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:
- Dagger (melee) — rotation-based, scales spin speed per hit
- Gun (ranged) — auto-fires when aligned, scales cooldown reduction + burstfire chance per hit
Both are well-structured with proper physics, hitboxes, visual feedback (springs, flashing), and sound effects.
Not yet implemented:
- Status effects system (Bleed, Poison, Burn, Stun, etc.)
- The 19 weapons listed in PHASE2_WEAPONS.md
- Tag behaviors (Heavy, Homing, Reflect, Returning, Evasion)
Plan of Attack
The PHASE2_WEAPONS.md suggests a sensible order. I'd group the work into three tiers:
Tier 1: Foundation (establishes patterns)
- Sword — simplest rotation weapon, introduces damage scaling (vs Dagger's speed scaling)
- Bow — introduces multi-projectile pattern
- Hammer — introduces Heavy tag + Stun status effect (first status effect)
Tier 2: Status Effects (builds on foundation)
- Kitchen Knife — Bleed (wall-triggered damage)
- Syringe — Poison (stacking DoT)
- Candle — Burn (refreshing DoT)
Tier 3: Complex Mechanics (builds on status effects)
- Defensive weapons (Shield, Umbrella, Log)
- Hybrid weapons (Boomerang, Clock)
- AoE weapons (Trident, Pencil, Pen)
- Minion weapons (Wrench, Honeypot)
- 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)
- Pros: Simple, all weapon logic visible in one place
- Cons: Ball class will grow large as weapons multiply
Option B: Extract weapons to separate classes
- Each weapon is its own class (e.g.,
class sword extends weapon) - Ball instantiates and delegates to weapon object
- Pros: Cleaner separation, easier to add/modify individual weapons
- Cons: More boilerplate, cross-file coordination
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
- Need a sword emoji image (🗡️) — do you have this, or should I note it as needed?
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:
- Do you have the sword asset, or should I add a placeholder path?
- For hitbox dimensions — should I start with Dagger's values and you'll tune later, or do you have specific dimensions in mind?
- The current
base_angular_velocity_increase_per_hitis on ball class. Should I generalize this (e.g.,@scaling_per_hitthat 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:
Sounds: Should sword reuse
dagger_wallanddagger_swing_*sounds, or do you want separate sword sounds later? (I'd suggest reuse for now, rename tomelee_*later if needed)Line 1260 (
dagger_ballsound): This plays when any ball takes damage. Should I rename it to something generic likeball_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:
- Angled up-right (opposite of dagger's down-left)
- Bigger than dagger
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:
@base_damage = 1for all weapons (used in damage calculation)@damage_increase_per_hit = 1for sword scaling
-- 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:
- Use
attacker.base_damageinstead of hardcoded1 - 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:
Line 75: Added
an\image 'sword', 'assets/sword.png'(also fixed duplicate gun line)Lines 1065-1082: Added sword weapon setup:
weapon_visual_offset = 28weapon_hitbox_length = 34,width = 10weapon_scale = 24/512(bigger than dagger's 18)weapon_rotation_offset = math.pi/4(opposite direction from dagger)
Lines 1142-1152: Added damage properties:
@base_damage = 1(all weapons)@damage_increase_per_hit = 1(sword scaling)
Lines 755-766: Updated weapon-ball sensor:
- Uses
attacker.base_damageinstead of hardcoded 1 - Scaling now conditional: dagger increases spin, sword increases damage
- Uses
Line 1533: Updated weapon_ui image selection to handle sword
Lines 1597-1617: Updated weapon_ui stats to show "DAMAGE" for sword
Line 272: Changed enemy to use sword for testing
Things you'll likely need to tune:
weapon_rotation_offset— depends on actual sprite orientationweapon_visual_offset,weapon_scale— visual sizingweapon_hitbox_*— collision sizing
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:
- The visual sprite (perpendicular offset like the gun's 2-pixel shift)?
- The hitbox position?
- 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:
- Property:
@weapon_perpendicular_offset - Local variables:
perpendicular_angleandperpendicular
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:
- Lower base rotation speed — move
base_angular_velocityinto weapon setup - Lower max rotation speed — move
max_angular_velocityinto weapon setup - Add weight factor — reduces velocity changes on weapon collisions
- 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:
base_angular_velocity: sword = 1.0π (vs dagger's 1.5π) — 33% slowermax_angular_velocity: sword = 2π (vs dagger's 3π) — 33% slower cap
Weapon weight (1.5 for sword vs 1.0 for dagger):
- Linear velocity divided by weight after collisions — sword moves at 67% speed after parries
- Angular velocity blends 33% toward base after collisions — sword resists rotation changes
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:
- Weapon-weapon: 0.1s × 1.5 = 0.15s (vs 0.1s for dagger)
- Melee hit on ball: 0.15s × 1.5 = 0.225s (vs 0.15s for dagger)
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:
- hit_effect scale: 1.35 × 1.5 = ~2.0
- hit_circle radius: 9 × 1.5 = 13.5
- hit_particle velocity: 150-375 (vs 100-250)
- hit_particle duration: 0.45-0.75s (vs 0.3-0.5s)
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:
- Intensity: 3 × multiplier (sword = 4.5 vs dagger = 3)
- Duration: 0.1s × multiplier (sword = 0.15s vs dagger = 0.1s)
Melee hit on ball:
- Intensity: 4 × multiplier (sword = 6 vs dagger = 4)
- Duration: 0.12s × multiplier (sword = 0.18s vs dagger = 0.12s)
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
+0.1or+0.2damage per hit- After 10 hits: 2-3 damage instead of 11
- Simple, predictable
2. Diminishing returns
damage = base + sqrt(hits)orbase + log(hits + 1)- 10 hits → ~4 damage, 25 hits → ~6 damage
- Rewards consistency without runaway scaling
3. Capped scaling
+1per hit but max damage cap (e.g., 5)- Clear ceiling, predictable power curve
4. Threshold scaling
+1damage every N hits (e.g., every 5 hits)- 10 hits → 3 damage, 25 hits → 6 damage
- Milestone feel
5. Percentage scaling
+5%or+10%per hit (multiplicative)- 10 hits at +10% → ~2.6 damage
- Compounds but slower than flat
6. Different stat entirely
- Scale knockback instead (synergizes with future Bleed/wall damage)
- Scale hit_stop/impact feel (already somewhat doing this)
- Scale AoE/cleave range (for multiple enemies later)
7. Temporary stacks
- Damage stacks decay over time (e.g., lose 1 stack per second)
- Need sustained aggression to maintain high damage
Which direction appeals to you?
- +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
- Each hit adds a "phantom slash" or echo hit
- 5 hits landed → sword now hits 1+1 = 2 times per contact
- Damage per hit stays 1, but hits multiply
- Visible, consistent, feels like powering up
Attack size/range scaling
- Hitbox grows per hit
- More reliable hits, not more damage per hit
- Visually satisfying (bigger sword sweep)
Stacking on-hit effect
- Damage stays at 1, but each hit applies a stack of an effect
- The scaling IS the status effect system
- Sword could stack "Wounded" — at X stacks, next hit deals bonus damage and consumes stacks
Critical chance scaling
- +crit chance per hit (crits deal 2x)
- Probabilistic but visible and exciting
- "Lucky" feeling when crits proc
Stored/charged damage
- Hits build a visible meter
- At threshold, next hit releases all stored damage
- Rhythmic — build, release, build, release
Execute scaling
- +bonus damage vs enemies below X% HP
- Threshold or bonus increases per hit
- "Finisher" fantasy
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
- Start: 1 stack per hit
- After 5 hits: 2 stacks per hit
- Clean, visible, directly accelerates the payoff
- "Sword gets better at wounding"
+Stack duration
- Stacks decay slower per hit landed
- Easier to maintain high stacks over time
- More forgiving, rewards sustained pressure
-Trigger threshold
- Effect triggers at 5 stacks initially
- Per hit: threshold decreases (5 → 4 → 3)
- Faster payoffs as you scale
+Effect potency
- Stacks always work the same way
- But the bonus damage when triggered increases per hit
- Bigger payoffs, same buildup speed
Nothing scales (simplest)
- Sword's identity IS "applies stacks"
- Scaling comes from items/passives later that modify the effect
- Sword stays simple, synergies add complexity
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:
- Damage increases by 1 every N hits (threshold-based)
- 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.
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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]
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now 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:
- Starts at 1 damage
- +1 damage every 5 hits (threshold)
- UI shows "DAMAGE" and "THRESHOLD"
Scaling:
- 0-4 hits: 1 damage
- 5-9 hits: 2 damage
- 10-14 hits: 3 damage
- etc.
Threshold by itself is not clear, I don't think.
You're right. Some alternatives:
- "DMG THRESHOLD"
- "HITS TO +1"
- "+1 DMG EVERY"
- "DMG UP EVERY"
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:
- Add
@damage_progressto track progress separately - 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:
- Progress shows 0/5, 1/5, ... up to 5/5
- When next valid hit after 5/5, damage increases and resets to 0/5
- 0.5s cooldown between hits counting toward progress (rapid hits only count once)
I believe it should be damage_progress_threshold and damage_progress_threshold_cooldown, or do you disagree?
I think what might be clearest is:
damage_threshold= the target (5)damage_threshold_progress= current progress toward itdamage_threshold_cooldown= cooldown for counting hits
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:
weapon_charge_alphatweens from 0 to 255 over 0.5s- Weapon draws with white tint based on that alpha
- Resets to 0 when damage increases
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:
color= multiply/tint color (RGBA)flash_color= additive flash color (RGB, alpha ignored)
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:
@weapon_chargingflag@weapon_charge_colortweens 0→255flash_color = if @weapon_flashing then white! elseif @weapon_charging then color(...)! else nil
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:
- 1 second duration, cubic_in_out easing
- Scale tweens to 1.35
- Offset tweens outward by 8 pixels
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:
- Cancels the
weapon_chargetween - 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:
- Add a shake child to ball for weapon shake
- Enable handcam when charging starts
- Disable when charging ends
- 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
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 spacesFiles 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_colorC:\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)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
perptoperpendicular, the replace_all createdperpendicularendicular_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_progresstodamage_threshold_progressanddamage_progress_cooldowntodamage_threshold_cooldown.- Tween logic: User wanted 5/5 to be visible, so damage increases when progress > threshold (not ==).
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
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."
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)
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 = 0and@ball_charge_shake = 0, and updated the weapon drawing to use@weapon_charge_shakefor jitter. Now need to:
- Update the tween to include these values
- Reset them when damage increases
- Apply ball_charge_shake to ball drawing
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 addweapon_charge_shake: 3, ball_charge_shake: 2to 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:
- Update the tween to include shake values
- Update weapon drawing to use
@weapon_charge_shakeinstead of hardcoded 2 - Reset shake values when damage increases
- Apply
@ball_charge_shaketo 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:
- Tween (line 794): Now includes
weapon_charge_shake: 3, ball_charge_shake: 2 - Weapon shake (lines 1336-1337): Now uses
@weapon_charge_shakeinstead of hardcoded 2 - Reset (lines 803-804): Both shake values reset to 0 when damage increases
- Ball shake (lines 1322-1323): Ball position now applies
@ball_charge_shakewhen 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:
- Fixed the
self.vx = self.vx*56*dtbug (that was probably meant to be drag, not multiplication by 56) - Default colors are yellow → red-orange (typical fire)
- Uses the
extends objectpattern from your codebase
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:
- Interval: 0.02 → 0.03 (fewer particles)
- local_y: 0 → -5 (spawn above sword)
- vx: now -30 to 30 (more horizontal variation)
- vy: now -60 to -20 (more vertical variation, always upward)
Great, I'm going to sleep and we'll continue this tomorrow.
Sounds good. Here's what we accomplished today:
Sword charging effects:
- Threshold-based damage scaling (5 hits to charge)
- Visual feedback when charged: white glow, size increase, offset, shake (both sword and ball)
- Timer cancellation and spring pulls on damage increase
Fire particle system:
- Created
fire_particleclass with color tweening (yellow→red by default, white for sword) - Particles follow sword transform via parent/child system
- World-space upward drift regardless of sword angle
- Tuned spawn rate, position, and velocity variation
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:
fire_particle- original simple version (world coords, direct velocity)sword_charge_particle- follows sword transform, drifts upward in world space
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):
- Shrink starts at 60% of duration
- Shrink takes remaining 40%
- Color tween spans full duration
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:
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
Bezier curves - Spawn curves with control points that drift upward, wiggle the control points over time
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
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:
- Start at a position along the sword
- Move upward in world space
- Have x position modulated by
sin(time * frequency + y * phase)for the waviness - Draw as either a thick line or filled polygon between left/right edges
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:
- Single
sword_flamespawns when charging starts, stored asattacker.sword_flame - Triangle shape: base along the sword (width = hitbox length), tapers to a point ~50px up
- Top point wobbles horizontally with sine wave
- Killed when charge completes
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:
- Each point has its own random phase for wobble
- Wobble amplitude increases toward the tip (flames are stable at base, chaotic at top)
- Width tapers from
base_widthto 0 - Drawn as a polygon with all vertices
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:
- Enemy ball starts at angle 0 with no angular velocity
- Press R to rotate by 15 degrees
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:
- I had left and right using the same direction effectively
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:
- Left base point: offset -half_width along angle direction
- Right base point: offset +half_width along angle direction
- Tip: directly above base center (world up)
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:
- Starts with
scale: 0 - Tweens to
scale: 1over 1 second with cubic_in_out - Width and height are multiplied by scale when drawing
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:
- Left edge: segments+1 points interpolated from left base to tip
- Right edge: segments points interpolated from tip to right base
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:
- Reduce segments to 3 (giving 7 vertices: 4 on left edge, 3 on right edge)
- 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:
- left[i] → left[i+1] → right[i+1] → right[i]
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:
- Wobble amplitude increases with
t(0 at base, max at tip) - Each point has its own random phase for organic movement
- Applied horizontally in world space
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:
- Hold left arrow: wind pushes flame left (builds up to -wind_max)
- Hold right arrow: wind pushes flame right (builds up to +wind_max)
- Release: wind decays back to 0 with damping
- Wind affects the top more than the base (multiplied by
t)
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:
Wind physics like plant system:
wind_v(velocity) andwind_r(position), both with acceleration and dampingMethods:
apply_wind(direction)andstop_wind()like plant'sapply_moving_forceTip convergence fix: Wobble blends from edge-specific phases to a shared
tip_phaseas 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
Key Technical Concepts:
- YueScript (compiles to Lua)
- Parent/child object system with automatic
@parentreference viasuper '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 spacesFiles 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.piapply_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 tweensword_charge_particle class - Follows sword transform, draws on weapons layer, uses world-space upward velocity
Errors and fixes:
- Timer\every wrong arguments: Used
timer\every 0.03, callback, nil, 'name'but signature istimer\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_phaseand 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_accelfrom 100→2000 andbase_wind_max_vfrom 30→140.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)
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?"
Pending Tasks:
- Modify
apply_windto 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
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 = trueTo: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 = trueWith separate wind_vx/vy/rx/ry for horizontal and vertical components.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:
- Add separate x/y wind physics variables
- Update
apply_wind(angle, force)to set max velocities based on angle- Update wind physics in update() to handle both components
- 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.
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Now 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:
- Wind physics now has separate x/y components (
wind_vx,wind_vy,wind_rx,wind_ry) apply_wind(angle, force=1)- computes x/y max velocities from the angle- Height scaling -
scaled_heightnow uses(1 - @wind_ry/@height), so upward wind (negative vy) makes the flame taller, downward wind makes it shorter - 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)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
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:
- Wind:
wind_accel=2000,base_wind_max_v=140— slower, gentler (continuous forces) - Direct:
direct_accel=4000,base_direct_max_v=200— faster, snappier (impacts)
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:
- Arrow keys: Wind (continuous, hold to apply)
- WASD: Direct force (one-shot, auto-stops after 0.1s, then decays naturally)
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:
- Increase the direct force in the test keys
- 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 force test: uses
force=2(doubled) - While direct force is applied:
@direct_damping = 0.9(slow) - After stop_direct:
@direct_damping = 0.5(fast return to center) - Wind: still uses fixed 0.9 damping (slow return)
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)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Fixed. Now:
- While applying:
@direct_damping = 1(normal speed) - After stop_direct:
@direct_damping = 4(4x faster return)
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:
- While applying:
@direct_damping = 1(decays to 10% in 1 second) - After stop_direct:
@direct_damping = 0.25(decays to 10% in 0.25 seconds - 4x faster)
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: =>
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
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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)
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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)
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Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. The wobble boost system:
- Continuous wind: sets
@wobble_boostto at least 1 - Direct force: sets
@wobble_boostto at least 3 (3x stronger) - Decay: reaches 10% in 0.5 seconds
- Scaling: boost is multiplied by
t, so base gets no boost, top gets full boost - Formula:
boosted_amplitude = @wobble_amplitude*(1 + t*@wobble_boost)
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)
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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:
- Base (t=0): no offset
- Middle (t=0.5): 25% of max offset (0.5² = 0.25)
- Top (t=1): full offset (1² = 1)
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:
- Middle (t=0.5): 12.5% of max offset (vs 25% with t²)
- Top: full offset
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:
- R: Toggle rotation (first press = clockwise, next = counter-clockwise, etc.)
- + or =: Increase rotation speed
- -: Decrease rotation speed
The flame now has inertial force applied based on rotation:
- Force direction = perpendicular to sword, opposite to motion direction
- Force magnitude scales with rotation speed
For clockwise rotation:
- At angle 0 (right): upward force → flame bigger
- At angle π/2 (down): rightward force → flame leans right
- At angle π (left): downward force → flame smaller
- At angle 3π/2 (up): leftward force → flame leans left
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:
- Flame rotates with sword, always points outward - like a rigid attachment
- Flame always points up in world space - like real fire (hot air rises, buoyancy)
- 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?
- A magical energy effect that's rigidly attached to the sword?
- A more realistic flame that fights gravity/buoyancy?
- Something in between where it's attached but has a natural "up" bias?
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:
- Clockwise rotation: constant rightward force (angle = 0)
- Counter-clockwise rotation: constant leftward force (angle = π)
- Force magnitude still scales with rotation speed
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):
- Sword right (0): force up (-π/2) → taller
- Sword down (π/2): force right (0) → bends right
- Sword left (π): force down (π/2) → shorter
- Sword up (3π/2): force left (π) → bends left
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:
- Clockwise + top half (π to 2π): left
- Clockwise + bottom half (0 to π): right
- Counter-clockwise + top half: right
- Counter-clockwise + bottom half: left
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:
- At 0 and π (transitions): force = 0
- At π/4: force ≈ 70% of max
- At π/2 (bottom apex): force = max
- At 3π/2 (top apex): force = max
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:
- At 0 (sword right): vertical up → flame grows
- At π/4: diagonal up-right
- At π/2 (sword down): horizontal right
- At 3π/4: diagonal down-right
- At π (sword left): vertical down → flame shrinks
- At 5π/4: diagonal down-left
- At 3π/2 (sword up): horizontal left
- At 7π/4: diagonal up-left
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:
- Speed 0.5: scale ≈ 0.4 (smaller flame)
- Speed 3: scale ≈ 1 (normal)
- Speed 6: scale ≈ 1.7 (taller flame)
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):
- Speed 0: 0.4 (minimum)
- Speed 2: ~0.95
- Speed 4: ~1.13
- Speed 6: ~1.23
- Speed → ∞: approaches 1.5 (maximum)
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:
- Speed 0: 0.2 (smaller)
- Speed 1: ~0.56
- Speed 2: ~1.1
- Speed 3: ~1.45
- Speed 4: ~1.64
- Speed 6: ~1.82
- Speed → ∞: approaches 2.0 (higher max)
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:
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
Force magnitude: Reduced from
/3to/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:
- Horizontal force: full strength
- Downward vertical (flame shrinks): full strength
- Upward vertical (flame grows): reduced to 30%
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:
- Normal direct force: still applies to the whole flame
- Random segment offsets: 60% chance per middle segment to get a random offset (5-15 pixels × force)
- Decay: uses the same
@direct_damping(fast return after force stops) - Base and tip: excluded from random offsets to maintain flame shape
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:
- One random segment is hit (excluding base and tip)
- Height factor:
hit_segment / @segments— segments near base have more resistance (less offset) - Propagation: offset spreads to neighbors with
0.5^distancedecay- Hit segment: 100%
- 1 away: 50%
- 2 away: 25%
- 3 away: 12.5%
- etc.
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:
- Hit segment: gets offset immediately
- Distance 1: after 0.03s (50% strength)
- Distance 2: after 0.06s (25% strength)
- Distance 3: after 0.09s (12.5% strength)
- Stops when offset < 0.5
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:
- Frequency:
speed * dt * 2chance per frame- Speed 3: ~6 random wobbles/second
- Speed 6: ~12 random wobbles/second
- Force: 0.5 (vs manual WASD's 4, so 8x weaker)
- Direction: random angle each time
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):
- Triggers when angle is in (0, π/2)
- Intensity = 1 at angle 0, fades to 0 at π/2
Counter-clockwise (dir=-1):
- Triggers when angle is in (π/2, π)
- Intensity = 1 at angle π, fades to 0 at π/2
Frequency: intensity * speed * dt * 4
- At intensity 1, speed 3: ~12 wobbles/second
- Fades quickly as sword moves away from trigger angle
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):
- Triggers after passing π (angle in π to 3π/2)
- Intensity = 1 at π, fades to 0 at 3π/2
Counter-clockwise (dir=-1):
- Triggers after passing 0 (angle in 3π/2 to 2π)
- Intensity = 1 near 0/2π, fades to 0 at 3π/2
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):
- Triggers in left quadrant (π/2 to 3π/2)
- Intensity = 1 at π (center), fades to 0 at π/2 and 3π/2
Counter-clockwise (dir=-1):
- Triggers in right quadrant (around 0)
- Intensity = 1 at 0, fades to 0 at π/2 and 3π/2
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:
(1 + cos(angle))/2- Full (1.0) at 0 (right)
- Half (0.5) at π/2 and 3π/2 (top/bottom)
- Near 0 at π (left)
Counter-clockwise:
(1 - cos(angle))/2- Near 0 at 0 (right)
- Half (0.5) at π/2 and 3π/2 (top/bottom)
- Full (1.0) at π (left)
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:
- 1.0 at 0 (right)
- 0.45 at π/2 and 3π/2 (top/bottom)
- -0.1 at π (left) — slight opposite force
Counter-clockwise:
- -0.1 at 0 (right) — slight opposite force
- 0.45 at π/2 and 3π/2 (top/bottom)
- 1.0 at π (left)
Stronger.
Edit (E:\a327ex\emoji-ball-battles\main.yue)
The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.
Done. Now:
- 1.0 at main quadrant
- 0.35 at top/bottom
- -0.3 at opposite quadrant (3x stronger opposite force)
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:
dir = 1when angular_velocity >= 0dir = -1when angular_velocity < 0speed = angular_speed(absolute value)
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:
- ✓ Debug charging setup at game start
- ✓ Arrow keys for wind testing
- ✓ WASD for direct force testing
- ✓ R for rotation toggle
- ✓ +/- for speed adjustment
- ✓ 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:
weapon_charge_shake: 3— for sword and flameball_charge_shake: 2— for the ball
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:
- Reduced vertical velocity influence:
vy*velocity_scale*0.3(30% of horizontal) - 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
Key Technical Concepts:
- YueScript (compiles to Lua) game code
- Parent/child object system with
@parentreferences- 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^3instead of lineart- Angular velocity from physics:
@collider\get_angular_velocity!- Operator spacing convention:
*//no spaces,+/-with spacesFiles 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_offsetHeight 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 logicErrors and Fixes:
- math.atan2 not found: Used
math.atan2(y, x)but framework usesmath.atan(y, x). Fixed by changing tomath.atan.- Direct damping slower than continuous: User said I changed wrong argument in
math.damping. The second argumenttis time to reach decay - lower = faster. Changed from@direct_dampingas 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_chargingto reset immediately when hit during charge tween.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)
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."
Pending Tasks:
- Random wobble forces are commented out - may need to be re-enabled and tuned later
- Testing the weapon_charge_scale reset fix
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 resetsOptional 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:
- Cancels both tweens (
weapon_chargeandsword_flame_scale) - Kills the sword flame
- Resets
weapon_charge_scaleto 1 - Resets all other charge-related values
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:
- Add
damage_threshold_cooldown = 0.5to the reset block - 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:
- The
if attacker.weapon_chargingblock IS executing (damage increases) - We ARE setting
attacker.weapon_charge_scale = 1 - But somehow it ends up at 1.35
Possible causes:
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\cancelmight mark the tween for removal but not prevent it from completing its current frame update.- Collision handling runs (we set
Object reference mismatch: The
attackerfrom the collision event might somehow be a different reference than the ball being drawn. Unlikely, but possible.Cancel behavior: The tween system might have a "complete to final value on cancel" behavior, where cancelling jumps to the end state.
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:
Set a reset flag, apply in ball's update: In collision handling, set
attacker.weapon_charge_reset = true. In the ball'supdate(which runs after timer), check this flag and setweapon_charge_scale = 1. The flag ensures the value is set after the tween system.Use
timer\after 0to defer: Callattacker.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.Set the value in
late_updateordraw: Override in a phase that runs after the timer system. Hacky but guaranteed to work.Move collision handling to
update: If it doesn't break other dependencies. Probably not ideal.Modify the framework's cancel to skip pending updates: Make
timer\cancelimmediately remove the tween so it doesn't run. This is the "proper" fix but more invasive.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:
Cancelled flag: When
cancelis 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.Two methods: Keep
cancelas deferred for normal use. Addcancel_immediateorkillfor 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:
cancelsetsentry.cancelled = true- The update loop checks
if entry.cancelledandcontinues (skips) - Collision handling runs in
early_update(before timer'supdate)
The tween should be skipped. But it's not.
Possible explanations I can think of:
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?The
attackerreference differs: Theattackerfrom the collision event might somehow be a different object than expected? (Seems unlikely)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?
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:
- Add
weapon_charge_time = 0to initialization - Remove
weapon_charge_shakeandball_charge_shakefrom the tween (we'll calculate them manually) - When charging starts, set initial shake values and reset time
- 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:
Initialization: Added
weapon_charge_time = 0When charging starts: Set initial values manually (
weapon_charge_time = 0,weapon_charge_shake = 2,ball_charge_shake = 1) instead of tweening themReset block: Added
weapon_charge_time = 0resetUpdate progression (after flame force logic):
- Increments
weapon_charge_timewhen 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
- Increments
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:
When charging starts: Sets initial values (
weapon_charge_shake = 2,ball_charge_shake = 1,weapon_charge_wobble_freq = 0)After 2 seconds (
timer\after 2): Starts two 6-second tweens:weapon_charge_shake: 2 → 10ball_charge_shake: 1 → 5weapon_charge_wobble_freq: 0 → 20
In update: Simply applies wobbles based on
weapon_charge_wobble_freqReset 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:
- When the progression starts (after 2 seconds), schedule the first wobble
- Each wobble applies the force, then schedules the next wobble with a delay of
1/weapon_charge_wobble_freq - 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:
- Removed
weapon_charge_wobble_freqvariable entirely - Replaced the frequency tween with
during_step 6, 0.5, 0.05, 'charge_wobble'which calls the wobble callback starting at 2/sec and ramping up to 20/sec over 6 seconds - Removed the wobble code from update - it's all timer-driven now
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
- First argument (amplitude): How much it shakes in pixels
- Second argument (duration): How long the shake lasts in seconds
- Third argument (frequency): Optional - jitters per second
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:
- Amplitude:
weapon_charge_wobble_strength * 3(1.5 → 6) - Duration:
weapon_charge_wobble_delay * 0.8(0.4 → 0.04)
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:
- When delay = 0.5 (slow wobbles): duration = (0.55 - 0.5) * 0.8 = 0.04s
- When delay = 0.05 (fast wobbles): duration = (0.55 - 0.05) * 0.8 = 0.4s
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:
weapon_charge_durationvariable tracking total charge time- In update: increments when
weapon_chargingis true - When charging starts: resets to 0
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 secondcamera.shake: amplitude 10→30, duration 0.3→0.8shit_effect: multiplier 1→4x
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:
- 35-100% chance (based on time since last hit): spawns
hit_effectvisual - Otherwise: spawns
hit_circle+ 2-4hit_particles
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:
hit_effect: scale1.35*multiplierhit_circle: radius9*multiplierhit_particle: velocity and duration scaled by multiplier
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:
- Normal: 2-4 particles
- At max charge (multiplier ~4): 8-16 particles
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:
- weight=1: 0% blend (no effect)
- weight=1.5: 56% blend (vs 33% linear)
- weight=2: 75% blend (vs 50% linear)
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:
- Gets angular velocity AFTER the physics collision has already happened
- 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:
- Track pre-collision AV each frame - Store
last_angular_velocityin update, use it in collision handler to calculate the change, then scale that change by1/weight^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:
last_angular_velocityis tracked at the end of each update- On collision, calculate the change:
current_av - last_angular_velocity - Scale the change by
1/weight^2 - 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:
- Gets current AV
- Calculates change from
last_angular_velocity - Scales by
1/weight^2 - Applies the scaled change
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):
- Shake progression: 2 → 10 over 6 seconds
- Wobble frequency: 0.5s → 0.05s delay (2/sec → 20/sec)
- Wobble strength: 0.5 → 2
- Screen shake per wobble, duration inversely proportional to delay
- Continues indefinitely after 8s until hit
On charged hit:
- Intensity uses smootherstep curve (~20% at 4s, ~50% at 6s, ~80% at 8s, 100% at 12s)
- Additive effects: up to +0.75s hit stop, +20 shake amplitude, +3x particle multiplier
Weapon weight:
- Quadratic resistance to rotation changes from hits (
1/weight^2) - Tracks
last_angular_velocityto isolate collision-induced rotation
When you're back, we'll tackle:
- Charged hit sounds
- Lower pitch for existing sounds
- "+1 DMG" emoji text
- "CHARGING..." UI animation
- 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:
- Text strings with letters (a-z loaded from assets)
- "+" symbol (as 'plus.png')
- Spaces (skipped, leaves gap)
scale_multiplier- bigger textwobble_multiplier- more rotation/oscillationshake_amplitude- position shake each frameduration_multiplier- lasts longer- Custom
layer
On charged hit, it spawns "+1 dmg" with:
- 2x duration
- 1.5x scale
- 2x wobble
- 2px shake amplitude
- Faster upward velocity (-40)
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:
- No shake/wobble (default values)
flash_on_spawn: true- flashes white and springs on spawn- Spawn at y - 10 (closer to ball)
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
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^3for natural acceleration/deceleration- Tracking
last_angular_velocityto isolate collision-induced rotation changes- Quadratic weight-based rotation resistance:
1/weight^2- Operator spacing convention:
*and/no spaces,+and-with spacesFiles 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_outBall 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 hitsCharging 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)*1.6Charged 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*0.5Weapon 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_bLetter 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 = falseupdate: (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!```
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^0.35to smootherstep6*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_stepfor frequency progression.- User feedback on screen shake duration: User said smaller wobble delay should mean LONGER shake duration (inverted). Changed from
delay*0.8to(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_velocityand 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.
Problem Solving:
- Discovered tween tag position is critical for named tweens to be cancellable
- Used
during_steptimer for varying frequency wobbles instead of manual update code- Used
timer\everyafterduring_stepcompletes for indefinite continuation- Tracked
last_angular_velocityto isolate collision-induced rotation changes for weight-based resistance- Created separate
status_textclass to avoid pollutingdamage_numberwith text featuresAll 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."
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
Current Work: Just completed separating
damage_numberfromstatus_text. Thedamage_numberclass was reverted to its original form (only handles numeric damage display), and a newstatus_textclass was created for text popups like "+1 dmg". The spawn code was updated to usestatus_textinstead ofdamage_number.There is still a test key 'T' that spawns the status_text that should be removed.
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:
- Adding sounds for the charged hit
- Changing pitch of some existing sounds to be lower
- 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:
- Create a
recolor_yellowlayer - Add similar rendering with yellow color
- Have
status_textuserecolor_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:
- Add
recolor_yellowlayer declaration afterrecolor_blue - Add
recolor_yellow\render!in the render sequence - Add yellow shader recolor + draw_from (similar to blue)
- Change
status_textdefault layer torecolor_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:
- Added
recolor_yellowlayer - Added
recolor_yellow\render! - Added yellow recolor shader call with
253/255, 205/255, 86/255 - Changed
status_textdefault layer torecolor_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:
- "+" →
effects(no recolor, original color) - "1" →
recolor_blue(blue) - "dmg" →
recolor_yellow(red)
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:
duration_multiplier: an.random\float 1.5, 2scale_multiplier: (1 + 0.25*charge_hit_intensity)*an.random\float 1.1, 1.2vy: an.random\float -60, -40
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:
- Adding sounds for the charged hit - sound effects when the charged hit lands
- Changing pitch of some existing sounds to be lower - adjusting pitch on certain sounds
- 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:
- Add
weapon_charging_textandweapon_charging_dotsto ball init - When charging starts: start a
timer\every 0.3that cycles through 0-3 dots - When charging ends: cancel the timer
- In UI drawing after THRESHOLD row: draw
ball.weapon_charging_textat 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:
weapon_charging_textandweapon_charging_dotsinittimer\every 0.3, 'charging_text'when charging startstimer\cancel 'charging_text'when charging ends- UI draws
ball.weapon_charging_textat 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:
- Timer interval changed to 0.7s
- Added
spring\pull 'charging_text'on spawn - Added
@spring\add 'charging_text', 1to ball init - 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:
- Sword involved →
dagger_wallat pitch0.6-0.7 - No sword → original sounds at pitch
0.95-1.05
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:
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)
recolor_yellow layer - Added new recolor layer using red color (223, 37, 64)
Charged hit status_text spawn - Scale multiplier based on charge duration using smootherstep
"CHARGING..." UI text - Cycles through dots every 0.7s, centered at y=42, springs on spawn, appears/disappears with charging state
Test key 'T' - Still in place for testing status_text
Sounds for sword deferred to next session. See you then!