EBB Saw
Summary
Removed the lollipop weapon entirely from emoji-ball-battles, then implemented the saw weapon — a melee weapon that deals rapid small hits while in contact with the enemy ball, with hit rate increasing per hit landed.
Lollipop Weapon Removal:
- Grepped all
lollipopreferences inmain.yueand removed 18 distinct code sections - Removed:
lollipop_colorsglobal,an\image 'lollipop', 3 sound comment entries and 3an\sound 'lollipop_shoot_*'loads, lollipop accumulator reset blocks in weapon-hit and projectile-parry collision handlers, lollipop scaling-on-hit block, full weapon init block (20 lines), start_moving init, update logic, draw block, debug draw line,lollipop_can_fireandlollipop_firemethods, weapon UI image ternary branch, weapon UI stat display branch,lollipop_shoot_effectmethod - Replaced two
lollipop_colors[1]references with inlinecolor(255, 204, 77)(debug spiral spawn and spiral projectile default color)
Saw Weapon — Design Decisions:
- From
WEAPON_DESIGN.md: rapid small hits while in contact, +hit rate per hit - User rejected geometric proximity approach, initially chose physics sensor begin/end events for contact detection
- Later switched to per-frame
an\query_boxapproach because rotating hitbox caused repeated sensor_begin events that kept resetting contact state - Hit detection uses
an\query_box(hx, hy, weapon_hitbox_length, weapon_hitbox_width, angle, 'ball')every frame in the arena update loop - Manual countdown timer (
saw_hit_timer -= dt) instead oftimer\every— avoids closure capture issues withglobal *
Saw Weapon — Implementation Steps:
- Added
an\image 'saw', 'assets/saw.png'(user provided the asset, angle matches bow) - Added saw ball init block: melee class,
weapon_rotation_offset = -3*math.pi/4 - math.pi/16(user adjusted after testing),base_angular_velocity = 1.5*math.pi,max_angular_velocity = 3*math.pi,weapon_weight = 2.0(resists parries), reducedhit_stop_multiplier = 0.3,hit_particle_multiplier = 0.5,camera_shake_multiplier = 0.4 - Changed player default weapon to 'saw' for testing (
headless_player_weapon = args.player_weapon or 'saw') - Added saw draw block (same pattern as dagger:
weapons\push/image/pop) - Added
continue if attacker.weapon_type == 'saw'in sensor_begin melee handler to skip regular melee damage path - Added per-frame saw contact detection loop iterating over
[@player_ball, @enemy_ball]
Saw Contact Damage Loop (in arena update):
- Per-frame: query_box at weapon hitbox position, check if other_ball overlaps
- On contact start: save
saw_pre_contact_base_avandsaw_pre_contact_av, divide bothbase_angular_velocityand actual angular velocity by 5 (slowdown while cutting) - On contact end: restore both saved values
- Countdown timer:
saw_hit_timer -= dt, fires damage when<= 0, resets tosaw_hit_interval - First hit fires immediately (
saw_hit_timer = 0on contact start) - Each hit decreases interval:
saw_hit_interval = math.max(min, interval - decrease)
Hit Interval Tuning (multiple iterations):
- Started at 0.3s/0.05s min/0.01 decrease → 0.5/0.05/0.005 → 0.4/0.1/0.006 → 0.5/0.1/0.008
- Final values:
saw_hit_interval = 0.5,saw_min_hit_interval = 0.1,saw_interval_decrease_per_hit = 0.008(reaches 0.1 at exactly 50 hits)
HIT INTERVAL UI Display:
- User rejected HITS/S display (too slow to visibly change), chose interval in ms instead
- Named "HIT INTERVAL", shows
500mscounting down to100ms - Fixed floating point rounding issue:
math.floor(value*1000 + 0.5)instead ofmath.floor(value*1000)to avoid values like299msinstead of300ms
Angular Velocity Slowdown Iterations:
- Tried ÷5 → ÷50 → set to 0 → back to ÷5 (final)
- Key insight: must lower
base_angular_velocityalongside actual angular velocity, otherwise the guardrail system (decay toward base / recover toward base) immediately fights the slowdown
Red Damage Numbers for Repeated Hits:
- Time-based hit count:
saw_contact_hit_countincrements on each hit, resets to 0 if2 × saw_hit_intervalpasses without a hit (independent of contact enter/exit) - First hit of each burst: blue damage numbers (normal
recolor_bluelayer), normalhit_effect - Subsequent hits (
saw_contact_hit_count > 1): red damage numbers (recolor_yellowlayer, rendered as red 223/37/64 via shader), redhit_circle+ redhit_particlewith gravity (300) take_damagecheckssource.weapon_type == 'saw' and source.saw_contact_hit_count > 1to determine layer
Errors and Fixes:
attempt to call nil value (method 'take_damage')on timer callback: Caused bya, d = attacker, defenderaliases being global due toglobal *at top of file. When timer fires later,dpoints to wrong object. Fixed by usingattacker/defenderdirectly in closure, keepingarena = @.- Hit count always 1: Rotating hitbox fires
sensor_beginrepeatedly per rotation, resetting count. Addingif not saw_in_contact_withguard helped but didn't fully solve it. Final fix: switched entirely to per-framequery_boxapproach with no sensor events. - Double hit on first contact: Saw was in both the timer callback AND the regular melee handler. Fixed by moving saw handling before melee handler with
continueto skip it.
Weapon UI Updates:
- Added
an.images.sawto weapon_image lookup ternary in weapon_ui constructor - Added saw-specific UI draw block with larger scale (
@weapon_scale*24/18), position offset (-@weapon_flip_x*4, -2) away from emoji - Fixed
reflectmethod (weapon-weapon parry effect): sword/saw hit effects spawn with-yoffset (blade points up), dagger uses+yoffset (blade points down)
Saw Hit Sounds:
- Normalized
saw_hit1.ogg(-25.8 dB → 0.61) andsaw_hit2.ogg(-28.8 dB → 0.87) using standard formula - Added
an\soundloads and dB comment entries - Red hits play
saw_hit_#{an.random\int(1, 2)}with volume in (0.61, 0.87) range - Suppressed normal
dagger_ballsound for red saw hits (unless source and source.weapon_type == 'saw' and source.saw_contact_hit_count > 1)
Hi, let's continue with Emoji Ball Battles. First, let's remove all code related to the lollipop weapon, since I didn't like how it turned out.
Read (E:/a327ex/emoji-ball-battles/main.yue)
File content (63530 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content.
Grep (lollipop)
26-brown = color 195, 105, 77
27-bowstring = color 217, 158, 130
28:lollipop_colors = {color(255, 204, 77), color(244, 144, 72), color(221, 46, 68)}
29-debug_draw_enabled = false
30-wall_color = fg\clone!\mix yellow, 0.1
--
87-an\image 'bow', 'assets/bow.png'
88-an\image 'arrow', 'assets/arrow.png'
89:an\image 'lollipop', 'assets/lollipop.png'
90--- Plant images
91-an\image 'seedling', 'assets/seedling.png'
--
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:-- lollipop_shoot_1 (RPG3_PlasmaMagicBeam_Shoot01): -20.7 dB → 0.34
175:-- lollipop_shoot_2 (RPG3_PlasmaMagicBeam_Shoot02): -21.9 dB → 0.39
176:-- lollipop_shoot_3 (RPG3_PlasmaMagicBeam_Shoot03): -21.6 dB → 0.38
177-an\sound 'ball_ball', 'assets/ball_wall.ogg'
178-an\sound 'ball_wall', 'assets/ball_wall.ogg'
--
202-an\sound 'dagger_swing_4', 'assets/dagger_swing_9.ogg'
203-an\sound 'dagger_swing_5', 'assets/dagger_swing_10.ogg'
204:an\sound 'lollipop_shoot_1', 'assets/lollipop_shoot_1.ogg'
205:an\sound 'lollipop_shoot_2', 'assets/lollipop_shoot_2.ogg'
206:an\sound 'lollipop_shoot_3', 'assets/lollipop_shoot_3.ogg'
207-an\sound 'bow_draw_1', 'assets/bow_string_drawing_fast_2.ogg'
208-an\sound 'bow_draw_2', 'assets/drawing_bow_backwards_6.ogg'
--
547- direction: b.angle
548- team: b.team
... [132 more lines]
Let me get the line numbers for all the key sections to understand the scope.
Grep (lollipop)
28:lollipop_colors = {color(255, 204, 77), color(244, 144, 72), color(221, 46, 68)}
89:an\image 'lollipop', 'assets/lollipop.png'
174:-- lollipop_shoot_1 (RPG3_PlasmaMagicBeam_Shoot01): -20.7 dB → 0.34
175:-- lollipop_shoot_2 (RPG3_PlasmaMagicBeam_Shoot02): -21.9 dB → 0.39
176:-- lollipop_shoot_3 (RPG3_PlasmaMagicBeam_Shoot03): -21.6 dB → 0.38
204:an\sound 'lollipop_shoot_1', 'assets/lollipop_shoot_1.ogg'
205:an\sound 'lollipop_shoot_2', 'assets/lollipop_shoot_2.ogg'
206:an\sound 'lollipop_shoot_3', 'assets/lollipop_shoot_3.ogg'
549: spiral_color: lollipop_colors[1]
757: -- Reset lollipop rotation accumulator on weapon hit
758: if ball_a.weapon_type == 'lollipop'
759: ball_a.lollipop_rotation_accumulator = 0
760: ball_a.lollipop_reset_angle = ball_a.angle
761: if ball_b.weapon_type == 'lollipop'
762: ball_b.lollipop_rotation_accumulator = 0
763: ball_b.lollipop_reset_angle = ball_b.angle
885: -- Reset lollipop rotation accumulator on projectile parry
886: if ball_object.weapon_type == 'lollipop'
887: ball_object.lollipop_rotation_accumulator = 0
888: ball_object.lollipop_reset_angle = ball_object.angle
937: -- Lollipop scaling: +rotation speed per hit
938: if owner.weapon_type == 'lollipop'
1408: elseif @weapon_type == 'lollipop'
1410: @weapon_image = an.images.lollipop
1426: @lollipop_cooldown = 3.0
1427: @lollipop_color_index = 0
1523: elseif @weapon_type == 'lollipop'
1524: @lollipop_ready = false
1525: @lollipop_rotation_accumulator = 0
1526: @lollipop_reset_angle = 0
... [24 more lines]
Now let me read all the relevant sections to understand the full context before making edits.
Read (E:/a327ex/emoji-ball-battles/main.yue)
24→red = color 223, 37, 64
25→purple = color 172, 144, 216
26→brown = color 195, 105, 77
27→bowstring = color 217, 158, 130
28→lollipop_colors = {color(255, 204, 77), color(244, 144, 72), color(221, 46, 68)}
29→debug_draw_enabled = false
30→wall_color = fg\clone!\mix yellow, 0.1
31→
32→-- Sky colors (subtle blue gradient)
33→sky_top = color 135, 206, 235 -- light sky blue
Read (E:/a327ex/emoji-ball-battles/main.yue)
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 'lollipop', 'assets/lollipop.png'
90→-- Plant images
91→an\image 'seedling', 'assets/seedling.png'
92→an\image 'sheaf', 'assets/sheaf.png'
93→an\image 'tulip', 'assets/tulip.png'
94→an\image 'blossom', 'assets/blossom.png'
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→-- lollipop_shoot_1 (RPG3_PlasmaMagicBeam_Shoot01): -20.7 dB → 0.34
175→-- lollipop_shoot_2 (RPG3_PlasmaMagicBeam_Shoot02): -21.9 dB → 0.39
176→-- lollipop_shoot_3 (RPG3_PlasmaMagicBeam_Shoot03): -21.6 dB → 0.38
177→an\sound 'ball_ball', 'assets/ball_wall.ogg'
178→an\sound 'ball_wall', 'assets/ball_wall.ogg'
179→-- an\sound 'dagger_dagger', 'assets/dagger_dagger.ogg'
180→an\sound 'dagger_wall', 'assets/dagger_wall.ogg'
181→an\sound 'dagger_ball', 'assets/dagger_ball.ogg'
Read (E:/a327ex/emoji-ball-battles/main.yue)
200→an\sound 'dagger_swing_2', 'assets/dagger_swing_2.ogg'
201→an\sound 'dagger_swing_3', 'assets/dagger_swing_8.ogg'
202→an\sound 'dagger_swing_4', 'assets/dagger_swing_9.ogg'
203→an\sound 'dagger_swing_5', 'assets/dagger_swing_10.ogg'
204→an\sound 'lollipop_shoot_1', 'assets/lollipop_shoot_1.ogg'
205→an\sound 'lollipop_shoot_2', 'assets/lollipop_shoot_2.ogg'
206→an\sound 'lollipop_shoot_3', 'assets/lollipop_shoot_3.ogg'
207→an\sound 'bow_draw_1', 'assets/bow_string_drawing_fast_2.ogg'
208→an\sound 'bow_draw_2', 'assets/drawing_bow_backwards_6.ogg'
209→an\sound 'bow_draw_3', 'assets/drawing_bow_backwards_9.ogg'
Read (E:/a327ex/emoji-ball-battles/main.yue)
544→ spawn_y = b.y + b.weapon_hitbox_offset*math.sin(b.angle)
545→ @projectiles\add projectile spawn_x, spawn_y,
546→ projectile_type: 'spiral'
547→ direction: b.angle
548→ team: b.team
549→ spiral_color: lollipop_colors[1]
550→ flash_on_spawn: true
551→
552→ for event in *an\collision_begin_events 'ball', 'ball'
553→ ball_a, ball_b = event.a, event.b
Read (E:/a327ex/emoji-ball-battles/main.yue)
750→ ball_a.spring\pull 'weapon', 0.35, 3, 0.5
751→ ball_b.spring\pull 'weapon', 0.35, 3, 0.5
752→
753→ -- Reset swing sound timer for melee weapons
754→ ball_a.can_swing_sound_time = 0 if ball_a.weapon_class == 'melee'
755→ ball_b.can_swing_sound_time = 0 if ball_b.weapon_class == 'melee'
756→
757→ -- Reset lollipop rotation accumulator on weapon hit
758→ if ball_a.weapon_type == 'lollipop'
759→ ball_a.lollipop_rotation_accumulator = 0
760→ ball_a.lollipop_reset_angle = ball_a.angle
761→ if ball_b.weapon_type == 'lollipop'
762→ ball_b.lollipop_rotation_accumulator = 0
763→ ball_b.lollipop_reset_angle = ball_b.angle
764→
765→ -- Sound
766→ an\sound_play 'dagger_wall', 0.54, an.random\float(0.95, 1.05)
767→
768→ hit_multiplier = math.max(ball_a.hit_particle_multiplier, ball_b.hit_particle_multiplier)
769→ @\hit_effect event.point_x, event.point_y, hit_multiplier
Read (E:/a327ex/emoji-ball-battles/main.yue)
880→ change = av - ball_object.last_angular_velocity
881→ scaled_change = change / ball_object.weapon_weight^2
882→ av = ball_object.last_angular_velocity + scaled_change
883→ ball_object.collider\set_angular_velocity av
884→
885→ -- Reset lollipop rotation accumulator on projectile parry
886→ if ball_object.weapon_type == 'lollipop'
887→ ball_object.lollipop_rotation_accumulator = 0
888→ ball_object.lollipop_reset_angle = ball_object.angle
889→
890→ -- Flip projectile team to reflector's team (can now hit original shooter)
891→ projectile_object.team = ball_object.team
892→
893→ -- Boost arrow velocity on parry and enable gravity
894→ if projectile_object.projectile_type == 'arrow'
Read (E:/a327ex/emoji-ball-battles/main.yue)
932→
933→ -- Bow scaling: +1 arrow per hit
934→ if owner.weapon_type == 'bow'
935→ owner.arrows_per_shot += 1
936→
937→ -- Lollipop scaling: +rotation speed per hit
938→ if owner.weapon_type == 'lollipop'
939→ owner.base_angular_velocity += 0.5*owner.base_angular_velocity_increase_per_hit
940→ owner.max_angular_velocity = owner.base_angular_velocity*2
941→
942→ -- Spawn star particles at hit location
943→ x = (projectile_object.x + ball_object.x)/2
Read (E:/a327ex/emoji-ball-battles/main.yue)
1400→ @weapon_rotation_offset = -3*math.pi/4 -- dagger rotation to point outward
1401→ @base_angular_velocity = 1.5*math.pi
1402→ @max_angular_velocity = 3*math.pi
1403→ @weapon_weight = 1.0
1404→ @hit_stop_multiplier = 1.0
1405→ @hit_particle_multiplier = 1.0
1406→ @camera_shake_multiplier = 1.0
1407→
1408→ elseif @weapon_type == 'lollipop'
1409→ @weapon_class = 'ranged'
1410→ @weapon_image = an.images.lollipop
1411→ @weapon_visual_offset = 26
1412→ @weapon_perpendicular_offset = 0
1413→ @weapon_hitbox_offset = 30
1414→ @weapon_hitbox_length = 18
1415→ @weapon_hitbox_width = 18
1416→ @weapon_scale = -20/512
1417→ @weapon_scale_y = 20/512
1418→ @weapon_rotation_offset = math.pi/4
1419→ @base_angular_velocity = 1.5*math.pi
1420→ @max_angular_velocity = 3*math.pi
1421→ @weapon_weight = 0.8
1422→ @hit_stop_multiplier = 1.0
1423→ @hit_particle_multiplier = 1.0
1424→ @camera_shake_multiplier = 1.0
1425→ @spirals_per_spawn = 1
1426→ @lollipop_cooldown = 3.0
1427→ @lollipop_color_index = 0
1428→
1429→ @\add collider 'ball', 'dynamic', 'circle', @radius
... [5 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
1515→ @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1516→ @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
1517→ @cooldown_bar\activate @thrust_cooldown
1518→ elseif @weapon_type == 'bow'
1519→ @bow_ready = false
1520→ @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1521→ @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
1522→ @cooldown_bar\activate @bow_cooldown
1523→ elseif @weapon_type == 'lollipop'
1524→ @lollipop_ready = false
1525→ @lollipop_rotation_accumulator = 0
1526→ @lollipop_reset_angle = 0
1527→ update: (dt) =>
1528→ -- When paused, use dt = 0 so physics logic doesn't run
1529→ dt = 0 if @parent.paused
Read (E:/a327ex/emoji-ball-battles/main.yue)
1658→ @swing_sound_count += 1
1659→ an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
1660→ else
1661→ @fast_spinning = false
1662→ @rotation_accumulator = 0
1663→ @swing_sound_count = 0
1664→
1665→ elseif @weapon_type == 'lollipop'
1666→ if not @lollipop_ready
1667→ @lollipop_rotation_accumulator += angular_speed*dt
1668→ if @lollipop_rotation_accumulator >= 2*math.pi
1669→ @lollipop_ready = true
1670→ elseif @\lollipop_can_fire!
1671→ @\lollipop_fire!
1672→
1673→ -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
1674→ vx, vy = @collider\get_velocity!
1675→ near_floor = @y + @radius > @parent.y + @parent.h - 20
1676→ if near_floor
1677→ @low_vy_time += dt
Read (E:/a327ex/emoji-ball-battles/main.yue)
1798→ weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!
1799→ weapons\pop!
1800→
1801→ elseif @weapon_type == 'dagger'
1802→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1803→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1804→ weapons\pop!
1805→
1806→ elseif @weapon_type == 'lollipop'
1807→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1808→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1809→ weapons\pop!
1810→
1811→ -- Debug draw weapon hitbox
1812→ hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
1813→ hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
1814→ if debug_draw_enabled
1815→ debug_draw\push hitbox_x, hitbox_y, @angle
1816→ debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
1817→ debug_draw\pop!
1818→
1819→ if debug_draw_enabled and @weapon_type == 'lollipop'
1820→ len = 30
1821→ debug_draw\line @x, @y, @x + len*math.cos(@lollipop_reset_angle), @y + len*math.sin(@lollipop_reset_angle), 2, red!
1822→
1823→ -- Indicator layout system (dead code — kept for future status effect stack system above ball)
1824→ indicator_y = 18
1825→ indicator_gap = 5
1826→ for child in *@children
1827→ if child\is('indicator') and child.visible
Read (E:/a327ex/emoji-ball-battles/main.yue)
2083→ @bow_arrow_alpha = 1
2084→ @timer\tween duration, @, {bow_pull_amount: 8}, math.quad_out, nil, 'bow_release'
2085→ @timer\tween duration, @, {bow_sy: 0.9}, math.quad_out, nil, 'bow_sy_release'
2086→
2087→ lollipop_can_fire: =>
2088→ spawn_x = @x + @weapon_hitbox_offset*math.cos(@angle)
2089→ spawn_y = @y + @weapon_hitbox_offset*math.sin(@angle)
2090→ margin = 30
2091→ arena = @parent
2092→ spawn_x > arena.x + margin and spawn_x < arena.x + arena.w - margin and
2093→ spawn_y > arena.y + margin and spawn_y < arena.y + arena.h - margin
2094→
2095→ lollipop_fire: =>
2096→ @lollipop_ready = false
2097→ @lollipop_rotation_accumulator = 0
2098→ @lollipop_reset_angle = @angle
2099→ @lollipop_color_index = (@lollipop_color_index % 3) + 1
2100→ spawn_x = @x + @weapon_hitbox_offset*math.cos(@angle)
2101→ spawn_y = @y + @weapon_hitbox_offset*math.sin(@angle)
2102→ c = lollipop_colors[@lollipop_color_index]
2103→ an\sound_play "lollipop_shoot_#{an.random\int(1, 3)}", 0.46, an.random\float(0.95, 1.05)
2104→ @weapon_ui\lollipop_shoot_effect c if @weapon_ui
2105→ @spring\pull 'weapon', 0.5, 3, 0.7
2106→ @spring\pull 'hit', 0.2, 3, 0.5
2107→ for i = 1, an.random\int 2, 4
2108→ @parent.effects\add hit_particle spawn_x, spawn_y,
2109→ velocity: an.random\float(100, 150)
2110→ direction: an.random\angle!
2111→ duration: an.random\float(0.4, 0.6)
2112→ color: c
... [20 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
2310→ @emoji_scale *= 1.1 if emoji_image == an.images.cowboy
2311→ @showing_hit = false
2312→ @emoji_oy = 0
2313→
2314→ -- Weapon properties
2315→ @weapon_x = if @team == 'player' then 91 else 389
2316→ @weapon_y = 60
2317→ @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 == 'lollipop' then an.images.lollipop else an.images.dagger
2318→ @weapon_scale = 20/512
2319→ @weapon_flip_x = if @team == 'player' then -1 else 1
2320→
2321→ -- Board properties
Read (E:/a327ex/emoji-ball-battles/main.yue)
2435→ effects\text "THRUST DMG", 'lana', left_x, 0, white!
2436→ value1 = string.format("%d", my_ball.thrust_damage)
2437→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2438→ elseif @weapon_type == 'bow'
2439→ effects\text "ARROWS/SHOT", 'lana', left_x, 0, white!
2440→ value1 = string.format("%d", my_ball.arrows_per_shot)
2441→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2442→ elseif @weapon_type == 'lollipop'
2443→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2444→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2445→ value1 = string.format("%.2f", rotations_per_second)
2446→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2447→ else -- dagger
2448→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2449→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2450→ value1 = string.format("%.2f", rotations_per_second)
2451→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2452→ effects\pop!
2453→
2454→ hit: =>
Read (E:/a327ex/emoji-ball-battles/main.yue)
2485→ direction: an.random\float(dir_base, dir_base + math.pi/4)
2486→ scale: an.random\float(1.4, 1.6)
2487→ duration: an.random\float(0.3, 0.5)
2488→ flash_on_spawn: 0.25
2489→ gravity: an.random\float(128, 156)
2490→ rotation_speed: an.random\float(2*math.pi, 4*math.pi)
2491→
2492→ lollipop_shoot_effect: (c) =>
2493→ my_arena = @parent.parent
2494→ for i = 1, an.random\int 2, 4
2495→ my_arena.effects\add hit_particle @weapon_x, @weapon_y,
2496→ velocity: an.random\float(100, 150)
2497→ direction: an.random\angle!
2498→ duration: an.random\float(0.4, 0.6)
2499→ color: c
2500→ gravity: 64
2501→ flash_on_spawn: true
2502→
2503→ reflect: =>
2504→ -- Spawn hit effect and wobble rotation
2505→ my_arena = @parent.parent
2506→ 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)}
2507→ @spring\pull 'weapon_rotation', an.random\float(-0.6, 0.6), 3, 0.5
2508→
2509→ landed_hit: =>
2510→ -- Text bounce when landing a hit
2511→ @text_oy = -3
2512→ @timer\tween 0.5, @, {text_oy: 0}, math.cubic_out, nil, 'text_oy'
2513→ @spring\pull 'text_scale', 0.15, 3, 0.4
2514→ @spring\pull 'text_rotation', an.random\float(-0.1, 0.1), 3, 0.5
Read (E:/a327ex/emoji-ball-battles/main.yue)
3008→ @collider\apply_impulse @velocity*math.cos(@direction), @velocity*math.sin(@direction)
3009→ @collider\set_density 0.1
3010→ elseif @projectile_type == 'spiral'
3011→ @w = 15
3012→ @h = 8
3013→ @spiral_turn_rate = args.spiral_turn_rate or 12
3014→ @spiral_turn_decrease_rate = 2
3015→ @spiral_color = args.spiral_color or lollipop_colors[1]
3016→ @spiral_angle = args.direction or 0
3017→ @spiral_speed = 0
3018→ @spiral_target_speed = args.velocity or 200
3019→ @spiral_time = 0
3020→ @\add collider 'spiral_projectile', 'dynamic', 'box', @w, @h
3021→ @collider\set_position @x, @y
3022→ @collider\set_restitution 0
Let me also check the context around line 549 to understand what's spawning that spiral.
Read (E:/a327ex/emoji-ball-battles/main.yue)
535→ if an\key_is_pressed('r')
536→ @player_ball.collider\set_angle @player_ball.collider\get_angle! + math.pi/8
537→ if an\key_is_pressed('f1')
538→ debug_draw_enabled = not debug_draw_enabled
539→ if an\key_is_pressed('k') and @enemy_ball and @enemy_ball.parent
540→ @enemy_ball\kill!
541→ if an\key_is_pressed('t')
542→ b = @player_ball
543→ spawn_x = b.x + b.weapon_hitbox_offset*math.cos(b.angle)
544→ spawn_y = b.y + b.weapon_hitbox_offset*math.sin(b.angle)
545→ @projectiles\add projectile spawn_x, spawn_y,
546→ projectile_type: 'spiral'
547→ direction: b.angle
548→ team: b.team
549→ spiral_color: lollipop_colors[1]
550→ flash_on_spawn: true
551→
552→ for event in *an\collision_begin_events 'ball', 'ball'
553→ ball_a, ball_b = event.a, event.b
554→ vx_a, vy_a = ball_a.collider\get_velocity!
Good. Now I have a complete picture. Let me make all the edits. I'll work through them top to bottom.
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)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
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Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
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 no lollipop references remain (excluding any that might be in comments we intentionally kept or asset files):
Grep (lollipop)
No matches found
All lollipop references are gone. Here's a summary of what was removed:
lollipop_colorsglobal variablean\image 'lollipop'asset load- 3 lollipop sound comment lines and 3
an\sound 'lollipop_shoot_*'loads - Lollipop accumulator reset blocks in the weapon-hit and projectile-parry collision handlers
- Lollipop scaling-on-hit block
- The
elseif @weapon_type == 'lollipop'block in weapon init (20 lines of properties) - The
elseif @weapon_type == 'lollipop'block in the weapon activation init - The
elseif @weapon_type == 'lollipop'block inupdate - The
elseif @weapon_type == 'lollipop'draw block - The lollipop debug draw line
lollipop_can_fireandlollipop_firemethodslollipopbranch from the weapon UI image ternaryelseif @weapon_type == 'lollipop'block in the weapon UI stats drawlollipop_shoot_effectmethod on the weapon UI class
Two places that referenced lollipop_colors[1] as a color value had it replaced with the inline color(255, 204, 77): the debug t-key spiral spawn and the spiral projectile's default spiral_color.
@emoji-ball-battles\docs\ATTACK_REFERENCE.md I believe contains a few designs, we'll do the saw next. Get acquainted with the codebase and come up with a plan for your first few tasks. Do not enter plan mode, though.
Let me get acquainted with the codebase - I'll read the relevant files in parallel.
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 195, 105, 77
27→bowstring = color 217, 158, 130
28→debug_draw_enabled = false
29→wall_color = fg\clone!\mix yellow, 0.1
30→
... [70 more lines]
Glob (E:/a327ex/emoji-ball-battles/reference/*/)
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\src\assets\fonts\editundo.ttf
E:/a327ex/emoji-ball-battles/reference\super-emoji-pairs\src\assets\fonts\editundo.ttf
E:/a327ex/emoji-ball-battles/reference\emojunky-one\love\msvcp120.dll
E:/a327ex/emoji-ball-battles/reference\emojunky-one\love\msvcr120.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\SteamPipeGUI.exe
E:/a327ex/emoji-ball-battles/reference\super-emoji-pairs\steam\SteamPipeGUI.exe
E:/a327ex/emoji-ball-battles/reference\emojunky-one\res\fog.png
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\siteserverui.exe
E:/a327ex/emoji-ball-battles/reference\super-emoji-pairs\steam\ContentBuilder\builder\siteserverui\win32\siteserverui.exe
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-console-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-datetime-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-debug-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-errorhandling-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-file-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-file-l1-2-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-file-l2-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-handle-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-heap-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-interlocked-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-libraryloader-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-localization-l1-2-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-memory-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-namedpipe-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-processenvironment-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-processthreads-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-processthreads-l1-1-1.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-profile-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-rtlsupport-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-string-l1-1-0.dll
E:/a327ex/emoji-ball-battles/reference\super-emoji-invaders\steam\ContentBuilder\builder\siteserverui\win32\api-ms-win-core-synch-l1-1-0.dll
... [71 more lines]
Read (E:/a327ex/emoji-ball-battles/docs/WEAPON_DESIGN.md)
1→# Weapon Design
2→
3→Emoji candidates for weapons.
4→
5→---
6→
7→## Gameplay Mechanics
8→
9→Status effects and systems that weapons/items can interact with.
10→
11→### Poison (P)
12→- **Mechanic:** Intensity (Independent)
13→- **Tick rate:** 0.5s
14→- **Damage per tick:** 1 per stack
15→- **Duration:** 2 seconds per stack (each expires independently)
16→- **Display:** P [stacks]
17→- 1 stack = 4 ticks = 4 damage over 2s
18→- At steady state 1 hit/s ≈ 2 stacks active = 4 DPS
19→- Synergizes with fast-hitting weapons
20→
21→### Bleed (B)
22→- **Mechanic:** Counter (Wall Triggers)
23→- **Trigger:** Target hits a wall
24→- **Damage per trigger:** 1, consumes 1 stack
25→- **Display:** B [stacks]
26→- Converts wall bounces into damage
27→- Synergizes with knockback (more bounces = more damage)
28→
29→### Burn (B)
30→- **Mechanic:** Intensity (Refreshing)
... [424 more lines]
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]
Now let me read the key sections of main.yue to understand the contact damage architecture and the dagger as reference.
Read (E:/a327ex/emoji-ball-battles/main.yue)
680→ ball_b.time_above_base = 0
681→ ball_b.time_below_base = 0
682→
683→ -- Apply energy boost to compensate for collision energy loss
684→ vx_a, vy_a = ball_a.collider\get_velocity!
685→ vx_b, vy_b = ball_b.collider\get_velocity!
686→ vx_a = vx_a*@weapon_energy_boost
687→ vy_a = vy_a*@weapon_energy_boost
688→ vx_b = vx_b*@weapon_energy_boost
689→ vy_b = vy_b*@weapon_energy_boost
690→
691→ -- Apply weapon weight: heavier weapons move slower after collisions
692→ vx_a = vx_a / ball_a.weapon_weight
693→ vy_a = vy_a / ball_a.weapon_weight
694→ vx_b = vx_b / ball_b.weapon_weight
695→ vy_b = vy_b / ball_b.weapon_weight
696→
697→ -- Cap speed at @max_ball_speed
698→ speed_a = math.length(vx_a, vy_a)
699→ if speed_a > @max_ball_speed
700→ scale = @max_ball_speed/speed_a
701→ vx_a = vx_a*scale
702→ vy_a = vy_a*scale
703→
704→ speed_b = math.length(vx_b, vy_b)
705→ if speed_b > @max_ball_speed
706→ scale = @max_ball_speed/speed_b
707→ vx_b = vx_b*scale
708→ vy_b = vy_b*scale
709→
... [50 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
900→
901→ damage = projectile_object.damage or 1
902→ ball_object\take_damage damage
903→
904→ -- Track hit for projectile owner
905→ owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
906→ owner.hits_landed += 1
907→ owner.weapon_ui\landed_hit! if owner.weapon_ui
908→
909→ -- headless: log projectile hit
910→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
911→
912→ -- Bow scaling: +1 arrow per hit
913→ if owner.weapon_type == 'bow'
914→ owner.arrows_per_shot += 1
915→
916→ -- Spawn star particles at hit location
917→ x = (projectile_object.x + ball_object.x)/2
918→ y = (projectile_object.y + ball_object.y)/2
919→ for i = 1, an.random\int 1, 3
920→ @effects\add star_particle x, y,
921→ flash_on_spawn: true
922→
923→ -- Spiral projectile-wall collision: kill on contact with effects
924→ for event in *an\collision_begin_events 'spiral_projectile', 'wall'
925→ projectile_object = event.a
926→ projectile_object\hit 1, 'wall', event.normal_x, event.normal_y
927→
928→ an\sound_play "concrete_#{an.random\int(1, 3)}", 0.7, an.random\float(0.95, 1.05)
929→ normal_angle = math.angle event.normal_x, event.normal_y
... [50 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
975→ -- Weapon-ball sensor: deal damage (melee only)
976→ for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
977→ attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
978→ defender = event.b -- ball tag (ball that got hit)
979→
980→ -- Skip self-hit, same team, and ranged weapons
981→ continue if attacker == defender
982→ continue if attacker.team == defender.team
983→ continue if attacker.weapon_class != 'melee'
984→
985→ -- Apply damage (thrust hits use thrust_damage)
986→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
987→ attacker\flash_weapon!
988→ defender\take_damage damage, attacker
989→ if attacker.thrusting
990→ an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
991→ attacker.hits_landed += 1
992→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
993→
994→ -- headless: log melee hit
995→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: attacker.team, defender: defender.team, damage: damage, weapon: attacker.weapon_type, hit_type: 'melee'}
996→
997→ -- Weapon-specific scaling on hit
998→ if attacker.weapon_type == 'dagger'
999→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
1000→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
1001→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
1002→ attacker.thrust_hit_this_thrust = true
1003→ attacker.thrust_damage += 1
1004→ @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
... [30 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
1350→ @weapon_weight = 1.0
1351→ @hit_stop_multiplier = 1.0
1352→ @hit_particle_multiplier = 1.0
1353→ @camera_shake_multiplier = 1.0
1354→ @arrows_per_shot = 1
1355→ @bow_cooldown = 2.2
1356→ @bow_pull_amount = 0
1357→ @bow_sy = 1
1358→ @bow_shot_id = 0
1359→ @bow_last_scaled_shot_id = 0
1360→ @bow_pulling = false
1361→ @bow_barraging = false
1362→ @bow_arrow_alpha = 0
1363→
1364→ elseif @weapon_type == 'dagger'
1365→ @weapon_class = 'melee'
1366→ @weapon_image = an.images.dagger
1367→ @weapon_visual_offset = 24
1368→ @weapon_perpendicular_offset = 0
1369→ @weapon_hitbox_offset = 24
1370→ @weapon_hitbox_length = 28
1371→ @weapon_hitbox_width = 8
1372→ @weapon_scale = 18/512 -- dagger.png is 512x512
1373→ @weapon_scale_y = 18/512
1374→ @weapon_rotation_offset = -3*math.pi/4 -- dagger rotation to point outward
1375→ @base_angular_velocity = 1.5*math.pi
1376→ @max_angular_velocity = 3*math.pi
1377→ @weapon_weight = 1.0
1378→ @hit_stop_multiplier = 1.0
1379→ @hit_particle_multiplier = 1.0
... [30 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
1590→ @timer\tween 0.2, @, {bow_pull_amount: 0}, math.elastic_out, nil, 'bow_release'
1591→ @timer\tween 0.08, @, {bow_sy: 1}, math.cubic_in_out, nil, 'bow_sy_release'
1592→ elseif @weapon_type == 'dagger'
1593→ -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
1594→ -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
1595→ -- Disabled when base velocity reaches 6.5π (~25 hits)
1596→ -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit
1597→ @can_swing_sound_time += dt
1598→ if @base_angular_velocity < 6.5*math.pi and angular_speed > 4.75*math.pi and @can_swing_sound_time <= 1.33
1599→ if not @fast_spinning
1600→ @fast_spinning = true
1601→ @rotation_accumulator = 0
1602→ @swing_sound_count = 0
1603→ elseif @swing_sound_count < 5
1604→ @rotation_accumulator += angular_speed * dt
1605→ threshold = if @swing_sound_count == 0 then 0.07*2*math.pi else 2*math.pi
1606→ if @rotation_accumulator >= threshold
1607→ @rotation_accumulator -= threshold
1608→ @swing_sound_count += 1
1609→ an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
1610→ else
1611→ @fast_spinning = false
1612→ @rotation_accumulator = 0
1613→ @swing_sound_count = 0
1614→
1615→ -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
1616→ vx, vy = @collider\get_velocity!
1617→ near_floor = @y + @radius > @parent.y + @parent.h - 20
1618→ if near_floor
1619→ @low_vy_time += dt
... [50 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
420→ -- Check distance from all existing points
421→ valid = true
422→ for existing in *cloud_positions
423→ if math.distance(new_x, new_y, existing.x, existing.y) < cloud_min_spacing
424→ valid = false
425→ break
426→
427→ if valid
428→ new_point = {x: new_x, y: new_y}
429→ cloud_positions[] = new_point
430→ active[] = new_point
431→ found = true
432→ break
433→
434→ -- Remove from active if no valid neighbor found
435→ unless found
436→ table.remove(active, index)
437→
438→ -- Create cloud objects from generated positions
439→ for position in *cloud_positions
440→ cloud = object!
441→ cloud\set {
442→ x: position.x
443→ y: position.y
444→ scale: cloud_base_scale * an.random\float(0.8, 1.2)
445→ flip: an.random\sign!
446→ speed: cloud_speed
447→ draw_color: color(255, 255, 255, cloud_alpha)
448→ arena_left: cloud_area_x
449→ arena_right: @x + @w + 30
... [50 more lines]
Let me check if there are continuous sensor events available in the framework.
Grep (sensor_events|collision_events)
No matches found
Grep (sensor_events|collision_events)
No matches found
Grep (sensor|collision)
187:physics_get_collision_begin(tag_a, tag_b) -> [{body_a, body_b, shape_a, shape_b, point_x, point_y, normal_x, normal_y}, ...]
188:physics_get_collision_end(tag_a, tag_b) -> [{body_a, body_b, shape_a, shape_b}, ...]
190:physics_get_sensor_begin(tag_a, tag_b) -> [{sensor_body, visitor_body, sensor_shape, visitor_shape}, ...]
191:physics_get_sensor_end(tag_a, tag_b) -> [{sensor_body, visitor_body, sensor_shape, visitor_shape}, ...]
Let me check the take_damage method and see how sensor_end_events looks in the framework.
Grep (take_damage)
902: ball_object\take_damage damage
988: defender\take_damage damage, attacker
1767: take_damage: (amount, source) =>
Grep (sensor_end_events)
No matches found
Read (E:/a327ex/emoji-ball-battles/main.yue)
1767→ take_damage: (amount, source) =>
1768→ return unless @parent -- Guard against events before fully added
1769→ @hp -= amount
1770→
1771→ @spring\pull 'hit', 0.3, 3, 0.7
1772→ @\flash_ball!
1773→
1774→ -- Sound
1775→ an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1776→
1777→ -- Spawn damage number above
1778→ @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5}
1779→
1780→ -- Show HP bar
1781→ @hp_bar\activate!
1782→
1783→ -- Update HP UI
1784→ @hp_ui\refresh @hp
1785→
1786→ -- Update emoji display
1787→ @weapon_ui\hit!
1788→
1789→ -- Camera shake when player takes damage
1790→ if @team == 'player'
1791→ an.camera.shake\shake 4, 0.15
1792→
1793→ if @hp <= 0
1794→ an\sound_play 'player_death', 0.44, an.random\float(0.95, 1.05)
1795→ -- headless: log battle end
1796→ if @parent and @parent.headless_events
... [20 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
1410→ @above_base_grace_period = 0.5 -- seconds before decaying fast spin
1411→ @below_base_grace_period = 0.25 -- seconds before recovering slow spin
1412→ @last_angular_velocity = 0 -- for calculating rotation change from hits
1413→
1414→ -- Dagger swing sound tracking (for melee weapons)
1415→ @rotation_accumulator = 0
1416→ @fast_spinning = false
1417→ @swing_sound_count = 0
1418→ @can_swing_sound_time = 1.33 -- starts expired, reset on weapon hits
1419→
1420→ -- Springs for visual feedback
1421→ @\add spring!
1422→ @spring\add 'hit', 1
1423→ @spring\add 'weapon', 1
1424→ @spring\add 'squash_x', 1
1425→ @spring\add 'squash_y', 1
1426→
1427→ -- Flash state for weapon
1428→ @weapon_flashing = false
1429→ @thrusting = false -- sword thrust state
1430→ @weapon_recoil = 0 -- rotation offset for gun recoil animation
1431→ @weapon_recoil_offset = 0 -- position offset for gun recoil (moves toward ball)
1432→
1433→ -- HP
1434→ @max_hp = 50
1435→ @hp = @max_hp
1436→ @\add hp_bar!
1437→ @\add cooldown_bar!
1438→
1439→ -- Weapon effect tracking
... [10 more lines]
Grep (hit_effect|hit_stop)
753: @\hit_effect event.point_x, event.point_y, hit_multiplier
754: @\hit_stop 0.1 * math.max(ball_a.hit_stop_multiplier, ball_b.hit_stop_multiplier)
884: @\hit_effect event.point_x, event.point_y
973: @\hit_effect projectile_object.x, projectile_object.y
1012: @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1013: @\hit_stop 0.15*attacker.hit_stop_multiplier
1080: get_hit_stop_probability: =>
1087: hit_effect: (x, y, multiplier=1.0) =>
1088: probability = @\get_hit_stop_probability!
1089: hit_effect_chance = 35 + 65*probability -- 35% at rapid hits, 100% at fresh hit
1091: if an.random\bool hit_effect_chance
1092: @effects\add hit_effect x, y, {scale: 1.35*multiplier}
1099: hit_stop: (duration=0.1) =>
1100: probability = @\get_hit_stop_probability!
1102: an\hit_stop duration
1310: @hit_stop_multiplier = 1.0
1328: @hit_stop_multiplier = 1.4 -- longer hit stops
1351: @hit_stop_multiplier = 1.0
1378: @hit_stop_multiplier = 1.0
1904: an\hit_stop 0.2
[Showing results with pagination = limit: 20, offset: 0]
Let me check what assets exist.
Bash (ls E:/a327ex/emoji-ball-battles/assets/*.png | grep -i "saw|dagger|sword" | he...)
E:/a327ex/emoji-ball-battles/assets/dagger.png
E:/a327ex/emoji-ball-battles/assets/sword.png
Now I have a complete picture. Here's the plan:
Saw design (from WEAPON_DESIGN.md): rapid small hits while in contact, +hit rate per hit. Melee/rotation weapon.
Key design decision — contact detection:
The existing sensor_begin_events 'weapon_hitbox', 'ball' fires once per contact initiation, which is fine for dagger/sword (one hit, balls separate). The saw needs continuous damage while in proximity. Rather than tracking sensor begin/end events (unreliable for a spinning tip that enters/exits repeatedly per rotation), I'll use a geometric proximity check in the ball's update each frame: if distance(saw_center, enemy_center) < weapon_hitbox_offset + enemy_radius, the saw's rotating tip is passing through the enemy — deal damage on a timer.
This cleanly models the saw's circular sweep: any enemy within the saw's radius gets shredded continuously.
Implementation tasks in order:
Asset — Need
saw.png. The weapon won't be selectable until this exists. Do you have one, or should I use the dagger sprite as a placeholder to start?Ball init block — Add
elseif @weapon_type == 'saw'with melee class, slightly higher base angular velocity than dagger (~2π rad/s), lighter weapon weight, and saw-specific fields:saw_hit_interval = 0.25,saw_min_hit_interval = 0.05,saw_interval_decrease_per_hit = 0.015,saw_hit_timer = 0.Skip sensor damage for saw — In the
sensor_begin_events 'weapon_hitbox', 'ball'block, addcontinue if attacker.weapon_type == 'saw'so it doesn't deal a one-shot hit.Damage tick in ball update — In the
elseif @weapon_type == 'saw'update section: check proximity each frame, tick the timer, deal 1 damage + small flash +@parent\hit_effectwhen timer fires, then scalesaw_hit_intervaldown per hit.Draw block — Standard
weapons\push/image/poplike dagger.Weapon UI — Show
HITS/S(= 1/interval, rounded) in the stat display.
The first question is whether you have a saw.png asset, or want me to proceed with a placeholder.
No, let's use the physics for hit detection. We'll just need to use sensor begin/end pairs, such that while the saw is in the ball it hits according to its hit rate on a timer until the pairing end event comes. Importantly, when contact starts, the timer for the hit rate starts, so by default it behaves just like other melee weapons, except it can trigger multiple times later. It should also have a lower rotation speed by default such that the saw stays inside the enemy ball for longer. Similarly, it should react less to parries.
Good clarification. Let me verify the sensor end API exists in the framework before committing to the approach.
Grep (sensor_end|collision_end)
82:an\collision_end_events(tag_a, tag_b) -> [{a, b}, ...]
84:an\sensor_end_events(tag_a, tag_b) -> [{a, b}, ...]
Bash (ls E:/a327ex/emoji-ball-battles/assets/*.png | sort)
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
E:/a327ex/emoji-ball-battles/assets/a.png
E:/a327ex/emoji-ball-battles/assets/arrow.png
E:/a327ex/emoji-ball-battles/assets/b.png
E:/a327ex/emoji-ball-battles/assets/blossom.png
E:/a327ex/emoji-ball-battles/assets/blue_board.png
E:/a327ex/emoji-ball-battles/assets/boom.png
E:/a327ex/emoji-ball-battles/assets/bow.png
E:/a327ex/emoji-ball-battles/assets/c.png
E:/a327ex/emoji-ball-battles/assets/cloud.png
E:/a327ex/emoji-ball-battles/assets/cowboy.png
E:/a327ex/emoji-ball-battles/assets/cowboy_hit.png
E:/a327ex/emoji-ball-battles/assets/d.png
E:/a327ex/emoji-ball-battles/assets/dagger.png
E:/a327ex/emoji-ball-battles/assets/dash.png
E:/a327ex/emoji-ball-battles/assets/e.png
E:/a327ex/emoji-ball-battles/assets/f.png
E:/a327ex/emoji-ball-battles/assets/flute.png
E:/a327ex/emoji-ball-battles/assets/four_leaf_clover.png
E:/a327ex/emoji-ball-battles/assets/g.png
E:/a327ex/emoji-ball-battles/assets/gun.png
... [34 more lines]
Good — an\sensor_end_events exists. No saw.png yet, so I'll use dagger.png as placeholder for now. Let me read the remaining sections I need before coding.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1485→ angular_velocity = @collider\get_angular_velocity!
1486→ angular_speed = math.abs(angular_velocity)
1487→ angular_sign = math.sign(angular_velocity)
1488→
1489→ if not @thrusting
1490→ if angular_speed > @base_angular_velocity
1491→ @time_above_base += dt
1492→ @time_below_base = 0
1493→ if @time_above_base > @above_base_grace_period
1494→ -- Decay toward base (90% of distance in 1 second)
1495→ new_speed = math.lerp_dt(0.9, 1, dt, angular_speed, @base_angular_velocity)
1496→ @collider\set_angular_velocity angular_sign*new_speed
1497→ elseif angular_speed < @base_angular_velocity
1498→ @time_below_base += dt
1499→ @time_above_base = 0
1500→ if @time_below_base > @below_base_grace_period
1501→ -- Increase toward base (90% of distance in 0.5 seconds)
1502→ new_speed = math.lerp_dt(0.9, 0.5, dt, angular_speed, @base_angular_velocity)
1503→ @collider\set_angular_velocity angular_sign*new_speed
1504→ else
1505→ @time_above_base = 0
1506→ @time_below_base = 0
1507→
1508→ -- Weapon-specific update logic
1509→ if @weapon_type == 'sword'
1510→ -- Swing sound: first at 0.07 rotation, then every full rotation, max 5 times
1511→ -- Fixed threshold based on original base (1.5π * 3.5 = 5.25π)
1512→ -- Disabled when base velocity reaches 6.5π (~25 hits)
1513→ -- Only plays within 1.33 seconds of a weapon-weapon or projectile-weapon hit
1514→ @can_swing_sound_time += dt
... [15 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
1038→ -- Sound
1039→ an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
1040→
1041→ -- Projectile passing through plant: apply moving force
1042→ for event in *an\sensor_begin_events 'projectile_sensor', 'plant_ghost'
1043→ projectile_object = event.a
1044→ plant_object = event.b
1045→ vx, vy = projectile_object.collider\get_velocity!
1046→ plant_object\apply_moving_force math.sign(vx), math.abs(vx)
1047→ -- Sound
1048→ an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
1049→
1050→ update: (dt) =>
1051→ @time_since_last_hit += dt
1052→
1053→ -- headless: step counter and battle-end detection
1054→ @headless_step_count += 1
1055→ unless @headless_battle_over
1056→ if @player_ball.dead or (@player_ball.hp and @player_ball.hp <= 0)
1057→ @headless_battle_over = true
1058→ @headless_winner = 'enemy'
1059→ @headless_winner_hp = math.max 0, @enemy_ball.hp
1060→ if @enemy_ball.dead or (@enemy_ball.hp and @enemy_ball.hp <= 0)
1061→ @headless_battle_over = true
1062→ @headless_winner = 'player'
1063→ @headless_winner_hp = math.max 0, @player_ball.hp
1064→ -- headless: timeout (36000 steps = 5 min at 120Hz)
1065→ if @headless_step_count >= 36000 and not @headless_battle_over
1066→ @headless_battle_over = true
1067→ if @player_ball.hp > @enemy_ball.hp
Read (E:/a327ex/emoji-ball-battles/main.yue)
2270→ facing = if @team == 'player' then 0 else math.pi
2271→ base_angle = weapon_t.rotation + @spring.weapon_rotation.x + facing
2272→ cos_a = math.cos(base_angle)
2273→ sin_a = math.sin(base_angle)
2274→ -- Scale ratio: in-game bow is 26/512, UI weapons are 20/512
2275→ sr = @weapon_scale/(26/512)
2276→ -- Draw bowstring (behind bow)
2277→ string_scale = bow_stretch*weapon_spring
2278→ st_top_x, st_top_y = -0.5*sr, -10.5*sr*string_scale
2279→ st_bot_x, st_bot_y = -0.5*sr, 10.5*sr*string_scale
2280→ top_wx = wx + st_top_x*cos_a - st_top_y*sin_a
2281→ top_wy = wy + st_top_x*sin_a + st_top_y*cos_a
2282→ bot_wx = wx + st_bot_x*cos_a - st_bot_y*sin_a
2283→ bot_wy = wy + st_bot_x*sin_a + st_bot_y*cos_a
2284→ string_color = if weapon_flashing then white else bowstring
2285→ pull = (my_ball.bow_pull_amount or 0)*sr
2286→ if pull > 0.1
2287→ mid_wx = (top_wx + bot_wx)/2 - pull*cos_a
2288→ mid_wy = (top_wy + bot_wy)/2 - pull*sin_a
2289→ weapons\line top_wx, top_wy, mid_wx, mid_wy, 1, string_color!
2290→ weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
2291→ else
2292→ weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
2293→ -- Draw bow image (use negative x-scale like in-game)
2294→ weapons\push wx, wy, base_angle + weapon_recoil, 1, bow_stretch
2295→ weapons\push 0, 0, my_ball.weapon_rotation_offset, -@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
2296→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2297→ weapons\pop!
2298→ weapons\pop!
2299→ -- Draw arrow on top of string and bow
... [25 more lines]
Let me also see the full in-game weapon draw section and the start_moving init for ranged/bow to know the exact indentation pattern.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1740→ weapons\image an.images.arrow, 0, 0, nil, @weapon_flashing and white!
1741→ weapons\pop!
1742→
1743→ elseif @weapon_type == 'dagger'
1744→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1745→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1746→ weapons\pop!
1747→
1748→ -- Debug draw weapon hitbox
1749→ hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
1750→ hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
1751→ if debug_draw_enabled
1752→ debug_draw\push hitbox_x, hitbox_y, @angle
1753→ debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
1754→ debug_draw\pop!
1755→
1756→ -- Indicator layout system (dead code — kept for future status effect stack system above ball)
1757→ indicator_y = 18
1758→ indicator_gap = 5
1759→ for child in *@children
1760→ if child\is('indicator') and child.visible
1761→ child.target_y = indicator_y
1762→ indicator_y += child.h + indicator_gap
1763→
1764→ -- Track angular velocity for weight-based collision handling
1765→ @last_angular_velocity = @collider\get_angular_velocity!
1766→
1767→ take_damage: (amount, source) =>
1768→ return unless @parent -- Guard against events before fully added
1769→ @hp -= amount
... [15 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
1455→ @\add weapon_ui @team, @weapon_type, @image, @image_hit
1456→
1457→ -- Ball starts with no gravity until game starts
1458→ @\add timer!
1459→ @collider\set_gravity_scale 0
1460→
1461→ -- Weapon auto-attack setup (requires timer initialized above)
1462→ if @weapon_type == 'gun'
1463→ @gun_ready = false
1464→ @timer\after @base_cooldown, 'gun_cooldown', -> @gun_ready = true
1465→ @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
1466→ @cooldown_bar\activate @base_cooldown
1467→ elseif @weapon_type == 'sword'
1468→ @thrust_ready = false
1469→ @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1470→ @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)
1471→ @cooldown_bar\activate @thrust_cooldown
1472→ elseif @weapon_type == 'bow'
1473→ @bow_ready = false
1474→ @timer\after @bow_cooldown, 'bow_cooldown', -> @bow_ready = true
1475→ @timer\when (-> @bow_ready and @\bow_is_aligned!), 'bow_fire', (-> @\bow_fire!)
1476→ @cooldown_bar\activate @bow_cooldown
1477→ update: (dt) =>
1478→ -- When paused, use dt = 0 so physics logic doesn't run
1479→ dt = 0 if @parent.paused
1480→
1481→ -- Read angle from physics
1482→ @angle = @collider\get_angle!
1483→
1484→ -- Angular velocity guardrails (skip during thrust)
Now I have everything I need. Let me read the exact sensor_begin_events block to know what to add there.
Read (E:/a327ex/emoji-ball-battles/main.yue)
975→ -- Weapon-ball sensor: deal damage (melee only)
976→ for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
977→ attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
978→ defender = event.b -- ball tag (ball that got hit)
979→
980→ -- Skip self-hit, same team, and ranged weapons
981→ continue if attacker == defender
982→ continue if attacker.team == defender.team
983→ continue if attacker.weapon_class != 'melee'
984→
985→ -- Apply damage (thrust hits use thrust_damage)
986→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
987→ attacker\flash_weapon!
988→ defender\take_damage damage, attacker
989→ if attacker.thrusting
990→ an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
991→ attacker.hits_landed += 1
992→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
993→
994→ -- headless: log melee hit
995→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: attacker.team, defender: defender.team, damage: damage, weapon: attacker.weapon_type, hit_type: 'melee'}
996→
997→ -- Weapon-specific scaling on hit
998→ if attacker.weapon_type == 'dagger'
999→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
1000→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
1001→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
1002→ attacker.thrust_hit_this_thrust = true
1003→ attacker.thrust_damage += 1
1004→ @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
... [25 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
2390→
2391→ landed_hit: =>
2392→ -- Text bounce when landing a hit
2393→ @text_oy = -3
2394→ @timer\tween 0.5, @, {text_oy: 0}, math.cubic_out, nil, 'text_oy'
2395→ @spring\pull 'text_scale', 0.15, 3, 0.4
2396→ @spring\pull 'text_rotation', an.random\float(-0.1, 0.1), 3, 0.5
2397→
2398→
2399→-- Star particle: spawns on collisions, shoots outward, spins, shrinks
2400→class star_particle extends object
2401→ new: (@x, @y, args={}) =>
2402→ super!
2403→ multiplier = args.multiplier or 1
2404→ @velocity = multiplier*(args.velocity or an.random\float 75, 150)
2405→ @direction = args.direction or an.random\angle!
2406→ @rotation = an.random\angle!
2407→ @rotation_speed = multiplier*(an.random\float -2*math.pi, 2*math.pi)
2408→ @duration = multiplier*(args.duration or an.random\float 0.4, 0.6)
2409→ @sx, @sy = multiplier*14/512, multiplier*14/512 -- star.png is 512x512, scale to ~14 pixels
2410→
2411→ @\add timer!
2412→ @timer\tween @duration, @, {velocity: 0, sx: 0, sy: 0}, math.linear, -> @\kill!
2413→
2414→ update: (dt) =>
2415→ @x += @velocity*math.cos(@direction)*dt
2416→ @y += @velocity*math.sin(@direction)*dt
2417→ @rotation += @rotation_speed*dt
2418→
2419→ effects\push @x, @y, @rotation, @sx, @sy
Now I have everything I need. Let me make all the changes.
[Request interrupted by user]
No response requested.
Do not do everything at once, one step at a time. saw.png is now available, its angle is the same as the bow.
Let me check the bow's rotation offset before starting.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1305→ @weapon_scale_y = -18/512 -- y flipped
1306→ @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
1307→ @base_angular_velocity = 1.5*math.pi
1308→ @max_angular_velocity = 3*math.pi
1309→ @weapon_weight = 1.0
1310→ @hit_stop_multiplier = 1.0
1311→ @hit_particle_multiplier = 1.0
1312→ @camera_shake_multiplier = 1.0
1313→
1314→ elseif @weapon_type == 'sword'
1315→ @weapon_class = 'melee'
1316→ @weapon_image = an.images.sword
1317→ @weapon_visual_offset = 34
1318→ @weapon_perpendicular_offset = 0
1319→ @weapon_hitbox_offset = 38
1320→ @weapon_hitbox_length = 32
1321→ @weapon_hitbox_width = 10
1322→ @weapon_scale = 32/512 -- sword.png is 512x512
1323→ @weapon_scale_y = 32/512
1324→ @weapon_rotation_offset = math.pi/4 -- sword angled up-right, rotate to point outward
1325→ @base_angular_velocity = 1.5*math.pi
1326→ @max_angular_velocity = 3*math.pi
1327→ @weapon_weight = 1.5 -- heavier, less affected by collisions
1328→ @hit_stop_multiplier = 1.4 -- longer hit stops
1329→ @hit_particle_multiplier = 1.2 -- bigger particles
1330→ @camera_shake_multiplier = 1.5 -- stronger camera shake
1331→ @thrust_damage = 1 -- increases by 1 per successful thrust hit
1332→ @thrust_speed = 200 -- added to current speed during thrust
1333→ @thrust_duration = 0.5 -- how long thrust lasts
1334→ @thrust_cooldown = 5 -- seconds between thrusts
... [25 more lines]
Bow uses weapon_rotation_offset = math.pi/4. Step 1 — load the image asset.
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. The image is loaded. Next step whenever you're ready: the ball init block.
Next.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1364→
1365→ elseif @weapon_type == 'dagger'
1366→ @weapon_class = 'melee'
1367→ @weapon_image = an.images.dagger
1368→ @weapon_visual_offset = 24
1369→ @weapon_perpendicular_offset = 0
1370→ @weapon_hitbox_offset = 24
1371→ @weapon_hitbox_length = 28
1372→ @weapon_hitbox_width = 8
1373→ @weapon_scale = 18/512 -- dagger.png is 512x512
1374→ @weapon_scale_y = 18/512
1375→ @weapon_rotation_offset = -3*math.pi/4 -- dagger rotation to point outward
1376→ @base_angular_velocity = 1.5*math.pi
1377→ @max_angular_velocity = 3*math.pi
1378→ @weapon_weight = 1.0
1379→ @hit_stop_multiplier = 1.0
1380→ @hit_particle_multiplier = 1.0
1381→ @camera_shake_multiplier = 1.0
1382→
1383→
1384→ @\add collider 'ball', 'dynamic', 'circle', @radius
1385→ @collider\set_position @x, @y
1386→ @collider\set_restitution 1
1387→ @collider\set_friction 0
1388→ @collider\set_linear_damping 0
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. Next step: the sensor begin/end event handling in the arena update. Ready when you are.
Make the player the saw.
Grep (player_ball|weapon_type.*player)
346: @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
348: @\add @player_ball
460: @player_ball\start_moving!
529: @player_ball.collider\set_angle @player_ball.collider\get_angle! + math.pi/8
535: b = @player_ball
856: headless_projectile_owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
906: owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
1057: if @player_ball.dead or (@player_ball.hp and @player_ball.hp <= 0)
1064: @headless_winner_hp = math.max 0, @player_ball.hp
1068: if @player_ball.hp > @enemy_ball.hp
1070: @headless_winner_hp = math.max 0, @player_ball.hp
1071: elseif @enemy_ball.hp > @player_ball.hp
1076: @headless_winner_hp = math.max 0, @player_ball.hp
1077: @headless_events[] = {step: @headless_step_count, type: 'battle_end', winner: @headless_winner, player_hp: math.max(0, @player_ball.hp), enemy_hp: math.max(0, @enemy_ball.hp), reason: 'timeout'}
1822: headless_winner_ball = if @team == 'player' then @parent.enemy_ball else @parent.player_ball
[Showing results with pagination = limit: 15, offset: 0]
Read (E:/a327ex/emoji-ball-battles/main.yue)
340→ @\add wall @x - wall_thickness/2, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
341→ @\add wall @x + wall_thickness/2 + @w, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
342→
343→ -- Create balls
344→ headless_player_weapon = args.player_weapon or 'dagger'
345→ headless_enemy_weapon = args.enemy_weapon or 'bow'
346→ @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', headless_player_weapon
347→ @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', headless_enemy_weapon
348→ @\add @player_ball
349→ @\add @enemy_ball
350→
351→ -- Create plants container and spawn plant groups
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. Player now spawns with the saw.
Oh, it has to be drawn too.
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done.
Angle is incorrect like this.
[Pasted image/png]
[Image: source: E:\media\anchor_Ctl24WAJ4h.png]
The weapon is at angle ≈ 0 (pointing right) but the math.pi/4 offset is tilting it 45° unnecessarily. Let me try 0 as the rotation offset.
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Try that — if the tip is still off, let me know what direction it's pointing vs. what it should be.
[Pasted image/png]
[Image: source: E:\media\anchor_cpuq0FA3g6.png]
Does this look correct now, or is the blade still facing the wrong way?
OK, I fixed it. What's next?
Next is the sensor begin/end event handling — the core of the saw's repeated damage. In the sensor_begin_events 'weapon_hitbox', 'ball' block I'll add saw contact tracking after the initial hit fires (so the first hit is immediate, same as other melee), and add a new sensor_end_events block to clear it.
Shall I proceed?
Yes.
Read (E:/a327ex/emoji-ball-battles/main.yue)
997→
998→ -- Weapon-specific scaling on hit
999→ if attacker.weapon_type == 'dagger'
1000→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
1001→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
1002→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
1003→ attacker.thrust_hit_this_thrust = true
1004→ attacker.thrust_damage += 1
1005→ @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
1006→ -- Hit effect on defender's edge, facing the weapon
1007→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
1008→ weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
1009→ hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
1010→ effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
1011→ effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
1012→
1013→ @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1014→ @\hit_stop 0.15*attacker.hit_stop_multiplier
1015→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1016→ if attacker.thrusting
1017→ for i = 1, an.random\int 4, 7
1018→ @effects\add star_particle effect_x, effect_y, {multiplier: 1.3, flash_on_spawn: true}
1019→
1020→ -- Ball passing through plant: apply moving force
1021→ for event in *an\sensor_begin_events 'plant_ghost', 'ball'
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. Next is the damage tick in the ball's update — the loop that fires while contact is held. Ready?
Doesn't need to be in update, you can just start an every timer when hit starts, and cancel it when it ends.
Good point. Let me check the timer every syntax first.
Grep (every)
29:### Engine State (Dynamic - updated every frame)
376:timer\every(interval, name_or_callback, callback?, times?) -> timer
377:timer\every_step(name_or_callback, callback?) -> timer
Grep (timer\cancel|timer\stop)
400:timer\cancel(name)
Good call. Let me check the exact current state of those handlers.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1012→
1013→ @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1014→ @\hit_stop 0.15*attacker.hit_stop_multiplier
1015→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1016→ if attacker.thrusting
1017→ for i = 1, an.random\int 4, 7
1018→ @effects\add star_particle effect_x, effect_y, {multiplier: 1.3, flash_on_spawn: true}
1019→
1020→ -- Saw: begin contact tracking (first hit already dealt above)
1021→ if attacker.weapon_type == 'saw'
1022→ attacker.saw_in_contact_with = defender
1023→ attacker.saw_hit_timer = 0
1024→
1025→ -- Saw: end contact
1026→ for event in *an\sensor_end_events 'weapon_hitbox', 'ball'
1027→ attacker = event.a
1028→ continue if attacker.weapon_type != 'saw'
1029→ attacker.saw_in_contact_with = nil
1030→ attacker.saw_hit_timer = 0
1031→
1032→ -- Ball passing through plant: apply moving force
1033→ for event in *an\sensor_begin_events 'plant_ghost', 'ball'
1034→ plant_object = event.a
1035→ ball_object = event.b
1036→ vx, vy = ball_object.collider\get_velocity!
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. The first hit fires immediately from the existing melee handler, then the every timer ticks repeated hits at saw_hit_interval, scaling down each time. The cancel on end cleans it up. Ready to test.
Why return unless d.parent?
It's redundant. take_damage already has return unless @parent at the top, and the sensor_end event should cancel the timer when the defender's body is removed anyway. I'll drop it.
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 the HITS/S UI part, and then let's make hits landed only increase on the first hit, not on subsequent ones.
Read (E:/a327ex/emoji-ball-battles/main.yue)
2430→ for i = 1, an.random\int 1, 2
2431→ my_arena.effects\add emoji_particle @weapon_x + ox, @weapon_y - 4, an.images.boom,
2432→ velocity: an.random\float(75, 125)
2433→ direction: an.random\float(dir_base, dir_base + math.pi/4)
2434→ scale: an.random\float(1.4, 1.6)
2435→ duration: an.random\float(0.3, 0.5)
2436→ flash_on_spawn: 0.25
2437→ gravity: an.random\float(128, 156)
2438→ rotation_speed: an.random\float(2*math.pi, 4*math.pi)
2439→
2440→ reflect: =>
2441→ -- Spawn hit effect and wobble rotation
2442→ my_arena = @parent.parent
2443→ 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)}
2444→ @spring\pull 'weapon_rotation', an.random\float(-0.6, 0.6), 3, 0.5
2445→
2446→ landed_hit: =>
2447→ -- Text bounce when landing a hit
2448→ @text_oy = -3
2449→ @timer\tween 0.5, @, {text_oy: 0}, math.cubic_out, nil, 'text_oy'
2450→ @spring\pull 'text_scale', 0.15, 3, 0.4
2451→ @spring\pull 'text_rotation', an.random\float(-0.1, 0.1), 3, 0.5
2452→
2453→
2454→-- Star particle: spawns on collisions, shoots outward, spins, shrinks
2455→class star_particle extends object
2456→ new: (@x, @y, args={}) =>
2457→ super!
2458→ multiplier = args.multiplier or 1
2459→ @velocity = multiplier*(args.velocity or an.random\float 75, 150)
Grep (elseif @weapon_type == 'bow')
1364: elseif @weapon_type == 'bow'
1522: elseif @weapon_type == 'bow'
1621: elseif @weapon_type == 'bow'
1757: elseif @weapon_type == 'bow'
1867: elseif @weapon_type == 'bow'
2391: elseif @weapon_type == 'bow'
Read (E:/a327ex/emoji-ball-battles/main.yue)
2388→ effects\text "THRUST DMG", 'lana', left_x, 0, white!
2389→ value1 = string.format("%d", my_ball.thrust_damage)
2390→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2391→ elseif @weapon_type == 'bow'
2392→ effects\text "ARROWS/SHOT", 'lana', left_x, 0, white!
2393→ value1 = string.format("%d", my_ball.arrows_per_shot)
2394→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2395→ else -- dagger
2396→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2397→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2398→ value1 = string.format("%.2f", rotations_per_second)
2399→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2400→ effects\pop!
2401→
2402→ hit: =>
2403→ -- Show hit emoji temporarily
2404→ @showing_hit = true
2405→ @timer\after 0.25, 'hit_image', -> @showing_hit = false
2406→
2407→ -- Bounce and rotation
2408→ @emoji_oy = -3
2409→ @timer\tween 0.5, @, {emoji_oy: 0}, math.cubic_out, nil, 'emoji_oy'
2410→ @spring\pull 'emoji_scale', 0.3, 3, 0.7
2411→ @spring\pull 'emoji_rotation', an.random\float(-0.3, 0.3), 3, 0.5
2412→
Now both edits at once:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now remove hits_landed and landed_hit from the timer callback, keeping them only in the sensor_begin initial hit:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. hits_landed and landed_hit only trigger on the first contact (from the existing melee handler), and subsequent ticks just deal damage and scale the interval.
Nevermind, it should go back to how it was before. Also, the hits/s value goes up very slowly and often doesn't go up at all. Is there a better way we can represent this information such that the value is more eaisly seen as increasing?
Reverting hits_landed first:
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)
1033→ arena\hit_effect effect_x, effect_y, a.hit_particle_multiplier
1034→ arena\hit_stop 0.15*a.hit_stop_multiplier
1035→ an.camera.shake\shake 4*a.camera_shake_multiplier, 0.12*a.camera_shake_multiplier
1036→
1037→ -- Saw: cancel repeating timer on contact end
1038→ for event in *an\sensor_end_events 'weapon_hitbox', 'ball'
1039→ attacker = event.a
1040→ continue if attacker.weapon_type != 'saw'
1041→ attacker.saw_in_contact_with = nil
1042→ attacker.timer\cancel 'saw_contact'
1043→
1044→ -- Ball passing through plant: apply moving force
1045→ for event in *an\sensor_begin_events 'plant_ghost', 'ball'
1046→ plant_object = event.a
1047→ ball_object = event.b
Read (E:/a327ex/emoji-ball-battles/main.yue)
1020→ -- Saw: start repeating damage timer on contact
1021→ if attacker.weapon_type == 'saw'
1022→ attacker.saw_in_contact_with = defender
1023→ a, d, arena = attacker, defender, @
1024→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
1025→ d\take_damage 1, a
1026→ a\flash_weapon!
1027→ a.saw_hit_interval = math.max(a.saw_min_hit_interval, a.saw_hit_interval - a.saw_interval_decrease_per_hit)
1028→ weapon_x = a.x + a.weapon_visual_offset*math.cos(a.angle)
1029→ weapon_y = a.y + a.weapon_visual_offset*math.sin(a.angle)
1030→ hit_angle = math.angle_to_point(d.x, d.y, weapon_x, weapon_y)
1031→ effect_x = d.x + 1.25*d.radius*math.cos(hit_angle)
1032→ effect_y = d.y + 1.25*d.radius*math.sin(hit_angle)
1033→ arena\hit_effect effect_x, effect_y, a.hit_particle_multiplier
1034→ arena\hit_stop 0.15*a.hit_stop_multiplier
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Reverted.
On the display: the problem is that 1/0.3 = 3.3 → 1/0.29 = 3.4 — each hit moves the number by only ~0.1, so it barely visibly changes. A few options:
- Show the interval in ms as an integer —
300→290→ ... →50. Decreasing, but each hit is a clean -10 which is very readable. Label itINTERVAL. - Show hits landed — a plain integer counter, same as the bow shows arrows. Simple, always goes up by 1. But doesn't communicate what's actually scaling.
- Show a speed multiplier — base interval / current interval, so
1.0x→1.03x→ ... →6.0xat max. Communicates "the saw is N times faster than when it started."
I'd lean toward option 1 (interval in ms) — it's the most concrete and the motion of a number going from 300 down to 50 over the course of a game reads clearly as "speeding up." What do you think?
Yes, name it HIT INTERVAL instead.
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. Shows 300ms counting down to 50ms as hits land.
The value is not decreasing.
The contact window per rotation is shorter than 0.3s — the weapon tip sweeps through the enemy ball briefly and the sensor_end fires before the timer ever gets a chance to tick. So the timer always gets cancelled before firing even once, meaning saw_hit_interval never decreases.
The fix is to drop the initial interval. If a contact lasts ~0.1s, the interval needs to be below that to fire. I'd suggest starting at 0.15s (down from 0.3s) and keeping saw_interval_decrease_per_hit at 0.005 (half of current, since the range is now 0.15 → 0.05). Want me to make that change?
The timer every function has an "immediate" argument or version of it which ensures the timer always run once immediately, read the docs.
Grep (every)
50-## Root Object (an)
51-
52-The global `an` object is the entry point for all framework functionality. It manages resources, physics, input, and the object tree.
53-
54-### Engine State Properties
55-
56:These properties provide access to engine state. Some are static (set once at init), others update every frame.
57-
58-#### Static Properties (set at initialization)
59-
60-| Property | Type | Description |
61-|----------|------|-------------|
62-| `an.width` | int | Game resolution width |
63-| `an.height` | int | Game resolution height |
64-| `an.dt` | number | Fixed delta time (1/120 for 120Hz physics) |
65-| `an.platform` | string | Platform: "web" or "windows" |
66-
67:#### Dynamic Properties (updated every frame)
68-
69-| Property | Type | Description |
70-|----------|------|-------------|
71-| `an.frame` | int | Current render frame number |
72-| `an.step` | int | Current physics step count |
73-| `an.time` | number | Elapsed game time in seconds |
--
624-```
625-
626----
627-
628-### Global Actions
... [78 more lines]
Grep (immediate)
1447-### Timer Control
1448-
1449-```yuescript
1450-@timer\cancel 'spawn' -- cancel specific timer
1451:@timer\trigger 'spawn' -- trigger immediately
1452-@timer\set_multiplier 0.5 -- slow down all timers
1453-time = @timer\get_time_left 'spawn'
1454-```
1455-
Grep (immediate)
No matches found
timer\trigger fires a named timer immediately. So I can start the every timer then immediately trigger it — that fires the callback right away on contact, then every interval thereafter. This also means the initial hit should come from the timer, not the existing melee handler, so I need to skip the saw there to avoid a double hit. Let me make both changes.
Read (E:/a327ex/emoji-ball-battles/main.yue)
980→
981→ -- Skip self-hit, same team, and ranged weapons
982→ continue if attacker == defender
983→ continue if attacker.team == defender.team
984→ continue if attacker.weapon_class != 'melee'
985→
986→ -- Apply damage (thrust hits use thrust_damage)
987→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
988→ attacker\flash_weapon!
989→ defender\take_damage damage, attacker
990→ if attacker.thrusting
991→ an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
992→ attacker.hits_landed += 1
993→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
994→
995→ -- headless: log melee hit
996→ @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: attacker.team, defender: defender.team, damage: damage, weapon: attacker.weapon_type, hit_type: 'melee'}
997→
998→ -- Weapon-specific scaling on hit
999→ if attacker.weapon_type == 'dagger'
1000→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
1001→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
1002→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
1003→ attacker.thrust_hit_this_thrust = true
1004→ attacker.thrust_damage += 1
1005→ @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
1006→ -- Hit effect on defender's edge, facing the weapon
1007→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
1008→ weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
1009→ hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
... [20 more lines]
[Request interrupted by user]
No, there should be an immediate version of the every function, let me check.,
Sure, take your time.
Ah, nevermind, that's how we redesign it, with trigger in mind. Go ahead. Just make sure that you're not doing 2 hits at once. The initial hit should be the one that's in the timer, right? We don't want the initial hit to be doubled.
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. The saw now:
- Sets up the
everytimer on contact - Immediately
triggers it for the first hit continues past the regular melee handler, so no double damage- Cancels on sensor_end as before
ERROR: main.lua:991: attempt to call a nil value (method 'take_damage') stack traceback: main.lua:991: in field 'callback' anchor/timer.lua:486: in method 'update' anchor/object.lua:401: in method '_update' anchor/init.lua:1515: in function 'update'
When a second hit triggers.
When the enemy dies mid-contact, the object gets destroyed and its methods become inaccessible before the sensor_end event can cancel the timer. Need to guard before calling take_damage. The earlier return unless d.parent removal was wrong — it's needed here precisely because the engine may destroy the object before the timer clears.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1022→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
1023→ elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust
1024→ attacker.thrust_hit_this_thrust = true
1025→ attacker.thrust_damage += 1
1026→ @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"
1027→ -- Hit effect on defender's edge, facing the weapon
1028→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
1029→ weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
1030→ hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
1031→ effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
Read (E:/a327ex/emoji-ball-battles/main.yue)
990→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
991→ d\take_damage 1, a
992→ a\flash_weapon!
993→ a.hits_landed += 1
994→ a.weapon_ui\landed_hit! if a.weapon_ui
995→ a.saw_hit_interval = math.max(a.saw_min_hit_interval, a.saw_hit_interval - a.saw_interval_decrease_per_hit)
996→ weapon_x = a.x + a.weapon_visual_offset*math.cos(a.angle)
997→ weapon_y = a.y + a.weapon_visual_offset*math.sin(a.angle)
998→ hit_angle = math.angle_to_point(d.x, d.y, weapon_x, weapon_y)
999→ effect_x = d.x + 1.25*d.radius*math.cos(hit_angle)
1000→ effect_y = d.y + 1.25*d.radius*math.sin(hit_angle)
1001→ arena\hit_effect effect_x, effect_y, a.hit_particle_multiplier
1002→ arena\hit_stop 0.15*a.hit_stop_multiplier
1003→ an.camera.shake\shake 4*a.camera_shake_multiplier, 0.12*a.camera_shake_multiplier
1004→ attacker.timer\trigger 'saw_contact'
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. d.parent is a plain field on the instance table so it's safe to read even on a destroyed object — if it's nil, the ball is gone and we bail out before touching any methods.
But the ball isn't gone...
d.parent isn't nil but d.take_damage is — which means d is some valid object that has a parent but isn't a ball. The guard is checking the wrong thing. Since take_damage is unique to ball objects, let's guard on that directly:
return unless d.take_damage
Does that make sense, or do you have insight into what d actually is at that point?
Let's try changing d, a to use the defender and attacker variables in the above scope.
Read (E:/a327ex/emoji-ball-battles/main.yue)
986→ -- Saw: start repeating damage timer, trigger immediately as first hit
987→ if attacker.weapon_type == 'saw'
988→ attacker.saw_in_contact_with = defender
989→ a, d, arena = attacker, defender, @
990→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
991→ d\take_damage 1, a
992→ a\flash_weapon!
993→ a.hits_landed += 1
994→ a.weapon_ui\landed_hit! if a.weapon_ui
995→ a.saw_hit_interval = math.max(a.saw_min_hit_interval, a.saw_hit_interval - a.saw_interval_decrease_per_hit)
996→ weapon_x = a.x + a.weapon_visual_offset*math.cos(a.angle)
997→ weapon_y = a.y + a.weapon_visual_offset*math.sin(a.angle)
998→ hit_angle = math.angle_to_point(d.x, d.y, weapon_x, weapon_y)
999→ effect_x = d.x + 1.25*d.radius*math.cos(hit_angle)
1000→ effect_y = d.y + 1.25*d.radius*math.sin(hit_angle)
1001→ arena\hit_effect effect_x, effect_y, a.hit_particle_multiplier
1002→ arena\hit_stop 0.15*a.hit_stop_multiplier
1003→ an.camera.shake\shake 4*a.camera_shake_multiplier, 0.12*a.camera_shake_multiplier
1004→ attacker.timer\trigger 'saw_contact'
1005→ continue
1006→
1007→ -- Apply damage (thrust hits use thrust_damage)
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. Also kept return unless defender.parent since if attacker and defender were globals being overwritten each frame, they could end up pointing to any object — including ones without take_damage. The guard is a safety net for that case.
The hit interval is rounding down to xx9 instead of being 0 at the end. Let's start the hit internval such that by the end, once it reaches 50 hits, it's at 0.05s.
Two things to fix: the starting value and the display rounding. To reach 0.05 at exactly 50 hits starting from 0.3: decrease = (0.3 - 0.05) / 50 = 0.005. And the display rounding issue is floating point — 0.3 - 0.005*n produces values like 0.2949999..., so floor * 1000 gives 294 instead of 295. Need to round instead of floor.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1425→ @weapon_weight = 3.0 -- resists parry rotation changes strongly
1426→ @hit_stop_multiplier = 0.3
1427→ @hit_particle_multiplier = 0.5
1428→ @camera_shake_multiplier = 0.4
1429→ @saw_hit_interval = 0.3 -- seconds between repeated hits while in contact
1430→ @saw_min_hit_interval = 0.05
1431→ @saw_interval_decrease_per_hit = 0.01
1432→ @saw_hit_timer = 0
1433→ @saw_in_contact_with = nil
1434→
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now fix the display rounding:
Read (E:/a327ex/emoji-ball-battles/main.yue)
2467→ @direction = args.direction or an.random\angle!
2468→ @rotation = an.random\angle!
2469→ @rotation_speed = multiplier*(an.random\float -2*math.pi, 2*math.pi)
2470→ @duration = multiplier*(args.duration or an.random\float 0.4, 0.6)
2471→ @sx, @sy = multiplier*14/512, multiplier*14/512 -- star.png is 512x512, scale to ~14 pixels
2472→
Grep (HIT INTERVAL)
2399: effects\text "HIT INTERVAL", 'lana', left_x, 0, white!
Read (E:/a327ex/emoji-ball-battles/main.yue)
2398→ elseif @weapon_type == 'saw'
2399→ effects\text "HIT INTERVAL", 'lana', left_x, 0, white!
2400→ value1 = string.format("%dms", math.floor(my_ball.saw_hit_interval*1000))
2401→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. The interval now decreases 0.005s per hit — exactly 0.3 → 0.05 over 50 hits — and the display rounds to the nearest ms instead of flooring.
Let's make the rotation speed for the saw normal, actually perhaps even higher than normal, higher than the sword but lower than the dagger by default. And then let's make it so that the rotation speed is halved by like 5 when hit starts, and then when hit ends it goes back what it was before.
Let me check the current angular velocity values for sword and dagger to calibrate.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1314→ super!
1315→ @\tag 'ball'
1316→ @image = @team == 'player' and an.images.no_mouth or an.images.no_mouth
1317→ @image_hit = @team == 'player' and an.images.no_mouth_hit or an.images.no_mouth_hit
1318→ @radius = 10
1319→ @scale = 2*@radius/@image.width
1320→ @scale = 1.125*@scale if @image == an.images.cowboy -- cowboy is visually larger
1321→
1322→ -- Weapon-specific code uses explicit switches with repeated code per weapon rather than
1323→ -- shared abstractions. For this codebase, locality matters more than code reuse — having
1324→ -- all behavior for each weapon visible in one place is clearer than factoring out shared
1325→ -- patterns across weapons.
1326→ if @weapon_type == 'gun'
1327→ @weapon_class = 'ranged'
1328→ @weapon_image = an.images.gun
1329→ @weapon_visual_offset = 21
1330→ @weapon_perpendicular_offset = 2
1331→ @weapon_hitbox_offset = 21
1332→ @weapon_hitbox_length = 20
1333→ @weapon_hitbox_width = 12
1334→ @weapon_scale = 18/512 -- gun.png is 512x512
1335→ @weapon_scale_y = -18/512 -- y flipped
1336→ @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
1337→ @base_angular_velocity = 1.5*math.pi
1338→ @max_angular_velocity = 3*math.pi
1339→ @weapon_weight = 1.0
1340→ @hit_stop_multiplier = 1.0
1341→ @hit_particle_multiplier = 1.0
1342→ @camera_shake_multiplier = 1.0
1343→
... [35 more lines]
Both sword and dagger are actually the same at 1.5π. I'll set the saw to 2π (noticeably faster) with max 4π. Now for the slowdown — I also need to temporarily lower base_angular_velocity alongside the actual angular velocity, otherwise the guardrail system will immediately fight the slowdown.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1415→ @weapon_visual_offset = 28
1416→ @weapon_perpendicular_offset = 0
1417→ @weapon_hitbox_offset = 36
1418→ @weapon_hitbox_length = 28
1419→ @weapon_hitbox_width = 12
1420→ @weapon_scale = 32/512
1421→ @weapon_scale_y = -32/512
1422→ @weapon_rotation_offset = -3*math.pi/4 - math.pi/16
1423→ @base_angular_velocity = 0.5*math.pi -- slower so tip dwells inside enemy longer
1424→ @max_angular_velocity = 1.5*math.pi
1425→ @weapon_weight = 3.0 -- resists parry rotation changes strongly
1426→ @hit_stop_multiplier = 0.3
1427→ @hit_particle_multiplier = 0.5
1428→ @camera_shake_multiplier = 0.4
1429→ @saw_hit_interval = 0.3 -- seconds between repeated hits while in contact
1430→ @saw_min_hit_interval = 0.05
1431→ @saw_interval_decrease_per_hit = 0.005 -- reaches 0.05 at 50 hits
1432→ @saw_hit_timer = 0
1433→ @saw_in_contact_with = nil
1434→
1435→
1436→ @\add collider 'ball', 'dynamic', 'circle', @radius
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now the sensor_begin and sensor_end handlers:
Read (E:/a327ex/emoji-ball-battles/main.yue)
986→ -- Saw: start repeating damage timer, trigger immediately as first hit
987→ if attacker.weapon_type == 'saw'
988→ attacker.saw_in_contact_with = defender
989→ arena = @
990→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
991→ return unless defender.parent
992→ defender\take_damage 1, attacker
993→ attacker\flash_weapon!
994→ attacker.hits_landed += 1
995→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
996→ attacker.saw_hit_interval = math.max(attacker.saw_min_hit_interval, attacker.saw_hit_interval - attacker.saw_interval_decrease_per_hit)
997→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
998→ weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
999→ hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
1000→ effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
1001→ effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
1002→ arena\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1003→ arena\hit_stop 0.15*attacker.hit_stop_multiplier
1004→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1005→ attacker.timer\trigger 'saw_contact'
1006→ continue
1007→
1008→ -- Apply damage (thrust hits use thrust_damage)
1009→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
1010→ attacker\flash_weapon!
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now the sensor_end restore:
Read (E:/a327ex/emoji-ball-battles/main.yue)
1050→ attacker.saw_in_contact_with = nil
1051→ attacker.timer\cancel 'saw_contact'
1052→
1053→ -- Ball passing through plant: apply moving force
1054→ for event in *an\sensor_begin_events 'plant_ghost', 'ball'
1055→ plant_object = event.a
1056→ ball_object = event.b
1057→ vx, vy = ball_object.collider\get_velocity!
1058→ -- Apply moving force based on ball's horizontal velocity
1059→ plant_object\apply_moving_force math.sign(vx), 0.3*math.abs(vx)
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. On contact start: saves base_angular_velocity, divides both it and the actual angular velocity by 5. On contact end: restores base_angular_velocity and multiplies the actual velocity back up by 5. The guardrail will then enforce the restored base speed.
Let's try a more aggressive decrease, by like 50, I can't see if it's actually happening.
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)
990→ attacker.saw_pre_contact_base_av = attacker.base_angular_velocity
991→ attacker.base_angular_velocity /= 5
992→ av = attacker.collider\get_angular_velocity!
993→ attacker.collider\set_angular_velocity av/5
994→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
995→ return unless defender.parent
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Also need to update the restore multiplier:
Read (E:/a327ex/emoji-ball-battles/main.yue)
1052→ attacker.base_angular_velocity = attacker.saw_pre_contact_base_av
1053→ av = attacker.collider\get_angular_velocity!
1054→ attacker.collider\set_angular_velocity av*5
1055→
1056→ -- Ball passing through plant: apply moving force
1057→ for event in *an\sensor_begin_events 'plant_ghost', 'ball'
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done.
Let's set it to 0 isntead and then return it to its original value.
Read (E:/a327ex/emoji-ball-battles/main.yue)
990→ attacker.saw_pre_contact_base_av = attacker.base_angular_velocity
991→ attacker.base_angular_velocity /= 50
992→ av = attacker.collider\get_angular_velocity!
993→ attacker.collider\set_angular_velocity av/50
994→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
995→ return unless defender.parent
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)
1052→ attacker.base_angular_velocity = attacker.saw_pre_contact_base_av
1053→ av = attacker.collider\get_angular_velocity!
1054→ attacker.collider\set_angular_velocity av*50
1055→
1056→ -- Ball passing through plant: apply moving force
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. On contact: saves both base_angular_velocity and the actual angular velocity, sets both to 0. On contact end: restores both to their saved values exactly.
OK, let's start with higher values for the hit interval and also decrease by values such that by 50 hits it goes to 0.1s instead.
Starting at 0.5s, reaching 0.1s at 50 hits: decrease = (0.5 - 0.1) / 50 = 0.008.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1429→ @base_angular_velocity = 1.5*math.pi
1430→ @max_angular_velocity = 3*math.pi
1431→ @weapon_weight = 3.0 -- resists parry rotation changes strongly
1432→ @hit_stop_multiplier = 0.3
1433→ @hit_particle_multiplier = 0.5
Grep (saw_hit_interval = 0)
1435: @saw_hit_interval = 0.3 -- seconds between repeated hits while in contact
Read (E:/a327ex/emoji-ball-battles/main.yue)
1435→ @saw_hit_interval = 0.3 -- seconds between repeated hits while in contact
1436→ @saw_min_hit_interval = 0.05
1437→ @saw_interval_decrease_per_hit = 0.005 -- reaches 0.05 at 50 hits
1438→ @saw_hit_timer = 0
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. Also update the display rounding — since the min is now 0.1s = 100ms, the +0.5 rounding is fine as-is.
Let's try with the initial value as 400ms.
(0.4 - 0.1) / 50 = 0.006.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1435→ @saw_hit_interval = 0.5 -- seconds between repeated hits while in contact
1436→ @saw_min_hit_interval = 0.1
1437→ @saw_interval_decrease_per_hit = 0.008 -- reaches 0.1 at 50 hits
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done.
Let's go back to dividing the angular velocity by 5 instead of setting it to 0.
Read (E:/a327ex/emoji-ball-battles/main.yue)
990→ attacker.saw_pre_contact_base_av = attacker.base_angular_velocity
991→ attacker.saw_pre_contact_av = attacker.collider\get_angular_velocity!
992→ attacker.base_angular_velocity = 0
993→ attacker.collider\set_angular_velocity 0
994→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
995→ return unless defender.parent
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. The restore on end already uses saw_pre_contact_av directly, so that side is unchanged.
Let's go back to the initial interval being 500ms.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1435→ @saw_hit_interval = 0.4 -- seconds between repeated hits while in contact
1436→ @saw_min_hit_interval = 0.1
1437→ @saw_interval_decrease_per_hit = 0.006 -- reaches 0.1 at 50 hits
(0.5 - 0.1) / 50 = 0.008.
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done.
OK, now let's make the UI work for the saw.
Let me check what the weapon UI currently has for the saw.
I need to check the weapon UI's image lookup and draw section.
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me chronologically analyze the conversation to build a comprehensive summary.
Session Start: - User initiated an emoji-ball-battles session - First task: remove all lollipop weapon code
Lollipop Removal: - Grepped for all
lollipopreferences in main.yue - Removed:lollipop_colorsglobal,an\image 'lollipop', sound comments and loads, all collision handler blocks, weapon init block, start_moving init, update logic, draw block, debug draw,lollipop_can_fire/lollipop_firemethods, weapon UI image lookup branch, weapon UI stat display branch,lollipop_shoot_effectmethod - Replaced twolollipop_colors[1]references withcolor(255, 204, 77)inlineSaw Weapon Implementation: - User pointed to WEAPON_DESIGN.md: "🪚 Saw — deals rapid small hits while in contact with enemy, +hit rate per hit" - User corrected geometric proximity approach → use sensor begin/end physics events - Key design: first hit immediate (timer\trigger), repeated hits via timer\every, cancel on end
Step-by-step implementation: 1. Added
an\image 'saw', 'assets/saw.png'2. Added saw ball init block with melee class, weapon properties, saw-specific fields 3. Changed player default weapon from 'dagger' to 'saw' 4. Added saw draw block (same as dagger pattern) 5. Angle correction: changedweapon_rotation_offsetfrommath.pi/4to0(user fixed it themselves after) 6. Added sensor_begin/end handling - evolved through several iterations 7. Added HIT INTERVAL display in weapon UI stat section 8. Addedtimer\every+timer\triggerapproach for damageSensor/Timer Architecture: - Saw block at top of
sensor_begin_events 'weapon_hitbox', 'ball'loop, before regular melee handler - Usescontinueto skip regular melee damage -attacker.timer\every attacker.saw_hit_interval, 'saw_contact', callback-attacker.timer\trigger 'saw_contact'fires first hit immediately -sensor_end_events 'weapon_hitbox', 'ball'cancels timer, restores angular velocityErrors: 1.
attempt to call a nil value (method 'take_damage')on second hit - caused by usinga, dintermediate variables (likely global scope issue). Fixed by usingattacker/defenderdirectly from loop scope. Addedreturn unless defender.parentguard. 2. User noted ball wasn't gone - kept guard anyway for safetyVariable capture issue: - Initially used
a, d, arena = attacker, defender, @- Withglobal *at top of file,aanddmay be treated as globals, getting overwritten - Fix: useattackeranddefenderdirectly in closure, only capturearena = @hits_landed changes: - Initially removed from timer callback (only on first contact), user reverted this back
HIT INTERVAL display: - Shows milliseconds, rounds with
+0.5to avoid floating point floor issues - Format:string.format("%dms", math.floor(my_ball.saw_hit_interval*1000 + 0.5))Angular velocity slowdown on contact: - Evolved: ÷5 → ÷50 → set to 0 → back to ÷5 - Final: save
saw_pre_contact_base_avandsaw_pre_contact_av, divide bothbase_angular_velocityand actual av by 5 on contact, restore both on contact endRotation speed: - Changed from
0.75*math.pi→0.5*math.pi(user adjusted) → now2*math.pi(faster than sword/dagger's 1.5π) - max:4*math.piHit interval values: - Went through several iterations: 0.3/0.05/0.01 → 0.5/0.05/0.005 → 0.4/0.1/0.006 → 0.5/0.1/0.008 → 0.4/0.1/0.006 → back to 0.5/0.1/0.008 - Final: start=0.5, min=0.1, decrease=0.008 (reaches 0.1 at 50 hits)
Current state - weapon UI task: - User said "OK, now let's make the UI work for the saw" - Was in the process of checking the weapon UI image lookup (line ~2317 area) - Found the line:
@weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow else an.images.dagger- Need to add saw branch to this ternary - Also need to check the weapon UI draw section for saw-specific handlingSummary: 1. Primary Request and Intent: - Remove all lollipop weapon code from emoji-ball-battles - Implement the 🪚 Saw weapon: rapid small hits while in contact with enemy, +hit rate per hit (from WEAPON_DESIGN.md) - Use physics sensor begin/end events for hit detection (not geometric proximity) - First hit fires immediately on contact (via
timer\trigger), repeated hits viatimer\every, cancelled on contact end - Saw slows rotation significantly on contact (÷5), restores on end - HIT INTERVAL UI stat display (in ms, counting down as hits land) - Make the weapon UI work for the saw (in progress)
Key Technical Concepts:
- YueScript/Lua game engine (Anchor framework)
- Physics sensor events:
an\sensor_begin_events,an\sensor_end_events- Timer system:
timer\every,timer\trigger,timer\cancelglobal *scoping — variables assigned inside loops may be treated as globals, causing closure capture bugs- Angular velocity guardrail system:
base_angular_velocityenforced over time; must lower it alongside actual av to prevent fighting- Weapon class system:
weapon_class = 'melee', sensor tag'weapon_hitbox'- Ball init blocks: explicit per-weapon switches with repeated code (locality over abstraction, per codebase comment)
Files and Code Sections:
- E:/a327ex/emoji-ball-battles/main.yue — sole file modified throughout
- Image load (line ~88):
an\image 'saw', 'assets/saw.png'- Player default weapon (line ~344):
headless_player_weapon = args.player_weapon or 'saw'- Saw ball init block (after dagger block, before
@\add collider):yuescript elseif @weapon_type == 'saw' @weapon_class = 'melee' @weapon_image = an.images.saw @weapon_visual_offset = 28 @weapon_perpendicular_offset = 0 @weapon_hitbox_offset = 36 @weapon_hitbox_length = 28 @weapon_hitbox_width = 12 @weapon_scale = 32/512 @weapon_scale_y = -32/512 @weapon_rotation_offset = -3*math.pi/4 - math.pi/16 -- user adjusted @base_angular_velocity = 2*math.pi @max_angular_velocity = 4*math.pi @weapon_weight = 3.0 @hit_stop_multiplier = 0.3 @hit_particle_multiplier = 0.5 @camera_shake_multiplier = 0.4 @saw_hit_interval = 0.5 @saw_min_hit_interval = 0.1 @saw_interval_decrease_per_hit = 0.008 -- reaches 0.1 at 50 hits @saw_hit_timer = 0 @saw_in_contact_with = nil @saw_pre_contact_base_av = 0- Sensor begin handler (inside
for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'):yuescript -- Saw: start repeating damage timer, trigger immediately as first hit if attacker.weapon_type == 'saw' attacker.saw_in_contact_with = defender arena = @ attacker.saw_pre_contact_base_av = attacker.base_angular_velocity attacker.saw_pre_contact_av = attacker.collider\get_angular_velocity! attacker.base_angular_velocity /= 5 attacker.collider\set_angular_velocity attacker.saw_pre_contact_av/5 attacker.timer\every attacker.saw_hit_interval, 'saw_contact', -> return unless defender.parent defender\take_damage 1, attacker attacker\flash_weapon! attacker.hits_landed += 1 attacker.weapon_ui\landed_hit! if attacker.weapon_ui attacker.saw_hit_interval = math.max(attacker.saw_min_hit_interval, attacker.saw_hit_interval - attacker.saw_interval_decrease_per_hit) weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle) weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle) hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y) effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle) effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle) arena\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier arena\hit_stop 0.15*attacker.hit_stop_multiplier an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier attacker.timer\trigger 'saw_contact' continue- Sensor end handler (new block after sensor_begin loop):
yuescript -- Saw: cancel repeating timer on contact end for event in *an\sensor_end_events 'weapon_hitbox', 'ball' attacker = event.a continue if attacker.weapon_type != 'saw' attacker.saw_in_contact_with = nil attacker.timer\cancel 'saw_contact' attacker.base_angular_velocity = attacker.saw_pre_contact_base_av attacker.collider\set_angular_velocity attacker.saw_pre_contact_av- Saw draw block (after dagger draw block):
yuescript elseif @weapon_type == 'saw' weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white! weapons\pop!- Weapon UI stat display (before
else -- dagger):yuescript elseif @weapon_type == 'saw' effects\text "HIT INTERVAL", 'lana', left_x, 0, white! value1 = string.format("%dms", math.floor(my_ball.saw_hit_interval*1000 + 0.5)) effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!- Weapon UI image lookup (line ~2317, not yet updated for saw):
yuescript @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow else an.images.daggerErrors and fixes:
attempt to call a nil value (method 'take_damage')on second timer tick:
- Initial implementation used
a, d, arena = attacker, defender, @as intermediate variables. Withglobal *at top of file,aanddare likely globals, getting overwritten by subsequent loop iterations or events. When the timer fires later,dpoints to a wrong object withouttake_damage.- Fix: removed
a, daliases entirely; usedattackeranddefenderdirectly from the loop scope in the closure. Keptarena = @since@doesn't work inside->lambdas. Addedreturn unless defender.parentguard.- User noted "the ball isn't gone" when the error occurred, confirming it wasn't a death issue but a stale/wrong reference.
saw_hit_intervalnot decreasing (display stuck):
- Root cause: contact window per rotation was shorter than the 0.3s timer interval, so
timer\everynever fired beforesensor_endcancelled it.- Fix: User pointed out
timer\triggerfires the callback immediately — restructured sotimer\trigger 'saw_contact'fires first hit immediately, thentimer\everyhandles subsequent hits. This ensures the first hit always fires even during brief contacts.- HIT INTERVAL display showing
xx9instead of round numbers:
- Floating point subtraction (e.g.
0.3 - 0.005*n) produces values like0.2949999..., causingmath.floor(x*1000)to give294instead of295.- Fix: changed to
math.floor(my_ball.saw_hit_interval*1000 + 0.5)to round to nearest ms.- Angle incorrect on first test (math.pi/4 offset):
- Initial
weapon_rotation_offset = math.pi/4caused wrong orientation.- Changed to
0, then user adjusted further themselves.- Double hit on contact start:
- Original approach had the saw in the regular melee damage handler AND a separate timer setup, causing two hits on contact.
- Fix: moved saw handling to the TOP of the sensor_begin loop with
continueto skip regular melee path.timer\triggerprovides the first hit through the timer callback.Problem Solving:
- Established that
timer\trigger 'name'fires a named timer's callback immediately — this was the key insight for making the first hit instant while subsequent hits usetimer\every- Angular velocity slowdown on contact: must lower both
base_angular_velocityAND actual angular velocity simultaneously, otherwise the guardrail system fights the slowdown. Save both pre-contact values and restore on end.- Closure variable capture with
global *: avoid intermediate variable aliases; use the loop-scope variables directly.All user messages:
- "Hi, let's continue with Emoji Ball Battles. First, let's remove all code related to the lollipop weapon, since I didn't like how it turned out."
- "@emoji-ball-battles\docs\ATTACK_REFERENCE.md I believe contains a few designs, we'll do the saw next. Get acquainted with the codebase and come up with a plan for your first few tasks. Do not enter plan mode, though."
- "No, let's use the physics for hit detection. We'll just need to use sensor begin/end pairs, such that while the saw is in the ball it hits according to its hit rate on a timer until the pairing end event comes. Importantly, when contact starts, the timer for the hit rate starts, so by default it behaves just like other melee weapons, except it can trigger multiple times later. It should also have a lower rotation speed by default such that the saw stays inside the enemy ball for longer. Similarly, it should react less to parries."
- "Do not do everything at once, one step at a time. saw.png is now available, its angle is the same as the bow."
- "Next."
- "Oh, it has to be drawn too."
- "Angle is incorrect like this." [screenshot showing wrong angle]
- [screenshot showing result after rotation offset change]
- "OK, I fixed it. What's next?"
- "Yes."
- "Why return unless d.parent?"
- "Nevermind, it should go back to how it was before. Also, the hits/s value goes up very slowly and often doesn't go up at all. Is there a better way we can represent this information such that the value is more easily seen as increasing?"
- "Yes, name it HIT INTERVAL instead."
- "The value is not decreasing."
- "No, there should be an immediate version of the every function, let me check."
- "Ah, nevermind, that's how we redesign it, with trigger in mind. Go ahead. Just make sure that you're not doing 2 hits at once. The initial hit should be the one that's in the timer, right? We don't want the initial hit to be doubled."
- "ERROR: main.lua:991: attempt to call a nil value (method 'take_damage') stack traceback: main.lua:991: in field 'callback' anchor/timer.lua:486: in method 'update' anchor/object.lua:401: in method '_update' anchor/init.lua:1515: in function 'update' When a second hit triggers."
- "But the ball isn't gone..."
- "Let's try changing d, a to use the defender and attacker variables in the above scope."
- "Let's do the HITS/S UI part, and then let's make hits landed only increase on the first hit, not on subsequent ones."
- "Nevermind, it should go back to how it was before. Also, the hits/s value goes up very slowly and often doesn't go up at all. Is there a better way we can represent this information such that the value is more easily seen as increasing?" [duplicate earlier]
- "Yes, name it HIT INTERVAL instead." [confirmed option 1]
- "The value is not decreasing." [about HIT INTERVAL not updating]
- "The timer every function has an 'immediate' argument or version of it which ensures the timer always run once immediately, read the docs."
- "No, there should be an immediate version of the every function, let me check."
- "Ah, nevermind, that's how we redesign it, with trigger in mind. Go ahead. Just make sure that you're not doing 2 hits at once."
- "ERROR: [take_damage nil]"
- "But the ball isn't gone..."
- "Let's try changing d, a to use the defender and attacker variables in the above scope."
- "Let's do the HITS/S UI part, and then let's make hits landed only increase on the first hit, not on subsequent ones."
- "Nevermind, it should go back to how it was before."
- "Let's make the rotation speed for the saw normal, actually perhaps even higher than normal, higher than the sword but lower than the dagger by default. And then let's make it so that the rotation speed is halved by like 5 when hit starts, and then when hit ends it goes back what it was before."
- "Let's try a more aggressive decrease, by like 50, I can't see if it's actually happening."
- "Let's set it to 0 instead and then return it to its original value."
- "OK, let's start with higher values for the hit interval and also decrease by values such that by 50 hits it goes to 0.1s instead."
- "Let's try with the initial value as 400ms."
- "Let's go back to dividing the angular velocity by 5 instead of setting it to 0."
- "Let's go back to the initial interval being 500ms."
- "OK, now let's make the UI work for the saw."
Pending Tasks:
- Complete weapon UI for the saw: add
an.images.sawto theweapon_imagelookup ternary in theweapon_uiclass, and verify the UI draw section handles the saw correctlyCurrent Work: The user said "OK, now let's make the UI work for the saw." I had just grepped for all
sawreferences and then started reading the weapon UI section. I found the weapon UI image lookup line (~2317):yuescript @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow else an.images.daggerThis needs aelseif weapon_type == 'saw' then an.images.sawbranch. I also started reading the UI draw section to understand what else may need saw-specific handling, but was interrupted by the summary request before completing this.Optional Next Step: The user's most recent request: "OK, now let's make the UI work for the saw."
The immediate next action is to add
an.images.sawto the weapon UI image lookup ternary in theweapon_uiclass (line ~2317), then check whether the generic weapon draw fallback (elsebranch) handles the saw correctly or if a saw-specific draw block is needed in the UI class.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\11d1c8b8-346d-4fd3-8a0e-5d526eb22664.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.
Grep (weapon_image.gun.sword.*bow)
2278- @weapon_x = if @team == 'player' then 91 else 389
2279- @weapon_y = 60
2280: @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow else an.images.dagger
2281- @weapon_scale = 20/512
2282- @weapon_flip_x = if @team == 'player' then -1 else 1
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)
2275→ @emoji_oy = 0
2276→
2277→ -- Weapon properties
2278→ @weapon_x = if @team == 'player' then 91 else 389
2279→ @weapon_y = 60
2280→ @weapon_image = if weapon_type == 'gun' then an.images.gun elseif weapon_type == 'sword' then an.images.sword elseif weapon_type == 'bow' then an.images.bow else an.images.dagger
2281→ @weapon_scale = 20/512
2282→ @weapon_flip_x = if @team == 'player' then -1 else 1
2283→
2284→ -- Board properties
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now let me check the weapon UI draw section to see if the saw needs any specific handling there.
Read (E:/a327ex/emoji-ball-battles/main.yue)
2285→ -- @board_y = 102
2286→ -- @board_scale = 102/512
2287→
2288→ -- Text properties
2289→ @text_x = if @team == 'player' then 65 else 400
2290→ @text_y = 92
2291→ @text_oy = 0
2292→
2293→ -- Three separate handcam effects
2294→ @\add shake 'emoji_shake'
2295→ @emoji_shake\handcam true, {x: an.random\float(0, 3), y: an.random\float(0, 3), rotation: an.random\float(0.2, 0.3)}, an.random\float(0.4, 0.8)
2296→
2297→ @\add shake 'weapon_shake'
2298→ @weapon_shake\handcam true, {x: an.random\float(0, 2), y: an.random\float(0, 2), rotation: an.random\float(0.1, 0.2)}, an.random\float(0.5, 1.0)
2299→
2300→ @\add shake 'board_shake'
2301→ @board_shake\handcam true, {x: an.random\float(0, 2), y: an.random\float(0, 2), rotation: an.random\float(0.05, 0.2)}, an.random\float(0.5, 1.0)
2302→
2303→ -- Springs
2304→ @\add spring!
2305→ @spring\add 'emoji_scale', 1
2306→ @spring\add 'emoji_rotation', 0
2307→ @spring\add 'weapon_rotation', 0
2308→ @spring\add 'text_scale', 1
2309→ @spring\add 'text_rotation', 0
2310→
2311→ @\add timer!
2312→
2313→ update: (dt) =>
2314→ my_ball = @parent
... [90 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
2404→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2405→ elseif @weapon_type == 'saw'
2406→ effects\text "HIT INTERVAL", 'lana', left_x, 0, white!
2407→ value1 = string.format("%dms", math.floor(my_ball.saw_hit_interval*1000 + 0.5))
2408→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2409→ else -- dagger
2410→ rotations_per_second = my_ball.base_angular_velocity/(2*math.pi)
2411→ effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
2412→ value1 = string.format("%.2f", rotations_per_second)
2413→ effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
2414→ effects\pop!
2415→
2416→ hit: =>
2417→ -- Show hit emoji temporarily
2418→ @showing_hit = true
2419→ @timer\after 0.25, 'hit_image', -> @showing_hit = false
2420→
2421→ -- Bounce and rotation
2422→ @emoji_oy = -3
2423→ @timer\tween 0.5, @, {emoji_oy: 0}, math.cubic_out, nil, 'emoji_oy'
2424→ @spring\pull 'emoji_scale', 0.3, 3, 0.7
2425→ @spring\pull 'emoji_rotation', an.random\float(-0.3, 0.3), 3, 0.5
2426→
2427→ -- Spawn star emoji particles
2428→ my_arena = @parent.parent
2429→ for i = 1, an.random\int 1, 2
2430→ my_arena.effects\add emoji_particle @emoji_x, @emoji_y, an.images.star,
2431→ velocity: an.random\float(75, 125)
2432→ direction: an.random\float(-math.pi/4, 5*math.pi/4)
2433→ scale: 1
The stat text section already has the saw handled (lines 2405-2408 from the previous session). The else branch for the weapon draw (line 2372) handles drawing a generic weapon image — this will work fine for the saw since it just needs to render the image with scale/rotation, same as dagger.
The only thing that was missing was the @weapon_image assignment at line 2280, which I've now fixed. The UI should be complete — the saw image will display correctly in the weapon UI panel.
The weapon UI is done. The saw image is now in the lookup at line 2280, and the HIT INTERVAL stat text was already in place from the previous session (lines 2405-2408). The generic weapon draw path at line 2372 handles the saw just fine.
The saw's scale there should be quite a lot bigger, matching how much bigger its size is in the constructor compared to other weapons.
Grep (weapon_scale\s=\s\d)
1339- @weapon_hitbox_width = 12
1340: @weapon_scale = 18/512 -- gun.png is 512x512
1341- @weapon_scale_y = -18/512 -- y flipped
--
1357- @weapon_hitbox_width = 10
1358: @weapon_scale = 32/512 -- sword.png is 512x512
1359- @weapon_scale_y = 32/512
--
1407- @weapon_hitbox_width = 8
1408: @weapon_scale = 18/512 -- dagger.png is 512x512
1409- @weapon_scale_y = 18/512
--
1425- @weapon_hitbox_width = 12
1426: @weapon_scale = 32/512
1427- @weapon_scale_y = -32/512
--
2280- @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 else an.images.dagger
2281: @weapon_scale = 20/512
2282- @weapon_flip_x = if @team == 'player' then -1 else 1
Saw is 32/512 in-game, dagger is 18/512. UI default is 20/512. The ratio is 32/18, so the saw's UI scale should be 20/512 * 32/18.
I'll add a saw branch in the weapon draw section before the generic else:
Read (E:/a327ex/emoji-ball-battles/main.yue)
2370→ weapons\pop!
2371→ else
2372→ 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
2373→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2374→ weapons\pop!
2375→
2376→ -- Draw stat board
2377→ -- front\push @center_x + board_t.x, @board_y + board_t.y, board_t.rotation, @board_scale, @board_scale
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
The saw UI now uses @weapon_scale * 32/18 — matching the in-game scale ratio (saw at 32/512 vs dagger reference at 18/512). Same as the weapon_scale_y is negated (-32/512) in the constructor, but the UI doesn't need to mirror that since the UI weapon draw just scales uniformly.
Saw UI should also have an offset, slightly to the right (away from the emoji) and up. This should be mirrored in case it's on the right side of the screen to (enemy).
Let me check the weapon UI layout to understand the coordinate system and where the emoji sits relative to the weapon.
Grep (emoji_x)
2267- -- Emoji properties
2268: @emoji_x = if @team == 'player' then 59 else 421
2269- @emoji_y = 60
--
2322- current_emoji = if @showing_hit then @emoji_hit_image else @emoji_image
2323: weapons\push @emoji_x + emoji_t.x, @emoji_y + @emoji_oy + emoji_t.y, emoji_t.rotation + @spring.emoji_rotation.x, @emoji_scale*@spring.emoji_scale.x, @emoji_scale*@spring.emoji_scale.x
2324- weapons\image current_emoji, 0, 0
--
2434- for i = 1, an.random\int 1, 2
2435: my_arena.effects\add emoji_particle @emoji_x, @emoji_y, an.images.star,
2436- velocity: an.random\float(75, 125)
Player: emoji at x=59, weapon at x=91 — weapon is right of emoji, so "away" = more rightward (+x). Enemy: emoji at x=421, weapon at x=389 — "away" = more leftward (-x). So the direction is -@weapon_flip_x (since weapon_flip_x is -1 for player, +1 for enemy).
Here's the updated saw branch:
Read (E:/a327ex/emoji-ball-battles/main.yue)
2371→ elseif @weapon_type == 'saw'
2372→ saw_ui_scale = @weapon_scale*24/18
2373→ weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*saw_ui_scale*weapon_spring, saw_ui_scale*weapon_spring
2374→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2375→ weapons\pop!
2376→ else
2377→ 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
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
saw_ox = -@weapon_flip_x * 8 gives +8 for player (rightward, away from emoji) and -8 for enemy (leftward, away from emoji). saw_oy = -6 shifts it up on both sides. Adjust the values as needed after testing.
OK, now, damage numbers should be red when happening after the first hit on a single contact with the saw.
Let me find how damage numbers are displayed and how the saw's hit callback is structured.
Grep (damage_number|damage_text|take_damage)
No matches found
Grep (take_damage)
900- projectile_object\hit intensity, 'ball'
901-
902- damage = projectile_object.damage or 1
903: ball_object\take_damage damage
904-
905- -- Track hit for projectile owner
906- owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
--
993- attacker.collider\set_angular_velocity attacker.saw_pre_contact_av/5
994- attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
995- return unless defender.parent
996: defender\take_damage 1, attacker
997- attacker\flash_weapon!
998- attacker.hits_landed += 1
999- attacker.weapon_ui\landed_hit! if attacker.weapon_ui
--
1012- -- Apply damage (thrust hits use thrust_damage)
1013- damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
1014- attacker\flash_weapon!
1015: defender\take_damage damage, attacker
1016- if attacker.thrusting
1017- an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
1018- attacker.hits_landed += 1
--
1829- -- Track angular velocity for weight-based collision handling
1830- @last_angular_velocity = @collider\get_angular_velocity!
1831-
1832: take_damage: (amount, source) =>
1833- return unless @parent -- Guard against events before fully added
1834- @hp -= amount
... [1 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
1832→ take_damage: (amount, source) =>
1833→ return unless @parent -- Guard against events before fully added
1834→ @hp -= amount
1835→
1836→ @spring\pull 'hit', 0.3, 3, 0.7
1837→ @\flash_ball!
1838→
1839→ -- Sound
1840→ an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1841→
1842→ -- Spawn damage number above
1843→ @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5}
1844→
1845→ -- Show HP bar
1846→ @hp_bar\activate!
1847→
1848→ -- Update HP UI
1849→ @hp_ui\refresh @hp
1850→
1851→ -- Update emoji display
1852→ @weapon_ui\hit!
1853→
1854→ -- Camera shake when player takes damage
1855→ if @team == 'player'
1856→ an.camera.shake\shake 4, 0.15
1857→
1858→ if @hp <= 0
1859→ an\sound_play 'player_death', 0.44, an.random\float(0.95, 1.05)
1860→ -- headless: log battle end
1861→ if @parent and @parent.headless_events
Grep (damage_number)
1840- an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1841-
1842- -- Spawn damage number above
1843: @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5}
1844-
1845- -- Show HP bar
1846- @hp_bar\activate!
--
3076-
3077-
3078--- Damage number: emoji digits that float upward and fade
3079:class damage_number extends object
3080- new: (@x, @y, amount, args={}) =>
3081- super!
3082- @vy = args.vy or -24
Read (E:/a327ex/emoji-ball-battles/main.yue)
3078→-- Damage number: emoji digits that float upward and fade
3079→class damage_number extends object
3080→ new: (@x, @y, amount, args={}) =>
3081→ super!
3082→ @vy = args.vy or -24
3083→ @duration_multiplier = args.duration_multiplier or 1
3084→ @scale = 12/512
3085→ @\add spring!
3086→ @spring\pull 'main', 0.5, 3, 0.7
3087→
3088→ -- Create character data for each digit
3089→ @characters = {}
3090→ text = tostring amount
3091→ for i = 1, #text
3092→ digit = text\sub i, i
3093→ @characters[] = {
3094→ image: an.images[digit]
3095→ rotation: an.random\float -math.pi/16, math.pi/16
3096→ angular_speed: an.random\float -math.pi/4, math.pi/4
3097→ offset_y: 0
3098→ }
3099→
3100→ @\add timer!
3101→ @timer\after 0.25*@duration_multiplier, ->
3102→ @timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
3103→
3104→ update: (dt) =>
3105→ -- Update character wobble
3106→ for i, character in ipairs @characters
3107→ character.rotation += character.angular_speed*dt
... [10 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
3118→ recolor_blue\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
3119→ recolor_blue\image character.image, 0, 0
3120→ recolor_blue\pop!
3121→
3122→
3123→-- Status text: font-based text with per-character shake and progress fill
3124→class status_text extends object
3125→ new: (name, @x, @y, text, args={}) =>
3126→ super name
3127→ @font = args.font or 'lana'
3128→ @layer = args.layer or effects
3129→ @progress = 0
3130→ @mode = args.mode or 'channeling' -- 'channeling' (left to right) or 'using' (right to left)
3131→ @base_color = args.base_color or white
3132→ @fill_color = args.fill_color or yellow
Grep (recolor_red|recolor_blue|recolor)
No matches found
[Showing results with pagination = limit: 15, offset: 0]
Grep (recolor)
55:recolor_blue = an\layer 'recolor_blue'
56:recolor_yellow = an\layer 'recolor_yellow'
72:an\shader 'recolor', 'assets/recolor.frag'
257: recolor_blue\render!
258: recolor_yellow\render!
263: shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 0.231, 0.533, 0.765, 1
264: effects\draw_from recolor_blue, an.shaders.recolor
267: shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 223/255, 37/255, 64/255, 1
268: effects\draw_from recolor_yellow, an.shaders.recolor
3118: recolor_blue\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
[Showing results with pagination = limit: 10, offset: 0]
recolor_yellow renders as red (223, 37, 64 via the shader). So I need to:
- Add
args.layertodamage_number, defaulting torecolor_blue - Thread it through
take_damagevia a thirdargsparam - Track
saw_contact_hit_counton the saw, passrecolor_yellowafter first hit
Let me find all the pieces to edit:
Read (E:/a327ex/emoji-ball-battles/main.yue)
980→
981→ -- Skip self-hit, same team, and ranged weapons
982→ continue if attacker == defender
983→ continue if attacker.team == defender.team
984→ continue if attacker.weapon_class != 'melee'
985→
986→ -- Saw: start repeating damage timer, trigger immediately as first hit
987→ if attacker.weapon_type == 'saw'
988→ attacker.saw_in_contact_with = defender
989→ arena = @
990→ attacker.saw_pre_contact_base_av = attacker.base_angular_velocity
991→ attacker.saw_pre_contact_av = attacker.collider\get_angular_velocity!
992→ attacker.base_angular_velocity /= 5
993→ attacker.collider\set_angular_velocity attacker.saw_pre_contact_av/5
994→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
995→ return unless defender.parent
996→ defender\take_damage 1, attacker
997→ attacker\flash_weapon!
998→ attacker.hits_landed += 1
999→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
1000→ attacker.saw_hit_interval = math.max(attacker.saw_min_hit_interval, attacker.saw_hit_interval - attacker.saw_interval_decrease_per_hit)
1001→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
1002→ weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
1003→ hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
1004→ effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
1005→ effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
1006→ arena\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1007→ arena\hit_stop 0.15*attacker.hit_stop_multiplier
1008→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1009→ attacker.timer\trigger 'saw_contact'
... [10 more lines]
Grep (saw_contact_hit_count|saw_pre_contact_base_av)
No matches found
Grep (saw_pre_contact_base_av)
989- arena = @
990: attacker.saw_pre_contact_base_av = attacker.base_angular_velocity
991- attacker.saw_pre_contact_av = attacker.collider\get_angular_velocity!
--
1051- attacker.timer\cancel 'saw_contact'
1052: attacker.base_angular_velocity = attacker.saw_pre_contact_base_av
1053- attacker.collider\set_angular_velocity attacker.saw_pre_contact_av
--
1439- @saw_in_contact_with = nil
1440: @saw_pre_contact_base_av = 0
1441-
Now I have all the pieces. Four edits needed:
1. Add saw_contact_hit_count to saw init:
Read (E:/a327ex/emoji-ball-battles/main.yue)
1436→ @saw_min_hit_interval = 0.1
1437→ @saw_interval_decrease_per_hit = 0.008 -- reaches 0.1 at 50 hits
1438→ @saw_hit_timer = 0
1439→ @saw_in_contact_with = nil
1440→ @saw_pre_contact_base_av = 0
1441→
1442→
1443→ @\add collider 'ball', 'dynamic', 'circle', @radius
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
2. Reset count and track it in the sensor_begin block, then use it to color the damage number:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
3. Add args param to take_damage and pass layer to damage_number:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
4. Add args.layer support to damage_number:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
5. Use @draw_layer in the draw call:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. First hit in any contact shows blue (normal), all subsequent hits in the same contact show red (recolor_yellow → rendered as 223, 37, 64). The count resets to 0 each time contact begins, so the first hit of every new contact is blue again.
They're still being rendered as blue.
Let me check the current state of the saw callback and take_damage to verify the edits are correct.
Read (E:/a327ex/emoji-ball-battles/main.yue)
986→ -- Saw: start repeating damage timer, trigger immediately as first hit
987→ if attacker.weapon_type == 'saw'
988→ attacker.saw_in_contact_with = defender
989→ arena = @
990→ attacker.saw_pre_contact_base_av = attacker.base_angular_velocity
991→ attacker.saw_pre_contact_av = attacker.collider\get_angular_velocity!
992→ attacker.base_angular_velocity /= 5
993→ attacker.collider\set_angular_velocity attacker.saw_pre_contact_av/5
994→ attacker.saw_contact_hit_count = 0
995→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
996→ return unless defender.parent
997→ dmg_layer = if attacker.saw_contact_hit_count > 0 then recolor_yellow else recolor_blue
998→ attacker.saw_contact_hit_count += 1
999→ defender\take_damage 1, attacker, {layer: dmg_layer}
1000→ attacker\flash_weapon!
1001→ attacker.hits_landed += 1
1002→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
1003→ attacker.saw_hit_interval = math.max(attacker.saw_min_hit_interval, attacker.saw_hit_interval - attacker.saw_interval_decrease_per_hit)
1004→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
1005→ weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
1006→ hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
1007→ effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
1008→ effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
1009→ arena\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1010→ arena\hit_stop 0.15*attacker.hit_stop_multiplier
1011→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1012→ attacker.timer\trigger 'saw_contact'
1013→ continue
1014→
1015→ -- Apply damage (thrust hits use thrust_damage)
Read (E:/a327ex/emoji-ball-battles/main.yue)
1838→ @hp -= amount
1839→
1840→ @spring\pull 'hit', 0.3, 3, 0.7
1841→ @\flash_ball!
1842→
1843→ -- Sound
1844→ an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1845→
1846→ -- Spawn damage number above
1847→ @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5, layer: args.layer}
1848→
1849→ -- Show HP bar
Read (E:/a327ex/emoji-ball-battles/main.yue)
3083→class damage_number extends object
3084→ new: (@x, @y, amount, args={}) =>
3085→ super!
3086→ @vy = args.vy or -24
3087→ @duration_multiplier = args.duration_multiplier or 1
3088→ @scale = 12/512
3089→ @draw_layer = args.layer or recolor_blue
3090→ @\add spring!
3091→ @spring\pull 'main', 0.5, 3, 0.7
3092→
3093→ -- Create character data for each digit
3094→ @characters = {}
3095→ text = tostring amount
3096→ for i = 1, #text
3097→ digit = text\sub i, i
The code looks correct to me. Let me check the full rendering pipeline to understand how recolor_yellow is being drawn.
Read (E:/a327ex/emoji-ball-battles/main.yue)
250→ back\render!
251→ game\render!
252→ front\render!
253→ cover\render!
254→ weapons\render!
255→ outline_only\render!
256→ effects\render!
257→ recolor_blue\render!
258→ recolor_yellow\render!
259→ ui\render!
260→ debug_draw\render!
261→
262→ -- Recolor blue sprites and composite into effects
263→ shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 0.231, 0.533, 0.765, 1
264→ effects\draw_from recolor_blue, an.shaders.recolor
265→
266→ -- Recolor yellow sprites and composite into effects (using red)
267→ shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 223/255, 37/255, 64/255, 1
268→ effects\draw_from recolor_yellow, an.shaders.recolor
269→
270→ shadow\clear!
271→ shadow\draw_from back, an.shaders.shadow
272→ shadow\draw_from game, an.shaders.shadow
273→ shadow\draw_from front, an.shaders.shadow
274→ shadow\draw_from weapons, an.shaders.shadow
Let me look more carefully at whether the args is actually making it through to damage_number. Let me check how damage_number is constructed — specifically whether args={} default parameter syntax works in YueScript method definitions here, or if it needs to be guarded.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1834→ @last_angular_velocity = @collider\get_angular_velocity!
1835→
1836→ take_damage: (amount, source, args={}) =>
1837→ return unless @parent -- Guard against events before fully added
1838→ @hp -= amount
Let me re-read the damage_number update to confirm the edit was saved:
Read (E:/a327ex/emoji-ball-battles/main.yue)
3108→
3109→ update: (dt) =>
3110→ -- Update character wobble
3111→ for i, character in ipairs @characters
3112→ character.rotation += character.angular_speed*dt
3113→ character.offset_y = 4*math.sin(an.time + i)
3114→
3115→ @y += @vy*dt
3116→
3117→ -- Draw characters
3118→ total_w = #@characters*12
3119→ start_x = @x - total_w/2
3120→ for i, character in ipairs @characters
3121→ character_x = start_x + (i - 1)*12 + 5
3122→ character_y = @y + character.offset_y
3123→ @draw_layer\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
3124→ @draw_layer\image character.image, 0, 0
3125→ @draw_layer\pop!
3126→
3127→
The code looks syntactically right, but something is breaking the chain — likely {layer: dmg_layer} creating {layer = nil} in Lua when dmg_layer happens to be nil for some reason, which would silently lose the key.
The cleanest fix is to avoid threading it through args entirely and instead check source directly inside take_damage — it already receives the attacker:
Read (E:/a327ex/emoji-ball-battles/main.yue)
994→ attacker.saw_contact_hit_count = 0
995→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
996→ return unless defender.parent
997→ dmg_layer = if attacker.saw_contact_hit_count > 0 then recolor_yellow else recolor_blue
998→ attacker.saw_contact_hit_count += 1
999→ defender\take_damage 1, attacker, {layer: dmg_layer}
1000→ attacker\flash_weapon!
1001→ attacker.hits_landed += 1
Simplify the saw callback — just increment count, call normal take_damage:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now determine the color inside take_damage by inspecting source directly — no args needed:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
The logic: after the first hit, count is incremented to 1 (not > 1 → blue). After the second hit, count is 2 (> 1 → red). So first contact hit is blue, all subsequent ones within the same contact are red.
Some hits are appearing as red now, but definitely not after the first. Can you print hit count for me so I can see on the console?
Read (E:/a327ex/emoji-ball-battles/main.yue)
994→ attacker.saw_contact_hit_count = 0
995→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
996→ return unless defender.parent
997→ attacker.saw_contact_hit_count += 1
998→ defender\take_damage 1, attacker
999→ attacker\flash_weapon!
1000→ attacker.hits_landed += 1
1001→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
It seems like even on highly repeated hits it's always printing the hit count as one. Can you check the logic more thoroughly? Remember that the timer every call is an anonymous function that has the attacker and defender scoped in each call. Are you setting the hit count right? I can see you're doing attacker.saw_contact_hit_count, but couldn't that somehow be reset? I'm not sure, but it's probably something here that's the problem.
The rotating hitbox is almost certainly the culprit. As the saw spins, the hitbox enters and re-enters the enemy ball's collision shape multiple times per rotation, firing sensor_begin repeatedly. Each begin event resets saw_contact_hit_count = 0 and replaces the timer — so the count never accumulates past 1.
The fix: guard the setup behind if not attacker.saw_in_contact_with, so only the first genuine begin sets up the timer and resets the count. Repeated begins from the rotating hitbox get ignored.
Read (E:/a327ex/emoji-ball-battles/main.yue)
986→ -- Saw: start repeating damage timer, trigger immediately as first hit
987→ if attacker.weapon_type == 'saw'
988→ attacker.saw_in_contact_with = defender
989→ arena = @
990→ attacker.saw_pre_contact_base_av = attacker.base_angular_velocity
991→ attacker.saw_pre_contact_av = attacker.collider\get_angular_velocity!
992→ attacker.base_angular_velocity /= 5
993→ attacker.collider\set_angular_velocity attacker.saw_pre_contact_av/5
994→ attacker.saw_contact_hit_count = 0
995→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
996→ return unless defender.parent
997→ attacker.saw_contact_hit_count += 1
998→ print "saw hit count: #{attacker.saw_contact_hit_count}"
999→ defender\take_damage 1, attacker
1000→ attacker\flash_weapon!
1001→ attacker.hits_landed += 1
1002→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
1003→ attacker.saw_hit_interval = math.max(attacker.saw_min_hit_interval, attacker.saw_hit_interval - attacker.saw_interval_decrease_per_hit)
1004→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
1005→ weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
1006→ hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
1007→ effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
1008→ effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
1009→ arena\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1010→ arena\hit_stop 0.15*attacker.hit_stop_multiplier
1011→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1012→ attacker.timer\trigger 'saw_contact'
1013→ continue
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now the rest of the saw begin block (the effects, trigger, and continue) need to be inside the if not guard too. Let me read ahead:
Read (E:/a327ex/emoji-ball-battles/main.yue)
1010→ effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
1011→ arena\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1012→ arena\hit_stop 0.15*attacker.hit_stop_multiplier
1013→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1014→ attacker.timer\trigger 'saw_contact'
1015→ continue
1016→
1017→ -- Apply damage (thrust hits use thrust_damage)
1018→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
1019→ attacker\flash_weapon!
timer\trigger and continue are outside the if not — they need to stay outside it so that repeated begins still continue past the regular melee handler. That's actually correct as-is: the if not wraps only the setup, the continue runs for every saw begin event regardless.
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
timer\trigger is now inside the if not guard (only fires on first begin, not repeated ones). continue stays outside so every saw begin event skips the regular melee handler. The print is still in there — check if the count now climbs past 1.
Perhaps the enter/exit logic is not the right thing to do then. Maybe we should instead do it by checking the weapon shape against the ball every frame and firing damage events on that basis instead of relying on the sensor events. Research how to do this using the Box2D area query functions, which I believe we added to the engine.
Task (Find Box2D area query functions in engine)
[
{
"type": "text",
"text": "Excellent! I found comprehensive documentation on Box2D area query functions. Here's a complete report:\n\n## Box2D Area Query Functions in Anchor Engine\n\nThe Anchor engine exposes **6 primary spatial query functions** for area/overlap detection, all using Box2D's `b2World_OverlapShape` and `b2World_OverlapAABB` internally:\n\n### Engine API Functions (C-to-Lua bindings)\n\nLocated in: `/e/a327ex/Anchor/engine/src/anchor.c` (lines 6581-6767)\n\n#### 1. **physics_query_point**\n```lua\nphysics_query_point(x, y, tags) -> [body, ...]\n```\nFinds all bodies overlapping a point.\n- **Parameters:**\n - `x, y` - point coordinates in pixels\n - `tags` - table of tag names to query (e.g., `{\"enemy\", \"item\"}`)\n- **Returns:** array of body handles\n- **Usage:**\n```lua\nlocal bodies = physics_query_point(mouse_x, mouse_y, {\"enemy\", \"item\"})\n```\n- **Implementation:** Uses a 1-pixel radius circle (internally: `b2World_OverlapShape`)\n\n---\n\n#### 2. **physics_query_circle**\n```lua\nphysics_query_circle(x, y, radius, tags) -> [body, ...]\n```\nFinds all bodies overlapping a circle.\n- **Parameters:**\n - `x, y` - circle center in pixels\n - `radius` - circle radius in pixels\n - `tags` - table of tag names\n- **Returns:** array of body handles\n- **Usage:**\n```lua\nlocal nearby = physics_query_circle(player.x, player.y, 100, {\"enemy\"})\nfor _, body in ipairs(nearby) do\n -- enemies within 100 pixels\nend\n```\n\n---\n\n#### 3. **physics_query_aabb**\n```lua\nphysics_query_aabb(x, y, w, h, tags) -> [body, ...]\n```\nFinds all bodies overlapping an axis-aligned bounding box centered at (x, y).\n- **Parameters:**\n - `x, y` - center position in pixels\n - `w, h` - box width and height in pixels\n - `tags` - table of tag names\n- **Returns:** array of body handles\n- **Implementation:** Creates AABB with half-extents: `{{x - w/2, y - h/2}, {x + w/2, y + h/2}}`\n- **Usage:**\n```lua\nlocal in_area = physics_query_aabb(200, 150, 100, 80, {\"enemy\"})\n```\n\n---\n\n#### 4. **physics_query_box**\n```lua\nphysics_query_box(x, y, w, h, angle, tags) -> [body, ...]\n```\nFinds all bodies overlapping a rotated box.\n- **Parameters:**\n - `x, y` - center position in pixels\n - `w, h` - box width and height in pixels\n - `angle` - rotation in radians\n - `tags` - table of tag names\n- **Returns:** array of body handles\n- **Usage:**\n```lua\nlocal in_cone = physics_query_box(x, y, 50, 200, player.angle, {\"enemy\"})\n```\n\n---\n\n#### 5. **physics_query_capsule**\n```lua\nphysics_query_capsule(x1, y1, x2, y2, radius, tags) -> [body, ...]\n```\nFinds all bodies overlapping a capsule (line segment with rounded ends).\n- **Parameters:**\n - `x1, y1` - first endpoint in pixels\n - `x2, y2` - second endpoint in pixels\n - `radius` - capsule radius in pixels\n - `tags` - table of tag names\n- **Returns:** array of body handles\n- **Usage:**\n```lua\nlocal in_path = physics_query_capsule(start_x, start_y, end_x, end_y, 10, {\"wall\"})\n```\n\n---\n\n#### 6. **physics_query_polygon**\n```lua\nphysics_query_polygon(x, y, vertices, tags) -> [body, ...]\n```\nFinds all bodies overlapping a convex polygon.\n- **Parameters:**\n - `x, y` - polygon position offset in pixels\n - `vertices` - flat array of coordinates: `{x1, y1, x2, y2, ...}` (relative to x, y)\n - `tags` - table of tag names\n- **Returns:** array of body handles\n- **Usage:**\n```lua\nlocal verts = {-20, -20, 20, -20, 0, 30}\nlocal in_triangle = physics_query_polygon(100, 100, verts, {\"enemy\"})\n```\n\n---\n\n### Framework API Wrappers (YueScript)\n\nLocated in: `/e/a327ex/emoji-ball-battles/docs/FRAMEWORK_API.md` and `FRAMEWORK_API_QUICK.md`\n\nThe framework wraps these as methods on the root `an` object, returning parent game objects instead of raw bodies:\n\n```yuescript\nan\\query_point(x, y, tags) -> [object, ...]\nan\\query_circle(x, y, radius, tags) -> [object, ...]\nan\\query_aabb(x, y, w, h, tags) -> [object, ...]\nan\\query_box(x, y, w, h, angle, tags) -> [object, ...]\nan\\query_capsule(x1, y1, x2, y2, radius, tags) -> [object, ...]\nan\\query_polygon(x, y, vertices, tags) -> [object, ...]\n```\n\n**Framework Usage Example:**\n```yuescript\nfor enemy in *an\\query_circle explosion_x, explosion_y, 100, 'enemy'\n enemy\\take_damage 50\n```\n\n---\n\n### Internal Implementation Details\n\n**Query Callback:** `query_overlap_callback` (line 6542)\n- Filters results by tag category bits\n- Deduplicates bodies (prevents same body from appearing twice)\n- Stops when max results (256) reached\n- Called by Box2D during `b2World_OverlapShape` or `b2World_OverlapAABB`\n\n**Tag Filtering:** `build_query_mask_from_table` (line 6565)\n- Converts Lua table of tag names to bitmask\n- Returns 0 if no valid tags (query returns empty array)\n\n**Coordinate System:** All measurements are in pixels (internally converted to meters using `pixels_per_meter`)\n\n---\n\n### Important Notes\n\n1. All query functions take a **tags table** (not a single tag) - use `{\"tag1\", \"tag2\"}` format\n2. Results are **bodies only**, not shapes - use `physics_get_user_data(body)` to get the object ID\n3. Queries are **non-blocking** and return immediately\n4. Maximum 256 results per query\n5. Tags must be registered with `physics_register_tag(name)` before use\n\n**File Paths:**\n- `/e/a327ex/Anchor/engine/src/anchor.c`\n- `/e/a327ex/Anchor/docs/ENGINE_API.md`\n- `/e/a327ex/emoji-ball-battles/docs/FRAMEWORK_API.md`"
},
{
"type": "text",
"text": "agentId: a9e7fe3 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 79328\ntool_uses: 5\nduration_ms: 17193</usage>"
}
]
The framework has an\query_box(x, y, w, h, angle, tags) which is perfect — it returns parent game objects directly, and since we know the saw's hitbox dimensions (weapon_hitbox_offset, weapon_hitbox_length, weapon_hitbox_width, angle), we can check contact accurately every frame.
The plan:
- Remove the saw-specific blocks from
sensor_begin_eventsandsensor_end_events - Add a per-frame saw contact check in the arena's update — query the box shape each frame, compare against the enemy ball, and drive contact state from there:
- Newly in contact this frame → slow rotation, reset count, set up
timer\every,timer\trigger - Still in contact → do nothing (timer keeps running)
- Contact lost this frame → cancel timer, restore rotation
- Newly in contact this frame → slow rotation, reset count, set up
- Use
localforother_ballinside the loop to avoid theglobal *capture issue — the for-loop variable itself (ball) is a Lua local, but any assignment inside the loop body (likeother = ...) would be global
One thing I want to verify before writing code: where exactly the right place in the arena update is to add this loop. Let me check the structure around the existing sensor_begin/end blocks.
Grep (sensor_begin_events|sensor_end_events)
No matches found
Grep (sensor_begin|sensor_end)
No matches found
Grep (saw_contact|weapon_hitbox)
No matches found
Grep (query_box|sensor|hitbox)
No matches found
Grep (saw_in_contact)
987- if attacker.weapon_type == 'saw'
988- -- Guard: rotating hitbox fires begin events repeatedly, only set up on first
989: if not attacker.saw_in_contact_with
990: attacker.saw_in_contact_with = defender
991- arena = @
992- attacker.saw_pre_contact_base_av = attacker.base_angular_velocity
--
1053- attacker = event.a
1054- continue if attacker.weapon_type != 'saw'
1055: attacker.saw_in_contact_with = nil
1056- attacker.timer\cancel 'saw_contact'
1057- attacker.base_angular_velocity = attacker.saw_pre_contact_base_av
--
1442- @saw_interval_decrease_per_hit = 0.008 -- reaches 0.1 at 50 hits
1443- @saw_hit_timer = 0
1444: @saw_in_contact_with = nil
1445- @saw_pre_contact_base_av = 0
1446- @saw_contact_hit_count = 0
Grep (sensor_begin_events|begin_events|collision_events)
No matches found
Grep (an\sensor|an\collision|sensor_begin|event.a\b)
No matches found
Grep (attacker = event)
973- projectile_object\hit 0.5, 'weapon'
974- @\hit_effect projectile_object.x, projectile_object.y
975-
976- -- Weapon-ball sensor: deal damage (melee only)
977- for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
978: attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
979- defender = event.b -- ball tag (ball that got hit)
980-
981- -- Skip self-hit, same team, and ranged weapons
982- continue if attacker == defender
983- continue if attacker.team == defender.team
--
1048- for i = 1, an.random\int 4, 7
1049- @effects\add star_particle effect_x, effect_y, {multiplier: 1.3, flash_on_spawn: true}
1050-
1051- -- Saw: cancel repeating timer on contact end
1052- for event in *an\sensor_end_events 'weapon_hitbox', 'ball'
1053: attacker = event.a
1054- continue if attacker.weapon_type != 'saw'
1055- attacker.saw_in_contact_with = nil
1056- attacker.timer\cancel 'saw_contact'
1057- attacker.base_angular_velocity = attacker.saw_pre_contact_base_av
1058- attacker.collider\set_angular_velocity attacker.saw_pre_contact_av
Good. Now let me read the full saw blocks in both sensor loops to understand exactly what to remove, and see what comes after sensor_end:
Read (E:/a327ex/emoji-ball-battles/main.yue)
976→ -- Weapon-ball sensor: deal damage (melee only)
977→ for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
978→ attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
979→ defender = event.b -- ball tag (ball that got hit)
980→
981→ -- Skip self-hit, same team, and ranged weapons
982→ continue if attacker == defender
983→ continue if attacker.team == defender.team
984→ continue if attacker.weapon_class != 'melee'
985→
986→ -- Saw: start repeating damage timer, trigger immediately as first hit
987→ if attacker.weapon_type == 'saw'
988→ -- Guard: rotating hitbox fires begin events repeatedly, only set up on first
989→ if not attacker.saw_in_contact_with
990→ attacker.saw_in_contact_with = defender
991→ arena = @
992→ attacker.saw_pre_contact_base_av = attacker.base_angular_velocity
993→ attacker.saw_pre_contact_av = attacker.collider\get_angular_velocity!
994→ attacker.base_angular_velocity /= 5
995→ attacker.collider\set_angular_velocity attacker.saw_pre_contact_av/5
996→ attacker.saw_contact_hit_count = 0
997→ attacker.timer\every attacker.saw_hit_interval, 'saw_contact', ->
998→ return unless defender.parent
999→ attacker.saw_contact_hit_count += 1
1000→ print "saw hit count: #{attacker.saw_contact_hit_count}"
1001→ defender\take_damage 1, attacker
1002→ attacker\flash_weapon!
1003→ attacker.hits_landed += 1
1004→ attacker.weapon_ui\landed_hit! if attacker.weapon_ui
1005→ attacker.saw_hit_interval = math.max(attacker.saw_min_hit_interval, attacker.saw_hit_interval - attacker.saw_interval_decrease_per_hit)
... [60 more lines]
Good. Now let me verify the exact query_box signature from the framework API:
Grep (query_box|query_circle|query_capsule)
No matches found
Grep (query)
88-### Spatial Queries
89-```
90:an\query_point(x, y, tags) -> [object, ...]
91:an\query_circle(x, y, radius, tags) -> [object, ...]
92:an\query_aabb(x, y, w, h, tags) -> [object, ...]
93:an\query_box(x, y, w, h, angle, tags) -> [object, ...]
94:an\query_capsule(x1, y1, x2, y2, radius, tags) -> [object, ...]
95:an\query_polygon(x, y, vertices, tags) -> [object, ...]
96-an\raycast(x1, y1, x2, y2, tags) -> {object, shape, point_x, point_y, normal_x, normal_y, fraction} | nil
97-an\raycast_all(x1, y1, x2, y2, tags) -> [{object, ...}, ...]
I have everything I need. Here's the plan:
Replace the timer+sensor approach entirely with a manual per-frame countdown on the ball — no closures at all, no global capture issues. Each frame, if query_box finds the enemy ball overlapping the saw's hitbox, decrement saw_hit_timer. When it hits 0, fire the damage. Setting saw_hit_timer = 0 on first contact makes the first hit fire immediately (first frame it'll go negative → fires right away).
Here's the proposed code to go in arena update, replacing both sensor blocks:
-- Saw: per-frame contact detection and damage
for saw_ball in *[@player_ball, @enemy_ball]
continue unless saw_ball.weapon_type == 'saw' and saw_ball.parent
local other_ball = if saw_ball.team == 'player' then @enemy_ball else @player_ball
continue unless other_ball and other_ball.parent
hx = saw_ball.x + saw_ball.weapon_hitbox_offset*math.cos(saw_ball.angle)
hy = saw_ball.y + saw_ball.weapon_hitbox_offset*math.sin(saw_ball.angle)
hits = an\query_box hx, hy, saw_ball.weapon_hitbox_length, saw_ball.weapon_hitbox_width, saw_ball.angle, 'ball'
in_contact = false
for hit in *hits
if hit == other_ball
in_contact = true
break
if in_contact
if not saw_ball.saw_in_contact_with
saw_ball.saw_in_contact_with = other_ball
saw_ball.saw_contact_hit_count = 0
saw_ball.saw_hit_timer = 0
saw_ball.saw_pre_contact_base_av = saw_ball.base_angular_velocity
saw_ball.saw_pre_contact_av = saw_ball.collider\get_angular_velocity!
saw_ball.base_angular_velocity /= 5
saw_ball.collider\set_angular_velocity saw_ball.saw_pre_contact_av/5
saw_ball.saw_hit_timer -= dt
if saw_ball.saw_hit_timer <= 0
saw_ball.saw_hit_timer += saw_ball.saw_hit_interval
saw_ball.saw_contact_hit_count += 1
print "saw hit count: #{saw_ball.saw_contact_hit_count}"
other_ball\take_damage 1, saw_ball
saw_ball\flash_weapon!
saw_ball.hits_landed += 1
saw_ball.weapon_ui\landed_hit! if saw_ball.weapon_ui
saw_ball.saw_hit_interval = math.max(saw_ball.saw_min_hit_interval, saw_ball.saw_hit_interval - saw_ball.saw_interval_decrease_per_hit)
weapon_x = saw_ball.x + saw_ball.weapon_visual_offset*math.cos(saw_ball.angle)
weapon_y = saw_ball.y + saw_ball.weapon_visual_offset*math.sin(saw_ball.angle)
hit_angle = math.angle_to_point(other_ball.x, other_ball.y, weapon_x, weapon_y)
effect_x = other_ball.x + 1.25*other_ball.radius*math.cos(hit_angle)
effect_y = other_ball.y + 1.25*other_ball.radius*math.sin(hit_angle)
@\hit_effect effect_x, effect_y, saw_ball.hit_particle_multiplier
@\hit_stop 0.15*saw_ball.hit_stop_multiplier
an.camera.shake\shake 4*saw_ball.camera_shake_multiplier, 0.12*saw_ball.camera_shake_multiplier
else
if saw_ball.saw_in_contact_with
saw_ball.saw_in_contact_with = nil
saw_ball.base_angular_velocity = saw_ball.saw_pre_contact_base_av
saw_ball.collider\set_angular_velocity saw_ball.saw_pre_contact_av
The local other_ball declaration avoids the global * issue entirely — it's captured as a proper Lua upvalue, but since there are no closures here at all (no -> lambdas), it's all just sequential per-frame logic. Does this look right to proceed?
Yes.
Read (E:/a327ex/emoji-ball-battles/main.yue)
960→ color: projectile_object.spiral_color
961→ gravity: 256
962→ flash_on_spawn: true
963→ projectile_object\kill!
964→ continue
965→
966→ -- Flip team
967→ projectile_object.team = ball_object.team
968→
969→ -- Reverse spiral direction based on weapon rotation
970→ projectile_object.spiral_turn_rate = -projectile_object.spiral_turn_rate
971→
972→ -- Visual feedback
973→ projectile_object\hit 0.5, 'weapon'
974→ @\hit_effect projectile_object.x, projectile_object.y
Now I'll make the three edits. First, remove the saw block from sensor_begin and replace it with just the continue:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now remove the saw sensor_end block:
Read (E:/a327ex/emoji-ball-battles/main.yue)
1018→ an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
1019→ if attacker.thrusting
1020→ for i = 1, an.random\int 4, 7
1021→ @effects\add star_particle effect_x, effect_y, {multiplier: 1.3, flash_on_spawn: true}
1022→
1023→ -- Saw: cancel repeating timer on contact end
1024→ for event in *an\sensor_end_events 'weapon_hitbox', 'ball'
1025→ attacker = event.a
1026→ continue if attacker.weapon_type != 'saw'
1027→ attacker.saw_in_contact_with = nil
1028→ attacker.timer\cancel 'saw_contact'
1029→ attacker.base_angular_velocity = attacker.saw_pre_contact_base_av
1030→ attacker.collider\set_angular_velocity attacker.saw_pre_contact_av
1031→
1032→ -- Ball passing through plant: apply moving force
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. The print is still in there so you can verify the count climbs correctly. Once confirmed, we can remove it and clean up.
Still not working... Set the initial interval to 0.05s so I can test.
Grep (saw_hit_interval = 0)
1448- @camera_shake_multiplier = 0.4
1449: @saw_hit_interval = 0.5 -- seconds between repeated hits while in contact
1450- @saw_min_hit_interval = 0.1
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
OK, so it is working, but I guess the nature of the hits is such that they happen with new contacts often. Let's make it so that hit count instead goes up based on, if the next hits happens within 2x the hit interval from the previous hit, then it still counts as the "same hit" and thus it should go up. The hit count only goes to 0 if it passes 2x interval with no hits, makes sense?
Good idea. So the count is now purely time-based — it accumulates if hits keep coming within 2x the interval, and decays to 0 if the gap is too long. This works regardless of contact entry/exit patterns.
Changes needed:
- Add
@saw_time_since_last_hit = math.hugeto init (large so first hit always starts fresh at count 1) - In the per-frame loop, always tick the timer up and reset count when it expires
- On hit: increment count and reset the timer
- Remove
saw_contact_hit_count = 0from the contact-enter block (count is no longer contact-driven)
Read (E:/a327ex/emoji-ball-battles/main.yue)
1444→ @max_angular_velocity = 3*math.pi
1445→ @weapon_weight = 2.0 -- resists parry rotation changes strongly
1446→ @hit_stop_multiplier = 0.3
1447→ @hit_particle_multiplier = 0.5
1448→ @camera_shake_multiplier = 0.4
1449→ @saw_hit_interval = 0.05 -- seconds between repeated hits while in contact
Read (E:/a327ex/emoji-ball-battles/main.yue)
1449→ @saw_hit_interval = 0.05 -- seconds between repeated hits while in contact
1450→ @saw_min_hit_interval = 0.1
1451→ @saw_interval_decrease_per_hit = 0.008 -- reaches 0.1 at 50 hits
1452→ @saw_hit_timer = 0
1453→ @saw_in_contact_with = nil
1454→ @saw_pre_contact_base_av = 0
Read (E:/a327ex/emoji-ball-battles/main.yue)
1454→ @saw_pre_contact_base_av = 0
1455→ @saw_contact_hit_count = 0
1456→
1457→
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now update the per-frame saw loop:
Grep (Saw: per-frame contact)
973- projectile_object\hit 0.5, 'weapon'
974- @\hit_effect projectile_object.x, projectile_object.y
975-
976- -- Weapon-ball sensor: deal damage (melee only)
977- for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
978- attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
979- defender = event.b -- ball tag (ball that got hit)
980-
981- -- Skip self-hit, same team, and ranged weapons
982- continue if attacker == defender
983- continue if attacker.team == defender.team
984- continue if attacker.weapon_class != 'melee'
985-
986- -- Saw: handled via per-frame query below
987- continue if attacker.weapon_type == 'saw'
988-
989- -- Apply damage (thrust hits use thrust_damage)
990- damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
991- attacker\flash_weapon!
992- defender\take_damage damage, attacker
993- if attacker.thrusting
994- an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
995- attacker.hits_landed += 1
996- attacker.weapon_ui\landed_hit! if attacker.weapon_ui
997-
998- -- headless: log melee hit
999- @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: attacker.team, defender: defender.team, damage: damage, weapon: attacker.weapon_type, hit_type: 'melee'}
1000-
1001- -- Weapon-specific scaling on hit
1002- if attacker.weapon_type == 'dagger'
... [71 more lines]
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
The count now accumulates purely on hit timing — it resets to 0 only when more than 2 * saw_hit_interval passes without a hit, regardless of contact enter/exit events.
Seems to work well, let's go back to 500ms initial.
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
OK, now let's make it so that red hits always spawn the hit circle + hit particles instead of the hit effect, and also make them red and with gravity.
Let me look at the hit effect system to understand what's available.
Grep (hit_effect|hit_circle|hit_particle|star_particle|emoji_particle)
No matches found
[Showing results with pagination = limit: 40, offset: 0]
Grep (hit_effect|hit_circle|hit_particle)
No matches found
[Showing results with pagination = limit: 40, offset: 0]
Grep (hit_effect)
752-
753- hit_multiplier = math.max(ball_a.hit_particle_multiplier, ball_b.hit_particle_multiplier)
754: @\hit_effect event.point_x, event.point_y, hit_multiplier
755- @\hit_stop 0.1 * math.max(ball_a.hit_stop_multiplier, ball_b.hit_stop_multiplier)
756- shake_multiplier = math.max(ball_a.camera_shake_multiplier, ball_b.camera_shake_multiplier)
--
883- an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 1.0, an.random\float(0.95, 1.05)
884-
885: @\hit_effect event.point_x, event.point_y
886- ball_object.weapon_ui\reflect! if ball_object.weapon_ui
887- ball_object.can_swing_sound_time = 0
--
972- -- Visual feedback
973- projectile_object\hit 0.5, 'weapon'
974: @\hit_effect projectile_object.x, projectile_object.y
975-
976- -- Weapon-ball sensor: deal damage (melee only)
--
1014- effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
1015-
1016: @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
1017- @\hit_stop 0.15*attacker.hit_stop_multiplier
1018- an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
--
1062- effect_x = other_ball.x + 1.25*other_ball.radius*math.cos(hit_angle)
1063- effect_y = other_ball.y + 1.25*other_ball.radius*math.sin(hit_angle)
1064: @\hit_effect effect_x, effect_y, saw_ball.hit_particle_multiplier
1065- @\hit_stop 0.15*saw_ball.hit_stop_multiplier
1066- an.camera.shake\shake 4*saw_ball.camera_shake_multiplier, 0.12*saw_ball.camera_shake_multiplier
--
... [22 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
1141→ hit_effect: (x, y, multiplier=1.0) =>
1142→ probability = @\get_hit_stop_probability!
1143→ hit_effect_chance = 35 + 65*probability -- 35% at rapid hits, 100% at fresh hit
1144→
1145→ if an.random\bool hit_effect_chance
1146→ @effects\add hit_effect x, y, {scale: 1.35*multiplier}
1147→ else
1148→ @effects\add hit_circle x, y, {radius: 9*multiplier}
1149→ particle_count = math.floor(an.random\int(2, 4)*multiplier)
1150→ for i = 1, particle_count
1151→ @effects\add hit_particle x, y, {velocity: multiplier*an.random\float(100, 250), duration: multiplier*an.random\float(0.3, 0.5)}
1152→
1153→ hit_stop: (duration=0.1) =>
1154→ probability = @\get_hit_stop_probability!
1155→ if an.random\bool 100*probability
1156→ an\hit_stop duration
1157→ @time_since_last_hit = 0
1158→
1159→ -- Validated plant configurations: {image, size, offset}
1160→ -- offset: positive = sinks into ground, negative = sticks out more
Grep (class hit_circle|class hit_particle)
No matches found
Grep (hit_circle|hit_particle)
No matches found
[Showing results with pagination = limit: 20, offset: 0]
Grep (hit_circle)
811- -- Spawn hit effects (not for arrows)
812- if projectile_object.projectile_type != 'arrow'
813- normal_angle = math.angle event.normal_x, event.normal_y
814: @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}
815- for i = 1, an.random\int 1, 3
816- @effects\add hit_particle event.point_x, event.point_y,
817- velocity: intensity*an.random\float(100, 200)
--
928-
929- an\sound_play "concrete_#{an.random\int(1, 3)}", 0.7, an.random\float(0.95, 1.05)
930- normal_angle = math.angle event.normal_x, event.normal_y
931: @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}
932- for i = 1, an.random\int 1, 3
933- @effects\add hit_particle event.point_x, event.point_y,
934- velocity: an.random\float(100, 200)
--
951- ball_object\flash_weapon!
952- ball_object.spring\pull 'weapon', 0.35, 3, 0.5
953- an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 0.85, an.random\float(0.85, 0.9)
954: @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}
955- for i = 1, an.random\int 1, 3
956- @effects\add hit_particle projectile_object.x, projectile_object.y,
957- velocity: an.random\float(100, 200)
--
1145- if an.random\bool hit_effect_chance
1146- @effects\add hit_effect x, y, {scale: 1.35*multiplier}
1147- else
1148: @effects\add hit_circle x, y, {radius: 9*multiplier}
1149- particle_count = math.floor(an.random\int(2, 4)*multiplier)
1150- for i = 1, particle_count
... [9 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
2572→-- Hit circle: expanding/shrinking circle at impact point
2573→class hit_circle extends object
2574→ new: (@x, @y, args={}) =>
2575→ super!
2576→ @radius = args.radius or 12
2577→ @color = args.color or white\clone!
2578→ @duration = args.duration or 0.2
2579→ @flashing = false
2580→
2581→ @\add timer!
2582→ @timer\tween @duration, @, {radius: 0}, math.cubic_in_out, -> @\kill!
2583→
2584→ if args.flash_on_spawn
2585→ @flashing = true
2586→ @timer\after 0.1, -> @flashing = false
2587→
2588→ update: (dt) =>
2589→ effects\circle @x, @y, @radius, if @flashing then white! else @color!
2590→
2591→
2592→-- Boom particle: muzzle flash effect that scales down quickly
2593→class boom_particle extends object
2594→ new: (@x, @y, args={}) =>
2595→ super!
2596→ @image = an.images.boom
2597→ @rotation = an.random\angle!
2598→ @scale = (args.size or 24) / @image.width
2599→
2600→ @\add timer!
2601→ duration = an.random\float 0.1, 0.15
... [30 more lines]
Grep (class hit_particle)
2813- t = i/@segments
2814- -- At tip (t=1), use shared wobble; otherwise use edge-specific
2815- combined_rx = @wind_rx + @direct_rx
2816- segment_offset = @segment_offsets[i + 1] or 0
2817- if i == @segments
2818- wobble = tip_wobble
2819- force_offset = combined_rx + ambient_sway + segment_offset
2820- table.insert left_points, {x: tip_x + wobble + force_offset, y: tip_y}
2821- table.insert right_points, {x: tip_x + wobble + force_offset, y: tip_y}
2822- else
2823- left_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @left_phases[i + 1])
2824- right_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @right_phases[i + 1])
2825- -- Use t^3 for curved bending (base stays put, top bends more aggressively)
2826- bend = t*t*t
2827- force_offset = bend*(combined_rx + ambient_sway) + segment_offset
2828- table.insert left_points, {x: left_x + t*(tip_x - left_x) + left_wobble + force_offset, y: left_y + t*(tip_y - left_y)}
2829- table.insert right_points, {x: right_x + t*(tip_x - right_x) + right_wobble + force_offset, y: right_y + t*(tip_y - right_y)}
2830-
2831- -- Draw quads connecting adjacent points (4 vertices each)
2832- for i = 1, @segments
2833- l1 = left_points[i]
2834- l2 = left_points[i + 1]
2835- r1 = right_points[i]
2836- r2 = right_points[i + 1]
2837- vertices = {l1.x, l1.y, l2.x, l2.y, r2.x, r2.y, r1.x, r1.y}
2838- weapons\polygon vertices, white!
2839-
2840-
2841-
2842--- Hit particle: rectangle that shoots outward and shrinks
... [31 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
2873→
2874→ effects\push @x, @y, math.angle(vx, vy), @sx, @sy
2875→ effects\rounded_rectangle -@w/2, -@h/2, @w, @h, math.min(@w, @h)/2, if @flashing then white! else @color!
2876→ effects\pop!
2877→
2878→
2879→
2880→-- Afterimage: fading ghost of a sprite at a captured transform
2881→class afterimage extends object
2882→ new: (@x, @y, args={}) =>
2883→ super!
2884→ @layer = args.layer or game
2885→ @image = args.image
2886→ @duration = args.duration or 0.15
2887→ @pushes = args.pushes or {}
Good — hit_circle takes {radius, color, duration, flash_on_spawn} and hit_particle takes {velocity, gravity, direction, color, duration, flash_on_spawn}. Let me check what color values/functions are defined:
Grep (^red\s=|^yellow\s=|^white\s=|^bowstring\s=)
No matches found
Grep (yellow\s=|white\s=|bowstring\s*=)
No matches found
[Showing results with pagination = limit: 10, offset: 0]
Grep (color(255|color(223|yellow|bowstring)
No matches found
[Showing results with pagination = limit: 15, offset: 0]
Grep (color\b)
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
[Showing results with pagination = limit: 15, offset: 0]
red = color 223, 37, 64 is defined at the top. Now I'll update the saw hit section to branch on saw_contact_hit_count > 1 — red hits get circle + particles with gravity, first hit gets the normal hit_effect:
Read (E:/a327ex/emoji-ball-battles/main.yue)
1055→ saw_ball\flash_weapon!
1056→ saw_ball.hits_landed += 1
1057→ saw_ball.weapon_ui\landed_hit! if saw_ball.weapon_ui
1058→ saw_ball.saw_hit_interval = math.max(saw_ball.saw_min_hit_interval, saw_ball.saw_hit_interval - saw_ball.saw_interval_decrease_per_hit)
1059→ weapon_x = saw_ball.x + saw_ball.weapon_visual_offset*math.cos(saw_ball.angle)
1060→ weapon_y = saw_ball.y + saw_ball.weapon_visual_offset*math.sin(saw_ball.angle)
1061→ hit_angle = math.angle_to_point(other_ball.x, other_ball.y, weapon_x, weapon_y)
1062→ effect_x = other_ball.x + 1.25*other_ball.radius*math.cos(hit_angle)
1063→ effect_y = other_ball.y + 1.25*other_ball.radius*math.sin(hit_angle)
1064→ @\hit_effect effect_x, effect_y, saw_ball.hit_particle_multiplier
1065→ @\hit_stop 0.15*saw_ball.hit_stop_multiplier
1066→ an.camera.shake\shake 4*saw_ball.camera_shake_multiplier, 0.12*saw_ball.camera_shake_multiplier
1067→ else
1068→ if saw_ball.saw_in_contact_with
1069→ saw_ball.saw_in_contact_with = nil
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Red hits now get a red expanding circle and red gravity-affected particles. The first hit of each burst still uses the normal hit_effect. Adjust the gravity value (currently 300) if the arc feels too steep or too shallow.
50ms
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
OK, now let's fix weapon UI for both sword and saw. The hit effects spawn along the dagger correctly, because its flipped downwards, so they're along its blade. But they need to be spawned along the blade of the saw and sword the other way since they're flipped differently.
Let me look at how the weapon UI spawns hit effects on landed hits, and the weapon orientations.
Grep (landed_hit|hit_effect|weapon_ui)
No matches found
[Showing results with pagination = limit: 40, offset: 0]
Grep (landed_hit)
905- -- Track hit for projectile owner
906- owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
907- owner.hits_landed += 1
908: owner.weapon_ui\landed_hit! if owner.weapon_ui
909-
910- -- headless: log projectile hit
911- @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: damage, weapon: owner.weapon_type, hit_type: 'projectile'}
--
993- if attacker.thrusting
994- an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
995- attacker.hits_landed += 1
996: attacker.weapon_ui\landed_hit! if attacker.weapon_ui
997-
998- -- headless: log melee hit
999- @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: attacker.team, defender: defender.team, damage: damage, weapon: attacker.weapon_type, hit_type: 'melee'}
--
1053- other_ball\take_damage 1, saw_ball
1054- saw_ball\flash_weapon!
1055- saw_ball.hits_landed += 1
1056: saw_ball.weapon_ui\landed_hit! if saw_ball.weapon_ui
1057- saw_ball.saw_hit_interval = math.max(saw_ball.saw_min_hit_interval, saw_ball.saw_hit_interval - saw_ball.saw_interval_decrease_per_hit)
1058- weapon_x = saw_ball.x + saw_ball.weapon_visual_offset*math.cos(saw_ball.angle)
1059- weapon_y = saw_ball.y + saw_ball.weapon_visual_offset*math.sin(saw_ball.angle)
--
2489- 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)}
2490- @spring\pull 'weapon_rotation', an.random\float(-0.6, 0.6), 3, 0.5
2491-
2492: landed_hit: =>
2493- -- Text bounce when landing a hit
2494- @text_oy = -3
... [1 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
2479→ direction: an.random\float(dir_base, dir_base + math.pi/4)
2480→ scale: an.random\float(1.4, 1.6)
2481→ duration: an.random\float(0.3, 0.5)
2482→ flash_on_spawn: 0.25
2483→ gravity: an.random\float(128, 156)
2484→ rotation_speed: an.random\float(2*math.pi, 4*math.pi)
2485→
2486→ reflect: =>
2487→ -- Spawn hit effect and wobble rotation
2488→ my_arena = @parent.parent
2489→ 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)}
2490→ @spring\pull 'weapon_rotation', an.random\float(-0.6, 0.6), 3, 0.5
2491→
2492→ landed_hit: =>
2493→ -- Text bounce when landing a hit
2494→ @text_oy = -3
2495→ @timer\tween 0.5, @, {text_oy: 0}, math.cubic_out, nil, 'text_oy'
2496→ @spring\pull 'text_scale', 0.15, 3, 0.4
2497→ @spring\pull 'text_rotation', an.random\float(-0.1, 0.1), 3, 0.5
2498→
2499→
2500→-- Star particle: spawns on collisions, shoots outward, spins, shrinks
2501→class star_particle extends object
2502→ new: (@x, @y, args={}) =>
2503→ super!
Read (E:/a327ex/emoji-ball-battles/main.yue)
2446→ effects\pop!
2447→
2448→ hit: =>
2449→ -- Show hit emoji temporarily
2450→ @showing_hit = true
2451→ @timer\after 0.25, 'hit_image', -> @showing_hit = false
2452→
2453→ -- Bounce and rotation
2454→ @emoji_oy = -3
2455→ @timer\tween 0.5, @, {emoji_oy: 0}, math.cubic_out, nil, 'emoji_oy'
2456→ @spring\pull 'emoji_scale', 0.3, 3, 0.7
2457→ @spring\pull 'emoji_rotation', an.random\float(-0.3, 0.3), 3, 0.5
2458→
2459→ -- Spawn star emoji particles
2460→ my_arena = @parent.parent
2461→ for i = 1, an.random\int 1, 2
2462→ my_arena.effects\add emoji_particle @emoji_x, @emoji_y, an.images.star,
2463→ velocity: an.random\float(75, 125)
2464→ direction: an.random\float(-math.pi/4, 5*math.pi/4)
2465→ scale: 1
2466→ duration: an.random\float(0.4, 0.6)
2467→ flash_on_spawn: 0.25
2468→ gravity: 128
2469→
2470→
2471→ shoot: =>
2472→ -- Spawn boom emoji particles
2473→ my_arena = @parent.parent
2474→ ox = if @team == 'player' then 8 else -8
2475→ dir_base = if @team == 'player' then -math.pi/4 else math.pi
... [5 more lines]
Let me look further up in the weapon_ui class for where hit effects are spawned along the weapon:
Read (E:/a327ex/emoji-ball-battles/main.yue)
2380→ weapons\line mid_wx, mid_wy, bot_wx, bot_wy, 1, string_color!
2381→ else
2382→ weapons\line top_wx, top_wy, bot_wx, bot_wy, 1, string_color!
2383→ -- Draw bow image (use negative x-scale like in-game)
2384→ weapons\push wx, wy, base_angle + weapon_recoil, 1, bow_stretch
2385→ weapons\push 0, 0, my_ball.weapon_rotation_offset, -@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
2386→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2387→ weapons\pop!
2388→ weapons\pop!
2389→ -- Draw arrow on top of string and bow
2390→ if my_ball.bow_arrow_alpha > 0
2391→ arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5*sr)*cos_a
2392→ arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5*sr)*sin_a
2393→ weapons\push arrow_x, arrow_y, base_angle + 3*math.pi/4, @weapon_scale, @weapon_scale
2394→ weapons\image an.images.arrow, 0, 0, nil, weapon_flashing and white!
2395→ weapons\pop!
2396→ elseif @weapon_type == 'saw'
2397→ saw_ui_scale = @weapon_scale*24/18
2398→ saw_ox = -@weapon_flip_x*4
2399→ saw_oy = -2
2400→ 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
2401→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2402→ weapons\pop!
2403→ else
2404→ 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
2405→ weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!
2406→ weapons\pop!
2407→
2408→ -- Draw stat board
2409→ -- front\push @center_x + board_t.x, @board_y + board_t.y, board_t.rotation, @board_scale, @board_scale
... [40 more lines]
I don't see weapon-blade hit effects in the hit or landed_hit methods. Let me search for where hit effects spawn along the weapon position in the UI:
Read (E:/a327ex/emoji-ball-battles/main.yue)
2296→ @emoji_hit_image = emoji_hit_image
2297→ @emoji_scale = 20/512
2298→ @emoji_scale *= 1.1 if emoji_image == an.images.cowboy
2299→ @showing_hit = false
2300→ @emoji_oy = 0
2301→
2302→ -- Weapon properties
2303→ @weapon_x = if @team == 'player' then 91 else 389
2304→ @weapon_y = 60
2305→ @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 else an.images.dagger
2306→ @weapon_scale = 20/512
2307→ @weapon_flip_x = if @team == 'player' then -1 else 1
2308→
2309→ -- Board properties
2310→ -- @board_y = 102
2311→ -- @board_scale = 102/512
2312→
2313→ -- Text properties
2314→ @text_x = if @team == 'player' then 65 else 400
2315→ @text_y = 92
2316→ @text_oy = 0
2317→
2318→ -- Three separate handcam effects
2319→ @\add shake 'emoji_shake'
2320→ @emoji_shake\handcam true, {x: an.random\float(0, 3), y: an.random\float(0, 3), rotation: an.random\float(0.2, 0.3)}, an.random\float(0.4, 0.8)
2321→
2322→ @\add shake 'weapon_shake'
2323→ @weapon_shake\handcam true, {x: an.random\float(0, 2), y: an.random\float(0, 2), rotation: an.random\float(0.1, 0.2)}, an.random\float(0.5, 1.0)
2324→
2325→ @\add shake 'board_shake'
... [25 more lines]
Let me look at the full hit method and any other effect-spawning in weapon_ui more carefully — specifically around the weapon position:
Read (E:/a327ex/emoji-ball-battles/main.yue)
2448→ hit: =>
2449→ -- Show hit emoji temporarily
2450→ @showing_hit = true
2451→ @timer\after 0.25, 'hit_image', -> @showing_hit = false
2452→
2453→ -- Bounce and rotation
2454→ @emoji_oy = -3
2455→ @timer\tween 0.5, @, {emoji_oy: 0}, math.cubic_out, nil, 'emoji_oy'
2456→ @spring\pull 'emoji_scale', 0.3, 3, 0.7
2457→ @spring\pull 'emoji_rotation', an.random\float(-0.3, 0.3), 3, 0.5
2458→
2459→ -- Spawn star emoji particles
2460→ my_arena = @parent.parent
2461→ for i = 1, an.random\int 1, 2
2462→ my_arena.effects\add emoji_particle @emoji_x, @emoji_y, an.images.star,
2463→ velocity: an.random\float(75, 125)
2464→ direction: an.random\float(-math.pi/4, 5*math.pi/4)
2465→ scale: 1
2466→ duration: an.random\float(0.4, 0.6)
2467→ flash_on_spawn: 0.25
2468→ gravity: 128
2469→
2470→
2471→ shoot: =>
2472→ -- Spawn boom emoji particles
2473→ my_arena = @parent.parent
2474→ ox = if @team == 'player' then 8 else -8
2475→ dir_base = if @team == 'player' then -math.pi/4 else math.pi
2476→ for i = 1, an.random\int 1, 2
2477→ my_arena.effects\add emoji_particle @weapon_x + ox, @weapon_y - 4, an.images.boom,
... [15 more lines]
Let me check weapon_rotation_offset for each weapon to understand blade direction:
Grep (weapon_rotation_offset)
1362- @weapon_scale = 18/512 -- gun.png is 512x512
1363- @weapon_scale_y = -18/512 -- y flipped
1364: @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
1365- @base_angular_velocity = 1.5*math.pi
1366- @max_angular_velocity = 3*math.pi
--
1380- @weapon_scale = 32/512 -- sword.png is 512x512
1381- @weapon_scale_y = 32/512
1382: @weapon_rotation_offset = math.pi/4 -- sword angled up-right, rotate to point outward
1383- @base_angular_velocity = 1.5*math.pi
1384- @max_angular_velocity = 3*math.pi
--
1403- @weapon_scale = -26/512
1404- @weapon_scale_y = 26/512
1405: @weapon_rotation_offset = math.pi/4
1406- @base_angular_velocity = 1.5*math.pi
1407- @max_angular_velocity = 3*math.pi
--
1430- @weapon_scale = 18/512 -- dagger.png is 512x512
1431- @weapon_scale_y = 18/512
1432: @weapon_rotation_offset = -3*math.pi/4 -- dagger rotation to point outward
1433- @base_angular_velocity = 1.5*math.pi
1434- @max_angular_velocity = 3*math.pi
--
1448- @weapon_scale = 32/512
1449- @weapon_scale_y = -32/512
1450: @weapon_rotation_offset = -3*math.pi/4 - math.pi/16
1451- @base_angular_velocity = 1.5*math.pi
1452- @max_angular_velocity = 3*math.pi
--
... [39 more lines]
Now I understand: dagger's weapon_rotation_offset = -3π/4 orients the blade downward in the UI, so the current star particles flying from the emoji position with a downward-biased direction align with it. Sword (π/4) has blade pointing upward — particles need to go from the weapon position going upward instead.
Let me check that weapon_ui stores @weapon_type:
Grep (weapon_type)
No matches found
[Showing results with pagination = limit: 10, offset: 200]
Grep (@weapon_type)
1340-class ball extends object
1341: new: (@x, @y, @team, @weapon_type='dagger') =>
1342- super!
--
1353- -- patterns across weapons.
1354: if @weapon_type == 'gun'
1355- @weapon_class = 'ranged'
--
[Showing results with pagination = limit: 8, offset: 0]
Grep (class weapon_ui|new:.*weapon_type)
No matches found
Grep (class weapon_ui)
2279- duration: an.random\float(0.5, 0.8)
2280- flash_on_spawn: 0.25
2281- angle_mode: 0
2282- gravity: -128
2283-
2284-
2285-
2286--- Weapon UI: displays emoji, weapon icon, and stat board
2287:class weapon_ui extends object
2288- new: (@team, weapon_type, emoji_image, emoji_hit_image) =>
2289- super 'weapon_ui'
2290- @weapon_type = weapon_type
2291-
2292- -- Emoji properties
2293- @emoji_x = if @team == 'player' then 59 else 421
2294- @emoji_y = 60
2295- @emoji_image = emoji_image
Good — @weapon_type is stored. The fix: in the hit method, sword/saw have blade pointing upward in the UI so stars should spawn from the weapon position going upward (an.random\float(-math.pi, 0) in screen space), while dagger keeps the current behavior (emoji position, downward-biased direction):
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Stars for sword/saw now fly from the weapon position upward (with gravity arcing them back down), matching a blade that points up. Let me know how it looks — the exact direction range or spawn position offset can be tuned.
Nope, this was not it, undo it. It only pertains to the hit_effect particle that spawns in the weapon UI whenever two weapons parry each other.
Reverting the hit method change first:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now fix the reflect method. The current offset is -x, +y from the weapon center (leftward and downward), which aligns with the dagger's downward blade. For sword and saw (blade upward), the offset should go upward (-y) instead:
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Normalize saw_hit1.ogg and saw_hit2.ogg (according to the values in the sounds list at the top of the file), then use those sounds whenever we're in a red hit.
Grep (an\sound_load|sound_load)
No matches found
[Showing results with pagination = limit: 30, offset: 0]
Grep (sound)
172--- s6_impact_1_v2 (S6_Impact_1_v2): -17.6 dB → 0.21
173:an\sound 'ball_ball', 'assets/ball_wall.ogg'
174:an\sound 'ball_wall', 'assets/ball_wall.ogg'
175:-- an\sound 'dagger_dagger', 'assets/dagger_dagger.ogg'
176:an\sound 'dagger_wall', 'assets/dagger_wall.ogg'
177:an\sound 'dagger_ball', 'assets/dagger_ball.ogg'
178:an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'
179:an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'
180:an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
181:an\sound 'weapon_projectile_1', 'assets/metal_light_2.ogg'
182:an\sound 'weapon_projectile_2', 'assets/metal_light_4.ogg'
183:-- an\sound 'player_hit', 'assets/player_hit.ogg'
184:an\sound 'player_death', 'assets/player_death.ogg'
185:an\sound 'grass_land_1', 'assets/grass_land1.ogg'
186:an\sound 'grass_land_2', 'assets/grass_land2.ogg'
187:an\sound 'grass_land_3', 'assets/grass_land3.ogg'
188:an\sound 'grass_impact_1', 'assets/grass_impact1.ogg'
189:an\sound 'grass_impact_2', 'assets/grass_impact2.ogg'
190:an\sound 'grass_impact_3', 'assets/grass_impact3.ogg'
191:an\sound 'hop', 'assets/hop.ogg'
[Showing results with pagination = limit: 20, offset: 0]
Read (E:/a327ex/emoji-ball-battles/main.yue)
140→-- player_death: -19.9 dB → 0.35
141→-- grass_land_1/2/3: ~-45.5 dB → 1.0
142→-- grass_impact_1/2/3: ~-29.5 dB → 0.5
143→-- hop: -10.3 dB → 0.12
144→-- concrete_1 (concrete_2): -31.7 dB → 0.8
145→-- concrete_2 (concrete_5): -26.9 dB → 0.7
146→-- concrete_3 (concrete_8): -28.9 dB → 0.8
147→-- dagger_swing_1: -32.8 dB → 1.0
148→-- dagger_swing_2: -26.4 dB → 0.66
149→-- dagger_swing_3 (swing_8): -26.4 dB → 0.66
150→-- dagger_swing_4 (swing_9): -25.1 dB → 0.57
151→-- dagger_swing_5 (swing_10): -29.1 dB → 0.9
152→-- bow_string_drawing_fast_2: -38.9 dB → 1.0
153→-- drawing_bow_backwards_6: -40.6 dB → 1.0
154→-- drawing_bow_backwards_9: -42.3 dB → 1.0
155→-- light_sword_swing_2: -28.3 dB → 0.73
156→-- light_sword_swing_3: -29.7 dB → 0.86
157→-- light_sword_swing_14: -29.7 dB → 0.86
158→-- light_sword_swing_9: -30.0 dB → 1.0
159→-- releasing_bow_string_1: -34.3 dB → 1.0
160→-- releasing_bow_string_2: -35.4 dB → 1.0
161→-- releasing_bow_string_8: -34.0 dB → 1.0
162→-- arrow_hit_wall_1 (ARROW_Hit_Body_stereo): -23.5 dB → 0.47
163→-- arrow_hit_wall_2 (ARROW_Hit_Wood_Shield_stereo): -27.6 dB → 0.72
164→-- sword_impact_body_1 (Impact_Sword_To_Body_05): -19.1 dB → 0.28
165→-- dagger_crit1: -26.2 dB → 0.64
166→-- sword_wood_impact_1 (Impact_Sword_To_Wood_03): -21.6 dB → 0.38
167→-- sword_wood_impact_2 (Impact_Sword_To_Wood_04): -23.4 dB → 0.47
168→-- sword_impact_dirt (Sword_Impact_On_Dirt): -18.2 dB → 0.24
169→-- wind_small_impact_1 (Wind_Small_Impact_1): -19.4 dB → 0.30
... [25 more lines]
Read (E:/a327ex/emoji-ball-battles/main.yue)
105→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'}
106→ an\image c, "assets/#{c}.png"
107→an\image 'plus', 'assets/plus.png'
108→
109→-- UI images
110→an\image 'heart', 'assets/heart.png'
111→an\image 'blue_board', 'assets/blue_board.png'
112→
113→-- Fonts
114→an\font 'fat', 'assets/FatPixelFont.ttf', 8
115→an\font 'lana', 'assets/LanaPixel.ttf', 11
116→
117→-- Spritesheets
118→an\spritesheet 'hit1', 'assets/hit1.png', 96, 48
119→
120→-- Sounds
121→--
122→-- Volume normalization process:
123→-- 1. Convert WAV to OGG: ffmpeg -i "File Name.wav" -c:a libvorbis -q:a 10 file_name.ogg
124→-- 2. Measure mean volume: ffmpeg -i file.ogg -af volumedetect -f null /dev/null 2>&1 | grep mean_volume
125→-- 3. Calculate normalized volume: volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0
126→-- Baseline: -24 dB file plays at 0.5 volume. Quieter files get higher volume, louder files get lower.
127→--
128→-- Normalized volumes (baseline -24 dB, 0.5 base volume):
129→-- ball_ball (suicchi_wo_osu): -16.7 dB → 0.22
130→-- ball_wall: -21.2 dB → 0.36
131→-- dagger_dagger: -16.5 dB → 0.22 (unused)
132→-- dagger_wall: -24.1 dB → 0.5
133→-- dagger_ball: -28.7 dB → 0.7
134→-- gun_fire_1 (revolver_shot1): -24.7 dB → 0.54
... [5 more lines]
I need to measure the dB levels of the saw sound files first:
Bash (ffmpeg -i "E:/a327ex/emoji-ball-battles/assets/saw_hit2.ogg" -af volumedetect -f...)
[Parsed_volumedetect_0 @ 0000021dc7e86840] mean_volume: -28.8 dB
saw_hit1: -25.8 dB →0.5 * 10^(1.8/20)= 0.61saw_hit2: -28.8 dB →0.5 * 10^(4.8/20)= 0.87
Now add the comment entry, the sound loads, and the playback on red hits:
Read (E:/a327ex/emoji-ball-battles/main.yue)
170→-- wind_small_impact_2 (Wind_Small_Impact_2): -18.0 dB → 0.22
171→-- wing_impact_5 (Wing_Impact_5): -18.7 dB → 0.26
172→-- s6_impact_1_v2 (S6_Impact_1_v2): -17.6 dB → 0.21
173→an\sound 'ball_ball', 'assets/ball_wall.ogg'
174→an\sound 'ball_wall', 'assets/ball_wall.ogg'
175→-- an\sound 'dagger_dagger', 'assets/dagger_dagger.ogg'
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now find where the other sounds are loaded and add saw_hit there:
Read (E:/a327ex/emoji-ball-battles/main.yue)
194→an\sound 'concrete_1', 'assets/concrete_2.ogg'
195→an\sound 'concrete_2', 'assets/concrete_5.ogg'
196→an\sound 'concrete_3', 'assets/concrete_8.ogg'
197→an\sound 'dagger_swing_1', 'assets/dagger_swing_1.ogg'
198→an\sound 'dagger_swing_2', 'assets/dagger_swing_2.ogg'
199→an\sound 'dagger_swing_3', 'assets/dagger_swing_8.ogg'
200→an\sound 'dagger_swing_4', 'assets/dagger_swing_9.ogg'
201→an\sound 'dagger_swing_5', 'assets/dagger_swing_10.ogg'
202→an\sound 'bow_draw_1', 'assets/bow_string_drawing_fast_2.ogg'
203→an\sound 'bow_draw_2', 'assets/drawing_bow_backwards_6.ogg'
204→an\sound 'bow_draw_3', 'assets/drawing_bow_backwards_9.ogg'
205→-- an\sound 'bow_release_3', 'assets/releasing_bow_string_8.ogg'
206→an\sound 'sword_swing_1', 'assets/light_sword_swing_2.ogg'
207→an\sound 'sword_swing_2', 'assets/light_sword_swing_3.ogg'
208→an\sound 'sword_swing_3', 'assets/light_sword_swing_14.ogg'
Read (E:/a327ex/emoji-ball-battles/main.yue)
208→an\sound 'sword_swing_3', 'assets/light_sword_swing_14.ogg'
209→an\sound 'sword_swing_4', 'assets/light_sword_swing_9.ogg'
210→-- an\sound 'arrow_hit_wall_1', 'assets/arrow_hit_wall_1.ogg'
211→an\sound 'arrow_hit_wall_2', 'assets/arrow_hit_wall_2.ogg'
212→-- an\sound 'dagger_crit1', 'assets/dagger_crit1.ogg'
213→-- an\sound 'sword_impact_body_1', 'assets/sword_impact_body_1.ogg'
214→-- an\sound 'sword_wood_impact_1', 'assets/sword_wood_impact_1.ogg'
215→-- an\sound 'sword_wood_impact_2', 'assets/sword_wood_impact_2.ogg'
216→an\sound 'sword_impact_dirt', 'assets/sword_impact_dirt.ogg'
217→an\sound 'wind_small_impact_1', 'assets/wind_small_impact_1.ogg'
Read (E:/a327ex/emoji-ball-battles/main.yue)
217→an\sound 'wind_small_impact_1', 'assets/wind_small_impact_1.ogg'
218→-- an\sound 'wind_small_impact_2', 'assets/wind_small_impact_2.ogg'
219→-- an\sound 'wing_impact_5', 'assets/wing_impact_5.ogg'
220→-- an\sound 's6_impact_1_v2', 'assets/s6_impact_1_v2.ogg'
221→an\music 'bgm', 'assets/batoru_umi_to_mamono_no_kodomo_tachi.ogg'
222→an\music 'enbudai', 'assets/enbudai.ogg'
223→an\music_set_volume 0.8
224→
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Now play one randomly on red hits. Find the red hit block in the saw per-frame loop:
Grep (saw_contact_hit_count > 1)
1062- weapon_x = saw_ball.x + saw_ball.weapon_visual_offset*math.cos(saw_ball.angle)
1063- weapon_y = saw_ball.y + saw_ball.weapon_visual_offset*math.sin(saw_ball.angle)
1064- hit_angle = math.angle_to_point(other_ball.x, other_ball.y, weapon_x, weapon_y)
1065- effect_x = other_ball.x + 1.25*other_ball.radius*math.cos(hit_angle)
1066- effect_y = other_ball.y + 1.25*other_ball.radius*math.sin(hit_angle)
1067: if saw_ball.saw_contact_hit_count > 1
1068- @effects\add hit_circle effect_x, effect_y, {radius: 7, color: red}
1069- for i = 1, math.floor an.random\int(2, 4)
1070- @effects\add hit_particle effect_x, effect_y, {velocity: an.random\float(100, 250), duration: an.random\float(0.3, 0.5), color: red, gravity: 300}
1071- else
1072- @\hit_effect effect_x, effect_y, saw_ball.hit_particle_multiplier
--
1866-
1867- -- Sound
1868- an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1869-
1870- -- Spawn damage number above (red for repeated saw hits within a single contact)
1871: num_layer = if source and source.weapon_type == 'saw' and source.saw_contact_hit_count > 1 then recolor_yellow else recolor_blue
1872- @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5, layer: num_layer}
1873-
1874- -- Show HP bar
1875- @hp_bar\activate!
1876-
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done. The volume range (0.61, 0.87) randomly picks between the two files' normalized volumes, which naturally varies pitch between the two sounds via the pitch parameter (0.95, 1.05).
Did you remove the normal hit sound?
No — dagger_ball still plays in take_damage for every hit. Red hits now play both saw_hit and dagger_ball on top of each other. Should I suppress dagger_ball for red saw hits so only saw_hit plays?
Yes.
Read (E:/a327ex/emoji-ball-battles/main.yue)
1865→ @spring\pull 'hit', 0.3, 3, 0.7
1866→ @\flash_ball!
1867→
1868→ -- Sound
1869→ an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1870→
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Done.
OK, now let's go back to 500ms.
Edit (E:/a327ex/emoji-ball-battles/main.yue)
The file E:/a327ex/emoji-ball-battles/main.yue has been updated successfully.
Perfect, the saw is finished. Thank you.
Glad it came together! The saw was a tricky one — the rotating hitbox causing repeated sensor events was a non-obvious bug, and the time-based hit count ended up being a cleaner solution than contact tracking anyway. Good luck with the next weapon.