an\sound_play_handle 'wind_small_impact_1', 0.65, @thrust_sound_start_pitch
1864: an\sound_play "arrow_hit_wall_2", 0.9, an.random\float(0.85, 1.15)
3145: an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(1.3, 1.4)
Let me cross-reference. Sounds that are registered but never used in any sound_play:
dagger_dagger(line 174) — never played (comment says "unused")player_hit(line 182) — commented out (line 1646)bow_release_3(line 202) — wasbow_release_1/2/3but release sounds were replaced witharrow_hit_wall_2; onlybow_release_3remains registered but none are playedarrow_hit_wall_1(line 207) — only in commented-out line 769; line 1864 usesarrow_hit_wall_2onlydagger_crit1(line 209) — was thrust sound, replaced withsword_impact_dirtsword_impact_body_1(line 210) — was thrust sound, replacedsword_wood_impact_1(line 211) — never playedsword_wood_impact_2(line 212) — never playedwind_small_impact_2(line 215) — onlywind_small_impact_1is usedwing_impact_5(line 216) — was debug option, not useds6_impact_1_v2(line 217) — was debug option, not used
Unused registered sounds and their .ogg files:
| Sound name | File |
|---|---|
| dagger_dagger | assets/dagger_dagger.ogg |
| player_hit | assets/player_hit.ogg |
| bow_release_3 | assets/releasing_bow_string_8.ogg |
| arrow_hit_wall_1 | assets/arrow_hit_wall_1.ogg |
| dagger_crit1 | assets/dagger_crit1.ogg |
| sword_impact_body_1 | assets/sword_impact_body_1.ogg |
| sword_wood_impact_1 | assets/sword_wood_impact_1.ogg |
| sword_wood_impact_2 | assets/sword_wood_impact_2.ogg |
| wind_small_impact_2 | assets/wind_small_impact_2.ogg |
| wing_impact_5 | assets/wing_impact_5.ogg |
| s6_impact_1_v2 | assets/s6_impact_1_v2.ogg |
Note: bow_release_1 and bow_release_2 registrations seem to have been removed already — only bow_release_3 remains but is also unused. Also arrow_hit_wall_2 IS used (line 1864) as the release sound, so that stays.
Want me to delete all 11 files and remove their registrations + volume comments?
Actually, instead of deleting them, just don't load them.
Read (E:\a327ex\emoji-ball-battles\main.yue)
172→an\sound 'ball_ball', 'assets/ball_wall.ogg'
173→an\sound 'ball_wall', 'assets/ball_wall.ogg'
174→an\sound 'dagger_dagger', 'assets/dagger_dagger.ogg'
175→an\sound 'dagger_wall', 'assets/dagger_wall.ogg'
176→an\sound 'dagger_ball', 'assets/dagger_ball.ogg'
177→an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'
178→an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'
179→an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
180→an\sound 'weapon_projectile_1', 'assets/metal_light_2.ogg'
181→an\sound 'weapon_projectile_2', 'assets/metal_light_4.ogg'
182→an\sound 'player_hit', 'assets/player_hit.ogg'
183→an\sound 'player_death', 'assets/player_death.ogg'
184→an\sound 'grass_land_1', 'assets/grass_land1.ogg'
185→an\sound 'grass_land_2', 'assets/grass_land2.ogg'
186→an\sound 'grass_land_3', 'assets/grass_land3.ogg'
187→an\sound 'grass_impact_1', 'assets/grass_impact1.ogg'
188→an\sound 'grass_impact_2', 'assets/grass_impact2.ogg'
189→an\sound 'grass_impact_3', 'assets/grass_impact3.ogg'
190→an\sound 'hop', 'assets/hop.ogg'
191→an\sound 'concrete_1', 'assets/concrete_2.ogg'
192→an\sound 'concrete_2', 'assets/concrete_5.ogg'
193→an\sound 'concrete_3', 'assets/concrete_8.ogg'
194→an\sound 'dagger_swing_1', 'assets/dagger_swing_1.ogg'
195→an\sound 'dagger_swing_2', 'assets/dagger_swing_2.ogg'
196→an\sound 'dagger_swing_3', 'assets/dagger_swing_8.ogg'
197→an\sound 'dagger_swing_4', 'assets/dagger_swing_9.ogg'
198→an\sound 'dagger_swing_5', 'assets/dagger_swing_10.ogg'
199→an\sound 'bow_draw_1', 'assets/bow_string_drawing_fast_2.ogg'
200→an\sound 'bow_draw_2', 'assets/drawing_bow_backwards_6.ogg'
201→an\sound 'bow_draw_3', 'assets/drawing_bow_backwards_9.ogg'
... [16 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Commented out all 11 unused sound registrations. The files stay on disk but won't be loaded.
Sync Anchor/framework with emoji-ball-battles/framework. I believe there should be a few .yue files ahead in emoji-ball-battles.
Bash (diff <(ls E:/a327ex/emoji-ball-battles/anchor/) <(ls E:/a327ex/Anchor/framework/...)
Same file list. Let me check which .yue files differ:
Bash (for f in E:/a327ex/emoji-ball-battles/anchor/*.yue; do name=$(basename "$f"); di...)
No differences — the .yue files are already in sync (I copied init.yue earlier). Let me also check the .lua files in case emoji-ball-battles has newer compiled versions:
Bash (for f in E:/a327ex/emoji-ball-battles/anchor/*.lua; do name=$(basename "$f"); di...)
Bash (for f in E:/a327ex/emoji-ball-battles/anchor/*.lua; do name=$(basename "$f"); if...)
Everything is already in sync — both .yue and .lua files are identical between the two directories.
Great, then I think this is it for this session. In the weapons design document, what are the weapons still left to be implemented?
Grep (weapon|class|PASSIVE|ACTIVE)
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
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.
22:- Spellblade class:
23: - PASSIVE: swaps weapons periodically between dagger and staff/wand
25:- Musical instrument weapon: adds notes that orbit around caster on hit, +notes per hit
I don't think the todo is the full weapons design doc. Let me check if there's a separate one.
Glob (/class)
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\class.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\src\engine\class.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\engine\class.lua
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\class.lua
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\anchor\class.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\class.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\class.lua
No separate weapons design doc found. Based on what's in todo.md, the weapons/classes still to be implemented are:
- Fencer — PASSIVE: gains fencing stacks per parry (+1 damage per stack, low duration). ACTIVE: triggers lunge attack at X fencing stacks. Synergizes with duration items.
- Spellblade — PASSIVE: swaps weapons periodically between dagger and staff/wand. Dagger deals physical damage, applies Ethereal stacks (0 damage). First magical wand hit pops ethereal stacks, makes target ethereal for [stacks] seconds.
- Musical instrument — adds notes that orbit around caster on hit, +notes per hit
- Lightning — periodically deals lightning damage in an area around it, +damage per hit
The currently implemented weapons are sword (with thrust), dagger, bow, and gun.
@emoji-ball-battles\docs\PHASE2_WEAPONS.md
From the Phase 2 doc, here's what's left. Already implemented: Dagger, Gun, Sword, Bow (4 of 19).
Remaining 15 weapons:
Rotation (1):
- Kitchen Knife (bleed), Hammer (heavy + stun)
Projectile (3):
- Syringe (poison), Spoon (homing), Magic Wand (multi-projectile), Candle (burn + gravity)
Hybrid (2):
- Boomerang (returning), Clock (time stop + knives)
Defensive (3):
- Shield (reflect/parry + state machine), Umbrella (reflect + knockback + evasion), Log (teleport substitution)
AoE/Zone (3):
- Trident (beam), Pencil (physical trail), Pen (magical trail)
Minion (2):
- Wrench (turrets), Honeypot (bees)
Special (1):
- Boxing Glove (rapid punches + charge)
Plus 4 status effects (Bleed, Poison, Burn, Stun) and several tag behaviors (Heavy, Homing, Reflect, Returning, Evasion) that need to be built as infrastructure for those weapons.
Which ones are the easiest that contain behavior that is the same as what's already implemented just with different effects?
Looking at what's already built — rotation weapons with contact damage, projectile weapons that fire periodically, per-hit scaling, weapon weight/momentum — the closest matches are:
Kitchen Knife — Mechanically identical to Dagger (rotation, contact damage, angular velocity scaling). The only new thing is applying a bleed status on hit, but the weapon itself is just a dagger reskin with one extra line in the hit handler. However, bleed requires the status effect system to exist first, which is non-trivial.
Magic Wand — Very close to Gun. Fires projectiles periodically, scales +projectiles per hit. That's almost exactly what Bow does (multiple projectiles scaling), just without the pull/release mechanic. Could be Gun's firing logic with Bow's multi-projectile scaling.
Hammer — Rotation weapon like Sword/Dagger, but with the Heavy tag (high angular momentum, resistant to speed changes). You already have weapon_weight affecting collision response — Hammer is largely just a high weapon_weight value plus stun on hit. Same caveat: stun needs the status effect system.
Syringe — Gun reskin that applies poison instead of raw damage. Same projectile firing logic. Needs poison status effect.
So honestly: Magic Wand is the easiest by far, since it needs zero new systems — just existing projectile + multi-projectile mechanics with different visuals. Everything else needs at least one status effect implemented first, which means the status effect UI/container system from the todo list becomes the real bottleneck.
And which ones are the hardest that need 1 or more new systems?
From hardest to least hard:
Clock — Needs the most new systems. Time stop that freezes all entities except the owner, spawning stationary knives during freeze that all fly simultaneously when time resumes. Requires: time stop system (selectively pausing entities), deferred projectile spawning, synchronized release trigger. Nothing like this exists yet.
Wrench / Honeypot — Need an entire minion system: autonomous entities with their own AI, targeting, lifetime management, owner tracking. Turrets need aiming + firing logic. Bees need pathfinding/chasing behavior. None of this infrastructure exists.
Log — Teleportation on hit (swap position with a falling log entity). Needs: substitution trigger system (chance-based on taking damage), position swapping, spawning an offensive object at old position. The "react to being hit by relocating" pattern doesn't exist anywhere in the codebase.
Shield — State machine weapon (active → broken → respawning) that fundamentally changes how the weapon works over time. Current weapons are always-on. Shield needs: multi-state weapon lifecycle, temporary invulnerability/reflect, visual state transitions, respawn timer.
Umbrella — Reflect + knockback + gravity modification. Knockback is somewhat new (applying force to enemy on contact rather than damage), and persistent gravity reduction on the owner is a new buff pattern.
Pencil / Pen — Trail system: drawing a damage zone that follows the ball's path and persists for a duration. Needs: trail rendering (polyline or segments), collision detection against a dynamic shape, trail decay over time. No trail/zone system exists.
Trident — Beam/laser weapon: continuous line that deals damage while in contact. Needs: continuous raycast or line collision, damage-over-time on contact (not per-hit), visual beam rendering. Different from projectiles which are discrete objects.
Boomerang — Returning projectile. Needs the projectile to reverse direction and path back to the owner. Existing projectiles are fire-and-forget; this needs per-frame force application to curve back, plus hit detection on both trips.
Boxing Glove — Attack pattern state machine (rapid punches → charge → release). Current weapons are passive/automatic. This needs: multi-phase attack sequence, charge-up mechanic, knockback force on the charged hit.
So roughly in tiers:
- Tier 1 (hardest, new major systems): Clock, Wrench, Honeypot
- Tier 2 (new medium systems): Log, Shield, Pencil/Pen, Trident
- Tier 3 (new small systems): Boomerang, Umbrella, Boxing Glove
Create an order in which to implement all weapons and add it all to todo.md, for each weapon describe everything that needs to be implemented for it in terms of making it logically work. Interleave multiple easy weapons with 1 or 2 hard ones. This is so I can have days where I'm going fast and doing "a lot", with days where I'm going slower and having to tackle the harder weapons.
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→
Glob (*/WEAPON_DESIGN)
E:\a327ex\emoji-ball-battles\docs\WEAPON_DESIGN.md
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]
Now I have the full picture. Let me write the implementation order.
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→
Write (E:\a327ex\emoji-ball-battles\todo.md)
The file E:\a327ex\emoji-ball-battles\todo.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:
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→---
8→
9→## Weapon Implementation Order
10→
11→*Interleaved easy/hard for pacing. Already implemented: Dagger, Gun, Sword, Bow.*
12→
13→### Block 1: Easy projectile weapons (no new systems needed)
14→
15→- 🪄 Magic Wand — periodically casts star projectile, +projectiles per hit
16→ - Copy Gun's firing logic (periodic fire when aligned)
17→ - Add multi-projectile scaling from Bow (fire N projectiles, increment per hit)
18→ - Star projectile visual (use star image, no gravity)
19→ - Magical damage type tag (vs Gun's physical)
20→
21→- 🪨 Rock — throws rocks in arc, +rock count per hit
22→ - Copy Gun's firing logic
23→ - Add gravity to projectile (like arrow parry's gravity_scale)
24→ - Multi-projectile scaling per hit (like Bow)
25→ - Arc trajectory: fire at angle above target, gravity brings it down
26→
27→- 🪭 Fan — releases slow dash projectiles, +projectile count per hit
28→ - Copy Gun's firing logic
29→ - Projectile moves slowly (low velocity), no gravity
... [277 more lines]
Done. 13 blocks, 30 weapons, ordered so that:
- Blocks 1, 3, 4 are fast days — easy weapons that mostly copy existing mechanics
- Blocks 2, 5, 6, 7, 8 mix a hard weapon introducing a new system with an easy one that reuses it
- Blocks 9-13 are the later, harder weapons that build on accumulated infrastructure
Each weapon has a breakdown of exactly what needs to be built to make it work. The status effect system in Block 2 is the biggest infrastructure piece — many weapons after it depend on it.
Thank you.
You're welcome! Good session — covered a lot of ground:
- Added bow draw, bow release, sword swing, thrust start (wind), and thrust hit sounds
- Converted and normalized all new audio files
- Built the handle-based sound API in the engine (sound_play_handle, sound_handle_set_pitch, sound_handle_set_volume) with generation-counter safety
- Used it for the thrust wind sound with progressive pitch ramp
- Added star particle burst on thrust hit
- Bumped MAX_PLAYING_SOUNDS to 512
- Organized the full 30-weapon implementation roadmap in todo.md