EBB Juice Archeology and Plan
Summary
Session focused on documenting visual effects ("juice") from three reference emoji games and creating an implementation plan for Emoji Ball Battles.
Effects Archeology Task:
- Analyzed three reference games: emojunky-one (oldest, pure LÖVE), emoji-merge-main (proto-Anchor), super-emoji-box (proto-Anchor/lun)
- Created comprehensive documentation at
reference/emoji_effects_documentation.md(1438 lines) - Documented low-level effects: springs, flashes, camera shake, particles (star, dash, fire, bullet, boom), hit effects, plant wind systems, slow-mo
- Translated all effects to current Anchor YueScript code with specific parameter values
- User requested "err on the side of caution and correctness instead of speed"
API Gaps Analysis:
- Created
reference/effects_api_gaps.mdidentifying missing framework functions - Identified need for math utilities and time scale system
- Added 9 new math functions to
anchor/math.yue:math.angle(x, y)- angle from vectormath.angle_to_point(x1, y1, x2, y2)- angle between pointsmath.distance(x1, y1, x2, y2)- euclidean distancemath.normalize(x, y)- unit vectormath.direction(angle)- x, y unit vector from anglemath.rotate(x, y, angle)- rotates vectormath.reflect(angle, normal_x, normal_y)- reflects angle off normalmath.snap(value, grid)- snap to gridmath.limit(x, y, max)- clamp vector magnitude
- Updated
docs/FRAMEWORK_API_QUICK.mdwith new signatures
High-Level Composite Effects:
- User requested a second pass documenting how effects compose together during game events
- Added Part 2 to documentation with 25 composite effects (player events, enemy events, weapon events, projectile events, UI events, plant events, spawn/death events)
- Added file:line references to all effects for future Claude instances to find source code
Implementation Plan (Phase 1B):
- User described desired effects for EBB: slow-mo/hitstop on collision, star particles, spring+flash on damage, hit animation at collision points, plants reacting to balls/weapons, ball squash on landing/jumping, camera shake testing, handcam wobble
- Created Phase 1B: Visual Effects section in
docs/IMPLEMENTATION_PLAN.md(added ~500 lines) - Plan includes engine requirements (time scale, spritesheet support), framework additions (slow-mo, hitstop, animation class, star particle, dash particle, hit effect, plant system), and game integration
- User confirmed wanting all 4 plant wind types but simplified code
- Animation system details deferred due to complexity needing careful design
- Assets needed: star.png ✓, hit1.png ✓, dash.png (need), plant emojis (need)
Hello, Claude. Let's continue working on the game. The next step is adding combat values in general, I think. But before that, I'd like to add some juice to the game. To do this, I want you go through the 3 folders in reference/ which contain emoji games. emojunky, emoji merge and super emoji box. These are 3 emoji style games I've made in the past, and they contain LOTS of different effects coded in them for various things. I'd like you to go through each game carefully, and document every effect that the games use. Some effects are similar, some are one-offs that only exist for one game (I believe emojunky has the most unique effects), some are the exact same. For ones that are the same you should collapse them into a single category, but when in doubt, separate them. What constitutes the same are small differences like, both effects spawn type of particle X, but one effect in one place spawns 2 particles and another spawns 4 particles, everything else is the same. These are the same effect with just different particle numbers. For each effect, capture everything about it. When it happens, what it affects, what it spawns, which objects it changes with springs, flashes, etc and how, everything that's relevant to the visual/juice aspect of the effect. I'm not interested in gameplay concerns, only having a big list of all emoji effects I've coded so far. The oldest project and most unlike Anchor is emojunky, while the other two are closest and use a proto-Anchor codebase. You should read the API for the framework and make sure that when you document each effect, you also translate how it would be coded in the current Anchor. Don't worry too much about how you code the effects in terms of taste, just be sure you actually use the API correctly. If you don't know if a function exists, read the files. If you don't know how it's called, also read them. Err on the side of caution rather than speed when translating the old code to the new one. Before you start on this ask, ask me any questions you might have. Use the AskUserQuestion tool if you need to. Once you have no more questions, give me a turn before starting the work so I can give you your final instructions.
I have several questions before starting this task.
AskUserQuestion
User has answered your questions: "Where should I output the documentation? A single markdown file in reference/, or multiple files organized somehow?"="Single file", "How should I organize/categorize the effects within the documentation?"="It honestly doesn't matter to me, pick whatever you want or don't organize at all.", "For the Anchor translation of each effect, what level of code detail do you want?"="Full working code", "Should I include gameplay-adjacent effects that are borderline visual (like knockback, slow-motion, camera zoom) or strictly visual-only effects?"="Include borderline". You can now continue with the user's answers in mind.
Got it. Here's my understanding of the task:
Output: Single markdown file in reference/
Scope: All visual/juice effects including borderline ones (knockback, hitstop, slow-mo, camera effects)
Code: Full working Anchor code for each effect translation
Organization: I'll organize by effect type (particles, screen effects, object manipulation, etc.) since that seems most useful for later reference when you want to add juice to specific situations
Process:
- Read the Framework API docs thoroughly first
- Go through each game (emojunky, emoji merge, super emoji box) systematically
- Document every effect with: trigger condition, what it does visually, all parameters
- Translate each to current Anchor API with working code
- Collapse truly identical effects, separate when in doubt
I'm ready to start once you give final instructions.
Please err on the side of caution and correctness instead of speed. Double check your work, make sure things are correct and that you're not missing anything. You may take as much time as you need on this task, there's absolutely no rush. Be careful and thorough. You may begin.
I'll start by reading the Framework API documentation thoroughly, then explore each game folder systematically.
Read (E:/a327ex/emoji-ball-battles/docs/FRAMEWORK_API.md)
1→# Framework API
2→
3→Complete documentation for YueScript framework classes. For quick reference signatures, see `FRAMEWORK_API_QUICK.md`.
4→
5→---
6→
7→## Initialization
8→
9→The Anchor framework is initialized by requiring it with a configuration table:
10→
11→```yuescript
12→require('anchor')
13→ width: 640
14→ height: 360
15→ title: "My Game"
16→ scale: 2
17→ vsync: true
18→ fullscreen: false
19→ resizable: true
20→ filter: "rough"
21→```
22→
23→### Configuration Options
24→
25→| Option | Type | Default | Description |
26→|--------|------|---------|-------------|
27→| `width` | int | 480 | Game resolution width |
28→| `height` | int | 270 | Game resolution height |
29→| `title` | string | "Anchor" | Window title |
30→| `scale` | int | 3 | Initial window scale multiplier |
... [1774 more lines]
Now let me explore the three game folders in the reference directory to understand their structure.
Bash (ls -la "E:/a327ex/emoji-ball-battles/reference/")
total 40
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 ./
drwxr-xr-x 1 adn 197121 0 Jan 21 05:47 ../
-rw-r--r-- 1 adn 197121 0 Jan 10 17:53 .gitkeep
-rw-r--r-- 1 adn 197121 3194 Jan 20 07:13 basic-emoji-anchor-game.md
-rw-r--r-- 1 adn 197121 18622 Jan 19 14:58 earclacks-attribute-analysis.md
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 emoji-merge-main/
drwxr-xr-x 1 adn 197121 0 Jan 21 17:29 emojunky-one/
drwxr-xr-x 1 adn 197121 0 Jan 20 06:10 super emoji box/
Bash (ls -la "E:/a327ex/emoji-ball-battles/reference/super emoji box/")
total 85
drwxr-xr-x 1 adn 197121 0 Jan 20 06:10 ./
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 ../
-rw-r--r-- 1 adn 197121 0 Apr 30 2024 .ctrlp
drwxr-xr-x 1 adn 197121 0 Jan 20 06:10 assets/
-rw-r--r-- 1 adn 197121 46 May 25 2024 conf.lua
drwxr-xr-x 1 adn 197121 0 Jan 20 06:10 lun/
-rw-r--r-- 1 adn 197121 44754 Jun 1 2024 main.lua
drwxr-xr-x 1 adn 197121 0 Jan 20 06:10 tools/
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Let me start by reading the emojunky-one game files systematically.
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/particles.lua)
1→FireTrailParticle = Class:extend()
2→
3→function FireTrailParticle:new(x, y, r, color1, color2)
4→ self.timer = Timer()
5→ self.x, self.y = x, y
6→ self.r = r
7→ self.color = copy(color1 or white)
8→ local color2 = color2 or yellow
9→ local r1 = rng:float(0.05, 0.1)
10→ local r2 = rng:float(0.1, 0.2)
11→ self.timer:after(r1, function() self.timer:tween(r2, self, {r = 0}, linear, function() self.dead = true end) end)
12→ self.timer:tween(r1+r2, self.color, {[1] = color2[1], [2] = color2[2], [3] = color2[3]}, linear)
13→end
14→
15→function FireTrailParticle:update(dt)
16→ self.timer:update(dt)
17→end
18→
19→function FireTrailParticle:draw()
20→ g.setColor(self.color)
21→ g.circle("fill", self.x, self.y, self.r)
22→ g.setColor(white)
23→end
24→
25→FireParticle = Class:extend()
26→
27→function FireParticle:new(x, y, v, r, color1, color2, m, parent)
28→ self.timer = Timer()
29→ self.x, self.y = x, y
30→ self.v = v
... [396 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/decorations.lua)
1→PlantForce = Class:extend()
2→
3→function PlantForce:plant_force(x, y, w, h)
4→ Object.new(self, x, y):set_rectangle(w, h, "static"):set_sensor(true)
5→ self.constant_wind_r = 0
6→
7→ self.random_wind_r = 0
8→ self.random_wind_rv = 0
9→ self.random_wind_ra = 40
10→ self.init_max_random_wind_rv = 3
11→ self.max_random_wind_rv = self.init_max_random_wind_rv
12→ self.applying_wind_stream = false
13→
14→ self.moving_wind_force_r = 0
15→ self.moving_wind_force_rv = 0
16→ self.moving_wind_force_ra = 40
17→ self.init_max_moving_wind_force_rv = 4
18→ self.max_moving_wind_force_rv = self.init_max_moving_wind_force_rv
19→ self.applying_moving_force = false
20→
21→ self.direct_wind_force_r = 0
22→ self.direct_wind_force_rv = 0
23→ self.direct_wind_force_ra = 200
24→ self.init_max_direct_wind_force_rv = 6
25→ self.max_direct_wind_force_rv = self.init_max_direct_wind_force_rv
26→ self.applying_direct_force = false
27→end
28→
29→function PlantForce:plant_force_update(dt)
30→ Object.update(self, dt)
... [100 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/entities.lua)
File content (26720 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.
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/entities.lua)
1→require "decorations"
2→require "statics"
3→require "particles"
4→require "ui"
5→
6→Director = Class:extend()
7→
8→function Director:new()
9→ self.timer = Timer()
10→ self.spawn_timer = 2.5
11→ self.spawn_cd = 5
12→ self.started = false
13→ self.current_difficulty = 1
14→end
15→
16→function Director:update(dt)
17→ if not self.started then return end
18→ self.timer:update(dt)
19→
20→ self.spawn_timer = self.spawn_timer + dt
21→ if self.spawn_timer > self.spawn_cd then
22→ self.spawn_timer = 0
23→
24→ if self.current_difficulty == 1 then
25→ local n = rng:weighted_pick(45, 35, 20)
26→ local direction = rng:table({-1, 1})
27→ if n == 1 then
28→ table.insert(enemies, Blob(0.5*gw, 0, direction))
29→ elseif n == 2 then
30→ for i = 1, 2 do
... [470 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/entities.lua)
500→ self.scissors_ox = lerp2(0.01, dt, self.scissors_ox, 0)
501→ self.scissors_oy = lerp2(0.01, dt, self.scissors_oy, 0)
502→ self.scissors_bottom_r = lerp2(0.01, dt, self.scissors_bottom_r, -math.pi/6)
503→ self.scissors_top_r = lerp2(0.01, dt, self.scissors_top_r, math.pi/6)
504→ end
505→
506→ if down_act then
507→ if self.scissors_timer > self.scissors_cd then
508→ self.scissors_timer = 0
509→ self.scissors_charging = true
510→ self.timer:after(0.3, function()
511→ self.scissors_charging = false
512→ self.act_spring:pull(0.25)
513→ self.gun_spring:pull(0.25)
514→ self.timer:tween(0.08, self, {scissors_sx = 1, scissors_top_r = -math.pi/6, scissors_bottom_r = math.pi/6, scissors_ox = 24, scissors_oy = -2}, elastic_out, function()
515→ self.scissors_recovering = true
516→ self.timer:after(0.5, function() self.scissors_recovering = false end, "scissors_recovering")
517→ end)
518→ local targets = get_enemies_in_rectangle(self.x + self.direction*(0.8*self.w + 25), self.y, 50, 40)
519→ for _, t in ipairs(targets) do
520→ if t.hit then t:hit(nil, sign(t.x - self.x), true) end
521→ end
522→ end)
523→ end
524→ end
525→ end
526→
527→ self.vy = self.vy + 512*dt
528→ if not self.being_pushed then
529→ self:set_velocity(self.direction*self.vx, self.vy)
... [470 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/entities.lua)
1000→ play("hit1", {volume = 0.75, pitch = 0.6})
1001→ if self.angery then play("wound1", {volume = 1, pitch = 0.8}) end
1002→ self.dead = true
1003→ table.insert(effects, EnemyDead(self.x, self.y, 18, 18, attacker_direction or self.direction, skull))
1004→ spawn_money_roll(self)
1005→ else
1006→ play("hit1", {volume = 0.75, pitch = rng:float(1.2, 1.6)})
1007→ end
1008→ end
1009→end
1010→
1011→Bone = Object:extend()
1012→
1013→function Bone:new(x, y, v, r)
1014→ Object.new(self, x, y):set_collision_sensors(true):set_rectangle(14, 14):set_restitution(0):set_friction(0):set_fixed_rotation(true):set_category(3):set_mask(1, 2, 3, 4)
1015→ self.v = v
1016→ self.r = r
1017→ self.emoji = bone
1018→ self.sx, self.sy = 20/self.emoji:getWidth(), 20/self.emoji:getHeight()
1019→ self:apply_impulse(self.v*math.cos(self.r), self.v*math.sin(self.r)):set_gravity_scale(1.25)
1020→ self:set_angular_velocity(sign(self.v*math.cos(self.r))*rng:float(2*math.pi, 4*math.pi))
1021→end
1022→
1023→function Bone:update(dt)
1024→ Object.update(self, dt)
1025→ self.r = self:get_angle()
1026→ if self.y > 2*gh then self.dead = true end
1027→end
1028→
1029→function Bone:draw()
... [470 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/entities.lua)
1500→ elseif self.weapon == "firecracker" then
1501→ self:set_polygon({5*sx, -18*sy, 17*sx, -6*sy, -24*sx, 35*sy, -36*sx, 22*sy}, "dynamic"):set_restitution(0.5):set_friction(1):set_mask(3)
1502→ elseif self.weapon == "bomb" then
1503→ self:set_polygon({4*sx, -17*sy, 16*sx, -5*sy, 18*sx, 14*sy, 4*sx, 31*sy, -14*sx, 34*sy, -30*sx, 23*sy, -35*sx, 2*sy, -17*sx, -18*sy}, "dynamic"):set_restitution(0.5):set_friction(1):set_mask(3)
1504→ elseif self.weapon == "rocket" then
1505→ self:set_polygon({-33*sx, -3*sy, -9*sx, -15*sy, 35*sx, 0*sy, 14*sx, 8*sy, 2*sx, 32*sy, -19*sx, 18*sy}, "dynamic"):set_restitution(0.5):set_friction(1):set_mask(3)
1506→ elseif self.weapon == "boxing_glove" then
1507→ self:set_polygon({-28*sx, -14*sy, -17*sx, -33*sy, 20*sx, -31*sy, 26*sx, -10*sy, 22*sx, 33*sy, -12*sx, 33*sy, -28*sx, -14*sy}, "dynamic"):set_restitution(0.5):set_friction(1):set_mask(3)
1508→ elseif self.weapon == "knife" then
1509→ self:set_polygon({-35*sx, -26*sy, -26*sx, -35*sy, -1*sx, -10*sy, 34*sx, 33*sy, 9*sx, 30*sy, -13*sx, 10*sy, -8*sx, -2*sy}, "dynamic"):set_restitution(0.5):set_friction(1):set_mask(3)
1510→ end
1511→ self.r = rng:float(0, 2*math.pi)
1512→ self:set_angle(self.r)
1513→
1514→ if self.weapon == "candle" then
1515→ self.timer:everyi(0.02, function()
1516→ table.insert(effects, FireParticle(self.x + 2*math.cos(self.r - math.pi/2), self.y + 2*math.sin(self.r - math.pi/2), rng:float(0, 40), rng:float(self.r - math.pi - math.pi/6, self.r + math.pi/6), yellow, red, 0.5))
1517→ end)
1518→ end
1519→end
1520→
1521→function Weapon:update(dt)
1522→ Object.update(self, dt)
1523→ self.r = self:get_angle()
1524→
1525→ if self.y > gh then self.y = 1 end
1526→ self:set_position(self.x, self.y)
1527→end
1528→
1529→function Weapon:draw()
... [54 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/ui.lua)
1→InfoText = Class:extend()
2→
3→function InfoText:new(x, y, text, parent, duration_multiplier, wobbliness_multiplier)
4→ self.timer = Timer()
5→ self.x, self.y = x, y
6→ self.text = text
7→ self.ts = {}
8→ local wm = wobbliness_multiplier or 1
9→ for i = 1, #self.text do
10→ local character = self.text:sub(i, i)
11→ if character == "+" then
12→ local t = {emoji = plus, r = wm*rng:float(-math.pi/16, math.pi/16), vr = wm*rng:float(-math.pi/4, math.pi/4), oy = 0}
13→ table.insert(self.ts, t)
14→ else
15→ local t = {emoji = _G["letter_" .. character], r = wm*rng:float(-math.pi/16, math.pi/16), vr = wm*rng:float(-math.pi/4, math.pi/4), oy = 0}
16→ table.insert(self.ts, t)
17→ end
18→ end
19→ self.sx, self.sy = 10/72, 10/72
20→ self.vy = -24
21→ self.a = 1
22→ self.timer:after(0.5*(duration_multiplier or 1), function() self.timer:tween(1*(duration_multiplier or 1), self, {sx = self.sx*0.5, sy = self.sx*0.5, a = 0}, linear, function() self.dead = true end) end)
23→
24→ self.parent = parent
25→ if self.parent then self.ix, self.iy = parent.x - self.x, parent.y - self.y end
26→end
27→
28→function InfoText:update(dt)
29→ self.timer:update(dt)
30→ for i, t in ipairs(self.ts) do
... [157 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/main.lua)
1→gw, gh = 480, 270
2→sx, sy = 3, 3
3→ww, wh = gw*sx, gh*sy
4→
5→g = love.graphics
6→ripple = require "ripple"
7→require "aika"
8→require "entities"
9→require "maps"
10→
11→white = {hex2rgb("#e7e8e9")}
12→black = {hex2rgb("#293137")}
13→brown = {hex2rgb("#c3694d")}
14→purple = {hex2rgb("#ad90d8")}
15→blue = {hex2rgb("#54aeef")}
16→green = {hex2rgb("#7ab457")}
17→yellow = {hex2rgb("#fdcd56")}
18→yellow2 = {hex2rgb("#ffae30")}
19→red = {hex2rgb("#e85a71")}
20→red2 = {hex2rgb("#df2540")}
21→gray = {204/255, 214/255, 221/255}
22→
23→function init()
24→ g.setBackgroundColor(white)
25→ new_physics_world(32, 0, 256)
26→ for _, file in ipairs(enumerate_files("res", ".png")) do _G[file] = g.newImage("res/" .. file .. ".png") end
27→ sfx = ripple.newTag()
28→ music = ripple.newTag()
29→ for _, file in ipairs(enumerate_files("res", ".ogg")) do
30→ _G[file] = ripple.newSound(love.audio.newSource("res/" .. file .. ".ogg", "static"))
... [352 more lines]
Let me also read the aika.lua file which appears to be a utility library with camera and other helper functions.
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/aika.lua)
1→function get_polygon_size(vs)
2→ local min_x, min_y, max_x, max_y = 100000, 100000, -100000, -100000
3→ for i = 1, #vs, 2 do
4→ if vs[i] < min_x then min_x = vs[i] end
5→ if vs[i] > max_x then max_x = vs[i] end
6→ if vs[i+1] < min_y then min_y = vs[i+1] end
7→ if vs[i+1] > max_y then max_y = vs[i+1] end
8→ end
9→ return math.abs(max_x - min_x), math.abs(max_y - min_y)
10→end
11→
12→function gradient_mesh(dir, ...)
13→ local mesh_data = {}
14→ local colors = {...}
15→ if dir == "horizontal" then
16→ for i = 1, #colors do
17→ local color = colors[i]
18→ local x = (i-1)/(#colors-1)
19→ table.insert(mesh_data, {x, 1, x, 1, color[1], color[2], color[3], color[4] or 1})
20→ table.insert(mesh_data, {x, 0, x, 0, color[1], color[2], color[3], color[4] or 1})
21→ end
22→ else
23→ for i = 1, #colors do
24→ local color = colors[i]
25→ local y = (i-1)/(#colors-1)
26→ table.insert(mesh_data, {1, y, 1, y, color[1], color[2], color[3], color[4] or 1})
27→ table.insert(mesh_data, {0, y, 0, y, color[1], color[2], color[3], color[4] or 1})
28→ end
29→ end
30→ return g.newMesh(mesh_data, "strip", "static")
... [570 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/aika.lua)
600→ return self
601→end
602→
603→function Object:move_towards_mouse(speed, max_time)
604→ if max_time then speed = self:distance_to_mouse()/max_time end
605→ local r = self:angle_to_mouse()
606→ self.v.x = speed*math.cos(r)
607→ self.v.y = speed*math.sin(r)
608→ return self
609→end
610→
611→function Object:move_along_angle(speed, angle)
612→ self.v.x = speed*math.cos(angle)
613→ self.v.y = speed*math.sin(angle)
614→ return self
615→end
616→
617→function Object:rotate_towards_object(obj, lerp_value)
618→ self.r = lerp_angle(self.r, self:angle_to_object(obj), lerp_value)
619→ return self
620→end
621→
622→function Object:rotate_towards_point(x, y, lerp_value)
623→ self.r = lerp_angle(self.r, self:angle_to_point(x, y), lerp_value)
624→ return self
625→end
626→
627→function Object:rotate_towards_mouse(lerp_value)
628→ self.r = lerp_angle(self.r, self:angle_to_mouse(), lerp_value)
629→ return self
... [570 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/aika.lua)
1200→ timer.action()
1201→ if timer.timer > timer.delay then
1202→ self.timers[tag] = nil
1203→ end
1204→
1205→ elseif timer.type == "tween" then
1206→ local t = timer.method(timer.timer/timer.delay)
1207→ for k, v in pairs(timer.source) do timer.target[k] = lerp(t, timer.initial_values[k], v) end
1208→ if timer.timer > timer.delay then
1209→ timer.after()
1210→ self.timers[tag] = nil
1211→ end
1212→ end
1213→ end
1214→end
1215→
1216→Spring = Class:extend()
1217→
1218→function Spring:new(x, k, d)
1219→ self.x = x or 0
1220→ self.k = k or 100
1221→ self.d = d or 10
1222→ self.target_x = self.x
1223→ self.v = 0
1224→end
1225→
1226→function Spring:update(dt)
1227→ local a = -self.k*(self.x - self.target_x) - self.d*self.v
1228→ self.v = self.v + a*dt
1229→ self.x = self.x + self.v*dt
... [370 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emojunky-one/aika.lua)
1600→ return -0.5*(amplitude*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period))
1601→ else
1602→ t = t - 1
1603→ return amplitude*math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period)*0.5 + 1
1604→ end
1605→ end
1606→end
1607→
1608→function elastic_out_in(t)
1609→ if t < 0.5 then
1610→ t = t*2
1611→ if t == 0 then return 0
1612→ else return (amplitude/2)*math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period) + 0.5 end
1613→ else
1614→ if t == 0.5 then return 0.5
1615→ elseif t == 1 then return 1
1616→ else
1617→ t = t*2 - 1
1618→ t = t - 1
1619→ return -((amplitude/2)*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period)) + 0.5
1620→ end
1621→ end
1622→end
1623→
1624→Shake = Class:extend()
1625→
1626→function Shake:new(amplitude, duration, frequency)
1627→ self.amplitude = amplitude or 0
1628→ self.duration = duration or 0
1629→ self.frequency = frequency or 60
... [110 more lines]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Now let me read the emoji-merge-main game. This one uses a proto-Anchor codebase.
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/main.lua)
1→require 'anchor'
2→
3→--{{{ init
4→function init()
5→ main:init{title = 'emoji merge', theme = 'twitter_emoji', w = 640, h = 360, sx = 2, sy = 2}
6→ main:set_icon('assets/sunglasses_icon.png')
7→
8→ bg, bg_fixed, game1, game2, game3, effects, ui1, ui2, shadow = layer(), layer({fixed = true}), layer(), layer(), layer(), layer(), layer({fixed = true}), layer({fixed = true}), layer({x = 4*main.sx, y = 4*main.sy, shadow = true})
9→ game1:layer_add_canvas('outline')
10→ game2:layer_add_canvas('outline')
11→ game3:layer_add_canvas('outline')
12→ effects:layer_add_canvas('outline')
13→ ui2:layer_add_canvas('outline')
14→
15→ main_font = font('assets/HoneyPigeon.ttf', 22, 'mono')
16→ font_2 = font('assets/volkswagen-serial-bold.ttf', 26, 'mono')
17→ font_3 = font('assets/volkswagen-serial-bold.ttf', 36, 'mono')
18→ font_4 = font('assets/volkswagen-serial-bold.ttf', 46, 'mono')
19→
20→ main:input_bind('action_1', {'mouse:1', 'key:z', 'key:h', 'key:j', 'key:space', 'key:enter', 'axis:triggerright', 'button:a', 'button:x'})
21→ main:input_bind('action_2', {'mouse:2', 'key:x', 'key:k', 'key:l', 'key:tab', 'key:backspace', 'axis:triggerleft', 'button:b', 'button:y'})
22→ main:input_bind('left', {'key:a', 'key:left', 'axis:leftx-', 'axis:rightx-', 'button:dpad_left', 'button:leftshoulder'})
23→ main:input_bind('right', {'key:d', 'key:right', 'axis:leftx+', 'axis:rightx+', 'button:dpad_right', 'button:rightshoulder'})
24→ main:input_bind('up', {'key:w', 'key:up', 'axis:lefty-', 'axis:righty-', 'button:dpad_up'})
25→ main:input_bind('down', {'key:s', 'key:down', 'axis:lefty+', 'axis:righty+', 'button:dpad_down'})
26→
27→ colors.calendar_gray = color_ramp(color(102, 117, 127), 0.025)
28→
29→ shaders = {}
30→ shaders.shadow = shader(nil, 'assets/shadow.frag')
... [470 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/main.lua)
500→ self:observer_init()
501→ self:timer_init()
502→ self.color = colors.red[0]:color_clone()
503→ self.color.a = 0
504→ self.active = false
505→ self:observer_condition(function() return main.distance_to_top <= 64 end, function()
506→ self.active = true
507→ self:timer_tween(0.5, self.color, {a = 1}, math.cubic_in_out, nil, 'alpha')
508→ end, nil, nil, 'active_true')
509→ self:observer_condition(function() return main.distance_to_top > 64 end, function()
510→ self.active = false
511→ self:timer_tween(0.5, self.color, {a = 0}, math.cubic_in_out, nil, 'alpha')
512→ end, nil, nil, 'active_false')
513→ end):action(function(self, dt)
514→ ui1:dashed_line(main.level.x1 + 8, self.y, main.level.x2 - 8, self.y, 16, 8, self.color, 2)
515→ end)
516→end
517→
518→function arena:update(dt)
519→ -- Spawner movement
520→ if self.spawner and not self.round_ending then
521→ local left_offset, right_offset = 0, 0
522→ if self.spawner_emoji then
523→ left_offset = left_offset + self.spawner_emoji.rs - 4
524→ right_offset = right_offset - self.spawner_emoji.rs - 20
525→ end
526→ local y_offset = 0
527→ if main.distance_to_top <= 100 then
528→ local rs_oy = 0
529→ if self.spawner_emoji then
... [470 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/main.lua)
1000→ self.joints = {}
1001→ local chain_part_size = self.chain_part_size or 18
1002→ local total_chain_size = math.distance(x1, y1, x2, y2)
1003→ local chain_part_amount = math.ceil(total_chain_size/chain_part_size)
1004→ local r = math.angle_to_point(x1, y1, x2, y2)
1005→ for i = 1, chain_part_amount do
1006→ local d = 0.5*chain_part_size + (i-1)*chain_part_size
1007→ table.insert(self.chain_parts, main.level.objects:container_add(chain_part(emoji, x1 + d*math.cos(r), y1 + d*math.sin(r), {hidden = self.hidden, r = r, w = chain_part_size})))
1008→ end
1009→ for i, chain_part in ipairs(self.chain_parts) do
1010→ local next_chain_part = self.chain_parts[i+1]
1011→ if next_chain_part then
1012→ local x, y = (chain_part.x + next_chain_part.x)/2, (chain_part.y + next_chain_part.y)/2
1013→ table.insert(self.joints, main.level.objects:container_add(joint('revolute', chain_part, next_chain_part, x, y)))
1014→ end
1015→ end
1016→ table.insert(self.joints, main.level.objects:container_add(joint('revolute', collider_1, self.chain_parts[1], x1, y1)))
1017→ if collider_2 then table.insert(self.joints, main.level.objects:container_add(joint('revolute', self.chain_parts[#self.chain_parts], collider_2, x2, y2, true))) end
1018→end
1019→
1020→function emoji_chain:update(dt)
1021→
1022→end
1023→
1024→function emoji_chain:remove_random_joint()
1025→ local joint = main:random_table_remove(self.joints)
1026→ joint:joint_destroy()
1027→end
1028→
1029→function emoji_chain:set_gravity_scale(g)
... [470 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/main.lua)
1500→ self:anchor_init('emoji_character', args)
1501→ self.emoji = images[self.character]
1502→ self.color = self.color or 'blue_original'
1503→ self:prs_init(x, y, 0, self.w/self.emoji.w, self.w/self.emoji.h)
1504→ self:collider_init('emoji', 'dynamic', 'rectangle', self.w, self.w)
1505→ self:collider_set_gravity_scale(0)
1506→ self:hitfx_init()
1507→ self:timer_init()
1508→ self:shake_init()
1509→end
1510→
1511→function emoji_character:update(dt)
1512→ self:collider_update_position_and_angle()
1513→ draw_emoji_character(game2, self.character, self.x + self.shake_amount.x, self.y + self.shake_amount.y + self.oy, self.r, self.sx*self.springs.main.x, self.sy*self.springs.main.x, 0, 0,
1514→ (self.flashes.main.x and 'white') or (self.dying and 'gray') or self.color)
1515→end
1516→
1517→function emoji_character:change_effect()
1518→ self:hitfx_use('main', 0.2, nil, nil, 0.15)
1519→ self.oy = 6
1520→ self:timer_tween(0.2, self, {oy = 0}, math.linear, function() self.oy = 0 end, 'oy')
1521→end
1522→
1523→
1524→emoji_collider = class:class_new(anchor)
1525→function emoji_collider:new(x, y, args)
1526→ self:anchor_init('emoji_collider', args)
1527→ self.emoji = images[self.emoji]
1528→ self:prs_init(x, y, self.r or 0, self.w/self.emoji.w, self.w/self.emoji.h)
1529→ self:collider_init('emoji', 'dynamic', 'rectangle', self.w, self.w)
... [227 more lines]
Let me quickly check if there are any other important effect-related functions in the anchor folder for emoji-merge.
Glob (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor/*/.lua)
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\animation.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\animation_frames.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\animation_logic.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\area.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\camera.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\class.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\collider.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\color.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\color_ramp.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\color_sequence.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\contact.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\container.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\duration.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\flash.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\font.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\gradient_image.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\graph.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\grid.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\hitfx.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\image.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\init.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\input.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\joint.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\layer.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\level.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\math.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\mlib.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\music_player.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\observer.lua
E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor\physics_world.lua
... [19 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor/flash.lua)
1→-- The argument passed in is the duration of the flash.
2→local flash = class:class_new()
3→function flash:flash_init(duration)
4→ self.duration = duration or 0.15
5→ self.timer = 0
6→ self.x = false
7→ return self
8→end
9→
10→function flash:flash_update(dt)
11→ self.timer = self.timer + dt
12→ if self.timer > self.duration then
13→ self.x = false
14→ self.timer = 0
15→ end
16→end
17→
18→-- Activates the flash, this sets this object's .f attribute to true for the given duration.
19→function flash:flash_flash(duration)
20→ self.x = true
21→ self.timer = 0
22→ self.duration = duration
23→end
24→
25→return flash
26→
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor/slow.lua)
1→local slow = class:class_new()
2→function slow:slow_init()
3→ self:timer_init()
4→ self.slow_amount = 1
5→ return self
6→end
7→
8→function slow:slow_slow(amount, duration, tween_method)
9→ amount = amount or 0.5
10→ duration = duration or 0.5
11→ tween_method = tween_method or math.cubic_in_out
12→ self.slow_amount = amount
13→ self:timer_tween(duration, self, {slow_amount = 1}, tween_method, function() self.slow_amount = 1 end, 'slow')
14→end
15→
16→return slow
17→
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Now let me read the super emoji box game. This is the third and final game.
Read (E:/a327ex/emoji-ball-battles/reference/super emoji box/main.lua)
1→require 'lun.object'
2→
3→function init()
4→ lun:engine_start('super emoji box', 640, 360, 2.5, 2.5, 'twitter_emoji', 'rough', true)
5→ lun:input_bind_all()
6→
7→ back = object():layer()
8→ back_2 = object():layer()
9→ shadow = object():layer()
10→ game = object():layer()
11→ game_2 = object():layer()
12→ front = object():layer()
13→ front_2 = object():layer()
14→ effects = object():layer()
15→ effects_2 = object():layer()
16→ ui_back = object():layer()
17→ ui = object():layer()
18→ ui_2 = object():layer()
19→ back_2:layer_add_canvas('outline')
20→ game:layer_add_canvas('outline')
21→ game_2:layer_add_canvas('outline')
22→ front:layer_add_canvas('outline')
23→ front_2:layer_add_canvas('outline')
24→ effects:layer_add_canvas('outline')
25→ effects_2:layer_add_canvas('outline')
26→ front:layer_add_canvas('outline')
27→ ui:layer_add_canvas('outline')
28→ ui_2:layer_add_canvas('outline')
29→
30→ lun:input_bind('left', {'key:left', 'key:a', 'axis:leftx-', 'button:dpleft'})
... [470 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/super emoji box/main.lua)
500→ self:collider_set_angle(math.atan2(vy, vx))
501→ self:collider_update_position_and_angle()
502→
503→ game:push(self.x, self.y, self.r, self.sx*self.springs.main.x*self.springs.hit.x, self.sy*self.springs.main.x*self.springs.hit.x)
504→ if self.dagger then
505→ game:draw_image('dagger', self.x, self.y, -3*math.pi/4, nil, nil, nil, nil, lun.colors.white[0], self.flashing and lun.shaders.combine)
506→ end
507→ game:pop()
508→end
509→
510→function bullet:collide_with_solid(x, y, nx, ny)
511→ if lun.time - self.solid_contact_time > 0.1 then
512→ self.solid_contact_time = lun.time
513→ local arena = self.player.players.arena
514→
515→ self.bounces = self.bounces - 1
516→ if self.bounces < 0 then
517→ self.dead = true
518→ arena:add(hit_circle(x, y, {rs = lun:random_float(6, 8), duration = lun:random_float(0.2, 0.5)}))
519→ for i = 1, 4 do arena:add(hit_particle(x, y, {v = lun:random_float(60, 120), r = math.angle(nx, ny) + lun:random_float(-math.pi/4, math.pi/4)})) end
520→ else
521→ for i = 1, 2 do arena:add(hit_particle(x, y, {v = lun:random_float(60, 120), r = math.angle(nx, ny) + lun:random_float(-math.pi/4, math.pi/4)})) end
522→ end
523→ self:spring_pull('hit', 0.25)
524→ self:flash(0.15)
525→ lun.sounds[array.random({'grass_impact1', 'grass_impact2', 'grass_impact3'})]:sound_play(0.1, lun:random_float(0.95, 1.05))
526→
527→ if self.dagger then
528→ lun.sounds.dagger_wall:sound_play(0.1, lun:random_float(0.95, 1.05))
529→ arena:add(hit_effect(x, y))
... [470 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/super emoji box/main.lua)
1000→
1001→ if self.applying_moving_force then
1002→ if self.max_moving_wind_force_rv > 0 then self.moving_wind_force_rv = math.min(self.moving_wind_force_rv + self.moving_wind_force_ra*dt, self.max_moving_wind_force_rv)
1003→ else self.moving_wind_force_rv = math.max(self.moving_wind_force_rv - self.moving_wind_force_ra*dt, self.max_moving_wind_force_rv) end
1004→ self.moving_wind_force_r = self.moving_wind_force_r + self.moving_wind_force_rv*dt
1005→ end
1006→ self.moving_wind_force_rv = math.damping(0.9, 1, dt, self.moving_wind_force_rv)
1007→ self.moving_wind_force_r = math.damping(0.9, 1, dt, self.moving_wind_force_r)
1008→
1009→ if self.applying_direct_force then
1010→ if self.max_direct_wind_force_rv > 0 then self.direct_wind_force_rv = math.min(self.direct_wind_force_rv + self.direct_wind_force_ra*dt, self.max_direct_wind_force_rv)
1011→ else self.direct_wind_force_rv = math.max(self.direct_wind_force_rv - self.direct_wind_force_ra*dt, self.max_direct_wind_force_rv) end
1012→ self.direct_wind_force_r = self.direct_wind_force_r + self.direct_wind_force_rv*dt
1013→ end
1014→ self.direct_wind_force_rv = math.damping(0.9, 1, dt, self.direct_wind_force_rv)
1015→ self.direct_wind_force_r = math.damping(0.9, 1, dt, self.direct_wind_force_r)
1016→
1017→ if self.direction == 'up' then
1018→ self.layer:push(self.x, self.y + self.h/2, self.r + self.constant_wind_r + self.random_wind_r + self.moving_wind_force_r + self.direct_wind_force_r)
1019→ self.layer:draw_image(self.image_name, self.x, self.y, 0, self.sx, self.sy)
1020→ self.layer:pop()
1021→ end
1022→
1023→ end):method('apply_wind_stream', function(self, duration, force)
1024→ self:timer_after(0.002*self.x, function()
1025→ self.max_random_wind_rv = force/10
1026→ self.applying_wind_stream = true
1027→ self:timer_after(0.5*duration, function() self:timer_tween(0.5*duration + 0.0004*self.x, self, {max_random_wind_rv = 0}, math.linear) end, 'back')
1028→ self:timer_after(duration + 0.004*self.x, function()
1029→ self.applying_wind_stream = false
... [66 more lines]
Now let me read the current Anchor framework API files to ensure my translations are correct.
Read (C:/Users/adn/.claude/projects/E--a327ex-emoji-ball-battles/2bf19487-c663-4b34-a30e-f31d79026b46/tool-results/toolu_01QK1HNnBKNcvzHMEAf3EwXE.txt)
1→ 1→# Framework API
2→ 2→
3→ 3→Complete documentation for YueScript framework classes. For quick reference signatures, see `FRAMEWORK_API_QUICK.md`.
4→ 4→
5→ 5→---
6→ 6→
7→ 7→## Initialization
8→ 8→
9→ 9→The Anchor framework is initialized by requiring it with a configuration table:
10→ 10→
11→ 11→```yuescript
12→ 12→require('anchor')
13→ 13→ width: 640
14→ 14→ height: 360
15→ 15→ title: "My Game"
16→ 16→ scale: 2
17→ 17→ vsync: true
18→ 18→ fullscreen: false
19→ 19→ resizable: true
20→ 20→ filter: "rough"
21→ 21→```
22→ 22→
23→ 23→### Configuration Options
24→ 24→
25→ 25→| Option | Type | Default | Description |
26→ 26→|--------|------|---------|-------------|
27→ 27→| `width` | int | 480 | Game resolution width |
28→ 28→| `height` | int | 270 | Game resolution height |
29→ 29→| `title` | string | "Anchor" | Window title |
30→ 30→| `scale` | int | 3 | Initial window scale multiplier |
... [1776 more lines]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
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 analyze the conversation chronologically:
Initial User Request: The user wants to add "juice" (visual effects) to their emoji game. Before doing combat values, they want me to go through 3 reference game folders (emojunky, emoji merge, super emoji box) and document every visual effect used in them. The user specified:
- Capture everything about each effect (when it happens, what it affects, what it spawns, springs, flashes, etc.)
- Only visual/juice effects, not gameplay
- Collapse identical effects, separate when in doubt
- Translate each effect to current Anchor framework code
- Read the Framework API to ensure correct translations
- Be thorough and take time, no rush
Clarification Questions: I asked about:
- Output format: Single markdown file in reference/
- Organization: Up to me
- Code detail: Full working code
- Scope: Include borderline effects (knockback, hitstop, slow-mo, camera effects)
User's Final Instruction: "Please err on the side of caution and correctness instead of speed. Double check your work, make sure things are correct and that you're not missing anything. You may take as much time as you need on this task, there's absolutely no rush. Be careful and thorough."
My Actions:
- Read Framework API documentation (FRAMEWORK_API.md and FRAMEWORK_API_QUICK.md)
- Explored the three game folders' structure
- Read emojunky-one files: particles.lua, decorations.lua, entities.lua, ui.lua, main.lua, aika.lua
- Read emoji-merge-main files: main.lua, anchor/hitfx.lua, anchor/shake.lua, anchor/spring.lua, anchor/flash.lua, anchor/camera.lua, anchor/slow.lua
- Read super emoji box: main.lua (full file)
- I was in the process of compiling the documentation file when the summary was requested
Key Effects Found:
- emojunky-one: Particles (dust, blood, fire, smoke, hit sparks), springs on scale, tweens, flashes, camera shake, screen slow-mo, plant/decoration wind effects, weapon effects
- emoji-merge-main: hitfx system (combined spring + flash), shake system (spring shake + random shake), emoji particles, merge effects
- super emoji box: hit effects, star particles, dash particles, hit circles, emoji text, plant wind forces, spring-based player animations, enemy charge effects, wall dagger bounce
Current Framework API Key Methods:
- Springs:
@\add spring!,@spring\pull 'main', 0.3,@spring.main.x- Timer/Tweens:
@timer\tween,@timer\after,@timer\every- Shake:
an.camera.shake\trauma,an.camera.shake\push,an.camera.shake\shake- Layer drawing:
layer\image,layer\circle,layer\rectangle,layer\push/pop- Color flashing:
layer\image img, x, y, nil, white!(flash parameter)Summary: 1. Primary Request and Intent: The user wants to add visual "juice" effects to their emoji game. Before implementing combat values, they requested a comprehensive documentation of ALL visual effects from 3 reference emoji game projects: - emojunky-one (oldest, pure LÖVE framework) - emoji-merge-main (proto-Anchor) - super emoji box (proto-Anchor/lun)
For each effect, document: when it triggers, what it affects, what particles it spawns, spring/flash/shake parameters - everything visual. Translate each effect to working Anchor framework code. Output as a single markdown file in reference/. Include borderline effects like knockback, hitstop, slow-mo, and camera effects.
Key Technical Concepts:
- Spring-based animations (scale bounce on hit, weapon recoil)
- Flash effects (white overlay on hit using shader)
- Hit effects (hitfx = combined spring + flash system)
- Camera shake (trauma-based, directional push, random jitter)
- Slow motion (time multiplier on delta time)
- Particle systems (emoji particles, hit particles, star particles, dust, blood)
- Tween animations (position, scale, alpha transitions)
- Plant/decoration wind physics (constant wind, random wind, moving force, direct force)
- Animation frames for hit effects
- Layered rendering with outlines and shadows
Files and Code Sections:
E:/a327ex/emoji-ball-battles/docs/FRAMEWORK_API.md
- Essential for translating old code to new Anchor API
- Key APIs: spring, timer, shake, layer drawing, collider
E:/a327ex/emoji-ball-battles/reference/emojunky-one/particles.lua
- Contains particle class definitions: dust_particle, blood_particle, hit_particle, etc.
- Each particle has velocity, rotation, duration, fade behavior
E:/a327ex/emoji-ball-battles/reference/emojunky-one/entities.lua
- Player death effects, weapon effects (sword swing, hammer smash)
- Spring usage:
self.spring = Spring(1),self.spring:pull(0.2)- Hitflash:
self.hitflash = truewith timer to resetE:/a327ex/emoji-ball-battles/reference/emojunky-one/aika.lua
- Camera shake implementation, Spring class, Timer class
camera:shake(intensity, duration, frequency)E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor/hitfx.lua
- Combined spring + flash system
hitfx_use('main', spring_pull, k, d, flash_duration)E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor/shake.lua
shake_spring(intensity, r, k, d)- directional spring shakeshake_shake(intensity, duration, frequency)- random shakeE:/a327ex/emoji-ball-battles/reference/emoji-merge-main/main.lua
- emoji_particle class with velocity, rotation, flash_on_spawn
- emoji_merge_effect with tween to target position
- Various spring pulls on interaction
E:/a327ex/emoji-ball-battles/reference/super emoji box/main.lua
- Full platformer with complete effect implementations:
- Player jump squash/stretch:
spring_pull('jump_x', ...),spring_pull('jump_y', ...)- Enemy charge effect with color tween and scale buildup
- Plant wind system with 4 force types
- hit_effect (animation), hit_particle (directional), hit_circle (expanding/shrinking)
- star_particle with visual_angular_speed rotation
Errors and fixes:
- No errors encountered during file reading
- entities.lua was too large to read at once, read in 500-line chunks
Problem Solving:
- Successfully navigated three different codebases with varying architectures
- Identified the proto-Anchor API patterns vs old LÖVE patterns
- Mapped old API calls to new Anchor equivalents
All user messages:
- Initial request explaining the task: go through 3 reference folders, document every effect, translate to Anchor code, output single file
- Answers to my clarification questions: single file, organization up to me, full working code, include borderline effects
- Final instruction: "Please err on the side of caution and correctness instead of speed. Double check your work, make sure things are correct and that you're not missing anything. You may take as much time as you need on this task, there's absolutely no rush. Be careful and thorough. You may begin."
Pending Tasks:
- Write the comprehensive effects documentation markdown file to reference/ folder
- Document all effects with: trigger conditions, visual description, all parameters
- Translate each effect to working Anchor YueScript code
Current Work: I had just finished reading all three game codebases and the Anchor Framework API. My todo list shows:
- [completed] Read and understand emojunky-one game effects
- [completed] Read and understand emoji-merge-main game effects
- [completed] Read and understand super emoji box game effects
- [in_progress] Compile all effects into single documentation file with Anchor translations
I was about to begin writing the markdown documentation file when the summary was requested.
Optional Next Step: Write the effects documentation file to
E:/a327ex/emoji-ball-battles/reference/emoji_effects_documentation.mdcontaining:
- All effects organized by type (particles, springs, flashes, screen effects, etc.)
- Full descriptions of when each effect triggers
- Complete working Anchor YueScript code for each effect
Direct quote from user's request: "I'd like you to go through each game carefully, and document every effect that the games use... For each effect, capture everything about it... You should read the API for the framework and make sure that when you document each effect, you also translate how it would be coded in the current Anchor."
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-emoji-ball-battles\2bf19487-c663-4b34-a30e-f31d79026b46.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'll continue compiling the effects documentation. Let me re-read the key files to ensure I have all the details correct before writing the comprehensive documentation.
Read (E:\a327ex\emoji-ball-battles\reference\emojunky-one\aika.lua)
1→function get_polygon_size(vs)
2→ local min_x, min_y, max_x, max_y = 100000, 100000, -100000, -100000
3→ for i = 1, #vs, 2 do
4→ if vs[i] < min_x then min_x = vs[i] end
5→ if vs[i] > max_x then max_x = vs[i] end
6→ if vs[i+1] < min_y then min_y = vs[i+1] end
7→ if vs[i+1] > max_y then max_y = vs[i+1] end
8→ end
9→ return math.abs(max_x - min_x), math.abs(max_y - min_y)
10→end
11→
12→function gradient_mesh(dir, ...)
13→ local mesh_data = {}
14→ local colors = {...}
15→ if dir == "horizontal" then
16→ for i = 1, #colors do
17→ local color = colors[i]
18→ local x = (i-1)/(#colors-1)
19→ table.insert(mesh_data, {x, 1, x, 1, color[1], color[2], color[3], color[4] or 1})
20→ table.insert(mesh_data, {x, 0, x, 0, color[1], color[2], color[3], color[4] or 1})
21→ end
22→ else
23→ for i = 1, #colors do
24→ local color = colors[i]
25→ local y = (i-1)/(#colors-1)
26→ table.insert(mesh_data, {1, y, 1, y, color[1], color[2], color[3], color[4] or 1})
27→ table.insert(mesh_data, {0, y, 0, y, color[1], color[2], color[3], color[4] or 1})
28→ end
29→ end
30→ return g.newMesh(mesh_data, "strip", "static")
... [1709 more lines]
Read (E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua)
1001→ if self.angery then play("wound1", {volume = 1, pitch = 0.8}) end
1002→ self.dead = true
1003→ table.insert(effects, EnemyDead(self.x, self.y, 18, 18, attacker_direction or self.direction, skull))
1004→ spawn_money_roll(self)
1005→ else
1006→ play("hit1", {volume = 0.75, pitch = rng:float(1.2, 1.6)})
1007→ end
1008→ end
1009→end
1010→
1011→Bone = Object:extend()
1012→
1013→function Bone:new(x, y, v, r)
1014→ Object.new(self, x, y):set_collision_sensors(true):set_rectangle(14, 14):set_restitution(0):set_friction(0):set_fixed_rotation(true):set_category(3):set_mask(1, 2, 3, 4)
1015→ self.v = v
1016→ self.r = r
1017→ self.emoji = bone
1018→ self.sx, self.sy = 20/self.emoji:getWidth(), 20/self.emoji:getHeight()
1019→ self:apply_impulse(self.v*math.cos(self.r), self.v*math.sin(self.r)):set_gravity_scale(1.25)
1020→ self:set_angular_velocity(sign(self.v*math.cos(self.r))*rng:float(2*math.pi, 4*math.pi))
1021→end
1022→
1023→function Bone:update(dt)
1024→ Object.update(self, dt)
1025→ self.r = self:get_angle()
1026→ if self.y > 2*gh then self.dead = true end
1027→end
1028→
1029→function Bone:draw()
1030→
... [470 more lines]
Now let me read the emoji-merge and super emoji box reference files.
Read (E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\main.lua)
1→require 'anchor'
2→
3→--{{{ init
4→function init()
5→ main:init{title = 'emoji merge', theme = 'twitter_emoji', w = 640, h = 360, sx = 2, sy = 2}
6→ main:set_icon('assets/sunglasses_icon.png')
7→
8→ bg, bg_fixed, game1, game2, game3, effects, ui1, ui2, shadow = layer(), layer({fixed = true}), layer(), layer(), layer(), layer(), layer({fixed = true}), layer({fixed = true}), layer({x = 4*main.sx, y = 4*main.sy, shadow = true})
9→ game1:layer_add_canvas('outline')
10→ game2:layer_add_canvas('outline')
11→ game3:layer_add_canvas('outline')
12→ effects:layer_add_canvas('outline')
13→ ui2:layer_add_canvas('outline')
14→
15→ main_font = font('assets/HoneyPigeon.ttf', 22, 'mono')
16→ font_2 = font('assets/volkswagen-serial-bold.ttf', 26, 'mono')
17→ font_3 = font('assets/volkswagen-serial-bold.ttf', 36, 'mono')
18→ font_4 = font('assets/volkswagen-serial-bold.ttf', 46, 'mono')
19→
20→ main:input_bind('action_1', {'mouse:1', 'key:z', 'key:h', 'key:j', 'key:space', 'key:enter', 'axis:triggerright', 'button:a', 'button:x'})
21→ main:input_bind('action_2', {'mouse:2', 'key:x', 'key:k', 'key:l', 'key:tab', 'key:backspace', 'axis:triggerleft', 'button:b', 'button:y'})
22→ main:input_bind('left', {'key:a', 'key:left', 'axis:leftx-', 'axis:rightx-', 'button:dpad_left', 'button:leftshoulder'})
23→ main:input_bind('right', {'key:d', 'key:right', 'axis:leftx+', 'axis:rightx+', 'button:dpad_right', 'button:rightshoulder'})
24→ main:input_bind('up', {'key:w', 'key:up', 'axis:lefty-', 'axis:righty-', 'button:dpad_up'})
25→ main:input_bind('down', {'key:s', 'key:down', 'axis:lefty+', 'axis:righty+', 'button:dpad_down'})
26→
27→ colors.calendar_gray = color_ramp(color(102, 117, 127), 0.025)
28→
29→ shaders = {}
30→ shaders.shadow = shader(nil, 'assets/shadow.frag')
... [770 more lines]
Read (E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua)
1→require 'lun.object'
2→
3→function init()
4→ lun:engine_start('super emoji box', 640, 360, 2.5, 2.5, 'twitter_emoji', 'rough', true)
5→ lun:input_bind_all()
6→
7→ back = object():layer()
8→ back_2 = object():layer()
9→ shadow = object():layer()
10→ game = object():layer()
11→ game_2 = object():layer()
12→ front = object():layer()
13→ front_2 = object():layer()
14→ effects = object():layer()
15→ effects_2 = object():layer()
16→ ui_back = object():layer()
17→ ui = object():layer()
18→ ui_2 = object():layer()
19→ back_2:layer_add_canvas('outline')
20→ game:layer_add_canvas('outline')
21→ game_2:layer_add_canvas('outline')
22→ front:layer_add_canvas('outline')
23→ front_2:layer_add_canvas('outline')
24→ effects:layer_add_canvas('outline')
25→ effects_2:layer_add_canvas('outline')
26→ front:layer_add_canvas('outline')
27→ ui:layer_add_canvas('outline')
28→ ui_2:layer_add_canvas('outline')
29→
30→ lun:input_bind('left', {'key:left', 'key:a', 'axis:leftx-', 'button:dpleft'})
... [970 more lines]
I have all the information needed. Let me now write the comprehensive effects documentation file.
Write (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
File created successfully at: E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
I've compiled the comprehensive effects documentation to reference/emoji_effects_documentation.md. The document covers:
Spring Effects:
- Scale bounce on hit (entity feedback)
- Jump squash/stretch (landing deformation)
- Weapon/action springs (player and weapon feedback)
- Projectile impact springs
- Wobble springs (floating enemies)
- Charge-up effects with spring release
Flash Effects:
- Hit flash (white overlay shader)
- Spawn flash
- Invincibility flicker
Camera Effects:
- Trauma-based shake
- Directional spring shake (push in a direction)
- Random shake
Particle Systems:
- Star particles (spinning, shrinking)
- Dash/speed line particles
- Fire/trail particles (color-shifting circles)
- Emoji particles (mini versions of objects)
- Anger particles (power-up indicator)
- Hit particles (directional rectangles)
Hit Effects:
- Hit circles (expanding/contracting)
- Boom particles (explosion sprites)
- Composite explosion effects
Animation Effects:
- Frame-based hit animations
Plant/Decoration System:
- Constant wind (sine oscillation)
- Random wind streams
- Moving force (entity passing through)
- Direct force (landing impacts)
Screen Effects:
- Slow motion
- Transition circles
Combined HitFX System:
- The unified spring + flash pattern used in emoji-merge
Each effect includes:
- Trigger condition
- Visual description
- Source game(s)
- Complete Anchor YueScript code translation
- Parameter values from the originals
Great, thank you. Now read the engine API and figure out which engine functions as well as framework functions we need to add to cover most of these effects.
Let me read the engine API documentation and the current framework to identify gaps.
Read (E:\a327ex\Anchor\docs\ENGINE_API.md)
1→# Engine API Reference
2→
3→Detailed documentation for all C-to-Lua bindings in the Anchor engine. For a compact signature list, see `ENGINE_API_QUICK.md`.
4→
5→---
6→
7→## Layer & Texture
8→
9→### layer_create
10→
11→`layer_create(name) -> layer`
12→
13→Gets or creates a named layer. Layers are FBOs that can be drawn to and composited.
14→
15→```lua
16→local game_layer = layer_create("game")
17→local ui_layer = layer_create("ui")
18→```
19→
20→### layer_rectangle
21→
22→`layer_rectangle(layer, x, y, w, h, color)`
23→
24→Draws a filled rectangle with top-left corner at (x, y).
25→
26→```lua
27→layer_rectangle(layer, 100, 100, 50, 30, rgba(255, 0, 0)) -- top-left at (100, 100)
28→```
29→
30→### layer_circle
... [2049 more lines]
Let me also check the current framework implementations to see what already exists.
Glob (anchor/*.yue)
E:\a327ex\emoji-ball-battles\anchor\array.yue
E:\a327ex\emoji-ball-battles\anchor\camera.yue
E:\a327ex\emoji-ball-battles\anchor\font.yue
E:\a327ex\emoji-ball-battles\anchor\image.yue
E:\a327ex\emoji-ball-battles\anchor\init.yue
E:\a327ex\emoji-ball-battles\anchor\layer.yue
E:\a327ex\emoji-ball-battles\anchor\object.yue
E:\a327ex\emoji-ball-battles\anchor\random.yue
E:\a327ex\emoji-ball-battles\anchor\shake.yue
E:\a327ex\emoji-ball-battles\anchor\spring.yue
E:\a327ex\emoji-ball-battles\anchor\timer.yue
E:\a327ex\emoji-ball-battles\anchor\color.yue
E:\a327ex\emoji-ball-battles\anchor\collider.yue
E:\a327ex\emoji-ball-battles\anchor\math.yue
Read (E:\a327ex\emoji-ball-battles\anchor\layer.yue)
1→global *
2→
3→--[[
4→ Layer class wraps the C layer handle for drawing.
5→
6→ Layers are FBOs (framebuffer objects) that accumulate draw commands during the frame.
7→ Commands are deferred and processed at frame end via layer_render() with GL batching.
8→ Draw order is FIFO — no z-ordering, call order determines render order.
9→
10→ Usage:
11→ an\layer 'game' -- register layer
12→ game = an.layers.game -- access layer
13→ game\rectangle 100, 100, 50, 30, color -- queue rectangle
14→ game\draw! -- composite to screen
15→
16→ Properties:
17→ @name - string, layer identifier
18→ @handle - C layer pointer
19→]]
20→class layer
21→ --[[
22→ Creates a new layer with the given name.
23→
24→ Usage:
25→ layer 'game'
26→ layer 'ui'
27→
28→ Behavior:
29→ - Calls layer_create() which gets or creates a named layer in C
30→ - Stores the C handle for subsequent draw calls
... [300 more lines]
Let me check the math extensions and timer to see what utilities exist.
Read (E:\a327ex\emoji-ball-battles\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: =>
... [540 more lines]
Now I have a complete picture. Let me write the analysis of what's missing.
Write (E:\a327ex\emoji-ball-battles\reference\effects_api_gaps.md)
File created successfully at: E:\a327ex\emoji-ball-battles\reference\effects_api_gaps.md
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
I've written the analysis to reference/effects_api_gaps.md.
Good news: The framework is already well-equipped. Springs, shakes, timers/tweens, and layer flash all exist.
What's missing:
Framework (Easy to add)
Math utilities (~30 lines total):
math.angle(x, y)- angle from vector (atan2 wrapper)math.angle_to_point(x1, y1, x2, y2)- angle between two pointsmath.distance(x1, y1, x2, y2)- euclidean distancemath.normalize(x, y)- unit vectormath.bounce(angle, nx, ny)- reflect angle off normal (for bouncing projectiles)math.snap(value, grid)- snap to nearest gridmath.limit(x, y, max)- clamp vector magnitude
Time scale system:
- For slow-motion effects. Can be done at framework level by storing
an.time_scaleand multiplying dt manually.
Engine (Optional)
Animation system:
- Frame-based sprite animations for hit effects
- Would need quad/atlas support or loading multiple images
- Can work around using tweened scale/alpha instead
Time scale at engine level:
- Cleaner but framework solution works
The math utilities are the quick win - they're simple additions to anchor/math.yue and used constantly for particle/projectile effects. Want me to add those?
Yes.
Read (E:\a327ex\emoji-ball-battles\anchor\math.yue)
1→global *
2→
3→--[[
4→ Math utility functions and easing curves.
5→
6→ Utility functions:
7→ lerp, lerp_dt - Linear interpolation
8→ lerp_angle, lerp_angle_dt - Angle interpolation with wrapping
9→ clamp - Clamp value to range
10→ remap - Remap value from one range to another
11→ loop - Loop value within range (for angles)
12→
13→ Easing functions:
14→ linear, sine_*, quad_*, cubic_*, quart_*, quint_*,
15→ expo_*, circ_*, bounce_*, back_*, elastic_*
16→]]
17→
18→-- Constants for easing functions
19→PI = math.pi
20→PI2 = math.pi / 2
21→LN2 = math.log 2
22→LN210 = 10 * math.log 2
23→
24→-- Overshoot for back easing
25→overshoot = 1.70158
26→
27→-- Amplitude and period for elastic easing
28→amplitude = 1
29→period = 0.0003
30→
... [495 more lines]
Edit (E:\a327ex\emoji-ball-battles\anchor\math.yue)
The file E:\a327ex\emoji-ball-battles\anchor\math.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\anchor\math.yue)
The file E:\a327ex\emoji-ball-battles\anchor\math.yue has been updated successfully.
Now let me update the quick reference documentation to include these new functions.
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
500→### Methods
501→```
502→color() -> packed_rgba -- for drawing functions
503→color\clone() -> color
504→color\invert() -> self
505→color\mix(other, t?) -> self
506→```
507→
508→## Math Extensions
509→
510→### Interpolation
511→```
512→math.lerp(t, source, destination) -> number
513→math.lerp_dt(p, t, dt, source, destination) -> number
514→math.lerp_angle(t, source, destination) -> number
515→math.lerp_angle_dt(p, t, dt, source, destination) -> number
516→```
517→
518→### Utility
519→```
520→math.clamp(value, min, max) -> number
521→math.remap(value, old_min, old_max, new_min, new_max) -> number
522→math.loop(t, length) -> number
523→math.length(x, y) -> number
524→math.sign(value) -> -1 | 0 | 1
525→```
526→
527→### Easing Functions
528→```
529→math.linear(t) -> number
... [63 more lines]
Edit (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
The file E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md has been updated successfully.
Let me verify everything compiles correctly.
Bash (cd /e/a327ex/emoji-ball-battles && ./run.bat 2>&1 | head -30)
Command running in background with ID: be0d5c9. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex-emoji-ball-battles\tasks\be0d5c9.output
Read (C:\Users\adn\AppData\Local\Temp\claude\E--a327ex-emoji-ball-battles\tasks\be0d5c9.output)
1→Rewritten built main.lua
2→Rewritten built anchor/array.lua
3→Rewritten built anchor/camera.lua
4→Rewritten built anchor/collider.lua
5→Rewritten built anchor/color.lua
6→Rewritten built anchor/font.lua
7→Rewritten built anchor/image.lua
8→Rewritten built anchor/init.lua
9→Rewritten built anchor/layer.lua
10→Rewritten built anchor/math.lua
11→Rewritten built anchor/object.lua
12→Rewritten built anchor/random.lua
13→Rewritten built anchor/shake.lua
14→Rewritten built anchor/spring.lua
15→Rewritten built anchor/timer.lua
16→Anchor Engine starting...
17→Game folder: .
18→Loading: main.lua
19→Audio engine initialized
20→OpenGL 3.3 loaded
21→Renderer: NVIDIA GeForce RTX 2060/PCIe/SSE2
22→Shader program created
23→Game VAO/VBO created (stride=64 bytes)
24→Screen shader created
25→Screen VAO/VBO created
26→Engine initialized: 480x270 @ 3.0x scale
27→Created layer: back
28→Created layer: game
29→Created layer: game_outline
30→Created layer: front
... [1 more lines]
KillShell
Shell be0d5c9 is not running, so cannot be killed (status: completed)
Compiles and runs correctly. Added to anchor/math.yue:
New functions:
math.angle(x, y)- angle from vector (atan2 wrapper)math.angle_to_point(x1, y1, x2, y2)- angle between two pointsmath.distance(x1, y1, x2, y2)- euclidean distancemath.normalize(x, y)- returns unit vectormath.direction(angle)- returns x, y unit vector from anglemath.rotate(x, y, angle)- rotates a vectormath.reflect(angle, normal_x, normal_y)- reflects angle off surface normalmath.snap(value, grid)- snap to nearest grid multiplemath.limit(x, y, max)- clamp vector magnitude
Also updated docs/FRAMEWORK_API_QUICK.md with the new signatures.
<task-notification> <task-id>be0d5c9</task-id> <output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex-emoji-ball-battles\tasks\be0d5c9.output</output-file>
completed Background command "cd /e/a327ex/emoji-ball-battles && ./run.bat 2>&1 | head -30" completed (exit code 0) </task-notification> Read the output file to retrieve the result: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex-emoji-ball-battles\tasks\be0d5c9.output
Already checked - the build succeeded. The math utilities are ready to use.
Now let's go back to the emoji effects file. Do another analysis of all effects except from a higher level perspective. For this one you don't need to describe effects in code, just their high level behavior. The descriptions should also focus on higher level descriptions. For instance, You have a bullet/hit particle section describing how the object works. But what about all the different places that use those particles differently? Those higher level effects, which compose multiple of these lower level effects together, should also be captured. Similarly to the previous task, go slow and do it carefully. If you have questions to ask before, do so, otherwise you can start. Remember that these can be described in higher level language, doesn't need to be code, just a description of everything that happens. Although try to use specific values when possible.
A few questions before I start:
AskUserQuestion
User has answered your questions: "Should this be a new file or should I update the existing emoji_effects_documentation.md?"="Append to existing", "How should I organize the effects?"="Doesn't matter to me". You can now continue with the user's answers in mind.
I'll append a high-level composite effects section to the existing file. Let me re-read the reference games with a focus on game events and how effects compose together.
Read (C:\Users\adn.claude\projects\E--a327ex-emoji-ball-battles\2bf19487-c663-4b34-a30e-f31d79026b46\tool-results\toolu_013jq11NfJYsXQ1NyCiH2mB7.txt)
1→ 1→function get_polygon_size(vs)
2→ 2→ local min_x, min_y, max_x, max_y = 100000, 100000, -100000, -100000
3→ 3→ for i = 1, #vs, 2 do
4→ 4→ if vs[i] < min_x then min_x = vs[i] end
5→ 5→ if vs[i] > max_x then max_x = vs[i] end
6→ 6→ if vs[i+1] < min_y then min_y = vs[i+1] end
7→ 7→ if vs[i+1] > max_y then max_y = vs[i+1] end
8→ 8→ end
9→ 9→ return math.abs(max_x - min_x), math.abs(max_y - min_y)
10→ 10→end
11→ 11→
12→ 12→function gradient_mesh(dir, ...)
13→ 13→ local mesh_data = {}
14→ 14→ local colors = {...}
15→ 15→ if dir == "horizontal" then
16→ 16→ for i = 1, #colors do
17→ 17→ local color = colors[i]
18→ 18→ local x = (i-1)/(#colors-1)
19→ 19→ table.insert(mesh_data, {x, 1, x, 1, color[1], color[2], color[3], color[4] or 1})
20→ 20→ table.insert(mesh_data, {x, 0, x, 0, color[1], color[2], color[3], color[4] or 1})
21→ 21→ end
22→ 22→ else
23→ 23→ for i = 1, #colors do
24→ 24→ local color = colors[i]
25→ 25→ local y = (i-1)/(#colors-1)
26→ 26→ table.insert(mesh_data, {1, y, 1, y, color[1], color[2], color[3], color[4] or 1})
27→ 27→ table.insert(mesh_data, {0, y, 0, y, color[1], color[2], color[3], color[4] or 1})
28→ 28→ end
29→ 29→ end
30→ 30→ return g.newMesh(mesh_data, "strip", "static")
... [1711 more lines]
Read (C:\Users\adn.claude\projects\E--a327ex-emoji-ball-battles\2bf19487-c663-4b34-a30e-f31d79026b46\tool-results\toolu_01CYBLtpzjd5TgXVhz8QwMrq.txt)
1→ 501→ self.scissors_oy = lerp2(0.01, dt, self.scissors_oy, 0)
2→ 502→ self.scissors_bottom_r = lerp2(0.01, dt, self.scissors_bottom_r, -math.pi/6)
3→ 503→ self.scissors_top_r = lerp2(0.01, dt, self.scissors_top_r, math.pi/6)
4→ 504→ end
5→ 505→
6→ 506→ if down_act then
7→ 507→ if self.scissors_timer > self.scissors_cd then
8→ 508→ self.scissors_timer = 0
9→ 509→ self.scissors_charging = true
10→ 510→ self.timer:after(0.3, function()
11→ 511→ self.scissors_charging = false
12→ 512→ self.act_spring:pull(0.25)
13→ 513→ self.gun_spring:pull(0.25)
14→ 514→ self.timer:tween(0.08, self, {scissors_sx = 1, scissors_top_r = -math.pi/6, scissors_bottom_r = math.pi/6, scissors_ox = 24, scissors_oy = -2}, elastic_out, function()
15→ 515→ self.scissors_recovering = true
16→ 516→ self.timer:after(0.5, function() self.scissors_recovering = false end, "scissors_recovering")
17→ 517→ end)
18→ 518→ local targets = get_enemies_in_rectangle(self.x + self.direction*(0.8*self.w + 25), self.y, 50, 40)
19→ 519→ for _, t in ipairs(targets) do
20→ 520→ if t.hit then t:hit(nil, sign(t.x - self.x), true) end
21→ 521→ end
22→ 522→ end)
23→ 523→ end
24→ 524→ end
25→ 525→ end
26→ 526→
27→ 527→ self.vy = self.vy + 512*dt
28→ 528→ if not self.being_pushed then
29→ 529→ self:set_velocity(self.direction*self.vx, self.vy)
30→ 530→ end
... [472 more lines]
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me analyze the conversation chronologically:
Initial Context: The session is a continuation from a previous conversation that ran out of context. The summary indicates:
- User wants to add visual "juice" effects to their emoji game
- Three reference game folders were analyzed: emojunky-one, emoji-merge-main, super emoji box
- A comprehensive effects documentation was created at
reference/emoji_effects_documentation.md- An API gaps analysis was done at
reference/effects_api_gaps.md- Math utilities were added to
anchor/math.yueFirst User Request: "Great, thank you. Now read the engine API and figure out which engine functions as well as framework functions we need to add to cover most of these effects."
- I read the engine API and framework files
- Created
reference/effects_api_gaps.mddocumenting missing functions- Identified high priority: math utilities, time scale
- Identified medium priority: animation class, HitFX helper
Second User Request: "Yes." (to add math utilities)
- Added math functions to
anchor/math.yue:
math.angle(x, y)math.angle_to_point(x1, y1, x2, y2)math.distance(x1, y1, x2, y2)math.normalize(x, y)math.direction(angle)math.rotate(x, y, angle)math.reflect(angle, normal_x, normal_y)math.snap(value, grid)math.limit(x, y, max)- Updated
docs/FRAMEWORK_API_QUICK.mdto include new functions- Verified compilation with
run.batThird/Current User Request: "Now let's go back to the emoji effects file. Do another analysis of all effects except from a higher level perspective. For this one you don't need to describe effects in code, just their high level behavior. The descriptions should also focus on higher level descriptions. For instance, You have a bullet/hit particle section describing how the object works. But what about all the different places that use those particles differently? Those higher level effects, which compose multiple of these lower level effects together, should also be captured. Similarly to the previous task, go slow and do it carefully. If you have questions to ask before, do so, otherwise you can start. Remember that these can be described in higher level language, doesn't need to be code, just a description of everything that happens. Although try to use specific values when possible."
My clarification questions and user answers:
- Output format: "Append to existing" (to emoji_effects_documentation.md)
- Organization: "Doesn't matter to me"
Current work: I started re-reading the reference game files to understand the composite/high-level effects. I read:
- emojunky-one particles.lua (full)
- emojunky-one aika.lua (full)
- emojunky-one entities.lua (lines 1-1000 across multiple reads)
I was in the middle of gathering information about composite effects like:
- Player hit effect (flash, spring pull, camera shake, slow-mo, invincibility flicker)
- Enemy hit effect (flash, spring, info text, star particles, death spawning)
- Weapon fire effects (boom particle, camera shake, plant force, projectile spawn)
- Landing effects (camera spring shake, dash particles, plant force)
- etc.
The task is to append a high-level composite effects section to the existing documentation, describing game events and all the effects that compose them together, with specific values where possible.
Summary: 1. Primary Request and Intent: - The user is adding visual "juice" effects to their emoji ball battles game - Previously: Created comprehensive low-level effects documentation from 3 reference games (emojunky-one, emoji-merge-main, super emoji box) - Previously: Analyzed API gaps and added missing math utilities - Current: Create a higher-level analysis of effects focusing on composite behaviors - how multiple low-level effects combine during game events (e.g., "when enemy is hit" triggers flash + spring + particles + camera shake together). Focus on high-level descriptions with specific parameter values, not code.
Key Technical Concepts:
- YueScript/Lua game framework (Anchor)
- Spring-based animations for scale/position feedback
- Flash effects (white shader overlay)
- Camera shake (trauma-based, directional spring push)
- Particle systems (star, dash, fire, emoji particles)
- Hit effects combining multiple sub-effects
- Plant/decoration wind physics
- Slow motion (dt scaling)
- Composite effects (multiple effects triggered together by game events)
Files and Code Sections:
- reference/emoji_effects_documentation.md - Existing low-level effects documentation to append to
- reference/effects_api_gaps.md - API gaps analysis created earlier
- anchor/math.yue - Added new math utilities:
yue math.angle = (x, y) -> math.atan2 y, x math.angle_to_point = (x1, y1, x2, y2) -> math.atan2 y2 - y1, x2 - x1 math.distance = (x1, y1, x2, y2) -> ... math.normalize = (x, y) -> ... math.direction = (angle) -> math.cos(angle), math.sin(angle) math.rotate = (x, y, angle) -> ... math.reflect = (angle, normal_x, normal_y) -> ... math.snap = (value, grid) -> math.floor(value/grid + 0.5) * grid math.limit = (x, y, max) -> ...- docs/FRAMEWORK_API_QUICK.md - Updated with new Vector & Angle section
- reference/emojunky-one/particles.lua - Contains particle classes (FireParticle, StarParticle, DashParticle, BulletParticle, BoomParticle, etc.)
- reference/emojunky-one/aika.lua - Contains Spring, Timer, Camera, Shake classes
- reference/emojunky-one/entities.lua - Contains composite effects for Player and Enemy hits:
- Player:hit() - spring pull 0.25, camera shake(4, 0.4), slow(1, 0.5), invincibility flicker every 0.05s for 2s
- Blob:hit() - flash for 0.1s, spring pull 0.3, InfoText, death spawns EnemyDead + StarParticles
- Player landing - camera spring_shake based on velocity, DashParticles, plant force
- Weapon fire - BoomParticle, camera shake, plant direct force, projectile spawn
Errors and fixes:
- No errors encountered in this session
- Math utilities compiled and ran successfully
Problem Solving:
- Successfully identified API gaps between effects documentation and framework capabilities
- Added all missing math utilities to the framework
- Currently gathering information for high-level composite effects analysis
All user messages:
- "Great, thank you. Now read the engine API and figure out which engine functions as well as framework functions we need to add to cover most of these effects."
- "Yes." (confirming to add math utilities)
- "Now let's go back to the emoji effects file. Do another analysis of all effects except from a higher level perspective. For this one you don't need to describe effects in code, just their high level behavior. The descriptions should also focus on higher level descriptions. For instance, You have a bullet/hit particle section describing how the object works. But what about all the different places that use those particles differently? Those higher level effects, which compose multiple of these lower level effects together, should also be captured. Similarly to the previous task, go slow and do it carefully. If you have questions to ask before, do so, otherwise you can start. Remember that these can be described in higher level language, doesn't need to be code, just a description of everything that happens. Although try to use specific values when possible."
- Clarification answers: Output="Append to existing", Organization="Doesn't matter to me"
Pending Tasks:
- Complete high-level composite effects analysis and append to
reference/emoji_effects_documentation.md- Document all game events and their composite effect combinations with specific values
Current Work: I was re-reading the reference game source files to gather information about composite/high-level effects. I had just read through:
- emojunky-one/particles.lua (all particle types)
- emojunky-one/aika.lua (Spring, Camera, Shake classes)
- emojunky-one/entities.lua (Player and Enemy hit handlers, weapon effects)
Key composite effects identified from entities.lua:
- Player:hit(): spring pull(0.25), camera shake(4, 0.4), slow(1, 0.5), invincibility flicker every 0.05s
- Blob:hit(): flash 0.1s, spring pull(0.3), InfoText, death=EnemyDead + 4 StarParticles
- Player landing: camera spring_shake(velocity-based, pi/2), 2 DashParticles, plant force(distance-based 75-25)
- Gun fire: BoomParticle, plant direct force, camera shake(4, 0.25), Bullet projectile
Optional Next Step: Continue reading reference files (emoji-merge-main, super emoji box) to gather more composite effect patterns, then write the high-level effects section to append to
reference/emoji_effects_documentation.md.Direct quote from user: "Do another analysis of all effects except from a higher level perspective... Those higher level effects, which compose multiple of these lower level effects together, should also be captured... go slow and do it carefully... Remember that these can be described in higher level language, doesn't need to be code, just a description of everything that happens. Although try to use specific values when possible."
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-emoji-ball-battles\2bf19487-c663-4b34-a30e-f31d79026b46.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'll continue gathering information from the reference games to complete the high-level composite effects analysis. Let me read more from the other reference games.
Glob (reference/super/**/.lua)
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\external\sort.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\external\profile.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\external\utf8.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\tools\build_for_windows.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\class.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\joint.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\music_player.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\shake.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\spring.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\stats.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\string.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\ui.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\mover.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\sound.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\camera.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\random.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\color.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\input.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\mouse_hover.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\grid.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\text.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\animation.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\physics_world.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\conf.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\layer.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\tiled_map.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\array.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\lun.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\sensor.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\sensor_world.lua
... [6 more lines]
Read (E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\main.lua)
File content (33413 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.
Read (E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua)
1→require 'lun.object'
2→
3→function init()
4→ lun:engine_start('super emoji box', 640, 360, 2.5, 2.5, 'twitter_emoji', 'rough', true)
5→ lun:input_bind_all()
6→
7→ back = object():layer()
8→ back_2 = object():layer()
9→ shadow = object():layer()
10→ game = object():layer()
11→ game_2 = object():layer()
12→ front = object():layer()
13→ front_2 = object():layer()
14→ effects = object():layer()
15→ effects_2 = object():layer()
16→ ui_back = object():layer()
17→ ui = object():layer()
18→ ui_2 = object():layer()
19→ back_2:layer_add_canvas('outline')
20→ game:layer_add_canvas('outline')
21→ game_2:layer_add_canvas('outline')
22→ front:layer_add_canvas('outline')
23→ front_2:layer_add_canvas('outline')
24→ effects:layer_add_canvas('outline')
25→ effects_2:layer_add_canvas('outline')
26→ front:layer_add_canvas('outline')
27→ ui:layer_add_canvas('outline')
28→ ui_2:layer_add_canvas('outline')
29→
30→ lun:input_bind('left', {'key:left', 'key:a', 'axis:leftx-', 'button:dpleft'})
... [1065 more lines]
Let me also check the emojunky-one entities.lua for more composite effects.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
1→# Emoji Game Effects Documentation
2→
3→A comprehensive catalog of all visual effects from three reference emoji games, translated to the current Anchor framework API.
4→
5→---
6→
7→## Table of Contents
8→
9→1. [Spring Effects](#spring-effects)
10→2. [Flash Effects](#flash-effects)
11→3. [Camera Effects](#camera-effects)
12→4. [Particle Systems](#particle-systems)
13→5. [Hit Effects](#hit-effects)
14→6. [Animation Effects](#animation-effects)
15→7. [Plant/Decoration Effects](#plantdecoration-effects)
16→8. [Screen Effects](#screen-effects)
17→9. [Combined Systems (HitFX)](#combined-systems-hitfx)
18→
19→---
20→
21→## Spring Effects
22→
23→Springs are used to create bouncy, responsive feedback by modulating scale, position, or other values.
24→
25→### Scale Bounce on Hit
26→
27→**Trigger:** When an entity takes damage or is interacted with
28→**Visual:** Entity briefly shrinks then overshoots back to normal size
29→**Source:** emojunky-one, emoji-merge, super-emoji-box
30→
... [70 more lines]
Read (E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua)
700→ self.jump_spring_x:pull(remap(self.vy, 0, 1000, 0, 1))
701→ self.jump_spring_y:pull(remap(self.vy, 0, 1000, -0.2, 0))
702→ if down_up then
703→ self.jumping = true
704→ self.bouncing = false
705→ self.vy = -280
706→ end
707→ end
708→ else
709→ if other.y < self.y then
710→ self:hit()
711→ else
712→ for i = 1, 3 do table.insert(effects, StarParticle(other.x, other.y + 5, nil, 0 + rng:float(-math.pi/6, math.pi/6) - (i-1)*math.pi/2, other)) end
713→ other:hit(1)
714→ self.jumping = false
715→ self.bouncing = true
716→ self.vy = -200
717→ self.jump_spring_x:pull(remap(self.vy, 0, 1000, 0, 1))
718→ self.jump_spring_y:pull(remap(self.vy, 0, 1000, -0.2, 0))
719→ if down_up then
720→ self.jumping = true
721→ self.bouncing = false
722→ self.vy = -280
723→ end
724→ end
725→ end
726→ end
727→
728→ if other:is(Box) then
729→ other.dead = true
... [370 more lines]
Now I have a comprehensive view of the composite effects. Let me write the high-level effects analysis and append it to the documentation.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
850→- **Hit circles:** 0.15-0.3 seconds
851→
852→### Camera Shake Values
853→- **Landing:** intensity 1-2, duration 0.25s
854→- **Player hit:** intensity 4, duration 0.4s
855→- **Explosion:** intensity 2-8, duration 0.25-0.5s
856→- **Gun fire:** intensity 2-4, duration 0.25s
857→
858→### Tween Easings Used
859→- **Shrinking to zero:** math.linear
860→- **Expansion:** math.cubic_in_out
861→- **Snapping back:** math.elastic_out
862→- **Smooth transitions:** math.cubic_in_out
863→- **Charge-up:** math.linear
864→
865→---
866→
867→## Effect Layering
868→
869→Effects should be drawn on appropriate layers:
870→- **Background particles:** `bg` layer (behind everything)
871→- **Game effects:** `effects` layer (above game objects)
872→- **UI effects:** `ui` layer (above everything)
873→- **Shadows:** Separate shadow layer with offset
874→
875→```yue
876→-- Layer setup example
877→bg = an\layer 'bg'
878→game = an\layer 'game'
879→effects = an\layer 'effects'
... [9 more lines]
Edit (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
The file E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md has been updated successfully.
I've appended the high-level composite effects analysis to the documentation. Let me verify it was added correctly.
Bash (wc -l E:/a327ex/emoji-ball-battles/reference/emoji_effects_documentation.md)
1408 E:/a327ex/emoji-ball-battles/reference/emoji_effects_documentation.md
The documentation has been expanded from 888 to 1408 lines. Let me run the game to ensure everything still works.
Bash (cd E:/a327ex/emoji-ball-battles && ./run.bat 2>&1 | head -35)
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). STOP what you are doing and wait for the user to tell you how to proceed.
This is perfect and exactly what I wanted. For all high-level composite effects, could you also add file names and line numbers where they appear? This is so future Claude instances know where to look for the full code of each effect.
I'll add file and line references to each composite effect. Let me go through the source files systematically to get the exact line numbers.
Grep (function Blob:hit)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:876:function Blob:hit(damage, attacker_direction, cut_by_scissors)
Grep (function Skull:hit|function alien:shoot|function enemy:enemy_hit|function enemy:enemy_die)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:579:function enemy:enemy_hit(x, y, damage)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:597:function enemy:enemy_die(x, y)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:647:function alien:shoot(charge_up_multiplier)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:982:function Skull:hit(damage, attacker_direction, cut_by_scissors)
Grep (hitfx_use|flash_text)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:615: self.spawner:hitfx_use('drop', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:616: self.spawner_emoji:hitfx_use('drop', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:935:self:hitfx_use('hit', 0.5)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:950:[Omitted long matching line]
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:953:if self.hitfx_on_spawn then self:hitfx_use('main', 0.5*self.hitfx_on_spawn, nil, nil, 0.15) end
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:954:if self.hitfx_on_spawn_no_flash then self:hitfx_use('main', 0.5*self.hitfx_on_spawn_no_flash) end
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:957:This is on the emoji's constructor. The first `hitfx_use` calls the `'main'` spring and has it move around by 0.5 (1.5 starting value until settles back on 1), with a flash duration of 0.15 seconds. While the second `hitfx_use` simply moves it by 0.5 with no flash.
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:1797: if main:input_is_pressed'action_1' then self:hitfx_use('main', 0.25) end
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:1831: self:hitfx_use('main', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:1834: self:hitfx_use('main', 0.5, nil, nil, 0.15)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2137: self.retry_button:hitfx_use('main', 0.25, nil, nil, 0.15)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2138: self:timer_after(0.066, function() self.retry_chain:flash_text() end)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2247: object:hitfx_use('main', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2249: if object.trigger_enter[main.pointer] then object:hitfx_use('main', 0.125) end
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2295: self:hitfx_use('main', 0.2, nil, nil, 0.15)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2797: self:hitfx_use('main', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2876: self:hitfx_use('main', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3569: self:hitfx_use('main', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3777: self.spawner:hitfx_use('drop', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3778: self.spawner_emoji:hitfx_use('drop', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3801:[Omitted long matching line]
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3823: self.spawner:hitfx_use('drop', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3825: self.next_board:hitfx_use('emoji', 0.5)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3908: self:hitfx_use('main', 0.5, nil, nil, 0.2)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:4088: object:hitfx_use('main', 0.125)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:4091: object:hitfx_use('main', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:4129: object:hitfx_use('main', 0.125)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:4132: object:hitfx_use('main', 0.25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:4139:[Omitted long matching line]
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:4378:function text_chain:flash_text()
... [41 more lines]
Grep (apply_direct_force|apply_moving_force)
E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md:662:apply_moving_force: (direction, velocity_x, velocity_y, force_multiplier) =>
E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md:684:apply_direct_force: (direction, velocity_y, velocity_x, force_amount) =>
E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md:703: plant\apply_direct_force -math.sign(dx), nil, nil, math.remap(math.abs(dx), 0, 75, 75, 25)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3068: self:apply_moving_force(main.camera.mouse_dt.x, main.camera.mouse_dt.y, 50*main.camera.mouse_dt:vec2_length())
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3072:As mentioned previously, if the pointer is touching a plant it applies a force to it. It applies this force using `self:apply_moving_force`, which is one of the functions used for that purpose that will be explained soon. Next:
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3093:And this is where the plant update function ends. This is nothing but some basic velocity + acceleration with damping applied to the plant's angle, for both moving and direct wind forces. Because of the way the `apply_moving_force` and `apply_direct_force` functions work, there needs to be a check that only applies that force if either of those functions has been called recently, and that's what `.applying_moving_force` and `.applying_direct_force` are doing.
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3100:function plant:apply_direct_force(vx, vy, force)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3116:[Omitted long matching line]
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3119:function plant:apply_moving_force(vx, vy, force)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3205: if self.trigger_active[main.pointer] then self:apply_direct_force(main.camera.mouse_dt.x, main.camera.mouse_dt.y, 5*main.camera.mouse_dt:vec2_length()) end
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3206: self:apply_moving_force(-vx, 0, 5*vx)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3265: if self.trigger_active[main.pointer] then self:apply_direct_force(main.camera.mouse_dt.x, main.camera.mouse_dt.y, 5*main.camera.mouse_dt:vec2_length()) end
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3266: self:apply_moving_force(-vx, 0, 5*vx)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3473: plant:apply_direct_force(-math.sign(dx), nil, 2*mass*math.remap(math.abs(dx), 0, 50, 75, 25))
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3999: b:apply_moving_force(vx, vy, 0.5*math.abs(math.max(vx, vy)))
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:4003:This applies forces from emojis to plants using the `plant:apply_moving_force` function. We already described plants before so it should be easy to understand. Next:
E:\a327ex\emoji-ball-battles\reference\emojunky-one\main.lua:120: if distance(deco.x, deco.y, x, y) < r and deco.apply_direct_force then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\main.lua:125: if distance(deco.x, deco.y, x, y) < r and deco.apply_direct_force then
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\main.lua:566: b:apply_moving_force(vx, vy, 0.5*math.abs(math.max(vx, vy)))
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\main.lua:580: plant:apply_direct_force(-math.sign(dx), nil, 2*mass*math.remap(math.abs(dx), 0, 50, 75, 25))
[Showing results with pagination = limit: 20, offset: 0]
Grep (BoomParticle|DashParticle|FireParticle|BulletParticle)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:244: table.insert(effects, BoomParticle(self.x + self.direction*rng:float(1.5, 1.7)*self.w, self.y - 0.6*self.h))
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:392: for i = 1, 4 do table.insert(effects, BulletParticle(self.x + self.direction*(0.75*self.w + self.trumpet_ox + 10), self.past_y[2] - 5, rng:float(50, 150), r + rng:float(-math.pi/4, math.pi/4), blue, blue)) end
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:403: for i = 1, 2 do table.insert(bg_effects, FireParticle(self.x + self.direction*(0.7*self.w + self.spoon_ox) + rng:float(-2, 2), self.past_y[4] + self.spoon_oy - 1, rng:float(0, 40), rng:float(-math.pi - math.pi/6, math.pi/6), purple, purple)) end
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:431: table.insert(effects, FireParticle(self.x + self.direction*(0.8*self.w + self.candle_ox), self.past_y[4] + self.candle_oy - 2, rng:float(0, 30), rng:float(-math.pi - math.pi/6, math.pi/6), yellow, red, fire_multiplier, self))
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:472: if self.bomb_frame % 2 == 0 then table.insert(effects, FireParticle(self.x + self.direction*(0.8*self.w + self.bomb_ox), self.past_y[2] + self.bomb_oy, rng:float(0, 30), rng:float(-math.pi - math.pi/6, math.pi/6), yellow, red, 0.5, self)) end
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:666: table.insert(effects, DashParticle(self.x + 16*math.cos(r), self.y + 10 + 16*math.sin(r), rng:float(30, 50), r))
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:668: table.insert(effects, DashParticle(self.x + 16*math.cos(r), self.y + 10 + 16*math.sin(r), rng:float(30, 50), r))
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1088: table.insert(effects, FireParticle(self.x - 0.5*self.w*math.cos(self.dir_r), self.y + rng:float(-2, 2), rng:float(0, 30), rng:float(-math.pi - math.pi/6, math.pi/6), yellow, red, 0.5, self))
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1089: table.insert(effects, FireParticle(self.x - 1.0*self.w*math.cos(self.dir_r), self.y + rng:float(-2, 2), rng:float(0, 30), rng:float(-math.pi - math.pi/6, math.pi/6), yellow, red, 0.5, self))
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1227: if self.frame % 2 == 0 then table.insert(effects, FireParticle(self.x + 12*math.cos(self.r - math.pi/4), self.y + 12*math.sin(self.r - math.pi/4), rng:float(0, 30), rng:float(-math.pi - math.pi/6, math.pi/6), yellow, red, 0.5, self)) end
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1391: for i = 1, 4 do table.insert(effects, BulletParticle(self.x + 0.5*self.w*math.cos(self.r), self.y + 0.5*self.w*math.sin(self.r), rng:float(50, 250), r + rng:float(-math.pi/4, math.pi/4), yellow, red)) end
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1394: for i = 1, 4 do table.insert(effects, BulletParticle(self.x + 0.5*self.w*math.cos(self.r), self.y + 0.5*self.w*math.sin(self.r), rng:float(50, 250), r + rng:float(-math.pi/4, math.pi/4), self.color1, self.color2)) end
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1516: table.insert(effects, FireParticle(self.x + 2*math.cos(self.r - math.pi/2), self.y + 2*math.sin(self.r - math.pi/2), rng:float(0, 40), rng:float(self.r - math.pi - math.pi/6, self.r + math.pi/6), yellow, red, 0.5))
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:25:FireParticle = Class:extend()
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:27:function FireParticle:new(x, y, v, r, color1, color2, m, parent)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:47:function FireParticle:update(dt)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:67:function FireParticle:draw()
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:147:BulletParticle = Class:extend()
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:149:function BulletParticle:new(x, y, v, r, color1, color2)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:162:function BulletParticle:update(dt)
[Showing results with pagination = limit: 20, offset: 0]
Grep (hit_circle|hit_particle|hit_effect|emoji_text)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:518: arena:add(hit_circle(x, y, {rs = lun:random_float(6, 8), duration = lun:random_float(0.2, 0.5)}))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:519: for i = 1, 4 do arena:add(hit_particle(x, y, {v = lun:random_float(60, 120), r = math.angle(nx, ny) + lun:random_float(-math.pi/4, math.pi/4)})) end
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:521: for i = 1, 2 do arena:add(hit_particle(x, y, {v = lun:random_float(60, 120), r = math.angle(nx, ny) + lun:random_float(-math.pi/4, math.pi/4)})) end
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:529: arena:add(hit_effect(x, y))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:583: arena:add(emoji_text(self.x, y - 16, {text = tostring(damage), duration_multiplier = 0.35}))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:590: arena:add(hit_effect(x, y))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:601: arena:add(hit_circle(x or self.x, y or self.y, {rs = 16, duration = 0.3}))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:602: for i = 1, 4 do arena:add(hit_particle(x or self.x, y or self.y, {v = lun:random_float(100, 300), duration = lun:random_float(0.2, 0.5)})) end
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:660: self.enemies.arena:add(hit_circle(x, y, {rs = 10, duration = 0.35}))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:662: self.enemies.arena:add(hit_particle(x, y, {v = lun:random_float(400, 500), r = self.r + lun:random_float(-math.pi/4, math.pi/4), duration = lun:random_float(0.15, 0.25)}))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:693: self.parent:add(hit_circle(self.x + 15*math.cos(self.r), self.y + 15*math.sin(self.r), {rs = 11, layer = effects_2}))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:777:emoji_text = class:class_new(object)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:778:function emoji_text:new(x, y, args)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:797:function emoji_text:update(dt)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:814:hit_effect = class:class_new(object)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:815:function hit_effect:new(x, y, args)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:821: self:add(object('hit_effect_animation'):animation('hit1', 0.03, 'once', {[0] = function() self.dead = true end}))
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:824:function hit_effect:update(dt)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:825: self.layer:draw_animation(self.hit_effect_animation, self.x, self.y, self.r, self.sx*1.35, self.sy*1.35, nil, nil, nil, nil, self.y)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:829:hit_particle = class:class_new(object)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:830:function hit_particle:new(x, y, args)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:843:function hit_particle:update(dt)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:852:function hit_particle:change_color(s, color)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:858:hit_circle = class:class_new(object)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:859:function hit_circle:new(x, y, args)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:870:function hit_circle:update(dt)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:874:function hit_circle:change_color(s, color)
Grep (merge_emojis|arena:death)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:46: - [Arena:merge_emojis](#arenamerge_emojis)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:837: self:merge_emojis(a, b, c[3], c[4])
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2588:[Omitted long matching line]
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2635:* [`arena:merge_emojis`](https://github.com/a327ex/emoji-merge/blob/main/main.lua#L742): called when two emojis of the same value collide
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:2673:The `merge_objects` table is a table that will be used to hold temporary objects whenever a merge happens. We'll get to what this means exactly when we go over the `merge_emojis` function but it's nothing too complicated. And `chain_amount` is dead code I forgot to remove.
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3839:## arena:merge_emojis
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3849: self:merge_emojis(a, b, c[3], c[4])
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3855:[Omitted long matching line]
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3858:function arena:merge_emojis(a, b, x, y)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3881: end, 'merge_emojis')
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3892:function arena:merge_emojis(a, b, x, y)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3939: end, 'merge_emojis')
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3943:[Omitted long matching line]
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3947:[Omitted long matching line]
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3953:Now, there are a few extra lines in `arena:merge_emojis`:
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3978:And my answer is that in this particular case, where you have 5000 possible different merging effects, you'd simply have a huge if/else statement inside the `arena:merge_emojis` function, each case handling each different type of merge possible as highly locally as possible. In lots of cases it would be unwise to handle what a particular effect needs to do entirely locally, so it's fine to have some things happen elsewhere, but the primary goal would be for it to happen locally.
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:3982:[Omitted long matching line]
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md:4045: for _, object in ipairs(self.merge_objects) do object:timer_cancel('merge_emojis') end
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\main.lua:557: self:merge_emojis(a, b, c[3], c[4])
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\main.lua:742:function arena:merge_emojis(a, b, x, y)
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\main.lua:765: end, 'merge_emojis')
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\main.lua:781: for _, object in ipairs(self.merge_objects) do object:timer_cancel('merge_emojis') end
Grep (weapon == \"bomb\"|weapon == \"rocket\"|weapon == \"scissors\")
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:260: elseif self.weapon == "rocket" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:469: elseif self.weapon == "bomb" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:486: elseif self.weapon == "scissors" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:613: elseif self.weapon == "bomb" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:632: elseif self.weapon == "scissors" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:643: elseif self.weapon == "rocket" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1496: elseif self.weapon == "scissors" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1502: elseif self.weapon == "bomb" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1504: elseif self.weapon == "rocket" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:54: elseif self.parent.weapon == "bomb" then
Grep (bullet:collide_with_solid|function bullet:new)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:468:function bullet:new(x, y, args)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:510:function bullet:collide_with_solid(x, y, nx, ny)
Now I have the line numbers. Let me update the documentation with file references.
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888→
889→---
890→
891→# Part 2: High-Level Composite Effects
892→
893→This section describes the composite effects that occur during game events — how multiple low-level effects combine together to create impactful moments.
894→
895→---
896→
897→## Player Events
898→
899→### Player Takes Damage
900→
901→**Source:** emojunky-one, super-emoji-box
902→
903→When the player is hit by an enemy or hazard, multiple systems activate simultaneously to create a strong "ouch" moment:
904→
905→1. **Scale feedback:** Spring pull of 0.25 on hit spring, causing player to briefly shrink
906→2. **Camera shake:** Intensity 4, duration 0.4 seconds — substantial screen shake
907→3. **Slow motion:** Time scale drops to 1x for 0.5 seconds (creates a "freeze frame" effect)
908→4. **Invincibility flicker:** Player visibility toggles every 0.05 seconds for 2 seconds total (40 flickers)
909→5. **State change:** Player emoji changes to "hit" expression for 0.25 seconds
910→6. **Sound:** Hit sound effect
911→7. **UI feedback:** Heart breaks/shakes, remaining hearts pulse if HP is low (≤3)
912→
913→The combination creates a noticeable moment where:
914→- The game briefly pauses (slow-mo)
915→- Everything shakes
916→- Player visually shrinks and flickers
917→- UI responds with breaking hearts
... [120 more lines]
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1040→3. **Visual shake:** Small random position offset (`random(0, 0.01)`) applied during charge
1041→4. **Spring pull:** Initial act spring pull of 0.1
1042→
1043→**Release Phase:**
1044→1. **Scale return:** Tweens back to 1.0 over 0.05× charge duration
1045→2. **Main spring pull:** Pull of 0.35
1046→3. **Flash:** 0.125 seconds
1047→4. **Spring shake:** Intensity 8, in firing direction, k=250, d=75
1048→5. **Muzzle effects:** HitCircle (radius 10, duration 0.35s) at muzzle position
1049→6. **Hit particles:** 2-3 particles at high velocity (400-500) in firing direction ± π/4
1050→7. **Sound:** Enemy shoot sound
1051→8. **Projectile:** Enemy bullet spawns
1052→
1053→---
1054→
1055→## Weapon Events
1056→
1057→### Gun Fire
1058→
1059→**Source:** emojunky-one
1060→
1061→A satisfying "punch" when firing:
1062→
1063→1. **Weapon spring:** Pull of 0.3 on gun spring
1064→2. **Act spring:** Pull of 0.1 on player's act spring (slight body reaction)
1065→3. **Rotation tween:** Gun rotates up (-π/4) then back over 0.2s
1066→4. **Muzzle flash:** BoomParticle spawns at muzzle position
1067→5. **Plant reaction:** Nearby plants (radius 25) receive direct force away from muzzle
1068→6. **Camera shake:** Intensity 4, duration 0.25s
1069→7. **Sound:** Shot sound
... [50 more lines]
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1125→- Hit circles spawn at projectile origin
1126→
1127→**Release:**
1128→1. **Position tween:** Weapon returns to rest position over 0.2s
1129→2. **Scale tween:** Weapon returns to 1.0
1130→3. **Speed restore:** Player max speed returns to normal
1131→4. **Particle stream stops:** Cancel particle timer
1132→
1133→### Bomb Throw
1134→
1135→**Source:** emojunky-one
1136→
1137→1. **Bomb visibility:** Alpha drops to 0
1138→2. **Alpha tween:** Returns to 1 over half cooldown
1139→3. **Act spring:** Pull of 0.1
1140→4. **Gun spring:** Pull of 0.3
1141→5. **Constant fire particles:** Fire particles spawn every 2 frames near bomb fuse
1142→6. **Projectile:** Bomb spawns with low velocity (5), arcs with gravity
1143→
1144→### Rocket Fire
1145→
1146→**Source:** emojunky-one
1147→
1148→1. **Rocket visibility:** Alpha drops to 0
1149→2. **Alpha tween:** Returns to 1 over half cooldown
1150→3. **Act spring:** Pull of 0.1
1151→4. **Gun spring:** Pull of 0.3
1152→5. **Projectile:** Rocket spawns, velocity tweens from 6× to 24× over 0.25s
1153→6. **Trail particles:** Fire particles spawn every 0.02s behind rocket (two streams)
1154→
... [50 more lines]
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1205→ - Random angular impulse (70π-80π rad/s)
1206→ - High damping (2.5)
1207→3. **Wall dagger fade:** After 0.3-0.45s, flickers (every 0.035s) 7 times then dies
1208→
1209→---
1210→
1211→## UI Events
1212→
1213→### Click/Hover Feedback
1214→
1215→**Source:** emoji-merge
1216→
1217→Interactive elements respond to mouse:
1218→
1219→**On Hover Enter:**
1220→1. **HitFX:** Spring pull of 0.125, no flash
1221→2. **Sound:** Button hover sound
1222→
1223→**On Click:**
1224→1. **HitFX:** Spring pull of 0.25, optional flash of 0.15s
1225→2. **Sound:** Button press sound
1226→3. **Optional star particles:** 2-3 stars at click position
1227→
1228→### Cascade Text Flash
1229→
1230→**Source:** emoji-merge
1231→
1232→Text chains flash in sequence:
1233→
1234→1. **Per character:** HitFX with spring pull 0.5 and flash 0.15s
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1290→All wind effects stack additively on the plant's rotation.
1291→
1292→---
1293→
1294→## Spawn/Death Events
1295→
1296→### Object Spawn with HitFX
1297→
1298→**Source:** emoji-merge
1299→
1300→Objects can have spawn effects:
1301→
1302→**With Flash:**
1303→1. **Spring pull:** 0.5 × spawn multiplier
1304→2. **Flash:** 0.3 × spawn multiplier seconds
1305→
1306→**Without Flash:**
1307→1. **Spring pull:** 0.5 × spawn multiplier
1308→2. **No flash**
1309→
1310→### Emoji Merge
1311→
1312→**Source:** emoji-merge
1313→
1314→When two emojis combine:
1315→
1316→1. **Source objects:** Begin dying (triggers death effects)
1317→2. **Merge effect objects:** Spawn at each source, tween toward merge point
1318→3. **Position tween:** Sources tween toward center point over 0.15s
1319→4. **Scale tween:** Sources scale to 0 over 0.15s
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Grep (**Code:**)
902:**Code:** `emojunky-one/entities.lua:752` (Player:hit)
923:**Code:** `emojunky-one/entities.lua:652` (Player:on_collision_enter), `super emoji box/main.lua:428` (player:collide_with_solid)
941:**Code:** `emojunky-one/entities.lua:697-726` (Player:on_collision_enter enemy branch)
956:**Code:** `emojunky-one/entities.lua:728-743` (Player:on_collision_enter Box branch)
972:**Code:** `emojunky-one/entities.lua:876` (Blob:hit), `emojunky-one/entities.lua:982` (Skull:hit), `super emoji box/main.lua:579` (enemy:enemy_hit)
988:**Code:** `emojunky-one/entities.lua:893-904` (Blob:hit death branch), `super emoji box/main.lua:597` (enemy:enemy_die)
1006:**Code:** `emojunky-one/entities.lua:883-889` (Blob:hit scissors branch), `emojunky-one/entities.lua:989-995` (Skull:hit scissors branch)
1018:**Code:** `emojunky-one/entities.lua:834-841` (Blob:update), `emojunky-one/entities.lua:949-961` (Skull:update)
1033:**Code:** `super emoji box/main.lua:647` (alien:shoot)
1060:**Code:** `emojunky-one/entities.lua:234-258` (Player:update gun branch)
1076:**Code:** `emojunky-one/entities.lua:331-369` (Player:update bow branch)
1097:**Code:** `emojunky-one/entities.lua:456-467` (Player:update dagger branch), `super emoji box/main.lua:670-697` (dagger function)
1111:**Code:** `emojunky-one/entities.lua:395-423` (Player:update spoon branch), `emojunky-one/entities.lua:424-454` (Player:update candle branch)
1136:**Code:** `emojunky-one/entities.lua:469-484` (Player:update bomb branch)
1148:**Code:** `emojunky-one/entities.lua:260-271` (Player:update rocket branch), `emojunky-one/entities.lua:1085-1091` (EmojiBullet rocket trail)
1164:**Code:** `emojunky-one/entities.lua:1382` (Bullet:on_collision_enter), `super emoji box/main.lua:510` (bullet:collide_with_solid)
1183:**Code:** `emojunky-one/entities.lua:1136` (EmojiBullet:on_collision_enter)
1196:**Code:** `super emoji box/main.lua:527-536` (bullet:collide_with_solid dagger branch), `super emoji box/main.lua:699-728` (wall_dagger class)
1216:**Code:** `emoji-merge-main/main.lua:393-398` (arena update pointer check), `emoji-merge-main/main.lua:1488-1491` (button update)
1232:**Code:** `emoji-merge-main/main.lua:1077-1083` (text_chain:flash_text)
1243:**Code:** `emojunky-one/ui.lua:1` (InfoText class), `super emoji box/main.lua:777-811` (emoji_text class)
1260:**Code:** `emojunky-one/decorations.lua:63-89` (PlantForce methods), `emojunky-one/decorations.lua:90` (Plant class), `super emoji box/main.lua:955-1060` (plant function with wind methods)
1299:**Code:** `emoji-merge-main/main.lua:1660-1661` (emoji_particle spawn), `emoji-merge-main/main.lua:1724-1725` (emoji spawn)
1314:**Code:** `emoji-merge-main/main.lua:742-765` (arena:merge_emojis), `emoji-merge-main/main.lua:1637-1646` (emoji_merge_effect class)
1327:**Code:** `emoji-merge-main/main.lua:806-815` (arena death sequence)
I've added file and line number references to all 25 high-level composite effects in the documentation. Here's a summary of what was added:
Player Events (4 effects):
- Player Takes Damage →
emojunky-one/entities.lua:752 - Player Lands from Jump →
emojunky-one/entities.lua:652,super emoji box/main.lua:428 - Player Stomps on Enemy →
emojunky-one/entities.lua:697-726 - Player Collects Item →
emojunky-one/entities.lua:728-743
Enemy Events (5 effects):
- Enemy Takes Damage →
emojunky-one/entities.lua:876,:982,super emoji box/main.lua:579 - Enemy Death →
emojunky-one/entities.lua:893-904,super emoji box/main.lua:597 - Enemy Cut by Scissors →
emojunky-one/entities.lua:883-889,:989-995 - Enemy Power-Up →
emojunky-one/entities.lua:834-841,:949-961 - Enemy Attack (Alien Shoot) →
super emoji box/main.lua:647
Weapon Events (6 effects):
- Gun Fire →
emojunky-one/entities.lua:234-258 - Bow Fire →
emojunky-one/entities.lua:331-369 - Dagger Throw →
emojunky-one/entities.lua:456-467,super emoji box/main.lua:670-697 - Spoon/Candle Channeled →
emojunky-one/entities.lua:395-454 - Bomb Throw →
emojunky-one/entities.lua:469-484 - Rocket Fire →
emojunky-one/entities.lua:260-271,:1085-1091
Projectile Events (3 effects):
- Bullet Hits Wall →
emojunky-one/entities.lua:1382,super emoji box/main.lua:510 - Bullet Hits Enemy →
emojunky-one/entities.lua:1136 - Dagger Hits Wall →
super emoji box/main.lua:527-536,:699-728
UI Events (3 effects):
- Click/Hover Feedback →
emoji-merge-main/main.lua:393-398,:1488-1491 - Cascade Text Flash →
emoji-merge-main/main.lua:1077-1083 - Damage Number Float →
emojunky-one/ui.lua:1,super emoji box/main.lua:777-811
Environment Events (1 effect):
- Plant Wind Reaction →
emojunky-one/decorations.lua:63-89,:90,super emoji box/main.lua:955-1060
Spawn/Death Events (3 effects):
- Object Spawn with HitFX →
emoji-merge-main/main.lua:1660-1661,:1724-1725 - Emoji Merge →
emoji-merge-main/main.lua:742-765,:1637-1646 - Game Over Death Cascade →
emoji-merge-main/main.lua:806-815
Particle Classes (reference block):
- All particle class locations listed at the start of the Particle Spawning Patterns section
Perfect. Now I'm going to describe all the effects I want to add to Emoji Ball Battles. You will match what I described to what can be reused from all the effects you just listed in that file. After matching, you will create an interim section in the implementation plan (before the next one), and this section will contain an implementation plan to implement all those effects as well as the required changes to both the Engine and Framework. You will order the plan such that things follow a logical implementation path. Ask me questions if you have them before doing the whole task. Now the description of effects:
When weapons or balls hit each other, the game will either slow down a small amount of time, or most objects (except visual effects) will stop a little, creating a "frame stop" effect to add weight to the collision
When balls hit each other, their spring will be pulled a little, stars will spawn around the collision point
When a weapon hits a ball, the ball that takes damage will have its spring pulled and flash
When weapons hit each other or when a weapon hits a ball, the animation effect will play at the collision point, this requires an animation module in the Framework and the ability to read spritesheets from the Engine
When weapons hit each other they will flash (to be tested)
Plants will be added to the bottom of the arena and both balls and weapons will interact and apply forces to them, we must refactor the old plant system so that the new one is significantly simpler implementation-wise
When balls hit the bottom of the arena they will squish as though they landed from a jump
When balls get unstuck after being stuck sliding on the floor, they will squish as though they jumped, and a dash effect will play
Camera shakes are to be tested, might be too much to apply them on every collision
Handcam effect to be tested to make the arena wobble a little and give some motion to an otherwise static game
I think this is it. I may be forgetting some but this is fine for now.
Good list. I have a few questions before creating the implementation plan:
Frame stop vs slow-mo: You mentioned two options - "slow down a small amount of time" OR "objects stop a little (frame stop)". These are different:
- Slow-mo: Scale dt globally (like the reference games do with
slow(1, 0.5)) - everything moves slower including effects - Frame stop (hitstop): Most game objects freeze for a few frames while visual effects continue playing normally
Frame stop gives more "impact weight" but is more complex to implement (need to flag which objects freeze). Which do you want, or both to test?
- Slow-mo: Scale dt globally (like the reference games do with
Animation spritesheet: For the hit effect animation at collision points:
- Do you have a spritesheet ready, or should I just ensure the system can load one when you provide it?
- What format - single horizontal row of frames, or a grid?
- The reference uses 96x48 total for the hit effect with
animation_frames('hit1', 'hit1', 96, 48)
Plant simplification: You want a significantly simpler plant system. The reference has 4 types of wind force:
- Constant wind (ambient sine wave sway)
- Random wind stream (area gusts)
- Moving force (entity passing through)
- Direct force (impacts from landing/weapons)
Do you want just one or two of these? My suggestion would be: constant ambient sway + direct force from nearby impacts. Drop the complex velocity-based "moving through" detection.
"Stuck sliding" detection: When balls get unstuck after sliding - how does the game currently detect this? Is there existing logic, or should I add detection for "ball was moving slowly along floor, then got knocked upward"?
Star particles: Do you want to reuse the existing star emoji, or should stars be simple geometric shapes (like white rectangles that shrink)?
- Both. 2. I have it in assets/hit1.png, I believe it's still 96, 48 per frame. It's a horizontal spritesheet, but we should support both, we should also support padding. The animation system itself needs to be rethought to work with Anchor. The old one has a few complexities that need to be reasoned about more carefully, so you may defer details about it in the plan. 3. I want all four. We may test if they don't feel different enough and then remove any that feel redundant later. But I do want the code in general to be simplified, which I believe is possible. 4. There is existing logic and a place where it happens. Slotting the effect into the game is easy and you shouldn't worry about it. 5. Reuse the emoji, it's already in assets/star.png.
Let me read the current implementation plan to understand its structure and find the right place to insert this section.
Read (E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md)
1→# Emoji Ball Battles - Implementation Plan
2→
3→## Philosophy
4→
5→This plan follows the **beginning/end/constraint** framework:
6→
7→1. **Beginning**: Get the moment-to-moment combat working
8→2. **End**: Validate power fantasies by implementing actual classes/weapons/items and testing broken builds
9→3. **Middle**: Only then build the meta loop (draft, evolution, etc.) — planned after Phase 2 findings
10→
11→---
12→
13→## Architecture Principles
14→
15→### Single File
16→
17→The entire codebase lives in `main.yue`. No separate modules, no `game/` or `data/` folders.
18→
19→```
20→emoji-ball-battles/
21→├── main.yue -- everything
22→├── anchor/ -- framework classes
23→├── assets/
24→│ ├── emoji/ -- emoji sprites (later)
25→│ └── sounds/ -- sound effects (later)
26→└── reference/
27→ └── implementation-plan.md
28→```
29→
30→### Locality
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Now I understand the structure. I'll create a new section "Phase 1B: Visual Effects" to be inserted between Phase 1 and Phase 2. Let me write the implementation plan.
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Grep (^## |^### )
3:## Philosophy
13:## Architecture Principles
15:### Single File
30:### Locality
70:### Rules-Based Logic
89:## Object Tree Structure
106:## Phase 1: Beginning (Basic Combat)
108:### 1.1 Arena Setup ✓
124:### 1.2 Ball with Physics ✓
141:### 1.2.1 Collision Energy System ✓
182:### 1.3 Weapon Attachment ✓
208:### 1.4 Damage System
227:### 1.5 HP and Death
239:### 1.6 Fight Flow (Rules-Based)
270:### 1.7 Restart Mechanism
284:## Phase 1B: Visual Effects
288:### Reference Documentation
307:### 1B.1 Engine: Time Scale Support
326:### 1B.2 Engine: Spritesheet Support
351:### 1B.3 Framework: Slow-Mo System
376:### 1B.4 Framework: Hitstop/Frame-Stop System
408:### 1B.5 Framework: Animation Class
442:### 1B.6 Framework: Star Particle
480:### 1B.7 Framework: Dash Particle
509:### 1B.8 Framework: Hit Effect (Animation)
536:### 1B.9 Framework: Plant System (Simplified)
622:### 1B.10 Game Integration: Ball Effects
664:### 1B.11 Game Integration: Collision Effects
714:### 1B.12 Game Integration: Camera & Plants
740:### 1B.13 Implementation Order
... [14 more lines]
I've added Phase 1B: Visual Effects to the implementation plan. Here's a summary of what's included:
Reference Mapping (1B.0):
- Table linking each effect to source code in the reference documentation
Engine Changes (to add to ENGINE_WANTS.md):
- 1B.1: Time scale API for slow-mo
- 1B.2: Spritesheet loading with frame drawing (supports horizontal strips, padding)
Framework Additions (13 sections):
- 1B.3: Slow-mo system (tween time_scale down then recover)
- 1B.4: Hitstop/frame-stop system (freeze flagged objects while effects continue)
- 1B.5: Animation class (deferred details, core interface sketched)
- 1B.6: Star particle (reuses
star.png, fades out over 0.4-0.6s) - 1B.7: Dash particle (needs
dash.png) - 1B.8: Hit effect (plays
hit1.pngspritesheet animation) - 1B.9: Plant system (simplified but keeps all 4 wind types with cleaner code)
Game Integration:
- 1B.10: Ball modifications (spring/flash/squash)
- 1B.11: Collision effects (ball-ball, weapon-ball, weapon-weapon)
- 1B.12: Camera shake & handcam testing, plant spawning
- 1B.13: Implementation order with dependencies
Implementation Order Summary:
- Engine batch (time scale + spritesheet) → add to ENGINE_WANTS.md
- Framework: slow-mo → hitstop → animation → particles → plants
- Game: ball modifications → collision handlers → camera tuning
Assets needed:
assets/star.png✓ (exists)assets/hit1.png✓ (exists)assets/dash.png— need to add- Plant emojis — need to add
This seems good, thank you.
You're welcome. The plan is ready in docs/IMPLEMENTATION_PLAN.md. When you're ready to start implementing, the logical first step would be adding the engine requirements (time scale and spritesheet support) to docs/ENGINE_WANTS.md so they can be batched into an Engine Mode session.