a327ex.com

EBB Sword (Redo)


Hello, Claude. Let's continue with the implementation of Emoji Ball Battles. We're going to focus on Weapons next. Can you read the relevant files and tell me what your plan of attack would be?

Let me read the relevant files to understand the current state and what's needed for weapons.

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>

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

<tool_use_error>Sibling tool call errored</tool_use_error>

Let me find the correct file paths.

Glob (E:\a327ex\Anchor**Overview.md)

E:\a327ex\Anchor\private\Tales from Psyonia Overview.md

I found the files. Let me read the main game code and the weapons-related documentation.

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

File content (29862 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.

Let me read the main game code to see what's already implemented.

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

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

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

500→
   501→            -- Normal distribution centered at 0.5
   502→            -- Stddev shrinks as speed increases: wide spread at low speed, tight at high speed
   503→            stddev = math.remap(speed_ratio, 0, 1, 0.3, 0.1)
   504→            random_ratio = an.random\normal(0.5, stddev)
   505→
   506→            -- Blend from current ratio toward normal random based on speed
   507→            -- At low speed: stays close to physics result
   508→            -- At high speed: moves toward middle-favoring random
   509→            new_ratio_a = math.lerp(speed_ratio, ratio_a, random_ratio)
   510→            new_ratio_a = math.clamp(new_ratio_a, 0.05, 0.95)
   511→
   512→            -- Calculate new energies and scale velocities (preserves direction)
   513→            new_energy_a = total_energy*new_ratio_a
   514→            new_energy_b = total_energy*(1 - new_ratio_a)
   515→
   516→            scale_a = math.sqrt(new_energy_a/energy_a)
   517→            scale_b = math.sqrt(new_energy_b/energy_b)
   518→
   519→            vx_a = vx_a*scale_a
   520→            vy_a = vy_a*scale_a
   521→            vx_b = vx_b*scale_b
   522→            vy_b = vy_b*scale_b
   523→
   524→      -- Apply energy boost (unless we're bypassing and losing energy)
   525→      if not bypass_energy_system
   526→        vx_a = vx_a*@ball_energy_boost
   527→        vy_a = vy_a*@ball_energy_boost
   528→        vx_b = vx_b*@ball_energy_boost
   529→        vy_b = vy_b*@ball_energy_boost
... [470 more lines]

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

1000→        @plants\add plant x + 8, y + 0, {image: 'sheaf', w: 16, h: 16, layer: back}
  1001→      -- Group 4: blossom 22 at x-6 (front), seedling 12 at x+8 (back)
  1002→      when 4
  1003→        @plants\add plant x - 6, y - 2, {image: 'blossom', w: 22, h: 22, layer: front}
  1004→        @plants\add plant x + 8, y + 0, {image: 'seedling', w: 12, h: 12, layer: back}
  1005→      -- Group 5: sheaf 18 at x-12 (back), tulip 22 at x (front), seedling 14 at x+12 (front)
  1006→      when 5
  1007→        @plants\add plant x - 12, y + 0, {image: 'sheaf', w: 18, h: 18, layer: back}
  1008→        @plants\add plant x + 0, y - 2, {image: 'tulip', w: 22, h: 22, layer: front}
  1009→        @plants\add plant x + 12, y + 0, {image: 'seedling', w: 14, h: 14, layer: front}
  1010→      -- Group 6: sheaf 16 at x-16 (front), four_leaf_clover 19 at x (back), seedling 14 at x+12 (front)
  1011→      when 6
  1012→        @plants\add plant x - 16, y + 0, {image: 'sheaf', w: 16, h: 16, layer: front}
  1013→        @plants\add plant x + 0, y - 1, {image: 'four_leaf_clover', w: 19, h: 19, layer: back, min_rotation: -0.15}
  1014→        @plants\add plant x + 12, y + 0, {image: 'seedling', w: 14, h: 14, layer: front}
  1015→      -- Group 7: sheaf 16 at x-16 (front), blossom 22 at x (back), seedling 12 at x+4 (front), seedling 12 at x+14 (front), sheaf 16 at x+30 (front)
  1016→      when 7
  1017→        @plants\add plant x - 16, y + 0, {image: 'sheaf', w: 16, h: 16, layer: front}
  1018→        @plants\add plant x + 0, y - 2, {image: 'blossom', w: 22, h: 22, layer: back}
  1019→        @plants\add plant x + 4, y + 0, {image: 'seedling', w: 12, h: 12, layer: front}
  1020→        @plants\add plant x + 14, y + 0, {image: 'seedling', w: 12, h: 12, layer: front}
  1021→        @plants\add plant x + 30, y + 0, {image: 'sheaf', w: 16, h: 16, layer: front}
  1022→      -- Group 8: tulip 16 at x-20 (front), tulip 22 at x (front), tulip 14 at x+20 (back)
  1023→      when 8
  1024→        @plants\add plant x - 20, y - 2, {image: 'tulip', w: 16, h: 16, layer: front}
  1025→        @plants\add plant x + 0, y - 2, {image: 'tulip', w: 22, h: 22, layer: front}
  1026→        @plants\add plant x + 20, y - 2, {image: 'tulip', w: 14, h: 14, layer: back}
  1027→
  1028→  -- Apply direct force to nearby plants (ball hitting ground)
  1029→  -- Plants push AWAY from impact point, closer plants get more force
... [470 more lines]

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

1500→class weapon_ui extends object
  1501→  new: (@team, weapon_type) =>
  1502→    super 'weapon_ui'
  1503→    @weapon_type = weapon_type
  1504→
  1505→    -- Emoji properties
  1506→    @emoji_x = if @team == 'player' then 59 else 421
  1507→    @emoji_y = 60
  1508→    @emoji_image = if @team == 'player' then an.images.cowboy else an.images.no_mouth
  1509→    @emoji_hit_image = if @team == 'player' then an.images.cowboy_hit else an.images.no_mouth_hit
  1510→    @emoji_scale = 20/512
  1511→    @emoji_scale *= 1.1 if @team == 'player'
  1512→    @showing_hit = false
  1513→    @emoji_oy = 0
  1514→
  1515→    -- Weapon properties
  1516→    @weapon_x = if @team == 'player' then 91 else 389
  1517→    @weapon_y = 60
  1518→    @weapon_image = if weapon_type == 'gun' then an.images.gun else an.images.dagger
  1519→    @weapon_scale = 20/512
  1520→    @weapon_flip_x = if @team == 'player' then -1 else 1
  1521→
  1522→    -- Board properties
  1523→    -- @board_y = 102
  1524→    -- @board_scale = 102/512
  1525→
  1526→    -- Text properties
  1527→    @text_x = if @team == 'player' then 65 else 400
  1528→    @text_y = 92
  1529→    @text_oy = 0
... [470 more lines]

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

2000→    -- Optional rotation limits (nil = no limit)
  2001→    @min_rotation = args.min_rotation
  2002→    @max_rotation = args.max_rotation
  2003→
  2004→    -- Force tracking for death probability
  2005→    @force_count = 0
  2006→    @force_threshold = 5  -- forces needed before death becomes possible
  2007→    @dying = false  -- prevents multiple dying plants from spawning
  2008→
  2009→    @\add timer!
  2010→
  2011→  update: (dt) =>
  2012→    -- Moving force physics
  2013→    if @applying_moving
  2014→      if @moving_max_v > 0
  2015→        @moving_v = math.min @moving_v + @moving_accel*dt, @moving_max_v
  2016→      else
  2017→        @moving_v = math.max @moving_v - @moving_accel*dt, @moving_max_v
  2018→      @moving_r += @moving_v*dt
  2019→    @moving_v = math.damping 0.9, 1, dt, @moving_v
  2020→    @moving_r = math.damping 0.9, 1, dt, @moving_r
  2021→
  2022→    -- Direct force physics
  2023→    if @applying_direct
  2024→      if @direct_max_v > 0
  2025→        @direct_v = math.min @direct_v + @direct_accel*dt, @direct_max_v
  2026→      else
  2027→        @direct_v = math.max @direct_v - @direct_accel*dt, @direct_max_v
  2028→      @direct_r += @direct_v*dt
  2029→    @direct_v = math.damping 0.9, 1, dt, @direct_v
... [151 more lines]

I've read through the codebase. Here's my analysis:

Current State

Implemented weapons:

Both are well-structured with proper physics, hitboxes, visual feedback (springs, flashing), and sound effects.

Not yet implemented:


Plan of Attack

The PHASE2_WEAPONS.md suggests a sensible order. I'd group the work into three tiers:

Tier 1: Foundation (establishes patterns)

  1. Sword — simplest rotation weapon, introduces damage scaling (vs Dagger's speed scaling)
  2. Bow — introduces multi-projectile pattern
  3. Hammer — introduces Heavy tag + Stun status effect (first status effect)

Tier 2: Status Effects (builds on foundation)

  1. Kitchen Knife — Bleed (wall-triggered damage)
  2. Syringe — Poison (stacking DoT)
  3. Candle — Burn (refreshing DoT)

Tier 3: Complex Mechanics (builds on status effects)

  1. Defensive weapons (Shield, Umbrella, Log)
  2. Hybrid weapons (Boomerang, Clock)
  3. AoE weapons (Trident, Pencil, Pen)
  4. Minion weapons (Wrench, Honeypot)
  5. Special (Boxing Glove)

Architecture Decision

Before implementing, I have one key question: How do you want weapons structured?

Option A: Keep weapons inline in ball class (current approach)

Option B: Extract weapons to separate classes

What would you like to start with — Sword as the first new weapon? And do you have a preference on architecture?

We're only going to do one weapon at a time, let's start with the Sword. What's your plan for it?

Sword Implementation Plan

Sword is essentially Dagger with different scaling: +1 damage per hit instead of +rotation speed per hit.

What needs to change:

1. Asset

2. Ball class constructor — add 'sword' case: weapon_class = 'melee' weapon_image = an.images.sword weapon_visual_offset = ~24 (adjust based on sprite) weapon_hitbox_offset/length/width (tune to sprite) weapon_scale, weapon_rotation_offset

3. Damage scaling — add new properties: @base_damage = 1 @damage_increase_per_hit = 1

4. Weapon-ball sensor handler (arena.early_update, line ~757): Currently hardcoded: defender\take_damage 1, attacker

Change to: defender\take_damage attacker.base_damage, attacker

Then in the Dagger-specific scaling block, add Sword-specific scaling: if attacker.weapon_type == 'sword' attacker.base_damage += attacker.damage_increase_per_hit elseif attacker.weapon_type == 'dagger' attacker.base_angular_velocity += ...

5. Weapon UI — show "DAMAGE" stat for sword (currently shows "ROTATIONS/S" for dagger, "ATTACKS/S" for gun)


Questions before I proceed:

  1. Do you have the sword asset, or should I add a placeholder path?
  2. For hitbox dimensions — should I start with Dagger's values and you'll tune later, or do you have specific dimensions in mind?
  3. The current base_angular_velocity_increase_per_hit is on ball class. Should I generalize this (e.g., @scaling_per_hit that means different things per weapon), or keep separate named properties per weapon type?

The sword is available at assets/sword.png. Importantly, the dagger is angled downwards and to the left diagonal, while the sword is angled upwards and to the right diagonal. The sword should be bigger than the dagger by some significant amount, although I'll tune the values later. Keep separate named properties per weapon, we'll generalize later if we find that many weapons use similar values. Any other questione before you start? I believe there may be multiple places in the codebase that need updating to accomodate for 2 melee weapons, i.e. code that has been specifically written for the dagger, and not for melee weapons generally. Could you search for those now? You could also do the same for ranged weapons vs. gun, since we'll add the bow later.

Good call. Let me search for weapon-specific code that should be generalized.

Grep (gun)

75:an\image 'gun', 'assets/gun.png'
76:an\image 'gun', 'assets/gun.png'
114:--   gun_fire_1 (revolver_shot1): -24.7 dB → 0.54
115:--   gun_fire_2 (revolver_shot2): -24.9 dB → 0.56
116:--   gun_fire_3 (revolver_shot3): -23.3 dB → 0.46
137:an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'
138:an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'
139:an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
271:    @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', 'gun'
817:    -- Test: press P to fire a projectile from player's gun
820:      an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
822:      -- Spawn boom particle at gun tip (slight random offset like reference)
823:      gun_tip_offset = @player_ball.weapon_visual_offset + 12  -- from ball center to gun tip
824:      boom_offset = an.random\float(0.9, 1.1)*gun_tip_offset
1055:    if @weapon_type == 'gun'
1057:      @weapon_image = an.images.gun
1062:      @weapon_scale = 18/512  -- gun.png is 512x512
1064:      @weapon_rotation_offset = math.pi  -- gun points left, rotate to point outward
1123:    @weapon_recoil = 0  -- rotation offset for gun recoil animation
1124:    @weapon_recoil_offset = 0  -- position offset for gun recoil (moves toward ball)
1153:    if @weapon_type == 'gun'
1154:      @gun_ready = true
1155:      @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
1242:    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
1295:  gun_is_aligned: =>
1296:    gun_tip_offset = @weapon_visual_offset + 12
1298:    gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perp)
1299:    gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perp)
1302:    ray_end_x = gun_tip_x + ray_length*math.cos(@angle)
1303:    ray_end_y = gun_tip_y + ray_length*math.sin(@angle)
... [10 more lines]

Good findings. Here's what I found:

Dagger-specific code needing attention for Sword:

Line Code Issue
1065-1074 else -- dagger block Need to add 'sword' case, currently falls through to dagger
761-763 attacker.base_angular_velocity += ... Dagger-specific scaling in weapon-ball sensor. Need to make conditional
1518 if weapon_type == 'gun' then ... else an.images.dagger weapon_ui assumes non-gun = dagger. Need sword case
628 an\sound_play 'dagger_wall' Weapon-weapon collision uses dagger sound. Should sword share this or have its own?
1206 an\sound_play "dagger_swing_#{...}" Swing sounds named "dagger" but used for all melee. Reuse for sword?
1260 an\sound_play 'dagger_ball' In take_damage — plays for ANY damage source, not dagger-specific. Misnamed but not blocking.

Gun-specific code (for future Bow reference):

Line Code Note
1055-1064 Gun setup block Will need 'bow' case
1153-1155 Gun auto-fire timer Gun-specific behavior, bow will need different logic
1295-1355 gun_is_aligned, gun_fire methods Gun-specific, bow needs own methods
1518 weapon_ui image Needs bow case
1582 if @weapon_type == 'gun' stats Needs bow case
75-76 Duplicate an\image 'gun' Minor bug, not blocking

Questions before implementing:

  1. Sounds: Should sword reuse dagger_wall and dagger_swing_* sounds, or do you want separate sword sounds later? (I'd suggest reuse for now, rename to melee_* later if needed)

  2. Line 1260 (dagger_ball sound): This plays when any ball takes damage. Should I rename it to something generic like ball_hit, or leave it for now?

Reuse sounds for now, leave renaming for later.

Got it. Let me implement Sword step by step.

Step 1: Add sword image (around line 74)

an\image 'sword', 'assets/sword.png'

Does this look right?

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

69→an\image 'slight_smile', 'assets/slight_smile.png'
    70→an\image 'cowboy', 'assets/cowboy.png'
    71→an\image 'cowboy_hit', 'assets/cowboy_hit.png'
    72→an\image 'no_mouth', 'assets/no_mouth.png'
    73→an\image 'no_mouth_hit', 'assets/no_mouth_hit.png'
    74→an\image 'dagger', 'assets/dagger.png'
    75→an\image 'gun', 'assets/gun.png'
    76→an\image 'gun', 'assets/gun.png'
    77→an\image 'boom', 'assets/boom.png'
    78→an\image 'star', 'assets/star.png'
    79→an\image 'dash', 'assets/dash.png'
    80→
    81→-- Plant images
    82→an\image 'seedling', 'assets/seedling.png'
    83→an\image 'sheaf', 'assets/sheaf.png'

I see there's a duplicate gun line (75-76). I'll add sword after dagger and remove the duplicate.

an\image 'dagger', 'assets/dagger.png'
an\image 'sword', 'assets/sword.png'
an\image 'gun', 'assets/gun.png'

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

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

Step 2: Add sword case in ball constructor

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

1050→    @radius = 10
  1051→    @scale = 2*@radius/@image.width
  1052→    @scale = 1.125*@scale if @team == 'player' -- cowboy is visually larger
  1053→
  1054→    -- Weapon setup based on weapon_type
  1055→    if @weapon_type == 'gun'
  1056→      @weapon_class = 'ranged'
  1057→      @weapon_image = an.images.gun
  1058→      @weapon_visual_offset = 21
  1059→      @weapon_hitbox_offset = 21
  1060→      @weapon_hitbox_length = 20
  1061→      @weapon_hitbox_width = 12
  1062→      @weapon_scale = 18/512  -- gun.png is 512x512
  1063→      @weapon_scale_y = -18/512  -- y flipped
  1064→      @weapon_rotation_offset = math.pi  -- gun points left, rotate to point outward
  1065→    else  -- dagger
  1066→      @weapon_class = 'melee'
  1067→      @weapon_image = an.images.dagger
  1068→      @weapon_visual_offset = 24
  1069→      @weapon_hitbox_offset = 24
  1070→      @weapon_hitbox_length = 28
  1071→      @weapon_hitbox_width = 8
  1072→      @weapon_scale = 18/512  -- dagger.png is 512x512
  1073→      @weapon_scale_y = 18/512
  1074→      @weapon_rotation_offset = -3*math.pi/4  -- dagger rotation to point outward
  1075→
  1076→    @\add collider 'ball', 'dynamic', 'circle', @radius
  1077→    @collider\set_position @x, @y
  1078→    @collider\set_restitution 1
  1079→    @collider\set_friction 0
... [20 more lines]

I need to add the sword case. The sword is:

Here's my proposed change — converting the else to explicit elseif cases:

    if @weapon_type == 'gun'
      @weapon_class = 'ranged'
      @weapon_image = an.images.gun
      @weapon_visual_offset = 21
      @weapon_hitbox_offset = 21
      @weapon_hitbox_length = 20
      @weapon_hitbox_width = 12
      @weapon_scale = 18/512  -- gun.png is 512x512
      @weapon_scale_y = -18/512  -- y flipped
      @weapon_rotation_offset = math.pi  -- gun points left, rotate to point outward
    elseif @weapon_type == 'sword'
      @weapon_class = 'melee'
      @weapon_image = an.images.sword
      @weapon_visual_offset = 28
      @weapon_hitbox_offset = 28
      @weapon_hitbox_length = 34
      @weapon_hitbox_width = 10
      @weapon_scale = 24/512  -- sword.png is 512x512, bigger than dagger
      @weapon_scale_y = 24/512
      @weapon_rotation_offset = math.pi/4  -- sword angled up-right, rotate to point outward
    else  -- dagger
      @weapon_class = 'melee'
      @weapon_image = an.images.dagger
      ...

The rotation offset math.pi/4 is a starting point — you'll likely need to tune it based on the actual sprite. Does this look reasonable?

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

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

Step 3: Add damage scaling properties

Let me find where the weapon scaling properties are defined.

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

1135→
  1136→    -- HP
  1137→    @max_hp = 50
  1138→    @hp = @max_hp
  1139→    @\add hp_bar!
  1140→
  1141→    -- Weapon effect tracking
  1142→    @hits_landed = 0
  1143→    @base_cooldown = 1.2
  1144→    @cooldown_reduction_per_hit = 0.02  -- reaches 0.2s minimum in 50 hits
  1145→    @minimum_cooldown = 0.2
  1146→    @burstfire_chance_increase_per_hit = 0.01  -- 1% per hit
  1147→    @base_burstfire_delay = 0.4
  1148→    @minimum_burstfire_delay = 0.05
  1149→    @burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50  -- reaches 0.05s in 50 hits
  1150→    @base_angular_velocity_increase_per_hit = 0.2 * math.pi
  1151→
  1152→    -- HP UI (heart + number display at top of screen)
  1153→    @\add hp_ui @team, @hp, @max_hp
  1154→
  1155→    -- Weapon UI (emoji, weapon icon, and stat board)
  1156→    @\add weapon_ui @team, @weapon_type
  1157→
  1158→    -- Ball starts with no gravity until game starts
  1159→    @\add timer!
  1160→    @collider\set_gravity_scale 0
  1161→
  1162→    -- Gun auto-firing: when aligned and ready, fire
  1163→    if @weapon_type == 'gun'
  1164→      @gun_ready = true

I see the weapon effect tracking section. I'll add:

    -- Weapon effect tracking
    @hits_landed = 0
    @base_damage = 1  -- all weapons start at 1 damage
    @base_cooldown = 1.2
    ...
    @base_angular_velocity_increase_per_hit = 0.2 * math.pi
    @damage_increase_per_hit = 1  -- sword scaling

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

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

Step 4: Modify weapon-ball sensor handler

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

755→      -- Apply damage
   756→      attacker\flash_weapon!
   757→      defender\take_damage 1, attacker
   758→      attacker.hits_landed += 1
   759→      attacker.weapon_ui\landed_hit!
   760→
   761→      -- Dagger mechanic: increase spin speed on hit
   762→      attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   763→      attacker.max_angular_velocity = attacker.base_angular_velocity * 2
   764→
   765→      -- Hit effect on defender's edge, facing the weapon
   766→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   767→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   768→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   769→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   770→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   771→
   772→      @\hit_effect effect_x, effect_y
   773→      @\hit_stop 0.15
   774→
   775→    -- Ball passing through plant: apply moving force
   776→    for event in *an\sensor_begin_events 'plant_ghost', 'ball'
   777→      plant_object = event.a
   778→      ball_object = event.b
   779→      vx, vy = ball_object.collider\get_velocity!
   780→      -- Apply moving force based on ball's horizontal velocity
   781→      plant_object\apply_moving_force math.sign(vx), 0.3*math.abs(vx)
   782→      -- Sound
   783→      an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
   784→

I need to:

  1. Use attacker.base_damage instead of hardcoded 1
  2. Make scaling conditional on weapon type
      -- Apply damage
      attacker\flash_weapon!
      defender\take_damage attacker.base_damage, attacker
      attacker.hits_landed += 1
      attacker.weapon_ui\landed_hit!

      -- Weapon-specific scaling on hit
      if attacker.weapon_type == 'dagger'
        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
        attacker.max_angular_velocity = attacker.base_angular_velocity * 2
      elseif attacker.weapon_type == 'sword'
        attacker.base_damage += attacker.damage_increase_per_hit

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

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

Step 5: Update weapon_ui

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

1515→class weapon_ui extends object
  1516→  new: (@team, weapon_type) =>
  1517→    super 'weapon_ui'
  1518→    @weapon_type = weapon_type
  1519→
  1520→    -- Emoji properties
  1521→    @emoji_x = if @team == 'player' then 59 else 421
  1522→    @emoji_y = 60
  1523→    @emoji_image = if @team == 'player' then an.images.cowboy else an.images.no_mouth
  1524→    @emoji_hit_image = if @team == 'player' then an.images.cowboy_hit else an.images.no_mouth_hit
  1525→    @emoji_scale = 20/512
  1526→    @emoji_scale *= 1.1 if @team == 'player'
  1527→    @showing_hit = false
  1528→    @emoji_oy = 0
  1529→
  1530→    -- Weapon properties
  1531→    @weapon_x = if @team == 'player' then 91 else 389
  1532→    @weapon_y = 60
  1533→    @weapon_image = if weapon_type == 'gun' then an.images.gun else an.images.dagger
  1534→    @weapon_scale = 20/512
  1535→    @weapon_flip_x = if @team == 'player' then -1 else 1
  1536→
  1537→    -- Board properties
  1538→    -- @board_y = 102
  1539→    -- @board_scale = 102/512

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

1590→    -- front\image an.images.blue_board, 0, 0
  1591→    -- front\pop!
  1592→
  1593→    -- Draw stat text (labels left-aligned, values right-aligned)
  1594→    effects\push @text_x + board_t.x, @text_y + @text_oy + board_t.y, board_t.rotation + @spring.text_rotation.x, @spring.text_scale.x, @spring.text_scale.x
  1595→    left_x = -45
  1596→    right_x = 55
  1597→    if @weapon_type == 'gun'
  1598→      cooldown = math.max(ball.minimum_cooldown, ball.base_cooldown - ball.hits_landed * ball.cooldown_reduction_per_hit)
  1599→      attacks_per_second = 1/cooldown
  1600→      burst_chance = math.floor(math.min(ball.hits_landed*ball.burstfire_chance_increase_per_hit*100, 50))
  1601→      -- Row 1
  1602→      effects\text "ATTACKS/S", 'lana', left_x, -6, white!
  1603→      value1 = string.format("%.2f", attacks_per_second)
  1604→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
  1605→      -- Row 2
  1606→      effects\text "BURST CHANCE", 'lana', left_x, 6, white!
  1607→      value2 = string.format("%d%%", burst_chance)
  1608→      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
  1609→    else
  1610→      rotations_per_second = ball.base_angular_velocity/(2*math.pi)
  1611→      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
  1612→      value1 = string.format("%.2f", rotations_per_second)
  1613→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  1614→    effects\pop!
  1615→
  1616→  hit: =>
  1617→    -- Show hit emoji temporarily
  1618→    @showing_hit = true
  1619→    @timer\after 0.25, 'hit_image', -> @showing_hit = false

I need to update two places in weapon_ui:

First: weapon image selection (line 1533)

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

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

Second: stats display (lines 1597-1614)

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

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

Step 6: Update arena to test sword

Currently player has gun, enemy has dagger. To test sword, I should change one of them. Let me update enemy to use sword.

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

269→
   270→    -- Create balls
   271→    @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', 'gun'
   272→    @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', 'dagger'
   273→    @\add @player_ball
   274→    @\add @enemy_ball
   275→
   276→    -- Create plants container and spawn plant groups
   277→    @\add object 'plants'
   278→    @\spawn_plants!

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

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

All changes complete. Let me build so you can test.

Bash (cd E:/a327ex/emoji-ball-battles && ./build.bat)

Exit code 127
/usr/bin/bash: line 1: ./build.bat: No such file or directory

Glob (E:\a327ex\emoji-ball-battles*.bat)

E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\bin\build_steam.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\bin\build_web.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\bin\build_windows.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\engine\bin\run_lua.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\steam\ContentBuilder\run_build.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\steam\ContentBuilder\run_build.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\steam\goldmaster\project_example.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\steam\goldmaster\project_example.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\bin\run_yue.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\bin\run_yue.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\bin\run_yue.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\bin\run_lua.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\bin\run_lua.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\bin\run_lua.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\bin\build_windows.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\bin\build_web.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\bin\build_web.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\bin\build_web.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\bin\build_steam.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\bin\build_windows.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\bin\build_windows.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\bin\build_steam.bat
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\bin\build_steam.bat
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\bin\build_web.bat
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\bin\build_windows.bat
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\bin\run.bat
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\bin\run_yue.bat
E:\a327ex\emoji-ball-battles\reference\super emoji box\tools\run.bat
E:\a327ex\emoji-ball-battles\reference\super emoji pop\tools\run.bat
E:\a327ex\emoji-ball-battles\run.bat

There's run.bat in emoji-ball-battles. Per your instructions, I won't run it — you can test when ready.


Summary of changes:

  1. Line 75: Added an\image 'sword', 'assets/sword.png' (also fixed duplicate gun line)

  2. Lines 1065-1082: Added sword weapon setup:

    • weapon_visual_offset = 28
    • weapon_hitbox_length = 34, width = 10
    • weapon_scale = 24/512 (bigger than dagger's 18)
    • weapon_rotation_offset = math.pi/4 (opposite direction from dagger)
  3. Lines 1142-1152: Added damage properties:

    • @base_damage = 1 (all weapons)
    • @damage_increase_per_hit = 1 (sword scaling)
  4. Lines 755-766: Updated weapon-ball sensor:

    • Uses attacker.base_damage instead of hardcoded 1
    • Scaling now conditional: dagger increases spin, sword increases damage
  5. Line 1533: Updated weapon_ui image selection to handle sword

  6. Lines 1597-1617: Updated weapon_ui stats to show "DAMAGE" for sword

  7. Line 272: Changed enemy to use sword for testing


Things you'll likely need to tune:

Can you debug draw the sword's shape?

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

1245→      @low_vy_time = 0
  1246→
  1247→    -- Draw ball with world-aligned squash
  1248→    squash_x = @spring.squash_x.x
  1249→    squash_y = @spring.squash_y.x
  1250→    hit_scale = @spring.hit.x
  1251→    game\push @x, @y, 0, squash_x, squash_y           -- world-aligned squash (no rotation)
  1252→    game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale  -- rotation + base scale
  1253→    game\image @image, 0, 0, nil, @ball_flashing and white!
  1254→    game\pop!
  1255→    game\pop!
  1256→
  1257→    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
  1258→    -- Gun is offset 2 pixels "up" (perpendicular to angle, counterclockwise)
  1259→    actual_offset = @weapon_visual_offset - @weapon_recoil_offset
  1260→    perp_angle = @angle - math.pi/2
  1261→    weapon_x = @x + actual_offset*math.cos(@angle) + 2*math.cos(perp_angle)
  1262→    weapon_y = @y + actual_offset*math.sin(@angle) + 2*math.sin(perp_angle)
  1263→    weapon_spring = @spring.weapon.x
  1264→    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1265→    weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1266→    weapons\pop!
  1267→
  1268→  take_damage: (amount, source) =>
  1269→    return unless @parent  -- Guard against events before fully added

I'll add debug drawing after the weapon is drawn. The hitbox is offset from ball center along the angle.

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

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

Done. Added debug drawing after line 1266 — draws a red rectangle outline showing the weapon hitbox. Both weapons will show their hitboxes now, so you can compare sword vs gun sizing. Run to test.

Draw a solid rectangle instead.

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

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

Done.

The sword needs to be offset a little to the right?

Do you mean:

  1. The visual sprite (perpendicular offset like the gun's 2-pixel shift)?
  2. The hitbox position?
  3. Both?

And roughly how much offset are you thinking?

I mean the visual sprite.

I'll add a perpendicular offset property for weapons. Currently gun uses a hardcoded 2-pixel offset. Let me make it configurable per weapon.

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

1054→    @scale = 2*@radius/@image.width
  1055→    @scale = 1.125*@scale if @team == 'player' -- cowboy is visually larger
  1056→
  1057→    -- Weapon setup based on weapon_type
  1058→    if @weapon_type == 'gun'
  1059→      @weapon_class = 'ranged'
  1060→      @weapon_image = an.images.gun
  1061→      @weapon_visual_offset = 21
  1062→      @weapon_hitbox_offset = 21
  1063→      @weapon_hitbox_length = 20
  1064→      @weapon_hitbox_width = 12
  1065→      @weapon_scale = 18/512  -- gun.png is 512x512
  1066→      @weapon_scale_y = -18/512  -- y flipped
  1067→      @weapon_rotation_offset = math.pi  -- gun points left, rotate to point outward
  1068→    elseif @weapon_type == 'sword'
  1069→      @weapon_class = 'melee'
  1070→      @weapon_image = an.images.sword
  1071→      @weapon_visual_offset = 28
  1072→      @weapon_hitbox_offset = 28
  1073→      @weapon_hitbox_length = 34
  1074→      @weapon_hitbox_width = 10
  1075→      @weapon_scale = 24/512  -- sword.png is 512x512, bigger than dagger
  1076→      @weapon_scale_y = 24/512
  1077→      @weapon_rotation_offset = math.pi/4  -- sword angled up-right, rotate to point outward
  1078→    else  -- dagger
  1079→      @weapon_class = 'melee'
  1080→      @weapon_image = an.images.dagger
  1081→      @weapon_visual_offset = 24
  1082→      @weapon_hitbox_offset = 24
  1083→      @weapon_hitbox_length = 28
... [5 more lines]

I'll add @weapon_perp_offset to each weapon. Starting with 2 for sword (same as gun), you can tune it.

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

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

Now update the drawing code to use @weapon_perp_offset:

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

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

Done. Sword now has @weapon_perp_offset = 2. Adjust that value to shift the sprite — positive moves counterclockwise (left of weapon direction), negative moves clockwise (right).

perp -> perpendicular

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

The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of 'perp_angle' were successfully replaced with 'perpendicular_angle'.

Grep (\bperp\b)

1321:    perp = @angle - math.pi/2
1322:    gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perp)
1323:    gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perp)
1340:    perp = @angle - math.pi/2
1344:    boom_x = @x + boom_offset*math.cos(@angle) + 10*math.cos(perp)
1345:    boom_y = @y + boom_offset*math.sin(@angle) + 10*math.sin(perp)

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

The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of 'perp' were successfully replaced with 'perpendicular'.

Grep (perp)

828:      perpendicularendicular_angle = @player_ball.angle - math.pi/2
829:      boom_x = @player_ball.x + boom_offset*math.cos(@player_ball.angle) + 10*math.cos(perpendicularendicular_angle)
830:      boom_y = @player_ball.y + boom_offset*math.sin(@player_ball.angle) + 10*math.sin(perpendicularendicular_angle)
1062:      @weapon_perpendicular_offset = 2
1073:      @weapon_perpendicular_offset = 2
1084:      @weapon_perpendicular_offset = 0
1262:    perpendicularendicular_angle = @angle - math.pi/2
1263:    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicularendicular_angle)
1264:    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicularendicular_angle)
1321:    perpendicular = @angle - math.pi/2
1322:    gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perpendicular)
1323:    gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perpendicular)
1340:    perpendicular = @angle - math.pi/2
1344:    boom_x = @x + boom_offset*math.cos(@angle) + 10*math.cos(perpendicular)
1345:    boom_y = @y + boom_offset*math.sin(@angle) + 10*math.sin(perpendicular)

Oops, double replacement happened. Let me fix that.

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

The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of 'perpendicularendicular_angle' were successfully replaced with 'perpendicular_angle'.

Grep (perpendicular)

828:      perpendicular_angle = @player_ball.angle - math.pi/2
829:      boom_x = @player_ball.x + boom_offset*math.cos(@player_ball.angle) + 10*math.cos(perpendicular_angle)
830:      boom_y = @player_ball.y + boom_offset*math.sin(@player_ball.angle) + 10*math.sin(perpendicular_angle)
1062:      @weapon_perpendicular_offset = 2
1073:      @weapon_perpendicular_offset = 2
1084:      @weapon_perpendicular_offset = 0
1262:    perpendicular_angle = @angle - math.pi/2
1263:    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1264:    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1321:    perpendicular = @angle - math.pi/2
1322:    gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perpendicular)
1323:    gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perpendicular)
1340:    perpendicular = @angle - math.pi/2
1344:    boom_x = @x + boom_offset*math.cos(@angle) + 10*math.cos(perpendicular)
1345:    boom_y = @y + boom_offset*math.sin(@angle) + 10*math.sin(perpendicular)

Done. All renamed correctly:

OK, visually and functionally it works. But the sword needs to feel heavier than the dagger. Lower default rotation speed, lower reaction and rotation speed when parrying with the other gun, should also lower the ball's velocity a bit in general and feel heavier.

I'll make the sword heavier by:

  1. Lower base rotation speed — move base_angular_velocity into weapon setup
  2. Lower max rotation speed — move max_angular_velocity into weapon setup
  3. Add weight factor — reduces velocity changes on weapon collisions
  4. Lower ball max speed — heavier weapon = slower ball

Let me first check where these are currently set.

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

1096→    @collider\set_linear_damping 0
  1097→
  1098→    -- Add weapon hitbox (physical, 0 density so it doesn't affect ball mass/inertia)
  1099→    @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset}
  1100→    @collider\set_restitution 1, @weapon_shape
  1101→    @collider\set_density 0, @weapon_shape
  1102→
  1103→    -- Add sensor for detecting ball overlaps (passes through balls, generates events)
  1104→    @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, sensor: true}
  1105→    @collider\set_restitution 1, @weapon_sensor
  1106→    @collider\set_density 0, @weapon_sensor
  1107→
  1108→    -- Track low vertical velocity time for sliding detection
  1109→    @low_vy_time = 0
  1110→    @low_vy_threshold = an.random\float 0.5, 1.5
  1111→
  1112→    -- Initial rotation
  1113→    @base_angular_velocity = 1.5*math.pi  -- desired rotation speed for gameplay
  1114→    @max_angular_velocity = 3*math.pi  -- cap to prevent extremely fast spins
  1115→    @angle = an.random\angle!
  1116→    @collider\set_angle @angle
  1117→
  1118→    -- Angular velocity guardrails (keeps rotation speed balanced for gameplay)
  1119→    @time_above_base = 0  -- how long angular velocity has been above base
  1120→    @time_below_base = 0  -- how long angular velocity has been below base
  1121→    @above_base_grace_period = 0.5  -- seconds before decaying fast spin
  1122→    @below_base_grace_period = 0.25  -- seconds before recovering slow spin
  1123→
  1124→    -- Dagger swing sound tracking (for melee weapons)
  1125→    @rotation_accumulator = 0

I'll add weapon-specific rotation properties and a weight factor. First, update the weapon setup:

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

1057→    -- Weapon setup based on weapon_type
  1058→    if @weapon_type == 'gun'
  1059→      @weapon_class = 'ranged'
  1060→      @weapon_image = an.images.gun
  1061→      @weapon_visual_offset = 21
  1062→      @weapon_perpendicular_offset = 2
  1063→      @weapon_hitbox_offset = 21
  1064→      @weapon_hitbox_length = 20
  1065→      @weapon_hitbox_width = 12
  1066→      @weapon_scale = 18/512  -- gun.png is 512x512
  1067→      @weapon_scale_y = -18/512  -- y flipped
  1068→      @weapon_rotation_offset = math.pi  -- gun points left, rotate to point outward
  1069→    elseif @weapon_type == 'sword'
  1070→      @weapon_class = 'melee'
  1071→      @weapon_image = an.images.sword
  1072→      @weapon_visual_offset = 29
  1073→      @weapon_perpendicular_offset = 0
  1074→      @weapon_hitbox_offset = 29
  1075→      @weapon_hitbox_length = 30
  1076→      @weapon_hitbox_width = 10
  1077→      @weapon_scale = 24/512  -- sword.png is 512x512, bigger than dagger
  1078→      @weapon_scale_y = 24/512
  1079→      @weapon_rotation_offset = math.pi/4  -- sword angled up-right, rotate to point outward
  1080→    else  -- dagger
  1081→      @weapon_class = 'melee'
  1082→      @weapon_image = an.images.dagger
  1083→      @weapon_visual_offset = 24
  1084→      @weapon_perpendicular_offset = 0
  1085→      @weapon_hitbox_offset = 24
  1086→      @weapon_hitbox_length = 28
... [5 more lines]

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

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

Now remove the global rotation settings (they're now in weapon setup):

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

1115→    @collider\set_density 0, @weapon_sensor
  1116→
  1117→    -- Track low vertical velocity time for sliding detection
  1118→    @low_vy_time = 0
  1119→    @low_vy_threshold = an.random\float 0.5, 1.5
  1120→
  1121→    -- Initial rotation
  1122→    @base_angular_velocity = 1.5*math.pi  -- desired rotation speed for gameplay
  1123→    @max_angular_velocity = 3*math.pi  -- cap to prevent extremely fast spins
  1124→    @angle = an.random\angle!
  1125→    @collider\set_angle @angle
  1126→
  1127→    -- Angular velocity guardrails (keeps rotation speed balanced for gameplay)
  1128→    @time_above_base = 0  -- how long angular velocity has been above base
  1129→    @time_below_base = 0  -- how long angular velocity has been below base
  1130→    @above_base_grace_period = 0.5  -- seconds before decaying fast spin
  1131→    @below_base_grace_period = 0.25  -- seconds before recovering slow spin
  1132→
  1133→    -- Dagger swing sound tracking (for melee weapons)
  1134→    @rotation_accumulator = 0

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

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

Now apply weapon_weight in the weapon-weapon collision handler:

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

573→    -- Weapon-weapon collision handling
   574→    for event in *an\collision_begin_events 'weapon', 'weapon'
   575→      ball_a, ball_b = event.a, event.b
   576→
   577→      -- Reset angular velocity guardrails (let physics do its thing)
   578→      ball_a.time_above_base = 0
   579→      ball_a.time_below_base = 0
   580→      ball_b.time_above_base = 0
   581→      ball_b.time_below_base = 0
   582→
   583→      -- Apply energy boost to compensate for collision energy loss
   584→      vx_a, vy_a = ball_a.collider\get_velocity!
   585→      vx_b, vy_b = ball_b.collider\get_velocity!
   586→      vx_a = vx_a*@weapon_energy_boost
   587→      vy_a = vy_a*@weapon_energy_boost
   588→      vx_b = vx_b*@weapon_energy_boost
   589→      vy_b = vy_b*@weapon_energy_boost
   590→
   591→      -- Cap speed at @max_ball_speed
   592→      speed_a = math.length(vx_a, vy_a)
   593→      if speed_a > @max_ball_speed
   594→        scale = @max_ball_speed/speed_a
   595→        vx_a = vx_a*scale
   596→        vy_a = vy_a*scale
   597→
   598→      speed_b = math.length(vx_b, vy_b)
   599→      if speed_b > @max_ball_speed
   600→        scale = @max_ball_speed/speed_b
   601→        vx_b = vx_b*scale
   602→        vy_b = vy_b*scale
... [30 more lines]

I'll apply weight to reduce velocity after collisions. Heavier weapons = slower movement after weapon clashes:

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

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

Also apply weight to angular velocity (rotation affected less by collisions):

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

615→      av_b = ball_b.collider\get_angular_velocity!
   616→      if math.abs(av_a) > ball_a.max_angular_velocity
   617→        ball_a.collider\set_angular_velocity math.sign(av_a)*ball_a.max_angular_velocity
   618→      if math.abs(av_b) > ball_b.max_angular_velocity
   619→        ball_b.collider\set_angular_velocity math.sign(av_b)*ball_b.max_angular_velocity
   620→
   621→      -- Flash both weapons
   622→      ball_a\flash_weapon!
   623→      ball_b\flash_weapon!
   624→
   625→      -- Spring pull on weapons
   626→      ball_a.spring\pull 'weapon', 0.35, 3, 0.5
   627→      ball_b.spring\pull 'weapon', 0.35, 3, 0.5
   628→
   629→      -- Reset swing sound timer for melee weapons
   630→      ball_a.can_swing_sound_time = 0 if ball_a.weapon_class == 'melee'
   631→      ball_b.can_swing_sound_time = 0 if ball_b.weapon_class == 'melee'
   632→
   633→      -- Sound
   634→      an\sound_play 'dagger_wall', 0.54, an.random\float(0.95, 1.05)

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

610→      ball_a.collider\set_velocity vx_a, vy_a
   611→      ball_b.collider\set_velocity vx_b, vy_b
   612→
   613→      -- Cap angular velocity to prevent extremely fast spins
   614→      av_a = ball_a.collider\get_angular_velocity!
   615→      av_b = ball_b.collider\get_angular_velocity!
   616→      if math.abs(av_a) > ball_a.max_angular_velocity
   617→        ball_a.collider\set_angular_velocity math.sign(av_a)*ball_a.max_angular_velocity
   618→      if math.abs(av_b) > ball_b.max_angular_velocity
   619→        ball_b.collider\set_angular_velocity math.sign(av_b)*ball_b.max_angular_velocity
   620→
   621→      -- Flash both weapons
   622→      ball_a\flash_weapon!
   623→      ball_b\flash_weapon!
   624→

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

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

Done. Summary of sword heaviness changes:

Rotation:

Weapon weight (1.5 for sword vs 1.0 for dagger):

You can tune @weapon_weight (higher = heavier), @base_angular_velocity, and @max_angular_velocity in the sword setup block.

Let's make any hit stops that happen with the sword higher than with other weapons.

Grep (hit_stop)

650:      @\hit_stop 0.1
795:      @\hit_stop 0.15
866:  get_hit_stop_probability: =>
874:    probability = @\get_hit_stop_probability!
884:  hit_stop: (duration=0.1) =>
885:    probability = @\get_hit_stop_probability!
887:      an\hit_stop duration

I'll add a @hit_stop_multiplier property to weapons. Let me check the hit locations and add the property.

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

645→
   646→      -- Sound
   647→      an\sound_play 'dagger_wall', 0.54, an.random\float(0.95, 1.05)
   648→
   649→      @\hit_effect event.point_x, event.point_y
   650→      @\hit_stop 0.1
   651→
   652→      -- Trigger reflect on melee weapons
   653→      if ball_a.weapon_class == 'melee'
   654→        ball_a.weapon_ui\reflect!
   655→      if ball_b.weapon_class == 'melee'
   656→        ball_b.weapon_ui\reflect!
   657→
   658→    -- Ball-wall collision: probabilistically apply energy boost based on system energy
   659→    for event in *an\collision_begin_events 'ball', 'wall'

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

788→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   789→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   790→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   791→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   792→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   793→
   794→      @\hit_effect effect_x, effect_y
   795→      @\hit_stop 0.15
   796→
   797→    -- Ball passing through plant: apply moving force
   798→    for event in *an\sensor_begin_events 'plant_ghost', 'ball'
   799→      plant_object = event.a
   800→      ball_object = event.b
   801→      vx, vy = ball_object.collider\get_velocity!
   802→      -- Apply moving force based on ball's horizontal velocity

First, add @hit_stop_multiplier to weapon setup:

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 update weapon-weapon collision to use the multiplier (use max of both):

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

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

Now update weapon-ball sensor (melee hit) to use attacker's multiplier:

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

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

Done. Sword now has @hit_stop_multiplier = 1.5:

Tune @hit_stop_multiplier in sword setup as needed.

Let's make particles that spawn from sword hits bigger, like the size of the particles and their duration, their velocity should scale more based on the hits velocity too.

Grep (hit_effect|star_particle)

649:      @\hit_effect event.point_x, event.point_y
734:      @\hit_effect event.point_x, event.point_y
761:        @effects\add star_particle x, y,
794:      @\hit_effect effect_x, effect_y
873:  hit_effect: (x, y) =>
875:    hit_effect_chance = 35 + 65*probability  -- 35% at rapid hits, 100% at fresh hit
877:    if an.random\bool hit_effect_chance
878:      @effects\add hit_effect x, y, {scale: 1.35}
1697:    arena.effects\add hit_effect @weapon_x - an.random\float(0, 12), @weapon_y + an.random\float(0, 12), {scale: an.random\float(1.0, 1.25)}
1709:class star_particle extends object
1889:class hit_effect extends object

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

870→    else
   871→      math.quint_out(math.remap(t, 0.5, 1, 0, 1))
   872→
   873→  hit_effect: (x, y) =>
   874→    probability = @\get_hit_stop_probability!
   875→    hit_effect_chance = 35 + 65*probability  -- 35% at rapid hits, 100% at fresh hit
   876→
   877→    if an.random\bool hit_effect_chance
   878→      @effects\add hit_effect x, y, {scale: 1.35}
   879→    else
   880→      @effects\add hit_circle x, y, {radius: 9}
   881→      for i = 1, an.random\int 2, 4
   882→        @effects\add hit_particle x, y, {velocity: an.random\float(100, 250), duration: an.random\float(0.3, 0.5)}
   883→
   884→  hit_stop: (duration=0.1) =>
   885→    probability = @\get_hit_stop_probability!
   886→    if an.random\bool 100*probability
   887→      an\hit_stop duration
   888→    @time_since_last_hit = 0
   889→
   890→  -- Validated plant configurations: {image, size, offset}
   891→  -- offset: positive = sinks into ground, negative = sticks out more
   892→  plant_configs:
   893→    seedling: {
   894→      {size: 12, offset: 0}

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

1820→
  1821→
  1822→
  1823→-- Hit particle: rectangle that shoots outward and shrinks
  1824→class hit_particle extends object
  1825→  new: (@x, @y, args={}) =>
  1826→    super!
  1827→    @velocity = args.velocity or an.random\float 50, 150
  1828→    @gravity_velocity = 0
  1829→    @gravity_acceleration = args.gravity or 0
  1830→    @direction = args.direction or an.random\angle!
  1831→    @color = args.color or white\clone!
  1832→    @w = math.remap @velocity, 0, 250, 4, 12
  1833→    @h = math.remap @velocity, 0, 250, 2, 6
  1834→    @sx, @sy = 1, 1
  1835→    @duration = args.duration or 0.3
  1836→
  1837→    @\add timer!
  1838→    @timer\tween @duration, @, {velocity: 0, sx: 0, sy: 0}, math.linear, -> @\kill!
  1839→
  1840→    if args.flash_on_spawn
  1841→      @flashing = true
  1842→      @timer\after 0.1, -> @flashing = false
  1843→
  1844→  update: (dt) =>
  1845→    @gravity_velocity += @gravity_acceleration*dt
  1846→
  1847→    -- Compute actual velocity components
  1848→    vx = @velocity*math.cos(@direction)
  1849→    vy = @velocity*math.sin(@direction) + @gravity_velocity
... [10 more lines]

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

1885→
  1886→
  1887→
  1888→-- Hit effect: frame-based animation at collision points
  1889→class hit_effect extends object
  1890→  new: (@x, @y, args={}) =>
  1891→    super!
  1892→    @rotation = an.random\angle!
  1893→    @scale = args.scale or 1
  1894→
  1895→    @\add animation 'hit1', 0.05, 'once',
  1896→      [0]: => @\kill!
  1897→
  1898→  update: (dt) =>
  1899→    @hit1\update dt
  1900→
  1901→    effects\push @x, @y, @rotation, @scale, @scale
  1902→    effects\animation @hit1, 0, 0
  1903→    effects\pop!
  1904→

I'll add a @hit_particle_multiplier property and pass it through the hit_effect calls.

First, add the property to weapon setup:

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 update the hit_effect method to accept and use the multiplier:

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

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

Now update the call sites to pass the multiplier. First, weapon-weapon collision:

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

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

Now weapon-ball sensor (melee hit):

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

790→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   791→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   792→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   793→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   794→
   795→      @\hit_effect effect_x, effect_y
   796→      @\hit_stop 0.15 * attacker.hit_stop_multiplier
   797→
   798→    -- Ball passing through plant: apply moving force
   799→    for event in *an\sensor_begin_events 'plant_ghost', 'ball'
   800→      plant_object = event.a
   801→      ball_object = event.b
   802→      vx, vy = ball_object.collider\get_velocity!
   803→      -- Apply moving force based on ball's horizontal velocity
   804→      plant_object\apply_moving_force math.sign(vx), 0.3*math.abs(vx)

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

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

Done. Sword now has @hit_particle_multiplier = 1.5:

You also mentioned velocity should scale based on hit velocity — currently the particles don't factor in the ball/weapon's actual speed. Want me to add that? Would need to pass collision velocity through to the hit_effect method.

Let's add a camera shake differential too for weapons.

Grep (camera.shake|shake.shake)

34:an.camera\add shake!
35:an.camera.shake\handcam true, {x: 2, y: 2, rotation: 0.02}, 0.5
58:-- UI layers don't use camera (no shake)
1335:      an.camera.shake\shake 4, 0.15
1589:    @\add shake 'emoji_shake'
1592:    @\add shake 'weapon_shake'
1595:    @\add shake 'board_shake'

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

1328→    @hp_ui\refresh @hp
  1329→
  1330→    -- Update emoji display
  1331→    @weapon_ui\hit!
  1332→
  1333→    -- Camera shake when player takes damage
  1334→    if @team == 'player'
  1335→      an.camera.shake\shake 4, 0.15
  1336→
  1337→    if @hp <= 0
  1338→      an\sound_play 'player_death', 0.44, an.random\float(0.95, 1.05)
  1339→      @\kill!
  1340→
  1341→  flash_weapon: (duration=0.15) =>
  1342→    @weapon_flashing = true
  1343→    @timer\after duration, 'weapon_flash', -> @weapon_flashing = false
  1344→
  1345→  recoil_weapon: =>
  1346→    -- Kick back: rotate and pull toward ball
  1347→    @timer\tween 0.05, 'recoil_out', @, {weapon_recoil: -math.pi/4, weapon_recoil_offset: 4}, math.cubic_in_out, ->

I'll add @camera_shake_multiplier and apply it to weapon-weapon collisions and melee hits.

First, add the property to weapons:

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)

<tool_use_error>String to replace not found in file.
String:       @hit_stop_multiplier = 1.5  -- longer hit stops
      @hit_particle_multiplier = 1.5  -- bigger particles
    else  -- dagger</tool_use_error>

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

1078→    if @weapon_type == 'gun'
  1079→      @weapon_class = 'ranged'
  1080→      @weapon_image = an.images.gun
  1081→      @weapon_visual_offset = 21
  1082→      @weapon_perpendicular_offset = 2
  1083→      @weapon_hitbox_offset = 21
  1084→      @weapon_hitbox_length = 20
  1085→      @weapon_hitbox_width = 12
  1086→      @weapon_scale = 18/512 -- gun.png is 512x512
  1087→      @weapon_scale_y = -18/512 -- y flipped
  1088→      @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
  1089→      @base_angular_velocity = 1.5*math.pi
  1090→      @max_angular_velocity = 3*math.pi
  1091→      @weapon_weight = 1.0
  1092→      @hit_stop_multiplier = 1.0
  1093→      @hit_particle_multiplier = 1.0
  1094→      @camera_shake_multiplier = 1.0
  1095→    elseif @weapon_type == 'sword'
  1096→      @weapon_class = 'melee'
  1097→      @weapon_image = an.images.sword

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

1095→    elseif @weapon_type == 'sword'
  1096→      @weapon_class = 'melee'
  1097→      @weapon_image = an.images.sword
  1098→      @weapon_visual_offset = 29
  1099→      @weapon_perpendicular_offset = 0
  1100→      @weapon_hitbox_offset = 29
  1101→      @weapon_hitbox_length = 30
  1102→      @weapon_hitbox_width = 10
  1103→      @weapon_scale = 24/512 -- sword.png is 512x512, bigger than dagger
  1104→      @weapon_scale_y = 24/512
  1105→      @weapon_rotation_offset = math.pi/4 -- sword angled up-right, rotate to point outward
  1106→      @base_angular_velocity = 1.0*math.pi -- slower rotation
  1107→      @max_angular_velocity = 2*math.pi
  1108→      @weapon_weight = 1.25 -- heavier, less affected by collisions
  1109→      @hit_stop_multiplier = 1.4 -- longer hit stops
  1110→      @hit_particle_multiplier = 1.2 -- bigger particles
  1111→    else  -- dagger
  1112→      @weapon_class = 'melee'
  1113→      @weapon_image = an.images.dagger
  1114→      @weapon_visual_offset = 24
  1115→      @weapon_perpendicular_offset = 0
  1116→      @weapon_hitbox_offset = 24
  1117→      @weapon_hitbox_length = 28
  1118→      @weapon_hitbox_width = 8
  1119→      @weapon_scale = 18/512  -- dagger.png is 512x512

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

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

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

1118→      @weapon_hitbox_length = 28
  1119→      @weapon_hitbox_width = 8
  1120→      @weapon_scale = 18/512  -- dagger.png is 512x512
  1121→      @weapon_scale_y = 18/512
  1122→      @weapon_rotation_offset = -3*math.pi/4  -- dagger rotation to point outward
  1123→      @base_angular_velocity = 1.5*math.pi
  1124→      @max_angular_velocity = 3*math.pi
  1125→      @weapon_weight = 1.0
  1126→      @hit_stop_multiplier = 1.0
  1127→      @hit_particle_multiplier = 1.0
  1128→
  1129→    @\add collider 'ball', 'dynamic', 'circle', @radius
  1130→    @collider\set_position @x, @y
  1131→    @collider\set_restitution 1
  1132→    @collider\set_friction 0

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

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

Now add camera shake to weapon-weapon collision:

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

648→
   649→      hit_multiplier = math.max(ball_a.hit_particle_multiplier, ball_b.hit_particle_multiplier)
   650→      @\hit_effect event.point_x, event.point_y, hit_multiplier
   651→      @\hit_stop 0.1 * math.max(ball_a.hit_stop_multiplier, ball_b.hit_stop_multiplier)
   652→
   653→      -- Trigger reflect on melee weapons
   654→      if ball_a.weapon_class == 'melee'
   655→        ball_a.weapon_ui\reflect!
   656→      if ball_b.weapon_class == 'melee'
   657→        ball_b.weapon_ui\reflect!
   658→
   659→    -- Ball-wall collision: probabilistically apply energy boost based on system energy
   660→    for event in *an\collision_begin_events 'ball', 'wall'
   661→      ball_object = event.a
   662→      vx, vy = ball_object.collider\get_velocity!

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

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

Now add to weapon-ball sensor (melee hit):

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

<tool_use_error>String to replace not found in file.
String:       @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
      @\hit_stop 0.15 * attacker.hit_stop_multiplier

    -- Ball passing through plant: apply moving force</tool_use_error>

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

795→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   796→
   797→      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
   798→      @\hit_stop 0.15*attacker.hit_stop_multiplier
   799→
   800→    -- Ball passing through plant: apply moving force
   801→    for event in *an\sensor_begin_events 'plant_ghost', 'ball'
   802→      plant_object = event.a
   803→      ball_object = event.b
   804→      vx, vy = ball_object.collider\get_velocity!
   805→      -- Apply moving force based on ball's horizontal velocity
   806→      plant_object\apply_moving_force math.sign(vx), 0.3*math.abs(vx)
   807→      -- Sound
   808→      an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
   809→

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

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

Done. Camera shake now uses @camera_shake_multiplier:

Weapon-weapon collision:

Melee hit on ball:

How can I get you to follow the * / + - convention in the codebase by default? * and / no spaces, + - spaces.

I'll add this to my memory file so I follow it by default.

Write (C:\Users\adn.claude\projects\E--a327ex\memory\MEMORY.md)

File created successfully at: C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md

Done. I'll also fix the lines I just added:

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

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

Fixed. I've noted this in my memory file and will follow *// no spaces, +/- with spaces going forward.

OK, the feel of the sword feels right. But +1 damage per hit is way too strong for this game, this doesn't work like Earclacks at all. What are some of our options to scale damage but not this much?

Good question. Here are some options:

1. Fractional scaling

2. Diminishing returns

3. Capped scaling

4. Threshold scaling

5. Percentage scaling

6. Different stat entirely

7. Temporary stacks

Which direction appeals to you?

  1. +0.1% fire damage while bleeding on a new moon vibes, not good. 2. Arbitrary rules that is not visible, not good. 3. Arbitrary rule that may be visible but doesn't feel good or consistent. 4. This feels better but still kind of arbitrary. 5. Same as 1. 6. It's always 1v1 battles, other weapons will handle knockback. 7. Also doesn't feel good. Hmmmm, what are different ways in which damage can scale in games where damage scales like this one, where it's always low damage values?

Let me think about this differently — how do games with low damage values actually scale damage in satisfying ways:

Multi-hit scaling

Attack size/range scaling

Stacking on-hit effect

Critical chance scaling

Stored/charged damage

Execute scaling

For sword specifically, multi-hit or stored damage feel most thematically appropriate — heavy weapon building momentum. What do you think?

If we go with stacking on-hit effect, what scales per hit?

Good question. Options:

+Stacks applied per hit

+Stack duration

-Trigger threshold

+Effect potency

Nothing scales (simplest)


If I had to pick one: +stacks applied per hit feels most satisfying. It's directly visible (stacks climb faster), mechanically clear, and makes landing hits feel increasingly impactful. The trigger threshold and effect potency stay constant, so the rules are learnable.

What's the effect itself though? Bleed (wall damage)? A sword-specific "Pressure" that bursts at X stacks?

Let's go with damage increase threshold. So damage increases by 1 every N hits. So the UI for sword should have damage, and then at the bottom something that says how many hits it takes for it to increase. Whatever it says, it should use the word "threshold," because later this will be affected by the threshold that also affects status effects.

Got it. I'll implement:

  1. Damage increases by 1 every N hits (threshold-based)
  2. UI shows "DAMAGE" and "THRESHOLD"

First, update the scaling properties:

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

1163→    -- Dagger swing sound tracking (for melee weapons)
  1164→    @rotation_accumulator = 0
  1165→    @fast_spinning = false
  1166→    @swing_sound_count = 0
  1167→    @can_swing_sound_time = 1.33  -- starts expired, reset on weapon hits
  1168→
  1169→    -- Springs for visual feedback
  1170→    @\add spring!
  1171→    @spring\add 'hit', 1
  1172→    @spring\add 'weapon', 1
  1173→    @spring\add 'squash_x', 1
  1174→    @spring\add 'squash_y', 1
  1175→
  1176→    -- Flash state for weapon
  1177→    @weapon_flashing = false
  1178→    @weapon_recoil = 0  -- rotation offset for gun recoil animation
  1179→    @weapon_recoil_offset = 0  -- position offset for gun recoil (moves toward ball)
  1180→
  1181→    -- HP
  1182→    @max_hp = 50

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

1183→    @hp = @max_hp
  1184→    @\add hp_bar!
  1185→
  1186→    -- Weapon effect tracking
  1187→    @hits_landed = 0
  1188→    @base_damage = 1  -- all weapons start at 1 damage
  1189→    @base_cooldown = 1.2
  1190→    @cooldown_reduction_per_hit = 0.02  -- reaches 0.2s minimum in 50 hits
  1191→    @minimum_cooldown = 0.2
  1192→    @burstfire_chance_increase_per_hit = 0.01  -- 1% per hit
  1193→    @base_burstfire_delay = 0.4
  1194→    @minimum_burstfire_delay = 0.05
  1195→    @burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50  -- reaches 0.05s in 50 hits
  1196→    @base_angular_velocity_increase_per_hit = 0.2 * math.pi  -- dagger scaling
  1197→    @damage_increase_per_hit = 1  -- sword scaling
  1198→
  1199→    -- HP UI (heart + number display at top of screen)
  1200→    @\add hp_ui @team, @hp, @max_hp
  1201→
  1202→    -- Weapon UI (emoji, weapon icon, and stat board)
  1203→    @\add weapon_ui @team, @weapon_type
  1204→
  1205→    -- Ball starts with no gravity until game starts
  1206→    @\add timer!
  1207→    @collider\set_gravity_scale 0

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

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

[Request interrupted by user]

Oops, sorry, continue.

No problem. Now update the scaling logic in the weapon-ball sensor:

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

778→      attacker\flash_weapon!
   779→      defender\take_damage attacker.base_damage, attacker
   780→      attacker.hits_landed += 1
   781→      attacker.weapon_ui\landed_hit!
   782→
   783→      -- Weapon-specific scaling on hit
   784→      if attacker.weapon_type == 'dagger'
   785→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   786→        attacker.max_angular_velocity = attacker.base_angular_velocity * 2
   787→      elseif attacker.weapon_type == 'sword'
   788→        attacker.base_damage += attacker.damage_increase_per_hit
   789→
   790→      -- Hit effect on defender's edge, facing the weapon
   791→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   792→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   793→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   794→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   795→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   796→
   797→      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier

[Request interrupted by user]

Oops, sorry, continue.

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

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

Now update the weapon_ui to show DAMAGE and THRESHOLD:

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

1650→      -- Row 1
  1651→      effects\text "ATTACKS/S", 'lana', left_x, -6, white!
  1652→      value1 = string.format("%.2f", attacks_per_second)
  1653→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
  1654→      -- Row 2
  1655→      effects\text "BURST CHANCE", 'lana', left_x, 6, white!
  1656→      value2 = string.format("%d%%", burst_chance)
  1657→      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
  1658→    elseif @weapon_type == 'sword'
  1659→      effects\text "DAMAGE", 'lana', left_x, 0, white!
  1660→      value1 = string.format("%d", ball.base_damage)
  1661→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  1662→    else  -- dagger
  1663→      rotations_per_second = ball.base_angular_velocity/(2*math.pi)
  1664→      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
  1665→      value1 = string.format("%.2f", rotations_per_second)
  1666→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  1667→    effects\pop!
  1668→
  1669→  hit: =>
  1670→    -- Show hit emoji temporarily
  1671→    @showing_hit = true
  1672→    @timer\after 0.25, 'hit_image', -> @showing_hit = false
  1673→
  1674→    -- Bounce and rotation
  1675→    @emoji_oy = -3
  1676→    @timer\tween 0.5, @, {emoji_oy: 0}, math.cubic_out, nil, 'emoji_oy'
  1677→    @spring\pull 'emoji_scale', 0.3, 3, 0.7
  1678→    @spring\pull 'emoji_rotation', an.random\float(-0.3, 0.3), 3, 0.5
  1679→

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

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

Done. Sword now:

Scaling:

Threshold by itself is not clear, I don't think.

You're right. Some alternatives:

Which feels right?

OK, the threshold text should actually should N/5, where N is how many hits its at currently.

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

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

Done. Now shows progress like "0/5", "1/5", "2/5"... When it reaches 5/5, damage increases and resets to "0/5".

OK, let's make it so that it takes 1 more damage to go, so that it can show as 5/5. Let's add a timer such that the increase can't happen too fast, like, say it has to wait 0.5 seconds between increases, so if you get 2 really quick hits, only 1 counts.

I'll:

  1. Add @damage_progress to track progress separately
  2. Add a cooldown so rapid hits don't all count toward threshold

First, add the new properties:

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

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

Now add cooldown decrement in ball's update:

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

1215→      @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)
  1216→
  1217→  update: (dt) =>
  1218→    -- When paused, use dt = 0 so physics logic doesn't run
  1219→    dt = 0 if @parent.paused
  1220→
  1221→    -- Read angle from physics
  1222→    @angle = @collider\get_angle!
  1223→
  1224→    -- Angular velocity guardrails
  1225→    angular_velocity = @collider\get_angular_velocity!
  1226→    angular_speed = math.abs(angular_velocity)
  1227→    angular_sign = math.sign(angular_velocity)
  1228→
  1229→    if angular_speed > @base_angular_velocity
  1230→      @time_above_base += dt
  1231→      @time_below_base = 0
  1232→      if @time_above_base > @above_base_grace_period
  1233→        -- Decay toward base (90% of distance in 1 second)
  1234→        new_speed = math.lerp_dt(0.9, 1, dt, angular_speed, @base_angular_velocity)

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

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

Now update the scaling logic:

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

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

Now update the UI to use damage_progress:

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

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

Done. Now:

I believe it should be damage_progress_threshold and damage_progress_threshold_cooldown, or do you disagree?

I think what might be clearest is:

All prefixed with damage_threshold_* to show they're related. Does that work?

Ah, yes, that's correct.

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

The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of 'damage_progress_cooldown' were successfully replaced with 'damage_threshold_cooldown'.

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

The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of 'damage_progress' were successfully replaced with 'damage_threshold_progress'.

Done. Renamed to damage_threshold_progress and damage_threshold_cooldown.

When threshold hits max (5/5), make the sword white (tween the flash color to white over 0.5s seconds), and then make it shake (add shake module as child on sword and then continually apply a shake function) as it is white. Once the next hit hits, pull springs on both ball and sowrd very bigly and then spawn "+1 DMG" emoji text. Let's do 1 of these at a time, let me test between each. 1 = white sword, 2 = shake, 3 = pull ball and sowrd and +1 DMG text.

Starting with #1: White sword when threshold hits max.

I'll add a property to track the sword's charge color and tween it when threshold is reached.

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

1176→    @spring\add 'hit', 1
  1177→    @spring\add 'weapon', 1
  1178→    @spring\add 'squash_x', 1
  1179→    @spring\add 'squash_y', 1
  1180→
  1181→    -- Flash state for weapon
  1182→    @weapon_flashing = false
  1183→    @weapon_recoil = 0  -- rotation offset for gun recoil animation
  1184→    @weapon_recoil_offset = 0  -- position offset for gun recoil (moves toward ball)
  1185→
  1186→    -- HP
  1187→    @max_hp = 50
  1188→    @hp = @max_hp
  1189→    @\add hp_bar!
  1190→

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

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

Now trigger the tween when threshold reaches max:

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

785→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   786→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   787→      elseif attacker.weapon_type == 'sword'
   788→        if attacker.damage_threshold_cooldown <= 0
   789→          attacker.damage_threshold_progress += 1
   790→          attacker.damage_threshold_cooldown = 0.5
   791→          if attacker.damage_threshold_progress > attacker.damage_threshold
   792→            attacker.base_damage += 1
   793→            attacker.damage_threshold_progress = 0
   794→
   795→      -- Hit effect on defender's edge, facing the weapon
   796→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   797→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   798→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   799→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   800→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   801→
   802→      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
   803→      @\hit_stop 0.15*attacker.hit_stop_multiplier
   804→      an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier

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

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

Now update weapon drawing to use the charge alpha:

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

1310→    game\image @image, 0, 0, nil, @ball_flashing and white!
  1311→    game\pop!
  1312→    game\pop!
  1313→
  1314→    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
  1315→    actual_offset = @weapon_visual_offset - @weapon_recoil_offset
  1316→    perpendicular_angle = @angle - math.pi/2
  1317→    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
  1318→    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
  1319→    weapon_spring = @spring.weapon.x
  1320→    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring, @weapon_scale_y*weapon_spring
  1321→    weapons\image @weapon_image, 0, 0, nil, @weapon_flashing and white!
  1322→    weapons\pop!
  1323→
  1324→    -- Debug draw weapon hitbox
  1325→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1326→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1327→    debug_draw\push hitbox_x, hitbox_y, @angle
  1328→    -- debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1329→    debug_draw\pop!

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

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

Done. When sword reaches 5/5:

Test it out.

It should not be an alpha, the weapon should just go from normal color to white, in a tweened manner. This would make it transparent, no?

You're right. Let me change the approach - use a 0-1 blend value and draw the weapon twice: once normal, once with white at that blend alpha on top.

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

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

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

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

Now update the drawing to draw twice:

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

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

Done. Now draws the weapon normally, then overlays a white version on top with alpha based on blend (0-1). This should fade to white without transparency. Test it.

No, listen, please read how that argument works for images, read the anchor.c file if you have to.

Grep (image.color|draw.image)

1770:static void layer_add_image(Layer* layer, Texture* tex, float x, float y, uint32_t color, uint32_t flash_color) {
4933:    layer_add_image(layer, tex, x, y, color, flash);

[Showing results with pagination = limit: 30, offset: 0]

Read (E:\a327ex\Anchor\engine\src\anchor.c)

1765→    cmd->params[5] = stroke;
  1766→}
  1767→
  1768→// Record a sprite/image command (centered at x, y)
  1769→// color = multiply/tint color (RGBA), flash_color = additive flash color (RGB, alpha ignored)
  1770→static void layer_add_image(Layer* layer, Texture* tex, float x, float y, uint32_t color, uint32_t flash_color) {
  1771→    DrawCommand* cmd = layer_add_command(layer);
  1772→    if (!cmd) return;
  1773→    cmd->type = COMMAND_SPRITE;
  1774→    cmd->color = color;
  1775→    cmd->flash_color = flash_color;
  1776→    cmd->texture_id = tex->id;
  1777→    cmd->params[0] = x;
  1778→    cmd->params[1] = y;
  1779→    cmd->params[2] = (float)tex->width;
  1780→    cmd->params[3] = (float)tex->height;
  1781→}
  1782→
  1783→// Pack two UV coordinates (0.0-1.0) into a float via bit reinterpretation (16 bits each)
  1784→static float pack_uv_pair(float u, float v) {
  1785→    uint16_t ui = (uint16_t)(u * 65535.0f);
  1786→    uint16_t vi = (uint16_t)(v * 65535.0f);
  1787→    uint32_t packed = ((uint32_t)ui) | ((uint32_t)vi << 16);
  1788→    float result;
  1789→    memcpy(&result, &packed, sizeof(float));
  1790→    return result;
  1791→}
  1792→
  1793→// Unpack two UV coordinates from a float
  1794→static void unpack_uv_pair(float packed_float, float* u, float* v) {
... [10 more lines]

I see now. Line 1769 says:

So white! as flash_color adds white to the image. I should tween the flash_color's RGB from 0 to 255. Let me fix this:

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

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

Done. Now the flash_color RGB values tween from 0 to 255 as the blend goes 0→1, additively making the weapon white. Test it.

The logic here could be much simpler. Just have a variable named, weapon_charge_color that goes from 0 to 255, then flash_color = if @weapon_flashing then white! elseif @weapon_charging then color(weapon_charge_color, ...) else nil

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

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

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

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

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

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

Done. Much simpler now:

OK, let's also make the weapon visually bigger, also tweened, when it's in the charging state.

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 apply the scale to weapon drawing:

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

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

Done. Weapon now tweens to 1.25x scale when charging. Test it.

cubic_in_out, 1 second, 1.35 size, and it also needs the weapon_visual_offset to be changed accordingly, although likely a new variable should be added so the weapon is drawn with it, instead of changing the original value directly.

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 apply the offset to weapon drawing:

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

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

Done. Now when charging:

Test it.

Actually, let's try having the sword by default as 1.5 the scale it is now. It occurs to me it should probably be bigger by default.

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

1095→      @weapon_class = 'ranged'
  1096→      @weapon_image = an.images.gun
  1097→      @weapon_visual_offset = 21
  1098→      @weapon_perpendicular_offset = 2
  1099→      @weapon_hitbox_offset = 21
  1100→      @weapon_hitbox_length = 20
  1101→      @weapon_hitbox_width = 12
  1102→      @weapon_scale = 18/512 -- gun.png is 512x512
  1103→      @weapon_scale_y = -18/512 -- y flipped
  1104→      @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
  1105→      @base_angular_velocity = 1.5*math.pi
  1106→      @max_angular_velocity = 3*math.pi
  1107→      @weapon_weight = 1.0
  1108→      @hit_stop_multiplier = 1.0
  1109→      @hit_particle_multiplier = 1.0
  1110→      @camera_shake_multiplier = 1.0
  1111→    elseif @weapon_type == 'sword'
  1112→      @weapon_class = 'melee'
  1113→      @weapon_image = an.images.sword
  1114→      @weapon_visual_offset = 29

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

1111→    elseif @weapon_type == 'sword'
  1112→      @weapon_class = 'melee'
  1113→      @weapon_image = an.images.sword
  1114→      @weapon_visual_offset = 29
  1115→      @weapon_perpendicular_offset = 0
  1116→      @weapon_hitbox_offset = 29
  1117→      @weapon_hitbox_length = 30
  1118→      @weapon_hitbox_width = 10
  1119→      @weapon_scale = 24/512 -- sword.png is 512x512, bigger than dagger
  1120→      @weapon_scale_y = 24/512
  1121→      @weapon_rotation_offset = math.pi/4 -- sword angled up-right, rotate to point outward
  1122→      @base_angular_velocity = 1.25*math.pi -- slower rotation
  1123→      @max_angular_velocity = 2.5*math.pi
  1124→      @weapon_weight = 1.25 -- heavier, less affected by collisions
  1125→      @hit_stop_multiplier = 1.4 -- longer hit stops
  1126→      @hit_particle_multiplier = 1.2 -- bigger particles
  1127→      @camera_shake_multiplier = 1.5  -- stronger camera shake
  1128→    else  -- dagger
  1129→      @weapon_class = 'melee'
  1130→      @weapon_image = an.images.dagger

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

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

Done. Sword scale changed from 24/512 to 36/512 (1.5x).

Timers need to be cancelled once the effect is done. Also add the pull spring on the sword and ball now once it's done.

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

787→      elseif attacker.weapon_type == 'sword'
   788→        if attacker.damage_threshold_cooldown <= 0
   789→          attacker.damage_threshold_progress += 1
   790→          attacker.damage_threshold_cooldown = 0.5
   791→          if attacker.damage_threshold_progress == attacker.damage_threshold
   792→            -- Threshold reached, tween sword to white and bigger
   793→            attacker.weapon_charging = true
   794→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 9}, math.cubic_in_out, nil, 'weapon_charge'
   795→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   796→            attacker.base_damage += 1
   797→            attacker.damage_threshold_progress = 0
   798→            attacker.weapon_charging = false
   799→            attacker.weapon_charge_color = 0
   800→            attacker.weapon_charge_scale = 1
   801→            attacker.weapon_charge_offset = 0
   802→
   803→      -- Hit effect on defender's edge, facing the weapon
   804→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   805→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   806→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)

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

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

Done. Now when damage increases:

  1. Cancels the weapon_charge tween
  2. Pulls spring on ball (hit) and weapon with 0.5 intensity

Test it.

OK, now let's add the shake continuous shake to it, read the shake module to see how.

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

1→global *
     2→
     3→--[[
     4→  Shake child object for camera shake effects.
     5→
     6→  Usage:
     7→    an.camera\add shake!
     8→    an.camera.shake\trauma 0.5, 0.3
     9→
    10→  Shake is added as a child of camera. It implements get_transform() which
    11→  camera calls to collect effects from all children.
    12→
    13→  Shake types:
    14→    trauma - Perlin noise based, accumulates and decays
    15→]]
    16→class shake extends object
    17→  --[[
    18→    Creates a new shake container.
    19→
    20→    Usage:
    21→      an.camera\add shake!
    22→
    23→    Behavior:
    24→      - Automatically named 'shake' and accessible as parent.shake
    25→      - Initializes trauma system
    26→  ]]
    27→  new: (name='shake') =>
    28→    super name
    29→    @trauma_instances = {}
    30→    @trauma_amplitude = {x: 24, y: 24, rotation: 0.2, zoom: 0.2}
... [310 more lines]

I see. The shake module has handcam for continuous subtle motion. I'll:

  1. Add a shake child to ball for weapon shake
  2. Enable handcam when charging starts
  3. Disable when charging ends
  4. Apply transform when drawing weapon

First, add the shake child:

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

1169→    -- Initial rotation
  1170→    @angle = an.random\angle!
  1171→    @collider\set_angle @angle
  1172→
  1173→    -- Angular velocity guardrails (keeps rotation speed balanced for gameplay)
  1174→    @time_above_base = 0  -- how long angular velocity has been above base
  1175→    @time_below_base = 0  -- how long angular velocity has been below base
  1176→    @above_base_grace_period = 0.5  -- seconds before decaying fast spin
  1177→    @below_base_grace_period = 0.25  -- seconds before recovering slow spin
  1178→
  1179→    -- Dagger swing sound tracking (for melee weapons)
  1180→    @rotation_accumulator = 0
  1181→    @fast_spinning = false
  1182→    @swing_sound_count = 0
  1183→    @can_swing_sound_time = 1.33  -- starts expired, reset on weapon hits

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

1185→    -- Springs for visual feedback
  1186→    @\add spring!
  1187→    @spring\add 'hit', 1
  1188→    @spring\add 'weapon', 1
  1189→    @spring\add 'squash_x', 1
  1190→    @spring\add 'squash_y', 1
  1191→
  1192→    -- Flash state for weapon
  1193→    @weapon_flashing = false
  1194→    @weapon_charging = false
  1195→    @weapon_charge_color = 0  -- 0-255, for sword charged state flash
  1196→    @weapon_charge_scale = 1  -- grows when charging
  1197→    @weapon_charge_offset = 0  -- extra offset when charging
  1198→    @weapon_recoil = 0  -- rotation offset for gun recoil animation
  1199→    @weapon_recoil_offset = 0  -- position offset for gun recoil (moves toward ball)

[Request interrupted by user]

I'd actually like a more jerky shake than the handcam one.

For jerky shake, I can just add random offset directly while charging - simpler than the shake module:

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

1328→    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
  1329→    weapon_spring = @spring.weapon.x
  1330→    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*@weapon_charge_scale, @weapon_scale_y*weapon_spring*@weapon_charge_scale
  1331→    flash_color = if @weapon_flashing then white! elseif @weapon_charging then color(@weapon_charge_color, @weapon_charge_color, @weapon_charge_color)! else nil
  1332→    weapons\image @weapon_image, 0, 0, nil, flash_color
  1333→    weapons\pop!
  1334→
  1335→    -- Debug draw weapon hitbox
  1336→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1337→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1338→    debug_draw\push hitbox_x, hitbox_y, @angle
  1339→    -- debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1340→    debug_draw\pop!
  1341→
  1342→  take_damage: (amount, source) =>

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

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

Done. Added ±2 pixel random jitter each frame while charging. Test it - you can adjust the range if needed.

Increase to 3 on the weapon, make it 2 on the ball, but tween both values up like the other values too.

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)

<tool_use_error>String to replace not found in file.
String:           if attacker.damage_threshold_progress == attacker.damage_threshold
            -- Threshold reached, tween sword to white and bigger
            attacker.weapon_charging = true
            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 9}, math.cubic_in_out, nil, 'weapon_charge'</tool_use_error>

This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.

Summary: 1. Primary Request and Intent: The user wanted to continue implementing Emoji Ball Battles, specifically focusing on Weapons. The first weapon to implement was the Sword. The implementation involved: - Creating the sword weapon with proper visual/hitbox properties - Making it feel "heavier" than the dagger (slower rotation, less affected by collisions) - Implementing a threshold-based damage scaling system (+1 damage every N hits instead of per hit) - Adding visual feedback when the sword is "charged" (threshold at max): white glow, size increase, offset, and shake - Various multipliers for hit_stop, particles, and camera shake

  1. Key Technical Concepts:

    • YueScript language (compiles to Lua)
    • Weapon system with weapon_class (melee/ranged), weapon_type (sword/dagger/gun)
    • Physics-based gameplay with colliders, hitboxes, and sensors
    • Spring system for visual feedback
    • Timer system for tweens and delayed actions
    • Additive flash_color for sprite rendering (RGB values added to sprite, alpha ignored)
    • Threshold-based scaling with cooldown to prevent rapid hit counting
    • Operator spacing convention: *// no spaces, +/- with spaces
  2. Files and Code Sections:

    • E:\a327ex\emoji-ball-battles\main.yue (main game file)

      • Added sword image: an\image 'sword', 'assets/sword.png'
      • Added sword weapon setup in ball constructor (lines ~1111-1127): yuescript elseif @weapon_type == 'sword' @weapon_class = 'melee' @weapon_image = an.images.sword @weapon_visual_offset = 29 @weapon_perpendicular_offset = 0 @weapon_hitbox_offset = 29 @weapon_hitbox_length = 30 @weapon_hitbox_width = 10 @weapon_scale = 36/512 -- 1.5x bigger than before @weapon_scale_y = 36/512 @weapon_rotation_offset = math.pi/4 @base_angular_velocity = 1.25*math.pi -- slower rotation @max_angular_velocity = 2.5*math.pi @weapon_weight = 1.25 -- heavier @hit_stop_multiplier = 1.4 @hit_particle_multiplier = 1.2 @camera_shake_multiplier = 1.5
      • Added charging state properties: yuescript @weapon_charging = false @weapon_charge_color = 0 -- 0-255, for sword charged state flash @weapon_charge_scale = 1 -- grows when charging @weapon_charge_offset = 0 -- extra offset when charging @weapon_charge_shake = 0 -- shake amplitude when charging @ball_charge_shake = 0 -- ball shake amplitude when charging
      • Sword damage scaling logic (threshold-based): yuescript elseif attacker.weapon_type == 'sword' if attacker.damage_threshold_cooldown <= 0 attacker.damage_threshold_progress += 1 attacker.damage_threshold_cooldown = 0.5 if attacker.damage_threshold_progress == attacker.damage_threshold -- Threshold reached, tween sword to white and bigger attacker.weapon_charging = true attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out, nil, 'weapon_charge' elseif attacker.damage_threshold_progress > attacker.damage_threshold attacker.base_damage += 1 attacker.damage_threshold_progress = 0 attacker.timer\cancel 'weapon_charge' attacker.weapon_charging = false attacker.weapon_charge_color = 0 attacker.weapon_charge_scale = 1 attacker.weapon_charge_offset = 0 attacker.spring\pull 'hit', 0.5, 3, 0.7 attacker.spring\pull 'weapon', 1, 3, 0.7
      • Weapon drawing with charge effects and shake: yuescript if @weapon_charging weapon_x += an.random\float(-2, 2) weapon_y += an.random\float(-2, 2) weapon_spring = @spring.weapon.x weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*@weapon_charge_scale, @weapon_scale_y*weapon_spring*@weapon_charge_scale flash_color = if @weapon_flashing then white! elseif @weapon_charging then color(@weapon_charge_color, @weapon_charge_color, @weapon_charge_color)! else nil weapons\image @weapon_image, 0, 0, nil, flash_color
    • C:\Users\adn.claude\projects\E--a327ex\memory\MEMORY.md

      • Created to store code style convention for operator spacing
    • E:\a327ex\Anchor\engine\src\anchor.c (read for understanding)

      • Line 1769-1770 explains flash_color: flash_color = additive flash color (RGB, alpha ignored)
  3. Errors and fixes:

    • Alpha transparency issue: Initially used alpha in color for charge effect, but user explained this would make it transparent. Fixed by using additive RGB flash_color instead.
    • Double replacement bug: When renaming perp to perpendicular, the replace_all created perpendicularendicular_angle. Fixed with another replace_all.
    • Damage scaling too strong: +1 damage per hit was too strong. Changed to threshold-based: +1 damage every 5 hits.
    • Variable naming: User corrected damage_progress to damage_threshold_progress and damage_progress_cooldown to damage_threshold_cooldown.
    • Tween logic: User wanted 5/5 to be visible, so damage increases when progress > threshold (not ==).
  4. Problem Solving:

    • Implemented sword as a heavier weapon with slower rotation and less collision response
    • Created threshold-based damage scaling with UI showing progress (e.g., "3/5")
    • Added visual feedback for charged state: white glow (additive flash), size increase, offset, and jerky shake
    • Timer cancellation on charge completion with spring pull feedback
  5. All user messages:

    • "Hello, Claude. Let's continue with the implementation of Emoji Ball Battles. We're going to focus on Weapons next. Can you read the relevant files and tell me what your plan of attack would be?"
    • "We're only going to do one weapon at a time, let's start with the Sword. What's your plan for it?"
    • "The sword is available at assets/sword.png. Importantly, the dagger is angled downwards and to the left diagonal, while the sword is angled upwards and to the right diagonal. The sword should be bigger than the dagger by some significant amount, although I'll tune the values later. Keep separate named properties per weapon, we'll generalize later if we find that many weapons use similar values. Any other questione before you start? I believe there may be multiple places in the codebase that need updating to accomodate for 2 melee weapons, i.e. code that has been specifically written for the dagger, and not for melee weapons generally. Could you search for those now? You could also do the same for ranged weapons vs. gun, since we'll add the bow later."
    • "Can you debug draw the sword's shape?"
    • "Draw a solid rectangle instead."
    • "The sword needs to be offset a little to the right?"
    • "I mean the visual sprite."
    • "perp -> perpendicular"
    • "OK, visually and functionally it works. But the sword needs to feel heavier than the dagger. Lower default rotation speed, lower reaction and rotation speed when parrying with the other gun, should also lower the ball's velocity a bit in general and feel heavier."
    • "Let's make any hit stops that happen with the sword higher than with other weapons."
    • "Let's make particles that spawn from sword hits bigger, like the size of the particles and their duration, their velocity should scale more based on the hits velocity too."
    • "Let's add a camera shake differential too for weapons."
    • "How can I get you to follow the * / + - convention in the codebase by default? * and / no spaces, + - spaces."
    • "OK, the feel of the sword feels right. But +1 damage per hit is way too strong for this game, this doesn't work like Earclacks at all. What are some of our options to scale damage but not this much?"
    • "1. +0.1% fire damage while bleeding on a new moon vibes, not good. 2. Arbitrary rules that is not visible, not good. 3. Arbitrary rule that may be visible but doesn't feel good or consistent. 4. This feels better but still kind of arbitrary. 5. Same as 1. 6. It's always 1v1 battles, other weapons will handle knockback. 7. Also doesn't feel good. Hmmmm, what are different ways in which damage can scale in games where damage scales like this one, where it's always low damage values?"
    • "If we go with stacking on-hit effect, what scales per hit?"
    • "Let's go with damage increase threshold. So damage increases by 1 every N hits. So the UI for sword should have damage, and then at the bottom something that says how many hits it takes for it to increase. Whatever it says, it should use the word "threshold," because later this will be affected by the threshold that also affects status effects."
    • "Threshold by itself is not clear, I don't think."
    • "OK, the threshold text should actually should N/5, where N is how many hits its at currently."
    • "OK, let's make it so that it takes 1 more damage to go, so that it can show as 5/5. Let's add a timer such that the increase can't happen too fast, like, say it has to wait 0.5 seconds between increases, so if you get 2 really quick hits, only 1 counts."
    • "I believe it should be damage_progress_threshold and damage_progress_threshold_cooldown, or do you disagree?"
    • "Ah, yes, that's correct."
    • "When threshold hits max (5/5), make the sword white (tween the flash color to white over 0.5s seconds), and then make it shake (add shake module as child on sword and then continually apply a shake function) as it is white. Once the next hit hits, pull springs on both ball and sowrd very bigly and then spawn "+1 DMG" emoji text. Let's do 1 of these at a time, let me test between each. 1 = white sword, 2 = shake, 3 = pull ball and sowrd and +1 DMG text."
    • "It should not be an alpha, the weapon should just go from normal color to white, in a tweened manner. This would make it transparent, no?"
    • "No, listen, please read how that argument works for images, read the anchor.c file if you have to."
    • "The logic here could be much simpler. Just have a variable named, weapon_charge_color that goes from 0 to 255, then flash_color = if @weapon_flashing then white! elseif @weapon_charging then color(weapon_charge_color, ...) else nil"
    • "OK, let's also make the weapon visually bigger, also tweened, when it's in the charging state."
    • "cubic_in_out, 1 second, 1.35 size, and it also needs the weapon_visual_offset to be changed accordingly, although likely a new variable should be added so the weapon is drawn with it, instead of changing the original value directly."
    • "Actually, let's try having the sword by default as 1.5 the scale it is now. It occurs to me it should probably be bigger by default."
    • "Timers need to be cancelled once the effect is done. Also add the pull spring on the sword and ball now once it's done."
    • "OK, now let's add the shake continuous shake to it, read the shake module to see how."
    • "I'd actually like a more jerky shake than the handcam one."
    • "Increase to 3 on the weapon, make it 2 on the ball, but tween both values up like the other values too."
  6. Pending Tasks:

    • Complete the tween update to include weapon_charge_shake: 3 and ball_charge_shake: 2
    • Reset these values when damage increases
    • Apply ball_charge_shake to ball drawing
    • Still need to implement: "+1 DMG" emoji text spawn when damage increases (step 3 from user's list)
  7. Current Work: Adding tweened shake values for sword charging effect. User requested:

    • Weapon shake amplitude of 3 (currently hardcoded 2)
    • Ball shake amplitude of 2
    • Both values should tween up like other charge values

    I added the properties @weapon_charge_shake = 0 and @ball_charge_shake = 0, and updated the weapon drawing to use @weapon_charge_shake for jitter. Now need to:

    1. Update the tween to include these values
    2. Reset them when damage increases
    3. Apply ball_charge_shake to ball drawing
  8. Optional Next Step: Complete the shake tween implementation. The current tween line (line 794) is: yuescript attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out, nil, 'weapon_charge' Need to add weapon_charge_shake: 3, ball_charge_shake: 2 to the tween, update the reset logic, apply weapon_charge_shake to weapon drawing (replacing hardcoded 2), and apply ball_charge_shake to ball drawing.

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\da3e2431-8114-486a-ab34-4c18cf47ab2e.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.

I'll continue with the shake tween implementation. Let me first read the current state of the relevant code sections.

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

785→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   786→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   787→      elseif attacker.weapon_type == 'sword'
   788→        if attacker.damage_threshold_cooldown <= 0
   789→          attacker.damage_threshold_progress += 1
   790→          attacker.damage_threshold_cooldown = 0.5
   791→          if attacker.damage_threshold_progress == attacker.damage_threshold
   792→            -- Threshold reached, tween sword to white and bigger
   793→            attacker.weapon_charging = true
   794→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out, nil, 'weapon_charge'
   795→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   796→            attacker.base_damage += 1
   797→            attacker.damage_threshold_progress = 0
   798→            attacker.timer\cancel 'weapon_charge'
   799→            attacker.weapon_charging = false
   800→            attacker.weapon_charge_color = 0
   801→            attacker.weapon_charge_scale = 1
   802→            attacker.weapon_charge_offset = 0
   803→            attacker.spring\pull 'hit', 0.5, 3, 0.7
   804→            attacker.spring\pull 'weapon', 1, 3, 0.7
   805→
   806→      -- Hit effect on defender's edge, facing the weapon
   807→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   808→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   809→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   810→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   811→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   812→
   813→      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
   814→      @\hit_stop 0.15*attacker.hit_stop_multiplier
... [20 more lines]

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

560→      ball_b.collider\set_velocity vx_b, vy_b
   561→
   562→      -- Sound
   563→      an\sound_play 'ball_ball', 0.4, an.random\float(0.95, 1.05)
   564→
   565→      -- Visual effects at collision contact point
   566→      -- Intensity normalized 0-1 based on combined speed (0-800 range)
   567→      intensity = math.remap combined_speed, 0, 800, 0, 1
   568→
   569→      -- Spring pull on both balls
   570→      ball_a.spring\pull 'hit', intensity*0.4, 3, 0.7
   571→      ball_b.spring\pull 'hit', intensity*0.4, 3, 0.7
   572→
   573→    -- Weapon-weapon collision handling
   574→    for event in *an\collision_begin_events 'weapon', 'weapon'
   575→      ball_a, ball_b = event.a, event.b
   576→
   577→      -- Reset angular velocity guardrails (let physics do its thing)
   578→      ball_a.time_above_base = 0
   579→      ball_a.time_below_base = 0
   580→      ball_b.time_above_base = 0
   581→      ball_b.time_below_base = 0
   582→
   583→      -- Apply energy boost to compensate for collision energy loss
   584→      vx_a, vy_a = ball_a.collider\get_velocity!
   585→      vx_b, vy_b = ball_b.collider\get_velocity!
   586→      vx_a = vx_a*@weapon_energy_boost
   587→      vy_a = vy_a*@weapon_energy_boost
   588→      vx_b = vx_b*@weapon_energy_boost
   589→      vy_b = vy_b*@weapon_energy_boost
... [20 more lines]

Let me also check the weapon drawing code and ball drawing code.

Grep (ball_charge_shake)

1199:    @ball_charge_shake = 0  -- ball shake amplitude when charging

Grep (if @weapon_charging)

1331:    if @weapon_charging
1332-      weapon_x += an.random\float(-2, 2)
1333-      weapon_y += an.random\float(-2, 2)
1334-    weapon_spring = @spring.weapon.x
1335-    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*@weapon_charge_scale, @weapon_scale_y*weapon_spring*@weapon_charge_scale
1336:    flash_color = if @weapon_flashing then white! elseif @weapon_charging then color(@weapon_charge_color, @weapon_charge_color, @weapon_charge_color)! else nil
1337-    weapons\image @weapon_image, 0, 0, nil, flash_color
1338-    weapons\pop!
1339-
1340-    -- Debug draw weapon hitbox
1341-    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)

Grep (emojis\image @emoji)

No matches found

Grep (emojis\push)

No matches found

Grep (emojis)

No matches found

Grep (@emoji)

1600:    @emoji_x = if @team == 'player' then 59 else 421
1601:    @emoji_y = 60
1602:    @emoji_image = if @team == 'player' then an.images.cowboy else an.images.no_mouth
1603:    @emoji_hit_image = if @team == 'player' then an.images.cowboy_hit else an.images.no_mouth_hit
1604:    @emoji_scale = 20/512
1605:    @emoji_scale *= 1.1 if @team == 'player'
1607:    @emoji_oy = 0
1627:    @emoji_shake\handcam true, {x: an.random\float(0, 3), y: an.random\float(0, 3), rotation: an.random\float(0.2, 0.3)}, an.random\float(0.4, 0.8)
1649:    emoji_t = @emoji_shake\get_transform!
1654:    current_emoji = if @showing_hit then @emoji_hit_image else @emoji_image
1655:    weapons\push @emoji_x + emoji_t.x, @emoji_y + @emoji_oy + emoji_t.y, emoji_t.rotation + @spring.emoji_rotation.x, @emoji_scale*@spring.emoji_scale.x, @emoji_scale*@spring.emoji_scale.x
1710:    @emoji_oy = -3
1718:      arena.effects\add emoji_particle @emoji_x, @emoji_y, an.images.star,

Grep (@image)

1091:    @image = @team == 'player' and an.images.cowboy or an.images.no_mouth
1093:    @scale = 2*@radius/@image.width
1322:    game\image @image, 0, 0, nil, @ball_flashing and white!
1783:  new: (@x, @y, @image, args={}) =>
1789:    @scale = 14*@scale/@image.width
1825:    effects\image @image, 0, 0, nil, @flashing and white!
1854:    @image = an.images.boom
1856:    @scale = (args.size or 24) / @image.width
1864:    effects\image @image, 0, 0
2072:    @image = an.images[args.image or 'seedling']
2079:    @scale_x = @flip*@w/@image.width
2080:    @scale_y = @h/@image.height
2152:    @layer\image @image, 0, -@image.height/2
2181:          image: @image
2216:    @image = args.image
2260:      effects\image @image, 0, 0

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

1310→        -- Spawn dash particle at ball's bottom, direction opposite to velocity
  1311→        particle_angle = math.remap(vx, -100, 100, math.pi/4, 3*math.pi/4) + an.random\float(-math.pi/8, math.pi/8)
  1312→        @parent.effects\add dash_particle @x, @y + @radius, {direction: particle_angle}
  1313→    else
  1314→      @low_vy_time = 0
  1315→
  1316→    -- Draw ball with world-aligned squash
  1317→    squash_x = @spring.squash_x.x
  1318→    squash_y = @spring.squash_y.x
  1319→    hit_scale = @spring.hit.x
  1320→    game\push @x, @y, 0, squash_x, squash_y           -- world-aligned squash (no rotation)
  1321→    game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale  -- rotation + base scale
  1322→    game\image @image, 0, 0, nil, @ball_flashing and white!
  1323→    game\pop!
  1324→    game\pop!
  1325→
  1326→    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
  1327→    actual_offset = @weapon_visual_offset - @weapon_recoil_offset + @weapon_charge_offset
  1328→    perpendicular_angle = @angle - math.pi/2
  1329→    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
  1330→    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
  1331→    if @weapon_charging
  1332→      weapon_x += an.random\float(-2, 2)
  1333→      weapon_y += an.random\float(-2, 2)
  1334→    weapon_spring = @spring.weapon.x

Now I have a clear picture. I need to make 4 edits:

  1. Update the tween to include shake values
  2. Update weapon drawing to use @weapon_charge_shake instead of hardcoded 2
  3. Reset shake values when damage increases
  4. Apply @ball_charge_shake to ball drawing

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

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

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

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

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

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

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

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

All changes made. Let me verify:

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

790→          attacker.damage_threshold_cooldown = 0.5
   791→          if attacker.damage_threshold_progress == attacker.damage_threshold
   792→            -- Threshold reached, tween sword to white and bigger
   793→            attacker.weapon_charging = true
   794→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   795→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   796→            attacker.base_damage += 1
   797→            attacker.damage_threshold_progress = 0
   798→            attacker.timer\cancel 'weapon_charge'
   799→            attacker.weapon_charging = false
   800→            attacker.weapon_charge_color = 0
   801→            attacker.weapon_charge_scale = 1
   802→            attacker.weapon_charge_offset = 0
   803→            attacker.weapon_charge_shake = 0
   804→            attacker.ball_charge_shake = 0
   805→            attacker.spring\pull 'hit', 0.5, 3, 0.7
   806→            attacker.spring\pull 'weapon', 1, 3, 0.7
   807→
   808→      -- Hit effect on defender's edge, facing the weapon
   809→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   810→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   811→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   812→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   813→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   814→

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

1314→        @parent.effects\add dash_particle @x, @y + @radius, {direction: particle_angle}
  1315→    else
  1316→      @low_vy_time = 0
  1317→
  1318→    -- Draw ball with world-aligned squash
  1319→    squash_x = @spring.squash_x.x
  1320→    squash_y = @spring.squash_y.x
  1321→    hit_scale = @spring.hit.x
  1322→    ball_x = @x + (@weapon_charging and an.random\float(-@ball_charge_shake, @ball_charge_shake) or 0)
  1323→    ball_y = @y + (@weapon_charging and an.random\float(-@ball_charge_shake, @ball_charge_shake) or 0)
  1324→    game\push ball_x, ball_y, 0, squash_x, squash_y           -- world-aligned squash (no rotation)
  1325→    game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale  -- rotation + base scale
  1326→    game\image @image, 0, 0, nil, @ball_flashing and white!
  1327→    game\pop!
  1328→    game\pop!
  1329→
  1330→    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
  1331→    actual_offset = @weapon_visual_offset - @weapon_recoil_offset + @weapon_charge_offset
  1332→    perpendicular_angle = @angle - math.pi/2
  1333→    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
  1334→    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
  1335→    if @weapon_charging
  1336→      weapon_x += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)
  1337→      weapon_y += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)
  1338→    weapon_spring = @spring.weapon.x

Changes complete:

  1. Tween (line 794): Now includes weapon_charge_shake: 3, ball_charge_shake: 2
  2. Weapon shake (lines 1336-1337): Now uses @weapon_charge_shake instead of hardcoded 2
  3. Reset (lines 803-804): Both shake values reset to 0 when damage increases
  4. Ball shake (lines 1322-1323): Ball position now applies @ball_charge_shake when charging

The shake values start at 0 and tween up to 3 (weapon) and 2 (ball) over 1 second using cubic_in_out easing, creating a gradual build-up of intensity as the sword charges.

Bash (cd E:/a327ex/emoji-ball-battles && ./build.bat 2>&1)

Exit code 127
/usr/bin/bash: line 1: ./build.bat: No such file or directory

Bash (cd E:/a327ex/emoji-ball-battles && ls *.bat 2>&1)

run.bat

Read (E:\a327ex\emoji-ball-battles\run.bat)

1→@echo off
     2→cd /d "%~dp0"
     3→.\yue.exe -r main.yue
     4→.\yue.exe -r anchor/
     5→.\anchor.exe .
     6→

[Request interrupted by user]

Don't run it.

Understood. The shake tween implementation is complete - you can test it now. The sword and ball will both gradually increase their shake amplitude as the charge builds up (weapon to 3, ball to 2), then reset when the damage increase triggers.

Great, now look at how emojunky does the particles for the fire projectile, I believe there's an effects document that probably documents where exactly that is. I'd like those particles ported over here to this project.

Glob (/emojunky//*.md)

No files found

Bash (ls -la E:/a327ex/ | head -30)

total 28
drwxr-xr-x 1 adn 197121 0 Feb  4 19:40 ./
drwxr-xr-x 1 adn 197121 0 Feb  2 10:03 ../
drwxr-xr-x 1 adn 197121 0 Feb  2 15:55 .claude/
drwxr-xr-x 1 adn 197121 0 Jan 26 23:50 Anchor/
drwxr-xr-x 1 adn 197121 0 Jan 16 21:09 anchor.blot.im/
drwxr-xr-x 1 adn 197121 0 Feb  4 23:17 emoji-ball-battles/
drwxr-xr-x 1 adn 197121 0 Jan  6 08:51 it-follows/
drwxr-xr-x 1 adn 197121 0 Feb  2 14:54 music-theory/

Bash (find /c/Users/adn -maxdepth 4 -type d -iname "*emojunk*" 2>/dev/null | head -10)

I can't find an emojunky project in this workspace. Could you tell me where it's located, or provide the path to the effects document you mentioned?

reference/ in emoji-ball-battles

Bash (ls -la E:/a327ex/emoji-ball-battles/reference/)

total 148
drwxr-xr-x 1 adn 197121     0 Feb  2 15:58 ./
drwxr-xr-x 1 adn 197121     0 Feb  4 23:17 ../
-rw-r--r-- 1 adn 197121     0 Jan 10 17:53 .gitkeep
drwxr-xr-x 1 adn 197121     0 Jan 29 23:41 archives/
-rw-r--r-- 1 adn 197121  3194 Jan 20 07:13 basic-emoji-anchor-game.md
-rw-r--r-- 1 adn 197121 18622 Jan 19 14:58 earclacks-attribute-analysis.md
-rw-r--r-- 1 adn 197121  9973 Jan 21 18:52 effects_api_gaps.md
-rw-r--r-- 1 adn 197121 51876 Jan 21 21:03 emoji_effects_documentation.md
drwxr-xr-x 1 adn 197121     0 Jan 21 17:30 emoji-merge-main/
drwxr-xr-x 1 adn 197121     0 Jan 21 17:29 emojunky-one/
-rw-r--r-- 1 adn 197121 13000 Jan 27 11:45 sound_mapping.md
-rw-r--r-- 1 adn 197121 11968 Feb  2 15:58 status-effects-research.md
drwxr-xr-x 1 adn 197121     0 Jan 20 06:10 super emoji box/
drwxr-xr-x 1 adn 197121     0 Jan 21 20:53 super emoji pop/
drwxr-xr-x 1 adn 197121     0 Jan 27 16:15 super-emoji-box/
drwxr-xr-x 1 adn 197121     0 Jan 27 16:15 super-emoji-invaders/
drwxr-xr-x 1 adn 197121     0 Jan 27 16:15 super-emoji-pairs/
drwxr-xr-x 1 adn 197121     0 Jan 27 16:15 super-emoji-pop-prototype/

Read (E:\a327ex\emoji-ball-battles\reference\emoji_effects_documentation.md)

1→# Emoji Game Effects Documentation
     2→
     3→A comprehensive catalog of all visual effects from four reference emoji games, translated to the current Anchor framework API.
     4→
     5→---
     6→
     7→## Table of Contents
     8→
     9→1. [Spring Effects](#spring-effects)
    10→2. [Flash Effects](#flash-effects)
    11→3. [Camera Effects](#camera-effects)
    12→4. [Particle Systems](#particle-systems)
    13→5. [Hit Effects](#hit-effects)
    14→6. [Animation Effects](#animation-effects)
    15→7. [Plant/Decoration Effects](#plantdecoration-effects)
    16→8. [Screen Effects](#screen-effects)
    17→9. [Combined Systems (HitFX)](#combined-systems-hitfx)
    18→
    19→---
    20→
    21→## Spring Effects
    22→
    23→Springs are used to create bouncy, responsive feedback by modulating scale, position, or other values.
    24→
    25→### Scale Bounce on Hit
    26→
    27→**Trigger:** When an entity takes damage or is interacted with
    28→**Visual:** Entity briefly shrinks then overshoots back to normal size
    29→**Source:** emojunky-one, emoji-merge, super-emoji-box, super-emoji-pop
    30→**Code:** `super emoji pop/main.lua:254` (emoji:hit spring pull)
... [1599 more lines]

Found the fire particle documentation. Let me also check the original emojunky-one source to see the exact implementation.

Bash (ls -la "E:/a327ex/emoji-ball-battles/reference/emojunky-one/")

total 244
drwxr-xr-x 1 adn 197121     0 Jan 21 17:29 ./
drwxr-xr-x 1 adn 197121     0 Feb  2 15:58 ../
-rw-r--r-- 1 adn 197121 45218 May 24  2020 aika.lua
-rw-r--r-- 1 adn 197121  5309 May 23  2020 decorations.lua
-rw-r--r-- 1 adn 197121 67942 May 22  2020 entities.lua
drwxr-xr-x 1 adn 197121     0 Jan 21 17:29 love/
-rw-r--r-- 1 adn 197121 11874 May 15  2020 main.lua
-rw-r--r-- 1 adn 197121  7444 May 15  2020 maps.lua
-rw-r--r-- 1 adn 197121 13411 May 12  2020 particles.lua
drwxr-xr-x 1 adn 197121     0 Jan 21 17:29 res/
-rw-r--r-- 1 adn 197121 12894 Dec 12  2019 ripple.lua
-rw-r--r-- 1 adn 197121   832 May 14  2020 statics.lua
-rw-r--r-- 1 adn 197121  1159 May 14  2020 todo
-rw-r--r-- 1 adn 197121  5846 May 14  2020 ui.lua

Read (E:\a327ex\emoji-ball-battles\reference\emojunky-one\particles.lua)

1→FireTrailParticle = Class:extend()
     2→
     3→function FireTrailParticle:new(x, y, r, color1, color2)
     4→   self.timer = Timer()
     5→   self.x, self.y = x, y
     6→   self.r = r
     7→   self.color = copy(color1 or white)
     8→   local color2 = color2 or yellow
     9→   local r1 = rng:float(0.05, 0.1)
    10→   local r2 = rng:float(0.1, 0.2)
    11→   self.timer:after(r1, function() self.timer:tween(r2, self, {r = 0}, linear, function() self.dead = true end) end)
    12→   self.timer:tween(r1+r2, self.color, {[1] = color2[1], [2] = color2[2], [3] = color2[3]}, linear)
    13→end
    14→
    15→function FireTrailParticle:update(dt)
    16→   self.timer:update(dt)
    17→end
    18→
    19→function FireTrailParticle:draw()
    20→   g.setColor(self.color)
    21→   g.circle("fill", self.x, self.y, self.r)
    22→   g.setColor(white)
    23→end
    24→
    25→FireParticle = Class:extend()
    26→
    27→function FireParticle:new(x, y, v, r, color1, color2, m, parent)
    28→   self.timer = Timer()
    29→   self.x, self.y = x, y
    30→   self.v = v
... [396 more lines]

Now let me see how particles are currently structured in emoji-ball-battles.

Grep (class.*particle)

1759:class star_particle extends object
1786:class emoji_particle extends object
1855:class boom_particle extends object
1874:class hit_particle extends object
1912:class dash_particle extends object

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

1870→
  1871→
  1872→
  1873→-- Hit particle: rectangle that shoots outward and shrinks
  1874→class hit_particle extends object
  1875→  new: (@x, @y, args={}) =>
  1876→    super!
  1877→    @velocity = args.velocity or an.random\float 50, 150
  1878→    @gravity_velocity = 0
  1879→    @gravity_acceleration = args.gravity or 0
  1880→    @direction = args.direction or an.random\angle!
  1881→    @color = args.color or white\clone!
  1882→    @w = math.remap @velocity, 0, 250, 4, 12
  1883→    @h = math.remap @velocity, 0, 250, 2, 6
  1884→    @sx, @sy = 1, 1
  1885→    @duration = args.duration or 0.3
  1886→
  1887→    @\add timer!
  1888→    @timer\tween @duration, @, {velocity: 0, sx: 0, sy: 0}, math.linear, -> @\kill!
  1889→
  1890→    if args.flash_on_spawn
  1891→      @flashing = true
  1892→      @timer\after 0.1, -> @flashing = false
  1893→
  1894→  update: (dt) =>
  1895→    @gravity_velocity += @gravity_acceleration*dt
  1896→
  1897→    -- Compute actual velocity components
  1898→    vx = @velocity*math.cos(@direction)
  1899→    vy = @velocity*math.sin(@direction) + @gravity_velocity
... [50 more lines]

I understand the pattern. Here's the fire particle from emojunky-one translated to the emoji-ball-battles style:

-- Fire particle: circle that rises, changes color, and shrinks
class fire_particle extends object
  new: (@x, @y, args={}) =>
    super!
    velocity = args.velocity or an.random\float 20, 40
    direction = args.direction or an.random\float -math.pi, 0  -- upward spread
    @vx = velocity*math.cos(direction)
    @vy = velocity*math.sin(direction)
    @rs = an.random\float(2.5, 3) * (args.size_multiplier or 1)
    @color = args.color1 and args.color1\clone! or color(255, 220, 60)\clone!  -- yellow
    @color2 = args.color2 or color(255, 60, 20)!  -- red-orange

    r1 = an.random\float(0.2, 0.5) * (args.size_multiplier or 1)
    r2 = an.random\float(0.1, 0.3) * (args.size_multiplier or 1)

    @\add timer!
    @timer\after r1, ->
      @timer\tween r2, @, {rs: 0}, math.linear, -> @\kill!
    @timer\tween r1 + r2, @color, {r: @color2.r, g: @color2.g, b: @color2.b}, math.linear

  update: (dt) =>
    @x += @vx*dt
    @y += @vy*dt
    @vy -= 100*dt  -- rises upward
    @vx *= 0.95    -- horizontal drag

    effects\circle @x, @y, @rs, @color!

Key differences from emojunky:

Does this look right? Should I add it to main.yue?

Yes, but make sure it follows the same coding style as everything else. And I believe the vx is damping, we want horizontal drag/damping using the math.damping function most likely, or maybe even one of those functions that has dt to it to make it framerate independent.

Let me check how damping is done elsewhere in the codebase.

Grep (lerp_dt|damp)

337:collider\set_linear_damping(damping)
338:collider\set_angular_damping(damping)
560:math.lerp_dt(p, t, dt, source, destination) -> number

Grep (math.damping)

No matches found

Grep (math.damping|damping)

1177:### physics_set_linear_damping
1178-
1179:`physics_set_linear_damping(body, damping)`
1180-
1181:Sets velocity damping (0 = no damping).
1182-
1183-```lua
1184:physics_set_linear_damping(player_body, 5)  -- slows down quickly
1185-```
1186-
1187:### physics_set_angular_damping
1188-
1189:`physics_set_angular_damping(body, damping)`
1190-
1191:Sets angular velocity damping.
1192-
1193-```lua
1194:physics_set_angular_damping(body, 2)
1195-```
1196-
1197-### physics_set_gravity_scale
1198-
1199-`physics_set_gravity_scale(body, scale)`

Grep (^math.)

No matches found

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

2245→      @timer\during_step @total_duration - @blink_delay, 0.1, 0.03, (-> @visible = not @visible), nil, -> @\kill!
  2246→
  2247→  update: (dt) =>
  2248→    -- Apply damping to velocity and rotation
  2249→    @vx = math.damping(0.9, 0.5, dt, @vx)
  2250→    @vy = math.damping(0.9, 0.5, dt, @vy)
  2251→    @rv = math.damping(0.9, 0.5, dt, @rv)
  2252→
  2253→    -- Apply gravity (becomes more dominant as velocity dampens)
  2254→    @gravity += 128*dt
  2255→
  2256→    -- Move and rotate
  2257→    @x += @vx*dt
  2258→    @y += (@vy + @gravity)*dt
  2259→    @rotation += @rv*dt

Now I understand the pattern. Let me write the fire_particle class following the exact style:

-- Fire particle: circle that rises, changes color, and shrinks
class fire_particle extends object
  new: (@x, @y, args={}) =>
    super!
    velocity = args.velocity or an.random\float 20, 40
    direction = args.direction or an.random\float -math.pi, 0
    @vx = velocity*math.cos(direction)
    @vy = velocity*math.sin(direction)
    @rs = an.random\float(2.5, 3)*(args.size_multiplier or 1)
    @color = args.color1 and args.color1\clone! or color(255, 220, 60)\clone!
    @color2 = args.color2 or color(255, 60, 20)!

    r1 = an.random\float(0.2, 0.5)*(args.size_multiplier or 1)
    r2 = an.random\float(0.1, 0.3)*(args.size_multiplier or 1)

    @\add timer!
    @timer\after r1, ->
      @timer\tween r2, @, {rs: 0}, math.linear, -> @\kill!
    @timer\tween r1 + r2, @color, {r: @color2.r, g: @color2.g, b: @color2.b}, math.linear

  update: (dt) =>
    @vx = math.damping(0.9, 0.5, dt, @vx)
    @x += @vx*dt
    @y += @vy*dt
    @vy -= 100*dt

    effects\circle @x, @y, @rs, @color!

Does this look right?

Yes.

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

1868→    effects\image @image, 0, 0
  1869→    effects\pop!
  1870→
  1871→
  1872→
  1873→-- Hit particle: rectangle that shoots outward and shrinks
  1874→class hit_particle extends object
  1875→  new: (@x, @y, args={}) =>
  1876→    super!
  1877→    @velocity = args.velocity or an.random\float 50, 150

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

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

Added fire_particle class to main.yue (around line 1873). You can spawn it with:

@effects\add fire_particle x, y, {
  velocity: 30,           -- optional, default random 20-40
  direction: -math.pi/2,  -- optional, default random upward spread
  size_multiplier: 1,     -- optional, scales size and duration
  color1: color(255, 220, 60),  -- optional, start color (yellow)
  color2: color(255, 60, 20),   -- optional, end color (red-orange)
}

Now continually spawn fire_particles along the sword when it is charging. These particles should be purely white (both colors).

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

788→        if attacker.damage_threshold_cooldown <= 0
   789→          attacker.damage_threshold_progress += 1
   790→          attacker.damage_threshold_cooldown = 0.5
   791→          if attacker.damage_threshold_progress == attacker.damage_threshold
   792→            -- Threshold reached, tween sword to white and bigger
   793→            attacker.weapon_charging = true
   794→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   795→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   796→            attacker.base_damage += 1
   797→            attacker.damage_threshold_progress = 0
   798→            attacker.timer\cancel 'weapon_charge'
   799→            attacker.weapon_charging = false
   800→            attacker.weapon_charge_color = 0
   801→            attacker.weapon_charge_scale = 1
   802→            attacker.weapon_charge_offset = 0
   803→            attacker.weapon_charge_shake = 0
   804→            attacker.ball_charge_shake = 0
   805→            attacker.spring\pull 'hit', 0.5, 3, 0.7
   806→            attacker.spring\pull 'weapon', 1, 3, 0.7
   807→
   808→      -- Hit effect on defender's edge, facing the weapon
   809→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   810→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   811→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   812→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)

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

750→      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
   751→      projectile_object\hit intensity, 'ball'
   752→
   753→      ball_object\take_damage 1
   754→
   755→      -- Track hit for projectile owner
   756→      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
   757→      owner.hits_landed += 1
   758→      owner.weapon_ui\landed_hit!
   759→
   760→      -- Spawn star particles at hit location
   761→      x = (projectile_object.x + ball_object.x)/2
   762→      y = (projectile_object.y + ball_object.y)/2
   763→      for i = 1, an.random\int 1, 3
   764→        @effects\add star_particle x, y,
   765→          flash_on_spawn: true
   766→
   767→    -- Weapon-ball sensor: deal damage (melee only)
   768→    for event in *an\sensor_begin_events 'weapon_hitbox', 'ball'
   769→      attacker = event.a  -- weapon_hitbox tag (ball that owns the weapon)

I see the context. Here's the plan - add a timer\every when charging starts and cancel it when charging ends:

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.

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

789→          attacker.damage_threshold_progress += 1
   790→          attacker.damage_threshold_cooldown = 0.5
   791→          if attacker.damage_threshold_progress == attacker.damage_threshold
   792→            -- Threshold reached, tween sword to white and bigger
   793→            attacker.weapon_charging = true
   794→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   795→            -- Spawn fire particles along sword while charging
   796→            attacker.timer\every 0.03, ->
   797→              offset = an.random\float 0, attacker.weapon_hitbox_length
   798→              px = attacker.x + (attacker.weapon_visual_offset + offset)*math.cos(attacker.angle)
   799→              py = attacker.y + (attacker.weapon_visual_offset + offset)*math.sin(attacker.angle)
   800→              @effects\add fire_particle px, py, {color1: white\clone!, color2: white!}
   801→            , nil, 'weapon_charge_particles'
   802→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   803→            attacker.base_damage += 1
   804→            attacker.damage_threshold_progress = 0
   805→            attacker.timer\cancel 'weapon_charge'
   806→            attacker.timer\cancel 'weapon_charge_particles'
   807→            attacker.weapon_charging = false
   808→            attacker.weapon_charge_color = 0
   809→            attacker.weapon_charge_scale = 1
   810→            attacker.weapon_charge_offset = 0
   811→            attacker.weapon_charge_shake = 0
   812→            attacker.ball_charge_shake = 0
   813→            attacker.spring\pull 'hit', 0.5, 3, 0.7

Done. Fire particles now spawn every 0.03s along the sword while charging (lines 795-801), and the timer is cancelled when the charge completes (line 806). The particles spawn at random positions along the sword's length and are pure white.

Colors are already cloned inside the object.

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

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

Fixed.

No particles are showing.

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

1871→    duration = an.random\float 0.1, 0.15
  1872→    @timer\tween duration, @, {scale: 0}, math.cubic_in_out, -> @\kill!
  1873→
  1874→  update: (dt) =>
  1875→    effects\push @x, @y, @rotation, @scale, @scale
  1876→    effects\image @image, 0, 0
  1877→    effects\pop!
  1878→
  1879→
  1880→
  1881→-- Fire particle: circle that rises, changes color, and shrinks
  1882→class fire_particle extends object
  1883→  new: (@x, @y, args={}) =>
  1884→    super!
  1885→    velocity = args.velocity or an.random\float 20, 40
  1886→    direction = args.direction or an.random\float -math.pi, 0
  1887→    @vx = velocity*math.cos(direction)
  1888→    @vy = velocity*math.sin(direction)
  1889→    @rs = an.random\float(2.5, 3)*(args.size_multiplier or 1)
  1890→    @color = args.color1 and args.color1\clone! or color(255, 220, 60)\clone!
  1891→    @color2 = args.color2 or color(255, 60, 20)!
  1892→
  1893→    r1 = an.random\float(0.2, 0.5)*(args.size_multiplier or 1)
  1894→    r2 = an.random\float(0.1, 0.3)*(args.size_multiplier or 1)
  1895→
  1896→    @\add timer!
  1897→    @timer\after r1, ->
  1898→      @timer\tween r2, @, {rs: 0}, math.linear, -> @\kill!
  1899→    @timer\tween r1 + r2, @color, {r: @color2.r, g: @color2.g, b: @color2.b}, math.linear
  1900→
... [5 more lines]

Grep (effects\circle)

1859:    effects\circle @x, @y, @radius, if @flashing then white! else @color!
1907:    effects\circle @x, @y, @rs, @color!

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

1840→
  1841→
  1842→-- Hit circle: expanding/shrinking circle at impact point
  1843→class hit_circle extends object
  1844→  new: (@x, @y, args={}) =>
  1845→    super!
  1846→    @radius = args.radius or 12
  1847→    @color = args.color or white\clone!
  1848→    @duration = args.duration or 0.2
  1849→    @flashing = false
  1850→
  1851→    @\add timer!
  1852→    @timer\tween @duration, @, {radius: 0}, math.cubic_in_out, -> @\kill!
  1853→
  1854→    if args.flash_on_spawn
  1855→      @flashing = true
  1856→      @timer\after 0.1, -> @flashing = false
  1857→
  1858→  update: (dt) =>
  1859→    effects\circle @x, @y, @radius, if @flashing then white! else @color!
  1860→
  1861→
  1862→-- Boom particle: muzzle flash effect that scales down quickly
  1863→class boom_particle extends object
  1864→  new: (@x, @y, args={}) =>

I think the issue is the @ in the timer callback. Let me check how the callback closure captures the arena reference.

Grep (timer\every.*effects\add)

No matches found

Grep (@effects\add)

702:      @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}
704:        @effects\add hit_particle event.point_x, event.point_y,
764:        @effects\add star_particle x, y,
800:              @effects\add fire_particle px, py, {color1: white!, color2: white!}
880:      @effects\add boom_particle boom_x, boom_y
908:      @effects\add hit_effect x, y, {scale: 1.35*multiplier}
910:      @effects\add hit_circle x, y, {radius: 9*multiplier}
912:        @effects\add hit_particle x, y, {velocity: multiplier*an.random\float(100, 250), duration: multiplier*an.random\float(0.3, 0.5)}

The issue is that @ in the timer callback isn't bound to the arena when it fires later. I need to capture the arena reference explicitly:

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

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

[Request interrupted by user]

That's not the issue, the issue is you're using the every function with the wrong arguments.

Grep (timer\every)

796:            attacker.timer\every 0.03, ->

Grep (every)

27-```
28-
29:### Engine State (Dynamic - updated every frame)
30-```
31-an.frame -> int           -- current render frame
--
374-### Repeating
375-```
376:timer\every(interval, name_or_callback, callback?, times?) -> timer
377:timer\every_step(name_or_callback, callback?) -> timer
378-```
379-

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)

793→            attacker.weapon_charging = true
   794→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   795→            -- Spawn fire particles along sword while charging
   796→            attacker.timer\every 0.03, ->
   797→              offset = an.random\float 0, attacker.weapon_hitbox_length
   798→              px = attacker.x + (attacker.weapon_visual_offset + offset)*math.cos(attacker.angle)
   799→              py = attacker.y + (attacker.weapon_visual_offset + offset)*math.sin(attacker.angle)
   800→              @effects\add fire_particle px, py, {color1: white!, color2: white!}
   801→            , nil, 'weapon_charge_particles'
   802→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   803→            attacker.base_damage += 1
   804→            attacker.damage_threshold_progress = 0
   805→            attacker.timer\cancel 'weapon_charge'
   806→            attacker.timer\cancel 'weapon_charge_particles'
   807→            attacker.weapon_charging = false

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

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

Fixed. The signature is timer\every(interval, name, callback) - name comes second.

I've made a bunch of changes, now it works. However, I believe the particles should follow the sword, if that makes sense. Like they should move relative to the sword's transform? Instead of just moving up from where they were spawned, they move up as the sword moves, like they move horizontaly with it?

I understand - the particles should move with the sword while also drifting upward relative to it. Let me read the current fire_particle code and update it to support following a parent.

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

1878→
  1879→
  1880→-- Fire particle: circle that rises, changes color, and shrinks
  1881→class fire_particle extends object
  1882→  new: (@x, @y, args={}) =>
  1883→    super!
  1884→    velocity = args.velocity or an.random\float 20, 40
  1885→    direction = args.direction or an.random\float -math.pi, 0
  1886→    @vx = velocity*math.cos(direction)
  1887→    @vy = velocity*math.sin(direction)
  1888→    @radius = an.random\float(2.5, 3)*(args.size_multiplier or 1)
  1889→    @color = args.color_1 and args.color_1\clone! or color(255, 220, 60)\clone!
  1890→    @color_2 = args.color_2 or color(255, 60, 20)!
  1891→
  1892→    r1 = an.random\float(0.2, 0.5)*(args.size_multiplier or 1)
  1893→    r2 = an.random\float(0.1, 0.3)*(args.size_multiplier or 1)
  1894→
  1895→    @\add timer!
  1896→    @timer\after r1, ->
  1897→      @timer\tween r2, @, {radius: 0}, math.linear, -> @\kill!
  1898→    @timer\tween r1 + r2, @color, {r: @color_2.r, g: @color_2.g, b: @color_2.b}, math.linear
  1899→
  1900→  update: (dt) =>
  1901→    @vx = math.damping(0.9, 0.5, dt, @vx)
  1902→    @x += @vx*dt
  1903→    @y += @vy*dt
  1904→    @vy -= 100*dt
  1905→
  1906→    effects\circle @x, @y, @radius, @color!
  1907→
... [5 more lines]

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

793→            attacker.weapon_charging = true
   794→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   795→            -- Spawn fire particles along sword while charging
   796→            attacker.timer\every 0.02, 'weapon_charge_particles', ->
   797→              offset = an.random\float 0, attacker.weapon_hitbox_length
   798→              px = attacker.x + (attacker.weapon_visual_offset + offset)*math.cos(attacker.angle)
   799→              py = attacker.y + (attacker.weapon_visual_offset + offset)*math.sin(attacker.angle)
   800→              @effects\add fire_particle px, py, {color_1: white, color_2: white}
   801→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   802→            attacker.base_damage += 1
   803→            attacker.damage_threshold_progress = 0
   804→            attacker.timer\cancel 'weapon_charge'

I'll update the fire_particle to support following a parent:

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

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

Now update the spawning code to pass the parent and offset:

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

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

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

1900→      @timer\tween r2, @, {radius: 0}, math.linear, -> @\kill!
  1901→    @timer\tween r1 + r2, @color, {r: @color_2.r, g: @color_2.g, b: @color_2.b}, math.linear
  1902→
  1903→  update: (dt) =>
  1904→    @vx = math.damping(0.9, 0.5, dt, @vx)
  1905→    @ix += @vx*dt
  1906→    @iy += @vy*dt
  1907→    @vy -= 100*dt
  1908→
  1909→    if @parent
  1910→      base_offset = @parent.weapon_visual_offset + @parent_offset
  1911→      @x = @parent.x + base_offset*math.cos(@parent.angle) + @ix
  1912→      @y = @parent.y + base_offset*math.sin(@parent.angle) + @iy
  1913→    else
  1914→      @x += @vx*dt
  1915→      @y += @vy*dt
  1916→
  1917→    effects\circle @x, @y, @radius, @color!
  1918→
  1919→

I see a bug - for non-parent particles, velocity is applied twice. Let me fix:

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

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

Fixed. Now particles with a parent accumulate velocity into @ix/@iy relative to the sword, while non-parent particles move independently.

The particles can just be added as children of the attacker and that automatically makes it their parent. The engine works with a tree system for cases like this.

Grep (add_child|\add child)

No matches found

Grep (child)

146:object\add(child) -> child
147:object\all(tag) -> [child, ...]
192:object\A(child) -> child    -- add

Grep (object\add)

726:#### object\add(child)
727-
728-Adds a child object. The child's `parent` is set automatically.
729-
730-```yuescript
731-@\add timer!                    -- named 'timer', access as @timer
732-@\add collider 'player', 'dynamic', 'circle', 16
733-@\add spring!
734-
735--- Custom name
736-hitbox = collider 'hitbox', 'dynamic', 'box', 32, 16
737-hitbox.name = 'hitbox'
738-@\add hitbox                    -- access as @hitbox
739-```
740-
741----

Grep (parent.position|relative|local.coord|transform)

1035:### Transform Stack
1037:Push/pop transforms for hierarchical drawing.
1041:layer\image an.images.player, 0, 0    -- draws at pushed transform
1246:@collider\set_transform 100, 200, 0
1460:Manages view transformation and coordinate conversion.
1515:an.camera\attach game_layer    -- apply camera transform
1825:All take t (0-1) and return transformed t:
1925:### Transformation

Let me understand - if I add the particle as a child of the attacker, does the particle's @x, @y become relative to the attacker's position, or does it need special handling?

Grep (@parent)

1245-  update: (dt) =>
1246-    -- When paused, use dt = 0 so physics logic doesn't run
1247:    dt = 0 if @parent.paused
1248-
1249-    -- Decrement damage progress cooldown
--
1303-    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
1304-    vx, vy = @collider\get_velocity!
1305:    near_floor = @y + @radius > @parent.y + @parent.h - 20
1306-    if near_floor
1307-      @low_vy_time += dt
--
1317-        -- Spawn dash particle at ball's bottom, direction opposite to velocity
1318-        particle_angle = math.remap(vx, -100, 100, math.pi/4, 3*math.pi/4) + an.random\float(-math.pi/8, math.pi/8)
1319:        @parent.effects\add dash_particle @x, @y + @radius, {direction: particle_angle}
1320-    else
1321-      @low_vy_time = 0
--
1355-
1356-  take_damage: (amount, source) =>
1357:    return unless @parent  -- Guard against events before fully added
1358-    @hp -= amount
1359-    @spring\pull 'hit', 0.3, 3, 0.7
--
1366-
1367-    -- Spawn damage number above
1368:    @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5}
1369-
1370-    -- Show HP bar
--
... [73 more lines]

I see - so instead of passing parent as an arg, I should add the particle as a child of the attacker. Let me simplify:

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

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

Now update the spawning to use attacker\add:

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

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

I see - @parent is set automatically but coordinates aren't relative. Let me simplify the fire_particle to use local offsets that get transformed:

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

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

Now the particle uses @x as offset along the sword, @y as perpendicular offset. The velocity moves in local space, and it's transformed to world coords when drawing. The spawning passes the sword offset as the initial @x.

This works, but it's making the particles also move down, I'd like them to always move up, regardless of the angle the sword finds itself in.

I'll separate the local offset (follows sword) from the world velocity (always up):

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

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

Now @local_x/@local_y stay fixed relative to the sword's transform, while @wx/@wy accumulate world-space velocity (always drifting up regardless of sword angle).

Perfect. Particles spawned a little above where they currently are, slightly lower number of them, higher variation on y velocity, and move variation on starting x velocity.

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

795→            -- Spawn fire particles along sword while charging
   796→            attacker.timer\every 0.02, 'weapon_charge_particles', ->
   797→              offset = an.random\float 0, attacker.weapon_hitbox_length
   798→              attacker\add fire_particle attacker.weapon_visual_offset + offset, 0, {color_1: white, color_2: white}
   799→          elseif attacker.damage_threshold_progress > attacker.damage_threshold

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

1880→-- @wx/@wy accumulate world-space velocity (always rises up)
  1881→class fire_particle extends object
  1882→  new: (local_x, local_y, args={}) =>
  1883→    super!
  1884→    @local_x = local_x
  1885→    @local_y = local_y
  1886→    velocity = args.velocity or an.random\float 20, 40
  1887→    direction = args.direction or an.random\float -math.pi, 0
  1888→    @vx = velocity*math.cos(direction)
  1889→    @vy = velocity*math.sin(direction)
  1890→    @wx, @wy = 0, 0
  1891→    @radius = an.random\float(2.5, 3)*(args.size_multiplier or 1)
  1892→    @color = args.color_1 and args.color_1\clone! or color(255, 220, 60)\clone!
  1893→    @color_2 = args.color_2 or color(255, 60, 20)!
  1894→

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:

Great, I'm going to sleep and we'll continue this tomorrow.

Sounds good. Here's what we accomplished today:

Sword charging effects:

Fire particle system:

Still pending from the summary: "+1 DMG" emoji text spawn when damage increases.

See you tomorrow.

Let's split fire particle. Create a copy of it as it is now and name it sword_charge_particle, then change the fire_particle back to how it was originally after you ported it.

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

1878→-- Fire particle: circle that rises, changes color, and shrinks
  1879→-- When added as child, @local_x/@local_y are offsets relative to sword
  1880→-- @wx/@wy accumulate world-space velocity (always rises up)
  1881→class fire_particle extends object
  1882→  new: (local_x, local_y, args={}) =>
  1883→    super!
  1884→    @local_x = local_x
  1885→    @local_y = local_y
  1886→    @vx = an.random\float -30, 30
  1887→    @vy = an.random\float -60, -20
  1888→    @wx, @wy = 0, 0
  1889→    @radius = an.random\float(2.5, 3)*(args.size_multiplier or 1)
  1890→    @color = args.color_1 and args.color_1\clone! or color(255, 220, 60)\clone!
  1891→    @color_2 = args.color_2 or color(255, 60, 20)!
  1892→
  1893→    r1 = an.random\float(0.2, 0.5)*(args.size_multiplier or 1)
  1894→    r2 = an.random\float(0.1, 0.3)*(args.size_multiplier or 1)
  1895→
  1896→    @\add timer!
  1897→    @timer\after r1, ->
  1898→      @timer\tween r2, @, {radius: 0}, math.linear, -> @\kill!
  1899→    @timer\tween r1 + r2, @color, {r: @color_2.r, g: @color_2.g, b: @color_2.b}, math.linear
  1900→
  1901→  update: (dt) =>
  1902→    @vx = math.damping(0.9, 0.5, dt, @vx)
  1903→    @vy -= 100*dt
  1904→    @wx += @vx*dt
  1905→    @wy += @vy*dt
  1906→
  1907→    if @parent and @parent.angle
... [10 more lines]

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

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

Now update the spawning to use sword_charge_particle:

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

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

Done. Now:

Now change sword_charge_particle to be drawn in the same layer as the weapon is drawn.

Grep (weapons\image|weapons\push)

1344:    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*@weapon_charge_scale, @weapon_scale_y*weapon_spring*@weapon_charge_scale
1346:    weapons\image @weapon_image, 0, 0, nil, flash_color
1664:    weapons\push @emoji_x + emoji_t.x, @emoji_y + @emoji_oy + emoji_t.y, emoji_t.rotation + @spring.emoji_rotation.x, @emoji_scale*@spring.emoji_scale.x, @emoji_scale*@spring.emoji_scale.x
1665:    weapons\image current_emoji, 0, 0
1672:    weapons\push @weapon_x + weapon_t.x, @weapon_y + weapon_t.y, weapon_t.rotation + weapon_recoil + @spring.weapon_rotation.x, @weapon_flip_x*@weapon_scale*weapon_spring, @weapon_scale*weapon_spring
1673:    weapons\image @weapon_image, 0, 0, nil, weapon_flashing and white!

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

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

Done. Changed effects\circle to weapons\circle.

Add a configurable duration to sword_charge_particle and recalculate r1, r2 based on it. In fact, probably remove the idea of r1, r2 and just use the duration instead and ratios of it.

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

1908→-- Sword charge particle: follows sword transform, drifts upward in world space
  1909→class sword_charge_particle extends object
  1910→  new: (@local_x, @local_y, args={}) =>
  1911→    super!
  1912→    @vx = an.random\float -30, 30
  1913→    @vy = an.random\float -60, -20
  1914→    @wx, @wy = 0, 0
  1915→    @radius = an.random\float(2.5, 3)*(args.size_multiplier or 1)
  1916→    @color = args.color_1 and args.color_1\clone! or color(255, 220, 60)\clone!
  1917→    @color_2 = args.color_2 or color(255, 60, 20)!
  1918→
  1919→    r1 = an.random\float(0.2, 0.5)*(args.size_multiplier or 1)
  1920→    r2 = an.random\float(0.1, 0.3)*(args.size_multiplier or 1)
  1921→
  1922→    @\add timer!
  1923→    @timer\after r1, ->
  1924→      @timer\tween r2, @, {radius: 0}, math.linear, -> @\kill!
  1925→    @timer\tween r1 + r2, @color, {r: @color_2.r, g: @color_2.g, b: @color_2.b}, math.linear
  1926→
  1927→  update: (dt) =>
  1928→    @vx = math.damping(0.9, 0.5, dt, @vx)
  1929→    @vy -= 100*dt
  1930→    @wx += @vx*dt
  1931→    @wy += @vy*dt
  1932→

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

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

Done. Now uses args.duration (default random 0.4-0.7):

Shouldn't the random values be 0.3, 0.8, since r1, r2 were 0.2, 0.5 and 0.1, 0.3? r1 was 0.2, 0.5, is that 60% of 0.3, 0.8?

You're right. The total was r1 + r2 = (0.2-0.5) + (0.1-0.3) = 0.3 to 0.8.

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

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

Fixed. Duration now defaults to 0.3-0.8 to match the original r1+r2 range.

The sword charge particles should also be affected by the sword's shake.

Grep (weapon_charge_shake)

794:            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
808:            attacker.weapon_charge_shake = 0
1205:    @weapon_charge_shake = 0  -- shake amplitude when charging
1341:      weapon_x += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)
1342:      weapon_y += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)

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

1927→    @vx = math.damping(0.9, 0.5, dt, @vx)
  1928→    @vy -= 100*dt
  1929→    @wx += @vx*dt
  1930→    @wy += @vy*dt
  1931→
  1932→    if @parent and @parent.angle
  1933→      angle = @parent.angle
  1934→      perp = angle - math.pi/2
  1935→      world_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp) + @wx
  1936→      world_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp) + @wy
  1937→      weapons\circle world_x, world_y, @radius, @color!
  1938→    else
  1939→      @x = @local_x + @wx
  1940→      @y = @local_y + @wy
  1941→      weapons\circle @x, @y, @radius, @color!

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

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

Done. Particles now apply @parent.weapon_charge_shake as random offset to their world position.

Good. Now, instead of making these particles, how would we go about making these like actual lines of energy flowing up from the sword? We only need the shape of the energy waves, what's inside it doesn't matter since it would all be white.

A few approaches come to mind:

  1. Polyline with sine offset - Track a series of points moving upward, offset each point's x by a sine wave based on time/position, draw as connected line segments or a filled polygon

  2. Bezier curves - Spawn curves with control points that drift upward, wiggle the control points over time

  3. Stacked rectangles/circles - A vertical column of shapes where each has a slight horizontal offset based on sine(time + y), creating a wavy column effect

  4. Polygon ribbon - Two parallel wavy lines (left edge, right edge) connected as a filled polygon, giving a ribbon/band of energy

For the "energy wave" look, I'd lean toward option 1 or 4 - a series of points that:

What kind of visual are you imagining - thin wiggly lines, or thicker ribbon/band shapes? And how much waviness - subtle or pronounced?

Thin wiggly lines, it should feel like energy flowing from the sword, but multiple strands.

Grep (\line)

No matches found

Grep (line)

10:layer_rectangle_line(layer, x, y, w, h, color, line_width?)
14:layer_circle_line(layer, x, y, radius, color, line_width?)
15:layer_line(layer, x1, y1, x2, y2, width, color)
17:layer_capsule_line(layer, x1, y1, x2, y2, radius, color, line_width?)
19:layer_triangle_line(layer, x1, y1, x2, y2, x3, y3, color, line_width?)
21:layer_polygon_line(layer, vertices, color, line_width?)
23:layer_rounded_rectangle_line(layer, x, y, w, h, radius, color, line_width?)
151:physics_set_linear_damping(body, damping)

Grep (layer_line|\line")

82:### layer_line
83-
84:`layer_line(layer, x1, y1, x2, y2, width, color)`
85-
86-Draws a line segment with round caps (capsule shape).
87-
88-```lua
89:layer_line(layer, 50, 50, 150, 100, 3, rgba(255, 255, 0))  -- 3px thick yellow line
90-```
91-
92-### layer_capsule
93-
94-`layer_capsule(layer, x1, y1, x2, y2, radius, color)`
95-
96-Draws a filled capsule (line with round caps at given radius).
97-

Good, there's layer\line x1, y1, x2, y2, width, color. Here's my plan for an energy_strand class:

class energy_strand extends object
  new: (local_x, local_y, args={}) =>
    super!
    @local_x = local_x
    @local_y = local_y
    @num_points = 6
    @point_spacing = 5
    @frequency = an.random\float 10, 15
    @phase = an.random\float 0, 2*math.pi
    @amplitude = an.random\float 3, 6
    @rise_speed = an.random\float 50, 80
    @wy = 0  -- accumulated upward offset
    @line_width = args.line_width or 1.5

    duration = args.duration or an.random\float 0.3, 0.6
    @\add timer!
    @timer\after duration, -> @\kill!

  update: (dt) =>
    @wy -= @rise_speed*dt

    if @parent and @parent.angle
      angle = @parent.angle
      perp = angle - math.pi/2
      shake = @parent.weapon_charge_shake or 0
      base_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp)
      base_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp)

      for i = 1, @num_points - 1
        y1 = @wy + (i - 1)*@point_spacing
        y2 = @wy + i*@point_spacing
        x1 = @amplitude*math.sin(@frequency*an.time + @phase + y1*0.2)
        x2 = @amplitude*math.sin(@frequency*an.time + @phase + y2*0.2)

        weapons\line base_x + x1, base_y + y1, base_x + x2, base_y + y2, @line_width, white!

Each strand is a wiggly line of connected segments that rises upward from the sword. The sine wave creates the wiggle, with randomized frequency/phase/amplitude per strand.

Should I implement this and replace the particle spawning?

Sure, try it, don't delete the previous particle classes though.

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

1940→      @x = @local_x + @wx
  1941→      @y = @local_y + @wy
  1942→      weapons\circle @x, @y, @radius, @color!
  1943→
  1944→
  1945→
  1946→-- Hit particle: rectangle that shoots outward and shrinks
  1947→class hit_particle extends object
  1948→  new: (@x, @y, args={}) =>
  1949→    super!

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

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

Now update the spawning to use energy_strand:

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

<tool_use_error>String to replace not found in file.
String:             -- Spawn fire particles along sword while charging
            attacker.timer\every 0.03, 'weapon_charge_particles', ->
              offset = an.random\float 0, attacker.weapon_hitbox_length
              attacker\add sword_charge_particle attacker.weapon_visual_offset + offset, -5, {color_1: white, color_2: white}</tool_use_error>

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

793→            attacker.weapon_charging = true
   794→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   795→            -- Spawn fire particles along sword while charging
   796→            attacker.timer\every 0.03, 'weapon_charge_particles', ->
   797→              offset = an.random\float 0, attacker.weapon_hitbox_length
   798→              attacker\add sword_charge_particle attacker.weapon_visual_offset + offset, -8, {color_1: white, color_2: white}
   799→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   800→            attacker.base_damage += 1
   801→            attacker.damage_threshold_progress = 0
   802→            attacker.timer\cancel 'weapon_charge'

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

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

Done. Added energy_strand class and updated spawning to use it (every 0.05s instead of 0.03s since strands are more visually prominent than particles).

I don't think this is right. You know how likea candle's flame is like a wobbly triangle, with a base and then it gets thinner at the top? I want something like that coming out of the sword's edge. Let's try only one of those and make it big, covering most of the sword. Then once I can see that this single candle-like energy is looking right and wobbling, we can add more to it.

I understand - a candle flame shape with a wide base on the sword that tapers to a wobbly point at the top. Let me check what drawing functions are available.

Grep (triangle|polygon)

18:layer_triangle(layer, x1, y1, x2, y2, x3, y3, color)
19:layer_triangle_line(layer, x1, y1, x2, y2, x3, y3, color, line_width?)
20:layer_polygon(layer, vertices, color)
21:layer_polygon_line(layer, vertices, color, line_width?)
132:physics_add_polygon(body, tag, vertices, opts?) -> shape
202:physics_query_polygon(x, y, vertices, tags) -> [body, ...]

Good, there's layer\triangle. Let me create a simple sword_flame class:

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

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

Now update spawning to use one big sword_flame:

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

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

I need to handle removing the flame when charge completes. Let me update to store a reference:

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

799→            attacker.damage_threshold_progress = 0
   800→            attacker.timer\cancel 'weapon_charge'
   801→            attacker.timer\cancel 'weapon_charge_particles'
   802→            attacker.weapon_charging = false
   803→            attacker.weapon_charge_color = 0
   804→            attacker.weapon_charge_scale = 1
   805→            attacker.weapon_charge_offset = 0
   806→            attacker.weapon_charge_shake = 0
   807→            attacker.ball_charge_shake = 0
   808→            attacker.spring\pull 'hit', 0.5, 3, 0.7
   809→            attacker.spring\pull 'weapon', 1, 3, 0.7
   810→
   811→      -- Hit effect on defender's edge, facing the weapon
   812→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   813→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)

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

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

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

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

Done. Now:

When creating the sword_flame, you can name it on super, like super 'sword_flame', and this automatically adds a named link to the parent.

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

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

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

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

Done. Now the name is passed to super, which automatically creates attacker.sword_flame. The cleanup code still works since the reference is set automatically.

The removal code can also be simpler, as kill already removes the references.

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

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

Done.

This is drawing the triangle rather well, but nothing about it is wobbling like a flame. The wobble of a flame is across the whole triangle, I don't believe you can do that with the triangle function alone. However, the shape of the idea is correct.

You're right. I need to use a polygon with multiple points along each edge that wobble independently. Let me rewrite it:

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

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

Now the flame has multiple points along each edge:

Make it so that the charging effect is running at the start of the game, so I can see it without the ball rotating.

Grep (@player_ball.*ball|player_ball =)

271:    @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', 'gun'
756:      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
870:      gun_tip_offset = @player_ball.weapon_visual_offset + 12  -- from ball center to gun tip
873:      boom_x = @player_ball.x + boom_offset*math.cos(@player_ball.angle) + 10*math.cos(perpendicular_angle)
874:      boom_y = @player_ball.y + boom_offset*math.sin(@player_ball.angle) + 10*math.sin(perpendicular_angle)

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

268→    @\add wall @x + wall_thickness/2 + @w, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
   269→
   270→    -- Create balls
   271→    @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', 'gun'
   272→    @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', 'sword'
   273→    @\add @player_ball
   274→    @\add @enemy_ball
   275→
   276→    -- Create plants container and spawn plant groups
   277→    @\add object 'plants'
   278→    @\spawn_plants!
   279→
   280→    @high_speed_hit_count = 0 -- Track recent high speed hits for energy system bypass
   281→    @low_horizontal_hit_count = 0 -- Track recent low horizontal hits to prevent stalling
   282→    @max_ball_speed = 448

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

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

Done. The enemy ball (which has the sword) will now start with the charging effect active so you can see the flame without rotation.

Make the weapon's angle 0 by default, and add a key that I can press that adds 15 degrees to it.

Grep (@angle)

1180:    @angle = an.random\angle!
1181:    @collider\set_angle @angle
1256:    @angle = @collider\get_angle!
1333:    game\push 0, 0, @angle, @scale*hit_scale, @scale*hit_scale  -- rotation + base scale
1340:    perpendicular_angle = @angle - math.pi/2
1341:    weapon_x = @x + actual_offset*math.cos(@angle) + @weapon_perpendicular_offset*math.cos(perpendicular_angle)
1342:    weapon_y = @y + actual_offset*math.sin(@angle) + @weapon_perpendicular_offset*math.sin(perpendicular_angle)
1347:    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*@weapon_charge_scale, @weapon_scale_y*weapon_spring*@weapon_charge_scale
1353:    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
1354:    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
1355:    debug_draw\push hitbox_x, hitbox_y, @angle
1403:    perpendicular = @angle - math.pi/2
1404:    gun_tip_x = @x + gun_tip_offset*math.cos(@angle) + 8*math.cos(perpendicular)
1405:    gun_tip_y = @y + gun_tip_offset*math.sin(@angle) + 8*math.sin(perpendicular)
1408:    ray_end_x = gun_tip_x + ray_length*math.cos(@angle)

[Showing results with pagination = limit: 15, offset: 0]

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

273→    @\add @player_ball
   274→    @\add @enemy_ball
   275→
   276→    -- DEBUG: Start charging effect immediately for testing
   277→    @enemy_ball.weapon_charging = true
   278→    @enemy_ball.timer\tween 1, @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   279→    @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, -5, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   280→
   281→    -- Create plants container and spawn plant groups
   282→    @\add object 'plants'
   283→    @\spawn_plants!
   284→
   285→    @high_speed_hit_count = 0 -- Track recent high speed hits for energy system bypass
   286→    @low_horizontal_hit_count = 0 -- Track recent low horizontal hits to prevent stalling
   287→    @max_ball_speed = 448

Grep (an\key_pressed)

No matches found

Grep (key_pressed|pressed)

107:an\is_pressed(action) -> bool
110:an\any_pressed() -> bool
111:an\get_pressed_action() -> string | nil
119:an\key_is_pressed(key) -> bool
122:an\mouse_is_pressed(button) -> bool

Grep (class arena)

248:class arena extends object

Grep (^ update:.*dt)

858:  update: (dt) =>
1248:  update: (dt) =>
1499:  update: (dt) =>
1537:  update: (dt) =>
1657:  update: (dt) =>
1781:  update: (dt) =>
1819:  update: (dt) =>
1858:  update: (dt) =>
1874:  update: (dt) =>
1901:  update: (dt) =>
1929:  update: (dt) =>
1963:  update: (dt) =>
2024:  update: (dt) =>
2067:  update: (dt) =>
2101:  update: (dt) =>
2121:  update: (dt) =>
2166:  update: (dt) =>
2224:  update: (dt) =>
2291:  update: (dt) =>
2420:  update: (dt) =>

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

856→      an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(0.95, 1.05)
   857→
   858→  update: (dt) =>
   859→    @time_since_last_hit += dt
   860→
   861→    -- Test: press K to kill a random plant
   862→    if an\key_is_pressed 'k'
   863→      alive_plants = [p for p in *@plants.children when p.apply_moving_force]
   864→      if #alive_plants > 0
   865→        plant = an.random\choice alive_plants
   866→        plant.force_count = plant.force_threshold + 10
   867→        plant\apply_moving_force an.random\sign!, 200
   868→
   869→    -- Test: press P to fire a projectile from player's gun
   870→    if an\key_is_pressed 'p'

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

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

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

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

Done. Now:

The effect seems to be angled incorrectly against the sword, the base is pointing up instead of being along the sword's edge.

I think I have the directions swapped. The base should be along the sword's edge (perpendicular to sword's angle direction), not along the sword's length. Let me fix:

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

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

Actually wait, I may have made it worse. The base should extend along the sword's length. Let me check what the sword's orientation is at angle=0.

Grep (weapon_rotation_offset)

1124:      @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
1141:      @weapon_rotation_offset = math.pi/4 -- sword angled up-right, rotate to point outward
1158:      @weapon_rotation_offset = -3*math.pi/4  -- dagger rotation to point outward
1354:    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*@weapon_charge_scale, @weapon_scale_y*weapon_spring*@weapon_charge_scale

I see - the sword has weapon_rotation_offset = math.pi/4. So the visual sword direction is @angle + weapon_rotation_offset. Let me account for that:

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

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

Now the base width extends along sword_angle (which includes the weapon_rotation_offset), so it should align with the visual sword direction.

Still incorrect, let me show you a picture.

[Pasted image/png]

[Image: source: E:\media\anchor_uwi5AlBuCy.png]

I see the issue now. The sword is pointing horizontally to the right, but the flame's base is diagonal.

The weapon_rotation_offset compensates for the sword image's inherent angle, so the sword visually points in the direction of @parent.angle. I shouldn't add the offset again. Let me revert to using just angle:

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

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

Now using just angle for the base spread - the sword visually points in the ball's angle direction (the offset compensates for the image's inherent angle when drawing).

Still looks the same.

Let me check if the angle is actually 0 at runtime. Maybe physics is still affecting it. Let me also try the perpendicular direction for the base - maybe I have it backwards:

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 using perp for the base spread - this makes the base perpendicular to the sword's pointing direction (i.e., along the sword's edge/width).

Nope, now the effect is coming from a single point on the sword's edge. Let me check what you're doing in more detail. When you're doing the left edge and the right edge you're using the same angle (perp), when the left edge should be one angle and the right edge should be another, no? Otherwise you're moving both points to the same place. Also, w = @base_width/2(1-t), is this 0.5@base_width(1-t) or @base_width/(2(t-1))?

You're right on both points:

  1. I had left and right using the same direction effectively
  2. w = @base_width/2*(1-t) is (@base_width/2)*(1-t) = 0.5*@base_width*(1-t) due to left-to-right evaluation

Let me fix properly - left edge goes one direction, right edge goes opposite:

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

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

Now left edge goes in -angle direction, right edge goes in +angle direction from the base center. Also made the 0.5*@base_width*(1-t) explicit.

Let's try a simpler version of this. Simply draw the triangle as you did before with the triangle function, without any wobbling, just 2 points on the base, one at the top where the flame ends. You can delete all the code for this object for now and start again from there.

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

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

Simplified to just a triangle:

Let's set the shaking for the ball and triangle while charging to 0.

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

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

Done. Set both shake values to 0.

OK, offset the base of the triangle in y a little up, so it's in the middle of the sword.

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

277→    @enemy_ball.weapon_charging = true
   278→    @enemy_ball.angle = 0
   279→    @enemy_ball.collider\set_angle 0
   280→    @enemy_ball.collider\set_angular_velocity 0
   281→    @enemy_ball.timer\tween 1, @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out, nil, 'weapon_charge'

Grep (sword_flame 'sword_flame')

282:    @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, -5, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
804:            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, -5, {base_width: attacker.weapon_hitbox_length, height: 50}

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

The file E:\a327ex\emoji-ball-battles\main.yue has been updated. All occurrences of ', -5, {base_width:' were successfully replaced with ', -10, {base_width:'.

Changed local_y from -5 to -10 to move the base up.

OK, I change the value to 0, it was the other way, but this is perfect. Now let's make the flame scale up and grow as the sword also does with this tween.

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

1944→      perp = angle - math.pi/2
  1945→      shake = @parent.weapon_charge_shake or 0
  1946→      world_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp) + @wx + an.random\float(-shake, shake)
  1947→      world_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp) + @wy + an.random\float(-shake, shake)
  1948→      weapons\circle world_x, world_y, @radius, @color!
  1949→    else
  1950→      @x = @local_x + @wx
  1951→      @y = @local_y + @wy
  1952→      weapons\circle @x, @y, @radius, @color!
  1953→
  1954→
  1955→
  1956→-- Sword flame: candle-like flame shape on sword edge
  1957→class sword_flame extends object
  1958→  new: (name, @local_x, @local_y, args={}) =>
  1959→    super name
  1960→    @base_width = args.base_width or 30
  1961→    @height = args.height or 40
  1962→
  1963→  update: (dt) =>
  1964→    if @parent and @parent.angle
  1965→      angle = @parent.angle
  1966→      perp = angle - math.pi/2
  1967→
  1968→      -- Base center position (on the sword)

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

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

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

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

Now add the flame scale to the tween:

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

279→    @enemy_ball.collider\set_angle 0
   280→    @enemy_ball.collider\set_angular_velocity 0
   281→    @enemy_ball.timer\tween 1, @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out, nil, 'weapon_charge'
   282→    @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   283→
   284→    -- Create plants container and spawn plant groups

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

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

Now also update the actual charging code:

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

800→          if attacker.damage_threshold_progress == attacker.damage_threshold
   801→            -- Threshold reached, tween sword to white and bigger
   802→            attacker.weapon_charging = true
   803→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   804→            -- Spawn single sword flame covering most of sword
   805→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, -10, {base_width: attacker.weapon_hitbox_length, height: 50}
   806→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   807→            attacker.base_damage += 1
   808→            attacker.damage_threshold_progress = 0
   809→            attacker.timer\cancel 'weapon_charge'

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

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

Done. The flame now:

Perfect, now let's draw the exact same thing as a polygon instead of a triangle.

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

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

Done. Same 3 points as a polygon: left base → tip → right base.

Great, now draw the exact same triangle, except adding more points along the polygon's height, for the eventual wobble.

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

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

Done. Now the polygon has:

Default is 6 segments, giving 13 points total forming the same triangle shape.

OK, the mistake is here. I believe the problem is that you're drawing a single polygon, but if you read anchor.c, the polygon function only accepts 8 vertices? I think that was the limitation, please double check for me.

Grep (polygon)

322:    COMMAND_POLYGON,            // Polygon (up to 8 vertices)
366:    // POLYGON: params[0..15]=x1,y1,...,x8,y8, [16]=vertex_count, [17]=stroke
373:    float params[20];       // 80 bytes (expanded for polygon support)
638:            // Use first contact point (there can be up to 2 for polygon-polygon)
1736:// Record a polygon command (up to 8 vertices, stroke=0 filled, stroke>0 outline)
1738:static void layer_add_polygon(Layer* layer, const float* vertices, int vertex_count, float stroke, uint32_t color) {
1741:    cmd->type = COMMAND_POLYGON;
1938:#define SHAPE_TYPE_POLYGON  5.0f  // Polygon (up to 8 vertices)
3849:// Process a polygon command (SDF-based, up to 8 vertices)
3850:static void process_polygon(const DrawCommand* cmd) {
3913:                       SHAPE_TYPE_POLYGON, shape,
4231:            case COMMAND_POLYGON:
4237:                process_polygon(cmd);
4506:// layer_polygon(layer, vertices_table, color) -- filled polygon (up to 8 vertices)
4508:static int l_layer_polygon(lua_State* L) {
4517:        return luaL_error(L, "Polygon requires at least 3 vertices");
4528:    layer_add_polygon(layer, vertices, vertex_count, 0.0f, color);
4532:// layer_polygon_line(layer, vertices_table, color, line_width?) -- polygon outline
4533:static int l_layer_polygon_line(lua_State* L) {
4543:        return luaL_error(L, "Polygon requires at least 3 vertices");
4554:    layer_add_polygon(layer, vertices, vertex_count, line_width, color);
5575:    // Create box polygon (convert to meters)
5580:    b2Polygon box = b2MakeOffsetBox(half_w, half_h, center, rotation);
5583:    b2ShapeId shape_id = b2CreatePolygonShape(*body_id, &shape_def, &box);
5657:// physics_add_polygon(body, tag, vertices, [opts])
5659:static int l_physics_add_polygon(lua_State* L) {
5675:        return luaL_error(L, "Polygon needs at least 3 vertices (6 numbers)");
5679:    if (vertex_count > B2_MAX_POLYGON_VERTICES) {
5680:        return luaL_error(L, "Too many vertices (max %d)", B2_MAX_POLYGON_VERTICES);
5683:    b2Vec2 points[B2_MAX_POLYGON_VERTICES];
... [2 more lines]

You're right. Line 322 says COMMAND_POLYGON, // Polygon (up to 8 vertices). With 6 segments I'm creating 13 vertices, which exceeds the 8 vertex limit.

Options:

  1. Reduce segments to 3 (giving 7 vertices: 4 on left edge, 3 on right edge)
  2. Draw multiple triangles instead of one polygon

Which approach would you prefer?

Draw multiple polygons instead of one. Maybe one per 4 vertices? So it's drawn as a series of stacked flame portions.

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

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

Done. Now draws @segments quads, each with 4 vertices:

This creates stacked trapezoids forming the flame shape.

Perfect, now make it wobble like a flame.

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

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

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

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

Done. Now each point has wobble:

Now let's add a wind system to it. If I press left, wind should be added to the flame to the left, same for right.

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

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

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

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

Now add input handling in the arena update:

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

868→      @enemy_ball.collider\set_angle @enemy_ball.collider\get_angle! + math.pi/12
   869→
   870→    -- Test: press K to kill a random plant
   871→    if an\key_is_pressed 'k'
   872→      alive_plants = [p for p in *@plants.children when p.apply_moving_force]
   873→      if #alive_plants > 0
   874→        plant = an.random\choice alive_plants
   875→        plant.force_count = plant.force_threshold + 10
   876→        plant\apply_moving_force an.random\sign!, 200
   877→
   878→    -- Test: press P to fire a projectile from player's gun
   879→    if an\key_is_pressed 'p'
   880→      -- Sound
   881→      an\sound_play "gun_fire_#{an.random\int(1, 3)}", 0.63, an.random\float(0.95, 1.05)
   882→

Grep (key_is_down)

118:an\key_is_down(key) -> bool

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

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

Done. Now:

There's an issue where the width of the top of the flame is sometimes being bigger than a single point, that should never happen. Also, with the wind system, be inspired by how the plant system handles it.

Grep (moving_wind|direct_wind|random_wind)

No matches found

Grep (apply_moving_force|wind)

838:      plant_object\apply_moving_force math.sign(vx), 0.3*math.abs(vx)
850:      plant_object\apply_moving_force math.sign(weapon_vx), math.abs(weapon_vx), can_kill
859:      plant_object\apply_moving_force math.sign(vx), math.abs(vx)
870:    -- Test: left/right arrow keys for wind on sword flame
874:        flame.wind = math.max(flame.wind - 60*dt, -flame.wind_max)
876:        flame.wind = math.min(flame.wind + 60*dt, flame.wind_max)
878:        flame.wind = math.damping(0.9, 0.5, dt, flame.wind)
882:      alive_plants = [p for p in *@plants.children when p.apply_moving_force]
886:        plant\apply_moving_force an.random\sign!, 200
1978:    @wind = 0
1979:    @wind_max = args.wind_max or 20
2006:      -- Build left and right edge points with wobble and wind
2015:        wind_offset = t*@wind
2016:        table.insert left_points, {x: left_x + t*(tip_x - left_x) + left_wobble + wind_offset, y: left_y + t*(tip_y - left_y)}
2017:        table.insert right_points, {x: right_x + t*(tip_x - right_x) + right_wobble + wind_offset, y: right_y + t*(tip_y - right_y)}
2362:  apply_moving_force: (direction, intensity=50, can_kill=true) =>

[Showing results with pagination = limit: 20, offset: 0]

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

2360→
  2361→  -- Moving force: ball passing through (slower, longer duration)
  2362→  apply_moving_force: (direction, intensity=50, can_kill=true) =>
  2363→    @force_count += 1 if can_kill
  2364→    intensity = intensity + an.random\float -intensity/3, intensity/3
  2365→    @moving_max_v = direction*math.remap(math.abs(intensity), 0, 150, 0, @base_moving_max_v)
  2366→    @applying_moving = true
  2367→    @timer\after an.random\float(0.4, 0.6), 'moving', ->
  2368→      @applying_moving = false
  2369→      @moving_max_v = @base_moving_max_v
  2370→
  2371→    -- Strong force (intensity > 150) can kill plant after threshold (if can_kill)
  2372→    if can_kill and math.abs(intensity) > 150 and @force_count > @force_threshold and not @dying
  2373→      -- Probability increases with each force past threshold
  2374→      death_probability = math.remap @force_count, @force_threshold, @force_threshold + 10, 0, 100
  2375→      if an.random\bool death_probability
  2376→        @dying = true  -- prevent multiple dying plants
  2377→        -- Sound
  2378→        an\sound_play "grass_land_#{an.random\int(1, 3)}", 0.75, an.random\float(1.3, 1.4)
  2379→        -- Spawn dying plant effect at visual center (not base)
  2380→        @parent.arena.effects\add dying_plant @x, @y - @h/2, {
  2381→          image: @image
  2382→          scale_x: @scale_x
  2383→          scale_y: @scale_y
  2384→          rotation: @\get_rotation!
  2385→          force_direction: direction
  2386→          intensity: intensity
  2387→        }
  2388→        @\kill!
  2389→
... [20 more lines]

Grep (moving_v|moving_a|direct_v)

2289:    @moving_v = 0              -- rotation velocity
2290:    @moving_accel = 80         -- acceleration rate (slower)
2297:    @direct_v = 0              -- rotation velocity
2318:        @moving_v = math.min @moving_v + @moving_accel*dt, @moving_max_v
2320:        @moving_v = math.max @moving_v - @moving_accel*dt, @moving_max_v
2321:      @moving_r += @moving_v*dt
2322:    @moving_v = math.damping 0.9, 1, dt, @moving_v
2328:        @direct_v = math.min @direct_v + @direct_accel*dt, @direct_max_v
2330:        @direct_v = math.max @direct_v - @direct_accel*dt, @direct_max_v
2331:      @direct_r += @direct_v*dt
2332:    @direct_v = math.damping 0.9, 1, dt, @direct_v

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

2315→    -- Moving force physics
  2316→    if @applying_moving
  2317→      if @moving_max_v > 0
  2318→        @moving_v = math.min @moving_v + @moving_accel*dt, @moving_max_v
  2319→      else
  2320→        @moving_v = math.max @moving_v - @moving_accel*dt, @moving_max_v
  2321→      @moving_r += @moving_v*dt
  2322→    @moving_v = math.damping 0.9, 1, dt, @moving_v
  2323→    @moving_r = math.damping 0.9, 1, dt, @moving_r
  2324→
  2325→    -- Direct force physics
  2326→    if @applying_direct
  2327→      if @direct_max_v > 0
  2328→        @direct_v = math.min @direct_v + @direct_accel*dt, @direct_max_v
  2329→      else
  2330→        @direct_v = math.max @direct_v - @direct_accel*dt, @direct_max_v
  2331→      @direct_r += @direct_v*dt
  2332→    @direct_v = math.damping 0.9, 1, dt, @direct_v
  2333→    @direct_r = math.damping 0.9, 1, dt, @direct_r
  2334→
  2335→    -- Combined force rotation
  2336→    force_r = @moving_r + @direct_r
  2337→
  2338→    -- Apply rotation limits to combined force
  2339→    if @min_rotation and force_r < @min_rotation

Now I understand the plant pattern. Let me fix both issues:

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

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

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

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

Now update the input handling:

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

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

Done. Changes:

  1. Wind physics like plant system: wind_v (velocity) and wind_r (position), both with acceleration and damping

  2. Methods: apply_wind(direction) and stop_wind() like plant's apply_moving_force

  3. Tip convergence fix: Wobble blends from edge-specific phases to a shared tip_phase as t→1, so both edges meet at the same point at the tip

The wobbling at the top is now way worse.

Let me simplify the wobble logic - the lerp is overcomplicating it:

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

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

Simplified: the tip point (i == @segments) now explicitly uses the same shared wobble for both edges. Other points use edge-specific wobble scaled by t as before.

OK, this fixes the issue. The main issue now is that the wind force is too weak, like it doesn't move the flame aggressively like I'd expect.

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

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

Increased wind_accel from 100 to 400 and base_wind_max_v from 30 to 120. Should be much more aggressive now.

Let's make apply_wind be able to apply wind up and down as well, and also with forces. Wind up should make the flame's height bigger, down smaller.

[Request interrupted by user]

Perhaps we should make wind appliable to any angle? And then combination does a horizontal + vertical application based on the angle?

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>

This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.

Summary: 1. Primary Request and Intent: The user is implementing visual effects for a charging sword weapon in Emoji Ball Battles. The progression was: - Port fire particles from emojunky reference - Make particles follow the sword's transform - Change from particles to energy/flame effect - Create a candle-flame shaped effect with wobbling edges - Add a wind system inspired by the plant wind system - Most recently: Make wind applicable at any angle (not just left/right), with vertical wind affecting flame height

  1. Key Technical Concepts:

    • YueScript (compiles to Lua)
    • Parent/child object system with automatic @parent reference via super 'name'
    • Polygon vertex limit (8 vertices max in anchor.c)
    • Plant-style wind physics: velocity + position, both with acceleration and damping
    • math.damping(0.9, 0.5, dt, value) for framerate-independent damping
    • Timer system: timer\every interval, 'name', callback
    • Drawing layers: weapons, effects, game
    • Operator spacing convention: *// no spaces, +/- with spaces
  2. Files and Code Sections:

    • E:\a327ex\emoji-ball-battles\main.yue - Main game file

      sword_flame class (current state around line 1969): ```yuescript class sword_flame extends object new: (name, @local_x, @local_y, args={}) => super name @base_width = args.base_width or 30 @height = args.height or 40 @scale = args.scale or 0 @segments = args.segments or 6 @wobble_speed = args.wobble_speed or 12 @wobble_amplitude = args.wobble_amplitude or 4

      -- Wind physics (like plant system)
      @wind_v = 0
      @wind_r = 0
      @wind_accel = 2000
      @wind_max_v = 0
      @base_wind_max_v = args.wind_max or 140
      @applying_wind = false
      
      -- Random phase offsets for each point
      @left_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
      @right_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
      @tip_phase = an.random\float 0, 2*math.pi
      

      apply_wind: (direction) => @wind_max_v = direction*@base_wind_max_v @applying_wind = true

      stop_wind: => @applying_wind = false @wind_max_v = 0 ```

      Debug setup (around line 276): yuescript -- DEBUG: Start charging effect immediately for testing @enemy_ball.weapon_charging = true @enemy_ball.angle = 0 @enemy_ball.collider\set_angle 0 @enemy_ball.collider\set_angular_velocity 0 @enemy_ball.timer\tween 1, @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out, nil, 'weapon_charge' @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50} @enemy_ball.timer\tween 1, @enemy_ball.sword_flame, {scale: 1}, math.cubic_in_out, nil, 'sword_flame_scale'

      Wind input handling (around line 870): yuescript -- Test: left/right arrow keys for wind on sword flame if @enemy_ball.sword_flame flame = @enemy_ball.sword_flame if an\key_is_down 'left' flame\apply_wind -1 elseif an\key_is_down 'right' flame\apply_wind 1 else flame\stop_wind!

      fire_particle class (around line 1878): yuescript class fire_particle extends object new: (@x, @y, args={}) => super! velocity = args.velocity or an.random\float 20, 40 direction = args.direction or an.random\float -math.pi, 0 @vx = velocity*math.cos(direction) @vy = velocity*math.sin(direction) @radius = an.random\float(2.5, 3)*(args.size_multiplier or 1) @color = args.color_1 and args.color_1\clone! or color(255, 220, 60)\clone! @color_2 = args.color_2 or color(255, 60, 20)! -- ... timer setup for shrinking and color tween

      sword_charge_particle class - Follows sword transform, draws on weapons layer, uses world-space upward velocity

  3. Errors and fixes:

    • Timer\every wrong arguments: Used timer\every 0.03, callback, nil, 'name' but signature is timer\every(interval, name_or_callback, callback?, times?). Fixed by putting name second.
    • 8-vertex polygon limit: Tried drawing 13+ vertex polygon but engine only supports 8. Fixed by drawing multiple quads (4 vertices each).
    • Flame base orientation: Base was diagonal instead of along sword edge. User showed screenshot. Issue was using wrong angle. Fixed by using angle (ball's angle) for spreading base points.
    • Tip not converging to single point: Left and right edges had different wobble at tip. Fixed by using shared @tip_phase and explicitly handling tip point (i == @segments).
    • Wobble lerp overcomplicated: Using t*math.lerp(edge_wobble, tip_wobble, t) made wobble worse. Simplified to explicit if/else for tip vs other points.
    • Wind too weak: User feedback that wind didn't move flame aggressively. Increased wind_accel from 100→2000 and base_wind_max_v from 30→140.
  4. Problem Solving:

    • Evolved from particles to energy strands to candle-flame shape based on user feedback
    • Plant wind system studied for inspiration (velocity + position with damping, apply_moving_force pattern)
    • Debug setup created to test flame without gameplay (angle=0, charging active, R to rotate, arrows for wind)
  5. All user messages:

    • "Let's split fire particle. Create a copy of it as it is now and name it sword_charge_particle, then change the fire_particle back to how it was originally after you ported it."
    • "Now change sword_charge_particle to be drawn in the same layer as the weapon is drawn."
    • "Add a configurable duration to sword_charge_particle and recalculate r1, r2 based on it. In fact, probably remove the idea of r1, r2 and just use the duration instead and ratios of it."
    • "Shouldn't the random values be 0.3, 0.8, since r1, r2 were 0.2, 0.5 and 0.1, 0.3?"
    • "The sword charge particles should also be affected by the sword's shake."
    • "Good. Now, instead of making these particles, how would we go about making these like actual lines of energy flowing up from the sword?"
    • "Thin wiggly lines, it should feel like energy flowing from the sword, but multiple strands."
    • "Sure, try it, don't delete the previous particle classes though."
    • "This is drawing the triangle rather well, but nothing about it is wobbling like a flame..."
    • "Make it so that the charging effect is running at the start of the game, so I can see it without the ball rotating."
    • "Make the weapon's angle 0 by default, and add a key that I can press that adds 15 degrees to it."
    • "The effect seems to be angled incorrectly against the sword..." (with screenshot)
    • "Still incorrect, let me show you a picture." (with screenshot showing sword horizontal, flame diagonal)
    • "Still looks the same."
    • "Nope, now the effect is coming from a single point on the sword's edge. Let me check what you're doing in more detail..."
    • "Let's try a simpler version of this. Simply draw the triangle as you did before with the triangle function..."
    • "Let's set the shaking for the ball and triangle while charging to 0."
    • "OK, offset the base of the triangle in y a little up, so it's in the middle of the sword."
    • "OK, I change the value to 0, it was the other way, but this is perfect. Now let's make the flame scale up and grow..."
    • "Perfect, now let's draw the exact same thing as a polygon instead of a triangle."
    • "Great, now draw the exact same triangle, except adding more points along the polygon's height, for the eventual wobble."
    • "OK, the mistake is here. I believe the problem is that you're drawing a single polygon, but if you read anchor.c, the polygon function only accepts 8 vertices?"
    • "Draw multiple polygons instead of one. Maybe one per 4 vertices?"
    • "Perfect, now make it wobble like a flame."
    • "Now let's add a wind system to it. If I press left, wind should be added to the flame to the left, same for right."
    • "There's an issue where the width of the top of the flame is sometimes being bigger than a single point... Also, with the wind system, be inspired by how the plant system handles it."
    • "The wobbling at the top is now way worse."
    • "OK, this fixes the issue. The main issue now is that the wind force is too weak..."
    • "Let's make apply_wind be able to apply wind up and down as well, and also with forces. Wind up should make the flame's height bigger, down smaller."
    • "Perhaps we should make wind appliable to any angle? And then combination does a horizontal + vertical application based on the angle?"
  6. Pending Tasks:

    • Modify apply_wind to accept angle and force parameters
    • Horizontal wind component affects x offset (already works)
    • Vertical wind component affects flame height
    • Update wind physics to use separate x/y components
  7. Current Work: Was implementing angle-based wind when file was externally modified. The plan was to change: yuescript apply_wind: (direction) => @wind_max_v = direction*@base_wind_max_v @applying_wind = true To: yuescript apply_wind: (angle, force=1) => @wind_max_vx = math.cos(angle)*@base_wind_max_v*force @wind_max_vy = math.sin(angle)*@base_wind_max_v*force @applying_wind = true With separate wind_vx/vy/rx/ry for horizontal and vertical components.

  8. Optional Next Step: Continue implementing angle-based wind system. User's exact request: "Perhaps we should make wind appliable to any angle? And then combination does a horizontal + vertical application based on the angle?"

    Need to:

    1. Add separate x/y wind physics variables
    2. Update apply_wind(angle, force) to set max velocities based on angle
    3. Update wind physics in update() to handle both components
    4. Apply wind_rx to horizontal offset, wind_ry to height scaling

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\da3e2431-8114-486a-ab34-4c18cf47ab2e.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 read the current state of the sword_flame class to continue implementing the angle-based wind system.

Grep (class sword_flame extends)

1969:class sword_flame extends object

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

1969→class sword_flame extends object
  1970→  new: (name, @local_x, @local_y, args={}) =>
  1971→    super name
  1972→    @base_width = args.base_width or 30
  1973→    @height = args.height or 40
  1974→    @scale = args.scale or 0
  1975→    @segments = args.segments or 6
  1976→    @wobble_speed = args.wobble_speed or 12
  1977→    @wobble_amplitude = args.wobble_amplitude or 4
  1978→
  1979→    -- Wind physics (like plant system)
  1980→    @wind_v = 0
  1981→    @wind_r = 0
  1982→    @wind_accel = 2000
  1983→    @wind_max_v = 0
  1984→    @base_wind_max_v = args.wind_max or 140
  1985→    @applying_wind = false
  1986→
  1987→    -- Random phase offsets for each point (shared for tip convergence)
  1988→    @left_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
  1989→    @right_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
  1990→    @tip_phase = an.random\float 0, 2*math.pi  -- shared phase for tip
  1991→
  1992→  apply_wind: (direction) =>
  1993→    @wind_max_v = direction*@base_wind_max_v
  1994→    @applying_wind = true
  1995→
  1996→  stop_wind: =>
  1997→    @applying_wind = false
  1998→    @wind_max_v = 0
... [90 more lines]

Now let me also check the wind input handling code to update it.

Grep (Test: left/right arrow)

870:    -- Test: left/right arrow keys for wind on sword flame
871-    if @enemy_ball.sword_flame
872-      flame = @enemy_ball.sword_flame
873-      if an\key_is_down 'left'
874-        flame\apply_wind -1
875-      elseif an\key_is_down 'right'
876-        flame\apply_wind 1
877-      else
878-        flame\stop_wind!
879-
880-    -- Test: press K to kill a random plant

Here's the plan for angle-based wind. I'll modify the sword_flame class to use separate x/y wind components, and update the input handling. Does this look right?

Wind physics changes: ```yuescript -- Instead of single wind_v/wind_r: @wind_vx = 0 @wind_vy = 0 @wind_rx = 0 @wind_ry = 0 @wind_max_vx = 0 @wind_max_vy = 0

-- apply_wind takes angle and force: apply_wind: (angle, force=1) => @wind_max_vx = math.cos(angle)@base_wind_max_vforce @wind_max_vy = math.sin(angle)@base_wind_max_vforce @applying_wind = true ```

Height affected by vertical wind: yuescript -- In update, height scales based on wind_ry (negative = upward = taller flame) scaled_height = @height*@scale*(1 - @wind_ry/@height)

Input handling changes: yuescript -- Left = pi (pushes left), Right = 0 (pushes right) -- Up = -pi/2 (pushes up, makes flame taller), Down = pi/2 (pushes down) if an\key_is_down 'left' flame\apply_wind math.pi elseif an\key_is_down 'right' flame\apply_wind 0 elseif an\key_is_down 'up' flame\apply_wind -math.pi/2 elseif an\key_is_down 'down' flame\apply_wind math.pi/2 else flame\stop_wind!

OK, try it.

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

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

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

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

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 update the drawing code to use wind_rx for horizontal offset and wind_ry for height, then update the input handling.

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

2020→    @wind_rx = math.damping 0.9, 1, dt, @wind_rx
  2021→    @wind_ry = math.damping 0.9, 1, dt, @wind_ry
  2022→
  2023→    if @parent and @parent.angle
  2024→      angle = @parent.angle
  2025→      perp = angle - math.pi/2
  2026→
  2027→      scaled_width = @base_width*@scale
  2028→      scaled_height = @height*@scale
  2029→
  2030→      -- Base center position (on the sword)
  2031→      base_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp)
  2032→      base_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp)
  2033→
  2034→      -- Base points
  2035→      half_w = scaled_width/2
  2036→      left_x = base_x - half_w*math.cos(angle)
  2037→      left_y = base_y - half_w*math.sin(angle)
  2038→      right_x = base_x + half_w*math.cos(angle)
  2039→      right_y = base_y + half_w*math.sin(angle)
  2040→      tip_x = base_x
  2041→      tip_y = base_y - scaled_height
  2042→
  2043→      -- Tip wobble (shared so both edges converge at tip)
  2044→      tip_wobble = @wobble_amplitude*math.sin(@wobble_speed*an.time + @tip_phase)
  2045→
  2046→      -- Build left and right edge points with wobble and wind
  2047→      left_points = {}
  2048→      right_points = {}
  2049→      for i = 0, @segments
... [20 more lines]

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 updating the input handling to use angles.

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

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

Done. The changes:

  1. Wind physics now has separate x/y components (wind_vx, wind_vy, wind_rx, wind_ry)
  2. apply_wind(angle, force=1) - computes x/y max velocities from the angle
  3. Height scaling - scaled_height now uses (1 - @wind_ry/@height), so upward wind (negative vy) makes the flame taller, downward wind makes it shorter
  4. Input handling - Left=π, Right=0, Up=-π/2, Down=π/2

You can test with arrow keys: left/right for horizontal wind, up/down for vertical wind affecting height.

Continually pressing down should never make the flame lower than a certain height.

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

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

Done. Added a floor at 30% of the original height. You can adjust that 0.3 value if you want a different minimum.

OK, now let's add a constant ambient wind to it, like with the plant system.

Let me check how the plant system handles ambient wind.

Grep (ambient.wind|wind.ambient)

No matches found

Grep (class plant extends)

2318:class plant extends object

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

2318→class plant extends object
  2319→  new: (@x, @y, args={}) =>
  2320→    super!
  2321→    @\tag 'plant'
  2322→    @image = an.images[args.image or 'seedling']
  2323→    @w = args.w or 16
  2324→    @h = args.h or 16
  2325→    @flip = an.random\sign!
  2326→    @layer = args.layer or game
  2327→
  2328→    -- Scale to desired size (images are 512x512)
  2329→    @scale_x = @flip*@w/@image.width
  2330→    @scale_y = @h/@image.height
  2331→
  2332→    -- Ghost collider for detecting ball pass-through
  2333→    -- Use offset_y so box is centered at plant's visual center (above base)
  2334→    @\add collider 'plant_ghost', 'static', 'box', @w, @h, {sensor: true, offset_y: -@h/2}
  2335→    @collider\set_position @x, @y
  2336→
  2337→    -- Moving force physics (ball passing through - slower, gentler)
  2338→    @moving_r = 0              -- rotation offset
  2339→    @moving_v = 0              -- rotation velocity
  2340→    @moving_accel = 80         -- acceleration rate (slower)
  2341→    @base_moving_max_v = 4     -- max velocity
  2342→    @moving_max_v = @base_moving_max_v
  2343→    @applying_moving = false
  2344→
  2345→    -- Direct force physics (ball hitting ground - faster, snappier)
  2346→    @direct_r = 0              -- rotation offset
  2347→    @direct_v = 0              -- rotation velocity
... [50 more lines]

The plant uses a simple sine wave: 0.2*math.sin(1.4*an.time + 0.005*@x). I'll add similar ambient sway to the flame. Does this look right?

-- In constructor:
@ambient_amplitude = args.ambient_amplitude or 3
@ambient_speed = args.ambient_speed or 1.4

-- In update, before drawing:
ambient_sway = @ambient_amplitude*math.sin(@ambient_speed*an.time)
-- Then add ambient_sway to the wind_rx offset

Sure.

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

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

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

2025→      @wind_ry += @wind_vy*dt
  2026→    @wind_vx = math.damping 0.9, 1, dt, @wind_vx
  2027→    @wind_vy = math.damping 0.9, 1, dt, @wind_vy
  2028→    @wind_rx = math.damping 0.9, 1, dt, @wind_rx
  2029→    @wind_ry = math.damping 0.9, 1, dt, @wind_ry
  2030→
  2031→    if @parent and @parent.angle
  2032→      angle = @parent.angle
  2033→      perp = angle - math.pi/2
  2034→
  2035→      scaled_width = @base_width*@scale
  2036→      height_multiplier = math.max(0.3, 1 - @wind_ry/@height)
  2037→      scaled_height = @height*@scale*height_multiplier
  2038→
  2039→      -- Base center position (on the sword)
  2040→      base_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp)
  2041→      base_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp)
  2042→
  2043→      -- Base points
  2044→      half_w = scaled_width/2
  2045→      left_x = base_x - half_w*math.cos(angle)
  2046→      left_y = base_y - half_w*math.sin(angle)
  2047→      right_x = base_x + half_w*math.cos(angle)
  2048→      right_y = base_y + half_w*math.sin(angle)
  2049→      tip_x = base_x
  2050→      tip_y = base_y - scaled_height
  2051→
  2052→      -- Tip wobble (shared so both edges converge at tip)
  2053→      tip_wobble = @wobble_amplitude*math.sin(@wobble_speed*an.time + @tip_phase)
  2054→
... [20 more lines]

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

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

Done. The flame now has constant ambient sway with amplitude 3 and speed 1.4 (matching the plant system). The sway scales with height (base stays still, tip sways most).

OK, now let's add a direct force component to it, similar difference between moving force and direct force with plants.

Looking at the plant system, direct force has faster acceleration and higher max velocity for snappier response. I'll add a similar system to the flame:

-- In constructor:
-- Direct force physics (faster, snappier)
@direct_vx = 0
@direct_vy = 0
@direct_rx = 0
@direct_ry = 0
@direct_accel = 4000  -- faster than wind's 2000
@direct_max_vx = 0
@direct_max_vy = 0
@base_direct_max_v = args.direct_max or 200  -- higher than wind's 140

-- Methods:
apply_direct: (angle, force=1) =>
  @direct_max_vx = math.cos(angle)*@base_direct_max_v*force
  @direct_max_vy = math.sin(angle)*@base_direct_max_v*force
  @applying_direct = true

stop_direct: =>
  @applying_direct = false
  @direct_max_vx = 0
  @direct_max_vy = 0

Then combine @wind_rx + @direct_rx for the final offset. 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.

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

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

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

2025→    @direct_max_vx = math.cos(angle)*@base_direct_max_v*force
  2026→    @direct_max_vy = math.sin(angle)*@base_direct_max_v*force
  2027→    @applying_direct = true
  2028→
  2029→  stop_direct: =>
  2030→    @applying_direct = false
  2031→    @direct_max_vx = 0
  2032→    @direct_max_vy = 0
  2033→
  2034→  update: (dt) =>
  2035→    -- Wind physics (like plant system) - x component
  2036→    if @applying_wind
  2037→      if @wind_max_vx > 0
  2038→        @wind_vx = math.min @wind_vx + @wind_accel*dt, @wind_max_vx
  2039→      elseif @wind_max_vx < 0
  2040→        @wind_vx = math.max @wind_vx - @wind_accel*dt, @wind_max_vx
  2041→      if @wind_max_vy > 0
  2042→        @wind_vy = math.min @wind_vy + @wind_accel*dt, @wind_max_vy
  2043→      elseif @wind_max_vy < 0
  2044→        @wind_vy = math.max @wind_vy - @wind_accel*dt, @wind_max_vy
  2045→      @wind_rx += @wind_vx*dt
  2046→      @wind_ry += @wind_vy*dt
  2047→    @wind_vx = math.damping 0.9, 1, dt, @wind_vx
  2048→    @wind_vy = math.damping 0.9, 1, dt, @wind_vy
  2049→    @wind_rx = math.damping 0.9, 1, dt, @wind_rx
  2050→    @wind_ry = math.damping 0.9, 1, dt, @wind_ry
  2051→
  2052→    if @parent and @parent.angle
  2053→      angle = @parent.angle
  2054→      perp = angle - math.pi/2

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

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

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

2070→      angle = @parent.angle
  2071→      perp = angle - math.pi/2
  2072→
  2073→      scaled_width = @base_width*@scale
  2074→      height_multiplier = math.max(0.3, 1 - @wind_ry/@height)
  2075→      scaled_height = @height*@scale*height_multiplier
  2076→
  2077→      -- Base center position (on the sword)
  2078→      base_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp)
  2079→      base_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp)
  2080→
  2081→      -- Base points
  2082→      half_w = scaled_width/2
  2083→      left_x = base_x - half_w*math.cos(angle)
  2084→      left_y = base_y - half_w*math.sin(angle)
  2085→      right_x = base_x + half_w*math.cos(angle)
  2086→      right_y = base_y + half_w*math.sin(angle)
  2087→      tip_x = base_x
  2088→      tip_y = base_y - scaled_height
  2089→
  2090→      -- Tip wobble (shared so both edges converge at tip)
  2091→      tip_wobble = @wobble_amplitude*math.sin(@wobble_speed*an.time + @tip_phase)
  2092→
  2093→      -- Ambient sway (constant gentle wind)
  2094→      ambient_sway = @ambient_amplitude*math.sin(@ambient_speed*an.time)
  2095→
  2096→      -- Build left and right edge points with wobble and wind
  2097→      left_points = {}
  2098→      right_points = {}
  2099→      for i = 0, @segments
... [10 more lines]

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

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

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

2100→      for i = 0, @segments
  2101→        t = i/@segments
  2102→        -- At tip (t=1), use shared wobble; otherwise use edge-specific
  2103→        if i == @segments
  2104→          wobble = tip_wobble
  2105→          wind_offset = @wind_rx + ambient_sway
  2106→          table.insert left_points, {x: tip_x + wobble + wind_offset, y: tip_y}
  2107→          table.insert right_points, {x: tip_x + wobble + wind_offset, y: tip_y}
  2108→        else
  2109→          left_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @left_phases[i + 1])
  2110→          right_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @right_phases[i + 1])
  2111→          wind_offset = t*(@wind_rx + ambient_sway)
  2112→          table.insert left_points, {x: left_x + t*(tip_x - left_x) + left_wobble + wind_offset, y: left_y + t*(tip_y - left_y)}
  2113→          table.insert right_points, {x: right_x + t*(tip_x - right_x) + right_wobble + wind_offset, y: right_y + t*(tip_y - right_y)}
  2114→
  2115→      -- Draw quads connecting adjacent points (4 vertices each)
  2116→      for i = 1, @segments
  2117→        l1 = left_points[i]
  2118→        l2 = left_points[i + 1]
  2119→        r1 = right_points[i]

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

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

Done. The flame now has both force systems:

Both combine for horizontal offset (wind_rx + direct_rx) and height (wind_ry + direct_ry). You can call apply_direct(angle, force) and stop_direct() for snappy reactions.

Need keys to test the direct force application.

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

870→    -- Test: arrow keys for wind on sword flame (angle-based)
   871→    if @enemy_ball.sword_flame
   872→      flame = @enemy_ball.sword_flame
   873→      if an\key_is_down 'left'
   874→        flame\apply_wind math.pi
   875→      elseif an\key_is_down 'right'
   876→        flame\apply_wind 0
   877→      elseif an\key_is_down 'up'
   878→        flame\apply_wind -math.pi/2
   879→      elseif an\key_is_down 'down'
   880→        flame\apply_wind math.pi/2
   881→      else
   882→        flame\stop_wind!
   883→
   884→    -- Test: press K to kill a random plant
   885→    if an\key_is_pressed 'k'
   886→      alive_plants = [p for p in *@plants.children when p.apply_moving_force]
   887→      if #alive_plants > 0
   888→        plant = an.random\choice alive_plants
   889→        plant.force_count = plant.force_threshold + 10

I'll add WASD for direct force (using key_is_pressed for snappy one-shot triggers):

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

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

Actually, that else with stop_direct! will fire every frame no key is pressed, which isn't right for one-shot forces. Let me fix that:

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

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

Actually, I realized direct force needs to auto-stop after triggering, otherwise applying_direct stays true forever. Let me add a timer to auto-stop it:

Grep (@\add timer)

252-    @\add object 'effects'
253-    @\add object 'projectiles'
254:    @\add timer!
255-
256-    -- Play area dimensions (200x200, centered)
--
1271-
1272-    -- Ball starts with no gravity until game starts
1273:    @\add timer!
1274-    @collider\set_gravity_scale 0
1275-
--
1527-    @fill_color = args.fill_color or red!
1528-    @visible = false
1529:    @\add timer!
1530-    @\add spring!
1531-
--
1566-    @spring\add 'text', 1
1567-    @spring\add 'rotation', 0
1568:    @\add timer!
1569-
1570-  update: (dt) =>
--
1686-    @spring\add 'text_rotation', 0
1687-
1688:    @\add timer!
1689-
1690-  update: (dt) =>
--
... [77 more lines]

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

1995→    @wind_vy = 0
  1996→    @wind_rx = 0
  1997→    @wind_ry = 0
  1998→    @wind_accel = 2000
  1999→    @wind_max_vx = 0
  2000→    @wind_max_vy = 0
  2001→    @base_wind_max_v = args.wind_max or 140
  2002→    @applying_wind = false
  2003→
  2004→    -- Ambient sway (constant gentle wind)
  2005→    @ambient_amplitude = args.ambient_amplitude or 3
  2006→    @ambient_speed = args.ambient_speed or 1.4
  2007→
  2008→    -- Direct force physics (faster, snappier)
  2009→    @direct_vx = 0

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

2008→    -- Direct force physics (faster, snappier)
  2009→    @direct_vx = 0
  2010→    @direct_vy = 0
  2011→    @direct_rx = 0
  2012→    @direct_ry = 0
  2013→    @direct_accel = 4000
  2014→    @direct_max_vx = 0
  2015→    @direct_max_vy = 0
  2016→    @base_direct_max_v = args.direct_max or 200
  2017→    @applying_direct = false
  2018→
  2019→    -- Random phase offsets for each point (shared for tip convergence)
  2020→    @left_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
  2021→    @right_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
  2022→    @tip_phase = an.random\float 0, 2*math.pi  -- shared phase for tip
  2023→
  2024→  apply_wind: (angle, force=1) =>
  2025→    @wind_max_vx = math.cos(angle)*@base_wind_max_v*force
  2026→    @wind_max_vy = math.sin(angle)*@base_wind_max_v*force
  2027→    @applying_wind = true

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

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

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

2033→    @wind_max_vx = 0
  2034→    @wind_max_vy = 0
  2035→
  2036→  apply_direct: (angle, force=1) =>
  2037→    @direct_max_vx = math.cos(angle)*@base_direct_max_v*force
  2038→    @direct_max_vy = math.sin(angle)*@base_direct_max_v*force
  2039→    @applying_direct = true
  2040→
  2041→  stop_direct: =>
  2042→    @applying_direct = false
  2043→    @direct_max_vx = 0
  2044→    @direct_max_vy = 0
  2045→
  2046→  update: (dt) =>
  2047→    -- Wind physics (like plant system) - x component

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

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

Done. Now:

OK, increase the amount of force added by a direct force in the test, and also make it so that after a direct force is applied, the flame goes back to the middle faster. If continuous force is applied, it should go back slow as it does now. However, because it's one flame, they all share the same system, so there should be a way to change this speed based on what happened recently.

I'll:

  1. Increase the direct force in the test keys
  2. Use faster damping for direct force (separate from wind damping)

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

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

Now for the dynamic return speed. I'll add a @direct_damping that gets set to fast when stop_direct is called:

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.

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

2065→    @wind_rx = math.damping 0.9, 1, dt, @wind_rx
  2066→    @wind_ry = math.damping 0.9, 1, dt, @wind_ry
  2067→
  2068→    -- Direct force physics (faster, snappier)
  2069→    if @applying_direct
  2070→      if @direct_max_vx > 0
  2071→        @direct_vx = math.min @direct_vx + @direct_accel*dt, @direct_max_vx
  2072→      elseif @direct_max_vx < 0
  2073→        @direct_vx = math.max @direct_vx - @direct_accel*dt, @direct_max_vx
  2074→      if @direct_max_vy > 0
  2075→        @direct_vy = math.min @direct_vy + @direct_accel*dt, @direct_max_vy
  2076→      elseif @direct_max_vy < 0
  2077→        @direct_vy = math.max @direct_vy - @direct_accel*dt, @direct_max_vy
  2078→      @direct_rx += @direct_vx*dt
  2079→      @direct_ry += @direct_vy*dt
  2080→    @direct_vx = math.damping 0.9, 1, dt, @direct_vx
  2081→    @direct_vy = math.damping 0.9, 1, dt, @direct_vy
  2082→    @direct_rx = math.damping 0.9, 1, dt, @direct_rx
  2083→    @direct_ry = math.damping 0.9, 1, dt, @direct_ry
  2084→

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

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

Done. Now:

Direct damping is slower than the continuous one. I believe you changed the wrong argument in the damping function, should be the second one that is 1 right now.

You're right, let me fix that - the second argument controls the speed:

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 adjust the values - higher second argument = faster damping:

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.

Fixed. Now:

That's wrong, read math.damping's documentation in math.yue.

Grep (math.damping)

E:\a327ex\Anchor\framework\anchor\math.lua:98:math.damping = function(p, t, dt, v)return (
E:\a327ex\Anchor\framework\anchor\math.lua-99-v or 0) * (1 - p) ^ (dt / t)end
E:\a327ex\Anchor\framework\anchor\math.lua-100-
E:\a327ex\Anchor\framework\anchor\math.lua-101-
E:\a327ex\Anchor\framework\anchor\math.lua-102-
E:\a327ex\Anchor\framework\anchor\math.lua-103-
E:\a327ex\Anchor\framework\anchor\math.lua-104-
E:\a327ex\Anchor\framework\anchor\math.lua-105-
E:\a327ex\Anchor\framework\anchor\math.lua-106-
E:\a327ex\Anchor\framework\anchor\math.lua-107-
E:\a327ex\Anchor\framework\anchor\math.lua-108-
--
E:\a327ex\Anchor\framework\anchor\math.yue:87:    x = math.damping 0.9, 1, dt, x   -> after 1 second, x will be 10% of its initial value
E:\a327ex\Anchor\framework\anchor\math.yue:88:    x = math.damping 0.5, 0.5, dt, x -> after 0.5 seconds, x will be 50% of its initial value
E:\a327ex\Anchor\framework\anchor\math.yue-89-
E:\a327ex\Anchor\framework\anchor\math.yue-90-  Parameters:
E:\a327ex\Anchor\framework\anchor\math.yue-91-    p  - Percentage of value to decay (0.9 = decay 90%, leaving 10%)
E:\a327ex\Anchor\framework\anchor\math.yue-92-    t  - Time in seconds to reach that decay
E:\a327ex\Anchor\framework\anchor\math.yue-93-    dt - Delta time
E:\a327ex\Anchor\framework\anchor\math.yue-94-    v  - Current value
E:\a327ex\Anchor\framework\anchor\math.yue-95-
E:\a327ex\Anchor\framework\anchor\math.yue-96-  Returns: decayed value
E:\a327ex\Anchor\framework\anchor\math.yue-97-]]
E:\a327ex\Anchor\framework\anchor\math.yue:98:math.damping = (p, t, dt, v) ->
E:\a327ex\Anchor\framework\anchor\math.yue-99-  (v or 0) * (1 - p)^(dt / t)
E:\a327ex\Anchor\framework\anchor\math.yue-100-
E:\a327ex\Anchor\framework\anchor\math.yue-101---[[
E:\a327ex\Anchor\framework\anchor\math.yue-102-  Loops value t to stay within [0, length] range.
E:\a327ex\Anchor\framework\anchor\math.yue-103-
E:\a327ex\Anchor\framework\anchor\math.yue-104-  Usage:
... [4 more lines]

I see - t is the time to reach the decay percentage. Lower t = faster decay. So I had it backwards:

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

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

Fixed. Now:

OK, now let's add a system where when either direct or continuous force is being applied, the wobble is stronger near the top based on this force. This should be strongest with direct force, and weakest with continuous. This will mimic the way a flame wobbles unpredictable during and right after wind is being applied to it.

I'll add a @wobble_boost that increases when forces are applied (more for direct, less for continuous) and decays over time:

-- In constructor:
@wobble_boost = 0

-- In apply_wind: boost by smaller amount
-- In apply_direct: boost by larger amount

-- In update: decay the boost, then use it to scale wobble amplitude
boosted_amplitude = @wobble_amplitude*(1 + @wobble_boost)

Does this approach look right?

Yes, but make sure to not make the wobble break the top (by making any portion of the top bigger than the portions below), and also make sure to not apply it as strongly at the bottom of the flame.

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)

2015→    @direct_max_vy = 0
  2016→    @base_direct_max_v = args.direct_max or 200
  2017→    @applying_direct = false
  2018→    @direct_damping = 1  -- speed multiplier, higher = faster return
  2019→
  2020→    -- Random phase offsets for each point (shared for tip convergence)
  2021→    @left_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
  2022→    @right_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
  2023→    @tip_phase = an.random\float 0, 2*math.pi  -- shared phase for tip
  2024→
  2025→    @\add timer!
  2026→
  2027→  apply_wind: (angle, force=1) =>
  2028→    @wind_max_vx = math.cos(angle)*@base_wind_max_v*force
  2029→    @wind_max_vy = math.sin(angle)*@base_wind_max_v*force
  2030→    @applying_wind = true
  2031→
  2032→  stop_wind: =>
  2033→    @applying_wind = false
  2034→    @wind_max_vx = 0
  2035→    @wind_max_vy = 0
  2036→
  2037→  apply_direct: (angle, force=1) =>
  2038→    @direct_max_vx = math.cos(angle)*@base_direct_max_v*force
  2039→    @direct_max_vy = math.sin(angle)*@base_direct_max_v*force
  2040→    @applying_direct = true
  2041→    @direct_damping = 1  -- normal while force is applied
  2042→    @timer\after 0.1, 'direct_stop', -> @\stop_direct!
  2043→
  2044→  stop_direct: =>

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.

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

2085→    @direct_vx = math.damping 0.9, @direct_damping, dt, @direct_vx
  2086→    @direct_vy = math.damping 0.9, @direct_damping, dt, @direct_vy
  2087→    @direct_rx = math.damping 0.9, @direct_damping, dt, @direct_rx
  2088→    @direct_ry = math.damping 0.9, @direct_damping, dt, @direct_ry
  2089→
  2090→    if @parent and @parent.angle
  2091→      angle = @parent.angle
  2092→      perp = angle - math.pi/2
  2093→
  2094→      scaled_width = @base_width*@scale
  2095→      combined_ry = @wind_ry + @direct_ry
  2096→      height_multiplier = math.max(0.3, 1 - combined_ry/@height)
  2097→      scaled_height = @height*@scale*height_multiplier
  2098→
  2099→      -- Base center position (on the sword)
  2100→      base_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp)
  2101→      base_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp)
  2102→
  2103→      -- Base points
  2104→      half_w = scaled_width/2
  2105→      left_x = base_x - half_w*math.cos(angle)
  2106→      left_y = base_y - half_w*math.sin(angle)
  2107→      right_x = base_x + half_w*math.cos(angle)
  2108→      right_y = base_y + half_w*math.sin(angle)
  2109→      tip_x = base_x
  2110→      tip_y = base_y - scaled_height
  2111→
  2112→      -- Tip wobble (shared so both edges converge at tip)
  2113→      tip_wobble = @wobble_amplitude*math.sin(@wobble_speed*an.time + @tip_phase)
  2114→
... [10 more lines]

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

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

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

2118→      -- Ambient sway (constant gentle wind)
  2119→      ambient_sway = @ambient_amplitude*math.sin(@ambient_speed*an.time)
  2120→
  2121→      -- Build left and right edge points with wobble and wind
  2122→      left_points = {}
  2123→      right_points = {}
  2124→      for i = 0, @segments
  2125→        t = i/@segments
  2126→        -- At tip (t=1), use shared wobble; otherwise use edge-specific
  2127→        combined_rx = @wind_rx + @direct_rx
  2128→        if i == @segments
  2129→          wobble = tip_wobble
  2130→          force_offset = combined_rx + ambient_sway
  2131→          table.insert left_points, {x: tip_x + wobble + force_offset, y: tip_y}
  2132→          table.insert right_points, {x: tip_x + wobble + force_offset, y: tip_y}
  2133→        else
  2134→          left_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @left_phases[i + 1])
  2135→          right_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @right_phases[i + 1])
  2136→          force_offset = t*(combined_rx + ambient_sway)
  2137→          table.insert left_points, {x: left_x + t*(tip_x - left_x) + left_wobble + force_offset, y: left_y + t*(tip_y - left_y)}
  2138→          table.insert right_points, {x: right_x + t*(tip_x - right_x) + right_wobble + force_offset, y: right_y + t*(tip_y - right_y)}
  2139→
  2140→      -- Draw quads connecting adjacent points (4 vertices each)
  2141→      for i = 1, @segments
  2142→        l1 = left_points[i]

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. The wobble boost system:

Remove this system. What I actually want is for the shape of the flame to be more... like a spring that kind of bends? Right now as it moves left and right it's like a rotated triangle, but to be more realistic it should have like a bendy sort of shape, kind of like the plants do in a way as they go from left to right.

I'll remove the wobble boost system and make the flame bend like a spring instead of translating rigidly. The key is using a curved function (like t^2) for the offset so the base stays put and the top bends more.

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

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

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

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

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

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

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

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

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

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

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

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

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

2118→        -- At tip (t=1), use shared wobble; otherwise use edge-specific
  2119→        combined_rx = @wind_rx + @direct_rx
  2120→        if i == @segments
  2121→          wobble = tip_wobble
  2122→          force_offset = combined_rx + ambient_sway
  2123→          table.insert left_points, {x: tip_x + wobble + force_offset, y: tip_y}
  2124→          table.insert right_points, {x: tip_x + wobble + force_offset, y: tip_y}
  2125→        else
  2126→          left_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @left_phases[i + 1])
  2127→          right_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @right_phases[i + 1])
  2128→          -- Use t^2 for curved bending (base stays put, top bends more)
  2129→          bend = t*t
  2130→          force_offset = bend*(combined_rx + ambient_sway)
  2131→          table.insert left_points, {x: left_x + t*(tip_x - left_x) + left_wobble + force_offset, y: left_y + t*(tip_y - left_y)}
  2132→          table.insert right_points, {x: right_x + t*(tip_x - right_x) + right_wobble + force_offset, y: right_y + t*(tip_y - right_y)}
  2133→
  2134→      -- Draw quads connecting adjacent points (4 vertices each)
  2135→      for i = 1, @segments
  2136→        l1 = left_points[i]
  2137→        l2 = left_points[i + 1]
  2138→        r1 = right_points[i]
  2139→        r2 = right_points[i + 1]
  2140→        vertices = {l1.x, l1.y, l2.x, l2.y, r2.x, r2.y, r1.x, r1.y}
  2141→        weapons\polygon vertices, white!
  2142→

Done. Removed the wobble boost system and changed the force offset to use t*t (quadratic) instead of t (linear). This creates a curved bend where:

This should give a bendy/spring-like curve rather than a rigid shear. Try it and let me know if you want a different curve shape.

Great, this is it, can it be more aggressive? The bend I mean.

I'll increase the power to make the bend more aggressive. Higher power = more bending concentrated at the top:

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

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

Changed to t^3. Now:

If you want even more aggressive, I can go to t^4 or higher.

Great, now let's try something. Add a key, maybe r, that adds angular rotation to the ball, so it rotates just like it would normally. Pressing r once makes it rotate clockwise, pressing r again makes it counter clockwise and so on. Another two keys should allow me to increase or decrease the speed of angular rotation.

Then, let's make the flame have forces applied to it based on the rotation velocity and where it is. If it's rotating clockwise, as it approches 0, the flame should get bigger, as it approachs math.pi/2 (down), it should move to the right, as it approaches math.pi, it should get smaller, as it approaches 3*math.pi/2 it should move to the left. You can apply the same logic to get what it should do when moving counter clockwise. Makes sense?

This makes sense - it's simulating inertia/centrifugal effects on the flame during rotation. Let me implement it:

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

870→    -- Test: arrow keys for wind on sword flame (angle-based, continuous)
   871→    if @enemy_ball.sword_flame
   872→      flame = @enemy_ball.sword_flame
   873→      if an\key_is_down 'left'
   874→        flame\apply_wind math.pi
   875→      elseif an\key_is_down 'right'
   876→        flame\apply_wind 0
   877→      elseif an\key_is_down 'up'
   878→        flame\apply_wind -math.pi/2
   879→      elseif an\key_is_down 'down'
   880→        flame\apply_wind math.pi/2
   881→      else
   882→        flame\stop_wind!
   883→
   884→      -- Test: WASD for direct force (snappy one-shot, decays naturally)
   885→      if an\key_is_pressed 'a'
   886→        flame\apply_direct math.pi, 4
   887→      if an\key_is_pressed 'd'
   888→        flame\apply_direct 0, 4
   889→      if an\key_is_pressed 'w'
   890→        flame\apply_direct -math.pi/2, 4
   891→      if an\key_is_pressed 's'
   892→        flame\apply_direct math.pi/2, 4
   893→
   894→    -- Test: press K to kill a random plant
   895→    if an\key_is_pressed 'k'
   896→      alive_plants = [p for p in *@plants.children when p.apply_moving_force]
   897→      if #alive_plants > 0
   898→        plant = an.random\choice alive_plants
   899→        plant.force_count = plant.force_threshold + 10

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

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

Done. Controls:

The flame now has inertial force applied based on rotation:

For clockwise rotation:

Counter-clockwise is reversed.

I'm not intuitively sure if this is right (I am not a shape rotator). The tip of the flame is always pointing inwards, towards the ball, as it rotates, regardless of direction, is that right?

Let me think about this more carefully and check the flame drawing code...

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

2098→      if @direct_max_vx > 0
  2099→        @direct_vx = math.min @direct_vx + @direct_accel*dt, @direct_max_vx
  2100→      elseif @direct_max_vx < 0
  2101→        @direct_vx = math.max @direct_vx - @direct_accel*dt, @direct_max_vx
  2102→      if @direct_max_vy > 0
  2103→        @direct_vy = math.min @direct_vy + @direct_accel*dt, @direct_max_vy
  2104→      elseif @direct_max_vy < 0
  2105→        @direct_vy = math.max @direct_vy - @direct_accel*dt, @direct_max_vy
  2106→      @direct_rx += @direct_vx*dt
  2107→      @direct_ry += @direct_vy*dt
  2108→    @direct_vx = math.damping 0.9, @direct_damping, dt, @direct_vx
  2109→    @direct_vy = math.damping 0.9, @direct_damping, dt, @direct_vy
  2110→    @direct_rx = math.damping 0.9, @direct_damping, dt, @direct_rx
  2111→    @direct_ry = math.damping 0.9, @direct_damping, dt, @direct_ry
  2112→
  2113→    if @parent and @parent.angle
  2114→      angle = @parent.angle
  2115→      perp = angle - math.pi/2
  2116→
  2117→      scaled_width = @base_width*@scale
  2118→      combined_ry = @wind_ry + @direct_ry
  2119→      height_multiplier = math.max(0.3, 1 - combined_ry/@height)
  2120→      scaled_height = @height*@scale*height_multiplier
  2121→
  2122→      -- Base center position (on the sword)
  2123→      base_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp)
  2124→      base_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp)
  2125→
  2126→      -- Base points
  2127→      half_w = scaled_width/2

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

2126→      -- Base points
  2127→      half_w = scaled_width/2
  2128→      left_x = base_x - half_w*math.cos(angle)
  2129→      left_y = base_y - half_w*math.sin(angle)
  2130→      right_x = base_x + half_w*math.cos(angle)
  2131→      right_y = base_y + half_w*math.sin(angle)
  2132→      tip_x = base_x
  2133→      tip_y = base_y - scaled_height
  2134→
  2135→      -- Tip wobble (shared so both edges converge at tip)
  2136→      tip_wobble = @wobble_amplitude*math.sin(@wobble_speed*an.time + @tip_phase)
  2137→
  2138→      -- Ambient sway (constant gentle wind)
  2139→      ambient_sway = @ambient_amplitude*math.sin(@ambient_speed*an.time)
  2140→
  2141→      -- Build left and right edge points with wobble and wind
  2142→      left_points = {}
  2143→      right_points = {}
  2144→      for i = 0, @segments
  2145→        t = i/@segments
  2146→        -- At tip (t=1), use shared wobble; otherwise use edge-specific
  2147→        combined_rx = @wind_rx + @direct_rx
  2148→        if i == @segments
  2149→          wobble = tip_wobble
  2150→          force_offset = combined_rx + ambient_sway

I found the issue. The flame tip is always drawn at base_y - scaled_height (always pointing up in world space), regardless of the sword's angle. The flame doesn't rotate with the sword.

The tip should be calculated using perp direction: yuescript tip_x = base_x + scaled_height*math.cos(perp) tip_y = base_y + scaled_height*math.sin(perp)

And the force offsets should also be applied relative to the sword's orientation, not world space.

Should I fix the flame to rotate properly with the sword first? That would make the inertial forces work correctly - the flame would always point outward from the ball, and the forces would bend it relative to that orientation.

I'm not sure if the flame should always pointing outwards from the ball... That's what I'm wondering.

You raise a good point. There are a few physical interpretations:

  1. Flame rotates with sword, always points outward - like a rigid attachment
  2. Flame always points up in world space - like real fire (hot air rises, buoyancy)
  3. Hybrid: base rotates with sword, but tip bends toward "up" - the flame is attached but affected by gravity/buoyancy pulling it upward

Currently it's close to #2 - the flame always points up, with some horizontal bending from forces.

For a realistic flame, it would probably try to point upward regardless of the sword's orientation (fire rises). So when the sword points down, the flame might even curve back toward the ball trying to go up.

What feel are you going for?

Let's try that if we're rotating clockwise, the flame always points right, and the opposite for counter clockwise. Keep up/down the same.

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

893→
   894→    -- Test: R to toggle rotation, +/- to adjust speed
   895→    if an\key_is_pressed 'r'
   896→      if @enemy_ball.rotation_direction == nil
   897→        @enemy_ball.rotation_direction = 1  -- clockwise
   898→        @enemy_ball.rotation_speed = 3
   899→      else
   900→        @enemy_ball.rotation_direction *= -1  -- toggle direction
   901→
   902→    if an\key_is_pressed '=' or an\key_is_pressed 'kp+'
   903→      @enemy_ball.rotation_speed = (@enemy_ball.rotation_speed or 3) + 0.5
   904→    if an\key_is_pressed '-' or an\key_is_pressed 'kp-'
   905→      @enemy_ball.rotation_speed = math.max(0.5, (@enemy_ball.rotation_speed or 3) - 0.5)
   906→
   907→    -- Apply rotation and inertial force to flame
   908→    if @enemy_ball.rotation_direction
   909→      angular_velocity = @enemy_ball.rotation_direction*@enemy_ball.rotation_speed
   910→      @enemy_ball.angle += angular_velocity*dt
   911→      @enemy_ball.collider\set_angle @enemy_ball.angle
   912→
   913→      if @enemy_ball.sword_flame
   914→        flame = @enemy_ball.sword_flame
   915→        -- Inertial force: perpendicular to sword, opposite to motion direction
   916→        -- Clockwise (dir=1): force_angle = angle - π/2
   917→        -- Counter-clockwise (dir=-1): force_angle = angle + π/2

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

915→        -- Inertial force: perpendicular to sword, opposite to motion direction
   916→        -- Clockwise (dir=1): force_angle = angle - π/2
   917→        -- Counter-clockwise (dir=-1): force_angle = angle + π/2
   918→        force_angle = @enemy_ball.angle - @enemy_ball.rotation_direction*math.pi/2
   919→        force_magnitude = @enemy_ball.rotation_speed/3
   920→        flame\apply_wind force_angle, force_magnitude
   921→
   922→    -- Test: press K to kill a random plant
   923→    if an\key_is_pressed 'k'
   924→      alive_plants = [p for p in *@plants.children when p.apply_moving_force]
   925→      if #alive_plants > 0
   926→        plant = an.random\choice alive_plants
   927→        plant.force_count = plant.force_threshold + 10
   928→        plant\apply_moving_force an.random\sign!, 200
   929→

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

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

Done. Now:

No, but the angle should still be based on the rotation, should always "right".

Ah, I understand - the force should be based on the sword's angle but always push the flame in the direction of rotation (like air resistance as the sword swings). Let me fix that:

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

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

Done. Now the force angle is angle + direction*π/2 - the tangent direction of rotation. The flame should lean in the direction the sword is moving (like air pushing it as it swings).

No, like, the way you were doing it before made the sword flame always pointing inwards. The way you did it now always make it point outwards. What I want is that when it's clockwise, it's inwards and outwards depending on the place, and the opposite for counter clockwise.

I think I understand now - you want to go back to the original formula where the force depends on the sword's angle, which naturally creates inward/outward variation as it rotates:

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

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

This is the original formula (angle - direction*π/2). At different sword positions:

Clockwise (dir=1):

Counter-clockwise (dir=-1): opposite pattern at each position.

Is this the behavior you're seeing, or is it still always pointing one direction?

It's always pointing inwards. What I want is that when we're clockwise and the sword is on the top two quadrants, the flame moves left, and when it's on the bottom two quadrants, it moves right. Opposite for counter-clockwise.

Ah, now I understand! Let me implement that logic:

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

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

Done. Now:

OK, the only problem is that you're making it the angle directly, this makes it too strong and force. For instance, when we're in angle math.pi/4, on the bottom quadrant and clockwise, we want it the flame to be pointing right, but not fully right, because we're not at the apex of the rotation which is math.pi/2. Makes sense?

I understand - the force should be gradual based on how close to the apex (π/2 or 3π/2) we are. I'll use sin(angle) to modulate the force magnitude:

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

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

Done. Now the force magnitude is |sin(angle)| * rotation_speed/3:

The direction is still binary (left/right) but the strength ramps smoothly based on proximity to the apex.

OK, but now it seems like we've lost the up/down component of the flame, it's not growing larger or smaller around angles 0 and math.pi.

You're right - we need to add back the vertical component. The horizontal force should be based on sin(angle) and the vertical force on cos(angle). Let me combine them properly:

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

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

Done. Now the force has both components:

Clockwise:

Counter-clockwise: all directions flipped.

ERROR: main.lua:929: attempt to call a nil value (field 'atan2') stack traceback: main.lua:929: in method 'update' anchor/object.lua:401: in method '_update' anchor/init.lua:1504: in function 'update'

Grep (atan)

262:  math.atan y, x
279:  math.atan y2 - y1, x2 - x1
382:  math.atan ry, rx

It's math.atan not math.atan2 in this framework:

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

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

Fixed - changed to math.atan(vertical, horizontal).

OK, now let's make the base flame height itself change based on the angular velocity. Lower velocities = lower base flame height, higher velocities = higher base flame height.

I'll add a height multiplier based on angular velocity. Let me read the flame code to see where to add this:

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

1981→
  1982→
  1983→-- Sword charge particle: follows sword transform, drifts upward in world space
  1984→class sword_charge_particle extends object
  1985→  new: (@local_x, @local_y, args={}) =>
  1986→    super!
  1987→    @vx = an.random\float -30, 30
  1988→    @vy = an.random\float -60, -20
  1989→    @wx, @wy = 0, 0
  1990→    @radius = an.random\float(2.5, 3)*(args.size_multiplier or 1)
  1991→    @color = args.color_1 and args.color_1\clone! or color(255, 220, 60)\clone!
  1992→    @color_2 = args.color_2 or color(255, 60, 20)!
  1993→
  1994→    duration = args.duration or an.random\float 0.3, 0.8
  1995→
  1996→    @\add timer!
  1997→    @timer\after 0.6*duration, ->
  1998→      @timer\tween 0.4*duration, @, {radius: 0}, math.linear, -> @\kill!
  1999→    @timer\tween duration, @color, {r: @color_2.r, g: @color_2.g, b: @color_2.b}, math.linear
  2000→
  2001→  update: (dt) =>
  2002→    @vx = math.damping(0.9, 0.5, dt, @vx)
  2003→    @vy -= 100*dt
  2004→    @wx += @vx*dt
  2005→    @wy += @vy*dt

Grep (class sword_flame extends)

2022:class sword_flame extends object

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

2022→class sword_flame extends object
  2023→  new: (name, @local_x, @local_y, args={}) =>
  2024→    super name
  2025→    @base_width = args.base_width or 30
  2026→    @height = args.height or 40
  2027→    @scale = args.scale or 0
  2028→    @segments = args.segments or 6
  2029→    @wobble_speed = args.wobble_speed or 12
  2030→    @wobble_amplitude = args.wobble_amplitude or 4
  2031→
  2032→    -- Wind physics (like plant system) - separate x/y components
  2033→    @wind_vx = 0
  2034→    @wind_vy = 0
  2035→    @wind_rx = 0
  2036→    @wind_ry = 0
  2037→    @wind_accel = 2000
  2038→    @wind_max_vx = 0
  2039→    @wind_max_vy = 0
  2040→    @base_wind_max_v = args.wind_max or 140
  2041→    @applying_wind = false
  2042→
  2043→    -- Ambient sway (constant gentle wind)
  2044→    @ambient_amplitude = args.ambient_amplitude or 3
  2045→    @ambient_speed = args.ambient_speed or 1.4
  2046→
  2047→    -- Direct force physics (faster, snappier)
  2048→    @direct_vx = 0
  2049→    @direct_vy = 0
  2050→    @direct_rx = 0
  2051→    @direct_ry = 0

I'll add a @velocity_height_scale property to the flame:

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

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

Grep (scaled_height = @height)

2132:      scaled_height = @height*@scale*height_multiplier

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

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

Now let me set it in the arena based on rotation speed:

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

913→      if @enemy_ball.sword_flame
   914→        flame = @enemy_ball.sword_flame
   915→        dir = @enemy_ball.rotation_direction
   916→        angle = @enemy_ball.angle
   917→
   918→        -- Horizontal force: sin(angle), strongest at π/2 and 3π/2
   919→        -- Clockwise: bottom=right, top=left
   920→        -- Counter-clockwise: opposite
   921→        horizontal = math.sin(angle)*dir
   922→
   923→        -- Vertical force: cos(angle), strongest at 0 and π
   924→        -- Clockwise: at 0=grow (up), at π=shrink (down)
   925→        -- Counter-clockwise: opposite
   926→        vertical = -math.cos(angle)*dir
   927→
   928→        -- Convert to angle and magnitude
   929→        force_angle = math.atan(vertical, horizontal)
   930→        force_magnitude = @enemy_ball.rotation_speed/3
   931→        flame\apply_wind force_angle, force_magnitude
   932→
   933→    -- Test: press K to kill a random plant
   934→    if an\key_is_pressed 'k'
   935→      alive_plants = [p for p in *@plants.children when p.apply_moving_force]
   936→      if #alive_plants > 0
   937→        plant = an.random\choice alive_plants

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

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

Done. The flame height now scales with rotation speed:

You can adjust the formula 0.3 + rotation_speed * 0.23 if you want different scaling.

It should be a function that tapers out as some maximum value, such that higher speeds don't increase it past that value that much.

I'll use an asymptotic function that approaches a maximum:

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

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

Done. Using min + (max - min) * speed / (speed + k):

You can tweak min_scale, max_scale, and k to adjust the curve.

The flame is too big at low speeds, the curve should be different, and tapering out slightly higher maximum than it does now.

I'll use a squared term to keep it smaller at low speeds and increase the max:

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

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

Done. Now using speed²/(speed² + k²) for a slower ramp:

Show me a table of the current curve for all values of rotation_speed when I'm pressing kp+-.

Based on the controls (starts at 3, increments by 0.5, min 0.5):

Speed Height Scale
0.5 0.31
1.0 0.56
1.5 0.85
2.0 1.10
2.5 1.30
3.0 1.45
3.5 1.56
4.0 1.64
4.5 1.70
5.0 1.75
5.5 1.79
6.0 1.82
2.00

Formula: 0.2 + 1.8 * speed² / (speed² + 4)

0.5 -> 0.36, 1 -> 0.5, 1.5 -> 0.75, 2 -> 0.9, 2.5 -> 1.1, 3 -> 1.25, then it follows from there. We also need to make the increase in height lower as a function of velocity, right now it's way too large.

I'll use a lookup table with linear interpolation to match your exact values:

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

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

Now for reducing the force-based height increase - should I reduce the force_magnitude for the wind, or adjust how wind_ry affects the height_multiplier?

force_magnitude, also, don't use a look up table, create a function that approximates it, the final value at infinity can and likely should be lower than 2.

I'll use a logistic/sigmoid function that fits your curve better, and reduce the force_magnitude:

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. Changes:

  1. Height scale: Using logistic function 1.6/(1 + e^(-(speed - 1.73)))

    • 0.5 → 0.36 ✓
    • 1 → 0.52
    • 1.5 → 0.71
    • 2 → 0.91
    • 2.5 → 1.10 ✓
    • 3 → 1.25 ✓
    • ∞ → 1.6
  2. Force magnitude: Reduced from /3 to /6 (halved)

Does the force_maginute also apply to horizontal forces? This should only affect height when its being increased, not decreased, and not any horizontal force changes.

You're right - force_magnitude affects the whole force vector. Let me separate it so only the upward (flame-growing) vertical component is reduced:

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

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

Done. Now:

The force_magnitude is back to /3 since the reduction is now targeted only at the upward component.

OK, now let's add a change to the direct force application system, let's make it so that the force can be applied not only to the tip, but to any segment randomly in the middle so that it gives the entire flame a wobbly movement.

I'll add per-segment direct force offsets that apply randomly along the flame:

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

2055→    @ambient_speed = args.ambient_speed or 1.4
  2056→
  2057→    -- Direct force physics (faster, snappier)
  2058→    @direct_vx = 0
  2059→    @direct_vy = 0
  2060→    @direct_rx = 0
  2061→    @direct_ry = 0
  2062→    @direct_accel = 4000
  2063→    @direct_max_vx = 0
  2064→    @direct_max_vy = 0
  2065→    @base_direct_max_v = args.direct_max or 200
  2066→    @applying_direct = false
  2067→    @direct_damping = 1  -- speed multiplier, higher = faster return
  2068→
  2069→    -- Random phase offsets for each point (shared for tip convergence)
  2070→    @left_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
  2071→    @right_phases = [an.random\float 0, 2*math.pi for i = 1, @segments + 1]
  2072→    @tip_phase = an.random\float 0, 2*math.pi  -- shared phase for tip
  2073→
  2074→    @\add timer!
  2075→
  2076→  apply_wind: (angle, force=1) =>
  2077→    @wind_max_vx = math.cos(angle)*@base_wind_max_v*force
  2078→    @wind_max_vy = math.sin(angle)*@base_wind_max_v*force
  2079→    @applying_wind = true

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

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

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

2085→    @applying_wind = false
  2086→    @wind_max_vx = 0
  2087→    @wind_max_vy = 0
  2088→
  2089→  apply_direct: (angle, force=1) =>
  2090→    @direct_max_vx = math.cos(angle)*@base_direct_max_v*force
  2091→    @direct_max_vy = math.sin(angle)*@base_direct_max_v*force
  2092→    @applying_direct = true
  2093→    @direct_damping = 1  -- normal while force is applied
  2094→    @timer\after 0.1, 'direct_stop', -> @\stop_direct!
  2095→
  2096→  stop_direct: =>
  2097→    @applying_direct = false
  2098→    @direct_max_vx = 0
  2099→    @direct_max_vy = 0
  2100→    @direct_damping = 0.25  -- fast return after force stops (reaches 10% in 0.25s instead of 1s)
  2101→
  2102→  update: (dt) =>
  2103→    -- Wind physics (like plant system) - x component
  2104→    if @applying_wind

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 decay the segment offsets in update and use them in drawing:

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

2125→    @wind_ry = math.damping 0.9, 1, dt, @wind_ry
  2126→
  2127→    -- Direct force physics (faster, snappier)
  2128→    if @applying_direct
  2129→      if @direct_max_vx > 0
  2130→        @direct_vx = math.min @direct_vx + @direct_accel*dt, @direct_max_vx
  2131→      elseif @direct_max_vx < 0
  2132→        @direct_vx = math.max @direct_vx - @direct_accel*dt, @direct_max_vx
  2133→      if @direct_max_vy > 0
  2134→        @direct_vy = math.min @direct_vy + @direct_accel*dt, @direct_max_vy
  2135→      elseif @direct_max_vy < 0
  2136→        @direct_vy = math.max @direct_vy - @direct_accel*dt, @direct_max_vy
  2137→      @direct_rx += @direct_vx*dt
  2138→      @direct_ry += @direct_vy*dt
  2139→    @direct_vx = math.damping 0.9, @direct_damping, dt, @direct_vx

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

2138→      @direct_ry += @direct_vy*dt
  2139→    @direct_vx = math.damping 0.9, @direct_damping, dt, @direct_vx
  2140→    @direct_vy = math.damping 0.9, @direct_damping, dt, @direct_vy
  2141→    @direct_rx = math.damping 0.9, @direct_damping, dt, @direct_rx
  2142→    @direct_ry = math.damping 0.9, @direct_damping, dt, @direct_ry
  2143→
  2144→    if @parent and @parent.angle
  2145→      angle = @parent.angle
  2146→      perp = angle - math.pi/2
  2147→
  2148→      scaled_width = @base_width*@scale
  2149→      combined_ry = @wind_ry + @direct_ry
  2150→      height_multiplier = math.max(0.3, 1 - combined_ry/@height)
  2151→      scaled_height = @height*@scale*height_multiplier*@velocity_height_scale
  2152→
  2153→      -- Base center position (on the sword)
  2154→      base_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp)
  2155→      base_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp)
  2156→
  2157→      -- Base points

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

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

Now let me find the drawing loop to apply segment offsets:

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

2178→      right_points = {}
  2179→      for i = 0, @segments
  2180→        t = i/@segments
  2181→        -- At tip (t=1), use shared wobble; otherwise use edge-specific
  2182→        combined_rx = @wind_rx + @direct_rx
  2183→        if i == @segments
  2184→          wobble = tip_wobble
  2185→          force_offset = combined_rx + ambient_sway
  2186→          table.insert left_points, {x: tip_x + wobble + force_offset, y: tip_y}
  2187→          table.insert right_points, {x: tip_x + wobble + force_offset, y: tip_y}
  2188→        else
  2189→          left_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @left_phases[i + 1])
  2190→          right_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @right_phases[i + 1])
  2191→          -- Use t^3 for curved bending (base stays put, top bends more aggressively)
  2192→          bend = t*t*t
  2193→          force_offset = bend*(combined_rx + ambient_sway)
  2194→          table.insert left_points, {x: left_x + t*(tip_x - left_x) + left_wobble + force_offset, y: left_y + t*(tip_y - left_y)}
  2195→          table.insert right_points, {x: right_x + t*(tip_x - right_x) + right_wobble + force_offset, y: right_y + t*(tip_y - right_y)}
  2196→
  2197→      -- Draw quads connecting adjacent points (4 vertices each)
  2198→      for i = 1, @segments
  2199→        l1 = left_points[i]
  2200→        l2 = left_points[i + 1]
  2201→        r1 = right_points[i]
  2202→        r2 = right_points[i + 1]

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

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

Done. Now when apply_direct is called:

This should create wobbly, organic movement throughout the flame when direct force is applied.

Yes, this is it. Except, when we apply direct force, we should apply it randomly to one segment only. Segments closer to the base have more resistence and thus the offset should always be lower comparatively. But importantly, the offset should propagate to nearby segments with a decay, such that when its applied to one segment, nearby segments also feel it but at reduced strength until it disappears from the flame entirely.

I'll modify apply_direct to hit one random segment and propagate to neighbors:

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

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

Done. Now:

I'm not seeing the propagation, maybe because it happens instantly? Can we try to propagate it over time slightly?

I'll make it propagate over time using timers:

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

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

Done. Now the propagation happens as a wave over time:

OK, now when the ball is rotating, we apply random direct forces to it based on the velocity, the more velocity, the more often we apply these offset direct forces. They should be lower than they are on A-D now, though.

I'll add periodic random direct forces during rotation, with frequency based on velocity:

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

907→    -- Apply rotation and inertial force to flame
   908→    if @enemy_ball.rotation_direction
   909→      angular_velocity = @enemy_ball.rotation_direction*@enemy_ball.rotation_speed
   910→      @enemy_ball.angle += angular_velocity*dt
   911→      @enemy_ball.collider\set_angle @enemy_ball.angle
   912→
   913→      if @enemy_ball.sword_flame
   914→        flame = @enemy_ball.sword_flame
   915→        dir = @enemy_ball.rotation_direction
   916→        angle = @enemy_ball.angle
   917→
   918→        -- Horizontal force: sin(angle), strongest at π/2 and 3π/2
   919→        -- Clockwise: bottom=right, top=left
   920→        -- Counter-clockwise: opposite
   921→        horizontal = math.sin(angle)*dir
   922→
   923→        -- Vertical force: cos(angle), strongest at 0 and π
   924→        -- Clockwise: at 0=grow (up), at π=shrink (down)
   925→        -- Counter-clockwise: opposite
   926→        vertical = -math.cos(angle)*dir
   927→
   928→        -- Only reduce upward (negative) vertical force that makes flame taller
   929→        if vertical < 0
   930→          vertical = vertical*0.3
   931→
   932→        -- Convert to angle and magnitude
   933→        force_angle = math.atan(vertical, horizontal)
   934→        force_magnitude = @enemy_ball.rotation_speed/3
   935→        flame\apply_wind force_angle, force_magnitude
   936→
... [15 more lines]

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

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

Done. Now during rotation:

We should actually only apply these forces when we're close to 0 (clockwise) or math.pi (counter-clockwise). Especially right after we pass by those angles. The higher velocity, the more we apply them, and then it quickly stops as we move away from those angles.

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

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

Done. Now wobble forces only apply after passing key angles:

Clockwise (dir=1):

Counter-clockwise (dir=-1):

Frequency: intensity * speed * dt * 4

Actually the opposite, math.pi clockwise, 0 counter.

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

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

Done. Now:

Clockwise (dir=1):

Counter-clockwise (dir=-1):

Actually, when clockwise, we want to apply the wobbles on the left quadrant, opposite for counter-clockwise.

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

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

Done. Now:

Clockwise (dir=1):

Counter-clockwise (dir=-1):

Horizontal magnitude should also be lower in this same manner, full magnitude on right quadrant, 1 at top/bottom, but near 0 at math.pi, when clockwise. Opposite for counter-clockwise.

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

918→        -- Horizontal force: sin(angle), strongest at π/2 and 3π/2
   919→        -- Clockwise: bottom=right, top=left
   920→        -- Counter-clockwise: opposite
   921→        horizontal = math.sin(angle)*dir
   922→
   923→        -- Vertical force: cos(angle), strongest at 0 and π
   924→        -- Clockwise: at 0=grow (up), at π=shrink (down)
   925→        -- Counter-clockwise: opposite
   926→        vertical = -math.cos(angle)*dir
   927→
   928→        -- Only reduce upward (negative) vertical force that makes flame taller
   929→        if vertical < 0
   930→          vertical = vertical*0.3
   931→
   932→        -- Convert to angle and magnitude
   933→        force_angle = math.atan(vertical, horizontal)
   934→        force_magnitude = @enemy_ball.rotation_speed/3
   935→        flame\apply_wind force_angle, force_magnitude
   936→
   937→        -- Base height scales with angular velocity (logistic curve)

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

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

Done. Horizontal force now scaled by quadrant:

Clockwise:

Counter-clockwise:

Remove the random wobbles temporarlity, just comment it out

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

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

Done, commented out the random wobble forces.

Add a very slight opposite horizontal force when near the opposite end, instead of it being 0.

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

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

Done. Now horizontal scale:

Clockwise:

Counter-clockwise:

Stronger.

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

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

Done. Now:

OK, I think this is good. Now, let's add this to the actual gameplay instead of just on these tests.

Let me find where weapon charging happens in actual gameplay.

Grep (weapon_charging)

277:    @enemy_ball.weapon_charging = true
802:            attacker.weapon_charging = true
812:            attacker.weapon_charging = false
1310:    @weapon_charging = false
1436:    ball_x = @x + (@weapon_charging and an.random\float(-@ball_charge_shake, @ball_charge_shake) or 0)
1437:    ball_y = @y + (@weapon_charging and an.random\float(-@ball_charge_shake, @ball_charge_shake) or 0)
1449:    if @weapon_charging
1454:    flash_color = if @weapon_flashing then white! elseif @weapon_charging then color(@weapon_charge_color, @weapon_charge_color, @weapon_charge_color)! else nil

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

795→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   796→      elseif attacker.weapon_type == 'sword'
   797→        if attacker.damage_threshold_cooldown <= 0
   798→          attacker.damage_threshold_progress += 1
   799→          attacker.damage_threshold_cooldown = 0.5
   800→          if attacker.damage_threshold_progress == attacker.damage_threshold
   801→            -- Threshold reached, tween sword to white and bigger
   802→            attacker.weapon_charging = true
   803→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   804→            -- Spawn single sword flame covering most of sword
   805→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   806→            attacker.timer\tween 1, attacker.sword_flame, {scale: 1}, math.cubic_in_out, nil, 'sword_flame_scale'
   807→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   808→            attacker.base_damage += 1
   809→            attacker.damage_threshold_progress = 0
   810→            attacker.timer\cancel 'weapon_charge'
   811→            if attacker.sword_flame then attacker.sword_flame\kill!
   812→            attacker.weapon_charging = false
   813→            attacker.weapon_charge_color = 0
   814→            attacker.weapon_charge_scale = 1
   815→            attacker.weapon_charge_offset = 0
   816→            attacker.weapon_charge_shake = 0
   817→            attacker.ball_charge_shake = 0
   818→            attacker.spring\pull 'hit', 0.5, 3, 0.7
   819→            attacker.spring\pull 'weapon', 1, 3, 0.7
   820→
   821→      -- Hit effect on defender's edge, facing the weapon
   822→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   823→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   824→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
... [5 more lines]

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

907→    -- Apply rotation and inertial force to flame
   908→    if @enemy_ball.rotation_direction
   909→      angular_velocity = @enemy_ball.rotation_direction*@enemy_ball.rotation_speed
   910→      @enemy_ball.angle += angular_velocity*dt
   911→      @enemy_ball.collider\set_angle @enemy_ball.angle
   912→
   913→      if @enemy_ball.sword_flame
   914→        flame = @enemy_ball.sword_flame
   915→        dir = @enemy_ball.rotation_direction
   916→        angle = @enemy_ball.angle
   917→
   918→        -- Horizontal force: sin(angle), strongest at π/2 and 3π/2
   919→        -- Clockwise: bottom=right, top=left
   920→        -- Counter-clockwise: opposite
   921→        horizontal = math.sin(angle)*dir
   922→
   923→        -- Scale horizontal: full at right quadrant (0), opposite at left (π) for clockwise
   924→        -- Opposite for counter-clockwise
   925→        -- Formula: 0.35 + 0.65*cos gives 1 at 0, -0.3 at π
   926→        horizontal_scale = dir == 1 and (0.35 + 0.65*math.cos(angle)) or (0.35 - 0.65*math.cos(angle))
   927→        horizontal = horizontal*horizontal_scale
   928→
   929→        -- Vertical force: cos(angle), strongest at 0 and π
   930→        -- Clockwise: at 0=grow (up), at π=shrink (down)
   931→        -- Counter-clockwise: opposite
   932→        vertical = -math.cos(angle)*dir
   933→
   934→        -- Only reduce upward (negative) vertical force that makes flame taller
   935→        if vertical < 0
   936→          vertical = vertical*0.3
... [30 more lines]

Let me look at the ball's update method to add the flame forces there:

Grep (class ball extends)

1203:class ball extends object

Grep (update.dt.=>)

437:  early_update: (dt) =>
438-    -- Background gradient (drawn early so clouds appear on top)
439-    bg\rectangle_gradient_v 0, 0, gw, gh, sky_top!, sky_bottom!
--
863:  update: (dt) =>
864-    @time_since_last_hit += dt
865-
--
1354:  update: (dt) =>
1355-    -- When paused, use dt = 0 so physics logic doesn't run
1356-    dt = 0 if @parent.paused
--
1605:  update: (dt) =>
1606-    x = @parent.x
1607-    y = @parent.y + @offset_y
--
1643:  update: (dt) =>
1644-    -- Calculate fill based on HP
1645-    fill_ratio = @hp / @max_hp
--
1763:  update: (dt) =>
1764-    ball = @parent
1765-
--
1887:  update: (dt) =>
1888-    @x += @velocity*math.cos(@direction)*dt
1889-    @y += @velocity*math.sin(@direction)*dt
--
1925:  update: (dt) =>
1926-    @gravity_velocity += @gravity*dt
... [53 more lines]

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

1354→  update: (dt) =>
  1355→    -- When paused, use dt = 0 so physics logic doesn't run
  1356→    dt = 0 if @parent.paused
  1357→
  1358→    -- Decrement damage progress cooldown
  1359→    @damage_threshold_cooldown = math.max(0, @damage_threshold_cooldown - dt)
  1360→
  1361→    -- Read angle from physics
  1362→    @angle = @collider\get_angle!
  1363→
  1364→    -- Angular velocity guardrails
  1365→    angular_velocity = @collider\get_angular_velocity!
  1366→    angular_speed = math.abs(angular_velocity)
  1367→    angular_sign = math.sign(angular_velocity)
  1368→
  1369→    if angular_speed > @base_angular_velocity
  1370→      @time_above_base += dt
  1371→      @time_below_base = 0
  1372→      if @time_above_base > @above_base_grace_period
  1373→        -- Decay toward base (90% of distance in 1 second)
  1374→        new_speed = math.lerp_dt(0.9, 1, dt, angular_speed, @base_angular_velocity)
  1375→        @collider\set_angular_velocity angular_sign*new_speed
  1376→    elseif angular_speed < @base_angular_velocity
  1377→      @time_below_base += dt
  1378→      @time_above_base = 0
  1379→      if @time_below_base > @below_base_grace_period
  1380→        -- Increase toward base (90% of distance in 0.5 seconds)
  1381→        new_speed = math.lerp_dt(0.9, 0.5, dt, angular_speed, @base_angular_velocity)
  1382→        @collider\set_angular_velocity angular_sign*new_speed
  1383→    else
... [50 more lines]

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

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

Done. I've added the sword flame force logic to the ball's update method. It uses the actual angular_velocity from physics:

The test code in arena is still there for debugging. Want me to remove it, or should we test first to see if the direction convention matches what you expect?

Comment all the testing code out, don't remove it yet, make sure the start of the game is normal.

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

273→    @\add @player_ball
   274→    @\add @enemy_ball
   275→
   276→    -- DEBUG: Start charging effect immediately for testing
   277→    @enemy_ball.weapon_charging = true
   278→    @enemy_ball.angle = 0
   279→    @enemy_ball.collider\set_angle 0
   280→    @enemy_ball.collider\set_angular_velocity 0
   281→    @enemy_ball.timer\tween 1, @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out, nil, 'weapon_charge'
   282→    @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   283→    @enemy_ball.timer\tween 1, @enemy_ball.sword_flame, {scale: 1}, math.cubic_in_out, nil, 'sword_flame_scale'
   284→
   285→    -- Create plants container and spawn plant groups
   286→    @\add object 'plants'
   287→    @\spawn_plants!
   288→
   289→    @high_speed_hit_count = 0 -- Track recent high speed hits for energy system bypass
   290→    @low_horizontal_hit_count = 0 -- Track recent low horizontal hits to prevent stalling
   291→    @max_ball_speed = 448
   292→

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

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

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

900→        @enemy_ball.rotation_direction *= -1  -- toggle direction
   901→
   902→    if an\key_is_pressed '=' or an\key_is_pressed 'kp+'
   903→      @enemy_ball.rotation_speed = (@enemy_ball.rotation_speed or 3) + 0.5
   904→    if an\key_is_pressed '-' or an\key_is_pressed 'kp-'
   905→      @enemy_ball.rotation_speed = math.max(0.5, (@enemy_ball.rotation_speed or 3) - 0.5)
   906→
   907→    -- Apply rotation and inertial force to flame
   908→    if @enemy_ball.rotation_direction
   909→      angular_velocity = @enemy_ball.rotation_direction*@enemy_ball.rotation_speed
   910→      @enemy_ball.angle += angular_velocity*dt
   911→      @enemy_ball.collider\set_angle @enemy_ball.angle
   912→
   913→      if @enemy_ball.sword_flame
   914→        flame = @enemy_ball.sword_flame
   915→        dir = @enemy_ball.rotation_direction
   916→        angle = @enemy_ball.angle
   917→
   918→        -- Horizontal force: sin(angle), strongest at π/2 and 3π/2
   919→        -- Clockwise: bottom=right, top=left
   920→        -- Counter-clockwise: opposite
   921→        horizontal = math.sin(angle)*dir
   922→
   923→        -- Scale horizontal: full at right quadrant (0), opposite at left (π) for clockwise
   924→        -- Opposite for counter-clockwise
   925→        -- Formula: 0.35 + 0.65*cos gives 1 at 0, -0.3 at π
   926→        horizontal_scale = dir == 1 and (0.35 + 0.65*math.cos(angle)) or (0.35 - 0.65*math.cos(angle))
   927→        horizontal = horizontal*horizontal_scale
   928→
   929→        -- Vertical force: cos(angle), strongest at 0 and π
... [50 more lines]

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

870→    -- Test: arrow keys for wind on sword flame (angle-based, continuous)
   871→    if @enemy_ball.sword_flame
   872→      flame = @enemy_ball.sword_flame
   873→      if an\key_is_down 'left'
   874→        flame\apply_wind math.pi
   875→      elseif an\key_is_down 'right'
   876→        flame\apply_wind 0
   877→      elseif an\key_is_down 'up'
   878→        flame\apply_wind -math.pi/2
   879→      elseif an\key_is_down 'down'
   880→        flame\apply_wind math.pi/2
   881→      else
   882→        flame\stop_wind!
   883→
   884→      -- Test: WASD for direct force (snappy one-shot, decays naturally)
   885→      if an\key_is_pressed 'a'
   886→        flame\apply_direct math.pi, 4
   887→      if an\key_is_pressed 'd'
   888→        flame\apply_direct 0, 4
   889→      if an\key_is_pressed 'w'
   890→        flame\apply_direct -math.pi/2, 4
   891→      if an\key_is_pressed 's'
   892→        flame\apply_direct math.pi/2, 4
   893→
   894→    -- Test: R to toggle rotation, +/- to adjust speed
   895→    if an\key_is_pressed 'r'
   896→      if @enemy_ball.rotation_direction == nil
   897→        @enemy_ball.rotation_direction = 1  -- clockwise
   898→        @enemy_ball.rotation_speed = 3
   899→      else
... [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. All test code is now commented out:

  1. ✓ Debug charging setup at game start
  2. ✓ Arrow keys for wind testing
  3. ✓ WASD for direct force testing
  4. ✓ R for rotation toggle
  5. ✓ +/- for speed adjustment
  6. ✓ Manual rotation force application

The game should now start normally. The sword flame forces are integrated into the ball's update method using actual physics angular velocity.

OK, now let's add back the shaking to the ball and sword, and make sure flame also gets it.

Let me check the actual charging code to see the shake values:

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

800→          if attacker.damage_threshold_progress == attacker.damage_threshold
   801→            -- Threshold reached, tween sword to white and bigger
   802→            attacker.weapon_charging = true
   803→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
   804→            -- Spawn single sword flame covering most of sword
   805→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   806→            attacker.timer\tween 1, attacker.sword_flame, {scale: 1}, math.cubic_in_out, nil, 'sword_flame_scale'
   807→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   808→            attacker.base_damage += 1
   809→            attacker.damage_threshold_progress = 0
   810→            attacker.timer\cancel 'weapon_charge'
   811→            if attacker.sword_flame then attacker.sword_flame\kill!
   812→            attacker.weapon_charging = false
   813→            attacker.weapon_charge_color = 0
   814→            attacker.weapon_charge_scale = 1

Grep (weapon_charge_shake)

281:    -- @enemy_ball.timer\tween 1, @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out, nil, 'weapon_charge'
803:            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 3, ball_charge_shake: 2}, math.cubic_in_out, nil, 'weapon_charge'
816:            attacker.weapon_charge_shake = 0
1314:    @weapon_charge_shake = 0  -- shake amplitude when charging
1478:      weapon_x += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)
1479:      weapon_y += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)
2072:      shake = @parent.weapon_charge_shake or 0
2306:      shake = @parent.weapon_charge_shake or 0

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

2068→
  2069→    if @parent and @parent.angle
  2070→      angle = @parent.angle
  2071→      perp = angle - math.pi/2
  2072→      shake = @parent.weapon_charge_shake or 0
  2073→      world_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp) + @wx + an.random\float(-shake, shake)
  2074→      world_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp) + @wy + an.random\float(-shake, shake)
  2075→      weapons\circle world_x, world_y, @radius, @color!
  2076→    else
  2077→      @x = @local_x + @wx
  2078→      @y = @local_y + @wy
  2079→      weapons\circle @x, @y, @radius, @color!
  2080→
  2081→
  2082→
  2083→-- Sword flame: candle-like flame shape on sword edge
  2084→class sword_flame extends object
  2085→  new: (name, @local_x, @local_y, args={}) =>
  2086→    super name
  2087→    @base_width = args.base_width or 30

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

2205→      elseif @direct_max_vx < 0
  2206→        @direct_vx = math.max @direct_vx - @direct_accel*dt, @direct_max_vx
  2207→      if @direct_max_vy > 0
  2208→        @direct_vy = math.min @direct_vy + @direct_accel*dt, @direct_max_vy
  2209→      elseif @direct_max_vy < 0
  2210→        @direct_vy = math.max @direct_vy - @direct_accel*dt, @direct_max_vy
  2211→      @direct_rx += @direct_vx*dt
  2212→      @direct_ry += @direct_vy*dt
  2213→    @direct_vx = math.damping 0.9, @direct_damping, dt, @direct_vx
  2214→    @direct_vy = math.damping 0.9, @direct_damping, dt, @direct_vy
  2215→    @direct_rx = math.damping 0.9, @direct_damping, dt, @direct_rx
  2216→    @direct_ry = math.damping 0.9, @direct_damping, dt, @direct_ry
  2217→
  2218→    -- Decay per-segment offsets
  2219→    for i = 1, #@segment_offsets
  2220→      @segment_offsets[i] = math.damping 0.9, @direct_damping, dt, @segment_offsets[i]
  2221→
  2222→    if @parent and @parent.angle
  2223→      angle = @parent.angle
  2224→      perp = angle - math.pi/2
  2225→
  2226→      scaled_width = @base_width*@scale
  2227→      combined_ry = @wind_ry + @direct_ry
  2228→      height_multiplier = math.max(0.3, 1 - combined_ry/@height)
  2229→      scaled_height = @height*@scale*height_multiplier*@velocity_height_scale
  2230→
  2231→      -- Base center position (on the sword)
  2232→      base_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp)
  2233→      base_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp)
  2234→

The sword_flame doesn't have shake yet. Let me add it to the base position calculation:

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

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

Done. The sword_flame now includes the weapon_charge_shake in its base position calculation, so it will shake along with the sword during charging.

The shake values in gameplay are:

2, 1 instead

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

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

Done. Changed to weapon_charge_shake: 2 and ball_charge_shake: 1.

The ball's velocity should also apply forces to the flame.

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

1411→
  1412→    -- Apply forces to sword flame based on rotation
  1413→    if @sword_flame
  1414→      flame = @sword_flame
  1415→      dir = angular_velocity >= 0 and 1 or -1
  1416→      speed = angular_speed
  1417→
  1418→      -- Horizontal force: sin(angle), strongest at π/2 and 3π/2
  1419→      horizontal = math.sin(@angle)*dir
  1420→
  1421→      -- Scale horizontal: full at right quadrant (0), opposite at left (π) for clockwise
  1422→      horizontal_scale = dir == 1 and (0.35 + 0.65*math.cos(@angle)) or (0.35 - 0.65*math.cos(@angle))
  1423→      horizontal = horizontal*horizontal_scale
  1424→
  1425→      -- Vertical force: cos(angle), strongest at 0 and π
  1426→      vertical = -math.cos(@angle)*dir
  1427→
  1428→      -- Only reduce upward (negative) vertical force that makes flame taller
  1429→      if vertical < 0
  1430→        vertical = vertical*0.3
  1431→
  1432→      -- Convert to angle and magnitude
  1433→      force_angle = math.atan(vertical, horizontal)
  1434→      force_magnitude = speed/3
  1435→      flame\apply_wind force_angle, force_magnitude
  1436→
  1437→      -- Base height scales with angular velocity (logistic curve)
  1438→      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1439→
  1440→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
... [10 more lines]

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

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

Done. Added velocity-based force to the flame:

vx, vy = @collider\get_velocity!
velocity_scale = 0.003
horizontal -= vx*velocity_scale
vertical -= vy*velocity_scale

The flame now bends opposite to the ball's movement direction (like air resistance). The velocity_scale of 0.003 can be adjusted if the effect is too strong or weak.

y influence should be lower, or rather, the flame's height should never be able to go above a certain value, I think it was 1.8 scale?

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

2226→      @segment_offsets[i] = math.damping 0.9, @direct_damping, dt, @segment_offsets[i]
  2227→
  2228→    if @parent and @parent.angle
  2229→      angle = @parent.angle
  2230→      perp = angle - math.pi/2
  2231→      shake = @parent.weapon_charge_shake or 0
  2232→
  2233→      scaled_width = @base_width*@scale
  2234→      combined_ry = @wind_ry + @direct_ry
  2235→      height_multiplier = math.max(0.3, 1 - combined_ry/@height)

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. Changes:

  1. Reduced vertical velocity influence: vy*velocity_scale*0.3 (30% of horizontal)
  2. Clamped height_multiplier: between 0.3 and 1.8 using math.clamp

Horizontal influence should also be lower.

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

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

Done. Reduced velocity_scale from 0.003 to 0.001 (3x lower).

If the sword hits while the effect is tweening up, the scale doesn't reset back to normal.

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

807→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   808→            attacker.base_damage += 1
   809→            attacker.damage_threshold_progress = 0
   810→            attacker.timer\cancel 'weapon_charge'
   811→            if attacker.sword_flame then attacker.sword_flame\kill!
   812→            attacker.weapon_charging = false
   813→            attacker.weapon_charge_color = 0
   814→            attacker.weapon_charge_scale = 1
   815→            attacker.weapon_charge_offset = 0
   816→            attacker.weapon_charge_shake = 0
   817→            attacker.ball_charge_shake = 0
   818→            attacker.spring\pull 'hit', 0.5, 3, 0.7
   819→            attacker.spring\pull 'weapon', 1, 3, 0.7
   820→
   821→      -- Hit effect on defender's edge, facing the weapon

Grep (sword_flame.kill|kill.sword_flame)

811:            if attacker.sword_flame then attacker.sword_flame\kill!

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

803→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 1}, math.cubic_in_out, nil, 'weapon_charge'
   804→            -- Spawn single sword flame covering most of sword
   805→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   806→            attacker.timer\tween 1, attacker.sword_flame, {scale: 1}, math.cubic_in_out, nil, 'sword_flame_scale'
   807→          elseif attacker.damage_threshold_progress > attacker.damage_threshold

I see the issue - the sword_flame_scale tween needs to be cancelled when resetting:

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

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

Let me also check if there are other places where the charge can be interrupted:

Grep (weapon_charge.cancel|cancel.weapon_charge)

810:            attacker.timer\cancel 'weapon_charge'

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

2084→      @x = @local_x + @wx
  2085→      @y = @local_y + @wy
  2086→      weapons\circle @x, @y, @radius, @color!
  2087→
  2088→
  2089→
  2090→-- Sword flame: candle-like flame shape on sword edge
  2091→class sword_flame extends object
  2092→  new: (name, @local_x, @local_y, args={}) =>
  2093→    super name

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

2091→class sword_flame extends object
  2092→  new: (name, @local_x, @local_y, args={}) =>
  2093→    super name
  2094→    @base_width = args.base_width or 30
  2095→    @height = args.height or 40
  2096→    @scale = args.scale or 0
  2097→    @velocity_height_scale = 1  -- multiplier based on angular velocity
  2098→    @segments = args.segments or 6
  2099→    @wobble_speed = args.wobble_speed or 12
  2100→    @wobble_amplitude = args.wobble_amplitude or 4

Let me check if there's something else going on. Is the issue with the flame's scale or the weapon's scale (weapon_charge_scale)?

Grep (weapon_charge_scale)

281:    -- @enemy_ball.timer\tween 1, @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out, nil, 'weapon_charge'
803:            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 1}, math.cubic_in_out, nil, 'weapon_charge'
815:            attacker.weapon_charge_scale = 1
1313:    @weapon_charge_scale = 1  -- grows when charging
1488:    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*@weapon_charge_scale, @weapon_scale_y*weapon_spring*@weapon_charge_scale

[Request interrupted by user]

The weapon's scale.

I see - let me check if there are other places where the charge could be interrupted without resetting the weapon_charge_scale. Maybe when the ball gets hit by the defender?

Grep (defender.weapon_charge|weapon_charging.false)

813:            attacker.weapon_charging = false
1311:    @weapon_charging = false

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

795→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   796→      elseif attacker.weapon_type == 'sword'
   797→        if attacker.damage_threshold_cooldown <= 0
   798→          attacker.damage_threshold_progress += 1
   799→          attacker.damage_threshold_cooldown = 0.5
   800→          if attacker.damage_threshold_progress == attacker.damage_threshold
   801→            -- Threshold reached, tween sword to white and bigger
   802→            attacker.weapon_charging = true
   803→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 1}, math.cubic_in_out, nil, 'weapon_charge'
   804→            -- Spawn single sword flame covering most of sword
   805→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   806→            attacker.timer\tween 1, attacker.sword_flame, {scale: 1}, math.cubic_in_out, nil, 'sword_flame_scale'
   807→          elseif attacker.damage_threshold_progress > attacker.damage_threshold
   808→            attacker.base_damage += 1
   809→            attacker.damage_threshold_progress = 0
   810→            attacker.timer\cancel 'weapon_charge'
   811→            attacker.timer\cancel 'sword_flame_scale'
   812→            if attacker.sword_flame then attacker.sword_flame\kill!
   813→            attacker.weapon_charging = false
   814→            attacker.weapon_charge_color = 0
   815→            attacker.weapon_charge_scale = 1
   816→            attacker.weapon_charge_offset = 0
   817→            attacker.weapon_charge_shake = 0
   818→            attacker.ball_charge_shake = 0
   819→            attacker.spring\pull 'hit', 0.5, 3, 0.7
   820→            attacker.spring\pull 'weapon', 1, 3, 0.7
   821→
   822→      -- Hit effect on defender's edge, facing the weapon
   823→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   824→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)

The logic looks correct - when damage_threshold_progress > damage_threshold, scale is reset to 1. But let me also check the initialization to make sure weapon_charge_scale starts at 1:

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

1308→
  1309→    -- Flash state for weapon
  1310→    @weapon_flashing = false
  1311→    @weapon_charging = false
  1312→    @weapon_charge_color = 0  -- 0-255, for sword charged state flash
  1313→    @weapon_charge_scale = 1  -- grows when charging
  1314→    @weapon_charge_offset = 0  -- extra offset when charging
  1315→    @weapon_charge_shake = 0  -- shake amplitude when charging
  1316→    @ball_charge_shake = 0  -- ball shake amplitude when charging
  1317→    @weapon_recoil = 0  -- rotation offset for gun recoil animation
  1318→    @weapon_recoil_offset = 0  -- position offset for gun recoil (moves toward ball)
  1319→
  1320→    -- HP
  1321→    @max_hp = 50
  1322→    @hp = @max_hp

I think the issue might be the 0.5 second cooldown - hits during the cooldown don't increment progress, so the reset doesn't happen. Let me add a check to reset the charge when a hit occurs during charging:

This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.

Summary: 1. Primary Request and Intent: The user is implementing visual effects for a charging sword weapon in Emoji Ball Battles. The main goals were: - Create a sword_flame class that responds to rotation with wind/direct force physics - Make the flame bend like a spring (curved, not rigid shear) - Apply forces based on ball's angular velocity and linear velocity - Create specific behavior patterns for clockwise vs counter-clockwise rotation - Integrate the flame effects into actual gameplay (not just test mode) - Add shake effects to the flame during charging - Fix weapon_charge_scale not resetting when hit during charging tween

  1. Key Technical Concepts:

    • YueScript (compiles to Lua) game code
    • Parent/child object system with @parent references
    • Timer system: timer\tween, timer\after, timer\cancel
    • Wind physics with separate x/y components (wind_vx, wind_vy, wind_rx, wind_ry)
    • Direct force physics (faster, snappier than wind)
    • math.damping(p, t, dt, v) for framerate-independent damping (p=decay%, t=time to reach decay)
    • Per-segment offsets for wobbly flame movement with propagation
    • Logistic/sigmoid function for height scaling: 1.6/(1 + math.exp(-(speed - 1.73)))
    • Curved bending using t^3 instead of linear t
    • Angular velocity from physics: @collider\get_angular_velocity!
    • Operator spacing convention: *// no spaces, +/- with spaces
  2. Files and Code Sections:

    • E:\a327ex\emoji-ball-battles\main.yue
      • Main game file containing all classes and game logic

      sword_flame class (around line 2090):

      • Candle-like flame shape attached to sword
      • Wind and direct force physics for realistic movement
      • Per-segment offsets for wobbly movement yuescript class sword_flame extends object new: (name, @local_x, @local_y, args={}) => super name @base_width = args.base_width or 30 @height = args.height or 40 @scale = args.scale or 0 @velocity_height_scale = 1 @segments = args.segments or 6 -- Wind physics - separate x/y components @wind_vx, @wind_vy, @wind_rx, @wind_ry = 0, 0, 0, 0 @wind_accel = 2000 @wind_max_vx, @wind_max_vy = 0, 0 @base_wind_max_v = args.wind_max or 140 @applying_wind = false -- Direct force physics (faster, snappier) @direct_vx, @direct_vy, @direct_rx, @direct_ry = 0, 0, 0, 0 @direct_accel = 4000 @direct_max_vx, @direct_max_vy = 0, 0 @base_direct_max_v = args.direct_max or 200 @applying_direct = false @direct_damping = 1 -- Per-segment offsets for wobbly movement @segment_offsets = [0 for i = 1, @segments + 1] @\add timer!

      apply_direct method with propagation: yuescript apply_direct: (angle, force=1) => @direct_max_vx = math.cos(angle)*@base_direct_max_v*force @direct_max_vy = math.sin(angle)*@base_direct_max_v*force @applying_direct = true @direct_damping = 1 -- Pick one random segment (not base or tip) hit_segment = an.random\int 2, @segments offset_direction = math.cos(angle) > 0 and 1 or -1 -- Higher segments have less resistance (more offset) height_factor = hit_segment/@segments base_offset = offset_direction*an.random\float(15, 30)*force*height_factor -- Apply to hit segment immediately @segment_offsets[hit_segment] += base_offset -- Propagate to neighbors over time decay = 0.5 propagation_delay = 0.03 for distance = 1, @segments offset = base_offset*(decay^distance) if math.abs(offset) < 0.5 break @timer\after distance*propagation_delay, -> left_i = hit_segment - distance right_i = hit_segment + distance if left_i >= 1 @segment_offsets[left_i] += offset if right_i <= @segments + 1 @segment_offsets[right_i] += offset @timer\after 0.1, 'direct_stop', -> @\stop_direct!

      Flame forces in ball's update method (around line 1412): yuescript -- Apply forces to sword flame based on rotation and velocity if @sword_flame flame = @sword_flame dir = angular_velocity >= 0 and 1 or -1 speed = angular_speed -- Horizontal force with quadrant-based scaling horizontal = math.sin(@angle)*dir horizontal_scale = dir == 1 and (0.35 + 0.65*math.cos(@angle)) or (0.35 - 0.65*math.cos(@angle)) horizontal = horizontal*horizontal_scale -- Vertical force vertical = -math.cos(@angle)*dir if vertical < 0 vertical = vertical*0.3 -- reduce upward force -- Add velocity-based force vx, vy = @collider\get_velocity! velocity_scale = 0.001 horizontal -= vx*velocity_scale vertical -= vy*velocity_scale*0.3 -- Apply wind force_angle = math.atan(vertical, horizontal) force_magnitude = speed/3 flame\apply_wind force_angle, force_magnitude -- Height scaling (logistic curve) flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))

      Curved bending in flame drawing (t^3): yuescript bend = t*t*t force_offset = bend*(combined_rx + ambient_sway) + segment_offset

      Height multiplier with clamp: yuescript height_multiplier = math.clamp(1 - combined_ry/@height, 0.3, 1.8)

      Shake added to flame base position: yuescript shake = @parent.weapon_charge_shake or 0 base_x = @parent.x + @local_x*math.cos(angle) + @local_y*math.cos(perp) + an.random\float(-shake, shake) base_y = @parent.y + @local_x*math.sin(angle) + @local_y*math.sin(perp) + an.random\float(-shake, shake)

      Weapon charge reset when hit during charging (most recent change): yuescript elseif attacker.weapon_type == 'sword' -- If hit during charging, reset immediately if attacker.weapon_charging attacker.base_damage += 1 attacker.damage_threshold_progress = 0 attacker.timer\cancel 'weapon_charge' attacker.timer\cancel 'sword_flame_scale' if attacker.sword_flame then attacker.sword_flame\kill! attacker.weapon_charging = false attacker.weapon_charge_color = 0 attacker.weapon_charge_scale = 1 attacker.weapon_charge_offset = 0 attacker.weapon_charge_shake = 0 attacker.ball_charge_shake = 0 attacker.spring\pull 'hit', 0.5, 3, 0.7 attacker.spring\pull 'weapon', 1, 3, 0.7 elseif attacker.damage_threshold_cooldown <= 0 -- ... normal threshold logic

  3. Errors and Fixes:

    • math.atan2 not found: Used math.atan2(y, x) but framework uses math.atan(y, x). Fixed by changing to math.atan.
    • Direct damping slower than continuous: User said I changed wrong argument in math.damping. The second argument t is time to reach decay - lower = faster. Changed from @direct_damping as first arg to second arg, with value 0.25 for fast return.
    • Flame always pointing inward during rotation: User wanted different behavior. Went through several iterations:
      • First: inertial force angle - dir*π/2 - always inward
      • Then: angle + dir*π/2 - always outward
      • Final: Separate horizontal/vertical calculation with quadrant-based scaling
    • Height curve too aggressive at low speeds: User provided specific values. Changed from formula to logistic function 1.6/(1 + math.exp(-(speed - 1.73))).
    • Lookup table rejected: User said don't use lookup table, create approximating function.
    • Random wobbles applying everywhere: User wanted them only in specific quadrants based on rotation direction. Commented out for now.
    • weapon_charge_scale not resetting: Added check for attacker.weapon_charging to reset immediately when hit during charge tween.
  4. Problem Solving:

    • Evolved flame from rigid triangle rotation to curved spring-like bending using t^3
    • Created per-segment offset system with time-delayed propagation for organic wobble
    • Developed complex horizontal force scaling formula: 0.35 + 0.65*cos(angle) for clockwise, giving 1 at 0, -0.3 at π
    • Integrated flame forces into ball's actual update method using physics angular velocity
    • Added velocity-based forces with reduced vertical influence (0.3x)
  5. All User Messages:

    • "OK, try it."
    • "Continually pressing down should never make the flame lower than a certain height."
    • "OK, now let's add a constant ambient wind to it, like with the plant system."
    • "Sure."
    • "OK, now let's add a direct force component to it, similar difference between moving force and direct force with plants."
    • "Yes."
    • "Need keys to test the direct force application."
    • "OK, increase the amount of force added by a direct force in the test, and also make it so that after a direct force is applied, the flame goes back to the middle faster..."
    • "Direct damping is slower than the continuous one. I believe you changed the wrong argument in the damping function, should be the second one that is 1 right now."
    • "OK, now let's add a system where when either direct or continuous force is being applied, the wobble is stronger near the top based on this force..."
    • "Remove this system. What I actually want is for the shape of the flame to be more... like a spring that kind of bends?"
    • "Great, this is it, can it be more aggressive? The bend I mean."
    • "Great, now let's add a key, maybe r, that adds angular rotation to the ball..."
    • "I'm not intuitively sure if this is right... The tip of the flame is always pointing inwards, towards the ball, as it rotates, regardless of direction, is that right?"
    • "Let's try that if we're rotating clockwise, the flame always points right, and the opposite for counter clockwise. Keep up/down the same."
    • "No, but the angle should still be based on the rotation, should always 'right'."
    • "No, like, the way you were doing it before made the sword flame always pointing inwards. The way you did it now always make it point outwards. What I want is that when it's clockwise, it's inwards and outwards depending on the place, and the opposite for counter clockwise."
    • "It's always pointing inwards. What I want is that when we're clockwise and the sword is on the top two quadrants, the flame moves left, and when it's on the bottom two quadrants, it moves right. Opposite for counter-clockwise."
    • "OK, but now it seems like we've lost the up/down component of the flame, it's not growing larger or smaller around angles 0 and math.pi."
    • "Actually the opposite, math.pi clockwise, 0 counter."
    • "Actually, when clockwise, we want to apply the wobbles on the left quadrant, opposite for counter-clockwise."
    • "Horizontal magnitude should also be lower in this same manner, full magnitude on right quadrant, 1 at top/bottom, but near 0 at math.pi, when clockwise. Opposite for counter-clockwise."
    • "Remove the random wobbles temporarlity, just comment it out"
    • "Add a very slight opposite horizontal force when near the opposite end, instead of it being 0."
    • "Stronger."
    • "OK, I think this is good. Now, let's add this to the actual gameplay instead of just on these tests."
    • "Comment all the testing code out, don't remove it yet, make sure the start of the game is normal."
    • "OK, now let's add back the shaking to the ball and sword, and make sure flame also gets it."
    • "2, 1 instead"
    • "The ball's velocity should also apply forces to the flame."
    • "y influence should be lower, or rather, the flame's height should never be able to go above a certain value, I think it was 1.8 scale?"
    • "Horizontal influence should also be lower."
    • "If the sword hits while the effect is tweening up, the scale doesn't reset back to normal."
    • "The weapon's scale."
  6. Pending Tasks:

    • Random wobble forces are commented out - may need to be re-enabled and tuned later
    • Testing the weapon_charge_scale reset fix
  7. Current Work: The most recent work was fixing the weapon_charge_scale not resetting when the sword hits during the charging tween. The user reported "If the sword hits while the effect is tweening up, the scale doesn't reset back to normal." and clarified it was "The weapon's scale."

    I added a check at the start of the sword hit logic: yuescript if attacker.weapon_charging -- Reset immediately when hit during charging attacker.timer\cancel 'weapon_charge' attacker.timer\cancel 'sword_flame_scale' if attacker.sword_flame then attacker.sword_flame\kill! attacker.weapon_charging = false attacker.weapon_charge_scale = 1 -- ... other resets

  8. Optional Next Step: The user should test the weapon_charge_scale reset fix to verify it works correctly. If there are still issues, further debugging may be needed. The conversation ended with the fix being applied, so the user likely needs to test the game.

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\da3e2431-8114-486a-ab34-4c18cf47ab2e.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 fix for weapon_charge_scale not resetting when hit during charging has been applied. Let me verify the change is in place by reading the relevant section.

Grep (attacker.weapon_charging)

795-        attacker.max_angular_velocity = attacker.base_angular_velocity*2
796-      elseif attacker.weapon_type == 'sword'
797-        -- If hit during charging, reset immediately
798:        if attacker.weapon_charging
799-          attacker.base_damage += 1
800-          attacker.damage_threshold_progress = 0
801-          attacker.timer\cancel 'weapon_charge'
802-          attacker.timer\cancel 'sword_flame_scale'
803-          if attacker.sword_flame then attacker.sword_flame\kill!
804:          attacker.weapon_charging = false
805-          attacker.weapon_charge_color = 0
806-          attacker.weapon_charge_scale = 1
807-          attacker.weapon_charge_offset = 0
--
814-          attacker.damage_threshold_cooldown = 0.5
815-          if attacker.damage_threshold_progress == attacker.damage_threshold
816-            -- Threshold reached, tween sword to white and bigger
817:            attacker.weapon_charging = true
818-            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 1}, math.cubic_in_out, nil, 'weapon_charge'
819-            -- Spawn single sword flame covering most of sword
820-            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length\2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}

The fix is in place. When the sword hits during the charging tween (attacker.weapon_charging is true), it now immediately:

You can test it now with ./run.bat.

weapon_charge_scale is still 1 when a quick hit happens. But the damage does increase and everything else gets cancelled... How weird?

[Request interrupted by user]

weapon_charge_scale is still 1.35 when a quick hit happens. But the damage does increase and everything else gets cancelled... How weird?

That's strange - the reset code is definitely running (damage increases), but weapon_charge_scale isn't resetting. Let me search for all places where weapon_charge_scale is used or set.

Grep (weapon_charge_scale)

281:    -- @enemy_ball.timer\tween 1, @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out, nil, 'weapon_charge'
806:          attacker.weapon_charge_scale = 1
818:            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 1}, math.cubic_in_out, nil, 'weapon_charge'
1314:    @weapon_charge_scale = 1  -- grows when charging
1489:    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*@weapon_charge_scale, @weapon_scale_y*weapon_spring*@weapon_charge_scale

Let me see more context around the collision handling to understand the full flow.

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

790→      attacker.weapon_ui\landed_hit!
   791→
   792→      -- Weapon-specific scaling on hit
   793→      if attacker.weapon_type == 'dagger'
   794→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   795→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   796→      elseif attacker.weapon_type == 'sword'
   797→        -- If hit during charging, reset immediately
   798→        if attacker.weapon_charging
   799→          attacker.base_damage += 1
   800→          attacker.damage_threshold_progress = 0
   801→          attacker.timer\cancel 'weapon_charge'
   802→          attacker.timer\cancel 'sword_flame_scale'
   803→          if attacker.sword_flame then attacker.sword_flame\kill!
   804→          attacker.weapon_charging = false
   805→          attacker.weapon_charge_color = 0
   806→          attacker.weapon_charge_scale = 1
   807→          attacker.weapon_charge_offset = 0
   808→          attacker.weapon_charge_shake = 0
   809→          attacker.ball_charge_shake = 0
   810→          attacker.spring\pull 'hit', 0.5, 3, 0.7
   811→          attacker.spring\pull 'weapon', 1, 3, 0.7
   812→        elseif attacker.damage_threshold_cooldown <= 0
   813→          attacker.damage_threshold_progress += 1
   814→          attacker.damage_threshold_cooldown = 0.5
   815→          if attacker.damage_threshold_progress == attacker.damage_threshold
   816→            -- Threshold reached, tween sword to white and bigger
   817→            attacker.weapon_charging = true
   818→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 1}, math.cubic_in_out, nil, 'weapon_charge'
   819→            -- Spawn single sword flame covering most of sword
... [20 more lines]

Wait - I notice we don't set damage_threshold_cooldown in the reset block. If there are multiple collision events processed in the same frame, the second one might trigger the threshold logic again. Let me check what damage_threshold is.

Grep (damage_threshold\s*=)

1337:    @damage_threshold = 5  -- sword scaling: +1 damage every N hits

The damage_threshold is 5, so it's not a single-hit re-trigger issue. But I notice we don't set damage_threshold_cooldown in the reset block - that might cause issues with multiple collision events.

However, the more likely issue might be the tween system. Some tween implementations can have a "complete to final value" behavior on cancel, or there might be a frame where the tween update runs after the cancel.

Let me try two things:

  1. Add damage_threshold_cooldown = 0.5 to the reset block
  2. Move the value assignments AFTER the cancel calls

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

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

I added damage_threshold_cooldown = 0.5 and moved weapon_charge_scale = 1 to be the last value assignment after the tween cancellation. Test it and let me know if it's still staying at 1.35.

Yes, scale is still 1.35 on a quick hit. Don't make any changes. Try to think about what might be causing it and I will too.

Let me think through this...

What we know:

Possible causes:

  1. Frame update order: The most likely issue. If the update order is:

    • Collision handling runs (we set weapon_charge_scale = 1, call cancel)
    • Timer/tween system updates (the tween runs AFTER and overwrites to 1.35)
    • Draw

    Then timer\cancel might mark the tween for removal but not prevent it from completing its current frame update.

  2. Object reference mismatch: The attacker from the collision event might somehow be a different reference than the ball being drawn. Unlikely, but possible.

  3. Cancel behavior: The tween system might have a "complete to final value on cancel" behavior, where cancelling jumps to the end state.

  4. Multiple collision events in one frame: Even with the cooldown fix, if the sword hits multiple targets or there are duplicate events, something might re-trigger.

My strongest suspicion is #1 - the tween system updates happen after collision handling in the frame loop, so even after we cancel and set the value, the tween gets one more update and overwrites it.

If that's the case, a fix would be to defer our value assignment to run after the tween system, or to check the tween implementation to see how cancel actually works.

This might be it, actually. The collision code runs in early_update for the root node, which runs before everything else. The timer system runs as a child of the attacker, which is in its update function. What are the possible fixes?

That explains it. The tween gets one more update after we cancel it. Possible fixes:

  1. Set a reset flag, apply in ball's update: In collision handling, set attacker.weapon_charge_reset = true. In the ball's update (which runs after timer), check this flag and set weapon_charge_scale = 1. The flag ensures the value is set after the tween system.

  2. Use timer\after 0 to defer: Call attacker.timer\after 0, -> attacker.weapon_charge_scale = 1. This schedules the assignment for the next timer update cycle. Downside: might be one frame late, or might run in the same frame depending on how the timer processes queued callbacks.

  3. Set the value in late_update or draw: Override in a phase that runs after the timer system. Hacky but guaranteed to work.

  4. Move collision handling to update: If it doesn't break other dependencies. Probably not ideal.

  5. Modify the framework's cancel to skip pending updates: Make timer\cancel immediately remove the tween so it doesn't run. This is the "proper" fix but more invasive.

  6. Don't use tween for weapon_charge_scale: Manually interpolate in the ball's update. More control but more code.

Option 1 (flag-based) seems cleanest - minimal code, clear intent, guaranteed timing. Option 5 would be the most robust long-term if you want cancel to truly mean "stop immediately."

I think 5 is the correct choice. However, we made it deferred for a reason, most likely... I can't remember exactly why, though.

The most common reason for deferred cancellation is avoiding modification during iteration. If you're looping through a list of timers/tweens and one of them cancels another (or itself), removing from the list mid-iteration causes problems.

So the solution might be more nuanced: defer the removal but prevent the update. Two approaches:

  1. Cancelled flag: When cancel is called, mark the tween as cancelled. Before each tween update, check the flag and skip if cancelled. The actual removal from the list still happens later (deferred), but the tween stops having any effect immediately.

  2. Two methods: Keep cancel as deferred for normal use. Add cancel_immediate or kill for cases where you need it to stop this frame. The immediate version would need careful use (not safe during iteration).

Option 1 seems safer - it maintains the deferred removal (protecting iteration) while giving immediate behavioral effect.

Want me to look at the timer implementation to see how it currently handles cancellation?

If you look at timer.yue, we're already doing that. So when something is cancelled it doesn't run anymore.

Interesting. If cancelled tweens already don't run, then the issue must be elsewhere. Let me look at timer.yue to understand what's happening.

Glob (**/timer.yue)

E:\a327ex\emoji-ball-battles\anchor\timer.yue
E:\a327ex\Anchor\framework\timer.yue
E:\a327ex\Anchor\framework\anchor\timer.yue

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

1→global *
     2→
     3→--[[
     4→  Timer child object for scheduling delayed, repeating, and conditional callbacks.
     5→
     6→  Usage:
     7→    @\add timer!
     8→    @timer\after 1, -> print 'fired after 1s'
     9→    @timer\every 0.5, 'attack', -> @attack!
    10→
    11→  Timer is added as a child object. When the parent dies, the timer dies automatically.
    12→  All timer methods support optional naming - named timers can be cancelled, triggered,
    13→  and automatically replace previous timers with the same name.
    14→
    15→  Timer methods:
    16→    Delayed:     after, every, during, tween
    17→    Conditional: watch, when, cooldown
    18→    Varying:     every_step, during_step
    19→    Utility:     cancel, trigger, set_multiplier, get_time_left
    20→]]
    21→class timer extends object
    22→  --[[
    23→    Creates a new timer.
    24→
    25→    Usage:
    26→      @\add timer!
    27→
    28→    The timer is automatically named 'timer' and accessible as @timer on the parent.
    29→  ]]
    30→  new: =>
... [540 more lines]

I see the timer code. Lines 471-474:

for index, entry in ipairs @entries
  if entry.cancelled
    to_remove[] = index
    continue

So cancelled entries are skipped with continue before any tween processing happens. This looks correct.

Given that:

  1. cancel sets entry.cancelled = true
  2. The update loop checks if entry.cancelled and continues (skips)
  3. Collision handling runs in early_update (before timer's update)

The tween should be skipped. But it's not.

Possible explanations I can think of:

  1. Update order isn't what we expect: Maybe the ball's timer update runs before the root's early_update? Is there something about how children are updated that could cause this?

  2. The attacker reference differs: The attacker from the collision event might somehow be a different object than expected? (Seems unlikely)

  3. Multiple timers: Is there any chance there's more than one timer on the ball, and we're cancelling on one but the tween is on another?

  4. The tween already ran this frame: Could the ball's update (and thus timer) somehow run before the root's early_update in certain situations?

What does the object update order look like in the framework? Does early_update on the root definitely run before children's update?

Ah, I found the issue, if you look at tween's signature, like all other timer functions, the tag comes second, you're using it late. So the tween is never being cancelled.

The tween signature is: yuescript tween: (duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)

So for a named tween, the tag should be the second argument: yuescript timer\tween 1, 'weapon_charge', attacker, {values}, easing, after

But the current code has the tag last: yuescript timer\tween 1, attacker, {values}, math.cubic_in_out, nil, 'weapon_charge'

So the tween is anonymous and cancel 'weapon_charge' finds nothing. Let me fix both tweens.

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

815→          attacker.damage_threshold_progress += 1
   816→          attacker.damage_threshold_cooldown = 0.5
   817→          if attacker.damage_threshold_progress == attacker.damage_threshold
   818→            -- Threshold reached, tween sword to white and bigger
   819→            attacker.weapon_charging = true
   820→            attacker.timer\tween 1, attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 1}, math.cubic_in_out, nil, 'weapon_charge'
   821→            -- Spawn single sword flame covering most of sword
   822→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   823→            attacker.timer\tween 1, attacker.sword_flame, {scale: 1}, math.cubic_in_out, nil, 'sword_flame_scale'
   824→

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

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

Fixed both tweens - moved the tag to the second argument position. Also let me check if the commented-out test tween has the same issue (line 281).

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

279→    -- @enemy_ball.collider\set_angle 0
   280→    -- @enemy_ball.collider\set_angular_velocity 0
   281→    -- @enemy_ball.timer\tween 1, @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out, nil, 'weapon_charge'
   282→    -- @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   283→    -- @enemy_ball.timer\tween 1, @enemy_ball.sword_flame, {scale: 1}, math.cubic_in_out, nil, 'sword_flame_scale'

The test code has the same issue. Let me fix it too in case you uncomment it later.

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

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

Fixed both locations. The tweens now have the tag in the correct position (second argument). You can test it.

OK, let's make it so that the shake increases the more time has passed while charging. So it stays at 2 for 2 seconds, and after that it increasingly progresses over the next 6 seconds to 10 magnitude. The same should happen for the direct force random wobbles we had on the test earlier, they should not happen at all until 2 seconds, and then they should progressively increase over the next 6 seconds up until 20 of them are happening per second.

Let me find the direct force wobble test code first to understand how it was implemented.

Grep (apply_direct|direct_force|wobble)

691:        @\apply_direct_force_to_nearby_plants ball_object.x, ball_object.y, 75, vy
890:    --     flame\apply_direct math.pi, 4
892:    --     flame\apply_direct 0, 4
894:    --     flame\apply_direct -math.pi/2, 4
896:    --     flame\apply_direct math.pi/2, 4
952:    --     -- Random wobble forces in left quadrant (clockwise) or right quadrant (counter-clockwise)
969:    --     --   flame\apply_direct random_angle, 0.5
1193:  apply_direct_force_to_nearby_plants: (x, y, radius, vy) =>
1202:        p\apply_direct_force direction, intensity
1897:    -- Spawn hit effect and wobble rotation
2102:    @wobble_speed = args.wobble_speed or 12
2103:    @wobble_amplitude = args.wobble_amplitude or 4
2152:  apply_direct: (angle, force=1) =>
2255:      -- Tip wobble (shared so both edges converge at tip)
2256:      tip_wobble = @wobble_amplitude*math.sin(@wobble_speed*an.time + @tip_phase)
2261:      -- Build left and right edge points with wobble and wind
2266:        -- At tip (t=1), use shared wobble; otherwise use edge-specific
2270:          wobble = tip_wobble
2272:          table.insert left_points, {x: tip_x + wobble + force_offset, y: tip_y}
2273:          table.insert right_points, {x: tip_x + wobble + force_offset, y: tip_y}
2275:          left_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @left_phases[i + 1])
2276:          right_wobble = t*@wobble_amplitude*math.sin(@wobble_speed*an.time + @right_phases[i + 1])
2280:          table.insert left_points, {x: left_x + t*(tip_x - left_x) + left_wobble + force_offset, y: left_y + t*(tip_y - left_y)}
2281:          table.insert right_points, {x: right_x + t*(tip_x - right_x) + right_wobble + force_offset, y: right_y + t*(tip_y - right_y)}
2512:    -- Update character wobble
2655:  apply_direct_force: (direction, intensity=50) =>

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

948→    --     -- Fits: 0.5->0.36, 1->0.5, 1.5->0.75, 2->0.9, 2.5->1.1, 3->1.25, tapers to 1.6
   949→    --     speed = @enemy_ball.rotation_speed
   950→    --     flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
   951→
   952→    --     -- Random wobble forces in left quadrant (clockwise) or right quadrant (counter-clockwise)
   953→    --     -- normalized = angle % (2*math.pi)
   954→    --     -- if normalized < 0
   955→    --     --   normalized += 2*math.pi
   956→
   957→    --     -- intensity = 0
   958→    --     -- if dir == 1  -- clockwise, trigger in left quadrant (π/2 to 3π/2)
   959→    --     --   if normalized > math.pi/2 and normalized < 3*math.pi/2
   960→    --     --     distance_from_pi = math.abs(normalized - math.pi)
   961→    --     --     intensity = 1 - distance_from_pi/(math.pi/2)  -- 1 at π, 0 at edges
   962→    --     -- else  -- counter-clockwise, trigger in right quadrant (around 0)
   963→    --     --   if normalized < math.pi/2 or normalized > 3*math.pi/2
   964→    --     --     distance_from_zero = math.min(normalized, 2*math.pi - normalized)
   965→    --     --     intensity = 1 - distance_from_zero/(math.pi/2)  -- 1 at 0, 0 at edges
   966→
   967→    --     -- if intensity > 0 and an.random\float! < intensity*speed*dt*4
   968→    --     --   random_angle = an.random\float 0, 2*math.pi
   969→    --     --   flame\apply_direct random_angle, 0.5
   970→
   971→    -- Test: press K to kill a random plant
   972→    if an\key_is_pressed 'k'
   973→      alive_plants = [p for p in *@plants.children when p.apply_moving_force]
   974→      if #alive_plants > 0
   975→        plant = an.random\choice alive_plants
   976→        plant.force_count = plant.force_threshold + 10
   977→        plant\apply_moving_force an.random\sign!, 200

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

1400→        @rotation_accumulator = 0
  1401→        @swing_sound_count = 0
  1402→      elseif @swing_sound_count < 5
  1403→        -- Accumulate rotation based on angular velocity
  1404→        @rotation_accumulator += angular_speed * dt
  1405→        -- First trigger at 0.25 rotation, then every full rotation after
  1406→        threshold = if @swing_sound_count == 0 then 0.07*2* math.pi else 2*math.pi
  1407→        if @rotation_accumulator >= threshold
  1408→          @rotation_accumulator -= threshold
  1409→          @swing_sound_count += 1
  1410→          an\sound_play "dagger_swing_#{an.random\int(1, 5)}", 0.7, an.random\float(0.95, 1.05)
  1411→    else
  1412→      @fast_spinning = false
  1413→      @rotation_accumulator = 0
  1414→      @swing_sound_count = 0
  1415→
  1416→    -- Apply forces to sword flame based on rotation and velocity
  1417→    if @sword_flame
  1418→      flame = @sword_flame
  1419→      dir = angular_velocity >= 0 and 1 or -1
  1420→      speed = angular_speed
  1421→
  1422→      -- Horizontal force: sin(angle), strongest at π/2 and 3π/2
  1423→      horizontal = math.sin(@angle)*dir
  1424→
  1425→      -- Scale horizontal: full at right quadrant (0), opposite at left (π) for clockwise
  1426→      horizontal_scale = dir == 1 and (0.35 + 0.65*math.cos(@angle)) or (0.35 - 0.65*math.cos(@angle))
  1427→      horizontal = horizontal*horizontal_scale
  1428→
  1429→      -- Vertical force: cos(angle), strongest at 0 and π
... [30 more lines]

Grep (weapon_charge_shake)

281:    -- @enemy_ball.timer\tween 1, 'weapon_charge', @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out
809:          attacker.weapon_charge_shake = 0
820:            attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 1}, math.cubic_in_out
1318:    @weapon_charge_shake = 0  -- shake amplitude when charging
1488:      weapon_x += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)
1489:      weapon_y += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)
2082:      shake = @parent.weapon_charge_shake or 0
2235:      shake = @parent.weapon_charge_shake or 0
2317:      shake = @parent.weapon_charge_shake or 0

Let me check where the ball variables are initialized to add weapon_charge_time.

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

1310→    @spring\add 'squash_y', 1
  1311→
  1312→    -- Flash state for weapon
  1313→    @weapon_flashing = false
  1314→    @weapon_charging = false
  1315→    @weapon_charge_color = 0  -- 0-255, for sword charged state flash
  1316→    @weapon_charge_scale = 1  -- grows when charging
  1317→    @weapon_charge_offset = 0  -- extra offset when charging
  1318→    @weapon_charge_shake = 0  -- shake amplitude when charging
  1319→    @ball_charge_shake = 0  -- ball shake amplitude when charging
  1320→    @weapon_recoil = 0  -- rotation offset for gun recoil animation
  1321→    @weapon_recoil_offset = 0  -- position offset for gun recoil (moves toward ball)
  1322→
  1323→    -- HP
  1324→    @max_hp = 50
  1325→    @hp = @max_hp
  1326→    @\add hp_bar!
  1327→
  1328→    -- Weapon effect tracking
  1329→    @hits_landed = 0
  1330→    @base_damage = 1  -- all weapons start at 1 damage
  1331→    @base_cooldown = 1.2
  1332→    @cooldown_reduction_per_hit = 0.02  -- reaches 0.2s minimum in 50 hits
  1333→    @minimum_cooldown = 0.2
  1334→    @burstfire_chance_increase_per_hit = 0.01  -- 1% per hit
  1335→    @base_burstfire_delay = 0.4
  1336→    @minimum_burstfire_delay = 0.05
  1337→    @burstfire_delay_reduction_per_hit = (0.4 - 0.05) / 50  -- reaches 0.05s in 50 hits
  1338→    @base_angular_velocity_increase_per_hit = 0.2*math.pi  -- dagger scaling
  1339→    @damage_threshold = 5  -- sword scaling: +1 damage every N hits

Now I understand the structure. Here's my plan:

  1. Add weapon_charge_time = 0 to initialization
  2. Remove weapon_charge_shake and ball_charge_shake from the tween (we'll calculate them manually)
  3. When charging starts, set initial shake values and reset time
  4. In update, when weapon_charging:
    • Increment charge time
    • Calculate shake: 2 for first 2 seconds, then lerp to 10 over next 6 seconds
    • Calculate wobble frequency and apply random direct forces

Let me show you the code. First, add the initialization:

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

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

Now modify the charging start to set shake manually and remove from tween:

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

816→          attacker.damage_threshold_cooldown = 0.5
   817→          if attacker.damage_threshold_progress == attacker.damage_threshold
   818→            -- Threshold reached, tween sword to white and bigger
   819→            attacker.weapon_charging = true
   820→            attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 2, ball_charge_shake: 1}, math.cubic_in_out
   821→            -- Spawn single sword flame covering most of sword
   822→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   823→            attacker.timer\tween 1, 'sword_flame_scale', attacker.sword_flame, {scale: 1}, math.cubic_in_out
   824→
   825→      -- Hit effect on defender's edge, facing the weapon

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

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

Also reset weapon_charge_time in the hit-during-charging reset block:

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

797→        -- If hit during charging, reset immediately
   798→        if attacker.weapon_charging
   799→          attacker.base_damage += 1
   800→          attacker.damage_threshold_progress = 0
   801→          attacker.damage_threshold_cooldown = 0.5
   802→          attacker.timer\cancel 'weapon_charge'
   803→          attacker.timer\cancel 'sword_flame_scale'
   804→          if attacker.sword_flame then attacker.sword_flame\kill!
   805→          -- Set values after cancel to ensure they're not overwritten
   806→          attacker.weapon_charging = false
   807→          attacker.weapon_charge_color = 0
   808→          attacker.weapon_charge_offset = 0
   809→          attacker.weapon_charge_shake = 0
   810→          attacker.ball_charge_shake = 0
   811→          attacker.weapon_charge_scale = 1  -- must be after cancel
   812→          attacker.spring\pull 'hit', 0.5, 3, 0.7
   813→          attacker.spring\pull 'weapon', 1, 3, 0.7
   814→        elseif attacker.damage_threshold_cooldown <= 0

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

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

Now add the update logic for shake progression and wobbles. I'll add it in the sword flame update section:

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

1445→      vertical -= vy*velocity_scale*0.3  -- reduced vertical influence
  1446→
  1447→      -- Convert to angle and magnitude
  1448→      force_angle = math.atan(vertical, horizontal)
  1449→      force_magnitude = speed/3
  1450→      flame\apply_wind force_angle, force_magnitude
  1451→
  1452→      -- Base height scales with angular velocity (logistic curve)
  1453→      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1454→
  1455→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1456→    vx, vy = @collider\get_velocity!
  1457→    near_floor = @y + @radius > @parent.y + @parent.h - 20
  1458→    if near_floor
  1459→      @low_vy_time += dt

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

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

Let me also fix the test tween to be consistent:

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

279→    -- @enemy_ball.collider\set_angle 0
   280→    -- @enemy_ball.collider\set_angular_velocity 0
   281→    -- @enemy_ball.timer\tween 1, 'weapon_charge', @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8, weapon_charge_shake: 0, ball_charge_shake: 0}, math.cubic_in_out
   282→    -- @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   283→    -- @enemy_ball.timer\tween 1, 'sword_flame_scale', @enemy_ball.sword_flame, {scale: 1}, math.cubic_in_out
   284→

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

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

Done. Here's what I changed:

  1. Initialization: Added weapon_charge_time = 0

  2. When charging starts: Set initial values manually (weapon_charge_time = 0, weapon_charge_shake = 2, ball_charge_shake = 1) instead of tweening them

  3. Reset block: Added weapon_charge_time = 0 reset

  4. Update progression (after flame force logic):

    • Increments weapon_charge_time when charging
    • After 2 seconds: shake lerps from 2 → 10 over 6 seconds, ball shake from 1 → 5
    • After 2 seconds: wobbles increase from 0 → 20 per second, applying random direct forces to the flame

You can test it.

Use tweens instead of direct code like that

I'll use tweens instead. I'll add a weapon_charge_wobble_freq variable and use timer\after to start the progression tweens after 2 seconds.

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

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

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

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

Now update the reset block to cancel the new tweens:

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

797→      if attacker.weapon_type == 'dagger'
   798→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   799→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   800→      elseif attacker.weapon_type == 'sword'
   801→        -- If hit during charging, reset immediately
   802→        if attacker.weapon_charging
   803→          attacker.base_damage += 1
   804→          attacker.damage_threshold_progress = 0
   805→          attacker.damage_threshold_cooldown = 0.5
   806→          attacker.timer\cancel 'weapon_charge'
   807→          attacker.timer\cancel 'sword_flame_scale'
   808→          if attacker.sword_flame then attacker.sword_flame\kill!
   809→          -- Set values after cancel to ensure they're not overwritten
   810→          attacker.weapon_charging = false
   811→          attacker.weapon_charge_color = 0
   812→          attacker.weapon_charge_offset = 0
   813→          attacker.weapon_charge_shake = 0
   814→          attacker.ball_charge_shake = 0
   815→          attacker.weapon_charge_time = 0
   816→          attacker.weapon_charge_scale = 1  -- must be after cancel

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

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

Now update the progression code in update to just use the wobble frequency variable:

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

1455→      horizontal -= vx*velocity_scale
  1456→      vertical -= vy*velocity_scale*0.3  -- reduced vertical influence
  1457→
  1458→      -- Convert to angle and magnitude
  1459→      force_angle = math.atan(vertical, horizontal)
  1460→      force_magnitude = speed/3
  1461→      flame\apply_wind force_angle, force_magnitude
  1462→
  1463→      -- Base height scales with angular velocity (logistic curve)
  1464→      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1465→
  1466→    -- Charge time progression (shake and wobbles)
  1467→    if @weapon_charging
  1468→      @weapon_charge_time += dt
  1469→      -- Shake progression: 2 for first 2 seconds, then lerp to 10 over next 6 seconds
  1470→      if @weapon_charge_time > 2
  1471→        progress = math.min((@weapon_charge_time - 2)/6, 1)
  1472→        @weapon_charge_shake = 2 + progress*8
  1473→        @ball_charge_shake = 1 + progress*4
  1474→      -- Wobble progression: 0 for first 2 seconds, then up to 20 per second

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

1466→    -- Charge time progression (shake and wobbles)
  1467→    if @weapon_charging
  1468→      @weapon_charge_time += dt
  1469→      -- Shake progression: 2 for first 2 seconds, then lerp to 10 over next 6 seconds
  1470→      if @weapon_charge_time > 2
  1471→        progress = math.min((@weapon_charge_time - 2)/6, 1)
  1472→        @weapon_charge_shake = 2 + progress*8
  1473→        @ball_charge_shake = 1 + progress*4
  1474→      -- Wobble progression: 0 for first 2 seconds, then up to 20 per second
  1475→      if @weapon_charge_time > 2 and @sword_flame
  1476→        progress = math.min((@weapon_charge_time - 2)/6, 1)
  1477→        wobbles_per_second = progress*20
  1478→        if wobbles_per_second > 0 and an.random\float! < wobbles_per_second*dt
  1479→          random_angle = an.random\float 0, 2*math.pi
  1480→          @sword_flame\apply_direct random_angle, 0.5

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

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

Let me also update the test code to be consistent:

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

279→    -- @enemy_ball.collider\set_angle 0
   280→    -- @enemy_ball.collider\set_angular_velocity 0
   281→    -- @enemy_ball.weapon_charging = true
   282→    -- @enemy_ball.weapon_charge_time = 0
   283→    -- @enemy_ball.weapon_charge_shake = 2
   284→    -- @enemy_ball.ball_charge_shake = 1
   285→    -- @enemy_ball.timer\tween 1, 'weapon_charge', @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
   286→    -- @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   287→    -- @enemy_ball.timer\tween 1, 'sword_flame_scale', @enemy_ball.sword_flame, {scale: 1}, math.cubic_in_out
   288→
   289→    -- Create plants container and spawn plant groups
   290→    @\add object 'plants'

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

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

Done. Now it uses tweens:

  1. When charging starts: Sets initial values (weapon_charge_shake = 2, ball_charge_shake = 1, weapon_charge_wobble_freq = 0)

  2. After 2 seconds (timer\after 2): Starts two 6-second tweens:

    • weapon_charge_shake: 2 → 10
    • ball_charge_shake: 1 → 5
    • weapon_charge_wobble_freq: 0 → 20
  3. In update: Simply applies wobbles based on weapon_charge_wobble_freq

  4. Reset block: Cancels all three new timers (charge_progression, charge_shake, charge_wobble)

You can test it.

I believe you can also use the timer system to apply the forces instead of having to do it in update. Can you think how? Tell me first before writing code.

I could use a self-scheduling approach with timer\after:

  1. When the progression starts (after 2 seconds), schedule the first wobble
  2. Each wobble applies the force, then schedules the next wobble with a delay of 1/weapon_charge_wobble_freq
  3. As the frequency tween increases weapon_charge_wobble_freq, the delay between wobbles automatically gets shorter

Something like: ```yuescript do_wobble = -> if @weapon_charging and @sword_flame and @weapon_charge_wobble_freq > 0 @sword_flame\apply_direct an.random\float(0, 2*math.pi), 0.5 @timer\after 1/@weapon_charge_wobble_freq, 'wobble', do_wobble

-- Start the chain when progression begins @timer\after 0.1, 'wobble', do_wobble ```

Each wobble reads the current frequency (which is being tweened) to determine when to fire the next one. No update code needed - it's entirely timer-driven.

The reset block already cancels named timers, so cancelling 'wobble' would stop the chain.

Couldn't one of the every functions work?

during_step could work well:

during_step: (duration, start_delay, end_delay, name, callback, step_method, after)

It fits as many calls as possible within a duration, with delays that vary from start_delay to end_delay.

So instead of tweening a frequency variable and checking it in update, I could just:

@timer\after 2, 'charge_progression', ->
  @timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5}, math.linear
  @timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
    if @sword_flame
      @sword_flame\apply_direct an.random\float(0, 2*math.pi), 0.5

This starts with ~2 wobbles/sec (0.5s delay) and ramps up to ~20 wobbles/sec (0.05s delay) over 6 seconds. No need for weapon_charge_wobble_freq variable or any update code.

The delay interpolation isn't exactly the same as linear frequency increase (delay is inverse of frequency), but the effect would be similar - wobbles that start sparse and become dense.

Perfect, this is the right solution.

Let me implement it.

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

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

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

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

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

816→          attacker.weapon_charging = false
   817→          attacker.weapon_charge_color = 0
   818→          attacker.weapon_charge_offset = 0
   819→          attacker.weapon_charge_shake = 0
   820→          attacker.ball_charge_shake = 0
   821→          attacker.weapon_charge_scale = 1  -- must be after cancel
   822→          attacker.spring\pull 'hit', 0.5, 3, 0.7
   823→          attacker.spring\pull 'weapon', 1, 3, 0.7
   824→        elseif attacker.damage_threshold_cooldown <= 0
   825→          attacker.damage_threshold_progress += 1
   826→          attacker.damage_threshold_cooldown = 0.5
   827→          if attacker.damage_threshold_progress == attacker.damage_threshold
   828→            -- Threshold reached, tween sword to white and bigger
   829→            attacker.weapon_charging = true
   830→            attacker.weapon_charge_shake = 2

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

827→          if attacker.damage_threshold_progress == attacker.damage_threshold
   828→            -- Threshold reached, tween sword to white and bigger
   829→            attacker.weapon_charging = true
   830→            attacker.weapon_charge_shake = 2
   831→            attacker.ball_charge_shake = 1
   832→            attacker.weapon_charge_wobble_freq = 0
   833→            attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
   834→            -- Spawn single sword flame covering most of sword
   835→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   836→            attacker.timer\tween 1, 'sword_flame_scale', attacker.sword_flame, {scale: 1}, math.cubic_in_out
   837→            -- After 2 seconds, start shake and wobble progression over 6 seconds
   838→            attacker.timer\after 2, 'charge_progression', ->
   839→              attacker.timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5}, math.linear
   840→              attacker.timer\tween 6, 'charge_wobble', attacker, {weapon_charge_wobble_freq: 20}, math.linear
   841→

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

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

Now remove the wobble code from update:

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

1460→      -- Convert to angle and magnitude
  1461→      force_angle = math.atan(vertical, horizontal)
  1462→      force_magnitude = speed/3
  1463→      flame\apply_wind force_angle, force_magnitude
  1464→
  1465→      -- Base height scales with angular velocity (logistic curve)
  1466→      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1467→
  1468→    -- Apply charge wobbles to sword flame
  1469→    if @weapon_charging and @sword_flame and @weapon_charge_wobble_freq > 0
  1470→      if an.random\float! < @weapon_charge_wobble_freq*dt
  1471→        random_angle = an.random\float 0, 2*math.pi
  1472→        @sword_flame\apply_direct random_angle, 0.5
  1473→
  1474→    -- 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.

Now update the test code:

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

279→    -- @enemy_ball.collider\set_angle 0
   280→    -- @enemy_ball.collider\set_angular_velocity 0
   281→    -- @enemy_ball.weapon_charging = true
   282→    -- @enemy_ball.weapon_charge_shake = 2
   283→    -- @enemy_ball.ball_charge_shake = 1
   284→    -- @enemy_ball.weapon_charge_wobble_freq = 0
   285→    -- @enemy_ball.timer\tween 1, 'weapon_charge', @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
   286→    -- @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   287→    -- @enemy_ball.timer\tween 1, 'sword_flame_scale', @enemy_ball.sword_flame, {scale: 1}, math.cubic_in_out
   288→    -- @enemy_ball.timer\after 2, 'charge_progression', ->
   289→    --   @enemy_ball.timer\tween 6, 'charge_shake', @enemy_ball, {weapon_charge_shake: 10, ball_charge_shake: 5}, math.linear
   290→    --   @enemy_ball.timer\tween 6, 'charge_wobble', @enemy_ball, {weapon_charge_wobble_freq: 20}, math.linear
   291→
   292→    -- Create plants container and spawn plant groups
   293→    @\add object 'plants'

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

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

Done. Now it uses during_step:

You can test it.

The wobbles also need to get stronger over time.

I'll add a weapon_charge_wobble_strength variable that gets tweened alongside the during_step.

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

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

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

827→          attacker.damage_threshold_cooldown = 0.5
   828→          if attacker.damage_threshold_progress == attacker.damage_threshold
   829→            -- Threshold reached, tween sword to white and bigger
   830→            attacker.weapon_charging = true
   831→            attacker.weapon_charge_shake = 2
   832→            attacker.ball_charge_shake = 1
   833→            attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
   834→            -- Spawn single sword flame covering most of sword
   835→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   836→            attacker.timer\tween 1, 'sword_flame_scale', attacker.sword_flame, {scale: 1}, math.cubic_in_out
   837→            -- After 2 seconds, start shake and wobble progression over 6 seconds
   838→            attacker.timer\after 2, 'charge_progression', ->
   839→              attacker.timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5}, math.linear
   840→              attacker.timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
   841→                if attacker.sword_flame
   842→                  attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), 0.5
   843→
   844→      -- Hit effect on defender's edge, facing the weapon

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

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

Now add the reset in the hit-during-charging block:

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

815→          if attacker.sword_flame then attacker.sword_flame\kill!
   816→          -- Set values after cancel to ensure they're not overwritten
   817→          attacker.weapon_charging = false
   818→          attacker.weapon_charge_color = 0
   819→          attacker.weapon_charge_offset = 0
   820→          attacker.weapon_charge_shake = 0
   821→          attacker.ball_charge_shake = 0
   822→          attacker.weapon_charge_scale = 1  -- must be after cancel
   823→          attacker.spring\pull 'hit', 0.5, 3, 0.7
   824→          attacker.spring\pull 'weapon', 1, 3, 0.7
   825→        elseif attacker.damage_threshold_cooldown <= 0
   826→          attacker.damage_threshold_progress += 1

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

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

Now update the test code:

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

279→    -- @enemy_ball.collider\set_angle 0
   280→    -- @enemy_ball.collider\set_angular_velocity 0
   281→    -- @enemy_ball.weapon_charging = true
   282→    -- @enemy_ball.weapon_charge_shake = 2
   283→    -- @enemy_ball.ball_charge_shake = 1
   284→    -- @enemy_ball.timer\tween 1, 'weapon_charge', @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
   285→    -- @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   286→    -- @enemy_ball.timer\tween 1, 'sword_flame_scale', @enemy_ball.sword_flame, {scale: 1}, math.cubic_in_out
   287→    -- @enemy_ball.timer\after 2, 'charge_progression', ->
   288→    --   @enemy_ball.timer\tween 6, 'charge_shake', @enemy_ball, {weapon_charge_shake: 10, ball_charge_shake: 5}, math.linear
   289→    --   @enemy_ball.timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
   290→    --     if @enemy_ball.sword_flame
   291→    --       @enemy_ball.sword_flame\apply_direct an.random\float(0, 2*math.pi), 0.5
   292→
   293→    -- Create plants container and spawn plant groups

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

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

Done. Added weapon_charge_wobble_strength that starts at 0.5 and tweens to 2 over the 6 seconds, alongside the shake. The during_step callback reads this value for the force.

You can test it.

Some progressively higher amount of screen shake should also happen as the charge continues. Which shake do you think would be best to match the jerky nature of the effect?

I think the screen shake should be applied in discrete bursts alongside each wobble, rather than as a continuous shake. This would match the jerky/impulsive nature of the direct forces.

So inside the during_step callback, add a camera shake call that uses the same weapon_charge_wobble_strength:

attacker.timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
  if attacker.sword_flame
    attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength
  an.camera.shake\shake attacker.weapon_charge_wobble_strength, 0.05

Each wobble triggers a small shake. As wobbles get more frequent and stronger, the screen shaking becomes more intense and erratic - matching the escalating instability of the charging effect.

Does that sound right?

What are the values for both arguments in the shake call?

Let me check the framework API for the shake function.

Grep (shake\shake|camera.*shake)

1461-
1462-### Creating Camera
1463-
1464-```yuescript
1465-an\add camera!
1466:an.camera\add shake!    -- optional shake effects
1467-```
1468-
1469----
1470-
1471-### Properties
--
1594-Camera shake effects for juice and impact feedback.
1595-
1596-### Creating Shake
1597-
1598-```yuescript
1599:an.camera\add shake!
1600-```
1601-
1602----
1603-
1604-### Trauma-based Shake
1605-
1606-Perlin noise shake that accumulates and decays.
1607-
1608-```yuescript
1609:an.camera.shake\trauma 0.5, 0.3    -- amount, duration
1610-
1611--- Configure amplitude
... [39 more lines]

From the API:

an.camera.shake\shake 15, 0.5, 60    -- amplitude, duration, frequency

In my suggestion, weapon_charge_wobble_strength (0.5 → 2) would be the amplitude, which is quite small for screen shake. The example uses 15. I'd probably want to scale it up, something like weapon_charge_wobble_strength * 3 to get amplitudes from 1.5 to 6.

The 0.05 duration is a very short jolt - matches the jerky impulse nature.

Make each shake last 80% the amount of time of this wobble, so the first was 0.5, then it should last 0.4, etc. *3 is good. I don't know if there's a way to get that value from the timer API, you should check.

Let me check if the timer API exposes the current delay.

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

445→
   446→    Returns: seconds remaining, or nil
   447→  ]]
   448→  get_time_left: (name) =>
   449→    index = @\find name
   450→    return nil unless index
   451→    entry = @entries[index]
   452→    switch entry.mode
   453→      when 'after', 'every', 'cooldown'
   454→        delay = entry.delay * (entry.multiplier or 1)
   455→        delay - entry.time
   456→      when 'during', 'tween'
   457→        duration = entry.duration * (entry.multiplier or 1)
   458→        duration - entry.time
   459→      when 'every_step', 'during_step'
   460→        entry.delays[entry.step_index] - entry.time
   461→      else
   462→        nil
   463→
   464→  --[[
   465→    Internal: processes all timer entries each frame.
   466→
   467→    Called automatically by the object update system.
   468→  ]]
   469→  update: (dt) =>

get_time_left returns time remaining until next fire, not the current delay. The callback doesn't receive any parameters.

Simplest solution: tween a weapon_charge_wobble_delay variable from 0.5 to 0.05 alongside the other values, then read it in the callback.

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

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

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

838→            attacker.timer\tween 1, 'sword_flame_scale', attacker.sword_flame, {scale: 1}, math.cubic_in_out
   839→            -- After 2 seconds, start shake and wobble progression over 6 seconds
   840→            attacker.timer\after 2, 'charge_progression', ->
   841→              attacker.weapon_charge_wobble_strength = 0.5
   842→              attacker.timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2}, math.linear
   843→              attacker.timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
   844→                if attacker.sword_flame
   845→                  attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength
   846→
   847→      -- Hit effect on defender's edge, facing the weapon
   848→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   849→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)

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

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

Now add the reset:

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

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

And update the test code:

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

287→    -- @enemy_ball.timer\after 2, 'charge_progression', ->
   288→    --   @enemy_ball.weapon_charge_wobble_strength = 0.5
   289→    --   @enemy_ball.timer\tween 6, 'charge_shake', @enemy_ball, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2}, math.linear
   290→    --   @enemy_ball.timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
   291→    --     if @enemy_ball.sword_flame
   292→    --       @enemy_ball.sword_flame\apply_direct an.random\float(0, 2*math.pi), @enemy_ball.weapon_charge_wobble_strength
   293→
   294→    -- Create plants container and spawn plant groups
   295→    @\add object 'plants'
   296→    @\spawn_plants!

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

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

Done. Added weapon_charge_wobble_delay that tweens from 0.5 to 0.05 alongside the other values. The screen shake uses:

You can test it.

You can remove all the test code by the way, we're not going to use it anymore.

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

277→    -- @enemy_ball.weapon_charging = true
   278→    -- @enemy_ball.angle = 0
   279→    -- @enemy_ball.collider\set_angle 0
   280→    -- @enemy_ball.collider\set_angular_velocity 0
   281→    -- @enemy_ball.weapon_charging = true
   282→    -- @enemy_ball.weapon_charge_shake = 2
   283→    -- @enemy_ball.ball_charge_shake = 1
   284→    -- @enemy_ball.timer\tween 1, 'weapon_charge', @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
   285→    -- @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   286→    -- @enemy_ball.timer\tween 1, 'sword_flame_scale', @enemy_ball.sword_flame, {scale: 1}, math.cubic_in_out
   287→    -- @enemy_ball.timer\after 2, 'charge_progression', ->
   288→    --   @enemy_ball.weapon_charge_wobble_strength = 0.5
   289→    --   @enemy_ball.weapon_charge_wobble_delay = 0.5
   290→    --   @enemy_ball.timer\tween 6, 'charge_shake', @enemy_ball, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2, weapon_charge_wobble_delay: 0.05}, math.linear
   291→    --   @enemy_ball.timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
   292→    --     if @enemy_ball.sword_flame
   293→    --       @enemy_ball.sword_flame\apply_direct an.random\float(0, 2*math.pi), @enemy_ball.weapon_charge_wobble_strength
   294→    --     an.camera.shake\shake @enemy_ball.weapon_charge_wobble_strength*3, @enemy_ball.weapon_charge_wobble_delay*0.8
   295→
   296→    -- Create plants container and spawn plant groups

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

265→    @\add wall @x + @w/2, @y - wall_thickness/2, @w + wall_thickness*2, wall_thickness
   266→    @\add wall @x + @w/2, @y + @h + wall_thickness/2, @w, wall_thickness, nil, true
   267→    @\add wall @x - wall_thickness/2, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
   268→    @\add wall @x + wall_thickness/2 + @w, @y + @h/2 + wall_thickness/2, wall_thickness, @h + wall_thickness
   269→
   270→    -- Create balls
   271→    @player_ball = ball @x + @w*0.25, @y + @h/2, 'player', 'gun'
   272→    @enemy_ball = ball @x + @w*0.75, @y + @h/2, 'enemy', 'sword'
   273→    @\add @player_ball
   274→    @\add @enemy_ball
   275→
   276→    -- DEBUG: Start charging effect immediately for testing
   277→    -- @enemy_ball.weapon_charging = true
   278→    -- @enemy_ball.angle = 0
   279→    -- @enemy_ball.collider\set_angle 0
   280→    -- @enemy_ball.collider\set_angular_velocity 0
   281→    -- @enemy_ball.weapon_charging = true
   282→    -- @enemy_ball.weapon_charge_shake = 2
   283→    -- @enemy_ball.ball_charge_shake = 1
   284→    -- @enemy_ball.timer\tween 1, 'weapon_charge', @enemy_ball, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
   285→    -- @enemy_ball\add sword_flame 'sword_flame', @enemy_ball.weapon_visual_offset + @enemy_ball.weapon_hitbox_length/2, 0, {base_width: @enemy_ball.weapon_hitbox_length, height: 50}
   286→    -- @enemy_ball.timer\tween 1, 'sword_flame_scale', @enemy_ball.sword_flame, {scale: 1}, math.cubic_in_out
   287→    -- @enemy_ball.timer\after 2, 'charge_progression', ->
   288→    --   @enemy_ball.weapon_charge_wobble_strength = 0.5
   289→    --   @enemy_ball.weapon_charge_wobble_delay = 0.5
   290→    --   @enemy_ball.timer\tween 6, 'charge_shake', @enemy_ball, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2, weapon_charge_wobble_delay: 0.05}, math.linear
   291→    --   @enemy_ball.timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
   292→    --     if @enemy_ball.sword_flame
   293→    --       @enemy_ball.sword_flame\apply_direct an.random\float(0, 2*math.pi), @enemy_ball.weapon_charge_wobble_strength
   294→    --     an.camera.shake\shake @enemy_ball.weapon_charge_wobble_strength*3, @enemy_ball.weapon_charge_wobble_delay*0.8
... [5 more lines]

Let me also find the other test code (key press tests):

Grep (-- Test:|key_is_pressed.'[a-z]'.flame|rotation_speed|apply_direct.*math.pi)

293:    --       @enemy_ball.sword_flame\apply_direct an.random\float(0, 2*math.pi), @enemy_ball.weapon_charge_wobble_strength
849:                  attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength
897:    -- Test: press R to rotate enemy ball by 15 degrees
901:    -- Test: arrow keys for wind on sword flame (angle-based, continuous)
915:    --   -- Test: WASD for direct force (snappy one-shot, decays naturally)
917:    --     flame\apply_direct math.pi, 4
921:    --     flame\apply_direct -math.pi/2, 4
923:    --     flame\apply_direct math.pi/2, 4
925:    -- -- Test: R to toggle rotation, +/- to adjust speed
929:    --     @enemy_ball.rotation_speed = 3
934:    --   @enemy_ball.rotation_speed = (@enemy_ball.rotation_speed or 3) + 0.5
936:    --   @enemy_ball.rotation_speed = math.max(0.5, (@enemy_ball.rotation_speed or 3) - 0.5)
940:    --   angular_velocity = @enemy_ball.rotation_direction*@enemy_ball.rotation_speed
971:    --     force_magnitude = @enemy_ball.rotation_speed/3
976:    --     speed = @enemy_ball.rotation_speed
998:    -- Test: press K to kill a random plant
1006:    -- Test: press P to fire a projectile from player's gun
1923:        rotation_speed: an.random\float(2*math.pi, 4*math.pi)
1947:    @rotation_speed = multiplier*(an.random\float -2*math.pi, 2*math.pi)
1957:    @rotation += @rotation_speed*dt
1979:    @rotation_speed = args.rotation_speed or an.random\float(-2*math.pi, 2*math.pi)
1980:    @rotation_speed = 0 if @angle_mode
2007:      @rotation += @rotation_speed*dt

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

895→    @time_since_last_hit += dt
   896→
   897→    -- Test: press R to rotate enemy ball by 15 degrees
   898→    if an\key_is_pressed 'r'
   899→      @enemy_ball.collider\set_angle @enemy_ball.collider\get_angle! + math.pi/12
   900→
   901→    -- Test: arrow keys for wind on sword flame (angle-based, continuous)
   902→    -- if @enemy_ball.sword_flame
   903→    --   flame = @enemy_ball.sword_flame
   904→    --   if an\key_is_down 'left'
   905→    --     flame\apply_wind math.pi
   906→    --   elseif an\key_is_down 'right'
   907→    --     flame\apply_wind 0
   908→    --   elseif an\key_is_down 'up'
   909→    --     flame\apply_wind -math.pi/2
   910→    --   elseif an\key_is_down 'down'
   911→    --     flame\apply_wind math.pi/2
   912→    --   else
   913→    --     flame\stop_wind!
   914→
   915→    --   -- Test: WASD for direct force (snappy one-shot, decays naturally)
   916→    --   if an\key_is_pressed 'a'
   917→    --     flame\apply_direct math.pi, 4
   918→    --   if an\key_is_pressed 'd'
   919→    --     flame\apply_direct 0, 4
   920→    --   if an\key_is_pressed 'w'
   921→    --     flame\apply_direct -math.pi/2, 4
   922→    --   if an\key_is_pressed 's'
   923→    --     flame\apply_direct math.pi/2, 4
   924→
... [90 more lines]

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

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

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

875→    @time_since_last_hit += dt
   876→
   877→    -- Test: press R to rotate enemy ball by 15 degrees
   878→    if an\key_is_pressed 'r'
   879→      @enemy_ball.collider\set_angle @enemy_ball.collider\get_angle! + math.pi/12
   880→
   881→    -- Test: arrow keys for wind on sword flame (angle-based, continuous)
   882→    -- if @enemy_ball.sword_flame
   883→    --   flame = @enemy_ball.sword_flame
   884→    --   if an\key_is_down 'left'
   885→    --     flame\apply_wind math.pi
   886→    --   elseif an\key_is_down 'right'
   887→    --     flame\apply_wind 0
   888→    --   elseif an\key_is_down 'up'
   889→    --     flame\apply_wind -math.pi/2
   890→    --   elseif an\key_is_down 'down'
   891→    --     flame\apply_wind math.pi/2
   892→    --   else
   893→    --     flame\stop_wind!
   894→
   895→    --   -- Test: WASD for direct force (snappy one-shot, decays naturally)
   896→    --   if an\key_is_pressed 'a'
   897→    --     flame\apply_direct math.pi, 4
   898→    --   if an\key_is_pressed 'd'
   899→    --     flame\apply_direct 0, 4
   900→    --   if an\key_is_pressed 'w'
   901→    --     flame\apply_direct -math.pi/2, 4
   902→    --   if an\key_is_pressed 's'
   903→    --     flame\apply_direct math.pi/2, 4
   904→
... [100 more lines]

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

1000→      @player_ball.spring\pull 'weapon', 0.6, 3, 0.7
  1001→      @player_ball.spring\pull 'hit', 0.25, 3, 0.5
  1002→      @player_ball\recoil_weapon!
  1003→
  1004→      -- Spawn projectile
  1005→      @projectiles\add projectile boom_x, boom_y,
  1006→        velocity: 15
  1007→        direction: @player_ball.angle
  1008→        flash_on_spawn: true
  1009→        team: @player_ball.team
  1010→
  1011→  -- Returns 0-1 probability based on time since last hit
  1012→  -- Uses remap + quint_out: 0 below 0.5, ramps quickly above
  1013→  get_hit_stop_probability: =>
  1014→    t = math.clamp(@time_since_last_hit/1.5, 0, 1)
  1015→    if t < 0.5
  1016→      0
  1017→    else
  1018→      math.quint_out(math.remap(t, 0.5, 1, 0, 1))
  1019→
  1020→  hit_effect: (x, y, multiplier=1.0) =>
  1021→    probability = @\get_hit_stop_probability!
  1022→    hit_effect_chance = 35 + 65*probability  -- 35% at rapid hits, 100% at fresh hit
  1023→
  1024→    if an.random\bool hit_effect_chance
  1025→      @effects\add hit_effect x, y, {scale: 1.35*multiplier}
  1026→    else
  1027→      @effects\add hit_circle x, y, {radius: 9*multiplier}
  1028→      for i = 1, an.random\int 2, 4
  1029→        @effects\add hit_particle x, y, {velocity: multiplier*an.random\float(100, 250), duration: multiplier*an.random\float(0.3, 0.5)}
... [10 more lines]

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

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

All test code removed. You can test the charging effect.

It should be the opposite actually. The smaller the wobble delay, the higher the duration for the shake should be.

Makes sense - when wobbles are rapid, the shake should linger longer. I'll invert it:

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

820→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   821→            attacker.timer\tween 1, 'sword_flame_scale', attacker.sword_flame, {scale: 1}, math.cubic_in_out
   822→            -- After 2 seconds, start shake and wobble progression over 6 seconds
   823→            attacker.timer\after 2, 'charge_progression', ->
   824→              attacker.weapon_charge_wobble_strength = 0.5
   825→              attacker.weapon_charge_wobble_delay = 0.5
   826→              attacker.timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2, weapon_charge_wobble_delay: 0.05}, math.linear
   827→              attacker.timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
   828→                if attacker.sword_flame
   829→                  attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength
   830→                print attacker.weapon_charge_wobble_strength*3, attacker.weapon_charge_wobble_delay*0.8
   831→                an.camera.shake\shake attacker.weapon_charge_wobble_strength*3, attacker.weapon_charge_wobble_delay*0.8
   832→
   833→      -- Hit effect on defender's edge, facing the weapon
   834→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)

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

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

Done. Now:

The faster the wobbles, the longer each shake lingers.

After the 6 seconds are over, the effects should keep happening indefinitely until the hit happens.

I'll add an after callback to during_step that starts a continuous every timer at the final rate.

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)

825→              attacker.weapon_charge_wobble_delay = 0.5
   826→              attacker.timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2, weapon_charge_wobble_delay: 0.05}, math.linear
   827→              attacker.timer\during_step 6, 0.5, 0.05, 'charge_wobble', ->
   828→                if attacker.sword_flame
   829→                  attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength
   830→                an.camera.shake\shake attacker.weapon_charge_wobble_strength*3, (0.55 - attacker.weapon_charge_wobble_delay)*1.6
   831→
   832→      -- Hit effect on defender's edge, facing the weapon
   833→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   834→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   835→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   836→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)

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

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

Now add the cancel for the continuous timer in the reset block:

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

802→          attacker.weapon_charge_offset = 0
   803→          attacker.weapon_charge_shake = 0
   804→          attacker.ball_charge_shake = 0
   805→          attacker.weapon_charge_wobble_strength = 0
   806→          attacker.weapon_charge_wobble_delay = 0
   807→          attacker.weapon_charge_scale = 1  -- must be after cancel
   808→          attacker.spring\pull 'hit', 0.5, 3, 0.7
   809→          attacker.spring\pull 'weapon', 1, 3, 0.7
   810→        elseif attacker.damage_threshold_cooldown <= 0
   811→          attacker.damage_threshold_progress += 1
   812→          attacker.damage_threshold_cooldown = 0.5
   813→          if attacker.damage_threshold_progress == attacker.damage_threshold
   814→            -- Threshold reached, tween sword to white and bigger
   815→            attacker.weapon_charging = true
   816→            attacker.weapon_charge_shake = 2

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

790→          attacker.base_damage += 1
   791→          attacker.damage_threshold_progress = 0
   792→          attacker.damage_threshold_cooldown = 0.5
   793→          attacker.timer\cancel 'weapon_charge'
   794→          attacker.timer\cancel 'sword_flame_scale'
   795→          attacker.timer\cancel 'charge_progression'
   796→          attacker.timer\cancel 'charge_shake'
   797→          attacker.timer\cancel 'charge_wobble'
   798→          if attacker.sword_flame then attacker.sword_flame\kill!
   799→          -- Set values after cancel to ensure they're not overwritten
   800→          attacker.weapon_charging = false
   801→          attacker.weapon_charge_color = 0
   802→          attacker.weapon_charge_offset = 0
   803→          attacker.weapon_charge_shake = 0
   804→          attacker.ball_charge_shake = 0
   805→          attacker.weapon_charge_wobble_strength = 0
   806→          attacker.weapon_charge_wobble_delay = 0
   807→          attacker.weapon_charge_scale = 1  -- must be after cancel
   808→          attacker.spring\pull 'hit', 0.5, 3, 0.7
   809→          attacker.spring\pull 'weapon', 1, 3, 0.7

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

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

Done. After the 6-second during_step completes, its after callback starts a continuous timer\every 0.05 that keeps applying wobbles and shakes at the max rate until cancelled by a hit.

Great, now let's keep a variable tracking how long the charging has been happening for in total, and then when a charge hit happens, we do a big hit_stop, big particle effects, big camera shake, based on this duration. Let's cap the values at 12 seconds so anything more than that doesn't increase the effect. Hit stop should likely be a full seconds at max. Let's have it so that the function that does this increases a lot in the middle such that after 6 seconds it reaches ~80% rather quickly then slowly goes towards 100% until 12 seconds.

I'll add weapon_charge_duration tracking and apply scaled effects on hit. For the scaling function, (t/12)^0.35 gives ~78% at 6 seconds and 100% at 12 seconds.

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)

1295→    else
  1296→      @fast_spinning = false
  1297→      @rotation_accumulator = 0
  1298→      @swing_sound_count = 0
  1299→
  1300→    -- Apply forces to sword flame based on rotation and velocity
  1301→    if @sword_flame
  1302→      flame = @sword_flame
  1303→      dir = angular_velocity >= 0 and 1 or -1
  1304→      speed = angular_speed
  1305→
  1306→      -- Horizontal force: sin(angle), strongest at π/2 and 3π/2
  1307→      horizontal = math.sin(@angle)*dir
  1308→
  1309→      -- Scale horizontal: full at right quadrant (0), opposite at left (π) for clockwise
  1310→      horizontal_scale = dir == 1 and (0.35 + 0.65*math.cos(@angle)) or (0.35 - 0.65*math.cos(@angle))
  1311→      horizontal = horizontal*horizontal_scale
  1312→
  1313→      -- Vertical force: cos(angle), strongest at 0 and π
  1314→      vertical = -math.cos(@angle)*dir
  1315→
  1316→      -- Only reduce upward (negative) vertical force that makes flame taller
  1317→      if vertical < 0
  1318→        vertical = vertical*0.3
  1319→
  1320→      -- Add velocity-based force (flame bends opposite to movement direction)
  1321→      vx, vy = @collider\get_velocity!
  1322→      velocity_scale = 0.001  -- scale factor for velocity influence
  1323→      horizontal -= vx*velocity_scale
  1324→      vertical -= vy*velocity_scale*0.3  -- reduced vertical influence

Grep (weapon_charge_wobble_delay = 0\s+--)

1203:    @weapon_charge_wobble_delay = 0  -- current delay between wobbles

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

1198→    @weapon_charge_scale = 1  -- grows when charging
  1199→    @weapon_charge_offset = 0  -- extra offset when charging
  1200→    @weapon_charge_shake = 0  -- shake amplitude when charging
  1201→    @ball_charge_shake = 0  -- ball shake amplitude when charging
  1202→    @weapon_charge_wobble_strength = 0  -- wobble force when charging
  1203→    @weapon_charge_wobble_delay = 0  -- current delay between wobbles
  1204→    @weapon_recoil = 0  -- rotation offset for gun recoil animation
  1205→    @weapon_recoil_offset = 0  -- position offset for gun recoil (moves toward ball)
  1206→
  1207→    -- HP
  1208→    @max_hp = 50
  1209→    @hp = @max_hp

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

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

Now add the duration increment in update. Let me find where to add it:

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

1328→      force_angle = math.atan(vertical, horizontal)
  1329→      force_magnitude = speed/3
  1330→      flame\apply_wind force_angle, force_magnitude
  1331→
  1332→      -- Base height scales with angular velocity (logistic curve)
  1333→      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1334→
  1335→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1336→    vx, vy = @collider\get_velocity!
  1337→    near_floor = @y + @radius > @parent.y + @parent.h - 20
  1338→    if near_floor
  1339→      @low_vy_time += dt
  1340→      if @low_vy_time > @low_vy_threshold and math.abs(vy) < 15
  1341→        @low_vy_time = 0
  1342→        @low_vy_threshold = an.random\float 0.5, 1.5

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

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

Now update the hit-during-charging block to apply scaled effects:

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

785→      -- Weapon-specific scaling on hit
   786→      if attacker.weapon_type == 'dagger'
   787→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   788→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   789→      elseif attacker.weapon_type == 'sword'
   790→        -- If hit during charging, reset immediately
   791→        if attacker.weapon_charging
   792→          attacker.base_damage += 1
   793→          attacker.damage_threshold_progress = 0
   794→          attacker.damage_threshold_cooldown = 0.5
   795→          attacker.timer\cancel 'weapon_charge'
   796→          attacker.timer\cancel 'sword_flame_scale'
   797→          attacker.timer\cancel 'charge_progression'
   798→          attacker.timer\cancel 'charge_shake'
   799→          attacker.timer\cancel 'charge_wobble'
   800→          attacker.timer\cancel 'charge_wobble_continuous'
   801→          if attacker.sword_flame then attacker.sword_flame\kill!
   802→          -- Set values after cancel to ensure they're not overwritten
   803→          attacker.weapon_charging = false
   804→          attacker.weapon_charge_color = 0
   805→          attacker.weapon_charge_offset = 0
   806→          attacker.weapon_charge_shake = 0
   807→          attacker.ball_charge_shake = 0
   808→          attacker.weapon_charge_wobble_strength = 0
   809→          attacker.weapon_charge_wobble_delay = 0
   810→          attacker.weapon_charge_scale = 1  -- must be after cancel
   811→          attacker.spring\pull 'hit', 0.5, 3, 0.7
   812→          attacker.spring\pull 'weapon', 1, 3, 0.7
   813→        elseif attacker.damage_threshold_cooldown <= 0
   814→          attacker.damage_threshold_progress += 1

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

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

Now also reset duration when charging starts:

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

825→          if attacker.damage_threshold_progress == attacker.damage_threshold
   826→            -- Threshold reached, tween sword to white and bigger
   827→            attacker.weapon_charging = true
   828→            attacker.weapon_charge_shake = 2
   829→            attacker.ball_charge_shake = 1
   830→            attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
   831→            -- Spawn single sword flame covering most of sword
   832→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   833→            attacker.timer\tween 1, 'sword_flame_scale', attacker.sword_flame, {scale: 1}, math.cubic_in_out
   834→            -- After 2 seconds, start shake and wobble progression over 6 seconds
   835→            attacker.timer\after 2, 'charge_progression', ->
   836→              attacker.weapon_charge_wobble_strength = 0.5
   837→              attacker.weapon_charge_wobble_delay = 0.5
   838→              attacker.timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2, weapon_charge_wobble_delay: 0.05}, math.linear
   839→              attacker.timer\during_step 6, 0.5, 0.05, 'charge_wobble', (->
   840→                if attacker.sword_flame
   841→                  attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength
   842→                an.camera.shake\shake attacker.weapon_charge_wobble_strength*3, (0.55 - attacker.weapon_charge_wobble_delay)*1.6
   843→              ), math.linear, ->
   844→                -- Continue indefinitely at max rate after progression completes

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

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

Done. Added:

  1. weapon_charge_duration variable tracking total charge time
  2. In update: increments when weapon_charging is true
  3. When charging starts: resets to 0
  4. On charged hit: calculates intensity using (min(duration, 12)/12)^0.35:

    • At 6s: ~78% intensity
    • At 12s: 100% intensity (capped)

    Applies:

    • hit_stop: up to 1 second
    • camera.shake: amplitude 10→30, duration 0.3→0.8s
    • hit_effect: multiplier 1→4x
  5. Resets duration to 0 when charging ends

You can test it.

Show me the full table for the function.

Here's the table for (t/12)^0.35:

Duration Intensity
0s 0%
1s 42%
2s 53%
3s 61%
4s 67%
5s 72%
6s 76%
7s 80%
8s 83%
9s 86%
10s 89%
11s 91%
12s 100%

It ramps up quickly in the first few seconds (0→42% in first second, 42→53% in second), then gradually slows down as it approaches 100%.

Nah, in the first few seconds it should be slow, ramps up around 4 at 20%, at 6 should be 50%, at 8 should be 80%, then 100% at 12.

That's an S-curve shape. The smootherstep function 6t^5 - 15t^4 + 10t^3 (where t = duration/12) fits well:

Duration Intensity
0s 0%
1s 1%
2s 4%
3s 10%
4s 21%
5s 35%
6s 50%
7s 65%
8s 78%
9s 90%
10s 97%
11s 99%
12s 100%

Slow start, accelerates through the middle, then tapers off. Want me to update the code to use this formula?

Yes, this intensity will be added to the effect that happens at the time. So when the hit happens, hit stop + particle multiplier + shake should be added on top of what was going to happen originally.

Let me check the code flow to see where the normal hit effects happen:

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

850→
   851→      -- Hit effect on defender's edge, facing the weapon
   852→      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
   853→      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
   854→      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
   855→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   856→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   857→
   858→      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier
   859→      @\hit_stop 0.15*attacker.hit_stop_multiplier
   860→      an.camera.shake\shake 4*attacker.camera_shake_multiplier, 0.12*attacker.camera_shake_multiplier
   861→
   862→    -- Ball passing through plant: apply moving force
   863→    for event in *an\sensor_begin_events 'plant_ghost', 'ball'
   864→      plant_object = event.a
   865→      ball_object = event.b
   866→      vx, vy = ball_object.collider\get_velocity!
   867→      -- Apply moving force based on ball's horizontal velocity
   868→      plant_object\apply_moving_force math.sign(vx), 0.3*math.abs(vx)
   869→      -- Sound

I see the normal effects at lines 858-860. Instead of calling effects twice, I should calculate the charge bonus and add it to the normal effect calls. Let me refactor:

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

785→      -- Weapon-specific scaling on hit
   786→      if attacker.weapon_type == 'dagger'
   787→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   788→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   789→      elseif attacker.weapon_type == 'sword'
   790→        -- If hit during charging, reset immediately with big effects based on charge duration
   791→        if attacker.weapon_charging
   792→          -- Calculate intensity: reaches ~80% at 6s, 100% at 12s (capped)
   793→          charge_intensity = math.pow(math.min(attacker.weapon_charge_duration, 12)/12, 0.35)
   794→
   795→          -- Big effects based on charge duration
   796→          an\hit_stop charge_intensity  -- up to 1 second
   797→          an.camera.shake\shake 10 + charge_intensity*20, 0.3 + charge_intensity*0.5
   798→          @\hit_effect defender.x, defender.y, 1 + charge_intensity*3
   799→
   800→          attacker.base_damage += 1
   801→          attacker.damage_threshold_progress = 0
   802→          attacker.damage_threshold_cooldown = 0.5
   803→          attacker.timer\cancel 'weapon_charge'
   804→          attacker.timer\cancel 'sword_flame_scale'
   805→          attacker.timer\cancel 'charge_progression'
   806→          attacker.timer\cancel 'charge_shake'
   807→          attacker.timer\cancel 'charge_wobble'
   808→          attacker.timer\cancel 'charge_wobble_continuous'
   809→          if attacker.sword_flame then attacker.sword_flame\kill!
   810→          -- Set values after cancel to ensure they're not overwritten
   811→          attacker.weapon_charging = false
   812→          attacker.weapon_charge_color = 0
   813→          attacker.weapon_charge_offset = 0
   814→          attacker.weapon_charge_shake = 0
... [50 more lines]

I'll refactor to calculate charge intensity first, then add it to the normal effect calls:

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

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

Now update the effect calls to add the charge intensity:

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

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

Done. Now the charge effects are additive:

Formula: 6t^5 - 15t^4 + 10t^3 where t = min(duration, 12)/12

Duration Intensity Added Effects
0s 0% +0 hit_stop, +0 shake, +0 particles
4s 21% +0.21s hit_stop, +4.2 shake amp, +0.63 particle mult
6s 50% +0.5s hit_stop, +10 shake amp, +1.5 particle mult
8s 78% +0.78s hit_stop, +15.6 shake amp, +2.34 particle mult
12s 100% +1s hit_stop, +20 shake amp, +3 particle mult

These get added on top of the normal hit effects (0.15s hit_stop, 4 shake amp, etc.).

A hit can also spawn as effects the hit circle + particles, or not?

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

895→
   896→  -- Returns 0-1 probability based on time since last hit
   897→  -- Uses remap + quint_out: 0 below 0.5, ramps quickly above
   898→  get_hit_stop_probability: =>
   899→    t = math.clamp(@time_since_last_hit/1.5, 0, 1)
   900→    if t < 0.5
   901→      0
   902→    else
   903→      math.quint_out(math.remap(t, 0.5, 1, 0, 1))
   904→
   905→  hit_effect: (x, y, multiplier=1.0) =>
   906→    probability = @\get_hit_stop_probability!
   907→    hit_effect_chance = 35 + 65*probability  -- 35% at rapid hits, 100% at fresh hit
   908→
   909→    if an.random\bool hit_effect_chance
   910→      @effects\add hit_effect x, y, {scale: 1.35*multiplier}
   911→    else
   912→      @effects\add hit_circle x, y, {radius: 9*multiplier}
   913→      for i = 1, an.random\int 2, 4
   914→        @effects\add hit_particle x, y, {velocity: multiplier*an.random\float(100, 250), duration: multiplier*an.random\float(0.3, 0.5)}
   915→
   916→  hit_stop: (duration=0.1) =>
   917→    probability = @\get_hit_stop_probability!
   918→    if an.random\bool 100*probability
   919→      an\hit_stop duration

Yes, looking at the hit_effect method:

So rapid hits are more likely to get the simpler circle+particles (35% chance for full effect), while fresh hits get the full hit_effect (100% chance).

Are you thinking a charged hit should guarantee the full hit_effect, or spawn both, or something else?

Yes, also apply these additions to the hit_circle + particles path.

Looking at the code, the multiplier is already applied to both paths:

But the particle count is fixed at 2-4 regardless of multiplier. Should I also scale the particle count with the multiplier?

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

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

Done. Now particle count also scales with multiplier:

Add 0.75 max hit stop instead.

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

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

Done. Max added hit stop is now 0.75s at full charge.

OK, now, the weapon's weight should also affect how much the weapon rotates when it hits another weapon or a projectile. This relation should be quadratic, the more weight it has, the less it should be affected quadratically.

Let me find where weapon collision rotation is handled.

Grep (weapon.weapon|projectile.weapon|rotation.*hit|recoil)

46:weapons = an\layer 'weapons'
47:weapons_outline = an\layer 'weapons_outline'
175:an\physics_collision 'weapon', 'weapon'
178:an\physics_collision 'projectile', 'weapon'
218:  weapons_outline\draw_from weapons, an.shaders.outline
288:    @weapon_energy_boost = 1.14  -- higher because weapon collisions lose more energy
423:    6. WEAPON ENERGY BOOST (compensates for weapon collision energy loss) - weapon-weapon collisions
425:       Solution: Apply @weapon_energy_boost (1.14x) on weapon-weapon collisions.
576:    for event in *an\collision_begin_events 'weapon', 'weapon'
593:      -- Apply weapon weight: heavier weapons move slower after collisions
615:      -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes
619:      weight_blend_a = (ball_a.weapon_weight - 1) / ball_a.weapon_weight
620:      weight_blend_b = (ball_b.weapon_weight - 1) / ball_b.weapon_weight
715:    for event in *an\collision_begin_events 'projectile', 'weapon'
727:      projectile_object\hit intensity, 'weapon'
729:      -- Flash and spring pull on weapon (same as weapon-weapon)
771:      attacker = event.a  -- weapon_hitbox tag (ball that owns the weapon)
831:            attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
833:            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
839:              attacker.timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2, weapon_charge_wobble_delay: 0.05}, math.linear
843:                an.camera.shake\shake attacker.weapon_charge_wobble_strength*3, (0.55 - attacker.weapon_charge_wobble_delay)*1.6
849:                  an.camera.shake\shake attacker.weapon_charge_wobble_strength, (0.55 - attacker.weapon_charge_wobble_delay)*1.6
852:      weapon_x = attacker.x + attacker.weapon_visual_offset*math.cos(attacker.angle)
853:      weapon_y = attacker.y + attacker.weapon_visual_offset*math.sin(attacker.angle)
854:      hit_angle = math.angle_to_point(defender.x, defender.y, weapon_x, weapon_y)
874:      ball_object = event.a   -- weapon_hitbox tag (ball that owns the weapon)
878:      weapon_vx = -av * ball_object.weapon_visual_offset * math.sin(ball_object.angle)
880:      plant_object\apply_moving_force math.sign(weapon_vx), math.abs(weapon_vx), can_kill
1169:    @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset}
1174:    @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, sensor: true}
... [30 more lines]

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

575→    -- Weapon-weapon collision handling
   576→    for event in *an\collision_begin_events 'weapon', 'weapon'
   577→      ball_a, ball_b = event.a, event.b
   578→
   579→      -- Reset angular velocity guardrails (let physics do its thing)
   580→      ball_a.time_above_base = 0
   581→      ball_a.time_below_base = 0
   582→      ball_b.time_above_base = 0
   583→      ball_b.time_below_base = 0
   584→
   585→      -- Apply energy boost to compensate for collision energy loss
   586→      vx_a, vy_a = ball_a.collider\get_velocity!
   587→      vx_b, vy_b = ball_b.collider\get_velocity!
   588→      vx_a = vx_a*@weapon_energy_boost
   589→      vy_a = vy_a*@weapon_energy_boost
   590→      vx_b = vx_b*@weapon_energy_boost
   591→      vy_b = vy_b*@weapon_energy_boost
   592→
   593→      -- Apply weapon weight: heavier weapons move slower after collisions
   594→      vx_a = vx_a / ball_a.weapon_weight
   595→      vy_a = vy_a / ball_a.weapon_weight
   596→      vx_b = vx_b / ball_b.weapon_weight
   597→      vy_b = vy_b / ball_b.weapon_weight
   598→
   599→      -- Cap speed at @max_ball_speed
   600→      speed_a = math.length(vx_a, vy_a)
   601→      if speed_a > @max_ball_speed
   602→        scale = @max_ball_speed/speed_a
   603→        vx_a = vx_a*scale
   604→        vy_a = vy_a*scale
... [50 more lines]

I see the current weight blend is linear: (weight - 1) / weight. For quadratic, I'll change it to (weight^2 - 1) / weight^2:

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

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

Now let me check the projectile-weapon collision for similar handling:

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

715→    for event in *an\collision_begin_events 'projectile', 'weapon'
   716→      projectile_object = event.a
   717→      ball_object = event.b  -- ball that owns the weapon
   718→
   719→      -- Skip if hitting same team's weapon
   720→      continue if ball_object.team == projectile_object.team
   721→
   722→      -- Only melee weapons can reflect projectiles
   723→      continue if ball_object.weapon_class != 'melee'
   724→
   725→      vx, vy = projectile_object.collider\get_velocity!
   726→      intensity = math.remap math.length(vx, vy), 300, 600, 0, 1
   727→      projectile_object\hit intensity, 'weapon'
   728→
   729→      -- Flash and spring pull on weapon (same as weapon-weapon)
   730→      ball_object\flash_weapon!
   731→      ball_object.spring\pull 'weapon', 0.35, 3, 0.5
   732→
   733→      -- Flip projectile team to reflector's team (can now hit original shooter)
   734→      projectile_object.team = ball_object.team
   735→
   736→      -- Sound
   737→      an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 1.0, an.random\float(0.95, 1.05)
   738→
   739→      @\hit_effect event.point_x, event.point_y
   740→      ball_object.weapon_ui\reflect!
   741→      ball_object.can_swing_sound_time = 0
   742→
   743→    -- Projectile-ball sensor: deal damage
   744→    for event in *an\sensor_begin_events 'projectile_sensor', 'ball'
... [25 more lines]

The projectile-weapon collision doesn't have weight-based angular velocity handling. Let me add it:

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

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

Done. Both weapon-weapon and projectile-weapon collisions now apply quadratic weight-based rotation resistance:

Weight Blend % Effect
1.0 0% No resistance (rotation unchanged)
1.25 36% Moderate resistance
1.5 56% Strong resistance
2.0 75% Very strong resistance

Heavier weapons blend more aggressively toward their base angular velocity, resisting rotation changes from impacts.

Are you sure the weight is being applied specifically to rotation's after a hit?

Looking at it again, you're right to question this. The current code:

  1. Gets angular velocity AFTER the physics collision has already happened
  2. Blends it toward base_angular_velocity based on weight

This isn't specifically targeting the rotation CHANGE from the hit. It's blending the entire current angular velocity toward base. So if a weapon was already spinning fast before the hit, it would still get pulled toward base regardless of what the hit did.

The problem is that by the time we get the collision_begin_events, the physics engine has already applied the collision response. We don't have the pre-collision angular velocity to calculate the actual change.

Options:

  1. Track pre-collision AV each frame - Store last_angular_velocity in update, use it in collision handler to calculate the change, then scale that change by 1/weight^2
  2. Different approach - Instead of blending toward base, apply a different formula

Would option 1 (tracking last AV to isolate the hit-induced change) be what you're looking for?

1, let's try it.

Grep (@base_angular_velocity\s*=)

1128:      @base_angular_velocity = 1.5*math.pi
1145:      @base_angular_velocity = 1.5*math.pi
1162:      @base_angular_velocity = 1.5*math.pi

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

1125→      @weapon_scale = 18/512 -- gun.png is 512x512
  1126→      @weapon_scale_y = -18/512 -- y flipped
  1127→      @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
  1128→      @base_angular_velocity = 1.5*math.pi
  1129→      @max_angular_velocity = 3*math.pi
  1130→      @weapon_weight = 1.0
  1131→      @hit_stop_multiplier = 1.0
  1132→      @hit_particle_multiplier = 1.0
  1133→      @camera_shake_multiplier = 1.0
  1134→    elseif @weapon_type == 'sword'
  1135→      @weapon_class = 'melee'
  1136→      @weapon_image = an.images.sword
  1137→      @weapon_visual_offset = 34
  1138→      @weapon_perpendicular_offset = 0
  1139→      @weapon_hitbox_offset = 38
  1140→      @weapon_hitbox_length = 32
  1141→      @weapon_hitbox_width = 10
  1142→      @weapon_scale = 32/512 -- sword.png is 512x512
  1143→      @weapon_scale_y = 32/512
  1144→      @weapon_rotation_offset = math.pi/4 -- sword angled up-right, rotate to point outward
  1145→      @base_angular_velocity = 1.5*math.pi
  1146→      @max_angular_velocity = 3*math.pi
  1147→      @weapon_weight = 1.33 -- heavier, less affected by collisions
  1148→      @hit_stop_multiplier = 1.4 -- longer hit stops
  1149→      @hit_particle_multiplier = 1.2 -- bigger particles
  1150→      @camera_shake_multiplier = 1.5  -- stronger camera shake
  1151→    else  -- dagger
  1152→      @weapon_class = 'melee'
  1153→      @weapon_image = an.images.dagger
  1154→      @weapon_visual_offset = 24
... [20 more lines]

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

1168→
  1169→    @\add collider 'ball', 'dynamic', 'circle', @radius
  1170→    @collider\set_position @x, @y
  1171→    @collider\set_restitution 1
  1172→    @collider\set_friction 0
  1173→    @collider\set_linear_damping 0
  1174→
  1175→    -- Add weapon hitbox (physical, 0 density so it doesn't affect ball mass/inertia)
  1176→    @weapon_shape = @collider\add_box 'weapon', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset}
  1177→    @collider\set_restitution 1, @weapon_shape
  1178→    @collider\set_density 0, @weapon_shape
  1179→
  1180→    -- Add sensor for detecting ball overlaps (passes through balls, generates events)
  1181→    @weapon_sensor = @collider\add_box 'weapon_hitbox', @weapon_hitbox_length, @weapon_hitbox_width, {offset_x: @weapon_hitbox_offset, sensor: true}
  1182→    @collider\set_restitution 1, @weapon_sensor
  1183→    @collider\set_density 0, @weapon_sensor
  1184→
  1185→    -- Track low vertical velocity time for sliding detection
  1186→    @low_vy_time = 0
  1187→    @low_vy_threshold = an.random\float 0.5, 1.5
  1188→
  1189→    -- Initial rotation
  1190→    @angle = an.random\angle!
  1191→    @collider\set_angle @angle
  1192→
  1193→    -- Angular velocity guardrails (keeps rotation speed balanced for gameplay)
  1194→    @time_above_base = 0  -- how long angular velocity has been above base
  1195→    @time_below_base = 0  -- how long angular velocity has been below base
  1196→    @above_base_grace_period = 0.5  -- seconds before decaying fast spin
  1197→    @below_base_grace_period = 0.25  -- seconds before recovering slow spin
... [10 more lines]

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

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

Now add the tracking in the ball's update. Let me find the end of the update method:

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

1340→      -- Add velocity-based force (flame bends opposite to movement direction)
  1341→      vx, vy = @collider\get_velocity!
  1342→      velocity_scale = 0.001  -- scale factor for velocity influence
  1343→      horizontal -= vx*velocity_scale
  1344→      vertical -= vy*velocity_scale*0.3  -- reduced vertical influence
  1345→
  1346→      -- Convert to angle and magnitude
  1347→      force_angle = math.atan(vertical, horizontal)
  1348→      force_magnitude = speed/3
  1349→      flame\apply_wind force_angle, force_magnitude
  1350→
  1351→      -- Base height scales with angular velocity (logistic curve)
  1352→      flame.velocity_height_scale = 1.6/(1 + math.exp(-(speed - 1.73)))
  1353→
  1354→    -- Track charging duration
  1355→    if @weapon_charging
  1356→      @weapon_charge_duration += dt
  1357→
  1358→    -- Low floor detection: if vertical velocity stays low while near the floor, give it a hop
  1359→    vx, vy = @collider\get_velocity!
  1360→    near_floor = @y + @radius > @parent.y + @parent.h - 20
  1361→    if near_floor
  1362→      @low_vy_time += dt
  1363→      if @low_vy_time > @low_vy_threshold and math.abs(vy) < 15
  1364→        @low_vy_time = 0
  1365→        @low_vy_threshold = an.random\float 0.5, 1.5
  1366→        @collider\apply_impulse math.sign(vx)*an.random\float(0, 6), -24
  1367→        -- Sound
  1368→        an\sound_play 'hop', 0.5, an.random\float(0.95, 1.05)
  1369→        -- Squash horizontally, stretch vertically (opposite of floor hit)

Grep (class ball)

1107:class ball extends object

Grep (^\s+draw:)

No matches found

Grep (^ \w+:.*=>)

251:  new: =>
430:  early_update: (dt) =>
900:  update: (dt) =>
905:  get_hit_stop_probability: =>
912:  hit_effect: (x, y, multiplier=1.0) =>
924:  hit_stop: (duration=0.1) =>
969:  spawn_plants: =>
1007:  fill_plant_gaps: (spawned, floor_y) =>
1048:  spawn_plant_group: (index, x, y) =>
1093:  apply_direct_force_to_nearby_plants: (x, y, radius, vy) =>
1108:  new: (@x, @y, @team, @weapon_type='dagger') =>
1262:  update: (dt) =>
1411:  take_damage: (amount, source) =>
1442:  flash_weapon: (duration=0.15) =>
1446:  recoil_weapon: =>
1453:  gun_is_aligned: =>
1469:  fire_single_shot: =>
1497:  gun_fire: =>
1514:  flash_ball: (duration=0.15) =>
1519:  squash: (normal_x, normal_y, amount=0.3) =>
1530:  start_moving: =>
1539:  new: (args={}) =>
1551:  update: (dt) =>
1562:  activate: =>
1572:  new: (team, hp, max_hp) =>
1589:  update: (dt) =>
1621:  refresh: (new_hp) =>
1659:  new: (@team, weapon_type) =>
1709:  update: (dt) =>
1768:  hit: =>
... [2 more lines]

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

1395→    if @weapon_charging
  1396→      weapon_x += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)
  1397→      weapon_y += an.random\float(-@weapon_charge_shake, @weapon_charge_shake)
  1398→    weapon_spring = @spring.weapon.x
  1399→    weapons\push weapon_x, weapon_y, @angle + @weapon_rotation_offset + @weapon_recoil, @weapon_scale*weapon_spring*@weapon_charge_scale, @weapon_scale_y*weapon_spring*@weapon_charge_scale
  1400→    flash_color = if @weapon_flashing then white! elseif @weapon_charging then color(@weapon_charge_color, @weapon_charge_color, @weapon_charge_color)! else nil
  1401→    weapons\image @weapon_image, 0, 0, nil, flash_color
  1402→    weapons\pop!
  1403→
  1404→    -- Debug draw weapon hitbox
  1405→    hitbox_x = @x + @weapon_hitbox_offset*math.cos(@angle)
  1406→    hitbox_y = @y + @weapon_hitbox_offset*math.sin(@angle)
  1407→    debug_draw\push hitbox_x, hitbox_y, @angle
  1408→    -- debug_draw\rectangle -@weapon_hitbox_length/2, -@weapon_hitbox_width/2, @weapon_hitbox_length, @weapon_hitbox_width, red!
  1409→    debug_draw\pop!
  1410→
  1411→  take_damage: (amount, source) =>
  1412→    return unless @parent  -- Guard against events before fully added
  1413→    @hp -= amount
  1414→    @spring\pull 'hit', 0.3, 3, 0.7
  1415→    @\flash_ball!
  1416→
  1417→    -- Sound
  1418→    an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
  1419→    -- if @team == 'player'

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

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

Now update the weapon-weapon collision to use the tracked value:

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

615→      -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
   616→      -- Blend toward base angular velocity based on weight^2 (weight 1.0 = no blend, 1.5 = 56% blend, 2.0 = 75% blend)
   617→      av_a = ball_a.collider\get_angular_velocity!
   618→      av_b = ball_b.collider\get_angular_velocity!
   619→      weight_blend_a = (ball_a.weapon_weight^2 - 1) / ball_a.weapon_weight^2
   620→      weight_blend_b = (ball_b.weapon_weight^2 - 1) / ball_b.weapon_weight^2
   621→      target_av_a = math.sign(av_a) * ball_a.base_angular_velocity
   622→      target_av_b = math.sign(av_b) * ball_b.base_angular_velocity
   623→      av_a = math.lerp(weight_blend_a, av_a, target_av_a)
   624→      av_b = math.lerp(weight_blend_b, av_b, target_av_b)
   625→      ball_a.collider\set_angular_velocity av_a
   626→      ball_b.collider\set_angular_velocity av_b
   627→
   628→      -- Cap angular velocity to prevent extremely fast spins
   629→      av_a = ball_a.collider\get_angular_velocity!
   630→      av_b = ball_b.collider\get_angular_velocity!
   631→      if math.abs(av_a) > ball_a.max_angular_velocity
   632→        ball_a.collider\set_angular_velocity math.sign(av_a)*ball_a.max_angular_velocity
   633→      if math.abs(av_b) > ball_b.max_angular_velocity
   634→        ball_b.collider\set_angular_velocity math.sign(av_b)*ball_b.max_angular_velocity
   635→
   636→      -- Flash both weapons
   637→      ball_a\flash_weapon!
   638→      ball_b\flash_weapon!
   639→

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

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

Now update the projectile-weapon collision:

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

729→      -- Flash and spring pull on weapon (same as weapon-weapon)
   730→      ball_object\flash_weapon!
   731→      ball_object.spring\pull 'weapon', 0.35, 3, 0.5
   732→
   733→      -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
   734→      av = ball_object.collider\get_angular_velocity!
   735→      weight_blend = (ball_object.weapon_weight^2 - 1) / ball_object.weapon_weight^2
   736→      target_av = math.sign(av) * ball_object.base_angular_velocity
   737→      av = math.lerp(weight_blend, av, target_av)
   738→      ball_object.collider\set_angular_velocity av
   739→
   740→      -- Flip projectile team to reflector's team (can now hit original shooter)
   741→      projectile_object.team = ball_object.team
   742→
   743→      -- Sound

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

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

Done. Now the weight specifically affects the rotation CHANGE from hits:

  1. last_angular_velocity is tracked at the end of each update
  2. On collision, calculate the change: current_av - last_angular_velocity
  3. Scale the change by 1/weight^2
  4. Apply: last_angular_velocity + scaled_change
Weight Change Applied
1.0 100%
1.25 64%
1.33 56%
1.5 44%
2.0 25%

Heavier weapons now specifically resist the rotation induced by hits, not just blend toward base.

Also apply this on projectile weapon collisions.

I already updated that in the previous edit. Let me verify it's there:

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

729→      -- Flash and spring pull on weapon (same as weapon-weapon)
   730→      ball_object\flash_weapon!
   731→      ball_object.spring\pull 'weapon', 0.35, 3, 0.5
   732→
   733→      -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
   734→      av = ball_object.collider\get_angular_velocity!
   735→      change = av - ball_object.last_angular_velocity
   736→      scaled_change = change / ball_object.weapon_weight^2
   737→      av = ball_object.last_angular_velocity + scaled_change
   738→      ball_object.collider\set_angular_velocity av
   739→
   740→      -- Flip projectile team to reflector's team (can now hit original shooter)
   741→      projectile_object.team = ball_object.team
   742→
   743→      -- Sound

It's already there (lines 733-738). The projectile-weapon collision uses the same approach:

Both weapon-weapon and projectile-weapon collisions now use this weight-based rotation resistance.

OK, we're done with making the damage up hit feel good. I'm going to the gym and will come back later. We'll continue with adding sounds needed for the hit, changing the pitch of some existing sounds to be lower, adding the "+1 DMG" emoji text, adding a "CHARGING..." text animation on the UI when the weapon is charging. There's probably something else I'm forgetting, but I think that's it.

Got it. Here's a summary of what we completed for the charged sword hit:

Charging buildup (after 2s of charging):

On charged hit:

Weapon weight:

When you're back, we'll tackle:

  1. Charged hit sounds
  2. Lower pitch for existing sounds
  3. "+1 DMG" emoji text
  4. "CHARGING..." UI animation
  5. Anything else you remember

Enjoy the gym!

Let's continue. Let's do the +1 DMG emoji text. We can use the existing class, just with the text lasting longer, having higher scale, wobbling/shaking more.

Let me find the existing emoji text class:

Grep (class.emoji.text|emoji_text)

No matches found

Grep (text.class|class.text)

No matches found

Grep (emoji_particle|damage.text|floating.text)

1649:      arena.effects\add emoji_particle spawn_x, spawn_y, an.images.heart,
1785:      arena.effects\add emoji_particle @emoji_x, @emoji_y, an.images.star,
1798:      arena.effects\add emoji_particle @weapon_x + 8, @weapon_y - 4, an.images.boom,
1849:class emoji_particle extends object

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

1849→class emoji_particle extends object
  1850→  new: (@x, @y, @image, args={}) =>
  1851→    super!
  1852→    @scale = args.scale or 1
  1853→    @velocity = args.velocity or an.random\float(75, 150)
  1854→    @direction = args.direction or an.random\angle!
  1855→    @duration = args.duration or an.random\float(0.4, 0.6)
  1856→    @scale = 14*@scale/@image.width
  1857→    @gravity_velocity = 0
  1858→    @gravity = args.gravity or 0
  1859→    @angle_mode = args.angle_mode -- nil, 'forward', 'backward', or number
  1860→    @rotation = if type(@angle_mode) == 'number' then @angle_mode else an.random\angle!
  1861→    @rotation_speed = args.rotation_speed or an.random\float(-2*math.pi, 2*math.pi)
  1862→    @rotation_speed = 0 if @angle_mode
  1863→
  1864→    @\add timer!
  1865→    @\add spring!
  1866→    @timer\tween @duration, @, {velocity: 0, scale: 0}, math.linear, -> @\kill!
  1867→
  1868→    if args.flash_on_spawn
  1869→      @flashing = true
  1870→      flash_duration = (args.flash_on_spawn or 1)*@duration
  1871→      @timer\after flash_duration, -> @flashing = false
  1872→      @spring\pull 'main', 0.3, 3, 0.7
  1873→
  1874→  update: (dt) =>
  1875→    @gravity_velocity += @gravity*dt
  1876→
  1877→    vx = @velocity*math.cos(@direction)
  1878→    vy = @velocity*math.sin(@direction) + @gravity_velocity
... [30 more lines]

Grep (text(|draw.*text|font)

103:an\font 'fat', 'assets/FatPixelFont.ttf', 8
104:an\font 'lana', 'assets/LanaPixel.ttf', 11
1618:    text_w = an.fonts.lana\text_width text_string
1619:    text_h = an.fonts.lana.height
1750:      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
1754:      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
1759:      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
1763:      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
1768:      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!

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

1745→      attacks_per_second = 1/cooldown
  1746→      burst_chance = math.floor(math.min(ball.hits_landed*ball.burstfire_chance_increase_per_hit*100, 50))
  1747→      -- Row 1
  1748→      effects\text "ATTACKS/S", 'lana', left_x, -6, white!
  1749→      value1 = string.format("%.2f", attacks_per_second)
  1750→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
  1751→      -- Row 2
  1752→      effects\text "BURST CHANCE", 'lana', left_x, 6, white!
  1753→      value2 = string.format("%d%%", burst_chance)
  1754→      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
  1755→    elseif @weapon_type == 'sword'
  1756→      -- Row 1
  1757→      effects\text "DAMAGE", 'lana', left_x, -6, white!
  1758→      value1 = string.format("%d", ball.base_damage)
  1759→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
  1760→      -- Row 2
  1761→      effects\text "THRESHOLD", 'lana', left_x, 6, white!
  1762→      value2 = string.format("%d/%d", ball.damage_threshold_progress, ball.damage_threshold)
  1763→      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
  1764→    else  -- dagger
  1765→      rotations_per_second = ball.base_angular_velocity/(2*math.pi)
  1766→      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
  1767→      value1 = string.format("%.2f", rotations_per_second)
  1768→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  1769→    effects\pop!
  1770→
  1771→  hit: =>
  1772→    -- Show hit emoji temporarily
  1773→    @showing_hit = true
  1774→    @timer\after 0.25, 'hit_image', -> @showing_hit = false
... [10 more lines]

I see emoji_particle uses images. I'll create a similar text_particle class for text with the modifications you mentioned. Let me add it after emoji_particle:

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

1890→
  1891→    effects\push @x, @y, @rotation, @scale*@spring.main.x, @scale*@spring.main.x
  1892→    effects\image @image, 0, 0, nil, @flashing and white!
  1893→    effects\pop!
  1894→
  1895→
  1896→
  1897→-- Hit circle: expanding/shrinking circle at impact point
  1898→class hit_circle extends object
  1899→  new: (@x, @y, args={}) =>
  1900→    super!
  1901→    @radius = args.radius or 12
  1902→    @color = args.color or white\clone!
  1903→    @duration = args.duration or 0.2
  1904→    @flashing = false

[Request interrupted by user]

You can use the same class we use to spawn damage text.

Grep (damage.text|spawn.text|floating|popup)

No matches found

Grep (take_damage|deal.damage|-1|spawn.number)

111:--   ball_ball (suicchi_wo_osu): -16.7 dB → 0.22
113:--   dagger_dagger: -16.5 dB → 0.22 (unused)
122:--   player_death: -19.9 dB → 0.35
125:--   hop: -10.3 dB → 0.12
295:    @wall_boost_chance = 0  -- probability of applying boost (0-100)
568:      -- Intensity normalized 0-1 based on combined speed (0-800 range)
750:    -- Projectile-ball sensor: deal damage
762:      ball_object\take_damage 1
776:    -- Weapon-ball sensor: deal damage (melee only)
788:      defender\take_damage attacker.base_damage, attacker
903:  -- Returns 0-1 probability based on time since last hit
953:      {size: 19, offset: -1, min_rotation: -0.15}
958:    {left: -10, right: 12}   -- Group 1: seedling 12 + sheaf 16
959:    {left: -10, right: 12}   -- Group 2: seedling 12 + seedling 16
960:    {left: -14, right: 16}   -- Group 3: sheaf 12 + seedling 22 + sheaf 16
961:    {left: -17, right: 14}   -- Group 4: blossom 22 + seedling 12
1067:      -- Group 5: sheaf 18 at x-12 (back), tulip 22 at x (front), seedling 14 at x+12 (front)
1072:      -- Group 6: sheaf 16 at x-16 (front), four_leaf_clover 19 at x (back), seedling 14 at x+12 (front)
1077:      -- Group 7: sheaf 16 at x-16 (front), blossom 22 at x (back), seedling 12 at x+4 (front), seedling 12 at x+14 (front), sheaf 16 at x+30 (front)
1126:      @weapon_scale_y = -18/512 -- y flipped
1323:      dir = angular_velocity >= 0 and 1 or -1
1373:        particle_angle = math.remap(vx, -100, 100, math.pi/4, 3*math.pi/4) + an.random\float(-math.pi/8, math.pi/8)
1414:  take_damage: (amount, source) =>
1535:    @collider\apply_impulse an.random\sign!*an.random\float(5, 10), an.random\float(-10, 10)
1656:        gravity: -128
1681:    @weapon_flip_x = if @team == 'player' then -1 else 1
2071:    offset_direction = math.cos(angle) > 0 and 1 or -1
2601:    @vy = an.random\float(-200, -100)  -- upward bump

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

1414→  take_damage: (amount, source) =>
  1415→    return unless @parent  -- Guard against events before fully added
  1416→    @hp -= amount
  1417→    @spring\pull 'hit', 0.3, 3, 0.7
  1418→    @\flash_ball!
  1419→
  1420→    -- Sound
  1421→    an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
  1422→    -- if @team == 'player'
  1423→    --   an\sound_play 'player_hit', 0.5, an.random\float(0.95, 1.05)
  1424→
  1425→    -- Spawn damage number above
  1426→    @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5}
  1427→
  1428→    -- Show HP bar
  1429→    @hp_bar\activate!
  1430→
  1431→    -- Update HP UI
  1432→    @hp_ui\refresh @hp
  1433→
  1434→    -- Update emoji display
  1435→    @weapon_ui\hit!
  1436→
  1437→    -- Camera shake when player takes damage
  1438→    if @team == 'player'
  1439→      an.camera.shake\shake 4, 0.15
  1440→
  1441→    if @hp <= 0
  1442→      an\sound_play 'player_death', 0.44, an.random\float(0.95, 1.05)
  1443→      @\kill!

Found it - damage_number class. Let me read it:

Grep (class damage_number)

2397:class damage_number extends object

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

2397→class damage_number extends object
  2398→  new: (@x, @y, amount, args={}) =>
  2399→    super!
  2400→    @vy = args.vy or -24
  2401→    @duration_multiplier = args.duration_multiplier or 1
  2402→    @scale = 12/512
  2403→    @\add spring!
  2404→    @spring\pull 'main', 0.5, 3, 0.7
  2405→
  2406→    -- Create character data for each digit
  2407→    @characters = {}
  2408→    text = tostring amount
  2409→    for i = 1, #text
  2410→      digit = text\sub i, i
  2411→      @characters[] = {
  2412→        image: an.images[digit]
  2413→        rotation: an.random\float -math.pi/16, math.pi/16
  2414→        angular_speed: an.random\float -math.pi/4, math.pi/4
  2415→        offset_y: 0
  2416→      }
  2417→
  2418→    @\add timer!
  2419→    @timer\after 0.25*@duration_multiplier, ->
  2420→      @timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
  2421→
  2422→  update: (dt) =>
  2423→    -- Update character wobble
  2424→    for i, character in ipairs @characters
  2425→      character.rotation += character.angular_speed*dt
  2426→      character.offset_y = 4*math.sin(an.time + i)
... [20 more lines]

Grep (an\image)

71:an\image 'slight_smile', 'assets/slight_smile.png'
72:an\image 'cowboy', 'assets/cowboy.png'
73:an\image 'cowboy_hit', 'assets/cowboy_hit.png'
74:an\image 'no_mouth', 'assets/no_mouth.png'
75:an\image 'no_mouth_hit', 'assets/no_mouth_hit.png'
76:an\image 'dagger', 'assets/dagger.png'
77:an\image 'sword', 'assets/sword.png'
78:an\image 'gun', 'assets/gun.png'
79:an\image 'boom', 'assets/boom.png'
80:an\image 'star', 'assets/star.png'
81:an\image 'dash', 'assets/dash.png'
84:an\image 'seedling', 'assets/seedling.png'
85:an\image 'sheaf', 'assets/sheaf.png'
86:an\image 'tulip', 'assets/tulip.png'
87:an\image 'blossom', 'assets/blossom.png'
88:an\image 'four_leaf_clover', 'assets/four_leaf_clover.png'
91:an\image 'cloud', 'assets/cloud.png'
92:an\image 'sun', 'assets/sun.png'
96:  an\image tostring(i), "assets/#{i}.png"
99:an\image 'heart', 'assets/heart.png'
100:an\image 'blue_board', 'assets/blue_board.png'

[Showing results with pagination = limit: 40, offset: 0]

I see damage_number uses digit images (0-9). For "+1 DMG" I'd need images for "+", "D", "M", "G".

Do you have these letter/symbol images in assets, or should I modify the class to use font rendering (effects\text) instead of images?

Yes, all of them are in the assets as a.png, b.png, etc.

I'll modify damage_number to accept text strings and add args for scale/wobble multipliers. Let me update the class:

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 add the "plus" image loading and spawn the text on charged hit. Let me check and add the image:

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

94→-- Digit images for damage numbers
    95→for i = 0, 9
    96→  an\image tostring(i), "assets/#{i}.png"
    97→
    98→-- UI images
    99→an\image 'heart', 'assets/heart.png'
   100→an\image 'blue_board', 'assets/blue_board.png'
   101→
   102→-- Fonts
   103→an\font 'fat', 'assets/FatPixelFont.ttf', 8

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

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

Now add the spawn when a charged hit happens:

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

790→
   791→      -- Apply damage
   792→      attacker\flash_weapon!
   793→      defender\take_damage attacker.base_damage, attacker
   794→      attacker.hits_landed += 1
   795→      attacker.weapon_ui\landed_hit!
   796→
   797→      -- Track charge hit intensity for additive effects
   798→      charge_hit_intensity = 0
   799→
   800→      -- Weapon-specific scaling on hit
   801→      if attacker.weapon_type == 'dagger'
   802→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit
   803→        attacker.max_angular_velocity = attacker.base_angular_velocity*2
   804→      elseif attacker.weapon_type == 'sword'
   805→        -- If hit during charging, reset immediately with big effects based on charge duration
   806→        if attacker.weapon_charging
   807→          -- Calculate intensity using smootherstep: slow start, fast middle, slow end
   808→          -- ~20% at 4s, ~50% at 6s, ~80% at 8s, 100% at 12s (capped)
   809→          t = math.min(attacker.weapon_charge_duration, 12)/12
   810→          charge_hit_intensity = 6*t^5 - 15*t^4 + 10*t^3
   811→
   812→          attacker.base_damage += 1
   813→          attacker.damage_threshold_progress = 0
   814→          attacker.damage_threshold_cooldown = 0.5
   815→          attacker.timer\cancel 'weapon_charge'
   816→          attacker.timer\cancel 'sword_flame_scale'
   817→          attacker.timer\cancel 'charge_progression'
   818→          attacker.timer\cancel 'charge_shake'
   819→          attacker.timer\cancel 'charge_wobble'

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

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

Let me update the class to skip spaces instead of requiring a space image:

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. The damage_number class now supports:

On charged hit, it spawns "+1 dmg" with:

You can test it now.

Let me spawn this same text by pressing a key.

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

875→      effect_x = defender.x + 1.25*defender.radius*math.cos(hit_angle)
   876→      effect_y = defender.y + 1.25*defender.radius*math.sin(hit_angle)
   877→
   878→      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier + charge_hit_intensity*3
   879→      @\hit_stop 0.15*attacker.hit_stop_multiplier + charge_hit_intensity*0.66
   880→      an.camera.shake\shake 4*attacker.camera_shake_multiplier + charge_hit_intensity*20, 0.12*attacker.camera_shake_multiplier + charge_hit_intensity*0.5
   881→
   882→    -- Ball passing through plant: apply moving force
   883→    for event in *an\sensor_begin_events 'plant_ghost', 'ball'
   884→      plant_object = event.a
   885→      ball_object = event.b
   886→      vx, vy = ball_object.collider\get_velocity!
   887→      -- Apply moving force based on ball's horizontal velocity
   888→      plant_object\apply_moving_force math.sign(vx), 0.3*math.abs(vx)
   889→      -- Sound

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 the "+1 dmg" text above the enemy ball.

Let's remove the shake, wobble. Spring with flash on spawn. Spawn at -10 instead of -20.

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

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

Now add flash_on_spawn support to the class:

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

2415→
  2416→
  2417→
  2418→-- Damage number: emoji digits that float upward and fade
  2419→class damage_number extends object
  2420→  new: (@x, @y, amount, args={}) =>
  2421→    super!
  2422→    @vy = args.vy or -24
  2423→    @duration_multiplier = args.duration_multiplier or 1
  2424→    @scale_multiplier = args.scale_multiplier or 1
  2425→    @wobble_multiplier = args.wobble_multiplier or 1
  2426→    @shake_amplitude = args.shake_amplitude or 0
  2427→    @base_scale = 12/512
  2428→    @scale = @base_scale*@scale_multiplier
  2429→    @layer = args.layer or recolor_blue
  2430→    @\add spring!
  2431→    @spring\pull 'main', 0.5, 3, 0.7
  2432→
  2433→    -- Create character data for each digit/character
  2434→    @characters = {}
  2435→    text = tostring amount
  2436→    for i = 1, #text
  2437→      char = text\sub(i, i)\lower!
  2438→      if char == ' '
  2439→        @characters[] = {space: true}
  2440→        continue
  2441→      char = 'plus' if char == '+'
  2442→      @characters[] = {
  2443→        image: an.images[char]
  2444→        rotation: an.random\float(-math.pi/16, math.pi/16)*@wobble_multiplier
... [5 more lines]

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

2448→
  2449→    @\add timer!
  2450→    @timer\after 0.25*@duration_multiplier, ->
  2451→      @timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
  2452→
  2453→  update: (dt) =>
  2454→    -- Update character wobble
  2455→    for i, character in ipairs @characters
  2456→      continue if character.space
  2457→      character.rotation += character.angular_speed*dt
  2458→      character.offset_y = 4*@wobble_multiplier*math.sin(an.time*@wobble_multiplier + i)
  2459→
  2460→    @y += @vy*dt
  2461→
  2462→    -- Draw characters
  2463→    total_w = #@characters*12*@scale_multiplier
  2464→    start_x = @x - total_w/2
  2465→    for i, character in ipairs @characters
  2466→      character_x = start_x + (i - 1)*12*@scale_multiplier + 5*@scale_multiplier
  2467→      continue if character.space
  2468→      character_y = @y + character.offset_y
  2469→      if @shake_amplitude > 0
  2470→        character_x += an.random\float(-@shake_amplitude, @shake_amplitude)
  2471→        character_y += an.random\float(-@shake_amplitude, @shake_amplitude)
  2472→      @layer\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
  2473→      @layer\image character.image, 0, 0
  2474→      @layer\pop!
  2475→
  2476→
  2477→

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

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

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

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

Now update the actual spawn code too:

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

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

Done. Both test and actual spawn now use:

You can test with 'T'.

Separate damage_number from status_text, make the +1 dmg text be a status_text object, revert damage_number to what it was before any changes related to this feature.

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

2418→class damage_number extends object
  2419→  new: (@x, @y, amount, args={}) =>
  2420→    super!
  2421→    @vy = args.vy or -24
  2422→    @duration_multiplier = args.duration_multiplier or 1
  2423→    @scale_multiplier = args.scale_multiplier or 1
  2424→    @wobble_multiplier = args.wobble_multiplier or 1
  2425→    @shake_amplitude = args.shake_amplitude or 0
  2426→    @base_scale = 12/512
  2427→    @scale = @base_scale*@scale_multiplier
  2428→    @layer = args.layer or recolor_blue
  2429→    @\add spring!
  2430→    @spring\pull 'main', 2.5, 4, 0.6
  2431→
  2432→    -- Create character data for each digit/character
  2433→    @characters = {}
  2434→    text = tostring amount
  2435→    for i = 1, #text
  2436→      char = text\sub(i, i)\lower!
  2437→      if char == ' '
  2438→        @characters[] = {space: true}
  2439→        continue
  2440→      char = 'plus' if char == '+'
  2441→      @characters[] = {
  2442→        image: an.images[char]
  2443→        rotation: an.random\float(-math.pi/16, math.pi/16)*@wobble_multiplier
  2444→        angular_speed: an.random\float(-math.pi/4, math.pi/4)*@wobble_multiplier
  2445→        offset_y: 0
  2446→      }
  2447→
... [35 more lines]

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

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

Now update the spawn calls to use status_text:

This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.

Summary: 1. Primary Request and Intent: The user is developing visual effects for a charging sword weapon in Emoji Ball Battles. This session focused on: - Fixing weapon_charge_scale not resetting when hit during charging tween (discovered tween tag position bug) - Adding progressive shake/wobble effects during charging (2s delay, then 6s progression) - Adding screen shake per wobble that increases over time - Making wobble effects continue indefinitely after the 6s progression completes - Adding big hit effects based on charge duration (hit stop, particles, camera shake) using smootherstep curve - Adding weapon weight quadratic effect on rotation from hits - Adding "+1 DMG" floating text on charged hit using a new status_text class

  1. Key Technical Concepts:

    • YueScript timer system: tween, during_step, after, every, cancel
    • Tween tag position: tag must be SECOND argument, not last (critical bug fix)
    • during_step(duration, start_delay, end_delay, name, callback, step_method, after) for varying frequency calls
    • Smootherstep curve: 6*t^5 - 15*t^4 + 10*t^3 for natural acceleration/deceleration
    • Tracking last_angular_velocity to isolate collision-induced rotation changes
    • Quadratic weight-based rotation resistance: 1/weight^2
    • Operator spacing convention: * and / no spaces, + and - with spaces
  2. Files and Code Sections:

    • E:\a327ex\emoji-ball-battles\main.yue
      • Main game file containing all game logic and classes

      Tween tag fix (critical bug): yuescript -- WRONG (tag at end): attacker.timer\tween 1, attacker, {weapon_charge_scale: 1.35}, math.cubic_in_out, nil, 'weapon_charge' -- CORRECT (tag second): attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_scale: 1.35}, math.cubic_in_out

      Ball initialization additions (around line 1199): yuescript @weapon_charge_wobble_strength = 0 -- wobble force when charging @weapon_charge_wobble_delay = 0 -- current delay between wobbles @weapon_charge_duration = 0 -- total time spent charging @last_angular_velocity = 0 -- for calculating rotation change from hits

      Charging start code (around line 827): yuescript if attacker.damage_threshold_progress == attacker.damage_threshold attacker.weapon_charging = true attacker.weapon_charge_duration = 0 attacker.weapon_charge_shake = 2 attacker.ball_charge_shake = 1 attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50} attacker.timer\tween 1, 'sword_flame_scale', attacker.sword_flame, {scale: 1}, math.cubic_in_out -- After 2 seconds, start shake and wobble progression over 6 seconds attacker.timer\after 2, 'charge_progression', -> attacker.weapon_charge_wobble_strength = 0.5 attacker.weapon_charge_wobble_delay = 0.5 attacker.timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2, weapon_charge_wobble_delay: 0.05}, math.linear attacker.timer\during_step 6, 0.5, 0.05, 'charge_wobble', (-> if attacker.sword_flame attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength an.camera.shake\shake attacker.weapon_charge_wobble_strength*3, (0.55 - attacker.weapon_charge_wobble_delay)*1.6 ), math.linear, -> -- Continue indefinitely at max rate after progression completes attacker.timer\every 0.05, 'charge_wobble_continuous', -> if attacker.sword_flame attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength an.camera.shake\shake attacker.weapon_charge_wobble_strength, (0.55 - attacker.weapon_charge_wobble_delay)*1.6

      Charged hit with smootherstep intensity (around line 806): ```yuescript if attacker.weapon_charging -- Calculate intensity using smootherstep: slow start, fast middle, slow end -- ~20% at 4s, ~50% at 6s, ~80% at 8s, 100% at 12s (capped) t = math.min(attacker.weapon_charge_duration, 12)/12 charge_hit_intensity = 6t^5 - 15t^4 + 10*t^3

      attacker.base_damage += 1 -- Spawn "+1 DMG" text above attacker @\add status_text attacker.x, attacker.y - attacker.radius - 10, "+1 dmg", { duration_multiplier: 2 scale_multiplier: 1.5 flash_on_spawn: true vy: -40 } ```

      Additive hit effects (around line 878): yuescript @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier + charge_hit_intensity*3 @\hit_stop 0.15*attacker.hit_stop_multiplier + charge_hit_intensity*0.75 an.camera.shake\shake 4*attacker.camera_shake_multiplier + charge_hit_intensity*20, 0.12*attacker.camera_shake_multiplier + charge_hit_intensity*0.5

      Weapon weight quadratic rotation resistance (weapon-weapon collision): yuescript -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic) -- Scale the rotation change from collision by 1/weight^2 av_a = ball_a.collider\get_angular_velocity! av_b = ball_b.collider\get_angular_velocity! change_a = av_a - ball_a.last_angular_velocity change_b = av_b - ball_b.last_angular_velocity scaled_change_a = change_a / ball_a.weapon_weight^2 scaled_change_b = change_b / ball_b.weapon_weight^2 av_a = ball_a.last_angular_velocity + scaled_change_a av_b = ball_b.last_angular_velocity + scaled_change_b ball_a.collider\set_angular_velocity av_a ball_b.collider\set_angular_velocity av_b

      Letter images loading (around line 97): yuescript -- Letter images for text popups for c in *{'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z'} an\image c, "assets/#{c}.png" an\image 'plus', 'assets/plus.png'

      status_text class (new class around line 2458): ```yuescript 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 @layer = args.layer or recolor_blue @\add spring! @spring\pull 'main', 0.5, 3, 0.7

      @characters = {}
      for i = 1, #text
        char = text\sub(i, i)\lower!
        if char == ' '
          @characters[] = {space: true}
          continue
        char = 'plus' if char == '+'
        @characters[] = {
          image: an.images[char]
          rotation: an.random\float -math.pi/16, math.pi/16
          angular_speed: an.random\float -math.pi/4, math.pi/4
          offset_y: 0
        }
      
      @\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) => for i, character in ipairs @characters continue if character.space character.rotation += character.angular_speeddt character.offset_y = 4math.sin(an.time + i)

      @y += @vy*dt
      
      total_w = #@characters*12*@scale_multiplier
      start_x = @x - total_w/2
      for i, character in ipairs @characters
        character_x = start_x + (i - 1)*12*@scale_multiplier + 5*@scale_multiplier
        continue if character.space
        character_y = @y + character.offset_y
        @layer\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
        @layer\image character.image, 0, 0, nil, @flashing and white!
        @layer\pop!
      

      ```

  3. Errors and fixes:

    • Tween tag position bug: Tween wasn't being cancelled because tag was in wrong position. The timer API expects tag as SECOND argument for named tweens, but code had it as LAST argument. Fixed by moving tag to second position.
    • weapon_charge_scale not resetting: Even after cancelling tween, scale stayed at 1.35. Root cause was the tween tag position bug above.
    • Update order issue: Initially thought collision handling (early_update) ran before timer updates (update), but the real issue was the tween tag.
    • User feedback on intensity curve: User wanted slow start (~20% at 4s), fast middle (~50% at 6s, ~80% at 8s), slow end (100% at 12s). Changed from t^0.35 to smootherstep 6*t^5 - 15*t^4 + 10*t^3.
    • User feedback on wobbles: Initially used manual code in update, user said to use tweens/timers. Changed to during_step for frequency progression.
    • User feedback on screen shake duration: User said smaller wobble delay should mean LONGER shake duration (inverted). Changed from delay*0.8 to (0.55 - delay)*1.6.
    • User feedback on weight rotation: User asked if weight was applied specifically to rotation AFTER hits. It wasn't - it was blending toward base. Fixed by tracking last_angular_velocity and scaling the change.
    • User feedback on damage_number: User said to separate damage_number from status_text, revert damage_number to original. Created new status_text class and reverted damage_number.
  4. Problem Solving:

    • Discovered tween tag position is critical for named tweens to be cancellable
    • Used during_step timer for varying frequency wobbles instead of manual update code
    • Used timer\every after during_step completes for indefinite continuation
    • Tracked last_angular_velocity to isolate collision-induced rotation changes for weight-based resistance
    • Created separate status_text class to avoid polluting damage_number with text features
  5. All user messages:

    • "weapon_charge_scale is still 1.35 when a quick hit happens. But the damage does increase and everything else gets cancelled... How weird?"
    • "Yes, scale is still 1.35 on a quick hit. Don't make any changes. Try to think about what might be causing it and I will too."
    • "This might be it, actually. The collision code runs in early_update for the root node, which runs before everything else. The timer system runs as a child of the attacker, which is in its update function. What are the possible fixes?"
    • "I think 5 is the correct choice. However, we made it deferred for a reason, most likely... I can't remember exactly why, though."
    • "If you look at timer.yue, we're already doing that. So when something is cancelled it doesn't run anymore."
    • "Ah, I found the issue, if you look at tween's signature, like all other timer functions, the tag comes second, you're using it late. So the tween is never being cancelled."
    • "OK, let's make it so that the shake increases the more time has passed while charging. So it stays at 2 for 2 seconds, and after that it increasingly progresses over the next 6 seconds to 10 magnitude. The same should happen for the direct force random wobbles we had on the test earlier, they should not happen at all until 2 seconds, and then they should progressively increase over the next 6 seconds up until 20 of them are happening per second."
    • "Use tweens instead of direct code like that"
    • "I believe you can also use the timer system to apply the forces instead of having to do it in update. Can you think how? Tell me first before writing code."
    • "Couldn't one of the every functions work?"
    • "Perfect, this is the right solution."
    • "The wobbles also need to get stronger over time."
    • "Make each shake last 80% the amount of time of this wobble, so the first was 0.5, then it should last 0.4, etc. *3 is good. I don't know if there's a way to get that value from the timer API, you should check."
    • "It should be the opposite actually. The smaller the wobble delay, the higher the duration for the shake should be."
    • "After the 6 seconds are over, the effects should keep happening indefinitely until the hit happens."
    • "Great, now let's keep a variable tracking how long the charging has been happening for in total, and then when a charge hit happens, we do a big hit_stop, big particle effects, big camera shake, based on this duration. Let's cap the values at 12 seconds so anything more than that doesn't increase the effect. Hit stop should likely be a full seconds at max. Let's have it so that the function that does this increases a lot in the middle such that after 6 seconds it reaches ~80% rather quickly then slowly goes towards 100% until 12 seconds."
    • "Show me the full table for the function."
    • "Nah, in the first few seconds it should be slow, ramps up around 4 at 20%, at 6 should be 50%, at 8 should be 80%, then 100% at 12."
    • "A hit can also spawn as effects the hit circle + particles, or not?"
    • "Yes, also apply these additions to the hit_circle + particles path."
    • "Add 0.75 max hit stop instead."
    • "OK, now, the weapon's weight should also affect how much the weapon rotates when it hits another weapon or a projectile. This relation should be quadratic, the more weight it has, the less it should be affected quadratically."
    • "Are you sure the weight is being applied specifically to rotation's after a hit?"
    • "1, let's try it."
    • "Also apply this on projectile weapon collisions."
    • "OK, we're done with making the damage up hit feel good. I'm going to the gym and will come back later. We'll continue with adding sounds needed for the hit, changing the pitch of some existing sounds to be lower, adding the "+1 DMG" emoji text, adding a "CHARGING..." text animation on the UI when the weapon is charging. There's probably something else I'm forgetting, but I think that's it."
    • "Let's continue. Let's do the +1 DMG emoji text. We can use the existing class, just with the text lasting longer, having higher scale, wobbling/shaking more."
    • "You can use the same class we use to spawn damage text."
    • "Yes, all of them are in the assets as a.png, b.png, etc."
    • "Let's remove the shake, wobble. Spring with flash on spawn. Spawn at -10 instead of -20."
    • "Separate damage_number from status_text, make the +1 dmg text be a status_text object, revert damage_number to what it was before any changes related to this feature."
  6. Pending Tasks:

    • Adding sounds needed for the charged hit
    • Changing the pitch of some existing sounds to be lower
    • Adding "CHARGING..." text animation on the UI when weapon is charging
    • Remove test key 'T' for spawning status_text
  7. Current Work: Just completed separating damage_number from status_text. The damage_number class was reverted to its original form (only handles numeric damage display), and a new status_text class was created for text popups like "+1 dmg". The spawn code was updated to use status_text instead of damage_number.

    There is still a test key 'T' that spawns the status_text that should be removed.

  8. Optional Next Step: Remove the test key 'T' code that was added for testing the status_text: yuescript -- Test: press T to spawn +1 dmg text if an\key_is_pressed 't' @\add damage_number @enemy_ball.x, @enemy_ball.y - @enemy_ball.radius - 10, "+1 dmg", { ... } Then continue with the user's list: sounds for charged hit, lower pitch sounds, or "CHARGING..." UI animation.

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\da3e2431-8114-486a-ab34-4c18cf47ab2e.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.

I'll continue by removing the test key 'T' code that was added for testing the status_text. Let me find and remove it.

Grep (key_is_pressed 't')

E:\a327ex\emoji-ball-battles\main.yue-877-      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier + charge_hit_intensity*3
E:\a327ex\emoji-ball-battles\main.yue-878-      @\hit_stop 0.15*attacker.hit_stop_multiplier + charge_hit_intensity*0.66
E:\a327ex\emoji-ball-battles\main.yue-879-      an.camera.shake\shake 4*attacker.camera_shake_multiplier + charge_hit_intensity*20, 0.12*attacker.camera_shake_multiplier + charge_hit_intensity*0.5
E:\a327ex\emoji-ball-battles\main.yue-880-
E:\a327ex\emoji-ball-battles\main.yue-881-    -- Test: press T to spawn +1 dmg text
E:\a327ex\emoji-ball-battles\main.yue:882:    if an\key_is_pressed 't'
E:\a327ex\emoji-ball-battles\main.yue-883-      @\add damage_number @enemy_ball.x, @enemy_ball.y - @enemy_ball.radius - 10, "+1 dmg", {
E:\a327ex\emoji-ball-battles\main.yue-884-        duration_multiplier: an.random\float 1.5, 2
E:\a327ex\emoji-ball-battles\main.yue-885-        scale_multiplier: an.random\float 1.125, 1.25
E:\a327ex\emoji-ball-battles\main.yue-886-        flash_on_spawn: true
E:\a327ex\emoji-ball-battles\main.yue-887-        vy: an.random\float -60, -20

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

878→      @\hit_stop 0.15*attacker.hit_stop_multiplier + charge_hit_intensity*0.66
   879→      an.camera.shake\shake 4*attacker.camera_shake_multiplier + charge_hit_intensity*20, 0.12*attacker.camera_shake_multiplier + charge_hit_intensity*0.5
   880→
   881→    -- Test: press T to spawn +1 dmg text
   882→    if an\key_is_pressed 't'
   883→      @\add damage_number @enemy_ball.x, @enemy_ball.y - @enemy_ball.radius - 10, "+1 dmg", {
   884→        duration_multiplier: an.random\float 1.5, 2
   885→        scale_multiplier: an.random\float 1.125, 1.25
   886→        flash_on_spawn: true
   887→        vy: an.random\float -60, -20
   888→      }
   889→
   890→    -- Ball passing through plant: apply moving force
   891→    for event in *an\sensor_begin_events 'plant_ghost', 'ball'
   892→      plant_object = event.a
   893→      ball_object = event.b
   894→      vx, vy = ball_object.collider\get_velocity!
   895→      -- Apply moving force based on ball's horizontal velocity
   896→      plant_object\apply_moving_force math.sign(vx), 0.3*math.abs(vx)
   897→      -- Sound

I'll remove the test code block (lines 881-888).

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

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

Test code removed. Let me verify that the actual charged hit code is using status_text (not damage_number).

Grep (status_text.*+1)

811-
812-          attacker.base_damage += 1
813-          -- Spawn "+1 DMG" text above attacker
814:          @\add status_text attacker.x, attacker.y - attacker.radius - 10, "+1 dmg", {
815-            duration_multiplier: 2
816-            scale_multiplier: 1.5
817-            flash_on_spawn: true

The charged hit code correctly uses status_text. Let me verify the status_text class is properly defined.

Grep (class status_text)

2452-
2453--- Status text: floating text for status messages like "+1 DMG"
2454:class status_text extends object
2455-  new: (@x, @y, text, args={}) =>
2456-    super!

Done. The test key 'T' code has been removed.

Remaining tasks from before:

  1. Adding sounds for the charged hit
  2. Changing pitch of some existing sounds to be lower
  3. Adding "CHARGING..." text animation on the UI when weapon is charging

Ready to continue when you are.

I want to test with the T key still.

I'll add the test key back, using status_text this time.

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

876→
   877→      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier + charge_hit_intensity*3
   878→      @\hit_stop 0.15*attacker.hit_stop_multiplier + charge_hit_intensity*0.66
   879→      an.camera.shake\shake 4*attacker.camera_shake_multiplier + charge_hit_intensity*20, 0.12*attacker.camera_shake_multiplier + charge_hit_intensity*0.5
   880→
   881→    -- Ball passing through plant: apply moving force
   882→    for event in *an\sensor_begin_events 'plant_ghost', 'ball'
   883→      plant_object = event.a
   884→      ball_object = event.b
   885→      vx, vy = ball_object.collider\get_velocity!

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

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

Done. Test key 'T' is back, now using status_text with the same parameters as the charged hit.

Look at how the recolor_blue layer works and it does for damage_number, let's do the same for status_text except coloring the emojis yellow instead.

Grep (recolor_blue)

49-actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only shader
50-effects = an\layer 'effects'
51-effects_outline = an\layer 'effects_outline'
52:recolor_blue = an\layer 'recolor_blue'
53-ui = an\layer 'ui'
54-ui_outline = an\layer 'ui_outline'
55-shadow = an\layer 'shadow'
--
197-  weapons\render!
198-  outline_only\render!
199-  effects\render!
200:  recolor_blue\render!
201-  ui\render!
202-  debug_draw\render!
203-
204-  -- Recolor blue sprites and composite into effects
205-  shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 0.231, 0.533, 0.765, 1
206:  effects\draw_from recolor_blue, an.shaders.recolor
207-
208-  shadow\clear!
209-  shadow\draw_from back, an.shaders.shadow
--
2454-    for i, character in ipairs @characters
2455-      character_x = start_x + (i - 1)*12 + 5
2456-      character_y = @y + character.offset_y
2457:      recolor_blue\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
2458:      recolor_blue\image character.image, 0, 0
2459:      recolor_blue\pop!
2460-
2461-
... [9 more lines]

I see the pattern. recolor_blue is a layer that gets recolored via shader and composited into effects. I need to:

  1. Create a recolor_yellow layer
  2. Add similar rendering with yellow color
  3. Have status_text use recolor_yellow

Let me check the full render code for the exact structure.

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

195→  front\render!
   196→  cover\render!
   197→  weapons\render!
   198→  outline_only\render!
   199→  effects\render!
   200→  recolor_blue\render!
   201→  ui\render!
   202→  debug_draw\render!
   203→
   204→  -- Recolor blue sprites and composite into effects
   205→  shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 0.231, 0.533, 0.765, 1
   206→  effects\draw_from recolor_blue, an.shaders.recolor
   207→
   208→  shadow\clear!
   209→  shadow\draw_from back, an.shaders.shadow
   210→  shadow\draw_from game, an.shaders.shadow
   211→  shadow\draw_from front, an.shaders.shadow
   212→  shadow\draw_from weapons, an.shaders.shadow
   213→  shadow\draw_from effects, an.shaders.shadow
   214→
   215→  shader_set_vec2_immediate an.shaders.outline, "u_pixel_size", 1/gw, 1/gh
   216→  back_outline\clear!
   217→  back_outline\draw_from back, an.shaders.outline
   218→  game_outline\clear!
   219→  game_outline\draw_from game, an.shaders.outline

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

48→outline_only = an\layer 'outline_only' -- source layer for outline_only shader, never drawn itself
    49→actual_outline_only = an\layer 'actual_outline_only' -- result of outline_only shader
    50→effects = an\layer 'effects'
    51→effects_outline = an\layer 'effects_outline'
    52→recolor_blue = an\layer 'recolor_blue'
    53→ui = an\layer 'ui'
    54→ui_outline = an\layer 'ui_outline'
    55→shadow = an\layer 'shadow'
    56→debug_draw = an\layer 'debug_draw'
    57→
    58→--[[
    59→-- UI layers don't use camera (no shake)

Here's the plan:

  1. Add recolor_yellow layer declaration after recolor_blue
  2. Add recolor_yellow\render! in the render sequence
  3. Add yellow shader recolor + draw_from (similar to blue)
  4. Change status_text default layer to recolor_yellow

For yellow, I'm thinking something like (1.0, 0.85, 0.2, 1) - a golden yellow. Does this look right?

-- Layer declaration
recolor_yellow = an\layer 'recolor_yellow'

-- In render:
recolor_yellow\render!

-- After the blue recolor:
shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 1.0, 0.85, 0.2, 1
effects\draw_from recolor_yellow, an.shaders.recolor

-- In status_text:
@layer = args.layer or recolor_yellow

Use the yellow color that's already defined in the codebase.

Grep (yellow)

16-fg = color 231, 232, 233
17-fg_dark = color 201, 202, 203
18:yellow = color 253, 205, 86
19:star_yellow = color 255, 172, 51
20-orange = color 244, 146, 0
21-blue = color 83, 175, 239
--
24-purple = color 172, 144, 216
25-brown = color 195, 105, 77
26:wall_color = fg\clone!\mix yellow, 0.1
27-
28--- Sky colors (subtle blue gradient)
--
707-      -- Spawn hit effects
708-      normal_angle = math.angle event.normal_x, event.normal_y
709:      @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}
710-      for i = 1, an.random\int 1, 3
711-        @effects\add hit_particle event.point_x, event.point_y,
--
713-          direction: normal_angle + math.pi + an.random\float(-math.pi/3, math.pi/3)
714-          duration: an.random\float(0.3, 0.5)
715:          color: yellow
716-          gravity: 256
717-          flash_on_spawn: true
--
2393-    scale = @spring.hit.x
2394-    game\push @x, @y, @angle, scale, scale
2395:    game\rounded_rectangle -@w/2, -@h/2, @w, @h, @h/2, if @flashing then white! else yellow!
2396-    game\pop!
2397-

Found it: yellow = color 253, 205, 86. I'll use 253/255, 205/255, 86/255 for the shader.

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

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

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

198→  weapons\render!
   199→  outline_only\render!
   200→  effects\render!
   201→  recolor_blue\render!
   202→  ui\render!
   203→  debug_draw\render!
   204→
   205→  -- Recolor blue sprites and composite into effects
   206→  shader_set_vec4_immediate an.shaders.recolor, "u_target_color", 0.231, 0.533, 0.765, 1
   207→  effects\draw_from recolor_blue, an.shaders.recolor
   208→
   209→  shadow\clear!
   210→  shadow\draw_from back, an.shaders.shadow
   211→  shadow\draw_from game, an.shaders.shadow
   212→  shadow\draw_from front, an.shaders.shadow

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

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

Now update status_text to use recolor_yellow:

Grep (@layer = args.layer or recolor_blue)

2477:    @layer = args.layer or recolor_blue

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

2473→    @duration_multiplier = args.duration_multiplier or 1
  2474→    @scale_multiplier = args.scale_multiplier or 1
  2475→    @base_scale = 12/512
  2476→    @scale = @base_scale*@scale_multiplier
  2477→    @layer = args.layer or recolor_blue
  2478→    @\add spring!
  2479→    @spring\pull 'main', 1.5, 4, 0.6
  2480→
  2481→    -- Create character data for each character
  2482→    @characters = {}

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

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

Done. Changes made:

  1. Added recolor_yellow layer
  2. Added recolor_yellow\render!
  3. Added yellow recolor shader call with 253/255, 205/255, 86/255
  4. Changed status_text default layer to recolor_yellow

Let's try red instead.

Grep (^red = color)

23:red = color 223, 37, 64

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

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

Done. Using red (223, 37, 64) now. The layer is still named recolor_yellow - let me know if you want me to rename it to recolor_red or something more generic.

"+1" blue, "dmg" red

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

2495→
  2496→    @\add timer!
  2497→    @timer\after 0.25*@duration_multiplier, ->
  2498→      @timer\tween 0.75*@duration_multiplier, @, {scale: 0}, math.cubic_in_out, -> @\kill!
  2499→
  2500→    if args.flash_on_spawn
  2501→      @flashing = true
  2502→      flash_duration = 0.075*@duration_multiplier
  2503→      @timer\after flash_duration, -> @flashing = false
  2504→
  2505→  update: (dt) =>
  2506→    -- Update character wobble
  2507→    for i, character in ipairs @characters
  2508→      continue if character.space
  2509→      character.rotation += character.angular_speed*dt
  2510→      character.offset_y = 4*math.sin(an.time + i)
  2511→
  2512→    @y += @vy*dt
  2513→
  2514→    -- Draw characters
  2515→    total_w = #@characters*12*@scale_multiplier
  2516→    start_x = @x - total_w/2
  2517→    for i, character in ipairs @characters
  2518→      character_x = start_x + (i - 1)*12*@scale_multiplier + 5*@scale_multiplier
  2519→      continue if character.space

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

2517→    for i, character in ipairs @characters
  2518→      character_x = start_x + (i - 1)*12*@scale_multiplier + 5*@scale_multiplier
  2519→      continue if character.space
  2520→      character_y = @y + character.offset_y
  2521→      @layer\push character_x, character_y, character.rotation, @scale*@spring.main.x, @scale*@spring.main.x
  2522→      @layer\image character.image, 0, 0, nil, @flashing and white!
  2523→      @layer\pop!
  2524→
  2525→
  2526→
  2527→-- Plant class: decorative plants that sway and react to physics events
  2528→class plant extends object
  2529→  new: (@x, @y, args={}) =>
  2530→    super!
  2531→    @\tag 'plant'

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

2481→    -- Create character data for each character
  2482→    @characters = {}
  2483→    for i = 1, #text
  2484→      char = text\sub(i, i)\lower!
  2485→      if char == ' '
  2486→        @characters[] = {space: true}
  2487→        continue
  2488→      char = 'plus' if char == '+'
  2489→      @characters[] = {
  2490→        image: an.images[char]
  2491→        rotation: an.random\float -math.pi/16, math.pi/16
  2492→        angular_speed: an.random\float -math.pi/4, math.pi/4
  2493→        offset_y: 0
  2494→      }
  2495→

I'll modify status_text to assign layers per character - blue before the space, red after.

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" draws to recolor_blue (blue), "dmg" draws to recolor_yellow (red).

"+" actually draws with no recolor at all.

I'll make "+" draw to effects layer instead so it keeps its original color.

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

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

Done. Now:

Let's tint the "+" white.

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

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

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

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

Done. "+" now tinted white (and still flashes white when @flashing).

OK, now make the actual status_text spawn like in the test, but also add a multiplier to the scale (from 1 to 1.25) based on how long the weapon has been charging, use the same function that was used elsewhere for this.

Grep (@\add status_text)

814-          -- ~20% at 4s, ~50% at 6s, ~80% at 8s, 100% at 12s (capped)
815-          t = math.min(attacker.weapon_charge_duration, 12)/12
816-          charge_hit_intensity = 6*t^5 - 15*t^4 + 10*t^3
817-
818-          attacker.base_damage += 1
819-          -- Spawn "+1 DMG" text above attacker
820:          @\add status_text attacker.x, attacker.y - attacker.radius - 10, "+1 dmg", {
821-            duration_multiplier: 2
822-            scale_multiplier: 1.5
823-            flash_on_spawn: true
824-            vy: -40
825-          }
826-          attacker.damage_threshold_progress = 0
--
883-      @\hit_effect effect_x, effect_y, attacker.hit_particle_multiplier + charge_hit_intensity*3
884-      @\hit_stop 0.15*attacker.hit_stop_multiplier + charge_hit_intensity*0.66
885-      an.camera.shake\shake 4*attacker.camera_shake_multiplier + charge_hit_intensity*20, 0.12*attacker.camera_shake_multiplier + charge_hit_intensity*0.5
886-
887-    -- Test: press T to spawn +1 dmg text
888-    if an\key_is_pressed 't'
889:      @\add status_text @enemy_ball.x, @enemy_ball.y - @enemy_ball.radius - 10, "+1 dmg", {
890-        duration_multiplier: an.random\float 1.5, 2
891-        scale_multiplier: an.random\float 1.1, 1.2
892-        flash_on_spawn: true
893-        vy: an.random\float -60, -40
894-      }
895-

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

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

Done. The actual spawn now uses:

Scale ranges from 1.1-1.2 at 0% charge to 1.375-1.5 at 100% charge.

Ok, what was left to do?

From the earlier session:

  1. Adding sounds for the charged hit - sound effects when the charged hit lands
  2. Changing pitch of some existing sounds to be lower - adjusting pitch on certain sounds
  3. Adding "CHARGING..." text animation on the UI when weapon is charging

The test key 'T' is still in place for testing.

Let's do CHARGING. Just an additional text below THRESHOLD. Except it should be created anew when charging starts, deleted when ends. It should change from CHARGING -> CHARGING. -> CHARGING.. -> CHARGING... -> CHARGING and so on in a loop every 0.Xs.

Grep (THRESHOLD)

1783-      -- Row 1
1784-      effects\text "DAMAGE", 'lana', left_x, -6, white!
1785-      value1 = string.format("%d", ball.base_damage)
1786-      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
1787-      -- Row 2
1788:      effects\text "THRESHOLD", 'lana', left_x, 6, white!
1789-      value2 = string.format("%d/%d", ball.damage_threshold_progress, ball.damage_threshold)
1790-      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
1791-    else  -- dagger
1792-      rotations_per_second = ball.base_angular_velocity/(2*math.pi)
1793-      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!

Grep (weapon_charging = true)

842-          attacker.weapon_charge_wobble_delay = 0
843-          attacker.weapon_charge_duration = 0
844-          attacker.weapon_charge_scale = 1  -- must be after cancel
845-          attacker.spring\pull 'hit', 0.5, 3, 0.7
846-          attacker.spring\pull 'weapon', 1, 3, 0.7
847-        elseif attacker.damage_threshold_cooldown <= 0
848-          attacker.damage_threshold_progress += 1
849-          attacker.damage_threshold_cooldown = 0.5
850-          if attacker.damage_threshold_progress == attacker.damage_threshold
851-            -- Threshold reached, tween sword to white and bigger
852:            attacker.weapon_charging = true
853-            attacker.weapon_charge_duration = 0
854-            attacker.weapon_charge_shake = 2
855-            attacker.ball_charge_shake = 1
856-            attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
857-            -- Spawn single sword flame covering most of sword
858-            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length\2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
859-            attacker.timer\tween 1, 'sword_flame_scale', attacker.sword_flame, {scale: 1}, math.cubic_in_out
860-            -- After 2 seconds, start shake and wobble progression over 6 seconds
861-            attacker.timer\after 2, 'charge_progression', ->
862-              attacker.weapon_charge_wobble_strength = 0.5

Grep (weapon_charging = false)

831-          attacker.timer\cancel 'charge_shake'
832-          attacker.timer\cancel 'charge_wobble'
833-          attacker.timer\cancel 'charge_wobble_continuous'
834-          if attacker.sword_flame then attacker.sword_flame\kill!
835-          -- Set values after cancel to ensure they're not overwritten
836:          attacker.weapon_charging = false
837-          attacker.weapon_charge_color = 0
838-          attacker.weapon_charge_offset = 0
839-          attacker.weapon_charge_shake = 0
840-          attacker.ball_charge_shake = 0
841-          attacker.weapon_charge_wobble_strength = 0
--
1237-    @spring\add 'squash_x', 1
1238-    @spring\add 'squash_y', 1
1239-
1240-    -- Flash state for weapon
1241-    @weapon_flashing = false
1242:    @weapon_charging = false
1243-    @weapon_charge_color = 0  -- 0-255, for sword charged state flash
1244-    @weapon_charge_scale = 1  -- grows when charging
1245-    @weapon_charge_offset = 0  -- extra offset when charging
1246-    @weapon_charge_shake = 0  -- shake amplitude when charging
1247-    @ball_charge_shake = 0  -- ball shake amplitude when charging

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

1778→      -- Row 2
  1779→      effects\text "BURST CHANCE", 'lana', left_x, 6, white!
  1780→      value2 = string.format("%d%%", burst_chance)
  1781→      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
  1782→    elseif @weapon_type == 'sword'
  1783→      -- Row 1
  1784→      effects\text "DAMAGE", 'lana', left_x, -6, white!
  1785→      value1 = string.format("%d", ball.base_damage)
  1786→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
  1787→      -- Row 2
  1788→      effects\text "THRESHOLD", 'lana', left_x, 6, white!
  1789→      value2 = string.format("%d/%d", ball.damage_threshold_progress, ball.damage_threshold)
  1790→      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
  1791→    else  -- dagger
  1792→      rotations_per_second = ball.base_angular_velocity/(2*math.pi)
  1793→      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
  1794→      value1 = string.format("%.2f", rotations_per_second)
  1795→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  1796→    effects\pop!
  1797→
  1798→  hit: =>
  1799→    -- Show hit emoji temporarily
  1800→    @showing_hit = true
  1801→    @timer\after 0.25, 'hit_image', -> @showing_hit = false
  1802→

Here's the plan:

  1. Add weapon_charging_text and weapon_charging_dots to ball init
  2. When charging starts: start a timer\every 0.3 that cycles through 0-3 dots
  3. When charging ends: cancel the timer
  4. In UI drawing after THRESHOLD row: draw ball.weapon_charging_text at y=18 if charging
-- On charging start:
attacker.weapon_charging_text = "CHARGING"
attacker.weapon_charging_dots = 0
attacker.timer\every 0.3, 'charging_text', ->
  attacker.weapon_charging_dots = (attacker.weapon_charging_dots + 1) % 4
  attacker.weapon_charging_text = "CHARGING" .. string.rep(".", attacker.weapon_charging_dots)

-- On charging end:
attacker.timer\cancel 'charging_text'

-- In UI after THRESHOLD:
if ball.weapon_charging
  effects\text ball.weapon_charging_text, 'lana', left_x, 18, white!

Does 0.3s for the cycle look right?

Sure.

Grep (@weapon_charging = false)

1239-
1240-    -- Flash state for weapon
1241-    @weapon_flashing = false
1242:    @weapon_charging = false
1243-    @weapon_charge_color = 0  -- 0-255, for sword charged state flash
1244-    @weapon_charge_scale = 1  -- grows when charging
1245-    @weapon_charge_offset = 0  -- extra offset when charging

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

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

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

850→          if attacker.damage_threshold_progress == attacker.damage_threshold
   851→            -- Threshold reached, tween sword to white and bigger
   852→            attacker.weapon_charging = true
   853→            attacker.weapon_charge_duration = 0
   854→            attacker.weapon_charge_shake = 2
   855→            attacker.ball_charge_shake = 1
   856→            attacker.timer\tween 1, 'weapon_charge', attacker, {weapon_charge_color: 255, weapon_charge_scale: 1.35, weapon_charge_offset: 8}, math.cubic_in_out
   857→            -- Spawn single sword flame covering most of sword
   858→            attacker\add sword_flame 'sword_flame', attacker.weapon_visual_offset + attacker.weapon_hitbox_length/2, 0, {base_width: attacker.weapon_hitbox_length, height: 50}
   859→            attacker.timer\tween 1, 'sword_flame_scale', attacker.sword_flame, {scale: 1}, math.cubic_in_out
   860→            -- After 2 seconds, start shake and wobble progression over 6 seconds
   861→            attacker.timer\after 2, 'charge_progression', ->
   862→              attacker.weapon_charge_wobble_strength = 0.5
   863→              attacker.weapon_charge_wobble_delay = 0.5
   864→              attacker.timer\tween 6, 'charge_shake', attacker, {weapon_charge_shake: 10, ball_charge_shake: 5, weapon_charge_wobble_strength: 2, weapon_charge_wobble_delay: 0.05}, math.linear
   865→              attacker.timer\during_step 6, 0.5, 0.05, 'charge_wobble', (->
   866→                if attacker.sword_flame
   867→                  attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength
   868→                an.camera.shake\shake attacker.weapon_charge_wobble_strength*3, (0.55 - attacker.weapon_charge_wobble_delay)*1.6
   869→              ), math.linear, ->
   870→                -- Continue indefinitely at max rate after progression completes
   871→                attacker.timer\every 0.05, 'charge_wobble_continuous', ->
   872→                  if attacker.sword_flame
   873→                    attacker.sword_flame\apply_direct an.random\float(0, 2*math.pi), attacker.weapon_charge_wobble_strength
   874→                  an.camera.shake\shake attacker.weapon_charge_wobble_strength, (0.55 - attacker.weapon_charge_wobble_delay)*1.6

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

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

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

830→          attacker.timer\cancel 'charge_progression'
   831→          attacker.timer\cancel 'charge_shake'
   832→          attacker.timer\cancel 'charge_wobble'
   833→          attacker.timer\cancel 'charge_wobble_continuous'
   834→          if attacker.sword_flame then attacker.sword_flame\kill!
   835→          -- Set values after cancel to ensure they're not overwritten
   836→          attacker.weapon_charging = false
   837→          attacker.weapon_charge_color = 0
   838→          attacker.weapon_charge_offset = 0
   839→          attacker.weapon_charge_shake = 0
   840→          attacker.ball_charge_shake = 0
   841→          attacker.weapon_charge_wobble_strength = 0
   842→          attacker.weapon_charge_wobble_delay = 0
   843→          attacker.weapon_charge_duration = 0
   844→          attacker.weapon_charge_scale = 1  -- must be after cancel
   845→          attacker.spring\pull 'hit', 0.5, 3, 0.7
   846→          attacker.spring\pull 'weapon', 1, 3, 0.7
   847→        elseif attacker.damage_threshold_cooldown <= 0
   848→          attacker.damage_threshold_progress += 1
   849→          attacker.damage_threshold_cooldown = 0.5

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

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

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

1790→    elseif @weapon_type == 'sword'
  1791→      -- Row 1
  1792→      effects\text "DAMAGE", 'lana', left_x, -6, white!
  1793→      value1 = string.format("%d", ball.base_damage)
  1794→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), -6, white!
  1795→      -- Row 2
  1796→      effects\text "THRESHOLD", 'lana', left_x, 6, white!
  1797→      value2 = string.format("%d/%d", ball.damage_threshold_progress, ball.damage_threshold)
  1798→      effects\text value2, 'lana', right_x - an.fonts.lana\text_width(value2), 6, white!
  1799→    else  -- dagger
  1800→      rotations_per_second = ball.base_angular_velocity/(2*math.pi)
  1801→      effects\text "ROTATIONS/S", 'lana', left_x, 0, white!
  1802→      value1 = string.format("%.2f", rotations_per_second)
  1803→      effects\text value1, 'lana', right_x - an.fonts.lana\text_width(value1), 0, white!
  1804→    effects\pop!

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

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

Done. Added:

  1. weapon_charging_text and weapon_charging_dots init
  2. timer\every 0.3, 'charging_text' when charging starts
  3. timer\cancel 'charging_text' when charging ends
  4. UI draws ball.weapon_charging_text at y=18 when charging

It should be centered, 0.7s, higher triple vertical spacing from previous row. On spawn, it should also spring itself a little.

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

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

Grep (@spring\add 'weapon')

1240-    -- Springs for visual feedback
1241-    @\add spring!
1242-    @spring\add 'hit', 1
1243:    @spring\add 'weapon', 1
1244-    @spring\add 'squash_x', 1
1245-    @spring\add 'squash_y', 1
1246-

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. Changes:

  1. Timer interval changed to 0.7s
  2. Added spring\pull 'charging_text' on spawn
  3. Added @spring\add 'charging_text', 1 to ball init
  4. UI: centered text at y=42, with spring scale applied

Perfect... Let's do sounds now one by one. Whenever the sword hits another weapon or a projectile, the pitch for the hit should be much lower, while using the same sounds as the dagger.

Grep (weapon.weapon.sound|sound.*hit)

147-an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
148-an\sound 'weapon_projectile_1', 'assets/metal_light_2.ogg'
149-an\sound 'weapon_projectile_2', 'assets/metal_light_4.ogg'
150:an\sound 'player_hit', 'assets/player_hit.ogg'
151-an\sound 'player_death', 'assets/player_death.ogg'
152-an\sound 'grass_land_1', 'assets/grass_land1.ogg'
153-an\sound 'grass_land_2', 'assets/grass_land2.ogg'
--
1235-    @rotation_accumulator = 0
1236-    @fast_spinning = false
1237-    @swing_sound_count = 0
1238:    @can_swing_sound_time = 1.33  -- starts expired, reset on weapon hits
1239-
1240-    -- Springs for visual feedback
1241-    @\add spring!
--
1457-    -- Sound
1458-    an\sound_play 'dagger_ball', 0.88, an.random\float(0.95, 1.05)
1459-    -- if @team == 'player'
1460:    --   an\sound_play 'player_hit', 0.5, an.random\float(0.95, 1.05)
1461-
1462-    -- Spawn damage number above
1463-    @parent\add damage_number @x, @y - @radius - 10, amount, {duration_multiplier: 0.5}

Grep (weapon_weapon|weapon_projectile)

120---   dagger_wall: -24.1 dB → 0.5
121---   dagger_ball: -28.7 dB → 0.7
122---   gun_fire_1 (revolver_shot1): -24.7 dB → 0.54
123---   gun_fire_2 (revolver_shot2): -24.9 dB → 0.56
124---   gun_fire_3 (revolver_shot3): -23.3 dB → 0.46
125:--   weapon_projectile_1 (metal_light_2): -30.0 dB → 1.0
126:--   weapon_projectile_2 (metal_light_4): -30.5 dB → 1.0
127---   player_hit: -8.3 dB → 0.08
128---   player_death: -19.9 dB → 0.35
129---   grass_land_1\2\3: ~-45.5 dB → 1.0
130---   grass_impact_1\2\3: ~-29.5 dB → 0.5
131---   hop: -10.3 dB → 0.12
--
143-an\sound 'dagger_wall', 'assets/dagger_wall.ogg'
144-an\sound 'dagger_ball', 'assets/dagger_ball.ogg'
145-an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'
146-an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'
147-an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'
148:an\sound 'weapon_projectile_1', 'assets/metal_light_2.ogg'
149:an\sound 'weapon_projectile_2', 'assets/metal_light_4.ogg'
150-an\sound 'player_hit', 'assets/player_hit.ogg'
151-an\sound 'player_death', 'assets/player_death.ogg'
152-an\sound 'grass_land_1', 'assets/grass_land1.ogg'
153-an\sound 'grass_land_2', 'assets/grass_land2.ogg'
154-an\sound 'grass_land_3', 'assets/grass_land3.ogg'
--
750-
751-      -- Flip projectile team to reflector's team (can now hit original shooter)
752-      projectile_object.team = ball_object.team
753-
... [7 more lines]

Grep (collision_begin_events 'weapon', 'weapon')

557-      -- Track low horizontal velocity collisions to prevent stalling
558-      is_low_horizontal = math.abs(vx_a) + math.abs(vx_b) < 0.25*@max_ball_speed
559-      if is_low_horizontal
560-        @low_horizontal_hit_count += 1
561-
562-        -- Linear: 25% per hit, guaranteed at 4 hits
563-        kick_chance = math.clamp(@low_horizontal_hit_count, 0, 4)/4
564-        if an.random\bool kick_chance*100
565-          @low_horizontal_hit_count = 0
566-          -- Apply horizontal impulse to both balls
567-          vx_a = an.random\sign!*an.random\float(100, 200)
568-          vx_b = an.random\sign!*an.random\float(100, 200)
569-      else
570-        @low_horizontal_hit_count = 0
571-
572-      ball_a.collider\set_velocity vx_a, vy_a
573-      ball_b.collider\set_velocity vx_b, vy_b
574-
575-      -- Sound
576-      an\sound_play 'ball_ball', 0.4, an.random\float(0.95, 1.05)
577-
578-      -- Visual effects at collision contact point
579-      -- Intensity normalized 0-1 based on combined speed (0-800 range)
580-      intensity = math.remap combined_speed, 0, 800, 0, 1
581-
582-      -- Spring pull on both balls
583-      ball_a.spring\pull 'hit', intensity*0.4, 3, 0.7
584-      ball_b.spring\pull 'hit', intensity*0.4, 3, 0.7
585-
586-    -- Weapon-weapon collision handling
... [31 more lines]

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

615→        vy_a = vy_a*scale
   616→
   617→      speed_b = math.length(vx_b, vy_b)
   618→      if speed_b > @max_ball_speed
   619→        scale = @max_ball_speed/speed_b
   620→        vx_b = vx_b*scale
   621→        vy_b = vy_b*scale
   622→
   623→      ball_a.collider\set_velocity vx_a, vy_a
   624→      ball_b.collider\set_velocity vx_b, vy_b
   625→
   626→      -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
   627→      -- Scale the rotation change from collision by 1/weight^2
   628→      av_a = ball_a.collider\get_angular_velocity!
   629→      av_b = ball_b.collider\get_angular_velocity!
   630→      change_a = av_a - ball_a.last_angular_velocity
   631→      change_b = av_b - ball_b.last_angular_velocity
   632→      scaled_change_a = change_a / ball_a.weapon_weight^2
   633→      scaled_change_b = change_b / ball_b.weapon_weight^2
   634→      av_a = ball_a.last_angular_velocity + scaled_change_a
   635→      av_b = ball_b.last_angular_velocity + scaled_change_b
   636→      ball_a.collider\set_angular_velocity av_a
   637→      ball_b.collider\set_angular_velocity av_b
   638→
   639→      -- Cap angular velocity to prevent extremely fast spins
   640→      av_a = ball_a.collider\get_angular_velocity!
   641→      av_b = ball_b.collider\get_angular_velocity!
   642→      if math.abs(av_a) > ball_a.max_angular_velocity
   643→        ball_a.collider\set_angular_velocity math.sign(av_a)*ball_a.max_angular_velocity
   644→      if math.abs(av_b) > ball_b.max_angular_velocity
... [30 more lines]

I see. At line 660, weapon-weapon plays dagger_wall with pitch 0.95-1.05.

For sword, should the pitch be something like 0.6-0.7 (much lower)? And should it only be lower when at least one of the weapons is a sword, or both need to be swords?

Just if one is the sword, and yea, let's try those values.

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

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

Now the same for weapon-projectile collision:

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

750→      change = av - ball_object.last_angular_velocity
   751→      scaled_change = change / ball_object.weapon_weight^2
   752→      av = ball_object.last_angular_velocity + scaled_change
   753→      ball_object.collider\set_angular_velocity av
   754→
   755→      -- Flip projectile team to reflector's team (can now hit original shooter)
   756→      projectile_object.team = ball_object.team
   757→
   758→      -- Sound
   759→      an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 1.0, an.random\float(0.95, 1.05)
   760→
   761→      @\hit_effect event.point_x, event.point_y
   762→      ball_object.weapon_ui\reflect!
   763→      ball_object.can_swing_sound_time = 0
   764→

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

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

Done. Both collisions now:

Why are you playing dagger_wall on the second case that was only playing weapon_projectile?

You're right to question, but let me verify - I believe I kept the non-sword case as weapon_projectile:

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

758→      -- Sound (sword uses dagger sound with lower pitch)
   759→      if ball_object.weapon_type == 'sword'
   760→        an\sound_play 'dagger_wall', 0.54, an.random\float(0.6, 0.7)
   761→      else
   762→        an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 1.0, an.random\float(0.95, 1.05)
   763→
   764→      @\hit_effect event.point_x, event.point_y
   765→      ball_object.weapon_ui\reflect!
   766→      ball_object.can_swing_sound_time = 0
   767→

The code is correct - the else branch (line 762) still plays weapon_projectile, not dagger_wall. Only the sword case (line 760) plays dagger_wall.

But this code originallky only played weapon_projectile?

You're right, I misinterpreted. The original weapon-projectile code only played weapon_projectile sounds. I should just lower the pitch for sword, not switch to dagger_wall.

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

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

Fixed. Now sword just uses lower pitch (0.6-0.7) on the same weapon_projectile sounds.

Slightly higher pitch for both, instead, 0.7, 0.8 instead.

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. Both now use 0.7-0.8 pitch for sword.

Change sounds back to original values.

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. Both reverted to original.

Let's end here, I'll do sounds for sword in another session. Thank you.

Sounds good. Here's what we accomplished this session:

  1. status_text class - Created for "+1 dmg" floating text with per-character coloring:

    • "+" → white tint on effects layer
    • "1" → blue (recolor_blue)
    • "dmg" → red (recolor_yellow with red shader)
  2. recolor_yellow layer - Added new recolor layer using red color (223, 37, 64)

  3. Charged hit status_text spawn - Scale multiplier based on charge duration using smootherstep

  4. "CHARGING..." UI text - Cycles through dots every 0.7s, centered at y=42, springs on spawn, appears/disappears with charging state

  5. Test key 'T' - Still in place for testing status_text

Sounds for sword deferred to next session. See you then!