a327ex.com

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 β€” 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:

Thrust Mechanic Design & Implementation:

Box2D Density Issues & Resolution:

Thrust Polish (8-item checklist, all completed):

Afterimage System:

Thrust Damage (Once Per Thrust):

emoji_text Refactoring (formerly status_text):

New status_text Class (Font-Based with Progress Fill):

Cooldown Bar:

TODO Items Added:

Errors Encountered:


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)

1β†’Generated by Claude (Opus 4.5)
     2β†’
     3β†’---
     4β†’
     5β†’# Anchor Engine Overview
     6β†’
     7β†’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.
     8β†’
     9β†’---
    10β†’
    11β†’## Core Philosophy
    12β†’
    13β†’**Locality** β€” 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.
    14β†’
    15β†’**No bureaucracy** β€” No imports, no dependency injection, no boilerplate. Resources are registered once and accessed globally. Things work without setup.
    16β†’
    17β†’**YueScript** β€” A clean syntax that compiles to Lua. Classes, `@` for self-reference, significant whitespace, operator overloading. Pleasant to read and write.
    18β†’
    19β†’---
    20β†’
    21β†’## Architecture
    22β†’
    23β†’```
    24β†’β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
    25β†’β”‚  Game Code (YueScript)                  β”‚
    26β†’β”‚  - Your game objects and logic          β”‚
    27β†’β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
    28β†’β”‚  Framework (YueScript)                  β”‚
    29β†’β”‚  - object, layer, timer, collider, etc. β”‚
    30β†’β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
... [601 more lines]

Read (E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md)

1β†’# Framework API Quick Reference
     2β†’
     3β†’Function signatures for YueScript framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
     4β†’
     5β†’## Initialization
     6β†’
     7β†’```
     8β†’require('anchor')
     9β†’  width: 640        -- game resolution width (default: 480)
    10β†’  height: 360       -- game resolution height (default: 270)
    11β†’  title: "My Game"  -- window title (default: "Anchor")
    12β†’  scale: 2          -- initial window scale (default: 3)
    13β†’  vsync: true       -- vertical sync (default: true)
    14β†’  fullscreen: false -- start fullscreen (default: false)
    15β†’  resizable: true   -- window resizable (default: true)
    16β†’  filter: "rough"   -- "rough" or "smooth" (default: "rough")
    17β†’```
    18β†’
    19β†’## Root Object (an)
    20β†’
    21β†’### Engine State (Static)
    22β†’```
    23β†’an.width -> int           -- game resolution width
    24β†’an.height -> int          -- game resolution height
    25β†’an.dt -> number           -- fixed delta time (1/120)
    26β†’an.platform -> string     -- "web" or "windows"
    27β†’```
    28β†’
    29β†’### Engine State (Dynamic - updated every frame)
    30β†’```
... [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)

1β†’diff --git a/main.yue b/main.yue
     2β†’index ddfd31a..076922f 100644
     3β†’--- a/main.yue
     4β†’+++ b/main.yue
     5β†’@@ -50,14 +50,17 @@ actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only s
     6β†’ effects = an\layer 'effects'
     7β†’ effects_outline = an\layer 'effects_outline'
     8β†’ recolor_blue = an\layer 'recolor_blue'
     9β†’+recolor_yellow = an\layer 'recolor_yellow'
    10β†’ ui = an\layer 'ui'
    11β†’ ui_outline = an\layer 'ui_outline'
    12β†’ shadow = an\layer 'shadow'
    13β†’ debug_draw = an\layer 'debug_draw'
    14β†’ 
    15β†’+--[[
    16β†’ -- UI layers don't use camera (no shake)
    17β†’ ui.camera = nil
    18β†’ ui_outline.camera = nil
    19β†’+]]
    20β†’ 
    21β†’ -- Shaders
    22β†’ an\shader 'shadow', 'assets/shadow.frag'
    23β†’@@ -72,7 +75,7 @@ an\image 'cowboy_hit', 'assets/cowboy_hit.png'
    24β†’ an\image 'no_mouth', 'assets/no_mouth.png'
    25β†’ an\image 'no_mouth_hit', 'assets/no_mouth_hit.png'
    26β†’ an\image 'dagger', 'assets/dagger.png'
    27β†’-an\image 'gun', 'assets/gun.png'
    28β†’+an\image 'sword', 'assets/sword.png'
    29β†’ an\image 'gun', 'assets/gun.png'
    30β†’ 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 β‰ˆ 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 β€” +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:

  1. 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.

  2. Charging state: The sword tweens to white, grows 1.35x, gets an offset, and spawns a sword_flame β€” a whole candle-like flame visual with wind physics, segment-based wobble, and increasing shake/wobble progression over ~8 seconds.

  3. 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 β€” ~20% intensity at 4s, ~50% at 6s, 100% at 12s).

  4. 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).

  5. Supporting systems built: sword_flame class (wind/wobble physics, quad rendering), fire_particle, sword_charge_particle, energy_strand, status_text ("+1 dmg" popup with per-character rendering on recolor_yellow layer).

The Problem

The simple "+1 per hit" was too strong β€” 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:

Per-weapon stat system (generalizes what was hardcoded):

Combat improvements:

New classes:

Cosmetic cleanup:

Sword-Charging Specific (likely discard)

The threshold/charging mechanic:

Charge-specific classes:

Uncertain

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)

1β†’global *
     2β†’
     3β†’require('anchor')
     4β†’  width: 480
     5β†’  height: 270
     6β†’  scale: 3
     7β†’
     8β†’-- Game dimensions
     9β†’gw, gh = an.width, an.height
    10β†’
    11β†’-- Twitter emoji color palette
    12β†’white = color 255, 255, 255
    13β†’black = color 0, 0, 0
    14β†’gray = color 128, 128, 128
    15β†’bg_color = color 48, 49, 50
    16β†’fg = color 231, 232, 233
    17β†’fg_dark = color 201, 202, 203
    18β†’yellow = color 253, 205, 86
    19β†’star_yellow = color 255, 172, 51
    20β†’orange = color 244, 146, 0
    21β†’blue = color 83, 175, 239
    22β†’green = color 122, 179, 87
    23β†’red = color 223, 37, 64
    24β†’purple = color 172, 144, 216
    25β†’brown = color 195, 105, 77
    26β†’wall_color = fg\clone!\mix yellow, 0.1
    27β†’
    28β†’-- Sky colors (subtle blue gradient)
    29β†’sky_top = color 135, 206, 235     -- light sky blue
    30β†’sky_bottom = color 231, 232, 233  -- same as fg (off-white)
... [470 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

501β†’      else
   502β†’        -- Normal energy redistribution system
   503β†’        speed_ratio = math.remap(max_speed, 0, @max_ball_speed, 0, 1)
   504β†’        if an.random\bool speed_ratio*100
   505β†’          energy_a = vx_a*vx_a + vy_a*vy_a
   506β†’          energy_b = vx_b*vx_b + vy_b*vy_b
   507β†’          total_energy = energy_a + energy_b
   508β†’
   509β†’          -- Only redistribute if both balls have some energy (preserves direction)
   510β†’          if total_energy > 0 and energy_a > 0.01 and energy_b > 0.01
   511β†’            -- Current energy distribution ratio
   512β†’            ratio_a = energy_a/total_energy
   513β†’
   514β†’            -- Normal distribution centered at 0.5
   515β†’            -- Stddev shrinks as speed increases: wide spread at low speed, tight at high speed
   516β†’            stddev = math.remap(speed_ratio, 0, 1, 0.3, 0.1)
   517β†’            random_ratio = an.random\normal(0.5, stddev)
   518β†’
   519β†’            -- Blend from current ratio toward normal random based on speed
   520β†’            -- At low speed: stays close to physics result
   521β†’            -- At high speed: moves toward middle-favoring random
   522β†’            new_ratio_a = math.lerp(speed_ratio, ratio_a, random_ratio)
   523β†’            new_ratio_a = math.clamp(new_ratio_a, 0.05, 0.95)
   524β†’
   525β†’            -- Calculate new energies and scale velocities (preserves direction)
   526β†’            new_energy_a = total_energy*new_ratio_a
   527β†’            new_energy_b = total_energy*(1 - new_ratio_a)
   528β†’
   529β†’            scale_a = math.sqrt(new_energy_a/energy_a)
   530β†’            scale_b = math.sqrt(new_energy_b/energy_b)
... [470 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

1001β†’
  1002β†’  -- Spawn 2-3 random plant groups on the arena floor without overlap
  1003β†’  spawn_plants: =>
  1004β†’    floor_y = @y + @h
  1005β†’    num_groups = an.random\int 2, 3
  1006β†’    spawned = {}  -- {left, right} for each spawned group
  1007β†’
  1008β†’    for i = 1, num_groups
  1009β†’      -- Try to find a non-overlapping position
  1010β†’      attempts = 0
  1011β†’      while attempts < 20
  1012β†’        group_index = an.random\int 1, 8
  1013β†’        extent = @plant_group_extents[group_index]
  1014β†’
  1015β†’        -- Random x within arena bounds (accounting for group extent)
  1016β†’        min_x = @x - extent.left + 5
  1017β†’        max_x = @x + @w - extent.right - 5
  1018β†’        if max_x > min_x
  1019β†’          spawn_x = an.random\float min_x, max_x
  1020β†’
  1021β†’          -- Check overlap with already spawned groups
  1022β†’          overlaps = false
  1023β†’          for s in *spawned
  1024β†’            new_left = spawn_x + extent.left
  1025β†’            new_right = spawn_x + extent.right
  1026β†’            if new_left < s.right and new_right > s.left
  1027β†’              overlaps = true
  1028β†’              break
  1029β†’
  1030β†’          if not overlaps
... [470 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

1501β†’    ray_end_y = gun_tip_y + ray_length*math.sin(@angle)
  1502β†’
  1503β†’    -- debug_draw\line gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 2, red!
  1504β†’
  1505β†’    hit = an\raycast gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 'ball'
  1506β†’    hit and hit.object.team != @team
  1507β†’
  1508β†’  -- Fire a single shot with all effects at current position
  1509β†’  fire_single_shot: =>
  1510β†’    -- Sound
  1511β†’    an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
  1512β†’
  1513β†’    gun_tip_offset = @weapon_visual_offset + 12
  1514β†’    perpendicular = @angle - math.pi/2
  1515β†’
  1516β†’    -- Spawn boom particle
  1517β†’    boom_offset = an.random\float(0.9, 1.1)*gun_tip_offset
  1518β†’    boom_x = @x + boom_offset*math.cos(@angle) + 10*math.cos(perpendicular)
  1519β†’    boom_y = @y + boom_offset*math.sin(@angle) + 10*math.sin(perpendicular)
  1520β†’    @parent.effects\add boom_particle boom_x, boom_y
  1521β†’
  1522β†’    -- Weapon feedback
  1523β†’    @spring\pull 'weapon', 0.6, 3, 0.7
  1524β†’    @spring\pull 'hit', 0.25, 3, 0.5
  1525β†’    @\recoil_weapon!
  1526β†’    @weapon_ui\shoot!
  1527β†’
  1528β†’    -- Spawn projectile
  1529β†’    @parent.projectiles\add projectile boom_x, boom_y,
  1530β†’      velocity: 15
... [470 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

2001β†’    @vy -= 100*dt
  2002β†’    @x += @vx*dt
  2003β†’    @y += @vy*dt
  2004β†’
  2005β†’    effects\circle @x, @y, @radius, @color!
  2006β†’
  2007β†’
  2008β†’
  2009β†’-- Sword charge particle: follows sword transform, drifts upward in world space
  2010β†’class sword_charge_particle extends object
  2011β†’  new: (@local_x, @local_y, args={}) =>
  2012β†’    super!
  2013β†’    @vx = an.random\float -30, 30
  2014β†’    @vy = an.random\float -60, -20
  2015β†’    @wx, @wy = 0, 0
  2016β†’    @radius = an.random\float(2.5, 3)*(args.size_multiplier or 1)
  2017β†’    @color = args.color_1 and args.color_1\clone! or color(255, 220, 60)\clone!
  2018β†’    @color_2 = args.color_2 or color(255, 60, 20)!
  2019β†’
  2020β†’    duration = args.duration or an.random\float 0.3, 0.8
  2021β†’
  2022β†’    @\add timer!
  2023β†’    @timer\after 0.6*duration, ->
  2024β†’      @timer\tween 0.4*duration, @, {radius: 0}, math.linear, -> @\kill!
  2025β†’    @timer\tween duration, @color, {r: @color_2.r, g: @color_2.g, b: @color_2.b}, math.linear
  2026β†’
  2027β†’  update: (dt) =>
  2028β†’    @vx = math.damping(0.9, 0.5, dt, @vx)
  2029β†’    @vy -= 100*dt
  2030β†’    @wx += @vx*dt
... [470 more lines]

Now I have a clear picture of all the edits needed. Let me make them systematically β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” it's essentially the gun's detection system but with a melee payoff. Here's how I'd think about it:

Detection β€” 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 β€” this is the main design question. A few approaches:

  1. 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.

  2. Extend the weapon visually + temporary sensor: Stop rotation, tween weapon_visual_offset outward (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.

  3. 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 β€” 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:

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 β€” 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 β€” spin + thrust β€” 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 β€” πŸ”± 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":

But also β€” 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 β€” 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 β€” fixed 1.2s cooldown, no scaling. Let me implement everything.

Read (E:\a327ex\emoji-ball-battles\main.yue)

1060β†’    @\tag 'ball'
  1061β†’    @image = @team == 'player' and an.images.cowboy or an.images.no_mouth
  1062β†’    @radius = 10
  1063β†’    @scale = 2*@radius/@image.width
  1064β†’    @scale = 1.125*@scale if @team == 'player' -- cowboy is visually larger
  1065β†’
  1066β†’    -- Weapon setup based on weapon_type
  1067β†’    if @weapon_type == 'gun'
  1068β†’      @weapon_class = 'ranged'
  1069β†’      @weapon_image = an.images.gun
  1070β†’      @weapon_visual_offset = 21
  1071β†’      @weapon_perpendicular_offset = 2
  1072β†’      @weapon_hitbox_offset = 21
  1073β†’      @weapon_hitbox_length = 20
  1074β†’      @weapon_hitbox_width = 12
  1075β†’      @weapon_scale = 18/512 -- gun.png is 512x512
  1076β†’      @weapon_scale_y = -18/512 -- y flipped
  1077β†’      @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
  1078β†’      @base_angular_velocity = 1.5*math.pi
  1079β†’      @max_angular_velocity = 3*math.pi
  1080β†’      @weapon_weight = 1.0
  1081β†’      @hit_stop_multiplier = 1.0
  1082β†’      @hit_particle_multiplier = 1.0
  1083β†’      @camera_shake_multiplier = 1.0
  1084β†’    elseif @weapon_type == 'sword'
  1085β†’      @weapon_class = 'melee'
  1086β†’      @weapon_image = an.images.sword
  1087β†’      @weapon_visual_offset = 34
  1088β†’      @weapon_perpendicular_offset = 0
  1089β†’      @weapon_hitbox_offset = 38
... [90 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

1179β†’    @burstfire_chance_increase_per_hit = 0.01  -- 1% per hit
  1180β†’    @base_burstfire_delay = 0.4
  1181β†’    @minimum_burstfire_delay = 0.05
  1182β†’    @burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50  -- reaches 0.05s in 50 hits
  1183β†’    @base_angular_velocity_increase_per_hit = 0.2*math.pi  -- dagger scaling
  1184β†’
  1185β†’    -- HP UI (heart + number display at top of screen)
  1186β†’    @\add hp_ui @team, @hp, @max_hp
  1187β†’
  1188β†’    -- Weapon UI (emoji, weapon icon, and stat board)
  1189β†’    @\add weapon_ui @team, @weapon_type
  1190β†’
  1191β†’    -- Ball starts with no gravity until game starts
  1192β†’    @\add timer!
  1193β†’    @collider\set_gravity_scale 0
  1194β†’
  1195β†’    -- Gun auto-firing: when aligned and ready, fire
  1196β†’    if @weapon_type == 'gun'
  1197β†’      @gun_ready = true
  1198β†’      @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
  1199β†’
  1200β†’  update: (dt) =>
  1201β†’    -- When paused, use dt = 0 so physics logic doesn't run
  1202β†’    dt = 0 if @parent.paused
  1203β†’
  1204β†’    -- Read angle from physics
  1205β†’    @angle = @collider\get_angle!
  1206β†’
  1207β†’    -- Angular velocity guardrails
  1208β†’    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)

1380β†’  -- Gun alignment check: raycast to see if enemy is in line of sight
  1381β†’  gun_is_aligned: =>
  1382β†’    gun_tip_offset = @weapon_visual_offset + 12
  1383β†’    perpendicular = @angle - math.pi/2
  1384β†’    gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perpendicular)
  1385β†’    gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perpendicular)
  1386β†’
  1387β†’    ray_length = 500
  1388β†’    ray_end_x = gun_tip_x + ray_length*math.cos(@angle)
  1389β†’    ray_end_y = gun_tip_y + ray_length*math.sin(@angle)
  1390β†’
  1391β†’    -- debug_draw\line gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 2, red!
  1392β†’
  1393β†’    hit = an\raycast gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 'ball'
  1394β†’    hit and hit.object.team != @team
  1395β†’
  1396β†’  -- Fire a single shot with all effects at current position
  1397β†’  fire_single_shot: =>
  1398β†’    -- Sound
  1399β†’    an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
  1400β†’
  1401β†’    gun_tip_offset = @weapon_visual_offset + 12
  1402β†’    perpendicular = @angle - math.pi/2
  1403β†’
  1404β†’    -- Spawn boom particle
  1405β†’    boom_offset = an.random\float(0.9, 1.1)*gun_tip_offset
  1406β†’    boom_x = @x + boom_offset*math.cos(@angle) + 10*math.cos(perpendicular)
  1407β†’    boom_y = @y + boom_offset*math.sin(@angle) + 10*math.sin(perpendicular)
  1408β†’    @parent.effects\add boom_particle boom_x, boom_y
  1409β†’
... [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 β€” 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)

1454β†’
  1455β†’  -- Sword alignment check: raycast from sword tip to detect enemy
  1456β†’  sword_is_aligned: =>
  1457β†’    tip_offset = @weapon_visual_offset + @weapon_hitbox_length/2
  1458β†’    tip_x = @x + tip_offset*math.cos(@angle)
  1459β†’    tip_y = @y + tip_offset*math.sin(@angle)
  1460β†’
  1461β†’    ray_length = 120
  1462β†’    ray_end_x = tip_x + ray_length*math.cos(@angle)
  1463β†’    ray_end_y = tip_y + ray_length*math.sin(@angle)
  1464β†’
  1465β†’    -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
  1466β†’
  1467β†’    hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
  1468β†’    hit and hit.object.team != @team
  1469β†’
  1470β†’  -- Sword thrust: stop rotating, lunge toward enemy
  1471β†’  sword_thrust: =>
  1472β†’    @thrust_ready = false
  1473β†’    @thrusting = true
  1474β†’    @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
  1475β†’
  1476β†’    -- Stop rotation and gravity
  1477β†’    @collider\set_fixed_rotation true
  1478β†’    @collider\set_gravity_scale 0
  1479β†’
  1480β†’    -- Set velocity toward thrust direction
  1481β†’    @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
  1482β†’
  1483β†’    -- Visual feedback

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 β€” 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)

1470β†’
  1471β†’  -- Sword thrust: stop rotating, lunge toward enemy
  1472β†’  sword_thrust: =>
  1473β†’    @thrust_ready = false
  1474β†’    @thrusting = true
  1475β†’    @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
  1476β†’
  1477β†’    -- Stop rotation and gravity
  1478β†’    @collider\set_fixed_rotation true
  1479β†’    @collider\set_gravity_scale 0
  1480β†’
  1481β†’    -- Set velocity toward thrust direction
  1482β†’    @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
  1483β†’
  1484β†’    -- Visual feedback
  1485β†’    @\flash_weapon!
  1486β†’    @spring\pull 'weapon', 0.5, 3, 0.7
  1487β†’
  1488β†’    -- End thrust after duration
  1489β†’    @timer\after @thrust_duration, 'thrust_end', ->
  1490β†’      @thrusting = false
  1491β†’      @collider\set_fixed_rotation false
  1492β†’      @collider\set_gravity_scale 1
  1493β†’      @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
  1494β†’      @time_above_base = 0
  1495β†’      @time_below_base = 0
  1496β†’      @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
  1497β†’
  1498β†’  flash_ball: (duration=0.15) =>
  1499β†’    @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 β€” 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)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

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)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Fixed β€” 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)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done β€” 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 β€” that prevents tunneling while still being heavy enough at speed 300.

Read (E:\a327ex\emoji-ball-battles\main.yue)

1470β†’
  1471β†’    -- debug_draw\line tip_x, tip_y, ray_end_x, ray_end_y, 2, red!
  1472β†’
  1473β†’    hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
  1474β†’    hit and hit.object.team != @team
  1475β†’
  1476β†’  -- Sword thrust: stop rotating, lunge toward enemy
  1477β†’  sword_thrust: =>
  1478β†’    @thrust_ready = false
  1479β†’    @thrusting = true
  1480β†’    @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
  1481β†’
  1482β†’    -- Stop rotation and gravity, become very heavy
  1483β†’    @collider\set_fixed_rotation true
  1484β†’    @collider\set_gravity_scale 0
  1485β†’    @collider\set_density 1
  1486β†’
  1487β†’    -- Set velocity toward thrust direction
  1488β†’    @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
  1489β†’
  1490β†’    -- Visual feedback
  1491β†’    @\flash_weapon!
  1492β†’    @spring\pull 'weapon', 0.5, 3, 0.7
  1493β†’
  1494β†’    -- End thrust after duration
  1495β†’    @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
  1496β†’
  1497β†’  -- End thrust: restore normal state
  1498β†’  thrust_end: =>
  1499β†’    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)

1482β†’    -- Stop rotation and gravity, enable CCD to prevent tunneling
  1483β†’    @collider\set_fixed_rotation true
  1484β†’    @collider\set_gravity_scale 0
  1485β†’    @collider\set_bullet true
  1486β†’
  1487β†’    -- Set velocity toward thrust direction
  1488β†’    @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
  1489β†’
  1490β†’    -- Visual feedback
  1491β†’    @\flash_weapon!
  1492β†’    @spring\pull 'weapon', 0.5, 3, 0.7
  1493β†’
  1494β†’    -- End thrust after duration
  1495β†’    @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
  1496β†’
  1497β†’  -- End thrust: restore normal state
  1498β†’  thrust_end: =>
  1499β†’    return unless @thrusting
  1500β†’    @thrusting = false
  1501β†’    @timer\cancel 'thrust_end'
  1502β†’    @collider\set_fixed_rotation false
  1503β†’    @collider\set_gravity_scale 1
  1504β†’    @collider\set_bullet false
  1505β†’    @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
  1506β†’    @time_above_base = 0

Add density back alongside bullet mode β€” 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 Β· Issue #520 Β· 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 Β· Issue #521 Β· 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 β€” 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/mΒ². 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 β€” 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)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

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)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

No density changes β€” 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:

  1. 5s cooldown on thrust β€” done
  2. Thrust should last longer (0.5s) β€” done
  3. Hit stop before the thrust happens β€” a fairly long hit stop signalling the thrust
  4. Ball velocity starts slow, increases throughout thrust β€” instead of constant speed
  5. Squash the ball during thrust β€” horizontal/vertical based on direction
  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

Next up is #3 β€” hit stop before the thrust. Does this look right?

Read (E:\a327ex\emoji-ball-battles\main.yue)

1476β†’
  1477β†’    hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
  1478β†’    hit and hit.object.team != @team
  1479β†’
  1480β†’  -- Sword thrust: stop rotating, lunge toward enemy
  1481β†’  sword_thrust: =>
  1482β†’    @thrust_ready = false
  1483β†’    @thrusting = true
  1484β†’    @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
  1485β†’
  1486β†’    -- Stop rotation and gravity, CCD to not tunnel walls
  1487β†’    @collider\set_fixed_rotation true
  1488β†’    @collider\set_gravity_scale 0
  1489β†’    @collider\set_bullet true
  1490β†’    @thrust_angle = @angle  -- lock thrust direction
  1491β†’
  1492β†’    -- Set velocity toward thrust direction
  1493β†’    @collider\set_velocity @thrust_speed*math.cos(@angle), @thrust_speed*math.sin(@angle)
  1494β†’
  1495β†’    -- Visual feedback
  1496β†’    @\flash_weapon!
  1497β†’    @spring\pull 'weapon', 0.5, 3, 0.7
  1498β†’
  1499β†’    -- End thrust after duration
  1500β†’    @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 β€” 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)

882β†’  hit_stop: (duration=0.1) =>
   883β†’    probability = @\get_hit_stop_probability!
   884β†’    if an.random\bool 100*probability
   885β†’      an\hit_stop duration
   886β†’    @time_since_last_hit = 0
   887β†’

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)

1493β†’    -- After hit stop, begin the actual lunge
  1494β†’    @timer\after 0.3, 'thrust_start', ->
  1495β†’      @thrusting = true
  1496β†’      @collider\set_gravity_scale 0
  1497β†’      @collider\set_bullet true

Edit (E:\a327ex\emoji-ball-battles\main.yue)

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Try it β€” the lunge should now fire immediately after the hit stop ends.

OK, next?

Next is #4 β€” 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)

1493β†’    -- After hit stop, begin the actual lunge
  1494β†’    @timer\after 0.01, 'thrust_start', ->
  1495β†’      @thrusting = true
  1496β†’      @collider\set_gravity_scale 0
  1497β†’      @collider\set_bullet true
  1498β†’
  1499β†’      -- Set velocity toward thrust direction
  1500β†’      @collider\set_velocity @thrust_speed*math.cos(@thrust_angle), @thrust_speed*math.sin(@thrust_angle)
  1501β†’
  1502β†’      -- Visual feedback
  1503β†’      @\flash_weapon!
  1504β†’      @spring\pull 'weapon', 0.5, 3, 0.7
  1505β†’
  1506β†’      -- End thrust after duration
  1507β†’      @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
  1508β†’
  1509β†’  -- End thrust: restore normal state
  1510β†’  thrust_end: =>
  1511β†’    return unless @thrusting
  1512β†’    @thrusting = false

The per-frame velocity override in ball update is the right place to handle this β€” I'll use a @thrust_progress that goes 0β†’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 β€” 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 β€” 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) β€” 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 β€” 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 β€” 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)

1325β†’        -- Squash horizontally, stretch vertically (opposite of floor hit)
  1326β†’        @spring\pull 'squash_y', 0.5, 3, 0.5
  1327β†’        @spring\pull 'squash_x', -0.25, 3, 0.5
  1328β†’        -- Spawn dash particle at ball's bottom, direction opposite to velocity
  1329β†’        particle_angle = math.remap(vx, -100, 100, math.pi/4, 3*math.pi/4) + an.random\float(-math.pi/8, math.pi/8)
  1330β†’        @parent.effects\add dash_particle @x, @y + @radius, {direction: particle_angle}
  1331β†’    else
  1332β†’      @low_vy_time = 0
  1333β†’
  1334β†’    -- Draw ball with world-aligned squash
  1335β†’    squash_x = @spring.squash_x.x
  1336β†’    squash_y = @spring.squash_y.x
  1337β†’    hit_scale = @spring.hit.x
  1338β†’    game\push @x, @y, 0, squash_x, squash_y           -- world-aligned squash (no rotation)
  1339β†’    game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale  -- rotation + base scale
  1340β†’    game\image @image, 0, 0, nil, @ball_flashing and white!
  1341β†’    game\pop!
  1342β†’    game\pop!
  1343β†’
  1344β†’    -- 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 β€” 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 β€” 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)

1352β†’      game\pop!
  1353β†’    else
  1354β†’      game\push @x, @y, 0, squash_x, squash_y           -- world-aligned squash (no rotation)
  1355β†’      game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale  -- rotation + base scale
  1356β†’      game\image @image, 0, 0, nil, @ball_flashing and white!
  1357β†’      game\pop!
  1358β†’      game\pop!
  1359β†’
  1360β†’    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
  1361β†’    actual_offset = @weapon_visual_offset - @weapon_recoil_offset
  1362β†’    perpendicular_angle = @angle - math.pi/2
  1363β†’    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
  1364β†’    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
  1365β†’    weapon_spring = @spring.weapon.x
  1366β†’    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1367β†’    weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1368β†’    weapons\pop!
  1369β†’
  1370β†’    -- Debug draw weapon hitbox
  1371β†’    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1372β†’    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1373β†’    debug_draw\push hitbox_x, hitbox_y, @angle
  1374β†’    -- debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1375β†’    debug_draw\pop!
  1376β†’

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:

  1. 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.

  2. Research phase: I read the engine overview, framework API, git diff, weapon design docs, and main.yue to understand what was implemented.

  3. 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.

  4. 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
  5. 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.

  6. 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.

  7. 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)
  8. Iteration on thrust:

    • Changed cooldown to 5s, duration to 0.5s
    • User reported ball going through walls with density changes
    • Tried density 100 β†’ went through walls
    • Tried density 1 β†’ 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 (400β†’600 range)
    • Applied same squash to weapon at 0.4 effectiveness
  9. Current bug: The stretch_amount, squeeze_amount, squash_t variables are local-scoped inside the ball draw if @thrusting block and not accessible in the weapon draw section. User caught this before I could fix it.

  10. Remaining tasks from the original list:

  11. #3 hit stop βœ“
  12. #4 velocity ramp βœ“
  13. #5 squash ball βœ“ (but has scoping bug)
  14. #6 2-3 dash particles behind ball as thrust starts
  15. #7 ball flashes white during thrust
  16. #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

  1. 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 β€” timers don't tick during hit stop
    • Directional squash using rotated transform stacks (thrust_angle rotation on outer push, compensated inner rotation)
  2. Files and Code Sections:

    • E:\a327ex\emoji-ball-battles\main.yue β€” The main game file, all changes are here

      • Sword config block (in ball constructor, elseif @weapon_type == 'sword'): Added thrust properties yuescript @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 = false near 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 @thrusting to 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 β€” 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 β€” 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 β€” should be removed later
    • E:\a327ex\emoji-ball-battles\docs/FRAMEWORK_API_QUICK.md β€” Read for API reference

    • E:\a327ex\anchor.blot.im\notes\Anchor Engine Overview.md β€” Read for engine understanding
  3. Errors and Fixes:

    • Density change causing ball to pass through walls and lose gravity: Setting set_density 1 or set_density 100 on the ball during thrust caused it to not collide with walls and lose gravity. Searched Box2D 3.1 docs. Fix: removed all density changes, used set_bullet true for CCD and per-frame velocity override to make ball unstoppable.
    • Timer delay after hit stop: Set @timer\after 0.15 to 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 0.01 so it fires on first frame after hit stop.
    • Variable scoping bug (CURRENT): stretch_amount, squeeze_amount, squash_t computed inside if @thrusting block for ball drawing are local-scoped and not accessible in the weapon drawing if @thrusting block below. User caught this β€” 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.
  4. 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
  5. 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 β€” 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."
  6. Pending Tasks (from the original list of 8):

    • #1 5s cooldown βœ“
    • #2 Longer thrust duration (0.5s) βœ“
    • #3 Hit stop before thrust βœ“
    • #4 Velocity starts slow, increases βœ“
    • #5 Squash ball during thrust βœ“ (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 print statement from sword_thrust
  7. Current Work: I was implementing #5 β€” 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, and squash_t are computed inside the if @thrusting block for ball drawing and are not accessible in the separate if @thrusting block 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_amount above both draw sections so they're accessible to both the ball and weapon draw blocks.

  8. 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 draw if @thrusting block 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)

1β†’global *
     2β†’
     3β†’require('anchor')
     4β†’  width: 480
     5β†’  height: 270
     6β†’  scale: 3
     7β†’
     8β†’-- Game dimensions
     9β†’gw, gh = an.width, an.height
    10β†’
    11β†’-- Twitter emoji color palette
    12β†’white = color 255, 255, 255
    13β†’black = color 0, 0, 0
    14β†’gray = color 128, 128, 128
    15β†’bg_color = color 48, 49, 50
    16β†’fg = color 231, 232, 233
    17β†’fg_dark = color 201, 202, 203
    18β†’yellow = color 253, 205, 86
    19β†’star_yellow = color 255, 172, 51
    20β†’orange = color 244, 146, 0
    21β†’blue = color 83, 175, 239
    22β†’green = color 122, 179, 87
    23β†’red = color 223, 37, 64
    24β†’purple = color 172, 144, 216
    25β†’brown = color 195, 105, 77
    26β†’wall_color = fg\clone!\mix yellow, 0.1
    27β†’
    28β†’-- Sky colors (subtle blue gradient)
    29β†’sky_top = color 135, 206, 235     -- light sky blue
    30β†’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)

1300β†’      -- Convert to angle and magnitude
  1301β†’      force_angle = math.atan(vertical, horizontal)
  1302β†’      force_magnitude = speed/3
  1303β†’      flame\apply_wind force_angle, force_magnitude
  1304β†’
  1305β†’      -- Base height scales with angular velocity (logistic curve)
  1306β†’      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1307β†’
  1308β†’    -- During thrust, override velocity each frame (starts at current speed, accelerates)
  1309β†’    if @thrusting
  1310β†’      @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
  1311β†’      speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
  1312β†’      @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
  1313β†’
  1314β†’    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1315β†’    vx, vy = @collider\get_velocity!
  1316β†’    near_floor = @y + @radius > @parent.y + @parent.h - 20
  1317β†’    if near_floor
  1318β†’      @low_vy_time += dt
  1319β†’      if @low_vy_time > @low_vy_threshold and math.abs(vy) < 15
  1320β†’        @low_vy_time = 0
  1321β†’        @low_vy_threshold = an.random\float 0.5, 1.5
  1322β†’        @collider\apply_impulse math.sign(vx)*an.random\float(0, 6), -24
  1323β†’        -- Sound
  1324β†’        an\sound_play 'hop', 0.5, an.random\float(0.95, 1.05)
  1325β†’        -- Squash horizontally, stretch vertically (opposite of floor hit)
  1326β†’        @spring\pull 'squash_y', 0.5, 3, 0.5
  1327β†’        @spring\pull 'squash_x', -0.25, 3, 0.5
  1328β†’        -- Spawn dash particle at ball's bottom, direction opposite to velocity
  1329β†’        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 β€” 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)

1334β†’    -- Draw ball
  1335β†’    squash_x = @spring.squash_x.x
  1336β†’    squash_y = @spring.squash_y.x
  1337β†’    hit_scale = @spring.hit.x
  1338β†’
  1339β†’    -- Thrust squash values (used by both ball and weapon draw)
  1340β†’    squash_t, stretch_amount, squeeze_amount = 0, 0, 0
  1341β†’    if @thrusting
  1342β†’      squash_t = math.sin(@thrust_progress*math.pi)
  1343β†’      thrust_speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
  1344β†’      speed_factor = math.clamp(math.remap(thrust_speed, 400, 600, 0, 1), 0, 1)
  1345β†’      stretch_amount = math.lerp(speed_factor, 0.6, 0.8)
  1346β†’      squeeze_amount = math.lerp(speed_factor, 0.3, 0.4)
  1347β†’
  1348β†’    if @thrusting
  1349β†’      thrust_stretch = 1 + stretch_amount*squash_t
  1350β†’      thrust_squeeze = 1 - squeeze_amount*squash_t
  1351β†’      game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
  1352β†’      game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
  1353β†’      game\image @image, 0, 0, nil, @ball_flashing and white!
  1354β†’      game\pop!
  1355β†’      game\pop!
  1356β†’    else
  1357β†’      game\push @x, @y, 0, squash_x, squash_y           -- world-aligned squash (no rotation)
  1358β†’      game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale  -- rotation + base scale
  1359β†’      game\image @image, 0, 0, nil, @ball_flashing and white!
  1360β†’      game\pop!
  1361β†’      game\pop!
  1362β†’
  1363β†’    -- 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 β€” 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:

  1. Dash particles β€” 2-3 spawn behind ball as thrust starts
  2. Ball flashes white during thrust
  3. Weapon spring β€” makes it thinner but never longer
  4. 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)

1532β†’      @collider\set_gravity_scale 0
  1533β†’      @collider\set_bullet true
  1534β†’      print "thrust_start_speed: #{@thrust_start_speed}, thrust_speed: #{@thrust_speed}"
  1535β†’
  1536β†’      -- 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:

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 β€” 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 β€” 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 β€” 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)

1β†’# Framework API
     2β†’
     3β†’Complete documentation for YueScript framework classes. For quick reference signatures, see `FRAMEWORK_API_QUICK.md`.
     4β†’
     5β†’---
     6β†’
     7β†’## Initialization
     8β†’
     9β†’The Anchor framework is initialized by requiring it with a configuration table:
    10β†’
    11β†’```yuescript
    12β†’require('anchor')
    13β†’  width: 640
    14β†’  height: 360
    15β†’  title: "My Game"
    16β†’  scale: 2
    17β†’  vsync: true
    18β†’  fullscreen: false
    19β†’  resizable: true
    20β†’  filter: "rough"
    21β†’```
    22β†’
    23β†’### Configuration Options
    24β†’
    25β†’| Option | Type | Default | Description |
    26β†’|--------|------|---------|-------------|
    27β†’| `width` | int | 480 | Game resolution width |
    28β†’| `height` | int | 270 | Game resolution height |
    29β†’| `title` | string | "Anchor" | Window title |
    30β†’| `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)

923β†’## Layer
   924β†’
   925β†’Layers are FBO-backed render targets for queuing and compositing draw calls.
   926β†’
   927β†’### Creating Layers
   928β†’
   929β†’```yuescript
   930β†’game = an\layer 'game'
   931β†’ui = an\layer 'ui'
   932β†’ui.camera = nil    -- disable camera for UI layer
   933β†’```
   934β†’
   935β†’---
   936β†’
   937β†’### Drawing Primitives
   938β†’
   939β†’#### layer\rectangle(x, y, w, h, color)
   940β†’
   941β†’```yuescript
   942β†’layer\rectangle 0, 0, 100, 50, red!
   943β†’```
   944β†’
   945β†’---
   946β†’
   947β†’#### layer\circle(x, y, radius, color)
   948β†’
   949β†’```yuescript
   950β†’layer\circle 50, 50, 25, blue!
   951β†’```
   952β†’
... [110 more lines]

Grep (commands|queue|.draws)

Found 1 file
Anchor\framework\anchor\layer.yue

Read (E:\a327ex\Anchor\framework\anchor\layer.yue)

1β†’global *
     2β†’
     3β†’--[[
     4β†’  Layer class wraps the C layer handle for drawing.
     5β†’
     6β†’  Layers are FBOs (framebuffer objects) that accumulate draw commands during the frame.
     7β†’  Commands are deferred and processed at frame end via layer_render() with GL batching.
     8β†’  Draw order is FIFO β€” no z-ordering, call order determines render order.
     9β†’
    10β†’  Usage:
    11β†’    an\layer 'game'                           -- register layer
    12β†’    game = an.layers.game                     -- access layer
    13β†’    game\rectangle 100, 100, 50, 30, color    -- queue rectangle
    14β†’    game\draw!                                -- composite to screen
    15β†’
    16β†’  Properties:
    17β†’    @name   - string, layer identifier
    18β†’    @handle - C layer pointer
    19β†’]]
    20β†’class layer
    21β†’  --[[
    22β†’    Creates a new layer with the given name.
    23β†’
    24β†’    Usage:
    25β†’      layer 'game'
    26β†’      layer 'ui'
    27β†’
    28β†’    Behavior:
    29β†’      - Calls layer_create() which gets or creates a named layer in C
    30β†’      - Stores the C handle for subsequent draw calls
... [592 more lines]

Unfortunately, the layer command queue lives entirely in C β€” 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)

2235β†’class dash_particle extends object
  2236β†’  new: (@x, @y, args={}) =>
  2237β†’    super!
  2238β†’    @velocity = args.velocity or an.random\float 75, 100
  2239β†’    @direction = args.direction or math.pi/2
  2240β†’    @scale = 20/512 -- dash.png is 512x512, scale to ~20 pixels
  2241β†’    @duration = args.duration or an.random\float 1.2, 1.6
  2242β†’
  2243β†’    @\add spring!
  2244β†’    @spring\pull 'main', 0.3, 3, 1
  2245β†’
  2246β†’    @\add timer!
  2247β†’    @timer\tween @duration, @, {velocity: 0, scale: 0}, math.quad_out, -> @\kill!
  2248β†’    @flashing = true
  2249β†’    @timer\after 0.1*@duration, -> @flashing = false
  2250β†’
  2251β†’  update: (dt) =>
  2252β†’    @x += @velocity*math.cos(@direction)*dt
  2253β†’    @y += @velocity*math.sin(@direction)*dt
  2254β†’
  2255β†’    effects\push @x, @y, @direction, @scale*@spring.main.x, @scale*@spring.main.x
  2256β†’    effects\image an.images.dash, 0, 0, nil, @flashing and white!
  2257β†’    effects\pop!
  2258β†’
  2259β†’
  2260β†’
  2261β†’-- Hit effect: frame-based animation at collision points
  2262β†’class hit_effect extends object
  2263β†’  new: (@x, @y, args={}) =>
  2264β†’    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)

276β†’    Queues an image (texture) centered at (x, y).
   277β†’
   278β†’    Usage:
   279β†’      layer\image an.images.player, 100, 100
   280β†’      layer\image an.images.player, 100, 100, rgba(255, 255, 255, 128)  -- semi-transparent
   281β†’      layer\image an.images.player, 100, 100, 0xFFFFFFFF, rgba(255, 0, 0, 255)  -- red flash
   282β†’
   283β†’    Parameters:
   284β†’      image - image object (from an\image)
   285β†’      x, y  - center position
   286β†’      color - tint/multiply color (default: white/opaque)
   287β†’      flash - additive flash color (default: none)
   288β†’
   289β†’    Note: Use push/pop for rotation and scaling.
   290β†’  ]]
   291β†’  image: (image, x, y, color, flash) =>
   292β†’    layer_draw_texture @handle, image.handle, x, y, color or 0xFFFFFFFF, flash or 0
   293β†’
   294β†’  --[[
   295β†’    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 β€” 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 β€” 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)

1β†’global *
     2β†’
     3β†’--[[
     4β†’  Mutable color with RGB and HSL access.
     5β†’
     6β†’  Usage:
     7β†’    red = color 255, 0, 0
     8β†’    red.r = 200              -- modify in place
     9β†’    red.l = 0.8              -- set lightness, recomputes RGB
    10β†’    layer\circle x, y, r, red!  -- get packed value
    11β†’
    12β†’  Color is a standalone class (not a child object).
    13β†’  All properties (r, g, b, a, h, s, l) are readable and writable.
    14β†’  RGB and HSL stay synchronized automatically.
    15β†’
    16β†’  Properties:
    17β†’    r, g, b  - RGB components (0-255)
    18β†’    a        - alpha (0-255)
    19β†’    h        - hue (0-360)
    20β†’    s        - saturation (0-1)
    21β†’    l        - lightness (0-1)
    22β†’
    23β†’  Operators (mutate in place, return self):
    24β†’    color * number     - multiply RGB by scalar
    25β†’    color * color      - multiply RGB component-wise
    26β†’    color / number     - divide RGB by scalar
    27β†’    color + number     - add to all RGB
    28β†’    color + color      - add RGB component-wise
    29β†’    color - number     - subtract from all RGB
    30β†’    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)

1108β†’      @camera_shake_multiplier = 1.5  -- stronger camera shake
  1109β†’      @thrust_damage = 1  -- increases by 1 per successful thrust hit
  1110β†’      @thrust_speed = 200  -- added to current speed during thrust
  1111β†’      @thrust_duration = 0.5  -- how long thrust lasts
  1112β†’      @thrust_cooldown = 5  -- seconds between thrusts
  1113β†’    else  -- dagger
  1114β†’      @weapon_class = 'melee'
  1115β†’      @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)

1339β†’    -- Thrust squash values (used by both ball and weapon draw)
  1340β†’    squash_t, stretch_amount, squeeze_amount = 0, 0, 0
  1341β†’    if @thrusting
  1342β†’      squash_t = math.sin(@thrust_progress*math.pi)
  1343β†’      thrust_speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
  1344β†’      speed_factor = math.clamp(math.remap(thrust_speed, 400, 600, 0, 1), 0, 1)
  1345β†’      stretch_amount = math.lerp(speed_factor, 0.4, 0.6)
  1346β†’      squeeze_amount = math.lerp(speed_factor, 0.2, 0.3)
  1347β†’
  1348β†’    if @thrusting
  1349β†’      thrust_stretch = 1 + stretch_amount*squash_t
  1350β†’      thrust_squeeze = 1 - squeeze_amount*squash_t
  1351β†’      game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
  1352β†’      game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
  1353β†’      game\image @image, 0, 0, nil, @ball_flashing and white!
  1354β†’      game\pop!
  1355β†’      game\pop!
  1356β†’    else
  1357β†’      game\push @x, @y, 0, squash_x, squash_y           -- world-aligned squash (no rotation)
  1358β†’      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)

2230β†’    effects\pop!
  2231β†’
  2232β†’
  2233β†’
  2234β†’-- 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)

1348β†’
  1349β†’    -- Spawn afterimages during thrust
  1350β†’    if @thrusting
  1351β†’      @afterimage_timer += dt
  1352β†’      if @afterimage_timer >= 0.03
  1353β†’        @afterimage_timer = 0
  1354β†’        thrust_stretch_ai = 1 + stretch_amount*squash_t
  1355β†’        thrust_squeeze_ai = 1 - squeeze_amount*squash_t
  1356β†’        @parent.effects\add afterimage @x, @y, {
  1357β†’          layer: game, image: @image, duration: 0.15
  1358β†’          pushes: {
  1359β†’            {@x, @y, @thrust_angle, squash_x*thrust_stretch_ai, squash_y*thrust_squeeze_ai}
  1360β†’            {0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale}
  1361β†’          }
  1362β†’        }
  1363β†’
  1364β†’    if @thrusting
  1365β†’      thrust_stretch = 1 + stretch_amount*squash_t
  1366β†’      thrust_squeeze = 1 - squeeze_amount*squash_t
  1367β†’      game\push @x, @y, @thrust_angle, squash_x*thrust_stretch, squash_y*thrust_squeeze
  1368β†’      game\push 0, 0, @angle - @thrust_angle, @scale*hit_scale, @scale*hit_scale
  1369β†’      game\image @image, 0, 0, nil, @ball_flashing and white!
  1370β†’      game\pop!
  1371β†’      game\pop!
  1372β†’    else

Done. Three changes:

  1. @afterimage_timer = 0 in sword config (line 1113)
  2. Afterimage spawning code before ball draw, every 0.03s during thrust (lines 1349-1362)
  3. afterimage class near the other particle classes (before dash_particle)

Give it a test β€” 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 β€” 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)

37β†’-- Layers
    38β†’bg = an\layer 'bg'
    39β†’back = an\layer 'back'
    40β†’back_outline = an\layer 'back_outline'
    41β†’game = an\layer 'game'
    42β†’game_outline = an\layer 'game_outline'
    43β†’front = an\layer 'front'
    44β†’front_outline = an\layer 'front_outline'
    45β†’cover = an\layer 'cover'
    46β†’weapons = an\layer 'weapons'
    47β†’weapons_outline = an\layer 'weapons_outline'
    48β†’outline_only = an\layer 'outline_only' -- source layer for outline_only shader, never drawn itself
    49β†’actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only shader
    50β†’effects = an\layer 'effects'
    51β†’effects_outline = an\layer 'effects_outline'
    52β†’recolor_blue = an\layer 'recolor_blue'
    53β†’recolor_yellow = an\layer 'recolor_yellow'
    54β†’ui = an\layer 'ui'
    55β†’ui_outline = an\layer 'ui_outline'
    56β†’shadow = an\layer 'shadow'
    57β†’debug_draw = an\layer 'debug_draw'
    58β†’
    59β†’--[[
    60β†’-- UI layers don't use camera (no shake)
    61β†’ui.camera = nil
    62β†’ui_outline.camera = nil
    63β†’]]
    64β†’
    65β†’-- Shaders
    66β†’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 β€” 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)

238β†’
   239β†’  bg\draw!
   240β†’  shadow\draw 4, 4
   241β†’  back_outline\draw!
   242β†’  back\draw!
   243β†’  game_outline\draw!
   244β†’  game\draw!
   245β†’  front_outline\draw!
   246β†’  front\draw!
   247β†’  cover\draw!
   248β†’  weapons_outline\draw!
   249β†’  weapons\draw!
   250β†’  actual_outline_only\draw!
   251β†’  outline_only\clear!
   252β†’  effects_outline\draw!
   253β†’  effects\draw!
   254β†’  ui_outline\draw!
   255β†’  ui\draw!
   256β†’  debug_draw\draw!
   257β†’
   258β†’
   259β†’
   260β†’-- Arena class (contains walls, manages fight state)
   261β†’class arena extends object
   262β†’  new: =>

cover draws after front but before weapons β€” 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 β€” afterimages behind weapons but in front of ball might actually look fine since they're fading ghosts.

What do you prefer β€” 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 β€” 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)

2247β†’
  2248β†’
  2249β†’
  2250β†’-- Afterimage: fading ghost of a sprite at a captured transform
  2251β†’class afterimage extends object
  2252β†’  new: (@x, @y, args={}) =>
  2253β†’    super!
  2254β†’    @layer = args.layer or game
  2255β†’    @image = args.image
  2256β†’    @duration = args.duration or 0.15
  2257β†’    @pushes = args.pushes or {}
  2258β†’    @t = 0
  2259β†’    @tint = color 255, 255, 255
  2260β†’
  2261β†’  update: (dt) =>
  2262β†’    @t += dt
  2263β†’    if @t >= @duration
  2264β†’      @\kill!

Read (E:\a327ex\emoji-ball-battles\main.yue)

2261β†’  update: (dt) =>
  2262β†’    @t += dt
  2263β†’    if @t >= @duration
  2264β†’      @\kill!
  2265β†’      return
  2266β†’    @tint.a = math.floor(255*(1 - @t/@duration))
  2267β†’    for push in *@pushes
  2268β†’      @layer\push push[1], push[2], push[3], push[4], push[5]
  2269β†’    @layer\image @image, 0, 0, @tint!
  2270β†’    for i = 1, #@pushes
  2271β†’      @layer\pop!
  2272β†’

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 (128β†’full size, 0β†’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 128β†’1, 96β†’0.56, 64β†’0.25, 32β†’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:

  1. 5s cooldown done
  2. Longer thrust duration (0.5s) done
  3. Hit stop before thrust done
  4. Velocity ramp done
  5. Squash ball + weapon during thrust done
  6. Afterimages done (replaced dash particles idea)
  7. Ball flashes white decided done earlier
  8. Weapon spring thinner decided done earlier
  9. Remove debug print done

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)

2439β†’class status_text extends object
  2440β†’  new: (@x, @y, text, args={}) =>
  2441β†’    super!
  2442β†’    @vy = args.vy or -24
  2443β†’    @duration_multiplier = args.duration_multiplier or 1
  2444β†’    @scale_multiplier = args.scale_multiplier or 1
  2445β†’    @base_scale = 12/512
  2446β†’    @scale = @base_scale*@scale_multiplier
  2447β†’    @layer = args.layer or recolor_yellow
  2448β†’    @\add spring!
  2449β†’    @spring\pull 'main', 1.5, 4, 0.6
  2450β†’
  2451β†’    -- Create character data for each character
  2452β†’    -- "+" uses effects (no recolor), numbers use recolor_blue, letters use recolor_yellow (red)
  2453β†’    @characters = {}
  2454β†’    seen_space = false
  2455β†’    for i = 1, #text
  2456β†’      char = text\sub(i, i)\lower!
  2457β†’      if char == ' '
  2458β†’        @characters[] = {space: true}
  2459β†’        seen_space = true
  2460β†’        continue
  2461β†’      is_plus = char == '+'
  2462β†’      char = 'plus' if is_plus
  2463β†’      @characters[] = {
  2464β†’        image: an.images[char]
  2465β†’        rotation: an.random\float -math.pi/16, math.pi/16
  2466β†’        angular_speed: an.random\float -math.pi/4, math.pi/4
  2467β†’        offset_y: 0
  2468β†’        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 β€” two changes:

  1. Add a @thrust_hit_this_thrust flag, set it false when thrust starts, check it before incrementing
  2. Spawn status_text on increment

Read (E:\a327ex\emoji-ball-battles\main.yue)

800β†’      continue if attacker.weapon_class != 'melee'
   801β†’
   802β†’      -- Apply damage (thrust hits use thrust_damage)
   803β†’      damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
   804β†’      attacker\flash_weapon!
   805β†’      defender\take_damage damage, attacker
   806β†’      attacker.hits_landed += 1
   807β†’      attacker.weapon_ui\landed_hit!
   808β†’
   809β†’      -- Weapon-specific scaling on hit
   810β†’      if attacker.weapon_type == 'dagger'
   811β†’        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   812β†’        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   813β†’      elseif attacker.weapon_type == 'sword' and attacker.thrusting
   814β†’        attacker.thrust_damage += 1
   815β†’
   816β†’      -- Hit effect on defender's edge, facing the weapon
   817β†’      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   818β†’      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   819β†’      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:

  1. @thrust_hit_this_thrust flag β€” set false at thrust start, set true on first hit, prevents further increments during the same thrust
  2. Spawns status_text at 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)

2439β†’
  2440β†’
  2441β†’-- Status text: floating text for status messages like "+1 DMG"
  2442β†’class status_text extends object
  2443β†’  new: (@x, @y, text, args={}) =>
  2444β†’    super!
  2445β†’    @vy = args.vy or -24
  2446β†’    @duration_multiplier = args.duration_multiplier or 1
  2447β†’    @scale_multiplier = args.scale_multiplier or 1
  2448β†’    @base_scale = 12/512
  2449β†’    @scale = @base_scale*@scale_multiplier
  2450β†’    @layer = args.layer or recolor_yellow
  2451β†’    @\add spring!
  2452β†’    @spring\pull 'main', 0.5, 4, 0.6
  2453β†’
  2454β†’    -- Create character data for each character
  2455β†’    -- "+" uses effects (no recolor), numbers use recolor_blue, letters use recolor_yellow (red)
  2456β†’    @characters = {}
  2457β†’    seen_space = false
  2458β†’    for i = 1, #text
  2459β†’      char = text\sub(i, i)\lower!
  2460β†’      if char == ' '
  2461β†’        @characters[] = {space: true}
  2462β†’        seen_space = true
  2463β†’        continue
  2464β†’      is_plus = char == '+'
  2465β†’      char = 'plus' if is_plus
  2466β†’      @characters[] = {
  2467β†’        image: an.images[char]
  2468β†’        rotation: an.random\float -math.pi/16, math.pi/16
... [30 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

2498β†’      continue if character.space
  2499β†’      character_y = @y + character.offset_y
  2500β†’      character.layer\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
  2501β†’      character.layer\image character.image, 0, 0, nil, @flashing and white! or character.tint
  2502β†’      character.layer\pop!
  2503β†’
  2504β†’
  2505β†’
  2506β†’-- Plant class: decorative plants that sway and react to physics events
  2507β†’class plant extends object
  2508β†’  new: (@x, @y, args={}) =>
  2509β†’    super!
  2510β†’    @\tag 'plant'
  2511β†’    @image = an.images[args.image or 'seedling']
  2512β†’    @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)

371β†’    -- Create cloud objects from generated positions
   372β†’    for position in *cloud_positions
   373β†’      cloud = object!
   374β†’      cloud\set {
   375β†’        x: position.x
   376β†’        y: position.y
   377β†’        scale: cloud_base_scale * an.random\float(0.8, 1.2)
   378β†’        flip: an.random\sign!
   379β†’        speed: cloud_speed
   380β†’        draw_color: color(255, 255, 255, cloud_alpha)
   381β†’        arena_left: cloud_area_x
   382β†’        arena_right: @x + @w + 30
   383β†’      }
   384β†’      cloud\action (dt) =>
   385β†’        @x += @speed*dt
   386β†’        @x = @arena_left - 20 if @x > @arena_right
   387β†’        bg\push @x, @y, 0, @flip*@scale, @scale
   388β†’        bg\image cloud_image, 0, 0, @draw_color!
   389β†’        bg\pop!
   390β†’      cloud\flow_to @
   391β†’
   392β†’  --[[
   393β†’    COLLISION ENERGY SYSTEM
   394β†’
   395β†’    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)

160β†’```
   161β†’
   162β†’### Property Setting
   163β†’```
   164β†’object\set(properties)
   165β†’```
   166β†’
   167β†’### Build Pattern
   168β†’```
   169β†’object\build() -> self
   170β†’```
   171β†’
   172β†’### State Transitions
   173β†’```
   174β†’object\flow_to(state_name)
   175β†’```
   176β†’
   177β†’### Action Phases
   178β†’```
   179β†’object\early_action(name?, callback)
   180β†’object\action(name?, callback)
   181β†’object\late_action(name?, callback)
   182β†’```
   183β†’
   184β†’### Aliases
   185β†’```
   186β†’object\T(tags...)           -- tag
   187β†’object\Y(tag) -> bool       -- is (tYpe check)
   188β†’object\U(callback)          -- early_action (Update early)
   189β†’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:

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 β€” 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 β€” "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:

  1. Rename current status_text β†’ emoji_text (same behavior, just renamed)
  2. New status_text β€” 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 (0β†’1) and the text colors accordingly.
  3. Cooldown bar β€” positioned along the weapon, white, shows weapon cooldown progress.
  4. Sounds β€” 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)

816β†’        @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 β€” 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:

  1. Stencil masking β€” 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
  2. Per-character drawing β€” draw each character individually, choosing white or colored based on whether the fill has reached that character's position
  3. Two overlapping text draws with stencil β€” draw white text, then draw colored text clipped by a rectangle that grows with progress

Option 3 seems cleanest β€” 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)

60β†’font_load(name, path, size)
    61β†’font_unload(name)
    62β†’font_get_height(name) -> number
    63β†’font_get_text_width(name, text) -> number
    64β†’font_get_char_width(name, codepoint) -> number
    65β†’font_get_glyph_metrics(name, codepoint) -> {width, height, advance, bearingX, bearingY}
    66β†’layer_draw_text(layer, text, font_name, x, y, color)
    67β†’layer_draw_glyph(layer, codepoint, font_name, x, y, r?, sx?, sy?, color)
    68β†’```
    69β†’
    70β†’## Audio
    71β†’
    72β†’```
    73β†’sound_load(path) -> sound
    74β†’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:

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:

  1. Characters update shake in their action, parent draws everything in two stencil passes (iterating @children)
  2. 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 β€” 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 β€” 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 β€” 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 β€” 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)

20β†’    @parent = nil
    21β†’    @children = {}
    22β†’    @dead = false
    23β†’    @tags = {}
    24β†’
    25β†’  --[[
    26β†’    Adds a child to this object's tree.
    27β†’
    28β†’    Usage:
    29β†’      @\add child
    30β†’      @\add(object 'timer')\add(object 'collider')  -- chainable
    31β†’
    32β†’    Behavior:
    33β†’      - Appends child to @children array
    34β†’      - Sets child.parent = @
    35β†’      - If child has a name: creates @[child.name] = child (parent can access child by name)
    36β†’      - If parent has a name: creates child[@name] = @ (child can access parent by name)
    37β†’      - If a child with the same name already exists, kills the old child first (replacement)
    38β†’
    39β†’    Edge cases:
    40β†’      - Adding same child twice: child appears twice in @children, both get killed
    41β†’      - Adding child that has another parent: child ends up in two parents' arrays (avoid this)
    42β†’
    43β†’    Returns: @ (for chaining)
    44β†’  ]]
    45β†’  add: (child) =>
    46β†’    @children[] = child
    47β†’    child.parent = @
    48β†’    if child.name
    49β†’      @[child.name]\kill! if @[child.name]
... [5 more lines]

Line 49 is especially nice β€” 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 β€” @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)

2440β†’
  2441β†’-- Status text: floating text for status messages like "+1 DMG"
  2442β†’class emoji_text extends object
  2443β†’  new: (@x, @y, text, args={}) =>
  2444β†’    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)

1544β†’    @timer\after 0.01, 'thrust_start', ->
  1545β†’      @thrusting = true
  1546β†’      @thrust_hit_this_thrust = false
  1547β†’      @thrust_progress = 0
  1548β†’      vx, vy = @collider\get_velocity!
  1549β†’      @thrust_start_speed = math.length(vx, vy)
  1550β†’      @thrust_end_speed = math.max(400, @thrust_start_speed + @thrust_speed)
  1551β†’      @collider\set_gravity_scale 0
  1552β†’      @collider\set_bullet true
  1553β†’
  1554β†’      -- End thrust after duration
  1555β†’      @timer\after @thrust_duration, 'thrust_end', -> @\thrust_end!
  1556β†’
  1557β†’  -- End thrust: restore normal state
  1558β†’  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)

1309β†’      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1310β†’
  1311β†’    -- During thrust, override velocity each frame (starts at current speed, accelerates)
  1312β†’    if @thrusting
  1313β†’      @thrust_progress = math.min(1, @thrust_progress + dt/@thrust_duration)
  1314β†’      speed = math.lerp(math.quad_out(@thrust_progress), @thrust_start_speed, @thrust_end_speed)
  1315β†’      @collider\set_velocity speed*math.cos(@thrust_angle), speed*math.sin(@thrust_angle)
  1316β†’

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)

1559β†’  -- End thrust: restore normal state
  1560β†’  thrust_end: =>
  1561β†’    return unless @thrusting
  1562β†’    @thrusting = false
  1563β†’    @timer\cancel 'thrust_end'
  1564β†’    @collider\set_fixed_rotation false
  1565β†’    @collider\set_gravity_scale 1
  1566β†’    @collider\set_bullet false
  1567β†’    @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
  1568β†’    @time_above_base = 0
  1569β†’    @time_below_base = 0
  1570β†’    @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
  1571β†’
  1572β†’  flash_ball: (duration=0.15) =>
  1573β†’    @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:

  1. Thrust start β€” creates status_text 'thrust_text' and flows it to the ball
  2. Thrust update β€” sets @thrust_text.progress = @thrust_progress each frame
  3. Thrust end β€” 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)

2478β†’        y = parent.y + local_x*math.sin(parent.angle) + math.cos(@shake_phase*6)*0.5
  2479β†’        char_center = (@base_x + @advance/2)/parent.total_width
  2480β†’        c = char_center <= parent.progress and parent.fill_color or parent.base_color
  2481β†’        layer_draw_glyph parent.layer.handle, @codepoint, parent.font, x, y, parent.angle, 1, 1, c!
  2482β†’      character_object\flow_to @

Read (E:\a327ex\emoji-ball-battles\main.yue)

2483β†’
  2484β†’  update: (dt) =>
  2485β†’    @x = @parent.x + @offset_x
  2486β†’    @y = @parent.y + @offset_y
  2487β†’

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 β€” 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)

1552β†’      @collider\set_gravity_scale 0
  1553β†’      @collider\set_bullet true
  1554β†’      (status_text 'thrust_text', 0, 0, "thrusting", {font: 'fat', offset_y: -20, angle: -0.1})\flow_to @
  1555β†’
  1556β†’      -- 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)

860β†’  update: (dt) =>
   861β†’    @time_since_last_hit += dt
   862β†’
   863β†’  -- Returns 0-1 probability based on time since last hit
   864β†’  -- Uses remap + quint_out: 0 below 0.5, ramps quickly above
   865β†’  get_hit_stop_probability: =>
   866β†’    t = math.clamp(@time_since_last_hit/1.5, 0, 1)
   867β†’    if t < 0.5
   868β†’      0
   869β†’    else
   870β†’      math.quint_out(math.remap(t, 0.5, 1, 0, 1))
   871β†’
   872β†’  hit_effect: (x, y, multiplier=1.0) =>
   873β†’    probability = @\get_hit_stop_probability!
   874β†’    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)

261β†’class arena extends object
   262β†’  new: =>
   263β†’    super 'arena'
   264β†’
   265β†’    @\add object 'effects'
   266β†’    @\add object 'projectiles'
   267β†’    @\add timer!
   268β†’
   269β†’    -- Play area dimensions (200x200, centered)
   270β†’    @w, @h = 200, 200
   271β†’    @x = (gw - @w)/2
   272β†’    @y = (gh - @h)/2
   273β†’    wall_thickness = 200
   274β†’
   275β†’    -- Create walls as children (top, bottom/floor, left, right)
   276β†’    -- Create walls as children (top, bottom/floor, left, right)
   277β†’    -- Floor is only arena width; side walls extend down to cover the rest
   278β†’    @\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness
   279β†’    @\add wall @x + @w/2, @y + @h + wall_thickness/2, @w, wall_thickness, nil, true
   280β†’    @\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)

1β†’global *
     2β†’
     3β†’--[[
     4β†’  Shake child object for camera shake effects.
     5β†’
     6β†’  Usage:
     7β†’    an.camera\add shake!
     8β†’    an.camera.shake\trauma 0.5, 0.3
     9β†’
    10β†’  Shake is added as a child of camera. It implements get_transform() which
    11β†’  camera calls to collect effects from all children.
    12β†’
    13β†’  Shake types:
    14β†’    trauma - Perlin noise based, accumulates and decays
    15β†’]]
    16β†’class shake extends object
    17β†’  --[[
    18β†’    Creates a new shake container.
    19β†’
    20β†’    Usage:
    21β†’      an.camera\add shake!
    22β†’
    23β†’    Behavior:
    24β†’      - Automatically named 'shake' and accessible as parent.shake
    25β†’      - Initializes trauma system
    26β†’  ]]
    27β†’  new: (name='shake') =>
    28β†’    super name
    29β†’    @trauma_instances = {}
    30β†’    @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 β€” 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)

2453β†’  new: (name, @x, @y, text, args={}) =>
  2454β†’    super name
  2455β†’    @font = args.font or 'lana'
  2456β†’    @layer = args.layer or effects
  2457β†’    @progress = 0
  2458β†’    @base_color = args.base_color or white
  2459β†’    @fill_color = args.fill_color or yellow
  2460β†’    @angle = args.angle or 0
  2461β†’    @offset_x = args.offset_x or 0
  2462β†’    @offset_y = args.offset_y or 0
  2463β†’    @total_width = font_get_text_width @font, text
  2464β†’
  2465β†’    cursor_x = 0
  2466β†’    for i = 1, #text
  2467β†’      char = text\sub(i, i)
  2468β†’      codepoint = string.byte(char)
  2469β†’      advance = font_get_char_width @font, codepoint
  2470β†’      base_x = cursor_x
  2471β†’      cursor_x += advance
  2472β†’
  2473β†’      character_object = object!
  2474β†’      character_object\set {
  2475β†’        codepoint: codepoint
  2476β†’        base_x: base_x
  2477β†’        advance: advance
  2478β†’        shake_phase: an.random\float 0, math.pi*2
  2479β†’      }
  2480β†’      character_object\action (dt) =>
  2481β†’        @shake_phase += dt
  2482β†’        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 β€” we can solve it by having the parent draw both passes, iterating @children:

Read (E:\a327ex\emoji-ball-battles\main.yue)

2473β†’      character_object = object!
  2474β†’      character_object\set {
  2475β†’        codepoint: codepoint
  2476β†’        base_x: base_x
  2477β†’        advance: advance
  2478β†’      }
  2479β†’      character_object\add shake!
  2480β†’      character_object.shake\shake 1, 100, 60 
  2481β†’      character_object\action (dt) =>
  2482β†’        parent = @parent
  2483β†’        t = @shake\get_transform!
  2484β†’        local_x = @base_x - parent.total_width/2
  2485β†’        x = parent.x + local_x*math.cos(parent.angle) + t.x
  2486β†’        y = parent.y + local_x*math.sin(parent.angle) + t.y
  2487β†’        char_center = (@base_x + @advance/2)/parent.total_width
  2488β†’        c = char_center <= parent.progress and parent.fill_color or parent.base_color
  2489β†’        layer_draw_glyph parent.layer.handle, @codepoint, parent.font, x, y, parent.angle, 1, 1, c!
  2490β†’      character_object\flow_to @
  2491β†’
  2492β†’  update: (dt) =>
  2493β†’
  2494β†’
  2495β†’
  2496β†’-- Emoji text: floating text for status messages like "+1 DMG"
  2497β†’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 β€” looking at the framework order: parent update β†’ parent actions β†’ 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)

390β†’  --[[
   391β†’    Internal: runs main phase for this object.
   392β†’    Called by init.yue's update loop, not meant to be called directly.
   393β†’
   394β†’    Behavior:
   395β†’      - Returns immediately if @dead
   396β†’      - Calls @\update(dt) if object has an update method
   397β†’      - Runs all actions, marking those that return true for removal
   398β†’  ]]
   399β†’  _update: (dt) =>
   400β†’    return if @dead
   401β†’    @\update dt if @update
   402β†’    if @actions
   403β†’      for i, fn in ipairs @actions
   404β†’        if fn(@, dt) == true
   405β†’          @actions_to_remove = {} unless @actions_to_remove
   406β†’          @actions_to_remove[] = i
   407β†’
   408β†’  --[[
   409β†’    Internal: runs late phase for this object.
   410β†’    Called by init.yue's update loop, not meant to be called directly.
   411β†’
   412β†’    Behavior:
   413β†’      - Returns immediately if @dead
   414β†’      - Calls @\late_update(dt) if object has a late_update method
   415β†’      - Runs all late_actions, marking those that return true for removal
   416β†’  ]]
   417β†’  _late_update: (dt) =>
   418β†’    return if @dead
   419β†’    @\late_update dt if @late_update
... [10 more lines]

Now let me check how the phases traverse the tree β€” 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:

  1. 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)

  2. 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.

  3. 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.

  4. 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.

  5. 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 _update in the same flat loop β€” 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:

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:

But wait β€” 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:

  1. Early phase β€” all character objects compute their x, y from shake + layout
  2. Update phase β€” 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)

2451β†’-- Status text: font-based text with per-character shake and progress fill
  2452β†’class status_text extends object
  2453β†’  new: (name, @x, @y, text, args={}) =>
  2454β†’    super name
  2455β†’    @font = args.font or 'lana'
  2456β†’    @layer = args.layer or effects
  2457β†’    @progress = 0
  2458β†’    @base_color = args.base_color or white
  2459β†’    @fill_color = args.fill_color or yellow
  2460β†’    @angle = args.angle or 0
  2461β†’    @offset_x = args.offset_x or 0
  2462β†’    @offset_y = args.offset_y or 0
  2463β†’    @total_width = font_get_text_width @font, text
  2464β†’
  2465β†’    cursor_x = 0
  2466β†’    for i = 1, #text
  2467β†’      char = text\sub(i, i)
  2468β†’      codepoint = string.byte(char)
  2469β†’      advance = font_get_char_width @font, codepoint
  2470β†’      base_x = cursor_x
  2471β†’      cursor_x += advance
  2472β†’
  2473β†’      character_object = object!
  2474β†’      character_object\set {
  2475β†’        codepoint: codepoint
  2476β†’        base_x: base_x
  2477β†’        advance: advance
  2478β†’        draw_x: 0
  2479β†’        draw_y: 0
  2480β†’      }
... [15 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

2495β†’      layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, @angle, 1, 1, @base_color!
  2496β†’
  2497β†’    -- Pass 2: draw filled portion using stencil
  2498β†’    if @progress > 0
  2499β†’      left = @x - @total_width/2
  2500β†’      fill_w = @progress*@total_width
  2501β†’      font_height = font_get_height @font
  2502β†’      @layer\stencil_mask!
  2503β†’      @layer\rectangle left, @y - font_height, fill_w, font_height*2, white!
  2504β†’      @layer\stencil_test!
  2505β†’      for child in *@children
  2506β†’        continue unless child.codepoint
  2507β†’        layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, @angle, 1, 1, @fill_color!
  2508β†’      @layer\stencil_off!
  2509β†’

Now I'll rewrite the whole thing β€” 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:

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 β€” 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)

2483β†’      character_object\add shake!
  2484β†’      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 β€” 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)

2483β†’      character_object\add shake!
  2484β†’      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)

2483β†’      character_object\add shake!
  2484β†’      character_object.shake\handcam true, {x: 4, y: 0, rotation: 0}, 8
  2485β†’      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 β€” 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 β€” 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)

2495β†’    -- Pass 1: draw all characters in base color
  2496β†’    for child in *@children
  2497β†’      continue unless child.codepoint
  2498β†’      layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @base_color!
  2499β†’
  2500β†’    -- Pass 2: draw filled portion using stencil
  2501β†’    if @progress > 0
  2502β†’      fill_w = @progress*@total_width
  2503β†’      @layer\stencil_mask!
  2504β†’      @layer\rectangle -@total_width/2, -@font_height/2, fill_w, @font_height*2, white!
  2505β†’      @layer\stencil_test!
  2506β†’      for child in *@children
  2507β†’        continue unless child.codepoint
  2508β†’        layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @fill_color!
  2509β†’      @layer\stencil_off!
  2510β†’
  2511β†’    @layer\pop!
  2512β†’
  2513β†’
  2514β†’

For depleting, the fill starts full and shrinks from right to left. So the rectangle's x position needs to change β€” 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)

2455β†’    @font = args.font or 'lana'
  2456β†’    @layer = args.layer or effects
  2457β†’    @progress = 0
  2458β†’    @base_color = args.base_color or white
  2459β†’    @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 0β†’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 1β†’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)

2500β†’
  2501β†’    -- Pass 2: draw filled portion using stencil
  2502β†’    if @progress > 0
  2503β†’      fill_w = @progress*@total_width
  2504β†’      fill_x = if @mode == 'using' then @total_width/2 - fill_w else -@total_width/2
  2505β†’      @layer\stencil_mask!
  2506β†’      @layer\rectangle fill_x, -@font_height/2, fill_w, @font_height*2, white!
  2507β†’      @layer\stencil_test!
  2508β†’      for child in *@children
  2509β†’        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 0β†’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 0β†’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)

2501β†’    -- Pass 2: draw filled portion using stencil
  2502β†’    fill_amount = if @mode == 'using' then 1 - @progress else @progress
  2503β†’    if fill_amount > 0
  2504β†’      fill_w = fill_amount*@total_width
  2505β†’      @layer\stencil_mask!
  2506β†’      @layer\rectangle fill_x, -@font_height/2, fill_w, @font_height*2, white!
  2507β†’      @layer\stencil_test!
  2508β†’      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 β€” 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)

2407β†’class damage_number extends object
  2408β†’  new: (@x, @y, amount, args={}) =>
  2409β†’    super!
  2410β†’    @vy = args.vy or -24
  2411β†’    @duration_multiplier = args.duration_multiplier or 1
  2412β†’    @scale = 12/512
  2413β†’    @\add spring!
  2414β†’    @spring\pull 'main', 0.5, 3, 0.7
  2415β†’
  2416β†’    -- Create character data for each digit
  2417β†’    @characters = {}
  2418β†’    text = tostring amount
  2419β†’    for i = 1, #text
  2420β†’      digit = text\sub i, i
  2421β†’      @characters[] = {
  2422β†’        image: an.images[digit]
  2423β†’        rotation: an.random\float -math.pi/16, math.pi/16
  2424β†’        angular_speed: an.random\float -math.pi/4, math.pi/4
  2425β†’        offset_y: 0
  2426β†’      }
  2427β†’
  2428β†’    @\add timer!
  2429β†’    @timer\after 0.25*@duration_multiplier, ->
  2430β†’      @timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
  2431β†’
  2432β†’  update: (dt) =>
  2433β†’    -- Update character wobble
  2434β†’    for i, character in ipairs @characters
  2435β†’      character.rotation += character.angular_speed*dt
  2436β†’      character.offset_y = 4*math.sin(an.time + i)
... [5 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

2515β†’
  2516β†’
  2517β†’-- Emoji text: floating text for status messages like "+1 DMG"
  2518β†’class emoji_text extends object
  2519β†’  new: (@x, @y, text, args={}) =>
  2520β†’    super!
  2521β†’    @vy = args.vy or -24
  2522β†’    @duration_multiplier = args.duration_multiplier or 1
  2523β†’    @scale_multiplier = args.scale_multiplier or 1
  2524β†’    @base_scale = 12/512
  2525β†’    @scale = @base_scale*@scale_multiplier
  2526β†’    @char_count = #text
  2527β†’    @\add spring!
  2528β†’    @spring\pull 'main', 0.5, 4, 0.6
  2529β†’
  2530β†’    seen_space = false
  2531β†’    for i = 1, #text
  2532β†’      char = text\sub(i, i)\lower!
  2533β†’      if char == ' '
  2534β†’        seen_space = true
  2535β†’        continue
  2536β†’      image_name = char == '+' and 'plus' or char
  2537β†’      character_object = object!
  2538β†’      character_object\set {
  2539β†’        image: an.images[image_name]
  2540β†’        rotation: an.random\float -math.pi/16, math.pi/16
  2541β†’        angular_speed: an.random\float -math.pi/4, math.pi/4
  2542β†’        offset_y: 0
  2543β†’        layer: char == '+' and effects or recolor_blue
  2544β†’        tint: char == '+' and white! or nil
... [20 more lines]

Here's my approach:

  1. Add a die method to status_text (caller uses die instead of kill)
  2. die sets @dying = true β€” late_update skips stencil drawing
  3. die computes world position for each character, gives each a random vy/angular speed, adds a timer with tween to scale down
  4. 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 β€” 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)

2486β†’      character_object.shake.sine_instances[1].time = an.random\float 0, 10
  2487β†’      character_object\action (dt) =>
  2488β†’        t = @shake\get_transform!
  2489β†’        @draw_x = @base_x - @parent.total_width/2 + t.x
  2490β†’        @draw_y = t.y
  2491β†’      character_object\flow_to @
  2492β†’
  2493β†’  late_update: (dt) =>
  2494β†’    @layer\push @x, @y, @angle, @scale, @scale
  2495β†’
  2496β†’    -- Pass 1: draw all characters in base color
  2497β†’    for child in *@children
  2498β†’      continue unless child.codepoint
  2499β†’      layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @base_color!
  2500β†’
  2501β†’    -- Pass 2: draw filled portion using stencil
  2502β†’    fill_amount = if @mode == 'using' then 1 - @progress else @progress
  2503β†’    if fill_amount > 0
  2504β†’      fill_w = fill_amount*@total_width
  2505β†’      @layer\stencil_mask!
  2506β†’      @layer\rectangle -@total_width/2, -@font_height/2, fill_w, @font_height*2, white!
  2507β†’      @layer\stencil_test!
  2508β†’      for child in *@children
  2509β†’        continue unless child.codepoint
  2510β†’        layer_draw_glyph @layer.handle, child.codepoint, @font, child.draw_x, child.draw_y, 0, 1, 1, @fill_color!
  2511β†’      @layer\stencil_off!
  2512β†’
  2513β†’    @layer\pop!
  2514β†’
  2515β†’

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 β€” 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)

862β†’
   863β†’    -- Test key: spawn status_text
   864β†’    if an\key_is_pressed 't'
   865β†’      test_text = status_text 'test_text', gw/2, gh/2, "thrusting", {font: 'fat', angle: -0.1, scale: 0.8}
   866β†’      test_text\flow_to @effects
   867β†’      @\add timer!
   868β†’      @timer\tween 5, test_text, {progress: 1}, math.linear
   869β†’
   870β†’  -- Returns 0-1 probability based on time since last hit
   871β†’  -- Uses remap + quint_out: 0 below 0.5, ramps quickly above
   872β†’  get_hit_stop_probability: =>
   873β†’    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)

2494β†’          layer_draw_glyph parent.layer.handle, @codepoint, parent.font, @world_x, @world_y, @death_rotation, @death_scale, @death_scale, parent.base_color!
  2495β†’        else
  2496β†’          t = @shake\get_transform!
  2497β†’          @draw_x = @base_x - parent.total_width/2 + t.x
  2498β†’          @draw_y = t.y
  2499β†’      character_object\flow_to @
  2500β†’
  2501β†’  die: =>
  2502β†’    return if @dying
  2503β†’    @dying = true
  2504β†’    for child in *@children
  2505β†’      continue unless child.codepoint
  2506β†’      child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale
  2507β†’      child.world_y = @y + (child.draw_x*math.sin(@angle) + child.draw_y*math.cos(@angle))*@scale
  2508β†’      child.death_vy = an.random\float -30, -15
  2509β†’      child.death_rotation = 0
  2510β†’      child.death_angular_speed = an.random\float -math.pi, math.pi
  2511β†’      child.death_scale = @scale
  2512β†’      child\add timer!
  2513β†’      child.timer\tween 0.5, child, {death_scale: 0}, math.cubic_in, -> @\kill!

Read (E:\a327ex\emoji-ball-battles\main.yue)

2513β†’      child.timer\tween 0.5, child, {death_scale: 0}, math.cubic_in, -> @\kill!
  2514β†’    @\add timer! unless @timer
  2515β†’    @timer\after 0.51, -> @\kill!
  2516β†’
  2517β†’  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:

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 β€” 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)

2506β†’      child.world_x = @x + (child.draw_x*math.cos(@angle) - child.draw_y*math.sin(@angle))*@scale
  2507β†’      child.world_y = @y + (child.draw_x*math.sin(@angle) + child.draw_y*math.cos(@angle))*@scale
  2508β†’      child.death_vy = an.random\float -30, -15
  2509β†’      child.death_rotation = 0
  2510β†’      child.death_angular_speed = an.random\float -math.pi, math.pi
  2511β†’      child.death_scale = @scale
  2512β†’      fill_amount = if @mode == 'using' then 1 - @progress else @progress
  2513β†’      char_center = (child.base_x + child.advance/2)/@total_width
  2514β†’      child.death_color = char_center <= fill_amount and @fill_color! or @base_color!
  2515β†’      duration = an.random\float 0.8, 1.2
  2516β†’      child\add timer!
  2517β†’      child.timer\tween duration, child, {death_scale: 0}, math.cubic_in

No good reason β€” 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:

  1. Velocity randomized -38 to -19 (25% increase from -30 to -15)
  2. math.cubic_out for scale tween
  3. -> @\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)

1561β†’      @collider\set_gravity_scale 0
  1562β†’      @collider\set_bullet true
  1563β†’      (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 0β†’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)

2453β†’-- Status text: font-based text with per-character shake and progress fill
  2454β†’class status_text extends object
  2455β†’  new: (name, @x, @y, text, args={}) =>
  2456β†’    super name
  2457β†’    @font = args.font or 'lana'
  2458β†’    @layer = args.layer or effects
  2459β†’    @progress = 0
  2460β†’    @mode = args.mode or 'channeling'  -- 'channeling' (left to right) or 'using' (right to left)
  2461β†’    @base_color = args.base_color or white
  2462β†’    @fill_color = args.fill_color or yellow

Read (E:\a327ex\emoji-ball-battles\main.yue)

2490β†’        parent = @parent
  2491β†’        if parent.dying
  2492β†’          @world_y += @death_vy*dt
  2493β†’          @death_rotation += @death_angular_speed*dt
  2494β†’          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)

2497β†’          t = @shake\get_transform!
  2498β†’          @draw_x = @base_x - parent.total_width/2 + t.x
  2499β†’          @draw_y = t.y
  2500β†’      character_object\flow_to @
  2501β†’
  2502β†’  die: =>
  2503β†’    return if @dying
  2504β†’    @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:

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)

2500β†’    if @duration
  2501β†’      @\add timer!
  2502β†’      @timer\tween @duration, @, {progress: 1}, math.linear, -> @\die!
  2503β†’
  2504β†’  die: =>
  2505β†’    return if @dying
  2506β†’    @dying = true
  2507β†’    for child in *@children
  2508β†’      continue unless child.codepoint
  2509β†’      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)

1573β†’    @collider\set_gravity_scale 1
  1574β†’    @collider\set_bullet false
  1575β†’    @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
  1576β†’    @time_above_base = 0
  1577β†’    @time_below_base = 0
  1578β†’    @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
  1579β†’
  1580β†’  flash_ball: (duration=0.15) =>
  1581β†’    @ball_flashing = true
  1582β†’    @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):

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)

1β†’# TODO
     2β†’
     3β†’*Items ordered by priority (highest first)*
     4β†’
     5β†’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.
     6β†’
     7β†’- Create letter emoji assets (at minimum: P, B, S, F, K) for status effect identifiers
     8β†’- Implement status effect line UI class that displays a letter + number using emoji assets with recoloring shader
     9β†’- Add status effect container to ball class that tracks active effects and their stack counts
    10β†’- Implement stack consumption logic that triggers the effect and decrements the stack count
    11β†’- Remove status effect line from display when its stack count reaches zero
    12β†’- Apply recoloring shader to status effect lines with a distinct color per effect type
    13β†’- Handle vertical positioning of multiple simultaneous status effect lines above the emoji
    14β†’- Fencer class: 
    15β†’  - PASSIVE gains fencing stacks per parry (+1 damage per stack, low duration)
    16β†’  - ACTIVE triggers lunge attack (like Earclacks' Lance) at X fencing stacks. 
    17β†’  - Synergizes with duration items - even small duration boosts compound into much higher damage.
    18β†’- Spellblade class: 
    19β†’  - PASSIVE: swaps weapons periodically between dagger and staff/wand
    20β†’  - 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.
    21β†’- Musical instrument weapon: adds notes that orbit around caster on hit, +notes per hit
    22β†’- Lightning: periodically deals lightning damage in an area around it, +damage per hit
    23β†’- Item: -X stack threshold. Reduces threshold for any stack-triggered effect (e.g., -1 threshold makes 3-stack Stun trigger at 2 stacks instead).
    24β†’

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:

  1. 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.

  2. Variable scoping bug fix: The first task was fixing a scoping bug where stretch_amount, squeeze_amount, squash_t were local to the ball draw if @thrusting block and not accessible in the weapon draw block. Fixed by hoisting computation above both blocks.

  3. Remove spring pull and flashing from thrust start: Removed @\flash_weapon! and @spring\pull 'weapon' from sword_thrust.

  4. Sword visual offset during squash: Added actual_offset += @radius*stretch_amount*squash_t*1.5 to offset the sword outward during thrust squash.

  5. 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.

  6. Debug print removal: Removed print "thrust_start_speed..." from sword_thrust.

  7. 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.

  8. Afterimage class implementation: Created afterimage class 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.

  9. Cover layer test: Tried drawing afterimages on cover layer to avoid outline darkening. User said it looked wrong, reverted to game layer.

  10. 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.

  11. Thrust damage once per thrust: Added @thrust_hit_this_thrust flag. Also spawns emoji_text (was status_text at the time) showing "+1 dmg".

  12. status_text refactored to emoji_text: Renamed class and reworked so each character is a full object child using the cloud inline object pattern (object!, \set, \action, \flow_to).

  13. New status_text class: Font-based text with per-character shake and progress fill bar. Uses layer_draw_glyph for per-character rendering. Stencil masking for smooth sub-character color fill.

  14. 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.

  15. Transform refactoring: Children compute local positions, parent uses push/pop for angle+scale. Added @scale parameter.

  16. Fill modes: Added 'channeling' (left-to-right) and 'using' (right-to-left) modes for the fill rectangle.

  17. Death effect: Added die method that transitions characters to independent float-up, scale-down, rotation animation.

  18. Self-managing duration: Added duration parameter so status_text auto-tweens progress and dies naturally. Thrust_end only sets stopped = true to halt progress but doesn't kill the text.

  19. TODO items: Added UI anti-overlap system tasks to todo.md.

Key errors: - fill_x variable removed but still referenced β†’ nil error - @death_color! called on a packed number β†’ 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! vs child\kill! in tween callback

User 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 β†’ emoji_text where each character is a full anchor object child - Creating a new status_text class: 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

  1. 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 rendering
    • font_get_text_width, font_get_char_width, font_get_height for text measurement
    • Inline object pattern: object! β†’ \set{} β†’ \action β†’ \flow_to (from cloud code)
    • Named objects via super name β€” auto-linked to parent via add/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 β†’ update β†’ 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, .a setter is cheap (no HSL sync)
    • Operator spacing: * and / no spaces, + and - with spaces
  2. Files and Code Sections:

    • E:\a327ex\emoji-ball-battles\main.yue β€” The main game file, all changes are here

      Sword config block (~line 1108-1113): Added @afterimage_timer = 0

      Thrust velocity override (~line 1311-1315): Removed manual @thrust_text.progress update

      Thrust 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*1.5

      Thrust 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 β€” 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 β€” stops progress but doesn't kill text: yuescript @thrust_text.stopped = true if @thrust_text

      afterimage 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 object child with action for update+draw, using flow_to pattern.

      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_text

    • E:\a327ex\Anchor\framework\anchor\layer.yue β€” Read to understand layer system (commands go to C, no Lua-side queue)

    • E:\a327ex\Anchor\framework\anchor\object.yue β€” Read to understand add, flow_to, _update/_early_update/_late_update phases, all! DFS order
    • E:\a327ex\Anchor\framework\anchor\shake.yue β€” Read to understand shake module: handcam, sine, shake, get_transform
    • E:\a327ex\Anchor\framework\anchor\color.yue β€” Read to understand color class, __call packs to RGBA, .a setter
    • E:\a327ex\Anchor\framework\anchor\init.yue β€” Read to confirm flat update loop: all_objects collected, then early/update/late phases run on all
    • E:\a327ex\emoji-ball-battles\todo.md β€” Added 4 UI anti-overlap system tasks
  3. Errors and fixes:

    • Variable scoping bug: stretch_amount, squeeze_amount, squash_t local to ball draw block, not accessible in weapon draw block. Fixed by hoisting computation above both blocks.
    • fill_x undefined: Removed fill_x variable during edit but still referenced it in layer\rectangle call. Fixed by replacing with -@total_width/2.
    • @death_color! calling a number: Stored packed color integer in death_color, then tried to call it with ! (which invokes __call). Fixed by removing ! β€” value is already packed.
    • Afterimage outlines getting darker: Semi-transparent afterimages on game layer still get full-opacity outlines from outline shader. Tried cover layer β€” user said it looked wrong. Reverted to game, added scale shrink below alpha 128 to mitigate.
    • Shake characters all moving identically: All shake instances started with handcam_time = 0 or sine_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_update doing 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! vs child\kill! in tween callback: User corrected that the tween callback should kill the child, not the parent.
  4. 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 in late_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
  5. 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" β†’ 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..."
  6. Pending Tasks:

    • Sounds for the sword thrust (explicitly deferred to last)
    • Cooldown bar β€” 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
  7. 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:

    • channeling mode for thrust (fills left-to-right)
    • Self-managing duration via @timer\after @duration, 'die', -> @\die!
    • Manual progress tracking in update with @stopped flag
    • Thrust_end sets @thrust_text.stopped = true instead of killing
    • Death effect with per-character scatter animation
  8. 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 β€” adding the UI anti-overlap system items to todo.md β€” was completed. Here's where things stand:

Done this session:

Still pending:

  1. Cooldown bar β€” HP Bar-like white bar along the weapon showing weapon cooldown
  2. Sounds for sword thrust (deferred to last)
  3. Remove test keys (T and Y) once done testing status_text
  4. Test current implementation β€” the thrust + status_text integration

Your turn β€” 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)

1085β†’    -- Weapon setup based on weapon_type
  1086β†’    if @weapon_type == 'gun'
  1087β†’      @weapon_class = 'ranged'
  1088β†’      @weapon_image = an.images.gun
  1089β†’      @weapon_visual_offset = 21
  1090β†’      @weapon_perpendicular_offset = 2
  1091β†’      @weapon_hitbox_offset = 21
  1092β†’      @weapon_hitbox_length = 20
  1093β†’      @weapon_hitbox_width = 12
  1094β†’      @weapon_scale = 18/512 -- gun.png is 512x512
  1095β†’      @weapon_scale_y = -18/512 -- y flipped
  1096β†’      @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
  1097β†’      @base_angular_velocity = 1.5*math.pi
  1098β†’      @max_angular_velocity = 3*math.pi
  1099β†’      @weapon_weight = 1.0
  1100β†’      @hit_stop_multiplier = 1.0
  1101β†’      @hit_particle_multiplier = 1.0
  1102β†’      @camera_shake_multiplier = 1.0
  1103β†’    elseif @weapon_type == 'sword'
  1104β†’      @weapon_class = 'melee'
  1105β†’      @weapon_image = an.images.sword
  1106β†’      @weapon_visual_offset = 34
  1107β†’      @weapon_perpendicular_offset = 0
  1108β†’      @weapon_hitbox_offset = 38
  1109β†’      @weapon_hitbox_length = 32
  1110β†’      @weapon_hitbox_width = 10
  1111β†’      @weapon_scale = 32/512 -- sword.png is 512x512
  1112β†’      @weapon_scale_y = 32/512
  1113β†’      @weapon_rotation_offset = math.pi/4 -- sword angled up-right, rotate to point outward
  1114β†’      @base_angular_velocity = 1.5*math.pi
... [30 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

1385β†’      game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale  -- rotation + base scale
  1386β†’      game\image @image, 0, 0, nil, @ball_flashing and white!
  1387β†’      game\pop!
  1388β†’      game\pop!
  1389β†’
  1390β†’    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
  1391β†’    actual_offset = @weapon_visual_offset - @weapon_recoil_offset
  1392β†’    if @thrusting
  1393β†’      actual_offset += @radius*stretch_amount*squash_t*2
  1394β†’    perpendicular_angle = @angle - math.pi/2
  1395β†’    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
  1396β†’    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
  1397β†’    weapon_spring = @spring.weapon.x
  1398β†’    if @thrusting
  1399β†’      weapon_stretch = 1 + stretch_amount*squash_t*0.4
  1400β†’      weapon_squeeze = 1 - squeeze_amount*squash_t*0.4
  1401β†’      weapons\push weapon_x, weapon_y, @thrust_angle, weapon_stretch, weapon_squeeze
  1402β†’      weapons\push 0, 0, @angle + @weapon_rotation_offset + @weapon_recoil - @thrust_angle, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1403β†’      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1404β†’      weapons\pop!
  1405β†’      weapons\pop!
  1406β†’    else
  1407β†’      weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1408β†’      weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1409β†’      weapons\pop!
  1410β†’
  1411β†’    -- Debug draw weapon hitbox
  1412β†’    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1413β†’    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1414β†’    debug_draw\push hitbox_x, hitbox_y, @angle
... [5 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

1498β†’    -- Spawn projectile
  1499β†’    @parent.projectiles\add projectile boom_x, boom_y,
  1500β†’      velocity: 15
  1501β†’      direction: @angle
  1502β†’      flash_on_spawn: true
  1503β†’      team: @team
  1504β†’      bounces: 2
  1505β†’
  1506β†’  -- Gun callback: fire projectile with effects
  1507β†’  gun_fire: =>
  1508β†’    @gun_ready = false
  1509β†’    cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)
  1510β†’    @timer\after cooldown, 'gun_cooldown', -> @gun_ready = true
  1511β†’
  1512β†’    -- Check for burstfire
  1513β†’    burstfire_chance = @burstfire_chance_increase_per_hit * @hits_landed
  1514β†’    is_burstfire = an.random\bool burstfire_chance * 100
  1515β†’
  1516β†’    if is_burstfire
  1517β†’      burst_delay = math.max(@minimum_burstfire_delay, @base_burstfire_delay - @hits_landed * @burstfire_delay_reduction_per_hit)
  1518β†’      @\fire_single_shot!
  1519β†’      @timer\after burst_delay, -> @\fire_single_shot!
  1520β†’      @timer\after burst_delay * 2, -> @\fire_single_shot!
  1521β†’    else
  1522β†’      @\fire_single_shot!

Read (E:\a327ex\emoji-ball-battles\main.yue)

1535β†’
  1536β†’    hit = an\raycast tip_x, tip_y, ray_end_x, ray_end_y, 'ball'
  1537β†’    hit and hit.object.team != @team
  1538β†’
  1539β†’  -- Sword thrust: hit stop to signal, then lunge toward enemy
  1540β†’  sword_thrust: =>
  1541β†’    @thrust_ready = false
  1542β†’    @pre_thrust_angular_sign = math.sign(@collider\get_angular_velocity!)
  1543β†’    @thrust_angle = @angle  -- lock thrust direction
  1544β†’
  1545β†’    -- Stop rotation immediately during hit stop
  1546β†’    @collider\set_fixed_rotation true
  1547β†’    @collider\set_angular_velocity 0
  1548β†’
  1549β†’    -- Hit stop to signal the thrust
  1550β†’    an\hit_stop 0.3
  1551β†’
  1552β†’    -- After hit stop, begin the actual lunge
  1553β†’    @timer\after 0.01, 'thrust_start', ->
  1554β†’      @thrusting = true
  1555β†’      @thrust_hit_this_thrust = false
  1556β†’      @thrust_progress = 0
  1557β†’      vx, vy = @collider\get_velocity!
  1558β†’      @thrust_start_speed = math.length(vx, vy)
  1559β†’      @thrust_end_speed = math.max(400, @thrust_start_speed + @thrust_speed)
  1560β†’      @collider\set_gravity_scale 0
  1561β†’      @collider\set_bullet true
  1562β†’      (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 @
  1563β†’
  1564β†’      -- End thrust after duration
... [25 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

1600β†’    @collider\set_angular_velocity @base_angular_velocity
  1601β†’
  1602β†’
  1603β†’
  1604β†’-- HP bar: temporary bar below entity (added as child)
  1605β†’class hp_bar extends object
  1606β†’  new: (args={}) =>
  1607β†’    super 'hp_bar'
  1608β†’    @offset_y = args.offset_y or 18 -- below the parent
  1609β†’    @w = args.w or 22
  1610β†’    @h = args.h or 4
  1611β†’    @duration = args.duration or 1.5
  1612β†’    @bg_color = args.bg_color or black!
  1613β†’    @fill_color = args.fill_color or red!
  1614β†’    @visible = false
  1615β†’    @\add timer!
  1616β†’    @\add spring!
  1617β†’
  1618β†’  update: (dt) =>
  1619β†’    x = @parent.x
  1620β†’    y = @parent.y + @offset_y
  1621β†’    fill_w = @w*(@parent.hp/@parent.max_hp)
  1622β†’
  1623β†’    if @visible
  1624β†’      ui\push x, y, 0, @spring.main.x, @spring.main.x
  1625β†’      ui\rounded_rectangle -@w/2, -@h/2, @w, @h, 3, @bg_color
  1626β†’      ui\rounded_rectangle -@w/2, -@h/2, fill_w, @h, 3, @flashing and white! or @fill_color
  1627β†’      ui\pop!
  1628β†’
  1629β†’  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)

36β†’
    37β†’-- Layers
    38β†’bg = an\layer 'bg'
    39β†’back = an\layer 'back'
    40β†’back_outline = an\layer 'back_outline'
    41β†’game = an\layer 'game'
    42β†’game_outline = an\layer 'game_outline'
    43β†’front = an\layer 'front'
    44β†’front_outline = an\layer 'front_outline'
    45β†’cover = an\layer 'cover'
    46β†’weapons = an\layer 'weapons'
    47β†’weapons_outline = an\layer 'weapons_outline'
    48β†’outline_only = an\layer 'outline_only' -- source layer for outline_only shader, never drawn itself
    49β†’actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only shader
    50β†’effects = an\layer 'effects'
    51β†’effects_outline = an\layer 'effects_outline'
    52β†’recolor_blue = an\layer 'recolor_blue'
    53β†’recolor_yellow = an\layer 'recolor_yellow'
    54β†’ui = an\layer 'ui'
    55β†’ui_outline = an\layer 'ui_outline'
    56β†’shadow = an\layer 'shadow'
    57β†’debug_draw = an\layer 'debug_draw'
    58β†’
    59β†’--[[
    60β†’-- UI layers don't use camera (no shake)
    61β†’ui.camera = nil
    62β†’ui_outline.camera = nil
    63β†’]]
    64β†’
    65β†’-- Shaders

Read (E:\a327ex\emoji-ball-battles\main.yue)

1186β†’
  1187β†’    -- Flash state for weapon
  1188β†’    @weapon_flashing = false
  1189β†’    @thrusting = false  -- sword thrust state
  1190β†’    @weapon_recoil = 0  -- rotation offset for gun recoil animation
  1191β†’    @weapon_recoil_offset = 0  -- position offset for gun recoil (moves toward ball)
  1192β†’
  1193β†’    -- HP
  1194β†’    @max_hp = 50
  1195β†’    @hp = @max_hp
  1196β†’    @\add hp_bar!
  1197β†’
  1198β†’    -- Weapon effect tracking
  1199β†’    @hits_landed = 0
  1200β†’    @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:

  1. Store weapon draw position (after line 1396, where weapon_x/weapon_y are computed): yuescript @weapon_draw_x = weapon_x @weapon_draw_y = weapon_y

  2. Instantiate (after @\add hp_bar! at line 1196): yuescript @\add cooldown_bar!

  3. Activate in gun_fire (after line 1510's cooldown timer): yuescript @cooldown_bar\activate cooldown

  4. Activate in thrust_end (after line 1579's thrust_cooldown timer): yuescript @cooldown_bar\activate @thrust_cooldown

How it works:

Does this look right?

Let's try it.

Read (E:\a327ex\emoji-ball-battles\main.yue)

1633β†’    @visible = true
  1634β†’    @timer\after 2, 'visible', -> @visible = false
  1635β†’
  1636β†’
  1637β†’
  1638β†’class hp_ui extends object
  1639β†’  new: (team, hp, max_hp) =>
  1640β†’    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)

1508β†’
  1509β†’  -- Gun callback: fire projectile with effects
  1510β†’  gun_fire: =>
  1511β†’    @gun_ready = false
  1512β†’    cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)

Read (E:\a327ex\emoji-ball-battles\main.yue)

1593β†’      @spring\pull 'squash_y', -amount*0.5, 3, 0.5
  1594β†’    else
  1595β†’      -- Vertical wall (left/right): squash x, stretch y
  1596β†’      @spring\pull 'squash_y', amount, 3, 0.5
  1597β†’      @spring\pull 'squash_x', -amount*0.5, 3, 0.5
  1598β†’
  1599β†’  -- Start ball movement (called when game unpauses)
  1600β†’  start_moving: =>

Read (E:\a327ex\emoji-ball-battles\main.yue)

1512β†’    cooldown = math.max(@minimum_cooldown, @base_cooldown - @hits_landed * @cooldown_reduction_per_hit)
  1513β†’    @timer\after cooldown, 'gun_cooldown', -> @gun_ready = true
  1514β†’

Read (E:\a327ex\emoji-ball-battles\main.yue)

1578β†’    @collider\set_angular_velocity @pre_thrust_angular_sign*@base_angular_velocity
  1579β†’    @time_above_base = 0
  1580β†’    @time_below_base = 0
  1581β†’    @thrust_text.stopped = true if @thrust_text
  1582β†’    @timer\after @thrust_cooldown, 'thrust_cooldown', -> @thrust_ready = true
  1583β†’

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 β€” 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 β€” 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 β€” 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 β€” 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)

1636β†’    @timer\after 0.15, 'flash', -> @flashing = false
  1637β†’    @spring\pull 'main', 0.5, 3, 0.5
  1638β†’    @visible = true
  1639β†’    @timer\after 2, 'visible', -> @visible = false
  1640β†’
  1641β†’
  1642β†’
  1643β†’class cooldown_bar extends object
  1644β†’  new: (args={}) =>
  1645β†’    super 'cooldown_bar'
  1646β†’    @layer = args.layer or ui
  1647β†’    @position = args.position or 'above'  -- 'above' or 'below'
  1648β†’    @w = args.w or 20
  1649β†’    @h = args.h or 3
  1650β†’    @perpendicular_offset = args.perpendicular_offset or 6
  1651β†’    @bg_color = args.bg_color or (color 0, 0, 0, 160)
  1652β†’    @fill_color = args.fill_color or (color 255, 255, 255)
  1653β†’    @progress = 1
  1654β†’    @duration = 0
  1655β†’    @elapsed = 0
  1656β†’    @active = false
  1657β†’
  1658β†’  activate: (duration) =>
  1659β†’    @duration = duration
  1660β†’    @elapsed = 0
  1661β†’    @progress = 0
  1662β†’    @active = true
  1663β†’
  1664β†’  update: (dt) =>
  1665β†’    if @active
... [10 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

1675β†’    offset_y = @position == 'above' and -@perpendicular_offset or @perpendicular_offset
  1676β†’    @layer\push p.weapon_draw_x, p.weapon_draw_y, angle, 1, 1
  1677β†’    @layer\rectangle -@w/2, offset_y - @h/2, @w, @h, @bg_color!
  1678β†’    @layer\rectangle -@w/2, offset_y - @h/2, @w*@progress, @h, @fill_color!
  1679β†’    @layer\pop!
  1680β†’
  1681β†’
  1682β†’
  1683β†’class hp_ui extends object
  1684β†’  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 β€” 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:

  1. Sounds for sword thrust β€” explicitly deferred to last
  2. Remove test keys (T and Y) β€” the status_text test bindings in arena update
  3. Remove @weapon_draw_x/@weapon_draw_y β€” 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)

860β†’  update: (dt) =>
   861β†’    @time_since_last_hit += dt
   862β†’
   863β†’    -- Test key: spawn status_text
   864β†’    if an\key_is_pressed 't'
   865β†’      test_text = status_text 'test_text', gw/2, gh/2, "thrusting", {font: 'fat', angle: -0.1, scale: 0.8}
   866β†’      test_text\flow_to @effects
   867β†’      @\add timer! unless @timer
   868β†’      @timer\tween 5, test_text, {progress: 1}, math.linear
   869β†’    if an\key_is_pressed 'y'
   870β†’      @effects.test_text\die! if @effects.test_text
   871β†’
   872β†’  -- Returns 0-1 probability based on time since last hit
   873β†’  -- Uses remap + quint_out: 0 below 0.5, ramps quickly above
   874β†’  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!