a327ex.com

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:

Design lockdown before implementation:

Phase 1 — score system + ROUNDS rewrite + HUD chip:

Phase 2 — Cash Out button + lost state:

Phase 3 — Payout flow:

Phase 4 — Shop placeholder:

Phase 5 — Run-end states:

Visual iteration on the score chip:

Centering HUD on side walls:

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:

Death reason subtitle:

ideas.md created with three modifier concepts:


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

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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

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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:

Caveats:

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

What I intend to do, in order

1. Score system (replace kill counter as the round's progress meter)

2. Round outcomes

3. Payout screen

4. Shop placeholder

5. Loop wiring + cleanup

What I want to confirm by reading code before I touch anything

Open design questions (worth answering before I build)

  1. Round count — how many rounds in a run? I'd default to 5 for the first pass; easy to change.
  2. Score-target curve — hand-tune (e.g. 20 / 50 / 100 / 200 / 400) or formula? Hand-tuned is faster to iterate.
  3. 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.
  4. 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.
  5. 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:

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

Phase 2 — Round outcomes + Cash Out button

Phase 3 — Payout flow

Phase 4 — Strip shop to placeholder

Phase 5 — Run-end states

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

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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

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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):

  1. Round 1 starts — HUD shows 00:30, 0 / 10, 0. Click targets to score.
  2. Score ≥ 10 — green CASH OUT button 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.
  3. Click Cash Out — vacuum → circle wipe → mid-screen payout: CLEARED $10, TIME BANKED $X, INTEREST $X, separator, TOTAL $X, then CLICK TO CONTINUE. Lines reveal one every 0.3s.
  4. Click anywhere — second circle wipe → shop with just SHOP / ROUND 2/5 header, gold chip, and NEXT ROUND button.
  5. Click Next Round — wipe → round 2 with 0 / 20 target. Repeat.
  6. Round 5 cash-out — same payout, but click goes to YOU WON! + NEW RUN button (not the shop).
  7. Fail path — let timer hit 0 below target → GAME OVER + NEW RUN button. Run ends, no payout.
  8. R key or click New Run — full run_reset (gold + items wiped, back to round 1 at $0).

Edits made to main.lua:

Known minor things you may want to tweak after testing:

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

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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

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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

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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-killscore = 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:

Visual to expect:

Things I'd flag for testing:

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]

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3) Store seconds_left and gold_held in payout state

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4) Rewrite draw_payout with typewriter + per-line drop + detail strings

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5+6) Score panel horizontal + centered, HUD chips centered

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Now center the left HUD chips on the left wall column:

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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:

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:

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:

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:

  1. 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.
  2. Detail strings: (Xs at $1 per 2s) and ($1 per $5) (no gold_held math, no "x" — use "at"/"per").
  3. Center the whole payout block — compute column widths from the actual longest strings, then center the total on cx.
  4. Score panel back to vertical — revert.

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1) Score panel — back to vertical

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2) Rewrite payout — sequential L→R + fixed-column centering + new detail strings

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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:

Two side notes on the centering:

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)

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Done. Now:

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.

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Done. Three knobs added at the top of the payout block:

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:

So you were right to question it. Let me bump top_y to center the full block, and offset the separator up by 2:

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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.

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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:

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Done.

Three new tunables at the top of the payout block:

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.)

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Also updating the related comment so it doesn't claim combo lingers in 'lost' anymore:

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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.

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Now render the reason below the title. The reason combines death_reason with the score recap:

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Done. On 'lost':

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)

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Done. Two centered lines:

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)

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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:

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:

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.

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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:

Possible rewrites:

#2 "+1/+2/+5 points per hit on non-repeat hits on targets."

Ambiguous bits:

Possible rewrites:

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:

Possible rewrites:

The original is already tight — these are minor tweaks.


Two cross-cutting questions worth picking on before rewriting:

  1. 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.
  2. Tier notation. +1/+2/+5 reads 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

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

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

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 5

The 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, use find-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.md with 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: and Date: lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script in a327ex-site/deploy/backfill_metadata.py is 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].md

Step 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/Anchor git add docs/ framework/ engine/ scripts/ reference/
Anchor2 E:/a327ex/Anchor2 git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/
emoji-ball-battles E:/a327ex/emoji-ball-battles git add -A
invoker E:/a327ex/Invoker git add -A
thalien-lune E:/a327ex/thalien-lune git add -A
a327ex-site E:/a327ex/a327ex-site git 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.

cd into the project root, stage, run git status to 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.txt

Step 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 -3

Failure 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: and Date: 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/ and anchor.blot.im/context/. Post-cutover (May 2026), anchor.blot.im is a JS redirect to a327ex.com and 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:

Design lockdown before implementation:

Phase 1 — score system + ROUNDS rewrite + HUD chip:

Phase 2 — Cash Out button + lost state:

Phase 3 — Payout flow:

Phase 4 — Shop placeholder:

Phase 5 — Run-end states:

Visual iteration on the score chip:

Centering HUD on side walls:

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:

Death reason subtitle:

ideas.md created with three modifier concepts:


Want me to proceed with this summary as-is, or any tweaks?

Yes.