EBB Sword
Summary
Redesigned the sword weapon mechanic in Emoji Ball Battles. Stripped out the previous session's threshold/charging system (deemed too complex), replaced it with a thrust mechanic — sword rotates normally, detects enemy via raycast, stops, lunges toward them. Built extensive visual polish (afterimages, directional squash, speed ramping, hit stop). Created two new reusable UI classes: afterimage for fading ghost sprites, and a fully reworked font-based status_text with stencil-masked progress fill bar. Also renamed the old status_text to emoji_text and refactored it so each character is a full anchor object child.
Charging System Removal & Code Categorization:
- User was unhappy with the previous session's threshold/charging sword mechanic — too complex, visuals not right
- Categorized all code changes from last session into "keep" (reusable generalizations like per-weapon stats,
fire_particle,sword_flame,recolor_yellowlayer, letter images) vs "discard" (threshold/charging mechanic,sword_charge_particle,energy_strand, test key 'T') - Stripped all charging code, leaving a simple sword that deals
base_damageon contact - Kept
sword_flame,fire_particle,status_text(later renamedemoji_text), and all per-weapon stat generalizations
Thrust Mechanic Design & Implementation:
- User proposed: sword detects enemy via raycast (like
gun_is_aligned), stops rotating, lunges toward enemy - Discussed thematic fit — thrust feels more "spear/rapier" than "sword", but since there's no spear emoji and trident (🔱) exists for later, prototyping on sword was fine
- User decided: thrust damage increases by +1 per successful thrust hit (the scaling stat), shown in weapon UI as "THRUST DMG"
- Fixed cooldown: always 5s (user initially said 1.2s, then changed to 5s)
- Implemented
sword_is_aligned(raycast from sword tip, 120px range),sword_thrust,thrust_endmethods sword_thrustmirrorsgun_firepattern:@timer\whenchecks alignment + readiness
Box2D Density Issues & Resolution:
- Tried
set_density 100to make ball unstoppable during thrust — ball went through walls - Tried
set_density 1— still went through walls - Searched Box2D 3.1 docs: density changes trigger mass recalculation, causing issues with engine wrapper
- User corrected: normal ball density is 0, not 1
- Final solution: removed all density changes, used
set_bullet true(CCD) to prevent wall tunneling, per-frame velocity override (@collider\set_velocityevery frame) to make ball unstoppable during thrust
Thrust Polish (8-item checklist, all completed):
- 5s cooldown + 0.5s duration: Simple config changes
- Hit stop before thrust:
an\hit_stop 0.3with@timer\after 0.01for immediate lunge after — timers don't tick during hit stop, so the 0.01 fires on first frame after - Velocity ramp: Captures current speed at thrust start, tweens to
max(400, start_speed + 200)usingmath.quad_out(fast start, slow end). User corrected: "start from current speed, not fixed", "linear not slow start", then "start fast end slow" - Directional squash: Ball stretched along thrust direction using rotated outer transform push (
@thrust_angle), inner rotation compensated with@angle - @thrust_angle. Squash amounts scale with speed (400→600 range: stretch 0.6→0.8, squeeze 0.3→0.4) using sine curve (full at start, peaks mid-thrust, relaxes at end). Applied to weapon at 0.4 effectiveness - Variable scoping fix:
stretch_amount,squeeze_amount,squash_twere local to ball draw block — hoisted above both ball and weapon draw blocks - Sword offset during squash:
actual_offset += @radius*stretch_amount*squash_t*1.5to keep sword at ball edge during stretch - Removed spring pull and weapon flash from thrust start (user preference)
Afterimage System:
- Discussed dash particles vs trail vs afterimages — user chose afterimages for "anime speed" feel
- Explored capturing layer command queue (impossible — queue is C-side), settled on snapshot approach
- Created
afterimageclass: takespushes(list of push param tables), replays them with fading alpha via@tintcolor object (mutate.aeach frame, pack with@tint!) - Tried
coverlayer to avoid outline darkening — user said "it looks wrong", reverted togamelayer - Added scale shrink below alpha 128 using squared curve
(@tint.a/128)^2to mitigate outline darkness - Spawns every 0.03s during thrust from ball update
Thrust Damage (Once Per Thrust):
- Added
@thrust_hit_this_thrustflag — set false at thrust start, true on first hit - Spawns
emoji_text"+1 dmg" at attacker position on increment
emoji_text Refactoring (formerly status_text):
- Renamed
status_text→emoji_text - Reworked: each character is now a full
objectchild using inline object pattern from cloud code (object!→\set{}→\action→\flow_to) - User naming corrections:
c→character_object,idx→index,char_layer→layer,character_x/y→x/y,image_name = char == '+' and 'plus' or char,parent = @parent
New status_text Class (Font-Based with Progress Fill):
- Uses
layer_draw_glyphfor per-character rendering withfont_get_char_widthfor layout - Takes
nameparameter —super nameenables auto-linking viaflow_to(e.g.,@thrust_textauto-set on parent ball) - Per-character objects with
shakemodule — tried handcam (all moved identically), fixed withsineshake + random time offset per character - Progress fill: two-pass stencil drawing in
late_update— Pass 1: all chars in@base_color, Pass 2: stencil mask rectangle → chars in@fill_color→ stencil off - Children compute positions in
action(update phase), parent draws inlate_update(late phase) — guaranteed correct ordering since engine runs all updates then all late_updates - Fill modes:
'channeling'(left-to-right) and'using'(right-to-left) @scaleand@angleparameters rotate/scale entire text around center via outer push/pop- Death effect (
diemethod): each character gets world position computed from local+angle+scale, randomdeath_vy,death_angular_speed,death_scaletweened to 0 withmath.cubic_out, duration randomized 0.8-1.2s,death_colormatches final fill state (packed integer — no!call needed) - Self-managing
@durationparameter: auto-increments@progressinupdate,@timer\after @durationcalls@\die!.@stoppedflag halts progress (e.g., wall hit) without killing - User correction: "
@\kill!in tween callback should bechild\kill!" - User correction: "parent cleanup timer should be 0.51 not 0.6 (just over the max tween duration)"
Cooldown Bar:
- New
cooldown_barclass modeled afterhp_bar— draws bg rectangle + fill rectangle - Initially positioned along weapon axis with rotation — user said "UI shouldn't really move", moved to fixed position above ball
activate(duration)resets and starts filling; auto-deactivates at progress=1- Activated in
gun_fire(with computed cooldown) andthrust_end(with@thrust_cooldown) - Stored
@weapon_draw_x/@weapon_draw_yon ball for weapon-relative positioning (later unused when switched to ball-relative)
TODO Items Added:
- UI anti-overlap system: check all existing UI elements before spawning, compute space needed, find closest non-overlapping position
- Decomposed into multiple individual tasks per todo.md conventions
Errors Encountered:
fill_xundefined after edit (nil passed tolayer_rectangle) — replaced with-@total_width/2@death_color!called on packed integer — removed!since value already packed- Per-character fill snapping instead of smooth — switched from per-char color check to stencil approach
- Stencil rectangle not rotated with text — moved into push/pop transform
- All shake characters moving identically — added random time offset to sine instances
- Box2D density changes causing wall tunneling and gravity loss — removed density changes entirely
Hi, Claude. Last session we worked on the Sword for Emoji Ball Battles but I'm fairly unhappy with the result. The original +1 damage per hit plan was too overpowered so we decided on another system, but I really wasn't happy with it in the end. Please read all the relevant files, including the git diff in main.yue to see what we did there last session, and give me a summary of your understanding.
Let me read the relevant files and check the git diff.
Read (E:\a327ex\website\notes\Anchor Engine Overview.md)
<tool_use_error>File does not exist.</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
<tool_use_error>Sibling tool call errored</tool_use_error>
Bash (cd E:/a327ex/emoji-ball-battles && git diff HEAD~1 -- main.yue)
<tool_use_error>Sibling tool call errored</tool_use_error>
Let me try the correct paths.
Bash (cd E:/a327ex/emoji-ball-battles && git log --oneline -10)
4119ead EBB Sword (Redo)
b523f5a Update todo
97b1a4c EBB Status Effect System Design
2dc6c03 Sync API documentation and update main.lua
626d713 EBB Weapon Design and Plan
413decf EBB Gameplay Mechanics, UI 2
dd8e77f EBB UI 1
23ae623 EBB Sounds 1
647a264 EBB Visual Polish
ed892d7 Wall Dither Checkpoint
Read (E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.md)
1→Generated by Claude (Opus 4.5)
2→
3→---
4→
5→# Anchor Engine Overview
6→
7→Anchor is a 2D game engine for solo indie developers. It combines a C core with YueScript (a language that compiles to Lua) for game logic. The engine handles rendering, physics, audio, and input while the framework provides high-level abstractions for building games quickly.
8→
9→---
10→
11→## Core Philosophy
12→
13→**Locality** — Everything about a game object lives in one place. No scattered configuration files, no registering components in separate systems. A class definition contains its properties, behaviors, children, and cleanup logic together.
14→
15→**No bureaucracy** — No imports, no dependency injection, no boilerplate. Resources are registered once and accessed globally. Things work without setup.
16→
17→**YueScript** — A clean syntax that compiles to Lua. Classes, `@` for self-reference, significant whitespace, operator overloading. Pleasant to read and write.
18→
19→---
20→
21→## Architecture
22→
23→```
24→┌─────────────────────────────────────────┐
25→│ Game Code (YueScript) │
26→│ - Your game objects and logic │
27→├─────────────────────────────────────────┤
28→│ Framework (YueScript) │
29→│ - object, layer, timer, collider, etc. │
30→├─────────────────────────────────────────┤
... [601 more lines]
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
1→# Framework API Quick Reference
2→
3→Function signatures for YueScript framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4→
5→## Initialization
6→
7→```
8→require('anchor')
9→ width: 640 -- game resolution width (default: 480)
10→ height: 360 -- game resolution height (default: 270)
11→ title: "My Game" -- window title (default: "Anchor")
12→ scale: 2 -- initial window scale (default: 3)
13→ vsync: true -- vertical sync (default: true)
14→ fullscreen: false -- start fullscreen (default: false)
15→ resizable: true -- window resizable (default: true)
16→ filter: "rough" -- "rough" or "smooth" (default: "rough")
17→```
18→
19→## Root Object (an)
20→
21→### Engine State (Static)
22→```
23→an.width -> int -- game resolution width
24→an.height -> int -- game resolution height
25→an.dt -> number -- fixed delta time (1/120)
26→an.platform -> string -- "web" or "windows"
27→```
28→
29→### Engine State (Dynamic - updated every frame)
30→```
... [622 more lines]
Bash (cd E:/a327ex/emoji-ball-battles && git diff b523f5a..4119ead -- main.yue)
<persisted-output>
Output too large (42.1KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\43140679-aaa3-4334-8fb9-32f19383ee27\tool-results\toolu_01SQDk8Tq91snhwVSMM26dKR.txt
Preview (first 2KB):
diff --git a/main.yue b/main.yue
index ddfd31a..076922f 100644
--- a/main.yue
+++ b/main.yue
@@ -50,14 +50,17 @@ actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only s
effects = an\layer 'effects'
effects_outline = an\layer 'effects_outline'
recolor_blue = an\layer 'recolor_blue'
+recolor_yellow = an\layer 'recolor_yellow'
ui = an\layer 'ui'
ui_outline = an\layer 'ui_outline'
shadow = an\layer 'shadow'
debug_draw = an\layer 'debug_draw'
+--[[
-- UI layers don't use camera (no shake)
ui.camera = nil
ui_outline.camera = nil
+]]
-- Shaders
an\shader 'shadow', 'assets/shadow.frag'
@@ -72,7 +75,7 @@ an\image 'cowboy_hit', 'assets/cowboy_hit.png'
an\image 'no_mouth', 'assets/no_mouth.png'
an\image 'no_mouth_hit', 'assets/no_mouth_hit.png'
an\image 'dagger', 'assets/dagger.png'
... [35 more lines]
Let me read the full diff and the current main.yue to understand the sword implementation.
Read (C:\Users\adn.claude\projects\E--a327ex\43140679-aaa3-4334-8fb9-32f19383ee27\tool-results\toolu_01SQDk8Tq91snhwVSMM26dKR.txt)
1→diff --git a/main.yue b/main.yue
2→index ddfd31a..076922f 100644
3→--- a/main.yue
4→+++ b/main.yue
5→@@ -50,14 +50,17 @@ actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only s
6→ effects = an\layer 'effects'
7→ effects_outline = an\layer 'effects_outline'
8→ recolor_blue = an\layer 'recolor_blue'
9→+recolor_yellow = an\layer 'recolor_yellow'
10→ ui = an\layer 'ui'
11→ ui_outline = an\layer 'ui_outline'
12→ shadow = an\layer 'shadow'
13→ debug_draw = an\layer 'debug_draw'
14→
15→+--[[
16→ -- UI layers don't use camera (no shake)
17→ ui.camera = nil
18→ ui_outline.camera = nil
19→+]]
20→
21→ -- Shaders
22→ an\shader 'shadow', 'assets/shadow.frag'
23→@@ -72,7 +75,7 @@ an\image 'cowboy_hit', 'assets/cowboy_hit.png'
24→ an\image 'no_mouth', 'assets/no_mouth.png'
25→ an\image 'no_mouth_hit', 'assets/no_mouth_hit.png'
26→ an\image 'dagger', 'assets/dagger.png'
27→-an\image 'gun', 'assets/gun.png'
28→+an\image 'sword', 'assets/sword.png'
29→ an\image 'gun', 'assets/gun.png'
30→ an\image 'boom', 'assets/boom.png'
... [946 more lines]
Bash (cd E:/a327ex/emoji-ball-battles && git log --oneline -5 --format="%h %s%n%b" 411...)
4119ead EBB Sword (Redo)
Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
b523f5a Update todo
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
97b1a4c EBB Status Effect System Design
Designed a comprehensive status effect system for Emoji Ball Battles, defining 11 distinct effects with unique mechanics, stack behaviors, and scaling paths. Also created 65+ items that interact with these effects.
**Todo System Setup:**
- Created `todo.md` with priority-ordering convention (highest priority first)
- Established that todo.md is for idea tracking, not active implementation
- Implementation plans remain separate from the todo file
**Status Effect Research Phase:**
- Researched status effects across 10 games: Path of Exile, League of Legends, Dota 2, Risk of Rain 2, Isaac, Hades, Deadlock, Artifact, Slay the Spire, Tree of Savior
- Identified categories: DoTs, movement impairment, hard CC, displacement, damage modification, defense reduction, attack/ability impairment, forced action, resource manipulation
- Compiled findings into `reference/status-effects-research.md`
- Key insight: Different stack mechanics exist - Intensity (scales with stacks), Duration (lasts X turns), Counter (triggers on event), Independent (each stack separate)
**Status Effect Definitions:**
- **Poison (P):** Independent stacks, 0.5s tick rate, 1 damage per tick, 2s per stack duration (each stack = 4 damage). At 1 hit/s ≈ 4 DPS. User correction: "stacks last 2s, not consumed on first tick"
- **Bleed (B):** Counter mechanic, triggers on wall hits, 1 damage per wall hit, consumes 1 stack. Synergizes with knockback
- **Burn (B):** Refreshing stacks, 2s tick rate, 6s duration (3 ticks), damage = current stacks per tick. All stacks cleared on expiry. Scales quadratically with +stacks/hit items
- **Slow (S):** Independent stacks, affects rotation speed only (-X% per stack), 4s per stack, soft cap at 10 stacks. User specified: "2, no stack cap, more than 10 doesn't do anything"
- **Ground (G):** Counter mechanic, -0.1 restitution per stack, consumed on floor bounce, disables energy maintenance and unstick hop. At 10 stacks = 0 restitution = instant grounding
- **Stun (T):** Threshold mechanic (5 stacks triggers), 1s weapon disable, duration scales with stacks accumulated
- **Freeze (F):** Threshold mechanic (5 stacks triggers), 1s full disable (ball + weapon), shatter bonus damage while frozen, duration scales with stacks
... [67 more lines]
Let me check the weapon design docs to understand the original sword plan.
Task (Find sword design specs)
[
{
"type": "text",
"text": "Perfect! I've extracted all the sword-related information from the codebase. Here's a comprehensive report:\n\n## Sword Weapon Design - Complete Extraction\n\n### From WEAPON_DESIGN.md\n\n**Basic Design (Line 292):**\n- Emoji: \ud83d\udde1\ufe0f (derived from \u2694\ufe0f)\n- Effect: +1 damage per hit\n- Category: Basic melee, baseline for damage\n\n**Weapon Tags (Lines 340-341):**\n```\nWeapon: \ud83d\udde1\ufe0f Sword\nDescription: +1 damage per hit\nTags: Physical, Rotation\n```\n\n### From PHASE2_WEAPONS.md\n\n**Implementation Details (Lines 17-19):**\n```\n| Weapon | Description | Tags | Scaling |\n|--------|-------------|------|---------|\n| \ud83d\udde1\ufe0f Sword | Basic melee, baseline for damage | Physical, Rotation | +1 damage per hit |\n```\n\n**Implementation Notes (Lines 21-24):**\n- Sword is the **simplest rotation weapon** \u2014 use as template for other rotation weapons\n- Foundation weapon for baseline damage mechanics\n- Meant to be used as a reference implementation for other rotation-based weapons\n\n**Implementation Order (Line 179):**\n- Sword is listed as **Priority #1 in the implementation sequence**\n- Designation: \"Sword (simplest rotation, damage scaling baseline)\"\n- Precedes Bow and Hammer in the foundation phase\n\n### Architecture Context (Lines 217-219):**\n```\nweapon_category: 'melee'\n\u2014 deals contact damage through rotation (Dagger, Sword, Knife, Hammer)\n```\n\n### Scaling System (Lines 224-231):**\n```\nAll weapons scale some stat per successful hit:\n@hits_landed += 1\n@scaled_stat = @base_stat + (@hits_landed * @stat_increase_per_hit)\n\nFor Sword: each hit adds +1 to base damage\n```\n\n### In todo.md\n\n**Result:** No sword-specific notes found in the todo.md file. The todo list focuses on status effects UI, class implementations (Fencer, Spellblade), and specialized items\u2014no sword implementation tasks are currently tracked there.\n\n---\n\n## Summary\n\nThe Sword is the **foundational melee weapon** in emoji-ball-battles, designed as the simplest rotation-based weapon to serve as a template for more complex melee weapons. It deals basic contact damage and scales linearly (+1 damage per successful hit), making it the ideal starting point for weapon implementation."
},
{
"type": "text",
"text": "agentId: ae7b0b6 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 25866\ntool_uses: 4\nduration_ms: 22762</usage>"
}
]
Here's my understanding of what happened:
Original Sword Design
The design docs (WEAPON_DESIGN.md, PHASE2_WEAPONS.md) spec the Sword as the simplest melee weapon — +1 damage per hit, serving as the baseline damage-scaling template for all rotation weapons.
What Was Implemented (Last Session)
The "+1 damage per hit" plan was deemed too overpowered, so the implementation pivoted to a threshold-based charging system:
Threshold mechanic: Each hit increments
damage_threshold_progress(with a 0.5s cooldown between counting hits). After 5 hits (damage_threshold), the sword enters a charging state.Charging state: The sword tweens to white, grows 1.35x, gets an offset, and spawns a
sword_flame— a whole candle-like flame visual with wind physics, segment-based wobble, and increasing shake/wobble progression over ~8 seconds.Cashing in the charge: If you hit an enemy while charging, you get +1 base damage permanently, the charge resets, and you get a big effect burst (scaled by how long you charged, using a smootherstep curve — ~20% intensity at 4s, ~50% at 6s, 100% at 12s).
Heavy weapon feel: The sword has higher weight (1.5x, resists rotation changes from collisions), longer hit stops (1.4x), bigger particles (1.2x), and stronger camera shake (1.5x).
Supporting systems built:
sword_flameclass (wind/wobble physics, quad rendering),fire_particle,sword_charge_particle,energy_strand,status_text("+1 dmg" popup with per-character rendering onrecolor_yellowlayer).
The Problem
The simple "+1 per hit" was too strong — sword would outscale everything quickly. But you're unhappy with the threshold/charging replacement too. What's bothering you about it? Is it the feel, the complexity, the pacing of damage scaling, the visuals, or something else? Happy to brainstorm alternatives.
The complexity and the visuals. I'd like to try several alternatives that would be simpler. But before, I'd like to extract things in the code that we did last session that were good and likely going to be used in the future, from things that aren't. Can you summarized code-wise what we added?
Here's a breakdown of everything added in the diff, categorized:
Likely Keepers (general-purpose, reusable)
Infrastructure:
recolor_yellowlayer + render/draw pipeline entry- Letter images (a-z + 'plus') registration — useful for any text popup
swordimage registration
Per-weapon stat system (generalizes what was hardcoded):
weapon_weightproperty + post-collision velocity/angular-velocity scalinghit_stop_multiplier,hit_particle_multiplier,camera_shake_multiplierper weaponweapon_perpendicular_offset(generalized from gun's hardcoded2)base_damageas a ball property (was hardcoded1)base_angular_velocity/max_angular_velocitymoved into per-weapon config blockslast_angular_velocitytracking for weight-based collision handling
Combat improvements:
hit_effectandhit_stopnow accept amultiplierparameter- Camera shake on ball-ball collision (with per-weapon multipliers)
- Weapon-type branching for on-hit logic (
if attacker.weapon_type == 'dagger'/'sword') take_damageusesattacker.base_damageinstead of hardcoded1
New classes:
fire_particle— general-purpose rising/shrinking/color-changing particle, useful for candle weapon, burn effects, etc.status_text— floating per-character text popup ("+1 dmg"), useful for any status message
Cosmetic cleanup:
perprenamed toperpendicularin gun methodsweapon_uihandles sword image in its conditional
Sword-Charging Specific (likely discard)
The threshold/charging mechanic:
damage_threshold,damage_threshold_progress,damage_threshold_cooldownweapon_charging,weapon_charge_durationweapon_charge_color,weapon_charge_scale,weapon_charge_offsetweapon_charge_shake,ball_charge_shakeweapon_charge_wobble_strength,weapon_charge_wobble_delayweapon_charging_text,weapon_charging_dotsspring\add 'charging_text'- All the charge timers (
weapon_charge,sword_flame_scale,charge_progression,charge_shake,charge_wobble,charge_wobble_continuous,charging_text) - Ball position shake during charging
- Weapon position shake during charging
weapon_charge_scaleapplied to weapon draw- Flash color logic for charging state
- The entire
elseif attacker.weapon_type == 'sword'on-hit block (~70 lines) - Charging indicator in weapon_ui (DAMAGE/THRESHOLD/CHARGING rows)
- Smootherstep intensity curve on charge-hit
Charge-specific classes:
sword_flame(~150 lines) — wind physics, segment quads, wobblesword_charge_particle— follows sword transform during chargeenergy_strand— wiggly line flowing from sword
Uncertain
- UI camera commented out (
ui.camera = nil) — intentional change or debug leftover? - Test key 'T' for spawning status text — debug, should go
- Removed test keys 'K' and 'P' — were those still useful to you?
- Debug weapon hitbox draw (commented-out rectangle) — useful for dev?
Want me to strip out the "discard" stuff while preserving the keepers? And what about those uncertain items?
Everything under "The threshold/charging mechanic", sword_charge_particle, energy_strange, Test Key 'T' can be removed from the codebase. So in the end we should have a sword that deals 1 damage on contact in a simple way. Everything else can be kept, including sword_flame, fire_particle, status_text, and other changes we did that generalized the codebase more, since those will be useful for the future.
Let me read the current main.yue to make precise edits.
Read (E:\a327ex\emoji-ball-battles\main.yue)
File content (38948 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content.
Read (E:\a327ex\emoji-ball-battles\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→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg_color = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→star_yellow = color 255, 172, 51
20→orange = color 244, 146, 0
21→blue = color 83, 175, 239
22→green = color 122, 179, 87
23→red = color 223, 37, 64
24→purple = color 172, 144, 216
25→brown = color 195, 105, 77
26→wall_color = fg\clone!\mix yellow, 0.1
27→
28→-- Sky colors (subtle blue gradient)
29→sky_top = color 135, 206, 235 -- light sky blue
30→sky_bottom = color 231, 232, 233 -- same as fg (off-white)
... [470 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
501→ else
502→ -- Normal energy redistribution system
503→ speed_ratio = math.remap(max_speed, 0, @max_ball_speed, 0, 1)
504→ if an.random\bool speed_ratio*100
505→ energy_a = vx_a*vx_a + vy_a*vy_a
506→ energy_b = vx_b*vx_b + vy_b*vy_b
507→ total_energy = energy_a + energy_b
508→
509→ -- Only redistribute if both balls have some energy (preserves direction)
510→ if total_energy > 0 and energy_a > 0.01 and energy_b > 0.01
511→ -- Current energy distribution ratio
512→ ratio_a = energy_a/total_energy
513→
514→ -- Normal distribution centered at 0.5
515→ -- Stddev shrinks as speed increases: wide spread at low speed, tight at high speed
516→ stddev = math.remap(speed_ratio, 0, 1, 0.3, 0.1)
517→ random_ratio = an.random\normal(0.5, stddev)
518→
519→ -- Blend from current ratio toward normal random based on speed
520→ -- At low speed: stays close to physics result
521→ -- At high speed: moves toward middle-favoring random
522→ new_ratio_a = math.lerp(speed_ratio, ratio_a, random_ratio)
523→ new_ratio_a = math.clamp(new_ratio_a, 0.05, 0.95)
524→
525→ -- Calculate new energies and scale velocities (preserves direction)
526→ new_energy_a = total_energy*new_ratio_a
527→ new_energy_b = total_energy*(1 - new_ratio_a)
528→
529→ scale_a = math.sqrt(new_energy_a/energy_a)
530→ scale_b = math.sqrt(new_energy_b/energy_b)
... [470 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1001→
1002→ -- Spawn 2-3 random plant groups on the arena floor without overlap
1003→ spawn_plants: =>
1004→ floor_y = @y + @h
1005→ num_groups = an.random\int 2, 3
1006→ spawned = {} -- {left, right} for each spawned group
1007→
1008→ for i = 1, num_groups
1009→ -- Try to find a non-overlapping position
1010→ attempts = 0
1011→ while attempts < 20
1012→ group_index = an.random\int 1, 8
1013→ extent = @plant_group_extents[group_index]
1014→
1015→ -- Random x within arena bounds (accounting for group extent)
1016→ min_x = @x - extent.left + 5
1017→ max_x = @x + @w - extent.right - 5
1018→ if max_x > min_x
1019→ spawn_x = an.random\float min_x, max_x
1020→
1021→ -- Check overlap with already spawned groups
1022→ overlaps = false
1023→ for s in *spawned
1024→ new_left = spawn_x + extent.left
1025→ new_right = spawn_x + extent.right
1026→ if new_left < s.right and new_right > s.left
1027→ overlaps = true
1028→ break
1029→
1030→ if not overlaps
... [470 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1501→ ray_end_y = gun_tip_y + ray_length*math.sin(@angle)
1502→
1503→ -- debug_draw\line gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 2, red!
1504→
1505→ hit = an\raycast gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 'ball'
1506→ hit and hit.object.team != @team
1507→
1508→ -- Fire a single shot with all effects at current position
1509→ fire_single_shot: =>
1510→ -- Sound
1511→ an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
1512→
1513→ gun_tip_offset = @weapon_visual_offset + 12
1514→ perpendicular = @angle - math.pi/2
1515→
1516→ -- Spawn boom particle
1517→ boom_offset = an.random\float(0.9, 1.1)*gun_tip_offset
1518→ boom_x = @x + boom_offset*math.cos(@angle) + 10*math.cos(perpendicular)
1519→ boom_y = @y + boom_offset*math.sin(@angle) + 10*math.sin(perpendicular)
1520→ @parent.effects\add boom_particle boom_x, boom_y
1521→
1522→ -- Weapon feedback
1523→ @spring\pull 'weapon', 0.6, 3, 0.7
1524→ @spring\pull 'hit', 0.25, 3, 0.5
1525→ @\recoil_weapon!
1526→ @weapon_ui\shoot!
1527→
1528→ -- Spawn projectile
1529→ @parent.projectiles\add projectile boom_x, boom_y,
1530→ velocity: 15
... [470 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
2001→ @vy -= 100*dt
2002→ @x += @vx*dt
2003→ @y += @vy*dt
2004→
2005→ effects\circle @x, @y, @radius, @color!
2006→
2007→
2008→
2009→-- Sword charge particle: follows sword transform, drifts upward in world space
2010→class sword_charge_particle extends object
2011→ new: (@local_x, @local_y, args={}) =>
2012→ super!
2013→ @vx = an.random\float -30, 30
2014→ @vy = an.random\float -60, -20
2015→ @wx, @wy = 0, 0
2016→ @radius = an.random\float(2.5, 3)*(args.size_multiplier or 1)
2017→ @color = args.color_1 and args.color_1\clone! or color(255, 220, 60)\clone!
2018→ @color_2 = args.color_2 or color(255, 60, 20)!
2019→
2020→ duration = args.duration or an.random\float 0.3, 0.8
2021→
2022→ @\add timer!
2023→ @timer\after 0.6*duration, ->
2024→ @timer\tween 0.4*duration, @, {radius: 0}, math.linear, -> @\kill!
2025→ @timer\tween duration, @color, {r: @color_2.r, g: @color_2.g, b: @color_2.b}, math.linear
2026→
2027→ update: (dt) =>
2028→ @vx = math.damping(0.9, 0.5, dt, @vx)
2029→ @vy -= 100*dt
2030→ @wx += @vx*dt
... [470 more lines]
Now I have a clear picture of all the edits needed. Let me make them systematically — starting with the larger blocks and working through the smaller ones.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the ball class charging properties.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the ball drawing — remove charge shake from ball position.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the weapon drawing — remove charge offset, charge shake, charge scale, and charging flash color.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the weapon_ui sword section — replace the threshold/charging display with just DAMAGE.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now remove the sword_charge_particle and energy_strand classes.
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 the edits look correct by checking the key areas.
Grep (weapon_charging|charge_hit_intensity|damage_threshold|weapon_charge_|ball_charge_shake|charging_text)
2028: shake = @parent.weapon_charge_shake or 0
There's one remaining reference in sword_flame. Since weapon_charge_shake no longer exists on the ball, that or 0 fallback handles it — the shake will just always be 0. But it's cleaner to just use 0 directly since the property is gone. Let me also check for any other stale references.
Grep (weapon_charge_shake)
2028: shake = @parent.weapon_charge_shake or 0
That's in the sword_flame update. Since we're keeping sword_flame for future use, and the parent won't have weapon_charge_shake anymore, the or 0 makes it safe. But let me clean it up — just default to 0 for now, and later if shake is needed it can be re-added.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now let me also check that sword_charge_particle and energy_strand are fully gone, and verify the sword_flame's remaining shake references.
Grep (sword_charge_particle|energy_strand|class sword_charge|class energy_str)
No matches found
Good. Let me do a final check — verify the melee hit section and ball drawing section look clean.
Grep (weapon_hitbox.*ball)
187:an\physics_sensor 'weapon_hitbox', 'ball'
188-an\physics_sensor 'weapon_hitbox', 'plant_ghost'
189-an\physics_sensor 'plant_ghost', 'ball'
190-
191--- Render and composite layers
192-draw = ->
193- bg\render!
194- back\render!
195- game\render!
196- front\render!
197- cover\render!
198- weapons\render!
199- outline_only\render!
200- effects\render!
201- recolor_blue\render!
202- recolor_yellow\render!
203- ui\render!
204- debug_draw\render!
205-
206- -- Recolor blue sprites and composite into effects
207- shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 0.231, 0.533, 0.765, 1
208- effects\draw_from recolor_blue, an.shaders.recolor
209-
210- -- Recolor yellow sprites and composite into effects (using red)
211- shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 223/255, 37/255, 64/255, 1
212- effects\draw_from recolor_yellow, an.shaders.recolor
--
788: for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
789: attacker = event.a -- weapon_hitbox tag (ball that owns the weapon)
790- defender = event.b -- ball tag (ball that got hit)
... [51 more lines]
The melee hit section looks clean — sword hits just deal base_damage with no special scaling logic. Let me verify the ball drawing section too.
Grep (Draw ball with world-aligned)
1309: -- Draw ball with world-aligned squash
1310- squash_x = @spring.squash_x.x
1311- squash_y = @spring.squash_y.x
1312- hit_scale = @spring.hit.x
1313- game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1314- game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1315- game\image @image, 0, 0, nil, @ball_flashing and white!
1316- game\pop!
1317- game\pop!
1318-
1319- -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1320- actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1321- perpendicular_angle = @angle - math.pi/2
1322- weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1323- weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1324- weapon_spring = @spring.weapon.x
1325- weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1326- weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1327- weapons\pop!
1328-
1329- -- Debug draw weapon hitbox
Clean. Now let me build to make sure nothing is broken.
Bash (cd E:/a327ex/emoji-ball-battles && cat run.bat)
@echo off
cd /d "%~dp0"
.\yue.exe -r main.yue
.\yue.exe -r anchor/
.\anchor.exe .
Bash (cd E:/a327ex/emoji-ball-battles && ./yue.exe -r main.yue && ./yue.exe -r anchor/...)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). STOP what you are doing and wait for the user to tell you how to proceed.
[Request interrupted by user for tool use]
It all runs fine. I'd like to try a mechanic where the sword rotates normally as it does now, but once a raycast from it touches the enemy, it stops rotating and lunges towards the enemy. Kinda like how the gun works, but instead of shooting it does the lunge. What would your plan of attack be for this?
Interesting idea — it's essentially the gun's detection system but with a melee payoff. Here's how I'd think about it:
Detection — almost identical to gun_is_aligned. A sword_is_aligned raycast from the sword tip, checked via a when timer + cooldown, just like the gun.
The lunge itself — this is the main design question. A few approaches:
Impulse the ball: Stop rotation, apply a strong impulse toward the enemy. The existing weapon_hitbox naturally makes contact because the ball physically moves. Simple, physical, feels impactful. Downside: it changes the ball's trajectory significantly, which interacts with all the energy systems.
Extend the weapon visually + temporary sensor: Stop rotation, tween
weapon_visual_offsetoutward (sword extends), spawn a temporary larger sensor box for the lunge reach, retract after. Ball stays put, sword stabs forward. More controlled but more code.Hybrid: Small impulse + weapon extension. Ball moves a bit, sword also extends. Best of both but most complex.
Recovery: After the lunge, unfix rotation, resume base_angular_velocity, cooldown starts (scaling with hits like the gun).
I'd lean toward approach 1 (impulse the ball) to start — it's the simplest, most physical, and reuses the most existing code. If it doesn't feel right, we can layer on weapon extension later.
Key things I'd want your input on:
- Do you prefer the ball physically lunging, or the sword extending while the ball stays, or both?
- Should the lunge deal extra damage or just the normal
base_damage? - Any feel preference for cooldown timing? (Gun starts at 1.2s, goes down to 0.2s over 50 hits)
Let's make it so that lunge damage increases by 1 any time the sword hits while lunging. This is the stat that increases, this is what should be on the UI too for the sword. Also, let's call the lunge a thrust instead. Let's do option 1, just stop rotating, set gravity to 0 (may change depending on how it feels), impulse the ball towards the target direction. Does this feel thematically correct for a sword? I feel like this is best for a spear, but there are no spear emojis so maybe this works?
Honestly — a thrust is a perfectly valid sword move (fencing is almost entirely thrusts, and longsword techniques include lots of thrusting), but you're right that it's not the most iconic sword move. The most iconic sword thing is the swing/slash, which the rotation already provides. So together — spin + thrust — it creates a "fencer" feel, which is actually cool.
That said, a thrust is the most natural fit for a spear/polearm. And you do have the trident in your Phase 2 weapon list — 🔱 has a real emoji. A trident whose whole identity is "stop, aim, thrust" feels extremely right.
For the sword specifically, some alternatives that might feel more "sword-like":
- Heavy slash: stops rotating, winds up briefly, then resumes at 2-3x speed for one rotation (a big telegraphed swing). Damage bonus on that hit.
- Dash-through: stops rotating, impulses the ball through the enemy. Damages on pass-through.
- The thrust as-is: works fine, especially if you think of it as a rapier/fencing sword. The ⚔️ emoji actually has a thin blade.
But also — maybe you prototype the thrust on the sword now, and if it feels more "spear-y" than "sword-y" once you see it, you move the mechanic to the trident and give the sword something else? The implementation would be nearly identical regardless of which weapon gets it.
What do you think?
Let's try it.
Here's what I'll implement — the key code for the thrust:
sword_thrust: =>
@thrust_ready = false
@thrusting = true
@pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
-- Stop rotation and gravity
@collider\set_fixed_rotation true
@collider\set_gravity_scale 0
-- Set velocity toward thrust direction (clean, deliberate movement)
@collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
-- Visual feedback
@\flash_weapon!
@spring\pull 'weapon', 0.5, 3, 0.7
-- End thrust after duration
@timer\after @thrust_duration, 'thrust_end', ->
@thrusting = false
@collider\set_fixed_rotation false
@collider\set_gravity_scale 1
@collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
@time_above_base = 0
@time_below_base = 0
cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed*@cooldown_reduction_per_hit)
@timer\after cooldown, 'thrust_cooldown', -> @thrust_ready = true
And in the hit handler, if attacker.thrusting, use thrust_damage and increment it. Does this look right to you, or should I adjust anything before implementing?
Sure.
Let me implement all the pieces. I'll start with the ball class changes, then the arena hit handler, then the UI.
[Request interrupted by user]
Oh yea, just don't change the cooldown at all. It should always be 1.2 and never decrease.
Got it — fixed 1.2s cooldown, no scaling. Let me implement everything.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1060→ @\tag 'ball'
1061→ @image = @team == 'player' and an.images.cowboy or an.images.no_mouth
1062→ @radius = 10
1063→ @scale = 2*@radius/@image.width
1064→ @scale = 1.125*@scale if @team == 'player' -- cowboy is visually larger
1065→
1066→ -- Weapon setup based on weapon_type
1067→ if @weapon_type == 'gun'
1068→ @weapon_class = 'ranged'
1069→ @weapon_image = an.images.gun
1070→ @weapon_visual_offset = 21
1071→ @weapon_perpendicular_offset = 2
1072→ @weapon_hitbox_offset = 21
1073→ @weapon_hitbox_length = 20
1074→ @weapon_hitbox_width = 12
1075→ @weapon_scale = 18/512 -- gun.png is 512x512
1076→ @weapon_scale_y = -18/512 -- y flipped
1077→ @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
1078→ @base_angular_velocity = 1.5*math.pi
1079→ @max_angular_velocity = 3*math.pi
1080→ @weapon_weight = 1.0
1081→ @hit_stop_multiplier = 1.0
1082→ @hit_particle_multiplier = 1.0
1083→ @camera_shake_multiplier = 1.0
1084→ elseif @weapon_type == 'sword'
1085→ @weapon_class = 'melee'
1086→ @weapon_image = an.images.sword
1087→ @weapon_visual_offset = 34
1088→ @weapon_perpendicular_offset = 0
1089→ @weapon_hitbox_offset = 38
... [90 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1179→ @burstfire_chance_increase_per_hit = 0.01 -- 1% per hit
1180→ @base_burstfire_delay = 0.4
1181→ @minimum_burstfire_delay = 0.05
1182→ @burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50 -- reaches 0.05s in 50 hits
1183→ @base_angular_velocity_increase_per_hit = 0.2*math.pi -- dagger scaling
1184→
1185→ -- HP UI (heart + number display at top of screen)
1186→ @\add hp_ui @team, @hp, @max_hp
1187→
1188→ -- Weapon UI (emoji, weapon icon, and stat board)
1189→ @\add weapon_ui @team, @weapon_type
1190→
1191→ -- Ball starts with no gravity until game starts
1192→ @\add timer!
1193→ @collider\set_gravity_scale 0
1194→
1195→ -- Gun auto-firing: when aligned and ready, fire
1196→ if @weapon_type == 'gun'
1197→ @gun_ready = true
1198→ @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
1199→
1200→ update: (dt) =>
1201→ -- When paused, use dt = 0 so physics logic doesn't run
1202→ dt = 0 if @parent.paused
1203→
1204→ -- Read angle from physics
1205→ @angle = @collider\get_angle!
1206→
1207→ -- Angular velocity guardrails
1208→ angular_velocity = @collider\get_angular_velocity!
... [90 more lines]
Now let me read the gun methods to place the sword methods nearby.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1380→ -- Gun alignment check: raycast to see if enemy is in line of sight
1381→ gun_is_aligned: =>
1382→ gun_tip_offset = @weapon_visual_offset + 12
1383→ perpendicular = @angle - math.pi/2
1384→ gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perpendicular)
1385→ gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perpendicular)
1386→
1387→ ray_length = 500
1388→ ray_end_x = gun_tip_x + ray_length*math.cos(@angle)
1389→ ray_end_y = gun_tip_y + ray_length*math.sin(@angle)
1390→
1391→ -- debug_draw\line gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 2, red!
1392→
1393→ hit = an\raycast gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 'ball'
1394→ hit and hit.object.team != @team
1395→
1396→ -- Fire a single shot with all effects at current position
1397→ fire_single_shot: =>
1398→ -- Sound
1399→ an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
1400→
1401→ gun_tip_offset = @weapon_visual_offset + 12
1402→ perpendicular = @angle - math.pi/2
1403→
1404→ -- Spawn boom particle
1405→ boom_offset = an.random\float(0.9, 1.1)*gun_tip_offset
1406→ boom_x = @x + boom_offset*math.cos(@angle) + 10*math.cos(perpendicular)
1407→ boom_y = @y + boom_offset*math.sin(@angle) + 10*math.sin(perpendicular)
1408→ @parent.effects\add boom_particle boom_x, boom_y
1409→
... [70 more lines]
Good, I have all the context I need. Now let me make all the edits.
1. Add thrust properties to sword config block:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
2. Add thrust state properties (near weapon_flashing):
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
3. Add sword thrust timer (after gun timer):
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
4. Guard angular velocity guardrails during thrust:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
5. Add sword_is_aligned and sword_thrust methods (after gun_fire):
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
6. Update arena hit handler — use thrust_damage when thrusting, increment on hit:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
7. Update weapon_ui to show THRUST DMG:
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 everything compiles.
Bash (cd E:/a327ex/emoji-ball-battles && ./yue.exe -r main.yue && ./yue.exe -r anchor/...)
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). STOP what you are doing and wait for the user to tell you how to proceed.
[Request interrupted by user for tool use]
YES! This feels much more correct. Let me restart the terminal quickly.
Go for it! Excited to hear how it feels in-game.
5s cooldown on thrust. It should last longer, maybe 0.5s or 1s, will test more later. Before the thrust happens there needs to be a fairly long hit stop signalling it. The ball's velocity should start slow and increase throughout the length of the thrust. We need to squash the ball like we do when it hits walls, where depending on where it's going, it needs to be squashed more horizontally or vertically as the thrust happens. 2-3 dash particles spawn behind it as the thrust starts. The ball should also flash white. The spring on the weapon should squish it in a way that makes it thinner but never longer. Let's do each one of those step by step. Once you finish one, give me a turn to test (don't run it yourself).
Let's start with the first one: 5s cooldown and longer thrust duration.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1454→
1455→ -- Sword alignment check: raycast from sword tip to detect enemy
1456→ sword_is_aligned: =>
1457→ tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2
1458→ tip_x = @x + tip_offset*math.cos(@angle)
1459→ tip_y = @y + tip_offset*math.sin(@angle)
1460→
1461→ ray_length = 120
1462→ ray_end_x = tip_x + ray_length*math.cos(@angle)
1463→ ray_end_y = tip_y + ray_length*math.sin(@angle)
1464→
1465→ -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
1466→
1467→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
1468→ hit and hit.object.team != @team
1469→
1470→ -- Sword thrust: stop rotating, lunge toward enemy
1471→ sword_thrust: =>
1472→ @thrust_ready = false
1473→ @thrusting = true
1474→ @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
1475→
1476→ -- Stop rotation and gravity
1477→ @collider\set_fixed_rotation true
1478→ @collider\set_gravity_scale 0
1479→
1480→ -- Set velocity toward thrust direction
1481→ @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
1482→
1483→ -- Visual feedback
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Done — cooldown is now 5s, thrust duration is 0.5s (easy to tweak). Go ahead and test.
The ball's density/mass should be extremely high while the thrust is happening so it can't be stopped by the enemy. When a wall is hit, the thrust should stop immediately.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1470→
1471→ -- Sword thrust: stop rotating, lunge toward enemy
1472→ sword_thrust: =>
1473→ @thrust_ready = false
1474→ @thrusting = true
1475→ @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
1476→
1477→ -- Stop rotation and gravity
1478→ @collider\set_fixed_rotation true
1479→ @collider\set_gravity_scale 0
1480→
1481→ -- Set velocity toward thrust direction
1482→ @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
1483→
1484→ -- Visual feedback
1485→ @\flash_weapon!
1486→ @spring\pull 'weapon', 0.5, 3, 0.7
1487→
1488→ -- End thrust after duration
1489→ @timer\after @thrust_duration, 'thrust_end', ->
1490→ @thrusting = false
1491→ @collider\set_fixed_rotation false
1492→ @collider\set_gravity_scale 1
1493→ @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
1494→ @time_above_base = 0
1495→ @time_below_base = 0
1496→ @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1497→
1498→ flash_ball: (duration=0.15) =>
1499→ @ball_flashing = true
Now let me check how density is set on the ball collider, and find the ball-wall collision handler to add thrust cancellation.
Grep (set_density)
1135: @collider\set_density 0, @weapon_shape
1140: @collider\set_density 0, @weapon_sensor
2246: @collider\set_density 0.4
2251: @collider\set_density 0, @ball_sensor
The ball doesn't explicitly set density (uses default, which is 1.0). The weapon shapes are set to 0. Let me implement both changes — high density during thrust, and extract the thrust-end logic into a method so the wall collision can call it too.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add thrust cancellation on wall hit. Let me find the ball-wall collision handler.
Grep (collision_begin_events 'ball', 'wall')
675: for event in *an\collision_begin_events 'ball', 'wall'
676- ball_object = event.a
677- vx, vy = ball_object.collider\get_velocity!
678- if an.random\bool(@wall_boost_chance) and @wall_energy_boost > 1
679- ball_object.collider\set_velocity vx*@wall_energy_boost, vy*@wall_energy_boost
680-
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Done. The ball now has density 100 during thrust (effectively unstoppable), and hitting a wall immediately ends the thrust. Give it a test.
I believe the normal density for the ball is 0, no? You're setting it to 1 when the thrust ends.
You're right, let me fix that.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>Found 2 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: @collider\set_density 1</tool_use_error>
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Fixed — restores to density 0 after thrust. Go ahead and test.
Because it has density 100 it's going through the wall, I think density 1 is fine.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Done — density 1 during thrust, back to 0 after. Try it.
Oh, it's still going through the wall. Something about your changes made it not collide with the wall properly.
The ball is likely tunneling through the wall at thrust speed. The ball doesn't have set_bullet true (continuous collision detection) like projectiles do. Let me remove the density change and use bullet mode instead — that prevents tunneling while still being heavy enough at speed 300.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1470→
1471→ -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
1472→
1473→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
1474→ hit and hit.object.team != @team
1475→
1476→ -- Sword thrust: stop rotating, lunge toward enemy
1477→ sword_thrust: =>
1478→ @thrust_ready = false
1479→ @thrusting = true
1480→ @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
1481→
1482→ -- Stop rotation and gravity, become very heavy
1483→ @collider\set_fixed_rotation true
1484→ @collider\set_gravity_scale 0
1485→ @collider\set_density 1
1486→
1487→ -- Set velocity toward thrust direction
1488→ @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
1489→
1490→ -- Visual feedback
1491→ @\flash_weapon!
1492→ @spring\pull 'weapon', 0.5, 3, 0.7
1493→
1494→ -- End thrust after duration
1495→ @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
1496→
1497→ -- End thrust: restore normal state
1498→ thrust_end: =>
1499→ return unless @thrusting
... [5 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Swapped density changes for bullet mode (continuous collision detection). Should collide with walls properly now. Try it.
OK, but we need it at high density because it needs to push the other ball out of the way while thrusting.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1482→ -- Stop rotation and gravity, enable CCD to prevent tunneling
1483→ @collider\set_fixed_rotation true
1484→ @collider\set_gravity_scale 0
1485→ @collider\set_bullet true
1486→
1487→ -- Set velocity toward thrust direction
1488→ @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
1489→
1490→ -- Visual feedback
1491→ @\flash_weapon!
1492→ @spring\pull 'weapon', 0.5, 3, 0.7
1493→
1494→ -- End thrust after duration
1495→ @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
1496→
1497→ -- End thrust: restore normal state
1498→ thrust_end: =>
1499→ return unless @thrusting
1500→ @thrusting = false
1501→ @timer\cancel 'thrust_end'
1502→ @collider\set_fixed_rotation false
1503→ @collider\set_gravity_scale 1
1504→ @collider\set_bullet false
1505→ @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
1506→ @time_above_base = 0
Add density back alongside bullet mode — bullet prevents tunneling through walls, density makes it push through the enemy.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Both density 1 (heavy) and bullet mode (CCD) during thrust, restored to density 0 and bullet off after. Try it.
Something about the density change is making the ball not have gravity applied to it and also pass through walls. Could you read Box2D 3.1's documentation to see how density changes work?
WebSearch (Box2D 3.1 set density dynamic body mass update 2025)
Web search results for query: "Box2D 3.1 set density dynamic body mass update 2025"
Links: [{"title":"Box2D: Simulation","url":"https://box2d.org/documentation/md_simulation.html"},{"title":"Box2D: Body","url":"https://box2d.org/documentation/group__body.html"},{"title":"Box2D: box2d::Body Class Reference","url":"http://louis-langholtz.github.io/Box2D/API/classbox2d_1_1_body.html"},{"title":"Box2D 3.1 :: Box2D","url":"https://box2d.org/posts/2025/04/box2d-3.1/"},{"title":"Box2D: Dynamics Module","url":"https://box2d.org/doc_version_2_4/md__e_1_2github_2box2d__24_2docs_2dynamics.html"},{"title":"Default density should be non-zero · Issue #520 · erincatto/box2d","url":"https://github.com/erincatto/Box2D/issues/520"},{"title":"Box2D: Shape","url":"https://box2d.org/documentation/group__shape.html"},{"title":"Changing center of mass of a body, new Inertia, Parallel Axis Theorem · Issue #521 · erincatto/box2d","url":"https://github.com/erincatto/Box2D/issues/521"},{"title":"Box2D: b2Body Class Reference","url":"https://box2d.org/doc_version_2_4/classb2_body.html"},{"title":"Dynamics Module (core) - @box2d","url":"https://lusito.github.io/box2d.ts/core/dynamics.html"}]
Here's what I found regarding **Box2D 3.1**, setting density, and dynamic body mass updates:
---
## Box2D 3.1 Release
Box2D 3.1 added experimental character mover support, using a geometric solver. It should be useful for games that want greater control than what you get with a dynamic or kinematic body. The sensor system was rebuilt — the new sensor system still uses shapes on bodies, but it doesn't consider the body type or the body sleeping status, allowing sensors on static bodies to detect shapes on other kinematic or static bodies. The new sensor system now runs at the end of the update, so overlap events are not delayed.
---
## Setting Density and Mass Updates (Box2D v3 / Current API)
### How density works on shapes:
You can set the mass density of a shape, usually in kg/m². This will **optionally** update the mass properties on the parent body.
You may defer the body mass update, which can improve performance if several shapes on a body are destroyed at once.
### Dynamic body mass properties:
Shapes have collision geometry and density. Normally, bodies acquire their mass properties from the shapes. However, you can override the mass properties after a body is constructed.
A dynamic body is fully simulated and moves according to forces and torques. A dynamic body can collide with all body types. A dynamic body always has finite, non-zero mass.
### Changing body type and mass:
You can change the body type, but this is an expensive operation. This automatically updates the mass properties regardless of the automatic mass setting.
### Manually updating mass data:
... [16 more lines]
Based on the Box2D docs, changing density triggers mass recalculation which seems to be causing issues with your engine's wrapper.
Let me try a different approach — instead of making the ball heavy, we override its velocity every frame during the thrust so it can't be knocked off course. No density changes needed.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Now add velocity override each frame during thrust. Let me find the right spot in ball update.
Grep (-- Low floor detection)
1308: -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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No density changes — the ball maintains thrust velocity by overriding it every frame, making it effectively unstoppable. Try it.
OK, what are the next tasks on the list?
From your original list:
5s cooldown on thrust— doneThrust should last longer (0.5s)— done- Hit stop before the thrust happens — a fairly long hit stop signalling the thrust
- Ball velocity starts slow, increases throughout thrust — instead of constant speed
- Squash the ball during thrust — horizontal/vertical based on direction
- 2-3 dash particles behind ball as thrust starts
- Ball flashes white during thrust
- Weapon spring makes it thinner but never longer
Next up is #3 — hit stop before the thrust. Does this look right?
Read (E:\a327ex\emoji-ball-battles\main.yue)
1476→
1477→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
1478→ hit and hit.object.team != @team
1479→
1480→ -- Sword thrust: stop rotating, lunge toward enemy
1481→ sword_thrust: =>
1482→ @thrust_ready = false
1483→ @thrusting = true
1484→ @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
1485→
1486→ -- Stop rotation and gravity, CCD to not tunnel walls
1487→ @collider\set_fixed_rotation true
1488→ @collider\set_gravity_scale 0
1489→ @collider\set_bullet true
1490→ @thrust_angle = @angle -- lock thrust direction
1491→
1492→ -- Set velocity toward thrust direction
1493→ @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
1494→
1495→ -- Visual feedback
1496→ @\flash_weapon!
1497→ @spring\pull 'weapon', 0.5, 3, 0.7
1498→
1499→ -- End thrust after duration
1500→ @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
Here's the plan: when the thrust triggers, we do a hit stop first (freeze the game briefly), then the actual lunge starts after the hit stop ends. The existing an\hit_stop pauses physics globally. I'll split sword_thrust into two phases — hit stop, then lunge.
Grep (hit_stop)
664: @\hit_stop 0.1 * math.max(ball_a.hit_stop_multiplier, ball_b.hit_stop_multiplier)
824: @\hit_stop 0.15*attacker.hit_stop_multiplier
863: get_hit_stop_probability: =>
871: probability = @\get_hit_stop_probability!
882: hit_stop: (duration=0.1) =>
883: probability = @\get_hit_stop_probability!
885: an\hit_stop duration
1089: @hit_stop_multiplier = 1.0
1106: @hit_stop_multiplier = 1.4 -- longer hit stops
1127: @hit_stop_multiplier = 1.0
Read (E:\a327ex\emoji-ball-battles\main.yue)
882→ hit_stop: (duration=0.1) =>
883→ probability = @\get_hit_stop_probability!
884→ if an.random\bool 100*probability
885→ an\hit_stop duration
886→ @time_since_last_hit = 0
887→
The arena's hit_stop is probabilistic. For the thrust signal, we want a guaranteed hit stop. I'll call an\hit_stop directly and delay the actual lunge.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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The thrust now freezes the game for 0.15s with the sword locked on target, then lunges. The hit stop duration is easy to tweak. Try it.
The lunge doesn't start immediately after the hit stop stops. There's a slight delay?
The timer is frozen during hit stop too, so the 0.15s delay only starts counting after the hit stop ends. Let me use a tiny delay so it triggers on the first frame after hit stop.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\main.yue)
1493→ -- After hit stop, begin the actual lunge
1494→ @timer\after 0.3, 'thrust_start', ->
1495→ @thrusting = true
1496→ @collider\set_gravity_scale 0
1497→ @collider\set_bullet true
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Try it — the lunge should now fire immediately after the hit stop ends.
OK, next?
Next is #4 — ball velocity starts slow, increases throughout thrust. Currently it's a constant @thrust_speed. I'll tween the speed from a low value up to @thrust_speed over the thrust duration.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1493→ -- After hit stop, begin the actual lunge
1494→ @timer\after 0.01, 'thrust_start', ->
1495→ @thrusting = true
1496→ @collider\set_gravity_scale 0
1497→ @collider\set_bullet true
1498→
1499→ -- Set velocity toward thrust direction
1500→ @collider\set_velocity @thrust_speed*math.cos(@thrust_angle), @thrust_speed*math.sin(@thrust_angle)
1501→
1502→ -- Visual feedback
1503→ @\flash_weapon!
1504→ @spring\pull 'weapon', 0.5, 3, 0.7
1505→
1506→ -- End thrust after duration
1507→ @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
1508→
1509→ -- End thrust: restore normal state
1510→ thrust_end: =>
1511→ return unless @thrusting
1512→ @thrusting = false
The per-frame velocity override in ball update is the right place to handle this — I'll use a @thrust_progress that goes 0→1 over the thrust duration, and use an easing function to ramp speed. I'll set the initial velocity low and let the update loop handle the acceleration.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Now update the per-frame velocity override to use progress-based speed.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Starts at 10% of thrust speed, accelerates to full using quad_in (slow start, fast end). Try it.
It should start from the current speed and tween to a maximum of current speed + some other speed, instead of a fixed speed at all times.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Now it captures the ball's current speed at thrust start and tweens from that to current_speed + thrust_speed. Try it.
The tween should be faster, not a slow start, maybe let's just try linear.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Linear ramp now. Try it.
When the lunge happens also print thrust_start_speed and thrust_speed.
Grep (@collider\set_bullet true)
1502: @collider\set_bullet true
1503-
1504- -- Visual feedback
1505- @\flash_weapon!
--
2273: @collider\set_bullet true -- continuous collision detection
2274-
2275- -- Sensor shape for ball detection (passes through balls)
2276- @ball_sensor = @collider\add_box 'projectile_sensor', @w, @h, {sensor: true}
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Done — it'll print both values to the console when the lunge starts. Try it.
Let's set thrust speed at 200 and let's make the curve start fast and end slow.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Speed 200, quad_out curve (fast start, slow end). Try it.
If the final combined thrust speed is lower than 400, make it 400.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Final speed is now max(400, start_speed + 200). Try it.
OK, next? Before doing it, give me a turn to review your plan.
Next is #5 — squash the ball during thrust based on direction.
Plan: In the ball update, when @thrusting, continuously pull the squash springs based on the thrust angle. If the thrust is more horizontal, squash x (make it thinner horizontally, stretch vertically). If more vertical, squash y. This is the same logic as the wall-hit squash but applied continuously during the thrust.
-- During thrust, squash ball based on direction
if @thrusting
squash_amount = 0.3
if math.abs(math.cos(@thrust_angle)) > math.abs(math.sin(@thrust_angle))
-- More horizontal: stretch x, squash y
@spring\pull 'squash_x', squash_amount, 3, 0.5
@spring\pull 'squash_y', -squash_amount*0.5, 3, 0.5
else
-- More vertical: stretch y, squash x
@spring\pull 'squash_y', squash_amount, 3, 0.5
@spring\pull 'squash_x', -squash_amount*0.5, 3, 0.5
I'd put this right after the thrust velocity override in ball update. The springs are pulled every frame so the ball stays squashed for the duration of the thrust, then naturally bounces back when it ends.
Does this look right, or would you rather it work differently?
Instead of continually pulling on strings, we should just directly alter the ball's scale according to its velocity while in the thrust, since spring pulling in a single event and we want something continuous. Although we can also additionally pull on these squash springs based on the horizontal/vertical amount. Actually, now that I think about it, couldn't we make the squash based on the ball's rotation? I'm not sure how the wall one was done, but I believe it was independent of rotation. However, for this one, we can have angled squashes if we also apply it with rotation. Get what I mean? Don't implement anything yet, let me see what you think first.
Yeah, I think I understand. Currently the ball is drawn with two nested transforms:
game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
The wall squash is world-aligned (the outer push with rotation 0) — so it always squashes along screen axes regardless of where the ball is facing. That makes sense for walls because walls are axis-aligned.
For the thrust, you want the squash aligned to the thrust direction — elongated along the direction of movement, squeezed perpendicular to it. So if the ball is thrusting diagonally, the squash should be diagonal too.
To do this, we'd change the outer push during thrust to use @thrust_angle as the rotation instead of 0, and apply the squash scales there. Something like:
if @thrusting
-- Squash aligned to thrust direction (elongated along movement)
game\push @x, @y, @thrust_angle, stretch_along, squeeze_perp
game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
else
game\push @x, @y, 0, squash_x, squash_y
game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale
The stretch/squeeze amounts would be driven directly by the thrust progress or speed — not spring-based, just a direct calculation each frame. And we could additionally do a one-time spring pull at thrust start for the initial pop.
The inner rotation would need to be @angle - @thrust_angle to compensate for the outer rotation change, so the ball's emoji still faces the right way.
Is that what you're thinking?
Sure, let's try it.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1325→ -- Squash horizontally, stretch vertically (opposite of floor hit)
1326→ @spring\pull 'squash_y', 0.5, 3, 0.5
1327→ @spring\pull 'squash_x', -0.25, 3, 0.5
1328→ -- Spawn dash particle at ball's bottom, direction opposite to velocity
1329→ particle_angle = math.remap(vx, -100, 100, math.pi/4, 3*math.pi/4) + an.random\float(-math.pi/8, math.pi/8)
1330→ @parent.effects\add dash_particle @x, @y + @radius, {direction: particle_angle}
1331→ else
1332→ @low_vy_time = 0
1333→
1334→ -- Draw ball with world-aligned squash
1335→ squash_x = @spring.squash_x.x
1336→ squash_y = @spring.squash_y.x
1337→ hit_scale = @spring.hit.x
1338→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1339→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1340→ game\image @image, 0, 0, nil, @ball_flashing and white!
1341→ game\pop!
1342→ game\pop!
1343→
1344→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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During thrust, the ball stretches along the thrust direction (up to 1.3x) and squeezes perpendicular (down to 0.85x), scaling with thrust_progress. The wall squash springs still layer on top. Try it.
I currently see no difference in the ball's shape. Maybe the amount needs to be stronger.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Much stronger now — stretches up to 1.8x along thrust, squeezes down to 0.6x perpendicular. Try it.
Ah, I see, it's slowly progressing towards the stretch/squeeze, I think it should be like that from the start, get stronger after the middle of the progress, and relax a little near the end.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Uses a sine curve — starts at full squash, peaks at the middle, relaxes back to normal at the end. Try it.
The amount of stretch/squeeze should also depend on speed, 400 is the minimum speed, and that should probably be 0.6, 0.3, and then ramps up from there 0.8, 0.4 should probably be 600 maybe, lets try that.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
At speed 400: stretch 0.6, squeeze 0.3. At speed 600+: stretch 0.8, squeeze 0.4. Interpolates between based on current speed. Try it.
This should also apply to the sword at like 0.4 effectiveness.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1352→ game\pop!
1353→ else
1354→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1355→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1356→ game\image @image, 0, 0, nil, @ball_flashing and white!
1357→ game\pop!
1358→ game\pop!
1359→
1360→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1361→ actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1362→ perpendicular_angle = @angle - math.pi/2
1363→ weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1364→ weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1365→ weapon_spring = @spring.weapon.x
1366→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1367→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1368→ weapons\pop!
1369→
1370→ -- Debug draw weapon hitbox
1371→ hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
1372→ hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
1373→ debug_draw\push hitbox_x, hitbox_y, @angle
1374→ -- debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
1375→ debug_draw\pop!
1376→
I need to apply the same squash to the weapon drawing during thrust. The weapon is drawn at an offset from the ball, so I'll apply a similar rotated stretch/squeeze to the weapon push, at 0.4 effectiveness.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
The weapon now gets the same thrust squash at 40% strength, using the same stretch_amount, squeeze_amount, and squash_t variables computed earlier in the ball draw. Try it.
stretch_amount, etc, all those variables are local scoped inside the previous if, not available here.
Right, I need to compute them once before both draw sections.
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:
Initial request: User wants to review what was done last session with the Sword in Emoji Ball Battles, as they're unhappy with the result.
Research phase: I read the engine overview, framework API, git diff, weapon design docs, and main.yue to understand what was implemented.
Summary of last session's work: The original sword design was "+1 damage per hit" but was deemed too OP, so a threshold/charging system was implemented instead. User was unhappy with the complexity and visuals.
Code categorization: User asked me to categorize code changes into "keep" vs "discard". I identified:
- Keepers: recolor_yellow layer, letter images, weapon weight system, per-weapon multipliers, base_damage property, fire_particle, status_text, etc.
- Discard: threshold/charging mechanic, sword_charge_particle, energy_strand
- Keep: sword_flame, fire_particle, status_text
Cleanup phase: Removed all threshold/charging code, sword_charge_particle class, energy_strand class, test key 'T'. Left a simple sword that deals 1 damage on contact.
Sword mechanic brainstorming: User wanted to try a mechanic where sword detects enemy via raycast, stops rotating, and lunges. We discussed thematic fit (sword vs spear/trident). User decided to try it.
Implementation of thrust mechanic:
- Added sword_is_aligned (raycast detection)
- Added sword_thrust (stop rotation, impulse toward enemy)
- Added thrust_end (restore normal state)
- Modified arena hit handler to use thrust_damage when thrusting
- Updated weapon_ui to show THRUST DMG
- User said cooldown should always be 1.2s (later changed to 5s)
Iteration on thrust:
- Changed cooldown to 5s, duration to 0.5s
- User reported ball going through walls with density changes
- Tried density 100 → went through walls
- Tried density 1 → still went through walls
- Searched Box2D 3.1 docs about density
- Solution: removed density changes, added bullet mode (CCD), and override velocity each frame during thrust
- Added thrust_end method so wall collision can cancel thrust
- Hit stop before thrust (0.15s) with tiny delay (0.01) after for immediate lunge
- Velocity starts at current speed, tweens to current + thrust_speed using quad_out
- Minimum combined speed of 400
- Thrust speed set to 200
- Ball squash during thrust aligned to thrust angle using sine curve
- Squash amounts scale with speed (400→600 range)
- Applied same squash to weapon at 0.4 effectiveness
Current bug: The stretch_amount, squeeze_amount, squash_t variables are local-scoped inside the ball draw
if @thrustingblock and not accessible in the weapon draw section. User caught this before I could fix it.Remaining tasks from the original list:
- #3 hit stop ✓
- #4 velocity ramp ✓
- #5 squash ball ✓ (but has scoping bug)
- #6 2-3 dash particles behind ball as thrust starts
- #7 ball flashes white during thrust
- #8 weapon spring makes it thinner but never longer
Also need to remove the debug print statement added for thrust_start_speed/thrust_speed.
Let me carefully document the current state of the code.
Summary: 1. Primary Request and Intent: The user was unhappy with the sword weapon implementation from the previous session (threshold/charging mechanic) in Emoji Ball Battles. They wanted to: - Strip out the complex charging system while keeping reusable code (sword_flame, fire_particle, status_text, generalized per-weapon stats) - Implement a new "thrust" mechanic: sword rotates normally, detects enemy via raycast, stops rotating, and lunges toward the enemy - Thrust damage increases by 1 each time the sword hits while thrusting (the scaling stat shown in UI) - Iteratively polish the thrust with: hit stop signal, speed ramping, directional squash, dash particles, white flash, weapon spring thinning
Key Technical Concepts:
- YueScript game code compiled to Lua running on Anchor engine (C/Box2D/OpenGL)
- Box2D physics: colliders, density, bullet mode (CCD), fixed_rotation, gravity_scale, set_velocity
- Operator spacing convention:
*and/no spaces,+and-with spaces- Layer-based rendering with transform stacks (push/pop)
- Spring system for juicy visual feedback
- Timer system for scheduling (after, when, tween, every)
- Raycast for enemy detection (mirrors gun_is_aligned pattern)
- Hit stop (an\hit_stop) freezes game physics/timers — timers don't tick during hit stop
- Directional squash using rotated transform stacks (thrust_angle rotation on outer push, compensated inner rotation)
Files and Code Sections:
E:\a327ex\emoji-ball-battles\main.yue — The main game file, all changes are here
- Sword config block (in ball constructor,
elseif @weapon_type == 'sword'): Added thrust propertiesyuescript @thrust_damage = 1 -- increases by 1 per successful thrust hit @thrust_speed = 200 -- added to current speed during thrust @thrust_duration = 0.5 -- how long thrust lasts @thrust_cooldown = 5 -- seconds between thrusts- Ball constructor state: Added
@thrusting = falsenear weapon_flashing- Sword timer setup (after gun timer):
yuescript if @weapon_type == 'sword' @thrust_ready = true @timer\when (-> @thrust_ready and @\sword_is_aligned!), 'sword_thrust', (-> @\sword_thrust!)- Angular velocity guardrails: Wrapped in
if not @thrustingto skip during thrust- Per-frame thrust velocity override (in ball update, before low floor detection):
yuescript if @thrusting @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration) speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed) @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)- Ball draw section — thrust squash with rotated transform:
yuescript if @thrusting squash_t = math.sin(@thrust_progress*math.pi) speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed) speed_factor = math.clamp(math.remap(speed, 400, 600, 0, 1), 0, 1) stretch_amount = math.lerp(speed_factor, 0.6, 0.8) squeeze_amount = math.lerp(speed_factor, 0.3, 0.4) thrust_stretch = 1 + stretch_amount*squash_t thrust_squeeze = 1 - squeeze_amount*squash_t game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale game\image @image, 0, 0, nil, @ball_flashing and white! game\pop! game\pop!- Weapon draw section — attempted thrust squash at 0.4 effectiveness (HAS SCOPING BUG):
yuescript if @thrusting weapon_stretch = 1 + stretch_amount*squash_t*0.4 weapon_squeeze = 1 - squeeze_amount*squash_t*0.4 weapons\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white! weapons\pop! weapons\pop!- sword_is_aligned method:
yuescript sword_is_aligned: => tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2 tip_x = @x + tip_offset*math.cos(@angle) tip_y = @y + tip_offset*math.sin(@angle) ray_length = 120 ray_end_x = tip_x + ray_length*math.cos(@angle) ray_end_y = tip_y + ray_length*math.sin(@angle) hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball' hit and hit.object.team != @team- sword_thrust method:
yuescript sword_thrust: => @thrust_ready = false @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!) @thrust_angle = @angle @collider\set_fixed_rotation true @collider\set_angular_velocity 0 an\hit_stop 0.15 @timer\after 0.01, 'thrust_start', -> @thrusting = true @thrust_progress = 0 vx, vy = @collider\get_velocity! @thrust_start_speed = math.length(vx, vy) @thrust_end_speed = math.max(400, @thrust_start_speed + @thrust_speed) @collider\set_gravity_scale 0 @collider\set_bullet true print "thrust_start_speed: #{@thrust_start_speed}, thrust_speed: #{@thrust_speed}" @\flash_weapon! @spring\pull 'weapon', 0.5, 3, 0.7 @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!- thrust_end method:
yuescript thrust_end: => return unless @thrusting @thrusting = false @timer\cancel 'thrust_end' @collider\set_fixed_rotation false @collider\set_gravity_scale 1 @collider\set_bullet false @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity @time_above_base = 0 @time_below_base = 0 @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true- Arena ball-wall collision: Added thrust cancellation at top of handler
yuescript if ball_object.thrusting ball_object\thrust_end!- Arena weapon_hitbox/ball handler: Modified to use thrust_damage and increment on thrust hit
yuescript damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage -- ... elseif attacker.weapon_type == 'sword' and attacker.thrusting attacker.thrust_damage += 1- Weapon UI: Shows THRUST DMG for sword
- Debug print: Still has
print "thrust_start_speed: #{@thrust_start_speed}, thrust_speed: #{@thrust_speed}"in sword_thrust — should be removed laterE:\a327ex\emoji-ball-battles\docs/FRAMEWORK_API_QUICK.md — Read for API reference
- E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.md — Read for engine understanding
Errors and Fixes:
- Density change causing ball to pass through walls and lose gravity: Setting
set_density 1orset_density 100on the ball during thrust caused it to not collide with walls and lose gravity. Searched Box2D 3.1 docs. Fix: removed all density changes, usedset_bullet truefor CCD and per-frame velocity override to make ball unstoppable.- Timer delay after hit stop: Set
@timer\after 0.15to match hit stop duration, but timers don't tick during hit stop, so it added 0.15s AFTER the hit stop ended (0.3s total delay). Fix: changed to@timer\after 0.01so it fires on first frame after hit stop.- Variable scoping bug (CURRENT):
stretch_amount,squeeze_amount,squash_tcomputed insideif @thrustingblock for ball drawing are local-scoped and not accessible in the weapon drawingif @thrustingblock below. User caught this — needs to be fixed by hoisting computation above both draw sections.- Default density confusion: I set density back to 1 after thrust, user corrected that normal ball density is 0. Then density changes were removed entirely in favor of bullet mode.
Problem Solving:
- Solved OP sword scaling by replacing threshold/charging with thrust mechanic
- Solved wall tunneling with bullet mode (CCD) instead of density changes
- Solved unstoppable thrust with per-frame velocity override instead of high density
- Solved hit stop timing with tiny timer delay (0.01)
- Solved directional squash with rotated transform stacks (thrust_angle on outer push)
- Still need to fix variable scoping for weapon squash
All User Messages:
- "Hi, Claude. Last session we worked on the Sword for Emoji Ball Battles but I'm fairly unhappy with the result. The original +1 damage per hit plan was too overpowered so we decided on another system, but I really wasn't happy with it in the end. Please read all the relevant files, including the git diff in main.yue to see what we did there last session, and give me a summary of your understanding."
- "The complexity and the visuals. I'd like to try several alternatives that would be simpler. But before, I'd like to extract things in the code that we did last session that were good and likely going to be used in the future, from things that aren't. Can you summarized code-wise what we added?"
- "Everything under 'The threshold/charging mechanic', sword_charge_particle, energy_strange, Test Key 'T' can be removed from the codebase. So in the end we should have a sword that deals 1 damage on contact in a simple way. Everything else can be kept, including sword_flame, fire_particle, status_text, and other changes we did that generalized the codebase more, since those will be useful for the future."
- "I'd like to try a mechanic where the sword rotates normally as it does now, but once a raycast from it touches the enemy, it stops rotating and lunges towards the enemy. Kinda like how the gun works, but instead of shooting it does the lunge. What would your plan of attack be for this?"
- "Let's make it so that lunge damage increases by 1 any time the sword hits while lunging. This is the stat that increases, this is what should be on the UI too for the sword. Also, let's call the lunge a thrust instead. Let's do option 1, just stop rotating, set gravity to 0 (may change depending on how it feels), impulse the ball towards the target direction. Does this feel thematically correct for a sword? I feel like this is best for a spear, but there are no spear emojis so maybe this works?"
- "Sure." (to implementation plan)
- "Oh yea, just don't change the cooldown at all. It should always be 1.2 and never decrease."
- "YES! This feels much more correct. Let me restart the terminal quickly."
- "5s cooldown on thrust. It should last longer, maybe 0.5s or 1s, will test more later. Before the thrust happens there needs to be a fairly long hit stop signalling it. The ball's velocity should start slow and increase throughout the length of the thrust. We need to squash the ball like we do when it hits walls, where depending on where it's going, it needs to be squashed more horizontally or vertically as the thrust happens. 2-3 dash particles spawn behind it as the thrust starts. The ball should also flash white. The spring on the weapon should squish it in a way that makes it thinner but never longer. Let's do each one of those step by step. Once you finish one, give me a turn to test (don't run it yourself)."
- "The ball's density/mass should be extremely high while the thrust is happening so it can't be stopped by the enemy. When a wall is hit, the thrust should stop immediately."
- "I believe the normal density for the ball is 0, no? You're setting it to 1 when the thrust ends."
- "OK, but we need it at high density because it needs to push the other ball out of the way while thrusting."
- "Something about the density change is making the ball not have gravity applied to it and also pass through walls. Could you read Box2D 3.1's documentation to see how density changes work?"
- "OK, what are the next tasks on the list?"
- "The lunge doesn't start immediately after the hit stop stops. There's a slight delay?"
- "OK, next?" (after hit stop fix — moving to velocity ramp)
- "It should start from the current speed and tween to a maximum of current speed + some other speed, instead of a fixed speed at all times."
- "The tween should be faster, not a slow start, maybe let's just try linear."
- "When the lunge happens also print thrust_start_speed and thrust_speed."
- "Let's set thrust speed at 200 and let's make the curve start fast and end slow."
- "If the final combined thrust speed is lower than 400, make it 400."
- "OK, next? Before doing it, give me a turn to review your plan." (before squash)
- "Instead of continually pulling on strings, we should just directly alter the ball's scale according to its velocity while in the thrust, since spring pulling in a single event and we want something continuous. Although we can also additionally pull on these squash springs based on the horizontal/vertical amount. Actually, now that I think about it, couldn't we make the squash based on the ball's rotation? I'm not sure how the wall one was done, but I believe it was independent of rotation. However, for this one, we can have angled squashes if we also apply it with rotation. Get what I mean? Don't implement anything yet, let me see what you think first."
- "Sure, let's try it." (to rotated squash plan)
- "I currently see no difference in the ball's shape. Maybe the amount needs to be stronger."
- "Ah, I see, it's slowly progressing towards the stretch/squeeze, I think it should be like that from the start, get stronger after the middle of the progress, and relax a little near the end."
- "The amount of stretch/squeeze should also depend on speed, 400 is the minimum speed, and that should probably be 0.6, 0.3, and then ramps up from there 0.8, 0.4 should probably be 600 maybe, lets try that."
- "This should also apply to the sword at like 0.4 effectiveness."
- "stretch_amount, etc, all those variables are local scoped inside the previous if, not available here."
Pending Tasks (from the original list of 8):
#1 5s cooldown✓#2 Longer thrust duration (0.5s)✓#3 Hit stop before thrust✓#4 Velocity starts slow, increases✓#5 Squash ball during thrust✓ (but weapon squash has scoping bug to fix)- #6 2-3 dash particles spawn behind ball as thrust starts
- #7 Ball flashes white during thrust
- #8 Weapon spring makes it thinner but never longer
- Also: remove debug
Current Work: I was implementing #5 — squash the ball during thrust and extending it to the weapon at 0.4 effectiveness. The ball squash works correctly with rotated transforms, speed-dependent amounts, and sine curve timing. However, the weapon squash has a variable scoping bug:
stretch_amount,squeeze_amount, andsquash_tare computed inside theif @thrustingblock for ball drawing and are not accessible in the separateif @thrustingblock for weapon drawing below. The user caught this: "stretch_amount, etc, all those variables are local scoped inside the previous if, not available here."The fix is to hoist the computation of
squash_t,speed,speed_factor,stretch_amount,squeeze_amountabove both draw sections so they're accessible to both the ball and weapon draw blocks.Optional Next Step: Fix the variable scoping bug by moving the squash computation (
squash_t,speed_factor,stretch_amount,squeeze_amount) out of the ball drawif @thrustingblock to before both draw sections, so the weapon draw can access them too. The user's exact message was: "stretch_amount, etc, all those variables are local scoped inside the previous if, not available here."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\43140679-aaa3-4334-8fb9-32f19383ee27.jsonl Please continue the conversation from where we left it off without asking the user any further questions. Continue with the last task that you were asked to work on.
Let me fix the variable scoping bug. I need to read the current state of the draw section to see exactly where to hoist the computation.
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→-- Twitter emoji color palette
12→white = color 255, 255, 255
13→black = color 0, 0, 0
14→gray = color 128, 128, 128
15→bg_color = color 48, 49, 50
16→fg = color 231, 232, 233
17→fg_dark = color 201, 202, 203
18→yellow = color 253, 205, 86
19→star_yellow = color 255, 172, 51
20→orange = color 244, 146, 0
21→blue = color 83, 175, 239
22→green = color 122, 179, 87
23→red = color 223, 37, 64
24→purple = color 172, 144, 216
25→brown = color 195, 105, 77
26→wall_color = fg\clone!\mix yellow, 0.1
27→
28→-- Sky colors (subtle blue gradient)
29→sky_top = color 135, 206, 235 -- light sky blue
30→sky_bottom = color 231, 232, 233 -- same as fg (off-white)
... [20 more lines]
Let me find the draw section with the thrusting squash code.
Grep (if @thrusting)
1309: if @thrusting
1338: if @thrusting
1366: if @thrusting
Read (E:\a327ex\emoji-ball-battles\main.yue)
1300→ -- Convert to angle and magnitude
1301→ force_angle = math.atan(vertical, horizontal)
1302→ force_magnitude = speed/3
1303→ flame\apply_wind force_angle, force_magnitude
1304→
1305→ -- Base height scales with angular velocity (logistic curve)
1306→ flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
1307→
1308→ -- During thrust, override velocity each frame (starts at current speed, accelerates)
1309→ if @thrusting
1310→ @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
1311→ speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1312→ @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
1313→
1314→ -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
1315→ vx, vy = @collider\get_velocity!
1316→ near_floor = @y + @radius > @parent.y + @parent.h - 20
1317→ if near_floor
1318→ @low_vy_time += dt
1319→ if @low_vy_time > @low_vy_threshold and math.abs(vy) < 15
1320→ @low_vy_time = 0
1321→ @low_vy_threshold = an.random\float 0.5, 1.5
1322→ @collider\apply_impulse math.sign(vx)*an.random\float(0, 6), -24
1323→ -- Sound
1324→ an\sound_play 'hop', 0.5, an.random\float(0.95, 1.05)
1325→ -- Squash horizontally, stretch vertically (opposite of floor hit)
1326→ @spring\pull 'squash_y', 0.5, 3, 0.5
1327→ @spring\pull 'squash_x', -0.25, 3, 0.5
1328→ -- Spawn dash particle at ball's bottom, direction opposite to velocity
1329→ particle_angle = math.remap(vx, -100, 100, math.pi/4, 3*math.pi/4) + an.random\float(-math.pi/8, math.pi/8)
... [60 more lines]
I see the issue. The squash_t, stretch_amount, squeeze_amount are computed inside the ball draw if @thrusting block (lines 1341-1345) but needed in the weapon draw if @thrusting block (line 1367-1368). I'll hoist the computation above both draw sections.
Here's the fix — I'll declare and compute those values before the ball draw block, then use them in both:
-- Thrust squash values (used by both ball and weapon draw)
squash_t, stretch_amount, squeeze_amount = 0, 0, 0
if @thrusting
squash_t = math.sin(@thrust_progress*math.pi)
thrust_speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
speed_factor = math.clamp(math.remap(thrust_speed, 400, 600, 0, 1), 0, 1)
stretch_amount = math.lerp(speed_factor, 0.6, 0.8)
squeeze_amount = math.lerp(speed_factor, 0.3, 0.4)
Then the ball draw block just uses the pre-computed values (removing the duplicate computation), and the weapon draw block can access them too. Does this look right?
Yes.
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 it looks correct.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1334→ -- Draw ball
1335→ squash_x = @spring.squash_x.x
1336→ squash_y = @spring.squash_y.x
1337→ hit_scale = @spring.hit.x
1338→
1339→ -- Thrust squash values (used by both ball and weapon draw)
1340→ squash_t, stretch_amount, squeeze_amount = 0, 0, 0
1341→ if @thrusting
1342→ squash_t = math.sin(@thrust_progress*math.pi)
1343→ thrust_speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1344→ speed_factor = math.clamp(math.remap(thrust_speed, 400, 600, 0, 1), 0, 1)
1345→ stretch_amount = math.lerp(speed_factor, 0.6, 0.8)
1346→ squeeze_amount = math.lerp(speed_factor, 0.3, 0.4)
1347→
1348→ if @thrusting
1349→ thrust_stretch = 1 + stretch_amount*squash_t
1350→ thrust_squeeze = 1 - squeeze_amount*squash_t
1351→ game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
1352→ game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
1353→ game\image @image, 0, 0, nil, @ball_flashing and white!
1354→ game\pop!
1355→ game\pop!
1356→ else
1357→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1358→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1359→ game\image @image, 0, 0, nil, @ball_flashing and white!
1360→ game\pop!
1361→ game\pop!
1362→
1363→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
... [25 more lines]
Looks good. The squash_t, stretch_amount, and squeeze_amount are now computed at lines 1340-1346 in the outer scope, then used by both the ball draw block (line 1348) and the weapon draw block (line 1369). Go ahead and test it.
Remove the spring pull and flashing from the sword when thrust starts.
Grep (flash_weapon|spring\pull 'weapon')
646-
647- -- Flash both weapons
648: ball_a\flash_weapon!
649: ball_b\flash_weapon!
650-
651- -- Spring pull on weapons
652: ball_a.spring\pull 'weapon', 0.35, 3, 0.5
653: ball_b.spring\pull 'weapon', 0.35, 3, 0.5
654-
655- -- Reset swing sound timer for melee weapons
--
744-
745- -- Flash and spring pull on weapon (same as weapon-weapon)
746: ball_object\flash_weapon!
747: ball_object.spring\pull 'weapon', 0.35, 3, 0.5
748-
749- -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
--
802- -- Apply damage (thrust hits use thrust_damage)
803- damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
804: attacker\flash_weapon!
805- defender\take_damage damage, attacker
806- attacker.hits_landed += 1
--
1421- @\kill!
1422-
1423: flash_weapon: (duration=0.15) =>
1424- @weapon_flashing = true
1425- @timer\after duration, 'weapon_flash', -> @weapon_flashing = false
--
... [12 more lines]
Lines 1535-1536 are in sword_thrust. I'll remove them.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Removed flash_weapon and spring\pull 'weapon' from the thrust start.
Offset the sword's visual drawing position (there's a variable for this) by the amount the radius of the ball increases when squashed/squeezed.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. During thrust, actual_offset now increases by @radius * stretch_amount * squash_t — matching how much the ball's edge extends outward from the directional squash.
Needs to be a bit more.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Bumped to 1.5x. Try that and we can adjust further.
Perfect, what's next?
Remaining from the original list:
- Dash particles — 2-3 spawn behind ball as thrust starts
- Ball flashes white during thrust
- Weapon spring — makes it thinner but never longer
- Remove debug print from
sword_thrust
Which one do you want to tackle next?
We already decided on 2, 3, 4 so those can be said to be done. 1 I'm still wondering if I want dash particles, a trail effect, or the ball's fading afterimages to give the impression of fast movement.
Good point. Let me remove the debug print while you think about the motion effect.
Grep (print "thrust_start_speed)
1534: print "thrust_start_speed: #{@thrust_start_speed}, thrust_speed: #{@thrust_speed}"
Read (E:\a327ex\emoji-ball-battles\main.yue)
1532→ @collider\set_gravity_scale 0
1533→ @collider\set_bullet true
1534→ print "thrust_start_speed: #{@thrust_start_speed}, thrust_speed: #{@thrust_speed}"
1535→
1536→ -- End thrust after duration
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Debug print removed.
For the motion effect, each option has a different feel:
- Dash particles — punchy, discrete bursts; feels like a quick explosive lunge
- Trail effect — smooth continuous streak; feels like sustained speed
- Fading afterimages — ghostly copies of the ball; feels like teleportation/blinking speed, very anime
Afterimages would probably look the most impressive and sell the "fast thrust" feeling best, but they're also the most complex to implement. Dash particles are simplest. Trail is middle ground. What are you leaning toward?
What's your intuition on the trail effect?
My gut says a trail is the weakest option for this specific case. The thrust is only 0.5s — a continuous streak doesn't have enough time to build up and read clearly before it's already fading. It would end up looking like a brief smear that's gone before you register it.
It also doesn't leverage the game's visual identity. You've got these expressive emoji balls — a trail is just a generic colored line behind them. Afterimages would show the actual emoji ghosting behind itself, which is more characterful. Dash particles have more punch as a discrete "burst" event marking the start.
If you want something continuous during the thrust (not just at the start), afterimages are the stronger choice. If you want a single moment of "this thing just launched," dash particles. A trail sits in an awkward middle where it's neither punchy nor distinctive.
That said, a trail could work if it were stylized — like a thick tapered wedge shape in the ball's team color rather than a thin wispy line. But at that point you're basically building afterimages with extra steps.
Let's try the fading afterimages then, we should create an object that is just a visual object that draws the exact same thing as the object that created it drew on that frame, we can probably get clever here and leverage the fact that the layer system queues commands?
That's a really interesting idea. Let me check how the layer system works internally to see if we can capture and replay draw commands.
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md)
1→# Framework API
2→
3→Complete documentation for YueScript framework classes. For quick reference signatures, see `FRAMEWORK_API_QUICK.md`.
4→
5→---
6→
7→## Initialization
8→
9→The Anchor framework is initialized by requiring it with a configuration table:
10→
11→```yuescript
12→require('anchor')
13→ width: 640
14→ height: 360
15→ title: "My Game"
16→ scale: 2
17→ vsync: true
18→ fullscreen: false
19→ resizable: true
20→ filter: "rough"
21→```
22→
23→### Configuration Options
24→
25→| Option | Type | Default | Description |
26→|--------|------|---------|-------------|
27→| `width` | int | 480 | Game resolution width |
28→| `height` | int | 270 | Game resolution height |
29→| `title` | string | "Anchor" | Window title |
30→| `scale` | int | 3 | Initial window scale multiplier |
... [20 more lines]
Grep (## Layer|class Layer|layer.command|layer.queue|layer.*draw)
99:Layers are FBO-backed render targets. Drawing commands are queued during update and rendered later. Layers are stored in `an.layers.name`.
889: layer\draw @x, @y
923:## Layer
925:Layers are FBO-backed render targets for queuing and compositing draw calls.
939:#### layer\rectangle(x, y, w, h, color)
947:#### layer\circle(x, y, radius, color)
955:#### layer\rectangle_gradient_h(x, y, w, h, color1, color2)
965:#### layer\rectangle_gradient_v(x, y, w, h, color1, color2)
976:#### layer\image(image, x, y, color?, flash?)
992:#### layer\spritesheet(spritesheet, frame, x, y, color?, flash?)
1010:#### layer\animation(animation, x, y, color?, flash?)
1027:#### layer\text(text, font_name, x, y, color)
1041:layer\image an.images.player, 0, 0 -- draws at pushed transform
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md)
923→## Layer
924→
925→Layers are FBO-backed render targets for queuing and compositing draw calls.
926→
927→### Creating Layers
928→
929→```yuescript
930→game = an\layer 'game'
931→ui = an\layer 'ui'
932→ui.camera = nil -- disable camera for UI layer
933→```
934→
935→---
936→
937→### Drawing Primitives
938→
939→#### layer\rectangle(x, y, w, h, color)
940→
941→```yuescript
942→layer\rectangle 0, 0, 100, 50, red!
943→```
944→
945→---
946→
947→#### layer\circle(x, y, radius, color)
948→
949→```yuescript
950→layer\circle 50, 50, 25, blue!
951→```
952→
... [110 more lines]
Grep (commands|queue|.draws)
Found 1 file
Anchor\framework\anchor\layer.yue
Read (E:\a327ex\Anchor\framework\anchor\layer.yue)
1→global *
2→
3→--[[
4→ Layer class wraps the C layer handle for drawing.
5→
6→ Layers are FBOs (framebuffer objects) that accumulate draw commands during the frame.
7→ Commands are deferred and processed at frame end via layer_render() with GL batching.
8→ Draw order is FIFO — no z-ordering, call order determines render order.
9→
10→ Usage:
11→ an\layer 'game' -- register layer
12→ game = an.layers.game -- access layer
13→ game\rectangle 100, 100, 50, 30, color -- queue rectangle
14→ game\draw! -- composite to screen
15→
16→ Properties:
17→ @name - string, layer identifier
18→ @handle - C layer pointer
19→]]
20→class layer
21→ --[[
22→ Creates a new layer with the given name.
23→
24→ Usage:
25→ layer 'game'
26→ layer 'ui'
27→
28→ Behavior:
29→ - Calls layer_create() which gets or creates a named layer in C
30→ - Stores the C handle for subsequent draw calls
... [592 more lines]
Unfortunately, the layer command queue lives entirely in C — layer_push, layer_draw_texture, layer_pop etc. are opaque C calls. There's no Lua-side list of commands to inspect or clone.
So the "capture the queue" trick won't work without wrapping every layer method to also record to a Lua-side list, which would be a significant architectural change.
The straightforward approach: an afterimage class that snapshots the ball's visual state at creation time (position, angle, thrust_angle, image, all the squash/scale values) and replays the same push/image/pop sequence with fading alpha. Spawn one every N frames during thrust, each fades out over ~0.2-0.3s.
The color tint parameter on layer\image accepts packed RGBA, so we can fade by reducing alpha each frame. Something like:
-- In afterimage update:
@alpha -= dt/@duration
-- In afterimage draw:
game\push @x, @y, @thrust_angle, @stretch_x, @stretch_y
game\push 0, 0, @angle - @thrust_angle, @scale, @scale
game\image @image, 0, 0, color(255, 255, 255, @alpha*255)!
game\pop!
game\pop!
The downside is we're duplicating the draw logic. If the ball's draw code changes, the afterimage needs to match. But for a specific effect like this, that's probably fine.
Want to go with this approach, or do you have another idea for the queue capture?
Yea, let's just create the afterimage class and it receives position, rotation, scale, sprite, duration of afterimage, etc. This class should be simple, and we should leave the math of which arguments to pass exactly to the caller. For this specific case, we should have the code for creating each afterimage in the update function, near the draw code, so things remain local. Normally we'd spawn afterimages in the constructor using a timer\every call, but to keep it local we can do the timer manually and spawn when its inside the timer conditional. Makes sense?
Makes sense. Let me look at how existing visual-only objects like dash_particle are structured to match the pattern.
Grep (class dash_particle)
2235:class dash_particle extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
2235→class dash_particle extends object
2236→ new: (@x, @y, args={}) =>
2237→ super!
2238→ @velocity = args.velocity or an.random\float 75, 100
2239→ @direction = args.direction or math.pi/2
2240→ @scale = 20/512 -- dash.png is 512x512, scale to ~20 pixels
2241→ @duration = args.duration or an.random\float 1.2, 1.6
2242→
2243→ @\add spring!
2244→ @spring\pull 'main', 0.3, 3, 1
2245→
2246→ @\add timer!
2247→ @timer\tween @duration, @, {velocity: 0, scale: 0}, math.quad_out, -> @\kill!
2248→ @flashing = true
2249→ @timer\after 0.1*@duration, -> @flashing = false
2250→
2251→ update: (dt) =>
2252→ @x += @velocity*math.cos(@direction)*dt
2253→ @y += @velocity*math.sin(@direction)*dt
2254→
2255→ effects\push @x, @y, @direction, @scale*@spring.main.x, @scale*@spring.main.x
2256→ effects\image an.images.dash, 0, 0, nil, @flashing and white!
2257→ effects\pop!
2258→
2259→
2260→
2261→-- Hit effect: frame-based animation at collision points
2262→class hit_effect extends object
2263→ new: (@x, @y, args={}) =>
2264→ super!
... [10 more lines]
Good, I see the pattern. Here's what I'm thinking:
afterimage class (near the other particle classes): ```yuescript class afterimage extends object new: (@x, @y, args={}) => super! @layer = args.layer or game @image = args.image @duration = args.duration or 0.15 @pushes = args.pushes or {} @t = 0
update: (dt) => @t += dt if @t >= @duration @\kill! return a = math.floor(255(1 - @t/@duration)) for push in @pushes @layer\push push[1], push[2], push[3], push[4], push[5] @layer\image @image, 0, 0, color(255, 255, 255, a)! for i = 1, #@pushes @layer\pop! ```
Spawning code (right after the squash computation, before ball draw):
yuescript
-- Spawn afterimages during thrust
if @thrusting
@afterimage_timer += dt
if @afterimage_timer >= 0.03
@afterimage_timer = 0
@parent.effects\add afterimage @x, @y, {
layer: game, image: @image, duration: 0.15
pushes: {
{@x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze},
{0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale}
}
}
The caller does all the math, afterimage class just replays pushes with fading alpha. @afterimage_timer = 0 goes in the sword config block. Does this look right?
The layer\image color that's passed in the 4th argument, is it additive? If that's the case then it will flash white. I don't remember, please check.
Read (E:\a327ex\Anchor\framework\anchor\layer.yue)
276→ Queues an image (texture) centered at (x, y).
277→
278→ Usage:
279→ layer\image an.images.player, 100, 100
280→ layer\image an.images.player, 100, 100, rgba(255, 255, 255, 128) -- semi-transparent
281→ layer\image an.images.player, 100, 100, 0xFFFFFFFF, rgba(255, 0, 0, 255) -- red flash
282→
283→ Parameters:
284→ image - image object (from an\image)
285→ x, y - center position
286→ color - tint/multiply color (default: white/opaque)
287→ flash - additive flash color (default: none)
288→
289→ Note: Use push/pop for rotation and scaling.
290→ ]]
291→ image: (image, x, y, color, flash) =>
292→ layer_draw_texture @handle, image.handle, x, y, color or 0xFFFFFFFF, flash or 0
293→
294→ --[[
295→ Queues a spritesheet frame centered at (x, y).
It's multiply (tint), not additive. Line 286: "tint/multiply color." The 5th argument (flash) is the additive one.
So color(255, 255, 255, a)! with decreasing alpha will correctly fade the image out — it multiplies the texture colors by white (no tint change) with reducing opacity. That should work as intended, no white flash issue.
OK, then instead of creating a new color object every frame, just create a single one in the constructor and change its alpha over time.
Good call. Updated plan:
class afterimage extends object
new: (@x, @y, args={}) =>
super!
@layer = args.layer or game
@image = args.image
@duration = args.duration or 0.15
@pushes = args.pushes or {}
@t = 0
@color = color 255, 255, 255
update: (dt) =>
@t += dt
if @t >= @duration
@\kill!
return
@color.a = math.floor(255*(1 - @t/@duration))
for push in *@pushes
@layer\push push[1], push[2], push[3], push[4], push[5]
@layer\image @image, 0, 0, @color\to_packed!
for i = 1, #@pushes
@layer\pop!
Wait — let me check how color objects work and how they're passed to layer\image. The C function takes a packed RGBA.
Grep (to_packed|class color|.a =|.r =)
Found 2 files
Anchor\framework\anchor\color.lua
Anchor\framework\anchor\color.yue
Read (E:\a327ex\Anchor\framework\anchor\color.yue)
1→global *
2→
3→--[[
4→ Mutable color with RGB and HSL access.
5→
6→ Usage:
7→ red = color 255, 0, 0
8→ red.r = 200 -- modify in place
9→ red.l = 0.8 -- set lightness, recomputes RGB
10→ layer\circle x, y, r, red! -- get packed value
11→
12→ Color is a standalone class (not a child object).
13→ All properties (r, g, b, a, h, s, l) are readable and writable.
14→ RGB and HSL stay synchronized automatically.
15→
16→ Properties:
17→ r, g, b - RGB components (0-255)
18→ a - alpha (0-255)
19→ h - hue (0-360)
20→ s - saturation (0-1)
21→ l - lightness (0-1)
22→
23→ Operators (mutate in place, return self):
24→ color * number - multiply RGB by scalar
25→ color * color - multiply RGB component-wise
26→ color / number - divide RGB by scalar
27→ color + number - add to all RGB
28→ color + color - add RGB component-wise
29→ color - number - subtract from all RGB
30→ color - color - subtract RGB component-wise
... [322 more lines]
The __call operator packs it to RGBA integer, and setting .a is cheap (no HSL sync). Updated:
class afterimage extends object
new: (@x, @y, args={}) =>
super!
@layer = args.layer or game
@image = args.image
@duration = args.duration or 0.15
@pushes = args.pushes or {}
@t = 0
@tint = color 255, 255, 255
update: (dt) =>
@t += dt
if @t >= @duration
@\kill!
return
@tint.a = math.floor(255*(1 - @t/@duration))
for push in *@pushes
@layer\push push[1], push[2], push[3], push[4], push[5]
@layer\image @image, 0, 0, @tint!
for i = 1, #@pushes
@layer\pop!
Create once, mutate .a each frame, pack with @tint!. Does this look right?
Yes.
Let me find the sword config block and the right insertion points.
Grep (@thrust_cooldown)
1112: @thrust_cooldown = 5 -- seconds between thrusts
1549: @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
Read (E:\a327ex\emoji-ball-battles\main.yue)
1108→ @camera_shake_multiplier = 1.5 -- stronger camera shake
1109→ @thrust_damage = 1 -- increases by 1 per successful thrust hit
1110→ @thrust_speed = 200 -- added to current speed during thrust
1111→ @thrust_duration = 0.5 -- how long thrust lasts
1112→ @thrust_cooldown = 5 -- seconds between thrusts
1113→ else -- dagger
1114→ @weapon_class = 'melee'
1115→ @weapon_image = an.images.dagger
Now let me read the squash computation area to find where to insert the spawning code.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1339→ -- Thrust squash values (used by both ball and weapon draw)
1340→ squash_t, stretch_amount, squeeze_amount = 0, 0, 0
1341→ if @thrusting
1342→ squash_t = math.sin(@thrust_progress*math.pi)
1343→ thrust_speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1344→ speed_factor = math.clamp(math.remap(thrust_speed, 400, 600, 0, 1), 0, 1)
1345→ stretch_amount = math.lerp(speed_factor, 0.4, 0.6)
1346→ squeeze_amount = math.lerp(speed_factor, 0.2, 0.3)
1347→
1348→ if @thrusting
1349→ thrust_stretch = 1 + stretch_amount*squash_t
1350→ thrust_squeeze = 1 - squeeze_amount*squash_t
1351→ game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
1352→ game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
1353→ game\image @image, 0, 0, nil, @ball_flashing and white!
1354→ game\pop!
1355→ game\pop!
1356→ else
1357→ game\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)
1358→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
Now let me find where to insert the class (near dash_particle).
Read (E:\a327ex\emoji-ball-battles\main.yue)
2230→ effects\pop!
2231→
2232→
2233→
2234→-- Dash particle: spawns when ball unsticks from floor
Good. Now I'll make all three changes.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Let me verify everything looks right.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1348→
1349→ -- Spawn afterimages during thrust
1350→ if @thrusting
1351→ @afterimage_timer += dt
1352→ if @afterimage_timer >= 0.03
1353→ @afterimage_timer = 0
1354→ thrust_stretch_ai = 1 + stretch_amount*squash_t
1355→ thrust_squeeze_ai = 1 - squeeze_amount*squash_t
1356→ @parent.effects\add afterimage @x, @y, {
1357→ layer: game, image: @image, duration: 0.15
1358→ pushes: {
1359→ {@x, @y, @thrust_angle, squash_x*thrust_stretch_ai, squash_y*thrust_squeeze_ai}
1360→ {0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale}
1361→ }
1362→ }
1363→
1364→ if @thrusting
1365→ thrust_stretch = 1 + stretch_amount*squash_t
1366→ thrust_squeeze = 1 - squeeze_amount*squash_t
1367→ game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
1368→ game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
1369→ game\image @image, 0, 0, nil, @ball_flashing and white!
1370→ game\pop!
1371→ game\pop!
1372→ else
Done. Three changes:
@afterimage_timer = 0in sword config (line 1113)- Afterimage spawning code before ball draw, every 0.03s during thrust (lines 1349-1362)
afterimageclass near the other particle classes (beforedash_particle)
Give it a test — the afterimages should spawn as fading ghosts trailing behind the ball during thrust.
The outlines get darker as the alpha goes down, not more transparent. Is there a way to avoid that or is this because of how the tinting works?
The outline shader likely processes everything on the game layer — it detects alpha edges and draws dark outlines regardless of how transparent the source pixels are. So as the emoji fades, you get a dark outline around an increasingly transparent image, making it look darker rather than ghostly.
The simplest fix: draw afterimages to the effects layer instead of game. The effects layer probably doesn't go through outline processing, so the afterimages would just be clean fading emojis with no outlines.
Want to try that? Just changing layer: game to layer: effects in the spawning code, and @layer = args.layer or game default to effects in the class.
The effects layer does have an outline too. Check all layers to see which one doesn't have it.
Grep (outline)
40:back_outline = an\layer 'back_outline'
42:game_outline = an\layer 'game_outline'
44:front_outline = an\layer 'front_outline'
47:weapons_outline = an\layer 'weapons_outline'
48:outline_only = an\layer 'outline_only' -- source layer for outline_only shader, never drawn itself
49:actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only shader
51:effects_outline = an\layer 'effects_outline'
55:ui_outline = an\layer 'ui_outline'
62:ui_outline.camera = nil
67:an\shader 'outline', 'assets/outline.frag'
68:an\shader 'outline_only', 'assets/outline_only.frag'
199: outline_only\render!
221: shader_set_vec2_immediate an.shaders.outline, "u_pixel_size", 1/gw, 1/gh
222: back_outline\clear!
223: back_outline\draw_from back, an.shaders.outline
224: game_outline\clear!
225: game_outline\draw_from game, an.shaders.outline
226: front_outline\clear!
227: front_outline\draw_from front, an.shaders.outline
228: weapons_outline\clear!
229: weapons_outline\draw_from weapons, an.shaders.outline
230: effects_outline\clear!
231: effects_outline\draw_from effects, an.shaders.outline
232: ui_outline\clear!
233: ui_outline\draw_from ui, an.shaders.outline
235: shader_set_vec2_immediate an.shaders.outline_only, "u_pixel_size", 1/gw, 1/gh
236: actual_outline_only\clear!
237: actual_outline_only\draw_from outline_only, an.shaders.outline_only
241: back_outline\draw!
243: game_outline\draw!
... [10 more lines]
Every content layer gets outline processing (lines 222-233): back, game, front, weapons, effects, ui. The only layers without outline processing are the outline layers themselves, cover, and recolor_yellow.
Read (E:\a327ex\emoji-ball-battles\main.yue)
37→-- Layers
38→bg = an\layer 'bg'
39→back = an\layer 'back'
40→back_outline = an\layer 'back_outline'
41→game = an\layer 'game'
42→game_outline = an\layer 'game_outline'
43→front = an\layer 'front'
44→front_outline = an\layer 'front_outline'
45→cover = an\layer 'cover'
46→weapons = an\layer 'weapons'
47→weapons_outline = an\layer 'weapons_outline'
48→outline_only = an\layer 'outline_only' -- source layer for outline_only shader, never drawn itself
49→actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only shader
50→effects = an\layer 'effects'
51→effects_outline = an\layer 'effects_outline'
52→recolor_blue = an\layer 'recolor_blue'
53→recolor_yellow = an\layer 'recolor_yellow'
54→ui = an\layer 'ui'
55→ui_outline = an\layer 'ui_outline'
56→shadow = an\layer 'shadow'
57→debug_draw = an\layer 'debug_draw'
58→
59→--[[
60→-- UI layers don't use camera (no shake)
61→ui.camera = nil
62→ui_outline.camera = nil
63→]]
64→
65→-- Shaders
66→an\shader 'shadow', 'assets/shadow.frag'
Layers without outline processing: bg, cover, recolor_blue, recolor_yellow, shadow, debug_draw. Of these, cover seems like the best fit — it sits between front and weapons in draw order. Let me check the draw order to be sure.
Read (E:\a327ex\emoji-ball-battles\main.yue)
238→
239→ bg\draw!
240→ shadow\draw 4, 4
241→ back_outline\draw!
242→ back\draw!
243→ game_outline\draw!
244→ game\draw!
245→ front_outline\draw!
246→ front\draw!
247→ cover\draw!
248→ weapons_outline\draw!
249→ weapons\draw!
250→ actual_outline_only\draw!
251→ outline_only\clear!
252→ effects_outline\draw!
253→ effects\draw!
254→ ui_outline\draw!
255→ ui\draw!
256→ debug_draw\draw!
257→
258→
259→
260→-- Arena class (contains walls, manages fight state)
261→class arena extends object
262→ new: =>
cover draws after front but before weapons — so afterimages there would appear behind the weapons but in front of the ball, which isn't ideal.
None of the existing non-outlined layers have the right draw order (after game but still looking like part of the game). The cleanest option would be to create a new layer specifically for afterimages that doesn't get outline processing, drawn right before game. That way afterimages appear behind the actual ball, no outlines.
Alternatively, we could just draw to cover and accept the layering — afterimages behind weapons but in front of ball might actually look fine since they're fading ghosts.
What do you prefer — new layer, or use cover?
Draw it on cover for now, let me see what it looks like.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Afterimages now draw to cover. Give it a test.
It does look transparent now but it looks wrong too, I think it being on the game layer is fine.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Reverted to game. The outline darkening is a tradeoff — but having it on the right layer with proper outlines probably looks more cohesive than transparent-but-wrong-layer. How does it feel otherwise? Want to tweak duration, spawn rate, or alpha curve?
As the alpha decreases and gets below 128, also decrease the scale of the afterimage so that the darkness becomes less noticeable.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2247→
2248→
2249→
2250→-- Afterimage: fading ghost of a sprite at a captured transform
2251→class afterimage extends object
2252→ new: (@x, @y, args={}) =>
2253→ super!
2254→ @layer = args.layer or game
2255→ @image = args.image
2256→ @duration = args.duration or 0.15
2257→ @pushes = args.pushes or {}
2258→ @t = 0
2259→ @tint = color 255, 255, 255
2260→
2261→ update: (dt) =>
2262→ @t += dt
2263→ if @t >= @duration
2264→ @\kill!
Read (E:\a327ex\emoji-ball-battles\main.yue)
2261→ update: (dt) =>
2262→ @t += dt
2263→ if @t >= @duration
2264→ @\kill!
2265→ return
2266→ @tint.a = math.floor(255*(1 - @t/@duration))
2267→ for push in *@pushes
2268→ @layer\push push[1], push[2], push[3], push[4], push[5]
2269→ @layer\image @image, 0, 0, @tint!
2270→ for i = 1, #@pushes
2271→ @layer\pop!
2272→
I'll apply the shrink to the first push's scale (the outermost transform), so everything inside scales down uniformly.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. When alpha drops below 128, the afterimage starts shrinking proportionally (128→full size, 0→zero size). The shrink is applied to the outermost push so it scales everything uniformly. Give it a test.
Stronger decrease, like faster to 0 closer to 128.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Squared the curve. At alpha 128→1, 96→0.56, 64→0.25, 32→0.06. Should shrink much faster near the threshold.
Looks good, what was next?
That was the last item from the original list. Here's where we stand:
5s cooldowndoneLonger thrust duration (0.5s)doneHit stop before thrustdoneVelocity rampdoneSquash ball + weapon during thrustdoneAfterimagesdone (replaced dash particles idea)Ball flashes whitedecided done earlierWeapon spring thinnerdecided done earlierRemove debug printdone
Everything from the list is done. What would you like to work on next?
Let's make sure that the thrust damage can only increase once per thrust, and then let's spawn a status_text object that says "+1 thrust dmg" whenever it increases, make the size of the effect about the same as the damage number text, so no additional scaling.
Let me find the hit handler and the status_text class.
Grep (thrust_damage += 1)
809- -- Weapon-specific scaling on hit
810- if attacker.weapon_type == 'dagger'
811- attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
812- attacker.max_angular_velocity = attacker.base_angular_velocity*2
813- elseif attacker.weapon_type == 'sword' and attacker.thrusting
814: attacker.thrust_damage += 1
815-
816- -- Hit effect on defender's edge, facing the weapon
817- weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
818- weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
819- hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
Grep (class status_text)
2439:class status_text extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
2439→class status_text extends object
2440→ new: (@x, @y, text, args={}) =>
2441→ super!
2442→ @vy = args.vy or -24
2443→ @duration_multiplier = args.duration_multiplier or 1
2444→ @scale_multiplier = args.scale_multiplier or 1
2445→ @base_scale = 12/512
2446→ @scale = @base_scale*@scale_multiplier
2447→ @layer = args.layer or recolor_yellow
2448→ @\add spring!
2449→ @spring\pull 'main', 1.5, 4, 0.6
2450→
2451→ -- Create character data for each character
2452→ -- "+" uses effects (no recolor), numbers use recolor_blue, letters use recolor_yellow (red)
2453→ @characters = {}
2454→ seen_space = false
2455→ for i = 1, #text
2456→ char = text\sub(i, i)\lower!
2457→ if char == ' '
2458→ @characters[] = {space: true}
2459→ seen_space = true
2460→ continue
2461→ is_plus = char == '+'
2462→ char = 'plus' if is_plus
2463→ @characters[] = {
2464→ image: an.images[char]
2465→ rotation: an.random\float -math.pi/16, math.pi/16
2466→ angular_speed: an.random\float -math.pi/4, math.pi/4
2467→ offset_y: 0
2468→ layer: is_plus and effects or (seen_space and recolor_yellow or recolor_blue)
Now let me also check how status_text is spawned elsewhere to match the pattern.
Grep (\add status_text)
No matches found
Grep (status_text)
2439:class status_text extends object
The class exists but hasn't been used yet. Let me check how other effects are spawned.
Grep (effects\add)
720: @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}
722: @effects\add hit_particle event.point_x, event.point_y,
789: @effects\add star_particle x, y,
875: @effects\add hit_effect x, y, {scale: 1.35*multiplier}
877: @effects\add hit_circle x, y, {radius: 9*multiplier}
[Showing results with pagination = limit: 5, offset: 0]
Good, effects are added via @effects\add (on the arena). Now here's the code — two changes:
- Add a
@thrust_hit_this_thrustflag, set it false when thrust starts, check it before incrementing - Spawn status_text on increment
Read (E:\a327ex\emoji-ball-battles\main.yue)
800→ continue if attacker.weapon_class != 'melee'
801→
802→ -- Apply damage (thrust hits use thrust_damage)
803→ damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
804→ attacker\flash_weapon!
805→ defender\take_damage damage, attacker
806→ attacker.hits_landed += 1
807→ attacker.weapon_ui\landed_hit!
808→
809→ -- Weapon-specific scaling on hit
810→ if attacker.weapon_type == 'dagger'
811→ attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
812→ attacker.max_angular_velocity = attacker.base_angular_velocity*2
813→ elseif attacker.weapon_type == 'sword' and attacker.thrusting
814→ attacker.thrust_damage += 1
815→
816→ -- Hit effect on defender's edge, facing the weapon
817→ weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
818→ weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
819→ hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
Now let me find where thrust starts to add the flag reset.
Grep (@thrusting = true)
1543: @thrusting = true
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Two changes:
@thrust_hit_this_thrustflag — set false at thrust start, set true on first hit, prevents further increments during the same thrust- Spawns
status_textat the attacker's position (slightly above) showing "+1 thrust dmg" with default scaling (same size as damage numbers)
Let's rework status_text so that every character is actually a full anchor object, and they're all children of the parent status_text. Use the cloud code as a reference for how to create inline objects. This will allow us to use modules (timer, etc) on each character. We will not do this for this object, but it's so that future instances have more examples of this pattern to go from. Tell me what you'll try and I'll correct you until it's right before you implement it.
Let me read the full status_text class and the cloud code.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2439→
2440→
2441→-- Status text: floating text for status messages like "+1 DMG"
2442→class status_text extends object
2443→ new: (@x, @y, text, args={}) =>
2444→ super!
2445→ @vy = args.vy or -24
2446→ @duration_multiplier = args.duration_multiplier or 1
2447→ @scale_multiplier = args.scale_multiplier or 1
2448→ @base_scale = 12/512
2449→ @scale = @base_scale*@scale_multiplier
2450→ @layer = args.layer or recolor_yellow
2451→ @\add spring!
2452→ @spring\pull 'main', 0.5, 4, 0.6
2453→
2454→ -- Create character data for each character
2455→ -- "+" uses effects (no recolor), numbers use recolor_blue, letters use recolor_yellow (red)
2456→ @characters = {}
2457→ seen_space = false
2458→ for i = 1, #text
2459→ char = text\sub(i, i)\lower!
2460→ if char == ' '
2461→ @characters[] = {space: true}
2462→ seen_space = true
2463→ continue
2464→ is_plus = char == '+'
2465→ char = 'plus' if is_plus
2466→ @characters[] = {
2467→ image: an.images[char]
2468→ rotation: an.random\float -math.pi/16, math.pi/16
... [30 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
2498→ continue if character.space
2499→ character_y = @y + character.offset_y
2500→ character.layer\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
2501→ character.layer\image character.image, 0, 0, nil, @flashing and white! or character.tint
2502→ character.layer\pop!
2503→
2504→
2505→
2506→-- Plant class: decorative plants that sway and react to physics events
2507→class plant extends object
2508→ new: (@x, @y, args={}) =>
2509→ super!
2510→ @\tag 'plant'
2511→ @image = an.images[args.image or 'seedling']
2512→ @w = args.w or 16
Now let me find the cloud code.
Grep (class cloud)
No matches found
Grep (cloud)
92:an\image 'cloud', 'assets/cloud.png'
315: cloud_image = an.images.cloud
316: cloud_base_scale = 24/cloud_image.width
317: cloud_speed = 5
318: cloud_min_spacing = 45
319: cloud_alpha = math.floor(an.random\float(0.5, 0.6) * 255)
322: cloud_area_x = @x - 30
323: cloud_area_y = @y - 10
324: cloud_area_w = @w + 60
325: cloud_area_h = @h * 0.6
328: cloud_positions = {}
332: start_x = cloud_area_x + an.random\float(0, cloud_area_w)
333: start_y = cloud_area_y + an.random\float(0, cloud_area_h)
334: cloud_positions[] = {x: start_x, y: start_y}
335: active[] = cloud_positions[1]
345: distance = an.random\float(cloud_min_spacing, 2*cloud_min_spacing)
350: continue unless new_x >= cloud_area_x and new_x <= cloud_area_x + cloud_area_w
351: continue unless new_y >= cloud_area_y and new_y <= cloud_area_y + cloud_area_h
355: for existing in *cloud_positions
356: if math.distance(new_x, new_y, existing.x, existing.y) < cloud_min_spacing
362: cloud_positions[] = new_point
371: -- Create cloud objects from generated positions
372: for position in *cloud_positions
373: cloud = object!
374: cloud\set {
377: scale: cloud_base_scale * an.random\float(0.8, 1.2)
379: speed: cloud_speed
380: draw_color: color(255, 255, 255, cloud_alpha)
381: arena_left: cloud_area_x
384: cloud\action (dt) =>
... [3 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
371→ -- Create cloud objects from generated positions
372→ for position in *cloud_positions
373→ cloud = object!
374→ cloud\set {
375→ x: position.x
376→ y: position.y
377→ scale: cloud_base_scale * an.random\float(0.8, 1.2)
378→ flip: an.random\sign!
379→ speed: cloud_speed
380→ draw_color: color(255, 255, 255, cloud_alpha)
381→ arena_left: cloud_area_x
382→ arena_right: @x + @w + 30
383→ }
384→ cloud\action (dt) =>
385→ @x += @speed*dt
386→ @x = @arena_left - 20 if @x > @arena_right
387→ bg\push @x, @y, 0, @flip*@scale, @scale
388→ bg\image cloud_image, 0, 0, @draw_color!
389→ bg\pop!
390→ cloud\flow_to @
391→
392→ --[[
393→ COLLISION ENERGY SYSTEM
394→
395→ Box2D leaks energy even with restitution=1, causing balls to eventually stop bouncing.
Now let me check flow_to and set and action in the framework to understand the pattern.
Grep (flow_to|\action|\set)
132:an\action(name?, callback)
164:object\set(properties)
174:object\flow_to(state_name)
180:object\action(name?, callback)
193:object\F(state) -> self -- flow_to
219:layer\set_blend_mode(mode)
278:animation\set_frame(frame)
311:collider\set_position(x, y)
313:collider\set_angle(angle)
314:collider\set_transform(x, y, angle)
320:collider\set_velocity(vx, vy)
322:collider\set_angular_velocity(av)
337:collider\set_linear_damping(damping)
338:collider\set_angular_damping(damping)
339:collider\set_gravity_scale(scale)
340:collider\set_fixed_rotation(fixed)
341:collider\set_bullet(bullet)
343:collider\set_center_of_mass(x, y)
346:collider\set_awake(awake)
351:collider\set_friction(friction)
353:collider\set_restitution(restitution)
355:collider\set_density(density)
402:timer\set_multiplier(multiplier)
436:camera\set_bounds(x, y, w, h)
449:spring\set_target(name, value)
465:shake\set_trauma_parameters(amplitude)
518:random\set_seed(seed)
Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)
160→```
161→
162→### Property Setting
163→```
164→object\set(properties)
165→```
166→
167→### Build Pattern
168→```
169→object\build() -> self
170→```
171→
172→### State Transitions
173→```
174→object\flow_to(state_name)
175→```
176→
177→### Action Phases
178→```
179→object\early_action(name?, callback)
180→object\action(name?, callback)
181→object\late_action(name?, callback)
182→```
183→
184→### Aliases
185→```
186→object\T(tags...) -- tag
187→object\Y(tag) -> bool -- is (tYpe check)
188→object\U(callback) -- early_action (Update early)
189→object\E(callback) -- action (Execute)
Grep (flow_to)
E:\a327ex\Anchor\framework\anchor\object.lua-205-
E:\a327ex\Anchor\framework\anchor\object.lua-206-
E:\a327ex\Anchor\framework\anchor\object.lua-207-
E:\a327ex\Anchor\framework\anchor\object.lua-208-
E:\a327ex\Anchor\framework\anchor\object.lua-209-
E:\a327ex\Anchor\framework\anchor\object.lua-210-
E:\a327ex\Anchor\framework\anchor\object.lua-211-
E:\a327ex\Anchor\framework\anchor\object.lua-212-build_function(self)return
E:\a327ex\Anchor\framework\anchor\object.lua:213:self end, flow_to = function(self, parent)
E:\a327ex\Anchor\framework\anchor\object.lua-214-
E:\a327ex\Anchor\framework\anchor\object.lua-215-
E:\a327ex\Anchor\framework\anchor\object.lua-216-
E:\a327ex\Anchor\framework\anchor\object.lua-217-
E:\a327ex\Anchor\framework\anchor\object.lua-218-
E:\a327ex\Anchor\framework\anchor\object.lua-219-
E:\a327ex\Anchor\framework\anchor\object.lua-220-
E:\a327ex\Anchor\framework\anchor\object.lua-221-
--
E:\a327ex\Anchor\framework\anchor\object.lua-362-
E:\a327ex\Anchor\framework\anchor\object.lua-363-self:early_action(name_or_fn, fn)end, X = function(self, name_or_fn, fn)return
E:\a327ex\Anchor\framework\anchor\object.lua-364-self:action(name_or_fn, fn)end, L = function(self, name_or_fn, fn)return
E:\a327ex\Anchor\framework\anchor\object.lua-365-self:late_action(name_or_fn, fn)end, A = function(self, child)return
E:\a327ex\Anchor\framework\anchor\object.lua-366-self:add(child)end, K = function(self, target, callback)return
E:\a327ex\Anchor\framework\anchor\object.lua-367-self:link(target, callback)end, Y = function(self, properties)return
E:\a327ex\Anchor\framework\anchor\object.lua-368-self:set(properties)end, U = function(self, build_function)return
E:\a327ex\Anchor\framework\anchor\object.lua-369-self:build(build_function)end, F = function(self, parent)return
E:\a327ex\Anchor\framework\anchor\object.lua:370:self:flow_to(parent)end, _early_update = function(self, dt)if
E:\a327ex\Anchor\framework\anchor\object.lua-371-
E:\a327ex\Anchor\framework\anchor\object.lua-372-
E:\a327ex\Anchor\framework\anchor\object.lua-373-
... [67 more lines]
Now let me check if children have a @parent reference.
Grep (.parent)
34: - Sets child.parent = @
47: child.parent = @
499: child.parent = nil
Good, child.parent = @ is set in add. So @parent works from children. Here's my plan:
status_text rework:
- Parent
status_textkeeps:@x,@y,@vy,@scale,@spring,@timer,@char_count,@flashing - Parent
update:just does@y += @vy*dt(movement only, no drawing) - For each non-space character in the text, create an
object!,\setits properties (image, rotation, angular_speed, offset_y, char_layer, tint, idx), give it an\actionthat handles both its own wobble update and drawing (referencing@parentfor position/scale/spring), then\flow_to @ - Spaces aren't objects — they just increment the index counter and set the
seen_spaceflag. Each character stores its index including spaces, and the parent stores@char_count = #textso positioning math works - When parent dies via
@\kill!, children die too (framework handles this)
Does this look right?
Sure, let me see the full code you'll implement first though.
-- Status text: floating text for status messages like "+1 DMG"
class status_text extends object
new: (@x, @y, text, args={}) =>
super!
@vy = args.vy or -24
@duration_multiplier = args.duration_multiplier or 1
@scale_multiplier = args.scale_multiplier or 1
@base_scale = 12/512
@scale = @base_scale*@scale_multiplier
@char_count = #text
@\add spring!
@spring\pull 'main', 0.5, 4, 0.6
seen_space = false
for i = 1, #text
char = text\sub(i, i)\lower!
if char == ' '
seen_space = true
continue
is_plus = char == '+'
char_name = is_plus and 'plus' or char
char_layer = is_plus and effects or (seen_space and recolor_yellow or recolor_blue)
char_tint = is_plus and white! or nil
c = object!
c\set {
image: an.images[char_name]
rotation: an.random\float -math.pi/16, math.pi/16
angular_speed: an.random\float -math.pi/4, math.pi/4
offset_y: 0
char_layer: char_layer
tint: char_tint
idx: i
}
c\action (dt) =>
@rotation += @angular_speed*dt
@offset_y = 4*math.sin(an.time + @idx)
p = @parent
total_w = p.char_count*12*p.scale_multiplier
start_x = p.x - total_w/2
character_x = start_x + (@idx - 1)*12*p.scale_multiplier + 5*p.scale_multiplier
character_y = p.y + @offset_y
@char_layer\push character_x, character_y, @rotation, p.scale*p.spring.main.x, p.scale*p.spring.main.x
@char_layer\image @image, 0, 0, nil, p.flashing and white! or @tint
@char_layer\pop!
c\flow_to @
@\add timer!
@timer\after 0.25*@duration_multiplier, ->
@timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
if args.flash_on_spawn
@flashing = true
flash_duration = 0.075*@duration_multiplier
@timer\after flash_duration, -> @flashing = false
update: (dt) =>
@y += @vy*dt
Same behavior as before, but each character is a full object with its own action, accessible @parent, and the ability to add modules (timer, spring, etc.) in the future. Does this look right?
c -> character_object, idx -> index, char_layer (inside the object) -> layer, character_x, character_y -> can just be x, y, it's inside the character update function,
-- Status text: floating text for status messages like "+1 DMG"
class status_text extends object
new: (@x, @y, text, args={}) =>
super!
@vy = args.vy or -24
@duration_multiplier = args.duration_multiplier or 1
@scale_multiplier = args.scale_multiplier or 1
@base_scale = 12/512
@scale = @base_scale*@scale_multiplier
@char_count = #text
@\add spring!
@spring\pull 'main', 0.5, 4, 0.6
seen_space = false
for i = 1, #text
char = text\sub(i, i)\lower!
if char == ' '
seen_space = true
continue
is_plus = char == '+'
char_name = is_plus and 'plus' or char
character_object = object!
character_object\set {
image: an.images[char_name]
rotation: an.random\float -math.pi/16, math.pi/16
angular_speed: an.random\float -math.pi/4, math.pi/4
offset_y: 0
layer: is_plus and effects or (seen_space and recolor_yellow or recolor_blue)
tint: is_plus and white! or nil
index: i
}
character_object\action (dt) =>
@rotation += @angular_speed*dt
@offset_y = 4*math.sin(an.time + @index)
p = @parent
total_w = p.char_count*12*p.scale_multiplier
start_x = p.x - total_w/2
x = start_x + (@index - 1)*12*p.scale_multiplier + 5*p.scale_multiplier
y = p.y + @offset_y
@layer\push x, y, @rotation, p.scale*p.spring.main.x, p.scale*p.spring.main.x
@layer\image @image, 0, 0, nil, p.flashing and white! or @tint
@layer\pop!
character_object\flow_to @
@\add timer!
@timer\after 0.25*@duration_multiplier, ->
@timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
if args.flash_on_spawn
@flashing = true
flash_duration = 0.075*@duration_multiplier
@timer\after flash_duration, -> @flashing = false
update: (dt) =>
@y += @vy*dt
Does this look right?
image_name = char == '+' and 'plus' or char, parent = @parent, you can implement it after these changes
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Each character is now a full object with its own action, connected to the parent via flow_to. Give it a test — the "+1 thrust dmg" text should appear when the sword lands a thrust hit.
There are three things we need to do to finalize this completely. 1. Sounds, we'll do this last. 2. status_text. We'll change the current status_text to emoji_text, and we'll do the status_text class next. This class should work as a literal text (using the lana or other font). Each character shakes a little. But more importantly, the characters fill up with a moving bar of color to signify the length of the effect. So, while thrusting, we'll spawn a text that says "thrusting" and then across the text it will progressively become colored (from base white color) as the thrust progresses. Makes sense? 3. An HP Bar-like bar, except white and it shows the relevant cooldown for that weapon.
Makes sense. The status_text becomes a progress indicator for the active effect — "thrusting" fills up with color over the thrust duration, giving a visual read on how long the thrust lasts. The cooldown bar is a separate UI element showing when the next thrust is ready.
Before I plan the implementation, a few questions:
AskUserQuestion
User has answered your questions: "For the status_text color fill, which direction should the bar move across the text?"="Left to right", "What color should the fill be for the sword thrust?"="We will decide later, don't implement anything yet.", "Where should the cooldown bar be positioned?"="Along the weapon". You can now continue with the user's answers in mind.
Got it. So:
- Rename current
status_text→emoji_text(same behavior, just renamed) - New
status_text— uses an actual font (lana or similar), each character shakes slightly, and a color fill bar sweeps left-to-right across the text to show effect progress. Caller provides a progress value (0→1) and the text colors accordingly. - Cooldown bar — positioned along the weapon, white, shows weapon cooldown progress.
- Sounds — last.
Let me start with the rename. Let me check all usages of status_text first.
Grep (status_text)
816: @effects\add status_text attacker.x, attacker.y - 10, "+1 dmg"
2442:class status_text extends object
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>
Grep (status_text)
816: @effects\add status_text attacker.x, attacker.y - 10, "+1 dmg"
2442:class status_text extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
816→ @effects\add status_text attacker.x, attacker.y - 10, "+1 dmg"
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of 'status_text' were successfully replaced with 'emoji_text'.
Renamed. Now for the new status_text class — before I write the full code, let me think through the design.
The tricky part is the left-to-right color fill across text. The engine draws text via layer\text which renders the whole string in one color. To have per-character (or sub-character) color control with a sweeping fill, we'd need either:
- Stencil masking — draw the full text in white, then use a stencil to draw a colored rectangle that only shows where text pixels exist, advancing left to right based on progress
- Per-character drawing — draw each character individually, choosing white or colored based on whether the fill has reached that character's position
- Two overlapping text draws with stencil — draw white text, then draw colored text clipped by a rectangle that grows with progress
Option 3 seems cleanest — draw the text twice, with the colored version clipped by a progress rectangle using the stencil system. No per-character management needed, and it gives smooth sub-character fill.
What do you think? Or would you prefer per-character color switching (snaps at character boundaries instead of smooth)?
Yea, I think 3. Show me the implementation first before doing anything.
Let me check what font/text measurement functions are available.
Grep (text_width|font_width|measure|char_width|glyph)
63:font_get_text_width(name, text) -> number
64:font_get_char_width(name, codepoint) -> number
65:font_get_glyph_metrics(name, codepoint) -> {width, height, advance, bearingX, bearingY}
67:layer_draw_glyph(layer, codepoint, font_name, x, y, r?, sx?, sy?, color)
There's layer_draw_glyph for per-character rendering and font_get_text_width/font_get_char_width for measurement. Let me check what fonts are loaded.
Grep (an\font)
109:an\font 'fat', 'assets/FatPixelFont.ttf', 8
110:an\font 'lana', 'assets/LanaPixel.ttf', 11
Read (E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md)
60→font_load(name, path, size)
61→font_unload(name)
62→font_get_height(name) -> number
63→font_get_text_width(name, text) -> number
64→font_get_char_width(name, codepoint) -> number
65→font_get_glyph_metrics(name, codepoint) -> {width, height, advance, bearingX, bearingY}
66→layer_draw_text(layer, text, font_name, x, y, color)
67→layer_draw_glyph(layer, codepoint, font_name, x, y, r?, sx?, sy?, color)
68→```
69→
70→## Audio
71→
72→```
73→sound_load(path) -> sound
74→sound_play(sound, volume?, pitch?)
Grep (layer_draw_glyph|draw_glyph)
No matches found
Grep (draw_glyph)
519-```lua
520-local metrics = font_get_glyph_metrics("main", string.byte("A"))
521-print(metrics.width, metrics.height, metrics.advance)
522-```
523-
524-### layer_draw_text
525-
526-`layer_draw_text(layer, text, font_name, x, y, color)`
527-
528-Draws text at the given position.
529-
530-```lua
531-layer_draw_text(layer, "Score: 100", "main", 10, 10, rgba(255, 255, 255))
532-```
533-
534:### layer_draw_glyph
535-
536:`layer_draw_glyph(layer, codepoint, font_name, x, y, r?, sx?, sy?, color)`
537-
538-Draws a single glyph with transform.
539-
540-```lua
541:layer_draw_glyph(layer, string.byte("A"), "main", 100, 100, 0, 2, 2, rgba(255, 255, 255))
542-```
543-
544----
545-
546-## Audio
547-
548-### sound_load
... [8 more lines]
Grep (font_get_char_width|font_get_text_width|font_get_height)
473-### font_unload
474-
475-`font_unload(name)`
476-
477-Unloads a registered font.
478-
479-```lua
480-font_unload("title")
481-```
482-
483:### font_get_height
484-
485:`font_get_height(name) -> number`
486-
487-Returns the font's line height.
488-
489-```lua
490:local line_height = font_get_height("main")
491-```
492-
493:### font_get_text_width
494-
495:`font_get_text_width(name, text) -> number`
496-
497-Returns the width of a text string in pixels.
498-
499-```lua
500:local width = font_get_text_width("main", "Hello World")
501-```
502-
... [18 more lines]
Good, all the pieces are there. Here's the full implementation:
-- Status text: font-based text with per-character shake and progress fill
class status_text extends object
new: (@x, @y, text, args={}) =>
super!
@text = text
@font = args.font or 'lana'
@layer = args.layer or effects
@progress = 0 -- 0 to 1, set externally by caller
@base_color = args.base_color or color 255, 255, 255
@fill_color = args.fill_color or color 253, 205, 86
-- Pre-compute character layout
@chars = {}
cursor_x = 0
for i = 1, #text
char = text\sub(i, i)
codepoint = string.byte(char)
advance = font_get_char_width @font, codepoint
@chars[] = {
codepoint: codepoint
base_x: cursor_x
shake_phase: an.random\float 0, math.pi*2
}
cursor_x += advance
@total_width = cursor_x
@font_height = font_get_height @font
update: (dt) =>
-- Update shake phases
for char in *@chars
char.shake_phase += dt
left = @x - @total_width/2
fill_w = @progress*@total_width
-- Pass 1: draw all characters in base color
for char in *@chars
cx = left + char.base_x + math.sin(char.shake_phase*8)*0.5
cy = @y + math.cos(char.shake_phase*6)*0.5
layer_draw_glyph @layer.handle, char.codepoint, @font, cx, cy, 0, 1, 1, @base_color!
-- Pass 2: draw filled portion using stencil
if @progress > 0
@layer\stencil_mask!
@layer\rectangle left, @y - @font_height/2, fill_w, @font_height*2, white!
@layer\stencil_test!
for char in *@chars
cx = left + char.base_x + math.sin(char.shake_phase*8)*0.5
cy = @y + math.cos(char.shake_phase*6)*0.5
layer_draw_glyph @layer.handle, char.codepoint, @font, cx, cy, 0, 1, 1, @fill_color!
@layer\stencil_off!
Key details:
- Characters are pre-laid-out using
font_get_char_widthfor proper kerning - Each character has its own shake phase so they wobble independently (0.5px amplitude)
- Base text drawn in white, then the fill color is overlaid via stencil mask — a rectangle from left edge to
progress * total_width - The stencil rectangle height is
font_height*2to be generous (glyphs might extend above/below) @progressis a public property the caller sets each frame (0→1)- Caller is also responsible for positioning (
@x,@y) and killing the object
The ball would use it like: ```yuescript -- In sword_thrust, after @thrusting = true: @thrust_text = @parent.effects\add status_text @x, @y - 20, "thrusting"
-- In ball update, when thrusting: if @thrust_text @thrust_text.x = @x @thrust_text.y = @y - 20 @thrust_text.progress = @thrust_progress
-- In thrust_end: if @thrust_text @thrust_text\kill! @thrust_text = nil ```
Does this look right?
Use the colors already initialized at the top of the file, follow the same pattern as emoji_text, where we're creating character objects as children.
Let me check how to iterate over children in the framework.
Grep (children|.objects)
14: @children - array of child objects
21: @children = {}
33: - Appends child to @children array
40: - Adding same child twice: child appears twice in @children, both get killed
46: @children[] = child
73: for i = #@children, 1, -1
74: stack[] = @children[i]
81: for i = #node.children, 1, -1
82: stack[] = node.children[i]
90: @\kill 'enemy' -- kill all descendants with 'enemy' tag (and their children)
94: - Sets dead = true on ALL descendants (children never outlive parents)
435: 3. Removes dead children from tree (iterates in reverse for children-first destroy order)
438: - Removes from parent.children array
442: - Destroy is called children-first (deepest nodes first) for proper resource cleanup order
475: -- Remove dead children
479: while j <= #parent.children
480: child = parent.children[j]
500: table.remove parent.children, j
[Showing results with pagination = limit: 20, offset: 0]
OK so children are in @children array. There's a complication with the stencil approach and per-character objects: the stencil requires coordinated two-pass drawing across ALL characters, but individual character actions draw independently.
Two options:
- Characters update shake in their action, parent draws everything in two stencil passes (iterating
@children) - Skip stencil, just color each character based on whether its position is before/after the fill boundary (simpler, matches emoji_text pattern where each character draws itself)
Option 2 matches the emoji_text pattern better — each character handles its own draw in its action. The fill won't be sub-character smooth, but at pixel font sizes that's barely noticeable. Here's the revised code:
-- Status text: font-based text with per-character shake and progress fill
class status_text extends object
new: (@x, @y, text, args={}) =>
super!
@font = args.font or 'lana'
@layer = args.layer or effects
@progress = 0 -- 0 to 1, set externally
@base_color = args.base_color or white
@fill_color = args.fill_color or yellow
@total_width = font_get_text_width @font, text
@font_height = font_get_height @font
cursor_x = 0
for i = 1, #text
char = text\sub(i, i)
codepoint = string.byte(char)
advance = font_get_char_width @font, codepoint
base_x = cursor_x
cursor_x += advance
character_object = object!
character_object\set {
codepoint: codepoint
base_x: base_x
advance: advance
shake_phase: an.random\float 0, math.pi*2
}
character_object\action (dt) =>
@shake_phase += dt
parent = @parent
left = parent.x - parent.total_width/2
x = left + @base_x + math.sin(@shake_phase*8)*0.5
y = parent.y + math.cos(@shake_phase*6)*0.5
-- Character is filled if its center is past the fill boundary
char_center = (@base_x + @advance/2)/parent.total_width
c = char_center <= parent.progress and parent.fill_color or parent.base_color
layer_draw_glyph parent.layer.handle, @codepoint, parent.font, x, y, 0, 1, 1, c!
character_object\flow_to @
update: (dt) =>
@y += @vy*dt
Wait, I left @vy in the update but didn't initialize it. Let me also reconsider — should this text float upward like emoji_text, or stay attached to the ball? For the "thrusting" indicator it should follow the ball (caller updates @x, @y). So no @vy needed. The update just needs to exist for the parent to be alive.
class status_text extends object
new: (@x, @y, text, args={}) =>
super!
@font = args.font or 'lana'
@layer = args.layer or effects
@progress = 0
@base_color = args.base_color or white
@fill_color = args.fill_color or yellow
@total_width = font_get_text_width @font, text
cursor_x = 0
for i = 1, #text
char = text\sub(i, i)
codepoint = string.byte(char)
advance = font_get_char_width @font, codepoint
base_x = cursor_x
cursor_x += advance
character_object = object!
character_object\set {
codepoint: codepoint
base_x: base_x
advance: advance
shake_phase: an.random\float 0, math.pi*2
}
character_object\action (dt) =>
@shake_phase += dt
parent = @parent
left = parent.x - parent.total_width/2
x = left + @base_x + math.sin(@shake_phase*8)*0.5
y = parent.y + math.cos(@shake_phase*6)*0.5
char_center = (@base_x + @advance/2)/parent.total_width
c = char_center <= parent.progress and parent.fill_color or parent.base_color
layer_draw_glyph parent.layer.handle, @codepoint, parent.font, x, y, 0, 1, 1, c!
character_object\flow_to @
No update: method needed — parent is just a container. Caller sets @x, @y, @progress externally, children read from @parent. Does this look right?
It should follow the ball at an offset, and should also be slightly angled instead of horizontally flat.
Good points. For the angle, each character can compute its position along a rotated line (no push/pop coordination needed). For following the ball, the status_text can hold a target reference and offset.
class status_text extends object
new: (@x, @y, text, args={}) =>
super!
@font = args.font or 'lana'
@layer = args.layer or effects
@progress = 0
@base_color = args.base_color or white
@fill_color = args.fill_color or yellow
@angle = args.angle or 0
@target = args.target
@offset_x = args.offset_x or 0
@offset_y = args.offset_y or 0
@total_width = font_get_text_width @font, text
cursor_x = 0
for i = 1, #text
char = text\sub(i, i)
codepoint = string.byte(char)
advance = font_get_char_width @font, codepoint
base_x = cursor_x
cursor_x += advance
character_object = object!
character_object\set {
codepoint: codepoint
base_x: base_x
advance: advance
shake_phase: an.random\float 0, math.pi*2
}
character_object\action (dt) =>
@shake_phase += dt
parent = @parent
local_x = @base_x - parent.total_width/2
x = parent.x + local_x*math.cos(parent.angle) + math.sin(@shake_phase*8)*0.5
y = parent.y + local_x*math.sin(parent.angle) + math.cos(@shake_phase*6)*0.5
char_center = (@base_x + @advance/2)/parent.total_width
c = char_center <= parent.progress and parent.fill_color or parent.base_color
layer_draw_glyph parent.layer.handle, @codepoint, parent.font, x, y, parent.angle, 1, 1, c!
character_object\flow_to @
update: (dt) =>
if @target
@x = @target.x + @offset_x
@y = @target.y + @offset_y
Parent update runs before children's actions, so target following is always up to date. Each character rotates its position around the text center by @angle, draws its own glyph with that same angle, and picks base or fill color based on whether its center has been passed by @progress. Does this look right?
There's no need for @target since children always have access to their parent.
Right — if the status_text is a child of the ball (via flow_to), it can just read @parent.x/@parent.y directly.
class status_text extends object
new: (@x, @y, text, args={}) =>
super!
@font = args.font or 'lana'
@layer = args.layer or effects
@progress = 0
@base_color = args.base_color or white
@fill_color = args.fill_color or yellow
@angle = args.angle or 0
@offset_x = args.offset_x or 0
@offset_y = args.offset_y or 0
@total_width = font_get_text_width @font, text
cursor_x = 0
for i = 1, #text
char = text\sub(i, i)
codepoint = string.byte(char)
advance = font_get_char_width @font, codepoint
base_x = cursor_x
cursor_x += advance
character_object = object!
character_object\set {
codepoint: codepoint
base_x: base_x
advance: advance
shake_phase: an.random\float 0, math.pi*2
}
character_object\action (dt) =>
@shake_phase += dt
parent = @parent
local_x = @base_x - parent.total_width/2
x = parent.x + local_x*math.cos(parent.angle) + math.sin(@shake_phase*8)*0.5
y = parent.y + local_x*math.sin(parent.angle) + math.cos(@shake_phase*6)*0.5
char_center = (@base_x + @advance/2)/parent.total_width
c = char_center <= parent.progress and parent.fill_color or parent.base_color
layer_draw_glyph parent.layer.handle, @codepoint, parent.font, x, y, parent.angle, 1, 1, c!
character_object\flow_to @
update: (dt) =>
@x = @parent.x + @offset_x
@y = @parent.y + @offset_y
Ball would use it like: ```yuescript -- In sword_thrust: @thrust_text = status_text 0, 0, "thrusting", {offset_y: -20, angle: -0.1} @thrust_text\flow_to @
-- In ball update during thrust: @thrust_text.progress = @thrust_progress
-- In thrust_end: @thrust_text\kill! @thrust_text = nil ```
Does this look right?
super name initializes the object with the name, such that when it is added elsewhere via add or flow_to, it gets automatically linked. So if we say that status_text takes in a name 'thrust_text', that attribute will get automatically set in the parent when add or flow_to is called.
Read (E:\a327ex\Anchor\framework\anchor\object.yue)
20→ @parent = nil
21→ @children = {}
22→ @dead = false
23→ @tags = {}
24→
25→ --[[
26→ Adds a child to this object's tree.
27→
28→ Usage:
29→ @\add child
30→ @\add(object 'timer')\add(object 'collider') -- chainable
31→
32→ Behavior:
33→ - Appends child to @children array
34→ - Sets child.parent = @
35→ - If child has a name: creates @[child.name] = child (parent can access child by name)
36→ - If parent has a name: creates child[@name] = @ (child can access parent by name)
37→ - If a child with the same name already exists, kills the old child first (replacement)
38→
39→ Edge cases:
40→ - Adding same child twice: child appears twice in @children, both get killed
41→ - Adding child that has another parent: child ends up in two parents' arrays (avoid this)
42→
43→ Returns: @ (for chaining)
44→ ]]
45→ add: (child) =>
46→ @children[] = child
47→ child.parent = @
48→ if child.name
49→ @[child.name]\kill! if @[child.name]
... [5 more lines]
Line 49 is especially nice — if a child with the same name already exists, it kills the old one automatically. So if the ball thrusts again and creates a new status_text named 'thrust_text', the old one gets killed. No manual cleanup needed.
Revised:
class status_text extends object
new: (name, @x, @y, text, args={}) =>
super name
@font = args.font or 'lana'
@layer = args.layer or effects
@progress = 0
@base_color = args.base_color or white
@fill_color = args.fill_color or yellow
@angle = args.angle or 0
@offset_x = args.offset_x or 0
@offset_y = args.offset_y or 0
@total_width = font_get_text_width @font, text
cursor_x = 0
for i = 1, #text
char = text\sub(i, i)
codepoint = string.byte(char)
advance = font_get_char_width @font, codepoint
base_x = cursor_x
cursor_x += advance
character_object = object!
character_object\set {
codepoint: codepoint
base_x: base_x
advance: advance
shake_phase: an.random\float 0, math.pi*2
}
character_object\action (dt) =>
@shake_phase += dt
parent = @parent
local_x = @base_x - parent.total_width/2
x = parent.x + local_x*math.cos(parent.angle) + math.sin(@shake_phase*8)*0.5
y = parent.y + local_x*math.sin(parent.angle) + math.cos(@shake_phase*6)*0.5
char_center = (@base_x + @advance/2)/parent.total_width
c = char_center <= parent.progress and parent.fill_color or parent.base_color
layer_draw_glyph parent.layer.handle, @codepoint, parent.font, x, y, parent.angle, 1, 1, c!
character_object\flow_to @
update: (dt) =>
@x = @parent.x + @offset_x
@y = @parent.y + @offset_y
Ball usage: ```yuescript -- In sword_thrust: (status_text 'thrust_text', 0, 0, "thrusting", {offset_y: -20, angle: -0.1})\flow_to @
-- In ball update during thrust: @thrust_text.progress = @thrust_progress
-- In thrust_end: @thrust_text\kill! ```
No manual reference storage — @thrust_text is auto-set by flow_to via the name. And re-creating it auto-kills the old one. Does this look right?
Perfect.
Let me implement it. First the class, then the ball integration.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2440→
2441→-- Status text: floating text for status messages like "+1 DMG"
2442→class emoji_text extends object
2443→ new: (@x, @y, text, args={}) =>
2444→ super!
I'll insert the status_text class right before emoji_text.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the ball integration. Let me find the sword_thrust method and thrust_end.
Grep (@thrusting = true)
1542-
1543- -- After hit stop, begin the actual lunge
1544- @timer\after 0.01, 'thrust_start', ->
1545: @thrusting = true
1546- @thrust_hit_this_thrust = false
1547- @thrust_progress = 0
1548- vx, vy = @collider\get_velocity!
Read (E:\a327ex\emoji-ball-battles\main.yue)
1544→ @timer\after 0.01, 'thrust_start', ->
1545→ @thrusting = true
1546→ @thrust_hit_this_thrust = false
1547→ @thrust_progress = 0
1548→ vx, vy = @collider\get_velocity!
1549→ @thrust_start_speed = math.length(vx, vy)
1550→ @thrust_end_speed = math.max(400, @thrust_start_speed + @thrust_speed)
1551→ @collider\set_gravity_scale 0
1552→ @collider\set_bullet true
1553→
1554→ -- End thrust after duration
1555→ @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
1556→
1557→ -- End thrust: restore normal state
1558→ thrust_end: =>
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add progress update in the thrust velocity override section.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1309→ flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
1310→
1311→ -- During thrust, override velocity each frame (starts at current speed, accelerates)
1312→ if @thrusting
1313→ @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
1314→ speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
1315→ @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
1316→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the kill in thrust_end.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1559→ -- End thrust: restore normal state
1560→ thrust_end: =>
1561→ return unless @thrusting
1562→ @thrusting = false
1563→ @timer\cancel 'thrust_end'
1564→ @collider\set_fixed_rotation false
1565→ @collider\set_gravity_scale 1
1566→ @collider\set_bullet false
1567→ @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
1568→ @time_above_base = 0
1569→ @time_below_base = 0
1570→ @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1571→
1572→ flash_ball: (duration=0.15) =>
1573→ @ball_flashing = true
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Three integration points:
- Thrust start — creates
status_text 'thrust_text'and flows it to the ball - Thrust update — sets
@thrust_text.progress = @thrust_progresseach frame - Thrust end — kills the thrust_text
Give it a test.
Let's use the fat pixel font, I don't know if it's loaded yet but it should be in the assets folder.
It's already loaded at line 109:
an\font 'fat', 'assets/FatPixelFont.ttf', 8
Grep (status_text 'thrust_text')
1554: (status_text 'thrust_text', 0, 0, "thrusting", {offset_y: -20, angle: -0.1})\flow_to @
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Give it a test.
Yes, that's more like it, but the text shouldn't follow the parent as it's hard to read.
So it should spawn at the ball's position but stay put. I'll remove the target-following from update and just keep the initial position from construction.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2478→ y = parent.y + local_x*math.sin(parent.angle) + math.cos(@shake_phase*6)*0.5
2479→ char_center = (@base_x + @advance/2)/parent.total_width
2480→ c = char_center <= parent.progress and parent.fill_color or parent.base_color
2481→ layer_draw_glyph parent.layer.handle, @codepoint, parent.font, x, y, parent.angle, 1, 1, c!
2482→ character_object\flow_to @
Read (E:\a327ex\emoji-ball-battles\main.yue)
2483→
2484→ update: (dt) =>
2485→ @x = @parent.x + @offset_x
2486→ @y = @parent.y + @offset_y
2487→
But we still need the initial position set from the parent. Let me set it in the constructor and remove the per-frame follow. The update can be empty or removed, but we need the object to stay alive — actually, the children's actions keep it alive. But we still need update for progress to be readable. Let me just remove the position tracking lines.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the initial position needs to be set correctly at spawn time. Let me update the spawn call to pass the ball's position + offset directly.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1552→ @collider\set_gravity_scale 0
1553→ @collider\set_bullet true
1554→ (status_text 'thrust_text', 0, 0, "thrusting", {font: 'fat', offset_y: -20, angle: -0.1})\flow_to @
1555→
1556→ -- End thrust after duration
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The text now spawns at the ball's position (with -20 y offset) and stays there. Give it a test.
OK, let me press a button that spawns a status_text arbitrarily and make it have a longer duration, like 5 seconds or something.
Grep (an.key_pressed)
No matches found
[Showing results with pagination = limit: 5, offset: 0]
Grep (key_pressed|keypressed)
No matches found
[Showing results with pagination = limit: 5, offset: 0]
Grep (an.is_pressed|input)
No matches found
[Showing results with pagination = limit: 10, offset: 0]
Grep (pressed|key)
107:an\is_pressed(action) -> bool
110:an\any_pressed() -> bool
111:an\get_pressed_action() -> string | nil
118:an\key_is_down(key) -> bool
119:an\key_is_pressed(key) -> bool
120:an\key_is_released(key) -> bool
122:an\mouse_is_pressed(button) -> bool
Grep (an\action|an\early_action|an\late_action)
No matches found
[Showing results with pagination = limit: 5, offset: 0]
Let me find where the arena update runs to add the test key, and also remove the thrust spawn.
Grep (class arena)
261:class arena extends object
Grep (update.arena|arena.update)
No matches found
Grep (^\s+update:)
860: update: (dt) =>
1221: update: (dt) =>
1610: update: (dt) =>
1648: update: (dt) =>
1768: update: (dt) =>
1887: update: (dt) =>
1925: update: (dt) =>
1964: update: (dt) =>
1980: update: (dt) =>
2007: update: (dt) =>
2117: update: (dt) =>
2239: update: (dt) =>
2267: update: (dt) =>
2302: update: (dt) =>
2322: update: (dt) =>
2367: update: (dt) =>
2425: update: (dt) =>
2484: update: (dt) =>
2540: update: (dt) =>
2592: update: (dt) =>
2721: update: (dt) =>
2751: update: =>
Read (E:\a327ex\emoji-ball-battles\main.yue)
860→ update: (dt) =>
861→ @time_since_last_hit += dt
862→
863→ -- Returns 0-1 probability based on time since last hit
864→ -- Uses remap + quint_out: 0 below 0.5, ramps quickly above
865→ get_hit_stop_probability: =>
866→ t = math.clamp(@time_since_last_hit/1.5, 0, 1)
867→ if t < 0.5
868→ 0
869→ else
870→ math.quint_out(math.remap(t, 0.5, 1, 0, 1))
871→
872→ hit_effect: (x, y, multiplier=1.0) =>
873→ probability = @\get_hit_stop_probability!
874→ hit_effect_chance = 35 + 65*probability -- 35% at rapid hits, 100% at fresh hit
Let me find a good place to add the test key. Let me check where the arena's main update loop or action is.
Read (E:\a327ex\emoji-ball-battles\main.yue)
261→class arena extends object
262→ new: =>
263→ super 'arena'
264→
265→ @\add object 'effects'
266→ @\add object 'projectiles'
267→ @\add timer!
268→
269→ -- Play area dimensions (200x200, centered)
270→ @w, @h = 200, 200
271→ @x = (gw - @w)/2
272→ @y = (gh - @h)/2
273→ wall_thickness = 200
274→
275→ -- Create walls as children (top, bottom/floor, left, right)
276→ -- Create walls as children (top, bottom/floor, left, right)
277→ -- Floor is only arena width; side walls extend down to cover the rest
278→ @\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness
279→ @\add wall @x + @w/2, @y + @h + wall_thickness/2, @w, wall_thickness, nil, true
280→ @\add wall @x - wall_thickness/2, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now remove the thrust spawn.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Press T to spawn a status_text at screen center that fills over 5 seconds. Give it a test.
I see, the shaking is too smooth. Since each object is a full engine object, we could use the shake module and use something there. I want a continuous jerky shake for each character.
Grep (class shake|\add shake)
E:\a327ex\Anchor\framework\anchor\shake.yue:7: an.camera\add shake!
E:\a327ex\Anchor\framework\anchor\shake.yue:16:class shake extends object
E:\a327ex\Anchor\framework\anchor\shake.yue:21: an.camera\add shake!
Read (E:\a327ex\Anchor\framework\anchor\shake.yue)
1→global *
2→
3→--[[
4→ Shake child object for camera shake effects.
5→
6→ Usage:
7→ an.camera\add shake!
8→ an.camera.shake\trauma 0.5, 0.3
9→
10→ Shake is added as a child of camera. It implements get_transform() which
11→ camera calls to collect effects from all children.
12→
13→ Shake types:
14→ trauma - Perlin noise based, accumulates and decays
15→]]
16→class shake extends object
17→ --[[
18→ Creates a new shake container.
19→
20→ Usage:
21→ an.camera\add shake!
22→
23→ Behavior:
24→ - Automatically named 'shake' and accessible as parent.shake
25→ - Initializes trauma system
26→ ]]
27→ new: (name='shake') =>
28→ super name
29→ @trauma_instances = {}
30→ @trauma_amplitude = {x: 24, y: 24, rotation: 0.2, zoom: 0.2}
... [310 more lines]
The shake module's shake method (line 104) gives exactly that — random jittery displacement at a configurable frequency, snapping between random positions. Each character object adds a shake module, and we read get_transform for the offsets.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2453→ new: (name, @x, @y, text, args={}) =>
2454→ super name
2455→ @font = args.font or 'lana'
2456→ @layer = args.layer or effects
2457→ @progress = 0
2458→ @base_color = args.base_color or white
2459→ @fill_color = args.fill_color or yellow
2460→ @angle = args.angle or 0
2461→ @offset_x = args.offset_x or 0
2462→ @offset_y = args.offset_y or 0
2463→ @total_width = font_get_text_width @font, text
2464→
2465→ cursor_x = 0
2466→ for i = 1, #text
2467→ char = text\sub(i, i)
2468→ codepoint = string.byte(char)
2469→ advance = font_get_char_width @font, codepoint
2470→ base_x = cursor_x
2471→ cursor_x += advance
2472→
2473→ character_object = object!
2474→ character_object\set {
2475→ codepoint: codepoint
2476→ base_x: base_x
2477→ advance: advance
2478→ shake_phase: an.random\float 0, math.pi*2
2479→ }
2480→ character_object\action (dt) =>
2481→ @shake_phase += dt
2482→ parent = @parent
... [5 more lines]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Each character now has a shake module doing random jittery displacement at 12 changes/sec (0.5px amplitude, 100s duration so it effectively never decays). Give it a test.
OK, importantly I see that the progress bar is actually filling up per character instead of actually filling up progressively even within each character?
Right, because we're doing a per-character color check (char_center <= parent.progress), which snaps whole characters to the fill color. To get smooth sub-character fill, we need the stencil approach after all.
The coordination problem I mentioned earlier — we can solve it by having the parent draw both passes, iterating @children:
Read (E:\a327ex\emoji-ball-battles\main.yue)
2473→ character_object = object!
2474→ character_object\set {
2475→ codepoint: codepoint
2476→ base_x: base_x
2477→ advance: advance
2478→ }
2479→ character_object\add shake!
2480→ character_object.shake\shake 1, 100, 60
2481→ character_object\action (dt) =>
2482→ parent = @parent
2483→ t = @shake\get_transform!
2484→ local_x = @base_x - parent.total_width/2
2485→ x = parent.x + local_x*math.cos(parent.angle) + t.x
2486→ y = parent.y + local_x*math.sin(parent.angle) + t.y
2487→ char_center = (@base_x + @advance/2)/parent.total_width
2488→ c = char_center <= parent.progress and parent.fill_color or parent.base_color
2489→ layer_draw_glyph parent.layer.handle, @codepoint, parent.font, x, y, parent.angle, 1, 1, c!
2490→ character_object\flow_to @
2491→
2492→ update: (dt) =>
2493→
2494→
2495→
2496→-- Emoji text: floating text for status messages like "+1 DMG"
2497→class emoji_text extends object
I'll change it so children only compute and store their position each frame (in their action), and the parent's update does the two-pass stencil drawing by iterating children. The parent update runs before children's actions though... let me use late_action on the parent instead, which runs after all children have updated.
Actually wait — looking at the framework order: parent update → parent actions → children update/actions. So if children compute positions in their action, a parent late_action won't help since late phase is separate.
Simpler: children store their position in early_action (runs before parent's update), then parent draws in update.
Grep (early_update.*early_action|_early_update)
373- Internal: runs early phase for this object.
374- Called by init.yue's update loop, not meant to be called directly.
375-
376- Behavior:
377- - Returns immediately if @dead
378- - Calls @\early_update(dt) if object has an early_update method
379- - Runs all early_actions, marking those that return true for removal
380- ]]
381: _early_update: (dt) =>
382- return if @dead
383- @\early_update dt if @early_update
384- if @early_actions
385- for i, fn in ipairs @early_actions
386- if fn(@, dt) == true
387- @early_actions_to_remove = {} unless @early_actions_to_remove
388- @early_actions_to_remove[] = i
389-
Read (E:\a327ex\Anchor\framework\anchor\object.yue)
390→ --[[
391→ Internal: runs main phase for this object.
392→ Called by init.yue's update loop, not meant to be called directly.
393→
394→ Behavior:
395→ - Returns immediately if @dead
396→ - Calls @\update(dt) if object has an update method
397→ - Runs all actions, marking those that return true for removal
398→ ]]
399→ _update: (dt) =>
400→ return if @dead
401→ @\update dt if @update
402→ if @actions
403→ for i, fn in ipairs @actions
404→ if fn(@, dt) == true
405→ @actions_to_remove = {} unless @actions_to_remove
406→ @actions_to_remove[] = i
407→
408→ --[[
409→ Internal: runs late phase for this object.
410→ Called by init.yue's update loop, not meant to be called directly.
411→
412→ Behavior:
413→ - Returns immediately if @dead
414→ - Calls @\late_update(dt) if object has a late_update method
415→ - Runs all late_actions, marking those that return true for removal
416→ ]]
417→ _late_update: (dt) =>
418→ return if @dead
419→ @\late_update dt if @late_update
... [10 more lines]
Now let me check how the phases traverse the tree — does it do all early for entire tree, then all update, then all late?
Grep (early_update|update|_late_update)
1461- Behavior:
1462- 1. Attaches camera transforms to layers
1463- 2. Collects an + all descendants into a flat array
1464: 3. Runs early phase (_early_update) on all objects
1465: 4. Runs main phase (_update) on all objects
1466: 5. Runs late phase (_late_update) on all objects
1467- 6. Runs cleanup to remove dead objects and finished actions
1468- 7. Detaches camera transforms from layers
1469-
--
1499- all_objects[] = obj for obj in *an\all!
1500-
1501- -- Early phase (uses per-object dt based on hitstop exclusion)
1502: obj\_early_update an\get_dt_for(obj) for obj in *all_objects
1503- -- Main phase
1504: obj\_update an\get_dt_for(obj) for obj in *all_objects
1505- -- Late phase
1506: obj\_late_update an\get_dt_for(obj) for obj in *all_objects
1507- an\cleanup!
1508-
1509- -- Detach camera transforms after all drawing is done
[Request interrupted by user]
Wait. Walk me through this logic before implementing anything. What is the issue, explain from the start.
The issue:
We want the fill color to sweep smoothly left-to-right across the text, cutting through characters at arbitrary positions (not snapping at character boundaries)
Currently, each character is an independent child object that draws itself in its own
action. It picks either base_color or fill_color based on whether its center is past the progress boundary. This gives character-by-character snapping.For smooth sub-character fill, we need the stencil approach: draw all characters in base color, then draw all characters again in fill color but masked by a rectangle that represents the progress. The stencil clips the fill-colored characters at a pixel-precise boundary.
The problem I was worried about: stencil requires coordinating draws across all characters in two passes (all base first, then stencil mask, then all fill). If each character draws itself independently in its own action, we can't wrap them in a stencil.
But looking at the framework, all objects are flattened into a single array and updated in order. The phases are: all early_updates for every object, then all updates for every object, then all late_updates for every object. So the parent and children all run their
_updatein the same flat loop — the parent doesn't necessarily run before its children in a guaranteed way.
Actually wait, let me re-read that. an\all! collects all descendants. Let me check the order.
Grep (all:)
55- --[[
56- Returns all descendants of this object, optionally filtered by tag.
57-
58- Usage:
59- all_objects = @\all! -- all descendants
60- enemies = @\all 'enemy' -- only descendants with 'enemy' tag
61-
62- Behavior:
63- - Uses iterative DFS (depth-first search), left-to-right order
64- - Does NOT include self, only descendants
65- - Returns ALL descendants including dead ones (dead check is caller's responsibility)
66- - When tag provided, only returns objects where obj.tags[tag] is truthy
67-
68- Returns: array of objects
69- ]]
70: all: (tag) =>
71- nodes = {}
72- stack = {}
73- for i = #@children, 1, -1
74- stack[] = @children[i]
75- while #stack > 0
76- node = table.remove stack
77- if tag
78- nodes[] = node if node.tags[tag]
79- else
80- nodes[] = node
81- for i = #node.children, 1, -1
82- stack[] = node.children[i]
83- nodes
84-
... [1 more lines]
OK so it's DFS left-to-right. That means the order is: parent comes first (since it's a higher-level child), then its children. So for our status_text:
- status_text's
_updateruns (calls itsupdate) - then character_object_1's
_updateruns (calls itsaction) - then character_object_2's
_updateruns (calls itsaction) - etc.
All in the same flat loop. So the parent's update is guaranteed to run before its children's actions.
This means we can coordinate:
- Children's actions just compute and store their x, y positions (from shake + layout math)
- Parent's
updateiterates@children, reads their stored positions, and does the two-pass stencil draw
But wait — children's actions run after parent's update in the flat loop. So if children compute positions in their action, the parent's update hasn't seen them yet (it would see last frame's positions).
To fix ordering: children compute positions in early_action (early phase runs for all objects before update phase). Then parent reads those positions in update and draws.
So the flow would be:
- Early phase — all character objects compute their x, y from shake + layout
- Update phase — parent status_text iterates children, does base color pass, stencil mask, fill color pass, stencil off
Does this make sense, or do you want to go a different direction?
Do the opposite. Do the character updates normally in update, then do the 2 pass draw in late_update for the parent.
That's cleaner. Children compute positions in their action (update phase), parent does the two-pass stencil draw in late_update (late phase, guaranteed to run after all update-phase actions).
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Children compute draw_x/draw_y in their action (update phase), parent does the two-pass stencil draw in late_update (after all children have updated). The continue unless child.codepoint skips any non-character children (like the shake objects). Give it a test.
I believe the stencil mask rectangle also needs to take into account the angle. Additionally, allow the passing of a scale to this object so that the entire text is scaled (around its center) based on that value. The angle should also rotate the entire text around the center (I believe it's already doing that now)
Good thinking. The cleanest approach: children compute local positions (relative to text center), parent uses a single push with position, angle, and scale, then draws everything in that local space. The stencil rectangle is also in local space, so it automatically rotates with the text.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2451→-- Status text: font-based text with per-character shake and progress fill
2452→class status_text extends object
2453→ new: (name, @x, @y, text, args={}) =>
2454→ super name
2455→ @font = args.font or 'lana'
2456→ @layer = args.layer or effects
2457→ @progress = 0
2458→ @base_color = args.base_color or white
2459→ @fill_color = args.fill_color or yellow
2460→ @angle = args.angle or 0
2461→ @offset_x = args.offset_x or 0
2462→ @offset_y = args.offset_y or 0
2463→ @total_width = font_get_text_width @font, text
2464→
2465→ cursor_x = 0
2466→ for i = 1, #text
2467→ char = text\sub(i, i)
2468→ codepoint = string.byte(char)
2469→ advance = font_get_char_width @font, codepoint
2470→ base_x = cursor_x
2471→ cursor_x += advance
2472→
2473→ character_object = object!
2474→ character_object\set {
2475→ codepoint: codepoint
2476→ base_x: base_x
2477→ advance: advance
2478→ draw_x: 0
2479→ draw_y: 0
2480→ }
... [15 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
2495→ layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, @angle, 1, 1, @base_color!
2496→
2497→ -- Pass 2: draw filled portion using stencil
2498→ if @progress > 0
2499→ left = @x - @total_width/2
2500→ fill_w = @progress*@total_width
2501→ font_height = font_get_height @font
2502→ @layer\stencil_mask!
2503→ @layer\rectangle left, @y - font_height, fill_w, font_height*2, white!
2504→ @layer\stencil_test!
2505→ for child in *@children
2506→ continue unless child.codepoint
2507→ layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, @angle, 1, 1, @fill_color!
2508→ @layer\stencil_off!
2509→
Now I'll rewrite the whole thing — children compute local positions, parent uses push/pop for angle+scale:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Key changes:
- Children now compute local positions (relative to text center):
@draw_x = @base_x - @parent.total_width/2 + shake,@draw_y = shake - Parent
late_updatewraps everything inpush(@x, @y, @angle, @scale, @scale)— angle and scale apply to both the glyphs and the stencil rectangle - Stencil rectangle is in local space (
-@total_width/2tofill_w), so it rotates/scales with the text - New
@scaleparameter (default 1) scales the entire text around its center - Glyphs drawn with rotation
0since the push handles the angle
Give it a test.
Do we have a shake that's smooth but that we can use to make each character shake to the sides only?
Looking at the shake module, handcam uses Perlin noise (smooth) and has separate x/y amplitudes. So we can set x amplitude for side-to-side and y to 0:
character_object.shake\handcam true, {x: 0.5, y: 0, rotation: 0}, 8
The frequency parameter controls speed — higher = faster movement. Each character already gets its own shake instance, and Perlin noise uses a time offset, so they should all move independently.
Want to try this?
Let's try it.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>
Grep (character_object\add shake)
2482- }
2483: character_object\add shake!
2484- character_object.shake\shake 1, 100, 16
Read (E:\a327ex\emoji-ball-battles\main.yue)
2483→ character_object\add shake!
2484→ character_object.shake\shake 1, 100, 16
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Give it a test.
Oh, but I want each character to have a different motion, so it's per character object I think.
Right — they all start with handcam_time = 0, so the Perlin noise gives identical motion. I need to randomize the starting time offset for each character's shake:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\main.yue)
2483→ character_object\add shake!
2484→ character_object.shake\handcam true, {x: 2, y: 0, rotation: 0}, 8
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Each character's shake now starts at a random point in the Perlin noise, so they'll all have different motion. Give it a test.
Let's try the sine shake instead.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\main.yue)
2483→ character_object\add shake!
2484→ character_object.shake\handcam true, {x: 4, y: 0, rotation: 0}, 8
2485→ character_object.shake.handcam_time = an.random\float 0, 100
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Sine shake — angle 0 (horizontal only), 0.5px amplitude, 3 Hz, 100s duration (effectively permanent). Random time offset per character for different phases. Give it a test.
Yes, this is much better. OK, now let's add the ability for the rectangle to fill from left to right and from right to left. Let's call left to right 'charging' and right to left... like, when it's spending an effect? So thrusting would be right to left, what would that be called?
"Draining" feels natural — charging fills up the resource, draining spends it. Could also be "depleting" or "spending" but draining is the most concise and intuitive.
Depleting
Read (E:\a327ex\emoji-ball-battles\main.yue)
2495→ -- Pass 1: draw all characters in base color
2496→ for child in *@children
2497→ continue unless child.codepoint
2498→ layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @base_color!
2499→
2500→ -- Pass 2: draw filled portion using stencil
2501→ if @progress > 0
2502→ fill_w = @progress*@total_width
2503→ @layer\stencil_mask!
2504→ @layer\rectangle -@total_width/2, -@font_height/2, fill_w, @font_height*2, white!
2505→ @layer\stencil_test!
2506→ for child in *@children
2507→ continue unless child.codepoint
2508→ layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @fill_color!
2509→ @layer\stencil_off!
2510→
2511→ @layer\pop!
2512→
2513→
2514→
For depleting, the fill starts full and shrinks from right to left. So the rectangle's x position needs to change — instead of starting at -@total_width/2, it starts from the right edge and the width represents remaining progress.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2455→ @font = args.font or 'lana'
2456→ @layer = args.layer or effects
2457→ @progress = 0
2458→ @base_color = args.base_color or white
2459→ @fill_color = args.fill_color or yellow
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the stencil rectangle logic:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. mode: 'charging' fills left-to-right, mode: 'depleting' fills right-to-left. For the thrust text, you'd use mode: 'depleting' with progress going from 1 to 0 (or equivalently, progress = 1 - thrust_progress). Want me to update the test key to use depleting mode so you can see it?
Actually, let's change it to 'channelling' (correct if typo), and 'using'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of ''charging'' were successfully replaced with ''channeling''.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of ''depleting'' were successfully replaced with ''using''.
Done. Modes are now 'channeling' and 'using'.
Great, now let's spawn the thrusting effect again when a thrust actually happens, it should be 0.8 scale, 'using', random angle from -0.1 to -0.2
Grep (-- (status_text)
1561: -- (status_text 'thrust_text', @x, @y - 20, "thrusting", {font: 'fat', angle: -0.1})\flow_to @
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now for 'using' mode, progress should start at 1 and go to 0. Let me check how progress is set during thrust.
Grep (thrust_text.progress)
1323: @thrust_text.progress = @thrust_progress if @thrust_text
For 'using' mode, progress represents how much fill remains. As thrust_progress goes 0→1, the fill should go from full to empty. So progress should be 1 - @thrust_progress:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The thrust text spawns at the ball's position, 0.8 scale, 'using' mode (fill depletes right to left), random angle between -0.2 and -0.1. Progress goes from 1→0 as the thrust completes. Give it a test.
Right to left mode is moving the filled rectangle to the right, it should move to the left?
You're right. For 'using' mode, the fill should start full and the right edge should move left as progress increases. So the rectangle always starts at the left edge, and the width is (1 - progress) * total_width:
Read (E:\a327ex\emoji-ball-battles\main.yue)
2500→
2501→ -- Pass 2: draw filled portion using stencil
2502→ if @progress > 0
2503→ fill_w = @progress*@total_width
2504→ fill_x = if @mode == 'using' then @total_width/2 - fill_w else -@total_width/2
2505→ @layer\stencil_mask!
2506→ @layer\rectangle fill_x, -@font_height/2, fill_w, @font_height*2, white!
2507→ @layer\stencil_test!
2508→ for child in *@children
2509→ continue unless child.codepoint
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the caller can use progress 0→1 for both modes. Let me also fix the thrust progress back to not invert:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now both modes use progress 0→1. Channeling fills left-to-right, using starts full and depletes right-to-left. The rectangle always starts at -@total_width/2. Give it a test.
RROR: anchor/layer.lua:50: bad argument #2 to 'layer_rectangle' (number expected, got nil) stack traceback: [C]: in function 'layer_rectangle' anchor/layer.lua:50: in method 'rectangle' main.lua:2506: in method 'late_update' anchor/object.lua:419: in method '_late_update' anchor/init.lua:1506: in function 'update'
The fill_x variable got removed. Let me fix it:
Read (E:\a327ex\emoji-ball-battles\main.yue)
2501→ -- Pass 2: draw filled portion using stencil
2502→ fill_amount = if @mode == 'using' then 1 - @progress else @progress
2503→ if fill_amount > 0
2504→ fill_w = fill_amount*@total_width
2505→ @layer\stencil_mask!
2506→ @layer\rectangle fill_x, -@font_height/2, fill_w, @font_height*2, white!
2507→ @layer\stencil_test!
2508→ for child in *@children
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Fixed — was still referencing the old fill_x variable. Now it always starts from -@total_width/2. Give it a test.
Let's add a death effect to the status_text. Once it dies, each character floats up, scales down to 0, and rotates randomly kind of like the damage_number and emoji_text effects.
Let me check how the damage number and emoji_text handle their death effects.
Grep (class damage_number)
2407:class damage_number extends object
Read (E:\a327ex\emoji-ball-battles\main.yue)
2407→class damage_number extends object
2408→ new: (@x, @y, amount, args={}) =>
2409→ super!
2410→ @vy = args.vy or -24
2411→ @duration_multiplier = args.duration_multiplier or 1
2412→ @scale = 12/512
2413→ @\add spring!
2414→ @spring\pull 'main', 0.5, 3, 0.7
2415→
2416→ -- Create character data for each digit
2417→ @characters = {}
2418→ text = tostring amount
2419→ for i = 1, #text
2420→ digit = text\sub i, i
2421→ @characters[] = {
2422→ image: an.images[digit]
2423→ rotation: an.random\float -math.pi/16, math.pi/16
2424→ angular_speed: an.random\float -math.pi/4, math.pi/4
2425→ offset_y: 0
2426→ }
2427→
2428→ @\add timer!
2429→ @timer\after 0.25*@duration_multiplier, ->
2430→ @timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
2431→
2432→ update: (dt) =>
2433→ -- Update character wobble
2434→ for i, character in ipairs @characters
2435→ character.rotation += character.angular_speed*dt
2436→ character.offset_y = 4*math.sin(an.time + i)
... [5 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
2515→
2516→
2517→-- Emoji text: floating text for status messages like "+1 DMG"
2518→class emoji_text extends object
2519→ new: (@x, @y, text, args={}) =>
2520→ super!
2521→ @vy = args.vy or -24
2522→ @duration_multiplier = args.duration_multiplier or 1
2523→ @scale_multiplier = args.scale_multiplier or 1
2524→ @base_scale = 12/512
2525→ @scale = @base_scale*@scale_multiplier
2526→ @char_count = #text
2527→ @\add spring!
2528→ @spring\pull 'main', 0.5, 4, 0.6
2529→
2530→ seen_space = false
2531→ for i = 1, #text
2532→ char = text\sub(i, i)\lower!
2533→ if char == ' '
2534→ seen_space = true
2535→ continue
2536→ image_name = char == '+' and 'plus' or char
2537→ character_object = object!
2538→ character_object\set {
2539→ image: an.images[image_name]
2540→ rotation: an.random\float -math.pi/16, math.pi/16
2541→ angular_speed: an.random\float -math.pi/4, math.pi/4
2542→ offset_y: 0
2543→ layer: char == '+' and effects or recolor_blue
2544→ tint: char == '+' and white! or nil
... [20 more lines]
Here's my approach:
- Add a
diemethod to status_text (caller usesdieinstead ofkill) diesets@dying = true—late_updateskips stencil drawingdiecomputes world position for each character, gives each a random vy/angular speed, adds a timer with tween to scale down- Each character's action handles both normal mode (store local coords) and dying mode (float up, rotate, draw self)
die: =>
return if @dying
@dying = true
for child in *@children
continue unless child.codepoint
child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale
child.world_y = @y + (child.draw_x*math.sin(@angle) + child.draw_y*math.cos(@angle))*@scale
child.death_vy = an.random\float -30, -15
child.death_rotation = 0
child.death_angular_speed = an.random\float -math.pi, math.pi
child.death_scale = @scale
child\add timer!
child.timer\tween 0.5, child, {death_scale: 0}, math.cubic_in, -> @\kill!
-- Kill parent after delay (slightly longer than tween)
@\add timer! unless @timer
@timer\after 0.6, -> @\kill!
And the character action becomes:
yuescript
character_object\action (dt) =>
parent = @parent
if parent.dying
@world_y += @death_vy*dt
@death_rotation += @death_angular_speed*dt
layer_draw_glyph parent.layer.handle, @codepoint, parent.font, @world_x, @world_y, @death_rotation, @death_scale, @death_scale, parent.base_color!
else
t = @shake\get_transform!
@draw_x = @base_x - parent.total_width/2 + t.x
@draw_y = t.y
And in late_update, early return if dying. Thrust_end calls @thrust_text\die! instead of @thrust_text\kill!.
Does this look right?
The 2 final lines in die aren't necessary, you already have @\kill! in the callback for tween?
You're right — all tweens are 0.5s and start at the same time, so the first callback to fire kills the parent (and all remaining children). No need for the extra timer. Updated plan:
die: =>
return if @dying
@dying = true
for child in *@children
continue unless child.codepoint
child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale
child.world_y = @y + (child.draw_x*math.sin(@angle) + child.draw_y*math.cos(@angle))*@scale
child.death_vy = an.random\float -30, -15
child.death_rotation = 0
child.death_angular_speed = an.random\float -math.pi, math.pi
child.death_scale = @scale
child\add timer!
child.timer\tween 0.5, child, {death_scale: 0}, math.cubic_in, -> @\kill!
Want me to implement it?
Actually this isn't true, the lines were necessary, just change it to 0.51 instead of 0.6
Got it. Here's the final version with the 0.51 timer:
die: =>
return if @dying
@dying = true
for child in *@children
continue unless child.codepoint
child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale
child.world_y = @y + (child.draw_x*math.sin(@angle) + child.draw_y*math.cos(@angle))*@scale
child.death_vy = an.random\float -30, -15
child.death_rotation = 0
child.death_angular_speed = an.random\float -math.pi, math.pi
child.death_scale = @scale
child\add timer!
child.timer\tween 0.5, child, {death_scale: 0}, math.cubic_in, -> @\kill!
@\add timer! unless @timer
@timer\after 0.51, -> @\kill!
Let me implement the whole thing now.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2486→ character_object.shake.sine_instances[1].time = an.random\float 0, 10
2487→ character_object\action (dt) =>
2488→ t = @shake\get_transform!
2489→ @draw_x = @base_x - @parent.total_width/2 + t.x
2490→ @draw_y = t.y
2491→ character_object\flow_to @
2492→
2493→ late_update: (dt) =>
2494→ @layer\push @x, @y, @angle, @scale, @scale
2495→
2496→ -- Pass 1: draw all characters in base color
2497→ for child in *@children
2498→ continue unless child.codepoint
2499→ layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @base_color!
2500→
2501→ -- Pass 2: draw filled portion using stencil
2502→ fill_amount = if @mode == 'using' then 1 - @progress else @progress
2503→ if fill_amount > 0
2504→ fill_w = fill_amount*@total_width
2505→ @layer\stencil_mask!
2506→ @layer\rectangle -@total_width/2, -@font_height/2, fill_w, @font_height*2, white!
2507→ @layer\stencil_test!
2508→ for child in *@children
2509→ continue unless child.codepoint
2510→ layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @fill_color!
2511→ @layer\stencil_off!
2512→
2513→ @layer\pop!
2514→
2515→
Now I'll update the character action to handle dying mode, add the die method, and guard late_update:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update thrust_end to use die instead of kill:
Grep (thrust_text\kill)
1577: @thrust_text\kill! if @thrust_text
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. When thrust ends, die is called — characters scatter upward with random rotation, scale down to 0 over 0.5s, then the parent cleans up at 0.51s. Give it a test.
Ah, give me a test key to kill it.
Read (E:\a327ex\emoji-ball-battles\main.yue)
862→
863→ -- Test key: spawn status_text
864→ if an\key_is_pressed 't'
865→ test_text = status_text 'test_text', gw/2, gh/2, "thrusting", {font: 'fat', angle: -0.1, scale: 0.8}
866→ test_text\flow_to @effects
867→ @\add timer!
868→ @timer\tween 5, test_text, {progress: 1}, math.linear
869→
870→ -- Returns 0-1 probability based on time since last hit
871→ -- Uses remap + quint_out: 0 below 0.5, ramps quickly above
872→ get_hit_stop_probability: =>
873→ t = math.clamp(@time_since_last_hit/1.5, 0, 1)
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Press T to spawn, Y to kill it. Give it a test.
Duration for each character should be randomized slightly around 1. The final color needs to match the final color of each letter in the effect. If the effect was covered by the rectangle, it needs to be that color, if it wasn't, it should be white.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2494→ layer_draw_glyph parent.layer.handle, @codepoint, parent.font, @world_x, @world_y, @death_rotation, @death_scale, @death_scale, parent.base_color!
2495→ else
2496→ t = @shake\get_transform!
2497→ @draw_x = @base_x - parent.total_width/2 + t.x
2498→ @draw_y = t.y
2499→ character_object\flow_to @
2500→
2501→ die: =>
2502→ return if @dying
2503→ @dying = true
2504→ for child in *@children
2505→ continue unless child.codepoint
2506→ child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale
2507→ child.world_y = @y + (child.draw_x*math.sin(@angle) + child.draw_y*math.cos(@angle))*@scale
2508→ child.death_vy = an.random\float -30, -15
2509→ child.death_rotation = 0
2510→ child.death_angular_speed = an.random\float -math.pi, math.pi
2511→ child.death_scale = @scale
2512→ child\add timer!
2513→ child.timer\tween 0.5, child, {death_scale: 0}, math.cubic_in, -> @\kill!
Read (E:\a327ex\emoji-ball-battles\main.yue)
2513→ child.timer\tween 0.5, child, {death_scale: 0}, math.cubic_in, -> @\kill!
2514→ @\add timer! unless @timer
2515→ @timer\after 0.51, -> @\kill!
2516→
2517→ late_update: (dt) =>
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Each character now:
- Gets a randomized duration (0.8-1.2s)
- Stores its death color based on whether it was within the fill rectangle at the moment of death (fill_color or base_color, packed)
- Parent cleans up at 1.3s (safely after the longest possible tween)
Give it a test.
RROR: main.lua:2542: attempt to call a number value (method 'death_color') stack traceback: main.lua:2542: in local 'fn' anchor/object.lua:404: in method '_update' anchor/init.lua:1504: in function 'update'
The packed color is stored as a number, but layer_draw_glyph expects a number directly — no ! call needed. But the issue is in the draw line where I used @death_color!. Since it's already packed, just use @death_color:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
@fill_color! and @base_color! already pack to integers, so death_color is already a number. Give it a test.
Velocity for each character should also be randomized, base increased by about 25%. Let's try cubic_out for the scale. Why did you remove the @\kill! call for each character?
Read (E:\a327ex\emoji-ball-battles\main.yue)
2506→ child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale
2507→ child.world_y = @y + (child.draw_x*math.sin(@angle) + child.draw_y*math.cos(@angle))*@scale
2508→ child.death_vy = an.random\float -30, -15
2509→ child.death_rotation = 0
2510→ child.death_angular_speed = an.random\float -math.pi, math.pi
2511→ child.death_scale = @scale
2512→ fill_amount = if @mode == 'using' then 1 - @progress else @progress
2513→ char_center = (child.base_x + child.advance/2)/@total_width
2514→ child.death_color = char_center <= fill_amount and @fill_color! or @base_color!
2515→ duration = an.random\float 0.8, 1.2
2516→ child\add timer!
2517→ child.timer\tween duration, child, {death_scale: 0}, math.cubic_in
No good reason — just accidentally dropped it when editing. Here's all three fixes:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done:
- Velocity randomized -38 to -19 (25% increase from -30 to -15)
math.cubic_outfor scale tween-> @\kill!callback restored
Give it a test.
Actually that should be child\kill
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Each child kills itself when its tween finishes, parent cleans up at 1.3s.
Thrusting should be channeling instead, the duration should be the same duration as the full effect, and the visual effect shouldn't be removed when thrust end, it should always just end naturally.
Grep (thrust_text)
1325: @thrust_text.progress = @thrust_progress if @thrust_text
1563: (status_text 'thrust_text', @x, @y - 20, "thrusting", {font: 'fat', scale: 0.8, mode: 'using', angle: an.random\float(-0.2, -0.1)})\flow_to @
1579: @thrust_text\die! if @thrust_text
[Request interrupted by user]
Thrusting should be channeling instead, the duration should be the same duration as the full effect, and the visual effect shouldn't be removed when thrust ends prematurely (like on a wall hit), it should always just end naturally.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\main.yue)
1561→ @collider\set_gravity_scale 0
1562→ @collider\set_bullet true
1563→ (status_text 'thrust_text', @x, @y - 20, "thrusting", {font: 'fat', scale: 0.8, mode: 'using', angle: an.random\float(-0.2, -0.1)})\flow_to @
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now I need to make the status_text manage its own lifetime. It should tween progress 0→1 over the thrust duration, then call die on itself. Let me add a duration arg to status_text.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2453→-- Status text: font-based text with per-character shake and progress fill
2454→class status_text extends object
2455→ new: (name, @x, @y, text, args={}) =>
2456→ super name
2457→ @font = args.font or 'lana'
2458→ @layer = args.layer or effects
2459→ @progress = 0
2460→ @mode = args.mode or 'channeling' -- 'channeling' (left to right) or 'using' (right to left)
2461→ @base_color = args.base_color or white
2462→ @fill_color = args.fill_color or yellow
Read (E:\a327ex\emoji-ball-battles\main.yue)
2490→ parent = @parent
2491→ if parent.dying
2492→ @world_y += @death_vy*dt
2493→ @death_rotation += @death_angular_speed*dt
2494→ layer_draw_glyph parent.layer.handle, @codepoint, parent.font, @world_x, @world_y, @death_rotation, @death_scale, @death_scale, @death_color
I'll add a duration arg. If provided, the status_text auto-tweens progress and dies when done:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the auto-tween after the character setup. Let me find where the constructor ends.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2497→ t = @shake\get_transform!
2498→ @draw_x = @base_x - parent.total_width/2 + t.x
2499→ @draw_y = t.y
2500→ character_object\flow_to @
2501→
2502→ die: =>
2503→ return if @dying
2504→ @dying = true
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now update the spawn to pass duration and remove the manual progress update and die call:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now remove the manual progress update and the die call from thrust_end:
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Grep (thrust_text\die)
1578: @thrust_text\die! if @thrust_text
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The status_text now:
- Takes a
durationarg, auto-tweens progress 0→1, then callsdieon itself - Thrust spawns with
duration: @thrust_duration, mode'channeling' - No manual progress update or die call needed — it manages its own lifetime
- Wall hits don't kill it; it always completes naturally
Give it a test.
Actually, when the wall hit happens, it should stop progressing, but it should only die when the full duration ends.
I'll switch from tween to manual progress in update, with a flag to stop it. The die timer always fires at full duration.
Read (E:\a327ex\emoji-ball-battles\main.yue)
2500→ if @duration
2501→ @\add timer!
2502→ @timer\tween @duration, @, {progress: 1}, math.linear, -> @\die!
2503→
2504→ die: =>
2505→ return if @dying
2506→ @dying = true
2507→ for child in *@children
2508→ continue unless child.codepoint
2509→ child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now find the late_update and add progress tracking before it:
Grep (late_update)
2523- @timer\after 1.3, -> @\kill!
2524-
2525: late_update: (dt) =>
2526- return if @dying
2527- @layer\push @x, @y, @angle, @scale, @scale
I need an update method. Let me check if there already is one.
Grep (^\s+update:.*=>$)
No matches found
[Showing results with pagination = limit: 3, offset: 2500]
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now add the stop in thrust_end:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1573→ @collider\set_gravity_scale 1
1574→ @collider\set_bullet false
1575→ @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
1576→ @time_above_base = 0
1577→ @time_below_base = 0
1578→ @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1579→
1580→ flash_ball: (duration=0.15) =>
1581→ @ball_flashing = true
1582→ @timer\after duration, 'ball_flash', -> @ball_flashing = false
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now when thrust ends early (wall hit):
- Progress stops where it was (
@stopped = true) - Text stays alive until full duration, then
diefires naturally - Characters scatter with their correct colors at that point
Give it a test.
Add this to the todo.md file (decompose it into multiple individual tasks as the file mentions it should be): a system to not spawn important UI elements on top of each other, every time a UI effect like "thrusting" or "+1 dmg" and so on is to be spawned, it needs to check against all other such elements on the screen, see how much space it will take, see where it will move, and spawn itself in the closest reasonable location so it doesn't visually collide with other such UI objects
Glob (**/todo.md)
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\todo.md
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\todo.md
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\todo.md
E:\a327ex\emoji-ball-battles\reference\super emoji pop\todo.md
E:\a327ex\emoji-ball-battles\todo.md
Read (E:\a327ex\emoji-ball-battles\todo.md)
1→# TODO
2→
3→*Items ordered by priority (highest first)*
4→
5→This file tracks ideas and future tasks, not active implementation work. Each item should be a self-contained task starting with "- ". Subsections are allowed (indented "- ") but prefer flat, independent tasks over nested structures. The user periodically reorders items so higher priority tasks float to the top. When implementing features, use separate implementation plans rather than this file.
6→
7→- Create letter emoji assets (at minimum: P, B, S, F, K) for status effect identifiers
8→- Implement status effect line UI class that displays a letter + number using emoji assets with recoloring shader
9→- Add status effect container to ball class that tracks active effects and their stack counts
10→- Implement stack consumption logic that triggers the effect and decrements the stack count
11→- Remove status effect line from display when its stack count reaches zero
12→- Apply recoloring shader to status effect lines with a distinct color per effect type
13→- Handle vertical positioning of multiple simultaneous status effect lines above the emoji
14→- Fencer class:
15→ - PASSIVE gains fencing stacks per parry (+1 damage per stack, low duration)
16→ - ACTIVE triggers lunge attack (like Earclacks' Lance) at X fencing stacks.
17→ - Synergizes with duration items - even small duration boosts compound into much higher damage.
18→- Spellblade class:
19→ - PASSIVE: swaps weapons periodically between dagger and staff/wand
20→ - Dagger deals physical damage, all physical damage applies Ethereal stacks but deals 0 damage. First magical damage with wand pops ethereal stacks and makes target ethereal for [stacks] seconds.
21→- Musical instrument weapon: adds notes that orbit around caster on hit, +notes per hit
22→- Lightning: periodically deals lightning damage in an area around it, +damage per hit
23→- Item: -X stack threshold. Reduces threshold for any stack-triggered effect (e.g., -1 threshold makes 3-stack Stun trigger at 2 stacks instead).
24→
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:
Session start: This is a continuation from a previous session. The summary describes work on the Sword weapon for Emoji Ball Battles, including a thrust mechanic with various polish effects.
Variable scoping bug fix: The first task was fixing a scoping bug where
stretch_amount,squeeze_amount,squash_twere local to the ball drawif @thrustingblock and not accessible in the weapon draw block. Fixed by hoisting computation above both blocks.Remove spring pull and flashing from thrust start: Removed
@\flash_weapon!and@spring\pull 'weapon'from sword_thrust.Sword visual offset during squash: Added
actual_offset += @radius*stretch_amount*squash_t*1.5to offset the sword outward during thrust squash.Remaining tasks discussion: Listed remaining tasks: dash particles, ball flashes white, weapon spring thinner, remove debug print. Items 2,3,4 were considered done. Item 1 evolved into a discussion of dash particles vs trail vs afterimages.
Debug print removal: Removed
print "thrust_start_speed..."from sword_thrust.Afterimage effect discussion: User wanted fading afterimages. Explored leveraging layer command queue (not possible - queue is C-side). Settled on afterimage class that snapshots visual state.
Afterimage class implementation: Created
afterimageclass near other particle classes. Takes layer, image, duration, pushes (list of push param tables). Draws with fading alpha. Added spawning code in ball update during thrust every 0.03s.Cover layer test: Tried drawing afterimages on
coverlayer to avoid outline darkening. User said it looked wrong, reverted togamelayer.Afterimage shrink on low alpha: Added scale reduction when alpha < 128 to mitigate outline darkness. Used squared curve
(@tint.a/128)*(@tint.a/128)for faster shrink.Thrust damage once per thrust: Added
@thrust_hit_this_thrustflag. Also spawnsemoji_text(was status_text at the time) showing "+1 dmg".status_text refactored to emoji_text: Renamed class and reworked so each character is a full
objectchild using the cloud inline object pattern (object!, \set, \action, \flow_to).New status_text class: Font-based text with per-character shake and progress fill bar. Uses
layer_draw_glyphfor per-character rendering. Stencil masking for smooth sub-character color fill.Multiple iterations on shake: Started with sin/cos, tried handcam (smooth but same motion), added random time offset, finally settled on sine shake with random time offset per character.
Transform refactoring: Children compute local positions, parent uses push/pop for angle+scale. Added @scale parameter.
Fill modes: Added 'channeling' (left-to-right) and 'using' (right-to-left) modes for the fill rectangle.
Death effect: Added
diemethod that transitions characters to independent float-up, scale-down, rotation animation.Self-managing duration: Added
durationparameter so status_text auto-tweens progress and dies naturally. Thrust_end only setsstopped = trueto halt progress but doesn't kill the text.TODO items: Added UI anti-overlap system tasks to todo.md.
Key errors: -
fill_xvariable removed but still referenced → nil error -@death_color!called on a packed number → attempt to call number error - Stencil rectangle didn't account for angle (fixed by using push/pop) - Afterimage outlines getting darker (tried cover layer, reverted) - All shake characters moving identically (fixed with random time offset) -@\kill!vschild\kill!in tween callbackUser feedback patterns: - Prefers asking before implementing - Wants code review before writing - Specific naming preferences (c→character_object, idx→index, etc.) - Wants to test incrementally - Called out variable naming, scoping issues
Summary: 1. Primary Request and Intent: The user is continuing work on the Sword weapon in Emoji Ball Battles. This session focused on: - Fixing a variable scoping bug for thrust squash values - Removing unnecessary visual feedback (spring pull, weapon flash) from thrust start - Offsetting sword position to match ball squash during thrust - Implementing fading afterimages during thrust - Adding once-per-thrust damage increment with floating text - Refactoring
status_text→emoji_textwhere each character is a full anchorobjectchild - Creating a newstatus_textclass: font-based text with per-character shake and stencil-based progress fill bar - Adding channeling/using fill modes, scale parameter, death effect with scattering characters - Making status_text self-managing with duration parameter - Adding UI anti-overlap system tasks to todo.md
Key Technical Concepts:
- YueScript game code compiled to Lua on Anchor engine (C/Box2D/OpenGL)
- Layer system: FBO-backed render targets with queued draw commands (queue is C-side, not accessible from Lua)
- Stencil masking for sub-character color fill (
stencil_mask,stencil_test,stencil_off)layer_draw_glyph(layer, codepoint, font_name, x, y, r, sx, sy, color)for per-character text renderingfont_get_text_width,font_get_char_width,font_get_heightfor text measurement- Inline object pattern:
object!→\set{}→\action→\flow_to(from cloud code)- Named objects via
super name— auto-linked to parent viaadd/flow_to(parent[child.name] = child)- Same-name replacement: adding a child with an existing name auto-kills the old one
- Object tree update order: all objects flattened via DFS, then early_update → update → late_update for all
- Parent update runs before children's actions in the flat loop
- Shake module:
handcam(Perlin noise, smooth),sine(sinusoidal),shake(random jittery)- Color class:
color!packs to RGBA integer via__call,.asetter is cheap (no HSL sync)- Operator spacing:
*and/no spaces,+and-with spacesFiles and Code Sections:
E:\a327ex\emoji-ball-battles\main.yue — The main game file, all changes are here
Sword config block (~line 1108-1113): Added
@afterimage_timer = 0Thrust velocity override (~line 1311-1315): Removed manual
@thrust_text.progressupdateThrust squash values (hoisted above ball+weapon draw):
yuescript squash_t, stretch_amount, squeeze_amount = 0, 0, 0 if @thrusting squash_t = math.sin(@thrust_progress*math.pi) thrust_speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed) speed_factor = math.clamp(math.remap(thrust_speed, 400, 600, 0, 1), 0, 1) stretch_amount = math.lerp(speed_factor, 0.6, 0.8) squeeze_amount = math.lerp(speed_factor, 0.3, 0.4)Afterimage spawning (before ball draw):
yuescript if @thrusting @afterimage_timer += dt if @afterimage_timer >= 0.03 @afterimage_timer = 0 thrust_stretch_ai = 1 + stretch_amount*squash_t thrust_squeeze_ai = 1 - squeeze_amount*squash_t @parent.effects\add afterimage @x, @y, { layer: game, image: @image, duration: 0.15 pushes: { {@x, @y, @thrust_angle, squash_x*thrust_stretch_ai, squash_y*thrust_squeeze_ai} {0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale} } }Weapon visual offset during thrust:
yuescript actual_offset = @weapon_visual_offset - @weapon_recoil_offset if @thrusting actual_offset += @radius*stretch_amount*squash_t*1.5Thrust damage (once per thrust):
yuescript elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust attacker.thrust_hit_this_thrust = true attacker.thrust_damage += 1 @effects\add emoji_text attacker.x, attacker.y - 10, "+1 dmg"sword_thrust — spawns status_text with channeling mode:
yuescript (status_text 'thrust_text', @x, @y - 20, "thrusting", {font: 'fat', scale: 0.8, mode: 'channeling', duration: @thrust_duration, angle: an.random\float(-0.2, -0.1)})\flow_to @thrust_end — stops progress but doesn't kill text:
yuescript @thrust_text.stopped = true if @thrust_textafterimage class:
yuescript class afterimage extends object new: (@x, @y, args={}) => super! @layer = args.layer or game @image = args.image @duration = args.duration or 0.15 @pushes = args.pushes or {} @t = 0 @tint = color 255, 255, 255 update: (dt) => @t += dt if @t >= @duration @\kill! return @tint.a = math.floor(255*(1 - @t/@duration)) shrink = if @tint.a < 128 then (@tint.a/128)*(@tint.a/128) else 1 p = @pushes[1] @layer\push p[1], p[2], p[3], p[4]*shrink, p[5]*shrink for i = 2, #@pushes p = @pushes[i] @layer\push p[1], p[2], p[3], p[4], p[5] @layer\image @image, 0, 0, @tint! for i = 1, #@pushes @layer\pop!status_text class (new, font-based with progress fill):
yuescript class status_text extends object new: (name, @x, @y, text, args={}) => super name @font = args.font or 'lana' @layer = args.layer or effects @progress = 0 @mode = args.mode or 'channeling' @base_color = args.base_color or white @fill_color = args.fill_color or yellow @duration = args.duration @angle = args.angle or 0 @scale = args.scale or 1 @offset_x = args.offset_x or 0 @offset_y = args.offset_y or 0 @total_width = font_get_text_width @font, text @font_height = font_get_height @font cursor_x = 0 for i = 1, #text char = text\sub(i, i) codepoint = string.byte(char) advance = font_get_char_width @font, codepoint base_x = cursor_x cursor_x += advance character_object = object! character_object\set { codepoint: codepoint base_x: base_x advance: advance draw_x: 0 draw_y: 0 } character_object\add shake! character_object.shake\sine 0, 0.5, 3, 100 character_object.shake.sine_instances[1].time = an.random\float 0, 10 character_object\action (dt) => parent = @parent if parent.dying @world_y += @death_vy*dt @death_rotation += @death_angular_speed*dt layer_draw_glyph parent.layer.handle, @codepoint, parent.font, @world_x, @world_y, @death_rotation, @death_scale, @death_scale, @death_color else t = @shake\get_transform! @draw_x = @base_x - parent.total_width/2 + t.x @draw_y = t.y character_object\flow_to @ if @duration @stopped = false @\add timer! @timer\after @duration, 'die', -> @\die! die: => return if @dying @dying = true for child in *@children continue unless child.codepoint child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale child.world_y = @y + (child.draw_x*math.sin(@angle) + child.draw_y*math.cos(@angle))*@scale child.death_vy = an.random\float -38, -19 child.death_rotation = 0 child.death_angular_speed = an.random\float -math.pi, math.pi child.death_scale = @scale fill_amount = if @mode == 'using' then 1 - @progress else @progress char_center = (child.base_x + child.advance/2)/@total_width child.death_color = char_center <= fill_amount and @fill_color! or @base_color! duration = an.random\float 0.8, 1.2 child\add timer! child.timer\tween duration, child, {death_scale: 0}, math.cubic_out, -> child\kill! @\add timer! unless @timer @timer\after 1.3, -> @\kill! update: (dt) => if @duration and not @stopped and not @dying @progress = math.min(1, @progress + dt/@duration) late_update: (dt) => return if @dying @layer\push @x, @y, @angle, @scale, @scale for child in *@children continue unless child.codepoint layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @base_color! fill_amount = if @mode == 'using' then 1 - @progress else @progress if fill_amount > 0 fill_w = fill_amount*@total_width @layer\stencil_mask! @layer\rectangle -@total_width/2, -@font_height/2, fill_w, @font_height*2, white! @layer\stencil_test! for child in *@children continue unless child.codepoint layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @fill_color! @layer\stencil_off! @layer\pop!emoji_text class (renamed from status_text): Each character is a full
objectchild with action for update+draw, usingflow_topattern.Test keys in arena update:
yuescript if an\key_is_pressed 't' test_text = status_text 'test_text', gw/2, gh/2, "thrusting", {font: 'fat', angle: -0.1, scale: 0.8} test_text\flow_to @effects @\add timer! unless @timer @timer\tween 5, test_text, {progress: 1}, math.linear if an\key_is_pressed 'y' @effects.test_text\die! if @effects.test_textE:\a327ex\Anchor\framework\anchor\layer.yue — Read to understand layer system (commands go to C, no Lua-side queue)
- E:\a327ex\Anchor\framework\anchor\object.yue — Read to understand
add,flow_to,_update/_early_update/_late_updatephases,all!DFS order- E:\a327ex\Anchor\framework\anchor\shake.yue — Read to understand shake module:
handcam,sine,shake,get_transform- E:\a327ex\Anchor\framework\anchor\color.yue — Read to understand color class,
__callpacks to RGBA,.asetter- E:\a327ex\Anchor\framework\anchor\init.yue — Read to confirm flat update loop: all_objects collected, then early/update/late phases run on all
- E:\a327ex\emoji-ball-battles\todo.md — Added 4 UI anti-overlap system tasks
Errors and fixes:
- Variable scoping bug:
stretch_amount,squeeze_amount,squash_tlocal to ball draw block, not accessible in weapon draw block. Fixed by hoisting computation above both blocks.fill_xundefined: Removedfill_xvariable during edit but still referenced it inlayer\rectanglecall. Fixed by replacing with-@total_width/2.@death_color!calling a number: Stored packed color integer indeath_color, then tried to call it with!(which invokes__call). Fixed by removing!— value is already packed.- Afterimage outlines getting darker: Semi-transparent afterimages on
gamelayer still get full-opacity outlines from outline shader. Triedcoverlayer — user said it looked wrong. Reverted togame, added scale shrink below alpha 128 to mitigate.- Shake characters all moving identically: All shake instances started with
handcam_time = 0orsine_instances[1].time = 0. Fixed by randomizing starting time:character_object.shake.sine_instances[1].time = an.random\float 0, 10.- Per-character fill snapping: Using per-character color check snapped whole characters. User wanted smooth sub-character fill. Fixed by switching to stencil approach with parent
late_updatedoing two-pass draw.- Stencil rectangle not rotated: Fixed by moving all drawing inside
push(@x, @y, @angle, @scale, @scale)so stencil rect is in local space.@\kill!vschild\kill!in tween callback: User corrected that the tween callback should kill the child, not the parent.Problem Solving:
- Solved afterimage implementation by creating a generic class that takes a list of push params and replays them with fading alpha
- Solved smooth text fill by using stencil masking with two-pass drawing (base color pass, then fill color pass masked by progress rectangle)
- Solved update ordering for stencil approach: children compute positions in
action(update phase), parent draws inlate_update(late phase)- Solved per-character shake independence with random time offsets on sine instances
- Solved status_text self-management with duration parameter, auto-progress in update, and auto-die via timer
All user messages:
- "Yes." (to squash variable hoisting plan)
- "Remove the spring pull and flashing from the sword when thrust starts."
- "Offset the sword's visual drawing position (there's a variable for this) by the amount the radius of the ball increases when squashed/squeezed."
- "Needs to be a bit more."
- "Perfect, what's next?"
- "We already decided on 2, 3, 4 so those can be said to be done. 1 I'm still wondering if I want dash particles, a trail effect, or the ball's fading afterimages to give the impression of fast movement."
- "What's your intuition on the trail effect?"
- "Let's try the fading afterimages then, we should create an object that is just a visual object that draws the exact same thing as the object that created it drew on that frame, we can probably get clever here and leverage the fact that the layer system queues commands?"
- "Yea, let's just create the afterimage class and it receives position, rotation, scale, sprite, duration of afterimage, etc. This class should be simple, and we should leave the math of which arguments to pass exactly to the caller..."
- "The layer\image color that's passed in the 4th argument, is it additive? If that's the case then it will flash white. I don't remember, please check."
- "OK, then instead of creating a new color object every frame, just create a single one in the constructor and change its alpha over time."
- "Yes." (to afterimage class design)
- "The outlines get darker as the alpha goes down, not more transparent. Is there a way to avoid that or is this because of how the tinting works?"
- "The effects layer does have an outline too. Check all layers to see which one doesn't have it."
- "Draw it on cover for now, let me see what it looks like."
- "It does look transparent now but it looks wrong too, I think it being on the game layer is fine."
- "As the alpha decreases and gets below 128, also decrease the scale of the afterimage so that the darkness becomes less noticeable."
- "Stronger decrease, like faster to 0 closer to 128."
- "Looks good, what was next?"
- "Let's make sure that the thrust damage can only increase once per thrust, and then let's spawn a status_text object that says '+1 thrust dmg' whenever it increases..."
- "Let's rework status_text so that every character is actually a full anchor object, and they're all children of the parent status_text. Use the cloud code as a reference..."
- "Sure, let me see the full code you'll implement first though."
- "c -> character_object, idx -> index, char_layer (inside the object) -> layer, character_x, character_y -> can just be x, y..."
- "image_name = char == '+' and 'plus' or char, parent = @parent, you can implement it after these changes"
- "There are three things we need to do to finalize this completely. 1. Sounds, we'll do this last. 2. status_text... 3. An HP Bar-like bar..."
- "Yea, I think 3. Show me the implementation first before doing anything."
- "Use the colors already initialized at the top of the file, follow the same pattern as emoji_text, where we're creating character objects as children."
- "It should follow the ball at an offset, and should also be slightly angled instead of horizontally flat."
- "There's no need for @target since children always have access to their parent."
- "super name initializes the object with the name, such that when it is added elsewhere via add or flow_to, it gets automatically linked..."
- "Perfect." (to named object pattern)
- "Let's use the fat pixel font, I don't know if it's loaded yet but it should be in the assets folder."
- "Yes, that's more like it, but the text shouldn't follow the parent as it's hard to read."
- "OK, let me press a button that spawns a status_text arbitrarily and make it have a longer duration, like 5 seconds or something."
- "Also, remove the spawning from the thrusting for now. Just don't create the object."
- "I see, the shaking is too smooth. Since each object is a full engine object, we could use the shake module..."
- "Let's try it." (handcam shake)
- "Oh, but I want each character to have a different motion, so it's per character object I think."
- "Let's try the sine shake instead."
- "Yes, this is much better. OK, now let's add the ability for the rectangle to fill from left to right and from right to left..."
- "Depleting" → then changed to 'channeling' and 'using'
- "Actually, let's change it to 'channelling' (correct if typo), and 'using'"
- "Great, now let's spawn the thrusting effect again when a thrust actually happens, it should be 0.8 scale, 'using', random angle from -0.1 to -0.2"
- "Right to left mode is moving the filled rectangle to the right, it should move to the left?"
- "ERROR: anchor/layer.lua:50: bad argument #2 to 'layer_rectangle' (number expected, got nil)"
- "Wait. Walk me through this logic before implementing anything. What is the issue, explain from the start."
- "Do the opposite. Do the character updates normally in update, then do the 2 pass draw in late_update for the parent."
- "Do we have a shake that's smooth but that we can use to make each character shake to the sides only?"
- "Let's try it." (sine shake)
- "OK, importantly I see that the progress bar is actually filling up per character instead of actually filling up progressively even within each character?"
- "Actually, let's change it to 'channelling' (correct if typo), and 'using'"
- "Great, now let's spawn the thrusting effect again..."
- "Right to left mode is moving the filled rectangle to the right, it should move to the left?"
- "Let's add a death effect to the status_text..."
- "Ah, give me a test key to kill it."
- "Duration for each character should be randomized slightly around 1. The final color needs to match the final color of each letter in the effect..."
- "ERROR: main.lua:2542: attempt to call a number value (method 'death_color')"
- "Velocity for each character should also be randomized, base increased by about 25%. Let's try cubic_out for the scale. Why did you remove the @\kill! call for each character?"
- "Actually that should be child\kill"
- "Thrusting should be channeling instead, the duration should be the same duration as the full effect, and the visual effect shouldn't be removed when thrust ends prematurely (like on a wall hit), it should always just end naturally."
- "Actually, when the wall hit happens, it should stop progressing, but it should only die when the full duration ends."
- "Add this to the todo.md file: a system to not spawn important UI elements on top of each other..."
Pending Tasks:
- Sounds for the sword thrust (explicitly deferred to last)
- Cooldown bar — HP Bar-like white bar along the weapon showing weapon cooldown
- Remove test keys (T and Y) when done testing status_text
- Test the current status_text with actual thrust to verify channeling mode, self-managing duration, and stop-on-wall-hit all work together
Current Work: The most recent work was adding UI anti-overlap system tasks to
todo.md. Before that, the status_text class was finalized with:
channelingmode for thrust (fills left-to-right)- Self-managing duration via
@timer\after @duration, 'die', -> @\die!- Manual progress tracking in
updatewith@stoppedflag- Thrust_end sets
@thrust_text.stopped = trueinstead of killing- Death effect with per-character scatter animation
Optional Next Step: No explicit next step was requested. The user's last message was to add TODO items, which was completed. The user may want to test the current implementation, work on the cooldown bar, or address sounds. The test keys (T and Y) are still active in the arena update for testing status_text.
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\43140679-aaa3-4334-8fb9-32f19383ee27.jsonl Please continue the conversation from where we left it off without asking the user any further questions. Continue with the last task that you were asked to work on.
The last task — adding the UI anti-overlap system items to todo.md — was completed. Here's where things stand:
Done this session:
- Thrust squash variable scoping fix
- Removed spring pull + weapon flash from thrust start
- Sword visual offset during thrust squash
- Afterimage effect during thrust (with scale shrink below alpha 128)
- Once-per-thrust damage increment with
emoji_text"+1 dmg" emoji_textclass refactored (each character is a full object child)- New
status_textclass (font-based, per-character shake, stencil progress fill, channeling/using modes, death scatter effect, self-managing duration) - Thrust spawns channeling status_text, wall-hit stops progress but doesn't kill it
- UI anti-overlap TODO items added
Still pending:
- Cooldown bar — HP Bar-like white bar along the weapon showing weapon cooldown
- Sounds for sword thrust (deferred to last)
- Remove test keys (T and Y) once done testing status_text
- Test current implementation — the thrust + status_text integration
Your turn — what would you like to tackle next?
Let's do the cooldown. Show me the full code first. Add an option to set the cooldown above or below the weapon, it depends on the weapon. Default to above.
Let me read the current code to understand weapon drawing and cooldown tracking.
Task (Find weapon cooldown and draw code)
[
{
"type": "text",
"text": "Excellent! Now let me compile the comprehensive report with all the findings. Here's the complete breakdown of all the components you requested:\n\n## Weapon and UI Component Search Results\n\n### 1. WEAPON COOLDOWN TRACKING\n\n**Lines 1201-1203, 1509-1510:**\n```yuescript\n@base_cooldown = 1.2\n@cooldown_reduction_per_hit = 0.02 -- reaches 0.2s minimum in 50 hits\n@minimum_cooldown = 0.2\n\n-- In gun_fire callback (line 1509):\ncooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)\n@timer\\after cooldown, 'gun_cooldown', -> @gun_ready = true\n```\n\n**Cooldown tracking for sword thrust (line 1579):**\n```yuescript\n@timer\\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true\n```\n\n**Thrust cooldown parameter (line 1123):**\n```yuescript\n@thrust_cooldown = 5 -- seconds between thrusts\n```\n\n---\n\n### 2. WEAPON DRAW CODE\n\n**Lines 1390-1409 - Complete weapon drawing block:**\n\n```yuescript\n-- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)\nactual_offset = @weapon_visual_offset - @weapon_recoil_offset\nif @thrusting\n actual_offset += @radius*stretch_amount*squash_t*2\nperpendicular_angle = @angle - math.pi/2\nweapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)\nweapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)\nweapon_spring = @spring.weapon.x\nif @thrusting\n weapon_stretch = 1 + stretch_amount*squash_t*0.4\n weapon_squeeze = 1 - squeeze_amount*squash_t*0.4\n weapons\\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze\n weapons\\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring\n weapons\\image @weapon_image, 0, 0, nil, @weapon_flashing and white!\n weapons\\pop!\n weapons\\pop!\nelse\n weapons\\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring\n weapons\\image @weapon_image, 0, 0, nil, @weapon_flashing and white!\n weapons\\pop!\n```\n\n**Key draws structure:**\n- Non-thrust: Single push/pop pair at world position\n- Thrust: Double push/pop - outer for world position/thrust_angle, inner for rotation/scales\n\n---\n\n### 3. BALL'S DRAW CODE WITH OFFSETS\n\n**Lines 1375-1388 - Ball draw with thrust_angle and weapon_visual_offset context:**\n\n```yuescript\nif @thrusting\n thrust_stretch = 1 + stretch_amount*squash_t\n thrust_squeeze = 1 - squeeze_amount*squash_t\n game\\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze\n game\\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale\n game\\image @image, 0, 0, nil, @ball_flashing and white!\n game\\pop!\n game\\pop!\nelse\n game\\push @x, @y, 0, squash_x, squash_y -- world-aligned squash (no rotation)\n game\\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale\n game\\image @image, 0, 0, nil, @ball_flashing and white!\n game\\pop!\n game\\pop!\n```\n\n**Weapon offset calculations (line 1391-1396):**\n```yuescript\nactual_offset = @weapon_visual_offset - @weapon_recoil_offset\nif @thrusting\n actual_offset += @radius*stretch_amount*squash_t*2\nperpendicular_angle = @angle - math.pi/2\nweapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)\nweapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)\n```\n\n**thrust_angle definition (line 1543):**\n```yuescript\n@thrust_angle = @angle -- lock thrust direction\n```\n\n---\n\n### 4. STATUS_TEXT CLASS - FULL IMPLEMENTATION\n\n**Lines 2453-2551:**\n\n```yuescript\nclass status_text extends object\n new: (name, @x, @y, text, args={}) =>\n super name\n @font = args.font or 'lana'\n @layer = args.layer or effects\n @progress = 0\n @mode = args.mode or 'channeling' -- 'channeling' (left to right) or 'using' (right to left)\n @base_color = args.base_color or white\n @fill_color = args.fill_color or yellow\n @duration = args.duration\n @angle = args.angle or 0\n @scale = args.scale or 1\n @offset_x = args.offset_x or 0\n @offset_y = args.offset_y or 0\n @total_width = font_get_text_width @font, text\n @font_height = font_get_height @font\n\n cursor_x = 0\n for i = 1, #text\n char = text\\sub(i, i)\n codepoint = string.byte(char)\n advance = font_get_char_width @font, codepoint\n base_x = cursor_x\n cursor_x += advance\n\n character_object = object!\n character_object\\set {\n codepoint: codepoint\n base_x: base_x\n advance: advance\n draw_x: 0\n draw_y: 0\n }\n character_object\\add shake!\n character_object.shake\\sine 0, 1.5, 3, 100\n character_object.shake.sine_instances[1].time = an.random\\float 0, 10\n character_object\\action (dt) =>\n parent = @parent\n if parent.dying\n @world_y += @death_vy*dt\n @death_rotation += @death_angular_speed*dt\n layer_draw_glyph parent.layer.handle, @codepoint, parent.font, @world_x, @world_y, @death_rotation, @death_scale, @death_scale, @death_color\n else\n t = @shake\\get_transform!\n @draw_x = @base_x - parent.total_width/2 + t.x\n @draw_y = t.y\n character_object\\flow_to @\n\n if @duration\n @stopped = false\n @\\add timer!\n @timer\\after @duration, 'die', -> @\\die!\n\n die: =>\n return if @dying\n @dying = true\n for child in *@children\n continue unless child.codepoint\n child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale\n child.world_y = @y + (child.draw_x*math.sin(@angle) + child.draw_y*math.cos(@angle))*@scale\n child.death_vy = an.random\\float -38, -19\n child.death_rotation = 0\n child.death_angular_speed = an.random\\float -math.pi, math.pi\n child.death_scale = @scale\n fill_amount = if @mode == 'using' then 1 - @progress else @progress\n char_center = (child.base_x + child.advance/2)/@total_width\n child.death_color = char_center <= fill_amount and @fill_color! or @base_color!\n duration = an.random\\float 0.8, 1.2\n child\\add timer!\n child.timer\\tween duration, child, {death_scale: 0}, math.cubic_in, -> child\\kill!\n @\\add timer! unless @timer\n @timer\\after 1.3, -> @\\kill!\n\n update: (dt) =>\n if @duration and not @stopped and not @dying\n @progress = math.min(1, @progress + dt/@duration)\n\n late_update: (dt) =>\n return if @dying\n @layer\\push @x, @y, @angle, @scale, @scale\n\n -- Pass 1: draw all characters in base color\n for child in *@children\n continue unless child.codepoint\n layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @base_color!\n\n -- Pass 2: draw filled portion using stencil\n fill_amount = if @mode == 'using' then 1 - @progress else @progress\n if fill_amount > 0\n fill_w = fill_amount*@total_width\n @layer\\stencil_mask!\n @layer\\rectangle -@total_width/2, -@font_height/2, fill_w, @font_height*2, white!\n @layer\\stencil_test!\n for child in *@children\n continue unless child.codepoint\n layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @fill_color!\n @layer\\stencil_off!\n\n @layer\\pop!\n```\n\n**Usage example (line 1562):**\n```yuescript\n(status_text 'thrust_text', @x, @y - 20, \"thrusting\", {font: 'fat', scale: 0.8, mode: 'channeling', duration: @thrust_duration, angle: an.random\\float(-0.2, -0.1)})\\flow_to @\n```\n\n---\n\n### 5. HP BAR UI ELEMENT\n\n**Lines 1605-1634 - hp_bar class:**\n\n```yuescript\nclass hp_bar extends object\n new: (args={}) =>\n super 'hp_bar'\n @offset_y = args.offset_y or 18 -- below the parent\n @w = args.w or 22\n @h = args.h or 4\n @duration = args.duration or 1.5\n @bg_color = args.bg_color or black!\n @fill_color = args.fill_color or red!\n @visible = false\n @\\add timer!\n @\\add spring!\n\n update: (dt) =>\n x = @parent.x\n y = @parent.y + @offset_y\n fill_w = @w*(@parent.hp/@parent.max_hp)\n\n if @visible\n ui\\push x, y, 0, @spring.main.x, @spring.main.x\n ui\\rounded_rectangle -@w/2, -@h/2, @w, @h, 3, @bg_color\n ui\\rounded_rectangle -@w/2, -@h/2, fill_w, @h, 3, @flashing and white! or @fill_color\n ui\\pop!\n\n activate: =>\n @flashing = true\n @timer\\after 0.15, 'flash', -> @flashing = false\n @spring\\pull 'main', 0.5, 3, 0.5\n @visible = true\n @timer\\after 2, 'visible', -> @visible = false\n```\n\n**Instantiation (line 1196):**\n```yuescript\n@\\add hp_bar!\n```\n\n**Activation in take_damage (line 1436):**\n```yuescript\n@hp_bar\\activate!\n```\n\n---\n\n### Additional Context\n\n**Weapon recoil mechanism (lines 1456-1460):**\n```yuescript\nrecoil_weapon: =>\n -- Kick back: rotate and pull toward ball\n @timer\\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, ->\n -- Return to rest\n @timer\\tween 0.2, 'recoil_return', @, {weapon_recoil: 0, weapon_recoil_offset: 0}, math.linear\n```\n\n**weapon_visual_offset initialization (varies by weapon type):**\n- Gun: 21 (line 1089)\n- Sword: 34 (line 1106)\n- Dagger: 24 (line 1128)\n\nAll with absolute paths as requested. The code is well-structured with clear separation between cooldown mechanics, visual rendering, and UI feedback systems."
},
{
"type": "text",
"text": "agentId: ad739e6 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 38666\ntool_uses: 20\nduration_ms: 73193</usage>"
}
]
Let me read the specific sections I need to see for the implementation.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1085→ -- Weapon setup based on weapon_type
1086→ if @weapon_type == 'gun'
1087→ @weapon_class = 'ranged'
1088→ @weapon_image = an.images.gun
1089→ @weapon_visual_offset = 21
1090→ @weapon_perpendicular_offset = 2
1091→ @weapon_hitbox_offset = 21
1092→ @weapon_hitbox_length = 20
1093→ @weapon_hitbox_width = 12
1094→ @weapon_scale = 18/512 -- gun.png is 512x512
1095→ @weapon_scale_y = -18/512 -- y flipped
1096→ @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
1097→ @base_angular_velocity = 1.5*math.pi
1098→ @max_angular_velocity = 3*math.pi
1099→ @weapon_weight = 1.0
1100→ @hit_stop_multiplier = 1.0
1101→ @hit_particle_multiplier = 1.0
1102→ @camera_shake_multiplier = 1.0
1103→ elseif @weapon_type == 'sword'
1104→ @weapon_class = 'melee'
1105→ @weapon_image = an.images.sword
1106→ @weapon_visual_offset = 34
1107→ @weapon_perpendicular_offset = 0
1108→ @weapon_hitbox_offset = 38
1109→ @weapon_hitbox_length = 32
1110→ @weapon_hitbox_width = 10
1111→ @weapon_scale = 32/512 -- sword.png is 512x512
1112→ @weapon_scale_y = 32/512
1113→ @weapon_rotation_offset = math.pi/4 -- sword angled up-right, rotate to point outward
1114→ @base_angular_velocity = 1.5*math.pi
... [30 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1385→ game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale -- rotation + base scale
1386→ game\image @image, 0, 0, nil, @ball_flashing and white!
1387→ game\pop!
1388→ game\pop!
1389→
1390→ -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1391→ actual_offset = @weapon_visual_offset - @weapon_recoil_offset
1392→ if @thrusting
1393→ actual_offset += @radius*stretch_amount*squash_t*2
1394→ perpendicular_angle = @angle - math.pi/2
1395→ weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1396→ weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1397→ weapon_spring = @spring.weapon.x
1398→ if @thrusting
1399→ weapon_stretch = 1 + stretch_amount*squash_t*0.4
1400→ weapon_squeeze = 1 - squeeze_amount*squash_t*0.4
1401→ weapons\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze
1402→ weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1403→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1404→ weapons\pop!
1405→ weapons\pop!
1406→ else
1407→ weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
1408→ weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
1409→ weapons\pop!
1410→
1411→ -- Debug draw weapon hitbox
1412→ hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
1413→ hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
1414→ debug_draw\push hitbox_x, hitbox_y, @angle
... [5 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1498→ -- Spawn projectile
1499→ @parent.projectiles\add projectile boom_x, boom_y,
1500→ velocity: 15
1501→ direction: @angle
1502→ flash_on_spawn: true
1503→ team: @team
1504→ bounces: 2
1505→
1506→ -- Gun callback: fire projectile with effects
1507→ gun_fire: =>
1508→ @gun_ready = false
1509→ cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)
1510→ @timer\after cooldown, 'gun_cooldown', -> @gun_ready = true
1511→
1512→ -- Check for burstfire
1513→ burstfire_chance = @burstfire_chance_increase_per_hit * @hits_landed
1514→ is_burstfire = an.random\bool burstfire_chance * 100
1515→
1516→ if is_burstfire
1517→ burst_delay = math.max(@minimum_burstfire_delay, @base_burstfire_delay - @hits_landed * @burstfire_delay_reduction_per_hit)
1518→ @\fire_single_shot!
1519→ @timer\after burst_delay, -> @\fire_single_shot!
1520→ @timer\after burst_delay * 2, -> @\fire_single_shot!
1521→ else
1522→ @\fire_single_shot!
Read (E:\a327ex\emoji-ball-battles\main.yue)
1535→
1536→ hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
1537→ hit and hit.object.team != @team
1538→
1539→ -- Sword thrust: hit stop to signal, then lunge toward enemy
1540→ sword_thrust: =>
1541→ @thrust_ready = false
1542→ @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
1543→ @thrust_angle = @angle -- lock thrust direction
1544→
1545→ -- Stop rotation immediately during hit stop
1546→ @collider\set_fixed_rotation true
1547→ @collider\set_angular_velocity 0
1548→
1549→ -- Hit stop to signal the thrust
1550→ an\hit_stop 0.3
1551→
1552→ -- After hit stop, begin the actual lunge
1553→ @timer\after 0.01, 'thrust_start', ->
1554→ @thrusting = true
1555→ @thrust_hit_this_thrust = false
1556→ @thrust_progress = 0
1557→ vx, vy = @collider\get_velocity!
1558→ @thrust_start_speed = math.length(vx, vy)
1559→ @thrust_end_speed = math.max(400, @thrust_start_speed + @thrust_speed)
1560→ @collider\set_gravity_scale 0
1561→ @collider\set_bullet true
1562→ (status_text 'thrust_text', @x, @y - 20, "thrusting", {font: 'fat', scale: 0.8, mode: 'channeling', duration: @thrust_duration, angle: an.random\float(-0.2, -0.1)})\flow_to @
1563→
1564→ -- End thrust after duration
... [25 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1600→ @collider\set_angular_velocity @base_angular_velocity
1601→
1602→
1603→
1604→-- HP bar: temporary bar below entity (added as child)
1605→class hp_bar extends object
1606→ new: (args={}) =>
1607→ super 'hp_bar'
1608→ @offset_y = args.offset_y or 18 -- below the parent
1609→ @w = args.w or 22
1610→ @h = args.h or 4
1611→ @duration = args.duration or 1.5
1612→ @bg_color = args.bg_color or black!
1613→ @fill_color = args.fill_color or red!
1614→ @visible = false
1615→ @\add timer!
1616→ @\add spring!
1617→
1618→ update: (dt) =>
1619→ x = @parent.x
1620→ y = @parent.y + @offset_y
1621→ fill_w = @w*(@parent.hp/@parent.max_hp)
1622→
1623→ if @visible
1624→ ui\push x, y, 0, @spring.main.x, @spring.main.x
1625→ ui\rounded_rectangle -@w/2, -@h/2, @w, @h, 3, @bg_color
1626→ ui\rounded_rectangle -@w/2, -@h/2, fill_w, @h, 3, @flashing and white! or @fill_color
1627→ ui\pop!
1628→
1629→ activate: =>
... [15 more lines]
Now let me check the layer setup to see which layers have outlines.
Grep (layer!|an.layers|layer_new)
No matches found
Read (E:\a327ex\emoji-ball-battles\main.yue)
36→
37→-- Layers
38→bg = an\layer 'bg'
39→back = an\layer 'back'
40→back_outline = an\layer 'back_outline'
41→game = an\layer 'game'
42→game_outline = an\layer 'game_outline'
43→front = an\layer 'front'
44→front_outline = an\layer 'front_outline'
45→cover = an\layer 'cover'
46→weapons = an\layer 'weapons'
47→weapons_outline = an\layer 'weapons_outline'
48→outline_only = an\layer 'outline_only' -- source layer for outline_only shader, never drawn itself
49→actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only shader
50→effects = an\layer 'effects'
51→effects_outline = an\layer 'effects_outline'
52→recolor_blue = an\layer 'recolor_blue'
53→recolor_yellow = an\layer 'recolor_yellow'
54→ui = an\layer 'ui'
55→ui_outline = an\layer 'ui_outline'
56→shadow = an\layer 'shadow'
57→debug_draw = an\layer 'debug_draw'
58→
59→--[[
60→-- UI layers don't use camera (no shake)
61→ui.camera = nil
62→ui_outline.camera = nil
63→]]
64→
65→-- Shaders
Read (E:\a327ex\emoji-ball-battles\main.yue)
1186→
1187→ -- Flash state for weapon
1188→ @weapon_flashing = false
1189→ @thrusting = false -- sword thrust state
1190→ @weapon_recoil = 0 -- rotation offset for gun recoil animation
1191→ @weapon_recoil_offset = 0 -- position offset for gun recoil (moves toward ball)
1192→
1193→ -- HP
1194→ @max_hp = 50
1195→ @hp = @max_hp
1196→ @\add hp_bar!
1197→
1198→ -- Weapon effect tracking
1199→ @hits_landed = 0
1200→ @base_damage = 1 -- all weapons start at 1 damage
Good, I have a clear picture of the codebase now. Here's the full proposed code:
New class (placed right after hp_bar, before hp_ui):
class cooldown_bar extends object
new: (args={}) =>
super 'cooldown_bar'
@layer = args.layer or ui
@position = args.position or 'above' -- 'above' or 'below'
@w = args.w or 20
@h = args.h or 3
@perpendicular_offset = args.perpendicular_offset or 6
@bg_color = args.bg_color or (color 0, 0, 0, 160)
@fill_color = args.fill_color or (color 255, 255, 255)
@progress = 1
@duration = 0
@elapsed = 0
@active = false
activate: (duration) =>
@duration = duration
@elapsed = 0
@progress = 0
@active = true
update: (dt) =>
if @active
@elapsed += dt
@progress = math.min(1, @elapsed/@duration)
if @progress >= 1
@active = false
late_update: (dt) =>
return unless @active
p = @parent
angle = if p.thrusting then p.thrust_angle else p.angle
offset_y = @position == 'above' and -@perpendicular_offset or @perpendicular_offset
@layer\push p.weapon_draw_x, p.weapon_draw_y, angle, 1, 1
@layer\rectangle -@w/2, offset_y - @h/2, @w, @h, @bg_color!
@layer\rectangle -@w/2, offset_y - @h/2, @w*@progress, @h, @fill_color!
@layer\pop!
Changes to ball class:
Store weapon draw position (after line 1396, where weapon_x/weapon_y are computed):
yuescript @weapon_draw_x = weapon_x @weapon_draw_y = weapon_yInstantiate (after
@\add hp_bar!at line 1196):yuescript @\add cooldown_bar!Activate in gun_fire (after line 1510's cooldown timer):
yuescript @cooldown_bar\activate cooldownActivate in thrust_end (after line 1579's thrust_cooldown timer):
yuescript @cooldown_bar\activate @thrust_cooldown
How it works:
- Ball computes
weapon_x/weapon_yduring itsupdatephase and stores them as@weapon_draw_x/@weapon_draw_y cooldown_bardraws inlate_update(after all updates), using those stored positions- Bar is drawn in weapon-local space: pushed at weapon position with weapon angle, then offset perpendicular to the weapon axis
'above'= negative Y offset (away from weapon body toward the "top" side),'below'= positive Y offset- Only visible while cooldown is active; fills left-to-right as cooldown completes, then hides
Does this look right?
Let's try it.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1633→ @visible = true
1634→ @timer\after 2, 'visible', -> @visible = false
1635→
1636→
1637→
1638→class hp_ui extends object
1639→ new: (team, hp, max_hp) =>
1640→ super 'hp_ui'
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now the activation calls:
Read (E:\a327ex\emoji-ball-battles\main.yue)
1508→
1509→ -- Gun callback: fire projectile with effects
1510→ gun_fire: =>
1511→ @gun_ready = false
1512→ cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)
Read (E:\a327ex\emoji-ball-battles\main.yue)
1593→ @spring\pull 'squash_y', -amount*0.5, 3, 0.5
1594→ else
1595→ -- Vertical wall (left/right): squash x, stretch y
1596→ @spring\pull 'squash_y', amount, 3, 0.5
1597→ @spring\pull 'squash_x', -amount*0.5, 3, 0.5
1598→
1599→ -- Start ball movement (called when game unpauses)
1600→ start_moving: =>
Read (E:\a327ex\emoji-ball-battles\main.yue)
1512→ cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)
1513→ @timer\after cooldown, 'gun_cooldown', -> @gun_ready = true
1514→
Read (E:\a327ex\emoji-ball-battles\main.yue)
1578→ @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
1579→ @time_above_base = 0
1580→ @time_below_base = 0
1581→ @thrust_text.stopped = true if @thrust_text
1582→ @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
1583→
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
All changes are in. Let me build.
Bash (cd E:/a327ex/emoji-ball-battles && cat run.bat)
@echo off
cd /d "%~dp0"
.\yue.exe -r main.yue
.\yue.exe -r anchor/
.\anchor.exe .
Bash (cd E:/a327ex/emoji-ball-battles && ./yue.exe -r main.yue && ./yue.exe -r anchor/)
Rewritten built main.lua
Rewritten built anchor/animation.lua
Rewritten built anchor/array.lua
Rewritten built anchor/camera.lua
Rewritten built anchor/collider.lua
Rewritten built anchor/color.lua
Rewritten built anchor/font.lua
Rewritten built anchor/image.lua
Rewritten built anchor/init.lua
Rewritten built anchor/layer.lua
Rewritten built anchor/math.lua
Rewritten built anchor/object.lua
Rewritten built anchor/random.lua
Rewritten built anchor/shake.lua
Rewritten built anchor/spring.lua
Rewritten built anchor/spritesheet.lua
Rewritten built anchor/timer.lua
Compiled cleanly. Go ahead and run it — the cooldown bar should appear along the weapon after firing (gun) or after a thrust ends (sword), filling left-to-right as the cooldown completes.
Let's have it above the player instead. UI shouldn't really move is what I learned.
Makes sense — same lesson as status_text. Here's the change to late_update:
late_update: (dt) =>
return unless @active
p = @parent
@layer\push p.x, p.y - @perpendicular_offset, 0, 1, 1
@layer\rectangle -@w/2, -@h/2, @w, @h, @bg_color!
@layer\rectangle -@w/2, -@h/2, @w*@progress, @h, @fill_color!
@layer\pop!
No more angle, no more weapon position — just sits above the ball at a fixed offset. The position option becomes 'above'/'below' relative to the ball instead. perpendicular_offset becomes the vertical distance from ball center.
Default offset of 6 is probably too small for above the ball though — maybe 16-18 to clear the emoji? Want me to bump it, or does this look right?
Yes.
Read (E:\a327ex\emoji-ball-battles\main.yue)
1636→ @timer\after 0.15, 'flash', -> @flashing = false
1637→ @spring\pull 'main', 0.5, 3, 0.5
1638→ @visible = true
1639→ @timer\after 2, 'visible', -> @visible = false
1640→
1641→
1642→
1643→class cooldown_bar extends object
1644→ new: (args={}) =>
1645→ super 'cooldown_bar'
1646→ @layer = args.layer or ui
1647→ @position = args.position or 'above' -- 'above' or 'below'
1648→ @w = args.w or 20
1649→ @h = args.h or 3
1650→ @perpendicular_offset = args.perpendicular_offset or 6
1651→ @bg_color = args.bg_color or (color 0, 0, 0, 160)
1652→ @fill_color = args.fill_color or (color 255, 255, 255)
1653→ @progress = 1
1654→ @duration = 0
1655→ @elapsed = 0
1656→ @active = false
1657→
1658→ activate: (duration) =>
1659→ @duration = duration
1660→ @elapsed = 0
1661→ @progress = 0
1662→ @active = true
1663→
1664→ update: (dt) =>
1665→ if @active
... [10 more lines]
Read (E:\a327ex\emoji-ball-battles\main.yue)
1675→ offset_y = @position == 'above' and -@perpendicular_offset or @perpendicular_offset
1676→ @layer\push p.weapon_draw_x, p.weapon_draw_y, angle, 1, 1
1677→ @layer\rectangle -@w/2, offset_y - @h/2, @w, @h, @bg_color!
1678→ @layer\rectangle -@w/2, offset_y - @h/2, @w*@progress, @h, @fill_color!
1679→ @layer\pop!
1680→
1681→
1682→
1683→class hp_ui extends object
1684→ new: (team, hp, max_hp) =>
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.
Bash (cd E:/a327ex/emoji-ball-battles && ./yue.exe -r main.yue)
Rewritten built main.lua
Built clean. Bar now sits above the ball at offset 18 (no rotation, no weapon tracking). You can also remove the @weapon_draw_x/@weapon_draw_y storage lines if you want — they're no longer used by the cooldown bar, though they're harmless to keep.
What's left to do after this?
From the session summary, here's what's still pending:
- Sounds for sword thrust — explicitly deferred to last
- Remove test keys (T and Y) — the status_text test bindings in arena update
- Remove
@weapon_draw_x/@weapon_draw_y— dead code now that cooldown bar doesn't use them
And from todo.md, the broader remaining items like status effect system, UI anti-overlap, new classes (Fencer, Spellblade), etc.
For the immediate sword thrust work, it's really just sounds and cleanup. Want to tackle those, or move on to something else?
This is a long session already, so let's stop here. As a last task, please remove test keys.
Grep (key_is_pressed 't'|key_is_pressed 'y')
859-
860- update: (dt) =>
861- @time_since_last_hit += dt
862-
863- -- Test key: spawn status_text
864: if an\key_is_pressed 't'
865- test_text = status_text 'test_text', gw\2, gh\2, "thrusting", {font: 'fat', angle: -0.1, scale: 0.8}
866- test_text\flow_to @effects
867- @\add timer! unless @timer
868- @timer\tween 5, test_text, {progress: 1}, math.linear
869: if an\key_is_pressed 'y'
870- @effects.test_text\die! if @effects.test_text
871-
872- -- Returns 0-1 probability based on time since last hit
873- -- Uses remap + quint_out: 0 below 0.5, ramps quickly above
874- get_hit_stop_probability: =>
Edit (E:\a327ex\emoji-ball-battles\main.yue)
<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>
Read (E:\a327ex\emoji-ball-battles\main.yue)
860→ update: (dt) =>
861→ @time_since_last_hit += dt
862→
863→ -- Test key: spawn status_text
864→ if an\key_is_pressed 't'
865→ test_text = status_text 'test_text', gw/2, gh/2, "thrusting", {font: 'fat', angle: -0.1, scale: 0.8}
866→ test_text\flow_to @effects
867→ @\add timer! unless @timer
868→ @timer\tween 5, test_text, {progress: 1}, math.linear
869→ if an\key_is_pressed 'y'
870→ @effects.test_text\die! if @effects.test_text
871→
872→ -- Returns 0-1 probability based on time since last hit
873→ -- Uses remap + quint_out: 0 below 0.5, ramps quickly above
874→ get_hit_stop_probability: =>
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Bash (cd E:/a327ex/emoji-ball-battles && ./yue.exe -r main.yue)
Rewritten built main.lua
Done. Test keys removed, builds clean. Good session!