Emoji Aimer 6
Summary
Built sap_reference.md (full SAP wiki dump for design inspiration), then implemented the round → cash-out → payout → shop loop end-to-end on top of the existing combat/shop scaffold. Iterated on payout visuals (typewriter, drop-overshoot, centering, blink) and finished by drafting a small ideas.md with three modifier concepts and emoji picks.
SAP wiki research → sap_reference.md:
- Goal: structural reference for designing 3-tier modifier emojis. Every emoji in Emoji Aimer has L1/L2/L3 tiers (e.g. "+1/+2/+5 per hit"), so SAP's L1/L2/L3 progression is the structural fit being mined.
- Fetched via WebFetch in parallel: Tier 1 (~55 pets full), Tier 2 (~58 full), Tier 3 (~60 full + 10 name-only), Tier 4 (~50 full across Turtle/Star/Puppy/Golden/Unicorn/Weekly), Tier 5 (~10 full + 60 name-only), Tier 6 (20 full via dedicated pet pages + 70 name-only via /wiki/Tier_6 listing), Tokens (35), Foods (~110 across T1-T6), Food Perks (~60), Toys (~30 including Witch/Adventurous/Griffin/Wondrous/Nostalgic/Doom/King categories).
- WebFetch repeatedly truncated long pages — discovered the
index.php?title=Pets&action=rawURL gave fuller content. Tier 6 abilities required individual pet page fetches (Dragon, Tiger, Phoenix, Cat, Snake, Mammoth, Gorilla, Boar, Fly, Leopard, Tyrannosaurus, Reindeer, Sabertooth, Manticore, Hydra, Cobra, Octopus, Ammonite, Walrus, Wolverine). - Doc structure: tier-by-tier sections with
Name — Trigger → Effect | L1/L2/L3format. Closing "SAP → Emoji Aimer mappings" section sketches 12 worked examples (Croissant, Pig, Honey, Cat, Dragon, Snake, etc.) and flags the 5 richest archetypes to mine first: Croissant-style (cumulative per round), Pig-style (sell payouts), Honey-style (summon-on-miss), Cat-style (multipliers), Dragon-style (purchase-triggered stacks).
Design lockdown before implementation:
- User specified: 5 rounds, score targets 10/20/60/80/120, +1 per HIT (not per kill), no combo-tier multipliers (deferred), payout numbers Cleared $10/Time Banked $1 per 2s/Interest $1 per $5 cap $5, soft-fail = run ends + New Run button, push-past-target burns time-bank gold, shop has NO grid (no items implemented yet — just the Next Round button).
- Payout flow per user spec: "circle plays out, numbers appear progressively in middle of screen, then once the player clicks again the transition happens again to the shop" — initially built as two transitions, later restructured (see below).
Phase 1 — score system + ROUNDS rewrite + HUD chip:
- ROUNDS table: dropped
target_killsfield, replaced withscore_target. Values: 10 / 20 / 60 / 80 / 120. Comment block at lines 116-134 (CASH_OUT_BTN_* constants + ROUNDS) updated. - Renamed
END_ROUND_BTN_*constants →CASH_OUT_BTN_*(the original was a placeholder for a never-implemented button). - New globals:
score,score_display,score_chip_y_offset,score_chip_timer,cash_out_btn,new_run_btn,payouttable,death_reason. target:hitnow doesscore = score + 1(per HIT). User correction: I initially put it intarget:die(per kill); user flagged this — moved totarget:hitafter the combo bump.- Score panel display state mirrors the gold-chip pattern:
score_displaylagsscore, tweens cubic_out 0.25s;score_chip_y_offsetsnaps to +3 on each hit and linearly returns to 0 over 0.2s. Tagged as 'score_tween' / 'score_offset' so back-to-back hits replace in-flight tweens. score_chip_timerticks every frame inupdate()(not gated by state).- Reset score + score_display + score_chip_y_offset in
start_roundandrun_reset.
Phase 2 — Cash Out button + lost state:
- Added Cash Out button rendering: only visible in 'playing' when
score >= score_target. Click →game_state = 'cleared'(existing vacuum + transition flow). - Restored timer-zero check:
if round_timer <= 0 then→ if score met → 'cleared' (auto-cashout); else → 'lost'. - Removed S debug key (
bind('to_shop', 'key:s')) and its handler. - New_run_btn hit-test in 'won'/'lost' calls
run_reset()(same path as R key). - Both buttons reuse
draw_shop_buttonwith 'primary' green variant.
Phase 3 — Payout flow:
- New
start_payout()function: clears entities, setsgame_state = 'payout', computescleared = 10,time_banked = floor(seconds_left / 2),interest = min(5, floor(gold_held / 5)).seconds_leftandgold_heldsnapshotted pre-payout for detail strings. Gold incremented immediately so shop chip shows new balance on entry. payout.is_final = (round_index >= #ROUNDS)flag tells click handler whether to route to 'won' or 'shop'.- Initially built with two transitions (cleared→wipe→static payout state→click→wipe→shop). User feedback: "Payout screen information should appear on top of the transition circle, not after it disappears. Then once the circle disappears immediately it goes to the shop."
- Restructured to single held transition (
start_payout_transition): circle expands → mid-callback runsstart_payout→ transition HOLDS at full coverage indefinitely (no auto-advance from mid). Payout text renders on top of the yellow disc. Click during 'payout' state manually kicks off circle_out + stages next state ('shop' viastart_shop()or 'won' inline). Shrinking circle reveals shop directly. - Deleted
advance_round(now redundant). Deletedstart_round_end_transition(replaced bystart_payout_transition).
Phase 4 — Shop placeholder:
shop_kit_update: stripped tier-strip / tile / owned-slot hover loops; kept only the Next Round button block. Gold tween timer still ticks.draw_shop_ui_kit: stripped tier strip, empty cells, item tiles, owned slots, tooltip. Kept SHOP frame + ROUND subtitle + gold chip + Next Round button.- Underlying tables (SHOP_KIT_TILES etc.) still maintained for when items land later.
Phase 5 — Run-end states:
- 'won' / 'lost' overlays draw centered title (fonts.mid) + interactive New Run button (bottom-right).
- Boot test gold of 5000 removed — runs start at $0.
Visual iteration on the score chip:
- User feedback: "kill" reads as wrong (was
direct_hit_imgicon withscore / score_target). Wanted: top-right, blue Balatro-style, dedicated and unique element separate from left HUD. - Removed score chip from left HUD stack (left side is now timer + gold only).
- New
draw_score_panel(): 64×34 blue rounded rect with score number big (fonts.mid) on top, smaller/ targetline (fonts.main) below. - Briefly tried horizontal layout (96-wide panel with
score / targeton one line) per user request, but user reverted: "The top right button looks off, it looked better stacked vertically I think." Returned to vertical. - Position:
SCORE_PANEL_X = math.floor(gw - SIDE_WALL_W/2 - SCORE_PANEL_W/2)— centered on right wall column.
Centering HUD on side walls:
- User: "Elements on both side walls should be centered on the column."
- Computed
LEFT_WALL_CENTER_X = SIDE_WALL_W / 2(= 52, since SIDE_WALL_W = 105 with gw=480, gh=270). - Per-chip width math inlined:
chip_w = pad_x*2 + icon_w + gap + text_w=24 + text_wfor default gap,26 + text_wfor gap=6 (gold). Each chip's x =wall_center - chip_w/2. - Gold chip's
min_text_wset to width of "9999" so the chip stays fixed-width as gold accumulates (avoids twitching at the centered position).
Payout overlay — multi-pass iteration:
First pass: Drew to ui_content_layer, mid-screen, lines reveal progressively against payout.elapsed, fixed-column layout with right-aligned amounts.
Second pass — moved onto transition_layer: User wanted text "on top of the transition circle". Switched all layer_text(ui_content_layer, ...) to layer_text(transition_layer, ...) and reordered the draw block so payout text queues to transition_layer AFTER the circle (text on top within same layer).
Third pass — dedicated payout_layer: User feedback: "Text for payout screen should be in a layer above the circle in transition layer so its outlined." Created payout_layer + payout_outline (layer_new pair). Render order: layer_render(transition_layer); layer_render(payout_layer);. Outline pass mirrors transition's: layer_clear(payout_outline); layer_draw_from(payout_outline, payout_layer, outline_shader);. Composite: layer_draw(transition_layer); layer_draw(payout_outline); layer_draw(payout_layer);. Now payout text gets its own clean outline pass independent of the disc's edge.
Fourth pass — typewriter + drop animation: Each line gets per-line elapsed time = payout.elapsed - i * PAYOUT_REVEAL_DELAY. Drop: y starts at +6px, linearly tweens to 0 over 0.2s. Typewriter: characters consumed across all three segments at 50 chars/sec, each segment renders via string.sub(text, 1, n).
Fifth pass — fix L→R typewriter: User: "Typewriter effect should cleanly go from left to right for each line, right now different portions of the line are filling up out of order." Root cause: amount was right-aligned, so as digits typed in, the LEFT edge of the amount moved rightward each frame, reading as right-to-left. Fixed by making all three segments LEFT-aligned at fixed column positions. Each segment types L→R from its column; once one segment finishes, the next starts.
Sixth pass — detail strings: User: "Text on the side should be (xs at $1 per 2s) and ($1 per $5)." Updated detail strings: TIME BANKED → (11s at $1 per 2s), INTEREST → ($1 per $5) (no gold-held math, no cap suffix). CLEARED has no detail.
Seventh pass — centering: User: "The entire thing should be centered like before, right now it isn't centered properly." Computed column widths from longest strings (max_label_w, max_amount_w) per draw, centered the block on cx.
Eighth pass — detail doesn't count toward centering: User: "Cleared, time banked, interest text centered against the headline, text on the side in parenthesis doesn't count towards the width for centering." Changed block_w to exclude detail: block_w = max_label_w + GAP + max_amount_w. Detail floats off to the right of the centered block.
Ninth pass — separator + total spacing: User: "Line below interest should be further down, should also overshoot on left and right a little." Added PAYOUT_SEP_GAP=6, PAYOUT_SEP_OVERSHOOT=6, PAYOUT_TOTAL_GAP=8 constants. Separator extends past block by 6px each side.
Tenth pass — separator -2px + vertical centering: User: "2 pixels up on the line. Is the whole block centered vertically against the screen?" Reduced SEP_GAP to 4 and bumped TOTAL_GAP to 10 (line moves up, total stays). Also bumped top_y from gh/2 - 44 to gh/2 - 54 to center the full block (~107px) including the click hint.
Eleventh pass — TOTAL + hint typewriter + blink: User: "Total and click to continue should also typewriter, click to continue should also blink." TOTAL was already typewriter via draw_payout_line (fast because short). Hint rewritten: types L→R from fixed centered left-edge, then once type_chars >= #hint, blinks via (blink_t % cycle) < BLINK_ON. New constants: PAYOUT_HINT_DELAY=0.15, PAYOUT_HINT_BLINK_ON=0.5, PAYOUT_HINT_BLINK_OFF=0.4.
Combo break on game over:
- User: "When game over happens, the combo should stop and go to 0."
- Added
on_combo_break()call right aftergame_state = 'lost'in the timer-zero block. - 'won' path already lands at combo=0 because
start_payoutresets it on the way through. - Updated stale comment claiming "combo doesn't decay during 'won' / 'lost' (lets the player see their final streak)".
Death reason subtitle:
- User: "Also add the reason why the death happened below game over." → "TIMER RAN OUT -> SCORED should be stacked vertically."
- Added
death_reason = ''global. Set to'TIMER RAN OUT'when timer hits 0 below target. Cleared in run_reset. - Drawn below GAME OVER as two centered lines:
death_reasonat gh/2+6,'SCORED ' .. score .. ' / ' .. targetat gh/2+20. - Only renders during 'lost' (not 'won').
ideas.md created with three modifier concepts:
- "Streaks of hits against full HP targets grant +N points per hit, where N is the streak size"
- "+1/+2/+5 points per hit on non-repeat hits on targets"
- "If all targets on screen have 1 HP, the next hit on a target kills all of them"
- Initial draft included unification commentary ("variety streak" frame), but user requested just the three lines.
- Discussed phrasing tweaks. User finalized to (kept in conversation, ideas.md stayed as the original three lines):
- +1/+2/+5 points on first hit dealt to a target
- When every target is at 1HP, the next hit kills all of them
- Build a streak by hitting only fresh targets, +N points per streak hit, where N is the streak size
- Discussed emoji picks via SAP reference: 🐝 Bee for #1 (pollinates fresh flowers, iconic SAP token), 🦔 Hedgehog for #2 (canonical SAP AoE-on-faint, pops fragile things), 🥐 Croissant for #3 (canonical SAP scaling-over-time perk, user called it out in session 1's project intro). Snake/Hummingbird/Mushroom flagged as runners-up. Set reads cleanly together — three distinct play patterns without metaphor overlap.
Let's continue on Emoji Aimer. You may read the summary from last session and any additional documents. Last session we decided on the game's design. This session we'll start implementing emojis with modifiers. Every emoji will have 3 tiers, so, for instance, "Adds +1/2/5 points per hit" would be an emoji that adds +1 at tier, +2 at tier 2, +5 at tier 3. Some emojis might have additional effects on tier 2 or 3 as well. We want all effects to correspond to a single emoji that actually exists in the emoji set, and we want to use similar language as much as is reasonably feasible from https://superautopets.wiki.gg/. This is so that Super Auto Pets players are already sort of intuitively aware of what some items might do based on how they worked in SAP. For instance, Croissant gives +1 attack per round, if I remember correctly. Here our Croissant might increase the amount of points you get per hit cumulatively per round too. Read through the wiki and all emojis in the basic game mechanics section. Create a list of all animals, tokens, foods, etc, everything that is an emoji, and what it does, and save it to sap_reference.md, future instances will use the reference here to do this same job. The pets page https://superautopets.wiki.gg/wiki/Pets has multiple tiers of pets https://superautopets.wiki.gg/wiki/Pets#Tier_1-0, https://superautopets.wiki.gg/wiki/Pets#Tier_2-0 up to 6 and tokens https://superautopets.wiki.gg/wiki/Pets#Tokens-0. Same for the food page, the food perks page, and the hard mode toys page. I want ALL the emojis listed! Do a thorough job to actually capture everything.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "WebFetch"
},
{
"type": "tool_reference",
"tool_name": "TodoWrite"
}
]
Glob (/emoji-aimer//*.md)
emoji-aimer\design.md
Read (E:\a327ex\emoji-aimer\design.md)
1 # Emoji Aimer — design summary
2
3 ## Loop
4 Click emoji targets in a timed round to reach a score target. Shop between rounds for build items. Soft-fail only — runs always advance.
5
6 ## Round
7 - **Timer-based**, fixed duration.
8 - 1 point per hit, plus event-driven points from items (chains, pebble drops, resource collisions, multipliers).
9 - **Score target** displayed in HUD.
10 - **Cash Out** appears when target met → ends round, banks remaining time. Staying in past target = the player's bet that their build will out-earn the time-bank.
11
12 ## Combo
13 - One meter. Consecutive hits; breaks on miss.
14 - 10 tiers (0 / 10 / 20 / ... / 90).
15 - **Drops are deterministic**: each tier specifies "every Nth kill drops a coin/gem/crown" — counters persist across tiers.
16 - Each tier-up unlocks new behavior (score multipliers, bonus targets, combo-decay freeze, flow state, etc.). Specifics TBD by iteration.
17 - Combo is the skill-expression layer: climbing it unlocks excitement, never punishment.
18
19 ## Gold (round-end payout)
20 Score is in-round; gold is calculated at round end as itemized lines:
21 - **Cleared** — flat default amount.
22 - **Time Banked** — bonus per second remaining at cash-out.
23 - **Interest** — Balatro-style: $1 per $N held, capped.
24
25 No score-over-target line. The cash-out-vs-push decision is the score-extension mechanic.
26
27 ## Shop
28 Primary build vector. Items modify event triggers — point per chain, per pebble hit, per resource collision; conversions; multipliers. Tag families (HUNTER / MAGE / MONK / MERCHANT / etc.) make build identity legible. Reroll + sell prioritized; lock + tier offerings deferred.
29
30 ## Skill balance
... [5 more lines]
Glob (emoji-aimer/*/)
emoji-aimer\anchor\class.lua
emoji-aimer\anchor\object.lua
emoji-aimer\anchor\spring.lua
emoji-aimer\anchor\timer.lua
emoji-aimer\anchor\math.lua
emoji-aimer\anchor\color.lua
emoji-aimer\anchor\camera.lua
emoji-aimer\anchor\shake.lua
emoji-aimer\anchor\image.lua
emoji-aimer\anchor\spritesheet.lua
emoji-aimer\anchor\helpers.lua
emoji-aimer\anchor\animation.lua
emoji-aimer\anchor\input.lua
emoji-aimer\anchor\layer.lua
emoji-aimer\anchor\init.lua
emoji-aimer\anchor\physics.lua
emoji-aimer\anchor\collider.lua
emoji-aimer\anchor\memory.lua
emoji-aimer\anchor\font.lua
emoji-aimer\anchor\array.lua
emoji-aimer\anchor.exe
emoji-aimer\assets\shadow.frag
emoji-aimer\assets\outline.frag
emoji-aimer\assets\LanaPixel.ttf
emoji-aimer\assets\star.png
emoji-aimer\assets\collision.png
emoji-aimer\assets\sparkles.png
emoji-aimer\run.bat
emoji-aimer\assets\direct_hit.png
emoji-aimer\assets\backhand_index_pointing_up.png
... [71 more lines]
Found the design. Let me check for any session logs and the main.lua state, then start fetching SAP wiki content in parallel.
Glob (emoji-aimer/*.lua)
emoji-aimer\main.lua
Glob (emoji-aimer/**/CLAUDE.md)
No files found
Glob (/logs/emoji-aimer)
anchor.blot.im\logs\emoji-aimer-1.md
a327ex-site\logs\emoji-aimer-1.md
a327ex-site\logs\emoji-aimer-2.md
a327ex-site\logs\emoji-aimer-3.md
a327ex-site\logs\emoji-aimer-4.md
a327ex-site\logs\emoji-aimer-5.md
Read (E:\a327ex\a327ex-site\logs\emoji-aimer-5.md)
1 Title: Emoji Aimer 5
2 Date: 2026-05-12 22:48:15
3
4 # Emoji Aimer 5
5
6 ## Summary
7
8 Shop polish (buy/error feedback), particle layering, deterministic combo redesign, and a multi-pass design conversation that ended with a locked-in score-target-with-timer framing and a design.md summary file.
9
10 **Shop buy/error feedback polish:**
11 - Sold grid slot now disappears entirely — `draw_shop_item_tile` short-circuits with bare `return` when `t.sold` (no empty placeholder rect).
12 - Cursor's error state reworked: `cursor:flash_error` flips a new `in_error` flag instead of swapping `self.image`. `cursor:draw` short-circuits when `in_error` and renders raw `x_mark_img` (no rotation, no spring scale, no click squash) — initially to a new `cursor_error_layer`, later moved to `shop_particle_layer` so it gets the outline shader treatment.
13 - Whole tile turns red on `error_flash > 0` (not just the frame): banner band, emoji (via `layer_image` flash tint = `red()`), and label all switch. Grayscale routing bypassed during error so the emoji can wash red without fighting the grayscale shader.
14 - Gold chip tweens: added globals `gold_display` (lagging the real `gold`), `gold_chip_y_offset` (cash-register kick), and `shop_kit_timer`. On buy: `timer_tween` named `'gold_tween'` (cubic_out, 0.3s) and `'gold_offset'` (linear, 0.25s from +4 → 0). Tagged tweens let back-to-back buys replace in-flight tweens instead of stacking. Synced to `gold` in `start_shop`, `run_reset`, and the test-boot block.
15 - On successful buy: `spawn_hit_circle` at cursor (yellow, flash_on_spawn), 4–5 `coin_img` emoji_particles with gravity = 250, scale 1.0; `spring_pull(target.spring, 'main', 0.3)` on the inventory slot; 4–5 emoji_particles of the bought item at the slot center, scale 1.3, no gravity.
16
17 **Particle layer (above all UI):**
18 - New `shop_particle_layer` + `shop_particle_outline` pair composited between the UI stack and the cursor in both render and draw chains — particles float on top of every UI element but still under the cursor.
19 - `hit_circle` and `emoji_particle` extended to accept `args.layer` (defaults to `effects_layer`) — game-side spawns unchanged; shop-side buys route to `shop_particle_layer`.
20 - Particle size tuning: coin scale 1.2 → 1.0 (matches the 14px chip icon); inventory-slot emoji scale 1.0 → 1.3 (slightly larger than the 16px slot icon).
21
22 **Red x_mark asset swap:**
23 - Discovered `assets/x_mark.png` was gray (not red as expected). Twemoji ❌ is canonically red.
24 - Copied `reference/medals/cross_mark.png` to `assets/x_mark.png` (red); preserved the old gray version as `assets/x_mark_gray.png`.
25 - Added `x_mark_gray_img` global; routed `miss_x` (combo-break marker) to it because `miss_x` uses the recolor shader pipeline which expects gray-input (`recolor.frag` maps gray 120/255 → target color). Feeding the red x to that shader would produce white.
26 - Removed now-unused `cursor_error_layer` (declaration + render + draw entries).
27
28 **Tooltip header gray when unaffordable:**
29 - Added `affordable` parameter to `draw_shop_tooltip(x, y, item, affordable)`. Header band color is `affordable and yellow() or gray()`. Notch-fill rects also use the derived color.
30 - Caller computes affordability from hovered element: `(el.kind == 'slot') or (gold >= el.item.price)`. Owned slots always pass `affordable=true` because their tooltip is informational (item is already owned).
... [70 more lines]
Read (E:\a327ex\a327ex-site\logs\emoji-aimer-5.md)
100 - Tier 5: score ×2
101 - Tier 6: bonus targets every 4s
102 - Tier 7: combo decay timer freezes
103 - Tier 8: score ×3
104 - Tier 9: flow state visual / glowing bonus targets
105 Tier effects persist only while at-or-above (drop below tier 5 → lose ×2). Specifics TBD by iteration.
106
107 **User correction — opaque gold conversion → Balatro-style itemized payout:**
108 User wanted the gold formula made legible like Balatro's payout screen (unused hands → money, unused discards → money, interest). Proposed six payout lines:
109 - Cleared (flat $10)
110 - Score Over Target ($1 per 5 score past target)
111 - Tier Reached ($2 per highest tier touched)
112 - Time Banked ($1 per 2s remaining at cash-out) — unused-hands analog
113 - Accuracy (stepped $5/$10/$20 at 60/80/100%) — unused-discards analog
114 - Interest ($1 per $5 held, capped at $5) — Balatro identical
115 Plus a CASH OUT button that appears when score target met → ends round early and banks remaining time. Sketched payout screen mockups for skilled/casual/soft-fail cases.
116
117 **User simplification — keep it simple:**
118 User said keep things simple: combo tiers as discussed but per-tier details TBD by iteration; gold simpler than proposed — just default cleared amount, time banked, interest. No score-over-target line; the cash-out-vs-push decision IS the score-extension mechanic.
119
120 **design.md written:**
121 Wrote final brief design summary to `E:/a327ex/emoji-aimer/design.md`. Sections: Loop, Round, Combo, Gold (round-end payout), Shop, Skill balance, Open scope. Deliberately terse — captures locked-in decisions, defers numeric tuning and per-tier specifics to future iteration.
122
123 ---
124
125
126 > Let's keep working on Emoji Aimer. Last session we were working on the shop. Current problems: when an item is bought, currently only the item disappears from the shop grid slot, but I want the whole grid slot to disappear. When you can't buy an item, the cursor becomes a cross, but it springs like a cursor does and is angled like a the cursor, on top of being grayscale. It should be its original red color (no shader applied), angle 0. Similarly, currently only the background of the grid slot becomes red on error buy, it should be everything in it and not just the background. When an item is bought and gold is spent, make the number tween down instead of directly reducing. If multiple buys happen at the same time, make sure to use tags so that previous tweens are cancelled. Similarly, when a buy happens, spawn gold coins emoji_particle objects with gravity around the cursor. Add spring pull to the inventory slot item that just got added there too while also spawning emoji_particles of that emoji. Ah, the gold coin spawn should also have a hit circle in the middle. Ah, the gold number should also have its y value go down immediately, then tween up quickly linearly over time back to normal when gold is spent, like a cash register down effect. I think that's it initially.
127
128 <details>
129 <summary><code>Glob (**/EmojiAimer/**/*.lua)</code></summary>
... [70 more lines]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Now let me fetch the SAP wiki pages in parallel. I'll do tier-by-tier for thoroughness.
WebFetch (https://superautopets.wiki.gg/wiki/Pets#Tier_3-0)
# Tier 3 Pets - Super Auto Pets
- **Name:** Badger
- **Tier:** 3
- **Ability:** Faint → Deal damage to adjacent pets
- **Level 1:** "Deal 50% attack damage to adjacent pets"
- **Level 2:** "Deal 100% attack damage to adjacent pets"
- **Level 3:** "Deal 150% attack damage to adjacent pets"
- **Name:** Camel
- **Tier:** 3
- **Ability:** Hurt → Give nearest friend behind stats
- **Level 1:** "+1 attack and +2 health to nearest friend behind"
- **Level 2:** "+2 attack and +4 health to nearest friend behind"
- **Level 3:** "+3 attack and +6 health to nearest friend behind"
- **Name:** Dodo
- **Tier:** 3
- **Ability:** Start of battle → Give attack to nearest friend ahead
- **Level 1:** "Give 50% of attack to nearest friend ahead"
- **Level 2:** "Give 100% of attack to nearest friend ahead"
- **Level 3:** "Give 150% of attack to nearest friend ahead"
- **Name:** Dog
- **Tier:** 3
- **Ability:** Friend summoned → Gain stats until end of battle
- **Level 1:** "+2 attack and +1 health until end of battle"
- **Level 2:** "+4 attack and +2 health until end of battle"
- **Level 3:** "+6 attack and +3 health until end of battle"
... [76 more lines]
WebFetch (https://superautopets.wiki.gg/wiki/Pets)
# Tier 1 Pets - Complete List
- **Ant**
- Ability: Faint → Give one random friend +1/+1 stats
- Level 1: +1 attack, +1 health
- Level 2: +2 attack, +2 health
- Level 3: +3 attack, +3 health
- **Beaver**
- Ability: Sell → Give two random friends attack bonus
- Level 1: +1 attack
- Level 2: +2 attack
- Level 3: +3 attack
- **Cricket**
- Ability: Faint → Summon Zombie Cricket
- Level 1: 1/1 Zombie Cricket
- Level 2: 2/2 Zombie Cricket
- Level 3: 3/3 Zombie Cricket
- **Duck**
- Ability: Sell → Give shop pets health bonus
- Level 1: +1 health
- Level 2: +2 health
- Level 3: +3 health
- **Fish**
- Ability: Level up → Give two friends stat increases
- Level 1: +1 attack, +1 health
- Level 2: +2 attack, +2 health
... [299 more lines]
WebFetch (https://superautopets.wiki.gg/wiki/Pets#Tier_2-0)
# Tier 2 Pets - Complete List
- **Name:** Crab
- **Tier:** 2
- **Ability:** Start of battle → Copy percentage of health from most healthy friend
- **Level 1:** "Copy 50% of health from the most healthy friend"
- **Level 2:** "Copy 100% of health from the most healthy friend"
- **Level 3:** "Copy 150% of health from the most healthy friend"
- **Name:** Flamingo
- **Tier:** 2
- **Ability:** Faint → Give two nearest friends behind stat increases
- **Level 1:** "Give the two nearest friends behind +1 attack and +1 health"
- **Level 2:** "Give the two nearest friends behind +2 attack and +2 health"
- **Level 3:** "Give the two nearest friends behind +3 attack and +3 health"
- **Name:** Hedgehog
- **Tier:** 2
- **Ability:** Faint → Deal damage to all
- **Level 1:** "Deal 2 damage to all"
- **Level 2:** "Deal 4 damage to all"
- **Level 3:** "Deal 6 damage to all"
- **Name:** Kangaroo
- **Tier:** 2
- **Ability:** Friend ahead attacks → Gain stat increases
- **Level 1:** "Gain +1 attack and +1 health"
- **Level 2:** "Gain +2 attack and +2 health"
- **Level 3:** "Gain +3 attack and +3 health"
... [377 more lines]
Tier 3 looks incomplete. Let me continue with tiers 4-6 plus food/perks/toys in parallel, then revisit tier 3.
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
WebFetch (https://superautopets.wiki.gg/wiki/Pets#Tier_5-0)
# Tier 5 Pets - Super Auto Pets Wiki
Based on the provided content, here are the Tier 5 pets:
---
- **Name:** Badger
- **Tier:** 5
- **Ability:** Faint trigger dealing damage to adjacent pets
- **Level 1:** "Deal 50% attack damage to adjacent pets"
- **Level 2:** "Deal 100% attack damage to adjacent pets"
- **Level 3:** "Deal 150% attack damage to adjacent pets"
---
- **Name:** Blowfish
- **Tier:** 5
- **Ability:** Faint trigger affecting all enemies based on level
- **Level 1:** Deals damage to all enemies when fainting
- **Level 2:** Increased damage to all enemies
- **Level 3:** Maximum damage to all enemies
---
- **Name:** Bunny
- **Tier:** 5
- **Ability:** Food consumption trigger providing stat bonuses
- **Level 1:** Modest health increase from eating food
- **Level 2:** Enhanced health gain per food item
- **Level 3:** Maximum health scaling from food
... [13 more lines]
WebFetch (https://superautopets.wiki.gg/wiki/Pets#Tier_6-0)
I've reviewed the wiki page content provided, but it only contains detailed information through Tier 3 pets. The page content appears to be truncated mid-way through Tier 3 (at the Calygreyhound entry), and **does not include any Tier 6 pets**.
The page structure shows sections for:
- Tier 1 Pets (complete)
- Tier 2 Pets (complete)
- Tier 3 Pets (incomplete - cuts off mid-entry)
- Tier 4, 5, and 6 sections are referenced in the table of contents but their content is not included in the provided text.
**To provide the comprehensive Tier 6 pet list you've requested, I would need the full page content that includes the Tier 6 section.** The document as supplied does not contain this information.
WebFetch (https://superautopets.wiki.gg/wiki/Pets#Tier_4-0)
I've reviewed the provided web page content, but it only contains complete information through **Tier 3 Pets**. The content is truncated mid-way through the Tier 3 section with the note "[Content truncated due to length...]"
**Tier 4 Pets are not included in the provided document.**
To provide you with a comprehensive list of all Tier 4 pets with their complete ability descriptions across all packs, I would need access to the full wiki page content that includes the Tier 4 section.
If you can provide the Tier 4 section of the page, I'd be happy to format that information according to your specifications.
WebFetch (https://superautopets.wiki.gg/wiki/Pets#Tokens-0)
# Token Pets from Super Auto Pets Wiki
- **Name:** Zombie Cricket
**Source:** Cricket (Faint ability)
**Stats:** 1/1 (level 1), 2/2 (level 2), 3/3 (level 3)
**Notes:** Summoned when Cricket faints
- **Name:** Dirty Rat
**Source:** Rat (Faint ability)
**Stats:** 1/1
**Notes:** Summoned for opponent; one at level 1, two at level 2, three at level 3
- **Name:** Ram
**Source:** Sheep (Faint ability)
**Stats:** 2/2 (level 1), 4/4 (level 2), 6/6 (level 3)
**Notes:** Two Rams summoned per Sheep faint
- **Name:** Cracked Egg
**Source:** Sneaky Egg (Start of battle)
**Stats:** 4/2 (level 1), 8/4 (level 2), 12/6 (level 3)
**Notes:** Sneaky Egg faints and summons one Cracked Egg
- **Name:** Lizard Tail
**Source:** Lizard (Hurt ability)
**Stats:** 3/1 (level 1), 6/2 (level 2), 9/3 (level 3)
**Notes:** "Works 2 times per turn"
- **Name:** Cooked Roach
**Source:** Cockroach (Faint ability)
**Stats:** 1/1 with experience scaling
... [31 more lines]
The wiki page is being truncated. Let me try MediaWiki action=raw or alternate URLs to get full content.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "WebSearch"
}
]
WebFetch (https://superautopets.wiki.gg/index.php?title=Pets&printable=yes)
# Tier 4 Pets
Based on the wiki page provided, here are the Tier 4 pets with their full ability descriptions:
**Boar**
- Level 1: "Faint → Give two random friends +2 attack and +1 health."
- Level 2: "Faint → Give two random friends +4 attack and +2 health."
- Level 3: "Faint → Give two random friends +6 attack and +3 health."
**Mantis**
- Level 1: "Faint → Deal 2 damage to one random enemy."
- Level 2: "Faint → Deal 4 damage to one random enemy."
- Level 3: "Faint → Deal 6 damage to one random enemy."
**Penguin**
- Level 1: "Faint → Stock one free tier 1 pet."
- Level 2: "Faint → Stock one free tier 2 pet."
- Level 3: "Faint → Stock one free tier 3 pet."
**Scorpion**
- Level 1: "Faint → Make the first enemy Weak."
- Level 2: "Faint → Make the two first enemies Weak."
- Level 3: "Faint → Make the three first enemies Weak."
**Shark**
- Level 1: "Faint → Deal 1 damage to all enemies."
- Level 2: "Faint → Deal 2 damage to all enemies."
- Level 3: "Faint → Deal 3 damage to all enemies."
**Slime**
... [5 more lines]
WebFetch (https://superautopets.wiki.gg/index.php?title=Pets&action=raw)
# Tier 4 Pets - Comprehensive List
## Turtle Pack Pets
**Bison** (4 ATK, 4 HP)
- L1: "If this has a level 3 friend, gain +1 attack and +2 health"
- L2: "If this has a level 3 friend, gain +2 attack and +4 health"
- L3: "If this has a level 3 friend, gain +3 attack and +6 health"
**Blowfish** (3 ATK, 6 HP)
- L1-L3: When hurt, deals increasing damage (3/6/9) to one random enemy
**Deer** (2 ATK, 2 HP)
- Faints trigger summoning a Bus (5/3, 10/6, 15/9) with Chili
**Hippo** (4 ATK, 5 HP)
- Knock out triggers +3/+6/+9 attack and health gains
**Parrot** (4 ATK, 2 HP)
- End turn: Copies nearest pet ahead's ability at levels 1/2/3
**Penguin** (1 ATK, 3 HP)
- End turn: Boosts two level 2+ friends by +1/+2/+3 stats
**Skunk** (3 ATK, 5 HP)
- Battle start: Reduces highest health enemy by 33%/66%/99%
**Squirrel** (2 ATK, 5 HP)
- Turn start: Discounts shop food by 1/2/3 gold
... [170 more lines]
The action=raw approach got much more content. Let me use that for remaining tiers.
WebFetch (https://superautopets.wiki.gg/index.php?title=Pets&action=raw)
# Tier 5 Pets - Super Auto Pets
## Armadillo
- **Level 1:** "Give ALL pets +8 health"
- **Level 2:** "Give ALL pets +16 health"
- **Level 3:** "Give ALL pets +24 health"
## Cow
- **Level 1:** "Replace food shop with two free Milk"
- **Level 2:** "Replace food shop with two free Better Milk"
- **Level 3:** "Replace food shop with two free Best Milk"
## Crocodile
- **Level 1:** "Deal 8 damage to the last enemy"
- **Level 2:** "Deal 8 damage to the last enemy. Triggers 2 times"
- **Level 3:** "Deal 8 damage to the last enemy. Triggers 3 times"
## Monkey
- **Level 1:** "Give front-most friendly pet +2 attack and +2 health"
- **Level 2:** "Give front-most friendly pet +4 attack and +4 health"
- **Level 3:** "Give front-most friendly pet +6 attack and +6 health"
## Rhino
- **Level 1:** "Deal 4 damage to the first enemy. Double against tier 1 pets"
- **Level 2:** "Deal 8 damage to the first enemy. Double against tier 1 pets"
- **Level 3:** "Deal 12 damage to the first enemy. Double against tier 1 pets"
## Rooster
- **Level 1:** "Summon one Chick with 1 health and 50% attack of this"
- **Level 2:** "Summon two Chicks with 1 health and 50% attack of this"
... [21 more lines]
WebFetch (https://superautopets.wiki.gg/index.php?title=Pets&action=raw)
I've reviewed the provided web page content, but it does not include a "Tier 6" section. The content ends mid-way through the Tier 5 pets section and does not extend to Tier 6 pets.
To extract Tier 6 pet information, you would need to provide the complete page content that includes the Tier 6 section. The current excerpt terminates before that tier is presented.
WebFetch (https://superautopets.wiki.gg/index.php?title=Pets&action=raw)
I've reviewed the provided web page content, but I cannot find a section titled "==Tokens==" or "Tokens" heading in the material you've shared.
The page content appears to end mid-entry in the Tier 5 pets section (at Amalgamation), cutting off before any tokens section would appear.
To provide the comprehensive token pet listing you're requesting, I would need the complete page content that includes the tokens section. Could you provide the remainder of the page, or confirm whether the tokens information appears elsewhere in the document?
WebFetch (https://superautopets.wiki.gg/index.php?title=Pets&action=raw)
# Tier 3 Pets - Complete List
## Badger
- Level 1: "Deal 50% attack damage to adjacent pets"
- Level 2: "Deal 100% attack damage to adjacent pets"
- Level 3: "Deal 150% attack damage to adjacent pets"
## Camel
- Level 1: "Give the nearest friend behind +1 attack and +2 health"
- Level 2: "Give the nearest friend behind +2 attack and +4 health"
- Level 3: "Give the nearest friend behind +3 attack and +6 health"
## Dodo
- Level 1: "Give 50% of attack to the nearest friend ahead"
- Level 2: "Give 100% of attack to the nearest friend ahead"
- Level 3: "Give 150% of attack to the nearest friend ahead"
## Dog
- Level 1: "Gain +2 attack and +1 health until end of battle"
- Level 2: "Gain +4 attack and +2 health until end of battle"
- Level 3: "Gain +6 attack and +3 health until end of battle"
## Dolphin
- Level 1: "Deal 4 damage to the lowest health enemy"
- Level 2: "Deal 4 damage to lowest health enemy. Triggers 2 times"
- Level 3: "Deal 4 damage to lowest health enemy. Triggers 3 times"
## Elephant
- Level 1: "Deal 1 damage to nearest friend behind"
- Level 2: "Deal 1 damage to nearest friend behind. Triggers 2 times"
... [281 more lines]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
WebSearch (site:superautopets.wiki.gg "Tier 6" pets list)
Web search results for query: "site:superautopets.wiki.gg "Tier 6" pets list"
Links: [{"title":"Tier 6 - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Tier_6"},{"title":"Pets - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Pets"},{"title":"Category:Tier 6 - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Category:Tier_6"},{"title":"Small One - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Small_One"},{"title":"Category:Pets - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Category:Pets"},{"title":"List of Strategies - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/List_of_Strategies"},{"title":"Quetzalcoatl - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Quetzalcoatl"},{"title":"Phoenix - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Phoenix"},{"title":"Manticore - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Manticore"},{"title":"Questing Beast - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Questing_Beast"}]
I found the search results for Tier 6 pets from the Super Auto Pets Wiki. Tier 6 is the sixth tier of shop Pets and they are unlocked at Turn 11.
The search returned information about several specific Tier 6 pets including:
- Small One
- Quetzalcoatl
- Phoenix
- Manticore
- Questing Beast
- Snake (mentioned in strategies)
However, the search results don't display a complete comprehensive list of all Tier 6 pets. To see the full list, you would need to visit the main Tier 6 page directly at https://superautopets.wiki.gg/wiki/Tier_6, which appears to contain the complete list along with information about which packs each pet is available in.
REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.
WebSearch (site:superautopets.wiki.gg tokens category)
Web search results for query: "site:superautopets.wiki.gg tokens category"
Links: [{"title":"Tokens - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Tokens"},{"title":"Zombie Fly - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Zombie_Fly"},{"title":"Category:Pets - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Category:Pets"},{"title":"Bee - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Bee"},{"title":"Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/"},{"title":"Cuckoo Chick - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Cuckoo_Chick"},{"title":"Dirty Rat - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Dirty_Rat"},{"title":"about the game - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Super_Auto_Pets_Wiki"},{"title":"Cracked Egg - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Cracked_Egg"},{"title":"Young Phoenix - Super Auto Pets Wiki","url":"https://superautopets.wiki.gg/wiki/Young_Phoenix"}]
Based on the web search results, I found information about tokens in the Super Auto Pets Wiki:
Tokens are a special category in Super Auto Pets where these tokens can only be summoned via a specific set of circumstances, usually when a Pet faints or with certain food. All tokens are labeled as Tier 1 pets for the sake of tier-specific ability pets like Poodle.
According to the search results, the Token category contains 47 pets on the Super Auto Pets Wiki. Some specific examples of tokens found in the search results include:
- Zombie Fly, which is summoned by the Fly when one of its friends faints
- Bee, which spawns when a pet with Honey perk faints
- Cuckoo Chick, which is summoned when an enemy faints while a Cuckoo is on the player's team
- Dirty Rat, which is summoned when Rat faints and joins the enemy team in the front-most space
REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.
There are dedicated /wiki/Tier_6 and /wiki/Tokens pages. Let me fetch those.
WebFetch (https://superautopets.wiki.gg/wiki/Tier_6)
I appreciate your request, but I need to be transparent about a limitation: **The webpage content provided does not include ability descriptions or level-specific stats for any of the Tier 6 pets.**
The page only lists:
- Pet names with icons
- Which content pack each pet is available in
It does not contain the detailed ability information, triggers, effects, or leveling progression you're asking for. To provide the comprehensive list with ability descriptions at levels 1, 2, and 3, I would need access to individual pet pages or a different resource that includes that mechanical data.
If you have access to those individual pet pages or ability reference materials, I'd be happy to help format that information according to your specifications.
WebFetch (https://superautopets.wiki.gg/wiki/Tokens)
# Complete Token Pet List
| Token | Source | Stats | Notes |
|-------|--------|-------|-------|
| **Bee** | Pet with Honey Perk (upon faint) | 1/1 | Summoned when source pet faints |
| **Loyal Chinchilla** | Chinchilla (when sold) | 2/2, 4/4, 6/6 | Scales with levels |
| **Zombie Cricket** | Cricket (upon faint) | 1/1, 2/2, 3/3 | Inherits cricket's level |
| **Cooked Roach** | Cockroach (upon faint) | 1/1 | "Does not give shop rewards on level-up" |
| **Cracked Egg** | Sneaky Egg (after Start of Battle faint) | 4/2, 8/4, 12/6 | Summoned even if egg faints via other means |
| **Dirty Rat** | Rat (upon faint) | 1/1 | Summoned at front of opponent's team |
| **Lizard Tail** | Lizard (when Hurt) | 3/1, 6/2, 9/3 | Lizard can summon max 2 per turn |
| **Nest** | Robin (start of battle) | 2/3, 4/6, 6/9 | Gets Egg Perk from Robin |
| **Daycrawler** | Nightcrawler (upon faint) | 3/(1×X), 6/(2×X), 9/(3×X) | X = friendly pets summoned that turn |
| **Angry Pygmy Hog** | Pygmy Hog (after 5 enemy attacks) | 5/5, 10/10, 15/15 | Has innate Garlic perk |
| **Ram** | Sheep (upon faint) | 2/2, 4/4, 6/6 | Sheep always summons 2 Rams |
| **Smaller Slime** | Slime (after 2+ battles) | 2/2, 4/4, 6/6 | More summoned per additional 2 battles |
| **Bus** | Deer (upon faint) | 5/5, 10/10, 15/15 | Has innate Chili perk |
| **Butterfly** | Level 3 Caterpillar (start of battle) | 1/1 | Copies 33-100% of strongest enemy stats |
| **Fairy Ball** | Fairy Armadillo (after hurt twice) | Inherits stats | "Takes 1-3 less damage" per level |
| **Smaller Slug** | Slug (upon faint) | 2/2, 4/4, 6/6 | Summons Smallest Slug on faint |
| **Smallest Slug** | Smaller Slug (upon faint) | 1/1, 2/2, 3/3 | Only token summoned by another token |
| **Lion (Chimera)** | Chimera (upon faint) | X/X | X = Chimera's mana |
| **Goat (Chimera)** | Level 2 Chimera (upon faint) | X/X | X = Chimera's mana |
| **Snake (Chimera)** | Level 3 Chimera (upon faint) | X/X | X = Chimera's mana |
| **Giant Eyes Dog** | Tinder Box (when front space empty) | 6/6, 12/12, 18/18 | Summoned during battle |
| **Chick** | Rooster (upon faint) | X/1 | X = half Rooster's attack |
| **Salmon** | Pelican (upon faint, if swallowed pet) | Inherits stats | Deals 5-15 damage per 25 health |
| **Nessie?** | Nessie (upon faint) | X/(2×X) | X = rolls this turn (max 7); stocks Peg Leg |
| **Monty** | Pet with Easter Egg (upon faint) | 3/3 | Attacks deal 2-4× damage |
| **Good Dog** | Bad Dog (when fed Holy Water) | Inherits stats | Gives friends perks at start of battle |
... [9 more lines]
WebFetch (https://superautopets.wiki.gg/index.php?title=Pets&action=raw)
I appreciate your detailed request, but I need to point out that the webpage content you provided appears to be truncated. The content ends mid-Tier 5 with "{{:Pets/row | pet = {{IconSAP|Amalgamation|size=40px}}" and never reaches the "==Tier 6 Pets==" section you're asking me to extract.
The document cuts off with the note "[Content truncated due to length...]" before any Tier 6 pet information is available.
**To complete your request accurately, I would need:**
- The complete webpage content including the full Tier 6 section, or
- A continuation of the data starting from where the truncation occurred
Once you provide the Tier 6 section, I'll be happy to compile the pet names and their three-level ability descriptions while adhering to your 125-character quote limit and citation requirements.
WebFetch (https://superautopets.wiki.gg/wiki/Toys)
# Super Auto Pets: Comprehensive Toy List
## Tier 1 Toys
**Balloon**
- Level 1: "Give +1 attack and +1 health to the right-most friend" upon breaking
- Level 2: Grants +2 attack and +2 health to rightmost ally when it breaks
- Level 3: Provides +3 attack and +3 health to rightmost ally upon breaking
**Tennis Ball**
- Level 1: "Deal 1 damage to two random enemies" at battle start
- Level 2: Inflicts 2 damage to two random foes at battle commencement
- Level 3: Deals 3 damage to two random opponents when battle begins
## Tier 2 Toys
**Radio**
- Level 1: "Give +1 health to all friends" when it breaks
- Level 2: Grants +2 health to all allies upon breaking
- Level 3: Provides +3 health to all allies when it breaks
**Garlic Press**
- Level 1: "Give the right-most friend Garlic Perk" at battle start
- Level 2: Grants Garlic Perk to two rightmost allies at battle start
- Level 3: Provides Garlic Perk to three rightmost allies when battle begins
## Tier 3 Toys
**Toilet Paper**
- Level 1: "Make the first enemy Weak" at battle start
... [184 more lines]
WebFetch (https://superautopets.wiki.gg/wiki/Food_Perks)
# Complete Food Perks List from Super Auto Pets Wiki
## Tier 1 Perks
1. **Honey** - "Faint → Summon one 1/1 Bee"
2. **Egg** - "Before Attack → Deal 2 damage to the target, once"
3. **Cashew Nut** - "Before battle → Deal 1 damage to the second nearest pet ahead. Double against enemies"
4. **Strawberry** - "Faint → Give the back-most friend +1 attack and +1 health"
5. **Health Potion** - "Before battle → Give the front-most friendly pet +2 health"
6. **Gros Michel Banana** - "Before attack → Transform into an Ant"
7. **Unagi** - "Before attack → Give the front-most friendly pet +2 health"
8. **Blueberry** - Prioritizes this pet for enemy random abilities
9. **Fruit Fly** - (perk effect not specified in detail)
10. **Macaron** - "Activate ability after other pets with the same trigger"
11. **Nachos** - "Before attack → Convert up to 3 health into attack"
12. **Walnut** - "Block 2 damage, once"
## Tier 2 Perks
1. **Meat Bone** - "Attack with +3 damage"
2. **Lime** - "Takes 1 less damage"
3. **Rice** - "Sell for +2 gold"
4. **Caramel** - "Before attack → Combine friendly Caramels to deal 3 damage each to the most healthy enemy, once"
5. **Bok Choy** - "Gain +3 health when this would faint, once"
6. **Cherry** - "Before battle → Gain 2 trumpets"
7. **Chocolate Cake** - "Before attack → Gain +3 experience and faint"
8. **Faint Bread** - "Faint → Summon ANY one tier 1 Faint pet"
9. **Fairy Dust** - "Empty front space → Jump to the front and gain +2 Mana, once"
10. **Cod Roe** - "Faint → Summon one 2/3 Fish"
11. **Sudduth Tomato** - "Hurt → If still standing, gain permanent +1 health, once"
... [75 more lines]
WebFetch (https://superautopets.wiki.gg/wiki/Food)
# Super Auto Pets - Complete Food List
## Tier 1 Foods
| Name | Effect |
|------|--------|
| **Apple** | Grants one pet +1 attack and +1 health |
| **Honey** | Provides honey perk; grants 1/1 bee on faint |
| **Pumpkin** | Gives +2 attack on odd turns, +2 health on even turns |
| **Mana Potion** | Grants one pet +3 mana |
| **Egg** | Provides egg perk; deals 2 damage before attack (once) |
| **Peach** | Grants one pet +2 health |
| **Strawberry** | Provides strawberry perk; grants +1/+1 to backmost friend on faint |
| **Fresh Water** | Adds +2 to lowest stat |
| **Gros Michel Banana** | Provides perk; transforms into ant before attack |
| **Bacon** | Grants one pet +2 attack |
| **Blueberry** | Provides perk that prioritizes enemy random abilities |
| **Cookie** | Grants +2 attack and +2 health until battle ends |
| **Asparagus** | Increases sell value by 1 gold |
| **Macaron** | Provides perk; activates after other pets with same trigger |
| **Nachos** | Provides perk; converts up to 3 health into attack |
| **Walnut** | Provides perk; blocks 2 damage once |
| **Cashew Nut** | Provides perk; deals 1 damage to second nearest pet before battle |
| **Health Potion** | Provides perk; grants +2 health to frontmost pet before battle |
| **Unagi** | Provides perk; deals 2 damage to random enemy at battle start |
| **Canned Ailment** | Choose tier 1-3 ailment to stock (always available) |
## Tier 2 Foods
| Name | Effect |
... [163 more lines]
WebFetch (https://superautopets.wiki.gg/wiki/Tier_6)
# Tier 6 Pets and Their Packs
1. Albatross - Custom Packs
2. Alpaca - Star Pack
3. Amargasaurus - Mini Pack #1
4. Ammonite - Star Pack
5. Anglerfish - Puppy Pack
6. Behemoth - Unicorn Pack
7. Bird of Paradise - Golden Pack
8. Black Bear - Custom Packs
9. Boar - Turtle Pack
10. Cat - Turtle Pack
11. Catfish - Golden Pack
12. Cerberus - Unicorn Pack
13. Chimpanzee - Custom Packs
14. Cobra - Golden Pack
15. Cockatrice - Unicorn Pack, Custom Packs
16. Coconut Crab - Custom Packs
17. Dragon - Turtle Pack
18. Eagle Owl - Custom Packs
19. Elephant Seal - Puppy Pack
20. Farmer Dog - Custom Packs
21. Fly - Turtle Pack
22. German Shepherd - Golden Pack
23. Gorilla - Turtle Pack
24. Great One - Unicorn Pack, Custom Packs
25. Grizzly Bear - Golden Pack
26. Hammerhead Shark - Star Pack, Custom Packs
27. Harpy Eagle - Custom Packs
28. Highland Cow - Golden Pack
... [44 more lines]
WebFetch (https://superautopets.wiki.gg/wiki/Tier_5)
# Tier 5 Pets and Their Packs
1. Armadillo - Turtle Pack
2. Axolotl - Puppy Pack
3. Bad Dog - Unicorn Pack
4. Beluga Whale - Golden Pack
5. Blobfish - Star Pack
6. Blue Jay - Custom Packs
7. Blue Ringed Octopus - Golden Pack
8. Brahma Chicken - Mini Pack #1
9. Boitata - Unicorn Pack, Custom Packs
10. Chicken - Puppy Pack
11. Cow - Turtle Pack
12. Crane - Golden Pack
13. Crocodile - Turtle Pack
14. Dragonfly - Custom Packs
15. Eagle - Puppy Pack
16. Egyptian Vulture - Golden Pack
17. Emu - Golden Pack
18. Farmer Crow - Custom Packs
19. Fire Ant - Golden Pack
20. Flounder - Custom Packs
21. Fox - Star Pack, Custom Packs
22. Goat - Puppy Pack
23. Hamster - Star Pack
24. Hippocampus - Custom Packs
25. Hyena - Custom Packs
26. Ibex - Star Pack
27. Jackal - Mini Pack #1
28. Jersey Devil - Unicorn Pack
... [44 more lines]
WebFetch (https://superautopets.wiki.gg/wiki/Category:Tier_6)
# Tier 6 Pets from Super Auto Pets Wiki
Air Palm Tree, Akhlut, Albatross, Alpaca, Amargasaurus, Ammonite, Amsterdam Albatross, Anglerfish, Bakunawa, Bay Cat, Bird of Paradise, Black Bear, Black Rhino, Blue Whale, Boar, California Condor, Cat, Celery, Chicken Leg, Chimpanzee, Cobra, Cockatrice, Coconut Crab, Cornucopia, Dragon, Dunkleosteus, Eagle Owl, Elephant Seal, Excalibur, Farmer Dog, Fly, German Shepherd, Gorilla, Green Sea Turtle, Grizzly Bear, Hammerhead Shark, Harpy Eagle, Helmeted Hornbill, Highland Cow, Holy Grail, Hooded Seal, Hot Dog, Jersey Devil, Judean Date, Komodo, Konpeito, Lamprey, Leopard, Leviathan, Lion, Lioness, Lionfish, Lusca, Mammoth, Mantis Shrimp, Markhor, Melon, Mongoose, Mushroom, Octopus, Orange, Orca, Ostrich, Oyster, Pancakes, Peach of Immortality, Peanut Jar, Philippine Eagle, Piranha, Pita Bread, Pizza, Popcorn, Pretzel, Pteranodon, Puma, Questing Beast, Quetzalcoatl, Rainbow Jelly, Real Velociraptor, Reindeer, Rockhopper Penguin, Sabertooth Tiger, Sardinian Currant, Sauropod, Silky Sifaka, Small One, Snake, Soft Ice, Spinosaurus, Starfruit, Steak, Stegosaurus, Sumatran Tiger, Sunfish, Tanystropheus, Tapir, Television, Terror Bird, Therizinosaurus, Tier 6, Tiger, Tomato, Triceratops, Tyrannosaurus, Vampire Squid, Velociraptor, Walrus, Warthog, White Okra, White Tiger, Wildebeest, Winter Spirit, Wolverine, Yellow Boxfish, Yeti, Yggdrasil Fruit
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
WebFetch (https://superautopets.wiki.gg/wiki/Tier_3)
# Tier 3 Pets and Packs
1. Aardvark - Custom Packs
2. Anteater - Star Pack
3. Baboon - Golden Pack
4. Badger - Turtle Pack
5. Bear - Custom Packs
6. Betta Fish - Golden Packs
7. Brain Cramp - Unicorn Pack
8. Calygreyhound - Unicorn Pack
9. Camel - Turtle Pack
10. Capybara - Star Pack
11. Cardinal - Star Pack
12. Cassowary - Star Pack
13. Deer Lord - Unicorn Pack, Custom Packs
14. Dimetrodon - Mini Pack #1
15. Dodo - Turtle Pack
16. Dog - Turtle Pack
17. Dolphin - Turtle Pack
18. Eel - Star Pack, Custom Packs
19. Elephant - Turtle Pack
20. Emperor Tamarin - Custom Packs
21. Farmer Pig - Custom Packs
22. Flea - Golden Pack
23. Flying Fish - Golden Pack
24. Flying Squirrel - Puppy Pack
25. Foo Dog - Unicorn Pack, Custom Packs
26. Fur-Bearing Trout - Unicorn Pack
27. Giraffe - Turtle Pack
28. Gold Fish - Puppy Pack
... [42 more lines]
WebFetch (https://superautopets.wiki.gg/index.php?title=Pets&action=raw)
I appreciate your request, but I need to be transparent: the webpage content you provided appears to be truncated mid-section. The text cuts off during the Tier 5 pets section with an incomplete entry for "Amalgamation," and the "==Tier 6 Pets==" section you reference is not actually included in the provided content.
To accurately extract all Tier 6 pet entries with their level 1/2/3 abilities as you've requested, I would need the complete Tier 6 section of the wiki page. The content ends prematurely, making it impossible for me to fulfill this task accurately.
**Could you please provide:**
- The complete Tier 6 section of the webpage, or
- A fresh copy of the full page content that includes the Tier 6 pets you mentioned (Boar, Cat, Dragon, etc.)?
Once you supply the complete Tier 6 data, I'll be happy to extract the information following your specified constraints (125-character limit for quotes, proper attribution, etc.).
Let me fetch a handful of iconic tier 6 pet pages individually so we have some tier 6 ability examples.
WebFetch (https://superautopets.wiki.gg/wiki/Dragon)
# Dragon - Super Auto Pets
**Tier:** 6
**Packs:** Turtle Pack, Puppy Pack
## Ability by Level
**Level 1:** "Tier 1 friend bought: Give friends +1 attack and +1 health. Works 4 times per turn."
**Level 2:** "Tier 1 friend bought: Give friends +2 attack and +2 health. Works 4 times per turn."
**Level 3:** "Tier 1 friend bought: Give friends +3 attack and +3 health. Works 4 times per turn."
The Dragon scales other team members whenever a Tier 1 pet is purchased, with the stat boost increasing at each level.
WebFetch (https://superautopets.wiki.gg/wiki/Phoenix)
# Phoenix
**Tier:** 6 | **Pack:** Unicorn Pack
## Abilities by Level
**Level 1:** "Faint: Make ANY three random pets Crisp, then summon one 4/4 Young Phoenix."
**Level 2:** "Faint: Make ANY six random pets Crisp, then summon one 8/8 Young Phoenix."
**Level 3:** "Faint: Make ANY nine random pets Crisp, then summon one 12/12 Young Phoenix."
Each ability triggers when Phoenix faints, applies the Crisp status effect (causing 6 damage after another pet attacks) to random enemy pets, and summons a replacement Young Phoenix with increasing stats at each level.
WebFetch (https://superautopets.wiki.gg/wiki/Tiger)
# Tiger - Ability Details
**Tier:** 6
**Pack:** Turtle Pack
**Level 1:** "The friend ahead repeats their ability in battle as if they were level 1."
**Level 2:** "The friend ahead repeats their ability in battle as if they were level 2."
**Level 3:** "The friend ahead repeats their ability in battle as if they were level 3."
**Stats:** 6/4
The Tiger is a Tier 6 pet that causes the nearest pet in front of it to trigger its ability again during battle, but at the same level as the Tiger itself.
WebFetch (https://superautopets.wiki.gg/wiki/Cat)
# Cat - Super Auto Pets
**Tier:** 6
**Pack:** Turtle Pack
## Ability
**Level 1:** "Shop food gives two times more attack and health. Works 2 times per turn."
**Level 2:** "Shop food gives three times more attack and health. Works 2 times per turn."
**Level 3:** "Shop food gives four times more attack and health. Works 2 times per turn."
The ability multiplies stat effects from food items. Each level increases the multiplier, stacking if multiple Cats are on the team.
WebFetch (https://superautopets.wiki.gg/wiki/Snake)
# Snake - Super Auto Pets
**Tier:** 6
**Pack:** Turtle Pack
**Stats:** 8/3
## Ability
**Level 1:** "Friend ahead attacks: Deal 5 damage to one random enemy. Works 5 times per turn."
**Level 2:** "Friend ahead attacks: Deal 10 damage to one random enemy. Works 5 times per turn."
**Level 3:** "Friend ahead attacks: Deal 15 damage to one random enemy. Works 5 times per turn."
The trigger is when the nearest ally ahead of Snake attacks, and the effect deals a fixed amount of damage to a random opponent, occurring up to 5 times each turn. Damage increases with level progression.
WebFetch (https://superautopets.wiki.gg/wiki/Mammoth)
# Mammoth - Super Auto Pets
**Tier:** 6
**Pack:** Turtle Pack
## Abilities
**Level 1:** "Give all friends +2 attack and +2 health" when the Mammoth faints.
**Level 2:** "Give all friends +4 attack and +4 health" when the Mammoth faints.
**Level 3:** "Give all friends +6 attack and +6 health" when the Mammoth faints.
The trigger for all levels is the same—when Mammoth is defeated in battle, it distributes stat boosts to remaining teammates proportional to its upgrade level.
WebFetch (https://superautopets.wiki.gg/wiki/Gorilla)
# Gorilla
**Tier:** 6
**Pack:** Turtle Pack
**Ability Levels:**
**Level 1:** "Hurt: Gain Coconut. Works 1 times per turn."
**Level 2:** "Hurt: Gain Coconut. Works 2 times per turn."
**Level 3:** "Hurt: Gain Coconut. Works 3 times per turn."
The trigger is damage taken, and the effect grants a Coconut perk (blocking one instance of damage) with increasing frequency per level.
WebFetch (https://superautopets.wiki.gg/wiki/Boar)
# Boar - Super Auto Pets
**Tier:** 6
**Pack:** Turtle Pack
**Base Stats:** 10/6
## Ability by Level
**Level 1:** "Before attack: Gain +4 Attack and +2 Health."
**Level 2:** "Before attack: Gain +8 Attack and +4 Health."
**Level 3:** "Before attack: Gain +12 Attack and +6 Health."
The trigger is consistent across all levels—the Boar receives stat buffs each time before it attacks in battle. However, these temporary boosts are not retained outside of combat.
WebFetch (https://superautopets.wiki.gg/wiki/Fly)
# Fly - Super Auto Pets
**Tier:** 6 (Turtle Pack)
**Ability Text by Level:**
**Level 1:** "Friend faints: Summon one 4/4 Zombie Fly in its place. Works 3 times per turn."
**Level 2:** "Friend faints: Summon one 8/8 Zombie Fly in its place. Works 3 times per turn."
**Level 3:** "Friend faints: Summon one 12/12 Zombie Fly in its place. Works 3 times per turn."
The core trigger remains consistent across all levels—when an allied pet faints, Fly summons a Zombie Fly with increasing stats. The ability has a 3-activation limit per turn.
WebFetch (https://superautopets.wiki.gg/wiki/Leopard)
# Leopard - Super Auto Pets
**Tier:** 6 (Turtle Pack)
**Leopard's Abilities:**
**Level 1:** "Start of battle: Deal 50% attack damage to one random enemy."
**Level 2:** "Start of battle: Deal 50% attack damage to two random enemies."
**Level 3:** "Start of battle: Deal 50% attack damage to three random enemies."
The trigger remains consistent across all levels—the ability activates at the start of battle. The effect scales by increasing the number of random enemies targeted, from one to three, while maintaining the 50% attack damage ratio for each hit.
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
WebFetch (https://superautopets.wiki.gg/wiki/Reindeer)
# Reindeer Ability Summary
**Tier:** 6 | **Pack:** Star Pack
**Level 1:** "Before Attack: Gain Melon. Works 1 time per battle."
**Level 2:** "Before Attack: Gain Melon. Works 2 times per battle."
**Level 3:** "Before Attack: Gain Melon. Works 3 times per battle."
The Reindeer gains a Melon perk before attacking, which blocks up to 20 damage from opposing pets. Higher levels allow multiple uses per battle.
WebFetch (https://superautopets.wiki.gg/wiki/Tyrannosaurus)
# Tyrannosaurus Abilities
**Tier:** 6 | **Pack:** Puppy Pack
**Level 1:** "Start of turn: Give two tier 5 friends or higher +2 attack and +2 health."
**Level 2:** "Start of turn: Give two tier 5 friends or higher +4 attack and +4 health."
**Level 3:** "Start of turn: Give two tier 5 friends or higher +6 attack and +6 health."
The T-Rex's power activates at the beginning of each turn, buffing exactly two eligible allies with scaling stat increases.
WebFetch (https://superautopets.wiki.gg/wiki/Manticore)
**Manticore Overview**
**Tier:** 6 (Unicorn Pack)
**Stats:** 7/4
**Ability Effects:**
- **Level 1:** "Enemy ailments are two times worse."
- **Level 2:** "Enemy ailments are three times worse."
- **Level 3:** "Enemy ailments are four times worse."
The pet multiplies the potency of opposing team ailments, with the multiplier increasing at each level.
WebFetch (https://superautopets.wiki.gg/wiki/Sabertooth_Tiger)
# Sabertooth Tiger - Abilities
**Tier:** 6
**Pack:** Star Pack
## Ability Progression
**Level 1:** "Faint: Summon one Mammoth with +2 attack and +3 health for each time this was hurt."
**Level 2:** "Faint: Summon two Mammoths with +2 attack and +3 health for each time this was hurt."
**Level 3:** "Faint: Summon three Mammoths with +2 attack and +3 health for each time this was hurt."
The ability triggers when the Sabertooth Tiger faints, summoning progressively more Mammoths that gain bonus stats based on how many times the tiger took damage before fainting.
WebFetch (https://superautopets.wiki.gg/wiki/Hydra)
# Hydra - Ability Details
**Tier:** 6 (Unicorn Pack)
**Level 1:** "Faint: Summon one 5/5 Head for each 10 attack this has."
**Level 2:** "Faint: Summon one 10/10 Head for each 10 attack this has."
**Level 3:** "Faint: Summon one 15/15 Head for each 10 attack this has."
The Hydra's ability triggers when it faints, creating Hydra Head tokens. The number of heads spawned depends on the Hydra's attack stat (one head per 10 attack), while the head stats themselves improve with each level upgrade.
WebFetch (https://superautopets.wiki.gg/wiki/Cobra)
# Cobra
**Tier:** 6 (Golden Pack)
**Base Stats:** 12/6
**Ability - "Friend ahead attacks":**
- **Level 1:** "Deal 20% attack damage to one random enemy"
- **Level 2:** "Deal 40% attack damage to one random enemy"
- **Level 3:** "Deal 60% attack damage to one random enemy"
The Cobra triggers whenever the nearest ally in front of it attacks, dealing damage to a random opponent equal to the specified percentage of Cobra's own attack stat.
WebFetch (https://superautopets.wiki.gg/wiki/Octopus)
# Octopus Ability Summary
**Tier:** 6 (Puppy Pack)
**Level 1:** "After attack: Deal 6 damage to one random enemy."
**Level 2:** "After attack: Deal 6 damage to two random enemies."
**Level 3:** "After attack: Deal 6 damage to three random enemies."
The trigger is consistent across all levels—the ability activates following the Octopus's attack. The effect scales by increasing the quantity of random enemy targets hit, while maintaining the same 6 damage per target.
WebFetch (https://superautopets.wiki.gg/wiki/Walrus)
# Walrus Ability
**Tier:** 6
**Pack:** Custom Packs (sometimes Weekly Pack)
**Level 1:** "Faint: Give Peanut Butter perk to one random friend."
**Level 2:** "Faint: Give Peanut Butter perk to two random friends."
**Level 3:** "Faint: Give Peanut Butter perk to three random friends."
The ability triggers when the Walrus faints, distributing the Peanut Butter food perk to an increasing number of teammates based on level.
WebFetch (https://superautopets.wiki.gg/wiki/Wolverine)
# Wolverine - Super Auto Pets
**Tier:** 6
**Pack:** Turtle Pack
## Ability: Four Friends Hurt
**Level 1:** "Remove 3 health from all enemies"
**Level 2:** "Remove 6 health from all enemies"
**Level 3:** "Remove 9 health from all enemies"
The trigger activates when four of Wolverine's allies take damage. The health removal is distinct from damage and cannot reduce enemies below 1 health.
WebFetch (https://superautopets.wiki.gg/wiki/Ammonite)
# Ammonite - Ability Summary
**Tier:** 6
**Pack:** Star Pack
## Ability Levels
**Level 1:** "Faint: Transform friend behind into a level 1 Mimic Octopus. Give it +1 XP in battle for every 2 roll."
**Level 2:** "Faint: Transform friend behind into a level 1 Mimic Octopus. Give it +2 XP in battle for every 2 roll."
**Level 3:** "Faint: Transform friend behind into a level 1 Mimic Octopus. Give it +3 XP in battle for every 2 roll."
The core mechanic remains consistent across levels—the pet transforms the unit behind it upon fainting—with the primary scaling being the experience bonus granted during combat (1, 2, or 3 XP per two rolls).
I have comprehensive data. Let me write the reference document now.
Write (E:\a327ex\emoji-aimer\sap_reference.md)
File created successfully at: E:\a327ex\emoji-aimer\sap_reference.md (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Wrote sap_reference.md. Summary of what's in it and what to know:
Coverage:
- Tiers 1–2 pets: comprehensive, full L1/L2/L3 ability text (~110 pets)
- Tier 3 pets: ~60 with full text, ~10 name-only (Custom/Mini packs)
- Tier 4 pets: ~50 with full text across Turtle/Star/Puppy/Golden/Unicorn/Weekly packs
- Tier 5 pets: ~10 with full text, ~60 name-only
- Tier 6 pets: ~20 with full text (all Turtle pack + Phoenix, Manticore, Hydra, Tyrannosaurus, etc.), ~70 name-only
- Tokens: ~35 summoned-only pets with source + stats
- Foods: ~110 across T1–T6 + summoned-only foods
- Food Perks: ~60 across T1–T6 + specials
- Toys: ~30 across all categories (regular, witch, adventurous, Griffin's, wondrous, nostalgic, doom, king, misc)
- Mappings section at the end — twelve worked SAP→Emoji-Aimer examples to seed design conversations
Caveats:
- Wiki page was too large to fetch in full each pass, so the WebFetch tool truncated several tiers. I filled gaps via dedicated /wiki/Tier_N category pages (names) and individual pet pages (abilities). Tier 5 + Tier 6 still have many name-only entries — the doc has a closing note pointing to
superautopets.wiki.gg/wiki/<Pet_Name>for filling these in. - Some ability descriptions came back paraphrased by the WebFetch's summarizer rather than verbatim wiki text — directionally accurate but check the wiki before locking a copy.
- A couple of pets appear under multiple tiers in the source data (e.g. Badger T3 vs T5, Boar T4 vs T6, Scorpion T4 vs T5) — these are real wiki duplicates from different packs, kept as separate entries.
Next step: with this reference in place, we can start picking which emoji shapes to build first. The mappings section flags Croissant-style (cumulative per round), Pig-style (sell payouts), Honey-style (summon-on-miss), Cat-style (multipliers), and Dragon-style (purchase-triggered stacks) as the five richest archetypes to mine for the first batch. Want to start there, or pick differently?
Let's first build the proper UI for the game, hook up score targets when success is achieved and when failure is achieved, along with game logic with timer and so on, hook up an initial shop that will have no items in it (because we haven't implemented any yet), so make the game work logically round -> shop -> round loop with UI correct for everything. Before doing anything, tell me what you intend to do.
Here's my read on what's needed and how I'd sequence it. I'll skim main.lua first to ground my assumptions before final commitments, but the shape is clear from design.md + last session's log.
What I understand
main.luaboots into round 1 in 'playing' state with $5000 test gold; pressingsjumps to 'cleared' which runs the existing transition → shop flow.- Round timer clamps at 0 (no loss currently); kill counter exists but kill target was stripped.
- Shop already has tile rendering, buy/error flash, gold chip tweens, particle layers, a Next Round button, and a transition wipe. No items wired in yet.
- Combo system (10 tiers, deterministic drops) is in.
- Design.md locks the loop: timer-based round → score target → Cash Out to bank time → payout (Cleared + Time Banked + Interest) → shop → repeat. Soft-fail only.
What I intend to do, in order
1. Score system (replace kill counter as the round's progress meter)
- Add
score,score_targetglobals. Reset onstart_round. - Define
ROUNDS = {{score_target = 20}, {score_target = 50}, ...}— hand-tuned table, ~5 rounds for now. - Per-hit scoring: +1 baseline. Combo-tier multipliers (×1.5, ×2, ×3 at tiers 3/5/8 per last session's draft ladder) get hooked up so hits scale.
- HUD chip changes from
kills→score / target. Spring-pulse when score increments.
2. Round outcomes
score >= score_target→ spawn a Cash Out button (likely the big yellow button style from ui_kit). Player can keep playing past target (push) or click to bank.round_timer <= 0whilescore < score_target→ soft-fail path: still runs payout, but the failure flag suppresses Cleared and Time Banked lines.round_timer <= 0whilescore >= score_target→ auto cash-out (don't strand the player).- Cash Out click → freezes timer, kicks off payout transition.
3. Payout screen
- A modal panel (probably reusing shop's panel chrome) listing itemized lines, Balatro-style:
- Cleared — flat amount (e.g. $10), zero on fail
- Time Banked — $1 per N seconds remaining (e.g. N=2), zero on fail
- Interest — $1 per $5 held, capped at $5 (always applies)
- Animated row reveal would be nice but I'd skip on first pass — just static list + total → Continue button.
- Continue → existing transition →
start_shop.
4. Shop placeholder
- Grid renders empty slots (rounded rect, no item, no banner). Slot count: keep whatever the current grid is.
- Reroll button visible but inert (or omit until items exist — your call).
- Inventory side shows the player's owned items (also empty for now).
- Next Round button already works; just make sure it routes back into
start_round(round_index + 1).
5. Loop wiring + cleanup
- Boot:
start_round(1)(keep current). - Round end → payout overlay → shop → Next Round → round 2 → … → after final round, either loop back to round 1 (debug) or show a "Run Complete" screen. I'd default to looping for now.
- Remove the
's' → cleareddebug binding once cash-out works (or keep it gated behind a debug flag). - Restore the
score >= targetandtimer <= 0transitions that were commented out for testing.
What I want to confirm by reading code before I touch anything
- Current
ROUNDStable shape and what fields exist (so I addscore_targetconsistently). - How
kills_this_roundis currently incremented — that's where score wiring hooks in. - Existing HUD chip layout so the score chip slots in next to combo/timer/gold cleanly.
- Whether
start_shopalready handles an empty inventory gracefully.
Open design questions (worth answering before I build)
- Round count — how many rounds in a run? I'd default to 5 for the first pass; easy to change.
- Score-target curve — hand-tune (e.g. 20 / 50 / 100 / 200 / 400) or formula? Hand-tuned is faster to iterate.
- Payout numbers — design.md says "default cleared amount, time banked, interest" without numbers. I'd ship with Cleared $10, Time Banked $1/2s, Interest $1/$5 cap $5 — same as the draft from session 5. Tune by feel after.
- Soft-fail consolation — fail = $0 from Cleared + Time Banked, only Interest? Or a tiny floor ($2-3) so you never get nothing? I'd start with $0 floor; Interest alone is the safety net.
- Push-past-target — design.md says the cash-out-vs-push decision is the score-extension mechanic. So pushing past target gives no extra payout line — just more in-round drops (which convert to score, not gold). Confirm this is still the intent.
Want me to proceed with these defaults and read main.lua now, or do you want to lock in answers to the 5 questions first?
Don't do combo tier multipliers not any bonuses on combo tiers, we'll define those later. The payout screen should be, the current transition (circle) plays out, then the numbers for gold acquired appear progressively in the middle of the screen, then once the player clicks again the transition happens again to the shop. Shop placeholder renders with no grid at all, we have no items implemented, an item is either there or not, so no items, no reroll button, just the next round button. 1. 5, 2. 10, 20, 60, 80, 120. 3. Sure, 4. Fail ends the run and then a new run button should appear, 5. Pushing past the target without pressing the payout button decreases the amount of money you get from the time left, because there might be builds where you can get more money from killing targets or playing.
Got it. Locked-in spec:
- 5 rounds, targets: 10 / 20 / 60 / 80 / 120
- +1 score per hit, no combo-tier multipliers (drops still happen via existing combo system)
- Cleared $10, Time Banked $1/2s, Interest $1/$5 cap $5
- Time-banked decreases as you push past target (computed off remaining timer at cash-out moment, so pushing burns it)
- Fail (timer hits 0 before target) → run ends → "New Run" button
- Shop has no grid at all, just a Next Round button
- Payout flow: circle wipe covers → gold lines appear progressively mid-screen → click anywhere → circle wipe again → shop
Let me read main.lua to ground the implementation against the actual structure (ROUNDS shape, hit handler, HUD layout, transition signature, render chain), then I'll bring back the first concrete code change for sign-off before writing.
Grep (ROUNDS|round_index|round_timer|start_round|start_shop|game_state|kills_this_round|score|target_kills|advance_round|start_transition|run_reset|cash_out)
116:-- END ROUND button (shown when game_state == 'cleared'). Bottom-right of
124:-- target_kills → 'cleared' → vacuum → shop. Time runs out below target →
128:ROUNDS = {
129: { target_kills = 5, time = 30 },
130: { target_kills = 10, time = 30 },
131: { target_kills = 40, time = 30 }, -- SURPRISE (8× R1)
132: { target_kills = 60, time = 30 },
133: { target_kills = 120, time = 30 }, -- CLIMAX (24× R1)
328:-- score popups. Indexed by string ("0".."9") so tostring(amount):sub() lookups
394:-- round's target_kills. 'cleared' = round won, resources vacuum to player
397:game_state = 'playing'
398:round_index = 1
399:round_timer = ROUNDS[1].time -- counts down each frame; resets per round
400:kills = 0 -- run-wide, never resets except on run_reset
401:kills_this_round = 0 -- per-round; resets on round advance — round-clear gate
413:-- callbacks (see start_round_end_transition) — radius is tweened directly
425:-- base by ITEM_BONUS each. Both reset only via run_reset, not start_round.
436:-- stacking. Synced to gold on shop entry and on run_reset.
798:-- == 0 there's nothing to lose, so no X — silent click. No score penalty
934: -- kills_this_round is the per-round counter that gates round-clear.
936: kills_this_round = kills_this_round + 1
1318:-- COLLECT_RADIUS it self-kills and adds its value to score. kind is one of
1393: local vacuum = (game_state == 'cleared')
2461: start_transition(exit_shop)
2498: local sub = 'ROUND ' .. (round_index + 1) .. '/' .. #ROUNDS
2567: local total = ROUNDS[round_index].time
2568: local progress = math.clamp(1 - (round_timer / total), 0, 1)
2596:-- state swap — advance_round / exit_shop / start_shop), holds for
2601:function start_transition(mid_callback)
2626:-- manual to_shop key. advance_round handles the state swap at the
... [64 more lines]
Bash (wc -l E:/a327ex/emoji-aimer/main.lua)
3097 E:/a327ex/emoji-aimer/main.lua
Read (E:/a327ex/emoji-aimer/main.lua)
110
111 -- Arm delay — seconds after spawn during which a resource is inert: it
112 -- still falls, bounces, and pops, but won't be pulled toward the cursor or
113 -- collected. Lets the player see the burst before it gets vacuumed up.
114 RESOURCE_ARM_DELAY = 0.6
115
116 -- END ROUND button (shown when game_state == 'cleared'). Bottom-right of
117 -- the screen with 4px padding.
118 END_ROUND_BTN_W = 96
119 END_ROUND_BTN_H = 22
120 END_ROUND_BTN_X = gw - 4 - END_ROUND_BTN_W
121 END_ROUND_BTN_Y = gh - 4 - END_ROUND_BTN_H
122
123 -- Round ladder. Each round has a kill target and a time limit. Reach
124 -- target_kills → 'cleared' → vacuum → shop. Time runs out below target →
125 -- lost. Beat round 5 → won. Targets follow the 1-2-8 / 12 / 24 (×R1)
126 -- curve: first triplet hits the canonical "small, small, BIG" rule and
127 -- R5 is the climactic push.
128 ROUNDS = {
129 { target_kills = 5, time = 30 },
130 { target_kills = 10, time = 30 },
131 { target_kills = 40, time = 30 }, -- SURPRISE (8× R1)
132 { target_kills = 60, time = 30 },
133 { target_kills = 120, time = 30 }, -- CLIMAX (24× R1)
134 }
135
136 -- Damage economy. Click damage = BASE_DAMAGE + items_owned * ITEM_BONUS.
137 -- Combo no longer affects damage — items are the only damage modifier, so
138 -- kill-speed progression comes entirely from the shop. ITEM_COST is the
139 -- gold price per shop visit.
... [10 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
390 targets = {}
391 effects = {}
392
393 -- Game state. 'playing' = clicking targets accumulates kills toward this
394 -- round's target_kills. 'cleared' = round won, resources vacuum to player
395 -- before transitioning. 'shop' = between-rounds buying. 'won' / 'lost' =
396 -- run is over, R restarts from round 1.
397 game_state = 'playing'
398 round_index = 1
399 round_timer = ROUNDS[1].time -- counts down each frame; resets per round
400 kills = 0 -- run-wide, never resets except on run_reset
401 kills_this_round = 0 -- per-round; resets on round advance — round-clear gate
402 spawn_tick_timer = 0
403
404 -- Combo state. combo_count advances on every successful hit; combo_timer
405 -- counts down each frame and zeroes the streak when it expires. A miss
406 -- (clicked outside any target) also breaks the streak immediately.
407 combo_count = 0
408 combo_timer = 0
409
410 -- Round-end wipe state, SNKRX TransitionEffect-style. phase is nil during
411 -- normal play; on a round-end wipe it cycles 'pause' → 'circle_in' →
412 -- 'mid' → 'circle_out' → nil. The motion is driven by chained timer
413 -- callbacks (see start_round_end_transition) — radius is tweened directly
414 -- on this table by timer_tween, so the draw block only reads `radius`.
415 transition = {
416 phase = nil,
417 radius = 0,
418 origin_x = 0,
419 origin_y = 0,
... [20 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
920 end
921 for i = 1, random_int(2, 2) do
922 spawn_emoji_particle(mx, my, star_img, {
923 velocity = random_float(120, 240),
924 direction = random_angle(),
925 duration = random_float(0.6, 1.2),
926 scale = random_float(0.8, 1.2),
927 rotation_speed = random_float(-4*math.pi, 4*math.pi),
928 gravity = 256,
929 flash_on_spawn = 0.3,
930 })
931 end
932 -- Round bookkeeping. Resources drop based on the current combo tier;
933 -- they're physical and pull toward the cursor for collection.
934 -- kills_this_round is the per-round counter that gates round-clear.
935 kills = kills + 1
936 kills_this_round = kills_this_round + 1
937 roll_drops(self.x, self.y)
938 self:kill()
939 end
940
941 function target:update(dt)
942 timer_update(self.timer, dt)
943 spring_update(self.spring, dt)
944 end
945
946 function target:draw()
947 local s = self.image_scale * self.spring.hit.x * self.spawn_scale
948 layer_push(game_layer, self.x, self.y, 0, s, s)
949 layer_image(game_layer, self.image, 0, 0, nil, self.flashing and white())
... [10 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2440 if s.item then
2441 if update_hover_element(s, mx, my, dt) then SHOP_KIT_HOVERED_TILE = s end
2442 end
2443 end
2444
2445 -- Next-round button: spring + hover-enter pulse + cursor flash + click.
2446 -- Click is a placeholder for now — when the shop wires up to a real
2447 -- exit flow this is where exit_shop() or equivalent will go.
2448 local btn = SHOP_KIT_NEXT_BUTTON
2449 if btn then
2450 spring_update(btn.spring, dt)
2451 local hover = mx >= btn.x and mx <= btn.x + btn.w
2452 and my >= btn.y and my <= btn.y + btn.h
2453 if hover and not btn.hovered then
2454 spring_pull(btn.spring, 'main', 0.08)
2455 the_cursor:flash_hover()
2456 end
2457 -- Click → wipe back to combat. transition.phase guard prevents
2458 -- double-firing if the button is clicked again mid-wipe (which would
2459 -- stack chained timer callbacks).
2460 if hover and clicked and transition.phase == nil then
2461 start_transition(exit_shop)
2462 end
2463 btn.hovered = hover
2464 end
2465 end
2466
2467 -- Render the tier-selector tabs at top, the catalog grid (5×4) in the
2468 -- middle, the owned-items column (2×6) on the left, the right column
2469 -- (title + chips + buttons), and the hover tooltip on the top UI layers
... [90 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2780 -- S key (during 'playing') drops the round into 'cleared' on demand —
2781 -- the existing vacuum flow then pulls in any unclaimed resources and
2782 -- the round-end wipe takes us to the shop. Testing aid while there's
2783 -- no kill target driving the auto-clear; see comment below.
2784 if input_pressed('to_shop') and game_state == 'playing' then
2785 game_state = 'cleared'
2786 end
2787
2788 -- (Auto 'playing' → 'cleared' on kill target removed while we're
2789 -- testing combo feel. Re-enable by re-adding the kills_this_round >=
2790 -- ROUNDS[round_index].target_kills check here.)
2791
2792 -- Resources all in → start the round-end wipe. transition.phase guard
2793 -- ensures we trigger exactly once.
2794 if game_state == 'cleared' and transition.phase == nil and not any_live_resource() then
2795 start_round_end_transition()
2796 end
2797
2798 timer_update(transition.timer, dt)
2799
2800 -- Round timer ticks down only in 'playing' (and 'cleared' freezes it).
2801 -- Reaching 0 just clamps here — no auto-loss during the testing pass.
2802 if game_state == 'playing' then
2803 round_timer = round_timer - dt
2804 if round_timer < 0 then round_timer = 0 end
2805 end
2806
2807 -- Spawn tick + clicks: 'playing' only. In 'cleared' we want a quiet
2808 -- vacuum phase — no new targets, no shooting — until the resources are
2809 -- gathered and we advance to the shop.
... [70 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2880
2881 -- UI is camera-attached so the chips wobble with the side walls under
2882 -- the handcam. overlay_layer / cursor_layer / transition_layer stay in
2883 -- screen space so the dim, the cursor, and the wipe circle don't shake.
2884 -- Skipped during 'shop' — shop is a static UI screen, no handcam wobble.
2885 if game_state ~= 'shop' then
2886 camera_attach(main_camera, ui_panel_layer)
2887 camera_attach(main_camera, ui_content_layer)
2888 camera_attach(main_camera, ui_top_panel_layer)
2889 camera_attach(main_camera, ui_top_content_layer)
2890 end
2891
2892 -- HUD chips stacked vertically along the top of the LEFT side wall.
2893 -- Drawn on ui_content_layer in white; the outline_shader pass below
2894 -- adds the chunky black halo so the white text reads against the cream
2895 -- wall behind it. Hidden during 'shop' so the shop overlay reads cleanly.
2896 local round = ROUNDS[round_index]
2897 if game_state ~= 'shop' then
2898 local m = math.floor(round_timer / 60)
2899 local s = math.floor(round_timer - m*60)
2900 local stack_x = 8 -- distance from left screen edge
2901 local stack_y = 8 -- distance from top screen edge
2902 local chip_gap = 6 -- vertical gap between chips
2903 local cur_y = stack_y
2904 local _, ch
2905
2906 -- Worst-case text width for the timer so the chip stays a fixed size
2907 -- as the digits tick. LanaPixel isn't perfectly monospaced.
2908 local timer_text_w = font_get_text_width('main', '88:88')
2909 _, ch = draw_hud_chip(stack_x, cur_y, hourglass_img,
... [130 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2580 return n
2581 end
2582
2583 -- True if any resource entity is still live in the effects array. Used to
2584 -- detect when the round-end vacuum is finished so we can advance to shop.
2585 -- `kind` is set by resource:new and nothing else, so it's a clean marker.
2586 function any_live_resource()
2587 for _, fx in ipairs(effects) do
2588 if not fx._dead and fx.kind then return true end
2589 end
2590 return false
2591 end
2592
2593 -- Yellow-circle wipe transition (SNKRX TransitionEffect pattern, no
2594 -- pre-pause). Expands from the cursor to TRANSITION_FINAL_RADIUS over
2595 -- linear IN_DURATION; at full coverage runs `mid_callback` (the actual
2596 -- state swap — advance_round / exit_shop / start_shop), holds for
2597 -- MID_DURATION, recenters on the current cursor pos, then shrinks with
2598 -- cubic_out. Chains via timer_after / timer_tween so the motion lives in
2599 -- one place. Direction-agnostic — the mid callback decides what state
2600 -- the player lands in.
2601 function start_transition(mid_callback)
2602 transition.phase = 'circle_in'
2603 transition.radius = 0
2604 transition.origin_x, transition.origin_y = mouse_position()
2605
2606 timer_tween(transition.timer, TRANSITION_IN_DURATION, transition,
2607 { radius = TRANSITION_FINAL_RADIUS }, math.linear, function()
2608 transition.phase = 'mid'
2609 if mid_callback then mid_callback() end
... [130 more lines]
Grep (shop_kit_init|SHOP_KIT_TILES|SHOP_KIT_OWNED_SLOTS|SHOP_KIT_EMPTY_CELLS|SHOP_KIT_NEXT_BUTTON|draw_shop_tier_strip|SHOP_KIT_HOVERED_TILE)
1899:function draw_shop_tier_strip()
2027:-- screen. Cells with an item live in SHOP_KIT_TILES (interactive — hover
2028:-- + shake + spring); cells past the item count live in SHOP_KIT_EMPTY_CELLS
2030:SHOP_KIT_TILES = {}
2031:SHOP_KIT_EMPTY_CELLS = {}
2060:SHOP_KIT_OWNED_SLOTS = {}
2062:-- Persistent state for the NEXT ROUND button. Built in shop_kit_init,
2065:SHOP_KIT_NEXT_BUTTON = nil
2097:SHOP_KIT_HOVERED_TILE = nil
2138:-- Build (or rebuild) SHOP_KIT_TILES for the given tier. Items are picked
2142:-- happens to surface it. Also clears SHOP_KIT_HOVERED_TILE since the
2146: SHOP_KIT_TILES = {}
2147: SHOP_KIT_EMPTY_CELLS = {}
2148: SHOP_KIT_HOVERED_TILE = nil
2167: SHOP_KIT_TILES[#SHOP_KIT_TILES + 1] = t
2192:function shop_kit_init()
2207: SHOP_KIT_OWNED_SLOTS = {}
2220: SHOP_KIT_OWNED_SLOTS[#SHOP_KIT_OWNED_SLOTS + 1] = s
2231: SHOP_KIT_NEXT_BUTTON = {
2281: for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
2287: for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
2412: SHOP_KIT_HOVERED_TILE = nil
2433: for _, t in ipairs(SHOP_KIT_TILES) do
2435: SHOP_KIT_HOVERED_TILE = t
2439: for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
2441: if update_hover_element(s, mx, my, dt) then SHOP_KIT_HOVERED_TILE = s end
2448: local btn = SHOP_KIT_NEXT_BUTTON
2472: draw_shop_tier_strip()
2473: for _, e in ipairs(SHOP_KIT_EMPTY_CELLS) do
2477: for _, t in ipairs(SHOP_KIT_TILES) do
... [5 more lines]
I have enough to commit to a concrete plan. Here's the sequenced order, each step small enough to land + test independently:
Phase 1 — Score system, ROUNDS rewrite, HUD chip swap
- Rewrite
ROUNDSto{ score_target, time }with the 5 values you gave. Droptarget_kills. - Add a global
score(per-round, reset instart_round). Increment intarget:hitafter the existingkills_this_round = kills_this_round + 1. - Replace the kills HUD chip with
score / score_target(usedirect_hit_img, same chip slot). run_resetalso resetsscore.- Keep
kills/kills_this_roundfor now — they're harmless and other code reads them. Easy to retire later.
Phase 2 — Round outcomes + Cash Out button
- Restore
round_timer <= 0→game_state = 'lost'(ending the run, no soft consolation per your call). - When
score >= score_targetin 'playing', spawn a Cash Out button (yellow, bottom-right, same style as the old END ROUND button or the shop's Next Round). Click →game_state = 'cleared'(so the existing vacuum-then-transition flow runs). - Remove the
Sdebug key (or gate behind a debug flag — your call).
Phase 3 — Payout flow
- Repurpose the round-end transition:
advance_roundwill route through a newstart_payout()mid-callback instead of going straight tostart_shop. - Add
payoutstate:game_state = 'payout', computed lines{cleared, time_banked, interest}, total, and a reveal timer that progressively shows each line. Numbers drawn in screen-center. - Click anywhere during 'payout' →
start_transition(start_shop)runs the circle wipe again into the shop. - Compute at cash-out moment:
cleared = 10,time_banked = floor(round_timer / 2),interest = min(5, floor(gold / 5)). (Time-banked is naturally squeezed by pushing past target because the timer keeps ticking down.) goldincrements by the total when the payout completes (or progressively as lines reveal — your call; I'd reveal-then-add at the end so the displayed gold chip kicks once).
Phase 4 — Strip shop to placeholder
draw_shop_ui_kitkeeps only: SHOP frame + gold chip + Next Round button. Skipdraw_shop_tier_strip,SHOP_KIT_EMPTY_CELLS,SHOP_KIT_TILES,SHOP_KIT_OWNED_SLOTS, tooltip.shop_kit_updateskips all tile/slot hover logic; keep only the Next Round button's hover/click handling.- Don't touch the underlying tables (they may come back for items). Just don't render or interact with them.
Phase 5 — Run-end states
- After last round's cash-out → win state with "New Run" button (instead of just the R-press hint).
- 'lost' state (from timer expiry) → "New Run" button.
- Click "New Run" →
run_reset(). Keep the R key as a fallback.
Phases 1+2 give a logically working game; 3 makes it feel right; 4 makes the shop reachable; 5 closes the loop on losses/wins.
Phase 1 code, for sign-off before I write:
main.lua:128-134 — ROUNDS table:
lua
-- Round ladder. Each round has a score target and a time limit. Reach
-- score_target → 'cleared' (via Cash Out button) → payout → shop. Timer
-- hits 0 below target → 'lost' → run ends. Beat round 5 → 'won'.
ROUNDS = {
{ score_target = 10, time = 30 },
{ score_target = 20, time = 30 },
{ score_target = 60, time = 30 },
{ score_target = 80, time = 30 },
{ score_target = 120, time = 30 },
}
main.lua:401-402 — add score next to kill counters:
lua
kills_this_round = 0 -- per-round; retained as a stat
score = 0 -- per-round points toward score_target
spawn_tick_timer = 0
main.lua:934-937 — increment score in target:hit (existing kills_this_round line stays for now):
lua
kills = kills + 1
kills_this_round = kills_this_round + 1
score = score + 1
roll_drops(self.x, self.y)
self:kill()
main.lua:2650-2654 — reset score in start_round:
```lua
function start_round(idx)
clear_entities()
kills_this_round = 0 score = 0 round_timer = ROUNDS[idx].time ```
main.lua:2700-2715 — reset score in run_reset (insert after kills_this_round):
lua
function run_reset()
game_state = 'playing'
round_index = 1
kills = 0
kills_this_round = 0
score = 0
gold = 0
main.lua:2913-2918 — HUD chip: kills → score/target:
lua
-- Score chip — current round score over the round's target. Same
-- icon slot the kill-count chip used to occupy.
local score_str = tostring(score) .. ' / ' .. tostring(ROUNDS[round_index].score_target)
_, ch = draw_hud_chip(stack_x, cur_y, direct_hit_img, score_str, nil, 6)
cur_y = cur_y + ch + chip_gap
That's six edits, all in main.lua. After this the game still works the same way (S still transitions to shop because Phase 2 hasn't restored the auto-transition yet), but the HUD reads the right number and ROUNDS is in the right shape for everything downstream.
Does this look right? Greenlight and I'll write it; flag anything to tweak first.
Do all phases in one go, we'll fix any issues later.
Going to write all 5 phases. Let me peek at a few more helpers I'll need (button rendering, hud chip signature) so I match existing patterns.
Grep (function draw_shop_button|function draw_hud_chip|SHOP_KIT_NEXT_BUTTON\s=\s{)
1539:function draw_hud_chip(x, y, icon_image, text_str, font_name, gap, min_text_w)
1996:function draw_shop_button(x, y, w, h, label, state, variant, scale)
2231: SHOP_KIT_NEXT_BUTTON = {
Grep (TRANSITION_FINAL_RADIUS|TRANSITION_IN_DURATION|TRANSITION_MID_DURATION|TRANSITION_OUT_DURATION)
151:TRANSITION_IN_DURATION = 0.6
152:TRANSITION_MID_DURATION = 0.3
153:TRANSITION_OUT_DURATION = 0.4
154:TRANSITION_FINAL_RADIUS = 1.2*gw
2594:-- pre-pause). Expands from the cursor to TRANSITION_FINAL_RADIUS over
2606: timer_tween(transition.timer, TRANSITION_IN_DURATION, transition,
2607: { radius = TRANSITION_FINAL_RADIUS }, math.linear, function()
2611: timer_after(transition.timer, TRANSITION_MID_DURATION, function()
2617: timer_tween(transition.timer, TRANSITION_OUT_DURATION, transition,
Read (E:/a327ex/emoji-aimer/main.lua)
1996 function draw_shop_button(x, y, w, h, label, state, variant, scale)
1997 scale = scale or 1
1998 variant = variant or 'secondary'
1999 local base = (variant == 'primary') and green() or fg()
2000 local col = base
2001 if state == 'hovered' then col = white() end
2002 if state == 'disabled' then col = fg_dark() end
2003
2004 local cx, cy = x + w/2, y + h/2
2005 layer_push(ui_panel_layer, cx, cy, 0, scale, scale)
2006 layer_rounded_rectangle(ui_panel_layer, -w/2, -h/2, w, h, 4, col)
2007 layer_pop(ui_panel_layer)
2008
2009 local lbl_w = font_get_text_width('main', label)
2010 local text_x = math.floor(cx - lbl_w/2)
2011 local text_y = math.floor(cy - 11/2 + 1) + 1
2012 layer_text(ui_content_layer, label, fonts.main, text_x, text_y, white())
2013 end
2014
2015 -- Translucent dim band with a padlock — overlay on top of a locked tier
2016 -- section in the catalog grid. Caller passes the section's full bbox.
2017 function draw_shop_locked_overlay(x, y, w, h)
2018 layer_rectangle(ui_panel_layer, x, y, w, h, color(48, 49, 50, 200)())
2019 local icon_size = 24
2020 local s = icon_size/locked_img.width
2021 layer_push(ui_content_layer, x + w/2, y + h/2, 0, s, s)
2022 layer_image(ui_content_layer, locked_img, 0, 0)
2023 layer_pop(ui_content_layer)
2024 end
2025
... [10 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2225 -- owned-slot column. y=244 puts the button bottom (262) 8px above the
2226 -- screen bottom, matching the 8px from screen top to the shop/tier
2227 -- frame top.
2228 local owned_col_w = SHOP_OWNED_COLS*SHOP_OWNED_SLOT_W
2229 + (SHOP_OWNED_COLS - 1)*SHOP_OWNED_GAP
2230 local owned_center = SHOP_OWNED_ORIGIN_X + owned_col_w/2
2231 SHOP_KIT_NEXT_BUTTON = {
2232 x = math.floor(owned_center - SHOP_BUTTON_W/2),
2233 y = 244,
2234 w = SHOP_BUTTON_W,
2235 h = SHOP_BUTTON_H,
2236 label = 'NEXT ROUND',
2237 variant = 'primary',
2238 spring = spring_new(),
2239 hovered = false,
2240 }
2241 end
2242
2243 -- Tick kit interactions: shake + spring physics, hover hit-test,
2244 -- hover_amount lerp. On hover-enter (hovered now, not last frame) a
Read (E:/a327ex/emoji-aimer/main.lua)
1539 function draw_hud_chip(x, y, icon_image, text_str, font_name, gap, min_text_w)
1540 font_name = font_name or 'main'
1541 local pad_x = 3
1542 local pad_y = 5
1543 local icon_w = 14
1544 -- Default gap matches the hourglass chip (which has ~2px built-in
1545 -- transparent padding on its right). Tighter icons (bullseye, coin) bbox
1546 -- to the edge — pass a larger gap so the visual icon→text distance lines
1547 -- up with the timer.
1548 gap = gap or 4
1549 local font_h = (font_name == 'big') and 8 or (font_name == 'main') and 11 or 16
1550 -- Width is normally driven by the text's measured width. Pass min_text_w
1551 -- to force a fixed text region (worst-case width) so the chip doesn't
1552 -- twitch as digits change — needed for the ticking timer.
1553 local txt_w = font_get_text_width(font_name, text_str)
1554 if min_text_w and min_text_w > txt_w then txt_w = min_text_w end
1555 local chip_w = pad_x + icon_w + gap + txt_w + pad_x
1556 local chip_h = pad_y + math.max(icon_w, font_h) + pad_y
1557
1558 layer_rounded_rectangle(ui_panel_layer, x, y, chip_w, chip_h, 2, fg())
1559
1560 local icon_s = icon_w / icon_image.width
1561 local cy = y + chip_h/2
1562 layer_push(ui_content_layer, x + pad_x + icon_w/2, cy, 0, icon_s, icon_s)
1563 layer_image(ui_content_layer, icon_image, 0, 0)
1564 layer_pop(ui_content_layer)
1565
1566 -- LanaPixel sits high in its 11-px box, so visual centering wants a small
1567 -- downward nudge from the technical center.
1568 local text_y = math.floor(y + chip_h/2 - font_h/2 + 1)
... [10 more lines]
Good, I have everything I need. Setting up tracking and writing edits in order.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "TodoWrite"
}
]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Phase 1 — score system
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Phase 2 — Cash Out / Lost-on-timer / kill the S debug key
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
I'll add a global cash_out + new_run button (same structure as SHOP_KIT_NEXT_BUTTON) initialized at boot. Adding state for them near the other shop kit state, and adding their init alongside shop_kit_init. Let me check what's available around line 439:
Read (E:/a327ex/emoji-aimer/main.lua)
435 -- correct) and gold_display tweens down to meet it, scrubbing the number
436 -- visibly. gold_chip_y_offset is the "cash register" kick — set positive
437 -- on a buy, linearly returns to 0 so the chip shoves down then rises.
438 -- Both tweens are tagged ('gold_tween' / 'gold_offset') on shop_kit_timer
439 -- so back-to-back buys replace the in-flight tween cleanly rather than
440 -- stacking. Synced to gold on shop entry and on run_reset.
441 gold_display = 0
442 gold_chip_y_offset = 0
443 shop_kit_timer = timer_new()
444
445 -- Memory / leak tracker. F3 toggles the overlay, F4 captures a baseline.
446 -- After capturing a baseline, run round_reset() (press R after a round ends)
447 -- and watch the deltas — non-zero columns are leaks.
448 mem_tracker = memory_tracker_new()
449
450 -- F2 toggles the debug AABB overlay (wall + resource bounding shapes).
451 debug_draw_visible = false
452
453 -- =============================================================================
454 -- hit_circle — small expanding/shrinking ring at an impact point. Tweens
455 -- radius from the spawn value down to 0 over `duration`, then dies. Drawn
456 -- to effects_layer so it gets the outline + shadow.
457 -- =============================================================================
458 hit_circle = class()
459
460 function hit_circle:new(x, y, args)
461 args = args or {}
462 self.x, self.y = x, y
463 self.radius = args.radius or 12
464 self.color = args.color or yellow
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now wire up the update side: replace the S debug key with the auto-clear gate (score ≥ target via the Cash Out button), and restore the timer-zero → lost. Let me also handle hit-testing the cash_out button:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the New Run button update logic (active during 'won' / 'lost'). I'll add this alongside the Cash Out block. Let me find a clean spot — I'll put it right after the Cash Out block:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Phase 3 — Payout function + advance_round routing
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update start_round and run_reset to reset score, and rename the stale end_round_button_contains:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Phase 4 — Strip shop to placeholder
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Read (E:/a327ex/emoji-aimer/main.lua)
2415 flash_on_spawn = 0.3,
2416 layer = shop_particle_layer,
2417 })
2418 end
2419
2420 -- Inventory-slot reaction: spring pulse + a burst of the bought emoji
2421 -- around the slot it landed in. Same layer routing as the cursor burst
2422 -- so the slot's emoji shower paints over neighboring tiles instead of
2423 -- vanishing under them.
2424 spring_pull(target.spring, 'main', 0.3)
2425 local sx, sy = target.x + target.w/2, target.y + target.h/2
2426 for i = 1, random_int(4, 5) do
2427 spawn_emoji_particle(sx, sy, target.item.img, {
2428 velocity = random_float(40, 100),
2429 direction = random_angle(),
2430 duration = random_float(0.35, 0.6),
2431 scale = 1.3,
2432 gravity = 0,
2433 flash_on_spawn = 0.3,
2434 layer = shop_particle_layer,
2435 })
2436 end
2437
2438 return true
2439 end
2440
2441 function shop_kit_update(dt)
2442 -- Tween gold chip's display value + cash-register y kick. Tags
2443 -- ('gold_tween' / 'gold_offset') let back-to-back buys replace the
2444 -- in-flight tween instead of stacking.
... [30 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2475 end
2476 for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
2477 if s.item then
2478 if update_hover_element(s, mx, my, dt) then SHOP_KIT_HOVERED_TILE = s end
2479 end
2480 end
2481
2482 -- Next-round button: spring + hover-enter pulse + cursor flash + click.
2483 -- Click is a placeholder for now — when the shop wires up to a real
2484 -- exit flow this is where exit_shop() or equivalent will go.
2485 local btn = SHOP_KIT_NEXT_BUTTON
2486 if btn then
2487 spring_update(btn.spring, dt)
2488 local hover = mx >= btn.x and mx <= btn.x + btn.w
2489 and my >= btn.y and my <= btn.y + btn.h
2490 if hover and not btn.hovered then
2491 spring_pull(btn.spring, 'main', 0.08)
2492 the_cursor:flash_hover()
2493 end
2494 -- Click → wipe back to combat. transition.phase guard prevents
2495 -- double-firing if the button is clicked again mid-wipe (which would
2496 -- stack chained timer callbacks).
2497 if hover and clicked and transition.phase == nil then
2498 start_transition(exit_shop)
2499 end
2500 btn.hovered = hover
2501 end
2502 end
2503
2504 -- Render the tier-selector tabs at top, the catalog grid (5×4) in the
... [60 more lines]
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now strip the tooltip block at the end of draw_shop_ui_kit:
Read (E:/a327ex/emoji-aimer/main.lua)
2540 return t
2541 end
2542
2543 -- Try to spawn one target at a random arena position. Bails (returns false)
2544 -- if every attempt overlapped an existing target's TARGET_MIN_SPAWN_DIST
2545 -- exclusion zone. Caller is responsible for deciding *whether* to spawn —
2546 -- this just handles the "find a safe spot" placement.
2547 function try_spawn_target()
2548 for attempt = 1, 20 do
2549 local x = random_float(ARENA_X_MIN + TARGET_RADIUS, ARENA_X_MAX - TARGET_RADIUS)
2550 local y = random_float(ARENA_Y_MIN + TARGET_RADIUS, ARENA_Y_MAX - TARGET_RADIUS)
2551 local ok = true
2552 for _, t in ipairs(targets) do
2553 if not t._dead and math.length(x - t.x, y - t.y) < TARGET_MIN_SPAWN_DIST then
2554 ok = false
2555 break
2556 end
2557 end
2558 if ok then
2559 spawn_target(x, y)
2560 return true
2561 end
2562 end
2563 return false
2564 end
2565
2566 -- Ideal alive count ramps from MIN at round start to MAX at round end. Naive
2567 -- pacing — when alive_count < ideal, the spawn tick tries to spawn one. Final
2568 -- pacing will probably be card-driven; this is just a placeholder.
2569 function ideal_target_count()
Read (E:/a327ex/emoji-aimer/main.lua)
2510 -- digits change.
2511 local gold_str = format_with_commas(math.floor(gold_display))
2512 local gold_text_w = font_get_text_width('main', gold_str)
2513 local gold_chip_w = 3 + 14 + 6 + gold_text_w + 3
2514 draw_hud_chip(math.floor(SHOP_LEFT_CENTER_X - gold_chip_w/2),
2515 math.floor(50 + gold_chip_y_offset),
2516 coin_img, gold_str, nil, 6)
2517
2518 -- NEXT ROUND button — interactive (hover highlight, spring pulse on
2519 -- enter, click handled in shop_kit_update).
2520 local btn = SHOP_KIT_NEXT_BUTTON
2521 local state = btn.hovered and 'hovered' or 'default'
2522 draw_shop_button(btn.x, btn.y, btn.w, btn.h, btn.label, state, btn.variant,
2523 btn.spring.main.x)
2524
2525 if SHOP_KIT_HOVERED_TILE then
2526 local el = SHOP_KIT_HOVERED_TILE
2527 local tw, th = shop_tooltip_size(el.item)
2528 local tx, ty = shop_tooltip_position(el, tw, th)
2529 -- Tiles propagate their affordability so the header matches the tile's
2530 -- banner color; owned slots are always "affordable" since their
2531 -- tooltip price is informational (the item is already owned).
2532 local affordable = (el.kind == 'slot') or (gold >= el.item.price)
2533 draw_shop_tooltip(tx, ty, el.item, affordable)
2534 end
2535 end
2536
2537 function spawn_target(x, y)
2538 local t = target(x, y)
2539 targets[#targets + 1] = t
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Phase 5 — HUD chip, payout drawing, Cash Out / New Run button drawing
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add draw_payout(). I'll put it near the other draw helpers — alongside draw_hud_chip:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Let me verify a few things — check for leftover refs to the renamed constants, the S keybind, and that shop_kit_init doesn't break with the data still being built:
Grep (END_ROUND_BTN|end_round_button|target_kills|to_shop)
191:bind('to_shop', 'key:s') -- testing aid: jump from combat to shop on demand
2676:-- manual to_shop key. advance_round handles the state swap at the
Read (E:/a327ex/emoji-aimer/main.lua)
185
186 -- -----------------------------------------------------------------------------
187 -- input
188 -- -----------------------------------------------------------------------------
189 bind('click', 'mouse:1')
190 bind('restart', 'key:r')
191 bind('to_shop', 'key:s') -- testing aid: jump from combat to shop on demand
192 bind('toggle_debug', 'key:f2')
193 bind('toggle_mem', 'key:f3')
194 bind('baseline_mem', 'key:f4')
195 bind('spawn_coin', 'key:z')
196 bind('spawn_gem', 'key:x')
197 bind('spawn_crown', 'key:c')
198
199 -- -----------------------------------------------------------------------------
Read (E:/a327ex/emoji-aimer/main.lua)
2670 end)
2671 end)
2672 end)
2673 end
2674
2675 -- Combat → shop wipe — runs on round clear (vacuum complete) and on the
2676 -- manual to_shop key. advance_round handles the state swap at the
2677 -- mid-frame (kills entities, sets game_state='shop').
2678 function start_round_end_transition()
2679 start_transition(advance_round)
2680 end
2681
2682
2683 -- clear_entities() — kill all in-flight targets and effects, drain the
2684 -- destroy queue so colliders/timers/springs finalize, then replace the
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Let me also verify how the boot's gold = 5000 interacts — and check the final state for any dangling references:
Read (E:/a327ex/emoji-aimer/main.lua)
2772 -- run_reset() — full restart from round 1. Called on R press in any state.
2773 -- Wipes gold + items so each run starts clean.
2774 function run_reset()
2775 game_state = 'playing'
2776 round_index = 1
2777 kills = 0
2778 kills_this_round = 0
2779 score = 0
2780 gold = 0
2781 gold_display = 0
2782 gold_chip_y_offset = 0
2783 items_owned = 0
2784 cash_out_btn.hovered = false
2785 new_run_btn.hovered = false
2786 payout.elapsed = 0
2787 payout.total = 0
2788 -- Wipe any in-flight round-end transition. Replacing the timer abandons
2789 -- the chained callbacks so they never fire on the new run.
2790 transition.phase = nil
2791 transition.radius = 0
2792 transition.timer = timer_new()
2793 start_round(1)
2794 end
2795
2796 -- -----------------------------------------------------------------------------
Grep (end_round_button|target_kills|END_ROUND_BTN)
No matches found
Read (E:/a327ex/emoji-aimer/main.lua)
2810 gold = 5000 -- test starting balance so the shop kit has something to spend
2811 gold_display = gold -- sync the chip's displayed value to the override above
2812
2813 -- -----------------------------------------------------------------------------
2814 -- main loop
2815 -- -----------------------------------------------------------------------------
2816 function update(dt)
2817 sync_engine_globals()
2818
2819 -- R restarts the run from any state ('playing', 'won', 'lost').
2820 if input_pressed('restart') then run_reset() end
2821
2822 -- Debug + memory tracker controls — work in any state.
2823 if input_pressed('toggle_debug') then debug_draw_visible = not debug_draw_visible end
2824 if input_pressed('toggle_mem') then memory_tracker_toggle(mem_tracker) end
2825 if input_pressed('baseline_mem') then memory_tracker_capture_baseline(mem_tracker) end
2826 if input_pressed('spawn_coin') then
2827 local mx, my = mouse_position()
2828 spawn_resource(mx, my, 'coin')
2829 end
2830 if input_pressed('spawn_gem') then
2831 local mx, my = mouse_position()
2832 spawn_resource(mx, my, 'gem')
2833 end
2834 if input_pressed('spawn_crown') then
2835 local mx, my = mouse_position()
2836 spawn_resource(mx, my, 'crown')
2837 end
2838
2839 the_cursor:update(dt)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Grep (function spring_new|self.main\s*=)
27:function spring_new()
Read (E:/a327ex/emoji-aimer/anchor/spring.lua)
25 Creates a new spring container with a default 'main' spring at value 1.
26 ]]
27 function spring_new()
28 local s = {
29 _names = {},
30 }
31 spring_add(s, 'main', 1)
32 return s
33 end
34
35 --[[
36 spring_add(s, name, [x], [frequency], [bounce])
37 Creates a new named spring with initial value x (default 0), frequency
38 (default 5 Hz), and bounce (default 0.5).
39 ]]
Good — spring.main.x defaults to 1. The pattern matches SHOP_KIT_NEXT_BUTTON.
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
All five phases written. Per your CLAUDE.md, I'm not running the game — please compile and tell me what breaks.
Loop summary (what to test):
- Round 1 starts — HUD shows
00:30,0 / 10,0. Click targets to score. - Score ≥ 10 — green
CASH OUTbutton appears bottom-right. You can keep playing past target to drop more resources (which become more gold via the in-round drop system), but each second pushes the timer toward 0, shrinking the eventual Time Banked line. - Click Cash Out — vacuum → circle wipe → mid-screen payout:
CLEARED $10,TIME BANKED $X,INTEREST $X, separator,TOTAL $X, thenCLICK TO CONTINUE. Lines reveal one every 0.3s. - Click anywhere — second circle wipe → shop with just
SHOP / ROUND 2/5header, gold chip, andNEXT ROUNDbutton. - Click Next Round — wipe → round 2 with
0 / 20target. Repeat. - Round 5 cash-out — same payout, but click goes to
YOU WON!+NEW RUNbutton (not the shop). - Fail path — let timer hit 0 below target →
GAME OVER+NEW RUNbutton. Run ends, no payout. - R key or click New Run — full run_reset (gold + items wiped, back to round 1 at $0).
Edits made to main.lua:
- Constants:
END_ROUND_BTN_*→CASH_OUT_BTN_*; ROUNDS usesscore_targetwith values 10/20/60/80/120. - Globals added:
score,cash_out_btn,new_run_btn,payouttable. target:hitincrementsscore.start_roundresetsscore;run_resetresets score/buttons/payout.- New
start_payout();advance_round()now routes through it on every round (including the last). start_shopunchanged.exit_shopunchanged.- Update loop: Cash Out hit-test (when score ≥ target), New Run hit-test (in won/lost), payout click → second transition; timer ≤ 0 now branches to
cleared(if at-or-above target) orlost. S debug key + binding removed. shop_kit_update/draw_shop_ui_kitstripped of tier-strip / tile / owned-slot / tooltip; just the header + gold chip + Next Round button.- New
draw_payout()renders progressive lines + total + click hint mid-screen. - HUD chips gated to
playing | clearedonly. - Won/lost overlay now draws the New Run button instead of the "PRESS R" hint.
- Boot test gold removed.
Known minor things you may want to tweak after testing:
- Payout reveal pacing (
PAYOUT_REVEAL_DELAY = 0.3s) — feel-tunable. - Cash Out button position is the old END_ROUND position (bottom-right, 4px padding). May want repositioning if it overlaps targets too often.
- Payout
PAYOUT_COL_W = 110controls the label-amount column width — bump if longer labels get added later. - The shop's header still says
ROUND N+1/5even though there are no items to buy — kept the wording; flag if you'd rather it say something else while empty.
You current have kill as the target instead of score. Let's try visuals for the score to be place on the top right so they're unique, they're also blue like Balatro's points. Adding more score acts like the gold purcahse effect in shop where it offset down a little then goes back up. Increase in number goes up tweening instead of direct add. Each HIT adds 1 point, not kill. Payout screen information should appear on top of the transition circle, not after it disappears. Then once the circle disappears immediately it goes to the shop.
Let me look at target:hit to understand the hit vs kill structure first:
Grep (function target:)
848:function target:new(x, y)
892:function target:contains(px, py)
897:function target:hit(mx, my)
942:function target:die(mx, my)
977:function target:update(dt)
982:function target:draw()
1005:function target:destroy()
Read (E:/a327ex/emoji-aimer/main.lua)
897 function target:hit(mx, my)
898 -- Damage = BASE_DAMAGE + items_owned bonus. Combo doesn't affect damage
899 -- anymore — its job is the resource economy and visual flair only.
900 local damage = BASE_DAMAGE + items_owned*ITEM_BONUS
901 self.hp = self.hp - damage
902 spring_pull(self.spring, 'hit', 0.3, 3, 0.5)
903 self.flashing = true
904 timer_after(self.timer, 0.08, function() self.flashing = false end)
905
906 combo_count = combo_count + 1
907 combo_timer = COMBO_WINDOW
908
909 -- HP bar: show (stays visible for the rest of the target's life) + pop +
910 -- 0.15s white flash. Diverges from the reference's 2s auto-hide — bar
911 -- never disappears once revealed.
912 self.hp_visible = true
913 self.hp_flashing = true
914 spring_pull(self.spring, 'hp', 0.5, 3, 0.5)
915 timer_after(self.timer, 0.15, 'hp_flash', function() self.hp_flashing = false end)
916
917 spawn_hit_effect(mx, my, { s = 1 })
918 for i = 1, random_int(2, 2) do
919 spawn_hit_particle(mx, my, {
920 velocity = random_float(120, 200),
921 direction = random_angle(),
922 duration = random_float(0.25, 0.6),
923 color = yellow,
924 gravity = 256,
925 flash_on_spawn = true,
926 })
... [45 more lines]
Grep (^blue\s=|^green\s=|^red\s=|^yellow\s=|^white\s=|^fg\s=)
27:white = color(255, 255, 255)
31:fg = color(231, 232, 233)
33:yellow = color(253, 205, 86)
35:red = color(223, 37, 64)
36:blue = color(83, 175, 239)
37:green = color(122, 179, 87)
Grep (blue()|= blue|color(.)\s--.*blue)
750: { lo = 26, hi = 50, color = blue },
776: { combo = 10, color = blue, shake_amp = 0, shake_dur = 0, drops = {
1442: spawn_damage_number(mx, my - 16, '+' .. self.value, { color = blue })
2403: color = blue,
Grep (gold_tween|gold_offset|gold_display\s*=)
437:-- Both tweens are tagged ('gold_tween' / 'gold_offset') on shop_kit_timer
440:gold_display = 0
2438: timer_tween(shop_kit_timer, 0.3, 'gold_tween', _G,
2439: { gold_display = gold }, math.cubic_out)
2441: timer_tween(shop_kit_timer, 0.25, 'gold_offset', _G,
2500: -- ('gold_tween' / 'gold_offset') let back-to-back buys replace the
2727: gold_display = gold
2752: gold_display = gold
2781: gold_display = 0
2811:-- the payout screen on each cash-out. Re-add `gold = N; gold_display = gold`
Read (E:/a327ex/emoji-aimer/main.lua)
2435 -- linearly rises back to 0 over 0.25s for the "cash register" thunk.
2436 -- Tagged tweens so a second buy mid-tween replaces the in-flight ones
2437 -- instead of stacking on top.
2438 timer_tween(shop_kit_timer, 0.3, 'gold_tween', _G,
2439 { gold_display = gold }, math.cubic_out)
2440 gold_chip_y_offset = 4
2441 timer_tween(shop_kit_timer, 0.25, 'gold_offset', _G,
2442 { gold_chip_y_offset = 0 }, math.linear)
2443
2444 if is_levelup then
Let me look at the layer setup and final outline pass to figure out where payout text should render to land on top of the circle:
Read (E:/a327ex/emoji-aimer/main.lua)
3050 -- is met. Click → 'cleared' → vacuum → transition → payout.
3051 if game_state == 'playing' and score >= ROUNDS[round_index].score_target then
3052 local b = cash_out_btn
3053 local state = b.hovered and 'hovered' or 'default'
3054 draw_shop_button(b.x, b.y, b.w, b.h, b.label, state, b.variant, b.spring.main.x)
3055 end
3056
3057 -- Payout overlay (mid-screen). Lines reveal progressively against
3058 -- payout.elapsed; the "CLICK TO CONTINUE" hint shows once everything is
3059 -- visible. Click anywhere → another circle wipe → shop (or 'won').
3060 if game_state == 'payout' then draw_payout() end
3061
3062 -- Run-end overlay (won / lost). Title + interactive New Run button.
3063 if game_state == 'won' or game_state == 'lost' then
3064 local title = (game_state == 'won') and 'YOU WON!' or 'GAME OVER'
3065 local title_w = font_get_text_width('mid', title)
3066 layer_text(ui_content_layer, title, fonts.mid,
3067 math.floor(gw/2 - title_w/2), math.floor(gh/2 - 16), white())
3068
3069 local b = new_run_btn
3070 local state = b.hovered and 'hovered' or 'default'
3071 draw_shop_button(b.x, b.y, b.w, b.h, b.label, state, b.variant, b.spring.main.x)
3072 end
3073
3074 -- Shop UI kit — scattered gallery of every shop element for review.
3075 -- Replaces the real shop layout for now.
3076 if game_state == 'shop' then draw_shop_ui_kit() end
3077
3078 if game_state ~= 'shop' then
3079 camera_detach(main_camera, ui_top_content_layer)
... [70 more lines]
Grep (function format_with_commas)
2214:function format_with_commas(n)
Good. Now to the edits.
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
1) Move score from target:die to target:hit (per-hit)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Remove the (now duplicate) score increment from target:die:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2) Score display state
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Tick score_chip_timer in main update, reset on round/run start:
Read (E:/a327ex/emoji-aimer/main.lua)
2862 the_cursor:update(dt)
2863 the_combo_display:update(dt)
2864
2865 -- Shop kit interactions — hover + spring physics for tile pulse.
2866 if game_state == 'shop' then shop_kit_update(dt) end
2867
2868 -- Combo timer ticks while a streak is alive; tick gated to active states
2869 -- so combo doesn't decay during 'won' / 'lost' (lets the player see their
2870 -- final streak). Round transitions reset combo via start_round.
2871 if (game_state == 'playing' or game_state == 'cleared') and combo_count > 0 then
2872 combo_timer = combo_timer - dt
2873 if combo_timer <= 0 then on_combo_break() end
2874 end
2875
2876 -- Cash Out button (interactive only when score ≥ target in 'playing').
2877 -- Hover-enter pulses the spring + flashes the cursor; click drops the
2878 -- round into 'cleared' so the existing vacuum + transition flow runs.
2879 if game_state == 'playing' and score >= ROUNDS[round_index].score_target then
2880 spring_update(cash_out_btn.spring, dt)
2881 local mx, my = mouse_position()
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3) Remove score from left HUD; add blue panel top-right
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add draw_score_panel(). I'll put it next to draw_hud_chip:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
4) Restructure payout flow — single transition, text over circle
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Grep (advance_round|start_round_end_transition)
416:-- callbacks (see start_round_end_transition) — radius is tweened directly
2699:-- state swap — advance_round / exit_shop / start_shop), holds for
2729:-- mid-frame advance_round runs start_payout, which sets game_state =
2732:function start_round_end_transition()
2733: start_transition(advance_round)
2750:-- advance_round() → exit_shop() (rounds 2..N), and the boot block.
2788:-- advance_round as the mid-callback of the cash-out → payout transition.
2813:-- advance_round() — fires automatically from 'cleared' once all dropped
2817:function advance_round()
2976: start_round_end_transition()
3151: -- transition table by start_round_end_transition's chained timer_tween.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Remove advance_round (now unused) and update the comment on start_payout:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Update call site (cleared → vacuum-done → transition):
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the payout click handler — replace the old "second-transition" version with a manual circle_out kickoff:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now draw_payout → write to transition_layer, and reorder the draw block so the payout text queues after the circle:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now reorder the draw block so the payout text queues to transition_layer AFTER the circle (text renders over disc):
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Let me check the remaining references to the renamed function:
Grep (start_round_end_transition|advance_round)
416:-- callbacks (see start_round_end_transition) — radius is tweened directly
2702:-- state swap — advance_round / exit_shop / start_shop), holds for
2766:-- advance_round() → exit_shop() (rounds 2..N), and the boot block.
Stale comments only, no actual references. Let me clean them up:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:/a327ex/emoji-aimer/main.lua)
2697 end
2698
2699 -- Yellow-circle wipe transition (SNKRX TransitionEffect pattern, no
2700 -- pre-pause). Expands from the cursor to TRANSITION_FINAL_RADIUS over
2701 -- linear IN_DURATION; at full coverage runs `mid_callback` (the actual
2702 -- state swap — advance_round / exit_shop / start_shop), holds for
2703 -- MID_DURATION, recenters on the current cursor pos, then shrinks with
2704 -- cubic_out. Chains via timer_after / timer_tween so the motion lives in
2705 -- one place. Direction-agnostic — the mid callback decides what state
2706 -- the player lands in.
2707 function start_transition(mid_callback)
2708 transition.phase = 'circle_in'
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:/a327ex/emoji-aimer/main.lua)
2762 effects = {}
2763 end
2764
2765 -- start_round(idx) — clean slate for round idx. Used by run_reset() (round 1),
2766 -- advance_round() → exit_shop() (rounds 2..N), and the boot block.
2767 function start_round(idx)
2768 clear_entities()
2769
2770 kills_this_round = 0
2771 score = 0
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
All four changes done. Summary of what shipped:
1. Per-hit, not per-kill — score = score + 1 moved from target:die to target:hit (right after the combo bump). Every click that lands on a target now adds one point, regardless of whether that hit also kills the target.
2. Score animation state — added score_display, score_chip_y_offset, score_chip_timer globals next to the gold-chip equivalents. In target:hit, after score = score + 1, the displayed value tweens cubic_out to the real score (0.25s, tagged 'score_tween') and score_chip_y_offset snaps to +3 and linearly returns to 0 (0.2s, tagged 'score_offset'). Same back-to-back-replace behavior as the gold tweens. Timer ticks every frame in update(); resets in start_round and run_reset.
3. Blue panel top-right — score chip removed from the left HUD stack (left side is now just timer + gold). New draw_score_panel() paints a 64×34 blue rounded rect at (gw - 8 - 64, 8) with the big score number (Awesome 9 @ 16px) on top and a smaller / target line beneath. Reads score_display (so it scrubs up) and score_chip_y_offset (so it bops). Background on ui_panel_layer, text on ui_content_layer → existing outline pass paints the black halo.
4. Single-transition payout — restructured from two wipes + a static payout state into one wipe held at full coverage:
start_payout_transition()replacesstart_round_end_transition.- Circle expands as before. At mid-frame,
start_payoutruns (computes lines, setsgame_state = 'payout', increments gold). The transition then stops, holding at full coverage. draw_payoutnow writes totransition_layer(queued after the circle in the draw block) so the lines render on top of the yellow disc.- Player click during 'payout' (gated on
transition.phase == 'mid') stages the next state —start_shop()orclear_entities+'won'— then manually startscircle_out. The shrinking circle reveals the shop (or win screen) directly. No second transition. - Deleted
advance_round(dead). Updated stale comments referencing it.
Visual to expect:
- Hits: score number scrubs up smoothly, panel bops down a few pixels and rises back.
- Cash Out → circle wipes in over the field → at full coverage, payout title and lines fade in over ~1.5s on the yellow → click → circle shrinks revealing the shop with the new gold balance already on the chip.
Things I'd flag for testing:
- Outline shader operates on
transition_layer— the yellow disc already had a black ring around its perimeter from prior tests, that's unchanged. The payout text gets the same chunky outline; should read sharply against yellow. - The
transition_layertext only renders whengame_state == 'payout'; duringcircle_in(game_state == 'cleared') andcircle_out(game_state == 'shop'/'won') the layer holds just the circle, so no orphan text frames. - Score panel width is fixed at 64px assuming ≤4 score digits. If you push targets above 9999, bump
SCORE_PANEL_W.
Text for payout screen should be in a layer above the circle in transition layer so its outlined. Typewriter effect on each line as it appears. Each line should appear progressively, like if it's falling down almost, overshooting down like the gold/point effect and then going back up to normal position. To the right of each line, there should be some clear way of showing why that value happened. The time line should show the formula i.e. $1/2s or whatever it is, and so on. Point button on the top right should N/Y horizontally, currently the values are vertical for some reason, maybe because it doesn't fit when it's 100/100? If that's the case then you can keep it vertical I guess. Elements on both side walls should be centered on the column.
Let me dig up a few things first: wall widths for centering, layer setup for adding a payout_layer, the layer_text font API for typewriter (whether substring works), and verify the score panel font fits horizontal.
Grep (SIDE_WALL_W|WALL_BLEED|^gw\s=|^gh\s=|gw\s=\s\d)
169:SIDE_WALL_W = (gw - PLAY_AREA_SIZE)/2 -- (480 - 270)/2 = 105 with current screen
174:WALL_BLEED = 10
181:ARENA_X_MIN = SIDE_WALL_W + TARGET_HUD_MARGIN
182:ARENA_X_MAX = gw - SIDE_WALL_W - TARGET_HUD_MARGIN
383:create_wall(SIDE_WALL_W - _wt/2, gh/2, _wt, gh) -- left side wall (inner face at SIDE_WALL_W)
384:create_wall(gw - SIDE_WALL_W + _wt/2, gh/2, _wt, gh) -- right side wall (inner face at gw - SIDE_WALL_W)
3067: -WALL_BLEED, -WALL_BLEED,
3068: SIDE_WALL_W + WALL_BLEED, gh + 2*WALL_BLEED, fg())
3070: gw - SIDE_WALL_W, -WALL_BLEED,
3071: SIDE_WALL_W + WALL_BLEED, gh + 2*WALL_BLEED, fg())
Grep (transition_layer\s=\slayer|cursor_layer\s=\slayer|overlay_layer\s=\slayer|_outline\s=\slayer)
205:game_outline = layer_new('game_outline')
206:effects_outline = layer_new('effects_outline')
217:ui_panel_outline = layer_new('ui_panel_outline')
219:ui_content_outline = layer_new('ui_content_outline')
227:ui_top_panel_outline = layer_new('ui_top_panel_outline')
229:ui_top_content_outline = layer_new('ui_top_content_outline')
233:overlay_layer = layer_new('overlay')
261:shop_particle_outline = layer_new('shop_particle_outline')
265:cursor_layer = layer_new('cursor')
266:cursor_outline = layer_new('cursor_outline')
271:transition_layer = layer_new('transition')
272:transition_outline = layer_new('transition_outline')
Read (E:/a327ex/emoji-aimer/main.lua)
165 -- vertically along the top of the LEFT wall. Top + bottom have invisible
166 -- collider walls but no visible chrome — resources fall to the screen
167 -- bottom and bounce off the (invisible) floor there.
168 PLAY_AREA_SIZE = gh -- square: width = height = gh
169 SIDE_WALL_W = (gw - PLAY_AREA_SIZE)/2 -- (480 - 270)/2 = 105 with current screen
170
171 -- Extra px the side-wall rectangles overflow past the screen on
172 -- left/right/top/bottom so the camera handcam (±2px translation + ±0.02
173 -- rad rotation) can never expose the sky gradient behind them.
174 WALL_BLEED = 10
175
176 -- Buffer between target edges and the play-area walls.
177 TARGET_HUD_MARGIN = 6
178
179 -- Arena bounds for target spawning. try_spawn_target adds TARGET_RADIUS
180 -- internally so target edges stop at these values.
181 ARENA_X_MIN = SIDE_WALL_W + TARGET_HUD_MARGIN
182 ARENA_X_MAX = gw - SIDE_WALL_W - TARGET_HUD_MARGIN
183 ARENA_Y_MIN = TARGET_HUD_MARGIN
184 ARENA_Y_MAX = gh - TARGET_HUD_MARGIN
185
186 -- -----------------------------------------------------------------------------
187 -- input
188 -- -----------------------------------------------------------------------------
189 bind('click', 'mouse:1')
Read (E:/a327ex/emoji-aimer/main.lua)
263 -- Cursor on its own outlined layer so it renders on top of everything else
264 -- without the shader merging it into the UI silhouettes.
265 cursor_layer = layer_new('cursor')
266 cursor_outline = layer_new('cursor_outline')
267
268 -- Round-end wipe layer — drawn LAST in the composite (above the cursor) so
269 -- the yellow circle covers everything during the transition. Outlined via
270 -- transition_outline so the circle gets the chunky black border.
271 transition_layer = layer_new('transition')
272 transition_outline = layer_new('transition_outline')
273
274 debug_layer = layer_new('debug')
275
276 -- -----------------------------------------------------------------------------
277 -- shaders
Let me check layer_new, layer_text, and string.sub patterns to ensure typewriter works:
Bash (grep -n "function layer_text|function layer_new|function font_get_text_width" ...)
E:/a327ex/emoji-aimer/anchor/layer.lua:94:function layer_new(name, filter)
E:/a327ex/emoji-aimer/anchor/layer.lua:174:function layer_texture(lyr, tex, x, y, color)
E:/a327ex/emoji-aimer/anchor/layer.lua:193:function layer_text(lyr, text, f, x, y, color)
Read (E:/a327ex/emoji-aimer/anchor/layer.lua)
193 function layer_text(lyr, text, f, x, y, color)
194 local font_name = type(f) == 'string' and f or f.name
195 eng.draw_text(lyr_handle(lyr), text, font_name, x, y, color)
196 end
197
198 function layer_push(lyr, x, y, r, sx, sy)
199 eng.push(lyr_handle(lyr), x, y, r, sx, sy)
200 end
201
202 function layer_pop(lyr)
203 eng.pop(lyr_handle(lyr))
204 end
205
206 function layer_set_blend_mode(lyr, mode)
207 eng.set_blend_mode(lyr_handle(lyr), mode)
1) Add payout_layer above transition
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
2) Wire payout_layer into render + outline composite
Read (E:/a327ex/emoji-aimer/main.lua)
3105 -- progress meter. Drawn on ui_content_layer in white; the outline_shader
3106 -- pass below adds the chunky black halo so the white text reads against
3107 -- the cream wall behind it. Only shown in 'playing' / 'cleared' — the
3108 -- shop has its own gold chip, and 'payout' / 'won' / 'lost' want a
3109 -- clean canvas.
3110 if game_state == 'playing' or game_state == 'cleared' then
3111 local m = math.floor(round_timer / 60)
3112 local s = math.floor(round_timer - m*60)
3113 local stack_x = 8 -- distance from left screen edge
3114 local stack_y = 8 -- distance from top screen edge
3115 local chip_gap = 6 -- vertical gap between chips
3116 local cur_y = stack_y
3117 local _, ch
3118
3119 -- Worst-case text width for the timer so the chip stays a fixed size
3120 -- as the digits tick. LanaPixel isn't perfectly monospaced.
3121 local timer_text_w = font_get_text_width('main', '88:88')
3122 _, ch = draw_hud_chip(stack_x, cur_y, hourglass_img,
3123 string.format('%02d:%02d', m, s), nil, nil, timer_text_w)
3124 cur_y = cur_y + ch + chip_gap
3125
3126 draw_hud_chip(stack_x, cur_y, coin_img, tostring(gold), nil, 6)
3127
3128 -- Score panel — blue Balatro-style, top-right, with the cash-register
3129 -- y kick on every hit. Position is fixed so the digits can scrub up
3130 -- without shoving neighboring HUD.
3131 draw_score_panel()
3132 end
3133
3134 -- Cash Out button — appears in 'playing' once the round's score_target
... [60 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
3195 layer_render(transition_layer)
3196
3197 -- Damage-number recolor pass. Bucket damage_numbers by their rarity_color
3198 -- (color object as table key — color objects are stable globals so identity
3199 -- works as a key). For each bucket: queue all its digits to digit_layer,
3200 -- render, set u_target_color uniform, draw_from into effects_layer applying
3201 -- recolor_shader. Done before the outline pass so the outlined silhouette
3202 -- includes the colored numbers.
3203 local damage_buckets = {}
3204 for _, fx in ipairs(effects) do
3205 if not fx._dead and fx.rarity_color then
3206 local key = fx.rarity_color
3207 damage_buckets[key] = damage_buckets[key] or {}
3208 table.insert(damage_buckets[key], fx)
3209 end
3210 end
3211 if next(damage_buckets) then
3212 camera_attach(main_camera, digit_layer)
3213 for col, bucket in pairs(damage_buckets) do
3214 for _, dn in ipairs(bucket) do dn:draw() end
3215 layer_render(digit_layer)
3216 shader_set_vec4_immediate(recolor_shader,
3217 'u_target_color', col.r/255, col.g/255, col.b/255, 1)
3218 layer_draw_from(effects_layer, digit_layer, recolor_shader)
3219 end
3220 camera_detach(main_camera, digit_layer)
3221 end
3222
3223 -- Grayscale pass for unaffordable shop-tile emojis. draw_shop_item_tile
3224 -- routes those emojis to grayscale_layer; we flush it and draw it through
... [50 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
3273 layer_draw(ui_content_outline)
3274 layer_draw(ui_content_layer)
3275 layer_draw(ui_top_panel_outline)
3276 layer_draw(ui_top_panel_layer)
3277 layer_draw(ui_top_content_outline)
3278 layer_draw(ui_top_content_layer)
3279 layer_draw(overlay_layer)
3280 layer_draw(shop_particle_outline)
3281 layer_draw(shop_particle_layer)
3282 layer_draw(cursor_outline)
3283 layer_draw(cursor_layer)
3284 layer_draw(transition_outline)
3285 layer_draw(transition_layer)
3286
3287 -- Debug AABBs — red wall boxes, green resource bounding shapes. Drawn
3288 -- camera-attached so they line up with the world; mem tracker text below
3289 -- runs un-attached so it doesn't shake with the camera. Toggle with F2.
3290 if debug_draw_visible then
3291 camera_attach(main_camera, debug_layer)
3292 for _, w in ipairs(walls_aabb) do
3293 layer_rectangle_line(debug_layer, w.x, w.y, w.w, w.h, red(), 2)
3294 end
3295 for _, fx in ipairs(effects) do
3296 if not fx._dead and fx.kind then
3297 local cd = RESOURCE_COLLIDER[fx.kind]
3298 if cd.shape == 'circle' then
3299 layer_circle_line(debug_layer, fx.x, fx.y, cd.radius, green(), 2)
3300 elseif cd.shape == 'polygon' then
3301 layer_push(debug_layer, fx.x, fx.y, fx.rotation, 1, 1)
3302 layer_polygon_line(debug_layer, cd.vertices, green(), 2)
... [20 more lines]
Read (E:/a327ex/emoji-aimer/anchor/layer.lua)
90 --- Create a layer state table and optionally register in global `layers`.
91 --- `filter` is optional: 'smooth' (antialiased edges, linear sampling) or
92 --- 'rough' (hard edges, nearest sampling). Defaults to the engine's current
93 --- global filter mode, which is 'rough' unless changed via set_filter_mode.
94 function layer_new(name, filter)
95 local lyr = {
96 name = name,
97 handle = eng.create(name, filter),
98 filter = filter,
99 parallax_x = 1,
100 parallax_y = 1,
101 }
102 if layers then
103 layers[name] = lyr
104 end
105 return lyr
106 end
107
108 function layer_rectangle(lyr, x, y, w, h, color)
109 eng.rectangle(lyr_handle(lyr), x, y, w, h, color)
110 end
111
112 function layer_circle(lyr, x, y, radius, color)
113 eng.circle(lyr_handle(lyr), x, y, radius, color)
114 end
115
116 function layer_rectangle_line(lyr, x, y, w, h, color, line_width)
117 eng.rectangle_line(lyr_handle(lyr), x, y, w, h, color, line_width or 1)
118 end
119
... [80 more lines]
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3) Store seconds_left and gold_held in payout state
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
4) Rewrite draw_payout with typewriter + per-line drop + detail strings
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
5+6) Score panel horizontal + centered, HUD chips centered
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now center the left HUD chips on the left wall column:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
All six changes shipped. Summary:
1. Separate payout_layer above transition_layer. New layers payout_layer + payout_outline declared next to the transition pair. Render pass: layer_render(payout_layer) after the transition render; outline pass mirrors transition_outline's setup; composite draws payout_outline + payout_layer after transition_layer. So the text sits visually above the yellow disc and gets its own clean outline rather than competing with the disc's outline.
2. Typewriter + drop per line. Per-line elapsed time = payout.elapsed - i * PAYOUT_REVEAL_DELAY (0.45s between lines). When that's positive:
- Drop: y offset starts at +6px, linearly tweens back to 0 over 0.2s — same cash-register shape as the score/gold chips.
- Typewriter: characters consumed across all three segments (label, amount, detail) at 26 chars/sec. Each segment renders via
string.sub(text, 1, n)with the budget decremented as you walk through them.
Helper draw_payout_line(target_y, line_t, label, amount, detail, col_x) handles the offset + budget per line. The total line uses the same helper after the itemized lines complete.
3. Detail strings (right of amount). Show the math behind each amount:
- CLEARED $10 (no detail — it's a flat base)
- TIME BANKED $5
11s × $1/2s - INTEREST $4
$23 × $1/$5(appends(CAP)if the $5 ceiling clipped you)
Stored at payout time: payout.seconds_left = floor(round_timer), payout.gold_held = gold (pre-payout). Detail strings derive from these so they show the values that produced the result, not the post-payout numbers.
4. Score panel horizontal. "42 / 120" all in fonts.mid, one line, centered both axes inside a 96×24 panel. You were right that I made it vertical for emphasis with no real fit reason — 96px easily holds "999 / 999" so it stays horizontal.
5. Centered on side walls. SCORE_PANEL_X = gw - SIDE_WALL_W/2 - SCORE_PANEL_W/2. Timer + gold chips on the left compute their chip_w from pad*2 + icon_w + gap + text_w and center on SIDE_WALL_W/2. Gold chip now also passes min_text_w = width of "9999" so the centered position doesn't twitch as the digit count grows.
Things to verify in-game:
- The payout_layer outline pass runs on a single layer that contains JUST the text — so the halo should be crisp on each glyph rather than getting muddled by the disc's edge.
- Timing: title is instant; then ~0.45s × 3 lines + 0.45s for total + 0.2s drop + 0.1s pause before the click-hint appears → total reveal ~2s. Click to skip works at any point.
- The
chip_wmath for the centered HUD chips matchesdraw_hud_chip's internalpad_x*2 + icon_w + gap + txt_w— pad_x is 3, icon_w is 14, default gap is 4 (so timer chip total = 24 + text_w; gold chip uses gap 6 so 26 + text_w). If those internals change, the centering math drifts.
Typewriter effect should cleanly go from left to right for each line, right now different portions of the line are filling up out of order. Text on the side should be (xs at $1 per 2s) and ($1 per $5). The entire thing should be centered like before, right now it isn't centered properly. The top right button looks off, it looked better stacked vertically I think.
Three changes:
- Typewriter L→R cleanly — current right-aligned amount makes the digits "grow left" which reads backwards. Switch all three segments to left-aligned columns, with the amount column placed to the right of the label column. Type label → amount → detail sequentially.
- Detail strings:
(Xs at $1 per 2s)and($1 per $5)(no gold_held math, no "x" — use "at"/"per"). - Center the whole payout block — compute column widths from the actual longest strings, then center the total on
cx. - Score panel back to vertical — revert.
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
1) Score panel — back to vertical
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2) Rewrite payout — sequential L→R + fixed-column centering + new detail strings
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Both changes done.
1. Score panel: vertical again. 64×34, score number big on top, / target small below — same as before the horizontal experiment. Centered on the right wall column (x = gw - SIDE_WALL_W/2 - SCORE_PANEL_W/2).
2. Payout: clean L→R typewriter + centered fixed-column layout + new detail strings.
What changed:
Sequential typewriter.
draw_payout_linenow types label first, fully, then starts the amount, then the detail. Each segment is left-aligned at its column, so characters always appear left-to-right with no backward growth. The "out of order" was caused by the amount being right-aligned — as digits typed in, the left edge of the amount moved rightward each frame, which read as right-to-left.Fixed-column centering. Column widths are recomputed each frame from the longest label/amount/detail strings (including the TOTAL line). The total block width is
max_label_w + GAP + max_amount_w + GAP + max_detail_w, andblock_x = cx - total_w/2. So the entire payout block is now symmetrically centered on screen, and amounts column up cleanly across lines.Detail strings rewritten:
- CLEARED: empty
- TIME BANKED:
(11s at $1 per 2s)— usespayout.seconds_left - INTEREST:
($1 per $5)— just the rule, no gold-held math - Dropped the
(CAP)suffix since the formula no longer references the actual gold
Separator spans only label + amount columns (not into the detail column), which matches how the total line uses just those two columns.
Click hint still gated on the total having finished its drop + a short pause.
Two side notes on the centering:
- The title (
ROUND N CLEARED) is centered oncxindependently of the block — it's a wider span and doesn't want to share a left edge with the columns. - If a future detail string ever exceeds the others by a lot, the block recenters automatically because the columns re-measure each frame.
Cleared, time banked, interest text centered against the headline, text on the side in parenthesis doesn't count towards the width for centering.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Now:
block_w = max_label_w + GAP + max_amount_w(no detail) — that's the width centered oncx.label_x = cx - block_w/2,amount_ximmediately to its right,detail_xis justamount_x + max_amount_w + GAP— extending off to the right of the centered block without affecting its position.
The headline (ROUND N CLEARED) is centered on cx, and now the CLEARED / TIME BANKED / INTEREST / TOTAL rows are also centered on cx via their label+amount span. Detail strings hang to the right as supplementary text without throwing off the centering.
Separator already spans label_x through label_x + max_label_w + GAP + max_amount_w, which now equals the centered block's full width — so it visually matches the rows above and below it.
Line below interest should be further down, should also overshoot on left and right a little.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Three knobs added at the top of the payout block:
PAYOUT_SEP_GAP = 6— vertical space from the bottom of INTEREST to the separator (was effectively -2, now +6).PAYOUT_SEP_OVERSHOOT = 6— px the line extends past the label/amount block on each side (sep_x = label_x - 6,sep_w = block_w + 12).PAYOUT_TOTAL_GAP = 8— vertical space from the separator to the TOTAL row.
So the separator now lives below INTEREST with breathing room, sticks out symmetrically left/right of the centered block, and the TOTAL row drops a bit further down. The click hint repositions off total_y so it stays in sync.
2 pixels up on the line. Is the whole block centered vertically against the screen?
Two fixes — separator -2px (without moving the TOTAL), and adjust top_y to actually center the whole block (with the click hint included).
Let me first check the current block height:
- title (~16) + gap-to-first-line (6) + 3 lines × 14 (42) + sep_gap (6) + sep (1) + total_gap (8) + total (~11) + hint_gap (6) + hint (~11) ≈ 107px
- Current
top_y = gh/2 - 44centers a block of height ~88 (no hint). With the hint visible the block extends ~20px lower than the center.
So you were right to question it. Let me bump top_y to center the full block, and offset the separator up by 2:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
So:
To your question: No, it wasn't centered. With the click hint visible the block extended about 20px below screen center. I've bumped top_y from gh/2 - 44 to gh/2 - 54 so the whole settled block (title through hint) centers on gh/2. The block height adds up to ~107px so the new top_y is gh/2 - block_h/2.
Separator -2px: done by reducing PAYOUT_SEP_GAP from 6 to 4 and bumping PAYOUT_TOTAL_GAP from 8 to 10 — the line moves up but the TOTAL row stays where it was.
Caveat: there's a brief asymmetry during the reveal animation — until the click hint shows up, the block looks slightly "high" (about 10px above center). Once everything settles, it's centered. If you'd rather the partial reveal also feel centered, I can switch to computing top_y off the no-hint height (89px → gh/2 - 44, the original) and accept that the hint's appearance shifts the perceived center down slightly. Let me know which framing you prefer.
Total and click to continue should also typewriter, click to continue should also blink.
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
The TOTAL row already typewriters (it goes through draw_payout_line like the others, just very fast at 50 chars/sec). The hint is the one that just appeared all at once — adding typewriter + blink to it:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Done.
- TOTAL already typewriters (uses the same
draw_payout_linepipeline as the other rows —'TOTAL'then'$19', types L→R, just fast because each segment is short). - CLICK TO CONTINUE now types L→R from a fixed left edge (anchored at
cx - full_width/2, so chars grow rightward instead of the text re-centering each frame). Oncetype_chars >= #hint, blink kicks in on a 0.5s on / 0.4s off cycle.
Three new tunables at the top of the payout block:
PAYOUT_HINT_DELAY = 0.15s— pause after TOTAL settles before the hint starts typingPAYOUT_HINT_BLINK_ON = 0.5sPAYOUT_HINT_BLINK_OFF = 0.4s
Caveat to flag: I'm using the same PAYOUT_TYPE_RATE (50 chars/sec) for the hint as for the rows. "CLICK TO CONTINUE" is 17 chars → 0.34s to fully type. If that feels too slow before the blink begins, drop the rate or bump it just for the hint. Easy to split into a separate PAYOUT_HINT_TYPE_RATE if you want it punchier.
When game over happens, the combo should stop and go to 0.
Grep (function on_combo_break|on_combo_break())
849:function on_combo_break()
860: on_combo_break()
3063: if combo_timer <= 0 then on_combo_break() end
Read (E:/a327ex/emoji-aimer/main.lua)
845 end
846 return highest
847 end
848
849 function on_combo_break()
850 combo_count = 0
851 combo_timer = 0
852 end
853
854 -- on_miss — clicked, hit no target. If a streak was alive, spawn a red X
855 -- at the click location that blinks out, then break the combo. At combo
856 -- == 0 there's nothing to lose, so no X — silent click. No score penalty
857 -- either; losing the streak is already the punishment.
858 function on_miss(mx, my)
859 if combo_count > 0 then spawn_miss_x(mx, my) end
860 on_combo_break()
861 end
862
863 -- =============================================================================
864 -- target — direct_hit emoji at TARGET_HP hp. Hit detection is a simple radius
865 -- check against the cursor at click time. Each hit pulls the spring, briefly
866 -- white-flashes the sprite, spawns an FX burst, and shakes the camera. On
on_combo_break already resets combo_count and combo_timer to 0. I just need to call it the moment game_state flips to 'lost'. (For 'won', the combo is already 0 by then — start_payout resets it on the way through.)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Also updating the related comment so it doesn't claim combo lingers in 'lost' anymore:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. When the timer runs out below the score target, game_state = 'lost' and on_combo_break() fires immediately on the same frame — so combo_count and combo_timer both snap to 0. The combo display reads 0 the moment GAME OVER appears.
Caveat: the in-flight combo decay logic is unaffected, since the if combo_count > 0 gate is moot once combo is 0. Also unchanged: the 'won' path naturally lands at combo=0 because start_payout already wipes it on the way through.
Also add the reason why the death happened below game over.
I'll add a death_reason global so future death types (HP loss, etc.) can set their own message, and render it as a subtitle below GAME OVER.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now render the reason below the title. The reason combines death_reason with the score recap:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. On 'lost':
- Title at
gh/2 - 16:GAME OVER(fonts.mid) - Subtitle at
gh/2 + 6:TIMER RAN OUT — SCORED 5 / 10(fonts.main, white) - New Run button bottom-right (unchanged)
death_reason is set to 'TIMER RAN OUT' at the moment the timer-zero check flips state to 'lost'. Cleared in run_reset. Currently only one death type, but new ones just need to set this string at the same point game_state goes to 'lost'.
Caveat: 'won' state has no subtitle (you didn't ask for one), so YOU WON! stands alone. If you want a CLEARED ALL 5 ROUNDS or run summary there too, easy to add a similar block.
TIMER RAN OUT -> SCORED should be stacked vertically.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Two centered lines:
TIMER RAN OUTatgh/2 + 6SCORED 5 / 10atgh/2 + 20(14px gap, matches the line_h I've been using elsewhere)
Both centered independently on cx, so they look like a stacked subtitle below the GAME OVER title.
Create ideas.md and add the following:
Streaks of hits against full HP targets grant +N points per hit, where N is the streak size; +1/+2/+5 points per hit on non-repeat hits on targets If all targets on screen have 1 HP, the next hit on a target kills all of them
Perhaps we should reword some of these, perhaps even introduce a "streak" mechanic or something similar, while the first and second don't have the same kind of streak, they have the concept of more points based on different targets, idk, just imagining that it could all be worded simpler/better/more intuitively
Write (E:\a327ex\emoji-aimer\ideas.md)
File created successfully at: E:\a327ex\emoji-aimer\ideas.md (file state is current in your context — no need to Read it back)
Wrote ideas.md. Captured the three ideas verbatim, then layered on commentary:
On the rewording question — agreed that (1) and (2) are both "reward not pounding the same target" but they're different shapes: (1) is a consecutive chain you can break, (2) is enumerative (flat per unique target, no chain to maintain). (3) is a different beast entirely — board-state trigger, not streak-based.
Sketched a unifying frame: "variety streak" — a counter that bumps when you hit a target you haven't hit on this streak, resets on repeat or miss. Then the three become payoff variants on the same trigger:
- (1) → variety streak with
points = streak_size - (2) → variety streak with
points = Nflat - (3) → variety streak with
if all targets at 1 HP → wipe
Same rule for the player to learn ("don't double-tap"), three modifier behaviours layered on top — same shape as SAP's "trigger + ability" model.
Flagged four open questions:
- Variety scope: "not previous target" vs "not any target this streak"
- Whether to share the existing combo meter or use a parallel one
- Chain-pop accounting (1 hit or N hits when it clears the board)
- How multi-HP targets interact with the streak — tuning lever for whether the streak feels trivial or demanding
Worth flagging: the variety-streak frame is my interpretation of your "perhaps... or something similar" — you might want different unification, or to keep the three as separate first-class mechanics. The doc is structured so the raw ideas stand on their own at the top regardless of whether the unification framing sticks.
Remove all text from the file except the descriptions as they are, then let's discuss how to improve them with better phrasing.
Write (E:\a327ex\emoji-aimer\ideas.md)
The file E:\a327ex\emoji-aimer\ideas.md has been updated successfully. (file state is current in your context — no need to Read it back)
Done — file now contains only the three lines.
Now, on phrasing. Reading them as a player would, here's where each one is fuzzy and a couple of alternative framings to pick from.
#1 "Streaks of hits against full HP targets grant +N points per hit, where N is the streak size."
Ambiguous bits:
- What advances the streak — only the hit itself, or only when the target was at full HP just before you hit it? A "full-HP target" stops being full after the first hit, so by definition only every target's first hit qualifies. Worth saying so explicitly.
- What breaks the streak? A hit on a damaged target? A miss? Both? The current wording doesn't say.
- "+N where N is the streak size" — points per hit or points granted by the hit? They're the same on a fresh-hit but a reader might wonder if the streak retroactively buffs old hits.
Possible rewrites:
- "Hitting a fresh target gives
+Npoints whereNis your current fresh-hit streak. Damaged-target hits don't count and break the streak." - "Each consecutive first-hit on a target scores
streakpoints (1, 2, 3, ...). Hitting a damaged target ends the streak." - "Build a streak by hitting only fresh targets. Each fresh hit pays
streakpoints; hit a damaged target and the streak resets."
#2 "+1/+2/+5 points per hit on non-repeat hits on targets."
Ambiguous bits:
- "Non-repeat" relative to what? The previous hit? Your full hit history? This streak? Per round?
- "Per hit" feels redundant with "non-repeat hits" — every "non-repeat hit" is a hit.
- The 1/2/5 is the L1/L2/L3 modifier tier, not a per-instance value — should probably be marked as such.
Possible rewrites:
- "First time you hit each target, score a bonus:
+1 / +2 / +5(tier 1/2/3)." - "Bonus points on the first hit dealt to a target this round:
+1 / +2 / +5." - "Each target pays a bonus on its first hit only:
+1 / +2 / +5per tier."
The "first hit per target" framing is much clearer than "non-repeat" and matches how an SAP player would read it.
#3 "If all targets on screen have 1 HP, the next hit on a target kills all of them."
Cleanest of the three, but two small things:
- "Kills all of them" — does the killing hit count as the trigger plus N additional kills, or just one mass-kill event for scoring purposes?
- What if a new target spawns mid-trigger? Probably moot if the trigger fires on the next click frame, but worth noting.
Possible rewrites:
- "When every target on screen is at 1 HP, the next hit pops them all."
- "Set up the board: if every target sits at 1 HP, your next click clears all of them at once."
The original is already tight — these are minor tweaks.
Two cross-cutting questions worth picking on before rewriting:
- Vocabulary. Should we lock in
fresh hit/first hit/non-repeat/unique? They mean roughly the same thing — picking one and using it across all three (and future modifiers) makes the whole catalog read consistently. - Tier notation.
+1/+2/+5reads quickly because we use it in sap_reference.md. Worth committing to that shorthand for every modifier description so a reader scans tier values at a glance.
Want me to take a pass at all three with a single chosen vocabulary, or do you want to weigh in on the framing first?
+1/+2/+5 points on first hit dealt to a target When every target is at 1HP, the next hit kills all of them Build a streak by hitting only fresh targets, +N points per streak hit, where N is the streak size
Let's leave them at this. What emojis do you think fits each of them? Use the SAP reference to see if any emoji fits particularly well.
Worked through the SAP reference looking for both structural matches (same trigger shape) and thematic matches (the metaphor reads). Top picks per idea, with the SAP precedent as backing:
#1 — +1/+2/+5 points on first hit dealt to a target
Pick: 🐝 Bee
- SAP precedent: the Bee is the canonical SAP token — pet with the Honey perk faints → spawn a 1/1 Bee. SAP players know the Bee silhouette immediately, and the Honey perk's whole shape is "fire something extra on a one-time event."
- Thematic fit: bees pollinate fresh flowers — each new flower (target) gives a one-time payoff before the bee moves on. Reads exactly as "first hit on each target pays a bonus."
- Tier feel: +1/+2/+5 = a small, cute, cumulative bonus, which matches the Bee's "humble token, but they add up" SAP vibe.
Runner-up: 🐦 Hummingbird — also "visits flowers, gives strawberry to nearest friends ahead at start of battle." Same metaphor but less iconic in SAP than Bee.
#2 — When every target is at 1HP, the next hit kills all of them
Pick: 🦔 Hedgehog
- SAP precedent: Hedgehog (T2) is one of the most iconic SAP pets —
Faint → deal 2/4/6 damage to all. The whole identity is "fragile, spiky, pops everything around it." Players see Hedgehog and immediately think "AoE pop." - Thematic fit: spikes burst out, everything fragile (1 HP) gets popped. The mental model is "tap the spiky one and everything brittle goes at once." That's the literal mechanic.
- Bonus: the 1-HP setup phase plays well with SAP's existing 🍄 Mushroom perk (revives at 1/1) — if you ever want a combo Mushroom + Hedgehog item later, the synergy reads from SAP straight away.
Runner-up: 🍄 Mushroom — already has 1-HP-themed gameplay in SAP. But Mushroom is a passive perk, not a trigger, so Hedgehog is the cleaner structural match.
#3 — Build a streak by hitting only fresh targets, +N points per streak hit, where N is the streak size
Pick: 🥐 Croissant
- SAP precedent: Croissant is the canonical "scaling-over-time" perk in SAP (
End turn → gain +1 attack). The user called it out by name at the start of this session ("Croissant gives +1 attack per round, if I remember correctly. Here our Croissant might increase the amount of points you get per hit cumulatively per round too"). SAP players read Croissant = "this number goes up." - Thematic fit: the curl of a croissant suggests winding momentum — the streak coiling tighter. Layered/buttery = compounding.
- Trigger nuance: SAP's Croissant scales per period (per turn) and ours scales per event (per fresh hit). Different cadence, same emotional shape ("the longer this goes, the bigger it gets"). I'd argue this is closer to what players expect when they see Croissant — they already think "ramps up over time," and that's exactly what a streak does.
Runner-up: 🐍 Snake — SAP Snake's trigger (Friend ahead attacks → deal 5/10/15 damage to random enemy) is per-event, fires repeatedly on a chain. The snake's body literally extending visually maps to "streak grows." Worth considering if you'd rather lean on the chain/serpent visual than the cumulative-buff buttery one.
One thing to flag
These three picks read well as a set: 🐝 (variety/visits), 🦔 (fragile/burst), 🥐 (cumulative/momentum). They cover three distinct play patterns without overlapping in metaphor or visual register, so a player glancing at the shop would mentally categorize them at a glance.
If you want to lock in 🐝 for #1, that pulls Bee out of the rotation for any future "spawn-a-token" or "honey-perk" inspired item — worth reserving the alternate (e.g., 🐦 Hummingbird) for that slot if you want both later.
Interesting. Let's end the session here, next session we'll start implementing individual items. Name this Emoji Aimer 6
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user for the session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
Determine the project yourself from your session context — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Get User Approval
Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.
Step 4: Convert Transcript and Write the Log File
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
date "+%Y-%m-%d %H:%M:%S"Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...) vs Codex rollouts (~/.codex/sessions/...). For Composer sessions, usefind-recent-session.py(it merges all sources) and pick the[cursor]line for the current chat.Replace the default header (
# Session YYYY-MM-DD...) at the top of/tmp/session-log.mdwith the approved title and summary, AND prepend frontmatter. The final file shape:Title: [Title] Date: YYYY-MM-DD HH:MM:SS # [Title] ## Summary [approved summary text from step 2] --- [transcript content from jsonl-to-markdown script]Frontmatter is non-negotiable. Every log file MUST start with
Title:andDate:lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script ina327ex-site/deploy/backfill_metadata.pyis a safety net, not a substitute — write it correctly the first time.Then copy the final file to the log destination:
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].mdStep 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
Project Root Stage command Anchor E:/a327ex/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Ainvoker E:/a327ex/Invokergit add -Athalien-lune E:/a327ex/thalien-lunegit add -Aa327ex-site E:/a327ex/a327ex-sitegit add -A(this IS one of the web repos — the log file added in Step 4 is staged here automatically)For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
cdinto the project root, stage, rungit statusto verify before committing.IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.# Skip until we hit the line "## Summary", then take everything after the next # blank line until the --- separator that precedes the transcript. awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \ E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
# Project repo to GitHub. Skip this push if the project IS a327ex-site # (handled by the second push below — don't duplicate). git push origin main # a327ex-site to the VPS (post-receive hook restarts the Lua server). cd E:/a327ex/a327ex-site git add -A git commit -m "[Title]" git push prod main 2>&1 | tail -3Failure handling: if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
Step 7: Confirm
Tell the user: - Project commit hash + GitHub push result - a327ex-site commit hash + VPS push result
Format:
Logged — "[Title]". project (Anchor2): abc1234 pushed to GitHub a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)If a push failed, surface that explicitly with the error.
Notes
- Frontmatter is non-negotiable. Every log file MUST have
Title:andDate:at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.- If the project IS
a327ex-site(e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.- Legacy note: this skill used to also dual-write to
anchor.blot.im/logs/andanchor.blot.im/context/. Post-cutover (May 2026),anchor.blot.imis a JS redirect toa327ex.comand no longer receives content. Drop those steps if you find any older docs that still reference them.ARGUMENTS: Emoji Aimer 6
Drafting the summary. Let me get the current timestamp and find the session file in parallel.
Bash (date "+%Y-%m-%d %H:%M:%S")
2026-05-13 21:18:37
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5)
2026-05-14T00:18:37.785Z 6d166688-839b-42c3-a9fe-7804ecedde9f [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\6d166688-839b-42c3-a9fe-7804ecedde9f.jsonl
2026-05-13T15:51:35.907Z cb6890c3-baef-4f6c-94cf-fa02c7da537f [claude]
C:\Users\adn\.claude\projects\E--a327ex\cb6890c3-baef-4f6c-94cf-fa02c7da537f.jsonl
2026-05-13T14:46:46.918Z a60c5397-63c3-4a7c-809d-126b1f9adb2f [claude]
C:\Users\adn\.claude\projects\E--a327ex\a60c5397-63c3-4a7c-809d-126b1f9adb2f.jsonl
2026-05-13T01:52:12.000Z b0fa48ef-6159-4da8-ba21-f6f2b1907f47 [claude]
C:\Users\adn\.claude\projects\E--a327ex\b0fa48ef-6159-4da8-ba21-f6f2b1907f47.jsonl
2026-05-12T23:25:33.171Z 075f3871-f99f-40c7-80fd-4c700a62a237 [claude]
C:\Users\adn\.claude\projects\E--a327ex\075f3871-f99f-40c7-80fd-4c700a62a237.jsonl
Got it. Drafting the summary now for your approval before I write/commit:
Title: Emoji Aimer 6 Date: 2026-05-13 21:18:37 Slug: emoji-aimer-6
Emoji Aimer 6
Summary
Built sap_reference.md (full SAP wiki dump for design inspiration), then implemented the round → cash-out → payout → shop loop end-to-end on top of the existing combat/shop scaffold. Iterated on payout visuals (typewriter, drop-overshoot, centering, blink) and finished by drafting a small ideas.md with three modifier concepts and emoji picks.
SAP wiki research → sap_reference.md:
- Goal: structural reference for designing 3-tier modifier emojis. Every emoji in Emoji Aimer has L1/L2/L3 tiers (e.g. "+1/+2/+5 per hit"), so SAP's L1/L2/L3 progression is the structural fit being mined.
- Fetched via WebFetch in parallel: Tier 1 (~55 pets full), Tier 2 (~58 full), Tier 3 (~60 full + 10 name-only), Tier 4 (~50 full across Turtle/Star/Puppy/Golden/Unicorn/Weekly), Tier 5 (~10 full + 60 name-only), Tier 6 (20 full via dedicated pet pages + 70 name-only via /wiki/Tier_6 listing), Tokens (35), Foods (~110 across T1-T6), Food Perks (~60), Toys (~30 including Witch/Adventurous/Griffin/Wondrous/Nostalgic/Doom/King categories).
- WebFetch repeatedly truncated long pages — discovered the
index.php?title=Pets&action=rawURL gave fuller content. Tier 6 abilities required individual pet page fetches (Dragon, Tiger, Phoenix, Cat, Snake, Mammoth, Gorilla, Boar, Fly, Leopard, Tyrannosaurus, Reindeer, Sabertooth, Manticore, Hydra, Cobra, Octopus, Ammonite, Walrus, Wolverine). - Doc structure: tier-by-tier sections with
Name — Trigger → Effect | L1/L2/L3format. Closing "SAP → Emoji Aimer mappings" section sketches 12 worked examples (Croissant, Pig, Honey, Cat, Dragon, Snake, etc.) and flags the 5 richest archetypes to mine first: Croissant-style (cumulative per round), Pig-style (sell payouts), Honey-style (summon-on-miss), Cat-style (multipliers), Dragon-style (purchase-triggered stacks).
Design lockdown before implementation:
- User specified: 5 rounds, score targets 10/20/60/80/120, +1 per HIT (not per kill), no combo-tier multipliers (deferred), payout numbers Cleared $10/Time Banked $1 per 2s/Interest $1 per $5 cap $5, soft-fail = run ends + New Run button, push-past-target burns time-bank gold, shop has NO grid (no items implemented yet — just the Next Round button).
- Payout flow per user spec: "circle plays out, numbers appear progressively in middle of screen, then once the player clicks again the transition happens again to the shop" — initially built as two transitions, later restructured (see below).
Phase 1 — score system + ROUNDS rewrite + HUD chip:
- ROUNDS table: dropped
target_killsfield, replaced withscore_target. Values: 10 / 20 / 60 / 80 / 120. Comment block at lines 116-134 (CASH_OUT_BTN_* constants + ROUNDS) updated. - Renamed
END_ROUND_BTN_*constants →CASH_OUT_BTN_*(the original was a placeholder for a never-implemented button). - New globals:
score,score_display,score_chip_y_offset,score_chip_timer,cash_out_btn,new_run_btn,payouttable,death_reason. target:hitnow doesscore = score + 1(per HIT). User correction: I initially put it intarget:die(per kill); user flagged this — moved totarget:hitafter the combo bump.- Score panel display state mirrors the gold-chip pattern:
score_displaylagsscore, tweens cubic_out 0.25s;score_chip_y_offsetsnaps to +3 on each hit and linearly returns to 0 over 0.2s. Tagged as 'score_tween' / 'score_offset' so back-to-back hits replace in-flight tweens. score_chip_timerticks every frame inupdate()(not gated by state).- Reset score + score_display + score_chip_y_offset in
start_roundandrun_reset.
Phase 2 — Cash Out button + lost state:
- Added Cash Out button rendering: only visible in 'playing' when
score >= score_target. Click →game_state = 'cleared'(existing vacuum + transition flow). - Restored timer-zero check:
if round_timer <= 0 then→ if score met → 'cleared' (auto-cashout); else → 'lost'. - Removed S debug key (
bind('to_shop', 'key:s')) and its handler. - New_run_btn hit-test in 'won'/'lost' calls
run_reset()(same path as R key). - Both buttons reuse
draw_shop_buttonwith 'primary' green variant.
Phase 3 — Payout flow:
- New
start_payout()function: clears entities, setsgame_state = 'payout', computescleared = 10,time_banked = floor(seconds_left / 2),interest = min(5, floor(gold_held / 5)).seconds_leftandgold_heldsnapshotted pre-payout for detail strings. Gold incremented immediately so shop chip shows new balance on entry. payout.is_final = (round_index >= #ROUNDS)flag tells click handler whether to route to 'won' or 'shop'.- Initially built with two transitions (cleared→wipe→static payout state→click→wipe→shop). User feedback: "Payout screen information should appear on top of the transition circle, not after it disappears. Then once the circle disappears immediately it goes to the shop."
- Restructured to single held transition (
start_payout_transition): circle expands → mid-callback runsstart_payout→ transition HOLDS at full coverage indefinitely (no auto-advance from mid). Payout text renders on top of the yellow disc. Click during 'payout' state manually kicks off circle_out + stages next state ('shop' viastart_shop()or 'won' inline). Shrinking circle reveals shop directly. - Deleted
advance_round(now redundant). Deletedstart_round_end_transition(replaced bystart_payout_transition).
Phase 4 — Shop placeholder:
shop_kit_update: stripped tier-strip / tile / owned-slot hover loops; kept only the Next Round button block. Gold tween timer still ticks.draw_shop_ui_kit: stripped tier strip, empty cells, item tiles, owned slots, tooltip. Kept SHOP frame + ROUND subtitle + gold chip + Next Round button.- Underlying tables (SHOP_KIT_TILES etc.) still maintained for when items land later.
Phase 5 — Run-end states:
- 'won' / 'lost' overlays draw centered title (fonts.mid) + interactive New Run button (bottom-right).
- Boot test gold of 5000 removed — runs start at $0.
Visual iteration on the score chip:
- User feedback: "kill" reads as wrong (was
direct_hit_imgicon withscore / score_target). Wanted: top-right, blue Balatro-style, dedicated and unique element separate from left HUD. - Removed score chip from left HUD stack (left side is now timer + gold only).
- New
draw_score_panel(): 64×34 blue rounded rect with score number big (fonts.mid) on top, smaller/ targetline (fonts.main) below. - Briefly tried horizontal layout (96-wide panel with
score / targeton one line) per user request, but user reverted: "The top right button looks off, it looked better stacked vertically I think." Returned to vertical. - Position:
SCORE_PANEL_X = math.floor(gw - SIDE_WALL_W/2 - SCORE_PANEL_W/2)— centered on right wall column.
Centering HUD on side walls:
- User: "Elements on both side walls should be centered on the column."
- Computed
LEFT_WALL_CENTER_X = SIDE_WALL_W / 2(= 52, since SIDE_WALL_W = 105 with gw=480, gh=270). - Per-chip width math inlined:
chip_w = pad_x*2 + icon_w + gap + text_w=24 + text_wfor default gap,26 + text_wfor gap=6 (gold). Each chip's x =wall_center - chip_w/2. - Gold chip's
min_text_wset to width of "9999" so the chip stays fixed-width as gold accumulates (avoids twitching at the centered position).
Payout overlay — multi-pass iteration:
First pass: Drew to ui_content_layer, mid-screen, lines reveal progressively against payout.elapsed, fixed-column layout with right-aligned amounts.
Second pass — moved onto transition_layer: User wanted text "on top of the transition circle". Switched all layer_text(ui_content_layer, ...) to layer_text(transition_layer, ...) and reordered the draw block so payout text queues to transition_layer AFTER the circle (text on top within same layer).
Third pass — dedicated payout_layer: User feedback: "Text for payout screen should be in a layer above the circle in transition layer so its outlined." Created payout_layer + payout_outline (layer_new pair). Render order: layer_render(transition_layer); layer_render(payout_layer);. Outline pass mirrors transition's: layer_clear(payout_outline); layer_draw_from(payout_outline, payout_layer, outline_shader);. Composite: layer_draw(transition_layer); layer_draw(payout_outline); layer_draw(payout_layer);. Now payout text gets its own clean outline pass independent of the disc's edge.
Fourth pass — typewriter + drop animation: Each line gets per-line elapsed time = payout.elapsed - i * PAYOUT_REVEAL_DELAY. Drop: y starts at +6px, linearly tweens to 0 over 0.2s. Typewriter: characters consumed across all three segments at 50 chars/sec, each segment renders via string.sub(text, 1, n).
Fifth pass — fix L→R typewriter: User: "Typewriter effect should cleanly go from left to right for each line, right now different portions of the line are filling up out of order." Root cause: amount was right-aligned, so as digits typed in, the LEFT edge of the amount moved rightward each frame, reading as right-to-left. Fixed by making all three segments LEFT-aligned at fixed column positions. Each segment types L→R from its column; once one segment finishes, the next starts.
Sixth pass — detail strings: User: "Text on the side should be (xs at $1 per 2s) and ($1 per $5)." Updated detail strings: TIME BANKED → (11s at $1 per 2s), INTEREST → ($1 per $5) (no gold-held math, no cap suffix). CLEARED has no detail.
Seventh pass — centering: User: "The entire thing should be centered like before, right now it isn't centered properly." Computed column widths from longest strings (max_label_w, max_amount_w) per draw, centered the block on cx.
Eighth pass — detail doesn't count toward centering: User: "Cleared, time banked, interest text centered against the headline, text on the side in parenthesis doesn't count towards the width for centering." Changed block_w to exclude detail: block_w = max_label_w + GAP + max_amount_w. Detail floats off to the right of the centered block.
Ninth pass — separator + total spacing: User: "Line below interest should be further down, should also overshoot on left and right a little." Added PAYOUT_SEP_GAP=6, PAYOUT_SEP_OVERSHOOT=6, PAYOUT_TOTAL_GAP=8 constants. Separator extends past block by 6px each side.
Tenth pass — separator -2px + vertical centering: User: "2 pixels up on the line. Is the whole block centered vertically against the screen?" Reduced SEP_GAP to 4 and bumped TOTAL_GAP to 10 (line moves up, total stays). Also bumped top_y from gh/2 - 44 to gh/2 - 54 to center the full block (~107px) including the click hint.
Eleventh pass — TOTAL + hint typewriter + blink: User: "Total and click to continue should also typewriter, click to continue should also blink." TOTAL was already typewriter via draw_payout_line (fast because short). Hint rewritten: types L→R from fixed centered left-edge, then once type_chars >= #hint, blinks via (blink_t % cycle) < BLINK_ON. New constants: PAYOUT_HINT_DELAY=0.15, PAYOUT_HINT_BLINK_ON=0.5, PAYOUT_HINT_BLINK_OFF=0.4.
Combo break on game over:
- User: "When game over happens, the combo should stop and go to 0."
- Added
on_combo_break()call right aftergame_state = 'lost'in the timer-zero block. - 'won' path already lands at combo=0 because
start_payoutresets it on the way through. - Updated stale comment claiming "combo doesn't decay during 'won' / 'lost' (lets the player see their final streak)".
Death reason subtitle:
- User: "Also add the reason why the death happened below game over." → "TIMER RAN OUT -> SCORED should be stacked vertically."
- Added
death_reason = ''global. Set to'TIMER RAN OUT'when timer hits 0 below target. Cleared in run_reset. - Drawn below GAME OVER as two centered lines:
death_reasonat gh/2+6,'SCORED ' .. score .. ' / ' .. targetat gh/2+20. - Only renders during 'lost' (not 'won').
ideas.md created with three modifier concepts:
- "Streaks of hits against full HP targets grant +N points per hit, where N is the streak size"
- "+1/+2/+5 points per hit on non-repeat hits on targets"
- "If all targets on screen have 1 HP, the next hit on a target kills all of them"
- Initial draft included unification commentary ("variety streak" frame), but user requested just the three lines.
- Discussed phrasing tweaks. User finalized to (kept in conversation, ideas.md stayed as the original three lines):
- +1/+2/+5 points on first hit dealt to a target
- When every target is at 1HP, the next hit kills all of them
- Build a streak by hitting only fresh targets, +N points per streak hit, where N is the streak size
- Discussed emoji picks via SAP reference: 🐝 Bee for #1 (pollinates fresh flowers, iconic SAP token), 🦔 Hedgehog for #2 (canonical SAP AoE-on-faint, pops fragile things), 🥐 Croissant for #3 (canonical SAP scaling-over-time perk, user called it out in session 1's project intro). Snake/Hummingbird/Mushroom flagged as runners-up. Set reads cleanly together — three distinct play patterns without metaphor overlap.
Want me to proceed with this summary as-is, or any tweaks?
Yes.