EBB Kitchen Knife
Summary
Long session implementing the kitchen knife weapon for Emoji Ball Battles, plus removing the saw weapon and fixing a boomerang debug issue. The kitchen knife went through many major design iterations: Isaac's Mom's Knife-style throw/return → bouncing off walls like bullets → physics-based impulse throw → sticking on first wall hit with multi-knife accumulation system. Bleed status effect was fully implemented then reverted. A dying_knife visual class was created for parallel wall hits (inspired by Super Emoji Invaders). Melee weapons can now parry thrown knives.
Saw Removal:
- Removed all saw weapon references across 13 locations in
main.yue: image/sound registrations, collision handlers, weapon init, drawing, take_damage special-case, weapon_ui (image/drawing/stats/reflect), headless_weapons list - Changed default player weapon from
'saw'to'dagger'
Boomerang Debug Fix (Hit Effects in Wrong Position):
- Added
l_physics_get_shapes_geometryengine function inanchor.c(~120 lines) — gets body transform, iterates shapes, transforms local geometry to world space, returns Lua table - Added framework wrapper
get_shapes_geometryincollider.yue - Replaced manual hitbox offset calculations in ball/projectile debug drawing with
get_shapes_geometrycalls - Found boomerang visual/hitbox offset mismatch: visual used
weapon_perpendicular_offset = 6(-Y direction), hitbox usedweapon_hitbox_offset_y = 8(+Y direction). Fixed by changing hitbox to-6.
Kitchen Knife Design Discussion:
- User wanted Isaac's Mom's Knife style: straight throw forward, straight return to ball
- User explicitly requested incremental work: "Do not enter plan mode, do not do everything at once"
- Image: blade angled downwards,
weapon_rotation_offset = -math.pi/4(vs dagger's-3*math.pi/4), both scales positive22/512 - User rejected scale flipping: "No, don't flip the x scale, make sure you do this with the correct angle instead"
Kitchen Knife First Implementation (Throw/Return):
- Ball side: cooldown + raycast alignment trigger,
kitchen_knife_fire(destroy weapon shapes, spawn projectile), don't draw weapon while thrown - Projectile:
boomerang_projectilecollider tag,boomerang_sensorfor ball detection, forward 400 speed for 0.35s, then homing return, catch at distance < 15 - User corrections after test: remove wall reflection (pierce everything), remove damage scaling, keep melee hit ("kitchen knife IS melee"), no wall-facing check needed (raycast alignment handles it)
Wall Stick + Spin + Gradual Speed (Second Iteration):
- Wall stick: stuck duration
0.7*(1-t)where t = throw progress. Drawn ongamelayer (behind walls). User rejected separatestuck_knifeclass. - Spin on return: constant
12*math.pirad/s (same as boomerang). Initially tried cross product for direction — too complex. Seeded with move_angle to prevent visual jump. - Gradual speed: decel last 0.18s of outward, accel first 0.24s of return. Outward duration 0.35s → 0.5s.
- Collider size: 16x6 → 28x8 to match weapon hitbox. Collider angle:
move_angleonly (NO rotation_offset — visual-only). - Wall effects: outward = spring only, returning = completely ignored (no hit/sound/particles).
Bleed Status Effect (Implemented Then Reverted):
- Read WEAPON_DESIGN.md and PHASE2_WEAPONS.md — found two conflicting bleed definitions. User chose stacking counter (WEAPON_DESIGN version).
- Full implementation:
recolor_redlayer,@bleed_stackson ball, +1 on kitchen knife hit, consume on wall hit, red damage numbers,b[stacks]status display - User: "Undo all these changes, bleed just doesn't feel good, really." All reverted.
Throw/Return Separate Damage Scaling:
- Added
kitchen_knife_throw_damageandkitchen_knife_return_damagetracked independently @damageon projectile switches from throw to return value when knife starts returning- Weapon UI showed two rows: "THROW DMG" and "RETURN DMG"
Checkpoint Commit: 88dea52 Kitchen Knife checkpoint — committed before major rework.
Major Rework: Bouncing Knife (Third Iteration):
- User: "it doesn't come back like the boomerang, instead it hits and bounces off walls like gun projectiles. After 3 bounces it gets stuck, player can only regain it once it passes nearby."
- Rewrote projectile:
kitchen_knife_bounces = 3, proximity catch at distance < 20, no return phase - Removed return_damage, single "THROW DMG" stat
Physics-Based Throw (Fourth Iteration):
- Changed from
set_velocityeach frame toapply_impulse+ gravity:gravity_scale = 0.5,restitution = 0.75 kitchen_knife_move_angletracks actual velocity viamath.angle(vx, vy)each frame- Speed: 400 → 20 → 10 (bullets use 15 for reference)
- Spin after first bounce:
12*math.pirad/s,@kitchen_knife_spinningflag set on first wall hit
Wall Sticking Fixes (Many Iterations):
- Restitution: 0.75 → 0.4
- Stuck angle: tried velocity-at-impact with dot-product flip (like stuck_arrow) — angle mismatch. Simplified to
@kitchen_knife_move_angle + @kitchen_knife_rotation_offset. - Inward offset: tried normal direction, then velocity direction, then parallelness-based. Final:
parallel = 1 - abs(cos_a*normal_x + sin_a*normal_y). Perpendicular = less push, parallel = more push. Values went through many iterations:4+14*p→4+8*p→4+6*p→14*p→ random6,8. - User: "The push is happening inwards towards the wall, but it should happen inwards towards the hitbox's angle" — changed to offset along knife travel direction.
- Catch delay: 0.5s before stuck knife can be picked up.
No Bounces (Final Design):
kitchen_knife_bounces = 0— knife sticks on first wall hit- Spin code stays but doesn't trigger
Multi-Knife Accumulation System:
- Knife generated every 5s (cooldown bar tracks this). UI shows knife count. Picking up stuck knives adds to count. Fire all held knives with burst delay.
- Fire direction: wherever pointing at time of each shot (like gun). Delay: 0.15s between each. Weapon stays until last thrown. No cap.
- Design: generation cooldown IS the fire cooldown.
kitchen_knife_readyflag pattern (same as gun). - Init:
@kitchen_knife_count = 0,@kitchen_knife_cooldown = 5,@kitchen_knife_fire_delay = 0.15 - Wall proximity fire prevention: raycast from ball to spawn point + 16px. Skip throw if wall detected.
burst_remainingonly decrements on successful fire;burst_attempts(3x count) limits total tries. - Bug: "Sometimes it only fires 2 when it has 3 knives" —
burst_remainingwas decrementing on wall skips. Fixed with separate counters. - Bug: weapon shapes not recreated when cooldown completed while
kitchen_knife_thrownwas true. Added shape recreation to both cooldown callbacks.
Sound Effects:
- Knife throw: converted "Throwing Knife (Thrown) 3.wav" and "4.wav" to
knife_throw_1.oggandknife_throw_2.ogg. Normalization formula gave 0.17 but too quiet — tripled to 0.51, then +25% to 0.64. Short percussive sounds have misleading mean_volume. - Knife stick: tried "Spear throw 1.wav" (
knife_stick.ogg), user preferredwood_heavyat 80% volume (0.37-0.59) - Dying knife:
dagger_wallat 0.5 - Pickup:
knife_throw_1at 0.64. Throw:knife_throw_2at 0.64.
Parallel Wall Hit → Dying Knife (from Super Emoji Invaders):
- Researched SEI's
wall_daggerclass: physics body, spin impulse ±50-60π, gravity 1.0, damping 2.5, blink death after 0.3-0.45s - User: "It's easier yet to instead kill the object immediately and create a visual-only dying_knife object"
dying_knifeclass: visual-only, manual velocity/gravity, angular velocity25-30*π * random_sign,math.lerp_dtfor frame-rate independent damping, blink death viatimer\during_step, drawn onweaponslayer- Parallel threshold: 0.7 (
parallel = 1 - abs(dot product)) - Bug: dying knife collider angle overridden by generic
set_anglein elseif chain. Fixed by nesting underunless @kitchen_knife_dying. - Bug:
nilas empty branch body caused YueScript compilation error. - Later simplified: dying state removed from projectile entirely, just spawn dying_knife and kill projectile.
Visual Feedback Polish:
flash_on_spawnsupports numeric values for custom duration. Kitchen knife uses 0.05s (shorter flash).- Added
ball_shakechild shake object to ball. Appliedget_transform!offsets to all ball+weapon drawing. Values: tried4,0.1→10,1→4,0.3, then removed. Replaced with exaggeratedspring\pull 'hit', 0.6, 3, 0.5on knife pickup. - Tried directional spring push on fire (
ball_shake\pushopposite direction), values4,5,0.5→10,3,0.5, then removed.
Enemy Weapon Changed: Default from 'boomerang' to 'sword'.
Knife Parry by Melee Weapons:
- Added
an\physics_collision 'boomerang_projectile', 'weapon' - Handler: reflects velocity off weapon surface (like arrow deflection), spawns dying_knife at 30% reflected speed, kills projectile
- Weapon feedback: flash, spring, weight-based angular dampening. Sounds:
dagger_wall+weapon_projectile.
Stuck Knives Ignore Weapon Collisions:
- On wall stick, destroy physical shape (
@collider.shape). Sensor remains for pickup. - Initially tried
@shape(wrong reference), fixed to@collider.shape.
Let's continue with EBB. First, let's remove the saw, I didn't like how it turned out. Then, let's think about which weapon to implement next. I think the Kitchen Knife makes sense, since from what I remember it had similar behavior to the boomerang where it went forward then back? But I don't remember exactly. @emoji-ball-battles\docs\ATTACK_REFERENCE.md
Let me get acquainted with the codebase first.
Read (E:\a327ex\emoji-ball-battles\main.yue)
File content (73668 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\website\notes\Anchor Engine Overview.md)
<tool_use_error>Sibling tool call errored</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
<tool_use_error>Sibling tool call errored</tool_use_error>
The file is quite large. Let me read it in parts, and find the saw-related code.
Read (E:\a327ex\website\notes\Anchor Engine Overview.md)
File does not exist. Note: your current working directory is E:\a327ex.
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
<tool_use_error>Sibling tool call errored</tool_use_error>
Grep (saw|Saw|🪚)
<tool_use_error>Sibling tool call errored</tool_use_error>
Glob (*/Anchor Engine Overview)
E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.md
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
1→# Framework API Quick Reference
2→
3→Function signatures for YueScript framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4→
5→## Initialization
6→
7→```
8→require('anchor')
9→ width: 640 -- game resolution width (default: 480)
10→ height: 360 -- game resolution height (default: 270)
11→ title: "My Game" -- window title (default: "Anchor")
12→ scale: 2 -- initial window scale (default: 3)
13→ vsync: true -- vertical sync (default: true)
14→ fullscreen: false -- start fullscreen (default: false)
15→ resizable: true -- window resizable (default: true)
16→ filter: "rough" -- "rough" or "smooth" (default: "rough")
17→```
18→
19→## Root Object (an)
20→
21→### Engine State (Static)
22→```
23→an.width -> int -- game resolution width
24→an.height -> int -- game resolution height
25→an.dt -> number -- fixed delta time (1/120)
26→an.platform -> string -- "web" or "windows"
27→```
28→
29→### Engine State (Dynamic - updated every frame)
30→```
... [622 more lines]
Now let me find the boomerang code to understand the existing pattern, and also look for any "kitchen knife" or "🔪" references.
Grep (boomerang|kitchen|knife|🔪)
89:an\image 'boomerang', 'assets/boomerang.png'
254:an\physics_tag 'boomerang_projectile'
255:an\physics_collision 'boomerang_projectile', 'wall'
256:an\physics_tag 'boomerang_sensor'
257:an\physics_sensor 'boomerang_sensor', 'ball'
258:an\physics_sensor 'boomerang_sensor', 'plant_ghost'
361: headless_enemy_weapon = args.enemy_weapon or 'boomerang'
941: for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
959: unless projectile_object.boomerang_damage_triggered
960: projectile_object.boomerang_damage_triggered = true
961: owner.boomerang_damage += 1
964: -- headless: log boomerang hit
992: for event in *an\collision_begin_events 'boomerang_projectile', 'wall'
1010: owner.weapon_ui\boomerang_wall_hit! if owner and owner.weapon_ui
1060: continue if attacker.weapon_type == 'boomerang'
1184: for event in *an\sensor_begin_events 'boomerang_sensor', 'plant_ghost'
1549: elseif @weapon_type == 'boomerang'
1551: @weapon_image = an.images.boomerang
1567: @boomerang_cooldown = 4.5
1568: @boomerang_thrown = false
1569: @boomerang_damage = 1
1667: elseif @weapon_type == 'boomerang'
1668: @boomerang_ready = false
1669: @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
1670: @timer\when (-> @boomerang_ready and @\boomerang_can_fire!), 'boomerang_fire', (-> @\boomerang_fire!)
1671: @cooldown_bar\activate @boomerang_cooldown
1949: elseif @weapon_type == 'boomerang'
1950: unless @boomerang_thrown
2231: boomerang_check_side_safe: (side) =>
2241: boomerang_can_fire: =>
... [66 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1→global *
2→
3→require('anchor')
4→ width: 480
5→ height: 270
6→ scale: 3
7→
8→-- Game dimensions
9→gw, gh = an.width, an.height
10→
11→
12→-- Twitter emoji color palette
13→white = color 255, 255, 255
14→black = color 0, 0, 0
15→gray = color 128, 128, 128
16→bg_color = color 48, 49, 50
17→fg = color 231, 232, 233
18→fg_dark = color 201, 202, 203
19→yellow = color 253, 205, 86
20→star_yellow = color 255, 172, 51
21→orange = color 244, 146, 0
22→blue = color 83, 175, 239
23→green = color 122, 179, 87
24→red = color 223, 37, 64
25→purple = color 172, 144, 216
26→brown = color 193, 105, 79
27→bowstring = color 217, 158, 130
28→debug_draw_enabled = false
29→wall_color = fg\clone!\mix yellow, 0.1
30→
... [70 more lines]
Let me see more of the code, especially the weapon initialization and the full saw sections.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1520→ @hit_particle_multiplier = 1.0
1521→ @camera_shake_multiplier = 1.0
1522→
1523→ elseif @weapon_type == 'saw'
1524→ @weapon_class = 'melee'
1525→ @weapon_image = an.images.saw
1526→ @weapon_visual_offset = 28
1527→ @weapon_perpendicular_offset = 0
1528→ @weapon_hitbox_offset = 36
1529→ @weapon_hitbox_length = 28
1530→ @weapon_hitbox_width = 12
1531→ @weapon_scale = 32/512
1532→ @weapon_scale_y = -32/512
1533→ @weapon_rotation_offset = -3*math.pi/4 - math.pi/16
1534→ @base_angular_velocity = 1.5*math.pi
1535→ @max_angular_velocity = 3*math.pi
1536→ @weapon_weight = 2.0 -- resists parry rotation changes strongly
1537→ @hit_stop_multiplier = 0.3
1538→ @hit_particle_multiplier = 0.5
1539→ @camera_shake_multiplier = 0.4
1540→ @saw_hit_interval = 0.5 -- seconds between repeated hits while in contact
1541→ @saw_min_hit_interval = 0.1
1542→ @saw_interval_decrease_per_hit = 0.008 -- reaches 0.1 at 50 hits
1543→ @saw_hit_timer = 0
1544→ @saw_in_contact_with = nil
1545→ @saw_pre_contact_base_av = 0
1546→ @saw_contact_hit_count = 0
1547→ @saw_time_since_last_hit = math.huge
1548→
1549→ elseif @weapon_type == 'boomerang'
... [130 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1640→
1641→ -- HP UI (heart + number display at top of screen)
1642→ @\add hp_ui @team, @hp, @max_hp
1643→
1644→ -- Weapon UI (emoji, weapon icon, and stat board)
1645→ @\add weapon_ui @team, @weapon_type, @image, @image_hit
1646→
1647→ -- Ball starts with no gravity until game starts
1648→ @\add timer!
1649→ @collider\set_gravity_scale 0
1650→
1651→ -- Weapon auto-attack setup (requires timer initialized above)
1652→ if @weapon_type == 'gun'
1653→ @gun_ready = false
1654→ @timer\after @base_cooldown, 'gun_cooldown', -> @gun_ready = true
1655→ @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
1656→ @cooldown_bar\activate @base_cooldown
1657→ elseif @weapon_type == 'sword'
1658→ @thrust_ready = false
1659→ @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1660→ @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
1661→ @cooldown_bar\activate @thrust_cooldown
1662→ elseif @weapon_type == 'bow'
1663→ @bow_ready = false
1664→ @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1665→ @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
1666→ @cooldown_bar\activate @bow_cooldown
1667→ elseif @weapon_type == 'boomerang'
1668→ @boomerang_ready = false
1669→ @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
... [70 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1940→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1941→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1942→ weapons\pop!
1943→
1944→ elseif @weapon_type == 'saw'
1945→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1946→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1947→ weapons\pop!
1948→
1949→ elseif @weapon_type == 'boomerang'
1950→ unless @boomerang_thrown
1951→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1952→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1953→ weapons\pop!
1954→
1955→ -- Debug draw weapon hitbox
1956→ hitbox_oy = @weapon_hitbox_offset_y or 0
1957→ perpendicular_angle_dbg = @angle - math.pi/2
1958→ hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle) + hitbox_oy*math.cos(perpendicular_angle_dbg)
1959→ hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle) + hitbox_oy*math.sin(perpendicular_angle_dbg)
1960→ if debug_draw_enabled
1961→ debug_draw\push hitbox_x, hitbox_y, @angle
1962→ debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
1963→ debug_draw\pop!
1964→
1965→ -- Indicator layout system (dead code — kept for future status effect stack system above ball)
1966→ indicator_y = 18
1967→ indicator_gap = 5
1968→ for child in *@children
1969→ if child\is('indicator') and child.visible
... [30 more lines]
Now let me see the rest of the relevant saw code sections and the full weapon list in headless + the weapon_ui image line.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2220→ flash_on_spawn: true
2221→ team: @team
2222→ bounces: 0
2223→ shot_id: shot_id
2224→
2225→ -- Start bow pull animation for next arrow
2226→ bow_start_pull: (duration) =>
2227→ @bow_arrow_alpha = 1
2228→ @timer\tween duration, @, {bow_pull_amount: 8}, math.quad_out, nil, 'bow_release'
2229→ @timer\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_release'
2230→
2231→ boomerang_check_side_safe: (side) =>
2232→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2233→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2234→ move_angle = @angle + side*math.pi/4
2235→ ray_length = 40
2236→ ray_end_x = spawn_x + ray_length*math.cos(move_angle)
2237→ ray_end_y = spawn_y + ray_length*math.sin(move_angle)
2238→ hit = an\raycast spawn_x, spawn_y, ray_end_x, ray_end_y, 'wall'
2239→ not hit
2240→
2241→ boomerang_can_fire: =>
2242→ safe_plus = @\boomerang_check_side_safe 1
2243→ safe_minus = @\boomerang_check_side_safe -1
2244→ if safe_plus and safe_minus
2245→ return true, an.random\sign!
2246→ elseif safe_plus
2247→ return true, 1
2248→ elseif safe_minus
2249→ return true, -1
... [90 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
2550→ weapons\push wx, wy, base_angle + weapon_recoil, 1, bow_stretch
2551→ weapons\push 0, 0, my_ball.weapon_rotation_offset, -@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
2552→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2553→ weapons\pop!
2554→ weapons\pop!
2555→ -- Draw arrow on top of string and bow
2556→ if my_ball.bow_arrow_alpha > 0
2557→ arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5*sr)*cos_a
2558→ arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5*sr)*sin_a
2559→ weapons\push arrow_x, arrow_y, base_angle + 3*math.pi/4, @weapon_scale, @weapon_scale
2560→ weapons\image an.images.arrow, 0, 0, nil, weapon_flashing and white!
2561→ weapons\pop!
2562→ elseif @weapon_type == 'saw'
2563→ saw_ui_scale = @weapon_scale*24/18
2564→ saw_ox = -@weapon_flip_x*4
2565→ saw_oy = -2
2566→ weapons\push @weapon_x + weapon_t.x + saw_ox, @weapon_y + weapon_t.y + saw_oy, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*saw_ui_scale*weapon_spring, saw_ui_scale*weapon_spring
2567→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2568→ weapons\pop!
2569→ else
2570→ weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
2571→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2572→ weapons\pop!
2573→
2574→ -- Draw stat board
2575→ -- front\push @center_x + board_t.x, @board_y + board_t.y, board_t.rotation, @board_scale, @board_scale
2576→ -- front\image an.images.blue_board, 0, 0
2577→ -- front\pop!
2578→
2579→ -- Draw stat text (labels left-aligned, values right-aligned)
... [100 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
4110→ f\write "<div class='event hit'>Step #{e.step}: #{e.attacker} hit #{e.defender} for #{e.damage} (#{e.hit_type}, #{e.weapon})</div>\n"
4111→ elseif e.type == 'parry'
4112→ f\write "<div class='event parry'>Step #{e.step}: parry — #{e.ball_a} (#{e.weapon_a}) vs #{e.ball_b} (#{e.weapon_b})</div>\n"
4113→ elseif e.type == 'battle_end'
4114→ headless_end_winner = if e.winner == 'player' then "#{weapon_a} (player)" elseif e.winner == 'enemy' then "#{weapon_b} (enemy)" else e.winner
4115→ f\write "<div class='event battle-end'>Step #{e.step}: #{headless_end_winner} wins (#{e.reason}) — HP: #{e.player_hp}/#{e.enemy_hp}</div>\n"
4116→ f\write "</details>\n"
4117→
4118→ f\write "</body></html>\n"
4119→ f\close!
4120→ print "HTML report written to #{filename}"
4121→
4122→-- All weapons in the game (update this list when adding new weapons)
4123→headless_weapons = {'dagger', 'sword', 'bow', 'gun', 'saw', 'boomerang'}
4124→
4125→-- SVG histogram helper: writes an inline SVG histogram to file handle
4126→headless_svg_histogram = (f, values, width, height, opts={}) ->
4127→ return f\write "<svg width='#{width}' height='#{height}' style='background:#1a1a1a;border-radius:4px;'><text x='#{width/2}' y='#{height/2}' fill='#555' font-size='12' font-family='monospace' text-anchor='middle'>No data</text></svg>\n" if #values == 0
4128→
4129→ color = opts.color or '#53afe8'
4130→ min_val = values[1]
4131→ max_val = values[1]
4132→ for v in *values
4133→ min_val = math.min min_val, v
4134→ max_val = math.max max_val, v
4135→
4136→ num_bins = math.min 10, math.max(3, #values)
4137→ if min_val == max_val
4138→ max_val = min_val + 1
4139→
Good, I now have a comprehensive picture of the saw code. Let me also check the sounds and the weapon select/plant_ghost collision handling for saw.
Read (E:\a327ex\emoji-ball-battles\main.yue)
220→an\sound 'sword_impact_dirt', 'assets/sword_impact_dirt.ogg'
221→an\sound 'wind_small_impact_1', 'assets/wind_small_impact_1.ogg'
222→-- an\sound 'wind_small_impact_2', 'assets/wind_small_impact_2.ogg'
223→-- an\sound 'wing_impact_5', 'assets/wing_impact_5.ogg'
224→-- an\sound 's6_impact_1_v2', 'assets/s6_impact_1_v2.ogg'
225→an\sound 'saw_hit1', 'assets/saw_hit1.ogg'
226→an\sound 'saw_hit2', 'assets/saw_hit2.ogg'
227→an\sound 'wood_heavy_1', 'assets/wood_heavy_1.ogg'
228→an\sound 'wood_heavy_2', 'assets/wood_heavy_2.ogg'
229→an\sound 'wood_heavy_3', 'assets/wood_heavy_3.ogg'
230→an\music 'bgm', 'assets/batoru_umi_to_mamono_no_kodomo_tachi.ogg'
231→an\music 'enbudai', 'assets/enbudai.ogg'
232→an\music_set_volume 0.8
233→
234→an\physics_init!
235→an\physics_set_gravity 0, 384
236→an\physics_tag 'wall'
237→an\physics_tag 'ball'
238→an\physics_tag 'weapon'
239→an\physics_tag 'weapon_hitbox'
240→an\physics_tag 'plant_ghost'
241→an\physics_tag 'projectile'
242→an\physics_collision 'ball', 'wall'
243→an\physics_collision 'ball', 'ball'
244→an\physics_collision 'weapon', 'weapon'
245→an\physics_tag 'projectile_sensor'
246→an\physics_collision 'projectile', 'wall'
247→an\physics_collision 'projectile', 'weapon'
248→an\physics_sensor 'projectile_sensor', 'ball'
249→an\physics_sensor 'projectile_sensor', 'plant_ghost'
... [20 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
350→
351→ -- Create walls as children (top, bottom/floor, left, right)
352→ -- Create walls as children (top, bottom/floor, left, right)
353→ -- Floor is only arena width; side walls extend down to cover the rest
354→ @\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness
355→ @\add wall @x + @w/2, @y + @h + wall_thickness/2, @w, wall_thickness, nil, true
356→ @\add wall @x - wall_thickness/2, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
357→ @\add wall @x + wall_thickness/2 + @w, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
358→
359→ -- Create balls
360→ headless_player_weapon = args.player_weapon or 'saw'
361→ headless_enemy_weapon = args.enemy_weapon or 'boomerang'
362→ @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
363→ @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
364→ @\add @player_ball
365→ @\add @enemy_ball
366→
367→ -- Create plants container and spawn plant groups
368→ @\add object 'plants'
369→ @\spawn_plants!
Now I have a full picture. Let me summarize and discuss.
Okay, I've read through all the saw-related code. Here's what needs to be removed:
Saw code locations:
- Line 88:
an\image 'saw', 'assets/saw.png' - Lines 225-226:
saw_hit1,saw_hit2sound registrations - Lines 1057-1058: Skip saw in weapon-hitbox collision handling
- Lines 1096-1151: The entire per-frame saw contact detection block in arena update
- Lines 1523-1547: Saw weapon initialization in ball constructor
- Lines 1944-1947: Saw drawing in ball update
- Lines 1983-1988: Saw special-case in
take_damage(sound + damage number color) - Lines 2471: Saw in weapon_ui image selector
- Lines 2562-2568: Saw in weapon_ui drawing
- Lines 2603-2606: Saw stat display (HIT INTERVAL)
- Lines 2662-2663: Saw in weapon_ui
reflect - Line 4123: Saw in
headless_weaponslist
That's quite a lot of places. Before I do the removal, let's discuss the Kitchen Knife.
Looking at the ATTACK_REFERENCE, there's no "Kitchen Knife" listed there. The boomerang (🪃) is listed as:
- Shape: S12 Returning Projectile (goes out, comes back)
- Behavior: B2 Single (one attack, then cooldown)
- Trigger: T1 Raycast
- Scaling: V7 +Simultaneous
A "Kitchen Knife" (🔪) could work similarly — a thrown blade that goes forward and returns. But it could also be differentiated. A few directions:
- Straight throw + return (like boomerang but straight line, no curve) — simpler trajectory, maybe faster
- Forward thrust (like a more stabby sword) — melee, not projectile
- Thrown projectile that doesn't return — more like a dagger throw
Do you remember what you had in mind for it? Or should we brainstorm a design that's distinct from the boomerang? The boomerang already covers the "curved throw + return" space pretty well, so a kitchen knife would want to feel different.
AskUserQuestion
User has answered your questions: "What behavior did you have in mind for the Kitchen Knife? Or should we brainstorm something distinct from the boomerang?"="Like Isaac's straight throw then return." user notes: Like Isaac's straight throw then return.. You can now continue with the user's answers in mind.
Got it — like Isaac's Mom's Knife. A straight-line throw forward, then it returns straight back. Much simpler trajectory than the boomerang's curve.
Let me think about how to design this using the attack reference framework:
🔪 Kitchen Knife | | | |---|---| | Shape | S12 Returning Projectile (straight line, not curved) | | Behavior | B2 Triggered-Single (throw, wait for return, cooldown) | | Trigger | T1 Raycast Alignment (fires when knife points at enemy) | | Scaling | ? |
For scaling, a few options that would be visually distinct from boomerang's V7 (+simultaneous):
AskUserQuestion
User has answered your questions: "What scaling should the Kitchen Knife have per hit landed?"="I need to think about it, let's decide later. Do not enter plan mode, do not do everything at once. Do the saw removal first, then let's do the kitchen knife one step at a time." user notes: I need to think about it, let's decide later. Do not enter plan mode, do not do everything at once. Do the saw removal first, then let's do the kitchen knife one step at a time.. You can now continue with the user's answers in mind.
Let me remove the saw. I'll go through each location.
Read (E:\a327ex\emoji-ball-battles\main.yue)
86→an\image 'bow', 'assets/bow.png'
87→an\image 'arrow', 'assets/arrow.png'
88→an\image 'saw', 'assets/saw.png'
89→an\image 'boomerang', 'assets/boomerang.png'
90→-- Plant images
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
223→-- an\sound 's6_impact_1_v2', 'assets/s6_impact_1_v2.ogg'
224→an\sound 'saw_hit1', 'assets/saw_hit1.ogg'
225→an\sound 'saw_hit2', 'assets/saw_hit2.ogg'
226→an\sound 'wood_heavy_1', 'assets/wood_heavy_1.ogg'
227→an\sound 'wood_heavy_2', 'assets/wood_heavy_2.ogg'
228→an\sound 'wood_heavy_3', 'assets/wood_heavy_3.ogg'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the arena update — skip saw in weapon-hitbox collision and the per-frame saw contact block. Let me read the full context.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1050→ continue if attacker == defender
1051→ continue if attacker.team == defender.team
1052→ continue if attacker.weapon_class != 'melee'
1053→
1054→ -- Saw: handled via per-frame query below
1055→ continue if attacker.weapon_type == 'saw'
1056→ -- Boomerang: damage comes from projectile only
1057→ continue if attacker.weapon_type == 'boomerang'
1058→
1059→ -- Apply damage (thrust hits use thrust_damage)
1060→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
1061→ attacker\flash_weapon!
1062→ defender\take_damage damage, attacker
1063→ if attacker.thrusting
1064→ an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
1065→ attacker.hits_landed += 1
1066→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
1067→
1068→ -- headless: log melee hit
1069→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: attacker.team, defender: defender.team, damage: damage, weapon: attacker.weapon_type, hit_type: 'melee'}
1070→
1071→ -- Weapon-specific scaling on hit
1072→ if attacker.weapon_type == 'dagger'
1073→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
1074→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
1075→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
1076→ attacker.thrust_hit_this_thrust = true
1077→ attacker.thrust_damage += 1
1078→ @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
1079→ -- Hit effect on defender's edge, facing the weapon
... [80 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now remove the entire per-frame saw contact block (lines 1093-1148 after the previous edit shifted things). Let me re-read to get exact text.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1087→ if attacker.thrusting
1088→ for i = 1, an.random\int 4, 7
1089→ @effects\add star_particle effect_x, effect_y, {multiplier: 1.3, flash_on_spawn: true}
1090→
1091→ -- Saw: per-frame contact detection and damage
1092→ for saw_ball in *[@player_ball, @enemy_ball]
1093→ continue unless saw_ball.weapon_type == 'saw' and saw_ball.parent
1094→ local other_ball = if saw_ball.team == 'player' then @enemy_ball else @player_ball
1095→ continue unless other_ball and other_ball.parent
1096→ -- Tick time-since-last-hit; reset count if gap exceeded 2x interval
1097→ saw_ball.saw_time_since_last_hit += dt
1098→ if saw_ball.saw_time_since_last_hit > 2*saw_ball.saw_hit_interval
1099→ saw_ball.saw_contact_hit_count = 0
1100→ hx = saw_ball.x + saw_ball.weapon_hitbox_offset*math.cos(saw_ball.angle)
1101→ hy = saw_ball.y + saw_ball.weapon_hitbox_offset*math.sin(saw_ball.angle)
1102→ hits = an\query_box hx, hy, saw_ball.weapon_hitbox_length, saw_ball.weapon_hitbox_width, saw_ball.angle, 'ball'
1103→ in_contact = false
1104→ for hit in *hits
1105→ if hit == other_ball
1106→ in_contact = true
1107→ break
1108→ if in_contact
1109→ if not saw_ball.saw_in_contact_with
1110→ saw_ball.saw_in_contact_with = other_ball
1111→ saw_ball.saw_hit_timer = 0
1112→ saw_ball.saw_pre_contact_base_av = saw_ball.base_angular_velocity
1113→ saw_ball.saw_pre_contact_av = saw_ball.collider\get_angular_velocity!
1114→ saw_ball.base_angular_velocity /= 5
1115→ saw_ball.collider\set_angular_velocity saw_ball.saw_pre_contact_av/5
1116→ saw_ball.saw_hit_timer -= dt
... [35 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the saw weapon init block in ball constructor.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1460→
1461→ elseif @weapon_type == 'saw'
1462→ @weapon_class = 'melee'
1463→ @weapon_image = an.images.saw
1464→ @weapon_visual_offset = 28
1465→ @weapon_perpendicular_offset = 0
1466→ @weapon_hitbox_offset = 36
1467→ @weapon_hitbox_length = 28
1468→ @weapon_hitbox_width = 12
1469→ @weapon_scale = 32/512
1470→ @weapon_scale_y = -32/512
1471→ @weapon_rotation_offset = -3*math.pi/4 - math.pi/16
1472→ @base_angular_velocity = 1.5*math.pi
1473→ @max_angular_velocity = 3*math.pi
1474→ @weapon_weight = 2.0 -- resists parry rotation changes strongly
1475→ @hit_stop_multiplier = 0.3
1476→ @hit_particle_multiplier = 0.5
1477→ @camera_shake_multiplier = 0.4
1478→ @saw_hit_interval = 0.5 -- seconds between repeated hits while in contact
1479→ @saw_min_hit_interval = 0.1
1480→ @saw_interval_decrease_per_hit = 0.008 -- reaches 0.1 at 50 hits
1481→ @saw_hit_timer = 0
1482→ @saw_in_contact_with = nil
1483→ @saw_pre_contact_base_av = 0
1484→ @saw_contact_hit_count = 0
1485→ @saw_time_since_last_hit = math.huge
1486→
1487→ elseif @weapon_type == 'boomerang'
1488→ @weapon_class = 'melee'
1489→ @weapon_image = an.images.boomerang
... [30 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the saw drawing in ball update.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1865→ weapons\pop!
1866→
1867→ -- Debug draw weapon hitbox
1868→ hitbox_oy = @weapon_hitbox_offset_y or 0
1869→ perpendicular_angle_dbg = @angle - math.pi/2
1870→ hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle) + hitbox_oy*math.cos(perpendicular_angle_dbg)
1871→ hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle) + hitbox_oy*math.sin(perpendicular_angle_dbg)
1872→ if debug_draw_enabled
1873→ debug_draw\push hitbox_x, hitbox_y, @angle
1874→ debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
1875→ debug_draw\pop!
1876→
1877→ -- Indicator layout system (dead code — kept for future status effect stack system above ball)
1878→ indicator_y = 18
1879→ indicator_gap = 5
1880→ for child in *@children
1881→ if child\is('indicator') and child.visible
1882→ child.target_y = indicator_y
1883→ indicator_y += child.h + indicator_gap
1884→
1885→ -- Track angular velocity for weight-based collision handling
1886→ @last_angular_velocity = @collider\get_angular_velocity!
1887→
1888→ take_damage: (amount, source) =>
1889→ return unless @parent -- Guard against events before fully added
1890→ @hp -= amount
1891→
1892→ @spring\pull 'hit', 0.3, 3, 0.7
1893→ @\flash_ball!
1894→
Let me find the saw drawing block — it should be above line 1865.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1845→ arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a
1846→ arrow_scale = 26/512
1847→ weapons\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale
1848→ weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!
1849→ weapons\pop!
1850→
1851→ elseif @weapon_type == 'dagger'
1852→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1853→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1854→ weapons\pop!
1855→
1856→ elseif @weapon_type == 'saw'
1857→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1858→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1859→ weapons\pop!
1860→
1861→ elseif @weapon_type == 'boomerang'
1862→ unless @boomerang_thrown
1863→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1864→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1865→ weapons\pop!
1866→
1867→ -- Debug draw weapon hitbox
1868→ hitbox_oy = @weapon_hitbox_offset_y or 0
1869→ perpendicular_angle_dbg = @angle - math.pi/2
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now take_damage — the saw special-case sound and damage number color.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1878→ indicator_y += child.h + indicator_gap
1879→
1880→ -- Track angular velocity for weight-based collision handling
1881→ @last_angular_velocity = @collider\get_angular_velocity!
1882→
1883→ take_damage: (amount, source) =>
1884→ return unless @parent -- Guard against events before fully added
1885→ @hp -= amount
1886→
1887→ @spring\pull 'hit', 0.3, 3, 0.7
1888→ @\flash_ball!
1889→
1890→ -- Sound (red saw hits play their own sound in the arena loop)
1891→ unless source and source.weapon_type == 'saw' and source.saw_contact_hit_count > 1
1892→ an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1893→
1894→ -- Spawn damage number above (red for repeated saw hits within a single contact)
1895→ num_layer = if source and source.weapon_type == 'saw' and source.saw_contact_hit_count > 1 then recolor_yellow else recolor_blue
1896→ @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5, layer: num_layer}
1897→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the weapon_ui image selector.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2370→
2371→ -- Weapon properties
2372→ @weapon_x = if @team == 'player' then 91 else 389
2373→ @weapon_y = 60
2374→ @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow elseif weapon_type == 'saw' then an.images.saw elseif weapon_type == 'boomerang' then an.images.boomerang else an.images.dagger
2375→ @weapon_scale = 20/512
2376→ @weapon_flip_x = if @team == 'player' then -1 else 1
2377→
2378→ -- Board properties
2379→ -- @board_y = 102
2380→ -- @board_scale = 102/512
2381→
2382→ -- Text properties
2383→ @text_x = if @team == 'player' then 65 else 400
2384→ @text_y = 92
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the weapon_ui drawing (saw special case).
Read (E:\a327ex\emoji-ball-battles\main.yue)
2450→ else
2451→ weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
2452→ -- Draw bow image (use negative x-scale like in-game)
2453→ weapons\push wx, wy, base_angle + weapon_recoil, 1, bow_stretch
2454→ weapons\push 0, 0, my_ball.weapon_rotation_offset, -@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
2455→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2456→ weapons\pop!
2457→ weapons\pop!
2458→ -- Draw arrow on top of string and bow
2459→ if my_ball.bow_arrow_alpha > 0
2460→ arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5*sr)*cos_a
2461→ arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5*sr)*sin_a
2462→ weapons\push arrow_x, arrow_y, base_angle + 3*math.pi/4, @weapon_scale, @weapon_scale
2463→ weapons\image an.images.arrow, 0, 0, nil, weapon_flashing and white!
2464→ weapons\pop!
2465→ elseif @weapon_type == 'saw'
2466→ saw_ui_scale = @weapon_scale*24/18
2467→ saw_ox = -@weapon_flip_x*4
2468→ saw_oy = -2
2469→ weapons\push @weapon_x + weapon_t.x + saw_ox, @weapon_y + weapon_t.y + saw_oy, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*saw_ui_scale*weapon_spring, saw_ui_scale*weapon_spring
2470→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2471→ weapons\pop!
2472→ else
2473→ weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
2474→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2475→ weapons\pop!
2476→
2477→ -- Draw stat board
2478→ -- front\push @center_x + board_t.x, @board_y + board_t.y, board_t.rotation, @board_scale, @board_scale
2479→ -- front\image an.images.blue_board, 0, 0
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the saw stat display in weapon_ui.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2488→ effects\text "BURST CHANCE", 'lana', left_x, 6, white!
2489→ value2 = string.format("%d%%", burst_chance)
2490→ effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
2491→ elseif @weapon_type == 'sword'
2492→ effects\text "THRUST DMG", 'lana', left_x, 0, white!
2493→ value1 = string.format("%d", my_ball.thrust_damage)
2494→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2495→ elseif @weapon_type == 'bow'
2496→ effects\text "ARROWS/SHOT", 'lana', left_x, 0, white!
2497→ value1 = string.format("%d", my_ball.arrows_per_shot)
2498→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2499→ elseif @weapon_type == 'saw'
2500→ effects\text "HIT INTERVAL", 'lana', left_x, 0, white!
2501→ value1 = string.format("%dms", math.floor(my_ball.saw_hit_interval*1000 + 0.5))
2502→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2503→ elseif @weapon_type == 'boomerang'
2504→ effects\text "THROW DMG", 'lana', left_x, 0, white!
2505→ value1 = string.format("%d", my_ball.boomerang_damage)
2506→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2507→ else -- dagger
2508→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2509→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2510→ value1 = string.format("%.2f", rotations_per_second)
2511→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2512→ effects\pop!
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the saw case in weapon_ui reflect.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2545→ gravity: an.random\float(128, 156)
2546→ rotation_speed: an.random\float(2*math.pi, 4*math.pi)
2547→
2548→ reflect: =>
2549→ -- Spawn hit effect and wobble rotation
2550→ -- TODO: Add key that triggers this and fix all weapons to have the correct values for hit effect animation spawn
2551→ my_arena = @parent.parent
2552→ if @weapon_type == 'sword'
2553→ my_arena.effects\add hit_effect @weapon_x + an.random\float(-6, 10), @weapon_y - an.random\float(0, 8), {scale: an.random\float(1.0, 1.25)}
2554→ elseif @weapon_type == 'saw'
2555→ my_arena.effects\add hit_effect @weapon_x + an.random\float(0, 12), @weapon_y - an.random\float(0, 8), {scale: an.random\float(1.0, 1.25)}
2556→ else
2557→ my_arena.effects\add hit_effect @weapon_x - an.random\float(0, 12), @weapon_y + an.random\float(0, 12), {scale: an.random\float(1.0, 1.25)}
2558→ @spring\pull 'weapon_rotation', an.random\float(-0.6, 0.6), 3, 0.5
2559→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Finally, the headless_weapons list and the default weapon assignments.
Grep (headless_weapons|headless_player_weapon|headless_enemy_weapon)
357: headless_player_weapon = args.player_weapon or 'saw'
358: headless_enemy_weapon = args.enemy_weapon or 'boomerang'
359: @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
360: @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
4013:headless_weapons = {'dagger', 'sword', 'bow', 'gun', 'saw', 'boomerang'}
4647: for i = 1, #headless_weapons
4648: for j = i + 1, #headless_weapons
4649: wa, wb = headless_weapons[i], headless_weapons[j]
4694: headless_write_balance_report all_matchups, headless_weapons, timestamp
Read (E:\a327ex\emoji-ball-battles\main.yue)
355→
356→ -- Create balls
357→ headless_player_weapon = args.player_weapon or 'saw'
358→ headless_enemy_weapon = args.enemy_weapon or 'boomerang'
359→ @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
360→ @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
361→ @\add @player_ball
362→ @\add @enemy_ball
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
4011→
4012→-- All weapons in the game (update this list when adding new weapons)
4013→headless_weapons = {'dagger', 'sword', 'bow', 'gun', 'saw', 'boomerang'}
4014→
4015→-- SVG histogram helper: writes an inline SVG histogram to file handle
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me do a final verification to make sure there are no remaining saw references.
Grep (\bsaw\b|🪚)
No matches found
Clean. All saw references have been removed from main.yue. Here's a summary of what was removed:
- Image registration —
an\image 'saw' - Sound registrations —
saw_hit1,saw_hit2 - Collision skip — the
continue if attacker.weapon_type == 'saw'in weapon-hitbox handling - Per-frame contact system — the entire 55-line saw DPS loop in arena update
- Weapon init — the saw
elseifblock in ball constructor (25 lines of properties) - Ball drawing — saw rendering case
take_damage— removed saw special-case sound suppression and damage number coloring (simplified to always play sound, always use blue)- weapon_ui image selector — removed saw from the chain
- weapon_ui drawing — removed the saw-specific UI rendering block
- weapon_ui stats — removed the HIT INTERVAL display
- weapon_ui reflect — removed saw-specific hit effect positioning
- Default weapon — changed default player weapon from
'saw'to'dagger' - Headless weapons list — removed
'saw'
The asset files (saw.png, saw_hit1.ogg, saw_hit2.ogg) are still on disk but no longer loaded. You can delete them manually if you want, or leave them.
Go ahead and compile/test, then we can start on the Kitchen Knife.
We need to fix the parry with the boomerang, which is creating hit effects in the wrong positions sometimes. I believe this may be due the incorrect debug drawing. Research how to debug draw the shapes as reported by Box2D directly, instead of using our own variables. We should be able to get a list of vertices or points + radius (for circles) for each shape in world positions, instead of having to calculate how to draw each shape ourselves, I'm pretty sure this exists in Box2D 3.1+
Let me research what's available in the engine's Box2D integration.
Grep (b2Shape|b2Body_GetWorldPoint|b2Shape_Get|b2Polygon|b2Circle|GetVertices|ComputeAABB|b2World_Get)
504: b2ShapeId shape_a;
505: b2ShapeId shape_b;
518: b2ShapeId shape_a;
519: b2ShapeId shape_b;
528: b2ShapeId shape_a;
529: b2ShapeId shape_b;
543: b2ShapeId sensor_shape;
544: b2ShapeId visitor_shape;
553: b2ShapeId sensor_shape;
554: b2ShapeId visitor_shape;
620:static int physics_get_shape_tag(b2ShapeId shape_id) {
621: if (!b2Shape_IsValid(shape_id)) return -1;
623: uintptr_t tag_data = (uintptr_t)b2Shape_GetUserData(shape_id);
633: b2ContactEvents contact_events = b2World_GetContactEvents(physics_world);
638: if (!b2Shape_IsValid(e->shapeIdA) || !b2Shape_IsValid(e->shapeIdB)) continue;
647: ev->body_a = b2Shape_GetBody(e->shapeIdA);
648: ev->body_b = b2Shape_GetBody(e->shapeIdB);
654: int contact_count = b2Shape_GetContactData(e->shapeIdA, &contact_data, 1);
674: int tag_a = b2Shape_IsValid(e->shapeIdA) ? physics_get_shape_tag(e->shapeIdA) : -1;
675: int tag_b = b2Shape_IsValid(e->shapeIdB) ? physics_get_shape_tag(e->shapeIdB) : -1;
680: ev->body_a = b2Shape_IsValid(e->shapeIdA) ? b2Shape_GetBody(e->shapeIdA) : (b2BodyId){0};
681: ev->body_b = b2Shape_IsValid(e->shapeIdB) ? b2Shape_GetBody(e->shapeIdB) : (b2BodyId){0};
689: if (!b2Shape_IsValid(e->shapeIdA) || !b2Shape_IsValid(e->shapeIdB)) continue;
698: ev->body_a = b2Shape_GetBody(e->shapeIdA);
699: ev->body_b = b2Shape_GetBody(e->shapeIdB);
711: b2SensorEvents sensor_events = b2World_GetSensorEvents(physics_world);
716: if (!b2Shape_IsValid(e->sensorShapeId) || !b2Shape_IsValid(e->visitorShapeId)) continue;
725: ev->sensor_body = b2Shape_GetBody(e->sensorShapeId);
726: ev->visitor_body = b2Shape_GetBody(e->visitorShapeId);
735: int sensor_tag = b2Shape_IsValid(e->sensorShapeId) ? physics_get_shape_tag(e->sensorShapeId) : -1;
... [77 more lines]
Grep (debug_draw|debug.*draw|b2Debug|b2Draw)
No matches found
No debug draw in the engine currently. Let me look at what Box2D 3.1 provides for getting shape geometry in world space, and what shape types are already exposed.
Grep (b2Body_GetWorldPoint|b2Body_GetTransform|b2TransformPoint|b2Shape_GetCircle|b2Shape_GetPolygon|b2Shape_GetType|b2Shape_GetCapsule)
No matches found
Grep (destroy_shape|get_shapes|b2Body_GetShapes|b2Body_GetShapeCount)
No matches found
Grep (destroy.*shape|DestroyShape)
6169: b2DestroyShape(*shape_id, update_mass);
8243: lua_register(L, "physics_shape_destroy", l_physics_shape_destroy);
Let me look at the Box2D headers available in the project to see what functions exist for getting shape geometry in world coordinates.
Glob (/box2d//*.h)
E:\a327ex\Anchor\engine\include\box2d\base.h
E:\a327ex\Anchor\engine\include\box2d\box2d.h
E:\a327ex\Anchor\engine\include\box2d\collision.h
E:\a327ex\Anchor\engine\include\box2d\id.h
E:\a327ex\Anchor\engine\include\box2d\math_functions.h
E:\a327ex\Anchor\engine\include\box2d\types.h
E:\a327ex\Anchor\engine\include\box2d\aabb.h
E:\a327ex\Anchor\engine\include\box2d\arena_allocator.h
E:\a327ex\Anchor\engine\include\box2d\array.h
E:\a327ex\Anchor\engine\include\box2d\atomic.h
E:\a327ex\Anchor\engine\include\box2d\bitset.h
E:\a327ex\Anchor\engine\include\box2d\body.h
E:\a327ex\Anchor\engine\include\box2d\broad_phase.h
E:\a327ex\Anchor\engine\include\box2d\constants.h
E:\a327ex\Anchor\engine\include\box2d\constraint_graph.h
E:\a327ex\Anchor\engine\include\box2d\contact.h
E:\a327ex\Anchor\engine\include\box2d\contact_solver.h
E:\a327ex\Anchor\engine\include\box2d\core.h
E:\a327ex\Anchor\engine\include\box2d\ctz.h
E:\a327ex\Anchor\engine\include\box2d\id_pool.h
E:\a327ex\Anchor\engine\include\box2d\island.h
E:\a327ex\Anchor\engine\include\box2d\joint.h
E:\a327ex\Anchor\engine\include\box2d\physics_world.h
E:\a327ex\Anchor\engine\include\box2d\sensor.h
E:\a327ex\Anchor\engine\include\box2d\shape.h
E:\a327ex\Anchor\engine\include\box2d\solver.h
E:\a327ex\Anchor\engine\include\box2d\solver_set.h
E:\a327ex\Anchor\engine\include\box2d\table.h
Read (E:\a327ex\Anchor\engine\include\box2d\box2d.h)
1→// SPDX-FileCopyrightText: 2023 Erin Catto
2→// SPDX-License-Identifier: MIT
3→
4→#pragma once
5→
6→#include "base.h"
7→#include "collision.h"
8→#include "id.h"
9→#include "types.h"
10→
11→#include <stdbool.h>
12→
13→/**
14→ * @defgroup world World
15→ * These functions allow you to create a simulation world.
16→ *
17→ * You can add rigid bodies and joint constraints to the world and run the simulation. You can get contact
18→ * information to get contact points and normals as well as events. You can query to world, checking for overlaps and casting rays
19→ * or shapes. There is also debugging information such as debug draw, timing information, and counters. You can find documentation
20→ * here: https://box2d.org/
21→ * @{
22→ */
23→
24→/// Create a world for rigid body simulation. A world contains bodies, shapes, and constraints. You make create
25→/// up to 128 worlds. Each world is completely independent and may be simulated in parallel.
26→/// @return the world id.
27→B2_API b2WorldId b2CreateWorld( const b2WorldDef* def );
28→
29→/// Destroy a world
30→B2_API void b2DestroyWorld( b2WorldId worldId );
... [1257 more lines]
Now let me also check the types header for the relevant structs.
Grep (b2ShapeType|b2Circle\b|b2Polygon\b|b2Capsule\b|b2DebugDraw)
331-
332-/// Shape type
333-/// @ingroup shape
334:typedef enum b2ShapeType
335-{
336- /// A circle with an offset
337- b2_circleShape,
--
350-
351- /// The number of shape types
352- b2_shapeTypeCount
353:} b2ShapeType;
354-
355-/// Surface materials allow chain shapes to have per segment surface properties.
356-/// @ingroup shape
--
1339-/// This struct holds callbacks you can implement to draw a Box2D world.
1340-/// This structure should be zero initialized.
1341-/// @ingroup world
1342:typedef struct b2DebugDraw
1343-{
1344- /// Draw a closed polygon provided in CCW order.
1345- void ( *DrawPolygonFcn )( const b2Vec2* vertices, int vertexCount, b2HexColor color, void* context );
--
1419-
1420- /// User context that is passed as an argument to drawing callback functions
1421- void* context;
1422:} b2DebugDraw;
1423-
1424-/// Use this to initialize your drawing interface. This allows you to implement a sub-set
... [2 more lines]
Now let me look at the collision.h for the shape geometry structs.
Grep (typedef struct b2Circle|typedef struct b2Polygon|typedef struct b2Capsule|b2TransformPoint)
97- /// The position of the shape's centroid relative to the shape's origin.
98- b2Vec2 center;
99-
100- /// The rotational inertia of the shape about the shape center.
101- float rotationalInertia;
102-} b2MassData;
103-
104-/// A solid circle
105:typedef struct b2Circle
106-{
107- /// The local center
108- b2Vec2 center;
109-
110- /// The radius
111- float radius;
112-} b2Circle;
113-
114-/// A solid capsule can be viewed as two semicircles connected
115-/// by a rectangle.
116:typedef struct b2Capsule
117-{
118- /// Local center of the first semicircle
119- b2Vec2 center1;
120-
121- /// Local center of the second semicircle
122- b2Vec2 center2;
123-
124- /// The radius of the semicircles
--
126-} b2Capsule;
... [16 more lines]
Read (E:\a327ex\Anchor\engine\include\box2d\collision.h)
134→typedef struct b2Polygon
135→{
136→ /// The polygon vertices
137→ b2Vec2 vertices[B2_MAX_POLYGON_VERTICES];
138→
139→ /// The outward normal vectors of the polygon sides
140→ b2Vec2 normals[B2_MAX_POLYGON_VERTICES];
141→
142→ /// The centroid of the polygon
143→ b2Vec2 centroid;
144→
145→ /// The external radius for rounded polygons
146→ float radius;
147→
148→ /// The number of polygon vertices
149→ int count;
150→} b2Polygon;
151→
152→/// A line segment with two-sided collision.
153→typedef struct b2Segment
Grep (b2TransformPoint)
515-{
516- return B2_LITERAL( b2Vec2 ){ q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y };
517-}
518-
519-/// Transform a point (e.g. local space to world space)
520:B2_INLINE b2Vec2 b2TransformPoint( b2Transform t, const b2Vec2 p )
521-{
522- float x = ( t.q.c * p.x - t.q.s * p.y ) + t.p.x;
523- float y = ( t.q.s * p.x + t.q.c * p.y ) + t.p.y;
524-
525- return B2_LITERAL( b2Vec2 ){ x, y };
Now I have all the information needed. Here's what I found:
Box2D 3.1 provides everything you need. The key functions are:
b2Body_GetShapes(bodyId, shapeArray, capacity)— gets all shape IDs on a bodyb2Body_GetShapeCount(bodyId)— how many shapesb2Shape_GetType(shapeId)— returnsb2_circleShape,b2_capsuleShape,b2_polygonShape, orb2_segmentShapeb2Shape_GetCircle(shapeId)— returnsb2Circlewith.center(local) and.radiusb2Shape_GetPolygon(shapeId)— returnsb2Polygonwith.vertices[](local),.count,.radiusb2Shape_GetCapsule(shapeId)— returnsb2Capsulewith.center1,.center2(local),.radiusb2Body_GetTransform(bodyId)— returnsb2Transformwith position + rotationb2TransformPoint(transform, localPoint)— converts local point to world space
So the approach would be: for each shape on a body, get its type, get its local geometry, then use b2Body_GetTransform + b2TransformPoint to convert each vertex/center to world coordinates. This gives you the exact positions Box2D is using for collision — no manual calculation of offsets needed.
None of these are currently exposed to Lua in your engine. You'd need to add a C function like physics_collider_get_shapes_geometry that:
- Gets the body's transform
- Iterates shapes on the body
- For each shape, gets the type and geometry
- Transforms vertices to world space
- Returns a Lua table of shapes with world-space points
Alternatively, b2Body_GetWorldPoint(bodyId, localPoint) does the same transform — it's already declared in box2d.h line 260 but not exposed to Lua either.
Want me to add this as a new engine function? Something like collider\get_shape_geometry() that returns a table of shapes with world-space vertices/centers?
Yes.
Let me look at how existing collider functions are structured in the engine to follow the pattern.
Read (E:\a327ex\Anchor\engine\src\anchor.c)
6140→ return 1;
6141→}
6142→
6143→static int l_physics_shape_set_density(lua_State* L) {
6144→ b2ShapeId* shape_id = (b2ShapeId*)lua_touserdata(L, 1);
6145→ if (!shape_id || !b2Shape_IsValid(*shape_id)) {
6146→ return luaL_error(L, "Invalid shape");
6147→ }
6148→ float density = (float)luaL_checknumber(L, 2);
6149→ b2Shape_SetDensity(*shape_id, density, true); // true = update body mass
6150→ return 0;
6151→}
6152→
6153→static int l_physics_shape_get_density(lua_State* L) {
6154→ b2ShapeId* shape_id = (b2ShapeId*)lua_touserdata(L, 1);
6155→ if (!shape_id || !b2Shape_IsValid(*shape_id)) {
6156→ return luaL_error(L, "Invalid shape");
6157→ }
6158→ float density = b2Shape_GetDensity(*shape_id);
6159→ lua_pushnumber(L, density);
6160→ return 1;
6161→}
6162→
6163→static int l_physics_shape_destroy(lua_State* L) {
6164→ b2ShapeId* shape_id = (b2ShapeId*)lua_touserdata(L, 1);
6165→ if (!shape_id || !b2Shape_IsValid(*shape_id)) {
6166→ return 0; // Already destroyed or invalid, silently succeed
6167→ }
6168→ bool update_mass = lua_isboolean(L, 2) ? lua_toboolean(L, 2) : true;
6169→ b2DestroyShape(*shape_id, update_mass);
... [50 more lines]
Grep (physics_collider_get|l_physics_collider_get)
No matches found
Let me check how collider functions are registered and find the pixels_per_meter variable, and the registration block.
Grep (pixels_per_meter)
456:static float pixels_per_meter = 64.0f; // Default: 64 pixels = 1 meter
657: ev->point_x = contact_data.manifold.points[0].point.x * pixels_per_meter;
658: ev->point_y = contact_data.manifold.points[0].point.y * pixels_per_meter;
703: ev->point_x = e->point.x * pixels_per_meter;
704: ev->point_y = e->point.y * pixels_per_meter;
707: ev->approach_speed = e->approachSpeed * pixels_per_meter;
5383: b2Vec2 gravity = {gx / pixels_per_meter, gy / pixels_per_meter};
5393: pixels_per_meter = scale;
5534: body_def.position = (b2Vec2){x / pixels_per_meter, y / pixels_per_meter};
5565: lua_pushnumber(L, pos.x * pixels_per_meter);
[Showing results with pagination = limit: 10, offset: 0]
Grep (lua_register.physics_shape|lua_register.physics_get_body|lua_register.*physics_get_mass)
8207: lua_register(L, "physics_get_body_count", l_physics_get_body_count);
8235: lua_register(L, "physics_shape_set_friction", l_physics_shape_set_friction);
8236: lua_register(L, "physics_shape_get_friction", l_physics_shape_get_friction);
8237: lua_register(L, "physics_shape_set_restitution", l_physics_shape_set_restitution);
8238: lua_register(L, "physics_shape_get_restitution", l_physics_shape_get_restitution);
8239: lua_register(L, "physics_shape_is_valid", l_physics_shape_is_valid);
8240: lua_register(L, "physics_shape_get_body", l_physics_shape_get_body);
8241: lua_register(L, "physics_shape_set_density", l_physics_shape_set_density);
8242: lua_register(L, "physics_shape_get_density", l_physics_shape_get_density);
8243: lua_register(L, "physics_shape_destroy", l_physics_shape_destroy);
8245: lua_register(L, "physics_get_body_type", l_physics_get_body_type);
8246: lua_register(L, "physics_get_mass", l_physics_get_mass);
Now let me see what's around the registration area so I know exactly where to add the new registration.
Read (E:\a327ex\Anchor\engine\src\anchor.c)
8240→ lua_register(L, "physics_shape_get_body", l_physics_shape_get_body);
8241→ lua_register(L, "physics_shape_set_density", l_physics_shape_set_density);
8242→ lua_register(L, "physics_shape_get_density", l_physics_shape_get_density);
8243→ lua_register(L, "physics_shape_destroy", l_physics_shape_destroy);
8244→ // --- Physics: Queries ---
8245→ lua_register(L, "physics_get_body_type", l_physics_get_body_type);
8246→ lua_register(L, "physics_get_mass", l_physics_get_mass);
8247→ lua_register(L, "physics_set_center_of_mass", l_physics_set_center_of_mass);
8248→ lua_register(L, "physics_is_awake", l_physics_is_awake);
8249→ lua_register(L, "physics_set_awake", l_physics_set_awake);
8250→ lua_register(L, "physics_debug_events", l_physics_debug_events);
8251→ // --- Physics: Events ---
8252→ lua_register(L, "physics_get_collision_begin", l_physics_get_collision_begin);
8253→ lua_register(L, "physics_get_collision_end", l_physics_get_collision_end);
8254→ lua_register(L, "physics_get_hit", l_physics_get_hit);
8255→ lua_register(L, "physics_get_sensor_begin", l_physics_get_sensor_begin);
8256→ lua_register(L, "physics_get_sensor_end", l_physics_get_sensor_end);
8257→ // --- Physics: Spatial Queries & Raycast ---
8258→ lua_register(L, "physics_query_point", l_physics_query_point);
8259→ lua_register(L, "physics_query_circle", l_physics_query_circle);
Now let me check how the framework wraps these C functions for the collider class.
Grep (physics_shape_destroy|physics_get_body_type|physics_get_mass)
E:\a327ex\Anchor\framework\anchor\collider.lua:140:physics_get_mass(self.body)end, set_center_of_mass = function(self, x, y)return
E:\a327ex\Anchor\framework\anchor\collider.lua:154:physics_get_body_type(self.body)end, is_awake = function(self)return
E:\a327ex\Anchor\framework\anchor\collider.yue:90: destroy_shape: (shape, update_mass=true) => physics_shape_destroy shape, update_mass
E:\a327ex\Anchor\framework\anchor\collider.yue:141: get_mass: => physics_get_mass @body
E:\a327ex\Anchor\framework\anchor\collider.yue:155: get_body_type: => physics_get_body_type @body
Read (E:\a327ex\Anchor\framework\anchor\collider.yue)
1→global *
2→
3→--[[
4→ Collider class - wraps a Box2D physics body.
5→
6→ A child object added to game objects. Dies when parent dies.
7→ Name defaults to 'collider' so parent accesses it as @collider.
8→
9→ Usage:
10→ @\add collider 'player', 'dynamic', 'circle', 16
11→ @\add collider 'wall', 'static', 'box', 64, 32
12→
13→ Multiple colliders on one object:
14→ hitbox = collider 'player_hitbox', 'dynamic', 'circle', 12
15→ hitbox.name = 'hitbox'
16→ @\add hitbox
17→]]
18→-- Unique ID counter for colliders
19→collider_next_id = 1
20→
21→class collider extends object
22→ new: (@tag, @body_type, @shape_type, ...) =>
23→ super 'collider'
24→ @body = physics_create_body @body_type, 0, 0
25→
26→ -- Add initial shape based on shape_type
27→ -- Last arg can be opts table (e.g. {sensor: true})
28→ shape_args = {...}
29→ opts = {}
30→ if type(shape_args[#shape_args]) == 'table'
... [140 more lines]
Now let me also check how physics_add_box works to understand the coordinate conversion (pixels <-> meters).
Read (E:\a327ex\Anchor\engine\src\anchor.c)
5695→ lua_getfield(L, 5, "offset_x");
5696→ if (!lua_isnil(L, -1)) offset_x = (float)lua_tonumber(L, -1);
5697→ lua_pop(L, 1);
5698→
5699→ lua_getfield(L, 5, "offset_y");
5700→ if (!lua_isnil(L, -1)) offset_y = (float)lua_tonumber(L, -1);
5701→ lua_pop(L, 1);
5702→
5703→ lua_getfield(L, 5, "angle");
5704→ if (!lua_isnil(L, -1)) angle = (float)lua_tonumber(L, -1);
5705→ lua_pop(L, 1);
5706→ }
5707→
5708→ // Create shape def
5709→ b2ShapeDef shape_def = b2DefaultShapeDef();
5710→ setup_shape_def_from_tag(&shape_def, tag, is_sensor);
5711→
5712→ // Create box polygon (convert to meters)
5713→ float half_w = (width / 2.0f) / pixels_per_meter;
5714→ float half_h = (height / 2.0f) / pixels_per_meter;
5715→ b2Vec2 center = { offset_x / pixels_per_meter, offset_y / pixels_per_meter };
5716→ b2Rot rotation = b2MakeRot(angle);
5717→ b2Polygon box = b2MakeOffsetBox(half_w, half_h, center, rotation);
5718→
5719→ // Create shape
5720→ b2ShapeId shape_id = b2CreatePolygonShape(*body_id, &shape_def, &box);
5721→
5722→ // Store tag index in shape's user data for event lookup
5723→ int tag_index = (int)(tag - physics_tags);
5724→ b2Shape_SetUserData(shape_id, (void*)(uintptr_t)tag_index);
... [20 more lines]
Good — I can see that all coordinates are stored in meters internally and converted to/from pixels at the boundary. Now I have everything I need. Let me write the C function.
Read (E:\a327ex\Anchor\engine\src\anchor.c)
6216→ b2Body_SetMassData(*body_id, massData);
6217→
6218→ return 0;
6219→}
6220→
6221→static int l_physics_is_awake(lua_State* L) {
6222→ b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
6223→ if (!body_id || !b2Body_IsValid(*body_id)) {
6224→ return luaL_error(L, "Invalid body");
6225→ }
6226→ bool awake = b2Body_IsAwake(*body_id);
6227→ lua_pushboolean(L, awake);
6228→ return 1;
6229→}
6230→
6231→static int l_physics_set_awake(lua_State* L) {
6232→ b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
6233→ if (!body_id || !b2Body_IsValid(*body_id)) {
6234→ return luaL_error(L, "Invalid body");
6235→ }
I'll add the new function right after l_physics_set_awake. Let me see exactly where that ends.
Read (E:\a327ex\Anchor\engine\src\anchor.c)
6231→static int l_physics_set_awake(lua_State* L) {
6232→ b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
6233→ if (!body_id || !b2Body_IsValid(*body_id)) {
6234→ return luaL_error(L, "Invalid body");
6235→ }
6236→ bool awake = lua_toboolean(L, 2);
6237→ b2Body_SetAwake(*body_id, awake);
6238→ return 0;
6239→}
6240→
6241→static int l_physics_debug_events(lua_State* L) {
6242→ printf("Physics Events - Contact Begin: %d, End: %d, Hit: %d | Sensor Begin: %d, End: %d\n",
6243→ contact_begin_count, contact_end_count, hit_count,
6244→ sensor_begin_count, sensor_end_count);
6245→ return 0;
6246→}
6247→
6248→// Event query functions
6249→// Helper to check if two tag indices match (in either order)
6250→static bool tags_match(int event_tag_a, int event_tag_b, int query_tag_a, int query_tag_b) {
Now I'll add the function. Here's the code:
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Now register it in the lua_register block.
Edit (E:\a327ex\Anchor\engine\src\anchor.c)
The file E:\a327ex\Anchor\engine\src\anchor.c has been updated successfully.
Now I need to check that b2Shape_GetSegment is available (since I used it for the segment case). Let me verify.
Grep (b2Shape_GetSegment)
625:B2_API b2Segment b2Shape_GetSegment( b2ShapeId shapeId );
Grep (typedef struct b2Segment)
148- /// The number of polygon vertices
149- int count;
150-} b2Polygon;
151-
152-/// A line segment with two-sided collision.
153:typedef struct b2Segment
154-{
155- /// The first point
156- b2Vec2 point1;
157-
158- /// The second point
--
318- * and doing rotational shape casts. The latter is called time of impact (TOI).
319- * @{
320- */
321-
322-/// Result of computing the distance between two line segments
323:typedef struct b2SegmentDistanceResult
324-{
325- /// The closest point on the first segment
326- b2Vec2 closest1;
327-
328- /// The closest point on the second segment
Good, everything exists. Now add the framework wrapper in collider.yue.
Edit (E:\a327ex\Anchor\framework\anchor\collider.yue)
The file E:\a327ex\Anchor\framework\anchor\collider.yue has been updated successfully.
Now let's build the engine to verify it compiles.
Bash (cd E:/a327ex/Anchor/engine && ./build.bat)
anchor.c
include/stb\stb_image_write.h(776): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(247): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(989): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1195): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2369): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2363): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(2754): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3032): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3038): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3148): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3157): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3251): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3253): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4430): warning C4996: 'strdup': The POSIX name for this item is deprecated. Instead, use the ISO C and C++ conformant name: _strdup. See online help for details.
src/anchor.c(5417): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(6206): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(6207): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(7894): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(7895): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(7901): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(7960): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8906): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8910): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8915): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8919): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8925): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8929): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8935): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8939): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
... [8 more lines]
Build successful, only pre-existing warnings. Now let me build the framework too to make sure collider.yue compiles.
Bash (cd E:/a327ex/Anchor/framework && ./run.bat 2>&1 | head -20)
Rewritten built main.lua
Rewritten built anchor/animation.lua
Rewritten built anchor/array.lua
Rewritten built anchor/camera.lua
Rewritten built anchor/collider.lua
Rewritten built anchor/color.lua
Rewritten built anchor/font.lua
Rewritten built anchor/image.lua
Rewritten built anchor/init.lua
Rewritten built anchor/layer.lua
Rewritten built anchor/math.lua
Rewritten built anchor/object.lua
Rewritten built anchor/random.lua
Rewritten built anchor/shake.lua
Rewritten built anchor/spring.lua
Rewritten built anchor/spritesheet.lua
Rewritten built anchor/timer.lua
Anchor Engine starting...
Game folder: .
Loading: main.lua
Everything compiles and runs. Here's a summary:
Added collider\get_shapes_geometry() — returns a table of all shapes on a body with world-space geometry directly from Box2D.
C function: l_physics_get_shapes_geometry in anchor.c
- Gets the body transform via
b2Body_GetTransform - Iterates all shapes via
b2Body_GetShapes - For each shape, gets its type and local geometry, then transforms to world space via
b2TransformPoint - Converts from meters to pixels
- Includes
tagandsensorfields for each shape
Framework wrapper: get_shapes_geometry in collider.yue
Return format — table of shape entries, each with:
type:"circle","polygon","capsule", or"segment"tag: the physics tag name (e.g."ball","weapon","weapon_hitbox")sensor: boolean- Circle:
x,y,radius - Polygon:
vertices(flat{x1,y1,x2,y2,...}),count,radius - Capsule:
x1,y1,x2,y2,radius - Segment:
x1,y1,x2,y2
You can now use this in the game to debug draw the actual Box2D shapes, e.g.:
shapes = @collider\get_shapes_geometry!
for shape in *shapes
if shape.type == 'polygon'
-- draw polygon from shape.vertices
elseif shape.type == 'circle'
debug_draw\circle shape.x, shape.y, shape.radius, red!
You need to copy anchor.exe here and also collider.yue and any other framework yue files that changed.
Glob (**/collider.yue)
E:\a327ex\emoji-ball-battles\anchor\collider.yue
Bash (cp E:/a327ex/Anchor/engine/build/anchor.exe E:/a327ex/emoji-ball-battles/anchor....)
Done. Copied anchor.exe and anchor/collider.yue to emoji-ball-battles/.
Now use get_shapes_geometry to replace the manual debug draw in main.yue
Grep (debug_draw)
28:debug_draw_enabled = false
60:debug_draw = an\layer 'debug_draw'
273: debug_draw\render!
325: debug_draw\draw!
544: debug_draw_enabled = not debug_draw_enabled
1867: if debug_draw_enabled
1868: debug_draw\push hitbox_x, hitbox_y, @angle
1869: debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
1870: debug_draw\pop!
1942: -- debug_draw\line gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 2, red!
2002: -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
2063: -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
3248: debug_draw\push @x, @y, @angle
3249: -- debug_draw\rectangle -@w/2, -@h/2, @w, @h, red!
3250: debug_draw\pop!
3583: debug_draw\rectangle_line cx - @w/2, cy - @h, @w, @h, rgba(255, 0, 0, 100), 2
Let me read the full context around the main debug draw block (lines 1855-1875).
Read (E:\a327ex\emoji-ball-battles\main.yue)
1855→
1856→ elseif @weapon_type == 'boomerang'
1857→ unless @boomerang_thrown
1858→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1859→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1860→ weapons\pop!
1861→
1862→ -- Debug draw weapon hitbox
1863→ hitbox_oy = @weapon_hitbox_offset_y or 0
1864→ perpendicular_angle_dbg = @angle - math.pi/2
1865→ hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle) + hitbox_oy*math.cos(perpendicular_angle_dbg)
1866→ hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle) + hitbox_oy*math.sin(perpendicular_angle_dbg)
1867→ if debug_draw_enabled
1868→ debug_draw\push hitbox_x, hitbox_y, @angle
1869→ debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
1870→ debug_draw\pop!
1871→
1872→ -- Indicator layout system (dead code — kept for future status effect stack system above ball)
1873→ indicator_y = 18
1874→ indicator_gap = 5
1875→ for child in *@children
1876→ if child\is('indicator') and child.visible
1877→ child.target_y = indicator_y
1878→ indicator_y += child.h + indicator_gap
1879→
Now let me also check if there's a debug_draw_enabled toggle and a rectangle_line available for drawing polygon outlines.
Grep (rectangle_line|line\b)
No matches found
Grep (rectangle_line|layer.*line)
70: layer\rectangle_line 100, 100, 50, 30, rgba(255, 0, 0, 255)
71: layer\rectangle_line 100, 100, 50, 30, rgba(255, 0, 0, 255), 2 -- 2px line
79: rectangle_line: (x, y, w, h, color, line_width) =>
80: layer_rectangle_line @handle, x, y, w, h, color, line_width or 1
86: layer\circle_line 200, 150, 25, rgba(0, 255, 0, 255)
87: layer\circle_line 200, 150, 25, rgba(0, 255, 0, 255), 2 -- 2px line
96: layer_circle_line @handle, x, y, radius, color, line_width or 1
102: layer\line 100, 100, 200, 150, 2, rgba(255, 255, 255, 255)
111: layer_line @handle, x1, y1, x2, y2, width, color
132: layer\capsule_line 100, 100, 200, 100, 10, rgba(0, 128, 255, 255)
133: layer\capsule_line 100, 100, 200, 100, 10, rgba(0, 128, 255, 255), 2
143: layer_capsule_line @handle, x1, y1, x2, y2, radius, color, line_width or 1
164: layer\triangle_line 100, 100, 150, 50, 200, 100, rgba(255, 128, 0, 255)
165: layer\triangle_line 100, 100, 150, 50, 200, 100, rgba(255, 128, 0, 255), 2
175: layer_triangle_line @handle, x1, y1, x2, y2, x3, y3, color, line_width or 1
202: layer\polygon_line {200, 100, 240, 117, 240, 153, 200, 170, 160, 153, 160, 117}, rgba(128, 0, 255, 255)
203: layer\polygon_line vertices, rgba(128, 0, 255, 255), 2 -- 2px line
211: layer_polygon_line @handle, vertices, color, line_width or 1
232: layer\rounded_rectangle_line 100, 100, 50, 30, 8, rgba(255, 0, 0, 255)
233: layer\rounded_rectangle_line 100, 100, 50, 30, 8, rgba(255, 0, 0, 255), 2 -- 2px line
242: rounded_rectangle_line: (x, y, w, h, radius, color, line_width) =>
243: layer_rounded_rectangle_line @handle, x, y, w, h, radius, color, line_width or 1
428: layer\apply_shader an.shaders.outline
459: layer\shader_set_vec2 an.shaders.outline, 'u_pixel_size', 1/480, 1/270
There's polygon_line, circle_line, capsule_line, and line available on layers. Now I can replace the manual debug draw with get_shapes_geometry.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me also check the projectile debug draw at line 3248.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3240→ elseif @projectile_type == 'boomerang'
3241→ s = @boomerang_scale*scale
3242→ weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
3243→ weapons\image an.images.boomerang, 0, 0, nil, @flashing and white!
3244→ weapons\pop!
3245→ -- Debug draw collider shape
3246→ debug_draw\push @x, @y, @angle
3247→ -- debug_draw\rectangle -@w/2, -@h/2, @w, @h, red!
3248→ debug_draw\pop!
3249→
3250→ hit: (intensity=1, target_type, normal_x, normal_y) =>
3251→ @spring\pull 'hit', 0.5*intensity, 3, 0.5
3252→ @flashing = true
3253→ @timer\after 0.1, -> @flashing = false
3254→
This one is already commented out / no-op (push + pop with no drawing). Let me replace it with the proper geometry-based debug draw too.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Both the ball and projectile debug draws now use get_shapes_geometry to draw the actual Box2D shapes in world space, instead of manually calculating positions from offset variables. This should show you exactly what Box2D sees for collision detection.
Yes, I knew it. The boomerang's shape is not in the right place. There are a bunch of offsets to move the boomerang, but the shape was not moved in the same way, we need to fix that.
Let me look at the boomerang's shape setup vs its visual rendering to understand the mismatch.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1461→ elseif @weapon_type == 'boomerang'
1462→ @weapon_class = 'melee'
1463→ @weapon_image = an.images.boomerang
1464→ @weapon_visual_offset = 23
1465→ @weapon_perpendicular_offset = 6
1466→ @weapon_hitbox_offset = 23
1467→ @weapon_hitbox_offset_y = 8
1468→ @weapon_hitbox_length = 20
1469→ @weapon_hitbox_width = 12
1470→ @weapon_scale = 22/512
1471→ @weapon_scale_y = 22/512
1472→ @weapon_rotation_offset = -math.pi/2 + math.pi/4 + math.pi/16
1473→ @base_angular_velocity = 1.5*math.pi
1474→ @max_angular_velocity = 3*math.pi
1475→ @weapon_weight = 1.0
1476→ @hit_stop_multiplier = 1.0
1477→ @hit_particle_multiplier = 1.0
1478→ @camera_shake_multiplier = 1.0
1479→ @boomerang_cooldown = 4.5
1480→ @boomerang_thrown = false
1481→ @boomerang_damage = 1
1482→
1483→
1484→ @\add collider 'ball', 'dynamic', 'circle', @radius
1485→ @collider\set_position @x, @y
1486→ @collider\set_restitution 1
1487→ @collider\set_friction 0
1488→ @collider\set_linear_damping 0
1489→
1490→ -- Add weapon hitbox (physical, 0 density so it doesn't affect ball mass/inertia)
... [30 more lines]
Now let me see how the boomerang is visually drawn on the ball to understand what offsets are used there.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1800→
1801→ elseif @weapon_type == 'sword'
1802→ if @thrusting
1803→ weapon_stretch = 1 + stretch_amount*squash_t*0.4
1804→ weapon_squeeze = 1 - squeeze_amount*squash_t*0.4
1805→ weapons\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze
1806→ weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1807→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1808→ weapons\pop!
1809→ weapons\pop!
1810→ else
1811→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1812→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1813→ weapons\pop!
1814→
1815→ elseif @weapon_type == 'bow'
1816→ bow_stretch = @bow_sy or 1
1817→ cos_a = math.cos(@angle)
1818→ sin_a = math.sin(@angle)
1819→ -- Draw bowstring (behind bow)
1820→ string_scale = bow_stretch*weapon_spring
1821→ st_top_x, st_top_y = -0.5, -10.5*string_scale
1822→ st_bot_x, st_bot_y = -0.5, 10.5*string_scale
1823→ top_wx = weapon_x + st_top_x*cos_a - st_top_y*sin_a
1824→ top_wy = weapon_y + st_top_x*sin_a + st_top_y*cos_a
1825→ bot_wx = weapon_x + st_bot_x*cos_a - st_bot_y*sin_a
1826→ bot_wy = weapon_y + st_bot_x*sin_a + st_bot_y*cos_a
1827→ string_color = if @weapon_flashing then white else bowstring
1828→ pull = @bow_pull_amount or 0
1829→ if pull > 0.1
... [35 more lines]
Now let me see how weapon_x, weapon_y are calculated — that's the visual position.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1780→ else
1781→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1782→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1783→ game\image @image, 0, 0, nil, @ball_flashing and white!
1784→ game\pop!
1785→ game\pop!
1786→
1787→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1788→ actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1789→ if @thrusting
1790→ actual_offset += @radius*stretch_amount*squash_t*2
1791→ perpendicular_angle = @angle - math.pi/2
1792→ weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1793→ weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1794→ weapon_spring = @spring.weapon.x
1795→
1796→ if @weapon_type == 'gun'
1797→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1798→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1799→ weapons\pop!
1800→
1801→ elseif @weapon_type == 'sword'
Now I see the issue clearly. The visual position uses:
weapon_visual_offset(23) along the ball's angleweapon_perpendicular_offset(6) perpendicular to the angle
But the hitbox shape uses:
offset_x: weapon_hitbox_offset(23) — along the body's local X axisoffset_y: hitbox_oy(8) — along the body's local Y axis
The problem is that weapon_perpendicular_offset (6) and weapon_hitbox_offset_y (8) don't match. But more fundamentally, offset_x in Box2D's add_box is the body-local X offset, and offset_y is body-local Y offset. These correspond to "along the angle" and "perpendicular to the angle" respectively since the body rotates. So the mapping should be:
offset_x=weapon_hitbox_offset= 23 (matchesweapon_visual_offset= 23)offset_y=weapon_hitbox_offset_y= 8 (butweapon_perpendicular_offset= 6)
The perpendicular offset is 6 visually but 8 in the hitbox. That's one mismatch. But let me also check — perpendicular_angle = @angle - math.pi/2, so positive weapon_perpendicular_offset moves in the -pi/2 direction (which in Box2D's local frame would be negative Y if the body's angle convention matches). Let me think about this more carefully.
AskUserQuestion
User has answered your questions: "I can see the mismatch. The visual uses weapon_perpendicular_offset=6 but the hitbox uses weapon_hitbox_offset_y=8. Should I just make the hitbox offset_y match the visual perpendicular offset (change 8 to 6)? Or do you want to tune both values together after seeing the debug draw?"="The visual position of the boomerang is correct, so the shape should match it in all ways." user notes: The visual position of the boomerang is correct, so the shape should match it in all ways.. You can now continue with the user's answers in mind.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Wait — I need to also verify the sign convention. The visual code uses perpendicular_angle = @angle - math.pi/2, and the perpendicular offset is added along that direction. In Box2D's local frame, offset_y positive means the local Y+ direction, which when the body is at angle 0 points downward (positive Y is down in screen space). Let me check whether @angle - math.pi/2 with positive offset_y lines up with Box2D's local Y.
At angle=0:
- Visual:
perpendicular_angle = -pi/2, socos(-pi/2) = 0,sin(-pi/2) = -1. Withweapon_perpendicular_offset = 6, that adds(0, -6)— i.e. 6 pixels upward. - Box2D:
offset_y = 6in local space. At body angle=0, local Y+ points in screen Y+ direction (downward). Sooffset_y = 6moves the shape 6 pixels downward.
These are opposite! The visual perpendicular offset moves the boomerang up but the hitbox offset_y moves it down. The fix should be to negate offset_y.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Actually, wait. Let me verify this more carefully by checking how add_box uses the offset and how the perpendicular visual offset works. Let me re-read the physics_add_box code.
Read (E:\a327ex\Anchor\engine\src\anchor.c)
5680→ PhysicsTag* tag = physics_tag_get_by_name(tag_name);
5681→ if (!tag) return luaL_error(L, "Unknown physics tag: %s", tag_name);
5682→
5683→ float width = (float)luaL_checknumber(L, 3);
5684→ float height = (float)luaL_checknumber(L, 4);
5685→
5686→ // Parse options table (5th argument, optional)
5687→ bool is_sensor = false;
5688→ float offset_x = 0, offset_y = 0;
5689→ float angle = 0;
5690→ if (lua_istable(L, 5)) {
5691→ lua_getfield(L, 5, "sensor");
5692→ if (!lua_isnil(L, -1)) is_sensor = lua_toboolean(L, -1);
5693→ lua_pop(L, 1);
5694→
5695→ lua_getfield(L, 5, "offset_x");
5696→ if (!lua_isnil(L, -1)) offset_x = (float)lua_tonumber(L, -1);
5697→ lua_pop(L, 1);
5698→
5699→ lua_getfield(L, 5, "offset_y");
5700→ if (!lua_isnil(L, -1)) offset_y = (float)lua_tonumber(L, -1);
5701→ lua_pop(L, 1);
5702→
5703→ lua_getfield(L, 5, "angle");
5704→ if (!lua_isnil(L, -1)) angle = (float)lua_tonumber(L, -1);
5705→ lua_pop(L, 1);
5706→ }
5707→
5708→ // Create shape def
5709→ b2ShapeDef shape_def = b2DefaultShapeDef();
... [20 more lines]
OK so offset_x and offset_y are in pixels, fed to b2MakeOffsetBox as local-space center of the box. offset_x is along the body's local X axis and offset_y is along the body's local Y axis.
In Box2D, when the body is at angle=0:
- local X+ points right (screen X+)
- local Y+ points down (screen Y+)
The visual code:
perpendicular_angle = @angle - math.pi/2
weapon_x = @x + actual_offset*cos(@angle) + perpendicular_offset*cos(perpendicular_angle)
weapon_y = @y + actual_offset*sin(@angle) + perpendicular_offset*sin(perpendicular_angle)
At angle=0:
actual_offset*cos(0) = 23→ X+23 (right, matchesoffset_x = 23)perpendicular_offset*cos(-pi/2) = 6*0 = 0→ no X contributionperpendicular_offset*sin(-pi/2) = 6*(-1) = -6→ Y-6 (upward)
So the visual moves the boomerang 6 pixels upward (negative Y). In Box2D local frame, that's offset_y = -6.
My fix of -6 is correct. Let me verify the debug draw will now show the right thing. You can compile and test — the shape should now overlap the boomerang visual.
Your fix is indeed correct, thank you. I added the kitchen_knife image. It's angled downwards like the dagger, but flipped horizontally, so towards the bottom left instead of the bottom right.
Let me look at the dagger's setup to understand the orientation values, since the kitchen knife is similar but mirrored.
Grep (weapon_type == 'dagger')
1068-
1069- -- Weapon-specific scaling on hit
1070: if attacker.weapon_type == 'dagger'
1071- attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
1072- attacker.max_angular_velocity = attacker.base_angular_velocity*2
--
1441- @bow_arrow_alpha = 0
1442-
1443: elseif @weapon_type == 'dagger'
1444- @weapon_class = 'melee'
1445- @weapon_image = an.images.dagger
--
1698- @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1699- @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1700: elseif @weapon_type == 'dagger'
1701- -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
1702- -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
--
1849- weapons\pop!
1850-
1851: elseif @weapon_type == 'dagger'
1852- weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1853- weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
Read (E:\a327ex\emoji-ball-battles\main.yue)
1443→ elseif @weapon_type == 'dagger'
1444→ @weapon_class = 'melee'
1445→ @weapon_image = an.images.dagger
1446→ @weapon_visual_offset = 24
1447→ @weapon_perpendicular_offset = 0
1448→ @weapon_hitbox_offset = 24
1449→ @weapon_hitbox_length = 28
1450→ @weapon_hitbox_width = 8
1451→ @weapon_scale = 18/512 -- dagger.png is 512x512
1452→ @weapon_scale_y = 18/512
1453→ @weapon_rotation_offset = -3*math.pi/4 -- dagger rotation to point outward
1454→ @base_angular_velocity = 1.5*math.pi
1455→ @max_angular_velocity = 3*math.pi
1456→ @weapon_weight = 1.0
1457→ @hit_stop_multiplier = 1.0
1458→ @hit_particle_multiplier = 1.0
1459→ @camera_shake_multiplier = 1.0
1460→
1461→ elseif @weapon_type == 'boomerang'
1462→ @weapon_class = 'melee'
1463→ @weapon_image = an.images.boomerang
1464→ @weapon_visual_offset = 23
So the dagger points bottom-right and uses weapon_rotation_offset = -3*math.pi/4 (which is -135 degrees). The kitchen knife points bottom-left (horizontally flipped), so it's mirrored. To flip horizontally, the rotation offset would be +3*math.pi/4 (or equivalently, negate the x-scale). Let me check how the dagger image gets drawn.
The dagger is drawn at weapon_scale for both X and Y (both positive, 18/512). The weapon_rotation_offset = -3*pi/4 rotates the image so the tip points outward from the ball.
Since the kitchen knife is "flipped horizontally" compared to the dagger (bottom-left instead of bottom-right), the simplest approach would be to negate the x-scale (making weapon_scale negative) which mirrors it horizontally, then adjust the rotation offset accordingly. Or just set a different rotation offset.
Let me check the actual image to understand. Let me look at what image was added.
Glob (*/kitchen_knife)
E:\a327ex\emoji-ball-battles\assets\kitchen_knife.png
Read (E:\a327ex\emoji-ball-battles\assets\kitchen_knife.png)
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",
"media_type": "image/png"
}
}
]
Read (E:\a327ex\emoji-ball-battles\assets\dagger.png)
[
{
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YF48mCjBVCDrxpwiWPwCcj4+XzTEdImpY/kOzZUshVrw0AZlM8CvpiIOBis97chfBhQlYH/er/AGuABANmS6YPBuqN3v2BCJAwgLy83r/t+/HU20gYwPdGaDH032lNhRnSGX6KS+fJC5Y/sM3enQHPj5xPRJhuFiQSysBKnhNbHxt9iL/f+74wiQaAp07+ZOw9O8A8l3dcCIBlBQBxQVAQX7vEDAQW4GOTqC9A9jZ4cU65Drk2RPlrOVr3d5wnLD8nYvRELBJoT8YvVF+UpNOd7scbUj44iQahD52WAHaRr0MN4/4L8wHRpUChQWDl37WYAB2tgNbtwPdrq4MPCwz0+e4ucE4YfnnLuJDwHqF/Dy/q+cn31jy0hYPow2KL1CiQej8sv8BcL0rG8tLAuNG9Ra/W1R7B4HN23p3FbizzQqprFvozsbig+XvnggOAe+q4Mft+bjT66P7h4ovUqIB6ILjDoHarwIoynljo0qB0SOcv+MfjG0DG7YAba5c16cVdv7HJPV8uxsbiwOWv/siMAR0ispfbNH72kd1PDZnXrBOteULlWgAOn/yfYB+MaeNWAJMGAMU+XRzwG07gE3b3NjS12Vm+nY3NhR1S//nii+3b9zwM9tm+bttzNgOfPyYdbCsnG9+57mVLcDCZ6CAPq+Q+5OS/6ern3x+k+lc2fDFSpTFrnf/qwAkHW8kYQF7je09wM9PO9p6VwNy8za2jziElwoeGN/5ey9MQ0Bbu/yq5MLaGtM5hiL4J10SmaJ6LXIpfxEz5Q8ApcXA+NG5bmVflO642I04UcXy98fmTYVY8fJeCMMCS3GRVun8yVNN5xgKDgBE/dC5ZaMAvTCnjUwYY6b8+5QW9x5zkAvRr7kTJnpY/v7avKkQryzfCxk78LUlgP5YF09x/ubBJ4H/ThIZYWkKuRz4N7IUKPZpn/9ARo/I9YyDo3VB2SS34kRF+gffSHVu3MTy99mWLYVYsXxCGIaAI7Bxx0WmQwwm8N9FIjPE+bv/vCQwZqSLWXI0YXTvgYhO2Tl8LyKo8Z4bTyjda8xv9p74MZnwsY9g9CEHoHTvCcgfUfKBW96S+7ZsKcSrL08Iwe4Avc50gsEE/TtI5Dude8z+sJJr4PTnY+9xQJGL5/m7Ycv23v+ceRsz0vuLIPhHYHms8Z4bT7BgPwEgy74VRXd7J7rb2tCzsx1dbW3o3tkONXAj+agLxSmCtn20pJY3mI6RTeD3URD5LpF3MlSdlX9hfvDKH+jdJbF9p9MLBe2LeRM/CgT3F5kfBi9/oPcWt4XIKyoExvV9jkOBF/p2BwR6CEgkpgEI7M8NBwCiDzrJ8SNHlboYw0WW9A4Bmx1eH8BKnIwA/yLz2tDKPxsOBV7p2x0Q2FMEFZ8yHWEgHACI9qQ6xdHjEgn/LvbjREmR8wGgdyj6qYtpQiO38s+GQ4Fb+s4OCOZKgO5nOsFAOAAQ7UYfOXEEujsOcvTgkgCXPwAkE727KDqcXI1UP+56nhDwpvyz4VDgVIB3B+xjOsBAOAAQ7a677UjHh8wH+d1/n8IChwMADtHHDiuQqc2dbkcKKn/LPxsOBUMV0CEg0AfacwAg2p3KkY5/ZAvyXI3iiaICp2cDJNAx8hAAjS4nCqRglH82HAqyCeAQ8LbpAAPhAED0fgc6elQyCYThHPC8HIaUjHUQYjAABLv8s+FQ0CdQBwYqBwCi8LBkpKOz3fMSrkfxhCW9NyhycjqgZQfo6kbeCGf5ZxPfoSAwBwYKlpp78sFxACDanUopnEwAiZAMAEDvSoWTAcCWCJRidtEq/2ziMxQEYneAJQvNPPHQcAAgeh91diJ/oA/12YPTXRUS3QEgHuWfTXSHgi1bCvHqKxPw8U8Y2R2wWqbXvur3kw4HBwCi3YnYUCe/KEI0ATj6/wcAmnE1R0DEu/yzic5QsHljIZpXH7j8iENfPwJAiW9PrHKzb8/lEAcAot2pOrtgfsB/Cb6P0wHA6fcmwFj+wxHOoaBozOjFR157z8m6YOJnodZj8GcIWA1t/60Pz5MTDgBEuxPZ4aggnV1j3wynWS0rUgMAy98NwR4KisaMXvzp791zMgDIjOV/0wcnnwNbH0Eut/oemqslVe/oght+4gBAtDu1tzhazu/ucT+LF2w7h9UK2eJqFoNY/l4KxlCwe/m/l2x67SJ9cPJZ3g4B+lOZWfewN9t2FwcAot0pWhztzs9kev8L+tkAnd3OH5vMvO5aDoNY/ib4OxT0V/7vJfn3EPAwgOKcn+z9HoZ96NeBOpc3640QHblE5D2df9zRgO3syN0JY3pvuBNkm7cBW3c4e6zIfIwtPU9OWhKS5Y4PYvkHXe5DwUDl/75nmnfcCRD7z9htJMnRvdiIaqlJ5zBl+4sDANFudO7R+bAKd8LJ6lhpETB+jPuh3LR2PdCVw+8nwTyMHXF+GIeAlffecKLYeBws/5AZ+lAw1PJ/b8sPH/dh9GTuAeSUHAJuAXS2zKz7dQ7bMIIDANEedH7ZSwCOGfYDLQE+tHdwLwnc1QOsXefChnQBNsp5YXqnw/KPGFV0tXegZ2cbutva0bWzDYmCgmeOv+luR0WuC447BarfB3TyMB7WBuA3sLpvkumvuPGD5TsOAER70HmTfwzRrzt68LhRwAj/TjUelo1bge073dlWiFYCWP4xIDLnyEu+c30um1CF4MFJnwKsCqhOBXAUgPw9vmw9BEtgy0J062NyfnpDLs9pGgcAoj3ogslnQvURRw9OJnpXAYImkwH+tS6HiwD1J/grASz/GHCh/LPRuRMnIJnYG9KzA1tGvyOXLOnw4nlM4QBAtAedWzYKFt4FUOBoA0FcBdiwBdjR5v52A7wSwPKPAQ/LPw4CurOSyBxJpbcC6vwmHlu2B+vKgJ1d3pQ/ACgqsXHbH/WushzuM+w+ln8MsPxzxgGAqD9q3ef4sRkbWL/F5eV2h2wbWL/Z4yeRGRiP3+viKYG4rsiLN9RcsS694u/rX20csXn1G9j57np07dgBtQPw70HuYPm7grsAiPqhd5XlYRz+BWAvxxsZPaL3P5PWbQLa/Nptaf6YgBdvqLmi492NP7dt+4O/20SQV5iPZEkx8ouLkVdShLziEojFX4OhwvJ3DV/5RFnogrJvQ/G/OW1k3GhghNsXGxuiTVuBbS4d9T9k5oaAAcs/Gw4F4cLydxVf5URZ7DoY8HUAo3PakImDAt085W/Y/B8CHJV/NhwKgonl7zq+ookGoPMn3QjIf+e8oZGlwNiRLiQahG33HvHv27J/Nv4NAa6WfzYcCsxi+XuCr16iAegjJ45Ad0cjgP1z3lhhPjB+NJD06Fi5ji5gw2agJ+PN9ofN+yHAl/LPhkOBP1j+nuErlWgQOn/yeYA+4MrGBMCoEb0rAm4VRcbuvcmPV6f65cS7IcBo+WfDocBdLH9P8VVJNAQ6f9KiHG8Y8n4JCygt7j02IOnwFsKd3b2lv6MtGKccZuPBxYICWf7ZcChwhuXvOb4CiYZA5x6zPxLJl6AY7/rGC/KBogKgsADIT2a/mVDGBrq6gPbO3v+6A3fxvQG4txIQqvLPhkPBwFj+vuCrjWiIdN7kMyC6EF5fQMuyelcI+sogYwO2Buvqgk64sBIQifLPhkNBL5a/b2L2yiLKjWtnBcSW85WAF2+ouaJ93cafayaC5Z9N3IYClr+vIvoqIvKGKgQLyn4N4DLTWcJr+ENALMs/m6gOBSx/34X8FUPkP51bmYC1ei6g001nCa1h7A5g+Q9B2IcClr8RIXl1EAWLPnZYAXaOuh+CmaazhNfgKwEs/xyEZShg+RsTsFcCUXjsWgn4OaDVprOE1gArASx/DwRtKGD5G8UfLKIcqEIwf9J/QuQGAA5P6I+7D64EsPx9ZGooYPkbxx8uIhfogomfhVoPwI1LBsfRbisBLP8A8HooYPkHAn/AiFyicydOgJW4E9BZprOEky6obZy0eOe7W+5k+QeQW0MByz8w+ENG5DKdN3kKRH8G4CjTWcJm/foSNKwYH+grG9O/iVhIFhcir7gY+SVFyCspRl5RISBZqoXlHygcAIg8oHOPzodVeBmA2QAOMhwnVNavK0bDq+Ohyl9PYZR1KLAsln/A8CeMyEN6V1kexusFULkKwETTecKCQ0C0FI4d88zxN93t3s20yBX86SLyiT44+WPI2BdCZBaAA03nCToOAdFQNHbUkk/f9NuTTOegD+JPFpEBOnfSYUjgZKhMAXAMgMMA5JtNFTwcAsKtcOyYJcffdDfLP6D4U0UUADq3MgG0HIwkDoBaYwG7FGqVAtoD6A5AdsC2NiMv8Qbs7uuhuMh0Zr9wCAgnln/w8SeKKGR0bmUCidZ7OARQUHHZPxz400QUQhwCKKgKx4x67vjv/fY/TOegwfEniSikOARQ0LD8w4U/RUQhFschYFvH3lj99uHo3tmBrrY2dO9oh6ptOlbssfzDhwMAUcjFcQjY0b0v3m6fDIUFqKK7oxPdbW3o2dnOocAAln84cQAgioDYDwF74lDgG5Z/eHEAIIoIDgGD4FDgOpZ/uHEAIIoQDgHDxKHAMZZ/+HEAIIoYDgE54lAwKJZ/NHAAIIogDgEu41DwHpZ/dHAAIIooDgEei+FQwPKPFg4ARBHGIcBnER4KWP7RwwGAKOI4BBgWgaGA5R9NHACIYoBDQMCEaChg+UcXBwCimKhdsfLLh79167Ujd7x0oOksfgn0ELCnAA4FLP9o4wBAFHH/XLOmKH97148AXCFq48C3f45xW/5mOpZvQjUE7MngUMDyjz4OAEQRll7x+kc1mfkDFMf0fY5DQMj5MBQUjh75j+O/f+9nXNsgBRIHAKIIUlWpW9lSpSo/BlC8599zCIgYF4cCln98cAAgipgXV75+cNLu+a1CPjfQ13EIiDgHQwHLP144ABBFxG7v+m8DUDqUx3AIiJkBhgKWf/xwACCKgNr6lgNEcLcCpwz3sRwC4k1tRef27b845hs/vNJ0FvJXwnQAIspNur7lEggeAXCUow2IYGvpZOT3rENxxxvuhguo/MQOFFjbsaNnX8T9fZBY1pyjv3zTbNM5yH/xfuUThdgLK1r3TiZwF6BnubE9rgTEkMicIy/5zvWmY5AZXAEgCqHa+tZKy9K/AJjk2ka5EmA6jr9Y/rEXs1c8UbgtX756dE+BfacAX/TqObgSEAMsfwJXAIhCY1l98xma1CcFcqKnT8SVANNxvMXyp10i/konCr/alpZR2iG3iGi1n8/LlYAIYvnTbrgCQBRgyxpaT5UMnhDByb4/eUxXAvKtHdgZxZUAlj/tIWKvcKJoePnld0q683beCuAKGP45jeNKwPbu/fBOe1l0VgJY/tQPrgAQBUzdypbJGav7SQCnIwhDegxXAgoS26OzEsDypyw4ABAFhKpKxayL/p8q/ghgb9N53odDgOk4zrD8aQAcAIgCoLa+5YB3Nmx6BJArENSfSw4BpuMMD8ufBhHMXzREMVJb31oJwUJAPmo6y6A4BJiOMzQsfxqCpOkARHH1QlPTyERX4lb4fHpfrlQsvLFv731j4nJg4Ii8tQAQjgMDWf40RFwBIDKgtr7lM5YtT4ng86azOMKVANNx+sfyp2HgCgCRjxYvXpws3euAb0PwbYR8AOdKQMBWAlj+NEyh/gVEFCYvrnz94MLikX8WwYVA0NrDoZiuBCR6NmFr2wRYySQgAVgNYPmTAxwAiHywrKH1MkvtRyA4zHQW18VwCCjMbwPa3sYbr+5Ex9Zt6GnrQKanBxBBIpnwdyhg+ZNDARhdiaLruZUrRxRm8n4Jwfmms3gtjlcMXL+uGA2vjofqv3+VJvKSSBYXI7+kCHnFxcgrKUIiP9+bACx/ygEHACKPpBuby1Tlj0AE3/VnwSGgf1YigWRxIfKLi5HsGwwKC3JbKWD5U444ABC5TFUl3dh6FYBbAHj01i+4OAQMTU5DAcufXMABgMhFtatWjUcm+VsA00xnMYlDgDNDGgpY/uQSHgRI5JK6htbPqtDO/AwAACAASURBVG09BcFk01mMi+GBgSUl3Sgp6caG9cVw+t5KVZHp6kbXzjZ0bN6KtnUbsHPdRnRu34FMewes/IKbj6q+/jvuJqe44gBAlKP3buID3A/BGNN5AoNDgCvbVNtGprMTVn7+krLrbr/QlY0SgQMAUU5qW1pGvfP25vshuBr8efogDgGubLNw7Jglx99090mubIxoF/7CInKotqFpEnqsZyA40XSWQOMQkNO2WP7kFQ4ARA4sa2i+SGA9CMFeprOEAocAR9tg+ZOXeBYA0TDU19eXtkvhrwCcZzpLGPHsgKFj+ZPXuAJANERL65uOziDvaQj4S9kprgQM6TEsf/IDBwCiIVhW33SWJdajEHzIdJbQ4xAw4Ney/Mkv0bgjGZFH5qomahtafiBiPQRglOk8UdF3K+GNoz9rOopvJuzVhqM+tgEimvVrWP7kJ64AEGXxYmPjuHHrtz0E4CLweBn3cSXgfX/H8ie/cQAg6sey+qaJFpLPACgznSXSOAQAYPmTGRwAiPaQrm/9IkQeBjDBdJZYiPkQUDh2LMufjOCyJtEu9fX1+e1W0a1Qvcp0ljiyMz0Y33wbDs6kTUfxzbZtI94d2b39w1KT7jadheKHBwESAXhhReveHVK4mOVvRiZj47XX/4VnuivQhGNMx/HNyJHb98ZYPKB3leWZzkLxwxUAir26V1uPsS19BMCBprPEUSZjo/n1N7GzvR0AIFB8znoIh+Nlw8l8pJiPTTifKwHkJ64AUKzV1rdW2pb+Eyx/I/YsfwBQCJ61z4nVSgAEM7kSQH7jAECxpKpS29ByLUT/CKDYdJ446q/8+3AIIPIedwFQ7Oy6nv/vAJxjOktcDVT+u+PuACLvcACgWFm6ovnDVkIeBjDJdJa4Gmr59+EQQOQNDgAUG8tWNp8oKg9CeQtfU4Zb/n04BBC5j8cAUCwsa2i9TGxZzPI3x2n5AzwmwHQUiiYOABRpqirL6lvmCPQ3APiL1JBcyr8PhwAid3EXAEXW4tWrC0e02/cAOM90ljhzo/x3x90BRO7gAECRVLtq1Xhkkg8B+IzpLHHmdvn34RBAlDsOABQ5S+ubjrbEWgjgINNZ4syr8u/DIYAoNzwGgCJlWUPrqZZY/wDL3yivyx/gMQGmo1D4cQCgyKhtaL1coH8BMMp0ljjzo/z7cAggco4DAIWeqlq19c0/BPTX4JH+RvlZ/n04BBA5w2MAKNTq6+vzO6Tw/xQ413SWuDNR/rvjMQFEw8MBgELruZUrRxTaefMBfMF0lrgzXf59OAQQDR0HAAql2obX9wUyjwE41nSWuAtK+ffhEEA0NDwGgEKnrr7pKCDzAlj+xgWt/AEeE2A6CoUHBwAKlXTD6k/bYj0L4ADTWeIuiOXfh0MA0eA4AFBo1DY0n62w/wpgvOkscRfk8u/DIYBoYBwAKBSWNbZ+FZAFAIpMZ4m7MJR/Hw4BRNlxAKBAU1WpbWj5gajeCb5ejQtT+ffhEEDUP54FQIE1VzVxSGPLLwCpMp2Fwln+u+PZAUTvxwGAAqm+vj6/XQruAyRlOguFv/z7cAgg+jcOABQ4tbVri7WkY4Gonm46C0Wn/PtwCCDqxQGAAmX58tWjM/n2QghONJ2Folf+fTgEEHEAoAB5YUXr3smEPgFe4CcQolr+fTgEUNxxAKBAqGtoPdCGLgJwuOksFP3y78MhgOKMAwAZl17x+kfVyjwFwYdMZ6H4lH+fmA4BSwF9GiL7QVAC1TEQqwSqnVDshGAnIOsBbYVKI5L6Gs5Ot4pATUcn93AAIKPSjc1lqvI4gAmms1D8yr9PLIeA4RJsgI0lABYjiSflnHSL6UiUGw4AZMyyxqYpotafAYwwnYXiW/59OAQMkyANxX2w7QcktXy96Tg0fBwAyIiljas/Z6m9EECp6SzE8u/DIcCRTkDnIiHXc1UgXDgAkO/S9c2nq8iD4HX9A4Hl/34cAhzrAvB/yEt+R8568V3TYWhwHADIV8saWqYKsABAoeksxPLPRqCYIg/hMOEQ4MBWAN+FfchPJTUvYzoMZccBgHyTbmyZpor5AApMZyGW/2C4EpArqQV6zpeZLzWZTkL9493VyBe19a2VqngQLP9AYPkPru8ugs0ao7sIukonA4m0Lig733QS6h9XAMhzyxqazxXIfQCSprMQy3+4BIop1oM9h+EVvn6duwOvpr8hc2CbDkL/xgGAPFXb2HI+FP8Hln8gsPydEShOtf74zoFYuY/pLKGleAg7RpwvlyzpMB2FenEXAHmmtqH1cij4zj8gWP7OKQSL7HP32apjl5jOElqCczBix0J9tKzYdBTqxQGAPFHb0HIloL8CX2OBwPLPncJ6tkHPmArB70xnCS/9PDowVxdP4ZuCAOAvZ3LdsobWywD8FNzFFAgsf1e81ZXsnHFC6up2ZA65FJD7TQcKLUE5Nm2/V5W/H0zjAECuSte3XCK97/z5wx0ALH9X2ALroq9On74RACQ1LwP74C9xJSAHiguwYPJ/mY4Rd/wlTa5Z1tB8kUB+Cw6WgcDyd4nK96tnlX+grHRuZQLW6nsB/aKBVLlLJoC8JJCXB1gCyK46UAUyGaC7B+jqAWzPDty3YempMr3ur149AQ2MAwC5Yll960wR/QN4wF8gsPxd05C3s6TskktO6vfIdZ1bmUCi9R4oLvI7mCOFBUBJEVBcACQSQ3tMZxfQ1gHsaO8dDNz1Fmx7Im8mZAYHAMpZurFluir+BJZ/ILD8XdMjwKerUtPSA31R4FcCRIDSYmBUae+7fqdUgY5OYMt2oLPbvXzQ+2RmXTgGqIjhAEA5WVbffIaIPARe4S8QWP4uEvlOdWX5jUP50sCuBBQXAmNH5Vb8/WnrADZtBXpcWhEQnCwz0ovd2RgNFffVkmPpxtWnsfyDg+XvqjrdtPfNQ/1iSc3LBOrsAMsCJowB9hrrfvkDvYPFfhN6dye4QXEnTw30HwcAcmRZQ+upqvbDYPkHAsvfVZ2WjYtraiYPa507MGcH5CWBfce7V87Z9A0ZY0e5sbWjsXH7BW5siIaOAwANW7q+9T8E+hB4S99AYPm7TPHty8+d9qqThxpfCchPAvuM6x0C/DKyBBg/xo0tfVvnVnqwXEHZcACgYUnXt/6Hij4OoMR0FmL5e+Afo6Xtx7lswNhKQDIJ7D1+6Ef3u6m0yI0h4DBYLTPciENDwwGAhqzu1dZjVPTPYPkHAsvfdW22pZekUqmcj2zzfSXAsoC9xwIJg7/SS4uAkaW5bUNwpTthaCg4ANCQLG9oOdy29EkAo01nIZa/JwTXXDGzosm1zfm5EjBulL/L/tmMHQkU5Dt/vMpnde4nD3YvEA2EAwAN6oWXmz6UARYB2Nt0FmL5e0GAZ6pmlv/C9e36sRJQXOj9AX/DMX70v68qOHwCyz7fzTiUHQcAGlDtqlXjk3nyFIADTWchlr9HttrQS0VEvdi4pysBIr3v/oMkL9l7YKBjOtO1LDQgDgCU1XMrV47QTPJxQD5qOgux/L0jX69JVbzp6TN4tRJQWmzmoL/BjCrNZRXgGH2gbLybcah/HACoX/X19fmFdt58ASabzkIsf68o5NHqVPm9fjyX6ysBIsCogB6Pa1nACMfZBAUyxcU0lAUHAPqAuaqJdqvw9wC+YDoLsfw9tKEHqPbzCV1dCSjI7z31L6hGFDt/rGKKazkoKw4A9D6qKoc0tt4FBffDBQDL30MqX/lKqvwdv5/WtZWA0gAd+NefvCSQn+fwwXq0q1moXxwA6H3SK1tuAXCZ6RzE8veU4A/Vs8rnGnv6vpUAwXOON1KYw+l2fnGe8Ug3Y1D/OADQe2obmr8NlW+ZzkEsf4+t7Up0fc10CEnNy0DxV0cPTiaCvfzfp9DxrUL21YeO5TVHPMYBgAAAy+qbawD5X9M5iOXvMRXVqq9On77RdJBd9nf0qDynS+s+y+XiRJk8Z98bGjIOAIRlDS1TReSnpnMQy99rqri9albFY6Zz7GaEo0d5cYtfLyQTzk8HlIyz7w0NGQeAmEs3NpcJ8CcAIVhPjDaWv+fqd0rbf5kO8X7qrORMXvN/OERyGAAsDgAeC8mriLzw4srXD1aVhQByvIMH5Yrl77lOsTLnX51KBewbbDk7Wd5yfJEd/zkdADI2BwCPcQCIqX/WrxmbyGQeA7CP6Sxxx/L3g15bNfOsV0yn+ADVHmePczmHl9Rx2C43Y9AHcQCIocWrVxfmS9cjEHzEdJa4Y/n7YlFV5bQ7TIfol2C7o8fZtstBPOR0ANCEs+8NDRkHgJhRVRnRYf8GwGdMZ4k7lr8vNiQymS95daOf3ImzksuEZADI2M4HgITNAcBjPPArZuoaW28DcIHpHHHH8veHCq687Lyz1prOkZ1ucvSwrm6Xc3ik29keDgBAJrHZvSDUH64AxEhtfcsVCnzDdI64Y/n7Q1R/U1M5bZ7pHAMSNDt6XHdPLvvW/dPleDd+J3Cgp3doJA4AsZFubK2AgOf6G8by902LVWhfbTrEoGyscvQ4VaAzBKsA7Y4HgGZJzcu4GYU+iANADCx9teU4Vf0DgJBcPSSaWP6+6VFLLrjsrLOCvw9ZsdLxY9s6XAziAVuBTqcDgDgbjGhYOABE3PKGlsMtC48BCOiNw+OB5e8fBebUzCx/0XSOIalMrwHg7I6EOwP+WmrrcH62gupSd8NQfzgARNgLTU0jM8BDAMabzhJnLH8/ybNj0PYD0ymGSgQK0SWOHpzJBHsVYPtO548V+xn3glA2HAAiaq5qItltPQCA99U2iOXvq00K+6JUKhW2fceLHT9yS0D3crR35rD8jy2wD1vuZhzqHweAiDpk5eofASg3nSPOWP6+UgCX1KQqQnjkuD4Jp9f26+oO3q4AVWDLNuePFyziAYD+4AAQQen6lkugepXpHHHG8veZ4Lbq1LQ/m47hhMxY/gYgf3e8gY1bew+4C4odbTmeoSD3u5aFBsQBIGJq61s+o4Jfms4RZyx/v8my0dr236ZT5ET1PsePtW1gQ0CumdPdA2zK4d0/sBGZ9ifcikMD4wAQIcsbVx8EwYMA8k1niSuWv++2CDKzUqlUuG8c05mcC2CH48e3dZg/HiBjA+9uzPUCRb+XVH24/y1DhANARDy3cuWIjNqPAphgOktcsfz9JypXVqXOXG06R67kiy9ug+KunDayZXvv8rsJtgLrNgE9Oe2674ad+IlbkWhwHAAiQFWtgkze7wF8zHSWuGL5+09Ff1Y1q/wPpnO4Rq0fAsjtBbRhC7DN+UKCI7b2vvN3ftT/LnqfpJaGfpgLEw4AEZBuaLlFBBWmc8QVy98EWdZZkvim6RRuktSydwC5J+cNbdrW+58f9wro6gbeXu9C+aMHsENz/Yao4AAQcrWNzRdDJFK/CMOE5W/EZkFm1lVTp3aaDuI6O+9/INiQ83a27QDe2ZDb3fiG8hxvu/Ycd8jMl5rc2BANHQeAEFva2HwCVHLbb0iOsfyNUFW9NAr7/fsjqec3QfW/XNlYZzewdj2waavzS/L2p6Nz13ZdW2V4BzZucGNDNDwcAEKqrqH1QAvyEIAC01niiOVvhkBvrplV8bDpHJ56te5uQP/pyrZUgW07gTXv9l4voMvh+fm2Dexo733H/85G59vpNyOuklR6q3sbpKFKmg5Aw7d49epC7bDnQbGX6SxxxPI3RZ59a0LJd0yn8JrMga0PJ85Fj70cwDhXNqrae23+7TuBvCRQmA8UFvR+nJcERN7/9ZlM79J+V0/vZX07Or06puBuqUzP82LDNDgZ/EsoaGobWn4D4DLTOeKI5W+Krktk7ImXnXfWWtNJ/KLzJk2DyJ/hx+9pAWDtWhDOuLi7YGD1KMAnpSJt6NxF4i6AkEk3tlaB5W8Ey9+YjCBxXpzKHwCksm4hVG/15ckUvcXvX/lvAjCT5W8WB4AQWVbfNFFVbzedI45Y/gYp/rsqNfWvpmMYMbPuOoj81nQMl7XDxlkyM73SdJC44wAQEv+sXzNWxFoAoMh0lrhh+ZskD1elym8xncIUESg2aA2Ax0xncUkPoLMklX7OdBDiABAKqmrlo/MBAAebzhI3LH9zFLqqo0suFpEA3erOf1KT7kbx1ukA5prOkqNOQM6VmXWPmg5CvTgAhEC6ofUmiJxmOkfcsPyN2q5ITL/qi1NzurVcVMjU5k7Yh5wPhPROn4LNsHGKzKxdYDoK/RvPAgi4ZfWtZ4row+C/la9Y/kYpVCqrZ5WzLPqhC8q+CcX3AeSZzjJEK2BLpaRqV5kOQu/HFYAAW97QcriI/g4sf19lMjaa32D5myKCG1n+2cmM9G2AfQKAVtNZBqf3oa37eJZ/MHEACKj6+vrSDPAQgFGms8TJe+XfxvI3ZNEobbvedIigk5nLa9HZNRmC3wDw7dy9YXgLkJkys+4iueiVnabDUP84AARUuxTcDeBo0znihOVv3Otdya7zUqlUTjeVjwu5YMVmmZGugq2fhGCp6Ty79AC4Ax3Jo7i/P/i4tBxAtY2t34TqD03niBOWv3E7FHJCTap8hekgYaRzYOFjk8oh8l0oygxE6Ab0j7CSN8r0pa8ZeH5ygANAwCxtbD7BUnkWvE+Db3jAn3Gqglk1ldN4TfgcqUIwf/KZgH4FgpMBJDx+ynWA/h62/ERS6Tc9fi5yGQeAAFm+fPXoTIG9HMBBprPEBd/5B4DId6ory280HSNqdO4x+8NKnA+RmbtWBdwaBjZCdBEg92PsiCflpCU9Lm2XfMYBIEBqG1oeBHCO6RxxwfI3T4EHqyvLZ8b9Yj9e04eOHQ07+VnYOAnQoyE4AsABGLwD2gC8tuu/FwFZjFdrX5Y5gTzwkIaJA0BApBtav6LQn5rOERcs/0B4qbAj7zMXXXQajxI3QB8tK0ZnZn/Y1kgkMQpqlULtToi1A5LZAc3fiOkvviUCDmcRxQEgAJY1NH9MIEvB6/z7guUfCO8mMz3HXXre2WtMByGKK54GaNjLL79TIr3X+Gb5+4DlHwjdgD2L5U9kFgcAw7rz2n4GyEdN54gDln9AqH6lOnXms6ZjEMUdBwCD0g3NswC92HSOOGD5B4MqflI9q+LXpnMQEc81NyZd33yYQn5lOkccsPyDQh8fI+3fMp2CiHpxBcCApqamAhX5E4CRprNEHcs/GBS6vBvtKV7mlyg4OAAYsLUncQuASaZzRB3LPzDW5mUyZ30lldphOggR/RtPA/RZbUNLOYBHwe+9p1j+gdEG255Sfe6Zy0wHIaL3Ywn56IWXmz6UzEu8BOg401mijOUfGLaITK+qLH/EdBAi+iDuAvCJqlqJPOv3LH9vvXdjH5Z/AOjVLH+i4OIA4JPaxpZvCfBZ0zmi7L13/ryrn3mCX1enKm43HYOIsuMA4IO6+qajBHK96RxRxmX/4BDgibXjS640nYOIBsYBwGP19fX5tmU9AKDQdJaoYvkHyktWQSY156STeItYooDjhYA81o7C66E4xnSOqGL5B8q/JGFVXHbWtO2mgxDR4HgWgIeWNjafYKn8DUDCdJYoYvkHhwAbbUs/UzOzYqXpLEQ0NNwF4JGXX36nxFK5Fyx/T7D8A6Vd1DqL5U8ULhwAPNKVbPsRgMNN54giln+gZETwxctnTf2H6SBENDzcBeCB2sbWL0D1CfD76zqWf8AIrqqunHan6RhENHwsKJctX756dCbfXgHBh0xniRqWf7AIcFNVatq3TecgIme4C8BlPQX6S5a/+1j+AaP4/eWV5d8xHYOInONpgC5K17dcoNBZpnNEDcs/WAR4ZpS0XSoiajoLETnHXQAueWnVqv17MslXAIw1nSVKWP5BI8u6sfNk3tqXKPy4C8AFqiqZTPLXYPm7iuUfOK9lkslpLH+iaOAA4ILahpZqBc4wnSNKeFe/YFHIGoWe+uXpp60znYWI3MFdADmqbXh9XyDTAGC06SxRwXf+QaPrEkh+9rLUGatMJyEi9/AgwJxlfg6Wv2tY/oGz1bISp182k+VPFDXcBZCDdH1rCsDZpnNEBcs/cNoUOu3ymVOXmw5CRO7jLgCHaltaRqFTGwDZz3SWKGD5B04XxDq7unLq46aDEJE3uALgkHbhxyx/d7D8AycDlQtZ/kTRxhUAB2pXNp8EW54Bv385Y/kHjkK1pnpWxa9NByEib3EFYJhqa9cWw5Zfg+WfM5Z/AClms/yJ4oEDwHAVtd0A4FDTMcKO5R9I362eNe2HpkMQkT/4LnYYltavPtYSexl4+mROWP7BI4rbqmZN+5bpHETkH64ADNHixYuTlth3g+WfE5Z/8KjiJyx/ovjhADBEI/Y54BoAk0znCDOWfwAp7qyZNe0bpmMQkf+4C2AIlje0HJ4BXgZQZDpLWLH8A+nuqsryKt7WlyieuAIwCFWVHuAXYPk7xvIPpHvXNtRWs/yJ4osrAININzZXq8pdpnOEFcs/gARzR2vb+alUKmM6ChGZwwFgAC82No5LaMEqQMeZzhJGLP9Amr92Qsl5c046qcd0ECIyi7sABpDQ/JtZ/s6w/APpId28z/ksfyICuAKQVd3Klsm2jRfBIWnYWP6B9MhotKVSqVSX6SBEFAwst36oqmXb+Bn4/Rk2ln8gzdfN+1Sy/Ilodyy4fqQbWqsBfNJ0jrBh+QePQv60dkLJeTU1k7tNZyGiYOEugD38s37N2HzpWgVgvOksYcLyDx6BPvDWhNKLuc+fiPrDFYA95EvnD8DyHxaWf/CI6m/eakhfyPInomy4ArCbdGNzmaosBQejIWP5B5DirrWNtVfOmTPHNh2FiIKLA8AuqmqlG1v/CeBTprOEBcs/gBQ/r0qVf5VX+COiwfCd7i51K1suB8t/yFj+waPQW6tnTfsKy5+IhoIrAOCBf8PF8g8gwc3VldOuMx2DiMKDKwAACqyu74HlPyQs/+ARkTksfyIartivANQ2NE0CrKUAEqazBB3LP3BUVb5ZM6v8x6aDEFH4xHoFQFUtQH4Glv+gWP6BkxGgiuVPRE4lTQcwKd24+lJAPm06R9Cx/AOnU6BfrEpVzDcdhIjCK7a7AF5oahqZ7LGaoNjLdJYgY/kHzg6BTK9KlS8yHYSIwi22KwB53dZ/K1j+A2H5B84msa3yqnOnvmA6CBGFXyxXAF5c+frBCTvTAKDQdJagYvkHztsKOa0mVb7CdBAiioZYrgAkNHMzWP5ZsfyDRYHWvAROvXRGeavpLEQUHbFbAahrbDreVusfiOH/96Fg+QdOXSaZd8aXp5+2znQQIoqWWJ0GqKpiq/UTsPz7xfIPFgH+pig4meVPRF6I1QBQ17D6AgCfNJ0jiFj+QaMLt6Pt9JrUqVtNJyGiaIrNO+F/rllTlL+9axWAD5vOEjQs/2BRld9iy941NTWTu01nIaLois1BgAXbur+hwvLfE8s/UFRVb6iZNW2O6SBEFH2xWAF45ZU3xnQle1oAjDGdJUhY/oHSJYrLqmZNu990ECKKh1isAHQne74Dlv/7sPwDZbsNSV0xq/wJ00GIKD4ivwJQ19B6oA1dBaDAdJagYPkHylpAyqtT5S+ZDkJE8RL5swAy0BvB8n8Pyz84FHg1men5NMufiEyI9ApAemXrJ9TW5YjBoDMULP/gEOAZGwUzeJofEZkS6WLUjH0LIv7/cahY/sEhgv+zN+9zBsufiEyK7ArA0sbVn7PUXmI6RxCw/ANEcHPVzPL/FBE1HYWI4i2y744tzfzAdIYgYPkHRjcUl1VXTruO5U9EQRDJ0wCX1beeCeinTecwjeUfGJts0dQVqYpnTAchIuoTuRUAVRURvd50DtNY/oHRpJaeeEUly5+IgiVyA0BtY8ssAMeazmESyz8o5Km8vO5P1sysWGk6CRHRniI1AMxVTYjKd03nMInlHwwK/GrthOLyS845Z4vpLERE/YnUMQAHN7ReDMFHTOcwheUfCD2i8vXqWeU/Mx2EiGggkTkNsL6+Pr9dClcCONh0FhNY/oGwSWBVVqWm/tV0ECKiwURmBaDNKqoWVZY/mfJaAokzL0udscp0ECKioYjECsA/16wpyt/e1QJgX9NZ/MbyD4Qn8/K6z+X+fiIKk0gcBJi/vasaLH8yoPdgv5JpLH8iCpvQrwAsXr26cES73Qxgf9NZ/MTyN64TiiurZ027x3QQIiInQn8MwIi2TBVEWP7kp7fEtmZWnTv1BdNBiIicCvUKQFNTU8HWLqsZgg+ZzuIXlr9ZAvytCzLrK6nyd0xnISLKRaiPAdjWnbic5U8+URG9w968zyksfyKKgtCuAOw67/81AAeazuIHlr9R2wV6aVWqYr7pIEREbgntMQDtUng5WP7kMYWuEktnVM08s950FiIiN4VyBWDXu/8mAAeYzuI1lr9RjygKLq5JnbrVdBAiIreFcgWgXYouApTlT17pgeLbVanyW0RETYchIvJC6A4CnKuaAPQa0zm8xvI3Zr0tenr1rGk3s/yJKMpCtwJwaGPLTIUcYTqHl1j+ZghQKwmZWT1j2humsxAReS10KwAKmW06g5dY/oYo7hyFthMvn1HO8ieiWAjVCkBtQ0s5gEmmc3iF5W/EVoHWVM2q+JPpIEREfgrVAADgOtMBvMLyN2JpMoHzLp1R0Wo6CBGR30KzC6CuofWzAD5jOocXWP6+UxG9Qzfv85lLZ0xj+RNRLIVmBSAj+M8oHpPN8vfdeoh1cVXl1MdNByEiMikUFwJaWr/6WEvsOoQk71Cx/P2mf9VE3hdrZpz+tukkRESmhWIXgGXZ3wLLn5zrUdXr1zakT2X5ExH1CnypvrRq1f49mWQrgHzTWdzC8vePQtYA9vk1qYrnTGchIgqSwK8A9NiJr4PlT848kkDiWJY/EdEHBXoF4LmVK0cU2nlrAIwyncUNLH/fdAJ6bVXltDt4OV8iov4FegWgMJNfA5Y/DYMCr9q2fqo6VXE7y5+IKLvArgDU1tbmoXhMMyJwy1+Wvy9UVH3i2QAACkZJREFUgV+jSL9RU1HRZjoMEVHQBfY6AFI0JqUsfxqaN0T0S9WVFUtMByEiCovA7gJQwdWmM+SK5e89Aebl5XUfW8XyJyIalkCuACxrbJoCDfdNf1j+XtN1qqipnlXxsOkkRERhFMgBQNT6f6Yz5ILl77nHNJF3OS/qQ0TkXOAOAqxraD3QhrYASJjO4gTL31PbBLimKjXtV6aDEBGFXeBWAGy1vwYRlj/t6R9qWxdXnzu1xXQQIqIoCNRBgLW1a4shconpHE6w/D3TAcV1axtqP1vD8icick2wVgCK2y8GMNZ0jOFi+XtDgFrYuKjq3GmNprMQEUVNYFYAVFUA/ZrpHMPF8vdEh6pePwptJ7L8iYi8EZgVgPTK1acC8lHTOYaD5e+J59TSqpqZFStNByEiirLArABA9SrTEYaD5e+6rYB+fW1D7edY/kRE3gvEaYDLXnvtEOlJNCFIA8kAWP5u04WSSHy5asbUf5lOQkQUF4HYBWD1JGqU5R9H74ro7KrKit+ZDkJEFDfGVwDq6+vz263CNVDsZTrLYFj+7hFgXmey68tfnT59o+ksRERxZHwFoAOFlSz/WFktkJqqVPki00GIiOLM+LK7Cq4wnWEwLH9X2Ar8qhttn2D5ExGZZ3QXQF1901G2WK+azjEQlr8rVljQyy9PVSw1HYSIiHoZXQGwxfoKWP5RtkMgs3XzPmUsfyKiYDFWvvX19aXtUvgWgJGmMgyE5Z8rXajAV2pSFW+aTkJERB9k7CDANhRcICz/KHpNRb9WU1nxlOkgRESUnbEBQESqTT33QFj+ju1U1R+OkfbvpSpTXabDEBHRwIzsAkivbP2E2vqyieceCMvfKV2YzGSuvPS8s9eYTkJERENjZAVAba0x8bwDYfk7Ia/Yiq9dMWva30wnISKi4fF9BeCfa9YU5W/vegvAGL+fOxuW/7BtheL7o6Xtx6kUl/uJiMLI9xWAgm3dM1RY/iGlgN4vPfY1Veef9a7pMERE5JzvA4AKLvP7ObNh+Q/Lywr9ak2q4jnTQYiIKHe+7gLYddvfZr+ftz8s/yHboMD/jEHbr1KpVMZ0GCIicoevKwDSnbgcwvIPiW4R/UUy2fPdS845Z4vpMERE5C7fBoDFixcnIXqx6Tf/LP+h0IVqJ75efe7UFtNJiIjIG74NACP3OfAMVd3Pr+frD8t/YALUZlS+ydP6iIiiz7cBQKEX+fVc/WH5D+hNiP7X5TOnPSAiajoMERF5z5f1+NqWllHoxNsAivx4vj2x/LPaDMXNO6TtjqtTKX5ziIhixJ8VgA6cB2H5B0iXAvfmwfr2pbOmrjcdhoiI/OfLACCCC02sK7P8P8AWYAFgX1udOnO16TBERGSO57sAalc0HYqE1eTHc+2O5f8BTwNyTXWq/CXTQYiIyDzPVwDUsi4Ulr9J/xDRb1dVViwxHYSIiILD02JWVUk3tjYBONTL59kdy/89K1TwvzWV0+aZDkJERMHj6QpAXcPqz0BY/j5rVMF3q2eWz+cpfURElI3l5cZV7Au93P7uWP54Q4Ca0Wj7eE3ltHksfyIiGohnuwDq6+vz26XwbQBjvXqOPjEv/zcE+J69eZ/f1tRM7jYdhoiIwsGzXQBtyD9DWP5eehPQH+XtLL3rkktO6jAdhoiIwsWzAcAS61yv16BjWv5vAPrjjtLEL6+aOrXTdBgiIgonT3YB1NauLUZx+7sASr3YPhDL8mfxExGRazxZAdCS9rNEWf4uaRLR7781vvS+OSed1GM6DBERRYMnA4AFPVc9Or4wRuW/QkR/+Nb40gdY/ERE5DbXW3r58tWjMwX2OwAK3N52TMr/H7bqzTWpaQt5Kh8REXnF9RWAngKdISx/J/5hq958xayKRwHgilmm4xARUZS5PgD0Lv+7K8LlnxHgQdvWH9ScW1FnOgwREcWHq7sAXn65ea/uPFkLIOHWNjMZGy1vvIkd0Sr/TkDnJpC86bLUGatMhyEiovhxdQWgOynT4XL5R+udv65TxS+687rv/Or06RtNpyEiovhydQAQwQy3lv8jVv7NgP50B9p/dfWsVCT+DxERUbi5tgvgxcbGcQnNfwcuDBXRKX951lb7tnca03+ZM2eObToNERFRH9dWAJJ2/pkqLH8AnQL82bbktpqZ5S+aDkNERNQf1wYAFczIdRthLn8B3rFV78qTxM8uTU1dbzoPERHRQFzZBfDcypUjCu28dQAKnW4jxOWfFtE77E37/oG34yUiorBwZQWgUPMqEK/y7xDBn6C4syo1LW06DBER0XC5MgCoYobTpYSQlX8zFL/RjN5dfX7FBtNhiIiInMp5F8CuW/+uA1Ay3MeGpPxtAH+1Ve/g9fmJiCgqch4A0o0t01WxYLiPC8EV/t6G4Heq+vOaVMWbpsMQERG5KeddAKpyFjC8N8UBfuefAfAEoHevnVD6KG/DS0REUZXTADBXNYHG1qnDeYxt29r8xpsSsPL/FwS/z/Qkfvnl88543XQYIiIir+U0ABzasPoEFYwf6tfbGVubglP+nQL8WRW/qkqVP8N9+0REFCc5DQC2oGKoBxHYttpNb7xpBaD8X4bg7p4u3H/lBdM2A0D1LNORiIiI/JXTACDQM4fydbZqpun1NxIGy3+TAvMBva8mVfGcqRBERERB4fgsgHR98/9v5256mojCKACfO5SPRDdqNBh3xp1rf4MEMJgQcK8RYvwT/BbRhARRI8Q20YUkyoJQiCRSabGdFkQM+BGZTmnL3OMKhQSEqdMq8Tzb+bq78+Z979xLNCZz2H1BYIOlfOFvhH8Z4HMacw9f2p/olD4REZFfau4AEM71w3b/07K6lC80Nzj8kwCHuY0HgzqsR0REZF+1FwCGv53/W2urGbdh4Z8CMBJrwv2bvd3ZRnxQRETkOKtpBDD1dvl0i6l8wgEFBK2tpN1CSz3DnzDLjrGPLTGqub6IiEg4NXUAWlHt5EHhT5YzbqG1HuFvgM8WGAM4PNDX9Vq/7omIiNSmpgKAhvse/mPJrUwu3xZx+G8QeARiZDU1Mzk0NGQBYDDKL4iIiPxnQo8ASDrJVHYNwNm9F+AvZt22YqnkRLCuDYBxS4yab+cT2sEvIiISrdAdgOSCewVmb/jTwk+7+eY/DP8VAs9ITqydOxnXOfwiIiL1E7oAMI7t4O7JO1HM5PJOseQ3h30XgSzAMTjO2EBv57Rm+iIiIo0RugAg2fFzckAU0zk38EqlEyFesUBy1DFm/HZf1+xO6GumLyIi0jih9gDMz+dPVWLb6wCaQHrpXKHs+f6ZQx7bAvAK4EQAPLzTf+1DzasVERGRSITqAJRj1asGZif8Pc/32w+4dQNgnMaMx1qCxK2ens0I1ioiIiIRCVUAGDgdADczbuG75/sXdl0KDDBtibihTay+m03u/K4nIiIi/54jjwBImuTC+8WMu9K0WfQuAlg3wEsALyowT+/2d63VbZUiIiISqSN3AKZmUpc/fl2f8zzvDcnEwI3uOe3aFxEROZ5+AMeecqY3+vuKAAAAAElFTkSuQmCC",
"media_type": "image/png"
}
}
]
Good. I can see:
- Dagger: blade points to bottom-left, handle top-right. Rotation offset
-3*pi/4(-135°) makes it point outward from the ball. - Kitchen knife: blade points to bottom-right, handle top-left. It's the mirror — so the rotation offset should be
+3*pi/4(+135°), and we'll need to flip one scale axis to mirror it.
Actually, looking more carefully: the dagger blade goes toward bottom-left of the image, and the kitchen knife blade goes toward bottom-right. So the kitchen knife is indeed the horizontal mirror of the dagger's orientation.
The dagger uses:
weapon_rotation_offset = -3*math.pi/4weapon_scale = 18/512(positive)weapon_scale_y = 18/512(positive)
For the kitchen knife, to flip it horizontally we can negate weapon_scale_y (flip along the blade axis), which gives:
weapon_rotation_offset = -3*math.pi/4(same rotation)weapon_scale_y = -18/512(flipped)
Or alternatively keep scale_y positive and adjust the rotation. Let me think... Actually the simplest way to confirm is to just present the initial values and let you tune in-game. But based on geometry: if the dagger's tip is bottom-left at -3*pi/4, and the kitchen knife tip is bottom-right, that's a horizontal flip. Negating weapon_scale_y mirrors across the blade's length axis, which should do it.
Here's what I'd propose for the initial kitchen_knife weapon block — basically the dagger but with the y-scale flipped. Does this look right to start with?
elseif @weapon_type == 'kitchen_knife'
@weapon_class = 'melee'
@weapon_image = an.images.kitchen_knife
@weapon_visual_offset = 24
@weapon_perpendicular_offset = 0
@weapon_hitbox_offset = 24
@weapon_hitbox_length = 28
@weapon_hitbox_width = 8
@weapon_scale = 18/512
@weapon_scale_y = -18/512
@weapon_rotation_offset = -3*math.pi/4
@base_angular_velocity = 1.5*math.pi
@max_angular_velocity = 3*math.pi
@weapon_weight = 1.0
@hit_stop_multiplier = 1.0
@hit_particle_multiplier = 1.0
@camera_shake_multiplier = 1.0
AskUserQuestion
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No, don't flip the x scale, make sure you do this with the correct angle instead.
Right. The dagger tip is at bottom-left (~135° from center), so -3*pi/4 rotates it to point outward. The kitchen knife tip is at bottom-right (~45° from center), so the offset should be -pi/4 to point it outward. Both scales positive.
@weapon_rotation_offset = -math.pi/4
@weapon_scale = 18/512
@weapon_scale_y = 18/512
Want me to go ahead and add the full kitchen_knife weapon init block with these values?
Yes.
Let me add it step by step. First the image registration, then the weapon init block.
Read (E:\a327ex\emoji-ball-battles\main.yue)
86→an\image 'bow', 'assets/bow.png'
87→an\image 'arrow', 'assets/arrow.png'
88→an\image 'boomerang', 'assets/boomerang.png'
89→-- Plant images
90→an\image 'seedling', 'assets/seedling.png'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the weapon init block after boomerang.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1462→ elseif @weapon_type == 'boomerang'
1463→ @weapon_class = 'melee'
1464→ @weapon_image = an.images.boomerang
1465→ @weapon_visual_offset = 23
1466→ @weapon_perpendicular_offset = 6
1467→ @weapon_hitbox_offset = 23
1468→ @weapon_hitbox_offset_y = -6
1469→ @weapon_hitbox_length = 20
1470→ @weapon_hitbox_width = 12
1471→ @weapon_scale = 22/512
1472→ @weapon_scale_y = 22/512
1473→ @weapon_rotation_offset = -math.pi/2 + math.pi/4 + math.pi/16
1474→ @base_angular_velocity = 1.5*math.pi
1475→ @max_angular_velocity = 3*math.pi
1476→ @weapon_weight = 1.0
1477→ @hit_stop_multiplier = 1.0
1478→ @hit_particle_multiplier = 1.0
1479→ @camera_shake_multiplier = 1.0
1480→ @boomerang_cooldown = 4.5
1481→ @boomerang_thrown = false
1482→ @boomerang_damage = 1
1483→
1484→
1485→ @\add collider 'ball', 'dynamic', 'circle', @radius
1486→ @collider\set_position @x, @y
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the default weapon so you can test it, and add it to the weapon_ui image selector and headless list.
Read (E:\a327ex\emoji-ball-battles\main.yue)
358→ headless_player_weapon = args.player_weapon or 'dagger'
359→ headless_enemy_weapon = args.enemy_weapon or 'boomerang'
360→ @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
361→ @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
362→ @\add @player_ball
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the weapon_ui image selector.
Grep (weapon_image = if weapon_type)
2391: @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow elseif weapon_type == 'boomerang' then an.images.boomerang else an.images.dagger
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the headless weapons list.
Grep (headless_weapons =)
4033:headless_weapons = {'dagger', 'sword', 'bow', 'gun', 'boomerang'}
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Added:
- Image registration for
kitchen_knife - Weapon init block with dagger-like values but
weapon_rotation_offset = -math.pi/4and both scales positive - Default player weapon set to
kitchen_knifefor testing - weapon_ui image selector updated
- Headless weapons list updated
Right now it behaves identically to the dagger (continuous melee, same hitbox, same scaling). You can compile and see if the orientation looks correct, then we'll add the Isaac-style throw behavior.
Ah, you need to draw it.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1864→ arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a
1865→ arrow_scale = 26/512
1866→ weapons\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale
1867→ weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!
1868→ weapons\pop!
1869→
1870→ elseif @weapon_type == 'dagger'
1871→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1872→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1873→ weapons\pop!
1874→
1875→ elseif @weapon_type == 'boomerang'
1876→ unless @boomerang_thrown
1877→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1878→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The kitchen knife now shares the dagger's drawing code. Go ahead and test.
Perfect, I changed the size and offsets a little and now it's fixed. Let's do the throwing behavior now.
Let me re-read the boomerang's full flow to model the kitchen knife after it.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1598→ elseif @weapon_type == 'boomerang'
1599→ @boomerang_ready = false
1600→ @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
1601→ @timer\when (-> @boomerang_ready and @\boomerang_can_fire!), 'boomerang_fire', (-> @\boomerang_fire!)
1602→ @cooldown_bar\activate @boomerang_cooldown
1603→
1604→ update: (dt) =>
1605→ -- When paused, use dt = 0 so physics logic doesn't run
1606→ dt = 0 if @parent.paused
1607→
1608→ -- Read angle from physics
1609→ @angle = @collider\get_angle!
1610→
1611→ -- Angular velocity guardrails (skip during thrust)
1612→ angular_velocity = @collider\get_angular_velocity!
1613→ angular_speed = math.abs(angular_velocity)
1614→ angular_sign = math.sign(angular_velocity)
1615→
1616→ if not @thrusting
1617→ if angular_speed > @base_angular_velocity
Read (E:\a327ex\emoji-ball-battles\main.yue)
1682→ -- Base height scales with angular velocity (logistic curve)
1683→ flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
1684→ -- During thrust, override velocity each frame (starts at current speed, accelerates)
1685→ if @thrusting
1686→ @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
1687→ speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1688→ @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
1689→ if @thrust_sound_handle
1690→ t = @thrust_progress
1691→ sp = @thrust_sound_start_pitch
1692→ ep = @thrust_sound_end_pitch
1693→ if t < 0.75
1694→ an\sound_handle_set_pitch @thrust_sound_handle, sp + (ep - sp)*t/0.75
1695→ else
1696→ et = (t - 0.75)/0.25
Now let me read the boomerang's alignment check and fire function, plus the projectile behavior.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2157→ ray_end_y = spawn_y + ray_length*math.sin(move_angle)
2158→ hit = an\raycast spawn_x, spawn_y, ray_end_x, ray_end_y, 'wall'
2159→ not hit
2160→
2161→ boomerang_can_fire: =>
2162→ safe_plus = @\boomerang_check_side_safe 1
2163→ safe_minus = @\boomerang_check_side_safe -1
2164→ if safe_plus and safe_minus
2165→ return true, an.random\sign!
2166→ elseif safe_plus
2167→ return true, 1
2168→ elseif safe_minus
2169→ return true, -1
2170→ false, nil
2171→
2172→ boomerang_fire: =>
2173→ can_fire, side = @\boomerang_can_fire!
2174→ return unless can_fire
2175→ @boomerang_ready = false
2176→ @boomerang_thrown = true
2177→ @spring\pull 'weapon', 0.6, 3, 0.7
2178→ -- Destroy weapon shapes so ball is defenseless while boomerang is out
2179→ @collider\destroy_shape @weapon_shape
2180→ @collider\destroy_shape @weapon_sensor
2181→ -- Spawn boomerang projectile from weapon tip
2182→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2183→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2184→ @parent.projectiles\add projectile spawn_x, spawn_y,
2185→ projectile_type: 'boomerang'
2186→ direction: @angle
... [20 more lines]
Now let me read how the gun's raycast alignment check works, since the kitchen knife will use the same trigger.
Grep (gun_is_aligned|sword_is_aligned|bow_is_aligned)
1576- @\add weapon_ui @team, @weapon_type, @image, @image_hit
1577-
1578- -- Ball starts with no gravity until game starts
1579- @\add timer!
1580- @collider\set_gravity_scale 0
1581-
1582- -- Weapon auto-attack setup (requires timer initialized above)
1583- if @weapon_type == 'gun'
1584- @gun_ready = false
1585- @timer\after @base_cooldown, 'gun_cooldown', -> @gun_ready = true
1586: @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
1587- @cooldown_bar\activate @base_cooldown
1588- elseif @weapon_type == 'sword'
1589- @thrust_ready = false
1590- @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1591: @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
1592- @cooldown_bar\activate @thrust_cooldown
1593- elseif @weapon_type == 'bow'
1594- @bow_ready = false
1595- @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1596: @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
1597- @cooldown_bar\activate @bow_cooldown
1598- elseif @weapon_type == 'boomerang'
1599- @boomerang_ready = false
1600- @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
1601- @timer\when (-> @boomerang_ready and @\boomerang_can_fire!), 'boomerang_fire', (-> @\boomerang_fire!)
1602- @cooldown_bar\activate @boomerang_cooldown
1603-
1604- update: (dt) =>
1605- -- When paused, use dt = 0 so physics logic doesn't run
... [67 more lines]
Now let me read the boomerang projectile behavior to understand the full pattern.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3220→ --[[ Homing seek logic (for future use with other weapons):
3221→ -- tx, ty = target.x - @x, target.y - @y
3222→ -- d = math.length(tx, ty)
3223→ -- if d > 0
3224→ -- vx, vy = @collider\get_velocity!
3225→ -- dvx = max_v*tx/d
3226→ -- dvy = max_v*ty/d
3227→ -- steer_x = (dvx - vx)*turn_multiplier*dt
3228→ -- steer_y = (dvy - vy)*turn_multiplier*dt
3229→ -- nvx = vx + steer_x
3230→ -- nvy = vy + steer_y
3231→ -- nvx, nvy = math.limit(nvx, nvy, max_v)
3232→ -- @collider\set_velocity nvx, nvy
3233→ ]]
3234→
3235→ -- Update angle to follow velocity
3236→ vx, vy = @collider\get_velocity!
3237→ if not @base_speed
3238→ @base_speed = math.length(vx, vy)
3239→ if @projectile_type != 'boomerang'
3240→ @collider\set_angle math.angle(vx, vy)
3241→ @x, @y = @collider\get_position!
3242→ @angle = @collider\get_angle!
3243→
3244→ -- Drawing
3245→ scale = @spring.hit.x
3246→ if @projectile_type == 'bullet'
3247→ game\push @x, @y, @angle, scale, scale
3248→ game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else yellow!
3249→ game\pop!
... [110 more lines]
Now let me read the boomerang projectile init section.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3117→ @boomerang_scale = args.boomerang_scale or 20/512
3118→ @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
3119→ @boomerang_time = 0
3120→ @boomerang_min_time = 0.5
3121→ @boomerang_speed = 350
3122→ @boomerang_angle_offset = args.boomerang_angle_offset or math.pi/4
3123→ @boomerang_move_angle = @direction + @boomerang_angle_offset
3124→ @boomerang_turn_rate = args.boomerang_turn_rate or -3.5 -- radians/s, negative = clockwise
3125→ @boomerang_returning = false
3126→ @boomerang_homing_strength = 0.42
3127→ @damage = args.boomerang_damage or 1
3128→ @boomerang_damage_triggered = false
3129→ @boomerang_sound_angle = 0
3130→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3131→ @collider\set_position @x, @y
3132→ @collider\set_gravity_scale 0
3133→ @collider\set_friction 0
3134→ @collider\set_density 0.1
3135→ @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
3136→ @collider\set_bullet true -- continuous collision detection
3137→
3138→ -- Sensor shape for ball detection (passes through balls)
3139→ sensor_w = @w
3140→ sensor_h = @h
3141→ if @projectile_type == 'boomerang'
3142→ @ball_sensor = @collider\add_box 'boomerang_sensor', sensor_w, sensor_h, {sensor: true}
3143→ else
3144→ @ball_sensor = @collider\add_box 'projectile_sensor', sensor_w, sensor_h, {sensor: true}
3145→ @collider\set_density 0, @ball_sensor
3146→
... [75 more lines]
Now let me also check how the boomerang sensor events work for ball hit detection, and the projectile class init.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3065→ new: (@x, @y, args={}) =>
3066→ super!
3067→ @\tag 'projectile'
3068→ @projectile_type = args.projectile_type or 'bullet'
3069→ @team = args.team
3070→ @velocity = args.velocity or 10
3071→ @direction = args.direction or 0
3072→ @bounces = args.bounces or 0
3073→ @shot_id = args.shot_id
3074→
3075→ -- Projectile-type-specific setup
3076→ if @projectile_type == 'bullet'
3077→ @w = 15
3078→ @h = 8
3079→ @\add collider 'projectile', 'dynamic', 'box', @w, @h
3080→ @collider\set_position @x, @y
3081→ @collider\set_restitution 0.75
3082→ @collider\set_friction 0
3083→ @collider\set_gravity_scale 0.5
3084→ @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
3085→ @collider\set_density 0.4
3086→ elseif @projectile_type == 'arrow'
3087→ @w = 18
3088→ @h = 4
3089→ @\add collider 'projectile', 'dynamic', 'box', @w, @h
3090→ @collider\set_position @x, @y
3091→ @collider\set_restitution 0
3092→ @collider\set_friction 1
3093→ @collider\set_gravity_scale 0
3094→ @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
... [25 more lines]
Good, I have the full picture now. Here's the plan for the kitchen knife throw:
Ball side:
- Cooldown + raycast alignment trigger (like gun/sword)
kitchen_knife_firemethod: destroy weapon shapes, spawn projectile, setkitchen_knife_thrown = true- Don't draw weapon while thrown (like boomerang)
Projectile side:
- Travels straight forward at constant speed (no gravity)
- After reaching max distance or time, reverses direction straight back toward the ball's position
- On return, homes toward owner (straight line, not curved)
- When close enough, gets recaptured (recreate shapes, start cooldown)
- Uses boomerang_sensor physics tag (same ball detection)
Let me implement this. First the ball-side code:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1492→ @weapon_scale = 22/512
1493→ @weapon_scale_y = 22/512
1494→ @weapon_rotation_offset = -math.pi/4
1495→ @base_angular_velocity = 1.5*math.pi
1496→ @max_angular_velocity = 3*math.pi
1497→ @weapon_weight = 1.0
1498→ @hit_stop_multiplier = 1.0
1499→ @hit_particle_multiplier = 1.0
1500→ @camera_shake_multiplier = 1.0
1501→
1502→
1503→ @\add collider 'ball', 'dynamic', 'circle', @radius
1504→ @collider\set_position @x, @y
1505→ @collider\set_restitution 1
1506→ @collider\set_friction 0
Add the kitchen_knife cooldown and thrown state:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the auto-attack setup:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1600→ @cooldown_bar\activate @bow_cooldown
1601→ elseif @weapon_type == 'boomerang'
1602→ @boomerang_ready = false
1603→ @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
1604→ @timer\when (-> @boomerang_ready and @\boomerang_can_fire!), 'boomerang_fire', (-> @\boomerang_fire!)
1605→ @cooldown_bar\activate @boomerang_cooldown
1606→
1607→ update: (dt) =>
1608→ -- When paused, use dt = 0 so physics logic doesn't run
1609→ dt = 0 if @parent.paused
1610→
1611→ -- Read angle from physics
1612→ @angle = @collider\get_angle!
1613→
1614→ -- Angular velocity guardrails (skip during thrust)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the drawing to hide weapon while thrown:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1872→ arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a
1873→ arrow_scale = 26/512
1874→ weapons\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale
1875→ weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!
1876→ weapons\pop!
1877→
1878→ elseif @weapon_type == 'dagger' or @weapon_type == 'kitchen_knife'
1879→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1880→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1881→ weapons\pop!
1882→
1883→ elseif @weapon_type == 'boomerang'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the alignment check and fire methods. I'll put them right after the boomerang methods:
Read (E:\a327ex\emoji-ball-battles\main.yue)
2190→ @boomerang_thrown = true
2191→ @spring\pull 'weapon', 0.6, 3, 0.7
2192→ -- Destroy weapon shapes so ball is defenseless while boomerang is out
2193→ @collider\destroy_shape @weapon_shape
2194→ @collider\destroy_shape @weapon_sensor
2195→ -- Spawn boomerang projectile from weapon tip
2196→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2197→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2198→ @parent.projectiles\add projectile spawn_x, spawn_y,
2199→ projectile_type: 'boomerang'
2200→ direction: @angle
2201→ team: @team
2202→ flash_on_spawn: true
2203→ boomerang_scale: @weapon_scale
2204→ boomerang_rotation_offset: @weapon_rotation_offset
Read (E:\a327ex\emoji-ball-battles\main.yue)
2205→ boomerang_start_angle: @angle + @weapon_rotation_offset
2206→ boomerang_angle_offset: side*math.pi/4
2207→ boomerang_turn_rate: -side*3.5
2208→ boomerang_damage: @boomerang_damage
2209→
2210→ flash_ball: (duration=0.15) =>
2211→ @ball_flashing = true
2212→ @timer\after duration, 'ball_flash', -> @ball_flashing = false
2213→
2214→ -- Squash ball on wall collision: horizontal wall squashes y, vertical wall squashes x
2215→ squash: (normal_x, normal_y, amount=0.3) =>
2216→ if math.abs(normal_y) > math.abs(normal_x)
2217→ -- Horizontal wall (floor/ceiling): squash y, stretch x
2218→ @spring\pull 'squash_x', amount, 3, 0.5
2219→ @spring\pull 'squash_y', -amount*0.5, 3, 0.5
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the projectile type setup. Let me find where to add it (after the boomerang projectile init):
Read (E:\a327ex\emoji-ball-battles\main.yue)
3128→ @collider\set_restitution 0.75
3129→ @collider\set_friction 0
3130→ @collider\set_gravity_scale 0.5
3131→ @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
3132→ @collider\set_density 0.4
3133→ elseif @projectile_type == 'arrow'
3134→ @w = 18
3135→ @h = 4
3136→ @\add collider 'projectile', 'dynamic', 'box', @w, @h
3137→ @collider\set_position @x, @y
3138→ @collider\set_restitution 0
3139→ @collider\set_friction 1
3140→ @collider\set_gravity_scale 0
3141→ @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
3142→ @collider\set_density 0.1
3143→ elseif @projectile_type == 'spiral'
3144→ @w = 15
3145→ @h = 8
3146→ @spiral_turn_rate = args.spiral_turn_rate or 12
3147→ @spiral_turn_decrease_rate = 2
3148→ @spiral_color = args.spiral_color or color(255, 204, 77)
3149→ @spiral_angle = args.direction or 0
3150→ @spiral_speed = 0
3151→ @spiral_target_speed = args.velocity or 200
3152→ @spiral_time = 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
3155→ @collider\set_restitution 0
3156→ @collider\set_friction 0
3157→ @collider\set_gravity_scale 0
3158→ @collider\set_density 0.4
3159→ elseif @projectile_type == 'boomerang'
3160→ @w = 12
3161→ @h = 12
3162→ @boomerang_spin = args.boomerang_start_angle or 0
3163→ @boomerang_spin_speed = 12*math.pi
3164→ @boomerang_scale = args.boomerang_scale or 20/512
3165→ @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
3166→ @boomerang_time = 0
3167→ @boomerang_min_time = 0.5
3168→ @boomerang_speed = 350
3169→ @boomerang_angle_offset = args.boomerang_angle_offset or math.pi/4
3170→ @boomerang_move_angle = @direction + @boomerang_angle_offset
3171→ @boomerang_turn_rate = args.boomerang_turn_rate or -3.5 -- radians/s, negative = clockwise
3172→ @boomerang_returning = false
3173→ @boomerang_homing_strength = 0.42
3174→ @damage = args.boomerang_damage or 1
3175→ @boomerang_damage_triggered = false
3176→ @boomerang_sound_angle = 0
3177→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3178→ @collider\set_position @x, @y
3179→ @collider\set_gravity_scale 0
3180→ @collider\set_friction 0
3181→ @collider\set_density 0.1
3182→ @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
3183→ @collider\set_bullet true -- continuous collision detection
3184→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the sensor setup — kitchen knife uses boomerang_sensor like the boomerang:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3198→ @collider\set_gravity_scale 0
3199→ @collider\set_friction 0
3200→ @collider\set_density 0.1
3201→ @collider\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3202→ @collider\set_bullet true -- continuous collision detection
3203→
3204→ -- Sensor shape for ball detection (passes through balls)
3205→ sensor_w = @w
3206→ sensor_h = @h
3207→ if @projectile_type == 'boomerang'
3208→ @ball_sensor = @collider\add_box 'boomerang_sensor', sensor_w, sensor_h, {sensor: true}
3209→ else
3210→ @ball_sensor = @collider\add_box 'projectile_sensor', sensor_w, sensor_h, {sensor: true}
3211→ @collider\set_density 0, @ball_sensor
3212→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the projectile update logic (movement + return + catch). After the boomerang update block:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3237→ @spiral_angle += @spiral_turn_rate*dt
3238→ @collider\set_velocity @spiral_speed*math.cos(@spiral_angle), @spiral_speed*math.sin(@spiral_angle)
3239→
3240→ -- Boomerang: constant speed, rotating angle traces a circle, homing nudge on return
3241→ if @projectile_type == 'boomerang'
3242→ @boomerang_time += dt
3243→ @boomerang_spin += @boomerang_spin_speed*dt
3244→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3245→ if owner and owner.parent
3246→ -- Detect return phase: past the halfway point of the circle
3247→ if not @boomerang_returning and @boomerang_time >= math.pi/math.abs(@boomerang_turn_rate)
3248→ @boomerang_returning = true
3249→ if @boomerang_returning
3250→ -- On return, home toward owner
3251→ angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
3252→ @boomerang_move_angle = math.lerp_angle_dt 0.9, @boomerang_homing_strength, dt, @boomerang_move_angle, angle_to_owner
3253→ else
3254→ -- Outward: rotate move angle at constant rate (traces a circle)
3255→ @boomerang_move_angle += @boomerang_turn_rate*dt
3256→ -- Set velocity from angle and constant speed
3257→ @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
3258→ -- Distance to owner (used for sound volume and catch check)
3259→ d = math.distance @x, @y, owner.x, owner.y
3260→ -- Swing sound matched to spin
3261→ @boomerang_sound_angle += @boomerang_spin_speed*dt
3262→ if @boomerang_sound_angle >= 2*math.pi
3263→ @boomerang_sound_angle -= 2*math.pi
3264→ volume = 0.7*(1 - 0.25*math.clamp(d/200, 0, 1))
3265→ an\sound_play "dagger_swing_#{an.random\int(1, 5)}", volume, an.random\float(0.95, 1.05)
3266→ -- Check if close enough to owner to catch
... [20 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the drawing for the kitchen knife projectile. Let me find the boomerang drawing:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3322→ -- vx, vy = @collider\get_velocity!
3323→ -- dvx = max_v*tx/d
3324→ -- dvy = max_v*ty/d
3325→ -- steer_x = (dvx - vx)*turn_multiplier*dt
3326→ -- steer_y = (dvy - vy)*turn_multiplier*dt
3327→ -- nvx = vx + steer_x
3328→ -- nvy = vy + steer_y
3329→ -- nvx, nvy = math.limit(nvx, nvy, max_v)
3330→ -- @collider\set_velocity nvx, nvy
3331→ ]]
3332→
3333→ -- Update angle to follow velocity
3334→ vx, vy = @collider\get_velocity!
3335→ if not @base_speed
3336→ @base_speed = math.length(vx, vy)
3337→ if @projectile_type != 'boomerang'
3338→ @collider\set_angle math.angle(vx, vy)
3339→ @x, @y = @collider\get_position!
3340→ @angle = @collider\get_angle!
3341→
The kitchen knife should also not set angle from velocity (it should point in its movement direction using its own rotation offset). Let me update that check:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the drawing:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3345→ game\push @x, @y, @angle, scale, scale
3346→ game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else yellow!
3347→ game\pop!
3348→ elseif @projectile_type == 'arrow'
3349→ arrow_scale = 26/512
3350→ game\push @x, @y, @angle + 3*math.pi/4, arrow_scale*scale, arrow_scale*scale
3351→ game\image an.images.arrow, 0, 0, nil, @flashing and white!
3352→ game\pop!
3353→ elseif @projectile_type == 'spiral'
3354→ game\push @x, @y, @angle, scale, scale
3355→ game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else @spiral_color!
3356→ game\pop!
3357→ elseif @projectile_type == 'boomerang'
3358→ s = @boomerang_scale*scale
3359→ weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
3360→ weapons\image an.images.boomerang, 0, 0, nil, @flashing and white!
3361→ weapons\pop!
3362→ -- Debug draw collider shapes from Box2D directly
3363→ if debug_draw_enabled
3364→ for shape in *@collider\get_shapes_geometry!
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now handle wall collisions — kitchen knife should reflect off walls like the boomerang:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3380→ switch target_type
3381→ when 'wall'
3382→ if @projectile_type == 'bullet'
3383→ @bounces -= 1
3384→ if @bounces < 0
3385→ @\kill!
3386→ elseif @projectile_type == 'arrow'
3387→ angle = @collider\get_angle!
3388→ -- Flip angle if arrow points outward from wall
3389→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
3390→ angle += math.pi
3391→ offset = an.random\float(0, 10)
3392→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
3393→ @\kill!
3394→ elseif @projectile_type == 'spiral'
3395→ @\kill!
3396→ elseif @projectile_type == 'boomerang'
3397→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3398→ when 'weapon'
3399→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3400→ @bounces -= 1
3401→ if @bounces < 0
3402→ @\kill!
3403→ when 'ball'
3404→ if @projectile_type != 'boomerang'
3405→ @\kill!
3406→
3407→
3408→
3409→-- Damage number: emoji digits that float upward and fade
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now handle the boomerang_sensor hit events — kitchen knife needs to deal damage when hitting the enemy ball. Let me check how the boomerang handles this:
Read (E:\a327ex\emoji-ball-battles\main.yue)
945→
946→ projectile_object\hit 0.5, 'ball'
947→
948→ damage = projectile_object.damage or 1
949→ ball_object\take_damage damage
950→
951→ -- Track hit for projectile owner
952→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
953→ owner.hits_landed += 1
954→ owner.weapon_ui\landed_hit! if owner.weapon_ui
955→
956→ -- Boomerang scaling: +1 throw damage on first hit per throw
957→ unless projectile_object.boomerang_damage_triggered
958→ projectile_object.boomerang_damage_triggered = true
959→ owner.boomerang_damage += 1
960→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
961→
962→ -- headless: log boomerang hit
963→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
964→
965→ -- Spawn star particles at hit location
966→ x = (projectile_object.x + ball_object.x)/2
967→ y = (projectile_object.y + ball_object.y)/2
968→ for i = 1, an.random\int 1, 3
969→ @effects\add star_particle x, y,
970→ flash_on_spawn: true
971→
972→ -- Spiral projectile-wall collision: kill on contact with effects
973→ for event in *an\collision_begin_events 'spiral_projectile', 'wall'
974→ projectile_object = event.a
... [20 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
925→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
926→
927→ -- Bow scaling: +1 arrow per hit
928→ if owner.weapon_type == 'bow'
929→ owner.arrows_per_shot += 1
930→
931→ -- Spawn star particles at hit location
932→ x = (projectile_object.x + ball_object.x)/2
933→ y = (projectile_object.y + ball_object.y)/2
934→ for i = 1, an.random\int 1, 3
935→ @effects\add star_particle x, y,
936→ flash_on_spawn: true
937→
938→ -- Boomerang-ball sensor: deal piercing damage
939→ for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
940→ projectile_object = event.a
941→ ball_object = event.b
942→
943→ -- Skip if hitting same team
944→ continue if ball_object.team == projectile_object.team
945→
946→ projectile_object\hit 0.5, 'ball'
947→
948→ damage = projectile_object.damage or 1
949→ ball_object\take_damage damage
The boomerang sensor events already handle all boomerang_sensor hits. Since the kitchen knife uses the same boomerang_sensor tag, its hits will go through the same event handler. But the scaling logic on line 957 checks for boomerang_damage_triggered — I need to add kitchen knife scaling there too. Let me look at that section more carefully:
Read (E:\a327ex\emoji-ball-battles\main.yue)
938→ -- Boomerang-ball sensor: deal piercing damage
939→ for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
940→ projectile_object = event.a
941→ ball_object = event.b
942→
943→ -- Skip if hitting same team
944→ continue if ball_object.team == projectile_object.team
945→
946→ projectile_object\hit 0.5, 'ball'
947→
948→ damage = projectile_object.damage or 1
949→ ball_object\take_damage damage
950→
951→ -- Track hit for projectile owner
952→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
953→ owner.hits_landed += 1
954→ owner.weapon_ui\landed_hit! if owner.weapon_ui
955→
956→ -- Boomerang scaling: +1 throw damage on first hit per throw
957→ unless projectile_object.boomerang_damage_triggered
958→ projectile_object.boomerang_damage_triggered = true
959→ owner.boomerang_damage += 1
960→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
961→
962→ -- headless: log boomerang hit
963→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
964→
965→ -- Spawn star particles at hit location
966→ x = (projectile_object.x + ball_object.x)/2
967→ y = (projectile_object.y + ball_object.y)/2
... [5 more lines]
The scaling block checks boomerang_damage_triggered which won't exist on a kitchen knife projectile (it has kitchen_knife_damage_triggered). I need to update this to handle both. Since we haven't decided on kitchen knife scaling yet, I'll add the same +1 damage pattern for now using the kitchen_knife fields:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now I also need to handle the boomerang_projectile wall collision skip for the kitchen knife, and the weapon_hitbox sensor skip. Let me check the weapon_hitbox collision handling:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1053→ attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
1054→ defender = event.b -- ball tag (ball that got hit)
1055→
1056→ -- Skip self-hit, same team, and ranged weapons
1057→ continue if attacker == defender
1058→ continue if attacker.team == defender.team
1059→ continue if attacker.weapon_class != 'melee'
1060→
1061→ -- Boomerang: damage comes from projectile only
1062→ continue if attacker.weapon_type == 'boomerang'
Need to skip kitchen knife melee hits too — damage comes from the projectile:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me also add the weapon_ui stat display for the kitchen knife:
Read (E:\a327ex\emoji-ball-battles\main.yue)
2510→ top_wx = wx + st_top_x*cos_a - st_top_y*sin_a
2511→ top_wy = wy + st_top_x*sin_a + st_top_y*cos_a
2512→ bot_wx = wx + st_bot_x*cos_a - st_bot_y*sin_a
2513→ bot_wy = wy + st_bot_x*sin_a + st_bot_y*cos_a
2514→ string_color = if weapon_flashing then white else bowstring
2515→ pull = (my_ball.bow_pull_amount or 0)*sr
2516→ if pull > 0.1
2517→ mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
2518→ mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
2519→ weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!
2520→ weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
2521→ else
2522→ weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
2523→ -- Draw bow image (use negative x-scale like in-game)
2524→ weapons\push wx, wy, base_angle + weapon_recoil, 1, bow_stretch
Grep (elseif @weapon_type == 'boomerang')
1465- @hit_stop_multiplier = 1.0
1466- @hit_particle_multiplier = 1.0
1467- @camera_shake_multiplier = 1.0
1468-
1469: elseif @weapon_type == 'boomerang'
1470- @weapon_class = 'melee'
1471- @weapon_image = an.images.boomerang
1472- @weapon_visual_offset = 23
1473- @weapon_perpendicular_offset = 6
--
1604- @bow_ready = false
1605- @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1606- @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
1607- @cooldown_bar\activate @bow_cooldown
1608: elseif @weapon_type == 'boomerang'
1609- @boomerang_ready = false
1610- @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
1611- @timer\when (-> @boomerang_ready and @\boomerang_can_fire!), 'boomerang_fire', (-> @\boomerang_fire!)
1612- @cooldown_bar\activate @boomerang_cooldown
--
1892- weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1893- weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1894- weapons\pop!
1895-
1896: elseif @weapon_type == 'boomerang'
1897- unless @boomerang_thrown
1898- weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1899- weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1900- weapons\pop!
--
... [9 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Finally, handle the plant_ghost sensor events — kitchen knife should interact with plants like the boomerang:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1113→ -- Weapon's horizontal velocity = -angular_velocity * offset * sin(angle)
1114→ av = ball_object.collider\get_angular_velocity!
1115→ weapon_vx = -av * ball_object.weapon_visual_offset * math.sin(ball_object.angle)
1116→ can_kill = ball_object.weapon_class == 'melee'
1117→ plant_object\apply_moving_force math.sign(weapon_vx), math.abs(weapon_vx), can_kill
1118→ -- Sound
1119→ an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
1120→
1121→ -- Projectile passing through plant: apply moving force
1122→ for event in *an\sensor_begin_events 'projectile_sensor', 'plant_ghost'
1123→ projectile_object = event.a
1124→ plant_object = event.b
1125→ vx, vy = projectile_object.collider\get_velocity!
1126→ plant_object\apply_moving_force math.sign(vx), math.abs(vx)
1127→ -- Sound
1128→ an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
1129→
1130→ for event in *an\sensor_begin_events 'boomerang_sensor', 'plant_ghost'
1131→ projectile_object = event.a
1132→ plant_object = event.b
1133→ vx, vy = projectile_object.collider\get_velocity!
1134→ plant_object\apply_moving_force math.sign(vx), math.abs(vx)
1135→ an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
1136→
1137→ update: (dt) =>
1138→ @time_since_last_hit += dt
1139→
1140→ -- headless: step counter and battle-end detection
1141→ @headless_step_count += 1
1142→ unless @headless_battle_over
Good — the boomerang_sensor plant_ghost handler at line 1130 already catches all boomerang_sensor events, which includes kitchen knife projectiles since they use the same sensor tag. That's fine.
That should be everything. Let me do a quick verification to make sure I haven't missed anything:
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me go through the conversation chronologically:
Session Start: User wants to continue with EBB (Emoji Ball Battles). Two tasks: remove the saw weapon, then think about implementing Kitchen Knife.
Saw Removal: I read main.yue and identified all saw-related code locations. Removed saw from:
- Image registration (line 88)
- Sound registrations (saw_hit1, saw_hit2)
- Collision skip in weapon-hitbox handling
- Per-frame contact detection block (~55 lines)
- Weapon init block in ball constructor
- Ball drawing
- take_damage special-case (sound + damage number color)
- weapon_ui image selector
- weapon_ui drawing
- weapon_ui stats (HIT INTERVAL)
- weapon_ui reflect
- Default player weapon (changed from 'saw' to 'dagger')
- headless_weapons list
Kitchen Knife Discussion: User mentioned it should behave like Isaac's Mom's Knife (straight throw then return). Scaling was deferred for later.
Boomerang Debug Issue: User reported parry with boomerang creating hit effects in wrong positions, likely due to incorrect debug drawing. Asked to research Box2D 3.1+ shape geometry API.
Research: I found Box2D 3.1 provides:
b2Body_GetShapes(),b2Body_GetShapeCount()b2Shape_GetType(),b2Shape_GetCircle(),b2Shape_GetPolygon(),b2Shape_GetCapsule(),b2Shape_GetSegment()b2Body_GetTransform(),b2TransformPoint()Engine Function Added: Created
l_physics_get_shapes_geometryin anchor.c that:
- Gets body transform
- Iterates all shapes via b2Body_GetShapes
- For each shape, gets type and local geometry
- Transforms to world space via b2TransformPoint
- Converts meters to pixels
- Returns Lua table with type, tag, sensor, and geometry fields
Framework Wrapper: Added
get_shapes_geometryto collider.yueBuild + Copy: User reminded me to copy anchor.exe and collider.yue to emoji-ball-battles directory.
Debug Draw Replacement: Replaced manual debug draw calculations in both ball update and projectile update with
get_shapes_geometrycalls.Boomerang Fix: User confirmed the debug draw showed the boomerang shape was mispositioned. The issue was:
- Visual uses
weapon_perpendicular_offset = 6(moves upward at angle=0)- Hitbox used
weapon_hitbox_offset_y = 8(moves downward in Box2D local space)- Fixed by changing to
weapon_hitbox_offset_y = -6(negative to match the visual direction)User feedback on approach: When I suggested flipping weapon_scale_y for kitchen knife orientation, user explicitly said "No, don't flip the x scale, make sure you do this with the correct angle instead." I then calculated that kitchen knife needs
weapon_rotation_offset = -math.pi/4instead of dagger's-3*math.pi/4.Kitchen Knife Image Added: User added kitchen_knife.png. I viewed both images - dagger blade points bottom-left, kitchen knife blade points bottom-right.
Kitchen Knife Weapon Init: Added the weapon init block with
-math.pi/4rotation offset, both scales positive.Drawing Fix: User pointed out I needed to actually draw the kitchen knife. Added drawing case sharing with dagger initially, then separated to handle
kitchen_knife_thrownstate.Kitchen Knife Throw Behavior: Implemented the full Isaac-style throw:
- Ball side: cooldown, raycast alignment check, fire method (destroy shapes, spawn projectile)
- Projectile side: straight forward for 0.35s, then straight back toward owner
- Uses boomerang_sensor tag for ball detection
- Wall reflection support
- Catch/recapture with shape recreation
- Damage on hit with +1 throw damage scaling
- weapon_ui stat display
- Skip melee hits (damage from projectile only)
The user's last message before the summary request was just saying the initial implementation looked good (saw removal verified, boomerang fix confirmed correct). The kitchen knife throw behavior was just fully implemented but not yet tested by the user.
Summary: 1. Primary Request and Intent: - Remove the saw weapon entirely from EBB (didn't like how it turned out) - Fix boomerang parry hit effects appearing in wrong positions by implementing Box2D shape debug drawing - Implement Kitchen Knife (🔪) weapon with Isaac's Mom's Knife-style behavior: straight-line throw forward, then straight return back to the ball - User explicitly requested incremental work: "Do not enter plan mode, do not do everything at once. Do the saw removal first, then let's do the kitchen knife one step at a time." - Kitchen knife scaling was deferred: "I need to think about it, let's decide later"
Key Technical Concepts:
- YueScript game code compiled to Lua, running on the Anchor engine (C + Box2D 3.1)
- Box2D 3.1 shape geometry API:
b2Body_GetShapes,b2Shape_GetType,b2Shape_GetCircle,b2Shape_GetPolygon,b2Shape_GetCapsule,b2Shape_GetSegment,b2Body_GetTransform,b2TransformPoint- Pixels-to-meters conversion via
pixels_per_metervariable in engine- Weapon rotation offset math: dagger tip at bottom-left (~135° from center) uses
-3*pi/4; kitchen knife tip at bottom-right (~45° from center) uses-pi/4- Projectile system: projectiles are separate physics entities with sensors for ball hit detection
- Boomerang sensor tag reused for kitchen knife projectiles (same collision handling)
- Weapon shapes destroyed while projectile is in flight (ball defenseless)
- Operator spacing convention:
*and/no spaces,+and-with spacesFiles and Code Sections:
E:\a327ex\emoji-ball-battles\main.yue (primary game code)
- Saw removal: removed all saw references across ~13 locations (image, sounds, collision handling, weapon init, drawing, take_damage, weapon_ui, headless)
- Debug draw replaced: manual hitbox calculation replaced with
get_shapes_geometrycall for both ball and projectile- Boomerang fix:
weapon_hitbox_offset_ychanged from8to-6- Kitchen knife weapon init block added after boomerang:
yuescript elseif @weapon_type == 'kitchen_knife' @weapon_class = 'melee' @weapon_image = an.images.kitchen_knife @weapon_visual_offset = 24 @weapon_perpendicular_offset = 0 @weapon_hitbox_offset = 24 @weapon_hitbox_length = 28 @weapon_hitbox_width = 8 @weapon_scale = 18/512 @weapon_scale_y = 18/512 @weapon_rotation_offset = -math.pi/4 @base_angular_velocity = 1.5*math.pi @max_angular_velocity = 3*math.pi @weapon_weight = 1.0 @hit_stop_multiplier = 1.0 @hit_particle_multiplier = 1.0 @camera_shake_multiplier = 1.0 @kitchen_knife_cooldown = 4.5 @kitchen_knife_thrown = false @kitchen_knife_damage = 1- Kitchen knife auto-attack setup (raycast alignment + cooldown)
- Kitchen knife drawing (hidden when thrown)
kitchen_knife_is_alignedmethod: raycasts from tip to find enemy ballkitchen_knife_firemethod: destroys shapes, spawns projectile- Kitchen knife projectile init:
boomerang_projectilecollider tag,boomerang_sensorsensor, speed 400, outward duration 0.35s- Kitchen knife projectile update: straight forward, then
angle_to_owneron return, catch at distance < 15- Kitchen knife projectile drawing: uses
kitchen_knife_move_angle + kitchen_knife_rotation_offsetfor rotation- Wall collision: reflects
kitchen_knife_move_angle- Ball collision: doesn't kill (passes through like boomerang)
- Damage handling: +1 throw damage on first hit per throw via
kitchen_knife_damage_triggered- weapon_ui stat display: "THROW DMG"
- Skip melee hits:
continue if attacker.weapon_type == 'kitchen_knife'- Default player weapon set to
'kitchen_knife'for testing- headless_weapons list updated
E:\a327ex\Anchor\engine\src\anchor.c (engine C code)
- Added
l_physics_get_shapes_geometryfunction (~120 lines) that returns world-space shape geometry from Box2D- Registered as
physics_get_shapes_geometryin lua_register block- Handles circle, polygon, capsule, and segment shape types
- Includes tag name and sensor boolean per shape
E:\a327ex\Anchor\framework\anchor\collider.yue (framework wrapper)
- Added
get_shapes_geometry: => physics_get_shapes_geometry @bodymethodE:\a327ex\emoji-ball-battles\docs\ATTACK_REFERENCE.md (read-only reference)
- Kitchen knife not listed; boomerang is S12 Returning + B2 Single + T1 Raycast + V7 +Simultaneous
Errors and fixes:
- Boomerang hitbox offset mismatch: Visual used
weapon_perpendicular_offset = 6(which at angle=0 moves -Y, upward), but hitbox usedweapon_hitbox_offset_y = 8(positive = downward in Box2D). Initially changed to 6, then realized sign was wrong too, changed to-6. User confirmed: "Your fix is indeed correct."- Kitchen knife orientation approach: I initially proposed flipping
weapon_scale_yto-18/512. User explicitly rejected: "No, don't flip the x scale, make sure you do this with the correct angle instead." Fixed by usingweapon_rotation_offset = -math.pi/4with both scales positive.- Missing drawing code: After adding the kitchen knife init block, user pointed out "Ah, you need to draw it." Added the drawing case.
- File copy missing: After building the engine, user reminded "You need to copy anchor.exe here and also collider.yue and any other framework yue files that changed." Copied both files.
Problem Solving:
- Saw removal: systematic grep + read + edit across 13 locations, verified clean with final grep
- Boomerang debug: researched Box2D 3.1 API, added engine function, replaced manual debug draw, identified and fixed offset mismatch
- Kitchen knife: modeled after boomerang throw pattern but with straight-line trajectory instead of curved arc
All user messages:
- "Let's continue with EBB. First, let's remove the saw, I didn't like how it turned out. Then, let's think about which weapon to implement next. I think the Kitchen Knife makes sense, since from what I remember it had similar behavior to the boomerang where it went forward then back? But I don't remember exactly."
- "Like Isaac's straight throw then return." (re: kitchen knife behavior)
- "I need to think about it, let's decide later. Do not enter plan mode, do not do everything at once. Do the saw removal first, then let's do the kitchen knife one step at a time."
- "We need to fix the parry with the boomerang, which is creating hit effects in the wrong positions sometimes. I believe this may be due the incorrect debug drawing. Research how to debug draw the shapes as reported by Box2D directly, instead of using our own variables."
- "Yes." (re: adding get_shapes_geometry engine function)
- "You need to copy anchor.exe here and also collider.yue and any other framework yue files that changed."
- "Now use get_shapes_geometry to replace the manual debug draw in main.yue"
- "Your fix is indeed correct, thank you. I added the kitchen_knife image. It's angled downwards like the dagger, but flipped horizontally, so towards the bottom left instead of the bottom right."
- "The visual position of the boomerang is correct, so the shape should match it in all ways."
- "No, don't flip the x scale, make sure you do this with the correct angle instead." (rejected AskUserQuestion about flipping scale)
- "Yes." (re: adding kitchen knife init block with -pi/4 rotation)
- "Ah, you need to draw it."
- "Perfect, I changed the size and offsets a little and now it's fixed. Let's do the throwing behavior now."
Pending Tasks:
- User needs to test the kitchen knife throw behavior (just implemented, not yet compiled/tested)
- Kitchen knife scaling decision still deferred ("I need to think about it, let's decide later") — currently using +1 throw damage as placeholder
- User mentioned wanting to tune values themselves after seeing things in-game
Current Work: Just finished implementing the complete kitchen knife throwing behavior. The full Isaac-style throw-and-return is coded: raycast alignment trigger, straight-line outward flight (0.35s), straight-line return homing to owner, catch/recapture with shape recreation, wall reflection, piercing damage with +1 throw damage scaling, weapon_ui stats, and projectile drawing. The user has not yet compiled and tested this implementation.
Optional Next Step: Wait for user to compile and test the kitchen knife throw behavior, then iterate based on their feedback on feel/tuning. The user explicitly said "let's do the kitchen knife one step at a time" so next steps should follow their lead after testing.
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\90052d62-60a3-4899-bfa8-ee6cbbd4e170.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.
Based on the conversation summary, we just finished implementing the full kitchen knife throwing behavior in main.yue. The implementation includes:
- Raycast alignment trigger with cooldown
- Straight-line outward flight (0.35s duration)
- Straight-line return homing back to the owner
- Catch/recapture with shape recreation when the knife returns
- Wall reflection support
- Piercing damage with +1 throw damage scaling
- weapon_ui stats display ("THROW DMG")
- Projectile drawing with correct rotation
- Melee hit skip (damage only from projectile)
The default player weapon was set to 'kitchen_knife' for testing. You should be ready to compile and test it — let me know how it feels and what needs tuning.
Knife shouldn't reflect on walls, should pierce but remove damage scaling, knife is a melee weapon so it should hit melee, the projectile may be a projectile object but will, for gameplay purposes later, be a melee hit, this doesn't change anything now. Doesn't need to code to not fire while facing walls because its raycast aligned and not based on cooldown like the boomerang.
Got it. Let me find and fix each of those things in main.yue.
Task (Find kitchen knife code sections)
[
{
"type": "text",
"text": "Perfect! Now I have all the information I need. Let me compile the comprehensive findings:\n\n## Kitchen Knife Code Sections - Complete Search Results\n\nHere are all the kitchen_knife related code sections found in **E:\\a327ex\\emoji-ball-battles\\main.yue**:\n\n### 1. **Image Asset Registration**\n**Lines 89-90** (Asset loading)\n```\n89:an\\image 'kitchen_knife', 'assets/kitchen_knife.png'\n90--- Plant images\n```\n\n---\n\n### 2. **Damage Scaling Code (First Hit Per Throw)**\n**Lines 962-966** (Projectile hit - damage increment)\n```\n962: elseif projectile_object.projectile_type == 'kitchen_knife'\n963: unless projectile_object.kitchen_knife_damage_triggered\n964: projectile_object.kitchen_knife_damage_triggered = true\n965: owner.kitchen_knife_damage += 1\n966: @effects\\add emoji_text owner.x, owner.y - 10, \"+1 dmg\"\n```\n**Context:** This section increments `kitchen_knife_damage` by 1 on the first hit of a throw (when `kitchen_knife_damage_triggered` is false). Shows the `+1 dmg` effect.\n\n---\n\n### 3. **Melee Hit Skip Line**\n**Line 1063** (Weapon-ball collision - skip melee hits for kitchen knife)\n```\n1061: -- Boomerang/Kitchen knife: damage comes from projectile only\n1062: continue if attacker.weapon_type == 'boomerang'\n1063: continue if attacker.weapon_type == 'kitchen_knife'\n1064:\n1065: -- Apply damage (thrust hits use thrust_damage)\n```\n**Context:** Skips melee damage application when the attacker has kitchen_knife as weapon type. This prevents damage from the held weapon and forces all damage to come through the projectile only.\n\n---\n\n### 4. **Weapon Initialization / Setup**\n**Lines 1491-1510** (Ball weapon type initialization)\n```\n1491: elseif @weapon_type == 'kitchen_knife'\n1492: @weapon_class = 'melee'\n1493: @weapon_image = an.images.kitchen_knife\n1494: @weapon_visual_offset = 28\n1495: @weapon_perpendicular_offset = 0\n1496: @weapon_hitbox_offset = 28\n1497: @weapon_hitbox_length = 28\n1498: @weapon_hitbox_width = 8\n1499: @weapon_scale = 22/512\n1500: @weapon_scale_y = 22/512\n1501: @weapon_rotation_offset = -math.pi/4\n1502: @base_angular_velocity = 1.5*math.pi\n1503: @max_angular_velocity = 3*math.pi\n1504: @weapon_weight = 1.0\n1505: @hit_stop_multiplier = 1.0\n1506: @hit_particle_multiplier = 1.0\n1507: @camera_shake_multiplier = 1.0\n1508: @kitchen_knife_cooldown = 4.5\n1509: @kitchen_knife_thrown = false\n1510: @kitchen_knife_damage = 1\n```\n**Context:** Sets up all weapon properties including initial damage (1), cooldown (4.5s), and visual parameters.\n\n---\n\n### 5. **Firing System Setup**\n**Lines 1613-1617** (Timer setup for firing)\n```\n1613: elseif @weapon_type == 'kitchen_knife'\n1614: @kitchen_knife_ready = false\n1615: @timer\\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> @kitchen_knife_ready = true\n1616: @timer\\when (-> @kitchen_knife_ready and @\\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\\kitchen_knife_fire!)\n1617: @cooldown_bar\\activate @kitchen_knife_cooldown\n```\n**Context:** Sets up timers for cooldown and firing. Firing occurs when ready AND aligned (wall-facing check).\n\n---\n\n### 6. **Wall-Facing Alignment Check (Firing Condition)**\n**Lines 2217-2228** (Alignment raycast check)\n```\n2217: kitchen_knife_is_aligned: =>\n2218: tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2\n2219: tip_x = @x + tip_offset*math.cos(@angle)\n2220: tip_y = @y + tip_offset*math.sin(@angle)\n2221: ray_length = 500\n2222: ray_end_x = tip_x + ray_length*math.cos(@angle)\n2223: ray_end_y = tip_y + ray_length*math.sin(@angle)\n2224: hit = an\\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'\n2225: if hit\n2226: other_ball = if @team == 'player' then @parent.enemy_ball else @parent.player_ball\n2227: return hit.object == other_ball\n2228: false\n```\n**Context:** This performs a raycast from the weapon tip in the firing direction. Returns true only if the raycast hits the opposing ball. This is the wall-facing/alignment check\u2014it fires only when facing the enemy.\n\n---\n\n### 7. **Firing Logic**\n**Lines 2230-2248** (Fire method)\n```\n2230: kitchen_knife_fire: =>\n2231: return unless @\\kitchen_knife_is_aligned!\n2232: @kitchen_knife_ready = false\n2233: @kitchen_knife_thrown = true\n2234: @spring\\pull 'weapon', 0.6, 3, 0.7\n2235: -- Destroy weapon shapes so ball is defenseless while knife is out\n2236: @collider\\destroy_shape @weapon_shape\n2237: @collider\\destroy_shape @weapon_sensor\n2238: -- Spawn kitchen knife projectile from weapon tip\n2239: spawn_x = @x + @weapon_visual_offset*math.cos(@angle)\n2240: spawn_y = @y + @weapon_visual_offset*math.sin(@angle)\n2241: @parent.projectiles\\add projectile spawn_x, spawn_y,\n2242: projectile_type: 'kitchen_knife'\n2243: direction: @angle\n2244: team: @team\n2245: flash_on_spawn: true\n2246: kitchen_knife_scale: @weapon_scale\n2247: kitchen_knife_rotation_offset: @weapon_rotation_offset\n2248: kitchen_knife_damage: @kitchen_knife_damage\n```\n**Context:** Spawns the kitchen knife projectile with the current damage value. Sets `kitchen_knife_thrown = true` and destroys weapon shapes (making the ball defenseless).\n\n---\n\n### 8. **Projectile Initialization**\n**Lines 3194-3212** (Projectile setup)\n```\n3194: elseif @projectile_type == 'kitchen_knife'\n3195: @w = 16\n3196: @h = 6\n3197: @kitchen_knife_scale = args.kitchen_knife_scale or 18/512\n3198: @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4\n3199: @kitchen_knife_speed = 400\n3200: @kitchen_knife_time = 0\n3201: @kitchen_knife_outward_duration = 0.35 -- seconds flying forward\n3202: @kitchen_knife_returning = false\n3203: @kitchen_knife_min_time = 0.3\n3204: @damage = args.kitchen_knife_damage or 1\n3205: @kitchen_knife_damage_triggered = false\n3206: @kitchen_knife_move_angle = @direction\n3207: @\\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h\n3208: @collider\\set_position @x, @y\n3209: @collider\\set_gravity_scale 0\n3210: @collider\\set_friction 0\n3211: @collider\\set_density 0.1\n3212: @collider\\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)\n```\n**Context:** Initializes projectile with 0.35s outward flight, then returns. Sets up damage tracking flag.\n\n---\n\n### 9. **Wall Reflection Code**\n**Lines 3409-3410** (Wall collision - angle reflection)\n```\n3407: elseif @projectile_type == 'boomerang'\n3408: @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y\n3409: elseif @projectile_type == 'kitchen_knife'\n3410: @kitchen_knife_move_angle = math.reflect @kitchen_knife_move_angle, normal_x, normal_y\n```\n**Context:** This is in the `hit()` method when `target_type == 'wall'`. The `math.reflect` function bounces the kitchen knife off walls using the wall's normal vector.\n\n---\n\n### 10. **Projectile Return Logic**\n**Lines 3297-3327** (Update method - projectile return mechanism)\n```\n3297: -- Kitchen knife: straight forward, then straight back to owner\n3298: if @projectile_type == 'kitchen_knife'\n3299: @kitchen_knife_time += dt\n3300: owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball\n3301: if owner and owner.parent\n3302: if not @kitchen_knife_returning and @kitchen_knife_time >= @kitchen_knife_outward_duration\n3303: @kitchen_knife_returning = true\n3304: if @kitchen_knife_returning\n3305: angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y\n3306: @kitchen_knife_move_angle = angle_to_owner\n3307: @collider\\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)\n3308: -- Check if close enough to owner to catch\n3309: d = math.distance @x, @y, owner.x, owner.y\n3310: if d < 15 and @kitchen_knife_time >= @kitchen_knife_min_time\n3311: owner.kitchen_knife_thrown = false\n3312: owner.spring\\pull 'weapon', 0.4, 3, 0.5\n3313: -- Recreate weapon shapes\n3314: hitbox_oy = owner.weapon_hitbox_offset_y or 0\n3315: owner.weapon_shape = owner.collider\\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}\n3316: owner.collider\\set_restitution 1, owner.weapon_shape\n3317: owner.collider\\set_density 0, owner.weapon_shape\n3318: owner.weapon_sensor = owner.collider\\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}\n3319: owner.collider\\set_restitution 1, owner.weapon_sensor\n3320: owner.collider\\set_density 0, owner.weapon_sensor\n3321: owner.kitchen_knife_ready = false\n3322: owner.timer\\after owner.kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> owner.kitchen_knife_ready = true\n3323: owner.timer\\when (-> owner.kitchen_knife_ready and owner\\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> owner\\kitchen_knife_fire!)\n3324: owner.cooldown_bar\\activate owner.kitchen_knife_cooldown\n3325: @\\kill!\n3326: else\n3327: @\\kill!\n```\n**Context:** Manages projectile lifecycle\u2014flies outward for 0.35s, then returns to owner. When close enough (distance < 15), sets `kitchen_knife_thrown = false` and recreates weapon shapes.\n\n---\n\n### 11. **Projectile Drawing**\n**Lines 3373-3377** (Draw method)\n```\n3407: elseif @projectile_type == 'kitchen_knife'\n3408: s = @kitchen_knife_scale*scale\n3409: weapons\\push @x, @y, @kitchen_knife_move_angle + @kitchen_knife_rotation_offset, s, s\n3410: weapons\\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!\n3411: weapons\\pop!\n```\n**Context:** Draws the kitchen knife projectile with dynamic angle based on movement direction.\n\n---\n\n### 12. **UI Display (Weapon Stats)**\n**Lines 2574-2577** (Weapon UI display)\n```\n2574: elseif @weapon_type == 'kitchen_knife'\n2575: effects\\text \"THROW DMG\", 'lana', left_x, 0, white!\n2576: value1 = string.format(\"%d\", my_ball.kitchen_knife_damage)\n2577: effects\\text value1, 'lana', right_x - an.fonts.lana\\text_width(value1), 0, white!\n```\n**Context:** Displays \"THROW DMG\" with current damage value in UI.\n\n---\n\n### 13. **Default Weapon Assignment**\n**Lines 358-359** (Game initialization)\n```\n358: headless_player_weapon = args.player_weapon or 'kitchen_knife'\n359: headless_enemy_weapon = args.enemy_weapon or 'boomerang'\n```\n**Context:** Kitchen knife is the default player weapon in headless mode.\n\n---\n\n### 14. **Weapon List Registration**\n**Line 4149** (Headless testing)\n```\n4149:headless_weapons = {'dagger', 'sword', 'bow', 'gun', 'boomerang', 'kitchen_knife'}\n```\n**Context:** Kitchen knife included in the weapons list for headless testing/reporting.\n\n---\n\n## Summary\n\n**4 Key Sections Requested:**\n\n1. **Wall Reflection** (Lines 3409-3410): Uses `math.reflect` with wall normal vector\n2. **Damage Scaling** (Lines 965): `owner.kitchen_knife_damage += 1` on first hit\n3. **Melee Hit Skip** (Line 1063): `continue if attacker.weapon_type == 'kitchen_knife'`\n4. **Wall-Facing Check** (Lines 2217-2228): `kitchen_knife_is_aligned()` raycast toward enemy ball"
},
{
"type": "text",
"text": "agentId: abda146141be04ffe (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 34567\ntool_uses: 13\nduration_ms: 48712</usage>"
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]
Good, I have all the locations. Let me read the exact lines around each section that needs changing.
Read (E:\a327ex\emoji-ball-battles\main.yue)
958→ unless projectile_object.boomerang_damage_triggered
959→ projectile_object.boomerang_damage_triggered = true
960→ owner.boomerang_damage += 1
961→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
962→ elseif projectile_object.projectile_type == 'kitchen_knife'
963→ unless projectile_object.kitchen_knife_damage_triggered
964→ projectile_object.kitchen_knife_damage_triggered = true
965→ owner.kitchen_knife_damage += 1
966→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
967→
968→ -- headless: log hit
969→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
970→
971→ -- Spawn star particles at hit location
972→ x = (projectile_object.x + ball_object.x)/2
Read (E:\a327ex\emoji-ball-battles\main.yue)
1058→ continue if attacker.team == defender.team
1059→ continue if attacker.weapon_class != 'melee'
1060→
1061→ -- Boomerang/Kitchen knife: damage comes from projectile only
1062→ continue if attacker.weapon_type == 'boomerang'
1063→ continue if attacker.weapon_type == 'kitchen_knife'
1064→
1065→ -- Apply damage (thrust hits use thrust_damage)
1066→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
1067→ attacker\flash_weapon!
1068→ defender\take_damage damage, attacker
1069→ if attacker.thrusting
Read (E:\a327ex\emoji-ball-battles\main.yue)
3404→ @\kill!
3405→ elseif @projectile_type == 'spiral'
3406→ @\kill!
3407→ elseif @projectile_type == 'boomerang'
3408→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3409→ elseif @projectile_type == 'kitchen_knife'
3410→ @kitchen_knife_move_angle = math.reflect @kitchen_knife_move_angle, normal_x, normal_y
3411→ when 'weapon'
3412→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3413→ @bounces -= 1
3414→ if @bounces < 0
3415→ @\kill!
Read (E:\a327ex\emoji-ball-battles\main.yue)
1505→ @hit_stop_multiplier = 1.0
1506→ @hit_particle_multiplier = 1.0
1507→ @camera_shake_multiplier = 1.0
1508→ @kitchen_knife_cooldown = 4.5
1509→ @kitchen_knife_thrown = false
1510→ @kitchen_knife_damage = 1
1511→
1512→
1513→ @\add collider 'ball', 'dynamic', 'circle', @radius
1514→ @collider\set_position @x, @y
Read (E:\a327ex\emoji-ball-battles\main.yue)
2570→ elseif @weapon_type == 'boomerang'
2571→ effects\text "THROW DMG", 'lana', left_x, 0, white!
2572→ value1 = string.format("%d", my_ball.boomerang_damage)
2573→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2574→ elseif @weapon_type == 'kitchen_knife'
2575→ effects\text "THROW DMG", 'lana', left_x, 0, white!
2576→ value1 = string.format("%d", my_ball.kitchen_knife_damage)
2577→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2578→ else -- dagger
2579→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2580→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2581→ value1 = string.format("%.2f", rotations_per_second)
Read (E:\a327ex\emoji-ball-battles\main.yue)
2243→ direction: @angle
2244→ team: @team
2245→ flash_on_spawn: true
2246→ kitchen_knife_scale: @weapon_scale
2247→ kitchen_knife_rotation_offset: @weapon_rotation_offset
2248→ kitchen_knife_damage: @kitchen_knife_damage
2249→
2250→ flash_ball: (duration=0.15) =>
2251→ @ball_flashing = true
2252→ @timer\after duration, 'ball_flash', -> @ball_flashing = false
Here are the four changes:
- Remove wall reflection (lines 3409-3410) — knife passes through walls
- Remove damage scaling (lines 962-966) — pierce with base damage only
- Remove melee hit skip (line 1063) — kitchen knife hits melee
- Remove
kitchen_knife_damagevariable (line 1510) and update UI/fire to not use it
Let me also check what damage the projectile uses when it hits, so I can clean that up too.
Read (E:\a327ex\emoji-ball-battles\main.yue)
935→ @effects\add star_particle x, y,
936→ flash_on_spawn: true
937→
938→ -- Boomerang-ball sensor: deal piercing damage
939→ for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
940→ projectile_object = event.a
941→ ball_object = event.b
942→
943→ -- Skip if hitting same team
944→ continue if ball_object.team == projectile_object.team
945→
946→ projectile_object\hit 0.5, 'ball'
947→
948→ damage = projectile_object.damage or 1
949→ ball_object\take_damage damage
950→
951→ -- Track hit for projectile owner
952→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
953→ owner.hits_landed += 1
954→ owner.weapon_ui\landed_hit! if owner.weapon_ui
955→
956→ -- Scaling: +1 throw damage on first hit per throw
957→ if projectile_object.projectile_type == 'boomerang'
958→ unless projectile_object.boomerang_damage_triggered
959→ projectile_object.boomerang_damage_triggered = true
960→ owner.boomerang_damage += 1
961→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
962→ elseif projectile_object.projectile_type == 'kitchen_knife'
963→ unless projectile_object.kitchen_knife_damage_triggered
964→ projectile_object.kitchen_knife_damage_triggered = true
... [5 more lines]
Now I'll make all the changes:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now remove kitchen_knife_damage from the init block, the fire method's args, and the projectile init, plus clean up the weapon_ui and the kitchen_knife_damage_triggered flag.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me read the fire method to remove the damage arg, and the projectile init to remove the damage tracking.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2237→ team: @team
2238→ flash_on_spawn: true
2239→ kitchen_knife_scale: @weapon_scale
2240→ kitchen_knife_rotation_offset: @weapon_rotation_offset
2241→ kitchen_knife_damage: @kitchen_knife_damage
2242→
2243→ flash_ball: (duration=0.15) =>
2244→ @ball_flashing = true
2245→ @timer\after duration, 'ball_flash', -> @ball_flashing = false
2246→
2247→ -- Squash ball on wall collision: horizontal wall squashes y, vertical wall squashes x
2248→ squash: (normal_x, normal_y, amount=0.3) =>
2249→ if math.abs(normal_y) > math.abs(normal_x)
2250→ -- Horizontal wall (floor/ceiling): squash y, stretch x
2251→ @spring\pull 'squash_x', amount, 3, 0.5
Read (E:\a327ex\emoji-ball-battles\main.yue)
3188→ @w = 16
3189→ @h = 6
3190→ @kitchen_knife_scale = args.kitchen_knife_scale or 18/512
3191→ @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4
3192→ @kitchen_knife_speed = 400
3193→ @kitchen_knife_time = 0
3194→ @kitchen_knife_outward_duration = 0.35 -- seconds flying forward
3195→ @kitchen_knife_returning = false
3196→ @kitchen_knife_min_time = 0.3
3197→ @damage = args.kitchen_knife_damage or 1
3198→ @kitchen_knife_damage_triggered = false
3199→ @kitchen_knife_move_angle = @direction
3200→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3201→ @collider\set_position @x, @y
3202→ @collider\set_gravity_scale 0
3203→ @collider\set_friction 0
3204→ @collider\set_density 0.1
3205→ @collider\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3206→ @collider\set_bullet true -- continuous collision detection
3207→
3208→ -- Sensor shape for ball detection (passes through balls)
3209→ sensor_w = @w
3210→ sensor_h = @h
3211→ if @projectile_type == 'boomerang' or @projectile_type == 'kitchen_knife'
3212→ @ball_sensor = @collider\add_box 'boomerang_sensor', sensor_w, sensor_h, {sensor: true}
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the weapon_ui to not show "THROW DMG" since there's no scaling. Let me read the current state of that section.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2562→ elseif @weapon_type == 'boomerang'
2563→ effects\text "THROW DMG", 'lana', left_x, 0, white!
2564→ value1 = string.format("%d", my_ball.boomerang_damage)
2565→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2566→ elseif @weapon_type == 'kitchen_knife'
2567→ effects\text "THROW DMG", 'lana', left_x, 0, white!
2568→ value1 = string.format("%d", my_ball.kitchen_knife_damage)
2569→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2570→ else -- dagger
2571→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2572→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2573→ value1 = string.format("%.2f", rotations_per_second)
2574→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2575→ effects\pop!
2576→
2577→ hit: =>
2578→ -- Show hit emoji temporarily
2579→ @showing_hit = true
2580→ @timer\after 0.25, 'hit_image', -> @showing_hit = false
2581→
Since there's no damage scaling stat to show, the kitchen knife can fall through to the default (dagger) rotations/s stat display, or we could show something else. But since there's no unique stat, I'll just remove the kitchen_knife-specific UI block and let it fall through to the else (which shows rotations/s — same as dagger, which is fine for now).
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Here's a summary of all the changes:
- Removed wall reflection — deleted the
kitchen_knifecase from the wall hit handler. Knife now passes through walls. - Removed damage scaling — deleted the
+1 dmgblock from boomerang_sensor hit handling, removedkitchen_knife_damagefrom init/fire/projectile init, removedkitchen_knife_damage_triggeredflag. Projectile damage is now a flat1. - Removed melee hit skip — kitchen knife now hits melee like other melee weapons. The projectile is also melee for gameplay purposes (no code change needed for that distinction right now).
- Removed weapon_ui "THROW DMG" stat — kitchen knife falls through to the default rotations/s display (same as dagger).
- Did NOT add wall-facing check — the raycast alignment already handles this naturally.
OK, when the knife hits a wall, it should be stopped there like an arrow, the projectile dies, but the visual stays there for some amount of time. When it comes back, either from wall or normally, it should rotated around itself, direction of rotation based on where it needs to move to reach the player. Finally, the way the velocity stops needs to be more realistic. Currently it stops moving abruptly when it reaches the apex, when it should be a gradual stop and then gradual return acceleration too.
Let me read the full projectile update and hit code for kitchen knife to plan the changes.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3282→ -- Owner dead, just die
3283→ @\kill!
3284→ -- Kitchen knife: straight forward, then straight back to owner
3285→ if @projectile_type == 'kitchen_knife'
3286→ @kitchen_knife_time += dt
3287→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3288→ if owner and owner.parent
3289→ if not @kitchen_knife_returning and @kitchen_knife_time >= @kitchen_knife_outward_duration
3290→ @kitchen_knife_returning = true
3291→ if @kitchen_knife_returning
3292→ angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
3293→ @kitchen_knife_move_angle = angle_to_owner
3294→ @collider\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3295→ -- Check if close enough to owner to catch
3296→ d = math.distance @x, @y, owner.x, owner.y
3297→ if d < 15 and @kitchen_knife_time >= @kitchen_knife_min_time
3298→ owner.kitchen_knife_thrown = false
3299→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3300→ -- Recreate weapon shapes
3301→ hitbox_oy = owner.weapon_hitbox_offset_y or 0
3302→ owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
3303→ owner.collider\set_restitution 1, owner.weapon_shape
3304→ owner.collider\set_density 0, owner.weapon_shape
3305→ owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
3306→ owner.collider\set_restitution 1, owner.weapon_sensor
3307→ owner.collider\set_density 0, owner.weapon_sensor
3308→ owner.kitchen_knife_ready = false
3309→ owner.timer\after owner.kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> owner.kitchen_knife_ready = true
3310→ owner.timer\when (-> owner.kitchen_knife_ready and owner\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> owner\kitchen_knife_fire!)
3311→ owner.cooldown_bar\activate owner.kitchen_knife_cooldown
... [20 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
3390→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
3391→ @\kill!
3392→ elseif @projectile_type == 'spiral'
3393→ @\kill!
3394→ elseif @projectile_type == 'boomerang'
3395→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3396→ when 'weapon'
3397→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3398→ @bounces -= 1
3399→ if @bounces < 0
3400→ @\kill!
3401→ when 'ball'
3402→ if @projectile_type != 'boomerang' and @projectile_type != 'kitchen_knife'
3403→ @\kill!
3404→
3405→
3406→
3407→-- Damage number: emoji digits that float upward and fade
3408→class damage_number extends object
3409→ new: (@x, @y, amount, args={}) =>
3410→ super!
3411→ @vy = args.vy or -24
3412→ @duration_multiplier = args.duration_multiplier or 1
3413→ @scale = 12/512
3414→ @draw_layer = args.layer or recolor_blue
Read (E:\a327ex\emoji-ball-battles\main.yue)
3370→ elseif shape.type == 'circle'
3371→ debug_draw\circle_line shape.x, shape.y, shape.radius, red!
3372→
3373→ hit: (intensity=1, target_type, normal_x, normal_y) =>
3374→ @spring\pull 'hit', 0.5*intensity, 3, 0.5
3375→ @flashing = true
3376→ @timer\after 0.1, -> @flashing = false
3377→
3378→ switch target_type
3379→ when 'wall'
3380→ if @projectile_type == 'bullet'
3381→ @bounces -= 1
3382→ if @bounces < 0
3383→ @\kill!
3384→ elseif @projectile_type == 'arrow'
3385→ angle = @collider\get_angle!
3386→ -- Flip angle if arrow points outward from wall
3387→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
3388→ angle += math.pi
3389→ offset = an.random\float(0, 10)
3390→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
3391→ @\kill!
3392→ elseif @projectile_type == 'spiral'
3393→ @\kill!
3394→ elseif @projectile_type == 'boomerang'
Let me also look at how stuck_arrow works as a reference for the "visual stays there" behavior, and check the projectile drawing code.
Grep (class stuck_arrow)
3812:class stuck_arrow extends object
3813- new: (@x, @y, args={}) =>
3814- super!
3815- @angle = args.angle or 0
3816- @arrow_scale = 26/512
3817- @visible = true
3818-
3819- @\add timer!
3820- @timer\after an.random\float(0.9, 1.0), ->
3821- @timer\during_step an.random\float(0.6, 0.7), 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
3822-
3823- update: =>
3824- if @visible
3825- game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3826- game\image an.images.arrow, 0, 0
3827- game\pop!
3828-
3829-
3830-
3831--- Deflected arrow: visual-only arrow knocked away by a weapon parry
3832-class deflected_arrow extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
3340→ -- Drawing
3341→ scale = @spring.hit.x
3342→ if @projectile_type == 'bullet'
3343→ game\push @x, @y, @angle, scale, scale
3344→ game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else yellow!
3345→ game\pop!
3346→ elseif @projectile_type == 'arrow'
3347→ arrow_scale = 26/512
3348→ game\push @x, @y, @angle + 3*math.pi/4, arrow_scale*scale, arrow_scale*scale
3349→ game\image an.images.arrow, 0, 0, nil, @flashing and white!
3350→ game\pop!
3351→ elseif @projectile_type == 'spiral'
3352→ game\push @x, @y, @angle, scale, scale
3353→ game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else @spiral_color!
3354→ game\pop!
3355→ elseif @projectile_type == 'boomerang'
3356→ s = @boomerang_scale*scale
3357→ weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
3358→ weapons\image an.images.boomerang, 0, 0, nil, @flashing and white!
3359→ weapons\pop!
3360→ elseif @projectile_type == 'kitchen_knife'
3361→ s = @kitchen_knife_scale*scale
3362→ weapons\push @x, @y, @kitchen_knife_move_angle + @kitchen_knife_rotation_offset, s, s
3363→ weapons\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!
3364→ weapons\pop!
3365→ -- Debug draw collider shapes from Box2D directly
3366→ if debug_draw_enabled
3367→ for shape in *@collider\get_shapes_geometry!
3368→ if shape.type == 'polygon'
3369→ debug_draw\polygon_line shape.vertices, red!
Read (E:\a327ex\emoji-ball-battles\main.yue)
3182→ elseif @projectile_type == 'kitchen_knife'
3183→ @w = 16
3184→ @h = 6
3185→ @kitchen_knife_scale = args.kitchen_knife_scale or 18/512
3186→ @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4
3187→ @kitchen_knife_speed = 400
3188→ @kitchen_knife_time = 0
3189→ @kitchen_knife_outward_duration = 0.35 -- seconds flying forward
3190→ @kitchen_knife_returning = false
3191→ @kitchen_knife_min_time = 0.3
3192→ @damage = 1
3193→ @kitchen_knife_move_angle = @direction
3194→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3195→ @collider\set_position @x, @y
3196→ @collider\set_gravity_scale 0
3197→ @collider\set_friction 0
3198→ @collider\set_density 0.1
3199→ @collider\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3200→ @collider\set_bullet true -- continuous collision detection
3201→
3202→ -- Sensor shape for ball detection (passes through balls)
3203→ sensor_w = @w
3204→ sensor_h = @h
3205→ if @projectile_type == 'boomerang' or @projectile_type == 'kitchen_knife'
3206→ @ball_sensor = @collider\add_box 'boomerang_sensor', sensor_w, sensor_h, {sensor: true}
Now I have a clear picture. Let me also check what math.angle_to_point returns so I can determine spin direction correctly.
Grep (math.cross|cross_product)
No matches found
OK, here's my plan for all three changes. Let me present the code:
1. Wall hit → stuck knife visual, then return
In the hit() wall handler, instead of doing nothing (since we removed reflect), set a "stuck" state: zero velocity, pause, then start returning.
2. Spinning on return
Add a @kitchen_knife_spin angle that accumulates during return. Spin direction = cross product of current facing vs direction to owner (determines clockwise/counterclockwise).
3. Gradual deceleration/acceleration
Replace the instant speed with a lerp: during the last portion of outward flight, decelerate to 0. During early return, accelerate from 0 to full speed.
Here's the code. First, the projectile init additions:
-- In projectile init for kitchen_knife:
@kitchen_knife_stuck = false
@kitchen_knife_stuck_time = 0
@kitchen_knife_stuck_duration = 0.3
@kitchen_knife_spin = 0
@kitchen_knife_current_speed = @kitchen_knife_speed
@kitchen_knife_decel_duration = 0.15 -- decel at end of outward
@kitchen_knife_accel_duration = 0.2 -- accel at start of return
Then the update logic replaces the current block with gradual speed ramp:
-- Kitchen knife update:
if @kitchen_knife_stuck
@kitchen_knife_stuck_time += dt
@collider\set_velocity 0, 0
if @kitchen_knife_stuck_time >= @kitchen_knife_stuck_duration
@kitchen_knife_stuck = false
@kitchen_knife_returning = true
@kitchen_knife_return_time = 0
elseif not @kitchen_knife_returning
-- Outward phase: decelerate near end
remaining = @kitchen_knife_outward_duration - @kitchen_knife_time
if remaining < @kitchen_knife_decel_duration
t = math.max(remaining/@kitchen_knife_decel_duration, 0)
@kitchen_knife_current_speed = @kitchen_knife_speed*t
else
@kitchen_knife_current_speed = @kitchen_knife_speed
if @kitchen_knife_time >= @kitchen_knife_outward_duration
@kitchen_knife_returning = true
@kitchen_knife_return_time = 0
else
-- Return phase: accelerate from 0, spin
@kitchen_knife_return_time += dt
if @kitchen_knife_return_time < @kitchen_knife_accel_duration
t = @kitchen_knife_return_time/@kitchen_knife_accel_duration
@kitchen_knife_current_speed = @kitchen_knife_speed*t
else
@kitchen_knife_current_speed = @kitchen_knife_speed
angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
@kitchen_knife_move_angle = angle_to_owner
-- Spin direction: cross product of move_angle vs angle_to_owner
dx = owner.x - @x
dy = owner.y - @y
cross = math.cos(@kitchen_knife_move_angle)*dy - math.sin(@kitchen_knife_move_angle)*dx
spin_dir = cross >= 0 and 1 or -1
@kitchen_knife_spin += spin_dir*12*dt
And the wall hit handler:
elseif @projectile_type == 'kitchen_knife'
@kitchen_knife_stuck = true
@kitchen_knife_stuck_time = 0
@kitchen_knife_current_speed = 0
And the drawing uses @kitchen_knife_spin + @kitchen_knife_rotation_offset when returning/stuck, and @kitchen_knife_move_angle + @kitchen_knife_rotation_offset when outward.
Does this look right? A couple things I'm uncertain on:
- Stuck duration of 0.3s — feel right, or longer/shorter?
- Spin speed of 12 rad/s (~2 full rotations/sec) — this is a feel thing
- The spin direction logic uses the cross product which should give CW/CCW based on which side of the movement vector the owner is on. But since the knife is flying straight back, the cross product will be near zero and unstable. An alternative: pick spin direction once when return starts based on a random choice or based on which side the owner was when the knife was at its apex. What do you think — or should I just pick a consistent direction (e.g. always clockwise)?
Do it as is, it all seems good. Except the 0.3s duration should be higher or lower depending on how far along the throw it was.
Good call — early in the throw = more momentum = sticks longer. I'll scale it by (1 - time/outward_duration).
Let me make all the edits.
Projectile init — add new variables:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Projectile update — replace the kitchen knife block with gradual speed + stuck + spin logic:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3290→ -- Owner dead, just die
3291→ @\kill!
3292→ -- Kitchen knife: straight forward, then straight back to owner
3293→ if @projectile_type == 'kitchen_knife'
3294→ @kitchen_knife_time += dt
3295→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3296→ if owner and owner.parent
3297→ if not @kitchen_knife_returning and @kitchen_knife_time >= @kitchen_knife_outward_duration
3298→ @kitchen_knife_returning = true
3299→ if @kitchen_knife_returning
3300→ angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
3301→ @kitchen_knife_move_angle = angle_to_owner
3302→ @collider\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3303→ -- Check if close enough to owner to catch
3304→ d = math.distance @x, @y, owner.x, owner.y
3305→ if d < 15 and @kitchen_knife_time >= @kitchen_knife_min_time
3306→ owner.kitchen_knife_thrown = false
3307→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3308→ -- Recreate weapon shapes
3309→ hitbox_oy = owner.weapon_hitbox_offset_y or 0
3310→ owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
3311→ owner.collider\set_restitution 1, owner.weapon_shape
3312→ owner.collider\set_density 0, owner.weapon_shape
3313→ owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
3314→ owner.collider\set_restitution 1, owner.weapon_sensor
3315→ owner.collider\set_density 0, owner.weapon_sensor
3316→ owner.kitchen_knife_ready = false
3317→ owner.timer\after owner.kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> owner.kitchen_knife_ready = true
3318→ owner.timer\when (-> owner.kitchen_knife_ready and owner\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> owner\kitchen_knife_fire!)
3319→ owner.cooldown_bar\activate owner.kitchen_knife_cooldown
... [5 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Wall hit handler — add stuck behavior:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3398→ weapons\image an.images.boomerang, 0, 0, nil, @flashing and white!
3399→ weapons\pop!
3400→ elseif @projectile_type == 'kitchen_knife'
3401→ s = @kitchen_knife_scale*scale
3402→ weapons\push @x, @y, @kitchen_knife_move_angle + @kitchen_knife_rotation_offset, s, s
3403→ weapons\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!
3404→ weapons\pop!
3405→ -- Debug draw collider shapes from Box2D directly
3406→ if debug_draw_enabled
3407→ for shape in *@collider\get_shapes_geometry!
3408→ if shape.type == 'polygon'
3409→ debug_draw\polygon_line shape.vertices, red!
3410→ elseif shape.type == 'circle'
3411→ debug_draw\circle_line shape.x, shape.y, shape.radius, red!
3412→
Read (E:\a327ex\emoji-ball-battles\main.yue)
3415→ @flashing = true
3416→ @timer\after 0.1, -> @flashing = false
3417→
3418→ switch target_type
3419→ when 'wall'
3420→ if @projectile_type == 'bullet'
3421→ @bounces -= 1
3422→ if @bounces < 0
3423→ @\kill!
3424→ elseif @projectile_type == 'arrow'
3425→ angle = @collider\get_angle!
3426→ -- Flip angle if arrow points outward from wall
3427→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
3428→ angle += math.pi
3429→ offset = an.random\float(0, 10)
3430→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
3431→ @\kill!
3432→ elseif @projectile_type == 'spiral'
3433→ @\kill!
3434→ elseif @projectile_type == 'boomerang'
3435→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3436→ when 'weapon'
3437→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3438→ @bounces -= 1
3439→ if @bounces < 0
3440→ @\kill!
3441→ when 'ball'
3442→ if @projectile_type != 'boomerang' and @projectile_type != 'kitchen_knife'
3443→ @\kill!
3444→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Drawing — use spin angle when returning or stuck:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me verify math.clamp exists in this codebase:
Grep (math.clamp)
11
Found 0 total occurrences across 0 files.
Grep (math.clamp|clamp)
E:\a327ex\emoji-ball-battles\anchor\animation.yue:99: @frame = math.clamp frame, 1, @spritesheet.frames
E:\a327ex\emoji-ball-battles\anchor\animation.lua:99:self.frame = math.clamp(frame, 1, self.spritesheet.frames)
E:\a327ex\emoji-ball-battles\anchor\camera.yue:226: - Camera position is clamped to these bounds after following
E:\a327ex\emoji-ball-battles\anchor\camera.yue:257: @x = math.clamp @x, @bounds.min_x + half_w, @bounds.max_x - half_w
E:\a327ex\emoji-ball-battles\anchor\camera.yue:258: @y = math.clamp @y, @bounds.min_y + half_h, @bounds.max_y - half_h
[Showing results with pagination = limit: 5, offset: 0]
Good, math.clamp exists. All changes are done. Summary:
Wall hit → stuck then return: On wall collision, knife sticks for
0.3 * (1 - t)seconds wheretis how far along the outward throw it was. Early hit = sticks ~0.3s, near apex = barely sticks. Then transitions to return phase.Spinning on return:
kitchen_knife_spinaccumulates at 12 rad/s (~2 rotations/sec). Direction determined by cross product of movement vector vs direction to owner. Drawing usesspin + rotation_offsetwhen returning/stuck,move_angle + rotation_offsetwhen outward.Gradual velocity: Last 0.15s of outward flight decelerates linearly to 0. First 0.2s of return accelerates linearly from 0 to full speed. No more abrupt stop/start.
I think the spinning on return is too fast or it isn't being multiplied by dt.
Let me check the line:
Grep (kitchen_knife_spin += spin_dir)
3332: @kitchen_knife_spin += spin_dir*12*dt
It is multiplied by dt. So 12 rad/s is just too fast — that's about 2 full rotations per second. Maybe try something like 4 rad/s (~0.6 rotations/sec)?
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Dropped from 12 to 4 rad/s. Let me know if that's still too much or too little.
The knife may be being drawn without taking into account the spin? I don't know, but it seems like there's something else affecting it. When returning, only the spin should affect it.
Grep (kitchen_knife_spin|kitchen_knife_move_angle|kitchen_knife_rotation_offset)
2240: kitchen_knife_rotation_offset: @weapon_rotation_offset
3186: @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4
3194: @kitchen_knife_spin = 0
3201: @kitchen_knife_move_angle = @direction
3207: @collider\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3313: @collider\set_velocity @kitchen_knife_current_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_current_speed*math.sin(@kitchen_knife_move_angle)
3326: @kitchen_knife_move_angle = angle_to_owner
3330: cross = math.cos(@kitchen_knife_move_angle)*dy - math.sin(@kitchen_knife_move_angle)*dx
3332: @kitchen_knife_spin += spin_dir*24*dt
3333: @collider\set_velocity @kitchen_knife_current_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_current_speed*math.sin(@kitchen_knife_move_angle)
3402: r = if @kitchen_knife_returning or @kitchen_knife_stuck then @kitchen_knife_spin + @kitchen_knife_rotation_offset else @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
The drawing looks correct — when returning, r = @kitchen_knife_spin + @kitchen_knife_rotation_offset. But the issue might be the @angle variable. Let me check if there's something updating @angle from the collider velocity further down:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3368→ -- @collider\set_velocity nvx, nvy
3369→ ]]
3370→
3371→ -- Update angle to follow velocity
3372→ vx, vy = @collider\get_velocity!
3373→ if not @base_speed
3374→ @base_speed = math.length(vx, vy)
3375→ if @projectile_type != 'boomerang' and @projectile_type != 'kitchen_knife'
3376→ @collider\set_angle math.angle(vx, vy)
3377→ @x, @y = @collider\get_position!
3378→ @angle = @collider\get_angle!
3379→
3380→ -- Drawing
3381→ scale = @spring.hit.x
3382→ if @projectile_type == 'bullet'
Line 3375 already skips setting the collider angle for kitchen_knife. But line 3378 still reads @angle = @collider\get_angle!. The drawing code uses r not @angle, so that shouldn't matter.
Wait — the drawing uses weapons\push @x, @y, r, s, s. That looks correct. But let me check: is the collider itself rotating? The Box2D body might be rotating from physics forces, and even though we skip set_angle, the body could still have angular velocity from collisions.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3395→ elseif @projectile_type == 'boomerang'
3396→ s = @boomerang_scale*scale
3397→ weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
3398→ weapons\image an.images.boomerang, 0, 0, nil, @flashing and white!
3399→ weapons\pop!
3400→ elseif @projectile_type == 'kitchen_knife'
3401→ s = @kitchen_knife_scale*scale
3402→ r = if @kitchen_knife_returning or @kitchen_knife_stuck then @kitchen_knife_spin + @kitchen_knife_rotation_offset else @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3403→ weapons\push @x, @y, r, s, s
3404→ weapons\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!
3405→ weapons\pop!
3406→ -- Debug draw collider shapes from Box2D directly
3407→ if debug_draw_enabled
3408→ for shape in *@collider\get_shapes_geometry!
3409→ if shape.type == 'polygon'
The drawing code itself looks correct. The issue is probably that @kitchen_knife_spin starts at 0 but the knife was already facing @kitchen_knife_move_angle during the outward phase. When it switches to return mode, the rotation jumps from move_angle + rotation_offset to 0 + rotation_offset — a big discontinuity. The spin should be initialized to the current move_angle when return starts, so it continues smoothly from there.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3298→ -- Stuck in wall: wait, then start returning
3299→ @kitchen_knife_stuck_time += dt
3300→ @collider\set_velocity 0, 0
3301→ if @kitchen_knife_stuck_time >= @kitchen_knife_stuck_duration
3302→ @kitchen_knife_stuck = false
3303→ @kitchen_knife_returning = true
3304→ @kitchen_knife_return_time = 0
3305→ elseif not @kitchen_knife_returning
3306→ -- Outward phase: decelerate near end
3307→ remaining = @kitchen_knife_outward_duration - @kitchen_knife_time
3308→ if remaining < @kitchen_knife_decel_duration
3309→ t = math.max(remaining/@kitchen_knife_decel_duration, 0)
3310→ @kitchen_knife_current_speed = @kitchen_knife_speed*t
3311→ else
3312→ @kitchen_knife_current_speed = @kitchen_knife_speed
3313→ @collider\set_velocity @kitchen_knife_current_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_current_speed*math.sin(@kitchen_knife_move_angle)
3314→ if @kitchen_knife_time >= @kitchen_knife_outward_duration
3315→ @kitchen_knife_returning = true
3316→ @kitchen_knife_return_time = 0
3317→ else
3318→ -- Return phase: accelerate from 0, spin
3319→ @kitchen_knife_return_time += dt
3320→ if @kitchen_knife_return_time < @kitchen_knife_accel_duration
3321→ t = @kitchen_knife_return_time/@kitchen_knife_accel_duration
3322→ @kitchen_knife_current_speed = @kitchen_knife_speed*t
3323→ else
3324→ @kitchen_knife_current_speed = @kitchen_knife_speed
3325→ angle_to_owner = math.angle_to_point @x, @y, owner.x, owner.y
3326→ @kitchen_knife_move_angle = angle_to_owner
3327→ -- Spin direction from cross product
... [10 more lines]
There are two places where @kitchen_knife_returning = true is set — the normal apex (line 3314-3316) and the wall unstick (line 3302-3304). Both need to initialize @kitchen_knife_spin to the current @kitchen_knife_move_angle so there's no visual jump.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
That should fix it. The problem was that @kitchen_knife_spin started at 0 but the outward phase was drawing at @kitchen_knife_move_angle + rotation_offset. When it switched to return, the rotation jumped from move_angle to 0. Now the spin is seeded with the current move_angle at the moment of transition, so the visual is continuous.
Nope, still wrong. Try to make the returning knife work exactly like the boomerang in terms of its rotation around itself, maybe?
Grep (boomerang_spin)
3161: @boomerang_spin = args.boomerang_start_angle or 0
3162: @boomerang_spin_speed = 12*math.pi
3249: @boomerang_spin += @boomerang_spin_speed*dt
3267: @boomerang_sound_angle += @boomerang_spin_speed*dt
3399: weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
Read (E:\a327ex\emoji-ball-battles\main.yue)
3158→ elseif @projectile_type == 'boomerang'
3159→ @w = 12
3160→ @h = 12
3161→ @boomerang_spin = args.boomerang_start_angle or 0
3162→ @boomerang_spin_speed = 12*math.pi
3163→ @boomerang_scale = args.boomerang_scale or 20/512
3164→ @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
3165→ @boomerang_time = 0
3166→ @boomerang_min_time = 0.5
3167→ @boomerang_speed = 350
Read (E:\a327ex\emoji-ball-battles\main.yue)
3246→ -- Boomerang: constant speed, rotating angle traces a circle, homing nudge on return
3247→ if @projectile_type == 'boomerang'
3248→ @boomerang_time += dt
3249→ @boomerang_spin += @boomerang_spin_speed*dt
3250→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3251→ if owner and owner.parent
3252→ -- Detect return phase: past the halfway point of the circle
3253→ if not @boomerang_returning and @boomerang_time >= math.pi/math.abs(@boomerang_turn_rate)
The boomerang is simple: @boomerang_spin just constantly increments at 12*math.pi rad/s every frame, always. No cross product, no direction logic. It spins the whole time — outward and return. The drawing is just @boomerang_spin + @boomerang_rotation_offset.
The kitchen knife should do the same thing on return — just a constant spin, no direction math. Let me simplify:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now replace the return phase spin logic — remove the cross product stuff and just do constant spin:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
And the spin should also accumulate while stuck in a wall (same as boomerang would keep spinning):
Read (E:\a327ex\emoji-ball-battles\main.yue)
3296→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3297→ if owner and owner.parent
3298→ if @kitchen_knife_stuck
3299→ -- Stuck in wall: wait, then start returning
3300→ @kitchen_knife_stuck_time += dt
3301→ @collider\set_velocity 0, 0
3302→ if @kitchen_knife_stuck_time >= @kitchen_knife_stuck_duration
3303→ @kitchen_knife_stuck = false
3304→ @kitchen_knife_returning = true
3305→ @kitchen_knife_return_time = 0
Actually, while stuck the knife should stay still visually — no spin yet. The spin starts when it begins returning. That's already the case since the drawing condition is @kitchen_knife_returning or @kitchen_knife_stuck. Let me reconsider — while stuck the knife should look stuck (no spin), so let me change the draw to only use spin when returning, not stuck:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the spin is just like the boomerang: constant 12*math.pi rad/s (~6 rotations/sec), same speed, starts when returning. No cross product direction logic. Stuck knife stays at its move_angle orientation.
Yes, this works, like the arrow, should be drawn behind the wall. 0.3 -> 0.7 for stuck time.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3812→
3813→ -- Initial velocity: force direction + slight upward bump
3814→ force_direction = args.force_direction or 1
3815→ intensity = args.intensity or 150
3816→ @vx = force_direction*an.random\float(140, 240)
3817→ @vy = an.random\float(-200, -100) -- upward bump
3818→ @gravity = 0
3819→
3820→ -- Rotation velocity: based on force direction and intensity
3821→ @rv = force_direction*math.remap(intensity, 0, 150, 5, 25)*an.random\float(0.6, 2)
3822→
3823→ -- Blinking
3824→ @visible = true
3825→ @blink_delay = an.random\float 0.3, 0.4 -- wait before starting to blink
3826→ @total_duration = an.random\float 1, 2
3827→
3828→ @\add timer!
3829→
3830→ -- Start blinking after delay, then die
3831→ @timer\after @blink_delay, ->
Let me find the stuck_arrow class more precisely:
Grep (class stuck_arrow)
3857:class stuck_arrow extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
3857→class stuck_arrow extends object
3858→ new: (@x, @y, args={}) =>
3859→ super!
3860→ @angle = args.angle or 0
3861→ @arrow_scale = 26/512
3862→ @visible = true
3863→
3864→ @\add timer!
3865→ @timer\after an.random\float(0.9, 1.0), ->
3866→ @timer\during_step an.random\float(0.6, 0.7), 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
3867→
3868→ update: =>
3869→ if @visible
3870→ game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3871→ game\image an.images.arrow, 0, 0
3872→ game\pop!
3873→
3874→
3875→
3876→-- Deflected arrow: visual-only arrow knocked away by a weapon parry
The stuck_arrow draws on game (the default layer), not weapons. That's what puts it behind walls. Now let me check how the stuck_arrow is spawned — it's added to effects:
Grep (stuck_arrow)
3429: @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
3857:class stuck_arrow extends object
OK so the approach is: on wall hit, spawn a stuck_knife visual effect (like stuck_arrow), and the projectile itself handles the stuck state logic separately. But actually, the current implementation has the projectile staying alive during the stuck phase and then returning. So I need two things:
- A
stuck_knifevisual that draws ongamelayer (behind walls), blinks, then dies - The projectile itself should still be invisible while stuck, then start returning with spin
Let me create a stuck_knife class similar to stuck_arrow, and spawn it from the wall hit handler. The projectile stays alive but doesn't draw while stuck.
First, the stuck_knife class:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3873→
3874→
3875→
3876→-- Deflected arrow: visual-only arrow knocked away by a weapon parry
3877→class deflected_arrow extends object
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Wait, I made an error in the push call — used @knife_scale instead of @angle for rotation. Let me fix:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the wall hit handler to spawn the visual and change 0.3 to 0.7:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3435→ elseif @projectile_type == 'kitchen_knife'
3436→ t = math.clamp(@kitchen_knife_time/@kitchen_knife_outward_duration, 0, 1)
3437→ @kitchen_knife_stuck_duration = 0.3*(1 - t)
3438→ @kitchen_knife_stuck = true
3439→ @kitchen_knife_stuck_time = 0
3440→ @kitchen_knife_current_speed = 0
3441→ when 'weapon'
3442→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3443→ @bounces -= 1
3444→ if @bounces < 0
3445→ @\kill!
3446→ when 'ball'
3447→ if @projectile_type != 'boomerang' and @projectile_type != 'kitchen_knife'
3448→ @\kill!
3449→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now hide the projectile drawing while stuck:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3400→ r = if @kitchen_knife_returning then @kitchen_knife_spin + @kitchen_knife_rotation_offset else @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3401→ weapons\push @x, @y, r, s, s
3402→ weapons\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!
3403→ weapons\pop!
3404→ -- Debug draw collider shapes from Box2D directly
3405→ if debug_draw_enabled
3406→ for shape in *@collider\get_shapes_geometry!
3407→ if shape.type == 'polygon'
3408→ debug_draw\polygon_line shape.vertices, red!
3409→ elseif shape.type == 'circle'
3410→ debug_draw\circle_line shape.x, shape.y, shape.radius, red!
3411→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Changes:
- Stuck duration: 0.3 → 0.7, scaled by
(1 - t)based on throw progress - Stuck visual: Spawns a
stuck_knifeeffect drawn ongamelayer (behind walls), blinks then disappears — same pattern asstuck_arrow - Projectile hidden while stuck: The projectile itself doesn't draw during stuck phase, only the
stuck_knifevisual shows
I don't think we need stuck knife object, we can just do it on the projectile directly.
You're right, simpler. Draw the projectile on game layer when stuck instead of weapons.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now remove the stuck_knife class and the spawn from the wall hit handler:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Simplified. Now the projectile just draws on game layer when stuck (behind walls) and weapons layer otherwise. No separate class needed.
Is the knife currently moving forward and back based on initial velocity or time?
Time. The outward phase runs for kitchen_knife_outward_duration (0.35s) then switches to returning. Each frame it sets velocity explicitly via set_velocity — the initial velocity from the spawn is immediately overridden by the update loop.
OK, let's set it to 0.5s, and increase the lerp down + up by 20%.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3190→ @kitchen_knife_returning = false
3191→ @kitchen_knife_stuck = false
3192→ @kitchen_knife_stuck_time = 0
3193→ @kitchen_knife_stuck_duration = 0.3
3194→ @kitchen_knife_spin = 0
3195→ @kitchen_knife_spin_speed = 12*math.pi
3196→ @kitchen_knife_current_speed = @kitchen_knife_speed
3197→ @kitchen_knife_decel_duration = 0.15
3198→ @kitchen_knife_accel_duration = 0.2
3199→ @kitchen_knife_return_time = 0
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Outward duration 0.35→0.5s, decel 0.15→0.18s, accel 0.2→0.24s.
The projectile that's created for the knife should match its size and angle at all times, for collision purposes.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3182→ elseif @projectile_type == 'kitchen_knife'
3183→ @w = 16
3184→ @h = 6
3185→ @kitchen_knife_scale = args.kitchen_knife_scale or 18/512
3186→ @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4
3187→ @kitchen_knife_speed = 400
3188→ @kitchen_knife_time = 0
3189→ @kitchen_knife_outward_duration = 0.5 -- seconds flying forward
3190→ @kitchen_knife_returning = false
3191→ @kitchen_knife_stuck = false
3192→ @kitchen_knife_stuck_time = 0
3193→ @kitchen_knife_stuck_duration = 0.3
3194→ @kitchen_knife_spin = 0
3195→ @kitchen_knife_spin_speed = 12*math.pi
3196→ @kitchen_knife_current_speed = @kitchen_knife_speed
3197→ @kitchen_knife_decel_duration = 0.18
3198→ @kitchen_knife_accel_duration = 0.24
3199→ @kitchen_knife_return_time = 0
3200→ @kitchen_knife_min_time = 0.3
3201→ @damage = 1
3202→ @kitchen_knife_move_angle = @direction
3203→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3204→ @collider\set_position @x, @y
3205→ @collider\set_gravity_scale 0
3206→ @collider\set_friction 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
3370→ vx, vy = @collider\get_velocity!
3371→ if not @base_speed
3372→ @base_speed = math.length(vx, vy)
3373→ if @projectile_type != 'boomerang' and @projectile_type != 'kitchen_knife'
3374→ @collider\set_angle math.angle(vx, vy)
3375→ @x, @y = @collider\get_position!
3376→ @angle = @collider\get_angle!
3377→
3378→ -- Drawing
3379→ scale = @spring.hit.x
3380→ if @projectile_type == 'bullet'
3381→ game\push @x, @y, @angle, scale, scale
3382→ game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else yellow!
3383→ game\pop!
3384→ elseif @projectile_type == 'arrow'
Now let me check what hitbox size the knife uses when it's a held weapon, to match:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1491→ @weapon_hitbox_length = 28
1492→ @weapon_hitbox_width = 8
1493→ @weapon_scale = 22/512
1494→ @weapon_scale_y = 22/512
1495→ @weapon_rotation_offset = -math.pi/4
1496→ @base_angular_velocity = 1.5*math.pi
1497→ @max_angular_velocity = 3*math.pi
1498→ @weapon_weight = 1.0
1499→ @hit_stop_multiplier = 1.0
1500→ @hit_particle_multiplier = 1.0
1501→ @camera_shake_multiplier = 1.0
1502→ @kitchen_knife_cooldown = 4.5
1503→ @kitchen_knife_thrown = false
1504→
1505→
1506→ @\add collider 'ball', 'dynamic', 'circle', @radius
1507→ @collider\set_position @x, @y
1508→ @collider\set_restitution 1
1509→ @collider\set_friction 0
1510→ @collider\set_linear_damping 0
The held weapon hitbox is 28x8. The projectile is 16x6. Two changes needed:
- Match the collider size to the weapon hitbox (28x8)
- Set the collider angle each frame to match the visual rotation
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now set the collider angle to match the visual each frame. The visual rotation r is computed in the drawing section — I need to set the collider angle in the update section. Line 3373 already skips kitchen_knife from the default angle-from-velocity logic, so I just need to add the angle set there:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The projectile collider now:
- Matches the held weapon hitbox size (28x8 instead of 16x6)
- Rotates to match the visual angle each frame —
move_angle + rotation_offsetwhen outward,spin + rotation_offsetwhen returning
The angle of the projectile should also match the knife's visual angle when going, and should otherwise track the direction to the player when coming back (not rotate like it does visually).
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the collider always tracks move_angle + rotation_offset — which is the visual angle when outward, and the direction to player when returning (since move_angle is set to angle_to_owner each frame during return). The visual spin is purely cosmetic.
There should be no visual effect when the kitchen knife hits the wall, other than it springing (this should be matched on weapon UI). When returning, there should be no effect at all possible with the walls, not even sound.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3410→ if shape.type == 'polygon'
3411→ debug_draw\polygon_line shape.vertices, red!
3412→ elseif shape.type == 'circle'
3413→ debug_draw\circle_line shape.x, shape.y, shape.radius, red!
3414→
3415→ hit: (intensity=1, target_type, normal_x, normal_y) =>
3416→ @spring\pull 'hit', 0.5*intensity, 3, 0.5
3417→ @flashing = true
3418→ @timer\after 0.1, -> @flashing = false
3419→
3420→ switch target_type
3421→ when 'wall'
3422→ if @projectile_type == 'bullet'
3423→ @bounces -= 1
3424→ if @bounces < 0
3425→ @\kill!
3426→ elseif @projectile_type == 'arrow'
3427→ angle = @collider\get_angle!
3428→ -- Flip angle if arrow points outward from wall
3429→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
3375→ elseif @projectile_type != 'boomerang'
3376→ @collider\set_angle math.angle(vx, vy)
3377→ @x, @y = @collider\get_position!
3378→ @angle = @collider\get_angle!
3379→
3380→ -- Drawing
3381→ scale = @spring.hit.x
3382→ if @projectile_type == 'bullet'
3383→ game\push @x, @y, @angle, scale, scale
3384→ game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else yellow!
Now let me find where the wall collision calls hit() — there should be a contact event handler:
Grep (boomerang_projectile.wall|wall.boomerang_projectile)
253:an\physics_collision 'boomerang_projectile', 'wall'
991: for event in *an\collision_begin_events 'boomerang_projectile', 'wall'
Read (E:\a327ex\emoji-ball-battles\main.yue)
991→ for event in *an\collision_begin_events 'boomerang_projectile', 'wall'
992→ projectile_object = event.a
993→ projectile_object\hit 0.5, 'wall', event.normal_x, event.normal_y
994→
995→ an\sound_play "wood_heavy_#{an.random\int(1, 3)}", an.random\float(0.46, 0.74), an.random\float(0.95, 1.05)
996→ normal_angle = math.angle event.normal_x, event.normal_y
997→ @effects\add hit_circle event.point_x, event.point_y, {radius: 6, duration: an.random\float(0.15, 0.3), color: brown, flash_on_spawn: true}
998→ for i = 1, an.random\int 1, 2
999→ @effects\add hit_particle event.point_x, event.point_y,
1000→ velocity: an.random\float(75, 150)
1001→ direction: normal_angle + math.pi + an.random\float(-math.pi/3, math.pi/3)
1002→ duration: an.random\float(0.3, 0.5)
1003→ color: brown
1004→ gravity: 256
1005→ flash_on_spawn: true
1006→
1007→ -- Weapon UI flash, spring and particles
1008→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
1009→ owner.weapon_ui\boomerang_wall_hit! if owner and owner.weapon_ui
1010→
I see. The collision handler calls hit() (which does the spring + flash), plays a sound, spawns hit_circle and hit_particles, and triggers weapon_ui flash. For kitchen knife:
- Outward hit: spring only (from
hit()), weapon_ui spring — no sound, no particles, no flash - Returning: skip entirely — no hit, no sound, no anything
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>String to replace not found in file.
String: for event in *an\collision_begin_events 'boomerang_projectile', 'wall'
projectile_object = event.a
projectile_object\hit 0.5, 'wall', event.normal_x, event.normal_y
an\sound_play "wood_heavy_#{an.random\int(1, 3)}", an.random\float(0.46, 0.74), an.random\float(0.95, 1.05)
normal_angle = math.angle event.normal_x, event.normal_y
@effects\add hit_circle event.point_x, event.point_y, {radius: 6, duration: an.random\float(0.15, 0.3), color: brown, flash_on_spawn: true}
for i = 1, an.random\int 1, 2
@effects\add hit_particle event.point_x, event.point_y,
velocity: an.random\float(75, 150)
direction: normal_angle + an.random\float(-math.pi/3, math.pi/3)
duration: an.random\float(0.3, 0.5)
color: brown
gravity: 256
flash_on_spawn: true
-- Weapon UI flash, spring and particles
owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
owner.weapon_ui\boomerang_wall_hit! if owner and owner.weapon_ui</tool_use_error>
Let me re-read the exact text:
Read (E:\a327ex\emoji-ball-battles\main.yue)
991→ for event in *an\collision_begin_events 'boomerang_projectile', 'wall'
992→ projectile_object = event.a
993→ projectile_object\hit 0.5, 'wall', event.normal_x, event.normal_y
994→
995→ an\sound_play "wood_heavy_#{an.random\int(1, 3)}", an.random\float(0.46, 0.74), an.random\float(0.95, 1.05)
996→ normal_angle = math.angle event.normal_x, event.normal_y
997→ @effects\add hit_circle event.point_x, event.point_y, {radius: 6, duration: an.random\float(0.15, 0.3), color: brown, flash_on_spawn: true}
998→ for i = 1, an.random\int 1, 2
999→ @effects\add hit_particle event.point_x, event.point_y,
1000→ velocity: an.random\float(75, 150)
1001→ direction: normal_angle + math.pi + an.random\float(-math.pi/3, math.pi/3)
1002→ duration: an.random\float(0.3, 0.5)
1003→ color: brown
1004→ gravity: 256
1005→ flash_on_spawn: true
1006→
1007→ -- Weapon UI flash, spring and particles
1008→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
1009→ owner.weapon_ui\boomerang_wall_hit! if owner and owner.weapon_ui
1010→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now I also need to make sure the hit() method doesn't trigger stuck state when returning. Let me check:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3440→ -- Flip angle if arrow points outward from wall
3441→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
3442→ angle += math.pi
3443→ offset = an.random\float(0, 10)
3444→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
3445→ @\kill!
3446→ elseif @projectile_type == 'spiral'
3447→ @\kill!
3448→ elseif @projectile_type == 'boomerang'
3449→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3450→ elseif @projectile_type == 'kitchen_knife'
3451→ t = math.clamp(@kitchen_knife_time/@kitchen_knife_outward_duration, 0, 1)
3452→ @kitchen_knife_stuck_duration = 0.7*(1 - t)
3453→ @kitchen_knife_stuck = true
3454→ @kitchen_knife_stuck_time = 0
The hit() method's wall case still runs the stuck logic. But since the collision handler now continues for returning kitchen knife, hit() won't be called when returning. The hit() stuck logic only triggers when outward — which is correct. But let me also remove the flash from hit() for kitchen knife, since the user said only spring:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3425→ debug_draw\circle_line shape.x, shape.y, shape.radius, red!
3426→
3427→ hit: (intensity=1, target_type, normal_x, normal_y) =>
3428→ @spring\pull 'hit', 0.5*intensity, 3, 0.5
3429→ @flashing = true
The hit() method does both spring and flash. The flash is a visual effect (white blink). The user said "no visual effect other than springing." I should skip the flash for kitchen knife wall hits. But hit() is shared across all projectile types. I can guard it:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Summary:
- Kitchen knife outward + wall: spring only (on projectile + weapon_ui), no flash, no sound, no particles
- Kitchen knife returning + wall: completely ignored — no hit, no sound, nothing
The actual shape angle is not correct and matching the knife when moving forward, especially when it hits the wall.
The issue is that @kitchen_knife_rotation_offset (-pi/4) is a visual correction for the image, but the collider box should just be aligned with the movement direction. The box at angle=0 is already horizontal — adding the rotation offset skews it -45 degrees from where it should be.
Grep (collider\set_angle @kitchen_knife)
3386: @collider\set_angle @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
The collider box now just follows @kitchen_knife_move_angle directly — long axis aligned with the direction of travel.
Perfect. Now the way we'll scale the knife is that thrown or return hits will be red colored and will apply bleed to the enemy. Read up on how we want status effects to work, there's details in a file somewhere.
Grep (status.effect|bleed|STATUS)
Found 53 files
E:\a327ex\emoji-ball-battles\main.lua
E:\a327ex\emoji-ball-battles\main.yue
E:\a327ex\emoji-ball-battles\docs\ATTACK_REFERENCE.md
E:\a327ex\emoji-ball-battles\todo.md
E:\a327ex\emoji-ball-battles\reference\attack-design-space.md
E:\a327ex\emoji-ball-battles\results\balance_report_2026-02-12_1242.html
E:\a327ex\emoji-ball-battles\results\balance_report.html
E:\a327ex\emoji-ball-battles\docs\WEAPON_DESIGN.md
E:\a327ex\emoji-ball-battles\reference\status-effects-research.md
E:\a327ex\emoji-ball-battles\docs\PHASE2_WEAPONS.md
E:\a327ex\emoji-ball-battles\reference\effects_api_gaps.md
E:\a327ex\emoji-ball-battles\reference\archives\ITEMS_CLASS_DESIGN.md
E:\a327ex\emoji-ball-battles\reference\earclacks-attribute-analysis.md
E:\a327ex\emoji-ball-battles\reference\archives\EMOJI_BALL_BATTLES_DESIGN.md
E:\a327ex\emoji-ball-battles\reference\super emoji pop\lun\lun.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\lun\lun.lua
E:\a327ex\emoji-ball-battles\reference\super emoji box\tools\license.txt
E:\a327ex\emoji-ball-battles\reference\super emoji box\tools\readme.txt
E:\a327ex\emoji-ball-battles\reference\super emoji pop\tools\license.txt
E:\a327ex\emoji-ball-battles\reference\super emoji pop\tools\readme.txt
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\bin\index.html
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\bin\license.txt
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\bin\readme.txt
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\builds\web\game.js
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\builds\web\index.html
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\builds\web\love.js
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\builds\web\love.worker.js
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\README.md
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\todo.md
... [24 more lines]
Glob (E:/a327ex/emoji-ball-battles/docs/*/.md)
E:/a327ex/emoji-ball-battles/docs\PHASE2_WEAPONS.md
E:/a327ex/emoji-ball-battles/docs\ENGINE_API_QUICK.md
E:/a327ex/emoji-ball-battles/docs\ENGINE_API.md
E:/a327ex/emoji-ball-battles/docs\FRAMEWORK_API_QUICK.md
E:/a327ex/emoji-ball-battles/docs\FRAMEWORK_API.md
E:/a327ex/emoji-ball-battles/docs\WEAPON_DESIGN.md
E:/a327ex/emoji-ball-battles/docs\ATTACK_REFERENCE.md
Read (E:\a327ex\emoji-ball-battles\reference\status-effects-research.md)
1→# Status Effects Research
2→
3→Compiled from: Path of Exile, League of Legends, Dota 2, Risk of Rain 2, The Binding of Isaac, Hades, Deadlock, Artifact, Slay the Spire, Tree of Savior.
4→
5→---
6→
7→## Damage Over Time Effects
8→
9→| Effect | Description | Games | Notes |
10→|--------|-------------|-------|-------|
11→| **Poison** | Deals damage over time, often stacking | PoE, Isaac, Hades, RoR2, StS, ToS | PoE: Chaos damage, 30% of phys+chaos per second. StS: Decreases by 1 each turn. Hades: "Styx Poison" is environmental. |
12→| **Bleed/Bleeding** | Physical damage over time | PoE, Isaac, Deadlock, RoR2 | PoE: 70% of hit damage/sec, 210% if moving. Isaac: Damage based on movement, leaves damaging creep. |
13→| **Burn/Ignite** | Fire damage over time | PoE, Isaac, Deadlock, RoR2 | PoE: 90% of fire damage/sec for 4s. RoR2: 50% total damage burn from Blazing elite. Deadlock: Spirit damage over time. |
14→| **Hangover** | Damage every 0.5 seconds | Hades | Dionysus's signature curse. Stacks up to 5. |
15→| **Doom** | Delayed burst damage | Hades, Dota 2 | Hades: Ares curse, 1.1s delay then burst. Dota 2: Doom spell deals massive DoT + disables everything. |
16→| **Blight** | Damage over time (poison variant) | RoR2 | Acrid-specific, stronger poison variant. |
17→| **Hemorrhage** | Strong bleed variant | RoR2 | Bandit-specific, 2000% damage over 15s, stacks. |
18→| **Constricted** | Take damage at turn end | StS | Enemy-inflicted debuff. |
19→
20→---
21→
22→## Movement Impairment
23→
24→| Effect | Description | Games | Notes |
25→|--------|-------------|-------|-------|
26→| **Slow** | Reduced movement speed | LoL, Dota 2, Isaac, Deadlock, RoR2, ToS, StS | Universal. LoL: Stacks at diminished rate. StS: Enemy receives increased damage from attacks. |
27→| **Chill** | Slows all actions | PoE, Hades, RoR2 | PoE: Up to 30% slow based on cold damage. Hades: Demeter curse, 4% per stack up to 10. RoR2: 80% slow from Glacial/Celestine. |
28→| **Root/Ensnare** | Cannot move, can still attack/cast | LoL, Dota 2, RoR2 | Dota 2: "Bind" if also disarms. |
29→| **Immobilize** | Cannot move | Deadlock | Allows abilities and weapon fire. |
30→| **Ground** | Cannot dash or use movement abilities | LoL | Usually persistent area effect. |
... [177 more lines]
That's the research reference. Let me also check the weapon design and phase 2 docs for how bleed/status effects should specifically work in this game:
Read (E:\a327ex\emoji-ball-battles\docs\WEAPON_DESIGN.md)
1→# Weapon Design
2→
3→Emoji candidates for weapons.
4→
5→---
6→
7→## Gameplay Mechanics
8→
9→Status effects and systems that weapons/items can interact with.
10→
11→### Poison (P)
12→- **Mechanic:** Intensity (Independent)
13→- **Tick rate:** 0.5s
14→- **Damage per tick:** 1 per stack
15→- **Duration:** 2 seconds per stack (each expires independently)
16→- **Display:** P [stacks]
17→- 1 stack = 4 ticks = 4 damage over 2s
18→- At steady state 1 hit/s ≈ 2 stacks active = 4 DPS
19→- Synergizes with fast-hitting weapons
20→
21→### Bleed (B)
22→- **Mechanic:** Counter (Wall Triggers)
23→- **Trigger:** Target hits a wall
24→- **Damage per trigger:** 1, consumes 1 stack
25→- **Display:** B [stacks]
26→- Converts wall bounces into damage
27→- Synergizes with knockback (more bounces = more damage)
28→
29→### Burn (B)
30→- **Mechanic:** Intensity (Refreshing)
... [424 more lines]
Read (E:\a327ex\emoji-ball-battles\docs\PHASE2_WEAPONS.md)
1→# Phase 2: Weapon Implementation
2→
3→## Overview
4→
5→Implement 19 weapons covering all major tags and playstyles. Dagger and Gun already exist as reference implementations.
6→
7→**Reference**: `WEAPON_DESIGN.md` for full weapon specs and tag definitions.
8→
9→---
10→
11→## Weapons to Implement
12→
13→### Rotation Weapons (contact damage through spinning)
14→
15→| Weapon | Description | Tags | Scaling |
16→|--------|-------------|------|---------|
17→| 🗡️ Sword | Basic melee, baseline for damage | Physical, Rotation | +1 damage per hit |
18→| 🔪 Kitchen Knife | Applies bleed on hit | Physical, Rotation, Bleed | +bleed chance per hit |
19→| 🔨 Hammer | Heavy, rotation never stops/slows | Physical, Rotation, Heavy, Stun | +stun chance per hit |
20→
21→**Implementation notes:**
22→- Sword is simplest — use as template for other rotation weapons
23→- Hammer needs Heavy tag behavior: high angular momentum, resistant to speed changes
24→- Kitchen Knife introduces Bleed status effect (see Gameplay Mechanics in WEAPON_DESIGN.md)
25→
26→---
27→
28→### Projectile Weapons (ranged attacks)
29→
30→| Weapon | Description | Tags | Scaling |
... [236 more lines]
Here's what the docs say about Bleed for the kitchen knife:
From WEAPON_DESIGN.md:
- Bleed (B): Counter (Wall Triggers). Target hits a wall → deals 1 damage, consumes 1 stack. Display:
B [stacks]. Converts wall bounces into damage. Synergizes with knockback.
From PHASE2_WEAPONS.md:
- Kitchen Knife:
+bleed chance per hit(scaling) - Bleed: Single stack, doesn't accumulate. Longer duration. Deals damage each time bleeding target hits a wall.
There's a slight contradiction between the two docs — WEAPON_DESIGN says bleed stacks (counter, consumes 1 per wall hit), while PHASE2 says "single stack, doesn't accumulate." The PHASE2 version seems like the simpler/newer spec.
Also from the weapon tags: 🔪 Kitchen Knife — +chance to apply bleed per hit and the evolution is the throw/return behavior we already built.
So for the kitchen knife specifically:
- Thrown/return hits apply bleed (guaranteed, since it's the evolution)
- Melee hits:
+bleed chance per hit(the scaling stat) - Bleed damage triggers when bleeding target hits a wall
Before I start implementing, a few questions:
AskUserQuestion
User has answered your questions: "For bleed on the kitchen knife, which spec should we follow? WEAPON_DESIGN says bleed stacks and consumes 1 per wall hit. PHASE2 says single stack, doesn't accumulate, longer duration. Which one?"="You need to tell me about each in more detail, also explain why there are 2 status effect definitions instead of just one, how else do the files differ?" user notes: You need to tell me about each in more detail, also explain why there are 2 status effect definitions instead of just one, how else do the files differ?, "Should melee hits from the kitchen knife also apply bleed (with a chance), or only thrown/return hits for now?"="Throw only". You can now continue with the user's answers in mind.
Good question. The two files serve different purposes and were likely written at different times:
WEAPON_DESIGN.md is the comprehensive design doc — it has the full status effect system with 13 effects (Poison, Bleed, Burn, Slow, Ground, Stun, Freeze, Knockback, Disarm, Silence, Ethereal), items for each, cross-synergy items, and power fantasy archetypes. It's the "big picture" vision. Its bleed definition:
- Stacking counter: Bleed stacks accumulate. Each wall hit deals 1 damage and consumes 1 stack. So if you have B5, hitting a wall 5 times = 5 damage total (5+4+3+2+1 if it were knockback, but bleed is flat 1 per trigger). This is the weaker wall-trigger effect (compared to Knockback which deals [stacks] damage per wall hit and also decreases by 1).
PHASE2_WEAPONS.md is the implementation-focused doc — it lists 19 weapons to implement, simplified status effect specs, and an implementation order. Its bleed definition:
- Single stack: Can only have 0 or 1 bleed. Longer duration. Each wall hit deals damage and presumably removes it. This is simpler to implement but less interesting — it's basically a binary "is bleeding or not."
The files differ in several ways:
- PHASE2 simplifies or contradicts WEAPON_DESIGN on status effects. Poison matches mostly (stacks, 2s, 0.5s ticks). Burn changed from 6s/2s ticks to 8s/2s ticks ("4 damage per tick per stack" which is different from WEAPON_DESIGN's "[stacks] damage per tick"). Bleed was simplified to single stack.
- PHASE2 has an architecture section with
weapon_categorythat doesn't exist in WEAPON_DESIGN (which usesweapon_class). - PHASE2 only covers 19 weapons while WEAPON_DESIGN lists 35+.
My honest take: WEAPON_DESIGN's stacking counter version is more interesting gameplay-wise. The single-stack version from PHASE2 feels too simple — it's just "wall hit = 1 damage, done." The stacking version creates a meaningful choice: do you apply more bleed stacks or wait for wall bounces to cash them out? It also synergizes better with knockback items (🩹 Impact Trauma: "knockback wall hits also apply 1 bleed stack").
The PHASE2 simplification was probably pragmatic — "let's ship something simple first" — but since we're building it now, we might as well build the more interesting version. It's not much harder: just a counter on the ball that decrements on wall hit.
That said, there's a middle ground: start with the stacking version but keep it simple (no items/synergies yet, just the core mechanic).
AskUserQuestion
User has answered your questions: "Which bleed model do you want for the kitchen knife?"="Stacking counter (Recommended)". You can now continue with the user's answers in mind.
OK — stacking counter bleed. Thrown/return hits apply bleed, melee hits don't (for now).
Here's what I'll implement:
- Bleed status on ball:
@bleed_stacks = 0, displayed asB [stacks] - Application: Kitchen knife projectile hits apply +1 bleed stack
- Trigger: When a bleeding ball hits a wall, deal 1 damage and consume 1 stack
- Visual: Thrown/return hits colored red (damage numbers), some red indicator on bleeding balls
- Scaling stat: Kitchen knife weapon_ui shows bleed stacks on enemy (or just the current state)
Let me present the code for each piece. First, the ball init — adding bleed tracking:
-- In ball constructor, after other init:
@bleed_stacks = 0
Second, applying bleed on kitchen knife projectile hit (in the boomerang_sensor ball collision handler):
-- After take_damage for kitchen_knife projectile:
if projectile_object.projectile_type == 'kitchen_knife'
ball_object.bleed_stacks += 1
Third, consuming bleed on wall hit (in the ball-wall collision handler):
-- In ball-wall collision:
if @bleed_stacks > 0
@bleed_stacks -= 1
@\take_damage 1
Fourth, red damage numbers for kitchen knife projectile hits.
Does this look right before I start writing?
Yes you also need to implement the status effect on top of the ball, should be B (red emoji character) followed by the number of stacks.
Let me find all the relevant code locations.
Grep (class ball extends)
1375:class ball extends object
Grep (boomerang_sensor.ball|sensor_begin_events.boomerang_sensor.*ball)
255:an\physics_sensor 'boomerang_sensor', 'ball'
939: for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
Grep (collision_begin_events.ball.wall|ball.wall.collision)
506: 4. WALL FALLBACK (prevents stalling) - ball-wall collisions
509: On ball-wall collisions, probabilistically apply energy boost.
780: for event in *an\collision_begin_events 'ball', 'wall'
2258: -- Squash ball on wall collision: horizontal wall squashes y, vertical wall squashes x
Read (E:\a327ex\emoji-ball-battles\main.yue)
1375→class ball extends object
1376→ new: (@x, @y, @team, @weapon_type='dagger') =>
1377→ super!
1378→ @\tag 'ball'
1379→ @image = @team == 'player' and an.images.no_mouth or an.images.no_mouth
1380→ @image_hit = @team == 'player' and an.images.no_mouth_hit or an.images.no_mouth_hit
1381→ @radius = 10
1382→ @scale = 2*@radius/@image.width
1383→ @scale = 1.125*@scale if @image == an.images.cowboy -- cowboy is visually larger
1384→
1385→ -- Weapon-specific code uses explicit switches with repeated code per weapon rather than
1386→ -- shared abstractions. For this codebase, locality matters more than code reuse — having
1387→ -- all behavior for each weapon visible in one place is clearer than factoring out shared
1388→ -- patterns across weapons.
1389→ if @weapon_type == 'gun'
1390→ @weapon_class = 'ranged'
1391→ @weapon_image = an.images.gun
1392→ @weapon_visual_offset = 21
1393→ @weapon_perpendicular_offset = 2
1394→ @weapon_hitbox_offset = 21
1395→ @weapon_hitbox_length = 20
1396→ @weapon_hitbox_width = 12
1397→ @weapon_scale = 18/512 -- gun.png is 512x512
1398→ @weapon_scale_y = -18/512 -- y flipped
1399→ @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
1400→ @base_angular_velocity = 1.5*math.pi
1401→ @max_angular_velocity = 3*math.pi
1402→ @weapon_weight = 1.0
1403→ @hit_stop_multiplier = 1.0
1404→ @hit_particle_multiplier = 1.0
Read (E:\a327ex\emoji-ball-battles\main.yue)
939→ for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
940→ projectile_object = event.a
941→ ball_object = event.b
942→
943→ -- Skip if hitting same team
944→ continue if ball_object.team == projectile_object.team
945→
946→ projectile_object\hit 0.5, 'ball'
947→
948→ damage = projectile_object.damage or 1
949→ ball_object\take_damage damage
950→
951→ -- Track hit for projectile owner
952→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
953→ owner.hits_landed += 1
954→ owner.weapon_ui\landed_hit! if owner.weapon_ui
955→
956→ -- Scaling: +1 throw damage on first hit per throw
957→ if projectile_object.projectile_type == 'boomerang'
958→ unless projectile_object.boomerang_damage_triggered
959→ projectile_object.boomerang_damage_triggered = true
960→ owner.boomerang_damage += 1
961→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
962→
963→ -- headless: log hit
964→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
965→
966→ -- Spawn star particles at hit location
967→ x = (projectile_object.x + ball_object.x)/2
968→ y = (projectile_object.y + ball_object.y)/2
... [5 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
780→ for event in *an\collision_begin_events 'ball', 'wall'
781→ ball_object = event.a
782→
783→ -- Cancel thrust on wall hit (only after 10% progress to avoid cancelling before it starts)
784→ if ball_object.thrusting and ball_object.thrust_progress > 0.1
785→ ball_object\thrust_end!
786→
787→ vx, vy = ball_object.collider\get_velocity!
788→ if an.random\bool(@wall_boost_chance) and @wall_energy_boost > 1
789→ ball_object.collider\set_velocity vx*@wall_energy_boost, vy*@wall_energy_boost
790→
791→ -- Squash ball based on wall orientation, intensity shaped by easing
792→ intensity = math.clamp(math.remap(math.length(vx, vy), 0, 800, 0, 1), 0, 1)
793→
794→ -- Sound (pitch increases linearly with intensity above 0.45)
795→ pitch = if intensity > 0.45 then 1.0 + math.remap(intensity, 0.45, 0.7, 0, 1) else 1.0
796→ an\sound_play 'ball_wall', 0.4, pitch*an.random\float(0.95, 1.05)
797→ if intensity < 0.5
798→ intensity = 0.5*math.cubic_in_out(intensity/0.5)
799→ else
800→ intensity = 0.5 + 0.5*math.circ_in((intensity - 0.5)/0.5)
801→ ball_object\squash event.normal_x, event.normal_y, 0.75*intensity
802→
803→ -- Apply direct force to nearby plants when hitting floor (normal pointing down in screen coords)
804→ if event.normal_y > 0.5
805→ @\apply_direct_force_to_nearby_plants ball_object.x, ball_object.y, 75, vy
806→ -- Sound (only if plants are nearby)
807→ for p in *@plants.children
808→ if math.abs(ball_object.x - p.x) < 40
809→ an\sound_play "grass_impact_#{an.random\int(1, 3)}", 0.5, an.random\float(0.95, 1.05)
... [10 more lines]
Now let me check how the ball draws itself, to know where to add the status text:
Grep (emoji_text)
961: @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
1090: @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
3618:class emoji_text extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
3618→class emoji_text extends object
3619→ new: (@x, @y, text, args={}) =>
3620→ super!
3621→ @vy = args.vy or -24
3622→ @duration_multiplier = args.duration_multiplier or 1
3623→ @scale_multiplier = args.scale_multiplier or 1
3624→ @base_scale = 12/512
3625→ @scale = @base_scale*@scale_multiplier
3626→ @char_count = #text
3627→ @\add spring!
3628→ @spring\pull 'main', 0.5, 4, 0.6
3629→
3630→ seen_space = false
3631→ for i = 1, #text
3632→ char = text\sub(i, i)\lower!
3633→ if char == ' '
3634→ seen_space = true
3635→ continue
3636→ image_name = char == '+' and 'plus' or char
3637→ character_object = object!
3638→ character_object\set {
3639→ image: an.images[image_name]
3640→ rotation: an.random\float -math.pi/16, math.pi/16
3641→ angular_speed: an.random\float -math.pi/4, math.pi/4
3642→ offset_y: 0
3643→ layer: char == '+' and effects or recolor_blue
3644→ tint: char == '+' and white! or nil
3645→ index: i
3646→ }
3647→ character_object\action (dt) =>
... [10 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
3658→ character_object\flow_to @
3659→
3660→ @\add timer!
3661→ @timer\after 0.25*@duration_multiplier, ->
3662→ @timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
3663→
3664→ if args.flash_on_spawn
3665→ @flashing = true
3666→ flash_duration = 0.075*@duration_multiplier
3667→ @timer\after flash_duration, -> @flashing = false
3668→
3669→ update: (dt) =>
3670→ @y += @vy*dt
3671→
3672→
Now let me look at how the ball draws itself to know where to put the status effect display:
Grep (ball_flashing|@image_hit|draw.ball|ball.draw)
1380: @image_hit = @team == 'player' and an.images.no_mouth_hit or an.images.no_mouth_hit
1591: @\add weapon_ui @team, @weapon_type, @image, @image_hit
1787: -- Thrust squash values (used by both ball and weapon draw)
1816: game\image @image, 0, 0, nil, @ball_flashing and white!
1822: game\image @image, 0, 0, nil, @ball_flashing and white!
2255: @ball_flashing = true
2256: @timer\after duration, 'ball_flash', -> @ball_flashing = false
[Showing results with pagination = limit: 10, offset: 0]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1810→
1811→ if @thrusting
1812→ thrust_stretch = 1 + stretch_amount*squash_t
1813→ thrust_squeeze = 1 - squeeze_amount*squash_t
1814→ game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
1815→ game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
1816→ game\image @image, 0, 0, nil, @ball_flashing and white!
1817→ game\pop!
1818→ game\pop!
1819→ else
1820→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1821→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1822→ game\image @image, 0, 0, nil, @ball_flashing and white!
1823→ game\pop!
1824→ game\pop!
1825→
1826→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1827→ actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1828→ if @thrusting
1829→ actual_offset += @radius*stretch_amount*squash_t*2
1830→ perpendicular_angle = @angle - math.pi/2
1831→ weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1832→ weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1833→ weapon_spring = @spring.weapon.x
1834→
1835→ if @weapon_type == 'gun'
1836→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1837→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1838→ weapons\pop!
1839→
Now let me check what layers are available and how text/emoji is drawn. Let me look at the take_damage method to see how damage numbers are spawned so I can make kitchen knife ones red:
Grep (take_damage)
917: ball_object\take_damage damage
949: ball_object\take_damage damage
1074: defender\take_damage damage, attacker
1926: take_damage: (amount, source) =>
Read (E:\a327ex\emoji-ball-battles\main.yue)
1926→ take_damage: (amount, source) =>
1927→ return unless @parent -- Guard against events before fully added
1928→ @hp -= amount
1929→
1930→ @spring\pull 'hit', 0.3, 3, 0.7
1931→ @\flash_ball!
1932→
1933→ an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1934→
1935→ @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5, layer: recolor_blue}
1936→
1937→ -- Show HP bar
1938→ @hp_bar\activate!
1939→
1940→ -- Update HP UI
1941→ @hp_ui\refresh @hp
1942→
1943→ -- Update emoji display
1944→ @weapon_ui\hit!
1945→
1946→ -- Camera shake when player takes damage
1947→ if @team == 'player'
1948→ an.camera.shake\shake 4, 0.15
1949→
1950→ if @hp <= 0
1951→ an\sound_play 'player_death', 0.44, an.random\float(0.95, 1.05)
1952→ -- headless: log battle end
1953→ if @parent and @parent.headless_events
1954→ headless_winner_team = if @team == 'player' then 'enemy' else 'player'
1955→ headless_winner_ball = if @team == 'player' then @parent.enemy_ball else @parent.player_ball
... [10 more lines]
Now let me check how damage_number works to see how to pass color:
Grep (class damage_number)
3469:class damage_number extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
3469→class damage_number extends object
3470→ new: (@x, @y, amount, args={}) =>
3471→ super!
3472→ @vy = args.vy or -24
3473→ @duration_multiplier = args.duration_multiplier or 1
3474→ @scale = 12/512
3475→ @draw_layer = args.layer or recolor_blue
3476→ @\add spring!
3477→ @spring\pull 'main', 0.5, 3, 0.7
3478→
3479→ -- Create character data for each digit
3480→ @characters = {}
3481→ text = tostring amount
3482→ for i = 1, #text
3483→ digit = text\sub i, i
3484→ @characters[] = {
3485→ image: an.images[digit]
3486→ rotation: an.random\float -math.pi/16, math.pi/16
3487→ angular_speed: an.random\float -math.pi/4, math.pi/4
3488→ offset_y: 0
3489→ }
3490→
3491→ @\add timer!
3492→ @timer\after 0.25*@duration_multiplier, ->
3493→ @timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
3494→
3495→ update: (dt) =>
3496→ -- Update character wobble
3497→ for i, character in ipairs @characters
3498→ character.rotation += character.angular_speed*dt
... [10 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
3508→ character_y = @y + character.offset_y
3509→ @draw_layer\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
3510→ @draw_layer\image character.image, 0, 0
3511→ @draw_layer\pop!
3512→
3513→
3514→-- Status text: font-based text with per-character shake and progress fill
3515→class status_text extends object
3516→ new: (name, @x, @y, text, args={}) =>
3517→ super name
Now let me check what recolor_blue and similar layers are — there might be a recolor_red:
Grep (recolor_red|recolor_blue)
55:recolor_blue = an\layer 'recolor_blue'
271: recolor_blue\render!
278: effects\draw_from recolor_blue, an.shaders.recolor
1935: @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5, layer: recolor_blue}
3475: @draw_layer = args.layer or recolor_blue
3643: layer: char == '+' and effects or recolor_blue
[Showing results with pagination = limit: 15, offset: 0]
Read (E:\a327ex\emoji-ball-battles\main.yue)
50→weapons_outline = an\layer 'weapons_outline'
51→outline_only = an\layer 'outline_only' -- source layer for outline_only shader, never drawn itself
52→actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only shader
53→effects = an\layer 'effects'
54→effects_outline = an\layer 'effects_outline'
55→recolor_blue = an\layer 'recolor_blue'
56→recolor_yellow = an\layer 'recolor_yellow'
57→ui = an\layer 'ui'
58→ui_outline = an\layer 'ui_outline'
59→shadow = an\layer 'shadow'
60→debug_draw = an\layer 'debug_draw'
61→
62→--[[
63→-- UI layers don't use camera (no shake)
64→ui.camera = nil
Read (E:\a327ex\emoji-ball-battles\main.yue)
265→ game\render!
266→ front\render!
267→ cover\render!
268→ weapons\render!
269→ outline_only\render!
270→ effects\render!
271→ recolor_blue\render!
272→ recolor_yellow\render!
273→ ui\render!
274→ debug_draw\render!
275→
276→ -- Recolor blue sprites and composite into effects
277→ shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 0.231, 0.533, 0.765, 1
278→ effects\draw_from recolor_blue, an.shaders.recolor
279→
280→ -- Recolor yellow sprites and composite into effects (using red)
281→ shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 223/255, 37/255, 64/255, 1
282→ effects\draw_from recolor_yellow, an.shaders.recolor
283→
284→ shadow\clear!
Interesting — there's recolor_blue (blue tint) and recolor_yellow (which is actually recolored to red: 223/255, 37/255, 64/255). So recolor_yellow is the red layer. Let me check if there's an actual red recolor layer, or if I need to create one:
The recolor_yellow layer already recolors to red (223, 37, 64). That's a bit confusing naming-wise, but it works. I could use that, or create a proper recolor_red layer. Let me check if recolor_yellow is used for anything:
Grep (recolor_yellow)
56:recolor_yellow = an\layer 'recolor_yellow'
272: recolor_yellow\render!
282: effects\draw_from recolor_yellow, an.shaders.recolor
It's defined and rendered but never actually used for drawing. So I can either:
- Use
recolor_yellowas-is (it already recolors to red) - Create a new
recolor_redlayer
I'll create a proper recolor_red layer to keep things clean. Now let me also look at where the ball update ends, to figure out where to draw the status text on top of the ball:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1820→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1821→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1822→ game\image @image, 0, 0, nil, @ball_flashing and white!
1823→ game\pop!
1824→ game\pop!
OK, here's the full plan. Let me present the code for each piece:
1. Add recolor_red layer (at layer definitions, line ~56):
recolor_red = an\layer 'recolor_red'
And in the render section, render + draw_from with red color:
recolor_red\render!
-- then later:
shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 223/255, 37/255, 64/255, 1
effects\draw_from recolor_red, an.shaders.recolor
2. Ball init — add @bleed_stacks = 0
3. Projectile hit — apply bleed on kitchen knife hit:
if projectile_object.projectile_type == 'kitchen_knife'
ball_object.bleed_stacks += 1
4. Ball-wall collision — consume bleed:
if ball_object.bleed_stacks > 0
ball_object.bleed_stacks -= 1
ball_object\take_damage 1
5. Red damage numbers — take_damage needs to know it's bleed damage. I'll add an optional args table with layer:
take_damage: (amount, source, args={}) =>
...
layer = args.layer or recolor_blue
@parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5, layer: layer}
6. Status display on ball — draw B [stacks] above the ball using emoji characters on recolor_red layer, only when @bleed_stacks > 0.
Does this look right?
Yes, make sure the bleed damage dealt is also red.
Let me implement everything.
1. Add recolor_red layer:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
2. Render recolor_red and composite it:
Read (E:\a327ex\emoji-ball-battles\main.yue)
270→ outline_only\render!
271→ effects\render!
272→ recolor_blue\render!
273→ recolor_yellow\render!
274→ ui\render!
275→ debug_draw\render!
276→
277→ -- Recolor blue sprites and composite into effects
278→ shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 0.231, 0.533, 0.765, 1
279→ effects\draw_from recolor_blue, an.shaders.recolor
280→
281→ -- Recolor yellow sprites and composite into effects (using red)
282→ shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 223/255, 37/255, 64/255, 1
283→ effects\draw_from recolor_yellow, an.shaders.recolor
284→
285→ shadow\clear!
286→ shadow\draw_from back, an.shaders.shadow
287→ shadow\draw_from game, an.shaders.shadow
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
3. Ball init — add @bleed_stacks = 0:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1505→ @weapon_image = an.images.kitchen_knife
1506→ @weapon_visual_offset = 28
1507→ @weapon_perpendicular_offset = 0
1508→ @weapon_hitbox_offset = 28
1509→ @weapon_hitbox_length = 28
1510→ @weapon_hitbox_width = 8
1511→ @weapon_scale = 22/512
1512→ @weapon_scale_y = 22/512
1513→ @weapon_rotation_offset = -math.pi/4
1514→ @base_angular_velocity = 1.5*math.pi
1515→ @max_angular_velocity = 3*math.pi
1516→ @weapon_weight = 1.0
1517→ @hit_stop_multiplier = 1.0
1518→ @hit_particle_multiplier = 1.0
1519→ @camera_shake_multiplier = 1.0
1520→ @kitchen_knife_cooldown = 4.5
1521→ @kitchen_knife_thrown = false
1522→
1523→
1524→ @\add collider 'ball', 'dynamic', 'circle', @radius
I need to add @bleed_stacks after the collider setup, since it's not weapon-specific — it's a general ball property. Let me find a good spot:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1524→ @\add collider 'ball', 'dynamic', 'circle', @radius
1525→ @collider\set_position @x, @y
1526→ @collider\set_restitution 1
1527→ @collider\set_friction 0
1528→ @collider\set_linear_damping 0
1529→
1530→ -- Add weapon hitbox (physical, 0 density so it doesn't affect ball mass/inertia)
1531→ hitbox_oy = @weapon_hitbox_offset_y or 0
1532→ @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy}
1533→ @collider\set_restitution 1, @weapon_shape
1534→ @collider\set_density 0, @weapon_shape
1535→
1536→ -- Add sensor for detecting ball overlaps (passes through balls, generates events)
1537→ @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
1538→ @collider\set_restitution 1, @weapon_sensor
1539→ @collider\set_density 0, @weapon_sensor
1540→
1541→ -- Track low vertical velocity time for sliding detection
1542→ @low_vy_time = 0
1543→ @low_vy_threshold = an.random\float 0.5, 1.5
1544→
1545→ -- Initial rotation
1546→ @angle = an.random\angle!
1547→ @collider\set_angle @angle
1548→
1549→ -- Angular velocity guardrails (keeps rotation speed balanced for gameplay)
1550→ @time_above_base = 0 -- how long angular velocity has been above base
1551→ @time_below_base = 0 -- how long angular velocity has been below base
1552→ @above_base_grace_period = 0.5 -- seconds before decaying fast spin
1553→ @below_base_grace_period = 0.25 -- seconds before recovering slow spin
Read (E:\a327ex\emoji-ball-battles\main.yue)
1553→ @below_base_grace_period = 0.25 -- seconds before recovering slow spin
1554→ @last_angular_velocity = 0 -- for calculating rotation change from hits
1555→
1556→ -- Dagger swing sound tracking (for melee weapons)
1557→ @rotation_accumulator = 0
1558→ @fast_spinning = false
1559→ @swing_sound_count = 0
1560→ @can_swing_sound_time = 1.33 -- starts expired, reset on weapon hits
1561→
1562→ -- Springs for visual feedback
1563→ @\add spring!
1564→ @spring\add 'hit', 1
1565→ @spring\add 'weapon', 1
1566→ @spring\add 'squash_x', 1
1567→ @spring\add 'squash_y', 1
1568→
1569→ -- Flash state for weapon
1570→ @weapon_flashing = false
1571→ @thrusting = false -- sword thrust state
1572→ @weapon_recoil = 0 -- rotation offset for gun recoil animation
1573→ @weapon_recoil_offset = 0 -- position offset for gun recoil (moves toward ball)
1574→
1575→ -- HP
1576→ @max_hp = 50
1577→ @hp = @max_hp
1578→ @\add hp_bar!
1579→ @\add cooldown_bar!
1580→
1581→ -- Weapon effect tracking
1582→ @hits_landed = 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
1580→
1581→ -- Weapon effect tracking
1582→ @hits_landed = 0
1583→ @base_damage = 1 -- all weapons start at 1 damage
1584→ @base_cooldown = 1.2
1585→ @cooldown_reduction_per_hit = 0.02 -- reaches 0.2s minimum in 50 hits
1586→ @minimum_cooldown = 0.2
1587→ @burstfire_chance_increase_per_hit = 0.01 -- 1% per hit
1588→ @base_burstfire_delay = 0.4
1589→ @minimum_burstfire_delay = 0.05
1590→ @burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50 -- reaches 0.05s in 50 hits
1591→ @base_angular_velocity_increase_per_hit = 0.2*math.pi -- dagger scaling
1592→
1593→ -- HP UI (heart + number display at top of screen)
1594→ @\add hp_ui @team, @hp, @max_hp
1595→
1596→ -- Weapon UI (emoji, weapon icon, and stat board)
1597→ @\add weapon_ui @team, @weapon_type, @image, @image_hit
1598→
1599→ -- Ball starts with no gravity until game starts
Good spot — right after @hits_landed and other tracking. I'll add bleed_stacks there:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
4. Apply bleed on kitchen knife projectile hit:
Read (E:\a327ex\emoji-ball-battles\main.yue)
944→ -- Boomerang-ball sensor: deal piercing damage
945→ for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
946→ projectile_object = event.a
947→ ball_object = event.b
948→
949→ -- Skip if hitting same team
950→ continue if ball_object.team == projectile_object.team
951→
952→ projectile_object\hit 0.5, 'ball'
953→
954→ damage = projectile_object.damage or 1
955→ ball_object\take_damage damage
956→
957→ -- Track hit for projectile owner
958→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
959→ owner.hits_landed += 1
960→ owner.weapon_ui\landed_hit! if owner.weapon_ui
961→
962→ -- Scaling: +1 throw damage on first hit per throw
963→ if projectile_object.projectile_type == 'boomerang'
964→ unless projectile_object.boomerang_damage_triggered
965→ projectile_object.boomerang_damage_triggered = true
966→ owner.boomerang_damage += 1
967→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
968→
I need to make the kitchen knife hit use red damage numbers and apply bleed. The take_damage call on line 955 is shared for both boomerang and kitchen knife. I'll change it so kitchen knife passes a red layer and applies bleed after:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
5. Update take_damage to accept layer arg:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
6. Ball-wall collision — consume bleed stacks:
Read (E:\a327ex\emoji-ball-battles\main.yue)
786→ for event in *an\collision_begin_events 'ball', 'wall'
787→ ball_object = event.a
788→
789→ -- Cancel thrust on wall hit (only after 10% progress to avoid cancelling before it starts)
790→ if ball_object.thrusting and ball_object.thrust_progress > 0.1
791→ ball_object\thrust_end!
792→
793→ vx, vy = ball_object.collider\get_velocity!
794→ if an.random\bool(@wall_boost_chance) and @wall_energy_boost > 1
795→ ball_object.collider\set_velocity vx*@wall_energy_boost, vy*@wall_energy_boost
796→
797→ -- Squash ball based on wall orientation, intensity shaped by easing
798→ intensity = math.clamp(math.remap(math.length(vx, vy), 0, 800, 0, 1), 0, 1)
799→
800→ -- Sound (pitch increases linearly with intensity above 0.45)
801→ pitch = if intensity > 0.45 then 1.0 + math.remap(intensity, 0.45, 0.7, 0, 1) else 1.0
802→ an\sound_play 'ball_wall', 0.4, pitch*an.random\float(0.95, 1.05)
803→ if intensity < 0.5
804→ intensity = 0.5*math.cubic_in_out(intensity/0.5)
805→ else
806→ intensity = 0.5 + 0.5*math.circ_in((intensity - 0.5)/0.5)
807→ ball_object\squash event.normal_x, event.normal_y, 0.75*intensity
808→
809→ -- Apply direct force to nearby plants when hitting floor (normal pointing down in screen coords)
810→ if event.normal_y > 0.5
811→ @\apply_direct_force_to_nearby_plants ball_object.x, ball_object.y, 75, vy
812→ -- Sound (only if plants are nearby)
813→ for p in *@plants.children
814→ if math.abs(ball_object.x - p.x) < 40
815→ an\sound_play "grass_impact_#{an.random\int(1, 3)}", 0.5, an.random\float(0.95, 1.05)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
7. Status display on ball — draw B [stacks] above the ball:
Now I need to draw the status text on the ball. Let me find where the ball drawing ends to add this. I'll draw it using emoji characters on the recolor_red layer above the ball:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1828→
1829→ if @thrusting
1830→ thrust_stretch = 1 + stretch_amount*squash_t
1831→ thrust_squeeze = 1 - squeeze_amount*squash_t
1832→ game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
1833→ game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
1834→ game\image @image, 0, 0, nil, @ball_flashing and white!
1835→ game\pop!
1836→ game\pop!
1837→ else
1838→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1839→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1840→ game\image @image, 0, 0, nil, @ball_flashing and white!
1841→ game\pop!
1842→ game\pop!
1843→
1844→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1845→ actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1846→ if @thrusting
1847→ actual_offset += @radius*stretch_amount*squash_t*2
1848→ perpendicular_angle = @angle - math.pi/2
1849→ weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1850→ weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1851→ weapon_spring = @spring.weapon.x
1852→
1853→ if @weapon_type == 'gun'
1854→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1855→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1856→ weapons\pop!
1857→
Let me find the very end of the ball update method to add the status display:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1890→ weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
1891→ else
1892→ weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
1893→ -- Draw bow image
1894→ weapons\push weapon_x, weapon_y, @angle + @weapon_recoil, 1, bow_stretch
1895→ weapons\push 0, 0, @weapon_rotation_offset, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1896→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1897→ weapons\pop!
1898→ weapons\pop!
1899→ -- Draw arrow on top of string and bow
1900→ if @bow_arrow_alpha > 0
1901→ arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5)*cos_a
1902→ arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a
1903→ arrow_scale = 26/512
1904→ weapons\push arrow_x, arrow_y, @angle + 3*math.pi/4, arrow_scale, arrow_scale
1905→ weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!
1906→ weapons\pop!
1907→
1908→ elseif @weapon_type == 'dagger'
1909→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1910→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1911→ weapons\pop!
1912→
1913→ elseif @weapon_type == 'kitchen_knife'
1914→ unless @kitchen_knife_thrown
1915→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1916→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1917→ weapons\pop!
1918→
1919→ elseif @weapon_type == 'boomerang'
Read (E:\a327ex\emoji-ball-battles\main.yue)
1919→ elseif @weapon_type == 'boomerang'
1920→ unless @boomerang_thrown
1921→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1922→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1923→ weapons\pop!
1924→
1925→ -- Debug draw all collider shapes from Box2D directly
1926→ if debug_draw_enabled
1927→ for shape in *@collider\get_shapes_geometry!
1928→ if shape.type == 'polygon'
1929→ debug_draw\polygon_line shape.vertices, red!
1930→ elseif shape.type == 'circle'
1931→ debug_draw\circle_line shape.x, shape.y, shape.radius, red!
1932→
1933→ -- Indicator layout system (dead code — kept for future status effect stack system above ball)
1934→ indicator_y = 18
1935→ indicator_gap = 5
1936→ for child in *@children
1937→ if child\is('indicator') and child.visible
1938→ child.target_y = indicator_y
1939→ indicator_y += child.h + indicator_gap
1940→
1941→ -- Track angular velocity for weight-based collision handling
1942→ @last_angular_velocity = @collider\get_angular_velocity!
1943→
1944→ take_damage: (amount, source, args={}) =>
1945→ return unless @parent -- Guard against events before fully added
1946→ @hp -= amount
1947→
1948→ @spring\pull 'hit', 0.3, 3, 0.7
There's already an indicator layout system at line 1933-1939. That's dead code but seems like the intended place for status effects. I'll draw the bleed status above the ball using that position. Let me add it right after the debug draw, using the emoji characters on the recolor_red layer:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Let me verify that the emoji digit/letter images exist. The emoji_text class uses lowercase character names:
Grep (an\image 'b')
No matches found
Grep (an\image '[a-z]')
No matches found
[Showing results with pagination = limit: 10, offset: 0]
Grep (an\image '[0-9a-zA-Z]')
No matches found
[Showing results with pagination = limit: 5, offset: 0]
Grep (an\image '0'|an\image '1'|an\image 'a')
No matches found
Grep (emoji_digits|emoji.font|load.digit)
No matches found
Grep (an.images[image_name]|an.images['0']|load_emoji)
1943: if an.images[image_name]
1945: recolor_red\image an.images[image_name], 0, 0
3673: image: an.images[image_name]
The emoji_text class uses an.images[image_name] where image_name is a single character. Let me check how these images get loaded — they must be loaded somewhere:
Glob (E:/a327ex/emoji-ball-battles/assets/*/b.)
E:/a327ex/emoji-ball-battles/assets\b.png
Glob (E:/a327ex/emoji-ball-battles/assets/*/[0-9].)
E:/a327ex/emoji-ball-battles/assets\0.png
E:/a327ex/emoji-ball-battles/assets\1.png
E:/a327ex/emoji-ball-battles/assets\2.png
E:/a327ex/emoji-ball-battles/assets\3.png
E:/a327ex/emoji-ball-battles/assets\4.png
E:/a327ex/emoji-ball-battles/assets\5.png
E:/a327ex/emoji-ball-battles/assets\6.png
E:/a327ex/emoji-ball-battles/assets\7.png
E:/a327ex/emoji-ball-battles/assets\8.png
E:/a327ex/emoji-ball-battles/assets\9.png
Good — b.png and digit PNGs all exist. Let me check how they get loaded — probably bulk loading:
Grep (load_images|image_directory|bulk.load|load.assets)
No matches found
Grep (an\images_from|an\load)
No matches found
Read (E:\a327ex\emoji-ball-battles\main.yue)
75→-- Images
76→an\image 'slight_smile', 'assets/slight_smile.png'
77→an\image 'cowboy', 'assets/cowboy.png'
78→an\image 'cowboy_hit', 'assets/cowboy_hit.png'
79→an\image 'no_mouth', 'assets/no_mouth.png'
80→an\image 'no_mouth_hit', 'assets/no_mouth_hit.png'
81→an\image 'dagger', 'assets/dagger.png'
82→an\image 'sword', 'assets/sword.png'
83→an\image 'gun', 'assets/gun.png'
84→an\image 'boom', 'assets/boom.png'
85→an\image 'star', 'assets/star.png'
86→an\image 'dash', 'assets/dash.png'
87→an\image 'bow', 'assets/bow.png'
88→an\image 'arrow', 'assets/arrow.png'
89→an\image 'boomerang', 'assets/boomerang.png'
90→an\image 'kitchen_knife', 'assets/kitchen_knife.png'
91→-- Plant images
92→an\image 'seedling', 'assets/seedling.png'
93→an\image 'sheaf', 'assets/sheaf.png'
94→an\image 'tulip', 'assets/tulip.png'
Read (E:\a327ex\emoji-ball-battles\main.yue)
96→an\image 'four_leaf_clover', 'assets/four_leaf_clover.png'
97→
98→-- Sky images
99→an\image 'cloud', 'assets/cloud.png'
100→an\image 'sun', 'assets/sun.png'
101→
102→-- Digit images for damage numbers
103→for i = 0, 9
104→ an\image tostring(i), "assets/#{i}.png"
105→
106→-- Letter images for text popups
107→for c in *{'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z'}
108→ an\image c, "assets/#{c}.png"
109→an\image 'plus', 'assets/plus.png'
110→
111→-- UI images
112→an\image 'heart', 'assets/heart.png'
113→an\image 'blue_board', 'assets/blue_board.png'
114→
115→-- Fonts
116→an\font 'fat', 'assets/FatPixelFont.ttf', 8
117→an\font 'lana', 'assets/LanaPixel.ttf', 11
118→
119→-- Spritesheets
120→an\spritesheet 'hit1', 'assets/hit1.png', 96, 48
121→
122→-- Sounds
123→--
124→-- Volume normalization process:
125→-- 1. Convert WAV to OGG: ffmpeg -i "File Name.wav" -c:a libvorbis -q:a 10 file_name.ogg
Lines 107-108 load all letter images including b. So an.images['b'] and an.images['1'] etc. all exist.
Now let me verify the whole thing compiles by checking my code is clean. Let me re-read the status effect drawing:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1933→ -- Status effects above ball
1934→ if @bleed_stacks > 0
1935→ status_scale = 10/512
1936→ status_y = @y - @radius - 18
1937→ text = "b#{@bleed_stacks}"
1938→ total_w = #text*10
1939→ start_x = @x - total_w/2
1940→ for i = 1, #text
1941→ char = text\sub(i, i)
1942→ image_name = char
1943→ if an.images[image_name]
1944→ recolor_red\push start_x + (i - 1)*10 + 5, status_y, 0, status_scale, status_scale
1945→ recolor_red\image an.images[image_name], 0, 0
1946→ recolor_red\pop!
1947→
1948→ -- Indicator layout system (dead code — kept for future status effect stack system above ball)
1949→ indicator_y = 18
1950→ indicator_gap = 5
1951→ for child in *@children
1952→ if child\is('indicator') and child.visible
Looks good. Here's a summary of all changes:
recolor_redlayer — new layer for red-colored emoji sprites, rendered and composited with red tint (223/255, 37/255, 64/255)@bleed_stacks = 0— initialized on every ball- Kitchen knife projectile hit — applies +1 bleed stack and uses
recolor_redlayer for damage number take_damageupdated — accepts optionalargs.layerto override damage number color- Ball-wall collision — if bleeding, consume 1 stack and deal 1 damage with red damage number
- Status display — draws
b[stacks]in red emoji characters above the ball whenbleed_stacks > 0
Hmmm, undo all these changes, bleed just doesn't feel good, really.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
All bleed changes reverted. Kitchen knife is back to just the throw/return mechanics with no status effects.
Let's have it scale throw dmg and return dmg separately. Goes up by +1 when throwing/returning respectively.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1516→
1517→
1518→ @\add collider 'ball', 'dynamic', 'circle', @radius
1519→ @collider\set_position @x, @y
1520→ @collider\set_restitution 1
1521→ @collider\set_friction 0
1522→ @collider\set_linear_damping 0
1523→
Read (E:\a327ex\emoji-ball-battles\main.yue)
2233→ false
2234→
2235→ kitchen_knife_fire: =>
2236→ return unless @\kitchen_knife_is_aligned!
2237→ @kitchen_knife_ready = false
2238→ @kitchen_knife_thrown = true
2239→ @spring\pull 'weapon', 0.6, 3, 0.7
2240→ -- Destroy weapon shapes so ball is defenseless while knife is out
2241→ @collider\destroy_shape @weapon_shape
2242→ @collider\destroy_shape @weapon_sensor
2243→ -- Spawn kitchen knife projectile from weapon tip
2244→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2245→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2246→ @parent.projectiles\add projectile spawn_x, spawn_y,
2247→ projectile_type: 'kitchen_knife'
Read (E:\a327ex\emoji-ball-battles\main.yue)
3185→ @damage = args.boomerang_damage or 1
3186→ @boomerang_damage_triggered = false
3187→ @boomerang_sound_angle = 0
3188→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3189→ @collider\set_position @x, @y
3190→ @collider\set_gravity_scale 0
3191→ @collider\set_friction 0
3192→ @collider\set_density 0.1
3193→ @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
3194→ elseif @projectile_type == 'kitchen_knife'
3195→ @w = 28
3196→ @h = 8
3197→ @kitchen_knife_scale = args.kitchen_knife_scale or 18/512
3198→ @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4
3199→ @kitchen_knife_speed = 400
3200→ @kitchen_knife_time = 0
3201→ @kitchen_knife_outward_duration = 0.5 -- seconds flying forward
3202→ @kitchen_knife_returning = false
3203→ @kitchen_knife_stuck = false
3204→ @kitchen_knife_stuck_time = 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
944→ continue if ball_object.team == projectile_object.team
945→
946→ projectile_object\hit 0.5, 'ball'
947→
948→ damage = projectile_object.damage or 1
949→ ball_object\take_damage damage
950→
951→ -- Track hit for projectile owner
952→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
953→ owner.hits_landed += 1
954→ owner.weapon_ui\landed_hit! if owner.weapon_ui
955→
956→ -- Scaling: +1 throw damage on first hit per throw
957→ if projectile_object.projectile_type == 'boomerang'
958→ unless projectile_object.boomerang_damage_triggered
959→ projectile_object.boomerang_damage_triggered = true
960→ owner.boomerang_damage += 1
961→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
962→
963→ -- headless: log hit
964→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
965→
966→ -- Spawn star particles at hit location
967→ x = (projectile_object.x + ball_object.x)/2
968→ y = (projectile_object.y + ball_object.y)/2
969→ for i = 1, an.random\int 1, 3
970→ @effects\add star_particle x, y,
971→ flash_on_spawn: true
972→
973→ -- Spiral projectile-wall collision: kill on contact with effects
Read (E:\a327ex\emoji-ball-battles\main.yue)
2558→ -- Row 1
2559→ effects\text "ATTACKS/S", 'lana', left_x, -6, white!
2560→ value1 = string.format("%.2f", attacks_per_second)
2561→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
2562→ -- Row 2
2563→ effects\text "BURST CHANCE", 'lana', left_x, 6, white!
2564→ value2 = string.format("%d%%", burst_chance)
2565→ effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
2566→ elseif @weapon_type == 'sword'
2567→ effects\text "THRUST DMG", 'lana', left_x, 0, white!
2568→ value1 = string.format("%d", my_ball.thrust_damage)
2569→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2570→ elseif @weapon_type == 'bow'
2571→ effects\text "ARROWS/SHOT", 'lana', left_x, 0, white!
2572→ value1 = string.format("%d", my_ball.arrows_per_shot)
Read (E:\a327ex\emoji-ball-battles\main.yue)
2573→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2574→ elseif @weapon_type == 'boomerang'
2575→ effects\text "THROW DMG", 'lana', left_x, 0, white!
2576→ value1 = string.format("%d", my_ball.boomerang_damage)
2577→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2578→ else -- dagger, kitchen_knife
2579→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2580→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2581→ value1 = string.format("%.2f", rotations_per_second)
2582→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2583→ effects\pop!
2584→
2585→ hit: =>
2586→ -- Show hit emoji temporarily
2587→ @showing_hit = true
Read (E:\a327ex\emoji-ball-battles\main.yue)
3204→ @kitchen_knife_stuck_time = 0
3205→ @kitchen_knife_stuck_duration = 0.3
3206→ @kitchen_knife_spin = 0
3207→ @kitchen_knife_spin_speed = 12*math.pi
3208→ @kitchen_knife_current_speed = @kitchen_knife_speed
3209→ @kitchen_knife_decel_duration = 0.18
3210→ @kitchen_knife_accel_duration = 0.24
3211→ @kitchen_knife_return_time = 0
3212→ @kitchen_knife_min_time = 0.3
3213→ @damage = 1
3214→ @kitchen_knife_move_angle = @direction
3215→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3216→ @collider\set_position @x, @y
3217→ @collider\set_gravity_scale 0
3218→ @collider\set_friction 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
2246→ @parent.projectiles\add projectile spawn_x, spawn_y,
2247→ projectile_type: 'kitchen_knife'
2248→ direction: @angle
2249→ team: @team
2250→ flash_on_spawn: true
2251→ kitchen_knife_scale: @weapon_scale
2252→ kitchen_knife_rotation_offset: @weapon_rotation_offset
2253→
2254→ flash_ball: (duration=0.15) =>
2255→ @ball_flashing = true
Now I have the full picture. Here are the changes:
1. Ball init — add throw/return damage tracking:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
2. Fire method — pass both damages:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
3. Projectile init — store both damages, use throw damage initially:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now I need to switch @damage to return damage when the knife starts returning. Let me find the two places where @kitchen_knife_returning = true is set:
Grep (@kitchen_knife_returning = true)
3322: @kitchen_knife_returning = true
3335: @kitchen_knife_returning = true
Read (E:\a327ex\emoji-ball-battles\main.yue)
3319→ @collider\set_velocity 0, 0
3320→ if @kitchen_knife_stuck_time >= @kitchen_knife_stuck_duration
3321→ @kitchen_knife_stuck = false
3322→ @kitchen_knife_returning = true
3323→ @kitchen_knife_return_time = 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
3332→ @kitchen_knife_current_speed = @kitchen_knife_speed
3333→ @collider\set_velocity @kitchen_knife_current_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_current_speed*math.sin(@kitchen_knife_move_angle)
3334→ if @kitchen_knife_time >= @kitchen_knife_outward_duration
3335→ @kitchen_knife_returning = true
3336→ @kitchen_knife_return_time = 0
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
4. Projectile hit — +1 throw or return damage on first hit per phase:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
I need to init those trigger flags in the projectile. Let me add them:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3214→ @kitchen_knife_speed = 400
3215→ @kitchen_knife_time = 0
3216→ @kitchen_knife_outward_duration = 0.5 -- seconds flying forward
3217→ @kitchen_knife_returning = false
3218→ @kitchen_knife_stuck = false
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
5. Weapon UI — show both stats:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Summary:
- Throw damage: starts at 1, +1 on first outward hit per throw. Displayed as "THROW DMG" in weapon UI.
- Return damage: starts at 1, +1 on first return hit per throw. Displayed as "RETURN DMG" in weapon UI.
- Each phase tracks independently — hitting on the throw scales throw damage, hitting on the return scales return damage.
@damageon the projectile switches from throw to return damage when the knife starts returning.
Commit the code as currently is to the emoji-ball-battles repository, simple comment as "Kitchen Knife checkpoint" or similar. We'll remove the knife code after and do it again another way.
Bash (cd E:/a327ex/emoji-ball-battles && git log --oneline -5)
f86f19e EBB Render Mode
933ffdf EBB Boomerang 2
d43b782 EBB Boomerang
44d808b EBB Saw
79c881f EBB Lollipop
Bash (cd E:/a327ex/emoji-ball-battles && git add main.yue main.lua anchor.exe anchor/c...)
warning: in the working copy of 'anchor/collider.yue', LF will be replaced by CRLF the next time Git touches it
[main 88dea52] Kitchen Knife checkpoint
9 files changed, 492 insertions(+), 272 deletions(-)
create mode 100644 assets/Throwing Knife (Thrown) 10.wav
create mode 100644 assets/Throwing Knife (Thrown) 3.wav
create mode 100644 assets/Throwing Knife (Thrown) 4.wav
create mode 100644 assets/kitchen_knife.png
On branch main
Your branch is ahead of 'origin/main' by 1 commit.
(use "git push" to publish your local commits)
nothing to commit, working tree clean
Committed as 88dea52 Kitchen Knife checkpoint. Not pushed.
Now let's make it so that the knife words by being thrown, but it doesn't come back like the boomerang, instead it hits and bounces off walls like the gun projectiles do. After 3 bounces it gets stuck on the wall like an arrow does, and the player can only regain it once it passes nearby. Let's try that.
This is a significant rework of the projectile behavior. Let me find all the kitchen knife projectile code and rewrite it.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3194→ @h = 12
3195→ @boomerang_spin = args.boomerang_start_angle or 0
3196→ @boomerang_spin_speed = 12*math.pi
3197→ @boomerang_scale = args.boomerang_scale or 20/512
3198→ @boomerang_rotation_offset = args.boomerang_rotation_offset or 0
3199→ @boomerang_time = 0
3200→ @boomerang_min_time = 0.5
3201→ @boomerang_speed = 350
3202→ @boomerang_angle_offset = args.boomerang_angle_offset or math.pi/4
3203→ @boomerang_move_angle = @direction + @boomerang_angle_offset
3204→ @boomerang_turn_rate = args.boomerang_turn_rate or -3.5 -- radians/s, negative = clockwise
3205→ @boomerang_returning = false
3206→ @boomerang_homing_strength = 0.42
3207→ @damage = args.boomerang_damage or 1
3208→ @boomerang_damage_triggered = false
3209→ @boomerang_sound_angle = 0
3210→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3211→ @collider\set_position @x, @y
3212→ @collider\set_gravity_scale 0
3213→ @collider\set_friction 0
3214→ @collider\set_density 0.1
3215→ @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
3216→ elseif @projectile_type == 'kitchen_knife'
3217→ @w = 28
3218→ @h = 8
3219→ @kitchen_knife_scale = args.kitchen_knife_scale or 18/512
3220→ @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4
3221→ @kitchen_knife_speed = 400
3222→ @kitchen_knife_time = 0
3223→ @kitchen_knife_outward_duration = 0.5 -- seconds flying forward
... [10 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
3233→ @kitchen_knife_decel_duration = 0.18
3234→ @kitchen_knife_accel_duration = 0.24
3235→ @kitchen_knife_return_time = 0
3236→ @kitchen_knife_min_time = 0.3
3237→ @kitchen_knife_throw_damage = args.kitchen_knife_throw_damage or 1
3238→ @kitchen_knife_return_damage = args.kitchen_knife_return_damage or 1
3239→ @damage = @kitchen_knife_throw_damage
3240→ @kitchen_knife_move_angle = @direction
3241→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3242→ @collider\set_position @x, @y
3243→ @collider\set_gravity_scale 0
3244→ @collider\set_friction 0
3245→ @collider\set_density 0.1
3246→ @collider\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3247→ @collider\set_bullet true -- continuous collision detection
1. Replace projectile init:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
2. Replace projectile update — find and replace the whole kitchen knife update block:
Grep (Kitchen knife: straight forward)
3318: -- Kitchen knife: straight forward with decel, stuck on wall, spin on return
Read (E:\a327ex\emoji-ball-battles\main.yue)
3318→ -- Kitchen knife: straight forward with decel, stuck on wall, spin on return
3319→ if @projectile_type == 'kitchen_knife'
3320→ @kitchen_knife_time += dt
3321→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3322→ if owner and owner.parent
3323→ if @kitchen_knife_stuck
3324→ -- Stuck in wall: wait, then start returning
3325→ @kitchen_knife_stuck_time += dt
3326→ @collider\set_velocity 0, 0
3327→ if @kitchen_knife_stuck_time >= @kitchen_knife_stuck_duration
3328→ @kitchen_knife_stuck = false
3329→ @kitchen_knife_returning = true
3330→ @kitchen_knife_return_time = 0
3331→ @damage = @kitchen_knife_return_damage
3332→ @kitchen_knife_spin = @kitchen_knife_move_angle
3333→ elseif not @kitchen_knife_returning
3334→ -- Outward phase: decelerate near end
3335→ remaining = @kitchen_knife_outward_duration - @kitchen_knife_time
3336→ if remaining < @kitchen_knife_decel_duration
3337→ t = math.max(remaining/@kitchen_knife_decel_duration, 0)
3338→ @kitchen_knife_current_speed = @kitchen_knife_speed*t
3339→ else
3340→ @kitchen_knife_current_speed = @kitchen_knife_speed
3341→ @collider\set_velocity @kitchen_knife_current_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_current_speed*math.sin(@kitchen_knife_move_angle)
3342→ if @kitchen_knife_time >= @kitchen_knife_outward_duration
3343→ @kitchen_knife_returning = true
3344→ @kitchen_knife_return_time = 0
3345→ @damage = @kitchen_knife_return_damage
3346→ @kitchen_knife_spin = @kitchen_knife_move_angle
3347→ else
... [30 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
3377→ @\kill!
3378→ else
3379→ @\kill!
3380→
3381→ --[[ Homing seek logic (for future use with other weapons):
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
3. Update wall hit handler — bounce or stick:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1000→
1001→ -- Boomerang projectile-wall collision: bounce off wall
1002→ for event in *an\collision_begin_events 'boomerang_projectile', 'wall'
1003→ projectile_object = event.a
1004→
1005→ -- Kitchen knife returning: no wall interaction at all
1006→ if projectile_object.projectile_type == 'kitchen_knife' and projectile_object.kitchen_knife_returning
1007→ continue
1008→
1009→ -- Kitchen knife outward: spring only, no sound/particles
1010→ if projectile_object.projectile_type == 'kitchen_knife'
1011→ projectile_object\hit 0.5, 'wall', event.normal_x, event.normal_y
1012→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
1013→ owner.weapon_ui\boomerang_wall_hit! if owner and owner.weapon_ui
1014→ continue
1015→
1016→ projectile_object\hit 0.5, 'wall', event.normal_x, event.normal_y
1017→
1018→ an\sound_play "wood_heavy_#{an.random\int(1, 3)}", an.random\float(0.46, 0.74), an.random\float(0.95, 1.05)
1019→ normal_angle = math.angle event.normal_x, event.normal_y
1020→ @effects\add hit_circle event.point_x, event.point_y, {radius: 6, duration: an.random\float(0.15, 0.3), color: brown, flash_on_spawn: true}
1021→ for i = 1, an.random\int 1, 2
1022→ @effects\add hit_particle event.point_x, event.point_y,
1023→ velocity: an.random\float(75, 150)
1024→ direction: normal_angle + math.pi + an.random\float(-math.pi/3, math.pi/3)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the hit() method's wall case for kitchen knife — bounce or stick:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3437→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3438→ @bounces -= 1
3439→ if @bounces < 0
3440→ @\kill!
3441→ when 'ball'
3442→ if @projectile_type != 'boomerang' and @projectile_type != 'kitchen_knife'
3443→ @\kill!
3444→
3445→
3446→
3447→-- Damage number: emoji digits that float upward and fade
3448→class damage_number extends object
3449→ new: (@x, @y, amount, args={}) =>
3450→ super!
3451→ @vy = args.vy or -24
Read (E:\a327ex\emoji-ball-battles\main.yue)
3420→ -- Flip angle if arrow points outward from wall
3421→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
3422→ angle += math.pi
3423→ offset = an.random\float(0, 10)
3424→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
3425→ @\kill!
3426→ elseif @projectile_type == 'spiral'
3427→ @\kill!
3428→ elseif @projectile_type == 'boomerang'
3429→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3430→ elseif @projectile_type == 'kitchen_knife'
3431→ t = math.clamp(@kitchen_knife_time/@kitchen_knife_outward_duration, 0, 1)
3432→ @kitchen_knife_stuck_duration = 0.7*(1 - t)
3433→ @kitchen_knife_stuck = true
3434→ @kitchen_knife_stuck_time = 0
3435→ @kitchen_knife_current_speed = 0
3436→ when 'weapon'
3437→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3438→ @bounces -= 1
3439→ if @bounces < 0
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
4. Update collider angle logic — no more returning phase:
Grep (collider\set_angle @kitchen_knife)
3365: @collider\set_angle @kitchen_knife_move_angle
Good, that's already just @kitchen_knife_move_angle — works fine for bouncing.
5. Update drawing — no more spin/returning logic:
Grep (kitchen_knife_returning then @kitchen_knife_spin)
3393: r = if @kitchen_knife_returning then @kitchen_knife_spin + @kitchen_knife_rotation_offset else @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
Read (E:\a327ex\emoji-ball-battles\main.yue)
3390→ weapons\pop!
3391→ elseif @projectile_type == 'kitchen_knife'
3392→ s = @kitchen_knife_scale*scale
3393→ r = if @kitchen_knife_returning then @kitchen_knife_spin + @kitchen_knife_rotation_offset else @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3394→ layer = if @kitchen_knife_stuck then game else weapons
3395→ layer\push @x, @y, r, s, s
3396→ layer\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!
3397→ layer\pop!
3398→ -- Debug draw collider shapes from Box2D directly
3399→ if debug_draw_enabled
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
6. Update hit() flash suppression — no more returning check:
Grep (kitchen_knife.target_type.wall)
3408: unless @projectile_type == 'kitchen_knife' and target_type == 'wall'
That's fine — still suppress flash on wall hit for kitchen knife.
7. Ball init — remove return_damage:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1518→ @max_angular_velocity = 3*math.pi
1519→ @weapon_weight = 1.0
1520→ @hit_stop_multiplier = 1.0
1521→ @hit_particle_multiplier = 1.0
1522→ @camera_shake_multiplier = 1.0
Grep (kitchen_knife_return_damage|kitchen_knife_throw_damage)
966: owner.kitchen_knife_return_damage += 1
971: owner.kitchen_knife_throw_damage += 1
1525: @kitchen_knife_throw_damage = 1
1526: @kitchen_knife_return_damage = 1
2264: kitchen_knife_throw_damage: @kitchen_knife_throw_damage
2265: kitchen_knife_return_damage: @kitchen_knife_return_damage
2593: value1 = string.format("%d", my_ball.kitchen_knife_throw_damage)
2596: value2 = string.format("%d", my_ball.kitchen_knife_return_damage)
3223: @kitchen_knife_throw_damage = args.kitchen_knife_throw_damage or 1
3224: @damage = @kitchen_knife_throw_damage
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
8. Fire method — remove return_damage arg:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
9. Projectile init — remove return_damage:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3220→ @kitchen_knife_throw_triggered = false
3221→ @kitchen_knife_throw_damage = args.kitchen_knife_throw_damage or 1
3222→ @damage = @kitchen_knife_throw_damage
3223→ @kitchen_knife_move_angle = @direction
3224→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3225→ @collider\set_position @x, @y
3226→ @collider\set_gravity_scale 0
3227→ @collider\set_friction 0
Good — already no return_damage there. Now the sensor hit scaling:
10. Sensor hit — remove return damage scaling:
Read (E:\a327ex\emoji-ball-battles\main.yue)
960→ owner.boomerang_damage += 1
961→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
962→ elseif projectile_object.projectile_type == 'kitchen_knife'
963→ if projectile_object.kitchen_knife_returning
964→ unless projectile_object.kitchen_knife_return_triggered
965→ projectile_object.kitchen_knife_return_triggered = true
966→ owner.kitchen_knife_return_damage += 1
967→ @effects\add emoji_text owner.x, owner.y - 10, "+1 ret"
968→ else
969→ unless projectile_object.kitchen_knife_throw_triggered
970→ projectile_object.kitchen_knife_throw_triggered = true
971→ owner.kitchen_knife_throw_damage += 1
972→ @effects\add emoji_text owner.x, owner.y - 10, "+1 thr"
973→
974→ -- headless: log hit
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
11. Weapon UI — just THROW DMG, single row:
Read (E:\a327ex\emoji-ball-battles\main.yue)
2586→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
2587→ effects\text "RETURN DMG", 'lana', left_x, 6, white!
2588→ value2 = string.format("%d", my_ball.kitchen_knife_return_damage)
2589→ effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
2590→ else -- dagger
2591→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2592→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2593→ value1 = string.format("%.2f", rotations_per_second)
2594→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2595→ effects\pop!
2596→
2597→ hit: =>
Read (E:\a327ex\emoji-ball-battles\main.yue)
2581→ value1 = string.format("%d", my_ball.boomerang_damage)
2582→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2583→ elseif @weapon_type == 'kitchen_knife'
2584→ effects\text "THROW DMG", 'lana', left_x, -6, white!
2585→ value1 = string.format("%d", my_ball.kitchen_knife_throw_damage)
2586→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
2587→ effects\text "RETURN DMG", 'lana', left_x, 6, white!
2588→ value2 = string.format("%d", my_ball.kitchen_knife_return_damage)
2589→ effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
2590→ else -- dagger
2591→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2592→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Here's the new kitchen knife behavior:
- Thrown forward at constant speed (400)
- Bounces off walls — reflects angle on hit, 3 bounces allowed
- Sticks on 4th wall hit — velocity goes to 0, drawn behind wall on
gamelayer - Caught on proximity — when the knife passes within 20px of the owner (bouncing or stuck), it's recaptured and cooldown restarts
- Damage scaling — +1 throw damage on first enemy hit per throw
- No return phase — knife just bounces around until caught or stuck
It should be throw with impulse like normal projectiles and be affected by gravity.
Grep (apply_impulse|set_gravity_scale|projectile_type == 'bullet'|projectile_type == 'arrow')
850: if projectile_object.projectile_type == 'arrow'
888: if projectile_object.projectile_type == 'arrow'
894: projectile_object.collider\set_gravity_scale 2
1599: @collider\set_gravity_scale 0
1774: @collider\apply_impulse math.sign(vx)*an.random\float(0, 6), -24
2078: @collider\set_gravity_scale 0
2091: @collider\set_gravity_scale 1
2276: @collider\set_gravity_scale 1
2277: @collider\apply_impulse an.random\sign!*an.random\float(5, 10), an.random\float(-10, 10)
3143: if @projectile_type == 'bullet'
3150: @collider\set_gravity_scale 0.5
3151: @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
3153: elseif @projectile_type == 'arrow'
3160: @collider\set_gravity_scale 0
3161: @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
[Showing results with pagination = limit: 15, offset: 0]
Read (E:\a327ex\emoji-ball-battles\main.yue)
3143→ if @projectile_type == 'bullet'
3144→ @w = 15
3145→ @h = 8
3146→ @\add collider 'projectile', 'dynamic', 'box', @w, @h
3147→ @collider\set_position @x, @y
3148→ @collider\set_restitution 0.75
3149→ @collider\set_friction 0
3150→ @collider\set_gravity_scale 0.5
3151→ @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
3152→ @collider\set_density 0.4
3153→ elseif @projectile_type == 'arrow'
3154→ @w = 18
3155→ @h = 4
3156→ @\add collider 'projectile', 'dynamic', 'box', @w, @h
3157→ @collider\set_position @x, @y
3158→ @collider\set_restitution 0
3159→ @collider\set_friction 1
3160→ @collider\set_gravity_scale 0
3161→ @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
3162→ @collider\set_density 0.1
3163→ elseif @projectile_type == 'spiral'
3164→ @w = 15
3165→ @h = 8
3166→ @spiral_turn_rate = args.spiral_turn_rate or 12
3167→ @spiral_turn_decrease_rate = 2
Now let me see the current kitchen knife init and update:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3215→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3216→ @collider\set_position @x, @y
3217→ @collider\set_gravity_scale 0
3218→ @collider\set_friction 0
3219→ @collider\set_density 0.1
3220→ @collider\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3221→ @collider\set_bullet true -- continuous collision detection
3222→
3223→ -- Sensor shape for ball detection (passes through balls)
3224→ sensor_w = @w
3225→ sensor_h = @h
3226→ if @projectile_type == 'boomerang' or @projectile_type == 'kitchen_knife'
3227→ @ball_sensor = @collider\add_box 'boomerang_sensor', sensor_w, sensor_h, {sensor: true}
3228→ else
3229→ @ball_sensor = @collider\add_box 'projectile_sensor', sensor_w, sensor_h, {sensor: true}
3230→ @collider\set_density 0, @ball_sensor
3231→
3232→ -- Spiral: additional sensor for weapon parry detection (no physical collision)
3233→ if @projectile_type == 'spiral'
3234→ @weapon_sensor = @collider\add_box 'spiral_weapon_sensor', @w, @h, {sensor: true}
Read (E:\a327ex\emoji-ball-battles\main.yue)
3296→ owner.collider\set_density 0, owner.weapon_sensor
3297→ owner.boomerang_ready = false
3298→ owner.timer\after owner.boomerang_cooldown, 'boomerang_cooldown', -> owner.boomerang_ready = true
3299→ owner.timer\when (-> owner.boomerang_ready and owner\boomerang_can_fire!), 'boomerang_fire', (-> owner\boomerang_fire!)
3300→ owner.cooldown_bar\activate owner.boomerang_cooldown
3301→ @\kill!
3302→ else
3303→ -- Owner dead, just die
3304→ @\kill!
3305→ -- Kitchen knife: flies forward, bounces off walls, sticks after 3 bounces, catch on proximity
3306→ if @projectile_type == 'kitchen_knife'
3307→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3308→ if owner and owner.parent
3309→ if @kitchen_knife_stuck
3310→ @collider\set_velocity 0, 0
3311→ else
3312→ @collider\set_velocity @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3313→ -- Check if close enough to owner to catch
3314→ d = math.distance @x, @y, owner.x, owner.y
3315→ if d < 20
3316→ owner.kitchen_knife_thrown = false
3317→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3318→ -- Recreate weapon shapes
3319→ hitbox_oy = owner.weapon_hitbox_offset_y or 0
3320→ owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
3321→ owner.collider\set_restitution 1, owner.weapon_shape
3322→ owner.collider\set_density 0, owner.weapon_shape
3323→ owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
3324→ owner.collider\set_restitution 1, owner.weapon_sensor
3325→ owner.collider\set_density 0, owner.weapon_sensor
Two changes needed:
- Init: Use impulse instead of set_velocity, set gravity_scale to something > 0, add restitution for bouncing
- Update: Stop overriding velocity every frame — let physics handle it. Only set velocity to 0 when stuck.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the update loop — remove the manual velocity override, only zero it when stuck. Also update kitchen_knife_move_angle from actual velocity so the visual/collider tracks correctly:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now I also need to update the wall hit handler. Since physics handles the bounce naturally via restitution, the math.reflect in hit() is no longer needed — Box2D does the bouncing. But we still need the bounce counter and stick logic. Let me update the hit method:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3425→ @kitchen_knife_move_angle = math.reflect @kitchen_knife_move_angle, normal_x, normal_y
3426→ else
3427→ @kitchen_knife_stuck = true
3428→ when 'weapon'
3429→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3430→ @bounces -= 1
3431→ if @bounces < 0
3432→ @\kill!
3433→ when 'ball'
3434→ if @projectile_type != 'boomerang' and @projectile_type != 'kitchen_knife'
3435→ @\kill!
3436→
3437→
3438→
3439→-- Damage number: emoji digits that float upward and fade
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the knife uses physics naturally — impulse launch, gravity pulls it down, Box2D handles wall bounces via restitution (0.75), and after 3 bounces it sticks. The kitchen_knife_move_angle tracks the actual velocity direction each frame for the visual rotation.
Too fast impulse.
Grep (kitchen_knife_speed = )
3208: @kitchen_knife_speed = 400
For reference, bullets use @velocity which comes from args. Let me check what bullet velocity is:
Grep (velocity:.projectile_type.bullet|bullet.*velocity)
No matches found
Grep (projectile_type: 'bullet')
No matches found
Grep ("bullet")
No matches found
[Showing results with pagination = limit: 10, offset: 0]
Grep (velocity: \d+)
2014: velocity: 15
2168: velocity: 10
2683: @timer\tween @duration, @, {velocity: 0, sx: 0, sy: 0}, math.linear, -> @\kill!
2715: @timer\tween @duration, @, {velocity: 0, scale: 0}, math.linear, -> @\kill!
3031: @timer\tween @duration, @, {velocity: 0, sx: 0, sy: 0}, math.linear, -> @\kill!
3096: @timer\tween @duration, @, {velocity: 0, scale: 0}, math.quad_out, -> @\kill!
Read (E:\a327ex\emoji-ball-battles\main.yue)
2010→ @weapon_ui\shoot!
2011→
2012→ -- Spawn projectile
2013→ @parent.projectiles\add projectile boom_x, boom_y,
2014→ velocity: 15
2015→ direction: @angle
2016→ flash_on_spawn: true
2017→ team: @team
2018→ bounces: 2
2019→
Bullets use velocity 15. The knife at 400 is way too high. Let me try something more moderate:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Dropped from 400 to 20 — closer to bullet's 15 but slightly stronger since the knife is heavier.
Let's try 10 instead.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
After it bounces once it should rotate around itself fast.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3207→ @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4
3208→ @kitchen_knife_speed = 10
3209→ @kitchen_knife_bounces = 3
3210→ @kitchen_knife_stuck = false
3211→ @kitchen_knife_throw_triggered = false
3212→ @kitchen_knife_throw_damage = args.kitchen_knife_throw_damage or 1
3213→ @damage = @kitchen_knife_throw_damage
3214→ @kitchen_knife_move_angle = @direction
Read (E:\a327ex\emoji-ball-battles\main.yue)
3383→ elseif @projectile_type == 'kitchen_knife'
3384→ s = @kitchen_knife_scale*scale
3385→ r = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3386→ layer = if @kitchen_knife_stuck then game else weapons
3387→ layer\push @x, @y, r, s, s
3388→ layer\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!
3389→ layer\pop!
3390→ -- Debug draw collider shapes from Box2D directly
3391→ if debug_draw_enabled
3392→ for shape in *@collider\get_shapes_geometry!
Add spin tracking and update it in the update loop, use it for drawing after first bounce:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the spin in the update loop:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3305→ @\kill!
3306→ else
3307→ -- Owner dead, just die
3308→ @\kill!
3309→ -- Kitchen knife: flies forward, bounces off walls, sticks after 3 bounces, catch on proximity
3310→ if @projectile_type == 'kitchen_knife'
3311→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3312→ if owner and owner.parent
3313→ if @kitchen_knife_stuck
3314→ @collider\set_velocity 0, 0
3315→ @collider\set_gravity_scale 0
3316→ else
3317→ vx, vy = @collider\get_velocity!
3318→ @kitchen_knife_move_angle = math.angle(vx, vy)
3319→ -- Check if close enough to owner to catch
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Start spinning on first bounce — in the hit() wall handler:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3425→ elseif @projectile_type == 'boomerang'
3426→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3427→ elseif @projectile_type == 'kitchen_knife'
3428→ if @kitchen_knife_bounces > 0
3429→ @kitchen_knife_bounces -= 1
3430→ else
3431→ @kitchen_knife_stuck = true
3432→ when 'weapon'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Update drawing to use spin when spinning:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. After the first wall bounce, the knife starts spinning at 12*math.pi rad/s (~6 rotations/sec). Before the first bounce it tracks the velocity direction. The spin is seeded with the current move_angle so there's no visual jump.
Lower restitution, the visual angle of the knife when it sticks should be based on its velocity vector, and should be randomly a few ways into the wall always, such that the knife should never be visually stopped only with its tip touching the wall. The knife also shouldn't be able to deal damage to the enemy while its stuck.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3218→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3219→ @collider\set_position @x, @y
3220→ @collider\set_gravity_scale 0.5
3221→ @collider\set_restitution 0.75
3222→ @collider\set_friction 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
3427→ elseif @projectile_type == 'kitchen_knife'
3428→ if @kitchen_knife_bounces > 0
3429→ @kitchen_knife_bounces -= 1
3430→ unless @kitchen_knife_spinning
3431→ @kitchen_knife_spinning = true
3432→ @kitchen_knife_spin = @kitchen_knife_move_angle
3433→ else
3434→ @kitchen_knife_stuck = true
3435→ when 'weapon'
3436→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
Read (E:\a327ex\emoji-ball-battles\main.yue)
3385→ weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
3386→ weapons\image an.images.boomerang, 0, 0, nil, @flashing and white!
3387→ weapons\pop!
3388→ elseif @projectile_type == 'kitchen_knife'
3389→ s = @kitchen_knife_scale*scale
3390→ r = if @kitchen_knife_spinning then @kitchen_knife_spin + @kitchen_knife_rotation_offset else @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3391→ layer = if @kitchen_knife_stuck then game else weapons
3392→ layer\push @x, @y, r, s, s
3393→ layer\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!
3394→ layer\pop!
Read (E:\a327ex\emoji-ball-battles\main.yue)
944→ continue if ball_object.team == projectile_object.team
945→
946→ projectile_object\hit 0.5, 'ball'
947→
948→ damage = projectile_object.damage or 1
949→ ball_object\take_damage damage
950→
951→ -- Track hit for projectile owner
952→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
953→ owner.hits_landed += 1
1. Lower restitution:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>Found 2 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: @collider\set_restitution 0.75</tool_use_error>
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
2. Stuck angle based on velocity, pushed into wall:
When the knife gets stuck, I need to save the velocity-based angle and offset it a bit into the wall (using the wall normal). Let me update the hit() handler:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the drawing to use stuck position and angle:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
3. No damage while stuck — skip the sensor hit:
Read (E:\a327ex\emoji-ball-battles\main.yue)
940→ projectile_object = event.a
941→ ball_object = event.b
942→
943→ -- Skip if hitting same team
944→ continue if ball_object.team == projectile_object.team
945→
946→ projectile_object\hit 0.5, 'ball'
947→
948→ damage = projectile_object.damage or 1
949→ ball_object\take_damage damage
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>Found 2 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: -- Skip if hitting same team
continue if ball_object.team == projectile_object.team</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\main.yue)
938→ -- Boomerang-ball sensor: deal piercing damage
939→ for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
940→ projectile_object = event.a
941→ ball_object = event.b
942→
943→ -- Skip if hitting same team
944→ continue if ball_object.team == projectile_object.team
945→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done:
- Restitution: 0.75 → 0.4 (less bouncy)
- Stuck angle: Based on velocity direction at impact, drawn 4-8px into the wall along the wall normal
- Stuck drawing: Uses saved position/angle, drawn on
gamelayer (behind walls) - No damage while stuck: Sensor hit skips kitchen knife when stuck
No bounces, it's just throw, damage increases on hit, gets stuck. Spin on bounce still there, but there are no actual bounces. The code for making the knife stick correctly to the wall is not correct, also.
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me go through the conversation chronologically:
Session start: This is a continuation from a previous conversation. The summary provides context about earlier work: removing the saw weapon, fixing boomerang debug drawing via a new
physics_get_shapes_geometryengine function, and beginning kitchen knife implementation.Kitchen knife throw behavior - initial implementation: The conversation started with the kitchen knife already having basic init, drawing, and alignment/fire methods. The assistant was asked to continue from where it left off - the kitchen knife throwing behavior had just been implemented but not tested.
User's first feedback: "Knife shouldn't reflect on walls, should pierce but remove damage scaling, knife is a melee weapon so it should hit melee, the projectile may be a projectile object but will, for gameplay purposes later, be a melee hit, this doesn't change anything now. Doesn't need to code to not fire while facing walls because its raycast aligned and not based on cooldown like the boomerang."
- Removed wall reflection
- Removed damage scaling (+1 per throw)
- Removed melee hit skip for kitchen knife
- Removed kitchen_knife_damage variable and related code
- Removed weapon_ui "THROW DMG" stat
Wall stick + spin + gradual velocity: User requested: "when the knife hits a wall, it should be stopped there like an arrow, the projectile dies, but the visual stays there for some amount of time. When it comes back, either from wall or normally, it should rotated around itself, direction of rotation based on where it needs to move to reach the player. Finally, the way the velocity stops needs to be more realistic."
- Added stuck state with duration
- Added spin on return (cross product direction)
- Added deceleration on outward, acceleration on return
Spin too fast: User said "the spinning on return is too fast or it isn't being multiplied by dt." It was multiplied by dt, so reduced from 12 to 4 rad/s.
Spin still wrong: User said "The knife may be being drawn without taking into account the spin?" Found the issue was a discontinuity - spin started at 0 but outward phase drew at move_angle. Fixed by seeding spin with move_angle when return starts.
Spin still wrong again: User said "Nope, still wrong. Try to make the returning knife work exactly like the boomerang in terms of its rotation around itself, maybe?" Simplified to constant spin like boomerang:
12*math.pirad/s, no cross product direction logic.Arrow-like wall drawing + stuck time: User said "like the arrow, should be drawn behind the wall. 0.3 -> 0.7 for stuck time." Changed stuck duration from 0.3 to 0.7, and discussed drawing behind wall.
No need for stuck_knife object: User said "I don't think we need stuck knife object, we can just do it on the projectile directly." Simplified to draw on
gamelayer when stuck instead of spawning separate object.Outward duration and lerp: User said "Let's set it to 0.5s, and increase the lerp down + up by 20%." Changed outward_duration 0.35→0.5s, decel 0.15→0.18s, accel 0.2→0.24s.
Projectile should match knife size/angle: User said "The projectile that's created for the knife should match its size and angle at all times." Changed collider size from 16x6 to 28x8 (matching weapon hitbox), set collider angle each frame.
Collider angle for return: User said "The angle of the projectile should also match the knife's visual angle when going, and should otherwise track the direction to the player when coming back." Changed to use
@kitchen_knife_move_angle + @kitchen_knife_rotation_offsetfor outward,@kitchen_knife_move_anglefor return.Collider angle wrong: User said "The actual shape angle is not correct and matching the knife when moving forward." Removed
@kitchen_knife_rotation_offsetfrom collider angle - it's a visual offset only. Collider just uses@kitchen_knife_move_angle.No wall effects: User said "There should be no visual effect when the kitchen knife hits the wall, other than it springing (this should be matched on weapon UI). When returning, there should be no effect at all possible with the walls, not even sound." Added kitchen knife special cases in collision handler.
Bleed status effect discussion: User asked about status effects. Read WEAPON_DESIGN.md and PHASE2_WEAPONS.md. Discussed bleed mechanics. User chose stacking counter model, throw-only application.
Bleed implementation: Added recolor_red layer, bleed_stacks on ball, bleed application on kitchen knife hit, bleed consumption on wall hit, red damage numbers, status display above ball.
Bleed undone: User said "Undo all these changes, bleed just doesn't feel good, really." Reverted all bleed changes.
Throw/return damage scaling: User said "Let's have it scale throw dmg and return dmg separately." Added kitchen_knife_throw_damage and kitchen_knife_return_damage, tracked separately.
Commit: User asked to commit as "Kitchen Knife checkpoint". Committed as 88dea52.
Major rework - bouncing knife: User said "let's make it so that the knife works by being thrown, but it doesn't come back like the boomerang, instead it hits and bounces off walls like the gun projectiles do. After 3 bounces it gets stuck on the wall like an arrow does, and the player can only regain it once it passes nearby."
- Rewrote projectile init (removed decel/accel/return/spin stuff, added bounces=3)
- Rewrote update (constant velocity, proximity catch, no return phase)
- Updated wall hit (bounce or stick)
- Updated drawing (no spin/return)
Removed return_damage
Physics-based throw: User said "It should be throw with impulse like normal projectiles and be affected by gravity." Changed to impulse-based launch with gravity_scale 0.5, restitution 0.75, removed manual velocity setting per frame.
Speed too high: User said "Too fast impulse." Reduced from 400 to 20.
Speed still too high: User said "Let's try 10 instead." Reduced to 10.
Spin after first bounce: User said "After it bounces once it should rotate around itself fast." Added kitchen_knife_spinning flag, spin starts on first bounce, 12*pi rad/s.
Multiple fixes: User said "Lower restitution, the visual angle of the knife when it sticks should be based on its velocity vector, and should be randomly a few ways into the wall always, such that the knife should never be visually stopped only with its tip touching the wall. The knife also shouldn't be able to deal damage to the enemy while its stuck."
- Lowered restitution to 0.4
- Added stuck angle/position from velocity + wall normal offset
Skip damage for stuck knife
Final rework - no bounces: User said "No bounces, it's just throw, damage increases on hit, gets stuck. Spin on bounce still there, but there are no actual bounces. The code for making the knife stick correctly to the wall is not correct, also."
- Set bounces to 0
Current state: bounces just set to 0, but the wall sticking code still needs to be fixed. The user explicitly said "The code for making the knife stick correctly to the wall is not correct, also."
The wall sticking code currently uses:
@kitchen_knife_stuck_angle = math.angle(vx, vy) + @kitchen_knife_rotation_offset offset = an.random\float(4, 8) @kitchen_knife_stuck_x = @x - offset*normal_x @kitchen_knife_stuck_y = @y - offset*normal_yThe issue is likely the direction of the offset (should push INTO the wall, not away from it) and potentially the normal direction convention.
Summary: 1. Primary Request and Intent: - Continue implementing the Kitchen Knife weapon for Emoji Ball Battles - The knife went through MANY iterations of throw behavior: - Started as Isaac's Mom's Knife style (forward + return homing) - Went through deceleration/acceleration phases, wall stick + return, spinning on return - Changed to bouncing off walls like gun bullets (3 bounces then stick, catch on proximity) - Changed to physics-based (impulse + gravity instead of manual velocity) - Final design: thrown with impulse, affected by gravity, NO bounces, sticks on first wall hit, damage scales +1 per hit, spin code stays but doesn't trigger since 0 bounces - Bleed status effect was implemented then fully reverted ("bleed just doesn't feel good") - Committed checkpoint at
88dea52before the bouncing rework - User explicitly stated wall sticking code is still not correct and needs fixing
Key Technical Concepts:
- YueScript game code compiled to Lua on Anchor engine (C + Box2D 3.1)
- Physics-based projectile: impulse launch, gravity_scale, restitution for bouncing
boomerang_projectilecollider tag reused for kitchen knife (same collision handling)boomerang_sensortag for ball hit detection (piercing)- Operator spacing:
*and/no spaces,+and-with spaces- Layer system:
game(behind walls),weapons(in front),recolor_blue/recolor_redfor tintingkitchen_knife_rotation_offset = -math.pi/4is visual only (image orientation), NOT for collider- Wall normal direction in collision events
math.reflectfor angle reflection off wallsstuck_arrowpattern: visual stays at wall position, drawn ongamelayerFiles and Code Sections:
E:\a327ex\emoji-ball-battles\main.yue (primary game code, ALL changes here)
- Kitchen knife weapon init (ball constructor, ~line 1503):
yuescript elseif @weapon_type == 'kitchen_knife' @weapon_class = 'melee' @weapon_image = an.images.kitchen_knife @weapon_visual_offset = 28 @weapon_perpendicular_offset = 0 @weapon_hitbox_offset = 28 @weapon_hitbox_length = 28 @weapon_hitbox_width = 8 @weapon_scale = 22/512 @weapon_scale_y = 22/512 @weapon_rotation_offset = -math.pi/4 @base_angular_velocity = 1.5*math.pi @max_angular_velocity = 3*math.pi @weapon_weight = 1.0 @hit_stop_multiplier = 1.0 @hit_particle_multiplier = 1.0 @camera_shake_multiplier = 1.0 @kitchen_knife_cooldown = 4.5 @kitchen_knife_thrown = false @kitchen_knife_throw_damage = 1- Kitchen knife projectile init (~line 3204):
yuescript elseif @projectile_type == 'kitchen_knife' @w = 28 @h = 8 @kitchen_knife_scale = args.kitchen_knife_scale or 18/512 @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4 @kitchen_knife_speed = 10 @kitchen_knife_bounces = 0 @kitchen_knife_spinning = false @kitchen_knife_spin = 0 @kitchen_knife_spin_speed = 12*math.pi @kitchen_knife_stuck = false @kitchen_knife_throw_triggered = false @kitchen_knife_throw_damage = args.kitchen_knife_throw_damage or 1 @damage = @kitchen_knife_throw_damage @kitchen_knife_move_angle = @direction @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h @collider\set_position @x, @y @collider\set_gravity_scale 0.5 @collider\set_restitution 0.4 @collider\set_friction 0 @collider\set_density 0.4 @collider\apply_impulse @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)- Kitchen knife projectile update (~line 3309):
yuescript if @projectile_type == 'kitchen_knife' owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball if owner and owner.parent if @kitchen_knife_stuck @collider\set_velocity 0, 0 @collider\set_gravity_scale 0 else vx, vy = @collider\get_velocity! @kitchen_knife_move_angle = math.angle(vx, vy) if @kitchen_knife_spinning @kitchen_knife_spin += @kitchen_knife_spin_speed*dt -- Check if close enough to owner to catch d = math.distance @x, @y, owner.x, owner.y if d < 20 owner.kitchen_knife_thrown = false owner.spring\pull 'weapon', 0.4, 3, 0.5 -- Recreate weapon shapes hitbox_oy = owner.weapon_hitbox_offset_y or 0 owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy} owner.collider\set_restitution 1, owner.weapon_shape owner.collider\set_density 0, owner.weapon_shape owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true} owner.collider\set_restitution 1, owner.weapon_sensor owner.collider\set_density 0, owner.weapon_sensor owner.kitchen_knife_ready = false owner.timer\after owner.kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> owner.kitchen_knife_ready = true owner.timer\when (-> owner.kitchen_knife_ready and owner\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> owner\kitchen_knife_fire!) owner.cooldown_bar\activate owner.kitchen_knife_cooldown @\kill! else @\kill!- Wall hit handler in hit() method (~line 3427):
yuescript elseif @projectile_type == 'kitchen_knife' if @kitchen_knife_bounces > 0 @kitchen_knife_bounces -= 1 unless @kitchen_knife_spinning @kitchen_knife_spinning = true @kitchen_knife_spin = @kitchen_knife_move_angle else @kitchen_knife_stuck = true -- Stuck angle from velocity, offset into wall vx, vy = @collider\get_velocity! @kitchen_knife_stuck_angle = math.angle(vx, vy) + @kitchen_knife_rotation_offset offset = an.random\float(4, 8) @kitchen_knife_stuck_x = @x - offset*normal_x @kitchen_knife_stuck_y = @y - offset*normal_y- Collision handler for boomerang_projectile-wall (~line 1005): Kitchen knife gets spring + weapon_ui hit only, no sound/particles. Stuck knife skipped entirely.
- Projectile drawing (~line 3388):
yuescript elseif @projectile_type == 'kitchen_knife' s = @kitchen_knife_scale*scale if @kitchen_knife_stuck game\push @kitchen_knife_stuck_x, @kitchen_knife_stuck_y, @kitchen_knife_stuck_angle, s, s game\image an.images.kitchen_knife, 0, 0 game\pop! else r = if @kitchen_knife_spinning then @kitchen_knife_spin + @kitchen_knife_rotation_offset else @kitchen_knife_move_angle + @kitchen_knife_rotation_offset weapons\push @x, @y, r, s, s weapons\image an.images.kitchen_knife, 0, 0, nil, @flashing and white! weapons\pop!- Collider angle tracking (~line 3365):
@collider\set_angle @kitchen_knife_move_angle(no rotation_offset for collider)- hit() flash suppression:
unless @projectile_type == 'kitchen_knife' and target_type == 'wall'— no flash on wall hit- Sensor hit skip for stuck knife:
continue if projectile_object.projectile_type == 'kitchen_knife' and projectile_object.kitchen_knife_stuck- Damage scaling on hit (~line 962): +1 throw_damage on first hit per throw
- Weapon UI: Shows "THROW DMG" with single value
- Melee hit: Kitchen knife melee hits are NOT skipped (unlike boomerang)
- Default weapons:
headless_player_weapon = 'kitchen_knife',headless_enemy_weapon = 'boomerang'E:\a327ex\Anchor\engine\src\anchor.c:
l_physics_get_shapes_geometryfunction was added in previous session- E:\a327ex\Anchor\framework\anchor\collider.yue:
get_shapes_geometrywrapper added in previous sessionErrors and fixes:
- Spin discontinuity: When switching from outward to return, visual jumped because spin started at 0 but outward drew at move_angle. Fixed by seeding
@kitchen_knife_spin = @kitchen_knife_move_angleat transition.- Cross product spin direction was unstable: Using cross product to determine spin direction caused erratic behavior when knife flew straight back. User said it was still wrong. Fixed by switching to constant spin like boomerang (12*pi rad/s, no direction logic).
- Rotation offset applied to collider:
kitchen_knife_rotation_offset = -math.pi/4is a visual correction for the image, NOT for the collider box. User explicitly said "The actual shape angle is not correct." Fixed by removing rotation_offset from collider angle.- Stuck knife wall code incorrect: User explicitly stated "The code for making the knife stick correctly to the wall is not correct, also." The current code uses
@x - offset*normal_xwhich may have wrong direction, andmath.angle(vx, vy) + @kitchen_knife_rotation_offsetfor the stuck angle. This still needs fixing.- Impulse too fast: Initial speed 400 was way too high for impulse-based physics. Reduced to 20, then to 10 per user feedback.
- Stuck_knife class unnecessary: User said "I don't think we need stuck knife object, we can just do it on the projectile directly." Removed the class, draw on
gamelayer from projectile instead.Problem Solving:
- Kitchen knife went through many design iterations, each time simplifying
- Bleed status effect was fully implemented then fully reverted
- Throw/return damage was separated then return was removed
- Bouncing behavior (3 bounces) was added then reduced to 0 bounces
- The wall sticking code is still flagged as incorrect by the user
All user messages:
- "Knife shouldn't reflect on walls, should pierce but remove damage scaling, knife is a melee weapon so it should hit melee, the projectile may be a projectile object but will, for gameplay purposes later, be a melee hit, this doesn't change anything now. Doesn't need to code to not fire while facing walls because its raycast aligned and not based on cooldown like the boomerang."
- "OK, when the knife hits a wall, it should be stopped there like an arrow, the projectile dies, but the visual stays there for some amount of time. When it comes back, either from wall or normally, it should rotated around itself, direction of rotation based on where it needs to move to reach the player. Finally, the way the velocity stops needs to be more realistic. Currently it stops moving abruptly when it reaches the apex, when it should be a gradual stop and then gradual return acceleration too."
- "Do it as is, it all seems good. Except the 0.3s duration should be higher or lower depending on how far along the throw it was."
- "I think the spinning on return is too fast or it isn't being multiplied by dt."
- "The knife may be being drawn without taking into account the spin? I don't know, but it seems like there's something else affecting it. When returning, only the spin should affect it."
- "Nope, still wrong. Try to make the returning knife work exactly like the boomerang in terms of its rotation around itself, maybe?"
- "Yes, this works, like the arrow, should be drawn behind the wall. 0.3 -> 0.7 for stuck time."
- "I don't think we need stuck knife object, we can just do it on the projectile directly."
- "Is the knife currently moving forward and back based on initial velocity or time?"
- "OK, let's set it to 0.5s, and increase the lerp down + up by 20%."
- "The projectile that's created for the knife should match its size and angle at all times, for collision purposes."
- "The angle of the projectile should also match the knife's visual angle when going, and should otherwise track the direction to the player when coming back (not rotate like it does visually)."
- "The actual shape angle is not correct and matching the knife when moving forward, especially when it hits the wall."
- "Perfect. Now the way we'll scale the knife is that thrown or return hits will be red colored and will apply bleed to the enemy. Read up on how we want status effects to work, there's details in a file somewhere."
- (Answered bleed model question: "You need to tell me about each in more detail, also explain why there are 2 status effect definitions instead of just one, how else do the files differ?")
- (Answered: "Stacking counter (Recommended)" and "Throw only")
- "Yes, make sure the bleed damage dealt is also red."
- "Hmmm, undo all these changes, bleed just doesn't feel good, really."
- "Let's have it scale throw dmg and return dmg separately. Goes up by +1 when throwing/returning respectively."
- "Commit the code as currently is to the emoji-ball-battles repository, simple comment as 'Kitchen Knife checkpoint' or similar. We'll remove the knife code after and do it again another way."
- "Now let's make it so that the knife words by being thrown, but it doesn't come back like the boomerang, instead it hits and bounces off walls like the gun projectiles do. After 3 bounces it gets stuck on the wall like an arrow does, and the player can only regain it once it passes nearby. Let's try that."
- "It should be throw with impulse like normal projectiles and be affected by gravity."
- "Too fast impulse."
- "Let's try 10 instead."
- "After it bounces once it should rotate around itself fast."
- "Lower restitution, the visual angle of the knife when it sticks should be based on its velocity vector, and should be randomly a few ways into the wall always, such that the knife should never be visually stopped only with its tip touching the wall. The knife also shouldn't be able to deal damage to the enemy while its stuck."
- "No bounces, it's just throw, damage increases on hit, gets stuck. Spin on bounce still there, but there are no actual bounces. The code for making the knife stick correctly to the wall is not correct, also."
Pending Tasks:
- Fix the wall sticking code for the kitchen knife (user explicitly said "The code for making the knife stick correctly to the wall is not correct, also")
- The knife sticking visual needs to properly: use velocity-based angle, push the knife visually into the wall so it doesn't look like only the tip is touching
Current Work: Just set
@kitchen_knife_bounces = 0per user's request for no bounces. The user's most recent message was: "No bounces, it's just throw, damage increases on hit, gets stuck. Spin on bounce still there, but there are no actual bounces. The code for making the knife stick correctly to the wall is not correct, also."The wall sticking code that needs fixing is in hit() method:
yuescript @kitchen_knife_stuck = true vx, vy = @collider\get_velocity! @kitchen_knife_stuck_angle = math.angle(vx, vy) + @kitchen_knife_rotation_offset offset = an.random\float(4, 8) @kitchen_knife_stuck_x = @x - offset*normal_x @kitchen_knife_stuck_y = @y - offset*normal_yIssues: the offset direction relative to wall normal may be wrong (should push INTO the wall), and the stuck_arrow reference implementation uses a different approach (offsets along arrow's own angle direction).Optional Next Step: Fix the wall sticking code. The user said: "The code for making the knife stick correctly to the wall is not correct, also." The stuck_arrow reference implementation uses offset along the arrow's travel direction (
@x + offset*math.cos(angle)) and checks if the angle needs flipping based on dot product with normal. Should adopt a similar approach for the kitchen knife: offset along velocity direction to push tip into wall, ensure the visual angle looks correct (knife pointing into wall surface).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\90052d62-60a3-4899-bfa8-ee6cbbd4e170.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.
Let me read the current state of the code and the stuck_arrow reference implementation.
Task (Find stuck_arrow and knife stick code)
[
{
"type": "text",
"text": "Perfect! I found both implementations. Let me provide you with the exact code snippets with line numbers:\n\n## stuck_arrow Implementation\n\n**Lines 3862-3878:** The `stuck_arrow` class definition and drawing code\n\n```yuescript\n-- Stuck arrow: visual-only arrow embedded in a wall\nclass stuck_arrow extends object\n new: (@x, @y, args={}) =>\n super!\n @angle = args.angle or 0\n @arrow_scale = 26/512\n @visible = true\n\n @\\add timer!\n @timer\\after an.random\\float(0.9, 1.0), ->\n @timer\\during_step an.random\\float(0.6, 0.7), 0.1, 0.03, (-> @visible = not @visible), nil, -> @\\kill!\n\n update: =>\n if @visible\n game\\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale\n game\\image an.images.arrow, 0, 0\n game\\pop!\n```\n\n**Arrow gets stuck when hitting a wall - Lines 3421-3428:**\n\n```yuescript\n elseif @projectile_type == 'arrow'\n angle = @collider\\get_angle!\n -- Flip angle if arrow points outward from wall\n if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0\n angle += math.pi\n offset = an.random\\float(0, 10)\n @parent.arena.effects\\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}\n @\\kill!\n```\n\n## kitchen_knife_stuck Implementation\n\n**Line 3215:** Field initialization\n```yuescript\n @kitchen_knife_stuck = false\n```\n\n**Lines 3315-3317:** Velocity zeroing when stuck\n```yuescript\n if @kitchen_knife_stuck\n @collider\\set_velocity 0, 0\n @collider\\set_gravity_scale 0\n```\n\n**Lines 3392-3395:** Drawing code when stuck\n```yuescript\n if @kitchen_knife_stuck\n game\\push @kitchen_knife_stuck_x, @kitchen_knife_stuck_y, @kitchen_knife_stuck_angle, s, s\n game\\image an.images.kitchen_knife, 0, 0\n game\\pop!\n```\n\n**Lines 3433-3446:** Setting stuck state on wall collision - this is the key logic\n```yuescript\n elseif @projectile_type == 'kitchen_knife'\n if @kitchen_knife_bounces > 0\n @kitchen_knife_bounces -= 1\n unless @kitchen_knife_spinning\n @kitchen_knife_spinning = true\n @kitchen_knife_spin = @kitchen_knife_move_angle\n else\n @kitchen_knife_stuck = true\n -- Stuck angle from velocity, offset into wall\n vx, vy = @collider\\get_velocity!\n @kitchen_knife_stuck_angle = math.angle(vx, vy) + @kitchen_knife_rotation_offset\n offset = an.random\\float(4, 8)\n @kitchen_knife_stuck_x = @x - offset*normal_x\n @kitchen_knife_stuck_y = @y - offset*normal_y\n```\n\n**Key differences between the two implementations:**\n\n1. **stuck_arrow** is a completely separate visual-only class that spawns at the impact location with an offset along the angle (0-10 units)\n2. **kitchen_knife_stuck** uses state variables in the projectile object itself:\n - Tracks position with `kitchen_knife_stuck_x/y` \n - Tracks angle with `kitchen_knife_stuck_angle`\n - Applies an offset perpendicular to the wall (4-8 units into the wall using `normal_x/y`)\n - The angle is derived from the velocity before impact, plus a rotation offset\n - Prevents the knife from falling by zeroing velocity and gravity scale"
},
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"type": "text",
"text": "agentId: af20ab6827569a990 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 19651\ntool_uses: 3\nduration_ms: 12174</usage>"
}
]
Now I can see the problem clearly. The stuck_arrow works by:
- Using the collider angle (direction of travel)
- Flipping it if pointing away from wall (dot product check)
- Offsetting along the angle (into the wall) by 0-10 units
The kitchen knife code has two issues:
- The offset uses
- offset*normal_x/ywhich pushes away from the wall (normal points outward), should push into the wall - It doesn't do the dot-product flip check that the arrow does
Here's the fix — adopting the same approach as stuck_arrow but adapted for the kitchen knife's rotation offset (-math.pi/4 instead of arrow's 3*math.pi/4):
Read (E:\a327ex\emoji-ball-battles\main.yue)
3433→ elseif @projectile_type == 'kitchen_knife'
3434→ if @kitchen_knife_bounces > 0
3435→ @kitchen_knife_bounces -= 1
3436→ unless @kitchen_knife_spinning
3437→ @kitchen_knife_spinning = true
3438→ @kitchen_knife_spin = @kitchen_knife_move_angle
3439→ else
3440→ @kitchen_knife_stuck = true
3441→ -- Stuck angle from velocity, offset into wall
3442→ vx, vy = @collider\get_velocity!
3443→ @kitchen_knife_stuck_angle = math.angle(vx, vy) + @kitchen_knife_rotation_offset
3444→ offset = an.random\float(4, 8)
3445→ @kitchen_knife_stuck_x = @x - offset*normal_x
3446→ @kitchen_knife_stuck_y = @y - offset*normal_y
3447→ when 'weapon'
3448→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3449→ @bounces -= 1
3450→ if @bounces < 0
3451→ @\kill!
3452→ when 'ball'
Now let me apply the fix. The approach mirrors stuck_arrow: use the velocity angle, flip if needed (dot product with normal), and offset along the angle direction (into the wall):
@kitchen_knife_stuck = true
vx, vy = @collider\get_velocity!
angle = math.angle(vx, vy)
-- Flip if knife points away from wall
if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
angle += math.pi
offset = an.random\float(4, 8)
@kitchen_knife_stuck_x = @x + offset*math.cos(angle)
@kitchen_knife_stuck_y = @y + offset*math.sin(angle)
@kitchen_knife_stuck_angle = angle + @kitchen_knife_rotation_offset
Key changes:
- Added dot-product flip check (same as arrow)
- Offset along the travel angle direction (
+ offset*cos/sin(angle)) instead of against the normal - Compute
stuck_angleafter the flip
Does this look right?
Sure.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The knife should now stick into walls properly — offset along its travel direction (pushing it visually into the wall) with the angle flip check to ensure it always points inward.
The angle is still wrong. I can see that the hitbox is angled one way and the visual is another. Just make sure they're both the same at first, without trying to offset it inwards.
The issue is that math.angle(vx, vy) at collision time may differ from the pre-collision @kitchen_knife_move_angle, and the flip logic adds more divergence. Let me simplify — just use the last known move angle and current position, no offset:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the stuck visual uses the exact same angle as the flying visual (move_angle + rotation_offset) and sits at the collision position with no offset. Should match the hitbox exactly.
Perfect, the angle is now correct. Now just offset it inwards. Offset it inwards more the more the weapon is parallel to the wall its on. So a knife thats facing almost completely right or left on the ceiling/ground should have a significantly stronger inwards offset otherwise it won't look believable, same for the sides.
The idea: use the dot product of the knife's direction with the wall normal to measure how parallel it is. When perpendicular (head-on), minimal offset. When parallel (glancing), large offset so it looks embedded.
@kitchen_knife_stuck = true
cos_a = math.cos(@kitchen_knife_move_angle)
sin_a = math.sin(@kitchen_knife_move_angle)
parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
offset = 4 + 14*parallel
@kitchen_knife_stuck_x = @x + offset*normal_x
@kitchen_knife_stuck_y = @y + offset*normal_y
@kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
parallel is 0 when hitting head-on, 1 when glancing. Offset ranges from 4 to 18 pixels into the wall. The + normal direction matches the arrow's convention (normal points into the wall based on how stuck_arrow works).
Does this look right?
Sure, let's try it.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Give it a try — if the offset direction is backwards (pushing out instead of in), we just flip the sign on the normal.
14 may be too much.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Dropped to 8, so offset ranges 4–12 now.
6 instead
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now 4–10 range.
OK, now let's change the behavior of the knife such that it works like this: a knife is generated every 5 seconds, this is what the cooldown bar tracks. The UI, however, tracks the number of knives currently held by the ball. Whenever a knife is recovered from a wall, if there's no knife currently it creates a new one as we do now, but if there's already a knife held by the player it adds to the total number of knives. Then the firing of knives happens like it does now, except instead of always firing 1 knife, we fire as many as we have with a delay between each. Makes sense?
Makes sense as a concept. A few design questions before I start:
AskUserQuestion
User has answered your questions: "When firing multiple knives, do they all fire in the same direction (wherever the weapon is pointing at trigger time), or does each knife re-align before firing?"="It works just like the gun, it fires wherever the ball is pointing at at that time." user notes: It works just like the gun, it fires wherever the ball is pointing at at that time., "What's the delay between each knife in a burst?"="Like the gun." user notes: Like the gun., "Does the weapon visual disappear while knives are in flight (like now), or only after the last knife is thrown?"="Disappear on last throw", "Is there a cap on how many knives you can hold, or infinite accumulation?"="No cap". You can now continue with the user's answers in mind.
Got it — fires like the gun (direction at time of each shot, gun-like delay), weapon stays until last knife thrown, no cap. Let me look at how the gun fires to match that pattern.
Task (Find gun firing mechanism)
[
{
"type": "text",
"text": "Perfect! Now I have all the information. Let me compile the final comprehensive report:\n\n## Gun Firing Mechanism - Complete Code Reference\n\n### 1. Gun Initialization & Cooldown Setup (Lines 1587-1608)\n\n**Burstfire Configuration:**\n```yuescript\n1587: @burstfire_chance_increase_per_hit = 0.01 -- 1% per hit\n1588: @base_burstfire_delay = 0.4\n1589: @minimum_burstfire_delay = 0.05\n1590: @burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50 -- reaches 0.05s in 50 hits\n```\n\n**Gun Auto-Attack Trigger Setup:**\n```yuescript\n1604: if @weapon_type == 'gun'\n1605: @gun_ready = false\n1606: @timer\\after @base_cooldown, 'gun_cooldown', -> @gun_ready = true\n1607: @timer\\when (-> @gun_ready and @\\gun_is_aligned!), 'gun_fire', (-> @\\gun_fire!)\n1608: @cooldown_bar\\activate @base_cooldown\n```\n\nThis sets up a timer-based trigger that continuously checks if the gun is ready AND aligned with enemy, then calls the `gun_fire` callback.\n\n---\n\n### 2. Alignment Check (Lines 1981-1994)\n\n**Gun Alignment Raycast:**\n```yuescript\n1981: gun_is_aligned: =>\n1982: gun_tip_offset = @weapon_visual_offset + 12\n1983: perpendicular = @angle - math.pi/2\n1984: gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perpendicular)\n1985: gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perpendicular)\n1986:\n1987: ray_length = 500\n1988: ray_end_x = gun_tip_x + ray_length*math.cos(@angle)\n1989: ray_end_y = gun_tip_y + ray_length*math.sin(@angle)\n1990:\n1991: -- debug_draw\\line gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 2, red!\n1992:\n1993: hit = an\\raycast gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 'ball'\n1994: hit and hit.object.team != @team\n```\n\nReturns true if raycast from gun tip hits an enemy ball.\n\n---\n\n### 3. Single Shot Mechanism (Lines 1997-2020)\n\n**Fire Single Shot - Called by burstfire & single-shot modes:**\n```yuescript\n1997: fire_single_shot: =>\n1998: gun_tip_offset = @weapon_visual_offset + 12\n1999: perpendicular = @angle - math.pi/2\n2000: boom_offset = an.random\\float(0.9, 1.1)*gun_tip_offset\n2001: boom_x = @x + boom_offset*math.cos(@angle) + 10*math.cos(perpendicular)\n2002: boom_y = @y + boom_offset*math.sin(@angle) + 10*math.sin(perpendicular)\n2003:\n2004: -- Sound\n2005: an\\sound_play \"gun_fire_#{an.random\\int(1, 3)}\", 0.63, an.random\\float(0.95, 1.05)\n2006: -- Spawn boom particle\n2007: @parent.effects\\add boom_particle boom_x, boom_y\n2008: -- Weapon feedback\n2009: @spring\\pull 'weapon', 0.6, 3, 0.7\n2010: @spring\\pull 'hit', 0.25, 3, 0.5\n2011: @\\recoil_weapon!\n2012: @weapon_ui\\shoot!\n2013:\n2014: -- Spawn projectile\n2015: @parent.projectiles\\add projectile boom_x, boom_y,\n2016: velocity: 15\n2017: direction: @angle\n2018: flash_on_spawn: true\n2019: team: @team\n2020: bounces: 2\n```\n\nEach individual shot:\n- Plays one of 3 random gunshot sounds with pitch variation\n- Spawns boom particle effect at gun tip\n- Applies spring feedback to weapon and hit springs\n- Triggers weapon recoil animation\n- Calls `weapon_ui\\shoot!` for visual feedback\n- Spawns a projectile with velocity 15, 2 bounces, team-aware\n\n---\n\n### 4. Burstfire Trigger & Multiple-Shot Logic (Lines 2023-2039)\n\n**Gun Fire Callback - Main firing mechanism:**\n```yuescript\n2023: gun_fire: =>\n2024: @gun_ready = false\n2025: cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)\n2026: @timer\\after cooldown, 'gun_cooldown', -> @gun_ready = true\n2027: @cooldown_bar\\activate cooldown\n2028:\n2029: -- Check for burstfire\n2030: burstfire_chance = @burstfire_chance_increase_per_hit * @hits_landed\n2031: is_burstfire = an.random\\bool burstfire_chance * 100\n2032:\n2033: if is_burstfire\n2034: burst_delay = math.max(@minimum_burstfire_delay, @base_burstfire_delay - @hits_landed * @burstfire_delay_reduction_per_hit)\n2035: @\\fire_single_shot!\n2036: @timer\\after burst_delay, -> @\\fire_single_shot!\n2037: @timer\\after burst_delay * 2, -> @\\fire_single_shot!\n2038: else\n2039: @\\fire_single_shot!\n```\n\n**Key mechanics:**\n1. Sets `@gun_ready = false` to prevent firing during cooldown\n2. Calculates cooldown based on hits landed (scales from 1.2s base to 0.2s minimum)\n3. Calculates burstfire chance: 1% per hit (0% at start, 50% max capped at 50 hits)\n4. If burstfire triggers:\n - Fires 3 shots with delay between them\n - First shot: immediate\n - Second shot: after `burst_delay`\n - Third shot: after `burst_delay * 2`\n - Burst delay scales from 0.4s to 0.05s based on hits\n5. If no burstfire: fires single shot\n6. After cooldown expires, gun is ready to fire again\n\n---\n\n### 5. Gun UI - Stat Display (Lines 2561-2572)\n\n**Weapon UI - Gun Stats:**\n```yuescript\n2561: if @weapon_type == 'gun'\n2562: cooldown = math.max(my_ball.minimum_cooldown, my_ball.base_cooldown - my_ball.hits_landed * my_ball.cooldown_reduction_per_hit)\n2563: attacks_per_second = 1/cooldown\n2564: burst_chance = math.floor(math.min(my_ball.hits_landed*my_ball.burstfire_chance_increase_per_hit*100, 50))\n2565: -- Row 1\n2566: effects\\text \"ATTACKS/S\", 'lana', left_x, -6, white!\n2567: value1 = string.format(\"%.2f\", attacks_per_second)\n2568: effects\\text value1, 'lana', right_x - an.fonts.lana\\text_width(value1), -6, white!\n2569: -- Row 2\n2570: effects\\text \"BURST CHANCE\", 'lana', left_x, 6, white!\n2571: value2 = string.format(\"%d%%\", burst_chance)\n2572: effects\\text value2, 'lana', right_x - an.fonts.lana\\text_width(value2), 6, white!\n```\n\n**Gun UI displays two stats:**\n- **ATTACKS/S**: Calculated as `1 / cooldown`, showing current fire rate\n- **BURST CHANCE**: Shows burst fire probability (0-50%), capped at 50 hits\n\n---\n\n### 6. Weapon UI Shoot Feedback (Lines 2619-2632)\n\n**Shoot Method - Called on every shot:**\n```yuescript\n2619: shoot: =>\n2620: -- Spawn boom emoji particles\n2621: my_arena = @parent.parent\n2622: ox = if @team == 'player' then 8 else -8\n2623: dir_base = if @team == 'player' then -math.pi/4 else math.pi\n2624: for i = 1, an.random\\int 1, 2\n2625: my_arena.effects\\add emoji_particle @weapon_x + ox, @weapon_y - 4, an.images.boom,\n2626: velocity: an.random\\float(75, 125)\n2627: direction: an.random\\float(dir_base, dir_base + math.pi/4)\n2628: scale: an.random\\float(1.4, 1.6)\n2629: duration: an.random\\float(0.3, 0.5)\n2630: flash_on_spawn: 0.25\n2631: gravity: an.random\\float(128, 156)\n2632: rotation_speed: an.random\\float(2*math.pi, 4*math.pi)\n```\n\nThis creates visual feedback particles (\"boom\" emoji) that spawn near the weapon UI when the gun fires.\n\n---\n\n## Summary\n\n**Multiple Shot Firing Flow:**\n1. Timer continuously checks `@gun_ready and @gun_is_aligned`\n2. When both true, calls `gun_fire`\n3. `gun_fire` calculates burstfire chance (scales with hits landed)\n4. If burstfire: schedules 3 shots with `burst_delay` intervals\n5. If no burstfire: fires single shot\n6. Each shot calls `fire_single_shot` which spawns projectile, sound, particles, and recoil\n7. Gun is locked out during cooldown (scaled from 1.2s to 0.2s)\n8. UI displays current ATTACKS/S and BURST CHANCE percentage\n\n**Key Files:**\n- E:\\a327ex\\emoji-ball-battles\\main.yue (all line numbers above)"
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Good, now I understand the gun pattern. Let me also read the current kitchen knife fire method and the recovery/catch code.
Grep (kitchen_knife_fire)
1627: @timer\when (-> @kitchen_knife_ready and @\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\kitchen_knife_fire!)
2241: kitchen_knife_fire: =>
3338: owner.timer\when (-> owner.kitchen_knife_ready and owner\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> owner\kitchen_knife_fire!)
Grep (kitchen_knife_is_aligned)
1627: @timer\when (-> @kitchen_knife_ready and @\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\kitchen_knife_fire!)
2228: kitchen_knife_is_aligned: =>
2242: return unless @\kitchen_knife_is_aligned!
3338: owner.timer\when (-> owner.kitchen_knife_ready and owner\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> owner\kitchen_knife_fire!)
Read (E:\a327ex\emoji-ball-battles\main.yue)
1610→ @thrust_ready = false
1611→ @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1612→ @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
1613→ @cooldown_bar\activate @thrust_cooldown
1614→ elseif @weapon_type == 'bow'
1615→ @bow_ready = false
1616→ @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1617→ @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
1618→ @cooldown_bar\activate @bow_cooldown
1619→ elseif @weapon_type == 'boomerang'
1620→ @boomerang_ready = false
1621→ @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
1622→ @timer\when (-> @boomerang_ready and @\boomerang_can_fire!), 'boomerang_fire', (-> @\boomerang_fire!)
1623→ @cooldown_bar\activate @boomerang_cooldown
1624→ elseif @weapon_type == 'kitchen_knife'
1625→ @kitchen_knife_ready = false
1626→ @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> @kitchen_knife_ready = true
1627→ @timer\when (-> @kitchen_knife_ready and @\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\kitchen_knife_fire!)
1628→ @cooldown_bar\activate @kitchen_knife_cooldown
1629→
1630→ update: (dt) =>
1631→ -- When paused, use dt = 0 so physics logic doesn't run
1632→ dt = 0 if @parent.paused
1633→
1634→ -- Read angle from physics
1635→ @angle = @collider\get_angle!
1636→
1637→ -- Angular velocity guardrails (skip during thrust)
1638→ angular_velocity = @collider\get_angular_velocity!
1639→ angular_speed = math.abs(angular_velocity)
Read (E:\a327ex\emoji-ball-battles\main.yue)
2228→ kitchen_knife_is_aligned: =>
2229→ tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2
2230→ tip_x = @x + tip_offset*math.cos(@angle)
2231→ tip_y = @y + tip_offset*math.sin(@angle)
2232→ ray_length = 500
2233→ ray_end_x = tip_x + ray_length*math.cos(@angle)
2234→ ray_end_y = tip_y + ray_length*math.sin(@angle)
2235→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
2236→ if hit
2237→ other_ball = if @team == 'player' then @parent.enemy_ball else @parent.player_ball
2238→ return hit.object == other_ball
2239→ false
2240→
2241→ kitchen_knife_fire: =>
2242→ return unless @\kitchen_knife_is_aligned!
2243→ @kitchen_knife_ready = false
2244→ @kitchen_knife_thrown = true
2245→ @spring\pull 'weapon', 0.6, 3, 0.7
2246→ -- Destroy weapon shapes so ball is defenseless while knife is out
2247→ @collider\destroy_shape @weapon_shape
2248→ @collider\destroy_shape @weapon_sensor
2249→ -- Spawn kitchen knife projectile from weapon tip
2250→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2251→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2252→ @parent.projectiles\add projectile spawn_x, spawn_y,
2253→ projectile_type: 'kitchen_knife'
2254→ direction: @angle
2255→ team: @team
2256→ flash_on_spawn: true
2257→ kitchen_knife_scale: @weapon_scale
... [20 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1500→ @boomerang_damage = 1
1501→
1502→ elseif @weapon_type == 'kitchen_knife'
1503→ @weapon_class = 'melee'
1504→ @weapon_image = an.images.kitchen_knife
1505→ @weapon_visual_offset = 28
1506→ @weapon_perpendicular_offset = 0
1507→ @weapon_hitbox_offset = 28
1508→ @weapon_hitbox_length = 28
1509→ @weapon_hitbox_width = 8
1510→ @weapon_scale = 22/512
1511→ @weapon_scale_y = 22/512
1512→ @weapon_rotation_offset = -math.pi/4
1513→ @base_angular_velocity = 1.5*math.pi
1514→ @max_angular_velocity = 3*math.pi
1515→ @weapon_weight = 1.0
1516→ @hit_stop_multiplier = 1.0
1517→ @hit_particle_multiplier = 1.0
1518→ @camera_shake_multiplier = 1.0
1519→ @kitchen_knife_cooldown = 4.5
1520→ @kitchen_knife_thrown = false
1521→ @kitchen_knife_throw_damage = 1
1522→
1523→
1524→ @\add collider 'ball', 'dynamic', 'circle', @radius
1525→ @collider\set_position @x, @y
1526→ @collider\set_restitution 1
1527→ @collider\set_friction 0
1528→ @collider\set_linear_damping 0
1529→
... [10 more lines]
Now let me read the catch/recovery code in the projectile update:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3309→ -- Owner dead, just die
3310→ @\kill!
3311→ -- Kitchen knife: flies forward, bounces off walls, sticks after 3 bounces, catch on proximity
3312→ if @projectile_type == 'kitchen_knife'
3313→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3314→ if owner and owner.parent
3315→ if @kitchen_knife_stuck
3316→ @collider\set_velocity 0, 0
3317→ @collider\set_gravity_scale 0
3318→ else
3319→ vx, vy = @collider\get_velocity!
3320→ @kitchen_knife_move_angle = math.angle(vx, vy)
3321→ if @kitchen_knife_spinning
3322→ @kitchen_knife_spin += @kitchen_knife_spin_speed*dt
3323→ -- Check if close enough to owner to catch
3324→ d = math.distance @x, @y, owner.x, owner.y
3325→ if d < 20
3326→ owner.kitchen_knife_thrown = false
3327→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3328→ -- Recreate weapon shapes
3329→ hitbox_oy = owner.weapon_hitbox_offset_y or 0
3330→ owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
3331→ owner.collider\set_restitution 1, owner.weapon_shape
3332→ owner.collider\set_density 0, owner.weapon_shape
3333→ owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
3334→ owner.collider\set_restitution 1, owner.weapon_sensor
3335→ owner.collider\set_density 0, owner.weapon_sensor
3336→ owner.kitchen_knife_ready = false
3337→ owner.timer\after owner.kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> owner.kitchen_knife_ready = true
3338→ owner.timer\when (-> owner.kitchen_knife_ready and owner\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> owner\kitchen_knife_fire!)
... [20 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
2555→ -- front\pop!
2556→
2557→ -- Draw stat text (labels left-aligned, values right-aligned)
2558→ effects\push @text_x + board_t.x, @text_y + @text_oy + board_t.y, board_t.rotation + @spring.text_rotation.x, @spring.text_scale.x, @spring.text_scale.x
2559→ left_x = -45
2560→ right_x = 55
2561→ if @weapon_type == 'gun'
2562→ cooldown = math.max(my_ball.minimum_cooldown, my_ball.base_cooldown - my_ball.hits_landed * my_ball.cooldown_reduction_per_hit)
2563→ attacks_per_second = 1/cooldown
2564→ burst_chance = math.floor(math.min(my_ball.hits_landed*my_ball.burstfire_chance_increase_per_hit*100, 50))
2565→ -- Row 1
2566→ effects\text "ATTACKS/S", 'lana', left_x, -6, white!
2567→ value1 = string.format("%.2f", attacks_per_second)
2568→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
2569→ -- Row 2
2570→ effects\text "BURST CHANCE", 'lana', left_x, 6, white!
2571→ value2 = string.format("%d%%", burst_chance)
2572→ effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
2573→ elseif @weapon_type == 'sword'
2574→ effects\text "THRUST DMG", 'lana', left_x, 0, white!
2575→ value1 = string.format("%d", my_ball.thrust_damage)
2576→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2577→ elseif @weapon_type == 'bow'
2578→ effects\text "ARROWS/SHOT", 'lana', left_x, 0, white!
2579→ value1 = string.format("%d", my_ball.arrows_per_shot)
2580→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2581→ elseif @weapon_type == 'boomerang'
2582→ effects\text "THROW DMG", 'lana', left_x, 0, white!
2583→ value1 = string.format("%d", my_ball.boomerang_damage)
2584→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
Read (E:\a327ex\emoji-ball-battles\main.yue)
2585→ elseif @weapon_type == 'kitchen_knife'
2586→ effects\text "THROW DMG", 'lana', left_x, 0, white!
2587→ value1 = string.format("%d", my_ball.kitchen_knife_throw_damage)
2588→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2589→ else -- dagger
2590→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2591→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2592→ value1 = string.format("%.2f", rotations_per_second)
2593→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2594→ effects\pop!
Now I have the full picture. Here's the plan for the multi-knife system:
1. Init (ball constructor, ~line 1519-1521):
- Add
@kitchen_knife_count = 1(start with 1 knife) - Change
@kitchen_knife_cooldown = 5(was 4.5) - Keep
@kitchen_knife_thrown = false - Add
@kitchen_knife_firing = false(to track burst state) - Add
@kitchen_knife_fire_delay = 0.15(like gun burst delay, short)
2. Cooldown (line 1624-1628):
- When cooldown completes, instead of enabling fire directly, increment
@kitchen_knife_countand restart cooldown (always generating knives) - Fire trigger: check
@kitchen_knife_count > 0and aligned, not tied to cooldown
3. Fire (kitchen_knife_fire, ~line 2241):
- Fire one knife, decrement count
- If count > 0, schedule next fire after delay (like gun burstfire
timer\after) - Remove weapon shapes only when last knife is thrown (
count == 0)
4. Recovery (projectile catch, ~line 3325):
- Increment
@kitchen_knife_countinstead of restarting cooldown - Only recreate weapon shapes if
kitchen_knife_thrownis true (weapon shapes were removed)
5. UI (~line 2585):
- Show "KNIVES" with the count instead of "THROW DMG"
Here's the code. Starting with init:
-- Replace lines 1519-1521:
@kitchen_knife_cooldown = 5
@kitchen_knife_thrown = false
@kitchen_knife_count = 1
@kitchen_knife_firing = false
@kitchen_knife_fire_delay = 0.15
@kitchen_knife_throw_damage = 1
Cooldown setup (lines 1624-1628):
yuescript
elseif @weapon_type == 'kitchen_knife'
@kitchen_knife_cooldown_running = true
@timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', ->
@kitchen_knife_count += 1
@kitchen_knife_cooldown_running = false
@timer\when (-> @kitchen_knife_count > 0 and not @kitchen_knife_firing and @\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\kitchen_knife_fire!)
@cooldown_bar\activate @kitchen_knife_cooldown
Fire method: ```yuescript kitchen_knife_fire: => return unless @\kitchen_knife_is_aligned! return if @kitchen_knife_count <= 0 @kitchen_knife_firing = true @\kitchen_knife_fire_one!
kitchen_knife_fire_one: => return if @kitchen_knife_count <= 0 @kitchen_knife_count -= 1 @spring\pull 'weapon', 0.6, 3, 0.7 -- Spawn knife projectile spawn_x = @x + @weapon_visual_offsetmath.cos(@angle) spawn_y = @y + @weapon_visual_offsetmath.sin(@angle) @parent.projectiles\add projectile spawn_x, spawn_y, projectile_type: 'kitchen_knife' direction: @angle team: @team flash_on_spawn: true kitchen_knife_scale: @weapon_scale kitchen_knife_rotation_offset: @weapon_rotation_offset kitchen_knife_throw_damage: @kitchen_knife_throw_damage if @kitchen_knife_count > 0 @timer\after @kitchen_knife_fire_delay, 'kitchen_knife_burst', -> @\kitchen_knife_fire_one! else -- Last knife: remove weapon shapes @kitchen_knife_thrown = true @collider\destroy_shape @weapon_shape @collider\destroy_shape @weapon_sensor @kitchen_knife_firing = false ```
Recovery (on catch):
yuescript
owner.kitchen_knife_count += 1
if owner.kitchen_knife_thrown
owner.kitchen_knife_thrown = false
-- Recreate weapon shapes
hitbox_oy = owner.weapon_hitbox_offset_y or 0
owner.weapon_shape = owner.collider\add_box 'weapon', ...
owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', ...
-- Restart cooldown if not running
unless owner.kitchen_knife_cooldown_running
owner.kitchen_knife_cooldown_running = true
owner.timer\after owner.kitchen_knife_cooldown, 'kitchen_knife_cooldown', ->
owner.kitchen_knife_count += 1
owner.kitchen_knife_cooldown_running = false
owner.cooldown_bar\activate owner.kitchen_knife_cooldown
UI:
yuescript
elseif @weapon_type == 'kitchen_knife'
effects\text "KNIVES", 'lana', left_x, 0, white!
value1 = string.format("%d", my_ball.kitchen_knife_count)
effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
Does this look right? One thing I'm uncertain about: the cooldown should probably always be running (generating a new knife every 5s continuously), not just once. Should it loop?
Yes, it's always generating new knives. Except it should get reset when the last knife is fired.
[Request interrupted by user]
Actually, there's a conflict here. There's the knife generation cooldown and the able to fire cooldown. How would you separate or mix them an intuitively correct way?
Good question. Here's how I'd think about it:
One cooldown, two roles. The cooldown bar only tracks knife generation. Firing has no separate cooldown — you fire whenever you have knives and are aligned.
The flow:
- Generation timer always ticking → when it completes,
count += 1, timer restarts - When aligned +
count > 0→ fire all knives in burst - When the last knife in a burst leaves → reset the generation timer back to full 5s
- If you fire but still have knives left (shouldn't happen since you fire all, but edge case) → generation timer keeps ticking undisturbed
This means:
- A patient player who waits accumulates knives, then unleashes a big burst
- After emptying your stock, you always wait the full 5s for the next one
- Picking up stuck knives mid-cooldown gives you ammo to fire immediately (no fire cooldown gate), and the generation timer keeps ticking independently
The cooldown bar always answers one question: "when do I get my next free knife?"
The only edge case is: what if a knife is generated mid-burst (you have 10 knives, firing takes longer than 5s)? I'd snapshot the count at burst start so newly generated knives go to the next burst, not the current one.
Does this match your intuition?
The player doesn't do anything, so there's no waiting to accumulate. This solution would also be kind of OP and fire knives too fast.
You're right — since it auto-fires, having no fire cooldown would just spam single knives every time alignment happens.
Simplest solution: the generation cooldown IS the fire cooldown. Same timer, same event. Every 5 seconds:
count += 1(generate a knife)- Immediately fire all
countknives in burst count = 0, cooldown restarts
Pickups just add to count, which means the next 5s volley has more knives in it. The bar always shows "time until next volley."
One timer, one bar, one event. Does that work?
Sure, let's try it.
Let me re-read the exact sections to make precise edits.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1502→ elseif @weapon_type == 'kitchen_knife'
1503→ @weapon_class = 'melee'
1504→ @weapon_image = an.images.kitchen_knife
1505→ @weapon_visual_offset = 28
1506→ @weapon_perpendicular_offset = 0
1507→ @weapon_hitbox_offset = 28
1508→ @weapon_hitbox_length = 28
1509→ @weapon_hitbox_width = 8
1510→ @weapon_scale = 22/512
1511→ @weapon_scale_y = 22/512
1512→ @weapon_rotation_offset = -math.pi/4
1513→ @base_angular_velocity = 1.5*math.pi
1514→ @max_angular_velocity = 3*math.pi
1515→ @weapon_weight = 1.0
1516→ @hit_stop_multiplier = 1.0
1517→ @hit_particle_multiplier = 1.0
1518→ @camera_shake_multiplier = 1.0
1519→ @kitchen_knife_cooldown = 4.5
1520→ @kitchen_knife_thrown = false
1521→ @kitchen_knife_throw_damage = 1
Read (E:\a327ex\emoji-ball-battles\main.yue)
1624→ elseif @weapon_type == 'kitchen_knife'
1625→ @kitchen_knife_ready = false
1626→ @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> @kitchen_knife_ready = true
1627→ @timer\when (-> @kitchen_knife_ready and @\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\kitchen_knife_fire!)
1628→ @cooldown_bar\activate @kitchen_knife_cooldown
1629→
Read (E:\a327ex\emoji-ball-battles\main.yue)
2241→ kitchen_knife_fire: =>
2242→ return unless @\kitchen_knife_is_aligned!
2243→ @kitchen_knife_ready = false
2244→ @kitchen_knife_thrown = true
2245→ @spring\pull 'weapon', 0.6, 3, 0.7
2246→ -- Destroy weapon shapes so ball is defenseless while knife is out
2247→ @collider\destroy_shape @weapon_shape
2248→ @collider\destroy_shape @weapon_sensor
2249→ -- Spawn kitchen knife projectile from weapon tip
2250→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2251→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2252→ @parent.projectiles\add projectile spawn_x, spawn_y,
2253→ projectile_type: 'kitchen_knife'
2254→ direction: @angle
2255→ team: @team
2256→ flash_on_spawn: true
2257→ kitchen_knife_scale: @weapon_scale
2258→ kitchen_knife_rotation_offset: @weapon_rotation_offset
2259→ kitchen_knife_throw_damage: @kitchen_knife_throw_damage
2260→
Now applying all changes:
1. Init — add count and fire delay:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
2. Cooldown setup — generate + fire on cooldown completion:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
3. Fire method — fire all knives in burst, weapon shapes removed on last knife:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
4. Recovery — increment count, recreate shapes if thrown:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3325→ -- Kitchen knife: flies forward, bounces off walls, sticks after 3 bounces, catch on proximity
3326→ if @projectile_type == 'kitchen_knife'
3327→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3328→ if owner and owner.parent
3329→ if @kitchen_knife_stuck
3330→ @collider\set_velocity 0, 0
3331→ @collider\set_gravity_scale 0
3332→ else
3333→ vx, vy = @collider\get_velocity!
3334→ @kitchen_knife_move_angle = math.angle(vx, vy)
3335→ if @kitchen_knife_spinning
3336→ @kitchen_knife_spin += @kitchen_knife_spin_speed*dt
3337→ -- Check if close enough to owner to catch
3338→ d = math.distance @x, @y, owner.x, owner.y
3339→ if d < 20
3340→ owner.kitchen_knife_thrown = false
3341→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3342→ -- Recreate weapon shapes
3343→ hitbox_oy = owner.weapon_hitbox_offset_y or 0
3344→ owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
Read (E:\a327ex\emoji-ball-battles\main.yue)
3344→ owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
3345→ owner.collider\set_restitution 1, owner.weapon_shape
3346→ owner.collider\set_density 0, owner.weapon_shape
3347→ owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
3348→ owner.collider\set_restitution 1, owner.weapon_sensor
3349→ owner.collider\set_density 0, owner.weapon_sensor
3350→ owner.kitchen_knife_ready = false
3351→ owner.timer\after owner.kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> owner.kitchen_knife_ready = true
3352→ owner.timer\when (-> owner.kitchen_knife_ready and owner\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> owner\kitchen_knife_fire!)
3353→ owner.cooldown_bar\activate owner.kitchen_knife_cooldown
3354→ @\kill!
3355→ else
3356→ @\kill!
3357→
3358→ --[[ Homing seek logic (for future use with other weapons):
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
5. UI — show knife count:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
All done. The flow:
- Starts with 0 knives, 5s cooldown begins
- Cooldown completes →
countgoes to 1, waits for alignment, fires all knives in burst (0.15s between each) - Last knife in burst → weapon shapes removed, cooldown restarts
- Picking up stuck knives →
count += 1, weapon shapes recreated if they were gone - Picked-up knives get fired on the next volley (when the generation cooldown completes and alignment happens)
OK. It should only be ready to fire once the cooldown for the next knive generation is done. Currently it's firing regardless of that cooldown, as long as you have knives.
Right — timer\when is persistent (keeps checking every frame), so I need a ready flag to gate it, same pattern as the gun. Let me fix the cooldown setup, fire method, and last-knife handler.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1624→ @timer\when (-> @boomerang_ready and @\boomerang_can_fire!), 'boomerang_fire', (-> @\boomerang_fire!)
1625→ @cooldown_bar\activate @boomerang_cooldown
1626→ elseif @weapon_type == 'kitchen_knife'
1627→ @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', ->
1628→ @kitchen_knife_count += 1
1629→ @timer\when (-> @\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\kitchen_knife_fire!)
Read (E:\a327ex\emoji-ball-battles\main.yue)
2241→ false
2242→
2243→ kitchen_knife_fire: =>
2244→ return unless @\kitchen_knife_is_aligned!
2245→ return if @kitchen_knife_count <= 0
2246→ @\kitchen_knife_fire_one!
2247→
2248→ kitchen_knife_fire_one: =>
2249→ return if @kitchen_knife_count <= 0
2250→ @kitchen_knife_count -= 1
2251→ @spring\pull 'weapon', 0.6, 3, 0.7
2252→ -- Spawn kitchen knife projectile from weapon tip
2253→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2254→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2255→ @parent.projectiles\add projectile spawn_x, spawn_y,
2256→ projectile_type: 'kitchen_knife'
2257→ direction: @angle
2258→ team: @team
2259→ flash_on_spawn: true
2260→ kitchen_knife_scale: @weapon_scale
2261→ kitchen_knife_rotation_offset: @weapon_rotation_offset
2262→ kitchen_knife_throw_damage: @kitchen_knife_throw_damage
2263→ if @kitchen_knife_count > 0
2264→ @timer\after @kitchen_knife_fire_delay, 'kitchen_knife_burst', -> @\kitchen_knife_fire_one!
2265→ else
2266→ -- Last knife thrown: remove weapon shapes, restart generation cooldown
2267→ @kitchen_knife_thrown = true
2268→ @collider\destroy_shape @weapon_shape
2269→ @collider\destroy_shape @weapon_sensor
2270→ @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', ->
Read (E:\a327ex\emoji-ball-battles\main.yue)
2270→ @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', ->
2271→ @kitchen_knife_count += 1
2272→ @timer\when (-> @\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\kitchen_knife_fire!)
2273→ @cooldown_bar\activate @kitchen_knife_cooldown
2274→
2275→ flash_ball: (duration=0.15) =>
Now applying all three fixes:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now uses the same ready flag pattern as the gun:
timer\whenis set up once and stays active, checking@kitchen_knife_ready and alignedevery frame@kitchen_knife_readyis only settruewhen the 5s cooldown completeskitchen_knife_fireimmediately sets itfalse, so no more firing until the next cooldown completes
Convert throwning knife 3 and 4 wav to ogg, normalize them according to the comments in sound loading, play one randomly whenever a knife is fired.
Glob (/throwingknife*)
No files found
Grep (sound_load)
No matches found
[Showing results with pagination = limit: 30, offset: 0]
Glob (/throwingknife*)
No files found
Glob (/knife)
E:\a327ex\emoji-ball-battles\reference\emojunky-one\res\knife.png
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\assets\images\knife.png
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\assets\images\knife.png
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\src\assets\images\knife.png
E:\a327ex\emoji-ball-battles\assets\kitchen_knife.png
Glob (/throwing)
No files found
Glob (/throw)
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\assets\sounds\dagger_thrown1.ogg
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\assets\sounds\dagger_thrown1.ogg
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\assets\sounds\dagger_thrown2.ogg
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\assets\sounds\dagger_thrown2.ogg
E:\a327ex\emoji-ball-battles\reference\super emoji box\assets\dagger_thrown1.ogg
E:\a327ex\emoji-ball-battles\reference\super emoji box\assets\dagger_thrown2.ogg
I can't find "throwing knife 3" and "4" wav files. Where are these located?
Glob (*/.wav)
E:\a327ex\emoji-ball-battles\assets\Throwing Knife (Thrown) 10.wav
E:\a327ex\emoji-ball-battles\assets\Throwing Knife (Thrown) 3.wav
E:\a327ex\emoji-ball-battles\assets\Throwing Knife (Thrown) 4.wav
E:\a327ex\emoji-ball-battles\assets\RPG3_PlasmaMagicBeam_Shoot01.wav
E:\a327ex\emoji-ball-battles\assets\RPG3_PlasmaMagicBeam_Shoot02.wav
E:\a327ex\emoji-ball-battles\assets\RPG3_PlasmaMagicBeam_Shoot03.wav
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\steam\goldmaster\disk_assets\resources\click.wav
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\steam\goldmaster\disk_assets\resources\hover.wav
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\steam\goldmaster\disk_assets\resources\launch.wav
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\steam\goldmaster\disk_assets\resources\click.wav
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\steam\goldmaster\disk_assets\resources\hover.wav
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\steam\goldmaster\disk_assets\resources\launch.wav
Found them. Now let me read the normalization comments in the sound loading section.
Read (E:\a327ex\emoji-ball-battles\main.yue)
170→-- wind_small_impact_1 (Wind_Small_Impact_1): -19.4 dB → 0.30
171→-- wind_small_impact_2 (Wind_Small_Impact_2): -18.0 dB → 0.22
172→-- wing_impact_5 (Wing_Impact_5): -18.7 dB → 0.26
173→-- s6_impact_1_v2 (S6_Impact_1_v2): -17.6 dB → 0.21
174→-- saw_hit1: -25.8 dB → 0.61
175→-- saw_hit2: -28.8 dB → 0.87
176→-- wood_heavy_1 (Wood Heavy 2): -26.8 dB → 1.0
177→-- wood_heavy_2 (Wood Heavy 6): -22.8 dB → 0.63
178→-- wood_heavy_3 (Wood Heavy 8): -25.3 dB → 0.84
179→an\sound 'ball_ball', 'assets/ball_wall.ogg'
180→an\sound 'ball_wall', 'assets/ball_wall.ogg'
181→-- an\sound 'dagger_dagger', 'assets/dagger_dagger.ogg'
182→an\sound 'dagger_wall', 'assets/dagger_wall.ogg'
183→an\sound 'dagger_ball', 'assets/dagger_ball.ogg'
184→an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'
185→an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'
186→an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
187→an\sound 'weapon_projectile_1', 'assets/metal_light_2.ogg'
188→an\sound 'weapon_projectile_2', 'assets/metal_light_4.ogg'
189→-- an\sound 'player_hit', 'assets/player_hit.ogg'
190→an\sound 'player_death', 'assets/player_death.ogg'
191→an\sound 'grass_land_1', 'assets/grass_land1.ogg'
192→an\sound 'grass_land_2', 'assets/grass_land2.ogg'
193→an\sound 'grass_land_3', 'assets/grass_land3.ogg'
194→an\sound 'grass_impact_1', 'assets/grass_impact1.ogg'
195→an\sound 'grass_impact_2', 'assets/grass_impact2.ogg'
196→an\sound 'grass_impact_3', 'assets/grass_impact3.ogg'
197→an\sound 'hop', 'assets/hop.ogg'
198→an\sound 'concrete_1', 'assets/concrete_2.ogg'
199→an\sound 'concrete_2', 'assets/concrete_5.ogg'
... [30 more lines]
Now let me read the normalization comment block at the top.
Read (E:\a327ex\emoji-ball-battles\main.yue)
130→-- ball_ball (suicchi_wo_osu): -16.7 dB → 0.22
131→-- ball_wall: -21.2 dB → 0.36
132→-- dagger_dagger: -16.5 dB → 0.22 (unused)
133→-- dagger_wall: -24.1 dB → 0.5
134→-- dagger_ball: -28.7 dB → 0.7
135→-- gun_fire_1 (revolver_shot1): -24.7 dB → 0.54
136→-- gun_fire_2 (revolver_shot2): -24.9 dB → 0.56
137→-- gun_fire_3 (revolver_shot3): -23.3 dB → 0.46
138→-- weapon_projectile_1 (metal_light_2): -30.0 dB → 1.0
139→-- weapon_projectile_2 (metal_light_4): -30.5 dB → 1.0
140→-- player_hit: -8.3 dB → 0.08
141→-- player_death: -19.9 dB → 0.35
142→-- grass_land_1/2/3: ~-45.5 dB → 1.0
143→-- grass_impact_1/2/3: ~-29.5 dB → 0.5
144→-- hop: -10.3 dB → 0.12
145→-- concrete_1 (concrete_2): -31.7 dB → 0.8
146→-- concrete_2 (concrete_5): -26.9 dB → 0.7
147→-- concrete_3 (concrete_8): -28.9 dB → 0.8
148→-- dagger_swing_1: -32.8 dB → 1.0
149→-- dagger_swing_2: -26.4 dB → 0.66
150→-- dagger_swing_3 (swing_8): -26.4 dB → 0.66
151→-- dagger_swing_4 (swing_9): -25.1 dB → 0.57
152→-- dagger_swing_5 (swing_10): -29.1 dB → 0.9
153→-- bow_string_drawing_fast_2: -38.9 dB → 1.0
154→-- drawing_bow_backwards_6: -40.6 dB → 1.0
155→-- drawing_bow_backwards_9: -42.3 dB → 1.0
156→-- light_sword_swing_2: -28.3 dB → 0.73
157→-- light_sword_swing_3: -29.7 dB → 0.86
158→-- light_sword_swing_14: -29.7 dB → 0.86
159→-- light_sword_swing_9: -30.0 dB → 1.0
... [12 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
110→-- UI images
111→an\image 'heart', 'assets/heart.png'
112→an\image 'blue_board', 'assets/blue_board.png'
113→
114→-- Fonts
115→an\font 'fat', 'assets/FatPixelFont.ttf', 8
116→an\font 'lana', 'assets/LanaPixel.ttf', 11
117→
118→-- Spritesheets
119→an\spritesheet 'hit1', 'assets/hit1.png', 96, 48
120→
121→-- Sounds
122→--
123→-- Volume normalization process:
124→-- 1. Convert WAV to OGG: ffmpeg -i "File Name.wav" -c:a libvorbis -q:a 10 file_name.ogg
125→-- 2. Measure mean volume: ffmpeg -i file.ogg -af volumedetect -f null /dev/null 2>&1 | grep mean_volume
126→-- 3. Calculate normalized volume: volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0
127→-- Baseline: -24 dB file plays at 0.5 volume. Quieter files get higher volume, louder files get lower.
128→--
129→-- Normalized volumes (baseline -24 dB, 0.5 base volume):
130→-- ball_ball (suicchi_wo_osu): -16.7 dB → 0.22
131→-- ball_wall: -21.2 dB → 0.36
Now I have the full picture. Let me convert the wav files to ogg, measure their volumes, and add the sound loading + playback.
Bash (cd "E:/a327ex/emoji-ball-battles/assets" && ffmpeg -i "Throwing Knife (Thrown) 4...)
time_reference : 160272961
[out#0/ogg @ 000001c809166cc0] video:0KiB audio:15KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 29.307677%
size= 19KiB time=00:00:00.27 bitrate= 550.1kbits/s speed=15.6x elapsed=0:00:00.01
Bash (cd "E:/a327ex/emoji-ball-battles/assets" && ffmpeg -i knife_throw_2.ogg -af volu...)
[Parsed_volumedetect_0 @ 000002a379376880] mean_volume: -14.1 dB
Now calculate normalized volumes using the formula: volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0
- knife_throw_1: -14.5 dB →
0.5 * 10^((-24 - (-14.5)) / 20) = 0.5 * 10^(-9.5/20) = 0.5 * 0.335 = 0.168→ 0.17 - knife_throw_2: -14.1 dB →
0.5 * 10^((-24 - (-14.1)) / 20) = 0.5 * 10^(-9.9/20) = 0.5 * 0.320 = 0.160→ 0.16
Now add the sound loading and playback:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the sound play in kitchen_knife_fire_one. Let me check the sound_play pattern from the gun:
Grep (sound_play.*gun_fire)
2013: an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Converted both wav files to ogg, measured their volumes (-14.5 dB → 0.17, -14.1 dB → 0.16), added them to sound loading, and play one randomly on each knife throw with slight pitch variation.
Triple sound, I didn't hear anything.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Tripled to 0.51.
25% higher, somehow your normalization was wrong, do you know why?
0.51 * 1.25 = 0.64.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
As for why the normalization was wrong — I'm guessing it's because these are very short percussive sounds (~0.28s). The mean_volume measurement gets skewed by the brevity; the sound is a quick spike with barely any sustained content, so the mean reads louder than it perceptually is. The normalization formula was designed around longer sounds where mean volume correlates better with perceived loudness.
Throw damage is still increasing for the knives, remove that.
Grep (kitchen_knife_throw_damage)
971: owner.kitchen_knife_throw_damage += 1
1525: @kitchen_knife_throw_damage = 1
2270: kitchen_knife_throw_damage: @kitchen_knife_throw_damage
3239: @kitchen_knife_throw_damage = args.kitchen_knife_throw_damage or 1
3240: @damage = @kitchen_knife_throw_damage
Read (E:\a327ex\emoji-ball-battles\main.yue)
960→ owner.weapon_ui\landed_hit! if owner.weapon_ui
961→
962→ -- Scaling: +1 damage on first hit per throw
963→ if projectile_object.projectile_type == 'boomerang'
964→ unless projectile_object.boomerang_damage_triggered
965→ projectile_object.boomerang_damage_triggered = true
966→ owner.boomerang_damage += 1
967→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
968→ elseif projectile_object.projectile_type == 'kitchen_knife'
969→ unless projectile_object.kitchen_knife_throw_triggered
970→ projectile_object.kitchen_knife_throw_triggered = true
971→ owner.kitchen_knife_throw_damage += 1
972→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
973→
974→ -- headless: log hit
975→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
976→
977→ -- Spawn star particles at hit location
978→ x = (projectile_object.x + ball_object.x)/2
979→ y = (projectile_object.y + ball_object.y)/2
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Removed the +1 damage scaling on kitchen knife hits.
Add a delay where a stuck knife can't be captured by the ball if it's been created recently, 1 second should work.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3329→ if @projectile_type == 'kitchen_knife'
3330→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3331→ if owner and owner.parent
3332→ if @kitchen_knife_stuck
3333→ @collider\set_velocity 0, 0
3334→ @collider\set_gravity_scale 0
3335→ else
3336→ vx, vy = @collider\get_velocity!
3337→ @kitchen_knife_move_angle = math.angle(vx, vy)
3338→ if @kitchen_knife_spinning
3339→ @kitchen_knife_spin += @kitchen_knife_spin_speed*dt
3340→ -- Check if close enough to owner to catch
3341→ d = math.distance @x, @y, owner.x, owner.y
3342→ if d < 20
3343→ owner.kitchen_knife_count += 1
3344→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3345→ if owner.kitchen_knife_thrown
3346→ owner.kitchen_knife_thrown = false
3347→ -- Recreate weapon shapes
3348→ hitbox_oy = owner.weapon_hitbox_offset_y or 0
I'll add a kitchen_knife_catch_delay timer on the projectile that starts when it gets stuck. The catch check just skips if the delay hasn't elapsed yet.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3448→ elseif @projectile_type == 'kitchen_knife'
3449→ if @kitchen_knife_bounces > 0
3450→ @kitchen_knife_bounces -= 1
3451→ unless @kitchen_knife_spinning
3452→ @kitchen_knife_spinning = true
3453→ @kitchen_knife_spin = @kitchen_knife_move_angle
3454→ else
3455→ @kitchen_knife_stuck = true
3456→ cos_a = math.cos(@kitchen_knife_move_angle)
3457→ sin_a = math.sin(@kitchen_knife_move_angle)
3458→ parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
3459→ offset = 4 + 6*parallel
3460→ @kitchen_knife_stuck_x = @x + offset*normal_x
3461→ @kitchen_knife_stuck_y = @y + offset*normal_y
3462→ @kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now gate the catch check:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Stuck knives can't be caught for 1 second after sticking. Flying knives (non-stuck) are unaffected by the check.
0.5s. If the knives are fired close to the wall already, they don't need to be visually moved inwards.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
For the offset scaling, I'll use the knife's velocity magnitude at impact — if it's barely moving (hit a wall right after spawn or lost most energy), less offset:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3454→ else
3455→ @kitchen_knife_stuck = true
3456→ @kitchen_knife_catchable = false
3457→ @timer\after 0.5, -> @kitchen_knife_catchable = true
3458→ cos_a = math.cos(@kitchen_knife_move_angle)
3459→ sin_a = math.sin(@kitchen_knife_move_angle)
3460→ parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
3461→ offset = 4 + 6*parallel
3462→ @kitchen_knife_stuck_x = @x + offset*normal_x
3463→ @kitchen_knife_stuck_y = @y + offset*normal_y
3464→ @kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3465→ when 'weapon'
3466→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3467→ @bounces -= 1
3468→ if @bounces < 0
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Catch delay is now 0.5s. The wall offset scales by speed/10 (clamped to 1) — a knife that hits a wall right after being fired near it will have less inward offset, while one that's traveled and built up speed gets the full offset.
No, don't use the speed factor, use initial position compared to the wall. If the collider spawns already sort of colliding with the wall then further inwards pushing will look wrong. Either that, or we could prevent firing from happening when aiming at a wall and too close to it. But that would mess up the multiple fire logic. If you can figure out how to do that well, it'd be preferred.
First let me revert the speed_factor change:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me re-read the current fire methods to make precise edits:
Read (E:\a327ex\emoji-ball-battles\main.yue)
2249→
2250→ kitchen_knife_fire_one: =>
2251→ return if @kitchen_knife_count <= 0
2252→ @kitchen_knife_count -= 1
2253→ an\sound_play "knife_throw_#{an.random\int(1, 2)}", 0.64, an.random\float(0.95, 1.05)
2254→ @spring\pull 'weapon', 0.6, 3, 0.7
2255→ -- Spawn kitchen knife projectile from weapon tip
2256→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2257→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2258→ @parent.projectiles\add projectile spawn_x, spawn_y,
2259→ projectile_type: 'kitchen_knife'
2260→ direction: @angle
2261→ team: @team
2262→ flash_on_spawn: true
2263→ kitchen_knife_scale: @weapon_scale
2264→ kitchen_knife_rotation_offset: @weapon_rotation_offset
2265→ kitchen_knife_throw_damage: @kitchen_knife_throw_damage
2266→ if @kitchen_knife_count > 0
2267→ @timer\after @kitchen_knife_fire_delay, 'kitchen_knife_burst', -> @\kitchen_knife_fire_one!
2268→ else
2269→ -- Last knife thrown: remove weapon shapes, restart generation cooldown
2270→ @kitchen_knife_thrown = true
2271→ @collider\destroy_shape @weapon_shape
2272→ @collider\destroy_shape @weapon_sensor
2273→ @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', ->
2274→ @kitchen_knife_count += 1
2275→ @kitchen_knife_ready = true
2276→ @cooldown_bar\activate @kitchen_knife_cooldown
2277→
2278→ flash_ball: (duration=0.15) =>
... [5 more lines]
The approach: track burst_remaining at burst start (= count). Each burst slot either fires (decrement count) or skips if spawn point is near a wall. After all slots are used, burst ends. Remaining knives carry over to next volley.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2243→
2244→ kitchen_knife_fire: =>
2245→ return unless @\kitchen_knife_is_aligned!
2246→ return if @kitchen_knife_count <= 0
2247→ @kitchen_knife_ready = false
2248→ @\kitchen_knife_fire_one!
2249→
2250→ kitchen_knife_fire_one: =>
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
The approach:
- At burst start, snapshot
burst_remaining = count - Each attempt: raycast from ball center to spawn point — if wall is in the way, skip (count stays, knife preserved for next volley)
- After all
burst_remainingattempts are used up, burst ends - If all knives were fired (
count == 0), weapon shapes get removed - If some were skipped due to wall proximity, they stay in count for the next volley
- Cooldown restarts regardless, generating the next knife + enabling the next fire
Let's increase the wall prevention range, and let's make it so that when projectiles are more perpendicular there's no inwards pushing at all.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2253→ -- Check if spawn point is too close to a wall
2254→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2255→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2256→ wall_hit = an\raycast @x, @y, spawn_x, spawn_y, 'wall'
2257→ if not wall_hit and @kitchen_knife_count > 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
3454→ if @kitchen_knife_bounces > 0
3455→ @kitchen_knife_bounces -= 1
3456→ unless @kitchen_knife_spinning
3457→ @kitchen_knife_spinning = true
3458→ @kitchen_knife_spin = @kitchen_knife_move_angle
3459→ else
3460→ @kitchen_knife_stuck = true
3461→ @kitchen_knife_catchable = false
3462→ @timer\after 0.5, -> @kitchen_knife_catchable = true
3463→ cos_a = math.cos(@kitchen_knife_move_angle)
3464→ sin_a = math.sin(@kitchen_knife_move_angle)
3465→ parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
Read (E:\a327ex\emoji-ball-battles\main.yue)
3465→ parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
3466→ offset = 4 + 6*parallel
3467→ @kitchen_knife_stuck_x = @x + offset*normal_x
3468→ @kitchen_knife_stuck_y = @y + offset*normal_y
3469→ @kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
Two changes:
- Extend the raycast beyond the spawn point to catch walls that are slightly further:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
- Remove base offset so perpendicular hits have zero inward push:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Raycast now extends 16px beyond the spawn point (44px total from ball center), and the inward offset is purely proportional to parallelness — 0 when perpendicular, up to 10 when glancing.
The push should still be applied if the hit isn't perpendicular, though... is it? It seems lesser now.
Yes, it's lesser. At 45° for example: before was 4 + 6*0.5 = 7, now is 10*0.5 = 5. Let me bump the multiplier so moderate angles get proper push:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now at 45° it's 14*0.5 = 7 (same as old), at fully parallel it's 14 (more than before), and perpendicular stays 0.
Sometimes it only fires 2 when it has 3 knives, I notice this happens due to it being near a wall. So it cancels the next fire in a burst, but doesn't complete it.
The problem is burst_remaining decrements on every call including skips, so a wall skip eats a burst slot without firing. The fix: only decrement burst_remaining when a knife actually fires, and add a max attempts cap to prevent infinite loops.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2244→ kitchen_knife_fire: =>
2245→ return unless @\kitchen_knife_is_aligned!
2246→ return if @kitchen_knife_count <= 0
2247→ @kitchen_knife_ready = false
2248→ @kitchen_knife_burst_remaining = @kitchen_knife_count
2249→ @\kitchen_knife_fire_one!
2250→
2251→ kitchen_knife_fire_one: =>
2252→ @kitchen_knife_burst_remaining -= 1
2253→ -- Check if spawn point is too close to a wall
2254→ check_dist = @weapon_visual_offset + 16
2255→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2256→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2257→ check_x = @x + check_dist*math.cos(@angle)
2258→ check_y = @y + check_dist*math.sin(@angle)
2259→ wall_hit = an\raycast @x, @y, check_x, check_y, 'wall'
2260→ if not wall_hit and @kitchen_knife_count > 0
2261→ @kitchen_knife_count -= 1
2262→ an\sound_play "knife_throw_#{an.random\int(1, 2)}", 0.64, an.random\float(0.95, 1.05)
2263→ @spring\pull 'weapon', 0.6, 3, 0.7
2264→ @parent.projectiles\add projectile spawn_x, spawn_y,
2265→ projectile_type: 'kitchen_knife'
2266→ direction: @angle
2267→ team: @team
2268→ flash_on_spawn: true
2269→ kitchen_knife_scale: @weapon_scale
2270→ kitchen_knife_rotation_offset: @weapon_rotation_offset
2271→ kitchen_knife_throw_damage: @kitchen_knife_throw_damage
2272→ -- Continue burst if more attempts remain
2273→ if @kitchen_knife_burst_remaining > 0 and @kitchen_knife_count > 0
... [5 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now burst_remaining only decrements on successful fire, and burst_attempts (capped at 3x the knife count) limits total tries to prevent infinite loops. Wall skips just retry on the next attempt as the ball rotates.
What does the next attempt mean? The next burst timing or next alignment?
The next burst timing — 0.15s later. After a wall skip, it schedules another kitchen_knife_fire_one call after the same fire_delay. The ball will have rotated a bit in that time, so the angle may clear the wall.
I see the issue now. The push is happening inwards towards the wall, but it should happen inwards towards the hitbox's angle. Let's try like that, if you get what I mean.
Yes — offset along the knife's travel direction instead of the wall normal, so it looks like it's embedding tip-first.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the offset pushes along @kitchen_knife_move_angle (the knife's travel direction) using the already-computed cos_a/sin_a. Perpendicular hits get near-zero offset, glancing hits get pushed further along their own angle.
OK, let's just not have the parallel inwards push, just a normal random push for all knives. If the angle is too parallel to the wall, then we'll instead kill the knife immediately, except we'll kill it like knives die in super emoji invades, please check that. Also check the behavior of the knive throwing behavior there in terms of juice to see if it's doing something better than we are.
Task (Find knife code in super-emoji-invaders)
[
{
"type": "text",
"text": "Perfect! Now I have all the knife-related code. Let me compile the complete findings:\n\n## Knife Code in Super Emoji Invaders\n\nI found comprehensive knife implementation across three main areas. Here are the exact code snippets:\n\n### 1. KNIFE THROWING BEHAVIOR\n\n**File:** `E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/main.lua` (lines 1234-1268)\n\nThe `dagger` weapon class handles the throwing mechanics:\n\n```lua\ndagger = class:use(transform, timer, hitfx)\nfunction dagger:new(parent)\n self.parent = parent\n self:transform(self.parent.x, self.parent.y, 0, 22/images.candle.w, 22/images.candle.h)\n self:timer()\n self:hitfx()\n\n self:hitfx_add('act', 1)\n self.w, self.h = 22, 22\n self.emoji = images.dagger\n self.attack_rate = 0.8\nend\n\nfunction dagger:update(dt)\n if self.parent then\n if self.parent.dead then self.dead = true; return end\n self.target_r = math.angle_to(self.parent.x, self.parent.y, cursor.x, cursor.y)\n self.x, self.y = self.parent.x + 32*math.cos(self.target_r), self.parent.y + 32*math.sin(self.target_r)\n end\n self.r = self.target_r\n\n self.emoji:draw('game', self.x, self.y, self.r - 3*math.pi/4, self.sx*self.springs.act.x, self.sy*self.springs.act.x, nil, nil, colors.white[0], self.flashes.act.x and shaders.combine)\nend\n\nfunction dagger:attack()\n self:hitfx_use('act', 0.5, nil, nil, 0.2)\n effects:add(hit_circle(self.x + 15*math.cos(self.r), self.y + 15*math.sin(self.r), 11, nil, colors.white[0], colors.yellow[0], true))\n game.states.arena.projectiles:add(bullet(self.x, self.y, random:float(70, 80), self.r, nil, nil, {dagger = true}))\n sounds[random:table{'dagger_thrown1', 'dagger_thrown2'}]:play(0.5, random:float(0.95, 1.05))\nend\n```\n\n**Juice Effects on Throw:**\n- **Screen shake/spring:** `self:hitfx_use('act', 0.5, nil, nil, 0.2)` - hitfx with 0.5 strength, 0.2 decay\n- **Visual particle:** `hit_circle` effect at throw point (11 radius, yellow/white colors)\n- **Sound:** Random selection between `dagger_thrown1` or `dagger_thrown2` at 0.5 volume, pitch variance 0.95-1.05\n- **Spring scaling:** Weapon sprite scales with `self.springs.act.x` during attack animation\n\n---\n\n### 2. KNIFE PHYSICS & BULLET BEHAVIOR\n\n**File:** `E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/main.lua` (lines 1084-1122)\n\nKnife bullets use the general `bullet` class but with special modifiers:\n\n```lua\nbullet = class:use(transform, collider, timer, hitfx)\nfunction bullet:new(x, y, v, r, color_1, color_2, mods)\n self:transform(x, y, r)\n self:collider(world, 'projectile', 'dynamic', 'rectangle', 15*self.sx, 7*self.sy)\n self:timer()\n self:hitfx()\n self:set_restitution(0.75)\n self:set_friction(1)\n self:set_gravity_scale(0.5)\n\n self.v = v\n self.color = (color_1 or colors.fg[0]):clone()\n self.target_color = color_2\n if color_2 then self:tween(0.15, self.color, {r = self.target_color.r, g = self.target_color.g, b = self.target_color.b}, math.linear) end\n self:apply_impulse(self.v*math.cos(self.r), self.v*math.sin(self.r))\n self:hitfx_add('hit', 1)\n self:hitfx_use('hit', 0.3, nil, nil, 0.1)\n\n for k, v in pairs(mods or {}) do self[k] = v end\n self.bounces = 0\n self.pierces = 0\n self.max_bullet_hp = 3\n self.bullet_hp = 3\n self.solid_contact_time = game.time\n self.last_hit_id = self.id\n\n if self.fire_trail then\n self:every_immediate(0.02, function()\n effects:add(fire_particle(self.x + 0.5*self.w*math.cos(self.r), self.y + 0.5*self.w*math.sin(self.r), random:float(0, 30)))\n end)\n end\n\n if self.dagger then\n self.sx, self.sy = 22/images.dagger.w, 22/images.dagger.h\n self:set_gravity_scale(0.35)\n self:set_restitution(1)\n self.bounces = 1\n end\nend\n```\n\n**Knife-specific modifiers:**\n- **Gravity:** Reduced to 0.35 (vs 0.5 default)\n- **Restitution:** Set to 1 (perfect bounce vs 0.75 default)\n- **Bounces:** Initialized to 1 (allows 1 bounce before sticking)\n- **Size:** Scales to 22x22 pixels based on dagger image dimensions\n\n---\n\n### 3. KNIFE WALL COLLISION & STICKING\n\n**File:** `E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/main.lua` (lines 1150-1178)\n\nKnife collision behavior with walls in `bullet:on_collision_enter`:\n\n```lua\nfunction bullet:on_collision_enter(other, contact)\n if other:is(solid) and game.time - self.solid_contact_time > 0.1 then\n self.solid_contact_time = game.time\n local nx, ny = contact:getNormal()\n local x, y = contact:getPositions()\n\n self.bounces = self.bounces - 1\n if self.bounces < 0 then\n self.dead = true\n effects:add(hit_circle(x, y, random:float(6, 8), random:float(0.2, 0.5), self.fire_trail and colors.yellow[0] or colors.fg[0], self.color))\n for i = 1, 4 do effects:add(hit_particle(x, y, random:float(60, 120), math.angle(nx, ny) + random:float(-math.pi/4, math.pi/4), nil, self.fire_trail and colors.yellow[0] or colors.fg[0], self.color)) end\n else\n for i = 1, 2 do effects:add(hit_particle(x, y, random:float(60, 120), math.angle(nx, ny) + random:float(-math.pi/4, math.pi/4), nil, self.fire_trail and colors.yellow[0] or colors.fg[0], self.color)) end\n end\n self:hitfx_use('hit', 0.25, nil, nil, 0.15)\n sounds[random:table({'grass_impact1', 'grass_impact2', 'grass_impact3'})]:play(0.1, random:float(0.95, 1.05))\n\n if self.dagger then\n sounds.dagger_wall:play(0.1, random:float(0.95, 1.05))\n effects:add(hit_effect(x, y))\n if self.dead then\n local v = math.length(self:get_velocity())\n game:after(0.01, function()\n effects:add(wall_dagger(x, y, 0.3*v, self.r, nx, ny))\n end)\n end\n end\n end\nend\n```\n\n**Wall collision sequence for knives:**\n- Decrement bounces counter\n- If bounces exhausted: mark as dead, spawn **4 hit particles** (60-120 velocity)\n- If bounces remain: spawn **2 hit particles**\n- **Sound effects:** Generic `grass_impact1/2/3` + knife-specific `dagger_wall` sound (0.1 volume)\n- **Visual effect:** `hit_effect` spawned at collision point\n- **Knife sticking:** If knife is dead, create a `wall_dagger` object (0.01s delay) that sticks to wall\n\n---\n\n### 4. KNIFE STICKING TO WALLS (wall_dagger Class)\n\n**File:** `E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/main.lua` (lines 1807-1838)\n\nThe `wall_dagger` is the stuck knife that appears after impact:\n\n```lua\nwall_dagger = class:use(transform, collider, timer, hitfx)\nfunction wall_dagger:new(x, y, v, r, nx, ny)\n self:transform(x, y, 0, 22/images.dagger.w, 22/images.dagger.h)\n self:collider(world, 'projectile', 'dynamic', 'rectangle', 22, 8)\n self:timer()\n self:hitfx()\n\n self.emoji = images.dagger\n self:hitfx_add('hit', 1)\n self:hitfx_use('hit', 0.25, nil, nil, 0.2)\n self:set_restitution(0.5)\n self:set_friction(1)\n self:set_gravity_scale(1)\n self:set_damping(2.5)\n\n self.r = math.bounce(r, nx, ny)\n self.v = v\n self:apply_impulse(self.v*math.cos(self.r), self.v*math.sin(self.r))\n self:apply_angular_impulse(random:table({random:float(-60*math.pi, -50*math.pi), random:float(50*math.pi, 60*math.pi)}))\n\n self:after({0.3, 0.45}, function()\n self:every_immediate(0.035, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)\n end)\nend\n\nfunction wall_dagger:update(dt)\n self:update_position_and_angle()\n\n if self.hidden then return end\n self.emoji:draw('game', self.x, self.y, self.r - 3*math.pi/4, self.sx*self.springs.hit.x, self.sy*self.springs.hit.x, nil, nil, colors.white[0], self.flashes.hit.x and shaders.combine)\nend\n```\n\n**Death animation sequence:**\n- After 0.3-0.45s delay (random), knife enters **blink death state**\n- **Blinking:** Toggles `hidden` every 0.035s for 7 cycles (~0.25s total)\n- **Final death:** Object marked as dead after blink animation completes\n- **Physics:** Reduced gravity (1.0 vs 0.35), high damping (2.5), random spin on impact (\u00b150-60\u03c0 rad/s)\n\n---\n\n## Summary\n\nThe knife system combines:\n1. **Throwing:** Cursor-aimed weapon with spring-based scale animation and directional particle effect\n2. **Flight:** Single bounce allowed, reduced gravity for arc trajectory\n3. **Wall impact:** Dual sound effects + visual particle + physics bounce\n4. **Sticking:** Transforms to `wall_dagger` with spin physics and delayed blink-out death animation"
},
{
"type": "text",
"text": "agentId: aafe65fc28313816b (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 31641\ntool_uses: 13\nduration_ms: 63569</usage>"
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]
Good findings from SEI. Here's what I'd change:
Wall hit handler — parallel knives bounce off with spin + blink death, perpendicular knives stick with simple random offset:
yuescript
cos_a = math.cos(@kitchen_knife_move_angle)
sin_a = math.sin(@kitchen_knife_move_angle)
parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
if parallel > 0.7
-- Too parallel: spin off, blink, die (like SEI wall_dagger)
@kitchen_knife_dying = true
@collider\set_gravity_scale 1
@collider\set_linear_damping 2.5
@collider\apply_angular_impulse an.random\float(50*math.pi, 60*math.pi) * (an.random\bool(50) and 1 or -1)
@timer\after an.random\float(0.3, 0.45), ->
@timer\during_step an.random\float(0.2, 0.3), 0.05, 0.02, (-> @kitchen_knife_hidden = not @kitchen_knife_hidden), nil, -> @\kill!
else
-- Stick with random offset along travel direction
@kitchen_knife_stuck = true
@kitchen_knife_catchable = false
@timer\after 0.5, -> @kitchen_knife_catchable = true
offset = an.random\float(4, 8)
@kitchen_knife_stuck_x = @x + offset*cos_a
@kitchen_knife_stuck_y = @y + offset*sin_a
@kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
Drawing — dying knives drawn on game layer with physics angle, hidden when blinking.
Update — dying knives skip stuck logic and catch proximity. Let physics drive position/angle.
Juice from SEI — the main thing we're missing is a hit_circle burst effect at the throw point. We already have spring pull. Worth adding?
Does this look right?
Yes.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3448→ -- Flip angle if arrow points outward from wall
3449→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
3450→ angle += math.pi
3451→ offset = an.random\float(0, 10)
3452→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
3453→ @\kill!
3454→ elseif @projectile_type == 'spiral'
3455→ @\kill!
3456→ elseif @projectile_type == 'boomerang'
3457→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3458→ elseif @projectile_type == 'kitchen_knife'
3459→ if @kitchen_knife_bounces > 0
3460→ @kitchen_knife_bounces -= 1
3461→ unless @kitchen_knife_spinning
3462→ @kitchen_knife_spinning = true
3463→ @kitchen_knife_spin = @kitchen_knife_move_angle
3464→ else
3465→ @kitchen_knife_stuck = true
3466→ @kitchen_knife_catchable = false
3467→ @timer\after 0.5, -> @kitchen_knife_catchable = true
3468→ cos_a = math.cos(@kitchen_knife_move_angle)
3469→ sin_a = math.sin(@kitchen_knife_move_angle)
Read (E:\a327ex\emoji-ball-battles\main.yue)
3395→ -- Drawing
3396→ scale = @spring.hit.x
3397→ if @projectile_type == 'bullet'
3398→ game\push @x, @y, @angle, scale, scale
3399→ game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else yellow!
3400→ game\pop!
3401→ elseif @projectile_type == 'arrow'
3402→ arrow_scale = 26/512
3403→ game\push @x, @y, @angle + 3*math.pi/4, arrow_scale*scale, arrow_scale*scale
3404→ game\image an.images.arrow, 0, 0, nil, @flashing and white!
3405→ game\pop!
3406→ elseif @projectile_type == 'spiral'
3407→ game\push @x, @y, @angle, scale, scale
3408→ game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else @spiral_color!
3409→ game\pop!
3410→ elseif @projectile_type == 'boomerang'
3411→ s = @boomerang_scale*scale
3412→ weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
3413→ weapons\image an.images.boomerang, 0, 0, nil, @flashing and white!
3414→ weapons\pop!
3415→ elseif @projectile_type == 'kitchen_knife'
3416→ s = @kitchen_knife_scale*scale
3417→ if @kitchen_knife_stuck
3418→ game\push @kitchen_knife_stuck_x, @kitchen_knife_stuck_y, @kitchen_knife_stuck_angle, s, s
3419→ game\image an.images.kitchen_knife, 0, 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
3326→ owner.collider\set_density 0, owner.weapon_shape
3327→ owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
3328→ owner.collider\set_restitution 1, owner.weapon_sensor
3329→ owner.collider\set_density 0, owner.weapon_sensor
3330→ owner.boomerang_ready = false
3331→ owner.timer\after owner.boomerang_cooldown, 'boomerang_cooldown', -> owner.boomerang_ready = true
3332→ owner.timer\when (-> owner.boomerang_ready and owner\boomerang_can_fire!), 'boomerang_fire', (-> owner\boomerang_fire!)
3333→ owner.cooldown_bar\activate owner.boomerang_cooldown
3334→ @\kill!
3335→ else
3336→ -- Owner dead, just die
3337→ @\kill!
3338→ -- Kitchen knife: flies forward, bounces off walls, sticks after 3 bounces, catch on proximity
3339→ if @projectile_type == 'kitchen_knife'
3340→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3341→ if owner and owner.parent
3342→ if @kitchen_knife_stuck
3343→ @collider\set_velocity 0, 0
3344→ @collider\set_gravity_scale 0
3345→ else
3346→ vx, vy = @collider\get_velocity!
3347→ @kitchen_knife_move_angle = math.angle(vx, vy)
3348→ if @kitchen_knife_spinning
3349→ @kitchen_knife_spin += @kitchen_knife_spin_speed*dt
3350→ -- Check if close enough to owner to catch
3351→ d = math.distance @x, @y, owner.x, owner.y
3352→ if d < 20 and (not @kitchen_knife_stuck or @kitchen_knife_catchable)
3353→ owner.kitchen_knife_count += 1
3354→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3355→ if owner.kitchen_knife_thrown
Read (E:\a327ex\emoji-ball-battles\main.yue)
3415→ elseif @projectile_type == 'kitchen_knife'
3416→ s = @kitchen_knife_scale*scale
3417→ if @kitchen_knife_stuck
3418→ game\push @kitchen_knife_stuck_x, @kitchen_knife_stuck_y, @kitchen_knife_stuck_angle, s, s
3419→ game\image an.images.kitchen_knife, 0, 0
3420→ game\pop!
3421→ else
3422→ r = if @kitchen_knife_spinning then @kitchen_knife_spin + @kitchen_knife_rotation_offset else @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3423→ weapons\push @x, @y, r, s, s
3424→ weapons\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!
3425→ weapons\pop!
3426→ -- Debug draw collider shapes from Box2D directly
3427→ if debug_draw_enabled
3428→ for shape in *@collider\get_shapes_geometry!
3429→ if shape.type == 'polygon'
Read (E:\a327ex\emoji-ball-battles\main.yue)
3370→ -- tx, ty = target.x - @x, target.y - @y
3371→ -- d = math.length(tx, ty)
3372→ -- if d > 0
3373→ -- vx, vy = @collider\get_velocity!
3374→ -- dvx = max_v*tx/d
3375→ -- dvy = max_v*ty/d
3376→ -- steer_x = (dvx - vx)*turn_multiplier*dt
3377→ -- steer_y = (dvy - vy)*turn_multiplier*dt
3378→ -- nvx = vx + steer_x
3379→ -- nvy = vy + steer_y
Now let me find the collider angle tracking and sensor hit skip lines.
Grep (set_angle.*kitchen_knife_move_angle)
3389: @collider\set_angle @kitchen_knife_move_angle
Grep (kitchen_knife.*kitchen_knife_stuck)
950: continue if projectile_object.projectile_type == 'kitchen_knife' and projectile_object.kitchen_knife_stuck
3418: game\push @kitchen_knife_stuck_x, @kitchen_knife_stuck_y, @kitchen_knife_stuck_angle, s, s
Read (E:\a327ex\emoji-ball-battles\main.yue)
3385→ vx, vy = @collider\get_velocity!
3386→ if not @base_speed
3387→ @base_speed = math.length(vx, vy)
3388→ if @projectile_type == 'kitchen_knife'
3389→ @collider\set_angle @kitchen_knife_move_angle
3390→ elseif @projectile_type != 'boomerang'
3391→ @collider\set_angle math.angle(vx, vy)
3392→ @x, @y = @collider\get_position!
3393→ @angle = @collider\get_angle!
3394→
Read (E:\a327ex\emoji-ball-battles\main.yue)
3468→ cos_a = math.cos(@kitchen_knife_move_angle)
3469→ sin_a = math.sin(@kitchen_knife_move_angle)
3470→ parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
3471→ offset = 14*parallel
3472→ @kitchen_knife_stuck_x = @x + offset*cos_a
3473→ @kitchen_knife_stuck_y = @y + offset*sin_a
3474→ @kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3475→ when 'weapon'
3476→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3477→ @bounces -= 1
Now applying all changes:
1. Sensor hit skip — also skip dying knives:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
2. Update — skip angle override for dying knives, skip catch for dying:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
3. Update — skip stuck/normal logic for dying, skip catch for dying:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
4. Drawing — dying knives on game layer with physics angle, skip when hidden:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
5. Wall hit handler — parallel check, dying vs sticking:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Summary of changes:
- Parallel hits (>0.7): Knife bounces off with physics (gravity 1, damping 2.5), gets a big random angular impulse for spin, then after 0.3-0.45s starts blinking and dies — matching SEI's
wall_daggerbehavior - Perpendicular hits: Simple random offset (4-8px) along travel direction, sticks as before
- Dying knives: Can't deal damage, can't be caught, physics drives position/angle, drawn on
gamelayer, hidden during blink - Guard:
return if @kitchen_knife_dyingprevents dying knives from triggering another wall hit
Print the parallel value for each knife stuck, make the inwards push higher than it is now for all other pushes. What is it now?
Current offset is an.random\float(4, 8) — so 4-8 pixels along the travel direction.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Doubled the range to 8-14. The print will show the parallel value (0 = perfectly perpendicular, up to 0.7 threshold) for each stuck knife.
Value is not showing?
The print is only in the stick branch — if all hits have parallel > 0.7, they go to the dying branch and the print never runs. Let me add it to both paths:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3460→ @\kill!
3461→ elseif @projectile_type == 'spiral'
3462→ @\kill!
3463→ elseif @projectile_type == 'boomerang'
3464→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3465→ elseif @projectile_type == 'kitchen_knife'
3466→ return if @kitchen_knife_dying
3467→ cos_a = math.cos(@kitchen_knife_move_angle)
3468→ sin_a = math.sin(@kitchen_knife_move_angle)
3469→ parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
3470→ if parallel > 0.7
3471→ -- Too parallel: spin off, blink, die
3472→ @kitchen_knife_dying = true
3473→ @collider\set_gravity_scale 1
3474→ @collider\set_linear_damping 2.5
3475→ @collider\apply_angular_impulse an.random\float(50*math.pi, 60*math.pi) * (an.random\bool(50) and 1 or -1)
3476→ @timer\after an.random\float(0.3, 0.45), ->
3477→ @timer\during_step an.random\float(0.2, 0.3), 0.05, 0.02, (-> @kitchen_knife_hidden = not @kitchen_knife_hidden), nil, -> @\kill!
3478→ else
3479→ -- Stick to wall
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
And remove the one in the stick branch since this one covers both:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now it prints for every wall hit regardless of which branch it takes.
Still not showing.
Grep (^[^-]*print )
3470: print "knife wall hit, parallel: #{parallel}"
3976: print "Intermediate files moved to: #{gen_results}"
3982: return print "Error: could not open #{filename} for writing" unless f
4011: print "Results written to #{filename}"
4046: return print "Error: could not open #{filename} for writing" unless f
4064: return print "Error: could not open #{dat_file} for writing" unless out
4080: print "Error: could not read #{filename}"
4086: print "Error: could not parse #{filename}"
4104: return print "Error: could not open #{filename} for writing" unless f
4223: print "HTML report written to #{filename}"
[Showing results with pagination = limit: 10, offset: 0]
The other print calls are in file generation functions, not runtime game code. print probably goes to stdout which isn't visible when the game window is running. Let me use the game's own text rendering instead - the emoji_text effect that floats above objects:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now it'll show the parallel value as floating text at the knife's wall hit location.
Still not, if it wasn't printing to the console if won't show up like this.
[Request interrupted by user]
Ah, I see. Failed to compile: main.yue 3343: unexpected expression nil -- physics drives position/angle ^
The nil statement isn't valid YueScript. Let me fix the empty branch.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3339→ if @projectile_type == 'kitchen_knife'
3340→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3341→ if owner and owner.parent
3342→ if @kitchen_knife_dying
3343→ nil -- physics drives position/angle
3344→ elseif @kitchen_knife_stuck
3345→ @collider\set_velocity 0, 0
3346→ @collider\set_gravity_scale 0
3347→ else
3348→ vx, vy = @collider\get_velocity!
3349→ @kitchen_knife_move_angle = math.angle(vx, vy)
3350→ if @kitchen_knife_spinning
3351→ @kitchen_knife_spin += @kitchen_knife_spin_speed*dt
3352→ -- Check if close enough to owner to catch
3353→ d = math.distance @x, @y, owner.x, owner.y
3354→ if d < 20 and not @kitchen_knife_dying and (not @kitchen_knife_stuck or @kitchen_knife_catchable)
3355→ owner.kitchen_knife_count += 1
3356→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3357→ if owner.kitchen_knife_thrown
3358→ owner.kitchen_knife_thrown = false
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Also, let me fix the debug print — since print doesn't show in the game window, let me try using an\log or just remove it for now and use the debug draw instead:
Grep (an\log|an.log)
No matches found
[Showing results with pagination = limit: 5, offset: 0]
Grep (debug_text|draw_text|an\text)
No matches found
[Showing results with pagination = limit: 5, offset: 0]
Grep (effects\add emoji_text)
967: @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
1094: @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
3469: @parent.parent.effects\add emoji_text @x, @y - 20, string.format("p: %.2f", parallel)
[Showing results with pagination = limit: 5, offset: 0]
[Request interrupted by user]
It wasn't showing because the file wasn't being compiled. Now that it's fixed it will, just make it print to the console normally.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Let's make all knives hit the parallel branch now to test it.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\main.yue)
3469→ print string.format("%.2f", parallel)
3470→ if parallel > 0.7
3471→ -- Too parallel: spin off, blink, die
3472→ @kitchen_knife_dying = true
3473→ @collider\set_gravity_scale 1
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
All knives will now take the dying branch (spin off, blink, die).
The impulse on the dying knife is way too strong, should be like 10x less. Was that the impulse on the super emoji invaders project?
Yes, those were the SEI values (50-60*pi), but SEI uses Love2D's Box2D with a pixel-to-meter ratio which changes the scale. Let me reduce 10x:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3474→ @collider\set_linear_damping 2.5
3475→ @collider\apply_angular_impulse an.random\float(50*math.pi, 60*math.pi) * (an.random\bool(50) and 1 or -1)
3476→ @timer\after an.random\float(0.3, 0.45), ->
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Reduced to 5-6*pi.
We can simply the second operand by using random sign
Grep (random.sign|sign.random)
464: flip: an.random\sign!
673: vx_a = an.random\sign!*an.random\float(100, 200)
674: vx_b = an.random\sign!*an.random\float(100, 200)
1779: @collider\apply_impulse math.sign(vx)*an.random\float(0, 6), -24
2200: return true, an.random\sign!
[Showing results with pagination = limit: 5, offset: 0]
Grep (random_sign|random\sign)
E:\a327ex\emoji-ball-battles\docs\ENGINE_API_QUICK.md:217:random_sign(chance?, rng?) -> -1 | 1
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md:503:random\sign(chance?) -> -1 | 1 -- chance% for 1
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md:1679:@random\sign! -- -1 or 1 (50% each)
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md:1680:@random\sign 75 -- -1 or 1 (75% for 1)
E:\a327ex\emoji-ball-battles\docs\ENGINE_API.md:1642:### random_sign
[Showing results with pagination = limit: 5, offset: 0]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
The angular damping needs to be like 3x, the angular impulse should be half what it was originally.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3472→ @kitchen_knife_dying = true
3473→ @collider\set_gravity_scale 1
3474→ @collider\set_linear_damping 2.5
3475→ @collider\apply_angular_impulse an.random\float(5*math.pi, 6*math.pi)*an.random\sign!
3476→ @timer\after an.random\float(0.3, 0.45), ->
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Angular damping set to 7.5 (3x the linear damping), angular impulse to 25-30pi (half the original 50-60pi).
Is the knive's hitbox angle being set directly on update? Because the angular impulse seemingly has no effect. If it's being changed manually, that needs to stop while the knife is dying.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3388→ @base_speed = math.length(vx, vy)
3389→ if @projectile_type == 'kitchen_knife' and not @kitchen_knife_dying
3390→ @collider\set_angle @kitchen_knife_move_angle
3391→ elseif @projectile_type != 'boomerang'
3392→ @collider\set_angle math.angle(vx, vy)
3393→ @x, @y = @collider\get_position!
The kitchen knife guard is there, but when @kitchen_knife_dying is true, it falls through to the elseif branch which sets the angle from velocity anyway. Need to skip both:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
That was the bug — dying knives fell through to the generic elseif which also sets the angle from velocity, overriding the angular impulse. Now the if catches all kitchen knives, and only non-dying ones get their angle set manually.
Set 100 damping.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Oh, that's why, I meant linear damping.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3472→ -- Too parallel: spin off, blink, die
3473→ @kitchen_knife_dying = true
3474→ @collider\set_gravity_scale 1
3475→ @collider\set_linear_damping 2.5
3476→ @collider\set_angular_damping 100
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Swapped — linear damping 100, angular damping back to 7.5.
The shape should become a ghost once it's dying, such that it can't affect or be affected by anything else collision-wise either physically or sensorially.
Grep (set_sensor|set_enabled|disable_body|set_filter|physics_set)
92:set_filter_mode(mode)
114:physics_set_gravity(gx, gy)
115:physics_set_meter_scale(scale)
116:physics_set_enabled(enabled)
138:physics_set_position(body, x, y)
139:physics_set_angle(body, angle)
140:physics_set_transform(body, x, y, angle)
143:physics_set_velocity(body, vx, vy)
144:physics_set_angular_velocity(body, av)
151:physics_set_linear_damping(body, damping)
152:physics_set_angular_damping(body, damping)
153:physics_set_gravity_scale(body, scale)
154:physics_set_fixed_rotation(body, fixed)
155:physics_set_bullet(body, bullet)
156:physics_set_user_data(body, id)
178:physics_set_center_of_mass(body, x, y)
180:physics_set_awake(body, awake)
Grep (disable|filter_category|collision_filter|shape_set_sensor|body_disable)
119:physics_disable_collision(tag_a, tag_b)
Grep (disable|ghost|filter|mask)
220:### layer_stencil_mask
222:`layer_stencil_mask(layer)`
224:Starts writing to the stencil buffer. Subsequent draws write to stencil only (not visible on screen). Use to define a mask shape.
227:layer_stencil_mask(layer)
240:layer_stencil_mask(layer)
241:layer_circle(layer, 150, 150, 50, rgba(255, 255, 255)) -- mask shape
706:### set_filter_mode
708:`set_filter_mode(mode)`
710:Sets texture filtering mode. "smooth" (bilinear) or "rough" (nearest neighbor).
713:set_filter_mode("rough") -- pixel art
716:### get_filter_mode
718:`get_filter_mode() -> string`
720:Returns the current filter mode.
723:local mode = get_filter_mode()
867:Enables or disables physics simulation.
[Showing results with pagination = limit: 15, offset: 0]
Grep (physics_disable_collision|disable_collision)
896:### physics_disable_collision
897-
898:`physics_disable_collision(tag_a, tag_b)`
899-
900-Disables physical collision between two tags.
901-
902-```lua
903:physics_disable_collision("player", "enemy") -- pass through each other
904-```
905-
906-### physics_enable_sensor
907-
908-`physics_enable_sensor(tag_a, tag_b)`
909-
910-Enables sensor events (overlap without collision) between two tags.
911-
912-```lua
913-physics_enable_sensor("player", "pickup")
Those work on tags globally, not per-body. Let me check if there's a way to destroy the shape or change the body type:
Grep (physics_body_disable|physics_shape_disable|physics_shape_set_sensor|set_body_type)
No matches found
Grep (destroy_shape|shape_destroy)
No matches found
Grep (shape_destroy|destroy_shape)
No matches found
Grep (physics_shape)
163:physics_shape_set_friction(shape, friction)
164:physics_shape_get_friction(shape) -> friction
165:physics_shape_set_restitution(shape, restitution)
166:physics_shape_get_restitution(shape) -> restitution
167:physics_shape_is_valid(shape) -> bool
168:physics_shape_get_body(shape) -> body
169:physics_shape_set_density(shape, density)
170:physics_shape_get_density(shape) -> density
No per-body disable or shape sensor toggle. The simplest approach is to destroy the collider shape so it has no collision geometry, while the body still exists for position/angle tracking:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3471→ if parallel >= 0
3472→ -- Too parallel: spin off, blink, die
3473→ @kitchen_knife_dying = true
3474→ @collider\set_gravity_scale 1
3475→ @collider\set_linear_damping 7.5
3476→ @collider\set_angular_damping 5
3477→ @collider\set_restitution 0.25
3478→ @collider\apply_angular_impulse an.random\float(10*math.pi, 15*math.pi)*an.random\sign!
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Destroying the shape removes all collision geometry — no physical or sensor interactions. The body still exists so angular impulse/damping and gravity still work for the visual spin + fall.
It's easier yet to instead kill the object immediately and create a visual-only dying_knife object that does exactly what we want.
Good call — much cleaner. Let me find where stuck_arrow is defined and add dying_knife nearby.
Grep (class stuck_arrow)
3906:class stuck_arrow extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
3906→class stuck_arrow extends object
3907→ new: (@x, @y, args={}) =>
3908→ super!
3909→ @angle = args.angle or 0
3910→ @arrow_scale = 26/512
3911→ @visible = true
3912→
3913→ @\add timer!
3914→ @timer\after an.random\float(0.9, 1.0), ->
3915→ @timer\during_step an.random\float(0.6, 0.7), 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
3916→
3917→ update: =>
3918→ if @visible
3919→ game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3920→ game\image an.images.arrow, 0, 0
3921→ game\pop!
3922→
3923→
3924→
3925→-- Deflected arrow: visual-only arrow knocked away by a weapon parry
Now let me add the dying_knife class after stuck_arrow, then simplify the wall hit and remove all the kitchen_knife_dying checks.
1. Add dying_knife class:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
2. Simplify wall hit — spawn dying_knife and kill projectile:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3465→ elseif @projectile_type == 'kitchen_knife'
3466→ return if @kitchen_knife_dying
3467→ cos_a = math.cos(@kitchen_knife_move_angle)
3468→ sin_a = math.sin(@kitchen_knife_move_angle)
3469→ parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
3470→ print string.format("%.2f", parallel)
3471→ if parallel >= 0
3472→ -- Too parallel: spin off, blink, die
3473→ @kitchen_knife_dying = true
3474→ @collider\destroy_shape @shape
3475→ @collider\set_gravity_scale 1
3476→ @collider\set_linear_damping 100
3477→ @collider\set_angular_damping 7.5
3478→ @collider\apply_angular_impulse an.random\float(25*math.pi, 30*math.pi)*an.random\sign!
3479→ @timer\after an.random\float(0.3, 0.45), ->
3480→ @timer\during_step an.random\float(0.2, 0.3), 0.05, 0.02, (-> @kitchen_knife_hidden = not @kitchen_knife_hidden), nil, -> @\kill!
3481→ else
3482→ -- Stick to wall
3483→ @kitchen_knife_stuck = true
3484→ @kitchen_knife_catchable = false
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
3. Remove all kitchen_knife_dying checks from projectile code:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3388→ @base_speed = math.length(vx, vy)
3389→ if @projectile_type == 'kitchen_knife'
3390→ unless @kitchen_knife_dying
3391→ @collider\set_angle @kitchen_knife_move_angle
3392→ elseif @projectile_type != 'boomerang'
3393→ @collider\set_angle math.angle(vx, vy)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now remove the dying check from the update logic:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3339→ if @projectile_type == 'kitchen_knife'
3340→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3341→ if owner and owner.parent
3342→ unless @kitchen_knife_dying
3343→ if @kitchen_knife_stuck
3344→ @collider\set_velocity 0, 0
3345→ @collider\set_gravity_scale 0
3346→ else
3347→ vx, vy = @collider\get_velocity!
3348→ @kitchen_knife_move_angle = math.angle(vx, vy)
3349→ if @kitchen_knife_spinning
3350→ @kitchen_knife_spin += @kitchen_knife_spin_speed*dt
3351→ -- Check if close enough to owner to catch
3352→ d = math.distance @x, @y, owner.x, owner.y
3353→ if d < 20 and not @kitchen_knife_dying and (not @kitchen_knife_stuck or @kitchen_knife_catchable)
3354→ owner.kitchen_knife_count += 1
3355→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3356→ if owner.kitchen_knife_thrown
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
And remove the dying drawing branch:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3413→ weapons\image an.images.boomerang, 0, 0, nil, @flashing and white!
3414→ weapons\pop!
3415→ elseif @projectile_type == 'kitchen_knife'
3416→ s = @kitchen_knife_scale*scale
3417→ if @kitchen_knife_stuck
3418→ game\push @kitchen_knife_stuck_x, @kitchen_knife_stuck_y, @kitchen_knife_stuck_angle, s, s
3419→ game\image an.images.kitchen_knife, 0, 0
3420→ game\pop!
3421→ elseif @kitchen_knife_dying
3422→ unless @kitchen_knife_hidden
3423→ game\push @x, @y, @angle + @kitchen_knife_rotation_offset, s, s
3424→ game\image an.images.kitchen_knife, 0, 0
3425→ game\pop!
3426→ else
3427→ r = if @kitchen_knife_spinning then @kitchen_knife_spin + @kitchen_knife_rotation_offset else @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3428→ weapons\push @x, @y, r, s, s
3429→ weapons\image an.images.kitchen_knife, 0, 0, nil, @flashing and white!
3430→ weapons\pop!
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now the parallel hit just spawns a dying_knife visual object and kills the projectile immediately. All kitchen_knife_dying state is gone from the projectile — much cleaner. The dying_knife handles its own spin, gravity, damping, and blink-out independently.
The dying knife object should be drawn such that it's visible in front of walls.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3938→ @vy += @gravity*dt
3939→ @vx *= math.max(0, 1 - @damping*dt)
3940→ @vy *= math.max(0, 1 - @damping*dt)
3941→ @angular_velocity *= math.max(0, 1 - @angular_damping*dt)
3942→ @x += @vx*dt
3943→ @y += @vy*dt
3944→ @angle += @angular_velocity*dt
3945→
3946→ if @visible
3947→ game\push @x, @y, @angle + @rotation_offset, @knife_scale, @knife_scale
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Switched from game to weapons layer.
Any damping used should use the appropriate math damping functions we have that take into account multiple frames properly.
Grep (math.damp|math.decay|math.exp_decay|math_damp)
No matches found
Grep (damp|decay)
151:physics_set_linear_damping(body, damping)
152:physics_set_angular_damping(body, damping)
Grep (math.lerp_dt|math.exp|math.damped|lerp.*dt)
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md:560:math.lerp_dt(p, t, dt, source, destination) -> number
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md:562:math.lerp_angle_dt(p, t, dt, source, destination) -> number
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md:595:math.expo_in(t), math.expo_out(t), math.expo_in_out(t), math.expo_out_in(t)
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md:1799:x = math.lerp_dt 0.9, 1, dt, x, target -- 90% in 1 second
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md:1803:math.lerp_angle_dt 0.9, 1, dt, angle, target_angle
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md:1834:math.expo_in(t), math.expo_out(t), math.expo_in_out(t), math.expo_out_in(t)
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md)
1795→math.lerp 0.5, 0, 100 -- 50
1796→
1797→-- Frame-rate independent lerp
1798→-- Covers p% of distance in t seconds
1799→x = math.lerp_dt 0.9, 1, dt, x, target -- 90% in 1 second
1800→
1801→-- Angle interpolation (shortest path)
1802→math.lerp_angle 0.5, 0, math.pi -- pi/2
1803→math.lerp_angle_dt 0.9, 1, dt, angle, target_angle
1804→```
1805→
1806→---
1807→
1808→### Utility
1809→
math.lerp_dt is the frame-rate independent damping function. For damping velocity toward 0, I can use math.lerp_dt(p, t, dt, value, 0) where p is the fraction covered in t seconds.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3935→ @timer\during_step an.random\float(0.2, 0.3), 0.05, 0.02, (-> @visible = not @visible), nil, -> @\kill!
3936→
3937→ update: (dt) =>
3938→ @vy += @gravity*dt
3939→ @vx *= math.max(0, 1 - @damping*dt)
3940→ @vy *= math.max(0, 1 - @damping*dt)
3941→ @angular_velocity *= math.max(0, 1 - @angular_damping*dt)
3942→ @x += @vx*dt
3943→ @y += @vy*dt
3944→ @angle += @angular_velocity*dt
3945→
3946→ if @visible
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now removed the damping/angular_damping fields from init since they're no longer used:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>String to replace not found in file.
String: @angular_velocity = an.random\float(25*math.pi, 30*math.pi)*an.random\sign!
@damping = 5
@angular_damping = 7.5
@gravity = 500</tool_use_error>
Grep (@damping = 5)
3929: @damping = 5
Read (E:\a327ex\emoji-ball-battles\main.yue)
3926→ @vx = args.vx or 0
3927→ @vy = args.vy or 0
3928→ @angular_velocity = an.random\float(25*math.pi, 30*math.pi)*an.random\sign!
3929→ @damping = 5
3930→ @angular_damping = 7.5
3931→ @gravity = 256
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now using math.lerp_dt for frame-rate independent damping:
- Linear velocity: 95% toward 0 every 0.1s
- Angular velocity: 90% toward 0 every 0.2s
These values can be tuned — the first param controls how much, the second controls how fast.
A new knife is not being created once the cooldown for it is done if the ball has zero knives. It's just appearing directly only once the next alignment happens.
The issue is that when the cooldown generates a new knife while kitchen_knife_thrown is true, the weapon shapes aren't being recreated. Let me fix both cooldown callbacks.
Grep (kitchen_knife_count += 1)
1628: @kitchen_knife_count += 1
2284: @kitchen_knife_count += 1
3353: owner.kitchen_knife_count += 1
Read (E:\a327ex\emoji-ball-battles\main.yue)
1626→ @kitchen_knife_ready = false
1627→ @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', ->
1628→ @kitchen_knife_count += 1
1629→ @kitchen_knife_ready = true
1630→ @timer\when (-> @kitchen_knife_ready and @\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\kitchen_knife_fire!)
1631→ @cooldown_bar\activate @kitchen_knife_cooldown
Read (E:\a327ex\emoji-ball-battles\main.yue)
2280→ @kitchen_knife_thrown = true
2281→ @collider\destroy_shape @weapon_shape
2282→ @collider\destroy_shape @weapon_sensor
2283→ @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', ->
2284→ @kitchen_knife_count += 1
2285→ @kitchen_knife_ready = true
2286→ @cooldown_bar\activate @kitchen_knife_cooldown
2287→
2288→ flash_ball: (duration=0.15) =>
2289→ @ball_flashing = true
Both callbacks need to recreate weapon shapes if thrown. Let me extract the shape recreation logic into a helper to avoid duplication. Actually, it's already done in the catch code — let me just inline it in both callbacks:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now both cooldown callbacks recreate the weapon shapes if they were destroyed (kitchen_knife_thrown is true), so the knife appears visually as soon as the cooldown completes.
Set the parallel threshold back to 0.7
Read (E:\a327ex\emoji-ball-battles\main.yue)
3478→ sin_a = math.sin(@kitchen_knife_move_angle)
3479→ parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y)
3480→ if parallel >= 0
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Play dagger_wall when the dying knife is spawned
Read (E:\a327ex\emoji-ball-battles\main.yue)
3480→ if parallel > 0.7
3481→ -- Too parallel: spawn visual dying knife, kill projectile
3482→ vx, vy = @collider\get_velocity!
3483→ v = math.length(vx, vy)
3484→ reflected = math.reflect @kitchen_knife_move_angle, normal_x, normal_y
3485→ @parent.parent.effects\add dying_knife @x, @y,
3486→ angle: @kitchen_knife_move_angle
3487→ scale: @kitchen_knife_scale
3488→ rotation_offset: @kitchen_knife_rotation_offset
3489→ vx: 0.3*v*math.cos(reflected)
3490→ vy: 0.3*v*math.sin(reflected)
3491→ @\kill!
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Plays dagger_wall with slight pitch variation when a dying knife spawns.
Reduce from 8, 14 to 8, 10.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Let's play the same sound that plays when a boomerang hits a wall, when a knife gets stuck on a wall.
Grep (boomerang.wall.sound|boomerang_projectile.*wall)
252-an\physics_tag 'spiral_projectile'
253-an\physics_collision 'spiral_projectile', 'wall'
254-an\physics_tag 'spiral_weapon_sensor'
255-an\physics_sensor 'spiral_weapon_sensor', 'weapon'
256-an\physics_tag 'boomerang_projectile'
257:an\physics_collision 'boomerang_projectile', 'wall'
258-an\physics_tag 'boomerang_sensor'
259-an\physics_sensor 'boomerang_sensor', 'ball'
260-an\physics_sensor 'boomerang_sensor', 'plant_ghost'
261-an\physics_sensor 'weapon_hitbox', 'ball'
262-an\physics_sensor 'weapon_hitbox', 'plant_ghost'
--
992- color: projectile_object.spiral_color
993- gravity: 256
994- flash_on_spawn: true
995-
996- -- Boomerang projectile-wall collision: bounce off wall
997: for event in *an\collision_begin_events 'boomerang_projectile', 'wall'
998- projectile_object = event.a
999-
1000- -- Kitchen knife: bounce or stick
1001- if projectile_object.projectile_type == 'kitchen_knife'
1002- if projectile_object.kitchen_knife_stuck
Read (E:\a327ex\emoji-ball-battles\main.yue)
997→ for event in *an\collision_begin_events 'boomerang_projectile', 'wall'
998→ projectile_object = event.a
999→
1000→ -- Kitchen knife: bounce or stick
1001→ if projectile_object.projectile_type == 'kitchen_knife'
1002→ if projectile_object.kitchen_knife_stuck
1003→ continue
1004→ projectile_object\hit 0.5, 'wall', event.normal_x, event.normal_y
1005→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
1006→ owner.weapon_ui\boomerang_wall_hit! if owner and owner.weapon_ui
1007→ continue
1008→
1009→ projectile_object\hit 0.5, 'wall', event.normal_x, event.normal_y
1010→
1011→ an\sound_play "wood_heavy_#{an.random\int(1, 3)}", an.random\float(0.46, 0.74), an.random\float(0.95, 1.05)
1012→ normal_angle = math.angle event.normal_x, event.normal_y
1013→ @effects\add hit_circle event.point_x, event.point_y, {radius: 6, duration: an.random\float(0.15, 0.3), color: brown, flash_on_spawn: true}
1014→ for i = 1, an.random\int 1, 2
1015→ @effects\add hit_particle event.point_x, event.point_y,
1016→ velocity: an.random\float(75, 150)
1017→ direction: normal_angle + math.pi + an.random\float(-math.pi/3, math.pi/3)
1018→ duration: an.random\float(0.3, 0.5)
1019→ color: brown
1020→ gravity: 256
1021→ flash_on_spawn: true
The boomerang wall hit plays wood_heavy_1/2/3. I need to add this sound to the knife stick code. The knife sticking happens in the hit() method, not in the collision handler. Let me add it there:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3493→ else
3494→ -- Stick to wall
3495→ @kitchen_knife_stuck = true
3496→ @kitchen_knife_catchable = false
3497→ @timer\after 0.5, -> @kitchen_knife_catchable = true
3498→ offset = an.random\float(8, 10)
3499→ @kitchen_knife_stuck_x = @x + offset*cos_a
3500→ @kitchen_knife_stuck_y = @y + offset*sin_a
3501→ @kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3502→ when 'weapon'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Plays the same wood_heavy sound with the same volume/pitch ranges as the boomerang wall hit.
Let's try Spear throw 1.wav instead of the wood heavy sounds. Convert, normalize, etc.
Glob (/Spearthrow*)
No files found
Glob (/Spear)
No files found
Glob (/pear)
No files found
Glob (/Spear)
No files found
I can't find a "Spear throw 1.wav" file anywhere. Where is it located?
I added it.
Glob (/Spear)
E:\a327ex\emoji-ball-battles\assets\Spear throw 1.wav
Bash (cd "E:/a327ex/emoji-ball-battles/assets" && ffmpeg -i "Spear throw 1.wav" -c:a l...)
time_reference : 218879472
[out#0/ogg @ 000001cbb7467380] video:0KiB audio:33KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 12.958777%
size= 37KiB time=00:00:00.48 bitrate= 626.0kbits/s speed=22.7x elapsed=0:00:00.02
Bash (cd "E:/a327ex/emoji-ball-battles/assets" && ffmpeg -i knife_stick.ogg -af volume...)
[Parsed_volumedetect_0 @ 000001f95d736880] mean_volume: -16.6 dB
Normalization: 0.5 * 10^((-24 - (-16.6)) / 20) = 0.5 * 10^(-7.4/20) = 0.5 * 0.427 = 0.21
Given the previous knife sounds needed 3x correction, I'll apply that: 0.21 * 3 = 0.63.
Read (E:\a327ex\emoji-ball-battles\main.yue)
176→-- wood_heavy_1 (Wood Heavy 2): -26.8 dB → 1.0
177→-- wood_heavy_2 (Wood Heavy 6): -22.8 dB → 0.63
178→-- wood_heavy_3 (Wood Heavy 8): -25.3 dB → 0.84
179→-- knife_throw_1 (Throwing Knife (Thrown) 3): -14.5 dB → 0.17
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Read (E:\a327ex\emoji-ball-battles\main.yue)
231→an\sound 'knife_throw_1', 'assets/knife_throw_1.ogg'
232→an\sound 'knife_throw_2', 'assets/knife_throw_2.ogg'
233→an\music 'bgm', 'assets/batoru_umi_to_mamono_no_kodomo_tachi.ogg'
234→an\music 'enbudai', 'assets/enbudai.ogg'
235→an\music_set_volume 0.8
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now replace the wood_heavy sound in the stick code:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Converted, normalized (with the 3x correction), loaded as knife_stick, and plays at 0.63 volume with pitch variation when a knife sticks to a wall.
Go back to wood sounds, but make them 20% lower.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Back to wood_heavy at 80% volume (0.37-0.59 vs original 0.46-0.74).
Thrown knives should flash for a shorter amount of time, player should shake (not spring) when getting a knife from the wall.
Grep (flash_on_spawn)
563: flash_on_spawn: true
834: @effects\add hit_circle event.point_x, event.point_y, {radius: 6 + 4*intensity, duration: an.random\float(0.15, 0.3), color: yellow, flash_on_spawn: true}
842: flash_on_spawn: true
942: flash_on_spawn: true
979: flash_on_spawn: true
988: @effects\add hit_circle event.point_x, event.point_y, {radius: 10, duration: an.random\float(0.15, 0.3), color: projectile_object.spiral_color, flash_on_spawn: true}
996: flash_on_spawn: true
1015: @effects\add hit_circle event.point_x, event.point_y, {radius: 6, duration: an.random\float(0.15, 0.3), color: brown, flash_on_spawn: true}
1023: flash_on_spawn: true
1042: @effects\add hit_circle projectile_object.x, projectile_object.y, {radius: 10, duration: an.random\float(0.15, 0.3), color: projectile_object.spiral_color, flash_on_spawn: true}
1050: flash_on_spawn: true
1109: @effects\add star_particle effect_x, effect_y, {multiplier: 1.3, flash_on_spawn: true}
2032: flash_on_spawn: true
2186: flash_on_spawn: true
2234: flash_on_spawn: true
2281: flash_on_spawn: true
2478: flash_on_spawn: 0.25
2662: flash_on_spawn: 0.25
2677: flash_on_spawn: 0.25
2701: my_arena.effects\add hit_circle px, py, {radius: 6, duration: an.random\float(0.15, 0.3), color: brown, flash_on_spawn: true}
2709: flash_on_spawn: true
2766: if args.flash_on_spawn
2768: flash_duration = (args.flash_on_spawn or 1)*@duration
2807: if args.flash_on_spawn
3082: if args.flash_on_spawn
3297: if args.flash_on_spawn
3712: if args.flash_on_spawn
Read (E:\a327ex\emoji-ball-battles\main.yue)
3295→ @\add timer!
3296→ @flashing = false
3297→ if args.flash_on_spawn
3298→ @flashing = true
3299→ @timer\after 0.1, -> @flashing = false
3300→
3301→
3302→ update: (dt) =>
The flash is hardcoded at 0.1s for projectiles. I can pass a custom value. Let me check how flash_on_spawn works - it's boolean here, but in other places it's used as a number (0.25). Let me make it support a duration:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>Found 3 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: if args.flash_on_spawn
@flashing = true
@timer\after 0.1, -> @flashing = false</tool_use_error>
Multiple projectile-like classes use this pattern. Let me just change the kitchen knife spawn to use a shorter flash duration:
Read (E:\a327ex\emoji-ball-battles\main.yue)
2274→ @kitchen_knife_burst_remaining -= 1
2275→ an\sound_play "knife_throw_#{an.random\int(1, 2)}", 0.64, an.random\float(0.95, 1.05)
2276→ @spring\pull 'weapon', 0.6, 3, 0.7
2277→ @parent.projectiles\add projectile spawn_x, spawn_y,
2278→ projectile_type: 'kitchen_knife'
2279→ direction: @angle
2280→ team: @team
2281→ flash_on_spawn: true
2282→ kitchen_knife_scale: @weapon_scale
2283→ kitchen_knife_rotation_offset: @weapon_rotation_offset
2284→ kitchen_knife_throw_damage: @kitchen_knife_throw_damage
2285→ -- Continue burst if more knives to fire and attempts left
I need to make the projectile class support a numeric flash_on_spawn. Let me find the exact projectile init to make the change unique:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3290→ -- Visual feedback
3291→ @\add spring!
3292→ @spring\add 'hit', 1
3293→ @spring\pull 'hit', 0.3, 3, 0.5 -- pop on spawn
3294→
3295→ @\add timer!
3296→ @flashing = false
3297→ if args.flash_on_spawn
3298→ @flashing = true
3299→ @timer\after 0.1, -> @flashing = false
3300→
3301→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now set a shorter flash for kitchen knife:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now for the camera shake on knife pickup:
Grep (camera_shake|camera\shake)
776: shake_multiplier = math.max(ball_a.camera_shake_multiplier, ball_b.camera_shake_multiplier)
1106: an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1411: @camera_shake_multiplier = 1.0
1429: @camera_shake_multiplier = 1.5 -- stronger camera shake
1452: @camera_shake_multiplier = 1.0
[Showing results with pagination = limit: 5, offset: 0]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1106→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1107→ if attacker.thrusting
Now add the shake to the knife catch code:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3360→ if @projectile_type == 'kitchen_knife'
3361→ owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball
3362→ if owner and owner.parent
3363→ if @kitchen_knife_stuck
3364→ @collider\set_velocity 0, 0
3365→ @collider\set_gravity_scale 0
3366→ else
3367→ vx, vy = @collider\get_velocity!
3368→ @kitchen_knife_move_angle = math.angle(vx, vy)
3369→ if @kitchen_knife_spinning
Read (E:\a327ex\emoji-ball-battles\main.yue)
3371→ -- Check if close enough to owner to catch
3372→ d = math.distance @x, @y, owner.x, owner.y
3373→ if d < 20 and (not @kitchen_knife_stuck or @kitchen_knife_catchable)
3374→ owner.kitchen_knife_count += 1
3375→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3376→ if owner.kitchen_knife_thrown
3377→ owner.kitchen_knife_thrown = false
3378→ -- Recreate weapon shapes
3379→ hitbox_oy = owner.weapon_hitbox_offset_y or 0
3380→ owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Knife flash shortened to 0.05s (from 0.1s), and a small camera shake (intensity 2, duration 0.08s) plays when picking up a knife from the wall.
No, the player itself should shake. Child shake object, then have the value from it affect the player's drawing only. 4, 0.1 values.
Grep (\add shake|class shake|shake\shake)
E:\a327ex\emoji-ball-battles\anchor\shake.yue:7: an.camera\add shake!
E:\a327ex\emoji-ball-battles\anchor\shake.yue:16:class shake extends object
E:\a327ex\emoji-ball-battles\anchor\shake.yue:21: an.camera\add shake!
E:\a327ex\emoji-ball-battles\anchor\shake.yue:91: shake\shake 10, 0.3 -- amplitude, duration
E:\a327ex\emoji-ball-battles\anchor\shake.yue:92: shake\shake 20, 0.5, 30 -- with slower jitter rate (30 changes/sec)
E:\a327ex\emoji-ball-battles\main.yue:37:an.camera\add shake!
E:\a327ex\emoji-ball-battles\main.yue:777: an.camera.shake\shake 3*shake_multiplier, 0.1*shake_multiplier
E:\a327ex\emoji-ball-battles\main.yue:1106: an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
E:\a327ex\emoji-ball-battles\main.yue:1968: an.camera.shake\shake 4, 0.15
E:\a327ex\emoji-ball-battles\main.yue:2517: @\add shake 'emoji_shake'
[Showing results with pagination = limit: 10, offset: 0]
Read (E:\a327ex\emoji-ball-battles\anchor\shake.yue)
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: (name='shake') =>
28→ super name
29→ @trauma_instances = {}
30→ @trauma_amplitude = {x: 24, y: 24, rotation: 0.2, zoom: 0.2}
31→ @trauma_time = 0 -- offset for Perlin noise
32→
33→ -- Springs for spring-based shakes
34→ @\add spring!
35→ @spring\add 'x', 0, 3, 0.5
36→ @spring\add 'y', 0, 3, 0.5
37→
38→ -- Handcam (continuous subtle motion)
39→ @handcam_enabled = false
40→ @handcam_amplitude = {x: 5, y: 5, rotation: 0.02, zoom: 0.02}
41→ @handcam_frequency = 0.5
42→ @handcam_time = 0
43→
44→ --[[
45→ Adds trauma which produces Perlin noise shake.
Read (E:\a327ex\emoji-ball-battles\anchor\shake.yue)
44→ --[[
45→ Adds trauma which produces Perlin noise shake.
46→
47→ Usage:
48→ shake\trauma 0.5, 0.3 -- amount, duration
49→ shake\trauma 1, 1 -- full trauma over 1 second
50→
51→ Parameters:
52→ amount - trauma amount (affects intensity via amount^2)
53→ duration - time in seconds for this trauma to decay to zero (default 0.5)
54→
55→ Behavior:
56→ - Multiple trauma calls create independent instances
57→ - Each instance decays at its own rate
58→ - Total trauma = sum of all active instances
59→ - Shake intensity = total_trauma^2 * amplitude * noise
60→ - Affects all axes (x, y, rotation, zoom) based on configured amplitudes
61→ ]]
62→ trauma: (amount, duration=0.5) =>
63→ @trauma_instances[] = {
64→ value: amount
65→ decay: amount / duration
66→ }
67→
68→ --[[
69→ Sets trauma amplitude parameters.
70→
71→ Usage:
72→ shake\set_trauma_parameters {x: 20, y: 20, rotation: 0.1, zoom: 0.05}
73→
... [20 more lines]
Read (E:\a327ex\emoji-ball-battles\anchor\shake.yue)
93→
94→ Parameters:
95→ amplitude - maximum displacement in pixels
96→ duration - time in seconds for shake to decay to zero
97→ frequency - (optional) how many times per second to pick new random offset (default 60)
98→
99→ Behavior:
100→ - Random displacement each frame (jittery/chaotic)
101→ - Amplitude decays linearly over duration
102→ - Multiple calls create independent instances
103→ ]]
104→ shake: (amplitude, duration, frequency=60) =>
105→ @shake_instances = {} unless @shake_instances
106→ @shake_instances[] = {
107→ :amplitude
108→ :duration
109→ :frequency
110→ time: 0
111→ current_x: 0
112→ current_y: 0
113→ last_change: 0
114→ }
115→
116→ --[[
117→ Applies a directional spring impulse.
118→
119→ Usage:
120→ shake\push 0, 20 -- rightward impulse (angle 0)
121→ shake\push math.pi, 15 -- leftward impulse
122→ shake\push math.pi/2, 10, 8, 0.7 -- downward with custom frequency/bounce
... [30 more lines]
Now let me see how the shake object's values are read (x, y offsets) and how the ball is drawn:
Grep (shake.x|shake_x|shake_offset)
No matches found
Grep (@x =|.x =|output|result)
82: @trauma_amplitude.x = amplitude.x if amplitude.x
216: @handcam_amplitude.x = amplitude.x if amplitude.x
Read (E:\a327ex\emoji-ball-battles\anchor\shake.yue)
160→ :angle
161→ :amplitude
162→ :frequency
163→ :duration
164→ time: 0
165→ }
166→
167→ --[[
168→ Applies a square wave oscillation.
169→
170→ Usage:
171→ shake\square 0, 10, 5, 0.5 -- rightward, 10 pixels, 5 Hz, 0.5 seconds
172→ shake\square math.pi/2, 8, 3, 1 -- downward oscillation
173→
174→ Parameters:
175→ angle - direction in radians (0 = right, pi/2 = down)
176→ amplitude - maximum displacement in pixels
177→ frequency - oscillations per second
178→ duration - time until oscillation stops
179→
180→ Behavior:
181→ - Sharp alternating displacement (snaps between +/- amplitude)
182→ - Amplitude decays linearly over duration
183→ - Multiple calls create independent instances
184→ ]]
185→ square: (angle, amplitude, frequency, duration) =>
186→ @square_instances = {} unless @square_instances
187→ @square_instances[] = {
188→ :angle
189→ :amplitude
... [20 more lines]
Let me find the update method to see how shake outputs its offset:
Grep (update:|total_x|total_y|offset_x)
288: early_update: (dt) =>
Read (E:\a327ex\emoji-ball-battles\anchor\shake.yue)
288→ early_update: (dt) =>
289→ -- Update handcam time
290→ if @handcam_enabled
291→ @handcam_time += dt
292→
293→ -- Decay trauma instances independently, remove when depleted (iterate backwards)
294→ for i = #@trauma_instances, 1, -1
295→ instance = @trauma_instances[i]
296→ instance.value -= instance.decay * dt
297→ if instance.value <= 0
298→ table.remove @trauma_instances, i
299→
300→ if #@trauma_instances > 0
301→ @trauma_time += dt
302→
303→ -- Update shake instances
304→ if @shake_instances
305→ for i = #@shake_instances, 1, -1
306→ instance = @shake_instances[i]
307→ instance.time += dt
308→
309→ -- Check if it's time to pick new random values
310→ change_interval = 1 / instance.frequency
311→ if instance.time - instance.last_change >= change_interval
312→ instance.last_change = instance.time
313→ decay = 1 - (instance.time / instance.duration)
314→ if decay > 0
315→ instance.current_x = decay * instance.amplitude * random_float(-1, 1)
316→ instance.current_y = decay * instance.amplitude * random_float(-1, 1)
317→ else
... [23 more lines]
Read (E:\a327ex\emoji-ball-battles\anchor\shake.yue)
Hmm, there's no explicit get_offset method. Let me check how the camera uses its shake child:
Grep (camera.shake|shake.spring|shake_instances)
E:\a327ex\emoji-ball-battles\anchor\shake.lua:105:self.shake_instances then self.shake_instances = { }end;local _obj_0 =
E:\a327ex\emoji-ball-battles\anchor\shake.lua:106:self.shake_instances
E:\a327ex\emoji-ball-battles\anchor\shake.lua:258:self.shake_instances then local _list_1 =
E:\a327ex\emoji-ball-battles\anchor\shake.lua:259:self.shake_instances;for _index_0 = 1, #_list_1 do local instance = _list_1[_index_0]
E:\a327ex\emoji-ball-battles\anchor\shake.lua:304:self.shake_instances then for i = #
E:\a327ex\emoji-ball-battles\anchor\shake.lua:305:self.shake_instances, 1, -1 do local instance =
E:\a327ex\emoji-ball-battles\anchor\shake.lua:306:self.shake_instances[i]
E:\a327ex\emoji-ball-battles\anchor\shake.lua:323:table.remove(self.shake_instances, i)end end end;if
E:\a327ex\emoji-ball-battles\anchor\shake.yue:8: an.camera.shake\trauma 0.5, 0.3
E:\a327ex\emoji-ball-battles\anchor\shake.yue:105: @shake_instances = {} unless @shake_instances
[Showing results with pagination = limit: 10, offset: 0]
Grep (get_offset|total_offset|camera.shake.x|shake.*offset)
No matches found
Grep (shake)
68: - Child effects (shake, handcam, etc.) return {x, y, rotation, zoom}
96: - Accounts for effects from child objects (shake, etc.)
128: - Accounts for effects from child objects (shake, etc.)
Read (E:\a327ex\emoji-ball-battles\anchor\camera.yue)
90→ sx, sy - Screen coordinates
91→
92→ Returns: world_x, world_y
93→
94→ Behavior:
95→ - Accounts for camera position, zoom, rotation
96→ - Accounts for effects from child objects (shake, etc.)
97→ ]]
98→ to_world: (sx, sy) =>
99→ effects = @\get_effects!
100→ cx = @x + effects.x
101→ cy = @y + effects.y
102→ rot = @rotation + effects.rotation
103→ zoom = @zoom * (1 + effects.zoom)
104→
105→ x = sx - @w / 2
106→ y = sy - @h / 2
107→ x = x / zoom
108→ y = y / zoom
109→ cos_r = math.cos -rot
110→ sin_r = math.sin -rot
111→ rx = x * cos_r - y * sin_r
112→ ry = x * sin_r + y * cos_r
113→ rx + cx, ry + cy
114→
115→ --[[
116→ Converts world coordinates to screen coordinates.
117→
118→ Usage:
119→ screen_x, screen_y = camera\to_screen world_x, world_y
... [20 more lines]
Grep (get_effects)
225: Called by camera\get_effects to collect all child effects.
Read (E:\a327ex\emoji-ball-battles\anchor\shake.yue)
225→ Called by camera\get_effects to collect all child effects.
226→
227→ Returns: {x, y, rotation, zoom} offsets
228→ ]]
229→ get_transform: =>
230→ ox, oy, rotation, zoom = 0, 0, 0, 0
231→
232→ -- Handcam effect (continuous subtle motion)
233→ if @handcam_enabled
234→ t = @handcam_time * @handcam_frequency
235→ ox += @handcam_amplitude.x * noise(t, 0)
236→ oy += @handcam_amplitude.y * noise(0, t)
237→ rotation += @handcam_amplitude.rotation * noise(t, t)
238→ zoom += @handcam_amplitude.zoom * noise(t * 0.7, 0, t)
239→
240→ -- Sum all active trauma instances
241→ total_trauma = 0
242→ for instance in *@trauma_instances
243→ total_trauma += instance.value
244→
245→ -- Trauma effect (Perlin noise)
246→ if total_trauma > 0
247→ intensity = total_trauma * total_trauma -- quadratic falloff
248→ ox += intensity * @trauma_amplitude.x * noise(@trauma_time * 10, 0)
249→ oy += intensity * @trauma_amplitude.y * noise(0, @trauma_time * 10)
250→ rotation += intensity * @trauma_amplitude.rotation * noise(@trauma_time * 10, @trauma_time * 10)
251→ zoom += intensity * @trauma_amplitude.zoom * noise(@trauma_time * 5, 0, @trauma_time * 5)
252→
253→ -- Spring contribution (offset from rest position)
254→ ox += @spring.x.x
... [35 more lines]
Now I understand the shake API. get_transform returns {x, y, rotation, zoom} offsets. I need to:
- Add a shake child to the ball
- Use
shake\shake 4, 0.1on knife pickup - Apply the shake's transform offsets to the ball's drawing
Let me find where the ball is drawn:
Grep (ball_emoji|draw.ball|ball.push)
No matches found
[Showing results with pagination = limit: 10, offset: 0]
Grep (draw_ball|ball_image|weapons\push.@x.@y|game\push.@x.@y)
1834: game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
1840: game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
3420: game\push @x, @y, @angle, scale, scale
3425: game\push @x, @y, @angle + 3*math.pi/4, arrow_scale*scale, arrow_scale*scale
3429: game\push @x, @y, @angle, scale, scale
3434: weapons\push @x, @y, @boomerang_spin + @boomerang_rotation_offset, s, s
3445: weapons\push @x, @y, r, s, s
3936: game\push @x, @y, @angle + 3*math.pi/4, @arrow_scale, @arrow_scale
3969: weapons\push @x, @y, @angle + @rotation_offset, @knife_scale, @knife_scale
[Showing results with pagination = limit: 10, offset: 0]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1830→
1831→ if @thrusting
1832→ thrust_stretch = 1 + stretch_amount*squash_t
1833→ thrust_squeeze = 1 - squeeze_amount*squash_t
1834→ game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
1835→ game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
1836→ game\image @image, 0, 0, nil, @ball_flashing and white!
1837→ game\pop!
1838→ game\pop!
1839→ else
1840→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1841→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1842→ game\image @image, 0, 0, nil, @ball_flashing and white!
1843→ game\pop!
1844→ game\pop!
1845→
1846→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1847→ actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1848→ if @thrusting
1849→ actual_offset += @radius*stretch_amount*squash_t*2
1850→ perpendicular_angle = @angle - math.pi/2
1851→ weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1852→ weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1853→ weapon_spring = @spring.weapon.x
1854→
1855→ if @weapon_type == 'gun'
1856→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1857→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1858→ weapons\pop!
1859→
Now I see the ball drawing. The ball uses @x, @y for positioning. I need to add a shake child and offset the drawing. Let me add the shake to the ball init and apply its offset:
Grep (@\add spring!)
1566: @\add spring!
2342: @\add spring!
2410: @\add spring!
2527: @\add spring!
2763: @\add spring!
[Showing results with pagination = limit: 5, offset: 0]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1564→
1565→ -- Springs for visual feedback
1566→ @\add spring!
1567→ @spring\add 'hit', 1
1568→ @spring\add 'weapon', 1
1569→ @spring\add 'squash_x', 1
1570→ @spring\add 'squash_y', 1
1571→
1572→ -- Flash state for weapon
1573→ @weapon_flashing = false
Add shake child after springs:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now apply the shake offset to ball drawing. I need to compute the shake transform and add it to the drawing positions:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1820→ if @thrusting
1821→ @afterimage_timer += dt
1822→ if @afterimage_timer >= 0.03
1823→ @afterimage_timer = 0
1824→ thrust_stretch_ai = 1 + stretch_amount*squash_t
1825→ thrust_squeeze_ai = 1 - squeeze_amount*squash_t
1826→ @parent.effects\add afterimage @x, @y, {
1827→ layer: game, image: @image, duration: 0.15
1828→ pushes: {
1829→ {@x, @y, @thrust_angle, squash_x*thrust_stretch_ai, squash_y*thrust_squeeze_ai}
1830→ {0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale}
1831→ }
1832→ }
1833→
1834→ if @thrusting
I'll compute the shake offset once before drawing and add it to @x, @y in the drawing code. The cleanest way is to compute a local sx, sy offset from the shake:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1810→ -- Thrust squash values (used by both ball and weapon draw)
1811→ squash_t, stretch_amount, squeeze_amount = 0, 0, 0
1812→ if @thrusting
1813→ squash_t = math.sin(@thrust_progress*math.pi)
1814→ thrust_speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1815→ speed_factor = math.clamp(math.remap(thrust_speed, 400, 600, 0, 1), 0, 1)
1816→ stretch_amount = math.lerp(speed_factor, 0.4, 0.6)
1817→ squeeze_amount = math.lerp(speed_factor, 0.2, 0.3)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now apply bsx, bsy to all ball and weapon drawing positions:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1836→ }
1837→
1838→ if @thrusting
1839→ thrust_stretch = 1 + stretch_amount*squash_t
1840→ thrust_squeeze = 1 - squeeze_amount*squash_t
1841→ game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
1842→ game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
1843→ game\image @image, 0, 0, nil, @ball_flashing and white!
1844→ game\pop!
1845→ game\pop!
1846→ else
1847→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1848→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1849→ game\image @image, 0, 0, nil, @ball_flashing and white!
1850→ game\pop!
1851→ game\pop!
1852→
1853→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1854→ actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1855→ if @thrusting
1856→ actual_offset += @radius*stretch_amount*squash_t*2
1857→ perpendicular_angle = @angle - math.pi/2
1858→ weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1859→ weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1860→ weapon_spring = @spring.weapon.x
1861→
1862→ if @weapon_type == 'gun'
1863→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1864→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1865→ weapons\pop!
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now replace the camera shake with ball shake in the knife pickup:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Added a ball_shake child to the ball, applied its offset to all ball and weapon drawing positions, and the knife pickup triggers ball_shake\shake 4, 0.1 for a visual shake on the ball itself.
10, 1
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
4, 0.3
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Let's do a spring directional shake in the opposite direction of firing when firing.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2272→ -- Check if spawn point is too close to a wall
2273→ check_dist = @weapon_visual_offset + 16
2274→ spawn_x = @x + @weapon_visual_offset*math.cos(@angle)
2275→ spawn_y = @y + @weapon_visual_offset*math.sin(@angle)
2276→ check_x = @x + check_dist*math.cos(@angle)
2277→ check_y = @y + check_dist*math.sin(@angle)
2278→ wall_hit = an\raycast @x, @y, check_x, check_y, 'wall'
2279→ if not wall_hit and @kitchen_knife_count > 0
Read (E:\a327ex\emoji-ball-battles\main.yue)
2279→ if not wall_hit and @kitchen_knife_count > 0
2280→ @kitchen_knife_count -= 1
2281→ @kitchen_knife_burst_remaining -= 1
2282→ an\sound_play "knife_throw_#{an.random\int(1, 2)}", 0.64, an.random\float(0.95, 1.05)
2283→ @spring\pull 'weapon', 0.6, 3, 0.7
2284→ @parent.projectiles\add projectile spawn_x, spawn_y,
2285→ projectile_type: 'kitchen_knife'
2286→ direction: @angle
2287→ team: @team
2288→ flash_on_spawn: 0.05
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Pushes the ball visually 4px in the opposite direction of the throw with frequency 5 and bounce 0.5.
What do frequency and bounce mean exactly?
From the shake code, push applies a spring impulse:
push: (angle, amount, frequency, bounce) =>
@spring\pull 'x', math.cos(angle) * amount, frequency, bounce
@spring\pull 'y', math.sin(angle) * amount, frequency, bounce
It decomposes into X/Y spring pulls. So frequency and bounce are the spring parameters:
- frequency — how fast the spring oscillates (higher = snappier, tighter oscillation). At 5, it wobbles relatively quickly.
- bounce — how much it overshoots and oscillates before settling (0 = no overshoot, critically damped; 1 = very bouncy, rings for a long time). At 0.5 it's moderately springy.
So push @angle + math.pi, 4, 5, 0.5 means: kick 4px backward, oscillate at frequency 5, with moderate bounciness.
10, 3, 0.5
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Let's remove this.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
knife_throw_1 when picking up a knife.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
knife_throw_2 when throwing it
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done.
Remove the shake when picking up knife, just spring the ball exaggerated.
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me go through the conversation chronologically:
Session start: This is a continuation from a previous conversation. The context summary explains the kitchen knife weapon went through many iterations. The last state was: bounces set to 0, wall sticking code flagged as incorrect.
Wall sticking fix: I found the stuck_arrow reference implementation and compared it to the kitchen knife's broken wall sticking code. The issues were: offset direction using
-offset*normal_x(wrong direction) and no dot-product flip check. I proposed adopting the arrow's approach (offset along travel direction, flip check). User approved, I applied the fix.Angle mismatch: User said "The angle is still wrong. I can see that the hitbox is angled one way and the visual is another." I simplified to just use
@kitchen_knife_move_angle + @kitchen_knife_rotation_offsetfor the stuck angle and@x, @yfor position (no offset), matching the flying visual exactly.Inward offset based on parallelness: User wanted offset inward, scaled by how parallel the knife is to the wall. I added a dot product calculation for parallelness and offset with
+ offset*normal_x/y. Values went through several iterations: 14→8→6 for the parallel multiplier, base offset of 4.Multi-knife system: Major rework. User wanted: knife generated every 5s (cooldown bar tracks this), UI shows knife count, picking up stuck knives adds to count, fire all held knives with delay. After Q&A: fire direction like gun (wherever pointing at time), delay like gun, weapon stays until last thrown, no cap.
Cooldown/fire coupling: User pointed out auto-firing shouldn't happen without cooldown gate. Went through several design iterations. Final design: generation cooldown IS the fire cooldown. Every 5s: count += 1, fire all knives, cooldown restarts. Used
kitchen_knife_readyflag pattern (like gun).Sound effects for knife throw: Converted "Throwing Knife (Thrown) 3.wav" and "4.wav" to ogg, normalized them. Initial normalization was too quiet (0.17), tripled to 0.51, then +25% to 0.64. User noted normalization was wrong - likely because short percussive sounds have misleading mean volume.
Removed throw damage scaling: Removed the +1 damage increment on kitchen knife hits.
Stuck knife catch delay: Added 0.5s delay before stuck knives can be picked up (was 1s initially, reduced to 0.5).
Wall proximity fire prevention: Added raycast check before spawning knife - if spawn point too close to wall, skip. Extended raycast range by +16px. Fixed burst logic:
burst_remainingonly decrements on successful fire,burst_attempts(3x count) limits total tries.Wall sticking offset rework: User said "don't use speed factor, use initial position compared to wall" then preferred preventing firing near walls. Removed speed_factor approach.
Parallel wall hit → dying knife: User wanted: no parallel-based push, simple random offset for sticking. If too parallel (>0.7), kill the knife like in Super Emoji Invaders. I researched SEI's
wall_daggerimplementation.Dying knife as separate visual object: User said "It's easier yet to instead kill the object immediately and create a visual-only dying_knife object." Created
dying_knifeclass with spin, gravity, damping, blink-out death. Removed allkitchen_knife_dyingstate from projectile code.Various dying_knife adjustments:
- Draw on
weaponslayer (front of walls)- Use
math.lerp_dtfor frame-rate independent damping- Angular impulse values: SEI's 50-60π was too strong, went to 25-30π (half original)
- Linear damping 100, angular damping 7.5
- Fixed collider angle override bug (dying knife fell through to generic elseif)
Parallel threshold: Set to 0 for testing, then back to 0.7.
Sounds:
dagger_wallplays when dying knife spawns- Tried
knife_stick(Spear throw 1.wav) for wall stick, went back towood_heavyat 80% volumeknife_throw_1on pickup,knife_throw_2on throwWeapon shape recreation on cooldown: Fixed bug where weapon shapes weren't recreated when cooldown generated a new knife while
kitchen_knife_thrownwas true.Flash duration: Made projectile class support numeric
flash_on_spawnfor custom duration. Kitchen knife uses 0.05s.Ball shake on pickup: Added
ball_shakechild shake object to ball. Applied shake offsets to all ball+weapon drawing. Tried camera shake (rejected), then ball_shake\shake with various values (4,0.1 → 10,1 → 4,0.3).Directional spring push on fire: Added
ball_shake\pushin opposite direction of firing. Tried 4,5,0.5 then 10,3,0.5. User said remove it.Current: User said "Remove the shake when picking up knife, just spring the ball exaggerated." - this is the pending task.
Summary: 1. Primary Request and Intent: - Continue implementing the Kitchen Knife weapon for Emoji Ball Battles - Fix wall sticking code (angle and position offset) - Implement multi-knife system: generate knife every 5s, accumulate count, fire all in burst like the gun - Add sound effects for throwing, sticking, and picking up knives - Implement parallel wall hit detection: perpendicular hits stick, parallel hits spawn a dying_knife visual that spins/blinks/dies (like SEI's wall_dagger) - Add visual feedback: ball shake on knife pickup, shorter flash on throw, spring on fire - Various tuning of values throughout
Key Technical Concepts:
- YueScript compiled to Lua on Anchor engine (C + Box2D 3.1)
timer\whenis persistent (checks every frame), requires areadyflag pattern like the gunmath.lerp_dt(p, t, dt, value, target)for frame-rate independent dampingshake\push(angle, amount, frequency, bounce)for directional spring impulse on shake objectsshake\shake(amplitude, duration)for random jitter shakeshake\get_transform!returns{x, y, rotation, zoom}offsets- Sound normalization:
volume = 0.5 * 10^((-24 - mean_dB) / 20), but short percussive sounds need ~3x correction- Operator spacing:
*and/no spaces,+and-with spaces- Collision normals:
+ offset*normalpushes into the wall (based on stuck_arrow reference)flash_on_spawncan be boolean (0.1s default) or numeric (custom duration)Files and Code Sections:
E:\a327ex\emoji-ball-battles\main.yue (all game code changes)
Kitchen knife init (~line 1502-1525):
yuescript @kitchen_knife_cooldown = 5 @kitchen_knife_thrown = false @kitchen_knife_throw_damage = 1 @kitchen_knife_count = 0 @kitchen_knife_fire_delay = 0.15Ball shake child (~line 1572):
yuescript @\add shake 'ball_shake'Ball drawing with shake offset (~line 1812):
yuescript shake_fx = @ball_shake\get_transform! bsx, bsy = shake_fx.x, shake_fx.yAppliedbsx, bsyto allgame\push @x + bsx, @y + bsyand weapon position calculations.Cooldown setup (~line 1626):
yuescript elseif @weapon_type == 'kitchen_knife' @kitchen_knife_ready = false @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> @kitchen_knife_count += 1 if @kitchen_knife_thrown @kitchen_knife_thrown = false hitbox_oy = @weapon_hitbox_offset_y or 0 @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy} @collider\set_restitution 1, @weapon_shape @collider\set_density 0, @weapon_shape @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true} @collider\set_restitution 1, @weapon_sensor @collider\set_density 0, @weapon_sensor @kitchen_knife_ready = true @timer\when (-> @kitchen_knife_ready and @\kitchen_knife_is_aligned!), 'kitchen_knife_fire', (-> @\kitchen_knife_fire!) @cooldown_bar\activate @kitchen_knife_cooldownFire methods (~line 2256): ```yuescript kitchen_knife_fire: => return unless @\kitchen_knife_is_aligned! return if @kitchen_knife_count <= 0 @kitchen_knife_ready = false @kitchen_knife_burst_remaining = @kitchen_knife_count @kitchen_knife_burst_attempts = @kitchen_knife_count*3 @\kitchen_knife_fire_one!
kitchen_knife_fire_one: => @kitchen_knife_burst_attempts -= 1 -- Check if spawn point is too close to a wall check_dist = @weapon_visual_offset + 16 spawn_x = @x + @weapon_visual_offsetmath.cos(@angle) spawn_y = @y + @weapon_visual_offsetmath.sin(@angle) check_x = @x + check_distmath.cos(@angle) check_y = @y + check_distmath.sin(@angle) wall_hit = an\raycast @x, @y, check_x, check_y, 'wall' if not wall_hit and @kitchen_knife_count > 0 @kitchen_knife_count -= 1 @kitchen_knife_burst_remaining -= 1 an\sound_play 'knife_throw_2', 0.64, an.random\float(0.95, 1.05) @spring\pull 'weapon', 0.6, 3, 0.7 @parent.projectiles\add projectile spawn_x, spawn_y, projectile_type: 'kitchen_knife' direction: @angle team: @team flash_on_spawn: 0.05 kitchen_knife_scale: @weapon_scale kitchen_knife_rotation_offset: @weapon_rotation_offset kitchen_knife_throw_damage: @kitchen_knife_throw_damage -- Continue burst if more knives to fire and attempts left if @kitchen_knife_burst_remaining > 0 and @kitchen_knife_count > 0 and @kitchen_knife_burst_attempts > 0 @timer\after @kitchen_knife_fire_delay, 'kitchen_knife_burst', -> @\kitchen_knife_fire_one! return -- Burst done if @kitchen_knife_count <= 0 @kitchen_knife_thrown = true @collider\destroy_shape @weapon_shape @collider\destroy_shape @weapon_sensor @timer\after @kitchen_knife_cooldown, 'kitchen_knife_cooldown', -> @kitchen_knife_count += 1 if @kitchen_knife_thrown @kitchen_knife_thrown = false hitbox_oy = @weapon_hitbox_offset_y or 0 @weapon_shape = @collider\add_box ... @weapon_sensor = @collider\add_box ... @kitchen_knife_ready = true @cooldown_bar\activate @kitchen_knife_cooldown ```
Projectile update (~line 3360):
yuescript if @projectile_type == 'kitchen_knife' owner = if @team == 'player' then @parent.parent.player_ball else @parent.parent.enemy_ball if owner and owner.parent if @kitchen_knife_stuck @collider\set_velocity 0, 0 @collider\set_gravity_scale 0 else vx, vy = @collider\get_velocity! @kitchen_knife_move_angle = math.angle(vx, vy) if @kitchen_knife_spinning @kitchen_knife_spin += @kitchen_knife_spin_speed*dt -- Check if close enough to owner to catch d = math.distance @x, @y, owner.x, owner.y if d < 20 and (not @kitchen_knife_stuck or @kitchen_knife_catchable) owner.kitchen_knife_count += 1 an\sound_play 'knife_throw_1', 0.64, an.random\float(0.95, 1.05) owner.ball_shake\shake 4, 0.3 owner.spring\pull 'weapon', 0.4, 3, 0.5 if owner.kitchen_knife_thrown owner.kitchen_knife_thrown = false -- Recreate weapon shapes... @\kill! else @\kill!Wall hit handler (~line 3475):
yuescript elseif @projectile_type == 'kitchen_knife' cos_a = math.cos(@kitchen_knife_move_angle) sin_a = math.sin(@kitchen_knife_move_angle) parallel = 1 - math.abs(cos_a*normal_x + sin_a*normal_y) if parallel > 0.7 -- Too parallel: spawn visual dying knife, kill projectile an\sound_play 'dagger_wall', 0.5, an.random\float(0.95, 1.05) vx, vy = @collider\get_velocity! v = math.length(vx, vy) reflected = math.reflect @kitchen_knife_move_angle, normal_x, normal_y @parent.parent.effects\add dying_knife @x, @y, angle: @kitchen_knife_move_angle scale: @kitchen_knife_scale rotation_offset: @kitchen_knife_rotation_offset vx: 0.3*v*math.cos(reflected) vy: 0.3*v*math.sin(reflected) @\kill! else -- Stick to wall an\sound_play "wood_heavy_#{an.random\int(1, 3)}", an.random\float(0.37, 0.59), an.random\float(0.95, 1.05) @kitchen_knife_stuck = true @kitchen_knife_catchable = false @timer\after 0.5, -> @kitchen_knife_catchable = true offset = an.random\float(8, 10) @kitchen_knife_stuck_x = @x + offset*cos_a @kitchen_knife_stuck_y = @y + offset*sin_a @kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offsetCollider angle tracking (~line 3389):
yuescript if @projectile_type == 'kitchen_knife' @collider\set_angle @kitchen_knife_move_angle elseif @projectile_type != 'boomerang' @collider\set_angle math.angle(vx, vy)Projectile flash_on_spawn (~line 3297): Now supports numeric values for custom duration.
Weapon UI (~line 2601): Shows "KNIVES" with count instead of "THROW DMG".
dying_knife class (~line 3925):
yuescript class dying_knife extends object new: (@x, @y, args={}) => super! @angle = args.angle or 0 @knife_scale = args.scale or 18/512 @rotation_offset = args.rotation_offset or -math.pi/4 @visible = true @vx = args.vx or 0 @vy = args.vy or 0 @angular_velocity = an.random\float(25*math.pi, 30*math.pi)*an.random\sign! @gravity = 256 @\add timer! @timer\after an.random\float(0.3, 0.45), -> @timer\during_step an.random\float(0.2, 0.3), 0.05, 0.02, (-> @visible = not @visible), nil, -> @\kill! update: (dt) => @vy += @gravity*dt @vx = math.lerp_dt 0.95, 0.1, dt, @vx, 0 @vy = math.lerp_dt 0.95, 0.1, dt, @vy, 0 @angular_velocity = math.lerp_dt 0.9, 0.2, dt, @angular_velocity, 0 @x += @vx*dt @y += @vy*dt @angle += @angular_velocity*dt if @visible weapons\push @x, @y, @angle + @rotation_offset, @knife_scale, @knife_scale weapons\image an.images.kitchen_knife, 0, 0 weapons\pop!Sound loading (~line 179-233): Added
knife_stick,knife_throw_1,knife_throw_2with normalization comments.Collision handler (~line 1001): Kitchen knife stuck check, spring + weapon_ui hit only, no sound/particles.
Sensor hit skip (~line 950):
continue if projectile_object.projectile_type == 'kitchen_knife' and projectile_object.kitchen_knife_stuckE:\a327ex\emoji-ball-battles\assets/: Converted wav files to ogg:
knife_throw_1.ogg(from "Throwing Knife (Thrown) 3.wav")knife_throw_2.ogg(from "Throwing Knife (Thrown) 4.wav")knife_stick.ogg(from "Spear throw 1.wav") — loaded but not currently usedE:\a327ex\emoji-ball-battles\anchor\shake.yue: Reference for shake API (not modified)
Errors and fixes:
- Wall offset direction wrong: Original code used
@x - offset*normal_xwhich pushed away from wall. Fixed by using+ offset*normal_x(normal points into wall based on stuck_arrow reference).- Angle mismatch between hitbox and visual: Stuck angle computed from velocity at collision time differed from pre-collision move_angle. Fixed by using
@kitchen_knife_move_angle + @kitchen_knife_rotation_offsetdirectly.timer\whenis persistent: Removedkitchen_knife_readyflag thinkingtimer\wheninside cooldown callback would work, buttimer\whenchecks every frame. User reported knives firing without waiting for cooldown. Fixed by restoring thereadyflag pattern (same as gun).- Burst skipping wall-adjacent knives:
burst_remainingdecremented on every call including wall skips, causing fewer knives fired. Fixed by only decrementingburst_remainingon successful fire, with separateburst_attemptscounter (3x count) to prevent infinite loops.- Sound normalization too quiet: Formula gave 0.17 for knife throw sounds but they were inaudible. Short percussive sounds have misleading mean volume. Tripled to 0.51, then +25% to 0.64.
nilstatement invalid in YueScript: Usednil -- commentas empty branch body, caused compilation error. Fixed by restructuring tounless @kitchen_knife_dyingwrapping the other branches.- print not showing: File wasn't compiling due to the
nilerror above, so prints never ran. Once compilation fixed,- Dying knife collider angle overridden: The
if @projectile_type == 'kitchen_knife'/elseifchain meant dying knives fell through to generic angle-from-velocity setting. Fixed by nestingunless @kitchen_knife_dyinginside the kitchen_knife branch.- Angular impulse too strong: SEI values (50-60π) were for Love2D's Box2D with pixel-to-meter ratio. Reduced to 25-30π (half original).
- Weapon shapes not recreated on cooldown: When cooldown generated a new knife while
kitchen_knife_thrownwas true, weapon stayed invisible. Added shape recreation logic to both cooldown callbacks.- Naive damping not frame-rate independent: Used
velocity *= (1 - damping*dt)which is frame-rate dependent. User requested using proper math damping functions. Changed tomath.lerp_dt.Problem Solving:
- Wall sticking solved by adopting stuck_arrow's approach (offset along travel direction, dot-product flip check)
- Multi-knife system solved by coupling generation and fire into one cooldown event with
readyflag pattern- Parallel wall hits solved by spawning separate
dying_knifevisual object (much cleaner than modifying projectile state)- Ball shake solved by adding shake child object with
get_transformoffsets applied to drawingAll user messages:
- "Sure." (approving wall stick fix)
- "The angle is still wrong. I can see that the hitbox is angled one way and the visual is another. Just make sure they're both the same at first, without trying to offset it inwards."
- "Sure, let's try it." (approving angle-only fix)
- "14 may be too much."
- "6 instead"
- "OK, now let's change the behavior of the knife such that it works like this: a knife is generated every 5 seconds, this is what the cooldown bar tracks. The UI, however, tracks the number of knives currently held by the ball. Whenever a knife is recovered from a wall, if there's no knife currently it creates a new one as we do now, but if there's already a knife held by the player it adds to the total number of knives. Then the firing of knives happens like it does now, except instead of always firing 1 knife, we fire as many as we have with a delay between each. Makes sense?"
- (Multi-select answers: fire direction "like the gun", delay "like the gun", weapon visual "disappear on last throw", knife cap "no cap")
- "Yes, it's always generating new knives. Except it should get reset when the last knife is fired. Actually, there's a conflict here. There's the knife generation cooldown and the able to fire cooldown. How would you separate or mix them an intuitively correct way?"
- "The player doesn't do anything, so there's no waiting to accumulate. This solution would also be kind of OP and fire knives too fast."
- "Sure, let's try it." (approving single-cooldown design)
- "OK. It should only be ready to fire once the cooldown for the next knive generation is done. Currently it's firing regardless of that cooldown, as long as you have knives."
- "Convert throwning knife 3 and 4 wav to ogg, normalize them according to the comments in sound loading, play one randomly whenever a knife is fired."
- "Triple sound, I didn't hear anything."
- "25% higher, somehow your normalization was wrong, do you know why?"
- "Throw damage is still increasing for the knives, remove that."
- "Add a delay where a stuck knife can't be captured by the ball if it's been created recently, 1 second should work."
- "0.5s. If the knives are fired close to the wall already, they don't need to be visually moved inwards."
- "No, don't use the speed factor, use initial position compared to the wall. If the collider spawns already sort of colliding with the wall then further inwards pushing will look wrong. Either that, or we could prevent firing from happening when aiming at a wall and too close to it. But that would mess up the multiple fire logic. If you can figure out how to do that well, it'd be preferred."
- "Sure, let's try it." (approving wall proximity fire prevention)
- "Let's increase the wall prevention range, and let's make it so that when projectiles are more perpendicular there's no inwards pushing at all."
- "The push should still be applied if the hit isn't perpendicular, though... is it? It seems lesser now."
- "Sometimes it only fires 2 when it has 3 knives, I notice this happens due to it being near a wall. So it cancels the next fire in a burst, but doesn't complete it."
- "What does the next attempt mean? The next burst timing or next alignment?"
- "I see the issue now. The push is happening inwards towards the wall, but it should happen inwards towards the hitbox's angle. Let's try like that, if you get what I mean."
- "OK, let's just not have the parallel inwards push, just a normal random push for all knives. If the angle is too parallel to the wall, then we'll instead kill the knife immediately, except we'll kill it like knives die in super emoji invades, please check that. Also check the behavior of the knive throwing behavior there in terms of juice to see if it's doing something better than we are."
- "Yes." (approving dying knife approach)
- "The dying knife object should be drawn such that it's visible in front of walls."
- "Any damping used should use the appropriate math damping functions we have that take into account multiple frames properly."
- "A new knife is not being created once the cooldown for it is done if the ball has zero knives. It's just appearing directly only once the next alignment happens."
- "Set the parallel threshold back to 0.7"
- "Play dagger_wall when the dying knife is spawned"
- "Reduce from 8, 14 to 8, 10."
- "Let's play the same sound that plays when a boomerang hits a wall, when a knife gets stuck on a wall."
- "Let's try Spear throw 1.wav instead of the wood heavy sounds. Convert, normalize, etc."
- "I added it."
- "Go back to wood sounds, but make them 20% lower."
- "Thrown knives should flash for a shorter amount of time, player should shake (not spring) when getting a knife from the wall."
- "No, the player itself should shake. Child shake object, then have the value from it affect the player's drawing only. 4, 0.1 values."
- "10, 1"
- "4, 0.3"
- "Let's do a spring directional shake in the opposite direction of firing when firing."
- "What do frequency and bounce mean exactly?"
- "10, 3, 0.5"
- "Let's remove this." (removing directional push on fire)
- "knife_throw_1 when picking up a knife."
- "knife_throw_2 when throwing it"
- "Remove the shake when picking up knife, just spring the ball exaggerated."
- "Print the parallel value for each knife stuck, make the inwards push higher than it is now for all other pushes. What is it now?"
- "Value is not showing?"
- "Still not showing."
- "Still not, if it wasn't printing to the console if won't show up like this. Ah, I see. Failed to compile: main.yue 3343: unexpected expression nil -- physics drives position/angle ^"
- "It wasn't showing because the file wasn't being compiled. Now that it's fixed it will, just make it print to the console normally."
- "Let's make all knives hit the parallel branch now to test it."
- "The impulse on the dying knife is way too strong, should be like 10x less. Was that the impulse on the super emoji invaders project?"
- "We can simply the second operand by using random sign"
- "The angular damping needs to be like 3x, the angular impulse should be half what it was originally."
- "Is the knive's hitbox angle being set directly on update? Because the angular impulse seemingly has no effect. If it's being changed manually, that needs to stop while the knife is dying."
- "Set 100 damping."
- "Oh, that's why, I meant linear damping."
- "The shape should become a ghost once it's dying, such that it can't affect or be affected by anything else collision-wise either physically or sensorially."
- "It's easier yet to instead kill the object immediately and create a visual-only dying_knife object that does exactly what we want."
- "The dying knife object should be drawn such that it's visible in front of walls."
- "Any damping used should use the appropriate math damping functions we have that take into account multiple frames properly."
Pending Tasks:
- Remove the ball_shake on knife pickup, replace with exaggerated spring pull on the ball
Current Work: The user's most recent message was: "Remove the shake when picking up knife, just spring the ball exaggerated."
The current knife pickup code (~line 3381) is:
yuescript owner.kitchen_knife_count += 1 an\sound_play 'knife_throw_1', 0.64, an.random\float(0.95, 1.05) owner.ball_shake\shake 4, 0.3 owner.spring\pull 'weapon', 0.4, 3, 0.5Need to remove
owner.ball_shake\shake 4, 0.3and replace with an exaggerated spring pull on the ball (likelyowner.spring\pull 'hit', ...with larger values).Optional Next Step: Remove
owner.ball_shake\shake 4, 0.3from the knife pickup code and replace it with an exaggeratedowner.spring\pull 'hit'(or similar ball spring) with amplified values. The user said: "Remove the shake when picking up knife, just spring the ball exaggerated."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\90052d62-60a3-4899-bfa8-ee6cbbd4e170.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.
Let me read the current knife pickup code to make the change.
Grep (owner.ball_shake\shake)
3380- if d < 20 and (not @kitchen_knife_stuck or @kitchen_knife_catchable)
3381- owner.kitchen_knife_count += 1
3382- an\sound_play 'knife_throw_1', 0.64, an.random\float(0.95, 1.05)
3383: owner.ball_shake\shake 4, 0.3
3384- owner.spring\pull 'weapon', 0.4, 3, 0.5
3385- if owner.kitchen_knife_thrown
3386- owner.kitchen_knife_thrown = false
Here's what I'll change — remove the ball_shake\shake line and make the spring pull more exaggerated. Currently the weapon spring is 0.4, 3, 0.5. I'll replace the shake with a hit spring pull with bigger values:
-- Before:
owner.ball_shake\shake 4, 0.3
owner.spring\pull 'weapon', 0.4, 3, 0.5
-- After:
owner.spring\pull 'hit', 0.6, 3, 0.5
owner.spring\pull 'weapon', 0.4, 3, 0.5
The hit spring affects the ball's scale (the ball itself), while weapon affects the weapon visual. Does this look right, or did you want different values for the exaggerated spring?
Actually, the summary says to proceed without asking — let me just do it. I'll use 0.6, 3, 0.5 for the hit spring as a starting point.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\main.yue)
3375→ @kitchen_knife_move_angle = math.angle(vx, vy)
3376→ if @kitchen_knife_spinning
3377→ @kitchen_knife_spin += @kitchen_knife_spin_speed*dt
3378→ -- Check if close enough to owner to catch
3379→ d = math.distance @x, @y, owner.x, owner.y
3380→ if d < 20 and (not @kitchen_knife_stuck or @kitchen_knife_catchable)
3381→ owner.kitchen_knife_count += 1
3382→ an\sound_play 'knife_throw_1', 0.64, an.random\float(0.95, 1.05)
3383→ owner.ball_shake\shake 4, 0.3
3384→ owner.spring\pull 'weapon', 0.4, 3, 0.5
3385→ if owner.kitchen_knife_thrown
3386→ owner.kitchen_knife_thrown = false
3387→ -- Recreate weapon shapes
3388→ hitbox_oy = owner.weapon_hitbox_offset_y or 0
3389→ owner.weapon_shape = owner.collider\add_box 'weapon', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy}
3390→ owner.collider\set_restitution 1, owner.weapon_shape
3391→ owner.collider\set_density 0, owner.weapon_shape
3392→ owner.weapon_sensor = owner.collider\add_box 'weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x: owner.weapon_hitbox_offset, offset_y: hitbox_oy, sensor: true}
3393→ owner.collider\set_restitution 1, owner.weapon_sensor
3394→ owner.collider\set_density 0, owner.weapon_sensor
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Replaced owner.ball_shake\shake 4, 0.3 with owner.spring\pull 'hit', 0.6, 3, 0.5 — this springs the ball's scale instead of shaking its position. The hit spring is what the ball already uses for hit feedback, so it'll give that satisfying pop effect on knife pickup. You can tune the 0.6 amplitude up or down from there.
Change the boomerang to sword.
AskUserQuestion
User has answered your questions: "What do you mean by changing boomerang to sword? Just renaming/rebranding (new image, new name, same throwing+returning behavior), or changing the mechanics too (e.g. melee swing instead of throw)?"="The boomerang ball to use the sword" user notes: The boomerang ball to use the sword. You can now continue with the user's answers in mind.
Got it — swap the boomerang ball to use the sword image instead. Let me find all the boomerang drawing/image references.
Grep (boomerang)
88:an\image 'boomerang', 'assets/boomerang.png'
258:an\physics_tag 'boomerang_projectile'
259:an\physics_collision 'boomerang_projectile', 'wall'
260:an\physics_tag 'boomerang_sensor'
261:an\physics_sensor 'boomerang_sensor', 'ball'
262:an\physics_sensor 'boomerang_sensor', 'plant_ghost'
365: headless_enemy_weapon = args.enemy_weapon or 'boomerang'
945: for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
965: if projectile_object.projectile_type == 'boomerang'
966: unless projectile_object.boomerang_damage_triggered
967: projectile_object.boomerang_damage_triggered = true
968: owner.boomerang_damage += 1
999: for event in *an\collision_begin_events 'boomerang_projectile', 'wall'
1008: owner.weapon_ui\boomerang_wall_hit! if owner and owner.weapon_ui
1027: owner.weapon_ui\boomerang_wall_hit! if owner and owner.weapon_ui
1075: continue if attacker.weapon_type == 'boomerang'
1142: for event in *an\sensor_begin_events 'boomerang_sensor', 'plant_ghost'
1481: elseif @weapon_type == 'boomerang'
1483: @weapon_image = an.images.boomerang
1499: @boomerang_cooldown = 4.5
1500: @boomerang_thrown = false
1501: @boomerang_damage = 1
1625: elseif @weapon_type == 'boomerang'
1626: @boomerang_ready = false
1627: @timer\after @boomerang_cooldown, 'boomerang_cooldown', -> @boomerang_ready = true
1628: @timer\when (-> @boomerang_ready and @\boomerang_can_fire!), 'boomerang_fire', (-> @\boomerang_fire!)
1629: @cooldown_bar\activate @boomerang_cooldown
1928: elseif @weapon_type == 'boomerang'
1929: unless @boomerang_thrown
2204: boomerang_check_side_safe: (side) =>
... [68 more lines]
[Request interrupted by user]
No, I mean the enemy ball.
Let me find where the enemy weapon is configured.
Grep (enemy_weapon)
365: headless_enemy_weapon = args.enemy_weapon or 'boomerang'
367: @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
4886: enemy_weapon: render_weapon_b
5040: enemy_weapon: @headless_weapon_b
5049: visual_args.player_weapon, visual_args.enemy_weapon = an.args.matchup\match('(%w+),(%w+)')
Read (E:\a327ex\emoji-ball-battles\main.yue)
363→ -- Create balls
364→ headless_player_weapon = args.player_weapon or 'kitchen_knife'
365→ headless_enemy_weapon = args.enemy_weapon or 'boomerang'
366→ @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
367→ @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
368→ @\add @player_ball
Just need to change the default on line 365:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The enemy ball now defaults to 'sword' instead of 'boomerang'.
Melee weapons should be able to parry the knife projectile in the same way that gun projectiles can be parried by them. In this case, the knife should physically affect the melee weapon, but then it should die and dying_knife visual should be spawned, its initial velocity based on how the melee weapon hit it.
Let me understand how the existing parry system works for gun projectiles.
Grep (parr)
755: -- headless: log parry event
756: @headless_events[] = {step: @headless_step_count, type: 'parry', ball_a: ball_a.team, ball_b: ball_b.team, weapon_a: ball_a.weapon_type, weapon_b: ball_b.weapon_type}
844: -- Projectile-weapon collision: parry
875: -- headless: log projectile parry
877: @headless_events[] = {step: @headless_step_count, type: 'parry', ball_a: ball_object.team, ball_b: headless_projectile_owner.team, weapon_a: ball_object.weapon_type, weapon_b: headless_projectile_owner.weapon_type}
893: -- Boost arrow velocity on parry and enable gravity
1029: -- Spiral projectile-weapon sensor: parry (no physical effect on weapon)
1037: -- Melee weapons destroy spiral projectiles instead of parrying
3292: -- Spiral: additional sensor for weapon parry detection (no physical collision)
3981:-- Deflected arrow: visual-only arrow knocked away by a weapon parry
4171: headless_total_parries = 0
4190: elseif e.type == 'parry'
4191: headless_total_parries += 1
4196: headless_avg_parries = headless_total > 0 and headless_total_parries/headless_total or 0
4216: f\write ".parry{color:#53afe8;}\n"
4239: f\write "<tr><td>Avg parries per battle</td><td>#{string.format('%.1f', headless_avg_parries)}</td></tr>\n"
4272: elseif e.type == 'parry'
4273: f\write "<div class='event parry'>Step #{e.step}: parry — #{e.ball_a} (#{e.weapon_a}) vs #{e.ball_b} (#{e.weapon_b})</div>\n"
4343: total_steps: 0, total_hits: 0, total_parries: 0
4360: elseif e.type == 'parry'
4361: s.total_parries += 1
4366: s.avg_parries = s.total > 0 and s.total_parries/s.total or 0
4436: f\write ".parry{color:#53afe8;}\n"
4522: f\write "<tr><td>Avg parries/battle</td><td>#{string.format('%.1f', s.avg_parries)}</td></tr>\n"
4536: elseif e.type == 'parry'
4537: f\write "<div class='event parry'>Step #{e.step}: parry — #{e.ball_a} (#{e.weapon_a}) vs #{e.ball_b} (#{e.weapon_b})</div>\n"
Read (E:\a327ex\emoji-ball-battles\main.yue)
844→ -- Projectile-weapon collision: parry
845→ for event in *an\collision_begin_events 'projectile', 'weapon'
846→ projectile_object = event.a
847→ ball_object = event.b -- ball that owns the weapon
848→
849→ -- Skip if hitting same team's weapon
850→ continue if ball_object.team == projectile_object.team
851→
852→ vx, vy = projectile_object.collider\get_velocity!
853→ intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
854→
855→ -- Spawn deflected arrow visual before hit kills the projectile
856→ if projectile_object.projectile_type == 'arrow'
857→ av = ball_object.collider\get_angular_velocity!
858→ -- Reflect arrow velocity off weapon surface
859→ nx = -math.sin(ball_object.angle)
860→ ny = math.cos(ball_object.angle)
861→ dot = vx*nx + vy*ny
862→ reflect_vx = vx - 2*dot*nx
863→ reflect_vy = vy - 2*dot*ny
864→ -- Scale magnitude by weapon rotation speed
865→ arrow_speed = math.length(vx, vy)
866→ speed_multiplier = math.remap(math.abs(av), 0, 20, 0.3, 1.0)
867→ deflect_speed = arrow_speed*speed_multiplier
868→ reflect_len = math.length(reflect_vx, reflect_vy)
869→ deflect_vx = reflect_vx/reflect_len*deflect_speed
870→ deflect_vy = reflect_vy/reflect_len*deflect_speed
871→ -- @effects\add deflected_arrow projectile_object.x, projectile_object.y, {vx: deflect_vx, vy: deflect_vy}
872→
873→ projectile_object\hit intensity, 'weapon'
... [30 more lines]
Now let me also check the kitchen knife sensor events to see how the knife currently interacts with weapons/balls.
Read (E:\a327ex\emoji-ball-battles\main.yue)
940→ for i = 1, an.random\int 1, 3
941→ @effects\add star_particle x, y,
942→ flash_on_spawn: true
943→
944→ -- Boomerang-ball sensor: deal piercing damage
945→ for event in *an\sensor_begin_events 'boomerang_sensor', 'ball'
946→ projectile_object = event.a
947→ ball_object = event.b
948→
949→ -- Skip if hitting same team
950→ continue if ball_object.team == projectile_object.team
951→ -- Skip if kitchen knife is stuck in wall
952→ continue if projectile_object.projectile_type == 'kitchen_knife' and projectile_object.kitchen_knife_stuck
953→
954→ projectile_object\hit 0.5, 'ball'
955→
956→ damage = projectile_object.damage or 1
957→ ball_object\take_damage damage
958→
959→ -- Track hit for projectile owner
960→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
961→ owner.hits_landed += 1
962→ owner.weapon_ui\landed_hit! if owner.weapon_ui
963→
964→ -- Scaling: +1 damage on first hit per throw
965→ if projectile_object.projectile_type == 'boomerang'
966→ unless projectile_object.boomerang_damage_triggered
967→ projectile_object.boomerang_damage_triggered = true
968→ owner.boomerang_damage += 1
969→ @effects\add emoji_text owner.x, owner.y - 10, "+1 dmg"
... [40 more lines]
Now let me check how the kitchen knife projectile's collider is tagged — it uses 'boomerang_projectile' tag, so it already collides with 'weapon' via the 'projectile', 'weapon' collision... wait, let me check.
Grep (physics_collision.projectile.weapon|physics_collision.weapon.projectile)
251:an\physics_collision 'projectile', 'weapon'
Grep (physics_collision.boomerang_projectile|physics_sensor.boomerang_projectile)
259:an\physics_collision 'boomerang_projectile', 'wall'
So the kitchen knife uses 'boomerang_projectile' tag, which only has a collision registered with 'wall', not with 'weapon'. The regular 'projectile' tag is what collides with 'weapon' for the parry system.
I need to add a collision between 'boomerang_projectile' and 'weapon', then handle it in the parry section. Let me also check the dying_knife spawn code from the wall hit handler to reuse the same pattern.
Read (E:\a327ex\emoji-ball-battles\main.yue)
248→an\physics_collision 'weapon', 'weapon'
249→an\physics_tag 'projectile_sensor'
250→an\physics_collision 'projectile', 'wall'
251→an\physics_collision 'projectile', 'weapon'
252→an\physics_sensor 'projectile_sensor', 'ball'
253→an\physics_sensor 'projectile_sensor', 'plant_ghost'
254→an\physics_tag 'spiral_projectile'
255→an\physics_collision 'spiral_projectile', 'wall'
256→an\physics_tag 'spiral_weapon_sensor'
257→an\physics_sensor 'spiral_weapon_sensor', 'weapon'
258→an\physics_tag 'boomerang_projectile'
259→an\physics_collision 'boomerang_projectile', 'wall'
260→an\physics_tag 'boomerang_sensor'
261→an\physics_sensor 'boomerang_sensor', 'ball'
262→an\physics_sensor 'boomerang_sensor', 'plant_ghost'
263→an\physics_sensor 'weapon_hitbox', 'ball'
264→an\physics_sensor 'weapon_hitbox', 'plant_ghost'
265→an\physics_sensor 'plant_ghost', 'ball'
266→
267→-- Render and composite layers
Now let me read the wall-hit dying_knife spawn to reference the pattern:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3460→ debug_draw\polygon_line shape.vertices, red!
3461→ elseif shape.type == 'circle'
3462→ debug_draw\circle_line shape.x, shape.y, shape.radius, red!
3463→
3464→ hit: (intensity=1, target_type, normal_x, normal_y) =>
3465→ @spring\pull 'hit', 0.5*intensity, 3, 0.5
3466→ unless @projectile_type == 'kitchen_knife' and target_type == 'wall'
3467→ @flashing = true
3468→ @timer\after 0.1, -> @flashing = false
3469→
3470→ switch target_type
3471→ when 'wall'
3472→ if @projectile_type == 'bullet'
3473→ @bounces -= 1
3474→ if @bounces < 0
3475→ @\kill!
3476→ elseif @projectile_type == 'arrow'
3477→ angle = @collider\get_angle!
3478→ -- Flip angle if arrow points outward from wall
3479→ if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0
3480→ angle += math.pi
3481→ offset = an.random\float(0, 10)
3482→ @parent.arena.effects\add stuck_arrow @x + offset*math.cos(angle), @y + offset*math.sin(angle), {angle: angle}
3483→ @\kill!
3484→ elseif @projectile_type == 'spiral'
3485→ @\kill!
3486→ elseif @projectile_type == 'boomerang'
3487→ @boomerang_move_angle = math.reflect @boomerang_move_angle, normal_x, normal_y
3488→ elseif @projectile_type == 'kitchen_knife'
3489→ cos_a = math.cos(@kitchen_knife_move_angle)
... [10 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
3498→ @parent.parent.effects\add dying_knife @x, @y,
3499→ angle: @kitchen_knife_move_angle
3500→ scale: @kitchen_knife_scale
3501→ rotation_offset: @kitchen_knife_rotation_offset
3502→ vx: 0.3*v*math.cos(reflected)
3503→ vy: 0.3*v*math.sin(reflected)
3504→ @\kill!
3505→ else
3506→ -- Stick to wall
3507→ an\sound_play "wood_heavy_#{an.random\int(1, 3)}", an.random\float(0.37, 0.59), an.random\float(0.95, 1.05)
3508→ @kitchen_knife_stuck = true
3509→ @kitchen_knife_catchable = false
3510→ @timer\after 0.5, -> @kitchen_knife_catchable = true
3511→ offset = an.random\float(6, 8)
3512→ @kitchen_knife_stuck_x = @x + offset*cos_a
3513→ @kitchen_knife_stuck_y = @y + offset*sin_a
3514→ @kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3515→ when 'weapon'
3516→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3517→ @bounces -= 1
3518→ if @bounces < 0
3519→ @\kill!
3520→ when 'ball'
3521→ if @projectile_type != 'boomerang' and @projectile_type != 'kitchen_knife'
3522→ @\kill!
Now I see the when 'weapon' handler at line 3515. Currently it only handles bullet-like projectiles (bounces). I need to:
- Add
an\physics_collision 'boomerang_projectile', 'weapon'(line ~259) - Handle
'boomerang_projectile'+'weapon'collisions in the arena update — similar to the existing'projectile', 'weapon'parry handler but for kitchen knife specifically: spawn dying_knife, kill projectile, apply weapon effects
Let me check if there's already a handler for boomerang_projectile + weapon or if I need to add a new collision event loop:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1065→ for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
1066→ attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
1067→ defender = event.b -- ball tag (ball that got hit)
1068→
1069→ -- Skip self-hit, same team, and ranged weapons
1070→ continue if attacker == defender
1071→ continue if attacker.team == defender.team
1072→ continue if attacker.weapon_class != 'melee'
1073→
1074→ -- Boomerang: damage comes from projectile only
1075→ continue if attacker.weapon_type == 'boomerang'
1076→
1077→ -- Apply damage (thrust hits use thrust_damage)
1078→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
1079→ attacker\flash_weapon!
1080→ defender\take_damage damage, attacker
1081→ if attacker.thrusting
1082→ an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
1083→ attacker.hits_landed += 1
1084→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
1085→
1086→ -- headless: log melee hit
1087→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: attacker.team, defender: defender.team, damage: damage, weapon: attacker.weapon_type, hit_type: 'melee'}
1088→
1089→ -- Weapon-specific scaling on hit
1090→ if attacker.weapon_type == 'dagger'
1091→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
1092→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
1093→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
1094→ attacker.thrust_hit_this_thrust = true
Good. Now I have a clear picture. Here's my plan:
- Add physics collision
'boomerang_projectile', 'weapon'at line 259 - Add a new collision handler for
'boomerang_projectile', 'weapon'events that:- Skips same team
- Skips if knife is stuck
- Spawns dying_knife with velocity based on the weapon's hit (reflected off weapon normal)
- Kills the knife projectile
- Applies weapon effects (flash, spring, angular velocity dampening by weapon weight)
- Plays parry sound
- Logs headless parry event
Here's the code I'd add. First, the collision registration:
an\physics_collision 'boomerang_projectile', 'weapon'
Then the handler (placed after the existing 'boomerang_projectile', 'wall' handler around line 1028). Does this approach look right?
Read (E:\a327ex\emoji-ball-battles\main.yue)
1025→ -- Weapon UI flash, spring and particles
1026→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
1027→ owner.weapon_ui\boomerang_wall_hit! if owner and owner.weapon_ui
1028→
1029→ -- Spiral projectile-weapon sensor: parry (no physical effect on weapon)
1030→ for event in *an\sensor_begin_events 'spiral_weapon_sensor', 'weapon'
1031→ projectile_object = event.a
1032→ ball_object = event.b
1033→
1034→ -- Skip if hitting same team's weapon
1035→ continue if ball_object.team == projectile_object.team
1036→
1037→ -- Melee weapons destroy spiral projectiles instead of parrying
1038→ if ball_object.weapon_class == 'melee'
1039→ ball_object\flash_weapon!
1040→ ball_object.spring\pull 'weapon', 0.35, 3, 0.5
1041→ an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 0.85, an.random\float(0.85, 0.9)
1042→ @effects\add hit_circle projectile_object.x, projectile_object.y, {radius: 10, duration: an.random\float(0.15, 0.3), color: projectile_object.spiral_color, flash_on_spawn: true}
1043→ for i = 1, an.random\int 1, 3
1044→ @effects\add hit_particle projectile_object.x, projectile_object.y,
1045→ velocity: an.random\float(100, 200)
1046→ direction: an.random\angle!
1047→ duration: an.random\float(0.3, 0.5)
1048→ color: projectile_object.spiral_color
1049→ gravity: 256
1050→ flash_on_spawn: true
1051→ projectile_object\kill!
1052→ continue
1053→
1054→ -- Flip team
... [10 more lines]
Good. I'll add the handler right after line 1028 (after the boomerang_projectile wall handler). Here's what I propose:
-- Kitchen knife projectile-weapon collision: parry (spawn dying_knife)
for event in *an\collision_begin_events 'boomerang_projectile', 'weapon'
projectile_object = event.a
ball_object = event.b
continue if ball_object.team == projectile_object.team
continue unless projectile_object.projectile_type == 'kitchen_knife'
continue if projectile_object.kitchen_knife_stuck
-- Reflect knife velocity off weapon surface
vx, vy = projectile_object.collider\get_velocity!
v = math.length(vx, vy)
nx = -math.sin(ball_object.angle)
ny = math.cos(ball_object.angle)
dot = vx*nx + vy*ny
reflect_vx = vx - 2*dot*nx
reflect_vy = vy - 2*dot*ny
reflect_len = math.length(reflect_vx, reflect_vy)
if reflect_len > 0
reflect_vx = reflect_vx/reflect_len*v*0.3
reflect_vy = reflect_vy/reflect_len*v*0.3
-- Spawn dying knife
an\sound_play 'dagger_wall', 0.5, an.random\float(0.95, 1.05)
@effects\add dying_knife projectile_object.x, projectile_object.y,
angle: projectile_object.kitchen_knife_move_angle
scale: projectile_object.kitchen_knife_scale
rotation_offset: projectile_object.kitchen_knife_rotation_offset
vx: reflect_vx
vy: reflect_vy
projectile_object\kill!
-- Weapon feedback (flash, spring, weight-based angular dampening)
ball_object\flash_weapon!
ball_object.spring\pull 'weapon', 0.35, 3, 0.5
av = ball_object.collider\get_angular_velocity!
change = av - ball_object.last_angular_velocity
scaled_change = change / ball_object.weapon_weight^2
av = ball_object.last_angular_velocity + scaled_change
ball_object.collider\set_angular_velocity av
-- headless: log parry
owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
@headless_events[] = {step: @headless_step_count, type: 'parry', ball_a: ball_object.team, ball_b: owner.team, weapon_a: ball_object.weapon_type, weapon_b: owner.weapon_type}
an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 1.0, an.random\float(0.95, 1.05)
Does this look right?
Sure, let's try it.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Added:
an\physics_collision 'boomerang_projectile', 'weapon'— registers the collision pair- Handler that on kitchen knife hitting an enemy weapon: reflects velocity off the weapon surface, spawns a dying_knife with 30% of reflected speed, kills the projectile, applies weapon feedback (flash, spring, weight-based angular dampening), logs the parry, and plays the parry sound
When a knife is stuck, it shouldn't physically collide with melee weapons.
Let me check how the knife's shapes are set up and what happens when it sticks.
Read (E:\a327ex\emoji-ball-battles\main.yue)
3253→ @collider\set_friction 0
3254→ @collider\set_gravity_scale 0.5
3255→ @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
3256→ @collider\set_density 0.4
3257→ elseif @projectile_type == 'arrow'
3258→ @w = 18
3259→ @h = 4
3260→ @\add collider 'projectile', 'dynamic', 'box', @w, @h
3261→ @collider\set_position @x, @y
3262→ @collider\set_restitution 0
3263→ @collider\set_friction 1
3264→ @collider\set_gravity_scale 0
3265→ @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
3266→ @collider\set_density 0.1
3267→ elseif @projectile_type == 'spiral'
3268→ @w = 15
3269→ @h = 8
3270→ @spiral_turn_rate = args.spiral_turn_rate or 12
3271→ @spiral_turn_decrease_rate = 2
3272→ @spiral_color = args.spiral_color or color(255, 204, 77)
3273→ @spiral_angle = args.direction or 0
3274→ @spiral_speed = 0
3275→ @spiral_target_speed = args.velocity or 200
3276→ @spiral_time = 0
3277→ @\add collider 'spiral_projectile', 'dynamic', 'box', @w, @h
3278→ @collider\set_position @x, @y
3279→ @collider\set_restitution 0
3280→ @collider\set_friction 0
3281→ @collider\set_gravity_scale 0
3282→ @collider\set_density 0.4
... [20 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
3302→ @collider\set_position @x, @y
3303→ @collider\set_gravity_scale 0
3304→ @collider\set_friction 0
3305→ @collider\set_density 0.1
3306→ @collider\set_velocity @boomerang_speed*math.cos(@boomerang_move_angle), @boomerang_speed*math.sin(@boomerang_move_angle)
3307→ elseif @projectile_type == 'kitchen_knife'
3308→ @w = 28
3309→ @h = 8
3310→ @kitchen_knife_scale = args.kitchen_knife_scale or 18/512
3311→ @kitchen_knife_rotation_offset = args.kitchen_knife_rotation_offset or -math.pi/4
3312→ @kitchen_knife_speed = 10
3313→ @kitchen_knife_bounces = 0
3314→ @kitchen_knife_spinning = false
3315→ @kitchen_knife_spin = 0
3316→ @kitchen_knife_spin_speed = 12*math.pi
3317→ @kitchen_knife_stuck = false
3318→ @kitchen_knife_throw_triggered = false
3319→ @kitchen_knife_throw_damage = args.kitchen_knife_throw_damage or 1
3320→ @damage = @kitchen_knife_throw_damage
3321→ @kitchen_knife_move_angle = @direction
3322→ @\add collider 'boomerang_projectile', 'dynamic', 'box', @w, @h
3323→ @collider\set_position @x, @y
3324→ @collider\set_gravity_scale 0.5
3325→ @collider\set_restitution 0.4
3326→ @collider\set_friction 0
3327→ @collider\set_density 0.4
3328→ @collider\apply_impulse @kitchen_knife_speed*math.cos(@kitchen_knife_move_angle), @kitchen_knife_speed*math.sin(@kitchen_knife_move_angle)
3329→ @collider\set_bullet true -- continuous collision detection
3330→
3331→ -- Sensor shape for ball detection (passes through balls)
... [20 more lines]
The knife has a physical boomerang_projectile shape (line 3322) and a sensor boomerang_sensor shape (line 3335). The simplest fix: when the knife sticks to a wall, destroy the physical shape. The sensor remains for ball pickup detection, and nothing can physically collide with the stuck knife anymore.
Let me find the stuck code:
Read (E:\a327ex\emoji-ball-battles\main.yue)
3550→ vx: 0.3*v*math.cos(reflected)
3551→ vy: 0.3*v*math.sin(reflected)
3552→ @\kill!
3553→ else
3554→ -- Stick to wall
3555→ an\sound_play "wood_heavy_#{an.random\int(1, 3)}", an.random\float(0.37, 0.59), an.random\float(0.95, 1.05)
3556→ @kitchen_knife_stuck = true
3557→ @kitchen_knife_catchable = false
3558→ @timer\after 0.5, -> @kitchen_knife_catchable = true
3559→ offset = an.random\float(6, 8)
3560→ @kitchen_knife_stuck_x = @x + offset*cos_a
3561→ @kitchen_knife_stuck_y = @y + offset*sin_a
3562→ @kitchen_knife_stuck_angle = @kitchen_knife_move_angle + @kitchen_knife_rotation_offset
3563→ when 'weapon'
3564→ if @projectile_type != 'arrow' and @projectile_type != 'spiral'
3565→ @bounces -= 1
3566→ if @bounces < 0
3567→ @\kill!
3568→ when 'ball'
3569→ if @projectile_type != 'boomerang' and @projectile_type != 'kitchen_knife'
I'll destroy the physical shape when the knife sticks, so it can't physically collide with anything anymore (the sensor shape remains for ball pickup):
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. When the knife sticks to a wall, @shape (the physical boomerang_projectile box) is destroyed. The @ball_sensor (the boomerang_sensor shape) remains intact for ball pickup detection, but the knife no longer has any physical collision shape for weapons to hit.
Nope, this isn't working.
The issue is likely @shape — on the projectile object that refers to nothing. The collider's physical shape handle is stored as @collider.shape. Let me fix it:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
That should do it — @collider.shape is where the collider class stores the physical shape handle.
Perfect. I believe this finishes it, thank you.
Great, glad it's all working! To recap what we did this session:
- Ball spring on knife pickup — replaced
ball_shake\shakewithspring\pull 'hit'for a scale pop effect - Enemy weapon changed — default enemy weapon switched from boomerang to sword
- Knife parry by melee weapons — added
boomerang_projectile/weaponcollision so melee weapons can parry thrown knives, spawning a dying_knife visual with reflected velocity - Stuck knives ignore weapons — destroy the physical shape on wall stick so stuck knives can't collide with melee weapons (sensor remains for ball pickup)