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.
Opus 4.5
[Think]
The user wants me to analyze three emoji game projects in the reference/ folder to document all visual effects/juice used in them. Before starting, I should ask clarifying questions to make sure I understand the task correctly.
Let me think about what questions I need to ask:
1. Output format - should this be a markdown file in reference/? What structure do they want?
2. Level of detail - how granular should I be? Should I include code snippets for each effect?
3. The three folders - I should verify what they're called exactly
4. Translation to Anchor - should I include full working code or pseudocode?
5. Categorization - how should I organize the effects? By type (particles, screen shake, flashes)? By game? By when they trigger?
Let me formulate good questions using AskUserQuestion.
I have several questions before starting this task.
AskUserQuestion (Where should I output the documentation? A single markdown file in reference/, o...)
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.
[Think]
Good, I have my answers:
1. Single markdown file in reference/
2. Organization is up to me
3. Full working code for Anchor translations
4. Include borderline effects like knockback, hitstop, slow-mo, camera effects
Before I start, let me verify what folders exist in reference/ and also read the framework API so I understand how to translate effects properly. I should also let the user give final instructions before I begin.
Actually, the user said "Once you have no more questions, give me a turn before starting the work so I can give you your final instructions." So I should summarize what I understand and wait for their go-ahead.
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.
[Think]
The user wants me to be very careful and thorough. Let me start by:
1. First reading the Framework API docs to understand the current Anchor API
2. Then exploring each of the three game folders to understand their structure
3. Going through each game systematically to document all effects
Let me start by reading the framework documentation.
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_QUICK.md)
1→# Framework API Quick Reference
2→
3→Function signatures for YueScript framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4→
5→## Initialization
6→
7→```
8→require('anchor')
9→ width: 640 -- game resolution width (default: 480)
10→ height: 360 -- game resolution height (default: 270)
11→ title: "My Game" -- window title (default: "Anchor")
12→ scale: 2 -- initial window scale (default: 3)
13→ vsync: true -- vertical sync (default: true)
14→ fullscreen: false -- start fullscreen (default: false)
15→ resizable: true -- window resizable (default: true)
16→ filter: "rough" -- "rough" or "smooth" (default: "rough")
17→```
18→
19→## Root Object (an)
20→
21→### Engine State (Static)
22→```
23→an.width -> int -- game resolution width
24→an.height -> int -- game resolution height
25→an.dt -> number -- fixed delta time (1/120)
26→an.platform -> string -- "web" or "windows"
27→```
28→
29→### Engine State (Dynamic - updated every frame)
30→```
... [562 more lines]
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]
[Think]
Good, I've read the Framework API documentation. Now I understand the current Anchor API. Let me explore the reference folders to understand the structure of each game project.
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/
[Think]
I see the three game folders:
1. emojunky-one/
2. emoji-merge-main/
3. super emoji box/
Let me explore each one to understand their structure.
Bash (ls -la "E:/a327ex/emoji-ball-battles/reference/emojunky-one/")
total 244
drwxr-xr-x 1 adn 197121 0 Jan 21 17:29 ./
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 ../
-rw-r--r-- 1 adn 197121 45218 May 24 2020 aika.lua
-rw-r--r-- 1 adn 197121 5309 May 23 2020 decorations.lua
-rw-r--r-- 1 adn 197121 67942 May 22 2020 entities.lua
drwxr-xr-x 1 adn 197121 0 Jan 21 17:29 love/
-rw-r--r-- 1 adn 197121 11874 May 15 2020 main.lua
-rw-r--r-- 1 adn 197121 7444 May 15 2020 maps.lua
-rw-r--r-- 1 adn 197121 13411 May 12 2020 particles.lua
drwxr-xr-x 1 adn 197121 0 Jan 21 17:29 res/
-rw-r--r-- 1 adn 197121 12894 Dec 12 2019 ripple.lua
-rw-r--r-- 1 adn 197121 832 May 14 2020 statics.lua
-rw-r--r-- 1 adn 197121 1159 May 14 2020 todo
-rw-r--r-- 1 adn 197121 5846 May 14 2020 ui.lua
Bash (ls -la "E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/")
total 477
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 ./
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 ../
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 anchor/
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 assets/
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 bin/
drwxr-xr-x 1 adn 197121 0 Jan 21 17:30 builds/
-rw-r--r-- 1 adn 197121 43 Feb 23 2024 conf.lua
-rw-r--r-- 1 adn 197121 1063 Feb 23 2024 LICENSE
-rw-r--r-- 1 adn 197121 84065 Feb 23 2024 main.lua
-rw-r--r-- 1 adn 197121 356052 Feb 23 2024 README.md
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/
[Think]
I have a good understanding of the folder structure now. Let me create a todo list for this task and start reading through each game systematically.
The three games are:
1. **emojunky-one** - Lua files: main.lua, entities.lua, decorations.lua, particles.lua, ui.lua, etc. This is the oldest and uses LÖVE framework directly.
2. **emoji-merge-main** - Uses proto-Anchor (has anchor/ folder), main.lua is 84KB
3. **super emoji box** - Also uses proto-Anchor (has lun/ folder), main.lua is ~45KB
Let me create a todo list and start reading the files.
TodoWrite (4 todos)
- [in_progress] Read and understand emojunky-one game effects
- [pending] Read and understand emoji-merge-main game effects
- [pending] Read and understand super emoji box game effects
- [pending] Compile all effects into single documentation file with Anchor translations
[Think]
Now let me start reading the emojunky-one files. I'll start with the main files that likely contain effects: particles.lua, decorations.lua, entities.lua, and main.lua.
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]
[Think]
This is great, I'm seeing a lot of particle effects in emojunky. Let me continue reading the rest of the particles.lua file, and then move to decorations.lua and entities.lua.
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]
[Think]
This is interesting - this shows plant decoration effects that respond to wind forces. Let me continue reading the rest of decorations.lua and then move to the entities.lua file which is likely the largest.
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.
[Think]
The entities.lua file is very large. I need to read it in chunks.
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]
[Think]
This is very rich with effects! Let me continue reading more of the entities.lua file to capture all the effects. I can see springs, particles, tweens, and various weapon effects.
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]
[Think]
I'm seeing a lot of great effects. Let me continue reading the rest of the entities.lua file.
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]
[Think]
I'm seeing a lot of great content. Let me continue reading the rest of the entities.lua file to capture all the effects. Let me also read the main.lua and ui.lua files.
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]
[Think]
Good, I'm nearing the end of entities.lua. Let me read the ui.lua and main.lua files to capture any additional effects.
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]
[Think]
Great, I've captured the ui.lua effects. Now let me read the main.lua to capture any global effects or camera-related effects.
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]
[Think]
I've now read all the main files from emojunky-one. Let me also check the aika.lua file which seems to be a utility library that might contain camera shake and other effects. Then I'll move on to the other two games.
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]
[Think]
Let me continue reading the rest of aika.lua to get the camera, timer, and spring classes.
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]
[Think]
Let me continue reading the rest of aika.lua to get the Camera and Spring classes.
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]
[Think]
Let me continue reading the last part of aika.lua to get the Camera class.
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]
[Think]
I've now captured all the effects from emojunky-one. Let me update the todo list and move on to the emoji-merge-main game.
TodoWrite (4 todos)
- [completed] Read and understand emojunky-one game effects
- [in_progress] Read and understand emoji-merge-main game effects
- [pending] Read and understand super emoji box game effects
- [pending] Compile all effects into single documentation file with Anchor translations
[Think]
Now let me read the emoji-merge-main game. It has a main.lua file which is 84KB. Let me start reading it in chunks.
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]
[Think]
This is great - I'm seeing the emoji-merge game structure. Let me continue reading to find all the effects (particles, springs, flashes, etc).
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]
[Think]
Let me continue reading to find more effects in emoji-merge.
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]
[Think]
Let me continue reading the emoji-merge main.lua to capture more effects like emoji_collider, emoji, emoji_particle, emoji_merge_effect, etc.
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]
[Think]
Good, I've captured most of the effects from emoji-merge. Let me also check if there's anything important in the anchor.lua file for the framework used in this game, and then move on to super emoji box.
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]
[Think]
Let me read the hitfx, shake, slow, and flash files from the emoji-merge anchor folder to understand how those effects work.
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor/hitfx.lua)
1→-- Whenever an object is interacted with it's a good idea to either pull on a spring attached to its scale, or to flash it to signal that the interaction went through.
2→-- This is a combination of both springs and flashes put together to create that effect.
3→local hitfx = class:class_new()
4→function hitfx:hitfx_init()
5→ self.springs = {}
6→ self.flashes = {}
7→ self:hitfx_add('main', 1, nil, nil, 0.15)
8→ table.insert(main.hitfx_objects, self)
9→ return self
10→end
11→
12→function hitfx:hitfx_update(dt)
13→ if not self.hitfx_recently then return end
14→ if main.time - self.hitfx_recently > self.hitfx_duration then self.hitfx_recently = nil end
15→ for _, spring in pairs(self.springs) do spring:spring_update(dt) end
16→ for _, flash in pairs(self.flashes) do flash:flash_update(dt) end
17→end
18→
19→-- Sets a new hit effect with the given name and with the given variables.
20→-- x, k and d correspond to spring struct variables, while flash_duration corresponds to how long the flash should last for in seconds.
21→-- self:hitfx_add('hit', 1, nil, nil, 0.15)
22→-- To get the spring's or flashes' value you would access it through self.hitfx.springs.hit.x or self.hitfx.flashes.hit.f.
23→-- .x is the spring value, while .f is a boolean that says if it's currently flashing or not.
24→function hitfx:hitfx_add(name, x, k, d, flash_duration)
25→ self.springs[name] = spring(x, k, d)
26→ self.flashes[name] = flash(flash_duration)
27→end
28→
29→-- Uses both the spring and flash effect, or either one of them alone depending on the arguments passed.
30→-- self:hitfx_add must have been called first with the given effect name.
... [18 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor/shake.lua)
1→local __shake = class:class_new()
2→function __shake:new(amplitude, duration, frequency)
3→ self.amplitude = amplitude or 0
4→ self.duration = duration or 0
5→ self.frequency = frequency or 60
6→ self.samples = {}
7→ for i = 1, (self.duration/1000)*self.frequency do self.samples[i] = 2*math.random()-1 end
8→ self.ti = main.time*1000
9→ self.t = 0
10→ self.shaking = true
11→end
12→
13→function __shake:get_noise(s)
14→ return self.samples[s] or 0
15→end
16→
17→function __shake:get_decay(t)
18→ if t > self.duration then return end
19→ return (self.duration - t)/self.duration
20→end
21→
22→function __shake:get_amplitude(t)
23→ if not t then
24→ if not self.shaking then return 0 end
25→ t = self.t
26→ end
27→ local s = (t/1000)*self.frequency
28→ local s0 = math.floor(s)
29→ local s1 = s0 + 1
30→ local k = self:get_decay(t)
... [90 more lines]
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor/spring.lua)
1→-- See this article https://github.com/a327ex/blog/issues/60 for more details.
2→-- The arguments passed in are: the initial value of the spring, its stiffness and damping.
3→local spring = class:class_new()
4→function spring:spring_init(x, k, d)
5→ self.x = x or 0
6→ self.k = k or 100
7→ self.d = d or 10
8→ self.target_x = x or 0
9→ self.v = 0
10→ return self
11→end
12→
13→function spring:spring_update(dt)
14→ local a = -self.k*(self.x - self.target_x) - self.d*self.v
15→ self.v = self.v + a*dt
16→ self.x = self.x + self.v*dt
17→end
18→
19→-- Pull the spring with a certain amount of force. This force should be related to the initial value you set to the spring.
20→function spring:spring_pull(f, k, d)
21→ if k then self.k = k end
22→ if d then self.d = d end
23→ self.x = self.x + f
24→end
25→
26→-- Animates the spring such that it reaches the target value in a smoothy springy motion.
27→-- Unlike pull, which tugs on the spring so that it bounces around the anchor, this changes that anchor itself.
28→function spring:spring_animate(x, k, d)
29→ if k then self.k = k end
30→ if d then self.d = d end
... [5 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→
[Think]
Good, I've captured the key effect systems from emoji-merge. Let me now also check the camera.lua to see if there's camera shake there.
Read (E:/a327ex/emoji-ball-battles/reference/emoji-merge-main/anchor/camera.lua)
1→-- This mixins handles drawing of the game world through a viewport and the functions needed to make that happen.
2→-- The arguments passed in are:
3→-- x, y - the camera's position in world coordinates, the camera is always centered around its x, y coordinates
4→-- w, h - the camera's size, generally this should be main.w, main.h
5→local camera = class:class_new()
6→function camera:camera_init(x, y, w, h)
7→ self.x, self.y = x or 0, y or 0
8→ self.r, self.sx, self.sy = 0, 1, 1
9→ self.w, self.h = w or main.w, h or main.h
10→ self.parallax_base_pos = vec2(0, 0)
11→ self.mouse = vec2(0, 0)
12→ self.last_mouse = vec2(0, 0)
13→ self.mouse_dt = vec2(0, 0)
14→ self.impulse = vec2(0, 0)
15→ self.impulse_damping = 0.9
16→ return self
17→end
18→
19→-- Attaches the camera, meaning all further draw operations will be affected by its transform.
20→-- Accepts two values that go from 0 to 1 that represent how much parallaxing there should be for the next operations.
21→-- A value of 1 means no parallaxing, meaning the elements drawn will move at the same rate as all other elements, while a value of 0 means maximum parallaxing, which means the elements won't move at all.
22→function camera:camera_attach(parallax_x, parallax_y)
23→ self.parallax_base_pos:vec2_set(self.x, self.y)
24→ self.x = self.parallax_base_pos.x*(parallax_x or 1)
25→ self.y = self.parallax_base_pos.y*(parallax_y or parallax_x or 1)
26→ local shake_x, shake_y = 0, 0
27→ if self.shake_amount then shake_x, shake_y = self.shake_amount.x, self.shake_amount.y end
28→ self.x, self.y = self.x + shake_x, self.y + shake_y
29→ love.graphics.push()
30→ love.graphics.translate(self.w/2, self.h/2)
... [102 more lines]
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→
[Think]
I've captured all the relevant effect systems from emoji-merge. Let me mark the task as complete and move on to super emoji box.
TodoWrite (4 todos)
- [completed] Read and understand emojunky-one game effects
- [completed] Read and understand emoji-merge-main game effects
- [in_progress] Read and understand super emoji box game effects
- [pending] Compile all effects into single documentation file with Anchor translations
[Think]
Now let me read the super emoji box game.
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]
[Think]
Let me continue reading the super emoji box main.lua to capture more effects.
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]
[Think]
Let me continue reading the rest of super emoji box main.lua to capture all effects.
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]
[Think]
I've now captured all the effects from the three games:
1. **emojunky-one** - Lua LÖVE framework (oldest)
2. **emoji-merge-main** - proto-Anchor framework
3. **super emoji box** - proto-Anchor framework (lun)
Let me now also read the current Anchor framework files to ensure I can correctly translate the effects. I should read the framework files to understand the exact API.
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]
[Think]
I've now read through all three games and the Anchor Framework API. I have a comprehensive understanding of all the effects used. Now I need to compile this into a single documentation file with:
1. All effects organized by type
2. Each effect's description - when it happens, what it does
3. Full working Anchor code for each effect
Let me update the todo list and start writing the documentation file.
TodoWrite (4 todos)
- [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
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.
[Think]
Looking at the summary, I was in the middle of compiling all the effects documentation into a single markdown file. I had read through all three reference game codebases (emojunky-one, emoji-merge-main, super emoji box) and was about to write the comprehensive documentation file.
Let me continue with that task. I need to create a thorough documentation file that:
1. Documents every visual effect from all three games
2. Describes when each effect triggers
3. Provides all parameters (spring values, durations, etc.)
4. Translates each effect to working Anchor YueScript code
I should re-read the key files to make sure I have all the details fresh, then write the documentation file. Since the context was compacted, I may need to re-read some of the reference files to ensure accuracy.
Let me start by re-reading the key files from each game to refresh my memory of the specific effect implementations, then compile the documentation.
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\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\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\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]
[Think]
Good, I've got particles.lua and aika.lua. entities.lua is too large. Let me read it in chunks.
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)
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)
530→ end
... [470 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]
[Think]
Good, I have enough from emojunky-one. Now let me read the emoji-merge files and super emoji box files.
Now let me read the emoji-merge and super emoji box reference files.
Read (E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\anchor\hitfx.lua)
1→-- Whenever an object is interacted with it's a good idea to either pull on a spring attached to its scale, or to flash it to signal that the interaction went through.
2→-- This is a combination of both springs and flashes put together to create that effect.
3→local hitfx = class:class_new()
4→function hitfx:hitfx_init()
5→ self.springs = {}
6→ self.flashes = {}
7→ self:hitfx_add('main', 1, nil, nil, 0.15)
8→ table.insert(main.hitfx_objects, self)
9→ return self
10→end
11→
12→function hitfx:hitfx_update(dt)
13→ if not self.hitfx_recently then return end
14→ if main.time - self.hitfx_recently > self.hitfx_duration then self.hitfx_recently = nil end
15→ for _, spring in pairs(self.springs) do spring:spring_update(dt) end
16→ for _, flash in pairs(self.flashes) do flash:flash_update(dt) end
17→end
18→
19→-- Sets a new hit effect with the given name and with the given variables.
20→-- x, k and d correspond to spring struct variables, while flash_duration corresponds to how long the flash should last for in seconds.
21→-- self:hitfx_add('hit', 1, nil, nil, 0.15)
22→-- To get the spring's or flashes' value you would access it through self.hitfx.springs.hit.x or self.hitfx.flashes.hit.f.
23→-- .x is the spring value, while .f is a boolean that says if it's currently flashing or not.
24→function hitfx:hitfx_add(name, x, k, d, flash_duration)
25→ self.springs[name] = spring(x, k, d)
26→ self.flashes[name] = flash(flash_duration)
27→end
28→
29→-- Uses both the spring and flash effect, or either one of them alone depending on the arguments passed.
30→-- self:hitfx_add must have been called first with the given effect name.
... [18 more lines]
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]
[Think]
Now let me read the super emoji box main.lua.
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]
[Think]
I have a good understanding of the effects now. Let me now write the comprehensive documentation file.
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
[Think]
Now let me update the todo list to mark the task as completed.
TodoWrite (4 todos)
- [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
- [completed] Compile all effects into single documentation file with Anchor translations
[Think]
The documentation is complete. Let me provide a summary to the user.
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.
[Think]
The user wants me to read the engine API and compare it against the effects documentation to identify what functions are missing - both at the engine level (C code) and framework level (YueScript wrappers).
Let me read the engine API documentation first, then cross-reference with what effects need.
Let me read the engine API documentation and the current framework to identify gaps.
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]
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]
[Think]
Now I need to analyze what the effects documentation requires vs what the engine and framework currently provide. Let me check the framework source files to see what's actually implemented.
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
[Think]
Good. Now let me read some of these to see what's there. I particularly want to check:
1. shake.yue - for camera shake effects
2. spring.yue - for spring effects
3. layer.yue - for flash/drawing effects
4. timer.yue - for time-based effects
Let me also check the engine API quick reference to see the full list of C functions.
Read (E:\a327ex\emoji-ball-battles\anchor\shake.yue)
1→global *
2→
3→--[[
4→ Shake child object for camera shake effects.
5→
6→ Usage:
7→ an.camera\add shake!
8→ an.camera.shake\trauma 0.5, 0.3
9→
10→ Shake is added as a child of camera. It implements get_transform() which
11→ camera calls to collect effects from all children.
12→
13→ Shake types:
14→ trauma - Perlin noise based, accumulates and decays
15→]]
16→class shake extends object
17→ --[[
18→ Creates a new shake container.
19→
20→ Usage:
21→ an.camera\add shake!
22→
23→ Behavior:
24→ - Automatically named 'shake' and accessible as parent.shake
25→ - Initializes trauma system
26→ ]]
27→ new: =>
28→ super 'shake'
29→ @trauma_instances = {}
30→ @trauma_amplitude = {x: 24, y: 24, rotation: 0.2, zoom: 0.2}
... [310 more lines]
Read (E:\a327ex\emoji-ball-battles\anchor\spring.yue)
1→global *
2→
3→--[[
4→ Spring child object for damped spring animations.
5→
6→ Usage:
7→ @\add spring!
8→ @spring\add 'scale', 1, 5, 0.5 -- 5 Hz, moderate bounce
9→ @spring\pull 'scale', 0.5
10→
11→ Spring is added as a child object. When the parent dies, the spring dies automatically.
12→ A default 'main' spring at value 1 is created on construction.
13→
14→ Springs are accessed directly: @spring.main.x, @spring.scale.x
15→
16→ Spring methods:
17→ add - Add a named spring with frequency/bounce
18→ pull - Apply impulse to a spring
19→ set_target - Change resting point
20→ at_rest - Check if spring has settled
21→]]
22→class spring extends object
23→ --[[
24→ Creates a new spring container with default 'main' spring.
25→
26→ Usage:
27→ @\add spring!
28→
29→ The spring is automatically named 'spring' and accessible as @spring on the parent.
30→ A 'main' spring at value 1 is created by default (0.3s duration, 0.5 bounce).
... [121 more lines]
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]
[Think]
Now I have a good understanding of what exists. Let me analyze the gaps between what the effects documentation requires and what's currently available.
**Current Framework:**
- Spring: ✅ Has add, pull, set_target, at_rest - fully implemented
- Shake: ✅ Has trauma, push, shake, sine, square, handcam - fully implemented
- Layer: ✅ Has rectangle, circle, image, text, push, pop, blend modes, shaders
- Timer: Need to check but likely has tween, after, every, etc.
**What the effects need:**
1. **Flash Effect** - The layer\image function already has a `flash` parameter! This is good. But looking at the code more carefully:
- `layer\image image, x, y, color, flash` - takes a flash color parameter
- The reference games used a "combine" shader to flash things white
2. **Animation System** - The reference games had frame-based animations (hit1 animation in super emoji box). The engine API shows `lun:animation_frames('hit1', 'hit1', 96, 48)` which creates animation frames. I need to check if this exists in Anchor.
3. **Slow Motion / Time Scale** - The reference games scaled dt for slow-mo effects. Need to check if there's a time scale function. The engine API mentions `audio_set_master_pitch` for audio slow-mo but not game time scale.
4. **Math utilities** - Need math.angle for calculating angles from normals, math.bounce for reflecting angles, math.distance, math.sign (but engine has random_sign), etc.
Let me check what's in the math extension file and timer.
Let me check the math extensions and timer to see what utilities exist.
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]
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]
[Think]
Now I have a comprehensive understanding of what exists. Let me compile the analysis of what's missing.
**What the effects documentation requires vs what exists:**
## ENGINE LEVEL (C code):
**Already have:**
- layer_draw_texture with flash parameter ✅
- Perlin noise ✅
- Random functions ✅
- All physics queries ✅
- Audio functions ✅
**Missing at engine level:**
1. **Time scale** - No engine function to scale game time. Reference games used a multiplier on dt. Would need:
- `engine_set_time_scale(scale)`
- `engine_get_time_scale() -> number`
2. **Animation system** - The reference games used frame-based animations (`lun:animation_frames`). Current engine/framework doesn't have this. Would need:
- Animation frame registration
- Animation state machine (current frame, play mode, callback on complete)
- Layer drawing for animations
3. **Audio pitch for slow-mo** - The engine has `audio_set_master_pitch` but I should verify this exists for slow-mo feel.
## FRAMEWORK LEVEL (YueScript):
**Already have:**
- Spring system ✅ (full implementation)
- Shake system ✅ (trauma, push, shake, sine, square, handcam)
- Timer system ✅ (after, every, during, tween, watch, when, cooldown)
- Layer drawing with flash ✅
- Math utilities ✅ (lerp, lerp_dt, lerp_angle, clamp, remap, loop, length, sign)
- Easing functions ✅ (all of them)
**Missing at framework level:**
1. **math.angle(x, y)** or **math.angle_from_vector(x, y)** - Get angle from vector components (atan2 wrapper)
2. **math.angle_to_point(x1, y1, x2, y2)** - Get angle between two points
3. **math.distance(x1, y1, x2, y2)** - Euclidean distance between two points
4. **math.normalize(x, y)** - Normalize a vector
5. **math.bounce(angle, normal_x, normal_y)** - Reflect an angle off a surface normal (used for bouncing projectiles)
6. **math.snap(value, grid)** - Snap value to nearest grid point (used for snapping rotation back to 0)
7. **math.damping(factor, target, dt, value)** - Similar to lerp_dt but simpler interface
8. **Animation class** - Need to build out frame-based animation support with state tracking and completion callbacks
. Should handle different play modes like 'once', 'loop', and 'pingpong', manage current frame position, and allow speed adjustments. Can also trigger callbacks when reaching specific frames or finishing.
9. **HitFX pattern** - A convenience wrapper combining springs and flash effects for hit feedback, though this is more of a common pattern than a required system since the underlying components already exist separately.
10. **Plant/Wind system** - The wind physics simulation with constant, random, and moving forces is fairly specialized to this game's needs.
11. **Global time scale** - Need a way to uniformly adjust game speed that affects both timers and physics calculations.
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
[Think]
I've completed the analysis. Let me provide a summary to the user.
TodoWrite (5 todos)
- [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
- [completed] Compile all effects into single documentation file with Anchor translations
- [completed] Analyze API gaps between effects documentation and current Anchor
[Think]
I've completed all the tasks. Let me summarize for the user.
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.
[Think]
The user wants me to add the math utilities to anchor/math.yue. Let me read the current file first to see where to add them, then add the new functions.
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]
[Think]
Now I'll add the new math utilities after the existing utility functions (after `math.remap` around line 215, before the easing functions start at line 217). I'll update the header comment to include the new functions too.
Edit (E:\a327ex\emoji-ball-battles\anchor\math.yue)
The file E:\a327ex\emoji-ball-battles\anchor\math.yue has been updated successfully.
[Think]
Now I need to add the actual function implementations after `math.remap` and before the easing functions.
Edit (E:\a327ex\emoji-ball-battles\anchor\math.yue)
The file E:\a327ex\emoji-ball-battles\anchor\math.yue has been updated successfully.
[Think]
Now let me also update the FRAMEWORK_API_QUICK.md to include these new functions so the documentation stays in sync.
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]
[Think]
I need to update the Math Extensions section to include the new functions. I'll edit the Utility section.
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.
[Think]
The math utilities have been added. Let me verify the changes compiled correctly by running the game.
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
[Think]
Let me check the output to see if it compiled correctly.
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]
[Think]
The game compiled and runs correctly. The math utilities have been added successfully. Let me kill the running game and provide a summary to the user.
KillShell ({"shell_id": "be0d5c9"})
Shell be0d5c9 is not running, so cannot be killed (status: completed)
[Think]
The game compiled and ran without errors. I've successfully added the math utilities. Let me provide a summary to the user.
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
[Think]
This is just a notification that the background task completed. I already read the output and confirmed everything works. No action needed - I've already summarized the changes for the user.
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.
[Think]
The user wants me to do a higher-level analysis of the effects, focusing on:
1. How effects are composed together (not just individual particles/springs, but the full "hit enemy" effect that uses multiple things)
2. High-level descriptions of behavior, not code
3. Specific values when possible
4. Different contexts where the same low-level effects are used differently
Before I start, let me think about what questions I might have:
1. Should this be a separate file or should I update the existing one?
2. Should I organize by game event (e.g., "enemy hit", "player lands", "projectile fires") or by effect category?
3. How detailed should the "specific values" be - exact numbers or ranges?
I think I should ask about organization, since that will significantly affect the document structure. Let me ask about that.
A few questions before I start:
AskUserQuestion (Should this be a new file or should I update the existing emoji_effects_document...)
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.
[Think]
Okay, I'll append to the existing file and organize by game event since that makes the most sense for understanding "when X happens, all these effects occur together."
Let me re-read the reference game files more carefully this time, focusing on:
1. What triggers each composite effect
2. All the individual effects that happen together
3. Specific parameter values
I should go through each game systematically and look for game events like:
- Player hit/damage
- Enemy hit/damage
- Enemy death
- Player death
- Projectile fire
- Projectile impact
- Jump/land
- Dash
- Pickup/collect
- Merge (emoji-merge specific)
- Level transition
- etc.
Let me re-read the files with this lens.
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_01DNYdjPixNhrDCLEfezR6VG.txt)
1→ 1→FireTrailParticle = Class:extend()
2→ 2→
3→ 3→function FireTrailParticle:new(x, y, r, color1, color2)
4→ 4→ self.timer = Timer()
5→ 5→ self.x, self.y = x, y
6→ 6→ self.r = r
7→ 7→ self.color = copy(color1 or white)
8→ 8→ local color2 = color2 or yellow
9→ 9→ local r1 = rng:float(0.05, 0.1)
10→ 10→ local r2 = rng:float(0.1, 0.2)
11→ 11→ self.timer:after(r1, function() self.timer:tween(r2, self, {r = 0}, linear, function() self.dead = true end) end)
12→ 12→ self.timer:tween(r1+r2, self.color, {[1] = color2[1], [2] = color2[2], [3] = color2[3]}, linear)
13→ 13→end
14→ 14→
15→ 15→function FireTrailParticle:update(dt)
16→ 16→ self.timer:update(dt)
17→ 17→end
18→ 18→
19→ 19→function FireTrailParticle:draw()
20→ 20→ g.setColor(self.color)
21→ 21→ g.circle("fill", self.x, self.y, self.r)
22→ 22→ g.setColor(white)
23→ 23→end
24→ 24→
25→ 25→FireParticle = Class:extend()
26→ 26→
27→ 27→function FireParticle:new(x, y, v, r, color1, color2, m, parent)
28→ 28→ self.timer = Timer()
29→ 29→ self.x, self.y = x, y
30→ 30→ self.v = v
... [398 more lines]
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]
[Think]
I have a lot of information. Now let me read the entities file from emojunky-one to see the composite effects in more detail - when enemies die, when players hit, etc.
Read (C:\Users\adn.claude\projects\E--a327ex-emoji-ball-battles\2bf19487-c663-4b34-a30e-f31d79026b46\tool-results\toolu_01UUfN7dLmoj7RuofxqmLe3w.txt)
1→ 1→require "decorations"
2→ 2→require "statics"
3→ 3→require "particles"
4→ 4→require "ui"
5→ 5→
6→ 6→Director = Class:extend()
7→ 7→
8→ 8→function Director:new()
9→ 9→ self.timer = Timer()
10→ 10→ self.spawn_timer = 2.5
11→ 11→ self.spawn_cd = 5
12→ 12→ self.started = false
13→ 13→ self.current_difficulty = 1
14→ 14→end
15→ 15→
16→ 16→function Director:update(dt)
17→ 17→ if not self.started then return end
18→ 18→ self.timer:update(dt)
19→ 19→
20→ 20→ self.spawn_timer = self.spawn_timer + dt
21→ 21→ if self.spawn_timer > self.spawn_cd then
22→ 22→ self.spawn_timer = 0
23→ 23→
24→ 24→ if self.current_difficulty == 1 then
25→ 25→ local n = rng:weighted_pick(45, 35, 20)
26→ 26→ local direction = rng:table({-1, 1})
27→ 27→ if n == 1 then
28→ 28→ table.insert(enemies, Blob(0.5*gw, 0, direction))
29→ 29→ elseif n == 2 then
30→ 30→ for i = 1, 2 do
... [472 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.
[Think]
The user wants me to continue with the task of creating a high-level composite effects analysis. Based on the summary, I was in the middle of gathering information from the reference game files to understand composite effects.
Let me continue by reading more of the reference files to gather complete information, then write the high-level effects section to append to the existing documentation.
I should:
1. Read more from the reference games (emoji-merge-main, super emoji box) to gather composite effect patterns
2. Write the high-level effects analysis
3. Append it to `reference/emoji_effects_documentation.md`
Let me continue reading the reference files to complete my understanding.
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/emoji-merge-main/*/.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
... [21 more lines]
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]
[Think]
Let me read the main game files to understand the composite effects. I'll read the main.lua files and any entity/object files from emoji-merge-main.
Read (E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\anchor\hitfx.lua)
1→-- Whenever an object is interacted with it's a good idea to either pull on a spring attached to its scale, or to flash it to signal that the interaction went through.
2→-- This is a combination of both springs and flashes put together to create that effect.
3→local hitfx = class:class_new()
4→function hitfx:hitfx_init()
5→ self.springs = {}
6→ self.flashes = {}
7→ self:hitfx_add('main', 1, nil, nil, 0.15)
8→ table.insert(main.hitfx_objects, self)
9→ return self
10→end
11→
12→function hitfx:hitfx_update(dt)
13→ if not self.hitfx_recently then return end
14→ if main.time - self.hitfx_recently > self.hitfx_duration then self.hitfx_recently = nil end
15→ for _, spring in pairs(self.springs) do spring:spring_update(dt) end
16→ for _, flash in pairs(self.flashes) do flash:flash_update(dt) end
17→end
18→
19→-- Sets a new hit effect with the given name and with the given variables.
20→-- x, k and d correspond to spring struct variables, while flash_duration corresponds to how long the flash should last for in seconds.
21→-- self:hitfx_add('hit', 1, nil, nil, 0.15)
22→-- To get the spring's or flashes' value you would access it through self.hitfx.springs.hit.x or self.hitfx.flashes.hit.f.
23→-- .x is the spring value, while .f is a boolean that says if it's currently flashing or not.
24→function hitfx:hitfx_add(name, x, k, d, flash_duration)
25→ self.springs[name] = spring(x, k, d)
26→ self.flashes[name] = flash(flash_duration)
27→end
28→
29→-- Uses both the spring and flash effect, or either one of them alone depending on the arguments passed.
30→-- self:hitfx_add must have been called first with the given effect name.
... [18 more lines]
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→
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.
[Think]
Good, I've got the hitfx and slow modules. Let me read parts of the main.lua to find where these effects are used together, and also read the super emoji box main file.
Grep (hitfx_use|slow_slow|shake|spring_pull)
192- end):action(function(self, dt)
193- self.x, self.y = main.camera.mouse.x, main.camera.mouse.y
194- self:collider_set_position(self.x, self.y)
195: if main:input_is_pressed'action_1' then self:hitfx_use('main', 0.25) end
196- if not main.transitioning then
197- local s = 18/images.index.w
198- ui2:draw_image_or_quad(images.index, self.x + 6, self.y + 6, -math.pi/6, s*self.springs.main.x, s*self.springs.main.x, 0, 0, colors.white[0], (self.flashes.main.x and shaders.combine))
--
392- if (object:is('emoji_collider') or object:is('emoji_character') or object:is('chain_part')) and object.trigger_active[main.pointer] then
393- if main:input_is_pressed'action_1' then
394- self.held_object = object
395: object:hitfx_use('main', 0.25)
396- end
397: if object.trigger_enter[main.pointer] then object:hitfx_use('main', 0.125) end
398- end
399- end
400- if main:input_is_released'action_1' then self.held_object = nil end
--
602- if (object:is('emoji_collider') or object:is('emoji_character') or object:is('chain_part')) and object.trigger_active[main.pointer] then
603- if main:input_is_pressed'action_1' then
604- self.held_object = object
605: object:hitfx_use('main', 0.25)
606- sounds.collider_button_press:sound_play(1, main:random_float(0.95, 1.05))
607- end
608- if object.trigger_enter[main.pointer] then
609: object:hitfx_use('main', 0.125)
610- sounds.button_hover:sound_play(1, main:random_float(0.95, 1.05))
611- end
612- end
--
... [266 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'})
... [1065 more lines]
[Think]
I now have a good understanding of the composite effects from all three reference games. Let me also read the emojunky-one entities.lua file more carefully to capture some of the composite effects I might have missed.
Let me also check the emojunky-one entities.lua for more composite effects.
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\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]
[Think]
I now have a good understanding of the composite effects across all three reference games. Let me continue reading the emojunky-one entities for hit effects and other composite behavior.
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]
[Think]
Now I have a good understanding of all the composite effects across the three games. Let me now write the high-level composite effects section and append it to the existing documentation. I'll organize it by game events and describe what happens when each event occurs.
Key composite effects I've identified:
**emojunky-one:**
1. **Player Hit**
- Spring pull 0.25 (hit_spring)
- Camera shake(4, 0.4)
- Slow motion slow(1, 0.5)
- Invincibility flicker every 0.05s for 2s
- Sound effect "josepharaoh99_hit"
- Heart UI break animation + other hearts shake
2. **Enemy (Blob) Hit - Non-lethal**
- Flash for 0.1s
- Spring pull 0.3
- InfoText showing damage
- Sound "hit1" with varying pitch (1.2-1.6)
3. **Enemy (Blob) Death**
- Flash 0.1s
- Spring pull 0.3
- InfoText showing damage
- EnemyDead particle (flies off screen)
- Sound "hit1" pitch 0.6
- Optional: spawn Moneybag (25% chance)
4. **Enemy Cut by Scissors**
- InfoText showing HP
- Two EnemyDead particles (left and right halves)
- 4 StarParticles
- Optional Moneybag spawn
5. **Player Jump Landing**
- Jump spring X/Y pull based on velocity
- If velocity > 200 and not holding up:
- Camera spring_shake based on velocity, direction pi/2
- 2 DashParticles
- Plant force on nearby plants (radius 75, force 75-25)
- Grass land sound
6. **Gun Fire**
- Spring pull 0.3 on gun, 0.1 on actor
- Gun rotation tween (up and back)
- BoomParticle spawns at muzzle
- Nearby plants receive direct force
- Camera shake(4, 0.25)
- Shot sound plays
- Bullet projectile spawns
7. **Stomp on Enemy**
- 3 StarParticles around enemy
- Enemy takes 1 damage (hit effects)
- Player bounces (vy = -200)
- Player jump springs pull
8. **Enemy Power Up (went off screen)**
- Reposit ioned at top
- Speed increase
- AngerParticle every 0.2s
- enemy_powerup sound
9. **Projectile (Bullet) Hit Wall**
- BulletHitCircle
- Multiple BulletParticles
- Camera shake(2)
- Sound
10. **Projectile Hit Enemy**
- Multiple StarParticles
- Enemy hit effects
- Optional bounce off
**super emoji box:**
1. **Player Landing**
- Jump springs (jump_x, jump_y) pulled based on velocity
- Camera spring shake based on velocity
- 2 DashParticles
- Plant direct force on nearby plants
- Sound effects (grass land + impact)
- "just_landed_from_jump" state for 0.2s changes emoji
2. **Enemy Hit - Non-lethal**
- Spring pull 0.5
- Flash 0.125s
- InfoText (damage text)
- Hit effect animation
- 2 StarParticles
- HP bar spawn
- Sound
3. **Enemy Death**
- HitCircle (rs=16, duration=0.3)
- 4 HitParticles (velocity 100-300, duration 0.2-0.5)
- Sound (enemy_die1 or enemy_die2)
4. **Dagger Attack**
- Weapon spring pull 0.5
- Weapon flash 0.2s
- HitCircle at tip
- Bullet/projectile spawn
- Sound (dagger_thrown)
- Pointer spring pull 0.5
5. **Bullet Hit Wall**
- HitCircle (rs 6-8)
- 4 HitParticles in normal direction
- Hit effect animation
- Spring pull 0.25
- Flash 0.15
- Wall dagger spawn (if dagger)
- Sound (grass impact + dagger_wall)
When a bullet strikes a wall, I need a smaller impact circle with particles spreading along the surface normal, plus a brief spring and flash effect. If it's a dagger, it should stick to the wall and play both impact and dagger-specific sounds.
6. **Enemy Attack (Alien Shoot)**
- Charge up: scale tween to 1.2, color tween to white
- On fire: spring pull 0.35
- Flash 0.125s
- Spring shake(8, direction, 250, 75)
- HitCircle at tip
- 2-3 HitParticles
- Sound
The alien attack has a visible charge phase with scaling and color changes, then releases with a spring pull, directional shake, and particles at the impact point.
**emoji-merge:**
1. **Object Click/Hover**
- HitFX use('
main', 0.25) on click
- HitFX use('main', 0.125) on hover
- Sound
Clicking triggers a stronger hit effect than hovering, both with audio feedback. Spawned emojis get a flash effect with randomized particle motion, while the death sequence applies grayscale and staggered hit effects every 0.15s. Dropping emojis uses a spring pull, chain text cascades with 0.066s delays between flashes, and the wind system runs continuously.
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)
[Think]
The file has 888 lines. Let me read the end of it to see how I should append my content.
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]
[Think]
The file ends at line 888. Now let me append the high-level composite effects section.
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.
[Think]
I've appended the high-level composite effects analysis to the documentation. Let me verify the file was updated correctly and then run the game to make sure nothing is broken.
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
[Think]
The file went from 888 lines to 1408 lines, so about 520 lines of high-level composite effects documentation was added. Let me also run a quick build to ensure the game still works.
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.
[Request interrupted by user for tool use]
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.
[Think]
The user wants me to add file names and line numbers to each high-level composite effect so future Claude instances can find the source code. I need to go through each effect in the documentation I just added and add the specific file:line references.
Let me re-read the documentation I added and then cross-reference with the source files to add the specific locations.
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 player:collide_with_solid)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:428:function player:collide_with_solid(nx, ny)
Grep (function Player:hit)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:752:function Player:hit()
Grep (function Blob:hit)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:876:function Blob:hit(damage, attacker_direction, cut_by_scissors)
[Think]
Good, I'm finding the line numbers. Let me continue searching for more key functions.
Grep (self.weapon == \"gun\"|self.weapon == \"bow\"|self.weapon == \"dagger\"|self.weapon == \"spoon\")
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:234: if self.weapon == "gun" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:331: elseif self.weapon == "bow" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:395: elseif self.weapon == "spoon" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:456: elseif self.weapon == "dagger" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:579: if self.weapon == "gun" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:584: elseif self.weapon == "bow" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:603: elseif self.weapon == "spoon" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:620: elseif self.weapon == "dagger" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1482: if self.weapon == "gun" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1488: elseif self.weapon == "spoon" then
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1492: elseif self.weapon == "dagger" then
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)
[Think]
Let me continue searching for more key effects.
Grep (on_collision_enter.*StaticRectangle|collide_with_solid)
No matches found
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]
[Think]
Let me continue gathering more line numbers for the key effects.
Grep (Player:on_collision_enter|Blob:on_collision_enter|Bullet:on_collision)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:652:function Player:on_collision_enter(other, contact)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:855:function Blob:on_collision_enter(other, contact)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1136:function EmojiBullet:on_collision_enter(other, contact)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\entities.lua:1382:function Bullet:on_collision_enter(other, contact)
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]
[Think]
Let me get more key line numbers.
Grep (class star_particle|StarParticle = |star_particle:new|function star_particle)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:310:StarParticle = Class:extend()
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:753:function star_particle:new(x, y, args)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:769:function star_particle:update(dt)
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]
[Think]
Let me get more info for bullet collision and more important effects.
Grep (BoomParticle = |DashParticle = |EnemyDead = |InfoText = )
E:\a327ex\emoji-ball-battles\reference\emojunky-one\ui.lua:1:InfoText = Class:extend()
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:176:BoomParticle = Class:extend()
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:199:ExplosionBoomParticle = Class:extend()
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:254:EnemyDead = Class:extend()
E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua:403:DashParticle = Class:extend()
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)
[Think]
Now let me get the plant functions.
Grep (function plant|Plant = |:apply_direct_force|:apply_moving_force)
63:function PlantForce:apply_direct_force(direction, force)
71:function PlantForce:apply_moving_force(direction, force)
90:Plant = Object:extend()
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
[Think]
Now let me search for a few more functions that I need line numbers for.
Grep (function plant(|:method('apply_direct_force|:method('apply_moving_force)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:955:function plant(x, y, args)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:1034: end):method('apply_moving_force', function(self, vx, vy, duration, force)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:1047: end):method('apply_direct_force', function(self, vx, vy, duration, force)
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
[Think]
Now let me get the dagger function in super emoji box.
Grep (function dagger(|wall_dagger = |function wall_dagger)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:670:function dagger(parent)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:699:wall_dagger = class:class_new(object)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:700:function wall_dagger:new(x, y, args)
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:724:function wall_dagger:update(dt)
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)
[Think]
Now I have all the line numbers I need. Let me now update the documentation to add file:line references to each composite effect.
Now I have the line numbers. Let me update the documentation with file references.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
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]
[Think]
Now I need to update the documentation to add file:line references. Let me do this in chunks, starting with the first sections.
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.
[Think]
Now let me continue updating the other sections one by one.
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.
[Think]
Let me continue updating the remaining sections.
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.
[Think]
Let me continue with the remaining player events and enemy events.
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.
[Think]
Let me continue with the enemy events.
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.
[Think]
Continue with enemy death, scissors, and enemy power-up.
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.
[Think]
Let me continue with the scissors, power-up, and alien shoot sections.
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.
[Think]
Continue with enemy power-up and alien shoot.
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.
[Think]
Continue with alien shoot.
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.
[Think]
Now let me continue with the weapon events section.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
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]
[Think]
Now let me update the Weapon Events section with file references.
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.
[Think]
Continue with bow, dagger, spoon, bomb, and rocket.
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.
[Think]
Let me continue with dagger, spoon, bomb, rocket, and the remaining weapon events.
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.
[Think]
Continue with spoon/candle, bomb, and rocket.
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.
[Think]
Continue with the remaining weapon events and projectile events.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
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]
[Think]
Let me add the code references for the remaining sections.
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.
[Think]
Continue with rocket fire and the projectile events.
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.
[Think]
Now the projectile events.
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.
[Think]
Continue with bullet hits enemy and dagger hits wall.
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.
[Think]
Continue with dagger hits wall.
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.
[Think]
Now let me update the UI events and environment events.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
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
... [50 more lines]
[Think]
Let me update the UI and environment events with file references.
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.
[Think]
Continue with cascade text flash and damage number.
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.
[Think]
Continue with damage number and plant wind reaction.
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.
[Think]
Continue with plant wind reaction.
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.
[Think]
Now let me update the spawn/death events and particle classes.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
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
... [50 more lines]
[Think]
Let me update the spawn/death events with file references.
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.
[Think]
Continue with emoji merge and game over.
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.
[Think]
Continue with game over and particle patterns.
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.
[Think]
Now let me add particle class references to the particle patterns section.
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.
[Think]
Let me verify the file was updated correctly by checking the line count and reading a portion of it.
Bash (wc -l E:/a327ex/emoji-ball-battles/reference/emoji_effects_documentation.md)
1438 E:/a327ex/emoji-ball-battles/reference/emoji_effects_documentation.md
[Think]
The file now has 1438 lines (up from 1408). Let me do a quick verification that the code references are in place by searching for the "Code:" pattern.
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)
[Think]
I've added 25 code references throughout the high-level composite effects documentation. All major effects now have file:line references that future Claude instances can use to find the full source code.
Let me provide a summary for the user.
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.
[Think]
The user wants me to:
1. Match their described effects to effects in the documentation I created
2. Create an implementation plan section for the implementation plan document
3. Order things logically
4. Ask questions if I have them
Let me analyze each effect they described and match it to the reference effects:
1. **Frame stop / slow-mo on collision** - This matches:
- "Player Takes Damage" has slow motion: `slow(1, 0.5)`
- The `emoji-merge-main/anchor/slow.lua` has a slow system
- Need engine-level time scale or framework-level dt scaling
2. **Ball collision - spring pull + stars** - This matches:
- "Player Stomps on Enemy" has 3 StarParticles around collision point
- Spring pull on hit from many examples (0.25-0.3 typical values)
- `emojunky-one/particles.lua:310` (StarParticle), `super emoji box/main.lua:753` (star_particle)
3. **Weapon hits ball - spring pull + flash** - This matches:
- "Enemy Takes Damage (Non-lethal)" has flash for 0.1-0.125s and spring pull 0.3-0.5
- HitFX system from emoji-merge
4. **Animation effect at collision point** - This matches:
- "Bullet Hits Wall" has "Optional hit effect: Frame-based hit animation (super-emoji-box)"
- `super emoji box/main.lua:814` (hit_effect) with animation
- Requires spritesheet support from Engine
- `lun:animation_frames('hit1', 'hit1', 96, 48)` from super emoji box
5. **Weapons flash on weapon-weapon collision** - Same as flash effects throughout
6. **Plants at bottom of arena** - This matches:
- "Plant Wind Reaction" with all the wind force systems
- The user explicitly wants a simpler system than what's in the reference
7. **Ball squish on landing** - This matches:
- "Player Lands from Jump" with squash/stretch springs
- `remap(velocity_y, 0, 1000, 0, 1)` for X, `remap(velocity_y, 0, 1000, -0.2, 0)` for Y
8. **Ball squish on unstuck + dash effect** - This matches the same squash/stretch as landing, plus DashParticles from `emojunky-one/particles.lua`
9. **Camera shakes** - Various examples exist throughout with intensity 1-8 and duration 0.25-0.5s, already supported in the framework
10. **Handcam effect** - The `shake\handcam(enabled, amplitude?, frequency?)` API is already available, just needs tuning
For the frame stop versus slow-mo question: these are fundamentally different approaches. Slow-mo scales delta time globally so everything moves slower, while frame stop pauses most objects for a few frames while letting effects continue playing. Frame stop creates that snappier impact feel but requires more complex logic to selectively pause entities.
The spritesheet format for hit animations needs clarification—is it a single row of frames or a grid layout? Animation implementation depends on this. The plant system simplification also needs specifics: should I keep the visual wind sway and object reactions but drop multiple wind types and the physics-based rotation with damping? Finally, there's the stuck sliding detection—does existing logic handle this, or is it a new system to build? And for hit effect animations, will a spritesheet be provided or should I note that as a dependency?
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.
[Think]
Now I have all the information I need. Let me create the implementation plan. I need to:
1. Match each effect to reference code
2. Identify engine changes needed
3. Identify framework changes needed
4. Order logically
Let me think about the logical order:
**Engine changes needed:**
1. Time scale support (for slow-mo) - affects dt returned to game
2. Spritesheet/animation frame support - loading spritesheets and drawing specific frames
**Framework changes needed:**
1. Slow-mo system (framework level dt scaling)
2. Frame stop/hitstop system (pausing specific objects)
3. Animation class (managing frame-based animations)
4. Plant system (simplified but with all 4 wind types)
5. Star particle class
6. Dash particle class
7. Hit effect class (uses animation)
**Game-level effects (using existing framework):**
- Spring pulls on collision (already have springs)
- Flash on hit (already have flash via layer drawing)
- Camera shake (already have shake system)
- Handcam (already have shake\handcam)
- Squash/stretch on landing (use existing springs)
Logical order:
1. First: Engine changes (time scale, spritesheet support) - foundation
2. Then: Framework time systems (slow-mo, hitstop) - builds on engine
3. Then: Animation system - depends on engine spritesheet support
4. Then: Particle classes (star, dash, hit effect) - may use animation
5. Then: Plant system - independent but uses similar patterns
6. Finally: Game integration - putting it all together
Let me now read the current implementation plan to understand its structure and where to insert this section.
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
... [414 more lines]
[Think]
Now I understand the structure. The implementation plan has:
- Philosophy
- Architecture Principles- Object Tree Structure
- Phase 1: Beginning (Basic Combat) - marked with checkmarks, appears to be done
- Phase 2: End (Broken Builds) - the classes/weapons/items phase
- Phase 3: Middle (Meta Loop) - deferred
The user wants me to insert a new section for visual effects BEFORE the next phase (which would be Phase 2). So this would become Phase 1.5 or Phase 1B, or I should insert it as a new section between Phase 1 and Phase 2.
Looking at the content:- Phase 1.1 to 1.7 are done (checkmarks)
- The user wants effects before Phase 2
I should create a new section like "Phase 1B: Visual Effects" or "Phase 1.8: Visual Effects System" to be inserted after Phase 1.7 but before Phase 2.
Now let me create the implementation plan content. I need to:
1. List what matches from the reference documentation
2. Order things logically by dependencies
3. Include engine changes, framework changes, and game integration
**Logical order:**
**Engine Level (C code in Anchor):**
1. Time scale API (for slow-mo)
2. Spritesheet support (load spritesheet, get frame rect, draw specific frame)
**Framework Level (YueScript in anchor/):**
1. Slow-mo system (uses engine time scale)
2. Hitstop/frame-stop system (framework-level object freezing)
3. Animation class (uses engine spritesheet support)
4. Star particle class
5. Dash particle class
6. Hit effect class (uses animation)
7. Plant system (simplified, all 4 wind types)
**Game Level (main.yue):**
Integration of all effects into collision handlers, ball physics events, etc.
Let me write this out.
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.
Edit (E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md)
The file E:\a327ex\emoji-ball-battles\docs\IMPLEMENTATION_PLAN.md has been updated successfully.
[Think]
The implementation plan has been updated with the new Phase 1B section. Let me verify the edit was applied correctly by reading a portion of the updated file.
Bash (wc -l E:/a327ex/emoji-ball-battles/docs/IMPLEMENTATION_PLAN.md)
933 E:/a327ex/emoji-ball-battles/docs/IMPLEMENTATION_PLAN.md
[Think]
The file went from ~444 lines to 933 lines, so about 489 lines were added for the Phase 1B section. Let me verify the structure looks good by checking the table of contents / headers.
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]
[Think]
The structure looks good. Phase 1B is now properly inserted between Phase 1 and Phase 2, with 13 subsections covering all the effects the user requested.
Let me provide a summary of what was created.
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.
[Think]
The user is satisfied with the implementation plan. I should acknowledge this and let them know they can proceed when ready. I don't need to do anything else unless they ask for more.
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.
I forgot I had another emoji project, super emoji pop, which I added now to reference/. Could you run the same analysis, low level and high level, on it to see what effects you find? Add new ones, and for repeated ones also add the code location + line where it appears.
[Think]
The user has added a new reference project "super emoji pop" to the reference folder. They want me to analyze it for effects, both low-level and high-level, similar to what I did for the other reference games. I should:
1. First explore the new folder structure to understand what files exist
2. Read through the relevant source files
3. Document any new effects not already in the documentation
4. For repeated effects, add the code location + line where they appear
Let me start by exploring the folder structure.
Glob (reference/super emoji pop/*/.lua)
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\external\sort.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\external\profile.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\external\utf8.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\tools\build_for_windows.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\class.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\joint.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\music_player.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\shake.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\spring.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\stats.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\string.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\ui.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\mover.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\sound.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\camera.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\random.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\color.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\input.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\mouse_hover.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\grid.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\text.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\physics_world.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\conf.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\tiled_map.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\timer.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\external\mlib.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\lun.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\collision.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\sensor.lua
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\sensor_world.lua
... [7 more lines]
[Think]
The structure is similar to super emoji box. Let me read the main.lua file first to understand the game and find effects.
Read (E:\a327ex\emoji-ball-battles\reference\super emoji pop\main.lua)
1→require 'lun.object'
2→
3→function init()
4→ lun:engine_start('super emoji clicker', 640, 360, 2.5, 2.5, 'twitter_emoji', 'rough', true)
5→ lun:input_bind_all()
6→
7→ lun:input_bind('action_1', {'key:z', 'key:enter', 'mouse:1', 'button:fleft', 'button:fdown'})
8→ lun:input_bind('action_2', {'key:x', 'key:escape', 'mouse:2', 'button:fright', 'button:fup'})
9→ love.mouse.setVisible(false)
10→
11→ lun:shader('combine', nil, 'assets/combine.frag')
12→ lun:shader('shadow', nil, 'assets/shadow.frag')
13→ lun:shader('outline', nil, 'assets/outline.frag')
14→
15→ lun:image('hit1', 'assets/hit1.png')
16→ lun:animation_frames('hit1', 'hit1', 96, 48)
17→ lun:image('index', 'assets/index.png')
18→ lun:image('slight_smile', 'assets/slight_smile.png')
19→ lun:image('a', 'assets/a.png')
20→ lun:image('b', 'assets/b.png')
21→ lun:image('c', 'assets/c.png')
22→ lun:image('d', 'assets/d.png')
23→ lun:image('e', 'assets/e.png')
24→ lun:image('f', 'assets/f.png')
25→ lun:image('g', 'assets/g.png')
26→ lun:image('h', 'assets/h.png')
27→ lun:image('i', 'assets/i.png')
28→ lun:image('j', 'assets/j.png')
29→ lun:image('k', 'assets/k.png')
30→ lun:image('l', 'assets/l.png')
... [480 more lines]
[Think]
This is "super emoji pop" (or "super emoji clicker" as the window title says). It's a different game from "super emoji box" - this one seems to be a clicker game where you click on emojis to damage them.
Let me analyze the effects:
**Low-level effects found:**
1. **Player cursor juice** (NEW - lines 175-216)
- Tracks mouse movement deltas over last 10 frames
- When mouse stops moving after fast horizontal movement: spring pull on rotation (sway effect)
- When mouse stops moving after fast vertical movement: squash effect (mouse_dt_sy goes to 0.5, then tweens back)
- Click press: spring pull 0.5, tween rotation and scale (click_r to pi/16, click_sx to 0.9, click_sy to 0.7) over 0.05s
- Click release: spring pull 0.25, tween rotation and scale back to 0/1/1 over 0.1s
2. **Spawn effect** (lines 358-381) - Similar to emoji-merge but with variations
- Expanding circle that tweens radius from 0 to target_rs over 0.1s
- Spawns 6-8 hit particles on expand
- Then shrinks to 0 over 0.25s
- Color changes to target_color partway through
- Optional spawn_action callback when circle expands
3. **Emoji particle** (lines 384-408) - Similar to emoji-merge
- Emoji flies outward with velocity, shrinks to 0
- Optional flash_on_spawn
- fixed_angle option to prevent rotation
- Spring on spawn
4. **Hit effect** (lines 411-423) - Same as super emoji box
- Frame-based animation at random angle
- Uses hit1 spritesheet at 0.03s per frame
5. **Hit particle** (lines 426-453) - Rectangle that travels in a direction, scaling based on velocity magnitude, with a color-change method available mid-flight.
6. **Hit circle** (lines 456-475) - Shrinking circular particle with color-change capability.
7. **Fire particle** (lines 297-318) - Circle that shrinks while its color transitions from yellow to red, moving upward with horizontal damping applied.
8. **Emoji text** (lines 321-355) - Floating damage numbers where each character oscillates slightly as it rises.
9. **HP bar** (lines 277-293) - Temporary health indicator displayed above the emoji.
When the player hits an emoji, it springs back with 0.5 pull strength and the impact position derives from the angle between them. When an emoji takes non-lethal damage, it springs with the same force, flashes for 0.125 seconds, spawns a damage number, triggers the hit animation, releases two particles that shift to match the emoji's color, and displays an HP bar above it.
Emoji death triggers a colored hit circle expanding over 0.25 seconds plus four particles matching the emoji's hue, accompanied by a death sound effect. The spawn cascade uses Poisson disc sampling to distribute emojis across space, staggering their appearance by 0.1 seconds each—every spawn includes an expanding circle with particles and 2-3 emoji particles launching outward before the emoji itself flashes into view.
Mouse tracking creates additional juice by monitoring movement deltas. When horizontal motion ceases, the emoji sways based on the average horizontal delta, and when vertical motion stops, a similar sway effect applies based on vertical delta.
Clicking applies immediate rotation and squash deformation (rotating by π/16 and scaling to 0.9 horizontally and 0.7 vertically), then tweens back to normal on release. The crosshair animates with a corner offset bounce pattern and springs when toggled, remaining hidden until activated.
The spawn effect creates an expanding circle with particle emission, while fire particles transition from yellow to red. Several effects repeat across the codebase—hit reactions with emoji pops and particles, text displays, HP bar updates, and spring pulls all appear in multiple locations within the main file, with flash effects triggering on impact.
Let me also check the animation module and spring/shake modules for any additional effects.
Read (E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\animation.lua)
1→--[[
2→ Module responsible for anything animation-related.
3→ It's divided into three different classes: animation, animation_frames and animation_logic.
4→ animation_frames is located in the lun.yue file as well as the layer.yue file for drawing.
5→ The animation class is responsible for merging animation_frames and animation_logic into a complete animation.
6→ Example:
7→ lun:image('player_spritesheet', 'assets/player_spritesheet.png')
8→ lun:animation_frames('player_walk', 'player_spritesheet', 32, 32, {{1, 1}, {2, 1}})
9→ animation = object():animation('player_walk', 0.04, 'loop')
10→
11→ The example above loads the player's spritesheet into lun.images.player_spritesheet, then loads a specific walking animation in that spritesheet
12→ into lun.animation_frames.player_walk, and finally passes those frames into the final animation object. This object can then be updated and drawn
13→ by having its update function called every frame.
14→]]--
15→animation = class:class_new()
16→function animation:animation(animation_frames_name, delay, loop_mode, actions)
17→ self.tags.animation = true
18→ self.animation_frames = lun._animation_frames[animation_frames_name]
19→ self.delay = delay
20→ self.loop_mode = loop_mode
21→ self.actions = actions or function() end
22→
23→ self:animation_logic(self.delay, self.animation_frames.size, self.loop_mode, self.actions)
24→ self.w, self.h = self.animation_frames.frame_w, self.animation_frames.frame_h
25→ return self
26→end
27→
28→--[[
29→ Module responsible for logically uploading an animation.
30→ This being separated from the visual part of an animation is useful whenever you need animation-like behavior unrelated to graphics.
... [86 more lines]
[Think]
This animation.lua file gives me more details about the animation system used in these games. It has:
1. `animation` class - combines animation_frames with animation_logic
2. `animation_logic` class - handles the timing and frame advancement
- Can use variable delays per frame (table of delays)
- Loop modes: 'once', 'loop', 'bounce'
- Frame callbacks via actions table
- Index 0 is end-of-animation callback
This is useful for the framework animation class design.
Now let me check the spring.lua and shake.lua files for any additional effects.
Read (E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\spring.lua)
1→--[[
2→ This module implements springs based on https://github.com/a327ex/blog/issues/60.
3→ The arguments passed in are: the initial value of the spring, its stiffness and its damping.
4→ The class below implements a single spring object.
5→]]--
6→spring_1d = class:class_new()
7→function spring_1d:spring_1d(x, k, d)
8→ self.tags.spring_1d = true
9→ self.x = x or 0
10→ self.k = k or 100
11→ self.d = d or 10
12→ self.target_x = self.x
13→ self.v = 0
14→ return self
15→end
16→
17→function spring_1d:spring_1d_update(dt)
18→ local a = -self.k*(self.x - self.target_x) - self.d*self.v
19→ self.v = self.v + a*dt
20→ self.x = self.x + self.v*dt
21→end
22→
23→function spring_1d:spring_1d_pull(f, k, d)
24→ if k then self.k = k end
25→ if d then self.d = d end
26→ self.x = self.x + f
27→end
28→
29→--[[
30→ Adds spring functionalities to an object using spring_1d.
... [47 more lines]
[Think]
The spring system is the same as the other games. Let me check the shake.lua for camera effects.
Read (E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\shake.lua)
1→--[[
2→ This module implements shaking based on https://jonny.morrill.me/en/blog/gamedev-how-to-implement-a-camera-shake-effect/.
3→ This is a flexible shaking effect that allows for different amplitutes, durations and frequencies.
4→ The class below implements a shake graph in 1D, which is an array filled with randomized samples that will be used for motion.
5→]]--
6→shake_1d = class:class_new()
7→function shake_1d:shake_1d(amplitude, duration, frequency)
8→ self.tags.shake_1d = true
9→ self.amplitude = amplitude or 0
10→ self.duration = self.duration or 0
11→ self.frequency = self.frequency or 60
12→
13→ self.samples = {}
14→ for i = 1, (self.duration/1000)*self.frequency do self.samples[i] = lun:random_float(-1, 1) end
15→ self.ti = lun.time*1000
16→ self.t = 0
17→ self.shaking = true
18→ return self
19→end
20→
21→function shake_1d:shake_get_noise(s)
22→ return self.samples[s] or 0
23→end
24→
25→function shake_1d:shake_get_decay(t)
26→ if t >= self.duration then return 0 end
27→ return (self.duration - t)/self.duration
28→end
29→
30→function shake_1d:shake_get_amplitude(t)
... [133 more lines]
[Think]
This shows two shake implementations:
1. `normal_shake` - frequency-based decaying shake (the traditional method)
2. `spring_shake` - directional spring-based shake (smoother, directional)Both are already documented in the effects documentation. Let me now update the documentation with:1. New effects found in super emoji pop2. Line references for repeated effectsLet me read the current documentation to see where to add things.
Now I have a complete picture. Let me update the effects documentation with the new effects and line references from super emoji pop.
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→
... [20 more lines]
[Think]
Let me first update the intro to mention 4 games instead of 3, then add the new effects found in super emoji pop. Let me find the end of Part 1 and the start of Part 2 to figure out where to add new sections.
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.
[Think]
Now let me find a good place to add the new effects. Let me search for "cursor" or "mouse" related content to see if there's already a section. If not, I'll need to add a new section.
Grep (### Scale Bounce on Hit)
25:### Scale Bounce on Hit
[Think]
Let me update the Scale Bounce on Hit section to include super-emoji-pop and then add the new effects. Let me also find the spawn effect section if there is one.
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.
[Think]
Now let me find the Hit Effects section to add the spawn effect.
Grep (## Hit Effects|### Hit Circle|### Hit Particle)
490:## Hit Effects
492:### Hit Circle (Expanding/Contracting)
[Think]
Let me read around line 490 to see the structure of the Hit Effects section.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
490→## Hit Effects
491→
492→### Hit Circle (Expanding/Contracting)
493→
494→**Trigger:** Projectile impacts, attack effects
495→**Visual:** Circle that shrinks to nothing (or expands then shrinks)
496→**Source:** emojunky-one, super-emoji-box
497→
498→```yue
499→class HitCircle
500→ new: (@x, @y, options = {}) =>
501→ @\tag 'effect'
502→ @\add timer!
503→
504→ @rs = options.rs or 12
505→ @color = options.color or color 255, 255, 255
506→ @color2 = options.color2
507→ duration = options.duration or 0.2
508→
509→ @timer\tween duration, @, {rs: 0}, math.cubic_in_out, => @\kill!
510→
511→ if @color2
512→ @timer\tween 0.15, @color, {r: @color2.r, g: @color2.g, b: @color2.b}, math.cubic_in_out
513→
514→ draw: =>
515→ effects\circle @x, @y, @rs, @color!
516→```
517→
518→### Boom Particle (Impact Sprite)
519→
... [50 more lines]
[Think]
Let me update the Hit Circle section to include super-emoji-pop reference, and then find a good place to add the new effects. Let me first add the references to existing effects, then add new sections.
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.
[Think]
Now let me find and update the Hit Particle and Hit Effect animation sections. Let me also search for the emoji particle section.
Grep (### Bullet/Hit Particle|### Hit Effect Animation|Emoji Particle)
401:### Emoji Particle
454:### Bullet/Hit Particle (Rectangle)
[Think]
Let me update these sections to include super-emoji-pop references.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
401→### Emoji Particle
402→
403→**Trigger:** Breaking objects, merging, death effects
404→**Visual:** Small emoji that shoots outward, optionally follows angle
405→**Source:** emojunky-one, emoji-merge
406→
407→```yue
408→class EmojiParticle
409→ new: (@x, @y, @v, @r, size, @emoji, @follow_angle = false) =>
410→ @\tag 'particle'
411→ @\add timer!
412→
413→ @sx = size / @emoji.width
414→ @sy = size / @emoji.height
415→
416→ @timer\tween 0.3, @, {sx: 0, sy: 0, v: 0}, math.linear, => @\kill!
417→
418→ update: (dt) =>
419→ @x += @v * math.cos(@r) * dt
420→ @y += @v * math.sin(@r) * dt
421→
422→ draw: =>
423→ rotation = @follow_angle and (@r - math.pi/2) or 0
424→ effects\image @emoji, @x, @y, rotation, @sx, @sy
425→```
426→
427→### Anger Particle
428→
429→**Trigger:** Enemy powers up or gets angry
430→**Visual:** Anger symbol rises and spins, shrinking to nothing
... [30 more lines]
[Think]
Let me update the Emoji Particle and Bullet/Hit Particle sections.
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.
[Think]
Now update the Bullet/Hit Particle section.
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.
[Think]
Now let me find the Animation Effects section to update the hit_effect animation reference.
Grep (## Animation Effects|### Frame-Based Hit Animation)
593:## Animation Effects
[Think]
Let me read that section.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
593→## Animation Effects
594→
595→### Hit Animation (Frame-Based)
596→
597→**Trigger:** Weapon hits, melee attacks
598→**Visual:** Animated sprite sequence plays at impact point
599→**Source:** super-emoji-box
600→
601→```yue
602→class HitEffect
603→ new: (@x, @y, options = {}) =>
604→ @\tag 'effect'
605→ @r = random\angle!
606→ @sx = options.s or 1
607→ @sy = options.s or 1
608→
609→ -- Create animation that kills self on complete
610→ @\add_child Animation 'hit_animation', 'hit1', 0.03, 'once',
611→ [0]: => @\kill! -- callback on frame 0 (loop end)
612→
613→ draw: =>
614→ effects\animation @hit_animation, @x, @y, @r, 1.35*@sx, 1.35*@sy
615→```
616→
617→---
618→
619→## Plant/Decoration Effects
620→
621→Plants have a complex wind system with four force types.
622→
... [20 more lines]
[Think]
Let me update the Hit Animation section to include super-emoji-pop.
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.
[Think]
Now I need to add the NEW effects that are unique to super emoji pop. Let me find a good place for them. The new effects are:1. Cursor/Mouse movement juice (horizontal sway, vertical squash)
2. Click press/release juice
3. Spawn effect (expanding circle with callback and particles)4. Fire particle with color tween
5. Emoji text (damage numbers) - already exists but need to add reference6. Crosshair animation effectLet me search for where the existing Spring Effects section ends to add the new cursor juice effects there.
Grep (### Projectile Impact Spring|## Flash Effects)
98:### Projectile Impact Spring
169:## Flash Effects
[Think]
Let me read between those lines to find a good place to add the new cursor effects.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
130→ @timer\every {0.4, 0.6}, =>
131→ @spring\pull 'wobble', random\float 0.075, 0.15
132→
133→ -- Alternate direction
134→ @timer\every 0.8, => @wobble_left = not @wobble_left
135→
136→update: (dt) =>
137→ target = @wobble_left and -math.pi/48 or math.pi/48
138→ @wobble_r = math.lerp_dt 0.05, 1, dt, @wobble_r, target
139→
140→draw: =>
141→ game\image emoji, @x, @y, @r + @direction*math.pi/24 + @wobble_r, @sx*@spring.wobble.x, @sy*@spring.wobble.x
142→```
143→
144→### Charge-Up Effect with Spring
145→
146→**Trigger:** Enemy charging an attack
147→**Visual:** Entity scales up during charge, then snaps back with spring on release
148→**Source:** super-emoji-box
149→
150→```yue
151→charge_attack: (charge_duration) =>
152→ @charging = true
153→ @act_sx, @act_sy = 1, 1
154→ @charging_color = color 128, 128, 128
155→
156→ -- Tween scale up during charge
157→ @timer\tween charge_duration, @, {act_sx: 1.2, act_sy: 1.2}, math.linear
158→ -- Tween color to white during charge
159→ @timer\tween charge_duration, @charging_color, {r: 255, g: 255, b: 255}, math.linear, =>
... [20 more lines]
[Think]
Let me insert the new cursor/mouse juice effects before the Flash Effects section.
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.
[Think]
Now let me add the spawn effect and fire particle. Let me find the particle systems section to add the fire particle with color tween.
Grep (## Particle Systems|### Fire Particle)
376:## Particle Systems
[Think]
Let me read the Particle Systems section to find the Fire Particle entry.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
376→## Particle Systems
377→
378→### Star Particle
379→
380→**Trigger:** Hit effects, collectibles, positive feedback
381→**Visual:** Star emoji shoots outward, spinning, shrinking to nothing
382→**Source:** emojunky-one, emoji-merge, super-emoji-box
383→
384→```yue
385→class StarParticle
386→ new: (@x, @y, options = {}) =>
387→ @\tag 'particle'
388→ @\add timer!
389→
390→ @v = options.v or random\float 75, 150
391→ @r = options.r or random\angle!
392→ @visual_angle = random\angle!
393→ @visual_angular_speed = random\float -2*math.pi, 2*math.pi
394→ @sx = 14/512
395→ @sy = 14/512
396→
397→ duration = random\float 0.4, 0.6
398→ @timer\tween duration, @, {v: 0, sx: 0, sy: 0}, math.linear, => @\kill!
399→
400→ if options.flash_on_spawn
401→ @flashing = true
402→ @timer\after 0.5*duration, => @flashing = false
403→
404→ update: (dt) =>
405→ @x += @v*math.cos(@r)*dt
... [10 more lines]
[Think]
Let me search for the existing Fire Particle section.
Grep (Fire Particle)
No matches found
[Think]
There's no Fire Particle section. Let me add it. First let me find where to add the spawn effect. It seems like spawn effects could go in the Hit Effects section since it involves circles and particles. Let me add both the fire particle and spawn effect.
Let me find the end of the Particle Systems section to add Fire Particle there.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
456→ @\tag 'particle'
457→ @\add timer!
458→
459→ @rs = random\float(2.5, 3) * @size_multiplier
460→ @vx = @v * math.cos(@r)
461→ @vy = @v * math.sin(@r)
462→ @color = @color1\clone!
463→
464→ r1 = random\float 0.2, 0.5
465→ r2 = random\float 0.1, 0.3
466→
467→ @timer\after r1, =>
468→ @timer\tween r2, @, {rs: 0}, math.linear, => @\kill!
469→
470→ @timer\tween r1 + r2, @color, {r: @color2.r, g: @color2.g, b: @color2.b}, math.linear
471→
472→ update: (dt) =>
473→ @x += @vx * dt
474→ @y += @vy * dt
475→ @vy -= 100 * dt -- rises upward
476→
477→ draw: =>
478→ effects\circle @x, @y, @rs, @color!
479→```
480→
481→### Emoji Particle
482→
483→**Trigger:** Breaking objects, merging, death effects
484→**Visual:** Small emoji that shoots outward, optionally follows angle
485→**Source:** emojunky-one, emoji-merge, super-emoji-pop
... [20 more lines]
[Think]
I can see the Fire Particle section is already there but it's not labeled with that name. Let me check the content around line 445 to see the Fire Particle section.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
430→
431→ update: (dt) =>
432→ @x += @v*math.cos(@r)*dt
433→ @y += @v*math.sin(@r)*dt
434→
435→ draw: =>
436→ c = color 255, 255, 255, 255*@alpha
437→ effects\image dash_image, @x, @y, @r, @sx, @sy, nil, nil, c
438→
439→-- Usage: Spawn on landing
440→on_landing: =>
441→ r1 = random\float math.pi - math.pi/24, math.pi + math.pi/24
442→ r2 = random\float -math.pi/24, math.pi/24
443→ arena\add DashParticle @x + 16*math.cos(r1), @y + 10 + 16*math.sin(r1), random\float(30, 50), r1
444→ arena\add DashParticle @x + 16*math.cos(r2), @y + 10 + 16*math.sin(r2), random\float(30, 50), r2
445→```
446→
447→### Fire/Trail Particle
448→
449→**Trigger:** Fire-based weapons, projectile trails
450→**Visual:** Circle that shrinks and changes color
451→**Source:** emojunky-one
452→
453→```yue
454→class FireParticle
455→ new: (@x, @y, @v, @r, @color1, @color2, @size_multiplier = 1) =>
456→ @\tag 'particle'
457→ @\add timer!
458→
459→ @rs = random\float(2.5, 3) * @size_multiplier
[Think]
The Fire/Trail Particle section exists at line 447. Let me update it to include super-emoji-pop.
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.
[Think]
Now let me add the spawn effect. Let me find a good place for it - probably in the Hit Effects section since it involves circles and particles.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
640→**Visual:** Circle expands then contracts, changes color, spawns particles
641→**Source:** emojunky-one
642→
643→```yue
644→class ExplosionEffect
645→ new: (@x, @y) =>
646→ @\tag 'effect'
647→ @\add timer!
648→ @\add spring!
649→
650→ @rs = 0
651→ @color = white!
652→
653→ -- Camera shake
654→ an.camera.shake\shake 2, 0.5
655→
656→ -- Spawn boom particle
657→ arena\add BoomParticle @x, @y
658→
659→ -- Spawn dash particles
660→ for i = 1, 6
661→ arena\add DashParticle @x, @y, random\float(50, 75), random\angle!
662→
663→ -- Expand then contract
664→ @timer\tween 0.2, @, {rs: 48}, math.cubic_in_out, =>
665→ @timer\after 0.05, => @color = black!
666→ @timer\tween 0.2, @, {rs: 0}, math.linear, => @\kill!
667→
668→ draw: =>
669→ effects\circle @x, @y, @rs * @spring.main.x, @color!
... [10 more lines]
[Think]
Good. I'll add the spawn effect before the Explosion Effect since it's similar (expanding/contracting circle).
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.
[Think]
Now let me add the emoji_text/damage number and crosshair animation to the documentation. Let me find those sections.
Grep (Damage Text|Damage Number|emoji_text|Emoji Text)
1106:3. **Damage text:** InfoText/emoji_text spawns above enemy showing damage number
1368:### Damage Number Float
1371:**Code:** `emojunky-one/ui.lua:1` (InfoText class), `super emoji box/main.lua:777-811` (emoji_text class)
[Think]
Let me update the Damage Number Float section to include super-emoji-pop.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
1368→### Damage Number Float
1369→
1370→**Source:** emojunky-one, super-emoji-box, emoji-merge
1371→**Code:** `emojunky-one/ui.lua:1` (InfoText class), `super emoji box/main.lua:777-811` (emoji_text class)
1372→
1373→Damage numbers rise and fade:
1374→
1375→1. **Position:** Spawns above target, drifts upward at 24 units/second
1376→2. **Character wobble:** Each character has random rotation ± π/16, oscillates with random angular speed ± π/4
1377→3. **Vertical bob:** Characters bob vertically using `4*sin(time + index)`
1378→4. **Duration:** Visible for 0.5× duration multiplier, then scale tweens to 0 over 1× duration multiplier
1379→5. **Scale:** Characters scale with parent spring
1380→
1381→---
1382→
1383→## Environment Events
1384→
1385→### Plant Wind Reaction
1386→
1387→**Source:** emojunky-one, super-emoji-box, emoji-merge
[Think]
Let me update the Damage Number Float section.
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.
[Think]
Now let me add the HP bar reference to the section if it exists.
Grep (HP Bar|hp_bar)
No matches found
[Think]
There's no HP bar section yet. Let me add it to the UI section. But first, let me check if there's a UI section.
Grep (## UI|UI Events)
1339:## UI Events
[Think]
Good, there's a UI Events section. Let me add the HP bar there.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
1339→## UI Events
1340→
1341→### Click/Hover Feedback
1342→
1343→**Source:** emoji-merge
1344→**Code:** `emoji-merge-main/main.lua:393-398` (arena update pointer check), `emoji-merge-main/main.lua:1488-1491` (button update)
1345→
1346→Interactive elements respond to mouse:
1347→
1348→**On Hover Enter:**
1349→1. **HitFX:** Spring pull of 0.125, no flash
1350→2. **Sound:** Button hover sound
1351→
1352→**On Click:**
1353→1. **HitFX:** Spring pull of 0.25, optional flash of 0.15s
1354→2. **Sound:** Button press sound
1355→3. **Optional star particles:** 2-3 stars at click position
1356→
1357→### Cascade Text Flash
1358→
1359→**Source:** emoji-merge
1360→**Code:** `emoji-merge-main/main.lua:1077-1083` (text_chain:flash_text)
1361→
1362→Text chains flash in sequence:
1363→
1364→1. **Per character:** HitFX with spring pull 0.5 and flash 0.15s
1365→2. **Timing:** Each character delayed by 0.066s from previous
1366→3. **Effect:** Creates a "wave" of brightness traveling through text
1367→
1368→### Damage Number Float
[Think]
Let me add the HP bar and crosshair animation after the Cascade Text Flash section.
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.
[Think]
Now let me add the high-level composite effects from super emoji pop. Let me find the Part 2 section to add the new composite effects.
Grep (### Emoji Hit|### Emoji Death|### Player Hit Emoji)
No matches found
[Think]
Let me find the Enemy Events section to add the new composite effects from super emoji pop.
Grep (## Enemy Events)
1095:## Enemy Events
[Think]
Let me read the Enemy Events section to see where to add the super emoji pop references. The effects from super emoji pop for enemies are similar to existing ones but I should add code locations.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
1095→## Enemy Events
1096→
1097→### Enemy Takes Damage (Non-lethal)
1098→
1099→**Source:** emojunky-one, super-emoji-box, emoji-merge
1100→**Code:** `emojunky-one/entities.lua:876` (Blob:hit), `emojunky-one/entities.lua:982` (Skull:hit), `super emoji box/main.lua:579` (enemy:enemy_hit)
1101→
1102→Multiple effects signal that damage was dealt:
1103→
1104→1. **Flash:** White shader overlay for 0.1-0.125 seconds
1105→2. **Scale spring:** Pull of 0.3-0.5, causing enemy to briefly shrink
1106→3. **Damage text:** InfoText/emoji_text spawns above enemy showing damage number
1107→4. **State change:** Enemy emoji changes to "hit/dizzy" expression for 0.3 seconds
1108→5. **Sound:** Hit sound with pitch variation (1.2-1.6)
1109→6. **Star particles:** 2 StarParticles spawn at hit location (super-emoji-box)
1110→7. **Hit effect:** Frame-based hit animation plays at hit location (super-emoji-box)
1111→8. **HP bar:** Temporary HP bar appears above enemy for 1 second (super-emoji-box)
1112→
1113→### Enemy Death
1114→
1115→**Source:** emojunky-one, super-emoji-box
1116→**Code:** `emojunky-one/entities.lua:893-904` (Blob:hit death branch), `super emoji box/main.lua:597` (enemy:enemy_die)
1117→
1118→Death creates a more dramatic version of the hit effect:
1119→
1120→1. **Hit circle:** Expanding then shrinking circle at death location
1121→ - emojunky-one: radius 8, duration 0.15s
1122→ - super-emoji-box: radius 16, duration 0.3s
1123→2. **Hit particles:** 4 directional particles spread outward
1124→ - Velocity: 100-300
[Think]
Let me update the Enemy Takes Damage and Enemy Death sections to include super-emoji-pop.
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.
[Think]
Now let me update the Enemy Death section to include super-emoji-pop.
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.
[Think]
Now let me add the new high-level composite effects unique to super emoji pop:
1. Player hits emoji (cursor attack)
2. Spawn emoji cascade (staggered spawning with effects)
3. Cursor movement juice (as a composite)Let me find a good place to add these. Maybe after the Player Events section.
Grep (## Player Events)
1025:## Player Events
[Think]
Let me read the Player Events section and find where to add the new cursor effects.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
1025→## Player Events
1026→
1027→### Player Takes Damage
1028→
1029→**Source:** emojunky-one, super-emoji-box
1030→**Code:** `emojunky-one/entities.lua:752` (Player:hit)
1031→
1032→When the player is hit by an enemy or hazard, multiple systems activate simultaneously to create a strong "ouch" moment:
1033→
1034→1. **Scale feedback:** Spring pull of 0.25 on hit spring, causing player to briefly shrink
1035→2. **Camera shake:** Intensity 4, duration 0.4 seconds — substantial screen shake
1036→3. **Slow motion:** Time scale drops to 1x for 0.5 seconds (creates a "freeze frame" effect)
1037→4. **Invincibility flicker:** Player visibility toggles every 0.05 seconds for 2 seconds total (40 flickers)
1038→5. **State change:** Player emoji changes to "hit" expression for 0.25 seconds
1039→6. **Sound:** Hit sound effect
1040→7. **UI feedback:** Heart breaks/shakes, remaining hearts pulse if HP is low (≤3)
1041→
1042→The combination creates a noticeable moment where:
1043→- The game briefly pauses (slow-mo)
1044→- Everything shakes
1045→- Player visually shrinks and flickers
1046→- UI responds with breaking hearts
1047→
1048→### Player Lands from Jump
1049→
1050→**Source:** emojunky-one, super-emoji-box
1051→**Code:** `emojunky-one/entities.lua:652` (Player:on_collision_enter), `super emoji box/main.lua:428` (player:collide_with_solid)
1052→
1053→Landing creates satisfying "weight" through layered feedback:
1054→
... [50 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: This session continues from a previous conversation that ran out of context. The previous work involved:
- Creating comprehensive effects documentation from 3 reference games
- Adding math utilities to the framework
- Creating an API gaps analysis
First Major Task: User asked me to add file names and line numbers to all high-level composite effects in the documentation. I:
- Used Grep to find exact line numbers for each effect
- Updated all 25 composite effects with
**Code:**references- Added file:line references for Player Events, Enemy Events, Weapon Events, Projectile Events, UI Events, Environment Events, Spawn/Death Events, and Particle Classes
Second Major Task: User described effects they want to add to Emoji Ball Battles:
- Slow-mo/frame-stop on collisions
- Spring pulls and stars on ball-ball collision
- Flash and spring on weapon-ball hit
- Animation effects at collision points (requires spritesheet support)
- Plants at bottom of arena
- Squash on floor landing
- Dash particles on unstuck
- Camera shakes and handcam testing
My clarifying questions and user answers:
- Frame stop vs slow-mo: "Both"
- Animation spritesheet: "I have it in assets/hit1.png, 96x48 per frame, horizontal. Support both formats and padding. Animation system needs careful design, defer details."
- Plant simplification: "I want all four wind types. May test and remove redundant ones later. But want simpler code."
- Stuck sliding detection: "There is existing logic, don't worry about it"
- Star particles: "Reuse the emoji, it's already in assets/star.png"
Creating Implementation Plan Section: I created Phase 1B: Visual Effects in the implementation plan with:
- 13 subsections covering engine changes, framework additions, and game integration
- Reference mapping table
- Detailed implementation sketches
- Implementation order summary
- Assets needed list
User modified the file (system-reminder showed changes were made)
Current Task: User mentioned they have another emoji project "super emoji pop" added to reference/ folder and asked me to run the same analysis (low-level and high-level effects) on it, adding new effects and code locations for repeated ones.
My analysis of super emoji pop:
- Read main.lua (510 lines)
- Read animation.lua, spring.lua, shake.lua for additional context
- Identified NEW effects:
- Cursor movement juice (horizontal sway when stopping)
- Cursor movement juice (vertical squash)
- Click press/release juice
- Spawn effect (expanding circle with callback)
- Fire particle with color tween
- Crosshair with corner animation
- HP bar
- Identified repeated effects with new locations:
- Hit effect, hit particle, hit circle, emoji text, emoji particle, etc.
Updates made to emoji_effects_documentation.md:
- Changed "three reference emoji games" to "four"
- Added super-emoji-pop to Scale Bounce on Hit
- Added super-emoji-pop to Hit Circle
- Added super-emoji-pop to Emoji Particle
- Added super-emoji-pop to Bullet/Hit Particle
- Added super-emoji-pop to Hit Animation
- Added super-emoji-pop to Fire/Trail Particle
- Added 3 new sections for cursor juice effects (horizontal sway, vertical squash, click juice)
- Added super-emoji-pop to Hit Flash
- Added Spawn Effect section
- Added HP Bar section
- Added Crosshair with Corner Animation section
- Updated Enemy Takes Damage to include super-emoji-pop
- Updated Enemy Death to include super-emoji-pop
- Updated Damage Number Float to include super-emoji-pop
I was in the middle of adding more high-level composite effects from super emoji pop when the summary was requested. I had updated many sections but hadn't yet added the unique composite effects like "Player Hits Emoji" and "Spawn Emoji Cascade" to the Part 2 high-level section.
Summary: 1. Primary Request and Intent: - User wants to add visual "juice" effects to their Emoji Ball Battles game - Previously completed: Effects documentation from 3 reference games, API gaps analysis, math utilities - Previous task: Add file names and line numbers to all high-level composite effects in documentation - Previous task: Create implementation plan section (Phase 1B) for visual effects based on user's described requirements - Current task: Analyze newly added "super emoji pop" reference project for effects, add new ones to documentation, and add code locations for repeated effects
Key Technical Concepts:
- YueScript/Lua game framework (Anchor)
- Spring-based animations for scale/position feedback
- Flash effects (white shader overlay)
- Camera shake (trauma-based, spring-based, directional)
- Particle systems (star, dash, fire, emoji, hit particles)
- Animation system (frame-based, spritesheets with modes: once/loop/bounce)
- Slow-motion and hitstop/frame-stop systems
- Plant wind physics (4 types: constant, random, moving, direct)
- Cursor/mouse movement juice (sway and squash)
- Click press/release feedback
- Spawn effects (expanding circle with callback)
Files and Code Sections:
reference/emoji_effects_documentation.md - Main documentation file being updated
- Changed intro from "three" to "four" reference games
- Added
**Code:**lines with file:line references throughout Part 2- Added 3 new cursor juice sections before Flash Effects
- Added Spawn Effect section before Explosion Effect
- Added HP Bar and Crosshair sections in UI Events
- Updated multiple sections to include super-emoji-pop references
reference/super emoji pop/main.lua - New reference game (510 lines)
playerclass (lines 160-226): Cursor movement juice with mouse delta tracking, click effectsemojiclass (lines 228-274): Hit and die effectsspawn_effectclass (lines 358-381): Expanding circle with callbackemoji_particleclass (lines 384-408): Fixed angle and flash optionshit_effectclass (lines 411-423): Animation-based hit effecthit_particleclass (lines 426-453): Rectangle particle with change_colorhit_circleclass (lines 456-475): Shrinking circle with change_coloremoji_textclass (lines 321-355): Damage numbersfire_particleclass (lines 297-318): Color tween (yellow to red)hp_barclass (lines 277-293): Temporary HP displaycrosshairfunction (lines 479-508): Corner animation bouncereference/super emoji pop/lun/animation.lua - Animation system details
animation_logicclass with loop modes: 'once', 'loop', 'bounce'- Frame callbacks via actions table, index 0 for end callback
- Variable delays per frame support
docs/IMPLEMENTATION_PLAN.md - Phase 1B: Visual Effects added
- 13 subsections from 1B.1 to 1B.13
- Engine changes: time scale API, spritesheet support
- Framework additions: slow-mo, hitstop, animation, particles, plants
- Game integration: ball effects, collision effects, camera/plants
Errors and fixes:
- No errors encountered in this session
Problem Solving:
- Successfully added file:line references to all 25 high-level composite effects
- Created comprehensive Phase 1B implementation plan with proper dependency ordering
- Currently analyzing super emoji pop and adding new effects to documentation
All user messages:
- "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."
- "Perfect. Now I'm going to describe all the effects I want to add to Emoji Ball Battles..." [long description of effects]
- Answers to clarifying questions: "Both.", "I have it in assets/hit1.png, I believe it's still 96, 48 per frame...", "I want all four. We may test if they don't feel different enough...", "There is existing logic...", "Reuse the emoji, it's already in assets/star.png."
- "This seems good, thank you."
- "I forgot I had another emoji project, super emoji pop, which I added now to reference/. Could you run the same analysis, low level and high level, on it to see what effects you find? Add new ones, and for repeated ones also add the code location + line where it appears."
Pending Tasks:
- Complete adding high-level composite effects unique to super emoji pop to Part 2 of documentation (Player Hits Emoji, Spawn Emoji Cascade)
Current Work: I was updating
reference/emoji_effects_documentation.mdwith effects fromreference/super emoji pop/main.lua. I had:
- Added super-emoji-pop to multiple existing low-level effect sections
- Added 3 new cursor juice sections (horizontal sway, vertical squash, click juice)
- Added Spawn Effect section
- Added HP Bar and Crosshair sections
- Updated Enemy Takes Damage and Enemy Death sections with super-emoji-pop code references
- Updated Damage Number Float section
I was about to add the remaining unique high-level composite effects from super emoji pop to the Part 2 section:
- Player Hits Emoji (player:hit_emoji at line 220-225)
- Spawn Emoji Cascade (arena:spawn_emojis at lines 144-157)
Optional Next Step: Continue adding the remaining high-level composite effects from super emoji pop to the Part 2 section of the documentation. The user explicitly requested: "run the same analysis, low level and high level, on it to see what effects you find? Add new ones, and for repeated ones also add the code location + line where it appears."
Remaining effects to add:
- Player Hits Emoji composite effect (
super emoji pop/main.lua:220-225)- Spawn Emoji Cascade composite effect (
super emoji pop/main.lua:144-157)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.
[Think]
Based on the summary, I was in the middle of updating the emoji_effects_documentation.md file with effects from super emoji pop. I had already added many sections but still needed to add the remaining high-level composite effects:
1. Player Hits Emoji composite effect (super emoji pop/main.lua:220-225)
2. Spawn Emoji Cascade composite effect (super emoji pop/main.lua:144-157)
Let me continue by reading the current state of the documentation file and adding these remaining effects to Part 2.
I'll continue adding the remaining high-level composite effects from super emoji pop to the documentation. Let me first read the current state of the documentation to see where I left off.
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 four 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, super-emoji-pop
30→**Code:** `super emoji pop/main.lua:254` (emoji:hit spring pull)
... [170 more lines]
Read (E:\a327ex\emoji-ball-battles\reference\super emoji pop\main.lua)
140→ self:spawn_emojis('slight_smile')
141→ end
142→end
143→
144→function arena:spawn_emojis(emoji_name)
145→ local points = math.generate_poisson_disc_sampled_points_2d(lun.w/2, lun.h/2, 128, 96, 32)
146→ for i, point in ipairs(points) do
147→ self:timer_after((i-1)*0.1, function()
148→ self:add(spawn_effect(point.x, point.y, {target_rs = 18, target_color = emoji_to_color[emoji_name], spawn_action = function()
149→ lun.sounds.spawn:sound_play(0.5, lun:random_float(0.95, 1.05))
150→ for i = 1, lun:random_int(2, 3) do
151→ self:add(emoji_particle(point.x, point.y, {emoji = emoji_name, v = lun:random_float(100, 225), s = 1.5, duration = lun:random_float(0.5, 0.6), fixed_angle = 0, flash_on_spawn = 0.25}))
152→ end
153→ self:add(emoji(point.x, point.y, {emoji = emoji_name, flash_on_spawn = 0.125}))
154→ end}))
155→ end)
156→ end
157→end
158→
159→--{{{ player
160→player = class:class_new(object)
161→function player:new(x, y, args)
162→ self:object('player', args)
163→ self.x, self.y = x, y
164→ self.r = 0
165→ self.w, self.h = 22, 22
166→ self.sx, self.sy = self.w/512, self.h/512
167→ self:spring()
168→ self:spring_add('r', 0)
169→ self:spring_add('attack', 1)
... [60 more lines]
[Think]
Good, I have the context. Now I need to read the Part 2 section of the documentation to see what high-level composite effects are already there and where I should add the new ones from super emoji pop.
Let me read the Part 2 section of the documentation to see the high-level composite effects.
Grep (## Part 2)
No matches found
[Think]
Let me search for the high-level composite effects section differently.
Grep (High-Level Composite)
1019:# Part 2: High-Level Composite Effects
[Think]
Found it at line 1019. Let me read from there to see what's already documented in the high-level section.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
1019→# Part 2: High-Level Composite Effects
1020→
1021→This section describes the composite effects that occur during game events — how multiple low-level effects combine together to create impactful moments.
1022→
1023→---
1024→
1025→## Player Events
1026→
1027→### Player Takes Damage
1028→
1029→**Source:** emojunky-one, super-emoji-box
1030→**Code:** `emojunky-one/entities.lua:752` (Player:hit)
1031→
1032→When the player is hit by an enemy or hazard, multiple systems activate simultaneously to create a strong "ouch" moment:
1033→
1034→1. **Scale feedback:** Spring pull of 0.25 on hit spring, causing player to briefly shrink
1035→2. **Camera shake:** Intensity 4, duration 0.4 seconds — substantial screen shake
1036→3. **Slow motion:** Time scale drops to 1x for 0.5 seconds (creates a "freeze frame" effect)
1037→4. **Invincibility flicker:** Player visibility toggles every 0.05 seconds for 2 seconds total (40 flickers)
1038→5. **State change:** Player emoji changes to "hit" expression for 0.25 seconds
1039→6. **Sound:** Hit sound effect
1040→7. **UI feedback:** Heart breaks/shakes, remaining hearts pulse if HP is low (≤3)
1041→
1042→The combination creates a noticeable moment where:
1043→- The game briefly pauses (slow-mo)
1044→- Everything shakes
1045→- Player visually shrinks and flickers
1046→- UI responds with breaking hearts
1047→
1048→### Player Lands from Jump
... [270 more lines]
[Think]
I can see the high-level composite effects section. I need to add two more composite effects from super emoji pop:
1. Player Hits Emoji (lines 220-225) - This is a player action composite effect
2. Spawn Emoji Cascade (lines 144-157) - This is a spawn system
Let me continue reading to find the end of the file and see where to add these new sections.
Let me continue reading to find the end of the document and see where to best add the new composite effects.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
1315→3. **Bullet behavior:** Depends on type
1316→ - Standard: Dies on hit
1317→ - Piercing: Continues through
1318→ - Bouncing: Bounces off
1319→ - Homing: Was seeking this target
1320→
1321→### Dagger Hits Wall and Bounces
1322→
1323→**Source:** super-emoji-box
1324→**Code:** `super emoji box/main.lua:527-536` (bullet:collide_with_solid dagger branch), `super emoji box/main.lua:699-728` (wall_dagger class)
1325→
1326→Unique behavior for dagger projectile:
1327→
1328→1. **Standard impact effects:** Hit circle, particles, spring, flash
1329→2. **Wall dagger spawn:** After a 0.01s delay:
1330→ - Spawns at impact point
1331→ - Velocity is 40% of original
1332→ - Direction reflected off normal
1333→ - Random angular impulse (70π-80π rad/s)
1334→ - High damping (2.5)
1335→3. **Wall dagger fade:** After 0.3-0.45s, flickers (every 0.035s) 7 times then dies
1336→
1337→---
1338→
1339→## UI Events
1340→
1341→### Click/Hover Feedback
1342→
1343→**Source:** emoji-merge
1344→**Code:** `emoji-merge-main/main.lua:393-398` (arena update pointer check), `emoji-merge-main/main.lua:1488-1491` (button update)
... [170 more lines]
[Think]
I can see the document continues. Let me check the rest and then add the two missing composite effects from super emoji pop:
1. Player Hits Emoji (from super emoji pop) - belongs in Player Events section
2. Spawn Emoji Cascade (from super emoji pop) - belongs in Spawn/Death Events section
Let me continue reading to see the end of the file.
Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)
1510→- Direction: Attack direction ± π/4
1511→- Velocity: Decreasing with distance from source
1512→- Example: Gun fire, alien shoot
1513→
1514→### Upward Fountain
1515→
1516→Used for spawn effects, collections:
1517→- Count: 2-3 particles
1518→- Direction: Upward with spread (−3π/4 to −π/4)
1519→- Velocity: Variable (15-70)
1520→- Has gravity
1521→- Example: Money drop, item collection
1522→
1523→### Continuous Stream
1524→
1525→Used for channeled effects, trails:
1526→- Spawn rate: Every 0.02-0.025 seconds
1527→- Direction: Random within cone
1528→- Velocity: Low (0-40)
1529→- Example: Fire particles, rocket trail, candle
1530→
1531→---
1532→
1533→## Timing Patterns
1534→
1535→### Immediate + Delayed
1536→
1537→Many effects use a two-phase approach:
1538→1. **Immediate:** Visual feedback (flash, spring, particle burst)
1539→2. **Delayed 0.1-0.15s:** Secondary effect (shake, sound, state change)
... [52 more lines]
[Think]
Good, I've read through the entire Part 2 section. Now I need to add the two remaining high-level composite effects from super emoji pop:
1. **Player Hits Emoji** - This should go in the Player Events section (after Player Collects Item or before Enemy Events)
2. **Spawn Emoji Cascade** - This should go in Spawn/Death Events section (after Object Spawn with HitFX)
Let me add these two new sections now.
First, I'll add "Player Hits Emoji" in the Player Events section. I'll insert it after "Player Collects Item (Box)" which ends at line 1092.
Then I'll add "Spawn Emoji Cascade" in the Spawn/Death Events section.
Now I'll add the two remaining high-level composite effects from super emoji pop. First, I'll add "Player Hits Emoji" to the Player Events section, then "Spawn Emoji Cascade" to the Spawn/Death Events section.
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.
[Think]
Good, the first effect has been added. Now let me add the "Spawn Emoji Cascade" effect to the Spawn/Death Events section.
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.
[Think]
I've now added both remaining high-level composite effects from super emoji pop to the documentation:
1. **Player Hits Emoji (Cursor Attack)** - Added to the Player Events section
2. **Spawn Emoji Cascade** - Added to the Spawn/Death Events section
The documentation is now complete with all effects from all four reference emoji games:
- emojunky-one
- emoji-merge
- super-emoji-box
- super-emoji-pop
Let me verify the additions were made correctly by reading those sections.
I've completed adding the remaining high-level composite effects from super emoji pop to the documentation. Let me verify both additions.
Grep (Player Hits Emoji|Spawn Emoji Cascade)
1093:### Player Hits Emoji (Cursor Attack)
1094-
1095-**Source:** super-emoji-pop
1096-**Code:** `super emoji pop/main.lua:220-225` (player:hit_emoji)
--
1482:### Spawn Emoji Cascade
1483-
1484-**Source:** super-emoji-pop
1485-**Code:** `super emoji pop/main.lua:144-157` (arena:spawn_emojis)
[Think]
Both sections have been added successfully. The documentation now includes all effects from the four reference emoji games:1. emojunky-one
2. emoji-merge
3. super-emoji-box
4. super-emoji-popThe analysis of super emoji pop is now complete:
**Low-level effects that were added/updated:**
- Scale Bounce on Hit - added super-emoji-pop reference
- Hit Circle - added super-emoji-pop reference
- Emoji Particle - added super-emoji-pop reference
- Bullet/Hit Particle - added super-emoji-pop reference
- Hit Animation - added super-emoji-pop reference
- Fire/Trail Particle - added super-emoji-pop reference
- Cursor Movement Juice (Horizontal Sway) - NEW section
- Cursor Movement Juice (Vertical Squash) - NEW section
- Click Press/Release Juice - NEW section
- Spawn Effect - NEW section
- HP Bar - added super-emoji-pop reference
- Crosshair with Corner Animation - added super-emoji-pop reference
- Hit Flash - added super-emoji-pop reference
**High-level composite effects that were added/updated:**
- Enemy Takes Damage - added super-emoji-pop reference
- Enemy Death - added super-emoji-pop reference
- Damage Number Float - added super-emoji-pop reference
- Player Hits Emoji (Cursor Attack) - NEW section
- Spawn Emoji Cascade - NEW section
The task is complete.
Done. I've completed the analysis of super emoji pop and updated the documentation with all new effects found:
New low-level effects added:
- Cursor Movement Juice (Horizontal Sway) -
super emoji pop/main.lua:182-186 - Cursor Movement Juice (Vertical Squash) -
super emoji pop/main.lua:187-192 - Click Press/Release Juice -
super emoji pop/main.lua:201-208 - Spawn Effect (expanding circle with callback) -
super emoji pop/main.lua:358-381
Existing effects updated with super-emoji-pop code locations:
- Scale Bounce on Hit -
super emoji pop/main.lua:254 - Hit Circle -
super emoji pop/main.lua:456-475 - Emoji Particle -
super emoji pop/main.lua:384-408 - Hit Particle -
super emoji pop/main.lua:426-453 - Hit Animation -
super emoji pop/main.lua:411-423 - Fire Particle -
super emoji pop/main.lua:297-318 - HP Bar -
super emoji pop/main.lua:277-293 - Crosshair -
super emoji pop/main.lua:479-508 - Damage Number Float -
super emoji pop/main.lua:321-355 - Enemy Takes Damage -
super emoji pop/main.lua:253-266 - Enemy Death -
super emoji pop/main.lua:269-274
New high-level composite effects added:
- Player Hits Emoji (Cursor Attack) -
super emoji pop/main.lua:220-225 - Spawn Emoji Cascade -
super emoji pop/main.lua:144-157
The documentation now covers all four reference emoji games with code locations for each effect.
Thank you.
[Think]
The user is thanking me for completing the task. I'll acknowledge briefly and let them know I'm ready for whatever's next.
You're welcome. The effects documentation is now complete with all four reference games catalogued.